===== OBELISK COVERT OPERATIONS WALKTHROUGH =====

v1.01
October 3, 2002

Created by Arc (arc@planetcnc.com)
September 28, 2002

http://www.planetcnc.com/obelisk
http://www.freewebs.com/ccfz


== Global Defense Initiative ==

1. Blackout
2. Hell's Fury
3. Infiltrated!
4. Elemental Imperative
5. Ground Zero
6. Twist of Fate
7. Blindsided

== Brotherhood of Nod ==

8. Bad Neighborhood
9. Deceit
10. Eviction Notice
11. Tiberium Strain
12. Cloak and Dagger
13. Hostile Takeover
14. Under Siege
15. Death Squad


1. Blackout
--------
Get the $2000 from the church then get the commandos to the power plants at full health. 
The MCV will arrive, stop it so you can avoid the turrets when you are ready to start 
setting up. Back to the commandos, have them switch off and cover each other while 
blowing the plants up. Only one needs to survive though, two is a bonus. Now use their 
sight to expose the left part of the map and set up the MCV. The key is to get 3 Refineries 
going as quickly as possible while establishing a fundamental defense of a few tanks, 
grenadiers, and maybe an Advanced Guard Tower. The commandos should remove the turrets 
in the Tiberium field and one of them will probably be killed by the minigunners but make 
sure at least one stays alive. That one will go on to fend off about 100 enemy soldiers while 
taking exactly 0 damage. The Advanced Comm. Center should go up without a reg Comm Center, 
as the Ion Cannon is important for hitting the Obelisk and draining their credits slowly. As 
the defense is stable and the harvesters begin to start rolling your credits up around 2000 
start building Helipads. By this time a Hummer should have gotten close enough to their base 
to see where the major buildings/units are. Airstrikes should take out one Construction Yard
(though it will be rebuilt by the other) and also the Hand of Nod if there is a large, 
expensive group out front. After you have toyed with them enough you should have a large
squad of tanks/grenadiers that should split up and block the 2 routes to your base. At this
point attacking one of their harvesters is a good idea to clear their base of enemies and 
cripple their funds. Your units should handle what they have very easily. The engineer raid 
may come around this time, but the commando is still alive, so have him ready to guard your
old MCV route. He will have no trouble with 5 engineers if you are controlling. At this point 
you will look like Scipio Africanus as you have 10 Orcas ready and 2 legions ready to attack 
the entries, simultaneously. This attack from three sides will absolutely crush the large 
base, just clear the SAMs as best as possible with the ground units, then watch as all 3 
teams join up to obliterate the Advanced Power Plants and Refineries. Now you can finally 
stop ignoring the small base in the Northwest. Send the Orcas to take out the Obelisk, despite 
the SAM sites. Then use your joined ground team to destroy all but the Temple of Nod. Once 
you attack it the super nuke will launch, probably destroying your Weapons Factory and 
Maybe C-Yard as well if you don't sell quickly, but it shouldn't matter now. The other base 
may have popped up again in skeleton form, but the tanks/Orcas can easily handle mere buildings. 
A harvester might be sitting in some Tiberium; an Airstrike might take care of him or else you can 
send the Orcas to finish them off and end this long but routine mission.

2. Hell's Fury
--------
What is great about this mission is that it shows how a smoke signal can be
more useful than 50 tanks. Anyway take your boys right and take out the turrets
while fending off gunners. Watch out for the flamers as you move far enough into 
their base to get reinforcements. Usually the rule is to capture whatever is worth 
more than the engineer, but you might want to take the Hand of Nod here. It 
doesn't really matter. Once you have established the base and stopped the odd 
streamline of gunners running towards the area like the ice cream man is in your 
base, you have a choice. Most people will tell you to work as quickly as possible 
to build an Orca to get the transport helicopter, load it with grenadiers/engineers, 
and send it to Delphi's signal to take out the Power Plants before the Temple is 
built. However as usual I like to make it as challenging as possible without being 
impossible, so I took my sweet time. Whenever you have a base I will tell you to 
build 3 Refineries. Also put an AGT at the bottleneck point. Once you have 3 
Refineries you will profit from the field right of your base and can build a strong 
team of tanks/grenadiers to stop the constant teams of recons. Also send a hummer 
to check the whole bottom half of the map and have an APC or two in your group to 
stop the commandos that will inevitably arrive. Finally the nuke strikes, targeting 
the AGT and hitting your units if they are in poor position. Just to be extra daring 
I didn't start the Power Plant assault until my harvesters had to go to the midfield 
Tiberium, exposed to bike attacks. Now I finally launched the transport chopper 
with an unusual dogleg first directly over one SAM, then moving right while it is 
still in the shroud to avoid a SAM from the top left base. 3 Grenadiers is enough 
to take out the top turret, then blow open the concrete/chain fence so the engs 
can slip through. Building a barracks in the area is a good idea. I would keep one 
plant, sell one, and destroy the other 4. Then put some gunners on the spots. I held 
off on the Temple for a while. First I wanted to get their harvesters. Send your whole 
team to the middle and pummel the first harvester, Nod will then send an enormous 
but light army of up to 100 units, but it's full of recons/buggies/flame tanks. I ended 
up with about 10 tanks left, which I then moved to the other Tiberium field to take the 
other harvester out. Nod was still trying to resupply so I was able to make an initial 
assault on the pathetic powerless base. My units didn't survive but I took out a few 
things, including the Airstrip. In your base you should have another group of 10 
tanks/grenadiers each that can join up. Hopefully you rebuilt the AGT since another 
nuke strike can come if you played my style. The new group can take out most of the 
remaining scraps while your all infantry team finishes off the remaining buildings in 
the top right corner. Bring the APC along for the group of infantry hanging out at the 
cliff trying to reach your Temple killers. Overall this might take a few restarts but just 
save before fighting the flametroops and navigating the transport and the mission barely 
registers as difficult for a good general.

