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768 Destroy all enemy units
769 The Nod forces that attacked our Phoenix base are in this sector. Their base must be destroyed in order to secure the region. However, there is a significant civilian population requiring evacuation. GDI transports will evacuate the civilians once all Nod SAM sites are destroyed. The Nod base can then be safely terminated.
770 It is highly probable that the Brotherhood will attempt to remove technology from the crash site and store it at the technology center. Locate and secure the crash site, then capture the technology center.
771 Destroying the base in this sector will prevent further removal of artifacts from the crash site. In addition, Nod will not be able to reinforce the site from this location.
772 Be advised, the Brotherhood will attempt to destroy the impact site. GDI reinforcements are en route. Protect the site until they arrive.
773 A sensor net protects the valley where Tratos is being held. To facilitate his rescue, we must disable the array that controls this highly sensitive net. Once down, it will be much easier to get Tratos out of the valley.
774 Tratos is being held in a hospital prison facility within this sector. Avoid detection and rescue Tratos from the facility. Once he is out, a transport will be sent in to evacuate him. Once Tratos is clear, destroy all Nod forces in the area to prevent further experimentation.
775 The large dams that power Vega's base lie in this sector. Destroying them will temporarily drain power from his base. To aid you in your objective, attack his island facility before he can bring new generators online. The dam can be destroyed by disabling the two regulator stations in this sector. GDI air support will be available if you can find a way to contact them and confirm your target.
776 Vega's base is secreted on an island in this sector. Reaching it will be difficult, as there is only one overland access. Your best chance of success lies in the use of amphibious APCs to land on the island and penetrate Vega's defenses. Once on the island, destroy Vega's facility and command center.
777 Nod has taken over much of our Hammerfest base in their search for the disrupter. Nod has reactivated the perimeter to prevent GDI from attacking. Water assault remains your only option. Find the Firestorm Defense structure generating the perimeter and deactivate it. Only then can reinforcements arrive. Proceed to destroy Nod's primary base, and prevent them from attacking again.
778 It is imperative that you prevent the train from reaching the Nod base. Remember, destroying the locomotive will immediately stop the train. Recent ice melts in the region have disabled the only train bridge. You must move quickly as Nod engineers are on their way to repair it. The crystals can be recovered easily if you get to the train before Nod can repair the bridge. Otherwise, we will need to attack the base in order to reclaim the crystals.
779 The mutants are being held on an island in this sector. We can spare a small force to attempt a rescue. The area leading to the island is heavily guarded. If you are detected, more Nod forces will arrive. Avoiding Nod patrols is advised. You must rescue all ten mutants and lead them to the dust-off zone. Periodic airstrikes will be available.
780 Destroying the supply base here will prevent the missile complex from receiving reinforcements.
781 The train transporting the mutants is headed to this power grid. The grid powers the missile complex. Merely destroying the grid is inadequate: Nod will compensate by building more power plants at the base. Use all the mutants to plant C4 charges on all the power plants. We'll detonate the C4 when we attack the missile complex.
782 Complete destruction of the missile complex is essential. Be advised, Nod will use their Tiberium missiles and their new fighter prototypes against you.
783 One of two possible locations for the fighter production facility. Use the mutants to locate its whereabouts while remaining undetected. If detected, Nod will cloak the factory and deploy more troops. Hide the mutants, and Nod will once again uncloak their base. After the base location is recorded, GDI dropships will immediately arrive with reinforcements.
784 Another possible location of the fighter production facility. Use the mutants to locate the position of the fighter production facility. They must remain undetected. If Nod suspects enemy forces, they will cloak their production facility and deploy troops. If the mutants can hide from the Nod troops for a short period, Nod will assume the area is clear, and uncloak the base. Once we have recorded the location of the base, the mission will be complete.
785 Be advised: Kane is determined to destroy you. The ion storm has grounded the Kodiak. We must protect it until the storm abates. Production will be limited. There is a high probability of equipment malfunction. Caution is advised.
786 Impulse signatures emanating from Cairo suggest Kane will launch his world-altering missile within hours. You must destroy the pyramid temple before he has the chance to launch. There are no alternatives.
787 Destroy all enemy units.
788 Hassan communicates to the Brotherhood through a nearby TV station. With the Brotherhood in chaos, the opportunity to divide Hassan from his followers presents itself. Capture the TV station and those once loyal to Kane's technology of peace will return to the fold. And as for Hassan's pathetic guards -- crush them.
789 The infidel Hassan has been tracked to this region of Cairo. Build a base and remove the usurper.
790 We have become aware of an imprisoned commander in this region who WAS loyal to Hassan. Free him and his forces and they should be sympathetic to our cause -- and help in the capture of Hassan. The commander may have information vital to my.......your movement.
