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Command and Conquer 3: Tiberium Wars Walkthrough/FAQ
By: Kasey (DiabloZZq)

Table of Contents:
1 Copyright Info
2 Contact Information
3 Version History

4 Controls
5 GDI Units, Structures, and Powers
6 Nod Units, Structures, and Powers
7 Scrin Units, Structures, and Powers
8 Neutral Units and Structures
9 Advanced Tactics *
10 GDI Only Tactics *
11 Nod Only Tactics *
12 Scrin Only Tactics *

*(under construction)


7. Scrin Units, Structures, and Powers.
The Scrin are a very powerful faction with many heavy hitter units.
They have the most powerful air force I have ever seen in any Command
and Conquer series.  Their aircraft are very heavily armored and the
Devastator can even outrange anti air.  The Scrins main weakness is
their early game.  If you can make it past the rushes and manage to
tech up then you should easily be able to crush the enemy.  Rushing
with the Scrin is a lot more risky because they have weak early game
units.  The Scrin are the only faction with another tier of units then
the others.  The Planetary Assault Carrier and the Mothership show off
Scrins dominance of air.  Scrin's ground units are also very powerful
with the Tripod being the best walker unit in the game.  Also note that
all of Scrins aircraft defense goes up in an Ion Storm and their units
can heal using Tiberium.

Scrin Units

Buzzers
Rating: ****
Abilities: Combine with Vehicle
Summary: The best of the tier 1 infantry in the game.  These can take
out infantry in one hit, are only 200 a piece, very fast, and can even
combine with vehicles!  For only 200, you couldn't want a better unit!
These are easily spammable and great scouting units.  The only
downsides to this unit are its horrible armor and it cannot kill
anything but infantry effectively.  This has the least amount of armor
in the game out of any single unit so be sure to make them in mass.
Buzzers ability to attach to vehicles makes it a great unit to use with
vehicles such as Devourers to make them also great against infantry.

Disintegrators
Rating: ***
Summary: These are the early game anti tank infantry of the Scrin.
They explode when ran over so they are better to use against tanks then
the others.  Their only downside is that they have a much shorter range
then the other anti tank infantry making them easy to avoid.  Make sure
to make some of these in the early game if you see tanks headed your
way.

Assimilator
Rating: *****
Summary: These are the most useful early game infantry. They can be
used to capture buildings which can turn the tides of any battle very
quickly. Even during late game, these infantry are still used proving
they deserve the five star rating. These can be a commander's worst
nightmare if caught running into a base that is undefended.  Just
remember, these guys are very slow and the weakest unit in the game so
protect them if possible. Scrins Assimilators also have the advantage
of being stealthed while standing still. Also, don't forget they can
repair bridges, your structures, and resurrect fallen walkers.  They
cannot repair garrisonable buildings as in the past games though.

Shock Troopers
Rating: *****
Upgrades: Plasma Disc Launchers, Blink Packs
Requirements: Nerve Center, Stasis Chamber
Summary: This is a very powerful late game infantry unit.  Shock
Troopers with their Plasma Disc Launchers can even target air units!
These guys should always accompany your main forces and you should
always produce some to protect your base.  They are good against any
unit in the game but they are very weak to Snipers, Commandos, and
Shadow Teams.  I can't stress enough how great these infantry are.
Blink Packs allow your Shock Troopers to teleport short distances
around anything. If you force fire your Mothership on them, you can
teleport into the enemy base and start the super chain reaction.

Mastermind
Rating: ****
Abilities: Manipulator Device, Teleport Units
Requirements: Stasis Chamber, Technology Assembler
Summary:  This is the best of the best when it comes to the commando
type units.  It can not only mind control both structures and units, it
can also teleport your units across the map in single player.  In
multiplayer it can also teleport your units short distances.  Using
this together with the Signal Transmitter can nearly instantly put a
Mothership in the heart of the enemy's base.  Simply mind control a
building, build a Signal Transmitter in the build space, sell your old
one, and summon the Mothership.  Masterminds can also teleport some
Assimilators into the enemy's base past defenses and beyond cliffs.

