=============================================================================
------------
GDI Riflemen
------------
Mission: North Carolina Badlands
Added: When you build a riflemen squad
Transcript:
Field Manual - Basic Infantry
Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI military
forces. They are deployed to all combat zones and trained in anti-infantry
combat techniques. Riflemen are most effective when garrisoned in fortified
structures, and are equipped to dig foxholes when the need arises to defend a
fixed position. Riflemen should never be deployed against heavy armor,
especially flame weapons, without significant heavy-weapon support.
GDI - Units and Weapons
-----------------
GDI Missile Squad
-----------------
Mission: North Carolina Badlands
Added: When your missile squads arrive
Transcript:
Field Manual - Basic Infantry
GDI Missile Squads are armed with the FGM-90, which is designed to inflict
maximum damage to vehicles and aircraft. Light vehicles like jeeps and buggies
are excellent targets for Missile Squads. Missile Squads are normally deployed
in tandem with larger Riflemen squads, but can be used to great effect from
garrisoned positions in civilian buildings or APCs where they are protected
from anti-infantry fire.
GDI - Units and Weapons
------------
GDI Engineer
------------
Mission: North Carolina Badlands
Added: When engineers arrive and are explained
Transcript:
GDI combat engineers are able to capture enemy buildings and repair structures
(including bridges and base buildings). Deploy an engineer into an enemy base
structure in order to capture it - or send an engineer into a damaged building
to fix it back up again. Damaged bridges can be repaired by deploying an
engineer into the bridge auto-repair gatehouses.
Engineer Combat Primer Excerpt
- As a combat engineer a few cardinal rules should be kept in mind at all
times:
1. Never act alone in hostile territory. Your standard issue body armor is
ineffective against most modern weapons.
2. You are equipped with a standard GD45 sidearm. Only use it as a last
resort as it will not penetrate most modern body armor.
3. Once you gain access to an enemy structure be sure to disable the central
computer terminal immediately and install your override program to connect the
structure to the nearest command post.
4. When entering a damaged structure be sure to initiate damage control
programs for immediate results. Once the automation has kicked in you will be
clear to commence more extensive repairs.
5. Keep your hard-hat on at all times.
GDI - Units and Weapons
---------------------------
Mobile Construction Vehicle
---------------------------
Mission: North Carolina Badlands
Added: When the MCV arrives
Transcript:
Combat Engineering Primer
Mobile Construction Vehicles, or MCVs, are deployed to all major theaters to
serve as the foundation for a forward operating base. The MCV is capable of
rolling over any relatively clear terrain. It is not equipped for
self-defense. When an MCV reaches its destination it can immediately unpack
into a Construction Yard capable of building production structures, a Tiberium
Refinery, and other elements needed for a forward base. The Construction Yard
can be packed up into the MCV at any time, although it is only advised when the
base it supports is no longer being used.
GDI - Units and Structures
--------
Barracks
--------
Mission: North Carolina Badlands
Added: When you place a barracks
Transcript:
Field Manual - Logistics
GDI base camps are created using highly portable, modular buildings. This
allows for easy construction and tear-down of shelters in harsh climates and
remote locations. Personnel stationed at GDI bases will find themselves
protected from Tiberium contamination and ion storms due to the durable armor
plating, but will not have access to advanced weaponry without the support of
an Armory.
GDI - Units and Weapons
---
APC
---
Mission: The Pentagon
Added: When the APCs arrive
Transcript:
Field Manual - APC
The GDI Armored Personnel Carrier, or APC, is a six-wheeled all-terrain
vehicle that can transport infantry in an armored compartment. Dynamically
sized fire slits permit the soldiers riding in the vehicle to shoot at targets
outside the APC. Deploy a Missile Squad into an APC and the vehicle
effectively gains the ability to fire missiles. Passengers can be evacuated
quickly through multiple exits from the APC, so the vehicle can drop soldiers
right into a firefight with minimum downtime for unloading.
