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Guide and Walkthrough by Warfreak

Version: 1.8 | Updated: 06/24/2008
FAQ of the Month Winner: June 2008

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| |/ /__ _ _ __   ___( )___  \ \      / / __ __ _| |_| |__  
| ' // _` | '_ \ / _ \// __|  \ \ /\ / / '__/ _` | __| '_ \ 
| . \ (_| | | | |  __/ \__ \   \ V  V /| | | (_| | |_| | | |
|_|\_\__,_|_| |_|\___| |___/    \_/\_/ |_|  \__,_|\__|_| |_|

Author: Warfreak
Version: 1.8
Date Started: 26/3/08

One Vision, One Purpose. PEACE. THROUGH. POWER!

NB: Please note there is another lengthy Table of Contents ahead so you might
    want to use the Page Down or Page Up keys instead of scrolling. This one 
    is so long that it takes at least 4 Page Downs to finish it. 

NB: With the table of contents, the whole point is that you decide and use the
    numerical code along side it so that you can easily find the section that
    you are looking for.


Table of Contents
[1] Introduction
    [1.01] Introduction
    [1.02] Version History
    [1.03] My Playing Technique

The Nod Campaign

[2] Act 1 - Reunification
    [2.01] The Rio Insurrection
    [2.02] What is Rightfully Ours
    [2.03] Persuade Him...
    [2.04] A Grand Gesture

[3] Act 2 - Kane Rising
    [3.01] Keys to the Kingdom
    [3.02] All that Glitters
    [3.03] The Doctor Vanishes
    [3.04] MARV Rising
    [3.05] The Betrayal of Kilian Qatar
    [3.06] Hearts and Minds
    [3.07] Tacitus Interruptus

[4] Act 3 - Resurrection

    [4.01] Will Made Flesh
    [4.02] Tacitus Regained

Nod Intel Database
[5] Nod Field Recon
    [5.01] The Tacitus
    [5.02] Another Explosion in the Facility?
    [5.03] Tiberium Explosion Devastates Australia
    [5.04] GDI Treasury Damaged in Mysterious Attack
    [5.05] Unconfirmed Reports of Cyborg Activity in Central Asia
    [5.06] Tacitus Destabilised?
[6] Nod Weaponry
    [6.01] GDI Engineer
    [6.02] GDI Hammerhead
    [6.03] GDI Behemoth
    [6.04] GDI Slingshot
    [6.05] Heavy Harvester
    [6.06] Confessor Cabal
    [6.07] Purifier
    [6.08] Specter
    [6.09] GDI Shatterer
    [6.10] GDI Zone Raider
    [6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV)
    [6.12] Rocket Harvester
    [6.13] The Redeemer
    [6.14] Prodigy
    [6.15] Cultist
    [6.16] Eradicator
    [6.17] Shard Walker
    [6.18] Shielded Harvester
    [6.19] Reaper Tripod
    [6.20] The Awakened
    [6.21] The Enlightened
    [6.22] Tiberium Trooper
[7] Nod Background
    [7.01] Kane - My Lowest Ebb
    [7.02] Kane - A Spark...
    [7.03] Steel Talon - Origins
    [7.04] Kane - Awakening
    [7.05] Brother Marcion, Biography
    [7.06] Kane - Realization
    [7.07] Black Hand - Origins
    [7.08] Kane - Creation
    [7.09] Alexa Kovacs, Biography
    [7.10] ZOCOM - Origins
    [7.11] Traveler-59 - Origins
    [7.12] Reaper-17 - Origins
    [7.13] Marked of Kane - Origins
[8] Nod Rumours
    [8.01] The Corruption of Brother Marcion
    [8.02] Mysterious Homestead Attacks Continue

Basic Army Guide

The Global Defense Initiative
[9] GDI Units
    [9.01] Shatterer
    [9.02] Slingshot
    [9.03] Hammerhead
    [9.04] M.A.R.V.
[10] GDI Upgrades
    [10.01] Moved Upgrades
    [10.02] Tungsten Shells
    [10.03] AP Ammo
    [10.04] EMP Grenades
    [10.05] Hardpoints
[11] GDI Buildings
    [11.01] Reclamation Hub
    [11.02] Combat Support Airfield
[12] GDI Support Powers
    [12.01] Sonic Repulsion Field
    [12.02] Supersonic Air Strike
    [12.03] Orbital Strike

The Brotherhood of Nod
[13] Nod Units
    [13.01] Reckoner
    [13.02] Specter
    [13.03] The Redeemer
[14] Nod Upgrades
    [14.01] Quad Turrets
    [14.02] Disruption Pods
    [14.03] Tiberium Core Missiles
[15] Nod Buildings
    [15.01] Redeemer Engineering Facility
    [15.02] Voice of Kane
    [15.03] Combat Support Airfield
[16] Nod Support Powers
    [16.01] Laser Fencing
    [16.02] Redemption
    [16.03] Tiberium Vein Detonation

The Scrin Mining Fleet
[17] Scrin Units
    [17.01] Ravager
    [17.02] Mechapede
    [17.03] Eradicator Hexapod
[18] Scrin Upgrades
    [18.01] Attenuated Forcefields
    [18.02] Shard Launchers
[19] Scrin Buildings
    [19.01] Warp Chasm
[20] Scrin Support Powers
    [20.01] Tiberium Infestation
    [20.02] Ichor Seed
    [20.03] Overlord's Wrath

The Global Defense Initiative Military Divisions

The Steel Talons

[21] Steel Talon Units
    [21.01] Units not Replaced
    [21.02] Heavy Harvester
    [21.03] Titan
    [21.04] Wolverine
    [21.05] Mobile Repair Transport
    [21.06] Behemoth
    [21.07] Combat Engineer
[22] Steel Talon Upgrades
    [22.01] Upgrades Removed
    [22.02] Adaptive Armour
    [22.03] Railguns
[23] Steel Talon Buildings
    [23.01] Buildings Removed
[24] Steel Talon Support Powers
    [24.01] Support Powers Removed
    [24.02] Railgun Accelerator
    [24.03] Bloodhounds

Zone Operations Command - ZOCOM

[25] ZOCOM Units
    [25.01] Units not Replaced
    [25.02] Zone Raider
    [25.03] Rocket Harvester
    [25.04] Zone Shatterer
    [25.05] ZOCOM Orca
[26] ZOCOM Upgrades
    [26.01] Upgrades Removed
    [26.02] Tiberium Field Suits
    [26.03] Ceramic Armour
[27] ZOCOM Support Powers
    [27.01] Support Powers Removed
    [27.02] Zone Raider Drop Pods
    [27.03] ZOCOM Airborne

The Brotherhood of Nod Splinter Factions

The Black Hand

[28] Black Hand Units
    [28.01] Units not Replaced
    [28.02] Confessor Cabal
    [28.03] Mantis
    [28.04] Purifier
    [28.05] Harvester
    [28.06] Veterancy
[29] Black Hand Upgrades
    [29.01] Upgrades Removed
    [29.02] Black Disciples
    [29.03] Purifying Flames
    [29.04] Charged Particle Beams
[30] Black Hand Buildings
    [30.01] Buildings Removed
[31] Black Hand Support Powers
    [31.01] Support Powers Removed
    [31.02] Power Signature Scan
    [31.03] Decoy Temple of Nod

The Marked of Kane

[32] Marked of Kane Units
    [32.01] Units not Replaced
    [32.02] The Awakened
    [32.03] Tiberium Trooper
    [32.04] The Enlightened
[33] Marked of Kane Upgrades
    [33.01] Cybernetic Legs
    [33.02] Supercharged Particle Beams
[34] Marked of Kane Support Powers
    [34.01] Support Powers Removed
    [34.02] Magnetic Mines

The Scrin Military Sects


[35] Reaper-17 Units
    [35.01] Units not Replaced
    [35.02] Shielded Harvester
    [35.03] Shard Walker
    [35.04] Reaper Tripod
[36] Reaper-17 Upgrades
    [36.01] Blue Shards
    [36.02] Conversion Reserves
[37] Reaper-17 Buildings
    [37.01] Growth Stimulator
[38] Reaper-17 Support Powers
    [38.01] Support Powers Removed
    [38.02] Shock Pods


[39] Traveler-59 Units
    [39.01] Units not Replaced
    [39.02] Cultists
    [39.03] Prodigy
[40] Traveler-59 Upgrades
    [40.01] Advanced Articulators
    [40.01] Traveler Engines
[41] Traveler-59 Support Powers
    [41.01] Support Powers Removed
    [41.02] Temporal Wormholes


Vanilla Teams
[42] Global Defense Initiative
    [42.01] GDI General Strategies
    [42.02] Epic Unit Strategies
    [42.03] Epic Unit Counter Strategies
[43] Brotherhood of Nod
    [43.01] Nod General Strategies
    [43.02] Epic Unit Strategies
    [43.03] Epic Unit Counter Strategies
[44] Scrin Mining Fleet
    [44.01] Scrin General Strategies
    [44.02] Epic Unit Strategies
    [44.03] Epic Unit Counter Strategies

The Sects
[45] The Steel Talons
    [45.01] Steel Talons General Strategies
    [45.02] Epic Unit Strategies
    [45.03] Epic Unit Counter Strategies
[46] Zone Operations Command - ZOCOM
    [46.01] ZOCOM General Strategies
    [46.02] Epic Unit Strategies
    [46.03] Epic Unit Counter Strategies
[47] The Black Hand
    [47.01] Black Hand General Strategies
    [47.02] Epic Unit Strategies
    [47.03] Epic Unit Counter Strategies
[48] The Marked of Kane
    [48.01] Marked of Kane General Strategies
    [48.02] Epic Unit Strategies
    [48.03] Epic Unit Counter Strategies
[49] Reaper-17
    [49.01] Reaper-17 General Strategies
    [49.02] Epic Unit Strategies
    [49.03] Epic Unit Counter Strategies
[50] Traveler-59
    [50.01] Traveler-59 General Strategies
    [50.02] Epic Unit Strategies
    [50.03] Epic Unit Counter Strategies

Global Conquest

[51] Conditions of War
    [51.01] Global Conquest
    [51.02] Victory Conditions
    [51.03] Controlling Resources

Strike Forces
[52] Strike Forces
    [52.01] Basis of Strike Force
    [52.02] Strike Force Abilities
    [53.03] Movement
[53] GDI Forces
    [53.01] GDI Forces
    [53.02] Steel Talon Forces
    [53.03] ZOCOM Forces
[54] Nod Forces 
    [54.01] Nod Forces
    [54.02] Black Hand Forces
    [54.03] Marked of Kane Forces
[55] Scrin Forces
    [55.01] Scrin Forces
    [55.02] Reaper-17 Forces
    [55.03] Traveler-59 Forces

Support Powers
[56] GDI Support Powers
    [56.01] Tier 2 Powers
    [56.02] Tier 3 Powers
    [56.03] Strategic Structure Powers
[57] Nod Support Powers
    [57.01] Tier 2 Powers
    [57.02] Tier 3 Powers
    [57.03] Strategic Structure Powers
[58] Scrin Support Powers
    [58.01] Tier 2 Powers
    [58.02] Tier 3 Powers
    [58.03] Strategic Structure Powers

[59] Bases
    [59.01] Bases
    [59.02] Upgrades
[60] GDI Bases
    [60.01] Strategic Structures
[61] Nod Bases
    [61.01] Strategic Structures
[62] Scrin Bases
    [62.01] Strategic Structures

Battle and Victory
[63] Battle
    [63.01] Battle
[64] General Strategies
    [64.01] Strategies

[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright
[1.01] Introduction

Welcome to my 32nd guide and the second for C&C. This one is about Kane's 
Wrath, the story behind Kane's life after the Second Tiberium War, during the
Third Tiberium War and beyond. While it may not added too much gameplay 
wise, this does solve a lot on the storyline of the Tiberium universe. It
details the rise of the Brotherhood, the removal of Slavik, the rise of 
Redmond Boyle as GDI Commander in Chief, the disappearance of Dr. Giraud and
the survival of Kane from the GDI attack on Temple Prime and the "betrayal"
of Kilian Qatar. I'm not going to tell you what happens, that is for you to
play out, but I will tell you how. Welcome to Kane's Wrath. And PEACE THROUGH

[1.02] Version History

Version 0.1 [26/3/08]
Started on this Guide, some bits on Intel complete.

Version 0.2 [27/3/08]
Started on Act 1, finished The Rio Insurrection and What is Rightfully Ours.

Version 0.3 [31/3/08]
Finished Act 1 and all the Intel entries for it. 

Version 0.4 [1/4/08]
Made 2 more mission walkthroughs and their intel entries. 

Version 0.5 [2/4/08]
Completed The Doctor Vanishes and intel entries. 

Version 0.6 [3/4/08]
Finished MARV Rising.

Version 0.7 [4/4/08]
The Betrayal of Kilian Qatar is now complete. Start on Hearts and Minds and
done some more intel entries.

Version 0.8 [5/4/08]
Added My Playing Technique. Finished Hearts and Minds. Finished all the Intel
entries. Finished Tacitus Interruptus, which is the final mission for Act 2.
Completed Will Made Flesh and Tacitus Regained, which completes Act 3. This
means the campaign is offically complete.

Version 0.9 [12/4/08]
Completed Vanilla GDI. Table of Contents ready for Vanilla Nod and Scrin, 
which will be complete in the next update. 

Version 1.0 [14/4/08]
Completed the Brotherhood of Nod and the Scrin Mining Fleet.

Version 1.1 [15/4/08]
The Steel Talons and the ZOCOM forces are complete. 

Version 1.2 [19/4/08]
Completed the Black Hand and Marked of Kane forces. Completed the Reaper-17 
and Traveler-59 forces. All sub-faction groups are now complete as well as
all their units, support powers, buildings and upgrades. All that is left is
strategies on all factions and the long awaited Global Conquest Mode.

Version 1.3 [26/5/08]
A long awaited update, the strategies for the vanilla forces have been done.
I'm going to do strategies for the factions next, then strategies for the
epic units themselves, since they are that epic, and then, Global Conquest
or GC mode. The lack of updates is due to me finishing my Assassin's Creed
guide. That leaves two incomplete guides for me right now. 

Version 1.4 [3/6/08]
Next update, dealing with Epic units for Vanilla Factions which are now
complete. Now updates for all SubFactions and Global Conquest.

Version 1.5 [21/6/08]
Completed all the GDI Strategies. Nod and Scrin sects remain. 

Version 1.6 [22/6/08]
All the Strategies are complete. Global Conquest needs to be done, and that is
about it. 

Version 1.7 [23/6/08]
Started on the Global Conquest Mode. Should be finished with the next update
hopefully. Still to go, Bases, Support Powers, Combat and Strategies. 

Version 1.8 [24/6/08]
Global Conquest Support Powers are complete. With the Bases, Combat and the
Strategies now complete, the guide is complete like I promised. Well, its done
so enjoy reading it. 

[1.03] My Playing Technique

Throughout this guide, you will be reading about how to finish the mission my
way, so you should understand my playing technique before you rush and bombard
me with questions. While a lot of people don't have any real strategy, just
rush and spam units, there are quite a lot of playing styles. One is rushing
while another is spamming. There are more though:

Brute Force: Build big units and roll them into the base. No concern for 
             casualties and big is better.

Armchair: Sit back and let your allies do all the work, provided you actually
          have any.

Defensive: Build a massive defence that the enemy has no chance of going 
           past and creep slowly towards his base.

Sneaky: Build a large amount of stealth based units, or Commando units and 
        bombard them.

and more, but you need to know my way of doing things, otherwise you will be
unfamilar with my technique. My style is to reduce the losses on the 
battlefield as much as possible. Therefore, I will insist that you send your
troops back for repairs instead of going on. This way, you will spend loss
overall on troops and this could be spent on more forces. Also, you should
support your forces, sending in an army, whilst strong but weak against air
is a bad idea on any day. Reduce the amount of body bags to win the day.

[2.01] The Rio Insurrection

"The Slums of Rio seethe with anger, anger against GDI. It would take but a
 single act to spur the disenfranchised masses into open insurrection.

 An act you must perform.

 Tear down GDI's authoritarian edifices, the symbols of their autocracy. 
 Seize the radio stations and flood their airwaves with the Prophet's message.
 Incite rebellion.

 Rio will burn, and in the flames Kane's army shall be reborn.

*Primary Objectives*

1 - Destroy GDI's Administration Centres

"We must inspire the messes to rebel against GDI. Destroy these oligarchic 
 symbols and Fanatics shall flock to our cause."

2 - Destroy the Splinter Faction's Construction Yard

"The Splinter Faction's Commander dares blaspheme against the Prophet. Teach
 him the error of his ways."

*Bonus Objectives*

1 - Capture the GDI Radio Stations

"The Radio Stations broadcast nothing but GDI lies. Capture them and the 
 faithful shall be inspired to fight harder than ever before - and we may
 even gain new weapons for the uprising."

2 - Defend the Captured Radio Stations

"The Splinter Faction's Commander fears our growing influence, and will stop
 at nothing to curtail it. Defend our Radio Stations."

3 - Use the Power Signiture Scan

"The Splinter Faction's stealth their bases with Disruption Towers. Use your
 Power Signiture Scan ability to reveal them."

*Intelligence Database Entries*

Nod Recon

 - The Tacitus
   + Gained at the Start of the Mission

Nod Background

 - Kane - My Lowest Ebb
   + Gained at the start of the Mission
 - Kane - A Spark...
   + Added when you complete the Second Primary Objective


It seems that Rio is the first step to the rebuilding of the Brotherhood of
Nod. Anyway, you are stuck in the middle of the map, which is not the best of
locations in the battlefield, but the GDI don't seem to mind that you are 
actually there to destroy them, so it is all good. Anyway, build up your
base and get a War Factory, or Two. 

You will need a Strike Force to destroy the Administration Buildings and
destroy wondering GDI forces. Your Primary Attack force will be 12 Raider
Buggies, but you will also need 6 Attack Bikes for later. Build them up
and get them ready at the South Western exit of your base. You also need to
have 4 Saboteurs for the Radio Stations, 4 more if you want to capture the
Tiberium Spikes, which you should do for the extra resources.

Anyway, get your Buggies and move to the South Western Radio Station. There
will be Pitbulls patrolling the area, so take them down first, they are your
first priority. Move to the Radio Station and take down the APCs and the
Riflemen Squads. Send in a Saboteur and capture the Station.

You will notice that there is a build area around the Radio Station, so
at the South Western Station, place 2 Laser and 1 Shredder Turret Hub
facing the bottom of the map and 1 Shredder directly above the Radio
Station, I'll explain why later on. Anyway, head to the Administration
centre and attack it. Right away, GDI will most likely send in a Bloodhound
Squad, 2 APCs and 2 Pitbulls to defend it, so take them out first and then
take down the Centre. Once you do, there will be Fanatics that will appear
from the Subway, pleased at your removal of GDI. But really, there isn't
any use for them.

Moving on, send your buggies, which you should repair if need be, south to
the Tiberium Spike where there will be some APCs waiting for you. Take
those guys out, send in a Saboteur for the Spike. Repair and head to the
South Eastern Radio Station.

There is nothing at the station itself, so send in a Saboteur, but the
problem is what is guarding the Centre next to it. There are Guardian Cannons
there, as well as infantry. So, you should build a Shredder Turret when you
capture the Radio Station and a Hand of Nod, training some Rocket Militia to
take down the Cannons and the Shredders to take care of the infantry. 

Once you attack a Guardian Cannon however, GDI will send in GDI Airborne and
a Sharpshooter Team, which means more Riflemen, Missile Squad and 2 Snipers.
This is where your Buggies run in and save the day. Take out the remaining
cannons and take down the Admin Centre, where there will be some more 
Riflemen at the back of the Administration Centre. Take them out and that
should clear the area. 2 down, 2 to go. 

Now, your next job is to take the North Eastern Centre. The radio station will
have some Riflemen around it, so your Buggies will have no problem with it
at all. Capture it with the Saboteur and send in your Attack Bikes. Near the
Administration Building will be Garrisoned Buildings, and the reason why you
need Bikes is that they can attack outside the range of fire of the infantry
garrisoned inside. Use the bikes to take down the buildings, buggies to mop
up the infantry.

After you have cleared the infantry, you need to clear out the administration
building. Take it out, and near the newly captured Radio Station, you will 
need to build 3 or 4 Laser Turret Hubs facing the Edge of the map on the
North of the Station. More on that later. 

Now, you need to take down the final station. Well, there isn't anything
there except for the Pitbulls that might still patrol the area. Capture it
and you will complete the bonus objective. While you are at it, capture
all the remaining Tiberium Spikes. With the bonus objective complete, you
are now able to build Scorpion Tanks. Do so, and build about 25 in a large
strike force. So defend the Radio Station with Several Laser Turrets around
the area. 

Use your Buggies to take down the Centre left on the map. One the health
gets to half-way, your South Eastern Base will spot some Orcas inbound, and
this is an Orca Strike. Remove the Buggies from the Centre and let the
Orcas waste their ammo. Before you finish off the Centre, make sure your
Scorpions are ready and move them to the North Western Radio Station. When
ready, take down the centre. 

Once down, the Splinter Faction's Commander will contact you and order you
to withdraw. Fat Chance. You now need to take down his construction yard
to win. For the other bonus objectives, you need to make sure none of
the Radio Stations are destroyed, which is why I told you to defend te
station in the first place. The second is that you use the Power Signature
Scan. It will reveal where the power plants are. Anyway, when the update
comes to destroy his Construction Yard, note where it is.

Send in the Scorpions and head straight for the Construction Yard, only
stop to take down the Laser Turrets. 25 Scorpions should easily crush
any resistance. Take it down, and because of the Disruption Tower, you
need to force fire, with Ctrl and Right Click on where the Construction
Yard would be without the Disruption Towers. Destroy the Construction
Yard. Once the health of it gets critical, the leader will surrender and
concede to you, and that is the end of this mission. 

[2.02] What is Rightfully Ours

"Nod is resurgent, but remains weak in the face of GDI's vast technological
 superiority. The Brotherhood Archives were all but destroyed in the aftermath
 of the second Tiberium War, leaving Kane without access to his centuries of

 Paradoxically, our friends at GDI have provided a most convenient solution.
 An exact duplicate of our stealth databank, origin unknown, is under analysis
 at a covert GDI Research Facility on the Australian Coast.

 Reclaim what is ours."	

*Primary Objectives*

1 - Capture the covert GDI Research Laboratory

"With the loss of the Nod archives, we are handicapped in the arms race 
 against GDI. Recapture our Stealth Tech databank from the GDI laboratory."

2 - Hold the Laboratory until the Upload Completes.

"Our spies are uploading the databank to the Nod Central Server. Defend
 the Laboratory until the process is complete."

*Bonus Objectives*

1 - "GDI Research Laboratory takes less than 50% damage."

*Intelligence Database Entries*

Nod Weaponry

 - GDI Engineer
   + Once the Steel Talons Soldier makes his announcement
 - GDI Hammerhead
   + Once the Steel Talons Soldier makes his announcement
 - GDI Slingshot
   + Once you have destroyed a GDI Slingshot
 - GDI Behemoth
   + Once you have destroyed the only Behemoth
 - Heavy Harvester
   + Once you have witnessed a GDI Heavy Harvester

Nod Background

 - Steel Talons - Origins
   + Once the Steel Talons Soldier makes his announcement
 - Kane - Awakening
   + Once you have completed Primary Objective 2


This mission might be painful in the real beginning. What you want to do is
to first, build up anti-vehicle defences from the north and the north-east
entrances because you are going to have some visitors. And see that Tiberium
Spike that is East of your base. Do not capture it. You don't want a massive
swarm of Missile Squads inbound. Also, build a SAM Turret, you'll need it.
GDI loves to send in some Hammerheads to machine-gun your base.

After a short period of time, you are going to get a video uplink to a Steel
Talons soldier who doesn't like you on their soil. Right wheh the Talon 
soldier makes his appearance, some GDI Hammerheads will zoom in and attack
your base. That is what the SAM turret is for. The next is that there will
be a large attack, consisting mainly of Titans and Wolverines. Even for
outdated weaponry, these actually pack a punch. You might need to replay
this for a while to now how much time you've actually got, because you don't
have a lot. Somehow, you need to survive this attack, and the rest will be
easier. You have little time to build up your base, and they attack quick,
so don't say I didn't warn you. 

GDI will attack from the Northern and the Eastern entrances of your base. 
The attacks will normally be 2 Titans, 2 Wolverines, the occasion Pitbull and
normally, 2 missile squads. This will require you to have some variety in
your defence, but a Venom squad can tackle it. A much more expensive way to
deal with this is to cover your entire base with Laser Turrets, but that could
restrict your way out. If GDI attacks from the Nod, be careful because that
entrance to your base goes past your main Tiberium field as well as the 
secondary field because you cannot really protect your harvesters from where
your initial base is established. 

Survive the attack, and you will need some way to counter the GDI onslaught.
The answer? Wolverines and Titans have a weakness. They cannot shoot air.
Therefore, you are going to counter them with what little air power you
have, the Venom. You will need a large group of them, about 12 should do the
trick. But bear in mind, GDI will have some Anti-Air, so you will need some
ground support, mainly some Scorpion Tanks.

Once you are confident that you can handle GDI's attack on you, use your
Venoms and attack the southern entrance of the Lab. Meanwhile, get a single
Venom and move into the GDI Tiberium Field, mining it to prevent them from
getting money for a while, and to get the Heavy Harvester entry. Anyway,
after you destroy the anti-ground defences with your Strike Venoms, send
in your Scorpions to remove the AA Gun that will shred your Venoms. 

Once the AA gun is taken care of, move in your Venoms once again and 
gun down the Wolverines and Titans that you encounter. At the back, there
is a Behemoth, and because that can't attack Air either, that allows you
to pick it off without much fuss. Be careful on your attack, there is 
another AA gun and a Slingshot, which you need to take out with your
Scorpions. However, while you are doing this, make sure there aren't any
Titans or any Wolverines that are lurking around because these guys will do
some serious damage to your tanks. Well, you are using light tanks and the
Titans are serious cannons. 

Now, you need a Saboteur and Airlift him to take over the Lab. The GDI
Commander will send in his forces through the northern entrance, and he
will only send Titans and Wolverines, so your Venoms can effectively
control the area. If in case they slip past, you can mine the area
to make sure they don't progress far. In any case, all GDI actually does
by sending more Titans and Wolverines is to level up your Venoms. You
may destroy the Tiberium Spikes that belong to GDI but do not attack their
base with your Venoms. There is too much Anti-Air defence in the form of
Slingshots, Missile Squads and AA Turrets, so attacking their base to
stop their onslaught is pointless and you will lose a lot of troops. The
only way to actually do this is to send a LARGE force of Scorpions to 
crush them. But you don't need to destroy their base, it isn't part of the

With such a tight grip on the area, your Venoms can take out any
threats and the uplink time will be relatively easy. The bonus objective
should be no fuss since there are no enemies getting into the base. I
do advise you not to attack the GDI base. There is strong Anti-Air
defence, in the form of Slingshots and Missile Squads, Titans and 
Wolverines to take out anything else. Besides, you don't need to go
there, Kane has other plans for you. 

[2.03] Persuade Him...

"The Brotherhood continues to grow and prosper, but the Prophet cannot risk
 revealing his existance lest he draw GDI's unwanted attention.

 A figurehead must be found to rule in his stead.

 Kane, in his infinite wisdom, has decreed the renegade heretic Brother 
 Marcion to be the most fitting candidate. There is but one problem with this
 initiative - the devout Marcion considers Kane to be a heretic himself.

 Convince the good Brother otherwise."

*Primary Objectives*

1 - Destroy Marcion's Stronghold

"Marcion cowers in his Stronghold. Destroy it and lure the heretic into the

2 - Destroy Marcion's Escort

"The coward Marcion is attempting to flee. Destroy his Escort and he will
 have no choice but to surrender."

3 - Escort Marcion's Transport to the Evac Zone

"Marcion is ours now, but his very presence on the battlefield puts him at
 risk. Get him to the Evac Zone. 

*Bonus Objectives*

1 - Locate and Destroy the Steel Talon Pulse Scanners

"The Steel Talons have placed Pulse Scanners throughout the battlefield. The
 Black Hand have circumvented them, but they can still detect our forces.
 Destroy them before they transmit."

2 - Destroy Marcion's Statues

"Marcion's Statues are but momuments to his own hubris. Destroy them."

*Intelligence Database Entries*

Nod Weaponry

 - Confessor Cabal
   + Destroy a Confessor Cabal Unit

Nod Background

 - Brother Marcion, Biography
   + Received at the Start of the Mission
 - Kane - Realization
   + After you complete Primary Objective 3
 - Black Hand - Origins
   + After you complete Bonus Objective 1

Nod Rumours

 - The Corruption of Brother Marcion
   + After you complete Bonus Objective 2


In this level, Marcion will welcome you, and then asks you to leave. We can't
do that, so he sends a welcome force to you. Because you are now fighting the
first sub-faction, you need to adjust. Marcion will not send tanks and such
at you, he will send in some firepower. Normally, he will send Black Hand
Flame infantry as well as Confessor Cabal units, both rather superior infantry
units to your own, but you have turrets for that. Also, he will send the
Purifier Unit, an older version of the Avatar, but instead of a shiny laser,
it is armed with both a shiny laser and a flamethrower. Therefore, what you
should aim to do is to take these guys down before they get too close to your
base, because buildings are VERY flammable.

What you should do first up is to use disruption towers to your advantage. 
This will delay Marcion finding your forces and that little more time to
mount a defence. Your best defence against his forces will be the Stealth
Tank. This guy, with the Tiberium Core upgrade from the Tech Lab will be
pretty power and pack a punch. For the first ten minutes or so, build about
12 Stealth Tanks and survive Marcion's onslaught. Soon, he will stop. 

Your first mission is to take out the Pulse Scanners. There are 5 of them and
if they transmit your location, various sorties of GDI forces will be sent
to your location. If you feel brave, let the Pulse Scanners send your position
and then take down the GDI forces for the experience. Either way, take them
down. There locations are found at: 

* West of your original base, on the ledge overlooking the path
* North of your base, near the Tiberium Spike
* On the Northern most path, near Marcion's Base
* On the South Western corner of the map
* On the ridge just above of the Southern Blue Tiberium field

Use your Stealth Tanks to hit and run the Pulse Scanners or hit them hard and
remove them from sight. With those guys down, you need to expand your base
as your current Tiberium Field will not be able to sustain a large army to
take on Marcion's force. Because he is not attacking, he has stockpiled a 
massive force in his base, and that can be a problem. There are Reckoners,
the bunkers, filled with Rocket Militia and lots of Anti-Air, so mine drops 
will not be too effective. And there is money to worry about.

Well, south of Marcion's base is a large Green Tiberium field. You should 
establish a base there, complete with War Factory. The reason you should
choose this field over the Southern Blue Tiberium field is because it is 
closer to Marcion's base, without the large distance in between.

While at your new base, use your Stealth Tanks to enter the Southern entrance
to Marcion's base. Use this to scout out the base and take out the detector
turrets so they don't bother you. You should see a rather large force 
amassing outside the war factories, making it hard to enter. Hit and run as 
much as you can, and then start building on another strike force, this one
is good against vehicles and buildings, the Beam Cannon.

Build about 12 to 15 of the Beam Cannons and use them to destroy all the
vehicles. This will be hard since there is actually a ledge that you have
to overcome, but you have the Stealth Tank for your use. Use the Stealth
Tank to hit and run. This should get the vehicles out of the base an into
your Beam Cannons. Also there will be 2 Obelisk of Light inside the base, near
the Headquarters so take them out. Then take out the vehicles. If possible, 
hit the War Factory of Marcions to ensure they don't get reinforcements and 
some repairs. Use your Stealth Tanks if necessary. However, do not destroy 
the Headquarters, you have some more to do first.

You should now remove Marcion's statues. Two of them are near the Headquarters
and they can be taken out. The final one is a bit harder, because that is 
located near a base with heavy reinforcements. Use your Stealth Tanks to fire
from the ledge and blast it open. This should be the end of the Bonus

Now, because you blow open the Headquarters, move your Stealth Tanks outside
Marcion's base, in order to prepare for the third objective. Repair them if
necessary, the fight isn't over just yet. With your Stealth Tanks, move most
of your remaining Beam Cannons, which you should reinforce if necessary, and
place them in position with your Stealth Tanks, outside Marcion's base. When
ready, take down the Stronghold, and watch him escape.

This is why your Stealth Tanks and Beam Cannons are in place. You need
to intercept his escape force, armed with heavy infantry, Mantis and 
Purifiers. First, the obvious threat of the Purifiers before they get too
close. Next, the infantry and then the rest of the motley crew. This quick
first will land you Marcion's transport. You now need to whisk it away to

Getting it to safety is relatively easy. With the Pulse Scanners out of the
way and GDI taken care of, there is no real threat there, except that 
Marcion might send some reinforcements, so get your Stealth Tanks and Beam
Cannons to literally surround the transport to ensure that no one can get
close. Get to the evac zone and finish this mission. Marcion now belongs to

[2.04] A Grand Gesture

"With Marcion returned to the fold, Nod approaches resurrection. All Kane
 requires now is a sign, an act, a message to the faithful that the
 Brotherhood has returned.

 In central Australia, a GDI research team struggles to harness the raw,
 untamed power of liquid Tiberium. Should their experiments be destablised,
 the results would be quite ... catastrophic.

 Soon, all the world shall bear witness to Nod's violent rebirth."

*Primary Objectives*

1 - Destroy GDI's Liquid Tiberium Research Lab

"Kane demands a symbolic act to unite the Nod faithful. Destroy GDI's Liquid
 Tiberium Research Lab and the Prophet shall have what he desires."

*Bonus Objectives*

1 - Knock Out the Research Complex's Power Stations

"GDI have heavily fortified their Research Complex. Knock out the Power 
 Station and strip them of their base defences."

2 - Capture the Purifier Husks

"A squad of Purifiers were taken down by a Steel Talons ambush several days
 ago. Use your Saboteurs to get those Purifiers back online - their firepower
 will greatly bolster your assault force."

*Intelligence Database Entries*

Nod Field Recon

 - Another Explosion in the Facility?
   + At the start of the Mission
 - Tiberium Explosion Devastates Australia
   + When you complete Primary Objective 1

Nod Weaponry
 - Purifier
   + When you capture ALL the purifier husks

Nod Background

 - Kane - Creation
   + When you complete the mission


GDI will start attacking straight away so you need to prepare yourself for
the GDI onslaught. You are facing the Steel Talons again and you need to
face more Wolverines and Titans, no matter how old and crap they are. A hint 
to have a much better defence is to build your base defences inside the 
fence. That's right, INSIDE THE FENCE. The reason why is that you can cover
a smaller area, which happens to be a chokepoint and the enemy does not have
a lot of room to attack, making it beneficial for you.

They will attack the Eastern and the Northern sides of your base, so you 
might need some Rocket Militia to back up your Turrets. Get the Quad Turrets
upgrade as fast as you can, this will help you attack just a bit more. GDI
will hit with Missile Squads, Orcas, Titans and Wolverines. You need to last
a little while until you get a message that will start to turn the battle in
your favour. 

You will soon get the message to capture the Purifier husks, you need to start
by getting some Saboteurs, some Missile Squads / Scorpion Tanks and some
Raider Buggies. There are three sites with Purifers and I suggest that you
take the Northern one first, then the ones in the Middle and finally, the
ones in the Southern area. 

The problem is that you will have to fight off constant GDI attack while
your Purifiers are being recovered and often, Wolverines will run up and
kill your Saboteurs before they can get in. The reason for getting the ones
in the Northern area is before you can handle it somewhat, and normally there
are the most husks there. 

Once you actually recover some husks, they will be on half health and you need
to get them healed at the nearest War Factory. You need to recover all the
Husks in order to get the bonus objective as well as the Intel entry. You need
them anyway, they are the key to completing the mission.

You should not expand your base, the Purifiers are enough to finish the
mission. Also, another reason not to expand is that you are going to have 
another front that you will have to defend from GDI attack. Although it will
relieve pressure on your main base, it will probably cripple your second
base. If you do want another base, you are probably going to take the area
around the Tiberium Spike north of your base, and claim the Tiberium field
there. Defend it well.

