InstallIng the game startIng the game Complete


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InstallIng the game startIng the game Complete | Manualzz

Contents

InstallIng the game .................................... 1 startIng the game ....................................... 1

Complete Controls ..................................... 1

Cast of CharaCters ..................................... 4

game sCreen ................................................ 6 gameplay BasICs .......................................... 7

IntermedIate taCtICs ................................. 11

game modes ............................................... 14

UnIts, strUCtUres, and powers ............... 19

UnIts, strUCtUres, and powers ............... 40

gloBal ConqUest ....................................... 52

performanCe tIps ...................................... 56 teChnICal sUpport ..................................... 56 lImIted 90-day warranty .......................... 57

This product has been rated by the Entertainment Software Rating Board. For information about the

ESRB rating please visit www.esrb.org.

CheCk oUt onlIne at www.ea.Com.

InstallIng the game

Note: For system requirements, see the readme file.

To install (disc users):

Insert the disc into your disc drive and follow the on-screen instructions.

To install (EA Store users):

Note: If you’d like more information about purchasing direct downloads from EA, visit www.eastore.ea.com and click MORE ABOUT DIRECT DOWNLOADS.

Once the game has been downloaded by EA Download Manager, click the install icon that appears and follow the on-screen instructions.

Note:

If you’ve already purchased a title and would like to install it on another PC, first download and install the EA Download Manager on the other PC, then launch the application and log in with your EA account.

Select the appropriate title from the list that appears and click the start button to download the game.

To install (third party online users):

Please contact the digital retailer through whom you purchased this game for instructions on how to install the game or how to download and reinstall another copy.

startIng the game

To start the game:

Games on Windows Vista

are located in the Start > Games menu and on earlier versions of

Windows

in the Start > Programs (or All Programs) menu. (EA Store users must have the EA

Download Manager running.)

Note: In Windows Vista Classic Start menu style, games are located in the

Start > Programs >

Games > Games Explorer menu.

Complete Controls

Memorize the following commands in order to give yourself a competitive edge. You can customize most of the following controls by accessing the Hot Keys tab of the Settings menu.

Note: All instances of “click” and “double-click” refer to the left mouse button unless otherwise specified.

seleCtIon Commands

ActioN KeyboArd/Mouse

Select a unit Click

Add a unit to selection

Select a group of units

Select all combat units on the map q + click

Click and drag a box around the desired units

Select all on-screen units of a certain type

Select all units of a given type on the map

Define selected units as a group

Select numbered group

Select and jump to numbered group

Place rally point

Jump to last Mini-Map event

Select next Harvester

Show all Health Bars

Fast forward mode (during replays only)

Q

W or double-click unit

Click unit and double-tap W v+0–9

0–9

Double-tap 0–9 v+R

N v+~

>

1

2

(wIth UnIts seleCted)

Move units or attack targets Right-click

Attack move

Assault move

Reverse move

Force move

Formation move

Stop units

A + right-click

F + right-click

D + right-click

G + right-click

Hold both mouse buttons

Force attack

Scatter

Planning mode

Waypoint mode

Aggressive stance

Guard stance

Hold Ground stance

Hold Fire stance

S

V + right-click v+X v+Z a a+A a+S a+D a+F

prodUCtIon and sIdeBar Commands

ActioN KeyboArd/Mouse

Toggle Objectives menu

Intel Database

Sell mode

Power mode

Repair mode

Contextual tab

Structure tab

Support structure tab

Infantry tab

Vehicle tab

Aircraft tab

Next subtab/Previous subtab

Sidebar slot 1-10

Unit ability buttons

Support powers

C

~

E

R

O

I

Z

X

T

Y

U t/v+t

¡–º v+A/S/D/F v+¡–•

sCreen and Camera Controls

ActioN KeyboArd/Mouse

Open Pause menu

Scroll the screen

Rapid scroll

Jump to primary base s

Arrow keys, or move the mouse to the edge of the screen

Right-click and drag mouse

Set camera bookmark 1

Set camera bookmark 2

Set camera bookmark 3

Set camera bookmark 4

Go to bookmark 1

Go to bookmark 2

Go to bookmark 3

Go to bookmark 4

Rotate camera left/right

H v+J v+K v+L v+;

J

K

L

;

Numeric keypad 4/6, or hold and drag the middle mouse wheel and drag mouse left/right

Zoom camera in/out

Numeric keypad 8/2, or hold and drag the middle mouse wheel and drag mouse up/down

Reset camera to default position

Toggle interface graphics

ª

Capture screenshot

mUltIplayer Controls

ActioN KeyboArd/Mouse

Toggle voice chat

Voice chat v+V

V

Chat with allies

Previous Base n

Chat with everyone

Place beacon

Next Phase e

B

gloBal ConqUest Controls

ActioN KeyboArd/Mouse

Q

Next Base

W

Previous Strike Force

E

Next Strike Force

R

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Cast of CharaCters

During the course of each campaign in Command & Conquer 3 Tiberium Wars and Command & Conquer

3 Kane's Wrath, you’ll meet several top-ranking officials from GDI and The Brotherhood of Nod. Below is an overview of each.

gdI

Jack Granger

Played by Michael Ironside

A seasoned veteran who rose through the ranks through military achievement rather than political savvy, General Jack Granger is a tough, no-nonsense commanding officer. His experience in two wars against Nod has netted him valuable insights into any military situation—and the confidence and courage to enact a strategy for victory.

Redmond Boyle

Played by Billy Dee Williams

Lesser men would have crumbled under the weight of such trying times, yet when fate thrust Redmond Boyle into the position of Acting Director of GDI, he stepped up to the challenge. A charismatic but brash leader, Boyle is the public face of GDI and is clearly intent on vanquishing The Brotherhood of Nod at all costs.

Sandra Telfair

Played by Grace Park

Lieutenant Sandra Telfair is special assistant to General Granger at Central

Headquarters. With a background in military intelligence, Sandra is a very capable officer in her own right. Her astute assessment of Nod tactics may come in handy.

Kirce James

Played by Jennifer Morrison

A consummate professional and exceptional military officer, Lieutenant

Kirce James is exactly the kind of soldier any commander wants on his side.

Lieutenant James’ access to hard intelligence data—as well as GDI’s most powerful weaponry—will frequently be invaluable.

the Brotherhood of nod

Kane

Played by Joe Kucan

The man known only as Kane is the supreme leader—some might say messiah— of The Brotherhood of Nod. Kane epitomizes the fine line between genius and madman, so it’s little wonder that the world seems to be polarized either for or against him. His followers believe that he prophesized the existence of Tiberium, yet his actions seem to hint at hidden agendas and megalomaniacal impulses.

Kilian Qatar

Played by Tricia Helfer

General Kilian Qatar is an extremely charismatic and—when the situation demands—incredibly ruthless leader. Nod’s second-in-command, Qatar rose through the ranks on both her laurels as superb military tactician and her unwavering loyalty to Kane.

Ajay

Played by Josh Holloway

Ajay is the go-to guy for Nod military planning. A brilliant intelligence officer and a cunning tactician, Ajay has repeatedly proven his ability to create blueprints for complex—and very successful—military operations. An experienced soldier, Ajay is never far from the front lines where his brothers fight to execute his plans.

Brother Marcion

Played by Carl Lumbly

Once the leader of the Brotherhood’s religious wing, Marcion grew disillusioned with the Brotherhood and Kane as the Second Tiberium War drew to a close.

Within a year of his break with Nod, Marcion had organized his followers into a disciplined theocratic army—the ‘new’ Black Hand.

Alexa Kovacs

Played by Natasha Henstridge

Rising quickly through the ranks of Nod Intelligence, Alexa developed a reputation for coldness, reserve, and religious dogmatism that segregated her from her peers—and drew the attention of Kane himself.

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CABAL

CABAL, or Computer Assisted Biologically Augmented Lifeform, was a tactically brilliant combat intelligence developed by Kane to defeat GDI in the Second

Tiberium War. After Kane’s death, CABAL declared war on humanity, his cyborg armies wreaking havoc across the Tiberium-scarred earth.

The Tacitus

An artifact of unknown age and alien origin, long sought after by Kane. The Nod leader briefly managed to acquire the device during the Second Tiberium War, only to have it recaptured by GDI. The Tacitus has since remained safe in GDI’s fortified Cheyenne Mountain complex.

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Objectives

game sCreen

Power Meter

Intel Database

Support Powers

Battle Window

Mini-Map

Resources

Sidebar

Contextual

Window

Common Control

Interface

Battle wIndow

In the Battle Window you can build and place structures, order your units to move and attack, use special powers, and much more. The Battle Window displays only part of the overall map at any time.

Note: During Campaign missions, waypoint markers always appear on-screen to guide you toward objectives.

➤ To scroll the Battle Window, move the mouse to the edge of the screen in the direction that you want to move. The Battle Window begins to scroll. To stop moving, move the mouse towards the center of the screen. You can also scroll the Battle Window by using the arrow keys.

➤ To scroll more quickly, hold down the right mouse button while moving the mouse.

Mouse wheel camera controls: To zoom your view in or out using your mouse wheel, roll the mouse wheel forward or backward. To rotate the camera, hold the wheel down and move the mouse. To return the camera to the default view, double-click the mouse wheel.

the fog of war

Each unit has a range of vision, so what you see in the Battle Window is the sum of all that your units can see. Areas of the map beyond this range are covered by a semi-transparent mist, called the

Fog

of War. This mist hides enemy units and structures and reveals only terrain and civilian buildings. The

Fog of War is only removed when your units return to the area.

In some Campaign missions, an additional layer—a black

Shroud—covers unexplored terrain. As you explore the map you slowly peel back the shroud to reveal the terrain, structures, and units beneath it. Once the shroud is peeled back, it is gone permanently. However, anything past your units’ range of vision is still cloaked in the Fog of War. As in standard Campaign missions, the Fog of War is removed when you are once again within range.

Camera Bookmarks

Camera bookmarks allow you to mark locations on the map and instantly jump to them with a single press of a key.

➤ To set a camera bookmark, press CTRL + F1 through F8.

To jump to a defined camera bookmark, press F1 through F8.

➤ To jump to your Command Center, press H.

sIdeBar

Use the Sidebar to manage your base and your forces. Regardless of where you are and what you see in the Battle Window, you can always build new units and structures in the Sidebar. You need not view your base each time you want to initiate production.

➤ The Sidebar includes a Contextual Window that provides information on any selected units, structures, and more. To learn more about anything in the Sidebar, hover your mouse cursor over its icon.

➤ During Campaign missions, icons to open your primary and bonus objectives and your Intel

Database also appear in the Sidebar.

radar mInI-map

The Sidebar includes your battlefield radar, also known as the mini-map. Keep an eye on your radar, as it often reveals enemy troop movements before you spot them in the Battle Window. Beware, however:

In certain circumstances, your radar may be disabled.

Primary Objective

Bonus Objective

Tiberium

Your Unit or Structure

Unexplored Terrain

Enemy Unit or Structure

Current Range of the

Battle Window

Note: Enemy units and structures appear in a different color than your own.

oBjeCtIves (CampaIgn only)

To review your mission goals, click the Objectives icon. You must complete all of your primary objectives in order to complete a mission. (Note that your primary objectives may change during the course of battle.) Completing bonus objectives is optional but grants you additional resources or other rewards.

tip:

When all primary objectives are completed, the mission automatically ends in victory. If you plan on completing bonus objectives, be sure to do so with at least one primary objective remaining.

Intel dataBase (CampaIgn only)

The Intel Database is a valuable reference tool that hosts a wide variety of information about your fighting forces as well as any secret info you happen upon over the course of your Campaign.

To access the Intel Database during gameplay, click the Intel Database icon in the upper-right corner of the screen.

To access the Intel Database from the Main menu, select PROFILES, then click INTEL DATABASE.

tip: Listen for important battlefield announcements from your Electronic Video Agent (EVA). Press

� to instantly move to EVA’s specified locations.

Common Control InterfaCe

Located along the bottom of the Battle Window, the Common Control Interface lets you set unit behavior and combat tactics. While there are keyboard shortcuts for all of these options, the Common Control Interface lets you easily access them with a mouse click.

gameplay BasICs

The following overview is designed to bring the new player up-to-speed on how to play Command &

Conquer 3 Tiberium Wars.

BUIldIng strUCtUres

It is not uncommon to start a mission with only a Construction Yard. Begin building the rest of your base immediately.

To build a structure:

1. Select your Construction Yard (or the production structures tab). The structures that it can create are displayed as icons in the Context Window in the Sidebar.

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Note: If an icon appears grayed out, it is either because you do not have sufficient resources to purchase it or you have not yet built prerequisite structures.

2. Click the icon of the structure you wish to build. A shaded timer appears over the icon. As the time decreases, the credits necessary for building your structure are withdrawn. When the timer is complete, the structure is ready to be placed and you see its icon flashing.

Note: If you run out of credits during construction, construction is put on hold until your credits replenish. When your credits are replenished, construction automatically resumes.

3. Move the mouse cursor in the Battle Window to the location where you want to build. (You’ll notice your cursor becomes a transparent image of the building.) You must build within your base’s ground control, which extends in a circular area from most of your structures. If the structure you wish to build is displayed in red, you cannot build it at that location.

Note: To rotate the structure before placing it, click and hold, move the mouse left/right, then release.

4. Once you have decided on a location, click to begin to build the structure.

To cancel creation of the structure, right-click it once to stop production (if still in progress), then right-click again to cancel production and refund the purchase cost.

traInIng UnIts

When you build structures such as Barracks or War Factories, you can use them to train fighting units.

To train units:

1. Click your infantry production structure—or click the Infantry subtab on the Command Bar—to open the Units menu. The units available for you to train appear.

2. Click the icon of the unit you wish to train. A shaded timer indicates how long it takes to build the unit.

Note: To start a production queue, click the icon of the units you wish to build repeatedly. A number appears on the icon telling you how many units you have ordered. To queue up five units at a time, press and hold SHIFT while clicking.

3. When the unit is ready, it exits the structure and reports for duty.

➤ To cancel unit training, right-click the Unit icon once to stop training, then right-click again to cancel training and refund the associated costs.

powerIng yoUr Base

Your base requires power to function properly. As you add more structures to your base, you’ll need additional power. If your base runs low on power, you suffer a number of consequences: your radar goes offline, your base defenses cease functioning, and the speed at which you can build new structures and train new units is reduced. As soon as you regain sufficient power, all of these effects go away. Your Construction Yard generates a small amount of power, but you must construct Power

Plants to generate more. When a Power Plant is constructed, the Power Meter increases.

To determine how much power you have at your disposal and how much you are presently using, check the Power Meter.

Next to the Power Meter is a small indicator of how much power your base requires. Try to keep the power meter above this indicator.

