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Enlightenment acquired!
- Enlightened

The Enlightened were the Marked of Kane's advanced heavy infantry in Command & Conquer 3: Kane's Wrath.

Background[]

The ultimate realization of Kane's vision of an army stripped of its humanity and free will, the Enlightened are truly a horrifying sight to behold. While their weaker brethren, the Awakened, still bear some traces of humanity in their desiccated flesh, the Enlightened are almost entirely cybernetic, the last vestiges of their prior form encased in layers of bone white battle armor, faces concealed behind eyeless masks devoid of human emotion. Slower than the Awakened, the Enlightened are also considerably more powerful, capable of withstanding multiple hits from a Mammoth Tank without even breaking their stride, before responding in kind with their devastating supercharged particle beam and EMP emitters.[1]

Abilities[]

Call for transport
Call for transport If an Air Tower is deployed, Enlightened can call in a Carryall transport for pickup for a small fee of $200. This ability has a 2:00 cooldown (Ctrl+A).
EMP blast
EMP blast Fires the Enlightened's EMP weapon at a target, disabling all vehicles in a radius of 75 for 7.5 seconds. This ability takes 0:30 to recharge (Ctrl+S).

Upgrades[]

CNCKW Cybernetic Legs Cameo
Cybernetic legs Extensive research into cybernetic limbs has yielded enhanced actuators that provide Marked of Kane Enlightened with twice as much speed as they had before (Ctrl+A). Purchasable at Marked of Kane Secret Shrine $1000 and takes 0:30 to research.
CNCKW Supercharged Particle Beams Cameo
Supercharged particle beams When armed with white-hot particle beams, Enlightened have an even easier time slicing through enemy armour (Ctrl+S). Purchasable at Marked of Kane Tech Lab for $3000 and takes 1:00 to research.

Game unit[]

The Enlightened are the Marked of Kane's anti-vehicle heavy infantry, similar to the GDI's Zone Troopers. Like the Marked of Kane's Awakened, they are able to disable vehicles and structures using an EMP blast. Unlike the heavy infantry of other factions, they lack the ability to traverse rough terrains, limiting their mobility, though this can be somewhat compensated with the cybernetic legs upgrade. With a crushable level of 1, they are immune to crushing by most tanks, making them Nod's only crush resistant non-commando infantry.

Thanks to their EMP ability, a few squads of Enlightened can easily halt and destroy an armored column. They are also quite lethal against structures and anti-armour defenses. When upgraded with the cybernetic legs, they become one of the most lethal anti-armor units in the game, combining heavy firepower with some of the highest speeds infantry can attain in the entire game.

Enlightened can also be upgraded with supercharged particle beams, increasing their firepower against any type of ground unit. This also improves their ability to combat infantry, though doing so is still not advised. The Venom is the cheaper and better alternative if it comes to fighting infantry, even more so with the Supercharged Particle Beam upgrade.

The Enlightened are costly to deploy at 1200 credits. Their small squad size of 3 troops renders them vulnerable to Sniper teams. They also lack anti-air capability, and are vulnerable to various anti-infantry weaponry. Like the Awakened, they are vulnerable to Tiberium exposure. Finally, due to their ground-only capabilities, they are easy prey for Venoms or Hammerheads. They are also unable to enter a Redeemer.

Enlightened work well when garrisoned inside Reckoners, the Reckoner protects their small squad from losses, enabling them to more safely bring their full firepower to bear, and giving them the protection needed to largely offset their weakness to being attacked by organic infantry. Setting up a Reckoner with Enlightened inside of it near or or inside of an opponent's base can be very effective, as they have both the range, firerate, and firepower to make quick and efficient work of buildings and vehicles, and the protection necessary to continue doing it much longer than they normally could.

EMP glitch[]

The EMP special ability has oftentimes been proven as prone to malfunction, likely due to a coding error. This has been fixed in community patches 1.02+ and 1.03.

Changelog[]

  • Kane's Wrath patch 1.01: EMP cannon of the Awakened/Enlightened tuned for significantly faster responsiveness, squads will no longer perform a funky backwards walk-dance when attempting to get into EMP range
  • Kane's Wrath patch 1.02: hit points increased from 600 to 650

Quotes[]

When created[]

  • Enlightenment acquired.
  • The Enlightened rise.

When selected[]

  • Awaiting order.
  • We see the light.
  • Our souls are Kane's.
  • We are the fist.
  • Superior design.
  • We bear the mark.
  • Loyalty is all.
  • Kane's will made flesh!
  • Kane is the light!

When moving[]

  • Updating vector.
  • Refactoring objectives.
  • It is Kane's will!
  • New coordinates acquired.
  • Updating.
  • New destination confirmed.
  • Enlightenment on route.
  • Advance and conquer!
  • We need no rest.
  • Processing order.

When garrisoning a structure[]

  • Claim it for Nod!
  • Occupying structure.
  • Analyzing floor plans.
  • It shall bear the mark!

When ordered to attack[]

  • Combat mode engaged!
  • We shall crush all!
  • All will take the mark!
  • We shall cleanse this land!

When attacking[]

  • All shall fall!
  • Neutralizing threat!
  • Eliminating hostiles!
  • Primary weapons engaged!
  • Target locked!
  • Weapons locked on!
  • The flesh is weak!
  • They shall perish!
  • Death is life!
  • Die!
  • Exterminate!

When ordered to fire an EMP blast[]

  • Enlighten 'em!
  • EMP engaged!
  • Targeting area!
  • Show them the light!
  • Into darkness!
  • The power is ours!

In combat[]

  • Combat mechanics engaged!
  • For the glory of Kane!
  • The weak fall before us!
  • They falter!
  • They flesh is but ashes!
  • We are the fury!

When retreating[]

  • From the ashes.
  • Redirecting.
  • If it is Kane's will.

When suppressed[]

  • Down!
  • To the ground!
  • Take cover!

Trivia[]

  • Unlike the Awakened, they seem to have retained a very small shard of their human personality, as their voices sound more human and their quotes indicate so.

Gallery[]

See also[]

References[]

  1. Electronic Arts Los Angeles, Command & Conquer 3: Kane's Wrath. Nod Weaponry, "The Enlightened".
Join the cause of Nod! Brotherhood of Nod Third Tiberium War Arsenal Ascend!
CNCKW Enlightened Cameo Cybernetics CNCKW Awakened Cameo
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