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Tiger Enters A Cheat code into the XBOX 360


NabbyFan07 asked: "I just got the Xbox 360 and I don't really know how to enter cheats. Do you use the D-pad, joystick, what? Could someone please tell me the real thing soon? I am playing Marvel Ultimate Alliance but don't know which way I should enter it. Thanks."
Fingers replied: 'use the d-pad much easier for code entry'
I am the cure! replied: 'Usually with Xbox or 360 codes, either will work unless it specifically says "D-pad" or "L-stick," but as already mentioned, the pad is easier because you may accidentally push the stick forward while going left or right..'
Diego O replied: 'the d-pad'
Mcfly asked: "I NEED XBOX 360 TONY HAWKS PROVING GROUND CHEAT CODES now if you dont have any how can i get them for FREE"
Daniel L replied: 'http://www.gamewinners.com/Cheats/index.php/Tony_Hawk%27s_Proving_Ground_(Xbox_360)#Cheat_Codes'
gymnast replied: 'Go to its awesome!!!!!!!!!!!!!!'
Deja r asked: "Where can i find grand theft auto san andreas cheat codes for xbox 360"
perfecsaiyan replied: 'http://www.gamefaqs.com/console/xbox/code/925634.html'
♀ice_c0ld0♀ replied: 'GTA San Andreas is on 360? Or did you mean just xbox? Here is a list of cheats for xbox.'
Michelle S asked: "ARMY OF TWO XBOX 360 CHEAT CODES OR UNLOCKS."
dink2837 replied: 'the only way to get a cheat code for the game was to preorder it from the game store. mine came along with a cheat code to unlock 2 secret guns, but the code only works once, i tried using it on my friends account and it didnt work.'
VIRGO-06 asked: "Does anyone know of any cheat codes for the game Command & Conquer 3: Tiberium Wars. (on xbox 360, not PC)"
kace309 replied: 'Achievements and UnlockablesGDI Bronze(20)-Finish GDI /w bronze medal and bonus ribbonNod Bronze(20)-Finish Nod /w bronze medal and bonus ribbonAlien bronze(20)-Finish Alien /w bronze medal and bonus ribbonGDI Silver(25)-Finish GDI /w silver medal and bonus ribbonNod Silver(25)-Finish Nod /w silver medal and bonus ribbonAlien Silver(25)-Finish Alien /w silver medal and bonus ribbonMcNell Legacy(100)-Finish GDI /w gold medal and bonus ribbonYou Can't Kill the Messiah(100)-Finish Nod /w gold medal and bonus ribbonGAME OVER!(100)-Finish Alien /w gold medal and bonus ribbonSomething To Write Home About(220)-Complete all 3 campeignsDr. Moeblus Award(20)-Gather 100,000 in MP gamesRookie No More(20)-Complete boot campNo LIfe(100)-Play MP for 100 hoursNod Unleashed(5)-Complete the GDI TOW: Washington D.C.Simon Says, You LOSE(0)[negative award]-lose a single player game 3 times in a rowThe Golden Rule(0)[negative award]-lose 5 MP games in a rowMister NO it all(0)[negative award]-skipping boot camp suggestion from SPLosing Face(0)[negative award]-lose to someone ranked 20 below you in a MP ranked gameGDI Campaign(80)-GDI campaign finishedNod Campaign(80)-Nod campaign finishedSecret acheivements----Welcome to 2047(20)-Press the A button 2047 times, the year the game takes place. Must be done in single map{SP/skirmish only, not MP}The truth(20)-Completing both GDI and Nod campaigns.Unlockables---Unlock all alien moves-get the "Something to write home about," acheivementAlien campaign unlocked-Get the "The truth," Secret acheivementNod Campaign unlocked-get the "nod unleashed," acheivementUnlock all GDI Movies-Get the "GDI Campaign," acheivementUnlock all Nod Movies-Get the "Nod Campaign," acheivementUnlock all Nod Movies-=============================================================================== He who controls the past commands the future.=============================================================================== ____ ___ __ __ __ __ _ _ _ ____ / ___| / _ \ | \/ || \/ | / \ | \ | || _ \ ______ | | | | | || |\/| || |\/| | / _ \ | \| || | | | / ___ \ | |___ | |_| || | | || | | |/ ___ \| |\ || |_| | \/ \ \ \____| \___/ |_| |_||_| |_|_/ \_|_| \_||____/ ___) / ____ ___ _ _ ___ & _ _ _____ ____ (___ ( TIBERIUM WARS / ___| / _ \ | \ | | / _ \ | | | || ____|| _ \ ) \ | | | | | || \| || | | || | | || _| | |_) | /\___/ / | |___ | |_| || |\ || |_| || |_| || |___ | _ < \______/ \____| \___/ |_| \_| \__\_\ \___/ |_____||_| \_\=============================================================================== He who commands the future conquers the past.===============================================================================Copyright 2007 - Staley, Deuce ex Defcon. Any site that wishes to host any ofmy guides is free to do so, provided you contact me prior to posting theguide(s), as I like to know where they're being used.I cannot guarantee any site other than GameFAQs will always have the mostcurrent form of my guides, so if there's ever any doubt, always check GameFAQs.If you find an outdated form of any of my guides on any other site(s), pleasecontact me, and I will contact the site(s) to get it updated.All questions, comments, and so forth concerning this guide can be posted on mysite here: Or if you're not fond of message boards, please feel free to email at or try me on AIM (Deuce ex Defcon). -----------------------------------------------------------------------------| ========================= || | Contents | || ========================= | -----------------------------------------------------------------------------***Please note that this guide is currently incomplete. Walkthroughs and intel entries for the GDI campaign are finished, but I haven't added anything related to the Nod or Scrin campaigns/intel entries, nor have I done anything with the units/structures lists. All in good time.0.00) General Notes1.00) Walkthrough 1.10) GDI Missions 1.11) North Carolina Badlands 1.12) The Pentagon 1.13) Langley AFB 1.14) Hampton Roads 1.15) The White House 1.16) Casabad 1.17) Alexandria 1.18) Cairo 1.19) Croatia 1.20) Albania 1.21) Sarajevo 1.22) Munich 1.23) Stuttgart 1.24) Cologne 1.25) Berne 1.26) Rome 1.27) Ground Zero4.00) Intelligence Database 4.10) GDI Intelligence Database 4.11) GDI InOps 4.12) GDI News Wire 4.13) GDI Eyewitness Accounts 4.14) GDI Weapons, Tactics, and Systems 4.15) GDI Archives7.00) End 7.01) Version History 7.02) Closing =============================================================================| ----------------------------------------- || | 0.00) General Notes | || ----------------------------------------- | =============================================================================-----------------------------Intelligence Database Entries----------------------------- - Throughout the game, you'll be able to collect little bits of informationin your intelligence database. These files don't really have any effect on thegame, they're just there for collection purposes (and for you to read, assumingyou're interested). Sometimes these entries are simply given to youautomatically, but sometimes you need to accomplish a bonus objective or dosomething else to get them. I've listed which entries are found in eachmission in this guide, and I've also marked them in the walkthrough between{these} to show where in the mission you should be getting the entry. You canfind more detailed information (including complete transcripts of each entry)in section 4.00) of this guide. =============================================================================| ----------------------------------- || | 1.00) Walkthrough | || ----------------------------------------- || | 1.10) GDI Missions | || ----------------------------------------- | =============================================================================| ----------------------------------------- || | | || | 1.11) North Carolina Badlands | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Recent satellite intelligence points to a suspicious level of activity in the North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may be setting up shop there. Your mission is to investigate and report back as soon as possible. An abandoned GDI training facility is located nearby - use that as your base of operations in the area."=====================Intelligence Database=====================GDI Weapons, Tactics, and Systems - Mobile Construction Vehicle - Barracks - GDI Riflemen - GDI Missile Squad - GDI EngineerGDI Archives - GDI Base Closure - Tiberium Primer==================Primary Objectives==================1) Determine the status of the GDI Outpost."This outpost was abandoned many years ago after its strategic value waned. Once you arrive at the outpost it can be reactivated remotely."2) Build a Barracks and 3 GDI Riflemen Squads."You'll need a barracks in order to train infantry units. To build a Barracks, select the Construction Yard and then click on the Barracks icon. Once it has finished building click the Barracks icon again and then place the Barracks in your buildable area."3) Build a Power Plant."Select the Construction Yard and click on the Power Plant icon. Build and deploy it just like the Barracks. Because your base has low power, you may want to turn off other buildings. When your base is low on power, all units and structures build slower."4) Repair the Command Post."To repair the damaged Command Post, use the Repair Button on your Command Bar, located on the top right next to the power button. Then click on the Command Post."5) Eliminate the Nod Outpost."Destroy all the Nod Forces, the Hand of Nod and the Nod Outpost. A company of Missile Soldiers will be sent to assist you. Their missiles are much more effective against structures than standard GDI rifles."6) Repair the Bridge."Two Engineers are en route via V35 Ox Transport. Once they arrive, send one of them into the Gatehouse to repair the bridge."7) Build an Airfield."The Nod presence in this region is far greater than we had expected. We will need air support. Build an Airfield from the Production Structures Tab to gain access to aircraft."8) Destroy the Nod Barracks, War Factory and Construction Yard."Devastate this Nod Base by destroying these key structures.================Bonus Objectives================1) Build a Watchtower."Protect your base from Nod infantry by building a Watchtower. To build a Watchtower, click on the Watchtower icon located in the Support Structure Tab. Once it has finished building, deploy it anywhere inside your ground control area. The white circle marks the range of the Watchtower."2) Build a second Infantry queue."Build a second Barracks from your Production Structures Tab so that you have a second infantry queue. This will allow you to train infantry in parallel giving you the ability to put more soldiers on the field quicker."3) Build a Tiberium Silo."Build a Tiberium Silo from your Support Structure Tab. Doing so will increase Doing so will increase the amount of credits you can store at once."4) Capture one of Nod's buildings."Select your Engineer and then send him into an enemy structure. The Engineer will capture it, giving you full control of the structure."5) Sell the captured Nod structure."After you've captured the structure you can then sell it. Use the Sell Button located at the top of your Command Bar. Click on the $ and then click on the building you want to sell."6) Capture the Tiberium Spike."Many structures, like this Tiberium Spike, can be captured by Engineers and put to use. Tiberium Spikes generate extra funds over time by drawing Tiberium out of the Earth."===========Walkthrough===========This is your standard RTS introductory mission, and they do a pretty good jobof telling you exactly what you need to do to finish the mission, but just forgood measure, I'm going to cover it all too.Start by taking your riflemen east to the abandoned GDI base and slaughter theNod infantry in the middle of it. When you get control of the base, you'll getthe first of many Intelligence Database entries {GDI Base Closure}. Theseentries aren't really necessary to finish the game, they're just optionalthings that you can collect if you'd like (some of them are unavoidable, butsome of them will take a little effort if you want to get them). When theexplanation of harvesting is finished, you'll get another entry {TiberiumPrimer}.Your MCV will arrive soon {Mobile Construction Vehicle} and automaticallydeploy itself in the middle of your base. Build a barracks and place itsomewhere in your base {Barracks}, then train three riflemen squads from it tocomplete the next objective {GDI Riflemen}.Build a Watchtower when you're told to, then defend against the rush of Nodtroops from the east. You'll receive some missile troops {GDI Missile Squad},and you'll be able to train them from the barracks now. Build a secondbarracks to accomplish the second optional objective, then train some moremissile squads for the assault on the Nod outpost.Destroy the two western buildings in the Nod outpost, then wait for yourEngineers to arrive {GDI Engineer}. Use one to capture one of the tworemaining Nod buildings and use the other to repair the bridge (by putting itin the tower below and to the right of the bridge). Sell the captured Nodbuilding to accomplish another bonus objective, then build a Tiberium Silo toaccomplish another one.North of the bridge, you'll find a tower-like thing called a Tiberium Spike.Selecting it will tell you about another optional objective - train an Engineerfrom your barracks and get it into the spike to accomplish the objective.Move your infantry groups over the bridge when you're ready and assault the Nodvehicles there. Target the Raider Buggies first, then hit the Scorpions.Eventually you'll be told to build an airfield so you can receive Orcareinforcements. Do so, then build two more Orcas to fill the airfield. Usethem to assault the Nod base until you're given the option to use the IonCanon. Select it, then fire it into the middle of the Nod base to finish themission. =============================================================================| ----------------------------------------- || | | || | 1.12) The Pentagon | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now attacking the only remaining GDI world command hub in the Pentagon. If we lose the Pentagon, GDI will be thrown into chaos and the war will be lost. Your mission is to defend this vital installation. The first priority is restoring power to the building defenses and systems so you can repel the main Nod attack. Then you'll need to get an engineer into the Pentagon to reestablish the command and control system links. Your final objective is to counter-attack and drive Nod out of the area."