Note: If you are running low on power you may choose to power down one or more of your structures in a conservation effort. To do so, click the Power icon on the Command Bar and then click the building. Be warned, however, that powered-down buildings are completely inactive. This means, for example, that you’ll no longer be able to train units from a powered-down War Factory. Buildings that are affected by EMP weapons are considered to be powered down. To restore power, click the building again while still in this mode.

resoUrCes

Building units and structures, researching upgrades, and using support powers all cost you credits.

When you select an item or action that requires credits, the funds begin being deducted from your account until the full amount has been paid. (Support powers deduct credits in one lump sum.)

You begin a typical match with enough credits to spend on building basic units and structures. However, to finish the fight, you must acquire more credits.

➤ If you choose to perform a task that requires credits, but run out of credits, that task is put on hold until you earn more.

To acquire more credits, locate Tiberium, then build a Refinery in its vicinity. A Refinery comes with a

Harvester that automatically seeks out and recovers Tiberium, which is converted into credits. When you build a Refinery close to Tiberium, your Harvesters naturally take less time to gather resources.

Blue Tiberium Green Tiberium

tip:

Be on the lookout for the rare, blue-colored Tiberium, which is much more valuable than the standard green Tiberium.

UpgradIng teChnology

Structures such as the Tech Center can research new technologies to enhance your units. Once researched, upgrades instantly affect all units of the applicable type—including units already in the field.

To develop an upgrade from a structure, click the structure, then click the upgrade icon in the

Context Window. The upgrade takes time and credits, much like structures and units do.

ControllIng yoUr forCes

A good commander knows when to order his troops to hold ground, make a strategic retreat, or charge boldly into battle. Learn what it takes to command your forces to victory.

BasIC movement Controls

Movement

To move a unit, click it to select it in the Battle Window, then right-click a destination. Most units automatically fire on enemy units in range while moving to a designated point.

Attack

Rally Points

To attack an enemy, select your units then right-click the target.

To set a rally point for all units produced at a structure, either click the structure then right-click on the map, or click the production tab, press

CTRL + R, and right-click on the map.

Note:

Once you have set a rally point, your newly-trained units exit the unit production structure and proceed directly to that point.

stanCes

Set your units’ stance to determine their rules of engagement. There are several options to choose from.

To change the stance of a group of units, select the group, then either click the appropriate stance button in Common Control Interface or press one of the designated shortcut keys.

Aggressive

Guard (default)

Hold Ground

Hold Fire

Your units approach, attack, and pursue enemy units or structures in their line of sight. (Shortcut key: D.)

Your units approach and attack enemies that enter their line of sight. When the enemies are destroyed or retreat, your units return to their positions.

(Shortcut key: F.)

Your units remain stationary, but fire on any enemies that come within range.

Note: This stance is useful for defensive strategies or artillery units.

(Shortcut key: G.)

Units in this stance do not return fire or pursue enemy forces.

Note:

This stance is useful for stealthed units.

(Shorcut key: ;)

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10 tip: Try selecting your unit product structure and changing the stance of that building. Units trained from this building default to the selected stance.

UnIt veteranCy

As your units attack enemy units and buildings, they gain experience. When a unit accumulates enough experience, it gets promoted to a new veterancy level. A special icon in the Battle Window denotes veteran units. Veteran units have improved performance capabilities.

Veteran units inflict more damage and are more resistant to damage (compared with non-veteran units).

Elite units inflict more damage and are more resistant to damage (compared with veteran units).

Heroic inflict more damage and are more resistant to damage (compared with elite units). Also, they attack more quickly, automatically heal themselves, and have distinct weapon effects.

plannIng mode

Planning mode allows you to queue up multiple unit orders to your units, which are executed on your mark. This is useful for diversionary tactics and flanking maneuvers. Planning mode may also be used to put units on patrol.

To issue orders in planning mode:

1. Press CTRL + Z to toggle planning mode on, then right-click to issue orders as you normally would. Faint lines in the battle window denote planning mode orders. If you were to issue a movement order, for example, a red line would indicate the route which your troops take.

2. To instruct your troops to proceed with carrying out your orders, press CTRL + Z again to toggle planning mode off.

To create a patrol in planning mode:

1. Press CTRL + Z to toggle planning mode on.

2. Right-click to assign one or more waypoints to a unit, making sure the last waypoint connects with the starting point. (You see the waypoint markers change hue when you have done this correctly.)

3. Press CTRL + Z again to toggle planning mode off. Your units begin patrolling.

To decommission a patrol, simply issue your patrolling units a new order.

formatIon prevIew

Once you’ve amassed a considerable army, you may wish to place some of your units into an organized formation. The formation preview feature takes the guesswork out of organizing your troops by automatically arranging them.

To use formation preview:

1. Select a group of units.

2. Move your mouse cursor to the place on the terrain where you want your units to form up.

3. Click and hold both mouse buttons simultaneously. A preview of your formation appears.

4. Move the mouse horizontally to rotate your formation such that it faces your preferred direction, then move the mouse vertically to change up the battle line and control the depth and width of the resulting formation.

5. Release the mouse buttons. Your troops now automatically move to the selected destination and line up in the previewed formation.

➤ Try using formations in combination with the Hold Ground stance to form a defensive line.

tip:

You can combine a movement order with the formation preview. For more information, see

Formation Move on p. 13.

garrIsonIng Infantry

Many civilian structures and some other structures can be garrisoned with infantry units.

Garrisoning infantry protects them and grants them a bonus to their attack range.

Enemies attacking garrisoned forces need to severely damage the garrisoned building first, at which time any garrisoned forces will automatically exit.

➤ To garrison a structure, click the desired infantry units, then right-click the structure you wish to garrison. The units move to the selected structure, occupy it, and your faction’s flags appear.

To remove units from a garrisoned structure, click the structure. An icon of the units inside of it appears. Click the units you wish to remove. They exit the structure and are ready for new orders.

Note: Some units, such as the GDI Grenadier, have attack abilities that instantly eliminate enemy units inside of garrisoned structures.

Crates

These gray GDI-771g lock-crates should be considered targets of opportunity. Crack one open and you may find something useful, from extra credits to healing boosts to automatic veterancy upgrades.

➤ To acquire a crate, order units to move to its position.

Barrels

Not to be confused with crates, the barrels you sometimes encounter carelessly strewn about the battlefield contain highly volatile chemicals that explode when fired upon. Try shooting one when your foes are nearby.

savIng and loadIng

You can load games through the Main menu and save them through the Pause menu. In Campaign mode, your game is automatically saved after each mission victory. (Separate autosave files are stored for each campaign.)

To load a saved game, click CAMPAIGN in the Main menu, then click CONTINUE CAMPAIGN. Select a saved game from the list and click LOAD GAME.

➤ To save a game in progress, press ESC to open the Pause menu, then click SAVE. Select a saved game on the list to overwrite then click SAVE GAME.

IntermedIate taCtICs

There’s still more to learn once you’ve mastered the basics of Command & Conquer 3 Tiberium Wars.

Take heed of the following tactics for superior results in battle.

groUpIng UnIts

Although it is possible to play Command & Conquer 3 Tiberium Wars using only the mouse, you can play more efficiently with one hand on the keyboard.

One of the most useful key combinations in the game involves setting up unit groups. Simply select the units you want and then press and hold CTRL and any number key. The units you selected are now assigned to that number key. To select them, simply press the number key you chose.

To center your view on that group, double-tap the number key.

➤ To add units from that group, hold SHIFT and click the additional units.

tip: Unit groups are a great way to send coordinated forces into battle. For starters, try putting all your aircraft in one group, all your vehicles in another, and so on. Experiment with unit groups to discover combinations that work best for you.

keyBoard shortCUts (hotkeys)

If you want to master Command & Conquer 3 Tiberium Wars, it’s essential to learn all the different hotkeys in the game. The preset hotkeys are designed to support competitive play; however, you can customize them to best suit your personal style.

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➤ To customize your hotkeys, select OPTIONS in the Main menu, click SETTINGS, then select the

Hotkeys tab.

Base BUIldIng 101

In Command & Conquer 3 Tiberium Wars, you’ll be spending most of your time in battle. While combat tactics are important, some battles can be won before they begin by players who strategically set up their base. The decisions you make very early in a match often affect the outcome, so it’s important to learn how to build a base quickly and effectively.

Quick TipS

➤ Consider building a Crane right from the start. The principle benefit of a Crane is that it lets you construct twice as many buildings in the same amount of time as your Construction Yard alone.

It’s usually best to build at least one extra Harvester for every Refinery that you build. Harvesters fuel your economy and therefore should be protected at all costs.

➤ Consider an early expansion to additional resources. The fastest way to expand is to build a

Surveyor (GDI), Emmisary (Nod), or Explorer (Scrin). These vehicles deploy into Outposts that provide ground control for base expansion.

Set up base defenses wherever you may be vulnerable. It may be tempting to place your unprotected Power Plants near the back of your base, but a shrewd opponent will exploit this.

DiSAblED builDingS

It is essential to keep in mind that disabled buildings—such as buildings that have been powered down—do not count as requisites for advanced units and structures until they are re-enabled.

A building that has been hit with an EMP attack is considered a disabled building. Therefore, it is vital to keep your base protected from EMP attacks in particular whenever possible.

tip: While engaged in battle, don’t forget about your base. Keep building until you have access to all the units, upgrades, and support powers you need to win.

foCUsIng fIre

In general, it is better to eliminate opposing forces one at a time rather than spreading your attacks thin. Even a nearly-defeated enemy can still cause considerable damage, so it makes sense to destroy foes in succession to thin out their ranks and overwhelm their force. Try to prioritize those targets that are most dangerous or most vulnerable first.

BUIldIngs Under attaCk? sell them

If your structures come under attack and the situation looks hopeless, considering selling the structures before they’re destroyed. Bear in mind, however, that the amount of credits you get on resale is reduced the more the building is damaged.

Beware of engIneers

Although GDI Engineers, Nod Saboteurs, and Scrin Assimilators are relatively weak units, they all share an important role: taking over enemy structures and tech buildings. Thus, the shrewd commander never underestimates the Engineer.

➤ Getting your Engineer behind enemy lines is easier than you think. GDI and Nod can use their infantry’s Call for Transport ability to fly them behind enemy lines. The Scrin Assimilator is stealthed—and thus invisible—when not moving.

➤ Engineers can also capture walker units, such as the Juggernaut and Avatar

Warmech, after the walkers have fallen to the ground in defeat.

tip:

To add insult to your enemy’s injury, sell off an enemy structure immediately after capture, or have it start rapidly creating units for your own army.

advanCed move orders

The units in Command & Conquer 3 Tiberium Wars are intelligent enough to know how best to respond to most situations when left to their own devices, or when given a standard right-click order.

For example, they automatically attack enemy units that come into range. However, as your gameplay skills improve, you may wish to incorporate the following advanced move orders into your repertoire in order to gain a tactical advantage over your foes.

ATTAck MovE

Hotkey:

A

When ordered to attack-move, selected units stop to attack any opposing units or base defenses along their route. This is an effective way to meet an opposing force or storm an enemy base.

ASSAulT MovE

Hotkey:

F

This variation on attack-move causes your selected units to also attack any enemy buildings along their route. Units normally do not automatically attack enemy buildings, so this command can be useful for laying waste to enemy bases.

REvERSE MovE

Hotkey:

D

Normally your units move head-first in the direction they’re ordered. The reverse-move command causes them to back up, which can be faster than ordering them to turn around in some cases. This is an excellent option for strategic retreats or baiting tactics.

tip: Don’t forget, most vehicles have front armor that is stronger than their rear armor. Reversemoves are your best bet for a strategic—and safe—retreat.

FoRcE MovE

Hotkey:

G

The force-move command forces your selected units to move to a designated point—even if the route happens to be through enemy units. Use this command to order your tanks to overrun infantry rather than shoot them. Some of the largest ground units can even overrun other vehicles.

FoRMATion MovE

Hotkey: N/A

The formation move allows you to combine the expedience of a movement order with the simplicity of formation preview.

To issue a formation move, press and hold both mouse buttons at the desired destination for your selected units, and then move the mouse around. You see a variety of different formations you can choose. To select one, release the mouse buttons. Selected units then move toward the specified point (at the rate of the slowest unit in the group) and arrange themselves in the designated formation. This is useful for keeping fast units from outpacing slower ones as they head into battle.

ScATTER

Hotkey:

CTRL + X

If your units are in danger of being overrun or bombarded, you can make them spread out using this command.

plAcE RAlly poinT

Hotkey: CTRL + R

This handy shortcut lets you set a rally point for the currently-selected production queue, without having to select the building back at base. This is a great way to send reinforcements straight to the front lines in mid-battle.

WAypoinT MoDE

Hotkey:

ALT

Press and hold the Waypoint Mode hotkey to queue up multiple orders by right-clicking. It’s a great way to prioritize focused attacks against enemies and enemy structures, or for setting circuitous routes through enemy terrain.

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armor faCIng

Tanks and other armored vehicles sustain more damage when attacked from the side and sustain considerably more damage when attacked from the rear. Use this knowledge to your advantage and protect your forces well.

tip:

Try using the reverse-move command to get your armor out of a pinch.

Infantry sUppressIon

When fired upon, infantry may become suppressed. When this happens, you’ll see your troops go prone. Suppressed infantry move slower than usual but are better defended due to their low profile. tip:

In general, the more powerful the weapon, the better it is at suppressing infantry. Remember this well when considering how best to use and counter infantry units.

Infantry Cover

Infantry automatically kneel behind cover when ordered to move next to civilian structures and other large obstacles in the environment. Covered units are better defended and nearly impossible to suppress.

tip:

Use your knowledge of infantry cover tactics to gain the upper hand against comparable forces in urban operations.

sUperweapons

Each of the three factions in Command & Conquer 3 Tiberium Wars has at least one superweapon— something so destructive it can nearly wipe any opposition from the map. These superweapons are ideal for use in the event of a standoff, when your enemy is deeply entrenched. Be warned, however, that the moment you construct a superweapon building, a countdown timer appears that both you and your opponents can see. Don’t be surprised if the enemy redoubles its efforts to annihilate you before the clock runs out.

Note: The countdown temporarily stops if your base runs low on power. tip: Although superweapons are extremely powerful, they may not end the match. Have some forces on reserve to mop up the remaining forces as needed.

game modes

CampaIgn

March, 2047. A massive nuclear fireball explodes high in the night sky, marking the end of GDI’s orbital military command center and the beginning of the Third Tiberium War.

To begin a Campaign as either, select CAMPAIGN in the Main menu, then select either GDI or NOD.

(GDI is recommended for new players.)