3. Infiltrated!
--------
This one is pretty routine once you have re-established your base. The beginning 
takes some quick clicking though. Sell the Refinery immediately or the mission 
is lost. Repair the northern Guard Tower and crank out a few grenadiers to get 
the guys in the middle of your base. Target the flametroopers quickly before 
they cause extensive damage to your buildings (repair money can cost you the 
mission too). Build a Refinery instantly and hope you can place it where the old 
one was before the turret shows up there. Now with the leftover scratch continue 
repairs, especially on the northern Guard Tower. Bring home your old harvester 
from the field, the Refinery will be shared. Have the harvesters gather from the 
stuff close to your base, as you need to quickly establish a few tanks on defense. 
If the concrete wall gets a hole in it near the Guard Tower, you'll also need an 
APC or else the lone engineer raids will get by the Guard Tower. Also get a hummer 
to discover the Tiberium in the two corners, and then suicide him as far into the 
Nod base as possible. Once you have about 10 tanks (grenadiers don't work this 
time) to withstand the light armored attacks and another Refinery (3 harvesters 
always), it is time to start building the Orcas. Four was enough for me. Send them 
to take out the harvesters, as there is no gigantic rush from the computer this time. 
This will take a while since there are 2 harvesters and they will be rebuilt until 
there is no money left. Keep doing it while watching/building your tanks and make 
sure the Guard Tower never goes down. You are then ready for the initial rush 
which should destroy many of their units and a few structures but will probably 
be destroyed eventually. Have your second wave built up, and send the Orcas on 
the new harvesters because Nod probably sold some structures before you finished 
them. The second wave should crush the leftovers and clear the SAM Sites, allowing 
Orcas/Air Strikes to join in as you finish off the rest of the base with ease. Everyone
plays this mission pretty much the same way since the map is mostly featureless.

4. Elemental Imperative
--------
This is easier than Nod Mission 1. If you want to do the boring old way you group 
everyone but the commando as unit 1 and him as 2. Then go north and use the hummer 
to distract the flame tank while everyone else kills it. Continue moving northwest, 
using the commando on soldiers and tank on tank. You will get to the bridge battle. 
Focus first on the SSMs, then fight the tanks as you slip your commando through and 
take the 2 crates. Now a much more fun way and a way to practice for Blindsided is 
to take just a commando and a tank. I would take just the commando if it weren't for 
the sandbag barrier. Anyway send them northwest, avoiding the flame tank. The tank 
is only there for the sandbag wall, so use the commando on the 3 bazookas. Then just 
run the tank straight through the light tank, stealth, and infantry and keep firing at 
the sandbags until a hole is made. It will be killed soon after, probably taking out 
some flametroopers accidentally. Now the commando should just ignore the tanks and 
take out the infantry. Avoid getting run over and keep moving him into the slot by the 
river, and the tanks will actually go back to their original places, leaving the commando 
with a sliver of red health. The transport chopper will have arrived so maneuver it 
over and get the commando in and up quickly, as the stealth will come for the transport. 
On the hill, carefully snipe the bazookamen, then go down to the plain. You could stay 
up north and avoid detection, but I chose to have the commando outrun the 4 missiles 
that are fired at him and laugh as you take the crates. 

5. Ground Zero
--------
This mission would be very easy if it weren't for a mere flame tank. Group 
your grenadiers and minigunners separately. Send the grenadiers north, 
taking out the bazooka and gunners. Try to keep your guys at full health. 
Now continue sending both groups north. Avoid the Tiberium as you go up 
the very right edge of the map. Once you get to the open space left of there 
stop. This is one of the trickier parts of the Covert Operations. The generic 
walkthrough gives the brilliant advice "destroy the flame tank." Don't try it. 
Group everyone but one minigunner together. Send the one gunner left of the 
cliff's edge. The flame tank will follow him. Quickly run the rest of your group 
up the north trail while also doing your best to manage the gunner distraction. 
Should your northern team make it through a Buggy may attack when you 
aren't in position, but it's ok to lose a unit or two. The important thing is that 
the flame tank returns to its original position and leaves you alone. Now send 
your team left and then take the lower passage through Tiberium. Hug the cliff 
to avoid losing health. Now quickly move left and shoot open the fence around the 
research buildings. Get the 3 delegates out and run to the southern passage. A 
nuke will bomb the place and 2 flame tanks will finish off some poor civilians. 
Fortunately they should leave your main group alone as they take out a few 
infantry. At this point they need to stay put And you must focus on the 
reinforcements. You have a hummer and some bazookamen. The bazookas are 
worthless. Take the hummer south and clear out all of the infantry in the area. 
The hummer should have at least 3/4 health when more reinforcements arrive, 
which includes your savior the Medium Tank. Send everyone up the same north 
path as before and again stop before the flame tank. Leave everyone but a 
hummer and the tank behind the right cliff line. Then position the tank in the 
center and draw out the flamer with the hummer. Circle your tank while still 
firing at the flamer and the tank should quickly be destroyed with no damage 
coming to you. Now get everyone up to the northern Tiberium area and do the 
same thing with the hummer/tank on the 2 Flame Tanks. The hummer still should 
be at least 1/2 health. Finally everyone unites and you make 4 groups, 
vehicles/grenadiers/bazookas/delegates. Lead with the tanks and follow closely 
with the infantry with the delegates trailing. The 2 hummers should clear all of the 
infantry for a while. But watch out for a surprise rear attack by 2 bazookas. I 
sent the grenadiers back to take them out. Soon you will run into a group of infantry 
supporting a light tank. Send the hummers/grenadiers at the infantry and use your 
tank/bazookas on the light tank. A hummer may get destroyed at this point but it's 
no problem this far in. The last big threat is a surprise flame tank, but the tank and 
well positioned bazookas make it just a scare. Just keep advancing and taking out the 
remaining scraps until you reach the smoke cleared area. Then it's finally time to set 
the delegates free and get them to the bluff where the transport chopper will pick one 
up and take him stage right. Alarum, fanfare, exeunt.

