Command & Conquer 3: Kane’s Wrath FAQ/ Walkthrough

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Author: Warfreak

Version: 1.8

Date Started: 26/3/08



One Vision, One Purpose. PEACE. THROUGH. POWER!



NB: Please note there is another lengthy Table of Contents ahead so you might

want to use the Page Down or Page Up keys instead of scrolling. This one

is so long that it takes at least 4 Page Downs to finish it.



NB: With the table of contents, the whole point is that you decide and use the

numerical code along side it so that you can easily find the section that

you are looking for.



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Table of Contents

[1] Introduction

[1.01] Introduction

[1.02] Version History

[1.03] My Playing Technique



The Nod Campaign



[2] Act 1 - Reunification

[2.01] The Rio Insurrection

[2.02] What is Rightfully Ours

[2.03] Persuade Him...

[2.04] A Grand Gesture



[3] Act 2 - Kane Rising

[3.01] Keys to the Kingdom

[3.02] All that Glitters

[3.03] The Doctor Vanishes

[3.04] MARV Rising

[3.05] The Betrayal of Kilian Qatar

[3.06] Hearts and Minds

[3.07] Tacitus Interruptus



[4] Act 3 - Resurrection



[4.01] Will Made Flesh

[4.02] Tacitus Regained



Nod Intel Database

[5] Nod Field Recon

[5.01] The Tacitus

[5.02] Another Explosion in the Facility?

[5.03] Tiberium Explosion Devastates Australia

[5.04] GDI Treasury Damaged in Mysterious Attack

[5.05] Unconfirmed Reports of Cyborg Activity in Central Asia

[5.06] Tacitus Destabilised?

[6] Nod Weaponry

[6.01] GDI Engineer

[6.02] GDI Hammerhead

[6.03] GDI Behemoth

[6.04] GDI Slingshot

[6.05] Heavy Harvester

[6.06] Confessor Cabal

[6.07] Purifier

[6.08] Specter

[6.09] GDI Shatterer

[6.10] GDI Zone Raider

[6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV)

[6.12] Rocket Harvester

[6.13] The Redeemer

[6.14] Prodigy

[6.15] Cultist

[6.16] Eradicator

[6.17] Shard Walker

[6.18] Shielded Harvester

[6.19] Reaper Tripod

[6.20] The Awakened

[6.21] The Enlightened

[6.22] Tiberium Trooper

[7] Nod Background

[7.01] Kane - My Lowest Ebb

[7.02] Kane - A Spark...

[7.03] Steel Talon - Origins

[7.04] Kane - Awakening

[7.05] Brother Marcion, Biography

[7.06] Kane - Realization

[7.07] Black Hand - Origins

[7.08] Kane - Creation

[7.09] Alexa Kovacs, Biography

[7.10] ZOCOM - Origins

[7.11] Traveler-59 - Origins

[7.12] Reaper-17 - Origins

[7.13] Marked of Kane - Origins

[8] Nod Rumours

[8.01] The Corruption of Brother Marcion

[8.02] Mysterious Homestead Attacks Continue



Basic Army Guide



The Global Defense Initiative

[9] GDI Units

[9.01] Shatterer

[9.02] Slingshot

[9.03] Hammerhead

[9.04] M.A.R.V.

[10] GDI Upgrades

[10.01] Moved Upgrades

[10.02] Tungsten Shells

[10.03] AP Ammo

[10.04] EMP Grenades

[10.05] Hardpoints

[11] GDI Buildings

[11.01] Reclamation Hub

[11.02] Combat Support Airfield

[12] GDI Support Powers

[12.01] Sonic Repulsion Field

[12.02] Supersonic Air Strike

[12.03] Orbital Strike



The Brotherhood of Nod

[13] Nod Units

[13.01] Reckoner

[13.02] Specter

[13.03] The Redeemer

[14] Nod Upgrades

[14.01] Quad Turrets

[14.02] Disruption Pods

[14.03] Tiberium Core Missiles

[15] Nod Buildings

[15.01] Redeemer Engineering Facility

[15.02] Voice of Kane

[15.03] Combat Support Airfield

[16] Nod Support Powers

[16.01] Laser Fencing

[16.02] Redemption

[16.03] Tiberium Vein Detonation



The Scrin Mining Fleet

[17] Scrin Units

[17.01] Ravager

[17.02] Mechapede

[17.03] Eradicator Hexapod

[18] Scrin Upgrades

[18.01] Attenuated Forcefields

[18.02] Shard Launchers

[19] Scrin Buildings

[19.01] Warp Chasm

[20] Scrin Support Powers

[20.01] Tiberium Infestation

[20.02] Ichor Seed

[20.03] Overlord's Wrath



The Global Defense Initiative Military Divisions



The Steel Talons



[21] Steel Talon Units

[21.01] Units not Replaced

[21.02] Heavy Harvester

[21.03] Titan

[21.04] Wolverine

[21.05] Mobile Repair Transport

[21.06] Behemoth

[21.07] Combat Engineer

[22] Steel Talon Upgrades

[22.01] Upgrades Removed

[22.02] Adaptive Armour

[22.03] Railguns

[23] Steel Talon Buildings

[23.01] Buildings Removed

[24] Steel Talon Support Powers

[24.01] Support Powers Removed

[24.02] Railgun Accelerator

[24.03] Bloodhounds



Zone Operations Command - ZOCOM



[25] ZOCOM Units

[25.01] Units not Replaced

[25.02] Zone Raider

[25.03] Rocket Harvester

[25.04] Zone Shatterer

[25.05] ZOCOM Orca

[26] ZOCOM Upgrades

[26.01] Upgrades Removed

[26.02] Tiberium Field Suits

[26.03] Ceramic Armour

[27] ZOCOM Support Powers

[27.01] Support Powers Removed

[27.02] Zone Raider Drop Pods

[27.03] ZOCOM Airborne



The Brotherhood of Nod Splinter Factions



The Black Hand



[28] Black Hand Units

[28.01] Units not Replaced

[28.02] Confessor Cabal

[28.03] Mantis

[28.04] Purifier

[28.05] Harvester

[28.06] Veterancy

[29] Black Hand Upgrades

[29.01] Upgrades Removed

[29.02] Black Disciples

[29.03] Purifying Flames

[29.04] Charged Particle Beams

[30] Black Hand Buildings

[30.01] Buildings Removed

[31] Black Hand Support Powers

[31.01] Support Powers Removed

[31.02] Power Signature Scan

[31.03] Decoy Temple of Nod



The Marked of Kane



[32] Marked of Kane Units

[32.01] Units not Replaced

[32.02] The Awakened

[32.03] Tiberium Trooper

[32.04] The Enlightened

[33] Marked of Kane Upgrades

[33.01] Cybernetic Legs

[33.02] Supercharged Particle Beams

[34] Marked of Kane Support Powers

[34.01] Support Powers Removed

[34.02] Magnetic Mines



The Scrin Military Sects



Reaper-17



[35] Reaper-17 Units

[35.01] Units not Replaced

[35.02] Shielded Harvester

[35.03] Shard Walker

[35.04] Reaper Tripod

[36] Reaper-17 Upgrades

[36.01] Blue Shards

[36.02] Conversion Reserves

[37] Reaper-17 Buildings

[37.01] Growth Stimulator

[38] Reaper-17 Support Powers

[38.01] Support Powers Removed

[38.02] Shock Pods



Traveler-59



[39] Traveler-59 Units

[39.01] Units not Replaced

[39.02] Cultists

[39.03] Prodigy

[40] Traveler-59 Upgrades

[40.01] Advanced Articulators

[40.01] Traveler Engines

[41] Traveler-59 Support Powers

[41.01] Support Powers Removed

[41.02] Temporal Wormholes



Strategies



Vanilla Teams

[42] Global Defense Initiative

[42.01] GDI General Strategies

[42.02] Epic Unit Strategies

[42.03] Epic Unit Counter Strategies

[43] Brotherhood of Nod

[43.01] Nod General Strategies

[43.02] Epic Unit Strategies

[43.03] Epic Unit Counter Strategies

[44] Scrin Mining Fleet

[44.01] Scrin General Strategies

[44.02] Epic Unit Strategies

[44.03] Epic Unit Counter Strategies



The Sects

[45] The Steel Talons

[45.01] Steel Talons General Strategies

[45.02] Epic Unit Strategies

[45.03] Epic Unit Counter Strategies

[46] Zone Operations Command - ZOCOM

[46.01] ZOCOM General Strategies

[46.02] Epic Unit Strategies

[46.03] Epic Unit Counter Strategies

[47] The Black Hand

[47.01] Black Hand General Strategies

[47.02] Epic Unit Strategies

[47.03] Epic Unit Counter Strategies

[48] The Marked of Kane

[48.01] Marked of Kane General Strategies

[48.02] Epic Unit Strategies

[48.03] Epic Unit Counter Strategies

[49] Reaper-17

[49.01] Reaper-17 General Strategies

[49.02] Epic Unit Strategies

[49.03] Epic Unit Counter Strategies

[50] Traveler-59

[50.01] Traveler-59 General Strategies

[50.02] Epic Unit Strategies

[50.03] Epic Unit Counter Strategies



Global Conquest



[51] Conditions of War

[51.01] Global Conquest

[51.02] Victory Conditions

[51.03] Controlling Resources



Strike Forces

[52] Strike Forces

[52.01] Basis of Strike Force

[52.02] Strike Force Abilities

[53.03] Movement

[53] GDI Forces

[53.01] GDI Forces

[53.02] Steel Talon Forces

[53.03] ZOCOM Forces

[54] Nod Forces

[54.01] Nod Forces

[54.02] Black Hand Forces

[54.03] Marked of Kane Forces

[55] Scrin Forces

[55.01] Scrin Forces

[55.02] Reaper-17 Forces

[55.03] Traveler-59 Forces



Support Powers

[56] GDI Support Powers

[56.01] Tier 2 Powers

[56.02] Tier 3 Powers

[56.03] Strategic Structure Powers

[57] Nod Support Powers

[57.01] Tier 2 Powers

[57.02] Tier 3 Powers

[57.03] Strategic Structure Powers

[58] Scrin Support Powers

[58.01] Tier 2 Powers

[58.02] Tier 3 Powers

[58.03] Strategic Structure Powers



Bases

[59] Bases

[59.01] Bases

[59.02] Upgrades

[60] GDI Bases

[60.01] Strategic Structures

[61] Nod Bases

[61.01] Strategic Structures

[62] Scrin Bases

[62.01] Strategic Structures



Battle and Victory

[63] Battle

[63.01] Battle

[64] General Strategies

[64.01] Strategies



[A] Contact Information

[B] Webmaster Information

[C] Credits

[D] Sites FAQ is on

[E] Copyright

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[1.01] Introduction



Welcome to my 32nd guide and the second for C&C. This one is about Kane's

Wrath, the story behind Kane's life after the Second Tiberium War, during the

Third Tiberium War and beyond. While it may not added too much gameplay

wise, this does solve a lot on the storyline of the Tiberium universe. It

details the rise of the Brotherhood, the removal of Slavik, the rise of

Redmond Boyle as GDI Commander in Chief, the disappearance of Dr. Giraud and

the survival of Kane from the GDI attack on Temple Prime and the "betrayal"

of Kilian Qatar. I'm not going to tell you what happens, that is for you to

play out, but I will tell you how. Welcome to Kane's Wrath. And PEACE THROUGH

POWER!



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[1.02] Version History



Version 0.1 [26/3/08]

Started on this Guide, some bits on Intel complete.



Version 0.2 [27/3/08]

Started on Act 1, finished The Rio Insurrection and What is Rightfully Ours.



Version 0.3 [31/3/08]

Finished Act 1 and all the Intel entries for it.



Version 0.4 [1/4/08]

Made 2 more mission walkthroughs and their intel entries.



Version 0.5 [2/4/08]

Completed The Doctor Vanishes and intel entries.



Version 0.6 [3/4/08]

Finished MARV Rising.



Version 0.7 [4/4/08]

The Betrayal of Kilian Qatar is now complete. Start on Hearts and Minds and

done some more intel entries.



Version 0.8 [5/4/08]

Added My Playing Technique. Finished Hearts and Minds. Finished all the Intel

entries. Finished Tacitus Interruptus, which is the final mission for Act 2.

Completed Will Made Flesh and Tacitus Regained, which completes Act 3. This

means the campaign is offically complete.



Version 0.9 [12/4/08]

Completed Vanilla GDI. Table of Contents ready for Vanilla Nod and Scrin,

which will be complete in the next update.



Version 1.0 [14/4/08]

Completed the Brotherhood of Nod and the Scrin Mining Fleet.



Version 1.1 [15/4/08]

The Steel Talons and the ZOCOM forces are complete.



Version 1.2 [19/4/08]

Completed the Black Hand and Marked of Kane forces. Completed the Reaper-17

and Traveler-59 forces. All sub-faction groups are now complete as well as

all their units, support powers, buildings and upgrades. All that is left is

strategies on all factions and the long awaited Global Conquest Mode.



Version 1.3 [26/5/08]

A long awaited update, the strategies for the vanilla forces have been done.

I'm going to do strategies for the factions next, then strategies for the

epic units themselves, since they are that epic, and then, Global Conquest

or GC mode. The lack of updates is due to me finishing my Assassin's Creed

guide. That leaves two incomplete guides for me right now.



Version 1.4 [3/6/08]

Next update, dealing with Epic units for Vanilla Factions which are now

complete. Now updates for all SubFactions and Global Conquest.



Version 1.5 [21/6/08]

Completed all the GDI Strategies. Nod and Scrin sects remain.



Version 1.6 [22/6/08]

All the Strategies are complete. Global Conquest needs to be done, and that is

about it.



Version 1.7 [23/6/08]

Started on the Global Conquest Mode. Should be finished with the next update

hopefully. Still to go, Bases, Support Powers, Combat and Strategies.



Version 1.8 [24/6/08]

Global Conquest Support Powers are complete. With the Bases, Combat and the

Strategies now complete, the guide is complete like I promised. Well, its done

so enjoy reading it.



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[1.03] My Playing Technique



Throughout this guide, you will be reading about how to finish the mission my

way, so you should understand my playing technique before you rush and bombard

me with questions. While a lot of people don't have any real strategy, just

rush and spam units, there are quite a lot of playing styles. One is rushing

while another is spamming. There are more though:



Brute Force: Build big units and roll them into the base. No concern for

casualties and big is better.



Armchair: Sit back and let your allies do all the work, provided you actually

have any.



Defensive: Build a massive defence that the enemy has no chance of going

past and creep slowly towards his base.



Sneaky: Build a large amount of stealth based units, or Commando units and

bombard them.



and more, but you need to know my way of doing things, otherwise you will be

unfamilar with my technique. My style is to reduce the losses on the

battlefield as much as possible. Therefore, I will insist that you send your

troops back for repairs instead of going on. This way, you will spend loss

overall on troops and this could be spent on more forces. Also, you should

support your forces, sending in an army, whilst strong but weak against air

is a bad idea on any day. Reduce the amount of body bags to win the day.



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[2.01] The Rio Insurrection



"The Slums of Rio seethe with anger, anger against GDI. It would take but a

single act to spur the disenfranchised masses into open insurrection.



An act you must perform.



Tear down GDI's authoritarian edifices, the symbols of their autocracy.

Seize the radio stations and flood their airwaves with the Prophet's message.



Incite rebellion.



Rio will burn, and in the flames Kane's army shall be reborn.



********************

*Primary Objectives*

********************



1 - Destroy GDI's Administration Centres



"We must inspire the messes to rebel against GDI. Destroy these oligarchic

symbols and Fanatics shall flock to our cause."



2 - Destroy the Splinter Faction's Construction Yard



"The Splinter Faction's Commander dares blaspheme against the Prophet. Teach

him the error of his ways."



******************

*Bonus Objectives*

******************



1 - Capture the GDI Radio Stations



"The Radio Stations broadcast nothing but GDI lies. Capture them and the

faithful shall be inspired to fight harder than ever before - and we may

even gain new weapons for the uprising."



2 - Defend the Captured Radio Stations



"The Splinter Faction's Commander fears our growing influence, and will stop

at nothing to curtail it. Defend our Radio Stations."



3 - Use the Power Signiture Scan



"The Splinter Faction's stealth their bases with Disruption Towers. Use your

Power Signiture Scan ability to reveal them."



*******************************

*Intelligence Database Entries*

*******************************



Nod Recon



- The Tacitus

+ Gained at the Start of the Mission



Nod Background



- Kane - My Lowest Ebb

+ Gained at the start of the Mission

- Kane - A Spark...

+ Added when you complete the Second Primary Objective



--==Walkthrough==--



It seems that Rio is the first step to the rebuilding of the Brotherhood of

Nod. Anyway, you are stuck in the middle of the map, which is not the best of

locations in the battlefield, but the GDI don't seem to mind that you are

actually there to destroy them, so it is all good. Anyway, build up your

base and get a War Factory, or Two.



You will need a Strike Force to destroy the Administration Buildings and

destroy wondering GDI forces. Your Primary Attack force will be 12 Raider

Buggies, but you will also need 6 Attack Bikes for later. Build them up

and get them ready at the South Western exit of your base. You also need to

have 4 Saboteurs for the Radio Stations, 4 more if you want to capture the

Tiberium Spikes, which you should do for the extra resources.



Anyway, get your Buggies and move to the South Western Radio Station. There

will be Pitbulls patrolling the area, so take them down first, they are your

first priority. Move to the Radio Station and take down the APCs and the

Riflemen Squads. Send in a Saboteur and capture the Station.



You will notice that there is a build area around the Radio Station, so

at the South Western Station, place 2 Laser and 1 Shredder Turret Hub

facing the bottom of the map and 1 Shredder directly above the Radio

Station, I'll explain why later on. Anyway, head to the Administration

centre and attack it. Right away, GDI will most likely send in a Bloodhound

Squad, 2 APCs and 2 Pitbulls to defend it, so take them out first and then

take down the Centre. Once you do, there will be Fanatics that will appear

from the Subway, pleased at your removal of GDI. But really, there isn't

any use for them.



Moving on, send your buggies, which you should repair if need be, south to

the Tiberium Spike where there will be some APCs waiting for you. Take

those guys out, send in a Saboteur for the Spike. Repair and head to the

South Eastern Radio Station.



There is nothing at the station itself, so send in a Saboteur, but the

problem is what is guarding the Centre next to it. There are Guardian Cannons

there, as well as infantry. So, you should build a Shredder Turret when you

capture the Radio Station and a Hand of Nod, training some Rocket Militia to

take down the Cannons and the Shredders to take care of the infantry.



Once you attack a Guardian Cannon however, GDI will send in GDI Airborne and

a Sharpshooter Team, which means more Riflemen, Missile Squad and 2 Snipers.

This is where your Buggies run in and save the day. Take out the remaining

cannons and take down the Admin Centre, where there will be some more

Riflemen at the back of the Administration Centre. Take them out and that

should clear the area. 2 down, 2 to go.



Now, your next job is to take the North Eastern Centre. The radio station will

have some Riflemen around it, so your Buggies will have no problem with it

at all. Capture it with the Saboteur and send in your Attack Bikes. Near the

Administration Building will be Garrisoned Buildings, and the reason why you

need Bikes is that they can attack outside the range of fire of the infantry

garrisoned inside. Use the bikes to take down the buildings, buggies to mop

up the infantry.



After you have cleared the infantry, you need to clear out the administration

building. Take it out, and near the newly captured Radio Station, you will

need to build 3 or 4 Laser Turret Hubs facing the Edge of the map on the

North of the Station. More on that later.



Now, you need to take down the final station. Well, there isn't anything

there except for the Pitbulls that might still patrol the area. Capture it

and you will complete the bonus objective. While you are at it, capture

all the remaining Tiberium Spikes. With the bonus objective complete, you

are now able to build Scorpion Tanks. Do so, and build about 25 in a large

strike force. So defend the Radio Station with Several Laser Turrets around

the area.



Use your Buggies to take down the Centre left on the map. One the health

gets to half-way, your South Eastern Base will spot some Orcas inbound, and

this is an Orca Strike. Remove the Buggies from the Centre and let the

Orcas waste their ammo. Before you finish off the Centre, make sure your

Scorpions are ready and move them to the North Western Radio Station. When

ready, take down the centre.



Once down, the Splinter Faction's Commander will contact you and order you

to withdraw. Fat Chance. You now need to take down his construction yard

to win. For the other bonus objectives, you need to make sure none of

the Radio Stations are destroyed, which is why I told you to defend te

station in the first place. The second is that you use the Power Signature

Scan. It will reveal where the power plants are. Anyway, when the update

comes to destroy his Construction Yard, note where it is.



Send in the Scorpions and head straight for the Construction Yard, only

stop to take down the Laser Turrets. 25 Scorpions should easily crush

any resistance. Take it down, and because of the Disruption Tower, you

need to force fire, with Ctrl and Right Click on where the Construction

Yard would be without the Disruption Towers. Destroy the Construction

Yard. Once the health of it gets critical, the leader will surrender and

concede to you, and that is the end of this mission.



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[2.02] What is Rightfully Ours



"Nod is resurgent, but remains weak in the face of GDI's vast technological

superiority. The Brotherhood Archives were all but destroyed in the aftermath

of the second Tiberium War, leaving Kane without access to his centuries of

research.



Paradoxically, our friends at GDI have provided a most convenient solution.

An exact duplicate of our stealth databank, origin unknown, is under analysis

at a covert GDI Research Facility on the Australian Coast.



Reclaim what is ours."



********************

*Primary Objectives*

********************



1 - Capture the covert GDI Research Laboratory



"With the loss of the Nod archives, we are handicapped in the arms race

against GDI. Recapture our Stealth Tech databank from the GDI laboratory."



2 - Hold the Laboratory until the Upload Completes.



"Our spies are uploading the databank to the Nod Central Server. Defend

the Laboratory until the process is complete."



******************

*Bonus Objectives*

******************



1 - "GDI Research Laboratory takes less than 50% damage."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- GDI Engineer

+ Once the Steel Talons Soldier makes his announcement

- GDI Hammerhead

+ Once the Steel Talons Soldier makes his announcement

- GDI Slingshot

+ Once you have destroyed a GDI Slingshot

- GDI Behemoth

+ Once you have destroyed the only Behemoth

- Heavy Harvester

+ Once you have witnessed a GDI Heavy Harvester



Nod Background



- Steel Talons - Origins

+ Once the Steel Talons Soldier makes his announcement

- Kane - Awakening

+ Once you have completed Primary Objective 2



--==Walkthrough==--



This mission might be painful in the real beginning. What you want to do is

to first, build up anti-vehicle defences from the north and the north-east

entrances because you are going to have some visitors. And see that Tiberium

Spike that is East of your base. Do not capture it. You don't want a massive

swarm of Missile Squads inbound. Also, build a SAM Turret, you'll need it.

GDI loves to send in some Hammerheads to machine-gun your base.



After a short period of time, you are going to get a video uplink to a Steel

Talons soldier who doesn't like you on their soil. Right wheh the Talon

soldier makes his appearance, some GDI Hammerheads will zoom in and attack

your base. That is what the SAM turret is for. The next is that there will

be a large attack, consisting mainly of Titans and Wolverines. Even for

outdated weaponry, these actually pack a punch. You might need to replay

this for a while to now how much time you've actually got, because you don't

have a lot. Somehow, you need to survive this attack, and the rest will be

easier. You have little time to build up your base, and they attack quick,

so don't say I didn't warn you.



GDI will attack from the Northern and the Eastern entrances of your base.

The attacks will normally be 2 Titans, 2 Wolverines, the occasion Pitbull and

normally, 2 missile squads. This will require you to have some variety in

your defence, but a Venom squad can tackle it. A much more expensive way to

deal with this is to cover your entire base with Laser Turrets, but that could

restrict your way out. If GDI attacks from the Nod, be careful because that

entrance to your base goes past your main Tiberium field as well as the

secondary field because you cannot really protect your harvesters from where

your initial base is established.



Survive the attack, and you will need some way to counter the GDI onslaught.

The answer? Wolverines and Titans have a weakness. They cannot shoot air.

Therefore, you are going to counter them with what little air power you

have, the Venom. You will need a large group of them, about 12 should do the

trick. But bear in mind, GDI will have some Anti-Air, so you will need some

ground support, mainly some Scorpion Tanks.



Once you are confident that you can handle GDI's attack on you, use your

Venoms and attack the southern entrance of the Lab. Meanwhile, get a single

Venom and move into the GDI Tiberium Field, mining it to prevent them from

getting money for a while, and to get the Heavy Harvester entry. Anyway,

after you destroy the anti-ground defences with your Strike Venoms, send

in your Scorpions to remove the AA Gun that will shred your Venoms.



Once the AA gun is taken care of, move in your Venoms once again and

gun down the Wolverines and Titans that you encounter. At the back, there

is a Behemoth, and because that can't attack Air either, that allows you

to pick it off without much fuss. Be careful on your attack, there is

another AA gun and a Slingshot, which you need to take out with your

Scorpions. However, while you are doing this, make sure there aren't any

Titans or any Wolverines that are lurking around because these guys will do

some serious damage to your tanks. Well, you are using light tanks and the

Titans are serious cannons.



Now, you need a Saboteur and Airlift him to take over the Lab. The GDI

Commander will send in his forces through the northern entrance, and he

will only send Titans and Wolverines, so your Venoms can effectively

control the area. If in case they slip past, you can mine the area

to make sure they don't progress far. In any case, all GDI actually does

by sending more Titans and Wolverines is to level up your Venoms. You

may destroy the Tiberium Spikes that belong to GDI but do not attack their

base with your Venoms. There is too much Anti-Air defence in the form of

Slingshots, Missile Squads and AA Turrets, so attacking their base to

stop their onslaught is pointless and you will lose a lot of troops. The

only way to actually do this is to send a LARGE force of Scorpions to

crush them. But you don't need to destroy their base, it isn't part of the

mission.



With such a tight grip on the area, your Venoms can take out any

threats and the uplink time will be relatively easy. The bonus objective

should be no fuss since there are no enemies getting into the base. I

do advise you not to attack the GDI base. There is strong Anti-Air

defence, in the form of Slingshots and Missile Squads, Titans and

Wolverines to take out anything else. Besides, you don't need to go

there, Kane has other plans for you.



------------------------------------------------------------------------------

[2.03] Persuade Him...



"The Brotherhood continues to grow and prosper, but the Prophet cannot risk

revealing his existance lest he draw GDI's unwanted attention.



A figurehead must be found to rule in his stead.



Kane, in his infinite wisdom, has decreed the renegade heretic Brother

Marcion to be the most fitting candidate. There is but one problem with this

initiative - the devout Marcion considers Kane to be a heretic himself.



Convince the good Brother otherwise."



********************

*Primary Objectives*

********************



1 - Destroy Marcion's Stronghold



"Marcion cowers in his Stronghold. Destroy it and lure the heretic into the

open."



2 - Destroy Marcion's Escort



"The coward Marcion is attempting to flee. Destroy his Escort and he will

have no choice but to surrender."



3 - Escort Marcion's Transport to the Evac Zone



"Marcion is ours now, but his very presence on the battlefield puts him at

risk. Get him to the Evac Zone.



******************

*Bonus Objectives*

******************



1 - Locate and Destroy the Steel Talon Pulse Scanners



"The Steel Talons have placed Pulse Scanners throughout the battlefield. The

Black Hand have circumvented them, but they can still detect our forces.

Destroy them before they transmit."



2 - Destroy Marcion's Statues



"Marcion's Statues are but momuments to his own hubris. Destroy them."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- Confessor Cabal

+ Destroy a Confessor Cabal Unit



Nod Background



- Brother Marcion, Biography

+ Received at the Start of the Mission

- Kane - Realization

+ After you complete Primary Objective 3

- Black Hand - Origins

+ After you complete Bonus Objective 1



Nod Rumours



- The Corruption of Brother Marcion

+ After you complete Bonus Objective 2



--==Walkthrough==--



In this level, Marcion will welcome you, and then asks you to leave. We can't

do that, so he sends a welcome force to you. Because you are now fighting the

first sub-faction, you need to adjust. Marcion will not send tanks and such

at you, he will send in some firepower. Normally, he will send Black Hand

Flame infantry as well as Confessor Cabal units, both rather superior infantry

units to your own, but you have turrets for that. Also, he will send the

Purifier Unit, an older version of the Avatar, but instead of a shiny laser,

it is armed with both a shiny laser and a flamethrower. Therefore, what you

should aim to do is to take these guys down before they get too close to your

base, because buildings are VERY flammable.



What you should do first up is to use disruption towers to your advantage.

This will delay Marcion finding your forces and that little more time to

mount a defence. Your best defence against his forces will be the Stealth

Tank. This guy, with the Tiberium Core upgrade from the Tech Lab will be

pretty power and pack a punch. For the first ten minutes or so, build about

12 Stealth Tanks and survive Marcion's onslaught. Soon, he will stop.



Your first mission is to take out the Pulse Scanners. There are 5 of them and

if they transmit your location, various sorties of GDI forces will be sent

to your location. If you feel brave, let the Pulse Scanners send your position

and then take down the GDI forces for the experience. Either way, take them

down. There locations are found at:



* West of your original base, on the ledge overlooking the path

* North of your base, near the Tiberium Spike

* On the Northern most path, near Marcion's Base

* On the South Western corner of the map

* On the ridge just above of the Southern Blue Tiberium field



Use your Stealth Tanks to hit and run the Pulse Scanners or hit them hard and

remove them from sight. With those guys down, you need to expand your base

as your current Tiberium Field will not be able to sustain a large army to

take on Marcion's force. Because he is not attacking, he has stockpiled a

massive force in his base, and that can be a problem. There are Reckoners,

the bunkers, filled with Rocket Militia and lots of Anti-Air, so mine drops

will not be too effective. And there is money to worry about.



Well, south of Marcion's base is a large Green Tiberium field. You should

establish a base there, complete with War Factory. The reason you should

choose this field over the Southern Blue Tiberium field is because it is

closer to Marcion's base, without the large distance in between.



While at your new base, use your Stealth Tanks to enter the Southern entrance

to Marcion's base. Use this to scout out the base and take out the detector

turrets so they don't bother you. You should see a rather large force

amassing outside the war factories, making it hard to enter. Hit and run as

much as you can, and then start building on another strike force, this one

is good against vehicles and buildings, the Beam Cannon.



Build about 12 to 15 of the Beam Cannons and use them to destroy all the

vehicles. This will be hard since there is actually a ledge that you have

to overcome, but you have the Stealth Tank for your use. Use the Stealth

Tank to hit and run. This should get the vehicles out of the base an into

your Beam Cannons. Also there will be 2 Obelisk of Light inside the base, near

the Headquarters so take them out. Then take out the vehicles. If possible,

hit the War Factory of Marcions to ensure they don't get reinforcements and

some repairs. Use your Stealth Tanks if necessary. However, do not destroy

the Headquarters, you have some more to do first.



You should now remove Marcion's statues. Two of them are near the Headquarters

and they can be taken out. The final one is a bit harder, because that is

located near a base with heavy reinforcements. Use your Stealth Tanks to fire

from the ledge and blast it open. This should be the end of the Bonus

Objectives.



Now, because you blow open the Headquarters, move your Stealth Tanks outside

Marcion's base, in order to prepare for the third objective. Repair them if

necessary, the fight isn't over just yet. With your Stealth Tanks, move most

of your remaining Beam Cannons, which you should reinforce if necessary, and

place them in position with your Stealth Tanks, outside Marcion's base. When

ready, take down the Stronghold, and watch him escape.



This is why your Stealth Tanks and Beam Cannons are in place. You need

to intercept his escape force, armed with heavy infantry, Mantis and

Purifiers. First, the obvious threat of the Purifiers before they get too

close. Next, the infantry and then the rest of the motley crew. This quick

first will land you Marcion's transport. You now need to whisk it away to

safety.



Getting it to safety is relatively easy. With the Pulse Scanners out of the

way and GDI taken care of, there is no real threat there, except that

Marcion might send some reinforcements, so get your Stealth Tanks and Beam

Cannons to literally surround the transport to ensure that no one can get

close. Get to the evac zone and finish this mission. Marcion now belongs to

Kane.



------------------------------------------------------------------------------

[2.04] A Grand Gesture



"With Marcion returned to the fold, Nod approaches resurrection. All Kane

requires now is a sign, an act, a message to the faithful that the

Brotherhood has returned.



In central Australia, a GDI research team struggles to harness the raw,

untamed power of liquid Tiberium. Should their experiments be destablised,

the results would be quite ... catastrophic.



Soon, all the world shall bear witness to Nod's violent rebirth."



********************

*Primary Objectives*

********************



1 - Destroy GDI's Liquid Tiberium Research Lab



"Kane demands a symbolic act to unite the Nod faithful. Destroy GDI's Liquid

Tiberium Research Lab and the Prophet shall have what he desires."



******************

*Bonus Objectives*

******************



1 - Knock Out the Research Complex's Power Stations



"GDI have heavily fortified their Research Complex. Knock out the Power

Station and strip them of their base defences."



2 - Capture the Purifier Husks



"A squad of Purifiers were taken down by a Steel Talons ambush several days

ago. Use your Saboteurs to get those Purifiers back online - their firepower

will greatly bolster your assault force."



*******************************

*Intelligence Database Entries*

*******************************



Nod Field Recon



- Another Explosion in the Facility?

+ At the start of the Mission

- Tiberium Explosion Devastates Australia

+ When you complete Primary Objective 1



Nod Weaponry



- Purifier

+ When you capture ALL the purifier husks



Nod Background



- Kane - Creation

+ When you complete the mission



--==Walkthrough==--



GDI will start attacking straight away so you need to prepare yourself for

the GDI onslaught. You are facing the Steel Talons again and you need to

face more Wolverines and Titans, no matter how old and crap they are. A hint

to have a much better defence is to build your base defences inside the

fence. That's right, INSIDE THE FENCE. The reason why is that you can cover

a smaller area, which happens to be a chokepoint and the enemy does not have

a lot of room to attack, making it beneficial for you.



They will attack the Eastern and the Northern sides of your base, so you

might need some Rocket Militia to back up your Turrets. Get the Quad Turrets

upgrade as fast as you can, this will help you attack just a bit more. GDI

will hit with Missile Squads, Orcas, Titans and Wolverines. You need to last

a little while until you get a message that will start to turn the battle in

your favour.



You will soon get the message to capture the Purifier husks, you need to start

by getting some Saboteurs, some Missile Squads / Scorpion Tanks and some

Raider Buggies. There are three sites with Purifers and I suggest that you

take the Northern one first, then the ones in the Middle and finally, the

ones in the Southern area.



The problem is that you will have to fight off constant GDI attack while

your Purifiers are being recovered and often, Wolverines will run up and

kill your Saboteurs before they can get in. The reason for getting the ones

in the Northern area is before you can handle it somewhat, and normally there

are the most husks there.



Once you actually recover some husks, they will be on half health and you need

to get them healed at the nearest War Factory. You need to recover all the

Husks in order to get the bonus objective as well as the Intel entry. You need

them anyway, they are the key to completing the mission.



You should not expand your base, the Purifiers are enough to finish the

mission. Also, another reason not to expand is that you are going to have

another front that you will have to defend from GDI attack. Although it will

relieve pressure on your main base, it will probably cripple your second

base. If you do want another base, you are probably going to take the area

around the Tiberium Spike north of your base, and claim the Tiberium field

there. Defend it well.



After all your Purifiers are complete, and upgraded with the lovely,

stronger flame from the Secret Shrine, you are ready to attack anything on

the ground, but you need to protect yourself from the air. This is where the

Mantis comes in. Specifically designed to be fast and take down air, this

will help your Purifiers take down Orca threats.



Anyway, slowly send your Purifiers to the GDI base. You should take down the

Power Plants, it will save your Purifers from a lot of damage. Let me brief

you on how the Purifiers work. You shouldn't target things to shoot with these

guys at all. Use move them near their targets. Their lasers, while it may be

powerful, is not their powerful weapon.



By moving them near their targets, they will automatically use their flame

thrower, which, once upgraded, is extremely powerful. While it may not really

kill vehicles, these Walkers can actually crush them, so you shouldn't worry

about them either. For full strength, target what you need gone with the

lasers, and then move in for the strike.



Now, take down the Power Plants and watch the raw power of the Purifier. Let

GDI burn for their sins. Anyway, move them up to the main base, targeting

the vehicles and online base defences first. Then, take down the production

structures, and once you are free from any attack, you know what to do.



Target the Tiberium Lab, and watch the big boom. It is surprising that you

Purifers can actually survive the attack. I was thinking that a massive

Liquid Tiberium explosion that can be seen across a continent would destroy

your units and anything around it but maybe Kane / Marcion did some special

tinkering.



