Command & Conquer - Red Alert 2

Command & Conquer - Red Alert 2

15.10.2013 16:13:30
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Red Alert 2 FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated April 4, 2001 (Version 2.0)

First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I
love you ?
Secondly, this FAQ is also dedicated for those RA2 players out there.
Thank you very much for all your support. This FAQ would not have been
written without all your help and contributions.

Contents:

1. Updates
2. Introduction
3. Game overview
4. Units and Structures

A. Allied units

B. Allied structures

C. Soviet units

D. Soviet structures

E. Special Multiplayer Forces

F. Tech Buildings

5. 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

6. 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 tests 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)

November 4, 2000: Due to overwhelming demands to my email, urging me to
quickly finish the walkthrough, I've finished the Soviet missions up to
mission eleven at 0012 hours. Added several more units' descriptions
also. (Version 1.3)

November 4, 2000: Finished the last mission for the Soviet campaign at
0927 hours. Whew!!! What a tough one... (Version 1.4)

November 5, 2000: Just finish replaying and rewriting the whole Allied
campaign. Corrected some errors in par times and introduced new and
faster strategies to beat the missions. (Version 1.5)

November 12, 2000: Sorry for the lack of updates. I've been very busy
with school lately. Never mind about that as I have played intensively
during the weekend and I have come up with several new strategies for
both campaigns. Added my own time for some of the missions as well as
the rank. (Version 1.6)

November 19, 2000: Finally managed to finish rewriting both campaigns.
All that's left is to finish the units and structures description for
both sides. Perhaps some minor corrections as well... (Version 1.7)

December 31, 2000: It's been more than a month since my last update.
I've been very busy with schoolwork but do not worry, as I will start
to continue writing the FAQ again. I just finished all the description
for the Allies a few minutes before midnight. Now for the Soviets...
(Version 1.8)

January 1, 2001: Finished the units and structures description for the
Soviets as well as the Special Multiplayer Forces section at 1613
hours. I just need to patch up several minor issues in the walkthrough
and I'm done... (Version 1.9)

April 4, 2001: Gone through the whole walkthrough one last time,
decided to terminate the tutorial section as well as corrected all the
mistakes that I could find. I'll be writing the walkthrough for In Cold
Blood next. This one might took awhile because my exam is coming in two
weeks. See you all with my new FAQ!!! (Version 2.0)

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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. 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: Barracks and Battle Lab
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 infiltrate
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 become veterans.
Barracks: All the infantries that you train will become veterans.
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).
Superweapons: The countdown will be reset.

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 (available in single player mode only)
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: Barracks and Battle Lab
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 so keep this
in mind.
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: 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

They are the mix between a Chrono Legionnaire and a SEAL. Their MP5
machine gun is equally effective against infantries just like the SEALs
and what's better is that they can "teleport" around the map instead of
walking around just like the Chrono Legionnaires.

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 infantries, as any
infantries will be burned to crisp in one shot. They are very effective
against armored as well such as Rhino Heavy Tanks and Apocalypse Tanks.
If the enemy didn't realize their presence, they would pay a heavy
price for their negligence. These tanks can take out those tough Soviet
tanks in a few shots.
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.
They are especially effective against enemy buildings.

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

These Harrier jets are useful against ground units. They are quite fast
and you will find yourself using them quite often for "hit and run"
mission into enemy base.
They are very vulnerable to anti-aircraft fire though so the best
method to use them is to bring in some tanks and disable the base's
anti-aircraft defense first.
The Harriers will be parked at the Air Force Command Headquarters and
there can only be four of them at a time. So if you want to have more
Harriers, you have to build additional Air Force Command Headquarters
as well.

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

These helicopters are designed specially to transport infantry units
quickly over the battlefield. One Night Hawk Transport can be filled up
to five infantry units.
It is also equipped with the Black Hawk Cannon, a small machine gun
mounted beneath the chopper's nose to defend itself from any minor
attacks.
Please note that they are very susceptible to anti-aircraft fire. If it
gets shot down, all the infantry units on board will be lost as well.
What is unique about them is that they are completely invisible to
enemy radar thus making your way back and forth from one place to
another should be a piece of cake.

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 while traveling
across water, all the units and vehicles on board will also be lost so
take all the necessary precautions to prevent that from happening by
escorting it with some naval support.

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

The Destroyers are the most basic Allied naval unit, which had proven
its effectiveness in taking out submerged objects such as the Soviets
Submarines and Giant Squids.
Once an enemy is spotted, the Destroyer will launch its ASW helicopter
that will in turn fire its air-to-ground missiles to take out the
intended target. It will return to the Destroyer for reloading before
taking off again until the target is destroyed. If the ASW helicopter
is shot down, wait for a few moments and a replacement should be
provided to finish the job.
Destroyers are also equipped with 155mm cannon, which allow them to
bombard the enemy's shoreline base defenses as well as any nearby
buildings.

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

The Aegis Cruisers are specially intended to engage enemy air units as
well as any incoming missile attacks. Its Medusa ground-to-air missiles
are especially useful against the Soviets Dred rockets.
You might want to keep a few of them near your shoreline to guard
against any Soviets long-range Dreadnought attacks.

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

These huge Aircraft Carriers are mainly used to destroy any surface
Soviet naval units. They attack by ordering the Hornet jet planes
parked on the deck to take off and destroy the intended target.
Similar to the Destroyer's ASW helicopters, the Hornets are unlimited
and if you lose one, another one will be ready to replace it. They also
have to reload by landing on the Aircraft Carrier before taking off
again a few seconds later to finish the job.
The only difference they have compared with the Destroyer is that
multiple Hornets can fly at a time instead of one as in the case of the
ASW helicopter.

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

Dolphins are probably the weakest naval unit in the Allied forces.
However, it does have some special characteristic that should be quite
appealing. Aside from being invisible in enemy's radar, they are also
cloaked thus enabling them to slip pass enemy naval units undetected.
Furthermore, Dolphins are the only unit who can release a ship when it
is grabbed by the Soviets Giant Squid. You have to attack the affected
ship and the Giant Squid will release its tentacles.
Dolphins attack with sonar waves, which made them very effective
against the Soviets Giant Squids and Submarines.

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B. ALLIED STRUCTURES
***********************************************************************

Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None
Tech Level: 1

Construction Yard is the most vital building in your base. You can't
build any other structures without it. Protect this building at all
times and NEVER EVER let it be destroyed or captured if possible.
You can build another MCV later as you ascend through the tech tree but
it will cost time and money so it is not worth it at all except in real
emergency.

Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard
Tech Level: 1

Structures need power to be able to operate effectively and these Power
Plants will provide exactly that. The more structures you have, the
more Power Plants you will need to build to compensate for the power
loss. They are weak so keep them guarded at all times so that you won't
experience "blackout" in your base in case of an enemy attack.
Production will slow and defense system will went offline if your power
is not sufficient to sustain the base's output so keep that in mind.

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant
Tech Level: 1

Your Chrono Miners will return here to unload the ore that they
harvested and it will be converted into cash immediately. Without this
structure, your base's economy is virtually crippled but nevertheless,
you can always build another one as long as your Construction Yard is
still standing.

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant
Tech Level: 2

All your infantry units from the most basic GI to the most advanced
Chrono Legionnaire will be trained here. Do not worry too much about
this building as you can easily replace it should it gets destroyed or
captured due to its low cost. You may also build several Barracks to
speed up the training rate.

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 2

Most of your vehicles from the most basic Grizzly Battle Tanks to the
most advanced Prism Tanks will be produced there. You will want to keep
a closer eye on this building than the Barracks because it takes more
time and money to build. You may also build several War Factories to
speed the production rate.

