Last updated: 12-25-2k, v2.0 Contact: ////// ////// |||\\\ /|\ ///////\ /| |\ | /| 0 || || // \\ // || | \ | || |||/// ||___|| // \| | \| \| 0 || \\ || || // \\\\\\ \\\\\\ || \\ || || \\\\\\\\ { Command n' Conquer: Red Alert 2 } This FAQ is İ 2k Wan Zafran. Red Alert 2 is İ 2k Westwood. /********************************************************************\ LEGAL DISCLAIMER: This FAQ has been created and will remain the property of me, Wan Zafran. This guide can not be published on another site, magazines or whatsoever; profit or non-profit without my permission, or will be dealt with legally otherwise. I DO NOT tolerate plagiarism, as it is an act of piracy, and will use whatever means possible to bring you down if I find you plagiarising this guide. If you wish to contact me, feel free to do so at . That said, enjoy! This guide can only be found at: GameFAQs VGStrategies \********************************************************************/ ================= ::Introduction:: ================= I like this game, really I do. But I've gotten tired of updating this FAQ, so I'm calling it quits. This will be my final update from now on. Please do not email me about RA2, and check for the answers from here or other FAQs before attempting to mail me about RA2. If your question has answers from the FAQ, then I will ignore it. However, if you wanna make friends with me, come on! Drop me an email, and we can start being friends. Alright, seeya in another FAQ! ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ units - allied forces soviet forces -> infantry units -> infantry units .. gi (soldier) .. conscript (soldier) .. engineer .. flak trooper .. tanya .. tesla trooper .. spy .. engineer .. attack dog .. attack dog .. rocketeer .. yuri .. chrono legionnaire .. crazy ivan -> land units -> land units .. chrono miner .. war miner .. grizzly tank .. rhino tank .. prism tank .. flak trak .. mirage tank .. v3 rockets .. ifv .. terror drone .. allied mcv .. apocalypse -> air units -> air units .. harrier .. kirov airship .. nighthawk -> naval units -> naval units .. sea scorpion .. dolphins .. submarine .. amphibious transport .. dreadnought .. aegis cruiser .. giant squid .. destroyer .. amphibious transport .. aircraft carrier -> special forces -> special forces .. libyan demo trucks .. american paratroopers .. iraqi desolator .. french grand cannons .. cuban terrorists .. british sniper .. russian tesla tanks .. korean black eagles strategies - .. spy/tanya combo .. tesla coil charge .. nuclear defense .. yuri & crazy ivan combination .. 25 people in an amphibious transport .. crazy ivans and terrorists .. special units .. long radiation time when desolators deployed .. camouflage and hidden units! ========= ::Units:: ========= Allied Forces ŻŻŻŻŻŻŻŻŻŻŻŻŻ The allied forces consist more of technology and stealthy skills rather than head-on destruction. So that's why you're 15 Prism tanks are losing against those 4 Apocalypse tanks, :) . Anyway, an allied force basically should play defensively, mostly because they can't go head-on with a Soviet force. However, RA2 has balanced the odds very nicely, so what you lose, you gain in another territory. And always, as an Allied force, try to use the mind to think of alternative ways to defeat your opponent rather than full force, head-on. The rants quit here, read on. =================== [1] infantry units =================== GI - The GI soldier is better than the Conscript, for two reasons: they can create sand barriers when deployed, and because they are much stronger than the Conscript. Now, don't think that the sand barrier is useless, in fact it's the best thing they can have for themselves. This is just an estimation made by me, but I think that when they are deployed, they take only half the damage. Many a fight I've won with my GI's which were deployed near the enemy's base, where they were destroying the enemy base at a considerable rate. Individually, very weak, but in troops they're a nice addition to a battlefield attack on the enemy. When garrisoned within a building in packs of 5 or more, basically nothing can pass by unscathed (with the exception of Curtained tanks, of course). These should not be passed by, as they are a valuable addition to any Allied force. Pro's: Good in packs; the deploy option is extremely useful; good when garrisoned; weakens buildings easily; are practically SEALs without MP5s and C4s when Elite. Con's: Cannot move when deployed (very logical...); useless against more than 3 tanks unless they themselves are in big groups. Engineer - The Engineer is a great addition to any team, mostly because of their ability to capture buildings or repair them instantly. Engineers are needed if you want to take over Tech Buildings, and some missions require the use of them. Previously, in RA1, you could only capture a building if it was at least 75% damaged. Now, a building can be captured anytime, opening doors to new advantages and disadvantages. Just don't overlook these guys, they're very useful. Pro's: Can capture buildings; destroyed buildings