http://www.grawl.nl Command & Conquer 3: Tiberium Wars Guide by Grawl (Arjen Voogt) grawler (@t) gmail (d0t) com 04/30/07 - Version 0.4 ============================================================================== Donations ============================================================================== Writing guides takes a lot of time, and I do it all for free. Next to that, games aren't free to come by. Did you enjoy this guide? Do you have yourself a PayPal account? Please show you like this guide by donating a dollar or two. I'd be very thankful and you'd help me out. Plus you'll get more guides to enjoy. http://www.donategrawl.cjb.net Don't have any money? Sending a mail is appreciated just as much :) ============================================================================== Introduction ============================================================================== 1) Don't steal anything from this guide. This guide is copyrighted according to the DMCA (http://www.copyright.gov/legislation/dmca.pdf) and stealing this guide and/or parts of this guide without my written permission will lead to a removal request. When this request doesn't get accepted within 48 hours, an official DMCA notice will follow. If this gets ignored, bigger steps will be taken. 2) Do you see someone use parts that look like parts of my guide? Please let me know. 3) This guide is IGN-exclusive, which means you can't use it on your site. 4) Donations are more than welcome. I need the money to buy the latest games, fix problems with my PC etc. If you enjoyed this guide, head to http://www.donategrawl.cjb.net and donate something. It's more than appreciated. 5) I have the right to answer a mail or not. Be sure you checked the latest version of the guide. You can find the latest version at http://www.grawl.nl. 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Just press CTRL + F and enter the code to jump to that part immediately. ============================================================================== Table of Contents [CC.00.00] ============================================================================== * Table of Contents.................................................[CC.00.00] * History & Next Version............................................[CC.01.01] * Introduction......................................................[CC.02.01] * Walkthrough GDI...................................................[CC.03.01] * Act 1: USA [CC.00.00] * Mission 1: North Carolina Badlands..............................[CC.03.02] * Mission 2: The Pentagon.........................................[CC.03.03] * Mission 3a: Langley AFB.........................................[CC.03.04] * Mission 3b: Hampton Road........................................[CC.03.05] * Mission 4: The White House......................................[CC.03.06] * Act 2: Egypt [CC.00.00] * Mission 5: Casabad..............................................[CC.03.07] * Mission 6: Alexandria...........................................[CC.03.08] * Mission 7: Cairo................................................[CC.03.09] * Act 3: Eastern Europe [CC.00.00] * Mission 8: Croatia..............................................[CC.03.10] * Mission 9: Albania..............................................[CC.03.11] * Mission 10: Sarajevo............................................[CC.03.12] * Act 4: Northern Europe [CC.00.00] * Mission 11: Munich..............................................[CC.03.13] * Mission 12a: Cologne............................................[CC.03.14] * Mission 12b: Stuttgart..........................................[CC.03.15] * Mission 13: Berne...............................................[CC.03.16] * Act 5: Italian Red Zone [CC.00.00] * Mission 14: Rome................................................[CC.03.16] * Mission 15: Ground Zero.........................................[CC.03.17] * Walkthrough Nod...................................................[CC.04.01] * Cheats............................................................[CC.05.01] * Play as Nod in Skirmish-mode of the Demo........................[CC.05.02] * Scrin campaign..................................................[CC.05.03] * FAQ...............................................................[CC.06.01] * Conclusion........................................................[CC.07.01] ============================================================================== History & Next Version [CC.01.01] ============================================================================== Version 0.1 (03/30/07) - First version, everything is new. (38,9KB) Version 0.2 (04/07/07) - My computer got fixed, and I decided to give you a short update, since a lot of you are stuck in the Croatia mission. (43,9KB) Version 0.3 (04/18/07) - Fixed a typo in the FAQ, added more missions to the walkthrough. (56,9KB) Version 0.4 (04/30/07) - Updated the walkthrough and finished the GDI campaign. Upcoming is the Nod campaign. (78,4KB) The next version will cover more of the walkthrough. Later on I'll add information on units, buildings, intelligence, multiplayer, why I went to sleep so late last night, why I didn't stick to my diet and more of the good stuff. ============================================================================== Introduction [CC.02.01] ============================================================================== "March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War and long-awaited return of the most groundbreaking Real-time Strategy franchise (RTS) of all time. The critically-acclaimed Command & Conquer (C&C) series returns with Command & Conquer 3 Tiberium Wars (C&C 3). Setting the standard for the future of RTS gaming once more, C&C 3 takes you back to where it all began the Tiberium Universe." ============================================================================== Walkthrough GDI [CC.03.01] ============================================================================== This guide was written for players of normal gaming skills, meaning I played with a normal difficulty. Make sure to save your game after every mission. The game has a bug that deletes the autosave. Also, PO means 'Primary Objective' and BO means 'Bonus Objective'. ------------------------------------------------------------------------------ Mission 1: North Carolina Badlands [CC.03.02] ------------------------------------------------------------------------------ Recent satellite intelligence points to a suspicious level of activity in the North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may be setting up shop there. Your mission is to investigate and report back as soon as possible. An abandoned GDI training facility is located nearby - use that as your base of operations in the area. ------------------------------------------------------------------------------ Ahh... the first mission of a fresh C&C. Can your smell the excitement? The fear of the Nod? My smelly feet? Good times... PO 1) Determine the status of the GDI Outpost This outpost was abandoned many years ago after its strategic value waned. Once you arrive at the outpost it can be reactivated remotely. They start with quite a hard *cough*sarcasm*cough* objective. Simply move your two troops of Riflemen towards the abandoned GDI outpost in the east. PO 2) Build a Barracks and 3 GDI Riflemen Squads You'll need a barracks in order to train infantry units. To build a Barracks, select the Construction Yard and then click on the Barracks icon. Once it has finished building click the Barracks icon again and then place the Barracks in your buildable area. The base will be set up, allowing you to expand your base (but not too much). Select the Barracks and then create three quads of Riflemen. Suicidal units of the Nod will rush to your base and destroy one of your Power Plants, creating the undeniable problem of low power. PO 3) Build a Power Plant Select the Construction Yard and click on the Power Plant icon. Build and deploy it just like the Barracks. Because your base has lower power, you may want to turn off other buildings. When your base is low on power, all units and structures build slower. Create a Power Plant and put it somewhere in your base to bring back the power and getting --hey this old lady passed my house two times already-- the ability to proceed into the mission. PO 4) Repair the Command Post To repair the damaged Command Post, use the Repair button on your Command Bar, located on the top right next to the power button. Then click on the Command Post. Nothing hard here. Just start repairing the Command Post. BO 1) Build a Watchtower Protect your base from Nod infantry by building a Watchtower. To build a Watchtower, click on the Watchtower icon located in the Support Structure Tab. Once it has finished building, deploy it anywhere inside your ground control area. The white circle marks the range of the Watchtower. The Nod will come towards your base, so quickly hit the Watchtower icon and put it near the eastern part of your base. This will help you get rid of the Nod. PO 5) Eliminate the Nod outpost Destroy all Nod forces, the Hand of Nod and the Nod outpost. A company of Missile Soldiers will be sent to assist you. Their missiles are much more effective against structures than