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


______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                 Tiberian Sun
                               FAQ/Walkthrough
                          By: Dark Vortex (Quan Jin)
                           [email protected]
                                 Version 1.1
______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This guide may be found on the following sites:

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

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

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

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

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

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

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

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

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

        [Q] Which alliance is better?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

               Main Menu -- Guess what this button does.

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

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

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

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

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

               Keyboard -- Change hotkeys to whatever you want.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    If you come under attack, have your Hover MRLS tanks take out the
    opposition. Get to work training a few Disk Throwers to help defend
    the base as well. There are numerous forces around your new base, so get
    to work seeking all of them out and killing them. Also, destroy all of
    the SAM Sites around your base to get some reinforcements. Once you have</pre><pre id="faqspan-2">
    the base in shape, you can begin constructing an attack force. Focus
    around building a bunch of Titans, of course.

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

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

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

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

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

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

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

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

    (Optional Mission. Most southern of three choices.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    (Optional Mission. Most western of two choices.)

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

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

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

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

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

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

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

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

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

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

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

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

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

  --------
  BLACKOUT
  --------

    (Optional Mission. Most southern of two choices.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    GDI attacks will come from the bridge to the west. Leave the Artillery
    inside your base and have it defend against any enemy assaults. Suggest
    putting a few Lasers and deployed Tick Tanks there as well to fend off</pre><pre id="faqspan-3">
    anyone that gets through. When you have a steady income, begin building
    a small assault force. It doesn't need to be anything big as you'll be
    sneaking around the majority of GDI opposition. A few Tick Tanks and
    Attack Buggies will work.

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

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

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

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

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

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

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

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

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

    (Optional Mission. Most northern of two choices.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    (Optional Mission. Most southern of two choices.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Now, in no particular order...

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Orca Bomber ~
    =---------=
         Cost: $1600
         Available To: GDI
         Description: This is the DEFINITIVE aircraft. At $1600 a pop, you
                      don't want to be wasting your money for nothing. With
                      enough bombs for two passes, the Orca Bomber can deals</pre><pre id="faqspan-4">
                      heavy damage to buildings, vehicles, and infantry
                      altogether! Plus, the Orca Bomber's heavy armor allows
                      it to take a bit more punishment than others. Its
                      biggest flaw is its speed though. The Orca Bomber is
                      the slowest attack aircraft.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

    Version 0.5 - GDI campaign has been completed. 89 KB

    Version 1.0 - The guide is complete. 165 KB

    Version 1.1 - Updated Legal Information.

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

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

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

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

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

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

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

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

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

osvrevad - Much <3 for the ASCII.

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

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

                              -=Game On Forever=-