C&C Tiberian Sun FAQ-NOD Sept. 06 1999 The_Bubbelfest v1.1 cojam12@aol.com V1.1 Added unit guide Added base guide Added better way to complete mission 5 Added a building cost guide This FAQ is copyright me 1999. Give it to whoever you want but don't take this line off or charge them money for it. Note-I wont spend too much time on the base building/early missions, as most strategies work quite well on these missions. Part 1-The missions Mission 1- Ok, this one's a no brainer. Build the refinery and build some light infantry, probably 10 or 15. Let the lasers kill the guys and apc in the beginning. Keep about 5 as base guards, and send out the rest. Search the whole map and kill any enemies you encounter. After they are all dead, you win. Simple. Mission 2-Deplooy the mcv and build a refinery, power plant, and hand of nod. Make a force of infantry, about ten, and a few engineers. Take them north and kill the 2 guys and the laser. Go across the bridge (if its broken repair it with an engineer). You can make some attack buggies, too, if you want, but I didn't find them too helpful. On the other side of the bridge there is a TV station. Capture it and a bunch of your guys in the enemy's base will pop up and start killing it. Take your guys in and help, then go for he base in the south. With the new troops you should be able to destroy it. Or you could capture the base in the south first, then go take the one in the north. Mission 3-optional one- (I'd suggest doing all the optional missions, as they make the main ones easier) Start by taking your units south and then going through the tunnel, killing any enemies on the way. Go into this base and 1) shoot the trucks, take the guys across the bridge after you repair it and rescue the guy (you will loose a few units to the laser and tick tank this way), and hurry back to the transport, this is possible, I did it on my first run through of the missions, or 2) take the engineers and capture the base. You have to wait until the harvester is in the refinery before taking it. Get the hand of nod too, and make some more engineers for the rest of the base. Get lots of infantry, rocket and normal, and go in and decimate their base. Then, take the guy back to the helicopter to win. The second way is a more sure-fire way, and I recommend it. Mission 3-this mission is now easier than if you do the optional one. First, go across the bridge and kill all the guys. You can destroy the buildings, but better to wait then capture them. Make your base, but make sure you crank out about 15 tick tanks. Go northwest to take Hasan's temple. You may have to repair the bridge, so bring some engineers. You can rush into the pyramid's plateau, and kill it with your tick tanks, and you shouldn't lose too many, or wait and get more units and kill everything, including the lasers. Once the temple is gone, you win. Mission 4-optional-Build your base, and defend it well. When you have a large enough force, send an engineer to repair the bridge to the north, and kill the base (or capture it, if you want, and build some GDI stuff), then blow up the cliff wall and head into the main base and destroy it. That's it. Mission 4-Get a lot of tick tanks, and head south, after constructing your base, of course, and destroy the small GDI base there. Get some rocket guys, too, because they send those annoying jump jet guys after you. Get a ton of tick tanks, and rocket guys too, and send them south to the bridge, then north to the GDI base. You should be able to defeat it, if you have enough guys. At the top, left corner there is the temple, which ends the mission if all the GDI are dead. If not, look at all corners of the map until you find them. Mission 5-This is in my opinion the hardest mission to complete if you don't know what you are doing. Take your force and kill the guys in front of you. Follow the train tracks until you get to two bridges. Go on the bottom one. Try to avoid the patrol. Follow the tracks past the GDI base, and kill only the two wolverines they send at you. Then, go to the north east corner of the map as fast as possible. If you aren't detected, then that's good. Send your engineer and an escort around the left side of the cliff, until you see a huge wreck. Send your engineer inside that, then move the escorts back to the other location. Now, you can sacrifice one unit you have left, and try to lure the GDI into fighting the other nod. Take an infantry preferably, and send it to sight-range of the base, when they come for you, run south and up the ramp to the other nod outpost. The GDI will fight the nod, and both of them will have fewer units to send at you. If the GDI destroy the laser, then you will have an easier time. If there is another nod attack buggy and guys on the cliff, take yours over there, and lure them down, you will probably attract the attention of the GDI, too. Then, race it back to the others, and follow the tracks, all the while going very fast, into the nod base. Kill the train quickly, or as is suggested, kill the engineer trying to fix the bridge, then kill the train. You did it! (If anyone has an easier way to do this, let me know) An easier way to beat this mission is to follow the train with the Attack cycle, and when it gets to the stations, shoot it. At the second station you will destroy the engine, then the caboose. This takes about 3 minutes. Mission 6-choice one (recommended) Build a lot of tick tanks! After you have about 15 or 20, head north, then west to the bridge. Fix it, and go over it. Go west, and kill the tiny GDI base. Move west into the city, and kill the GDI stuff in the city, then go to the tunnel, burrow the tick tanks, and wait for Umagon. You should easily kill the train, and win the mission. Mission 6-choice two- get lots and lots of tick tanks and artillery, and some scout cycles