The Flame Dancer Campaign Briefings
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Each time you begin a new level, it is advisable that you pull down the
options menu and read the mission briefing so that you know what you are
meant to do in that mission. Due to limitations, the mission briefing you
get may be shorter than I would have liked, so the full mission briefings
can be found in this text file.


I recommend that you only read the full briefings for those missions you have
done/are doing, as the later ones contain some spoilers for previous ones.



Mission 1: Neighbourhood Watch
------------------------------
A small band of Flame Dancer troops are wrecking havoc in a rural village.
Go to the village and protect the villagers. Destroy the attacking force.


Mission 2: A Bridge Too Far
---------------------------
Police chiefs of two neighbouring cities have been in contact with us.
It seems that Remorse has set up a small outpost along the only road
between these two cities and is demanding an exorbitant ransom from both
cities before opening the road again. Neither city can pay the demand,
so the Flame Dancers are killing everyone who tries to cross the bridge.
 Go in and destroy this toll booth.


Mission 3: Moneypenny's Revenge
-------------------------------
One of our spies has managed to escape from a Flame Dancer camp with
important news, and has managed to make it back to one of our listening
posts in the area. Unfortunately, the Flame Dancers in the area were able
to locate this listening post and destroyed some of it before being driven
back. You are to take control and hold the base until we can get a helicopter
to the base to evacuate the spy.

We are unwilling to send in heavy reinforcements in the fear that our spy
might get killed in the escalating violence. However, once you have evacuated
the spy we will send in what equipment we can spare, with which you are to
remove the Flame Dancer infestation in this area.


Mission 4: Dash for M.A.S.H.
----------------------------
The helicopter carrying the spy managed to get itself shot down by on the
way to our debriefing centre. By some miracle, our spy survived the crash,
but is too badly wounded to survive the rest of the trip without help.
Go in, grab him, and escort him to the hospital in the area. Defend him and
the information he is carrying from the Flame Dancers that will inevitably
be searching for him.


Mission 5: Renovating 101
-------------------------
Just before his death, our spy managed to warn us of Remorse's plan to
invade the capital and raze it. Obviously we cannot let this happen, as
the number of innocent lives lost to such a raid by the Flame Dancers
would be horrendous. You are to take a combat group to the capital and
prepare its defenses. You will arrive a short time before the main section
of the Flame Dancer column, but will most likely have to engage their
vanguard as soon as you get there. If you provide sufficient resistance,
it is likely that the Flame Dancers will dig in and build a base so that
they can carry out Remorse's order of destruction. Don't let us down
Commander, tens of thousands are depending on your protection.


Mission 6: Revenge of the Chemical Brothers
-------------------------------------------
Your work in this area is not yet over. We have recently found a Flame Dancer
training camp in the area, which is being used to train terrorists from an
organisation known as the Emerald Brotherhood. The Emerald Brotherhood train
exclusively in the use of chemical weapons, and the Flame Dancers are
providing them with extensive training. You are to close this centre of
learning. As tiberium in the area is limited, neither side invested in a
refinery, so their troop numbers are limited, although very high.
The Emerald Brotherhood are almost as fanatical as the Flame Dancers,
so expect a tough battle.


Mission 7: Patton's Playground
------------------------------
Congratulations. You seem to be getting to Remorse. He has focussed all his
attention onto you, and has made killing you the Flame Dancer's main concern.
Don't be afraid, it is unlikely that he will try a direct assault against
your command vehicle, but you should watch your back for traitors. As part of
his campaign, Remorse has targeted one of our tank construction sites for
removal. This site was just completed, and we cannot afford to let it be
destroyed. Remorse is obviously trying to put a serious dent into our effort
to get our tank production facilities up and running again. You are to defend
this production site, and will naturally have full access to the production
facilities there. However, don't let those weapon factories be destroyed!

Our other vehicle plants are coming back on line, so we will be able to
supply you with some mammoth tanks at regular (albeit long) intervals.
The local Flame Dancer base has recently received an influx of new recruits,
so expect waves of Flame Dancer fanatics.


Mission 8: Hired Help
---------------------
One of Remorse's most trusted henchmen has been captured by one of our
special-operations squads, and is being held for heli-extraction. However,
they are unable to move the prisoner too far as they are very close to a
Flame Dancer base that they were scouting when they captured the prisoner.
You will have to take out the SAM sites in and around the base to allow the
helicopter in unmolested. We must take this excellent opportunity to
interrogate one of the highest ranking members of the Flame Dancer hierarchy.

Information obtained from him could lead up to Remorse himself!