After all your Purifiers are complete, and upgraded with the lovely,
stronger flame from the Secret Shrine, you are ready to attack anything on
the ground, but you need to protect yourself from the air. This is where the
Mantis comes in. Specifically designed to be fast and take down air, this
will help your Purifiers take down Orca threats.

Anyway, slowly send your Purifiers to the GDI base. You should take down the
Power Plants, it will save your Purifers from a lot of damage. Let me brief
you on how the Purifiers work. You shouldn't target things to shoot with these
guys at all. Use move them near their targets. Their lasers, while it may be
powerful, is not their powerful weapon.

By moving them near their targets, they will automatically use their flame
thrower, which, once upgraded, is extremely powerful. While it may not really
kill vehicles, these Walkers can actually crush them, so you shouldn't worry
about them either. For full strength, target what you need gone with the
lasers, and then move in for the strike.

Now, take down the Power Plants and watch the raw power of the Purifier. Let
GDI burn for their sins. Anyway, move them up to the main base, targeting
the vehicles and online base defences first. Then, take down the production
structures, and once you are free from any attack, you know what to do.

Target the Tiberium Lab, and watch the big boom. It is surprising that you
Purifers can actually survive the attack. I was thinking that a massive 
Liquid Tiberium explosion that can be seen across a continent would destroy
your units and anything around it but maybe Kane / Marcion did some special

Anyway, you should perform this mission on Medium first, because if you do
so on hard, it will really be painful. The GDI attacks are relentless and it
is hard to win. Kane's Wrath has really pushed the edge on base maangement
since you are attacked straight away, no second questions about it. 

[3.01] Keys to the Kingdom

"While you slumbered, Nod has grown and evolved, assuming control of the 
 planet's newly established yellow zone while remaining dormant in the
 eyes of our enemies.

 All the while, GDI has grown complacent, lazy, their dependance on the global
 Ion Cannon network rendering them far weaker than the council could possibly

 Now is the time to act.

 We must raid GDI's Johannesburg research facility, for there we shall find
 the plans for the Ion Cannon network - and the means to its undoing."

*Primary Objectives*

1 - Destroy GDI's Network Communications Centre

"The GDI Network Communications Centre is linked to the Global Ion Cannon
 Network. That link must be severed."

2 - Destroy GDI's Ion Cannon Uplink

"The Ion Cannon Uplink must be destroyed, lest our forces be annihilated by
 Johannesburg's local Ion Cannon."

3 - Capture the Network Research Centres before the Ion Cannon re-aligns.

"The Network Research Centres contain the blueprints for the Global Ion 
 Cannon Network. Capture them before the network is back online."

*Bonus Objectives*

1 - Capture the Network Research Centres X minutes prior to Ion Cannon

"Kane is running out of patience. Capture the Network Research Centres rapidly
 or face his displeasure."

*Intelligence Database Entries*

Nod Background
 - Alexa Kovacs - Biography
   + Complete Bonus Objective 1


You start off in this mission with a Commando unit and 4 Shadow Teams that you
can use. Despite your primary objective to destroy the Communications Centre,
you should take down the Ion Cannon, so move your forces towards the Ion 
Cannon, keeping an eye on the approaching infantry that can injure and kill 
your Shadow Teams.

Do not, however, cross the bridge just yet. There are two watchtowers 
lingering there, waiting for your infantry to be shredded. Instead, send your
Shadow Teams into the air, and set them down next to the GDI Power Plants. If
any infantry decide to attack, kill them. Use their bombs to destroy the 
Power Plants. After both are down, send in the Commando and raise some hell.
Don't worry about the Watchtowers, after both Power Plants are down, they 
won't be up again. Instead, take down the crane and the Barracks as well as
any GDI Riflemen Squads and Missile Squads that will be there. Finally, 
destroy the Ion Cannon and get out of there. 

Now, you need to take down the Network Communications Centre. It is relatively
easy, but it would be better if you clear out the GDI base first. Remove the
Tiberium Refinery and the Harvester through the use of the Shadow Teams bombs
and attacking the Harvester. Demolish the Barracks as well as any other GDI
buildings and infantry before blowing the Centre into useless pieces of 

You now will get some reinforcements, a base in which you need to clear out
GDI and take over thei Network Research Centres. The time that you have to
clear them out by will depend on your difficulty level, so on Hard mode,
you need to act fast.

First, build up your base and build some Flame Tanks, about 6 or so, and some
Stealth Tanks for scouting and Anti-Vehicle purposes. Meanwhile, you will
have some Reckoners, so send the first two towards the South Eastern Lab and
the other two midway between your base and the North Western Lab. Deploy
them both. Also, you will need to build some SAM Turrets to take care of GDI
Orcas and Hammerheads. Laser Turrets need to be deployed in order to take care
of GDI APCs and Predators and Shredder Turrets deployed in order to take care
of GDI Missile Squads. 

While your Reckoners are on their way, send your Commando to the South Eastern
Lab. Guarding the lab will be 2 Battle Bases and your Commando will be fast 
enough to dodge the Guardian Cannons on the Battle Base, so demolish them. Do
this before you deploy your Reckoners so they won't be damaged. 

Build an Air Tower for the Call for Transport ability and train a Saboteur to
capture the Southern Lab. That is one out of four. Meanwhile, you need three
more of finish. So, send your Commando north, past the bridge and garrison a
building to get a good view of Guardian Cannons, and two War Factorys. 

At this point, you need to get your Commando to destroy the 2 Guardian Cannons
first, however, do so when there are no APCs around because they will shred
the Commando to shreds with Guardian Cannons as detectors. With the Guardian
Cannons down, take down the War Factories to ensure there are no more GDI
vehicle reinforcements from this area. With this area clear, you can send
in another Saboteur to capture the Network Centre here as well.

With two down, we need to take down another base, north of yours, housing
the Network Centre, on the North West corner of the map. Use your Flame
Tanks here because there will be garrisoned buildings around the area and
the base will be producing infantry. Clear them out with the flames. 

In this base, there will be 2 Watchtowers and 2 Barracks. Your first 
priority is the Barracks because they will be, more often than not, producing
Missile Squads that will harm your Flame Tanks, while the Watchtowers are
merely making annoying dents. You can clear out this area before sending in
another Saboteur to clear this Network Lab.

Conversely, you can use Venoms to attack the base here, it is be just as 
effective as they also can take down infantry, but the reason I would choose
Flame Tanks here is because they can destroy buildings must faster and they
can clear garrisoned buildings, whereas Venoms have to destroy the building
as well as the infantry that will abandon the building when it is critical.

Anyway, you have one more lab to take down. Use your Stealth Tank to scout
out the area, but around here, they will be Harvesters and the biggest
threat is garrisoned buildings, nothing your Flame Tanks cannot handle. 
Clear the area, send in the Saboteur and finish this mission. Not exactly
hard, but can be tricky for the bonus objective, especially on hard mode.

On hard mode, you will need to build Flame Tanks straight away to counter
the infantry rush to your base, and get your Saboteurs really quick to 
their location, and more use out of your Commando. Still, you need to do
what is above, so if you can, do what I have written above at a faster 
rate. You will have 11 minutes to complete the mission, and panicking will
only make it worse. Try it on medium first to get the feel for the mission
before doing hard. 

[3.02] All that Glitters

"The Prophet has the space station Philadelphia - and the Ion Cannon Network 
 it controls - in his sights. In days Kane shall destroy it, eliminating the
 GDI council.

 There is one council member, however, who must survive - Redmond Boyle, GDI's
 craven treasurer. As strange as it sounds, this incompetant politican is
 essential to Kane's plan. He must live, so he may become the GDI 
 president ... and fall right into the Prophet's trap.

 We have dispatched an infiltration team to the GDI Treasury. Destroy it and
 force Boyle to remain earthbound." 

*Primary Objectives*

1 - Tag Treasury Power Plants with Shadow Beacons

"The Treasury is too well defended to bring in our Specters. Tag their Power
 Plant with Beacons and we can bring down their power - and defences - from a
 safe distance."

2 - Destroy the GDI Network Communications Centre

"The GDI Network Communications Centre is linked to the Global Ion Cannon
 Network. That link must be severed."
3 - Destroy the GDI Treasury

"The Treasury is Defenceless. Annihilate it and keep Redmond Boyle 

*Bonus Objectives*

1 - Steal Gold Bullion

"GDI are storing pallets of Gold Bullion throughout the Treasury complex. 
 Steal them and bolster our war chest."

*Intelligence Database Entries*

Nod Field Recon

 - GDI Treasury Damaged In Mysterious Attack 
   + Complete Primary Objective 3

Nod Weaponry

 - Specter
   + Complete Primary Objective 1


Welcome to the GDI Treasury. Shame you can keep some of the gold yourself. 
Anyway, you will have 2 Shadow Teams fly in to help you destroy the GDI
Treasury. First of all, since it is night, you want to avoid the GDI 
Hammerheads, the ones with the lights, near your Shadow Teams. Their lights
will detect stealth so you will want to avoid them. Also, avoid base 
defences, they will also detect stealth and they will hurt.

First of all, you need to take out the infantry that are lurking on the
ridge north of you. Careful, there is an AA there, and that will detect you
for their Riflemen and they will shoot. Anyway, wait until the Hammerhead is
gone and quickly sneak into the first area. Plant the beacon here and move
onto your next target, to your east, the middle.

Again, infantry will move, and although they might not detect you, it would
be better if you kill them all first, just in case they decide to change 
their minds, which is definitely not good. And besides, your Shadow Teams are
powerful against infantry as well as buildings. Move the bridge and plant
the next beacon. 

The next two beacons that are left are basically the same. Take the one 
south of your positions before you take the final one. Make sure you move
back past the second set of power plants, and not down the hill and back
up again since there are active base defences that will destroy you. Move
and plant all the beacons. This should be no real problem, your main problem
is actually getting the first one done and actually sneaking into the GDI

After you plant the beacons, there will basically be power down in most of
the GDI base. Now, you will receive your Specters and your Stealth Tanks.
Unlike regular missions, you don't get any more reinforcements, so this is
pretty much it. Your Stealth Tanks now get designated the role of scout and
spotter, since they are faster than your Shadow Teams. This will probably
be the first time you use the Specter, so lets get into detail about it. This
artillery is pretty long range but the shells take some time to land. Try 
force fire outside a War Factory sometime.

Anyway, lets start with attack the base south of where your units decide to
show up. Although it isn't a main base, there are some crates of interest
here. These crates, although they only contain 1000 credits, are apparently
gold bullion. Who the hell leaves gold laying around out in the open? Stupid
GDI, you deserved to be robbed. Anyway, this is one part of the gold. The
second part of the gold is actually around a Tiberium Spike. There are two
on the map in GDI control, both on the north edge of the map. The Eastern
one, or the one on the right, is the one that will have crates around it.
Collect is and this will be the end of the gold bullion. 

Now, to attack the Communications Centre. Well, the base is not heavily
guarded, but it is capable of producing vehicles and infantry. This will be
a problem, and there are also Hammerheads flying around, patrolling the base.
So, just your Stealth Tanks to remove the Hammerheads and use the Specters
to remove the base defences and then the War Factorys and Barracks. Their
long range will keep them out of trouble, except Hammerheads might decide
to divert and attack them instead, so keep them safe.

If your Specters or Stealth Tanks are damaged, guess what, there are plenty
of targets that you can level up on. Due to nearly all of the base defences 
being offline, you can safely attack them for the experience to level up
your vehicles and this will promote them to Heroic and allow them to self
heal. And it also gives a nice firepower boost. Not that the specters 
actually need more firepower, they have enough as it is.

Destroy the base and then, finally remove the Communications Centre. Now,
you need to hit the Treasury building itself. However, you cannot take the
bridge to enter the base, either due to a glitch in the game or made so
you attack the southern entrance. Doesn't matter, enter through the 
southern entrance. It is a larger base and more active, so your specters
will have more use here.

Now, attacking the base. First, take down the production structures, using the
Stealth Tanks to scout out the base once more. Use them to take down tanks
or any more Hammerheads since they can do some serious harm to the specters
and they really can't fight back. Slowly, move onwards into the base and 
destroy the Treasury any way you like. You could even slowly destroy it with
Shadow Teams if you want, if they live that is. I still believe that Nod
should have invaded the Treasury, transferred all of GDI's money, and then
blow it up. Bankrupt your enemy and then take over. Isn't that easier Kane?

[3.03] The Doctor Vanishes

"Dr. Alphonse Giraud, GDI's leading Liquid Tiberium research scientist, has
 become an impediment. He must disappear before he can enlighten the fool
 Boyle, or Kane's plan will be endangered.

 Giraud's facilities are located in Blue Zone 8, in the same Chilean 
 spaceport formally used to staff and maintain the Philadelphia.

 The Prophet requires Giraud alive - he believes the good doctor can be 
 converted to our cause.

 Do not fail him."

*Primary Objectives*

1 - Capture Dr. Giraud's Lab

"Dr. Giraud cowers within his lab - capture it ... and him."

2 - Escort Dr. Giraud's Transport

"The Transport will evacuate Giraud to a secure location. Protect the
 Transport, Kane requires Giraud alive."

*Bonus Objectives*

1 - Capture the Spaceport Control Centre

"There is much about GDI's Satellite Network we do not know. Capture the
 Spaceport and educate yourself."

*Intelligence Database Entries*

Nod Weaponry

 - GDI Shatterer
   + Capture the GDI Spaceport Control Centre


This one you are going to have to do on a really restricted budget. Due to
the constant GDI attacks, it will be hard for you to move your operations to
another Tiberium Field. More on that later.

Anyway, build up your base. However, GDI will attack you from two different
locations, down the ramp leading into your base to the North and along the 
beachhead. Depending on your difficulty, GDI will attack your base with 
Predators, APCs, Grenadiers, Missile Squads and Zone Troopers. Therefore,
you will need to build some Obelisk of Light to counter the vehicle and 
Shredder Turrets to take care of infantry. Also, get a Commando unit and 
use it to shred down heavy infantry, the Zone Trooper, since the Shredders
are not as effective against them. Also, build a SAM Turret next to your
Obelisk of Light since GDI likes to send some Orcas to harresss and hope
to destroy the Obelisk. Some people would success that you build some
Specters and force fire on the area that GDI will attack from, but the 
problem with that idea is that it is haphazard and GDI forces may attack
during the intervals of reloading and the shells do not land 100% of the
time on the location you want it to do. Rather, if you do use Spectres,
Wait for some tanks and then fire on the location for a successful attack on
GDI forces.

Money is going to be an issue. Your original green Tiberium field is not
going to last long with the amount of repairs and the defence you are 
going to have to build as well as an assault force. Therefore, you need
to find some more income. The next Tiberium field looks good, however,
it is in the middle of the GDI's Attack Force path. A Disruption Tower
will not help since the tower itself is not stealthed, so you need to look
for another area of funds. And make sure your Harvesters do not decide
to suicide themselves into that Tiberium field because they will do 
that. You are better off letting them idle than to get themselves blown
up into smithereens.

Well, at the docks, there is two Tiberium Silos and a Tiberium Spike. Well,
that seems undefended and it is GDI's resources, so it is free for you to
capture. Send two Reckoners with 3 Engineers there and capture all the 
buildings there. If you want to send an Anti-Engineer force, send in a 
Commando, since she does not appear to GDI unless there is a detector. That
will keep those Engineers out of that area.

Next, you need to think about a strategy to get rid of the GDI base that
is in the centre of the area. With 10000 credits from your Tiberium Silos
and some more in the Tiberium Spike, you can build some more defence and then,
an attack force. My choice of an attack force will be about 9 to 12 Purifiers
that you can use, since you are the Black Hand faction. Do not forget about
the flame upgrade from the Secret Shrine, that will greatly help your damage
against the GDI forces.

Your first goal with your attack force is to disable the GDI base ... for 
good. Get in your Purifiers, trample over any vehicles that disagree with your
show of force. The way you should use the Purifier, like I mentioned in the
mission, A Grand Gesture, is to use Lasers on a single target, and then 
order your Purifiers to move in, in order to use their flamethrowers. These
flamethrowers are extremely effective against buildings and infantry, good
for clearing buildings and pretty effective against light vehicles. With
armoured vehicles, like the Predator, your flames are not going to do a lot
so you are going to either use your lasers on them for trample on them.

My choice of attack force is based on what will lie ahead, as well as their
firepower. Send in some Mantis to protect against air and that will make
the force a fearsome one. This is better than the Venom assault as their is
quite a lot of Anti-Air. Stealth Tanks will be crushed because they lack some
serious firepower and Scorpions because they are too weak. Therefore, the
Purifier is the way to go. 

Anyway, attack the GDI base, move in next to the buildings and let the flames
burn. Have a look at the sweet Experimental Aircraft. You can destroy them,
but they look too cool to destroy. Anyway, destroy the GDI base, and that
should stem most of the GDI attack, but that will not end the GDI suicidally
sending forces to be destroyed. There are two more bases where GDI can send
in their forces, one near the Spaceport and another one, although it is 
smaller, near the Lab you are meant to capture. 

With that GDI base out of the way, you need to capture the Spaceport for the
Intel entry. However, you will need to use some lasers here because there are
Sonic Emitters and that can damage you greatly. Take them out with lasers and
crush the GDI base they lies within, and kill off their harvesting operations
to stop the flow of money. Send in the Saboteur, via air if you have cleared
the base, and capture the Spaceport. You can sell the Spaceport straight 
away if you don't want it because Kane didn't say anything about keeping the
Spaceport for further use. Not like the Brotherhood is going to launch a 
Space Station anytime soon.

Anyway, you need to have your Purifiers repaired and ready for the final 
assault on Giraud's lab. For a scientist, he is pretty well defended. Anyway,
move into the city where the lab is, and be careful, because around the lab
are garrisoned buildings full of missile squads. This is where your choice
of attack forces really begins to shine. Remove the missile squads from the
buildings and any other left over infantry lying around. North of Giraud's
lab is another GDI base, producing vehicles and infantry. Wipe it out to
clear GDI's influence in the area. Be careful and make sure that your
Purifiers do not spit fire on the lab. I actually failed the mission because
the Purifiers decided to destroy the lab. Not good. Anyway, the Purifiers,
with their flame weapons, will clear the GDI influence, and not only that,
but destroy the buildings because of their extremely powerful flame weapons,
devastating against buildings. 

Before you decide to capture the lab, send 3 Mantis units to the Tiberium
Spike you have captured. You will need it. Anyway, capture the lab and this
will send in a Carryall to get rid of Giraud. This carryall is heavily
armoured and rather slow, and GDI will do anything to shoot it back down
to earth. The GDSS Pathe will roll in, and where the Tiberium Spike is,
GDI sends in the Hammerheads. Your Mantis units will take care of them.

Meanwhile, use your Purifiers and follow the carryall, in the air, with
them. This is because GDI will send in Slingshot units to shoot it down and
your Purifiers are used to take them out. Since the Carryall and the
Purifier move at the same speed, it should be relatively easy to cover the
Carryall. The Flame weapons on the Purifier should take out the light
armour of the Slingshot, and after you survive the 3 waves of Slingshots
attacking the Carryall, you will have the Carryall reach the Evac Zone, the
Battleship and whisk away. Funny, I don't see room for the Carryall to land
on the Battleship, probably made Giraud drop from the sky. Leap of faith
anyone? Anyway, finish the mission and you will be victorious. 

[3.04] MARV Rising

"Nod central command has received disturbing reports from the African Red
 Zone. ZOCOM, GDI's elite anti-Tiberium task force, have commenced 
 reclamation efforts. 

 while this is disturbing, even more unsettling is the news that ZOCOM 
 deployed a new weapon in their war against the crystal - the Mammoth 
 Armoured Reclamation Vehicle, or MARV.

 This massive Mammoth/Harvester hybrid has already decimated several scout
 patrols, and we as of yet lack an appropriate counter. You must track down
 the MARV, locate the ZOCOM base where it is maintained and learn how it is

 Only then can we construct an appropriate response."

*Primary Objectives*

1 - Capture the Reclamation Hub

"The MARV is built from this ZOCOM Reclamator Hub. Capture it and we shall
 learn how GDI concocted this monstrosity."

2 - Destroy the MARV

"We must analyse the wreckage of the MARV if we are to build a suitable
 response. Destroy it."

3 - Defend the Reclamator Hub until the Upload completes

"The MARV data is secured. Defend the Reclamator Hub until we have finished
 uploading to Nod's central server."

4 - Construct the Redeemer Engineering Facility

"The MARV data was the final element necessary to construct our response.
 Build a Redeemer Engineering Facility so we may test the prototype."

5 - Construct the Redeemer

"The Redeemer Engineering Facility is ready. Build the Redeemer and teach
 our enemies the true meaning of fear."

6 - Destroy the ZOCOM Bases

"ZOCOM's anti-Tiberium efforts in the African Red Zone end today. Eliminate

*Bonus Objectives*

1 - Destroy ZOCOM's reinforcement MARV's

"ZOCOM has more MARV's than we anticipated. Eliminate them all."

*Intelligence Database Entries*

Nod Weaponry

 - GDI Zone Raider
   + Destroy a GDI Zone Raider Regiment.
 - GDI Mammoth Armoured Reclamation Vehicle (MARV)
   + Destroy GDI's first MARV they send at you.
 - Rocket Harvester 
   + Destroy one of GDI's Rocket Harvesters.
 - The Redeemer
   + Construct your own Redeemer.

Nod Background

 - ZOCOM - Origins
   + When the ZOCOM troops first decide to attack you.


Straight away, like most of the other missions, GDI will start to attack your
base, except this time, you have a prepared base with the Obelisk of Light
to defend your base. But that is not enough, you need more of the Obelisk of
Light, and surround the northern entrance of your base with them. About 10
Obelisks, and some SAM turrets to defend your base. Now, you have base 
defence taken care of, you need to worry about that MARV that is on its 

What you should do is to build some Vertigos, the more the merrier. I will
suggest that you build 8 Vertigos, and team them one and two. Since you have
so many Obelisks of Light, your battle should be made easier. When the Marv,
which will take its time to arrive, you need to bomb it with your Vertigos 
straight away. That will hardly so significant damage, but 8 of them should
make a dent. Straight away, the MARV will attack your troops or the Obelisks
of Light that attack it, so your all available troops, mainly your Avatars,
to attack the MARV. Your Obelisks will do much of the heavy lifting, and
as such, you will knock this sucker down quick, if not, send in the 
Vertigos for another wave of attacks. Knock down the MARV. It may be an
Epic unit, but it is not invincible. 

You now, having dealt with the pesky MARV, need to capture the Reclamation
Hub where the MARV was built. However, you can't just send in some Saboteurs
and hope they capture the hub, you need to clear out the GDI base. Why? 
Because after you capture the GDI Hub, that isn't the end of the mission,
so you need to destroy the GDI base there.

Your attack force should be some Stealth Tanks because of their speed. GDI
will have some Battle Bases at the entrance of their base, therefore, you
need so call in the Vertigos you built earlier and destroy their bases before
you can send in your Stealth Tanks onwards. Scout out their base and destroy
all of their operations. Kill the harvesters for the intelligence database
entry that you will probably want. 

Anyway, destroy most of the base, most being except for the Reclamation Hub
and the Construction Yard, we shall use GDI's weapons against them. Anyway,
clear out the base, and send in a Flame Tank into the urban buildings. The
ZOCOM troops have a fair amount of Missile Squads in the buildings so you
need to take them out. Flames will do the trick.

Anyway, when the GDI has been taken care of, capture the GDI Construction
Yard and build defensive buildings, mainly Sonic Emitters, Obelisks of
Light and AA Turrets around the Reclamation Hub, and do not capture it just
yet. Build up the defences until you have the Hub surrounded with defence
structures without anyone attacking it.

Once you have your base secure as well as the Reclamation Hub secure, you
can capture the Hub. The reason why I told you to protect the Hub is that
GDI will not start to attack with waves of their troops, who want either
their hub destroyed or recaptured, and not in Nod's hands. GDI will attack,
but they will be destroyed by their own weapons. Suck that GDI. Anyway,
wait for the upload to complete, and the map will be expanded, which is not
good for you. Build a Nuclear Missile and a GDI Ion Cannon if you haven't
so already, nothing like using an Ion Cannon against a GDI base.

The Nod scientists, working as fast as they do, have discovered the antedote
for the MARV, the Redeemer. Well, to build a Redeemer, you need to build the
facility for building the Redeemer, a Giant Pyramid. Anyway, that will be
the fourth objective, and the fifth one will be building the Redeemer.

However, the bonus objective will be closing in, destroying the reinforcement
MARVs that the ZOCOM have sent at you. The problem is, your defence will
need to be boost significantly for you to handle both of them as well as 
other ground support forces. Again, use your Vertigos to do some bombing 
and drop some mines along the ground to do some damage. Other than that, it
is up to your defence structures, consisting of Obelisks of Light and the
GDI Sonic Emitters and destroy the MARVs. You will lose quite a lot of your
defence structures, but the MARVs are the greatest threat that GDI will send
at you, Predator tanks and APCs are nothing compared to the MARV.

The Redeemer has two infantry slots that you can equip your infantry in. But
like addons, you cannot remove them, so whatever you choose will be permanent.
I suggest that you choose a Saboteur for the repairing abilities and the
Black Hand for their flame weapon, great against infantry and buildings. The
infantry part is something your Redeemer isn't good against with the laser,
so the flames will do some good.

Anyway, with the map expanded, your last part of the mission is to destroy 
the GDI bases, marked with a number 6. You can basically send your Redeemer 
and destroy it solo, because it is that powerful. Anyway, along the bottom
of the expanded map, on your left is the Blue Tiberium Field, and as a 
surprise, on your right, it is the wreckage of the GDSS Philadelphia. It will
consist of several crates, but that is interesting, that is where the 
remains of GDI's council rest.

Anyway, send in the Redeemer to one of the bases, and then launch the Ion
Cannon and the Nuclear Missile against the other. Nothing like watching
GDI attack itself. The Bases that you want to attack depend on what you
don't like. The base on the left will send in Tanks while the base on the
right will send in Infantry. Take down those GDI bases and win this level
for Kane. He is waiting for your arrival. 

[3.05] The Betrayal of Kilian Qatar

"Kilian Qatar has shown her true colours - the general is a heretic, plotting
 against Kane. As the general has warmed her way into the public's good 
 graces, Abbess Alexa believes them unlikely to accept her heresy on faith

 They will require proof. Proof that you will provide.

 Kane's forces are currently engaged in a desperate defence of Temple Prime.
 Infiltrate the battle in the guise of Kilian and commit an act of
 unforgiveable betrayal.

 Soon, all the world will know."

*Primary Objectives*

1 - Destroy the Anti-Aircraft Batteries

"Our Vertigo Bombers need to clear the area before we can establish a base.
 Destroy GDI's Anti-Aircraft Batteries to give them safe passage."

2 - Destroy the GDI Base

"Assist Kane's forces in eradicating the GDI Infestation at Temple Prime."

3 - Destroy the Laser Fence Control Tower

"Destroy the Laser Fence Control Tower to deactivate the Laser Fence and
 enter Tample Prime."

4 - Infiltrate the Ion Shield Research Centre

"If we are to frame Kilian, we will need to leak the Ion Shield Plans to
 GDI. While Alexa engages Kane as a diversion, guide your Saboteur to the
 Ion Shield Research Centre and steal the plans."

5 - Reach the Evac Point

"Get the Saboteur to the Evac and secure the stolen plans. We will leak
 this information to GDI Command, solidifying the appearance of Kilian's

*Bonus Objectives*

1 - Saboteur reaches Evac Point unharmed

"Keep the Saboteur safe from harm and ensure that the stolen plans remain

*Intelligence Database Entries*

Nod Rumours

 - Mysterious Homestead Attacks Continue
   + After you have successfully infiltrated the GDI base.


Wow, this map again. You have played as Nod fighting GDI in the desperate
attempt to keep GDI away from Temple Prime. You have played as GDI in finally
taking down Temple Prime. And now you play as the renegade Nod force that was
suspected to be Kilian's and one of the Intel entries made it appear so. 
Anyway you start this mission with a Commando unit, and you need to take out 
an Anti-Air installation, built by GDi.

Move your Commando to the AA installation, and blow up the Power Plant which
is relatively undefended. Blow it up, and this will kill the power to the 
Watch Towers. With them down, you can easily take down the enemy infantry
that lurk there, blow the barracks, then the watch towers, and finally the
AA batteries and the crane. 

That should care the way for the Vertigo bombers, and that would almost 
certainly kill your Commando. But you don't need her anymore, try to save
her if you can. Anyway, two bases will spawn straight away, the "brothers"
who have returned to help. Anyway, the base at the top will be given to
you to control, and you need to help Kane get rid of the GDI base. This time,
there are no Vertigo bombers to clear it out, you need to build them yourself
if you want them.

Anyway, you need to get rid of the GDI base now. However, you don't really 
need to do much, Alexa (green army) and Kane (purple army) will send in their
troops, tanks and Avatars to the GDI base and demolish it, or even send in
a Commando to destroy the base while everyone is distracted. Anyway, if you
want to finish the mission quickly, you need to help. You really don't need
to, since Kane and Alexa will destroy GDI whether you help or not, but it
is better if you do.

Anyway, you will need to defend yourself, since more often than not, GDI will
send Firehawks at your base. Build Obelisks of Light at the southern entrance 
because GDI will send troops to attack, including a Mammoth Tank. Build SAM
Turrets or more Anti-Air troops to stop Firehawks bombing for no reason.

If you want to help Kane and Alexa, you can help in a variety of ways. You
can send in Vertigo bombers to harrass the GDI base, use Specter Artillery
to bomb the GDI base, send in your beginning Scorpion Tanks to remove the
southern entrance of the GDI base. Don't bother sending in a Commando unit,
there is a Sniper Team there. Anyway, just bomb the crap out of the GDI base,
there is no hope, you have three armies surrounding their tiny little one.
And they expect that they are going to win. Right, GDI is really confused.

Anyway, once GDI is complete off the map, the sad part comes. You don't 
actually get the fight Kane. The great disappointment of the game, you 
don't get to fight yourself, since you were the person in charge of 
defending Temple Prime. Your army will go to Alexa as she creates a diversion
against Kane to steal the plans for the Ion Disruptor that you had to destroy
in the GDI campaign. 

The map will be expanded and you will get control of a Commando and a
Saboteur unit. Move your Commando down the path and remove the Militia that
lurk there and destroy the barrel, which in turn will take down the tower 
and allows you to progress. Make sure that your Saboteur keeps moving because
although the Brotherhood has entrusted him, he does take a long time to walk
so keep him behind the commando, but out of harms way.

Move your commando along, destroying the production structures, mainly the
barracks along the way after you have broken down another laser fence and
broke into the complex. And please, do not let your Commando or the Saboteur
die in this mission now, they WILL NOT BE REPLACED, so make good use of 

Anyway, use the Commando to destroy barracks and move onwards, to another
laser fence, the final one for this mission. The problem they lies beyond the
fence, there are Obelisks of Light near the Ion Shield Research Center that
will zap your Commando without a fret. You need to shut down the power and
this is down at the power plants located to your left and right after you
have entered the gate. 

Keep to the wall below you, or the one to your right, and stay out of range
of that Obelisk. Use your Commando to blow up the barrels at the power plants
at both sections, and this will power down the Obelisk and gives you the
green light to move along. Head into the complex and go near the Ion Shield
Centre and clear out any infantry that may lurk there. Then, send in the
Saboteur and wait.

The Saboteur will emerge as an Attack Bike and you need to get out of there,
unharmed will be the best option. You will need to get out the way you have
entered, and as usual, send your Commando out first to get out and scope out
the place. Kane will send in some Fanatics and Militia to get rid of you, 
but use your Commando to remove them from the equation. If you had removed
the barracks, you won't have this problem. 

Meanwhile, get out of the base, the best option being that you leave alive
and unharmed, and escape to safety. There will be a Militia squad that will
patrol the edges outside the base and after that, you will be free to reach
the evac point and to victory.

[3.06] Hearts and Minds

"The cities of the world's Yellow Zones are an essential source of the 
 support, sanctuary and soldiers Nod requires in our struggle against GDI.
 Without them, the Brotherhood would be nothing but an empty shell.

 A mysterious alien force has appeared on the outskirts of the city of
 Kampala, Uganda. Using an insidious form of mind control, they have bent the
 populace to their will.

 Kane cannot risk such instability during this critical time. Eliminate
 these creatures and take back our city."

*Primary Objectives*

1 - Destroy the Traveler-59 Drone Platforms

"Traveler-59 have infested the city, weakening our support. Drive them from
 this place."

2 - Destroy the Traveler-59 Eradicator

"This horrific Scrin creature blights our lands. It must be destroyed."

*Bonus Objectives*

1 - Eliminate the Cultists to rescue the Nod Combatants

"These Cultists have used their insidious power to take control of the local
 Nod garrison. Kill the Cultists and bolster your army."

2 - Construct the Redeemer to battle the Traveler-59 Redeemer

"The Eradicator is too powerful for conventional weapons, but the Redeemer
 will surely crush it."

*Intelligence Database Entries*

Nod Weaponry

 - Prodigy
   + Destroy the Scrin Prodigy they send.
 - Cultist
   + Destroy all 4 Cultist units controlling the Nod forces without killing 
     them in the process.
 - Eradicator
   + Attack and Destroy the Eradicator.

Nod Background

 - Traveler-59 - Origins
   + Once you have started to attack the Scrin Drone Platforms.


Well, the Visitors have arrived and you need to attack them. Although you 
should be welcoming them, you shall do it Nod style. Anyway, you are going to
start off being outnumbered and outgunned, but we can fix all that. Right
away, you will need to start building defences for your base, Shredders
for the infantry that the Scrin send and Obelisks of Light for the bigger

Soon, a Prodigy (not the smart type) will enter your base and you will need
to destroy it before it decides to do anything stupid. Your Buggies and your
Shredders should eliminate it before it does some mind control voodoo and 
takes over your base. This will give you the intelligence entry that you will
need for it.

Now, you need to get rid of the Cultists. If you want the Cultist entry, you
need to kill all 4 cultist units, HOWEVER, you cannot let one of the mind
controlled units die in the process, therefore, kill the cultists but do not
kill the controlled units. Since there are 4 of them, you should take out the
first one, north of your base, with a Venom or a Buggy, but a Venom is better
since the controlled unit cannot attack it. 

Next, the one in the centre of the map, use a Raider Buggy to remove that from
the face of play. Now, there are 2 more Cultists on the map, relatively close
to each other. One is controlling a Black Hand, the other will be a Confessor
Cabal unit. Since you have the money, it is best iof you kill the one 
controlling the Black Hand with a Cloaking Field, since it is powerful and
will kill the Cultists, without having any of your forces die crossing the
great divide. This will free your Black Hand and then, use the Black Hand to
kill the remaining Cultist to free the Confessor Cabal and finish the cultists
once and for all. You can do this the reverse way, but Black Hand units are 
more powerful against infantry, and time is of the essence.

Meanwhile, the Scrin will continue to attack you with their units. You will
now need a SAM turret to get rid of the Stormriders, two since they will be
more effective than one. Upgrade to the Tiberium Core missiles since they
will be even more powerful and take out the Stormriders without much hassle.
They will continue to send Disintegrators, Devourers and more Gun Walkers as
well as their tanks. Once you have defence settled, you need to start on an

You can build the Tiberium Chemical facility to use the Vapour Bomb if you
want, but you don't get the Catalyst Missile, which will be extremely handy.
You also should be the Temple of Nod, for the Nuclear Missile. Now, you need
to build Vertigos, I recommend that you get 16 Vertigos, teaming them 1, 2, 3
and 4. Not only for bombing arounds now, but for later as well. Also, if you
want, build some Stealth Tanks. They will be useful later on, but not
essential for the mission.