=====================Intelligence Database=====================GDI InOps - GarrisoningGDI Weapons, Tactics, and Systems - APC - GrenadierGDI Archives - The Global Defense Initiative - About the Brotherhood of Nod==================Primary Objectives==================1) Bring the Pentagon's defensive power system online."The Pentagon is defenseless without its power. Get an Engineer into each of the three Power Plants and bring that power back online!"2) Capture the Pentagon with an Engineer."Only an Engineer can get the Pentagon's Command and Control systems online. You must protect your Engineers until the Pentagon is restored. Once Command and Control is restored we can turn this war around."3) Garrison each of the four Guard Towers with GDI Riflemen and hold off the Nod infantry wave."Nod has destroyed our Power Plants with their Vertigo Bombers. Our only chance to defend the Pentagon against superior odds is to garrison the Guard Towers around the perimeter of the Pentagon."4) Eliminate the Nod Central HQ."The Brotherhood of Nod has hastily erected a forward headquarters at the top of the hill. Prevent another attack on the Pentagon by destroying this forward HQ."================Bonus Objectives================1) Eliminate the small Nod base to the north."Nod has cut off our ability to bring in reinforcements to the north. Eliminating this base will enable Easy Company Grenadier reinforcements.2) Take back the city by clearing 4 garrisoned buildings."Nod has firmly entrenched troops within the city surrounding the Pentagon. Use our Grenadiers to clear these buildings out."===========Walkthrough===========Move your riflemen and engineers to the east to assault the Nod infantry thatare attacking your power plants {The Global Defense Initiative}. Use yourrifle squads to wipe out the Nod troops, then use an Engineer to capture eachof the three power plants. You'll then be told to capture the Pentagon, sosend another engineer over there and take it. You'll be told to garrison somenearby towers as your next objective - two of them are west of the Pentagon,and two of them are slightly north-west of it. Send a rifle squad into each ofthe four towers {Garrisoning} to complete the objective.Some APCs will arrive {APC} to the north-east of the Pentagon. Send them tothe left side of the Pentagon, then put a Grenadier Squad into each one of themwhen they exit the Pentagon {Grenadier}. You'll be given your next mainobjective soon {About the Brotherhood of Nod}, but if you want to accomplishthe bonus objectives, you'll need to do them now.Move your grenadier-loaded APCs west underneath the cluser of buildings there,and you'll receive a second bonus objective. Use the APCs to grenade the fourgarrisoned buildings to accomplish the second bonus objective. You'll receivetwo more APCs with grenadier units in them north of the Pentagon, so move yourcurrent group back there and join them. Head north and wipe out the small Nodbase there to accomplish the other bonus objective.With the small base destroyed, you'll receive a few more loaded APCs from thenorth. Add them to your current group, then gather the supply cratesnorth-west of where the small Nod base used to be. Move your entire group tothe south-east corner of the big Nod base now, then move in and wipe the placeout. Note that only the Crane, Hand of Nod, and Air Tower have to be destroyedto accomplish the final primary objective. =============================================================================| ----------------------------------------- || | | || | 1.13) Langley AFB | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Nod forces have overrun all of the major GDI air fields in the region. Your mission is to retake Langley Air Force Base, home of the Air Combat Command. A small GDI outpost near the coast might be useful as a base of operations. We'll drop your team off nearby. Once the outpost is secure, take back our airfields, get some Orca scout aircraft in the air, and then drive Nod out of the area."=====================Intelligence Database=====================GDI InOps - Calling for TransportGDI Weapons, Tactics, and Systems - Command Post - Sniper Team - Airfield - Orca Attack Aircraft==================Primary Objectives==================1) Eliminate the Nod forces attacking the GDI base."There is a small GDI Base under siege on the coast. Secure it and you will have a perfect platform to launch an assault on Langley Air Force Base."2) Reclaim the GDI Airfields to the northeast."GDI has two Airfields intact with operational Orca aircraft. Reclaim the Airfields by eliminating the defending Nod forces, then use the Orca as air support for your attack on the base."3) Destroy the Nod base to the northwest."This base is the central hub for the Nod forces controlling Langley. It is heavily defended against land based attacks."================Bonus Objectives================1) Capture the Tiberium Refinery in the city."The Tiberium Refinery used to supply the airforce base has been overlooked by Nod. Getting it up and running will give us ample supplies for our offensive."2) Rescue all 4 Snipers from Bravo Squad."The Snipers of Bravo Company have been scattered throughout the city. Find and rescue them."===========Walkthrough===========You receive a few infantry groups on the beach, so immediately use them toslaughter the Nod infantry to take control of the outpost {Command Post}. Putboth of your riflemen squads and a grenadier squad into the bunker closest toyour barracks, then stick both missile squads and a grenadier squad into thesecond bunker farther down the beach. These two bunkers will pretty muchdefend your base for the entire mission if you garrison them early.Build six APCs and enough grenadiers and missile squads to fill them, then movethem south-west into the city. You'll be given a new bonus objective tocapture the Tiberium refinery in the city. Use your APCs to clear out thebuildings, then get close to the refinery and look slightly north-east of it.You'll find a sniper unit, which is one of four that you'll need to find tocomplete the second bonus objective.Once you've secured the area with your APCs, train an Engineer and use him tocapture the refinery. Before you leave the area with your APCs, use one toclear out the building in the south-west corner of the map - there's anotherSniper group there. Return your APCs to your base, then build a few more andload them up with grenadiers and missile squads. See that garrisoned buildingdirectly north of your base? Take it out, then take out the one above and tothe right of it to free your last two sniper units {Sniper Team}.Take these two sniper units and garrison the building near the two Nod machinegun turrets north-west of your base. See the little icon in the upper-leftcorner of your screen that says Bombard Spotted Target when you hover over it?You can use that to lob a shell from the battleship at any target within asniper group's sight. Nod defense structures like these machine gun modulescan be rebuilt after being destroyed unless you take out the hub they'reattached to. If you destroy the hub, the modules are destroyed with it. Useyour bombardment option to destroy the hub, then move your APCs through thearea on your way to the airfields.The airfiels are on a raised platform, and they're guarded by some Nod missiletroops and some light vehicles. Your APCs will slaughter them, but you canmove a sniper group up there and bombard the Nod forces if you'd like. Onceall of the Nod units are destroyed near the airfields, you'll gain control ofthem, and eight Orcas will land {Calling for Transport, Airfield, Orca AttackAircraft}.The Orcas can easily finish the mission on their own. Simply fly them west tothe Nod base, then attack the main structures one by one until they're alldestroyed (you can tell which ones need to be destroyed by the yellow box thatoutlines them). As long as you stay fairly far to the north inside the base,you shouldn't have any problems with things firing at you from the ground. =============================================================================| ----------------------------------------- || | | || | 1.14) Hampton Roads | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their port operations. You'll do this from the inside, infiltrating an elite GDI commando into the facility. Take their radar offline by destroying the Nod Operations Center. Once they're blind, take out their nearby stealth bomber base. As soon as Nod's bombers are out of action, we'll send in a fleet of battleships and you can use sniper units to spot targets for the big guns."=====================Intelligence Database=====================GDI InOps - Logistics Crates: Targets of OpportunityGDI News Wire - The Ghost in the MachineGDI Weapons, Tactics, and Systems - Commando==================Primary Objectives==================1) Destroy the Nod Operations Center."Taking the Nod Operations Center offline will disable their radar and sonar detection. This will sow confusion among the defenders and therefore enable our Battleships to get in closer and lend artillery support."2) Destroy the bombers harassing our Battleships."Vertigo Bombers are preventing our battleships from getting into bombardment range. Destroy the Nod Air Tower to eliminate this threat."3) Destroy the Nod production facilities."The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply depot for their front line offensive. Destroy their production buildings to disrupt the port operations and stop the flow of reinforcements."================Bonus Objectives================1) Complete the mission using only the Commando."Complete the mission without using the reinforcements."===========Walkthrough===========Use the Commando to wipe out the approaching Nod troops {Commando}, then headnorth and detonate the Nod Operations Center. You can either walk therethrough the city or use the Commando's jump jet ability, whichever you'd like.With the Operations Center destroyed, head west and slightly north until yousee a yellow flashing crate thing. Move the Command on top of it {LogisticsCrates: Targets of Opportunity} to get healed, then move north-east andattack the cluster of Nod troops near the power plant there. There's a secondcrate nearby that will give your Commando a veterancy level.Head towards your second objective now. If you attack the airfield from above,you'll be able to take advantage of the red explosive barrels strewn about thearea. Shoot them with the Commando when Nod units are near them, and theexplosion will slaughter everything. The one west of the airfield willcompletely destroy it if you fire at it.With the airfield destroyed, you'll be given a bonus objective. Ignore yourreinforcements and use only the Commando if you'd like to achieve the bonusobjective. Don't worry - the Commano's almost invincible in this mission, soyou don't need the reinforcements at all anyway. Move the Commando east, thensouth towards the bottom of the map near the middle {The Ghost in the Machine}.Approach the main Nod base from the east, and stop to jump jet your Commandointo the square with the crate in the middle of it. It's another veterancycrate, which will make your Commando even more ridiculously powerful.There's a flame tank in the Nod base, so when you approach, be ready to retreatwhen it starts to come at you. Shoot the explosive red barrels along its pathto demolish it, then enter the Nod base and shoot the explosive barrels thereto do some serious damage right off the bat. Use your Commando to detonate thebuildings, and the mission will be complete. =============================================================================| ----------------------------------------- || | | || | 1.15) The White House | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"GDI morale sagged when Nod troops unfurled their red banners over the White House. Now you'll turn the tide by retaking this powerful symbol. Since Nod has a staging area nearby, you'll also get a chance to wipe out a large stockpile of high-end Nod weapons. Start with a small force to take out Nod's air defenses. A Firehawk squadron from Langley AFB will turn Nod's parked military hardware to burning junk. Then attack the Nod base right outside the White House itself."