are repaired instataneously; excellent if used with the IFV. Con's: Slow movement; the nerdy voice irritates me. Tanya - Tanya is the coolest infantry unit for the Allied force. Her C4s are great for destroying buildings, boats don't stand a chance against her, and no normal infantry can get past her Colts. A new addition to RA2 is that she can swim! Yeah! Can't get past a certain opponent? Order a spy in to their energy sources, then while their power source is offline, destroy their bases with a simple plant from the C4! Her swimming ability is invaluable, she can reach places far away half the time by swimming. For a sneak attack, she is invaluable. However, keep her far, far away from the Iraqi Desolator and Flak Troopers, the only units hard for her to kill. Pro's: Superb building destroyer; amazing infantry killer; can swim; boats can be destroyed with a single C4. Con's: Can't destroy tanks with C4, that's all. Spy - If you've played the campaigns (go play if you haven't, it's superb), you'll see the uses for a spy. Their ability to disguise as an enemy and infiltrate in is extremely useful. Plus, in RA2, each different building that you infiltrate will have different results. But the important thing that you need to remember is that infiltrating power sources (Power Plant/Tesla Reactor) will result in the power going offline for a minute. You can find the other results in other FAQs. The cool thing about a spy is that he is virtually unforeseen; so an opponent might not notice what happened until his power support goes offline and all his Power Plants are destroyed. Use this guy well, and he might be your thin line between winning and losing. Pro's: Superb way of stealing into the enemy's camp unseen; has the ability to change into any enemy form; different results in different building infiltrations are very useful. Con's: The ability to change to different forms is useless; easily noticed if only he is the one moving within a group. Attack - The only way to distinguish between an ally and a spy, they Dog are needed most of the time to protect a crucial building such as a Battle Lab, Refinery, or Power Plant/Tesla Reactor from Spy infiltrations. Their bites are quite lethal too, with a single bite being able to kill most light infantries. Most infantries don't attack the dogs too, so in big groups, they're good for keeping all infantries out of the base. Other than that, they're not needed much. Just keep a couple around the base, just IN CASE. Pro's: Instant death for an infantry if bitten by an attack dog; will protect your base from spies. Con's: Useless against Tanya and other heavy infantries (SEALs, etc.) Rocketeer - In RA1, these were ground units which were superb against vehicles and flying objects. Now, with their jet booster, they are superb against vehicles and infantry on ground. However, they are very weak and are easily brought down by a couple of srikes from your missiles or tanks. Don't underestimate them, however. If brought in big amounts, tanks, buildings and normal infantries don't stand much of a chance against them. Use them wisely. Pro's: Flying infantries; good soldiers if brought in troops; hard to kill without anti-air infantries or vehicles. Con's: Easily brought down; annoying when used by the computer. Chrono - Personally speaking, I never use him. His ability to Legionnaire teleport between distances and stunning enemies while 'erasing' them is, quite frankly, cool, but it's, well, not really that useful. You see, when they are 'erasing' the object, whether an infantry, a vehicle or a building, they also get stunned too, leaving them extremely vulnerable towards attack. I beg your pardon to any of those I might have offended with this line, but THEY ARE NOT USELESS. Also, Comrade Bronx has mailed and corrected me about these guys. It seems that the further they jump, the longer before they recover from their teleportation. They are also... never mind, here are his words: Pro's: Opponent's building/vehicle/infantry will stun while he is 'erasing' them; teleports to target rather than walk. Con's: Weak against enemy attacks; stunned status makes them vulnerable; worth the value according to the way you use them. Comrade Bronx's words: "They are very good against enemy defenses such as Prism Towers and Tesla Coils, if you teleport a few Legionnaires just out of range of the Prism Towers or Sentry Guns, it takes them barely any time to teleport in range to attack; Therefore once they DO attack, the towers can't retaliate because they are in the middle of being de- constructed!" My (Wan Zafran) words: "Excellent tip. However, I'd still like to stress that if you're enemy has worked his base defenses out, he'd most likely have an extra Prism Tower or Tesla Coils nearby, so be aware of that too." Greg H's words: "I just thought I'd like to point out how good Chrono Legionnaires are. If they attack your base, an alarm is not sounded. For instance, if you're fighting someoneand your fighting in some part of the map, you could send in like 4 Chrono's to attack several important