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    FAQ/Walkthrough by Deuce ex Defcon

    Version: 1.00 | Updated: 03/26/08 | Printable Version | Search This Guide

    ===============================================================================
            We have affirmed that Tiberium is the ultimate gift to mankind.
    ===============================================================================
       ____   ___   __  __  __  __    _    _   _  ____  
      / ___| / _ \ |  \/  ||  \/  |  / \  | \ | ||  _ \     ______
     | |    | | | || |\/| || |\/| | / _ \ |  \| || | | |   / ___  \
     | |___ | |_| || |  | || |  | |/ ___ \| |\  || |_| |   \/   \  \
      \____| \___/ |_|  |_||_|  |_|_/   \_|_| \_||____/       ___) /
        ____   ___   _   _   ___ & _   _  _____  ____        (___ (  TIBERIUM WARS
       / ___| / _ \ | \ | | / _ \ | | | || ____||  _ \           ) \
      | |    | | | ||  \| || | | || | | ||  _|  | |_) |    /\___/  /
      | |___ | |_| || |\  || |_| || |_| || |___ |  _ <     \______/
       \____| \___/ |_| \_| \__\_\ \___/ |_____||_| \_\
    
    ===============================================================================
                 It is the key to the future. - The Brotherhood of Nod
    ===============================================================================
    
    Copyright 2007, 2008 - Staley, Deuce ex Defcon.  Any site that wishes to host
    any of my guides is free to do so, provided you contact me prior to posting the
    guide(s), as I like to know where they're being used.
    
    I cannot guarantee any site other than GameFAQs will always have the most
    current form of my guides, so if there's ever any doubt, always check GameFAQs.
    If you find an outdated form of any of my guides on any other site(s), please
    contact me, and I will contact the site(s) to get it updated.
    
    All questions, comments, and so forth concerning this guide can be posted on my
    site here:
                               http://thebrink.us/boards
    
    Or if you're not fond of message boards, please feel free to email at
    deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).
    
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    |                          =========================                          |
    |                         |        Contents         |                         |
    |                          =========================                          |
     -----------------------------------------------------------------------------
    
    0.00)  General Notes
    
    1.00)  Walkthrough
    
         1.10)  GDI Missions
              1.11)  North Carolina Badlands
              1.12)  The Pentagon
              1.13)  Langley AFB
              1.14)  Hampton Roads
              1.15)  The White House
              1.16)  Casabad
              1.17)  Alexandria
              1.18)  Cairo
              1.19)  Croatia
              1.20)  Albania
              1.21)  Sarajevo
              1.22)  Munich
              1.23)  Stuttgart
              1.24)  Cologne
              1.25)  Berne
              1.26)  Rome
              1.27)  Ground Zero
    
         1.40)  Nod Missions
              1.41)  Goddard Space Center
              1.42)  The White House
              1.43)  Andrews Air Force Base
              1.44)  Hampton Roads
              1.45)  Washington DC
              1.46)  Amazon Desert
              1.47)  Atlantic Coast
              1.48)  Slovenia
              1.49)  Sarajevo
              1.50)  Outback
              1.51)  Sydney City Wall
              1.52)  Downtown Sydney
              1.53)  Ayers Rock
              1.54)  Northern Italy
              1.55)  Italian Hills
              1.56)  Operation Stiletto
              1.57)  Kane's Tower
    
         1.70)  Scrin Missions
              1.71)  London
              1.72)  Munich
              1.73)  Croatia
              1.74)  Threshold 19
    
    4.00)  Intelligence Database
         4.01)  Editing Missing Entires
         4.10)  GDI Intelligence Database
              4.11)  GDI InOps
              4.12)  GDI News Wire
              4.13)  GDI Eyewitness Accounts
              4.14)  GDI Weapons, Tactics, and Systems
              4.15)  GDI Archives
         4.40)  Nod Intelligence Database
              4.41)  The Inner Circle
              4.42)  Nod Field Intelligence
              4.43)  Kane's Arsenal
              4.44)  Nod Archives
         4.70)  Scrin Intelligence Database
              4.71)  Warp Link
    
    7.00)  End
         7.01)  Version History
         7.02)  Closing
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |          0.00)  General Notes           |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    -----------------------------
    Intelligence Database Entries
    -----------------------------
    
     - Throughout the game, you'll be able to collect little bits of information
    in your intelligence database.  These files don't really have any effect on the
    game, they're just there for collection purposes (and for you to read, assuming
    you're interested).  Sometimes these entries are simply given to you
    automatically, but sometimes you need to accomplish a bonus objective or do
    something else to get them.  I've listed which entries are found in each
    mission in this guide, and I've also marked them in the walkthrough between
    {these} to show where in the mission you should be getting the entry.  You can
    find more detailed information (including complete transcripts of each entry)
    in section 4.00) of this guide.
    
     =============================================================================
    |                     -----------------------------------                     |
    |                    |        1.00)  Walkthrough         |                    |
    |                  -----------------------------------------                  |
    |                 |          1.10)  GDI Missions            |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     1.11)  North Carolina Badlands      |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Recent satellite intelligence points to a suspicious level of activity in the
     North Carolina Badlands.  InOps is concerned that the Brotherhood of Nod may
     be setting up shop there.  Your mission is to investigate and report back as
     soon as possible.  An abandoned GDI training facility is located nearby - use
     that as your base of operations in the area."
    
    =====================
    Intelligence Database
    =====================
    
    GDI Weapons, Tactics, and Systems
    
     - Mobile Construction Vehicle
     - Barracks
     - GDI Riflemen
     - GDI Missile Squad
     - GDI Engineer
    
    GDI Archives
    
     - GDI Base Closure
     - Tiberium Primer
    
    ==================
    Primary Objectives
    ==================
    
    1)  Determine the status of the GDI Outpost.
    
    "This outpost was abandoned many years ago after its strategic value waned.
     Once you arrive at the outpost it can be reactivated remotely."
    
    2)  Build a Barracks and 3 GDI Riflemen Squads.
    
    "You'll need a barracks in order to train infantry units.  To build a Barracks,
     select the Construction Yard and then click on the Barracks icon.  Once it has
     finished building click the Barracks icon again and then place the Barracks in
     your buildable area."
    
    3)  Build a Power Plant.
    
    "Select the Construction Yard and click on the Power Plant icon.  Build and
     deploy it just like the Barracks.  Because your base has low power, you may
     want to turn off other buildings.  When your base is low on power, all units
     and structures build slower."
    
    4)  Repair the Command Post.
    
    "To repair the damaged Command Post, use the Repair Button on your Command Bar,
     located on the top right next to the power button.  Then click on the Command
     Post."
    
    5)  Eliminate the Nod Outpost.
    
    "Destroy all the Nod Forces, the Hand of Nod and the Nod Outpost.  A company of
     Missile Soldiers will be sent to assist you.  Their missiles are much more
     effective against structures than standard GDI rifles."
    
    6)  Repair the Bridge.
    
    "Two Engineers are en route via V35 Ox Transport.  Once they arrive, send one
     of them into the Gatehouse to repair the bridge."
    
    7)  Build an Airfield.
    
    "The Nod presence in this region is far greater than we had expected.  We will
     need air support.  Build an Airfield from the Production Structures Tab to
     gain access to aircraft."
    
    8)  Destroy the Nod Barracks, War Factory and Construction Yard.
    
    "Devastate this Nod Base by destroying these key structures.
    
    ================
    Bonus Objectives
    ================
    
    1)  Build a Watchtower.
    
    "Protect your base from Nod infantry by building a Watchtower.  To build a
     Watchtower, click on the Watchtower icon located in the Support Structure Tab.
     Once it has finished building, deploy it anywhere inside your ground control
     area.  The white circle marks the range of the Watchtower."
    
    2)  Build a second Infantry queue.
    
    "Build a second Barracks from your Production Structures Tab so that you have a
     second infantry queue.  This will allow you to train infantry in parallel
     giving you the ability to put more soldiers on the field quicker."
    
    3)  Build a Tiberium Silo.
    
    "Build a Tiberium Silo from your Support Structure Tab.  Doing so will increase
     Doing so will increase the amount of credits you can store at once."
    
    4)  Capture one of Nod's buildings.
    
    "Select your Engineer and then send him into an enemy structure.  The Engineer
     will capture it, giving you full control of the structure."
    
    5)  Sell the captured Nod structure.
    
    "After you've captured the structure you can then sell it.  Use the Sell
     Button located at the top of your Command Bar.  Click on the $ and then click
     on the building you want to sell."
    
    6)  Capture the Tiberium Spike.
    
    "Many structures, like this Tiberium Spike, can be captured by Engineers and
     put to use.  Tiberium Spikes generate extra funds over time by drawing
     Tiberium out of the Earth."
    
    ===========
    Walkthrough
    ===========
    
    This is your standard RTS introductory mission, and they do a pretty good job
    of telling you exactly what you need to do to finish the mission, but just for
    good measure, I'm going to cover it all too.
    
    Start by taking your riflemen east to the abandoned GDI base and slaughter the
    Nod infantry in the middle of it.  When you get control of the base, you'll get
    the first of many Intelligence Database entries {GDI Base Closure}.  These
    entries aren't really necessary to finish the game, they're just optional
    things that you can collect if you'd like (some of them are unavoidable, but
    some of them will take a little effort if you want to get them).  When the
    explanation of harvesting is finished, you'll get another entry {Tiberium
    Primer}.
    
    Your MCV will arrive soon {Mobile Construction Vehicle} and automatically
    deploy itself in the middle of your base.  Build a barracks and place it
    somewhere in your base {Barracks}, then train three riflemen squads from it to
    complete the next objective {GDI Riflemen}.
    
    Build a Watchtower when you're told to, then defend against the rush of Nod
    troops from the east.  You'll receive some missile troops {GDI Missile Squad},
    and you'll be able to train them from the barracks now.  Build a second
    barracks to accomplish the second optional objective, then train some more
    missile squads for the assault on the Nod outpost.
    
    Destroy the two western buildings in the Nod outpost, then wait for your
    Engineers to arrive {GDI Engineer}.  Use one to capture one of the two
    remaining Nod buildings and use the other to repair the bridge (by putting it
    in the tower below and to the right of the bridge).  Sell the captured Nod
    building to accomplish another bonus objective, then build a Tiberium Silo to
    accomplish another one.
    
    North of the bridge, you'll find a tower-like thing called a Tiberium Spike.
    Selecting it will tell you about another optional objective - train an Engineer
    from your barracks and get it into the spike to accomplish the objective.
    
    Move your infantry groups over the bridge when you're ready and assault the Nod
    vehicles there.  Target the Raider Buggies first, then hit the Scorpions.
    Eventually you'll be told to build an airfield so you can receive Orca
    reinforcements.  Do so, then build two more Orcas to fill the airfield.  Use
    them to assault the Nod base until you're given the option to use the Ion
    Canon.  Select it, then fire it into the middle of the Nod base to finish the
    mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |           1.12)  The Pentagon           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now
     attacking the only remaining GDI world command hub in the Pentagon.  If we
     lose the Pentagon, GDI will be thrown into chaos and the war will be lost.
     Your mission is to defend this vital installation.  The first priority is
     restoring power to the building defenses and systems so you can repel the main
     Nod attack.  Then you'll need to get an engineer into the Pentagon to
     reestablish the command and control system links.  Your final objective is to
     counter-attack and drive Nod out of the area."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Garrisoning
    
    GDI Weapons, Tactics, and Systems
    
     - APC
     - Grenadier
    
    GDI Archives
    
     - The Global Defense Initiative
     - About the Brotherhood of Nod
    
    ==================
    Primary Objectives
    ==================
    
    1)  Bring the Pentagon's defensive power system online.
    
    "The Pentagon is defenseless without its power.  Get an Engineer into each of
     the three Power Plants and bring that power back online!"
    
    2)  Capture the Pentagon with an Engineer.
    
    "Only an Engineer can get the Pentagon's Command and Control systems online.
     You must protect your Engineers until the Pentagon is restored.  Once Command
     and Control is restored we can turn this war around."
    
    3)  Garrison each of the four Guard Towers with GDI Riflemen and hold off the
        Nod infantry wave.
    
    "Nod has destroyed our Power Plants with their Vertigo Bombers.  Our only
     chance to defend the Pentagon against superior odds is to garrison the Guard
     Towers around the perimeter of the Pentagon."
    
    4)  Eliminate the Nod Central HQ.
    
    "The Brotherhood of Nod has hastily erected a forward headquarters at the top
     of the hill.  Prevent another attack on the Pentagon by destroying this
     forward HQ."
    
    ================
    Bonus Objectives
    ================
    
    1)  Eliminate the small Nod base to the north.
    
    "Nod has cut off our ability to bring in reinforcements to the north.
     Eliminating this base will enable Easy Company Grenadier reinforcements.
    
    2)  Take back the city by clearing 4 garrisoned buildings.
    
    "Nod has firmly entrenched troops within the city surrounding the Pentagon.
     Use our Grenadiers to clear these buildings out."
    
    ===========
    Walkthrough
    ===========
    
    Move your riflemen and engineers to the east to assault the Nod infantry that
    are attacking your power plants {The Global Defense Initiative}.  Use your
    rifle squads to wipe out the Nod troops, then use an Engineer to capture each
    of the three power plants.  You'll then be told to capture the Pentagon, so
    send another engineer over there and take it.  You'll be told to garrison some
    nearby towers as your next objective - two of them are west of the Pentagon,
    and two of them are slightly north-west of it.  Send a rifle squad into each of
    the four towers {Garrisoning} to complete the objective.
    
    Some APCs will arrive {APC} to the north-east of the Pentagon.  Send them to
    the left side of the Pentagon, then put a Grenadier Squad into each one of them
    when they exit the Pentagon {Grenadier}.  You'll be given your next main
    objective soon {About the Brotherhood of Nod}, but if you want to accomplish
    the bonus objectives, you'll need to do them now.
    
    Move your grenadier-loaded APCs west underneath the cluser of buildings there,
    and you'll receive a second bonus objective.  Use the APCs to grenade the four
    garrisoned buildings to accomplish the second bonus objective.  You'll receive
    two more APCs with grenadier units in them north of the Pentagon, so move your
    current group back there and join them.  Head north and wipe out the small Nod
    base there to accomplish the other bonus objective.
    
    With the small base destroyed, you'll receive a few more loaded APCs from the
    north.  Add them to your current group, then gather the supply crates
    north-west of where the small Nod base used to be.  Move your entire group to
    the south-east corner of the big Nod base now, then move in and wipe the place
    out.  Note that only the Crane, Hand of Nod, and Air Tower have to be destroyed
    to accomplish the final primary objective.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |           1.13)  Langley AFB            |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Nod forces have overrun all of the major GDI air fields in the region.  Your
     mission is to retake Langley Air Force Base, home of the Air Combat Command.
     A small GDI outpost near the coast might be useful as a base of operations.
     We'll drop your team off nearby.  Once the outpost is secure, take back our
     airfields, get some Orca scout aircraft in the air, and then drive Nod out of
     the area."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Calling for Transport
    
    GDI Weapons, Tactics, and Systems
    
     - Command Post
     - Sniper Team
     - Airfield
     - Orca Attack Aircraft
    
    ==================
    Primary Objectives
    ==================
    
    1)  Eliminate the Nod forces attacking the GDI base.
    
    "There is a small GDI Base under siege on the coast.  Secure it and you will
     have a perfect platform to launch an assault on Langley Air Force Base."
    
    2)  Reclaim the GDI Airfields to the northeast.
    
    "GDI has two Airfields intact with operational Orca aircraft.  Reclaim the
     Airfields by eliminating the defending Nod forces, then use the Orca as air
     support for your attack on the base."
    
    3)  Destroy the Nod base to the northwest.
    
    "This base is the central hub for the Nod forces controlling Langley.  It is
     heavily defended against land based attacks."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the Tiberium Refinery in the city.
    
    "The Tiberium Refinery used to supply the airforce base has been overlooked by
     Nod.  Getting it up and running will give us ample supplies for our
     offensive."
    
    2)  Rescue all 4 Snipers from Bravo Squad.
    
    "The Snipers of Bravo Company have been scattered throughout the city.  Find
     and rescue them."
    
    ===========
    Walkthrough
    ===========
    
    You receive a few infantry groups on the beach, so immediately use them to
    slaughter the Nod infantry to take control of the outpost {Command Post}.  Put
    both of your riflemen squads and a grenadier squad into the bunker closest to
    your barracks, then stick both missile squads and a grenadier squad into the
    second bunker farther down the beach.  These two bunkers will pretty much
    defend your base for the entire mission if you garrison them early.
    
    Build six APCs and enough grenadiers and missile squads to fill them, then move
    them south-west into the city.  You'll be given a new bonus objective to
    capture the Tiberium refinery in the city.  Use your APCs to clear out the
    buildings, then get close to the refinery and look slightly north-east of it.
    You'll find a sniper unit, which is one of four that you'll need to find to
    complete the second bonus objective.
    
    Once you've secured the area with your APCs, train an Engineer and use him to
    capture the refinery.  Before you leave the area with your APCs, use one to
    clear out the building in the south-west corner of the map - there's another
    Sniper group there.  Return your APCs to your base, then build a few more and
    load them up with grenadiers and missile squads.  See that garrisoned building
    directly north of your base?  Take it out, then take out the one above and to
    the right of it to free your last two sniper units {Sniper Team}.
    
    Take these two sniper units and garrison the building near the two Nod machine
    gun turrets north-west of your base.  See the little icon in the upper-left
    corner of your screen that says Bombard Spotted Target when you hover over it?
    You can use that to lob a shell from the battleship at any target within a
    sniper group's sight.  Nod defense structures like these machine gun modules
    can be rebuilt after being destroyed unless you take out the hub they're
    attached to.  If you destroy the hub, the modules are destroyed with it.  Use
    your bombardment option to destroy the hub, then move your APCs through the
    area on your way to the airfields.
    
    The airfiels are on a raised platform, and they're guarded by some Nod missile
    troops and some light vehicles.  Your APCs will slaughter them, but you can
    move a sniper group up there and bombard the Nod forces if you'd like.  Once
    all of the Nod units are destroyed near the airfields, you'll gain control of
    them, and eight Orcas will land {Calling for Transport, Airfield, Orca Attack
    Aircraft}.
    
    The Orcas can easily finish the mission on their own.  Simply fly them west to
    the Nod base, then attack the main structures one by one until they're all
    destroyed (you can tell which ones need to be destroyed by the yellow box that
    outlines them).  As long as you stay fairly far to the north inside the base,
    you shouldn't have any problems with things firing at you from the ground.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.14)  Hampton Roads           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their
     port operations.  You'll do this from the inside, infiltrating an elite GDI
     commando into the facility.  Take their radar offline by destroying the Nod
     Operations Center.  Once they're blind, take out their nearby stealth bomber
     base.  As soon as Nod's bombers are out of action, we'll send in a fleet of
     battleships and you can use sniper units to spot targets for the big guns."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Logistics Crates:  Targets of Opportunity
    
    GDI News Wire
    
     - The Ghost in the Machine
    
    GDI Weapons, Tactics, and Systems
    
     - Commando
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the Nod Operations Center.
    
    "Taking the Nod Operations Center offline will disable their radar and sonar
     detection.  This will sow confusion among the defenders and therefore enable
     our Battleships to get in closer and lend artillery support."
    
    2)  Destroy the bombers harassing our Battleships.
    
    "Vertigo Bombers are preventing our battleships from getting into bombardment
     range.  Destroy the Nod Air Tower to eliminate this threat."
    
    3)  Destroy the Nod production facilities.
    
    "The Brotherhood of Nod is using the Hampton Roads Naval Facility as a
     supply depot for their front line offensive.  Destroy their production
     buildings to disrupt the port operations and stop the flow of reinforcements."
    
    ================
    Bonus Objectives
    ================
    
    1)  Complete the mission using only the Commando.
    
    "Complete the mission without using the reinforcements."
    
    ===========
    Walkthrough
    ===========
    
    Use the Commando to wipe out the approaching Nod troops {Commando}, then head
    north and detonate the Nod Operations Center.  You can either walk there
    through the city or use the Commando's jump jet ability, whichever you'd like.
    With the Operations Center destroyed, head west and slightly north until you
    see a yellow flashing crate thing.  Move the Command on top of it {Logistics
    Crates:  Targets of Opportunity} to get healed, then move north-east and
    attack the cluster of Nod troops near the power plant there.  There's a second
    crate nearby that will give your Commando a veterancy level.
    
    Head towards your second objective now.  If you attack the airfield from above,
    you'll be able to take advantage of the red explosive barrels strewn about the
    area.  Shoot them with the Commando when Nod units are near them, and the
    explosion will slaughter everything.  The one west of the airfield will
    completely destroy it if you fire at it.
    
    With the airfield destroyed, you'll be given a bonus objective.  Ignore your
    reinforcements and use only the Commando if you'd like to achieve the bonus
    objective.  Don't worry - the Commano's almost invincible in this mission, so
    you don't need the reinforcements at all anyway.  Move the Commando east, then
    south towards the bottom of the map near the middle {The Ghost in the Machine}.
    Approach the main Nod base from the east, and stop to jump jet your Commando
    into the square with the crate in the middle of it.  It's another veterancy
    crate, which will make your Commando even more ridiculously powerful.
    
    There's a flame tank in the Nod base, so when you approach, be ready to retreat
    when it starts to come at you.  Shoot the explosive red barrels along its path
    to demolish it, then enter the Nod base and shoot the explosive barrels there
    to do some serious damage right off the bat.  Use your Commando to detonate the
    buildings, and the mission will be complete.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |         1.15)  The White House          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "GDI morale sagged when Nod troops unfurled their red banners over the White
     House.  Now you'll turn the tide by retaking this powerful symbol.  Since Nod
     has a staging area nearby, you'll also get a chance to wipe out a large
     stockpile of high-end Nod weapons.  Start with a small force to take out Nod's
     air defenses.  A Firehawk squadron from Langley AFB will turn Nod's parked
     military hardware to burning junk.  Then attack the Nod base right outside the
     White House itself."
    
    =====================
    Intelligence Database
    =====================
    
    GDI Eyewitness Accounts
    
     - Nod Stealth Technology
     - Nod Base Defenses
    
    GDI Weapons, Tactics, and Systems
    
     - GDI Base Defenses
     - Predator Battle Tank
     - Crane
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the Nod air defenses.
    
    "We have Firehawk attack jets armed and waiting.  You need to destroy Nod's air
     defenses so the Firehawks can make their bombing run.  We also have Ox
     transports with reinforcements standing by for deployment."
    
    2)  Use your Firehawk Airstrike power on Nod's artillery outpost.
    
    "Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb."
    
    3)  Destroy the surrounding Nod base to reclaim the White House.
    
    "Nod forces have set up a base in front of the White House.  Destroy all of
     their production structures to drive them out of this area and take back the
     White House."
    
    4)  Destroy the Disruption Towers around the Nod base.
    
    "Nod is using those Disruption Towers to cloak its base.  Destroy them and that
     should make their base vulnerable to our attacks."
    
    ================
    Bonus Objectives
    ================
    
    1)  Suppress the Nod infantry advances by putting Snipers into the designated
        buildings.
    
    "Snipers are extremely effective against infantry.  Garrison them in the
     designated buildings for extra protection while they fire on Nod infantry."
    
    2)  Destroy Nod's Power Plants.
    
    "Commander, Nod appears to have a large number of their Power Plants just
     northwest of the White House.  Destroying these might bring down their
     defenses and leave them more open to our attack."
    
    3)  Destroy the Nod Secret Shrine.
    
    "The Secret Shrine provides the ability to produce stealthed units.  Destroy it
     to prevent Nod stealth attacks."
    
    ===========
    Walkthrough
    ===========
    
    Use two missile squads to destroy each of the Nod anti-air nodes on either side
    of the Nod outpost (remember - destroying the node itself automatically
    destroys all of the modules) to complete the first objective, then use the
    Firehawk Airstrike icon in the upper-left corner of your screen to destroy the
    Nod stockpile.  Reinforcements will arrive - quickly deploy your MCV and build
    a power plant, barracks, and a Tiberium Refinery followed by an armory.  As
    soon as you place the Command Post, train two sniper units from your barracks
    and send one to each of the buildings highlighted in green on either side of
    your base.  Send one of the riflemen squads you got earlier into eah building,
    too.
    
    Build and place a Watchtower at the top of your base {GDI Base Defenses} to
    defend against infantry, then build a War Factory and a few silos.  Build a
    few Predator tanks from the war factory {Predator Battle Tank}, then build a
    crane {Crane}.  Train some grenadiers and load them into APCs (six or so of
    them will be plenty), then send the APCs and your Predators up the west side of
    the map to assault the Nod power plants.
    
    Make sure you use your grenadiers in the APCs to wipe out the garrisoned
    structures, then leave the Predators behind at the intersection near the middle
    of the map.  Continue towards the powerplants with the APCs and wipe them out
    along with everything else in the area, then retreat everything back to your
    base.
    
    Move your APCs to the east side of the map, then head north all the way to the
    north-east corner.  You'll find a Secret Shrine up there, so destroy it to
    accomplish another bonus objective {Nod Stealth Technology}.  The only thing
    left to do is assault the main Nod base in front of the White House now, so
    send in a big group of Predators with your APCs and slaughter everything.
    Your Predators can demolish buildings quickly, and if you keep them moving,
    you can crush most of the Nod infantry under their tracks.  When you destroy
    all of the Nod Disruption Towers and the rest of their base, the mission will
    be over {Nod Base Defenses}.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.16)  Casabad              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "InOps flagged an irrigation plant in Casabad as a possible chemical weapons
     factory.  A GDI forward base was established nearby in preparation for a raid,
     but we've since lost contact with the base.  We've also lost contact with a
     team of Zone Troopers sent to investigate.  Get in there, secure the base, and
     then find out what's going on in that factory."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Nod Aircraft
     - Commandeering Tiberium Spikes
     - New Nod Flame Tank
     - Liquid Tiberium Research
    
    GDI Weapons, Tactics, and Systems
    
     - Zone Troopers
    
    GDI Archives
    
     - Red, Yellow, and Blue Zones
    
    ==================
    Primary Objectives
    ==================
    
    1)  Secure the Barracks by defeating the surrounding Nod forces.
    
    "The last contact from the Zone Troopers came from this location.  Eliminate
     any remaining Nod units to secure the outpost."
    
    2)  Destroy the Weapons Research Lab.
    
    "Intel believes this Nod structure is instrumental in Nod's efforts to
     weaponize Tiberium in a liquid form.  It must be eliminated."
    
    3)  Destroy the Nod War Factories.
    
    "Nod is reinforcing its war effort in this region from these War Factories.
     Eliminate them."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture all three Tiberium Spikes.
    
    "Secure additional runding by capturing all three Tiberium Spikes in the area.
     Build additional Engineers to capture these Tiberium Spikes."
    
    2)  Destroy the Nod Outpost.
    
    "Nod is reinforcing their security of the research labs from this facility.
     Eliminate it to collect extra resources."
    
    ===========
    Walkthrough
    ===========
    
    Approach the GDI base and eliminate the Nod troops {Red, Yellow, and Blue
    Zones}, then capture the Tiberium Spike with your engineer.  Some Nod aircraft
    will fly overhead {Nod Aircraft}, but don't worry about them yet.  Send your
    Zone Troopers to the upper-right corner of your base to defend it {Zone
    Troopers}, then start training more Zone Troopers.  When you have another unit
    of them, send it north to the next Tiberium Spike.  Train an engineer and send
    it up there to capture the spike {Commandeering Tiberium Spikes}, then send the
    Zone Troopers back to help defend the upper-right corner of your base (and
    don't forget to grab the crate above and to the right of the spike first).
    
    You'll be raking in funds now, so crank out another four units of Zone Troopers
    followed by three more units of missile troops and an engineer.  There're three
    crates on a platform south-east of your base, two of which have money in them.
    Use the jump jet ability on your Zone Defenders to jump up there and grab them,
    then combine your forces together into two groups (Zone Troopers in one and
    missile squads in the other).  If you haven't already, select your Armory and
    build the Power Packs upgrade to give your Zone Troopers a nice boost.
    
    Head towards the third Tiberium Spike and clear it out, then capture it with
    your engineer.  Move east towards the Nod outpost next, and keep your eyes
    peeled for more supply crates.  Assualt the Nod outpost and destroy it, but
    watch out for the Nod planes you saw earlier - they'll shred your Zone Troopers
    if you're not prepared to take them out with your missile squads.  Note that
    you actually have to destroy the Nod buildings to accomplish the bonus
    objective, not just capture them (if you capture them, you'll have to sell them
    to accomplish the bonus objective).
    
    Gather any supply crates you see, then move north with your two groups.  When
    you reach the research facility, you'll find some new Nod vehicles guarding it
    {New Nod Flame Tank}.  Your Zone Troopers should be able to handle them easily,
    but make sure you keep your missile squads away from them (you won't need the
    missile squads again anyway, so you could just leave them behind now if you'd
    prefer).  Destroy all of the Nod units in the area, then destroy the research
    facility {Liquid Tiberium Research}.
    
    Move north and crush the remaining Nod buildings to finish the mission.  You'll
    have a much easier time doing this if you jump jet into the base from the west
    rather than running in from the south.  There are a few more supply crates
    scattered around the map if you'd like to collect them, but it's hardly
    necessary to get them to finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |            1.17)  Alexandria            |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Nod is using the port of Alexandria to export nuclear and chemical weapons.
     Your mission is simple:  Shut this operation down.  Destroy the loading cranes
     to cripple their port operations, sink their ships to block the docks, wipe
     out their administration and control centers, and obliterate any military
     units and structures nearby.  You'll have Mammoth Tanks at your disposal.
     Roll over them, Commander."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - EMP Control Center
    
    GDI News Wire
    
     - Discontinuation of the Mammoth Mk II Walker
    
    GDI Weapons, Tactics, and Systems
    
     - War Factory Repair Drones
     - Base Expansion using the Surveyor
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy all Nod loading dock cranes.
    
    "Nod forces are loading weapons onto their ships for export.  Destroy these
     cranes to disrupt dockside activity."
    
    2)  Destroy all Nod Port Authority buildings.
    
    "Nod's port operations are controlled from these Port Authority buildings.
     Take them out to cripple their port for the long haul."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy all Nod ships docked at the port.
    
    "Destroy the docked ships to prevent them from delivering their hardware to
     other war efforts in the region."
    
    2)  Capture the EMP Control Center in the city.
    
    "Capture the EMP Control Center to gain the ability to fire an EMP blast which
     will disable all electronic devices within the blast radius."
    
    3)  Deploy a Surveyor at the northern Tiberium Field.
    
    "Build a Surveyor and deploy it by the Tiberium Field to the north.  A Surveyor
     unpacks an expansion base at its deployment location and allows additional
     structures to be constructed around it."
    
    ===========
    Walkthrough
    ===========
    
    Place four or so Watchtowers along the upper-right side of your base to defend
    against the Nod infantry rushes (some of which will be stealthed), then place a
    war factory {War Factory Repair Drones} and some power plants.  Once you have a
    command post and a tech center, you'll be able to build mammoth tanks, and
    you'll be able to get the rail guns upgrade from the tech center
    {Discontinuation of the Mammoth Mk II Walker}.  Once you have a few more
    mammoths with the rail gun upgrade, send them north to the next Tiberium field
    so they can defend it.
    
    You'll be told about a bonus objective as soon as you see the Tiberium field,
    so build a Surveyor from your support structures tab and send it to the field.
    Deploy it {Base Expansion using the Surveyor}, then build a second refinery up
    there if you'd like.
    
    Meanwhile, send a few mammoths to the lower-right corner of the map to wipe out
    the Nod forces around the EMP Control Center, then capture it with an engineer
    {EMP Control Center}.
    
    The easiest way to take care of the last remaining bonus objective is to build
    an airfield and four Orcas, then fly them safely above the docked ships and
    destroy them one at a time.  You can destroy the docks in the same way, and
    then you'll be free to focus on crushing the port authority buildings.  Send
    your entire column of mammoths over there and crush the place - the weak Nod
    forces in the area are no match for mammoths with rail guns.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |              1.18)  Cairo               |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Your mission is to take out a massive Nod nuclear weapons facility in northern
     Cairo, the same base that was used to launch the strike on the Philidelphia.
     This is now the highest priority GDI target worldwide.  Time is of the
     essence:  Nod is likely to launch everything they have if they think you're
     getting too close."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Nod's Nuclear Arsenal
     - Cairo Nuclear Launch Facility
    
    GDI News Wire
    
     - The Blunder that Nearly Finished GDI
    
    GDI Archives
    
     - GDI's Nuclear Weapons
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the Nod Nuke Facility.
    