Mission 9: No one expects the Spanish Inquisition!
--------------------------------------------------
Remorse's henchman is being held in one of our technology centres, where he
is being subjected to various interrogation measures in an effort to find
Remorse's whereabouts. This was supposedly a secret location, but Remorse
has somehow gotten hold of the centre's location. We know that he has sent
a massive force towards the centre, but don't know if it is to rescue his
man, or kill him. Either way, you are to stop the Dancers from getting
anywhere near the centre, at least not before the interrogation is
complete. You are ordered to leave the area as soon as the interrogation
is complete.


Mission 10: Don't Look Back!
----------------------------
It seems that Remorse doesn't give up easily. He did not waste any time
destroying the technology centre, and has sent the remainder of the attacking
force to follow your command vehicle and stop you before you can reach us
with Remorse's whereabouts that you extracted from his late henchman.
As soon as we noticed that the attack force was following you, we sent some
engineers to reactivate an old base that we abandoned some years ago. Make
your way there and use all available resources to defend your command vehicle
from the Dancers. We must have your information.

In a show of support for the G.D.I, the local goverment has decided to commit
some of its own forces to this battle. While this support is limited to
infantry units only, we are sure you will be grateful for any and all help.


Mission 11: King of the Hill
----------------------------
Congratulations. We now know where Remorse and the Flame Dancers headquarters
are located, thanks to the information you brought back. Out strategists have
plotted the course you are to take, and while this is the longer route, it is
less well defended. First you must take out a forward observation post and
those Dancers manning it. Use a special-operations squad to complete this
job.

Take out the surrounding SAM sites so we can send a second squad by
helicopter to finish off the job.


Mission 12: The Harbringer
--------------------------
In an effort to blackmail G.D.I, Remorse has constructed a 'dirty nuke', made
from spent nuclear rods that were lost en route from a German nuclear plant.
He is threatening to detonate it in Central Europe if G.D.I doesn't halt its
onslaught immediately. A 'dirty nuke' is a normal nuclear warhead that has
been slightly modified so that it spreads as much radiation and radioactive
fallout as possible. The amount of radiation that this device would spread
over Europe if deployed is horrendous to even contemplate. We have learnt
where the device is currently being held, so you are to go in and retrieve
the device before Remorse has a chance to move it. 


Mission 13: The road forward
----------------------------
Dear God! Remorse, the madman, had his commander detonate the nuke once he
realised that you were about to take it. The entire Eastern European area
has been irradiated by the fall-out, and a radioactive dust cloud is moving
towards Western Europe. Russia, Greece, Albania, Romania, Hungary, Turkey
and Bulgaria are all calling for the immediate abolition of the Global
Defense Initiative and have already halted their monetary contributions
to the G.D.I. This list of complainants is likely to increase as the dust
cloud moves across Europe.

We are trying to hold off any immediate votes on G.D.I's future, so you are
to continue going after Remorse. Our satellite relays have just come back on
line, so you will now have access to the orbital cannons to kill this maniac.
Take out the base that is defending the entrance to the Flame Dancer main
headquarters. It is still in the early stages of construction, so the faster
you get there, the shorter the battle. Don't let the Dancers finish the base,
it will mean a drawn-out battle, and excessive loss of life amongst our
forces.


Mission 14: Come Fly With Me
----------------------------
Congratulations on clearing the path to the headquarters of the Flame
Dancers. Your chance to rid the world of this maniac will be next. First you
must take a short side-trip to destroy a pair of helicopter pads in a small
Flame Dancer base that we believe Remorse could use to escape if the coming
battle goes against him. We cannot leave that madman any room to escape.
Go to this base, destroy the two helicopter pads, and then leave.


Mission 15: Emnity, Revenge, Insanity.
--------------------------------------
There is no escape for Remorse and his band of fanatics now. While heavily
defended, the positioning of their base means that the only way that they
can escape is to go straight through our forces. Naturally, you aren't about
to let that happen. We believe that Remorse will be in the communications
centre overseeing the battle. Kill him and all his Flame Dancer minions so
the world can be free of his terror.

Russia has let it be known that it intends nuclear retaliation against
Remorse for setting off the nuclear device he constructed. For now, they
do not know the precise location of Remorse's base, and we want to keep
it that way. One nuclear detonation is more than enough for Europe. To help
their search for the Flame Dancer main base, the Russians have dispursed
numerous GPS devices over Bosnia which will, if activated, give the Russians
the location of the Flame Dancer base. We believe that there are two such
crates in the area around the Flame Dancer base - keep your men
away from these crates. The political situation in Europe has already gone
to hell in the past few days - the last thing we need are the Russians meting
out retribution.