buildings, and while he's watching the battle out in the middle of nowhere, you're erasing his base from time, and he doesn't have a clue. And in an IFV, they kick some ass." My words: "Superb. But beware though, just in case if the enemy is guarding his base while you're attacking him." Comrade Bronx's words: "I have found 1 more trick....Chrono Legionnaires in a group of 4 or more can be VERY useful when the enemy isn't watching their base. Send ONE Legionnaire against one of the enemies defenses and then send another at each of the other defenses that may be in range. This tactic disables all defenses in a particular area and eventually destroys them if the enemy isn't quick enough to stop you. It can also be handy when you are attacking with tanks and such... send in a few Legionnaires as backup to stop the defenses damaging your tank..." Pyreling's words: "Nuclear reactors don't explode when 'erased' by the Chrono Legionnaires, freezes Superweapons while 'erasing' them. War Miners can't fight back when frozen. Their price is steep, but they whip in packs." =============== [2] land units =============== Chrono - The ore miner from RA1 is back, with a slight change; it can Miner now teleport back to the Refinery, reducing time needed to go back and forth. Have a couple of these babies mining ore, and watch that cash amount at the top-right side of your screen increase... Pro's: Can now teleport back to the refinery; hard to destroy. Con's: No self-defense; easily destroyed by tanks or normal infantries. SPECIAL NOTE: Chrono miners carry $700, not $500 as previously stated. For crystals, the money carried is doubled. Thanks Pyreling. Grizzly - Grizzly Tanks are equivalent to the Medium Tanks of RA1. Tank They are good when used to destroy buildings or other vehicles, but try NOT to use them against infantries. Contrary to what most people think of tanks (unintended pun), they are actually the worst way of killing infantry's, mostly because they use heavy cannons and infantry's are hard to hit. However, you can run them over, one of the best ways to kill an infantry. Beware though, that in big groups of Conscripts, don't try to run 'em all over, 'cos they're the one's which are most likely going to kill you first. If surfaced against Apocalypse tanks, well... run. If there are more than 3 Apocalypse Tanks and you have less than 7 Grizzly Tanks, just run. You're not going to win. These guys are mostly for base and light unit attacks, not for direct confrontation. Pro's: Good for hit and runs; good for destroying buildings; cheap to build. Con's: Near-useless for killing infantries; can't stand up against other tanks that much except in groups. Prism - Prism Tanks are powerful... VERY powerful to be exact. In Tank groups of 5 or more, a single simultaneous hit from each 5 tanks can totally destroy most base defenses, like Tesla Coils or Sentry Guns. Most buildings go down within 3 shots. Still, watch out for those base defenses though. Which brings me to my next point. They got speed and power, but they lack one thing they need the most: armor. Though powerful in packs, try sending one to the enemy base. Most likely going to be destroyed easily. A single Apocalypse, if not attacked, can destroy a few (Prism Tanks) by itself. They are very weak, so if you want to send a few, send it with backup, some other tanks most likely. However, they are very good for hit-and-run assaults. Know this tank well, he's one of the few good tanks the Allied force have. Pro's: Superb building destroyers but weak against any other tanks; long range adds to its ability to clear the base of enemy's base defense. Con's: Extremely weak armor; easily destroyed by small groups of enemy tanks. Mirage - These are your portable trees, :). Just kidding, anyhow, Tank their attacks are of medium strength, so bring 'em in packs and they'll serve you well. In dense urban places, try not to use them too much, but in dense forests, the more you use them, the better. If you assemble them in a six pack formation, like this -> ::: <- , they are virtually untrackable, if you're opponent doesn't notice it. They are invisible to radar, if I'm not wrong (somebody please email me and confirm this). So send them close to the enemy base, bring some snipers behind them, where any infantry close within the vicinity will be easy lunch for them. Mirage tanks are good for accompanying your tanks too. If anybody else has any info on these guys, please email me. Pro's: Good camouflaging hideouts for snipers; powerful in packs; invisible to radar (somebody, please confirm this). Con's: Visible when attacking and moving; weak armor. IFV - The cool thing about these guys, are that they are transformable. Different infantries inside these guys will react differently. There's an IFV guide on Gamefaqs (Go GameFAQs!), so I won't elaborate the details. Anyway, the good thing about these guys are that they are practically anything you want them to be, except head-on tanks. By default, they are anti-air units and good infantry killers, but put a soldier in and they'll