Now, you can bomb the Scrin bases, but not the Drone Platform. Bombing the
bases will stop the reinforcements since the Scrin do not currently have the
capacity to rebuild their lost structures. Bomb the AA Cannons first and
then bomb their base, taking down their production structures. Bombing should
be done only to the North West base on the corner. The North East base is too
difficult to bomb since there is too much AA and chances are, your Vertigos
will be bombed instead. Use the Nuclear Missile there instead. Do not worry 
about the South East base. It won't do anything, and the Storm Columns will
totally destroy your Vertigo Force.

With the bases taken care of, you need to start on bombing the Drone 
Platforms. These platforms will actually fly off and move then you decide
to attack it, so do a massive bombing once they are stationary, and another
when they have stopped moving. The North East platform will head to the 
North East base and the same for the North West platform, it will float to
the North West base. When it floats, it is classified as an Air Unit and this
is where your Stealth Tanks, if you purchased any, can be used to bomb the 
crap out of the Drone Platform. Either way, destroy all the Drone Platforms
however you see fit. Before you bomb the final one, make sure you have 8000
in funds at least and the Nuclear Missile charged and ready to go.

Once the platforms are taken care of, you can build the Redeemer Engineering
Facility to build the Redeemer. Build the Facility and the Redeemer itself
to be a meat shield. The Eradicator has entered the fray and this is where
you can beat the crap out of it. Use the Nuke on it if it is charged, but
as an Epic Unit, it can stand the blast of a Superweapon, but it will 
severely weaken it. Bomb it with your Vertigo air force and harrass with
your Stealth Tanks. When the Redeemer finally is ready, if you quickly
took action, the Eradicator is severely weakened due to the continuing attack
and with a meat shield, the Redeemer to protect your base, the Eradicator will
fall prey to the Nod forces. However, the Eradicator is more than a match for
the Redeemer, so don't take it on one on one. And by the time the Redeemer is
finished, the Eradicator is outside your base, so act quick. 

[3.07] Tacitus Interruptus

"Thanks to your unique provenance, the Tacitus has finally been located.
 The ancient device is currently in mainland China, secure in a ZOCOM convoy.
 It is almost within our grasp, but there are ... complications.

 Word has reached us that the council is planning to evacuate the device by
 sea, and, as you are well aware, we are not equipped to tackle the GDI navy.
 You must capture the device before it reaches it destination - disrupt the
 convoy, capture the device and bring it to Kane.

 Ascension draws near ..."

*Primary Objectives*

1 - Damage the ZOCOM MCV before it reaches the docks

"This MCV carries the Tacitus. Intercept the Convoy before it escapes."

2 - Capture the ZOCOM Conyard

"This Conyard contains the Tacitus. Capture it."

3 - Escort the ZOCOM MCV to the Evac Zone

"ZOCOM is attempting to recapture the Tacitus. Get the MCV to the Evac Zone."

*Bonus Objectives*

1 - Use Tiberium Vein Detonation to destroy GDI's Tiberium Fields

"These Tiberium Fields fuel GDI's local defence force. Destroy them with Dr.
 Giraud's latest invention and cut off GDI's Tiberium supply."

*Intelligence Database Entries*

Nod Background

 - Reaper-17 - Origins
   + When you see the Scrin Reaper forces move in.

Nod Weaponry

 - Shard Walker
   + Destroy a Scrin Shard Walker
 - Shielded Harvester
   + After the Scrin forces have engaged yours.
 - Reaper Tripod
   + Destroy a Scrin Reaper Tripod


Right away, you are thrown into the fire and need to intercept the ZOCOM MCV
convoy, armed with Shatterers and Zone Raiders. Since you have a lot of money
at the start, build up a get a Redeemer up and ready, the Epic unit will be
the core for success on this level. Also, move to the screen of the MCV convoy
and use the cloaking field of two of the Zone Raider regiments to kill them
with the cloaking field. This should remove them from play.

Straight away, send your Scorpions, Raider Buggies and Attack Bikes to the
port area, near where you see the piers. You may need to restart the mission
if you do not know where you can intercept the convoy. Do so away from any
garrisonable buildings, this removes some other factors. Move your forces 
there quick and destroy the escorts of the convoy. Meanwhile, head back to
your base and build some Obelisks of Light at the only entrance of your base
because GDI will send in units to attack your base. Also, build either some
Venoms or some SAM Turrets near your Refinery and Northern side of your base
because GDI will also send some Hammerheads to deal with that.

After the escorts are destroyed, you will see the MCV deploying into a 
construction yard, but it will not build however. You can either leave your
forces there and wait, or retreat and send in the Redeemer when it is ready.
Your Redeemer should have a Black Hand unit and a Saboteur unit inside for
repairs and flame support. Although you will be encountering Hammerheads and
Orca aircraft, they will only make dents in the armour of the Redeemer while
Missile Squads inside buildings will do so much more.

Send the Redeemer to the deployed MCV and blast away any opposition. While you
are doing, build a Tiberium Chemical Facility and use the Vein Detonation on
all of the GDI Tiberium fields. However, you will need to wait since it does
cost money to detonate the Tiberium veins and takes time to recharge as well.
All this actually does is create a chain reaction in the field, damaging 
buildings and units near the Tiberium field, and units inside the Tiberium
field. Nasty if there just so happens to be a harvester moving around. 

Anyway, after you have cleared the area of GDI, use the Redeemer to move to
the GDI base. There are three of them, one near each Tiberium field. Move
the Redeemer and blast away any opposition. If you are insecure about moving
it and losing the Redeemer, you can use the Cloaking Field on the Redeemer to
allow for an escape to self-heal and time to regroup. Destroy all three of
the GDI bases to stop the flow of GDI reinforcements from their War Factories
as well as Barracks.

After you have cleared the map of all GDI influence, you will need to have 
some Avatar units as well as some Raider Buggies and Attack Bikes, both of
which will attack air. Although you have eliminated GDI, there are others that
will come along for the fun. And their fun means extinction of the human 
race. Go figure.

Capture the MCV and move it towards the Evac Zone. Once you are past the 
docks, you will witness a support power called Overlord's Wrath. It is 
basically a Tiberium Asteroid smashing into the earth, causing extreme damage
to anything that happens to be there. Luckily you don't have anything there.
Now, stop moving the MCV and deploy it, building Anti-Air there to stop any
air units. Move the Raider Buggies and the Attack Bikes to the MCV while 
you need to group the Redeemer and the Avatars near the base as well. Now wait
as the Reaper-17 units start to roll in.

First to attack the MCV or your base will be the Shard Walkers. These are 
basically Gun Walkers which are faster and stronger. Nothing your Redeemer 
can't take down in a single shot. Blast them. Meanwhile, Stormriders will
fly around and attack your MCV or base, again, this is what having SAM turrets
is for, shooting down these suckers. However, the final wave is the most 
dangerous of them all, a wave of Reaper Tripods. They are stronger than the
normal Tripod, and have a shield around them. Although you can use a Redeemer
to solo the mission, this will leave your Redeemer severely underpowered and

Flames will easily destroy the shield of the Tripod and with Black Hand troops
inside the Redeemer, that will be no problem. Destroy all the Tripods with
your Redeemer and Avatar and move the MCV, repair it if need be, and move it
to the Evac Zone. There may be Scrin forces there already, but your forces 
should take care of that.


You can easily finish this mission by rushing your beginning forces to 
destroy the Convoy and capture the MCV and rush it to the Evac Zone. I have
done this easily under 4 minutes. However, by doing so, you will lose the
bonus intel entries by destroy the Scrin forces as well as the bonus objective
of blowing up the Tiberium fields. It depends on what you want, finish this
mission or completion. That is the end for this Act. 

People seem to be having problems with this mission. The fact of the matter
is that if you want to complete the intel database, don't move the MCV once
you've captured it. Once it moves past the docks, the Scrin will invade and
once you go near the ramp, the mission is over. So, don't move it until you
have completely defeated GDI with your Epic, then move it past the docks for
the Scrin to invade. Once they invade, use your Epic to collect the missing
Data entries. Move it near the ramp exit and that will finish the mission.
Don't move it on the ramp, because the odds are, the mission will finish.

[4.01] Will Made Flesh

"Nod's generals are dead, their militias defeated. Kane has neither been seen
 or heard since the events of Temple Prime. In the eyes of the world, the
 Brotherhood has finally been annihilated.

 All is not at it seems.

 From his underground bunker, Kane calls on you, LEGION, to awaken the Marked
 of Kane. It is with this cybernetic army that you shall claim the Tacitus.

 Ascension draws near."

*Primary Objectives*

1 - Capture the Marked of Kane Control Nodes

"The Marked of Kane slumber. Capture these Control Nodes to awaken them."

2 - Protect the Control Nodes until the Marked of Kane awaken

"The Control Nodes awaken the Marked of Kane. Protect them until the process
 is complete."

*Bonus Objective*

1 - Control Nodes take less than 50% damage

"These Control Nodes are ancient, delicate things. Too much damage could be
 dangerous to the Marked of Kane. Protect them."

*Intelligence Database Entries*

Nod Background

 - Marked of Kane - Origins
   + Complete bonus objective 1.

Nod Field Recon

 - Unconfirmed Reports of Cyborg Activity in Central Asia
   + Complete Primary Objective 2 - Activate the Control Nodes.


The Brotherhood has indeed survive, despite GDI's "victory" in the Third 
Tiberium War. You start this mission in Central Asia, probably in the Russian
Steppes. You need to start and capture the control nodes, and awaken the 
Marked of Kane.

Start this mission by building a Redeemer. You may now start to attack me on
the fact that I use the Redeemer a lot, but it is a lot most cost effective
than spamming an entire army made of Nod Venoms. That requires no strategy
and you probably won't need this guide if so. Anyway, get a Redeemer with
a Rocket Militia and a Saboteur inside. Don't bother with the Black Hand
in this map. Also, build Obelisks of Light at the entrance of your base in
the case of GDI attacking your base. Train 4 Saboteurs and build an Air
Tower to get the Carryall to pick them up. Get 4 Vertigos while you are at

Move your Redeemer to the first node, the one directly north of your base.
There will be APC patrols in the area, so wipe them out. Once you are 
confident that there are no more enemy troops in the area, send in the
Carryall and capture it with your Saboteurs. That one is secure, but get an
Avatar and some Anti Air, probably Raider Buggies there to secure it from
further attack. Lets get the Redeemer moving.

Next, you need to take the Northern most Node. Against, there are no troops
guarding the Node itself, but there are Predator Tank patrols that are around.
You don't need to fire on them, just crush them. It is at this point where 
getting the Cloaking Field for your Redeemer is a relatively good idea. Again,
send in a Saboteur to capture it. And again, send in an Avatar and some 
Buggies to protect it.

Now, carefully send your Redeemer to the centre of the map, which will house
the GDI base. Attack the base and damage as much as you can. Destroy as 
many production structures as quick as you can and when the enemy forces
are attack, just the Rage Generator to take the heat off the Redeemer and then
slip away to heal. Send the Redeemer back to base. Heal, and get ready.

You have to take the third node, the one east of your base, and capture that
one. Again, there is probably an APC patrol, so take care of it. Move in the
Saboteur, secure the node and send in some units to cover it. Now, move the
Redeemer to the fourth node, the final node. Send in the Saboteur via Carryall
which should avoid the garrisoned huts GDI has taken over. Capture the 
final node. However, you need to be careful because there will be Hammerheads
and Orcas that will attempt to kill the Saboteur, however, with Rocket Militia
inside the Redeemer, that will take care of the Hammerheads. If you need some
help, there is an destroyed base south east of the node, which contains some
money as well as a Promotion and a health boost.

Anyway, once the fourth node has been captured, you have to defend them till
the time is up. You have to note that you cannot repair the control nodes at
all, so once they are damaged, they will stay damaged. This is the reason
for the Avatars and the Buggies being dispatched to seemingly do nothing at
all, they are in fact there to protect the control nodes. 

Because you have the Redeemer to protect the final control node, you can 
move the Redeemer into the GDI base which is just west of the node's position.
Attack it, destroy its War Factory and the Barracks. Take down the Air Field
as well as the Construction Yard to send the flow of GDI reinforcements.

Destroy the rest of the base, not because it is an objective, just because
you are the Brotherhood and you need to take down GDI as it is part of the
rules. Anyway, this will keep you occupied instead of running off to the 
toilet while you are waiting for the countdown to finally reach the dreaded

On the off chance that the troops you have placed to protect the nodes are
overwhelmed, you will have Vertigos to bomb the crap out of anything that
decides to move and attack something that Kane owns. If that doesn't work,
you can mine the area that the unit is attack in and then use a Venom craft
to attack it. This should force the unit to move, lest be destroyed by the
Venom. By doing do, it will hit another mine and that will be the end of that.

Anyway, when the countdown is over, you can finally see what the big fuss
about the Marked of Kane is about. The Awakened and The Enlightened units will
start moving out and attack GDI, if they still remain. Note that the Awakened
and the Enlightened units will have their portraits of that of the Militia
Squad and the Black Hand, since they are the units that the Marked of Kane
will replace.

[4.02] Tacitus Regained

"The Marked of Kane have arisen, and the Tacitus is within Kane's grasp.

 The artifact has been tracked to GDI's heavily fortified compound in the
 Rocky Mountains, secure behind an impenetrable wall of energy. Raid the
 base, capture its communication centres and bring down the barrier. Only
 then can you finally claim the Tacitus.

 Ascension is at hand."

*Primary Objectives*

1 - Capture and Hold the GDI Communication Centres

"Our only hope for bringing down GDI's energy barrier lies in the GDI
 Communcation Centres. Capture them, for the more we control, the faster
 we can bring the barrier down."

2 - Capture the Tacitus Containment Structure
"The Tacitus is ours. Capture the device and bring it to Kane."

*Bonus Objectives*

1 - Destroy GDI's Power Plants

"These Power Plants fuel GDI's base defences. Eliminate them and ease our

2 - Destroy GDI's Bunker Entrances

"GDI have amassed a huge army beneath the mountains. Destroy the Bunker
 Entrances and seal them inside."

*Intelligence Database Entries*

Nod Weaponry 

 - The Awakened
   + Given at the start of the mission.
 - The Enlightened
   + Given at the start of the mission.
 - Tiberium Trooper
   + Given at the start of the mission.

Nod Field Recon

 - Tacitus Destablised?
   + Given at the start of the mission.


This is the final mission for Kane's Wrath and the ascension for Nod draws
dangerously near. Anyway, you will start this mission in dangerous GDI
territory. Your first priority to to take care of the three communication
centres that lurk on the map.

Again, I suggest that you play this map while using a Redeemer. It will make
this mission much more easier than building a whole army of cyborgs. In 
your Redeemer, you should place a Saboteur, which is standard, for self-
repairs which is extremely handy as well as Rocket Militia. The Rockets are
for the constant air threats that will annoy you on this level. GDI will send
in Hammerheads and Orcas, even Firehawks to bomb you in this mission, so it
is imperative that your Redeemer can right back. The Awakened is also useful
for its anti-infantry role, but air can hit you, and you can't hit back, which
is not the same with infantry. You just run over them.

Anyway, build up your base, getting a Redeemer and place an Obelisk of Light
at the northern entrance to your base, near your MCV as well as one on the
Western entrance, near the edge of the map. This will stop the GDI attacks,
consisting of Zone Troopers, Zone Raiders and Pitbulls with the occasional
Slingshot and Predator. You will also need an Air Tower, to bomb some of GDI's
structures later on. Also, build the Temple of Nod for the Nuclear Missile.
GDI might not use their Ion Cannon, and that is their loss. If you ever need
any more money in this map, note that there are plenty of Tiberium Spikes and
Tiberium Silos that you can capture on this map for even more money. There
are some right to your west, and some in the centre of the map, with even more
Tiberium Spikes everywhere. 

Move your Redeemer towards the first Centre, north of your base. As you can
see, there is a large amount of defences, and as you approach it, it will
spawn defences, mainly Watchtowers, AA Turrets and Sonic Emitters. With your
Redeemer, you can take it down, but the Sonic will be a problem. Also, at
this time, GDI would have sent Zone Troopers, Raiders and Pitbulls to attack
you, also raiding you with Orcas. 

Take care of the attacking ground forces first, then send in a group of 
Vertigos to take out the Power Plant that is near the base. Send in another
sortie to take care of the second power plant. Note that there is an AA turret
there, so don't lurk there unless you want to purchase another Vertigo. With 
your Redeemer, take down the GDI troops. Since your Laser and the Rockets
are ineffective against Zone Troopers and Raiders, just trample over them,
or use the Rage Generator to turn the base defences against them, helping
you. Take down the Sonic Emitter first and that will allow you to take out
the Watchtower and the AA Guns. Take out the Bunker Entrance here as well to
prevent more GDI troops from this area. 

Repair the Redeemer, and move it to the center of the map. There is a GDI
base there, producing the reinforcements. There are Battlebases here as well
that you will need to take care of, as well as another Sonic Emitter. Take 
down the Sonic Emitter as well as any troops that are in the immediate area.
Once down, take out the War Factory, which continues to produce reinforcements
in the name of Slingshots and the Barracks, and then clear the rest of the
base. By now, your Redeemer should be promoted to Heroic, if not, it will soon
and it being at Heroic, and this is needed if you want to complete this 
mission without much difficulty. Anyway, clear this base and move onto the
closest Communication Centre. 

By now, your Nuclear Missile should be ready, so use it on the remaining two
Power Plants, this saves you wasting your Vertigos. That should power down the
base defences for the rest of the Centres, and allows for your Redeemer to
clear out the other two centres with relative ease, and you can take out the
Bunker entrances, which will stop the GDI forces popping up. Destroy them all
and seal GDI inside.

Now, with all the Communication Centres clear, head to the western most one.
Directly north of that, on the ridge above it will be a GDI air base there.
Take it out before that Barracks produces more infantry and the Airfield sends
more Orcas. You need to first take out the Airfield, the Hammerheads and
then the rest of the base. After that is destroyed, you need to head north
to the barrier. You will see something that might be a problem.

There is a large GDI base here, as well as the core GDI base behind the 
barrier. This is the reason I did not order you to capture the centres, you
don't want a MARV attacking you. Destroy the GDI base outside the barrier,
which is rather large in itself. Send in the Vertigos for reinforcements as
well as the Venoms you received at the start of the mission. This will help
you around. There will be constant reinforcements, in the name of Hammerheads
with Zone Troopers, Snipers and Missile Squads firing at you inside the
Hammerheads. Waves of 4 Orcas will attack you once you are too close and 
GDI will send in Heroic Shatterers and Heroic Zone Troopers to take you out.
Take care of these guys first because they can damage you, but since you are
bigger, it won't be such a big problem. Let your Venoms attack them, since
both the Shatterer and the Zone Trooper cannot shoot air. Venoms can also
take Hammerheads. Anyway, remove the base to get rid of the GDI and any more
attacks on your base.

That is not all yet. There is another GDI base east of your location. On
the North Eastern corner of the map, near the Blue Tiberium Field is
another GDI base, including an Air Field and Barracks. Destroy this
area. This should root out GDI out of this area. Now, train 4 Saboteurs and
capture the three Communication Centres.

There will be a countdown in which your hackers will take down the barrier.
The time the countdown will take depends on the amount of centres you have
control of. 1 Centre will hack 1 second, 2 will hack 2 seconds and 3 will
hack 3 seconds. Therefore, every second in real life, the amount of centres
will equal of the seconds taken off the counter. Therefore, three centres
will hack 3 seconds off the timer per second played. Move your Redeemer
back to the Energy Barrier, and get ready.

Anyway, when the counter reaches half-way, two things will happen. The good
news is that reinforcements have arrived. The Black Hand Regiment will enter
the fray, with 10000 credits, the Black Hand MCV and 2 Confessor Cabal
Units. The bad news is that the Core GDI base is open. Now move your 
Redeemer and first, destroy the Reclamation Hub before GDI can produce a 
MARV. Use your Venoms to take down the Tech Centre to stop Mammoths
being produced and use your Vertigos to pound the GDI base into the groud.
You also should have a Nuke up your sleeve, so nuke the GDI base into
submission. Take out the rest of the base. Be careful, a Commando will
be sent into your base, so take care of that. 

Now, when the timer goes to zero, the Tacitus Containment Building will be
open to capture. Using the 4th Saboteur, capture the Tacitus for the Nod
forces. You may also note that another Nod force has arrived. Normal Nod 
forces will join you, with two groups of Fanatics and 10000 more in
funds. Too bad we don't need that anymore. Destroy the AA guns that 
surround the Tacitus and send in the Saboteur. Hurry up because the GDI
experiments have destablised the Tacitus and will self-destruct. The health
of the Tacitus Containment Building will slowly decrease and you need to
capture it before it goes to zero. With all the GDI bases taken care of,
the Carryall with the Saboteur will have a safe trip. After the Tacitus
containment building is taken care of, you will get the final Cutscene with
Kane. LEGION has succeeded, and Nod has reached ascension. Watch it 
yourself, it leaves many questions unanswered, and leads to what could 
possibly be C&C4 - Tiberium ? 

[5.01] The Tacitus

Mission : The Rio Insurrection

Added   : During the Start of the Mission.

"Intercepted GDI Intelligence Briefing.

 An archive of unknown age and alien origin, the Tacitus is key to the 
 ascension prophecies, the core mythology around which Kane built the 
 Brotherhood of Nod. While the device remained safe in GDI's fortified 
 Cheyenne Mountain Complex since its recapture from Nod two years ago, it is
 believed that Kane managed to extract an unknown amount of information
 beforehand. This data vanished with Nod at the end of the Second Tiberium
 War, leaving us with no concrete evidence as to what the so-called Prophet
 planned it use it for.

 Given the lack of Nod activity over the last three years, one can only
 conclude that he failed.

 Despite Dr. Boudreau's breakthroughs in the early 2030's, progress continues
 to be slow for our own attempts to interface with the device. What 
 information it holds, and what value said information had to Kane, continue
 to be matters of serious concern for this agency.

 Obtained by Nod Intelligence, Date Retacted."

[5.02] Another Explosion in the Facility?

Mission : A Grand Gesture

Added   : Added during the Start of the Mission.

"Intercepted GDI Transmission regarding secret Liquid Tiberium research in

 To: Dr. James De Groot, Chair, GDI Institute for Liquid Tiberium, [Redacted],

 From: Eliot Smith-Johnson, Director, Department of Covert R&D, Washington DC,

 Subject: Another explosion?!

 Jack, I'm running out of excuses here. One more "accident" like that and the
 Council will have my neck - and your budget. You've lost almost two dozen
 workers in the last year alone and, as you are WELL aware, these aren't your
 garden-variety beaker-slingers, these are top-ranked Tib scientists and
 they're getting harder to replace! You have to understand, Jack, people just
 don't want to work for you, not with all that's happened already, no matter
 how many zeroes we add to their paychecks.

 I understand the potential you see in Liquid Tiberium, and I applaud your
 passion, but I'm beginning to side with those in the council who seriously
 doubt wther this line of inquiry will amount to anything other than
 billion of credits - and lives - down the drain.

 Listen Jack, I'm at the end of my tether here. Get it together and start
 producing results or we're going to shut you down.

 - Eliot

 Intercepted by Black Hand Prelate Lucius Bika"

[5.03] Tiberium Explosion Devastates Australia

Mission : A Grand Gesture

Added   : When the Liquid Tiberium Factory goes BOOM!

"Excerpt from Channel 273 Nightly News with Darius Wong

 Good Evening, I'm Darius Wong.
 Reports are beginning to emerge of a devastating Tiberium explosion in 
 Central Australia, one that may have long term environmental consequences
 for the Southern Hemisphere - and the world.

 We go now to Leanne Downing, reporting to us live from Hobart, Tasmania.

 Leanne ...


 It all started as a green glow in the sky, visible from as far as Auckland,
 New Zealand. Now, as panicked citizens attempt to flee what appears to be 
 the largest environmental catastrophe since the Tiber incident, the world
 is asking one question - who did this? And why?

 There are widespread fears that this horrific events is a sign that the
 long dormant Brotherhood of Nod has returned. However, highly-placed sources
 within GDI have informed us that the catalyst for this explosion may have
 been an accident in a top-secret GDI Tiberium research laboratory in the
 Australian outback.

 Now, as millions are driven from their homes, as a continent is consumed
 by the deadly crystal, one can only ask - why did GDI let this happen? What
 are they REALLY doing to protect us?
 From the Nod Archives"

[5.04] GDI Treasury Damaged in Mysterious Attack

Mission : All That Glitters

Added   : Complete Primary Objective 3, Destroy the GDI Treasury.

"Intercepted GDI Transmission regarding Treasury Attack

 To: Redmond Boyle, Directory of the Treasury, Washington DC

 From: Ramon Vicente, Security Directorate, GDI Treasury, West Virginia

 Mr. Boyle,

 I know you have warned me in the past not to disturb you during your vacation
 time, especially during your limited time to spend with Lance, but I feel
 this is important enough to violate protocol. To put it bluntly - things are
 bad, very, very bad. Last night - an unidentified entity broke through our
 defences, shut down our power and triggered an explosive device within the
 Treasury itself.

 The level of damage inflicted is unknown, but initial estimates indicate
 that the losses might be in the billions. We have no leads, no suspects -
 although initial evidence gathering has lead us to believe that the culprits
 may be the "Sons of Umagon", a miliant Mutant seperatist group - and we have
 no idea how we are going to explain this to the council.

 We need you, Mr Boyle, and we need you know.



 From the Nod Archives"

[5.05] Unconfirmed Reports of Cyborg Activity in Central Asia

Mission : Will Made Flesh

Added   : Complete Primary Objective 2.

"QVCX News and Sports Hour with Mike Vanderhaven

 Good Evening, I'm Mike Vanderhaven

 Nearly two decades have passed since the cyborg armies of CABAL blazed their
 trail of destruction across a terrified planet. Now, just as the world 
 seems once again at peace, unconfirmed reports of a similar bio-mechanical
 menace have started to roll in from Central Asia and the Russian Steppes.

 [footage of terrified local]

 "The ground ... it opened up ... and ... and ... these things, they came
 pouring out. Like men, but like machines also ... I hid ... they did not see
 me ... but my village ..."

 [flash cut to Mike]

 GDI has refused all requests for comment, but an anonymous inside source has
 informed QVCX that the rumours are being taken quite seriously, with 
 multiple investigation teams being briefed and dispatched as we speak.

 More on the breaking story as it happens.

 On a lighter note, here's E.J. Brody with the latest in sports ...

 Transcript, from the QVCX Archives"

[5.06] Tacitus Destabilised?

Mission : Tacitus Regained

Added   : During the Start of the Mission

"Intercepted GDI Transmission regarding secret Tacitus Research

 To: Dr. Johan Hannes-Schmidt, Director of Tacitus Research, [Location 

 From: Theodore M. Bynes, Director, Department of Covert R&D, Washington DC,


 Firstly, let me state that I have every level of respect for the excellence
 and professionalism for you and your staff. There is no finer research team
 operating in this country, if not the world. Now, what that said, I have
 some major concerns regarding your most recent enterprise. Simply put, the
 latest reports from your facility regarding the Tacitus' stability disturb
 me - and the Council - to no end.

 To hear that the device is estimated as having a 15% chance of self-
 destruction, with the chance increasing with each test run, is just not
 acceptable. Look, I understand that you are operating in unknown territory
 here, but I need to be very clear about one thing - if you are doing 
 anything that risks the stability of the Tacitus, anything at all, you must
 STOP, immediately.

 I'm sorry to speak so strongly, but we cannot risk losing the device. Too
 many people died to secure it, we have no idea how dangerous the Tacitus'
 destruction will be and, most importantly, there is no way it can be
 replaced. In short, to risk the device is to risk everything that we've
 worked to achieve.

 I'll be flying out to discuss this with you Monday. Until then, kid gloves.



 From the Nod Archives"

[6.01] GDI Engineer

Mission : What is Rightfully Ours

Added   : When the GDI Steel Talons soldier announces that you are fighting in
          Steel Talons territory.

"Details on arming of GDI's Engineer Corps

 It has been a longstanding tradition of the GDI Engineering Corps to forego
 weapons training, with its members perferring to spend their time studying
 structural engineering and electronical subterfuge. However, Nod infiltration
 of the civilian population has placed Engineers at increased risk, resulting
 in a series of devasting casualties that have stripped the Corps of many of
 their best and brightest. 

 In response, GDI has initiated a combat training program for any Engineering
 Corps member facing a battlefield assignment, outfitting each with a pistol
 and slightly upgraded body armour. The outcome of this effort remains to 
 be seen, but initial reports indicate that the Corps members still perfer to
 "let the fighters do the fighting."

 From the GDI Archives."

[6.02] GDI Hammerhead

Mission : What is Rightfully Ours

Added   : When the GDI Steel Talons soldier announces that you are fighting in
          Steel Talons territory and you encounter the Hammerhead fighter. 

"Details on GDI's Hammerhead heavy assault aircraft

 A direct descendent of the assault/transport hybrid attack choppers of the
 20th century, the large, heavily-armoured Hammerhead was designed to act
 as a longer range compliment to the relatively range-limited GDI Orca.
 Armed with multiple Vulcan Cannons and enough space to transport an entire
 infantry regiment, the Hammerhead's secret weapon is its massive supply
 storage capacity, allowing the aircraft to operate in the field for days at a
 time without needing to either refuel or rearm.

 From the GDI Archives."

[6.03] GDI Behemoth

Mission : What is Rightfully Ours

Added   : When you encounter and destroy the GDI Behemoth near the Covert GDI
          Research Lab.

"Details on GDI's modified assault walker

 While an essential part of the GDI arsenal, the limited weapon payload of
 the Juggernaut Mobile Artillery walker's left the vehicle uniquely vulnerable
 to close-range engagement. AFter one too many Juggernauts were rendered a 
 smouldering heap by little more than a Nod infantry regiment, a 
 frustrated GDI Engineering Corps jury-rigged an infantry-capable garrison
 pod onto the walker's chassis. The end result was so successful, not to 
 mention devastating to the ill-fated Nod recon patrols that came across it,
 that this updated walker, nicknamed the Behemoth, was soon approved for
 full development. After a period of testing with the Steel Talons, the
 Behemoth is expected to provide long range artillery support across the

 From the GDI Archives."

[6.04] GDI Slingshot

Mission : What is Rightfully Ours

Added   : When your first destroy one of GDI's Slingshots.

"Details on GDI's Slingshot anti-air hover vehicle

 With GDI's shutteringof its costly, failure prone HoverTech initiative in
 the aftermath of the Second Tiberium War, the GDI Slingshot was something of
 an anomaly, the last bastion of this one dominant GDI program, finally out
 of testing after a decade-long development phase. While this exclusively 
 anti-air vehicle is less vulnerable to Ion Storm interference than its
 predecessors, the Slingshot remains a relatively fragile unit - trading 
 armour and additional weaponry for high speed, maneuverability and a 
 powerful quad cannon that can quickly bring down even the most powerful 
 aerial opponent crashing to the ground.

 From the GDI Archives."

[6.05] Heavy Harvester

Mission : What is Rightfully Ours

Added   : When you first witness one of the Steel Talons Harvesters.

"Detail on GDI's new, garrisonable harvester

 General Mitchell places a high value on battlefield flexibility, a doctrine
 that spreads even to the Harvesters his Steel Talons employ for resource
 gathering. Rather than the standard turret machine gun, the Steel Talon
 Harvester is outfitted with an infantry capable garrison pod, allowing the
 vehicle to be adapted to counter whatever threat the commander deems most

 From the GDI Archives."

[6.06] Confessor Cabal

Mission : Persuade Him...

Added   : When you destroy a Confessor Cabal Infantry regiment.

"Details on Nod's elite confessor infantry

 While the Nod Confessor has been an increasingly common sight on the 
 battlefield since the Second Tiberium War, it was not until the establishment
 of Brother Marcion's post-Slavik Black Hand that these armoured priests
 were considered effective combatants in their own right. Seeking to bolster
 his own standing as a "pure" religious figure, untainted by the purported
 heresy of his predecessor, Marcion took the radical step of replacing his
 standard Nod Militant advance guard with regiments of combat-ready 
 Confessors, armed, as always, with machine guns and psychotropic 
 hallucinogenic grenades, all the better to spread his word ... and put his
 enemies to the sword.

 From the Nod Archives."

[6.07] Purifier

Mission : A Grand Gesture

Added   : When you reclaim ALL the Purifier Husks.

"Details on Nod's first generation combat robot

 A significantly more primitive precursor to Nod's Avatar, the Purifier was
 inspired by Brother Marcion's first hand urban combat experience during the
 Second Tiberium War. After using an improvised flamethrower to rout  
 entrenched GDI forces, saving the rest of his regiment from certain death,
 Marcion was declared a hero of Nod and saw his very presence have an
 inspirational effect on the Nod Militants that surrounded him. 

 The Purifier was developed to recreate that experience, representing Marcion
 on the battlefield in the iconic form of a hulking, flame-toting humanoid,
 one equipped with a subliminal projection device that would enhance the
 morale and righteousness of the Black Hand troops surrounding it. While by
 no means as advanced or flexible as its successor, the Purifier is an 
 effective combat unit in its own right, especially when accompanied by
 infantry it can "inspire."

 Ironically enough, upon its initial deployment, the Purifier was the subject
 of no small amount of controversy, with many Black Hand hardliners decrying 
 the use of a "soulless machine" within a religious army that otherwise stood
 opposed to such devices. Marcion, seeking to prevent further schism within
 the Black Hand, remedied the situation by requiring each machine be blessed
 by a Black Hand abbot before entering the battlefield.

 From the Nod Archives"

[6.08] Specter

Mission : All That Glitters

Added   : Complete Primary Objective 1, Place the Artillery Beacons.

"Details on Nod's stealth artillery

 Developed during the Second Tiberium War period, Nod's Specter stealth 
 artillery tank was designed as the ultimate evolution of the artillery-based
 guerilla warfare tactics first developed in South-East Asia during the 
 mid-twentieth century. Alternating between two modes, one high-speed and
 stealthed, the other visible and static, but capable of launching high-impact
 artillery from a massive distance, the Specter is a confounding opponent ot
 face in battle. Able to enter occupied territory undetected, deploy, take out
 key structures and vanish before the enemy can hope to react, it is truly an
 insidious and dangerous opponent. This is even more the case when the unit
 is paied with the equally stealthy Nod Shadow Team, which has been equipped
 with targeting beacons, allowing the Specter to launch bombardment from an
 even greater distance.

 From the Nod Archives"

[6.09] GDI Shatterer

Mission : The Doctor Vanishes

Added   : Capture the GDI Spaceport

"Details on GDI's sonic-based Shatterer hover vehicle

 As with its non-mobile brethen, the Sonic Emitter Defensive Turret, the GDI
 Shatterer was originally designed with Tiberium abatement in mind, using a
 modified version of the aforementioned turret to propel concentrated waves
 of sonic energy deep into Tiberium Fields, operating safely from a HoverTech-
 derived mobile platform.

 However, with Nod's devastating attack on Washington DC, GDI High Command
 ordered that the vehicle be re-designed as a combat vehicle. With the Sonic
 Emitter's bulk leaving little room for armour, the slow-moving Shatterer is
 somewhat of a sitting duck. However, when deployed in unison with GDI's
 other, more flexible armoured elements, the Shatterer is a force to be
 reckoned with. 

 From the GDI Archives."

[6.10] GDI Zone Raider

Mission : MARV Rising

Added   : After you kill your first Zone Raider unit.

"Details on GDI's Zone Raider elite infantry

 Sleek, agile and heavily-armoured, the Zone Raider was initially intended to
 function as a lighter, speedier anti-air counterpart to GDI's bulky Zone
 Trooper elite infantry unit. With the establishment of ZOCOM, the Zone 
 Raider's role evolved into that of a a first response Red Zone scouting unit,
 with Tiberium-resistant armour, sonic grenades and stealth detection
 capabilities integrated into their core armour design.

 From the GDI Archives"

[6.11] GDI Mammoth Armoured Reclamation Vehicle (MARV)

Mission : MARV Rising

Added   : Once you destroy the first ZOCOM MARV.

