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Command & Conquer 2
Tiberian Sun
By humaetorcH gmama@mailcity.com version 0.1
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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.
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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.
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