---------
Grenadier
---------
Mission: The Pentagon
Added: When the Grenadier Squads exit the Pentagon
Transcript:
TacOps Field Guide: Grenadier Squad
If you need to clear a garrisoned building fast, deploy a Grenadier squad and
they’ll get the job done. Their rocket propelled grenades can even hit the
upper stories of taller structures. Even better, the grenades have minimal
on-board AI and guidance and steer themselves right through windows.
Grenadiers will blow the garrisoned enemy troops right out of the side of the
building.
-----------
Sniper Team
-----------
Mission: Langley AFB
Added: When all four sniper teams have been rescued
Transcript:
TacOps Field Guide: Sniper Team
Sniper Teams are able to take down enemy infantry with deadly precision. They
employ stealth so they can’t be seen or detected while motionless. Finally,
the spotter in a Sniper Team allows you to designate targets for any Juggernaut
artillery units for miles around. The Juggernaut crew will be able to see and
target enemy units and structures anywhere near active Sniper Teams in the
environment.
------------
Command Post
------------
Mission: Langley AFB
Added: When establishing control of the GDI outpost
Transcript:
Field Manual - Command Structure
GDI forward bases act as the hubs for GDI operations in all Zones and weather
conditions. The heart of any GDI forward base is the Command Post. From this
structure field commanders can maintain contact with regional GDI resources and
centralize intelligence for rapid response. High-powered radar and
communications equipment allow officers real-time feedback from units in the
field, but note that this gear will draw significant power from your base grid.
--------
Airfield
--------
Mission: Langley AFB
Added: When recapturing the airfields
Transcript:
Field Manual - Forward Air Bases
Air assets are often dedicated to support a particular ground force. The
modular GDI Airfield can be established to maintain up to four combat aircraft
indefinitely. The facility is capable of refueling, repairing, and rearming
Orca ground attack aircraft, but can also sustain Firehawk VTOL attack jets
with the addition of advanced technical equipment. Airfields each directly
control a small element of aircraft, so without an Airfield these craft may
suffer guidance failure and the inability to maintain extended operations
considering global ion storm interference.
--------------------
Orca Attack Aircraft
--------------------
Mission: Langley AFB
Added: When recapturing the airfields
Transcript:
TacOps Field Guide: Mark IV Orca
The highly maneuverable and light-weight Orca aerial weapons platform has
supported GDI ground campaigns for decades. The Mk IV version currently
deployed with GDI forces worldwide is an all-new, state-of-the art aircraft.
With VTOL capability that allows it to operate from small pads, a high crusing
speed, long range, and the ability to hover for extended periods, the Mk IV
Orca is a truly versatile weapon system. Its air-to-ground missiles can strike
a wide variety of targets including enemy vehicles and structures. The Mk IV
can also be equipped with a sensor array capable of detecting even the most
advanced Nod stealth units. Field commanders should note that Orcas are not
capable of engaging targets in the air and should be escorted by Firehawk
attack jets carrying air-to-air missiles when operating in areas where Nod
commands air superiority.
--------
Commando
--------
Mission: Hampton Roads
Added: When taking control of the Commando
Transcript:
TacOps Field Guide: Commando
The deadliest weapon in the GDI arsenal isn’t a tank or an aircraft - it’s a
human being. GDI’s elite Commando is truly an "army of one," backed by 50
years of tradition and trained in a grueling program that has a 22% fatality
rate and a 97% droo-out rate for the survivors (even after starting with the
very best of the best in all branches of service). Commandos are equipped with
special battle armor, solid fuel jump jets, a top secret rail gun with a high
rate of fire, and det-packs that can take down an entire building with an
exotic new explosive. GDI weapons labs equip Commandos with the prototypes of
GDI’s next-gen weapons, so nobody else on the battlefield has the toys these
boys have. The most elite Commandos are also trained to use their det-packs on
the legs of large walkers, one of the reasons GDI retired many of the bipedal
walkers that were a mainstay in the second Tiberium War (given that this new
vulnerability seemed like it could be exploited by Nod elite units as well).
