Command & Conquer - Tiberian Sun

Command & Conquer - Tiberian Sun

16.10.2013 23:39:29

C O M M A N D & C O N Q U E R
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| | | | | |/__ < | ___/ | |/ __| | | / /__\ \ | | | |
| | | | | |___| | | |_____ | |`. `. | | / //____ \ | | | |
|__| |__| |_________| |________/ |__| `._`.|__|/__/ \__\|__| |__|
_____________________ ________ ___ __ ________ _____________________
`'=~----------. .-'` | ____/ /_ | | | /_ __ \ `'-. ,----------~='`
`.`. | |_____ | | | | | | | | ,','
`.`.|_____ | | | | | | | | |,','
`.`_____| | | |__ | | | | | |,'
|________| |_____/|__| |__| |__|
`-.`-. ,-',-'
`-.`-. ,-',-'
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`-.`-._,-',-'
`-._,-'


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Tiberian Sun
FAQ/Walkthrough
by: Dark Vortex (Quan Jin)
darkvortex0012000@yahoo.com
Version 1.1
______________________________________________________________________________
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This guide may be found on the following sites:

[http://www.gamefaqs.com]-------------------------------------------[GameFAQs]
[http://www.gamespot.com]-------------------------------------------[GameSpot]
[http://faqs.ign.com]-----------------------------------------------[IGN FAQs]
[http://www.neoseeker.com]-----------------------------------------[Neoseeker]
[http://www.dlh.net]-------------------------------------[Dirty Little Helper]
[http://www.cheats.de]---------------------------------------------[Cheats.de]
[http://www.supercheats.com]-------------------------------------[SuperCheats]
[http://www.honestgamers.com]-----------------------------------[HonestGamers]

This guide is copyright (c)2005-2006 Quan Jin

==============================================================================
---- Table of Contents ----
==============================================================================

1. Introduction...............................................[1000]
2. FAQ........................................................[2000]
3. Basics.....................................................[3000]
3.1. Main Menu.......................................[3100]
3.2. The Interface...................................[3200]
3.3. Hotkeys.........................................[3300]
4. Walkthrough................................................[4000]
4.1. Evolutionary Response...........................[4100]
4.2. Deus Ex Kane....................................[4200]
5. Overview...................................................[5000]
5.1. Infantry........................................[5100]
5.2. Vehicles........................................[5200]
5.3. Structures......................................[5300]
6. Version History............................................[6000]
7. Legal Disclaimers..........................................[7000]
8. Credits and Closing........................................[8000]

==============================================================================
---- 1. Introduction ---- [1000]
==============================================================================

I loved the Command & Conquer series. Although pretty old, Tiberian Sun still
hasn't lost its novelty to me. Today, this game still remains one of the
best strategy games I've ever played.

This is actually my first attempt to cover an RTS such as Tiberian Sun in
a guide. I'm not the most experienced strategist in the world, so don't
expect a very analytical piece here. You will find a walkthrough, plus a
rundown of the units and buildings within the game.

==============================================================================
---- 2. FAQ ---- [2000]
==============================================================================

+----------------------------------------------------------------------------+

[Q] Which alliance is better?

[A] This is a question that really has no answer. It all depends on
your preference.

GDI relies more on brute force and heavy firepower through its
Titans, Orca Bombers, Mammoth Mk.II, etc. Nod, on the other
hand, relies on stealth and speed to win its battles. Each side
has its advantages over the other. Try out both sides equally
to see which one works for you.

+----------------------------------------------------------------------------+

[Q] Why is the "Destroy Chemical Supply" mission not ending?

[A] Make sure that you destroy all of the white "Chemical Tanks."
I believe there are two next to the Waste Facility you find at
the beginning of the mission. There is a whole group of them
east of the other two Waste Facilities in the same mission, plus
another three inside the Nod base. Once they're destroyed, the
mission will proceed.

After that, you must send a unit across the bridge north of the
Nod base. There, you will reveal a train station. Send Ghost
Stalker onto that train to finish the mission.

+----------------------------------------------------------------------------+

[Q] Where is the train station in the "Rescue Umagon 'B'" mission?

[A] The train station might not look like a train station to you.
It can be found at the western edge of the map in the form of
a large, white building next to the track. I passed this
building on my first playthrough without even knowing it was
the train station myself. Westwood really disguised it there.

+----------------------------------------------------------------------------+

[Q] ACK! Why is the GDI transport not appearing in the "Villainess
In Distress" mission?

[A] Even if you freed Oxanna from her prison and killed all
surrounding GDI forces, the transport might not arrive for a
few seconds. Be patient and wait for it. You will be notified
when it comes.

+----------------------------------------------------------------------------+

[Q] I was attacked by a Mammoth Mk.II in "Destroy Mammoth Mk.II
Prototype" mission. I destroyed it but the mission didn't end.
What's up?

[A] The one Mammoth Mk.II you MUST destroy is inside the main GDI
base. GDI may send a second Mammoth Mk.II to attack your base.
I don't see how this works here, but that Mammoth Mk.II is not
the prototype that your objective means. Destroying the
prototype inside the base will finish the mission.

+----------------------------------------------------------------------------+

[Q] What are those cactus-like things standing in the center of
tiberium patches?

[A] They play an important role. At regular intervals, they will
spit out Tiberium (or seeds or something, I don't know). With
one or two of these within a Tiberium patch, the amount of
Tiberium can never run out as they will keep growing.

+----------------------------------------------------------------------------+

==============================================================================
---- 3. Basics ---- [3000]
==============================================================================

There are a few aspects of the game that could use some clarifying. If you
are already mastered in the game, there's no need to read through this
section. Most of this can be found in the manual.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
3.1. Main Menu [3100]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

New Campaign ~
=----------=
This button does exactly what it says, it starts a new campaign.
Upon clicking it, you will be prompted to choose your side and set
the difficulty level. Then the game starts obviously.

Load Mission ~
=----------=
If this is your first time opening the game up, this button will be
dark. That means that you currently, have no games saved. When you
save your game in campaign, go here to load the games up. You don't
expect to complete the game without saving, do you? ;P

Multiplayer Game ~
=--------------=
This is the Multiplayer tab. It goes to five more tabs, each with a
different option.

Internet -- This brings you to login page where you
can login to the Westwood servers. Keep in mind that you
need a username as well as having the "Shared Internet
Components" installed.

Modem/Serial -- So you got a phone line connection? Well, you
can use it to play. Clicking on this will bring to a page
with different options of play.

Network -- If you're connected through a network, you can
use this function to play locally.

Skirmish -- This is kind of like a custom game that you can
make to fight against the computer. Set the map (or make
your own), the amount of players, AI levels, etc. But, you
can only play against the computer.

Main Menu -- Guess what this button does.

Intro/Sneak Peek ~
=--------------=
This isn't anything special. Clicking on it will bring up the intro
movie for either the GDI side or Nod side (depending on the CD
inside the tray). After the intro, another cinematic/s of
different games produced by Westwood will appear. For the record,
I have a preview Nox on mine.

Options ~
=-----=
Clicking on this will, of course, bring you to more buttons.

Game Settings -- Change the game speed, scroll rate, as well
as a few other miscellaneous options.

Display -- Change the resolution. 600x400, 640x480, and
800x600. Just for the record, I use the 800x 600 set.

Sound -- Change the amount of emphasis put in music, voices,
or FX sounds.

Keyboard -- Change hotkeys to whatever you want.

Network -- Change your network settings (if you don't have
one, this is useless).

Main Menu -- Take a wild guess, my friend.

Exit Game ~
=-------=
Press this button to quit out of the game after a long session of
gaming.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
3.2. The Interface [3200]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

Below is a (rather terribly done) ASCII of the Tiberian Sun game interface
which appears along the right-hand side of the screen.

[1]
1 0 0 0 0
####------------------------------####
|||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|## [1] This is the amount of
||| ||| credits you currently
||| ||| have.
||| |||
||| ||| [2] This is the map. Of
||| [2] ||| course, there's no map
||| ||| on this ASCII example.
||| |||
||| ||| [3] This is the "Fix" button.
||| ||| It resembles a monkey
||| ||| wrench. Click on it and
##|________________________________|## then click on a damaged
####----| | | | |-----#### building to slowly repair
#######|[3] |[4] |[5] |[6] |######## it (it costs money).
#### `----'----'----'----' ####
#| |----------------|---------------|# [4] This is the "Sell"
#| | | |# button. It resembles a
[7]--->| | | |# "$" symbol. Sell
#| | [8] | [9] |# buildings and get half
#| | | |# the credit you spent
#|-|________________|_______________|# back.
#|-| | |#
#|-| | |# [5] This is the "Power Down"
#|-| | |# icon. It resembles a
#|-| [8] | [9] |# lightning bolt. If at any
#|-| | |# time, you have a power
#|-|----------------|---------------|# shortage, disable a
#|-| | |# building's power flow to
#|-| | |# get some extra power.
#|-| [8] | [9] |#
#|-| | |# [6] This is the "Waypoints"
#|-|________________|_______________|# button. Assign your units
#|-| | |# waypoints this way.
#|-| | |#
#|-| | |# [7] This is the power meter.
#|-| [8] | [9] |# Keep an eye on it and
#|-| | |# don't let it get too red.
#|-|----------------|---------------|#
#|-| | |# [8] The buildings you can
#|-| | |# build currently.
#|-| [8] | [9] |#
#|-| | |# [9] The units you can build
#|-|________________|_______________|# currently.
######| | |###| | |###
######|[10] |[11] |###|[10] |[11] |### [10] Scroll up.
|-----|-----| |-----|-----|
[11] Scroll down.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
3.3. Hotkeys [3300]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

[Options]-----------------------------------------------------------[ESC]
[Guard]---------------------------------------------------------------[G]
[Guard Object]--------------------------------[CTRL + ALT + Mouse Button]
[Scatter Units]-------------------------------------------------------[X]
[Stop Units]----------------------------------------------------------[S]
[Follow Unit]---------------------------------------------------------[F]
[Force Fire]----------------------------------------[CTRL + Mouse Button]
[Force Move]-----------------------------------------[ALT + Mouse Button]
[Set Rally Point]-----------------------------[CTRL + ALt + Mouse Button]
[Waypoint Mode]-------------------------------------------------------[W]
[Connect Waypoints]--------------------------------[SHIFT + Mouse Button]
[Waypoint Guard Patrol]-----------------------[CTRL + ALT + Mouse Button]
[Delete Waypoint]------------------------------------------------[Delete]
[Set Tactical Map Locations]------------------------------[CTRL + F9-F12]
[Center Tactical Map on Base]-----------------------------------------[H]
[Sidebar Up]----------------------------------------------------[Page up]
[Sidebar Down]------------------------------------------------[Page down]
[Toggle Power Mode]---------------------------------------------------[P]
[Screenshot]---------------------------------------------------[CTRL + C]
[Next Unit]-----------------------------------------------------------[N]
[Previous Unit]-------------------------------------------------------[B]
[Select All]----------------------------------------------------------[E]
[Create Team]------------------------------------------------[CTRL + 0-9]
[Select a Team]-----------------------------------------------------[0-9]
[Center on Team]----------------------------------------------[ALT + 0-9]
[Add Unit to Team]-----------------------------[SHIFT + Left mouse click]
[Toggle Alliance]-----------------------------------------------------[A]
[Toggle Radar Map]--------------------------------------------------[TAB]

==============================================================================
---- 4. Walkthrough ---- [4000]
==============================================================================

Below is the walkthrough. The GDI campaign comes first and the Nod campaign
follows afterwards. I've tried to be as descriptive as possible in my
strategy, while still providing room for you to do your own thing and enjoy
the game.

Be sure to finish all optional missions within the campaign. They will help
you a lot in coming missions. Along with that, I will walk you through the
game as if you DID complete them.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
4.1. Evolutionary Response [4100]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

----------------------
REINFORCE PHOENIX BASE
----------------------

>> Objective One: Build a Tiberium Refinery.
>> Objective Two: Build a Barracks.
>> Objective Three: Destroy all Nod forces.

Watch the Cyborg chasing the single GDI soldier. Once the reinforcements
come down, they'll dispose of any remaining Nod forces in the immediate
vicinity. When you gain control, start construction on a Tiberium
Refinery. At the same time, GDI will send you reinforcements in the form
of two Wolverines.

Once the Tiberium Refinery is finished, place it anywhere you'd like.
Now, your second objective is to build a Barracks. Select that and place
it somewhere inside your base as well. That's really it for Phoenix
Base, although you can build a Tiberium Silo to store any extra Tiberium
if need be. Gather up your preliminary units and scout them around the
map. Build more Light Infantry at the Barracks if you feel like it.

Be sure to check south and southwest of your base to find any stragglers
hiding at the base of the cliff. Occasionally, Nod units will rush
themselves toward your base. The two Vulcan Cannons that are situated
there will rip them apart, so no worries. There are two bridges east of
your base. The southern bridge will be hit by meteors, so don't venture
over there. However, the other leads to a small Nod base. There's a
Power Plant and a Hand of Nod to be destroyed. Take down the structures
and any remaining enemy units to finish the mission.

-----------------
SECURE THE REGION
-----------------

>> Objective One: Deploy the MCV and begin building a base.
>> Objective Two: Destroy all Nod SAM sites.
>> Objective Three: Destroy the Nod base.

Watch the two GDI Transports fly in and get obliterated by the Nod
missiles. Shortly thereafter, a MCV will appear. Deploy it and begin
constructing a base. Be sure to build a War Factory to make more
Wolverines. Vulcan Cannons aren't necessary in this mission, as Nod
attacks are sporadic.

Anyway, about those SAM sites. The first two are to the east of your
base. You should already know where they are. Bring your starting units
and have them destroy the two sites. Once those are gone, bring the
Wolverines north along the edge of the river. There's another SAM site
on a plateau by a broken bridge. That's three down, only four more
to go. Build 2-3 more Wolverines and send them south from your base
(along with your two starting Wolverines) along the dirt path. Leave
some Light Infantry back at your base to fend off any attackers.

With the Wolverines, have them follow the path. There are scattered Nod
troops in the area, but the Wolverines should easily take them down.
You might come across a few Rocket Soldiers and Attack Buggies along the
way. After climbing a ramp, you should unveil two more SAM sites.
Dispose of them, of course. Continue this way until you reach the
civilian town. The Nod base is very close to here.

Head a bit east and north from the town. Go up the ramp and search along
the cliff edge for a SAM site. You should be able to find it, along with
the broken bridge leading back to your base. Feel free to repair that
using an Engineer for easy access between your base and the opponent's.
Destroy the SAM site and bring your Wolverine party a bit to the east.
The second SAM site is on the opposite cliff. By now, some units from
the enemy base should be attacking you. Fend them off and destroy the
last SAM site.

The GDI Transport will appear and do his job. Now, build a few more
Wolverines and a bunch of Disk Throwers. Have an Engineer repair the
bridge. It will give you a shortcut to the enemy base (so you don't have
to walk all the way around). Send in your forces and begin tearing at
the Nod base. There are two Lasers guarding the entrance, so prioritize
those first. Once the defenses are down, send your units in and destroy
the rest of the base. Once every single Nod unit is dead, the mission
will be complete.

