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Rome is the penultimate mission of the GDI campaign in Tiberium Wars.[1]

Background[]

After GDI managed to repel the Scrin attacks on various Blue Zones, news reports and GDI High Command was shocked to discover that the attacks were just a diversion to redirect attention from the Scrin's construction of 19 Threshold Towers, one in the each Red Zone on the planet. While the purpose of the towers remained unknown to GDI, scientists and GDI military leaders agree that they "were not built for the benefit of mankind" and that their elimination was necessary.

GDI General Jack Granger hoped to prove that the Threshold Towers could be torn down, and dispatched one of his best men - the GDI Commander - to see the risky operation through. GDI's intelligence branch, InOps, deduced that the towers would be vulnerable only when their protection by the nearby Phase Generators ceased. As such, the elimination of these alien structures was crucial to the Threshold Tower's destruction.

InOps had previously detected a new structure under construction in the area, but as its purpose remained unknown, it was ignored for the time being.

The Battle[]

Insertion[]

Three drop pods of Zone Troopers were deployed from orbit as GDI's MCV was deployed behind a Tiberium chasm. The theory was that since the chasm provided an impassable natural barrier, the GDI base would not be subject to attack by alien ground forces. Unfortunately, this theory went down the drain as Shock Troopers were somehow teleported across the crevice and into the GDI positions. As the Zone Troopers and base defenses quickly dispatched them, a team of Nod Venoms were also detected in the area, signifying that the Brotherhood was also in the area for unfathomable reasons.

Hit-and-Run[]

Noting the threat that the Nod and Scrin air forces posed to this mission, the GDI Commander constructed ample amounts of antiaircraft defenses to hold them at bay. Curiously, the two powers appeared to be in conflict, which eased the pressure on GDI for some time.

However, the Commander's problems were still numerous. Regular harassment and assault forces were shifted across the chasm by a Scrin Mastermind, and the Plasma Missile Batteries and Seekers nearby proved daunting to any aircraft. Nod had not overlooked the presence of GDI, either, and dispatched groups of Venoms and Vertigo Bombers to demolish the AA Batteries and the base they protected. To make matters worse, the two nearby Tiberium fields were not exceptionally large, and it soon became clear that an expansion across the chasm (and into hostile territory) would be necessary to secure sufficient funding.

However, the Commander had no time to think: the mysterious structure that had been under construction within the Scrin base turned out to be a superweapon, one capable of creating artificial rifts and sucking everything nearby into space. It became clear that the Commander would have to act, and soon.

The superweapon, dubbed the Rift Generator, was the first priority, as GDI intelligence estimated that it would be ready to fire after six minutes. The massive numbers of Plasma Missile Batteries in the area made an aerial assault extremely costly, so a lone GDI commando was entrusted with the task of destroying it. Extensive use of the jetpacks he was equipped with allowed him to navigate around Scrin defenses and destroy the superweapon. He was quickly recalled back to the safety of the GDI base, for even highly trained operatives such as the commando would be unable to withstand the Scrin defenses for long. Meanwhile, teams of Juggernauts and Firehawks began launching tactical strikes on the alien defenders directly across the chasm.

GDI Expansion[]

With the immediate defenders cleared, the chasm could now be crossed by the more fragile V-35 Ox Transports. An Engineer was flown in to capture the Tech Expansion Point, which allowed the GDI Commander to deploy a much-needed Refinery and a War Factory to build up an assault force. Scrin attack groups frequently traveled through the area, however, and the position was contested fiercely. The Scrin deployed their extensive aerial arsenal, including the long-ranged Devastator Warship and Planetary Assault Carriers, in an attempt to dislodge them. The Mastermind responsible for attacks on the main GDI base also occasionally harassed the outpost, and while it was capable of eviscerating any infantry thrown at it, it eventually collapsed under a hail of vehicular weapons. The GDI outpost still stood, and preparations for a counterattack began.