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 4

All your naval units from the most basic Destroyers to the specially
equipped Dolphins will be produced here. This structure has to be
placed entirely in water and should be protected also.
Try not to lose it because naval battle is almost as important as
ground assault and you don't want the enemy to gain naval superiority
thus enabling the tide of battle to be turned quickly.

Air Force Command Headquarters
Cost: 1000
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery
Tech Level: 3

This building serves as radar for your base. If this gets destroyed,
the radar will be gone as well. Each of this building can hold up to
four Harrier jets. As stated earlier, you need to build more if you
want to have more Harriers.

Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory
Tech Level: 6

You can order any damaged ground vehicles to be repaired back to its
full health in the service depot. The depot will automatically repair
the damaged vehicle, which will be released as soon as the reparation
is complete. They are also useful to remove any Soviet Terror Drones in
your vehicles.

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

In order to build more advanced units, the Battle Lab is required to
enable the option to do so. This is a must for every base, as its
presence will greatly improve your chances in winning a battle.
However, try not the let enemy Spy infiltrate this building because
they would gain access to "special units" (see infantry section for
more info).

Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab
Tech Level: 10

This is a special building for the Allies. Its function is to further
refine the ore collected by the Chrono Miners. Even though it is
expensive, it will be extremely helpful for the base's economy over the
course of time.

Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

This building is necessary for the Allies to gain superior tactical
information over the Soviets. When built, it will remove the shroud
from the map and everything will become visible at the radar.

Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks
Tech Level: 1

These buildings are very useful as they are cheap and easy to
construct. Wall off your MCV and other vital buildings to prevent the
enemy from capturing or destroying them in case they try an
Engineer/Tanya rush. They are also useful to prevent enemy vehicles
from breaking into your base.

Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These fortified gun emplacements are specially designed to defend
against assaults by infantries. They are not very effective against
vehicles and they can't shoot through walls.

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

These are extremely beneficial base defense for the Allies, as they
shoot a concentrated beam of the comet laser to target a single ground
unit. When a couple of them are placed together, the comet laser beam
will be combined into a single and powerful beam to maximize the damage
caused on the targeted unit.

Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks
Tech Level: 4

This anti-aircraft device is designed to protect Allied bases from
Soviet aircraft. It is effective against any flying enemy units and it
can also target and destroy incoming enemy missiles as well.

Gap Generator
Cost: 1000
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab
Tech Level: 7

When a Gap Generator is built, it will create a shroud over a wide
radius to hide the Allied base from Soviet radar thus enabling the
Allies to do whatever they want in secret, without the Soviets knowing.
They require a great deal of power to maintain though.

Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

This structure enables the Allies to gain control over the forces of
nature. When activated, it will create a powerful lightning storm,
which can be deployed anywhere on the map to cause incredible
destruction in a wide radius.
In multiplayer games, when a Weather Control Device is built, all
players will be informed of the construction and the shroud above the
device will be removes. A countdown will also commence.

Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

The Chronosphere is the final result of the Allies' extensive research
into time travel. It will allow a total of nine units (excluding
infantry) to anywhere around the map.
Enemy units can also be "transported", such as teleporting enemy ships
on land or dropping enemy vehicles in water to destroy them instantly.
In multiplayer games, when a Chronosphere is built, all players will be
informed of the construction and the shroud above the device will be
removes. A countdown will also commence.

***********************************************************************
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

Conscripts are the most basic infantry unit for the Soviets. They are
weaker than their Allied counterparts, the GIs. But this is compensated
by the fact that they cost half the price to train a GI.
Their only drawback is their inability to deploy unlike the GIs and
this results in a shorter range for the Conscripts. Tanks can also 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.

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

These soldiers carry a portable Tesla generator and they attack by
discharging a stream of powerful electrical charge. They can't be
rolled over by tanks and they are also very effective against both
infantries and vehicles.
In case of an emergency power shortage, you can use them to power up
those offline Tesla Coils. Just position three of these soldiers near a
Tesla Coil and it will be automatically recharged. Charging up a Tesla
Coil will also increase its range and power as well.

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

Crazy Ivan is the codename for Soviet demolition experts. They are
equipped with dynamites, which can be strapped to anything, from enemy
structures to infantries including cows wandering around. They can also
be used to destroy bridges by placing a dynamite in the bridge hut.

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

Flak Troopers are very effective against air targets because they
attack by expelling explosive flak, much like the Flak Cannons. This
will allow them to seriously damage any incoming enemy aircraft.

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

As a result of extensive research into psychic technology, the Soviets
have succeeded in creating a special breed of humans known as the Psi-
Corps Trooper or commonly as Yuri. His special ability is to tap into
the enemy's mind and control it thus making the affected unit to go
against his original master. However, should the Yuri was somehow
killed, the mind-controlled unit will return to its normal state.
Not only that, Yuris are also able to create a powerful psionic wave
around themselves, killing any infantry units nearby, friends and foe
alike, so take a look around before using it.

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

They are basically the common Soviet Crazy Ivans with the ability to
"teleport" around the map. The way they move across the map is exactly
the same as a Chrono Legionnaire but they are not equipped with a
neutron rifle. Their weapon is merely the dynamite commonly used by
Crazy Ivans.

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

Yuri Prime is the advanced version of a Yuri. They have the same
abilities except that Yuri Prime's mind control range is far longer
than a Yuri thus enabling him to mind control an enemy unit from a
safer distance. Yuri Prime doesn't walk like a regular Yuri but he
hover, which allow him to travel faster across the battlefield.

+++++Vehicles+++++

Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400
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
Tech Level: 2

This is the Soviet counterpart for the Allies Grizzly Battle Tank. It
is larger and slower than the Grizzlies but the Rhinos are stronger and
they are extremely effective against enemy structures.

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

Apocalypse Tanks are the ultimate Soviet tanks as they are heavily
armored which means that they can absorb lots of damage before
succumbing. They are even larger and slower than the Rhino Heavy Tanks
but their cannons are also more powerful.
Another advantage of these tanks is their ability to shoot down enemy
aircrafts with their Mammoth ground-to-air missiles.

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

This Soviet vehicle is specially designed to defend against air and
light ground units. Its main weapon is flak, just like the Flak
Troopers. It can also function as a transport by carrying up to five
infantry units across the battlefield.

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

They are physically weak and vulnerable to enemy fire due to their
light armor. However, their V3 rockets are capable of inflicting
tremendous devastation to the intended target. They would serve as a
great support weapon, but always be sure to protect them from enemy
attacks.

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

The Terror Drones are small mechanical spider robots created by the
Soviet military to counter against enemy vehicles. When an enemy
vehicle comes into range, the Terror Drone would jump into it and
slowly dismantle the vehicle from inside. Once a vehicle is infected,
only a Service Depot or a Tech Outpost is capable of removing the
Terror Drone.
They are also quite useful against infantries as they will sprang the
intended target, thus killing them instantly much like the Attack Dogs.

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 while traveling
across water, all the units and vehicles on board will also be lost so
take all the necessary precautions to prevent that from happening by
escorting it with some naval support.

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

These submarines attack by launching powerful torpedoes from beneath
the surface of water against enemy naval units. They aren't capable of
hitting ground targets though. They are very good in large numbers and
are very useful to have during major naval conflicts. They are stealth
units and will not appear in enemy radar.

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

This huge Soviet ship is equipped with two long-range Dred rockets,
which will be constantly replaced. They have a very long range and are
very effective against enemy ground installations as well as any enemy
naval units.

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

This ship is very agile and fast. It can attack both air and ground
targets with its flak gun. It is especially effective against air
targets and is also useful to intercept incoming enemy missiles.