---------------------
CAPTURE TRAIN STATION
---------------------

(Optional Mission. Most western of the two choices.)

>> Objective One: Destroy all Nod structures.
>> Objective Two: Capture the train station.

You begin the mission with two Wolverines, two Light Infantry, two
Disk Throwers, and three Engineers. Move your units westward, keeping
the Engineers at the back of the party. You will come across a Civilian
Array. There are a few units surrounding it, so dispose of them. Watch
out for the incoming Attack Buggies as well. Send an Engineer into the
building and you'll be reinforced with a Medic, another Engineer, a
Light Infantry, and a Disk Thrower.

You will also be shown another Civilian Array on the plateau to your
south. Have your units continue west. The Medic and Engineers should
stick back to avoid any conflict. After crossing the Tiberium patch west
of the captured Civilian Array, begin heading south under the bridge.
Climb up the ramp and kill all the Nod units hanging around (Light
Infantry and Cyborgs). Then send an Engineer into the building. Two
Wolverines, two Disk Throwers, and a single Engineer will come down to
assist you.

Now you should have a pretty sizeable force. Group them all together and
send them near the Tiberium patch west of the first Civilian Array. From
there, begin heading north. You will go under a bridge and reach another
one that's guarded by a Cyborg. Your forces should easily overpower it.
Before crossing the bridge though, send a Wolverine west and along the
water's edge. When you hit the end, two Titans will come to support you.
Use them to destroy the two Power Plants to the north. The power will
fail and the defending Lasers will be destroyed. That will make the job
much easier.

Go ahead and cross the bridge. Send your Light Infantry and Wolverines
first. There will be enemy units on the bridge, and your Disk Throwers
and Titans can accidentally "break" the bridge if they fire upon it.
In that case, just use an Engineer to fix it. After the bridge is clear
of all enemies, it'll be safe to send the Titans and Disk Throwers
across. Fight your way inside the base and destroy the buildings. There
will be little resistance. When the base is destroyed, send an Engineer
into the train station to the north.

-----------------
SECURE CRASH SITE
-----------------

>> Objective One: Locate the Crash Site.
>> Objective Two: Capture any Nod Technology Centers.

You begin the mission with two Wolverines, two Titans, and of course, a
MCV to begin your base with. Deploy it exactly where it drops and begin
constructing your base. There are a number of Nod infantry and Attack
Buggies in the city to the north. Feel free to dispatch them with your
starting force. While building up your base, don't worry too much about
base defenses. Two or three Vulcan Cannons is plenty. Position them
northeast of your base by the Tiberium patch. Most, if not all, Nod
attacks will come from that direction.

Once you have your base built and a good stream of credits going,
construct two more Titans. Group them together with your other two
Titans and send some infantry along with them. Directly northwest of
your base is a small Nod installation. The entrance is guarded by two
Lasers. Because the Titans have a longer range than the Lasers, send
the four of them to destroy the defenses. The infantry squad should
fend off any attacks. Once the Lasers are down, enter the small base and
kill every Nod unit. If you'd like, you can capture the Hand of Nod and
the Power Plants.

Now, take that same squad of Titans and send them southeast from the
small Nod base. Destroy the Gate first, of course. You'll meet some
resistance in the form of Tick Tanks and Attack Buggies. After a little
bit, your Titans will reveal the crash site. Clear the area of all Nod
units to secure it. You will be greeted by a transmission upon
completing that objective.

The Nod Technology Center is at the center of the main Nod base in the
area. Reaching it is no problem. However, you will need a sizeable force
to assault the base. The Nod base is actually directly north of the
smaller Nod base, on the cliff. When you have an attack force of about
four Titans, plus Wolverines and infantry, send them northeast from the
small Nod base. You'll go under a rail bridge. When you pass it, look
to your right for a ramp leading up to the cliff with the bridge.

Send your units up and clear any Nod units in the vicinity. The main
Nod base is across the rail bridge. When you're ready, send the attack
force in. The base is guarded by two Lasers at the entrance along with
a few more Lasers scattered inside the base. You'll also be met by an
armada of Tick Tanks. The Titans should reign supreme. Your objective
is not destroying the base, but capturing the Technology Center. Send an
Engineer into the building and finish the mission.

-----------------
DEFEND CRASH SITE
-----------------

>> Survive until reinforcements can arrive.
>> Prevent Nod from destroying the UFO.

You have a small base, limited funds, and a bunch of Nod forces knocking
at your door. An ion storm cuts in to add insult to injury. Once the
static dissipates, you'll see that you have 10 minutes until the ion
storm ends. Only then will you receive reinforcements. Two Vulcan
Cannons guard the northwest entrance and two Vulcan Cannons guard the
southern entrance. Keep all four alive, as they are very useful in
keeping Nod out.

The first thing you should do is sell one Power Plant and the Radar
Installation. Because of the ion storm, you have no radar, so that's
useless. You only need one Power Plant for the Barracks. Plus, the
extra funds and infantry will come in handy. Train more infantry in
the form of Light Infantry and Disk Throwers and place them at both
entrances. No one should be idle, so take all of the infantry in the
middle of your base and have them help the others out.

If you need more money, destroying the truck to the northwest will net
you a money crate. Apart from that, make sure that none of your units
leave the confines of your base. Exploring the map is not important.
What's important is keeping the Nod forces away from the UFO. Assuming
that you have enough infantry at both entrances, Nod should not be able
to break through. About halfway through the mission, some Subterranean
APCs will appear by the UFO. Place some units on both sides of the UFO
to meet them. If the UFO is damaged, use one of the Engineers nearby to
repair it. That's what they are there for.

This is not a difficult mission at all. Just make sure that both your
entrances are defended as best they could. Reinforcements arrive after
the ion storm ends. Use the Titans and Wolverines to clear out the rest
of them. That's it!

-------------------
DESTROY RADAR ARRAY
-------------------

(Optional Mission. Most western of the two choices.)

>> Objective One: Destroy the three relay stations.
>> Objective Two: Destroy the radar array.

There are three targets on your radar. The three relay stations are
plain in sight. The radar array is roughly in-between the three others.
Your job is to snuff them all out.

Your starting units consist of a few Light Infantry, Disk Throwers, and
a Medic. Have them take out the two Nod soldiers nearby. Two Wolverines
and another Disk Thrower will appear once they're taken care of. Have
the infantry lead the way eastward. Let the Medic stick back and heal
whenever necessary. Climb the ramp onto the cliff and take out the Nod
Attack Buggy and infantry. Once they're gone, a Titan will appear back
at the starting point. Send your units a little bit east. Three
Subterranean APCs will appear. Don't worry, it's nothing more than
Light Infantry. Clear them out and have the Medic heal anyone who needs
it.

From there, send a single Wolverine to the south. A Tiberium patch will
be revealed, along with a number of Tiberium Fiends. DO NOT attack them.
Our first target will be the southern relay station. From the flat area
(where the Subterranean APCs appeared), head east and up the ramp.
There, you will find a Hand of Nod and a handful of Nod infantry. Use
the Titan to destroy the Laser because it outranges it. After destroying
the Hand of Nod, reinforcements will appear at the start.

From your current position, head a little bit more to the east. North
of the south relay station is a Nod position consisting of two Lasers,
a Tick Tank, and some infantry. Have a single soldier approach them and
he'll come under attack. A few Subterranean APCs will also appear,
dropping off Rocket Infantry. Send the single soldier back toward the
main group and lure the enemy infantry back. Dispose of all of them and
approach the Nod position. Your Titans should easily take care of the
Tick Tank and Lasers. Ignore the Lasers by the Nod wall to the north-
east for now.

Now you should be right by the south relay station. Because of the veins
by the station, DO NOT send your Titans over. Have your Wolverines and
infantry take out the Laser Fence Post and dispose of this relay
station. Reinforcements will come in the form of more infantry and a
very valuable Medic. Use him to heal your other Medic if necessary.

Now, off to the northwest station. West of the plateau (with the Tick
Tank on it) is a small body of water. Bring your units over there and
destroy the Tick Tank north of that. Follow the dirt path in-between
the two cliffs and take out any infantry you come across. This path will
soon bring you to the ramp leading toward the northwest relay station.
Walk toward it and three Subterranean APCs will surprise you. Defeat
every single soldier that attacks you and then focus your attack on the
relay station. Destroying this station nets you some more infantry,
plus a Titan and Wolverine.

Take all of your units and return them to the area where you were
originally stationed (by the south relay station). See the two Lasers
by the Nod wall? Destroy them if you feel like it. Don't send your
units through the wall though. Instead, have them proceed along the
cliff overlooking the wall on the left side. Your group will slowly
approach the main radar array. When you reach the gate leading into the
stronghold, begin attacking the various defenses around. There are a
number of Tick Tanks and Lasers. Your forces should still overpower
them. When the coast is clear, take out the radar array.

There is one last target northeast of the array. From the gate, send
your units up there and destroy the two guarding Lasers. Once those are
taken care of, focus all your firepower on the final relay station.
Assuming you've destroyed everything else, the mission will end.

-------------
RESCUE TRATOS
-------------

>> Objective One: Rescue Tratos from prison.
>> Objective Two: EVAC Tratos at specified site.
>> Objective Three: Destroy the Nod base and test facility.

If you didn't complete the optional mission, then you have 10 minutes to
enter the base and extract Tratos. If you did, then you will not be
detected. Therefore, you won't have a time limit.

You begin the mission with two special units. One is Umagon. She
can kill infantry with a single shot, but her gun doesn't deal much
damage against vehicles or buildings. Ghost Stalker, on the other hand,
is capable of killing infantry with one shot and most vehicles as well.
He is also fitted with C4 charges, which can blow up buildings
instantly. Be sure to have him lead, as his gun can accidentally hit
Umagon (the gun is capable of going through multiple targets). In that
case, MISSION FAILED! And lastly, there's the Mutant Hijacker. He can
steal any vehicle that he walks into.

Kill the enemy infantry at the beginning and send your units ahead.
There are a few more soldiers patrolling the area. You will also notice
a Nod Buggy stationed at a civilian gas station. If you'd like, go ahead
and capture it using the Mutant Hijacker. It doesn't really matter if
you do or not, but the extra firepower can help. There is also a
Tiberium patch to your west. Have Umagon kill the two Nod soldiers
attacking the Tiberium Fiend. The Fiend will now follow Umagon and help
you out. Heal your mutant units in the Tiberium if necessary.

Now, send your units north along the dirt path. A Cyborg and some Light
Infantry might cross your path at some point. When you hit the two
broken bridges, change directions and head southwest. Be wary of any
Nod units running around. Stay north of the road to avoid wandering into
the Observation Tower's sight. If you do, the base will be alerted.
Instead, head above the small stronghold and have Umagon destroy the
crates by the Advanced Power Plant. Without any power, you can safely
proceed through. Be careful though; the Laser is still operational.
Mop up any Nod units hanging around.

Cross the bridge to the southwest and you'll be at the doorstep to the
Nod testing facility. Kill any units close to you and then have Umagon
destroy the crates at the corner of the base. It'll blow a hole in the
wall surrounding the facility. A 4-minute timer will commence. That will
be more than enough time to extract Tratos, so no worries. First, send
Ghost Stalker to secure the area. Kill any infantry that are inside
the base. Afterwards, have Umagon walk toward the hospital building.
Tratos will be revealed. Now it's your job to send him to a GDI
transport due east of your current position. Have Umagon and Ghost
Stalker escort him to safety. You should not meet any resistance, but
if you do, act accordingly.

Once Tratos is safe and sound, you will be given a MCV at the northeast
corner of the map. Send it a bit to the south so you'll be closer to the
Tiberium patch. Be sure to destroy the weak cliff wall to access it.
Build up your base as you normally would. You'll obtain reinforcements
after constructing your Refinery. Don't worry about anything other than
the War Factory. Build up a large force of Titans and send them west
along the dirt path. Follow it until you find a weak cliff wall. Take
it down and have your units walk up and around. The main base is to the
south. Destroying it will be no problem, although you will find a
large number of infantry within the base. Two or three waves of about
six Titans each should do the trick.

------------------
DESTROY VEGA'S DAM
------------------

(Optional Mission. Most western of the two choices.)

>> Objective One: Destroy the dams any way possible.

You begin with two Titans and a small handful of infantry. Using these
forces, plus reinforcements, your objective is to destroy Vega's dams
or the regulator stations, which will destroy the dams as well. It's a
big map, so try not to get lost.

Begin the mission by sending your units east. You'll come across a Nod
division of two Attack Buggies and some Rocket Infantry. The Buggies
will attack, but the infantry will cross the bridge and destroy it!
Don't worry though, as there is another way to access the other side.
Head southwest along the dirt path and down a ramp. There, you'll find
a land-bridge connecting to the other side of the bridge. Climb up the
ramp and proceed over to the Nod installation to the north. Kill the
three Rocket Infantry and have the Titans destroy the Laser. Mop up the
rest of the base (consisting of a Hand of Nod and Power Plant) and
destroy the truck for a health crate. Reinforcements, in the form of
Wolverines, will also be dispatched to your position.

Take all of your units and send them southeast along the dirt path. Keep
the infantry behind, as you might come across a Devil's Tongue while
traveling this way. When you reach the ramp, head down and past the
Tiberium patch. Reinforcements will appear again. Once your troops are
together, send them northeast across the narrow strip of land. Infantry
will come to attack you. Dispose of them as they come.

At the end, you'll reach a civilian building and a Nod truck. It
contains a health crate if you need it. Some Tick Tanks might also
come down the nearby ramp. Destroy them in that case. Climb up to a
civilian town of some sort. First, destroy the three SAM Sites. Then
take care of the two Tick Tanks stationed northwest of the town. A
transport should appear with an extra Titan, two Engineers, and some
more infantry. When the SAM Sites are out, another transport will appear
to the north. It'll be destroyed, but a single Engineer will crawl out.
Have him repair the bridge to the west.

Now, send your units across the bridge northwest of them. There will be
a few enemies around here. DO NOT fire upon the bridge unless you want
it destroyed. Wait for the enemy infantry to reach the small island
and then fire at them. Be careful of the five Cyborgs coming from the
northwest. They can do a lot of damage before they go. Now, you have two
ways to move on. One bridge leads northwest, the other leads northeast.
If you choose to go northwest, you will come to the west regulator
station and reach the dams quicker. However, the way there is full of
enemy forces.

I would suggest you take the northeast bridge because it pits you
against less enemies. Personally, that's my way of choice AND it's the
way I'll lead you through. When you reach the other side, head north and
around the plateau. Destroy the weak cliff wall and enter the tunnel.
When your attack force emerges again, destroy the weak cliff wall right
in front of you. Heading up this way will put you right behind the main
Nod base in the area. Have the Titans take out the Laser defenses
scattered around. You should have no trouble taking out the buildings
and enemy units. The first regulator station is in this base.

The second regulator station is across the bridge that is southwest of
your current position. It is lightly defended, so taking it out will be
no problem. While crossing the bridge, you should reveal the two dams
as well. However, the only units capable of hitting them from the bridge
are the Titans. It is much quicker destroying the other regulator
station across the bridge. Once both are down, the dams will be
destroyed.

