Copyright Notice
You are not permitted to copy any or all of this guide under any circumstances. If you would like to post this guide on your own website we would be glad to give it to you, so just mail us and we will give you the legal right to post it on your site so long as you are willing to make a link to our site, The Command and Conquer Index and enclose all of this introduction in full as well as giving credits to the author. Also. If you become the greatest Tiberian Sun player in the world purely because of this guide you must give us 20% of the profits (we accept cheques and all major credit cards :-).
Not much use in these. Best used in packs. Use them to take out rocket infantry which attack your Titans.
Disc Thrower
GDI
Barracks
The substitute for grenaders. In low tech level games these are ideal for taking out buildings, get some light infantry to defend them and you're sorted.
Medic
GDI
Barracks
Mainly only useful on missions when you are tight on troops. Put them in guard mode to make them heal nearby units automatically.
Engineer
GDI
Barracks
One of the most important infantry units in the game. Although they are unarmed and slow they are incredibly helpful by capturing enemy structures which can be really annoying in multiplayer. Can also repair broken bridges by sending them into the hut at either end.
Jump Jet Infantry
GDI
Barracks + Radar
Use them for discovering the map and picking off enemy infantry wandering around the map. Avoid the temptation of using them to take on an enemy base by themselves as they are expensive and they are very vulnerable to SAMs.
Ghoststalker
GDI
Barracks + Tech Centre
A fine piece of work. His lovely rail gun goes through units 'like a hot knife through butter'. Don't place him behind your own units or structures as he will shoot through them to get to his enemy. Health can be regenerated in Tiberium fields.
Mobile Construction Vehicle
Both
War Factory + Tech Centre
By far the most important unit in the game as it is able to turn into a base. Other than that slow and defenceless so always keep it well defended. Keep a good eye on it when it is deployed too because if it's destroyed you're crippled for life.
Harvester
Both
Refinery + War Factory
Harvesters harvest the Tiberium which gets you money. Like the MCV these are defenceless so it is important to defend them as they are a popular choice for enemy attacks. The more of these you have the faster cash will gush in, so build many.
Amphibious Armoured Personell Carrier
GDI
Barracks + War Factory
The APC can speedily carry up to five infantry units. Very useful for pulling off sneaking little attacks on the enemy base, particularly when it's full of engineers. If you don't have a clear run then you will have to defend it as it has no weapons.
Wolverine
GDI
War Factory
These units are incredibly fast. Armed with two chainguns it can make short work of Nod infantry, especially while in packs. Unfortunatly Nod Tick tanks can make short work of it as it is very lightly armoured.
Titan
GDI
War Factory
The Titan is the backbone of GDI military and the closest they've got to a tank. These will probably end up being your primary unit, but they have one fatal weakness: Rocket infantry. These buggers can take out a Titan before you know it so always tag along some Wolverines with them.
Multi-Launch Rocket System
GDI
War Factory + Radar
This is a speedy hover unit. It's missiles are pretty weak but capable of taking out enemy air units and lasers from outside their range. They can also travel on water, making them the only unit which can escort defenceless APCs
Mobile Sensor Array
GDI
War Factory + Radar
The MSA can uncloak cloaked Nod units and structures. These become vital in later missions when Nod concentrate more on stealth. Scatter them around your base to alert you of stealth attacks. Don't spread then out too much so you can have back ups if they get destroyed.
Disrupter
GDI
War Factory + Tech Centre
Presenting the unit with the most beutiful weapon: the Disruptor. Whatever you do, don't let these units get behind your own as their powerful beams will cut through anything to get to their target. When in a melee always aim for the enemy unit furthest towards the back as it will shoot through the other units to get to it. Apart from its great weapon these are very slow with only medium armour.
Mammoth Mk II
GDI
War Factory + Tech Centre
Armed with a powerful railgun and anti-infantry/air rockets it slowly lumbers around the battlefield, towering above any other units. Unfortunatly you're only allowed have one at a time and they are quite slow but you can always fly them around on a Carryall. Still, you can do alot of damage with just one.
Orca Fighter
GDI
Helipad
Really fast. But quite weak. Best used in bunches to take out almost anything. Just make sure they have nothing to do with deadly SAM sites.
Orca Bomber
GDI
Helipad + Tech Centre
Their armour makes up for their slow speed. Absolutely great for crippling your foe in one sweep. With a force of about five or six you should be able to take out any structure. Also great for taking out wandering enemy units and seriously injuring tank rushes before they become a threat.
