Command & Conquer 3: Tiberium Wars Game Guide/Walkthrough
Scrin Campaign
If you jumped ahead to this page, then we'll answer your question: in order to unlock the Scrin campaign, you have to first beat both the Nod and GDI campaigns, then return to the main menu and hit the Campaign button.
Mission One: London
Primary Objectives
- Destroy 15 civilian buildings in the city
- Destroy the GDI presence
Bonus Objectives
- Destroy the structures known as Parliament and Big Ben
- Destroy Buckingham Palace
- Construct Growth Accelerators at each of the Ichor fields
Get The Kids! Run!
Your first goal here is to take out fifteen buildings. No sweat. Just band together your forces and get them started on destroying the structures nearby. Some light vehicle opposition will come your way, so deal with them as they come, but quickly take out the buildings. Your infantry units are pretty decent at getting the buildings down, too, so have them focus on different structures than your vehicles.
When the Drone Platform arrives, quickly move it up near the tiberium field here. Unpack it to the northwest of the field, so that it’s protected from attack to the east by the buildings. Build a reactor or two, then crank out some buzzer hives and hide them amongst the buildings on the northern side of the field. Properly placed, they’ll protect you from most of the infantry that will be coming from that direction without exposing themselves to fire.
Build a harvesting facility and destroy one of the links in the fence around the tiberium field to allow your harvesters access to it. With that done, start building up the tech tree. Build a warp portal and another harvester, then start cranking out more seekers, the anti-vehicle vehicle that you can create. Your buzzer hives will deal with most of the infantry coming from the northeast, but the vehicles coming from the southeast will be more annoying. A couple of photon cannon turrets along their direction of attack will help thin their numbers, but you’ll want to have plenty of seekers to deal with them, as well.
Readying The Assault
You have bonus objectives here, but don’t worry about them until you manage to take out the pressure that the enemy is placing on you. Build up a force of perhaps 25 or 30 seekers and a few gun walkers and march them to the southeast. Don’t worry overmuch about the turrets that fire on you here; take out the factories and barracks first, then deal with the construction yard itself. If you don’t destroy the construction yard, it’ll simply rebuild the factories. When it and the factories are dead, you can start worrying about the turrets, or simply retreat from the base and send over some storm rider planes to mop up.
When you have the vehicle factories taken out permanently, you can start mopping up the bonus objectives. Building the three growth accelerators isn’t difficult, and destroying the buildings won’t be, either. When you’re ready to assault the final base, build up a large force of gun walkers and seekers, then run over there and wipe them off the map.
Mission Two: Munich
Primary Objectives
- Plant the Mastermind's manipulator device on the Barracks and train an Engineer
- Use the Engineer to capture the power supply
- Destroy the GDI forces with your reinforcements
Bonus Objectives
- Keep your Mastermind alive throughout the entire mission
Tiptoe Through The Turrets
It’s going to take you a while to finish this mission, so strap in and start saving your game as often as possible. Your only unit here at the outset is a Mastermind, a Scrin commando unit. He’s not a badass for taking out infantry, though; in fact, he can’t really kill much at all. His power is that he can instantly take over enemy infantry and vehicles and let you use them. Only one target can be turned to your side at a time, though, and you can’t take over turrets, of which there are a lot running around.
There are plenty of healing crates scattered around; note their locations and save them for your Mastermind when it’s wounded. Don’t bother using them on any stolen units you possess. There are also veterancy crates around; you obviously want to give those to your Mastermind, as well, if only to let it heal when it maxes its rank out.
Begin by skirting along the southern portion of the map, taking over any units that you see and using them to distract other enemy units. If you get grenadiers, use them to bomb out occupied buildings; tanks should be used to destroy the turrets that litter the landscape. Feel free to pop your Mastermind into a building if you need to scout out the land around you. This is going to be very slow going here, especially when it comes time to deal with the turrets, but since all of the units that you capture are effectively disposable, don’t worry about keeping them alive. Just grab a unit (tanks especially should be prized), move them towards the nearest turret, and start firing away. If another tank comes along and pounds it, so be it; let the first one die, then grab the new one and repeat the process.
Try to keep your Mastermind out of sight during all of this, obviously. Eventually you’ll get past the zone where the grenadiers are located (they mostly stick to the west), so you’ll be able to hop into a building to protect the Mastermind until you need to leave to grab a new tank.
The Big Fight
Eventually you’ll come to the southeastern corner of the map. Tanks will periodically come by on the roads here, so grab them as they do and use the teleport power to get them up near the barracks that’s highlighted on your map. After taking out the three anti-infantry turrets around there, sneak up and take over the barracks to build an engineer or three; you won’t have need of your excess cash here.
If you care about the bonus objective, sneak back to the southeastern corner, then escort the engineers back to the southwestern corner, near where you started the mission. From there, teleport one of the engineers to the power supply station marked on your map, then run him into it to take it over and shut down the power for all the sonic emitters.
At this point, you gain a large number of reinforcements from the southwest. Immediately group all of your ground units into one group, make another for your storm riders and planetary assault carriers, and another for your destroyers. Move the whole lot up to the northern side of the map and head into the enemy base as quickly as you can from its northwestern entrance; this will put you near the factories, which will soon be kicking out Mammoths and Predators in large numbers, which will be problematic.
First move your planetary assault craft near the base so that they distract ground units, then move in with your ground forces, which should concentrate on taking down turrets and enemy units. Meanwhile, the destroyers will be doing the dirty work of taking out the factories so that they can’t pump out more units. They can also take out any anti-air turrets that they spot, as well as quickly eliminate the airbases.
When the western section of the base is done for, glide your destroyers over to the power plants and destroy them. That will knock the rest of the turrets offline, letting your remaining forces deal the coup d’grace.
Table of Contents
Bookmark & Share
- Sci-Fi Real-Time Strategy
- Release: Mar 26, 2007 »
- ESRB: Teen
More Features
Games you may like…
-
C&C3: Kane's Wrath
(PC) -
Red Alert 3
(PC) -
Supreme Commander
(PC) -
Command & Conquer: Generals
(PC) -
C&C: Generals Zero Hour
(PC)
Users who looked at content for this game also looked at these games.
See More Similar Games