scout out most of the areas around the three Mobile Sensor Arrays. Take your force and blow them up, this should be easy, enough. Then, go into the GDI base, and destroy the train. You will then capture Umagon. Mission 6-part 2- Ok, this one was the most interesting. All you have to do to begin with is capture the enemy base, which is easy, as you already control most of it. Next, build your base as usual, but make a ton of titans, I suggest thirty, then go to the east and through the gate. Kill all the mutants here, and then go across the bridge. Kill the helipads and obelisk of light first, then go in and crush the base, making sure to blow up the civilian unit north and a little to the east of the ramp down. After you do this, it's another win for you. Mission 7-optional- ok, this one is really worthless, don't do it, unless you just want to play with cyborg commando. Go north, and then east through the tiberium. Have commando kill everything. Go to the bridge, and go a little out on it. It should blow up, so repair it, then go across, and kill everything with cyborg again. Take the trucks behind cyborg, but give them some rear cover, too, and go to the top right part of the map. Send the trucks out, and you win. Yay. Mission 7- If you got the trucks, you can launch one missile in this one. Whoop-de-doo. Start by sending the spy north, kill the GDI guy, and find the mutants. They are stupid, but will help you and follow you. Head west to the tunnel, then move north through it. Kill the guys on the other side, oh and don't let the spy die. Then come reinforcements. Put your base on the cliff above the tunnel. Get the pre-built structures. Build a huge force of tick tanks, about 30, and send them east, wipe out the base, and go across the bridge, or preferably, through the ditch until you get to the other side. Kill all GDI stuff, then kill the big building at the back of the base. You move on to the weirdest mission, number 8 Mission 8- first, get your guys all at the same place, then send all of them over the ice except the tick tanks. Send them over one at a time, and if you wait for the ice to re-freeze, they won't fall in. go south and east. Ignore the message about her being moved. Go through the tunnel and take out the titans. Capture the war factory and the refinery, when the truck is in it. Take cyborg north and free the engineers. Take them down and capture the construction yard, and the power plant, if you took out the barracks (you should) build up a large force of titans, and keep Slavick safe! Take the m down to the revealed area on the map (after you construct a radar dome, and the rest of your base, of course) and get Slavick into the orca. Then, go blow up the base at the bottom left, all you should need is a couple of titans and cyborg, take Oxanna to the transport, and the mission ends. Mission 9- first choice-move to the northeast, in a straight line is best, and fix up the base. Get the weed eaters going immediately; don't let the veins get near your base. Get a scouting force together (use devils tongues) and send it all over to find the GDI, and then build defense. Blow them away with missiles and follow up missile attacks with tick tanks or other unit attacks, if you choose. Be careful the veins never reach your base. Once the GDI are gone you have won the mission. Mission 9- second choice (recommended)-First; make a base wit lots of rocket infantry, because you will need them. Make a force of about 30 or 35 tick tanks, and send them north to the GDI base. Don't build a waste facility until after you have killed GDI! With this force, you should be able to take the base, and then move west to take out the barracks, hover tanks, and titan. Also clean up the towers. Also watch out for enemies on the cliff to the west of you, there is a barracks over there in the city to take care of, too. After GDI is dead, place the facility, and you will win the mission. Mission 10- Send the spy east, and avoid patrols. Go past both bridges, and go into the comm. center. Watch out for the titan. After this, send over the MCV and support group, and build a base under the comm. Center (you should have no problem taking out the titan). Make your defenses as normal. Get about 10 cyborgs and put them in an APC. Take them north of the test site, and then destroy the base with them. Go further east and shoot at the Mammoth. It probably won't die, but it will be weakened. Send in some more cyborgs until it does die. Mission 11-Get everyone into the APCs. Go west, and don't get hit by the spotlight, until you get to the big ski lodge like thing. Go further west, and do try to hurry, until you get to a cliff. Get out the rocket guy, and have him blow it apart. Go up, and then unload the guys and go down the ramp until you get into the base. Kill the guards with toxin soldiers, and capture everything. Hide your toxin soldiers behind a building, and make a few wolverines, and send them up to the cliff with the APCs. When Jake comes in, hide from the wolverines, and shoot him once, then take him to the APC. Send your wolverines out to kill the other ones, and take the same route back to the start spot. Then, put Jake into the underground APC. Mission 12-optional (recommended highly)-Keep the spy safe! Go north, (kill the patrol) and up at the top of the base, shoot the cliff to make it fall. Take the spy into the Comm. Center. 1/3 complete! Go back north and a little east until you hit a wall. Blow it up, then go east into the comm. Center. 