Command & Conquer 2 Tiberian Sun By humaetorcH gmama@mailcity.com version 0.1 ____________________________________________________________________________ Disclaimer This is a basic FAQ describing all the units available in Tiberian Sun.This guide does not cover mission strategies.You might want to check out other FAQ's available on www.gamefaqs.com if you want a full walkthrough.Also if you haven't yet played through the game i suggest you don't read this as this guide contains some major spoilers and can be hazardrous to your gaming experience.Please also note that all the information is discovered by myself. If there is some strategy that does not coincide with mine,feel free to e-mail me and notify me so i can add your suggestions.Now let's get down to business. _____________________________________________________________________________ System Requirements Operating system Windows 95 or 98 CPU Pentium 133 RAM 32 MB Hardisk space 100 MB CDRom drive Quad speed Video Card 1 MB local bus,Ms Direct Draw compatible card Sound blaster or Ms Direct Sound compatible soundcard History of Command & Conquer *Global Defensive Initiative* Founded October 12.1995,the Global Defense Initiative has always stood to enforce the United Nations Global Defense Act by providing nation at war with assistance,and to suppress terrorist acts.Not long after the formation of GDI,were they forced to contend with the quasi-terrorist group known as the Brotherhood of Nod,during the first great tiberium war. They emerged victorious,and to this day have managed to maintain a way of life among the planet's population despite the ever dangeroud alien mineral,tiberium. Now,twenty years later,the mineral continues to grow stronger and engulf in an increasing amount of the earth's land mass.Rumor has it that the leader of the Brotherhood,Kane has survived and is in the process of rebuilding his empire.GDI is now faced with several new and dangerous problems.Problems of such magnitude that only time will tell if they will survive...... *Brotherhood Of Nod* The Brotherhood of Nod,previously believed to be only a small terrorist operations,are now considered to be the most powerful and well-equipped organization out there.Their considerable economic and political strength allows them to secretly purchase military hardware. During the first tiberium war,Nod's leader Kane battled the Global Defense Initiative for control of the alien mineral,Tiberium.Things didn't go well for the Brotherhood and they were not successful.Kane was believed to be killed when the Temple of Nod was destroyed. Twenty years have passed.and Nod has moved underground to build up their forces.Assuming the role of the leader is Hassan,and the Brotherhood plans on making a second attempt at taking control of the Tiberium.But,there is some turbulance within the Brotherhood,as it is rumored that Kane has survived and he has quite a backing.Before they can start the attack on GDI,they will have to settle their differences.And Nod doesn't settle it's differences over a cup of tea...... *The Forgotten* The Forgotten are a growing organization of people mutated by the alien mineral,Tiberium.Many are former Nod soldiers who were experimented with in the Brotherhood's search for the ultimate soldier,while others were mutated by coming into contact with the deadly plant.But they are all rejected from society and they aren't too happy about it.They have grown to be quite a powerful group,with many of their own units to protect their cause,and are willing to rent them to anyone willing to pay.Their cause is still yet to be known,but whatever it is, it probably has something to do with revenge.They are not to be underestimated and they want to make sure everyone knows it. THE STRUCTURES *GDI* Construction yard The most important structure in the entire game.All constructions of other structures are handled here.In short if you happen to lose this sturcture, you won't be available to build anything. GDI power plant The GDI power plant supplies power to emable other structure to function to it's full power.A normal power plant supplies an amount of 100 power. Tiberium refinery The processing plant for tiberium harvested ny the harvester.Raw tiberium that has been harvested are processed here in exchange for money which allows you to purchase other units. Barracks This is where the GDI elite infantry forces are trained.With a GDI flag hanging at the front,it shows the loyalty of GDI's elite force in protecting the human race. Power turbine An add-on for GDI's power plant.When a turbine is added on an available slot on a power plant,the power production of that certain plant will be increased. Cheap and effective. Tiberium silo This is bassically a warehouse to store