standard GDI rifles. BO 2) Build a second Infantry Queue Build a second Barracks from your Production Structures Tab so that you have a second infantry queue. This will allow you to train infantry in parallel giving you the ability to put more soldiers on the field quicker. Some reinforcements (Missile Soldiers) will arrive. Also build the second Barracks for the bonus objective. Take your men (no need to train any extra, really) to the Nod base in the east. Here, take out the units and the buildings marked. If you want to complete the next bonus objective, do NOT destroy all buildings. PO 6) Repair the Bridge Two Engineers are en route via V35 Ox Transport. Once they arrive, send one of them into the Gatehouse to repair the bridge. BO 3) Build a Tiberium Silo Build a Tiberium Silo from your Support Structure Tab. Doing so will increase the amount of credits you can store at once. BO 4) Capture one of the Nod's buildings Select your Engineer and then send him into an enemy structure. The Engineer will capture it, giving you full control of the structure. Select one Engineer and let him repair the bridge, while using the other one to capture one of the buildings. Also build yourself a Silo to store more credits (as if it matters in this mission, but whatever). BO 5) Capture the Tiberium Spike Many structures, like this Tiberium Spike, can be captures by Engineers and put to use. Tiberium Spikes generate extra funds over time by drawing Tiberium out of the Earth. Select another Engineer (or create one if you don't have any) and let him take over the Spike. Make sure you stay near the eastern side of the map, or the Nod vehicles will make sure the guy never reaches the Spike. Then select one of your troops and move towards the vehicles. A sacrifice to trigger the next objective. PO 7) Build an Airfield The Nod presence in this region is far greater than we had expected. We will need air support. Build and Airfield from the Production Structures Tab to gain access to aircraft. Do as the kind lady asks of you and build the airfield. This allows air support to drop into your base. PO 8) Destroy the Nod Barracks, War Factory and Construction Yard Devastate this Nod base by destroying these key structures. Send the two aircraft towards the Nod base to find out they have anti-aircraft buildings. Don't worry - out of the blue you get the ability to use the very powerful Ion Canon. Use it to destroy the Nod base and complete the mission. ------------------------------------------------------------------------------ Mission 2: The Pentagon [CC.03.03] ------------------------------------------------------------------------------ The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now attacking the only remaining GDI world command hub in the Pentagon. If we lose the Pentagon, GDI will be thrown into chaos and the war will be lost. Your mission is to defend this vital installation. The first priority is restoring power to the building defenses and systems so your can repel the main Nod attack. Then you'll need to get an engineer into the Pentagon to reestablish the command and control system links. Your final objective is to counter-attack and drive Nod out of the area. ------------------------------------------------------------------------------ PO 1) Bring the Pentagon's defensive power system online. The Pentagon is defenseless without its power. Get an Engineer into each of the three Power Plants and bring that power back online! The bad news is that the Nod is shooting at your Power Plants. The good news is, is that they are so focused on doing so, they won't even stop when your get near and shoot them down. The moral of this story is to take your units (leave the Engineers) to the Power Plants and taking the Nod forces down. Meanwhile, let the Engineers move closer and use three of them to get the power back online. PO 2) Capture the Pentagon with an Engineer Only an Engineer can get the Pentagon's Command and Control systems online. You must protect your Engineers until the Pentagon is restored. Once Command and Control is restored we can turn this war around. Do as said - let an Engineer (make sure he is protected) take over the Pentagon. It won't bring much good though. PO 3) Garrison each of the four Guard Towers with GDI Riflemen and hold off the Nod infantry wave Nod has destroyed our Power Plants with their Vertigo Bombers. Our only chance to defend the Pentagon against superior odds is to garrison the Guard Towers around the perimeter of the Pentagon. Units can enter buildings, as you know from the tutorial. There are four towers - two in the east, two to the north. Use four squads to enter the four towers, making sure the Nod doesn't get near the Pentagon. When the Nod is stopped, you'll get some APCs. PO 4) Eliminate the Nod Central HQ The Brotherhood of Nod has hastily erected a forward headquarters at the top of the hill. Prevent another attack on the Pentagon by destroying this forward HQ.' BO 1) Eliminate the small Nod base to the north Nod has cut off our ability to bring in reinforcements to the north. Eliminate this base will enable Easy Company Grenadier reinforcement. BO 2) Take back the city by clearing 4 garrisoned buildings Nod has firmly entrenched troops within the city surrounding the Pentagon. Use our Grenadiers to clear these buildings out. Move your APCs north, towards the small Nod base and start taking it out. At the same time use the Grenadiers to clear the four buildings to the west. Now all there's left to do is to eliminate the Nod in this area. Take all your troops and start moving northwest, killing all Nod resistance you encounter. At the end of the trip, get rid of the Nod. You now get to pick a mission. Either make sure some air support is possible, or cause heavy havoc for the Nod. It's up to you, Commander. You have to play both, and I find mission 3b to be most fun. But you can also save the best for last. Once again, it's up to you, Commander. I need scissors, 61. ------------------------------------------------------------------------------ Mission 3a: Langley AFB [CC.03.04] ------------------------------------------------------------------------------ Nod forced have overrun all of the major GDI air fields in the region. Your mission is to retake Langley Air Force Base, home of the Air Combat Command. A small GDI outpost near the coast might be useful as a base of operations. We'll drop your team off nearby. Once the outpost is secure, take back our airfields, get some Orca scout aircraft in the air, and then drive Nod out of the area. ------------------------------------------------------------------------------ PO 1) Eliminate the Nod forces attacking the GDI base There is a small GDI Base under siege on the coast. Secure it and you will have a perfect platform to launch an assault on Langley Air Force Base. These Nod forces seem to be about as smart as the ones at the Pentagon. They don't care if they get hurt - there mission is to shoot your buildings down. Simply attack them and get rid of them. PO 2) Reclaim the GDI Airfields to the northeast GDI has two Airfields intact with operational Orca aircraft. Reclaim the Airfields by eliminating the defending Nod forces, then use the Orcas as air support for your attack on the base. BO 1) Rescue all 4 snipers from Bravo Squad The Snipers of Bravo Company have been scattered throughout the city. Find and rescue them. BO 2) Recapture the Tiberium Refinery in the city The Tiberium Refinery used to supply the airforce base has been overlooked by Nod. Getting it up and running will give us ample supplies for our offensive. The game finally starts to get serious from here on. A constant stream of enemy units will now come rushing to your base. Start to pump out soldiers as fast as possible, until you have about 10 squads of Riflemen. Then add a few additional Missiles (in case of aircraft) and Grenadiers. Once you got a small army defending your outpost, its time to start creating some vehicles. Create about 12 Pitbulls and 12 APCs. This should be enough to attack the base in the north. For now, just leave them north of your base, so we can do the bonus objectives. Since more is better most of the times, create another 2 Pitbulls and 2 APCs. Train an Engineer and let him enter the APC. Let a squad of Grenadiers enter the other. Now take the Pitbull and the APCs, and move around the terrain to rescue the 4 Snipers from team Bravo. Since they are sometimes near buildings taken by the Nod, let the Grenadiers leave the APC and throw grenades at those buildings. Once the snipers are saved, take them back to your base. Take the 2 Pitbulls and the APCs and drive towards the Tiberium Refinery in the west. When you are near, let the Engineer take it over. Now that we finished the optional stuff, it's time to kick some Nod ass. Select all your vehicles (don't bother with ground units) and start moving north towards the GDI Airfields, destroying anything that's labeled Nod. With an army of 24 vehicles, this shouldn't be a hard task. If you don't think you can protect against aircraft, you can build an additional two Pitbulls and leave them at your base. Once you reached the GDI Airfield, get rid of the Nod. PO 3) Destroy the Nod base to the northwest This base is the central hub for the