--------------------
Predator Battle Tank
--------------------
Mission: The White House
Added: When you build a Predator Tank
Transcript:
Weapons of the World 2047: GDI Main Battle Tank - MBT-6 Predator
Equipped with a 150mm cannon, this 65 ton tank packs an armor-piercing punch
against any vehicle or structure. It’s also fast and quite maneuverable for a
large armored vehicle. Devastating in numbers, Predator tanks can rip through
enemy encampments quickly, as well as crush infantry under their tracks. They
have excellent armor, but are vulnerable to armor-piercing rocket and cannon
attacks.
-----------------
GDI Base Defenses
-----------------
Mission: The White House
Added: When you place a Watchtower or a Guardian Cannon
Transcript:
Excerpt Technical Manual 2047
GDI has 3 basic defenses with which to ward off enemy attacks: The Watchtower,
the Guardian Cannon, and the AA Battery.
The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it.
Equipped with an IR spotlight and next-gen sensor to detect stealthed units,
this anti-infantry defense tears enemy infantry to shreds. Programmed to
attack any ground unit that comes within its range, the Watchtower is also able
to distinguish between infantry and tanks, and will prioritize the infantry
over tanks so as to minimize the lethality of its anti-personnel ammunition.
The Guardian Cannon is equipped with a 105mm gun capable of ripping through
the heavy armor of tanks. The Guardian is an anti-vehicle weapon and is not as
effective against infantry.
The Anti-Air Battery has twin 30mm Gattling guns firing depleted Uranium shells
at air targets. With a deadly accurate fire control system and a staggering
rate of fire, the AA Battery is very effective against any form of aircraft.
-----
Crane
-----
Mission: The White House
Added: When you build and place a crane
Transcript:
Base Logistics Field Guide
If a forward base needs to go up fast, consider building a Crane to open up a
second production queue at the Construction Yard. The nano-assemblers,
computers, and control units will be able to work on two base structures
simultaneously.
-------------
Zone Troopers
-------------
Mission: Casabad
Added: When the Zone Troopers arrive
Transcript:
TacOps Field Guide: Zone Troopers
GDI Zone Troopers are elite heavy infantry with exceptional mobility, armor,
and enough firepower to take out enemy targets ranging from infantry to light
vehicles. Equipped with power armor, rail guns, and jump jets that can boost
them over obstacles or across rivers, Zone Troopers do the heavy lifting for
the GDI infantry.
-------------------------
War Factory Repair Drones
-------------------------
Mission: Alexandria
Added: When you build and place a War Factory
Transcript:
Capability Update
Everyone knows that War Factories build vehicles. But did you know that a War
Factory can also perform repairs? War Factories have been upgraded with
autonomous repair drones that can perform even the most complex repairs to
severely damaged vehicles in a very short period of time. How does it work?
Just get close. Vehicle crews in damaged tanks, APCs, and buggies should bring
their vehicles back to the base War Factory and the drones will begin repair
operations when the vehicles are in proximity to the factory structure.
---------------------------------
Base Expansion using the Surveyor
---------------------------------
Mission: Alexandria
Added: When deploying a Surveyor
Transcript:
GDI Field Manual
Some forward base Construction Yards can build Surveyor vehicles (found under
the Support Structure Tab of the base control interface) which have the
capability to deploy into a small Outpost. Surveyors can be given the command
to deploy on any terrain where base structures can be built. Once an Expansion
Base is established, the Construction Yard in the main base can be used to
build any structure nearby, including Refineries, War Factories, base defenses,
and whatever else might be useful. The Surveyor and the Outpost it creates are
superb tools for claiming territory near strategic targets like remote Tiberium
fields (so refineries can be built nearby, saving harvesters from a long
commute through possible enemy-controlled terrain).
