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TS Guide
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Author:Yuri
IP:CPE00207XXXX
Date: 03/28/02 06:03
Game Type: Westwood RTS
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Yuri Productions Presents...
Tiberian Sun Structures And Strat Guide.

Introduction :

From my last two Tiberian Sun Battle Reports, I’ve noticed you guys don’t know much about Tiberian Sun. This Guide will teach you everything you need to know about every Unit & Structure in Tiberian Sun.
Let’s start.

Global Defence Initiative (GDI) Structures :

Construction Yard : The Construction Yard is your main building. It is required to build any structure.
At the start of every game, you get a Mobile Construction Vehicle (MCV), which can be deployed into a Construction Yard anytime. Defending it should be your first priority.

GDI Power Plant : EVERY building in the game requires power. Power Plants provide the power; if you don’t have enough Power Plants to power all your buildings, you’re on a situation called Low Power.
While on Low Power, many of your buildings won’t work. Defend your Power Plants! It is a very uncomfortable situation when your Radar isn’t working!

Barracks : The Barracks allows infantry units to be trained. It’s that simple.

Tiberium Refinery : Converts the Tiberium that the Harvester brings into credits (Money)

Electro-magnetic Pulse Cannon (EMP) : The EMP Cannon can fire a high powered blast of electro-magnetic that totally disables any mechanized unit or structure for a short period.

FireStorm Generator : The FSG creates a n infinitely high force field. Once the FSG is constructed, special FireStorm Section Walls must be placed on the perimiter of an area to be defended, just like a wall. When activated, the walls will light up with a weird kind of fire and the walls are totally impenetrable. Nothing can get through it. It will kill/destroy every unit (Including aircraft) that is on it at that time. Because of the huge amounts of power this thing consumes, it can only be activated for a short amount of time (About 1 minute) before it needs to recharge.

FireStorm Wall Section : Havent I covered this already..?

Radar : Allows commanders to view the battlefield and the friendly and enemy units through the Minimap. In order to remain active, the Radar must be constantly powered.

Power Turbine : Up to two Power Turbines can be added to a Power Plant to increase power output.
The output of each Turbine is less than that of a new Power Plant, but the cost is much Lower.

Tiberium Silos : Silos store excess Tiberium once a Refinery is at maximum capacity. If a Refinery is full and there are no Tiberium Silos, the Tiberium that the Harversters unload will be lost.

GDI War Factory : Allows construction of vehicles and machinery.

Component Tower : Component Towers are the main defences for a GDI town. One of three weapons can be mounted on the Component Tower : Vulcan Cannon, RPG launcher, or SAM launcher.

Vulcan Cannon : Addon for the Component Tower, this cannon acts like a machine gun and is very effective against infantry, but can be used against vehicles too.

Rocket Propelled Granade Upgrade : Addon for the Component Tower, this cannon fires rocket propelled granades (RPG) to a long range. It is very effective against armoured units, but can be used less effectively against infantry.

Surface to Air Missile Upgrade (SAM) : SAMs are GDI’s main anti-aircraft defence. Can be used only against only against flying units.

Helipad : Allows the construction and re-arming of Orca Fighters, Bombers, and Carry-Alls.
Without Helipads, aircraft cannot be constructed and re-armed when returning from an attack.

GDI Tech Center : This is where GDI conducts its high-tech weapons and units research. A Tech Center must be constructed before you can construct the most advanced units.

GDI Upgrade Center : Upgrade Centers have two available pads and can accept the following upgrades :
Ion Cannon Uplink or Seeker Control.

Ion Cannon Uplink : Addon for the Upgrade Center. When charged, it sends signals to the Ion Cannon Satellite, which can fire a powerful blast of concentrated energy to any spot of the battlefield.

Seeker Control : Addon for the Upgrade Center communication with a Hunter Seeker Droid , which aquired enemy targets (Read : Hunter Seeker Droid). The Seeker Control is required to build Hunter Seeker Droids.

Service Depot : Umm.. Repairs vehicles and aircraft.

Concrete Walls : Do I really have to say anything on this one?

GDI Automatic Gate : This structure prevents enemy units and Tiberium growth from entering your base. It will open for friendly units, but will remain closed when enemy units are passing.

Pavement : Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons and explosions from making craters on the base.