-------------------
DESTROY VEGA'S BASE
-------------------

>> Objective One: Destroy the Nod base.
>> Objective Two: Capture Vega's Pyramid.

You start off with a group of infantry. You also have a 20 minute timer,
but that only represents the time that the generators will remain
offline. Send your infantry south and kill the two Light Infantry
hanging around. Don't worry about the Subterranean APC that escapes.
When your MCV drops, deploy it and begin constructing your base. Take
your two Titans and have them explore the rest of your island,
destroying any SAM Sites they come across.

There is a multitude of Tiberium both on the ground and on the plateau
to the west. You should not run out of Tiberium even with three
Harvesters going. Build up a good amount of static defenses to fend off
Nod attacks. Be sure to buy Pavement for your base too and place it
in strategic locations such as around your Construction Yard. Therefore,
Nod Subterranean APC attacks won't be able to get in near your key
buildings. Set up a Mobile Sensor Array if you're paranoid about
subterranean assaults. Attacks will mostly come from the ramp southwest
of where your MCV was dropped.

You can use Amphibious APCs, but they are honestly more trouble than
they are worth. There is a good ramp to reach the water southwest of
your base. If you do plan on using them, send them down this way to
reach the other bases. Vega's main base is west of your base across a
very small bridge. I would, however, suggest that you destroy a smaller
base that is at the southeast corner of the map first. That base also
has a bridge connecting to it. I strongly suggest you use your Orca
Fighters to destroy it, as there is an Artillery stationed right by the
bridge. Once that mini-base is gone, you can focus on Vega's main base.

First, have some Titans destroy the two Lasers stationed in the middle
of the bridge. Once they are taken out, you can proceed. However, Nod
will destroy the second bridge before you can cross. That is easily
fixed with an Engineer. Build up an attack force consisting mostly of
Titans and send them across. Be careful of the Artillery pieces deployed
around the area. They don't deal THAT much damage to Titans, but they
can seriously weaken your force.

When you bring your Titans up the ramp, head northwest along the right
side of the base. When you reach the upper-right corner of Vega's base,
blow a hole in the laser fencing and begin wreaking havoc on the rows
and rows of Advanced Power Plants you see. Start advancing south and
obliterating the rest of the base. Vega's Pyramid is in the center. The
rest of the mission is pretty straightforward. Capture the building and
then blow up the rest of the base. Be sure to destroy every single SAM
Site to complete the mission. ALL Nod forces must be gone in order for
the mission to end.

-----------------------
CAPTURE HAMMERFEST BASE
-----------------------

>> Objective One: Find a way back to the GDI base.
>> Objective Two: Re-capture the base with engineers.
>> Objective Three: Destroy all Nod forces in the area.

The mission begins with your Hover MRLS tanks destroying a bridge. Two
trucks will fall through to reveal two crates. Resist the temptation to
pick these crates up. They are health crates, and you obviously don't
need them now. Leave them back here and save them for later. I won't
tell you when to pick them up, but use your brain and head back for
healing when you know you need it.

Now, load up your APC with the four Engineers and send them and the
Hover MRLS tanks northeast. You will soon run into some Attack Cycles
on the plateau. Don't attack them from down there though; your missiles
will only hit the side of the cliff. Instead, proceed forward and go up
the ramp onto the same plateau. Get rid of the Attack Cycles and begin
moving northwest and down the ramp. Be careful of any Attack Buggies or
Cycles that may appear behind you. A Laser and Radar will be revealed
up ahead. Use the Hover MRLS tanks' greater range to take out the Laser
painlessly. Afterwards, destroy the Radar.

Now, scan the cliff wall to the north for a weak portion. Blow it off
and head up the ramp that appears. Three Power Plants will be revealed
to your right. Your Hover MRLS tanks only have enough range to destroy
the Power Plants. Do just that and take out all three. The Rocket
Infantry might damage you quite a bit so be careful. When those are down
for the count, move your units back southeast to the same plateau you
came from. From there, make your way down the other ramp to the
beginning area.

Go south through the narrow strip and proceed to the southeast corner of
the map. You will find a truck with a health crate by an abandoned
factory. From the southeast corner, head north toward a powerless
Obelisk. Because you destroyed the Power Plants back there, the Obelisk
won't do anything. Destroy it and advance northward. Keep going until
you see a ramp on your right. Climb up and head northwest to find a
Nod installation. There are two Lasers you can destroy along with a
Hand of Nod and Power Plant. The truck stationed there has a health
crate.

When you're done pillaging that base, go down the ramp to the right of
it. Head north and around the mini-base. You are currently at the
northern portion of this map. Send your units west along the edge. Stay
as north as possible! You should not meet any resistance during this
portion of your excursion. When you get as far northwest as you can, you
should see a weak cliff wall at the dead end. Blow it up and send your
units up to the Tiberium patch.

You are right by the base. All you have to do now is bring the Engineers
in. Use the Hover MRLS tanks to destroy any enemy units that threaten
them. First, send two Engineers into the two Power Plants outside the
Firestorm barrier. That will lower the power and allow an Engineer to
access the Construction Yard. Send an Engineer into the Construction
Yard and this base will be yours. Quickly get to work repairing and
powering up the structures that are powered down. Be sure to sell the
Firestorm Generator. It's useless and it's a big power hog.

If you come under attack, have your Hover MRLS tanks take out the
opposition. Get to work training a few Disk Throwers to help defend
the base as well. There are numerous forces around your new base, so get
to work seeking all of them out and killing them. Also, destroy all of
the SAM Sites around your base to get some reinforcements. Once you have
the base in shape, you can begin constructing an attack force. Focus
around building a bunch of Titans, of course.

The Nod base is that gigantic black shroud at the lower-left corner of
the map. The quickest way to reach it is heading down the western-most
bridge on the map. Be forewarned however, as there are two Artillery
pieces west of the bridge. Wolverines and Hover MRLS tanks will be
ripped apart by their shells. If possible, send in the Titans first
because they have heavy armor. Use them to destroy the Artillery.

Titans are best for razing the Nod base due to the Artillery that are
stationed INSIDE the base. Prioritize those vehicles first and then
begin firing upon the rest of the base. You'll meet a lot of opposition,
mind. Once you destroy the base and all Nod forces in the area, you will
have completed the mission.

---------------------------
RETRIEVE DISRUPTOR CRYSTALS
---------------------------

>> Objective One: Locate the train and destroy the locomotive before Nod
engineers repair the bridge. The cargo car holds the crystals.
>> Objective Two: If the bridge is repaired and the train successfully
reaches the Nod base, then you must locate and destroy this base
to recover the crystals.

Speed is of the essence in this mission. If you follow me, you should be
able to get to the train within two minutes. First, group all of your
vehicles and infantry together. Ignore the APCs and Engineers. Send them
west and up a ramp. When you're on top of the plateau, begin heading
southwest to find a weak cliff wall that you can destroy. Fire upon it
to create a ramp. Head down that way and you'll be just outside the
train stop.

Use the Titans and Hover MRLS tanks' greater range to take out the two
Lasers. Then get rid of the gate and proceed to the train. Nod units
will be attacking you, but they won't be able to stop you from
destroying the train. Focus your fire on the locomotive (first car)
to disable the train. Then destroy the last car to find the crystal.
Simply have a unit step on it to complete the mission.

If you're slow and the train manages to leave, you will have to follow
it toward the Nod base. Cross the repaired bridge and follow the tracks
southward. Soon, you'll come across two Laser installations. Take them
both out and proceed into the main base. Ignore any Nod forces
attacking. Focus only on following the track. Two or three Artillery
guns will also be firing at you. Eventually, you'll reach the train.
Destroy the last car to find the crystal. Retrieve it here.

----------------
RESCUE PRISONERS
----------------

(Optional Mission. Most southern of three choices.)

>> Objective One: Locate the Nod prison.
>> Objective Two: Release and evacuate the prisoners.

You begin with a pretty sizeable force. Umagon is also with you. Begin
by heading northeast at first along the water's edge. You will soon
come across a few Attack Buggies. Allow your infantry to take the
damage because the Medic can heal them. When you're done fighting them
off, take your units and head eastward. Umagon will reveal a mutant
building. Send her to it and Ghost Stalker and the Mutant Hijacker will
appear to help out.

Have all of your units head northeast to the northern border of the map.
From there, send them east along the edge. You might encounter groups of
Cyborgs periodically. Have Ghost Stalker kill them, but make sure that
his line of sight is clear! It would be a good idea to let him lead the
pack for that reason. Eventually, you will hit a Nod observation tower.
Feel free to destroy it. You might encounter quite a bit of Nod
resistance in the area surrounding this tower. Once the area is clear,
continue east until you find some train tracks.

There is a train running through this city that WILL NOT stop if one
of your units happens to get in its way. Be sure to have your units off
of the tracks. Be wary of any Nod forces in this city as well. There is
definitely a Devil's Tongue somewhere in there. Try not to wander
either because this city is flanked by two Artillery guns to the east
and southwest. In fact, there's no need to even enter the city. Simply
head west along the north edge of the map until you leave the city
boundaries. You should find a dirt path after climbing up a ramp.

Follow this dirt path. You'll come across some resistance. When the
dirt path splits, begin heading south along the south way. You should
appear by a bridge guarded by a Laser and two Cyborgs. Take out the
Laser with the Titans and neutralize any other Nod units in the
immediate vicinity. Don't wander northwest into the observation tower's
view. Now, head southeast along the bridge to reach the prison complex.
Have the Titans take care of the Laser emplacement. Umagon can get rid
of any Light Infantry while Ghost Stalker and the Disk Throwers take
care of the Cyborgs.

All you really need to do at this point is destroy the gate. The
prisoners will run off. Now, all you have to do is neutralize the four
SAM Sites on the small island. Two of them are the southwest and
southeast and the remaining two are at the north end of the island.
Destroying them should be no problem. When that's done, a GDI transport
will appear to pick up the prisoners safely.

-----------------------
DESTROY CHEMICAL SUPPLY
-----------------------

(Optional Mission. Most northern of three/two choices.)

>> Objective One: Find a suitable location for a base.
>> Objective Two: Destroy the Nod Chemical station.

Your forces at the beginning consists of two Hover MRLS tanks, two
Disruptors, a handful of Mutants, and a MCV. The portion that you start
at is DEFINITELY not a suitable location for a base. You are going to
have to seek out a new location. You have Disruptors with you right now
as you can asee. These tanks are incredibly destructive. However, make
sure their line of sight is clear because their beam will damage ALL
units in-between them and the enemy. Since they have heavy armor anyway,
allow the Disruptors to lead. Have the MCV keep a low profile for now
and send your fighting units eastward.

Along the way, you might come across a few Stealth Tanks. Although they
pack quite a punch, they should fall quickly to the Disruptors. When
the dirt path ends, your group will come to some veins. DO NOT send the
Disruptors into them unless you want to lose them. Veins are destructive
to most vehicles. Be sure to send your units north and above the veins.
Eventually, your group will come to a Nod Tiberium Waste Facility. Feel
free to destroy it and the Laser guarding it. Although you could set up
a base here, there's a much better location on the plateau south of the
Waste Facility. Send your units east and up a ramp to the southeast.
When you're on the plateau, head west until you're directly southeast
of the original Nod Waste Facility. Set up base here.

This is a very nice location. You have a Tiberium patch right next to
you and your base has only one point of entry. That narrow entrance
should be no problem to defend. Station your Disruptors there to fend
off any attacks for now. The only thing you'll have to worry about is
subterranean attacks. Be sure to pave your base and position infantry
around your base as you see fit. Do not waste your time on Component
Towers. You do not need them, and Nod will only target them constantly
with their chemical missiles. Later in the mission, Nod will begin
sending Artillery toward your base. I would suggest having an Orca
Fighter/Bomber on standby at all times for that very reason.

Yes, Nod has access to chemical missiles. When they impact, they deal
light damage, but release clouds of chemicals. They will damage
buildings and units. You will see a lot of these until you manage to
destroy their Missile Silos. For now, just spread out your buildings
and be ready to repair anything that's hit. Avoid building Silos as
well. Nod has a tendency to attack those. If you feel like it, you can
build up a Silo or Component Tower and put it far away from your
important buildings. Therefore, you can avoid getting the other
buildings damaged. Of course, you'd have to replace that particular
object every time it is destroyed.

Obviously, the Nod base is located in the northern half of the map.
Luckily, Nod separated their Waste Facilities from their main base. You
don't need to assault their main base to just stop the chemical missiles
from coming. On ground, you must first head east from your base along
the soutern edge of the map. There will be a dirt path for you to follow
north along the eastern edge of the map. When the path splits, head
west and continue to follow the path. This will lead you to the Nod
Waste Facilities. Be forewarned though; there are a number of Laser
emplacements and an Obelisk guarding them!

However, there are no SAM Sites guarding them. Just train a group of
5-10 Jump-Jet Infantry and send them northward to the Waste Facilities.
Taking care of those defenses will be no problem. Once the Obelisk is
down, you can proceed to take out the Waste Facilities. When you're
finished with that, begin constructing an attack force. You should be
able to do it without distraction (with the missile threats neutralized).
I would either suggest a force of ALL Disruptors or a mixed force of
Titans, Wolverines, etc. When you're done constructing them, send them
up the same way to the original location of the Waste Facilities. There
should be no defenses around. The base you're looking for is southwest
of there.

There are many ways you can choose to assault their base. You could
always tackle it head-on or you can be smart and take out the Power
Plants in the rear of the base first to shut down the Obelisk. Whichever
way you choose to go about it, defeating this weak Nod base should be
nothing you haven't already seen before. There will be quite a bit of
resistance, but from here on out, the rest of the mission is just
piecing away at the Nod base.

There is one last thing to do once everything is gone. Send a unit to
reveal a train station north of the main Nod base to reveal a train
station. Simply send Ghost Stalker onto that train to finish this
strenuous mission.

---------------
MINE POWER GRID
---------------

(This mission will only be available if you completed the "Destroy
Chemical Supply mission previously.)

>> Objective One: Plant C4 at the power plants.

Watch as the train moves into the area. Soon, you'll be attacked by a
large force of Nod infantry and vehicles. Immediately find Ghost Stalker
and send him west to clear his line of fire. Umagon should also be
on the train. Have her kill any infantry that threaten you. The Mutant
Hijacker is kind of pointless, but you can have him help by stealing a
Tick Tank. The Medic should heal any of your forces that get hurt.
Once the area quiets down a bit, you won't have to distress over keeping
your units alive.

Have the Medic heal all the units that you have alive. Ignore the Tick
Tanks on the southeastern plateau. There's no point in destroying them.
Your main objective is taking out the Power Plants and that's it! Now,
go north and climb the ramp. Follow the dirt path you see westward.
There will be two Advanced Power Plants here with some scattered
defenders including, but not limited to: Light Infantry, Cyborgs, and
a Stealth Tank.

Eliminate the resistance first. Be sure to keep Ghost Stalker's line of
sight clear. Also, try not to get anyone squashed by the Stealth Tank.
Afterwards, go ahead and blow up the Power Plants using Ghost Stalker.
Continue southbound from there to reach four more Power Plants. Get rid
of the Nod forces hanging around down there. When the area is secure,
destroy the last four Power Plants to complete this very, very short
mission.