6. Twist of Fate
--------
First you need to move your tank down to the rest of your guys, because it's 
taking damage. The Engineers will be shredded, just start joining the land group 
and the air group. Once the enemies are destroyed, sell the right Guard Tower. 
The extra minigunners are extremely helpful. You have to move extremely quickly 
northward. Lead with the vehicles and take out the first group. When you reach the 
2 tanks, have the Orcas focus on one and your other group on the other. Keep 
moving quickly and take out as much of the northernmost squad as possible, hopefully 
leaving just the tank which your Orcas can get. When the MCV arrives, get it down to 
the smoke signal quickly and try to avoid damage from the Nod Apache. Build Power, 
Barracks, Refinery. Expose the Tiberium left of your base so the Harvester doesn't 
go wandering. Work towards a Weapons Factory, Repair Bay, and Adv. Guard Tower. 
Always send a Minigunner or Technician to the northeast corner of the map so you don't 
have to worry about Airstrikes. Put the AGT at the entry to the little Tiberium patch 
above your base. Get a good collection of Med. Tanks built up while maintaining your base. 
You then need to take the middle base. Take the northern passage again and hit the Power 
Plants along the northern part of the base. Then you should go to the northwest corner of the 
map and take out those 2 Power Plants as well. You will suffer losses, and expect a large 
counter attack. I tried for a very long time to do this without sandbagging, but it just takes 
too long to do. You need to buy time to get credits. So use a Hummer to scout their base in 
the southwest corner. There's actually only 2 routes, so get as close as you can for now and 
seal them off. Then you can take the middle base. At some point Nod will start firing Nukes 
at the AGT. You can sell it when you hear the warning message, or if you're really cheap you 
can use the nuke cheat. Save the game when the explosion occurs but before the flash, then 
exit c&c (thanks Maarten!). Anyway the middle base will fall fairly easily if the Obelisk is 
offline. Knock out the SAM if you need Orca support. The middle will now become your 
primary base. You'll need 2 Refineries (for the magical total of 3), and a Hand of Nod/Airstrip. 
Also get an Adv. Comm Center if you don't have it yet. You need to uncover Nod's base at 
this point, so you can cut off the Harvesters. It will probably take about 3 Stealths, so build 
them. Use your Orcas on any Nod units waiting at the sandbags if possible. Then sneak the 
Stealths in from both entries. Use one at a time and you should uncover the whole base, 
and one can probably make it back out. Then close the sandbag barrier into their entry 
points. Try to get the Harvesters outside, because Nod will spend the money rebuilding 
them even though they can't collect. Now that you have won the economic battle, the mission 
is basically won. But you need time. The Ion Cannon becomes a big weapon here. Meanwhile, 
start building a gigantic Light Tank army. Whenever the Ion Cannon is ready, hit the Obelisks 
along the east side of their base. Also, you may want an Orca army. I used a group of 7, but 
by the end of the mission I found I didn't really need them. When you have the huge Light Tank 
army with some Flame Tanks supporting, you are going to perform a siege. When the Obelisks 
stop being rebuilt, move your group to cover the entire right side and northern point of the 
base. The tanks should automatically fire on the SAM Sites and the units all along the cliff. 
Eventually Nod will not have enough credits to rebuild the SAM Sites. Then you should either 
use the Orcas on the Power Plants, or just rush the base with everyone, starting with the Power 
Plants in the south. The Ion Cannon might have taken care of all the Obelisks anyway though. 
The siege will filter out many of the units that were waiting inside. Cleaning up is pretty easy. 
Unfortunately you only get Airstrikes yourself when all the SAM Sites are destroyed, 
which is about 1 minute before the end of the mission. 