Anyway, you should perform this mission on Medium first, because if you do

so on hard, it will really be painful. The GDI attacks are relentless and it

is hard to win. Kane's Wrath has really pushed the edge on base maangement

since you are attacked straight away, no second questions about it.



------------------------------------------------------------------------------

[3.01] Keys to the Kingdom



"While you slumbered, Nod has grown and evolved, assuming control of the

planet's newly established yellow zone while remaining dormant in the

eyes of our enemies.



All the while, GDI has grown complacent, lazy, their dependance on the global

Ion Cannon network rendering them far weaker than the council could possibly

imagine.



Now is the time to act.



We must raid GDI's Johannesburg research facility, for there we shall find

the plans for the Ion Cannon network - and the means to its undoing."



********************

*Primary Objectives*

********************



1 - Destroy GDI's Network Communications Centre



"The GDI Network Communications Centre is linked to the Global Ion Cannon

Network. That link must be severed."



2 - Destroy GDI's Ion Cannon Uplink



"The Ion Cannon Uplink must be destroyed, lest our forces be annihilated by

Johannesburg's local Ion Cannon."



3 - Capture the Network Research Centres before the Ion Cannon re-aligns.



"The Network Research Centres contain the blueprints for the Global Ion

Cannon Network. Capture them before the network is back online."



******************

*Bonus Objectives*

******************



1 - Capture the Network Research Centres X minutes prior to Ion Cannon

Re-Alignment



"Kane is running out of patience. Capture the Network Research Centres rapidly

or face his displeasure."



*******************************

*Intelligence Database Entries*

*******************************



Nod Background

- Alexa Kovacs - Biography

+ Complete Bonus Objective 1



--==Walkthrough==--



You start off in this mission with a Commando unit and 4 Shadow Teams that you

can use. Despite your primary objective to destroy the Communications Centre,

you should take down the Ion Cannon, so move your forces towards the Ion

Cannon, keeping an eye on the approaching infantry that can injure and kill

your Shadow Teams.



Do not, however, cross the bridge just yet. There are two watchtowers

lingering there, waiting for your infantry to be shredded. Instead, send your

Shadow Teams into the air, and set them down next to the GDI Power Plants. If

any infantry decide to attack, kill them. Use their bombs to destroy the

Power Plants. After both are down, send in the Commando and raise some hell.

Don't worry about the Watchtowers, after both Power Plants are down, they

won't be up again. Instead, take down the crane and the Barracks as well as

any GDI Riflemen Squads and Missile Squads that will be there. Finally,

destroy the Ion Cannon and get out of there.



Now, you need to take down the Network Communications Centre. It is relatively

easy, but it would be better if you clear out the GDI base first. Remove the

Tiberium Refinery and the Harvester through the use of the Shadow Teams bombs

and attacking the Harvester. Demolish the Barracks as well as any other GDI

buildings and infantry before blowing the Centre into useless pieces of

mortar.



You now will get some reinforcements, a base in which you need to clear out

GDI and take over thei Network Research Centres. The time that you have to

clear them out by will depend on your difficulty level, so on Hard mode,

you need to act fast.



First, build up your base and build some Flame Tanks, about 6 or so, and some

Stealth Tanks for scouting and Anti-Vehicle purposes. Meanwhile, you will

have some Reckoners, so send the first two towards the South Eastern Lab and

the other two midway between your base and the North Western Lab. Deploy

them both. Also, you will need to build some SAM Turrets to take care of GDI

Orcas and Hammerheads. Laser Turrets need to be deployed in order to take care

of GDI APCs and Predators and Shredder Turrets deployed in order to take care

of GDI Missile Squads.



While your Reckoners are on their way, send your Commando to the South Eastern

Lab. Guarding the lab will be 2 Battle Bases and your Commando will be fast

enough to dodge the Guardian Cannons on the Battle Base, so demolish them. Do

this before you deploy your Reckoners so they won't be damaged.



Build an Air Tower for the Call for Transport ability and train a Saboteur to

capture the Southern Lab. That is one out of four. Meanwhile, you need three

more of finish. So, send your Commando north, past the bridge and garrison a

building to get a good view of Guardian Cannons, and two War Factorys.



At this point, you need to get your Commando to destroy the 2 Guardian Cannons

first, however, do so when there are no APCs around because they will shred

the Commando to shreds with Guardian Cannons as detectors. With the Guardian

Cannons down, take down the War Factories to ensure there are no more GDI

vehicle reinforcements from this area. With this area clear, you can send

in another Saboteur to capture the Network Centre here as well.



With two down, we need to take down another base, north of yours, housing

the Network Centre, on the North West corner of the map. Use your Flame

Tanks here because there will be garrisoned buildings around the area and

the base will be producing infantry. Clear them out with the flames.



In this base, there will be 2 Watchtowers and 2 Barracks. Your first

priority is the Barracks because they will be, more often than not, producing

Missile Squads that will harm your Flame Tanks, while the Watchtowers are

merely making annoying dents. You can clear out this area before sending in

another Saboteur to clear this Network Lab.



Conversely, you can use Venoms to attack the base here, it is be just as

effective as they also can take down infantry, but the reason I would choose

Flame Tanks here is because they can destroy buildings must faster and they

can clear garrisoned buildings, whereas Venoms have to destroy the building

as well as the infantry that will abandon the building when it is critical.



Anyway, you have one more lab to take down. Use your Stealth Tank to scout

out the area, but around here, they will be Harvesters and the biggest

threat is garrisoned buildings, nothing your Flame Tanks cannot handle.

Clear the area, send in the Saboteur and finish this mission. Not exactly

hard, but can be tricky for the bonus objective, especially on hard mode.



On hard mode, you will need to build Flame Tanks straight away to counter

the infantry rush to your base, and get your Saboteurs really quick to

their location, and more use out of your Commando. Still, you need to do

what is above, so if you can, do what I have written above at a faster

rate. You will have 11 minutes to complete the mission, and panicking will

only make it worse. Try it on medium first to get the feel for the mission

before doing hard.



------------------------------------------------------------------------------

[3.02] All that Glitters



"The Prophet has the space station Philadelphia - and the Ion Cannon Network

it controls - in his sights. In days Kane shall destroy it, eliminating the

GDI council.



There is one council member, however, who must survive - Redmond Boyle, GDI's

craven treasurer. As strange as it sounds, this incompetant politican is

essential to Kane's plan. He must live, so he may become the GDI

president ... and fall right into the Prophet's trap.



We have dispatched an infiltration team to the GDI Treasury. Destroy it and

force Boyle to remain earthbound."



********************

*Primary Objectives*

********************



1 - Tag Treasury Power Plants with Shadow Beacons



"The Treasury is too well defended to bring in our Specters. Tag their Power

Plant with Beacons and we can bring down their power - and defences - from a

safe distance."



2 - Destroy the GDI Network Communications Centre



"The GDI Network Communications Centre is linked to the Global Ion Cannon

Network. That link must be severed."



3 - Destroy the GDI Treasury



"The Treasury is Defenceless. Annihilate it and keep Redmond Boyle

earthbound."



******************

*Bonus Objectives*

******************



1 - Steal Gold Bullion



"GDI are storing pallets of Gold Bullion throughout the Treasury complex.

Steal them and bolster our war chest."



*******************************

*Intelligence Database Entries*

*******************************



Nod Field Recon



- GDI Treasury Damaged In Mysterious Attack

+ Complete Primary Objective 3



Nod Weaponry



- Specter

+ Complete Primary Objective 1



--==Walkthrough==--



Welcome to the GDI Treasury. Shame you can keep some of the gold yourself.

Anyway, you will have 2 Shadow Teams fly in to help you destroy the GDI

Treasury. First of all, since it is night, you want to avoid the GDI

Hammerheads, the ones with the lights, near your Shadow Teams. Their lights

will detect stealth so you will want to avoid them. Also, avoid base

defences, they will also detect stealth and they will hurt.



First of all, you need to take out the infantry that are lurking on the

ridge north of you. Careful, there is an AA there, and that will detect you

for their Riflemen and they will shoot. Anyway, wait until the Hammerhead is

gone and quickly sneak into the first area. Plant the beacon here and move

onto your next target, to your east, the middle.



Again, infantry will move, and although they might not detect you, it would

be better if you kill them all first, just in case they decide to change

their minds, which is definitely not good. And besides, your Shadow Teams are

powerful against infantry as well as buildings. Move the bridge and plant

the next beacon.



The next two beacons that are left are basically the same. Take the one

south of your positions before you take the final one. Make sure you move

back past the second set of power plants, and not down the hill and back

up again since there are active base defences that will destroy you. Move

and plant all the beacons. This should be no real problem, your main problem

is actually getting the first one done and actually sneaking into the GDI

base.



After you plant the beacons, there will basically be power down in most of

the GDI base. Now, you will receive your Specters and your Stealth Tanks.

Unlike regular missions, you don't get any more reinforcements, so this is

pretty much it. Your Stealth Tanks now get designated the role of scout and

spotter, since they are faster than your Shadow Teams. This will probably

be the first time you use the Specter, so lets get into detail about it. This

artillery is pretty long range but the shells take some time to land. Try

force fire outside a War Factory sometime.



Anyway, lets start with attack the base south of where your units decide to

show up. Although it isn't a main base, there are some crates of interest

here. These crates, although they only contain 1000 credits, are apparently

gold bullion. Who the hell leaves gold laying around out in the open? Stupid

GDI, you deserved to be robbed. Anyway, this is one part of the gold. The

second part of the gold is actually around a Tiberium Spike. There are two

on the map in GDI control, both on the north edge of the map. The Eastern

one, or the one on the right, is the one that will have crates around it.

Collect is and this will be the end of the gold bullion.



Now, to attack the Communications Centre. Well, the base is not heavily

guarded, but it is capable of producing vehicles and infantry. This will be

a problem, and there are also Hammerheads flying around, patrolling the base.

So, just your Stealth Tanks to remove the Hammerheads and use the Specters

to remove the base defences and then the War Factorys and Barracks. Their

long range will keep them out of trouble, except Hammerheads might decide

to divert and attack them instead, so keep them safe.



If your Specters or Stealth Tanks are damaged, guess what, there are plenty

of targets that you can level up on. Due to nearly all of the base defences

being offline, you can safely attack them for the experience to level up

your vehicles and this will promote them to Heroic and allow them to self

heal. And it also gives a nice firepower boost. Not that the specters

actually need more firepower, they have enough as it is.



Destroy the base and then, finally remove the Communications Centre. Now,

you need to hit the Treasury building itself. However, you cannot take the

bridge to enter the base, either due to a glitch in the game or made so

you attack the southern entrance. Doesn't matter, enter through the

southern entrance. It is a larger base and more active, so your specters

will have more use here.



Now, attacking the base. First, take down the production structures, using the

Stealth Tanks to scout out the base once more. Use them to take down tanks

or any more Hammerheads since they can do some serious harm to the specters

and they really can't fight back. Slowly, move onwards into the base and

destroy the Treasury any way you like. You could even slowly destroy it with

Shadow Teams if you want, if they live that is. I still believe that Nod

should have invaded the Treasury, transferred all of GDI's money, and then

blow it up. Bankrupt your enemy and then take over. Isn't that easier Kane?



------------------------------------------------------------------------------

[3.03] The Doctor Vanishes



"Dr. Alphonse Giraud, GDI's leading Liquid Tiberium research scientist, has

become an impediment. He must disappear before he can enlighten the fool

Boyle, or Kane's plan will be endangered.



Giraud's facilities are located in Blue Zone 8, in the same Chilean

spaceport formally used to staff and maintain the Philadelphia.



The Prophet requires Giraud alive - he believes the good doctor can be

converted to our cause.



Do not fail him."



********************

*Primary Objectives*

********************



1 - Capture Dr. Giraud's Lab



"Dr. Giraud cowers within his lab - capture it ... and him."



2 - Escort Dr. Giraud's Transport



"The Transport will evacuate Giraud to a secure location. Protect the

Transport, Kane requires Giraud alive."



******************

*Bonus Objectives*

******************



1 - Capture the Spaceport Control Centre



"There is much about GDI's Satellite Network we do not know. Capture the

Spaceport and educate yourself."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- GDI Shatterer

+ Capture the GDI Spaceport Control Centre



--==Walkthrough==--



This one you are going to have to do on a really restricted budget. Due to

the constant GDI attacks, it will be hard for you to move your operations to

another Tiberium Field. More on that later.



Anyway, build up your base. However, GDI will attack you from two different

locations, down the ramp leading into your base to the North and along the

beachhead. Depending on your difficulty, GDI will attack your base with

Predators, APCs, Grenadiers, Missile Squads and Zone Troopers. Therefore,

you will need to build some Obelisk of Light to counter the vehicle and

Shredder Turrets to take care of infantry. Also, get a Commando unit and

use it to shred down heavy infantry, the Zone Trooper, since the Shredders

are not as effective against them. Also, build a SAM Turret next to your

Obelisk of Light since GDI likes to send some Orcas to harresss and hope

to destroy the Obelisk. Some people would success that you build some

Specters and force fire on the area that GDI will attack from, but the

problem with that idea is that it is haphazard and GDI forces may attack

during the intervals of reloading and the shells do not land 100% of the

time on the location you want it to do. Rather, if you do use Spectres,

Wait for some tanks and then fire on the location for a successful attack on

GDI forces.



Money is going to be an issue. Your original green Tiberium field is not

going to last long with the amount of repairs and the defence you are

going to have to build as well as an assault force. Therefore, you need

to find some more income. The next Tiberium field looks good, however,

it is in the middle of the GDI's Attack Force path. A Disruption Tower

will not help since the tower itself is not stealthed, so you need to look

for another area of funds. And make sure your Harvesters do not decide

to suicide themselves into that Tiberium field because they will do

that. You are better off letting them idle than to get themselves blown

up into smithereens.



Well, at the docks, there is two Tiberium Silos and a Tiberium Spike. Well,

that seems undefended and it is GDI's resources, so it is free for you to

capture. Send two Reckoners with 3 Engineers there and capture all the

buildings there. If you want to send an Anti-Engineer force, send in a

Commando, since she does not appear to GDI unless there is a detector. That

will keep those Engineers out of that area.



Next, you need to think about a strategy to get rid of the GDI base that

is in the centre of the area. With 10000 credits from your Tiberium Silos

and some more in the Tiberium Spike, you can build some more defence and then,

an attack force. My choice of an attack force will be about 9 to 12 Purifiers

that you can use, since you are the Black Hand faction. Do not forget about

the flame upgrade from the Secret Shrine, that will greatly help your damage

against the GDI forces.



Your first goal with your attack force is to disable the GDI base ... for

good. Get in your Purifiers, trample over any vehicles that disagree with your

show of force. The way you should use the Purifier, like I mentioned in the

mission, A Grand Gesture, is to use Lasers on a single target, and then

order your Purifiers to move in, in order to use their flamethrowers. These

flamethrowers are extremely effective against buildings and infantry, good

for clearing buildings and pretty effective against light vehicles. With

armoured vehicles, like the Predator, your flames are not going to do a lot

so you are going to either use your lasers on them for trample on them.



My choice of attack force is based on what will lie ahead, as well as their

firepower. Send in some Mantis to protect against air and that will make

the force a fearsome one. This is better than the Venom assault as their is

quite a lot of Anti-Air. Stealth Tanks will be crushed because they lack some

serious firepower and Scorpions because they are too weak. Therefore, the

Purifier is the way to go.



Anyway, attack the GDI base, move in next to the buildings and let the flames

burn. Have a look at the sweet Experimental Aircraft. You can destroy them,

but they look too cool to destroy. Anyway, destroy the GDI base, and that

should stem most of the GDI attack, but that will not end the GDI suicidally

sending forces to be destroyed. There are two more bases where GDI can send

in their forces, one near the Spaceport and another one, although it is

smaller, near the Lab you are meant to capture.



With that GDI base out of the way, you need to capture the Spaceport for the

Intel entry. However, you will need to use some lasers here because there are

Sonic Emitters and that can damage you greatly. Take them out with lasers and

crush the GDI base they lies within, and kill off their harvesting operations

to stop the flow of money. Send in the Saboteur, via air if you have cleared

the base, and capture the Spaceport. You can sell the Spaceport straight

away if you don't want it because Kane didn't say anything about keeping the

Spaceport for further use. Not like the Brotherhood is going to launch a

Space Station anytime soon.



Anyway, you need to have your Purifiers repaired and ready for the final

assault on Giraud's lab. For a scientist, he is pretty well defended. Anyway,

move into the city where the lab is, and be careful, because around the lab

are garrisoned buildings full of missile squads. This is where your choice

of attack forces really begins to shine. Remove the missile squads from the

buildings and any other left over infantry lying around. North of Giraud's

lab is another GDI base, producing vehicles and infantry. Wipe it out to

clear GDI's influence in the area. Be careful and make sure that your

Purifiers do not spit fire on the lab. I actually failed the mission because

the Purifiers decided to destroy the lab. Not good. Anyway, the Purifiers,

with their flame weapons, will clear the GDI influence, and not only that,

but destroy the buildings because of their extremely powerful flame weapons,

devastating against buildings.



Before you decide to capture the lab, send 3 Mantis units to the Tiberium

Spike you have captured. You will need it. Anyway, capture the lab and this

will send in a Carryall to get rid of Giraud. This carryall is heavily

armoured and rather slow, and GDI will do anything to shoot it back down

to earth. The GDSS Pathe will roll in, and where the Tiberium Spike is,

GDI sends in the Hammerheads. Your Mantis units will take care of them.



Meanwhile, use your Purifiers and follow the carryall, in the air, with

them. This is because GDI will send in Slingshot units to shoot it down and

your Purifiers are used to take them out. Since the Carryall and the

Purifier move at the same speed, it should be relatively easy to cover the

Carryall. The Flame weapons on the Purifier should take out the light

armour of the Slingshot, and after you survive the 3 waves of Slingshots

attacking the Carryall, you will have the Carryall reach the Evac Zone, the

Battleship and whisk away. Funny, I don't see room for the Carryall to land

on the Battleship, probably made Giraud drop from the sky. Leap of faith

anyone? Anyway, finish the mission and you will be victorious.



------------------------------------------------------------------------------

[3.04] MARV Rising



"Nod central command has received disturbing reports from the African Red

Zone. ZOCOM, GDI's elite anti-Tiberium task force, have commenced

reclamation efforts.



while this is disturbing, even more unsettling is the news that ZOCOM

deployed a new weapon in their war against the crystal - the Mammoth

Armoured Reclamation Vehicle, or MARV.



This massive Mammoth/Harvester hybrid has already decimated several scout

patrols, and we as of yet lack an appropriate counter. You must track down

the MARV, locate the ZOCOM base where it is maintained and learn how it is

built.



Only then can we construct an appropriate response."



********************

*Primary Objectives*

********************



1 - Capture the Reclamation Hub



"The MARV is built from this ZOCOM Reclamator Hub. Capture it and we shall

learn how GDI concocted this monstrosity."



2 - Destroy the MARV



"We must analyse the wreckage of the MARV if we are to build a suitable

response. Destroy it."



3 - Defend the Reclamator Hub until the Upload completes



"The MARV data is secured. Defend the Reclamator Hub until we have finished

uploading to Nod's central server."



4 - Construct the Redeemer Engineering Facility



"The MARV data was the final element necessary to construct our response.

Build a Redeemer Engineering Facility so we may test the prototype."



5 - Construct the Redeemer



"The Redeemer Engineering Facility is ready. Build the Redeemer and teach

our enemies the true meaning of fear."



6 - Destroy the ZOCOM Bases



"ZOCOM's anti-Tiberium efforts in the African Red Zone end today. Eliminate

them."



******************

*Bonus Objectives*

******************



1 - Destroy ZOCOM's reinforcement MARV's



"ZOCOM has more MARV's than we anticipated. Eliminate them all."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- GDI Zone Raider

+ Destroy a GDI Zone Raider Regiment.

- GDI Mammoth Armoured Reclamation Vehicle (MARV)

+ Destroy GDI's first MARV they send at you.

- Rocket Harvester

+ Destroy one of GDI's Rocket Harvesters.

- The Redeemer

+ Construct your own Redeemer.



Nod Background



- ZOCOM - Origins

+ When the ZOCOM troops first decide to attack you.



--==Walkthrough==--



Straight away, like most of the other missions, GDI will start to attack your

base, except this time, you have a prepared base with the Obelisk of Light

to defend your base. But that is not enough, you need more of the Obelisk of

Light, and surround the northern entrance of your base with them. About 10

Obelisks, and some SAM turrets to defend your base. Now, you have base

defence taken care of, you need to worry about that MARV that is on its

way.



What you should do is to build some Vertigos, the more the merrier. I will

suggest that you build 8 Vertigos, and team them one and two. Since you have

so many Obelisks of Light, your battle should be made easier. When the Marv,

which will take its time to arrive, you need to bomb it with your Vertigos

straight away. That will hardly so significant damage, but 8 of them should

make a dent. Straight away, the MARV will attack your troops or the Obelisks

of Light that attack it, so your all available troops, mainly your Avatars,

to attack the MARV. Your Obelisks will do much of the heavy lifting, and

as such, you will knock this sucker down quick, if not, send in the

Vertigos for another wave of attacks. Knock down the MARV. It may be an

Epic unit, but it is not invincible.



You now, having dealt with the pesky MARV, need to capture the Reclamation

Hub where the MARV was built. However, you can't just send in some Saboteurs

and hope they capture the hub, you need to clear out the GDI base. Why?

Because after you capture the GDI Hub, that isn't the end of the mission,

so you need to destroy the GDI base there.



Your attack force should be some Stealth Tanks because of their speed. GDI

will have some Battle Bases at the entrance of their base, therefore, you

need so call in the Vertigos you built earlier and destroy their bases before

you can send in your Stealth Tanks onwards. Scout out their base and destroy

all of their operations. Kill the harvesters for the intelligence database

entry that you will probably want.



Anyway, destroy most of the base, most being except for the Reclamation Hub

and the Construction Yard, we shall use GDI's weapons against them. Anyway,

clear out the base, and send in a Flame Tank into the urban buildings. The

ZOCOM troops have a fair amount of Missile Squads in the buildings so you

need to take them out. Flames will do the trick.



Anyway, when the GDI has been taken care of, capture the GDI Construction

Yard and build defensive buildings, mainly Sonic Emitters, Obelisks of

Light and AA Turrets around the Reclamation Hub, and do not capture it just

yet. Build up the defences until you have the Hub surrounded with defence

structures without anyone attacking it.



Once you have your base secure as well as the Reclamation Hub secure, you

can capture the Hub. The reason why I told you to protect the Hub is that

GDI will not start to attack with waves of their troops, who want either

their hub destroyed or recaptured, and not in Nod's hands. GDI will attack,

but they will be destroyed by their own weapons. Suck that GDI. Anyway,

wait for the upload to complete, and the map will be expanded, which is not

good for you. Build a Nuclear Missile and a GDI Ion Cannon if you haven't

so already, nothing like using an Ion Cannon against a GDI base.



The Nod scientists, working as fast as they do, have discovered the antedote

for the MARV, the Redeemer. Well, to build a Redeemer, you need to build the

facility for building the Redeemer, a Giant Pyramid. Anyway, that will be

the fourth objective, and the fifth one will be building the Redeemer.



However, the bonus objective will be closing in, destroying the reinforcement

MARVs that the ZOCOM have sent at you. The problem is, your defence will

need to be boost significantly for you to handle both of them as well as

other ground support forces. Again, use your Vertigos to do some bombing

and drop some mines along the ground to do some damage. Other than that, it

is up to your defence structures, consisting of Obelisks of Light and the

GDI Sonic Emitters and destroy the MARVs. You will lose quite a lot of your

defence structures, but the MARVs are the greatest threat that GDI will send

at you, Predator tanks and APCs are nothing compared to the MARV.



The Redeemer has two infantry slots that you can equip your infantry in. But

like addons, you cannot remove them, so whatever you choose will be permanent.

I suggest that you choose a Saboteur for the repairing abilities and the

Black Hand for their flame weapon, great against infantry and buildings. The

infantry part is something your Redeemer isn't good against with the laser,

so the flames will do some good.



Anyway, with the map expanded, your last part of the mission is to destroy

the GDI bases, marked with a number 6. You can basically send your Redeemer

and destroy it solo, because it is that powerful. Anyway, along the bottom

of the expanded map, on your left is the Blue Tiberium Field, and as a

surprise, on your right, it is the wreckage of the GDSS Philadelphia. It will

consist of several crates, but that is interesting, that is where the

remains of GDI's council rest.



Anyway, send in the Redeemer to one of the bases, and then launch the Ion

Cannon and the Nuclear Missile against the other. Nothing like watching

GDI attack itself. The Bases that you want to attack depend on what you

don't like. The base on the left will send in Tanks while the base on the

right will send in Infantry. Take down those GDI bases and win this level

for Kane. He is waiting for your arrival.



------------------------------------------------------------------------------

[3.05] The Betrayal of Kilian Qatar



"Kilian Qatar has shown her true colours - the general is a heretic, plotting

against Kane. As the general has warmed her way into the public's good

graces, Abbess Alexa believes them unlikely to accept her heresy on faith

alone.



They will require proof. Proof that you will provide.



Kane's forces are currently engaged in a desperate defence of Temple Prime.

Infiltrate the battle in the guise of Kilian and commit an act of

unforgiveable betrayal.



Soon, all the world will know."



********************

*Primary Objectives*

********************



1 - Destroy the Anti-Aircraft Batteries



"Our Vertigo Bombers need to clear the area before we can establish a base.

Destroy GDI's Anti-Aircraft Batteries to give them safe passage."



2 - Destroy the GDI Base



"Assist Kane's forces in eradicating the GDI Infestation at Temple Prime."



3 - Destroy the Laser Fence Control Tower



"Destroy the Laser Fence Control Tower to deactivate the Laser Fence and

enter Tample Prime."



4 - Infiltrate the Ion Shield Research Centre



"If we are to frame Kilian, we will need to leak the Ion Shield Plans to

GDI. While Alexa engages Kane as a diversion, guide your Saboteur to the

Ion Shield Research Centre and steal the plans."



5 - Reach the Evac Point



"Get the Saboteur to the Evac and secure the stolen plans. We will leak

this information to GDI Command, solidifying the appearance of Kilian's

betrayal."



******************

*Bonus Objectives*

******************



1 - Saboteur reaches Evac Point unharmed



"Keep the Saboteur safe from harm and ensure that the stolen plans remain

undamaged."



*******************************

*Intelligence Database Entries*

*******************************



Nod Rumours



- Mysterious Homestead Attacks Continue

+ After you have successfully infiltrated the GDI base.



--==Walkthrough==--



Wow, this map again. You have played as Nod fighting GDI in the desperate

attempt to keep GDI away from Temple Prime. You have played as GDI in finally

taking down Temple Prime. And now you play as the renegade Nod force that was

suspected to be Kilian's and one of the Intel entries made it appear so.

Anyway you start this mission with a Commando unit, and you need to take out

an Anti-Air installation, built by GDi.



Move your Commando to the AA installation, and blow up the Power Plant which

is relatively undefended. Blow it up, and this will kill the power to the

Watch Towers. With them down, you can easily take down the enemy infantry

that lurk there, blow the barracks, then the watch towers, and finally the

AA batteries and the crane.



That should care the way for the Vertigo bombers, and that would almost

certainly kill your Commando. But you don't need her anymore, try to save

her if you can. Anyway, two bases will spawn straight away, the "brothers"

who have returned to help. Anyway, the base at the top will be given to

you to control, and you need to help Kane get rid of the GDI base. This time,

there are no Vertigo bombers to clear it out, you need to build them yourself

if you want them.



Anyway, you need to get rid of the GDI base now. However, you don't really

need to do much, Alexa (green army) and Kane (purple army) will send in their

troops, tanks and Avatars to the GDI base and demolish it, or even send in

a Commando to destroy the base while everyone is distracted. Anyway, if you

want to finish the mission quickly, you need to help. You really don't need

to, since Kane and Alexa will destroy GDI whether you help or not, but it

is better if you do.



Anyway, you will need to defend yourself, since more often than not, GDI will

send Firehawks at your base. Build Obelisks of Light at the southern entrance

because GDI will send troops to attack, including a Mammoth Tank. Build SAM

Turrets or more Anti-Air troops to stop Firehawks bombing for no reason.



If you want to help Kane and Alexa, you can help in a variety of ways. You

can send in Vertigo bombers to harrass the GDI base, use Specter Artillery

to bomb the GDI base, send in your beginning Scorpion Tanks to remove the

southern entrance of the GDI base. Don't bother sending in a Commando unit,

there is a Sniper Team there. Anyway, just bomb the crap out of the GDI base,

there is no hope, you have three armies surrounding their tiny little one.

And they expect that they are going to win. Right, GDI is really confused.



Anyway, once GDI is complete off the map, the sad part comes. You don't

actually get the fight Kane. The great disappointment of the game, you

don't get to fight yourself, since you were the person in charge of

defending Temple Prime. Your army will go to Alexa as she creates a diversion

against Kane to steal the plans for the Ion Disruptor that you had to destroy

in the GDI campaign.



The map will be expanded and you will get control of a Commando and a

Saboteur unit. Move your Commando down the path and remove the Militia that

lurk there and destroy the barrel, which in turn will take down the tower

and allows you to progress. Make sure that your Saboteur keeps moving because

although the Brotherhood has entrusted him, he does take a long time to walk

so keep him behind the commando, but out of harms way.



Move your commando along, destroying the production structures, mainly the

barracks along the way after you have broken down another laser fence and

broke into the complex. And please, do not let your Commando or the Saboteur

die in this mission now, they WILL NOT BE REPLACED, so make good use of

them.



Anyway, use the Commando to destroy barracks and move onwards, to another

laser fence, the final one for this mission. The problem they lies beyond the

fence, there are Obelisks of Light near the Ion Shield Research Center that

will zap your Commando without a fret. You need to shut down the power and

this is down at the power plants located to your left and right after you

have entered the gate.



Keep to the wall below you, or the one to your right, and stay out of range

of that Obelisk. Use your Commando to blow up the barrels at the power plants

at both sections, and this will power down the Obelisk and gives you the

green light to move along. Head into the complex and go near the Ion Shield

Centre and clear out any infantry that may lurk there. Then, send in the

Saboteur and wait.



The Saboteur will emerge as an Attack Bike and you need to get out of there,

unharmed will be the best option. You will need to get out the way you have

entered, and as usual, send your Commando out first to get out and scope out

the place. Kane will send in some Fanatics and Militia to get rid of you,

but use your Commando to remove them from the equation. If you had removed

the barracks, you won't have this problem.



Meanwhile, get out of the base, the best option being that you leave alive

and unharmed, and escape to safety. There will be a Militia squad that will

patrol the edges outside the base and after that, you will be free to reach

the evac point and to victory.



------------------------------------------------------------------------------

[3.06] Hearts and Minds



"The cities of the world's Yellow Zones are an essential source of the

support, sanctuary and soldiers Nod requires in our struggle against GDI.

Without them, the Brotherhood would be nothing but an empty shell.



A mysterious alien force has appeared on the outskirts of the city of

Kampala, Uganda. Using an insidious form of mind control, they have bent the

populace to their will.



Kane cannot risk such instability during this critical time. Eliminate

these creatures and take back our city."



********************

*Primary Objectives*

********************



1 - Destroy the Traveler-59 Drone Platforms



"Traveler-59 have infested the city, weakening our support. Drive them from

this place."



2 - Destroy the Traveler-59 Eradicator



"This horrific Scrin creature blights our lands. It must be destroyed."



******************

*Bonus Objectives*

******************



1 - Eliminate the Cultists to rescue the Nod Combatants



"These Cultists have used their insidious power to take control of the local

Nod garrison. Kill the Cultists and bolster your army."



2 - Construct the Redeemer to battle the Traveler-59 Redeemer



"The Eradicator is too powerful for conventional weapons, but the Redeemer

will surely crush it."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- Prodigy

+ Destroy the Scrin Prodigy they send.

- Cultist

+ Destroy all 4 Cultist units controlling the Nod forces without killing

them in the process.

- Eradicator

+ Attack and Destroy the Eradicator.



Nod Background



- Traveler-59 - Origins

+ Once you have started to attack the Scrin Drone Platforms.



--==Walkthrough==--



Well, the Visitors have arrived and you need to attack them. Although you

should be welcoming them, you shall do it Nod style. Anyway, you are going to

start off being outnumbered and outgunned, but we can fix all that. Right

away, you will need to start building defences for your base, Shredders

for the infantry that the Scrin send and Obelisks of Light for the bigger

vehicles.



Soon, a Prodigy (not the smart type) will enter your base and you will need

to destroy it before it decides to do anything stupid. Your Buggies and your

Shredders should eliminate it before it does some mind control voodoo and

takes over your base. This will give you the intelligence entry that you will

need for it.



Now, you need to get rid of the Cultists. If you want the Cultist entry, you

need to kill all 4 cultist units, HOWEVER, you cannot let one of the mind

controlled units die in the process, therefore, kill the cultists but do not

kill the controlled units. Since there are 4 of them, you should take out the

first one, north of your base, with a Venom or a Buggy, but a Venom is better

since the controlled unit cannot attack it.



Next, the one in the centre of the map, use a Raider Buggy to remove that from

the face of play. Now, there are 2 more Cultists on the map, relatively close

to each other. One is controlling a Black Hand, the other will be a Confessor

Cabal unit. Since you have the money, it is best iof you kill the one

controlling the Black Hand with a Cloaking Field, since it is powerful and

will kill the Cultists, without having any of your forces die crossing the

great divide. This will free your Black Hand and then, use the Black Hand to

kill the remaining Cultist to free the Confessor Cabal and finish the cultists

once and for all. You can do this the reverse way, but Black Hand units are

more powerful against infantry, and time is of the essence.



Meanwhile, the Scrin will continue to attack you with their units. You will

now need a SAM turret to get rid of the Stormriders, two since they will be

more effective than one. Upgrade to the Tiberium Core missiles since they

will be even more powerful and take out the Stormriders without much hassle.

They will continue to send Disintegrators, Devourers and more Gun Walkers as

well as their tanks. Once you have defence settled, you need to start on an

attack.



You can build the Tiberium Chemical facility to use the Vapour Bomb if you

want, but you don't get the Catalyst Missile, which will be extremely handy.

You also should be the Temple of Nod, for the Nuclear Missile. Now, you need

to build Vertigos, I recommend that you get 16 Vertigos, teaming them 1, 2, 3

and 4. Not only for bombing arounds now, but for later as well. Also, if you

want, build some Stealth Tanks. They will be useful later on, but not

essential for the mission.



Now, you can bomb the Scrin bases, but not the Drone Platform. Bombing the

bases will stop the reinforcements since the Scrin do not currently have the

capacity to rebuild their lost structures. Bomb the AA Cannons first and

then bomb their base, taking down their production structures. Bombing should

be done only to the North West base on the corner. The North East base is too

difficult to bomb since there is too much AA and chances are, your Vertigos

will be bombed instead. Use the Nuclear Missile there instead. Do not worry

about the South East base. It won't do anything, and the Storm Columns will

totally destroy your Vertigo Force.



With the bases taken care of, you need to start on bombing the Drone

Platforms. These platforms will actually fly off and move then you decide

to attack it, so do a massive bombing once they are stationary, and another

when they have stopped moving. The North East platform will head to the

North East base and the same for the North West platform, it will float to

the North West base. When it floats, it is classified as an Air Unit and this

is where your Stealth Tanks, if you purchased any, can be used to bomb the

crap out of the Drone Platform. Either way, destroy all the Drone Platforms

however you see fit. Before you bomb the final one, make sure you have 8000

in funds at least and the Nuclear Missile charged and ready to go.



Once the platforms are taken care of, you can build the Redeemer Engineering

Facility to build the Redeemer. Build the Facility and the Redeemer itself

to be a meat shield. The Eradicator has entered the fray and this is where

you can beat the crap out of it. Use the Nuke on it if it is charged, but

as an Epic Unit, it can stand the blast of a Superweapon, but it will

severely weaken it. Bomb it with your Vertigo air force and harrass with

your Stealth Tanks. When the Redeemer finally is ready, if you quickly

took action, the Eradicator is severely weakened due to the continuing attack

and with a meat shield, the Redeemer to protect your base, the Eradicator will

fall prey to the Nod forces. However, the Eradicator is more than a match for

the Redeemer, so don't take it on one on one. And by the time the Redeemer is

finished, the Eradicator is outside your base, so act quick.



------------------------------------------------------------------------------

[3.07] Tacitus Interruptus



"Thanks to your unique provenance, the Tacitus has finally been located.