Carry All
GDI
Helipad + Service Depot
In my opinion these are more harm than they're worth. Useful in shipping Mammoths off to far corners of the map quickly. Other than that they are too time consuming to be of much of a benifit.
Light Infantry
Nod
Hand of Nod
Nod equivalent of the GDI's light infantry. You would only really use these units early on in the game or if resources are scarce.
Cyborg
Nod
Hand of Nod
A more powerful version of the Light Infantry. Leave them in a Tiberium field for a while and there health will gradually regenerate to full. When they drop into the red health zone they lose their legs, which unfortunately do not grow back in Tiberium.
Rocket Infantry
Nod
Hand of Nod
Very effective when used in the right way. A bunch of these can pummel a Titan to the ground in no time. Spread them out in your base as a cheap defence against air raids.
Engineer
Nod
Hand of Nod
Does the same stuff as the GDI engineer. See above.
Cyborg Commando
Nod
Hand of Nod + Templpe of Nod
Possibly the most powerful Nod unit. Like the GDI's Mammoth Mk. II - in infantry form. You are only allowed one at a time but it can last a very long time with frequent recharges in Tiberium. Known to take out Mammoths by itself.
Mutant Hijacker
Nod
Hand of Nod + Templpe of Nod
These units can climb into any enemy vehicle and hijack it - allowing you to control it. When the vehicle is destroyed the hijacker will jump out ready to use again. A rather sneaky trick is to pack a subterranean APC with them and surface next to an enemy War Factory - especially when they're just after building a Mammoth.
Attack Cycle
Nod
War Factory
Attacking should be the last thing on your mind with this unit. Can defend against both air and infantry quite effectively and is very fast. Best used for scouting.
Tick Tank
Nod
War Factory
Double clicking on this unit will deploy it. It will nestle into the ground, turning into a structure (but you can't repair or sell it). In it's structure form it can take much more of a beating. Double click again to un-deploy.
Mobile Repair Vehicle
Nod
War Factory
These are always great to have around. Scroll down to look at the Key Controls: Waypoint mode to learn how to get them to race around your base healing everything they come across.
Artillery
Nod
War Factory + Radar
When deployed these units can fire a powerful shell in a long graceful arch to the enemy. Excellent for defending your base but equally effective at laying siege to the enemy base. Just back them up with some other units.
Subterranean APC
APC
War Factory + Tech Centre
Same as GDI APC but it can tunnel underground at surprisingly fast speeds. Can be detected by MSA. Send in several empty APCs along with your primary to really confuse your enemy. Also induces a lot of panic.
Stealth Tank
Nod
War Factory + Tech Centre
These are speedy units, armed with rockets and can cloak, making them invisible to the enemy (they appear slightly transparent to you). MSAs can detect them in the same way as Subterranean APCs. They must uncloak to fire.
Devil's Tongue
Nod
War Factory + Tech Centre
Another underground unit which can be detected by MSA. These units spray a blast of fire at the enemy making them great for killing infantry but not so good for armoured vehicles. Pop them up right beside an enemy barracks, just make sure their aren't too many bigger units around.
Weed Eater
Nod
War Factory + Tiberium Waste Facility
These are the same as Harvesters but they harvest Tiberium veins, which kill most other vehicles. Defend them with cyborgs. When you have enough weed it can be made into a devastating chemical weapon.
Harpy
Nod
Helipad
Armed with a chaingun these are great for taking out wandering infantry, but not rocket infantry. Used in groups they are very effective against nearly all structures. Try to wipe out and anti-air stuff first.
Banshee
Nod
Helipad + Tech Centre
Using stolen alien technology the Nod have developed the Banshee. This is a speedy craft which delivers bursts of plasma onto the target. Again, best used in groups.
The Construction Yard is the basis of your base. It allows the construction of other buildings. It is essential that this is greatest defended building as if it destroyed you will be sorely crippled. Building a second will increase output by 50%. A third will not make any difference.
Pic 1
Pic 2
Power Plant
None
None
The power plant provides power to other structures. Building your first Power Plant gives access to build other structures. The GDI power plant can be upgraded by fitting on turbines - doubling the output.
Pic 1
Pic 2
Tiberium Refinery
Tech
Requirements
This is where your harvester dumps its load. The Tiberium is then refined and turned into credits. It is advisable to have several Refineries on maps where there is no shortage of Tiberium and plenty of Harvesters - the more for you, the less for everyone else.
Pic 1
Pic 2
Barracks
Tech
Requirements
Allows the training of infantry units and the construction of Guard Towers. Some infantry, such as Ghoststalker, require other buildings to be built beforehand.