    "Nod has nuclear missile launch capability with this missile site.  This is the
     same site that launched the attack that destroyed the Philidelphia.  It must
     be destroyed."
    
    2)  Destroy the Nod Compound Headquarters.
    
    "Nod controls this Nuclear Launch Site and most of its operations in this
     region from these buildings.  Destroy them to completely remove Nod's
     capability to launch nuclear missiles from this site and wrest control over
     this territory from Nod."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the Nod Power Plants.
    
    "Nod's nuclear missile launch can be delayed if any of the Power Plants
     supporting the launch facility are destroyed or captured.  Be advised, if Nod
     rebuilds or recaptures the Power Plants the missile launch countdown will
     continue."
    
    2)  Destroy all Nod Structures.
    
    "Eliminate all Nod structures to expel them from this region."
    
    ===========
    Walkthrough
    ===========
    
    Build a pair of Watchtowers north of your base and park your Predators and Zone
    Troopers near them to fend off Nod attacks, then start building a war factory
    and a couple power plants.  Build a second harvester from your war factory
    while you're building a tech center, then get the rail guns upgrade from the
    tech center.  You'll want to do something about that nuclear countdown, too, so
    build an airfield and fill it with Orcas.  {GDI's Nuclear Weapons} should be
    added to your entries automatically at some point after the nuclear countdown
    is announced.
    
    The path to the upper-left corner of the screen is free from anti-aircraft guns
    along the left side of the map, so move your Orcas all the way into the corner.
    You'll see a Tiberium Spike above the blue Tiberium field - send an Engineer up
    there using the Call For Transport option and take the spike, then send the
    Orcas to the east along the top of the map.  There's an anti-aircraft battery
    directly to the west of the first Nod power plant - take out the central hub to
    destroy the battery, then send the Orcas back into the upper-left corner of the
    map.  Return them to your base for repairs, then make another trip up and over
    to destroy one of the power plants, which will reset the nuclear countdown and
    accomplish the first bonus objective.
    
    Once you've got eight or so mammoth tanks (which you should have no trouble
    getting, though you should feel free to deploy a surveyor in the upper-left
    and/or lower-right corners of the map to get more Tiberium if you'd like), move
    to the openning south of Nod's base and level everything you see.  Before you
    head inside, move farther to the southeast until you get the {The Blunder that
    Nearly Finished GDI} entry if you haven't already.
    
    When you approach the southern entrance to the Nod base, you'll be warned that
    it's heavily defended, but it's not really that bad when you've got the railgun
    upgrade.  Target the defensive clusters first, then simply crush everything you
    see, including things marked as "civilian."  Destroying the large cylindrical
    structure above and slightly to the right of the entrance will give you the
    {Nod's Nuclear Arsenal} entry.
    
    The second bonus objective isn't hard to accomplish - just drive your group of
    mammoths around the central part of the map and level everything you see, and
    make sure the actual silo in the middle is your first stop.  Once everything is
    destroyed {Cairo Nuclear Launch Facility}, move to the upper-right corner of
    the map and level the rest of the Nod structures there.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.19)  Croatia              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "GDI has a forward operating base in Croatia, but it's been cut off from supply
     lines and is under heavy attack by Nod forces.  Their power is low, their
     construction yard has been destroyed, and they don't have much in the way of
     firepower.  You need to take command of that base and hold out long enough for
     us to send in a reinforcement convoy."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Power Management
    
    GDI News Wire
    
     - Kane's Fascination with Eastern Europe
    
    ==================
    Primary Objectives
    ==================
    
    1)  Secure this GDI base until reinforcements arrive.
    
    "Alternate the available power amongst the base defenses to defend against Nod
     assault waves."
    
    2)  Send aid to the reinforcement team ambushed in the city.
    
    "Our fellow soldiers are pinned down by Nod forces garrisoned in the city
     buildings.  Flush them out and clear a path."
    
    3)  Escort the MCV safely back to the GDI base and deploy the Construction
        Yard.
    
    "The MCV must be protected at all costs.  We will lose our hold of this region
     if it is destroyed."
    
    4)  Destroy the southwest Nod base.
    
    "This base is the source of Nod recruits.  Eliminating this base will cripple
     Nod's ability to wage war with infantry."
    
    5)  Destroy the northeast Nod base.
    
    "This base is the source of Nod war machines.  Eliminating this base will
     cripple Nod's ability to wage war with vehicles."
    
    6)  Destroy the southeast Nod base.
    
    "This base is the source of Nod air power.  Eliminating this base will cripple
     Nod's ability to wage war with aircraft."
    
    ================
    Bonus Objectives
    ================
    
    1)  All base defenses survive until the reinforcement team arrives.
    
    "Do not allow any of the base defenses to be destroyed to ensure the security
     of the reinforcement team upon their arrival."
    
    2)  Return the MCV to the GDI base unharmed.
    
    "The sigh of an undamaged MCV rolling into the base will provide a strong
     symbol of valor for the GDI forces and boost morale for our troops."
    
    ===========
    Walkthrough
    ===========
    
    Immediately repair all of your base structures and defenses, then power up both
    northern guardian cannons, both southern watchtowers, the southern guardian
    cannon on the east side of your base, and the southern watchtower on the west
    side of your base.  {Power Management}  Leave all four anti-aircraft batteries
    powered down, and leave the northern defenses on the east and west sides of
    your base powered down.  Throughout the mission, make sure all of these
    defenses stay repaired.
    
    Move both of your predators to the eastern entrance of your base for additional
    defense, then park the pitbull next to your north-eastern anti-aircraft battery
    (since pitbulls can fire at air targets).  Move your infantry to the western
    entrance of your base.  You'll want to put them in APCs as soon as possible.
    
    (Note:  There're three money crates in some trees south of your base.  If you
            move quickly, you can easily grab them with the pitbull without causing
            yourself too many problems.)
    
    Your weakest point as far as the first bonus objective goes is the western
    entrance of your base.  Fortunately, only infantry and some aircraft will
    attack there during most of the mission, so as soon as you can build a few
    APCs, load them with riflemen and missile squads, then have them guard the two
    watchtowers.
    
    When the countdown finishes, you'll need to cross to the west side of the map
    and retrieve your MCV.  That side of the map is crawling with infantry, so the
    best way to do it is with APCs full of riflemen.  Of course, the infantry will
    also garrison a few buildings, so you'll want some predators, too.  Leave two
    more two guard the northern entrance of your base just like the original two
    should be doing by the eastern entrance, then send five or so of them west with
    two clusters of five APCs.
    
    Cross the north-western bridge with your APCs, then leave one group of them to
    defend the gap between the two bridges.  You're going to want to come back
    over the same bridge later, and you'll need these APCs there to defend against
    Nod counterattacks.  Move the other group of APCs and the predators north, then
    leave the APCs in the middle of the town just north-east of the Nod base, out
    of range of their defenses.  This group will pick off Nod counterattacks from
    this side and hopefully prevent any troops from garrisoning any buildings.
    
    Take the predators north towards your APC and make sure there aren't any Nod
    units still prowling the streets.  When you're ready, knock the garrisoned
    troops out of the two buildings near the Nod defenses, then destroy the central
    hub and the troops that came out of the buildings.  Move the predators back
    towards your APC groups, but make sure you don't displace them.
    
    You'll now have control of the reinforcement group, including the MCV.  If you
    can manage to get it back to your base without getting it damaged, you'll
    accomplish the second bonus objective.  Assuming you've properly placed your
    two APC groups, it shouldn't be hard to do.  Simply move south towards the
    bridges along the east edge of the town, and use the escort forces to deal with
    any Nod units that might somehow get in your way.  Cross the bridge with the
    MCV when you reach it, then move into your base and deploy it {Kane's
    Fascination with Eastern Europe}.  Call all of your forces back to your side of
    the river when you're done, and set your APCs up to defend the bridges.
    
    Use your new construction yard to build some more power, then build your way
    towards a tech center so you can get the rail guns upgrade.  You'll note that
    once you have a tech center, your power plants will be able to upgrade
    themselves, so don't waste space on too many power plants.  You'll also want an
    airfield, and don't worry about mammoths - predators will work just fine for
    this mission, especially since there's no way to get a mammoth to the
    south-east Nod base.
    
    When you've got a good cluster of rail gun predators, take them to the Nod base
    north-east of you and crush it, then return to your base for repairs.  The
    south-west base will be slightly more tricky, since it's swarming with infantry
    units, many of which probably garrisoned a few buildings while you were gone.
    If you still have some good loaded APCs, take them down there with your
    predators and crush everything, then repair them at your war factory.
    
    The final assault on the south-east base is only tricky because you have to use
    Call for Transport to get any decent ground forces up there.  It's a good idea
    to send an Orca down there to piss them off, 'cause they'll suicide a good
    portion of their air group at your base (and your anti-aircraft guns and APCs
    will shred them).
    
    When you're ready to make an assault, wait until you have plenty of credits to
    Call for Transport on a large group of predators and APCs, then drop them on
    the open spot north of Nod's base.  Make sure you protect the predators from
    air assaults with the APCs, then move in and crush the Nod base with the
    predators.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.20)  Albania              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Recent sat-surveillance confirms a significant build-up of armored vehicles
     and weapons at a large Nod logistics base in Albania.  The sat images show row
     upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in
     defense of Kane's Temple Prime in Sarajevo.  Your mission is about destroying
     this arsenal before it is used against you in combat.  You'll start with a
     small force to clear the way, then we'll send you Firehawk attack jets to
     finish the job."
    
    =====================
    Intelligence Database
    =====================
    
    GDI Weapons, Tactics, and Systems
    
     - Rig Deployment into a forward Battle Base
     - Firehawk Attack Jets
    
    ==================
    Primary Objectives
    ==================
    
    1)  Clear Nod border defenses.
    
    "Use a small tactical team to clear a path through the Nod perimeter and avoid
     alerting Nod forces to our presence in the region."
    
    2)  Infiltrate Nod supply depot.
    
    "Break through the supply depot checkpoint by accessing the service entrance
     across the canyon bridge."
    
    3)  Eliminate Nod rocket bunkers.
    
    "Clear the airspace by neutralizing the main Nod anti-aircraft battery so that
     support can be airlifted into the region by GDI Ox transports."
    
    4)  Capture east ridge Reinforcement Bay.
    
    "Establish a GDI staging area on the east ridge above the Nod supply depot.
     Captured Nod supply bays will be used to deliver GDI reinforcements."
    
    5)  Destroy Nod supply depot.
    
    "Destroy the main manufacturing facility and stock piles of Nod vehicles."
    
    ================
    Bonus Objectives
    ================
    
    1)  Survive the Nod assault unharmed.
    
    "Succeed with all initial strike team squad groups intact."
    
    2)  Capture airfield Reinforcement Bay.
    
    "Secure the Reinforcement Bay to receive additional forces from GDI Command."
    
    3)  Capture motorpool Reinforcement Bay.
    
    "Secure the Reinforcement Bay to receive additional forces from GDI Command."
    
    4)  Arm a Firehawk with a missile load out and destroy a Nod Venom.
    
    "The Firehawk can be armed with a load out of missiles or bombs.  The missile
     load out allows the Firehawk to attack aircraft, while the bomb load out
     allows it to attack ground vehicles and structures."
    
    ===========
    Walkthrough
    ===========
    
    Send your four infantry squads to the upper-right corner, then move towards the
    Nod outpost along the top of the screen.  Don't bother with the lazer turrets,
    since they can't really do much damage.  Instead, take out the Nod infantry if
    they get too close and concentrate on taking out the defensive hub.  Destroy
    the other buildings once the hub is destroyed, and you'll accomplish the first
    objective.  (If you manage to do it without completely losing a unit, you'll
    also accomplish the first bonus objective, which will result in all four
    infantry units gaining an experience level.)
    
    Reinforcements will arrive {Rig Deployment into a forward Battle Base}.  Send
    the four Predators west and clear a path to the clearing under the bridge.
    Deploy your Rig there and make sure your Predators are fully repaired, then
    move them west and destroy the Nod base there.  Retreat your Predators to the
    Rig if they take too much damage, and make sure you grab all of the crates in
    the Nod base before you move on.
    
    You'll be given four engineers - order one to enter the hut below and to the
    right of the bridge, and he'll repair it.  Nod vehicles will immediately cross
    it and attack you, so have your Predators positioned above your Rig to defend
    it.  When the vehicles stop attacking and your Predators are fully repaired,
    send them over the bridge and take out the defensive hub there, then send your
    Rig over the bridge and deploy it in the small clearing just above it.  Load
    your three APCs with both missile squads and a group of riflemen, then send
    them and the Pitbulls over the bridge, too.  Leave all of your other infantry,
    including the engineers, on the south side of the bridge for safe-keeping.
    
    Park two of your Predators above and to the right of your rig and park two of
    your APCs above and to the left of it.  Stick a Pitbull between the Predators
    and the APCs to detect stealth units, then group your other two Predators, your
    third APC (preferably one of the ones with a missile squad in it), and your
    other Pitbull into a group.  This will be your primary combat group for a
    while.  It's small and vulnerable, but you can retreat it (or parts of it) to
    your Rig for repairs when necessary.
    
    Start your assault on the three reinforcement bays by moving your assault
    group north-east along the ridge (getting too close to the central Nod compound
    can have unfortunate results, what with the Obelisks and so forth).  Make sure
    you lead with the Predators, since they can take the most punishment without
    being destroyed.  Take out all of the Nod stockpiles along the way, but make
    sure you focus your attention on manned vehicles and other units.  If anything
    in your assault group gets too damaged, retreat to your Rig for repairs.
    
    If you're lucky, one or more of your assault group's vehicles will reach the
    maximum veterancy level, which makes them much more powerful (and makes them
    automatically repair).  If you're really struggling with this mission and
    you're getting frustrated, just sit back in the comfort of your Rig's repair
    zone and let all of your units reach maximum veterancy.
    
    Anyway, your first target should be the reinforcement bay on the south-east
    ridge (the main objective one, not the other two).  Wipe out the defenses and
    the units in front of it, then take out the buildings.  Send your assault group
    back to the entrance of the ridge to defend (or back to the Rig if you need
    repairs), then grab your other rocket squad APC from near your Rig and send it
    south over the bridge.  Dump the missile squad out of it and replace it with an
    engineer, then carefully drive it all the way to the reinforcement bay you just
    attacked.  Dump the engineer out and use him to capture the bay.
    
    You'll get two airfields loaded with Firehawks {Firehawk Attack Jets} and a
    Mammoth for your trouble.  Use one of your groups of Firehawks (armed with
    missiles) to pick off a Nod chopper to accomplish another secret objective.
    Arm both groups with bombs, then use them to pulverize the Nod forces around
    the reinforcement bay north of your assault group (which you should've added
    the Mammoth tank to).  When most of the Nod stuff's been destroyed, move your
    assault group in to hold it, then send your empty APC back down to the south
    side of the bridge to pick up another engineer.  Safely send the APC back to
    your assault group and use the engineer to capture the reinforcement bay.
    
    You'll get some more Predators and another Rig for your efforts.  Deploy the
    rig here and let your forces get repaired, then use your Firehawks to destroy
    the Nod forces around the last reinforcement bay in the north-west.  Once it's
    fairly clear, send your assault group over there and hold the area, then use
    your empty APC to send your last engineer to the bay and capture it.  You'll
    get another Pitbull and two Predators for your trouble.
    
    Use your Firehawks to demolish the main Nod defenses on the central base, then
    move your entire attack force in to crush everything.  Destroy the stockpiles
    outside the base as well as the production buildings in the base, and the
    mission will be complete.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.21)  Sarajevo             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Kane is making his last stand at Temple Prime in Sarajevo.  Your mission is to
     take out his defending forces, destroy the surrounding compound, and disable
     the ion disruption towers protecting the temple complex from energy weapons.
     Knocking out the disruption towers will open up options for GDI Central
     Command now that the Ion Cannons are nearly back online.  However, be aware
     that Kane and his Science Ministers have been working on a Liquid Tiberium
     device of considerable destructive power within Temple Prime.  It is
     imperative that you do not use the Ion Cannon on Temple Prime yourself without
     authorization.  An Ion Cannon strike could detonate the Liquid Tiberium in the
     Temple and set off a chain reaction in the large Tiberium fields found
     throughout this Yellow Zone - the resulting blast would be massively
     destructive and may kill millions.  This is a decision that will have to be
     made at the highest levels of the GDI command structure."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Nod Ion Cannon Disruption Tech
     - Nod Avatar Walker
    
    GDI Archives
    
     - Life in a Yellow Zone
     - Health Effects of Tiberium Contamination
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy Ion Disruption Field Generator 1.
    
    "This generator supplies energy to the forcefield protecting Temple Prime.
     Destroy it to weakn the forcefield and allow Ion Cannon strikes."
    
    2)  Destroy Ion Disruption Field Generator 2.
    
    "This generator supplies energy to the forcefield protecting Temple Prime.
     Destroy it to weakn the forcefield and allow Ion Cannon strikes."
    
    3)  Destroy Ion Disruption Field Generator 3.
    
    "This generator supplies energy to the forcefield protecting Temple Prime.
     Destroy it to weakn the forcefield and allow Ion Cannon strikes."
    
    4)  Build an Ion Cannon control center.
    
    "The Ion Cannon control center is used to relay surface strike coordinates to
     the Ion Cannon that's orbiting the planet in space."
    
    5)  Destroy Temple Prime with the Ion Cannon.
    
    "Now that the forcefield has been neutralized, GDI Command has ordered that
     Temple Prime be destroyed by the Ion Cannon."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture Nod's science ministry building.
    
    "Capturing this building will provide important intel on Nod Tiberium research
     and further insight into Kane's mysterious plans."
    
    2)  Capture the Mutant Hovel.
    
    "Capture the Mutant Hovel with an Engineer.  This will allow the recruitment of
     Mutants to fight for our cause."
    
    3)  Capture Liquid Tiberium Factory.
    
    "Capturing this facility will provide important intel on Nod's Tiberium
     liquification process and restrict their ability to use this technology
     against us."
    
    4)  Destroy an Avatar with the Commando.
    
    "Use the Commando to attack the Nod Avatar.  The Commando is an expert at
     taking down large walkers by planting an explosive pack on their hull."
    
    ===========
    Walkthrough
    ===========
    
    Use your infantry to clear out the Nod troops in the areas north and north-east
    of your starting position {Nod Ion Cannon Disruption Tech}, then park your Rig
    north of the buildings and trees.  Guard it with your vehicles, then deploy
    your construction yard and start building your base.  Get a second harvester as
    soon as you can, and line the northern edge of your base (including north of
    your Rig) with watchtowers.  Infantry will attack all over this line, and
    you'll want to be able to stop them before they reach your base.  Train a
    commando as soon as possible and use him to slaughter the infantry - having him
    leveled up will come in handy later.
    
    Once you have your war factory going, start building Mammoths (and make sure
    you get the rail gun upgrade).  Two airfields loaded with Firehawks will come
    in handy for toasting Obelisks, so get them ready before you start moving your
    tanks towards the Nod base.
    
    In the north-west corner of the map, you'll find an abandoned building called
    a mutant hovel.  Fly your Firehawks up there to reveal it, then transport an
    engineer up there to capture it for one of your secret objectives {Life in a
    Yellow Zone}.
    
    When you're ready to make an assault on the Nod base, use your Firehawks to
    scout the south-west corner.  You'll find two obelisks guarding a hill there,
    so destroy them both (you'll need five Firehawks all at once).  Get another
    Rig ready, then send it over there with a cluster of Mammoths (six or seven
    should be plenty - if you have leveled ones already, send them).  Deploy the
    Rig at the top of that hill you just freed, then line the top of the Rig with
    three or four of the Mammoths.
    
    Nod crap should start flooding towards you, but if it doesn't, move one of your
    tanks down there to taunt them.  With how much crap Nod's going to be sending
    at you, you shouldn't have any problems getting all of your Mammoths completely
    leveled fairly quickly.  Once you have them, send your Commando over there.
    One of the secret objectives requires you to destroy a Nod walker with the
    Commando, and the easiest way to do it is to lure one past your Rig by
    retreating your Mammoths as the walker approaches.  Have the commando waiting
    behind it, then jump out and detonate it when it gets close {Nod Avatar
    Walker}.
    
    With your cluster of leveled Mammoths, the Nod base will be pretty much no
    match, but you'll have to move slowly.  Make sure you have a group of engineers
    ready in your base - you'll need to fly them into the Nod base later.  Anyway,
    move through the base and destroy everything but the Nod Science Ministry and
    the Tiberium Chemical Plant.  There're quite a few Obelisks around the Temple,
    and they'll be able to tag your Mammoths while they're still on the southern
    side of the walls.  Keep moving when you approach the second red line, and head
    to the right to attack the Temple area from near the second disruption field
    generator.  Keep moving, and you should be able to destroy the two eastern
    Obelisks before they destroy any of your tanks.
    
    Destroy the second disruption field generator, then move past the temple, take
    out the other Obelisks, and destroy the third disruption field generator.  Fly
    in your engineers now and capture the Science Ministry and the Tiberium
    Chemical Plant {Health Effects of Tiberium Contamination} to accomplish the
    last two bonus objectives.
    
    If you haven't already, build an Ion Cannon Control Center from your support
    structure tab.  To finish the mission, simply use the Ion Cannon on the temple.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.22)  Munich               |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "The savage, unexpected attack on Munich by the invaders has taken the city's
     garrisoned GDI forces completely by surprise.  The battle was over before it
     began.  As the invaders ruthlessly wipe Munich from the face of the Earth, you
     must marshal the surviving GDI forces and fight a desperate rearguard action,
     holding off the enemy just long enough to allow the GDI F-T Lab engineers to
     escape in armored transports.  These engineers have key information about our
     new enemy, and must reach safety."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Sonic Weapons and the Invaders
    
    GDI News Wire
    
     - GDI Storm Shelters
    
    ==================
    Primary Objectives
    ==================
    
    1)  Protect the Civilian Transports.
    
    "These Civilian Transports contain what is left of the GDI F-T Lab engineers.
     Protect them at all costs - at least one must survive."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the GDI Lab.
    
    "This GDI Lab contains vital research.  Send in an Engineer, capture it and
     obtain the information, or GDI F-T research may be set back five years or
     more."
    
    2)  Capture the Power Plant.
    
    "This abandoned Power Plant is hooked into a dormant Sonic Emitter array.  Get
     these Engineers in there and get the thing working...  we need all the help
     we can get."
    
    ===========
    Walkthrough
    ===========
    
    This mission is chaotic, but fairly simple.  Collect all of the units near
    your starting position and make them into a group, then follow the three trucks
    as they move along the road.  They'll head south-west for a while, then they'll
    turn east and head for the Rig when they reach the bridge.  Stay right on top
    of them to defend against aircraft, then defend the Rig until the trucks start
    to head south towards the second bridge.
    
    You'll get a group of reinforcements, including some engineers, once the trucks
    start moving (they'll be south-east of the Rig).  Your two bonus objectives
    will require you to use these engineers to capture the GDI Lab to the north and
    the power plant south of the bridge.  Leave one engineer with your main force,
    then send everything else north to the GDI Lab.  Capture it with an engineer
    {GDI Storm Shelters}, then send any survivors south over the bridge.
    
    Keep your main force with the trucks as they move over the bridge, and capture
    the power plant with one of your engineers {Sonic Weapons and the Invaders}.
    The sonic emitters will thoroughly trash the Scrin units in the area, but keep
    your forces near the trucks as they make their way to the edge of the map.
    As long as one truck makes it, the mission will be complete.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |            1.23)  Stuttgart             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "While Stuttgart is ostensibly under complete alien control, GDI has received
     several distorted transmissions from within the city indicating there are
     survivors either in hiding or pinned down by alien forces.  One of these
     surviving units - an elite Commando - has managed to evade his attackers.  You
     will work with this Commando to round up as many other surviving units as
     possible, then use the resulting force to take out the alien base dominating
     the city.  Keep an eye out for a GDI combat engineering team - they are
     capable of reactivating both GDI's Stuttgart base and the city's defensive
     grid, which would make the mission far easier."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Alien Origins, Connections to the Tacitus
     - Alien Tripod Captured
    
    [NOTE:  There's a glitch in the game that's not allowing the Alien Tripod
            Captured entry to be made in your intel database.  Hopefully this will
            be fixed in a patch at some point, but for now, you'll have to edit
            this manually if you want to complete your database.
    
    ==================
    Primary Objectives
    ==================
    
    1)  Capture or Destroy Alien Structure.
    
    "This structure appears to be the focus of Alien efforts in the area.  Marshal
     your forces and capture or destroy it."
    
    2)  Rescue Engineers.
    
    "This is the only available engineering detail south of Danzig.  Keep it alive
     at all costs."
    
    3)  Capture the eastern Power Plant, activating the GDI Base.
    
    "This GDI base was damaged during the attack, but appears to be
     semi-functional.  Get the Power Plants back online and you'll be able to build
     new combat units and Engineers.  Lose all your Engineers before capturing the
     base and you will fail - it is essential to our success."
    
    ================
    Bonus Objectives
    ================
    
    1)  Rescue Zone Troopers.
    
    "Alien air units have trapped this Zone Trooper squadron in the Stuttgart
     rubble.  Destroy the aircraft and the Troopers are yours to command."
    
    2)  Rescue Snipers.
    
    "Dispatched to scout the area, these Snipers are now pinned down by Alien
     infantry.  Kill the infantry and rescue them."
    
    3)  Rescue Infantry Squad.
    
    "An infantry platoon took shelter in these structures during the attack, but
     found themselves surrounded by alien Disintegrators.  If the platoon moves,
     the drones will notice them, enter the building and kill them all.  Eliminate
     the Disintegrators in order to free the platoon."
    
    4)  Destroy a Tripod with the Commando.
    
    "Use the Commando to attack the Alien Annihilator Tripod.  The Commando is an
     expert at taking out large walkers such as the Tripod."
    
    5)  Capture the northern and western Power Plants to activate the Sonic
        Emitter arrays.
    
    "As out experience in Munich showed, Aliens are weak against Sonic Emitters.
     Capture both Power Plants and get the arrays back online."
    
    6)  Capture the southern Power Plant to activate the Command Post.
    
    "Stuttgart's Command Post appears to be mostly intact.  Get its Power Plant
     functional to regain radar information."
    
    7)  Capture the southwest Power Plant, activating the Armory.
    
    "Given the weakened state of our forces, this Armory should prove invaluable.
     Use your Engineers to capture the Power Plant and get it back online."
    
    ===========
    Walkthrough
    ===========
    
    Send the commando south-west towards the pinned engineers first.  Eliminate the
    Scrin units nearby, and the engineers will be under your control.  Head west
    with the commando until you find a missile squad, then send the missile squad
    slightly east so the commando is between it and the hoard of Scrin units that
    are about to approach from the west.  Detonate the tripod with the commando,
    then let the other vehicles fire at your commando while the missile squad
    destroys them.
    
    Next, send your engineers to the power plant to the west and capture it, then
    move north-east and capture the second power plant there.  This will complete
    bonus objective 5, and the sonic emitters will really make your life easier.
    Grab the missile squad in the crater east of that power plant, then send all of
    your forces south towards the markers for bonus objectives 1 and 7.  Use your
    missile squads to destroy the aircraft in the area, and the Zone Troopers will
    join your command.  Capture the power plant near the armory with an engineer,
    and you'll be able to heal your infantry units there if necessary.
    
    Take your entire force east along the lower part of the map now and capture the
    power plant next to the command post.  Leave everything but your commando here,
    then send the commando to rescue the trapped soldiers in the houses just north
    of the command post.  Send the soldiers down to the command post, then continue
    moving east with the commando towards the GDI base.  Eliminate the tripod and
    the other Scrin units along the way, then send an engineer over to the power
    plant when you're sure the city is clear.  Use your extra engineers to capture
    the abandoned silos or the Tiberium Spikes in the south-east corner.
    
    With the GDI base operational, crank out eight or so APCs and fill them with
    missile squads (put your commando in one of them), and make sure you have one
    APC with an engineer in it.  Send this force to the last bonus objective marker
    and free the trapped snipers, then continue moving west towards the Scrin base.
    Use your missile APCs and the commando APC to slaughter the Scrin forces and
    base defenses, then run your engineer APC in while they're distracted.  Park it
    north of the main structure and dump the engineer, then capture the structure
    to end the mission {Alien Origins, Connections to the Tacitus}.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.24)  Cologne              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Cologne is under attack by the invaders and the city is in its last throes.
     However, initial recon has revealed that the GDI base in Cologne was left
     relatively intact by the enemy after it was abandoned by the garrison force
     when the alien attack started.  An advance team is being dispatched to
     determine the size and scope of the alien presence in the city and you'll be
     in command.  Once you determine what you're up against, we'll send you an
     engineering team to get the GDI base up and running again.  Protect the
     engineers until they can reach the base, then build up a strike force and
     drive the aliens from Cologne altogether.  It's not too late to save the
     city."
    
    =====================
    Intelligence Database
    =====================
    
    GDI Eyewitness Accounts
    
     - GDI Field Recon - the Fall of Cologne
    
    ==================
    Primary Objectives
    ==================
    
    1)  Scout Alien Structure.
    
    "GDI Intelligence has located an unknown Alien Structure to the north of the
     city.  Investigate and confirm."
    
    2)  Protect the Engineers.
    
    "This is the only available engineering detail south of Danzig.  Keep it alive
     at all costs."
    
    3)  Capture the northeastern Power Plant.
    
    "This Power Plant is the center of the GDI power grid.  Capture it and restore
     power to the base."
    
    4)  Destroy Alien Command Center.
    
    "We cannot establish a forward base until we have eliminated the Alien Command
     Center.  Without direction, the Alien threat is significantly reduced."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the Reinforcement Bay.
    
    "Capture this Reinforcement Bay in order to gain access to Juggernaut
     artillery."
    
    2)  Capture the northwestern Power Plant.
    
    "This Power Plant runs the Sonic Emitter array on the west side of the city.
     Capture it and the array will come back online."
    
    ===========
    Walkthrough
    ===========
    
    Take your entire group north-west along the bottom side of the river.  Lead
    with the commando, and he'll slaughter pretty much everything (just make sure
    you're ready to detonate a few tripods).  When you reach the target building in
    the north-west, immediately turn east and cross the bridge once you've been
    notified that the first objective is complete.
    
    Quickly move over to the reinforcements you just received and make sure they
    don't get killed by any Scrin units in the area, then send everything to the
    power plant marked with the yellow 3.  Capture it {GDI Field Recon - the Fall
    of Cologne}, then repair your base.  Build a war factory and a few more
    harvesters, then start cranking out APCs and missile squads while you build a
    tech center.  Get the rail gun upgrade, then load your APCs with the missile
    squads as you build a half dozen or so Mammoths.  Capture the reinforcement bay
    with an engineer if you haven't already.
    
    Insane quanitities of Scrin aircraft will start hammering your base, which is
    the main reason you're going to want those APCs full of missile squads.  Some
    of the Scrin aircraft can hit you from outside of your own range, so make sure
    you stay alert and move in closer if they're attacking you from far away.  When
    your Mammoth cluster is ready, move it over the bridge with the APCs right
    behind them.  When they're safely over the bridge, quickly send an engineer
    over there and capture the power plant to complete the second bonus objective.
    
    All you need to do to finish the mission is destroy the command center, which
    is near the top of the Scrin base.  Rush at it with all of your mammoths and
    APCs, and you should be able to destroy it well before they manage to destroy
    all of your units.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |              1.25)  Berne               |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "After launching a costly but successful counterattack against the Alien
     invaders, the rewly-reconstituted GDI is finally in a position to push the
     Aliens out of Europe once and for all.  The key is the invader's central base
     in Berne, Switzerland.  The invaders have turned Berne into a brutal urban
     wasteland, a vast staging area for the invasion of Northern Europe.  The alien
     encampment is spread across the ruined city and split into three sections:  a
     heavily-defended central base to the northeast of the city and two adjacent
     support bases, one armor and one air, all ringed with what seems to be
     newly-seeded Tiberium fields.  This is going to be a tough one.  Destroy the
     main base.  No survivors.  This is personal."
    