------------------------------
DESTROY CHEMICAL MISSILE PLANT
------------------------------

>> Objective One: Destroy Nod's missile silos.
>> Objective Two: Destroy all Nod forces.

If you did the optional missions, this mission will become that much
easier. Take your starting units and send them east. There, you'll find
a nice, open area to deploy your base. Upon doing so, you'll be
notified of some Mutant's sabotaging the Nod defenses. You have 30
minutes before the Mutants offline some Obelisks and various defenses.

Don't worry about attacking right now. Set up your base as you normally
would. Spread out your buildings because Nod will be using their
chemical missiles. Again, Component Towers and Silos will still be
primary targets for those pesky missiles. Helipads are also a prime
target (for some reason). Try to hold out for the 30 minutes. Set up a
Mobile Sensor Array to tell you of any Stealth Tank attacks. Get a
bunch of Harvesters going as well. The blue Tiberium around you will
net you a lot of money and you want it as quickly as possible.

In order to reach the enemy base, you must first climb the ramp onto
the plateau northeast of your base. From there, proceed east into the
civilian town and cross the bridge. A bit past that (toward the middle
of the map) is a LINE of defenses along with a Stealth Generator. I
do not suggest you attempt to get through until the Mutants take down
the power. Even when they do, there are still Artillery guns around
that area. The safest way to dispose of those is Jump-Jet Infantry, or
even better, Orca Bombers!

Once you clear out the defensive perimeter Nod created around their
base, you can send in the main assault force to destroy the base itself.
Before doing that however, you can destroy a Missile Silo and Waste
Facility. The two structures can be found on the plateau directly
east of the defensive perimeter. This Missile Silo is the first of
three.

Do mind that the main base is shrouded by Stealth Generators. If you
want to make your job easier, send in a few Mobile Sensor Arrays to
uncover different portions of their base. Keep in mind that the power
to the main Nod base is not connected with the power to the defensive
line. The Obelisks inside the base are still operational. Even so, an
armada of Titans won't be stopped by a few Obelisks. Obliterate the
rest of this base and every Nod unit on the map to finish the mission.
Phew!

--------------------------
DESTROY PROTOTYPE FACILITY
--------------------------

(Most southern of two choices. You can either complete this mission or
following one. It's your call.)

>> Objective One: Using mutants, you must locate the Prototype
Manufacturing Facility.
>> Objective Two: Once the facility is located, reinforcements will be
sent to help construct a base. You are to destroy the Manufacturing
Facility at this time.

You begin the mission with Ghost Stalker and Umagon by a tunnel. Three
Banshees will pass over and the Mutant Hijacker, plus two more mutants,
will appear. Have Ghost Stalker lead and send your units eastward up
and down a ramp. When you hit some water, turn and go southeast. You
will soon reveal a Nod stronghold by the river. It is guarded by three
Lasers and a number of infantry. First, have Umagon kill the infantry.

It's best not to destroy the Lasers, but you still have to take out
the Laser closest to you (at the corner) to create an opening. Take the
Mutant Hijacker and tell him to take the Subterranean APC inside the
base. He'll get hit a few times, but that won't matter. When the APC is
yours, send it back to the main group. Load everyone up inside it and
send them northeast and across the river.

Unload your units and send them in a generally southeast direction.
You want them to follow the bend of the river on the right side. Use
the river as a guide and follow it south. DO NOT wander too far east
unless you want to be zapped by an Obelisk. Eventually, you should see
a ramp to the east. Follow it up to the top of the cliff. Now, this next
part has to be done with extreme care. You want to go southwest along
the very edge of the cliff. DO NOT wander too far east as there are
Obelisks stationed there.

After a bit of walking in that direction, you will come across a forest
atop this cliff. Pass it and then head down the ramp a bit past it. From
there, go southeast to another ramp leading up to another cliff. Head on
up and go a little bit northeast. There's a bridge here that you should
cross. Further northeast is the Prototype Facility. Just walk to the
edge of the cliff to reveal it!

Now you will be sent a MCV to begin your base at the southwest corner.
You will also be sent a Mammoth Mk.II! This powerhouse of a tank can
deal some heavy damage. Now, send your MCV a bit to the east and put it
in-between the two Tiberium patches. The northwest patch needs a weak
cliff wall to be destroyed in order to accessible. Set up your base as
your normally would from here. Nod attacks occasionally, so put up a few
Component Towers to fend them off. If you'd like, put up a few SAM
Sites as well.

Since you already have a lot of the map explored, you can find multiple
ways to assault their base. If you go north from your base, you can
find a number of Mammoth Tanks (OLD Mammoth Tanks, that is) in which
Nod is using as target practice. Apart from that, there's nothing else
on this map but the Nod base that is north of the Manufacturing
Facility. I would suggest sending a team of Titans to pound the base
using the entrance east of the Nod mini-base you found in the beginning
of the game. Take out the Manufacturing Facility to complete the
mission.

------------------------------
DESTROY PROTOTYPE FACILITY "B"
------------------------------

(Most northern of two choices. You can either complete this mission or
preceding one. It's your call.)

>> Objective One: Using mutants, you must locate the Prototype
Manufacturing Facility.
>> Objective Two: Once the facility is located, reinforcements will be
sent to help construct a base. You are to destroy the Manufacturing
Facility at this time.

Watch as the Nod Banshees fly over the mutant dwelling. A GDI transport
will drop Umagon, Ghost Stalker, and the Mutant Hijacker in. Send all of
your units northwest along the path until you reach a ramp. If you
choose to go north from here, you will locate a Nod mini-base. There's
a Subterranean APC there that you can steal, but it requires you to
destroy a few Lasers too. I personally see no use for the APC, so ignore
it if you don't want it.

Take the ramp to find a bridge. Cross it and then go northeast and above
the Nod base. From there, head north along the narrow cliff. Be careful
of any Nod patrols in the area. They usually consist of a Cyborg and two
Light Infantry. When you reach the northern edge of the map, start
moving westward. You might come across two Banshees flying around here.
Ignore them because they won't do anything.

Just keep heading in that same direction. You won't meet any resistance
along this way. When you finally reach the northwest corner of the map,
there will be a weak cliff wall that your units can blow off. Do just
that and send your units up and south. Head this way down about 3/4 the
length of the side until you reach the end of the cliff. From here, you
should be able to see the Manufacturing Facility.

Finally, you'll be sent a MCV to begin your base with. However, the area
on your plateau is void of any Tiberium whatsoever. If you want, send
the MCV a bit to the northeast (off the plateau entirely if you'd like)
and closer to the Tiberium patches. Go ahead and set up your base as
usual. Put up a few defenses to fend off any Nod attacks. SAM Sites
might be a good idea, as it is typical for Nod to send in Banshees and
Harpys.

Begin constructing an assault force of Titans and such. Your Mammoth
Mk.II can help too, but I just left it back for base defense. The Nod
base is toward the southwest corner, near the Manufacturing Facility.
There are a few defenses in position there, but it's really nothing.
If you feel up to it, bring in a few Mobile Sensor Arrays to uncover the
various stealthed positions of the Nod base. From here on out, all you
have to do is destroy the Manufacturing Facility. It's nothing difficult
at all.

-----------------
WEATHER THE STORM
-----------------

>> Objective One: Protect the Kodiak at all costs.
>> Objective Two: Destroy all Nod forces.

Nod has your position pinned down with Tick Tanks, Artillery, and the
like. Deploy your MCV where it is and get to work. First, take some
units and send them south where two Tick Tanks will come in. Destroy
both and then send them back to the east side of your base. Two more
Tick Tanks will come from there. Now, begin construction on a Tiberium
Refinery. When it's finished, have the Harvester go all the way to the
northwest corner of the map. That is the only safe Tiberium patch at
the time being.

Two Artillery guns might position themselves on the cliff north of your
base. I'd suggest putting your Titans there just in case. Build a
Barracks and a War Factory. Make sure you do not place them too far
east or else you'll be smashed with Artillery shells. When you finally
have a War Factory up, construct a few more Titans and send them east.
You might get pocked with a few Artillery shells during your walk.
Destroy both Artillery guns at the top of the cliff so you can extend
your base further east without getting hit.

The last Artillery gun to put out of commission is south of your base.
Send the same Titans down there to the Tiberium field. Kill the two
Cyborgs and Attack Cycle. Then aim your guns at the Artillery on the
ridge. When it's gone, you can send your Harvesters to the south
Tiberium field safely. Your base perimeter is now safe, so go ahead
and get your base fully running. Build a few Component Towers to stop
any future Nod attacks. For now, focus on building up an attack force.

Nod's base is shrouded by Stealth Generators, so bring a few Mobile
Sensor Arrays to reveal different portions of their base. You might want
to target their Power Plants first at the north end of the base. It's
all your call though. Once the base is revealed, piecing away at the
rest of the Nod forces will be no problem.

--------------
FINAL CONFLICT
--------------

>> Objective One: Clear the zone for MCV Dropship deployment.
>> Objective Two: Destroy the ICBM launchers.
>> Objective Three: Destroy the Pyramid Temple.
>> Objective Four: Destroy all Nod forces.

Here we are at the last mission! You will be dropped a few soldiers. Use
them to destroy the small Nod base right here. Send them inside and
begin wreaking havoc on the buildings. A few seconds later, you will be
given some Titans and Wolverines. Have the Titans take out the two
Lasers at the lower end of the base and mop up the rest of the
buildings. Once this little position is clear, you will be sent a MCV
to begin your base.

Deploy the MCV within the confines of the Nod walls. Begin constructing
a Power Plant and a Tiberium Refinery afterwards. You will come under
attack by two Attack Cycles immediately, so use your Titans to get rid
of that threat. There's a Tiberium patch to your east, but there is
also another one to the northwest. Send a Harvester up there if you'd
like. The timer will begin once you construct Barracks. Also, be sure
to spread your units out. Nod has access to cluster missiles. They will
be less annoying if you spread your buildings out.

You have access to Ion Cannons in this mission! Try to construct one
quickly so you can make full use of it. Ion Cannons are great for
taking out enemy static defense positions or groups of troops. Nod will
send some forces at you. A few Component Towers of your own will be
good. Be wary of Stealth Tank attacks. Nod likes to send those beasts
at you. If you have the money, invest in a Mobile Sensor Array to
notify you of any stealth or subterranean attacks.

Anyway, the timer will tell you that you have one hour. However, there
are three ICBM launchers. Each launcher has its own separate timer.
Therefore, that timer right now only represents the ICBM launcher in
your quadrant of the map. Spend the first 20 or so minutes building up
your base and constructing Titans. The first Nod base is to the west.
In order to reach it, you must first climb atop a plateau to the
southwest. The bridge there will lead you to the base and ICBM
launcher.

The base is defended by an Obelisk, SAM Sites, and probably a few
Artillery units. The entrance is guarded by two Lasers and some Tick
Tanks. When crossing the bridge, be careful of the Tick Tanks! If they
manage to destroy the bridge while your Titans are still stationed
there, you will lose them all. The Obelisk is not too far northwest of
the entrance. Obviously, destroy it as quickly as possible. There's
another at the west end of the base. When you get rid of all the
defenses, you can either lay waste to the rest of the base or capture
some things. Their Construction Yard is not guarded at all, so if you
manage to capture that, Nod's technology will be yours.

The first ICBM launcher is at the north end of the base. However, don't
take it out until the timer is almost finished. Take some time to get
your base together and stockpile some money. Build up a force of Orca
Bombers if you'd like. West of the Nod base you just obliterated is an
old GDI base. Send a unit over and you'll be rewarded with three Mammoth
Tanks (not Mk.II). When you destroy this ICBM launcher, the map will
lengthen quite a bit (didn't think that the map was going to be that
small, eh?) and you will be given a fresh hour to destroy another ICBM
launcher.

There is another ICBM launcher on an island in the middle of a large
body of water. I would suggest sending one or two Hover MRLS tanks to
find it first. South of your main base is a body of water. Send your
Hover MRLS tanks across this and then continue in a generally southwest
direction. You'll pass a civilian town along the way. When you do,
switch gears and head due west. You will go over some water before
finding a gigantic plateau in your path. Another Nod base is located
atop this plateau.

The only way to enter this base is through the weak cliff wall in the
back. However, that entrance is guarded by an Obelisk. Before you can
do anything, that Obelisk must be taken out. Send in some Orca Bombers
to do the trick. The SAM Sites might rip one or two apart, but taking
the Obelisk down should be your primary concern. If you don't feel like
wasting money on Orca Bombers, you can always hit it with the ion
cannon. When that's gone, you can send in the Hover MRLS tanks.
Consider bringing a Mobile Sensor Array via Carryall as well. The base
is shrouded by a Stealth Generator.

With enough Hover MRLS tanks, you should be able to destroy the base
easily. The ICBM launcher is right in the middle of the base. Like
before, don't destroy it until the timer winds down. That will buy you
a lot more time. When you need to, blow up the ICBM launcher. There's
only one more to go after this one. It can be found at the southeast
base. You can directly assault it, but there is a better way. Take the
same Hover MRLS tanks that you used to attack the island base and send
them east. Search along the coast for an old Nod base.

From there, go northeast into the town and then east toward the river.
Now, follow the river as it twists south. Try to stay to the right
because there are Obelisks around. Go under the bridge and you should
find a large number of Power Plants on your left. A bit past those is
the third ICBM launcher. Now, you can go ahead and destroy it right now
if you'd like. Since the timer only applies to the ICBM launchers,
taking out this last one will get rid of the timer altogether. Be sure
to destroy the Power Plants as well to cripple the base's power.

The only thing you really need to do now is blow up Kane's Temple
Pyramid. It can be found on the opposite side of the bridge you went
under to reach the third ICBM launcher. Therefore, you must first
destroy the base on the west side of the bridge or cut a swath through
the base to reach the pyramid. Kane's little island is not well-defended
at all. Once the pyramid is down, it's smooth sailing for the remainder
of the mission. Clean up any remaining Nod forces and neutralize every
Nod unit in the area to finish the last mission of the GDI campaign.
Enjoy your ending!

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
4.2. Deus Ex Kane [4200]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

-------------------
THE MESSIAH RETURNS
-------------------

>> Objective One: Get production online by building a Tiberium
Refinery.
>> Objective Two: Destroy all of Hassan's Elite Guard.

The mission begins with some of your Light Infantry moving back toward
the base. Hassan's Elite Guard are making a mess of things, as you can
probably tell. When you gain control, start constructing a Tiberium
Refinery. At the same time, train a few more soldiers and scatter them
around your base. Hassan will occasionally send in Subterranean APCs
with infantry inside. It's best to take them out before they deal too
much damage.

Place the Tiberium Refinery anywhere you'd like. The Harvester will
automatically head north to the Tiberium patch up there. That's really
all you need to do to get your base in order. Begin training a number of
Light Infantry at the Hand of Nod. Bring the Attack Buggy with them and
send the group northeast. Kill any enemies that pop up around you. Search
the area to the southeast first. There is probably an Attack Buggy in
the area.

