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Temple Of Nod





PRODUCTION STRUCTURES

These structures are responsible for the construction, manufacture, distribution, or training of Nod units and structures. These are generally considered the cornerstones of a Nod base.


Construction Yard

This building allows for the construction of all other Nod structures. If the Construction Yard is destroyed the player loses the ability to create new buildings unless another MCV is deployed or if there is already another Yard present.

In ''Renegade'' the construction yard was among the largest buildings depicted, and allowed Nod forces to repair buildings damaged by GDI forces much more quickly than they otherwise would have. This structure can be seen in the second-to-last GDI mission, and the interior was largely empty, suggesting that the space was used to store building supplies or other relevant equipment.


Hand of Nod


The Hand of Nod is responsible for training every infantry unit from the standard soldier to the commando. When a Hand of Nod is lost the player loses the ability to train additional Infantry unless a secondary Hand is already present. This structure take its name from the shape, a human hand in all incarnations. In ''Tiberian Dawn'', the Hand stood upright to the ground and clutched a globe.

In ''Renegade'' the Hand of Nod is said to be where Nod forces process their new recruits. This structure contains a gymnasium, an armory, large sleeping quarters and shower areas, a morgue, a medical facility, a helipad, training space, and a massive indoor live-fire training field.

In ''Tiberian Sun'' the Hand of Nod was retooled to look exactly like a human hand. This structure fulfilled the same role as its predeccessor, but allowed for the training of cyborgs as well as infantry.


Tiberium Refinery

Tiberium Refineries process raw tiberium, turning it into credits that a player can use to purchase new units and structures. Without a refinery a player's economy will slowly deteriorate until all credits have been exhausted. Each new refinery comes with a harvester, and additional harvesters can be built from a war factory to supplement income or to replace lost harvesters. A refinery can hold a small amount of tiberium in storage before silos are required in order to expand holding capacity.

In ''Renegade'' when entering a tiberium refinery a player can observe several signs warning personnel of the health hazards of working in the facility. Additionally it appears after refining, the resulting processed tiberium is in the form of box-shaped blocks.


Airfield


Rather than build vehicles directly within their bases Nod opts to have them flown in with C-130 Hercules cargo planes. Vehicles are not manufactured, rather they are purchased (probably illicitly) and flown in to Nod's Airfield for delivery to the player. If the Airfield is lost a player will lose the abilty to purchase new units until a replacement is built (unless there's a secondary airfield).

In ''Renegade'' players who ordered CH-47 Chinook and AH-64 Apache helicopters received them at this facility rather than at a helipad. This was a curious move, since Nod helipads had been included in the solo player mission pack. The most probable explanation is that it was simply easier to have them delivered like all other vehicles. It is also possible that this was done to balance the GDI Orca unit, which was purchased at the GDI War Factory rather than an Orca Pad.

In ''Tiberian Sun'' airfields have been abandoned in favor of constructing war factories.


War Factory

Nod war factories allow for the construction of their vehicles, and as an added bonus a player receives these units immediately rather than having to wait for them to be flown in as was the method with the Airfield. This structure was first introduced in ''Tiberian Sun''.

In the ''Firestorm'' expansion pack, Nod fields a deployable mobile war factory called the ''Fist of Nod''. It is capable of everything a normal war factory can do, with a number of differences: It requires no power to operate, it looks different, it cannot stand as much damage, and finally it is fixed by mobile repair vehicles and not the Construction Yard. Also, it can undeploy back into the mobile form for relocation.


Helipads

Helipads allow for the construction of Apache attack helicopters and Chinook transport choppers in ''Tiberian Dawn'', while allowing for the construction of the Harpy and the Banshee in ''Tiberian Sun''. Without helipads any Apache, Harpy, or Banshee returning to a Nod base will be unable to rearm itself. As the helipad provides no repair services, damaged aircraft must be repaired like any other ground unit; by being sent to a service depot (Dawn) or mobile repair vehicle (Sun).