    =====================
    Intelligence Database
    =====================
    
    GDI Eyewitness Accounts
    
     - GDI Field Recon - the Fall of Berne
    
    GDI Archives
    
     - What is it like in a Red Zone?
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the primary base Drone Platform.
    
    "This appears to be the central coordinating base for all Alien operations in
     Europe.  Destroy it and we'll turn the tide."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the armor base Drone Platform.
    
    "The Aliens have constructed an additional outlying base focused on armored
     units.  Destroy it and their forces will be significantly weakened."
    
    2)  Destroy the Alien Signal Transmitter.
    
    "The Aliens appear to be using this structure to summon something large and,
     presumably, dangerous.  Destroy the Signal Transmitter before this happens."
    
    3)  Destroy the Alien Mothership.
    
    "The Aliens have summoned what appears to be some kind of Mothership, and it's
     heading right for our base.  It must be stopped!"
    
    [Note:  This bonus objective is only available if you failed to accomplish the
            second bonus objective in time.]
    
    4)  Destroy the air base Drone Platform.
    
    "The Aliens have constructed an additional outlying base focused on aerial
     units.  Knock it out and you'll have a much easier fight on your hands."
    
    ===========
    Walkthrough
    ===========
    
    Leave your six Predators on the north-east part of your base, then send
    everything else to the north-western edge of your base.  Drop a war factory
    right there, then drop some power plants near your existing ones.  Get a tech
    center as fast as possible, then get the rail guns upgrade and upgrade your
    power plants.  The Scrin will be hitting you with aircraft and ground units by
    now, so use your two groups of units to deal with them.  Repair your damaged
    units at the war factory if necessary.
    
    Once you can build Mammoths, build a few and send them to the small clearing
    north of your base.  Build and deploy three rigs in a triangle in this area,
    and your Mammoth tanks will be pretty much unstoppable.  You'll need to keep
    your eyes open for Tripods and aircraft, though, since they can hit you from
    outside of your range.  Once you have the defensive triangle up and running,
    it's a good idea to build a few more harvesters, just to speed things up.
    
    You should have tons of money thanks to the large Tiberium field surrounding
    your base, so build two airfields and load them with Firehawks.  Make them into
    a group, then send your Mammoth pile north towards the north-west corner of the
    map (leave four or so of them behind to defend the triangle).  There's a Scrin
    base in this corner, but it's no match for a group of Mammoth tanks.  Target
    the defensive towers first, then pulverize the Drone Platform and everything
    else in the area.
    
    You'll be warned about some sort of signal transmitter in the rear of the Scrin
    base.  If you want to accomplish the bonus objective related to it, you'll need
    to immediately send your eight Firehawks north-east towards the back of the
    Scrin base, then bomb the transmitter the instant your Firehawks can see it.
    Failure to destroy the transmitter within about half a minute of it being
    announced will result in you failing the second bonus objective, and the third
    bonus objective will be announced.  The Mothership is nothing to worry about,
    though.  Just retreat your entire Mammoth collection to your Rig triangle and
    wait for the Mothership to fly right over top of you.  The Mammoths will shred
    it instantly.  Note, however, that if you want a "perfect" mission, you need to
    destroy the transmitter before the Mothership can be summoned (which results in
    the Mothership bonus objective never becoming available).
    
    Anyway, repair your Mammoth cluster if necessary, then make an assault on the
    Scrin base in the south-east corner of the map.  It's pretty much the same as
    the other one was, so just move in, target the defenses, then destroy the Drone
    Platform {GDI Field Recon - the Fall of Berne} followed by everything else.
    
    Move directly north along the eastern edge of the map after that and make your
    final assault on the main Scrin base.  Things can get pretty ugly near the
    Drone Platform, though, so you'll want to make sure your Mammoths are in good
    shape before you attack.  Sometimes the computer leaves a huge pile of aircraft
    right above the thing, and they'll fry the crap out of you in no time along
    with the base defenses and Tripods in the area.  Focus on destroying the Drone
    Platform {What is it like in a Red Zone?}, since that's all you need to do to
    finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |               1.26)  Rome               |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "It's time to take the fight into the Red Zones and destroy the giant towers
     under construction by the invaders.  Central Command isn't keen on waiting
     around to find out what those things are actually going to be used for...  the
     answer is sure to be one that we won't like.  You're the test case;  you're
     going to take down the tower near Rome.  You will deploy into the Italian Red
     Zone and set up shop behind a large Tiberium chasm that is not connected to
     the main landmass.  While this provides a natural defense, you'll have to
     utilize jump jets, call-for-transport, and aerial units to move across the
     chasm and create expansion bases.  Scanners indicate several spatial anomalies
     in the area and Alien entities are flooding into the region at an alarming
     rate.  To make things worse, Nod has set up camp in the northwest.  Given
     Nod's erratic behavior since the arrival of the invaders, you should be
     prepared for anything.  The situation is crazy and getting more so by the
     minute."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Alien Mastermind
     - Alien Rift Generator
    
    GDI Archives
    
     - Red Zone Terrain:  Tiberium Chasms
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy Three Alien Phase Generators.
    
    "Three Alien Phase Generators are protecting the Alien Tower.  Destroy them to
     make the tower vulnerable."
    
    2)  Destroy the Alien Tower.
    
    "The Alien tower is surrounded by Storm Columns which will complicate a direct
     assault.  Once the Phase Generators are down, utilizing the Ion Cannon may be
     your best bet to destroy it."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the Alien Masterminds teleporting the forces.
    
    "The Alien Mastermind appears to be teleporting attack forces across the
     Tiberium Chasm.  Locate and eliminate the Mastermind to stop the attacks."
    
    2)  Prevent Aliens From Using Rift Generator.
    
    "The Aliens are preparing to use their super weapon.  Destroy the weapon before
     they are able to use it on your base."
    
    ===========
    Walkthrough
    ===========
    
    Build a refinery as soon as you can, and send your Zone Troopers to the right
    side of your base to fend off Scrin attacks.  {Red Zone Terrain:  Tiberium
    Chasms}  Place the refinery between the two Tiberium fields on the left side of
    your base, then build a power plant and a war factory while you're building a
    surveyor.  Get a second power plant and a command center (and another
    harvester), then build a tech center (and upgrade your power plants as soon as
    the tech center's done).  Finally, build an airfield, place it, and start
    building a second war factory (and the rail guns upgrade if you have the
    money).
    
    Jump jet your Zone Troopers over the cliff east of your base.  You'll land in
    the middle of some Scrin forces, so target the vehicles and then the nearby
    structures.  Your immediate concern is the small Scrin commando unit called the
    Mastermind (it should be marked with a green bonus objective box, but it might
    not be if you've been working really fast).  The Mastermind has a few
    interesting tricks that'll make it a little difficult to kill, so shred some of
    the other nearby buildings with your Zone Troopers while you're waiting for a
    chance to finish the Mastermind {Alien Mastermind}.
    
    Meanwhile, airlift your surveyor over the cliff and deploy it near the blue
    Tiberium field, then drop the second war factory nearby as soon as you can.
    Start cranking out Mammoths and a few APCs, and deploy a Rig nearby if you'd
    like.  You'll want some anti-aircraft defenses on the northern part of your
    initial base, too - I suggest a Rig surrounded by some APCs with missile squads
    in them.
    
    You'll be given a second bonus objective related to a nearby Rift Generator.
    Move some Mammoths to the east of your secondary base and crush the Generator
    {Alien Rift Generator} along with everything else in the area, but be prepared
    to deal with some Scrin units as well as some Nod forces in the process.
    Retreat for repairs if necessary, then gather your forces together again and
    head east.
    
    Since there's plenty of Tiberium on this map for you to collect, cranking out a
    ridiculous Mammoth/APC pile shouldn't be hard at all.  The Scrin will start
    hitting you with aircraft eventually, but they won't really be able to send
    enough to do much damage.  Move your group through the map and crush everything
    you see, including the three phase generators.  Worm holes will form in front
    of some of the generators, so be prepared to slaughter whatever comes out of
    them.  If you haven't build an ion cannon yet, make sure you do.
    
    When you've cleared the map, use the ion cannon on the tower in the far
    north-eastern part of the map, and the mission will be complete.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |           1.27)  Ground Zero            |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Right at the heart of Ground Zero is a unique alien structure that GDI
     scientists are calling the Control Node.  It appears to be channeling Tiberium
     radiation to the alien forces all over the planet.  If you can destroy the
     Control Node, there is a good chance that all of the alien units will cease
     functioning and the invasion may be stopped dead in its tracks.  Yet again,
     Nod forces have arrived ahead of us and they appear to have engaged the
     aliens.  The two sides are currently fighting over a central hill near Ground
     Zero and will likely use this location to stage attacks or construct super
     weapons.  You'll have to improvise.  Try capturing enemy structures for your
     own use.  Wipe out the Nod and alien forces that get in your way.  Also, be
     advised that we have intel on an unidentified alien entity en route towards
     the Control Node."
    
    =====================
    Intelligence Database
    =====================
    
    GDI InOps
    
     - Alien Control Node
    
    GDI News Wire
    
     - Alien Tower Destroyed!
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the Alien Control Node.
    
    "General Granger believes the alien Control Node is channeling Tiberium
     radiation to the entire alien force.  Destroy it and the aliens will be
     defeated once and for all.  Expect heavy resistance."
    
    2)  Defeat the Nod Forces.
    
    "Nod is in the area and poses a threat to our operations against the alien
     Control Node.  Eliminate their base to the north."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture an Enemy Superweapon.
    
    "The aliens and Nod are vying for a position along the chasm.  They will likely
     use this strategic location to construct superweapons.  Capture an enemy Rift
     Generator or Temple of Nod."
    
    2)  Divert the Alien Mothership to the Nod base.
    
    "An Alien Mothership has been summoned to the battle and is headed towards our
     base.  You may temporarily divert the Mothership to Nod's base by taking out
     the disruption towers in front of their base.  Whether or not you divert the
     mothership, eventually you will need to destroy it."
    
    ===========
    Walkthrough
    ===========
    
    Build two power plants as you're building a refinery, then build a war factory,
    two more harvesters, a command center, a tech center, and a barracks.  Your
    first priority will be capturing the Rift Generator west of your base.  With
    all the Tiberium around your starting position, you should have no trouble at
    all getting enough funds to produce a huge Mammoth army, so once you have five
    of them and an engineer, make an assault on the Scrin position and capture the
    Rift Generator.  Deploy a Rig in the gap between your base and the Generator,
    then park your Mammoths there to defend against possible assaults.
    
    Meanwhile, you'll be told about a Mothership that needs to be diverted.  You've
    probably already got several more Mammoths built in your base (especially if
    you built a second war factory), so go ahead and send some of them up the
    eastern side of the map and destroy the two Nod towers marked in green to
    accomplish the second bonus objective.  The Mothership will probably be
    destroyed by Nod when it gets diverted, but if not, don't worry - it won't be
    much of a match for your Mammoths.
    
    Your next immediate priority is the Temple of Nod in the central part of the
    map.  Move your entire Mammoth column up there (except for the few defending
    the gap west of your base) and crush the Temple, then immediately move up to
    the Nod base and wipe it off the map, regardless of how many losses you take.
    The Scrin will build a new Rift Generator eventually, and you'll want to have
    plenty of time to send your surviving Mammoths back to your base for repairs
    before you make the final assault on the Generator and the Control Node.
    
    There's not much left on the map that can really pose a threat to a huge group
    of Mammoths, so just force your way through the tiny paths and crush everything
    in your way.  Destroy the second Rift Generator if necessary, then approach the
    Control Node {Alien Control Node} from the path to the south of it.  This is a
    horrible place to have to attack from, but as long as you keep your Mammoths in
    a tight line, you'll be able to force your way to the Control Node fairly
    easily.  Destroy it (either with your tanks or with the liquid Tiberium bomb,
    whichever you'd prefer) to end the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |          1.40)  Nod Missions            |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |       1.41)  Goddard Space Center       |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "You will be taking an elite team of Nod's best soldiers into Goddard Space
     Center to stage a lightning strike on the ground control systems for GDI's
     anti-missile defense systems.  With the A-SAT systems offline, GDI assets in
     Earth orbit will be vulnerable to a missile attack.  Your raid will start with
     the base Command Post:  Capture it to disable their communications.  That will
     give you a 20 minute window to destroy the A-SAT control systems."
    
    =====================
    Intelligence Database
    =====================
    
    Kane's Arsenal
    
     - Fanatics
     - Saboteur
     - Militants and Rocket Troopers
    
    Nod Archives
    
     - The Brotherhood of Nod
     - Nod's place in the world
     - Ground Control for GDI's A-SAT Systems
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the wall.
    
    "Use the Fanatics' attack to destroy the wall and allow passage for the
     Saboteur."
    
    2)  Capture the GDI Command Post.  Do Not Destroy It!
    
    "The GDI Command Post must be captured to prevent a GDI distress call.  Capture
     it with the Saboteur."
    
    3)  Destroy the secondary Power Plants.
    
    "These structures provide power for the GDI Watchtowers.  Destroy them to
     power-down the Watchtowers."
    
    4)  Destroy the primary Power Plants.
    
    "These structures provide power for the GDI Watchtowers.  Destroy them to
     power-down the Watchtowers."
    
    5)  Destroy the Ground Control for GDI's A-SAT System.
    
    "GDI's A-SAT defenses are controlled by this building.  It must be destroyed to
     begin the Third Tiberium War."
    
    ================
    Bonus Objectives
    ================
    
    1)  Use these Shadows to destroy the final Power Plant.
    
    "Nod Shadow Teams are excellent at infiltration, using their hang glider
     ability to get past obstacles and their Plant Explosives ability to destroy
     structures."
    
    2)  Capture the Reinforcement Bay.
    
    "Capturing the Reinforcement Bay will give you access to additional
     reinforcements."
    
    ===========
    Walkthrough
    ===========
    
    Use your fanatics to destroy the section of wall that's marked in yellow {The
    Brotherhood of Nod} {Fanatics}, then send your Saboteur through the gap in the
    wall {Saboteur} and capture the command post.  Reinforcements will be dropped
    in {Militants and Rocket Troopers}, so gather them into a group and move
    through the compound to the two power plants (destroy the barracks on the way).
    
    Grab the veterancy crate near the power plants, then destroy them {Nod's place
    in the world}.  Move north towards the second group of power plants.  There're
    a few Pitbulls in the area, so destroy them (and the war factory), then destroy
    the power plants.  The final objective will be given {Ground Control for GDI's
    A-SAT Systems}, and you'll receive another Saboteur and a Shadow Team by the
    command post.
    
    Move your group over to the reinforcement bay on the right side of the map and
    destroy the barracks there, then use your new Saboteur to capture the
    reinforcement bay.  Add the new reinforcements to your group, then move your
    men into the area around the A-SAT control center.  Destroy the Pitbulls in the
    area, then use your Shadow Team's glider ability to glide and land above the
    power plant near the control center.  Use the Shadow Team's detonation ability
    to destroy the final power plant, then destroy the A-SAT control center with
    your forces (the Shadow Team can speed this process up if you use the
    detonation ability again when it's recharged).
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |         1.42)  The White House          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "An attack on the White House will simultaneously deal a terrible blow to GDI
     morale and serve as a distraction from more important targets.  We've
     infiltrated a strike team into downtown DC and they are standing by for your
     orders.  Take command of your force and proceed with your mission."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - Tiberium Spikes
    
    Kane's Arsenal
    
     - Hand of Nod
     - Nod War Factory
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the GDI Logistics Center.
    
    "Assemble a force and destroy the GDI Logistics Center just north of your
     position.  This should cause GDI to respond with forces that are currently
     guarding the Pentagon, leaving it open for attack."
    
    2)  Destroy the remaining GDI forces guarding the White House.
    
    "GDI has setup a small base in front of the White House.  Destroy their
     production structures and Command Post and take the White House for the
     Brotherhood of Nod!"
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture two Tiberium Silos to fund this mission.
    
    "The Tiberium Silos in the area should fund our fight here.  Capture them with
     your Saboteurs."
    
    2)  Capture two Tiberium Spikes to fund this mission.
    
    "Supplies are limited for this mission.  Capture two Tiberium Spikes to bolster
     your funds."
    
    3)  Destroy 5 Ox Transports.
    
    "Make sure those Ox transports don't reach their landing zone destinations.
     Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the
     ground!"
    
    ===========
    Walkthrough
    ===========
    
    Start cranking out bikes and buggies {Hand of Nod} {War Factory}, and also get
    some more Saboteurs so you can capture the two Tiberium Spikes {Tiberium
    Spikes} and the two silos.  The GDI force in the area is very weak for the
    first part of the mission, so just take your buggies and bikes north and
    destroy the barracks near the GDI Logistics Center once you've captured the
    spikes and silos.
    
    The map will enlargen once you destroy the Logistics Center, and you'll be
    warned about GDI transports that'll be coming in soon.  Continue adding bikes
    and buggies to your pile, and quickly move your group to intercept each cluster
    of GDI reinforcements before they can land.  Once you've destroyed five to
    complete the bonus objective, make an assault on the GDI base in front of the
    White House.
    
    Your first target should be any Pitbulls or missile squads in the area, then
    take out the watchtowers and any other threats.  Destroy the war factory, then
    both barracks, then finish off the rest of the base to end the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |      1.43)  Andrews Air Force Base      |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Our Theatre Command Cell has ordered a coordinated attack on all GDI air bases
     in this region to take out GDI's air support.  Your target is Andrews Air
     Force Base in Washington DC.  You'll take command of a strike force near the
     base entrance.  Start by clearing any GDI troops in the surrounding area,
     establish an outpost, and then infiltrate the base itself.  Once you're inside
     the base, job one is to destroy the airfields used by Orca ground attack
     aircraft.  Your very presence inside the base will also shut down GDI's use of
     military airlift capability."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - Nod Tactical Doctrine
    
    Kane's Arsenal
    
     - Shadow Team
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the two Airfields at the rear of the Air base.
    
    "GDI is providing air support to the rest of the Eastern Seaboard from this air
     base.  Eliminate these two Airfields to cripple their ability to respond to
     our attacks."
    
    2)  Eliminate the GDI Patrols and destroy the GDI Outpost.
    
    "In order to build a base at this location, you must clear out all GDI patrols
     and buildings.  There is a Fuel Depot in the outpost, if you blow it up the
     entire outpost will go up in flames."
    
    3)  Disable the GDI defenses.
    
    "There is a Power Plant situated on top of the cliff powering those defensive
     turrets.  Your Shadows can use their hang gliders to reach it.  Destroy the
     Power Plant."
    
    4)  Destroy the Control Tower.
    
    "In addition to hampering GDI's ability to coordinate air attacks, eliminating
     the Control Tower will also clear the way for Attack Bike reinforcements."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture two Tiberium Spikes to fund this mission.
    
    "Supplies are limited for this mission.  Capture two Tiberium Spikes to bolster
     your funds."
    
    ===========
    Walkthrough
    ===========
    
    Gather your troops together and move west towards the GDI outpost {Nod Tactical
    Doctrine}.  Take care of the units in the area, then attack the spherical fuel
    storage unit to destroy the entire base instantly.  Reinforcements will arrive,
    and they'll automatically deploy into a base for you.  Build ten or so buggies
    from the war factory, then send one of them north with the Saboteur and capture
    the Tiberium Spike.  Approach the ridge with the buggy until one of the GDI
    base defenses fires at you, and you'll be given a new objective.
    
    Two Shadow Teams will drop in your base {Shadow Team}.  Move them to the west
    side of the ridge where the power plant is and send them up to it with their
    glider ability.  Destroy the power plant, then quickly move them through the
    base to the large control tower in the middle.  Destroy it, then retreat if you
    can.  Some bikes will be dropped where the tower used to be - immediately
    retreat them to your base for repairs, and build another ten or so of them
    from your war factory (they'll be available for production now even though they
    weren't earlier).
    
    All that's left to do is destroy the two airfields and capture the second
    Tiberium Spike.  Move your buggies and bikes into the base and crush everything
    you see, especially the war factory near the top and the barracks structures.
    When the route is clear, send another Saboteur to the second Tiberium Spike to
    complete the bonus objective, then use your forces to destroy the two airfields
    (capturing them won't end the mission, you actually have to destroy them).
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.44)  Hampton Roads           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "You're going to seize the largest naval base in North America and destroy one
     of GDI's Aircraft Carriers in the process.  With the Brotherhood in control of
     Hampton Roads, we can start bringing in supplies and reinforcements in bulk to
     feed our growing offensive in this Blue Zone.  The plan for this operation is
     a masterstroke.  A Commando has been smuggled into the port via cargo
     container.  Use this elite troop to take out a GDI Aircraft Carrier at its
     dock.  Once the carrier is out of the equation, we'll send in some forces to
     help you take the rest of the port.  One final note:  we also smuggled in a
     Saboteur but lost contact with him a few hours ago.  If you can find him, put
     his talents to use."
    
    =====================
    Intelligence Database
    =====================
    
    Kane's Arsenal
    
     - Venom Patrol Craft
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the GDI Aircraft Carrier.
    
    "With Langley under attack, the GDS Pathe is the sole provider of air defense
     for GDI on the eastern seaboard.  Destroying it will ensure Nod air
     superiority and enable The Brotherhood to reinforce by air."
    
    2)  Destroy the GDI Port Authority Building.
    
    "The Port Authority building gives GDI command over this naval port.  Destroy
     it to end GDI's control of the port."
    
    ================
    Bonus Objectives
    ================
    
    1)  Find the lost Saboteur.
    
    "We have lost contact with a Saboteur that we infiltrated into the port.  All
     we know is that he was hiding in a shipping container, probably stamped with
     the GDI logo."
    
    2)  Capture the GDI Command Post.
    
    "Capturing the GDI Command Post will give the Brotherhood valuable
     intelligence."
    
    ===========
    Walkthrough
    ===========
    
    Just like the GDI Commando in the Hampton Roads mission, the Nod Commando is
    more or less invisible against infantry, especially once it reaches the highest
    veterancy level.  Send her north along the path and slaughter the GDI infantry
    along the way.  Keep your eyes out for the flashing yellow crates - walk over
    them with the commando, and you'll get healed or gain a veterancy level.  There
    are two veterancy crates between your intitial starting position and the
    carrier, which will make the rest of the mission a breeze.
    
    Continue slaughtering everything on your way to the carrier (make use of the
    explosive red barrels next to the Predator and the APC - shoot them, and the
    resulting explosion will destroy the vehicles).  A GDI commando will try to
    stop you from reaching the carrier, but he's no match for your fully leveled
    commando.  Detonate the carrier to accomplish the first objective.
    
    Reinforcements will arrive, including four Venom aircraft {Venom Patrol Craft}.
    These have the ability to see stealth units, which will come in very handy in
    the immediate future.  Leave the commando to defend the fanatics, then send the
    Venoms south towards the Saboteur's location.  Kill any sniper teams you see,
    and detonate the barrels next to the vehicles to eliminate them.  Once
    everything's clear, the Saboteur should come out and join you.
    
    Continue sweeping the area with the Venoms and take care of any snipers you
    find.  Destroy garissoned buildings while you're at it, and slaughter the
    stream of infantry coming from the barracks and the GDI base.  Destroy the
    barracks and power plants too, if possible, and try to take care of any missile
    squads as fast as you can to keep your Venoms intact.  With a constant flow of
    GDI infantry in the area, it shouldn't take long for you to level all of them
    all the way up.  That will make taking out the line of Pitbulls and Predators
    south of the command post very easy, but if you'd prefer, you can just send
    your fanatics down there to take care of them.
    
    Once you've wiped out the vehicles in the area, get your Saboteur into the
    command post to accomplish the second bonus objective, then send the commando
    into the main base and detonate the port authority building (or use your
    fanatics if you'd prefer).
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.45)  Washington DC           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "With GDI forces on the ropes and a flood of reinforcements pouring into our
     new base at Hampton Roads, the Brotherhood is now poised to take Washington
     DC.  You have been given the honor of striking this blow.  We've set up a base
     on the outskirts of the city and we're now bringing in supplies.  You'll need
     to build an army, take out the GDI defenders, and claim this city for Nod."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - Refinery and Harvesting Operations
    
    Kane's Arsenal
    
     - Flame Weapons
     - Base Defenses
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the primary GDI base.
    
    "The main GDI base is to the northeast.  It seems to contain GDI's main vehicle
     production facilities.  Destroy it and you will cripple their ability to
     produce vehicles."
    
    ================
    Bonus Objectives
    ================
    
    1)  Build a Shredder Turret base defense.
    
    "GDI presence in the city is massive.  We'll need to build some base defenses
     to ensure our base is not over run.  Shredder Turrets are strong against
     infantry."
    
    2)  Build a Laser Turret base defense.
    
    "GDI presence in the city is massive.  We'll need to build some base defenses
     to ensure our base is not over run.  Laser Turrets are strong against
     vehicles."
    
    3)  Capture the Subway Hub.
    
    "Use a Saboteur to capture the Subway hub.  The Subway allows infantry to move
     quickly around the city."
    
    4)  Destroy the Tiberium Silos.
    
    "Spread Tiberium through the city by destroying those Tiberium Silos!"
    
    ===========
    Walkthrough
    ===========
    
    Build a war factory {Refinery and Harvesting Operations} {Flame Weapons} and
    place it in the upper right corner of your base, then build a power plant next
    to it {Base Defenses}.  Use your Black Hands to torch the garissoned structure
    above your base, then build a Shredder Turret and a Laser Turret in the
    intersection there to accomplish the first two bonus objectives.
    
    Flame Tanks are good for clearing out garissoned buildings, but since you can
    get a bike and a buggy for the same amount as a single Flame Tank, I suggest
    you spam bikes and buggies for this mission instead of bothering with Flame
    Tanks (two bikes for each bike is probably a good idea, too).  Get a good-sized
    group of them and head into the city, tearing apart garissoned buildings and
    anything else you encounter along the way.
    
    Move due north from your base, and you'll be told to capture the subway (and to
    destroy the Tiberium silos once you move a little more north).  Clear the GDI
    units from around the subway hub, then send a Saboteur up ther and capture it.
    Continue moving your main force north and destroy the Tiberium silo there (and
    raid the crates from the raised platform).  Send something from your base over
    to the Tiberium silos east of your base to take care of it.
    
    Continue building bikes and buggies if necessary, but keep moving your main
    force through the city to take care of the rest of the Tiberium silos.  Move
    past the defenses and wipe out the main GDI base buildings to end the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.46)  Amazon Desert           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "The Brotherhood had two secret labs working on next-generation Tiberium
     weapons reasearch.  The main lab in North Africa was recently captured by GDI.
     The remaining lab is located in Brazil, in a stretch of desolate terrain
     called the Amazon Desert.  GDI has two forward bases and a large army in the
     region and they are mounting attacks on the small defensive force we have
     deployed around the lab.  You need to defend the lab against GDI forces until
     you can build up an army of your own.  Then take the fight to GDI and knock
     out their bases.  The lab facility must be kept intact at all costs."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - Calling for Transport
    
    Kane's Arsenal
    
     - Disruption Tower
    
    ==================
    Primary Objectives
    ==================
    
    1)  Protect the Nod Lab.
    
    "The research being conducted at this lab is vital to the war effort.  Protect
     the lab facility until you can build up a force large enough to counter-attack
     and destroy GDI's local base of operations."
    
    2)  Eliminate the GDI Expansion Base to the north.
    
    "Destroying this base will further prove your usefulness to Nod.  You will be
     rewarded with reinforcements and new tech."
    
    3)  Destroy the GDI Construction Yard, Command Post, and Refinery.
    
    "This base is threatening the lab.  Cripple it by destroying these key
     structures.  This will buy us enough time to move critical weapon components
     from the lab to a safer location."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the Reinforcement Bay.
    
    "Capturing the Reinforcement Bay will give you access to additional
     reinforcements."
    
    ===========
    Walkthrough
    ===========
    
    Gather all of your starting forces {Disruption Tower} and pile them above the
    north entrance of your base.  Repair all of your structures and stick your
    rocket soldiers into the civilian building on the east side of the entrance.
    GDI forces will try to assault your position constantly for the first few
    minutes of the mission, so use your units to beat them back.  Build more
    buggies and bikes from your war factory until you're given the ability to build
    Scorpions, then build them with a few buggies.
    
    Once you're told to wipe out the GDI expansion base, send your column north and
    crush the place, then return your group back to your war factory and repair any
    damaged units.  While you're doing that, build an Air Tower {Calling for
    Transport}.  It won't be of much use to you, but you need it to get the intel
    entry.
    
    Once your battle group is repaired, move it east over the bridge and clear out
    the town there.  Gather the crates around the town, then sit your group in the
    path leading north to the GDI base.  Send a Saboteur to the reinforcement bay,
    then assault the GDI base while the Saboteur is moving.  Make sure you let him
    capture the reinforcement bay before you destroy the main GDI buildings, or
    you won't complete the bonus objective.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.47)  Atlantic Coast          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "The Tiberium weapon components from the Amazon Desert lab must be airlifted to
     Temple Prime immediately.  Unfortunately, GDI is using massive artillery
     emplacements near the coast to block the evacuation routes to our landing
     zones.  Your job is to take out these big guns as quickly as possible.  We've
     established a forward base near the first emplacement and our forces are
     awaiting your command.  Two Vertigo stealth bombers have been assigned to you
     to help complete this mission."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - The Guns of the Amazon
    
    Kane's Arsenal
    
     - Vertigo Bomber
     - Stealth Tank
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy the GDI Artillery Emplacement.
    
    "This Artillery Emplacement just north of your position is one of three
     emplacements threatening our escape route.  Use your Vertigo Bombers to fly in
     and destroy it."
    
    2)  Destroy the GDI Artillery Emplacement to the east.
    
    "This Artillery Emplacement to the southeast of your current position threatens
     our evacuation routes.  Recon reports that the defenses are mainly
     anti-vehicle, but watch out for additional anti-air after the destruction of
     the first emplacement."
    
    3)  Destroy the GDI Artillery Emplacement in the northeast.
    
    "The last Artillery Emplacement is to the northeast.  Recon reports show that
     they've called in Firehawk support to cover the air, along with Orcas and
     additional Pitbulls in an attempt to thwart our stealth capabilities."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the GDI Construction Yard.
    
    "Destroy the Construction Yard centered in this GDI Base in order to
     temporarily disrupt their operations."
    
    2)  Destroy the Rig before it can reach the Artillery Emplacement.
    
    "GDI is attempting to bolster the defenses of the Artillery Emplacement to the
     northeast with a Battle Base.  Destroy the Rig before it can reach its
     destination."
    
    ===========
    Walkthrough
    ===========
    
    If you'd like to finish this mission as fast as possible, build a second
    harvester and crank out a huge army of Scorpions and buggies before you bother
    destroying the first artillery emplacement {Vertigo Bomber} {The Guns of the
    Amazon}.  The computer won't really do anything to you until you destroy that
    first emplacement, and you'll be able to make short work of the rest of the GDI
    forces if you prepare a good sized force before taking it out.
    
    When you're ready, fly your Vertigo bombers to the tower and destroy it.  Kane
    will send you some Stealth Tanks via air transport {Stealth Tank}, and you'll
    be able to build more from your war factory now.  Do so, then send your combat
    group out of your base and find the GDI base to the north-east.  Smash your way
    in and destroy the construction yard and everything else, then move south and
    fight your way to the artillery emplacement there.
    
    At some point, you'll be warned about a Rig moving to reinforce the GDI
    defenses.  If you have ground forces close to it at the time, just move them
    over there and destroy it.  If not, wait until it gets about half way to the
    northern emplacement, then fly your Vertigo bombers over there and destroy it
    to accomplish the second bonus objective.
    