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

These huge creatures are captured and trained by Soviet scientists to
seek out enemy ships. Once it spotted one, it will use its huge
tentacles to grasp the target and slowly rend it to bits before
dragging it to the bottom of the ocean. They are stealth units and will
not appear in enemy radar, much like the Typhoon Attack Subs.

***********************************************************************
D. Soviet structures
***********************************************************************

Construction Yard
Cost: 3000
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None
Tech Level: 1

Construction Yard is the most vital building in your base. You can't
build any other structures without it. Protect this building at all
times and NEVER EVER let it be destroyed or captured if possible.
You can build another MCV later as you ascend through the tech tree but
it will cost time and money so it is not worth it at all except in real
emergency.

Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard
Tech Level: 1

Structures need power to be able to operate effectively and these Tesla
Reactors will provide exactly that. The more structures you have, the
more Tesla Reactors you will need to build to compensate for the power
loss. They are weak so keep them guarded at all times so that you won't
experience "blackout" in your base in case of an enemy attack.
Production will slow and defense system will went offline if your power
is not sufficient to sustain the base's output so keep that in mind.

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor
Tech Level: 1

Your War-Miners will return here to unload the ore that they harvested
and it will be converted into cash immediately. Without this structure,
your base's economy is virtually crippled but nevertheless, you can
always build another one as long as your Construction Yard is still
standing.

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor
Tech Level: 2

All your infantry units from the most basic Conscript to the most
advanced Yuri will be trained here. Do not worry too much about this
building as you can easily replace it should it gets destroyed or
captured due to its low cost. You may also build several Barracks to
speed up the training rate.

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 2

Most of your vehicles from the most basic Rhino Heavy Tanks to the
powerful Kirov Airships will be produced there. You will want to keep a
closer eye on this building than the Barracks because it takes more
time and money to build. You may also build several War Factories to
speed the production rate.

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor
Tech Level: 2

All your naval units from the most basic Submarines to the mind
controlled Giant Squids will be produced here. This structure has to be
placed entirely in water and should be protected also.
Try not to lose it because naval battle is almost as important as
ground assault and you don't want the enemy to gain naval superiority
thus enabling the tide of battle to be turned quickly.

Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery
Tech Level: 3

As it is obvious from the name, this is the radar of the Soviets. They
do not need an airfield like the Allies because they don't have any
aircrafts that need one.

Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory
Tech Level: 6

You can order any damaged ground vehicles to be repaired back to its
full health in the service depot. The depot will automatically repair
the damaged vehicle, which will be released as soon as the reparation
is complete. They are also useful to remove any Soviet Terror Drones in
your vehicles.

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower
Tech Level: 7

In order to build more advanced units, the Battle Lab is required to
enable the option to do so. This is a must for every base, as its
presence will greatly improve your chances in winning a battle.
However, try not the let enemy Spy infiltrate this building because
they would gain access to "special units" (see infantry section for
more info).

Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

This building would virtually supply any Soviet commanders with all the
power he will ever need thus letting him to not build additional Tesla
Reactors to save space for building other structures. If it is
destroyed, it will create a large nuclear explosion, which will create
fallout that will kill any infantries and destroy any lightly armored
vehicle unlucky enough to be caught in the blast radius.

Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

Once built, this building will allow you to clone any units that are
produced from your Barracks for no extra charge.
Any enemy infantries mind-controlled by Yuri can also be sent here to
be "recycled". You will gain a small amount of money in return.

Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These buildings are very useful as they are cheap and easy to
construct. Wall off your MCV and other vital buildings to prevent the
enemy from capturing or destroying them in case they try an
Engineer/Tanya rush. They are also useful to prevent enemy vehicles
from breaking into your base.

Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These stationary gun emplacements are specially designed to defend
against assaults by infantries. They are not very effective against
vehicles and they can't shoot through walls.

Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower
Tech Level: 5

The Tesla Coil is an excellent base defense against ground units
because it shoots a powerful bolt of electricity to fry enemy
infantries and damage any nearby enemy vehicles.
Unlike the other base defenses, the Tesla Troopers can charge the Tesla
Coil so they will remain active even if the base is experiencing a
power shutdown.

Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks
Tech Level: 4

This is the Soviet defense against air targets. It is very effective
against any kind of enemy aircraft including incoming missiles and the
Allies Rocketeers.

Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

Extensive research into psychic technology has allowed the Soviets to
develop the Psychic Sensor. Once placed, it will allow you to see any
orders given to enemy units to attack your structures within the
device's radius.

Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

This is the ultimate weapon for the Soviets. Once built, it will allow
you to launch a huge nuclear missile intended to cause maximum carnage
and destruction in a chosen area. The aftermath of the missile strike
will leave the targeted area with a radiation that will kill any
infantries and destroy any lightly armored vehicle unlucky enough to be
caught in the blast radius.
In multiplayer games, when a Nuclear Missile Silo is built, all players
will be informed of the construction and the shroud above the device
will be removes. A countdown will also commence.

Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

The Iron Curtain is a fascinating piece of Soviet technology that can
render any units or structures invulnerable over a short period of
time. Terror Drones cannot attack invulnerable units so this is another
advantage. The force of the Iron Curtain will kill infantries straight
away, so it can be used as a weapon to eliminate enemy infantries.
In multiplayer games, when an Iron Curtain is built, all players will
be informed of the construction and the shroud above the device will be
removes. A countdown will also commence.

***********************************************************************
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

American players in multiplayer will have the advantage of dropping
Paratroopers to any area in the map once an Air Force Command
Headquarters is built. The Paratroopers are merely normal GIs so use
them to your own benefits.
If the transport plane carrying the GIs is hot down before they can
jump, all the Paratroopers onboard will be lost as well.
The ability to deploy Paratroopers will charge overtime so you cannot
deploy them constantly.

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

The Grand Cannon invented by the French shoots huge shells that are
specially designed to explode upon impact. This makes it very effective
against both enemy vehicles and infantries as well.

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

The Germans have developed the Tank Destroyer to give them an advantage
over Soviet tanks. Their SABOT shells were specifically designed to
penetrate the thick armor of the Soviet tanks. It is always useful to
keep a handful of them nearby should the enemy try to rush your base
with tanks.

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

The sniper is equipped with a long-range sniper rifle thus enabling him
to gain tremendous range and power. Snipers can take out any infantry
units with one hit from a considerable distance away.
So it is always useful to let a few of them to tag along whenever you
are making an assault to enemy bases.
Train a few as well and station them in your base, just in case the
opposition attempted an Engineer/Tanya rush. At least, the snipers can
help in putting them out of commission right?

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

The Black Eagles are merely the improved version of the original
Harriers. They can dish out more damage and they can also sustain more
punishment before going down.

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

The Soviet Tesla Tank is basically a "walking Tesla Coil". Its
electrical charge is very effective against enemy infantries and
structure as well.

Cuba = Terrorist
Cost: 200
Weapon: C4 charges
Strength: 50
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite:
Tech Level: 5

These Cuban Terrorists are very dangerous when used in groups. They
strapped C4 charges onto their bodies and perform kamikaze on the
enemy, blowing themselves in the process. They are very useful against
crowding enemy infantries, vehicles and structures as well.

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

You can order these lightly armored trucks to ram enemy buildings or
units, causing a mini nuclear explosion. They are not that useful
individually, but imagine using them en masse; sending them one by one
to the enemy base without any recovery time at all...
If the enemy comes after you, defend the trucks with your tanks and
proceed sending them into the enemy base. Just imagine the damage it
can cause...

Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) gun
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

The Iraqi Desolators have the ability to use their radiation gun to
irradiate the soil around them thus rendering it completely impassable
for enemy infantries and lightly armored vehicles (deploy them by
pressing D). If the Desolator is killed or un-deployed, the radiated
ground will slowly return to its normal state.

***********************************************************************
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.