Tiberium Waste Facility

Similar in most respects to a tiberium refinery, the tiberium waste facility serves as a collection point for Nod weedeater units. These structures store and process tiberium veins, refining them for use in Nod's chemical missiles.


NON-PRODUCTION STRUCTURES

These are buildings that are required for base operations, but are not directly involved with the construction or training of units or structures. Some of these buildings may be required to activate special abilities or to allow for the construction of more advanced units or structures.


Power Plant


Nod’s power plants provide the power to keep Nod’s structures up and running at maximum efficiency. Without these structures a base will become underpowered, resulting in slower construction of units and structures, the disabling of certain special abilities (like the Nuclear Missile strike and the cloaking effects of the Stealth Generator), the shutdown of overhead radar, and long-term damage to all structures in a player's base. Because of this, GDI commanders frequently target power plants to help make assaults against Nod bases easier.

In ''Renegade'' Nod power plants are aesthetically similar to GDI's power plants. The interior of a Nod power plant includes a large control center to moniter power output. The destruction of Nod power plant(s) results in the disabling of all lights in every Nod structure, causing emergency red lighting to be active instead. The loss of power also deactivates a Communication Center's ability to jam local radar and disables Nod’s massive Obelisk of Light, allowing players to bypass the structure without having to destroy it.


Advanced Power Plant

An upgunned version of a regular power plant, these structures produce almost twice the electricity of a regular power plant. Advanced power plants are designed to handle the strain of some of the more advanced Nod structures. For a comparable amount of power, or a single advanced power plant vs two normal power plants, the advanced power plant ends up taking less space and costs less to build.


Communications Center

Nod's communications centers provided Nod players with an overhead view of the map. They were usually required to build and train more advanced Nod units and structures.

In ''Renegade'' Nod communications centers created localized radar-jamming which prevented GDI units from using their personal radar units. Nod's Sarejevo communications center also interfered with GDI's Ion Cannon targeting equipment. The interior of a Nod communications center includes a massive electronics room with wall-mounted screens to track transmissions and a tactical decision room where Nod officers can brief higher ranking Nod soldiers.

In ''Tiberian sun'' this structure was superceded by Nod's radar installations.


Repair Facility

These structures repaired Nod vehicles, returning them to full health at the expense of consuming credits. They were superceded by the mobile repair vehicle in ''Tiberian Sun'' which performed repairs for free. These structures were also absent in ''Renegade'' as they were replaced by engineers who could fix Nod vehicles without the need for them to return to base.


Tiberium Silo

These structures were designed to store excess tiberium that was not spent by the player. The silos are only used when the tiberium refinery no longer has any vacant storage space. If destroyed, they spill their contents in the immediate area and create a localized tiberium field.


Nod Technology Center

Nod's technology center allows for the construction of more advanced units and structures. Losing this structure results in a loss of the ability to field the aforementioned more advanced technology.


Temple of Nod

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The Temple of Nod is the nerve center of the Brotherhood Of Nod . This awe-inspiring structure, shaped somewhat like a Scorpion , functions as Nod’s advanced communications center and has an integral missile silo in the "tail". As the Brotherhood of Nod is quasi-religious, the followers regard the Temple as holy, and those entrusted with guarding it will fight to the death to preserve its sanctity. On more than one occasion an incursion against the Temple has caused Nod to dispatch troops to resecure the site, and trespassers on or in the temple are mercilessly hunted down and killed.

In the ''Tiberian Dawn'' storyline, the original Temple of Nod was constructed in Sarajevo , and it was from here that Kane commanded the Brotherhood. In the GDI storyline this Temple was among the last structures GDI secured while fighting the Brotherhood. The original temple was canonically destroyed by an Ion Cannon strike, which appeared to catch Kane while attempting to leave. In the Nod storyline, the final mission took place in South Africa where the objectives were to destroy local GDI forces as well as construct a Temple from which Brotherhood hackers took control of GDI's ion cannon. That Temple's nuclear strike capabilities depended on the player illicitly acquiring the three components of the weapon from GDI during specific missions in the campaign.