The ancient device is currently in mainland China, secure in a ZOCOM convoy.

It is almost within our grasp, but there are ... complications.



Word has reached us that the council is planning to evacuate the device by

sea, and, as you are well aware, we are not equipped to tackle the GDI navy.

You must capture the device before it reaches it destination - disrupt the

convoy, capture the device and bring it to Kane.



Ascension draws near ..."



********************

*Primary Objectives*

********************



1 - Damage the ZOCOM MCV before it reaches the docks



"This MCV carries the Tacitus. Intercept the Convoy before it escapes."



2 - Capture the ZOCOM Conyard



"This Conyard contains the Tacitus. Capture it."



3 - Escort the ZOCOM MCV to the Evac Zone



"ZOCOM is attempting to recapture the Tacitus. Get the MCV to the Evac Zone."



******************

*Bonus Objectives*

******************



1 - Use Tiberium Vein Detonation to destroy GDI's Tiberium Fields



"These Tiberium Fields fuel GDI's local defence force. Destroy them with Dr.

Giraud's latest invention and cut off GDI's Tiberium supply."



*******************************

*Intelligence Database Entries*

*******************************



Nod Background



- Reaper-17 - Origins

+ When you see the Scrin Reaper forces move in.



Nod Weaponry



- Shard Walker

+ Destroy a Scrin Shard Walker

- Shielded Harvester

+ After the Scrin forces have engaged yours.

- Reaper Tripod

+ Destroy a Scrin Reaper Tripod



--==Walkthrough==--



Right away, you are thrown into the fire and need to intercept the ZOCOM MCV

convoy, armed with Shatterers and Zone Raiders. Since you have a lot of money

at the start, build up a get a Redeemer up and ready, the Epic unit will be

the core for success on this level. Also, move to the screen of the MCV convoy

and use the cloaking field of two of the Zone Raider regiments to kill them

with the cloaking field. This should remove them from play.



Straight away, send your Scorpions, Raider Buggies and Attack Bikes to the

port area, near where you see the piers. You may need to restart the mission

if you do not know where you can intercept the convoy. Do so away from any

garrisonable buildings, this removes some other factors. Move your forces

there quick and destroy the escorts of the convoy. Meanwhile, head back to

your base and build some Obelisks of Light at the only entrance of your base

because GDI will send in units to attack your base. Also, build either some

Venoms or some SAM Turrets near your Refinery and Northern side of your base

because GDI will also send some Hammerheads to deal with that.



After the escorts are destroyed, you will see the MCV deploying into a

construction yard, but it will not build however. You can either leave your

forces there and wait, or retreat and send in the Redeemer when it is ready.

Your Redeemer should have a Black Hand unit and a Saboteur unit inside for

repairs and flame support. Although you will be encountering Hammerheads and

Orca aircraft, they will only make dents in the armour of the Redeemer while

Missile Squads inside buildings will do so much more.



Send the Redeemer to the deployed MCV and blast away any opposition. While you

are doing, build a Tiberium Chemical Facility and use the Vein Detonation on

all of the GDI Tiberium fields. However, you will need to wait since it does

cost money to detonate the Tiberium veins and takes time to recharge as well.

All this actually does is create a chain reaction in the field, damaging

buildings and units near the Tiberium field, and units inside the Tiberium

field. Nasty if there just so happens to be a harvester moving around.



Anyway, after you have cleared the area of GDI, use the Redeemer to move to

the GDI base. There are three of them, one near each Tiberium field. Move

the Redeemer and blast away any opposition. If you are insecure about moving

it and losing the Redeemer, you can use the Cloaking Field on the Redeemer to

allow for an escape to self-heal and time to regroup. Destroy all three of

the GDI bases to stop the flow of GDI reinforcements from their War Factories

as well as Barracks.



After you have cleared the map of all GDI influence, you will need to have

some Avatar units as well as some Raider Buggies and Attack Bikes, both of

which will attack air. Although you have eliminated GDI, there are others that

will come along for the fun. And their fun means extinction of the human

race. Go figure.



Capture the MCV and move it towards the Evac Zone. Once you are past the

docks, you will witness a support power called Overlord's Wrath. It is

basically a Tiberium Asteroid smashing into the earth, causing extreme damage

to anything that happens to be there. Luckily you don't have anything there.

Now, stop moving the MCV and deploy it, building Anti-Air there to stop any

air units. Move the Raider Buggies and the Attack Bikes to the MCV while

you need to group the Redeemer and the Avatars near the base as well. Now wait

as the Reaper-17 units start to roll in.



First to attack the MCV or your base will be the Shard Walkers. These are

basically Gun Walkers which are faster and stronger. Nothing your Redeemer

can't take down in a single shot. Blast them. Meanwhile, Stormriders will

fly around and attack your MCV or base, again, this is what having SAM turrets

is for, shooting down these suckers. However, the final wave is the most

dangerous of them all, a wave of Reaper Tripods. They are stronger than the

normal Tripod, and have a shield around them. Although you can use a Redeemer

to solo the mission, this will leave your Redeemer severely underpowered and

damaged.



Flames will easily destroy the shield of the Tripod and with Black Hand troops

inside the Redeemer, that will be no problem. Destroy all the Tripods with

your Redeemer and Avatar and move the MCV, repair it if need be, and move it

to the Evac Zone. There may be Scrin forces there already, but your forces

should take care of that.



ALTERNATIVE



You can easily finish this mission by rushing your beginning forces to

destroy the Convoy and capture the MCV and rush it to the Evac Zone. I have

done this easily under 4 minutes. However, by doing so, you will lose the

bonus intel entries by destroy the Scrin forces as well as the bonus objective

of blowing up the Tiberium fields. It depends on what you want, finish this

mission or completion. That is the end for this Act.



*UPDATE*

People seem to be having problems with this mission. The fact of the matter

is that if you want to complete the intel database, don't move the MCV once

you've captured it. Once it moves past the docks, the Scrin will invade and

once you go near the ramp, the mission is over. So, don't move it until you

have completely defeated GDI with your Epic, then move it past the docks for

the Scrin to invade. Once they invade, use your Epic to collect the missing

Data entries. Move it near the ramp exit and that will finish the mission.

Don't move it on the ramp, because the odds are, the mission will finish.



------------------------------------------------------------------------------

[4.01] Will Made Flesh



"Nod's generals are dead, their militias defeated. Kane has neither been seen

or heard since the events of Temple Prime. In the eyes of the world, the

Brotherhood has finally been annihilated.



All is not at it seems.



From his underground bunker, Kane calls on you, LEGION, to awaken the Marked

of Kane. It is with this cybernetic army that you shall claim the Tacitus.



Ascension draws near."



********************

*Primary Objectives*

********************



1 - Capture the Marked of Kane Control Nodes



"The Marked of Kane slumber. Capture these Control Nodes to awaken them."



2 - Protect the Control Nodes until the Marked of Kane awaken



"The Control Nodes awaken the Marked of Kane. Protect them until the process

is complete."



*****************

*Bonus Objective*

*****************



1 - Control Nodes take less than 50% damage



"These Control Nodes are ancient, delicate things. Too much damage could be

dangerous to the Marked of Kane. Protect them."



*******************************

*Intelligence Database Entries*

*******************************



Nod Background



- Marked of Kane - Origins

+ Complete bonus objective 1.



Nod Field Recon



- Unconfirmed Reports of Cyborg Activity in Central Asia

+ Complete Primary Objective 2 - Activate the Control Nodes.



--==Walkthrough==--



The Brotherhood has indeed survive, despite GDI's "victory" in the Third

Tiberium War. You start this mission in Central Asia, probably in the Russian

Steppes. You need to start and capture the control nodes, and awaken the

Marked of Kane.



Start this mission by building a Redeemer. You may now start to attack me on

the fact that I use the Redeemer a lot, but it is a lot most cost effective

than spamming an entire army made of Nod Venoms. That requires no strategy

and you probably won't need this guide if so. Anyway, get a Redeemer with

a Rocket Militia and a Saboteur inside. Don't bother with the Black Hand

in this map. Also, build Obelisks of Light at the entrance of your base in

the case of GDI attacking your base. Train 4 Saboteurs and build an Air

Tower to get the Carryall to pick them up. Get 4 Vertigos while you are at

it.



Move your Redeemer to the first node, the one directly north of your base.

There will be APC patrols in the area, so wipe them out. Once you are

confident that there are no more enemy troops in the area, send in the

Carryall and capture it with your Saboteurs. That one is secure, but get an

Avatar and some Anti Air, probably Raider Buggies there to secure it from

further attack. Lets get the Redeemer moving.



Next, you need to take the Northern most Node. Against, there are no troops

guarding the Node itself, but there are Predator Tank patrols that are around.

You don't need to fire on them, just crush them. It is at this point where

getting the Cloaking Field for your Redeemer is a relatively good idea. Again,

send in a Saboteur to capture it. And again, send in an Avatar and some

Buggies to protect it.



Now, carefully send your Redeemer to the centre of the map, which will house

the GDI base. Attack the base and damage as much as you can. Destroy as

many production structures as quick as you can and when the enemy forces

are attack, just the Rage Generator to take the heat off the Redeemer and then

slip away to heal. Send the Redeemer back to base. Heal, and get ready.



You have to take the third node, the one east of your base, and capture that

one. Again, there is probably an APC patrol, so take care of it. Move in the

Saboteur, secure the node and send in some units to cover it. Now, move the

Redeemer to the fourth node, the final node. Send in the Saboteur via Carryall

which should avoid the garrisoned huts GDI has taken over. Capture the

final node. However, you need to be careful because there will be Hammerheads

and Orcas that will attempt to kill the Saboteur, however, with Rocket Militia

inside the Redeemer, that will take care of the Hammerheads. If you need some

help, there is an destroyed base south east of the node, which contains some

money as well as a Promotion and a health boost.



Anyway, once the fourth node has been captured, you have to defend them till

the time is up. You have to note that you cannot repair the control nodes at

all, so once they are damaged, they will stay damaged. This is the reason

for the Avatars and the Buggies being dispatched to seemingly do nothing at

all, they are in fact there to protect the control nodes.



Because you have the Redeemer to protect the final control node, you can

move the Redeemer into the GDI base which is just west of the node's position.

Attack it, destroy its War Factory and the Barracks. Take down the Air Field

as well as the Construction Yard to send the flow of GDI reinforcements.



Destroy the rest of the base, not because it is an objective, just because

you are the Brotherhood and you need to take down GDI as it is part of the

rules. Anyway, this will keep you occupied instead of running off to the

toilet while you are waiting for the countdown to finally reach the dreaded

zero.



On the off chance that the troops you have placed to protect the nodes are

overwhelmed, you will have Vertigos to bomb the crap out of anything that

decides to move and attack something that Kane owns. If that doesn't work,

you can mine the area that the unit is attack in and then use a Venom craft

to attack it. This should force the unit to move, lest be destroyed by the

Venom. By doing do, it will hit another mine and that will be the end of that.



Anyway, when the countdown is over, you can finally see what the big fuss

about the Marked of Kane is about. The Awakened and The Enlightened units will

start moving out and attack GDI, if they still remain. Note that the Awakened

and the Enlightened units will have their portraits of that of the Militia

Squad and the Black Hand, since they are the units that the Marked of Kane

will replace.



------------------------------------------------------------------------------

[4.02] Tacitus Regained



"The Marked of Kane have arisen, and the Tacitus is within Kane's grasp.



The artifact has been tracked to GDI's heavily fortified compound in the

Rocky Mountains, secure behind an impenetrable wall of energy. Raid the

base, capture its communication centres and bring down the barrier. Only

then can you finally claim the Tacitus.



Ascension is at hand."



********************

*Primary Objectives*

********************



1 - Capture and Hold the GDI Communication Centres



"Our only hope for bringing down GDI's energy barrier lies in the GDI

Communcation Centres. Capture them, for the more we control, the faster

we can bring the barrier down."



2 - Capture the Tacitus Containment Structure



"The Tacitus is ours. Capture the device and bring it to Kane."



******************

*Bonus Objectives*

******************



1 - Destroy GDI's Power Plants



"These Power Plants fuel GDI's base defences. Eliminate them and ease our

journey."



2 - Destroy GDI's Bunker Entrances



"GDI have amassed a huge army beneath the mountains. Destroy the Bunker

Entrances and seal them inside."



*******************************

*Intelligence Database Entries*

*******************************



Nod Weaponry



- The Awakened

+ Given at the start of the mission.

- The Enlightened

+ Given at the start of the mission.

- Tiberium Trooper

+ Given at the start of the mission.



Nod Field Recon



- Tacitus Destablised?

+ Given at the start of the mission.



--==Walkthrough==--



This is the final mission for Kane's Wrath and the ascension for Nod draws

dangerously near. Anyway, you will start this mission in dangerous GDI

territory. Your first priority to to take care of the three communication

centres that lurk on the map.



Again, I suggest that you play this map while using a Redeemer. It will make

this mission much more easier than building a whole army of cyborgs. In

your Redeemer, you should place a Saboteur, which is standard, for self-

repairs which is extremely handy as well as Rocket Militia. The Rockets are

for the constant air threats that will annoy you on this level. GDI will send

in Hammerheads and Orcas, even Firehawks to bomb you in this mission, so it

is imperative that your Redeemer can right back. The Awakened is also useful

for its anti-infantry role, but air can hit you, and you can't hit back, which

is not the same with infantry. You just run over them.



Anyway, build up your base, getting a Redeemer and place an Obelisk of Light

at the northern entrance to your base, near your MCV as well as one on the

Western entrance, near the edge of the map. This will stop the GDI attacks,

consisting of Zone Troopers, Zone Raiders and Pitbulls with the occasional

Slingshot and Predator. You will also need an Air Tower, to bomb some of GDI's

structures later on. Also, build the Temple of Nod for the Nuclear Missile.



GDI might not use their Ion Cannon, and that is their loss. If you ever need

any more money in this map, note that there are plenty of Tiberium Spikes and

Tiberium Silos that you can capture on this map for even more money. There

are some right to your west, and some in the centre of the map, with even more

Tiberium Spikes everywhere.



Move your Redeemer towards the first Centre, north of your base. As you can

see, there is a large amount of defences, and as you approach it, it will

spawn defences, mainly Watchtowers, AA Turrets and Sonic Emitters. With your

Redeemer, you can take it down, but the Sonic will be a problem. Also, at

this time, GDI would have sent Zone Troopers, Raiders and Pitbulls to attack

you, also raiding you with Orcas.



Take care of the attacking ground forces first, then send in a group of

Vertigos to take out the Power Plant that is near the base. Send in another

sortie to take care of the second power plant. Note that there is an AA turret

there, so don't lurk there unless you want to purchase another Vertigo. With

your Redeemer, take down the GDI troops. Since your Laser and the Rockets

are ineffective against Zone Troopers and Raiders, just trample over them,

or use the Rage Generator to turn the base defences against them, helping

you. Take down the Sonic Emitter first and that will allow you to take out

the Watchtower and the AA Guns. Take out the Bunker Entrance here as well to

prevent more GDI troops from this area.



Repair the Redeemer, and move it to the center of the map. There is a GDI

base there, producing the reinforcements. There are Battlebases here as well

that you will need to take care of, as well as another Sonic Emitter. Take

down the Sonic Emitter as well as any troops that are in the immediate area.

Once down, take out the War Factory, which continues to produce reinforcements

in the name of Slingshots and the Barracks, and then clear the rest of the

base. By now, your Redeemer should be promoted to Heroic, if not, it will soon

and it being at Heroic, and this is needed if you want to complete this

mission without much difficulty. Anyway, clear this base and move onto the

closest Communication Centre.



By now, your Nuclear Missile should be ready, so use it on the remaining two

Power Plants, this saves you wasting your Vertigos. That should power down the

base defences for the rest of the Centres, and allows for your Redeemer to

clear out the other two centres with relative ease, and you can take out the

Bunker entrances, which will stop the GDI forces popping up. Destroy them all

and seal GDI inside.



Now, with all the Communication Centres clear, head to the western most one.

Directly north of that, on the ridge above it will be a GDI air base there.

Take it out before that Barracks produces more infantry and the Airfield sends

more Orcas. You need to first take out the Airfield, the Hammerheads and

then the rest of the base. After that is destroyed, you need to head north

to the barrier. You will see something that might be a problem.



There is a large GDI base here, as well as the core GDI base behind the

barrier. This is the reason I did not order you to capture the centres, you

don't want a MARV attacking you. Destroy the GDI base outside the barrier,

which is rather large in itself. Send in the Vertigos for reinforcements as

well as the Venoms you received at the start of the mission. This will help

you around. There will be constant reinforcements, in the name of Hammerheads

with Zone Troopers, Snipers and Missile Squads firing at you inside the

Hammerheads. Waves of 4 Orcas will attack you once you are too close and

GDI will send in Heroic Shatterers and Heroic Zone Troopers to take you out.

Take care of these guys first because they can damage you, but since you are

bigger, it won't be such a big problem. Let your Venoms attack them, since

both the Shatterer and the Zone Trooper cannot shoot air. Venoms can also

take Hammerheads. Anyway, remove the base to get rid of the GDI and any more

attacks on your base.



That is not all yet. There is another GDI base east of your location. On

the North Eastern corner of the map, near the Blue Tiberium Field is

another GDI base, including an Air Field and Barracks. Destroy this

area. This should root out GDI out of this area. Now, train 4 Saboteurs and

capture the three Communication Centres.



There will be a countdown in which your hackers will take down the barrier.

The time the countdown will take depends on the amount of centres you have

control of. 1 Centre will hack 1 second, 2 will hack 2 seconds and 3 will

hack 3 seconds. Therefore, every second in real life, the amount of centres

will equal of the seconds taken off the counter. Therefore, three centres

will hack 3 seconds off the timer per second played. Move your Redeemer

back to the Energy Barrier, and get ready.



Anyway, when the counter reaches half-way, two things will happen. The good

news is that reinforcements have arrived. The Black Hand Regiment will enter

the fray, with 10000 credits, the Black Hand MCV and 2 Confessor Cabal

Units. The bad news is that the Core GDI base is open. Now move your

Redeemer and first, destroy the Reclamation Hub before GDI can produce a

MARV. Use your Venoms to take down the Tech Centre to stop Mammoths

being produced and use your Vertigos to pound the GDI base into the groud.

You also should have a Nuke up your sleeve, so nuke the GDI base into

submission. Take out the rest of the base. Be careful, a Commando will

be sent into your base, so take care of that.



Now, when the timer goes to zero, the Tacitus Containment Building will be

open to capture. Using the 4th Saboteur, capture the Tacitus for the Nod

forces. You may also note that another Nod force has arrived. Normal Nod

forces will join you, with two groups of Fanatics and 10000 more in

funds. Too bad we don't need that anymore. Destroy the AA guns that

surround the Tacitus and send in the Saboteur. Hurry up because the GDI

experiments have destablised the Tacitus and will self-destruct. The health

of the Tacitus Containment Building will slowly decrease and you need to

capture it before it goes to zero. With all the GDI bases taken care of,

the Carryall with the Saboteur will have a safe trip. After the Tacitus

containment building is taken care of, you will get the final Cutscene with

Kane. LEGION has succeeded, and Nod has reached ascension. Watch it

yourself, it leaves many questions unanswered, and leads to what could

possibly be C&C4 - Tiberium ?



------------------------------------------------------------------------------

[5.01] The Tacitus



Mission : The Rio Insurrection



Added : During the Start of the Mission.



"Intercepted GDI Intelligence Briefing.



An archive of unknown age and alien origin, the Tacitus is key to the

ascension prophecies, the core mythology around which Kane built the

Brotherhood of Nod. While the device remained safe in GDI's fortified

Cheyenne Mountain Complex since its recapture from Nod two years ago, it is

believed that Kane managed to extract an unknown amount of information

beforehand. This data vanished with Nod at the end of the Second Tiberium

War, leaving us with no concrete evidence as to what the so-called Prophet

planned it use it for.



Given the lack of Nod activity over the last three years, one can only

conclude that he failed.



Despite Dr. Boudreau's breakthroughs in the early 2030's, progress continues

to be slow for our own attempts to interface with the device. What

information it holds, and what value said information had to Kane, continue

to be matters of serious concern for this agency.



Obtained by Nod Intelligence, Date Retacted."



------------------------------------------------------------------------------

[5.02] Another Explosion in the Facility?



Mission : A Grand Gesture



Added : Added during the Start of the Mission.



"Intercepted GDI Transmission regarding secret Liquid Tiberium research in

Australia



To: Dr. James De Groot, Chair, GDI Institute for Liquid Tiberium, [Redacted],

Australia



From: Eliot Smith-Johnson, Director, Department of Covert R&D, Washington DC,

USA



Subject: Another explosion?!



Jack, I'm running out of excuses here. One more "accident" like that and the

Council will have my neck - and your budget. You've lost almost two dozen

workers in the last year alone and, as you are WELL aware, these aren't your

garden-variety beaker-slingers, these are top-ranked Tib scientists and

they're getting harder to replace! You have to understand, Jack, people just

don't want to work for you, not with all that's happened already, no matter

how many zeroes we add to their paychecks.



I understand the potential you see in Liquid Tiberium, and I applaud your

passion, but I'm beginning to side with those in the council who seriously

doubt wther this line of inquiry will amount to anything other than

billion of credits - and lives - down the drain.



Listen Jack, I'm at the end of my tether here. Get it together and start

producing results or we're going to shut you down.



- Eliot



Intercepted by Black Hand Prelate Lucius Bika"



------------------------------------------------------------------------------

[5.03] Tiberium Explosion Devastates Australia



Mission : A Grand Gesture



Added : When the Liquid Tiberium Factory goes BOOM!



"Excerpt from Channel 273 Nightly News with Darius Wong



Good Evening, I'm Darius Wong.



Reports are beginning to emerge of a devastating Tiberium explosion in

Central Australia, one that may have long term environmental consequences

for the Southern Hemisphere - and the world.



We go now to Leanne Downing, reporting to us live from Hobart, Tasmania.



Leanne ...



'Darius.



It all started as a green glow in the sky, visible from as far as Auckland,

New Zealand. Now, as panicked citizens attempt to flee what appears to be

the largest environmental catastrophe since the Tiber incident, the world

is asking one question - who did this? And why?



There are widespread fears that this horrific events is a sign that the

long dormant Brotherhood of Nod has returned. However, highly-placed sources

within GDI have informed us that the catalyst for this explosion may have

been an accident in a top-secret GDI Tiberium research laboratory in the

Australian outback.



Now, as millions are driven from their homes, as a continent is consumed

by the deadly crystal, one can only ask - why did GDI let this happen? What

are they REALLY doing to protect us?



From the Nod Archives"



------------------------------------------------------------------------------

[5.04] GDI Treasury Damaged in Mysterious Attack



Mission : All That Glitters



Added : Complete Primary Objective 3, Destroy the GDI Treasury.



"Intercepted GDI Transmission regarding Treasury Attack



To: Redmond Boyle, Directory of the Treasury, Washington DC



From: Ramon Vicente, Security Directorate, GDI Treasury, West Virginia



Mr. Boyle,



I know you have warned me in the past not to disturb you during your vacation

time, especially during your limited time to spend with Lance, but I feel

this is important enough to violate protocol. To put it bluntly - things are

bad, very, very bad. Last night - an unidentified entity broke through our

defences, shut down our power and triggered an explosive device within the

Treasury itself.



The level of damage inflicted is unknown, but initial estimates indicate

that the losses might be in the billions. We have no leads, no suspects -

although initial evidence gathering has lead us to believe that the culprits

may be the "Sons of Umagon", a miliant Mutant seperatist group - and we have

no idea how we are going to explain this to the council.



We need you, Mr Boyle, and we need you know.



Yours,



Ramon



From the Nod Archives"



------------------------------------------------------------------------------

[5.05] Unconfirmed Reports of Cyborg Activity in Central Asia



Mission : Will Made Flesh



Added : Complete Primary Objective 2.



"QVCX News and Sports Hour with Mike Vanderhaven



Good Evening, I'm Mike Vanderhaven



Nearly two decades have passed since the cyborg armies of CABAL blazed their

trail of destruction across a terrified planet. Now, just as the world

seems once again at peace, unconfirmed reports of a similar bio-mechanical

menace have started to roll in from Central Asia and the Russian Steppes.



[footage of terrified local]



"The ground ... it opened up ... and ... and ... these things, they came

pouring out. Like men, but like machines also ... I hid ... they did not see

me ... but my village ..."



[flash cut to Mike]



GDI has refused all requests for comment, but an anonymous inside source has

informed QVCX that the rumours are being taken quite seriously, with

multiple investigation teams being briefed and dispatched as we speak.



More on the breaking story as it happens.





On a lighter note, here's E.J. Brody with the latest in sports ...



Transcript, from the QVCX Archives"



------------------------------------------------------------------------------

[5.06] Tacitus Destabilised?



Mission : Tacitus Regained



Added : During the Start of the Mission



"Intercepted GDI Transmission regarding secret Tacitus Research



To: Dr. Johan Hannes-Schmidt, Director of Tacitus Research, [Location

Redacted]



From: Theodore M. Bynes, Director, Department of Covert R&D, Washington DC,

USA



Johan,



Firstly, let me state that I have every level of respect for the excellence

and professionalism for you and your staff. There is no finer research team

operating in this country, if not the world. Now, what that said, I have

some major concerns regarding your most recent enterprise. Simply put, the

latest reports from your facility regarding the Tacitus' stability disturb

me - and the Council - to no end.



To hear that the device is estimated as having a 15% chance of self-

destruction, with the chance increasing with each test run, is just not

acceptable. Look, I understand that you are operating in unknown territory

here, but I need to be very clear about one thing - if you are doing

anything that risks the stability of the Tacitus, anything at all, you must

STOP, immediately.



I'm sorry to speak so strongly, but we cannot risk losing the device. Too

many people died to secure it, we have no idea how dangerous the Tacitus'

destruction will be and, most importantly, there is no way it can be

replaced. In short, to risk the device is to risk everything that we've

worked to achieve.



I'll be flying out to discuss this with you Monday. Until then, kid gloves.



Sincerely,



Theo



From the Nod Archives"



------------------------------------------------------------------------------

[6.01] GDI Engineer



Mission : What is Rightfully Ours



Added : When the GDI Steel Talons soldier announces that you are fighting in

Steel Talons territory.



"Details on arming of GDI's Engineer Corps



It has been a longstanding tradition of the GDI Engineering Corps to forego

weapons training, with its members perferring to spend their time studying

structural engineering and electronical subterfuge. However, Nod infiltration

of the civilian population has placed Engineers at increased risk, resulting

in a series of devasting casualties that have stripped the Corps of many of

their best and brightest.



In response, GDI has initiated a combat training program for any Engineering

Corps member facing a battlefield assignment, outfitting each with a pistol

and slightly upgraded body armour. The outcome of this effort remains to

be seen, but initial reports indicate that the Corps members still perfer to

"let the fighters do the fighting."



From the GDI Archives."



------------------------------------------------------------------------------

[6.02] GDI Hammerhead



Mission : What is Rightfully Ours



Added : When the GDI Steel Talons soldier announces that you are fighting in

Steel Talons territory and you encounter the Hammerhead fighter.



"Details on GDI's Hammerhead heavy assault aircraft



A direct descendent of the assault/transport hybrid attack choppers of the

20th century, the large, heavily-armoured Hammerhead was designed to act

as a longer range compliment to the relatively range-limited GDI Orca.

Armed with multiple Vulcan Cannons and enough space to transport an entire

infantry regiment, the Hammerhead's secret weapon is its massive supply

storage capacity, allowing the aircraft to operate in the field for days at a

time without needing to either refuel or rearm.



From the GDI Archives."



------------------------------------------------------------------------------

[6.03] GDI Behemoth



Mission : What is Rightfully Ours



Added : When you encounter and destroy the GDI Behemoth near the Covert GDI

Research Lab.



"Details on GDI's modified assault walker



While an essential part of the GDI arsenal, the limited weapon payload of

the Juggernaut Mobile Artillery walker's left the vehicle uniquely vulnerable

to close-range engagement. AFter one too many Juggernauts were rendered a

smouldering heap by little more than a Nod infantry regiment, a

frustrated GDI Engineering Corps jury-rigged an infantry-capable garrison

pod onto the walker's chassis. The end result was so successful, not to

mention devastating to the ill-fated Nod recon patrols that came across it,

that this updated walker, nicknamed the Behemoth, was soon approved for

full development. After a period of testing with the Steel Talons, the

Behemoth is expected to provide long range artillery support across the

globe.



From the GDI Archives."



------------------------------------------------------------------------------

[6.04] GDI Slingshot



Mission : What is Rightfully Ours



Added : When your first destroy one of GDI's Slingshots.



"Details on GDI's Slingshot anti-air hover vehicle



With GDI's shutteringof its costly, failure prone HoverTech initiative in

the aftermath of the Second Tiberium War, the GDI Slingshot was something of

an anomaly, the last bastion of this one dominant GDI program, finally out

of testing after a decade-long development phase. While this exclusively

anti-air vehicle is less vulnerable to Ion Storm interference than its

predecessors, the Slingshot remains a relatively fragile unit - trading

armour and additional weaponry for high speed, maneuverability and a

powerful quad cannon that can quickly bring down even the most powerful

aerial opponent crashing to the ground.



From the GDI Archives."



------------------------------------------------------------------------------

[6.05] Heavy Harvester



Mission : What is Rightfully Ours



Added : When you first witness one of the Steel Talons Harvesters.



"Detail on GDI's new, garrisonable harvester



General Mitchell places a high value on battlefield flexibility, a doctrine

that spreads even to the Harvesters his Steel Talons employ for resource

gathering. Rather than the standard turret machine gun, the Steel Talon

Harvester is outfitted with an infantry capable garrison pod, allowing the

vehicle to be adapted to counter whatever threat the commander deems most

pressing.



From the GDI Archives."



------------------------------------------------------------------------------

[6.06] Confessor Cabal



Mission : Persuade Him...



Added : When you destroy a Confessor Cabal Infantry regiment.



"Details on Nod's elite confessor infantry



While the Nod Confessor has been an increasingly common sight on the

battlefield since the Second Tiberium War, it was not until the establishment

of Brother Marcion's post-Slavik Black Hand that these armoured priests

were considered effective combatants in their own right. Seeking to bolster

his own standing as a "pure" religious figure, untainted by the purported

heresy of his predecessor, Marcion took the radical step of replacing his

standard Nod Militant advance guard with regiments of combat-ready

Confessors, armed, as always, with machine guns and psychotropic

hallucinogenic grenades, all the better to spread his word ... and put his

enemies to the sword.



From the Nod Archives."



------------------------------------------------------------------------------

[6.07] Purifier



Mission : A Grand Gesture



Added : When you reclaim ALL the Purifier Husks.



"Details on Nod's first generation combat robot



A significantly more primitive precursor to Nod's Avatar, the Purifier was

inspired by Brother Marcion's first hand urban combat experience during the

Second Tiberium War. After using an improvised flamethrower to rout

entrenched GDI forces, saving the rest of his regiment from certain death,

Marcion was declared a hero of Nod and saw his very presence have an

inspirational effect on the Nod Militants that surrounded him.



The Purifier was developed to recreate that experience, representing Marcion

on the battlefield in the iconic form of a hulking, flame-toting humanoid,

one equipped with a subliminal projection device that would enhance the

morale and righteousness of the Black Hand troops surrounding it. While by

no means as advanced or flexible as its successor, the Purifier is an

effective combat unit in its own right, especially when accompanied by

infantry it can "inspire."



Ironically enough, upon its initial deployment, the Purifier was the subject

of no small amount of controversy, with many Black Hand hardliners decrying

the use of a "soulless machine" within a religious army that otherwise stood

opposed to such devices. Marcion, seeking to prevent further schism within

the Black Hand, remedied the situation by requiring each machine be blessed

by a Black Hand abbot before entering the battlefield.



From the Nod Archives"



------------------------------------------------------------------------------

[6.08] Specter



Mission : All That Glitters



Added : Complete Primary Objective 1, Place the Artillery Beacons.



"Details on Nod's stealth artillery



Developed during the Second Tiberium War period, Nod's Specter stealth

artillery tank was designed as the ultimate evolution of the artillery-based

guerilla warfare tactics first developed in South-East Asia during the

mid-twentieth century. Alternating between two modes, one high-speed and

stealthed, the other visible and static, but capable of launching high-impact

artillery from a massive distance, the Specter is a confounding opponent ot

face in battle. Able to enter occupied territory undetected, deploy, take out

key structures and vanish before the enemy can hope to react, it is truly an

insidious and dangerous opponent. This is even more the case when the unit

is paied with the equally stealthy Nod Shadow Team, which has been equipped

with targeting beacons, allowing the Specter to launch bombardment from an

even greater distance.



From the Nod Archives"



------------------------------------------------------------------------------

[6.09] GDI Shatterer



Mission : The Doctor Vanishes



Added : Capture the GDI Spaceport



"Details on GDI's sonic-based Shatterer hover vehicle



As with its non-mobile brethen, the Sonic Emitter Defensive Turret, the GDI

Shatterer was originally designed with Tiberium abatement in mind, using a

modified version of the aforementioned turret to propel concentrated waves

of sonic energy deep into Tiberium Fields, operating safely from a HoverTech-

derived mobile platform.



However, with Nod's devastating attack on Washington DC, GDI High Command

ordered that the vehicle be re-designed as a combat vehicle. With the Sonic

Emitter's bulk leaving little room for armour, the slow-moving Shatterer is

somewhat of a sitting duck. However, when deployed in unison with GDI's

other, more flexible armoured elements, the Shatterer is a force to be

reckoned with.



From the GDI Archives."



------------------------------------------------------------------------------

[6.10] GDI Zone Raider



Mission : MARV Rising



Added : After you kill your first Zone Raider unit.



"Details on GDI's Zone Raider elite infantry



Sleek, agile and heavily-armoured, the Zone Raider was initially intended to

function as a lighter, speedier anti-air counterpart to GDI's bulky Zone

Trooper elite infantry unit. With the establishment of ZOCOM, the Zone

Raider's role evolved into that of a a first response Red Zone scouting unit,

with Tiberium-resistant armour, sonic grenades and stealth detection

capabilities integrated into their core armour design.



From the GDI Archives"



------------------------------------------------------------------------------

[6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV)



Mission : MARV Rising



Added : Once you destroy the first ZOCOM MARV.



"Details on GDI's Mammoth-derived anti-Tiberium tank



Born from the same initiative that lead to the creation of ZOCOM, the

Mammoth Armoured Reclamation Vehicle, or MARV, combines the near-impregnable

armour and massive firepower of GDI's most potent task designs with a full-

capacity Tiberium processing facility. Tasked with single-handedly abating

Tiberium in Red Zones currently held by Nod or mutant seperatist forces, the

MARV was designed with battlefield flexibility in mind. With a powerful main

gun and four upgradeable hardpoints, the vehicle can adapt to changing

combat situations, take on any mix of enemy forces, and turn the tide of

battle in a matter of minutes. The MARV is truly a force to be reckoned

with.



From the GDI Archives."



------------------------------------------------------------------------------

[6.12] Rocket Harvester



Mission : MARV Rising



Added : Destroy a Rocket Harvester.



"Details on GDI's new, combat-ready Harvester



Of all GDI harvesting operations, ZOCOM's Red Zone abatement missions have

always been the most vulnerable to Nod and mutant attacks, often delving

deep into hostile territory with little more than a few Zone Raiders as an

escort. In a bid to cut down on Harvester losses, General Renteria

commissioned the development of an upgraded Harvester, outfitted with a

high-impact rocket turret that would, at the very least, hold the enemy

at bay until backup arrived.



From the GDI Archives."



------------------------------------------------------------------------------

[6.13] The Redeemer



Mission : MARV Rising



Added : Build the Nod Redeemer.



"Details on the massive Nod Redeemer combat robot



The emergence of GDI's MARV in the Central African Red Zone, and its

subsequent drubbing of Nod's forces in the area, necessitated an immediate

response from the Brotherhood. After ambushing, and, at great cost,

eliminating the massive GDI tank, Nod scientists performed an in-depth

analysis of the vehicle's construction and applied said knowledge to the

construction of an appropriate counterpoint.



The Avatar, with its iconic appearance and heavy firepower, seemed to be

the best choice for a platform upon which to build this new combat unit,

and thus the Redeemer was born - a massive combat mech equipped with

MARV-esque garrison pods, an Obelisk-derived tri-part laser and a "rage

generator", designed to push enemy combatants to the brink of insanity

via subliminal brainwave modification. Truly a mighty adversary.



From the Nod Archives"



------------------------------------------------------------------------------

[6.14] Prodigy



Mission : Hearts and Minds



Added : During the Start of the Mission.