processed tiberium.All processed but unused tuberium are stored here waiting to be spent.IF a silo has run out of room,tiberium being processed won't be credited so make sure there is always plenty of silo's available. Radar The radar is a structure that enables a GDI commander to have intelligence of the enemy.When deployed,a map on your right taskbar will be visible allowing you to view areas in a sector that has already been previously explaored. Component tower A tall erected tower for the purpose of defensive means. Vulcan add-on A vulcan cannon to be added on a component tower.Excellent for handling infantry units but useless agaisnt high armoured tanks. RPG add-on Another add-on for the component tower.Superb for handling very high armoured vehicle and even infantries.The only drawback is has is it's very slow firing rate. SAM add-on Missile launchers that can only provide cover on air attacks.Not that effective but it does the job to keep pesky air crafts at bay. GDI war factory Ah....the place where all kick-ass GDI mobile vehicles are assembled.From towering mechs to four-legged tanks,this place has it all. Concrete wall Defensive walls to provide cover from enemy fire.Virtually useless as a few shots even from the most pathetic cannons can bring it down. Gate As they name says,a gate to shield bases from enemy fire. Pavement Stone slabs that can be deployed around bases to stop pesky NOD burrowing vehicles from appearing out of no where in the middle of your base. Service depot A repairing bay which repairs all mechanical units for a small price.Very slow and only 1 unit can be repaired at a time so that makes it uneconomical. GDI tech center This is where GDI scientist are continously developing new technology to counter Nod forces.Once constructed,other advance structures can be constructed. Helipad Reloading bay for orca aircrafts to reload ammunition. EMP cannon A cannon that generates a powerful electro magnetic pulse blast.Once the blast hits a mechanical unit,it will be temporarily offline where you can move in for the kill. Very slow at regenerating but a worthy weapon nevertheless. GDI upgrade center An upgrade center providing slots to be added once new technology has been developed. Fire storm generator The fire storm generator provides fire storm defense which is strong enough to even keep out chemical missiles.As long as a fire storm compartment is built in the perimeter of your base,you're quite safe from enemy nukes. Ion cannon uplink An add-on for the upgrade center.2 uplinks can be added on to increase the power of the all time favourite-ION CANNON which i don't think i need to elaborate on how powerful it is. *NOD* Construction yard Has the same purpose of the GDI's con yard.All construction are handled here in this facility. Nod power plant Supplies power to other structures. TIberium refinery Processes raw tiberium into money with the aid of a harvester. Hand of Nod The training ground for all Nod infantry troops.This high-tech facility even experiments on mutants which is evident as the production of cyborgs are also handled here. Nod wall A wall to shield your base from enemy fire.Very weak but luckily the cost to construct a gate is very cheap. Gate I don't think i need to explain the purpose of this structure twice. Laser Nod's first defensive structure.It fires a beam of light thus incinerating enemies.Weak but at least it has a fast firing rate to counter for it's weak firing laser. Tiberium silo As identical as GDI's,the tiberium silo stores unused processed tiberium. Nod war factory Here is where the cream of the Nod mobile vehicles are constructed.Powerful mechanical units are being produced whenever orders are issued and provided there are enough funds to assemble the units. Nod radar Provides radar for a Nod commander to spot enemy intelligence. Emp cannon Freezes mechanical units for a short period of time.The powerful Emp blast covers a certain radius thus allowing multiple units to be stopped.The only drawback is that the range of this particular cannon is not that great. SAM Provides defensive measures against aeriel GDI aircrafts.Strong and very reliable.It's just too bad it's not mobile so using rocket infantries is a better option. Helipad A landing site and reloading bay for Nod Harpees and of course their very advance Banshees. Nod tech center Once constructed,other advance structures will be available to be built. Advanced power plant An upgraded version of the Nod power plant.It produces twice the amount of energy a normal power plant will so it is an obvious choice over it's predecessor. Laser fence post A higher technology version of the wall.This fence post is surrounded by laser beams.It is very highly armored so it's ideal