be even better. Check out the IFV guide for more info. Oh yeah, one last thing; if an engineer is put in, they become superb mechanics for vehicles and tanks. Have these guys available all the time. Pro's: Very good transformable machines; excellent vehicle medics; good snipers; nice infantry killers; fast; just plain kEwL. Con's: Weak; can carry only 1 infantry unit; useless against tanks. Comrade Bronx's words: "If you're using the Soviets and manage to mind-control an allied IFV, you can put a Crazy Ivan inside it. This makes a nuke vehicle that is very similar to the Libyan Demolition Truck but much, much faster, :)" Allied - Stands for Mobile Construction Vehicle, which will, when MCV deployed turn into the Construction Yards, your most important building in the game. These should be used if you want two different bases, with different bases focusing on different things. It's specifications are exactly the same as the Soviet MCV. Try building one yourself and deploying it somewhere. Oh, can somebody confirm this? I think that if you have a new base somewhere else, the energy source coming from your Plant there will be totally unrelated to your first base; meaning that if the second base had lots of Tesla Coils, and the first was sold clean of Power Plants; the second base would still be operating because it isn't related to the first in any way. Oh, what the heck, never mind. This will most probably confuse you, but if you understand what I mean, and can summarize it in a less-confusing way, please write to me about it. Pro's & Con's: You'll have to figure these out yourself. ============== [3] air units ============== Harrier - These jets can be said as Lesser MIGs, a souped-down version of the old jets of RA1. However in flights of 4, they are quite powerful. Don't attack individual units with this, they're not worth the time. Instead, concentrate on crucial buildings, like the Construction Yard or Refinery. Just remember, that buildings such as those require much more heavy attacks, usually around 8 Harrier's. I usually just build a couple and don't use them that much, but here's a tip: if you're facing an opponent who uses only ground units, and don't build their base defenses much, then use air units. And if they don't have ANY anti-air units, then build A LOT of Harriers. Pro's: Powerful attacks in big groups; very fast, good for scouting; excellent for fighting ground-focusing opponents. Con's: Weak, 3 shots are all that's needed before going down; not much use if the opponent has a lot of anti-air defense. Night - The Nighthawk is one of the best ways of transporting Spies, hawk Tanya(s) and Snipers. In fact, it's the only unit the Allied force that can bring more than 1 infantry at once. It's very fast, suitable for quick hit-and-runs by infantries. There's a strategy I have in the Strategies section about using the Nighthawk and a hit-and-run batch. You'll learn what I mean when you read it. The Nighthawk is not capable of defending itself , but if attacked, it will fly off to another place where it won't get attacked. A lot of people don't notice this (myself included), but did you know that the Nighthawk can SHOOT? Yes, they shoot very well at infantries. Be aware of anti-air units and rocket infantries, though. But still, generally I only use the Nighthawk for transportation only, rather than warfare. Pro's: Excellent infantry transportation; very fast. Con's: No defense; will go down easily if shot. Comrade Bronx's words: "Nighthawk choppers are invisible to radar which makes them quite useful in multi-player... " ================ [4] naval units ================ Dolphin - Dolphins are the only units capable of releasing a Giant Squid's grip on a ship. These Allied Dolphins use some kind of equipment strapped on their back which releases Sonic Waves. Allied Dolphins do quite well with destroying other ships or so, but their weakness lies in their low rate of fire and weak armor; so these guys are basically just for backup or protecting immobile boats at the base. Pro's: The only way to release a Giant Squid from a ship; powerful Sonic Waves in packs. Con's: Extremely low rate of fire; weak armor. Amphibious - The AT is a superb way of bringing lots of infantries, Transport or transporting tanks and vehicles in groups quickly. The AT is amphibious (as the name implies itself), so it can move as fast on land as it does on water. And if you're in the mood to haste, then just pack a couple of tanks in the AT and just Chronoshift them anywhere across the map. Beware of exploding AT's when you Chronoshift them though. However, they are good for transporting large amount of infantries across the map. Check out the Strategies section for this. Pro's: Superb way of transporting groups of vehicles or infantries; quite fast on land or water. Con's: Very weak armor; if it explodes the infantry or vehicle inside will go with it. NOTE: Thanks to The Flaming Koosh of Death for correcting me with my mixed names. Also, read his tips too. Aegis - The Cruiser is a superb ship, which can attack land at