Seeker
Rating: ***
Abilities: Combine with Buzzers
Summary: The Seeker isn't really even a tank although that is what the
game calls it.  This is more of a powerful APC with more armor, cannot
hold infantry, detects stealth, and is much better against armored
units.  This is a fast unit that cannot battle head to head with other
tanks.  Because of this, it has both stealth detection and can fire at
anti air units making it a very useful unit. Although you can spam
these, I recommend that you only build them as some backup forces kept
around your base.

Gun Walker
Rating: **
Abilities: Combine with Buzzers
Summary: This is a decent unit made useless by the fact that Seekers
are better against aircraft and Buzzers are better against infantry.
Rather then making these, simply outfit some Seekers with a few
Buzzers.  You shouldn't have to make any, but if you do keep in mind
that these are only good against infantry and aircraft.

Harvester
Rating: *****
Abilities: Combine with Buzzers
Requirements: Nerve Center
Summary: Just another harvesting unit from the past games. These are
vital to your economy so protect them at all costs.  Scrin's Harvesters
happen to leave behind deadly Ion Storms when destroyed to destroy the
forces that killed them.

Devourer Tank
Rating: ****
Abilities: Combine with Buzzers
Requirements: Nerve Center
Summary: These are a great medium tank.  They can charge their cannons
with Tiberium making them much stronger.  Unfortunately this depletes
Tiberium and also only lasts for 10 shots.  Make sure that when you
enter an enemy's base to make a quick stop by his Tiberium fields
instead of using them on your Tiberium fields.  The Devourer is great
against vehicles and decent against infantry.  This is the unit that
you should be spamming as a light tank rather then the much weaker
Seeker.  You should put some of these in your mix of a late game
assault force.

Corrupter
Rating: ***
Requirements: Nerve Center
Summary:  This is exactly like a Flame Tank except that it can also
heal your own units.  It has a short range and is not good against
armored vehicles so back them up with Devourers and other units.
Corrupters can destroy enemy infantry and buildings with ease.  To heal
your units with the Corrupter, just force fire them on your own units.
Their main weakness is that you must micro them a ton to heal your own
units.

Annihilator Tripod
Rating: *****
Upgrades: Forcefield Generators
Abilities: Combine with Buzzers
Requirements: Technology Assembler
Summary: Like the Mammoth Tank, this can crush enemy vehicles under its
three feet.  It has three beam weapons but only two can fire at one
target.  The third one will fire at another enemy unit while the first
two are attacking the target in front of it.  The Tripod can crush
small vehicles underneath it so if you see a line of enemy light tanks,
force move it on top of them to easily destroy them all.  This has a
massive amount of armor that is increased even further with the
Forcefield Generators.  It is great against all ground units but has no
anti air so back this up with some Shock Troopers and aircraft.

Explorer
Rating: **
Summary: These are slow, very weak, and defenseless.  Most of the time
you only need to build one or two at the beginning to make expansion
bases at the other Tiberium fields.  Other then that, these are
horrible at rushing someone unless they can remain unseen.  They take
20-30 seconds to deploy so be sure to defend them

Drone Ship
Rating: *****
Summary: Deploys into another Drone Platform. Great for base rushing
and to have another one handy in case yours happens to get destroyed.
This version of the MCV flies instead of moving on the ground.

Stormrider
Rating: **
Summary: This is a constantly moving version of the Venom.  It can hit
both ground and air units but isn't great against either.  The only
real use of this is to harass the enemy in the early game and to take
down other Scrin PACs fast.  Because they take up a landing pad, it is
impossible to spam them so they are quite useless anyways.
Fortunately, they don't have to return to base for ammunition so you
can keep harassing the enemy until he gets some anti air up.  Also note
that all Scrin aircraft increase their defense in Ion Storms.