to cover up the perimeter of your base provided you can find enough flat terrain to build it on. Stealth generator This interesting but costly structure will cloack any units or buildings in it's surrounding. A good way to defend your base from incoming attacks and also to suprise your enemy with defensive obelisks.Be aware though that it eats up a lot of power so be sure to have sufficient power before deploying it. Obelisk of light Wooohoooo.....this advance laser tower fires a large beam of light that eats through armor faster than anything else.It's laser beams are so deadly that even a Mammoth's cannon cannot match this.The best defensive structure in the game but marred by a very slow recharge rate.A favourite among old timers. Temple of Nod The temple allows Nod commander to gain alien technology.Once built,the all powerful Cyborg commander and the mutant hijacker will be available at your service. Tiberium waste facility Works very much like a tiberium refinery but the weed-eater harvests deadly weeds provided by alien plants found everywhere.In case you don't know what i'm talking about,it's the orange colored weed produced by a big lumbering plant.Once collected and filled,the wastes will be produced into deadly chemical missiles.The missiles works very much like an A-bomb. THE UNITS *GDI* Light infantry The most basic soldier.Wields a minigun and can be very deadly in packs.Good for attacks early in the game Grade=C+ Disc thrower Basically,it's identical to grenadiers found in red alert.It's disc can hurt your own troops so proper navigation is required.I prefer to stick to light infantry as they are cheaper and more economical.Good for taking out tanks though. Grade=C Medic Medics automatically heals any friendly infantry units near it.Very useful in battle. Grade=B+ Engineer Engineers have the ultimate task of repairing damages structures and bridges.Any friendly structure entered by an engineer will be fully repaired although you will lose the engineer.However,the engineer's most deadly arsenal is it's capability to capture enemy buildings.You don't have to damage a building before capturing it like in Red Alert.This time, you can capture a building in any condition.Very annoying so make sure your important buildings are well guarded. Grade=A Harvester The job of a harvester is to cut tiberium and bring it back to it's processing facility.Although it does not have a weapon,it is very very heavily armored.An important unit as all your credits depend on it. Grade=A Amphibious APC This vehicle has the task of shieling infantry units from enemy fire.It is now modified to a certain extent that it can now even go under water.As such,a weapon had to be discarded from the vehicle. Lightly armored and only useful for shielding engineers. Grade=B- Titan The Titan is perhaps GDI's best arsenal.Protected by very highly armored plating and equiped with a deadly 1-handed cannon,it can easily mow down bases without much effort.The most interesting feature however,is it's ability to fire over walls,not to mention it's cheap price.Truly a deadly weapon. Grade=A+ Wolverine Very fast but it's speed has a drawback.It's very lightly armored.Wields a twin autocannon making it only useful against infantry units.The funny thing is that the price of a Wolverine is almost identical to a Titan's.You're better off with Titans if you ask me. Grade=D Jump jet infantry This GDI soldier had been provided with jump-jets.Thus they have the ability to fire on air or even on ground.It's most useful in uncovering the fog-of-war as they can fly anywhere and you don't have to discover a terrain first for them to fly there.Too bad they have a crapy weapon. Grade=B- Hover MLRS The MLRS is a hover tank that fires deadly strings of missiles.Very useful as it can even move on water and the ability to fire aeriel units.It is however lowly armored and priced exorbitantly. Grade=B+ Mobile sensor array A detection vehicle.Once deployed it can uncover cloacked Nod units and even detect those pesky underground units.A must-have in any GDI base. Grade=A Mobile construction vehicle A mobile version of the construction yard that has yet to be deployed.It is not functional until deployed. Very expensive but an important unit nevertheless. Grade=A+ Disruptor A tank that uses sonar waves as it's weapon.Deadly sound waves are fired from the mouth of it's cannon incenarating everything in sight.Good but not great because of it's costly price. Grade=B Mammoth Mark 11 Oooookay...I don't think this monster needs any more introduction.The strongest mobile vehicle in the entire game.It's fire power is so immensed that 3 shots from it can take down even a Nod temple.Heavily plated,it is one hell of a killing machine.The only drawback