Cruiser long ranges; and if it ain't enough, it'll send an aircraft to shoot. These guys should not be looked down upon. Furthermore, they're quick, quite cheap, and are worth the money. Good for quick assaults, but beware of Giant Squids and Submarines, which is why you must always send these guys with Dolphins or Destroyers. Pro's: The ability to use plans with the Cruiser is a nice addition; fast and strong attacker; reasonable price. Con's: The planes get shot down easily; no defense against Giant Squids or Submarines. TFKOD's (The Flaming Koosh of Death) words: "Aegis Cruiser - Air defense. They shoot missiles that destroy anything in the air. V3 and Dreadnought rockets, Hornets and Harriers all die really fast. Kirovs take longer but that is expected. They are not the only units that can target submarines, but they suck against subs." Destroyer - Very good naval attackers, they can shoot at extreme long ranges without much problem, and they're the only ones capable of attacking submarines. One problem: they're damn slow, so if you're sending them with some cruisers, don't send them long ranges, instead slow down the cruisers so that the destroyer can follow them. And all-rounder naval unit. Pro's: Able to shoot submarines; long-ranged attacks; strong cannons. Con's: VERY slow; expensive; cannot protect itself from Giant Squids. TFKOD's words: "Destroyer - Good all around ship. Has an Anti-Sub Warefare plane (ASW) and a normal deck gun on it. These destroy subs rather fast, and if the plane is destroyed, it is replaced for free. Good all around ship." Aircraft - These are superb naval units. They send 3 powerful Carrier aircraft's to shoot down submarines, or other ships. They shoot land or sea perfectly, and if the aircraft's are shot down, they regenerate back quickly. They are also very strong, being able to shoot down most buildings or units VERY quickly, and if sent in groups of 4 or more, are very destructive. They also have good armor, but are a bit slow though. And expensive. Pro's: Very strong; regenerating aircrafts; good armor. Con's: Slow; very expensive. =================== [5] special forces =================== American - Think these guys are worthless? Think again. They drop Para- down anywhere within the map except water, they're good Troopers GI's, and most will survive if you send them to attack the enemy's base. I can't explain further in any more detail, you just have to test it out for yourself. Pro's: All that the GI has; come in troops of 5 or more; time counter for dropping paratroopers quickly refreshes; nice for quick assaults. Con's: All that the GI has. French - Looking down on those? Just because they're immobile? Heck, Grand they're the best base defense any Allied force will want to Cannons have. Why? Cos' they're super-powerful (heck, even Apocalypse tanks will go down in 2-3 hits), have tough armor and have long ranged attacks. Churn out a couple of these around your base and then just concentrate on defeating your opponent, leaving the Cannons to guard your base. These guys are superb. No tank, even Prisms can get close enough to your base without getting shot if you have these guys around. If your opponent built a couple of these, well... pray that he doesn't have anti-air units. That's the only way to destroy these guys, air. Naval force might work if your enemy's base is close to the shore. If he has all his base defenses worked out, it's gonna be a long time before you defeat him. Pro's: Superb base defenses, excellent infantry killers and tank destroyers; long-ranged cannons, good for destroying tanks before they come within the vicinity of your base. Con's: Cannot move; easily destroyed if placed far from other Grand Cannons. British - British Snipers are excellent infantry-killers in group Sniper behind buildings or trees close to your base. Personally, I love these guys. Many times have my opponents sent Tanya, and these Sniper's eliminated her without much problem. If you've played Half-Life's Counter-Strike before, you'll probably know how strong the Artic Warfare Sniper Rifle is, which is what these guys are using. Their (Snipers) ability to shoot across long ranges perfectly totally blend with your infantry base defenses. Just a tip: never have a lone sniper, if you want to protect against mass attacks by enemy infantries. Have at least 3-5 Snipers guarding the place you want, and hide them behind some bushes or trees. That way, if your opponent sends a wave of infantries, he'll be constantly wondering why his infantries keep dying when passing a certain point. Just don't put a sniper in guard mode, or not he'll chase the enemy if he runs away. The bottomline: just try this guy. You may like him or not, it's up to you. I hope in the next patch or so, Westwood will add the ability to snipe above the buildings like a real sniper or deploy sand barriers. That would be really kEwL. Pro's: Extreme infantry killers in groups of 3 or more; excellent infantry base defense; a single shot kills instantly; Con's: Very weak, easily killed; they're rate of fire is VERY