"Details on GDI's Mammoth-derived anti-Tiberium tank

 Born from the same initiative that lead to the creation of ZOCOM, the 
 Mammoth Armoured Reclamation Vehicle, or MARV, combines the near-impregnable
 armour and massive firepower of GDI's most potent task designs with a full-
 capacity Tiberium processing facility. Tasked with single-handedly abating
 Tiberium in Red Zones currently held by Nod or mutant seperatist forces, the
 MARV was designed with battlefield flexibility in mind. With a powerful main
 gun and four upgradeable hardpoints, the vehicle can adapt to changing 
 combat situations, take on any mix of enemy forces, and turn the tide of
 battle in a matter of minutes. The MARV is truly a force to be reckoned 

 From the GDI Archives."

[6.12] Rocket Harvester

Mission : MARV Rising

Added   : Destroy a Rocket Harvester.

"Details on GDI's new, combat-ready Harvester

 Of all GDI harvesting operations, ZOCOM's Red Zone abatement missions have
 always been the most vulnerable to Nod and mutant attacks, often delving 
 deep into hostile territory with little more than a few Zone Raiders as an
 escort. In a bid to cut down on Harvester losses, General Renteria 
 commissioned the development of an upgraded Harvester, outfitted with a
 high-impact rocket turret that would, at the very least, hold the enemy
 at bay until backup arrived. 

 From the GDI Archives."

[6.13] The Redeemer

Mission : MARV Rising

Added   : Build the Nod Redeemer.

"Details on the massive Nod Redeemer combat robot

 The emergence of GDI's MARV in the Central African Red Zone, and its 
 subsequent drubbing of Nod's forces in the area, necessitated an immediate
 response from the Brotherhood. After ambushing, and, at great cost,
 eliminating the massive GDI tank, Nod scientists performed an in-depth 
 analysis of the vehicle's construction and applied said knowledge to the
 construction of an appropriate counterpoint.

 The Avatar, with its iconic appearance and heavy firepower, seemed to be
 the best choice for a platform upon which to build this new combat unit,
 and thus the Redeemer was born - a massive combat mech equipped with 
 MARV-esque garrison pods, an Obelisk-derived tri-part laser and a "rage
 generator", designed to push enemy combatants to the brink of insanity
 via subliminal brainwave modification. Truly a mighty adversary.

 From the Nod Archives"

[6.14] Prodigy

Mission : Hearts and Minds

Added   : During the Start of the Mission.

"Details on the heavily mutated Traveler mind-control infantry

 Focused on infiltration and enslavement, the Traveler sect has long saught
 to expand the powerful yet limited mind control abilities of the Scrin
 Mastermind. Years of experimentation, inbreeding and genetic research have
 finally produced exactly what they seek - the Prodigy, a horrifically
 mutated Mastermind blessed with the ability to possess not just individual
 entities, but entire groups. The Prodigy is capable of blink-teleporting 
 itself onto the edges of an enemy encampment, seizing control of an entire
 regiment and staging a "mutany" without ever drawing attention to itself.

 [Source Redacted]"

[6.15] Cultist

Mission : Hearts and Minds

Added   : Completion of Bonus Objective 1.

"Details on the heavily mutated human abductees

 Perhaps the most twisted project of the Traveler sect's quest to control
 the mind of all those who oppose the Scrin, the Cultist is an unprecedented
 merging of two species - the heavily mutated, insect-esque spawn of the
 Prodigy directly implanted into the brain of a human abductee. While the
 Scrin offspring's massive caraspace makes it impossible for the Cultist to
 invisibly re-assimilate into normal society, their limited mind control
 abilities and relative disposability make them an increasing common 
 frontline unit for the Traveler.

 [Source Redacted]"

[6.16] Eradicator

Mission : Hearts and Minds

Added   : Attack and Destroy the Eradicator.

"Details on the Scrin's massive combat unit

 Rumours of a megalithic Scrin unit have been circulating amongst the populace
 in recent months. Though there has yet to be a confirmed sighting, tales of
 a massive, many-legged creature have spread quickly throughout the yellow
 zones. Ghostly images, mostly taken from the edges of the infested red
 zones, show an enormous lumbering beast, its insectoid features illuminated
 by a fierce glow emanating from the centre of its arthropodal body. Should
 these rumours prove to be true, maximum discretion is advised.

 [Source Redacted]"

[6.17] Shard Walker

Mission : Tacitus Interruptus

Added   : After destroy a Shard Walker.

"Details on the heavily mutated Scrin Gun Walker

 Believing the Scrin Gun Walker to be an antiquated relic, barely useful
 against anything but the most primative of cultures, the Cult of Reaper
 took upon themselves the task of returning this once storied combatant
 to relevance. After a prolonged period of ritualistic, Tiberium fuelled
 experimentation, the Cult revealed their new Shard Walker. A being of
 equal parts machinery, flesh and pure Tiberium, the Shard Walker is 
 everything that the Gun Walker was not - fash, tough and capable of 
 projecting chunks of pure Tiberium at a rapid, devastating pace.

 [Source Redacted]"

[6.18] Shielded Harvester

Mission : Tacitus Interruptus

Added   : After the Scrin have invaded for a period of time and engaged your

"Details on the heavily shielded Scrin Harvester

 While their Scrin brethen choose to avoid direct confrontation except when
 absolutely necessary, the Cult of Reaper revel in danger and bloodshed.
 Consequently, even their non-combat units require additional technological
 support if they are to survive on the frontlines. Case in point, the 
 Shielded Harvester, a standard Scrin Harvester that has been jury rigged
 with an Annihilator Tripod derived shielding system in the hopes of extending
 life on the battlefield.

 [Source Redacted]"

[6.19] Reaper Tripod

Mission : Tacitus Interruptus

Added   : After you have destroyed a Scrin Reaper Tripod.

"Details on the heavily mutated Scrin Tripod

 Reaper-17 have long displayed a disturbing fascination with the act of
 excessive Tiberium infusion, an obsession considered both self-destructive
 and needlessly wasteful by their fellow Scrin. However, for all of the
 downsides, notably madness and death, the process does have its [albeit
 disturbing] benefits. The most notable example would be the Reaper Tripod,
 a horrifically mutated assault tripod equipped with a conversion beam, its
 bulk form even stronger than the Annihilator employed by the conventional
 Scrin mining force.

 [Source Redacted]"

[6.20] The Awakened

Mission : Tacitus Regained

Added   : At the Start of the Mission.

"Details on the Nod Awakened Cyborg Infantry

 In the aftermath of his loss in the First Tiberium War, Kane tasked several
 of his most trusted followers with a project of utmost secrecy - to create
 an army entirely devoid of free will - one that will obey the Prophet's will
 without question or conscience. Cloistered away in the wastelands of central
 Asia, these scientists spent the ensuing decades pursuing that goal, the 
 first results of which became visible with the Cyborg Infantry and Commando
 utilised by CABAL during the Second Tiberium War.

 The Awakened are the end product of this research, deceased Nod soldiers
 mechanically re-animated and controlled via cyber-neurological implant
 devices linked to central "control nodes" across the globe. Equipped with
 arm mounted direct-fire weaponry and a high-impact EMP emitter, these
 emotionless cybernetic warriors are more than capable of tackling anything
 GDI can throw at them.

 From the Nod Archives"

[6.21] The Enlightened

Mission : Tacitus Regained

Added   : At the Start of the Mission.

"Details on the Nod Enlightened elite Cyborg Infantry

 The ultimate realisation of Kane's vision of an army stripped of its 
 humanity and free will, the Enlightened are truly a horrifying sight to 
 behold. While their weaker brethen, the Awakened, still bear some traces of
 humanity in their desiccated flesh, the Enlightened are almost entirely
 cybernetic, the last vestiges of their prior form encased in layers of
 bone white battle armour, faces concealed behind eyeless masks devoid of
 human emotion.

 Slower than the Awakened, the Enlightened are also considerably more 
 powerful, capable of withstanding multiple hits from a Mammoth Tank without
 even breaking their stride, before responding in kind with their devastating
 supercharged particle beam and EMP emitters.

 From the Nod Archives"

[6.22] Tiberium Trooper

Mission : Tacitus Regained

Added   : At the Start of the Mission.

"Details on Nod's Tiberium based short-range combat infantry

 With the "defection" of GDI's Dr. Giraud in 2047, Nod's ongoing experiements
 with Liquid Tiberium begun to bear fruit in the form of portable,
 battlefield ready weaponry. The Tiberium Trooper is the first Nod combatant
 to utilise these new armaments. His heavily armoured, cybernetically
 enhanced form is equipped with two large containment tanks and a reinforced
 spray nozzle, allowing the rapid dispersion of Liquid Tiberium over a large

 From the Nod Archives"

[7.01] Kane - My Lowest Ebb

Mission : The Rio Insurrection

Added   : At the Start of the Mission.

"Excerpt from private audiologs of the prophet Kane

 My brothers, the departed, are surely looking down on me in contempt. After
 millenia, their ultimate vision of my fate has been realised. I have been
 rendered impotent, a sham, a failure, my very existance a mockery of all that
 I know to be right and true. Once a prophet, the messiah for this world,
 now imprisoned. As I lie here, trapped in these tubes, in this twisted, 
 ruined shell of a body, the Brotherhood of Nod has been torn asunder by
 the infighting and heresy of those who presume to speak in my stead. Is it
 any wonder my followers have scattered to the four winds?

 I think not.

 So, has it come to this, that all that I fought for, all that I have 
 sacrificed, is as dust?

 This cannot be ...
 ... I must heal, I must survive, I must claw myself up from this pit ...

 ... and then, truly, shall this pitiful world - and my dear departed 
 brothers - know my wrath.

 [Source Redacted]"

[7.02] Kane - A Spark...

Mission : The Rio Insurrection

Added   : Successful Completing of the Mission.

"Excerpt from private audiologs of the prophet Kane

 Curse this mask, these tubes that imprison me, for even as my flesh is
 restored, my mind is left to wander alone in darkness. This isolation, it
 weighs heavily upon me. I must focus, think, lest insanity take me once and
 for all.

 I must prepare ... I must plan ...
 ... and so it is that my thoughts turn to CABAL, that which was my creation
 and is now, in a way, part of what I have become. In the end, the AI's
 legacy was little more than wanton destruction, proof to the heretics that
 I am nothing more but the madman they claim me to be. Yet, deep within that
 AI, within its very conception, there lies a spark, a light, a sign.

 There is something there, something hidden, something ... great. I must think
 more on this. 

 [Source Redacted]"

[7.03] Steel Talon - Origins

Mission : What is Rightfully Ours

Added   : When the GDI Steel Talons Soldier announces it is Steel Talon

"Background on the GDI Steel Talons experimental warfare division

 With the end of the Second Tiberium War and the Brotherhood of Nod's
 subsequent implosion, GDI came to believe that the quasi-state and fanatical
 cult no longer represented a significant threat to Earth's population.
 Consequently, GDI shifted its strategic goals from defeating Nod to the
 reclamation of those parts of the planet previously consumed by Tiberium. 
 The vast majority of GDI's research and development budget was repurposed to
 further that goal, bringing to a close the period of rapid technological
 development that had characterised GDI's military over the previous several

 Needless to say, there were several within the military who questioned this
 new directive - notably General Joshua "Mitch" Mitchell, a decorated veteran
 of the Second Tiberium War renowned for his youth, aggressiveness and 
 tactical innovation. Mitchell contended that while Nod may have been 
 defeated, it would be foolish for GDI to assume that no successor would rise
 from the dispirited populace of an increasingly Tiberium-stricken Earth.	
 Therefore, he argued, funds allocated toward Tiberium control should be 
 instead earmarked for the research and development of new combat technology,
 in anticipation of this next potential conflict.

 After a lengthy, volatile hearing, Mitchell emerged with a partial victory.
 While GDI refused to divert a significant part of its R&D budget to the
 General's cause, they did agree to fund a new experimental combat 
 technology division under Mitchell. Dubbed the "Steel Talons" by Mitchell's
 admirers - notably famed war hero Nick "Havoc" Parker - this elite, 
 unconventional combat battalion quickly rose to prominence in the splinter
 faction skirmishes that followed Nod's implosion, becoming known both for
 their ruthless efficiency on the battlefield and for the shroud of secrecy
 they maintained at all other times.

 Excerpt from "GDI and the Future of War," by Xaiver Des Jardins"

[7.04] Kane - Awakening

Mission : What is Rightfully Ours

Added   : After you complete Primary Objective 2.

"Excerpt from private audiologs of the prophet Kane

 ... and so the day comes, the day when at last I can emerge from this hated
 appartis and again walk upon the Earth. My face is scarred, true, and thus
 must be kept hidden from those who seek me, but my hand, my eyes, my mind,
 these are mine again to command.

 Years I have waited, body in ruins, roaming the darkened recesses of my
 mind, and in those darkened corners I found inspiration ... I found a 
 vision, a plan. Now it is time to make that vision a reality.

 The world sleeps, hostage to its own ignorance, for it knows not what is
 yet to come ...

 [Source Redactant]"

[7.05] Brother Marcion, Biography

Mission : Persuade Him...

Added   : During the Start of the Mission.

"Biographical Details of Black Hand Leader

 Once the leader of the Brotherhood's religious wing, charged with 
 proselytizing the prophecies of Kane, Marcion grew disillusioned with the
 Brotherhood and its leader as the Second Tiberium War drew to a close.
 Increasingly outspoken, few within the Inner Circle were surprised when 
 Marcion was the first to break with Nod following their devastating series of
 losses, branding the decreased Prophet a charlatan and retreating to the
 Australian outback.

 Marcion was not quiet for long; his powerful oratorical skills and deeply
 ascetic lifestyle won him many devotees in what would come to be known as
 Yellow Zones. Within a year with his break from Nod, Marcion had
 organised his followers into a disciplined theocratic army - the "new" Black
 Hand. Dedicated to spreading "truth and purity of the Tiberium prophecy," 
 their popular support continues to grow amongst the increasingly splintered
 Nod survivors. 

 Rumours that GDI had a hand in Marcion's break with Kane remains 

 Excerpt from "Kane: Visionary or Maniac?" by Carlos Del Mar."

[7.06] Kane - Realization

Mission : Persuade Him...

Added   : After you complete Bonus Objective 2.

"Excerpt from private audiologs of the prophet Kane

 Blessed be he who has preserved these shards of the Tacitus, for within them
 I find the means to transform the vision of my ... confinement ... into
 reality. The journey is arduous, true, but with each day spent, each 
 gauntlet passed, I move one step closer to my ultimate goal ... creation!

 [Source Redacted]"

[7.07] Black Hand - Origins

Mission : Persuade Him...

Added   : After you complete Bonus Objective 1

"Background on the Black Hand Nod splinter faction

 A cult within a cult, the origins of the Black Hand date back to soon after
 the founding of Nod itself. Initially established as a form of religious
 police and tasked with enforcing adherence to the teachings of Kane, in the
 ensuing years the Black Hand saw their purview expand significantly. By the
 time of the Second Tiberium War, the cult had become Kane's chosen wardens
 of all things religious, charged with the distributing and proselytizing 
 of his prophecies while also maintaining spiritual disclipine within the
 Brotherhood ... by force if necessary.

 The Black Hand maintains a parallel organisation within the Brotherhood 
 with political, religious and military wings.

 Yet, for all of their power and influence, until recently the Black Hand had
 managed to maintain a surprisingly low profile, shrouding their rituals,
 beliefs, and to the world beyond Nod, their very existance in a veil of
 mystery and obfuscation. However, as the Second Tiberium War drew to a 
 close, all this would change. With Kane's "death", Anton Slavik, a 
 respected military leader, rose to become leader of the Brotherhood of
 Nod - and revealed himself to be a Black Hand prelate, raised from childhood
 within the cult. Needless to say, Slavik's ascent drew significant attention
 to the Black Hand, attention that was not always welcomed.

 Unsurprisingly, many within the Black Hand chafed at the cult's new public
 profile, with internal dissent quickly escalating into a series of 
 impassioned public confrontations between Slavik loyalists and those who
 claimed the Nod leader to be a traitor to the Black Hand's true purpose.
 From within the anti-Slavik ranks there soon rose a figure who could stand
 toe-to-toe with Slavik, an impassioned and popular preacher by the name of
 Brother Marcion. With leaders chosen and battle-lines drawn, what had 
 started as a doctrinal disagreement had quickly escalated into a schism
 that threatened the very existance of Nod itself.

 Despite the Inner Circle's repeated attempts to heal the rift, the situation
 soon spun out of control, leaving Slavik dead at the hands of an assassin
 and Marcion and his followers retreating to self-imposed exile in the
 Australian outback. These cataclysmic events splintered the remainder of
 the Brotherhood into countless sub-factions, each claiming to follow the
 "true" word of the Prophet, with, ironically, Marcion's new Black Hand
 serving as one of four surviving links to the Brotherhood's storied past.

 Now claiming himself to be the one true prophet, and, in turn, branding Kane
 a heretic and charlatan, Marcion sets forth to make his own mark upon the

 Excerpt from "Marcion - as I Knew Him," by Elbert Goldman 

[7.08] Kane - Creation

Mission : A Grand Gesture

Added   : At the completion of the mission.

"Excerpt from private audiologs of the prophet Kane

 It has all been worth it - the isolation, the failures, the frustration,
 the agony of years spent devoid of senses, locked in a forsaken tube - all of
 it. For today I reached out abd gave life to something, something new, 
 something the world has never before seen, born from memories of the 
 Tacitus, shaped in my image, created with one vision ...

 One purpose.

 This creation of mine, it is far more than anything that has come before - 
 no mere AI, no CABAL-esque simulacra, nor a sentient bag of flesh, a mere
 genetic anomaly laying claim to the Earth through some misguided sense of
 privilege ...

 No, this is something greater. This is ... LEGION.

 "For the world shall quake at his footsteps, and all shall begin anew."

 [Source Redacted]"

[7.09] Alexa Kovacs, Biography

Mission : Keys to the Kingdom

Added   : By completing Bonus Objective 1

"Biographical Details of Abbess Kovacs, ward of LEGION project.

 Raised in near isolation by migratory Nod separatists on the edge of what
 would become the Central African Red Zone, Alexa Kovacs was orphaned in her
 pre-teens. After surviving over a year alone in the burnt-out remains of
 her parents' homestead, Alexa was discovered mute and near-starving by a
 patrolling group of Nod scavengers.

 Intelligent and pragmatic, she quickly took up her rescuers as a rookie zone
 runner. Kovac's devout religious beliefs and near-preternatural understanding
 of cybernetics anbd AI quickly garnered attention within the Brotherhood,
 leading to her enrollment in the Nod Academy.

 Rising quickly through the ranks post-graduation, Kovacs quickly developed
 a reputation for coldness, reserve and near-fanatical religious dogmatism
 that segregated her from her peers - and drew attention of Kane himself. 
 Despite her youth, Alexa was raised to the level of Abbess and enlisted to
 participate in one of the Nod's leader most secretive projects - working on
 the development of LEGION, a CABAL-derived experiment combat AI.

 Excerpt from "Nod in the Post-Kane Era", by Ficus Quartermaine, PHD"

[7.10] ZOCOM - Origins

Mission : MARV Rising

Added   : When the ZOCOM forces first attack your base.

"Background on the GDI ZOCOM Tiberium eradication division

 With a post-Nod GDI shifting its focus to the reduction and eventual 
 elimination of Tiberium, it was natural for the council to establish a 
 branch of the military tasked with the enforcement and execution of that
 goal - Zone Operations Command, or ZOCOM. Their peacetime mission was 
 threefold; to improve GDI's military capabilities within areas of high
 Tiberium infestation, to establish "beachheads" within such areas allowing
 reclamation to commence, and to protect existing reclamation operations from
 any attacks, be they terrorist or mutant in origin.

 Command was given to the eminently qualified C. Elena Renteria, a decorated
 war hero and one of their first women to rise to the rank of General within
 GDI. Beyond her reputation as a smart, no-nonsense battlefield commander, 
 Renteria's unique upbringing provided insight into the task at hand. The
 daughter of Mexican nationals, the General spent her childhood in the
 Tiberium wastelands of central Africa, while her parents, both GDI
 scientists, attempted to understand and contain the deadly crystal. After
 witnessing firsthand the devastating effect of Tiberium on the human
 population of those areas, Renteria dedicated the rest of her life to its
 elimination; first focusing on systematic and ruthless dismantling of the
 Brotherhood of Nod, and then later through ZOCOM's Tiberium control and
 reclamation operations.

 Few would deny that Red Zone service is perhaps the most demanding of any
 GDI assignment. Most soldiers cannot endure significant Tiberium exposure
 for more than a few weeks at a time without risking serious physical and
 psychological damage. There are exceptions however - men and women 
 who find the experience of living and fighting in a near alien environment
 to be an energizing, engaging experience. These individuals quickly find
 themselves assigned to ZOCOM - and few, if any, would be happy anywhere

 Excerpt from "C. Elena Renteria: My Life" by C. Elena Renteria"

[7.11] Traveler-59 - Origins

Mission : Hearts and Minds

Added   : Once you start to attack the Scrin Platforms.

"Background on the Scrin Traveler Sect

 If Reaper-17 embody the darkest impulses of the Scrin, the benignly named
 Traveler sect represent something more insidious. Trained from birth in the
 art of subterfuge, Traveler cells specialise in nothing less than the
 infiltration, destabalisation and eventual enslavement of entire rival
 species. Where the Cult of Reaper seek to dominate through brute force, 
 making bloody examples of those who oppose them, Traveler instead attempt to
 draw as little attention to themselves as possible. Traveler pods will blink-
 teleport into hostile territory and deploy Prodigy units - Tiberium-mutated
 Masterminds with significantly enhanced mental faculties - bringing the
 entire population under Scrin control within days.

 Traveler-59 is the most recent cell raised to full active duty, and has yet
 to be verified as combat-ready on the battlefield. Recently attached to
 the Scrin mining fleet on the far side of Pluto, the cell has activated
 far-reaching scanning technology to locate its first host planet. In 
 addition, the cell has been outfitted with a new, more efficient form of
 enslavement - twisted offspring of the Prodigy capable of being implanted
 directly into the cerebral cortex of an abducted life form. The victims gain
 limited mind control abilities ... at the cost of complete subservience.

 The Earth shall be their proving ground ...

 [Source Unknown]"

[7.12] Reaper-17 - Origins

Mission : Tacitus Interruptus

Added   : When you see the Scrin Arriving on the Battlefield.

"Background on the Scrin Cult of Reaper

 Throughout the many worlds beyond our own, few names have inspired as much
 fear and fascination as the Cult of Reaper, a mysterious, ritualistic violent
 Scrin caste that takes as its creed the brutal, public extermination of any
 being unwise enough to stand in the way of the race's advancement. Believed
 to have been established in eons past as a first-strike native pacification
 force, the Cult has since cloaked its purpose in religious overtones. The
 members regard it as their divine right to cleanse planets of any life forms
 perceived as potentially dangerous, with that definition determined almost
 entirely within the cult itself.

 Even within the Cult of Reaper, the 17th sect are considered almost 
 preternaturally violent, displaying acts of unparalleled cruelty such that
 few within the Scrin wish to even acknowledge their existance. Of
 particular distaste to their fellow Scrin is Reaper-17's penchant for 
 excessive Tiberium infusion, far beyond that which its parent race requires 
 to survive. This deranged form of self-mutilation, a form of religious 
 zealotry, has left many of their members grotesquely mutated as they are
 immensely powerful. Outcasts even within their own society, Reaper-17 
 continue to plow their own bloody furrow ... one that will lead them to the
 planet known as Earth.

 [Source Redacted]"

[7.13] Marked of Kane - Origins

Mission : Will Made Flesh

Added   : After completion of Bonus Objective 1.

"Background on Nod's Marked of Kane Cyborg Cult

 As the First Tiberium War drew to a close, pervasive and disturbing rumours
 began to emerge from the Tiberium wastelands of Central Asia and the Russian
 Steppes. Nomadic travelers and Nod separatist colonies alike have shared
 tales of Nod bunkers hidden deep beneath the earth, laboratories where
 cultish techno-fetishists perform horrific rituals upon the corpses of the
 Brotherhood's fallen - the goal? Nothing less than raising the dead.

 Needless to say, Nod has continually denied all knowledge of any such acts,
 and even those within the Brotherhood believe these Necromantic tales to be
 little more than the mutterings of frightened outcasts. The truth, however,
 is far stranger. In the aftermath of his first defeat at the hands of GDI,
 Kane spent long days pondering how it was that Nod had been defeated. 
 Ultimately, he formulated a unique hypothesis - the humanity of his soldiers
 had been their undoing. Thus, the Prophet concluded, to achieve victory he
 would require an army devoid of free will - of love, hate, fear and regret,
 of both conscience and consciousness, a legion that could willing and
 unquestioningly obey his every command.

 To that end, Kane initiated the development of an army of emotionless,
 endlessly malleable cybernetic warriors that would do his bidding without
 question. Knowing that such research would cause dissension within the 
 ranks of his existing army, the Prophet sequestered this work in the
 hinterlands of Russia and China, where few would stumble across the project
 and even fewer would be believed if they shared such tales.

 The path was long and arduous, and outside of a few promising developments - 
 the most notable being the cyborg armies of CABAL - far from successful.
 Eventually, the Second Tiberium War drew to a close, the Marked of Kane
 finally near completion. However, it was too late to save Nod and the
 Marked of Kane were left to slumber deep beneath the Earth, awaiting their
 master's call ...
 [Source Redacted]"

[8.01] The Corruption of Brother Marcion

Mission : Persuade Him

Added   : After you destroy all of Brother Marcion's Statues. 

"Intercepted GDI Transmission


 ... Park contacting central GDI Central Command, do you ...


 ... mission unfolding as planned. First objective has been met and was an
 unqualified success. Marcion now regards Agent Park as an orthodox Nod
 fanatic in his own mold. Target is proving very receptive to messages of
 distrust re: Kane. Moving on to second objective - laying the groundwork
 for the "removal" of Slavik.


 Seeds have been planted ...


 Park out.

 Intercepted and decoded by Brother Othus Qatar"

[8.02] Mysterious Homestead Attacks Continue

Mission : The Betrayal of Kilian Qatar

Added   : After you have infiltrated the Nod base.

"Archived Report on massacre of Nod separatists

 For the third time this year, a seperatist Nod settlement in the Central
 African region has been brutally attacked. While investigations are still
 ongoing, initial reports identify the deceased as respected prophecy scholar
 Caleb Kovacs, his wife Ileana, daughter Alexa and an unidentified number
 of servants.

 While the mainstream media continues to dismiss these attacks as the work
 of Mutant fundamentalists, the Fist of the Prophet can exclusively reveal
 that there may be more sinister forces behind the attack - forces stemming
 from within the Brotherhood itself. Evidence gathered from the ruins [and,
 according to our sources, suppressed orders on the direct orders of Anton
 Slavik] has been made available to us.

 Analysis of this evidence reveals the attackers not to be Mutants, by
 Cyborgs, under the direct control of the renegade AI CABAL. The Fist has
 raised concerns about CABAL's stability and the Brotherhood's general
 dependence on such soulless machinery in the past, but even as the evidence
 mounts, Slavik refuses to accept the truth, and now the Prophet's most
 devout followers are paying the price for his wiliful blindness.

 Excerpt from "Fist of the Prophet", underground Nod Separatist infocast"

[9.01] Shatterer

Cost             : 1300 Credits
Requires         : War Factory, Command Post
Abilities        : Call for Transport
Upgrades         : None
Role             : Anti-Structure, Anti-Vehicle
Construction Time: 13 secs

This is one of the better units in the GDI arsenal with Kane's Wrath. The
Shatterer is basically a Sonic Emitter on wheels. This unit can damage 
multiple units and will go through them. That being said, this is an excellent
support unit, knocking out the enemy vehicles while letting the tanks taking
the brunt of the attack. The reason why this is not a frontline vehicle is 
that it is, like the Mammoth Tank and the MARV, it is extremely slow. Sure,
it can hold its own, but by the time you have reached the enemy base, the 
battle is pretty much over. Nonetheless, this unit can deal great amounts of
damage as well as attacking from a good distance. However, with its slow 
speed and relatively weak armour, this makes it a pain to protect and its
use will depend on your attack force. 

[9.02] Slingshot

Cost             : 1000 Credits
Requires         : War Factory
Abilities        : Call of Transport
Upgrades         : Tungsten Shells
Role             : Solely Anti-Aircraft
Construction Time: 10 secs

With the Base Game leaving GDI reeling from the lack of Anti-Air, it has 
developed a solution. Before, you relied on AA Turrets, Pitbulls, Missile
Squads, Firehawks and Mammoths, but besides the weak AA Turret and expensive
Firehawks, you had no defence. The Slingshot is basically a Quad Cannon on
wheels. Imagine the Quad Cannon from C&C Generals that can only attack air and
its the Slingshot. It can shred down air units without taking a lot of damage
and is rather quick. However, the problem with this Slingshot is that it lacks
one ability that it should have, Anti-Infantry attacks. Instead, this thing
can only hit air so it is delegated to a support unit. Other than the fact
that it can only attack air, this unit is a much needed addition to the GDI

[9.03] Hammerhead

Cost             : 1500 Credits
Requires         : Airfield
Abilities        : Garrison Infantry
Upgrades         : AP Ammo, Ceremic Armour (ZOCOM)
Role             : Anti-Infantry, Transport
Construction Time: 15 secs

The APC of the Sky, the Hammerhead is one of the most versitile units, just
like the APC. This unit it originally armed with an Anti-Infantry Vulcan/
Gattling Cannon that can easily shred infantry. Also, like the Scrin 
Stormrider and Nod Venom, it can attack without having to go back to base and
rearm and refuel. What makes it one versitile unit is that it has 1 
garrisonable infantry slot. This slot also allows for infantry to fire out
of it, just like the APC, and as such, this is an danger to opponents since
they do not know what is inside. As such, what happens if you place the
following infantry inside is listed below.

Riflemen Squad - This will create a Gun Turret which will basically be another
                 anti-infantry weapon.

Missile Squad  - This will allow the Missile Squad to fire, which givess the
                 Hammerhead an Anti-Vehicle, Anti-Structure and Anti-Aircraft
                 attack, which is extremely useful. 

Grenadiers     - A fast way to remove infantry from buildings. This allows the
                 Grenadiers to throw their anti-infantry grenades which still
                 clears buildings, but they cannot use their EMP Grenades.

Zone Raiders   - This gives the Hammerhead a powerful Railgun weapon which 
                 they can use against vehicles and structures.

Sniper Team    - This allows for the Hammerhead to perform long-range infantry
                 kills, which is useful against Missile Infantry. 

Commando       - Again, another Anti-Infantry role.

The Engineer basically just sits there, but it is useful to ferry around in 
one of these anyway, because the Engineer is pretty slow. 

Anyway, with these combinations, you can mix and match for a pretty good 
attack force. Any kills done by the infantry will lead to promotions for the
Hammerhead and not the infantry. This unit is fast, powerful and versitile,
something that Nod lacks. The only drawback is the expensive price tag for
the unit, and then for the infantry, but for such power, it is worth it. One
Hammerhead can easily clear out a city full of garrisoned infantry to allow
your ground forces safe passage.

[9.04] M.A.R.V.


Cost             : 5000 Credits
Requires         : Reclamation Hub
Abilities        : Harvests Tiberium, Garrison Infantry
Upgrades         : None
Role             : Anti-Everything that decides to move
Construction Time: 50 secs

The Mammoth Armoured Reclamation Vehicle is the Epic Unit of GDI, and as such,
only one of these are allowed. With its massive pricetag and build time, this
unit must be strong, and it sure does provide. Armed at the start with a 
3 barrel Sonic Shell cannon and 4 infantry slots, this is powerful to start
out with. What makes it even more powerful is the 4 infantry slots. You can
permanently garrison infantry inside the MARV, which you cannot take out
again, and use the infantry's ability to do some more damage for you. Again,
it demonstrates how this GDI addition adds to the amount of versitile units
in the GDI armoury. What do the infantry do? Read Below.

Riflemen Squad - This will add a Gun Turret, which adds an anti-infantry 
                 attack to the MARV.

Missile Squad  - It will add a Rocket Turret for the MARV, which allows it to
                 attack air units as well as land targets.

Grenadiers     - This will add a Grenade Launcher to the MARV, which still 
                 retains the ability to clear garrisoned buildings as well as
                 its anti-infantry and anti-structure role.

Engineer       - The Engineer will add a Repairs Turret, which will repair the
                 MARV when it is damage through combat. 

Zone Troopers  - This will add a Railgun Turret, allowing for 1 hit kills of
                 infantry as well as great deals of damage to vehicles and

Sniper Team    - This will add a Snipers Nest to the MARV, allowing for 1 hit
                 kills against infantry, but does not detect stealth. 

Well, there you have it, what you can add to the MARV. I personally will 
choose a loadout of 1 Sniper Team, 1 Zone Trooper Squad, a Grenadiers Squad 
and a Missile Squad to the MARV. Sniper for infantry, Troopers for Vehicles
and buildings, Grenadiers for garrisoned infantry and Missile Squad for Air.
However, you can choose any loadout that you want.

Some people will choose a loadout of 3 Zone Troopers and 1 Missile Squad for
extreme damage. With 3 Railgun Turrets, it can dish out damage and literally
destroy anything that moves, with a Missile Squad to take down air. A fair
amount of people however, will choose a loadout that suits them and throw
in a Engineer to repair the MARV. While it lacks self-heal in the Basic,
Veteran and Elite levels, it can self-heal at Heroic, but it might take a 
while to get there.

However, the loadout is basically up to you and the battlefield situations.
If your opponent is not Black Hand, you should but in a Missile Squad to take
down air. If there are Garrisonable Buildings, you should consider a Grenadier
Squad to take down those buildings. The loadout all depends on the situation
and what you are facing. Don't worry too much about tanks in the beginning,
you can just run them over, same for infantry. And if you are worried about
superweapons, don't, the MARV can withstand a Superweapon strike, but will
reduce the health by 2 thirds. 

The MARV is extremely useful at harvesting Tiberium. With a set of full
crystals, the Green Crystal will provide 350 Credits while the rarer Blue
Crystal will give a massive 700 Credits. This may not be a lot, but run 
through a tiberium field and that is a lot. Most people will use the MARV
to run through the enemy's Tiberium field, giving funds to yourself and 
denying the enemy of their funds. Useful tactic, and soon the MARV will 
recoup the costs of their construction in a matter of seconds. Still, I find
that it is most useful to deny the enemy of Tiberium. This gives 3 more GDI
Harvesters, the Rocket Harvester, the Heavy Harvester and the MARVester, the
ultimate in Harvesting Technology. 

When at Heroic Status, you can literally send in the MARV on its own into an
enemy base and it will hold. Tier 3 Defences will maybe make dents into the
armour of the MARV and enemy units will be crushed. It can take down another
Epic Unit by itself, however, it will have to be at a basic state.

[10.01] Moved Upgrades

Several upgrades have been moved since the base game. The Stratofighter
Upgrade has been moved from the Tech Centre to the Airfield. The Scanner
Pack upgrade for the Zone Troopers have been moved from the Armoury to the
Command Post. Now you don't need to wonder where your Upgrades went.

[10.02] Tungsten Shells

Cost             : 2000 Credits
Researched At    : Tech Centre
Research Time    : 60 secs
Units Effected   : Slingshot
Building Effected: AA Turret

The Tungsten Shell upgrade will greatly increase the damage that your AA guns
will do against enemy air units. This will basically counteract the damage
dealt by the enemy air units with their upgrades. This makes the Slingshot
unit more dangerous for enemy air units and the AA gun is no longer a peddly
little peashooter and actually deals some damage that is registered. This
is something that you don't want to be facing in the end. 

[10.03] AP Ammo

Cost             : 2500 Credits
Researched At    : Command Post
Research Time    : 45 secs
Units Effected   : Riflemen Squad, APC, Hammerhead
Building Effected: Watchtower

Upgrading your Anti-Infantry units with Armour Piercing Ammo will increase
the damage that your units will dish out to infantry. While you may not use
Riflemen Squad to attack, you probably will still use APCs and the new
Hammerheads. Using AP Ammo will do the same as the Tungsten Shells do to the
AA units, it will increase the damage that you will do against enemy units.
This will make the Hammerhead weapon a bit more powerful, and more power is 
what GDI could do with. 