    All that's left to do is destroy the third artillery emplacement.  Repair your
    main group if necessary, and add some more units if you need them.  Once you're
    ready, move to the north-eastern corner and demolish the GDI defenses, then
    destroy the last artillery emplacement to finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.48)  Slovenia             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "GDI's raid on our primary North African weapons lab continues to make life
     difficult for us.  The transport carrying the weapon components from the
     backup lab in Brazil has been shot down in Slovenia.  Nod troops recovered the
     components and were about to take them to a nearby Nod base when they were
     attacked by GDI.  Now it's up to you.  Use an elite Commando to infiltrate the
     area, find the crash site, and secure the weapon components.  We'll fly in
     some reinforcements at that point.  Then escort the transport to the base and
     restore the facility to working order.  GDI has a large force in the area, so
     you're going to get hit hard.  You need to hold out until we can get you heavy
     armor that you can use to break through the GDI cordon and escort the weapon
     components to Temple Prime."
    
    =====================
    Intelligence Database
    =====================
    
    Kane's Arsenal
    
     - Obelisk of Light
     - Avatar
    
    ==================
    Primary Objectives
    ==================
    
    1)  Investigate the Crash Site.
    
    "A plane carrying the Liquid Tiberium device to Temple Prime has been shot down
     by GDI forces.  Investigate the crash site and secure the device."
    
    2)  Escort the device into the Nod Encampment.
    
    "There is an abandoned Nod outpost to the northwest.  Escort the device into
     it."
    
    3)  Protect the device until the Avatars arrive.
    
    "Kane has diverted Avatars from Kilian's operation to our own.  Protect the
     device until they arrive."
    
    4)  Move the device to the evacuation point.
    
    "We must move the device to the main road in order to evacuate it.  Take the
     device through the GDI encampment on the northern path."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the Anti-Air Guns to Obtain Reinforcements.
    
    "GDI anti-air defenses are preventing us from landing our ground support to
     gain additional forces.  Each pair of anti-air defenses destroyed will bring
     in additional reinforcements."
    
    2)  Build and maintain three Obelisks of Light.
    
    "The Obelisk of Light is the ultimate Nod base defense.  Construct and maintain
     three of them to defend your base."
    
    3)  Upgrade an Avatar.
    
    "Avatars can commandeer other Nod vehicles.  Upgrade an Avatar using Flame
     Tanks, Stealth Tanks or Attack Bikes."
    
    ===========
    Walkthrough
    ===========
    
    Use your commando to take out the infantry in the area, then walk to the top of
    the small raised area nearby.  Detonate the barrels to make quick work of some
    of the troops, but resist the urge to destroy all of the barrels - you'll want
    to keep one on the northern path to take care of an APC that's going to come
    down that path soon.  If you can use the barrels to destroy it, use the two
    rocket squads you'll get when you destroy the first two anti-aircraft guns.
    
    Keep your eyes peeled for the crates that're sitting all over the place.  You
    can use some of them to heal your commando if necessary, and more importantly,
    you can level your commando up with some of them.  There're also some with
    money in them, four of which will require you to use your Shadow Teams to glide
    over some mountains in the south.
    
    When you finally make it all the way to the west side and find the liquid
    Tiberium transport, you'll receive more reinforcements.  Send them slightly to
    the east and take out the GDI transports before they can land reinforcements.
    Send all of your forces to the Nod base now, and make sure you take advantage
    of the money crates in the cliffs near the base (use your Shadow Teams to glide
    to them).  When the liquid Tiberium transport reaches the base, you'll gain
    control of the buildings.  Quickly build another harvester and repair all of
    your structures, then start building some Scorpions and some buggies.  GDI
    forces will be pouring in from the east, west, and northern paths very shortly
    after you take control of the base, and you'll need to defend yourself.
    
    Upgrade all of your power plants, then start building Obelisks with both of
    your production queues.  Use your units to defend the western entrance to your
    base, then place both Obelisks above the northern entrance of your base.  Build
    two more as soon as you place the first two, and place one on the west entrance
    of your base and one on the northern entrance {Obelisk of Light}.  Keep these
    repaired, and they'll make the mission much easier.
    
    Meanwhile, wait for your Avatar reinforcements to arrive, then send them with
    the rest of your vehicles to the GDI base north-east of your base.  Crush it,
    then wait for the warning about an unidentified force approaching from here.
    It's a group of Juggernauts, and you'll be much better off if you destroy them
    here instead of waiting for them to come to your base.
    
    You can build more Avatars at your base now, so go ahead and build a few.  To
    accomplish the remaining bonus objective, use an Avatar's special ability to
    grab a Fame Tank, Attack Bike, or a Stealth Tank (build one of them if you
    don't already have one) {Avatar}.  You can go crush the north-western GDI base
    now if you'd like, but it's not really necessary.  Instead, send your forces
    north and wipe out the main GDI base blocking the road.  When everything's
    clear, send the liquid Tiberium transport up there to finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.49)  Sarajevo             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Job one is to escort the weapon components from Brazil to Temple Prime so Kane
     can finish his work on the Liquid Tiberium device.  This mission will be
     tricky because GDI has a large force in the area preparing for an assault on
     the temple.  Your route back runs right through a massive GDI forward base.
     You can't take on GDI directly with the small escort force, so you'll have to
     think of something clever.  Once the weapon transport has reached the temple,
     you can focus your efforts on defending Temple Prime, building up an army, and
     then clearing GDI out of our most sacred site.  Also, be advised that a Nod
     force from Kilian's detachment is being airlifted out of Australia in spite of
     their dire situation there.  They might be headed for Sarajevo;  if so, maybe
     they can help you out."
    
    =====================
    Intelligence Database
    =====================
    
    Kane's Arsenal
    
     - Beam Cannon
    
    Nod Field Intelligence
    
     - Intercepted Transmission
    
    ==================
    Primary Objectives
    ==================
    
    1)  Escort the transport truck back to Temple Prime.
    
    "It is vital that the transport truck be protected at all costs.  It contains
     the Liquid Tiberium device which is the key to ultimate victory in the war."
    
    2)  Eliminate the GDI blockade by destroying all GDI forces.
    
    "Cleanse our sacred lands of the GDI infestation."
    
    3)  We've been betrayed!  Destroy the forces of the traitors!
    
    "These are Nod forces that threaten us.  How can brother fight brother?  The
     righteous must provail.  Destroy the traitors!"
    
    ================
    Bonus Objectives
    ================
    
    1)  Return the transport truck to Temple Prime unharmed.
    
    "Keeping the transport truck completely safe from enemy fire will increase the
     chances that Kane's vital weapon components arrive unharmed."
    
    ===========
    Walkthrough
    ===========
    
    Quickly move your fanatics all the way against the left side of the map and
    make them into a group, then make the two Scorpions and the Avatar into a group
    (and everything else, including the Liquid Tiberium transport, into a third
    group).  To keep the transport from getting damaged (the bonus objective), move
    the fanatics north until you see the gun by the barracks in the corner of the
    GDI base, then have them rush it while your tanks and Avatar finish it off if
    necessary.  Immediately move your third group (the one with the transport)
    north along the edge of the screen while your tanks and Avatar deal with the
    barracks and anything else that gets in the way.
    
    As soon as the Liquid Tiberium transport gets past the GDI base, stop attacking
    the base and concentrate on moving through the open middle area towards Temple
    Prime.  I suggest you move along the top of the map, since it tends to be
    safer.  There will probably be some GDI infantry up there fighting the Temple
    troops, so make sure you deal with them before the transport gets too close.
    Continue moving the transport and the rest of your forces towards the top-right
    corner of the Temple base to complete the first objective (and the bonus
    objective {Intercepted Transmission}).
    
    GDI forces will start hitting your base immediately, so quickyly move all of
    your forces towards the main entrance of your base (near the southern war
    factory).  Start building a tech lab while you build two more harvesters, then
    start cranking out Avatars and stealth tanks from both of your war factories.
    Set the upper factory's rally point near the lower factory to save yourself
    some time, then focus on defending the entrance of your base (and keeping your
    forces repaired).  Continue cranking out Avatars and stealth tanks until your
    "reinforcements" arrive {Beam Cannon}.
    
    If you've been building at full speed the entire time, you should have more
    than enough Avatars and stealth tanks to crush the upper-left base right away,
    so go ahead and do so.  It's best to eliminate that one first simply because
    you can save yourself the trouble of defending that side of your base.  The
    southern base will attack in the same place as before, so as long as you leave
    a few units behind (and keep building more stuff), you shouldn't have that
    problem.
    
    When you're done with the upper-left base, return to your war factory and
    repair your damaged units, then assault the southern base from the lower-right
    corner of the map.  There's nothing altogether too special down there, so it
    shouldn't be too hard to demolish the base and finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.50)  Outback              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "GDI is moving nuclear warheads from one of their bases on the edge of the
     Australian Red Zone.  If we can intercept the convoy, destroy the escorts, and
     capture the warheads, then we can make the Brotherhood of Nod into a nuclear
     power once again.  You need to recover at least one transport but more is
     better.  Once you've secured the warheads, the Brotherhood will dispatch a
     Carryall evacuation team.  Be aware that the warheads are highly volatile and
     may explode if fired upon.  Tread carefully."
    
    =====================
    Intelligence Database
    =====================
    
    The Inner Circle
    
     - Once Again a Nuclear Power
    
    Nod Field Intelligence
    
     - Black Hand Interrogation Report
     - Australia-New Zealand Theatre Assessment
     - An Invasion Global in Scope
    
    ==================
    Primary Objectives
    ==================
    
    1)  Catpture Convoy.
    
    "Destroy each Nuke Transport Truck's escort.  With its escorts eliminated, the
     Nuke Transport will switch to your control.  At least one Nuke Transport Truck
     must survive."
    
    2)  Escort convoys to the evacuation point.
    
    "The evacuation zone has been marked with flares.  Escort each captured truck
     to this zone.  Once all surviving Nuke Transport Trucks have arrived at the
     evacuation zone, our Carryalls will transport them from the battlefield."
    
    3)  Wait for Nod Carryalls.
    
    "Nod Carryalls are inbound.  Await their arrival and keep the Nuke Transport
     Trucks alive."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy Tiberium Tower.
    
    "This towering mass of Tiberium is structurally unsound.  Firing at the tower
     will cause it to crumble, blocking the convoy's escape route."
    
    2)  Capture GDI Research Facility.
    
    "If we can get a Saboteur inside this research facility, we can form a tactical
     assessment of the Australian theatre of war."
    
    ===========
    Walkthrough
    ===========
    
    You'll want to split your forces into three groups:  the two Venoms should be
    one, the two Saboteurs should be one, and all of your ground vehicles should
    be the third {Black Hand Interrogation Report}.  Immediately send your Venoms
    all the way east, then send the Saboteurs and the ground vehicles south-west to
    the area beneath and between the two hill things (each hill has a sonic
    emitter above it, which you'll definitely want to avoid).
    
    When your Venoms reach the far eastern edge of the map, send them slightly
    north and destroy the Tiberium Tower to finish the first bonus objective.
    Quickly retreat them before the GDI forces near the tower can destroy them.
    Send them west to join your other forces.
    
    GDI Pitbulls will be on patrol, and your ground vehicles will probably be
    under attack by a few of them when your Venoms make it back.  Use your tanks to
    destroy the Pitbulls and any Orcas that happen to be in the area, then move
    your ground group north towards the road (but keep them out of range of the two
    sonic emitters) while you send the Venoms and the Saboteurs west towards the
    ridge.
    
    The first two GDI convoys will come right through the area where your ground
    vehicles are waiting, so take out the escorts and send the transports east.
    Move your forces north to cut off the third GDI convoy, which should be moving
    east slowly along the top of the map.  Meanwhile, use your Venoms to destroy
    the watchtower at the entrance of the GDI base (watch out for the anti-aircraft
    guns), then use the engineers to capture the research facility {Australia-New
    Zealand Theatre Assessment}.
    
    You'll be told to retreat the nuclear transports to the evacuation point, so
    send your Venoms and your ground forces to the evacuation point along with all
    three transports as soon as possible.  When the invasion begins, you'll be told
    to defend the evacuation point until the Carryalls arrive {An Invasion Global
    in Scope}.  Use the war factory to crank out a few more stealth tanks, then use
    your forces to beat back the Scrin assault on the north side of the evacuation
    point.  Keep the transports on the south side of the war factory for safe
    keeping, and try to keep your vehicles as close to the war factory as possible
    so they can get repaired.
    
    When the counter reaches zero, the Carryalls will arrive, which will end the
    mission {Once Again a Nuclear Power}.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |         1.51)  Sydney City Wall         |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "While the nuclear warheads are secured, the Brotherhood still lacks launch
     codes and delivery systems.  GDI has what we need in the Sydney Blue Zone,
     currently under heavy Alien attack.  With GDI's forces under duress, Kilian
     has reached out to the local GDI commander and offered to 'help' in Sydney.
     GDI accepted.  We have committed to the elimination of three key Alien
     structures, the Portal, Gravity Stabilizer and Gateway, giving GDI the
     leverage they need to turn the tide of battle.  Unofficially, we need to
     ensure that the Gravity Stabilizer does not go down too fast;  the
     Brotherhood's primary target is a GDI facility in Sydney, which, when
     captured, should provide the location of the codes and missiles.  That
     building is within Sydney's city walls, and nothing penetrates those faster
     than an alien Devastator warship."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Field Intelligence
    
     - Cease Fire Order
     - Exceprt from Signal Intelligence Briefing
    
    ==================
    Primary Objectives
    ==================
    
    1)  Eliminate Three Alien Targets for GDI.
    
    "GDI needs us to disable or destroy these three targets in the main Alien base:
     the Signal Transmitter, Warp Sphere and the Portal."
    
    2)  Capture the GDI Lab.
    
    "Inside the GDI Lab you'll find the release codes for our nuclear warheads and
     a map of where GDI is storing the warhead delivery systems."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture two Tiberium Spikes.
    
    "The Brotherhood is running short on funds.  Capture both of these Tiberium
     Spikes and rectify the situation."
    
    2)  Destroy the Ion Control Center.
    
    "We have received an additional objective from an unidentified source.  You are
     ordered to destroy GDI's Ion Cannon Control Center."
    
    ===========
    Walkthrough
    ===========
    
    You'll be given a base to start with {Cease Fire Order}, but you'll want to
    build a Tiberium Chemical Plant and an air tower right away.  The Scrin base to
    the west is fairly well fortified, and they build an insane amount of units
    throughout the mission, but there's a fairly easy way to destroy all three key
    structures within a few seconds of each other, assuming you're willing to do a
    little preparatory work first.
    
    Place a pair of Obelisks on the west side of your base to defend yourself, and
    keep some stealth tanks nearby to deal with aircraft.  Meanwhile, train five
    Saboteurs and use Call for Transport to send them all the way to the
    north-east corner of the map where the GDI Lab is (make sure you hug the right
    side of the map on the way up to avoid Scrin attacks).  Dump three of the
    Saboteurs up here, then send the other two transports west along the top of the
    map to the two Tiberium Spikes.  Capture them one at a time, and make sure you
    don't waste any time with the lower one (or the nearby Scrin units will kill
    your Saboteur before he can make it to the Spike).
    
    Capture the GDI Lab and the Space Command Uplink with two of the Saboteurs in
    the north-east corner, but don't capture the Ion Cannon Control Center yet.
    Instead, sit back and concentrate on building two more air towers and filling
    all three of your towers with Vertigo bombers.  Continue defending your base
    until the Scrin break through a section of the Sydney wall {Exceprt from Signal
    Intelligence Briefing}, then use your last Saboteur to capture the Ion Cannon
    Control Center (if you capture it before the wall is breached, GDI will
    somehow have control of it again, and the timer will be reset).
    
    With the Ion Cannon under your control, all you need to do is sit back and wait
    for the timer to count down.  When it does, use it to pulverise the Signal
    Transmitter in the lower-left corner of the Scrin base, then sell the Ion
    Cannon Control Center to accomplish the second bonus objective.  Immediately
    send your Vertigo group north, then due west towards the Warp Sphere in the
    upper part of the Scrin base (make sure you reveal the shroud above the Portal
    in the eastern part of the Scrin base on the way there).  Since you can see the
    Portal now, you can use the Shockwave Artillery and the Tiberium Vapor Bomb
    abilities on it from your side bar, which will destroy it.
    
    When timed well, all three Scrin structures will be destroyed before their huge
    retalliation force can even get to your base.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |         1.52)  Downtown Sydney          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "With the destruction of their Ion Cannon Control Center, GDI commanders in
     Sydney find themselves in dire straits.  The city is all but lost, with GDI
     central command issuing an evacuation order for civilians.  You must
     coordinate with GDI to carry out their exodus.  Defend against the alien
     assault and protect the Ox convoys moving the city's residents to safety,
     while at the same time taking steps to ensure our own survival with a large
     scale Tiberium harvest."
    
    =====================
    Intelligence Database
    =====================
    
    The Inner Circle
    
     - KANE LIVES!
    
    Nod Field Intelligence
    
     - The Alliance is Off
    
    ==================
    Primary Objectives
    ==================
    
    1)  Help GDI hold out against the Alliens for ten minutes.
    
    "GDI is under heavy attack from the Aliens and the city is almost lost.  Help
     them survive a bit longer."
    
    1)  Destroy GDI.
    
    "We now have what we need from GDI.  The alliance of convenience is terminated.
     Eliminate them from the area."
    
    ================
    Bonus Objectives
    ================
    
    1)  Help GDI protect their Ox transports during the evacuation period.
    
    "Assist GDI forces in evacuating as many military personnel and civilians as
     possible.  Protect the Ox transports being used to airlift people out of the
     city."
    
    2)  Mine 25,000 tiberium.
    
    "We need to establish a war chest."
    
    1)  Use Nukes on the GDI base.
    
    "You are now authorized to use nuclear weapons.  Destroy the GDI base in a bath
     of nuclear fire."
    
    ===========
    Walkthrough
    ===========
    
    Ignore the first main objective and the first two bonus objectives - when the
    timer runs down, they'll be replaced with the other objectives, and the new
    ones will be the only ones that matter for completionary purposes.  Sit back
    and rake in the money while you build a force of Avatars and stealth tanks.
    Send a Saboteur over to the Tiberium Spike by the GDI base, capture it, and try
    to keep it repaired as long as possible.
    
    When the countdown runs out {KANE LIVES!}, you'll be told to wipe out GDI.
    You'll have a nuke available immediately, so go ahead and use it on the GDI
    airfields in the north-western part of their base {The Alliance is Off}.
    Fortunately, the Scrin base doesn't matter at all in this mission, so all you
    need to do is march a cluster of your Avatars/stealth tanks west through the
    Tiberium field, then assault the remaining GDI buildings marked in yellow.
    They're fairly defenseless, especially since their units will still be dealing
    with the Scrin threat to the north.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |            1.53)  Ayers Rock            |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "This is a sad day when Brother must fight Brother.  Use a small force to
     capture the southern rebel base and then use the resources you've acquired to
     secure Kilian's headquarters facility on Ayers Rock.  Kill anyone who gets in
     your way but leave Kilian alive to face Kane.  Note that GDI is deploying a
     forward base to the east and they are none too happy about what happened in
     Sydney.  Expect a large GDI assault shortly after the battle for Ayers Rock
     goes down as GDI moves in for the kill."
    
    =====================
    Intelligence Database
    =====================
    
    Nod Archives
    
     - Mutant Exodus
    
    ==================
    Primary Objectives
    ==================
    
    1)  Capture Kilian's southern base.
    
    "Escort your Saboteurs into Kilian's southern base and capture the Operations
     Center and the Construction Yard.  Do not allow your Saboteurs to die."
    
    2)  Capture or Destroy the Temple of Nod.
    
    "Capture or destroy the Temple of Nod in front of Kilian's headquarters to gain
     control of her base on Ayers Rock.  Do not destroy Kilian's Headquarters."
    
    3)  Prevent GDI from using the Ion Cannon.
    
    "GDI has deployed an Ion Cannon.  Eliminate the Ion Cannon Control Center
     before they use it on Kilian's Headquarters.  If they destroy Kilian's
     Headquarters, our mission will be a failure."
    
    4)  Eliminate the GDI Base.
    
    "Destroy the GDI base to the northeast of Ayers Rock.  Do not let them destroy
     Kilian's Headquarters."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture Three Tiberium Silos.
    
    "Capture the Tiberium Silos to the north to fund your operations.  Beware of
     Mutants."
    
    2)  Recruit Five Mutant Marauder Squads.
    
    "Recruit Mutant Marauders from the Mutant Hovel to support your army.  Capture
     a Mutant Hovel with Saboteurs."
    
    ===========
    Walkthrough
    ===========
    
    Move the Avatar north-west and cut off the trio of Scorpions as they try to
    leave the base, then destroy the defensive node at that entrance.  Take the
    Avatar due east now and use its flamethrower to make short work of the
    mutants defending the Mutant Hovel, then capture it with one of your Saboteurs.
    Send the Avatar into the Nod base from the entrance you just cleared, taking
    out the cluster of units you're likely to encounter on the way.
    
    Wipe out any units you see in the base to make it safe for your Saboteurs, then
    send them in and capture the two key structures.  Everything else in the base
    will then be under your control.  Train five Mutant Marauder squads from the
    Mutant Hovel to accomplish one of the bonus objectives {Mutant Exodus}, then
    send them to the top of your base to aid in anti-aircraft defense (yeah, they
    can fire at air targets just like Minigunners in Zero Hour).
    
    Just like the last mission, air power can make this mission very fast and
    simple.  Quickly build another harvester and two air towers, then fill both
    towers with Vertigo bombers.  Send them all to attack Kilian's Temple of Nod,
    which will probably take you several trips.  Don't worry about replacing the
    ones that get killed (if any actually do) - once you destroy the Temple, all
    remaining Nod forces on the map will be under your control.
    
    Now that GDI's in the area, make sure you keep your eyes on Kilian's
    Headquarters to make sure it (and the defenses around it) stay repaired.  Place
    a Temple of Nod of your own, then make use of the two air towers Kilian's base
    had on the west side to get another eight Vertigo bombers (there're probably
    already quite a few on the towers anyway).  The ultimate goal is to have four
    air towers full of Vertigo bombers.
    
    Use one of the barracks at the top of Kilian's base to train a Shadow Team or
    two, then send them to the Tiberium silos you need to capture for the bonus
    objective.  The Shadow Teams will make short work of the mutants in the area,
    which will allow you to train a few Saboteurs and send them in to accomplish
    the bonus objective.
    
    With both bonus objectives out of the way, it's time to take care of that pesky
    Ion Cannon Control Center.  Your sixteen Vertigo bombers should be able to
    handle it, so send them all in one giant group to attack the control center.
    If they somehow fail to destroy it, just send another wave as soon as you can
    (though it's unlikely that it'll survive the first wave).
    
    Replace your damaged bombers if necessary, then wait until your nuclear missile
    is ready to be launched.  When it is, drop it on the GDI construction yard at
    the top of their northern base.  It'll almost completely destroy it, and it
    should totally destroy the other two key structures.  All you need to do to
    finish the mission at this point is send your wave of Vertigo bombers in and
    finish off the construction yard.
    
    If you'd prefer to make a ground assault on the GDI bases, it's worth noting
    that there's a pair of Tiberium Spikes in the middle of the map that you can
    make use of, and it's also worth noting that there're tons of crates to be
    collected in the city in the south-eastern corner of the map.  Send something
    down there to wipe out the mutants, and you'll be able to collect quite a bit
    of money that way.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.54)  Northern Italy          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Kane foresaw the arrival of the Visitors and knew a great weapon would be
     needed to help channel the invasion in a productive direction.  Kane ordered
     a research facility at this Northern Italian location to produce the Catalyst
     Missile.  The weapon is ready to use, however, the Visitors are behaving
     capriciously and are beginning an attack on the facility.  Stop the Visitors
     from destroying the missile silo and then repair the facility.  At that point
     you'll be able to turn the tide of battle with the new weapon."
    
    =====================
    Intelligence Database
    =====================
    
    Kane's Arsenal
    
     - Catalyst Missile
    
    ==================
    Primary Objectives
    ==================
    
    1)  Capture the Catalyst Launch Facility.
    
    "Our mission is to recover Kane's secret weapon against the Alien invaders -
     the Catalyst Missile.  Capture the Catalyst Launch Facility with a Saboteur
     before the Aliens destroy it."
    
    2)  Repair the Catalyst Launch Facility to full health.
    
    "You must repair the Catalyst launch facility to full health before we can
     launch its missiles.  Watch out for alien attacks on the facility.  The
     Catalyst launch facility must not be destroyed."
    
    3)  Destroy three Alien Gravity Stabilizers.
    
    "The invading alien base must be eliminated.  You now have the ability to
     launch Catalyst Missiles against the Alien Gravity Generators."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture the Reinforcement Bay.
    
    "Stealth Tank Reinforcements are available by capturing the Reinforcement Bay."
    
    2)  Destroy all three Gravity Stabilizers without using the Catalyst Missile.
    
    "Prove your worth to Kane - destroy all three of the Alien Gravity Stabilizers
     without resorting to the newly gained Catalyst Missile."
    
    ===========
    Walkthrough
    ===========
    
    Train three Saboteurs and build an air tower while you send your three bikes
    over to the launch facility.  They'll be able to defend against the Scrin air
    attacks long enough for you to place your air tower and use Call for Transport
    to get your Saboteurs over to the launch facility.  Capture the facility, then
    use another one to capture the reinforcement bay, and finally, use the third
    one to repair the launch facility.  You'll gain control of the entire base at
    this point {Catalyst Missile}.  Resist the urge to use the catalyst missiles
    for the rest of the mission if you'd like to accomplish the second bonus
    objective.
    
    You're going to get hammered hard at your original base, so quickly get a war
    factory and a start building another ore refinery.  Place the refinery at your
    eastern base, as far to the south as possible (to make use of the blue Tiberium
    field south of it).  Place the war factory at your western base, then focus on
    cranking out SAM sites and shredder turrets along the western and northern
    sides of your base.  Get a second air tower as soon as possible and fill both
    of them full of Vertigo bombers.
    
    Take out the western gravity stabilizer as soon as you have your bombers
    ready, then retreat, reload, and make an assault on the north-eastern gravity
    stabilizer.  Repair and replace any bombers if necessary, then destroy the
    third stabilizer.  The hardest part about this mission (if you're going to use
    bombers and not use the catalyst missiles) is just moving fast enough to take
    out the stabilizers before the ridiculous Scrin air attacks start coming at
    you full-force.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.55)  Italian Hills           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Kane wants to gain access to the towers being constructed by the Visitors.
     When they are finished, these huge structures will become interstellar
     gateways, opening up a path to the stars for the Brotherhood.  The key that
     unlocks our destiny takes the form of a code embedded in a crystal lattice,
     somewhat like the Tacitus.  Your mission is to storm an Alien relay node
     structure in Italy to acquire one of these keys.  What little information our
     sensors can give us indicates there is an abandoned construction facility in
     the area.  We can't drop in any heavy equipment, so use the construction site
     as a base of operations to build up an attack force.  Ultimately you need to
     get a Saboteur into that relay node and he'll do the rest.  Expect heavy
     resistance."
    
    =====================
    Intelligence Database
    =====================
    
    The Inner Circle
    
     - The Key to the Future:  Part I
    
    Nod Field Intelligence
    
     - The Towers Begin to Fall
    
    ==================
    Primary Objectives
    ==================
    
    1)  Retrieve the Mapkey from the Alien Relay Node.
    
    "The Mapkey is stored in the alien Relay Node.  Retrieve it for Kane."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the Gravity Stabilizers on the north ridge.
    
    "These Gravity Stabilizers are where the Visitors are bringing the majority of
     their air forces to the planet.  Taking them out will cripple their aerial
     offensive."
    
    2)  Destroy the Stasis Chamber.
    
    "The structure we're calling the Stasis Chamber seems to provide the Visitors
     with some sort of shielding technology.  You must destroy it and deny them
     this advantage."
    
    3)  Capture 3 Alien Tiberium Extractors.
    
    "Capturing the Alien Tiberium Extractors will enable us to analyze their
     refining process."
    
    ===========
    Walkthrough
    ===========
    
    Get a power plant and a refinery as close to the Tiberium field as possible,
    then build a barracks and get a Saboteur to capture the Tiberium Spike.  Get a
    war factory when you get the chance, then build a second harvester.  You won't
    need too much in the way of defenses for this mission, so focus mostly on
    building a few Avatars and some stealth tanks (for air defense).  Try to build
    a Temple of Nod as fast as possible, too.  {The Key to the Future:  Part I}
    
    When Scrin units do finally start hitting your base (ground units from the
    west/north-west, air units from the north), beat them back with your Avatars
    and stealth tanks (don't forget about your Commando, either - she can come in
    quite handy).  Try to secure every Tripod husk you can - they're a very strong
    (and inexpensive) addition to your Avatar and stealth tank group.  Keep a small
    group of Saboteurs handy just for that purpose (though you'll need them for a
    few other things later anyway).  {The Towers Begin to Fall}
    
    When your first nuclear missile is ready, use it to destroy the three Gravity
    Generators in the north-east corner of the map to accomplish the first bonus
    objective.  If the Scrin get pissed and send a wave of forces at you, defend
    your base and capture a few more Tripod husks if possible.  Repair your forces,
    then make an assault on the Scrin forces around the Tiberium Extractor directly
    north of your base.  Make sure you remember not to actually attack the
    Extractor itself - you'll want to capture it with a Saboteur to complete part
    of the third bonus objective (and get quite a nice monetary boost).
    
    Make assaults on the bases around the other two lower Tiberium Extractors at
    your convenience (ignore the fourth one or capture it with the others if you'd
    like).  When your nuclear missile is ready again, use it to destroy the Stasis
    Chamber marked with a green 2 in the north-west corner of the map to complete
    the second bonus objective (make sure you don't destroy the nearby Tiberium
    Extractor if you still need to capture it).  Capture the rest of the Extractors
    once the Scrin units and structures are cleared out of the way to accomplish
    the third bonus objective.
    
    There isn't much left in your way, so use your forces to wipe out the Scrin
    units and structures around the Relay Node, then send a Saboteur into it to
    finish the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |        1.56)  Operation Stiletto        |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "GDI is advancing through the Italian Red Zone more quickly than anticipated
     and will soon threaten every Visitor installation in Italy.  We need to slow
     them down.  The largest danger comes from a large GDI force currently routing
     the Alien forces on the east bank of the Tiber.  Given our small number of
     true believers, direct engagement is not an option.  Instead, Use a Commando
     to lead an infiltration force comprised of Shadows and Saboteurs.  Seize
     control of both GDI Construction Yards, then eliminate our most hated enemy
     with their own forces.  Then capture both Alien Drone Platforms.  Only then
     will Kane's plan be allowed to come to fruition.  Destroy anyone and anything
     that gets in your way, GDI, Nod, or Visitor."
    
    =====================
    Intelligence Database
    =====================
    
    The Inner Circle
    
     - The Towers Sacrosanct
    
    Nod Field Intelligence
    
     - Field Report - Alien Gravity Stabilizer
    
    ==================
    Primary Objectives
    ==================
    
    1)  Capture both GDI Construction Yards.
    
    "GDI does not regard the Brotherhood as a threat, and will not attack us until
     we provoke them or capture one of their Construction Yards.  All captured
     Construction Yards must survive."
    
    2)  Capture or Destroy all GDI Barracks, War Factories and Airfields.
    
    "The more of these we claim or destroy, the weaker GDI will be.  We will need
     their captured forces to achieve victory."
    
    3)  Capture both Alien Drone Platforms.
    
    "The aliens do not appear to regard the Brotherhood as a threat.  They will not
     attack us until we provoke them or capture one of their Drone Platforms.  All
     captured Drone Platforms must survive."
    
    4)  Capture or Destroy all Alien Gravity Stabilizers, Portals and Warp Spheres.
    
    "Without their production structures, the Alien war effort will collapse.
     Claim what you can, destroy the rest."
    
    ================
    Bonus Objectives
    ================
    
    1)  Build a Mammoth Tank.
    
    "The Mammoth Tank is the pride of GDI's land forces.  With these vehicles in
     our hands, GDI's destruction is assured."
    
    2)  Build an Annhilator Tripod.
    
    "The Mammoth Tank is the pride of GDI's land forces.  With these vehicles in
     our hands, GDI's destruction is assured."
    