Devastator Warship
Rating: *****
Upgrades: Forcefield Generators
Requirements: Technology Assembler
Summary:  This is the heaviest bomber in the game and it doesn't' even
have to reload!  The Devastator can outrange all anti air defenses plus
it fires more bombs then can hit the target so it causes damage to
nearby units and structures.  With the upgrade it can take loads of
anti air bullets before it even will be destroyed!  In packs of 10+
units it can rip apart bases with ease.  Backed up with PACs, Shock
Troopers, and Tripods this can make an unstoppable force of units.
Devastators can also rip through Mammoth tanks armor easily.  Although
Devastators are heavily armored, they cost a lot and are slow.  Also
note that all Scrin aircraft increase their defense in Ion Storms.

Planetary Assault Carrier (PAC)
Rating: *****
Abilities: Ion Storm
Upgrades: Forcefield Generators
Requirements: Signal Transmitter
Summary: A PAC is probably the most powerful unit in the game that is
can be spammed.  It is great against all types of units and structures
and has heavy armor!  Their small fighters will regenerate over time
and like all of Scrins aircraft, they increase their defense in Ion
Storms.  You can create Ion Storms with these making them extremely
potent when coupled with Devastators.  With just a couple PACs I have
been able to destroy entire bases without losing a single unit.  The
only downside to this unit is that it is slow and expensive.  Other
then that, PACs do just about anything and can even detect stealth on
top of all that!

Mothership
Rating: *****
Requirements: Signal Transmitter
Summary:  This is by far the most powerful unit that has ever existed
in a CnC game.  Only one Mothership is all that can be deployed at a
time and you must have 5000 to purchase it.  If you have less then
5000, you cannot purchase one because it is considered a power.  Once
deployed, it will spawn at your Signal Transmitter and you can send it
to wherever you wish.  It is the slowest unit in the game so be sure to
clear any anti air along the way.  The Mothership is easy to take down
provided the enemy has some decent anti air so try to avoid any anti
possible.  Its attack causes a chain reaction that can level entire
bases if the buildings are close enough together.  If hit by the blast,
your units will start to glow until they explode releasing another
shockwave that can turn other buildings and units glowing white.  Make
sure you contain the shockwaves by selling any buildings that will be
hit by the shockwave to save your base and money.  A cheap tactic is to
capture an enemy building, plop a Signal Transmitter next to it, and
sell the one in your base to spawn a Mothership in the enemy base
instantly.  Another cheap tactic is to use it on Buzzers then portal
those glowing Buzzers over into the enemy base starting the chain
reaction.

Scrin Structures

Drone Platform
Summary: Used to start your base. It can be undeployed and sent over to
the enemy's base to rush him.  If you are planning to do this, you
should build a Reactor or Foundry first.  This building also controls
your radar, so if you lose it you won't have any radar.  Remember to
protect this at all costs.

Reactor
Summary: Supplies power to your base. It can also be used to build a
string of buildings to your enemy's base.  Cannot be upgraded like the
other power plants.

Extractor
Summary: This building is the heart of your economy and its Harvesters
supply it with plenty of Tiberium. Building an extra Refinery and then
selling it once the harvester appears is a good way to get a free
scouting unit and a Harvester early in the game.  Using this method
does not cost additional cash though.  In fact this gives you 1 free
infantry unit everything you do it.  Only build one per Tiberium field
and keep 2-3 Harvesters per Extractor at all times.  Remember to
protect these otherwise you might find your self with no money if you
enemy keeps destroying them.

Portal
Summary: Builds infantry units. Additional Portals provide an
additional infantry build tab.

Warp Sphere
Summary: Builds vehicle units (except the Explorer, which is made in
the Drone Platform.  Additional Warp Spheres provide additional vehicle
build tabs.  Make sure if you are spamming vehicles to build multiple
of them.

Nerve Center
Summary: The lesser technology building that is a requirement to build
late game units and structures.

