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Red Alert 2 FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated October 31, 2000 (Version 1.2)
Contents:
1. Updates
2. Introduction
3. Game overview
4. Tutorial
5. Units and Structures
A. Allied units
B. Allied structures
C. Soviet units
D. Soviet structures
E. Special Multiplayer Forces
F. Tech Buildings
6. Walkthrough
A. Allied campaign:
Mission 1 : Operation Lone Guardian
Mission 2 : Operation Eagle Dawn
Mission 3 : Operation Hail to the Chief
Mission 4 : Operation Last Chance
Mission 5 : Operation Dark Night
Mission 6 : Operation Liberty
Mission 7 : Operation Deep Sea
Mission 8 : Operation Free Gateway
Mission 9 : Operation Sun Temple
Mission 10: Operation Mirage
Mission 11: Operation Fallout
Mission 12: Operation Chrono Storm
B. Soviet campaign:
Mission 1 : Operation Red Dawn
Mission 2 : Operation Hostile Shore
Mission 3 : Operation Big Apple
Mission 4 : Operation Home Front
Mission 5 : Operation City of Lights
Mission 6 : Operation Sub-Divide
Mission 7 : Operation Chrono Defense
Mission 8 : Operation Desecration
Mission 9 : Operation The Fox and the Hound
Mission 10: Operation Weathered Alliance
Mission 11: Operation Red Revolution
Mission 12: Operation Polar Storm
7. Credits
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1. Updates
October 29, 2000: Started the FAQ. Finished the walkthrough for the
Allied campaign and the specifications for Allied and Soviet units and
structures. More should be coming soon... (Version 1.0)
October 30, 2000: Added the Tutorial section that will be filled soon.
Finished most of the Allied infantry units' section as well as the
three first missions in the Soviet campaign. (Version 1.1)
October 31, 2000: Added some more units and vehicles description as
well as some minor corrections to the whole FAQ in general. I have a
lot of test and projects for a few days to come so I might not update
for that time. But I will try to sneak in a few tiny updates if I can
find the time to do so. (Version 1.2)
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2. Introduction
Please note that I'm very busy with schoolwork (I'm a grade 11 student)
and updates may be very slow. I will try to update as often as I can
but the major ones will only come during weekends. This is my second
FAQ so I hope you will forgive me on any mistakes and errors. If you
have any critics, suggestions, comments and things to add, don't
hesitate to email me at varkovsky@hotmail.com.
One more thing, this FAQ is protected by the international Copyright
Law so if there's anyone who wants to post this FAQ in his or her site,
YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people
plagiarizing other people's FAQ to make money and believe me, writing
FAQ is not easy and to you know how it feels if your hard work is used
by other people. So for all plagiarizers out there, be warned that if
you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT
EASILY!!!
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3. Game Overview
Red Alert 2 is one of the best RTS games ever created (in my opinion at
least). Everything was just amazing!!! The units and structures are
absolutely fantastic and equally balanced on both sides. The heart-
thumping music just adds to the excitement of the game whether you're
playing in the single player mode or battling other people online. And
on top of that, the cut scenes are absolutely superb which will engross
you deeper in the storyline...
This time, the story is set after the defeat of Josef Stalin to the
Allied forces almost twenty years ago in the original Red Alert. The
Allied installed a puppet leader, Premier Alexi Romanov, to lead the
Soviet Union and they thought that the world had finally come to know
peace...
However, Romanov had been craving a revenge for all this time and the
waiting time is over for the Motherland... He secretly builds up
stockpiles of weapons including the deadly nuclear missiles and the new
mind control device.
All of a sudden, NORAD picked up Soviet troops attacking America from
all sides and the invasion had begun. Soviet troops are deploying all
over America and all the major US cities fell one by one to be crushed
by the Soviets. Will the US be crushed under the aggressive communist
heels or will they emerge victoriously to repel the Soviets assault?
Only you will decide their fate in Red Alert 2!!!
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4. Tutorial
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5. Units and Structures
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A. ALLIED UNITS
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+++++Infantry+++++
GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
(undeployed)
Strength: 125
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 1
GIs are the most basic infantry unit for the Allies. They are quite
weak but things will change when you deploy them by pressing D. They
will construct sandbags around themselves and their Parabellum pistol
will be upgraded to M60 heavy machine gun.
When they are deployed, their firepower will be increased as well as
the range thus making them quite a deadly opponent for the Soviets
Conscripts. The only drawback is that they cannot move at all during
deployment and tanks can still roll them over so be careful.
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks
Tech Level: 1
Engineers can repair your damaged buildings back to full health again.
They also can repair destroyed bridges. Just order them to go into the
bridge hut and the bridge will be automatically repaired.
Not only that, you can also tell them to defuse Crazy Ivan's bombs by
targeting the affected units or structures.
However, the most useful feature is probably their ability to capture
buildings. Just order them to enter the intended building and it will
be yours straight away. They are also needed to capture neutral Tech
Buildings for your own benefits.
Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun
Strength: 125
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3
These rocketeers come equipped with a jetpack aside from their 20mm
mini machine-gun, which enable them to hover on the battlefield. They
make very good air support, as ground units cannot attack them in any
way. They are very vulnerable to anti-aircraft fire though so keep them
out of harm's way.
Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite:
Tech Level: 5
Spy is one of the most important units for the Allied. Spy's main
advantage is his ability to disguise himself. Send him to enemy
structures, which will usually give you some benefits. However, be
careful of Attack dogs, as they are the only units that can see through
the disguise. The following is a list of the benefits you get when you
infiltrate your Spy into enemy structures.
If a Spy infiltrate the enemy's...
War Factory: All the vehicles that you produce will have one stripe.
Barracks: All the infantries that you train will have one stripe.
Ore Refinery: All the cash in the Ore Refinery will become yours.
Power Plant/Tesla Reactor: Enemy power supply shuts down temporarily.
Air Force Command Headquarters/Radar Tower: The shroud will be reset
for the enemy.
Battle Lab: Special infantries become available to be produced (see the
units section for more detailed info – Chrono Commando, Psi-Commando,
Chrono Ivan and Yuri Prime).
Tanya
Cost: 1000
Weapon: Dual pistols and C4 charges
Strength: 125
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate
of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 9
Tanya can kill enemy infantries instantaneously with her dual pistols.
Not only that, she can also C4 enemy buildings, destroying them
instantly. She can also swim and you may use her to blow up enemy naval
units in the water. You can also destroy bridges instantly by ordering
her to C4 the bridge hut.