"Details on the heavily mutated Traveler mind-control infantry



Focused on infiltration and enslavement, the Traveler sect has long saught

to expand the powerful yet limited mind control abilities of the Scrin

Mastermind. Years of experimentation, inbreeding and genetic research have

finally produced exactly what they seek - the Prodigy, a horrifically

mutated Mastermind blessed with the ability to possess not just individual

entities, but entire groups. The Prodigy is capable of blink-teleporting

itself onto the edges of an enemy encampment, seizing control of an entire

regiment and staging a "mutany" without ever drawing attention to itself.



[Source Redacted]"



------------------------------------------------------------------------------

[6.15] Cultist



Mission : Hearts and Minds



Added : Completion of Bonus Objective 1.



"Details on the heavily mutated human abductees



Perhaps the most twisted project of the Traveler sect's quest to control

the mind of all those who oppose the Scrin, the Cultist is an unprecedented

merging of two species - the heavily mutated, insect-esque spawn of the

Prodigy directly implanted into the brain of a human abductee. While the

Scrin offspring's massive caraspace makes it impossible for the Cultist to

invisibly re-assimilate into normal society, their limited mind control

abilities and relative disposability make them an increasing common

frontline unit for the Traveler.



[Source Redacted]"



------------------------------------------------------------------------------

[6.16] Eradicator



Mission : Hearts and Minds



Added : Attack and Destroy the Eradicator.



"Details on the Scrin's massive combat unit



Rumours of a megalithic Scrin unit have been circulating amongst the populace

in recent months. Though there has yet to be a confirmed sighting, tales of

a massive, many-legged creature have spread quickly throughout the yellow

zones. Ghostly images, mostly taken from the edges of the infested red

zones, show an enormous lumbering beast, its insectoid features illuminated

by a fierce glow emanating from the centre of its arthropodal body. Should

these rumours prove to be true, maximum discretion is advised.



[Source Redacted]"



------------------------------------------------------------------------------

[6.17] Shard Walker



Mission : Tacitus Interruptus



Added : After destroy a Shard Walker.



"Details on the heavily mutated Scrin Gun Walker



Believing the Scrin Gun Walker to be an antiquated relic, barely useful

against anything but the most primative of cultures, the Cult of Reaper

took upon themselves the task of returning this once storied combatant

to relevance. After a prolonged period of ritualistic, Tiberium fuelled

experimentation, the Cult revealed their new Shard Walker. A being of

equal parts machinery, flesh and pure Tiberium, the Shard Walker is

everything that the Gun Walker was not - fash, tough and capable of

projecting chunks of pure Tiberium at a rapid, devastating pace.



[Source Redacted]"



------------------------------------------------------------------------------

[6.18] Shielded Harvester



Mission : Tacitus Interruptus



Added : After the Scrin have invaded for a period of time and engaged your

forces.



"Details on the heavily shielded Scrin Harvester



While their Scrin brethen choose to avoid direct confrontation except when

absolutely necessary, the Cult of Reaper revel in danger and bloodshed.

Consequently, even their non-combat units require additional technological

support if they are to survive on the frontlines. Case in point, the

Shielded Harvester, a standard Scrin Harvester that has been jury rigged

with an Annihilator Tripod derived shielding system in the hopes of extending

life on the battlefield.



[Source Redacted]"



------------------------------------------------------------------------------

[6.19] Reaper Tripod



Mission : Tacitus Interruptus



Added : After you have destroyed a Scrin Reaper Tripod.



"Details on the heavily mutated Scrin Tripod



Reaper-17 have long displayed a disturbing fascination with the act of

excessive Tiberium infusion, an obsession considered both self-destructive

and needlessly wasteful by their fellow Scrin. However, for all of the

downsides, notably madness and death, the process does have its [albeit

disturbing] benefits. The most notable example would be the Reaper Tripod,

a horrifically mutated assault tripod equipped with a conversion beam, its

bulk form even stronger than the Annihilator employed by the conventional

Scrin mining force.



[Source Redacted]"



------------------------------------------------------------------------------

[6.20] The Awakened



Mission : Tacitus Regained



Added : At the Start of the Mission.



"Details on the Nod Awakened Cyborg Infantry



In the aftermath of his loss in the First Tiberium War, Kane tasked several

of his most trusted followers with a project of utmost secrecy - to create

an army entirely devoid of free will - one that will obey the Prophet's will

without question or conscience. Cloistered away in the wastelands of central

Asia, these scientists spent the ensuing decades pursuing that goal, the

first results of which became visible with the Cyborg Infantry and Commando

utilised by CABAL during the Second Tiberium War.



The Awakened are the end product of this research, deceased Nod soldiers

mechanically re-animated and controlled via cyber-neurological implant

devices linked to central "control nodes" across the globe. Equipped with

arm mounted direct-fire weaponry and a high-impact EMP emitter, these

emotionless cybernetic warriors are more than capable of tackling anything

GDI can throw at them.



From the Nod Archives"



------------------------------------------------------------------------------

[6.21] The Enlightened



Mission : Tacitus Regained



Added : At the Start of the Mission.



"Details on the Nod Enlightened elite Cyborg Infantry



The ultimate realisation of Kane's vision of an army stripped of its

humanity and free will, the Enlightened are truly a horrifying sight to

behold. While their weaker brethen, the Awakened, still bear some traces of

humanity in their desiccated flesh, the Enlightened are almost entirely

cybernetic, the last vestiges of their prior form encased in layers of

bone white battle armour, faces concealed behind eyeless masks devoid of

human emotion.



Slower than the Awakened, the Enlightened are also considerably more

powerful, capable of withstanding multiple hits from a Mammoth Tank without

even breaking their stride, before responding in kind with their devastating

supercharged particle beam and EMP emitters.



From the Nod Archives"



------------------------------------------------------------------------------

[6.22] Tiberium Trooper



Mission : Tacitus Regained



Added : At the Start of the Mission.



"Details on Nod's Tiberium based short-range combat infantry



With the "defection" of GDI's Dr. Giraud in 2047, Nod's ongoing experiements

with Liquid Tiberium begun to bear fruit in the form of portable,

battlefield ready weaponry. The Tiberium Trooper is the first Nod combatant

to utilise these new armaments. His heavily armoured, cybernetically

enhanced form is equipped with two large containment tanks and a reinforced

spray nozzle, allowing the rapid dispersion of Liquid Tiberium over a large

area.



From the Nod Archives"



------------------------------------------------------------------------------

[7.01] Kane - My Lowest Ebb



Mission : The Rio Insurrection



Added : At the Start of the Mission.



"Excerpt from private audiologs of the prophet Kane



My brothers, the departed, are surely looking down on me in contempt. After

millenia, their ultimate vision of my fate has been realised. I have been

rendered impotent, a sham, a failure, my very existance a mockery of all that

I know to be right and true. Once a prophet, the messiah for this world,

now imprisoned. As I lie here, trapped in these tubes, in this twisted,

ruined shell of a body, the Brotherhood of Nod has been torn asunder by

the infighting and heresy of those who presume to speak in my stead. Is it

any wonder my followers have scattered to the four winds?



I think not.



So, has it come to this, that all that I fought for, all that I have

sacrificed, is as dust?



This cannot be ...

... I must heal, I must survive, I must claw myself up from this pit ...



... and then, truly, shall this pitiful world - and my dear departed

brothers - know my wrath.



[Source Redacted]"



------------------------------------------------------------------------------

[7.02] Kane - A Spark...



Mission : The Rio Insurrection



Added : Successful Completing of the Mission.



"Excerpt from private audiologs of the prophet Kane



Curse this mask, these tubes that imprison me, for even as my flesh is

restored, my mind is left to wander alone in darkness. This isolation, it

weighs heavily upon me. I must focus, think, lest insanity take me once and

for all.



I must prepare ... I must plan ...



... and so it is that my thoughts turn to CABAL, that which was my creation

and is now, in a way, part of what I have become. In the end, the AI's

legacy was little more than wanton destruction, proof to the heretics that

I am nothing more but the madman they claim me to be. Yet, deep within that

AI, within its very conception, there lies a spark, a light, a sign.



There is something there, something hidden, something ... great. I must think

more on this.



[Source Redacted]"



------------------------------------------------------------------------------

[7.03] Steel Talon - Origins



Mission : What is Rightfully Ours



Added : When the GDI Steel Talons Soldier announces it is Steel Talon

territory.



"Background on the GDI Steel Talons experimental warfare division



With the end of the Second Tiberium War and the Brotherhood of Nod's

subsequent implosion, GDI came to believe that the quasi-state and fanatical

cult no longer represented a significant threat to Earth's population.

Consequently, GDI shifted its strategic goals from defeating Nod to the

reclamation of those parts of the planet previously consumed by Tiberium.

The vast majority of GDI's research and development budget was repurposed to

further that goal, bringing to a close the period of rapid technological

development that had characterised GDI's military over the previous several

decades.



Needless to say, there were several within the military who questioned this

new directive - notably General Joshua "Mitch" Mitchell, a decorated veteran

of the Second Tiberium War renowned for his youth, aggressiveness and

tactical innovation. Mitchell contended that while Nod may have been

defeated, it would be foolish for GDI to assume that no successor would rise

from the dispirited populace of an increasingly Tiberium-stricken Earth.

Therefore, he argued, funds allocated toward Tiberium control should be

instead earmarked for the research and development of new combat technology,

in anticipation of this next potential conflict.



After a lengthy, volatile hearing, Mitchell emerged with a partial victory.

While GDI refused to divert a significant part of its R&D budget to the

General's cause, they did agree to fund a new experimental combat

technology division under Mitchell. Dubbed the "Steel Talons" by Mitchell's

admirers - notably famed war hero Nick "Havoc" Parker - this elite,

unconventional combat battalion quickly rose to prominence in the splinter

faction skirmishes that followed Nod's implosion, becoming known both for

their ruthless efficiency on the battlefield and for the shroud of secrecy

they maintained at all other times.



Excerpt from "GDI and the Future of War," by Xaiver Des Jardins"



------------------------------------------------------------------------------

[7.04] Kane - Awakening



Mission : What is Rightfully Ours



Added : After you complete Primary Objective 2.



"Excerpt from private audiologs of the prophet Kane



... and so the day comes, the day when at last I can emerge from this hated

appartis and again walk upon the Earth. My face is scarred, true, and thus

must be kept hidden from those who seek me, but my hand, my eyes, my mind,

these are mine again to command.



Years I have waited, body in ruins, roaming the darkened recesses of my

mind, and in those darkened corners I found inspiration ... I found a

vision, a plan. Now it is time to make that vision a reality.



The world sleeps, hostage to its own ignorance, for it knows not what is

yet to come ...



[Source Redactant]"



------------------------------------------------------------------------------

[7.05] Brother Marcion, Biography



Mission : Persuade Him...



Added : During the Start of the Mission.



"Biographical Details of Black Hand Leader



Once the leader of the Brotherhood's religious wing, charged with

proselytizing the prophecies of Kane, Marcion grew disillusioned with the

Brotherhood and its leader as the Second Tiberium War drew to a close.

Increasingly outspoken, few within the Inner Circle were surprised when

Marcion was the first to break with Nod following their devastating series of

losses, branding the decreased Prophet a charlatan and retreating to the

Australian outback.



Marcion was not quiet for long; his powerful oratorical skills and deeply

ascetic lifestyle won him many devotees in what would come to be known as

Yellow Zones. Within a year with his break from Nod, Marcion had

organised his followers into a disciplined theocratic army - the "new" Black

Hand. Dedicated to spreading "truth and purity of the Tiberium prophecy,"

their popular support continues to grow amongst the increasingly splintered

Nod survivors.



Rumours that GDI had a hand in Marcion's break with Kane remains

unsubstantiated.



Excerpt from "Kane: Visionary or Maniac?" by Carlos Del Mar."



------------------------------------------------------------------------------

[7.06] Kane - Realization



Mission : Persuade Him...



Added : After you complete Bonus Objective 2.



"Excerpt from private audiologs of the prophet Kane



Blessed be he who has preserved these shards of the Tacitus, for within them

I find the means to transform the vision of my ... confinement ... into

reality. The journey is arduous, true, but with each day spent, each

gauntlet passed, I move one step closer to my ultimate goal ... creation!



[Source Redacted]"



------------------------------------------------------------------------------

[7.07] Black Hand - Origins



Mission : Persuade Him...



Added : After you complete Bonus Objective 1



"Background on the Black Hand Nod splinter faction



A cult within a cult, the origins of the Black Hand date back to soon after

the founding of Nod itself. Initially established as a form of religious

police and tasked with enforcing adherence to the teachings of Kane, in the

ensuing years the Black Hand saw their purview expand significantly. By the

time of the Second Tiberium War, the cult had become Kane's chosen wardens

of all things religious, charged with the distributing and proselytizing

of his prophecies while also maintaining spiritual disclipine within the

Brotherhood ... by force if necessary.



The Black Hand maintains a parallel organisation within the Brotherhood

with political, religious and military wings.



Yet, for all of their power and influence, until recently the Black Hand had

managed to maintain a surprisingly low profile, shrouding their rituals,

beliefs, and to the world beyond Nod, their very existance in a veil of

mystery and obfuscation. However, as the Second Tiberium War drew to a

close, all this would change. With Kane's "death", Anton Slavik, a

respected military leader, rose to become leader of the Brotherhood of

Nod - and revealed himself to be a Black Hand prelate, raised from childhood

within the cult. Needless to say, Slavik's ascent drew significant attention

to the Black Hand, attention that was not always welcomed.



Unsurprisingly, many within the Black Hand chafed at the cult's new public

profile, with internal dissent quickly escalating into a series of

impassioned public confrontations between Slavik loyalists and those who

claimed the Nod leader to be a traitor to the Black Hand's true purpose.

From within the anti-Slavik ranks there soon rose a figure who could stand

toe-to-toe with Slavik, an impassioned and popular preacher by the name of

Brother Marcion. With leaders chosen and battle-lines drawn, what had

started as a doctrinal disagreement had quickly escalated into a schism

that threatened the very existance of Nod itself.



Despite the Inner Circle's repeated attempts to heal the rift, the situation

soon spun out of control, leaving Slavik dead at the hands of an assassin

and Marcion and his followers retreating to self-imposed exile in the

Australian outback. These cataclysmic events splintered the remainder of

the Brotherhood into countless sub-factions, each claiming to follow the

"true" word of the Prophet, with, ironically, Marcion's new Black Hand

serving as one of four surviving links to the Brotherhood's storied past.



Now claiming himself to be the one true prophet, and, in turn, branding Kane

a heretic and charlatan, Marcion sets forth to make his own mark upon the

world.



Excerpt from "Marcion - as I Knew Him," by Elbert Goldman



------------------------------------------------------------------------------

[7.08] Kane - Creation



Mission : A Grand Gesture



Added : At the completion of the mission.



"Excerpt from private audiologs of the prophet Kane



It has all been worth it - the isolation, the failures, the frustration,

the agony of years spent devoid of senses, locked in a forsaken tube - all of

it. For today I reached out abd gave life to something, something new,

something the world has never before seen, born from memories of the

Tacitus, shaped in my image, created with one vision ...



One purpose.



This creation of mine, it is far more than anything that has come before -

no mere AI, no CABAL-esque simulacra, nor a sentient bag of flesh, a mere

genetic anomaly laying claim to the Earth through some misguided sense of

privilege ...



No, this is something greater. This is ... LEGION.



"For the world shall quake at his footsteps, and all shall begin anew."



[Source Redacted]"



------------------------------------------------------------------------------

[7.09] Alexa Kovacs, Biography



Mission : Keys to the Kingdom



Added : By completing Bonus Objective 1



"Biographical Details of Abbess Kovacs, ward of LEGION project.



Raised in near isolation by migratory Nod separatists on the edge of what

would become the Central African Red Zone, Alexa Kovacs was orphaned in her

pre-teens. After surviving over a year alone in the burnt-out remains of

her parents' homestead, Alexa was discovered mute and near-starving by a

patrolling group of Nod scavengers.



Intelligent and pragmatic, she quickly took up her rescuers as a rookie zone

runner. Kovac's devout religious beliefs and near-preternatural understanding

of cybernetics anbd AI quickly garnered attention within the Brotherhood,

leading to her enrollment in the Nod Academy.



Rising quickly through the ranks post-graduation, Kovacs quickly developed

a reputation for coldness, reserve and near-fanatical religious dogmatism

that segregated her from her peers - and drew attention of Kane himself.

Despite her youth, Alexa was raised to the level of Abbess and enlisted to

participate in one of the Nod's leader most secretive projects - working on

the development of LEGION, a CABAL-derived experiment combat AI.



Excerpt from "Nod in the Post-Kane Era", by Ficus Quartermaine, PHD"



------------------------------------------------------------------------------

[7.10] ZOCOM - Origins



Mission : MARV Rising



Added : When the ZOCOM forces first attack your base.



"Background on the GDI ZOCOM Tiberium eradication division



With a post-Nod GDI shifting its focus to the reduction and eventual

elimination of Tiberium, it was natural for the council to establish a

branch of the military tasked with the enforcement and execution of that

goal - Zone Operations Command, or ZOCOM. Their peacetime mission was

threefold; to improve GDI's military capabilities within areas of high

Tiberium infestation, to establish "beachheads" within such areas allowing

reclamation to commence, and to protect existing reclamation operations from

any attacks, be they terrorist or mutant in origin.



Command was given to the eminently qualified C. Elena Renteria, a decorated

war hero and one of their first women to rise to the rank of General within

GDI. Beyond her reputation as a smart, no-nonsense battlefield commander,

Renteria's unique upbringing provided insight into the task at hand. The

daughter of Mexican nationals, the General spent her childhood in the

Tiberium wastelands of central Africa, while her parents, both GDI

scientists, attempted to understand and contain the deadly crystal. After

witnessing firsthand the devastating effect of Tiberium on the human

population of those areas, Renteria dedicated the rest of her life to its

elimination; first focusing on systematic and ruthless dismantling of the

Brotherhood of Nod, and then later through ZOCOM's Tiberium control and

reclamation operations.



Few would deny that Red Zone service is perhaps the most demanding of any

GDI assignment. Most soldiers cannot endure significant Tiberium exposure

for more than a few weeks at a time without risking serious physical and

psychological damage. There are exceptions however - men and women

who find the experience of living and fighting in a near alien environment

to be an energizing, engaging experience. These individuals quickly find

themselves assigned to ZOCOM - and few, if any, would be happy anywhere

else.



Excerpt from "C. Elena Renteria: My Life" by C. Elena Renteria"



------------------------------------------------------------------------------

[7.11] Traveler-59 - Origins



Mission : Hearts and Minds



Added : Once you start to attack the Scrin Platforms.



"Background on the Scrin Traveler Sect



If Reaper-17 embody the darkest impulses of the Scrin, the benignly named

Traveler sect represent something more insidious. Trained from birth in the

art of subterfuge, Traveler cells specialise in nothing less than the

infiltration, destabalisation and eventual enslavement of entire rival

species. Where the Cult of Reaper seek to dominate through brute force,

making bloody examples of those who oppose them, Traveler instead attempt to

draw as little attention to themselves as possible. Traveler pods will blink-

teleport into hostile territory and deploy Prodigy units - Tiberium-mutated

Masterminds with significantly enhanced mental faculties - bringing the

entire population under Scrin control within days.



Traveler-59 is the most recent cell raised to full active duty, and has yet

to be verified as combat-ready on the battlefield. Recently attached to

the Scrin mining fleet on the far side of Pluto, the cell has activated

far-reaching scanning technology to locate its first host planet. In

addition, the cell has been outfitted with a new, more efficient form of

enslavement - twisted offspring of the Prodigy capable of being implanted

directly into the cerebral cortex of an abducted life form. The victims gain

limited mind control abilities ... at the cost of complete subservience.



The Earth shall be their proving ground ...



[Source Unknown]"



------------------------------------------------------------------------------

[7.12] Reaper-17 - Origins



Mission : Tacitus Interruptus



Added : When you see the Scrin Arriving on the Battlefield.



"Background on the Scrin Cult of Reaper



Throughout the many worlds beyond our own, few names have inspired as much

fear and fascination as the Cult of Reaper, a mysterious, ritualistic violent

Scrin caste that takes as its creed the brutal, public extermination of any

being unwise enough to stand in the way of the race's advancement. Believed

to have been established in eons past as a first-strike native pacification

force, the Cult has since cloaked its purpose in religious overtones. The

members regard it as their divine right to cleanse planets of any life forms

perceived as potentially dangerous, with that definition determined almost

entirely within the cult itself.



Even within the Cult of Reaper, the 17th sect are considered almost

preternaturally violent, displaying acts of unparalleled cruelty such that

few within the Scrin wish to even acknowledge their existance. Of

particular distaste to their fellow Scrin is Reaper-17's penchant for

excessive Tiberium infusion, far beyond that which its parent race requires

to survive. This deranged form of self-mutilation, a form of religious

zealotry, has left many of their members grotesquely mutated as they are

immensely powerful. Outcasts even within their own society, Reaper-17

continue to plow their own bloody furrow ... one that will lead them to the

planet known as Earth.



[Source Redacted]"



------------------------------------------------------------------------------

[7.13] Marked of Kane - Origins



Mission : Will Made Flesh



Added : After completion of Bonus Objective 1.



"Background on Nod's Marked of Kane Cyborg Cult



As the First Tiberium War drew to a close, pervasive and disturbing rumours

began to emerge from the Tiberium wastelands of Central Asia and the Russian

Steppes. Nomadic travelers and Nod separatist colonies alike have shared

tales of Nod bunkers hidden deep beneath the earth, laboratories where

cultish techno-fetishists perform horrific rituals upon the corpses of the

Brotherhood's fallen - the goal? Nothing less than raising the dead.



Needless to say, Nod has continually denied all knowledge of any such acts,

and even those within the Brotherhood believe these Necromantic tales to be

little more than the mutterings of frightened outcasts. The truth, however,

is far stranger. In the aftermath of his first defeat at the hands of GDI,

Kane spent long days pondering how it was that Nod had been defeated.

Ultimately, he formulated a unique hypothesis - the humanity of his soldiers

had been their undoing. Thus, the Prophet concluded, to achieve victory he

would require an army devoid of free will - of love, hate, fear and regret,

of both conscience and consciousness, a legion that could willing and

unquestioningly obey his every command.



To that end, Kane initiated the development of an army of emotionless,

endlessly malleable cybernetic warriors that would do his bidding without

question. Knowing that such research would cause dissension within the

ranks of his existing army, the Prophet sequestered this work in the

hinterlands of Russia and China, where few would stumble across the project

and even fewer would be believed if they shared such tales.



The path was long and arduous, and outside of a few promising developments -

the most notable being the cyborg armies of CABAL - far from successful.

Eventually, the Second Tiberium War drew to a close, the Marked of Kane

finally near completion. However, it was too late to save Nod and the

Marked of Kane were left to slumber deep beneath the Earth, awaiting their

master's call ...



[Source Redacted]"



------------------------------------------------------------------------------

[8.01] The Corruption of Brother Marcion



Mission : Persuade Him



Added : After you destroy all of Brother Marcion's Statues.



"Intercepted GDI Transmission



[static]



... Park contacting central GDI Central Command, do you ...



[static]



... mission unfolding as planned. First objective has been met and was an

unqualified success. Marcion now regards Agent Park as an orthodox Nod

fanatic in his own mold. Target is proving very receptive to messages of

distrust re: Kane. Moving on to second objective - laying the groundwork

for the "removal" of Slavik.



[static]



Seeds have been planted ...



[static]



Park out.



Intercepted and decoded by Brother Othus Qatar"



------------------------------------------------------------------------------

[8.02] Mysterious Homestead Attacks Continue



Mission : The Betrayal of Kilian Qatar



Added : After you have infiltrated the Nod base.



"Archived Report on massacre of Nod separatists



For the third time this year, a seperatist Nod settlement in the Central

African region has been brutally attacked. While investigations are still

ongoing, initial reports identify the deceased as respected prophecy scholar

Caleb Kovacs, his wife Ileana, daughter Alexa and an unidentified number

of servants.



While the mainstream media continues to dismiss these attacks as the work

of Mutant fundamentalists, the Fist of the Prophet can exclusively reveal

that there may be more sinister forces behind the attack - forces stemming

from within the Brotherhood itself. Evidence gathered from the ruins [and,

according to our sources, suppressed orders on the direct orders of Anton

Slavik] has been made available to us.



Analysis of this evidence reveals the attackers not to be Mutants, by

Cyborgs, under the direct control of the renegade AI CABAL. The Fist has

raised concerns about CABAL's stability and the Brotherhood's general

dependence on such soulless machinery in the past, but even as the evidence

mounts, Slavik refuses to accept the truth, and now the Prophet's most

devout followers are paying the price for his wiliful blindness.



Excerpt from "Fist of the Prophet", underground Nod Separatist infocast"



------------------------------------------------------------------------------

[9.01] Shatterer



Cost : 1300 Credits

Requires : War Factory, Command Post

Abilities : Call for Transport

Upgrades : None

Role : Anti-Structure, Anti-Vehicle

Construction Time: 13 secs



This is one of the better units in the GDI arsenal with Kane's Wrath. The

Shatterer is basically a Sonic Emitter on wheels. This unit can damage

multiple units and will go through them. That being said, this is an excellent

support unit, knocking out the enemy vehicles while letting the tanks taking

the brunt of the attack. The reason why this is not a frontline vehicle is

that it is, like the Mammoth Tank and the MARV, it is extremely slow. Sure,

it can hold its own, but by the time you have reached the enemy base, the

battle is pretty much over. Nonetheless, this unit can deal great amounts of

damage as well as attacking from a good distance. However, with its slow

speed and relatively weak armour, this makes it a pain to protect and its

use will depend on your attack force.



------------------------------------------------------------------------------

[9.02] Slingshot



Cost : 1000 Credits

Requires : War Factory

Abilities : Call of Transport

Upgrades : Tungsten Shells

Role : Solely Anti-Aircraft

Construction Time: 10 secs



With the Base Game leaving GDI reeling from the lack of Anti-Air, it has

developed a solution. Before, you relied on AA Turrets, Pitbulls, Missile

Squads, Firehawks and Mammoths, but besides the weak AA Turret and expensive

Firehawks, you had no defence. The Slingshot is basically a Quad Cannon on

wheels. Imagine the Quad Cannon from C&C Generals that can only attack air and

its the Slingshot. It can shred down air units without taking a lot of damage

and is rather quick. However, the problem with this Slingshot is that it lacks

one ability that it should have, Anti-Infantry attacks. Instead, this thing

can only hit air so it is delegated to a support unit. Other than the fact

that it can only attack air, this unit is a much needed addition to the GDI

arsenal.



------------------------------------------------------------------------------

[9.03] Hammerhead



Cost : 1500 Credits

Requires : Airfield

Abilities : Garrison Infantry

Upgrades : AP Ammo, Ceremic Armour (ZOCOM)

Role : Anti-Infantry, Transport

Construction Time: 15 secs



The APC of the Sky, the Hammerhead is one of the most versitile units, just

like the APC. This unit it originally armed with an Anti-Infantry Vulcan/

Gattling Cannon that can easily shred infantry. Also, like the Scrin

Stormrider and Nod Venom, it can attack without having to go back to base and

rearm and refuel. What makes it one versitile unit is that it has 1

garrisonable infantry slot. This slot also allows for infantry to fire out

of it, just like the APC, and as such, this is an danger to opponents since

they do not know what is inside. As such, what happens if you place the

following infantry inside is listed below.



Riflemen Squad - This will create a Gun Turret which will basically be another

anti-infantry weapon.



Missile Squad - This will allow the Missile Squad to fire, which givess the

Hammerhead an Anti-Vehicle, Anti-Structure and Anti-Aircraft

attack, which is extremely useful.



Grenadiers - A fast way to remove infantry from buildings. This allows the

Grenadiers to throw their anti-infantry grenades which still

clears buildings, but they cannot use their EMP Grenades.



Zone Raiders - This gives the Hammerhead a powerful Railgun weapon which

they can use against vehicles and structures.



Sniper Team - This allows for the Hammerhead to perform long-range infantry

kills, which is useful against Missile Infantry.



Commando - Again, another Anti-Infantry role.



The Engineer basically just sits there, but it is useful to ferry around in

one of these anyway, because the Engineer is pretty slow.



Anyway, with these combinations, you can mix and match for a pretty good

attack force. Any kills done by the infantry will lead to promotions for the

Hammerhead and not the infantry. This unit is fast, powerful and versitile,

something that Nod lacks. The only drawback is the expensive price tag for

the unit, and then for the infantry, but for such power, it is worth it. One

Hammerhead can easily clear out a city full of garrisoned infantry to allow

your ground forces safe passage.



------------------------------------------------------------------------------

[9.04] M.A.R.V.



EPIC UNIT



Cost : 5000 Credits

Requires : Reclamation Hub

Abilities : Harvests Tiberium, Garrison Infantry

Upgrades : None

Role : Anti-Everything that decides to move

Construction Time: 50 secs



The Mammoth Armoured Reclamation Vehicle is the Epic Unit of GDI, and as such,

only one of these are allowed. With its massive pricetag and build time, this

unit must be strong, and it sure does provide. Armed at the start with a

3 barrel Sonic Shell cannon and 4 infantry slots, this is powerful to start

out with. What makes it even more powerful is the 4 infantry slots. You can

permanently garrison infantry inside the MARV, which you cannot take out

again, and use the infantry's ability to do some more damage for you. Again,

it demonstrates how this GDI addition adds to the amount of versitile units

in the GDI armoury. What do the infantry do? Read Below.



Riflemen Squad - This will add a Gun Turret, which adds an anti-infantry

attack to the MARV.



Missile Squad - It will add a Rocket Turret for the MARV, which allows it to

attack air units as well as land targets.



Grenadiers - This will add a Grenade Launcher to the MARV, which still

retains the ability to clear garrisoned buildings as well as

its anti-infantry and anti-structure role.



Engineer - The Engineer will add a Repairs Turret, which will repair the

MARV when it is damage through combat.



Zone Troopers - This will add a Railgun Turret, allowing for 1 hit kills of

infantry as well as great deals of damage to vehicles and

structures.



Sniper Team - This will add a Snipers Nest to the MARV, allowing for 1 hit

kills against infantry, but does not detect stealth.



Well, there you have it, what you can add to the MARV. I personally will

choose a loadout of 1 Sniper Team, 1 Zone Trooper Squad, a Grenadiers Squad

and a Missile Squad to the MARV. Sniper for infantry, Troopers for Vehicles

and buildings, Grenadiers for garrisoned infantry and Missile Squad for Air.

However, you can choose any loadout that you want.



Some people will choose a loadout of 3 Zone Troopers and 1 Missile Squad for

extreme damage. With 3 Railgun Turrets, it can dish out damage and literally

destroy anything that moves, with a Missile Squad to take down air. A fair

amount of people however, will choose a loadout that suits them and throw

in a Engineer to repair the MARV. While it lacks self-heal in the Basic,

Veteran and Elite levels, it can self-heal at Heroic, but it might take a

while to get there.



However, the loadout is basically up to you and the battlefield situations.

If your opponent is not Black Hand, you should but in a Missile Squad to take

down air. If there are Garrisonable Buildings, you should consider a Grenadier

Squad to take down those buildings. The loadout all depends on the situation

and what you are facing. Don't worry too much about tanks in the beginning,

you can just run them over, same for infantry. And if you are worried about

superweapons, don't, the MARV can withstand a Superweapon strike, but will

reduce the health by 2 thirds.



The MARV is extremely useful at harvesting Tiberium. With a set of full

crystals, the Green Crystal will provide 350 Credits while the rarer Blue

Crystal will give a massive 700 Credits. This may not be a lot, but run

through a tiberium field and that is a lot. Most people will use the MARV

to run through the enemy's Tiberium field, giving funds to yourself and

denying the enemy of their funds. Useful tactic, and soon the MARV will

recoup the costs of their construction in a matter of seconds. Still, I find

that it is most useful to deny the enemy of Tiberium. This gives 3 more GDI

Harvesters, the Rocket Harvester, the Heavy Harvester and the MARVester, the

ultimate in Harvesting Technology.



When at Heroic Status, you can literally send in the MARV on its own into an

enemy base and it will hold. Tier 3 Defences will maybe make dents into the

armour of the MARV and enemy units will be crushed. It can take down another

Epic Unit by itself, however, it will have to be at a basic state.



------------------------------------------------------------------------------

[10.01] Moved Upgrades



Several upgrades have been moved since the base game. The Stratofighter

Upgrade has been moved from the Tech Centre to the Airfield. The Scanner

Pack upgrade for the Zone Troopers have been moved from the Armoury to the

Command Post. Now you don't need to wonder where your Upgrades went.



------------------------------------------------------------------------------

[10.02] Tungsten Shells



Cost : 2000 Credits

Researched At : Tech Centre

Research Time : 60 secs

Units Effected : Slingshot

Building Effected: AA Turret



The Tungsten Shell upgrade will greatly increase the damage that your AA guns

will do against enemy air units. This will basically counteract the damage

dealt by the enemy air units with their upgrades. This makes the Slingshot

unit more dangerous for enemy air units and the AA gun is no longer a peddly

little peashooter and actually deals some damage that is registered. This

is something that you don't want to be facing in the end.



------------------------------------------------------------------------------

[10.03] AP Ammo



Cost : 2500 Credits

Researched At : Command Post

Research Time : 45 secs

Units Effected : Riflemen Squad, APC, Hammerhead

Building Effected: Watchtower



Upgrading your Anti-Infantry units with Armour Piercing Ammo will increase

the damage that your units will dish out to infantry. While you may not use

Riflemen Squad to attack, you probably will still use APCs and the new

Hammerheads. Using AP Ammo will do the same as the Tungsten Shells do to the

AA units, it will increase the damage that you will do against enemy units.

This will make the Hammerhead weapon a bit more powerful, and more power is

what GDI could do with.



------------------------------------------------------------------------------

[10.04] EMP Grenades



Cost : 1000 Credits

Researched At : Armoury

Research Time : 30 secs

Units Effected : Grenadier Squad



Arming your Grenadiers with EMP grenades will make the battlefield a much

more interesting place. With EMP grenades, you can disable any vehicles and

more importantly, structures. Nothing is more annoying than a Grenadier

Squad that is dropped off by a Hammerhead, disabling your entire base. This

will make the Grenadier a bit more useful than just clearing buildings the

entire time. You need to note that whilst this unit is garrisoned in a

structure or a vehicle, you cannot use this ability.



------------------------------------------------------------------------------

[10.05] Hardpoints



Cost : 2500 Credits

Researched At : Airfield

Research Time : 45 secs

Units Effected : Orca, Firehawk



This upgrade is an extremely useful one for those who use Firehawks, stuff

the Orca, no one actually uses them. At this cost, you can arm the GDI air

force with more missiles for them to fire. The Orca will get an extra 4

missiles to shoot at the enemy, the Firehawk will get either 1 more fire

bomb or 2 more Anti-Air missiles. With this, you get even more bang for

your buck, but it will take a longer period of time to reload the missiles

on their return. Still, it is extremely useful as you can deal more damage

on your way. With the Stratofighter Boosters, this makes them a quick strike,

heavy damage force.



------------------------------------------------------------------------------

[11.01] Reclamation Hub



Cost : 3000 Credits

Requires : Tech Centre

Abilities : Construct GDI Vehicles, Constructs the GDI MARV

Upgrades : None

Energy Consumed : 10 Energy

Construction Time: 30 secs



The Reclamation Hub is the only building that is capable of constructing the

GDI Mammoth Armoured Reclamation Vehicle. It is also capable of building

any other GDI vehicle. It does however, suck up more space and requires more

credits to build, and energy to maintain. You can also repair your vehicles

here as well with the automated repair drones. You might as well sell your

War Factory when you have this, because there will be no point to keep it

with this here.



------------------------------------------------------------------------------

[11.02] Combat Support Airfield



Cost : 500 Credits

Requires : Airfield

Abilities : Repairs and Rearms Aircraft

Upgrades : None

Energy Consumed : 5 Energy

Construction Time: 5 secs



This is basically another airfield for you to park your aircraft on. You

cannot use these to actually build aircraft, but you can manually send your

aircraft here to rearm and to repair themselves while not clogging up

valuable space for new aircraft to be built. Its cheaper than building another

airfield and if you want to have a large air force, you might as well use

this ability.



------------------------------------------------------------------------------

[12.01] Sonic Repulsion Field



Cost : 500 Credits

Enabled By : Command Post

Power Type : Defensive Power



This ability allows you to build a wall around your structures to prevent

Engineers from capturing them and it also increases the armour of the

structure. You can build this around any structure, except for Tiberium

Silos, Defensive Structures that will attack enemy units and Power Plants.

