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North Carolina Badlands is the GDI prologue mission in Command & Conquer 3: Tiberium Wars.


With Kane apparently dead, Nod has been fractured by internal power struggles; recruitment's down 25% and they've abandoned four bases in the last year. The prediction is another decade of peace. Me? I say it's the calm before the storm.
- Jack Granger

General Jack Granger welcomes the GDI Commander who has just been assigned to the eastern seaboard of the United States and informs him that InOps had downgraded Nod threat level to "Low", predicting another decade of peace. However, Granger believed that it was merely the calm before the storm.

A Nod vehicle disguised as a produce truck detonated itself at a security checkpoint in North Carolina before it could be searched, and satellite recon revealed evidence of a Nod base in the area. Granger ordered the Commander to lead a recon team to the North Carolina badlands and investigate.

Granger then introduced the Commander to Sandra Telfair from InOps, who briefed the Commander on the mission: after the explosion, Sky Sentry located a high-output subterranean energy grid in the area. She recommended the Commander reactivate an abandoned GDI base in the area and only engage the enemies when necessary.

Having being assigned two rifleman squads, the Commander ordered them to the abandoned GDI outpost, only to find several squads of Nod infantry there. After eliminating them, Kirce James remotely activated the base and a Mobile Construction Vehicle was soon disptached to aid the Commander.

At Kirce's suggestion, the Commander built up his forces and advanced. The Nod presence is revealed to be larger than expected, with both structures and vehicles. In response, Kirce granted the Commander access to missile squads and Orcas. The Commander was then ordered to destroy key structures in the main Nod base to drive Nod from the area.

However, Nod deployed many modular defense systems, including Shredder turrets and SAM turrets, to protect the base. In order to destroy the base, Kirce granted the Commander ion cannon controls, allowing the Commander to destroy the base with a single ion cannon blast.

It became clear that Nod was preparing for a major offensive, unfortunately General Granger could not notify his superiors as all of them were onboard the Philadelphia attending the energy summit. News just came through that Goddard Space Center was attacked and Nod had taken out GDI's A-SAT defense system, rendering all their anti-missile capabilities offline. Both Granger and Telfair realized that the Philadelphia had become vulnerable to attack.

New additions

Rifleman Squad Missile Squad Engineer Orca


This is a very simple mission. Follow the instructions and there should be no problems completing it.

Use the provided elite rifleman squads (who are glad to be off patrol duty for once!) to eliminate militants camping in the abandoned base. It will be activated remotely and shortly an MCV will arrive. You will be ordered to construct a barracks. Do so and train several rifleman infantry squads, three will not be sufficient.

Once you build them, fanatics will blow up your power plant. It's scripted and they're invincible, so just move your men out of harm's way. Rebuild the power plant when prompted. Once it is built, repair the command post to restore the base to full functionality. Once the repairs start, the battlefield will expand and a Nod outpost will become visible. If you have six rifleman squads, you should be able to eliminate the enemy forces without much of a problem. Build a watchtower regardless, to meet the secondary objective.

You will receive missile squads to help you in your progress. Use them to support your attack. Once the outpost is destroyed, you will receive additional reinforcements in the form of 2 engineers. Take your time and build up an attack force, capturing the Nod buildings in the meantime. When you're confident you have enough soldiers (should be around 6-10 squads of infantry of both types as well as a spare engineer or two), capture the bridge. The battlefield will be expanded again and you'll be able to attack the Nod base and capture the Tiberium spike.

When you engage enemy forces, you'll be given an order to construct an airfield in order to receive Orca attack aircraft. Do so. You'll receive two A-15 Orcas. Use them for strafing runs against the enemy base. After they take a certain amount of damage, they will erect SAM turrets, prompting Lieutenant James to give you access to the Ion Cannon to level the base. Doing so ends the mission.

Intelligence Database entries

The following entries for the Intelligence Database can be unlocked during this mission:

  • GDI Archives, GDI Base Closure
    • Unlocks automatically.
  • GDI Archives, Tiberium Primer
    • Unlocks automatically.
  • GDI Weapons, Tactics, and Systems, Barracks
    • Unlocks automatically.
  • GDI Weapons, Tactics, and Systems, GDI Riflemen
    • Unlocks after training a Rifleman Squad.
  • GDI Weapons, Tactics, and Systems, Missile Squad
    • Unlocks automatically.
  • GDI Weapons, Tactics, and Systems, GDI Engineer
    • Unlocks automatically.


  • It is entirely possible to finish the mission without using the Ion Cannon by using masses of infantry to destroy enemy vehicles and structures. It is hard, due to the fact that the enemy vehicles and structures have been toughened up for the mission, but certainly not impossible. Interestingly, capturing an enemy war factory, construction yard or Hand of Nod will skip to the last objective: destroy the base with an Ion Cannon.
  • Notably, the GDI base contains elements suggesting it was initially built around the time of the Second Tiberium War - concrete walls that closely resemble those from Tiberian Sun, wrecked automatic gates at the entrances, and guard towers that look very similar to Light Towers from the same game.


Mission ending cutscene

See also

Tiberium Wars and Kane's Wrath missions