Pic 1
Pic 2
War Factory
Tech
Requirements
This is where all your vehicles are built. Building a second War Factory increases production by 50%. Building a third will not make a difference. The reason for this is to prevent the tank rush tactic.
Pic 1
Pic 2
Silos
Tech
Requirements
Your Refinery can only hold a certain amount (2000) credits. Filling the Refinery beyond this is just a waste so silos can be built to store 1500 worth of overflow credits.
Pic 1
Pic 2
Structure
Tech
Requirements
Description
Nod
Name
Tech
Requirements
Description
Pic 1
Pic 2
Construction Yard
N/A
N/A
The Construction Yard is the basis of your base. It allows the construction of other buildings. It is essential that this is greatest defended building as if it destroyed you will be sorely crippled. Building a second will increase output by 50%. A third will not make any difference.
Selecting a bunch of units and using this command will put those units in a group. You can now select those units simply by pressing the number you assigned for them. This is especially useful to call in air units to assist your ground forces when attacking an enemy base.
CTRL + Click
This will force your units to fire on something that is not usually given the 'shoot' cursor. This can be used to blow up trees and bridges.
ALT + Click
Sometimes your vehicles will refuse to squash enemy infantry when commanded to drive past them. Pressing 'ALT' and clicking on a man (even one of your own) will tell it to flatten him.
CTRL + ALT + Click
When you have a unit(s) selected you can tell them to escort other units by selecting the unit(s) and press CTRL + ALT and clicking on the unit you want escorted. Use it to protect your harvesters.
CTRL + F9-F12
This will save the location of your current screen position so you can zoom back there at the press of a button. Good places for this are the enemy bases, Tiberium patches and popular patrol patterns used by the computer.
G
Selecting a unit and pressing 'G' will put him in Guard Mode. He will become more aggressive and will attack any unit that comes into range.
X
Pressing this key when you have a group of units selected will make them scatter a short distance in random directions. This is especially useful for avoiding explosive damage like cluster missile and dodging orca bombers.
S
The selected units immediately stop moving.
E
Pressing 'E' will automatically select all units on the screen. It is useful for concentrated fire or retreating.
H
Centres screen on construction yard.
N
Computer moves you on to your next unit. If ever your base has been totally demolished and you cant find any of your units, then this is the key for you.
Q
Because your units are pretty dumb they will most likely saunter into an enemy base when commanded to cross the map. Holding down the 'Q' key will give them waypoints they must pass to side foot danger. Very useful for discovering maps too.
1) Build a refinery 2) Build a barracks 3) Destroy Nod forces in the area
You can't do Mission 1? Oh dear me. This should help anyway. When you get control of the game build a Tiberium Refinery and secure the base. Use your infantry to escort the harvester to the nearest Tiberium patch. It shouldn't be too much trouble to kill the Nod forces around it. If your harvester gets destroyed your in real trouble, so don't let it happen. Make a barracks and start training infantry as quickly as possible. Group your men into about 3 sets and explore the map, killing every enemy you see. Don't forget to continue to train infantry while you're doing this. When you're confident that all the patrolling Nod forces have been destroyed it's time to get the base in the north east.
Mission 2: Secure The Region
1) Destroy SAM sites 2) Destroy Nod base
Move the MCV (Mobile Construction Vehicle) to the south east a bit where there is more Tiberium. Deploy it and build Power Plant, Refinery, Barracks, War Factory, Refinery and two harvesters. Move some Wolverines towards the hill near your base and take out the first two SAM sites. The next bunch of SAMs have a few enemies around them, but nothing major. Start making plenty of Wolverines, infantry and disc throwers and send them southward. Make two or three Vulcan Cannons to defend your base and continue building Wolverines. When you have the SAMs destroyed evacuate the civilians with an Orca transport. Make a few engineers to repair the bridges to get over to the Nod base in the east. Barge into the Nod base with your big army and kill everything you come across. You will probably suffer heavy lossesbut don't worry about it.
Mission 3A: Capture Train Station
1) Destroy Nod structures 2) Capture Train Station
Capture the relay station to the west with an engineer. Stay out of the searchlights. Once this is done you will be sent some reinforcements. Go west and you will come across another relay station. Kill the cyborgs and capture it to receive more reinforcements. Gather your forces and cross the bridge. You will encounter some enemies who will try to blow up the bridge and you will probably get seen in the searchlight. If they blow the bridge, repair it with an engineer by moving him into the little hut. Move east and north, killing as you go. Repair the bridge and cross it. Head through the village to the north, but be careful. Then go west, you will cross some railroad, and then you will be beside the Nod base. Pile in some engineers, avoiding the lasers and capture as many building as you can. Sell non vital structures (including Construction and War Factory) to buy infantry. Destroy the lasers in the south and then destroy the power plants. They should now have low power which will make it easier to destroy the base.