SEAL
Cost: 1000
Weapon: MP5 machine gun and C4 charges
Strength: 125
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, faster, increased firepower and
rate of fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 1
SEALs are basically the "male" version of Tanya. Instead of pistols,
they come equipped with MP5 machine gun, which make them equally
dangerous to enemy infantries like Tanya. They are equipped with C4 and
they can swim also. However, the only difference is their shooting
range is a bit shorter than that of Tanya. Nevertheless, you will still
find them quite useful.
Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 2
These specially trained German Shepherds are very useful against
infantries. They are the only unit that can sniff out enemy Spies so
you might want to train a few to guard your key structures. They can
also kill infantries with one "hit". Basically they will jump and
sprang the targeted infantry, killing them instantly, including
deployed GIs.
Chrono Legionnaire
Cost: 1500
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite:
Tech Level: 10
What is unique about them is that instead of walking around, they
teleports around the map. The only drawback is that the farther the
place is, the longer it will take him to "appear" in his new location.
They are very susceptible to enemy fire during this moment.
Their neutron rifle is very different from the rest of RA2 units as
instead of destroying the enemies, they simply erase them out of time.
The more powerful is the enemy, the longer will this process take. If
the Chrono Legionnaire is killed while erasing an enemy unit, the
partially erased unit will reappear.
Chrono Commando
Cost: 2000
Weapon: Chrono MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate a Spy into an Allied Battle Lab
Tech Level: 9
Psi-Commando
Cost: 1000
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate a Spy into a Soviet Battle Lab
Tech Level: 9
They have the same ability as Yuri from the Soviets. He can mind
control enemy units as well as create a psionic wave. Their only new
ability is that they are also equipped with C4 charges to blow
buildings up just like Tanya and the SEALs.
+++++Vehicles+++++
Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300
Armor: Heavy
Sight: 8
Speed: 7
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 2
They are quite weak but you will find them useful en masse. However,
they are no match for the Soviets Rhino Heavy Tanks. This standard
Allied tank uses a 105mm cannon, which is considered very weak to be
able to penetrate the Soviet tanks heavy armor. The only way to use
them effectively is to support them with Prism and Mirage Tanks.
Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200
Armor: Light
Sight: 8
Speed: 10
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 3
Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200
Armor: Light
Sight: 9
Speed: 7
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 9
Mirage Tanks are quite weak but when they are not moving, they are
automatically disguised as a tree. This feature enables them to perform
sneak attack on the enemy. Just position them near some trees leading
to your base. When the enemy sends some troops to assault your base,
they will be in for a devastating surprise.
Mirage Tanks are especially useful against infantry units.
The only disadvantage is that they will be exposed for a brief movement
when firing thus alerting the enemy of their presence. Again, you
should support them with some Grizzly Battle Tanks and Prism Tanks with
the hope that the enemy's attention will be diverted for a while.
Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 8
This is the most powerful Allied tank, as its deadly comet laser beam
will disperse from the target when hit, enabling it to hit other nearby
enemy units as well for lesser damage.
Set up the Prism Tanks and the Mirage Tanks for and ambush and you will
be guaranteed to blow the turrets off those Soviet tanks.
MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000
Armor: Heavy
Sight: 6
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot
Tech Level: 10
This is the origin of your most important building, the Construction
Yard. Basically, you just have to deploy it by clicking D and it will
magically transform itself into a Construction Yard in one second.
When in multiplayer, if you create a game, you will be given the option
to enable "MCV Repacks" or not. If you choose to do so, you can order
the Construction Yard to transform back into an MCV thus letting you to
deploy it somewhere else.
Chrono Miner
Cost: 1400
Weapon: None
Strength: 1000
Armor: Medium
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery
Tech Level: 1
Chrono Miner is the heart of your economy as its main and only purpose
is to harvest ore and transfer it into the Ore Refinery where it will
be converted into cash.
As its name suggests, the Chrono Miner has the ability to chronoshift
itself. When it is fully filled with ore, like the Chrono Legionnaire,
it will automatically teleports back to the Ore Refinery. This feature
usually allows the Allied to gain more cash than the Soviets within the
same time.
Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3
Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 7
Amphibious Transport
Cost: 900
Weapon: None
Strength: 300
Armor: Light
Sight: 6
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard
Tech Level: 4
These specially designed hovercrafts are mainly used to transport units
and vehicles from one place to another in a short time. They can cross
over water also so they can be used to transport units from one island
to another. However, they have no weapons at all and the light armor
makes them very vulnerable to enemy fire.
Be warned that if an Amphibious Transport is destroyed, all the units
and vehicles on board will also be lost so take all the necessary
precautions to prevent that from happening.
Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600
Armor: Heavy
Sight: 7
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard
Tech Level: 4
Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7
Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 7
Dolphin
Cost: 500
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5
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B. ALLIED STRUCTURES
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Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1
Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard.
Tech Level: 1
Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant.
Tech Level: 1
Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant.
Tech Level: 2
War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2
Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 4
Air Force Command Headquarters
Cost: 1000
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory.
Tech Level: 6
Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Air Force Command
Headquarters.
Tech Level: 8
Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab.
Tech Level: 10
Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1
Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1
Prism Tower
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Power Plant and Air Force Command
Headquarters.
Tech Level: 6
Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4
Gap Generator
Cost: 1000
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 7
Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
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C. SOVIET UNITS
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+++++Infantry+++++
Conscript
Cost: 100
Weapon: M1Carbine rifle
Strength: 125
Armor: Flak
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 1
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks
Tech Level: 1
Engineers can repair your damaged buildings back to full health again.
They also can repair destroyed bridges. Just order them to go into the
bridge hut and the bridge will be automatically repaired.
Not only that, you can also tell them to defuse Crazy Ivan's bombs by
targeting the affected units or structures.
However, the most useful feature is probably their ability to capture
buildings. Just order them to enter the intended building and it will
be yours straight away. They are also needed to capture neutral Tech
Buildings for your own benefits.
Attack Dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8
Veteran abilities: stronger, faster, ability to scatter, increased
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 2
These specially trained Siberian Huskies are very useful against
infantries. They are the only unit that can sniff out enemy Spies so
you might want to train a few to guard your key structures. They can
also kill infantries with one "hit". Basically they will jump and
sprang the targeted infantry, killing them instantly, including
deployed GIs.