BAD; huge infantries rushing in will easily overwhelm them; his gun has no effect on buildings and vehicles. Korean - I once thought that these could be of no difference to the Black Harriers, just a powered-up version of them. I was Eagle wrong. These guys are superb destroyers in pack of 4's, each packing twice the strength of a normal Harrier. In packs of 8, they can easily destroy any building you want them to in a single wave (a rush attack). Their armor is also of a higher level; the Harrier being able to take 3 hits from anti-air units and the Black Eagle being able to take 6. If you know an opponent that uses ground units only, then choose Korea. Build up at least 4 of these, and watch his buildings decimated slowly by you. A small tip: Try to go for an opponent's Construction Yard first. If possible, send a suicide wave early, so that their Construction Yard is destroyed early and their economy weakened easily. If you don't understand, read the Strategies section. If I had the money, I would really invest in these guys. When I play against people or the AI, I usually have about 4 Airforce Command Centers. Buy these guys, I really recommend that you do. Pro's: Very powerful in packs; good armor; very fast. Con's: Expensive; slow to build. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Soviet Forces ŻŻŻŻŻŻŻŻŻŻŻŻŻ With the Soviets, it's a simple case: seek n' destroy. Their weaponry most of the time, even in small doses are very lethal. Their power lies in their tanks and base defenses. Most of the time, you just have to concentrate on the TANKS and base defenses. Build these up real well and you don't have to worry much. =================== [1] infantry units =================== Conscript - A lesser version of the GI, they cost the same but are produced faster than the GI. However, they are much, much weaker. Personally, I only build these guys if I need to garrison my buildings, because they don't stand a chance against vehicles and even other light infantries. They also lack the sand barriers that the GI has, so they're easily killed. Their only true ability is their rate of fire, which is twice as fast as the GI, I think. Use them as you wish, but don't rely on them for heavy warfare. However, if you feel that they should be rated better, contact me and give me your opinions. Comrade Bronx's words: "...and once you get a Cloning Vat, they become quite handy because you can train 2 soldiers for $100." Pro's: Higher rate of fire; faster to produce than the GI; good for garrisoning buildings; destroys buildings very fast in troops. Con's: Cannot deploy; weak against practically all units. Flak - These guys take care of infantries quite nicely. They are Trooper also quite well in the defense department, and won't go down easily. They're good at taking care of tanks and air units too. Pro's: Good infantry killers; cheap to produce; quite good against vehicles. Con's: Slower than normal infantries; not as fast as the Flak Cannon though. Tesla - These guys are NOT worthless as I previously said. They Trooper have longer range than the infantries, but when brought against Tanya or the SEALs, they are easily killed. His price is a bit steep though, but he is extremely weak against Tanks. Overall, a good but not-very useful unit. NOTE: I am wrong again about that worthless thing, sorry. Oh, and there's a feature I didn't write about, it's the Tesla Coil Charge thing. Look at that in the Theories section. Pro's: Good against light infantries. Con's: Expensive; slow; useless against Tanks. Engineer - See Allied Engineer above. Attack - See Allied Attack Dog. Dog Yuri - Yuri is a superb unit when used with the Crazy Ivan. Many infantries or vehicles can't get near him because of his ability to mind-control them. Practically anything which can move is mind-controllable. He is also able to 'deploy', which will create a field of aura which will immediately kill or hurt any units close to him. Yuri, if used with the Crazy Ivan, is a potential unit of destruction (see Strategies section). His only weakness lies in the ability of being unable to protect himself from tanks or vehicles. Even so, try employing his mind-control power creatively. Comrade Bronx's words: "Yuri's cannot mind control dogs which makes them very vulnerable to their attacks." My words: "Hmm, a way to counter the above is to 'number' the Yuri team, and if needed, 'deploy' the Yuris whenever a dog gets near. Don't worry if there are other Yuris nearby, since they won't be injured from their own explosions." Pro's: Can mind-control everything which can move; ability to deploy can kill or severe units badly. Con's: Can only mind control one unit at a time; defenceless against long-range attacks. Crazy - Is either plan annoying, or plain cool. They're ability to Ivan plant dynamites on buildings are really effective, because it cannot be removed, and just have to wait from being destroyed. They're the guys who killed General Carville (or whatever his name is, the fat guy in the Allied campaigns who commanded you). Used sneakily, they can totally