Mission 3: Secure Crash Site
1) Locate crash site 2) Capture Nod Tech Centres
Start building your base. You will keep getting attacked so put up some Vulcan cannons all around your base and build enough units to defend. You will also need a good few harvesters to keep the cash flow up. When you are on your feet start making lots of Titans. Send then to the Nod base which is to the north east of your starting position. Stay out of the lasers range when attacking them. Then move in to destroy/capture the rest of the base. Make your way to the UFO to the south east. You will need more titans to destroy the tick tanks which are blocking your way. When you arrive at the UFO you will notice a tick tank shooting at it. Kill the tank as quickly as possible because you will lose the mission if the UFO is destroyed. Gather a large army, along with plenty of engineers, to get the Nod base north of the UFO. Break your way in so that the engineers will be able to capture the tech centres.
Mission 4: Defend Crash Site
1) Hold out until reinforcements arrive 2) Keep UFO intact
Train as many light infantry and disc throwers as possible. Put the majority of your units in the northern entrance, as it gets the most attacks. The west also gets attacks and don't forget about the south. Leave a few units inside the base to defend against subterranean APCs. When the reinforcements arrive the computer sends it largest attack. Survive it and you complete the mission.
Mission 5A: Destroy Radar Array
1) Destroy three relay stations 2) Destroy Radar Array
Doing this mission will make the next mission much easier. Destroy the Relay Station near your starting position a get the reinforcements. Go on the not so obvious route south to enter the Nod base in the east. Kill any Nod units on you way. If you see any Tiberium life forms do not shoot them or they will attack you. Destroy all the power plants and then the relay stations. Go through the tunnel in the north and you will come across the radar array from behind. Have a fair few units as they are quite well defended.
Mission 5: Rescue Tratos
1) Rescue Tratos 2) Evacuate Tratos 3) Destroy Nod base and test site
If you haven't done Mission 5A this mission is extremely hard so do it now. If you have done it use the mutants to kill the Nod troops that are around and get the mutant hijacker into the tick tank. Save regularly. Soon you will come across some more Nod units. You must kill the attack buggy because it will drive off and alert Nod of your presence. Further down the road there is a Nod light infantry man firing upon a Tiberium boar. Killing the infantry man will make the boar become your friend and kill any Nod troops. Follow the ledge around the Nod base and use the tick tank to destroy the laser and radar. Use the mutants to take out the nearby infantry, power plant and Hand of Nod. Gather you units and move them into the base. When time runs out Tratos will appear. Bring him back to the pick up point. Deploy your MCV beside the blue Tiberium field and start building your base. Make plenty of titans and harvesters. There are some more Tiberium fields which the Nod are using to the west. Move some Titans up there and take them out along with the power plants. Then you can take your time in destroying the rest of the base.
Mission 6A: Destroy Vega's Dams
1) Destroy the dams
There are many ways to destroy the dams in this mission but this is one of the most effective ways. Move south to the path that heads north up to a small Nod base. Destroy the base and take out the units that come over the bridge. Next destroy the SAM sites to get some reinforcements. Move south east and you will come across a Devils tongue flame tank. Do not use infantry against it as it will slaughter them. Continue along and follow the road beside the Tiberium. When you get more reinforcements take the north east road, killing the infantry you come across. Blowing up the cargo truck will give a healing crate. Go north and kill everything you see - but leave the SAM sites for now. Go west through the city and destroy the tick tanks. Destroy the SAMs and more reinforcements will arrive. Use an engineer to repair the bridge and then cross it. Kill all Nod units and structures you see before going back to the bridge and killing the tick tanks and cyborgs. Go west around the cliff and then go north. Capture the Nod structures if you want. Then blow the dam and destroy the other one over the bridge too.
Mission 6: Destroy Vega's Base
1) Destroy Nod base 2) Capture Vega's Pyramid
Deploy MCV and start making your base. Destroy any SAM sites around your base while constructing Vulcan towers and your own SAMs as well as Titans. Put five engineers into an APC and move your army south to take control of a Nod base. When you have a large enough force of Titans move them over the bridge to destroy the main base. Capture the Pyramid after the base is gone.