-----------------------------------------------------------------------

5. Walkthrough

!!!IMPORTANT!!!
? This walkthrough was based on playing in normal difficulty.
? This walkthrough is written for the purpose so that players can
complete the missions in the shortest time possible. Additional info
and secrets in each mission will be placed under the "Additional info"
section.

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. You are also given an excessive amount of par time.
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. Par times are shorter and will prove
to be quite challenging.
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
always heavily defended and you will need to assault it several times
before completely destroying it. Par times are very short and timing is
really crucial if you want to finish the mission under the time limit.

***********************************************************************
ALLIED CAMPAIGN
***********************************************************************

Mission one: Operation Lone Guardian
Location: New York
Par time: 10 minutes
My time: 5 minutes and 25 seconds
Rank: Staff Sergeant

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.

Additional note:
If you head north from Fort Bradley, you will find three veteran
Grizzly Battle Tanks. Bring them with you.

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.

Additional note:
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.

Additional note:
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.

Use the three Grizzly Battle Tanks to destroy the V3 rocket launchers
as well as blowing up the sentry guns in front of the base. Mission
accomplished!!!

***********************************************************************

Mission two: Operation Eagle Dawn
Location: Air Force Academy, Colorado
Par time: 25 minutes
My time: 7 minutes and 1 second
Rank: Master Sergeant

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 four 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.

Additional note:
Send the rocketeers to the southwestern corner to discover two veteran
rocketeers on a cliff.
Send them to the southeastern corner then go north, to reveal two
Soviet Conscripts guarding three trucks. Kill all the Conscripts and
destroy the trucks to reveal three power-up crates.
The left crate will bolster your cash, the middle crate will promote a
unit and the right crate will increase unit's armor.

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.

Additional note:
Turn left at the intersection and blow up the house between the red and
blue cars. You will get a power-up crate to increase unit's armor.
Go to the northwest and blow up the house at the end (near the road)
and you will get another crate which will increase your money.

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 a few Grizzly Battle Tanks and send them to the entrance of your
base.

Tell the rocketeers to approach the Soviet base from the back and
destroy the Construction Yard and the Tesla Reactors. Take out the two
Flak Cannons and then level the base to the ground. Don't forget to use
the Harriers as fire support.
Reinforcement consisted veteran GIs will be parachuted and use them to
mop up any remaining Soviet units. Mission accomplished!!!

***********************************************************************

Mission three: Operation Hail to the Chief
Location: Washington DC
Par time: 30 minutes
My time: 11 minutes and 19 seconds
Rank: Sergeant Major

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
rocketeers as well as four to eight Harriers. 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.
Send them to the northeast (stick to the edge of the map) and find the
Psychic Beacon there. Tell them to attack it and you should be able to
deal a significant amount of damage before the four IFVs are destroyed.
Send the Harriers to the east and go north (stick to the edge of the
map) and approach the Psychic Beacon from the southeast.
Blow up the Psychic Beacon and a Night Hawk Transport will pick up the
President. Mission accomplished!!!

Additional note:
Send engineers to repair all the key structures across the map 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.

***********************************************************************

Mission four: Operation Last Chance
Location: Chicago
Par time: 30 minutes
My time: 4 minutes and 13 seconds
Rank: 2nd Lieutenant

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 rocketeers to take out the Grand Cannons first then tell
your Destroyers to move in. Be careful of submarines lurking in the
water!!!

Send the Destroyers to travel northeast along the coast and there
should be a small opening to the left. Keep following it. Soviet
Submarines will be waiting there but ignore everything and keep going
forward. You should stumble upon the Psychic Amplifier at the edge,
guarded by two Sentry Guns. Use the Destroyers to destroy it. Mission
accomplished!!!

***********************************************************************

Mission five: Operation Dark Night
Location: Polish/German border
Par time: 30 minutes
My time: 9 minutes and 9 seconds
Rank: 1st Lieutenant

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 if
you want to.

Additional note:
There is a power-up crate that will upgrade unit's speed at the
southwestern corner (past the Sentry Guns).

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).

Additional note:
Go right at the road intersection, kill off any Soviet troops lurking
around and you will find three GIs beside a bonfire.
Go to the northwest and you will find three cows trapped inside an
enclosure. Kill all Soviet troops there and shoot the barrels to free
the cows. You will gain control of the cows and you can use them to
scout the Soviet base.

Keep following the road and she will eventually stumble into the
entrance to the Soviet compound. Kill off all the soldiers in front and
shoot the oil barrels next to the Tesla Coil on the right. Go inside
and kill all Soviet Conscripts there. Send the Spy into the Soviet
Battle Lab and the location of the two nuclear missile silos will be
revealed on the map.
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 and don't forget to destroy the Tesla Coil
on the right side of the base also.
Shoot the barrels on the right side of the base; go through the hole
and up the cliff. Go to the southwest and you will find two Engineers
and three GIs near a downed plane. Use the two Engineers to capture a
Soviet War Factory and a Tesla Reactor. Build Rhino Heavy Tanks until
you run out of money and leave them there for now.

Additional note:
If you keep heading west (along the river) from the base northern
entrance, you will eventually find two crates. The left one will
upgrade unit's armor while the right one will heal your unit to maximum
health.

Tanya should go back and follow the road, kill off any Soviet troops
until you get to 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!!!
Tell the Rhino Heavy Tanks to head west from Tanya's position and blow
the wall on the other missile silo compound. Blast your way in and
destroy the three Tesla Coils guarding the missile silo. Simply let
Tanya walk in there and C4 the silo. Mission accomplished!!!

Additional note:
You can free a group of four veteran GIs and an elite Grizzly Battle
Tank to the west by blowing up some barrels and you can group them up
with the Rhino Heavy Tanks when commencing the final assault.

***********************************************************************

Mission six: Operation Liberty
Location: Washington DC
Par time: 50 minutes
My time: 39 minutes and 26 seconds
Rank: Captain

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. Train another division of GIs and deploy them at the
bridges southeast of your base. 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.

Additional note:
Send three Engineers to repair the Jefferson Memorial (near the Soviet
base across the bridge), the Washington Monument (at the center of the
map), the Lincoln Memorial (northern edge of the map) and the White
House (northeast corner of the map). You will be rewarded with four
crates of money. Load the Engineers into a Night Hawk Transport and fly
along the map's edge to avoid being shot down by the Soviets anti-
aircraft defenses.

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 10 minutes
My time: 7 minutes and 30 seconds
Rank: Major

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 training lots of rocketeers 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 your three 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.
As soon as you have 5-10 rocketeers, send them to the northwest and you
will see the small American base there being decimated by the Soviet
Dreadnoughts.

Additional note:
You may also transport an engineer to capture the Tech Airport to the
north. You will be able to drop paratroopers to help defend your base.
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.

Wait for the Amphibious Transports to unload and when you see the MCV,
use the rocketeers to destroy it. Kill all Soviet units nearby. Mission
accomplished!!!

***********************************************************************

Mission eight: Operation Free Gateway
Location: St Louis, Missouri
Par time: 1 hour
My time: 12 minutes and 26 seconds
Rank: Lieutenant Colonel

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.
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.
Tanya should simply chuck a C4 on the Psychic Beacon.

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.
Get Tanya and the strike team to go to your base.
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.

Roll your tanks to the Soviet base and destroy the Construction Yard,
Barracks and the War Factory. The Soviets will sell all their buildings
and come to your base. Deal with the surviving forces as necessary.
When every Soviet structures and units have been destroyed, the mission
is accomplished!!!

***********************************************************************

Mission nine: Operation Sun Temple
Location: Tulum, Mexico
Par time: 30 minutes
My time: 10 minutes and 10 seconds
Rank: Colonel

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.