Global Defence Initiative (GDI) Units :

Light Infantry : Umm.. These guys are the normal soldiers. That’s it. Armed with a M16 Mk.II Rifle.

Disk Thrower : Just like Granadiers, the Disk Thrower carries a long-range granade delivery system.
Instead of traditionally shaped granades, the Disk Thrower uses an aerodynamic granade that is designed with longer flight in mind. These guys rock.

Jump Jet Infantry : Armed with a Vulcan Cannon and a Jump Jet system, these guys are a real threat early in the game, because of their ability to fly (Not to hover, to fly!). Only anti-air units and structures can target Jump Jet Infantry. The JJI can target air units himself.

Medic : Come on, figure it out yourself.

Engineer : Slow and unarmed, the Engineer is nonetheless deadly in its own way. It is capable to capture enemy structures, repair damaged structures, and repair bridges.

Ghostalker : Now, this one is really deadly. He’s some kind of Tanya (from Red Alert), and it is very very effective against all units (except for aircraft). He carries a small rail gun, and kills most of the units on one or two hits. He is also capable to place C4 explosives on buildings, and immediately destroying it. Like all mutant units, the Ghostalker can heal in Tiberium.

Wolverine : This is a 8 to 9 feet bipedal unit that is piloted by a single soldier. Fast and agile, these lightly armoured suits excel at suppression fire and in light skirmishes. Handling large groups of Infantry is no problem for a squad of these troopers.

Amphibious APC : The Amphibious APC is heavily armoured and can carry up to five infantry units. It is very fast, and its main advantage is that it can go over land and sea.

Titan : Standing 25 feet tall, and carrying a 120mm cannon, the Titan controls the battlefield. Two attacks of 20 Titans each, can take out even the most heavily defended base. Just make sure those mechanized walkers have some anti-aircraft support, since they cannot target flying units.

Hover Multi-Launch Rocket System (MLRS) : The Hover MLRS is a medium to long range missile delivery system mounted a hover chassis. It can travel over land and sea, but it is not a flyer unit (Even units that cannot shoot at flying targets will be able to shoot at the Hover MLRS).

Disrupter : This heavily armoured vehicle is one of GDI’s most powerful weapons. Firing a harmonic resonance wave, the Disrupter is capable of shattering any unit or building caught in the wave –enemy or ally alike-, so be careful, or these all-purpose (except for aircraft) vehicles will kill your units.
15 Disrupters used properly can annihilate a very well-defended base in minutes.

Mammoth Mark II : This machine is a walking nightmare. It is GDI’s most powerful and armoured weapon. Towering over the battlefield from about 95 feet or so, The Mammoth Mk.II carries dual rail guns and a back mounted mounted anti-aircraft missile launcher. Only one Mammoth can be used at the same time; it is the most expensive unit : It costs $3000 .
But don’t think the Mammoth is indestructible, one Mammoth Mk.II without any Titans and MLRSs support isn’t worth much. This unit can also destroy your buildings in seconds if you’re not careful.

Mobile Sensor Array : This unit, when deployed, can detect burrowed and cloaked units, on a limited range; and it will warn you when a burrowed or cloaked unit is approaching.

Orca Fighter : This air unit (a helicopter mixed with a plane), is fast, lightly armoured, and armed with dual missile launcher. It will go near the target, stop, and start firing about 6 missiles that are quite effective against all buildings and vehicles. I, personally, never make Orca Fighters because they’re just not worth the cost ($1000)

Orca Bomber : Now, THESE guys are nice. Heavily armoured, and delivering a stream of high-explosive bombs in strafing runs, the Orca Bomber is ideal for softening ground defences. This plane is perfect against any ground unit or building, even infantry. It is quite expensive, but it is well-worth the cost($1600).

Orca Carry-All : The largest of all the Orcas, the Carry-All can rescue or deliver any vehicle to, or from, any destination. Its main use is to transport a Mammoth Mk.II to a location closer to the enemy’s base, or to anywhere else. The Orca Carry-All is very fast, and can transport any vehicle to anywhere in a matter of seconds.

Hunter Seeker Droid : This one is kinda complicated but I will try to make it short. The Hunter Seeker Droid is a super-fast drone that, when charged on a Seeker Control(or Temple of Nod), you can activate it and it will fly and target any enemy or civilian unit it finds. You can’t control it. Most of the times, it will destroy the unit or building it targetted. You can’t stop it, so don’t try to.