    NOTE:  No, that's not an error on my part - that's actually what the bonus
           objective says.  Also note that the only way to make these two bonus
           objectives appear is to capture one of the GDI war factories and one of
           the Scrin Warp Spheres.  If you destroy all of the war factories, the
           Mammoth Tank objective will never appear, and you'll still be able to
           get a perfect medal when you complete the mission (and the same goes for
           if you destroy all of the Warp Spheres).
    
    ===========
    Walkthrough
    ===========
    
    It's very important that you remember to set your commando and Shadow Teams to
    hold their fire, or you'll wind up screwing yourself over the instant they get
    near an enemy.  Train another eleven Saboteurs from your barracks, then send
    all of your units to the south-west GDI base.  As long as you don't fire at any
    of their units or structures, they won't attack you.  Position a Saboteur
    directly next to every building in the base.
    
    Turn on "Planning Mode" using the toolbar in the lower-left corner of your
    interface, then order each Saboteur to capture the building they're standing
    next to.  None of them will move until you turn Planning Mode off, so once
    you've ordered them all, turn off Planning Mode.  All of your Saboteurs will
    move at the same time and capture the entire GDI base in one quick move.  Use
    the Commando and the Shadow Teams to deal with the GDI infantry, then destroy
    the base defenses that're still standing.
    
    If you were fast enough, there won't be any GDI vehicles in the base yet, but
    if so, just build some Predators or something to get rid of them.  Build a
    second refinery at your Nod base to increase your income, and build a second
    harvester for your GDI base.  Get a tech center built as fast as you can, then
    start the rail guns upgrade while you start building Mammoth tanks (you'll
    complete the first bonus objective as soon as the first Mammoth tank comes out
    of one of the war factories).
    
    GDI will be a little annoyed with you, so they usually send a bunch of stuff to
    attack your Nod base.  Move your first Mammoth tanks over there to intercept
    them if possible, and try to make an attack on their north-western base as soon
    as you have five or six Mammoths.  Scrin units will usually have it pretty
    beaten down thanks to you making them low power, and if they manage to destroy
    the construction yard before you get there, you'll fail the mission.
    
    Build an APC and stick an Engineer into it, then send it to the construction
    yard when you've secured it with your Mammoths.  Capture the yard, then repair
    it.  Undeploy your Rig from the south-west base, then send it and any more
    Mammoths you've built to the center of the map along with your other cluster.
    Deploy the Rig somewhere in the middle of the map, repair your tanks, and then
    assault the southern Scrin base.  If a Gravity Stabilizer is still standing,
    make sure you don't destroy it, and make sure you don't accidentally destroy
    the Drone Platform, either.  Leave them both intact, then move north to deal
    with the other base.  Send Engineers to capture the Drone Platform {The Towers
    Sacrosanct} and the Gravity Stabilizer {Field Report - Alien Gravity
    Stabilizer} (if the Gravity Stabilizer was already destroyed or you destroyed
    it by accident, you can get the same intel entry by using the Drone Platform to
    build Scrin buildings until you can build your own Gravity Stabilizer).
    
    Depending on how fast you've been, this base could be fairly undefended or
    incredibly well defended.  The Scrin Warp Spheres will be cranking out Tripods
    like crazy, and for some reason, they usually just stand around up here instead
    of attacking your bases.  This can make attacking the northern base quite
    difficult, since ten Tripods can really dish out the damage.  You could take
    care of a lot of them with an Ion Cannon blast, but you need to make sure that
    you leave one Warp Sphere standing if you want to get the second bonus
    objective.
    
    There're two fully leveled Tripods in the upper-right corner of the base which
    should be your immediate concern, since they're much more powerful than the
    regular Tripods.  Try to smash your way past all of the other stuff and take
    them out first, then concentrate on the rest of the Tripods and smaller units.
    When you've cleared the place out, capture one of the Warp Spheres and build
    any other structures you need to be able to build a Tripod, then build one to
    accomplish the second bonus objective.  Capture the other Drone Platform, then
    destroy everything else if you haven't already.
    
    NOTE:  Don't care about the two bonus objectives?  If not, then you can simply
           position enough Saboteurs at all four bases to completely capture
           everything in a single move using Planning Mode.  You'll have to be
           quick about it, though, or GDI's likely to demolish the southern Drone
           Platform before you can position all of your Saboteurs.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          1.57)  Kane's Tower            |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Your main objective here is to protect the final alien tower by annihilating
     the GDI forces that are assaulting it.  It won't be easy.  GDI has had plenty
     of experience knocking these things down and is attacking the alien base
     surrounding the final tower with relentless determination.  The Phase
     Generators that protect the tower itself are GDI's primary target.  Do not let
     GDI destroy them.  GDI is also employing Juggernauts to bombard the base.  Use
     your Commando to snipe their crews, then use a Saboteur to take them over.
     Also, there is also a small airbase to the north - best to destroy it."
    
    =====================
    Intelligence Database
    =====================
    
    The Inner Circle
    
     - The Key to the Future:  Part II
    
    ==================
    Primary Objectives
    ==================
    
    1)  Defend the Alien Phase Generators.
    
    "You must protect the Alien Phase Generators while their Tower is still under
     construction."
    
    2)  Destroy the GDI bases.
    
    "GDI has set up a base to the northwest.  You must wipe them out before they
     destroy the Alien Phase Generators."
    
    ================
    Bonus Objectives
    ================
    
    1)  Capture 3 GDI Juggernauts.
    
    "These Juggernauts seem modified to shoot farther than the standard Juggernaut.
     They would make an excellent addition to our arsenal."
    
    2)  Destroy the GDI Ion Cannon Control Centers.
    
    "That Ion Cannon Control Center could swing the battle in GDI's favor, take it
     out immediately!"
    
    ===========
    Walkthrough
    ===========
    
    Immediately start building a tech center, a second harvester, and an Emissary.
    {The Key to the Future:  Part II}  Speed is crucial in this mission, and
    there's no time to waste - move the emissary east outside of your base to the
    blue Tiberium field there and deploy it sligtly south-east of the field.  Place
    your tech center somewhere in your base as soon as it's ready, then start
    building an Obelisk and a Secret Shrine.  Place the Obelisk slightly to the
    right of the Outpost (the thing your Emissary forms when it's fully deployed)
    when it's ready, then immediately start building another one.
    
    Your primary concerns for this mission should be defending that blue Tiberium
    field and eliminating the special Juggernauts in the middle of the map.  Once
    you have three Obelisks by that Tiberium field, you should be able to defend it
    safely, though you might want to toss a Beam Cannon or two over there just to
    be sure.
    
    To deal with the Juggernauts, train a few Shadow Teams and a Commando, then
    move the Shadow Teams around to the right side of the hill where the Juggernaut
    group is stationed.  Use the Shadow Teams to slaughter the Zone Troopers, then
    move your Commando in with four Saboteurs.  Detonate the four Juggernauts, then
    capture them with the Saboteurs.  Immediately turn the Juggernauts to the north
    and pulverize the GDI airfield, then use them to destroy any other GDI
    buildings they can reach.  Don't worry about them if they get destroyed again.
    
    With the blue Tiberium field defended and the Juggernauts eliminated, work on
    getting a Temple of Nod and some air towers full of Vertigo bombers.  GDI's
    going to deploy an Ion Cannon Control Center eventually, and you'll definitely
    want to destroy it before they get the chance to use it.  I suggest using your
    nuke to wipe out a huge section of the northern GDI base, preferably the part
    with the war factories so they won't have as many Mammoths to send at the Scrin
    base.  Use the Vertigo bombers to deal with the Ion Cannon Control Centers.
    
    You should have quite a bit of excess money thanks to that blue Tiberium field,
    so keep sending your Vertigo bombers to the GDI bases to take out key
    structures.  It won't hurt to build some Avatars too, which you can send to the
    middle of the map near the top to intercept some of GDI's forces on their way
    to the Scrin base.  Keep chipping away at the GDI bases until they're very
    weak, then move in and wipe up whatever's left to end the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |         1.70)  Scrin Missions           |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |              1.71)  London              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Foreman, you've been commissioned a small army to begin attacking the major
     indigenous population center on the island near Continent Three.  This attack
     will proceed in concert with other assaults on all significant population
     centers.  The intent is to distract the indigenous population from initial
     Threshold construction and intimidate them to the point where they will not
     threaten ongoing construction efforts.  Assess defensive and offensive
     capabilities.  Eliminate all life forms you come across."
    
    =====================
    Intelligence Database
    =====================
    
    Warp Link
    
     - All Units Functional
     - Unexpected Developments
     - A Campaign of Distraction
    
    ==================
    Primary Objectives
    ==================
    
    1)  Destroy 15 civilian buildings in the city.
    
    "A small force has been dispatched to this population center.  Begin disruption
     operations immediately by destroying structures.  Eliminate any resistance
     from the indigenous population."
    
    2)  Destroy the GDI presence.
    
    "The indigenous population has dispatched its military to try to stop our
     force.  Destroy any hostiles you come across along with any of their
     production structures.  A Droneship has been assigned to this zone.  Use it to
     establish a base and build up the force you need."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the structures knows as 'Parliament' and 'Big Ben'.
    
    "Based on the frequency of appearance in images transmitted through the
     airwaves, these structures seem important to the indigenous population.
     Destroy them."
    
    2)  Destroy 'Buckingham Palace'.
    
    "The humans seem fond of defending this structure.  Perhaps destroying it will
     send them fleeing in fear."
    
    3)  Construct Growth Accelerators at each of the Ichor fields.
    
    "Ichor concentration in this area is extremely low and contained.  Construct
     Growth Accelerators at each Ichor field to increase its spread."
    
    ===========
    Walkthrough
    ===========
    
    Gather all of your forces together and start destroying the buildings directly
    north of your starting position.  The faster you destroy them, the better - GDI
    units will trickle through the city the entire time you're destroying the
    buildings, so the faster you make it to 15, the fewer units you'll have to deal
    with.  Destroy the posts of the field containing the Tiberium field, too.
    
    When your Droneship arrives {All Units Functional}, move it closer to the
    Tiberium field and deploy it.  Build a reactor and a refinery as soon as you
    can, then get a warp sphere.  You'll want a second harvester, and you'll need
    to build a Growth Accelerator in each of the three Tiberium fields to complete
    the third bonus objective {Unexpected Developments}.  You can automatically
    place them in the middle of the fields, you don't need to have a zone of
    control around them first.
    
    You should have no problem destroying Buckingham Palace with your initial
    forces, so go ahead and move them up there.  Take care of the missile squads
    first, then destroy the palace (which will give you a little monetary boost).
    Meanwhile, crank out Gun Walkers and Seekers from your warp sphere (more
    Seekers than Gun Walkers).  Send your group to Big Ben and destroy it to finish
    that bonus objective and receive another small monetary boost.
    
    The only thing left to do is destroy the two GDI bases on the other side of
    the bridges, which isn't exactly easy.  I suggest crossing over the middle
    bridge, then making an assault on the southern base first.  Make sure you
    destroy the construction yard as soon as you've cleared out the units and
    defenses above it, then deal with the southern part of the base.  If you don't
    destroy the construction yards, GDI will keep replacing their buildings and
    defenses, which makes it damn near impossible to destroy the base.
    
    When the entire southern base is eliminated, return your survivors to your
    warp sphere for repairs, then add any newly built units to the group and attack
    the northern base from underneath.  Again, make sure you try to destroy the
    construction yard as soon as possible to keep GDI from rebuilding anything in
    their base.  When you destroy every structure in both bases, the mission will
    be over {A Campaign of Distraction}.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |              1.72)  Munich              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "The hostile indigenous population is more advanced than expected and
     represents a critical threat to our forces.  During diversion attacks on the
     major population center of Sector 2-5, Continent Three, two of our scout ships
     were disabled in-flight by hostile indigenous forces.  These ships were
     carrying data nodes that are critical to Threshold construction activities.
     The nodes are now stranded in enemy territory.  Heavy local activity is
     reported near the scout ships and this activity is distributed over a wide
     area - but energy for their forces seems to be coming from a localized source.
     Eliminate this source and you'll secure the area and clear the way for
     reinforcements."
    
    =====================
    Intelligence Database
    =====================
    
    Warp Link
    
     - Beyond Blunt Force
     - Retaliation by Hostile Indigenous Population
    
    ==================
    Primary Objectives
    ==================
    
    1)  Plant the Mastermind's manipulator device on the GDI barracks and train an
        Engineer.
    
    "Foreman, guide the Mastermind to a small outpost east of your position and
     plant a manipulator device on their Barracks, taking control of it.  Then
     construct an Engineer for disabling the power source."
    
    2)  Use the GDI Engineer to shutdown the Defense Grid for the city.
    
    "We are transmitting the location of the power station.  Guide the engineer to
     this location and shut this structure down."
    
    3)  Destroy the GDI base.
    
    "With their defenses down, the only remaining threat in this area is the GDI
     presence north of your location.  A large reinforcement army has been sent for
     you to destroy GDI."
    
    ================
    Bonus Objectives
    ================
    
    1)  Keep your Mastermind alive throughout the entire mission.
    
    "Foreman, Masterminds are not inexpensive units.  Keep your Mastermind alive
     until all hostile forces are eliminated."
    
    ===========
    Walkthrough
    ===========
    
    A grenadier squad will approach your Mastermind from the north-west, so be
    prepared to quickly take control of it (just target it normally as soon as the
    ability is fully charged) {Beyond Blunt Force}.  Send it to the east along the
    road, then use it to clear out the two garissoned structures slightly to the
    north as well as the third one even farther to the north (those should be the
    only three garissoned structures you'll have to deal with).  Stick the
    grenadiers in a building if they survive and let them toss grenades at a turret
    until they get killed.
    
    Meanwhile, GDI will start sending Predators (and sometimes more grenadiers) on
    a patrol route along this section of the city.  Take control of a Predator and
    use it to destroy the watchtowers in the area between the south-east corner of
    the map and the barracks to the north.  Make good use of the healing crates
    scattered around the area, and don't worry if you wind up getting it destroyed
    by a turret or another Predator.  Simply take control of a new Predator and
    continue destroying watchtowers and turrets.
    
    Approach the barracks from the south along the far eastern edge of the map, and
    when you get close enough, two Devourer tanks will appear in the north-west
    corner of the map.  Move them so they're touching each other if they're not
    already, then use the Mastermind's teleportation ability to teleport both of
    them down to the barracks.  Use them to destroy the two watchtowers near it as
    well as any GDI units that come near you, then use the Mastermind to take
    control of the barracks.
    
    Send the Mastermind all the way to the south-east corner, then send him due
    west to the far south-western corner of the map for safe-keeping.  When you're
    ready to move on, train an Engineer at the barracks, then quickly use your
    Mastermind's teleportation ability to teleport the Engineer directly south of
    the power station.  Capture it, and you'll receive reinforcements.
    
    Four Devastators and two Planetary Assault Carriers can really dish out the
    damage...  Immediately move them about half-way towards the GDI base, where the
    Tiberium field is.  Let them sit here and devastate the GDI forces that try to
    attack, and they'll start gaining veterancy levels like crazy.  The Planetary
    Assault Carriers have the ability to generate an Ion Storm, which is great for
    two reasons - it causes even more damage to the GDI forces in the area, and it
    also heals your Devastators and Carriers.
    
    Pay attention to the Ion Storms to make sure you're always being healed, then
    just let your aircraft sit here and rack up veterancy levels until a few of
    them are fully leveled.  The GDI base will be no match for them, so just fly in
    and crush it completely.  {Retaliation by Hostile Indigenous Population}
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |             1.73)  Croatia              |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Foreman, the humans' databases for their Ichor-LQ technology are being stored
     in two facilities in this region.  These databases may hold the key to
     understanding how and why the signal that brought us here prematurely was
     generated.  Capture these structures and secure them from threats by any means
     necessary.  We've issued you access to our Corrupters.  They should prove very
     useful in this region."
    
    =====================
    Intelligence Database
    =====================
    
    Warp Link
    
     - Premeditated Ichor LQ Detonation
     - Factions
     - Attacks by Indigenous Populations Worsening
    
    ==================
    Primary Objectives
    ==================
    
    1)  Capture the two Nod information facilities.
    
    "Foreman, the indigenous population has two information facilities which
     contain their data on Ichor-LQ.  Capture these structures so we may ascertain
     how much the humans have discovered about Ichor-LQ."
    
    2)  Destroy the defenses around the information facilities.
    
    "There also appears to be advanced weapons guarding the information facilities.
     Destroy these defenses so our units may acquire the information unharmed."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the GDI base.
    
    "Destroy GDI's base in the northeast of this region."
    
    ===========
    Walkthrough
    ===========
    
    This mission is fairly straight-forward.  {Premeditated Ichor LQ Detonation}
    Start by deploying your Droneship, building a power plant as far to the east as
    possible, and building a refinery next to the green Tiberium field.  Build a
    Warp Sphere and another power plant to the right of the first one, stretching
    your zone of control towards the blue Tiberium field.  Get another refinery
    next two it and build a pair of extra harvesters, then concentrate on defending
    your base.
    
    As long as you keep your initial units safely away from the city, Nod and GDI
    should fight each other for the first few minutes before they bother you.  If
    they do send something big down there, use your Mastermind to take control of
    it (a Mammoth tank can make your job a lot easier).  Once you have a technology
    assembler up and running, start pumping out Tripods (don't forget to put a
    Growth Accelerator on both Tiberium fields).
    
    You won't be able to build Devastators or Planetary Assault Carriers for this
    mission, but the good news is that neither GDI nor Nod will have aircraft of
    any kind, either.  This is excellent news for you, since it means you don't
    need to bother with any unit other than Tripods.  Continue cranking them out,
    and keep your eyes on both sides of your base.  Avatars will attack from the
    left (along with some lighter Nod units), and Mammoths and Juggernauts (along
    with some lighter GDI units) will attack from the right.
    
    The Mammoths and Juggernauts hurt far worse than the Avatars, so I suggest you
    deal with the GDI base before you bother with the Nod one.  Bring a big cluster
    of Tripods to the top of the map near the center, then move east into the GDI
    base.  The Sonic Emitters are devastating, so make sure you take them out as
    soon as possible.  Press past all other GDI resistance and focus on taking out
    the emitters first, then slaughter everything else {Factions}.
    
    Repair any damaged Tripods if necessary, then gather all of your forces into
    one big group and assault the Nod base.  The Obelisks aren't much of a threat,
    but you'll still want to give them your full attention until you breach the
    first line of defense.  Wipe out the power plants and other buildings next,
    then finish off everything else except for the two Nod compounds.  Train two
    Assimilators at your base, and if you still have your Mastermind, use its
    teleportation ability to teleport them to the Nod compounds.  Capture them to
    end the mission {Attacks by Indigenous Populations Worsening}.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |           1.74)  Threshold 19           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ================
    Mission Briefing
    ================
    
    "Foreman, you must protect the tower at Threshold 19 until its construction is
     complete.  Everything hangs in the balance:  The success of your overall
     mission and the fate of the Race depends on Threshold 19 tower activation and
     phasing.  You now have access to all our offensive and defensive capabilities.
     Take command of the base that is established there and keep the hostile
     indigenous population from destroying the tower at all costs."
    
    =====================
    Intelligence Database
    =====================
    
    Warp Link
    
     - Threshold Tower Construction
     - Threshold Assemblies Under Attack
    
    ==================
    Primary Objectives
    ==================
    
    1)  Defend the Tower.
    
    "Foreman, GDI has a strong force to the north.  They appear to be intent on
     destroying the Tower.  Overwhelming forces on their part suggest difficulty
     in removing them from the region, but they must be stopped at all costs from
     destroying the Tower."
    
    2)  Construct a Signal Transmitter and summon the Mothership.
    
    "The Tower is the complete and impervious to GDI's attacks.  Focus on
     constructing a Signal Transmitter so the Mothership may be summoned to your
     location for evacuation off the planet.  Hold out against any hostile activity
     from GDI."
    
    3)  Guide and protect the Mothership to the Tower.
    
    "Foreman, guide the Mothership to the Tower for evacuation and continue to
     hold off GDI's attacks."
    
    ================
    Bonus Objectives
    ================
    
    1)  Destroy the GDI base.
    
    "Destroy GDI's base in the northeast of this region."
    
    ===========
    Walkthrough
    ===========
    
    This mission can be hectic, but there're a few tricks that can make it a lot
    easier.  {Threshold Assemblies Under Attack}  First of all, destroy the bridge
    directly north of your base as soon as possible.  Next, focus on placing at
    least two storm towers in the upper left portion of your base, then crank out
    Devastators (a second Gravity Stabilizer is probably a good idea).  The Ion
    Storms generated by the storm towers will heal the Devastators, which makes a
    powerful defense.
    
    Meanwhile, GDI will be sending hoards of stuff at the tower in the upper-left
    part of the map.  If you've been building Devastators fast enough, you should
    be able to spare a cluster of four or five of them fairly early in the mission.
    Send them due west, then approach the tower from the south to avoid the GDI
    units.  Park them next to the Planetary Assault Carrier so you can make use of
    the Ion Storm, then if possible, destroy the bridge near the tower to slow down
    GDI attacks.
    
    The timer to the tower's completion isn't very long, so you shouldn't have too
    much trouble defending the tower with those Devastators and the Carrier.  If
    you do have problems, though, make use of your warp sphere in your base to
    build some Seekers, which you can send through the portal in your base to
    instantly send them to the tower.  You can also send a cluster of Devastators
    to intercept the GDI units in the middle of the map before they can go around
    and hit the tower's defenses from underneath.
    
    When the timer reaches zero {Threshold Tower Construction}, you be told to
    construct a Signal Transmitter and summon a Mothership.  If your Devastators
    and Carrier are still alive by the tower, safely send them to the south and
    then over to your base to aid in its defense.  Meanwhile, build the Signal
    Transmitter and a Rift Generator.  When the Signal Transmitter is built, use
    it to summon a Mothership and receive your final objective.
    
    If you want to accomplish the bonus objective, you'll need to wipe out the GDI
    base before you send the Mothership to the tower.  You'll be able to build
    Planetary Assault Carriers now, so go ahead and build a ton of them.  They're
    incredibly powerful, and their Ion Storm ability is a huge help.  When you've
    got a bunch of them, gather all of your Devastators and Carriers together and
    demolish the GDI base (make sure to get some use out of your Rift Generator
    when it's charged, too).
    
    Don't send your Mothership towards the tower without clearing the path with
    your Devastators and Carriers first - GDI will have outposts with anti-aircraft
    guns throughout the map, which can do some serious damage to the Mothership.
    When the GDI base is destroyed, send your fleet to the marker by the tower to
    end the mission.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |      4.00)  Intelligence Database       |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    In the following sections, each intelligence entry is listed with which mission
    it's found in, what you need to do to get it, and the complete transcript of
    the entry.  If you're not interested in that much information or you just want
    a quick reference, this is a simple list in the order the entries appear in the
    database in the game (which is also how they're listed in the more in-depth
    section):
    
    =========================
    GDI Intelligence Database
    =========================
       ---------
       GDI InOps
       ---------
        - Garrisoning
        - Calling for Transport
        - Logistics Crates:  Targets of Opportunity
        - Liquid Tiberium Research
        - Nod Aircraft
        - New Nod Flame Tank
        - Commandeering Tiberium Spikes
        - EMP Control Center
        - Cairo Nuclear Launch Facility
        - Nod's Nuclear Arsenal
        - Power Management
        - Nod Ion Cannon Disruption Tech
        - Nod Avatar Walker
        - Sonic Weapons and the Invaders
        - Alien Origins, Connections to the Tacitus
        * Alien Tripod Captured [glitched - this has to be edited in manually]
        - Alien Mastermind
        - Alien Rift Generator
        - Alien Control Node
       -------------
       GDI News Wire
       -------------
        - The Ghost in the Machine
        - Discontinuation of the Mammoth Mk II Walker
        - The Blunder that Nearly Finished GDI
        - Kane's Fascination with Eastern Europe
        - GDI Storm Shelters
        - Alien Tower Destroyed!
       -----------------------
       GDI Eyewitness Accounts
       -----------------------
        - Nod Stealth Technology
        - Nod Base Defenses
        - GDI Field Recon - the Fall of Cologne
        - GDI Field Recon - the Fall of Berne
       ---------------------------------
       GDI Weapons, Tactics, and Systems
       ---------------------------------
        - GDI Riflemen
        - GDI Missile Squad
        - GDI Engineer
        - Mobile Construction Vehicle
        - Barracks
        - APC
        - Grenadier
        - Sniper Team
        - Command Post
        - Airfield
        - Orca Attack Aircraft
        - Commando
        - Predator Battle Tank
        - GDI Base Defenses
        - Crane
        - Zone Troopers
        - War Factory Repair Drones
        - Base Expansion using the Surveyor
        - Rig Deployment into a forward Battle Base
        - Firehawk Attack Jets
       ------------
       GDI Archives
       ------------
        - GDI Base Closure
        - Tiberium Primer
        - Red, Yellow, and Blue Zones
        - About the Brotherhood of Nod
        - The Global Defense Initiative
        - Health Effects of Tiberium Contamination
        - Life in a Yellow Zone
        - GDI's Nuclear Weapons
        - What is it like in a Red Zone?
        - Red Zone Terrain:  Tiberium Chasms
    
    =========================
    Nod Intelligence Database
    =========================
       ----------------
       The Inner Circle
       ----------------
        - Once Again a Nuclear Power
        - KANE LIVES!
        - The Key to the Future:  Part I
        - The Towers Sacrosanct
        - The Key to the Future:  Part II
       ----------------------
       Nod Field Intelligence
       ----------------------
        - Tiberium Spikes
        - Nod Tactical Doctrine
        - Refinery and Harvesting Operations
        - The Guns of the Amazon
        - Calling for Transport
        - Intercepted Transmission
        - Black Hand Interrogation Report
        - Australia-New Zealand Theatre Assessment
        - An Invasion Global in Scope
        - Cease Fire Order
        - Excerpt from Signal Intelligence Briefing
        - The Alliance is Off
        - The Towers Begin to Fall
        - Field Report - Alien Gravity Stabilizer
       --------------
       Kane's Arsenal
       --------------
        - Militants and Rocket Troopers
        - Fanatics
        - Saboteur
        - Hand of Nod
        - Nod War Factory
        - Shadow Team
        - Venom Patrol Craft
        - Flame Weapons
        - Base Defenses
        - Disruption Tower
        - Vertigo Bomber
        - Stealth Tank
        * Commando  [glitched - this has to be edited in manually]
        - Obelisk of Light
        - Avatar
        - Beam Cannon
        - Catalyst Missile
       ------------
       Nod Archives
       ------------
        - The Brotherhood of Nod
        - Nod's place in the world
        - Ground Control for GDI's A-SAT Systems
        - Mutant Exodus
    
    ===========================
    Scrin Intelligence Database
    ===========================
       ---------
       Warp Link
       ---------
        - All Units Functional
        - Unexpected Developments
        - A Campaign of Distraction
        - Beyond Blunt Force
        - Retaliation by Hostile Indigenous Population
        - Premeditated Ichor LQ Detonation
        - Factions
        - Attacks by Indigenous Populations Worsening
        - Threshold Tower Construction
        - Threshold Assemblies Under Attack
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |     4.01)  Editing Missing Entires      |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    If you'd like to add the missing Alien Tripod Captured and Commando entries to
    your database, the first step is to find the database files on your computer.
    They should be along a path that looks somewhat like this:
    
    C:\Documents and Settings\(name of operating system user used to install the
    game)\Application Data\Command & Conquer 3 Tiberium Wars\Profiles\(your C&C3
    profile name)\IDB\000_GDI_Internal_MemosIDB.ini
    
    Below the statement "421_AlienOrigins = 1", insert a new row and add this
    statement: 
    
    421_TripodCaptured = 1
    
    For the Commando entry:
    
    C:\Documents and Settings\(name of operating system user used to install the
    game)\Application Data\Command & Conquer 3 Tiberium Wars\Profiles\(your C&C3
    profile name)\IDB\009_Nod_WeaponryIDB.ini
    
    Below the statement "232_Nod_Stealth_Tank = 1", insert a new row and add this
    statement:
    
    311_Commando = 1
    
    [Please note that you must have your settings set to display hidden files and
     folders before you'll be able to see these files.]
    
    That should be all there is to it.  If you're having trouble, feel free to
    contact me, and I'll see if I can help you out.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |    4.10)  GDI Intelligence Database     |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |            4.11)  GDI InOps             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    -----------
    Garrisoning
    -----------
    
       Mission:  The Pentagon
    
         Added:  When garrisoning a tower
    
    Transcript:
    
    Garrisoning Structures with Infantry
    
    Urban combat is a messy and dangerous business.  When fighting in a city
    environment, field commanders should use every advantage to minimize
    casualties.  Garrisoning civilian structures with infantry is a tactic that
    generates multiple rewards, including massive defensive bonuses and increased
    safety for the troops.  Buildings can provide cover and a fire base for
    infantry as they shoot at targets outside without being directly exposed to
    enemy fire.  Garrisoned buildings protect soldiers from heavy anti-personnel
    weapons mounted on vehicles.  That being said, field commanders should be weary
    of enemy units that specialize in clearing the garrisoned buildings,
    particularly those equipped with grenades and flamethrowers.  Remember:  Caught
    in the cross-fire while you're out in the open?  Order your troops into a
    building.
    
    ---------------------
    Calling for Transport
    ---------------------
    
       Mission:  Langley AFB
    
         Added:  When recapturing the airfields
    
    Transcript:
    
    Airlift for Infantry and Vehicles
    
    Once a forward base has an Airfield, many GDI infantry and vehicles gain the
    ability to call for transport at almost any time.  The unit can radio for
    transport from the field and a V-35 Ox VTOL airlifter will fly to the unit's
    location, drop down on its thrust vectored engines, and pick up the unit.  Once
    a destination is communicated to the Ox crew, the aircraft will ferry the
    airlifted unit to its destination and set it down on target.  Keep in mind that
    units are extremely vulnerable while in the air - an Ox is a juicy target for
    an enemy unit that has any form of anti-air capability.
    
    -----------------------------------------
    Logistics Crates:  Targets of Opportunity
    -----------------------------------------
    
       Mission:  Hampton Roads
    
         Added:  When taking the healing crate
    
    Transcript:
    
    Memo from Supply Sergeant Brock Littleford
    
    Both GDI and Nod rely on mobility and rapid deployment for success.  Armies
    seem to come and go all the time as the balance of power shifts, often very
    quickly.  Given the haste with which these operations are conducted, it's not a
    surprise that a lot of equipment is being left behind.  Our Blue Zones and
    Yellow Zones are becoming littered with logistics crates filled with military
    spares, data cores, and other equipment and supplies.  Both sides use the
    modular G-771G container, a standard crate used by the commercial shipping
    industry for decades.  You'll find these containers everywhere - and they
    should be considered targets of opportunity for our boys in the field.  If your
    troops crack one of these containers open, odds are they'll find something
    useful.  G-771G containers are easy to spot:  just look for geometric gray
    crates trimmed with diagonal stripes.  They stick out like a sore thumb and
    anyone can pop them open with a bit of elbow grease.
    
    Good hunting.
    
    ------------------------
    Liquid Tiberium Research
    ------------------------
    
       Mission:  Casabad
    
         Added:  When destroying the research lab
    
    Transcript:
    
    Nod Weaponizing New Form of Tiberium
    
    An advanced Nod Tiberium weapon research program was recently uncovered when a
    GDI strike team in North Africa stormed a Nod facility originally thought to be
    a chemical weapons factory.  Science Division evaluation of the wreckage
    subsequently confirmed several large scale Tiberium weaponization efforts
    underway.  Of most concern to InOps is evidence of significant progress towards
    the creation of a Liquid Tiberium device of unprecedented destructive power.
    The liquid form of Tiberium is a relatively new manifestation of the alien
    substance and its properties are not well known.  Nod's Liquid Tiberium
    research appears to be 5 to 10 years ahead of Science Division.
    
    There were also indications that Nod is working on a more conventional airborne
    Tiberium explosive and a catalyst for detonating existing Tiberium crystal
    deposits in a sub-critical reaction.
    
    Analysis of past Nod R&D efforts (which tend to be redundant and decentralized
    in nature) suggests the Nod lab in North Africa was only one of several
    facilities participating in the Tiberium weaponization efforts.
    