Additional note:
You may transport a SEAL and an Engineer to the northwestern edge of
the map. Use the Engineer to capture the Tech Airport there. The SEAL
should just wait there to pick off any approaching Soviet Engineers.

Load one of the SEALs and two Engineers into the transport and unload
them south of the Soviet base. Get inside and kill the Soviet troops
around there. Shoot the oil barrels lying around and get the two
Engineers to capture a Tesla Reactor and a Mayan Pyramid.

Additional note:
The Mayan Pyramids are the Soviet version of the Prism Tower so you can
imagine what will happen next... ^_^ LOL!!!

Destroy every Soviet units and structures that can be reached and
transport another two Engineers and some more SEALs into the base.
There should be another Mayan Pyramid north of the first one.
Use the SEALs to protect the Engineers as they capture the Mayan
Pyramid and the Tesla Reactor next to it.
Next use the SEALs to lure as many Soviet units as possible to be
decimated by the Mayan Pyramids.
Use the SEALs again to C4 all the remaining Soviet buildings in the
base. Mission accomplished!!!

***********************************************************************

Mission ten: Operation Mirage
Location: Black Forest, Germany
Par time: 1 hour
My time: 9 minutes and 13 seconds
Rank: Brigadier General

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
two Prism Towers and position them on both sides of your base.
Bring ALL your troops to the small German base to the northeast and
destroy the southern division of the Soviet assault. Proceed to the
north and destroy the center division. You should be able to eliminate
two of the Soviet bases when they just begin to deploy their MCV. Now
retreat back to your base.

Additional note:
The Soviets will attack and they will attack hard with LOTS of
Conscripts, Rhino Heavy Tanks and V3 Rocket Launchers. The Prism Towers
should be able to handle them. Just use your tanks to destroy the V3
Rocket Launchers as they are too far to be reached by the Prism Towers.

When you have successfully repel the Soviet's initial assault, build a
Battle Lab followed by the Ore Purifier and a Spy Satellite Uplink.
Lieutenant Eva will contact and brief you about the Soviet's Apocalypse
Tanks.
Anyway, assemble a strike force consisted 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 last Soviet base on the
north. 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
My time: 25 minutes and 11 seconds
Rank: General

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 group all the GIs in your base and tell them to deploy near
the bridge leading to the northeast. Train two SEALs and send one of
them to the southwest and position him near the Ore Refinery. The other
SEAL should stand by near the shore.
Train lots of GIs and garrisoned them in the two hotels east of your
base (next to the ore field).
Build a War Factory ASAP and pump out nine Prism Tanks.
Build three Prism Towers and a few Pill-boxes to defend your ore
refinery to the north.
The Soviets should make an amphibious landing to the southwest. Use the
SEAL there to kill the Conscripts quickly and the Prism Tower should
blow the Rhino Heavy Tanks to bits.
By now, Soviets Dreadnoughts should be launching their missile at your
base. Send the SEAL waiting near the shore to C4 the Soviet
Dreadnoughts and Sea Scorpions. Return him to the shore when you're
finished.

Build a Spy Satellite Uplink to reveal the map.
Now is the time to set up your offensive troops. Build a Chronosphere
(a twenty minutes countdown for nuclear missile will start after a
transmission from Premier Romanov) and when it's ready, chronoshift
those Prism Tanks that you build earlier to the southwestern edge of
the map and blow up the Nuclear Reactor there. QUICKLY order the Prism
Tanks to head to the western side of the Soviet base and destroy the
oil barrels there. The resulting explosion should destroy the Nuclear
Reactor next to it.
The Soviets Apocalypse Tanks should come to destroy you. Ignore
everything and concentrate your attack on the left Nuclear Missile Silo
and the Construction Yard.

The nuclear countdown will come to a halt and you can just send in
waves of Prism Tanks with Chronosphere and destroy the two remaining
silos. Or you can just keep sending Harriers (the power is offline,
remember LOL) until all three Nuclear Missile Silos are destroyed. The
Premier will come online again and he will be very angry because you
managed to destroy his Missile Silos. Mission accomplished!!!

***********************************************************************

Mission twelve: Operation Chrono Storm
Location: Moscow
Par time: 1 hours and 30 minutes
My time: 32 minutes and 44 seconds
Rank: Theater Commander

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 base's survival.
By this time, the Soviets will send a Kirov Airship to destroy your
MCV. YOU MUST NOT LET THEM SUCCEED!!! Send all your Rocket IFVs to take
out this monster. They will also attack occasionally with some Rhino
Heavy Tanks and V3 Rocket Launchers. Destroy them with your Grizzly
Battle Tanks.

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 instead.
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 it 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.

While your base is busy building this and that, group the three initial
SEAL team and tell them to go to northeast from your base. Blow up the
building and get into the water. Follow it all the way to the south and
keep heading south when you get to the place where there are two
Nuclear Reactors.
The SEALs should swim to the southern end of the water and climb out.
Go to the edge of the map where you can go into the Soviet base near
the entrance with three warehouses.
Sneak your way in and take note of the two Nuclear Reactors here as
well. Approach the Iron Curtain from behind and blow it up.
Use the two remaining SEALs to blow up the Nuclear Reactors located
east of the Kremlin.
Build a Night Hawk Transport and load two Engineers in it. Fly to the
small island at the eastern edge of the map and capture the two Nuclear
Reactors there (the one that you swam past with the SEALs earlier).
Start building a couple Prism Tanks to reinforce your troops and train
LOTS and LOTS of Chrono Legionnaires (20-25 would be more than enough).
Send the Chrono Legionnaires to "erase" the two Nuclear Reactors west
of the Nuclear Missile Silo.
The nuclear countdown should stop now.

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 are badly damaged.
Train a Spy and try to infiltrate him into the Soviets War Factory so
all your produced vehicles will become veteran units (that is cool!!!
^_^). Don't forget to train another Spy and infiltrate him into the
Soviets Barracks.
Now that you have nothing to worry about, try experimenting with the
"special unit" by infiltrating 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 equipped with C4 charges so it is nothing really new
but feel free to experiment with it.
Now simply "teleport" the Chrono Legionnaires near the Kremlin and they
will automatically target the Black Guards. "Erase" the four elite
black Apocalypse tanks, the Tesla Coil, the two Sentry Guns and the
Flak Cannons.
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
My time: 5 minutes and 28 seconds
Rank: Efreitor (Corporal)

Briefing:

It is your good fortune to be in the vanguard of the Soviet assault on
the United States. Lead your 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 Barracks 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.

Additional note:
Destroy the pickup truck near the gas station and you will be rewarded
with a crate of money.
If you head north from the Iwo Jima Victory Monument, you will find
another truck near the concession stand. Destroy it to get a crate,
which will upgrade unit's firepower.
Head to the northwest from here and you will find another truck. Blow
it up to discover an armor power-up crate.

You should stumble upon a small American base. More Conscripts will be
parachuted to aid you in destroying the small base.

Additional note:
Take the road to the east just before you enter the American base and
you will be at the dock. Destroy the two trucks to get two power-up
crates. The left crate will promote your units while the right crate
upgrade unit's speed.

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 American base and reinforcement will be
parachuted into the base.

Additional note:
You may use an Engineer to capture the Airport and kill off all the GIs
in here. From now on, you will be able to parachute some Conscripts
reinforcement after a short period of time. Another reinforcement will
arrive with even more Engineers. Use them to capture the American base
if you want to.
Head to the northwest and an Amphibious Transport will arrive to unload
four Rhino Heavy Tanks as reinforcement. There is also a truck located
besides the gas station. Blow it up to find a speed power-up crate.

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!!!