-----------------------------------------
Rig Deployment into a forward Battle Base
-----------------------------------------
Mission: Albania
Added: When the Rig arrives
Transcript:
GDI Field Manual - Holding The Line
GDI field commanders in some forward bases have access to one of the most
unique power projection systems in the world: The Rig. The Rig is a vehicle
that is designed to roll deep into enemy territory and quickly deploy into a
heavily armed Battle Base structure. Equipped with Guardian cannons and a
missile launcher, the Battle Base is capable of engaging enemy vehicles and
aircraft. As an added bonus, Rigs carry a complement of auto-drones for making
field repairs to GDI vehicles. The Rig/Battle Base combination is ideal for
claiming and holding terrain, enabling GDI field commanders to emply a clasic
"clear and hold" strategy for securing Tiberium fields or gradually taking over
an objective area.
--------------------
Firehawk Attack Jets
--------------------
Mission: Albania
Added: When capturing the Reinforcement Bay for main objective # 4
Transcript:
TacOps Field Guide: Firehawk
The Firehawk is a fast and highly maneuverable VTOL attack jet that can carry
air-to-ground or air-to-air missiles. Field commanders can make their load-out
choices while the Firehawk is on the pad at an airfield. Forward bases with a
Tech Center structure can equip Firehawks with special rocket boosters that
allow the aircraft to punch into the stratosphere and go near-orbital in order
to hop over enemy air defenses. Note that Firehawks are vulnerable to AA fire
in the actual target zone during the re-entry after the boost phase.
=============================================================================
| ------------------------------------------ |
| | | |
| | 4.15) GDI Archives | |
| | | |
| ------------------------------------------ |
=============================================================================
----------------
GDI Base Closure
----------------
Mission: North Carolina Badlands
Added: When recapturing the outpost
Transcript:
Scrap of News Article from 2043
...as of 2043 GDI has closed over 60% of their military bases around the
world, including installations in North Carolina, Brazil, and Eastern Europe.
The most recent cutbacks are due to a decrease in Nod activity - with Kane
dead, the Brotherhood seems to be splintering apart...
---------------
Tiberium Primer
---------------
Mission: North Carolina Badlands
Added: When harvesting is explained
Transcript:
Tiberium: A gift or a curse?
Tiberium is a scientific curiosity, a vastly powerful resource, an
unprecedented environmental cataclysm, a catalyst for war, and much more. It’s
like nothing we’ve ever seen before and it is constantly transforming itself.
We are almost certain Tiberium is extraterrestrial in origin; it is not
man-made and there is no evidence of the substance on Earth prior to its first
appearance half a century ago. Early forms of Tiberium were almost organic,
sprouting out of the ground in what seemed to be plant-like pods, leaching
minerals out of the earth and emitting clouds of toxic gas. Over time,
Tiberium showed it had the ability to evolve and change.
By 2047, most Tiberium on Earth has manifested in what we know as its most
common form: A self-replicating proton lattice that turns any matter it
touches into more of itslef, giving off powerful radiation in the process. It
can change anything it comes into contact with into more Tiberium.
Is Tiberium terraforming the Earth into a planet suitable for alien life? Is
it a weapon? Is it a creature of some kind? Perhaps some form of
consciousness resides in the crystal lattices, a quantum crystalline brain that
grows ever smarter as it grows and grows. There are many theories about what
Tiberium actually is... and why it is here. Ultimately its origin and its
purpose - if it has one - are still a mystery.
GDI has not given up on trying to contain the spread of Tiberium. With
Tiberium infestation reaching critical levels and new, more sinister variants
of the substance turning up, things started to look pretty grim for planet
Earth in the middle of the 21st century. However, GDI has found a
vulnerability in the green crystal that they have begun to exploit. GDI
engineers have found the resonant frequency for Tiberium... and they have
created sonic resonators that are capable of breaking up Tiberium crystals.