After completing each Campaign mission, you are awarded a medal. The medal you receive depends on the difficulty level you chose. Superior medals are earned by completing missions at higher difficulty settings. Complete all bonus objectives in a mission to earn a first ribbon. Discover all Intel Database entries in a mission to earn a second ribbon.

In between Campaign missions, you return to the Theater of War screen, which allows you to choose your next mission, move to another Theater of War (if available), and replay previouslyaccomplished missions. The Theater of War screen also shows which medals you have earned in each mission.

skIrmIsh

Skirmishes are single-player battles that pit you against one or more computer-controlled opponents.

➤ To begin a skirmish, select SKIRMISH in the Main menu, then click NEW SKIRMISH. The Skirmish

Setup screen appears.

skIrmIsh sCreen

Select a map from the drop-down menu

The maximum number of players that can appear on the map

Select the difficulty level of the AI

Select your

AI’s personality

Select your army’s starting location by clicking one of the points here

Adjust your handicap or that of your opponent

➤ You can choose your starting location on the map prior to beginning the Skirmish. To do so, click one of the start points on the displayed map.

➤ Skirmishes can be played with up to eight players. Any players that are not controlled either by you or the computer are marked CLOSED. Not all maps support the maximum of eight players, and you cannot exceed the maximum number of players defined by the map.

➤ To customize the rules of your skirmish, click RULES in the Skirmish screen. You can adjust the game speed and initial resources, or enable and disable random crates in gameplay (for more information, see Crates on p. 11).

➤ Handicap allows you to balance gameplay between two unevenly matched players, making one side or the other inherently stronger. A negative handicap decreases attacks and the severity of damage as well as other factors.

➤ When you are ready to begin gameplay, click PLAY.

Note: To load a previously saved skirmish, select SKIRMISH, click LOAD, then select the game save you wish to continue.

the CUstomIzaBle aI

You can adjust the behavior of the computer artificial intelligence in both skirmish and multiplayer games with four different difficulty settings and five different personalities. This allows you to configure the game to your unique tastes and desire for challenge.

Ai Skill lEvElS

There are four different skill levels you can choose from for each computer-controlled player.

Easy

Recommended for novice RTS players or those yearning to experiment.

Don’t expect much of a fight.

Medium

Hard

Recommended for most players. You’ll be in for a fair fight.

Recommended for experienced players looking for a challenge. The AI plays to the best of its ability without cheating.

Brutal

Recommend for hardcore players who want to win by the skin of their teeth—or not at all. The Brutal AI gets double income as its only cheat.

Ai pERSonAliTiES

There are five different AI personalities that determine what kind of gameplay tactics your opponent uses.

Balanced

This personality type favors mixed forces and an even-handed style that doesn’t emphasize defense over offense.

Rusher

Turtle

Prepare to defend yourself quickly against this personality type, which will immediately set out on the attack.

You’ll need to fight relentlessly to crack the shell of this defense-oriented personality type, which also focuses on resource gathering.

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Guerilla

Steamroller

Expect the unexpected from this personality type, which harasses you with fast, diversionary tactics.

This personality type favors decisive force. It aims to build an overwhelming army with which to attack you head-on.

mUltIplayer

Battle against friends for the ultimate control of Tiberium with a variety of multiplayer options.

onlIne

Playing the Campaign and Skirmish modes in Command & Conquer 3 Deluxe Edition is only the beginning. If you want to hone your skills to a razor sharp point, and join a community of like-minded players, then you need to visit commandandconquer.com. The revolutionary new BattleCast provide commentary on live games, watch replays in order to study the pros, and more.

, available exclusively at the official site, allows you to broadcast games online, schedule matches in advance,

To get the full online experience in Command & Conquer 3 Deluxe Edition, visit commandandconquer.com and click BATTLECAST.

TO ACCESS ONLINE FEATURES, YOU MUST REGISTER ONLINE WITH THE ENCLOSED SERIAL CODE. ONLY ONE REGISTRATION AVAILABLE

PER GAME. INTERNET CONNECTION REQUIRED. IMPORTANT INFORMATION ON THE EA ONLINE SERVICE, INCLUDING AVAILABILITY,

CAN BE FOUND AT WWW.EA.COM. ONLINE SERVICE FOR THIS TITLE MAY BE DISCONTINUED AND IS NOT GUARANTEED.

➤ To start an online multiplayer game, select MULTIPLAYER, click ONLINE in the Main menu, then enter your EA account name, password, and online ID.

➤ To create a new Online account, click REGISTER.

To view the online Terms of Service agreement, click SERVICE TERMS.

Note:

Please read the online Terms of Service carefully. EA reserves the right to delete the account of anyone found to be non-compliant with the online Terms of Service.

AuToMATch

Automatch attempts to find the most evenly matched opponent for you based on closest connection speed and skill level. Only ranked 1 vs. 1 or 2 vs. 2 matches are available from the Automatch feature and the results are recorded on the ranked ladder.

To prepare for your Automatch, set the number of players in the game, your color, the side you wish to play, and whether you prefer your game broadcast, then click JOIN GAME.

➤ To expand the search if the Automatch fails to find a suitable opponent, click WIDEN SEARCH. This reduces filtering criteria, increasing the chances of quickly finding a match.

cuSToM MATch

Create a custom game or join a game from the Custom Match screen. To join a custom match, highlight it in the game lobby then click JOIN GAME. To create a custom match, select CREATE GAME.

Note: To evaluate peer-to-peer connections between players, click CONNECTIONS. Players with poor ping rates can adversely affect gameplay.

obSERving A MATch

It is possible to view a Custom Match as an Observer, if the host allows it. To do so, join the match, then select Observer as your side. Observers do not participate in the match, but may freely scroll around the battlefield to watch what any of the competing players are doing. Observers may not chat with other players.

MulTiplAyER gAME MoDE TypES

There are five different multiplayer game mode types available in Command & Conquer 3 Tiberium Wars.

Unranked

Unranked matches offer the most flexibility, from map variety to starting resource levels to the number of AI-controlled players. These matches do not affect your ladder ranking.

Ranked (1 vs. 1)

Ranked matches force certain game settings on you, restrict your map selection to official maps intended specifically for balanced, competitive play, and affect your ladder position.

Ranked (2 vs. 2)

Clan (1 vs. 1)

Just like Ranked (1 vs. 1), but with four players instead of two. You cannot play ranked matches with or against the computer. However, you can choose your ally and challenge specific opponents if you play through

Custom Match.

Similar to Ranked (1 vs. 1), except the results are counted toward a specific clan ladder. You cannot join or create a clan match unless you are affiliated with a clan. (For more information on clans, see p. 18.)

Clan (2 vs. 2)

Similar to Ranked (2 vs. 2), except the results are counted toward a specific clan ladder. Each two-player team must consist of players belonging to the same clan.

lEvElS

When playing online, you are awarded Level points for every win or loss. Level is represented within your Reputation Insignia and is not directly tied to your online Rank. Players gain Level points for playing an online match, regardless of the result. Wins award more points than losses and ranked matches award more points than unranked matches.

Note:

If you wish your online play not to affect your place on the ladder, choose unranked matches.

Sportsmanship—Triangle color changes to display opponents’ votes regarding your play following each match.

Skill—Triangle color changes to display opponents’ votes regarding your play following each match.

Level—Total points gained from online matches.

Favorite Faction—Background color shows the faction you’ve played the most online matches with.

RAnk

The results of ranked online matches are calculated via Elo rules, a conventional player ranking system. After each battle, your rank goes up or down based on the result of the battle and the Elo value of your opponent. The higher the rank of the player you defeat, the more you rise on the Rank Ladder.

chAT

You have the option of chatting with buddies on your Friends List or everyone in the Online Lobby.

To chat in the Online Lobby (your comments are viewed by everyone), type your message in to the box below the chat window and click SEND.

➤ To instant message players on your friends list, click the Envelope icon to open the Instant

Messaging client. Your Friends List appears on the left.

➤ Each player has two icons next to his or her name. Click the thumbs down icon to put the player on your Ignore list, or click the plus symbol to add this player to your Friends List.

bEAconS

In multiplayer matches, you can use beacons to identify rally points, weaknesses in the enemy’s position, or resources for your allies to gather. When you place a beacon on the map, only your allies and observers of the game can see it.

➤ To place a beacon, press B, then click the location where you wish to place it. tip: Try placing beacons when teamed up with AI-controlled players. They can send available forces to your aid.

voICe over Ip (voIp)

Voice Over IP technology lets players communicate by voice in multiplayer matches via a

PC-compatible microphone or headset peripheral.

➤ To enable VOIP, select OPTIONS in the Main menu, click SETTINGS, then select the Audio tab. Click either PUSH TO TALK (you must press a button to enable voice chat during gameplay) or VOICE

ACTIVATED (VOIP is enabled when your voice is detected). There is a Voice Calibration test to adjust the threshold, and you can also adjust the Receive Volume and Transmit Volume.

You can also enable VOIP for specific games via a checkbox in the Game Setup lobby for both

Online and Network games.

➤ In game, you can set your preferences (chatting to allies only or chatting to everyone) by clicking the Voice Chat Mode button located to the left of the mini-map.

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➤ If you selected PUSH TO TALK in the Settings menu, a button appears directly under the Voice Chat

Mode button during gameplay titled Voice Chatting. Click this button to talk.

Note: Please be sure that your microphone and its volume settings are configured properly before using the VOIP feature.

Note: Commentators use VOIP to communicate to Observers of a Match. However, Observers can’t use VOIP.

BattleCast

Take the experience of competing online in Command & Conquer 3 Tiberium Wars to the next level with the BattleCast. Broadcast your matches for all the world to see, issue challenges to rival players, build your profile the more you play, and even commentate on other players’ matches.

SETTing up AnD WATching A bATTlEcAST

While creating an online match, you have the option to broadcast it via the BattleCast feature.

Broadcast matches are viewable by anyone who wishes to view them, whether or not they have purchased Command & Conquer 3 Tiberium Wars.

To view a BattleCast match, you must have a copy of the BattleCast Viewer. The BattleCast Viewer is automatically included with your Command & Conquer 3 Tiberium Wars software, or can be downloaded for free from the official website.

Note: For more information on BattleCasts, or to download the free BattleCast Viewer, please visit commandandconquer.com.

Viewers may choose to watch a BattleCast from a variety of viewpoints.

Through the Eyes See the match exactly as it appears to any of the participants. You may cycle between different players.

Commentator

Take in the commentator’s comprehensive view and spoken analysis of the battle. The commentator may also use the telestrator feature to indicate points of interest to viewers watching this channel.

Free Roam

View any part of the map at any time with no Fog of War or unit line-ofsight restrictions to impede you.

youR coMMAnD & conQuER 3 onlinE iD

Your online ID on commandandconquer.com is your passport to the worldwide community of

Command & Conquer players. Profiles track match histories, persistent rankings, player reputation, and statistics, and offer a list of upcoming matches. As you play successive matches in Command &

Conquer 3 Tiberium Wars, your online ID rank automatically improves. Subsequently, when you search for automatches online, the system automatically looks for players with a similar rank in order to best ensure a good, even match. If you wish to compete in ranked ladder matches, seek out opponents higher up on the ladder than you.

To create an online ID, visit commandandconquer.com, select REGISTER, then follow the on-screen instructions.

➤ Those who don’t own Command & Conquer 3 Tiberium Wars can also create online IDs on commandandconquer.com.

tip:

On commandandconquer.com, you’ll find a schedule of upcoming matches—including matches you’re scheduled to participate in—and tournament finals between top-ranking players.

What better way to improve your game than by watching the pros?

clAnS

As you proceed in your online battles, you may wish to join a clan. Clans are player-formed groups who compete online together. Command & Conquer 3 Tiberium Wars features separate ladder competitions both for solo players and for clans.

➤ To setup a clan, visit commandandconquer.com, click CLANS, then select CREATE/EDIT CLANS.

Follow the on-screen instructions.

➤ To invite others to join your clan, visit the official website, click CLANS, then select INVITE MEMBERS.

Note: During chat, players affiliated with clans have their clan name displayed in brackets in front of their online name.

UnIts, strUCtUres, and powers

Thorough knowledge of the arsenal at your disposal is the mark of a good commander.

SuppoRT poWERS

Support Powers are special moves specific to the faction you are fighting for. They appear as icons on the left side of the Battle Window. Using a Support Power costs resources.

Each time you use a Support Power there is a cool-down period before you can use it again.

➤ Support Powers are automatically unlocked when you build the requisite structure.

upgRADES

Many units can be upgraded with various technologies, including advanced weapons and new abilities.

To upgrade a unit, you must first research the upgrade at a specific faction structure. Select the proper structure and click the icon representing that upgrade. The cost is deducted from your credits and the upgrade is researched.

Note: Once you have researched an upgrade, it is instantly applied to all relevant units on the battlefield and any additional units of that type that you train—even if the structure where the upgrade was researched is destroyed.

AbiliTiES

Abilities are unit-specific special moves initiated by the player. Unlike most Support Powers, most

Abilities do not cost resources per use (although some do). However, like Support Powers, they often require a cool-down period before they can be used again. Some abilities must be researched before they can be used.

gdI

GDI forces have one mission: to save the world from the spread of Tiberium. Their aim is to abolish The

Brotherhood of Nod terrorist organization and reverse the effects of Tiberium on the ecosystem so that the world can return to a sustainable level of habitability.

gdI UnIts inFAnTRy

All GDI infantry units are trained at the

Barracks.

icoN NAMe/descriptioN

Rifleman Squad: Rifleman Squads are the mainstay of GDI ground forces, capable of digging foxholes to protect themselves—and other infantry—when defending a position.

Abilities: Dig In, Call for Transport

Upgrades: Composite Armor

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Missile Squad: Missile Squads, the natural counterpart to Riflemen, provide essential support fire against ground and air targets. Their heavy anti-vehicle weapons make them slower than Riflemen, and thus vulnerable to enemy attacks.

Abilities: Call for Transport

Upgrades: Composite Armor

Engineer: Engineers can capture enemy facilities, repair GDI structures and damaged bridges, and commandeer fallen walkers like the Juggernaut. Due to their slow movement rate and vulnerability, however, it’s a good idea to offer them protection whenever possible.

Abilities: Call for Transport

Grenadier Squad: Grenadier Squads serve as GDI’s close-assault infantry. They are extremely difficult to suppress, and can quickly clear enemy squads out of garrisoned structures with their high-powered, rocket-assisted grenades.

Requirements: Command Post

Abilities: Call for Transport

Upgrades: Composite Armor

Sniper Team: Sniper Teams can kill most infantry from long range with a single well-placed shot and are trained in reconnaissance tactics such as stealth and artillery target spotting.

Requirements: Armory

Abilities: Call for Transport

Commando: Thanks to their burst-firing prototype rail carbines, Commandos are unmatched when fighting enemy infantry. Their explosives can demolish structures and even large walkers like the Avatar.