Nod forces controlling Langley. It is heavily defended against land based attacks. Indeed it is, but the defense against aircraft is a joke. Simply take all your Orcas and start attacking the marked buildings. You may stumble upon some resistance from ground units, but it's not enough to take you down, trust me. ------------------------------------------------------------------------------ Mission 3b: Hampton Road [CC.03.05] ------------------------------------------------------------------------------ Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their post operations. You'll do this from the inside, infiltrating an elite GDI commando into the facility. Take their radar offline by destroying the Nod Operations Center. Once they're blind, take out their nearby stealth bomber base. As soon as Nod's bombers are out of action, we'll send in a fleet of battleships and you can use sniper units to spot targets for the big guns. ------------------------------------------------------------------------------ As I said - this is a fun mission. The Commando you're controlling can destroy buildings in a second using explosives, can take on several vehicles and has the accuracy of a sniper. Remember Tanya from Red Alert (if you even played that)? Think of her as a male, and ten times as strong. The basics are still the same though. Try to shoot the enemy before they can even reach you, use the explosive red barrels to your advantage and most of all - enjoy. PO 1) Destroy the Nod Operations Center Taking the Nod Operations Center offline will disable their radar and sonar detection. This will sow confusion among the defenders and therefore enable our Battleships to get in closer and lend artillery support. Not much to say here - walk towards the Center (use the jetpack if you can't resist) and destroy the building. The enemies you encounter aren't even a threat. PO 2) Destroy the bombers harassing our Battleships Vertigo Bombers are preventing our battleships from getting into bombardment range. Destroy the Nod Air Tower to eliminate this threat. Move north, getting rid of the Nod on your way there. You can't blow up the building, but the explosive barrels are still explodable. Explodable enough to take down a whole building within a second. EA always knows how to make things realistic (just kidding with you EA, you know I love you). PO 3) Destroy the Nod production facilities The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply depot for their front line offensive. Destroy their production buildings to disrupt the port operations and stop the flow of reinforcements. BO 1) Complete the mission using only the Commando Complete the mission without using the reinforcements. Now there are two reasons to only use the Commando: 1 - It's a bonus objective 2 - You are a sissy if you don't That being said, watch out for the suicidal emo-explosive-wearing lunatics running your way. You don't want to get your Commando killed, trust me. When they are down to the ground with no explosions involved, move southwest. Once again, kill anything you encounter. When you get near the base and you encounter vehicles - don't bother. They aren't able to hurt you much and they only take time. Just focus on getting rid of the buildings. This is also faster than taking the time to get rid of one vehicle with your silly gun. Once you did it, your Commando saved the day and it's time to move on with this game. Unless you want to play this mission over and over again, but I doubt that. ------------------------------------------------------------------------------ Mission 4: The White House [CC.03.06] ------------------------------------------------------------------------------ GDI morale sagged when Nod troops unfurled their red banners over the White House. Now you'll turn the tide by retaking this powerful symbol. Since Nod has a staging area nearby, you'll also get a chance to wipe out a large stockpile of high-end Nod weapons. Start with a small force to take out Nod's air defenses. A Firehawk squadron from Langley AFB will turn Nod's parked military hardware to burning junk. Then attack the Nod base right outside the White House itself. ------------------------------------------------------------------------------ You may think this will be a quick mission, but don't underestimate it - it'll take a while. PO 1) Destroy the Nod air defenses We have Firehawk attack jets armed and waiting. You need to destroy Nod's air defenses so the Firehawks can make their bombing run. We also have Ox transports with reinforcements standing by for deployment. Nod is quite passive in this area, and doesn't really care if you get too close. You can easily destroy the air defence (I said defence instead of defense, sue me) by moving in and start shooting with your Missile Squad. Take care of both sides. PO 2) Use your Firehawk Airstrike power on Nod's artillery outpost Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb. Well, there isn't much to mark, since they shove this big fat yellow icon straight under your nose, but that's not the point. Look at the impressive units to realise that's coming up in the game (not this mission, no sir). Then blow the base to tiny pieces. PO 3) Destroy the surrounding Nod base to reclaim the White House Now forces have set up a base in front of the White House. Destroy all of their production structures to drive them out of this area and take back the White House. PO 4) Destroy the Distruption Towers around the Nod base Nod is using those Distruption Towers to cloak its base. Destroy them and that should make their base vulnerable to our attacks. BO 1) Suppress the Nod Infrantry advances by putting Snipers into the designated buildings Snipers are extremely effective against infantry. Garrison them in the designated buildings for extra protection while they fire on Nod infantry. BO 2) Destroy Nod's Power Plants Commander, Nod appears to have a large number of their Power Plants just northwest of the White House. Destroying these might bring down their defenses and leave them more open to our attack. Why they made you do PO4 before PO3 isn't clear to me, but hey - who cares? Getting rid of the Power Plants will also unlock the base, making it easier to finish both the primary objectives. However, if you finish the first bonus objective, you don't have to worry about protecting your base any longer, since the units that come at you will be taken down by the snipers that are in the buildings. So, create two Snipers and one Grenadiers Squad. Let the first Snipers take over the building to the right, and let both the Snipers and Grenadiers walk to the west. Let the Grenadiers take care of the Nod building that's in the way of the buildings your Snipers need to enter (or at least, in my case) and let the Snipers take over the marked building. Now the other bonus objective is a bit harder due to the buildings that Nod garrisoned. I didn't feel like spending time and money into Grenadiers, so I just send a small army of Pitbulls and APCs towards the Power Plants, with the APCs up front. A lot of them will get destroyed, but at least a few vehicles will make it to the powerplants. Once there, nothing can touch you. It's less time consuming, but more expensive. If you don't mind, you can take all the buildings out with Grenadiers and save quite a lot of money (not that money is any problem in this mission), or just go insane and sending tons of vehicles north, hoping they'll reach the Power Plants. A note here, is that APCs are a bit stronger, but Pitbulls are much faster. That's the reason the APCs are the first to go. They receive the missiles, while the weak Pitbulls don't. And let me tell you, an APC won't do the job as good as a Pitbull for this objective. So when that is done, all there is left is to destroy the base plus some weird cloaking devices. How I did it? I created 12 Pitbulls and 12 APCs (that's what I like about early missions - money is not an issue) and then rushed towards their base. It'll work for you too. Don't worry about the small base in the northeast, you don't need to take it out. ------------------------------------------------------------------------------ Mission 5: Casabad [CC.03.07] ------------------------------------------------------------------------------ InOps flagged an irrigation plant in Casabad as a possible chemical weapons factory. A GDI forward base was established nearby in preparation for a raid, but we've since lost contact with the base. We've also lost contact with a team of Zone Troopers sent to investigate. Get in there, secure the base, and then find out what's going on in that factory. ------------------------------------------------------------------------------ This is not a hard mission, due to the Zone Troopers. PO 1) Secure the Barracks by defeating the surrounding Nod forces This last contact from the Zone Troopers came from this location. Eliminate any remaining Nod units to secure the outpost. Well, head north and take out the Nod units. It's as easy as that. PO 2) Destroy the Weapons Research Lab Intel believes this Nod structure is instrumental in Nod's efforts to weaponize Tiberium in a liquid form. It must be eliminated. PO 3) Destroy the Nod War Factories Nod is reinforcing its war effort in this region from