wreak havoc on Allied forces. Try finding ways to sneak in enemy bases unspotted, and destroy! Pro's: Excellent building and infantry destroyer; ANYTHING can be planted with a dynamite. Con's: If he dies, anyone within the radius of 2 yards will die with him. =============== [2] land units =============== War - The War Miner is exactly the same as the Miner from RA1, with Miner an exception: they're armed. Anything within the vicinity of 2 yards will most likely be shot at, and they can continue mining while doing this! Miners, both Allied and Soviet have one of the toughest armors in the game, and with it's armor and machinegun, this miner is one tough guy to crack. An experience I had: my 10 Prism tanks were against 2 of these guys, and guess what happened? (no prizes though) Yeah, they lost to these 2 miners, an example of how tough these guys are. They're only weakness lies in attacks by group of Allied tanks, the Chrono Legionnaire and if the opponent is playing the Soviets, the infamous Terror Drones. That can be easily repaired, though. Just send these guys to the Service Depot and they'll be fixed. But only use these guys as your last resort, if you're totally famished of all your resources. Pro's: Hard to destroy; machinegun adds superb anti-infantry value. Con's: Slow; useless against a group of tanks. SPECIAL NOTE: Chrono miners carry $700, not $500 as previously stated. For crystals, the money carried is doubled. Thanks Pyreling. Rhino - These are the Heavy Tanks of RA1, and they live up their Tank name very well. Sent in packs of 5 or more, they're ability to destroy buildings and opposing tanks are very well-to-do. When sent in groups with infantries or other vehicles, they tend to help attract the attention from other opposing attackers, leaving the infantries or other of your vehicles to dispose of them. They're also quite good in destroying naval units, though I recommend that you use an Apocalypse to do so. This is a tank worth the money and investment, so always have a couple of these in an assault. Pro's: Nice all-rounders; good for quick assaults; reasonable price; good for scouting the map early in the game. Con's: Very hard to kill infantries because of the cannons. Flak - The APC from RA1 is back in Red Alert 2 with a new name for a Trak new side. A superb way of carrying huge amount of units, read the Strategies section for this. It is also capable of shooting infantries, but it's main use is for transporting infantries across the map at high speed. It's weak armor is a disadvantage for using the Flak Trak, but it can be reversed if you're using Cuba. Bottomline: if you need some crucial infantry across the map quickly, use these guys. Pro's: Fast; good way of transporting infantry; has an anti-infantry machinegun. Con's: Weak armor, easily destroyed. V3 - The V3 Rocket is a superb unit for destroying buildings; Rocket and you can see why by looking at the huge rockets on it's back. Good for back-of-the-lines in an assault, they should never be put in the front lines. Their armor is very weak and any tanks or even infantry (Garrisoned buildings work the best) will be able to destroy one easily. They make up for this with their long range: send a few with some Apocalypse tanks, have the Apocalypses go attack in front while the V3's wreak destruction from afar. Pro's: Powerful missile attack; quite fast; super strong in packs. Con's: EXTREMELY weak armor; long reload time; turning itself in any way takes eternity. Terror - Does what it does the best, terrorizes me, :). Anyway, these Drone guys are a real annoyance for your enemy if you send them in packs, so if possible, attack all the tanks you can. Quite cheap and fast to produce, they can be sent to the enemy base to destroy some tanks quickly. You will know if a vehicle has been 'infected' if it constantly shakes by itself for no reason. Their armor ain't the best in the world; a few shots from any light infantries will totally destroy them. Just sneak 'em in, and let them do their work. Pro's: Nice way of 'terrorizing' your opponent; cheap and fast to make; moves very FAST; destroys any opposing player's tank quickly. Con's: Very weak armor; a bit irritating if you're playing the Allied forces. NOTE: Correction! 'The Flaming Koosh of Death' (TFKD) sent me some things about them. They are not Kamikaze drones, as previously said. After killing a vehicle, they will go on to 'terrorize' the next, and next, and next, continuing until either all the enemies within it's area or itself is destroyed. Also, if they are sticking to an Allied Chrono Miner, when the CM teleports back, they will still be left there, stunned. Thanks TFKD. Pyreling's words: "If a terror drone infested vehicle is force fired on and destroyed, the terror drone will also explode." Apocalypse - Now this is what everybody's talking about, yeah! This baby can be considered the 'Mammoth Tank' of RA2, with an exception: it's better. It's got all the three ingredients needed to make a super tank; speed, power. and defense. It's very powerful, 2-4 shots from it is enough