Additional note:
If you go the west from the Pentagon, you will find two Tech Oil
Derricks and a pickup truck. Destroy it to find a crate, which will
heal all your units to maximum health.
Go to the southeast from the Pentagon and you will find a large parking
lot. Destroying the truck there will reward you with a crate, which
will upgrade unit's firepower.

***********************************************************************

Mission two: Operation Hostile Shore
Location: Florida Coast
Par time: 35 minutes
My time: 6 minutes and 21 seconds
Rank: Mladhiy Serzhant (Sergeant)

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 Submarines.
Reinforcement will be parachuted in and you will also receive a few
Submarines after you set up your base.

Additional note:
Destroy the McBurgerKong along the way and the hotel just across the
road to get two crates of money.

Send all your initial troops to the southwest and pulverize the Allied
base there. The American Destroyers should come to destroy your Naval
Yard, send your Submarines to deal with them. Mission accomplished!!!

***********************************************************************

Mission three: Operation Big Apple
Location: New York City
Par time: 30 minutes
My time: 18 minutes and 37 seconds
Rank: Starshiy Serzhant (Technical Sergeant)

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 the 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 an 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 rocketeers 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: 30 minutes
My time: 10 minutes and 40 seconds
Rank: Starshina (Master Sergeant)

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:

Set up your base and a 10 minutes timer will countdown before the
Allied begins their invasion.

Additional note: SPEED is the main objective here. You should be able
to complete this mission in less than fifteen minutes.

Build several Flak Cannons and put them around your Tesla Reactors so
any Korean Harriers brave enough to try to blow it up should meet a
disastrous fate.
Lieutenant Zofia will brief you on the Terror Drones and feel free to
train a few of them as well as mass-producing on Rhino Heavy Tanks.
Send a Conscript to scout out the eastern side of the map and build a
Radar Tower ASAP.
Build a few Submarines as well to repel the Korean Destroyers later.
Now when the timer expires, you should see several Korean Amphibious
Transports unloading their troops on the shore. The Korean commander
should contact and taunt you. Ignore him, as he doesn't know what
surprise he is going to get later.

Destroy the initial Korean assault (consisted of Grizzly Battle Tanks
and GIs), which should be an easy task. You should have position your
Rhino Heavy Tanks near the lighthouse to the east (near the edge of the
sea). As soon as you see several Amphibious Transports arriving there,
blast them to bits and the Koreans won't even have the time to
establish a base.
Rush your tanks to the east of your Naval Yard, as the remaining
Destroyers will attack there. Use your Submarines to sink the
Destroyers and your Rhino Heavy Tanks can attack them from the shore.
Mission accomplished!!!

***********************************************************************

Mission five: Operation City of Lights
Location: Paris, France
Par time: 20 minutes
My time: 5 minutes and 37 seconds
Rank: Mladshiy Leytenant (Sergeant Major)

Briefing:

The European nations are planning to join with the crippled Americans.
We must not let this act of aggression go unpunished. You will lay
waste to their beautiful Paris. We will show the Allies the true
meaning of power by turning their own precious monuments into weapons
of mass destruction.

Objective 1: Energize the PARIS TOWER with 3 TESLA TROOPERS.

Objective 2: Defend the PARIS TOWER from Allied attack.

Objective 3: Defeat all remaining Allied troops.

Walkthrough:

Additional note: You will be introduced to the Crazy Ivan in this
mission but it is not necessary to use them to complete the mission.
Feel free to experiment with them though.

Start by garrisoning your Conscripts into the building to the north and
take out the Allied road blockade by shooting the oil barrels. Send the
rest of the Conscripts to the building to the west and take out the
deployed-GIs nearby.
Head left again and garrison your Conscripts in the buildings there to
take out the Allied troops guarding the Oil Derrick. When the area is
clear, send an Engineer to capture it.
Go slightly to the north and you will get a Flak Track as
reinforcement. Use it to destroy the oil barrel nearby. Tell the Falk
Track to circle around from the east and destroy the barrels on the
other side of the soccer field as well.
Now go north from the soccer field and head to the dock.
An Amphibious Transport will come to unload some Tesla Troopers. Head
to the northeast to attack the GIs on the left of the Eiffel Tower and
destroy the Allied by charging the Eiffel Tower and watch it become a
GIANT TESLA COIL!!! The Tesla electricity emitted from it should fry
all the Allied troops nearby.
Mop up the rest of the map if there are any Allied troops left. Mission
accomplished!!!

***********************************************************************

Mission six: Operation Sub-Divide
Location: Pearl Harbor, Hawaii
Par time: 45 minutes
My time: 21 minutes and 34 seconds
Rank: Starshiy Leytenant (1st Lieutenant)

Briefing:

The Americans are on their knees, begging for mercy. The last remnants
of their fleet at Pearl Harbor waits helplessly for your relentless
attack. However, we have news that the Koreans are not yet beaten and
may attempt to join up with the American Navy. They must not succeed.

Objective 1: Establish a base in the Hawaiian Islands.

Objective 2: Destroy the Allied Navy.

Walkthrough:

Two Amphibious Transports accompanied by three Submarines and two Aegis
Cruisers should enter the map and some Conscripts, Tesla Troopers,
Attack dogs and your MCV will be unloaded on the shore.
As soon as you set up your base, a 15 minutes timer will commence
before the Korean fleet arrives.
Build up LOTS of Submarines ASAP and station them northwest of your
base next to a small island with a small bunker on it. You may also
transport some Conscripts and garrison them inside the bunker (you will
be rewarded with a crate of money for this) because this is where the
Korean fleet will pass by later.

You will also receive three Dreadnoughts and some Aegis Cruisers as
reinforcement. Use the Aegis Cruisers to block any Allied Aircraft
Carriers and Destroyers later and leave the Dreadnoughts alone for now.
When three minutes were left, Lieutenant Zofia will contact and warn
you that if the Korean fleet manage to join up with the American, it
will be very difficult to destroy them.
Prepare your Submarines and they should be ready at their ambush place.
When the timer expires, the Korean fleet will arrive and you should be
able to destroy the whole fleet. Now prepare for an invasion to the
enemy base.

Gather all your Submarines and force an entry into the American base
located near the center of the map. You should be able to gain entry
into the water enclosure inside the American base quite easily. Blow up
the two Naval Yards there as well as any ships docked there. Mission
accomplished!!!

Additional note:
Use the three earlier Dreadnoughts reinforcement to take out any Prism
Towers near the shore from a safe distance.

***********************************************************************

Mission seven: Operation Chrono Defense
Location: Ural Mountains, Russia
Par time: 30 minutes
My time: 29 minutes and 42 seconds
Rank: Kapitan (Captain)

Briefing:

The Americans have engaged their Chronosphere; a device that allows
them to move soldiers across great distances almost instantly. They can
now strike anywhere they wish. You must defend our Battle Lab in the
Ural mountains. The Americans will surely strike there soon in a
desperate but doomed attempt to shut down our development of the
ultimate battle tank.

Objective 1: Defend your Battle Lab at all costs.

Walkthrough:

First thing to do is to get four War-Miners to harvest ore so your cash
flow will be steady.
Build lots of Sentry Guns and Flak Cannons to defend your base.
You will receive transmission from Lieutenant Zofia saying that the
Americans tried to turn Soviet citizens against us with a propaganda
truck. Send your troops to the village at the western area and destroy
the truck. You will be rewarded with a crate to bolster your money.
Destroy the house just northeast of the statue and you will be rewarded
with another crate to bolster your cash.

Additional note:
Keep an eye to the road east of your base; at some point during the
game, there will be three Allied trucks passing by. Destroy them and
you will be rewarded with three crates. The crates will be random.
Place several Attack dogs next to your structures to sniff out any
Allied Spies, as they will try to infiltrate the Tesla Reactors and the
Radar Tower. They will usually try to shut down the power a few moments
before they attack so be prepared.
The main objective in this mission is to defend against waves of Allied
attackers until there are no more. Be patient and you will survive!!!