[10.04] EMP Grenades

Cost             : 1000 Credits
Researched At    : Armoury
Research Time    : 30 secs
Units Effected   : Grenadier Squad

Arming your Grenadiers with EMP grenades will make the battlefield a much
more interesting place. With EMP grenades, you can disable any vehicles and
more importantly, structures. Nothing is more annoying than a Grenadier
Squad that is dropped off by a Hammerhead, disabling your entire base. This
will make the Grenadier a bit more useful than just clearing buildings the
entire time. You need to note that whilst this unit is garrisoned in a 
structure or a vehicle, you cannot use this ability.

[10.05] Hardpoints

Cost             : 2500 Credits
Researched At    : Airfield
Research Time    : 45 secs
Units Effected   : Orca, Firehawk

This upgrade is an extremely useful one for those who use Firehawks, stuff
the Orca, no one actually uses them. At this cost, you can arm the GDI air
force with more missiles for them to fire. The Orca will get an extra 4
missiles to shoot at the enemy, the Firehawk will get either 1 more fire
bomb or 2 more Anti-Air missiles. With this, you get even more bang for
your buck, but it will take a longer period of time to reload the missiles
on their return. Still, it is extremely useful as you can deal more damage
on your way. With the Stratofighter Boosters, this makes them a quick strike,
heavy damage force. 

[11.01] Reclamation Hub

Cost             : 3000 Credits
Requires         : Tech Centre
Abilities        : Construct GDI Vehicles, Constructs the GDI MARV
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 30 secs

The Reclamation Hub is the only building that is capable of constructing the 
GDI Mammoth Armoured Reclamation Vehicle. It is also capable of building 
any other GDI vehicle. It does however, suck up more space and requires more
credits to build, and energy to maintain. You can also repair your vehicles
here as well with the automated repair drones. You might as well sell your
War Factory when you have this, because there will be no point to keep it
with this here.

[11.02] Combat Support Airfield

Cost             : 500 Credits
Requires         : Airfield
Abilities        : Repairs and Rearms Aircraft
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 5 secs

This is basically another airfield for you to park your aircraft on. You 
cannot use these to actually build aircraft, but you can manually send your
aircraft here to rearm and to repair themselves while not clogging up
valuable space for new aircraft to be built. Its cheaper than building another
airfield and if you want to have a large air force, you might as well use
this ability.

[12.01] Sonic Repulsion Field

Cost             : 500 Credits
Enabled By       : Command Post
Power Type       : Defensive Power

This ability allows you to build a wall around your structures to prevent
Engineers from capturing them and it also increases the armour of the 
structure. You can build this around any structure, except for Tiberium 
Silos, Defensive Structures that will attack enemy units and Power Plants.
This is an extremely useful power. However, the field will disappear when
the health of the building dips below halfway. You cannot attack the field

[12.02] Supersonic Air Strike

Cost             : 2500 Credits
Enabled By       : Space Command Uplink
Power Type       : Offensive Power

Remember the Experimental Aircraft in the mission where you have to capture
Dr. Giraud? Well, those aircraft will be used in this Supersonic Air Strike
where all enemy aircraft in the area of effect for this Air Strike will be
damaged, where it will most likely be destroyed. This is useful when you are
being attacked with enemy aircraft, and most useful against the Scrin Victory
Fleet, however, it will not destroy them but will severely damage them. It
is extremely useful against air units, but it does nothing else to ground

[12.03] Orbital Strike

Cost             : 4000 Credits
Enabled By       : Space Command Uplink
Power Type       : Offensive Power

Think of this as a Mini Ion Cannon. This will hurl large slugs from outer
space, into Earth, causing huge amounts of damage. It is extremely useful
to get yourself out of a sticky situation with this, but in conjunction
with other power, like the Ion Cannon, it can mean a world of hurt for the
enemy. Anything not finished by the Ion Cannon will be with this attack. This
has the power of a Tiberium Vein Detonation and the Overlord's Wrath. It
is wise to use this when you can destroy the structures, because this alone
will not be able to destroy structures, maybe tanks. If you want to avoid it,
you can see it coming because there will be a red laser shining where the
slugs are about to fall. 

[13.01] Reckoner

Cost             : 900 Credits
Requires         : War Factory
Abilities        : Deploy into Bunker
Upgrades         : Dozer Blades
Role             : Transport, Bunker
Construction Time: 9 secs

The Reckoner is Nod's answer to a land based transport. It can carry two 
infantry across the field at any given time. The most significant thing about
the Reckoner is that it can deploy into a bunker at any given time. However,
once you deploy the bunker, it cannot be undeployed, therefore, the Reckoner
is gone. When it is deployed, it can garrison up to three infantry units 
instead of two. It will deploy on your command, or after it has taken 
a lot of damage, it will automatically deploy. This is the cheap solution to
holding a position. If the infantry inside are killed, it cannot be 
garrisoned by enemy infantry and it also cannot be targeted with explosives
whilst garrisoned. 

[13.02] Specter

Cost             : 1200 Credits
Requires         : War Factory, Tech Lab
Abilities        : Bombard Beacon, Call for Transport
Upgrades         : None
Role             : Long Range Artillery Support
Construction Time: 12 secs

The Specter is the Juggernaut of the Nod forces. Whilst it is moving, this
unit is stealthed and cannot be seen, however, this is not true for the Black
Hand, where they have no Stealth technology. Anyway, this unit has a pretty
long attack range and deals great amounts of damage to anything that it can
hit. When it is attacking however, it will lose its stealth ability and you
will need to protect it from enemy attack. The Specter can also bombard a 
beacon that is planted by a Shadow Team. This beacon will allow the Specter
to attack within the Area of Range of the beacon. You need to note that it is
visible to enemy forces and as such, there will only be a limited window of
opportunity for you to attack. This is a great addition to the Nod Arsenal.

[13.03] The Redeemer


Cost             : 5000 Credits
Requires         : Redeemer Engineering Facility
Abilities        : Garrison Infantry, Rage Generator
Upgrades         : None
Role             : Anti-Every moving target
Construction Time: 50 secs

The Nod Epic Unit is the Redeemer, and it is a massive walker, not a remote
control missile from Unreal Tournament. It is an Epic Unit, so you can only
build one at a time. It comes equipped with a 3 cannon laser and 2 garrison
slots for infantry. You can only add two infantry units and they cannot be
taken out what so ever. 

Militia Squad - Provides a Gun Turret that is extremely effective against 
                infantry but otherwise is useless.

Rocket Squad  - Provides a Rocket Turret that will be effective against
                Vehicles and Structures and provides an attack against 
                airborne units.

Saboteur      - Provides a Repair Turret for the Redeemer that will allow the
                Redeemer to repair itself when it has been damaged in combat.

Black Hand    - Provides a Flame Turret that will spew flames towards enemy
                units and structures when it is within range of the turret.

The Redeemer is also armed with a Rage Generator. This Rage Generator will
basically effect all units on screen, which is a pretty large area. This will
make enemy units uncontrollable by their owners, and they will attack anyone,
and that will mean that they will attack their own troops. Also, defensive
structures will attack their own troops, but all enemy units will keep 
attacking you until you run away. Therefore, use the Rage Generator and then
use the Cloaking Field to get away quickly, and let the enemy kill itself 
while you get away. Still, the Rage Generator is one of the most useful 
abilities that can turn the tide of the battle. 

The use of the Rage Generator is what makes the Redeemer so dangerous. For
those facing the Redeemer, you cannot control any of your units whilst under
the effect of the Rage Generator. They will not take commands to move or 
attack, and will happily attack units that move, friendly or not. However, 
this is balanced with its long recharge time, and rightly so, too 
frequently will make it very unbalanced.

The use of the Cloak Generator on the Redeemer is one that should be done.
You can easily sneak up to the enemy base defences or enemy units, and then
you run away. It will cost 3000 for the Generator, but it is worth it to see
the damage and the chaos that it will do to your enemy and their units. When
the Rage Generator appears to be off, you can easily walk into the enemy base
and destroy what is left of the defences. This can really annoy the enemy
and can be damaging to their defences. 

The optimal loadout of the Redeemer will be either a Rocket Squad and a Black
Hand setup, a Saboteur and a Black Hand setup or 2 Black Hand units. Why does
everyone love the Black Hand unit? It is because that the Black Hand units
will clear garrisoned buildins with absolute ease, set Infantry units on fire,
burn down buildings to a crisp and can do some damage to vehicles. 

In Global Conquest mode, the Redeemer will increase unrest in the cities that
are within their move radius. More the on the Global Conquest Mode later.

[14.01] Moved Upgrades

Like the GDI Team, there are upgrades that have been shifted from their 
original positions in the base game. The two have have moved are both from
the Tech Lab. The Signature Generator has been shifted to the Air Tower and
the Dozer Blades upgrade has been moved to the Operations Centre.

[14.02] Quad Turrets

Cost             : 1000 Credits
Researched At    : Operations Centre
Research Time    : 30 secs
Building Effected: SAM Turret, Laser Turret, Shredder Turret

This upgrade will add an extra turret to all your turret defences. You do
not get to choose where it actually goes, it will always be located on the
top of the Turret Hub. This is pretty useful in the beginning of the game
as it will increase your defensive abilities by 33% for all turrets. It will
also help late in the game against Air units because odds are, you will be
using SAM Turrets to defend against air.

[14.03] Disruption Pods

Cost             : 500 Credits
Researched At    : Air Tower
Research Time    : 15 secs
Units Effected   : Vertigo

The Disruption Pod is a good upgrade to the only Fixed Wing aircraft of the
Nod forces. The Disruption Pods will basically cloak all units that are within
the area of effect of the Pods. This, placed outside an enemy base, will give
good staging points for your forces to gather and prepare to strike, or to
ambush the enemy. However, the pods will be liable to enemy attack and they
do not last forever, but they are rechargable in the form of Vertigos dropping
more pods on an area. They still act as good decoys through.

[14.04] Tiberium Core Missiles

Cost             : 2000 Credits
Researched At    : Tech Lab
Research Time    : 60 secs
Units Effected   : Stealth Tank, Mantis (Black Hand)
Building Effected: SAM Turret

Nod's Anti-Air ability has just got more deadly. The Tiberium Core Missiles
will greatly increase the attack power of missiles fired by the SAM Turret, 
the Black Hand Mantis and the Stealth Tank. This is also useful because the
Tiberium Core Missiles will also increase the damage done to land units since
the Stealth Tank can fire on ground based units.

[15.01] Redeemer Engineering Facility

Cost             : 3000 Credits
Requires         : Tech Centre
Abilities        : Construct Nod Vehicles, Constructs the Nod Redeemer
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 30 secs

The Redeemer Engineering Facility is the only building that is capable of 
constructing the Nod Redeemer. It is also capable of building any other Nod
vehicle. It does however, suck up more space and requires more credits to 
build, and energy to maintain. You can also repair your vehicles here as 
well with the automated repair drones. You might as well sell your War Factory
when you have this, because there will be no point to keep it with this here.

[15.02] Voice of Kane

Cost             : 1000 Credits
Requires         : None
Abilities        : Increase Fighting Power
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 10 secs

The Statue of the Prophet is one powerful tool for base defence with infantry
units. The Voice of Kane will increase the damage dealt by your infantry units
and will increase their speed, and their defence. This is a buff as it were.
Not only that, it will also suppress enemy troops, making them crawl and 
this will make them much slower movement wise and much easier to shoot down.
The problem is, you are more likely to use tanks in this, and infantry will
be a rare sight, so this will not be too useful. 

[15.03] Combat Support Airfield

Cost             : 500 Credits
Requires         : Air Tower
Abilities        : Repairs and Rearms Aircraft
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 5 secs

This is basically another airfield for you to park your aircraft on. You 
cannot use these to actually build aircraft, but you can manually send your
aircraft here to rearm and to repair themselves while not clogging up
valuable space for new aircraft to be built. Its cheaper than building another
airfield and if you want to have a large air force, you might as well use
this ability.

[16.01] Laser Fencing

Cost             : 500 Credits
Enabled By       : Operations Centre
Power Type       : Defensive Power

This ability allows you to build a wall around your structures to prevent
Engineers from capturing them and it also increases the armour of the 
structure. You can build this around any structure, except for Tiberium 
Silos, Defensive Structures that will attack enemy units and Power Plants.
This is an extremely useful power. However, the field will disappear when
the health of the building dips below halfway. You cannot attack the field

[16.02] Redemption

Cost             : 1500 Credits
Enabled By       : Operations Centre
Power Type       : Utility Power

This ability will turn your fallen Militia units and convert them into the
Awakened, the basic unit of the Marked of Kane. It has a rather large area
of effect, and it is characterised by the wierd looking area that will be
generated with this power. Any Militia unit that is totally destroyed in this
wierd aura will become an Awakened Unit, with has three cyborgs in it. This
power might be useful if there players that actually use Militia units, but
the fact of the matter is, no one actually uses Militia so this is pretty
much useless.

[16.03] Tiberium Vein Detonation

Cost             : 4000 Credits
Enabled By       : Tiberium Liquidation Facility
Power Type       : Offensive Power

What to damage an enemy's economy? Well, a Tiberium Vein Detonation will 
basically detonate a Tiberium Field that you want to detonate. This basically
means that you select a Tiberium Field to Detonate and this will basically
act as a catalyst missile and shock the entire field, damaging anything 
inside it. For the most effective use, aim for an extremely big Tiberium field
and hope that there is something on it. This power is great for disrupting 
your enemy's economy, but it doesn't provide the ability to attack where you
want to, and as such, it is worst than the Scrin's Overlord's Wrath and the
GDI Orbital Strike, since they will attack units not in a Tiberium field. 

[17.01] Ravager

Cost             : 1200 Credits
Requires         : Nerve Centre, Statis Chamber
Abilities        : Tiberium Agitation
Upgrades         : None
Role             : Anti-Infantry, Anti-Vehicle
Construction Time: 12 secs

The Ravager is a new type of Infantry that the Scrin has access to. They
are exceptionally better at attack another person's economy because of their
Tiberium Agitation skill, which provides them with a long range beam attack
against Tiberium containers that detonates the Tiberium inside it and deals
a fair amount of damage to it, which is basically a Harvester or a Tiberium
Refinery. Otherwise, they are extremely quick and again, good for hit and
run against Harvesters.

[17.02] Mechapede

Cost             : 1400 Credits
Requires         : Technology Assembler
Abilities        : Add Weapons Segments
Upgrades         : Weapon Segments
Role             : Anti-Everything
Construction Time: 14 secs

The Mechapede is an extremely fast moving bug vehicle, and how it is built
it pretty much up to you. The Mechapede is able to add 8 weapon segments, a
choice between the Disintegrator, the Toxin, Disc and the Shard Segments. The
Disintegrator is good against Vehicles, the Toxin is good against Vehicles,
the Disc is good against Air units and the Shard is good against infantry.
The loadout is up to you. The Mechapede will start out on low health, and as
you add more segments, each costing 100 Credits, it will increase its health
until it is full. The downside of the Mechapede is the side, making it more
vulnerable, and it is expensive, costing 2200 credits for a fully upgraded
Mechapede. You are better off adding 800 and getting a Tripod. 

[17.03] Eradicator Hexapod


Cost             : 5000 Credits
Requires         : Warp Chasm
Abilities        : Garrison Infantry, Teleport Eradicator, Recycle Units
Upgrades         : None
Role             : Anti-Everything that moves
Construction Time: 50 secs

The Eradicator Hexapod is the Epic Unit of the Scrin and it looks as ugly
as it sound. It is another massive walker unit and boosts a nice cannon to
boot, with 3 infantry slots for your infantry to garrison in. There are 5
types of infantry take can be garrisoned in the Eradicator, and what they are
and what they do are listed below. The infantry is important because they will
probably more accurate than using the Plasma Cannon because they are all over 
the place. 

Disintegrator - Laser Turret that provides a decent laser attack land based
                vehicles and strucutres.

Assimilator   - Provides a Repair Turret that will repair your Eradicator
                Hexapod when it is damaged in combat.

Shock Troopers- These troopers will provide an Anti-Air turret that will allow
                your Eradicator an attack against aerial units.

Ravagers      - The Ravager will not make the Hexapod faster, but it will give
                it a Shard Launcher that is accurate, powerful and good 
                against infantry.

Mastermind/   - This will give your Eradicator a Teleport ability, which is 
Prodigy         extremely useful, more on that later.

The Teleport ability, if you put a Mastermind inside, is useful because if
you are under heavy attack, here is a quick escape for you. If you are trying
to get it into battle, it can help you get the Eradicator into battle much
faster. It is one that you should invest in because it will increase the life
of your Hexapod and can even get you past the defences of a base, and into
the back, without taking heavy damage. So, if you see a lot of defences, just
teleport behind them and knock down the Power, then destroy the base.

The Eradicator also has a recycling ability. When you crush a unit or a 
defensive structure, you will get about 15% of the cost of the unit you have
just destroyed as the recycling bonus. This may not be that useful, but in
the thick of battle, a bit of credits is much better than none. And for 
infantry units, the credits will be awarded for each squad member fallen, not
for the restruction of the entire unit.

The loadout of the Hexapod will all depend on what you are going to face.
Mastermind is a definite addition whenever possible for its extremely helpful
ability, so you are left out with two. The Ravager will be a good choice and
the second should be Shock Troopers, because odds are, unless you are facing
the Black Hand, you are going to face some air units.

At Heroic level, the Hexapod, like any other Epic unit, is literally 
unstoppable. At Heroic, a Hexapod can easily destroy another Hexapod which
was at the basic level. As you can see, what you should do is to deny the
Hexapod an opportunity to upgrade. If you don't, say goodbye to your hopes
of winning.

[18.01] Moved Upgrades

The good thing about the Scrin is that, they have so little upgrades that
they don't have any that have been moved, Isn't that great? I thought I'd make
this since GDI and Nod have one as well. 

[18.02] Attenuated Forcefields

Cost             : 2000 Credits
Researched At    : Nerve Centre
Research Time    : 90 secs
Units Effected   : Seekers, Gun Walkers / Shard Walkers for Reaper 19

These forcefields are the same as those given to the Tripods and the members
of the Scrin Victory Fleet. This will give the Seeker and Walkers protection
against more damage and it can withstand an EMP blast. The problem with this
upgrade is that in this stage, you will be rushing for an air fleet, the
Victory Fleet, and if you do have troops on the ground, they probably will
be Tripods, and not Gun Walkers. Assess your purchase on that.

[18.03] Shard Launchers

Cost             : 3000 Credits
Researched At    : Technology Assembler
Research Time    : 60 secs
Units Effected   : Seekers
Building Effected: Plasma Disk Launcher, Photon Cannon

This upgrade will increase the damage done by the above by replacing their
plasma balls with Tiberium Shards. If you are going to use seekers, this is a
handy upgrade because this will greatly increase the damage done by these
units because they will be more accurate. This creates a stream of Shards at
the enemy, and there is no more spillage, it is accurate and very powerful.
Consider it if you are going to use Seekers. If not, leave it. 

[19.01] Warp Chasm

Cost             : 3000 Credits
Requires         : Tech Centre
Abilities        : Construct Scrin Vehicles, Constructs the Scrin Eradicator
Upgrades         : None
Energy Consumed  : 10 Energy
Construction Time: 30 secs

The Warp Chasm is the only building that is capable of constructing the Scrin
Eradicator Hexapod. It is also capable of building any other Scrin vehicle. 
It does however, suck up more space and requires more credits to build, and 
energy to maintain. You can also repair your vehicles here as well with the 
automated repair drones. You might as well sell your War Factory when you have
 this, because there will be no point to keep it with this here.

[20.01] Tiberium Infestation

Cost             : 1100 Credits
Enabled By       : Nerve Centre
Power Type       : Offensive Power

This is what happens if you have infantry walking into a Tiberium Field. This
ability, which needs to be placed on the Tiberium node, will damage anything
that moves onto the Tiberium Field, friendly or not. As long as it is there,
each crystal will damage anything that will move onto it. This is an excellent
power to use at the start of the game, with the Tiberium Vibration scan, you
can make sure that your enemy's harvesters are not safe for the time being
and while they escape, an excellent time to send in a hit and run squad to
totally destroy the Harvesters.

[20.02] Ichor Seed

Cost             : 1000 Credits
Enabled By       : Nerve Centre
Power Type       : Resource Power

The Ichor Seed is basically a beam from above that will create a mini Tiberium
field, and while it does not regenerate, it is quite useful. The seed will
sprout more Tiberium than the 1000 Credits cost and that will mean that while
the resources on the field of play wane, you still have more credits to 
harvest and that means that you can maintain your Victory Fleet and totally
destroy the enemy.

[20.03] Overlord's Wrath

Cost             : 4000 Credits
Enabled By       : Signal Transmitter
Power Type       : Offensive Power

The Overlord's Wrath is the Scrin answer to the GDI Orbital Strike and the 
Nod Tiberium Vein Detonation. This basically will hurl 3 meteors into the
Earth, causing damage that happens to be standing under the meteor. The first
two meteors are relatively small, and the third one, well, that is a massive
meteor and will cause great damage. Also, these meteors are tiberium
saturated, which means that after they have landed, you can harvest the 
Tiberium that remains after the meteor has landed. This is great in 
conjunction with a Hexapod, as you can mop up the units remaining and a 
Rift Generator to remove what is remaining of the enemy base.

[21.01] Units not Replaced

The Steel Talons is all about their lovely vehicles and they really have no
need to play around with infantry. As such, their infantry list will truly 
suffer and that will leave them with limited options. They will only have
4 infantry units to use, their basic Riflemen Squad and their Missile Squads,
their improved Combat Engineer and the Grenadier Squad. They will lose,
however, for their better vehicles, the Sniper Team, the Zone Troopers and
the Commando. This is a loss of infantry units that cannot be replaced, and
that is one of the downsides of using the Steel Talons.

[21.02] Heavy Harvester

Cost             : 1400 Credits
Requires         : War Factory
Abilities        : Harvest Tiberium, Call for Transport
Upgrades         : None
Role             : Harvesting Tiberium?
Construction Time: 14 secs

The Heavy Harvester is basically an improved version of the Harvester. It
will replace the machine gun that is equipped on the GDI Harvester for a 
infantry garrison slot. This will allow you to place Riflemen, Missile Squads
or Grenadiers into the slots. The problem with losing Zone Troopers is that
you don't get to do some serious damage and wreak some havoc with the 
Harvester. Imagine the enemy thinking that several Harvesters have stupidly
wandered into their base and attack with their tanks, only to be destroyed
by a couple of Zone Troopers hiding inside. Shame that.

[21.03] Titan

Cost             : 1300 Credits
Requires         : War Factory
Abilities        : Adaptive Armour
Upgrades         : Adaptive Armour, Railguns
Role             : Replaces Predator, Anti-Vehicle, Anti-Structure
Construction Time: 13 secs

This walker will replace the Predator Main Battle Tank. Well, this ancient
walker from the Second Tiberium War is still stronger than the Predator, a 
recent update. It is a bit slower than the Predator, since it is a slow as
walker, but it is powerful. The Titan however, is much stronger with 
railguns, just like the Predator. All in all, it is basically a more powerful
form of the Predator, and at a tiny cost, it is probably worth it. And what
choice do you have early game, you don't have access to the Mammoth and the
Wolverine just doesn't cut it. And the good thing is, it can crush enemy

[21.04] Wolverine

Cost             : 900 Credits
Requires         : War Factory
Abilities        : Call for Transport
Upgrades         : AP Ammo
Role             : Replaces Shatterer, Anti-Infantry
Construction Time: 9 secs

The problem with bringing back old machinery is that is doesn't do well to
replace a modern alternative. The Shatterer, which is a damn good piece of
hardware is removed for this. Sure, it is good for infantry, which will
replace the void left by the APC, but besides that, the Wolverine is not all
that useful. It is more hopeless for scouting missions since the Pitbull has
stealth detectors and a mortar attack. With it only being good against 
infantry units, and not many people using infantry units, that is going to be
a problem. At least the Shatterer's artillery support rool is filled by 
another unit below.

[21.05] Mobile Repair Transport

Cost             : 700 Credits
Requires         : War Factory
Abilities        : Repairs Vehicles, Minelayer, Call for Transport, Garrison
Upgrades         : None
Role             : Replaces APC, Transport Vehicle, Infantry Protection
Construction Time: 7 secs

Well, if you want a portable repair unit, and don't want to pay the price for
a Rig, here it is. The Mobile Repair Transport is the same as a APC, except
that the Anti-Air machine gun is replaced with a Repair Crane. It can still
garrison infantry and they can still fire out at the bad guys. You can still
lay mines everywhere, except you can repair vehicles.

The way that will works is that is has a repair radius, where the automatic
repair drones will repairs damaged mechanical units in the area of the repair
radius. What makes this handy is that you can move it around, and with a few
of these in the field, damaged units will be a thing of the past.

[21.06] Behemoth

Cost             : 2200 Credits
Requires         : Tech Centre, War Factory
Abilities        : Garrison Infantry
Upgrades         : None
Role             : Artillery Support
Construction Time: 22 secs

The Behemoth is the big brother and replacement for the Juggernaut. It will
lose the ability to use Sniper Teams to spot for them, but you get an infantry
slot that they can fire out of. They are more powerful than their smaller
brothers and the infantry can help remove other infantry threats that come too
close to the Behemoth. However, none of the infantry that you possess are like
the Sniper Team to removing enemy Commandos, which is the most dangerous 
threat to your Behemoths. Other than that, it is a much more powerful and 
better replacement than the Juggernaut.

[21.07] Combat Engineer

Cost             : 500 Credits
Requires         : Barracks
Abilities        : Call for Transport, Capture Buildings
Upgrades         : None
Role             : Anti-Infantry, Utility
Construction Time: 5 secs

The GDI Combat Engineer is the replacement of the normal Engineer. The only
difference is that the Combat Engineer has a pistol to draw and fire at other
Engineers. However, the fact that it has a pistol is really a moot point.
The Engineer, first of all, it rather slow to draw his pistol. For a Engineer
with pistol training, one would have thought that he could fire his sidearm
better. And to put the nail in the coffin, the pistol does relatively little
damage to infantry, so much that he can't even kill a squad member in a 
Militia squad, and probably can't live that long. He actually is good against 
other Engineers, but what is the point? You aren't going to camp Engineers 
outside a building for capture. Unless there is a race to get a Tiberium Spike
in the centre of the map, and you cheat and kill the other guy, this is pretty
much useless. At least they cost the same. 

[22.01] Upgrades Removed

Steel Talon troops focus on sheer force, and has no use for Tiberium abatement
like Sonics. Any improvement on infantry has been removed, anything from
Scanner Packs and such are removed since there are no infantry to use them
on. Other than that, most upgrades have been kept because they are usable on

[22.02] Adaptive Armour

Cost             : 1500 Credits
Researched At    : Tech Centre
Research Time    : 30 secs
Units Effected   : Titan, Mammoth Tank

Adaptive Armour is armour for your heavy firepower. The Adaptive Armour is an
activated ability that you can use, and this will increase the defensive
capabilities of your units, and their armour will be increased as a result.
They will also gain immunity from EMP pulses and this might be good. However,
they will move slower as a result. The good thing is that this will give you
the defence when you are in the enemy base, and the EMP can't be a bad thing
either. The problem is the slow speed. If you are rushing into battle, the
speed decrease on Titans and Mammoths will make them probably not move at all.
Therefore, this ability is only useful when you are in the enemy's base, but
not inbetween.

[22.03] Railguns

Cost             : 3000 Credits
Researched At    : Tech Centre
Research Time    : 90 secs
Units Effected   : Titans, Mammoth Tanks, Rig
Building Effected: Guardian Cannons, Battle Base

This is one thing that the Steel Talons are all about, POWER. With Railguns,
not only are your Mammoths upgraded with Railgun Capacitators, but so will
the Titans, your defensive Guardian Cannons as well as the Guardian Cannons 
on the Battle Base. This makes one of the most useful GDI upgrades even more
useful. Mammoths need Railguns to love, and the Titans will be great as a 
support unit. Guardian Cannons will be your base defence and they will be more
powerful as a result. All in all, you need this upgrade because without it,
your troops are going to be lacking power.

[23.01] Buildings Removed

Since this is not a faction for infantry, the Armoury has been removed from
the game. This will explain why your more advanced infantry has been removed
from selection as well. This will also remove upgrades for your existing
infantry units. 

The second, and probably more important removal is the Sonic Emitter. This is
the most advanced base defence, and this means you are going to have to rely
on a mixture of Watchtowers and Guardian Railgun Cannons. This will be one
that is hard to replace. Maybe you can use your units in its stead. 

[24.01] Support Powers Removed

Many of your support powers have also been removed. They are all infantry 
based, so no shocks there. The GDI Airborne ability has been removed. The
Sharpshooter Team has been removed and the Zone Trooper Drop Pods have also
disappeared. All the rest of the Support Powers are still there, and they
are normally more destructive, so at least you should be happy about that.

[24.02] Railgun Accelerator

Cost             : 1000 Credits
Enabled By       : Tech Centre
Power Type       : Offensive Power

This is a more unique ability because it will increase the firing ability of
all Railgun equipped units in the area. That means, your Titans and your 
Mammoth Tanks will be stronger when they have their railguns, which you should
upgrade straight away. This will increase the power of the railguns further
and this is definitely a good thing. However, it will damage the firing barrel
of the tank and that means that it will damage the unit everytime the railgun
is fired. Don't worry, with the nice repair vehicle that you have been given,
the damage will be a small part, and that is that.

[24.03] Bloodhounds

Cost             : 2000 Credits
Enabled By       : Airfield
Power Type       : Reinforcement Power

The Bloodhounds power is the same as that of the normal Bloodhounds, except
that it is modified a bit. You still get to use the 2 Pitbulls but you do not
get 2 APCs, since the APC is removed, you get 2 Wolverine tanks. Still, it
doesn't attack air and that isn't too useful. 

[25.01] Units not Replaced

There is only one unit that has not been replaced by the ZOCOM, and that is
the Juggernaut. Just like the Steel Talons who have removed the Shatterer 
which is the Artillery support for GDI, ZOCOM has removed the Juggernaut
and replaced the other artillery unit with something more powerful, the Zone
Shatterer. However, that is the stem of it, unlike the Steel Talons.

[25.02] Zone Raider

Cost             : 1300 Credits
Requires         : Tech Centre, Barracks
Abilities        : Call for Transport, Jump Jets, Stealth Detection, Shoulder
                   Fired Anti-Air Missiles
Upgrades         : Scanner Packs, Power Packs
Role             : Replaces Zone Troopers, Anti-Vehicle, Anti-Structure
Construction Time: 13 secs

The female version of the Zone Trooper and it is a pretty good one. This unit
has the same cost as the Troopers, but they offer much more. They will have
the ability to hit air units, and whilst they may be weak, a small army of
them will take down any air threat with relative ease. Also, their Sonic
Grenades are more powerful than Railguns, not because of their power which is 
relatively lacking in comparsion with Railguns, but they have an area of 
effect, so of the enemy has clustered a group of units, they all take damage.
If they are garrisoned into a MARV, it will be a Sonic Turret, and boy, with
3 Zone Raiders and 1 Grenadier, its Grenades everywhere. Nade Spam anyone?

[25.03] Rocket Harvester

Cost             : 1400 Credits
Requires         : War Factory
Abilities        : Harvest Tiberium
Upgrades         : None
Role             : Harvesting Tiberium?
Construction Time: 14 secs

The Rocket Harvester is the ZOCOM replacement to the GDI Harvester. All that
harvesting is dangerous so instead of a machine-gun on the top, it is armed
with a rocket launcher. While they may not be effective against infantry, it 
can deal some damage to light vehicles that will be sent early in the game,
but later on, when you are dealing with Tripods, Mammoths and Avatars, these
rockets stand no chance. However, some defence is better than none.

[25.04] Zone Shatterer

Cost             : 1400 Credits
Requires         : War Factory
Abilities        : Overload Beam
Upgrades         : None
Role             : Replaces Shatterer, Anti-Vehicle, Anti-Structure
Construction Time: 14 secs

The Zone Shatterer is stronger than the normal Shatterer. Their Sonic beam
is stronger than that from the normal Shatterer, but it does have one perk
that the Shatterer does not. It is armed with an Overload Beam, a long
range sonic beam that deals some incredible amounts of damage. However, there
is a downside to such power, and that is that the Shatterer will shut down
after the Overload Beam has been fired, so be careful where you use this 
because this is not the fastest unit, it is slow and weakly armoured, and that
can be the downfall of this unit.

[25.05] ZOCOM Orca

Cost             : 1100 Credits
Requires         : Airfield
Abilities        : Sensor Pods, Pulse Scan
Upgrades         : Ceremic Armour
Role             : Anti-Vehicle, Anti-Structure
Construction Time: 11 secs

The ZOCOM Orca is the improvement on what is already a worthless unit. The
Orca is one of the least used units in the GDI military, even the Riflemen
Squad has more use. Orcas are not versitile enough to replace the Firehawk
and with the addition of the Hammerhead, it doesn't really have a use. Anyway,
the ZOCOM Orca is one that instead of missiles, it uses Sonic Shells, the same
as the Zone Raiders, but less useful since they carry limited ammo. In my 
opinion, don't bother, they aren't worth the credits used to produce them.

[26.01] Upgrades Removed

Very few upgrades have been removed. In fact, the only one removed that is
not replaced is the Railguns. That is the trade off between the Steel Talons
and ZOCOM, one has Railguns, the other has Sonics. Without railguns, your
Mammoth Tanks are less useful, since their dual cannon are less powerful than
that of Railguns. 

[26.02] Tiberium Field Suits

Cost             : 1000 Credits
Researched At    : Armoury
Research Time    : 30 secs
Units Effected   : Riflemen Squad, Missile Squad, Grenadier Squad

This will replace the Composite Armour upgrade that you can purchase from the
armoury. This upgrade is a much needed upgrade and this will increase the
armour of your troops as well as their maximum hit points. The most important
boost to the Field Suits is that they will prevent Tiberium exposure to your
troops. So, when your troops walk on Tiberium, they will not take damage as
they usually do. How useful is that. But then again, you probably stuff your
infantry inside a Hammerhead or an APC for safety reasons. 

[26.03] Ceramic Armour

Cost             : 1000 Credits
Researched At    : Airfield
Research Time    : 30 secs
Units Effected   : ZOCOM Orca, Hammerhead, Firehawk

The Ceramic Armour upgrade replaces the Hardpoints upgrade, which I find is
much better. The Ceramic Armour upgrade basically increases the armour of all
of the effected units, and this may be useful. However, if the Firehawks are
going to get hit, they will get hit and Hammerheads can easily fly away from
danger. Also, the Hardpoints will give your Firehawks, and Orcas if you use
them, more missiles to shoot, while Ceramic Armour will increase the shelf 
life of the plane. Personally, Hardpoints are my choice. 

[27.01] Support Powers Removed

The only removal of Support Powers is the Zone Trooper Drop Pod. This is
because the Troopers have been replaced with Raiders. But other than that, it
is it.

[27.02] Zone Raider Drop Pods

Cost             : 4500 Credits
Enabled By       : Space Command Uplink
Power Type       : Reinforcement Power

This is the same as the Zone Trooper Drop Pods, except the Troopers are 
replaced with Raiders. There will be 3 squads of them, all are on the veteran
level. You can drop them wherever the map has been removed of Fog of War. Best
used for a quick drop and a quick boost for your forces, or a faster way of
arming your MARVester.

[27.03] ZOCOM Airborne

Cost             : 1000 Credits
Enabled By       : Airfield
Power Type       : Reinforcement Power

This is the exactly same as the GDI Airborne, except that it costs less to
actually use. 1000 credits for 2 Riflemen Squads and 2 Missile Squads at a 
Veteran level is a good deal any day. Other than that, there is really nothing
about it.

[28.01] Units not Replaced

The Black Hand is one that does not require stealth or any aircraft, so you
need to make do as it is. That means, you will get no Call for Transport from
the Air Tower, no Venoms and no Vertigos. Your Shadow Teams will be removed 
from you as well. You will need to adjust to this because a good part of the
Black Hand's arsenal will be changed.

