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# A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

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.


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