This is an extremely useful power. However, the field will disappear when

the health of the building dips below halfway. You cannot attack the field

however.



------------------------------------------------------------------------------

[12.02] Supersonic Air Strike



Cost : 2500 Credits

Enabled By : Space Command Uplink

Power Type : Offensive Power



Remember the Experimental Aircraft in the mission where you have to capture

Dr. Giraud? Well, those aircraft will be used in this Supersonic Air Strike

where all enemy aircraft in the area of effect for this Air Strike will be

damaged, where it will most likely be destroyed. This is useful when you are

being attacked with enemy aircraft, and most useful against the Scrin Victory

Fleet, however, it will not destroy them but will severely damage them. It

is extremely useful against air units, but it does nothing else to ground

units.



------------------------------------------------------------------------------

[12.03] Orbital Strike



Cost : 4000 Credits

Enabled By : Space Command Uplink

Power Type : Offensive Power



Think of this as a Mini Ion Cannon. This will hurl large slugs from outer

space, into Earth, causing huge amounts of damage. It is extremely useful

to get yourself out of a sticky situation with this, but in conjunction

with other power, like the Ion Cannon, it can mean a world of hurt for the

enemy. Anything not finished by the Ion Cannon will be with this attack. This

has the power of a Tiberium Vein Detonation and the Overlord's Wrath. It

is wise to use this when you can destroy the structures, because this alone

will not be able to destroy structures, maybe tanks. If you want to avoid it,

you can see it coming because there will be a red laser shining where the

slugs are about to fall.



------------------------------------------------------------------------------

[13.01] Reckoner



Cost : 900 Credits

Requires : War Factory

Abilities : Deploy into Bunker

Upgrades : Dozer Blades

Role : Transport, Bunker

Construction Time: 9 secs



The Reckoner is Nod's answer to a land based transport. It can carry two

infantry across the field at any given time. The most significant thing about

the Reckoner is that it can deploy into a bunker at any given time. However,

once you deploy the bunker, it cannot be undeployed, therefore, the Reckoner

is gone. When it is deployed, it can garrison up to three infantry units

instead of two. It will deploy on your command, or after it has taken

a lot of damage, it will automatically deploy. This is the cheap solution to

holding a position. If the infantry inside are killed, it cannot be

garrisoned by enemy infantry and it also cannot be targeted with explosives

whilst garrisoned.



------------------------------------------------------------------------------

[13.02] Specter



Cost : 1200 Credits

Requires : War Factory, Tech Lab

Abilities : Bombard Beacon, Call for Transport

Upgrades : None

Role : Long Range Artillery Support

Construction Time: 12 secs



The Specter is the Juggernaut of the Nod forces. Whilst it is moving, this

unit is stealthed and cannot be seen, however, this is not true for the Black

Hand, where they have no Stealth technology. Anyway, this unit has a pretty

long attack range and deals great amounts of damage to anything that it can

hit. When it is attacking however, it will lose its stealth ability and you

will need to protect it from enemy attack. The Specter can also bombard a

beacon that is planted by a Shadow Team. This beacon will allow the Specter

to attack within the Area of Range of the beacon. You need to note that it is

visible to enemy forces and as such, there will only be a limited window of

opportunity for you to attack. This is a great addition to the Nod Arsenal.



------------------------------------------------------------------------------

[13.03] The Redeemer



EPIC UNIT



Cost : 5000 Credits

Requires : Redeemer Engineering Facility

Abilities : Garrison Infantry, Rage Generator

Upgrades : None

Role : Anti-Every moving target

Construction Time: 50 secs



The Nod Epic Unit is the Redeemer, and it is a massive walker, not a remote

control missile from Unreal Tournament. It is an Epic Unit, so you can only

build one at a time. It comes equipped with a 3 cannon laser and 2 garrison

slots for infantry. You can only add two infantry units and they cannot be

taken out what so ever.



Militia Squad - Provides a Gun Turret that is extremely effective against

infantry but otherwise is useless.



Rocket Squad - Provides a Rocket Turret that will be effective against

Vehicles and Structures and provides an attack against

airborne units.



Saboteur - Provides a Repair Turret for the Redeemer that will allow the

Redeemer to repair itself when it has been damaged in combat.



Black Hand - Provides a Flame Turret that will spew flames towards enemy

units and structures when it is within range of the turret.



The Redeemer is also armed with a Rage Generator. This Rage Generator will

basically effect all units on screen, which is a pretty large area. This will

make enemy units uncontrollable by their owners, and they will attack anyone,

and that will mean that they will attack their own troops. Also, defensive

structures will attack their own troops, but all enemy units will keep

attacking you until you run away. Therefore, use the Rage Generator and then

use the Cloaking Field to get away quickly, and let the enemy kill itself

while you get away. Still, the Rage Generator is one of the most useful

abilities that can turn the tide of the battle.



The use of the Rage Generator is what makes the Redeemer so dangerous. For

those facing the Redeemer, you cannot control any of your units whilst under

the effect of the Rage Generator. They will not take commands to move or

attack, and will happily attack units that move, friendly or not. However,

this is balanced with its long recharge time, and rightly so, too

frequently will make it very unbalanced.



The use of the Cloak Generator on the Redeemer is one that should be done.

You can easily sneak up to the enemy base defences or enemy units, and then

you run away. It will cost 3000 for the Generator, but it is worth it to see

the damage and the chaos that it will do to your enemy and their units. When

the Rage Generator appears to be off, you can easily walk into the enemy base

and destroy what is left of the defences. This can really annoy the enemy

and can be damaging to their defences.



The optimal loadout of the Redeemer will be either a Rocket Squad and a Black

Hand setup, a Saboteur and a Black Hand setup or 2 Black Hand units. Why does

everyone love the Black Hand unit? It is because that the Black Hand units

will clear garrisoned buildins with absolute ease, set Infantry units on fire,

burn down buildings to a crisp and can do some damage to vehicles.



In Global Conquest mode, the Redeemer will increase unrest in the cities that

are within their move radius. More the on the Global Conquest Mode later.



------------------------------------------------------------------------------

[14.01] Moved Upgrades



Like the GDI Team, there are upgrades that have been shifted from their

original positions in the base game. The two have have moved are both from

the Tech Lab. The Signature Generator has been shifted to the Air Tower and

the Dozer Blades upgrade has been moved to the Operations Centre.



------------------------------------------------------------------------------

[14.02] Quad Turrets



Cost : 1000 Credits

Researched At : Operations Centre

Research Time : 30 secs

Building Effected: SAM Turret, Laser Turret, Shredder Turret



This upgrade will add an extra turret to all your turret defences. You do

not get to choose where it actually goes, it will always be located on the

top of the Turret Hub. This is pretty useful in the beginning of the game

as it will increase your defensive abilities by 33% for all turrets. It will

also help late in the game against Air units because odds are, you will be

using SAM Turrets to defend against air.



------------------------------------------------------------------------------

[14.03] Disruption Pods



Cost : 500 Credits

Researched At : Air Tower

Research Time : 15 secs

Units Effected : Vertigo



The Disruption Pod is a good upgrade to the only Fixed Wing aircraft of the

Nod forces. The Disruption Pods will basically cloak all units that are within

the area of effect of the Pods. This, placed outside an enemy base, will give

good staging points for your forces to gather and prepare to strike, or to

ambush the enemy. However, the pods will be liable to enemy attack and they

do not last forever, but they are rechargable in the form of Vertigos dropping

more pods on an area. They still act as good decoys through.



------------------------------------------------------------------------------

[14.04] Tiberium Core Missiles



Cost : 2000 Credits

Researched At : Tech Lab

Research Time : 60 secs

Units Effected : Stealth Tank, Mantis (Black Hand)

Building Effected: SAM Turret



Nod's Anti-Air ability has just got more deadly. The Tiberium Core Missiles

will greatly increase the attack power of missiles fired by the SAM Turret,

the Black Hand Mantis and the Stealth Tank. This is also useful because the

Tiberium Core Missiles will also increase the damage done to land units since

the Stealth Tank can fire on ground based units.



------------------------------------------------------------------------------

[15.01] Redeemer Engineering Facility



Cost : 3000 Credits

Requires : Tech Centre

Abilities : Construct Nod Vehicles, Constructs the Nod Redeemer

Upgrades : None

Energy Consumed : 10 Energy

Construction Time: 30 secs



The Redeemer Engineering Facility is the only building that is capable of

constructing the Nod Redeemer. It is also capable of building any other Nod

vehicle. It does however, suck up more space and requires more credits to

build, and energy to maintain. You can also repair your vehicles here as

well with the automated repair drones. You might as well sell your War Factory

when you have this, because there will be no point to keep it with this here.



------------------------------------------------------------------------------

[15.02] Voice of Kane



Cost : 1000 Credits

Requires : None

Abilities : Increase Fighting Power

Upgrades : None

Energy Consumed : 5 Energy

Construction Time: 10 secs



The Statue of the Prophet is one powerful tool for base defence with infantry

units. The Voice of Kane will increase the damage dealt by your infantry units

and will increase their speed, and their defence. This is a buff as it were.

Not only that, it will also suppress enemy troops, making them crawl and

this will make them much slower movement wise and much easier to shoot down.

The problem is, you are more likely to use tanks in this, and infantry will

be a rare sight, so this will not be too useful.



------------------------------------------------------------------------------

[15.03] Combat Support Airfield



Cost : 500 Credits

Requires : Air Tower

Abilities : Repairs and Rearms Aircraft

Upgrades : None

Energy Consumed : 5 Energy

Construction Time: 5 secs



This is basically another airfield for you to park your aircraft on. You

cannot use these to actually build aircraft, but you can manually send your

aircraft here to rearm and to repair themselves while not clogging up

valuable space for new aircraft to be built. Its cheaper than building another

airfield and if you want to have a large air force, you might as well use

this ability.



------------------------------------------------------------------------------

[16.01] Laser Fencing



Cost : 500 Credits

Enabled By : Operations Centre

Power Type : Defensive Power



This ability allows you to build a wall around your structures to prevent

Engineers from capturing them and it also increases the armour of the

structure. You can build this around any structure, except for Tiberium

Silos, Defensive Structures that will attack enemy units and Power Plants.

This is an extremely useful power. However, the field will disappear when

the health of the building dips below halfway. You cannot attack the field

however.



------------------------------------------------------------------------------

[16.02] Redemption



Cost : 1500 Credits

Enabled By : Operations Centre

Power Type : Utility Power



This ability will turn your fallen Militia units and convert them into the

Awakened, the basic unit of the Marked of Kane. It has a rather large area

of effect, and it is characterised by the wierd looking area that will be

generated with this power. Any Militia unit that is totally destroyed in this

wierd aura will become an Awakened Unit, with has three cyborgs in it. This

power might be useful if there players that actually use Militia units, but

the fact of the matter is, no one actually uses Militia so this is pretty

much useless.



------------------------------------------------------------------------------

[16.03] Tiberium Vein Detonation



Cost : 4000 Credits

Enabled By : Tiberium Liquidation Facility

Power Type : Offensive Power



What to damage an enemy's economy? Well, a Tiberium Vein Detonation will

basically detonate a Tiberium Field that you want to detonate. This basically

means that you select a Tiberium Field to Detonate and this will basically

act as a catalyst missile and shock the entire field, damaging anything

inside it. For the most effective use, aim for an extremely big Tiberium field

and hope that there is something on it. This power is great for disrupting

your enemy's economy, but it doesn't provide the ability to attack where you

want to, and as such, it is worst than the Scrin's Overlord's Wrath and the

GDI Orbital Strike, since they will attack units not in a Tiberium field.



------------------------------------------------------------------------------

[17.01] Ravager



Cost : 1200 Credits

Requires : Nerve Centre, Statis Chamber

Abilities : Tiberium Agitation

Upgrades : None

Role : Anti-Infantry, Anti-Vehicle

Construction Time: 12 secs



The Ravager is a new type of Infantry that the Scrin has access to. They

are exceptionally better at attack another person's economy because of their

Tiberium Agitation skill, which provides them with a long range beam attack

against Tiberium containers that detonates the Tiberium inside it and deals

a fair amount of damage to it, which is basically a Harvester or a Tiberium

Refinery. Otherwise, they are extremely quick and again, good for hit and

run against Harvesters.



------------------------------------------------------------------------------

[17.02] Mechapede



Cost : 1400 Credits

Requires : Technology Assembler

Abilities : Add Weapons Segments

Upgrades : Weapon Segments

Role : Anti-Everything

Construction Time: 14 secs



The Mechapede is an extremely fast moving bug vehicle, and how it is built

it pretty much up to you. The Mechapede is able to add 8 weapon segments, a

choice between the Disintegrator, the Toxin, Disc and the Shard Segments. The

Disintegrator is good against Vehicles, the Toxin is good against Vehicles,

the Disc is good against Air units and the Shard is good against infantry.

The loadout is up to you. The Mechapede will start out on low health, and as

you add more segments, each costing 100 Credits, it will increase its health

until it is full. The downside of the Mechapede is the side, making it more

vulnerable, and it is expensive, costing 2200 credits for a fully upgraded

Mechapede. You are better off adding 800 and getting a Tripod.



------------------------------------------------------------------------------

[17.03] Eradicator Hexapod



EPIC UNIT



Cost : 5000 Credits

Requires : Warp Chasm

Abilities : Garrison Infantry, Teleport Eradicator, Recycle Units

Upgrades : None

Role : Anti-Everything that moves

Construction Time: 50 secs



The Eradicator Hexapod is the Epic Unit of the Scrin and it looks as ugly

as it sound. It is another massive walker unit and boosts a nice cannon to

boot, with 3 infantry slots for your infantry to garrison in. There are 5

types of infantry take can be garrisoned in the Eradicator, and what they are

and what they do are listed below. The infantry is important because they will

probably more accurate than using the Plasma Cannon because they are all over

the place.



Disintegrator - Laser Turret that provides a decent laser attack land based

vehicles and strucutres.



Assimilator - Provides a Repair Turret that will repair your Eradicator

Hexapod when it is damaged in combat.



Shock Troopers- These troopers will provide an Anti-Air turret that will allow

your Eradicator an attack against aerial units.



Ravagers - The Ravager will not make the Hexapod faster, but it will give

it a Shard Launcher that is accurate, powerful and good

against infantry.



Mastermind/ - This will give your Eradicator a Teleport ability, which is

Prodigy extremely useful, more on that later.



The Teleport ability, if you put a Mastermind inside, is useful because if

you are under heavy attack, here is a quick escape for you. If you are trying

to get it into battle, it can help you get the Eradicator into battle much

faster. It is one that you should invest in because it will increase the life

of your Hexapod and can even get you past the defences of a base, and into

the back, without taking heavy damage. So, if you see a lot of defences, just

teleport behind them and knock down the Power, then destroy the base.



The Eradicator also has a recycling ability. When you crush a unit or a

defensive structure, you will get about 15% of the cost of the unit you have

just destroyed as the recycling bonus. This may not be that useful, but in

the thick of battle, a bit of credits is much better than none. And for

infantry units, the credits will be awarded for each squad member fallen, not

for the restruction of the entire unit.



The loadout of the Hexapod will all depend on what you are going to face.

Mastermind is a definite addition whenever possible for its extremely helpful

ability, so you are left out with two. The Ravager will be a good choice and

the second should be Shock Troopers, because odds are, unless you are facing

the Black Hand, you are going to face some air units.



At Heroic level, the Hexapod, like any other Epic unit, is literally

unstoppable. At Heroic, a Hexapod can easily destroy another Hexapod which

was at the basic level. As you can see, what you should do is to deny the

Hexapod an opportunity to upgrade. If you don't, say goodbye to your hopes

of winning.



------------------------------------------------------------------------------

[18.01] Moved Upgrades



The good thing about the Scrin is that, they have so little upgrades that

they don't have any that have been moved, Isn't that great? I thought I'd make

this since GDI and Nod have one as well.



------------------------------------------------------------------------------

[18.02] Attenuated Forcefields



Cost : 2000 Credits

Researched At : Nerve Centre

Research Time : 90 secs

Units Effected : Seekers, Gun Walkers / Shard Walkers for Reaper 19



These forcefields are the same as those given to the Tripods and the members

of the Scrin Victory Fleet. This will give the Seeker and Walkers protection

against more damage and it can withstand an EMP blast. The problem with this

upgrade is that in this stage, you will be rushing for an air fleet, the

Victory Fleet, and if you do have troops on the ground, they probably will

be Tripods, and not Gun Walkers. Assess your purchase on that.



------------------------------------------------------------------------------

[18.03] Shard Launchers



Cost : 3000 Credits

Researched At : Technology Assembler

Research Time : 60 secs

Units Effected : Seekers

Building Effected: Plasma Disk Launcher, Photon Cannon



This upgrade will increase the damage done by the above by replacing their

plasma balls with Tiberium Shards. If you are going to use seekers, this is a

handy upgrade because this will greatly increase the damage done by these

units because they will be more accurate. This creates a stream of Shards at

the enemy, and there is no more spillage, it is accurate and very powerful.

Consider it if you are going to use Seekers. If not, leave it.



------------------------------------------------------------------------------

[19.01] Warp Chasm





Cost : 3000 Credits

Requires : Tech Centre

Abilities : Construct Scrin Vehicles, Constructs the Scrin Eradicator

Upgrades : None

Energy Consumed : 10 Energy

Construction Time: 30 secs



The Warp Chasm is the only building that is capable of constructing the Scrin

Eradicator Hexapod. It is also capable of building any other Scrin vehicle.

It does however, suck up more space and requires more credits to build, and

energy to maintain. You can also repair your vehicles here as well with the

automated repair drones. You might as well sell your War Factory when you have

this, because there will be no point to keep it with this here.



------------------------------------------------------------------------------

[20.01] Tiberium Infestation



Cost : 1100 Credits

Enabled By : Nerve Centre

Power Type : Offensive Power



This is what happens if you have infantry walking into a Tiberium Field. This

ability, which needs to be placed on the Tiberium node, will damage anything

that moves onto the Tiberium Field, friendly or not. As long as it is there,

each crystal will damage anything that will move onto it. This is an excellent

power to use at the start of the game, with the Tiberium Vibration scan, you

can make sure that your enemy's harvesters are not safe for the time being

and while they escape, an excellent time to send in a hit and run squad to

totally destroy the Harvesters.



------------------------------------------------------------------------------

[20.02] Ichor Seed



Cost : 1000 Credits

Enabled By : Nerve Centre

Power Type : Resource Power



The Ichor Seed is basically a beam from above that will create a mini Tiberium

field, and while it does not regenerate, it is quite useful. The seed will

sprout more Tiberium than the 1000 Credits cost and that will mean that while

the resources on the field of play wane, you still have more credits to

harvest and that means that you can maintain your Victory Fleet and totally

destroy the enemy.



------------------------------------------------------------------------------

[20.03] Overlord's Wrath



Cost : 4000 Credits

Enabled By : Signal Transmitter

Power Type : Offensive Power



The Overlord's Wrath is the Scrin answer to the GDI Orbital Strike and the

Nod Tiberium Vein Detonation. This basically will hurl 3 meteors into the

Earth, causing damage that happens to be standing under the meteor. The first

two meteors are relatively small, and the third one, well, that is a massive

meteor and will cause great damage. Also, these meteors are tiberium

saturated, which means that after they have landed, you can harvest the

Tiberium that remains after the meteor has landed. This is great in

conjunction with a Hexapod, as you can mop up the units remaining and a

Rift Generator to remove what is remaining of the enemy base.



------------------------------------------------------------------------------

[21.01] Units not Replaced



The Steel Talons is all about their lovely vehicles and they really have no

need to play around with infantry. As such, their infantry list will truly

suffer and that will leave them with limited options. They will only have

4 infantry units to use, their basic Riflemen Squad and their Missile Squads,

their improved Combat Engineer and the Grenadier Squad. They will lose,

however, for their better vehicles, the Sniper Team, the Zone Troopers and

the Commando. This is a loss of infantry units that cannot be replaced, and

that is one of the downsides of using the Steel Talons.



------------------------------------------------------------------------------

[21.02] Heavy Harvester



Cost : 1400 Credits

Requires : War Factory

Abilities : Harvest Tiberium, Call for Transport

Upgrades : None

Role : Harvesting Tiberium?

Construction Time: 14 secs



The Heavy Harvester is basically an improved version of the Harvester. It

will replace the machine gun that is equipped on the GDI Harvester for a

infantry garrison slot. This will allow you to place Riflemen, Missile Squads

or Grenadiers into the slots. The problem with losing Zone Troopers is that

you don't get to do some serious damage and wreak some havoc with the

Harvester. Imagine the enemy thinking that several Harvesters have stupidly

wandered into their base and attack with their tanks, only to be destroyed

by a couple of Zone Troopers hiding inside. Shame that.



------------------------------------------------------------------------------

[21.03] Titan



Cost : 1300 Credits

Requires : War Factory

Abilities : Adaptive Armour

Upgrades : Adaptive Armour, Railguns

Role : Replaces Predator, Anti-Vehicle, Anti-Structure

Construction Time: 13 secs



This walker will replace the Predator Main Battle Tank. Well, this ancient

walker from the Second Tiberium War is still stronger than the Predator, a

recent update. It is a bit slower than the Predator, since it is a slow as

walker, but it is powerful. The Titan however, is much stronger with

railguns, just like the Predator. All in all, it is basically a more powerful

form of the Predator, and at a tiny cost, it is probably worth it. And what

choice do you have early game, you don't have access to the Mammoth and the

Wolverine just doesn't cut it. And the good thing is, it can crush enemy

units.



------------------------------------------------------------------------------

[21.04] Wolverine



Cost : 900 Credits

Requires : War Factory

Abilities : Call for Transport

Upgrades : AP Ammo

Role : Replaces Shatterer, Anti-Infantry

Construction Time: 9 secs



The problem with bringing back old machinery is that is doesn't do well to

replace a modern alternative. The Shatterer, which is a damn good piece of

hardware is removed for this. Sure, it is good for infantry, which will

replace the void left by the APC, but besides that, the Wolverine is not all

that useful. It is more hopeless for scouting missions since the Pitbull has

stealth detectors and a mortar attack. With it only being good against

infantry units, and not many people using infantry units, that is going to be

a problem. At least the Shatterer's artillery support rool is filled by

another unit below.



------------------------------------------------------------------------------

[21.05] Mobile Repair Transport



Cost : 700 Credits

Requires : War Factory

Abilities : Repairs Vehicles, Minelayer, Call for Transport, Garrison

Infantry

Upgrades : None

Role : Replaces APC, Transport Vehicle, Infantry Protection

Construction Time: 7 secs



Well, if you want a portable repair unit, and don't want to pay the price for

a Rig, here it is. The Mobile Repair Transport is the same as a APC, except

that the Anti-Air machine gun is replaced with a Repair Crane. It can still

garrison infantry and they can still fire out at the bad guys. You can still

lay mines everywhere, except you can repair vehicles.



The way that will works is that is has a repair radius, where the automatic

repair drones will repairs damaged mechanical units in the area of the repair

radius. What makes this handy is that you can move it around, and with a few

of these in the field, damaged units will be a thing of the past.



------------------------------------------------------------------------------

[21.06] Behemoth



Cost : 2200 Credits

Requires : Tech Centre, War Factory

Abilities : Garrison Infantry

Upgrades : None

Role : Artillery Support

Construction Time: 22 secs



The Behemoth is the big brother and replacement for the Juggernaut. It will

lose the ability to use Sniper Teams to spot for them, but you get an infantry

slot that they can fire out of. They are more powerful than their smaller

brothers and the infantry can help remove other infantry threats that come too

close to the Behemoth. However, none of the infantry that you possess are like

the Sniper Team to removing enemy Commandos, which is the most dangerous

threat to your Behemoths. Other than that, it is a much more powerful and

better replacement than the Juggernaut.



------------------------------------------------------------------------------

[21.07] Combat Engineer



Cost : 500 Credits

Requires : Barracks

Abilities : Call for Transport, Capture Buildings

Upgrades : None

Role : Anti-Infantry, Utility

Construction Time: 5 secs



The GDI Combat Engineer is the replacement of the normal Engineer. The only

difference is that the Combat Engineer has a pistol to draw and fire at other

Engineers. However, the fact that it has a pistol is really a moot point.

The Engineer, first of all, it rather slow to draw his pistol. For a Engineer

with pistol training, one would have thought that he could fire his sidearm

better. And to put the nail in the coffin, the pistol does relatively little

damage to infantry, so much that he can't even kill a squad member in a

Militia squad, and probably can't live that long. He actually is good against

other Engineers, but what is the point? You aren't going to camp Engineers

outside a building for capture. Unless there is a race to get a Tiberium Spike

in the centre of the map, and you cheat and kill the other guy, this is pretty

much useless. At least they cost the same.



------------------------------------------------------------------------------

[22.01] Upgrades Removed



Steel Talon troops focus on sheer force, and has no use for Tiberium abatement

like Sonics. Any improvement on infantry has been removed, anything from

Scanner Packs and such are removed since there are no infantry to use them

on. Other than that, most upgrades have been kept because they are usable on

vehicles.



------------------------------------------------------------------------------

[22.02] Adaptive Armour



Cost : 1500 Credits

Researched At : Tech Centre

Research Time : 30 secs

Units Effected : Titan, Mammoth Tank



Adaptive Armour is armour for your heavy firepower. The Adaptive Armour is an

activated ability that you can use, and this will increase the defensive

capabilities of your units, and their armour will be increased as a result.

They will also gain immunity from EMP pulses and this might be good. However,

they will move slower as a result. The good thing is that this will give you

the defence when you are in the enemy base, and the EMP can't be a bad thing

either. The problem is the slow speed. If you are rushing into battle, the

speed decrease on Titans and Mammoths will make them probably not move at all.

Therefore, this ability is only useful when you are in the enemy's base, but

not inbetween.



------------------------------------------------------------------------------

[22.03] Railguns



Cost : 3000 Credits

Researched At : Tech Centre

Research Time : 90 secs

Units Effected : Titans, Mammoth Tanks, Rig

Building Effected: Guardian Cannons, Battle Base



This is one thing that the Steel Talons are all about, POWER. With Railguns,

not only are your Mammoths upgraded with Railgun Capacitators, but so will

the Titans, your defensive Guardian Cannons as well as the Guardian Cannons

on the Battle Base. This makes one of the most useful GDI upgrades even more

useful. Mammoths need Railguns to love, and the Titans will be great as a

support unit. Guardian Cannons will be your base defence and they will be more

powerful as a result. All in all, you need this upgrade because without it,

your troops are going to be lacking power.



------------------------------------------------------------------------------

[23.01] Buildings Removed



Since this is not a faction for infantry, the Armoury has been removed from

the game. This will explain why your more advanced infantry has been removed

from selection as well. This will also remove upgrades for your existing

infantry units.



The second, and probably more important removal is the Sonic Emitter. This is

the most advanced base defence, and this means you are going to have to rely

on a mixture of Watchtowers and Guardian Railgun Cannons. This will be one

that is hard to replace. Maybe you can use your units in its stead.



------------------------------------------------------------------------------

[24.01] Support Powers Removed



Many of your support powers have also been removed. They are all infantry

based, so no shocks there. The GDI Airborne ability has been removed. The

Sharpshooter Team has been removed and the Zone Trooper Drop Pods have also

disappeared. All the rest of the Support Powers are still there, and they

are normally more destructive, so at least you should be happy about that.



------------------------------------------------------------------------------

[24.02] Railgun Accelerator



Cost : 1000 Credits

Enabled By : Tech Centre

Power Type : Offensive Power



This is a more unique ability because it will increase the firing ability of

all Railgun equipped units in the area. That means, your Titans and your

Mammoth Tanks will be stronger when they have their railguns, which you should

upgrade straight away. This will increase the power of the railguns further

and this is definitely a good thing. However, it will damage the firing barrel

of the tank and that means that it will damage the unit everytime the railgun

is fired. Don't worry, with the nice repair vehicle that you have been given,

the damage will be a small part, and that is that.



------------------------------------------------------------------------------

[24.03] Bloodhounds



Cost : 2000 Credits

Enabled By : Airfield

Power Type : Reinforcement Power



The Bloodhounds power is the same as that of the normal Bloodhounds, except

that it is modified a bit. You still get to use the 2 Pitbulls but you do not

get 2 APCs, since the APC is removed, you get 2 Wolverine tanks. Still, it

doesn't attack air and that isn't too useful.



------------------------------------------------------------------------------

[25.01] Units not Replaced



There is only one unit that has not been replaced by the ZOCOM, and that is

the Juggernaut. Just like the Steel Talons who have removed the Shatterer

which is the Artillery support for GDI, ZOCOM has removed the Juggernaut

and replaced the other artillery unit with something more powerful, the Zone

Shatterer. However, that is the stem of it, unlike the Steel Talons.



------------------------------------------------------------------------------

[25.02] Zone Raider



Cost : 1300 Credits

Requires : Tech Centre, Barracks

Abilities : Call for Transport, Jump Jets, Stealth Detection, Shoulder

Fired Anti-Air Missiles

Upgrades : Scanner Packs, Power Packs

Role : Replaces Zone Troopers, Anti-Vehicle, Anti-Structure

Construction Time: 13 secs



The female version of the Zone Trooper and it is a pretty good one. This unit

has the same cost as the Troopers, but they offer much more. They will have

the ability to hit air units, and whilst they may be weak, a small army of

them will take down any air threat with relative ease. Also, their Sonic

Grenades are more powerful than Railguns, not because of their power which is

relatively lacking in comparsion with Railguns, but they have an area of

effect, so of the enemy has clustered a group of units, they all take damage.

If they are garrisoned into a MARV, it will be a Sonic Turret, and boy, with

3 Zone Raiders and 1 Grenadier, its Grenades everywhere. Nade Spam anyone?



------------------------------------------------------------------------------

[25.03] Rocket Harvester



Cost : 1400 Credits

Requires : War Factory

Abilities : Harvest Tiberium

Upgrades : None

Role : Harvesting Tiberium?

Construction Time: 14 secs



The Rocket Harvester is the ZOCOM replacement to the GDI Harvester. All that

harvesting is dangerous so instead of a machine-gun on the top, it is armed

with a rocket launcher. While they may not be effective against infantry, it

can deal some damage to light vehicles that will be sent early in the game,

but later on, when you are dealing with Tripods, Mammoths and Avatars, these

rockets stand no chance. However, some defence is better than none.



------------------------------------------------------------------------------

[25.04] Zone Shatterer



Cost : 1400 Credits

Requires : War Factory

Abilities : Overload Beam

Upgrades : None

Role : Replaces Shatterer, Anti-Vehicle, Anti-Structure

Construction Time: 14 secs



The Zone Shatterer is stronger than the normal Shatterer. Their Sonic beam

is stronger than that from the normal Shatterer, but it does have one perk

that the Shatterer does not. It is armed with an Overload Beam, a long

range sonic beam that deals some incredible amounts of damage. However, there

is a downside to such power, and that is that the Shatterer will shut down

after the Overload Beam has been fired, so be careful where you use this

because this is not the fastest unit, it is slow and weakly armoured, and that

can be the downfall of this unit.



------------------------------------------------------------------------------

[25.05] ZOCOM Orca



Cost : 1100 Credits

Requires : Airfield

Abilities : Sensor Pods, Pulse Scan

Upgrades : Ceremic Armour

Role : Anti-Vehicle, Anti-Structure

Construction Time: 11 secs



The ZOCOM Orca is the improvement on what is already a worthless unit. The

Orca is one of the least used units in the GDI military, even the Riflemen

Squad has more use. Orcas are not versitile enough to replace the Firehawk

and with the addition of the Hammerhead, it doesn't really have a use. Anyway,

the ZOCOM Orca is one that instead of missiles, it uses Sonic Shells, the same

as the Zone Raiders, but less useful since they carry limited ammo. In my

opinion, don't bother, they aren't worth the credits used to produce them.



------------------------------------------------------------------------------

[26.01] Upgrades Removed



Very few upgrades have been removed. In fact, the only one removed that is

not replaced is the Railguns. That is the trade off between the Steel Talons

and ZOCOM, one has Railguns, the other has Sonics. Without railguns, your

Mammoth Tanks are less useful, since their dual cannon are less powerful than

that of Railguns.



------------------------------------------------------------------------------

[26.02] Tiberium Field Suits



Cost : 1000 Credits

Researched At : Armoury

Research Time : 30 secs

Units Effected : Riflemen Squad, Missile Squad, Grenadier Squad



This will replace the Composite Armour upgrade that you can purchase from the

armoury. This upgrade is a much needed upgrade and this will increase the

armour of your troops as well as their maximum hit points. The most important

boost to the Field Suits is that they will prevent Tiberium exposure to your

troops. So, when your troops walk on Tiberium, they will not take damage as

they usually do. How useful is that. But then again, you probably stuff your

infantry inside a Hammerhead or an APC for safety reasons.



------------------------------------------------------------------------------

[26.03] Ceramic Armour



Cost : 1000 Credits

Researched At : Airfield

Research Time : 30 secs

Units Effected : ZOCOM Orca, Hammerhead, Firehawk



The Ceramic Armour upgrade replaces the Hardpoints upgrade, which I find is

much better. The Ceramic Armour upgrade basically increases the armour of all

of the effected units, and this may be useful. However, if the Firehawks are

going to get hit, they will get hit and Hammerheads can easily fly away from

danger. Also, the Hardpoints will give your Firehawks, and Orcas if you use

them, more missiles to shoot, while Ceramic Armour will increase the shelf

life of the plane. Personally, Hardpoints are my choice.



------------------------------------------------------------------------------

[27.01] Support Powers Removed



The only removal of Support Powers is the Zone Trooper Drop Pod. This is

because the Troopers have been replaced with Raiders. But other than that, it

is it.



------------------------------------------------------------------------------

[27.02] Zone Raider Drop Pods



Cost : 4500 Credits

Enabled By : Space Command Uplink

Power Type : Reinforcement Power



This is the same as the Zone Trooper Drop Pods, except the Troopers are

replaced with Raiders. There will be 3 squads of them, all are on the veteran

level. You can drop them wherever the map has been removed of Fog of War. Best

used for a quick drop and a quick boost for your forces, or a faster way of

arming your MARVester.



------------------------------------------------------------------------------

[27.03] ZOCOM Airborne



Cost : 1000 Credits

Enabled By : Airfield

Power Type : Reinforcement Power



This is the exactly same as the GDI Airborne, except that it costs less to

actually use. 1000 credits for 2 Riflemen Squads and 2 Missile Squads at a

Veteran level is a good deal any day. Other than that, there is really nothing

about it.



------------------------------------------------------------------------------

[28.01] Units not Replaced



The Black Hand is one that does not require stealth or any aircraft, so you

need to make do as it is. That means, you will get no Call for Transport from

the Air Tower, no Venoms and no Vertigos. Your Shadow Teams will be removed

from you as well. You will need to adjust to this because a good part of the

Black Hand's arsenal will be changed.



------------------------------------------------------------------------------

[28.02] Confessor Cabal



Cost : 300 Credits

Requires : Barracks

Abilities : Hallucinogenic Grenades, Infantry Combat Bonus

Upgrades : Black Disciples, Charged Particle Beams

Role : Replace Militia Squad, Anti-Infantry

Construction Time: 3 secs



The Confessor Cabal unit is basically a Militia Squad that is replaced with

Confessor Cabals, the upgrade from the Secret Shrine. They will cost more

and there are less of them, but these are quite annoying against infantry.

Their grenades will allow the enemy soldiers to attack themselves, but note

that is an activated ability now. Also, you can use them to boost the combat

effectiveness of nearby troops, that is to say that these units will increase

the rate of fire and armour of nearby troops, like a portable Voice of Kane,

except that it doesn't scare enemy troops. It will turn into a Gun Turret

when placed in a Redeemer.



------------------------------------------------------------------------------

[28.03] Mantis



Cost : 1200 Credits

Requires : War Factory

Abilities : None

Upgrades : Tiberium Core Missiles

Role : Replaces Stealth Tank, Anti-Aircraft

Construction Time: 12 secs



The Mantis is the replacement of the Stealth Tank. In actual fact, the Mantis

is the Stealth Tank, without the Stealth capabilities and the ability to

attack ground units. This makes it extremely danger to air units, similar

to the GDI Slingshot, these are meant to attack air. It can take down the

Scrin Victory Fleet quite easily with only a few of these. This should be

combined with the fact that this unit is extremely fast, maybe faster or on

par with the Stealth Tank. Also, it needs to requirements except for the War

Factory. A must have if you are going to fight some Air units.