A high level scientific explanation of the alien substance is included here for
students, engineers, and scientists: The most recent form of Tiberium is a
dense "dynamic proton lattice" held together by exotic heavy particles. When
Tiberium comes into contact with other matter, the heavy particles randomly
collide with the nuclei of the target matter, smashing it to pieces (in the
case of smaller nuclei) or incrementally knocking off protons and neutrons (in
the case of heavier nuclei). Tiberium captures a fraction of the protons that
are ejected during this collision process and incorporates them into its own
structure, thus transmuting matter into more Tiberium. Whenever one of the
heavy particles - a muon or tauon - collides with an atomic nucleus, fission
occurs, which results in the production of alpha, beta, and gamma radiation as
well as other forms of electromagnetic radiation (like infra-red). During the
transmutation process, nuclei that Tiberium has come into contact with may be
changed into nuclei with different (usually fewer) numbers of protons or
neutrons.
---------------------------
Red, Yellow, and Blue Zones
---------------------------
Mission: Casabad
Added: When starting the mission
Transcript:
Tiberium infestation has rendered 30% of the planet totally uninhabitable.
Large swaths of the Earth’s surface have been designated as "Red Zones" - areas
that are desolate, swept by storms, and contaminated by vast amounts of
Tiberium. Venturing into, over, or even near these wastelands can be extremely
dangerous.
Beyond the Red Zones, Tiberium contamination has caused varying levels of
environmental damage in another 50% of the Earth’s populated areas. In the
ecologically compromised and war torn Yellow Zones, Tiberium fields are common
- growing in the middle of cities, on farmland, and throughout the
enviroment. Tiberium-related climate change has caused an endless cycle of
droughts, floods, and severe weather of all types including spectacular
Category 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, and
exceedingly violent thunderstorms. Especially destructive Ion Storms
occasionally rage out of the Red Zones to wreak havoc on cities and towns in
the borderlands.
Only 20% of the Earth’s surface is in relatively pristine condition. The Blue
Zones suffer from minimal Tiberium infestation and have been relatively
untouched by war. The populations of the Blue Zones live in relative comfort,
going about their lives in high-tech futuristic cities that sit in forested
valleys or nestle in pastoral farmland.
----------------------------
About the Brotherhood of Nod
----------------------------
Mission: The Pentagon
Added: When primary objective # 4 is given
Transcript:
GDI views Nod as a dangerous, virulent, and inexplicably self-sustaining
terrorist group obsessed with accelerating the worst ecological catastrophe in
history, led by a charismatic and brilliant sociopath named Kane. The
Brotherhood sees itself quite indifferently. Nod believes that it is the agent
of change for a world in the throes of transition to a new order, the
representative of the poor and the opressed, and a foil to the previously
unchecked power of GDI.
Nod has the people, resources, organization, and raw military power necessary
to stand against GDI and wage war on a global scale. Yet the Brotherhood of
Nod isn’t a country: it’s a strange new hybrid organization that has the
combined characteristics of a religious movement, a multinational corporation,
and a nation-state. Given the awesome demands of modern warfare, with its
terrible cost and vast scale, Nod’s ability to go toe-to-toe with GDI is
astonishing.
Nod is able to recruit thousands of new members every month from the desperate
populations of the borderlands. Their political, military, and logistical
operations are decentralized and buried deep inside the crumbling cities,
towns, and outposts in the decaying Yellow Zones. A vast and sophisticated
infrastructure is diguised from GDI, and Nod has perfected the art of moving
military assets and forces quickly over long distances without detection, even
by satellite or drone aircraft with the latest generation sensors.
Nod’s core organization is very sophisticated and high-tech but they also have
a large guerilla force composed of hastily trained and minimally equipped
recruits from the Yellow Zones. Nod’s field forces are an interesting mix of
low tech "militia" troops and smaller numbers of highly trained, elite soldiers
equipped with state of the art communications gear and the most advanced
weapon systems available.