Harvester : Come on, all you need to know is that this guy collects Tiberium, it is heavily armoured, and if you don’t defend it, you’re screwed.

Dropship : Very little is known about this weird airplane. It will deliver reinforcements when needed. It can carry an unknown number of units, and it can carry vehicles.
Don’t think I am some kind of idiot, it’s just that the Dropship appears only in some of the single-player missions, and you can never control it.

Kodiak : This is GDI’s mobile Command Center, where your crew is. You will see the Kodiak only once (on a single-player mission), and you cant build it and can’t do anything with it. In that single player mission, if you lose the Kodiak, game over.

Orca Transport : Again, you never ever get to use this unit. It is only for decoration and it will sometimes bring you reinforcements. Up to 5 infantry units can fit in the Transport.

Mobile Construction Vehicle (MCV) : You will get one of these at the start of every game. Just deploy it, and you have a brand new Construction Yard. Is it slow, heavily armoured, and very expensive($2500).



Brotherhood of Nod Buildings :


Construction Yard : The Construction Yard is your main building. It is required to build any structure.
At the start of every game, you get a Mobile Construction Vehicle (MCV), which can be deployed into a Construction Yard anytime. Defending it should be your first priority.

Nod Power Plant : EVERY building in the game requires power. Power Plants provide the power; if you don’t have enough Power Plants to power all your buildings, you’re on a situation called Low Power.
While on Low Power, many of your buildings won’t work. Defend your Power Plants! It is a very uncomfortable situation when your Radar isn’t working!

Hand of Nod : The Hand of Nod allows infantry units to be trained. It’s that simple.

Tiberium Refinery : Converts the Tiberium that the Harvester brings into credits (Money)

Electro-magnetic Pulse Cannon (EMP) : The EMP Cannon can fire a high powered blast of electro-magnetic that totally disables any mechanized unit or structure for a short period.

Stealth Generator : This is Nod’s most high-tech building. When constructed, it will cloak every unit and building that is in its range. It is very expensive ($2500) and requires a huge amount of power, so be sure you have enough power before you construct one of these! The cloaking effect wears off when a building/unit is damaged, attacking, or being attacked.

Radar : Allows commanders to view the battlefield and the friendly and enemy units through the Minimap. In order to remain active, the Radar must be constantly powered.

Advanced Power Plant : This acts just like the normal Power Plant, but provides twice the power, so it’s more cost-worthy to build one of these than building two normal ones (Normal Power Plant Cost - $300; Advanced Power Plant Cost - $500).

Tiberium Silo : Silos store excess Tiberium once a Refinery is at maximum capacity. If a Refinery is full and there are no Tiberium Silos, the Tiberium that the Harversters unload will be lost.

Nod War Factory : Allows construction of vehicles and machinery.

Missile Silo : The Missile Silo allows Nod to launch a long range (infinite range..) weapons (missiles) at an enemy, specifically a Multi Missile or Chimical Missile.

Laser Turret : Nod’s main base defence. It fires a focused laser beam at enemy units at a fast firing rate and at a short range. The Laser can generate its own power, so it will remain functional even during low power conditions.

Surface to Air Missile Site (SAM Site) :This is Nod’s primary defence against enemy aircraft. It can fire surface to air missiles to a very long range, so a lot of these SAMs can take out a whole fleet of Fighters before they can attack. It can only be used against flying targets.

Obelisk of Light : This is my personal favourite. The Obelisk of Light is a frightening powerful weapon. Armed with a concentrated laser “beamer”, this structure kills every infantry (Except the Cyborg Commando) in a single shot, and most vehicles and machinery with 1-3 shots. These are soooo cool.
Everyone fears from the Obelisk of Light.

Nod Tech Center : This is where Nod conducts its high-tech weapons and units research. A Tech Center must be constructed before you can construct the most advanced units.

Nod Helipad : Acts exactly like the GDI Helipad.

Tiberium Waste Facility : This is the drop-off point for Weed Eaters. This structure stores Tiberium Waste, and when you have enough of it, you can finally launch a Chimical Missile.