------------------------------------------------------------------------------

[28.04] Purifier



Cost : 3000 Credits

Requires : Tech Lab, War Factory

Abilities : Clears Garrisoned Buildings, Infantry Combat Bonus

Upgrades : Purifying Flame

Role : Replaces Avatar, Anti-Infantry, Anti-Vehicle,

Anti-Structure

Construction Time: 30 secs



The Purifier is the walker BEFORE the Avatar, but for some reason, it seems

so much stronger. It starts off armed with the Obelisk Laser, inbuilt to the

Avatar as well as a FlameThrower. At this point, it has become more powerful

than the Avatar, since it will cost you an Avatar and a Flame Tank to equal

this point. However, the Purifier cannot rip apart other tanks for their

parts, so you can't exactly give them an extra laser or so. Given that most

people would use Black Hand troops inside a Redeemer, think of this as a Mini

Redeemer. It can dish out major damage to infantry, crush vehicles, burn

buildings, and cleared garrisoned infantry. This is useful, but 2 Black Hand

Troops inside a Redeemer is even more so.



------------------------------------------------------------------------------

[28.05] Harvester



Cost : 1400 Credits

Requires : War Factory, Refinery

Abilities : None

Upgrades : None

Role : Harvest Tiberium?

Construction Time: 14 secs



It is a different Harvester to the Nod Harvester. Although it may not seem

as much, this Harvester is the exact same as the Nod one, but it lacks the

Stealth Ability. It has nothing to make up for this. Even a portable Flame

Thrower would be a nice addition, and this makes it even more vulnerable to

hit and runs since you know where it is and it won't try to hide.



------------------------------------------------------------------------------

[28.06] Veterancy



The Black Hand focus on Flame units and as such, some of their units will come

promoted as they walk out of the Hand of Nod or the War Factory. Black Hand

Troops will be Veteran when they are first trained. The Flame Tank will also

be at a veteran level when they are produced out of the War Factory. The

final unit, the Commando, is produced at a Heroic Level, and therefore can

self heal, increased firepower and such. Not bad if you decide to use the

Commando.



------------------------------------------------------------------------------

[29.01] Upgrades Removed



There are several upgrades that have been removed. The Signature Generator and

the Disruption Pod upgrades have both been removed so you cannot upgrade

them.



------------------------------------------------------------------------------

[29.02] Black Disciples



Cost : 1500 Credits

Researched At : Secret Shrine

Research Time : 30 secs

Units Effected : Confessor Cabal, Militant Rocket Squad



This will replace the Confessor Cabal upgrade that normal Nod can use.

However, this upgrade will instead place a Black Hand Trooper with each

existing and new regiment. So, all your Confessor and Rocket Squads will get

a Black Hand Troop assigned to each of them. This is will increase their

power with the power of flames and they are as tough as a normal black hand

trooper.



------------------------------------------------------------------------------

[29.03] Purifying Flames



Cost : 2000 Credits

Researched At : Secret Shrine

Research Time : 45 secs

Units Effected : Black Hand, Black Disciples, Flame Tanks, Purifier



This upgrade is particularly useful because the Black Hand is all about the

flames, and this will significantly increase the power of the flames. This

makes your flame weapons more damaging against vehicles, will burn the

buildings faster and, um, cinder infantry faster, which it already does

in the first place. It is essential that you have this upgrade if you are

going to use any of the above units, or even the Redeemer with Black Hand

troops inside.



------------------------------------------------------------------------------

[29.04] Charged Particle Beams



Cost : 3000 Credits

Researched At : Tech Lab

Research Time : 60 secs

Units Effected : Confessor Cabal

Building Effected: Shredder Turrets



The Charged Particle Beams will allow the Confessor Cabal unit and your

Shredder Turrets to deal more damage against infantry units, and slightly more

damaged to the armoured units. However, there are a few problems with this

upgrade that I don't like. First of all, the cost is a bit excessive for

only one unit and one building to be effected. Second of all, the technology

level is far too high for you to access in the beginning where it might be of

use against infantry spams. Finally, by the time you have this upgrade, you

will have access to other means of Infantry removal.



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[30.01] Buildings Removed



There is only one building that has been removed, and that is the Air Tower.

This might be a problem for your forces because it will remove the ability

to call for transport and create Venoms and Vertigos. That in the end might

be a problem, but you will need to learn to overcome it.



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[31.01] Support Powers Removed



The Black Hand have three of their support powers removed. You cannot use

the Shadow Strike Team because your Shadow Teams have been removed. You

also have no access to dropping a mine field onto the battlefield either.

The final one is that you cannot use the Cloaking Field, since it is unholy.

Their normal Nod counterparts will also have the Redemption power whilst the

Black Hand doesn't.



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[31.02] Power Signature Scan



Cost : 500 Credits

Enabled By : Operations Centre

Power Type : Intelligence Power



This power is quite a useful one of you want to plan some support power to

strike someone. This will allow you to see all the power plants on the map

and you can see where they are. This is still not as useful as the GDI radar

ability because it will not show if there are any defences or units that will

surround it and that may ambush your support or your strike force, and that

might be a problem



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[31.03] Decoy Temple of Nod



Cost : 1000 Credits

Enabled By : Tech Lab

Power Type : Utility Power



A rather fun one to use, this will create another Temple of Nod that will

act as a decoy. It will not allow you to produce a Nuclear Missile and this

should only be used when you actually have one. When you have one built,

place the decoy first, then place the actual one. Your enemy may get confused

since they might see the delay of the counter as lag, rather than a decoy.

Therefore, they might have the chance of attacking the wrong temple. Make sure

it is well built around and there are some troops defending it, or it may not

seem real.



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[32.01] Units not Replaced



There is only one unit that has not been replaced, and that unit is the Flame

Tank. The Marked of Kane do not need any flame weapons, and you will see that

all Flame based units have been removed. No more crisping any more.



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[32.02] The Awakened



Cost : 500 Credits

Requires : Hand of Nod

Abilities : EMP Blast, Call for Transport, Immune to Suppression

Upgrades : None

Role : Replaces Militia Squad, Anti-Infantry

Construction Time: 5 secs



The basic infantry of the Marked of Kane, and already it is quite strong. It

is effective against enemy infantry as they will not suppress whilst they are

under fire. They also have an EMP blast, which they can use to disable enemy

structures and vehicles. This will allow them to make short work of infantry

and vehicles by using reinforcements. It is considered among elite infantry

that other factions can only access later.



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[32.03] Tiberium Trooper



Cost : 900 Credits

Requires : Hand of Nod, Operations Centre

Abilities : Clears Garrisoned Buildings, Call for Transport, Slows Down

Vehicles

Upgrades : Cybernetic Legs

Role : Replaces Black Hand, Anti-Infantry, Anti-Structure

Construction Time: 9 secs



The Tiberium Trooper is the replacement of the Black Hand Troops, who uses

Liquid Tiberium instead of Flames. Their Liquid Tiberium also has the ability

to clear any garrisoned buildings, but unlike their Black Hand counterparts,

they can actually slow down enemy vehicles by spraying them with Liquid

Tiberium. However, their Liquid Tiberium attack is less damaging against

buildings. I guess the Tiberium can't burn down the building. Whilst inside a

Redeemer, they will operate a Liquid Tiberium Turret.



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[32.04] The Enlightened



Cost : 1200 Credits

Requires : Hand of Nod, Tech Lab

Abilities : Improved EMP Blast, Call for Transport, Immune to

Suppression

Upgrades : Cybernetic Legs, Supercharged Particle Beams

Role : Anti-Infantry, Anti-Vehicles, Anti-Structure

Construction Time: 12 secs



These are the Elite infantry of the Marked of Kane, and they are truly the

elite, despite them being soulless cyborgs. They are armed with particle

beams, and they deal large amounts of damage to anything that moves. They have

increased armour and that makes them hard to take down, even if you are using

Anti-Infantry weapons. Their EMP blast will last longer than those the

Awakened can blast enemy units for. The only problem is their price tag, but

other than that, it is all good.



------------------------------------------------------------------------------

[33.01] Cybernetic Legs



Cost : 1000 Credits

Researched At : Secret Shrine

Research Time : 30 secs

Units Effected : Saboteur, Tiberium Trooper, The Enlightened



These legs will replace the legs of the troops with mechanical ones, which

will allow them to walk faster. Given that the Saboteur, the Tiberium Trooper

and the Enlightened are rather slowish infantry units, any increase in the

speed of the unit will be better than nothing.



------------------------------------------------------------------------------

[33.02] Supercharged Particle Beams



Cost : 4000 Credits

Researched At : Tech Lab

Research Time : 60 secs

Units Effected : Venom, The Enlightened

Building Effected: Shredder Turret



Consider this as the Railguns upgrade for the Marked of Kane. This will give

your Venoms, the Enlightened and the Shredder Turrets an extra boost in power,

which will increase their effectiveness against infantry, allow them to do

even more damage against vehicles and more effectiveness in battle against

buildings. This replaces the crappy laser the Venoms normally get, and this

is a must have for the Marked of Kane, regardless of the price of the upgrade.



------------------------------------------------------------------------------

[34.01] Support Powers Removed



There are very little in the way of removing support powers. Redemption is

obviously removed since you can build Awakened units and they can't be

resurrected into themselves. Also, Mine drops will be removed from you, and

that is because they will be replaced. Unlike the Black Hand, you don't have

everything removed from play.



------------------------------------------------------------------------------

[34.02] Magnetic Mines



Cost : 1500 Credits

Enabled By : Operations Centre

Power Type : Defensive Power



Magnetic Mines are the same as normal mines, they are dropped via the plane

and they attack vehicles, but they do more damage. Magnetic mines basically

attach to an enemy vehicle and stay attacked until they are destroyed or are

repaired via a repair drone. Therefore, if you enemy does not have any

sensors or doesn't pay much attention, you can use this outside their base and

allow them to damage their own attack force en route to your base. Or, use

outside a Tiberium Field on their harvesters to really damage their economy.

Either way, these mines are extremely useful, much better than normal mines.



------------------------------------------------------------------------------

[35.01] Units not Replaced



Reaper-17 really doesn't like anything that isn't brimming to the top full of

Tiberium, so much they are accused of wasting the precious crystal. Because

you cannot put Tiberium into a Mastermind, Reaper-17 won't use it. They also

don't replace the Devastator Warship and the Planetary Assault Carrier was

well, which therefore kills the Scrin Victory Fleet.



------------------------------------------------------------------------------

[35.02] Shielded Harvester



Cost : 1400 Credits

Requires : Warp Sphere

Abilities : Harvest Tiberium

Upgrades : None

Role : Harvesting Tiberium?

Construction Time: 14 secs



The Shielded Harvester is another Harvester, along with the Heavy Harvester,

the Rocket Harvester and the MARVester. This one comes along with a Force

Field, similar to that found on the Tripod, Devastator Warship and the

Planetary Assault Carrier. It will protect them against 1 EMP blast and a

far amount of damage. Its good to have a little more protection than none I

guess.



------------------------------------------------------------------------------

[35.03] Shard Walker



Cost : 700 Credits

Requires : War Factory

Abilities : None

Upgrades : Blue Shards, Attenuated Forcefields

Role : Replaces Gun Walker, Anti-Infantry, Anti-Aircraft

Construction Time: 7 secs



The Shard Walker is a massive improvement on the Gun Walker. Where the Gun

Walker was slow, the Shard Walker is quite fast. Where the Gun Walker was

weak, the Shard Walker replaces bullets with dangerous shards of Tiberium,

enough to shred anything into a holy piece of crap. The Shard Walker is one

that you shouldn't muck with, they are much better at their Anti-Aircraft

and Anti-Infantry roles that you would think, and with the Blue Shards

upgrade, they will be even more dangerous. Their only weakness is their health

but other than that, it is quite dangerous.



------------------------------------------------------------------------------

[35.04] Reaper Tripod



Cost : 3000 Credits

Requires : War Factory, Technology Assembler

Abilities : Conversion Beam

Upgrades : Conversion Reserves

Role : Anti-Infantry, Anti-Vehicle, Anti-Structures

Construction Time: 30 secs



The Reaper Tripod is the big brother of the Annihilator Tripod. The Reaper

Tripod comes with a Conversion Beam, which allows you to absorb a Tiberium

Crystal and allows you 5 shots of a conversion beam, a beam that uses the

Tiberium power to strike your enemies and at greatly increased damage. The

Reaper Tripod also contains more firepower with its great green lasers, and

the Tiberium structure has increased its armour and the hitpoints of the

unit. This unit is one to be feared, yet you can still use a Commando to blow

out the legs of the unit. Still, do not underestimate this unit, you shall

regret it.



------------------------------------------------------------------------------

[36.01] Blue Shards



Cost : 2500 Credits

Researched At : Technology Assembler

Research Time : 45 secs

Units Effected : Shard Walker, Ravager, Seeker



The Blue Shard upgrade is replacing the green crystals fired by the Reaper

vehicles with more dangerous blue crystals. These crystals are fired by Shard

Walkers and Ravagers, as well as Seekers, replacing their plasma attack. This

is extremely accurate, with no spillage. By using more potent crystals, you

make these units more dangerous than they already at, and say, if the Ravager

were perhaps, garrisoned in a Eradicator Hexapod, what would that do? A lot

more damage perhaps? Definitely one to get if you use any of the above three

units.



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[36.02] Conversion Reserves



Cost : 1000 Credits

Researched At : Technology Assembler

Research Time : 30 secs

Units Effected : Devourer Tank, Reaper Tripod



Both the Devourer Tank and the Reaper Tripod have conversion beams, a laser

attack which works by absorbing Tiberium crystals and using that to power an

extremely potent laser. You only get 5 shots with each crystal that you

decide to collect. With this conversion reserve upgrade, you effectively

double the storage of Tiberium and gives you 10 shots instead of 5. If you are

planning to use any of the above two units, maybe you should give it a try.



------------------------------------------------------------------------------

[37.01] Growth Stimulator



Cost : 1500 Credits

Requires : Extractor

Abilities : Acclerators growth of Tiberium, Collects Tiberium

Upgrades : None

Energy Consumed : 5 Energy

Construction Time: 15 secs



The Growth Stimulator replaces the Growth Accelerator, and it certainly does

make a good improvement. The Growth Stimulator will make the growth of the

Tiberium field faster, which makes it last longer than a usual Growth

Accelerator. Also, it will provide a constant 15 credits every view seconds

as it harvests Tiberium by its own accord. It is like a mini Tiberium Spike,

a good source of income both directly and indirectly. A good investment.



------------------------------------------------------------------------------

[38.01] Support Powers Removed



With the Shock Pods as a power, you will lose the Wormhole ability. The

Reaper Cult is not known for being discrete and the Wormhole ability will be

destroyed. Well, it saves the shock of having 5 Reaper Tripods popping up

at the back of your base.



------------------------------------------------------------------------------

[38.02] Shock Pods



Cost : 2700 Credits

Enabled By : Signal Transmitter

Power Type : Reinforcement Power



The Shock Pods power is one that will summon 3 squads of Shock Troopers on

a Veteran level on the battlefield in a location that will suit you. This is

quite a useful reinforcement power since Shock Troopers are quite useful

against everything that moves. And with three of them, that can seriously

be annoying for your enemies, so this one is one to be reckoned with.



------------------------------------------------------------------------------

[39.01] Units not Replaced



The Traveler-59 Sect will only have one unit removed from their arsenal, the

Devourer Tank. Other than that, you still get the full Scrin Arsenal as well

as a few extra surprises. This is as close as Scrin as the Scrin faction

itself, the Reaper-17 sect is too different, more power, less flying units.



------------------------------------------------------------------------------

[39.02] Cultists



Cost : 1000 Credits

Requires : Statis Chamber, Nerve Centre

Abilities : Mind Control on Enemy Units

Upgrades : Advanced Articulators

Role : Mind Control

Construction Time: 10 secs



These guys are actually human. It makes a nice change from all that mechanical

jibbering from the Scrin race. Actually, they are human abductees that have

been mutated with the offspring of the Prodigy to have limited mind control

abilities. With this, you can mind control an enemy unit and use that unit

against its own owner. This is particularly fun when you decide to take over

a unit, say a Engineer, and capture their own buildings. This will mean some

quite cash and confuse the enemy. Although there are 5 Cultists in a squad,

you can only mind control 1 unit at a time. Bear in mind however, the Cultists

do not carry weapons, and they cannot therefore, defend themselves. They are

also without body armour, making them easy prey for anti-infantry weapons. Be

careful, they are fragile.



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[39.03] Prodigy



Cost : 2500 Credits

Requires : Technology Assembler, Statis Chamber

Abilities : Teleport Units, Teleport Prodigy, Mind Control, Mind

Control Area

Upgrades : Advanced Articulators

Role : Teleportation, Mind Control

Construction Time: 25 secs



The Prodigy is the advanced version of the Mastermind. And might I add, a

great improvement. Not only can it teleport friend units, it can also teleport

itself all over the place, which makes it extremely handy. It still comes

with the manipulator device, allowing you to mind control buildings as well as

units of your choice. The best addition for the Prodigy is the ability to

Mind Control an area. This ability allows you to mind control all units in a

small radius, so if the units are grouped together, you have more units.

However, this will not cover higher technology level units, such as Mammoth

Tanks and Epic Units, or any flying units. Still, it is a pretty good unit

and when it enters the Eradicator Hexapod, it gives it a Teleportation ability

as well, which is extremely useful.



------------------------------------------------------------------------------

[40.01] Advanced Articulators



Cost : 500 Credits

Researched At : Statis Chamber

Research Time : 15 secs

Units Effected : Disintegrators, Assimilators, Ravagers, Cultists, Prodigy



Such a cheap upgrade doing so much. Basically is will cost you 100 credits

for a unit. It will increase the speed of all your Infantry units, bar the

Buzzer. This speed increase will help since some of these units are quite

slow and any extra speed that they can get, they should take.



------------------------------------------------------------------------------

[40.01] Traveler Engines



Cost : 2000 Credits

Researched At : Technology Assembler

Research Time : 45 secs

Units Effected : Devastator Warship, Planetary Assault Carrier



The Traveler Engines is another useful upgrade. This will increase the speed

of the Scrin Victory Fleet. The Fleet is too slow and this will make it hard

because of the new AA in the form of the Slingshot, the Mantis, improved

Stealth Tanks and Ravagers. With a permanent speed boost, this can help

avoid the AA until you can mount a suitable response. It is relatively cheap

compared to the amount of credits you will lose if your fleet slowly dies.



------------------------------------------------------------------------------

[41.01] Support Powers Removed



Like the Reaper-17 cult, there is only one support power that is removed,

and this one is the Statis Field. While that one will act like an EMP field,

it will be replaced with the Temporal Wormholes. These are more interesting

and is classified as an offensive power.



------------------------------------------------------------------------------

[41.02] Temporal Wormholes



Cost : 1200 Credits

Enabled By : Technology Assembler

Power Type : Offensive Power



The Temporal Wormhole is basically a power that will reduce the rate of fire

and the speed of all units under the effect of the Temporal Wormhole. This

basically means that all under it will be slower and can't respond properly.

Therefore, this will make it a useful power to ambush an attack force or to

finish off a retreating attack force. Because they are slower, they cannot

deal significant damage. For example, you attack with your Victory Fleet,

where you normally would be shot down by AA support, your Temporal Wormhole

can slow down the AA, and you have a chance to take it down. Note that it

does not last forever, so make good use of it while you can.



------------------------------------------------------------------------------

[42.01] GDI General Strategies



If you are after specific strategies, please read my Tiberium Wars guide for

the strategies because the strategies of the new factions generally remain

the same. There may be some updates here and some new strategies.



* GDI Slingshots are the best for Anti-Air, and they are specifically designed

to do so. Against all enemies, using a large strike force will likely draw

an enemy air attack in hopes of wiping out the force and they guys will mop

the floor with them.



* Your Slingshots are also extremely quick across the battlefield, so you can

use these as mobile AA platforms, and you do not need that many as your can

easily race these across the battlefield.



* Your Shatterers are your mobile artillery. They are slow, do you need to

protect them well. However, they have the ability to attack multiple targets

and that will prove handy against a large amounts of enemies. That fact

will make it useful against infantry, or any form of land based rushes.

Remember, they are mobile Sonic Emitters, and you know what those things are

capable of. So, use Shatterers as base defence AND attack.



* Hammerheads are probably the best addition to your arsenal. They have a

single garrison slot, and that makes a difference. They are the APCs of the

sky, except that they cannot hit other aircraft. They do not need to rearm

or refuel, making it like a Venom. There are several infantry that you

should use, depending on the situation.



- For urban maps with plenty of garrisoned buildings, it is advisable to

have a Hammerhead with a Grenadier squad. They can easily toss their

grenades to remove their enemy from buildings and the minigun of the

Hammerhead can mop up any remaining infantry.

- The best is for Zone Troopers, they literally shred anything that will

move with their powerful railguns as well as miniguns to clear infantry.

Note that very few tanks have support against air, and they can easily

demolish a tank parade any day.

- The third use for Hammerheads is for Anti-Air, though this is rather

useless with Firehawks. All you need to do is to put a Missile Squad

inside for Anti-Air protection.

- The final use is as a transport. It is a much faster and airborne

version of the APC which is a transport itself. It this also go over

chasms, which APC's can't.



* Do not forget to use your fencing support power to defend yourself against

sneaky enemy engineers that may plan to take over your base. That basically

replaces the walls from Red Alert 2.



* Orbital Slugs is a useful support power, except for the fact that it does

relatively little damage. Getting hit by a slug deals a fair bit of damage

but the large radius of the power, as well as the randomness of the landing

does not make it a reliable power to use to finish off an enemy.



* Do not underestimate the power of the Supersonic Air attack. Although it

may only destroy weaker aircraft such as Venoms, they will severely damage

stronger aircraft, such as Vertigos, allowing it easy prey for your

Slingshots to move in and finish the mess made by the enemy.



* Use the Combat Support Airfield as a forward operating base from your

secondary bases as close strike points to enemy bases, leaving room at your

own base to give room in case the support airfield is destroyed. This makes

the Support Airfield as a closer strike to enemy forces, while sparing the

troops in your base.



* Do not forget to upgrade your forces. Tungsten Shells make your Slingshots

and AA Turrets much stronger. Your AA Shells make Hammerheads far more

dangerous and Hardpoints will give your Firehawks more ammo to drop. An

extra bomb against ground units, time by a multiple of 4 is a good amount of

damage.



* Use EMP grenades when you can. Nothing slows a tank precession faster than

either a EMP Shockwave or EMP Grenades. Grenadiers are cheap, and since they

are infantry units, they will be more resistant against cannon-based attacks

such as tank shots. By disabling the enemy tanks, especially those against

air, you can whittle down the enemy forces slowly, but surely.



------------------------------------------------------------------------------

[42.02] Epic Unit Strategies



GDI is going to go off with a bang, having the MARV, MARVester, or simply,

the Mammoth Armoured Reclamation Vehicle. This is one giant tank that can

simply crush anything that decides to move, and is the strongest of the

Epic Units due to the Infantry slots and the massive cannon, and its special

ability. Its basically a souped up Mammoth Tank on a massive scale.



It starts off with a Sonic Cannon, and that isn't exactly much, but the

infantry slots certainly are. Anyway, I've already written above what

exactly they can do, and I'm going to give you some strategies on how to best

use your MARVester.



* My favourite use for this is resource denial. You should know by now that

the MARV has the ability to run over Tiberium patches for money, 350 credits

for Green Crystals, and 700 for Blue Crystals. While this is a quicker way

to harvest Tiberium and such, it isn't exactly the best to run over your

own Tiberium patches for money, you have Harvesters for that.



What you should do is that you go and run over the Tiberium patches of the

enemy. By this time, it is going to be late game, and that will mean that

the enemy has expanded. With your MARV, run over the enemy Tiberium patch,

and although it might not net you any money (it is advisible to have some

silos or refineries to store the extra credits to spend later), you are

denying the enemy of resources. Also, for the sake of it, run over their

Harvesters, and that will waste more of their money to buy new ones. Make

sure that your MARV has some firepower, because the enemy no doubt doesn't

like your MARV running in and destroying their resource patch.



* Another use for the MARV is to use it as a tanking unit. If you don't care

of using the MARV as the blocking unit, the unit that takes the most damage.

With the massive pricetag, no doubt they would go after it. Stick in 4

Engineers for healing, and the MARV can take a fair amount of damage. Use

the Blocking MARV to slowly advance to the front, and through the enemy

base, grabbing the enemy fire, allowing your troops behind it to move.



Your strike force, whatever you decide it to contain, should move slowly

behind the MARV, and make sure that the enemy concentrates the MARV and

not your strike force. After the MARV has broken the defences, your strike

force can rush in and take out the enemy forces, and their base. This might

be harder when you have more defences to deal with, but some air support can

be used to soften them up for you.



* A possible use is to use your MARV as a send and forget unit into the enemy

base. With 3 Zone Troopers and 1 Rocket Squad, for air protection, you can

just send in the MARV into the enemy base and forget about it. With such

firepower, it will be hard to bring it down, and after you set it on

aggressive mode, it will attack anything that it sees.



The leveling of the MARV will be quick, since there is so much firepower,

but the problem is that it will be slow, but once it reaches there, your

enemy better prey that they have some decent defence.



* Since the MARV is the biggest and most powerful unit in the game, one of

the best uses for the MARV is to use it as a psychological weapon. If it is

an open map, where the enemy is able to be attacked from many directions,

it is easy to scare the enemy into thinking that there is a MARV inbound

and that will force them to build specific countermeasures to defend

themselves, such as base defences, and they will concentrate on the ground,

while you can spend your credits on an air force and long range bombardment

and destroy their expensive defences, and then defeat them.



------------------------------------------------------------------------------

[42.03] Epic Unit Counter Strategies



GDI is good with their power, and there are several ways to counter enemy

Epic Units, and note that this is for GDI only, not their sub-factions.



* Deny your enemy from actually getting the MARV. Scout out their base and

destroy any Epic construction facilities. Constantly destruction of this

facility will deny them the opprtunity for their construction and that is

a pretty good thing.



* Your air force is going to play a large role. Epics, unless there are

infantry inside to hit air, have now power against air units, and that means

your Firehawks and your Hammerheads, loaded with Zone Troopers of course,

are going to have a nice team hitting it. Their constant attacks will slowly

chip down the health of the enemy epic unit, and you get a free shot since

they move so slowly.



* The best method to remove epics is to use your Grenadiers. They have one of

the best weapons in the game, their EMP grenades. These grenades can shut

down anything, and that includes Epic units. With these grenades, you can

use your forces to attack the enemy epic unit without fear of them hitting

you back. With this ability, it is going to be death by a million paper

cuts.



* If you have it available, use your Superweapon against the enemy Epic unit.

They can survive a Superweapon attack on it, but there is one thing it

cannot do, repair all the damage one. It easily sends an epic into the

orange/red colours of the health bar if it is hit by the Superweapon.



* Another is going to be brute force. Using your Tier 3 units such as the

Mammoth Tank and Zone Troopers, these, although they can be run over, you

can just make them retreat and continue attacking the epic unit. Make sure

you don't rely on them too much, Nod's Rage Generator isn't exactly the

nicest thing that you've encountered.



* Build a MARV as a counterattack. The MARV itself is pretty strong, and with

some railguns, it is going to be hard to take down and for that firepower,

it doesn't come cheap. But with enough firepower to make it propell into

space, it can counter an enemy Epic, and that will make a nice battle to

watch as well.



------------------------------------------------------------------------------

[43.01] Nod General Strategies



* The Reckoner is your weaponless transport vehicle until it is deployed. Once

you deploy it, is has 3 infantry slots, but remember, it is just like a

normal building, it is stationary AND it can be cleared with flames or

grenades.



* The Specter Artillery is one of your biggest assets. First, it is stealth

and therefore, can move without being stopped by conventional means without

being detected. Also, you can use them to be bombardiers at choke points.

Even if the enemy can get past bombardments from your Specters, some of your

forces can most them up.



* Also, remember to use your shadow teams. Your Specters can do some really

long range bombardment with a beacon deployed without the chance of the

enemy combing the closeby surroundings for your units. However, bear in mind

that the artillery is rather slow, so make sure they are well covered. Do

not however, be too overly careful, since there will be problems with a

whole lot of defence and nothing to protect.



* Again, same with GDI, do not forget to use your laser fencing to ensure

that your base is safe from enemy engineers. It also provides extra armour

somehow. I guess enemy units aim for the fence instead.



* Quad Turrets are the most essential upgrade for Nod forces. It gives you an

extra turret for no extra cost, save the cost for the upgrade itself. So

you should get it, since there is no reason not to.



* Tiberium Core Missiles are useful for a Stealth Tank attack. The strength

of the Stealth Tank is upgraded, and with more damage, it makes the Stealth

Tank more valuable per credit spent. This also improves the attack of your

SAM Turrets.



* Use your Vertigos on your forward operating bases, with your Combat Support

Airfields. With these, you can move your Vertigos closer for faster strikes

due to less distance travelled to get to the enemy base.



* Make sure you have scouts at the enemy Tiberium Fields. Once there are

several harvesters there, have a hit and run squad ready and use the

Tiberium Vein detonation on it to clear out all the Harvesters, and your

hit and run squad to kill the remaining harvesters. Although it will cost

you a few units, it will cripple the enemy economy, and that could allow you

valuable time to move in and mop things up or to build up an enemy force

unopposed.



* Use disruption pods to mask your entire attack force the entire length of

the march to the enemy base. That means, use your Vertigos to drop pods on

the path to the enemy base while your force moves in undetected. This allows

you to get a massive element of surprise and a show of force right outside

your enemy's base is sure to spook anyone out.



* Use your Specters to Bombard a certain spot, in particular, a choke point,

continuously to deny the enemy a chance to get past and attack you. In that

case, the enemy has no choice but to use air power to remove your specters,

and when that happens, make sure you have some AA to shred the enemy. This

allows you to build a force and more importantly, control that choke point

to ensure that the enemy can't get in, but you can get out.



------------------------------------------------------------------------------

[43.02] Epic Unit Strategies



The Nod forces have what we call the Redeemer. This might seem like the

weakest of the forces, with only 2 infantry slots, but it makes up for this

with the best weapon ever, the Rage Generator.



* My favourite use of the Rage Generator is with the Cloaking Field. Since

the enemy does not know that the Redeemer is approaching their base when

it is cloaked, unless there are sensors there, you can use the Rage

Generator on the enemy units once you see them, and they will totally

wreak havoc with their own troops. That is extremely fun to watch.



* The next best thing is to use the Cloaked Redeemer and walk into the middle

of an enemy strike force. Crush the enemy vehicles that are blocking you

and make it to the centre, and rage generator to watch all the enemy forces

kill each other, and not you. That is one of the best uses of the rage

generator and it not only will help your unit, it will also crush an entire

enemy strike force and that will seriously cripple them.



* Adding a Black Hand troop into it will seriously mate this overpowered.

Adding flames to the unit will allow it to burn buildings and infantry into

a cinder, and the best thing is that it has a large range as well as

mounted on a Redeemer, which can crush enemy units. However, make sure you

actually run away before you can get hit on, because the rage generator

will not take effect until they stop firing on their current target.



* The Redeemer is the fastest of the Epic Units, though slower than most

conventional units. Therefore, make sure they you actually do something with

it, like hit and run other Epic units for some reason...



* The problem with the Redeemer is the lack of firepower, and as such, you

are going to use the psychological factor when the Redeemer is built. You

see, experienced players know the Rage Generator is something to fear, and

unit based attacks will surely fail. With this little unit hiding in your

base with the cloaking it has, that will keep the enemy at bay.



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[43.03] Epic Unit Counter Strategies



The Nod forces have some good counters, maybe better than GDI.



* Buggy EMP blasts are the most powerful weapon against the Epic units. They

will basically "shut it down" as Ramsey would say, and allow for some free

hits against it. They are cheap and relatively effective, and if it does

goes down, a replacement buggie will not be that expensive.



* Vertigos are going to be your main weapon to do some damage. They take

about 24 Vertigos to take it down in a single go, so it would be more

practical with 4 to 8 Vertigos continuously pounding them, rearming and

then pounding them again. And when the Epic does go down, you have a fleet

of Vertigos to take on the enemy.



* Stealth Tanks are quite handy since they can continuously hit and run the

Epic unit, and having the Liquid Tiberium Cores, they can hit and run on a

pretty large scale, reload, and attack again, and then run, and then hit

it again. Quite useful, except that it will cost a fair amount to set up.



* Use your own Epic, not to battle it, but to use the Rage Generator to use

the enemy escorts to fire on their own unit, and shoot down their force.

If it doesn't hurt the enemy epic, it will seriously weaken either the

escorts or totally destroy the enemy escort.



* The final way is to use some Fanatics to make some battle. Use them as

suicide bombers against the enemy epic, but the problem is, they aren't

that terribly effective in doing this and you are better off using

Vertigos. I suggest to use Vertigos anyway.



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[44.01] Scrin General Strategies



* The Ravager is one of the most anti-Tiberium units there are, and make good

use of it. Use a small group of these, say about 5 or more, to take out a

few harvesters and since these are relatively fast units, that can easily

get away, recharge and then come back and cause some more havoc. With their

Tiberium Agitation ability, it will give economy destruction a brand new

face. And do not forget that this is just for harvesters, it can also be

used against enemy refineries, and since there aren't that many of them

around, three groups of five attacking a refinery each can cause widespread

damage. Remember, 3 refineries are what most online players will use, and

with three all being destroyed at the same time, well, that is seriously

going to cause them a world of hurt.



* The Mechapede is the most versatile unit in the Scrin armoury since it has

the ability to attack vehicles, air, structures and infantry with ease. What

you build with it is completely up to you though.



* Do not forget that the Mechapede is pretty quick and as such, get a few of

these to run through the defences of the enemy base and attack the vital

structures, and ensure the power is down to make sure your Mechapedes can

escape to fight another day. The problem with using Mechapedes as an attack

force is that they are large, and make good targets as such, and that they

cost a fair amount of credits. The total for a complete Mechapede is just a

few off from a Tripod, but then again, Tripods are seriously weak against

air units, and that isn't a good thing.



* The Overlord's Wrath is probably the best power there is. I find this,

personally, a great power for attacks on my own base. The reason is that

this causes a large amount of damage to anything that is in the path, but

the reason I'd really want this close to my base is that it spawns some

Tiberium, which is quite a lot, more than enough to pay for the cost of

the attack, taking away the damage dealt done to enemy units. This duals as

an offensive and a resource power. Although it is great to demolish enemy

units, don't gift the enemy with some money in compensation for their loss,

keep it for yourself.



* The best use of Tiberium Infestation is in early game, especially when the

enemy is unlikely to build up a military presence. This is done in

conjunction with the Tiberium Vibration scan, find the enemy Tib field and

then infest it. This will slowly deal damage and surely kill anything that

enters the field, except for the building itself. You can even repair it to

ensure that it lasts a while. This will seriously dent what the enemy will

be able to do, since they want their harvesters out before they decide to

go boom.



* Ichor seed is another power that you should use when your Tiberium field is

depleted. This basically instantly spawns a set of crystals, certainly

giving more money that it costs to make the seed drop. This is also useful

if you need your allies to have some funds and don't want them to invade

your own private tiberium fields.



* Your forces can now take more punishment with the upgrade in forcefields.

With this, you can send in your forces for a longer period of time without

worrying about deploying some drones or sending them back to base. This

means that you can have the same amount of units except that they can last

longer and don't need that many repairs. Also, don't forget to upgrade your

forces with some shard launchers, they will make your upgraded forces much

more accurate. Since the plasma discs are anything but accurate, this

upgrade will ensure that they will dish out some damage, and more than that

normally could.



------------------------------------------------------------------------------

[44.02] Epic Unit Strategies



The Scrin Hexapod is the compromise with the GDI MARV and the Nod Redeemer.

It doesn't have a strong attack, it doesn't have a weak one. It has moderate

speed for an Epic and 3 infantry slots. However, one infantry can change the

way the Hexapod is used.



* The Hexapod leaves much to the imagination of the user. The best is to use

the teleport function a lot more. This allows you to appear in front of

enemy forces, and suddenly disappear again, only to appear behind them.

It can be used to break through the frontlines of the enemy base defences

and teleport into the areas where there are no defences.



You can teleport in the middle of the enemy strike force, and crush every

unit that is in sight. Teleport to crush enemy units and teleport away.

Teleport into an enemy resource field and crush the enemy harvesters. There

are just so many ways to use this teleport ability, it is really up to

you.



* Their Recycling ability will give some incentive to make sure that this

unit makes it to the frontlines. The recycling system will give you back

about 18% of the structure or unit that you have totally demolished. That

may be handy, but since your don't have any Tiberium resource limits, and

given that you already have a lot of money to get one of these started

up, this ability is just a small drop in the massive ocean.