=====================Intelligence Database=====================GDI Eyewitness Accounts - Nod Stealth Technology - Nod Base DefensesGDI Weapons, Tactics, and Systems - GDI Base Defenses - Predator Battle Tank - Crane==================Primary Objectives==================1) Destroy the Nod air defenses."We have Firehawk attack jets armed and waiting. You need to destroy Nod's air defenses so the Firehawks can make their bombing run. We also have Ox transports with reinforcements standing by for deployment."2) Use your Firehawk Airstrike power on Nod's artillery outpost."Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb."3) Destroy the surrounding Nod base to reclaim the White House."Nod forces have set up a base in front of the White House. Destroy all of their production structures to drive them out of this area and take back the White House."4) Destroy the Disruption Towers around the Nod base."Nod is using those Disruption Towers to cloak its base. Destroy them and that should make their base vulnerable to our attacks."================Bonus Objectives================1) Suppress the Nod infantry advances by putting Snipers into the designated buildings."Snipers are extremely effective against infantry. Garrison them in the designated buildings for extra protection while they fire on Nod infantry."2) Destroy Nod's Power Plants."Commander, Nod appears to have a large number of their Power Plants just northwest of the White House. Destroying these might bring down their defenses and leave them more open to our attack."3) Destroy the Nod Secret Shrine."The Secret Shrine provides the ability to produce stealthed units. Destroy it to prevent Nod stealth attacks."===========Walkthrough===========Use two missile squads to destroy each of the Nod anti-air nodes on either sideof the Nod outpost (remember - destroying the node itself automaticallydestroys all of the modules) to complete the first objective, then use theFirehawk Airstrike icon in the upper-left corner of your screen to destroy theNod stockpile. Reinforcements will arrive - quickly deploy your MCV and builda power plant, barracks, and a Tiberium Refinery followed by an armory. Assoon as you place the Command Post, train two sniper units from your barracksand send one to each of the buildings highlighted in green on either side ofyour base. Send one of the riflemen squads you got earlier into eah building,too.Build and place a Watchtower at the top of your base {GDI Base Defenses} todefend against infantry, then build a War Factory and a few silos. Build afew Predator tanks from the war factory {Predator Battle Tank}, then build acrane {Crane}. Train some grenadiers and load them into APCs (six or so ofthem will be plenty), then send the APCs and your Predators up the west side ofthe map to assault the Nod power plants.Make sure you use your grenadiers in the APCs to wipe out the garrisonedstructures, then leave the Predators behind at the intersection near the middleof the map. Continue towards the powerplants with the APCs and wipe them outalong with everything else in the area, then retreat everything back to yourbase.Move your APCs to the east side of the map, then head north all the way to thenorth-east corner. You'll find a Secret Shrine up there, so destroy it toaccomplish another bonus objective {Nod Stealth Technology}. The only thingleft to do is assault the main Nod base in front of the White House now, sosend in a big group of Predators with your APCs and slaughter everything.Your Predators can demolish buildings quickly, and if you keep them moving,you can crush most of the Nod infantry under their tracks. When you destroyall of the Nod Disruption Towers and the rest of their base, the mission willbe over {Nod Base Defenses}. =============================================================================| ----------------------------------------- || | | || | 1.16) Casabad | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"InOps flagged an irrigation plant in Casabad as a possible chemical weapons factory. A GDI forward base was established nearby in preparation for a raid, but we've since lost contact with the base. We've also lost contact with a team of Zone Troopers sent to investigate. Get in there, secure the base, and then find out what's going on in that factory."=====================Intelligence Database=====================GDI InOps - Nod Aircraft - Commandeering Tiberium Spikes - New Nod Flame Tank - Liquid Tiberium ResearchGDI Weapons, Tactics, and Systems - Zone TroopersGDI Archives - Red, Yellow, and Blue Zones==================Primary Objectives==================1) Secure the Barracks by defeating the surrounding Nod forces."The last contact from the Zone Troopers came from this location. Eliminate any remaining Nod units to secure the outpost."2) Destroy the Weapons Research Lab."Intel believes this Nod structure is instrumental in Nod's efforts to weaponize Tiberium in a liquid form. It must be eliminated."3) Destroy the Nod War Factories."Nod is reinforcing its war effort in this region from these War Factories. Eliminate them."================Bonus Objectives================1) Capture all three Tiberium Spikes."Secure additional runding by capturing all three Tiberium Spikes in the area. Build additional Engineers to capture these Tiberium Spikes."2) Destroy the Nod Outpost."Nod is reinforcing their security of the research labs from this facility. Eliminate it to collect extra resources."===========Walkthrough===========Approach the GDI base and eliminate the Nod troops {Red, Yellow, and BlueZones}, then capture the Tiberium Spike with your engineer. Some Nod aircraftwill fly overhead {Nod Aircraft}, but don't worry about them yet. Send yourZone Troopers to the upper-right corner of your base to defend it {ZoneTroopers}, then start training more Zone Troopers. When you have another unitof them, send it north to the next Tiberium Spike. Train an engineer and sendit up there to capture the spike {Commandeering Tiberium Spikes}, then send theZone Troopers back to help defend the upper-right corner of your base (anddon't forget to grab the crate above and to the right of the spike first).You'll be raking in funds now, so crank out another four units of Zone Troopersfollowed by three more units of missile troops and an engineer. There're threecrates on a platform south-east of your base, two of which have money in them.Use the jump jet ability on your Zone Defenders to jump up there and grab them,then combine your forces together into two groups (Zone Troopers in one andmissile squads in the other). If you haven't already, select your Armory andbuild the Power Packs upgrade to give your Zone Troopers a nice boost.Head towards the third Tiberium Spike and clear it out, then capture it withyour engineer. Move east towards the Nod outpost next, and keep your eyespeeled for more supply crates. Assualt the Nod outpost and destroy it, butwatch out for the Nod planes you saw earlier - they'll shred your Zone Troopersif you're not prepared to take them out with your missile squads. Note thatyou actually have to destroy the Nod buildings to accomplish the bonusobjective, not just capture them (if you capture them, you'll have to sell themto accomplish the bonus objective).Gather any supply crates you see, then move north with your two groups. Whenyou reach the research facility, you'll find some new Nod vehicles guarding it{New Nod Flame Tank}. Your Zone Troopers should be able to handle them easily,but make sure you keep your missile squads away from them (you won't need themissile squads again anyway, so you could just leave them behind now if you'dprefer). Destroy all of the Nod units in the area, then destroy the researchfacility {Liquid Tiberium Research}.Move north and crush the remaining Nod buildings to finish the mission. You'llhave a much easier time doing this if you jump jet into the base from the westrather than running in from the south. There are a few more supply cratesscattered around the map if you'd like to collect them, but it's hardlynecessary to get them to finish the mission. =============================================================================| ----------------------------------------- || | | || | 1.17) Alexandria | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Nod is using the port of Alexandria to export nuclear and chemical weapons. Your mission is simple: Shut this operation down. Destroy the loading cranes to cripple their port operations, sink their ships to block the docks, wipe out their administration and control centers, and obliterate any military units and structures nearby. You'll have Mammoth Tanks at your disposal. Roll over them, Commander."=====================Intelligence Database=====================GDI InOps - EMP Control CenterGDI News Wire - Discontinuation of the Mammoth Mk II WalkerGDI Weapons, Tactics, and Systems - War Factory Repair Drones - Base Expansion using the Surveyor==================Primary Objectives==================1) Destroy all Nod loading dock cranes."Nod forces are loading weapons onto their ships for export. Destroy these cranes to disrupt dockside activity."2) Destroy all Nod Port Authority buildings."Nod's port operations are controlled from these Port Authority buildings. Take them out to cripple their port for the long haul."================Bonus Objectives================1) Destroy all Nod ships docked at the port."Destroy the docked ships to prevent them from delivering their hardware to other war efforts in the region."2) Capture the EMP Control Center in the city."Capture the EMP Control Center to gain the ability to fire an EMP blast which will disable all electronic devices within the blast radius."3) Deploy a Surveyor at the northern Tiberium Field."Build a Surveyor and deploy it by the Tiberium Field to the north. A Surveyor unpacks an expansion base at its deployment location and allows additional structures to be constructed around it."===========Walkthrough===========Place four or so Watchtowers along the upper-right side of your base to defendagainst the Nod infantry rushes (some of which will be stealthed), then place awar factory {War Factory Repair Drones} and some power plants. Once you have acommand post and a tech center, you'll be able to build mammoth tanks, andyou'll be able to get the rail guns upgrade from the tech center{Discontinuation of the Mammoth Mk II Walker}. Once you have a few moremammoths with the rail gun upgrade, send them north to the next Tiberium fieldso they can defend it.You'll be told about a bonus objective as soon as you see the Tiberium field,so build a Surveyor from your support structures tab and send it to the field.Deploy it {Base Expansion using the Surveyor}, then build a second refinery upthere if you'd like.Meanwhile, send a few mammoths to the lower-right corner of the map to wipe outthe Nod forces around the EMP Control Center, then capture it with an engineer{EMP Control Center}.The easiest way to take care of the last remaining bonus objective is to buildan airfield and four Orcas, then fly them safely above the docked ships anddestroy them one at a time. You can destroy the docks in the same way, andthen you'll be free to focus on crushing the port authority buildings. Sendyour entire column of mammoths over there and crush the place - the weak Nodforces in the area are no match for mammoths with rail guns. =============================================================================| ----------------------------------------- || | | || | 1.18) Cairo | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Your mission is to take out a massive Nod nuclear weapons facility in northern Cairo, the same base that was used to launch the strike on the Philidelphia. This is now the highest priority GDI target worldwide. Time is of the essence: Nod is likely to launch everything they have if they think you're getting too close."=====================Intelligence Database=====================GDI InOps - Nod's Nuclear Arsenal - Cairo Nuclear Launch FacilityGDI News Wire - The Blunder that Nearly Finished GDIGDI Archives - GDI's Nuclear Weapons==================Primary Objectives==================1) Destroy the Nod Nuke Facility."Nod has nuclear missile launch capability with this missile site. This is the same site that launched the attack that destroyed the Philidelphia. It must be destroyed."2) Destroy the Nod Compound Headquarters."Nod controls this Nuclear Launch Site and most of its operations in this region from these buildings. Destroy them to completely remove Nod's capability to launch nuclear missiles from this site and wrest control over this territory from Nod."================Bonus Objectives================1) Capture the Nod Power Plants."Nod's nuclear missile launch can be delayed if any of the Power Plants supporting the launch facility are destroyed or captured. Be advised, if Nod rebuilds or recaptures the Power Plants the missile launch countdown will continue."2) Destroy all Nod Structures."Eliminate all Nod structures to expel them from this region."