Head north to find a small civilian town. There may be a few enemies in
this area. Be sure to check the ridges as well to flush out any
remaining forces. Once you clear the area of all enemies, the mission
will end.

-----------
RETALIATION
-----------

>> Objective One: Capture the TV station to the east.
>> Objective Two: Destroy Hassan's Elite Guard.

You begin the mission with a MCV, two Attack Buggies, and group of
infantry. Move your MCV a bit to the east (closer to the Tiberium patch)
before deploying. Set up your base as you normally would and take care
of any enemies that attack you. Take note of the TV station at the
upper-right corner of the map. That's where you want to get an Engineer
eventually. You can do that later.

For now, just get a Harvester going. You can put up one or two Lasers
but you honestly don't need them. Hassan will send nothing more than
Light Infantry and the occasional Attack Buggy. Once you have your base
going, build up a medium-sized group of 3-4 Attack Buggies and 10 Rocket
Infantry. Send them northeast until you find a Tiberium patch. A base
is just to the east. Send your units that way to find it. There's a Gate
and two Lasers. Have the Rocket Infantry take care of the Lasers and
then mop up the defenders.

There's not much inside that base apart from a Hand of Nod, a Tiberium
Refinery, and some Power Plants. Clear the area of all enemy forces.
Now, train an Engineer and send him toward the TV station. He should not
meet any resistance along the way. When you approach your destination,
Hassan will, for some strange reason, blow up the bridge next to it.
There's honestly no need to repair it because it leads nowhere. Just
worry about getting that Engineer into the TV station.

When you complete that objective, a bunch of Subterranean APCs will
surface at the original location of the enemy base. Pull your units
away from that area for now and wait for the broadcast. About 3/4 of
the units that just surfaced will turn to your side. Allow them to kill
the remaining enemies that did not convert. You even have some Cyborgs
to assist you now. Your last objective is to destroy the remaining base
at the southeast corner. Group all of your units together and send
them south and across the bridge. There's little resistance at the
base. Blow everything up to finish the mission.

--------------------
FREE REBEL COMMANDER
--------------------

(Optional Mission. Most western of two choices.)

>> Objective One: Locate and free the Rebel Nod Commander.

You start off with a well-sized force of Attack Cycles, Attack Buggies,
and some infantry. The imprisoned commander is in the base to the
northeast as you can see. Attacking the front gate directly won't get
us anywhere, so go south along the west edge of the map. You will find
a GDI soldier and three of Hassan's troops. Kill the latter and let the
GDI soldier escape in his Orca Bomber. He'll destroy a Tick Tank for you
at the opposite side of the tunnel.

Now, use the Attack Cycles to blow a hole in the sandbags and proceed
into the tunnel. When you appear at the other side, head northeast up
the ramp. There is a small mini-base here. When you enter, DO NOT
destroy the Tiberium Refinery, Hand of Nod, or any Tiberium Silos.
Leave at least one Power Plant standing as well. First, get rid of the
Light Infantry in this base and then destroy the two trucks in the
rear. You will be rewarded with three Engineers.

Capture the Power Plant and the Hand of Nod. Wait on the Tiberium
Refinery a bit. Only capture it when the enemy Harvester is unloading.
Therefore, you will capture both the Harvester as well. If you want,
produce a few more Engineers and have them capture the two Tiberium
Silos for some extra credits. Now that you have a functioning infantry
production base, you can begin training a number of Rocket Infantry.
You will need them for the coming base assault.

There are two ways you can assault the base. The first is heading west
up and down two ramps onto another ridge area. From there, you can go
north to the base. The second, more sneakier way is through the back
entrance. First, send an Engineer to the northeast and repair the
bridge there. Send your units across and you'll be at the very rear of
the base. The defenses aren't as concentrated here. You don't have to
destroy everything, so only take out the enemies that threaten you.
The rebel commander is in the pen south of the Construction Yard.

Once you destroy the Gate, the rebel commander and his troops will be
free. Use their help to take out whatever needs to be destroyed. A Harpy
will appear at the area where you originally began the mission. Break a
hole through the front entrance and send the rebel commander down and
into the Harpy. Make sure he isn't killed or the whole point of the
mission will be defeated. After he evacuates the area, you will have
completed the mission.

-----------------------
DESTROY HASSAN'S TEMPLE
-----------------------

>> Objective One: Cross the bridge and destroy the enemies on the far
side.
>> Objective Two: Deploy your MCV and begin building a base.
>> Objective Three: Locate and destroy Hassan's Temple.

Your preliminary forces should be more than enough to kill the infantry
at this end of the bridge. Feel free to destroy the observation towers
as well. Cross the bridge and you'll encounter some more enemies in the
form of infantry and Attack Buggies. If at all possible, kill the
Engineer before he reaches the bridge. Don't worry if you fail to kill
him. Clear the area of any remaining enemies and a MCV, plus some
assorted units will appear.

Send the MCV across the bridge and begin constructing your base. Feel
free to capture a Power Plant or a Hand of Nod with your starting
infantry. You should also receive two Subterranean APCs with Light
Infantry and Rocket Infantry inside. The crate by the Hand of Nod has
some money for you. Begin setting up your base as normal. All attacks,
for now, will come from the base to the southwest. Don't repair the
northeast bridge yet unless you want attacks to come from there too.

Before assaulting Hassan's main base, it would be in your best interest
to take out the smaller base to the southwest. After all, once it is
clear, you won't have to worry about attacks from that direction. It
is guarded by nothing more than a Laser and a few Tick Tanks. A sizeable
team of Light Infantry and Rocket Infantry should be able to destroy it
painlessly. After clearing it out, you can focus on Hassan's Temple. It
is on the other side of the broken bridge.

Build up an attack force of infantry and vehicles, focusing heavily on
Rocket Infantry. Send them across the bridge and begin wreaking havoc on
the buildings and units in the area. Hassan's base is spread out further
to the northwest, but for now, focus on obliterating everything in this
area. Destroy the Hand of Nod and continue. There's a Gate by the
Tiberium Refinery. Destroy it to clear the way. The main portion of
Hassan's base is past this little wall.

Now, you can either just make a beeline for his Pyramid Temple or
slowly destroy the rest of his base. His Pyramid Temple can be found
further to the west and up a ramp guarded by Lasers. You aren't
obligated to clear all of his forces out of the area, so don't worry
about destroying every single building in his base. Once his Pyramid
Temple is nothing more but a smoldering wreckage, Hassan will attempt
to escape through the back tunnel. Luckily, he'll be shot down before
he can get anywhere. Pity.

--------
BLACKOUT
--------

(Optional Mission. Most southern of two choices.)

>> Objective One: Locate and destroy the GDI Radar Facility before the
ion storm ends.

Two Hover MRLS tanks will begin attacking your units. Attack back in
earnest and the ion storm should begin. The Hover MRLS tanks are now
sitting ducks as they cannot function during an ion storm! If you didn't
already know, radar and aerial units cannot function during ion storms.
Move your MCV closer to the Tiberium patch to the west and begin
constructing your base. You have an hour and 30 minutes to destroy the
Radar Facility before the storm ends. Trust me, that will be more than
enough time.

This is really the first mission in which you'll probably want some
static defenses in the form of Lasers. Place them around your base and
form a defensive perimeter of infantry as well. GDI has been known to
use Amphibious APCs to rush in Engineers. You don't want them to get
through. I'd suggest walling in your Construction Yard to prevent
capture. You don't really need to rush, but it's not good to go at a
snail's pace either. Get some more Harvesters going to increase your
cash flow.

You should begin your attack when the timer is at its halfway point (45
minutes remaining). A group of 5-6 Tick Tanks with some infantry support
should be able to get pretty far. The quickest way to reach the first
GDI base is across the bridge to the north. However, if you sneak around
west and around, you can enter the base through that way. Either way,
you will still encounter a number of Vulcan Cannons. Tick Tanks have
greater range, so use them to destroy the Component Towers.

If you chose to go west, you will encounter a gigantic meteor shower
in the large Tiberium patch. If you are not careful, you will lose the
majority of your attack force. There's not much inside this GDI base.
Your Tick Tanks should be able to overpower the buildings and destroy
any vehicles around. Have your infantry take out other infantry. Once
the base is clear, reinforce your original attack force with a few more
Tick Tanks. The main GDI base is across the bridge to the northeast.

Send your units across and down the ramp. The base with the Radar
Facility is pretty small, but it's guarded by a RPG launcher along with
two Vulcan Cannons. If you aren't quick in eliminating those threats,
you will lose your units within seconds. The Radar is at the very north
end of this base. If you don't feel like leveling the rest of the base,
just make a beeline for the Radar Facility and destroy it. Mission
accomplished.

---------------
EVICTION NOTICE
---------------

>> Objective One: Locate the Temple of Nod.
>> Objective Two: Destroy all GDI forces.

Deploy your MCV where it is and start your base. Send your Attack
Buggies to explore the area surrounding your map. Construct a few
Lasers and put them around your base. Your base is at the southeast
corner of the map. The GDI base and Temple of Nod can be found in the
northern portion of the map. There's a river running through the halfway
point of the area.

There is one tiny strait that leads from one half to the other though.
Explore along the river until you find it. It is guarded by a Vulcan
Cannon and a handful of infantry. Instead of directly attacking the
Vulcan Cannon, explore to the west of it and find a train blocked by a
car. Destroy the car and the train will move down and crash into the
Vulcan Cannon. The impact will destroy it! Now that the strait is clear,
you can begin exploring the other side.

There is a civilian city to the northeast. West of that is the main GDI
base in this sector. You can take care of that base after you find the
Temple. Avoid walking into the base and check the very northwest corner
of the map. There's an old Nod base there. In the rear is the Temple of
Nod you are looking for. Upon accomplishing that, you can begin
constructing a force to destroy the GDI base. You honestly don't need
that many units. A few Tick Tanks and assorted infantry will do the
trick.

The GDI base is guarded by two Vulcan Cannons. It's best to attack it
from the side or rear though. Take your Tick Tanks and drive them up
the side. There, you can blow a hole in the sandbags and infiltrate the
base. There will probably be a bunch of Titans walking around. Take out
the buildings and then mop up the rest. Once all GDI forces are clear of
the area, you will be shown two Mutants escaping the Temple of Nod.
Hmm.

-----------------
SALVAGE OPERATION
-----------------

>> Objective One: Locate the crashed UFO and retrieve Kane's artifacts.
>> Objective Two: Stop the transport of the Tacitus at all costs.

Take your units and follow the bottom set of tracks to two bridges.
Kill the GDI soldiers on your tail if they pose a threat. After you
cross the bridge, switch tracks and follow the other one leading east.
You will cross another bridge before hitting a dead end at a broken
bridge. Switch gears and begin heading north to the other set of tracks.
Follow this one northward.

Eventually, you will come to a GDI Gate and some Wolverines. Destroy the
latter and head down the ramp. You don't want to try to force your way
through the Gate. After descending the ramp, begin moving to the
southeast. The crashed UFO is just ahead. If you were really slow in
getting here, GDI will have received a MCV via GDI transport. There
might be a small base around the UFO. Quickly get an Engineer inside
it and he'll tell you that the Tacitus is missing. You must destroy the
train before it leaves!

Take your units (leave your Engineers behind) and have them move
southwest. You will pass under a broken bridge. A bit past that is a
ramp leading up to Vega's base. Quickly get your units to the train and
destroy it before it can leave. It will leave behind a crate that you
should pick up. Once a unit touches it, you will have completed the
mission.

--------------
CAPTURE UMAGON
--------------

(Most northern of two choices. You can either complete this mission or
following one. It's your call.)

>> Objective One: Find and destroy the GDI sensor towers without getting
too close and getting detected by them.
>> Objective Two: Once the towers are destroyed, move on the base and
capture the medical colony before Umagon, the Mutant, can escape.

Immediately deploy your two Artillery guns so they can destroy the
incoming Wolverines. You will also receive infantry reinforcements via
Subterranean APC. Move your Artillery guns a bit further northeast and
have them destroy the enemies hiding in the Tiberium patch up there.
Construct your base as you normally would. Don't worry about building
defenses. Also, money isn't really an issue in this mission. You don't
need more than one Harvester.

The three Mobile Sensor Arrays scattered around can only be safely
destroyed by your Artillery. Now, send your Artillery, along with a
few Rocket Infantry, up the ramp at the northwest corner of the map.
Cross the bridge, but don't go too much farther than that. The first
Sensor Array is just to the east. Take it out with the Artillery and
then move east to the position in which the first Sensor Array
originally was. The second one is a bit to the south. Inch your
Artillery closer (without going too far) and destroy it.

The last one is right to the south. You should have no problem getting
your Artillery to blow it to pieces. Now, have your infantry units run
east toward the enemy base. The entire map will be revealed to you.
Have the Artillery take out the various defenses scattered around the
outside of the base. Sometime thereafter, you will be told that Umagon
has boarded the train en route to the south GDI base. How convenient,
you're there right now! Send your infantry down to meet the train as
it comes. The first shot that hits her will finish the mission.

------------------
CAPTURE UMAGON "B"
------------------

(Most southern of two choices. You can either complete this mission or
preceding one. It's your call.)

>> Objective One: Locate the train station in the area and capture it
before Umagon flies in and boards the train to escape into the
underground.
>> Objective Two: If Umagon boards the train before you have captured
the station then you must stop the train before it leaves the region.
Destroy the locomotive and we will be able to capture Umagon.

Deploy your MCV and begin constructing a base. There is a load of
Tiberium around your base, so have a few Harvesters running. You really
aren't in any sort rush in this mission. If you dawdle around for too
long, a 10 minute timer will begin, telling you how much longer you
have until Umagon's dropship arrives. You should be able to finish the
mission long before the timer even comes up.

GDI attacks will come from the bridge to the west. Leave the Artillery
inside your base and have it defend against any enemy assaults. Suggest
putting a few Lasers and deployed Tick Tanks there as well to fend off
anyone that gets through. When you have a steady income, begin building
a small assault force. It doesn't need to be anything big as you'll be
sneaking around the majority of GDI opposition. A few Tick Tanks and
Attack Buggies will work.

Train about three or four Engineers. Send the first into the north
bridge to repair it and bring the others with the attack force you
have already built. Cross the repaired bridge and continue westward.
After descending a ramp, you will come across a Power Plant and a GDI
Barracks. Neutralize any resistance in the area and have one of your
Engineers capture the Barracks. You will want to train a lot of Disk
Throwers along with a few more Engineers (if you feel like it).

Take your force and send them west along the northern edge of the map.
You are currently at the north end of a civilian city. Keep heading
west until you reach another Barracks. There are about three RPG
launchers around here, so take caution! Focus on the Component Towers
and keep your Engineers alive. If they were killed, train some more and
send them nearby. Follow the train tracks south of the Barracks and have
your Engineer enter the white building. That's the train station. Once
you have captured it, the mission will end.

----------------
SHEEP'S CLOTHING
----------------

>> Objective One: Capture the enemy Construction Yard awaiting you.
>> Objective Two: Use GDI units to destroy the Mutant's base.