is it's awfully slow moving rate.I however will not complain as it's firepower more than makes up for it.Did i also mention that it can only be consrtucted 1 at a time? Grade=A+++ Carryall A transport vehicle.It can only carry 1 mechanical unit so it's virtually useless.Good for sneaking in engineer filled APC's or dropping the deadly mammoth in the middle of an enemy base. Grade=B- Orca fighter An attack aircraft that is fast and reliable.Fires a machine gun and holds quite an impressive amount of ammunition.I however prefer bombers for the little more extra credits. Grade=C+ Orca bomber A more advance version of the Orca fighter.It's bombs really rock but only very little of them can be carried at a time so frequent reloads are expected. Grade=B+ *NOD* Light infantry Works very much the same as GDI's Grade=C+ Rocket infantry A more useful soldier compared to the GDI's disc thrower.Fabulous at bringing down tanks,capped with the ability to fire air,it certainly is a useful arsenal. Grade=B Engineer Identical to GDI's incarnation. Grade=A Cyborg A super soldier developed by mutating human beings using the alien plant,Tiberium.Highly armored and equiped with a twin auto cannon,it is perhaps one of the strongest infantry units.It even provides humor when it tries to walk even after its legs are blown apart.Too bad for the costly price though. Grade=B Harvester I guess i dont need to explain it twice. Grade=A Attack cycle Very similar to the recon bike,this is the fastest unit in the game.It packs quite a punch in it's missiles but it's very very very low armor lets it down.However,if you need to scout the map then this is the ideal vehicle.Other than that,don't even bother. Grade=D Subterranean APC This armored-personal-carrier is extremly sly and cunning.Burrowing itself underground,it can appear out of nowhere carrying pesky engineers.Very useful in crippling an enemies production facility. it is clearly a better choice compared to GDI's amphibious APC. Grade=A- Attilery Nod's answer to the Titans.It's extremely high powered cannons are a pain in the ass.Backed up by a cruiser-alike range it is the greatest asset to the Nod forces.If you ask me,i think this unit is a little too much.Maybe Westwood oughta reduce the range a little bit. Grade=A++ Tick Tank You could have mistaken this for a medium tank and nobody would blame you.Fires the exact cannon and looks exactly the same,it is nevertheless a good unit.It also has the ability to burrow itself into the surface.Once burrowed,it's armor is increasedd tremendously.Good support for the Attlilery. Grade=B+ Mobile repair vehicle If GDI has a medic,then Nod has this.This repair vehicle automatically repairs any mechanical unit around it for free.Yes.You heard me.Free.Nice. Grade=A+ Attack buggy A rip-off of the wolverine.No difference at all.Okay maybe it looks different.But that is all. Grade=D Stealth tank Making a return from the original game,this tank has the ability to cloack itslef.It will not be visible until it fires.It might sound cool but in reality,this unit suck.Lowly armored and very expensive, i don't know why Westwood ever bothered to include this. Grade=C- Devil's tongue A subterranean flame tank.It's ability to burrow makes it look useful but actually no.It's worthless. Try damaging a Titan using this.Zilch.No damage will be done.Good for taking out infantry though.Also provides an excelent diversion for your burrowing APC. Grade=D- Weed eater The other version of the harvester.This one harvests weed for the construction of chemical missiles. If you would like faster missile production,then build lots of this. Grade=C Cyborg commander Nod's answer to the Mark 11.It works exactly like the mammoth only this is a soldier.It is more lightly armored and slightly cheaper.Other than that,it works like the mammoth.Oh but it can automatically heals itself when come into contact with tiberium. Grade=A++ Mutant Hijackeer Although can only be trained 1 at a time,it still kicks ass.As the name says,it can hijack any vehicle. Imagine hijacking a GDI mammoth and working it side by side with a Cyborg commander and a MRV. Grade=A Banshee Fast and deadly,but somewhat losing out to GDI's orca bombers.Still,it provides a good cover for your ground assaults. Grade=B Harpy A crappy aircraft similar to the orca fighter only with less speed.You'll be better off with Banshees. Grade=C- Well, that's my description of the units available in C&C 2.If you would like to add anything or correct me,please feel free to e-mail me.You are also welcomed to post this up anywhere you like. I don't mind at all as long as you give me credit.Remember to check back for updates soon. Copyright 1999-Joe Lee Tze Vern humaetorcH September 19,1999 gmama@mailcity.com