===========Walkthrough===========Build a pair of Watchtowers north of your base and park your Predators and ZoneTroopers near them to fend off Nod attacks, then start building a war factoryand a couple power plants. Build a second harvester from your war factorywhile you're building a tech center, then get the rail guns upgrade from thetech center. You'll want to do something about that nuclear countdown, too, sobuild an airfield and fill it with Orcas. {GDI's Nuclear Weapons} should beadded to your entries automatically at some point after the nuclear countdownis announced.The path to the upper-left corner of the screen is free from anti-aircraft gunsalong the left side of the map, so move your Orcas all the way into the corner.You'll see a Tiberium Spike above the blue Tiberium field - send an Engineer upthere using the Call For Transport option and take the spike, then send theOrcas to the east along the top of the map. There's an anti-aircraft batterydirectly to the west of the first Nod power plant - take out the central hub todestroy the battery, then send the Orcas back into the upper-left corner of themap. Return them to your base for repairs, then make another trip up and overto destroy one of the power plants, which will reset the nuclear countdown andaccomplish the first bonus objective.Once you've got eight or so mammoth tanks (which you should have no troublegetting, though you should feel free to deploy a surveyor in the upper-leftand/or lower-right corners of the map to get more Tiberium if you'd like), moveto the openning south of Nod's base and level everything you see. Before youhead inside, move farther to the southeast until you get the {The Blunder thatNearly Finished GDI} entry if you haven't already.When you approach the southern entrance to the Nod base, you'll be warned thatit's heavily defended, but it's not really that bad when you've got the railgunupgrade. Target the defensive clusters first, then simply crush everything yousee, including things marked as "civilian." Destroying the large cylindricalstructure above and slightly to the right of the entrance will give you the{Nod's Nuclear Arsenal} entry.The second bonus objective isn't hard to accomplish - just drive your group ofmammoths around the central part of the map and level everything you see, andmake sure the actual silo in the middle is your first stop. Once everything isdestroyed {Cairo Nuclear Launch Facility}, move to the upper-right corner ofthe map and level the rest of the Nod structures there. =============================================================================| ----------------------------------------- || | | || | 1.19) Croatia | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"GDI has a forward operating base in Croatia, but it's been cut off from supply lines and is under heavy attack by Nod forces. Their power is low, their construction yard has been destroyed, and they don't have much in the way of firepower. You need to take command of that base and hold out long enough for us to send in a reinforcement convoy."=====================Intelligence Database=====================GDI InOps - Power ManagementGDI News Wire - Kane's Fascination with Eastern Europe==================Primary Objectives==================1) Secure this GDI base until reinforcements arrive."Alternate the available power amongst the base defenses to defend against Nod assault waves."2) Send aid to the reinforcement team ambushed in the city."Our fellow soldiers are pinned down by Nod forces garrisoned in the city buildings. Flush them out and clear a path."3) Escort the MCV safely back to the GDI base and deploy the Construction Yard."The MCV must be protected at all costs. We will lose our hold of this region if it is destroyed."4) Destroy the southwest Nod base."This base is the source of Nod recruits. Eliminating this base will cripple Nod's ability to wage war with infantry."5) Destroy the northeast Nod base."This base is the source of Nod war machines. Eliminating this base will cripple Nod's ability to wage war with vehicles."6) Destroy the southeast Nod base."This base is the source of Nod air power. Eliminating this base will cripple Nod's ability to wage war with aircraft."================Bonus Objectives================1) All base defenses survive until the reinforcement team arrives."Do not allow any of the base defenses to be destroyed to ensure the security of the reinforcement team upon their arrival."2) Return the MCV to the GDI base unharmed."The sigh of an undamaged MCV rolling into the base will provide a strong symbol of valor for the GDI forces and boost morale for our troops."===========Walkthrough===========Immediately repair all of your base structures and defenses, then power up bothnorthern guardian cannons, both southern watchtowers, the southern guardiancannon on the east side of your base, and the southern watchtower on the westside of your base. {Power Management} Leave all four anti-aircraft batteriespowered down, and leave the northern defenses on the east and west sides ofyour base powered down. Throughout the mission, make sure all of thesedefenses stay repaired.Move both of your predators to the eastern entrance of your base for additionaldefense, then park the pitbull next to your north-eastern anti-aircraft battery(since pitbulls can fire at air targets). Move your infantry to the westernentrance of your base. You'll want to put them in APCs as soon as possible.(Note: There're three money crates in some trees south of your base. If you move quickly, you can easily grab them with the pitbull without causing yourself too many problems.)Your weakest point as far as the first bonus objective goes is the westernentrance of your base. Fortunately, only infantry and some aircraft willattack there during most of the mission, so as soon as you can build a fewAPCs, load them with riflemen and missile squads, then have them guard the twowatchtowers.When the countdown finishes, you'll need to cross to the west side of the mapand retrieve your MCV. That side of the map is crawling with infantry, so thebest way to do it is with APCs full of riflemen. Of course, the infantry willalso garrison a few buildings, so you'll want some predators, too. Leave twomore two guard the northern entrance of your base just like the original twoshould be doing by the eastern entrance, then send five or so of them west withtwo clusters of five APCs.Cross the north-western bridge with your APCs, then leave one group of them todefend the gap between the two bridges. You're going to want to come backover the same bridge later, and you'll need these APCs there to defend againstNod counterattacks. Move the other group of APCs and the predators north, thenleave the APCs in the middle of the town just north-east of the Nod base, outof range of their defenses. This group will pick off Nod counterattacks fromthis side and hopefully prevent any troops from garrisoning any buildings.Take the predators north towards your APC and make sure there aren't any Nodunits still prowling the streets. When you're ready, knock the garrisonedtroops out of the two buildings near the Nod defenses, then destroy the centralhub and the troops that came out of the buildings. Move the predators backtowards your APC groups, but make sure you don't displace them.You'll now have control of the reinforcement group, including the MCV. If youcan manage to get it back to your base without getting it damaged, you'llaccomplish the second bonus objective. Assuming you've properly placed yourtwo APC groups, it shouldn't be hard to do. Simply move south towards thebridges along the east edge of the town, and use the escort forces to deal withany Nod units that might somehow get in your way. Cross the bridge with theMCV when you reach it, then move into your base and deploy it {Kane'sFascination with Eastern Europe}. Call all of your forces back to your side ofthe river when you're done, and set your APCs up to defend the bridges.Use your new construction yard to build some more power, then build your waytowards a tech center so you can get the rail guns upgrade. You'll note thatonce you have a tech center, your power plants will be able to upgradethemselves, so don't waste space on too many power plants. You'll also want anairfield, and don't worry about mammoths - predators will work just fine forthis mission, especially since there's no way to get a mammoth to thesouth-east Nod base.When you've got a good cluster of rail gun predators, take them to the Nod basenorth-east of you and crush it, then return to your base for repairs. Thesouth-west base will be slightly more tricky, since it's swarming with infantryunits, many of which probably garrisoned a few buildings while you were gone.If you still have some good loaded APCs, take them down there with yourpredators and crush everything, then repair them at your war factory.The final assault on the south-east base is only tricky because you have to useCall for Transport to get any decent ground forces up there. It's a good ideato send an Orca down there to piss them off, 'cause they'll suicide a goodportion of their air group at your base (and your anti-aircraft guns and APCswill shred them).When you're ready to make an assault, wait until you have plenty of credits toCall for Transport on a large group of predators and APCs, then drop them onthe open spot north of Nod's base. Make sure you protect the predators fromair assaults with the APCs, then move in and crush the Nod base with thepredators. =============================================================================| ----------------------------------------- || | | || | 1.20) Albania | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Recent sat-surveillance confirms a significant build-up of armored vehicles and weapons at a large Nod logistics base in Albania. The sat images show row upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in defense of Kane's Temple Prime in Sarajevo. Your mission is about destroying this arsenal before it is used against you in combat. You'll start with a small force to clear the way, then we'll send you Firehawk attack jets to finish the job."=====================Intelligence Database=====================GDI Weapons, Tactics, and Systems - Rig Deployment into a forward Battle Base - Firehawk Attack Jets==================Primary Objectives==================1) Clear Nod border defenses."Use a small tactical team to clear a path through the Nod perimeter and avoid alerting Nod forces to our presence in the region."2) Infiltrate Nod supply depot."Break through the supply depot checkpoint by accessing the service entrance across the canyon bridge."3) Eliminate Nod rocket bunkers."Clear the airspace by neutralizing the main Nod anti-aircraft battery so that support can be airlifted into the region by GDI Ox transports."4) Capture east ridge Reinforcement Bay."Establish a GDI staging area on the east ridge above the Nod supply depot. Captured Nod supply bays will be used to deliver GDI reinforcements."5) Destroy Nod supply depot."Destroy the main manufacturing facility and stock piles of Nod vehicles."================Bonus Objectives================1) Survive the Nod assault unharmed."Succeed with all initial strike team squad groups intact."2) Capture airfield Reinforcement Bay."Secure the Reinforcement Bay to receive additional forces from GDI Command."3) Capture motorpool Reinforcement Bay."Secure the Reinforcement Bay to receive additional forces from GDI Command."4) Arm a Firehawk with a missile load out and destroy a Nod Venom."The Firehawk can be armed with a load out of missiles or bombs. The missile load out allows the Firehawk to attack aircraft, while the bomb load out allows it to attack ground vehicles and structures."