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Command & Conquer 3 Tiberium Wars - Game Guide
System: PC
Rated: T
Also On: Xbox 360
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|                 |    4.10)  GDI Intelligence Database     |                 |
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|                 |            4.11)  GDI InOps             |                 |
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-----------
Garrisoning
-----------

   Mission:  The Pentagon

     Added:  When garrisoning a tower

Transcript:

Garrisoning Structures with Infantry

Urban combat is a messy and dangerous business.  When fighting in a city
environment, field commanders should use every advantage to minimize
casualties.  Garrisoning civilian structures with infantry is a tactic that
generates multiple rewards, including massive defensive bonuses and increased
safety for the troops.  Buildings can provide cover and a fire base for
infantry as they shoot at targets outside without being directly exposed to
enemy fire.  Garrisoned buildings protect soldiers from heavy anti-personnel
weapons mounted on vehicles.  That being said, field commanders should be weary
of enemy units that specialize in clearing the garrisoned buildings,
particularly those equipped with grenades and flamethrowers.  Remember:  Caught
in the cross-fire while you're out in the open?  Order your troops into a
building.

---------------------
Calling for Transport
---------------------

   Mission:  Langley AFB

     Added:  When recapturing the airfields

Transcript:

Airlift for Infantry and Vehicles

Once a forward base has an Airfield, many GDI infantry and vehicles gain the
ability to call for transport at almost any time.  The unit can radio for
transport from the field and a V-35 Ox VTOL airlifter will fly to the unit's
location, drop down on its thrust vectored engines, and pick up the unit.  Once
a destination is communicated to the Ox crew, the aircraft will ferry the
airlifted unit to its destination and set it down on target.  Keep in mind that
units are extremely vulnerable while in the air - an Ox is a juicy target for
an enemy unit that has any form of anti-air capability.

-----------------------------------------
Logistics Crates:  Targets of Opportunity
-----------------------------------------

   Mission:  Hampton Roads

     Added:  When taking the healing crate

Transcript:

Memo from Supply Sergeant Brock Littleford

Both GDI and Nod rely on mobility and rapid deployment for success.  Armies
seem to come and go all the time as the balance of power shifts, often very
quickly.  Given the haste with which these operations are conducted, it's not a
surprise that a lot of equipment is being left behind.  Our Blue Zones and
Yellow Zones are becoming littered with logistics crates filled with military
spares, data cores, and other equipment and supplies.  Both sides use the
modular G-771G container, a standard crate used by the commercial shipping
industry for decades.  You'll find these containers everywhere - and they
should be considered targets of opportunity for our boys in the field.  If your
troops crack one of these containers open, odds are they'll find something
useful.  G-771G containers are easy to spot:  just look for geometric gray
crates trimmed with diagonal stripes.  They stick out like a sore thumb and
anyone can pop them open with a bit of elbow grease.

Good hunting.

------------------------
Liquid Tiberium Research
------------------------

   Mission:  Casabad

     Added:  When destroying the research lab

Transcript:

Nod Weaponizing New Form of Tiberium

An advanced Nod Tiberium weapon research program was recently uncovered when a
GDI strike team in North Africa stormed a Nod facility originally thought to be
a chemical weapons factory.  Science Division evaluation of the wreckage
subsequently confirmed several large scale Tiberium weaponization efforts
underway.  Of most concern to InOps is evidence of significant progress towards
the creation of a Liquid Tiberium device of unprecedented destructive power.
The liquid form of Tiberium is a relatively new manifestation of the alien
substance and its properties are not well known.  Nod's Liquid Tiberium
research appears to be 5 to 10 years ahead of Science Division.

There were also indications that Nod is working on a more conventional airborne
Tiberium explosive and a catalyst for detonating existing Tiberium crystal
deposits in a sub-critical reaction.

Analysis of past Nod R&D efforts (which tend to be redundant and decentralized
in nature) suggests the Nod lab in North Africa was only one of several
facilities participating in the Tiberium weaponization efforts.

------------
Nod Aircraft
------------

   Mission:  Casabad

     Added:  When the Nod planes attack

Transcript:

InOps Field Guide to Nod Aircraft in TW3 Theatres of War

Nod aircraft have evolved considerably since TW2.  Nod is fielding the VTOL
Venom scout (pictured below), the batwing Vertigo stealth bomber, a Carryall
that can transport troops and equipment, and a high altitude, long range bomber
called the Armageddon.  Venoms are lightly armed and armored but can take on a
wide variety of targets on the ground and in the air - they are even capable of
engaging our Orcas in air-to-air combat.  The Vertigo evades detection by most
GDI sensors and only "de-cloaks" to drop its powerful bombs on target
structures and vehicles.  The Nod Carryall is the counterpart to our V-35 Ox, a
VTOL aircraft that can pick up and transport a wide variety of troops and
equipment.  Finally, the Armageddon is seen infrequently but when it appears on
the battlefield, it is usually bringing bad news.  Nod Armageddon aircraft are
used to deliver cluster mines and a number of exotic air-to-ground weapons.