In '' with Hieroglyphics . The hieroglyphics and Kane’s own comments hint that this sarcophagus may contain the remains of Abel , the first person murdered according to several religious writings.

Between the original ''Command & Conquer'' and '''' the Temple of Nod underwent a physical change, resulting in a much more streamlined version of the structure. This building filled the same niche as the original Temple of Nod, but had been upgraded to allow for the launch of Hunter/Seeker drones. Instead of a sinister Cathedral -like design, the new Temple was made of smooth Concrete and had stylistic overlapping vaulted sections, layered externally with decorative steel Truss work. As with its predecessor, the new Temple of Nod retained its scorpion appearance and allowed for construction of advanced units and structures.

Interestingly, the original Sarajevo temple was also present in ''Tiberian Sun'', and played an important role in the Nod storyline. Early in the Brotherhood campaign GDI forces captured and secured it in an effort to excavate whatever useful artifacts they could find. Nod’s commanders entrust the player with securing the site and eliminating the GDI presence in the area. Once this is accomplished a pair of Mutants are observed leaving the temple and heading east, then north up a cliff to a parked truck. Here a brief conversaion reveals that they have secured something of importance from inside the temple. During the last GDI mission the original Temple of Nod can be observed by the player, but cannot be captured by the player and is not a mission objective. This abandoned Temple is located in the remains of an Nod base from the previous war in ''Command & Conquer''.

In the expansion pack ''Firestorm'' GDI forces are revealed to be excavating the Nod Temple and Pyramid in Sarajevo after the Nod forces failed to launch Kane’s "World Altering Missile".


Stealth Generator

Stealth Generators were introduced in ''Tiberian Sun'' as a way for Nod forces to hide their bases from GDI forces. These are possibly the largest energy-draining structures in the game, requiring almost two advanced powerplants to operate effectively. When activated they created a wide stealth arc that hid any unit or structure inside the field. The stealthing effect was disabled if the Nod base in question lost power, and the stealth effects of the generator could be negated by GDI's Mobile Sensory Arrays. Additionally, any hidden unit or structure within the field that started firing would lose the stealth ability until it stopped attacking.


Missile Silo


Between ''Tiberian Dawn'' and ''Tiberian Sun'' Nod removed the Temple of Nod's ability to house and fire Tactical Nuclear Missiles , opting to launch conventional payloads from underground Missile Silo s instead. The general shape is derived from the same irregular hexagon as the Nod logo, and they have a choice of two types of Warhead to mount on the Ballistic Missile s, which can reach any area in the current map:
  • Multi-Missile: Automatically created within the silo, these carry Air Burst warheads which rain the target's immediate area with explosive Submunition s (The "''Multi-''" in the name refers to the clustered bomblets). In a single strike, they can level most buildings, kill most infantry and cyborgs, destroy most vehicles and deform undeveloped terrain. The only thing capable of intercepting them is GDI's ''Firestorm'' barrier system.

  • Chemical Missile: The warhead carries the end product of tiberium vein refinement. Upon reaching the target it detonates, releasing highly- Toxic gas clouds into the immediate area and contaminating it for a set amount of time.


In concept renders , the Silo is shown to hold three missiles in storage. This cannot be viewed in-game, as no silo animations play during a missile launch.


DEFENSIVE STRUCTURES

These structures are designed to defend Nod bases from GDI assaults. Most of these structures are computer controlled, and will automatically shoot at any unit within range that is deemed to be an enemy.


Turret


An emplaced defense, the turret is essentially a tank gun mounted on a concrete block. They were effective against vehicles, but had difficulty with GDI infantry.


