© Westwood Studios, 1999
This Page is Still Under Construction!

The intent of this guide is to help Michael Biehn fans who bought the game and would like to play it to be able to see all that beautiful Biehn footage! (You know who you are!) Anyway, this guide could be considered a huge spoiler, so if youd rather battle it out on your own DONT read any further. This guide is intended for the gamer-illiterates like me. When I first got the game, I really didnt have a clue on how to play it. Since then, I have learned a lot. And since there are probably a few others like me out there, who have purchased the game for the Biehn content and are afraid to slip into the disk drive, I figured this little ol guide would be handy for those like me.
So haul up your chairs, whip out that Tiberian Sun disk and install the game, cos when you get through here, youll be an ace at it!
General Solomon and Commander McNeil are a force to be reckoned with. Neither will sit idly by and allow Kane to further contaminate the planet. Kane and the Brotherhood of NOD must be stopped at all costs. Enlisting the aid of the lovely Umagon, McNeil and his people must fight for the future of mankind. They must stop Kane before he unleashes the ultimate weapon upon the Earth, turning all life to Tiberium based life.
To aid you in your mission, you must become familiar with your own units and their given powers, as well as those of the NOD forces.
Infantry the good old trusty foot soldier. Cost $120.
Disc Thrower these fellows hurl grenades for the good of mankind.Cost $200.
Engineer good at repairing damaged buildings and bridges, and capturing NOD structures. Cost $500.
Medic heals the wounded. Cost $600.
Jump-jet Infantry these fly boys can wing their way over enemy territory in short order. Cost $600.
Wolverine an infantryman in armor-clad wolves clothing. Cost $500.
Titan This lumbering 2-legged beast is slow but very effective against NOD lasers. Cost $800.
Amphibious APC The Amphibious Armored Personnel Carrier is very useful for transporting troops across both land and water, and ice. Cost $800.
MCV Mobile Construction Vehicle essential to any base deployment. These are rarely available for purchase. On most missions you just get the one, so protect it at all costs. Cost $2500.
Construction Yard this is what the MCV deploys into, allowing you to build a base. This is the most important part of your base. Protect at all costs.
Power Plant essential to any successful base. Cost $300.
Turbines these are available on some missions and can be added to the power plant to boost power. Cost $100.
Tiberium Refinery essential to your base. This is how you raise capital to stay in business. Cost $2000.
Harvester mines the Tiberium. Additional harvesters can be purchased for $1400.
Silos stores the Tiberium. Cost $150.
Barracks a must for all those troops you need to train. Cost $300.
Radar allows you to see enemy troop movements on the monitor. Cost $1000.
War Factory this builds additional vehicles like harvesters, Titans and MRLS. Cost $2000.
Component Towers these are useful for base defense as you can attach Vulcan Cannons, SAM and RPG upgrades to them. Cost $200.
Vulcan Cannon automatically shoots invaders within its range. Cost $150.
RPG the Rocket Propelled Grenade upgrade to the component tower is useful for defense against the larger NOD units and also automatically shoots invaders within its range. Cost $600.
SAM Surface to Air Missiles will automatically fire on the Harpy and the Banshee, but are ineffective against the NODs chemical missiles. Cost $500.
MRLS this Mobile Rocket Launching System is a great attack support unit. It is particularly useful for taking out NOD SAM sites and essential NOD power plants during island assaults. This hover vehicle can cross water and ice as well as land. Cost $900.
Disruptor This vehicle is effective in destroying NOD vehicles, however, it is slow and often disrupts any of your own troops that get in the way of its target. Those that do get caught in the beam are as dead as the NOD troops. So be careful using this one. Cost $1300.
Mammoth this lumbering beast has very powerful weapons but again it is slow getting to the target and you can only have one on the battlefield at a time. Despite its slowness, this huge machine can do some serious damage to a NOD base without too much support from other GDI units. Cost $3000.
MSA this is a vehicle that you must deploy inside your base perimeter to detect NOD subterranean and stealth vehicles as well as missiles. An alert that a cloaked unit has been detected means you have a few more vital seconds to track it and prepare for it. Without the MSA, the NOD unit would just appear in the middle of your base and start destroying it. Cost $950.
Service Depot this depot allows you to repair your damaged units. Cost $1200.
Helipad allows you to gain aerial craft such as the Orca fighter and bomber, plus the jump-jet infantry. Cost $500.
Orca Fighter this lightly armored aircraft carries up to 5 missiles and is swift winged. Cost $1000.
Orca Bomber the bomber only carries two bombs, but it is very effective against the NOD. Cost $1600.
Carry-All this non-combatant aircraft is highly efficient at transporting vehicle from site to site. Cost $750.
GDI Tech Center this gains the option of the more technological weapons like when the GDI Upgrade package is added. Cost $1500.
GDI Upgrade an addition with some potential zap. Cost $1000.
Ion Cannon Uplink add this to the GDI Upgrade package for some sweet revenge. Cost $1500.
Firestorm Generator the ultimate defense but a costly one to keep powered up. Suggest getting it for the extra options it allows and then not engaging it unless absolutely necessary. Cost $2000.
Firestorm Wall these are the units through which the firestorm defense is released. Cost $50/segment.
Pavement sometimes handy to use for a flat area to build upon. Cost $75/slab.
Wall handy to keep NOD and visceroids out. Cost $50/section.
Gates automated barriers that only lower for friendly troops. There are two types and the only essential difference is the direction they face. Cost $250 each.
Prepare those Engineers, for they enable you to capture NOD structures. If you gain the control of a NOD War Factory, you get access to some of their toys. Namely the Attack Cycle, the Tick Tank, the Attack Buggy, and sometimes the Mobile Repair Vehicle.
Attack Cycle this cycle is small and swift, and very handy to have. Cost $600.
Tick Tank a hardy little tank that can pack a serious wallop. Cost $800.
Attack Buggy while not as swift as the Attack Cycle, these buggies are nevertheless fast and deadly. Cost $500.
Mobile Repair Vehicle this marvelous little vehicle performs repairs to damaged units. Cost $1000.
If you gain control of the NOD Barracks, then you get access to two of the more formidable NOD troops.
Rocket Infantry this soldier carries a rocket launcher and can deliver a serious bombardment. Cost $250.
Cyborg by far the most dreaded NOD soldier. Cost $650.
Well, that's about it for now. I've only gotten through Mission 8 written up.
Hope to work on writing up a couple of more missions over the holidays. Of
course, I have to go play the game some more first
On to the Missions
Mission 1 | Mission 2 | Mission 3 | Mission 4 | Mission 5 | Mission 6 | Mission 7 | Mission 8 | Mission 9 | Mission 10
Mission 11 | Mission 12 | Mission 13 | Mission 14 | Mission 15 | Mission 16 | Mission 17 | Mission 18
The Original Michael Biehn Archive
© Biehn Team, 1999. All rights reserved. Please note that all
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