Command and Conquer 3 Walkthrough NOD Mission 16, Kane's Tower

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This is the final Nod mission, and is probably the hardest mission in the game for most players. Multitasking is essential, and you must keep your mind on the multiple things that need to be done at any one time, most notably in the beginning. Before the mission briefings pop up, you need to have a surveyor, extra harvester and a crane building all at the same time.

Send the surveyor east, just south of the blue tiberium field, near the burned out structure. While it is moving, place your crane and immediately build a tech center and refinery (for the blue). Deploy the surveyor the moment it arrives. This should be around the time that your Tech Center is finished. Place it back at your base and begin building an obelisk. Set the refinery near the southwestern corner of the field, and wait patiently on your obelisk. Place the obelisk east of the refinery, then snake three more to the north. When the first obelisk starts getting attacked, have it focus on the missile squads first. Keep them close together, and charge them with beam cannons (set your rally point near the obelisks). Doing this will render some of the southeastern GDI base's attacks against the scrin useless.

Train an avatar, and have him head out the eastern exit of your base and to the north, where he can pop the juggernauts safely (from below). Afterward, have him take out the anti-air. Back at your base build a surveyor (send it north of your base to the two green fields and place 2 refineries nearby) and an air tower (make sure you have the juggernauts taken care of first. Send a pair of venoms to handle any zone troopers that may be around. Also, around this time, a temple of Nod will be useful to allow the use of a nuke later.

If you want to capture the juggernauts you should move fast, reinforcing the area with avatars and black hand. Send in four saboteurs and a surveyor via call for transport and deploy the surveyor there while you build a fleet of twelve vertigo bombers. Pause any other building and make the vertigos top priority. Use the venoms you built earlier (or a vertigo bomber if those are dead) to scout the northern edge of the map west of the main GDI base. Look for an air field. If it's there, it's a prime bombing target because GDI air strikes are coming at the Scrin from that location. Another bombing target that should be taken care of is the GDI's southeastern ion cannon control. Your nuke should beat the other base to the punch, but there is almost no way to stop the GDI from having the first shot. However, on normal mode, it seems they don't take the chance right away. About twelve bombers should take it out swiftly. A few obelisks at the location of the juggernauts helps, as well. Choose their targets carefully, focusing on production buildings or ion controls.

Be careful not to let your base sit idle during this time of the fight. You should be building avatars and black hand in great number. At this point, you should shift your bombers into three attack groups (one per tower, keeping their numbers full). Hammer the eastern GDI base's crane, war factory and barracks. Another good idea is to fly near the edge of the GDI base and see if they have any air fields intact. If they do, I shouldn't have to tell you what to do! When your nuke is available, a great place to use it is near the GDI's northeastern construction yard. They seem to pile a lot of power plants and anti-air there. Using it there will allow you to use your bombers to take out their other structures. If you've made it this far, and the Scrin base is doing fine, then you're in great shape for a victory.

All is not well if you do an amazing job at protecting the Scrin, however. They may be attracted to your base by any number of factors. Destroying the southeastern base entirely is extremely important for purposes of saving time. Your second nuke combined with some bombing runs should be used. Pacify the GDI stationed near the blue tiberium field to the northeast of your base with avatars while your bombers and (if they're still alive) the juggernauts do their dirty work.

A large army will be easy to come by at this point, more so if you elect to send a surveyor via airlift to the blue tiberium fields you wrested from GDI control. The well-placed nuke from the beginning should make the main GDI base to the northeast a lot more accessible to your land troops. Use bombers against any sonic emitters and provide air support to clear it faster. I found myself in a mad rush to eliminate the GDI base before the Scrin had finished mine because I had done so well defending them!