Requirements: Armory, Tech Center

Abilities: Jump Jets, Call for Transport

Zone Trooper: Capable of surviving in otherwise uninhabitable environments,

Zone Troopers are highly mobile, well protected, and trained to destroy enemy infantry and vehicles with their heavy-duty railguns.

Requirements: Tech Center

Abilities: Jump Jets, Call for Transport

Upgrades: Scanner Packs, Power Packs

vEhiclES

Most GDI vehicles are built at the War Factory.

icoN NAMe/descriptioN

Pitbull: Although the Pitbull—GDI’s primary scout vehicle—can fire missiles capable of damaging ground and air vehicles, it is too lightly armored to survive direct combat. Pitbulls can also detect stealth units.

Upgrades: Mortars

Predator Tank: The Predator is equipped with an armor-piercing cannon and can withstand heavy fire thanks to its thick plating. However, it is ineffective against infantry and vulnerable to hostile aircraft unless supported withantiair defenses.

Upgrades: Railguns

APC: GDI infantry rely on APCs to move safely through hostile terrain.

APCs can fire at aircraft, infantry, and light vehicles, and are designed to let infantry attack from within.

Abilities: Lay Minefield icoN NAMe/descriptioN

Harvester: GDI Harvesters are easily recognizable by the light machinegun mounted above the cab, used to ward off marauders that might wish to steal their precious cargo.

Requirements: Refinery

MCV: The Mobile Construction Vehicle (MCV) was invented to provide GDI with a mobile base at a moment’s notice. MCVs can be seen packing and unpacking into Construction Yards.

Rig: The Rig is a heavy support vehicle capable of deploying into a versatile

Battle Base, which provides considerable defense with two integrated

Guardian Cannons, a missile launcher, stealth-detection scanners, and automated repair drones.

Requirements: Command Post

Mammoth Tank: Armed with dual cannons and rocket pods, the Mammoth

Tank is the ultimate in armored warfare. Although slow, the Mammoth is so powerful it can crush lesser tanks beneath its treads.

Requirements: Tech Center

Upgrades: Railguns

Juggernaut: GDI’s walking artillery platform can support tank operations with its long-range cannons, serve as a siege weapon when stationed outside an enemy base, and bombard targets with the aid of Sniper Teams.

Requirements: Tech Center

Abilities: Bombard Target

Surveyor: The Surveyor can locate viable base sites and deploy in order to facilitate construction. It is most useful when placed near Tiberium fields.

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AiRcRAFT

Most GDI aircraft are built at the Airfield.

icoN NAMe/descriptioN

Orca: The Orca is effective in a variety of roles including scouting, fire support for ground operations, and direct strikes on enemy installations. It can be outfitted to increase its scouting capabilities.

Abilities: Deploy Sensor Pod, Pulse Scan

Upgrades: Sensor Pods

Firehawk: Firehawks can carry heavy Hellcat Firebombs or Rattlesnake

Missiles for smashing enemy aircraft. When outfitted with Stratofighter

Boosters, Firehawks can fly outside the range of enemy air defenses then plunge for the attack.

Abilities: Missile Loadout, Bomb Loadout

Requirements: Tech Center

Upgrades: Stratofighter Booster

V-35 Ox Transport: The V-35 Ox—a flying transport capable of shipping all but the heaviest military forces—lets GDI mount surprise attacks. Ox

Transports are not durable enough to send into enemy territory, however.

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gdI strUCtUres gDi pRoDucTion STRucTuRES

icoN NAMe/descriptioN

Construction Yard: The heavily-armored Construction Yard doubles as GDI’s forward base. It can pack into an MCV, affording it mobility, but needs to be protected at all costs. The Construction Yard provides radar capability to GDI bases.

Power Plant: GDI’s Power Plant provides clean, efficient energy for their forward combat bases.

Upgrades: Advanced Turbines

Crane: Larger GDI bases employ Cranes to help sustain rapid construction schedules. A single Crane can double the rate at which a GDI forward base is built.

Refinery: The GDI Refinery is highly effective at processing Tiberium into useful resources. The Refinery comes with a Harvester included, and is essential to funding GDI’s military efforts.

Barracks: The GDI Barracks is a self-contained recruitment and training center. GDI infantry divisions can be outfitted for combat quickly and efficiently here.

Requirements: Power Plant

Armory: The Armory grants GDI access to its most highly trained soldiers. It includes upgrades for Zone Trooper Power Armor as well as a medical bay that can heal wounded infantry.

Requirements: Barracks

War Factory: The GDI War Factory builds standard GDI vehicles and is outfitted with automated repair drones that automatically repair damaged vehicles that approach it.

Requirements: Power Plant, Refinery

Command Post: The Command Post is an essential component of an advanced

GDI base. It can scan remote locations and is required to build key structures.

Requirements: Power Plant, Refinery

Tech Center: Tech Centers provide cutting-edge military technology to GDI forces. Vehicles, tanks, and aircraft can all be upgraded. Additionally, a Tech

Center also grants access to some of GDI’s strongest forces.

Requirements: Command Post

Airfield: GDI Airfields support ground operations in combat zones.

Each Airfield contains up to four aircraft. Airfields can call Orca

Strikes, deploy infantry and vehicles via air transports, and summon elite Bloodhound recon groups.

Requirements: Command Post icoN NAMe/descriptioN

Space Command Uplink: This self-contained launch platform allows GDI to deploy high-tech support weapons and send Zone Troopers to the battlefield from orbit. An EMP weapon called Shockwave Artillery can also be utilized.

Requirements: Tech Center

gDi SuppoRT STRucTuRES

icoN NAMe/descriptioN

Watchtower: These tall structures with a good line of sight and rapid firing, automated anti-infantry machineguns ensure the security of the base against hostile threats.

Requirements: Power Plant

Guardian Cannon: Guardian Cannons—equipped with an automated gun that can punch through tank armor but is less effective against infantry—are a frequent sight in areas vulnerable to armored attacks.

Requirements: Barracks

AA Battery: The AA Battery contains cannons capable of eliminating aircraft with deadly efficiency. The targeting systems and turret actuators cannot track ground targets, so they are useless against infantry or tanks.

Requirements: Command Post

Tiberium Silo: The Tiberium Silo, made of special materials that allow for long-term storage, is the perfect storage facility for excess Tiberium.

Requirements: Refinery

Sonic Emitter: Sonic Emitters were originally developed for breaking down

Tiberium, but gained a reputation as extremely powerful base defenses.

Requirements: Tech Center

Ion Cannon Control: By building this structure you gain access to the latest version of GDI’s most feared weapon, the Ion Cannon, which can vaporize virtually everything within its significant blast radius.

Requirements: Tech Center

gdI sUpport powers

icoN NAMe/descriptioN

Radar Scan: The Radar Scan enables a powerful, localized sensory sweep of a designated area on the battlefield that instantly reveals stealthed enemies.

Enabled At: Command Post

GDI Airborne: Paratroopers are standing by to descend on any visible point on the battlefield in need of fast reinforcements.

Enabled At: Armory

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Sharpshooter Team: The GDI commander may summon several experienced

Sniper Teams to drop in behind enemy lines.

Enabled At: Tech Center

Orca Strike: Orca aircraft are always standing by to deliver a payload of infrared-guided air-to-surface missiles precisely where needed.

Enabled At: Airfield

Bloodhounds: Bloodhounds are an airlifted recon-and-fast-attack unit of veteran Pitbulls and APCs, deliverable to any visible point on the battlefield.

Enabled At: Airfield

Zone Trooper Drop Pods: Zone Troopers, specially-trained in atmospheric descent, crash straight into battle to settle the score with their powerful railguns.

Enabled At: Space Command Uplink

Shockwave Artillery: Fitted into warheads, GDI’s sonic emitter technology has the ability to decimate anything caught in the blast while temporarily disabling any facilities or mechanical units in its periphery.

Enabled At: Space Command Uplink

Ion Cannon: GDI commanders can call upon an orbital battle station to fire supercharged ion beams in one concentrated blast that disintegrates targets without causing environmental harm.

Enabled At: Ion Cannon Control

gdI Upgrades

icoN NAMe/descriptioN

Composite Armor: Composite Armor protects GDI’s invaluable infantry troops from greater damage inflicted in battle.

Units Affected: Rifleman Squad, Missile Squad, Grenadier Squad

Researched At: Armory

Scanner Packs: By augmenting their powered armor with scanner packs,

Zone Troopers are able to see farther and detect stealthed foes.

Unit Affected: Zone Trooper

Researched At: Armory

Power Packs: Powered armor is made supremely durable and includes sophisticated medical systems that let Zone Troopers recover from most injuries.

Unit Affected: Zone Trooper

Researched At: Armory

Mortars: Although the Pitbull is primarily intended for scouting and anti-air fire, upgrading this vehicle with Mortars turns it into a light artillery platform.

Unit Affected: Pitbull

Researched At: Tech Center icoN NAMe/descriptioN

Railguns: GDI’s magnetic-accelerator weapons technology offers numerous advantages over conventional ballistics. Chief among them is intensely superior firepower.

Units Affected: Predator Tank, Mammoth Tank

Researched At: Tech Center

Stratofighter Boosters: When equipped with Stratofighter Boosters, GDI

Firehawks can teleport nearly anywhere, safely bypassing most conventional anti-aircraft defenses.

Unit Affected: Firehawk

Researched At: Tech Center

Sensor Pods: Upgrade the Orca fighter with Sensor Pods that can be used to spy on enemy forces.

Unit Affected: Orca Fighter

Researched At: Tech Center

Advances Turbines: Advanced Turbines provide nearby Power Plants with a much stronger, more efficient mechanism for generating clean power at a greater rate.

Researched At: Power Plant

Requirements: Tech Center

gdI aBIlItIes

icoN NAMe/descriptioN

Call for Transport: All infantry and vehicle units with this ability can summon an Ox transport to take them wherever they need to go.

Requirements: Airfield

Units Affected: Rifleman Squad, Missile Squad, Engineer, Grenadier Squad,

Sniper Team, Commando, Zone Trooper, Pitbull, APC, Predator Tank

Dig In: Trained infantry with this ability can create a foxhole—a garrisonable structure built out of sandbags.

Unit Affected: Rifleman Squad

Jump Jets: Jump Jets allow specially-equipped troops to soar across the battlefield and over otherwise-impassable terrain.

Units Affected: Zone Trooper, Commando

Lay Minefield: This ability allows an APC to place small mine fields on the battlefield.

Unit Affected: APC

Requirements: Tech Center

Bombard Target: Juggernauts may fire their cannons much farther than usual by targeting any area within the line of sight of a sniper team.

Unit Affected: Juggernaut

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Pulse Scan: Use this ability to scan the battlefield to reveal stealthed units and enemy structures.

Unit Affected: Orca

Deploy Sensor Pod: Orcas may use these pods to track enemy formations and reveal hidden forces.

Unit Affected: Orca

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the Brotherhood of nod

Followers of The Brotherhood of Nod do not consider themselves part of any army so much as part of a religion. They believe their leader Kane to be on the forefront of a movement to elevate the human race. Their loyalty to Kane is thought to be absolute and their convictions, unshakable. They are willing to sacrifice everything to bring victory to the Brotherhood.

nod UnIts noD inFAnTRy

All Nod infantry units are trained at the

Hand of Nod.

icoN NAMe/descriptioN

Militant Squad: Poorly trained but numerous, these lowly soldiers of Nod are armed with aging, 20th Century chainguns.

Abilities: Call for Transport

Upgrades: Tiberium Infusion, Confessor

Militant Rocket Squad: Although armed with rocket launchers capable of destroying aircraft and armored vehicles, Rocket Militants are still extremely vulnerable on the battlefield.

Abilities: Call for Transport

Upgrades: Tiberium Infusion, Confessor

Saboteur: The Saboteur can capture enemy structures and instantly repair

Nod facilities and bridges. He is also equipped with explosives that can be planted on neutral structures and detonated when enemy forces draw too close. He may even recover fallen walker units like the GDI Juggernaut.

Abilities: Call for Transport, Booby Trap

Fanatics: Nod Fanatics are equipped with volatile explosive devices that detonate when in close proximity to enemy forces. Fanatics are impossible to suppress and must be eliminated before reaching their targets.

Abilities: Call for Transport

Upgrades: Tiberium Infusion

Requirements: Operations Center

Black Hand: Extremely well-trained, loyal, and supernaturally tough, the elite Black Hand forces are armed with flame throwers that can clear out garrisoned structures and incinerate enemy squads.

Abilities: Call for Transport

Requirements: Operations Center icoN NAMe/descriptioN

Shadow Team: These infantry units can use stealth and their collapsible glider packs to circumvent defenses and expose weaknesses in GDI’s front.

Once behind enemy lines, they can plant explosives on structures.

Abilities: Call for Transport, Glider Pack, Explosive Charge

Requirements: Secret Shrine

Commando: Nod Commandos—the best of the best of Nod’s infantry—can slink into battle armed with fast-firing laser weapons, satchel charges, and portable stealth generators.

Abilities: Call for Transport

Requirements: Secret Shrine, Tech Lab

noD vEhiclES

Most Nod vehicles are built at the

War Factory.

icoN NAMe/descriptioN

Raider Buggy: Equipped with burst-firing machineguns that can make short work of infantry and light targets, the Raider Buggy is the most common Nod vehicle.

Abilities: EMP Burst, Call for Transport

Upgrades: EMP Coils, Laser Capacitors

Attack Bike: The Attack Bike—quick, armed, and equipped with an advanced scanner array—is the ultimate scout for Nod forces. It is respectably powerful against aircraft as well.

Abilities: Call for Transport

Scorpion Tank: The Scorpion Tank is the shield of Nod. Highly maneuverable, the standard Scorpion is armed with an armor-piercing 105mm cannon and sufficient armor to withstand direct fire—at least for a while.

Abilities: Call for Transport

Upgrades: Laser Capacitors, Dozer Blades

Harvester: Nod Harvesters are stealthed, allowing them to avoid most detection and bring home valuable Tiberium unopposed.

Requirements: Refinery

MCV: The Brotherhood’s menacing-looking MCVs are capable of rolling over any relatively clear terrain and unpacking into a Construction Yard.

27

Flame Tank: Nod’s Flame Tank is outfitted with two massive flamethrowers capable of clearing out garrisoned buildings and burning structures to the ground with ease.

Requirements: Operations Center

Stealth Tank: In spite of its light armor, the Stealth Tank is formidable. It is invisible to most opposing forces, except when it stops to fire a barrage of its deadly and accurate rockets.

Requirements: Operations Center

icoN NAMe/descriptioN

Beam Cannon: Though not intended for direct attacks against enemy armor, groups of Beam Cannons can deal terrific damage to structures given sufficient time. Their energies can enhance Obelisks of Light as well.