The map will be revealed and you should find three Oil Derricks and one
Tech Outpost to the east. Train four Engineers and capture all of them.
Build a couple Flak Cannons around the captured Tech Buildings.
Send your troops to the small Allied camp at the southeast and destroy
it. You should find two crates of money there.
Start a mass production of Rhino Heavy Tanks and disperse them to your
base entrances so you can defend against the American assault from
various positions at a time.
One last thing you should remember, most of the assault should be easy
to handle with the Sentry Guns and Tesla Coils (train some Tesla
Troopers to back them up) surrounding your base. However, be careful
when the Prism Tanks division arrived. They can destroy buildings
really fast, so the best way to counter them is to send your Apocalypse
Tanks and destroy them before they can reach your base.
You will be warned of the last Allied reinforcement, be prepared and
wipe them out. Mission accomplished!!!

***********************************************************************

Mission eight: Operation Desecration
Location: Washington DC
Par time: 45 minutes
My time: 28 minutes and 35 seconds
Rank: Major

Briefing:

Even in the hour of our greatest victory, General Vladimir has turned
against us. Tempted by the soft American lifestyle, he has gone rogue
and convinced many loyal communists to turn against us. You must go to
Washington DC and dig Vladimir out of his wretched hole.

Objective 1: Capture the White House.

Walkthrough:

Set up your base and a few moments later a few planes will come to drop
lots of veteran Conscripts. Get your Desolators there and deploy their
radiation gun. Those Conscripts should be gone in no time.
Train several Conscripts and garrison them in the bunker east of your
base and the one near the ore field.
Send the rest of the troops to destroy the Lincoln Memorial to the
north and you will receive two crates. The left one will promote your
unit and the one on the right will bolster your cash.

Additional note:
You might want to leave some Apocalypse Tanks in your base as the enemy
love to send some Rhino Heavy Tanks and V3 Rocket Launchers to destroy
your base so be prepared.

Start mass production of Apocalypse Tanks ASAP and go destroy the
Washington Monument to earn a money crate. Destroy the Soviet base
around the monument and destroy the Smithsonian Natural History Museum
to the southeast. You will be rewarded with two crates. The one on the
north will give you some cash and the bottom one will promote your
unit.
Destroy the Smithsonian Castle and you will be rewarded with two crates
again. The left one will increase unit's speed while the right one
contains some money.
Don't forget to destroy the Psychic Beacon nearby as well.
Send an Engineer to repair the bridge to the southwest (near the soccer
field) and you will gain access to the Jefferson Memorial. Destroy it
and enjoy the money crate left behind. Kill off all enemy units here
and destroy the pickup trucks as well.
The farthest truck on the left will leave a crate, which will promote
your unit. The two trucks next to it will leave crates that upgrade
unit speed and armor respectively. The three remaining trucks will
leave crates that will reveal the map, increase unit's firepower as
well as a promotion.
Wipe out the rest of the enemy forces in the area and send an Engineer
to capture the White House. Mission accomplished!!!

***********************************************************************

Mission nine: Operation The Fox and the Hound
Location: San Antonio, Texas
Par time: 20 minutes
My time: 7 minutes and 4 seconds
Rank: Podpolkovnik (Lieutenant Colonel)

Briefing:

Our victory is near at hand. The President has successfully eluded us,
but we have tracked him to a dirty little fort called 'The Alamo' in
San Antonio, Texas. You must use our Psi-Corps Troopers to mind control
the President and force him to surrender the United States.

Objective 1: Use Mind-Control to capture the President.

Walkthrough:

Use the two Psi-Corps Troopers to mind control the two GIs north of
your starting position who is guarding the Barracks and the Battle Lab.
Mind control the two Engineers nearby and use them to capture both
buildings.

Additional note:
You may capture the Tech Hospital near your starting position to heal
your infantries if they get wounded.

Now load one Psi-Corps Trooper into the IFV and head to the southeast
(the small American base) and mind control the sniper there. Use him to
kill off all the GIs there.
Use the IFV to destroy the two Pill-boxes so the sniper can walk out
unscathed.

Additional note:
You may train an Engineer to capture the Tech Airport here although it
wouldn't be of much use anyway.
Use the IFV to head southwest and destroy the gate leading to a small
enclosure there. Destroy all six pick-up trucks there and you will be
rewarded with six crates as well.
The crate next to the Service Depot will respectively upgrade unit's
armor, firepower and promotion. The three crates south of them will
provide you with cash.

Bring the sniper to kill all the units patrolling the perimeter of the
Fort. Take him to the north entrance of Fort Alamo and kill the SEALs
and the Attack dogs guarding it. Now train a Spy, put on a disguise and
infiltrate the Power Plant.

Additional note:
Train another Spy and infiltrate the American Battle Lab. You will be
given the option to train Chrono Ivan. He is basically a regular Crazy
Ivan with the ability to "teleport" around the map just like a Chrono
Legionnaire. Feel free to play round with it.

When the power is offline, use the sniper to kill the SEALs and the
Secret Service agents around the President.
Quickly bring in the Psi-Corps Trooper to mind control the President.
Mission accomplished!!!

***********************************************************************

Mission ten: Operation Weathered Alliance
Location: US Virgin Islands
Par time: 1 hour and 45 minutes
My time: 42 minutes and 31 seconds
Rank: Polkovnik (Colonel)

Briefing:

In their final desperate hours, the Allies have managed to produce one
last bit of super-technology. They have a Weather Control Device which
they can use to create terrible storms that can sink fleets and level
cities. We believe they have hidden their doomsday weapon in the
isolated US Virgin Islands.

Objective 1: Capture the American Battle Lab to locate the Weather
Control Device.

Objective 2: Destroy the Weather Control Device.

Walkthrough:

Set up your base and take your time. There's no rush this time because
the Americans won't attack excluding a few rocketeers now and then.
However, do build several Flak Cannons to protect your structures and a
few tanks to keep everything under control.
Build a few Sentry Guns near your Radar Station and Tesla Reactors to
the south because SEALs will swim there occasionally.

Additional note:
Destroy the trees near your base to save space for building more
structures.

Build some Submarines and Dreadnoughts then go destroy the two Naval
Yards near the American shore.
Use the Dreadnoughts to take out the Prism Towers from afar.

Additional note:
Go to the southwest corner of the map and you'll find a Dreadnought
there.

Load up some Apocalypse Tanks into Amphibious Transports and unload
them on the beach to destroy the American base. Use Dreadnoughts to
take out the Prism Towers (be careful of SEALs with C4 charges).
Send and Engineer to capture the American Battle Lab and the Weather
Control Device location will be revealed at the northwest corner.
You should have built a Nuclear Missile Silo by now. Just launch the
missile to destroy the Weather Control Device. Mission accomplished!!!

***********************************************************************

Mission eleven: Operation Red Revolution
Location: Moscow
Par time: 1 hour and 30 minutes
My time: 15 minutes and 25 seconds
Rank: Glaviy Marshal (General)

Briefing:

Yuri has turned against us. There is only one answer for such treason.

Objective 1: Destroy Yuri's headquarters – The Kremlin.

Walkthrough:

Establish your base and gather all your initial forces to attack the
cliff to the northeast. Destroy the Tesla Coil, Flak Cannons and all
enemy units here.
Position your units on the cliff facing to the farm (southeast corner)
and they should be able to take out any attacking enemy units. Station
a Kirov Airship there to help.

Additional note:
The enemy will attack hard with tanks and infantries. That's not a
problem at all, but they will sneak a few Yuris in as well. Now that is
the problem!!! So try using one of your Kirovs to kill the Yuris first
before they can mind control your tanks.