Mission 7: Capture Hammerfest Base
1) Find the GDI base 2) Recapture the base 3) Destroy all enemy units and structures
Quickly follow the water going north, avoiding enemy fire. Leave the healing crates for now. When you get to the slope kill all the Nod units but make sure the APC is safe. Continue north west and destroy the lasers with the MLRS and then destroy the radar. Move up the slope to the north and destroy all the Nod structures that can be reached with the MLRS. You will not be able to reach the Hand of Nod. Go south east then north then north east and you will come across an obelisk of light. Luckily it is offline as you destroyed the power plants earlier. Do not attack the Hand of Nod yet as you will want to capture it in a minute. Go north under the bridge and kill the Nod units and capture the Hand of Nod. Train a few infantry and then head back to the water, following it along the top of the map. When you get to the end move south and destroy the power plants while getting an engineer to capture the construction yard. When you have control of the base build a few SAMs and repair any damaged buildings. Send out your Tiberium harvesters to get some money and start building units. Send them out to destroy any Nod SAMs. Build up a large force of Titans, Orca Fighters etc. and take out the main base.
Mission 8: Retrieve Disrupter Crystals
1) Locate and destroy the train's engine (The crystals are in the cargo carriage) 2) If you do not destroy its engine before Nod repairs the bridge the train will go to the Nod base and you will have to fight your way in to the crystals.
Capture the Hand of Nod to the south at the beginning to get some more infantry if you want but its not vital. Put your infantry into the APCs and then go east. Go up the cliff then turn south and go to the bottom of the map. Move west and you will come across a small Nod base. Unload the infantry and get the MLRSs to blow up the lasers. Plough into the base, capturing any building you can with engineers. Destroy the trains engine and take the crystals.
Mission 9A: Rescue Prisoners
1) Find Nod Prison 2) Evacuate Prisoners
To the north ease of you drop off point there are some friendly mutants which will help you. Then move south until you are at the bottom of the map, then east. When you cross the bridge go south and then east again. Soon you will come across a river at which turn north. Use the mutant hijacker to get the Artillery and cross the bridge. When you are safe on the other side blow it up. Destroy everything that your Titans and Artillery can reach from outside the base. Then destroy the prison which will release the prisoners. Destroy the four SAMs which are located in the base and at the evacuation point.
Mission 9B: Destroy Chemical Supply
1) Find a good base location 2) Destroy Nod Chemical Station
Move east with your Disrupters leading the way until you reach a small Nod base. Crush the base (including the chemical tanks) and go just behind it, up the slope. Set up your base here. Quickly put up your base and slap some defence towers around. Lay pavement on the ground to stop subterranean units. Spread your buildings out as missile attacks are very frequent. Do not put all your units in a group as they will take more damage that way. Make some MLRS and send them off on the water to destroy SAM sites. Do not send vehicles over the Tiberium veins it will destroy them, infantry however are immune to it. Build a hoard of Orcas and a large army of Titans to take on the Nod base. Ghostalker will appear in the south west corner when you cross the bridge in the north west (if you have done Mission 9A). Get him on the train in the north to proceed to Mission 9C.
Mission 9C: Mine Power Grid
1) Destroy power plants
The train attracts most of the enemy fire at the beginning so escape while its taking a battering. Move to the north west corner of the map before going south where you will meet the first group of power plants. Use Ghostalker to destroy them and then continue south to find two more power plants. Ghostalker can get between the lasers to get to the power plants but be careful.
Mission 9: Destroy Chemical Missile Plant
1) Destroy missile silos 2) Destroy all enemy units and structures
Follow the road going south and set up your base beside the blue Tiberium. Start making units including Mobile Sensor Array (MSA). If you did not do Mission 9B you will find a small Nod base to the east. Capture it with engineers but be careful that Nod does not re-capture it by making engineers in the Hand of Nod. Obelisks of light defend the main base further to the east. Send a large attack over to take them out. Use MSAs to see the remaining Nod forces.
Move south east until you reach the lake. Turn east and you will come across a small Nod base. Destroy the lasers and capture the APC. Get your units inside and go past the river in the south east before going south until you reach a bridge going north east [Phew]. Follow the bridge north east. Soon you will come across the Nod base. When you see it go north towards the cliff edge. Tell the APC to surface beside the war factory and then go back underground when the reinforcements arrive. Start building a base and an army to destroy the Manufacturing Facility.
Move west and you will come across a slope. Head up and west and then take the slope down to the middle level. There is a base to the east which you will have to gain entry. Kill the units inside and hi-jack the APC. Some terrain has just been revealed to the west. Get your units into the APC and head for this area. Go to the lowest level and start moving west. You will soon come across a wall unload you units and kill the Nod forces. Get back in the APC and continue west once again. Some reinforcements will arrive when you come across the second wall. Meet up with them and start building your base. Build up an attack force to destroy the Prototype Manufacturing Facility.