these War Factories. Eliminate them. BO 1) Capture all three Tiberium Spikes Secure additional funding by capturing all three Tiberium Spikes in the area. Build additional Engineers to capture these Tiberium Spikes. BO 2) Destroy the Nod Outpost Nod is reinforcing their security of the research labs from this facility. Eliminate it to collect extra resources. Let's first capture two of the three Spikes, so we have some income. Send one Engineer to the middle of your base (woohoo!), and the other north. If you stay focused, your Engineer can enter it JUST before some Bikes approach. We will get to the final Spike in a second. Start creating some defence, since soon enough the Nod will start to attack you. The Zone Troopers are great for this, but also create a Missiles Squad or two to protect from aircraft. Once you created some Zone Troopers, have them walk towards the Spike. Let them take care of the enemies, and have an Engineer follow. Take it over, and you'll have more resources and another bonus objective completed. Now train a dozen (that's 12) of Zone Troopers and leave two of them near the base. There are two Squads near the Spike, so take them with you and destroy the base. Make sure to bring a Missile Squad as well for the aircraft. What's left, is to destroy the Nod. Take your Zone Troopers and some Missile Squad towards the base, and complete both primary objectives by destroying the buildings. So much for that. ------------------------------------------------------------------------------ Mission 6: Alexandria [CC.03.08] ------------------------------------------------------------------------------ Nod is using the port of Alexandria to export nuclear and chemical weapons. Your mission is simple: Shut this operation down. Destroy the loading cranes to cripple their port operations, sink their ships to block the docks, wipe out their administration and control centers, and obliterate any military units and structures nearby. You'll have Mammoth Tanks at your disposal. Roll over them, Commander. ------------------------------------------------------------------------------ If you played the demo, you'll know this mission. It's quite fun due to the Mammoth Tanks. PO 1) Destroy all Nod loading dock cranes Nod forces are loading weapons onto their ships for export. Destroy these cranes to disrupt dockside activity. PO 2) Destroy all Nod Port Authority buildings Nod's port operations are controlled from these Port Authority buildings. Take them out to cripple their port for the long haul. BO 1) Destroy all Nod ships docked at the port Destroy the docked Nod ships to prevent them from delivering their hardware to other war efforts in the region. BO 2) Capture the EMP Control Center in the city Capture the EMP Control Center to gain the ability to fire an EMP blast which will disable all electronic devices within the blast radius. Nod will constantly try to attack your base, so start to build quickly. Just build the buildings needed to create a Mammoth Tank and then create around 4. Let them defend the base on the eastern side. Now you have plenty of time to do what you want. Also get the Railgun upgrade for the Mammoth Tank, so they are even more powerful. Even though it's not close to it yet, eventually your Tiberium field will be depleted and your Harvester will move to the north by its own. However, this is linked to a bonus objective, and you can really use the income. Create 2 Mammoth Tanks and let them drive towards the Tiberium field in the north. They will defend the upcoming base. BO 3) Deploy a Surveyor at the northern Tiberium Field Build a Surveyor and deploy it by the Tiberium Field in the north. A surveyor unpacks an expansion base as its deployment location and allows additional structures to be constructed around it. So, build yourself a Surveyor and drive it towards the Tiberium field. Once it's there, deploy it - this will take a short while. Create a Refinery and let it harvest the Tiberium. Now we got the funds coming in, it's time for a big-scaled attack on the Nod. Now this is where the fun starts. Build yourself 12 additional Mammoth Tanks (yes, 12) and simply start to attack their base in the east. You'll have no trouble doing this, and you will only lose a tank or two. Use the remaining tanks to first blow up the boats and then destroy the cranes. It's as easy as that. ------------------------------------------------------------------------------ Mission 7: Cairo [CC.03.09] ------------------------------------------------------------------------------ Your mission is to take out a massive Nod nuclear weapons facility in northern Cairo, the same base that was used to launch the strike on the Philadelphia. This is now the highest priority GDI target worldwide. Time is of the essence: Nod is likely to launch everything they have if they think you're getting too close. ------------------------------------------------------------------------------ This mission will take a while to figure out if you were on your own. But you aren't. Isn't that great news? PO 1) Destroy the Nod Nuke Facility Nod has nuclear missile launch capability with this missile site. This is the same site that launched the attack that destroyed the Philadelphia. It must be destroyed. PO 2) Destroy the Nod Compound Headquarters Nod controls this Nuclear Launch Site and most of its operations in this region from these buildings. Destroy them to completely remove Nod's capability to launch nuclear missiles from this site and wrest controls over this territory from Nod. BO 1) Capture or destroy the Nod Power Plants Nod's nuclear missile launch can be delayed if any of the Power Plants supporting the launch facility are destroyed or captures. Be advised, if Nod rebuilds or recaptures the Power Plants the missile launch countdown will continue. The computer won't hesitate to attack you, so start with building a Watchtower north and east of your base. Once you did this, build a War Factory and a Tech Center. This will allow you to start pumping out Mammoth Tanks. Make sure you also research the Railgun technology, and then start to create at least 4 Mammoth Tanks. With these 4 Mammoth Tanks, start to invade the base to the north. I didn't have any problems getting to the Nod Nuke Facility and destroying it with my tanks. Meanwhile, still keep creating Mammoth Tanks until you have around 12 in total - just to be sure. If you want to do the bonus objective, you need to do so before destroying the Nod Nuke Facility. There are multiple ways of doing this. The easiest is probably to get 2 Airfields and create 8 Orcas. The base of the Nod contain a lot of SAMs, but with 8 Orcas you should be able to reach the Power Plants and destroy them. Make sure to hug the western border to avoid most SAMs. Another method is to build 3 Engineers and let them get picked by a plane for $500 each. Then hug the western border and drop them near the Tiberium Spike. After that, let the Engineers run towards the Power Plants. Last but not least, you could use Zone Troopers and a Commando and let them jetpack over the wall and run towards the Power Plants. When you are ready and don't feel like messing with the Nod any longer, take down their Nuke Facility. This will trigger a much more fun bonus objective. BO 2) Destroy all Nod Structures Eliminate all Nod structures to expel them from this region. With the army of Mammoth Tanks, roll over their base. This will take a while, but the Nod is defenseless at this point. When you did this, take down the buildings in the northeast to finish this mission and act. ------------------------------------------------------------------------------ Mission 8: Croatia [CC.03.10] ------------------------------------------------------------------------------ GDI has a forward operating base in Croatia, but it's been cut off from supply lines and is under heavy attack by Nod forces. Their power is low, their construction yard has been destroyed, and they don't have much in the way of firepower. You need to take command of that base and hold out long enough for us to send in a reinforcement convoy. ------------------------------------------------------------------------------ This mission isn't really hard, it just takes micromanagement and patience. PO 1) Secure this GDI base until reinforcements arrive Alternate the available power amongst the base defenses to defend against Nod assault waves. BO 1) All base defenses survive until the reinforcement team arrives Do not allow any of the base defenses to be destroyed to ensure the security of the reinforcement team upon their arrival. At this part, most people already get stuck. It's not hard though. As you can see, no defenses are online, meaning it'll be quite hard to defend yourself against the Nod. You have two turrets at each side, plus an AA-battery in each corner. Nod will attack your base from the north and east with only vehicles, so power the turrets in the north and east on. The Nod will also attack with infantry in the west and south, but only power the turrets in the west on. Build another Harvester for some nice extra resources. Create a total of 4 APCs, and fill each one with a Riflemen squad. Bring two of them to the west and two of them to the south. This will hold of all the infantry coming your way, for