[28.02] Confessor Cabal

Cost             : 300 Credits
Requires         : Barracks
Abilities        : Hallucinogenic Grenades, Infantry Combat Bonus
Upgrades         : Black Disciples, Charged Particle Beams
Role             : Replace Militia Squad, Anti-Infantry
Construction Time: 3 secs

The Confessor Cabal unit is basically a Militia Squad that is replaced with
Confessor Cabals, the upgrade from the Secret Shrine. They will cost more
and there are less of them, but these are quite annoying against infantry. 
Their grenades will allow the enemy soldiers to attack themselves, but note
that is an activated ability now. Also, you can use them to boost the combat
effectiveness of nearby troops, that is to say that these units will increase
the rate of fire and armour of nearby troops, like a portable Voice of Kane,
except that it doesn't scare enemy troops. It will turn into a Gun Turret
when placed in a Redeemer.

[28.03] Mantis

Cost             : 1200 Credits
Requires         : War Factory
Abilities        : None
Upgrades         : Tiberium Core Missiles
Role             : Replaces Stealth Tank, Anti-Aircraft
Construction Time: 12 secs

The Mantis is the replacement of the Stealth Tank. In actual fact, the Mantis
is the Stealth Tank, without the Stealth capabilities and the ability to 
attack ground units. This makes it extremely danger to air units, similar
to the GDI Slingshot, these are meant to attack air. It can take down the 
Scrin Victory Fleet quite easily with only a few of these. This should be
combined with the fact that this unit is extremely fast, maybe faster or on
par with the Stealth Tank. Also, it needs to requirements except for the War
Factory. A must have if you are going to fight some Air units. 

[28.04] Purifier

Cost             : 3000 Credits
Requires         : Tech Lab, War Factory
Abilities        : Clears Garrisoned Buildings, Infantry Combat Bonus
Upgrades         : Purifying Flame
Role             : Replaces Avatar, Anti-Infantry, Anti-Vehicle, 
Construction Time: 30 secs

The Purifier is the walker BEFORE the Avatar, but for some reason, it seems
so much stronger. It starts off armed with the Obelisk Laser, inbuilt to the
Avatar as well as a FlameThrower. At this point, it has become more powerful
than the Avatar, since it will cost you an Avatar and a Flame Tank to equal
this point. However, the Purifier cannot rip apart other tanks for their
parts, so you can't exactly give them an extra laser or so. Given that most
people would use Black Hand troops inside a Redeemer, think of this as a Mini
Redeemer. It can dish out major damage to infantry, crush vehicles, burn
buildings, and cleared garrisoned infantry. This is useful, but 2 Black Hand
Troops inside a Redeemer is even more so.

[28.05] Harvester

Cost             : 1400 Credits
Requires         : War Factory, Refinery
Abilities        : None
Upgrades         : None
Role             : Harvest Tiberium?
Construction Time: 14 secs

It is a different Harvester to the Nod Harvester. Although it may not seem
as much, this Harvester is the exact same as the Nod one, but it lacks the 
Stealth Ability. It has nothing to make up for this. Even a portable Flame
Thrower would be a nice addition, and this makes it even more vulnerable to
hit and runs since you know where it is and it won't try to hide.

[28.06] Veterancy

The Black Hand focus on Flame units and as such, some of their units will come
promoted as they walk out of the Hand of Nod or the War Factory. Black Hand
Troops will be Veteran when they are first trained. The Flame Tank will also
be at a veteran level when they are produced out of the War Factory. The
final unit, the Commando, is produced at a Heroic Level, and therefore can 
self heal, increased firepower and such. Not bad if you decide to use the

[29.01] Upgrades Removed

There are several upgrades that have been removed. The Signature Generator and
the Disruption Pod upgrades have both been removed so you cannot upgrade 

[29.02] Black Disciples

Cost             : 1500 Credits
Researched At    : Secret Shrine
Research Time    : 30 secs
Units Effected   : Confessor Cabal, Militant Rocket Squad

This will replace the Confessor Cabal upgrade that normal Nod can use. 
However, this upgrade will instead place a Black Hand Trooper with each
existing and new regiment. So, all your Confessor and Rocket Squads will get
a Black Hand Troop assigned to each of them. This is will increase their
power with the power of flames and they are as tough as a normal black hand

[29.03] Purifying Flames

Cost             : 2000 Credits
Researched At    : Secret Shrine
Research Time    : 45 secs
Units Effected   : Black Hand, Black Disciples, Flame Tanks, Purifier

This upgrade is particularly useful because the Black Hand is all about the
flames, and this will significantly increase the power of the flames. This
makes your flame weapons more damaging against vehicles, will burn the 
buildings faster and, um, cinder infantry faster, which it already does
in the first place. It is essential that you have this upgrade if you are 
going to use any of the above units, or even the Redeemer with Black Hand
troops inside.

[29.04] Charged Particle Beams

Cost             : 3000 Credits
Researched At    : Tech Lab
Research Time    : 60 secs
Units Effected   : Confessor Cabal
Building Effected: Shredder Turrets

The Charged Particle Beams will allow the Confessor Cabal unit and your
Shredder Turrets to deal more damage against infantry units, and slightly more
damaged to the armoured units. However, there are a few problems with this
upgrade that I don't like. First of all, the cost is a bit excessive for 
only one unit and one building to be effected. Second of all, the technology
level is far too high for you to access in the beginning where it might be of
use against infantry spams. Finally, by the time you have this upgrade, you
will have access to other means of Infantry removal.

[30.01] Buildings Removed

There is only one building that has been removed, and that is the Air Tower.
This might be a problem for your forces because it will remove the ability
to call for transport and create Venoms and Vertigos. That in the end might
be a problem, but you will need to learn to overcome it.

[31.01] Support Powers Removed

The Black Hand have three of their support powers removed. You cannot use
the Shadow Strike Team because your Shadow Teams have been removed. You
also have no access to dropping a mine field onto the battlefield either.
The final one is that you cannot use the Cloaking Field, since it is unholy.
Their normal Nod counterparts will also have the Redemption power whilst the
Black Hand doesn't.

[31.02] Power Signature Scan

Cost             : 500 Credits
Enabled By       : Operations Centre
Power Type       : Intelligence Power

This power is quite a useful one of you want to plan some support power to
strike someone. This will allow you to see all the power plants on the map
and you can see where they are. This is still not as useful as the GDI radar
ability because it will not show if there are any defences or units that will
surround it and that may ambush your support or your strike force, and that
might be a problem

[31.03] Decoy Temple of Nod

Cost             : 1000 Credits
Enabled By       : Tech Lab
Power Type       : Utility Power

A rather fun one to use, this will create another Temple of Nod that will
act as a decoy. It will not allow you to produce a Nuclear Missile and this
should only be used when you actually have one. When you have one built,
place the decoy first, then place the actual one. Your enemy may get confused
since they might see the delay of the counter as lag, rather than a decoy. 
Therefore, they might have the chance of attacking the wrong temple. Make sure
it is well built around and there are some troops defending it, or it may not
seem real.

[32.01] Units not Replaced

There is only one unit that has not been replaced, and that unit is the Flame
Tank. The Marked of Kane do not need any flame weapons, and you will see that
all Flame based units have been removed. No more crisping any more.

[32.02] The Awakened

Cost             : 500 Credits
Requires         : Hand of Nod
Abilities        : EMP Blast, Call for Transport, Immune to Suppression
Upgrades         : None
Role             : Replaces Militia Squad, Anti-Infantry
Construction Time: 5 secs

The basic infantry of the Marked of Kane, and already it is quite strong. It
is effective against enemy infantry as they will not suppress whilst they are
under fire. They also have an EMP blast, which they can use to disable enemy
structures and vehicles. This will allow them to make short work of infantry
and vehicles by using reinforcements. It is considered among elite infantry
that other factions can only access later.

[32.03] Tiberium Trooper

Cost             : 900 Credits
Requires         : Hand of Nod, Operations Centre
Abilities        : Clears Garrisoned Buildings, Call for Transport, Slows Down
Upgrades         : Cybernetic Legs
Role             : Replaces Black Hand, Anti-Infantry, Anti-Structure
Construction Time: 9 secs

The Tiberium Trooper is the replacement of the Black Hand Troops, who uses
Liquid Tiberium instead of Flames. Their Liquid Tiberium also has the ability
to clear any garrisoned buildings, but unlike their Black Hand counterparts,
they can actually slow down enemy vehicles by spraying them with Liquid 
Tiberium. However, their Liquid Tiberium attack is less damaging against 
buildings. I guess the Tiberium can't burn down the building. Whilst inside a
Redeemer, they will operate a Liquid Tiberium Turret.

[32.04] The Enlightened

Cost             : 1200 Credits
Requires         : Hand of Nod, Tech Lab
Abilities        : Improved EMP Blast, Call for Transport, Immune to 
Upgrades         : Cybernetic Legs, Supercharged Particle Beams
Role             : Anti-Infantry, Anti-Vehicles, Anti-Structure
Construction Time: 12 secs

These are the Elite infantry of the Marked of Kane, and they are truly the
elite, despite them being soulless cyborgs. They are armed with particle
beams, and they deal large amounts of damage to anything that moves. They have
increased armour and that makes them hard to take down, even if you are using
Anti-Infantry weapons. Their EMP blast will last longer than those the 
Awakened can blast enemy units for. The only problem is their price tag, but
other than that, it is all good.

[33.01] Cybernetic Legs

Cost             : 1000 Credits
Researched At    : Secret Shrine
Research Time    : 30 secs
Units Effected   : Saboteur, Tiberium Trooper, The Enlightened

These legs will replace the legs of the troops with mechanical ones, which
will allow them to walk faster. Given that the Saboteur, the Tiberium Trooper
and the Enlightened are rather slowish infantry units, any increase in the
speed of the unit will be better than nothing.

[33.02] Supercharged Particle Beams

Cost             : 4000 Credits
Researched At    : Tech Lab
Research Time    : 60 secs
Units Effected   : Venom, The Enlightened
Building Effected: Shredder Turret

Consider this as the Railguns upgrade for the Marked of Kane. This will give
your Venoms, the Enlightened and the Shredder Turrets an extra boost in power,
which will increase their effectiveness against infantry, allow them to do 
even more damage against vehicles and more effectiveness in battle against
buildings. This replaces the crappy laser the Venoms normally get, and this
is a must have for the Marked of Kane, regardless of the price of the upgrade.

[34.01] Support Powers Removed

There are very little in the way of removing support powers. Redemption is
obviously removed since you can build Awakened units and they can't be 
resurrected into themselves. Also, Mine drops will be removed from you, and
that is because they will be replaced. Unlike the Black Hand, you don't have
everything removed from play. 

[34.02] Magnetic Mines

Cost             : 1500 Credits
Enabled By       : Operations Centre
Power Type       : Defensive Power

Magnetic Mines are the same as normal mines, they are dropped via the plane
and they attack vehicles, but they do more damage. Magnetic mines basically
attach to an enemy vehicle and stay attacked until they are destroyed or are
repaired via a repair drone. Therefore, if you enemy does not have any 
sensors or doesn't pay much attention, you can use this outside their base and
allow them to damage their own attack force en route to your base. Or, use
outside a Tiberium Field on their harvesters to really damage their economy.
Either way, these mines are extremely useful, much better than normal mines.

[35.01] Units not Replaced

Reaper-17 really doesn't like anything that isn't brimming to the top full of
Tiberium, so much they are accused of wasting the precious crystal. Because 
you cannot put Tiberium into a Mastermind, Reaper-17 won't use it. They also
don't replace the Devastator Warship and the Planetary Assault Carrier was
well, which therefore kills the Scrin Victory Fleet.

[35.02] Shielded Harvester

Cost             : 1400 Credits
Requires         : Warp Sphere
Abilities        : Harvest Tiberium
Upgrades         : None
Role             : Harvesting Tiberium?
Construction Time: 14 secs

The Shielded Harvester is another Harvester, along with the Heavy Harvester,
the Rocket Harvester and the MARVester. This one comes along with a Force
Field, similar to that found on the Tripod, Devastator Warship and the
Planetary Assault Carrier. It will protect them against 1 EMP blast and a 
far amount of damage. Its good to have a little more protection than none I

[35.03] Shard Walker

Cost             : 700 Credits
Requires         : War Factory
Abilities        : None
Upgrades         : Blue Shards, Attenuated Forcefields
Role             : Replaces Gun Walker, Anti-Infantry, Anti-Aircraft
Construction Time: 7 secs

The Shard Walker is a massive improvement on the Gun Walker. Where the Gun
Walker was slow, the Shard Walker is quite fast. Where the Gun Walker was
weak, the Shard Walker replaces bullets with dangerous shards of Tiberium,
enough to shred anything into a holy piece of crap. The Shard Walker is one
that you shouldn't muck with, they are much better at their Anti-Aircraft
and Anti-Infantry roles that you would think, and with the Blue Shards 
upgrade, they will be even more dangerous. Their only weakness is their health
but other than that, it is quite dangerous.

[35.04] Reaper Tripod

Cost             : 3000 Credits
Requires         : War Factory, Technology Assembler
Abilities        : Conversion Beam
Upgrades         : Conversion Reserves
Role             : Anti-Infantry, Anti-Vehicle, Anti-Structures
Construction Time: 30 secs

The Reaper Tripod is the big brother of the Annihilator Tripod. The Reaper
Tripod comes with a Conversion Beam, which allows you to absorb a Tiberium
Crystal and allows you 5 shots of a conversion beam, a beam that uses the
Tiberium power to strike your enemies and at greatly increased damage. The
Reaper Tripod also contains more firepower with its great green lasers, and 
the Tiberium structure has increased its armour and the hitpoints of the
unit. This unit is one to be feared, yet you can still use a Commando to blow
out the legs of the unit. Still, do not underestimate this unit, you shall
regret it.

[36.01] Blue Shards

Cost             : 2500 Credits
Researched At    : Technology Assembler
Research Time    : 45 secs
Units Effected   : Shard Walker, Ravager, Seeker

The Blue Shard upgrade is replacing the green crystals fired by the Reaper
vehicles with more dangerous blue crystals. These crystals are fired by Shard
Walkers and Ravagers, as well as Seekers, replacing their plasma attack. This
is extremely accurate, with no spillage. By using more potent crystals, you
make these units more dangerous than they already at, and say, if the Ravager
were perhaps, garrisoned in a Eradicator Hexapod, what would that do? A lot
more damage perhaps? Definitely one to get if you use any of the above three

[36.02] Conversion Reserves

Cost             : 1000 Credits
Researched At    : Technology Assembler
Research Time    : 30 secs
Units Effected   : Devourer Tank, Reaper Tripod

Both the Devourer Tank and the Reaper Tripod have conversion beams, a laser
attack which works by absorbing Tiberium crystals and using that to power an
extremely potent laser. You only get 5 shots with each crystal that you 
decide to collect. With this conversion reserve upgrade, you effectively 
double the storage of Tiberium and gives you 10 shots instead of 5. If you are
planning to use any of the above two units, maybe you should give it a try.

[37.01] Growth Stimulator

Cost             : 1500 Credits
Requires         : Extractor
Abilities        : Acclerators growth of Tiberium, Collects Tiberium
Upgrades         : None
Energy Consumed  : 5 Energy
Construction Time: 15 secs

The Growth Stimulator replaces the Growth Accelerator, and it certainly does
make a good improvement. The Growth Stimulator will make the growth of the
Tiberium field faster, which makes it last longer than a usual Growth 
Accelerator. Also, it will provide a constant 15 credits every view seconds
as it harvests Tiberium by its own accord. It is like a mini Tiberium Spike,
a good source of income both directly and indirectly. A good investment.

[38.01] Support Powers Removed

With the Shock Pods as a power, you will lose the Wormhole ability. The
Reaper Cult is not known for being discrete and the Wormhole ability will be
destroyed. Well, it saves the shock of having 5 Reaper Tripods popping up
at the back of your base.

[38.02] Shock Pods

Cost             : 2700 Credits
Enabled By       : Signal Transmitter
Power Type       : Reinforcement Power

The Shock Pods power is one that will summon 3 squads of Shock Troopers on
a Veteran level on the battlefield in a location that will suit you. This is
quite a useful reinforcement power since Shock Troopers are quite useful 
against everything that moves. And with three of them, that can seriously 
be annoying for your enemies, so this one is one to be reckoned with.

[39.01] Units not Replaced

The Traveler-59 Sect will only have one unit removed from their arsenal, the
Devourer Tank. Other than that, you still get the full Scrin Arsenal as well
as a few extra surprises. This is as close as Scrin as the Scrin faction 
itself, the Reaper-17 sect is too different, more power, less flying units.

[39.02] Cultists

Cost             : 1000 Credits
Requires         : Statis Chamber, Nerve Centre
Abilities        : Mind Control on Enemy Units
Upgrades         : Advanced Articulators
Role             : Mind Control
Construction Time: 10 secs

These guys are actually human. It makes a nice change from all that mechanical
jibbering from the Scrin race. Actually, they are human abductees that have
been mutated with the offspring of the Prodigy to have limited mind control
abilities. With this, you can mind control an enemy unit and use that unit
against its own owner. This is particularly fun when you decide to take over
a unit, say a Engineer, and capture their own buildings. This will mean some
quite cash and confuse the enemy. Although there are 5 Cultists in a squad,
you can only mind control 1 unit at a time. Bear in mind however, the Cultists
do not carry weapons, and they cannot therefore, defend themselves. They are
also without body armour, making them easy prey for anti-infantry weapons. Be
careful, they are fragile.

[39.03] Prodigy

Cost             : 2500 Credits
Requires         : Technology Assembler, Statis Chamber
Abilities        : Teleport Units, Teleport Prodigy, Mind Control, Mind 
                   Control Area
Upgrades         : Advanced Articulators
Role             : Teleportation, Mind Control
Construction Time: 25 secs

The Prodigy is the advanced version of the Mastermind. And might I add, a 
great improvement. Not only can it teleport friend units, it can also teleport
itself all over the place, which makes it extremely handy. It still comes
with the manipulator device, allowing you to mind control buildings as well as
units of your choice. The best addition for the Prodigy is the ability to
Mind Control an area. This ability allows you to mind control all units in a
small radius, so if the units are grouped together, you have more units. 
However, this will not cover higher technology level units, such as Mammoth
Tanks and Epic Units, or any flying units. Still, it is a pretty good unit
and when it enters the Eradicator Hexapod, it gives it a Teleportation ability
as well, which is extremely useful.

[40.01] Advanced Articulators

Cost             : 500 Credits
Researched At    : Statis Chamber
Research Time    : 15 secs
Units Effected   : Disintegrators, Assimilators, Ravagers, Cultists, Prodigy

Such a cheap upgrade doing so much. Basically is will cost you 100 credits
for a unit. It will increase the speed of all your Infantry units, bar the
Buzzer. This speed increase will help since some of these units are quite
slow and any extra speed that they can get, they should take.

[40.01] Traveler Engines

Cost             : 2000 Credits
Researched At    : Technology Assembler
Research Time    : 45 secs
Units Effected   : Devastator Warship, Planetary Assault Carrier

The Traveler Engines is another useful upgrade. This will increase the speed
of the Scrin Victory Fleet. The Fleet is too slow and this will make it hard
because of the new AA in the form of the Slingshot, the Mantis, improved
Stealth Tanks and Ravagers. With a permanent speed boost, this can help
avoid the AA until you can mount a suitable response. It is relatively cheap
compared to the amount of credits you will lose if your fleet slowly dies.

[41.01] Support Powers Removed

Like the Reaper-17 cult, there is only one support power that is removed,
and this one is the Statis Field. While that one will act like an EMP field,
it will be replaced with the Temporal Wormholes. These are more interesting
and is classified as an offensive power.

[41.02] Temporal Wormholes

Cost             : 1200 Credits
Enabled By       : Technology Assembler
Power Type       : Offensive Power

The Temporal Wormhole is basically a power that will reduce the rate of fire
and the speed of all units under the effect of the Temporal Wormhole. This
basically means that all under it will be slower and can't respond properly.
Therefore, this will make it a useful power to ambush an attack force or to
finish off a retreating attack force. Because they are slower, they cannot
deal significant damage. For example, you attack with your Victory Fleet,
where you normally would be shot down by AA support, your Temporal Wormhole
can slow down the AA, and you have a chance to take it down. Note that it
does not last forever, so make good use of it while you can.

[42.01] GDI General Strategies

If you are after specific strategies, please read my Tiberium Wars guide for
the strategies because the strategies of the new factions generally remain
the same. There may be some updates here and some new strategies.

* GDI Slingshots are the best for Anti-Air, and they are specifically designed
  to do so. Against all enemies, using a large strike force will likely draw
  an enemy air attack in hopes of wiping out the force and they guys will mop
  the floor with them.

* Your Slingshots are also extremely quick across the battlefield, so you can
  use these as mobile AA platforms, and you do not need that many as your can
  easily race these across the battlefield.

* Your Shatterers are your mobile artillery. They are slow, do you need to 
  protect them well. However, they have the ability to attack multiple targets
  and that will prove handy against a large amounts of enemies. That fact
  will make it useful against infantry, or any form of land based rushes.
  Remember, they are mobile Sonic Emitters, and you know what those things are
  capable of. So, use Shatterers as base defence AND attack.

* Hammerheads are probably the best addition to your arsenal. They have a 
  single garrison slot, and that makes a difference. They are the APCs of the
  sky, except that they cannot hit other aircraft. They do not need to rearm
  or refuel, making it like a Venom. There are several infantry that you 
  should use, depending on the situation.

  - For urban maps with plenty of garrisoned buildings, it is advisable to 
    have a Hammerhead with a Grenadier squad. They can easily toss their 
    grenades to remove their enemy from buildings and the minigun of the
    Hammerhead can mop up any remaining infantry. 
  - The best is for Zone Troopers, they literally shred anything that will
    move with their powerful railguns as well as miniguns to clear infantry.
    Note that very few tanks have support against air, and they can easily
    demolish a tank parade any day.
  - The third use for Hammerheads is for Anti-Air, though this is rather
    useless with Firehawks. All you need to do is to put a Missile Squad 
    inside for Anti-Air protection.
  - The final use is as a transport. It is a much faster and airborne 
    version of the APC which is a transport itself. It this also go over
    chasms, which APC's can't.

* Do not forget to use your fencing support power to defend yourself against
  sneaky enemy engineers that may plan to take over your base. That basically
  replaces the walls from Red Alert 2.

* Orbital Slugs is a useful support power, except for the fact that it does
  relatively little damage. Getting hit by a slug deals a fair bit of damage
  but the large radius of the power, as well as the randomness of the landing
  does not make it a reliable power to use to finish off an enemy.

* Do not underestimate the power of the Supersonic Air attack. Although it 
  may only destroy weaker aircraft such as Venoms, they will severely damage
  stronger aircraft, such as Vertigos, allowing it easy prey for your 
  Slingshots to move in and finish the mess made by the enemy. 

* Use the Combat Support Airfield as a forward operating base from your 
  secondary bases as close strike points to enemy bases, leaving room at your
  own base to give room in case the support airfield is destroyed. This makes
  the Support Airfield as a closer strike to enemy forces, while sparing the
  troops in your base. 

* Do not forget to upgrade your forces. Tungsten Shells make your Slingshots
  and AA Turrets much stronger. Your AA Shells make Hammerheads far more
  dangerous and Hardpoints will give your Firehawks more ammo to drop. An
  extra bomb against ground units, time by a multiple of 4 is a good amount of

* Use EMP grenades when you can. Nothing slows a tank precession faster than 
  either a EMP Shockwave or EMP Grenades. Grenadiers are cheap, and since they
  are infantry units, they will be more resistant against cannon-based attacks
  such as tank shots. By disabling the enemy tanks, especially those against
  air, you can whittle down the enemy forces slowly, but surely. 

[42.02] Epic Unit Strategies

GDI is going to go off with a bang, having the MARV, MARVester, or simply,
the Mammoth Armoured Reclamation Vehicle. This is one giant tank that can
simply crush anything that decides to move, and is the strongest of the 
Epic Units due to the Infantry slots and the massive cannon, and its special
ability. Its basically a souped up Mammoth Tank on a massive scale.

It starts off with a Sonic Cannon, and that isn't exactly much, but the 
infantry slots certainly are. Anyway, I've already written above what 
exactly they can do, and I'm going to give you some strategies on how to best
use your MARVester.

* My favourite use for this is resource denial. You should know by now that
  the MARV has the ability to run over Tiberium patches for money, 350 credits
  for Green Crystals, and 700 for Blue Crystals. While this is a quicker way
  to harvest Tiberium and such, it isn't exactly the best to run over your
  own Tiberium patches for money, you have Harvesters for that.

  What you should do is that you go and run over the Tiberium patches of the
  enemy. By this time, it is going to be late game, and that will mean that 
  the enemy has expanded. With your MARV, run over the enemy Tiberium patch,
  and although it might not net you any money (it is advisible to have some
  silos or refineries to store the extra credits to spend later), you are 
  denying the enemy of resources. Also, for the sake of it, run over their
  Harvesters, and that will waste more of their money to buy new ones. Make
  sure that your MARV has some firepower, because the enemy no doubt doesn't
  like your MARV running in and destroying their resource patch.

* Another use for the MARV is to use it as a tanking unit. If you don't care
  of using the MARV as the blocking unit, the unit that takes the most damage.
  With the massive pricetag, no doubt they would go after it. Stick in 4 
  Engineers for healing, and the MARV can take a fair amount of damage. Use
  the Blocking MARV to slowly advance to the front, and through the enemy
  base, grabbing the enemy fire, allowing your troops behind it to move.

  Your strike force, whatever you decide it to contain, should move slowly
  behind the MARV, and make sure that the enemy concentrates the MARV and 
  not your strike force. After the MARV has broken the defences, your strike
  force can rush in and take out the enemy forces, and their base. This might
  be harder when you have more defences to deal with, but some air support can
  be used to soften them up for you.

* A possible use is to use your MARV as a send and forget unit into the enemy
  base. With 3 Zone Troopers and 1 Rocket Squad, for air protection, you can
  just send in the MARV into the enemy base and forget about it. With such
  firepower, it will be hard to bring it down, and after you set it on 
  aggressive mode, it will attack anything that it sees. 

  The leveling of the MARV will be quick, since there is so much firepower,
  but the problem is that it will be slow, but once it reaches there, your
  enemy better prey that they have some decent defence. 

* Since the MARV is the biggest and most powerful unit in the game, one of
  the best uses for the MARV is to use it as a psychological weapon. If it is
  an open map, where the enemy is able to be attacked from many directions,
  it is easy to scare the enemy into thinking that there is a MARV inbound
  and that will force them to build specific countermeasures to defend 
  themselves, such as base defences, and they will concentrate on the ground,
  while you can spend your credits on an air force and long range bombardment
  and destroy their expensive defences, and then defeat them.   

[42.03] Epic Unit Counter Strategies

GDI is good with their power, and there are several ways to counter enemy
Epic Units, and note that this is for GDI only, not their sub-factions.

* Deny your enemy from actually getting the MARV. Scout out their base and
  destroy any Epic construction facilities. Constantly destruction of this
  facility will deny them the opprtunity for their construction and that is 
  a pretty good thing.

* Your air force is going to play a large role. Epics, unless there are
  infantry inside to hit air, have now power against air units, and that means
  your Firehawks and your Hammerheads, loaded with Zone Troopers of course,
  are going to have a nice team hitting it. Their constant attacks will slowly
  chip down the health of the enemy epic unit, and you get a free shot since
  they move so slowly.

* The best method to remove epics is to use your Grenadiers. They have one of
  the best weapons in the game, their EMP grenades. These grenades can shut
  down anything, and that includes Epic units. With these grenades, you can
  use your forces to attack the enemy epic unit without fear of them hitting
  you back. With this ability, it is going to be death by a million paper 

* If you have it available, use your Superweapon against the enemy Epic unit.
  They can survive a Superweapon attack on it, but there is one thing it 
  cannot do, repair all the damage one. It easily sends an epic into the
  orange/red colours of the health bar if it is hit by the Superweapon. 

* Another is going to be brute force. Using your Tier 3 units such as the
  Mammoth Tank and Zone Troopers, these, although they can be run over, you
  can just make them retreat and continue attacking the epic unit. Make sure
  you don't rely on them too much, Nod's Rage Generator isn't exactly the
  nicest thing that you've encountered. 

* Build a MARV as a counterattack. The MARV itself is pretty strong, and with
  some railguns, it is going to be hard to take down and for that firepower,
  it doesn't come cheap. But with enough firepower to make it propell into
  space, it can counter an enemy Epic, and that will make a nice battle to
  watch as well. 

[43.01] Nod General Strategies

* The Reckoner is your weaponless transport vehicle until it is deployed. Once
  you deploy it, is has 3 infantry slots, but remember, it is just like a 
  normal building, it is stationary AND it can be cleared with flames or

* The Specter Artillery is one of your biggest assets. First, it is stealth 
  and therefore, can move without being stopped by conventional means without
  being detected. Also, you can use them to be bombardiers at choke points. 
  Even if the enemy can get past bombardments from your Specters, some of your
  forces can most them up. 

* Also, remember to use your shadow teams. Your Specters can do some really 
  long range bombardment with a beacon deployed without the chance of the 
  enemy combing the closeby surroundings for your units. However, bear in mind
  that the artillery is rather slow, so make sure they are well covered. Do
  not however, be too overly careful, since there will be problems with a 
  whole lot of defence and nothing to protect.

* Again, same with GDI, do not forget to use your laser fencing to ensure
  that your base is safe from enemy engineers. It also provides extra armour
  somehow. I guess enemy units aim for the fence instead.

* Quad Turrets are the most essential upgrade for Nod forces. It gives you an
  extra turret for no extra cost, save the cost for the upgrade itself. So
  you should get it, since there is no reason not to.

* Tiberium Core Missiles are useful for a Stealth Tank attack. The strength 
  of the Stealth Tank is upgraded, and with more damage, it makes the Stealth
  Tank more valuable per credit spent. This also improves the attack of your
  SAM Turrets.

* Use your Vertigos on your forward operating bases, with your Combat Support
  Airfields. With these, you can move your Vertigos closer for faster strikes
  due to less distance travelled to get to the enemy base. 

* Make sure you have scouts at the enemy Tiberium Fields. Once there are 
  several harvesters there, have a hit and run squad ready and use the 
  Tiberium Vein detonation on it to clear out all the Harvesters, and your
  hit and run squad to kill the remaining harvesters. Although it will cost 
  you a few units, it will cripple the enemy economy, and that could allow you
  valuable time to move in and mop things up or to build up an enemy force

* Use disruption pods to mask your entire attack force the entire length of
  the march to the enemy base. That means, use your Vertigos to drop pods on
  the path to the enemy base while your force moves in undetected. This allows
  you to get a massive element of surprise and a show of force right outside
  your enemy's base is sure to spook anyone out. 

* Use your Specters to Bombard a certain spot, in particular, a choke point, 
  continuously to deny the enemy a chance to get past and attack you. In that
  case, the enemy has no choice but to use air power to remove your specters,
  and when that happens, make sure you have some AA to shred the enemy. This 
  allows you to build a force and more importantly, control that choke point
  to ensure that the enemy can't get in, but you can get out. 

[43.02] Epic Unit Strategies

The Nod forces have what we call the Redeemer. This might seem like the 
weakest of the forces, with only 2 infantry slots, but it makes up for this
with the best weapon ever, the Rage Generator.

* My favourite use of the Rage Generator is with the Cloaking Field. Since
  the enemy does not know that the Redeemer is approaching their base when
  it is cloaked, unless there are sensors there, you can use the Rage 
  Generator on the enemy units once you see them, and they will totally
  wreak havoc with their own troops. That is extremely fun to watch.

* The next best thing is to use the Cloaked Redeemer and walk into the middle
  of an enemy strike force. Crush the enemy vehicles that are blocking you
  and make it to the centre, and rage generator to watch all the enemy forces
  kill each other, and not you. That is one of the best uses of the rage
  generator and it not only will help your unit, it will also crush an entire
  enemy strike force and that will seriously cripple them.

* Adding a Black Hand troop into it will seriously mate this overpowered. 
  Adding flames to the unit will allow it to burn buildings and infantry into 
  a cinder, and the best thing is that it has a large range as well as 
  mounted on a Redeemer, which can crush enemy units. However, make sure you
  actually run away before you can get hit on, because the rage generator
  will not take effect until they stop firing on their current target. 

* The Redeemer is the fastest of the Epic Units, though slower than most
  conventional units. Therefore, make sure they you actually do something with
  it, like hit and run other Epic units for some reason...

* The problem with the Redeemer is the lack of firepower, and as such, you
  are going to use the psychological factor when the Redeemer is built. You
  see, experienced players know the Rage Generator is something to fear, and
  unit based attacks will surely fail. With this little unit hiding in your
  base with the cloaking it has, that will keep the enemy at bay.

[43.03] Epic Unit Counter Strategies

The Nod forces have some good counters, maybe better than GDI.

* Buggy EMP blasts are the most powerful weapon against the Epic units. They
  will basically "shut it down" as Ramsey would say, and allow for some free
  hits against it. They are cheap and relatively effective, and if it does
  goes down, a replacement buggie will not be that expensive.

* Vertigos are going to be your main weapon to do some damage. They take
  about 24 Vertigos to take it down in a single go, so it would be more
  practical with 4 to 8 Vertigos continuously pounding them, rearming and 
  then pounding them again. And when the Epic does go down, you have a fleet
  of Vertigos to take on the enemy.

* Stealth Tanks are quite handy since they can continuously hit and run the
  Epic unit, and having the Liquid Tiberium Cores, they can hit and run on a 
  pretty large scale, reload, and attack again, and then run, and then hit
  it again. Quite useful, except that it will cost a fair amount to set up.

* Use your own Epic, not to battle it, but to use the Rage Generator to use
  the enemy escorts to fire on their own unit, and shoot down their force. 
  If it doesn't hurt the enemy epic, it will seriously weaken either the 
  escorts or totally destroy the enemy escort.

* The final way is to use some Fanatics to make some battle. Use them as 
  suicide bombers against the enemy epic, but the problem is, they aren't
  that terribly effective in doing this and you are better off using  
  Vertigos. I suggest to use Vertigos anyway.

[44.01] Scrin General Strategies

* The Ravager is one of the most anti-Tiberium units there are, and make good
  use of it. Use a small group of these, say about 5 or more, to take out a 
  few harvesters and since these are relatively fast units, that can easily
  get away, recharge and then come back and cause some more havoc. With their
  Tiberium Agitation ability, it will give economy destruction a brand new 
  face. And do not forget that this is just for harvesters, it can also be 
  used against enemy refineries, and since there aren't that many of them 
  around, three groups of five attacking a refinery each can cause widespread
  damage. Remember, 3 refineries are what most online players will use, and
  with three all being destroyed at the same time, well, that is seriously
  going to cause them a world of hurt. 

* The Mechapede is the most versatile unit in the Scrin armoury since it has 
  the ability to attack vehicles, air, structures and infantry with ease. What
  you build with it is completely up to you though.

* Do not forget that the Mechapede is pretty quick and as such, get a few of
  these to run through the defences of the enemy base and attack the vital
  structures, and ensure the power is down to make sure your Mechapedes can
  escape to fight another day. The problem with using Mechapedes as an attack
  force is that they are large, and make good targets as such, and that they
  cost a fair amount of credits. The total for a complete Mechapede is just a
  few off from a Tripod, but then again, Tripods are seriously weak against
  air units, and that isn't a good thing. 

* The Overlord's Wrath is probably the best power there is. I find this,
  personally, a great power for attacks on my own base. The reason is that 
  this causes a large amount of damage to anything that is in the path, but
  the reason I'd really want this close to my base is that it spawns some
  Tiberium, which is quite a lot, more than enough to pay for the cost of
  the attack, taking away the damage dealt done to enemy units. This duals as
  an offensive and a resource power. Although it is great to demolish enemy
  units, don't gift the enemy with some money in compensation for their loss,
  keep it for yourself.