Tesla Trooper
Cost: 500
Weapon: Electric bolt
Strength: 130
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks
Tech Level: 5
Crazy Ivan
Cost: 600
Weapon: Dynamites
Strength: 125
Armor: None
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 5
Flak Trooper
Cost: 300
Weapon: Flak gun
Strength: 100
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 1
Yuri
Cost: 1200
Weapon: Mind control and psionic wave
Strength: 100
Armor: None
Sight: 12
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Battle Lab
Tech Level: 10
Chrono Ivan
Cost: 1000
Weapon: Dynamites
Strength: 100
Armor: None
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate an Allied Spy into their Battle Lab
Tech Level: 9
Yuri Prime
Cost: 2000
Weapon: Super mind control and psionic wave
Strength: 200
Armor: Flak
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab
Tech Level: 9
+++++Vehicles+++++
Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400
Armor: Heavy
Sight: 8
Speed: 6
eteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 2
Apocalypse Assault Tank
Cost: 1750
Weapon: 120mm cannon and Mammoth ground-to-air missiles
Strength: 800
Armor: Heavy
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 7
Flak Track
Cost: 500
Weapon: Flak track gun and flak anti-aircraft gun
Strength: 180
Armor: Heavy
Sight: 8
Speed: 8
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory
Tech Level: 3
V3 Rocket Launcher
Cost: 800
Weapon: V3 rockets
Strength: 150
Armor: Light
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 3
Terror Drone
Cost: 500
Weapon: Drone jump
Strength: 100
Armor: Light
Sight: 4
Speed: 10
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory
Tech Level: 4
MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot
Tech Level: 10
This is the origin of your most important building, the Construction
Yard. Basically, you just have to deploy it by clicking D and it will
magically transform itself into a Construction Yard in one second.
When in multiplayer, if you create a game, you will be given the option
to enable "MCV Repacks" or not. If you choose to do so, you can order
the Construction Yard to transform back into an MCV thus letting you to
deploy it somewhere else.
War-Miner
Cost: 1400
Weapon: 20mm machine gun
Strength: 1000
Armor: Medium
Sight: 4
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Ore Refinery
Tech Level: 1
War-Miner is the heart of your economy as its main and only purpose is
to harvest ore and transfer it into the Ore Refinery where it will be
converted into cash.
The only advantage it has is a machine gun mounted on top, which enable
it to defend against any hostile units. However, the machine gun is not
very powerful, making it quite useless against enemy tanks but still
useful against infantry units.
Kirov Airship
Cost: 2000
Weapon: Blimp bombs
Strength: 2000
Armor: Light
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 10
These huge Soviet zeppelins is equipped with massive payloads of heavy
Blimp bombs which can do enormous damage on enemy structures as well as
most enemy units especially the light armored ones.
Even if the bombs doesn't hit a targeted enemy unit directly, you will
notice that the unit will receive less damage and it will be "shaken" a
little bit.
Amphibious Transport
Cost: 900
Weapon: None
Strength: 300
Armor: Light
Sight: 6
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard
Tech Level: 4
These specially designed hovercrafts are mainly used to transport units
and vehicles from one place to another in a short time. They can cross
over water also so they can be used to transport units from one island
to another. However, they have no weapons at all and the light armor
makes them very vulnerable to enemy fire.
Be warned that if an Amphibious Transport is destroyed, all the units
and vehicles on board will also be lost so take all the necessary
precautions to prevent that from happening.
Typhoon Attack Sub
Cost: 1000
Weapon: Torpedo
Strength: 600
Armor: Heavy
Sight: 4
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard
Tech Level: 2
Dreadnought
Cost: 2000 and 2500 (for Russians in multiplayer)
Weapon: Dred rockets
Strength: 800 and 1500 (for Russians in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 6
Sea Scorpion
Cost: 600
Weapon: Flak weapon, flak track gun and hover missiles
Strength: 400
Armor: Heavy
Sight: 8
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Naval Yard and Radar Tower
Tech Level: 6
Giant Squid
Cost: 1000
Weapon: Tentacles
Strength: 200
Armor: Light
Sight: 5
Speed: 8
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: stronger, increased firepower and rate of fire.
Prerequisite: Naval Yard and Battle Lab
Tech Level: 9
***********************************************************************
D. Soviet structures
***********************************************************************
Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1
Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard.
Tech Level: 1
Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 1
Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 2
War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2
Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor.
Tech Level: 2
Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory.
Tech Level: 6
Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower.
Tech Level: 7
Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9
Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Construction Yard and Barracks.
Tech Level: 1
Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1
Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower.
Tech Level: 5
Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4
Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10
***********************************************************************
E. Special Multiplayer Forces
***********************************************************************
America = Paratroopers
Cost: None
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
(undeployed)
Strength: 125
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
France = Grand Cannon
Cost: 2000
Weapon: None
Strength: 900
Armor: Steel
Sight: 10
Power: -100
Prerequisite: Construction Yard and Air Force Command Headquarters.
Tech Level: 7
Germany = Tank Destroyer
Cost: 900
Weapon: SABOT shells
Strength: 400
Armor: Heavy
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 2
Britain = Sniper
Cost: 600
Weapon: Sniper rifle
Strength: 125
Armor: None
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 1
Republic of Korea = Black Eagle
Cost: 1200
Weapon: Maverick2 air-to-ground missiles
Strength: 200
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: stronger, increased firepower and rate of fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3
Russia = Tesla Tank
Cost: 1200
Weapon: Electric bolt
Strength: 300
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 10
Cuba = Terrorist
Cost: 200
Weapon: Make-up kit (disguise) and C4 charges
Strength: 50
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite:
Tech Level: 5
Libya = Demolition Truck
Cost: 1500
Weapon: Mini nuclear bomb
Strength: 150
Armor: Light
Sight: 5
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Radar Tower
Tech Level: 10
Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) weapon
Strength: 150
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of
fire.
Prerequisite: Barracks and Radar Tower
Tech Level: 8
***********************************************************************
F. Tech Buildings
***********************************************************************
Tech buildings have to be captured by Engineers first before you can
utilize them to your advantage.
Airport
Strength: 800
Armor: Concrete
Tech Level: 1
When captured, you will have a new "paratroopers" option in your Armory
Tab. You can drop Paratroopers anywhere across the map (except on water
of course) after every few minutes. They are only useful for support
fire on enemy bases or to defend your own base as an aid to the
available defensive structures.
If you are playing on the Allied side, the Paratroopers will be GIs.
If you are playing on the Soviet side, the Paratroopers will be
Conscripts.
Hospital
Strength: 800
Armor: Concrete
Tech Level: 1
This building is not too useful as you can order your infantry units
here if you want to heal them to maximum health. That's the only
purpose it has. Why waste an Engineer to capture a pretty mush useless
building?
Outpost
Strength: 2000
Armor: Concrete
Tech Level: 1
This is another useless building as its purpose is only to serve as a
service depot. It is also equipped with some rockets to defend itself
but they are too weak to show any real difference when attacked.
However, due to the fact that it is usually located far from the base
and close to an ore field (sometimes), you may repair your Chrono or
War-Miners here if they get damaged.