Abilities: Reflector Beam, Charge Defenses

Requirements: Tech Lab

Avatar: This massive, state-of-the-art walker is equipped with a portable version of the Obelisk Laser. Avatars may further enhance their immense power by literally ripping pieces from other Nod vehicles.

Abilities: Commandeer Technology

Requirements: Tech Lab

Emissary: The Emissary vehicle is designed to travel to distant locations and establish a Nod presence, thus paving the way for additional Nod bases.

28

noD AiRcRAFT

Most Nod aircraft are built at the Air Tower.

icoN NAMe/descriptioN

Venom Patrol Craft: The Venom Patrol Craft keeps watch over Nod interests with its rapid-firing machineguns that are lethal against enemy infantry and quite effective against aircraft and some vehicles as well.

Abilities: Signature Generator

Upgrades: Laser Capacitors, Signature Generators

Vertigo Bomber: Due to its stealth capability, the Vertigo Bomber appears as if from nowhere and delivers its payload of groundpounder bombs before opposing forces can muster their defenses.

Requirements: Tech Lab

Carryall: The Carryall is able to transport most Nod units to new destinations at minimal cost and high speed. However, it sacrifices armor for its mobility.

nod strUCtUres noD pRoDucTion STRucTuRES

icoN NAMe/descriptioN

Construction Yard: Heavily armored but mission-critical, Construction Yards are crucial to Nod’s war efforts and tend to be well-defended for that reason.

They also provide radar capability to Nod bases.

Power Plant: The Nod Power Plant is able to generate extraordinary amounts of power from a small amount of Tiberium at the expense of ecological damage to the surrounding environment.

icoN NAMe/descriptioN

Crane: Cranes reinforce the production capability of the Nod Construction

Yard. One Crane fully doubles the rate at which Nod structures may be built.

Refinery: The Nod Refinery can rapidly transform raw Tiberium into useful materials. Each Refinery comes with one of Nod’s nearly invisible Harvester vehicles.

Hand of Nod: The Hand of Nod provides shelter, supplies, and training to the legions of Nod militants, fanatics, and elite infantry as they wage war against GDI.

Requirements: Power Plant

War Factory: This essential facility is used to construct and deploy Nod’s highly specialized vehicles. Nod War Factories also have automated drones that quickly repair damaged vehicles nearby.

Requirements: Power Plant, Refinery

Operations Center: The Operations Center contains advanced communications arrays required for Nod’s costliest structures, and can also deploy advanced counter-intelligence technology such as the Radar Jamming Missile and the Cloaking Field.

Requirements: Power Plant, Refinery

Secret Shrine: Nod’s Secret Shrine contains the special training rituals necessary to deploy advanced infantry. It can also be used to research advancements that substantially improve the effectiveness of most Nod infantry squads.

Requirements: Hand of Nod

Tech Lab: When a Tech Lab is present, The Brotherhood of Nod can deploy its most advanced military equipment, as well as research upgrades to its lowertech vehicles.

Requirements: Operations Center

Air Tower: Air Towers enable air support for Nod operations and production of aircraft. Each Air Tower provides docking bays for up to four Vertigo Bombers.

Requirements: Operations Center

Tiberium Chemical Plant: The Tiberium Chemical Plant allows Nod commanders to deploy advanced Tiberium weapons to the battlefield at a moment’s notice.

Requirements: Tech Lab

noD SuppoRT STRucTuRES

icoN NAMe/descriptioN

Tiberium Silo: Tiberium Silos allow Nod bases to store as much Tiberium as they need to mount a decisive military campaign against its enemies.

Requirements: Refinery

29

30 icoN NAMe/descriptioN

Shredder Turret: Shredder Turrets act like gigantic anti-personnel shotguns when hostile infantry approach. While these shards do little damage against heavily armored vehicles, they are horrifyingly effective against flesh-andblood targets.

Requirements: Power Plant

Laser Turret: Laser Turrets scale down Nod’s infamous Obelisk of Light into a flexible anti-vehicle defense. Trios of Laser Turrets, controlled by a central defense hub, can quickly focus their beams against armored targets within range.

Requirements: Hand of Nod

SAM Turret: SAM (surface-to-air-missile) Turrets fire streams of missiles against hostile aircraft. A single SAM missile does not pack much of a punch, but concentrated fire from these defenses can bring down aircraft.

Requirements: Operations Center

Disruption Tower: Disruption Towers generate massive stealth fields. Nod buildings, infantry, and vehicles in their vicinity cannot be seen by enemies.

Disruption Towers cannot themselves be stealthed.

Requirements: Secret Shrine

Obelisk of Light: Nod’s incredibly powerful laser tower charges up a beam that can decimate vehicles and infantry squads. Its impressive range and power may also be enhanced by Nod’s new Beam Cannon vehicles.

Requirements: Tech Lab

Temple of Nod: The Temple of Nod houses launch facilities necessary for an appallingly destructive nuclear strike as well as advanced supercomputers capable of resetting the entire base in the event of an EMP attack.

Requirements: Tech Lab

nod sUpport powers

icoN NAMe/descriptioN

Radar Jamming Missile: Nod’s Radar Jamming Missile technology launches a warhead that temporarily disables the enemy’s ability to see the entirety of the battlefield.

Enabled At: Operations Center

Decoy Army: Nod’s research into stealth technology led to the discovery of light amplification techniques that create seeming mirror images of their fighting forces.

Enabled At: Operations Center

Cloaking Field: Stealths allied vehicles in a targeted area and causes extraordinary damage to allied and enemy infantry.

Enabled At: Operations Center

Shadow Strike Team: Shadow Strike Teams swoop down with their gliders and perform assassinations and demolitions with surprising swiftness.

Enabled At: Secret Shrine icoN NAMe/descriptioN

Mine Drop: Mines jettisoned from a fast-moving aircraft quickly cover a wide area and become nearly invisible to the naked eye.

Enabled At: Air Tower

Tiberium Vapor Bomb: Nod has discovered a way to evaporate Tiberium into a gas-like form, and weaponize the result in an intensely explosive laserguided bomb.

Enabled At: Tiberium Chemical Plant

Seed Tiberium: Seeding the ground with liquid Tiberium not only accelerates the spread of Tiberium across the globe; it also has certain tactical benefits.

Enabled At: Tiberium Chemical Plant

Catalyst Missile: This unique, long-ranged warhead’s powerful effects are amplified by any Tiberium in the vicinity of the blast.

Enabled At: Tiberium Chemical Plant

Master Computer Countermeasures: Nod’s temples possess powerful backup generators and control systems designed to quickly restore power to a Nod base.

Enabled At: Temple of Nod

Nuclear Missile: GDI’s focus on Tiberium allowed Nod to secretly stockpile a considerable number of the 20th Century’s most infamous weapons:

Nuclear Missiles.

Enabled At: Temple of Nod

nod Upgrades

icoN NAMe/descriptioN

Tiberium Infusion: This Tiberium elixir heightens infantry metabolisms and makes troops seemingly immune to Tiberium’s deadly effects.

Units Affected: Fanatics, Militant Squad, Militant Rocket Squad

Researched At: Secret Shrine

Confessor: Experienced Nod leaders called Confessors increase the effectiveness of some troops and carry hallucinogenic grenades which can incite friendly fire.

Units Affected: Militant Squad, Militant Rocket Squad

Researched At: Secret Shrine

EMP Coils: This portable EMP device is capable of disabling vehicles and structures with electro-mechanical components.

Unit Affected: Raider Buggy

Researched At: Tech Lab

Dozer Blade: Dozer Blades can savagely fell heavy infantry, including GDI

Zone Troopers. They can also clear minefields and serve as frontal armor.

Unit Affected: Scorpion Tank

Researched At: Tech Lab

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32 icoN NAMe/descriptioN

Laser Capacitors: The Brotherhood’s Obelisk of Light inspired scientists to hone its laser technology down to a more-portable form factor.

Units Affected: Raider Buggy, Venom Patrol Craft, Scorpion Tank

Researched At: Tech Lab

Signature Generators: Venom Patrol Craft may be retrofitted with this technology that impairs enemy radar systems, creating the illusion that the Venom is a sizable force.

Unit Affected: Venom Patrol Craft

Researched At: Tech Lab

Liquid Tiberium Core: Nod’s Tech Labs enable nearby Power Plants to bolster their output by means of a Liquid Tiberium Core.

Researched At: Power Plant

Requirements: Tech Lab

nod aBIlItIes

icoN NAMe/descriptioN

Call for Transport: This ability allows the Brotherhood of Nod to call in rapid transportation to and from the battlefield.

Units Affected: Militant Squad, Rocket Militant Squad, Saboteur, Fanatics,

Black Hand, Commando, Attack Bike, Raider Buggy, Scorpion Tank

Requirements: Air Tower

EMP Burst: Nod’s notoriously reckless Raider Buggy drivers are encouraged to close distance with enemy vehicles and disable them using this ability.

Unit Affected: Raider Buggy

Explosive Charge: Trained in demolitions and espionage, Shadow Teams can cripple enemy structures with the high explosives they conceal.

Unit Affected: Shadow Team

Glider Pack: Specially trained Shadow Teams can deploy a hang glider to quickly move around the battlefield.

Unit Affected: Shadow Team

Booby Trap: Place traps on any garrisoned structure or bridge with this ability.

Unit Affected: Saboteur

Signature Generator: Use this ability to make a single Venom appear as a group on enemy radar.

Unit Affected: Venom Patrol Craft

Reflector Attack: Beam Cannons may reflect their beams off of Venom

Patrol Craft to strike otherwise-unreachable targets.

Unit Affected: Beam Cannon icoN NAMe/descriptioN

Commandeer Technology: The Avatar can use this ability on an Attack Bike,

Flame Tank, Stealth Tank, or Beam Cannon to commandeer its technology. This destroys the unit being commandeered.

Unit Affected: Avatar

sCrIn

Proof that humankind was not alone in the universe came suddenly when the Scrin appeared on Earth and commenced their attack. They seem to thrive in Tiberium and, unlike us, appear to actually be healed, not harmed, by the substance.

sCrIn UnIts

ScRin inFAnTRy

All Scrin infantry units are transported via the

Portal.

icoN NAMe/descriptioN

Buzzers: The terrifying Buzzers are like a cloud of flying razors that can cut cleanly through flesh and light armor. They seem to be guided by a limited sentience. Buzzers can clear garrisoned structures.

Abilities: Combine with Vehicle

Disintegrators: These metallic walking creatures decimate vehicles with a powerful cutting beam. When crushed, they explode, damaging enemies in the vicinity.

33

Assimilator: This alien, which is completely invisible when stationary, specializes in taking control of enemy structures. Assimilators can also repair Scrin structures and capture defeated walkers.

Shock Troopers: Shock Troopers are so called because of their violent attacks on heavily populated areas. They are more than capable of attacking armored vehicles head-on.

Requirements: Nerve Center, Stasis Chamber

Upgrades: Plasma Disc Launchers, Blink Packs

Mastermind: The shadowy Mastermind is capable of teleporting units and mind control. It appears at the center of enemy forces and takes control of vehicles, buildings, and infantry.

Requirements: Stasis Chamber, Technology Assembler

Abilities: Manipulator Device, Teleport Units

ScRin vEhiclES

All Scrin vehicles are transported via the Warp Sphere.

icoN NAMe/descriptioN

Seeker: Well-suited for scouting and skirmishing, this light hovertank is equipped with advanced scanners as well as plasma disc launchers that are effective against vehicles and aircraft.

Abilities: Combine with Buzzers

34 icoN NAMe/descriptioN

Gun Walker: These legged vehicles are armed with rapid-firing energy weapons capable of tearing through infantry and aircraft.

Abilities: Combine with Buzzers

Harvester: Harvesters absorb Tiberium and transport it to Scrin Extractors.

They also seem to self-repair when Tiberium is present. If heavily damaged, harvesters generate a massive Ion Storm due to the destruction of their reactors.

Devourer Tank: The Devourer Tank is armed with a long-ranged proton cannon and can also consume Tiberium to supercharge its beam.

Requirements: Nerve Center

Abilities: Combine with Buzzers

Corrupter: Corrupters spray corrosive slime onto structures and infantry with devastating effect on humans; yet with surprisingly restorative effects on their own troops. Corrupters can clear garrisoned structures.

Requirements: Nerve Center

Annihilator Tripod: This devastating walking behemoth is armed with three beam weapons mounted on independently articulated tentacles, and legs so powerful they can crush smaller vehicles underfoot.

Requirements: Tech Lab

Upgrades: Forcefield Generators

Abilities: Combine with Buzzers

Explorer: The Scrin, seemingly obsessed with Tiberium, often send

Explorers to establish a presence in Tiberium-rich areas so that harvesting can commence.

ScRin AiRcRAFT

All Scrin aircraft are transported via the

Gravity Stabilizer.

icoN NAMe/descriptioN

Drone Ship: These giant floating towers land and deploy in order to establish a Scrin base. They are similar in function to MCVs.

Stormrider: Stormriders are fast-attack aircraft armed with a plasma gun effective against both ground and air forces.

Devastator Warship: Devastator Warships can inflict grievous damage on anything and everything below with their tremendously long-ranged Zeus

Plasma Disc Batteries.

Requirements: Tech Lab

Upgrades: Forcefield Generators icoN NAMe/descriptioN

Planetary Assault Carrier: This heavy floating starship contains a complement of fighters that are vicious when swarming ground targets. The Planetary

Assault Carrier is most fearsome when generating an Ion Storm.

Abilities: Ion Storm

Requirements: Signal Transmitter

Upgrades: Forcefield Generators

Mothership: The slow-moving Scrin Mothership is a superweapon capable of releasing a jolt of energy that disintegrates its target and causes a chain reaction that can level entire cities.

Requirements: Signal Transmitter

sCrIn strUCtUres

ScRin pRoDucTion STRucTuRES

icoN NAMe/descriptioN

Drone Platform: The Drone Platform can construct other Scrin buildings to form a base. The Drone Platform also enables radar capability.

Reactor: The primary power source for Scrin bases, the Reactor makes efficient use of Tiberium radiation to supply energy to other alien structures.

Extractor: The Extractor collects and stores Tiberium delivered by the alien

Harvesters. It comes with a Harvester and is essential for generating the currency the Scrin need to mount their war efforts.

Portal: Transport Scrin infantry to the battlefield with a Portal. The Portal is not powerful enough to provide passage to heavy units.

Requirements: Reactor

Warp Sphere: The Warp Sphere creates a gateway capable of teleporting

Scrin vehicles to the battlefield. It contains drones that repair damaged vehicles within range and can also deploy reconstruction drones when necessary.