This is an interesting mission. You will be controlling and constructing
GDI units to use against the mutants. First, you must train an Engineer
to capture the Construction Yard. Mop up any remaining GDI units in the
base and begin constructing your "GDI" base. Place a few Vulcan Cannons
around to keep mutant's out of your base. Also, sell off the walls
surrounding the Tiberium patch to allow it to grow bigger.

There are two mutant bases in this sector. The first is directly to the
east. I would suggest you use Orca Fighters to take out the majority of
it. There are no air defenses inside that smaller base so your Orca
Fighters shouldn't be troubled. Keep in mind that the civilian
observation towers are the mutant's vulcan cannons, so to speak. Don't
be surprised when one ends up shooting at you as you pass by. Also, try
to avoid crossing paths with Tiberium Fiends. These monsters deal heavy
damage to infantry and vehicles alike.

To reach the larger mutant base, you must cross the bridge next to the
mini-base. Send a force of Titans and Wolverines over there. Be
forewarned though; there is an Obelisk stationed near the base. How
the mutants got their hands on one of those is beyond me but even so,
destroy it quickly. The mutants also have their hands on some outdated
Mammoth Tanks as well. They still deal some heavy damage, so prioritize
those tanks accordingly.

You may be attacked by a Harpy squadron. Since they don't deal that
much damage anyway, I would suggest just ignoring them. Their Helipads
are at the very east portion of the base. You can actually hit those
from the plateau outside the base. Anyway, when you're inside the base,
just destroy all of the mutant buildings. It shouldn't be hard taking
out the remaining mutant forces. One building will reveal Tratos, of
whom surrenders his base (after you destroy his building).

-----------------------
ESCORT BIO-TOXIN TRUCKS
-----------------------

(Optional Mission. Most northern of two choices.)

>> Objective One: Locate the bio-toxin trucks.
>> Objective Two: Escort the trucks to the checkpoint east of the base.

This is a very, very easy mission mainly because the Cyborg Commando
is with you. His plasma cannon can obliterate groups of infantry and
destroy most vehicles within one or two shots. The other units won't
really do much, so have your Cyborg Commando to do the majority of
the killing. First off, follow the AI-controlled soldier east along the
dirt path. Don't worry if he dies. There will be two Light Infantry and
a Disk Thrower by the broken bridge. Have the Cyborg Commando or your
other units take them out.

Before you repair the broken bridge, send the Cyborg Commando to the
edge of the river (DO NOT step onto the broken bridge). There should be
a Titan on the far side. Use your Cyborg Commando to destroy it before
you repair the bridge. Because the Titan's gun can blow a portion of the
bridge out in one hit, it's best to take it out before you attempt to
cross. When it's gone, send an Engineer in to repair the bridge. Be wary
of any Hover MRLS tanks in the area as well.

Now, send your units along the dirt path leading northeast. Have your
Attack Cycles scout out ahead and clear any resistance in the area. When
your team reaches a ramp, stop and send one of your Engineers up. He
will trigger a deadly meteor storm that will probably end up killing
him. Even if he survives, it doesn't matter much. From that ramp, it's
just a short trot northwest to the bio-toxin trucks. Don't worry about
the buildings inside the base (they're a bit damaged). Send your Cyborg
Commando into the hospital if he needs healing.

The area where you need to bring the bio-toxin trucks will be shown to
you. The way to the northeast corner of the map is guarded to some
extent. Send your Cyborg Commando along that way and destroy the Vulcan
Cannon you come across. There is also a Titan in the area along with
some scattered infantry. Once the way is clear, bring your bio-toxin
trucks to their destination and the mission will end.

-----------------------------
DESTROY GDI RESEARCH FACILITY
-----------------------------

>> Objective One: Contact the mutants.
>> Objective Two: Clear GDI forces away from the tunnel and main road.
>> Objective Three: Locate the research facility.
>> Objective Four: Destroy the research facility.

A car will come in and drop off a mutant spy. With it, go north and kill
the GDI Light Infantry by the truck. The mutant there will gather a
group of mutants. You can't control them but they will follow you. Send
the spy southwest along the edge of the cliff. Be wary of any infantry
in the area. After a little bit, an Amphibious APC with GDI infantry
surrounding it will appear ahead of you. Neutralize the threat and
destroy the APC.

North of that position is the tunnel. Make sure that you aren't being
attacked and head northeast through the tunnel. At the end is a Titan,
but your mutants should be able to kill it easily. At this point, you
will be sent a MCV with some more units. the area above the tunnel will
be revealed. To reach it, send your spy to the north and up a ramp.
Have your Engineers capture a Power Plant and the Missile Silo. Two
trucks will appear to deliver a multi-missile. You only get ONE, so
try to use it wisely!

Deploy your MCV by the Tiberium patch near the Power Plant and Missile
Silo. Set up your units to defend the base and begin building. Be sure
to build some Artillery to help defend your base. Having a good number
of those defending your base's perimeter will make Lasers useless; they
will be able to kill enemy units before they even reach your base!
However, you should still have some SAM Sites up because GDI uses Jump-
Jet Infantry a lot in this mission. You will also have a constant stock
of kamikaze mutants moving in and exploring various portions of the map.
You can't control them, so just let them go and kill themselves.

By now, a group of mutants should have revealed the entrance to a GDI
base northeast of your base. It's guarded by two Vulcan Cannons. I
would suggest you build some Artillery units and send them to take them
out. Artillery excel at destroying buildings, so use them to wreak havoc
on this GDI base. Of course, send some Rocket Infantry and Attack
Buggies along to help defend the fragile Artillery gun. Once the
defenses are down for the count, you can move in other units or just
use your Artillery to level the rest of the base.

The research facility is not inside this small GDI position though.
The main GDI base is further to the north across a bridge. However, they
will blow it up after a single unit crosses. Send a Light Infantry and
then repair it with an Engineer (you will have to go down the ramp into
the Tiberium field, up the ramp, and then back around to the other side
of the bridge). I would suggest you build a few more Artillery cannons
to assault the main base. However, feel free to use other units as well.
When you're ready to attack, send your units across the bridge and to
the base. Alternatively, you can attack the base from the rear. However,
going around is more trouble than it is worth.

There may be a few RPG launchers inside the base. Use the Artillery to
take those positions out safely. There's no need to destroy the entire
base, as your main target is just the research facility. However, it
would be a good idea to destroy as much as possible to cripple this
base. The research facility is further to the northeast. Send whatever
forces you have left to destroy it.

----------------------
VILLAINESS IN DISTRESS
----------------------

>> Objective One: Locate and free Oxanna.
>> Objective Two: Steal a GDI transport to make an escape.

Watch as the Cyborg Commando and his team make a daring prison break.
When you gain control, immediately use the Cyborg Commando to destroy
all enemy units that threaten you. Two Titans will approach after the
break. The Cyborg Commando should take care of them easily. A
Subterranean APC will show up with two Engineers and some Rocket
Infantry to the south. Even further south, some Attack Buggies, Attack
Cycles, and Tick Tanks will move in. I DO NOT suggest you send the Tick
Tanks across the ice. They will surely break it. Instead, just leave
them there; you won't find much use for them anyway.

Use your two Engineers to capture a Power Plant and Radar Installation.
Oxanna's prison area is to the northeast. Load Slavik, the Cyborg
Commando, and any remaining infantry into the Subterranean APC and send
them above her location. Immediately unload the APC once it reaches its
destination and have the Cyborg Commando wreak havoc on the defending
GDI forces. Try to keep Oxanna and Slavik out of trouble though. If they
die, you fail the mission.

When the GDI transport appears, just load Oxanna, Slavik, and the Cyborg
Commando into the APC. Send it to the southeast, where the transport
awaits. Because you are underground, you will be moving past the
majority of GDI opposition in the area. There is a Vulcan Cannon east
of the landing site. Destroy it quickly with the Cyborg Commando. Take
out the Gate as well. You should be able to get Slavik and Oxanna onto
the transport before the Titan arrives, but if it comes in and causes
trouble, have the Cyborg Commando silence him. Once you have both units
inside the transport, you will have completed the mission.

---------------------
PROTECT WASTE CONVOYS
---------------------

(Most northern of two choices. You can either complete this mission or
following one. It's your call.)

>> Objective One: Establish a base and build a Tiberium Waste Facility.
>> Objective Two: Destroy the GDI base.

You begin your mission at the southeast corner of the map with a MCV
and a few units. Begin constructing your base as you normally would.
Have the Attack Cycles scout around the area and explore some land. If
you run into Hover MRLS tanks, don't fight them. There are many of those
scattered around the area, and you will want to figure out where they
are first. The Hover MRLS tanks will, for the most part, stay where they
are, guarding the dirt path leading down the middle of this map.

Attacks will mostly come from the west/northwest. GDI will send
Disruptors in this mission. These powerful tanks are effective base-
wreckers. If one manages to get into your base, you better destroy it
quickly. Disruptors also have heavy armor, but a group of Artillery
should be able to destroy one before it enters your base. Even so, it
wouldn't hurt to have an Obelisk or two. Don't forget about SAM Sites
either. Orca Fighters will occasionally attack your base.

Do not build your Tiberium Waste Facility until you have cleared all
GDI forces along the middle dirt road. When you do build one, you will
be sent Weed Eaters. They are computer-controlled and will automatically
head southeast along the dirt path to reach your Tiberium Waste
Facility. When you have the money later, you can send an attack force
down this dirt path. There is a RPG launcher stationed along this path
as well. Clear all of the Hover MRLS tanks, Titans, and any structures
you find along this path.

When your Weed Eaters finally start coming, you can focus on destroying
the GDI forces in the area. Apart from the Barracks in the southwest
corner of the map, the main GDI base is in the northern sector. First,
send a small team of infantry to the civilian city in the southwest
corner. From there, head a tiny bit north to find the Barracks. If you
want, capture it.

The main entrance to the GDI base is directly northwest of your base.
You will have to climb a ramp to reach it. This entrance is guarded by
a RPG launcher and many GDI units. However, there is another entrance
that is less guarded. Directly northeast of the single GDI Barracks is
another ramp leading up to the GDI base. I strongly suggest you send
your attack force up this ramp. Once you are inside the GDI base,
destroy as many important buildings as possible. This is a pretty
strong base, so expect some difficulty.

Although you should be able to destroy the base before your first
chemical missile even finishes, you can launch one off if enough Weed
Eaters have come. If not, don't worry about it. You aren't obligated
to use your chemical missiles anyway. Once the GDI base is down and all
GDI forces have been eliminated, the mission will end.

----------------------
ESTABLISH NOD PRESENCE
----------------------

(Most southern of two choices. You can either complete this mission or
preceding one. It's your call.)

>> Objective One: Locate and secure the old base.
>> Objective Two: Destroy the GDI base.

You start off with a number of Attack Cycles, Tick Tanks, and infantry.
You also have a Harvester and two Weed Eaters along with you. Try to
have them stay somewhat back to avoid any fighting. Begin by seending
your units northeast along the road. Just before the bridge, your
forces will run into a Titan and a single soldier. Dispose of them
quickly and proceed across the bridge.

A little bit past the bridge is a civilian city. Leave your vehicles
behind and send your Light Infantry up ahead. A group of mutants will
appear and attack. First, kill the Mutant Hijacker. He will attempt to
take one of your vehicles. Make sure he is eliminated before sending in
your vehicles to help out. Once the mutant attack has been stopped, you
can continue northeast along the road. You won't meet any resistance
from here to the old Nod base, of which is further to the northeast and
down a ramp.

Some of the base buildings are damaged. Get to work repairing them and
have your Harvester start gathering Tiberium. Harvesters are immune to
veins, so don't worry about them. Leave your other vehicles out of it
though! Likewise, have your two Weed Eaters begin gathering veins to
produce chemical missiles. Begin getting your base into shape. You still
need to buy a Radar, Tech Center, Missile Silo, etc. Place Pavement
around the veins right by your base so they won't spread. Sell off the
Tiberium Silos as they will be destroyed by the veins. You can build
some more elsewhere.

For defense, put some Artillery units by the Nod wall to the west.
An Obelisk there would be a good idea too. GDI will use Disruptors in
this mission. They can wreck your base within seconds if one manages
to get in. Several Artillery guns and an Obelisk at the west side of
your base should be enough to stop any Disruptor attacks. GDI units
might also come from the south. One or two Artillery cannons stationed
there will stop anything that attempts to get through.

GDI has four bases scattered through the map. Only one of them is really
a full base. I strongly suggest you start with the one in the southeast
corner. There's a War Factory there along with four Helipads. Destroying
the Helipads will stop, if not all, Orca Fighter attacks. However, there
is a RPG launcher in the mini-base. Launch a chemical missile to take
it out. Take out the rest of the southeast base anyway you choose.
Without the RPG launcher, you won't meet much resistance down there.

Build up another attack force and send them west along the dirt path.
When you hit a bridge, cross it and then follow the next dirt path
northwest. This way leads to a small GDI position. There are two Vulcan
Cannons guarding a Barracks and some Power Plants. Feel free to destroy
whatever you want. Capture the Barracks if you'd like. A bit south is
another small GDI position. There's a Tiberium Refinery here. Level
all of the buildings. The main GDI base is just to the south and from
your current position, you can enter it through the back way.

See the ramp south of the original location of the Tiberium Refinery?
Send a sizeable force up that ramp and down into the GDI base. There may
be a few RPG launchers around, so take caution. Use your chemical
missiles to help weaken portions of the base. Just keep attacking until
the base goes down. Afterwards, mop up any remaining GDI units in the
area.

-------------------------------
DESTROY MAMMOTH MK.II PROTOTYPE
-------------------------------

>> Objective One: Spy on one of the GDI Comm Centers.
>> Objective Two: Destroy the Mammoth Mark II prototype.

You begin with a Chameleon Spy at the lower-left corner of the map. He
is invisible to enemies so don't worry about getting detected. The
closest Comm Center is across the bridge in front of you and to the
north. However, I wouldn't suggest that you infiltrate it right now.
Instead, use your Chameleon Spy's stealth and explore as much as the
map as you'd like. Of course, you don't have to explore the entire map,
but try to reveal a large portion of the map before you enter any of the
three Comm Centers in the area. When you do, you will be shown the
location of the Mammoth Mk.II.

Watch the demonstration of the Mammoth's power and you will be sent some
units to start your base. Due to the open space in this area, you can
set up your base practically anywhere. The two best positions are as
follows: 1) head across the bridge and go north until you find a ramp
leading up a cliff. There is a Tiberium patch on top of the plateau.
2) Head east across two bridges toward the southeast corner of the map.
Deploy your MCV in-between the two Tiberium patches you find there.

I found both positions equally effective. The second one is a bit
closer to the enemy base so consider that. There are numerous GDI
patrols in the area. Suggest killing them before they cause any trouble.
For base defenses, be sure to set up a few Artillery cannons along with
one or two Obelisks. The GDI base is at the northeast corner so position
your defenses accordingly. SAM Sites wouldn't be a bad idea either in
case some aircraft come your way. The attacks won't be too bad, but
if you are careless, they can take off a chunk of your base.