Eliminating the Phase Generators[]

The GDI Commander wasted no time and began producing a strike force of Mammoth Tanks and Juggernauts, aided by Rigs and Pitbulls, to spear through the Scrin defenses and to the Phase Generators. The Scrin proved to be incredibly tenacious, mobilizing Annihilator Tripods and Devastator Warships to augment their defenses, but they were eventually brought down by a combination of the sheer firepower of the Mammoth Tanks and Juggernauts, and the lightning-fast Pitbulls (who could evade the plasma discs fired by the Warships). The previously constructed Ion Cannon Control Center also proved to be a valuable (if infrequently available) asset, allowing the Commander to clear out massive swathes of units and structures at a time. Even the mysteriously powerful Storm Columns and their artificial Ion Storms proved to be insufficient to hold back the advancing armor, and the three alien support structures met their end at GDI's hands.

Destroying the Tower[]

Nod's intentions became a little clearer upon the Phase Generators' destruction - with their removal, Nod forces mounted a fierce attack upon the GDI assault force that nearly wiped them out. It seemed clear, now, that Nod needed the Threshold Tower intact for its mysterious agenda, and hoped to prevent the destruction of the Tower if they could not protect the Phase Generators. They also began airlifting infantry to the GDI base, hoping to capitalize upon any weakness brought about by the false sense of security afforded by the chasm. Nevertheless, each of these attacks were repelled, and the Nod installation was demolished for good measure.

Finally, the Tower was vulnerable. The surviving elements of the assault force was given the honor of demolishing it, and after a few salvos from the Juggernauts and Mammoth Tanks, the tower collapsed and died. One of the nineteen Towers that the aliens regarded as critical to their mission, and had been afforded every level of protection the Scrin possessed, had been demolished. The aliens and their constructions were not invincible after all.

GDI could win.

Aftermath[]

Buoyed by the GDI commander's success in Rome, GDI forces worldwide rallied again and invaded the Red Zones to destroy all the remaining Threshold Towers. Alarmed by their progress against the eighteen remaining towers, Kane sent his best Commander to delay GDI's efforts against Threshold-19, the tower in the Mediterranean that was nearest completion, in the hopes that it could be completed and subsequently be made invulnerable.

The GDI Commander, however, was given a different task. While other commanders were tasked with destroying the remaining eighteen towers, he was tasked with eliminating the heart of the problem: the Scrin's Control Node at Ground Zero in Italy, which appeared to be sustaining the Scrin forces deployed on Earth. The destruction of the Control Node would cut off all sustenance to Scrin troops on the planet, thereby ending the invasion, though the Scrin were aware of this vulnerability and were prepared to fight to the end to protect it.

Walkthrough[]

The initial forces given in this mission are rather lacking: a single MCV (which automatically deploys into a Construction Yard), and nine veteran Zone Troopers deployed from a total of three Drop Pods. They are extremely useful when used to break down any armored units teleported into the player's side of the chasm. However, their potency against the early Shock Troopers is less-than-ideal, and the Shock Troopers in turn can kill them relatively easily. It is recommended that Watchtowers are deployed against them, as they are quite effective against them.

AA Batteries and Firehawks are both extremely useful assets, as both the Nod and Scrin bases will mount frequent air raids. The Nod base (to the north of the player' starting position) will frequently employ Venoms and later Vertigos to attack the base and AA emplacements, and the Vertigos especially will occasionally attempt to destroy the GDI Harvesters. The Scrin send the longer-ranged Devastator Warship and Planetary Assault Carriers, which outrange the AA Batteries. However, at worst they can prove to be a delay to the Warships and an impediment to the Carriers' Invaders as the missile-loaded Firehawks destroy them.