Requirements: Reactor, Extractor

Nerve Center: Required for advanced alien bases, the Nerve Center can do everything from networking with distant alien forces to calling a Lightning

Spike to help defend a base.

Requirements: Reactor, Extractor

Gravity Stabilizer: The Gravity Stabilizer controls the gravitational fluctuations of the planetary body it is built on in order to allow a safe teleportation destination for the Scrin’s starship fleets.

Requirements: Nerve Center

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icoN NAMe/descriptioN

Stasis Chamber: A Stasis Chamber can sustain advanced alien infantry such as the Shock Trooper and the Mastermind. The Stasis Chamber can also project a Stasis Shield anywhere on the battlefield.

Requirements: Portal

Technology Assembler: The Technology Assembler enables production of the Scrin’s strongest units, outfits forces with improvements, and can render ground units impervious to attack for a short period of time.

Requirements: Nerve Center

Signal Transmitter: The Signal Transmitter can be used to summon a massive

Scrin Mothership. It can also change its frequency to open Wormholes in its vicinity.

Requirements: Technology Assembler

Foundry: A Foundry acts like a Drone Platform when creating structures, thereby granting Scrin foremen access to expedited base construction.

36

ScRin SuppoRT STRucTuRES

icoN NAMe/descriptioN

Buzzer Hives: Buzzer Hives store countless numbers of vicious Buzzers. If the

Buzzers are destroyed, the Hive rapidly regenerates new ones.

Requirements: Reactor

Growth Accelerator: The Scrin are known to construct these mysterious

Growth Accelerators to increase the output of their Tiberium fields.

Requirements: Extractor

Storm Column: The Storm Column generates a localized Ion Storm that aids alien spacecraft. It can focus this storm into a lightning bolt that severely damages aircraft, vehicles, and infantry.

Requirements: Technology Assembler

Photon Cannon: Photon Cannon blasts are capable of decimating ground vehicles. However, infantry are small enough to avoid taking direct damage.

Requirements: Portal

Plasma Missile Battery: The Plasma Missile Battery unleashes ultra hot discs capable of incinerating enemy aircraft.

Requirements: Nerve Center

Rift Generator: The Scrin use this profoundly dangerous device to open a flashpoint anywhere on the battlefield and eject everything near it into deep space.

Requirements: Technology Assembler

sCrIn sUpport powers

icoN NAMe/descriptioN

Reconstruction Drones: Scrin foremen are trained to release Reconstruction

Drones wherever their forces require repairs, even in the midst of combat.

Enabled At: Warp Sphere

Lightning Spike: The Scrin developed Lightning Spikes as a defensive countermeasure effective against most known types of combat units.

Enabled At: Nerve Center

The Swarm: Because some situations require a larger-than-anticipated quantity of Buzzers, Scrin foremen stand ready to summon an entire swarm upon the battlefield as needed.

Enabled At: Nerve Center

Vibration Scan: The Scrin’s Vibration Scan power instantly reveals Tiberium fields as well as Tiberium-based life forms, structures, and vehicles in the vicinity.

Enabled At: Nerve Center

Stasis Shield: Everything caught in a Scrin Stasis Shield temporarily shuts down—as if frozen in time—and becomes impervious to all known weapons.

Enabled At: Stasis Chamber

Phase Field: The Phase Field alters makes affected units difficult to attack and unable to fight. Scrin foremen use this power to send forces behind conventional base defenses.

Enabled At: Technology Assembler

Wormhole: The Scrin Wormhole creates a tunnel through space, allowing military forces to instantly travel from one end to the other.

Enabled At: Signal Transmitter

Mothership: While presumably not the sole vessel containing Scrin high command, the Mothership is an extreme threat, and can be summoned to battle with this power.

Enabled At: Signal Transmitter

Rift: The Scrin’s most powerful weapon cuts a hole in the fabric of space that sucks up anything and everything in its vicinity.

Enabled At: Rift Generator

sCrIn Upgrades

icoN NAMe/descriptioN

Plasma Disc Launchers: Normally reserved for Scrin armor divisions, Plasma

Disc Launchers—which track and dismantle fast-moving aircraft—can be retrofitted for the Scrin’s strongest foot soldiers as well.

Researched At: Technology Assembler

Unit Affected: Shock Troopers

37

38 icoN NAMe/descriptioN

Blink Packs: Elite Shock Troopers are able to use Blink Packs to instantaneously shift locations across the battlefield, much to the dismay of their enemies.

Researched At: Technology Assembler

Unit Affected: Shock Troopers

Forcefield Generators: Forcefield Generators create a localized energy shield that can withstand significant force—and even an EMP blast—before collapsing.

Researched At: Technology Assembler

Units Affected: Annihilator Tripod, Devastator Warship, Planetary Assault Carrier

Fusion Core: The Scrin’s Technology Assembler affords its Reactors with the necessary components to substantially increase power output via a fusion core.

Researched At: Reactor

Requirements: Technology Assembler

sCrIn aBIlItIes

icoN NAMe/descriptioN

Teleport Units: Adding to the threat of the Mastermind’s ability to take control of its enemies, this Scrin commando unit may also teleport groups of its brethren across the battlefield.

Unit Affected: Mastermind

Conversion Beam: Devourer Tanks can “devour” Tiberium in order to supercharge their proton cannons. This affords them with improved range and stopping power.

Unit Affected: Devourer Tank

Ion Storm: Planetary Assault Carriers may generate a localized ion storm, which has the effect of bolstering the defenses of most Scrin aircraft in the vicinity.

Unit Affected: Planetary Assault Carrier

Manipulator Device: The Manipulator Device grants Scrin’s Mastermind units the remarkable ability to instantly assert complete control over a target, whether it be a tank, an aircraft, or even an entire production facility.

Unit Affected: Mastermind

and teCh BUIldIngs

Tech structures initially appear as white dots on the mini-map. They must be captured by a GDI

Engineer, Nod Saboteur, or Scrin Assimilator to gain their benefits.

nEuTRAl uniTS

icoN NAMe/descriptioN

Mutant Marauder: Mutant Marauders are extremely strong, chaingunwielding savages that seem to thrive in Tiberium, opposite to most living creatures.

icoN NAMe/descriptioN

Visceroids: These foul, mindless, and dangerous by-products of a certain type of Tiberium exposure attack anything that moves and constantly regenerate.

TEch builDingS

icoN NAMe/descriptioN

Tiberium Spike: Capturing this Tech Building provides a constant flow of additional resources.

Expansion Point: Capturing this building provides ground control in the nearby vicinity. Ground control allows the placement of structures.

Reinforcement Bay: Capturing this Tech Building provides additional units.

Subway Hub: Capturing this Tech Building provides access to all the Subway

Entrances on the battlefield.

39

Subway Entrance: Capturing the Subway Hub allows several units at a time to travel between all Subway Entrances on the map.

EMP Control Center: Capturing this Tech Building allows the use of an

EMP strike.

Mutant Hovel: Capturing this Tech Building allows the recruitment of

Mutant Marauders.

Defensive Tower: Capturing this Tech Building provides a stationary turret.

Tiberium Silo: Capturing this Tech Building provides a one-time bonus of additional resources.

40

UnIts, strUCtUres, and powers

Command & Conquer 3: Kane’s Wrath delivers an array of new units, structures, and powers to use at your disposal.

gdI

gdI UnIts vEhiclES

Most GDI vehicles are built at the War Factory.

Slingshot: One of the fastest moving units on the battlefield, the Slingshot is perfect for chasing down enemy aircraft.

Requirements: Command Post

Abilities: Call for Transport

Upgrades: Tungsten Shells

Shatterer: Best utilized against structures and the slower vehicles, a blast from a Shatterer can rip through multiple targets in a single shot.

Requirements: Command Post

Abilities: Call for Transport

M.A.R.V.: The largest vehicle in GDI’s arsenal, the M.A.R.V. comes with a giant sonic cannon and can harvest Tiberium directly off the battlefield. Infantry can permanently garrison the M.A.R.V. to upgrade its abilities.

Requirements: Reclamator Hub

Abilities: Harvests Tiberium, Garrison Infantry

AiRcRAFT

Most GDI aircraft are built at the

Airfield.

Hammerhead: Hammerhead is GDI’s most versatile aircraft and never needs to return to the Airfield to reload.

Abilities: Garrison Infantry

Upgrades: AP Ammo, Ceramic Armor (ZOCOM only)

gdI strUCtUres gDi pRoDucTion STRucTuRES

Reclamator Hub: The Reclamator Hub deploys GDI vehicles and constructs the M.A.R.V.

Requirements: Tech Center

gDi SuppoRT STRucTuRES

Combat Support Airfield: Repairs and rearms, but cannot build GDI aircraft.

Requirements: Airfield

gdI sUpport powers

Sonic Repulsion Field: Deploys a Defensive Sonic Field around buildings and prevents the structure from being captured or targeted with explosives, while also increasing armor.

Enabled At: Command Post

Supersonic Air Attack: Several Supersonic Fighters perform an air-to-air strike against enemy aircraft.

Enabled At: Space Command Uplink

Orbital Strike: Launches a series of highly destructive slugs down from space, crushing vehicles and structures.

Enabled At: Space Command Uplink

gdI Upgrades

AP Ammo: Increases the damage of all gun-based units.

Units Affected: Rifleman Squad, APC, Hammerhead, Watchtower

Researched At: Command Post

EMP Grenades: Allows Grenadiers to throw disabling EMP Grenades.

Unit Affected: Grenadiers

Researched At: Armory

Note

—Not available for Steel Talons.

Hardpoints: Adds additional weapon hardpoints to GDI aircraft, allowing them to carry more missiles.

Unit Affected: Orcas, Firehawks

Researched At: Airfield

Note —Not available for ZOCOM.

Tungsten Shells: Upgrades ammo to Tungsten Shells and increases damage.

Unit Affected: Slingshot, AA Turret

Researched At: Tech Center

41

gdI aBIlItIes

EMP Grenades: Causes all mechanical units and structures in the area of effect to become temporarily disabled.

Unit Affected: Grenadiers

Requirements: EMP Grenades upgrade

Note Not available for Steel Talons.

steel talons

steel talons UnIts inFAnTRy

All Steel Talons infantry units are trained at the

Barracks.

Combat Engineer: With a trusty sidearm, the Combat Engineer is very useful when it comes to taking down enemy Engineers.

Abilities: Call for Transport, Pistol

42

vEhiclES

Most Steel Talons vehicles are built at the War Factory or Reclamator Hub.

Wolverine: The Wolverine is a perfect scout unit—fast enough to stay ahead of the pack while packing enough weaponry and armor to get itself out of any unexpected difficulties.

Upgrades: AP Ammo

Abilities: Call for Transport

Titan: Slower but tougher than the standard GDI Predator tank, the Titan is an effective combat unit capable of crushing other vehicles.

Upgrades: Railguns, Adaptive Armor

Heavy Harvester: Outfitted with an infantry-capable garrison pod, the Heavy

Harvester can be adapted to counter whatever threat is deemed most pressing.

Abilities: Garrison Infantry, Call for Transport

Mobile Repair Transport: In addition to standard APC functionality, the Mobile

Repair Transport swaps the machine gun for the ability to repair nearby vehicles.

Abilities: Repair Vehicles, Garrison Infantry

Behemoth: Highly customizable, the Behemoth provides long range artillery support and can also garrison a squad of infantry.

Abilities: Garrison Infantry

steel talons sUpport powers

Railgun Accelerator: The Railgun Accelerator increases the refire rate of railgun equipped vehicles, but also damages those units while the accelerator is active.

Enabled At: Tech Center

steel talons Upgrades

Adaptive Armor: Purchasing the Adaptive Armor upgrade allows units to activate the ability on the battlefield.

Units Affected: Titan, Mammoth Tank

Researched At: Tech Center

Railguns: GDI’s magnetic-accelerator weapons technology offers numerous advantages over conventional ballistics. Chief among them is intensely superior firepower.

Units Affected: Titan, Mammoth Tank, Guardian Cannon, Battle Base

Researched At: Tech Center

steel talons aBIlItIes

Adaptive Armor: Adaptive Armor increases armor and confers EMP immunity but reduces rate of fire.

Units Affected: Titan, Mammoth Tank

Requirements: Adaptive Armor upgrade

zoCom

zoCom UnIts inFAnTRy

All ZOCOM infantry units are trained at the Barracks.

Zone Raider: Zone Raiders fire area-of-effect Sonic Shells and shoulder-mounted anti-air rockets, and come equipped with all the benefits of Red Zone armor.

Abilities: Jump Jets, Call for Transport, Stealth Detection

Abilities: Jump Jets, Call for Transport, Stealth Detection

vEhiclES

Most Steel Talons vehicles are built at the War Factory.

Zone Shatterer: The Zone Shatterer can use its Overload Beam to fire an extra devastating shot, but it disables the Zone Shatterer for a brief moment afterward.

Abilities: Overload Beam

43

AiRcRAFT

ZOCOM aircraft are built at the Airfield.

ZOCOM Orca: Equipped with area-of-effect Sonic Shells, the ZOCOM Orca is powerful against vehicles and structures.

Upgrades: Sonic Cannon

zoCom sUpport powers

Zone Raider Drop Pods: Deploys several veteran squads of Zone Raiders anywhere on the battlefield.

Enabled At: Space Command Uplink

zoCom Upgrades

Tiberium Field Suits: Increases armor and hit points, decreases damage from

Tiberium attacks, and provides immunity to Tiberium exposure damage.

Units Affected: Riflemen, Rocket Soldiers, Grenadiers

Researched At: Armory

Ceramic Armor: Increases armor and hit points of GDI Aircraft.

Units Affected: ZOCOM Orca, Hammerhead, Firehawk

Researched At: Airfield

44

the Brotherhood of nod

nod UnIts noD vEhiclES

Most Nod vehicles are built at the War Factory or Redeemer Engineering Facility.

Reckoner: Protecting infantry throughout the battlefield, the Reckoner APC can deploy into a bunker manually or automatically after taking significant damage.

Upgrades: Dozer Blades

Abilities: Garrison Infantry, Deploy into Bunker

Specter: Nod’s Specter Stealth Artillery tank was designed as the ultimate evolutionary product of artillery-based guerilla warfare.

Abilities: Bombard Beacon, Call for Transport

Note —Does not stealth for Black Hand.

Redeemer: A massive combat mech equipped with shoulder-mounted garrison pods, an Obelisk-derived tri-part laser and a ‘rage generator’. In

Global Conquest Mode, Strike Forces with the Redeemer increase the Unrest of nearby cities.