791 Taking out this weak GDI position will allow us to reclaim our Sarajevo temple without interruption. Move to an open area and build your base. GDI patrols are known to be in the area. Do not mar the brotherhood's name any further.
792 The alien craft is located in this region - find it! You must utilize your stealth advantage, as the area is infested with GDI. Once the craft is located, get an engineer inside to retrieve the Tacitus. Should you encounter Vega's forces, consider them expendable.
793 Control of the mutants is in our grasp. Their headquarters is located to the north of your drop-off position. The GDI units you will need to implicate in this deception occupy a small base to the southwest. Do not mar the Brotherhood's name any further. Allow the blame to fall squarely on Solomon's shoulders.
794 You must reach the medical colony in the region without being prematurely detected by GDI and forcing a base evacuation. To prevent this, consider first destroying the 3 sensor towers protecting the base. Our new artillery unit should be sufficient for the job, even in your hands. Once inside the base, the capture of the mutant female should be simple.
795 The mutant female may be trying to reach the underground railway system located in New Detroit. Move in and control the station before she arrives. If she boards the train, you must stop it immediately. This may be our last chance of capturing the abomination.
796 The informant must make contact with the mutants south of the GDI base. Use the mutants to protect the informant and to eliminate GDI patrols. Reinforcements will arrive after you have secured the railway tunnel here. Use them to locate and destroy the research facility. The mutants, of course, are expendable.
797 Use the cyborg commando and his team to locate the bio-toxin tanker trucks. Both trucks must reach the convoy point here if they are to arrive in time to aid you in your assault against the research facility. GDI patrols are known to be in the area.
798 A cyborg commando has been sent to retrieve you. Once free, rendezvous with your rescue team to the south. Use them to locate and free Oxanna before she is transported to the main GDI facility. After she has been freed, capture a GDI transport to make your escape.
799 In this sector lies a Nod base overrun with tiberium-based lifeforms. Find the base, reactivate it, and use the tiberium life to fill our missiles. When you have enough of the tiberium substance, launch the missile against the GDI base and destroy it.
800 Enter the sector and deploy your base. Once you have established a tiberium waste facility, convoys of tiberium waste will begin arriving. Protect the convoys at all cost. Once we have enough tiberium waste, the missile will be ready for use against GDI. Destroying their base, once it is infected, will be a simple matter.
801 We must destroy GDI's new weapon. They will, of course, build more in the future but it will buy us valuable time. We know GDI is testing the Mammoth somewhere in this sector. Use a chameleon spy to infiltrate a GDI comm center and locate the test site. Your fighter prototype should be all you need to obliterate the nuisance.
802 The GDI defense perimeter is located here. Do not destroy any GDI factories during your assault - you will need them to build GDI units under our control. Once Jake McNeil's inspection detail is in our converted base, attack! Kill all but McNeil. Use the special toxin soldiers provided to control McNeil. Once he has been "persuaded" to help us in our cause, EVAC him as directed. If he detects the trap, capture him before he can flee the sector.
803 Kane's vision is at hand. Unfortunately GDI's orbital station, the Philadelphia, can stop the missile that will take us into the future. We must destroy the Philadelphia at all costs! The Philadelphia will require three orbits over this sector before it can locate our missile. You must get three ICBM launchers into position before the Philadelphia's final orbit is complete. With the ICBMs in place, we can bring GDI's command station down. All this remains contingent, of course, on McNeil's helpfulness. You must pretend to pursue him back towards the GDI base. They will open the perimeter to let him in. Once he is in, he will deactivate the perimeter shortly thereafter.
804 We suggest that the brotherhood should not suffer the indignations of the past. In order to prevent history from repeating itself, you must steal the firing codes for GDI's ion cannon. Paranoid security measures prevent GDI from storing the entire code in one place. Therefore, use a chameleon spy to infiltrate three different comm centers. Once we have the codes and the spy is safely evacuated, we will be able to use GDI's ion cannon against them in the final assault. Unfortunately GDI will have to use the ion cannon once before we can use the codes.
805 January
806 February
807 March
808 April
809 May
810 June
811 July
812 August
813 September
814 October
815 November
816 December
817 Release
818 Analyzing combat zone topography...
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820 Gathering intel on involved factions...
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824 Final analysis of outcome...
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835 Tundra
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854 Taking out this weak GDI position will allow us to reclaim our Sarajevo temple without interruption. Move in under the cover of an ion storm when GDI's communications will be down. Take out the comm center before the storm subsides.
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869 GDI Barracks
870 NOD Barracks
871 GDI Comm. Center
872 Temple of NOD
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874 Hand of NOD
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