* Again, their teleport ability is just so awesome. You can use it just to

scout your enemy's forces. If you do not know where the enemy's base

defences and unit forces are, you can just teleport around, and by the

time that it takes for the enemy to send the force to deal with you, you

can easily teleport away.



* The best way to teleport is to have a strike force ready outside an enemy

base and use the teleport ability to knock out one important thing, not

the base defences, but the power plants that will support the base

defences. That will give an easy way in and cause some massive panic.



* This is the best ambush weapon since the stealth tank. It can attack from

the flanks, or the rear, and those parts are not going to be the easy

parts to defend. If you think about an average strike force, your own

force can easily handle the frontline scouts, the lightly armoured units

while your Hexapod, as big as it is, can use pop around to the bad and

take down the heavy firepower, such as Mammoths, Avatars and Tripods.

That can demolish a force relatively easily with minimal losses, and that

is probably the most important thing.



------------------------------------------------------------------------------

[44.03] Epic Unit Counter Strategies



Scrin has some heavy firepower, especially in the air, and that is the main

striking point.



* The Scrin Victory Fleet is probably the best weapon that you have in the

war against Epic units. The Carriers and the Devastators have intense

firepower and a few of them, along the way, can seriously cause some damage

to both the escorts and the Epic Unit itself. Even the Slingshots built

by GDI may be strong but not strong enough to ensure that several of these

warships don't demolish it force. Do not forget that you have to make

sure that AA is destroyed first because you target the Epic, because it

would be both silly and dangerous if you don't.



* Use your own Hexapod to fight it, using the teleport ability to knock out

the escort vehicles and infantry, whilst doing some damage and allowing your

forces enough room to regroup, reorganise and fight again.



* Mechapedes are pretty good units to play around with, they are quick and

agile, making them ideal to take down enemy units. It all depends on your

loadout though, so make sure they are all disintegrators and not toxins,

Epic units are not buildings, there are vehicles, or well they are, if not

they are supervehicles!



* The Statis Shield ability is one of the best options that you have. This

will basically freeze the enemy units, making sure they don't decide to

wonder off and go anywhere, as well as giving you one valuable thing, time.

If this, you can get your forces to move onto the position of the Epic

unit, get your ground forces in place, your air support in place, and if

you have the money and the courage, use the Mothership to hover right over

the area.



With this, you can effectively trap the enemy Epic and the escorts while

your forces surround the area. This is going to be a problem for the enemy

when the Statis Shield decides to wear off.



* The Ion Storm is an effective way to continuously damage the Epic unit while

it is on the move. And guess what, the PAC is one of the units that can

generate an Ion Storm, and that also heals your Victory Fleet. Another

reason why you should use the Victory fleet to counter them.



------------------------------------------------------------------------------

[45.01] Steel Talons General Strategies



* The Steel Talons are about raw firepower through their ground force, and

that removed some of the advantages of GDI. They are stuck with their

railguns, but they lack the Sonic Technology that ZOCOM and GDI have to

play around with. As such, you are going to play with big guns.



* Wolverines and Titans are going to be replacing your normal Tanks and your

APC units in terms of attack. They boost superior power in terms of their

standard GDI counterparts, but beware, they both lack the power to fight

back against air units. That may be a problem. Once your upgrades on rail

guns have effected the Titans, you'd probably look to them to replace your

Mammoth Tanks in terms of attack, because two is better than one.



* Titans are also good at quelling enemy vehicle rushes. As you should know,

the Predator is replaced with the Titan, but the Titan has the ability to

crush the enemy's vehicles, and that allows you a distinct advantage in

early game rushes



* Use your basic infantry, such as Rocket Infantry and Riflemen to garrison

your Heavy Harvesters. Although they aren't that powerful, they are good in

crushing enemy infantry rushes, since they can both attack and run over the

enemy.



* When moving your vehicles, use your mobile repair transports. These are

the difference between destruction and still being able to fight. When used

in large packs, a ratio of 2 to 1 to a maximum of 4 to 1 should be keep at

all costs, because large packs are for attacking large bases, and that means

a lot of damage is being dealt on both sides. For small groups, you can

easily service 5 to 1 to a maximum of about 8 to 1. Any more would make it

hard to repair which.



* Remember that while you send your repair transports to the front lines, you

can garrison some infantry inside to protect it. While it is an APC without

the machine gun, you can still protect it against air. However, make sure

that you have two repairs for large groups, lest one be destroyed by the

enemy air force.



* Make sure that you bring adequate AA support because that will be a major

enemy threat. Steel Talons do not have APCs as AA, so make sure that some

Slingshots come along to join the party and up the ante.



* Use your Railgun Accelerators in tandem with your Repair Transports. You

should know that the Accelerators damage your units when they fire whilst

the ability is activated, so by having transports, you can nullify all the

damage that the Accelerators will cause to your units.



* Your Behemoths are now better able to move closer to the enemy front lines

and fire on your targets. With an infantry slot, they can fend off other

enemy infantry, but they are still sitting ducks. You might want to use

some of your vehicles to protect your investment, but with superior

firepower, this option should be looked at.



* You need to compensate for your lack of infantry. Your lack of Snipers,

Commandos and Zone Troopers will seriously give a disadvantage to your units

because they are much better as support troops.



* The Use of the Adaptive Armour, which gives immunity against the EMP will

be best used in combination with the Shockwave Artillery will be a serious

advantage for your troops. Allowing your Mammoths and Titans to keep

fighting while all your enemies are down is great. To do this, activate the

ability of the units and then use the Shockwave Artillery on them, making

them move into the middle of the enemy troops. This will disable all the

enemy units, but not your own, but they will still be damaged. While this is

happening, move your Repair Transports close and then when the barrage is

finished, repair your troops while they fight a defenceless enemy.



* The best form of offense is the best defence in the game. You have excellent

Guardian Cannons since they have Railguns and their Rigs will form Rail

Gun Battle Bases. This allows you to creep into the enemy base slowly but

surely. With heavy defensive power, you can take control of the enemy

Tiberium Fields and slowly deny your enemy of the valuable resources.



* You can easily control chokepoints with serious firepower. Mammoths and

Titans can wipe the floor with ground units and S?gshots can take out

enemy air units with ease. Mobile Repair Transports can easily repair and

damage that you units will receive. This allows you to rank up your units

first of all and take command of the situation with minimal costs. While

your units dish out damage, the enemy will send wave after waves of troops

and lose them, you can easily build up a bigger attack force to take them

down.



------------------------------------------------------------------------------

[45.02] Epic Unit Strategies



* You are going to miss the turrets that normal GDI infantry are going to

use. With no snipers, and especially no Zone Troopers, you lack strong

Anti-Infantry ability, as well as a powerful support unit in the form of

the Zone Troopers. You are going to rely more on your Grenadiers to kill

enemy infantry and possibly Missile Squads to get the job done.



* With an underpowered MARV, I suggest that you use more vehicles as an

escort. However, the MARV is extremely useful for one thing. With the price

of many of your units sky high, controlling the valuable crystals will be

more than important in the game. With the MARV, you can easily send your

MARV on "suicide" missions to basically wipe clean the enemy Tiberium fields

and collect it all for yourself. This can afford yourself another MARV if

it does fall and plenty of money for a new attack force.



------------------------------------------------------------------------------

[45.03] Epic Unit Counter Strategies



* This is where the Steel Talons shine. The only way to take down an epic

unit is with sheer firepower, and the Steel Talons have plenty of that.



* Behemoths will allow you to bombard the enemy column with sheer force and

it will seriously undermine the condition of the enemy units to fight

with weaker health. You can slowly bombard the enemy units, and move your

units back as they get closer to your base.



* The combination of Adaptive Armour and Shockwave Artillery can be a good

combination. That will allow your Mammoths and Titans to crush the enemy

vehicles as well as do some serious damage to enemy Epic units. The enemy

is defenceless and you have full rein to do as you wish. What more do you

want?



* Your Railgun Accelerators will serve you faithfully here. Although they

damage your units, they greatly increase the firepower and they are easily

repaired with the mobile repair transports. This makes is easy for you to

hold the line.



* With your Mobile Repair Transports, you can easily block the path of the

Epic whilst dishing out serious damage. Use the Transports to repair the

damage that your units will receive and only move them back if they are

in danger of getting crushed by the Epic Unit. Mammoths and Titans are the

best units to Hold the Line.



* Don't forget, that although the Steel Talons have good vehicles, do not

forget you have Hammerheads as a good air support and can deal minor but

constant damage. Your enemy will probably forget this, so use it to your

advantage.



------------------------------------------------------------------------------

[46.01] ZOCOM General Strategies



* ZOCOM will have the power of Sonics and not the power of Railguns. In a

sense, you lack direct firepower, but possess Indirect firepower in the form

of the sonic wave, which can seriously harm enemy units and buildings with

relative ease.



* With Zone Raiders taking over from their male counterparts, they can be a

fully independent force without the need for AA support. It is easy to

scan an enemy base and send in the drop pod. Even with decent air units,

you can hold your ground whilst using those powerful sonic grenades.



* The powerful Sonic rounds can seriously impair enemy units, but the problem

is that Railguns do much more damage. However, with stronger armour, they

can take more damage and their AA rockets can dish out some damage.



* Your Shatterers are going to be a serious attack force. Although they cannot

attack the enemy air force, they are slow as well, they dish out good

amounts of damage and even have an artillery mode. Although they are

disabled when they have used their artillery mode, they have extended

range. Use the Shatterers against grouped units, because their sonic waves

pass through the enemy units. Like the sonic turret, this allows it do hit

more than one unit per attack, which is quite useful against swarms.



* With the Tiberium Suits, you can have all your units cross Tiberium without

taking damage. Because it is relatively easy to research, you can quickly

build a large attack force of Missile Squads to attack the enemy Harvesters

and that will provoke a response, they is easily handled with the Missile

Squads and the Riflemen. This is best used early in the game.



* With Sonic Shells, the Orcas are much stronger and dish out more damage.

With Hardpoints missing, they will have some better armour, which makes them

much more suited to hit and run. Make sure that this slight improvement is

taken advantage of.



* Make sure that you also use your Firehawks. With the Ceramic armour upgrade,

they have stronger armour, and although this comes at the cost of the

Hardpoint upgrade, stronger armour will allow for deeper insertions into

enemy territory and the increased odds that they survive combat.



* To control the chokepoints, you have deploy shatterers to the choke point

and force fire into that point. This ensures that the enemy cannot enter

the point without suffering damage from the sonic waves. Time them out so

that the point is continiously being fired upon and that the enemy has no

time to sneak through. Use Slingshots to ensure that no air unit gets the

idea that bombing your units is the way out.



* Remember that your Shatterers are also a good form of mobile defence. Their

attack is basically the same as that of a Sonic Turret, and it has the added

benefit of mobility. Ensure that this benefit does not go to waste, it is

an extremely useful ability.



------------------------------------------------------------------------------

[46.02] Epic Unit Strategies



* This is slightly easier since you have Zone Raiders to replace the Zone

Troopers. This will give your MARV a nice Sonic Turret, which is dangerous.

Besides the fact that they have more armour to play around with, they fire

their sonic rounds like crazy. Their rounds will deal good amounts of

damage to each, and with 3 other turrets and a tri-barrel Sonic Cannon,

4 Raiders in the MARV is seriously dangerous.



* Remember that although the Raiders get an AA rocket, they does not apply

to the MARV. You do not get a AA rocket to fire on enemy air units with

the Zone Raider inside the MARV. This is a shame, that would have been

total ownage, but that would make it rather unbalanced and that doesn't

really need some tactics, because everyone would do it.



* With Mammoth Tanks seriously weakened without the Railguns to play around

with, you are going to have to stick with some Shatterers and some

Slingshots as a decent escort. Without Railguns, the Mammoth is firing

normal shells, and that would be pointless if it did at that specific price

to say the least.



------------------------------------------------------------------------------

[46.03] Epic Unit Counter Strategies



* With powerful Sonics, they will be your primary counter. Your Shatterers

are going to be the best form of attack. They will dish out damage to the

escorts with the enemy Epic as well, making that extremely useful. They

can fire their Artillery Sonic Wave, and while that will lead to a disabled

Shatterer, the enemy Epic is a slow moving unit, allowing you to

continiously to do this the entire way.



* With stronger armour, you can send in Firehawks to bomb the living daylights

out of the enemy units, especially the enemy Epic, and because you can take

more hits, that will be useful.



* Zone Radiers in a Hammerhead can dish out damage, and with enemy epics

unable to initially target aerial units, you have the advantage to send in

sonic shells to continiously harrass the enemy epic until they decide to

send in AA, but by then, you can pull out to fight another day.



* Your grenadiers have EMP grenades, and that allows you to slow down the

enemy unit with ease, allowing for a massive sonic Shatterer attack on the

epic. With their units disabled, they cannot hope to fight back. This

can be replaced with the Shockwave Artillery because it will disable the

units and dish out some damage, which couldn't hurt.



* Remember, your Sonic Orcas can do some quick hit and runs and that surely

will mean some damage. Imagine 4 Orcas, using a Combat Support Airfield

moving up to the enemy, quick rearm and continious attack. Harrassment is

the key to victory.



------------------------------------------------------------------------------

[47.01] Black Hand General Strategies



* Without any stealth to play around with, you are going to have to use the

power of pure flame. Without any air support to play around with, and the

valuable stealth tanks, you are going to have to compensate.



* Your Flame units are powerful on its own, but even more powerful with the

Purifying Flame upgrade. With this, the flame weapons are extremely powerful

to play around with, knocking out buildings and infantry with no problems

but the problem will lie in tanks.



* Don't forget that you have one of the fastest AA support units in the

Mantis. The GDI Firehawks, enemy Nod Vertigos and the Scrin Victory Fleet

are totally without a solution when they face the Mantis also in a group.

With their speed, they are relatively good for scouting the map because

with information, you have the knowledge to strike.



* Confessor Cabal units are extremely good against enemy infantry with their

funky grenades. Although it is an activated ability, that will seriously

force the enemy infantry to fight one another, and that isn't good for your

enemy.



* The Purifier is a force to be reckoned with. With their ability to crush

enemy vehicles, a flamethrower and the laser, it makes it extremely hard to

take down. Stomp over enemy vehicles and gry the buildings and crisp the

enemy infantry. These will form your attack force, but bring some Mantis

units to ensure that enemy air units will not cause you a major problem.



* Charged Particle Beams will make your anti-infantry roles more dangerous

than it is, but it comes too late and too expensive in the game to make it

very useful. Same goes for the Black Disciple because infantry really isn't

your thing.



* Power Signature Scan is going to be a very good scouting ability. It allows

you to see the place of the enemy power plants, and normally, they will be

custered together and make easy pickings for your flame units. Even not, it

is a cheap support power and can be used to find out where the enemy has

their base and the location of the power plants.



* The Decoy Temple of Nod is a good way to lure enemy units to your location.

By using this, you can create a fake Temple of Nod, and use this as bait.

Build massive defences to surround this fake Temple of Nod, and make sure

that you have a real one, so the countdown is real. While your enemy attacks

the decoy, you have some good defences to drag them down. With this timing,

you can send in your atktack force into the enemy base to ensure that they

are literally caught with their pants down, and is a easy way to win.

Remember, even if it is destroyed, the gain that your attack force has made

will make it hard for the enemy to replace.



------------------------------------------------------------------------------

[47.02] Epic Unit Strategies



* Without some other infantry, your Redeemer is going to be equipped with two

Black Hand units, and with the Purifying Flame upgrade, it will cause more

pain.



* Although you don't have the ability to cloak, rage generator and run away,

you still have the rage generator. What you can do is that you send in the

Redeemer, with two Black Hand units, kill what you can and rage generator

to distract any enemy units if possible.



* Remember, your flames are going to be the main killing point. They will

attack whilst you move, and that will seriously be beneficial for your

units. Enemy vehicles can easily be crushed, it takes too long to use your

laser to blow it up. Vehicles and air units are going to be the threat that

your Redeemer will face, vehicles, infantry and buildings are easy pickings

for your units



------------------------------------------------------------------------------

[47.03] Epic Unit Counter Strategies



* Without stealth, it is going to be hard to use Nod for your advantage

here. This will seriously hard for you to take down an enemy epic because

stealth and air units are the easiest ways to take down the enemy epic,

so we need some real tactics.



* The best way is to use your attack for as a defence force. EMP Coils from

Raider Buggies is one of the ways to shut down the enemy Epic whilst you

send in your attack force to take it down. Close range Purifiers will be

able to use their laser and their flames to take it down. Unfortunately,

flames are not very effective against vehicles, and that is a problem.



* Concentrate your fire on the escorts if you can. Your own Epic can easily

crush enemy vehicles, and the best thing is, the Rage Generator. That

will force all enemy units to fire on each other, so use it if you can.



* Steel Talon will be hard to beat with the EMP Coils. Adaptive armour will

cause some headaches, but guess what, you can use some infantry as well. You

own Attack Bikes will be able to use hit and run tactics whilst Rocket

Militia will be useful to a certain extent.



* A whole horde of your Rocket Militia will seriously be effective. Spam it.

Enemy tanks are useless against infantry because they use cannon damage

to attack, but cannon damage is poor against the cannon resistant infantry.

Spam will be good against enemy tanks and vehicles, even aircraft, but

make sure that the Anti-Infantry units are taken care of first.



------------------------------------------------------------------------------

[48.01] Marked of Kane General Strategies



* The Marked of Kane is totally about your infantry units. Your standard

infantry is on par with the elite infantry of the other teams. Make sure

that they are utilised.



* Your cyborgs have powerful EMP pulses. The Awakened have a decent EMP

blast, and a powerful attack to boot. The Enlightened have a improved EMP

blast and a stronger attack. Also, they have tough armour, making them

hard to take down. These units should be used to the fullest, they can

easily wreak havoc with enemy units, even vehicles.



* Tiberium Troopers have their uses. They basically replace the Black Hand,

but the problem is that with these units, they deal weak damage to enemy

buildings. They can do anything that the Black Hand units can do, but they

have a poor attack against buildings, and a slower attack as well.



* Magnetic Mines are the best sort of trap for your chokepoints. They are

special mines compared to your generic Nod mines. These mines attach

themselves to the enemy vehicle, and continue to deal damage until they

are removed with a Mobile Repair Transport or a drone, either from the Scrin

Power or from the War Factory. And the beautiful thing is, if they are far

away from their base, their hopes of survival is slim to none. Even if not,

having a weakened enemy on your doorstep will make it easy to take care of.



* Their Supercharged Particle Beam is one of the most powerful weapons. Once

they are applied to the your Venom units, they are extremely powerful. Even

though these is a high cost to purchase the upgrade, they make Venoms more

lethal than what you'd want to think they are.



* The Enlightened is seriously one of the most dangerous infantry units that

there are. It can attack everything except for air, but your Venoms can

take care of that. With an EMP Blast, your Venoms can help take down their

disabled prey whilst you can send in reinforcements.



* With your Magnetic Mines, you can easily use that as a bridge between your

forces and the enemy. With that, you can be sure that if the enemy do get

the mines, you can send your forces back a bit to let the mines do their

work. Then swoop with your forces and then send in the Venoms to ensure

that the survivors do not survive.



* Venoms are going to be your primary attack force. Your own infantry are

too slow and cumbersome that they cannot really pose a threat. Make some

hit and run tactics with the Venoms, with their powerful particle guns to

make sure that the enemy gets the point loud and clear.



------------------------------------------------------------------------------

[48.02] Epic Unit Strategies



* Without the Flames, you get a really weak Tiberium Turret. The problem is

that with the Tiberium Turret, it does subpar damage to enemy structures

in comparsion with the Flames. They are still good against infantry, and

can clear garrisoned structures



* However, even though your Tiberium turret is weak, you can still be sure

that your enemy's infantry will die with the last thing they see is the

green glow.



* Remember, you cannot garrison the Enlightened into your Epic. This is a

shame since they are a decent attack force. This still makes them useful

for your forces.



------------------------------------------------------------------------------

[48.03] Epic Unit Counter Strategies



* You have one of the biggest armories for counter. The first of all is that

you have the Awakened and the Enlightened with their EMP blasts. Given

that the enemy epic will have cannon damage, infantry suiciding will be

a good way to slow down the enemy, EMP and then allow for your Venoms to

swoop down and deal some good damage.



* Magnetic mines are one of the best ways to take down the enemy epic. Slowly

but surely, it will make some little damage over time into some good damage

by the time it can get to your base. In combination with the EMP, this will

make your mines that much more deadly.



* As mentioned above, EMP will still allow the mines to do damage over the

period of time. This is a great asset to you because they are disabled,

taking damage and your units are en route, the enemy is going to have a

hard time replacing their loses.



* Remember with the Magnetic mines, that damage done to one can be enhanced

when there are more mines. And guess what, if you decide to drop the mines

on top of the enemy epic, that will cause some damage once he decides to

move the unit. To move, they need to get across an entire minefield and

that means crossing a lot of mines, and that means taking a lot of damage.



* Remember that the enemy Epic cannot initally hit air. With your new powerful

Venoms that are flying around in the air, this can mean that your forces

go around without the fear of enemy attack. Use this to your advantage, hit

and run the epic to draw out the AA support, destroy, rinse and repeat.



------------------------------------------------------------------------------

[49.01] Reaper-17 General Strategies



* If you want some quick money for you and your allies, build as many of the

wonderful Growth Stimulators as you can. The reasons that it not only makes

Tiberium grow back faster, you also get money because the stimulator decides

to harvest some of the Tiberium for free, giving you free money and that

is about the same as a Tibeirum spike.



* Your Reaper Tripods are seriously damaging to your enemy. The power of the

Tripod is amazing and the fact that they are tougher to boot, that makes

that a serious threat to the enemy. With support AA, it makes your Reaper

Tripods nearly invincible and makes the enemy have nightmare of Reaper

Tripods running down the battlefield.



* You have a Conversion Beam with your Tripod, and that makes your Tripod

more amazing. This allows you to grab some Tiberium and boost your

attack power. Now what is more amazing than stealing the enemy's resources

and dishing out more damage.



* Your Shard Walkers are going to be the basic AA unit that will join your

attack force. With their Shards upgrade, their attack on enemy air units

will deter them from attack your units, and the Reaper tripods in

particular.



* Remember that both the Shard Walkers and the Tripods have the forcefield

upgrade, allowing them to suffer more damage from the enemies. Whilst it

may not recharge, it will deter the EMP attacks because they are good for

one EMP blast and some damage, so use that to your advantage.



* Do not forget that you can do the GDI thing and drop in Shock Troopers onto

the battlefield and reinforce your forces. Since they are quite strong, that

can mean that your enemy has to deal with more than your attack force.



* Just because you don't have a good air force, it doesn't mean that you are

totally useless. Remember that your massive ground force is going to make

up for your lack of a Victory Fleet. And with the Mantis and the Slingshot

making life hell for air units, be lucky that you are staying on the

ground.



------------------------------------------------------------------------------

[49.02] Epic Unit Strategies



* You don't have any disadvantages with the Reaper cult. They do not have

any missing infantry, and that allows for a proper Hexapod. However, there

are some things that with Reaper-17, will change the role of the Epic.



* With the Teleporting Epic, you should really delegate it the role of making

sure that there are no survivors that come out of the back of the base. Your

attack force should focus on your strength, and since that is Reaper Tripods

and Shard Walkers are your primary attack force, your Hexapod is really

there to clean things up.



* Make sure that you support your Hexapod carefully. Your Shard Walkers will

seriously make quick work of infantry and air, whilst the Tripods will

take care of enemy tanks. But bear in mind that they are quite expensive

to construct, so the use of the growth stimulators will seriously be a good

investment.



* Consider not using the Epic in support of the Tripods and Shard Walkers.

They do a good job and since the Reaper does not have air support, you don't

need to worry about them. You have a fantastic ground force, and building a

Hexapod to get the enemy to build anti-Vehicles defences, it isn't all that

great for you.



------------------------------------------------------------------------------

[49.03] Epic Unit Counter Strategies



* Without the Victory Fleet to do some countering, you are going to have to

rely on the good old reliable ground force.



* Tripods are going to do the majority of the damage. Make sure that you get

those conversion beams pumped and the Forcefields ready to take some damage

for the team.



* Since you aren't allowed an air force, you are still allowed Stormriders.

With these, make sure that you use them. Because of the fact that the two

most powerful aircraft are removed, they neglect the lonely stormrider and

no doubt lack powerful AA support. With this, take down their units by

picking them off one by one.



* Send in the drop pods for your Shock Troopers behind the enemy attack for

with their Epic in it. Knocking out the escorts will allow for an easier

job for your defenders since there isn't anything that can dish out a

distraction.



* Remember that your Tripods are vulnerable for being crushed, so make

sure that they keep a distance from the enemy since you don't want a 3000

credit unit being destroyed. Hit and run, since the Tripod should be able

to outrun the Epic.



------------------------------------------------------------------------------

[50.01] Traveler-59 General Strategies



* With the powerful of Mind Control, the Traveler sect is one of the most

dangerous to play against. The power of mind control is seriously something

to be taken seriously.



* Your primary concern are the Cultists. They are basically the one unit

controllers, which is quite useful. For example, controlling one of the

more powerful enemy units, such as a Mammoth Tank, can seriously cause

disunity within enemy ranks.



* The Prodigy is one of the most dangerous units since it can command several

units at a time, making sure that the enemy isn't sure what is going on.

With the ability to teleport away as well, your enemy is going to be

hard-pressed to fight off enemy units inside their own base.



* A mass swarm of Cultists may be hard to control, but controlling a lot of

them will allow for you to take command of an enemy attack force. This will

require for you to go into planning mode, but lack of Anti-Infantry will

only make your life easier.



* With controlled enemy units, it sometimes works well as a decoy. When you

are GDI, you don't except a Mammoth Tank walking back to your base to be

a problem, but when you realise, hey, I didn't order that tank back does

your enemy realises that it isn't friendly.



* With Cultists, they can control another units after their controlled unit

has been destroyed or you choose to control another. This makes them more

than a one off unit, they are a multi-purpose unit. By getting rid of a

dead unit, you can get another to ensure that the enemy is constantly

worried about their own units coming back. That will seriously stop enemy

attacks without some security.



* With the upgrade to the engines of the Warship and the Carrier, that makes

your units more deadly. The faster they go to the enemy base, the better

for you, the worst for your enemy. The best thing is that the advantage

cannot be wiped off. It is a permanent effect, so make sure you use that

to your advantage.



* Use the Temporal Wormhole against enemy units. By slowing down their speed

and fire, it might act as a EMP, but it isn't, because remember, they can

still fire, and that might mean copping a whole world of hurt if you aren't

careful.



* Using the Temporal Wormhole is also a great way to capture enemy units.

They are slow and aren't moving real quick, and not fast on the trigger

either. With that, it is easy for capture. Its the next best thing to the

EMP, and if you can get that, its even better. No mobility means easy

to capture.



------------------------------------------------------------------------------

[50.02] Epic Unit Strategies



* You really shouldn't use the Epic, but anyway, Traveler does not have any

disadvantages. They replace the Mastermind with the Prodigy. That really

doesn't do anything, it still provides a teleport turret but does not

provide perks such as mind control.



* You cannot use the Cultists are part of the Epics garrison. Remember that

because imagine a Hexapod that starts to control enemy units. That will

be VERY unbalanced.



* With mind control, why do you need an epic. Brute force is not the way of

the Traveler sect, so why bother. You can support it with the Victory Fleet,

but the Victory Fllet is what it's name suggest, use it for Victory.



* You don't really have upgrade ground forces, so you are relying on Gun

Walkers and the normal Tripods for ground support. This isn't exactly the

best solution since Gun Walkers are relatively weak. Air support is a much

better choice, but they are quite expensive.



------------------------------------------------------------------------------

[50.03] Epic Unit Counter Strategies



* The best counter that you have is the Victory Fleet. With the lack of

air attack from the Epic, that makes them extremely weak against their

attack. Devastators and Carriers will seriously make it hell for enemy

epics, but bear on thing in mind, THE COST.



* The next best thing, and a much better one, is that you use the Cultists and

your Prodigy to control the enemy escorts and use them to fight for your

cause. That is a much better solution, since you don't have to pay for the

units, only for your mind controllers, and that you are closer to home and

closer to unit production, unlike the enemy attack column, they are far

from home, and that makes their units hard to replace.



* With controlled enemy escorts, make sure that they target the Epic unit

first, because the other escorts, you can take advantage of. If they are

powered up and gain ranks fighting their own units, you can use the cultist

that losts a controlled unit to control the ranked unit and use that to

fight against the Epic. What you really want is that the enemy Epic

arrives to your base dead or cripped, or if not the case, back at base.



* Use the Temporal Wormhole in this situation. If you manage to control the

enemy escorts, you can move them out of the way of the Temporal Wormhole.

That allows you to capture enemy units far easily and free shots against

the enemy Epic, which is always a nice thing.



------------------------------------------------------------------------------

[51.01] Global Conquest



Global Conquest is the new mode that has been added to this game and it

plays as a Risk style game. You basically control one of the three sides, the

Global Defence Initiative, the Brotherhood of Nod or the Scrin Mining Fleet.

You can control the subsects, the Steel Talons, ZOCOM, Black Hand, Marked of

Kane, Reaper-17 and Traveler-59 when playing as their parent faction.



You have bases, where your bases are and where you operate out of. These

bases can be upgraded with defence, technology and power and even have a

strategic structure, such as the Ion Cannon, which will grant you abilities

to use on your enemies. To do the fighting, you will have some strike forces,

which are essentially armies to do the fighting for you.



You also have support powers which allow you to change the tide of battle,

just like the support powers in the battles. Also, you also have to have

battles, like skirmishes, which allow you to be the attacker or defender.

Or you can auto-resolve the issue and allow the computer fight for you, be

it a win or a loss.



To win, you need to complete one of the victory conditions that are listed

below.



------------------------------------------------------------------------------

[51.02] Victory Conditions



There are 2 Victory Conditions for each team. However, completing one will

allow for victory in the game. Therefore, complete a Victory Condition to

win the game. There is one specific to each side and one that is global, ie,

applies to everyone.



The Global Victory Condition is Military Victory. That means, you basically

move and wipe everyone out. This is probably the harder option because there

are two sides that you need to wipe out and you need a fair amount of

resources to control.



The Second Condition for GDI is to control 33% of the land mass. That

basically means controlling one third of the land map with your bases, because

the claimed land must be within your bases's area of influence.



The Second Condition for Nod is to have 24 cities at the highest level of

unrest, that is, on the red colour. This is beneficial for Nod, but not for

GDI.



The Second Condition for the Scrin is probably the worst, you need to have

9 Threshold Towers at 9 seperate Tier 3 bases. This is hard because you need

to build up nine bases at tier 3, which takes time and money, and build the

Threshold Towers.



------------------------------------------------------------------------------

[51.03] Controlling Resources



There are two main resources, Tiberium and Cities.



Tiberium is basically the light green shade that is on the land. To harvest

this Tiberium, you need to place a base. The Tiberium within a base's area of

influence will be harvested by the base, which is rather handy if you have a

Tier 3 base. The Greener the Tiberium, the more that it will generate. The

problem is that over time, the harvested Tiberium will reduce the amount of

Tiberium in the area, which means less money. This forces you to go and

control more patches of Tiberium.



The main patches are found in the middle of Australia, so it is viable for

a single base, the next viable area is Africa. There is plenty there to be

exploited. The middle of North America has a fair mount of resources, as

with South America. The final patch is basically where Russia is, as well

as Mongolia, bits of China and parts of the Middle East.



The second real resource are the cities. Depending on the side, you get

resources on the status of the city. GDI will receive resources on the

population and unrest of the city. The more population there is, the more

resources, the lower the unrest, the more money you get. The population will

be based on the frame around a city, the more the better, unrest is based on

colour. Blue means no unrest, yellow means that there is moderate unrest and

red is pure angry.



Nod on the other hand, the most cities in their control that are on high

levels of unrest, the more money that they will receive. And Scrin, well, the

less population there are, the more money they receive. However, bear in

mind that cities under GDI control have increased population and lower unrest

as a result of a base's influence, cities under Nod control will have their

unrest increased and the population under Scrin control will be killed off.



This makes the Scrin harder to make money because as the population slowly

dies off, they don't get any more resources from the cities, and that is

a problem. That means they need to build more bases, allowing GDI and Nod

to gang up on your and finish you off.



------------------------------------------------------------------------------

[52.01] Basis of Strike Force



The Basis of a Strike force is to attack the enemy and destroy them. They

are your platoons, the brigades, the companies, the armies. These are the

only units that you will move around on the map at any time.



These are recruited from local bases. The Tier of the bases will allow what

type of units can be recruited. Tier 1 bases will allow for the recruitment

basic units such as your Rifle infantry and your basic tanks. Tier 2 will

allow for more developed units such as GDI Shatterers, Beam Cannons and

Devourer Tanks. Tier 3 will allow all units, and the most advanced.



The units much be purchased at a base and the strike force level much be at

the tier level of the base. The cost is based off the resources that you

have, not the price in your skirmishes.



Also, whilst in battle, the ranking of your units and garrisoned units, such

as infantry into the MARV, will be retained into the next battle provided

that the said unit surivives. That is an incentive to use normal battle. This

is because when your forces attack a base or another enemy force, or if they

attack you, you get the option of you battling or Auto-Resolve. More on

that later.



Anyway, Strike forces have 50 unit spaces. A unit can take anywhere from 1

slot out of that 50 such as infantry up to 20 with your Epic Unit. It is a

good time to note that with the Nod Redeemer, cities near the Redeemer will

have increased unrest. Bear that in mind.



------------------------------------------------------------------------------

[52.02] Strike Force Abilities



There are several abilities of a strike force.



Upgrade is one that is done in the area of a Tier 3 base. The upgrade function

allows for your units to receive all the upgrades that you can, such as

Railguns for your Mammoths, Coils for your Buggies and such. This function

will upgrade ALL your units, which is rather handy.



The next one is the Repair function. When one of your units are lost in

battle, you can use the repair function to regain all the lost units, provided

that the strike force still exists. No matter the units lost, infantry to an

epic unit, the cost will be the same, so bear that in mind.



You can set your forces into aggressive stance, which will allow for your

strike force to attack anything hostile near it, be it a stike force or a

enemy base.



You can also build bases with a strike force, provided that there is a MCV

unit with the strike force. Bear in mind that the strike force will be

without a MCV once the base is completed.



------------------------------------------------------------------------------

[52.03] Movement



The forces can move depending on their force size. Light strike forces will

be easy to move, have larger movement and that will decline with the size

goes to medium, to heavy and then to ultra heavy. The heavier it is, the

slower the units are overall, but the greater the firepower.



Strike forces are easy to move, read the manual to be sure. You can also

airlift your units. If they are in a Tier 2 or higher base, they can be

airlifted to another Tier 2 or higher base. With GDI and Nod, they have naval

transports, so port cities will be able to transport the strike force from

one port to another.



Scrin however, have the Wormhole power, which basically allows them to

transport any unit between two parts of the world. This is useful for the

Scrin, since they are going to aim for the military victory over the tower

victory.



------------------------------------------------------------------------------

[53.01] GDI Forces



Below are all the units that you can use with GDI with the Custom Strike

force. If you are unaware of this, read the manual on how to create a custom

strike force, or just twiddle around with the game and you'll find it, sooner

or later. Anyway, remember that starting a custom strike force will cost you

500 credits, and 1500 credits when your first unit is placed. So before you

can start a good force, you need 2000 credits, probably for maintenance.