    ------------
    Nod Aircraft
    ------------
    
       Mission:  Casabad
    
         Added:  When the Nod planes attack
    
    Transcript:
    
    InOps Field Guide to Nod Aircraft in TW3 Theatres of War
    
    Nod aircraft have evolved considerably since TW2.  Nod is fielding the VTOL
    Venom scout (pictured below), the batwing Vertigo stealth bomber, a Carryall
    that can transport troops and equipment, and a high altitude, long range bomber
    called the Armageddon.  Venoms are lightly armed and armored but can take on a
    wide variety of targets on the ground and in the air - they are even capable of
    engaging our Orcas in air-to-air combat.  The Vertigo evades detection by most
    GDI sensors and only "de-cloaks" to drop its powerful bombs on target
    structures and vehicles.  The Nod Carryall is the counterpart to our V-35 Ox, a
    VTOL aircraft that can pick up and transport a wide variety of troops and
    equipment.  Finally, the Armageddon is seen infrequently but when it appears on
    the battlefield, it is usually bringing bad news.  Nod Armageddon aircraft are
    used to deliver cluster mines and a number of exotic air-to-ground weapons.
    
    ------------------
    New Nod Flame Tank
    ------------------
    
    Mission:  Casabad
    
    Added:  When seeing a flame tank near the research lab
    
    Transcript:
    
    Nod Deploys New Tool of Terror
    
    Nod has fielded a new version of their classic anti-infantry weapon system
    known as the Flame Tank.  The new model carries heavier armor, has a turret to
    allow for easier targeting, and uses dual flame throwers that can stay in
    action for long periods of time without refueling.  It replaces the older
    "Devil's Tongue" last used in TW2.
    
    Flame Tanks are devastating against all forms of infantry and can clear out
    garrisoned buildings with terrifying efficiency.  InOps advises field
    commanders to engage Flame Tanks with armored vehicles or aircraft firing
    cannons or rockets.  The enclosed crew compartments in armored vehicles will
    also protect against the inferno generated by the flame throwers.
    
    -----------------------------
    Commandeering Tiberium Spikes
    -----------------------------
    
       Mission:  Casabad
    
         Added:  When capturing a second Tiberium Spike
    
    Transcript:
    
    Tiberium Spikes
    
    The landscape of many Blue and Yellow Zones is dotted with tall cylindrical
    structures known as Tiberium Spikes.  These automated extraction platforms
    slowly pull Tiberium out of subterranean deposits and refine it on location so
    that resources are available for immediate use.  GDI commanders are encouraged
    to commandeer Tiberium Spikes in the field to help sustain their forward
    operating bases.  A combat engineer deployed into a Tiberium Spike can channel
    resources to the production structure of a base.
    
    Commanders are encouraged to provide compensation to the legitimate owners of
    commandeered Tiberium Spikes in the form of GDI vouchers that can be redeemed
    in Reykjavik for credits.  Note that spikes extract at different rates
    depending on the size and nature of the underlying Tiberium deposits, so the
    flow of resources may vary from location to location.
    
    ------------------
    EMP Control Center
    ------------------
    
       Mission:  Alexandria
    
         Added:  When capturing the EMP Control Center
    
    Transcript:
    
    Electromagnetic Pulse Control Center
    
    Field commanders should stay on the look-out for the four cylindrical towers of
    the EMP Control Center.  These odd structures were erected during the last few
    decades in a number of Yellow Zones and Blue Zones as a deterrent to Nod
    attack.  The theory was that a volunteer crew would race to the EMP Control
    Center when the civil defense sirens sounded warning of an attack - they would
    fire off the EMP and disable attacking forces.  After years with little Nod
    activity, the centers were mostly abandoned and are now being used
    opportunistically by GDI and Nod forces.  Deploy a combat engineer into the EMP
    Control Center to capture it and use it against enemy forces.
    
    -----------------------------
    Cairo Nuclear Launch Facility
    -----------------------------
    
       Mission:  Cairo
    
         Added:  When all Nod structures have been destroyed (2nd bonus objective)
    
    Transcript:
    
    InOps FLASH Report
    
    Strike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility.
    
    InOps has confirmed that the missile used to destroy the Philadelphia was
    launched from an underground silo connected to Nod's Nuclear Launch Facility in
    Cairo.  Detection of this facility by sat-surveillance prior to the
    Philadelphia incident was difficult because most of thestructures were buried
    underground or disguised.  Since the start of TW3, Nod has removed the masking
    structures around their buildings and brought other elements of the facility
    above ground to facilitate launch operations.  The underground silo that
    launched the Philadelphia strike is now inactive, with Nod's launch operations
    transferred to a central raised platform with a much lower cycle time between
    missile launches.
    
    ---------------------
    Nod's Nuclear Arsenal
    ---------------------
    
       Mission:  Cairo
    
         Added:  When Kane's made his appearance
    
    Transcript:
    
    InOps FLASH Report
    
    Nod has consolidated its nuclear arsenal at its Cairo nuke facility.  What was
    once a mobile nuclear force is now a massive central arsenal.  The reason for
    the centralization of Nod's nukes is not known, although speculation ranges
    from paranoia (Kane afraid that his commanders might rebel and use nukes on
    Kane loyalists) to preparation for some unknown operational contingency or a
    gain in efficiency of operations.  Whatever the reason, we do know one thing
    for sure:  Take out the Cairo facility and we deprive Nod of its nuclear
    capability.
    
    ----------------
    Power Management
    ----------------
    
       Mission:  Croatia
    
         Added:  When the first bonus objective has been given
    
    Transcript:
    
    <<Incoming Text Message>>
    
    Emergency Engineering Report
    Warrant Officer S. Bowen
    GDI Forward Operating Base "Echo-2"
    Croatia
    
    SBowenMonkeyWrench:  Power plants are down and our base grid is compromised -
    there just isn't enough juice to keep everything running at the same time.  The
    only way you're going to keep those defenses online is to power down anything
    you're not using.  If you shut down half of the base defenses we should be able
    to squeeze out enough power to keep the other half online.  If one of the
    active defenses gets destroyed it won't draw power, so you can turn on another
    defense to take over.  You may also need to shut down defenses that aren't
    active to re-route power to guns and turrets that are under immediate threat.
    Juggling power under fire is the key to survival here.
    
    ------------------------------
    Nod Ion Cannon Disruption Tech
    ------------------------------
    
       Mission:  Sarajevo
    
         Added:  When the first three objectives have been given
    
    Transcript:
    
    Nod deploying Ion Cannon Disruption Technology
    
    GDI's orbital Ion Cannon battle stations have been offline ever since the
    attack on Goddard Space Center.  Repairs have now been completed and the Ion
    Cannonsare back in action.  However, we are currently unable to strike certain
    targets due to Nod's deployment of a new countermeasure:  Ion Cannon Disruptor
    Arrays.  These structures have been erected in multiple locations.
    
    All field commanders should be aware of the existence of Ion Cannon disruption
    technology and be on the lookout for the disruptor array structures.  Take out
    the disrupters with conventional weapons before you call in an Ion Cannon
    strike.
    
    -----------------
    Nod Avatar Walker
    -----------------
    
       Mission:  Sarajevo
    
         Added:  When using the Commando to destroy an Avatar
    
    Transcript:
    
    Powerful, resilient, effective, and frightening:  The Nod Avatar Walker
    
    Nod has rocketed ahead of GDI in the race to build mechanized combat walkers -
    solving many of the problems that had GDI engineers scratching their heads.
    There is speculation that Nod stole the original walker technology from GDI,
    then took advantage of research in other areas to accelerate the development of
    new prototypes.  Regardless of the origin of Nod's technology, they have
    invested years of research and development at a ruthlessly fast pace - and now
    Nod has finally fielded a highly advanced bipedal walker with the adaptive
    ability to use multiple weapon systems.  The Avatar Walker is a very capable
    all-terrain weapons platform, heavily armored and equipped with a powerful
    laser.  It can also be outfitted with flame throwers, particle beam cannons,
    stealth detectors, and stealth generators.
    
    ------------------------------
    Sonic Weapons and the Invaders
    ------------------------------
    
       Mission:  Munich
    
         Added:  When capturing the power plant
    
    Transcript:
    
    InOps FLASH Report
    
    Effects of sonic weapons on the invaders.
    
    Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armored Division.
    
    Needless to say, there is very little in the way of hope to be found in the ash
    covered, body strewn rubble of post-invasion Munich.  Even so, as my team
    covertly made its way through the outskirts of that ruined city, searching for
    survivors, we stumbled across something that might just be that source of hope.
    
    Crossing the wastelands under guard of night, we encountered the surviving
    members of a GDI combat platoon from the 76th Mechanized, apparently flush from
    a successful rearguard action that enabled the escape of some VIPs that are
    somehow key to the war effort.  In conversation it quickly became apparent that
    much of said success was due to the intervention from a particularly
    unexpected source - sonics.
    
    To quote, from a transcript recorded on my CommInt unit:
    
    "We kept firin', but the metallic [expletive] just kept on coming right at us,
     crawling over their own dead like it weren't nothing.  Then, right when I knew
     we was about to be killed, right when those [expletive] had us up against the
     wall, one of those smart [expletive] engineers figured out a way to get the
     old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter
     towers just started chewing up those invading [expletive] like a Visceroid
     gone rabid.  It was a thing of [expletive] beauty..."
    
    Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76th
    Mechanized Infantry Division
    
    Yes, it appears that the Sonic Emitters we use to reclaim our land from
    Tiberium - and to control and regulate Tiberium growth throughout the reclaimed
    Blue Zones - are capable of inflicting great harm upon our newfound enemies.
    Further investigation is required before we can determine the why - are the
    aliens structurally similar to the crystal?  Is that why they are here?  For
    now we can certainly make use of the what - Sonics hurt the aliens.  Hurt them
    bad.
    
    We may stand a chance after all.
    
    -----------------------------------------
    Alien Origins, Connections to the Tacitus
    -----------------------------------------
    
       Mission:  Stuttgart
    
         Added:  When capturing the Alien structure
    
    Transcript:
    
    Results of initial investigation into the origins of the Invaders.
    
    R&D Division
    Attn:  Battlefield Commanders
    
    Alien Origins - Connections to the Tacitus
    
    GDI science teams have been gathering every possible bit of transmitted data
    and physical evidence about the aliens since the moment of invasion.  Data
    analysis of alien transmissions has indicated some connection between the
    Tacitus recovered from Kane and the invaders.
    
    The transmissions recorded from the invasion force seem to be patterned in a
    similar way to the data structure in the Tacitus.  This leads us to believe
    that the invaders are the Scrin, or perhaps some faction thereof.  It is clear
    upon closer examination that this invasion force demonstrates acute differences
    from the source of the Tacitus in dialect and physical form.  Perhaps they
    shared some distant connection, or there was some ancient contact between their
    cultures?
    
    One transmission we decoded using our most advanced decryption computers
    indicated alien chatter regarding another alien race they had previously
    encountered.  We were unable to translate the word for the other alien race,
    but the encryption computer returned the terms brother, ascended, enemy and
    Scrin.  This casts some confusion on the nature of the invaders, as they share
    a multitude of attributes with what we have come to know as the Scrin.  It
    seems unlikely that this is the very same alien race that brought the Tacitus
    to Earth, but the connection is undeniable.
    
    If this is true, we should consider the Tacitus our most valuable military
    asset.  We must somehow find a way to unlock its secrets.
    
    GDI InOps FLASH Report - DR. A. Bass, PHD, Director of Extraterrestrial
    Research
    
    ---------------------
    Alien Tripod Captured
    ---------------------
    
       Mission:  Stuttgart
    
         Added:  When capturing a Tripod with an engineer
    
    ***This entry is broken - you won't get it during the mission, and the only
       way (currently) to add it to your database is by editing the database file.
    
    Transcript:
    
    Invader weapon system re-activated and used by GDI Forces
    
    Front line forces in Europe have managed to capture and reactivate an alien
    Tripod. A Commando in direct contact with the enemy disabled the Tripod by
    planting a high explosive charge on the legs of the walker. GDI forces then
    immediately moved in and established a perimeter around the immobilized alien
    war machine. Once the area was secure an engineer was able to gain access to
    the walker, repair the damaged leg, and reactivate the onboard systems. Early
    reports indicate that the engineer was able to communicate in a rudimentary
    fashion with the walker's control entity by utilizing decryption programs
    similiar to those found in the Tacitus, the alien artifact decoded by GDI
    several decades ago.
    
    ----------------
    Alien Mastermind
    ----------------
    
       Mission:  Rome
    
         Added:  When destroying the Mastermind
    
    Transcript:
    
    New Invader military unit given GDI designation:  Mastermind
    
    Just when we thought that setting up behind the chasm would make us safer, we
    were proven wrong.  The Alien Mastermind, an enemy commando of sorts, was able
    to teleport forces across the gap and jeopardize our entire operation.  The
    aliens were able to keep the pressure on with a minimal numbers of units and
    crafty use of their Statis Chamber and Mastermind.  We belive the Mastermind
    has more powers than just teleportation, but did not observe any additional
    capabilities directly.
    
    If Masterminds are deployed to the battlefield, field commanders should make it
    a priority to eliminate them ASAP.  The amount of mobility the Masterminds
    afford the alien invaders makes them a very high value target.  Alien
    Masterminds eliminate the advantage of terrain:  they virtually guarantee that
    no place is safe.
    
    Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force
    
    --------------------
    Alien Rift Generator
    --------------------
    
       Mission:  Rome
    
         Added:  When destroying the Rift Generator
    
    Transcript:
    
    Rift Generator Update
    
    The Rift Generator makes the science behind our own Ion Cannon look downright
    primitive.  It appears to function by opening a portal at the flash point and
    ejecting anything that's caught in the resulting field into deep space.  Some
    of our more robust structures have been able to hold against such an attack,
    but Rift Generator's destructive capabilities are on par with the GDI Ion
    Cannon and the Nod Nuclear Missiles.
    
    Dr. Gordon Malou, InOps
    
    ------------------
    Alien Control Node
    ------------------
    
       Mission:  Ground Zero
    
         Added:  When working your way towards the Control Node
    
    Transcript:
    
    InOps FLASH Report
    
    The alien Control Node at Ground Zero is a unique structure that seems to
    channel some form of exotic Tiberium-based radiation to the invader forces.
    The emissions from the Control Node move easily through all forms of matter,
    much like neutrino wave/particles, and this one node structure is easily able
    to bathe every invader unit and structure on Earth with the mysterious
    radiation.  In fact, this one Control Node could easily supply a uniform bath
    of radiation to alien units as far away as Earth's moon.  What is this
    radiation and why is it needed?  Is it for power?  Communications?
    Synchronization?  Coordination and control?  Does it provide something
    essential for the alien machines or the organic matter inside?  We don't know
    the answers to any of these questions, but we do believe that the Control Node
    is the key vulnerability for the aliens.  Take out the Control Node and there
    is a good chance the whole invasion will end quickly.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          4.12)  GDI News Wire           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ------------------------
    The Ghost in the Machine
    ------------------------
    
       Mission:  Hampton Roads
    
         Added:  When you're given the third mission objective
    
    Transcript:
    
    Excerpt from INN Holobrief, May 28th, 2043
    
    One of the more unusual chapters of the second Tiberium War came to an
    explosive close yesterday as the GDI Corps of Engineers detonated what is
    believed to be the last remaining Cabal Bunker - the tube-filled underground
    lairs from which the rogue artificial intelligence waged brief war upon
    humanity.
    
    Contacted for comment, retired war hero and former head of the Bureau of Mutant
    Affairs, Gen Paul Cortez, lauded for his role in Cabal's defeat, dismissed his
    fallen foe as "...a second-rate EVA with a goatee and a Napolean complex."
    Cortez also claimed to have refused a GDI invitation to attend the detonation
    ceremony, citing his opposition to the current leadership's controversial
    Tiberium containment policy and "weak kneed" approach to the Brotherhood of
    Nod.
    
    Rumors that this particular bunker displayed evidence of human or humanoid life
    forms in suspension capsules were quickly dismissed by GDI spokesperson Arlene
    Shepherd...
    
    -------------------------------------------
    Discontinuation of the Mammoth Mk II Walker
    -------------------------------------------
    
       Mission:  Alexandria
    
         Added:  When the rail guns upgrade is finished
    
    Transcript:
    
    Excerpt from INN Holobrief, March 12th, 2039
    
    It was a sad day for many today as the last Mammoth Mark II walker to enter
    active combat duty clanked its way out of GDI's San Pedro war factory and into
    history.  With its twin rail guns, battlefield dominance, and unusual boxy
    profile, the Mk. II became an iconic symbol of freedom during the second
    Tiberium War.  Its discontinuation has been greeted by many with anger, notably
    Captain Nick "Havoc" Parker, retired war hero, popular conservative pundit, and
    noted proponent of the "Kane lives" theory.
    
    "The Mark II was and continues to be one of our most powerful tools in the war
    against Nod fanaticism.  This discontinuation is nothing but another disgusting
    example of GDI bureaucratic penny pinching and namby pamby 'can't we all just
    get along' liberalism...once again, GDI is playing right into Kane's hands"
    
    With protests held at containment areas several miles away, the mood at the
    factory was more resigned than angry.  Production of the controversial new
    four-tread all-terrain Mark III is scheduled to take place in far off
    Reykjavik, with many in San Pedro fearing for their jobs and the future of
    their community...
    
    ------------------------------------
    The Blunder that Nearly Finished GDI
    ------------------------------------
    
       Mission:  Cairo
    
         Added:  When moving towards the south-east corner of the map
    
    Transcript:
    
    W3N Transcript from The Frank Hour
    
    "...we thought our space stations and Ion Cannons were the safest of our
     military assets.  We put our most valuable military personnel, our most
     important command and control systems, and our most powerful weapons in space
     for this very reason.  Little did we know that our space assets had a deadly
     vulnerability - a single point of failure located in a poorly defended
     installation ON THE GROUND.  Nod exploited this vulnerability at the worst
     possible time, when our entire political and military leadership was on board
     the Philadelphia.  This is a scandal of staggering magnitude.
    
    "It gets worse.  W3N investigative reporters dug into this story and discovered
     that the decision to locate our A-SAT control systems on the ground at Goddard
     Space Center was made because of cost.  SpaceCom would have had to build an
     entire new orbital platform just for the computers and crew at a cost of tens
     of billions.  This is an outrage.  Security in space was an illusion all along
     - and GDI was almost wiped out because SpaceCom wanted to save some money..."
    
    --------------------------------------
    Kane's Fascination with Eastern Europe
    --------------------------------------
    
       Mission:  Croatia
    
         Added:  When deploying your MCV
    
    Transcript:
    
    Excerpt from W3N Special on Kane
    
    "...why is Kane determined to rebuild in Eastern Europe?  What is his
     fascination with Sarajevo?  Eastern Europe has been a focal point for Nod
     activity for decades and the reasons aren't entirely clear..."
    
    ------------------
    GDI Storm Shelters
    ------------------
    
       Mission:  Munich
    
         Added:  When capturing the lab
    
    Transcript:
    
    Excerpt from GDI Emergency Procedures Packet - Storm Shelter Protocol
    
    GDI Storm Shelters are located throughout all Blue Zones and in select Yellow
    Zone operation areas.  They are generally found in close proximity to
    population centers and government installations.  The earliest shelters were
    built after Ion Storms decimated population centers, including an incident
    resulting in the death of the famed Dr. Mobius and his top staff.  Ion Storm
    Shelters are typically located between 10 and 30 meters below ground level, but
    no closer than 70 meters to significant deposits of underground water or
    Tiberium.  Their construction includes 8 foot thick, steel-reinforced concrete
    walls with integrated sonic emitters to prevent nearby Tiberium growth.  Newer
    shelters include dormitories, cafeterias, medical facilities, vehicle
    maintenance garages, long-term power generators and redundant sonic emitters.
    In high-risk areas some shelters have gained cultural significance as centers
    of social activity from sports to art and music events, gaining nicknames such
    as "Sector 7", "Old Blue" "The Hatch".
    
    In recent years many private organizations have developed smaller shelters for
    corporations and individuals at exorbitant prices.  On rare occasion these
    private shelters link with official GDI shelters via underground tunnels.
    Private citizens with shelters that link to GDI public shelters are required by
    law to allow access to anyone who requests aid during class C emergencies and
    above.
    
    Courtesy GDI Emergency Aid Commission
    
    ----------------------
    Alien Tower Destroyed!
    ----------------------
    
       Mission:  Ground Zero
    
         Added:  When you start the mission
    
    Transcript:
    
    News Update:  GDI Successfully Downs Alien Tower in Rome
    
    Today the human race witnessed the destruction of a massive alien tower in one
    of the world's worst Red Zones.  The success of the mission shows all of us
    that there is hope - and that GDI is in a position to push back the invaders
    once and for all.  The question remains, however, what was the purpose of the
    tower?
    
    Alien towers have been constructed in nineteen Red Zones.  Their precise
    purpose is unknown but their location in the heart of the Tiberium infested
    hellscapes we call Red Zones indicates that they are somehow connected to the
    crystalline substance.  The alien retreat to the towers suggests a serious
    military realignment or a change of course by the invaders.
    
    While GDI scientists have been pushing to get a close-up analysis of the
    towers, military commanders have insisted their quick destruction is the
    primary concern.  If GDI is able to replicate the quick success of the Rome
    Tower mission in the other eighteen tower locations, their purpose may never be
    known.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |     4.13)  GDI Eyewitness Accounts      |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ----------------------
    Nod Stealth Technology
    ----------------------
    
       Mission:  The White House
    
         Added:  When you destroy the Secret Shrine
    
    Transcript:
    
    InOps ECAP Alert "Know Your Enemy"
    
    Nod's Next-gen Stealth Technology Poses a Serious Threat
    
    In the first Tiberium war Nod scientists developed a cloaking device that could
    be mounted on a vehicle, a stealth generator that created an energy field that
    could literally bend light around a particular object, rendering it invisible
    to the eye and to radar.  Nod first deployed this new technology on the
    infamous Stealth Tank.  GDI eventually developed new sensors and
    countermeasures that neutralized Nod's stealth technology, but Nod continued to
    evolve the science of stealth and the "stealth arms race" has continued
    unabated ever since.
    
    Nod's new stealth technology is allowing a number of their vehicles and units
    to successfully evade detection by most current-gen GDI sensors.  As a result,
    Nod stealth units are proving brutally effective against our forces in the
    field.  Nod has clearly leapfrogged GDI in stealth technology and
    countermeasures.
    
    GDI field commanders should be aware that the latest G-Tech sensors are
    required for detection of Nod stealth units.  Unfortunately, the newest sensors
    are not widely deployed.  Only GDI Pitbull scout vehicles and base defenses
    come standard with the latest stealth detecting technology.  Other units like
    Zone Troopers must be upgraded with Scanner Packs, and Orca aircraft can be
    equipped with Sensor Pods or use a recharging pulse scan to detect nearby
    hidden enemies.
    
    Note that units equipped with stealth technology can sustain the stealth field
    while inactive or moving, but once any offensive action is taken, the field
    will break down and the unit will become visible.  Also, there are reports that
    Nod has constructed a stealth disruption tower that can project a field large
    enough to encompass multiple units and even structures.  It's conceivable that
    Nod forces could cloak an entire base.
    
    -----------------
    Nod Base Defenses
    -----------------
    
       Mission:  The White House
    
         Added:  When you finish the mission
    
    Transcript:
    
    InOps ECAP Alert "Know Your Enemy"
    
    Nod Base Defenses
    
    Field commanders should be aware that Nod forces have begun deploying new base
    defenses with some unique properties.  Each base defense consists of four
    components:  A central hub and three turrets that can be deployed withint a
    radius of the hub (the hub is the heart of the defense system and controls all
    of the associated turrets).  A hub can repair and even rebuild the three
    turrets that are slaved to it.  To take out one of these new base defenses,
    destroy the hub.  That's the only way to make sure the structure is neutralized
    for good.  Also, commanders should note that these new defenses are being
    deployed in three distinct flavors:  Anti-vehicle, anti-infantry, and
    anti-aircraft.  Anti-vehicle defenses emply lasers, anti-aircraft turrets fire
    SAM missiles, and the anti-infantry turrets use an array of gun barrels that
    fire massive blasts of shrapnel almost like giant shotguns.
    
    -------------------------------------
    GDI Field Recon - the Fall of Cologne
    -------------------------------------
    
       Mission:  Cologne
    
         Added:  When you complete the third objective (capturing the power plant)
    
    Transcript:
    
    Deposition of GDI Watch Commander, detailing the Alien invasion of Cologne
    
    To be honest, even after the [expletive] hit Munich, we didn't think Cologne
    would draw much in the way of attention.  We've been running simulations since
    2038 or so and Cologne has never rated anything more than 'minor strategic
    value.'  We figured that this would count for the aliens too...  guess we were
    wrong.
    
    By the time we detected the first wave, it was too late to form anything more
    than a basic defense.  Fortunately, we'd been evacuating civilians for the
    better part of the day, but we were way behind on erecting defensive
    structures, let alone planning any kind of strategy.  Things fell apart fast,
    those infernal air...  uh...  spacecraft came streaking in, wiping out half of
    our troops before they could even fire a shot.  The rest of us scattered,
    taking shelter in whatever structures we figured were solid enough to withstand
    fire, at least temporarily.  Then the power went out, and with it our
    communications, our radar and any damn chance of us taking the city back.
    
    At one point the insane hell of combat calmed down and it was almost quiet on
    the battlefield - the odd burst of laser fire, a scream, some radio static.
    Then, all at once, the sky lit up bright green and the silence became a
    deafening explosive howl.  My heart sank...  the [expletive] had taken out the
    Tib silos, all of them...  the entire reclamation project, years of work,
    undone in a few seconds...  a giant [expletive] Tib field spawned right at the
    heart of central Germany.
    
    Then their ground units came...  giant walkers and little disintegrator things
    taking out our tanks, clouds of razor sharp buzzing things reducing our
    infantry to unidentifiable piles of wet flesh on the sidewalk.
    
    I called a retreat, grabbed my gun and ran...
    
    Audio Transcript - Deposition of GDI Watch Commander Elliot Gruber, Cologne
    
    -----------------------------------
    GDI Field Recon - the Fall of Berne
    -----------------------------------
    
       Mission:  Berne
    
         Added:  When you complete the main objective
    
    Transcript:
    
    Deposition of Civilian Witness, detailing the Alien invasion of Berne
    
    'I was about to go off the clock when the evacuate order came through.
     Klaxons, sirens, broadcasts on every channel.  Even the damn billboards and
     street signs were telling us to get out of town.  I called my wife, or tried,
     but every network was jammed...  jammed or just static.  We lived in the
     central district, worker family housing.  I had been supervising the final
     touches on my chunk of the anti-Tib wall, out on the east side.  Half a city
     away.
    
     Within ten minutes, I had abandoned my car and started to run.  The vehicle
     exit points had jammed up less than ten minutes after the first alert,
     plunging the city into gridlock.  Seconds later, I was sprinting past
     Holovision kiosks, and the ones that were still broadcasting, all I could see
     was destruction.  Death.  Fire...
    
    (the subject places head in hands, mutters inaudibly for 48 seconds)
    
     ...so I'm running and I start to hear this low hum.  At first I think it's
     just the static from the public address system, gone dead a few minutes
     earlier.  It isn't, it's something more.  Like a machine, but alive, also,
     somehow.  It starts to grow, the sound larger and larger as I sprint, and the
     sky is now dark, and the city walls are falling, the city walls I helped
     build...  and there are things, things in the sky...
    
    (the subject places head in hands, mutters inaudibly for 32 seconds)
    
     ...glowing, blue and glossy.  Machines, but alive.  I keep runninng.  My lungs
     burn, my sides ache, but I'm getting close to the city.  There's a thing in
     the sky, like the others, but huge, noise deafening, a massive ring, rotating
     around a central object, some kind of control pod.  I am too close to take it
     all in, to know how it works.  It's nearly over me, over central Berne, and
     now it's glowing, drawing up some kind of energy.
    
     I lower my head and run.
    
     For a second, everything is silent, as if the gigantic thing had sucked the
     sound right out of the air.  Then light, everywhere, all consuming.  I fall,
     shielding my eyes.
    
     Light, light and silence.
    
     When I come to, there...  there is no central Berne, no worker family housing.
     All gone.  Just a pit, gouged from the earth, a pit where a city used to be.
     At the center, there is something blue...  blue and glittering...'
    
    Audio Transcript (Translated) - Deposition of civilian engineering corps
    forman Martin Hoffesommer, Berne, under hypnotic regression
    
     =============================================================================
    |                 ------------------------------------------                  |
    |                |                                          |                 |
    |                | 4.14)  GDI Weapons, Tactics, and Systems |                 |
    |                |                                          |                 |
    |                 ------------------------------------------                  |
     =============================================================================
    
    ------------
    GDI Riflemen
    ------------
    
       Mission:  North Carolina Badlands
    
         Added:  When you build a riflemen squad
    
    Transcript:
    
    Field Manual - Basic Infantry
    
    Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI military
    forces.  They are deployed to all combat zones and trained in anti-infantry
    combat techniques.  Riflemen are most effective when garrisoned in fortified
    structures, and are equipped to dig foxholes when the need arises to defend a
    fixed position.  Riflemen should never be deployed against heavy armor,
    especially flame weapons, without significant heavy-weapon support.
    
    GDI - Units and Weapons
    
    -----------------
    GDI Missile Squad
    -----------------
    
       Mission:  North Carolina Badlands
    
         Added:  When your missile squads arrive
    
    Transcript:
    
    Field Manual - Basic Infantry
    
    GDI Missile Squads are armed with the FGM-90, which is designed to inflict
    maximum damage to vehicles and aircraft.  Light vehicles like jeeps and buggies
    are excellent targets for Missile Squads.  Missile Squads are normally deployed
    in tandem with larger Riflemen squads, but can be used to great effect from
    garrisoned positions in civilian buildings or APCs where they are protected
    from anti-infantry fire.
    
    GDI - Units and Weapons
    
    ------------
    GDI Engineer
    ------------
    
       Mission:  North Carolina Badlands
    
         Added:  When engineers arrive and are explained
    
    Transcript:
    
    GDI combat engineers are able to capture enemy buildings and repair structures
    (including bridges and base buildings).  Deploy an engineer into an enemy base
    structure in order to capture it - or send an engineer into a damaged building
    to fix it back up again.  Damaged bridges can be repaired by deploying an
    engineer into the bridge auto-repair gatehouses.
    
    Engineer Combat Primer Excerpt
    
     - As a combat engineer a few cardinal rules should be kept in mind at all
    times:
    
    1.  Never act alone in hostile territory.  Your standard issue body armor is
    ineffective against most modern weapons.
    
    2.  You are equipped with a standard GD45 sidearm.  Only use it as a last
    resort as it will not penetrate most modern body armor.
    
    3.  Once you gain access to an enemy structure be sure to disable the central
    computer terminal immediately and install your override program to connect the
    structure to the nearest command post.
    
    4.  When entering a damaged structure be sure to initiate damage control
    programs for immediate results.  Once the automation has kicked in you will be
    clear to commence more extensive repairs.
    
    5.  Keep your hard-hat on at all times.
    
    GDI - Units and Weapons
    
    ---------------------------
    Mobile Construction Vehicle
    ---------------------------
    
       Mission:  North Carolina Badlands
    
         Added:  When the MCV arrives
    
    Transcript:
    
    Combat Engineering Primer
    
    Mobile Construction Vehicles, or MCVs, are deployed to all major theaters to
    serve as the foundation for a forward operating base.  The MCV is capable of
    rolling over any relatively clear terrain.  It is not equipped for
    self-defense.  When an MCV reaches its destination it can immediately unpack
    into a Construction Yard capable of building production structures, a Tiberium
    Refinery, and other elements needed for a forward base.  The Construction Yard
    can be packed up into the MCV at any time, although it is only advised when the
    base it supports is no longer being used.
    