Oil Derrick
Strength: 1000
Armor: Steel
Tech Level: 1
This is probably the most useful tech building. When captured, these
Oil Derricks will provide you with a steady flow of cash, which is
vital to your base's economy progress.
-----------------------------------------------------------------------
6. Walkthrough
!!!IMPORTANT!!!
?This walkthrough was based on playing in normal difficulty.
Playing easy difficulty would mean less aggression from the enemy and
they will seldom attack your base. The enemy's base defenses are not
that strong also.
Playing normal difficulty would mean more aggression from the enemy and
they will be commencing more frequent assault to your base. The bases
are usually moderately defended.
Playing hard difficulty would mean that the enemy will be very
aggressive and your base will be pounded from time to time with a
shorter interval between one assault and the next one. Enemy bases are
usually heavily defended and you will need to assault it several times
before completely destroying it.
***********************************************************************
ALLIED CAMPAIGN
***********************************************************************
Mission one: Operation Lone Guardian
Location: New York
Par time: 15 minutes
Briefing:
The Soviets have invaded. They outnumber us ten to one. You must assist
special agent Tanya in New York. We are marshaling our forces as fast
as we can, Commander, but we need time. A small American base, Fort
Bradley, is in the New York area. If you can make contact, they may be
able to assist in the defense of New York. Tanya will be moving through
a chaotic battlefield. Keep your eye out for targets of opportunity and
watch for new mission objectives.
Objective 1: Destroy the Soviet Dreadnought Fleet.
Objective 2: Make contact with Fort Bradley.
Objective 3: Keep Tanya alive.
Objective 4: Destroy the Soviet supply base (given upon completing the
second objective).
Walkthrough:
Send Tanya to swim in the water and plant C4 charges in the four Soviet
Dreadnoughts. When they were sunk, climb onto the Liberty Island and
assist the GIs in thwarting Soviet paratroopers.
Go to the northwest and assist the GIs at the road intersection. Kill
off all the Soviet troops here. Follow the road to the northeast and
when you reach the McBurgerKong and the gas station, another group of
Soviet paratroopers will come. Kill them all and keep following the
road to the southeast. You'll get to Fort Bradley.
Lieutenant Eva will come online and congratulate you as well as giving
you a new mission objective, destroy a Soviet supply base to the south.
You'll also be warned of Soviet troops parachuting to the north. Wait
for them to come to the Fort Bradley and take them out with the Attack
dogs or just let the Pill-boxes do the job. From now on, Soviet
paratroopers will keep coming in a short interval of time. However,
they won't pose too much problem to your mission, as the Pill-boxes are
more than enough to handle them.
Build a barrack and train an engineer. Tell him to repair the bridge
leading to the Soviet base. Send Tanya to the Soviet base through the
back door and she should be safe from those sentry guns. Shoot the oil
barrels for quick destruction and C4 the remaining buildings.
There are two power up crates in the base (near the immobile V3 rocket
launcher). The left one will heal the unit to maximum health while the
right one will improve unit's speed.
Train some GIs and tell them to destroy the V3 rocket launchers. Send
Tanya to shoot the oil barrels around the sentry guns then use the GIs
to destroy them. Mission accomplished!!!
***********************************************************************
Mission two: Operation Eagle Dawn
Location: Air Force Academy, Colorado
Par time: 35 minutes
Briefing:
Soviet troops cover America like a foul plague. They have even
penetrated out heartland to capture the Air Force Academy in Colorado.
The Academy, its cadets, and the unique technology it contains are
vital to our defense. Use Tanya to contact any America forces in the
area, reclaim our Air Force Academy, and drive the Soviets from the
area.
Objective 1: Re-capture the Soviet-occupied Air Force Academy Chapel.
Objective 2: Destroy all Soviet forces.
Objective 3: Keep Tanya alive.
Walkthrough:
Send Tanya to kill the three Soviet Conscripts on the road and grab an
armor power-up crate nearby. If you destroy the house next to it, it
will reveal another crate, which will bolster your money.
Lieutenant Eva will contact and inform you of the group of rocketeers.
Send Tanya further down the road and Air Force Academy location to the
northwest will be revealed to you. When you reach the road
intersection, just enter the base. Kill the lone Conscript here and
blow up the flak cannons with C4.
Send in the rocketeers to take out the sentry guns and a group of
engineers will be parachuted. Capture all the buildings and when you
capture the Air Force Command Headquarters, the planes will take off to
reveal the captured Allied base to the east.
Build around twenty Grizzly Battle Tanks here and level the base to the
ground (you might want to build a second Chrono Miner to increase the
money flow). Use the rocketeers and Harriers for support as well but
don't forget to take out the flak cannons first. This should be easy,
as a large group of GIs will be parachuted into the enemy base while
you are attacking it. Remember to destroy the Construction Yard first
as the Soviets may rebuild their destroyed structures. Mission
accomplished!!!
***********************************************************************
Mission three: Operation Hail to the Chief
Location: Washington DC
Par time: 40 minutes
Briefing:
The Soviets have invaded Washington DC and have used their evil psychic
technology to mind control our leaders. You must rescue them by
destroying the Psychic Beacon near the White House.
Objective 1: Destroy the Psychic Beacon.
Walkthrough:
Use an engineer to repair the Jefferson Memorial and you will be
rewarded with two crates. The left one will promote the unit by one
stripe and the right one contains money.
Set up your base as usual and garrison twenty GIs in the building to
the right (near the bridge) with the number of ten GIs in each
building. Soviet troops consisted of Conscripts and Tesla Troopers will
come to attack backed up by civilians and technicians that have been
mind controlled. The garrisoned GIs should be able to keep them at bay.
When you have build an Air Force Command Headquarters, the map will be
revealed, showing several key structures that have been damaged.
Build a second Chrono Miner to increase money flow and then lots of
Grizzly Battle Tanks. At some point here, you will receive
reinforcement to the southeast consisted of four rocket IFVs near the
Smithsonian Castle. Tell them to kill the two Tesla Troopers guarding
it and grab the crate nearby. You will be rewarded with some cash. Tell
them to destroy the Soviet-garrisoned building nearby but not to engage
the Conscripts when they evacuate prior to the destruction of the
building.
Another reinforcement to the northwest (near the Lincoln Memorial) will
also arrived which is consisted of two Grizzly Battle Tanks, two rocket
IFVs and one repair IFV.
When you think you have produced enough tanks, send them to cross the
bridge and destroy the small Soviet base near the soccer field to the
left. Proceed to the Washington Monument and destroy the Soviet base
there. Then got to the Smithsonian Natural History Museum and secure
the place also.