* The best use of Tiberium Infestation is in early game, especially when the
  enemy is unlikely to build up a military presence. This is done in  
  conjunction with the Tiberium Vibration scan, find the enemy Tib field and 
  then infest it. This will slowly deal damage and surely kill anything that
  enters the field, except for the building itself. You can even repair it to
  ensure that it lasts a while. This will seriously dent what the enemy will
  be able to do, since they want their harvesters out before they decide to
  go boom. 

* Ichor seed is another power that you should use when your Tiberium field is
  depleted. This basically instantly spawns a set of crystals, certainly 
  giving more money that it costs to make the seed drop. This is also useful
  if you need your allies to have some funds and don't want them to invade 
  your own private tiberium fields. 

* Your forces can now take more punishment with the upgrade in forcefields. 
  With this, you can send in your forces for a longer period of time without
  worrying about deploying some drones or sending them back to base. This
  means that you can have the same amount of units except that they can last
  longer and don't need that many repairs. Also, don't forget to upgrade your
  forces with some shard launchers, they will make your upgraded forces much
  more accurate. Since the plasma discs are anything but accurate, this 
  upgrade will ensure that they will dish out some damage, and more than that
  normally could. 

[44.02] Epic Unit Strategies

The Scrin Hexapod is the compromise with the GDI MARV and the Nod Redeemer.
It doesn't have a strong attack, it doesn't have a weak one. It has moderate
speed for an Epic and 3 infantry slots. However, one infantry can change the
way the Hexapod is used.

* The Hexapod leaves much to the imagination of the user. The best is to use
  the teleport function a lot more. This allows you to appear in front of
  enemy forces, and suddenly disappear again, only to appear behind them. 
  It can be used to break through the frontlines of the enemy base defences
  and teleport into the areas where there are no defences.

  You can teleport in the middle of the enemy strike force, and crush every
  unit that is in sight. Teleport to crush enemy units and teleport away.
  Teleport into an enemy resource field and crush the enemy harvesters. There
  are just so many ways to use this teleport ability, it is really up to

* Their Recycling ability will give some incentive to make sure that this 
  unit makes it to the frontlines. The recycling system will give you back
  about 18% of the structure or unit that you have totally demolished. That
  may be handy, but since your don't have any Tiberium resource limits, and
  given that you already have a lot of money to get one of these started 
  up, this ability is just a small drop in the massive ocean.

* Again, their teleport ability is just so awesome. You can use it just to
  scout your enemy's forces. If you do not know where the enemy's base
  defences and unit forces are, you can just teleport around, and by the
  time that it takes for the enemy to send the force to deal with you, you
  can easily teleport away. 

* The best way to teleport is to have a strike force ready outside an enemy
  base and use the teleport ability to knock out one important thing, not
  the base defences, but the power plants that will support the base 
  defences. That will give an easy way in and cause some massive panic.

* This is the best ambush weapon since the stealth tank. It can attack from
  the flanks, or the rear, and those parts are not going to be the easy
  parts to defend. If you think about an average strike force, your own
  force can easily handle the frontline scouts, the lightly armoured units
  while your Hexapod, as big as it is, can use pop around to the bad and 
  take down the heavy firepower, such as Mammoths, Avatars and Tripods. 
  That can demolish a force relatively easily with minimal losses, and that
  is probably the most important thing. 

[44.03] Epic Unit Counter Strategies

Scrin has some heavy firepower, especially in the air, and that is the main
striking point.

* The Scrin Victory Fleet is probably the best weapon that you have in the
  war against Epic units. The Carriers and the Devastators have intense 
  firepower and a few of them, along the way, can seriously cause some damage
  to both the escorts and the Epic Unit itself. Even the Slingshots built  
  by GDI may be strong but not strong enough to ensure that several of these
  warships don't demolish it force. Do not forget that you have to make
  sure that AA is destroyed first because you target the Epic, because it 
  would be both silly and dangerous if you don't.

* Use your own Hexapod to fight it, using the teleport ability to knock out
  the escort vehicles and infantry, whilst doing some damage and allowing your
  forces enough room to regroup, reorganise and fight again. 

* Mechapedes are pretty good units to play around with, they are quick and
  agile, making them ideal to take down enemy units. It all depends on your
  loadout though, so make sure they are all disintegrators and not toxins,
  Epic units are not buildings, there are vehicles, or well they are, if not
  they are supervehicles!

* The Statis Shield ability is one of the best options that you have. This
  will basically freeze the enemy units, making sure they don't decide to 
  wonder off and go anywhere, as well as giving you one valuable thing, time.
  If this, you can get your forces to move onto the position of the Epic
  unit, get your ground forces in place, your air support in place, and if
  you have the money and the courage, use the Mothership to hover right over
  the area.

  With this, you can effectively trap the enemy Epic and the escorts while 
  your forces surround the area. This is going to be a problem for the enemy
  when the Statis Shield decides to wear off. 

* The Ion Storm is an effective way to continuously damage the Epic unit while
  it is on the move. And guess what, the PAC is one of the units that can
  generate an Ion Storm, and that also heals your Victory Fleet. Another
  reason why you should use the Victory fleet to counter them. 

[45.01] Steel Talons General Strategies

* The Steel Talons are about raw firepower through their ground force, and
  that removed some of the advantages of GDI. They are stuck with their 
  railguns, but they lack the Sonic Technology that ZOCOM and GDI have to
  play around with. As such, you are going to play with big guns.

* Wolverines and Titans are going to be replacing your normal Tanks and your
  APC units in terms of attack. They boost superior power in terms of their
  standard GDI counterparts, but beware, they both lack the power to fight
  back against air units. That may be a problem. Once your upgrades on rail
  guns have effected the Titans, you'd probably look to them to replace your
  Mammoth Tanks in terms of attack, because two is better than one. 

* Titans are also good at quelling enemy vehicle rushes. As you should know,
  the Predator is replaced with the Titan, but the Titan has the ability to
  crush the enemy's vehicles, and that allows you a distinct advantage in 
  early game rushes

* Use your basic infantry, such as Rocket Infantry and Riflemen to garrison
  your Heavy Harvesters. Although they aren't that powerful, they are good in
  crushing enemy infantry rushes, since they can both attack and run over the

* When moving your vehicles, use your mobile repair transports. These are  
  the difference between destruction and still being able to fight. When used
  in large packs, a ratio of 2 to 1 to a maximum of 4 to 1 should be keep at
  all costs, because large packs are for attacking large bases, and that means
  a lot of damage is being dealt on both sides. For small groups, you can 
  easily service 5 to 1 to a maximum of about 8 to 1. Any more would make it
  hard to repair which.

* Remember that while you send your repair transports to the front lines, you
  can garrison some infantry inside to protect it. While it is an APC without 
  the machine gun, you can still protect it against air. However, make sure
  that you have two repairs for large groups, lest one be destroyed by the
  enemy air force. 

* Make sure that you bring adequate AA support because that will be a major
  enemy threat. Steel Talons do not have APCs as AA, so make sure that some
  Slingshots come along to join the party and up the ante.

* Use your Railgun Accelerators in tandem with your Repair Transports. You
  should know that the Accelerators damage your units when they fire whilst
  the ability is activated, so by having transports, you can nullify all the
  damage that the Accelerators will cause to your units. 

* Your Behemoths are now better able to move closer to the enemy front lines 
  and fire on your targets. With an infantry slot, they can fend off other 
  enemy infantry, but they are still sitting ducks. You might want to use 
  some of your vehicles to protect your investment, but with superior 
  firepower, this option should be looked at. 

* You need to compensate for your lack of infantry. Your lack of Snipers,
  Commandos and Zone Troopers will seriously give a disadvantage to your units
  because they are much better as support troops. 

* The Use of the Adaptive Armour, which gives immunity against the EMP will 
  be best used in combination with the Shockwave Artillery will be a serious
  advantage for your troops. Allowing your Mammoths and Titans to keep 
  fighting while all your enemies are down is great. To do this, activate the
  ability of the units and then use the Shockwave Artillery on them, making
  them move into the middle of the enemy troops. This will disable all the
  enemy units, but not your own, but they will still be damaged. While this is
  happening, move your Repair Transports close and then when the barrage is 
  finished, repair your troops while they fight a defenceless enemy. 

* The best form of offense is the best defence in the game. You have excellent
  Guardian Cannons since they have Railguns and their Rigs will form Rail
  Gun Battle Bases. This allows you to creep into the enemy base slowly but
  surely. With heavy defensive power, you can take control of the enemy 
  Tiberium Fields and slowly deny your enemy of the valuable resources. 

* You can easily control chokepoints with serious firepower. Mammoths and 
  Titans can wipe the floor with ground units and S?gshots can take out
  enemy air units with ease. Mobile Repair Transports can easily repair and
  damage that you units will receive. This allows you to rank up your units
  first of all and take command of the situation with minimal costs. While
  your units dish out damage, the enemy will send wave after waves of troops
  and lose them, you can easily build up a bigger attack force to take them

[45.02] Epic Unit Strategies

* You are going to miss the turrets that normal GDI infantry are going to
  use. With no snipers, and especially no Zone Troopers, you lack strong
  Anti-Infantry ability, as well as a powerful support unit in the form of 
  the Zone Troopers. You are going to rely more on your Grenadiers to kill
  enemy infantry and possibly Missile Squads to get the job done.

* With an underpowered MARV, I suggest that you use more vehicles as an 
  escort. However, the MARV is extremely useful for one thing. With the price
  of many of your units sky high, controlling the valuable crystals will be
  more than important in the game. With the MARV, you can easily send your 
  MARV on "suicide" missions to basically wipe clean the enemy Tiberium fields
  and collect it all for yourself. This can afford yourself another MARV if
  it does fall and plenty of money for a new attack force.

[45.03] Epic Unit Counter Strategies

* This is where the Steel Talons shine. The only way to take down an epic
  unit is with sheer firepower, and the Steel Talons have plenty of that.

* Behemoths will allow you to bombard the enemy column with sheer force and
  it will seriously undermine the condition of the enemy units to fight
  with weaker health. You can slowly bombard the enemy units, and move your
  units back as they get closer to your base. 

* The combination of Adaptive Armour and Shockwave Artillery can be a good
  combination. That will allow your Mammoths and Titans to crush the enemy
  vehicles as well as do some serious damage to enemy Epic units. The enemy
  is defenceless and you have full rein to do as you wish. What more do you

* Your Railgun Accelerators will serve you faithfully here. Although they
  damage your units, they greatly increase the firepower and they are easily
  repaired with the mobile repair transports. This makes is easy for you to
  hold the line.

* With your Mobile Repair Transports, you can easily block the path of the
  Epic whilst dishing out serious damage. Use the Transports to repair the
  damage that your units will receive and only move them back if they are 
  in danger of getting crushed by the Epic Unit. Mammoths and Titans are the
  best units to Hold the Line.

* Don't forget, that although the Steel Talons have good vehicles, do not
  forget you have Hammerheads as a good air support and can deal minor but
  constant damage. Your enemy will probably forget this, so use it to your

[46.01] ZOCOM General Strategies

* ZOCOM will have the power of Sonics and not the power of Railguns. In a  
  sense, you lack direct firepower, but possess Indirect firepower in the form
  of the sonic wave, which can seriously harm enemy units and buildings with
  relative ease. 

* With Zone Raiders taking over from their male counterparts, they can be a 
  fully independent force without the need for AA support. It is easy to 
  scan an enemy base and send in the drop pod. Even with decent air units,
  you can hold your ground whilst using those powerful sonic grenades. 

* The powerful Sonic rounds can seriously impair enemy units, but the problem
  is that Railguns do much more damage. However, with stronger armour, they 
  can take more damage and their AA rockets can dish out some damage. 

* Your Shatterers are going to be a serious attack force. Although they cannot
  attack the enemy air force, they are slow as well, they dish out good 
  amounts of damage and even have an artillery mode. Although they are
  disabled when they have used their artillery mode, they have extended 
  range. Use the Shatterers against grouped units, because their sonic waves
  pass through the enemy units. Like the sonic turret, this allows it do hit
  more than one unit per attack, which is quite useful against swarms.

* With the Tiberium Suits, you can have all your units cross Tiberium without
  taking damage. Because it is relatively easy to research, you can quickly 
  build a large attack force of Missile Squads to attack the enemy Harvesters
  and that will provoke a response, they is easily handled with the Missile
  Squads and the Riflemen. This is best used early in the game. 

* With Sonic Shells, the Orcas are much stronger and dish out more damage.
  With Hardpoints missing, they will have some better armour, which makes them
  much more suited to hit and run. Make sure that this slight improvement is
  taken advantage of. 

* Make sure that you also use your Firehawks. With the Ceramic armour upgrade,
  they have stronger armour, and although this comes at the cost of the 
  Hardpoint upgrade, stronger armour will allow for deeper insertions into
  enemy territory and the increased odds that they survive combat.
* To control the chokepoints, you have deploy shatterers to the choke point 
  and force fire into that point. This ensures that the enemy cannot enter
  the point without suffering damage from the sonic waves. Time them out so
  that the point is continiously being fired upon and that the enemy has no
  time to sneak through. Use Slingshots to ensure that no air unit gets the
  idea that bombing your units is the way out. 

* Remember that your Shatterers are also a good form of mobile defence. Their
  attack is basically the same as that of a Sonic Turret, and it has the added
  benefit of mobility. Ensure that this benefit does not go to waste, it is
  an extremely useful ability.

[46.02] Epic Unit Strategies

* This is slightly easier since you have Zone Raiders to replace the Zone
  Troopers. This will give your MARV a nice Sonic Turret, which is dangerous.
  Besides the fact that they have more armour to play around with, they fire
  their sonic rounds like crazy. Their rounds will deal good amounts of
  damage to each, and with 3 other turrets and a tri-barrel Sonic Cannon,
  4 Raiders in the MARV is seriously dangerous.

* Remember that although the Raiders get an AA rocket, they does not apply
  to the MARV. You do not get a AA rocket to fire on enemy air units with
  the Zone Raider inside the MARV. This is a shame, that would have been
  total ownage, but that would make it rather unbalanced and that doesn't 
  really need some tactics, because everyone would do it. 

* With Mammoth Tanks seriously weakened without the Railguns to play around
  with, you are going to have to stick with some Shatterers and some 
  Slingshots as a decent escort. Without Railguns, the Mammoth is firing 
  normal shells, and that would be pointless if it did at that specific price
  to say the least. 

[46.03] Epic Unit Counter Strategies

* With powerful Sonics, they will be your primary counter. Your Shatterers 
  are going to be the best form of attack. They will dish out damage to the
  escorts with the enemy Epic as well, making that extremely useful. They 
  can fire their Artillery Sonic Wave, and while that will lead to a disabled
  Shatterer, the enemy Epic is a slow moving unit, allowing you to 
  continiously to do this the entire way.

* With stronger armour, you can send in Firehawks to bomb the living daylights
  out of the enemy units, especially the enemy Epic, and because you can take
  more hits, that will be useful. 

* Zone Radiers in a Hammerhead can dish out damage, and with enemy epics 
  unable to initially target aerial units, you have the advantage to send in
  sonic shells to continiously harrass the enemy epic until they decide to 
  send in AA, but by then, you can pull out to fight another day.

* Your grenadiers have EMP grenades, and that allows you to slow down the 
  enemy unit with ease, allowing for a massive sonic Shatterer attack on the
  epic. With their units disabled, they cannot hope to fight back. This 
  can be replaced with the Shockwave Artillery because it will disable the
  units and dish out some damage, which couldn't hurt.

* Remember, your Sonic Orcas can do some quick hit and runs and that surely
  will mean some damage. Imagine 4 Orcas, using a Combat Support Airfield
  moving up to the enemy, quick rearm and continious attack. Harrassment is
  the key to victory. 

[47.01] Black Hand General Strategies

* Without any stealth to play around with, you are going to have to use the 
  power of pure flame. Without any air support to play around with, and the
  valuable stealth tanks, you are going to have to compensate.

* Your Flame units are powerful on its own, but even more powerful with the 
  Purifying Flame upgrade. With this, the flame weapons are extremely powerful
  to play around with, knocking out buildings and infantry with no problems
  but the problem will lie in tanks. 

* Don't forget that you have one of the fastest AA support units in the 
  Mantis. The GDI Firehawks, enemy Nod Vertigos and the Scrin Victory Fleet 
  are totally without a solution when they face the Mantis also in a group.
  With their speed, they are relatively good for scouting the map because 
  with information, you have the knowledge to strike.

* Confessor Cabal units are extremely good against enemy infantry with their
  funky grenades. Although it is an activated ability, that will seriously
  force the enemy infantry to fight one another, and that isn't good for your

* The Purifier is a force to be reckoned with. With their ability to crush
  enemy vehicles, a flamethrower and the laser, it makes it extremely hard to
  take down. Stomp over enemy vehicles and gry the buildings and crisp the
  enemy infantry. These will form your attack force, but bring some Mantis
  units to ensure that enemy air units will not cause you a major problem.

* Charged Particle Beams will make your anti-infantry roles more dangerous
  than it is, but it comes too late and too expensive in the game to make it
  very useful. Same goes for the Black Disciple because infantry really isn't
  your thing.

* Power Signature Scan is going to be a very good scouting ability. It allows
  you to see the place of the enemy power plants, and normally, they will be
  custered together and make easy pickings for your flame units. Even not, it
  is a cheap support power and can be used to find out where the enemy has 
  their base and the location of the power plants.

* The Decoy Temple of Nod is a good way to lure enemy units to your location.
  By using this, you can create a fake Temple of Nod, and use this as bait.
  Build massive defences to surround this fake Temple of Nod, and make sure
  that you have a real one, so the countdown is real. While your enemy attacks
  the decoy, you have some good defences to drag them down. With this timing,
  you can send in your atktack force into the enemy base to ensure that they
  are literally caught with their pants down, and is a easy way to win. 
  Remember, even if it is destroyed, the gain that your attack force has made
  will make it hard for the enemy to replace. 

[47.02] Epic Unit Strategies

* Without some other infantry, your Redeemer is going to be equipped with two
  Black Hand units, and with the Purifying Flame upgrade, it will cause more

* Although you don't have the ability to cloak, rage generator and run away,
  you still have the rage generator. What you can do is that you send in the
  Redeemer, with two Black Hand units, kill what you can and rage generator
  to distract any enemy units if possible.

* Remember, your flames are going to be the main killing point. They will 
  attack whilst you move, and that will seriously be beneficial for your 
  units. Enemy vehicles can easily be crushed, it takes too long to use your
  laser to blow it up. Vehicles and air units are going to be the threat that
  your Redeemer will face, vehicles, infantry and buildings are easy pickings
  for your units 

[47.03] Epic Unit Counter Strategies

* Without stealth, it is going to be hard to use Nod for your advantage 
  here. This will seriously hard for you to take down an enemy epic because
  stealth and air units are the easiest ways to take down the enemy epic,
  so we need some real tactics.

* The best way is to use your attack for as a defence force. EMP Coils from
  Raider Buggies is one of the ways to shut down the enemy Epic whilst you
  send in your attack force to take it down. Close range Purifiers will be
  able to use their laser and their flames to take it down. Unfortunately,
  flames are not very effective against vehicles, and that is a problem.

* Concentrate your fire on the escorts if you can. Your own Epic can easily
  crush enemy vehicles, and the best thing is, the Rage Generator. That
  will force all enemy units to fire on each other, so use it if you can. 

* Steel Talon will be hard to beat with the EMP Coils. Adaptive armour will
  cause some headaches, but guess what, you can use some infantry as well. You
  own Attack Bikes will be able to use hit and run tactics whilst Rocket
  Militia will be useful to a certain extent. 

* A whole horde of your Rocket Militia will seriously be effective. Spam it.
  Enemy tanks are useless against infantry because they use cannon damage
  to attack, but cannon damage is poor against the cannon resistant infantry.
  Spam will be good against enemy tanks and vehicles, even aircraft, but
  make sure that the Anti-Infantry units are taken care of first.

[48.01] Marked of Kane General Strategies

* The Marked of Kane is totally about your infantry units. Your standard 
  infantry is on par with the elite infantry of the other teams. Make sure
  that they are utilised.

* Your cyborgs have powerful EMP pulses. The Awakened have a decent EMP
  blast, and a powerful attack to boot. The Enlightened have a improved EMP
  blast and a stronger attack. Also, they have tough armour, making them 
  hard to take down. These units should be used to the fullest, they can 
  easily wreak havoc with enemy units, even vehicles.

* Tiberium Troopers have their uses. They basically replace the Black Hand,
  but the problem is that with these units, they deal weak damage to enemy
  buildings. They can do anything that the Black Hand units can do, but they
  have a poor attack against buildings, and a slower attack as well. 

* Magnetic Mines are the best sort of trap for your chokepoints. They are 
  special mines compared to your generic Nod mines. These mines attach 
  themselves to the enemy vehicle, and continue to deal damage until they
  are removed with a Mobile Repair Transport or a drone, either from the Scrin
  Power or from the War Factory. And the beautiful thing is, if they are far
  away from their base, their hopes of survival is slim to none. Even if not,
  having a weakened enemy on your doorstep will make it easy to take care of.

* Their Supercharged Particle Beam is one of the most powerful weapons. Once
  they are applied to the your Venom units, they are extremely powerful. Even
  though these is a high cost to purchase the upgrade, they make Venoms more
  lethal than what you'd want to think they are. 

* The Enlightened is seriously one of the most dangerous infantry units that
  there are. It can attack everything except for air, but your Venoms can
  take care of that. With an EMP Blast, your Venoms can help take down their
  disabled prey whilst you can send in reinforcements. 

* With your Magnetic Mines, you can easily use that as a bridge between your
  forces and the enemy. With that, you can be sure that if the enemy do get
  the mines, you can send your forces back a bit to let the mines do their
  work. Then swoop with your forces and then send in the Venoms to ensure
  that the survivors do not survive.

* Venoms are going to be your primary attack force. Your own infantry are
  too slow and cumbersome that they cannot really pose a threat. Make some
  hit and run tactics with the Venoms, with their powerful particle guns to
  make sure that the enemy gets the point loud and clear.

[48.02] Epic Unit Strategies

* Without the Flames, you get a really weak Tiberium Turret. The problem is
  that with the Tiberium Turret, it does subpar damage to enemy structures
  in comparsion with the Flames. They are still good against infantry, and
  can clear garrisoned structures

* However, even though your Tiberium turret is weak, you can still be sure 
  that your enemy's infantry will die with the last thing they see is the
  green glow.

* Remember, you cannot garrison the Enlightened into your Epic. This is a 
  shame since they are a decent attack force. This still makes them useful
  for your forces. 

[48.03] Epic Unit Counter Strategies

* You have one of the biggest armories for counter. The first of all is that
  you have the Awakened and the Enlightened with their EMP blasts. Given
  that the enemy epic will have cannon damage, infantry suiciding will be
  a good way to slow down the enemy, EMP and then allow for your Venoms to
  swoop down and deal some good damage.

* Magnetic mines are one of the best ways to take down the enemy epic. Slowly
  but surely, it will make some little damage over time into some good damage
  by the time it can get to your base. In combination with the EMP, this will
  make your mines that much more deadly.

* As mentioned above, EMP will still allow the mines to do damage over the
  period of time. This is a great asset to you because they are disabled, 
  taking damage and your units are en route, the enemy is going to have a 
  hard time replacing their loses.

* Remember with the Magnetic mines, that damage done to one can be enhanced
  when there are more mines. And guess what, if you decide to drop the mines
  on top of the enemy epic, that will cause some damage once he decides to
  move the unit. To move, they need to get across an entire minefield and 
  that means crossing a lot of mines, and that means taking a lot of damage.

* Remember that the enemy Epic cannot initally hit air. With your new powerful
  Venoms that are flying around in the air, this can mean that your forces
  go around without the fear of enemy attack. Use this to your advantage, hit
  and run the epic to draw out the AA support, destroy, rinse and repeat.

[49.01] Reaper-17 General Strategies

* If you want some quick money for you and your allies, build as many of the
  wonderful Growth Stimulators as you can. The reasons that it not only makes
  Tiberium grow back faster, you also get money because the stimulator decides
  to harvest some of the Tiberium for free, giving you free money and that
  is about the same as a Tibeirum spike.

* Your Reaper Tripods are seriously damaging to your enemy. The power of the 
  Tripod is amazing and the fact that they are tougher to boot, that makes
  that a serious threat to the enemy. With support AA, it makes your Reaper
  Tripods nearly invincible and makes the enemy have nightmare of Reaper 
  Tripods running down the battlefield. 

* You have a Conversion Beam with your Tripod, and that makes your Tripod 
  more amazing. This allows you to grab some Tiberium and boost your
  attack power. Now what is more amazing than stealing the enemy's resources
  and dishing out more damage. 

* Your Shard Walkers are going to be the basic AA unit that will join your
  attack force. With their Shards upgrade, their attack on enemy air units
  will deter them from attack your units, and the Reaper tripods in 

* Remember that both the Shard Walkers and the Tripods have the forcefield
  upgrade, allowing them to suffer more damage from the enemies. Whilst it
  may not recharge, it will deter the EMP attacks because they are good for
  one EMP blast and some damage, so use that to your advantage.

* Do not forget that you can do the GDI thing and drop in Shock Troopers onto
  the battlefield and reinforce your forces. Since they are quite strong, that
  can mean that your enemy has to deal with more than your attack force.

* Just because you don't have a good air force, it doesn't mean that you are
  totally useless. Remember that your massive ground force is going to make
  up for your lack of a Victory Fleet. And with the Mantis and the Slingshot
  making life hell for air units, be lucky that you are staying on the 

[49.02] Epic Unit Strategies

* You don't have any disadvantages with the Reaper cult. They do not have
  any missing infantry, and that allows for a proper Hexapod. However, there
  are some things that with Reaper-17, will change the role of the Epic.

* With the Teleporting Epic, you should really delegate it the role of making
  sure that there are no survivors that come out of the back of the base. Your
  attack force should focus on your strength, and since that is Reaper Tripods
  and Shard Walkers are your primary attack force, your Hexapod is really 
  there to clean things up. 

* Make sure that you support your Hexapod carefully. Your Shard Walkers will
  seriously make quick work of infantry and air, whilst the Tripods will
  take care of enemy tanks. But bear in mind that they are quite expensive
  to construct, so the use of the growth stimulators will seriously be a good

* Consider not using the Epic in support of the Tripods and Shard Walkers.
  They do a good job and since the Reaper does not have air support, you don't
  need to worry about them. You have a fantastic ground force, and building a
  Hexapod to get the enemy to build anti-Vehicles defences, it isn't all that
  great for you.

[49.03] Epic Unit Counter Strategies

* Without the Victory Fleet to do some countering, you are going to have to
  rely on the good old reliable ground force. 

* Tripods are going to do the majority of the damage. Make sure that you get
  those conversion beams pumped and the Forcefields ready to take some damage
  for the team.

* Since you aren't allowed an air force, you are still allowed Stormriders.
  With these, make sure that you use them. Because of the fact that the two
  most powerful aircraft are removed, they neglect the lonely stormrider and
  no doubt lack powerful AA support. With this, take down their units by
  picking them off one by one.

* Send in the drop pods for your Shock Troopers behind the enemy attack for
  with their Epic in it. Knocking out the escorts will allow for an easier 
  job for your defenders since there isn't anything that can dish out a

* Remember that your Tripods are vulnerable for being crushed, so make
  sure that they keep a distance from the enemy since you don't want a 3000
  credit unit being destroyed. Hit and run, since the Tripod should be able
  to outrun the Epic.

[50.01] Traveler-59 General Strategies

* With the powerful of Mind Control, the Traveler sect is one of the most
  dangerous to play against. The power of mind control is seriously something
  to be taken seriously.

* Your primary concern are the Cultists. They are basically the one unit
  controllers, which is quite useful. For example, controlling one of the 
  more powerful enemy units, such as a Mammoth Tank, can seriously cause
  disunity within enemy ranks. 

* The Prodigy is one of the most dangerous units since it can command several
  units at a time, making sure that the enemy isn't sure what is going on.  
  With the ability to teleport away as well, your enemy is going to be 
  hard-pressed to fight off enemy units inside their own base.

* A mass swarm of Cultists may be hard to control, but controlling a lot of
  them will allow for you to take command of an enemy attack force. This will
  require for you to go into planning mode, but lack of Anti-Infantry will
  only make your life easier. 

* With controlled enemy units, it sometimes works well as a decoy. When you
  are GDI, you don't except a Mammoth Tank walking back to your base to be 
  a problem, but when you realise, hey, I didn't order that tank back does
  your enemy realises that it isn't friendly.

* With Cultists, they can control another units after their controlled unit
  has been destroyed or you choose to control another. This makes them more
  than a one off unit, they are a multi-purpose unit. By getting rid of a 
  dead unit, you can get another to ensure that the enemy is constantly 
  worried about their own units coming back. That will seriously stop enemy
  attacks without some security.

* With the upgrade to the engines of the Warship and the Carrier, that makes
  your units more deadly. The faster they go to the enemy base, the better
  for you, the worst for your enemy. The best thing is that the advantage 
  cannot be wiped off. It is a permanent effect, so make sure you use that
  to your advantage.

* Use the Temporal Wormhole against enemy units. By slowing down their speed
  and fire, it might act as a EMP, but it isn't, because remember, they can
  still fire, and that might mean copping a whole world of hurt if you aren't

* Using the Temporal Wormhole is also a great way to capture enemy units.
  They are slow and aren't moving real quick, and not fast on the trigger
  either. With that, it is easy for capture. Its the next best thing to the
  EMP, and if you can get that, its even better. No mobility means easy
  to capture. 

[50.02] Epic Unit Strategies

* You really shouldn't use the Epic, but anyway, Traveler does not have any
  disadvantages. They replace the Mastermind with the Prodigy. That really
  doesn't do anything, it still provides a teleport turret but does not 
  provide perks such as mind control.

* You cannot use the Cultists are part of the Epics garrison. Remember that
  because imagine a Hexapod that starts to control enemy units. That will
  be VERY unbalanced. 

* With mind control, why do you need an epic. Brute force is not the way of
  the Traveler sect, so why bother. You can support it with the Victory Fleet,
  but the Victory Fllet is what it's name suggest, use it for Victory. 

* You don't really have upgrade ground forces, so you are relying on Gun
  Walkers and the normal Tripods for ground support. This isn't exactly the
  best solution since Gun Walkers are relatively weak. Air support is a much
  better choice, but they are quite expensive.

[50.03] Epic Unit Counter Strategies

* The best counter that you have is the Victory Fleet. With the lack of
  air attack from the Epic, that makes them extremely weak against their 
  attack. Devastators and Carriers will seriously make it hell for enemy
  epics, but bear on thing in mind, THE COST.

* The next best thing, and a much better one, is that you use the Cultists and
  your Prodigy to control the enemy escorts and use them to fight for your
  cause. That is a much better solution, since you don't have to pay for the
  units, only for your mind controllers, and that you are closer to home and
  closer to unit production, unlike the enemy attack column, they are far
  from home, and that makes their units hard to replace.

* With controlled enemy escorts, make sure that they target the Epic unit
  first, because the other escorts, you can take advantage of. If they are
  powered up and gain ranks fighting their own units, you can use the cultist
  that losts a controlled unit to control the ranked unit and use that to
  fight against the Epic. What you really want is that the enemy Epic 
  arrives to your base dead or cripped, or if not the case, back at base.

* Use the Temporal Wormhole in this situation. If you manage to control the
  enemy escorts, you can move them out of the way of the Temporal Wormhole.
  That allows you to capture enemy units far easily and free shots against 
  the enemy Epic, which is always a nice thing. 

[51.01] Global Conquest

Global Conquest is the new mode that has been added to this game and it 
plays as a Risk style game. You basically control one of the three sides, the
Global Defence Initiative, the Brotherhood of Nod or the Scrin Mining Fleet.
You can control the subsects, the Steel Talons, ZOCOM, Black Hand, Marked of
Kane, Reaper-17 and Traveler-59 when playing as their parent faction.

You have bases, where your bases are and where you operate out of. These 
bases can be upgraded with defence, technology and power and even have a 
strategic structure, such as the Ion Cannon, which will grant you abilities 
to use on your enemies. To do the fighting, you will have some strike forces,
which are essentially armies to do the fighting for you.

You also have support powers which allow you to change the tide of battle,
just like the support powers in the battles. Also, you also have to have
battles, like skirmishes, which allow you to be the attacker or defender. 
Or you can auto-resolve the issue and allow the computer fight for you, be
it a win or a loss.

To win, you need to complete one of the victory conditions that are listed

[51.02] Victory Conditions

There are 2 Victory Conditions for each team. However, completing one will
allow for victory in the game. Therefore, complete a Victory Condition to 
win the game. There is one specific to each side and one that is global, ie,
applies to everyone. 

The Global Victory Condition is Military Victory. That means, you basically 
move and wipe everyone out. This is probably the harder option because there
are two sides that you need to wipe out and you need a fair amount of
resources to control. 

The Second Condition for GDI is to control 33% of the land mass. That 
basically means controlling one third of the land map with your bases, because
the claimed land must be within your bases's area of influence. 

The Second Condition for Nod is to have 24 cities at the highest level of
unrest, that is, on the red colour. This is beneficial for Nod, but not for

The Second Condition for the Scrin is probably the worst, you need to have
9 Threshold Towers at 9 seperate Tier 3 bases. This is hard because you need
to build up nine bases at tier 3, which takes time and money, and build the
Threshold Towers. 

[51.03] Controlling Resources

There are two main resources, Tiberium and Cities. 

Tiberium is basically the light green shade that is on the land. To harvest
this Tiberium, you need to place a base. The Tiberium within a base's area of
influence will be harvested by the base, which is rather handy if you have a
Tier 3 base. The Greener the Tiberium, the more that it will generate. The
problem is that over time, the harvested Tiberium will reduce the amount of
Tiberium in the area, which means less money. This forces you to go and 
control more patches of Tiberium. 

The main patches are found in the middle of Australia, so it is viable for
a single base, the next viable area is Africa. There is plenty there to be
exploited. The middle of North America has a fair mount of resources, as 
with South America. The final patch is basically where Russia is, as well
as Mongolia, bits of China and parts of the Middle East.

The second real resource are the cities. Depending on the side, you get
resources on the status of the city. GDI will receive resources on the
population and unrest of the city. The more population there is, the more
resources, the lower the unrest, the more money you get. The population will
be based on the frame around a city, the more the better, unrest is based on
colour. Blue means no unrest, yellow means that there is moderate unrest and
red is pure angry.

Nod on the other hand, the most cities in their control that are on high
levels of unrest, the more money that they will receive. And Scrin, well, the
less population there are, the more money they receive. However, bear in
mind that cities under GDI control have increased population and lower unrest
as a result of a base's influence, cities under Nod control will have their
unrest increased and the population under Scrin control will be killed off.

This makes the Scrin harder to make money because as the population slowly 
dies off, they don't get any more resources from the cities, and that is
a problem. That means they need to build more bases, allowing GDI and Nod
to gang up on your and finish you off. 

[52.01] Basis of Strike Force

The Basis of a Strike force is to attack the enemy and destroy them. They
are your platoons, the brigades, the companies, the armies. These are the 
only units that you will move around on the map at any time. 

These are recruited from local bases. The Tier of the bases will allow what
type of units can be recruited. Tier 1 bases will allow for the recruitment
basic units such as your Rifle infantry and your basic tanks. Tier 2 will
allow for more developed units such as GDI Shatterers, Beam Cannons and 
Devourer Tanks. Tier 3 will allow all units, and the most advanced.

The units much be purchased at a base and the strike force level much be at
the tier level of the base. The cost is based off the resources that you
have, not the price in your skirmishes.

Also, whilst in battle, the ranking of your units and garrisoned units, such
as infantry into the MARV, will be retained into the next battle provided 
that the said unit surivives. That is an incentive to use normal battle. This
is because when your forces attack a base or another enemy force, or if they
attack you, you get the option of you battling or Auto-Resolve. More on 
that later.