7. Blindsided
--------
The theme of this mission is pretty obvious, one man vs. the world. Snipe the 
flamethrower immediately and move left. Snipe the closer Bazooka, then get 
the other one. Restart if you take damage. Go study the northern passage just 
a bit, but avoid the Harvester and Turrets. Now go back left and take out a 
guy or two on your way to their base. This is tricky because you have to kill 
guys while you are on your way to blowing up the Turrets, or else they will 
shoot you. The infantry that emerge from the Turrets and SAM Sites are the 
commando's biggest threat of the mission. Clear out all the infantry before 
you take out the SAM Sites, and hope that every man is killed in the explosion. 
With the SAM Sites down, 5 Engineers arrive to help. Capture the 3 Adv. 
Power Plants, Airstrip, and Hand of Nod. Leave the Comm Center alone! Sell 
2 Plants and build an Artillery, then sell the Airstrip. Build a Flamer, 2 
Engineers and as many other units as possible, then sell the Hand. Make three 
groups (Commando, Artillery, Infantry) and start moving east. Put the Commando 
on the passageway to the left of the Tiberium, where he will be ambushing the 
enemy soon. Then take the Artillery up the northern passage, keeping as close to 
the water as possible. Once you see the 2 Adv. Power Plants, destroy them. 
Leave everything else alone. Infantry will make a pathetic charge through the 
Tiberium where your Commando is waiting to pick all of them off. Now start 
attacking the base right away. Take some technicians as targets along with your 
Flamer and expose as much of the base as possible, incinerating enemies still 
inside. Then take all your Minigunners and attack the Obelisk, ignoring the 
Turrets. While this is going on, rush the Commando and Engineers through. 
Capture the C-Yard immediately, but wait for the Harvester to be in the Refinery, 
or else the mission is lost. Hold back the Harvester until you take out the Turrets. 
Also send someone over to take out the Comm Center from the first base while you 
capture and destroy the remains of the second base. Be very aware of a possible 
enemy Transport Chopper raid that includes 2 Commandos. Use the Artillery or at 
worst, Commando if it arrives. Once you control the south bank your own Transport 
Chopper arrives, along with Air Strikes, which will be your main weapon. You'll 
need Engineers. Get 2 or so and have the Commando, Flamer, and Bazookaman go 
across on the first expedition, once the smoke signal has been lit. Have another 5 
fresh guys ready to be transported right after. Have the Commando cover the 
Engineer while he captures the Hand. If the Silos in the north have Tiberium, capture 
them too. Quickly destroy the Turrets and seal off the entry with sandbags, but 
keep your infantry outside. Explore the 2 routes to the enemy bases as much as possible, 
because eventually you'll have to sandbag them in to get Tiberium. Again I don't like 
sandbagging, but you won't have an Airstrip for a while, so you have to buy time. Get 
rid of the enemies that were at the north bank, then keep your guys as far south as 
possible to avoid possible SSMs/Apaches. I ended up with just the Hand. Get all infantry 
into the third base. Use Air Strikes on the weak shelled tanks and do whatever you need to in 
order to move the sandbag barrier away from your base and closer to theirs. This might take 
a long time. I used the Transport Chopper to put a few guys down and got it out right away. 
The key to winning the mission is halting all of their Harvesters. Eventually your Harvester 
will start running out of Tiberium. You will have to be able to build a new Refinery. But you 
cannot do this until the east Tiberium is safe. The main trouble is Stealths. Take your 
Commando back to the south bank while your Flamer and other units (in my case, one Bazooka) 
try to fight up to 5 Stealths. They should be hanging around your base walls, so what I did 
was force fire with the Flamer, and follow the smoke trail. Eventually I got them all, but had 
no infantry left besides the Commando. I was also fairly low on credits. In order to get the 
new Refinery, I had start building, sell the 2 Adv. Power Plants, Comm Center, and then the 
Refinery. If you just sell the Refinery without starting construction, you will lose credits 
and could lose the mission. But once the Refinery is running and safe, you are in great shape. 
Start gathering, your goal is an Airstrip finally. The Apaches might chase, so have some 
Bazookas around and take out both of them. Otherwise they are extremely annoying. Keep 
using the Air Strikes and opening up more of the field while this is happening. Once you have 
established the usual minimal defense team, build a Stealth and Artillery. The Artillery should 
handle the cluster at across the lake. The Stealth needs to uncover the whole map. Most 
important is the northeast base. It is surprisingly weak. By now you should have sandbagged 
both enemy bases off, but other tanks will still be out on the battlefield. In the northeast 
base, have the Stealth fire at the far right SAM Site. They should be desperate enough to sell 
it. Hide the Stealth. Then take a raid team of Commando, 3 Engineers, and Flamer in the Transport 
Chopper. Stay right to avoid the SAMs. Land and capture the C-Yard and a Silo. Build a Hand 
right next to the Yard. Use the Commando on all the infantry lurking, and an Air Strike on their 
Hand if you want. Or just destroy it normally, because it is too close to the Turret. Open up a 
sandbag to let the Harvester in the Refinery so you can capture that as well. But look out for 
the Turret, it can hit it. Remove the 2 southern Turrets, possibly with tank support. Then clean 
up the rest of the base, and kill the other Harvester if it's in the area. You also need to get rid 
of the left Turrets, but watch out for them blowing a hole in the wall and letting a bunch of tanks 
in. Capture the Comm Center and sell it if you have one still. Build a few Flame Tanks, then use 
your army to remove the rest of the enemy units on the field. Now you just have to deal with the 
fifth base. It was surprising easy for me. First I used 2 Air Strikes on the C-Yard and Adv. Power 
Plants, they should all be destroyed. This knocks off the Obelisks. I still had a sandbag left in their 
base from earlier. I love destroying bases from the inside. Hence I built a Hand, instantly made it 
primary, and built 2 Engineers. Capture and sell the Airstrips, because you probably cannot get a 
tank flown in before the Strips are destroyed. The infantry that come out do a remarkable job of 
finishing at least 4-5 of the tanks. Then take the tank army and start coming in from the east entry. 
Also build more tanks, because you have 2 Harvesters working. While you take out the remaining 
building and a few tanks, your new group should come and take the southern entry Turrets. With 
all the Obelisks offline the only remaining defense will be a few wounded Gunners and Technicians. 
Kill them all. Your Commando doesn't have to survive the whole time, but I think it feels better to 
have him personally take out the last man. 