Mission 11: Survive The Storm
1) Protect the Kodiak 2) Destroy all Nod forces
Begin building a base around the Kodiak. Be prepared for some battering from Artillery. Remember: you can repair the Kodiak with the spanner icon as if it were a structure. Once you've settled yourself; send your units southwards and take control of the Tiberium field. Begin harvesting as quickly as possible. There are some Nod harvesters to the north-east. Move some offensive units up to destroy them. When you've churned out a large enough force, send then to the north of the map, with an MSA. Start moving east. Destroy all the cloaked power plants you come across. Send a secondary force to the east of the southern Tiberium field and destroy the harvesters and Obelisks. Now Nod is at your mercy and you can move in and finish off their base.
Mission 12: Final Conflict
1) Secure drop-off point for MCV 2) Destroy all ICBM launchers 3) Destroy the Pyramid Temple 4) Destroy all remaining Nod forces
You should have no problem taking out the small Nod base at your drop off point. When it is secured your MCV will arrive so you can start building your base. Build a few harvesters (the timer starts when the start harvesting) and start harvesting. Fill an APC with engineers and move it to the north east corner. Send it south and you will find an abandoned GDI base from the original C&C. Ah memories. Anyway, move the old Mammoth Tanks south east to the Obelisk of Light and destroy it. The next part requires some good timing. Build a Barracks but do not place it anywhere yet. Quickly send in your engineer-filled APC and capture the silos. Once the first one is captured slap the barracks down beside it (set it as primary by double clicking) and start churning out loads of engineers. Capture everything you can. Locate the nearby ICBM and destroy it. Now that you can build Nod units make a few Artillery and attack the Power Plants and Obelisks in the Nod base to the south. Send in some engineers and capture the remains. Destroy the second ICBM. Build some MRLSs and move them west. You will come across an Obelisk which you should destroy with Artillery. When that’s gone you shouldn’t have a problem with the rest of it. Leave the ICBM for last. The main Nod base is in the east. When you have enough units send them over and smash it. Congratulations! You’ve finished Tiberian Sun as GDI.
1) Build a Tiberium Refinery 2) Destroy Hassan's Elite Guard
Build the refinery and some light infantry, probably 10 to 15. Let the lasers kill the soldiers and APC in the beginning. Keep about 5 back as base guards and send out the rest. Search the whole map and kill any enemies you encounter.
Mission 2: Retaliation
1) Capture TV Station 2) Destroy Hassan's Elite Guard
Deploy the MCV and build a refinery, power plant, and hand of nod. Make a force of infantry, about ten, and a few engineers. Take them north and kill the 2 soldiers and the laser. Go across the bridge (if it's broken repair it with an engineer). On the other side of the bridge there is a TV station. Capture it and a bunch of your soldiers in the enemy's base will pop up and start attacking it. Take your troops in and help, then go for the base in the south. With the new troops you should be able to destroy it. Or you could capture the base in the south first, then go on to take the one in the north.
Mission 3A: Free Rebel Commander
1) Locate and free Rebel Commander
Start by taking your units south and then going through the tunnel, killing any enemies on the way. Go into this base and 1) shoot the trucks, take the troops across the bridge after you have repaired it and rescue the guy (you will lose a few units to the laser and tick tank this way), and hurry back to the transport . This is possible, it may be hard but just keep at it or 2) take the engineers and capture the base. You have to wait until the harvester is in the refinery before taking it. Get the hand of nod too, and make some more engineers for the rest of the base. Get lots of infantry, rocket and normal, and go in and decimate their base. Then, take the guy back to the helicopter to win. The second way is a more sure-fire way, and is recommended.
Mission 3: Destroy Hassan's Temple
1) Destroy enemies on far side of bridge 2) Build a base 3) Destroy Hassan's Temple
This mission is now easier if you did the optional one. First off, go across the bridge and kill all the enemy. You can destroy the buildings, but better to wait a while and then capture them. Build your base, but make sure you crank out about 15 tick tanks. Go northwest to take Hasan's temple. You may have to repair the bridge, so bring some engineers. You can rush into the pyramid's plateau, and kill it with your tick tanks, and you shouldn't lose too many, or wait and get more units and kill everything, including the lasers. Once the temple is gone, you win.
Mission 4A: Blackout
1) Destroy GDI radar installation+
Build your base, and defend it well. When you have a large enough force, send an engineer to repair the bridge to the north, and destroy the base (or capture it, if you want, and build some GDI stuff), then blow up the cliff wall and head into the main base and destroy it. That's it.