Build as much Kirov Airships as possible until your base gets destroyed
(7-8 is a recommended amount). GROUP THEM TOGETHER (important!!!) and
then tell them to attack the Kremlin.
LOTS of Flak Cannons will shoot at them as the Kirovs struggled across
the map but don't worry!!!
One or two Kirovs should survive and they will be able to bomb the
Kremlin to bits. Mission accomplished!!!

***********************************************************************

Mission twelve: Operation Polar Storm
Location: Point Hope, Alaska
Par time: 2 hours
My time: 22 minutes and 13 seconds
Rank: Generalissimus (Supreme Commander)

Briefing:

We have found the last feeble Allied stronghold. Their Chronosphere,
now fully operational, can move soldiers anywhere in the world. They
can strike at us in New York, in Prague, even in Moscow. Yuri's files
show the device is located near Point Hope, Alaska. You must take what
few forces we have in the area and lead an attack, before the Allies
make use of their cowardly technology. This is the final hour,
commander. Glory awaits.

Objective 1: Destroy the Chronosphere.

Walkthrough:

Quickly establish your base and train LOTS of Conscripts. Lieutenant
Zofia will warn you of the Allied initial Chronosphere assault. Use
your Conscripts to destroy the Rocket IFVs chronoshifted into your
base.
Build a couple Flak Cannons around your base as well to ward off any
rocketeers. The Allied will be making frequent assault to your base
with rocketeers, tanks and IFVs so be prepared.

Build LOTS of Kirov Airships (6-7 is the recommended amount) and send
them to the southwest corner of the map.

Additional note:
If you head to the northeast corner of the map, you will find three
wounded Kirov Airships as reinforcement near the Tech Airport.

Keep heading north from there and when you started to get shot at by
the Patriot Missile Systems, you know the Chonosphere is nearby. Head
slightly to the northeast and you will see the Chronosphere in the
center of an enclosure, heavily guarded by Prism Towers, Patriot
Missile Systems and Rocket IFVs. Just ignore them and tell the Kirovs
to destroy the Chronosphere. Good luck!!!

When the Chronosphere is destroyed, you will see a spectacular cut
scene and you will be back in the game. Mission accomplished!!!

Congratulations!!! This is the end of the Soviet campaign. You have
just conquered the world under the command of Mother Russia. Enjoy the
ending!!! ^_^

-----------------------------------------------------------------------

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!!!

Thierry Polfliet – for telling me about the Soviet "Prism Towers" in
mission nine of the Allied campaign.

Ted0007 – for pointing out the alternate and much simpler way to blow
up the Iron Curtain in mission twelve of the Allied campaign by using
SEALs.

FullBurst41 – for telling me about the downed Engineers in mission five
of the Allied campaign.

Craig Woodward – for the tips on the Prism Towers for mission ten of
the Allied campaign.

Xavyer – for telling me the quick way to destroy the Psychic Beacon in
mission three of the Allied campaign as well as the Prism Towers in
mission 11 of the Allied campaign.

General Office – for pointing out the faster way to complete mission
seven of the Allied campaign with rocketeers.

Shade8284 – for pointing out the superweapons infiltration that I
forgot to include in the Spy section.

Dr. Nukem – for suggesting me to capture the two Nuclear Reactors in
mission 12 of the Allied campaign.

Dennis Chang – for telling me about the Kirovs suicidal mission in
mission 11 of the Soviet campaign. LOL!!! ^_^

Gabe Rother – for telling game about the small canal in mission four of
the Allied campaign.

Brad – for correcting my mistake on the description for Amphibious
Transports.

Me – for writing this FAQ. ^_^

Grace Yeo – for being my girlfriend. ^_^

You – for reading this FAQ of mine. ^_^

This FAQ is Copyright 2000 of Nadia Varkovsky.

This work is supposed to appear only on these following websites:
1. http://www.gamefaqs.com
2. http://www.orten.org
3. http://vgstrategies.about.com
4. http://www.fookes.clara.net
5. http://home.planetinternet.be/~twuyts
6. http://www.cheatplanet.com
7. http://www.cheatcc.com
8. http://www.cheating.de
9. http://www.gamespot.com
10. http://DLH.Net
11. http://www.planetcnc.com
12. http://www.gamexperts.com
13. http://www.cheatcity.com
14. http://www.ra2nation.net
15. http://www.theredwar.com
16. http://www.red2.org
17. http://www.actiontrip.com
18. http://www.cheaters-guild.com
19. http://www.freakycheats.com
20. http://www.bdgames.net
21. http://www.happypuppy.com
22. http://www.megagames.com
23. http://ra2site.tripod.com/index.html
24. http://ra2source.com
25. http://www.gamesdomain.co.uk
26. http://www.ultimate-strategy.com
27. http://www.cncgames.com
28. http://www.fbgames.com
29. http://www.thegamingcenter.zzn.com
30. http://www.abe00.net
31. http://www.neoseeker.com
This FAQ is not supposed to appear in any other places or websites
other than those listed above. This FAQ is not to be edited, altered or
changed in any way without the author's permission.
Lastly, any further questions, comments, critics, suggestions and
additional info should be forwarded to varkovsky@hotmail.com.



 
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Engl Leitfaden

17.Oktober 2013
Soviet Building/Unit Guide
Engl. FAQ

17.Oktober 2013
Engl. FAQ

17.Oktober 2013
Engl. FAQ

17.Oktober 2013
Engl. Hinweise

17.Oktober 2013
Rules.ini für alle Trupppen (auch Yuri's Revenge)
Cheats

18.Oktober 2013
Dieses kleine Tool kann die Videos aus dem Spiel zu Dateien auf der Festplatte extrahieren, man kann sie sich also alle anschauen und z.B. ins .avi Format umwandeln. (Benötigt wird dazu der Bink-Player unter www.radgametools.com)
Tool

15.Oktober 2013
Engl. FAQ

17.Oktober 2013
Engl. FAQ

17.Oktober 2013
Geld-Trainer (für gepatchte Version)
Trainer

17.Oktober 2013
Eine neue Rules.ini, für RA2 und für RA2 - Yuri's Revenge
Cheats

17.Oktober 2013
Karte aufdecken und Geld (für RA 2 v1.00 bis v1.004 und RA 2- Yuri's Revenge)
Trainer

17.Oktober 2013
Trainer für Cash, Power, schnelles Bauen, Karte aufdecken und Mission-Skip (für v.1006 eng.)
Trainer

17.Oktober 2013
Engl. FAQ

15.Oktober 2013
Trainer (nur für v1.004)
Trainer

16.Oktober 2013
Engl. FAQ

18.Oktober 2013
Dt. Geld- und Energietrainer
Trainer

17.Oktober 2013
Engl. FAQ

18.Oktober 2013
Trainer (für v1.003)
Trainer

15.Oktober 2013
Dt. Trainer (für v.1003)
Trainer

17.Oktober 2013
Geldtrainer (für v1.003)
Trainer

16.Oktober 2013
Geld-Trainer (für alle Versionen)
Trainer

18.Oktober 2013
Engl. Lösung

14.Oktober 2013
Engl. Hinweise

17.Oktober 2013
Multiplayer-FAQ für die Sovjets
Engl. FAQ

17.Oktober 2013
Geld-Trainer (für v1.002)
Trainer

18.Oktober 2013
FAQ für Infantry Fighting Vehicle
Engl. FAQ

17.Oktober 2013
Trainer

17.Oktober 2013
Engl. FAQ

15.Oktober 2013
Endsavgame Amerika
Savegame

15.Oktober 2013
 
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25.September 2015
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24.März 2020
24.März 2020
24.März 2020