8. Bad Neighborhood
--------
Deploy the MCV immediately and build Power Plant/Hand of Nod/Refinery/Airstrip. 
Get a Buggy, then start on another Refinery. Have the Buggy search a bit north, then 
find the eastern Tiberium field. Then let him sit on the bridge to take care of the 
civilians trying to make a smoke signal in your base. With the 2nd Refinery going, 
build a light tank and minigunner to take care of the first GDI that approach. Get 
enough Power Plants, then build a Comm Center and finally an Obelisk. Fortunately 
the Harvesters work very quickly on this mission. Now you need to get a Stealth and 
discover the whole map. There's no need to build up an army yet. Save up for another 
Obelisk for when the Ion Cannon hits. The Stealth needs to find the huge Tiberium 
Garden up north and then infiltrate the GDI base from the south. It should go 
undetected, so look around at almost the whole base. Go to the top right corner and 
blow away the fence to get the 2000 credit crate. This practically wins the mission. 
Start building the Temple while watching out for the APC raid. A Flame Tank will help 
but isn't needed. Get the Stealth to a safe lookout post and then drop the bomb so 
that it takes out the C-Yard, Weapons Factory, and Barracks at least. Sell the Temple 
and built a 3rd Refinery right after. The rush of infantry should all run right into your 
Flame Tank/Obelisk combo. Have a good light tank army of 8-10 built up to take out 
the Mammoths that are starting to chase your Harvesters. Now you will be overflowing 
with money and all that's left is a base with power but no units. Use Artillery to get rid 
of the Guard Towers, then rush Light/Flame Tanks at the upper left AGT. It looks much 
more intimidating than it is. Now target the Adv. Power Plants while under fire until the 
power is low. Then you can clean up the rest with little trouble. 

9. Deceit
--------
There's some neat psychology in this one. Get out of the Grenadiers way before 
killing them. Explore south a bit but always stop before the Guard Towers. Then 
go back up north with the Commandos covering each other. There are a lot of 
infantry in the area. Watch out for ambushes in the trees. Keep searching the area 
and killing off all enemies until you find the sandbagged area. When a Transport 
Chopper lands there, capture it, and get the crate. Then move south, and bring the 
chopper with you like you did the Engineer. Save the villagers and get the other 
crate. Then move west and expose the lower 3 Guard Towers. From there move up 
the cliff's edge until you see the north. Your base is here, but you need to expose 
the northwestern part of the map as well, so do that. Then start the base. Repair 
everything and get a Hand of Nod. Then the psychology comes in. You feel very 
confident after destroying the whole battlefield of infantry and your base is blocked, 
so you think you can slowly build up. But you need to start sandbagging immediately. 
Block the lower edge of your base first to prevent the Engineer raids, then start 
working northward as fast as possible. Have Bazookas and the Apache remove the 
Towers, and block the route that your Commandos took to go north, along with 3 
bags where the Towers were for the minute. Then hurry northward with the line, 
as enemy tanks are already coming at you. Block off the east bridge, then the north 
one, and you are secure for the moment, so reopen where the Guard Towers were. 
Having the Refinery building as soon as the east bridge is blocked. Wait for the 
Airstrip later. While you wait for some credits to build up, have the Apache take 
out a few enemies around your base and continue sandbagging all game. Leave the 
big group at your southern entry alone. Repair if the Ion Cannon hits. Eventually 
you can get the Airstrip. You'll need to scout more terrain, especially the north 
part. When you block off the northern Comm Center, capture it. This is a key part 
of the mission due to its location near the Tiberium, and enables Stealth/Flame 
Tanks. Build a Stealth immediately and you can uncover All but the very inside of 
the GDI base. Also it is extremely important to sandbag eastward and block the 
easternmost GDI entry by the two Towers, as a large force will jam up there. You 
should eventually lock their innermost base entries as well to cut their Harvesters 
off. You will have sandbags at basically every important cliff. Then when it's all 
clear, build 2 Refineries next to the Comm Center. Suddenly you will have tons of 
credits, so its time for the Temple of Nod. Make sure you have enough power. Also 
you need to have scouted all of the GDI base, possibly with Turrets at the end of 
your sandbags. When it's ready, target the Adv. Comm Center, and the Power 
Plants/Weapons Factory should go down with it. Don't destroy the C-Yard, because 
you want to capture it. Get rid of the Guard Tower right next to it, then fly in some 
Engineers and take what you can. Then I put an Obelisk in the center of the base, 
which clears a lot of structures and units. Also a Weapons Factory next to it helps, 
so you can build Medium Tanks to draw into the Obelisk. Once again the base should 
be reamed from the inside, although the power might come back online so watch out. 
You have so many credits that a large strike force should be available by now to 
sweep the countryside and obliterate the 2 big armies still lurking.