------------------
New Nod Flame Tank
------------------

Mission:  Casabad

Added:  When seeing a flame tank near the research lab

Transcript:

Nod Deploys New Tool of Terror

Nod has fielded a new version of their classic anti-infantry weapon system
known as the Flame Tank.  The new model carries heavier armor, has a turret to
allow for easier targeting, and uses dual flame throwers that can stay in
action for long periods of time without refueling.  It replaces the older
"Devil's Tongue" last used in TW2.

Flame Tanks are devastating against all forms of infantry and can clear out
garrisoned buildings with terrifying efficiency.  InOps advises field
commanders to engage Flame Tanks with armored vehicles or aircraft firing
cannons or rockets.  The enclosed crew compartments in armored vehicles will
also protect against the inferno generated by the flame throwers.

-----------------------------
Commandeering Tiberium Spikes
-----------------------------

   Mission:  Casabad

     Added:  When capturing a second Tiberium Spike

Transcript:

Tiberium Spikes

The landscape of many Blue and Yellow Zones is dotted with tall cylindrical
structures known as Tiberium Spikes.  These automated extraction platforms
slowly pull Tiberium out of subterranean deposits and refine it on location so
that resources are available for immediate use.  GDI commanders are encouraged
to commandeer Tiberium Spikes in the field to help sustain their forward
operating bases.  A combat engineer deployed into a Tiberium Spike can channel
resources to the production structure of a base.

Commanders are encouraged to provide compensation to the legitimate owners of
commandeered Tiberium Spikes in the form of GDI vouchers that can be redeemed
in Reykjavik for credits.  Note that spikes extract at different rates
depending on the size and nature of the underlying Tiberium deposits, so the
flow of resources may vary from location to location.

------------------
EMP Control Center
------------------

   Mission:  Alexandria

     Added:  When capturing the EMP Control Center

Transcript:

Electromagnetic Pulse Control Center

Field commanders should stay on the look-out for the four cylindrical towers of
the EMP Control Center.  These odd structures were erected during the last few
decades in a number of Yellow Zones and Blue Zones as a deterrent to Nod
attack.  The theory was that a volunteer crew would race to the EMP Control
Center when the civil defense sirens sounded warning of an attack - they would
fire off the EMP and disable attacking forces.  After years with little Nod
activity, the centers were mostly abandoned and are now being used
opportunistically by GDI and Nod forces.  Deploy a combat engineer into the EMP
Control Center to capture it and use it against enemy forces.

-----------------------------
Cairo Nuclear Launch Facility
-----------------------------

   Mission:  Cairo

     Added:  When all Nod structures have been destroyed (2nd bonus objective)

Transcript:

InOps FLASH Report

Strike on Philadelphia originated at Nod's Cairo Nuclear Launch Facility.

InOps has confirmed that the missile used to destroy the Philadelphia was
launched from an underground silo connected to Nod's Nuclear Launch Facility in
Cairo.  Detection of this facility by sat-surveillance prior to the
Philadelphia incident was difficult because most of thestructures were buried
underground or disguised.  Since the start of TW3, Nod has removed the masking
structures around their buildings and brought other elements of the facility
above ground to facilitate launch operations.  The underground silo that
launched the Philadelphia strike is now inactive, with Nod's launch operations
transferred to a central raised platform with a much lower cycle time between
missile launches.

---------------------
Nod's Nuclear Arsenal
---------------------

   Mission:  Cairo

     Added:  When Kane's made his appearance

Transcript:

InOps FLASH Report

Nod has consolidated its nuclear arsenal at its Cairo nuke facility.  What was
once a mobile nuclear force is now a massive central arsenal.  The reason for
the centralization of Nod's nukes is not known, although speculation ranges
from paranoia (Kane afraid that his commanders might rebel and use nukes on
Kane loyalists) to preparation for some unknown operational contingency or a
gain in efficiency of operations.  Whatever the reason, we do know one thing
for sure:  Take out the Cairo facility and we deprive Nod of its nuclear
capability.

