----------------------------------------------------------------------- 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 ----------------------------------------------------------------------- 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) ----------------------------------------------------------------------- 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!!! ----------------------------------------------------------------------- 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!!! ----------------------------------------------------------------------- 4. Tutorial ----------------------------------------------------------------------- 5. Units and Structures *********************************************************************** A. ALLIED UNITS *********************************************************************** +++++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 *********************************************************************** B. ALLIED STRUCTURES *********************************************************************** 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 *********************************************************************** C. SOVIET UNITS *********************************************************************** +++++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: ----------------------------------------------------------------------- 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.