Anyway, Strike forces have 50 unit spaces. A unit can take anywhere from 1
slot out of that 50 such as infantry up to 20 with your Epic Unit. It is a 
good time to note that with the Nod Redeemer, cities near the Redeemer will
have increased unrest. Bear that in mind.

[52.02] Strike Force Abilities

There are several abilities of a strike force.

Upgrade is one that is done in the area of a Tier 3 base. The upgrade function
allows for your units to receive all the upgrades that you can, such as 
Railguns for your Mammoths, Coils for your Buggies and such. This function
will upgrade ALL your units, which is rather handy.

The next one is the Repair function. When one of your units are lost in
battle, you can use the repair function to regain all the lost units, provided
that the strike force still exists. No matter the units lost, infantry to an 
epic unit, the cost will be the same, so bear that in mind. 

You can set your forces into aggressive stance, which will allow for your 
strike force to attack anything hostile near it, be it a stike force or a 
enemy base.

You can also build bases with a strike force, provided that there is a MCV
unit with the strike force. Bear in mind that the strike force will be 
without a MCV once the base is completed. 

[52.03] Movement

The forces can move depending on their force size. Light strike forces will
be easy to move, have larger movement and that will decline with the size
goes to medium, to heavy and then to ultra heavy. The heavier it is, the 
slower the units are overall, but the greater the firepower. 

Strike forces are easy to move, read the manual to be sure. You can also
airlift your units. If they are in a Tier 2 or higher base, they can be 
airlifted to another Tier 2 or higher base. With GDI and Nod, they have naval
transports, so port cities will be able to transport the strike force from
one port to another.

Scrin however, have the Wormhole power, which basically allows them to 
transport any unit between two parts of the world. This is useful for the
Scrin, since they are going to aim for the military victory over the tower

[53.01] GDI Forces

Below are all the units that you can use with GDI with the Custom Strike 
force. If you are unaware of this, read the manual on how to create a custom
strike force, or just twiddle around with the game and you'll find it, sooner
or later. Anyway, remember that starting a custom strike force will cost you
500 credits, and 1500 credits when your first unit is placed. So before you
can start a good force, you need 2000 credits, probably for maintenance. 

Below is the stats for each unit. The cost to place them in the strike force,
the tier level required for the unit, their initial size in the strike force
and the number of slots, out of 50. 

Unit                      Cost         Size         Tier       Size No
MCV                       2000         Heavy        1          4
Surveyor                  1000         Heavy        1          2
Harvester                 350          Light        1          2
Rig                       700          Medium       2          2
Rifleman Squad            105          Light        1          1
Missile Squad             140          Light        1          1
Engineer                  175          Light        1          1
Grenadier Squad           280          Light        2          1
Sniper Team               350          Light        2          1
Commando                  700          Medium       3          1
Zone Trooper              455          Light        3          1
Pitbull                   245          Light        1          2
Predator Tank             385          Light        1          2
APC                       280          Light        1          2
Slingshot                 385          Light        2          2
Shatterer                 525          Medium       2          3         
Juggernaut                770          Medium       3          4
Mammoth Tank              875          Medium       3          4
MARV                      2500         Ultra Heavy  3          20
Orca                      385          Light        2          3
Hammerhead                525          Medium       2          3
Firehawk                  525          Medium       3          3

[53.02] Steel Talon Forces

Steel Talons have a few extra units, but not a lot. Well, more than Traveler
59 anyway.

Unit                      Cost         Size         Tier       Size No
Heavy Harvester           550          Light        1          3
Combat Engineer           175          Light        1          1
Titan                     420          Light        1          2
Wolverine                 280          Light        1          2
Mobile Repair Transport   280          Light        1          2
Behemoth                  770          Medium       3          3

[53.03] ZOCOM Forces

ZOCOM have only 4 extra units, but they get a honourable mention none the

Unit                      Cost         Size         Tier       Size No
Rocket Harvester          350          Light        1          3
Zone Raider               455          Light        3          1
ZOCOM Shatterer           455          Light        1          3
ZOCOM Orca                385          Light        2          3

[54.01] Nod Forces

Nod has fewer units than the GDI have overall, but they still exist, I hope.

Unit                      Cost         Size         Tier       Size No
MCV                       2000         Heavy        1          4
Emissary                  1000         Heavy        1          2
Harvester                 350          Light        1          2
Militant Squad            70           Light        1          1
Militant Rocket Squad     140          Light        1          1
Saboteur                  175          Light        1          1
Fanatics                  280          Light        2          1
Black Hand                315          Light        2          1
Shadow Team               280          Light        2          1
Commando                  700          Medium       3          1
Attack Bike               210          Light        1          2
Scorpion Tank             140          Light        1          2
Raider Buggy              280          Light        1          2
Flame Tank                350          Light        2          2
Reckoner                  245          Light        2          3
Beam Cannon               350          Light        2          3
Stealth Tank              350          Light        3          3
Avatar                    770          Medium       3          5
Specter                   350          Light        3          3
Redeemer                  2000         Ultra Heavy  3          20
Vemon                     250          Light        2          2
Vertigo                   630          Medium       3          3

[54.02] Black Hand Forces

The Black Hand only have 3 extra units at the cost of a few. The Black Hand 
unit itself has not changed at all however. 

Unit                      Cost         Size         Tier       Size No
Confessor Cabal           280          Light        1          1
Mantis                    300          Light        2          3
Purifier                  1050         Heavy        3          5

[54.03] Marked of Kane Forces

The Marked of Kane, being has cyborg as it is, only has three new units as 
well, at the cost of other units.

Unit                      Cost         Size         Tier       Size No
Tiberium Trooper          315          Light        2          1
The Awakened              140          Light        1          1
The Enlightened           350          Light        2          1

[55.01] Scrin Forces

The Scrin Forces are less numberous in number, but stronger than their GDI
and Nod counterparts. Note that there are no mechapedes. That might be a 

Unit                      Cost         Size         Tier       Size No
Drone Ship                2000         Heavy        1          4
Explorer                  1000         Heavy        1          2
Harvester                 350          Light        1          2
Buzzer                    70           Light        1          1
Disintegrator             105          Light        1          1
Assimilator               170          Light        1          1
Shock Troopers            280          Light        2          1
Ravager                   185          Medium       2          1
Mastermind                525          Medium       3          1
Gun Walker                245          Light        1          2
Seeker                    280          Light        1          2
Devourer Tank             490          Light        2          2
Corrupter Tank            350          Light        2          3
Annihilator Tripod        770          Medium       3          5
Eradicator Hexapod        2000         Ultra Heavy  3          20
Stormrider                525          Medium       2          2
Devastator Warship        840          Medium       3          5
Planetary Assault Carrier 1050         Heavy        3          5

[55.02] Reaper-17 Forces

The Cult of Reaper loses their warships but gains some heavy ground support.
Still, no Mechapede.

Unit                      Cost         Size         Tier       Size No
Shielded Harvester        350          Light        1          2
Shard Walker              245          Light        1          2
Reaper Tripod             770          Medium       3          5

[55.03] Traveler-59 Forces

Traveler 59 has only two additions, and might I add, the Prodigy, for the
elite infantry slot, IS VERY CHEAP. The Mastermind itself is relatively cheap
compared to the other teams, but the prodigy, wow, half price.

Unit                      Cost         Size         Tier       Size No
Cultists                  370          Light        2          1
Prodigy                   370          Light        3          1

[56.01] Tier 2 Powers

Support Powers are like the Support Powers that you have in battle, they
are used to help you, and sometimes, turn the tide of the game, but their
influence normally isn't that massive. These powers are conducted in the 
Action Phase, in which everything is conducted, the Powers Phase in which
the support powers are activated and finally, the Battle Phase where 
battle is conducted.

Tier 2 Powers are available when you have completed a Tier 2 Base, regardless
on how many other Tier 2 bases there are or how many Tier 1 Bases there are,
once you have upgraded to Tier 2, you will have access to these powers.

*Orca Strike*

Cost          : 3000 Credits
Power Type    : Offensive Power
Recharge Time : 2 Turns

This power allows for you to target an enemy strike force and damage it. Note
that it only works for Strike Forces, not enemy bases. The damage is pretty
decent, but don't expect it to take down an enemy epic unit for you, but it
can take out Tier 3 units, if you are lucky. All random.

This is best used to weaken enemy strike forces that are heading towards your
base. This allows for either your base to clean it up or have your own strike
force remove the enemy strike force.

*Refugee Aid*

Cost          : 3000 Credits
Power Type    : Utility Power
Recharge Time : 2 Turns

This is an extremely useful power against the Nod forces and to boost your
own resource collection. This power is meant to decrease unrest in a target
city, and when it says that it'll reduce it, it will. It will shift red
unrest to yellow, and yellow to blue. Well, what do you expect, if you get 
food and medical supplies, you don't need to protest much.

This is great against Nod since they will probably aim for the alternate
victory condition on 24 cities on the highest level of unrest. This will
instantly change that 23 into 22, which means them without victory for a 
longer period of time.

[56.02] Tier 3 Powers

Tier 3 Powers are unlocked once you have built a Tier 3 base. Once it is done,
you get access to Tier 3 Powers. They are generally more powerful than your
Tier 2 powers, and more useful. GDI only has one Tier 3 Power.

*Special Forces*

Cost          : 1000 Credits
Power Type    : Reinforcement Power
Recharge Time : 2 Turns

The Special Forces power is available for you with Tier 3 bases. This allows
you to create a Special Forces Strike Force on the map that is within the area
of influence that you control. You can also only have one at the time, no
more than one, because this powerful is pretty useful.

This Strike Force contains 1 Commando, 2 Sniper Teams, 4 Zone Troopers and 2
Firehawks. For 1000 credits, that is very, very economically efficient, since
it costs at least 2000 for a Strike Force to be created. With such power, it
can be used to defend your base from enemy attacks once they come knocking 
down your door. 

[56.03] Strategic Structure Powers

Once you have a Tier 3 Base, you have the choice of 5 Strategic Structures
that you can put in your base. More on these later under the bases section.
Anyway, these powers are the most powerful for your faction so use them
carefully. I'll also list down what building will provide it. More on the 
buildings later. 

*Sky Sentry*

Cost          : 2000 Credits
Power Type    : Intelligence Power
Recharge Time : 2 Turns
Building      : ASAT Defence Centre

The Sky Sentry power will basically be your tool against Nod. Since Nod can
upgrade their base defences and have their base stealthed, as well as the
Strike Forces within their Bases's Area of Influence, the Sky Sentry will
reveal them all for you.

This allows you to take down the Nod forces, either via combat or bombing
the crap out of them. Otherwise, you are going to have to have some stealth
detectors in the Strike Forces that move around to scout out the Nod bases.
And that will take some time. 

*Media Blitz*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 3 Turns
Building      : Intelligence Centre

This power will reduce the unrest in the cities within a target area. Although
this does not decrease the unrest like the Refugee Aid, they have a minor 
effect that CAN reduce the unrest in the city. 

This is useful against Nod opponents that have their cities stacked next to
each other. It is also useful for stacked cities near your own bases. It will
either result in a loss of income for Nod or income for GDI. Either way, you
cannot lose. Though Kane is the master of the media, why GDI would bother, I
do not know.

*Commando Strike*

Cost          : 2000 Credits
Power Type    : Offensive Power
Recharge Time : 3 Turns
Building      : Intelligence Centre

I might say that this is one of the most useful powers in the game bar none.
This power basically cancels the orders of an enemy unit or strike force for
the turn it is activated. That means, if the enemy has ordered to repair their
base, a Commando Strike will make sure that no order is completed for that

This is useful for some many reasons. It can be used to block enemy bases from
upgrading, to stop enemy strike forces from building bases or attacking your
bases. There are many uses for them, you just need to think, when do I use it?

*ZOCOM Infiltration*

Cost          : 1000 Credits
Power Type    : Offensive Power
Recharge Time : 3 Turns
Building      : Tiberium Processing Plant

This is quite useful to use against your enemies. It basically reduces the 
amount of Tiberium that is around an enemy base first of all, and then
damages the enemy bases as well. Enemy Strike Forces in the area will also
be damaged. For the price, this is pretty worthwile. 

The fact that it reduces the amount of Tiberium in the area is useful to
reduce the amount of funds near the base, and damaging the base and any
nearby strike forces will be useful since they will need to be repaired and
that costs money, and that is the main resource you'd fight over.

*Emergency Cleanup*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 3 Turns
Building      : Tiberium Processing Plant

A useful sabotage ability to use, this will pretty much the amount of 
Tiberium around an area of your choosing. Why is it useful? By using this
near an enemy's Tiberium field, it will reduce the amount of money that 
they are able to harvest each turn.

Less money means that they lack money to build weapons to use against you
and that is surely a good thing, is it not? It removed more Tiberium than
the ZOCOM infiltration, but it has a larger target area and doesn't hit
enemy bases and strike forces, so it has to compensate for that.

*Ion Cannon*

Cost          : 5000 Credits
Power Type    : Superweapon
Recharge Time : 4 Turns
Building      : Ion Cannon

Well, the Iconic GDI Ion Cannon, this will basically damage everything in
the area of the base. It will not totally destroy the base, nor will it
totally kill a strike force, but guess what, it dishes out a large amount
of damage to repair is the next option for that base.

This is best used on the action phase before your forces move in for the
kill. Use the Ion Cannon, then send in your forces to ensure that whatever
what there, doesn't exist anymore. 

[57.01] Tier 2 Powers

Nod has two Tier 2 Powers, and they are relatively the same as GDI's powers
somewhat. The same rules apply as GDI, once you have a Tier 2 base, they are
available for use.

*Raise Marked of Kane*

Cost          : 1000 Credits
Power Type    : Reinforcement Power
Recharge Time : 2 Turns

This power is basically spawning a Strike Force within your area of influence
and allowing you to control it. For 1000 credits, you get 4 Awakened Cyborg
Troops, 4 Enlightened Cyborgs, 4 Tiberium Troopers, 3 Shadow Teams and 2
Beam Cannons. That is a very decent deal for 1000 credits. 

However, use for defence only. Don't both attacking with this. Why? Because
look at your units. 1, and I repeat, 1 Hammerhead, Venom, Stormrider, can
easily take it down because it lacks the ability to take down aerial units.
I've easily dispatched these forces with 4 Hammerheads from my Custom Strike
Forces (Marine Corps), and in case that isn't enough, try 4 Firehawks and 
6 Mammoths. 

*Vertigo Strike*

Cost          : 3000 Credits
Power Type    : Offensive Power
Recharge Time : 2 Turns

Like the GDI Orca Strike, the Vertigo Strike is used to attack enemy strike
forces. It can only attack strike forces however, like GDI, it cannot attack
the enemy's bases. Why that is so, it is beyond me, Vertigos are best against
ground units. 

It does the same amount of damage that the Orcas do, it will more or less
cripple the strike force, but will not destroy it. It is a useful precursor
before you attack it though.

[57.02] Tier 3 Powers

As with GDI, you only have 1 Tier 3 Power, which is again a shame, I would 
have liked more Tier 3 Powers than Tier 2. But then again, Tier 3 will allow
for the construction of Strategic Structures, and those powers are Extremely

*Rouse the Black Hand*

Cost          : 2000 Credits
Power Type    : Reinforcement Power
Recharge Time : 2 Turns

It is slightly more expensive than the other summon Strike Forces, but it is
relatively cheap as well. For 2000 credits, you get 4 Black Hand troops, 4
Fanatics, 2 Saboteurs, 2 Confessor Cabals, 2 Militant Rocket Squads, 2 Mantis
Vehicles and 2 Flame Tanks. It is a large strike force for 2000 credits.

This is best used to attack enemy bases as Shock Troops. They can end up
doing enormous amounts of damage to infantry and aircraft, but they are weak
against vehicles, so be careful against them. Also relatively good against
enemy bases since flames deal large amounts of damage to structures. 

[57.03] Strategic Structure Powers

Nod has some decent Strategic powers that are unique to them. They are quite
powerful, deadly if used with utmost timing.

*Nuclear Missile*

Cost          : 5000 Credits
Power Type    : Superweapon
Recharge Time : 4 Turns
Building      : Temple of Nod

The Iconic Temple of Nod will launch the Nuke that acts like the GDI Ion
Cannon, is basically damages all the bases and strike forces that is within
the area of effect for the Nuke. 

Again, it is best used either if the units are clustered up, forcing the
repair costs to go through the roof, or as a precursor to an attack by your
forces to remove the enemy presence in the area. 

*Raise Insurrection*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 2 Turns
Building      : Propaganda Centre

This power is the exact opposite of the GDI's Refugee Aid. Instead of 
decreasing the unrest in the area, it will increase the unrest in the 
area. This makes the cities from blue to yellow and yellow to red. 

This can be used on nearby GDI bases or in your own bases because GDI
will get resources in cities, the lower the unrest, the better, and Nod
will get resources in the cities, where the higher the unrest, the more money
that they will get in the end.

*Rouse Militants*

Cost          : 1000 Credits
Power Type    : Reinforcement Power
Recharge Time : 2 Turns
Building      : Propaganda Centre

Again, another Nod power that will create a strike force, the Vanguard Strike
Force. For your 1000 credits, you get basically a Marked of Kane force, it 
will contain 4 Awakened Cyborgs, 4 Enlightened Cyborgs, 4 Tiberium Troopers,
4 Shadow Teams and 2 Fanatics. So much for "basic" infantry.

This is best used as a last ditch defence because they again, have no air 
attack, which will limit what they can do, since a single aerial unit can
wipe them all out. Make sure that you attack your targets carefully, since,
like I said, 1 Hammerhead can take them all out.

*Fury of Nod*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 3 Turns
Building      : Propaganda Centre

This acts as the Media Blitz of Nod, it basically increases the unrest in 
the area's cities, but there is one difference, it will damage all nearby
strike forces as well.

The damaging the strike forces however, do not do a lot of damage, so don't
rely on them to damage them. However, increasing unrest will be great against
GDI and for yourself, more unrest means less resources for GDI and more for
you, how can you lose?

*Guerilla Repairs*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 1 Turn
Building      : Tiberium Forge

The best repair service in the game, this is seriously unbalanced, but good
for Nod for the timebeing. It will pretty much repair your units to full
health, regardless of where they are, since repairs need to within a base's
area of influence, and how badly damaged they are. 

Not just that, it is ready one a turn, meaning there is no cooldown, which
is even better. Even a strike force has taken damage in one battle, the
next turn, it is back to normal. Note that this doesn't work on bases,
thankfully, because that would be beyond unbalanced.

*Stealth Field*

Cost          : 1000 Credits
Power Type    : Concealment Power
Recharge Time : 4 Turns
Building      : Disruption Generator

This is a more or less, useless power. This power basically stealths your
bases and forces within the target area. But there are some reasons why this
is totally useless.

First of all, for 2000 credits, up can upgrade base defences to make your
bases, and any strike forces within the base's area of effect, to be
stealthed. Why pay for the building and then money for the power? This is
only useful when you need to hide your strike force before you make a 
strike on the enemy, but you need to weigh up the costs. 6000 credits can
mean a lot.

[58.01] Tier 2 Powers

The Scrin, unlike the GDI and Nod, only have 1 Tier 2 power, but guess what,
it is probably the most powerful early game support power in the game, and
quite, no, extremely useful for any player.

*Alien Dropship*

Cost          : 1000 Credits
Power Type    : Reinforcement Power
Recharge Time : 4 Turns

This is one of the most useful powers because it contains a drone platform,
which is the MCV for the Scrin. Basically, for 1000, you get 4 buzzers, 4
disintegrators, 4 assimilators, 4 gun walkers and the drone ship, which
means that you can build a base. This power can be used ANYWHERE, which is
why it is so powerful.

It allows the Scrin to build a base in the middle of a rich Tiberium field
and no one has the resources or the forces to take them on. You still need
to pay for the construction of the base, but a base anywhere you want 
without having to build it? A great idea. 

[58.02] Tier 3 Powers

Like their GDI and Nod counterparts, the Scrin only has 1 Tier 3 power, which
is pretty useful. 

*Growth Accelerator*

Cost          : 1000 Credits
Power Type    : Respirce Power
Recharge Time : 4 Turns

The Growth Accelerator is a useful power, and like what it does on the 
battlefield, it does the same on the world map. This growth accelerator, when
placed within your base's area of influence, will increase the growth of
Tiberium in the area.

Increasing the growth of Tiberium however, could result in the enemy having
some extra growth if their base borders yours. Also, these Growth Accelerators
cannot be destroyed in combat, you need to take down the enemy base, and that
would be a Tier 3 base, which means a bit of trouble. 

[58.03] Strategic Structure Powers

The Scrin have Strategic Powers that are much different than GDI and Nod, but
we shall explore them none the less.


Cost          : 5000 Credits
Power Type    : Superweapon
Recharge Time : 4 Turns
Building      : Rift Generator

The Superweapon for the Scrin, it is the same as the GDI Ion Cannon and the 
Nod Nuclear Missile in terms of damage, cost and recharge time. However, 
these don't change the tide of the game.

Use this in preparation to destroy a base with this doing the damage that
you need to ensure absolute victory. If the enemy has clustered units and
bases, make sure that they pay for this.

*Spread Alien Plague*

Cost          : 3000 Credits
Power Type    : Utility Power
Recharge Time : 2 Turns
Building      : Lifeform Plant

Like the United States did to the Indians, you can spread an alien plague to
kill off the population in the targeted cities. This is useful against both
GDI and Nod. GDI will get more money with increased population, so this will
set them back, and for Nod, they don't get resources if the cities are devoid
of human life.

Do not use it for your own cities. Although you do get resources for lowering
the population, it is only that done by your bases. You will run out of 
population to kill in the cities, and that will be a problem because those
extra resources can mean the difference between money and no money.

*Eradicate Population*

Cost          : 3000 Credits
Power Type    : Utility Power
Recharge Time : 3 Turns
Building      : Lifeform Plant

Again, another power that will reduce the population of the cities, but unlike
the one above, this one will seriously reduce the population in ONE city. That
can basically wipe out a city of high unrest for Nod, or a serious money maker
for the GDI.

This should be treated as an offensive power, use it to decrease population to
avoid a Nod Alternate victory or a GDI money maker. Remember, the larger the
frame for the city, the higher the population is. Again, don't use it on the 
cities that you control, you don't get more money from it, you just waste 3000
credits and the bonus resources you would have gained. 

*Wormhole Generator*

Cost          : 0 Credits
Power Type    : Utility Power
Recharge Time : 5 Turns
Building      : Threshold Tower

This is the best transport power in the entire game. It basically creates two
wormholes, which allow Strike forces from one of the wormholes to move into 
the area of the second wormhole. For a 0 credit price tag, it is really worth

Also, it can be used on any part of the map, you don't need to control it to 
be able to use it. This makes it good as an evac power, taking away a valuable
strike force for repairs, or place it right inside an enemy's base and make
it easy to take down. Use carefully though, there is a 5 turn cooldown, making
it the highest cooldown in the game.

*Phase Shield*

Cost          : 1000 Credits
Power Type    : Utility Power
Recharge Time : 4 Turns
Building      : Threshold Tower

A useful defensive and offensive power, the Phase Shield is exactly like what
it is in the game. It basically makes the strike force under the phase shield
invulnerable, that means, cannot be attack, at the cost of not being able
to move or being targeted by powers.

The makes it good to reinforce an ailing position where your strike forces are
taking heavy enemy fire. It will also make it good to delay your enemy from
moving towards your base, allowing you an extra turn, in which you can summon
a force to your location and stopping the enemy. Let your imagination run wild
and free.

*Ichor Injection*

Cost          : 2000 Credits
Power Type    : Resource Power
Recharge Time : 3 Turns
Building      : Terraforming Nexus

This basically acts like the Tiberium seed that you see in matter. That is, it
will boost the amount of Tiberium in any area by a fair amount meaning that 
you get more resources.

More resources means a lot to the Scrin. Their bonus resources from the cities
is a finite resource, that is, it will run out when the population in the city
reaches zero, unlike GDI and Nod, and given the size of the map and the 
amount of cities, it would be easy for GDI and Nod to acquire some large 
cities that suit their needs. 

*Orbital Bombardment*

Cost          : 3000 Credits
Power Type    : Offensive Power
Recharge Time : 3 Turns
Building      : Terraforming Nexus

This is the Orca Strike or the Vertigo Strike for the Scrin, but unlike the
two from the other two factions, this has to be accessed via a building, not
the Tier 2 level like the others. This however, does the same thing.

It damages an enemy strike force, allowing for you to make an easy attack to
wipe it off the map. Given the strength of the Scrin, especially the Victory
Fleets, it would be useless. How many strike forces are there that are 
designed specifically to attack air. Not many, of any at all.

*Create Ion Superstorm*

Cost          : 3000 Credits
Power Type    : Offensive Power
Recharge Time : 3 Turns
Building      : Terraforming Nexus

A mini superweapon if you can call it that. It will damage all the bases and 
strike forces in a target area, which is the same as the superweapon, but it
is weaker and on a smaller scale.

Again, use this as a precursor to an attack on the enemy positions or as a 
nice punishment for clustering up their strike forces and their bases by
giving a hefty repair bill. Bear in mind that you are better off with the
superweapon, because it is super. 

[59.01] Bases

Bases are the mainstay of your forces. It is where you build up your massive
superweapons, recruit your strike forces, and most importantly, gain resources
to fight.

There are three tiers of bases, there is Tier 1, which is your basic tier 
which is obtained at the start of the base and when you establish new bases
with your MCV. Tier 2 is more advanced, where you get to access some new
weaponry. Note that at the second tier, the area of influence is larger.

At the third tier, the area of influence is at it's peak, and you can build
any strike force, provided that you have the money. This also unlocks the
ability to build the Strategic structures. These strategic structures are 
the advanced buildings, they allow new support powers and in some cases, well,
the Scrin anyway, an alternate victory condition.

Bases provide you with 1000 credits at the start of each turn as well as any
Tiberium that is harvested. Credits will also be awarded for bonus resources,
the cities, which depend on which side you are playing with. The larger your
area of influence, the more resources you can gather.

The final thing is the area of influence. When you see your base, there is a
circle around it. That denotes your area of influence, which in this case, the
land that you control. That land is where you harvest your resources from and
effect the cities that are there. This is also the areas in which you can
activate some of the powers as well as recruit your strike forces. The area
will upgrade with each tier, and at Tier 3, it is a very big area of influence
that you control.

Each side will start the game with 3 bases, their position is never static and
will be all over the place. You could have unlucky and have a base sandwiched
between two enemy bases, but have one in the middle of a massive Tiberium 
field and no enemies in sight. 

[59.02] Upgrades

There are many upgrades that you can adopt for your base. The first, as 
mentioned above, are the Tiers for the Bases. It will cost you 4000 to go 
from Tier 1 to Tier 2, and 6000 from Tier 2 to Tier 3. Not bad at all.

The Next Upgrade, after you have achieved a Tier 3 status, is the Strategic
Structures. These all cost 6000 credits and provide an ability that is unique,
such that each Tier 3 base can only have ONE strategic structure.

There are also two miscellaneous upgrades for your bases. There is a Base
Power upgrade, which is quite useful. If you get attack and you opt for real
time, they are more power plants so it would take more damage to your base
for a blackout.

There is also a Base Defence upgrade which gives you more base defences. This
is useful since there is something to protect your base from the initial
enemy onslaught. Make sure that you get the Power upgrade since it will drink
up energy.

For Nod players, make sure that all your bases get the Base Defence upgrade
since it will provided all bases with stealth. That is extremely useful since
it will also stealth any strike forces within the base's area of influence.

Both Power and Defence upgrades costs 2000 credits each, which isn't a lot of
money when you think about the cost of a new base to replace the old one that
has been destroyed. 

[60.01] Strategic Structures

GDI has 5 Strategic Structures that they can build. 

--==Ion Cannon==--

The GDI Iconic Ion Cannon gives you the Ion Cannon Superweapon that you can
use on your enemies.

--==ASAT Defence Centre==--

The Anti-Satellite defence centre protects GDI Satellites from damage and
that will allow you the Sky Sentry power. 

--==Intelligence Centre==--

The Intelligence Centre is where GDI get their information, and info allows
for Media Blitz and the Commando Strike ability. 

--==Reclamator Hub==--

With this building, the base is able to produce as many strike forces as it
wants contain MARV units.

--==Tiberium Processing Plant==--

The ability to process Tiberium crystals allows GDI to use their ZOCOM
Infiltration ability and their Emergency Cleanup.

[61.01] Strategic Structures

Nod also has 5 Strategic Structures that it can add to its bases.

--==Temple of Nod==--

The Temple of Nod is good for storing one kind of weapon, nuclear weapons and
that allows you access to the Nuclear Missile.

--==Propaganda Centre==--

Learning to manipulate the population, the Propaganda Centre allows for
the Raise Insurrection, Rouse Militants and Fury of Nod powers.

--==Tiberium Forge==--

Learning to make weapons and armour with Tiberium allows for Nod to use the
Guerilla Repair power.

--==Redeemer Engineering Facility==--

The Redeemer Engineering Facility allows for any base to produce as many
strike forces as it wants containing the Redeemer unit. 

--==Disruption Generator==--

Building this structure will allow for you to access the Stealth Field 
support power.

[62.01] Strategic Structures

The Scrin as well as Nod and GDI, have 5 structures.

--==Rift Generator==--

The Superweapon for the Scrin force, this allows you to suck in buildings and
send them into outer space.

--==Terraforming Nexus==--

The Terraforming Nexus is there to transform Earth into a more friendly planet
for the Scrin, allowing for the Ichor Injection, Orbital Bombardment and the
ability to Create Ion Superstorm. 

--==Lifeform Plant==--

Some hideous plant that could probably eat people, it gives the ability to 
spread alien plague and eradicate population. Not a nice plant.

--==Warp Chasm==--

This allows you to have the base create unlimited strike forces containing the
Eradicator Hexapod.

--==Threshold Towers==--

This Tower, besides the fact that you need 9 for an Alternate victory, will
give the Wormhole and Phase Shield power. 

[63.01] Battle

There are many instances where you will need to engage in battle. Those 
instances are when your bases are attacked by enemy strike forces, when enemy
strike forces engage your own, and when your own strike forces attack enemy
strike forces and bases. However, there are two different battle modes, real
time and auto-resolve.

--==Real Time==--
Real Time battle is your everyday battle. You will fight it out. The attacker
will generally have the advantage here since they will have the opposition
worried about attack, and if the enemy's forces are damaged, that could be 
a problem for them.

To start, it is normal conditions, fog of war, don't know where the enemy
will attack. However, look on the bottom of the screen and see the little
numbers ticking away. Soon, the Fog of War will be lifted and later still,
the enemy's locations will be revealed. 

--==Auto Resolve==--

This is letting the computer do the battle for you. It isn't based on your
ability as a commander, it is based on the strength of the units and the
defence that you are facing. The stronger team will win in the end. So the
odds are, an Epic might lose against some Mammoths, but when you fight, you
can easily wipe the floor with them.


Overall, there are two combat systems, but which should you choose. Well,
for the situations that you possess overwhelming force, such as an Epic and 
an escort of Tier 3 units, you can auto-resolve and finish the battle without
any worries, and know that you will win. 

However, the Combat system will eventually save you a lot of money. When your
base is damaged, the odds are, you will lose to a strike force. However, given
that you can still produce, you can still win. You can quickly produce a 
decent force together quickly to repel the units. Remember, the computer will
only calculate on the strength of the attackers and defenders, and where you
think you can win, the computer may not. 

My overall judgement on this system is that you should do the battle when you
have a hunch that the computer may lose for you. Overwhelming force does not
require you to battle, but there are advantages with battle.

* You can garrison your Epics with infantry that is retained after the 
  battle and passed into the next.
* You can gain rank for your Strike Force, making them more powerful.
* You can win when the computer thinks you will lose.

So in conclusion, auto-resolve with over-whelming force, but otherwise, stick
to battle. Its more fun that way. 

[64.01] Strategies

There are several strategies that you can do with each side, but more or less,
the strategies are going to be the same. 

* Use your ability to instantly create strike forces as a last resort for
  defence. Although they may not win, they are cheap to send in, and the most
  important thing is that if the enemy is heading to your base, and you don't
  think you can hold on, the extra turn the Strike force will buy you will 
  allow your base to repair, ready for battle.

* Do not repair your strike forces and bases for minor damage. The price to
  repair your strike forces and bases are VERY expensive early on and you can
  do without if you are missing a single infantry unit or a watchtower. 

* Your priority early on in the game is to expand your bases, and build new
  bases. The expansion of bases should only be done in areas where the enemy
  is not in the area, secure areas where you can build without enemies saying

* Build new bases in areas with the following conditions. They need to have
  a good source of Tiberium nearby, and a good bunch of cities. A group of 2 
  to 3 cities would be great, but you want at least 1, AT LEAST.

* Defence is going to be the key for most of the battle. You want to be the
  defender. Why? Because your base, under the auto-resolve combat system, will
  normally end up on top unless the base is seriously damaged. Still, all you
  need is ONE production structure still active, and you can win, no matter
  what the cost.

* When you want to launch an attack, make sure that you use the support power
  of a Superweapon before you walk in and attack it. This will help you take
  down the base because when it is weak, it is easier. 

* Use the Orca, Vertigo or Orbital Strike on enemy Strike Forces to reduce
  the possible damage that it can do and allow for easy removal by your 

* Remember that you have two armies that you can go have a fight against,
  but the Alternate condition, for each party is much easier. However, GDI
  will often come in conflict with Nod for the control of cities and Scrin  
  over the control of the land.

* Make sure that if you are not Nod, control all the cities to deny the 
  enemy of an alternate victory. They have the easiest of alternate victory
  so bear that in mind.

* If you are fighting Nod and they are cloaked, there is one simple solution
  to find them. Look on the map for cities with very high unrest levels with
  nothing around it to cause it so. If that is the case, there is a very high
  chance that there is a Nod base in the area. 

* Against a Scrin enemy, make sure that you have some forces up and early
  to counter their Drone Ship ability to ensure that they do not have bases
  popping up left right and center. 

* Don't let GDI have control of the ground in the late game. They will be
  very hard to defeat on the ground with MARVs, Mammoths and Juggernauts. 
  Scrin late game is also dangerous, they will have their Victory Fleet, but
  with the upgrades in Mantis and Slingshot, that won't be a problem, the
  GDI Army will be. 

* Take out bases when they are on the Tier 1 level. This is the level where
  you will face the least amount of resistance. Do this before they are
  upgraded to Tier 2 or have more base defences, because then you have more
  of a fight on your hands. 

* Space out your strike forces and your bases. There are several support 
  powers that will damage both if they are bunched up close together and 
  that will really hurt in terms of repair bill.

* Wait till the enemy strike force is outside the area of influence of their
  bases. By doing so, use a strike force attack, such as the Orca strike. This
  will put the enemy between a rock and a hard place. They can either head 
  back to the area of influence to get repaired or move on damaged and weak.

[A] Contact Information

Hey, what do you know, it looks just like my previous legal things, cause I'm
too lazy to make another one. That block button is mighty fun to use.

Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.

To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com

Replace at with @ and dot with .

Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that. 

E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail. 

Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.

Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
Yoi Di Tjih Ni Cin Wth's?" Don' be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Kane's Wrath" What am I? A walking business agreement?

I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.

I will not respond to:

* Spam
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* Something not related with the this guide
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems

Technical Problems will not be answer as they should be sent to EA not me.
I didn't design the game so I shouldn't know what's wrong with it, its your
game not MINE.

[B] Webmaster Information



[C] Credits

This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and 
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.

CJayC, thanks for the memories
SBAllen, for running the site
You, for reading it
EA for developing the game (It should be Westwood, but meh)
Me for making it
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http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art
Christoph C for stating that the Voice of Kane was not 100 credits (typo)

[D] Sites FAQ is on

Current FAQ is On
www.gamefaqs.com will always have the latest versions

May be outdated

[E] Copyright

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Please abide with the terms. If not, you will be facing a lawsuit you cannot
win. Or I shutdown your website. Either way, I win you lose. Don't forget,
there are some special Internet tools I can track anyone down with. The
internet is a big place. 

This document is copyright 2008. All Rights are made of Tiberium.

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