----------------
Power Management
----------------

   Mission:  Croatia

     Added:  When the first bonus objective has been given

Transcript:

<>

Emergency Engineering Report
Warrant Officer S. Bowen
GDI Forward Operating Base "Echo-2"
Croatia

SBowenMonkeyWrench:  Power plants are down and our base grid is compromised -
there just isn't enough juice to keep everything running at the same time.  The
only way you're going to keep those defenses online is to power down anything
you're not using.  If you shut down half of the base defenses we should be able
to squeeze out enough power to keep the other half online.  If one of the
active defenses gets destroyed it won't draw power, so you can turn on another
defense to take over.  You may also need to shut down defenses that aren't
active to re-route power to guns and turrets that are under immediate threat.
Juggling power under fire is the key to survival here.

------------------------------
Nod Ion Cannon Disruption Tech
------------------------------

   Mission:  Sarajevo

     Added:  When the first three objectives have been given

Transcript:

Nod deploying Ion Cannon Disruption Technology

GDI's orbital Ion Cannon battle stations have been offline ever since the
attack on Goddard Space Center.  Repairs have now been completed and the Ion
Cannonsare back in action.  However, we are currently unable to strike certain
targets due to Nod's deployment of a new countermeasure:  Ion Cannon Disruptor
Arrays.  These structures have been erected in multiple locations.

All field commanders should be aware of the existence of Ion Cannon disruption
technology and be on the lookout for the disruptor array structures.  Take out
the disrupters with conventional weapons before you call in an Ion Cannon
strike.

-----------------
Nod Avatar Walker
-----------------

   Mission:  Sarajevo

     Added:  When using the Commando to destroy an Avatar

Transcript:

Powerful, resilient, effective, and frightening:  The Nod Avatar Walker

Nod has rocketed ahead of GDI in the race to build mechanized combat walkers -
solving many of the problems that had GDI engineers scratching their heads.
There is speculation that Nod stole the original walker technology from GDI,
then took advantage of research in other areas to accelerate the development of
new prototypes.  Regardless of the origin of Nod's technology, they have
invested years of research and development at a ruthlessly fast pace - and now
Nod has finally fielded a highly advanced bipedal walker with the adaptive
ability to use multiple weapon systems.  The Avatar Walker is a very capable
all-terrain weapons platform, heavily armored and equipped with a powerful
laser.  It can also be outfitted with flame throwers, particle beam cannons,
stealth detectors, and stealth generators.

------------------------------
Sonic Weapons and the Invaders
------------------------------

   Mission:  Munich

     Added:  When capturing the power plant

Transcript:

InOps FLASH Report

Effects of sonic weapons on the invaders.

Dispatch from Dr. Elian Schwartzberg, Battlefield Medic, 21st Armored Division.

Needless to say, there is very little in the way of hope to be found in the ash
covered, body strewn rubble of post-invasion Munich.  Even so, as my team
covertly made its way through the outskirts of that ruined city, searching for
survivors, we stumbled across something that might just be that source of hope.

Crossing the wastelands under guard of night, we encountered the surviving
members of a GDI combat platoon from the 76th Mechanized, apparently flush from
a successful rearguard action that enabled the escape of some VIPs that are
somehow key to the war effort.  In conversation it quickly became apparent that
much of said success was due to the intervention from a particularly
unexpected source - sonics.

To quote, from a transcript recorded on my CommInt unit:

"We kept firin', but the metallic [expletive] just kept on coming right at us,
 crawling over their own dead like it weren't nothing.  Then, right when I knew
 we was about to be killed, right when those [expletive] had us up against the
 wall, one of those smart [expletive] engineers figured out a way to get the
 old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter
 towers just started chewing up those invading [expletive] like a Visceroid
 gone rabid.  It was a thing of [expletive] beauty..."

Staff Sergeant Arnold P. Coddington, 3rd Platoon, Charlie Company, 76th
Mechanized Infantry Division

Yes, it appears that the Sonic Emitters we use to reclaim our land from
Tiberium - and to control and regulate Tiberium growth throughout the reclaimed
Blue Zones - are capable of inflicting great harm upon our newfound enemies.
Further investigation is required before we can determine the why - are the
aliens structurally similar to the crystal?  Is that why they are here?  For
now we can certainly make use of the what - Sonics hurt the aliens.  Hurt them
bad.

We may stand a chance after all.

-----------------------------------------
Alien Origins, Connections to the Tacitus
-----------------------------------------

   Mission:  Stuttgart

     Added:  When capturing the Alien structure

Transcript:

Results of initial investigation into the origins of the Invaders.