Mission 4: Eviction Notice
1) Locate Temple of Nod 2) Destroy all GDI forces
Get a lot of tick tanks, and head south, after constructing your base, of course, and destroy the small GDI base there. Get some rocket guys, too, because they send some of those annoying jump jet soldiers after you. Get a ton of tick tanks, and rocket guys too, and send them south to the bridge, then north to the GDI base. You should be able to defeat it, if you have enough troops. At the top, left corner there is the temple, which will end the mission if all the GDI are dead. If not, look at all corners of the map until you find them.
Mission 5: Salvage Operation
1) Retrieve artefacts from UFO 2) Prevent transportation of the Tacitus
This may be the hardest mission to complete if you don't know what you are doing. Take your force and kill the guys in front of you. Follow the train tracks until you get to two bridges. Go on the bottom one. Try to avoid the patrol. Follow the tracks past the GDI base, and kill only the two wolverines they send at you. Then, go to the north east corner of the map as fast as possible. If you aren't detected, then that's good. Send your engineer and an escort around the left side of the cliff, until you see a huge wreck. Send your engineer inside that, then move the escorts back to the other location. Now, you can sacrifice one unit you have left, and try to lure the GDI into fighting the other Nod forces. Take an infantry unit preferably, and send it to sight-range of the base, when the enemy come for you, run south and up the ramp to the other Nod outpost. The GDI will fight the Nod, and both of them will have fewer units to send at you. If the GDI destroy the laser, then you will have an easier time. If there is another nod attack buggy and troops on the cliff, take yours over there, and lure them down, you will probably attract the attention of the GDI, too. Then, race it back down to the others, and follow the tracks, all the while going very fast, into the nod base. Destroy the train quickly, or as is suggested, kill the engineer trying to fix the bridge, then kill the train. You did it! Another way to beat this mission is to follow the train with the Attack cycle, and when it gets to the stations, shoot it. At the second station you will destroy the engine, then the caboose. This takes about 3 minutes.
Mission 6A: Capture Umagon
1) Capture train station before Umagon leaves OR 2) Destroy locamotive if Umagon boards the train
Build a lot of tick tanks! After you have about 15 or 20, head north, then west to the bridge. Fix it, and go over it. Go west, and kill the tiny GDI base. Move west into the city, and kill the GDI stuff in the city, then go to the tunnel, burrow the tick tanks, and wait for Umagon. You should easily destroy the train, and win the mission.
Mission 6B: Capture Umagon
1) Destroy GDI search lights without detection 2) Capture the Medical Colony in the base before Umagon can escape
Build lots and lots of tick tanks and artillery, and some scout cycles scout out most of the areas around the three Mobile Sensor Arrays. Take your force and blow them up, this should be easy, enough. Then, go into the GDI base, and destroy the train. You will then capture Umagon.
Mission 7: Sheep's Clothing
1) Capture GDI Construction Yard 2) Capture Mutant base with GDI units
Ok, this one is the most interesting mission yet. All you have to do to begin with is capture the enemy base, which is easy, as you already control most of it. Next, build your base as usual, but make a ton of titans, I suggest thirty, then go to the east and through the gate. Kill all the mutants here, and then go across the bridge. Kill the helipads and obelisk of light first, then go in and wipe out the base, making sure to blow up the civilian unit north and a little to the east of the ramp down. After you do this, it's another win for you.
Mission 8A: Excort Bio-Toxin Trucks
1) Locate Bio-Toxin Trucks 2) Escort Trucks to point east of the base
Go north, and then east through the Tiberium. Have the Cyborg Commando kill everything. Go to the bridge, and go a little out on it. It should blow up, so repair it, then go across, and kill everything with the Cyborg again. Take the trucks behind the Cyborg, but give them some rear cover too, and go to the top right part of the map. Send the trucks out, and you win.
Mission 8: Destroy GDI Research Facility
1) Conatct mutants 2)Destroy GDI forces at tunnel and road 3) locate and destroy Research Facility
If you got the trucks, you can launch one missile in this one. Start by sending the spy north, kill the GDI unit, and find the mutants. They are stupid, but will help you and follow you. Head west to the tunnel, then move north through it. Kill the troops on the other side making sure not to let the spy die. Then come reinforcements. Put your base on the cliff above the tunnel. Get the pre-built structures. Build a huge force of tick tanks, about 30, and send them east, wipe out the base, and go across the bridge through the ditch until you get to the other side. Kill all the GDI stuff, then destroy the big building at the back of the base.
