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Those fools at GDI continue to destabilize the Tacitus with their "experiments"! The artifact must be taken from the hands of these children before they destroy it once and for all! Do not fail me!
- Kane to LEGION.

Tacitus Regained is the final mission of Kane's Wrath.

Background

LEGION successfully raised the Marked of Kane from their slumber, bolstering Nod's depleted forces. However, signal from the Tacitus suddenly began fluctuating, signalling that the alien data matrix has become dangerously unstable from GDI's experiments. Fearing that the Tacitus may self-destruct soon, Kane ordered LEGION to mount an attack on GDI's Tacitus containment facility and retrieve it immediately.

New units

  • Awakened
  • Enlightened
  • Tiberium trooper

The Battle

The Marked of Kane, under LEGION's command, arrived at the outskirt of GDI's Rocky Mountains base and quickly established a base.

The Tacitus Containment Facility is located within the heart of the complex, and is protected by two layers of impenetrable energy barriers. The complex itself is also extremely heavily guarded, patrolled by both ZOCOM and Steel Talons forces and dotted with AA batteries, Watchtowers, and Sonic emitters.

However, the complex also has several weaknesses: much of its defense emplacements are powered by poorly defended external power plants, and most of GDI's forces are massed within bunkers under the mountain. Taking advantage of these weaknesses, LEGION destroyed the power plants, cutting off power to most of the complex's defenses, and collapsed the bunker exits, trapping GDI's forces inside the bunkers.

After capturing two GDI communications center, Nod hackers began disabling the energy barriers protecting the Tacitus while LEGION's forces protected them from GDI counterattacks. After the outer barrier went down, the Black Hand 2nd Armored Regiment arrived to assist LEGION, bringing their own MCV with them, and after the inner barrier went down, mainline Nod forces arrived as well.

Unfortunately, by the time the energy barriers were disabled, the Tacitus was already on the brink of destruction. LEGION's forces raced against time to break through GDI's defenses around the Tacitus facility. Eventually, a Saboteur successfully captured the Tacitus before its self-destruction. At long last, Kane's prophecy was fulfilled.

In Kane’s name I claim the Tacitus! We got it! I can’t believe we actually got it!
- Unidentified Nod Militant

Aftermath

Kane holding the recovered Tacitus

Kane, with the unstable Tacitus in hand, thanks LEGION, and connects the alien device to LEGION before it could self-destruct. When accessing the Tacitus, LEGION receives a message from an unknown source, written in the language of the Scrin.

EARTH WARP GATE STATUS ACTIVE
COMMENCING PHASE II
INVASION

- The message

Walkthrough

You begin the mission with 22 000 credits in reserve, two Reckoners, four Awakened squads, two Enlightened squads, and four Venoms. A small Marked base is set up shortly after arrival, consisting of a construction yard, a refinery, a Hand of Nod, a war factory, and an ops center with a single disruption tower. After immediately upgrading the power plants with liquid Tiberium cores, you have a fairly solid starting position, with areas of attacks directly to the north and west. Setting up choke points there using the Reckoners and your experienced infantry will help prepare for the initial wave of attacks, with Venoms in reserve as a quick reaction force. The mission is a fairly challenging march towards the Tacitus with one caveat: As soon as the first shield emitter is destroyed, a timer starts until the Tacitus self-destructs, at which point you fail the mission regardless of how much forces you have.

The initial moves should focus on securing a generous supply of resources, capturing the three spikes to the west (which also deny supplies to the GDI) and the silo, and reinforcing a battle line to keep GDI attacks at bay, which will only intensify. The map is fairly flexible when it comes to playstyles, with the quick Redeemer built one of the most optimal choices. GDI has three main bases spread out outside the shield, with a final one behind it. Each has its weaknesses, with the most glaring being the cluster of upgraded power plants on an island directly north of your starting Tiberium field. Taking it out will severely weaken their ability to defend the approaches to the main base and the comm centers you have to capture and is also a side objective. The other cluster is on the opposite side and is a little trickier. You will also have to contend with four bunker exits constantly spawning new enemy units.

Notably, the constant attacks work to your advantage if you set up a good defensive perimeter: Constant influx of experience and relatively fast leveling up of units means a powerful force can be built up relatively quickly, while the eventual Juggernaut spam means a lot of artillery for your side. Once your position is stable and you can beat off most attacks, consider expanding westwards, near the first communications center, and capturing the spikes and the tib field there. A stealthed Redeemer is a good spearhead and will help provide an additional income for fortifying the battle line and open up the central forces for flanking. After that, pushing into the central and ultimately the northeastern part of the map will allow for a good jump-off point for attacking the main base around and within the shield. GDI attacks get progressively weaker as you sweep the map, so by the end you'll snowball into a powerful army that can just attack move anything (even the MARV spawning at the end won't change the tide).

In fact, keeping off capturing the three communications centers until the map is clear of GDI will allow you to pretty much stack the odds in your favor. Note that if you want to play with the Black Hand arsenal (2nd Black Hand Armored), you need to capture the comm center, as you'll get a Black Hand MCV once the first barrier is down (and a third for the regular Nod tech tree once all three are hacked through). However, keep in mind that you're under a roughly 17 minute time limit from the moment you capture the first comm center. Each additional center accelerates the hacking rate, so it in fact makes the mission harder, if you aren't ready.

Note that while the frontline rests against the shield, you'll also be subject to constant attacks by Hammerheads, Shatterers, Orcas, and more, trying to attack your force. Creating another expansion base there surrounded by base defenses might make for a good choice. When each energy barrier is down, you get a 7 minute countdown to the Tacitus' self-destruct. Completing the mission at this point is as easy as capturing the target building.

Valuable assets

Several Tiberium Spikes and Silos (All controlled by the local GDI garrison)

Several resource crates for the player to pick up.

Trivia

This is the only mission in the game that the player has access to the Marked of Kane.

Videos

Briefing
Ending cutscene
Tiberium Wars and Kane's Wrath missions
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