The entrance to the GDI base housing the Mammoth Mk.II is just southwest
of the Mammoth demonstration area. Bring some Artillery with a few Tick
Tanks and Rocket Infantry outside of that area. There is an RPG launcher
on a ridge, so be careful when approaching the entrance. Destroy the
base defenses with your Artillery units and have your support units
kill any GDI forces that threaten your Artillery. When the defenses are
out of the way, proceed inside the GDI compound.

There's no need to destroy this GDI base, but if you feel like it, you
can take out the Barracks and War Factory. If you dawdle around long
enough, the Mammoth Mk.II will come to you. If you don't feel like
luring it out, proceed into the rear of the base where the monster is
stationed. Keep in mind that the Mammoth Mk.II is OPERATIONAL! It can
easily rip apart your units with its powerful rail gun. However, if
you pound the Mammoth Mk.II with Artillery shells from afar, you can
eliminate the threat painlessly. Finishing it off will complete the
mission.

-------------------
CAPTURE JAKE MCNEIL
-------------------

>> Objective One: Capture the GDI outpost.
>> Objective Two: Capture Jake.
>> Objective Three: EVAC Jake at the specified location.

Take the three Toxin Soldiers you begin with and load them into the
first Amphibious APC. There's a single Rocket Infantry inside that one;
the others are all filled with Engineers. Begin moving west along the
south edge of the map. You want to stay as far south as possible to
avoid being detected by GDI. If you are detected by the Mobile Sensor
Arrays or observation towers, you might as well restart the mission.
Catching Jake at this point would be too much trouble.

If you managed to proceed undetected, you will pass a brown building and
hit a dead end at a cliff wall. Unload your Rocket Infantry from one of
the APCs and shoot the weak cliff wall. It will dissipate and form a
ramp. Bring your APCs up to the outpost. Do not go too far in though!
Unload your Toxin Soldiers and have them eliminate the GDI infantry
around. Once the area is clear, send in the Engineers to capture the
buildings. Take the Construction Yard first and then begin taking the
rest. DO NOT destroy any buildings or else Jake will be alerted.

Don't worry about the Component Towers. As long as the Construction
Yard is yours, they won't function. When every building is captured,
the base will have a change of color scheme. Train a few infantry to
take out any GDI forces that threaten your plan. Don't worry about
building a Harvester or anything like that. All you need to do is wait.
When Jake enters the base, quickly get one of your Toxin Soldiers to
shoot him.

Once Jake is under your control, you can just send him back to the
Subterranean APC at the position that you started at. Send him into one
of your APCs and bring him over there. Load him up into the Subterranean
APc to finish the mission.

---------------------
ILLEGAL DATA TRANSFER
---------------------

(Optional Mission. Most southern of two choices.)

>> Objective One: Infiltrate the Comm centers and steal the codes.
>> Objective Two: Evacuate the Chameleon Spy.

You have access to the Chameleon Spy again. This time though, his job
won't be so easy. Begin by taking your units and having them follow
the path. It will turn toward the entrance to the GDI base. You don't
want to go that, so continue north and up the ramp. You should run into
a GDI infantry patrol around this area. Use your infantry to neutralize
them. Continue northward until you unshroud a Mobile Sensor Array that
you should destroy. Once it's gone, proceed to shoot the weak cliff wall
by the Comm Center at the base of the plateau. Create a ramp and send
the Chameleon Spy into the first Comm Center.

There is another weak cliff wall to the north. Destroy the crates by it
to create a ramp. Send the Chameleon Spy up that ramp and head east.
Have your other units walk down in the direction of the first Comm
Center you infiltrated. There are a few soldiers up ahead that need
to be killed. Your Chameleon Spy, at the same time, should reveal a
second Comm Center. Quickly infiltrate it to steal the second code. Once
that's done, bring the Chameleon Spy to the area that your other troops
just cleared.

Send your units southeast and then head east when the area widens up a
bit. Find the path and follow it in a generally eastward direction. Have
your infantry units lead the way as you will probably encounter a
Wolverine and some infantry. This path will lead you to the third and
final Comm Center. Don't worry about the Barracks stationed next to it.
Once the code is in your grasp, you will be told to bring the Chameleon
Spy into the transport. That transport is a Subterranean APC directly
southwest of your position. Bring your Chameleon Spy back to it and
load him in. Mission accomplished.

---------------
A NEW BEGINNING
---------------

>> Objective One: Deploy the ICBM launchers at the three beacons.

Kane's vision is at hand! Watch the opening scene as Jake McNeil moves
in. He'll disable the Firestorm Generator and your units will be free to
move in. Once you clear the infantry, the three ICBM launchers and your
MCV will appear. Send in your units and capture whatever you'd like.
Don't take the Tiberium Refinery though; GDI will first target it with
the ion cannon. After they do that, you will have access to the ion
cannon thanks to the codes you obtained.

When the timer appears, it displays only an hour, but that is actually
the first of three. The Philadelphia requires three passes before it
can zero in on your location. Each pass takes an hour. In actuality,
you have THREE hours to complete the mission. Assuming you are a
competent player, you should be able to finish the mission well before
the Philadelphia makes its second pass.

Begin constructing your base as normal. The first beacon is right near
your current position. However, you will want to hold off on deploying
your ICBM launchers at the moment. Deploying them this early will only
leave them open to GDI attack. Of course, you must keep each ICBM
launcher alive. For credits, have about three or four Harvesters
running. Have some Artillery units defending your base as well. GDI
will not be lenient when it comes to assaulting your base. A few
Obelisks and SAM Sites wouldn't hurt either.

There are two GDI bases in the area. Scattered throughout the map are
various Component Towers and GDI units too. Luckily, you don't have to
destroy them all. All that matters is bringing the ICBM launchers to
their destinations. The first of two GDI bases can be found somewhere
in the middle of the eastern edge. The best way to reach it is by taking
the path leading east out of your base. Send a sizeable force of
Artillery and infantry that way. You may come across a few GDI units
and a Mobile Sensor Array stationed in the civilian city. If so, be
sure to destroy those.

When you reach the southeastern corner of the map, begin heading north
along the eastern edge. After passing a field of blue Tiberium, you
should come to the first of the GDI bases. Level it with your Artillery
units and have the infantry mop up any remaining forces here. The second
beacon is a tiny bit to the northeast. Again, do not deploy your ICBM
launchers until you are just about finished with the mission. Once this
base is gone, attacks to your base won't come as often.

There are numerous Component Towers and GDI units in the middle of the
map as I stated before. If you feel like it, you can go ahead and take
those out on your own time. The final base is to the northwest by the
third beacon. Even though this is the last mission, it isn't THAT big.
There are different ways to reach it, but the safest is by heading all
the way to the southwestern corner of the map. From there, just go
north until you hit the entrance to the base. Bring some Artillery with
you. Train a Cyborg Commando (prerequisite: Temple of Nod) and send
it along as well.

The Artillery can easily level any defenses inside the base along with
GDI units. Once you've cleared enough of the Component Towers (SAM, RPG,
Vulcan Cannons), you can go ahead and send in the Cyborg Commando.
The Cyborg Commando should be able to survive on its own while the
Artillery cannons provide cover fire. Whatever GDI happens to throw at
you can easily be obliterated. When that base is gone, all three beacons
will be accessible. If you still have a lot of time left, you can go
ahead and have some fun with the remaining GDI forces in the area.
Deploy all three ICBM launchers to at last, complete the mission and
ultimately, the Nod campaign!

==============================================================================
---- 5. Overview ---- [5000]
==============================================================================

Below is an overview of each infantry unit, vehicle, and building found
within this game. Note that this section does not include the Firestorm
expansion pack.

Now, in no particular order...

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
5.1. Infantry [5100]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

Light Infantry ~
=------------=
Cost: $120
Available To: GDI/Nod
Description: Light Infantry are cheap, weak, and pretty poor troops
overall. However, they can make good scouts as they
don't cost too much and their speed isn't shabby.
They can do some damage in groups. Their M16 Rifle is
effective against other infantry.

Disc Thrower ~
=----------=
Cost: $200
Available To: GDI
Description: Disc Throwers wield "Aerodynamic Grenades" that
explode on contact. Disc Throwers are great infantry
units, being effective against vehicles, buildings,
and other units. When in large groups, they can do
some serious damage. Also, their discs can bounce
around a bit so they may very occasionally miss their
mark.

Rocket Infantry ~
=-------------=
Cost: $250
Available To: Nod
Description: Wielding shoulder-mounted rocket launchers, Rocket
Infantry are Nod's answer to enemy vehicles. They are
effective especially against vehicles and buildings.
Furthermore, Rocket Infantry can attack air targets
as well, making them perfect for makeshift base
defenses. However, Rocket Infantry deal very little
damage to other infantry.

Engineer ~
=------=
Cost: $500
Available To: GDI/Nod
Description: Engineers serve a far more important task than regular
infantry. Apart from being able to repair your own
buildings to full health instantly (you'll lose an
Engineer for that), you can also capture enemy
buildings by sending an Engineer into it (you'll lose
an Engineer for that). They are expensive and slow so
its best to send them in APCs to avoid wasting them.

Medic ~
=---=
Cost: $600
Available To: GDI/Nod
Description: Medics are very important around other infantry.
Medics can't attack other soldiers but the Medics work
to heal your infantry to full health. However, you
have to try to keep your Medics alive as they aren't
cheap. Leave them in guard mode and they will
automatically move around and heal friendly soldiers.

Jump-Jet Infantry ~
=---------------=
Cost: $600
Available To: GDI
Description: Jump-Jet Infantry are basically soldiers capable of
hovering. They are fitted with a jump jet which allows
them to stay in the air, thus making them invulnerable
to ground fire. However, anti-air weapons will rip
them apart. In groups, Jump-Jet Infantry can take down
buildings, heavily armored vehicles, and convoys of
infantry.

Cyborg ~
=----=
Cost: $650
Available To: Nod
Description: With an incredible amount of armor, a powerful shock
rifle, and the ability to heal in Tiberium, Cyborgs
beat out most other infantry classes easily. Being
very strong, a single Cyborg can easily take out a
group of infantry without a scratch. Despite that,
$650 is a lot of money to spend on one Cyborg. Plus,
Cyborgs have no anti-air abilities. Invest in Cyborgs
if you can use them effective.

Ghost Stalker ~
=-----------=
Cost: $1750
Available To: GDI
Description: Ghost Stalker is the only unit you can train in the
game that holds C4 charges. Ghost Stalker can blow up
buildings just by clicking on them. Also, Ghost
Stalker is armed with a powerful Rail Gun which is
effective against both vehicles and infantry. It can
also go through multiple targets (of which can be BOTH
a good or bad thing). Before firing, check if there
are any friendly units in his line of fire. Ghost
Stalker is capable of healing in Tiberium.

Cyborg Commando ~
=-------------=
Cost: $2000
Available To: Nod
Description: The Cyborg Commando is arguably the best of the best
in terms of infantry. Its plasma cannon is VERY
powerful, being capable of killing groups of infantry
and most vehicles within a single shot. Buildings also
crumble after a few shots, making the Cyborg Commando
ideal for base attacks. There is no wonder as to why
many choose to lead their infantry assaults with the
Cyborg Commando.


Mutant Hijacker ~
=-------------=
Cost: $1850
Available To: Nod
Description: The Mutant Hijacker is an interesting unit. I
personally do not find much use for him though. At
$1850 for ONE, the Mutant Hijacker is very expensive.
The Mutant Hijacker is capable of stealing any
vehicle you fancy. If you can manage to steal a
Mammoth Mk.II, then by all means, the Mutant Hijacker
more than makes up for its cost. If you steal civilian
vehicles, you can use them as transports.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
5.2. Vehicles [5200]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

Tiberium Harvester ~
=----------------=
Cost: $1400
Available To: GDI/Nod
Description: The Harvester is the workhorse of your base. After
harvesting bushels of Tiberium, the Harvester returns
to the Tiberium Refinery to drop off its stock as
credits. The Harvester is a very slow vehicle, but its
armor can help resist small arms fire. Note that the
Harvester is unarmed, so try not to put it by the
enemy.

Weed Eater ~
=--------=
Cost: $1400
Available To: Nod
Description: In order to obtain chemical missiles, Weed Eaters
must collect material from Tiberium veins and send
them to a Waste Facility. When enough has been
collected, the chemical missile may be fired. Weed
Eaters do the dirty work, collecting the chemicals.
These have sufficient armor, but can't stand up
against concentrated fire.

Wolverine ~
=-------=
Cost: $500
Available To: GDI
Description: This little mechanized walker can rip through infantry
very easily. However, their machine guns don't really
deal enough damage to heavily armored vehicles or
buildings. Their fast speed and immunity to veins
makes them healthy candidates for scouts. In groups,
Wolverines can deal a lot of damage. Wolverines cannot
take too much damage as their armor is pretty light.

Attack Buggy ~
=----------=
Cost: $500
Available To: Nod
Description: Attack Buggies are armed with a machine gun that can
take care of infantry and lightly armored vehicles
painlessly. However, against more heavily armored
vehicles and buildings, they lose out. Fast speeds and
immunity to veins make Attack Buggies great scouts.
Attack Buggies cannot take too much damage due to
their light armor.

Attack Cycle ~
=----------=
Cost: $600
Available To: Nod
Description: Attack Cycles are easily the fastest ground units in
Tiberian Sun. However, their speed is accounted for by
their armor, which is practically non-existent. Attack
Cycles are best used in hit-and-run attacks. Even
better, they make amazing scouts as well. Whenever you
are threatened, just drive away and you'll easily
leave your opponent in the dust.

Titan ~
=---=
Cost: $800
Available To: GDI
Description: These gigantic mechanized walkers have it all: armor,
guns, the works. Their 120mm cannon can decimate other
vehicles and buildings. In large groups, Titans can
take down buildings within seconds. Their weakest
point is their speed though. Don't expect to catch
enemies faster than you. Also, Titans are a bit less
effective against infantry. Then again, you could
always squish them.

Tick Tank ~
=-------=
Cost: $800
Available To: Nod
Description: Being Nod's standard armor, Tick Tanks are durable,
strong, and can pack a punch. When undeployed, these
are your standard mobile tanks. However, when you
deploy a Tick Tank, it literally digs into a ground
and acts as a turret. Tick Tanks are effective against
vehicles and buildings. However, they aren't too good
against other infantry.

Artillery ~
=-------=
Cost: $975
Available To: Nod
Description: This is one of the more capable vehicles in the game.
In its undeployed state, the Artillery gun is a
sitting. Only when its deployed can it actually shoot.
Artillery also bear light armor and are pretty slow.
However, the sheer power of their cannons is enough
to convince many of their usefulness. Their extremely
long range allows them to bombard enemy bases or
defend your own base from enemy attacks. Artillery
shells are very powerful. However, if you plan on
using these, suggest defending them with other units.

Hover MRLS ~
=--------=
Cost: $900
Available To: GDI
Description: The Hover "Multi-Rocket-Launching System" is a
somewhat expensive hover tank. Its hovering ability
allows it to cross water (the only other GDI ground
unit capable of that is the Amphibious APC) and get
past veins unscathed. Its missiles are powerful and
deal a nice amount of damage.