===========Walkthrough===========Send your four infantry squads to the upper-right corner, then move towards theNod outpost along the top of the screen. Don't bother with the lazer turrets,since they can't really do much damage. Instead, take out the Nod infantry ifthey get too close and concentrate on taking out the defensive hub. Destroythe other buildings once the hub is destroyed, and you'll accomplish the firstobjective. (If you manage to do it without completely losing a unit, you'llalso accomplish the first bonus objective, which will result in all fourinfantry units gaining an experience level.)Reinforcements will arrive {Rig Deployment into a forward Battle Base}. Sendthe four Predators west and clear a path to the clearing under the bridge.Deploy your Rig there and make sure your Predators are fully repaired, thenmove them west and destroy the Nod base there. Retreat your Predators to theRig if they take too much damage, and make sure you grab all of the crates inthe Nod base before you move on.You'll be given four engineers - order one to enter the hut below and to theright of the bridge, and he'll repair it. Nod vehicles will immediately crossit and attack you, so have your Predators positioned above your Rig to defendit. When the vehicles stop attacking and your Predators are fully repaired,send them over the bridge and take out the defensive hub there, then send yourRig over the bridge and deploy it in the small clearing just above it. Loadyour three APCs with both missile squads and a group of riflemen, then sendthem and the Pitbulls over the bridge, too. Leave all of your other infantry,including the engineers, on the south side of the bridge for safe-keeping.Park two of your Predators above and to the right of your rig and park two ofyour APCs above and to the left of it. Stick a Pitbull between the Predatorsand the APCs to detect stealth units, then group your other two Predators, yourthird APC (preferably one of the ones with a missile squad in it), and yourother Pitbull into a group. This will be your primary combat group for awhile. It's small and vulnerable, but you can retreat it (or parts of it) toyour Rig for repairs when necessary.Start your assault on the three reinforcement bays by moving your assaultgroup north-east along the ridge (getting too close to the central Nod compoundcan have unfortunate results, what with the Obelisks and so forth). Make sureyou lead with the Predators, since they can take the most punishment withoutbeing destroyed. Take out all of the Nod stockpiles along the way, but makesure you focus your attention on manned vehicles and other units. If anythingin your assault group gets too damaged, retreat to your Rig for repairs.If you're lucky, one or more of your assault group's vehicles will reach themaximum veterancy level, which makes them much more powerful (and makes themautomatically repair). If you're really struggling with this mission andyou're getting frustrated, just sit back in the comfort of your Rig's repairzone and let all of your units reach maximum veterancy.Anyway, your first target should be the reinforcement bay on the south-eastridge (the main objective one, not the other two). Wipe out the defenses andthe units in front of it, then take out the buildings. Send your assault groupback to the entrance of the ridge to defend (or back to the Rig if you needrepairs), then grab your other rocket squad APC from near your Rig and send itsouth over the bridge. Dump the missile squad out of it and replace it with anengineer, then carefully drive it all the way to the reinforcement bay you justattacked. Dump the engineer out and use him to capture the bay.You'll get two airfields loaded with Firehawks {Firehawk Attack Jets} and aMammoth for your trouble. Use one of your groups of Firehawks (armed withmissiles) to pick off a Nod chopper to accomplish another secret objective.Arm both groups with bombs, then use them to pulverize the Nod forces aroundthe reinforcement bay north of your assault group (which you should've addedthe Mammoth tank to). When most of the Nod stuff's been destroyed, move yourassault group in to hold it, then send your empty APC back down to the southside of the bridge to pick up another engineer. Safely send the APC back toyour assault group and use the engineer to capture the reinforcement bay.You'll get some more Predators and another Rig for your efforts. Deploy therig here and let your forces get repaired, then use your Firehawks to destroythe Nod forces around the last reinforcement bay in the north-west. Once it'sfairly clear, send your assault group over there and hold the area, then useyour empty APC to send your last engineer to the bay and capture it. You'llget another Pitbull and two Predators for your trouble.Use your Firehawks to demolish the main Nod defenses on the central base, thenmove your entire attack force in to crush everything. Destroy the stockpilesoutside the base as well as the production buildings in the base, and themission will be complete. =============================================================================| ----------------------------------------- || | | || | 1.21) Sarajevo | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Kane is making his last stand at Temple Prime in Sarajevo. Your mission is to take out his defending forces, destroy the surrounding compound, and disable the ion disruption towers protecting the temple complex from energy weapons. Knocking out the disruption towers will open up options for GDI Central Command now that the Ion Cannons are nearly back online. However, be aware that Kane and his Science Ministers have been working on a Liquid Tiberium device of considerable destructive power within Temple Prime. It is imperative that you do not use the Ion Cannon on Temple Prime yourself without authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the Temple and set off a chain reaction in the large Tiberium fields found throughout this Yellow Zone - the resulting blast would be massively destructive and may kill millions. This is a decision that will have to be made at the highest levels of the GDI command structure."=====================Intelligence Database=====================GDI InOps - Nod Ion Cannon Disruption Tech - Nod Avatar WalkerGDI Archives - Life in a Yellow Zone - Health Effects of Tiberium Contamination==================Primary Objectives==================1) Destroy Ion Disruption Field Generator 1."This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes."2) Destroy Ion Disruption Field Generator 2."This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes."3) Destroy Ion Disruption Field Generator 3."This generator supplies energy to the forcefield protecting Temple Prime. Destroy it to weakn the forcefield and allow Ion Cannon strikes."4) Build an Ion Cannon control center."The Ion Cannon control center is used to relay surface strike coordinates to the Ion Cannon that's orbiting the planet in space."5) Destroy Temple Prime with the Ion Cannon."Now that the forcefield has been neutralized, GDI Command has ordered that Temple Prime be destroyed by the Ion Cannon."================Bonus Objectives================1) Capture Nod's science ministry building."Capturing this building will provide important intel on Nod Tiberium research and further insight into Kane's mysterious plans."2) Capture the Mutant Hovel."Capture the Mutant Hovel with an Engineer. This will allow the recruitment of Mutants to fight for our cause."3) Capture Liquid Tiberium Factory."Capturing this facility will provide important intel on Nod's Tiberium liquification process and restrict their ability to use this technology against us."4) Destroy an Avatar with the Commando."Use the Commando to attack the Nod Avatar. The Commando is an expert at taking down large walkers by planting an explosive pack on their hull."===========Walkthrough===========Use your infantry to clear out the Nod troops in the areas north and north-eastof your starting position {Nod Ion Cannon Disruption Tech}, then park your Rignorth of the buildings and trees. Guard it with your vehicles, then deployyour construction yard and start building your base. Get a second harvester assoon as you can, and line the northern edge of your base (including north ofyour Rig) with watchtowers. Infantry will attack all over this line, andyou'll want to be able to stop them before they reach your base. Train acommando as soon as possible and use him to slaughter the infantry - having himleveled up will come in handy later.Once you have your war factory going, start building Mammoths (and make sureyou get the rail gun upgrade). Two airfields loaded with Firehawks will comein handy for toasting Obelisks, so get them ready before you start moving yourtanks towards the Nod base.In the north-west corner of the map, you'll find an abandoned building calleda mutant hovel. Fly your Firehawks up there to reveal it, then transport anengineer up there to capture it for one of your secret objectives {Life in aYellow Zone}.When you're ready to make an assault on the Nod base, use your Firehawks toscout the south-west corner. You'll find two obelisks guarding a hill there,so destroy them both (you'll need five Firehawks all at once). Get anotherRig ready, then send it over there with a cluster of Mammoths (six or sevenshould be plenty - if you have leveled ones already, send them). Deploy theRig at the top of that hill you just freed, then line the top of the Rig withthree or four of the Mammoths.Nod crap should start flooding towards you, but if it doesn't, move one of yourtanks down there to taunt them. With how much crap Nod's going to be sendingat you, you shouldn't have any problems getting all of your Mammoths completelyleveled fairly quickly. Once you have them, send your Commando over there.One of the secret objectives requires you to destroy a Nod walker with theCommando, and the easiest way to do it is to lure one past your Rig byretreating your Mammoths as the walker approaches. Have the commando waitingbehind it, then jump out and detonate it when it gets close {Nod AvatarWalker}.With your cluster of leveled Mammoths, the Nod base will be pretty much nomatch, but you'll have to move slowly. Make sure you have a group of engineersready in your base - you'll need to fly them into the Nod base later. Anyway,move through the base and destroy everything but the Nod Science Ministry andthe Tiberium Chemical Plant. There're quite a few Obelisks around the Temple,and they'll be able to tag your Mammoths while they're still on the southernside of the walls. Keep moving when you approach the second red line, and headto the right to attack the Temple area from near the second disruption fieldgenerator. Keep moving, and you should be able to destroy the two easternObelisks before they destroy any of your tanks.Destroy the second disruption field generator, then move past the temple, takeout the other Obelisks, and destroy the third disruption field generator. Flyin your engineers now and capture the Science Ministry and the TiberiumChemical Plant {Health Effects of Tiberium Contamination} to accomplish thelast two bonus objectives.If you haven't already, build an Ion Cannon Control Center from your supportstructure tab. To finish the mission, simply use the Ion Cannon on the temple. =============================================================================| ----------------------------------------- || | | || | 1.22) Munich | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"The savage, unexpected attack on Munich by the invaders has taken the city's garrisoned GDI forces completely by surprise. The battle was over before it began. As the invaders ruthlessly wipe Munich from the face of the Earth, you must marshal the surviving GDI forces and fight a desperate rearguard action, holding off the enemy just long enough to allow the GDI F-T Lab engineers to escape in armored transports. These engineers have key information about our new enemy, and must reach safety."=====================Intelligence Database=====================GDI InOps - Sonic Weapons and the InvadersGDI News Wire - GDI Storm Shelters==================Primary Objectives==================1) Protect the Civilian Transports."These Civilian Transports contain what is left of the GDI F-T Lab engineers. Protect them at all costs - at least one must survive."================Bonus Objectives================1) Capture the GDI Lab."This GDI Lab contains vital research. Send in an Engineer, capture it and obtain the information, or GDI F-T research may be set back five years or more."2) Capture the Power Plant."This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get these Engineers in there and get the thing working... we need all the help we can get."===========Walkthrough===========This mission is chaotic, but fairly simple. Collect all of the units nearyour starting position and make them into a group, then follow the three trucksas they move along the road. They'll head south-west for a while, then they'llturn east and head for the Rig when they reach the bridge. Stay right on topof them to defend against aircraft, then defend the Rig until the trucks startto head south towards the second bridge.You'll get a group of reinforcements, including some engineers, once the trucksstart moving (they'll be south-east of the Rig). Your two bonus objectiveswill require you to use these engineers to capture the GDI Lab to the north andthe power plant south of the bridge. Leave one engineer with your main force,then send everything else north to the GDI Lab. Capture it with an engineer{GDI Storm Shelters}, then send any survivors south over the bridge.Keep your main force with the trucks as they move over the bridge, and capturethe power plant with one of your engineers {Sonic Weapons and the Invaders}.The sonic emitters will thoroughly trash the Scrin units in the area, but keepyour forces near the trucks as they make their way to the edge of the map.As long as one truck makes it, the mission will be complete. =============================================================================| ----------------------------------------- || | | || | 1.23) Stuttgart | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"While Stuttgart is ostensibly under complete alien control, GDI has received several distorted transmissions from within the city indicating there are survivors either in hiding or pinned down by alien forces. One of these surviving units - an elite Commando - has managed to evade his attackers. You will work with this Commando to round up as many other surviving units as possible, then use the resulting force to take out the alien base dominating the city. Keep an eye out for a GDI combat engineering team - they are capable of reactivating both GDI's Stuttgart base and the city's defensive grid, which would make the mission far easier."