Temple of Nod : You can write lots of crap about this building, but I will just say that this is a building required to train some freakin’ units. That’s all. It is also the Hunter Seeker launcher.

Nod walls : Kiddin’, right?

Laser Fencing : Another kind of walls.

Nod Automatic Gate : This structure prevents enemy units and Tiberium growth from entering your base. It will open for friendly units, but will remain closed when enemy units are passing.

Pavement : Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons and explosions from making craters on the base.


Brotherhood of Nod Units :


Light Infantry : These guys are the normal soldiers. That’s it. Armed with a M16 Mk.II Rifle.

Rocket Infantry : The Rocket Infantry carries a shoulder-mounted medium ranged rocket launcher which is effective against ground and air units. Never ever try to attack Light Infantry with Rocket Infantry, and don’t ask why.

Cyborg Infantry : These are half-human, half-mutants, and are heavily armoured and carry a high-power pulse rifle. These can heal in Tiberium. When they reach the “yellow section” or the red section of their energy, they will lose their legs, but are still able to move properly.

Engineer : Slow and unarmed, the Engineer is nonetheless deadly in its own way. It is capable to capture enemy structures, repair damaged structures, and repair bridges.

Cyborg Commando : The Cyborg Commando is Nod’s most powerful unit. Carrying a chain gun and a flame-thrower, the commando can make quick work of vehicles, infantry and buildings. Don’t be too happy, the pencil I am holding in my hand is worth more than a Cyborg Commando without any support. =) . By the way, the Cyborg Commando costs $2000, can heal in Tiberium, and can lose his legs, just like the normal Cyborg.

Mutant Hijacker : There’s a big section for him in the manual, but I am gonna make is easy for you.
HE CAN TAKE OVER VEHICLES. That’s all, I said it.

Subterranean APC : Just like a normal APC, capable of burrowing underground.

Attack Cycle : This is the fastest ground unit, you should use it only for scouting or for annoyance. It is armed with twin rocket launchers.

Hunter Seeker Droid : This one is kinda complicated but I will try to make it short. The Hunter Seeker Droid is a super-fast drone that, when charged on a Seeker Control(or Temple of Nod), you can activate it and it will fly and target any enemy or civilian unit it finds. You can’t control it. Most of the times, it will destroy the unit or building it targetted. You can’t stop it, so don’t try to.

Weed Eater : This fast vehicle comes with the Tiberium Waste Facilty. It eats Tiberium Waste, which later can be used to fire a Chimical Missile.

Tick Tank : This is just a normal, nice tank, which can semi-burrow itself and it will have heavier armour.

Stealth Tank : This fast vehicle remains permanently cloaked, but it will uncloak whenever it is attacking, being attacked, or detected by a Mobile Sensor Array.
It is armed with dual rocket launchers, which are effective against vehicles and aircraft, and it is lightly armoured.

Artillery : I like this vehicle. When deployed, it can blast away to a very long range and it is very very effective when used on large groups, and it is very lightly armoured.

Harpy : This flyer is fast, and it’s arned with twin machine-guns. It is most effective against infantry and light-armoured vehicles.

Banshee : This is my favourite aircraft unit. It acts like the Orca Bomber, but it will damage only the unit ot building you targetted, without touching the other things. It it much faster than the Orca Bomber and looks so much cooler! It is armed with dual Plasma Cannons.

Mobile Repair Vehicle : Just like it sounds. It repairs vehicles and aircraft.

Mobile Construction Vehicle : You will get one of these at the start of every game. Just deploy it, and you have a brand new Construction Yard. Is it slow, heavily armoured, and very expensive($2500).

Harvester : All you need to know is that this guy collects Tiberium, it is heavily armoured, and if you don’t defend it, you’re screwed.

Devil’s Tongue Flame Tank : This is a burrowing flame tank. Very effective against infantry, but it can be used on large groups against vehicles and buildings at the same effectiveness. Be careful : The Devil’s Tongue’s armour is just a little bit thicker than an egg’s shell.

Montauk : This is Nod’s Mobile Command Center. Very little is known about it. Only that your crew is in there, and that is goes underground. You will never ever ever ever see the Montauk in the battlefield.




We’re done.
I have no idea why I made this guide, but now I’m happy. I really really really hope that it helped you.

See Ya Later,
Yuri.



























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