    GDI - Units and Structures
    
    --------
    Barracks
    --------
    
       Mission:  North Carolina Badlands
    
         Added:  When you place a barracks
    
    Transcript:
    
    Field Manual - Logistics
    
    GDI base camps are created using highly portable, modular buildings.  This
    allows for easy construction and tear-down of shelters in harsh climates and
    remote locations.  Personnel stationed at GDI bases will find themselves
    protected from Tiberium contamination and ion storms due to the durable armor
    plating, but will not have access to advanced weaponry without the support of
    an Armory.
    
    GDI - Units and Weapons
    
    ---
    APC
    ---
    
       Mission:  The Pentagon
    
         Added:  When the APCs arrive
    
    Transcript:
    
    Field Manual - APC
    
    The GDI Armored Personnel Carrier, or APC, is a six-wheeled all-terrain
    vehicle that can transport infantry in an armored compartment.  Dynamically
    sized fire slits permit the soldiers riding in the vehicle to shoot at targets
    outside the APC.  Deploy a Missile Squad into an APC and the vehicle
    effectively gains the ability to fire missiles.  Passengers can be evacuated
    quickly through multiple exits from the APC, so the vehicle can drop soldiers
    right into a firefight with minimum downtime for unloading.
    
    ---------
    Grenadier
    ---------
    
       Mission:  The Pentagon
    
         Added:  When the Grenadier Squads exit the Pentagon
    
    Transcript:
    
    TacOps Field Guide:  Grenadier Squad
    
    If you need to clear a garrisoned building fast, deploy a Grenadier squad and
    they'll get the job done.  Their rocket propelled grenades can even hit the
    upper stories of taller structures.  Even better, the grenades have minimal
    on-board AI and guidance and steer themselves right through windows.
    Grenadiers will blow the garrisoned enemy troops right out of the side of the
    building.
    
    -----------
    Sniper Team
    -----------
    
       Mission:  Langley AFB
    
         Added:  When all four sniper teams have been rescued
    
    Transcript:
    
    TacOps Field Guide:  Sniper Team
    
    Sniper Teams are able to take down enemy infantry with deadly precision.  They
    employ stealth so they can't be seen or detected while motionless.  Finally,
    the spotter in a Sniper Team allows you to designate targets for any Juggernaut
    artillery units for miles around.  The Juggernaut crew will be able to see and
    target enemy units and structures anywhere near active Sniper Teams in the
    environment.
    
    ------------
    Command Post
    ------------
    
       Mission:  Langley AFB
    
         Added:  When establishing control of the GDI outpost
    
    Transcript:
    
    Field Manual - Command Structure
    
    GDI forward bases act as the hubs for GDI operations in all Zones and weather
    conditions.  The heart of any GDI forward base is the Command Post.  From this
    structure field commanders can maintain contact with regional GDI resources and
    centralize intelligence for rapid response.  High-powered radar and
    communications equipment allow officers real-time feedback from units in the
    field, but note that this gear will draw significant power from your base grid.
    
    --------
    Airfield
    --------
    
       Mission:  Langley AFB
    
         Added:  When recapturing the airfields
    
    Transcript:
    
    Field Manual - Forward Air Bases
    
    Air assets are often dedicated to support a particular ground force.  The
    modular GDI Airfield can be established to maintain up to four combat aircraft
    indefinitely.  The facility is capable of refueling, repairing, and rearming
    Orca ground attack aircraft, but can also sustain Firehawk VTOL attack jets
    with the addition of advanced technical equipment.  Airfields each directly
    control a small element of aircraft, so without an Airfield these craft may
    suffer guidance failure and the inability to maintain extended operations
    considering global ion storm interference.
    
    --------------------
    Orca Attack Aircraft
    --------------------
    
       Mission:  Langley AFB
    
         Added:  When recapturing the airfields
    
    Transcript:
    
    TacOps Field Guide:  Mark IV Orca
    
    The highly maneuverable and light-weight Orca aerial weapons platform has
    supported GDI ground campaigns for decades.  The Mk IV version currently
    deployed with GDI forces worldwide is an all-new, state-of-the art aircraft.
    With VTOL capability that allows it to operate from small pads, a high crusing
    speed, long range, and the ability to hover for extended periods, the Mk IV
    Orca is a truly versatile weapon system.  Its air-to-ground missiles can strike
    a wide variety of targets including enemy vehicles and structures.  The Mk IV
    can also be equipped with a sensor array capable of detecting even the most
    advanced Nod stealth units.  Field commanders should note that Orcas are not
    capable of engaging targets in the air and should be escorted by Firehawk
    attack jets carrying air-to-air missiles when operating in areas where Nod
    commands air superiority.
    
    --------
    Commando
    --------
    
       Mission:  Hampton Roads
    
         Added:  When taking control of the Commando
    
    Transcript:
    
    TacOps Field Guide:  Commando
    
    The deadliest weapon in the GDI arsenal isn't a tank or an aircraft - it's a
    human being.  GDI's elite Commando is truly an "army of one," backed by 50
    years of tradition and trained in a grueling program that has a 22% fatality
    rate and a 97% droo-out rate for the survivors (even after starting with the
    very best of the best in all branches of service).  Commandos are equipped with
    special battle armor, solid fuel jump jets, a top secret rail gun with a high
    rate of fire, and det-packs that can take down an entire building with an
    exotic new explosive.  GDI weapons labs equip Commandos with the prototypes of
    GDI's next-gen weapons, so nobody else on the battlefield has the toys these
    boys have.  The most elite Commandos are also trained to use their det-packs on
    the legs of large walkers, one of the reasons GDI retired many of the bipedal
    walkers that were a mainstay in the second Tiberium War (given that this new
    vulnerability seemed like it could be exploited by Nod elite units as well).
    
    --------------------
    Predator Battle Tank
    --------------------
    
       Mission:  The White House
    
         Added:  When you build a Predator Tank
    
    Transcript:
    
    Weapons of the World 2047:  GDI Main Battle Tank - MBT-6 Predator
    
    Equipped with a 150mm cannon, this 65 ton tank packs an armor-piercing punch
    against any vehicle or structure.  It's also fast and quite maneuverable for a
    large armored vehicle.  Devastating in numbers, Predator tanks can rip through
    enemy encampments quickly, as well as crush infantry under their tracks.  They
    have excellent armor, but are vulnerable to armor-piercing rocket and cannon
    attacks.
    
    -----------------
    GDI Base Defenses
    -----------------
    
       Mission:  The White House
    
         Added:  When you place a Watchtower or a Guardian Cannon
    
    Transcript:
    
    Excerpt Technical Manual 2047
    
    GDI has 3 basic defenses with which to ward off enemy attacks:  The Watchtower,
    the Guardian Cannon, and the AA Battery.
    
    The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it.
    Equipped with an IR spotlight and next-gen sensor to detect stealthed units,
    this anti-infantry defense tears enemy infantry to shreds.  Programmed to
    attack any ground unit that comes within its range, the Watchtower is also able
    to distinguish between infantry and tanks, and will prioritize the infantry
    over tanks so as to minimize the lethality of its anti-personnel ammunition.
    
    The Guardian Cannon is equipped with a 105mm gun capable of ripping through
    the heavy armor of tanks.  The Guardian is an anti-vehicle weapon and is not as
    effective against infantry.
    
    The Anti-Air Battery has twin 30mm Gattling guns firing depleted Uranium shells
    at air targets.  With a deadly accurate fire control system and a staggering
    rate of fire, the AA Battery is very effective against any form of aircraft.
    
    -----
    Crane
    -----
    
       Mission:  The White House
    
         Added:  When you build and place a crane
    
    Transcript:
    
    Base Logistics Field Guide
    
    If a forward base needs to go up fast, consider building a Crane to open up a
    second production queue at the Construction Yard.  The nano-assemblers,
    computers, and control units will be able to work on two base structures
    simultaneously.
    
    -------------
    Zone Troopers
    -------------
    
       Mission:  Casabad
    
         Added:  When the Zone Troopers arrive
    
    Transcript:
    
    TacOps Field Guide:  Zone Troopers
    
    GDI Zone Troopers are elite heavy infantry with exceptional mobility, armor,
    and enough firepower to take out enemy targets ranging from infantry to light
    vehicles.  Equipped with power armor, rail guns, and jump jets that can boost
    them over obstacles or across rivers, Zone Troopers do the heavy lifting for
    the GDI infantry.
    
    -------------------------
    War Factory Repair Drones
    -------------------------
    
       Mission:  Alexandria
    
         Added:  When you build and place a War Factory
    
    Transcript:
    
    Capability Update
    
    Everyone knows that War Factories build vehicles.  But did you know that a War
    Factory can also perform repairs?  War Factories have been upgraded with
    autonomous repair drones that can perform even the most complex repairs to
    severely damaged vehicles in a very short period of time.  How does it work?
    Just get close.  Vehicle crews in damaged tanks, APCs, and buggies should bring
    their vehicles back to the base War Factory and the drones will begin repair
    operations when the vehicles are in proximity to the factory structure.
    
    ---------------------------------
    Base Expansion using the Surveyor
    ---------------------------------
    
       Mission:  Alexandria
    
         Added:  When deploying a Surveyor
    
    Transcript:
    
    GDI Field Manual
    
    Some forward base Construction Yards can build Surveyor vehicles (found under
    the Support Structure Tab of the base control interface) which have the
    capability to deploy into a small Outpost.  Surveyors can be given the command
    to deploy on any terrain where base structures can be built.  Once an Expansion
    Base is established, the Construction Yard in the main base can be used to
    build any structure nearby, including Refineries, War Factories, base defenses,
    and whatever else might be useful.  The Surveyor and the Outpost it creates are
    superb tools for claiming territory near strategic targets like remote Tiberium
    fields (so refineries can be built nearby, saving harvesters from a long
    commute through possible enemy-controlled terrain).
    
    -----------------------------------------
    Rig Deployment into a forward Battle Base
    -----------------------------------------
    
       Mission:  Albania
    
         Added:  When the Rig arrives
    
    Transcript:
    
    GDI Field Manual - Holding The Line
    
    GDI field commanders in some forward bases have access to one of the most
    unique power projection systems in the world:  The Rig.  The Rig is a vehicle
    that is designed to roll deep into enemy territory and quickly deploy into a
    heavily armed Battle Base structure.  Equipped with Guardian cannons and a
    missile launcher, the Battle Base is capable of engaging enemy vehicles and
    aircraft.  As an added bonus, Rigs carry a complement of auto-drones for making
    field repairs to GDI vehicles.  The Rig/Battle Base combination is ideal for
    claiming and holding terrain, enabling GDI field commanders to emply a clasic
    "clear and hold" strategy for securing Tiberium fields or gradually taking over
    an objective area.
    
    --------------------
    Firehawk Attack Jets
    --------------------
    
       Mission:  Albania
    
         Added:  When capturing the Reinforcement Bay for main objective # 4
    
    Transcript:
    
    TacOps Field Guide:  Firehawk
    
    The Firehawk is a fast and highly maneuverable VTOL attack jet that can carry
    air-to-ground or air-to-air missiles.  Field commanders can make their load-out
    choices while the Firehawk is on the pad at an airfield.  Forward bases with a
    Tech Center structure can equip Firehawks with special rocket boosters that
    allow the aircraft to punch into the stratosphere and go near-orbital in order
    to hop over enemy air defenses.  Note that Firehawks are vulnerable to AA fire
    in the actual target zone during the re-entry after the boost phase.
    
     =============================================================================
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    |                |           4.15)  GDI Archives            |                 |
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    ----------------
    GDI Base Closure
    ----------------
    
       Mission:  North Carolina Badlands
    
         Added:  When recapturing the outpost
    
    Transcript:
    
    Scrap of News Article from 2043
    
    ...as of 2043 GDI has closed over 60% of their military bases around the
    world, including installations in North Carolina, Brazil, and Eastern Europe.
    The most recent cutbacks are due to a decrease in Nod activity - with Kane
    dead, the Brotherhood seems to be splintering apart...
    
    ---------------
    Tiberium Primer
    ---------------
    
       Mission:  North Carolina Badlands
    
         Added:  When harvesting is explained
    
    Transcript:
    
    Tiberium:  A gift or a curse?
    
    Tiberium is a scientific curiosity, a vastly powerful resource, an
    unprecedented environmental cataclysm, a catalyst for war, and much more.  It's
    like nothing we've ever seen before and it is constantly transforming itself.
    
    We are almost certain Tiberium is extraterrestrial in origin;  it is not
    man-made and there is no evidence of the substance on Earth prior to its first
    appearance half a century ago.  Early forms of Tiberium were almost organic,
    sprouting out of the ground in what seemed to be plant-like pods, leaching
    minerals out of the earth and emitting clouds of toxic gas.  Over time,
    Tiberium showed it had the ability to evolve and change.
    
    By 2047, most Tiberium on Earth has manifested in what we know as its most
    common form:  A self-replicating proton lattice that turns any matter it
    touches into more of itslef, giving off powerful radiation in the process.  It
    can change anything it comes into contact with into more Tiberium.
    
    Is Tiberium terraforming the Earth into a planet suitable for alien life?  Is
    it a weapon?  Is it a creature of some kind?  Perhaps some form of
    consciousness resides in the crystal lattices, a quantum crystalline brain that
    grows ever smarter as it grows and grows.  There are many theories about what
    Tiberium actually is...  and why it is here.  Ultimately its origin and its
    purpose - if it has one - are still a mystery.
    
    GDI has not given up on trying to contain the spread of Tiberium.  With
    Tiberium infestation reaching critical levels and new, more sinister variants
    of the substance turning up, things started to look pretty grim for planet
    Earth in the middle of the 21st century.  However, GDI has found a
    vulnerability in the green crystal that they have begun to exploit.  GDI
    engineers have found the resonant frequency for Tiberium...  and they have
    created sonic resonators that are capable of breaking up Tiberium crystals.
    
    A high level scientific explanation of the alien substance is included here for
    students, engineers, and scientists:  The most recent form of Tiberium is a
    dense "dynamic proton lattice" held together by exotic heavy particles.  When
    Tiberium comes into contact with other matter, the heavy particles randomly
    collide with the nuclei of the target matter, smashing it to pieces (in the
    case of smaller nuclei) or incrementally knocking off protons and neutrons (in
    the case of heavier nuclei).  Tiberium captures a fraction of the protons that
    are ejected during this collision process and incorporates them into its own
    structure, thus transmuting matter into more Tiberium.  Whenever one of the
    heavy particles - a muon or tauon - collides with an atomic nucleus, fission
    occurs, which results in the production of alpha, beta, and gamma radiation as
    well as other forms of electromagnetic radiation (like infra-red).  During  the
    transmutation process, nuclei that Tiberium has come into contact with may be
    changed into nuclei with different (usually fewer) numbers of protons or
    neutrons.
    
    ---------------------------
    Red, Yellow, and Blue Zones
    ---------------------------
    
       Mission:  Casabad
    
         Added:  When starting the mission
    
    Transcript:
    
    Tiberium infestation has rendered 30% of the planet totally uninhabitable.
    Large swaths of the Earth's surface have been designated as "Red Zones" - areas
    that are desolate, swept by storms, and contaminated by vast amounts of
    Tiberium.  Venturing into, over, or even near these wastelands can be extremely
    dangerous.
    
    Beyond the Red Zones, Tiberium contamination has caused varying levels of
    environmental damage in another 50% of the Earth's populated areas.  In the
    ecologically compromised and war torn Yellow Zones, Tiberium fields are common
    - growing in the middle of cities, on farmland, and throughout the
    enviroment.  Tiberium-related climate change has caused an endless cycle of
    droughts, floods, and severe weather of all types including spectacular
    Category 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, and
    exceedingly violent thunderstorms.  Especially destructive Ion Storms
    occasionally rage out of the Red Zones to wreak havoc on cities and towns in
    the borderlands.
    
    Only 20% of the Earth's surface is in relatively pristine condition.  The Blue
    Zones suffer from minimal Tiberium infestation and have been relatively
    untouched by war.  The populations of the Blue Zones live in relative comfort,
    going about their lives in high-tech futuristic cities that sit in forested
    valleys or nestle in pastoral farmland.
    
    ----------------------------
    About the Brotherhood of Nod
    ----------------------------
    
       Mission:  The Pentagon
    
         Added:  When primary objective # 4 is given
    
    Transcript:
    
    GDI views Nod as a dangerous, virulent, and inexplicably self-sustaining
    terrorist group obsessed with accelerating the worst ecological catastrophe in
    history, led by a charismatic and brilliant sociopath named Kane.  The
    Brotherhood sees itself quite indifferently.  Nod believes that it is the agent
    of change for a world in the throes of transition to a new order, the
    representative of the poor and the opressed, and a foil to the previously
    unchecked power of GDI.
    
    Nod has the people, resources, organization, and raw military power necessary
    to stand against GDI and wage war on a global scale.  Yet the Brotherhood of
    Nod isn't a country:  it's a strange new hybrid organization that has the
    combined characteristics of a religious movement, a multinational corporation,
    and a nation-state.  Given the awesome demands of modern warfare, with its
    terrible cost and vast scale, Nod's ability to go toe-to-toe with GDI is
    astonishing.
    
    Nod is able to recruit thousands of new members every month from the desperate
    populations of the borderlands.  Their political, military, and logistical
    operations are decentralized and buried deep inside the crumbling cities,
    towns, and outposts in the decaying Yellow Zones.  A vast and sophisticated
    infrastructure is diguised from GDI, and Nod has perfected the art of moving
    military assets and forces quickly over long distances without detection, even
    by satellite or drone aircraft with the latest generation sensors.
    
    Nod's core organization is very sophisticated and high-tech but they also have
    a large guerilla force composed of hastily trained and minimally equipped
    recruits from the Yellow Zones.  Nod's field forces are an interesting mix of
    low tech "militia" troops and smaller numbers of highly trained, elite soldiers
    equipped with state of the art communications gear and the most advanced
    weapon systems available.
    
    Nod's military assets are experimental and exotic in both appearance and
    function, but the durability of their units is suspect.  Nod engineers are not
    afraid to risk human life and will often sacrifice safety and protection for
    increased abilities and speed.  Their high-end military hardware runs on
    Tiberium and tends to be fast but vulnerable, lethal but unstable.  Nod
    offensive weapons deployed on vehicles range from rockets, machine guns, and
    flame throwers to toxines, lasers, and nuclear weapons.  They also have a
    number of Tiberium-based weapons.
    
    -----------------------------
    The Global Defense Initiative
    -----------------------------
    
       Mission:  The Pentagon
    
         Added:  At the start of the mission
    
    Transcript:
    
    The Global Defense Initiative began as a secret military alliance of advanced
    nations under the United Nations umbrella.  GDI's mission:  To contain
    Tiberium, reverse its spread, and fight the sinister Brotherhood of Nod.
    
    Over time, power and sovereignty have been gradually ceded to GDI and the
    national identities of the participating countries have faded.  In 2047 that
    process has reached its final stages:  While there are still technically
    individual Member Nations, the reality is that GDI has become a unified
    political and military super-state.
    
    GDI controls the only areas of the Earth that have not been significantly
    compromised by Tiberium infestation.  The crystalline alien substance is slowly
    consuming the rest of the planet, causing an environmental cataclysm that has
    made 30% of the Earth uninhabitable and another 50% of the Earth's surface
    exceedingly unfriendly to civilization.  GDI's home territories are known as
    "Blue Zones" since they are mostly clear of Tiberium and have been relatively
    untouched by war (in contrast to the ecologically ravaged and war-torn "Yellow
    Zones" and the Tiberium infested hellscapes designated as "Red Zones").
    
    The clash between GDI and Nod has escalated into full world wars twice before -
    the First Tiberium War (TWI) erupted when both powers were in their formative
    states and that terrible war was followed by another worldwide firestorm
    several years later.
    
    ----------------------------------------
    Health Effects of Tiberium Contamination
    ----------------------------------------
    
       Mission:  Sarajevo
    
         Added:  When capturing the Nod Science Ministry
    
    Transcript:
    
    What happens if you're exposed to Tiberium?  Nothing good.  If you come into
    direct contact with Tiberium, the green matter will start to fuse with your
    skin within about 20 seconds.  You'll feel an intense burning sensation,
    similar to touching a hot pan or spilling acid on your skin.  A full blown
    infection will manifest if you aren't treated immediately.  Your flesh will
    begin to crystallize;  eventually your internal organs will shut down as
    Tiberium extends rigid crystalline runners throughout your body.  If you
    breathe in the crystal, then it will become embedded in your lungs.  You'll
    lose the ability to process oxygen as your lung tissue crystallizes.
    Eventually you'll start coughing up blood and will hemorrhage to death.
    
    In some cases - and for unknown reasons - Tiberium infection will trigger
    cellular mutation.  It's not cancer in that the mutations seem strangely
    directed;  they don't kill you, but your body will begin to transform.  The
    mechanism for this mutation is not well understood.
    
    ---------------------
    Life in a Yellow Zone
    ---------------------
    
       Mission:  Sarajevo
    
         Added:  When capturing the Mutant Hovel
    
    Transcript:
    
    Tiberium contamination affects Yellow Zones directly and indirectly.  Climate
    change, melting glacial ice, extreme weather, Tiberium field growth, and
    decades of war have caused social collapse in several Yellow Zones.  Many
    cities in the most afflicted areas are run by warlords and criminal
    organizations or have degenerated into anarchy - or they have fallen under the
    thrall of the sinister Brotherhood of Nod.
    
    Existence in the worst-off Yellow Zones is not pleasant at all.  Your home is
    likely to be in a decaying building with no running water.  Power comes on for
    a few hours a day at erratic times.  Food is scarce.  Doctors are rare.  On a
    few occasions food aid or medical care will be provided by humanitarian workers
    visiting from the pristine and high tech Blue Zones.
    
    A subsistence living is just the start.  Tiberium contamination is a fact of
    life, and thousands die every year from inhaling microscopic crystals that are
    carried in smog, clouds of dust, and other airborne particulates.  Tiberium may
    even fall out of the sky suspended in rain drops if the clouds overhead have
    passed through a Red Zone during or after an Ion Storm.  Because of the drought
    conditions in many Yellow Zones, rain showers are often greeted by the local
    populations with an odd mix of fear, dread, and joy.
    
    In the harsh reality of a Yellow Zone, Tiberium is not the only threat.  If
    Tiberium doesn't get you, then you are likely to fall victim to a violent
    crime, get caught in the crossfire between warlords clashing over turf, or
    become a collateral damage statistic in the global war between the armies of
    the Global Defense Initiative and the Brotherhood of Nod.
    
    ---------------------
    GDI's Nuclear Weapons
    ---------------------
    
       Mission:  Cairo
    
         Added:  When the countdown has been announced
    
    Transcript:
    
    GDI still possesses a nuclear arsenal stored at key locations around the world
    (including a large nuke base in the desolate outback of Australia, heavily
    defended silos in North American Yellow Zones, and installations in other
    remote areas).  GDI leaders long ago made a vow not to ever use nuclear weapons
    no matter how bad the situation got and kept that vow even as Nod acquired its
    own nuclear capability.  GDI's nukes are few in number but are stored with
    delivery systems (including IBCMs) and kept at top operational readiness just
    in case GDI leaders ever change their minds.  The most difficult test of GDI
    nuclear policy came in the early days of TW3 right after the strike on the
    Philadelphia, but even then it's questionable how effective nukes would have
    been in stemming the Nod tide given that Nod's forces were highly decentralized
    and Nod troops were staging operations deep in GDI Blue Zones.  Some view GDI's
    pledge not to use nukes as a cynical one given that they deployed a new
    precision weapon of mass destruction - the Ion Cannon - right at the time they
    made their vow.
    
    ------------------------------
    What is it like in a Red Zone?
    ------------------------------
    
       Mission:  Berne
    
         Added:  When destroying the air base
    
    Transcript:
    
    Excerpt from "International Orthographic's Guide to Our World Today"
    
    If you were to equip yourself with a hardened environment suit and stand in the
    middle of a Red Zone, you would see a landscape straight out of hell.  The
    ground is a blasted and barren plateau of rock laced with veins of Tiberium
    that shine through with a malevolent green radiance.  On the horizon are
    massive formations of pure Tiberium that have welled up through the surrounding
    earth.  These frozen crystalline glaciers cast a sickly emerald glow on the
    surrounding terrain.  Tilt your head and you'll contemplate a cloudy, tortured
    sky alive with twisting patterns of shimmering light and flickers of lightning.
    If you wait long enough, you'll see an Ion Storm begin to form, the lightning
    overhead intensifying until the entire environment is lit with rapid strobing
    flashes.  Eventually the vast and terrible energy overhead will begin arcing to
    the ground around you in a terrifying display of destructive force.  These
    fireworks are accompanied by a howling toxic whirlwind that scours the deserted
    ground and drives shards of Tiberium before it at insane speeds.
    
    Red Zones are like the surface of an alien world.  Scientists have speculated
    that Tiberium is actually a terraforming agent for an alien civilization,
    slowly transforming our world into an environment suitable for beings that have
    evolved on a different planet.  No definitive conclusions have been reached.
    
    Unauthorized reproduction of this text will be met with the harshest possible
    penalties, under the GDI anti-piracy convention of 2017.
    
    ----------------------------------
    Red Zone Terrain:  Tiberium Chasms
    ----------------------------------
    
       Mission:  Rome
    
         Added:  When starting the mission
    
    Transcript:
    
    Excerpt from GDI Red Zone Military Operational Database
    
    Red Zones are the most hostile operational environments on the planet.  The
    abundance of Tiberium fields, the toxic radiation, the intimidating terrain
    (including chasms and cliffs), the terrible weather, and the huge Tiberium
    glaciers all contribute to make these hellscapes a nightmare for field
    commanders.  On the bright side, considering our resources and mobility, we
    have found that Red Zone conditions don't completely jeopardize our fighting
    ability.  The following operational techniques are found to be the most
    effective in Red Zone combat actions:
    
     - Jump Jets:  our commando and zone troopers make the best use of GFI
    technology by simply jumping across the wide swathes of hostile terrain.
    
     - Calling For Transport:  the ground terrain poses serious challenges that can
    be circumvented by bringing in a V35 OX to move units around.
    
     - Expanding Ground Control:  ground control can sometimes expand build radius
    beyond the length of a chasm, allowing units to be produced on the other side.
    In addition, transporting Surveyors across the chasm can allow for base
    construction on the front lines.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |    4.40)  Nod Intelligence Database     |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |         4.41)  The Inner Circle         |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    --------------------------
    Once Again a Nuclear Power
    --------------------------
    
       Mission:  Outback
    
         Added:  When the Carryalls arrive
    
    Transcript:
    
    Excerpt from a Message to the Brotherhood
    
    "...the Brotherhood of Nod is once again a nuclear power.  We shall use our
     warheads and delivery systems to cleanse our enemies from the Earth in a bath
     of nuclear fire..."
    
    Transmitted upon recapture of nuclear warheads in the Australian Outback
    
    -----------
    KANE LIVES!
    -----------
    
       Mission:  Downtown Sydney
    
         Added:  Shortly after Kane makes his appearance
    
    Transcript:
    
    Message to the Brotherhood
    
    I have not abandoned you, my children.  I know that recent events have been
    unsettling, with the war against GDI taking an unexpected turn, the destruction
    of Temple Prime, my temporary absence, Kilian's betrayal, and the arrival of
    the Visitors.  Your faith has been tested, as it has been before, and I'm
    confident that it did not waver.
    
    Know that everything is proceeding exactly as I have forseen it.  The light of
    a new day shines into every corner of the world.
    
    Unfortunately, there are more tests ahead of us before we fulfill our destiny.
    I ask you for your continued faith and obedience so that we may all stride into
    a glorious future together.
    
    ------------------------------
    The Key to the Future:  Part I
    ------------------------------
    
       Mission:  Italian Hills
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    <<Incoming Transmission>>
    
    Source:  Kane
    Priority:  Ultra
    Scramble Index:  Echo-Oscar-5
    
    Ascension:  That is the reward that awaits us.  Complete these final tasks that
    I have put before you, and our destiny will be fulfilled.
    
    You must not fail.
    
    <<End Transmission>>
    
    ---------------------
    The Towers Sacrosanct
    ---------------------
    
       Mission:  Operation Stiletto
    
         Added:  When you capture a Drone Platform
    
    Transcript:
    
    PRIORITY ORDER
    
    The Visitors are divine instruments.  They are not divine in their own right
    but because of what they are doing for us, building the sacred towers in the
    hearts of our Red Zones.  The Visitors remain hostile to us because they know
    not what they do;  their vision is limited and they cannot see their own part
    in a Plan that goes beyond their purpose.
    
    No member of the Brotherhood shall take hostile action against the holy sites
    where the towers are rising out of the Red Zones.  Defensive action against
    Visitors showing hostile intent is understandable, but do not strike first.
    
    Be aware that GDI is conducting military operations against the Visitors all
    over the world.  Such operations help our cause if they keep the Visitors
    distracted - but if GDI threatens a tower then we must intervene to help
    protect the sacred structure.
    
    The towers are new homes of the Brotherhood, and their importance - and
    meaning - is transcendent.  Treat them as you would treat your temple.
    
    -------------------------------
    The Key to the Future:  Part II
    -------------------------------
    
       Mission:  Kane's Tower
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    <<Incoming Transmission>>
    
    Source:  Kane
    Priority:  Ultra
    Scramble Index:  November-Kilo-2
    
    One of our sacred towers is now very close to completion.  This magnificent
    structure in the Mediterranean Red Zone rises thousands of meters into the sky.
    Once the Visitors finish their work on this tower, it will become utterly
    impervious to attack by any weapon known to man.  We must do everything in our
    power to ensure that this holy site is not sullied by GDI as the Visitors
    complete their task.
    
    This tower is our gateway to the stars.  It is the key to the future.  It must
    be protected at all costs.
    
    <<End Transmission>>
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |      4.42)  Nod Field Intelligence      |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ---------------
    Tiberium Spikes
    ---------------
    
       Mission:  The White House
    
         Added:  After capturing a Tiberium Spike
    
    Transcript:
    
    Excerpt from Brotherhood Combat Operations Guide
    
    Capture Tiberium Spikes in your theatre of war to provide logistical support
    for combat operations.  You'll find these Tiberium mining and processing units
    deployed by the hundreds in various Yellow and Blue Zones.  Send a Saboteur
    into a Spike and claim it for your own - your forces will benefit from a
    constant flow of resources as the machine extracts Tiberium from underground
    deposits and processes it on-site.
    
    ---------------------
    Nod Tactical Doctrine
    ---------------------
    
       Mission:  Andrews Air Force Base
    
         Added:  When an enemy unit is spotted
    
    Transcript:
    
    Excerpt from the Brotherhood Combat Operations Manual
    
    "...Nod operational doctrine states that commanders should control the tempo of
     combat operations, avoiding direct contact with the enemy until the time and
     place are just right.  Stealth, speed, mobility, force composition, and
     operational flexibility are the key to success..."
    
    ----------------------------------
    Refinery and Harvesting Operations
    ----------------------------------
    
       Mission:  Washington DC
    
         Added:  At the start of the mission
    
    Transcript:
    
    Excerpt from the Brotherhood Combat Logistics Guide
    
    Modular Tiberium refineries can be set up quickly and effeciently on-site,
    using the latest Tiberium processing technology.  The latest generation Nod
    harvesters are not just fast, but they are also able to avoid detection with
    on-board stealth technology.  You'll be able to harvest resources right under
    the nose of the enemy, leaving GDI logistics officers scratching their heads
    and asking themselves, 'Where'd that Tiberium field go?'...
    
    Peace Through Power!
    
    ----------------------
    The Guns of the Amazon
    ----------------------
    
       Mission:  Atlantic Coast
    
         Added:  After the first objective has been given
    
    Transcript:
    
    <<Incoming Transmission>>
    Source:  Viper's Nest Actual
    Priority:  Monarch
    Scramble Index:  Quebec-Romeo-1
    
    Evacuation routes for convoys in transit from the Amazon Desert have been
    compromised by long range GDI artillery emplacements.  Convoys designated as
    Sand Viper, Lancehead, and Bushmaster will hold at markers Echo, Sierra, and
    Bravo until further notice.  Escorts will set up a defensive perimeter around
    each convoy.
    
    Viper's Nest Actual will advise when the GDI emplacements have been
    neutralized.
    