10. Eviction Notice
--------
I'm going to use the sandbag tactic in this mission for a few reasons. It is 
kind of hard to beat without them for one. But the two main reasons are that 
sandbags make the Tiberium situation an interesting issue, and more importantly 
sets up a crushing tactic that will turn the momentum completely around, but 
that will come later. Group 4 Flame Tanks together and then the rest. Send 4 
at the Mammoth while moving the others eastward to the village. Hopefully you 
can keep 4-5 Flame Tanks alive. Send one Flamer in a circle around the area 
to scout and have the others immediately start charring the village. The spot 
you want to deploy is the peninsula in the southeast corner. Pick up the crates 
as you burn; the third one is in the oil rig. After the Power/Hand are built, do 
not build the Refinery yet. Immediately start building sandbags to guard the 
west and north. GDI will only leave you alone for a few minutes. Block the west 
first but leave a sandbag to build off of northward. Get it as far from the 
southern Tiberium as possible, because that's the first place your Harvester 
will go. Once the entries are blocked for the moment, build the Refinery. The 
credits are going to be used on more sandbags. Uncover more of the terrain as 
possible, especially the northeast part. Next you want to extend the sandbags 
to enable your Harvester to get the other patch near your base and then 
eventually the northeastern huge garden. Unfortunately GDI units will get 
trapped fairly close, especially at the northern entry. So you are going to have 
to build an Obelisk to clear them out, with support from whatever small army 
you've built up. Sell the Obelisk immediately after or it will get an Ion Cannon. 
Get another 2 Refineries to help gather, and build a Temple. The army you are 
building up will actually not come into play until the very end, but you are going 
to be rolling in credits. Most important is to build 3-4 Stealths. 1-2 should 
uncover all of the map except for the GDI base. Getting inside the base is the 
key to the mission, in a very similar situation to Cloak & Dagger. You have to 
enter from the southern entry, even though the other one looks easier. There's 
only a single lane between the Guard Tower and Mammoths, plus 3 AGTs are 
right there. Be sure the Harvester isn't coming through or you will be spotted. 
Charge through and hopefully there will be a bit of red health left. Navigate 
your way slowly northward through the base, avoiding enemies as much as 
possible. You want to get to the northwest corner. Unfortunately the Stealth 
cannot survive to see the C-Yard, but it's in the northwest corner. The nuke 
should be ready, and this is where you want to hit. Any other spot hit will be 
rebuilt. Take out the 2 AGTs as well with the nuke. Then move the Stealth 
into the corner and expose that part. Now comes time for the brilliant tactic. 
Sandbag your way into their base, and block off the cliff you just took, but 
not their base entries. You want to build an Airstrip in the very northwest 
corner of the map, out of reach of enemy tanks. Since the area cliff is now 
blocked, the Stealth can kill the one Adv. Power Plant, but GDI will have 
power. Now the genius comes in. Build an Obelisk behind the middle of the 
sandbags. From this spot it can destroy the Weapons Factory, APP, Comm 
Center and both Refineries, as well as every unit that comes at it. If you have 
the money/power, build a second one right next to it. Also get some tanks 
from the new Airstrip and go destroy the southern part of the cliff, especially 
the Adv. Comm Center. GDI will have low power. This will make them quite angry, 
and many of those units on the battlefield will turn back and walk right into the 
Obelisk(s). Just keep repairing and maybe use concrete walls. Then bring out 
your new army to finish off the rest of the base (Barracks) and capture the Silos. 
It's an odd strategy because you assault the base, then fight on the battlefield. 
Your original army can now come out as you sell the sandbags and clear the enemies 
who are surprisingly unresistant.

11. The Tiberium Strain
--------
This is a cool propaganda mission. Just take the Flame Tanks and start moving south, 
killing the infantry easily. Try to avoid damage. Take the south bridge and send the 
3 Flamers at the Hummer. Its gun is pathetic. Now take the left route and kill off 
the various GDI infantry as you approach the village. Leave the buildings alone or 
you fail. Send your Flamers at the cluster of civilians, making sure to incinerate all 
of them. As you move to the southern corner you reach the first challenge of the 
mission. First get the Hummer on the left side with the Chem. Warriors, then send 
the Flamers after the Medium Tank. You could lose one or two, depending on if you 
can convince it to focus on your Chems. Once it is gone another Flamer arrives and 
has to take down a transport chopper reinforcement of 5 infantry. Join up back at 
the bridge that goes east. Avoid the north, it's just guard towers. Take out the 2 
civilians, then deal with the second challenge, another Medium Tank. Again convince 
it to focus on your Chems and get another Flamer once it's destroyed. I managed to 
finish the mission with 2 wounded Flamers and 6 Chems, so have that or more. Follow 
the only path available and kill everyone along the way. In the southeast corner is a 
tempting Comm Center, but just kill the troops around it. Then move through the big 
Tiberium field, as your Chems are unaffected by it. Kill the Hermit's Hideaway lone 
civilian on the way. Then you are at the toughest part of the mission. There are 2 
Hummers and about 20 infantry that will storm out of the base when you get close, and 
then 2 more Hummers appear from the right. You have to kill them all. Creatively, I 
decided to leave the Flamers out of the way and let the Chems spam the base. Get the 
Hummer, then take out as many troops as possible, which should be most of them. Then 
let the Flamers finish off the scraps. Now the mission comes down to a dogfight between 
Flamers and Hummers, with the Flamers easily winning even if in red health. With all 
enemies defeated it is no challenge to first go northeast and destroy the 2 Biolabs, then 
finish off the 3rd in the upper left part of the base. Just dont go too far left into the 
guard towers. A brilliantly eerie video clip ends the mission.