the rest of the mission. The problem are the vehicles though, so build additional Predator Tanks, and send three of them to the north and three of them to the east. Also put one Pitbull north and one east, so aircraft won't be able to do much to you. While you are getting attacked, bring damaged Predator Tanks back to your War Factory, so they can get repaired. This tactic will make sure you can defend your base without much problems. PO 2) Send aid to the reinforcement team ambushed in the city Our fellow soldiers are pinned down by Nod forces garrisoned in the city buildings. Flush them out and clear a path. Getting to the reinforcement team will be a silly thing when your base is still under heavy attack by Nod forces. It'd be a much better idea to first get rid of the Nod vehicles, right? Build around 12 Predator Tanks and ambush the base to the northeast. Once they are wiped, things will be much easier for you. Leave your Predator Tanks where they are, but don't forget about them - we'll get back to them later. PO 3) Destroy the northeast Nod base [Don't have the official description. since we did this before we were suppose to] Now it's time to save the MCV, so we can create a proper base. Build 12 APCs, 6 squads of Riflemen and 6 Missile Squads. You guessed it - let the squads enter the APCs. Also bring 3 Predator Tanks and 3 Pitbulls just to make sure getting there will be easy. PO 4) Escort the MCV safely back to the GDI base and deploy the Construction Yard The MCV must be protected at all costs. We will lose our hold of this region if its destroyed. BO 2) Return the MCV to the GDI base unharmed The sight of an undamaged MCV rolling into the base will provide a strong symbol of valor for the GDI forces and boost morale for our troops. With your strong squad, getting to the base is no problem at all. Just let your APCs take out all the units and buildings. Make sure they stay put near the bridges (south side), and let your MCV enter the base and deploy. PO 5) Destroy the southwest Nod base This base is the source of Nod recruits. Eliminating this base will cripple Nod's ability to wage war with infantry. PO 6) Destroy the southeast Nod base This base is the source of Nod air power. Eliminating this base will cripple Nod's ability to wage war with aircraft. You have a strong army of APCs near the southwestern base, and if you also bring in your Predator Tanks from the northeastern base, you should be able to take down the southwestern base without much effort. What's left is a base that can only be reached by Zone Troopers, Commandos and aircraft. It's time for a good old suicidal run. Build three Airfields, and 12 Orcas. Attack the Nod Airfields for starters. After one Airfield, you will most likely have to repair/rebuild Orcas. After the second one is gone, you can send in a bunch of Zone Troopers (around 20), or keep up your Orca rush. And that should solve your Nod problems! ------------------------------------------------------------------------------ Mission 9: Albania [CC.03.11] ------------------------------------------------------------------------------ Recent sat-surveillance confirms a significant build-up of armored vehicles and weapons at a large Nod logistics base in Albania. The sat images show row upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in defense of Kane's Temple Prime in Sarajevo. Your mission is about destroying this arsenal before it is used against you in combat. You'll start with a small force to clear the way, then we'll send you Firehawk attack jets to finish the job. ------------------------------------------------------------------------------ PO 1) Clear Nod border defenses Use a small tactical team to clear a path through the Nod perimeter and avoid alerting Nod forces to our presence in the region. BO 1) Survive the Nod assault unharmed Succeed with all initial strike team squad groups intact. Wait until the infantry of the Nod is going west, and then start attacking the Laser-turrets. Once the infantry gets close, use your own infantry to finish those off. If you use the Grenadiers to destroy the buildings and your Rifle squad for units, you'll be fine. PO 2) Infiltrate Nod supply depot Break through the supply depot checkpoint by accessing the service entrance across the canyon bridge. PO 3) Eliminate Nod rocket bunkers Clear the airspace by neutralizing the main Nod anti-aircraft battery so that support can be airlifted into the region by HDI Ox transports. Once you get close to the bridge, the Nod will blow it up. To fix it, you'll need Engineers, and they have to come by air. Select all your forces (mainly the vehicles) and drive through the base on the west. Make sure you use your Rig to repair damaged vehicles. Anyway, take down the base to get more units. Let your Engineers enter the APCs and drive all your units to the bridge. Repair damaged vehicles using the Rig (and then pack it up again) and repair the bridge. Go north over the bridge, destroy what annoys you and you infiltrated the Nod supply depot. PO 4) Capture east ridge Reinforcement Bay Establish a GDI staging area on the east ridge above the Nod supply depot. Captured Nod supply bays will be used to deliver GDI reinforcements. BO 2) Capture airfield Reinforcement Bay Secure the Reinforcement Bay to receive additional forces from GDI Command. BO 3) Capture motorpool Reinforcement Bay Secure the Reinforcement Bay to receive additional forces from GDI Command. This mission can be hard if you go after the Bonus Objectives first. Don't do that. Move all your vehicles (including the Rig) to the east and then go up the hill to the south. Destroy the Nod forces and buildings here, and use an Engineer to take over the Reinforcement Bay. Life will be easy now. Set the Rig up near the hill, with your vehicles surrounding it. The new Mammoth Tank you just got will help you out a lot here, and so will the 8 Firehawks. BO 4) Aim a Firehawk with a missile load out and destroy a Nod Venom The Firehawk can be armed with a load out of missiles or bombs. The missile load allows the Firehawk to attack aircraft, while the bomb load out allows it to attack ground vehicles and structures. My slogan is - 'the easy things first' (is it?), so select your Firehawks (best is to group them in groups of 4, for easy bombing later on), arm them with missiles and let them take down a Venom. Your Firehawks are all hero-status, so don't be afraid to use them. When they return, it's best to arm them with bombs again, since aircraft barely damage them. The closest base you can take over is north of your current location, and just a Mammoth Tank, Pitbull and APC (with Engineer) can do so. The base to the northwest can be a bit trickier, because you'll encounter quite some units. With the help of your vehicles, and perhaps the Firehawks, this shouldn't be too hard though. The real fun starts when you are allowed to take down all the bunkers. Just select 4 of your Firehawks and let them bomb something. When they bombed something, let your other Firehawks bomb something else. By switching between the groups you can easily take down all you need to take down. Note: If, according to the game, you didn't take down a bunker yet, make sure not even a single vehicle made it through. ------------------------------------------------------------------------------ Mission 10: Sarajevo [CC.03.12] ------------------------------------------------------------------------------ Kane is making his last stand at Temple Prime in Sarajevo. Your mission is to take out his defending forces, destroy the surrounding compound, and disable the ion disruption towers will open up options for GDI Central Command now that the Ion Cannons are nearly back online. However, be aware that Kane and his Science Ministers have been working on a Liquid Tiberium device of considerable power within Temple Prime. It is imperative that you do not use the Ion Cannon on Temple Prime yourself without authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the Temple and set off a chain reaction in the large Tiberium fields found throughout this Yellow Zone - the resulting blast would be massively destructive and may kill millions. This is a decision that will have to be made at the highest levels of the GDI command structure. ------------------------------------------------------------------------------ This mission isn't hard, just long. PO 1) Destroy Ion Disruption Field Generator 1 This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes. PO 2) Destroy Ion Disruption Field Generator 2 This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes. PO 3) Destroy Ion Disruption Field Generator 3 This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weaken the forcefield and to allow Ion Cannon strikes. BO 1) Capture Nod's science ministry building Capturing this building will provide important intel on Nod Tiberium research and further insight into Kane's mysterious plans. A good defense is what you will need first. Build the Refinery next to your Armory, so that damaged Harvesters (build another one) will get repaired automatically. Start building your base, and train a few Rifle squads. Let them enter the APCs and put them to the northwest of your base. Put some Mammoth Tanks (once you can build them) to the north