Nod’s military assets are experimental and exotic in both appearance and
function, but the durability of their units is suspect. Nod engineers are not
afraid to risk human life and will often sacrifice safety and protection for
increased abilities and speed. Their high-end military hardware runs on
Tiberium and tends to be fast but vulnerable, lethal but unstable. Nod
offensive weapons deployed on vehicles range from rockets, machine guns, and
flame throwers to toxines, lasers, and nuclear weapons. They also have a
number of Tiberium-based weapons.
-----------------------------
The Global Defense Initiative
-----------------------------
Mission: The Pentagon
Added: At the start of the mission
Transcript:
The Global Defense Initiative began as a secret military alliance of advanced
nations under the United Nations umbrella. GDI’s mission: To contain
Tiberium, reverse its spread, and fight the sinister Brotherhood of Nod.
Over time, power and sovereignty have been gradually ceded to GDI and the
national identities of the participating countries have faded. In 2047 that
process has reached its final stages: While there are still technically
individual Member Nations, the reality is that GDI has become a unified
political and military super-state.
GDI controls the only areas of the Earth that have not been significantly
compromised by Tiberium infestation. The crystalline alien substance is slowly
consuming the rest of the planet, causing an environmental cataclysm that has
made 30% of the Earth uninhabitable and another 50% of the Earth’s surface
exceedingly unfriendly to civilization. GDI’s home territories are known as
"Blue Zones" since they are mostly clear of Tiberium and have been relatively
untouched by war (in contrast to the ecologically ravaged and war-torn "Yellow
Zones" and the Tiberium infested hellscapes designated as "Red Zones").
The clash between GDI and Nod has escalated into full world wars twice before -
the First Tiberium War (TWI) erupted when both powers were in their formative
states and that terrible war was followed by another worldwide firestorm
several years later.
----------------------------------------
Health Effects of Tiberium Contamination
----------------------------------------
Mission: Sarajevo
Added: When capturing the Nod Science Ministry
Transcript:
What happens if you’re exposed to Tiberium? Nothing good. If you come into
direct contact with Tiberium, the green matter will start to fuse with your
skin within about 20 seconds. You’ll feel an intense burning sensation,
similar to touching a hot pan or spilling acid on your skin. A full blown
infection will manifest if you aren’t treated immediately. Your flesh will
begin to crystallize; eventually your internal organs will shut down as
Tiberium extends rigid crystalline runners throughout your body. If you
breathe in the crystal, then it will become embedded in your lungs. You’ll
lose the ability to process oxygen as your lung tissue crystallizes.
Eventually you’ll start coughing up blood and will hemorrhage to death.
In some cases - and for unknown reasons - Tiberium infection will trigger
cellular mutation. It’s not cancer in that the mutations seem strangely
directed; they don’t kill you, but your body will begin to transform. The
mechanism for this mutation is not well understood.
---------------------
Life in a Yellow Zone
---------------------
Mission: Sarajevo
Added: When capturing the Mutant Hovel
Transcript:
Tiberium contamination affects Yellow Zones directly and indirectly. Climate
change, melting glacial ice, extreme weather, Tiberium field growth, and
decades of war have caused social collapse in several Yellow Zones. Many
cities in the most afflicted areas are run by warlords and criminal
organizations or have degenerated into anarchy - or they have fallen under the
thrall of the sinister Brotherhood of Nod.
Existence in the worst-off Yellow Zones is not pleasant at all. Your home is
likely to be in a decaying building with no running water. Power comes on for
a few hours a day at erratic times. Food is scarce. Doctors are rare. On a
few occasions food aid or medical care will be provided by humanitarian workers
visiting from the pristine and high tech Blue Zones.