Stealth Tank ~
=----------=
Cost: $1100
Available To: Nod
Description: Expensive, yes. Useful, YES! Stealth Tanks are one of
my favorite Nod units. These tanks are invisible to
radar and the player's eye when they are not attacking.
If you were to sneak a team of these into an enemy's
base (without getting detected by defenses), you can
deal a lot of damage before your opponent figures out
what's going on. Stealth Tanks can camp around and
attack passerbys or stay in a Tiberium field to harass
enemy harvesters. Their rockets deal good damage
against vehicles and buildings, although not infantry.

Mobile Sensor Array ~
=-----------------=
Cost: $950
Available To: GDI/Nod
Description: This vehicle is much more practical for GDI than Nod.
Its sole purpose is to detect subterranean or stealth
units/buildings within its detection radius. Deploy it
in the field to make use of it. Putting one by your
base can help you see enemy stealth/subterranean
activity around your base. Putting one by an enemy's
cloaked base will reveal the buildings and shrouded
units.

Mobile Repair Vehicle ~
=-------------------=
Cost: $1000
Available To: Nod
Description: Although Nod is not capable of building a Service
Depot, they make up for it with a Mobile Repair
Vehicle. Simply highlight a damaged vehicle and the
Mobile Repair Vehicle will double-time it over there
for repairs.

Amphibious APC ~
=------------=
Cost: $800
Available To: GDI
Description: An Amphibious APC can carry five infantry units. They
are used as a fast mode of transportation. These are
also capable of crossing water, which makes them
very valuable if water provides an opening into an
opponent's base.

Subterranean APC ~
=--------------=
Cost: $800
Available To: Nod
Description: A Subterranean APC is capable of carrying five
infantry units. As opposed to traveling over land,
a Subterranean APC can literally burrow underneath
the ground toward its destination. Therefore, any
unit (apart from a Mobile Sensor Array) will not be
able to see it. Keep in mind that a Subterranean APC
may not surface on pavement or water.

Disruptor ~
=-------=
Cost: $1300
Available To: GDI
Description: Disruptors are very powerful tanks that don't rely
on conventional cannons, but use harmonic resonance
waves to deal heavy damage. Holding that beam on a
soldier, vehicle, or building will deal constant
damage. A group of Disruptors is almost unstoppable
if you manage to get them inside an enemy's base.
Also keep in mind that anything between the Disruptor's
beam and its target will be hurt too (with the
exception of other Disruptors).

Devil's Tongue ~
=------------=
Cost: $750
Available To: Nod
Description: Nod's flame tank is not as effective as one might
think. The Devil's Tongue has the ability to burrow
underground and re-surface anywhere where there is
not pavement or water. Flames are not very effective
against vehicles, but infantry will burn up within
seconds.

Mammoth Mk.II ~
=-----------=
Cost: $3000
Available To: GDI
Description: Is the Mammoth Mk.II really worth it? Well, $3000 is
kind of pushing it. This walking behemoth sports two
powerful rail guns that can decimate buildings in
seconds. Also, the Mammoth Mk.II is capable of hitting
air units with dual missile launchers. You can only
have one of these babies on the field at once though.
Although powerful, the Mammoth Mk.II's slow speed
makes it a prime target for Artillery and hit-and-run
attacks. Even though it is big, it isn't invincible.

Mobile Construction Vehicle ~
=-------------------------=
Cost: $2500
Available To: GDI/Nod
Description: This vehicle's only point is the deploy itself into
a Construction Yard to begin a new base. It is very
slow and cannot outrun enemy units too easily.
However, it does sport some heavy armor which helps
defend against small arms fire. Once you deploy it,
the MCV is gone (unless you have 'Redeployable MCV'
switched on).

Orca Fighter ~
=----------=
Cost: $1000
Available To: GDI
Description: Orca Fighters sport dual rocket launchers with five
rounds each. They are pretty fast flying through the
air, but their armor is only sub-par. Orca Fighters
are good for taking out vehicles and weak buildings.

Harpy ~
=---=
Cost: $1000
Available To: Nod
Description: This air unit honestly isn't as effective as the
others. Its chain gun deals next to nothing against
buildings and heavily armored vehicles. However, it
is capable of taking out infantry quickly. It holds
five rounds.

Carryall ~
=------=
Cost: $750
Available To: GDI
Description: The Carryall serves a very straightforward purpose.
It is meant to carry one unit from one place to
another. First, you must pick up a unit and then drop
it elsewhere. A Carryall can only carry one unit at
a time. I find it great for transferring APCs or the
Mammoth Mk.II.

Orca Bomber ~
=---------=
Cost: $1600
Available To: GDI
Description: This is the DEFINITIVE aircraft. At $1600 a pop, you
don't want to be wasting your money for nothing. With
enough bombs for two passes, the Orca Bomber can deals
heavy damage to buildings, vehicles, and infantry
altogether! Plus, the Orca Bomber's heavy armor allows
it to take a bit more punishment than others. Its
biggest flaw is its speed though. The Orca Bomber is
the slowest attack aircraft.

Banshee ~
=-----=
Cost: $1500
Available To: Nod
Description: The Banshee is an effective aircraft against buildings
and vehicles alike. The plasma cannon is powerful.
Holding enough ammunition for three passes, the Banshee
can deal a lot of damage before having to go back and
reload. Banshees are weak against three infantry.

==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==
5.3. Structures [5300]
--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--

Construction Yard ~
=---------------=
Cost: $2500 (cost of MCV)
Available To: GDI/Nod
Description: Construction Yards work as the central structure in
all bases. After all, you need one to build anything
at all. This building allows you construct new
buildings to expand your base. Without it, you cannot
build new structures. Undoubtedly, it would be in your
best interest to protect it.

Power Plant ~
=---------=
Cost: $300
Available To: GDI/Nod
Description: All bases need power to function. When you need more
power in a base (view the power sidebar to see your
power usage), build more of these Power Plants.

Power Turbine ~
=-----------=
Cost: $100
Available To: GDI
Description: Place extra Power Turbines on an already existing GDI
Power Plants to increase the amount of power a Power
Plant produces.

Tiberium Refinery ~
=---------------=
Cost: $2000
Available To: GDI/Nod
Description: The Tiberium Refinery is a drop-off point for your
Harvesters. Your credits are collected here and 2000
credit values of Tiberium can be stored within the
Refinery. The Tiberium Refinery comes with a Harvester
upon building it. Therefore, the Tiberium Refinery in
itself costs $600. (2000 - 1400 = 600)

Tiberium Silo ~
=-----------=
Cost: $150
Available To: GDI/Nod
Description: Tiberium Silos store any excess Tiberium that cannot
fit inside the Refinery itself. They can hold a max of
1500 credits. Although very cheap, Tiberium Silos are
easily destroyed. Opponents may target your full
Tiberium Silos and therefore rid you of 1500 credits
each!

Barracks/Hand of Nod ~
=------------------=
Cost: $300
Available To: GDI/Nod
Description: GDI's Barracks or Nod's Hand of Nod works to produce
and train infantry units. Infantry cannot be trained
without at least one of these structures.

Radar ~
=---=
Cost: $1000
Available To: GDI/Nod
Description: The Radar provides an overhead map of the area you are
currently fighting in. The Radar also allows you
to build certain units and buildings.

War Factory ~
=---------=
Cost: $2000
Available To: GDI/Nod
Description: The War Factory constructs the vehicles you need.
Without a War Factory, vehicles cannot be built or
purchased.

Service Depot ~
=-----------=
Cost: $1200
Available To: GDI
Description: The main purpose of the Service Depot is to repair
vehicles. Simply have a vehicle/aircraft to step on
the Service Depot and it will slowly be repaired. Some
credits will also be drained from your stockpile to
account for the repairs. Also, you can sell vehicles
that are repairing by holding the "$" sign over them.
It will turn green to confirm that.

Concrete Wall ~
=-----------=
Cost: $50
Available To: GDI/Nod
Description: Enemy units cannot walk over walls and certain units
cannot fire through walls. If you wall off some of
your important structures, they will be more safe from
enemy attacks.

Pavement ~
=------=
Cost: $75
Available To: GDI/Nod
Description: Pavement has two uses: it prevents the re-shaping of
any land it covers, and prevents subterranean units
from surfacing at any paved area.

Automatic Gate ~
=------------=
Cost: $250
Available To: GDI/Nod
Description: Automatic Gates will allow your units to pass by
freely, but will not open for enemy units.

Component Tower ~
=-------------=
Cost: $200
Available To: GDI
Description: The Component Tower is required to build static
defenses around your base. You cannot place a
Vulcan Cannon/RPG/SAM without first having an empty
Component Tower.

Vulcan Cannon Upgrade ~
=-------------------=
Cost: $150
Available To: GDI
Description: Vulcan Cannons rip through enemy infantry easily.
They also deal a good amount of damage to vehicles.
Their range is less than par however, and a few units
can easily outrange it.

RPG Upgrade ~
=---------=
Cost: $600
Available To: GDI
Description: These Rocket Propelled Grenades deal heavy damage to
infantry and vehicles alike. Their range is great, but
they cannot hit units that are too close to them.

SAM Upgrade/SAM Site ~
=------------------=
Cost: $300 ($500 Nod)
Available To: GDI/Nod
Description: Surface-to-Air missiles are very effective against
aircraft and airborne units. That, of course, are the
only units they are capable of hitting. Nod's SAM
Site can be build for $500 without any Component Tower
necessary.

Laser ~
=---=
Cost: $300
Available To: Nod
Description: Lasers are Nod's standard mode of defense. They deal
mediocre damage against infantry and vehicles. Do
note that they are easily outranged by higher vehicle
classes.

EMP Cannon ~
=--------=
Cost: $1000
Available To: GDI/Nod
Description: The Electro-Magnetic Pulse Cannon does not deal damage
to whatever it hits. Instead, it prevents the vehicle
that it hits from functioning. Due to its short range,
it is mostly used to stop enemy rushes in their
tracks. Take caution as your units can also be
affected by the cannon. Also, the cannon has a charge
time.

Helipad ~
=-----=
Cost: $500
Available To: GDI/Nod
Description: Helipads allow for the construction of aircraft units.
Even if you do not have enough Helipads for the amount
of aircraft you have, you can still purchase more
aircraft. They will fly in toward your base upon
buying them.

Advanced Power Plant ~
=------------------=
Cost: $500
Available To: Nod
Description: The Advanced Power Plant produces more power. However,
it is more expensive and takes up more space.
Eventually, you will want to replace all of your
Power Plants with Advanced Power Plants due to the
extra power.

Laser Fence Post ~
=--------------=
Cost: $200
Available To: Nod
Description: In order to build these properly, you must first
build one post. Then, you build another post farther
away depending on how far you want the laser to
extend. When used properly, it can actually be
cheaper than Concrete Walls. Keep in mind that laser
fencing takes up quite a bit of power.

Tech Center ~
=---------=
Cost: $1500
Available To: GDI/Nod
Description: Building a Tech Center will give you access to a lot
of powerful vehicles and structures. A Tech Center
takes up a lot of power, so watch your meter when
building.

Upgrade Center ~
=------------=
Cost: $1000
Available To: GDI
Description: In order to obtain the Hunter Seeker/Ion Cannon, you
must first build an Upgrade Center to support the
uplinks.

Seeker Control ~
=------------=
Cost: $1000
Available To: GDI
Description: Upon adding these to an Upgrades Center, you will have
access to Hunter Seekers. After the charge time is up,
you can release a Hunter Seeker droid. Whatever enemy
unit or building it touches is immediately destroyed.
However, you cannot control where the droid goes.

Ion Cannon Uplink ~
=---------------=
Cost: $1500
Available To: GDI
Description: This uplink gives to access to GDI's most powerful
weapon, the Ion Cannon! After the charge time has
elapsed, you can pick a location anywhere on the map
to blast. Most weak buildings can be destroyed in a
single hit and enemy units will be vaporized.

Temple of Nod ~
=-----------=
Cost: $2000
Available To: Nod
Description: Upon constructing a Temple of Nod, you will have
access to the Hunter Seeker droid. Whatever enemy
unit or building it touches is immediately destroyed.
You cannot control the droid however. The Temple of
Nod is also responsible for producing the dreaded
Cyborg Commando!

Obelisk of Light ~
=--------------=
Cost: $1500
Available To: Nod
Description: The Obelisk of Light focuses a very powerful beam on
any enemy units that pass by. Infantry and lightly
armored are destroyed instantly. Even so, the Obelisk
has a low rate of fire; it cannot stand up against
concentrated enemy fire.

Missile Silo ~
=----------=
Cost: $1300
Available To: Nod
Description: Building a Missile Silo gives you access to the very
destructive Multi-Missile! When the missile is done,
launching it at a target will destroy most units and
some buildings surrounding the target zone due to the
"splash" effect.

Tiberium Waste Facility ~
=---------------------=
Cost: $1600
Available To: Nod
Description: If you're interested in Chemical Missiles, you will
need a Tiberium Waste Facility. Using Weed Eaters,
collecting enough material from Tiberium veins will
produce a Chemical Missile. When it hits something, it
will deal weak damage and release nine poisonous gas
clouds that wreak havoc on anything they touch.

Firestorm Generator ~
=-----------------=
Cost: $2000
Available To: GDI
Description: The Firestorm Wall is an inpenetrable barrier. Nothing
can pass through it without getting zapped. However,
it must be charged, of course. The Firestorm Wall needs
Wall Sections to be constructed in order to actually
serve its purpose. Duh.


Firestorm Wall Section ~
=--------------------=
Cost: $50
Available To: GDI
Description: Build these wherever you want the Firestorm barrier
to affect. Construct the Wall Sections as you normally
would to a regular wall.

Stealth Generator ~
=---------------=
Cost: $2500
Available To: Nod
Description: Although expensive and a major power-hog, the Stealth
Generator will cloak your base and make it invisible
to radar and the player's eyes. Suggest shrouding your
important buildings to leave your opponents in the
dark.

==============================================================================
---- 6. Version History ---- [7000]
==============================================================================

Version 0.5 - GDI campaign has been completed. 89 KB

Version 1.0 - The guide is complete. 165 KB

Version 1.1 - Updated Legal Information.

==============================================================================
---- 7. Legal Disclaimers ---- [8000]
==============================================================================

This FAQ is the property of its author, Quan Jin. All rights reserved.

Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.

Command & Conquer: Tiberian Sun is a registered trademark of Westwood/EA. The
author (Quan Jin) is not affiliated with either company in any way or form.
All other trademarks are the property of their respective owners.

==============================================================================
---- 9. Credits and Closing ---- [9000]
==============================================================================

Hey, what do you know? The FAQ is officially over. There's not much here to
say except enjoy the rest of Tiberian Sun. Hope you enjoyed the guide.

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

PlanetCNC - This site provided a few resources and campaign strategies that
helped me out.

GameFAQs - The largest FAQ archive on the net. Thanks to CJayC for accepting
this piece of work.

osvrevad - Much <3 for the ASCII.

The FCSB - They didn't help too much but what can I say? Where would I be
without a few of them? Major props to all.

==============================================================================
____ __ _ __ __
/ __ \____ ______/ /__ | | / /___ _____/ /____ _ __
/ / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/
/ /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> <
/_____/\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_|

-=Game On Forever=-
 
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