Send engineers to repair all the key structures and you will be
rewarded with two crates for each structure that you repaired, adding
to a total of eight crates.
The four crates at the Washington Monument and the Lincoln Memorial
will bolster your cash.
The left crate at the Smithsonian Castle will give you cash also but
the right one will increase unit's speed.
The left crate at the Smithsonian Natural History Museum will give you
some money while the right one will increase unit's armor.
Proceed by rolling your tanks to the northeast of the map. Blow up the
Psychic Beacon here. Mission accomplished!!!
***********************************************************************
Mission four: Operation Last Chance
Location: Chicago
Par time: 45 minutes
Briefing:
Soviet forces continue to rampage across America. Our agents have
discovered a large Psychic Amplifier in Chicago. If activated, this
device will allow the Soviets to mind control all of North America.
Objective 1: Force a shore landing and establish a base.
Objective 2: Destroy the Psychic Amplifier before it comes online.
Walkthrough:
Wait for the racketeers to take out the Grand Cannons first then tell
your Destroyers to move in and destroy every single Soviet units and
structures near the shore. Be careful of submarines lurking in the
water!!!
Move in your amphibious transports and unload them. As soon as you
deploy your MCV, Lieutenant Eva will contact and brief you on the
Psychic Amplifier. Right after the transmission, a timer will start at
the right hand bottom screen. You now have fifty minutes before the
Psychic Amplifier is activated.
Another four amphibious transports will arrived with reinforcements on
board. Unload the GIs and the Grizzly Battle Tanks. Group them together
with your forces from the initial assault team.
Set up your base and you might want to build an engineer to capture the
Soviet's Construction Yard, which will enable you to build Soviet
structures. Send another engineer down the road to the northeast and
repair the bridge there.
Build a Soviet War Factory and start a mass production of Rhino Heavy
Tanks, which are far stronger than the Grizzly Battle Tanks. Gather up
those Rhino Heavy Tanks and head north from your base. There should be
a bridge and the Psychic Amplifier will be on an island left of the
bridge. Position some of tanks at the edge and blast the Psychic
Amplifier to bits while the rest of your tanks should ward off any
Soviet troops around the area. Mission accomplished!!!
***********************************************************************
Mission five: Operation Dark Night
Location: Polish/German border
Par time: 40 minutes
Briefing:
European forces still refuse to fight with us, fearing a Soviet nuclear
counterattack. We have discovered the location of their medium-range
missiles in Poland. Special agent Tanya has secretly crossed the Polish
border. You will direct her to destroy the Soviet Nuclear Missiles.
Objective 1: Infiltrate the Soviet Battle Lab.
Objective 2: Neutralize the 2 Soviet Nuclear Missile Silos.
Objective 3: Keep Tanya alive.
Walkthrough:
Send Tanya to kill the six Conscripts near the checkpoint and tell the
Spies to masquerade as the Tesla Troopers. Kill them with Tanya also.
Send Tanya following the road to the northeast and go left when she
reaches the intersection while killing off any Soviet troops that she
encountered (beware of guard dogs).
She will eventually stumble into the entrance to the Soviet compound.
Kill off all the soldiers in front and circle around the compound from
the left side. Tanya should find a farm with cows. Shoot the oil
barrels to free the cows and head to the left of the compound.
Shoot the barrels to blow a hole in the wall and kill off every Soviet
troops in the compound. Send the Spy into the Soviet Battle Lab and the
location of the two nuclear missile silos will be revealed on the map.
Send the cows to scout the area (the dumb Soviets just let the cow in
without any suspicion at all, who would have thought that cows can
scout map for the Allied? LOL ^_^).
Send another Spy to one of the Tesla Reactors and the power will be
shut down for one minute. Send Tanya to shoot the barrels to the north
to take out the Tesla Coils.
Tanya should follow the road and kill off any Soviet troops until the
entrance of the missile silos compound.
Backtrack a little to the bridge and head to the west. Shoot the
barrels near the compound's wall and gain entry inside. Shoot the
barrels near the first Missile Silo as well as those near the Tesla
Coils to the north. Simply walk up to the Missile Silo, chuck a C4
charge there and blow it to smithereens. One more to go!!!
Head west again and scour the compound's wall, killing off Soviet
troops until you get to a hole where you can sneak Tanya inside. Bring
your remaining Spy there and shut the Tesla Reactor down. Tanya should
quickly blow up the three Tesla Coils before the power come back again.
Kill off any Soviet troops there and blow up the second Missile Silo.
Mission accomplished!!!
Additional note: You can free a group of GIs and a Grizzly Battle Tank
to the west by blowing up some barrels and you can also use the
additional reinforcement Spies to repeat the power shutdown until Tanya
can destroy the second Missile Silo.
***********************************************************************
Mission six: Operation Liberty
Location: Washington DC
Par time: 1 hour and 15 minutes
Briefing:
The Europeans have joined with us and the time has come to
counterattack. We will retake Washington DC and then we will retake the
rest of our nation from the Soviet scum.
Objective 1: Reinforce and assume command of Allied forces at the
Pentagon.
Objective 2: Destroy all Soviet forces in Washington.
Walkthrough:
Unload the amphibious transports northwest of the Pentagon and start to
set up your base immediately. Build a war factory ASAP and start mass
production of Grizzly Battle Tanks. Build two ore refineries and have 4
Chrono Miners harvesting to increase money flow.
The Prism Towers should be enough to destroy any Soviet assaults but
don't forget to repair them sometimes. Send your GIs to garrison the
buildings northwest of the Pentagon to ward off any Soviet sneak attack
from the north. For now, you should concentrate on building your
offensive troops.
Gather all those Grizzly Battle Tanks and crossed the bridge east of
the pentagon and you should find a small Soviet base here. Destroy
every single units and structures here and go to the northeast.
You should find a larger Soviet base near the center of the map.
Destroy everything as well but this time it will be harder as there are
several Tesla Coils guarding it. Destroy the Construction Yard first,
then quickly target the Tesla Coils followed by the War Factory,
Barracks and the Sentry Guns.
When you've cleared the area, go to the northeast edge of the map and
you should find another Soviet base. Apply the same strategy as before
and the base should be destroyed in no time. Mission accomplished!!!
***********************************************************************
Mission seven: Operation Deep Sea
Location: Pearl Harbor, Hawaii
Par time: 1 hour and 30 minutes
Briefing:
The Soviets still cover most of the globe. We must continue to fight
them wherever they may be. A Soviet fleet has been discovered en route
to Hawaii. Destroy this fleet and the Pacific will be ours.
Objective 1: Destroy all Soviet forces.