A subsistence living is just the start. Tiberium contamination is a fact of
life, and thousands die every year from inhaling microscopic crystals that are
carried in smog, clouds of dust, and other airborne particulates. Tiberium may
even fall out of the sky suspended in rain drops if the clouds overhead have
passed through a Red Zone during or after an Ion Storm. Because of the drought
conditions in many Yellow Zones, rain showers are often greeted by the local
populations with an odd mix of fear, dread, and joy.
In the harsh reality of a Yellow Zone, Tiberium is not the only threat. If
Tiberium doesn’t get you, then you are likely to fall victim to a violent
crime, get caught in the crossfire between warlords clashing over turf, or
become a collateral damage statistic in the global war between the armies of
the Global Defense Initiative and the Brotherhood of Nod.
---------------------
GDI’s Nuclear Weapons
---------------------
Mission: Cairo
Added: When the countdown has been announced
Transcript:
GDI still possesses a nuclear arsenal stored at key locations around the world
(including a large nuke base in the desolate outback of Australia, heavily
defended silos in North American Yellow Zones, and installations in other
remote areas). GDI leaders long ago made a vow not to ever use nuclear weapons
no matter how bad the situation got and kept that vow even as Nod acquired its
own nuclear capability. GDI’s nukes are few in number but are stored with
delivery systems (including IBCMs) and kept at top operational readiness just
in case GDI leaders ever change their minds. The most difficult test of GDI
nuclear policy came in the early days of TW3 right after the strike on the
Philadelphia, but even then it’s questionable how effective nukes would have
been in stemming the Nod tide given that Nod’s forces were highly decentralized
and Nod troops were staging operations deep in GDI Blue Zones. Some view GDI’s
pledge not to use nukes as a cynical one given that they deployed a new
precision weapon of mass destruction - the Ion Cannon - right at the time they
made their vow.
------------------------------
What is it like in a Red Zone?
------------------------------
Mission: Berne
Added: When destroying the air base
Transcript:
Excerpt from "International Orthographic’s Guide to Our World Today"
If you were to equip yourself with a hardened environment suit and stand in the
middle of a Red Zone, you would see a landscape straight out of hell. The
ground is a blasted and barren plateau of rock laced with veins of Tiberium
that shine through with a malevolent green radiance. On the horizon are
massive formations of pure Tiberium that have welled up through the surrounding
earth. These frozen crystalline glaciers cast a sickly emerald glow on the
surrounding terrain. Tilt your head and you’ll contemplate a cloudy, tortured
sky alive with twisting patterns of shimmering light and flickers of lightning.
If you wait long enough, you’ll see an Ion Storm begin to form, the lightning
overhead intensifying until the entire environment is lit with rapid strobing
flashes. Eventually the vast and terrible energy overhead will begin arcing to
the ground around you in a terrifying display of destructive force. These
fireworks are accompanied by a howling toxic whirlwind that scours the deserted
ground and drives shards of Tiberium before it at insane speeds.
Red Zones are like the surface of an alien world. Scientists have speculated
that Tiberium is actually a terraforming agent for an alien civilization,
slowly transforming our world into an environment suitable for beings that have
evolved on a different planet. No definitive conclusions have been reached.
Unauthorized reproduction of this text will be met with the harshest possible
penalties, under the GDI anti-piracy convention of 2017.
----------------------------------
Red Zone Terrain: Tiberium Chasms
----------------------------------
Mission: Rome
Added: When starting the mission
Transcript:
Excerpt from GDI Red Zone Military Operational Database
Red Zones are the most hostile operational environments on the planet. The
abundance of Tiberium fields, the toxic radiation, the intimidating terrain
(including chasms and cliffs), the terrible weather, and the huge Tiberium
glaciers all contribute to make these hellscapes a nightmare for field
commanders. On the bright side, considering our resources and mobility, we
have found that Red Zone conditions don’t completely jeopardize our fighting
ability. The following operational techniques are found to be the most
effective in Red Zone combat actions:
- Jump Jets: our commando and zone troopers make the best use of GFI
technology by simply jumping across the wide swathes of hostile terrain.