R&D Division
Attn:  Battlefield Commanders

Alien Origins - Connections to the Tacitus

GDI science teams have been gathering every possible bit of transmitted data
and physical evidence about the aliens since the moment of invasion.  Data
analysis of alien transmissions has indicated some connection between the
Tacitus recovered from Kane and the invaders.

The transmissions recorded from the invasion force seem to be patterned in a
similar way to the data structure in the Tacitus.  This leads us to believe
that the invaders are the Scrin, or perhaps some faction thereof.  It is clear
upon closer examination that this invasion force demonstrates acute differences
from the source of the Tacitus in dialect and physical form.  Perhaps they
shared some distant connection, or there was some ancient contact between their
cultures?

One transmission we decoded using our most advanced decryption computers
indicated alien chatter regarding another alien race they had previously
encountered.  We were unable to translate the word for the other alien race,
but the encryption computer returned the terms brother, ascended, enemy and
Scrin.  This casts some confusion on the nature of the invaders, as they share
a multitude of attributes with what we have come to know as the Scrin.  It
seems unlikely that this is the very same alien race that brought the Tacitus
to Earth, but the connection is undeniable.

If this is true, we should consider the Tacitus our most valuable military
asset.  We must somehow find a way to unlock its secrets.

GDI InOps FLASH Report - DR. A. Bass, PHD, Director of Extraterrestrial
Research

---------------------
Alien Tripod Captured
---------------------

   Mission:  Stuttgart

     Added:  When capturing a Tripod with an engineer

***This entry is broken - you won't get it during the mission, and the only
   way (currently) to add it to your database is by editing the database file.

Transcript:

Invader weapon system re-activated and used by GDI Forces

Front line forces in Europe have managed to capture and reactivate an alien
Tripod. A Commando in direct contact with the enemy disabled the Tripod by
planting a high explosive charge on the legs of the walker. GDI forces then
immediately moved in and established a perimeter around the immobilized alien
war machine. Once the area was secure an engineer was able to gain access to
the walker, repair the damaged leg, and reactivate the onboard systems. Early
reports indicate that the engineer was able to communicate in a rudimentary
fashion with the walker's control entity by utilizing decryption programs
similiar to those found in the Tacitus, the alien artifact decoded by GDI
several decades ago.

----------------
Alien Mastermind
----------------

   Mission:  Rome

     Added:  When destroying the Mastermind

Transcript:

New Invader military unit given GDI designation:  Mastermind

Just when we thought that setting up behind the chasm would make us safer, we
were proven wrong.  The Alien Mastermind, an enemy commando of sorts, was able
to teleport forces across the gap and jeopardize our entire operation.  The
aliens were able to keep the pressure on with a minimal numbers of units and
crafty use of their Statis Chamber and Mastermind.  We belive the Mastermind
has more powers than just teleportation, but did not observe any additional
capabilities directly.

If Masterminds are deployed to the battlefield, field commanders should make it
a priority to eliminate them ASAP.  The amount of mobility the Masterminds
afford the alien invaders makes them a very high value target.  Alien
Masterminds eliminate the advantage of terrain:  they virtually guarantee that
no place is safe.

Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force

--------------------
Alien Rift Generator
--------------------

   Mission:  Rome

     Added:  When destroying the Rift Generator

Transcript:

Rift Generator Update

The Rift Generator makes the science behind our own Ion Cannon look downright
primitive.  It appears to function by opening a portal at the flash point and
ejecting anything that's caught in the resulting field into deep space.  Some
of our more robust structures have been able to hold against such an attack,
but Rift Generator's destructive capabilities are on par with the GDI Ion
Cannon and the Nod Nuclear Missiles.

Dr. Gordon Malou, InOps

------------------
Alien Control Node
------------------

   Mission:  Ground Zero

     Added:  When working your way towards the Control Node

Transcript:

InOps FLASH Report

The alien Control Node at Ground Zero is a unique structure that seems to
channel some form of exotic Tiberium-based radiation to the invader forces.
The emissions from the Control Node move easily through all forms of matter,
much like neutrino wave/particles, and this one node structure is easily able
to bathe every invader unit and structure on Earth with the mysterious
radiation.  In fact, this one Control Node could easily supply a uniform bath
of radiation to alien units as far away as Earth's moon.  What is this
radiation and why is it needed?  Is it for power?  Communications?
Synchronization?  Coordination and control?  Does it provide something
essential for the alien machines or the organic matter inside?  We don't know
the answers to any of these questions, but we do believe that the Control Node
is the key vulnerability for the aliens.  Take out the Control Node and there
is a good chance the whole invasion will end quickly.
 

GDI Missions


Nod Missions


Scrin Missions


Intelligence Database

 




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