Walkthrough:
Start a mass production of Destroyers ASAP as Soviet fleet will
commence their first naval assault in a few moments. You will receive
the message that Soviet attack is imminent on the top left of the
screen.
Bring all your Destroyers to the small channel east of your base and
position the two Aircraft Carriers behind them as support fire. The two
Aegis Cruisers should stay near your base and defend against any
incoming Soviet Dreadnought's missiles.
Tell the Destroyers to destroy the Submarines first then take out the
Dreadnoughts and deal with the Sea Scorpios lastly.
Set up a second Ore Refinery to increase cash flow. Then train lots of
GIs to garrison the houses north of your base, as Soviet paratroopers
(Conscripts and Tesla Troopers) will be parachuted frequently from the
north. Reinforce them with some Grizzly Battle Tanks also.
Additional note: You might want to transport an engineer to capture the
Tech Airport to the north. You will be able to drop paratroopers to
help defend your base or to be combined with the naval assault to the
Soviet base later.
Leave some GIs near your Barracks also because Soviet Amphibious
Transports will sometimes visit the base to unload some Engineers.
Replace the Pillbox and Patriot Missile System near the channel if any
of them get destroyed during the Soviet's initial naval assault.
Reinforce them with some GIs and Grizzly Battle Tanks.
Build a Battle Lab to enable you to build Aircraft Carriers.
When you have enough Destroyers and Aircraft Carriers, bring them to
the northwest of the map and pulverize every Soviet properties there.
Use the Aircraft Carriers to take out key structures such as
Construction Yard, War Factory etc from a safe distance. The Destroyers
should destroy any Soviet naval units as well as Soviet structures and
defenses near the shore. When every Soviet building is destroyed, the
mission is accomplished!!!
Additional note: If you waited too long, the Soviets will start a ten
minutes nuclear missile countdown. So if you see the timer starting,
you better quickly assemble your navy and assault the Soviet base to
eliminate the nuclear threat.
***********************************************************************
Mission eight: Operation Free Gateway
Location: St Louis, Missouri
Par time: 1 hour and 15 minutes
Briefing:
Even as we cleanse America of Soviet forces, they continue to play with
their psychic technology, desperately hoping that their little toys
will destroy us. We have discovered a Psychic Beacon in St. Louis. Take
special agent Tanya in and destroy the beacon.
Objective 1: Destroy the Soviet Psychic Beacon.
Objective 2: Destroy all Soviet forces within St. Louis.
Objective 3: Don't get Tanya killed.
Walkthrough:
A twenty minutes timer will start and you have to destroy the Psychic
Beacon before the timer expires. Get Tanya and the team to get onto the
highway to the west and keep following it to the southwest.
When you get to near the Psychic Beacon, send Tanya to approach from
the north. Send the GIs and the Engineers to the south.
Tanya should blow up the oil barrels to the north (near the wall), get
inside and blow up the two Tesla Reactors. The power will be shut down
and send the GIs should blow up the gate. Send the Engineers to capture
the two remaining Tesla Reactors. Have the GIs blow up the now-offline
Tesla Coils and Tanya should simply chuck a C4 on the Psychic Beacon.
You will be rewarded with a crate, which contain some cash. Have Tanya
grab the crate.
Additional note: Most of the map will be revealed now and the shrouded
area in the center is the Soviet base that you have to destroy.
Reinforcements should arrive from the southeast and they will
disembark. Lieutenant Eva will come online and brief you on Einstein's
new invention, the Prism Tank. The good news is that you have some of
them at your disposal. You will also be warned of the Soviet's
Desolators infantry unit.
Set up your base immediately and four more Prism Tanks should arrive
via water as additional reinforcement. Don't forget to grab the crate
nearby, which will bolster your income located just below the huge arch
north of your base.
Do not build the Power Plants at your starting position. Instead, build
them near the Soviet's Tesla Reactors that you have captured earlier to
the northwest to save space.
Additional note: You might want to send some tanks to guard your power
plants to the southwest because the Soviets love to send a strike team
consisted of V3 Rocket Launchers and Conscripts occasionally.
Build a Battle Lab ASAP to start a mass production of the Prism Tanks.
When you have enough Prism Tanks, roll the tanks to the Soviet base and
kill everything in sight (watch out for Terror Drones!!!). When every
Soviet structures and units have been destroyed, the mission is
accomplished!!!
***********************************************************************
Mission nine: Operation Sun Temple
Location: Tulum, Mexico
Par time: 45 minutes
Briefing:
The Soviets captured one of our west coast bases and with it one of our
Prism Towers. We believe they may be trying to replicate that
technology at a secret Soviet research facility in the Yucatan. A SEAL
strike team is standing by, Commander, awaiting your orders.
Objective 1: Capture or destroy any Soviet attempts to replicate our
Prism technology.
Objective 2: Eradicate the Soviet base defending their research site.
Walkthrough:
Send the SEALs to the small Soviet-occupied village to the west. Free
the imprisoned GIs as well as the two Grizzly Battle Tanks.
Lieutenant Eva will contact you, saying that the liberated freedom
fighters had reveal the location of the Soviet research facility for
you which you can see on the mini-map.
A Night Hawk Transport will arrive with five engineers on board and
they will disembark at the village.
Load one of the SEALs into the transport and unload him south of the
Soviet base. Get inside and kill the Soviet troops around there. Shoot
the oil barrels and C4 as many buildings as you can then QUICKLY run
back to the transport before the Soviet tanks arrive.
Go back to the village, wait a few moments and transport the SEAL back
to the base. This time unload him north of the southern gate where
there should be a hole in the wall near the large Mayan temple.
Use the SEAL to shoot the barrels and start planting C4 on the Soviet
buildings nearby. Destroy as many as you can and QUICKLY transport him
back to the village before the Rhino Heavy Tanks arrive.
Load the SEAL again and go back to the base. Repeat the same method and
destroy as many buildings as you can. Use the Night Hawk Transport to
destroy the Rhino Heavy Tanks, it is slow but it is safe.
Additional note: The SEAL should focus on destroying more of the Flak
Cannons to ensure safe travel for the Night Hawk.
When you completed the first objective, two SEALs and an Engineer will
be parachuted into the base. Use the two SEALs to help and you may also
capture the Barracks and a Tesla Reactor to build infantry units.
Wipe out every building in the base (beware of the War-Miners and the
Rhino Heavy Tanks) and the mission will be accomplished!!!
***********************************************************************
Mission ten: Operation Mirage
Location: Black Forest, Germany
Par time: 1 hour
Briefing:
Desperate for some success, Soviet forces have counterattacked our
European allies in Germany, moving deep into the Black Forest. No doubt
their commanders hope that they will find and capture Einstein's
laboratory. Your special talents have been asked for. The Germans fear
they will be defeated without your strategic skills.
