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- Developers: Electronic Arts, Breakaway Games
- Publisher: Electronic Arts
- Platform,: PC, Xbox 360
- Genre: Real-time strategy
- ESRB rating: T (Teen)
- Release date: March 24, 2008
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On this page you will find a complete campaign walkthrough for Command & Conquer 3: Kane's Wrath for the PC. It includes a detailed reference guide to all of the new units in campaign mode, with additional information on their upgrades and special abilities. Use the Table of Contents below to navigate to a specific mission or section of the walkthrough.
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Introduction
- This is a detailed guide for the PC version of Command & Conquer 3: Kane's Wrath. The guide covers every mission in the campaign mode, with step by step instructions on guiding your forces to victory. This guide also includes detailed descriptions of the new units and structures from this expansion pack.
Faction Summaries
- In this section, you will find summaries of each new unit and structure you will control in the single player campaign. NOTE: You will always be fighting for the forces of Nod in Kane's Wrath.
- YouTube: Command & Conquer 3: Kane's Wrath - Nod Trailer (Time: 2:39)
- NOTE: The units listed without detailed information are units from the original game, Command and Conquer 3 Tiberium Wars. These units will only be listed once, and unless otherwise noted, they are in all three factions.
The Brotherhood of Nod
- This is the core military force for The Brotherhood. They are the most similar military to the Nod army from Tiberium Wars. Like last time, this army's strength lies in hit and run tactics, and concealing their numbers, movements, and presence with stealth technology.
Vehicles
- Reckoner: This Nod APC can hold two infantry units at once. It is unarmed, but extremely tough and fast compared to other APCs.
- Special Ability: The Reckoner can deploy into a bunker, gaining a tremendous defense bonus. Also, in this mode it can garrison an additional infantry unit, for a maximum of three infantry. The infantry will fire out of the vehicle, and cannot be cleared out of the vehicle by enemy units. If placed within the repair radius of a War Factory, it will automatically get repaired, free of charge. The only drawback is that once in this mode, it cannot turn back.
- Upgrades: Dozer Blades - Allows it to crush heavy infantry, adds defense against attacks from the front, and allows the vehicle to run over Disintegrators without taking damage.
- Specter: These units are Nod's main artillery unit. They can fire over obstacles, and their shells have a large blast radius. Because their rate of fire is slow, they aren't effective against moving targets. When their shots do hit, however, the target is obliterated. As an added bonus, after firing, they cloak themselves, and disappear from enemy sight. NOTE: These units are not invisible for the Black Hand faction.
- Special Ability: They can fire at Beacons placed by Shadow Teams, hitting targets within their radius no matter how far away they are from them. They can also Call for Transport once an Air Tower is constructed.
- Redeemer: Nod's Epic unit. It can permanently garrison two infantry units, which will then add their capabilities to the Redeemer. It can crush any vehicle or infantry unit (except for other Epic units), and has a tripe laser, which is effective against vehicles and structures, as its primary weapon.
- Special Ability: The Redeemer's Rage Generator will make certain enemy units and defense towers fire upon friendly forces caught within the wave of the ability. This effect works for a very limited time.
Structures
- Redeemer Engineering Facility: This structure behaves exactly like a War Factory, except that it can also produce the Redeemer Epic unit.
- Voice of Kane: This structure enhances the offensive and defensive stats of your infantry within its radius. NOTE: Only one of these structures may be on the battlefield, per army, at a time.
- Combat Support Airfield: These structures can repair and refuel your aircraft, but cannot produce any units.
- Older Units
- Construction Yard
- Power Plant
- Crane
- Refinery
- Hand of Nod
- War Factory
- Operations Center
- Secret Shrine
- Tech Lab
- Air Tower
- Tiberium Chemical Plant
- Tiberium Silo
- Shredder Turret
- Laser Turret
- SAM Turret
- Disruption Tower
- Obelisk of Light
- Temple of Nod
The Black Hand
- The Black Hand's strength lies in their Flame-based units and weapons. Their Flame Tanks and Black Hand infantry are produced as veterans, making them powerful already. Once they have received the Purifying Flame upgrade, it is only a matter of seconds before enemy structures are turned to ash.
- All of this firepower comes at a price, however: none of their units are stealthed, including their Harvesters, and they do not have an air force.
Infantry
- Confessor Cabal: The basic Black Hand infantry squad. Extremely effective against enemy infantry, but not against much else.
- Special Ability: Hallucinogenic Grenades - Makes enemy infantry turn on their own forces if they are hit by these grenades. The effect only works for a limited time.
- Upgrades: Charged Particle Beam - Increases the firepower of the Cabal. Black Disciple - This adds a Black Hand flamethrower solider to the infantry unit. The Black Hand solder will gain the Purifying Flame upgrade once purchased.
Vehicles
- Mantis: A light anti-air vehicle. The Mantis can quickly bring down enemy aircraft with a salvo of missiles. It cannot shoot at ground targets, however.
- Upgrades: - The Mantis can gain the Tiberium Core Missiles upgrade, which increases its missiles power.
- Purifier: The Purifier is the top-tier mech unit for the Black Hand. It is extremely effective against infantry, structures, and vehicles, but cannot shoot at aircraft.
- Special Ability: Any infantry that fight within the Purifier's radius get an increase in firepower and defense.
- Upgrades: Purifying Flame - Increases the strength of the Purifier's flamethrower.
The Marked of Kane
- The Marked are a cybernetically-enhanced force. They are very similar to the basic Nod faction, with the exception of new infantry units, and the absence of flame-based weapons. Their unique units, while few in number, make all the difference on the battlefield; with their improved speed, firepower, and unique special abilities, they are all a threat to anything on the ground.
Infantry
- The Awakened: The basic Marked of Kane infantry squad. Extremely effective against enemy infantry.
- Special Ability: EMP Blast - Disables enemy vehicles and structures.
- Tiberium Trooper: These units are very effective against infantry. Unlike their Black Hand counterparts, the Tiberium Trooper can walk through Tiberium unharmed, and have a greater range than the Black Hand's flame-based weapons. Tiberium Troops can clear garrisoned buildings, and also greatly slow down vehicles that they spray.
- Special Ability: Call for Transport - Can get picked up by an Air Transport once an Air Tower has been constructed.
- Upgrades: Cybernetic Legs - This increases their movement speed considerably.
- The Enlightened: Tough defense, and great on offense. The Enlightened deal great damage against vehicles, structures, and even infantry.
- Special Ability: Improved EMP Blast - Disables enemy vehicles and structures. It has a larger radius than the Awakened's ability. Call for Transport - Can get picked up by an Air Transport once an Air Tower has been constructed.
- Upgrades: Cybernetic Legs - This increases their movement speed considerably. Supercharged Particle Beams - This increases their firepower.