of your base (the middle path) with a Rig (so they get fixed) and a few Pitbulls (against aircraft attacks later on). Some vehicles to the east (near the Tiberium field) with a Rig will be a good defense against the units/vehicles that come from there. And this is your basic defence throughout the mission - it should be perfect. If you feel you need more strength, just build more APCs/Mammoth Tanks and make them defend the base. PO 4) Build an Ion Cannon control center The Ion Cannon control center is used to relay surface strike coordinates to the Ion Cannon that's orbiting the planet in space. Sooner or later this message will pop up (most likely soon), so build the Ion Cannon when you can. It's time to prepare for an attack against the Nod, but wouldn't it be easier if they won't even get through their own gates (almost?). I thought it was. Take a team of about 6 Mammoth Tanks, a Rig and a Surveyor north of your base. You will find a Tiberium Field here. Start a new base here, and the units that think about attacking the base from the north, will find a quick death. If you don't think you need this, skip this part and go all the way up. There is another Tiberium field here, and a great place to build another base. So it's up to you - easy income and a great defence by building two addition bases (north, and even more north), or just one extra base all the way up in the north. BO 2) Capture the Mutant Hovel Capture the Mutant Hovel with an Engineer. This will allow the recruitment of Mutants to fight for our cause. As you get all the way north, this Bonus Objective will pop up. Combine an Engineer with an APC to capture the Mutant Hovel. It's not likely that you'll use the Mutants, but it's a nice gesture of them to help you. Set up your base here, and quickly build some Mammoth Tanks and a Rig to defend this base. It's time for a full onslaught on the Nod. The key to defeating the Nod is a big Mammoth Tank rush. With a team of 24 Mammoths (I used 12, but needed help when I got near the last Ion Distruption Field Generator) that have the Railgun upgrade, this will be an easy task. It'll just take a long time to build, that's for sure. Once you have your team of Mammoth Tanks (keep building them, perhaps you need them) take down the Hand of Nods (remember them?) in the most northern part and drive into the base. Destroy anything that can be destroyed. While riding through their base, you'll get a few more Bonus Objectives. PO 3) Capture Liquid Tiberium Factory Capturing this facility will provide important intel on Nod's Tiberium lignifications process and restrict their ability to use this technology against us. PO 3) Destroy an Avatar with the Commando Use the Commando to attack the Nod Avatar. The Commando is an expert at taking down large walkers by planting an explosive pack on their hull. The Liquid Tiberium Factory can be taken over by an Engineer, I don't have to go in details here. The Avatar has to be taken down before you destroy the Nod building responsible for this. Accordingly, you can also wait until Nod attacks your initial base with Avatars and then just take one down with a Commando. However, keep moving and destroying the base and Ion Distruption Field Generators. Once they are all gone (it's just mindless destroying, nothing special will happen in the meantime) a FMV will start. It's time to take down Nod using the Ion Cannon (why they can't just take it down with a few Mammoth Tanks or a Commando is beyond me). PO 5) Destroy Temple Prime with the Ion Cannon Now that the forcefield has been neutralized, HDI Command has ordered that Temple Prime be destroyed by the Ion Cannon. Well... blow the thing up to cause havoc to enter the world. The Scrin will come to Earth. ------------------------------------------------------------------------------ Mission 11: Munich [CC.03.13] ------------------------------------------------------------------------------ The savage, unexpected attack on Munich by the invaders has taken the city's garrisoned GDI forces completely by surprise. The battle was over before it began. As the invaders ruthlessly wipe Munich from the face of the Earth, you must marshal the surviving GDI forces and fight a desperate rearguard action, holding off the enemy just long enough to allow the GDI F-T Lab engineers to escape in armored transports. These engineers have key information about our new enemy, and must reach safety. ------------------------------------------------------------------------------ This mission will be over within 5 minutes. That's a surprise, isn't it? PO 1) Protect the Civilian Transports These Civilian Transports contain what is left of the GDI F-T Lab engineers. Protect them at all costs - at least one must survive. BO 1) Capture the GDI Lab This HDI Lab contains vital research. Send in an Engineer, capture it and obtain the information, or GDI F-T research may be set back five years or more. Don't drive in front of the Civilian Transports, since they will simply stop and let you go first. Send and Engineer towards the GDI Lab. He should make it. After some driving, the vehicles need to get repaired, so drive towards the base. After that, they will go southwest again. BO 2) Capture the Power Plant This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get these Engineers in there and get the thing working...we need all the help we can get. Use your Engineers to capture the Power Plant. Nothing hard here. After a short while the Civilian Transports (or at least Transport) will reach the small base and the mission is over. Easy, eh? ------------------------------------------------------------------------------ Mission 12a: Cologne [CC.03.14] ------------------------------------------------------------------------------ Cologne is under attack by the invaders and the city is in its last throes. However, initial recon has revealed that the GDI base in Cologne was left relatively intact by the enemy after it was abandoned by the garrison force when the alien attack started. An advance team is being dispatched to determine the size and scope of the alien presence in the city and you'll be in command. Once you determine what you're up against, we'll send you an engineering team to get the GDI base up and running again. Protect the engineers until they can reach the base, then build up a strike force and drive the aliens from Cologne altogether. It's not too late to save the city. ------------------------------------------------------------------------------ The key to this mission is to be fast. The Scrin won't stop developing during this mission, and if you're fast you can take care of them pretty easily. PO 1) Scout Alien Structure GDI Intelligence has located an unknown Alien Structure to the north of the city. Investigate and confirm. You have a Commando and Zone Troopers, so you may understand that moving around won't be much of a problem. Just take small steps until you reach the Scrin base. If you encounter a Tripod, let your Commando take it down with explosives. Once you reached the base, you'll get more objectives. PO 2) Protect the Engineers This is the only available engineering detail south of Danzig. Keep it alive at all costs. PO 3) Capture the northeastern Power Plant This Power Plant is the center of the GDI power grid. Capture it and restore power to the base. Take the new units north and let an Engineer take over the Power Plant. You'll probably get attacked, but it's ok - you can make it. PO 4) Destroy Alien Command Center We cannot establish a forward base until we have eliminated the Alien Command Center. Without direction, the Alien threat is significantly reduced. BO 1) Capture the Reinforcement Bay Capture the Reinforcement Bay in order to gain access to Juggernaut artillery. BO 2) Capture the northwestern Power Plant This Power Plant runs the Sonic Emitter array on the west side of the city. Capture it and the array will come back online. As I said before, speed is the key here. Near the Reinforcement Bay, you'll find some Scrin units. Take them down, and then send an Engineer that way. Move the Juggernauts to the western side of the bridge and let another Engineer take over the Power Plant. This will be a good defence for the next 10 minutes or so. Soon enough, the Scrin will bring in air support and take down the Sonic Emitters though, unless you bring in units that can take care of the air units. It's up to you what to do - you can perform a Mammoth Tank rush (also upgrade to the Railgun) or you can, which I found the easiest, build two Airfields, build 8 Firehawks and then do a suicide run on the Alien Command Center. Save before you try this, since you may need to build additional Airfields and Firehawks in order to take the structure down in one run. ------------------------------------------------------------------------------ Mission 12b: Stuttgart [CC.03.15] ------------------------------------------------------------------------------ While Stuttgart is ostensibly under complete alien control, GDI has received several distorted transmissions from within the city indicating there are survivors either in hiding or pinned down by alien forces. One of these surviving units - and elite Commando - has managed to evade his attackers. You will work with this Commando to round