Abilities: Rage Generator

Upgrades: Garrison Infantry

nod strUCtUres noD pRoDucTion STRucTuRES

Redeemer Engineering Facility: A massive pyramid large enough to support the scaffolding necessary to construct the Redeemer, this facility also doubles as a War Factory for standard vechicles.

noD SuppoRT STRucTuRES

Voice of Kane: Propelling the messages of the prophet himself, this statue inspires nearby troops to fight with extreme fervor, increasing refire rate and armor.

Combat Support Airfield: These smaller air-pads can rearm and repair aircraft, but cannot create units like the Air Tower.

Note —Not available for Black Hand.

nod sUpport powers

Laser Fencing: This fence protects a structure from being captured by

Engineers or targeted with explosives, while also increasing armor.

Enabled At: Operations Center

Redemption: Believing a follower never truly dead, Militants who fall in the vicinity of this power resurrects them as Awakened cyborgs.

Enabled At: Operations Center

Tiberium Vein Detonation: Utilizing the research of Tiberium scientists, Nod has discovered how to weaponize Tiberium at its source.

Enabled At: Tiberium Liquidation Facility

nod Upgrades

Quad Turrets: Purchasing this upgrade adds an extra turret to all defenses.

Structures Affected: Shredder Turret, Laser Turret, SAM Turret

Researched At: Operations Center

Disruption Pods: Purchasing this upgrade allows Vertigo Bombers to drop stealth-emitting pods.

Units Affected: Vertigo Bomber

Researched At: Air Tower

Tiberium Core Missiles: Infusing warheads with the volatile crystal itself, these upgraded rockets do substantially more damage.

Units Affected: SAM Turrets, Stealth Tanks, Mantis (Black Hand only)

Researched At: Tech Lab

nod aBIlItIes

Disruption Pods: These pods are dropped from the air by Vertigo Bombers and stealth any units in the area.Units Affected: Vertigo Bomber

Requirements: Disruption Pods upgrade

Deploy Artillery Beacon: The Shadow team can work in conjunction with the

Specter artillery to drop an Artillery Beacon for long range bombardment.

Unit Affected: Shadow Team

45

Bombard Beacon: Utilizing the Shadow Team’s beacon, the Specter can bombard within the beacon’s vicinity from anywhere on the map.

Unit Affected: Specter

Deploy Reckoner: The Reckoner can deploy into a bunker only once, allowing garrisoned units to fire out and adding an extra garrison slot.

Unit Affected: Reckoner

46

BlaCk hand

BlaCk hand UnIts inFAnTRy

All Black Hand infantry units are trained at the Hand of Nod.

Confessor Cabal: Armed with machine guns and psychotropic hallucinogenic grenades, the Confessor Cabal also increases the combat effectiveness of nearby troops.

Upgrades: Black Disciples, Charged Particle Beams

Abilities: Hallucinogenic Grenades

blAck hAnD vEhiclES

Most Black Hand vehicles are built at the War Factory or Redeemer Engineering Facility.

Mantis: Fearing the superiority of GDI aircraft, Marcion demanded a dedicated anti-air vehicle. The Mantis droid is armed with a salvo of ground-to-air missiles.

Upgrades: Tiberium Core Missiles

Purifier: A predecessor to the Avatar, the Purifier comes equipped with a flamethrower and laser, while also increasing the combat effectiveness of nearby troops.

Upgrades: Purifying Flame

BlaCk hand sUpport powers

Power Signature Scan: Seeking out the enemy’s source of energy, this reveals all Power Plants on the map.

Enabled At: Operations Center

Decoy Temple of Nod: Using deception to lure the enemy into the open, this decoy Temple can fool all but the most loyal Nod followers.

Enabled At: Tech Center

BlaCk hand Upgrades

Black Disciples: With this upgrade, Black Hand flamethrower troops leads their fellow infantry squads into battle.

Enabled At: Secret Shrine

Purifying Flame: This blazing blue flame does horrific damage to enemy infantry and structures.

Units Affected: Black Hand, Flame Tank, Purifier

Researched At: Secret Shrine

Charged Particle Beams: A rapid firing green laser, these beams allow the quick decimation of infantry units.

Units Affected: Confessor Cabal, Shredder Turrets

Researched At: Tech Center

BlaCk hand aBIlItIes

Hallucinogenic Grenades: These grenades are loaded with a chemical gas capable of forcing enemy soldiers to fire upon each other.

Units Affected: Confessor Cabal

marked of kane

marked of kane UnIts inFAnTRy

All Marked of Kane infantry units are trained at the

Hand of Nod.

The Awakened: Equipped with arm-mounted direct-fire weaponry and a highimpact EMP emitter, these emotionless cybernetic warriors strike absolute fear in their enemies.

Abilities: EMP Blast, Call for Transport

Tiberium Trooper: Nod’s ongoing experiments with Liquid Tiberium have finally begun to bear fruit in the form of portable, battlefield-ready weaponry.

Abilities: Slow down vehicles, Call for Transport

Upgrades: Cybernetic Legs

The Enlightened: A Crusader of the Brotherhood, these white-plated cyborgs fire penetrating particle beams at their targets.

Abilities: Improved EMP Blast, Call for Transport

Upgrades: Supercharged Particle Beams, Cybernetic Legs

marked of kane sUpport powers

Magnetic Mines: These special mines attach to vehicles and eat away at their hulls, dealing damage over time.

Enabled At: Operations Center

47

marked of kane Upgrades

Cybernetic Legs: Promoting the merging of flesh and metal, Cybernetic Legs increase the movement speed of affected troops.

Units Affected: Saboteur, Tiberium Troopers, The Enlightened

Enabled At: Secret Shrine

Supercharged Particle Beams: These white-hot beams allow equipped units to deal increased damage, virtually melting their targets.

Units Affected: Venoms, Shredder Turrets, The Enlightened

Researched At: Tech Center

marked of kane aBIlItIes

EMP Blast: This powerful ability can temporarily disable enemy vehicles and structures.

Units Affected: The Awakened, The Enlightened

48

sCrIn

sCrIn UnIts

ScRin inFAnTRy

All Scrin infantry units are transported via the Portal.

Ravager: The fastest infantry unit in the game, capable of performing precise hit and run attacks against Harvesters and bases.

Requirements: Nerve Center, Stasis Chamber

Abilities: Tiberium Agitation

ScRin vEhiclES

All Scrin vehicles are transported via the Warp Sphere.

Mechapede: A multi-segmented monstrosity that can spawn new segments from its own body, each equipped with its own form of destructive weaponry.

Requirements: Technology Assembler

Abilities: Add Weapon Segments

Eradicator Hexapod: A mobile lifeform recycling system, the Eradicator

Hexapod gains resources for enemy units destroyed in its radius. Infantry can permanently garrison the Eradicator to upgrade its abilities.

Requirements: Warp Chasm

Abilities: Garrison Infantry, Teleport Eradicator

sCrIn strUCtUres

ScRin pRoDucTion STRucTuRES

Warp Chasm: Deploys Scrin vehicles and the Eradicator Hexapod.

sCrIn sUpport powers

Tiberium Infestation: Summons a Tiberium Hive that infects a Tiberium field, damaging all units within the infected Tiberium field over time.

Enabled At: Nerve Center

Ichor Seed: Creates a miniature Tiberium field in the targeted area.

Enabled At: Nerve Center

Overlord’s Wrath: Hurls a devastating Tiberium-saturated asteroid into the targeted area, causing extreme damage.

Enabled At: Signal Transmitter

sCrIn Upgrades

Attenuated Forcefields: Absorbs a portion of damage and one EMP blast.

Researched At: Nerve Center

Unit Affected: Gun Walkers, Seekers, Shard Walkers (Reaper-17 only)

Note —Not available to Traveler-59.

Shard Launchers: Replaces Plasma discs with corrosive and powerful

Tiberium shards, increasing weapon damage.

Researched At: Technology Assembler

Unit Affected: Seekers, Photon Cannons, Plasma Disc Launchers

sCrIn aBIlItIes

Tiberium Agitation: Causes extreme damage by detonating Tiberium contained within a refinery or harvester.

Unit Affected: Ravager

Add Weapon Segment: The Mechapede spawns an extra weapon segment, of which eight can be added.

Unit Affected: Mechapede

reaper-17

reaper-17 UnIts

REApER-17 vEhiclES

All Reaper-17 vehicles are transported via the

Warp Sphere or Warp Chasm.

Shard Walker: By launching hazardous Tiberium shards, the Shard Walker positions itself as one of the strongest anti-infantry and anti-aircraft units.

Upgrades: Blue Shards, Attenuated Forcefields

49

Shielded Harvester: Protected with a forcefield, the Shielded Harvester can withstand more damage than the standard Scrin Harvester.

Reaper Tripod: Using its Tiberium-charged Conversion Beam, the Reaper

Tripod packs a punch with a green laser that can tear through even the toughest armor.

Requirements: Technology Assembler

Abilities: Conversion Beam

Upgrades: Forcefield Generator, Conversion Reserves

reaper-17 strUCtUres

REApER-17 SuppoRT STRucTuRES

Growth Stimulator: When placed in the middle of Tiberium Field, the Growth

Stimulator increases Tiberium regeneration and provides a constant flow of additional resources.

50

reaper-17 sUpport powers

Shock Pods: Spawns several veteran squads of Shock Troopers to the targeted location.

Enabled At: Signal Transmitter

reaper-17 Upgrades

Blue Shards: Increases the damage of Tiberium shard-equipped units.

Researched At: Technology Assembler

Unit Affected: Seekers, Shard Walkers, Ravagers

Conversion Reserves: Increases the Conversion Beam storage capacity, allowing for more green laser shots.

Researched At: Technology Assembler

Unit Affected: Devourers, Reaper Tripods

traveler-59

traveler-59 UnIts

TRAvElER-59 inFAnTRy

All Traveler-59 infantry are transported via the Portal.

Cultists: Naturally unarmed, Cultist units use mind control on enemy units to turn them against their creator.

Abilities: Mind Control

Prodigy: Equipped with Blink Packs, the Prodigy is capable of blink-teleporting onto the edges of an enemy encampment, seizing control of an entire regiment, and staging a mutiny without ever drawing attention to itself.

Abilities: Teleport Allies, Blink Pack, Mind Control, Area Mind Control

traveler-59 sUpport powers

Temporal Wormhole: Significantly reduces the rate of fire and speed of all units within a targeted area.

Enabled At: Technology Assembler

traveler-59 Upgrades

Advanced Articulators: Increases the movement speed of infantry units.

Researched At: Stasis Chamber

Unit Affected: Disintegrators, Assimilators, Shock Troopers, Ravagers, Cultists

Traveler Engines: Equips Devastator Warships and Planetary Assault Carriers with a permanent speed boost.

Researched At: Technology Assembler

Unit Affected: Devastator Warships, Planetary Assault Carriers

51

you plAyed the GAMe. Now plAy the Music.

ea soUndtraCks and rIngtones avaIlaBle at www.ea.Com/eatrax/

52

gloBal ConqUest

The Global Conquest is a strategic game of territory control and world war, fought over the Tiberiuminfected Earth of 2047. You and up to two other players can choose one of the three primary factions to play, with each faction also encompassing your sub-factions. However, each game must always have three players, with the core factions represented by either a player or computer opponents. Your goal is to eliminate the other players from the map, or achieve your faction’s alternate victory condition.

To start a Global Conquest game, click GLOBAL CONQUEST in the Main menu then click NEW GLOBAL

CONQUEST. If you are new to Global Conquest, check out the Tutorial to familiarize yourself with the rules and user interface.

gloBal ConqUest gamesCreen

Support Powers

Command Bar

Mini-Map

Resources

Global Condition

Bar (see Victory

Conditions on p. 55)

Next Base/Next

Strike Force

Sidebar

Contextual Window

globAl conQuEST bASicS

Each player begins the game with four bases placed around the world, and each faction is denoted by a house color on the world map.

➤ GDI—Gold

Nod—Red

Scrin—Purple

bASES

Bases are the foundation of your army, and are denoted by a Construction Yard portrait on the world map. Select your base by left-clicking on the portrait image. The contents of the base will be displayed in the sidebar on the right side of the screen. For details on base abilities, see Base Abilities below.

STRikE FoRcES

Strike Forces are compositions of units that can move freely around the world. Strike Forces are denoted by a Diamond icon on the world map, and share the same house color of the primary faction.

Select a Strike Force by left-clicking on the Diamond. The contents of the Strike Force will be displayed in the Sidebar on the right side of the screen. Strike Forces are recruited from Bases. For details on

Strike Force abilities, see Strike Force Abilities below.

AREAS oF inFluEncE

All Bases and Strike Forces have an Area of Influence, denoted by a large ring that surrounds them. The Area of Influence determines what your Bases and Strike Forces will affect in the world, and also how far away your Strike Forces can interact with Bases. For Strike Forces, this ring also denotes their movement range.

RESouRcES

Your resources are displayed under the Mini-Map in the upper right of the UI. Resources are used to

Upgrade Bases, recruit Strike Forces, deploy Support Powers, and more. At the beginning of every turn, players earn additional resources from Tiberium and Cities.

TibERiuM

Tiberium blankets the Earth in 2047, and can be seen as the green substance covering the world map.

Tiberium within your base’s Area of Influence are harvested every turn, contributing to your resources.

The thicker the Tiberium looks on the world map, the more resources that area generates.

As the Tiberium gets harvested, those areas become worth less every turn, so remember to expand your operations into new areas to maintain a steady income.

ciTiES

Cities are denoted by small rectangles on the world map, and have two primary attributes—Population and Unrest. Population is denoted by the number of white frames around the city, ranging from no frames (tiny population) to a full frame (full population). Unrest is denoted by the color of the city, ranging from blue (little Unrest) to red (full Unrest).

Cities within the Area of Influence of a base are considered to be controlled. Each faction influences controlled Cities in different ways, and also gains additional resources from those Cities each turn.

GDI Bases

Nod Bases

Scrin Bases

➤ Increase Population and Decrease Unrest

The higher the Population, the more resources GDI receives

➤ Increase Unrest

➤ The higher the Unrest, the more resources Nod receives

Decrease Population

➤ The Scrin receives resources each Population level that is decreased

STRATEgic STRucTuRES

Strategic Structures can be purchased at Tier 3 Bases by left-clicking the Build Strategic Structure button in the Command Bar. Strategic Structures unlock new Support Powers, and may also grant new technology like Epic Units.

Note: The Scrin Threshold Tower Strategic Structure is required for their alternate victory condition.

Epic uniTS

Each faction has a special unit known as the Epic Unit. These include the GDI M.A.R.V., the Nod

Redeemer, and the Scrin Eradicator. For more information, see Units on p. 40. These units can be part of any Strike Force, but the base requires a special Strategic Structure in order to recruit them. These include the GDI Reclamator Hub, the Nod Redeemer Engineering Facility, and the Scrin Warp Chasm.

After building these Strategic Structures, Strike Forces with the Epic Units become available.