2/3 complete! Go east and destroy the cliff, keep going east, hit another cliff, send in the spy, then go all the way east, and go south all the way, then go west to the APC. All very sneakily, of course. This is it, last mission, number 12! This is my favorite! I have played it 7 times through, it is so fun. First, build your base and capture the power plants. If you did optional, then you get the Ion Cannon. This helps a lot. When you get missiles, then missile the Command center (send Devil's Tongues all over to scout), then Ion Cannon it. Now that that is taken care of, or while it is being taken care of, or before, get the first ICBM up to the spot just north of you. Guard it heavily. Next, get an APC; load it with 3 cyborgs, 1 cyborg commando, and an engineer. Go to the bridge on the right, fix it (it should be broke from your earlier scouts, and send them all to the beacon. Have the guys guard the ICBM. During this time, send about 30 tick tanks up the left road with the other ICBM. Get it to the bridge, and send an engineer to fix it. Go over the bridge, and go to the beacon, while having some units cover fire. (Note, you should have destroyed the firestorm generator/wall with an ion cannon blast) That's it! Now watch the ending and be happy. Part 2-Unit overview Light Infantry-120credits- good for base defense. Overall rating-6 Rocket Infantry-250c- these are really good for base defense against flying units. Have about 15 scattered about your base for maximum efficiency. Overall rating-7 Engineer-500c- capture enemy stuff, fix bridges, your buildings, these are incredibly useful units. Overall rating-8 Cyborg-650c- great for into base burrow attacks with subterranean APCs. Heals in Tiberium, too! Heals faster in blue. Overall rating-8 Cyborg Commando-2,000c- This thing can beat anything down! Great for base burrows, and straight out assaults. Most useful unit in the game! Heals in Tiberium, too. Heals faster in blue.Overall rating-10 Mutant Hijacker-1,850c- engineer for units. Cool! Overall rating-7 Harvester-1,400c- get money with it. A must. Overall rating-9 Attack Buggy-500c- this is an ok base defense unit. Overall rating- 4 Attack Cycle-600c- little armor, wimpy guns, but a good scouter. Overall rating-3 Tick Tank-800c- This unit is the backbone of your army. Have lots for base defense/assault. Overall rating-9 Artillery-975c- Incredible for base defense in medium-sized numbers. Can't attack without being deployed. Overall rating-8 Subterranean APC-800c- This is the best unit for base attacks to weaken the inside of their base. Send in some cyborgs, go to their base, unload, and blow up the base from within. Overall rating-7 Mobile Repair Vehicle-1,000c- This unit is a very useful unit for repairing Base defense units and harvesters. Otherwise usless. Overall rating-5 Devils Tongue-750c- Great for scouting, but not powerful enough to take on anything more than infantry alone. Overall rating-7 Stealth Tank-1,100- Good for scouting and sneaking. Overall rating-6 MCV-2,500c- Get another one of these at first opportunity. If your base is taken, you still have a chance to win. Overall rating-9 Mobile Sensor Array-950c- Useless except in Multiplayer. Overall rating-4 Weedeater-1,400c- Useful to make Chemical Missiles, but use up tiberium veins. Overall Rating-6 Harpy-1,000c- These are not very good air units, in my opinion. Overall rating-4 Banshee-1,500c- Very useful, fast and powerful, Overall rating-7 Part 3-Building Guide First, deploy your MCV. Then make a power plant, behind the Construction Yard. Then a hand of nod in front of the Construction yard. This way, the units can get to attackers faster. Then make a War factory next to the hand, and a nod radar behind or beside the power plant. Build another power plant towards the back of the base. Make another refinery. Build 2 harvesters and several tick tanks during this time. Also, you should have several light infantry and rocket infantry. You can build a helipad now, but I would wait until later. Build up about 15 tick tanks and 15 artillery. Line them up in a defensive perimeter outside the base, alternating. Put about 15 rocket guys behind this row and spaced out. After this, your defensive grid is hard to get through. Next, make power plants as necessary. Build a tech center, and a stealth generator (this requires almost 2 power plants worth of power), and a temple of nod. You might start thinking about another refinery, and a helipad. By now you should have massed a total of 30 tick tanks. Get a cyborg commando, 4 cyborgs and a subterranean APC. You should have scouted the enemy base with cycles or devil's tongues by now. Go in, and wreak havoc. If/When your guys are dead, send in the tick tanks, and support units. You can build missile silos and stuff, but I find that they are just another unnecessary expense. Obelisks of light are large power hogs, and expensive. So are laser fences. Walls are constricting, and not worth the trouble. Lasers are good, if there are enough, close together (overlapping fields of fire) This is the general strategy I use in constructing my base. Don't stick to it rigidly, though. You may need to change things up. Part 4-Building Prices Construction Yard-no money for these, MCV-2,500c Power Plant-300c Tiberium Refinery-2,000c Hand of nod-300c Laser-300c Silo-150c War factory-2,000c Radar-1,000c Concrete wall-50c SAM site-500c Laser fencepost-200c Helipad-500c Gate-250c Advanced Power Plant-500c Pavement-75c Stealth Generator-2,500c Tech Center-1,500c Tiberium Waste Facility-1,600c Obelisk Of Light-1,500c Missile Silo-1,300c EMP cannon-1,000c Part 5 Thanks to Prima's official Strategy guide, without it I wouldn't have gotten past mission 5 or 8, and on waiting until the harvester is in the refinery before capturing it tip. Thanks to RBaumsteiger@thq.com (Robert Baumsteiger) for the easier way to beat mission 5 tip. Thanks to Tammo175 for unit prices, and being a good friend for years. Also for the cyborgs healing faster in blue tiberium, and unit prices. Coming as soon as I get good at multiplayer- online strategies Umm, if I'm missing something, tell me about it and ill add it.</p>