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