Objective 1: Ensure the safety of Professor Einstein's Laboratory.
Objective 2: Destroy all Soviet forces.
Walkthrough:
You will get transmission from Professor Einstein and he will brief you
on the new Mirage Tanks.
Start building an Ore Refinery and train twenty GIs in your Barracks
IMMEDIATELY. There is absolutely no time to lose!!! Deploy your MCV
behind the base and set up the Ore Refinery next to it. QUICKLY build
ten Grizzly Battle Tanks and station them on each side of your base.
Split the twenty GIs and deploy them equally on both sides also.
You should receive message that the Germans have been defeated. You
only have a few spare moments before the Soviets attack your base.
Build a second Chrono Miner followed by a second Ore Refinery.
Additional note: The Soviets will attack and they will attack hard with
LOTS of Conscripts, Rhino Heavy Tanks and V3 Rocket Launchers. Use the
two in front of your base rocketeers to help destroy the V3 Rocket
Launchers.
When you have successfully repel the Soviet's initial assault, build a
Battle Lab followed by the Ore Purifier and the Spy Satellite Uplink.
Lieutenant Eva will contact and brief you about the Soviet's Apocalypse
Tanks.
Anyway, assemble a strike force consisted of LOTS and LOTS of Prism
Tanks ASAP.
The Soviets will assault you for a few more times but the Professor
will warn you of their positions so it should be easy to intercept
them.
Assemble all those Prism Tanks and attack the Soviet bases. Destroy
them one by one. This should be very easy to accomplish as the Prism
Tanks can take out those pesky Tesla Coils from a safe distance. When
you have destroyed every single Soviet units and structures, the
mission will be accomplished!!!
***********************************************************************
Mission eleven: Operation Fallout
Location: Florida Keys
Par time: 1 hour and 20 minutes
Briefing:
Einstein has found the perfect place for his Chronosphere.
Unfortunately this location is very close to Soviet-controlled Cuba.
Build the Chronosphere and clear the area of Soviet nuclear missiles.
We are nearly ready for our final attack on Moscow.
Objective 1: Build a Chronosphere.
Objective 2: Neutralize the Soviet nuclear threat on Cuba.
Walkthrough:
Lieutenant Eva will brief you about Giant Squids and Dolphins at the
beginning of the mission. Ignore the Giant Squid because there are
other matters to be taken care of.
Additional note: These following steps have to be done simultaneously.
There is no time to lose!!! Every second is precious here!!!
IMMEDIATELY build lots of destroyers and destroy the bridge leading to
the ore field southwest of your base as well as the bridge to the
northeast (don't forget to tell the Chrono Miners to cross over first).
Sell off both Ore Refineries and Pill-boxes then prepare for a small
Soviet naval assault from the south.
Send your GIs to fortify the two hotels near the beach to the east so
they will take out the Soviet paratroopers there later.
Build a Battle Lab ASAP and begin mass production of Prism Tanks and
Grizzly Battle Tanks as well. Send the tanks to destroy the bridge
northeast of your base.
Build several Patriot Missile Systems and station them near the shore
to intercept incoming Dreadnoughts missiles later.
The Soviet naval assault will consists of two Sea Scorpios and two
Dreadnoughts. Take them out with your Destroyers.
Build LOTS AND LOTS of Destroyers and a couple of Amphibious
Transports. Load up the Prism Tanks and prepare for an invasion to the
Soviet base.
Split the Destroyers division in two. The first half should be
stationed near the bridge you just destroyed in case the Soviets send
an Engineer to repair it. You must not let that happen as they will
usually follow that up with infantries and a couple of Apocalypse Tanks
(yikes!!!) and your tanks won't stand a chance against those
MONSTERS!!! So keep the bridge destroyed all the time.
At some point in the game, Premier Romanov will contact you and a
twenty minutes nuclear countdown will begun. You have to destroy all
three Soviet Nuclear Missile Silos to neutralize the threat.
If you are fast, you should be able build a Chronosphere before the
nuclear countdown begins. Chronoshift those Prism Tanks and take out
the Nuclear Missile Silos one by one. You may also transport those
Prism Tanks via water by using the Amphibious Transports. Repeat the
step until you can destroy all of them. Mission accomplished!!!
***********************************************************************
Mission twelve: Operation Chrono Storm
Location: Moscow
Par time: 2 hours and 10 minutes
Briefing:
The war is nearly at an end. A hand-picked group of volunteers will use
the Chronosphere to invade Moscow from across the world. Once you have
secured the Kremlin, Tanya will capture Romanov and put an end to
Soviet aggression. You are the only commander skilled enough to make
this work. Your forces will be outnumbered at least ten to one. Good
luck.
Objective 1: Clear the area so Chrono Reinforcements can arrive.
Objective 2: Eliminate Romanov's Elite Black Guard around the Kremlin.
Walkthrough:
Three SEALs will be parachuted and you will notice a twenty minutes
nuclear countdown and a ten minutes iron curtain countdown as well.
There is no room for error here so pay good attention to the
battlefield!!!
Use the SEALs to blow up the Tesla Reactor and kill nearby Soviet
troops. Tell them to free the GIs and Engineers also by shooting the
oil barrels. The Engineers should capture the Oil Derricks nearby to
increase money flow from the start (you will need it, trust me!!!)
Reinforcement will be chrono-shifted and you should deploy the MCV
inside the enclosure (where the Tesla Reactor used to be). Set up a
Barracks and train some Engineers to capture the two remaining Oil
Derricks.
Set up your base and more reinforcement will arrive via the
Chronosphere. Train GIs and fortify inside the four bunkers at the
gate. They are vital to your survival.
Additional note: Set up the War Factory to the west of the Construction
Yard and set up another one to the east. There is nothing you can do to
prevent the initial nuclear launch because twenty minutes is too short
for you to build up enough forces to destroy the Nuclear Missile Silo
so you should try to minimize the damage.
Remember to spread all your buildings and the War Factory on the left
will be targeted every time so don't build any structures nearby.
When the nuclear missile destroys it, tank production should proceed at
the other War Factory and the production should not be bothered at all.
Expand your base to the northwest and station a few tanks there in case
the Soviets decided to sneak a few tanks there.
Soviet units will occasionally attack your base, but the garrisoned GIs
should make short work of any enemy units. Just remember to repair the
bunkers when they were badly damaged.
Build the Chronosphere and Weather Control Station ASAP and start mass
production of Prism Tanks if you haven't already done that.