up as many other surviving units as possible, then use the resulting force to take out the alien base dominating the city. Keep and eye out for a GDI combat engineering team - they are capable of reactivating both GDI's Stuttgart base and the city's defensive grid, which would make the mission far easier. ------------------------------------------------------------------------------ PO 1) Capture or Destroy Alien Structure This structure appears to be the focus of Alien efforts in the area. Marshal your forces and capture or destroy it. PO 2) Rescue Engineers This is the only available engineering detail south of Danzig. Keep it alive at all costs. BO 1) Rescue Zone Troopers Alien air units have trapped this Zone Trooper squadron in the Stuttgart rubble. Destroy the aircraft and the Troopers are yours to command. BO 2) Rescue Snipers Dispatched to scout the area, these Snipers are now pinned down by Alien infantry. Kill the infantry and rescue them. BO 3) Rescue Infantry Squad An Infantry platoon took shelter in these structures during the attack, but found themselves surrounded by alien Disintegrators. If the platoon moves, the drones will notice them, enter the building and kill them all. Eliminate the Disintegrators in order to free the platoon. BO 4) Destroy a Tripod with the Commando Use the Commando to attack the Alien Annihilator Tripod. The Commando is an expert at taking out large walkers such as the Tripod. Before saving the Engineers, let's rescue the additional units first. This will make the mission easier (not that's it's hard to begin with). You'll encounter a Tripod eventually, so when you do, take it down with your Commando. First go rescue the Snipers, then help the Infantry squad. We'll rescue the Zone Troopers later. Once you got the units, head to the Engineers and help them. PO 3) Capture the eastern Power Plant, activating the GDI Base This GDI base was damaged during the attack, but appears to be semi-functional. Get the Power Plants back online and you'll be able to build new combat units and Engineers. Lose all your Engineers before capturing the base and you will fail - it is essential to your success. BO 5) Capture the northern and western Power Plants to activate the Sonic Emitter arrays As our experience in Munich shower, Aliens are weak against Sonic Emitters. Capture both Power Plants and get the arrays back online. BO 6) Capture the southern Power Plant to activate the Command Post Stuttgart's Command Post appears to be mostly intact. Get its Power Plant functional to regain radar information. BO 7) Capture the southwest Power Plant, activating the Armory Giving the weakened state of our forces, this Armory should prove invaluable. Use your Engineers to capture the Power Plant and get it back online. First, help your Zone Troopers. It shouldn't be hard. Move towards the Armory and use an Engineer to take over the Power Plant. We don't have any vehicles here, but it may come in handy in a bit. From there, move to the east and capture the Power Plant on the way to bring back the Command Post, and thus the radar. Now its time to kick some Scrin ass. Move further east and take over the GDI base. Also take over the Tiberium Pike on your way for additional resources. You pretty much have unlimited resources, so its time for a good old Mammoth Tank rush. Build around 12 Mammoth Tanks, plus two APCs with Engineers. Move back towards the Armory (the Scrin generally won't show up once you took care of them, so this way your units won't get damaged). From there, move north and destroy the Scrin base. Use your Engineers to take over the Power Plants, although it's not really needed. Bye-bye Scrin! ------------------------------------------------------------------------------ Mission 13: Berne [CC.03.16] ------------------------------------------------------------------------------ After launching a costly but successful counterattack against the Alien invaders, the newly-reconstitured GDI is finally in a position to push the Aliens out of Europe once and for all. The key is the invader's central base in Berne, Switzerland. The invaders have turned Berne into a brutal urban wasteland, a vast staging area for the invasion of Northern Europe. The alien encampment is spread across the ruined city and split intro three sections: a heavily-defended central base to the northeast of the city and two adjacent support bases, one armor and one air, all ringed with what seems to be newly-seeded Tiberium fields. This is going to be a tough one. Destroy the main base. No survivors. This is personal. ------------------------------------------------------------------------------ PO 1) Destroy the primary base Drone Platform This appears to be the central coordinating base for all Alien operations in Europe. Destroy it and we'll turn the tide. From now on, it's important to start expanding your tech tree as quick as you can. Create an Armory to the northeast of your Construction Yard and a few Battle Bases (Rigs) to the north and east of your base. Build additional Harvesters to get resources more quickly. The Scrin will mainly attack with infantry from the north and aircraft from the east. Why? Because they have an infantry base to the north, and an aircraft base to the east. Once you set up a solid defence (I'm talking about a few Mammoth Tanks with the Railgun upgrade), it's time to get offensive. Build around 10 Mammoth Tanks, make sure you have the Ion Cannon ready to be fired, and head towards the eastern base. BO 1) Destroy the air base Drone Platform The Aliens have constructed an additional outlying base focused on aerial units. Knock it out and you'll have a much easier fight on your hands. The tanks should be able to take care of the base without too much trouble. However, once the base is destroyed, the Scrin will attempt to launch an attack on you. BO 2) Destroy the Alien Signal Transmitter The Aliens appear to be using this structure to summon something large and, presumably, dangerous. Destroy the Signal Transmitter before this happens. Use the Ion Cannon on the Signal Transmitter to stop the process. If you are unable to destroy the Signal Transmitter, a Mothership will show up and head towards your base (this is another BO, but I forgot to take a screenshot of it). If this is the case, around 8 Firehawks with Missiles will be able to take care of it, as long as you start to attack it soon enough. Whatever you do, there are still units coming from the northern side of the map. Repair any Mammoth Tanks that didn't get destroyed, make sure you have around another 10 Mammoth Tanks or so and then roll towards the northern base. BO 3) Destroy the armor base Drone Platform The Aliens have constructed an additional outlying base focused on armored units. Destroy it and their forces will be significantly weakened. Destroy this base as well, and let the Mammoths that made it stay put. For the attack on the main Scrin base, you'll want around 20 Mammoth Tanks. And even with 20 of them, it'll be a bit risky (but possible). Once you have 20 Mammoth Tanks, head east from the base you just destroyed and focus on the Drone Platform. If you are not sure you can destroy it with just your Mammoth Tanks, use the Ion Cannon to take out anything near it and use your Firehawks with Bombs to finish the rest. ------------------------------------------------------------------------------ Mission 14: Rome [CC.03.17] ------------------------------------------------------------------------------ It's time to take the fight into the Red Zones and destroy the giant towers under construction by the invaders. Central Command isn't keen on waiting around to find out what those things are actually going to be used for... the answer is sure to be one that we won't like. You're the test case; you're going to take down the tower near Rome. You will deploy into the Italian Red Zone and set up shop behind a large Tiberium chasm that is not connected to the main landmass. While this provides a natural defense, you'll have to utilize jump jets, call-for-transport and aerial units to move across the chasm and create expansion bases. Scanners indicate several spatial anomalies in the area and Alien entities are flooding into the region at an alarming rate. To make things worse, Nod has set up camp in the northwest. Given Nod's erratic behavior since the arrival of the invaders, you should be prepared for anything. The situation is crazy and getting more so by the minute. ------------------------------------------------------------------------------ PO 1) Destroy Three Alien Phase Generators Three Alien Phase Generators are protecting the Alien Tower. Destroy them to make the tower vulnerable. PO 2) Destroy the Alien Tower The Alien tower is surrounded by Storm Columns which will complicate a direct assault. Once the Phase Generators are down, utilizing the Ion Cannon may be your best bet to destroy it. You start with a few Zone Troopers, which you should put in the eastern side of the 'isle'. Quickly build up your tech tree, so you can put around 3 Anti-Air turrets in the northern part of your base. Also create another squad of Zone Troopers and a Commando. The faster you do this, the easier this part of the mission will be. Once you have them ready (10 Zone Troopers, 1 Commando), jetpack