- Calling For Transport: the ground terrain poses serious challenges that can
be circumvented by bringing in a V35 OX to move units around.
- Expanding Ground Control: ground control can sometimes expand build radius
beyond the length of a chasm, allowing units to be produced on the other side.
In addition, transporting Surveyors across the chasm can allow for base
construction on the front lines.
=============================================================================
| ----------------------------------------- |
| | 4.40) Nod Intelligence Database | |
| ----------------------------------------- |
=============================================================================
| ----------------------------------------- |
| | | |
| | 4.41) The Inner Circle | |
| | | |
| ----------------------------------------- |
=============================================================================
--------------------------
Once Again a Nuclear Power
--------------------------
Mission: Outback
Added: When the Carryalls arrive
Transcript:
Excerpt from a Message to the Brotherhood
"...the Brotherhood of Nod is once again a nuclear power. We shall use our
warheads and delivery systems to cleanse our enemies from the Earth in a bath
of nuclear fire..."
Transmitted upon recapture of nuclear warheads in the Australian Outback
-----------
KANE LIVES!
-----------
Mission: Downtown Sydney
Added: Shortly after Kane makes his appearance
Transcript:
Message to the Brotherhood
I have not abandoned you, my children. I know that recent events have been
unsettling, with the war against GDI taking an unexpected turn, the destruction
of Temple Prime, my temporary absence, Kilian’s betrayal, and the arrival of
the Visitors. Your faith has been tested, as it has been before, and I’m
confident that it did not waver.
Know that everything is proceeding exactly as I have forseen it. The light of
a new day shines into every corner of the world.
Unfortunately, there are more tests ahead of us before we fulfill our destiny.
I ask you for your continued faith and obedience so that we may all stride into
a glorious future together.
------------------------------
The Key to the Future: Part I
------------------------------
Mission: Italian Hills
Added: Shortly after the mission starts
Transcript:
<<Incoming Transmission>>
Source: Kane
Priority: Ultra
Scramble Index: Echo-Oscar-5
Ascension: That is the reward that awaits us. Complete these final tasks that
I have put before you, and our destiny will be fulfilled.
You must not fail.
<<End Transmission>>
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The Towers Sacrosanct
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Mission: Operation Stiletto
Added: When you capture a Drone Platform
Transcript:
PRIORITY ORDER
The Visitors are divine instruments. They are not divine in their own right
but because of what they are doing for us, building the sacred towers in the
hearts of our Red Zones. The Visitors remain hostile to us because they know
not what they do; their vision is limited and they cannot see their own part
in a Plan that goes beyond their purpose.
No member of the Brotherhood shall take hostile action against the holy sites
where the towers are rising out of the Red Zones. Defensive action against
Visitors showing hostile intent is understandable, but do not strike first.
Be aware that GDI is conducting military operations against the Visitors all
over the world. Such operations help our cause if they keep the Visitors
distracted - but if GDI threatens a tower then we must intervene to help
protect the sacred structure.
The towers are new homes of the Brotherhood, and their importance - and
meaning - is transcendent. Treat them as you would treat your temple.
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The Key to the Future: Part II
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Mission: Kane’s Tower
Added: Shortly after the mission starts
Transcript:
<<Incoming Transmission>>
Source: Kane
Priority: Ultra
Scramble Index: November-Kilo-2
One of our sacred towers is now very close to completion. This magnificent
structure in the Mediterranean Red Zone rises thousands of meters into the sky.
Once the Visitors finish their work on this tower, it will become utterly
impervious to attack by any weapon known to man. We must do everything in our
power to ensure that this holy site is not sullied by GDI as the Visitors
complete their task.
This tower is our gateway to the stars. It is the key to the future. It must
be protected at all costs.
<<End Transmission>>
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| | 4.42) Nod Field Intelligence | |
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