Gravity Stabilizer
Summary:  Builds aircraft units. Additional Gravity Stabilizers provide
additional landing pads and aircraft build tabs.  Each Gravity
Stabilizer has 4 landing pads that hold one Stormrider each.

Stasis Chamber
Summary:  Advanced infantry technology building.

Technology Assembler
Summary: The greater technology building that allows for the more
advanced units and structures the Scrin has to be built.

Signal Transmitter
Summary:  This allows additional Scrin powers and units to be built.
This is required to build the most advanced aircraft the Scrin have.

Foundry
Summary:  Provides you with an additional structure build tab.  You
should always have one built.

Buzzer Hives
Summary:  The anti infantry defense tower.  Great against infantry,
useless against anything else.

Growth Accelerator
Summary:  This structure is built in the center of Tiberium fields and
increases the Tiberium growth rate of that field.  Also this requires
no build radius to be built.

Storm Column
Summary:  This creates a massive Ion Storm that tears apart any enemy
units that might get in range.  As with all Ion Storms, it increases
the defense of all Scrin aircraft in the radius.  This is the only one
of the top ground defenses that can attack aircraft also.

Photon Cannon
Summary:  The anti tank defense turret.  Only useful against light
vehicles.

Plasma Missile Battery
Summary:  This can only target enemy aircraft.  Make sure to keep some
at your base at all times.

Rift Generator
Summary:  When you build the Rift Generator a countdown timer will
appear until it is ready.  Once the Rift Generator is ready to use,
target the enemy's base and watch as it blows up everything in its
radius except Construction Yards and other super weapons.  Remember to
protect it because it will be the enemy's number one priority once
built.

Scrin Support Powers

Reconstruction Drones
Deployed from: Warp Sphere
Summary:  Deploy repair drones anywhere on the battlefield that you
target.  It is very useful to use while your forces are engaging enemy
forces to help keep your units alive.

Lightning Spike
Deployed from: Nerve Center
Summary: This drops a Lightning Spike defense anywhere that you have
revealed on the map.  It is useful to deploy these behind enemy forces
or near enemy Harvesters to distract them while your main forces attack
somewhere else.  Also it is a defense that can be immediately deployed
to stop units that may be behind where your normal defenses can't
reach.

The Swarm
Deployed from: Nerve Center
Summary: This instantly deploys Buzzers at the target.  Very useful to
take out any infantry that may be headed your way or that is bunched
together.

Vibration Scan
Deployed from: Never Center
Summary:  The Vibration Scan instantly reveals all Tiberium fields,
units, and structures.  This includes Refineries, Harvesters, and other
units and structures that have Tiberium.

Stasis Shield
Deployed from: Stasis Chamber
Summary:  The Stasis Shield shuts down everything caught in its radius.
This also makes the structures and units immortal to everything while
shutdown.  It is best used to shutdown enemy units that are assaulting
your base to thin their numbers for its duration.  If built early
enough, it is very useful to stop tank rushes.

Phase Field
Deployed from: Technology Assembler
Summary:  Phase Fields make the units caught in its radius unable to
attack and immortal.  I'm not sure if this can only be used on your
units or not.  It is very useful to send you units behind enemy
defenses unharmed.

Wormhole
Deployed from: Signal Transmitter
Summary: The Wormhole instantly creates a two way portal between the
selected points for a short time.  Very useful to send glowing units
from the Motherships blast directly into the enemy's base starting a
powerful chain reaction.  Also it is useful to send Assimilators and
Masterminds behind enemy lines.  Remember this is a two way portal so
the enemy's can use it against you.

Mothership
Deployed from: Signal Transmitter
Summary: This spawns a Mothership at your Signal Transmitter.

Rift
Deployed from: Rift Generator
Summary:  This creates a giant Rift at the target.  Once the Rift
Generator is ready to use, target the enemy's base and watch as it
blows up everything in its radius except Construction Yards and other
super weapons.


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