What do you need help on? Cancel X

Jump to:
Would you recommend this Guide? Yes No Hide
Send Skip Hide

Guide and Walkthrough by Dark Vortex

Version: 1.0 | Updated: 07/13/2006
Highest Rated Guide

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

                                  Tiberian Sun 
                           By: Dark Vortex (Quan Jin)
                                  Version 1.1
This guide may be found on the following sites:

[http://faqs.ign.com]-----------------------------------------------[IGN FAQs]
[http://www.dlh.net]-------------------------------------[Dirty Little Helper]

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

        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  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]

  [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]


     >> 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. 


     >> 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. 


     (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. 

     >> 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. 


     >> 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!


     (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

     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. 


     >> 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. 


     (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 


     >> 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. 


     >> 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

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

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

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

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

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


     >> 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. 


     (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. 

     (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. 

     (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 


     >> 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

     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.


     (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 


     (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

     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. 


     >> 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. 


     >> 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 

     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

     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]


     >> Objective One: Get production online by building a Tiberium 
     >> 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. 


     >> 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. 


     (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. 


     >> Objective One: Cross the bridge and destroy the enemies on the far
     >> 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. 


     (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 


     >> 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 

     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. 


     >> 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 

     (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. 


     (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 
     >> Objective Two: If Umagon boards the train before you have captured
        the station then you must stop the train before it leaves the region.
        Destroy the locomotive and we will be able to capture Umagon. 

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

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

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

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


     >> 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). 

     (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. 


     >> 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. 


     >> 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. 


     (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. 


     (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


     >> 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


     >> 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. 


     (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. 


     >> 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 

     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 

     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 

     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

     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

     Mammoth Mk.II ~
          Cost: $3000
          Available To: GDI
          Description: Is the Mammoth Mk.II really worth it? Well, $3000 is
                       kind of pushing it. This walking behemoth sports two
                       powerful rail guns that can decimate buildings in 
                       seconds. Also, the Mammoth Mk.II is capable of hitting
                       air units with dual missile launchers. You can only
                       have one of these babies on the field at once though.
                       Although powerful, the Mammoth Mk.II's slow speed 
                       makes it a prime target for Artillery and hit-and-run
                       attacks. Even though it is big, it isn't invincible.
     Mobile Construction Vehicle ~
          Cost: $2500
          Available To: GDI/Nod
          Description: This vehicle's only point is the deploy itself into
                       a Construction Yard to begin a new base. It is very
                       slow and cannot outrun enemy units too easily. 
                       However, it does sport some heavy armor which helps
                       defend against small arms fire. Once you deploy it,
                       the MCV is gone (unless you have 'Redeployable MCV' 
                       switched on). 

     Orca Fighter ~
          Cost: $1000
          Available To: GDI
          Description: Orca Fighters sport dual rocket launchers with five
                       rounds each. They are pretty fast flying through the
                       air, but their armor is only sub-par. Orca Fighters
                       are good for taking out vehicles and weak buildings.
     Harpy ~
          Cost: $1000
          Available To: Nod
          Description: This air unit honestly isn't as effective as the 
                       others. Its chain gun deals next to nothing against
                       buildings and heavily armored vehicles. However, it
                       is capable of taking out infantry quickly. It holds
                       five rounds. 

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

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

     Banshee ~
          Cost: $1500
          Available To: Nod
          Description: The Banshee is an effective aircraft against buildings
                       and vehicles alike. The plasma cannon is powerful.
                       Holding enough ammunition for three passes, the Banshee
                       can deal a lot of damage before having to go back and
                       reload. Banshees are weak against three infantry. 
        5.3. Structures                                                 [5300]

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

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

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

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

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

     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

     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

     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

     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
     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

     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

     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 

   ---- 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=-  

View in: