Command and Conquer 3 Walkthrough NOD Mission 14, Italian Hills

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Build the essentials, focusing on getting a saboteur into the nearby spike. You start with no MCV but can build one if you create a war factory. Early defense is easy. In fact, you might not even need an escort for the MCV to take the tiberium field in the southwest corner. Once you have an MCV, you can build air defenses and obelisks. You should do so. Remain defensive for a while, as you create a mobile anti-air force (stealth tanks for the main base and venoms for the far reaches.)

Money shouldn't ever be a problem. Make sure you have that Anti-air up as a moderate Scrin force will attack from the east including a couple devastators, which can be hit by your stealth tanks or anything else capable of hitting air.

Create a force of four avatars upgraded with beam cannons (sacrifice a beam cannon using their ability) and attack the base to the north of the western expansion. It is the easiest of the three to hold. Keep anti-air near this location as it is important for a secondary objective that you lose none of the refineries.

At the new base, build a war factory to repair your avatars and a hand of nod to capture fallen tripods. Do so at your main base, as well. The tripods come close to being dangerous when they attack, but not when you back off your avatars and repair them at the war factory. Other than tripods, the only real threat is air, which your venoms should be doing great handling if you send them back to your air towers for repairs every now and then.

Your avatars will move up in rank steadily, and money should be coming in quite fast. Expand to the north of your start location, being sure not to bother with infantry as the buzzers will eat them up. Keep your venoms away from the western cliff, as there is anti-air, but they should help to defeat the GDI who come in the form of zone troopers.

Keep up the defense, adding to your current arsenal and try to take the middle tiberium field. More avatars with beam cannons should take this location, while the venoms provide anti-air coverage. You will find that with the three multiple tiberium fields you need silos past 20,000 tiberium. Keep up your spending! Send in a horde of avatars to the northern gravity stabilizers and finish the resistance there with your venoms once the avatars have cleared a portion of the anti-air.

At this point, the victory should come easily, just save capturing the final objective for last.