Below is the stats for each unit. The cost to place them in the strike force,

the tier level required for the unit, their initial size in the strike force

and the number of slots, out of 50.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

MCV 2000 Heavy 1 4

Surveyor 1000 Heavy 1 2

Harvester 350 Light 1 2

Rig 700 Medium 2 2

Rifleman Squad 105 Light 1 1

Missile Squad 140 Light 1 1

Engineer 175 Light 1 1

Grenadier Squad 280 Light 2 1

Sniper Team 350 Light 2 1

Commando 700 Medium 3 1

Zone Trooper 455 Light 3 1

Pitbull 245 Light 1 2

Predator Tank 385 Light 1 2

APC 280 Light 1 2

Slingshot 385 Light 2 2

Shatterer 525 Medium 2 3

Juggernaut 770 Medium 3 4

Mammoth Tank 875 Medium 3 4

MARV 2500 Ultra Heavy 3 20

Orca 385 Light 2 3

Hammerhead 525 Medium 2 3

Firehawk 525 Medium 3 3



------------------------------------------------------------------------------

[53.02] Steel Talon Forces



Steel Talons have a few extra units, but not a lot. Well, more than Traveler

59 anyway.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Heavy Harvester 550 Light 1 3

Combat Engineer 175 Light 1 1

Titan 420 Light 1 2

Wolverine 280 Light 1 2

Mobile Repair Transport 280 Light 1 2

Behemoth 770 Medium 3 3



------------------------------------------------------------------------------

[53.03] ZOCOM Forces



ZOCOM have only 4 extra units, but they get a honourable mention none the

less.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Rocket Harvester 350 Light 1 3

Zone Raider 455 Light 3 1

ZOCOM Shatterer 455 Light 1 3

ZOCOM Orca 385 Light 2 3



------------------------------------------------------------------------------

[54.01] Nod Forces



Nod has fewer units than the GDI have overall, but they still exist, I hope.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

MCV 2000 Heavy 1 4

Emissary 1000 Heavy 1 2

Harvester 350 Light 1 2

Militant Squad 70 Light 1 1

Militant Rocket Squad 140 Light 1 1

Saboteur 175 Light 1 1

Fanatics 280 Light 2 1

Black Hand 315 Light 2 1

Shadow Team 280 Light 2 1

Commando 700 Medium 3 1

Attack Bike 210 Light 1 2

Scorpion Tank 140 Light 1 2

Raider Buggy 280 Light 1 2

Flame Tank 350 Light 2 2

Reckoner 245 Light 2 3

Beam Cannon 350 Light 2 3

Stealth Tank 350 Light 3 3

Avatar 770 Medium 3 5

Specter 350 Light 3 3

Redeemer 2000 Ultra Heavy 3 20

Vemon 250 Light 2 2

Vertigo 630 Medium 3 3



------------------------------------------------------------------------------

[54.02] Black Hand Forces



The Black Hand only have 3 extra units at the cost of a few. The Black Hand

unit itself has not changed at all however.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Confessor Cabal 280 Light 1 1

Mantis 300 Light 2 3

Purifier 1050 Heavy 3 5



------------------------------------------------------------------------------

[54.03] Marked of Kane Forces



The Marked of Kane, being has cyborg as it is, only has three new units as

well, at the cost of other units.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Tiberium Trooper 315 Light 2 1

The Awakened 140 Light 1 1

The Enlightened 350 Light 2 1



------------------------------------------------------------------------------

[55.01] Scrin Forces



The Scrin Forces are less numberous in number, but stronger than their GDI

and Nod counterparts. Note that there are no mechapedes. That might be a

problem



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Drone Ship 2000 Heavy 1 4

Explorer 1000 Heavy 1 2

Harvester 350 Light 1 2

Buzzer 70 Light 1 1

Disintegrator 105 Light 1 1

Assimilator 170 Light 1 1

Shock Troopers 280 Light 2 1

Ravager 185 Medium 2 1

Mastermind 525 Medium 3 1

Gun Walker 245 Light 1 2

Seeker 280 Light 1 2

Devourer Tank 490 Light 2 2

Corrupter Tank 350 Light 2 3

Annihilator Tripod 770 Medium 3 5

Eradicator Hexapod 2000 Ultra Heavy 3 20

Stormrider 525 Medium 2 2

Devastator Warship 840 Medium 3 5

Planetary Assault Carrier 1050 Heavy 3 5



------------------------------------------------------------------------------

[55.02] Reaper-17 Forces



The Cult of Reaper loses their warships but gains some heavy ground support.

Still, no Mechapede.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Shielded Harvester 350 Light 1 2

Shard Walker 245 Light 1 2

Reaper Tripod 770 Medium 3 5



------------------------------------------------------------------------------

[55.03] Traveler-59 Forces



Traveler 59 has only two additions, and might I add, the Prodigy, for the

elite infantry slot, IS VERY CHEAP. The Mastermind itself is relatively cheap

compared to the other teams, but the prodigy, wow, half price.



Unit Cost Size Tier Size No

----------------------------------------------------------------------

Cultists 370 Light 2 1

Prodigy 370 Light 3 1



------------------------------------------------------------------------------

[56.01] Tier 2 Powers



Support Powers are like the Support Powers that you have in battle, they

are used to help you, and sometimes, turn the tide of the game, but their

influence normally isn't that massive. These powers are conducted in the

Action Phase, in which everything is conducted, the Powers Phase in which

the support powers are activated and finally, the Battle Phase where

battle is conducted.



Tier 2 Powers are available when you have completed a Tier 2 Base, regardless

on how many other Tier 2 bases there are or how many Tier 1 Bases there are,

once you have upgraded to Tier 2, you will have access to these powers.



*************

*Orca Strike*

*************



Cost : 3000 Credits

Power Type : Offensive Power

Recharge Time : 2 Turns



This power allows for you to target an enemy strike force and damage it. Note

that it only works for Strike Forces, not enemy bases. The damage is pretty

decent, but don't expect it to take down an enemy epic unit for you, but it

can take out Tier 3 units, if you are lucky. All random.



This is best used to weaken enemy strike forces that are heading towards your

base. This allows for either your base to clean it up or have your own strike

force remove the enemy strike force.



*************

*Refugee Aid*

*************



Cost : 3000 Credits

Power Type : Utility Power

Recharge Time : 2 Turns



This is an extremely useful power against the Nod forces and to boost your

own resource collection. This power is meant to decrease unrest in a target

city, and when it says that it'll reduce it, it will. It will shift red

unrest to yellow, and yellow to blue. Well, what do you expect, if you get

food and medical supplies, you don't need to protest much.



This is great against Nod since they will probably aim for the alternate

victory condition on 24 cities on the highest level of unrest. This will

instantly change that 23 into 22, which means them without victory for a

longer period of time.



------------------------------------------------------------------------------

[56.02] Tier 3 Powers



Tier 3 Powers are unlocked once you have built a Tier 3 base. Once it is done,

you get access to Tier 3 Powers. They are generally more powerful than your

Tier 2 powers, and more useful. GDI only has one Tier 3 Power.



****************

*Special Forces*

****************



Cost : 1000 Credits

Power Type : Reinforcement Power

Recharge Time : 2 Turns



The Special Forces power is available for you with Tier 3 bases. This allows

you to create a Special Forces Strike Force on the map that is within the area

of influence that you control. You can also only have one at the time, no

more than one, because this powerful is pretty useful.



This Strike Force contains 1 Commando, 2 Sniper Teams, 4 Zone Troopers and 2

Firehawks. For 1000 credits, that is very, very economically efficient, since

it costs at least 2000 for a Strike Force to be created. With such power, it

can be used to defend your base from enemy attacks once they come knocking

down your door.



------------------------------------------------------------------------------

[56.03] Strategic Structure Powers



Once you have a Tier 3 Base, you have the choice of 5 Strategic Structures

that you can put in your base. More on these later under the bases section.

Anyway, these powers are the most powerful for your faction so use them

carefully. I'll also list down what building will provide it. More on the

buildings later.



************

*Sky Sentry*

************



Cost : 2000 Credits

Power Type : Intelligence Power

Recharge Time : 2 Turns

Building : ASAT Defence Centre



The Sky Sentry power will basically be your tool against Nod. Since Nod can

upgrade their base defences and have their base stealthed, as well as the

Strike Forces within their Bases's Area of Influence, the Sky Sentry will

reveal them all for you.



This allows you to take down the Nod forces, either via combat or bombing

the crap out of them. Otherwise, you are going to have to have some stealth

detectors in the Strike Forces that move around to scout out the Nod bases.

And that will take some time.



*************

*Media Blitz*

*************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 3 Turns

Building : Intelligence Centre



This power will reduce the unrest in the cities within a target area. Although

this does not decrease the unrest like the Refugee Aid, they have a minor

effect that CAN reduce the unrest in the city.



This is useful against Nod opponents that have their cities stacked next to

each other. It is also useful for stacked cities near your own bases. It will

either result in a loss of income for Nod or income for GDI. Either way, you

cannot lose. Though Kane is the master of the media, why GDI would bother, I

do not know.



*****************

*Commando Strike*

*****************



Cost : 2000 Credits

Power Type : Offensive Power

Recharge Time : 3 Turns

Building : Intelligence Centre



I might say that this is one of the most useful powers in the game bar none.

This power basically cancels the orders of an enemy unit or strike force for

the turn it is activated. That means, if the enemy has ordered to repair their

base, a Commando Strike will make sure that no order is completed for that

turn.



This is useful for some many reasons. It can be used to block enemy bases from

upgrading, to stop enemy strike forces from building bases or attacking your

bases. There are many uses for them, you just need to think, when do I use it?



********************

*ZOCOM Infiltration*

********************



Cost : 1000 Credits

Power Type : Offensive Power

Recharge Time : 3 Turns

Building : Tiberium Processing Plant



This is quite useful to use against your enemies. It basically reduces the

amount of Tiberium that is around an enemy base first of all, and then

damages the enemy bases as well. Enemy Strike Forces in the area will also

be damaged. For the price, this is pretty worthwile.



The fact that it reduces the amount of Tiberium in the area is useful to

reduce the amount of funds near the base, and damaging the base and any

nearby strike forces will be useful since they will need to be repaired and

that costs money, and that is the main resource you'd fight over.



*******************

*Emergency Cleanup*

*******************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 3 Turns

Building : Tiberium Processing Plant



A useful sabotage ability to use, this will pretty much the amount of

Tiberium around an area of your choosing. Why is it useful? By using this

near an enemy's Tiberium field, it will reduce the amount of money that

they are able to harvest each turn.



Less money means that they lack money to build weapons to use against you

and that is surely a good thing, is it not? It removed more Tiberium than

the ZOCOM infiltration, but it has a larger target area and doesn't hit

enemy bases and strike forces, so it has to compensate for that.



************

*Ion Cannon*

************



Cost : 5000 Credits

Power Type : Superweapon

Recharge Time : 4 Turns

Building : Ion Cannon



Well, the Iconic GDI Ion Cannon, this will basically damage everything in

the area of the base. It will not totally destroy the base, nor will it

totally kill a strike force, but guess what, it dishes out a large amount

of damage to repair is the next option for that base.



This is best used on the action phase before your forces move in for the

kill. Use the Ion Cannon, then send in your forces to ensure that whatever

what there, doesn't exist anymore.



------------------------------------------------------------------------------

[57.01] Tier 2 Powers



Nod has two Tier 2 Powers, and they are relatively the same as GDI's powers

somewhat. The same rules apply as GDI, once you have a Tier 2 base, they are

available for use.



**********************

*Raise Marked of Kane*

**********************



Cost : 1000 Credits

Power Type : Reinforcement Power

Recharge Time : 2 Turns



This power is basically spawning a Strike Force within your area of influence

and allowing you to control it. For 1000 credits, you get 4 Awakened Cyborg

Troops, 4 Enlightened Cyborgs, 4 Tiberium Troopers, 3 Shadow Teams and 2

Beam Cannons. That is a very decent deal for 1000 credits.



However, use for defence only. Don't both attacking with this. Why? Because

look at your units. 1, and I repeat, 1 Hammerhead, Venom, Stormrider, can

easily take it down because it lacks the ability to take down aerial units.

I've easily dispatched these forces with 4 Hammerheads from my Custom Strike

Forces (Marine Corps), and in case that isn't enough, try 4 Firehawks and

6 Mammoths.



****************

*Vertigo Strike*

****************



Cost : 3000 Credits

Power Type : Offensive Power

Recharge Time : 2 Turns



Like the GDI Orca Strike, the Vertigo Strike is used to attack enemy strike

forces. It can only attack strike forces however, like GDI, it cannot attack

the enemy's bases. Why that is so, it is beyond me, Vertigos are best against

ground units.



It does the same amount of damage that the Orcas do, it will more or less

cripple the strike force, but will not destroy it. It is a useful precursor

before you attack it though.



------------------------------------------------------------------------------

[57.02] Tier 3 Powers



As with GDI, you only have 1 Tier 3 Power, which is again a shame, I would

have liked more Tier 3 Powers than Tier 2. But then again, Tier 3 will allow

for the construction of Strategic Structures, and those powers are Extremely

Useful.



**********************

*Rouse the Black Hand*

**********************



Cost : 2000 Credits

Power Type : Reinforcement Power

Recharge Time : 2 Turns



It is slightly more expensive than the other summon Strike Forces, but it is

relatively cheap as well. For 2000 credits, you get 4 Black Hand troops, 4

Fanatics, 2 Saboteurs, 2 Confessor Cabals, 2 Militant Rocket Squads, 2 Mantis

Vehicles and 2 Flame Tanks. It is a large strike force for 2000 credits.



This is best used to attack enemy bases as Shock Troops. They can end up

doing enormous amounts of damage to infantry and aircraft, but they are weak

against vehicles, so be careful against them. Also relatively good against

enemy bases since flames deal large amounts of damage to structures.



------------------------------------------------------------------------------

[57.03] Strategic Structure Powers



Nod has some decent Strategic powers that are unique to them. They are quite

powerful, deadly if used with utmost timing.



*****************

*Nuclear Missile*

*****************



Cost : 5000 Credits

Power Type : Superweapon

Recharge Time : 4 Turns

Building : Temple of Nod



The Iconic Temple of Nod will launch the Nuke that acts like the GDI Ion

Cannon, is basically damages all the bases and strike forces that is within

the area of effect for the Nuke.



Again, it is best used either if the units are clustered up, forcing the

repair costs to go through the roof, or as a precursor to an attack by your

forces to remove the enemy presence in the area.



********************

*Raise Insurrection*

********************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 2 Turns

Building : Propaganda Centre



This power is the exact opposite of the GDI's Refugee Aid. Instead of

decreasing the unrest in the area, it will increase the unrest in the

area. This makes the cities from blue to yellow and yellow to red.



This can be used on nearby GDI bases or in your own bases because GDI

will get resources in cities, the lower the unrest, the better, and Nod

will get resources in the cities, where the higher the unrest, the more money

that they will get in the end.



*****************

*Rouse Militants*

*****************



Cost : 1000 Credits

Power Type : Reinforcement Power

Recharge Time : 2 Turns

Building : Propaganda Centre



Again, another Nod power that will create a strike force, the Vanguard Strike

Force. For your 1000 credits, you get basically a Marked of Kane force, it

will contain 4 Awakened Cyborgs, 4 Enlightened Cyborgs, 4 Tiberium Troopers,

4 Shadow Teams and 2 Fanatics. So much for "basic" infantry.



This is best used as a last ditch defence because they again, have no air

attack, which will limit what they can do, since a single aerial unit can

wipe them all out. Make sure that you attack your targets carefully, since,

like I said, 1 Hammerhead can take them all out.



*************

*Fury of Nod*

*************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 3 Turns

Building : Propaganda Centre



This acts as the Media Blitz of Nod, it basically increases the unrest in

the area's cities, but there is one difference, it will damage all nearby

strike forces as well.



The damaging the strike forces however, do not do a lot of damage, so don't

rely on them to damage them. However, increasing unrest will be great against

GDI and for yourself, more unrest means less resources for GDI and more for

you, how can you lose?



******************

*Guerilla Repairs*

******************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 1 Turn

Building : Tiberium Forge



The best repair service in the game, this is seriously unbalanced, but good

for Nod for the timebeing. It will pretty much repair your units to full

health, regardless of where they are, since repairs need to within a base's

area of influence, and how badly damaged they are.



Not just that, it is ready one a turn, meaning there is no cooldown, which

is even better. Even a strike force has taken damage in one battle, the

next turn, it is back to normal. Note that this doesn't work on bases,

thankfully, because that would be beyond unbalanced.



***************

*Stealth Field*

***************



Cost : 1000 Credits

Power Type : Concealment Power

Recharge Time : 4 Turns

Building : Disruption Generator



This is a more or less, useless power. This power basically stealths your

bases and forces within the target area. But there are some reasons why this

is totally useless.



First of all, for 2000 credits, up can upgrade base defences to make your

bases, and any strike forces within the base's area of effect, to be

stealthed. Why pay for the building and then money for the power? This is

only useful when you need to hide your strike force before you make a

strike on the enemy, but you need to weigh up the costs. 6000 credits can

mean a lot.



------------------------------------------------------------------------------

[58.01] Tier 2 Powers



The Scrin, unlike the GDI and Nod, only have 1 Tier 2 power, but guess what,

it is probably the most powerful early game support power in the game, and

quite, no, extremely useful for any player.



****************

*Alien Dropship*

****************



Cost : 1000 Credits

Power Type : Reinforcement Power

Recharge Time : 4 Turns



This is one of the most useful powers because it contains a drone platform,

which is the MCV for the Scrin. Basically, for 1000, you get 4 buzzers, 4

disintegrators, 4 assimilators, 4 gun walkers and the drone ship, which

means that you can build a base. This power can be used ANYWHERE, which is

why it is so powerful.



It allows the Scrin to build a base in the middle of a rich Tiberium field

and no one has the resources or the forces to take them on. You still need

to pay for the construction of the base, but a base anywhere you want

without having to build it? A great idea.



------------------------------------------------------------------------------

[58.02] Tier 3 Powers



Like their GDI and Nod counterparts, the Scrin only has 1 Tier 3 power, which

is pretty useful.



********************

*Growth Accelerator*

********************



Cost : 1000 Credits

Power Type : Respirce Power

Recharge Time : 4 Turns



The Growth Accelerator is a useful power, and like what it does on the

battlefield, it does the same on the world map. This growth accelerator, when

placed within your base's area of influence, will increase the growth of

Tiberium in the area.



Increasing the growth of Tiberium however, could result in the enemy having

some extra growth if their base borders yours. Also, these Growth Accelerators

cannot be destroyed in combat, you need to take down the enemy base, and that

would be a Tier 3 base, which means a bit of trouble.



------------------------------------------------------------------------------

[58.03] Strategic Structure Powers



The Scrin have Strategic Powers that are much different than GDI and Nod, but

we shall explore them none the less.



******

*Rift*

******



Cost : 5000 Credits

Power Type : Superweapon

Recharge Time : 4 Turns

Building : Rift Generator



The Superweapon for the Scrin, it is the same as the GDI Ion Cannon and the

Nod Nuclear Missile in terms of damage, cost and recharge time. However,

these don't change the tide of the game.



Use this in preparation to destroy a base with this doing the damage that

you need to ensure absolute victory. If the enemy has clustered units and

bases, make sure that they pay for this.



*********************

*Spread Alien Plague*

*********************



Cost : 3000 Credits

Power Type : Utility Power

Recharge Time : 2 Turns

Building : Lifeform Plant



Like the United States did to the Indians, you can spread an alien plague to

kill off the population in the targeted cities. This is useful against both

GDI and Nod. GDI will get more money with increased population, so this will

set them back, and for Nod, they don't get resources if the cities are devoid

of human life.



Do not use it for your own cities. Although you do get resources for lowering

the population, it is only that done by your bases. You will run out of

population to kill in the cities, and that will be a problem because those

extra resources can mean the difference between money and no money.



**********************

*Eradicate Population*

**********************



Cost : 3000 Credits

Power Type : Utility Power

Recharge Time : 3 Turns

Building : Lifeform Plant



Again, another power that will reduce the population of the cities, but unlike

the one above, this one will seriously reduce the population in ONE city. That

can basically wipe out a city of high unrest for Nod, or a serious money maker

for the GDI.



This should be treated as an offensive power, use it to decrease population to

avoid a Nod Alternate victory or a GDI money maker. Remember, the larger the

frame for the city, the higher the population is. Again, don't use it on the

cities that you control, you don't get more money from it, you just waste 3000

credits and the bonus resources you would have gained.



********************

*Wormhole Generator*

********************



Cost : 0 Credits

Power Type : Utility Power

Recharge Time : 5 Turns

Building : Threshold Tower



This is the best transport power in the entire game. It basically creates two

wormholes, which allow Strike forces from one of the wormholes to move into

the area of the second wormhole. For a 0 credit price tag, it is really worth

it.



Also, it can be used on any part of the map, you don't need to control it to

be able to use it. This makes it good as an evac power, taking away a valuable

strike force for repairs, or place it right inside an enemy's base and make

it easy to take down. Use carefully though, there is a 5 turn cooldown, making

it the highest cooldown in the game.



**************

*Phase Shield*

**************



Cost : 1000 Credits

Power Type : Utility Power

Recharge Time : 4 Turns

Building : Threshold Tower



A useful defensive and offensive power, the Phase Shield is exactly like what

it is in the game. It basically makes the strike force under the phase shield

invulnerable, that means, cannot be attack, at the cost of not being able

to move or being targeted by powers.



The makes it good to reinforce an ailing position where your strike forces are

taking heavy enemy fire. It will also make it good to delay your enemy from

moving towards your base, allowing you an extra turn, in which you can summon

a force to your location and stopping the enemy. Let your imagination run wild

and free.



*****************

*Ichor Injection*

*****************



Cost : 2000 Credits

Power Type : Resource Power

Recharge Time : 3 Turns

Building : Terraforming Nexus



This basically acts like the Tiberium seed that you see in matter. That is, it

will boost the amount of Tiberium in any area by a fair amount meaning that

you get more resources.



More resources means a lot to the Scrin. Their bonus resources from the cities

is a finite resource, that is, it will run out when the population in the city

reaches zero, unlike GDI and Nod, and given the size of the map and the

amount of cities, it would be easy for GDI and Nod to acquire some large

cities that suit their needs.



*********************

*Orbital Bombardment*

*********************



Cost : 3000 Credits

Power Type : Offensive Power

Recharge Time : 3 Turns

Building : Terraforming Nexus



This is the Orca Strike or the Vertigo Strike for the Scrin, but unlike the

two from the other two factions, this has to be accessed via a building, not

the Tier 2 level like the others. This however, does the same thing.



It damages an enemy strike force, allowing for you to make an easy attack to

wipe it off the map. Given the strength of the Scrin, especially the Victory

Fleets, it would be useless. How many strike forces are there that are

designed specifically to attack air. Not many, of any at all.



***********************

*Create Ion Superstorm*

***********************



Cost : 3000 Credits

Power Type : Offensive Power

Recharge Time : 3 Turns

Building : Terraforming Nexus



A mini superweapon if you can call it that. It will damage all the bases and

strike forces in a target area, which is the same as the superweapon, but it

is weaker and on a smaller scale.



Again, use this as a precursor to an attack on the enemy positions or as a

nice punishment for clustering up their strike forces and their bases by

giving a hefty repair bill. Bear in mind that you are better off with the

superweapon, because it is super.



------------------------------------------------------------------------------

[59.01] Bases



Bases are the mainstay of your forces. It is where you build up your massive

superweapons, recruit your strike forces, and most importantly, gain resources

to fight.



There are three tiers of bases, there is Tier 1, which is your basic tier

which is obtained at the start of the base and when you establish new bases

with your MCV. Tier 2 is more advanced, where you get to access some new

weaponry. Note that at the second tier, the area of influence is larger.



At the third tier, the area of influence is at it's peak, and you can build

any strike force, provided that you have the money. This also unlocks the

ability to build the Strategic structures. These strategic structures are

the advanced buildings, they allow new support powers and in some cases, well,

the Scrin anyway, an alternate victory condition.



Bases provide you with 1000 credits at the start of each turn as well as any

Tiberium that is harvested. Credits will also be awarded for bonus resources,

the cities, which depend on which side you are playing with. The larger your

area of influence, the more resources you can gather.



The final thing is the area of influence. When you see your base, there is a

circle around it. That denotes your area of influence, which in this case, the

land that you control. That land is where you harvest your resources from and

effect the cities that are there. This is also the areas in which you can

activate some of the powers as well as recruit your strike forces. The area

will upgrade with each tier, and at Tier 3, it is a very big area of influence

that you control.



Each side will start the game with 3 bases, their position is never static and

will be all over the place. You could have unlucky and have a base sandwiched

between two enemy bases, but have one in the middle of a massive Tiberium

field and no enemies in sight.



------------------------------------------------------------------------------

[59.02] Upgrades



There are many upgrades that you can adopt for your base. The first, as

mentioned above, are the Tiers for the Bases. It will cost you 4000 to go

from Tier 1 to Tier 2, and 6000 from Tier 2 to Tier 3. Not bad at all.



The Next Upgrade, after you have achieved a Tier 3 status, is the Strategic

Structures. These all cost 6000 credits and provide an ability that is unique,

such that each Tier 3 base can only have ONE strategic structure.



There are also two miscellaneous upgrades for your bases. There is a Base

Power upgrade, which is quite useful. If you get attack and you opt for real

time, they are more power plants so it would take more damage to your base

for a blackout.



There is also a Base Defence upgrade which gives you more base defences. This

is useful since there is something to protect your base from the initial

enemy onslaught. Make sure that you get the Power upgrade since it will drink

up energy.



For Nod players, make sure that all your bases get the Base Defence upgrade

since it will provided all bases with stealth. That is extremely useful since

it will also stealth any strike forces within the base's area of influence.



Both Power and Defence upgrades costs 2000 credits each, which isn't a lot of

money when you think about the cost of a new base to replace the old one that

has been destroyed.



------------------------------------------------------------------------------

[60.01] Strategic Structures



GDI has 5 Strategic Structures that they can build.



--==Ion Cannon==--



The GDI Iconic Ion Cannon gives you the Ion Cannon Superweapon that you can

use on your enemies.



--==ASAT Defence Centre==--



The Anti-Satellite defence centre protects GDI Satellites from damage and

that will allow you the Sky Sentry power.



--==Intelligence Centre==--



The Intelligence Centre is where GDI get their information, and info allows

for Media Blitz and the Commando Strike ability.



--==Reclamator Hub==--



With this building, the base is able to produce as many strike forces as it

wants contain MARV units.



--==Tiberium Processing Plant==--



The ability to process Tiberium crystals allows GDI to use their ZOCOM

Infiltration ability and their Emergency Cleanup.



------------------------------------------------------------------------------

[61.01] Strategic Structures



Nod also has 5 Strategic Structures that it can add to its bases.



--==Temple of Nod==--



The Temple of Nod is good for storing one kind of weapon, nuclear weapons and

that allows you access to the Nuclear Missile.



--==Propaganda Centre==--



Learning to manipulate the population, the Propaganda Centre allows for

the Raise Insurrection, Rouse Militants and Fury of Nod powers.



--==Tiberium Forge==--



Learning to make weapons and armour with Tiberium allows for Nod to use the

Guerilla Repair power.



--==Redeemer Engineering Facility==--



The Redeemer Engineering Facility allows for any base to produce as many

strike forces as it wants containing the Redeemer unit.



--==Disruption Generator==--



Building this structure will allow for you to access the Stealth Field

support power.



------------------------------------------------------------------------------

[62.01] Strategic Structures



The Scrin as well as Nod and GDI, have 5 structures.



--==Rift Generator==--



The Superweapon for the Scrin force, this allows you to suck in buildings and

send them into outer space.



--==Terraforming Nexus==--



The Terraforming Nexus is there to transform Earth into a more friendly planet

for the Scrin, allowing for the Ichor Injection, Orbital Bombardment and the

ability to Create Ion Superstorm.



--==Lifeform Plant==--



Some hideous plant that could probably eat people, it gives the ability to

spread alien plague and eradicate population. Not a nice plant.



--==Warp Chasm==--



This allows you to have the base create unlimited strike forces containing the

Eradicator Hexapod.



--==Threshold Towers==--



This Tower, besides the fact that you need 9 for an Alternate victory, will

give the Wormhole and Phase Shield power.



------------------------------------------------------------------------------

[63.01] Battle



There are many instances where you will need to engage in battle. Those

instances are when your bases are attacked by enemy strike forces, when enemy

strike forces engage your own, and when your own strike forces attack enemy

strike forces and bases. However, there are two different battle modes, real

time and auto-resolve.



--==Real Time==--



Real Time battle is your everyday battle. You will fight it out. The attacker

will generally have the advantage here since they will have the opposition

worried about attack, and if the enemy's forces are damaged, that could be

a problem for them.



To start, it is normal conditions, fog of war, don't know where the enemy

will attack. However, look on the bottom of the screen and see the little

numbers ticking away. Soon, the Fog of War will be lifted and later still,

the enemy's locations will be revealed.



--==Auto Resolve==--



This is letting the computer do the battle for you. It isn't based on your

ability as a commander, it is based on the strength of the units and the

defence that you are facing. The stronger team will win in the end. So the

odds are, an Epic might lose against some Mammoths, but when you fight, you

can easily wipe the floor with them.



--==Overall==--



Overall, there are two combat systems, but which should you choose. Well,

for the situations that you possess overwhelming force, such as an Epic and

an escort of Tier 3 units, you can auto-resolve and finish the battle without

any worries, and know that you will win.



However, the Combat system will eventually save you a lot of money. When your

base is damaged, the odds are, you will lose to a strike force. However, given

that you can still produce, you can still win. You can quickly produce a

decent force together quickly to repel the units. Remember, the computer will

only calculate on the strength of the attackers and defenders, and where you

think you can win, the computer may not.



My overall judgement on this system is that you should do the battle when you

have a hunch that the computer may lose for you. Overwhelming force does not

require you to battle, but there are advantages with battle.



* You can garrison your Epics with infantry that is retained after the

battle and passed into the next.

* You can gain rank for your Strike Force, making them more powerful.

* You can win when the computer thinks you will lose.



So in conclusion, auto-resolve with over-whelming force, but otherwise, stick

to battle. Its more fun that way.



------------------------------------------------------------------------------

[64.01] Strategies



There are several strategies that you can do with each side, but more or less,

the strategies are going to be the same.



* Use your ability to instantly create strike forces as a last resort for

defence. Although they may not win, they are cheap to send in, and the most

important thing is that if the enemy is heading to your base, and you don't

think you can hold on, the extra turn the Strike force will buy you will

allow your base to repair, ready for battle.



* Do not repair your strike forces and bases for minor damage. The price to

repair your strike forces and bases are VERY expensive early on and you can

do without if you are missing a single infantry unit or a watchtower.



* Your priority early on in the game is to expand your bases, and build new

bases. The expansion of bases should only be done in areas where the enemy

is not in the area, secure areas where you can build without enemies saying

hi.



* Build new bases in areas with the following conditions. They need to have

a good source of Tiberium nearby, and a good bunch of cities. A group of 2

to 3 cities would be great, but you want at least 1, AT LEAST.



* Defence is going to be the key for most of the battle. You want to be the

defender. Why? Because your base, under the auto-resolve combat system, will

normally end up on top unless the base is seriously damaged. Still, all you

need is ONE production structure still active, and you can win, no matter

what the cost.



* When you want to launch an attack, make sure that you use the support power

of a Superweapon before you walk in and attack it. This will help you take

down the base because when it is weak, it is easier.



* Use the Orca, Vertigo or Orbital Strike on enemy Strike Forces to reduce

the possible damage that it can do and allow for easy removal by your

forces.



* Remember that you have two armies that you can go have a fight against,

but the Alternate condition, for each party is much easier. However, GDI

will often come in conflict with Nod for the control of cities and Scrin

over the control of the land.



* Make sure that if you are not Nod, control all the cities to deny the

enemy of an alternate victory. They have the easiest of alternate victory

so bear that in mind.



* If you are fighting Nod and they are cloaked, there is one simple solution

to find them. Look on the map for cities with very high unrest levels with

nothing around it to cause it so. If that is the case, there is a very high

chance that there is a Nod base in the area.



* Against a Scrin enemy, make sure that you have some forces up and early

to counter their Drone Ship ability to ensure that they do not have bases

popping up left right and center.



* Don't let GDI have control of the ground in the late game. They will be

very hard to defeat on the ground with MARVs, Mammoths and Juggernauts.

Scrin late game is also dangerous, they will have their Victory Fleet, but

with the upgrades in Mantis and Slingshot, that won't be a problem, the

GDI Army will be.



* Take out bases when they are on the Tier 1 level. This is the level where

you will face the least amount of resistance. Do this before they are

upgraded to Tier 2 or have more base defences, because then you have more

of a fight on your hands.



* Space out your strike forces and your bases. There are several support

powers that will damage both if they are bunched up close together and

that will really hurt in terms of repair bill.



* Wait till the enemy strike force is outside the area of influence of their

bases. By doing so, use a strike force attack, such as the Orca strike. This

will put the enemy between a rock and a hard place. They can either head

back to the area of influence to get repaired or move on damaged and weak.



------------------------------------------------------------------------------

[A] Contact Information



Hey, what do you know, it looks just like my previous legal things, cause I'm

too lazy to make another one. That block button is mighty fun to use.



******************************************************************************

Before you E-Mail me, read the guide first. If the answer is not in here, then

E-Mail me. If it is, don't bother as I won't reply.

******************************************************************************



To contact me, e-mail me at

hillsdragon13 [at] hotmail [dot] com



Replace at with @ and dot with .



Don't add me to MSN Messenger List because if I don't know you, I won't accept

you, simple as that.



E-Mail me (and anyone else you want to e-mail) with courtesy and respect as

we are living people like you. Have a title of what you are sending so I know

what is going on. If you try to send attachments, I won't open them so stick

the information in the E-Mail.



Please write in English or anything close to it. It can't understand foreign

languages so please don't give me a page long quite in Mexican or Antarctic

penguin language cause I don't understand.



Don't write in sloppy English. I mean, who the hell would understand "Hwo Od

Yoi Di Tjih Ni Cin Wth's?" Don' be too formal, a question is not a freakin

business agreement so don't say "Dear Sir, In accordance to your Walkthrough

to the PC Game, Kane's Wrath" What am I? A walking business agreement?



I will credit you if your send me information about this game that is not in

the FAQ. I will also be grateful if you see this FAQ somewhere else other than

Gamefaqs or a site which has my permission. If you do, tell me so I can kick

their ass to Pluto and make them bounce off to the other side of the Universe.



I will not respond to:



* Spam

* Bill Gate's Spam (He gets spam of up to 4 million per day)

* Something not related with the this guide

* Something already covered

* Illegal stuff, like CD-Keys and Pirated Versions

* Technical Problems



Technical Problems will not be answer as they should be sent to EA not me.

I didn't design the game so I shouldn't know what's wrong with it, its your

game not MINE.



------------------------------------------------------------------------------

[B] Webmaster Information



ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW

GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS



YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.

YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.



------------------------------------------------------------------------------

[C] Credits



This section is where you see your name. It will be long. The names are either

Board Names from the Boards or your e-mail so if your name is Bob Rob and

another Bob Rob posted the message, the First Bob Rob will not be credited so

in short, someone around the world who shares the same name as you will not

be credited for your work.



CJayC, thanks for the memories

SBAllen, for running the site

You, for reading it

EA for developing the game (It should be Westwood, but meh)

Me for making it

Hotmail for giving me the e-mail account (Why is it even here?)

http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art

Christoph C for stating that the Voice of Kane was not 100 credits (typo)



------------------------------------------------------------------------------

[D] Sites FAQ is on



Current FAQ is On

www.gamefaqs.com will always have the latest versions



May be outdated

www.neoseeker.com

www.supercheats.com



------------------------------------------------------------------------------

[E] Copyright



This game is Copyright 2008 Electronic Arts. All Rights Reserved



This document is copyrighted by US and Canadian and Australian Laws. This FAQ

is for personal use only. This is not to be used for commercial or personal

gain. Websites publishing this guide without permission will face punishment

under the law. All sites except GAMEFAQS are not allow to host this FAQ

without my permission.



This document is protected by the copyright laws that were founded in the

Bernes Copyright Convention in 1968. It states that:



The expression “literary and artistic works” shall include every production

in the literary, scientific and artistic domain, whatever may be the mode or

form of its expression, such as books, pamphlets and other writings; lectures,

addresses, sermons and other works of the same nature; dramatic or

dramatico-musical works; choreographic works and entertainments in dumb show;

musical compositions with or without words; cinematographic works to which

are assimilated works expressed by a process analogous to cinematography;

works of drawing, painting, architecture, sculpture, engraving and

lithography; photographic works to which are assimilated works expressed by a

process analogous to photography; works of applied art; illustrations, maps,

plans, sketches and three-dimensional works relative to geography,

topography, architecture or science.



If you fail to follow the law, you will be indited for fraud and is a criminal

offense and result in a criminal record. You will find it extremely hard to

find a job if you have a criminal record. Do not sell this document or claim

it as your own or you will be punishable under the law. If you wish to know

more about this law as you don't believe that you are breaking copyright,

feel free to do a google search on the Bernes Copyright Convention.



You are not to sell this piece of work, claim it as your own, make any

finanical gain out of this guide, or any other illegal activity. You are

allowed to print this guide out and use it for personal uses but that is the

only thing you can do with this guide.



Please abide with the terms. If not, you will be facing a lawsuit you cannot

win. Or I shutdown your website. Either way, I win you lose. Don't forget,

there are some special Internet tools I can track anyone down with. The

internet is a big place.



This document is copyright 2008. All Rights are made of Tiberium

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