=====================Intelligence Database=====================GDI InOps - Alien Origins, Connections to the Tacitus - Alien Tripod Captured[NOTE: There's a glitch in the game that's not allowing the Alien Tripod Captured entry to be made in your intel database. Hopefully this will be fixed in a patch at some point, but for now, you'll have to edit this manually if you want to complete your database.==================Primary Objectives==================1) Capture or Destroy Alien Structure."This structure appears to be the focus of Alien efforts in the area. Marshal your forces and capture or destroy it."2) Rescue Engineers."This is the only available engineering detail south of Danzig. Keep it alive at all costs."3) Capture the eastern Power Plant, activating the GDI Base."This GDI base was damaged during the attack, but appears to be semi-functional. Get the Power Plants back online and you'll be able to build new combat units and Engineers. Lose all your Engineers before capturing the base and you will fail - it is essential to our success."================Bonus Objectives================1) Rescue Zone Troopers."Alien air units have trapped this Zone Trooper squadron in the Stuttgart rubble. Destroy the aircraft and the Troopers are yours to command."2) Rescue Snipers."Dispatched to scout the area, these Snipers are now pinned down by Alien infantry. Kill the infantry and rescue them."3) Rescue Infantry Squad."An infantry platoon took shelter in these structures during the attack, but found themselves surrounded by alien Disintegrators. If the platoon moves, the drones will notice them, enter the building and kill them all. Eliminate the Disintegrators in order to free the platoon."4) Destroy a Tripod with the Commando."Use the Commando to attack the Alien Annihilator Tripod. The Commando is an expert at taking out large walkers such as the Tripod."5) Capture the northern and western Power Plants to activate the Sonic Emitter arrays."As out experience in Munich showed, Aliens are weak against Sonic Emitters. Capture both Power Plants and get the arrays back online."6) Capture the southern Power Plant to activate the Command Post."Stuttgart's Command Post appears to be mostly intact. Get its Power Plant functional to regain radar information."7) Capture the southwest Power Plant, activating the Armory."Given the weakened state of our forces, this Armory should prove invaluable. Use your Engineers to capture the Power Plant and get it back online."===========Walkthrough===========Send the commando south-west towards the pinned engineers first. Eliminate theScrin units nearby, and the engineers will be under your control. Head westwith the commando until you find a missile squad, then send the missile squadslightly east so the commando is between it and the hoard of Scrin units thatare about to approach from the west. Detonate the tripod with the commando,then let the other vehicles fire at your commando while the missile squaddestroys them.Next, send your engineers to the power plant to the west and capture it, thenmove north-east and capture the second power plant there. This will completebonus objective 5, and the sonic emitters will really make your life easier.Grab the missile squad in the crater east of that power plant, then send all ofyour forces south towards the markers for bonus objectives 1 and 7. Use yourmissile squads to destroy the aircraft in the area, and the Zone Troopers willjoin your command. Capture the power plant near the armory with an engineer,and you'll be able to heal your infantry units there if necessary.Take your entire force east along the lower part of the map now and capture thepower plant next to the command post. Leave everything but your commando here,then send the commando to rescue the trapped soldiers in the houses just northof the command post. Send the soldiers down to the command post, then continuemoving east with the commando towards the GDI base. Eliminate the tripod andthe other Scrin units along the way, then send an engineer over to the powerplant when you're sure the city is clear. Use your extra engineers to capturethe abandoned silos or the Tiberium Spikes in the south-east corner.With the GDI base operational, crank out eight or so APCs and fill them withmissile squads (put your commando in one of them), and make sure you have oneAPC with an engineer in it. Send this force to the last bonus objective markerand free the trapped snipers, then continue moving west towards the Scrin base.Use your missile APCs and the commando APC to slaughter the Scrin forces andbase defenses, then run your engineer APC in while they're distracted. Park itnorth of the main structure and dump the engineer, then capture the structureto end the mission {Alien Origins, Connections to the Tacitus}. =============================================================================| ----------------------------------------- || | | || | 1.24) Cologne | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Cologne is under attack by the invaders and the city is in its last throes. However, initial recon has revealed that the GDI base in Cologne was left relatively intact by the enemy after it was abandoned by the garrison force when the alien attack started. An advance team is being dispatched to determine the size and scope of the alien presence in the city and you'll be in command. Once you determine what you're up against, we'll send you an engineering team to get the GDI base up and running again. Protect the engineers until they can reach the base, then build up a strike force and drive the aliens from Cologne altogether. It's not too late to save the city."=====================Intelligence Database=====================GDI Eyewitness Accounts - GDI Field Recon - the Fall of Cologne==================Primary Objectives==================1) Scout Alien Structure."GDI Intelligence has located an unknown Alien Structure to the north of the city. Investigate and confirm."2) Protect the Engineers."This is the only available engineering detail south of Danzig. Keep it alive at all costs."3) Capture the northeastern Power Plant."This Power Plant is the center of the GDI power grid. Capture it and restore power to the base."4) Destroy Alien Command Center."We cannot establish a forward base until we have eliminated the Alien Command Center. Without direction, the Alien threat is significantly reduced."================Bonus Objectives================1) Capture the Reinforcement Bay."Capture this Reinforcement Bay in order to gain access to Juggernaut artillery."2) Capture the northwestern Power Plant."This Power Plant runs the Sonic Emitter array on the west side of the city. Capture it and the array will come back online."===========Walkthrough===========Take your entire group north-west along the bottom side of the river. Leadwith the commando, and he'll slaughter pretty much everything (just make sureyou're ready to detonate a few tripods). When you reach the target building inthe north-west, immediately turn east and cross the bridge once you've beennotified that the first objective is complete.Quickly move over to the reinforcements you just received and make sure theydon't get killed by any Scrin units in the area, then send everything to thepower plant marked with the yellow 3. Capture it {GDI Field Recon - the Fallof Cologne}, then repair your base. Build a war factory and a few moreharvesters, then start cranking out APCs and missile squads while you build atech center. Get the rail gun upgrade, then load your APCs with the missilesquads as you build a half dozen or so Mammoths. Capture the reinforcement baywith an engineer if you haven't already.Insane quanitities of Scrin aircraft will start hammering your base, which isthe main reason you're going to want those APCs full of missile squads. Someof the Scrin aircraft can hit you from outside of your own range, so make sureyou stay alert and move in closer if they're attacking you from far away. Whenyour Mammoth cluster is ready, move it over the bridge with the APCs rightbehind them. When they're safely over the bridge, quickly send an engineerover there and capture the power plant to complete the second bonus objective.All you need to do to finish the mission is destroy the command center, whichis near the top of the Scrin base. Rush at it with all of your mammoths andAPCs, and you should be able to destroy it well before they manage to destroyall of your units. =============================================================================| ----------------------------------------- || | | || | 1.25) Berne | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"After launching a costly but successful counterattack against the Alien invaders, the rewly-reconstituted GDI is finally in a position to push the Aliens out of Europe once and for all. The key is the invader's central base in Berne, Switzerland. The invaders have turned Berne into a brutal urban wasteland, a vast staging area for the invasion of Northern Europe. The alien encampment is spread across the ruined city and split into three sections: a heavily-defended central base to the northeast of the city and two adjacent support bases, one armor and one air, all ringed with what seems to be newly-seeded Tiberium fields. This is going to be a tough one. Destroy the main base. No survivors. This is personal."=====================Intelligence Database=====================GDI Eyewitness Accounts - GDI Field Recon - the Fall of BerneGDI Archives - What is it like in a Red Zone?==================Primary Objectives==================1) Destroy the primary base Drone Platform."This appears to be the central coordinating base for all Alien operations in Europe. Destroy it and we'll turn the tide."================Bonus Objectives================1) Destroy the armor base Drone Platform."The Aliens have constructed an additional outlying base focused on armored units. Destroy it and their forces will be significantly weakened."2) Destroy the Alien Signal Transmitter."The Aliens appear to be using this structure to summon something large and, presumably, dangerous. Destroy the Signal Transmitter before this happens."3) Destroy the Alien Mothership."The Aliens have summoned what appears to be some kind of Mothership, and it's heading right for our base. It must be stopped!"[Note: This bonus objective is only available if you failed to accomplish the second bonus objective in time.]4) Destroy the air base Drone Platform."The Aliens have constructed an additional outlying base focused on aerial units. Knock it out and you'll have a much easier fight on your hands."===========Walkthrough===========Leave your six Predators on the north-east part of your base, then sendeverything else to the north-western edge of your base. Drop a war factoryright there, then drop some power plants near your existing ones. Get a techcenter as fast as possible, then get the rail guns upgrade and upgrade yourpower plants. The Scrin will be hitting you with aircraft and ground units bynow, so use your two groups of units to deal with them. Repair your damagedunits at the war factory if necessary.Once you can build Mammoths, build a few and send them to the small clearingnorth of your base. Build and deploy three rigs in a triangle in this area,and your Mammoth tanks will be pretty much unstoppable. You'll need to keepyour eyes open for Tripods and aircraft, though, since they can hit you fromoutside of your range. Once you have the defensive triangle up and running,it's a good idea to build a few more harvesters, just to speed things up.You should have tons of money thanks to the large Tiberium field surroundingyour base, so build two airfields and load them with Firehawks. Make them intoa group, then send your Mammoth pile north towards the north-west corner of themap (leave four or so of them behind to defend the triangle). There's a Scrinbase in this corner, but it's no match for a group of Mammoth tanks. Targetthe defensive towers first, then pulverize the Drone Platform and everythingelse in the area.You'll be warned about some sort of signal transmitter in the rear of the Scrinbase. If you want to accomplish the bonus objective related to it, you'll needto immediately send your eight Firehawks north-east towards the back of theScrin base, then bomb the transmitter the instant your Firehawks can see it.Failure to destroy the transmitter within about half a minute of it beingannounced will result in you failing the second bonus objective, and the thirdbonus objective will be announced. The Mothership is nothing to worry about,though. Just retreat your entire Mammoth collection to your Rig triangle andwait for the Mothership to fly right over top of you. The Mammoths will shredit instantly. Note, however, that if you want a "perfect" mission, you need todestroy the transmitter before the Mothership can be summoned (which results inthe Mothership bonus objective never becoming available).Anyway, repair your Mammoth cluster if necessary, then make an assault on theScrin base in the south-east corner of the map. It's pretty much the same asthe other one was, so just move in, target the defenses, then destroy the DronePlatform {GDI Field Recon - the Fall of Berne} followed by everything else.Move directly north along the eastern edge of the map after that and make yourfinal assault on the main Scrin base. Things can get pretty ugly near theDrone Platform, though, so you'll want to make sure your Mammoths are in goodshape before you attack. Sometimes the computer leaves a huge pile of aircraftright above the thing, and they'll fry the crap out of you in no time alongwith the base defenses and Tripods in the area. Focus on destroying the DronePlatform {What is it like in a Red Zone?