12. Cloak and Dagger
--------
Have your Stealth expose all of the battlefield, but avoid any fighting. Don't 
get too close to the Adv. Guard Tower in the middle of the map. Once everything 
has been scouted it's time for the slippery sneaking into the GDI base. Split the 
Mammoths and stay on the outside right edge as you advance up to the northern 
entry. Then park as far left as possible and blast all the fencing around the MCV. 
Deploy the Construction Yard adjacent to the left Power Plant. Now here is where 
all the dreams are obliterated and a true understanding of the map evolves. I have 
tried everything imaginable, but because of the GDI tank you have no choice but 
to sandbag. The secondary storyline of the mission is that GDI was foolish enough 
to not enough credits to have a Refinery in an area swarming with it, and you perform 
a brilliant inverted siege, actually trapping them -outside- of their own base. Even 
with the tank trapped, it's just impossible to hold off all those other tanks while 
trying to knock out the AGTs. So once the base is closed, the Stealth gets to fire at 
will on all 5 Adv. Power Plants. The 4th one will knock the AGTs offline, so the 5th 
one is safe to go after. Then you can start building your small supporting force. 
Keep the Power Plant/Hand of Nod out of the regular Guard Tower's way. Build 2 
Bazookamen and an engineer. Work your way left with the Bazookas. Start with the 
top left Tower using the Bazooka placement technique so that they fire on their own, 
then do the same on the other Tower. Now get the immobilized tank and sell the 2 
sandbags cutting him off. By now your Construction yard has probably been hit with 
an Ion Cannon, but don't repair it. Go destroy the Adv. Comm Center (you can't capture 
it). Then send the engineer to the other C-Yard, and sell your original one. You might 
get another engineer when you sell it. Now you have a choice. Some people like to build 
up with a Refinery and capture the Weapons Factory once the Guard Tower is cleared, 
but this strategy isn't really wise. I choose to capture and immediately sell the Factory, 
and build 3 Apaches. The only unit on the map that can defend itself from the Apaches 
is a lone bazookaman, who will get at most 1 shot off before being torn up. Send the 
Apaches at the Guard Towers, then the light vehicles and infantry scattered around the 
map. The heavier vehicles will take a bit longer, but it doesn't matter when they have no 
counterattack. Remember to get the last Adv. Power Plant at the technology center. Then 
send your infantry to start cleaning out the Adv. Guard Towers around the base with help 
from the Apaches. Leave the Silos and Tech Center till the end to be sure power stays low. 
Guard against engineer raids if you got rid of the sandbags. Using this tactic, the casualties 
were 71 for GDI and 4 for Nod, which I can list. A technician died from friendly fire, my 
bazookaman killed the other accidentally while hunting civilians, and I sent 2 wounded 
minigunners through Tiberium. If you do this style try to have 0 deaths.

13. Hostile Takeover
--------
Take a good look at the church with your Flame Tank, then start moving out. 
Expose the Medium Tank on the bridge and destroy it with the Bazookas. Keep 
moving and discover the mini-base. Sell the Comm Center immediately and build 
a Bazooka and 2 Gunners, then sell the Hand. Now you have to deal with 
probably the hardest part of the mission, fighting 2 Medium Tanks and a 
Mammoth with this pathetic group. Split up the Gunners and Bazookas. Send 
your Gunner team to attack, then put your Bazookas in the corner cliff to target 
the tank after the fighting starts. Keep evading getting run over with the Gunners 
and bring your Bazookas over to help fight the other two tanks. The Bazookas 
should survive if they don't get hit with a missile. Now expose the Mammoth on 
the southern bridge, but leave him alone and take the bridge a bit more north to 
find your fallen base in the west. Start repairing and get a Power Plant going while 
sending out the Harvester. Make sure he stays fairly close to the base, out of the 
way of the AGTs in the north. Fortunately the GDI units are confused and do not 
attack you for a while, so leave them alone. Start building the usual base until you 
get an Airstrip and Artillery. Send the Artillery to the bottom left corner, where 
he will soon play a critical role. Now get a few units together and remove the 
Mammoth on the bridge, you need that spot. You are temporarily secure, but you 
have a lot of work to do. As your Harvester brings in the credits, get up to a team 
of 7(!) Engineers, 4 Bazookas, and a mixture of 7 Flamers and Minigunners, emphasis 
on Flamers. Also as you build a few tanks, unfortunately this is another mission where 
you pretty much are required to build sandbags, because you need to be focused on 
the next 'covert' part. After your team of men are out of the base, block off the 3 
bridges and the northern passage, which is already partly blocked by a GDI tower 
surrounded by sandbags. Also send some flamethrowers to the left part of your base 
where the smoke signal was, to prevent the occasional Engineer raid. Finally you are 
ready for the good part. Have the artillery destroy the 2 Guard Towers. Destroy the 
fencing, and find the 3 Transport Choppers. Capture all 3, then load everyone in. You're 
going to land back at the church you saw at the start of the mission. Do that, and 
destroy the church for 2000 credits, which you should use to build up your tanks. If 
you don't have sandbags around your base at this point, a bunch of angry GDI tanks will 
come and crush you. Don't go too far north yet. Send a sacrifice north to expose the Guard 
Towers, then use the Bazookas to take them out. Don't cross the bridge yet, as there are 
2 more. Send another sacrifice and do the same deal. Now merge the infantry and 
engineers into 2 groups. You might have a Rocket Launcher guarding, but it's not actually 
a problem. Rush your infantry in first, in the direction of the Barracks. The Flamers should 
suicide themselves and all the infantry on both sides will burn up. Your Engineers should be 
racing in afterwards, completely free to capture whatever. If possible, take the Barracks 
and Weapons Factory right now, but once you capture the C-Yard the mission is won. 
I build a Barracks quickly in my base before selling the Yard and whatever else I 
captured. The theme of this mission has been revealed as the importance of realizing a 
weakness in an opponent's base defense. However, you will see about 9 Mammoths and many 
other tanks knocking on your door. Just keep building your army, with a few artillery. Also, 
you are going to need more Engineers. Get them and send them to the still wide open GDI base. 
Capture all the Power Plants so that the AGTs go offline. Meanwhile, in my case a group of 
5 Mammoths were at the southern bridge, and one Artillery slowly pounded them all to dusty death. 
You will find that while you have sold GDIs base away, their large group of tanks in the center 
has slowly disappeared, because they have no reinforcements. Whenever you're ready, 
open up a bridge and finish whatever is left, then perform an extremely easy base assault. 
Take the silos if you want. There's nothing to worry about at this point.

