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)
8. Neutral Units and Buildings
Mutant Marauder Rating: **** Requirements: Mutant Hovel Summary: This is a very powerful infantry unit that can target both air and ground units. They are moderately armored and semi fast so they are great all around infantry. These can also heal in Tiberium like Scrins units. Tiberium Spike Summary: Provides a steady flow of cash. Expansion Point Summary: Provides build radius. Reinforcement Bay Summary: Provides additional reinforcements. Subway Hub Summary: This allows your infantry to travel instantly through Subway Entrances across the map. Subway Entrances Summary: Allows 3 infantry at a time to travel through to other Subway Entrances across the map. EMP Control Center Summary: Capturing this provides you with EMP strike capabilities. Mutant Hovel Summary: This allows you to build Mutant Marauders. Defensive Tower Summary: This defense, once captured, requires no power and defends the location from enemy forces. Tiberium Silo Summary: By capturing this, you will gain a one-time bonus of funds.