SuppoRT poWERS

Just like the tactical game, Support Powers are special weapons you can deploy to gain a strategic advantage. Support Powers are unlocked via upgrading base Tiers, and eventually building Strategic

Structures. As you gain Support Powers, they are displayed along the left side of the screen. Most

Support Powers cost resources to use, and only one of each Support Power may be used at a time.

bASE AbiliTiES

Bases can perform the following actions via the Command Bar at the bottom of the screen:

Recruit Strike Force This button allows you to recruit Strike Forces composed of your favorite units. For more information on Recruiting Strike Forces, see page 72.

Upgrade Base Tier Bases can upgrade from Tier 1up to Tier 3. As a base gains new Tiers, its

Area of Influence increases and the base unlocks new Support Powers and unit technology.

Build Strategic Structure Tier 3 bases can build a Strategic

Structure, which may unlock new Support Powers or lead to special units or victory conditions. For more information on Strategic Structures, see page 70.

Upgrade Base Defenses Bases can be upgraded with extra defensive weapons. This makes the base stronger in both auto-resolve and real-time battles.

Upgrade Base Power Bases can be upgraded with extra Power Plants. This makes the base stronger in both auto-resolve and real-time battles.

Repair Base Bases that are damaged from battle can be repaired to full operational capacity.

STRikE FoRcES

Strike Forces are compositions of units, ranging from small scouting groups to devastating battalions.

Strike Forces are denoted by diamond symbols on the world map, and can perform the following actions:

Move

Right-click the world map to issue a Movement Order. A Strike Force’s movement range is denoted by the surrounding Area of Influence. If you give a Movement Order outside this radius, your waypoint path will have several markers and it will take multiple turns to reach your destination.

53

54

Attack

Build Base

Upgrade Strike Force

Transport

Port Move

(GDI and Nod only)

Airlift Move

Wormhole Move

Aggressive Stance

Right-click an enemy Strike Force or base to issue an Attack Order. Attack

Orders follow the same waypoint rules as Movement Orders.

Strike Forces with an MCV or Drone Ship can build a new base. To build a base, left-click the Build Base icon in the Command Bar. You must then place the new base by left-clicking the ghosted base image within the

Strike Force’s immediate movement range. The base will be completed at the beginning of the next turn, at which point the MCV or Drone Ship will be removed.

When within the Area of Influence of a Tier 3 base, a Strike Force can

Upgrade itself. This provides the Strike Force with all the available upgrades for the respective units.

Transport Move allows the Strike Force to move long distances around the world. Left-clicking the TRANSPORT button (when available) displays all the valid destinations throughout the world.

Allows the Strike Force to move between two ports in the world.

Ports are denoted by a City with an Anchor icon. To issue a port move, the

Strike Force must be next to a Port.

Allows the Strike Force to move between two Tier 2 or Tier 3 bases. To issue an Airlift Move, the Strike Force must be within a Tier 2 or Tier 3 base’s Area of Influence.

Allows the Strike Force to move between two Wormholes. To issue a

Wormhole move, the Strike Force must be close to a Wormhole. The

Wormholes are spawned via the Scrin Wormhole Support Power.

Selecting this icon puts the Strike Force into Aggressive Stance. The Strike

Force then automatically engages and chases any enemy Strike Force or base in their Area of Influence.

Repair Strike Force Strike Forces that are damaged can be repaired and have all their missing units replaced by using this ability. Strike Forces must be within the Area of

Influence of a base in order to repair.

REcRuiTing STRikE FoRcES

Strike Forces are recruited from Bases. Each Strike Force has a required Resource Cost and Tier level based on the units it contains. For example, a simple Strike Force composed of basic infantry will be cheaper and can be built at a Tier 1 base. A Strike Force composed of Mammoth Tanks and Firehawks will be more expensive and can only be built at a Tier 3 base.

The Recruit Strike Force screen allows you to choose the Strike Force you’d like to purchase. Strike

Forces that cannot be purchased are greyed out, and a flashing red symbol indicates what prerequisite is missing.

Note:

For details on Custom Strike Forces, see Creating Custom Strike Forces on p. 55.

ThE phASES oF gAMEplAy

Gameplay in the Global Conquest Mode is split into three specific phases. The Action Phase allows you to give orders to Bases and Strike Forces, including movement and attack orders, and queue up support powers. The Powers Phase is when all queued Support Powers are executed, followed by Strike Force movement commands. The Battle Phase is when all battles are fought and resolved. After all battles are resolved, the game automatically transitions to the next turn, at which point all previous turn’s build orders are executed and new resources are gained.

bATTlE

When enemy Strike Forces and/or Bases collide on the world map, they engage in battle. Battles are denoted by a yellow square surrounding the participants, and can be easily found by clicking the crosshair icon in the Command Bar during the Battle Phase. The battle can be activated by left-clicking within the yellow square on the world map.

bATTlE EngAgEMEnT

The Battle Engagement screen shows what forces the player and the computer AI have in their arsenals. Unit portraits are displayed for Strike Forces, and structure portraits are displayed for Bases.

Battles can be resolved either in real-time or by auto-resolving.

AuTo-RESolving

Battles can be auto-resolved by clicking the AUTO-RESOLVE button at the bottom of the engagement screen. Auto-resolving fights the battle automatically at the world level, and determine a winner by calculating the strength of each army.

REAl-TiME

Battles can be fought in real-time by clicking the REAL-TIME button at the bottom of the engagement screen. Real-time battles occur in the tactical RTS game, with each side controlling the forces seen in the engagement screen. Strike Forces with MCVs or Drone Platforms can construct bases in the tactical game as well. Real-time battles end when one side has lost all of their units and structures. The winner can never return to the strategic layer with more forces than what they brought in, but losses in the real-time battle persist back to the strategic layer.

Note:

The computer AI becomes more challenging in real-time battles as their difficulty setting increases.

vicToRy conDiTionS

Military Victory

All sides can win the game by destroying all the other faction’s bases.

Alternate Victory

Condition

GDI

The alternate victory progress of each faction will be displayed in the

Global Condition Bars, which are under the Mini-Map. The bars fill as each faction gets closer to achieving their Victory Condition.

Acquire 33% of the land area under their Area of Influence.

You can expand your Area of Influence by constructing and upgrading the

Tiers of more Bases.

Brotherhood of the Nod Raise 24 Cities to the full (red) Unrest level.

Scrin

Increase Unrest by gaining cities under your base’s Area of Influence.

Construct 9 Threshold Towers.

Build Threshold Towers at Tier 3 bases through the Strategic Structures menu.

CreatIng CUstom strIke forCes

Players can create their own custom Strike Forces to use in the Global Conquest Mode. To create a new custom Strike Force, click GLOBAL CONQUEST MODE in the Main menu then select STRIKE

FORCES. You may also click CREATE CUSTOM from the Recruit Strike Force screen during Global

Conquest Mode.

To create a new Strike Force:

1. Click GLOBAL CONQUEST MODE in the Main menu then select STRIKE FORCES.

a. Then click CREATE in the opening dialog box.

2. You may also click CREATE CUSTOM from the Recruit Strike Force screen during Global Conquest Mode.

3. Select your desired Strike Force faction by clicking the logos.

a.

Note

—If entering the process directly from the Recruit Strike Force screen, only logos pertaining to your current Global Conquest faction will be available.

4. In the Customization Screen, double left-click the name of the unit you’d like to add. You may right-click the name to remove a unit.

a. Use the Tabs to cycle through different unit types.

5. When your customization is complete, click ACCEPT.

6. Click in the text box and type a name for your Strike Force.

7. Click ACCEPT to continue; you may then create or edit more Strike Forces.

Each unit in the game has an associated Global Conquest cost, Tier level, and size factor. The combination of these elements determine your Strike Force’s cost, size, and what Tier base is required to recruit the Strike Force. Custom Strike Forces have a maximum of 50 slots, with larger units taking up multiple slots.

Note: The Size of the Strike Force affects the Strike Force’s base cost. Light Strike Forces cost

500 points, Medium Strike Forces cost 1000, Heavy Strike Forces cost 2000, and Ultra Heavy Strike

Forces cost 3000.

55

56

performanCe tIps proBlems rUnnIng the game

• Make sure you meet the minimum system requirements for this game and that you have the latest drivers for your video card and sound card installed:

For NVIDIA video cards, visit www.nvidia.com to locate and download them.

For ATI video cards, visit www.ati.amd.com to locate and download them.

• If you are running the disc version of this game, try reinstalling DirectX from the disc. This is typically found in the DirectX folder on the root of the disc. If you have Internet access, you can visit www.microsoft.com to download the latest version of DirectX.

general troUBleshootIng tIps

• If you have the disc version of this game and the AutoPlay screen does not automatically appear for installation/playing, right-click the disc drive icon found in My Computer and select AutoPlay.

• If the game is running slowly, try reducing the quality of some of the video and sound settings from the game’s options menu. Reducing the screen resolution can often improve performance.

• For optimum performance when playing, you may like to disable other background tasks (except the

EADM application, if applicable) running in Windows.

Internet performanCe IssUes

To avoid poor performance during Internet play, be sure that you close any file sharing, streaming audio, or chat programs prior to entering gameplay. These applications can monopolize your connection’s bandwidth, causing lag or other undesirable effects.

This game uses the following TCP and UDP port(s) for Internet play:

UDP Ports: 8088-65535

Please consult your router or personal firewall documentation for information on how to allow game related traffic on these ports. If you are attempting to play on a corporate Internet connection, contact your network administrator.

teChnICal sUpport

If you have trouble with this game, EA Technical Support can help.

The EA Help file provides solutions and answers to the most common difficulties and questions about how to properly use this product.

To access the EA help file (with the game already installed):

Windows Vista users, go to Start > Games, right-click the game icon, and select the appropriate support link from the drop-down menu.

For users on earlier versions of Windows, click the

Technical Support link in the game’s directory located in the Start > Programs (or All Programs) menu.

To access the EA help file (without the game already installed):

1. Insert the game disc into your DVD-ROM drive.

2. Double-click the My Computer icon on the Desktop. (For Windows XP, you may need to click the Start button and then click the My Computer icon).

3. Right-click the DVD-ROM drive that has the game disc and then select OPEN.

4. Open the Support > EA Help > Electronic_Arts_Technical_Support.htm file.

If you are still experiencing difficulty after utilizing the information in the EA Help file you can contact EA

Technical Support.

EA TEchnicAl SuppoRT on ThE inTERnET

If you have Internet access, be sure to check our EA Technical Support website at:

http://support.ea.com

Here you will find a wealth of information on DirectX, game controllers, modems, and networks, as well as information on regular system maintenance and performance. Our website contains up-to-date information on the most common difficulties, game-specific help, and frequently asked questions (FAQs). This is the same information our support technicians use to troubleshoot your performance issues. We keep the support website updated on a daily basis, so please check here first for no-wait solutions.

TEchnicAl SuppoRT conTAcT inFo

If you need to talk to someone immediately, call our Technical Support team (Monday through Friday

8 AM – 5 PM PST):

Telephone: US 1 (650) 628-1001.

Note: No hints or codes are available from Technical Support.

Website: http://support.ea.com

Mailing Address: EA Technical Support, 9001 N I-35 Suite 110, Austin, TX 78753

lImIted 90-day warranty

Note:

The following warranties only apply to products sold at retail. These warranties do not apply to products sold online via EA Store or third parties.

Electronic Arts limited Warranty

Electronic Arts warrants to the original purchaser of this product that the recording medium on which the software program(s) are recorded (the “ Recording Medium”) and the documentation that is included with this product (the “Manual”) are free from defects in materials and workmanship for a period of 90 days from the date of purchase. If the Recording Medium or the Manual is found to be defective within 90 days from the date of purchase, Electronic Arts agrees to replace the Recording Medium or Manual free of charge upon receipt of the Recording Medium or Manual at its service center, postage paid, with proof of purchase. This warranty is limited to the Recording Medium containing the software program and the Manual that were originally provided by

Electronic Arts. This warranty shall not be applicable and shall be void if, in the judgment of Electronic Arts, the defect has arisen through abuse, mistreatment or neglect.

This limited warranty is in lieu of all other warranties, whether oral or written, express or implied, including any warranty of merchantability or fitness for a particular purpose, and no other representation of any nature shall be binding on or obligate

Electronic Arts. If any such warranties are incapable of exclusion, then such warranties applicable to this product, including implied warranties of merchantability and fitness for a particular purpose, are limited to the 90-day period described above. In no event will Electronic Arts be liable for any special, incidental, or consequential damages resulting from possession, use or malfunction of this Electronic Arts product, including damage to property, and to the extent permitted by law, damages for personal injury, even if

Electronic Arts has been advised of the possibility of such damages. Some states do not allow limitation as to how long an implied warranty lasts and/or exclusions or limitation of incidental or consequential damages so the above limitations and/or exclusion of liability may not apply to you. In such jurisdictions, the Electronic Arts’ liability shall be limited to the fullest extent permitted by law.

This warranty gives you specific rights. You may also have other rights that vary from state to state.

RETuRnS WiThin ThE 90-DAy WARRAnTy pERioD

Please return the product along with (1) a copy of the original sales receipt showing the date of purchase, (2) a brief description of the difficulty you are experiencing, and (3) your name, address and phone number to the address below and Electronic Arts will mail a replacement Recording Medium and/or Manual to you. If the product was damaged through misuse or accident, this 90-day warranty is rendered void and you will need to follow the instructions for returns after the 90-day warranty period. We strongly recommend that you send your products using a traceable delivery method. Electronic Arts is not responsible for products not in its possession.

EA Warranty information

If the defect in the Recording Medium or Manual resulted from abuse, mistreatment or neglect, or if the Recording Medium or

Manual is found to be defective after 90 days from the date of purchase, choose one of the following options to receive our replacement instructions:

Online: http://warrantyinfo.ea.com

Automated Warranty Information: You can contact our automated phone system 24 hours a day for any and all warranty questions:

US 1 (650) 628-1001

EA Warranty Mailing Address

Electronic Arts Customer Warranty, 9001 N I-35 Suite 110, Austin, TX 78753

57

Command & Conquer 3 Deluxe Edition © 2008 Electronic Arts Inc. EA, the EA logo, Command & Conquer and Command & Conquer 3 Tiberium

Wars are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All Rights Reserved. This product contains software technology licensed from GameSpy Industries, Inc. © 1999-2007 GameSpy Industries, Inc. All rights reserved. GameSpy and the “Powered by GameSpy” design are trademarks of GameSpy Industries, Inc. All rights reserved. RenderWare is a trademark or registered trademark of Criterion Software Ltd. Portions of this software are Copyright 1998-2007 Criterion Software Ltd. and its Licensors. All other trademarks are the property of their respective owners.

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