14. Under Siege
--------
Building sandbags seems like the natural thing to do, but doing it the proper way 
gives us the good warfare lesson of abandoning a base to save the men within. 
Immediately sell every silo, along with all SAM Sites except the one near the 
airstrip that is always targeted. Start arranging 3 even teams that will defend 
against the invasions. I put the flame tank on the left side, which has 2 turrets 
instead of one, which will make it the important side later. Now find the Stealth 
and take him out the northern way. Have him take a look at the left part up to the 
GDI Units, then go back over the northern ones and down the very far right side 
to see that column. Then go down to the southern part of the map and get the money 
out of the church. I know the map can still be won without it, but there's no need 
to make it harder on you. Now continue scouting the map, and finally take the Stealth 
to the left edge of the GDI base. Shoot through the concrete wall, then kamikaze your 
way through the base, exposing as much as possible. Again, it all comes together later. 
Now you have to refocus on the situation. Build as many light tanks as possible, which 
should be 5. Repair your SAM when it gets airstriked. Now sell the Repair Bay, and 
against normal logic, the Construction Yard. This yields enough for another 4-5 light 
tanks. You could have low power, so sell the Comm Center since it's useless, and try to 
get another light tank. Then you won't have enough money, so sell the Airstrip. Then 
build 10 minigunners with the 1000 credits. Your Adv. Power Plant isn't worth maintaining 
due to the bomb repair costs, so sell it before it gets destroyed anyway. Build a few 
more gunners, then sell your other power plants. Build 3 more minigunners (they'll be 
slow without any power), then sell the Hand of Nod. Now your base should consist of 
something like one SAM Site, 4 turrets, 1 Temple of Nod, 13-14 Light Tanks, a Recon, 
a Flame Tank, an APC, an Artillery, and LOTS of minigunners. Divide them evenly and 
now you are ready for part 3. Keep the infantry slightly back behind the tanks right 
now, there's plenty of room in your now empty base. Then rotate between the 3 groups 
drawing in a few lighter enemies with a light tank. The Hummers, Rocket Launchers, 
and a few infantry will chase you right into your waiting light tanks. At best you 
shouldn't lose more than a couple minigunners if they are out of the way. Now you 
have to deal with the 3 teams of 2 Mammoths, a tank, and a lot of grenadiers. This is 
probably the best drama building before a huge battle in the game. It's finally 
BONZO GONZO time. The left unit should now engage the GDI forces, then draw back 
into the base to get turret support. Immediately switch to the right side and manage 
that battle as best as possible. The northern units should be confused and try to move 
down to the left side. Remember the simple principle of 'if it can be destroyed, destroy 
it.' Target one tank at a time and repair turrets should they get damaged. The flame 
tank becomes a huge factor as a legion of grenadiers come in as a group. Toast them. 
The right unit should be finished first, so group them up with the northern team as soon 
as possible to fight that battle. Finally they should all be grouped together to finish 
off the wounded soldiers coming in. The surprising thing about this battle is that the 
light tanks hold up really well. only 3-4 should be lost. The harvester may come at you 
pathetically, be sure to decimate it. now quickly take either a technician or minigunner 
and send them northward for a possible airstrike attack that you don't want to hit your 
tanks. Now you can take a breather and marvel at what you just did. But there's still 
work to do. You still have your nuke! You can either target the Guard Towers or the 
main part of the base, depending on how many Light Tanks survived. Infantry are done 
for the day. 8 Light Tanks left over is more than enough, so for a satisfying bombing 
take out the Yard, Refinery, and Power Plants. Then incinerate the vengeance seeking 
survivors. Now you can take your Light Tanks and take out the 4 Towers that look much 
more fierce than they are, especially since they will possibly be sold when damaged. Then 
finish the Weapons Factory and Adv. Power Plant and congratulate yourself on turning 
around the hopeless scenario.

15. Death Squad
--------
Group the 2 Stealths and head northeast. Expose the Guard Towers but go past 
them until you are as far right as possible. Then blow away a few portions of the 
concrete and take the passage on the right side. Blow another section out in the 
upper tier and send the Stealths through one at a time. Take the first one up past 
the Mammoth and position it near the trademark rock where you will eventually 
be able to fire at the Adv. Comm Center without the AGT firing back. Bring the 
other Stealth to the same spot. Now go back for the other group. Move them to 
the Guard Towers and have the 3 Bazookamen take them both out. As the GDI 
commando comes out, try to have your commando fire on him first. Then send either 
the commando or flame tank against the regular Comm Center and take it out. This 
should send the frenzy of GDI units at you. Send whatever units you have left 
(probably just Light Tank and Buggy) down to the original starting point's cliff 
where they get to be heroes that fend off as many as possible knowing they are 
about to die themselves. Once most of the GDI troops have moved beyond the 
concrete walls, have your Stealths begin their assault. The GDI will continue to 
chase your other units, and the mission ends the moment the Advanced Comm Center 
falls.