SAM Site

Used exclusively for anti-aircraft defense, Nod's SAM site is officially the only structure capable of engaing hostile enemy aircraft. When not engaged in combat in ''Tiberian Dawn'', SAM sites retract underground and are very difficult to destroy. The destruction of all Nod SAM sites in the campaign mode allowed GDI commanders access to the '' A-10 Strike'' special ability.

In ''Renegade'' SAM sites were unable to retract underground and fired unguided missiles, thus greatly limiting their effectiveness.

In ''Tiberian Sun'' the SAM site had been redesigned to be sleeker, and its missile-firing ability was reduced to one per launch cycle rather than the two it had previously been able to fire in ''Dawn''.


Laser

Lasers replaced the turrets previously used by the Brotherhood to protect their bases. Built-in emergency generators take over in the event of low base power, allowing Lasers to continue operation under such conditions.

It is interesting to note that in the in-game cutscenes, Lasers are depicted as retracting underground when no targets are present, like the SAM sites in ''Tiberian Dawn''. They do not actually do this.


Obelisk of Light


The Obelisk of Light (or simply Obelisk) is the most powerful base defense structure available to the Brotherhood. While active this structure was virtually impossible to aproach, but power shortages forced this structure to shut down; the alternatives would be long-range attacks, aerial assault or simply rushing the structure in great numbers. The Obelisk's top emits a bright-red glow and telltale humming noise before any firing takes place, with the time in-between shots only a matter of seconds. The weapon is powered by Capacitor s according to a ''Tiberian Dawn'' cutscene.

In ''Renegade'' this structure was capable of shooting down GDI aircraft in the multiplayer mode. This makes sense, since the game developers did not include SAM sites as part of Nod's base defenses online. The interior of the Obelisk was unremarkable, with two elevators and a lower-level control terminal.

Between ''Tiberian Dawn'' and ''Tiberian Sun'' the Obelisk was retooled to be sleeker and lower set to the ground. This newer version of the Obelisk still retained its legacy as the most powerful Nod defensive structure in the game. In addition, the Obelisk now had a flat base that roughly resembled a compact pair of scorpion claws with a sweeping red bar in-between them.

In ''Firestorm'', CABAL devised two additional variants, the ''Obelisk of Darkness'' and the ''CABAL Obelisk''. The Darkness variant is smaller, taller, sleeker, and shaped more like a real obelisk. The name stems from its diametric targeting criteria; while the Obelisk of Light only engages ground units, the Obelisk of Darkness only engages air units. The CABAL Obelisk is an upgunned version of the normal Obelisk of Light; noticeably larger, a lot taller, and more powerful. Oddly enough, its construction is reminiscent of the Obelisk design used back in ''Tiberian Dawn''. Both can keep operating in the event of low base power.

It should be noted that the structure does not really fit the traditional description of an Obelisk . The bulk of a real obelisk is a tapering rectangular shape that points directly upwards. The bulk of an Obelisk of Light is at an angle and stylized after a scorpion's tail.


Walls and Gates

Nod has a wide variety of walls and gates at their disposal to help protect their installations from GDI attack. These include:
  • Sandbag Walls: Effective at stopping infantry, but units armed with explosive ordinace could destroy the barrier. Tracked units could also drive over this barrier.

  • Chain Link Fence: Effective at stopping infantry, but like the sandbag wall it could be run over or blown apart by units with treads or explosives.

  • Concrete Wall: Concrete wall stops both infantry and armoured units. This wall can not be run over, it has to be destroyed with explosives.

  • Laser Fence Post: Useless by itself, the laser fence post serves as Nod's most advanced wall. Two or more laser fence posts placed in close proximity and at the right angles to each other will generate a laser fence which, while active, prevents any unit from crossing. The laser fence deactivates with low power.

  • Automatic Gate: Nod automatic gates help keep GDI units out of Nod bases while allowing Nod units to enter and exit bases freely.



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