Mission 9: Villainess in Distress
1) Locate and rescue Oxanna 2) Escape in captured GDI Orca Transport
First of all, get your troops together at the same place, then send all of them over the ice except the Tick tanks. Send them over one at a time, and if you wait for the ice to re-freeze, they won't fall in. go south and east. Ignore the message about her being moved. Go through the tunnel and take out the titans. Capture the War Factory and the Refinery, when the truck is in it. Take the Cyborg north and free the engineers. Take them down and capture the Construction Yard, and the power plant, if you took out the barracks build up a large force of Titans, and keep Slavick safe! Get Slavick into the orca. Then, go blow up the base at the bottom left, all you should need is a couple of Titans and Cyborg, take Oxanna to the transport, and the mission ends.
Mission 10A: Establish NOD Presence
1) Find and defend the old base 2) Destroy GDI forces
Move to the northeast, in a straight line is best, and fix up the base. Get the weed eaters going immediately; don't let the veins get near your base. Get a scouting force together (use Devil Tongues) and send it all over the map to find the GDI, and then build defences. Blow the GDI away with missiles and follow up missile attacks with Tick tanks or other units, if you choose. Be careful that the veins never reach your base. Once the GDI are gone you have won the mission.
Mission 10B: Protect Waste Convoys
1) Start a base and make a Tiberium Waste Facility 2) Destroy GDI forces
First; make a base with lots of rocket infantry, because you will need them. Make a force of about 30 or 35 Tick tanks, and send them north to the GDI base. Don't build a waste facility until after you have killed GDI! With this force, you should be able to take the base, and then move west to take out the barracks, Hover tanks, and Titan. Also clean up the towers. Also watch out for enemies on the cliff to the west of you, there is a barracks over there in the city to take care of, too. After the GDI are dead, place the facility somewhere, and you will win the mission.
Mission 11: Mammoth MkII Prototype
1) Use spy to infiltrate Communications Centres 2) Destroy Mammoth MkII
Send the spy east, and avoid patrols. Go past both bridges, and go into the Communication Centre. Watch out for the Titan. After this, send over the MCV and support group, and build a base under the Comm. Centre (you should have no problem taking out the Titan). Make your defences as normal. Get about 10 Cyborgs and put them in an APC. Take them north of the test site, and then destroy the base with them. Go further east and shoot at the Mammoth. It probably won't die, but it will be weakened. Send in some more Cyborgs until it does die.
Mission 12: Capture Jake McNeil
1) Capture GDI base in the west 2) Capture and evacuate Jake McNeil
Get everyone into the APCs. Go west, and don't get hit by the spotlight, until you get to the big ski lodge like thing. Go further west, and try to hurry, until you get to a cliff. Get out the rocket soldier, and have him blow it apart. Go up, and then unload the guys and go down the ramp until you get into the base. Kill the guards with toxin soldiers, and capture everything. Hide your toxin soldiers behind a building, and make a few Wolverines, and send them up to the cliff with the APC'S. When Jake comes in, hide from the Wolverines, and shoot him once, then take him to the APC. Send your Wolverines out to kill the other ones, and take the same route back to the start spot. Then, put Jake into the underground APC.
Keep the spy safe! Go north, (eliminate the patrol) and up at the top of the base, shoot the cliff to make it collapse. Take the spy into the Comm. Centre. Go back north and a little east until you hit a wall. Blow it up, then go east into the Comm. Centre. Go east and destroy the cliff, keep going east, hit another cliff, send in the spy, then go all the way east, and go south all the way, then go west to the APC. All very sneakily, of course.
Mission 13: A New Beginning
1) Deploy ICBM launchers at specified locations 2) Build the Temple of Nod
First, build your base and capture the power plants. If you did the optional mission, then you get the Ion Cannon. This helps a lot. When you get missiles, then send missiles at the Command Centre (send Devil's Tongues all over to scout), then Ion Cannon it. Now that it has been taken care of, or while it is being taken care of, or before, get the first ICBM up to the spot just north of you. Guard it heavily. Next, get an APC; load it with 3 cyborgs, 1 cyborg commando, and an engineer. Go to the bridge on the right, fix it (it should be damaged from your earlier scouts, and send them all to the beacon. Have the troops guard the ICBM. During this time, send about 30 tick tanks up the left road with the other ICBM. Get it to the bridge, and send an engineer to fix it. Go over the bridge, and go to the beacon, while having some units provide cover fire. (Note, you should have destroyed the firestorm generator/wall with an ion cannon blast) That's it! Now sit back and watch the ending.