The Scrin will eventually construct a Rift Generator near the middle of the southernmost part of the map. Sending a Commando or some Zone Troopers is advisable, as they are highly maneuverable (being equipped with jetpacks) and can demolish the Rift Generator relatively easily. They should remain close to the bottom edge of the map, however, as the aforementioned Mastermind can eliminate all of them with ease, as can the base's defense line of Photon Cannons and Buzzer Hives slightly to the north. Once the superweapon is destroyed (completing the second secondary objective), they should be recalled to avoid any unnecessary casualties.

Juggernauts can be used to snipe at the Plasma Missile Batteries protecting the other side of the chasm, which allows an expansion into that area. Airlift either an Engineer (to capture the nearby Expansion Point) or a Surveyor (for more flexibility) to the other side and construct a Refinery and a War Factory. The blue Tiberium field next to the Expansion Point should be able to provide decent flow of income. Scrin forces commonly pass through this area, so be prepared for heavy combat. Mammoth Tanks backed by Battle Bases are adept at taking down groups of Annihilator Tripods (provided the Mammoths are pulled back for repairs when they sustain severe damage). During an opening between the attack waves, use vehicles to kill the Mastermind to complete the first secondary objective - this Scrin commando is modified such that it cannot mind control units, but has the strength (and fortunately, vulnerabilities) of the weapon of the GDI Commando.

Attacking with a group of Mammoth Tanks, Juggernauts, Rigs, and Pitbulls is an expensive but advisable setup: Mammoth Tanks can withstand the brunt of the damage and cut down enemy vehicles, while Juggernauts snipe at defensive structures and larger targets, Rigs can deploy into Battle Bases to repair damage suffered by the group, and the Pitbulls can detect stealth and their exceptional speed can be used to wear down and destroy any Devastator Warships encountered. Sniper Teams can also be a useful addition to eliminate infantry. Note that the central Drone Platform can be captured, which grants access to the entire Scrin arsenal (barring the Explorer).

Once all three Phase Generators are destroyed, Nod will launch an attack on the player's attack force. The armor and damage of Mammoth Tanks, supported by the repair drones of Battle Bases and the shells of Juggernauts, should be able to deal with them relatively well. They will also begin using Carryalls to transport infantry to the GDI base separated by the chasm, though a few AA Batteries should be able to deal with them before they land. Optionally, the Nod base can be destroyed, though it is possible to receive full marks on the mission without doing so (as none of the objectives concern Nod).

The Scrin will also send in a reinforcement air armada composed of Devastator Warships and Planetary Assault Carriers in a final attempt to protect the Tower. Since they enter the map from the edge closest to the main base (the one with the Drone Platform), the base can be captured and defenses constructed there to eliminate them. Alternatively, some mobile antiaircraft weapons (especially Firehawks) should be capable of dealing with them.

Once the Phase Generators are down and the Nod and Scrin attacks beaten back, the Tower can be destroyed at the player's leisure. An Ion Cannon strike can be called down upon it, though if it is still under cooldown or not present on the battlefield, units can also be used to destroy it. Being placed right behind one of the Phase Generators, most of the defenses in the way should have been cleared out previously, though a ring of Storm Columns protect the Tower itself. These should not be an issue if all the Reactors in the Scrin base had been neutralized, however.

Videos[]

Prelude cinematic
Granger's briefing
James' briefing

Trivia[]

  • If the player chooses to construct an Ion Cannon Control Center prior to the Phase Generators' destruction, they will be reminded that the latter must be eliminated first before the Ion Cannon can be used on the Threshold tower.
  • Multiple Outposts are located within the Scrin's border bases, though they cannot be built even if the Drone Platform is captured.
  • The Mastermind in the mission is unique, though interestingly it is closer to the design originally intended for the Scrin's commando unit.
  • On occasion Nod ground units will stand on the chasm's outer edge, though they are incapable of dealing significant damage from there.
  • The nearby Stasis Chamber will only ever deploy a Stasis Shield around the Mastermind.

References[]

  1. Electronic Arts Los Angeles, Command & Conquer 3: Tiberium Wars. GDI mission 16: "Rome".
Tiberium Wars and Kane's Wrath missions
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