}, since that's all you need to do tofinish the mission. =============================================================================| ----------------------------------------- || | | || | 1.26) Rome | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"It's time to take the fight into the Red Zones and destroy the giant towers under construction by the invaders. Central Command isn't keen on waiting around to find out what those things are actually going to be used for... the answer is sure to be one that we won't like. You're the test case; you're going to take down the tower near Rome. You will deploy into the Italian Red Zone and set up shop behind a large Tiberium chasm that is not connected to the main landmass. While this provides a natural defense, you'll have to utilize jump jets, call-for-transport, and aerial units to move across the chasm and create expansion bases. Scanners indicate several spatial anomalies in the area and Alien entities are flooding into the region at an alarming rate. To make things worse, Nod has set up camp in the northwest. Given Nod's erratic behavior since the arrival of the invaders, you should be prepared for anything. The situation is crazy and getting more so by the minute."=====================Intelligence Database=====================GDI InOps - Alien Mastermind - Alien Rift GeneratorGDI Archives - Red Zone Terrain: Tiberium Chasms==================Primary Objectives==================1) Destroy Three Alien Phase Generators."Three Alien Phase Generators are protecting the Alien Tower. Destroy them to make the tower vulnerable."2) Destroy the Alien Tower."The Alien tower is surrounded by Storm Columns which will complicate a direct assault. Once the Phase Generators are down, utilizing the Ion Cannon may be your best bet to destroy it."================Bonus Objectives================1) Destroy the Alien Masterminds teleporting the forces."The Alien Mastermind appears to be teleporting attack forces across the Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."2) Prevent Aliens From Using Rift Generator."The Aliens are preparing to use their super weapon. Destroy the weapon before they are able to use it on your base."===========Walkthrough===========Build a refinery as soon as you can, and send your Zone Troopers to the rightside of your base to fend off Scrin attacks. {Red Zone Terrain: TiberiumChasms} Place the refinery between the two Tiberium fields on the left side ofyour base, then build a power plant and a war factory while you're building asurveyor. Get a second power plant and a command center (and anotherharvester), then build a tech center (and upgrade your power plants as soon asthe tech center's done). Finally, build an airfield, place it, and startbuilding a second war factory (and the rail guns upgrade if you have themoney).Jump jet your Zone Troopers over the cliff east of your base. You'll land inthe middle of some Scrin forces, so target the vehicles and then the nearbystructures. Your immediate concern is the small Scrin commando unit called theMastermind (it should be marked with a green bonus objective box, but it mightnot be if you've been working really fast). The Mastermind has a fewinteresting tricks that'll make it a little difficult to kill, so shred some ofthe other nearby buildings with your Zone Troopers while you're waiting for achance to finish the Mastermind {Alien Mastermind}.Meanwhile, airlift your surveyor over the cliff and deploy it near the blueTiberium field, then drop the second war factory nearby as soon as you can.Start cranking out Mammoths and a few APCs, and deploy a Rig nearby if you'dlike. You'll want some anti-aircraft defenses on the northern part of yourinitial base, too - I suggest a Rig surrounded by some APCs with missile squadsin them.You'll be given a second bonus objective related to a nearby Rift Generator.Move some Mammoths to the east of your secondary base and crush the Generator{Alien Rift Generator} along with everything else in the area, but be preparedto deal with some Scrin units as well as some Nod forces in the process.Retreat for repairs if necessary, then gather your forces together again andhead east.Since there's plenty of Tiberium on this map for you to collect, cranking out aridiculous Mammoth/APC pile shouldn't be hard at all. The Scrin will starthitting you with aircraft eventually, but they won't really be able to sendenough to do much damage. Move your group through the map and crush everythingyou see, including the three phase generators. Worm holes will form in frontof some of the generators, so be prepared to slaughter whatever comes out ofthem. If you haven't build an ion cannon yet, make sure you do.When you've cleared the map, use the ion cannon on the tower in the farnorth-eastern part of the map, and the mission will be complete. =============================================================================| ----------------------------------------- || | | || | 1.27) Ground Zero | || | | || ----------------------------------------- | =============================================================================================Mission Briefing================"Right at the heart of Ground Zero is a unique alien structure that GDI scientists are calling the Control Node. It appears to be channeling Tiberium radiation to the alien forces all over the planet. If you can destroy the Control Node, there is a good chance that all of the alien units will cease functioning and the invasion may be stopped dead in its tracks. Yet again, Nod forces have arrived ahead of us and they appear to have engaged the aliens. The two sides are currently fighting over a central hill near Ground Zero and will likely use this location to stage attacks or construct super weapons. You'll have to improvise. Try capturing enemy structures for your own use. Wipe out the Nod and alien forces that get in your way. Also, be advised that we have intel on an unidentified alien entity en route towards the Control Node."=====================Intelligence Database=====================GDI InOps - Alien Control NodeGDI News Wire - Alien Tower Destroyed!==================Primary Objectives==================1) Destroy the Alien Control Node."General Granger believes the alien Control Node is channeling Tiberium radiation to the entire alien force. Destroy it and the aliens will be defeated once and for all. Expect heavy resistance."2) Defeat the Nod Forces."Nod is in the area and poses a threat to our operations against the alien Control Node. Eliminate their base to the north."================Bonus Objectives================1) Capture an Enemy Superweapon."The aliens and Nod are vying for a position along the chasm. They will likely use this strategic location to construct superweapons. Capture an enemy Rift Generator or Temple of Nod."2) Divert the Alien Mothership to the Nod base."An Alien Mothership has been summoned to the battle and is headed towards our base. You may temporarily divert the Mothership to Nod's base by taking out the disruption towers in front of their base. Whether or not you divert the mothership, eventually you will need to destroy it."===========Walkthrough===========Build two power plants as you're building a refinery, then build a war factory,two more harvesters, a command center, a tech center, and a barracks. Yourfirst priority will be capturing the Rift Generator west of your base. Withall the Tiberium around your starting position, you should have no trouble atall getting enough funds to produce a huge Mammoth army, so once you have fiveof them and an engineer, make an assault on the Scrin position and capture theRift Generator. Deploy a Rig in the gap between your base and the Generator,then park your Mammoths there to defend against possible assaults.Meanwhile, you'll be told about a Mothership that needs to be diverted. You'veprobably already got several more Mammoths built in your base (especially ifyou built a second war factory), so go ahead and send some of them up theeastern side of the map and destroy the two Nod towers marked in green toaccomplish the second bonus objective. The Mothership will probably bedestroyed by Nod when it gets diverted, but if not, don't worry - it won't bemuch of a match for your Mammoths.Your next immediate priority is the Temple of Nod in the central part of themap. Move your entire Mammoth column up there (except for the few defendingthe gap west of your base) and crush the Temple, then immediately move up tothe Nod base and wipe it off the map, regardless of how many losses you take.The Scrin will build a new Rift Generator eventually, and you'll want to haveplenty of time to send your surviving Mammoths back to your base for repairsbefore you make the final assault on the Generator and the Control Node.There's not much left on the map that can really pose a threat to a huge groupof Mammoths, so just force your way through the tiny paths and crush everythingin your way. Destroy the second Rift Generator if necessary, then approach theControl Node {Alien Control Node} from the path to the south of it. This is ahorrible place to have to attack from, but as long as you keep your Mammoths ina tight line, you'll be able to force your way to the Control Node fairlyeasily. Destroy it (either with your tanks or with the liquid Tiberium bomb,whichever you'd prefer) to end the mission. =============================================================================| ----------------------------------------- || | 4.00) Intelligence Database | || ----------------------------------------- || | 4.10) GDI Intelligence Database | || ----------------------------------------- | =============================================================================| ----------------------------------------- || | | || | 4.11) GDI InOps | || | | || ----------------------------------------- | =============================================================================-----------Garrisoning----------- Mission: The Pentagon Added: When garrisoning a towerTranscript:Garrisoning Structures with InfantryUrban combat is a messy and dangerous business. When fighting in a cityenvironment, field commanders should use every advantage to minimizecasualties. Garrisoning civilian structures with infantry is a tactic thatgenerates multiple rewards, including massive defensive bonuses and increasedsafety for the troops. Buildings can provide cover and a fire base forinfantry as they shoot at targets outside without being directly exposed toenemy fire. Garrisoned buildings protect soldiers from heavy anti-personnelweapons mounted on vehicles. That being said, field commanders should be wearyof enemy units that specialize in clearing the garrisoned buildings,particularly those equipped with grenades and flamethrowers. Remember: Caughtin the cross-fire while you're out in the open? Order your troops into abuilding.---------------------Calling for Transport--------------------- Mission: Langley AFB Added: When recapturing the airfieldsTranscript:Airlift for Infantry and VehiclesOnce a forward base has an Airfield, many GDI infantry and vehicles gain theability to call for transport at almost any time. The unit can radio fortransport from the field and a V-35 Ox VTOL airlifter will fly to the unit'slocation, drop down on its thrust vectored engines, and pick up the unit. Oncea destination is communicated to the Ox crew, the aircraft will ferry theairlifted unit to its destination and set it down on target. Keep in mind thatunits are extremely vulnerable while in the air - an Ox is a juicy target foran enemy unit that has any form of anti-air capability.-----------------------------------------Logistics Crates: Targets of Opportunity----------------------------------------- Mission: Hampton Roads Added: When taking the healing crateTranscript:Memo from Supply Sergeant Brock LittlefordBoth GDI and Nod rely on mobility and rapid deployment for success. Armiesseem to come and go all the time as the balance of power shifts, often veryquickly. Given the haste with which these operations are conducted, it's not asurprise that a lot of equipment is being left behind. Our Blue Zones andYellow Zones are becoming littered with logistics crates filled with militaryspares, data cores, and other equipment and supplies. Both sides use themodular G-771G container, a standard crate used by the commercial shippingindustry for decades. You'll find these containers everywhere - and theyshould be considered targets of opportunity for our boys in the field. If yourtroops crack one of these containers open, odds are they'll find somethinguseful. G-771G containers are easy to spot: just look for geometric graycrates trimmed with diagonal stripes. They stick out like a sore thumb andanyone can pop them open with a bit of elbow grease.Good hunting.