Build a Spy Satellite Uplink ASAP also and train a Spy. Try to
infiltrate him into the Soviets War Factory so your all your produced
vehicles will have one stripe (that is cool!!! ^_^). Don't for get to
train another Spy and infiltrate him into the Soviets Barracks.
When the Chronosphere and Weather Control Station are both ready,
create a lightning storm at the Nuclear Missile Silo. The silo should
get badly damaged but not destroyed so before the Soviets can repair it
to full health again, chronoshift a group of Prism Tanks and blow it to
smithereens.
Now repeat the same method and blow up the Iron Curtain.
Now that you have nothing to worry about, try experimenting with the
Chrono Legionnaire and of course you may infiltrate your Spy to the
Soviets Battle Lab. You will be given the option to train the Psi
Commando. It is actually Yuri from the Soviets so it is nothing new but
feel free to experiment with it.
Now build LOTS and LOTS and LOTS of tanks and head to the Kremlin.
Eradicate everything in sight and destroy the Elite Black Guard
guarding the Kremlin. Enjoy the short but cool cut scene here and you
will be back in the game.
Tanya will disembark from an IFV and enter the Kremlin to capture
Premier Romanov. Mission accomplished!!!
Congratulations!!! This is the end of the Allied campaign. You have
saved America from the hands of the Red Army. Enjoy the ending!!! ^_^
***********************************************************************
SOVIET CAMPAIGN
***********************************************************************
Mission one: Operation Red Dawn
Location: Washington DC
Par time: 15 minutes
Briefing:
It is your good fortune to be in the vanguard of the Soviet assault on
the United States. Lead you troops through Washington and destroy the
most hated symbol of American military power, the Pentagon.
Objective 1: Destroy the Pentagon.
Walkthrough:
Deploy your base and build a Barrack followed by an Ore Refinery. Train
an Engineer and tell him to wait there for now.
Gather all your Conscripts and head to the northeast. Kill the Allied
GIs blocking the road and keep going northwest. You should stumble upon
a small Allied base. More Conscripts will be parachuted to aid you in
destroying the small base.
Send the Engineer you had trained earlier to repair the bridge leading
to the northwest.
Send the Conscripts across the bridge and fortify them in the buildings
to take out the Pill-boxes. There are two crates on each side of the
buildings and both of them will increase unit's firepower. You should
find another Allied base and another reinforcement will be parachuted
into the base. Use the Engineer to capture the Airport and kill off all
the GIs in here.
Another reinforcement will arrive with even more Engineers. Use them to
capture all the Allied buildings.
Cross another bridge to the northeast and take out all the GIs and
Pill-boxes guarding the Pentagon.
A really vast amount of Conscripts will be parachuted and you can use
their help to quicken the destruction of the Pentagon. Mission
accomplished!!!
***********************************************************************
Mission two: Operation Hostile Shore
Location: Florida Coast
Par time: 35 minutes
Briefing:
The Americans have foolishly gathered a fleet in a small harbor on the
eastern coast of Florida. Assisted by General Vladimir in his
Dreadnought, you will force a landing on the hostile shore and set up a
base. When ready, you will strike out against the capitalist pigs and
crush them under the iron heel of Soviet justice.
Objective 1: Force a landing and set up a base.
Objective 2: Destroy all enemy forces.
Walkthrough:
Destroy the Allied forces guarding the coast. Deploy your MCV when it
arrived and set up your base (do not deploy near the shore because the
Destroyers might be able to destroy your Construction Yard). Build lots
of Rhino Heavy Tanks and submarines.
Reinforcement will be parachuted in and you will also receive a few
submarines after you set up your base.
Send the Rhino Heavy Tanks to the southwest and pulverize the Allied
base there. Send the submarines to deal with the Destroyers to the
south. Mission accomplished!!!
***********************************************************************
Mission three: Operation Big Apple
Location: New York City
Par time: 30 minutes
Briefing:
In order to complete our psychic beacon, we will need to capture some
American technology. Lead your forces into New York and capture their
Battle Lab. Then build a Psychic Beacon to take control of the city.
Objective 1: Capture the American Battle Lab.
Objective 2: Build and defend a Psychic Beacon.
Walkthrough:
Set up your base and Lieutenant Zofia will reveal the American Battle
Lab's location on the mini-map.
Yuri will contact you and four Psi-Corps Troopers will be parachuted in
for your disposal. Use their mind control ability to turn any Allied
units attacking your base to turn against their fellow friends.
Train three Engineers and capture the Oil Derricks to the south of your
base. Train some Conscripts as well and use them to guard to Oil
Derricks.
You might also want to build a couple Sentry Guns around your base.
Anyway, start a mass production of Rhino Heavy Tanks and roll them to
the northeast when you are ready.
You will find a small Allied base along the way, some GI-garrisoned
buildings and Pill-boxes on the road. Deal with them appropriately and
make your way to the Battle Lab. Shoot your way in and destroy the
Construction Yard so the buildings cannot be replaced again. Wipe out
the whole base and send in the Engineer to capture the Battle Lab.
Additional note: You may destroy the two skyscrapers next to the Battle
Lab for power up crates. The one on the right will promote a unit while
the left crate will heal the unit to maximum health.
Reinforcements will be parachuted in and a five minutes countdown will
commence at the bottom right screen. IMMEDIATELY build a Barracks
nearby and train lots of Flak Troopers. The Allied will throw
everything they have got at you so be prepared. Tanks will be
parachuted; waves and waves of GIs and racketeers will try to destroy
the Psychic Beacon.
The Americans will also attack your base HEAVILY with Grizzly Battle
Tanks and IFVs. Your base should be able to hold out long enough.
Protect the beacon until the timer expires. All the American troops
will be under the mind control effect and the mission is
accomplished!!!
***********************************************************************
Mission four: Operation Home Front
Location: Vladivostok
Par time:
Briefing:
The foolish Koreans have decided to take sides with the failing Allies.
Their cowardly attempt to invade our Eastern territories will surely
fail. Defend the motherland and, when you are ready, push the Koreans
back into the ocean.
Objective 1: Establish a base. Defend the homeland.
Objective 2: Destroy all enemy forces.
Walkthrough:
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6. Credits
God – for giving me the ability to write.
Westwood – for creating the blockbuster sequel to Red Alert!!!
C Jay C – for posting this FAQ.
Mike Nasson aka UMA Bloodlust – for allowing me to download the
ruler.ini file from his website. Thank you very much!!!
Me – for writing this FAQ.
You – for reading this FAQ of mine.
This FAQ is Copyright 2000 of Nadia Varkovsky.
Lastly, any further questions, comments, critics, suggestions and
additional info should be forwarded to varkovsky@hotmail.com.