    <<Transmission Offline>>
    
    ---------------------
    Calling for Transport
    ---------------------
    
       Mission:  Amazon Desert
    
         Added:  After building an Air Tower
    
    Transcript:
    
    From the Brotherhood Combat Operations Manual
    
    Once aircraft have begun operating from a Nod base, many Nod ground units in
    the general area gain the ability to call for transport.  Units can radio in
    from the field requesting airlift from their current position.  Carryalls will
    deploy, pick up the units needing transportation, and ferry them to a target
    destination.  Be careful about exposing the Carryalls to enemy anti-aircraft
    fire because Carryalls are vulnerable targets and you run the risk of losing
    your infantry or vehicles in transit.
    
    ------------------------
    Intercepted Transmission
    ------------------------
    
       Mission:  Sarajevo
    
         Added:  If you get the liquid Tiberium transport to Temple Prime unharmed
    
    Transcript:
    
    <<Incoming Transmission>>
    
    Source:  Unknown, possibly airborne over Indian subcontinent
    Priority:  Able
    Scramble Index:  Uniform-India-9
    
    "*garbled*  ...strayed from the path...  *unintelligible*  ...brother against
     brother...  *unintelligible*  ...things finally set right, a new course...
     *garbled*  ...rapid deployment force...  *garbled*  ...Copperhead Actual..."
    
    <<Transmission Offline>>
    
    -------------------------------
    Black Hand Interrogation Report
    -------------------------------
    
       Mission:  Outback
    
         Added:  Near the start of the mission
    
    Transcript:
    
    Black Hand Confessor Barzan
    Interrogation Report
    Subject:  GDI Nuclear Tech/Broken Hill
    
    '...before expiring, subject confirmed that GDI's A-NZ special weapons
     detachment will be moving nuclear warheads from the base at Broken Hill to a
     location within the Sydney zone border.  Multiple warheads will be transported
     in a convoy escorted by GDI military units.  Blast yields for the warheads 
     have not been confirmed, but are likely to be in the 100-300 kiloton range.
     Date, time, and route information are as follows...'
    
    ----------------------------------------
    Australia-New Zealand Theatre Assessment
    ----------------------------------------
    
       Mission:  Outback
    
         Added:  After capturing the GDI Research Facility (second bonus objective)
    
    Transcript:
    
    Nod Intelligence Report
    March 2046
    
    GDI and the Brotherhood both have significant operations in Australia.  It
    seems inevitable that this region will become a major theatre of war once the
    offensive against GDI gets under way.  Kilian Qatar has personally overseen the
    preparations in the A-NZ theatre including the construction of a full regional
    command facility at Ayers Rock and the establishment of multiple underground
    bases throughout the Australian Outback.  A-NZ infantry and armored divisions
    have been training intensively for the last three years using weapons and
    equipment that are manufactured locally at a rapid pace.  When the time comes,
    the Brotherhood's A-NZ forces will be ready.
    
    ---------------------------
    An Invasion Global in Scope
    ---------------------------
    
       Mission:  Outback
    
         Added:  After the invasion begins
    
    Transcript:
    
    Excerpt from A-NZ Daily Intelligence Briefing
    
    "...the invaders have attacked GDI and Nod forces and civilian targets around
     the world with savage force.  The largest scale enemy activity has been
     reported near Red Zone borders and in the larger population centers.
     Fortunately for the Brotherhood, the larger cities tend to be in Blue Zones,
     so it looks like GDI strongholds are taking the worst of the punishment..."
    
    ----------------
    Cease Fire Order
    ----------------
    
       Mission:  Sydney City Wall
    
         Added:  Near the start of the mission
    
    Transcript:
    
    <<Begin Transmission>>
    
    Source:  A-NZ HQ, Copperhead Actual
    
    Priority:  Abel
    
    Scramble Index:  Charlie-Juliet-4
    
    All A-NZ commanders will cease offensive operations against GDI military units
    at 2300 today.  A temporary "cease fire" order will be in effect until further
    notice.  Selected A-NZ commanders will be asked to begin coordinated operations
    with GDI units against invader forces in the A-NZ theatre.  Copperhead Actual
    will provide contact information and liaison officers to the affected A-NZ
    units.
    
    -----------------------------------------
    Exceprt from Signal Intelligence Briefing
    -----------------------------------------
    
       Mission:  Sydney City Wall
    
         Added:  After the aliens break through the wall
    
    Transcript:
    
    Excerpt from A-NZ Theatre Signal Intelligence Briefing
    
    ...Sight ComSec has been compromised in the A-NZ Theatre of War.  Data and
    voice transmissions from an unknown source have resulted in new operational
    directives being issued without the knowledge of Copperhead Actual.  Commanders
    are acting on the unauthorized orders and the resulting chaos is compromising
    our temporary alliance with GDI...
    
    -------------------
    The Alliance is Off
    -------------------
    
       Mission:  Downtown Sydney
    
         Added:  After using a nuke on the GDI base
    
    Transcript:
    
    <<Intercepted GDI Transmission>>
    
    ...Nod has initiated combat operations against GDI forces in the A-NZ Theatre,
    and they've caught us with our pants down.  The alliance of convenience is
    hereby terminated and all GDI units in the theatre are free to engage Nod
    forces.  Why did we think we could trust them in the first place?  Let's take
    the fight to them and expel them from this Theatre of War...
    
    ------------------------
    The Towers Begin to Fall
    ------------------------
    
       Mission:  Italian Hills
    
         Added:  A few minutes into the mission
    
    Transcript:
    
    <<Incoming Transmission>>
    
    Source:  Basilisk Actual
    Priority:  Ultra
    Scramble Index:  Delta-November-3
    
    GDI strike teams have attacked and destroyed Visitor towers in multiple Red
    Zones and the tempo of their combat operations is increasing.  They started
    with the Rome Tower and are now staging strikes in rapid succession all over
    the world.
    
    Kane needs at least one tower to survive completion.  The Basilisk command team
    is evaluating the situation and determining the best strategy for ensuring that
    at least one tower survives.
    
    <<End Transmission>>
    
    ---------------------------------------
    Field Report - Alien Gravity Stabilizer
    ---------------------------------------
    
       Mission:  Operation Stiletto
    
         Added:  After capturing or building a Gravity Stabilizer
    
    Transcript:
    
    Field Recon regarding Alien Technology
    
    Connection Opened
    
    Received Transmission:
    
    Source:  Sirius 57 Alpha
    
    Priority:  Vermillion
    
    Scramble Index:  Foxtrot-Oscar-8
    
    INTEL SECTION 93 REPORT
    
     - Shadow team Alpha-22 deployed to enemy theatre of operations in Area 11,
    Vanguard Sector, coordinates Golf-9-Kilo-5.  Mission:  Collect radiological and
    full spectrum data on Visitor structure Type 8 with intent to discern primary
    functional capability.  Arrived 0200 hours undetected, 320 meters from target.
    Deployed receptors and gathered data for ~19 hours before "Seeker" patrol
    ambushed team.  Six of eight team members eliminated in escape.  One
    subsequently died of injuries sustained during extraction.
    
     - Initial analysis of gathered data shows that Type 8 structure acts as a
    "Gravity Stabilizer" to compensate for intense gravity fields generated by
    planetary bodies.  This evidently allows alien spacecraft to make short-range
    teleportation jumps into the Earth's magnetic and gravitic field with maximum
    precision.  Gravity Stabilizers typically appear only in well secured areas
    where alien operations are highly focused.
    
     - Visitor craft observed utilizing the Gravity Stabilizer include the units
    designated as "Stormrider", "Planetary Assault Carrier", and "Devastator
    Warship".  These craft appear to be entering the area of operations using the
    Gravity Stabilizer before heading to objectives in the surrounding regions.
    
    Recommendation:  Prioritize destruction of Gravity Stabilizer structures in
    combat zones.  In neutral zones disable via reactor sabotage in order to delay
    deployment of major enemy combat units.
    
    Note:  Structure Type 8 now designated as Gravity Stabilizer.
    
    Connection Closed
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |          4.43)  Kane's Arsenal          |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    -----------------------------
    Militants and Rocket Troopers
    -----------------------------
    
       Mission:  Goddard Space Center
    
         Added:  After capturing the Command Post
    
    Transcript:
    
    Excerpt from the Brotherhood Combat Operations Manual
    
    "...the Brotherhood's elite soldiers - like the Black Hands or the Shadows -
     are highly capable but relatively few in number.  If the elite soldier is the
     Brotherhood's scalpel, to be used with devastating precision, then the
     militants and rocket troopers in their millions are like a great war hammer or
     battleaxe.  Their power comes from their sheer numbers, and we continue to
     recruit them by the hundreds of thousands from the desperate populations of
     the Yellow Zones.  We give them enough training, weapons, and equipment to
     make them a vast blunt instrument of war for the Brotherhood..."
    
    --------
    Fanatics
    --------
    
       Mission:  Goddard Space Center
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    Excerpt from writings of Confessor Marcion
    
    "Behold the noblest of our brothers!  They shall sugger not the dread of this
     meager existence, nor shall they tolerate the tyranny of GDI.  Through their
     sacrifice they bring liberation to each and every one of us who struggles on
     in their glorious wake.  They will cleanse the land of oppression with the
     flames of their very souls, as they deliver Kane's word in fire."
    
     - Nod Confessor Marcion
    
    --------
    Saboteur
    --------
    
       Mission:  Saboteur
    
         Added:  When the second main objective is given
    
    Transcript:
    
    From "Rites of War"
    
    Nod's elite society of combat engineers - known as the Saboteurs - includes
    some of the most loyal and brilliant clerics.  Saboteurs use their special
    talents and skills to take over key enemy structures.  Saboteurs can also rig
    certain civilian structures and bridges with proximity-detonated explosive
    charges.  A Saboteur is made by years of training in science and in the dark
    arts of sabotage, infiltration, appropriation, and hijacking.
    
    -----------
    Hand of Nod
    -----------
    
       Mission:  The White House
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    From "Rites of War"
    
    The Hand of Nod is not just a barracks and armory for Nod infantry.  It is also
    a place of learning for militants and rocket troopers, a sanctuary for Fanatics
    as they perform their departure rituals, and an interrogation center for
    Confessors as they extract secrets from enemy captives and keep the hearts of
    our own troops pure and true.  Saboteurs and Commandos may also choose to bunk
    down in the Hand of Nod prior to launching their secret operations.
    
    ---------------
    Nod War Factory
    ---------------
    
       Mission:  The White House
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    From "Rites of War"
    
    Preparations for the start of the Third Tiberium War required a very high
    degree of secrecy.  The need for concealment and stealth coupled with the
    ever-increasing number of ion storms has forced the Brotherhood to move away
    from airlift asthe primary source of reinforcements for combat units.  The
    Brotherhood is now employing the ultimate in "just in time" weapons delivery:
    Vehicles are beling built on-site within the theatre of operations.  Nod War
    Factories are housed mostly underground and use nano-assemblers and heavy
    industrial robots to construct and repair tanks, bikes, buggies, and other
    vehicles.  Repair drones orbit around the surface features of the War Factory;
    vehicles in proximity to the War Factory will be automatically repaired.
    
    -----------
    Shadow Team
    -----------
    
       Mission:  Andrews Air Force Base
    
         Added:  When the Shadow Teams are brought in
    
    Transcript:
    
    From Summary Section of "Elite Infantry Operations Guide"
    
    Trained using many of the same techniques that were used to shape the ancient
    Ninja, the Nod Shadows are elite special forces troops capable of infiltrating
    well behind enemy lines.  Shadows employ stealth, carry rapid-fire weapons that
    are deadly against enemy infantry, and are equipped with collapsible powered
    hang-gliders that give them the ability to fly.  The most powerful weapon
    carried by a Shadow is a bomb incorporating a new type of explosive.  Shadows
    can use these bombs to destroy enemy structures with a single blast.  The
    chemical composition of the explosive was obtained by espionage, stolen right
    out of a GDI lab working on next-generation chemical explosives
    
    Excerpt from an intercepted GDI intel FLASH report:  "...GDI troops are coming
    up against their worst nightmare in the field:  Teams of stealthy, flying,
    high-tech ninjas that can destroy entire buildings.  Commanders charged with
    defensive operations are advised to double up on stealth countermeasures and
    patrols..."
    
    ------------------
    Venom Patrol Craft
    ------------------
    
       Mission:  Hampton Roads
    
         Added:  When reinforcements arrive after the carrier is destroyed
    
    Transcript:
    
    From "Weapons of the Brotherhood"
    
    "...now that the Brotherhood has deployed the Venom, GDI no longer has a
     monopoly on VTOL scout aircraft.  The Venom is one up on the GDI Orca,
     however, since it can strike both air and ground targets.  A Venom can engage
     ground targets but can also blow Orcass right out of the sky..."
    
    Peach Through Power!
    
    -------------
    Flame Weapons
    -------------
    
       Mission:  Washington DC
    
         Added:  Near the start of the mission
    
    Transcript:
    
    From "Rites of War"
    
    Flamethrowers are powerful anti-infantry weapons.  They have a staggering
    psychological effect that sometimes goes beyond their superlative combat
    effectiveness.  Now that our labs have created a form of concentrated fuel that
    permits extended combat operations, a new generation of flame weapons has been
    deployed with infantry and on vehicles.  Black Hand heavy infantry units carry
    portable flamethrowers that can wreak havoc on enemy infantry.  The next
    generation Flame Tank is even more powerful, capable of incinerating enemy
    infantry by the hundreds and clearing enemy garrisoned buildings in a matter of
    seconds.  Use these flame weapons well and render GDI infantry useless on the
    battlefield.
    
    Peace Through Power.
    
    -------------
    Base Defenses
    -------------
    
       Mission:  Washington DC
    
         Added:  After the Shredder Turret bonus objective is given
    
    Transcript:
    
    From "Weapons of the Brotherhood"
    
    "...the Brotherhood is deploying a new generation of base defenses for field
     operations.  To maximize flexibility, lethality, and survivability, each base
     defense will consist of four components:  A hub and three turrets.  The
     turrets are all slaved to the hub - which acts as the central targeting and
     fire control system.  The hub is also equipped with nano-assemblers to repair
     or rebuild damaged turrets.  There are three different base defense types:
     Anti-aircraft surface to air missiles, anti-vehicle lasers, and
     anti-personnel shredder guns..."
    
    Peace Through Power!
    
    ----------------
    Disruption Tower
    ----------------
    
       Mission:  Amazon Desert
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    From "Rites of War"
    
    GDI's dominance of space has complicated our lives.  Their ability to leverage
    their space-based weapon and sensor platforms against us is a serious concern.
    Our primary countermeasure is our stealth technology, and recently we have
    begun deploying Disruption Towers around valuable assets.  The Disruption
    Tower creates a large stealth bubble over an area, allowing our vehicles and
    structures to operate undetected.  The tower itself is still visible, so be
    sure to utilize proper security measures to prevent direct assault.  Dummy
    Disruption Towers have been erected in remote locations to foil
    human-intelligence gathering efforts.
    
    --------------
    Vertigo Bomber
    --------------
    
       Mission:  Atlantic Coast
    
         Added:  Near the start of the mission
    
    Transcript:
    
    From "Weapons of the Brotherhood"
    
    "...this batwing stealth bomber employs the very latest in optical and radar
     stealth technology.  However, the aircraft will experience a moment of
     vulnerability when it must 'de-cloak' to drop its massively powerful bomb, but
     as soon as the air-to-ground weapon is away, the stealth field can be
     reengaged quickly..."
    
    ------------
    Stealth Tank
    ------------
    
       Mission:  Atlantic Coast
    
         Added:  When the Stealth Tank reinforcements arrive
    
    Transcript:
    
    From "Weapons of the Brotherhood"
    
    "...the new Stealth Tank is fast, maneuverable, and deadly.  Equipped with
     missile launchers that are effective against both vehicles and structures,
     this versatile weapon system is most useful when commanders are aggressive,
     taking the fight to the enemy and making maximum use of the stealth
     generators.  A deft touch will enhance the survivability and effectiveness of
     the Stealth Tank - tank crews should know exactly how close to get before
     unleashing missiles at an unsuspecting target and how quickly they must leave
     the scene after firing.  Once the stealth bubble has reformed and the tank is
     safely away from the target zone, the missile launchers can be re-armed and
     the tank made ready for another strike..."
    
    --------
    Commando
    --------
    
       Mission:  ???
    
         Added:  This entry is currently bugged and can only be added by editing
                 the intel database files manually
    
    Transcript:
    
    From "Rites of War"
    
    "...the Commando is the most feared soldier on the battlefield.  Armed with the
     deadliest of anti-infantry weapons and Tiberium-based explosives that can
     collapse a building in a matter of seconds, the Commando is a one-woman army.
     She is also ruthless, having survived a training program that one could only
     describe as sadistic..."
    
    ----------------
    Obelisk of Light
    ----------------
    
       Mission:  Slovenia
    
         Added:  After completing the Obelisk bonus objective
    
    Transcript:
    
    <<Intercepted GDI Transmission>>
    
    ...Nod forces are deploying a new generation of their iconic Obelisk of Light
    along front-line positions.  It appears that the Obelisk's functionality has
    been improved with additional serial-channel capacitors.  Although the basic
    architecture of the design does not deviate greatly from earlier generations,
    the core of the laser weapon has been enhanced for increased firing duration
    when the power output is reduced.  Evidently the tower can now be set to
    sustained-fire mode when used against unarmored targets such as infantry and
    civilian vehicles.  This allows the laser to fire at limited power in an arc,
    resulting in cutting motion that can strike several infantry per emission.
    
    The advanced capacitor also allows over-charging of the tower by Nod's
    long-range artillery platform, the Beam Cannon.  When one or more Beam Cannons
    focus their laser weapons at a receptor on the base of the tower it can fire
    over increased range by directly feeding the added energy into its mirror
    array.  The limited targeting ability of the mirror array still suggests
    aircraft as the optimal answer for any Obelisks encountered on the field...
    
    Source:  GDI InOps recon team
    
    ------
    Avatar
    ------
    
       Mission:  Slovenia
    
         Added:  After upgrading an Avatar
    
    Transcript:
    
    Excerpt from Avatar Crew Briefing
    
    You have the privilege of piloting one of the most fearsome and capable weapon
    systems in the arsenal of the Brotherhood.  You command a bipedal combat walker
    that stands ten meters tall, an all-terrain war machine so intimidating that
    its very presence on the battlefield strikes fear into the hearts of GDI
    troops.
    
    The base laser weapon on the Avatar is very effective against vehicles and
    structures, but the avatar can be upgraded with significantly more combat
    power.  Nod engineers have built a unique capability into the Avatar:  It can
    adapt key systems from other Nod vehicles for its own use.  You can remove the
    stealth generator from a Stealth Tank, the stealth detector from an Attack
    Bike, the anti-infantry flame-thrower from a Flame Tank, or the beam cannon
    from an artillery vehicle and use them immediately.  An Avatar can equip itself
    with all four secondary systems.  Although the Avatar destroys the donor
    vehicle and kills the crew in the process of recovering the new system, rest
    easy in the knowledge that the dead have given their lives for the Brotherhood.
    
    -----------
    Beam Cannon
    -----------
    
       Mission:  Sarajevo
    
         Added:  After the third main objective has been given
    
    Transcript:
    
    Excerpt from "Weapons of the Brotherhood"
    
    "...the Beam Cannon is a fearsome long range weapon in its own right, but its
     combinatorial power is staggering.  Multiple Beam Cannons can combine their
     beams to dramatically increase their combat power.  A Beam Cannon can also
     drive the capacitors of an Obelisk of Light.  Best of all, the Beam Cannon is
     mounted on a versatile six-wheeled chassis with speed, agility, and range that
     is unprecedented for an artillery system..."
    
    ----------------
    Catalyst Missile
    ----------------
    
       Mission:  Northern Italy
    
         Added:  After repairing the Catalyst Missile Launch Facility
    
    Transcript:
    
    <<Incoming Transmission>>
    
    Source:  Basilisk Actual
    Priority:  Ultra
    Scrample Index:  India-Bravo-8
    
    Once the Catalyst Missile is secured, begin deployment to all Nod combat units.
    This weapon is most effective against Visitors - prioritize use whenever combat
    operations have been authorized against Visitor forces.
    
    <<Transmission Offline>>
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |           4.44)  Nod Archives           |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    ----------------------
    The Brotherhood of Nod
    ----------------------
    
       Mission:  Goddard Space Center
    
         Added:  Shortly after the mission starts
    
    Transcript:
    
    Excerpt from a Nod orientation briefing for new recruits
    
    Welcome to the Brotherhood of Nod.  You have joined a global order with
    millions of members all working together in harmony to unite the world in the
    name of peace - and realize the true potential of mankind.
    
    Our relationship with Tiberium has always been greatly misunderstood.  Most
    people do not realize that the roots of our faith extend back several
    millennia, long before the emergence of the green crystal on Earth in 1995...
    an event prophesized by our great leader, Kane.
    
    While the fascist political consortium of wealthy nations known as the Global
    Defense Initiative attempted to control the sacred green crystal, the
    Brotherhood worked tirelessly to acquire samples of the precious crystal...  to
    study it, to unlock its potential as a new energy source, to explore its
    possibilities.  Through our research and our faith, we have affirmed that
    Tiberium is the ultimate gift to mankind.  It is the key to the future.
    
    Our movement grew rapidly as Tiberium spread across the Earth.  The mainstream
    media branded us as 'terrorists' but we exposed GDI as the real criminals.
    They unilaterally redrew international border lines, relegating Nod followers
    into inhospitable Yellow Zones while they claimed the pristine and exclusive
    Blue Zones all for themselves.
    
    ------------------------
    Nod's place in the world
    ------------------------
    
       Mission:  Goddard Space Center
    
         Added:  When the power plants have been destroyed
    
    Transcript:
    
    From a Yellow Zone information pamphlet
    
    Nod:  Representative of the righteous and a foil to a corrupt oppressor
    
    The Brotherhood of Nod champions the common people - the 80% of the world's
    population that struggles to get by in Yellow Zones torn by war, wracked by
    poverty, and abandoned by GDI.  Using Tiberium to fuel and fund our efforts,
    Nod works tirelessly to bring order from the chaos.  We make the streets safe,
    distribute food to the hungry, provide emergency medical care, minister to
    those who feel a spiritual vacuum, and inspire hope in people who would
    otherwise have none.
    
    GDI casts itself as the world's guardian and savior, but they are neither.  GDI
    is corrupt and unjust:  20% of the world's population - the most wealthy people
    on the planet - live in the Blue Zones, consuming the majority of the world's
    natural resources, wielding their vast military power to maintain the status
    quo by depriving the downtrodden of their god-given right to mine and exploit
    Tiberium.
    
    The powerful oppress the weak in the hollow name of freedom - and the only
    counter to GDI's power is the Brotherhood.  Nod meets strength with strength in
    the name of peace and progress.  Nod is the only hope against GDI tyranny.
    Brotherhood...  Unity...  Peace.
    
    --------------------------------------
    Ground Control for GDI's A-SAT Systems
    --------------------------------------
    
       Mission:  Goddard Space Center
    
         Added:  When the last main objective is given
    
    Transcript:
    
    Excerpt from "Eyes Only" Inner Circle Intelligence Report
    
    The Inner Circle has long feared GDI's dominance of space.  GDI's orbital
    weapons platforms, command & control stations, and spy satellites are protected
    by a powerful anti-missile system that seemed invulnerable and invincible.
    This orbital necklace of death is based on a network of space-based kinetic
    kill weapons, lasers, and even the Ion Cannons themselves - used to intercept
    and destroy incoming missiles.  GDI space assets have been out of reach of the
    Brotherhood for years, leading to a sense that the balance of power in a
    decades-long struggle would eventually tip decisively against the Brotherhood.
    
    But our operatives discovered a flaw in the GDI system:  For some unfathomable
    reason, GDI put the crews and control centers for their Ion Cannons and their
    A-SAT system on the ground.  Even better, the critical personnel and equipment
    are concentrated in a single facility in the northeastern Blue Zone.  A
    well-planned surprise strike on Goddard Space Center could take all of GDI's
    Ion Cannons and their entire A-SAT system offline, giving the Brotherhood days
    and possibly weeks to conduct combat operations across the planet unhindered by
    space-based weapons and prying eyes.
    
    As a bonus, the primary GDI world command hub is based on board the space
    station Philadelphia.  A missile strike on the Philadelphia immediately after
    the destruction of the A-SAT control systems could render the entire GDI
    command and control structure headless and reeling.
    
    -------------
    Mutant Exodus
    -------------
    
       Mission:  Ayers Rock
    
         Added:  After recruiting five Mutant Marauder squads from the Mutant Hovel
    
    Transcript:
    
    Excerpt from 'Passing Thoughts with Constance Fitchaven,' INN Holobrief, May
    28th, 2043
    
    Six long years have passed since the once burgeoning mutant nation picked up
    stakes and disappeared into the Tiberium wastelands, their tragic, self imposed
    exile continuing to this day.  Yet now, as humanity struggles to find its place
    in an ever more blighted world, thoughts again turn to our horribly disfigured
    brethren - who were they, and why did they leave?
    
    In a show of goodwill towards the vanished mutant population, G-330X Habitat
    Modules were deployed on the borders of Red Zones in 2042.  Since then there
    have been scattered but unconfirmed reports that mutants have taken shelter in
    the habitat modules.
    
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |    4.70) Scrin Intelligence Database    |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    |                  -----------------------------------------                  |
    |                 |                                         |                 |
    |                 |            4.71)  Warp Link             |                 |
    |                 |                                         |                 |
    |                  -----------------------------------------                  |
     =============================================================================
    
    --------------------
    All Units Functional
    --------------------
    
       Mission:  London
    
         Added:  When your Droneship arrives
    
    Transcript:
    
    ... All escort, combat, transport, construction, and harvesting units
    functioning normally after arrival on planet surface - no ill effects reported
    from 9,210 cycles in stasis and 1,959 cycles spent in sublight journey from
    Ichor Hub
    
    ... Primary base established near mature Ichor deposits using nano-assemblers
    
    -----------------------
    Unexpected Developments
    -----------------------
    
       Mission:  London
    
         Added:  When completing the Groth Accelerator bonus objective
    
    Transcript:
    
    ... Prediction after Ichor LQ detonation:  Ichor deposits at expected levels
    on entire planetary surface and no indigenous population (Probability of
    self-destruction or extinction due to Ichor growth at 97%+)
    
    ... Reality after Ichor LQ detonation:  Ichor deposits immature, active Level
    IV/V civilizations inhabiting most of planetary surface, weapons technology
    factor at 17.4
    
    ... Hypothesis:  Premature Ichor LQ detonation
    
    -------------------------
    A Campaign of Distraction
    -------------------------
    
       Mission:  London
    
         Added:  At the end of the mission
    
    Transcript:
    
    ... Disrupt, disorganize, and destroy indigenous population to divert them from
    Relay Nodes and Threshold construction
    
    ... Priority One targets:  Large First Tier indigenous population centers
    
    ... Priority Two targets:  Organized indigenous military forces and weapon
    concentrations
    
    ... Priority Three targets:  Any indigenous presence near mature Ichor deposits
    
    ... Priority Four targets:  Second Tier indigenous population centers
    
    ... Note that the intensity of initial operation cannot be sustained - if
    desired result of disorganization and diversion away from Relay Nodes and
    Threshold construction activity is not achieved quickly, mission will be in
    danger
    
    ------------------
    Beyond Blunt Force
    ------------------
    
       Mission:  Munich
    
         Added:  Shortly after the start of the mission
    
    Transcript:
    
    ... Momentum behind initial diversionary attacks is beginning to wane:  tactics
    must progress beyond the application of blunt force
    
    ... Deployment of Mastermind units authorized - infiltrate behind enemy lines
    and use special teleportation and manipulation abilities to disrupt military
    operations of indigenous populations
    
    --------------------------------------------
    Retaliation by Hostile Indigenous Population
    --------------------------------------------
    
       Mission:  Munich
    
         Added:  At the end of the mission
    
    Transcript:
    
    ... Offensives in multiple target zones are stalled
    
    ... Indigenous population has re-organized, re-grouped, and counter-attacked
    
    ... Indigenous population exploiting vulnerabilities and weaknesses discovered
    during initial combat operations
    
    ... Initial advantage lost
    
    ... Combat is becoming symmetric rather than asymmetric - tactical and
    strategic superiority now paramount
    
    --------------------------------
    Premeditated Ichor LQ Detonation
    --------------------------------
    
       Mission:  Croatia
    
         Added:  At the start of the mission
    
    Transcript:
    
    ... Hypothesis:  Indigenous species detonated Ichor LQ device to lure
    harvesting operations
    
    Why was this done?  How was this done?  What are the implications for the
    mission?  What are the implications for the Overlord?
    
    ...Investigation at Ichor LQ detonation site overrides all other priorities
    
    --------
    Factions
    --------
    
       Mission:  Croatia
    
         Added:  When you complete the bonus objective
    
    Transcript:
    
    ... Indigenous population aligned into two major factions
    
    ... These factions continued combat operations between them even as they were
    threatened with extinction by our initial attack
    
    Indigenous population is warlike to the extreme - once Threshold activation is
    complete and gateway is open, entire indigenous population must be cleansed
    from the surface of the planet
    
    -------------------------------------------
    Attacks by Indigenous Populations Worsening
    -------------------------------------------
    
       Mission:  Croatia
    
         Added:  At the end of the mission
    
    Transcript:
    
    ... Indigenous populations becoming more aggressive - Threshold assemblies are
    threatened
    
    ... Focus must be shifted from investigation of Ichor LQ detonation source to
    Threshold assembly protection
    
    ----------------------------
    Threshold Tower Construction
    ----------------------------
    
       Mission:  Threshold 19
    
         Added:  When the Tower is completed
    
    Transcript:
    
    ... Threshold tower construction is the first stage of planetary Ichor
    extraction
    
    ... Thresholds are capable of extracting all Ichor within a large radius:
    Ichor will be processed and transferred to Hub
    
    ... Connection with Hub takes the form of an interstellar gateway capable of
    instantaneous matter transmission
    
    ... Threshold assemblies and signal transmitters will partially phase out once
    construction is complete:  phasing will completely protect all Threshold
    structures and machinery against any form of geologic upheaval, sever weather
    phenomena, cometary impact, or use of conventional, nuclear, Ichor, or other
    forms of weaponry
    
    ---------------------------------
    Threshold Assemblies Under Attack
    ---------------------------------
    
       Mission:  Threshold 19
    
         Added:  At the start of the mission
    
    Transcript:
    
    ... Indigenous population has destroyed several Threshold assemblies
    
    ... Mission failure imminent
    
    ... At least one Threshold assembly must be protected
    
     =============================================================================
    |                         --------------------------                          |
    |                        |        7.00)  End        |                         |
    |                         --------------------------                          |
     =============================================================================
    ===============================================================================
                                7.01)  Version History
    ===============================================================================
    
    -------------
    May 8th, 2007
    -------------
     - Posted the entire GDI campaign walkthrough and the entire GDI Intelligence
    Database section (except for the missing Alien Tripod Captured entry that's
    glitched - if you have it and you're willing to copy it down, I'd appreciate it
    if you shared it with me).
    --------------
    May 30th, 2007
    --------------
     - Posted the entire Nod and Scrin campaign walkthroughs and Intelligence
    Database sections, including the glitched Alien Tripod Captured and Commando
    entries.  You'll note that sections 2 and 3 are missing from the table of
    contents;  I had originally planned on adding those sections as units and
    structures lists, but never got around to it.  I figure if I add them to my
    Kane's Wrath guide, that'll be good enough.
    
    ===============================================================================
                                    7.02)  Closing
    ===============================================================================
    
    Special thanks goes out to Lin Chin You for providing me with the method for
    manually editing the Intelligence Database files to free the glitched Alien
    Tripod Captured and Commando entries.
    
    As always, any comments are more than welcome.  If you need more specific help,
    feel free to contact me on The Brink, and I'll see if I can't hook you up with
    a quick screenshot or two to help out.
    
                               http://thebrink.us/boards
    
    Or if you're not fond of message boards, please feel free to email at
    deucestaley@gmail.com or try me on AIM (Deuce ex Defcon).  Enjoy the game, and
    thanks for taking a look at the guide.
    
    ===============================================================================
            DEUCE                         EX                         DEFCON
    ===============================================================================