------------Nod Aircraft------------ Mission: Casabad Added: When the Nod planes attackTranscript:InOps Field Guide to Nod Aircraft in TW3 Theatres of WarNod aircraft have evolved considerably since TW2. Nod is fielding the VTOLVenom scout (pictured below), the batwing Vertigo stealth bomber, a Carryallthat can transport troops and equipment, and a high altitude, long range bombercalled the Armageddon. Venoms are lightly armed and armored but can take on awide variety of targets on the ground and in the air - they are even capable ofengaging our Orcas in air-to-air combat. The Vertigo evades detection by mostGDI sensors and only "de-cloaks" to drop its powerful bombs on targetstructures and vehicles. The Nod Carryall is the counterpart to our V-35 Ox, aVTOL aircraft that can pick up and transport a wide variety of troops andequipment. Finally, the Armageddon is seen infrequently but when it appears onthe battlefield, it is usually bringing bad news. Nod Armageddon aircraft areused to deliver cluster mines and a number of exotic air-to-ground weapons.-----------------------------Commandeering Tiberium Spikes----------------------------- Mission: Casabad Added: When capturing a second Tiberium SpikeTranscript:Tiberium SpikesThe landscape of many Blue and Yellow Zones is dotted with tall cylindricalstructures known as Tiberium Spikes. These automated extraction platformsslowly pull Tiberium out of subterranean deposits and refine it on location sothat resources are available for immediate use. GDI commanders are encouragedto commandeer Tiberium Spikes in the field to help sustain their forwardoperating bases. A combat engineer deployed into a Tiberium Spike can channelresources to the production structure of a base.Commanders are encouraged to provide compensation to the legitimate owners ofcommandeered Tiberium Spikes in the form of GDI vouchers that can be redeemedin Reykjavik for credits. Note that spikes extract at different ratesdepending on the size and nature of the underlying Tiberium deposits, so theflow of resources may vary from location to location.------------------New Nod Flame Tank------------------Mission: CasabadAdded: When seeing a flame tank near the research labTranscript:Nod Deploys New Tool of TerrorNod has fielded a new version of their classic anti-infantry weapon systemknown as the Flame Tank. The new model carries heavier armor, has a turret toallow for easier targeting, and uses dual flame throwers that can stay inaction for long periods of time without refueling. It replaces the older"Devil's Tongue" last used in TW2.Flame Tanks are devastating against all forms of infantry and can clear outgarrisoned buildings with terrifying efficiency. InOps advises fieldcommanders to engage Flame Tanks with armored vehicles or aircraft firingcannons or rockets. The enclosed crew compartments in armored vehicles willalso protect against the inferno generated by the flame throwers.------------------------Liquid Tiberium Research------------------------ Mission: Casabad Added: When destroying the research labTranscript:Nod Weaponizing New Form of TiberiumAn advanced Nod Tiberium weapon research program was recently uncovered when aGDI strike team in North Africa stormed a Nod facility originally thought to bea chemical weapons factory. Science Division evaluation of the wreckagesubsequently confirmed several large scale Tiberium weaponization effortsunderway. Of most concern to InOps is evidence of significant progress towardsthe creation of a Liquid Tiberium device of unprecedented destructive power.The liquid form of Tiberium is a relatively new manifestation of the aliensubstance and its properties are not well known. Nod's Liquid Tiberiumresearch appears to be 5 to 10 years ahead of Science Division.There were also indications that Nod is working on a more conventional airborneTiberium explosive and a catalyst for detonating existing Tiberium crystaldeposits in a sub-critical reaction.Analysis of past Nod R&D efforts (which tend to be redundant and decentralizedin nature) suggests the Nod lab in North Africa was only one of severalfacilities participating in the Tiberium weaponization efforts.------------------EMP Control Center------------------ Mission: Alexandria Added: When capturing the EMP Control CenterTranscript:Electromagnetic Pulse Control CenterField commanders should stay on the look-out for the four cylindrical towers ofthe EMP Control Center. These odd structures were erected during the last fewdecades in a number of Yellow Zones and Blue Zones as a deterrent to Nodattack. The theory was that a volunteer crew would race to the EMP ControlCenter when the civil defense sirens sounded warning of an attack - they wouldfire off the EMP and disable attacking forces. After years with little Nodactivity, the centers were mostly abandoned and are now being usedopportunistically by GDI and Nod forces. Deploy a combat engineer into the EMPControl Center to capture it and use it against enemy forces.---------------------Nod's Nuclear Arsenal--------------------- Mission: Cairo Added: When Kane's made his appearanceTranscript:InOps FLASH ReportNod has consolidated its nuclear arsenal at its Cairo nuke facility. What wasonce a mobile nuclear force is now a massive central arsenal. The reason forthe centralization of Nod's nukes is not known, although speculation rangesfrom paranoia (Kane afraid that his commanders might rebel and use nukes onKane loyalists) to preparation for some unknown operational contingency or again in efficiency of operations. Whatever the reason, we do know one thingfor sure: Take out the Cairo facility and we deprive Nod of its nuclearcapability.-----------------------------Cairo Nuclear Launch Facility----------------------------- Mission: Cairo Added: When accomplishing the second bonus objectiveTranscript:InOps FLASH ReportStrike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility.InOps has confirmed that the missile used to destroy the Philadelphia waslaunched from an underground silo connected to Nod's Nuclear Launch Facility inCairo. Detection of this facility by sat-surveillance prior to thePhiladelphia incident was difficult because most of thestructures were buriedunderground or disguised. Since the start of TW3, Nod has removed the maskingstructures around their buildings and brought other elements of the facilityabove ground to facilitate launch operations. The underground silo thatlaunched the Philadelphia strike is now inactive, with Nod's launch operationstransferred to a central raised platform with a much lower cycle time betweenmissile launches.----------------Power Management---------------- Mission: Croatia Added: When the bonus objective has been givenTranscript:< >Emergency Engineering ReportWarrant Officer S. BowenGDI Forward Operating Base "Echo-2"CroatiaSBowenMonkeyWrench: Power plants are down and our base grid is compromised -there just isn't enough juice to keep everything running at the same time. Theonly way you're going to keep those defenses online is to power down anythingyou're not using. If you shut down half of the base defenses we should be ableto squeeze out enough power to keep the other half online. If one of theactive defenses gets destroyed it won't draw power, so you can turn on anotherdefense to take over. You may also need to shut down defenses that aren'tactive to re-route power to guns and turrets that are under immediate threat.Juggling power under fire is the key to survival here.------------------------------Nod Ion Cannon Disruption Tech------------------------------ Mission: Sarajevo Added: When the objectives have been givenTranscript:Nod deploying Ion Cannon Disruption TechnologyGDI's orbital Ion Cannon battle stations have been offline ever since theattack on Goddard Space Center. Repairs have now been completed and the IonCannonsare back in action. However, we are currently unable to strike certaintargets due to Nod's deployment of a new countermeasure: Ion Cannon DisruptorArrays. These structures have been erected in multiple locations.All field commanders should be aware of the existence of Ion Cannon disruptiontechnology and be on the lookout for the disruptor array structures. Take outthe disrupters with conventional weapons before you call in an Ion Cannonstrike.-----------------Nod Avatar Walker----------------- Mission: Sarajevo Added: When using the Commando to destroy an AvatarTranscript:Powerful, resilient, effective, and frightening: The Nod Avatar WalkerNod has rocketed ahead of GDI in the race to build mechanized combat walkers -solving many of the problems that had GDI engineers scratching their heads.There is speculation that Nod stole the original walker technology from GDI,then took advantage of research in other areas to accelerate the development ofnew prototypes. Regardless of the origin of Nod's technology, they haveinvested years of research and development at a ruthlessly fast pace - and nowNod has finally fielded a highly advanced bipedal walker with the adaptiveability to use multiple weapon systems. The Avatar Walker is a very capableall-terrain weapons platform, heavily armored and equipped with a powerfullaser. It can also be outfitted with flame throwers, particle beam cannons,stealth detectors, and stealth generators.------------------------------Sonic Weapons and the Invaders------------------------------ Mission: Munich Added: When capturing the power plantTranscript:InOps FLASH ReportEffects of sonic weapons on the invaders.Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armored Division.Needless to say, there is very little in the way of hope to be found in the ashcovered, body strewn rubble of post-invasion Munich. Even so, as my teamcovertly made its way through the outskirts of that ruined city, searching forsurvivors, we stumbled across something that might just be that source of hope.Crossing the wastelands under guard of night, we encountered the survivingmembers of a GDI combat platoon from the 76th Mechanized, apparently flush froma successful rearguard action that enabled the escape of some VIPs that aresomehow key to the war effort. In conversation it quickly became apparent thatmuch of said success was due to the intervention from a particularlyunexpected source - sonics.To quote, from a transcript recorded on my CommInt unit:"We kept firin', but the metallic [expletive] just kept on coming right at us, crawling over their own dead like it weren't nothing. Then, right when I knew we was about to be killed, right when those [expletive] had us up against the wall, one of those smart [expletive] engineers figured out a way to get the old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter towers just started chewing up those invading [expletive] like a Visceroid gone rabid. It was a thing of [expletive] beauty..."Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76thMechanized Infantry DivisionYes, it appears that the Sonic Emitters we use to reclaim our land fromTiberium - and to control and regulate Tiberium growth throughout the reclaimedBlue Zones - are capable of inflicting great harm upon our newfound enemies.Further investigation is required before we can determine the why - are thealiens structurally similar to the crystal? Is that why they are here? Fornow we can certainly make use of the what - Sonics hurt the aliens. Hurt thembad.We may stand a chance after all.---------------------Alien Tripod Captured--------------------- Mission: Stuttgart Added: When capturing a Tripod with an engineerTranscript:***This entry is broken - you won't get it during the mission, and the only way (currently) to add it to your database is by editing the database file. If anyone has the transcript for this entry, I'd appreciate it if you'd share it with me.-----------------------------------------Alien Origins, Connections to the Tacitus----------------------------------------- Mission: Stuttgart Added: When capturing the Alien structureTranscript:Results of initial investigation into the origins of the Invaders.R&D DivisionAttn: Battlefield CommandersAlien Origins - Connections to the TacitusGDI science teams have been gathering every possible bit of transmitted dataand physical evidence about the aliens since the moment of invasion. Dataanalysis of alien transmissions has indicated some connection between theTacitus recovered from Kane and the invaders.The transmissions recorded from the invasion force seem to be patterned in asimilar way to the data structure in the Tacitus. This leads us to believethat the invaders are the Scrin, or perhaps some faction thereof. It is clearupon closer examination that this invasion force demonstrates acute differencesfrom the source of the Tacitus in dialect and physical form. Perhaps theyshared some distant connection, or there was some ancient contact between theircultures?One transmission we decoded using our most advanced decryption computersindicated alien chatter regarding another alien race they had previouslyencountered. We were unable to translate the word for the other alien r