to the other side of the chasm, in the east. BO 1) Destroy the Alien Masterminds teleporting the forces The Alien Mastermind appears to be teleporting attack forces across the Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks. You'll soon see the Mastermind, but he'll probably hide behind a shield. Destroy buildings and units until it comes out again and take it down. Once you did this, no more Scrin units will bother your base to the west (assuming you don't idle around). Move further east to find a Scrin superweapon. BO 2) Prevent Aliens from using Rift Generator The Aliens are preparing to use their super weapon. Destroy the weapon before they are able to use it on your base. With your existing Zone Troopers and Commando, take down the Rift Generator. Not hard at all, and it'll prevent the Scrin from attacking you. Move back to the west and let your forces wait near the blue Tiberium. Build a Surveyor and use the call-for-transport function (assuming you build an Airfield) to move it across the chasm. Set it up, create an Armory and Refinery and build another Harvester or so. The Scrin and Nod will both attack you, so it's of the utmost importance that you have the ability to build Mammoth Tanks (with Railguns) at your eastern base. A Battle Base with a couple of Mammoth Tanks will be able to defend your base. Make sure you can fire the Ion Cannon after you destroyed the Phase Generators and build around a total of 20 Mammoth Tanks (15 should do). You could bother taking out the Airfields of the Nod (stay on the western side of the map and head north), but it's not really worth your time and money. Using your small army of Mammoth Tanks, visit each Phase Generator. The Scrin will teleport units in, but they aren't exactly hard units. Especially not against 20 Mammoth Tanks. After each Phase Generator is destroyed, fire the Ion Cannon on the Scrin Tower to finish this mission and move on. ------------------------------------------------------------------------------ Mission 15: Ground Zero [CC.03.18] ------------------------------------------------------------------------------ Right at the heart of Ground Zero is a unique alien structure that GDI scientists are calling the Control Node. It appears to be channeling Tiberium radiation to the alien forces all over the planet. If you can destroy the Control Node, there is a good chance that all of the alien units will cease functioning and the invasion may be stopped dead in its tracks. Yet again, Nod forces have arrived ahead of us and they appear to have engaged the aliens. The two sides are currently fighting over a central hill near Ground Zero and will likely use this location to stage attacks or construct super weapons. You'll have to improvise. Try capturing enemy structures for your own use. Wipe out the Nod and alien forces that get in your way. Also, be advised that we have intel on an unidentified alien entity en route towards the Control Node. ------------------------------------------------------------------------------ What is REALLY important here, is a good defense and building up your tech tree as fast as possible. If you are ahead with the Ion Cannon, it'll mean you can take down theirs without too much trouble. PO 1) Destroy the Alien Control Node General Granger believes the alien Control Node is channeling Tiberium radiation to the entire alien force. Destroy it and the aliens will be defeated once and for all. Expect heavy resistance. PO 2) Defeat the Nod forces Nod is in the area and poses a threat to our operations against the alien Control Node. Eliminate their base to the north. BO 1) Capture an Enemy Superweapon The aliens and Nod are vying for a position along the chasm. They will likely use this strategic location to construct superweapons. Capture an enemy Rift Generator or Temple of Nod. BO 2) Divert the Alien Mothership to the Nod base An Alien Mothership has been summoned to the battle and is headed towards our base. You may temporarily divert the Mothership to Nod's base by taking out the disruption towers in front of their base. Whether or not you divert the Mothership, eventually you will need to destroy it. Start with setting up a Armory in the west, and let your tanks surround it. Also let your Snipers get near it. The Scrin will first attack from the west, so build up a tech tree and put a few Mammoth Tanks (with Railgun) here. Also set up two Battle Bases to the north and northeast of your base, with each 2 or 3 Mammoth Tanks. If you plan on taking over a Superweapon, get some APCs with Engineers and a few Mammoth Tanks to escort them, but I wouldn't suggest it. Once the defence is set (some AA turrets may help here and there), you need to look into both superweapons. The Scrin will rebuild theirs eventually (if they do, take it down with your Ion Cannon and finish it with 8 Firehawks), but the Nod won't. The Scrin one is easy to defeat though, a few Mammoth Tanks will take care of it. The Nod one, as said before, can be defeated by aiming at it with your Ion Cannon and then by bombing it with Firehawks. If the Scrin rebuild it, lower it with your Ion Cannon and bomb it with 8 Firehawks. Always. When you get the second BO (diverting the Mothership), use one Firehawk with bombs on each Disruption Tower to take care of that. This will cause the Mothership to head to the Nod base first (and get damaged as well). It will return to you, but 8 Firehawks with missiles will take care of it with ease. Just don't forget the Nod superweapon. Around here, a cinematic will start, where you get the possibility to use the Liquid Tiberium Bomb. It's your call, but keep in mind that the mission can be finished easily without it and you will get a 'bad' ending when using it. Instead, it's a great idea to keep Nod alive, and only destroy their Construction Yard. Why? Because the Scrin and Nod will fight each other, and won't bother you as much. So ready the Ion Cannon, attack the Construction Yard with it (which will also bring down a lot of AA-turrets) and bring 8 Firehawks here to finish the job. This will complete the second PO and save you a lot of time. The Nod may bomb you, but it's better than anything the Scrin can pull off against you. It's a good idea to start another base to the west of your main base, and build an Armory and Refinery here. Pop up some more Harvesters, and start to mass produce Mammoth Tanks. They should be able to keep off any attackers coming your way. When the Scrin rebuilt a Superweapon, destroy it, and keep building the Mammoth Tanks. When you have around 15 to 20, gather them all at your western base (it'll be a suicide run) and start to attack the Control Node. When they use a shield on it, let your Mammoth Tanks attack units and buildings until it's possible to bring the Control Node down. After a short while you will destroy it, and finish the mission and GDI campaign. Congratulations! ============================================================================== Walkthrough Nod [CC.04.01] ============================================================================== Coming next version. ============================================================================== Cheats [CC.05.01] ============================================================================== ------------------------------------------------------------------------------ Play as Nod in Skirmish-mode of the Demo [CC.05.02] ------------------------------------------------------------------------------ At the skirmish-mode's option screen, hold N and click on your army to make Nod selectable. To switch back, do the same, but hold G. This works on the army of the computer as well. Source: GameFAQs.com ------------------------------------------------------------------------------ Scrin campaign [CC.05.03] ------------------------------------------------------------------------------ To start playing the Scrin campaign, you need to finish both the Nod and GDI campaign. ============================================================================== FAQ [CC.06.01] ============================================================================== Q: What does the Kane edition have what the normal edition doesn't? A: A bonus DVD with a documentary, strategy videos, deleted scenes and covers, plus five wallpapers, five extra multiplayer maps and unit skins for all three factions. Q: How can I uninstall this game? A: The setup seems to freeze upon uninstalling. Just leave it running in the background - it'll start eventually (within 30 mins, since I turned my screen off and returned after 30 mins). ============================================================================== Conclusion [CC.07.01] ============================================================================== I hope you enjoyed my guide, since I put a lot of work in it. If you encounter problems, feel free to mail me. Also suggestions, feedback, comment etc. are accepted, the mail addy is on top of this file. Thanks-list: Stephen Ng, Justin, Juan And especially you, for reading this. For other guides, you can check this link: http://www.grawl.nl http://www.gamefaqs.com/features/recognition/13739.html ============================================================================== Copyright (c) 2007 by Grawl. All rights reserved.