to destroy most tanks; it's extremely tough and it moves fast enough to dodge some attacks. Seriously, if I was in a long-running game and I want my opponent decimated quickly, I'd build these guys. They are superb in the long runs. One drawback, though. The hefty price. For $1750 per tanks, it might make a hole in your pocket easily. So my advice is to basically make one for every $3000 that you have. When you have at least 5, go on a rampage. Virtually unstoppable, if I may so myself. Pro's: Tough armor; quite fast; very powerful; nice investment in the long run. Con's: Very expensive; slow to make. Soviet MCV - See Allied MCV. ============== [3] air units ============== Kirov - The Kirov Airship is one of the most feared units in RA2, Airship if not the most (it's my most feared unit). If faced against an opponent who is coming to my base with this, I will quickly, very QUICKLY build on my anti-air base defenses. Be, very, very afraid of these guys. Two bombs should be enough to destroy most buildings, and they're extremely tough. They'll take more than a dozen blows from any anti-air units before going down. And if they come in packs of 2 or more, pray that you have enough power and anti-air units. Plainly speaking, wise investment and reasonable price, but one thing really bugs me, the speed of the Kirov Airship. It's both an advantage and disadvantage really, but bring a couple of Kirov's and your enemy will most likely fall easily. Pro's: EXTREMELY powerful air unit; worth the money and time; very tough. Con's: VERY slow, to the point of 1-2 yards per second. ================ [4] naval units ================ Sea - These are great naval anti-air units. When positioned Scorpion with your other naval units, incoming shots from Aegis Cruiser's, Destroyers or Aircraft Carriers will be dealt with easily. If brought in packs, they are good for taking out incoming shots from other naval units. Good for backup, but nothing else. They are easily destroyed, which means that you must always keep in these guys in the back lines. Pro's: Cheap; good anti-air units; excellent for removing enemy naval units' shots; fast movement. Con's: Weak armor; useless if brought by themselves. Submarine - Cool units, made for heavy duty naval destruction. Nothing is able to hit it, except for when it is surfaced. Even so, it is still prey against the Allied Dolphins. Good if you're trying to defeat the Allies using naval force, but it can only shoot within the water, unlike the Dreadnought. Pro's: Quite powerful; invisible to radar; very good addition to any ships in packs. Con's: A bit slow; can be seen when shooting. Dreadnought - In the first Allied campaign, Tanya is required to destroy these. These guys are great for attacking buildings or other ships, but they are a bit low in the armor department, though. They are also subject to Tanya's C4, so be wise and keep them far, far away from Tanya. Pro's: Powerful attacks; cheap and fast. Con's: Easily destroyed because of weak armor; useless against Tanya's; easily destroyed by Allied ships. TFKOD's words: "I love the Dreadnoughts. IF you get more than 5 of these, the enemy's base is pretty much screwed. 5 Dreads mean 10 rockets at once, hard for any anti-air combo to kill. They do need backup of Squids, to kill Tanya and SEALs, Subs to destroy ships and Scorpions to kill aircraft carrier F-18's. IF they get that, they are almost unstoppable." Giant - I hate these guys, truthfully. Well, if I'm on the Soviets, Squid I love em, but if I'm on the Allied forces... anyway, these guys are superb for halting ships and the likes from getting away. They are quite powerful, but their best features are being able to stun your opponent's ship while your other naval units attack the ship. The only thing able to 'shoo' them away from attacked ships are the Allied Dolphins. They are actually very weak, and have extremely low defenses. A few blows from an Allied Dolphin will most likely kill them, and 2-3 blows from any ship is instant death. They will serve you well if you know how to use them though. Pro's: Attacked ships are stunned while the Giant Squid is holding them; good for sneak attacks or patrolling the base; fast movement. Con's: Very weak; a bit expensive. Amphibious - See Allied Amphibious Transport. Transport =================== [5] special forces =================== Libyan - What's the use of wasting money on a truck which you're Demolition supposed to destroy, that doesn't even cause much Trucks damage? Besides, by the time it gets near the enemy base, his tanks or infantries should already be ready to destroy it. Or even worse, his Prism Tower's or Tesla Coils will take care of it from afar, rendering this vehicle useless. But if Curtained, the demo trucks can be really useful. Read The Flaming Koosh of Death's tips that he gave me. TFKOD's words: "The Libyan Demo Trucks. These things are awesome. Imagine you have 3 Trucks. Imagine you have a charged Iron Curtain. Imagine what would happen when they can't destroy 3 trucks before they park next to a Construction Yard. Imagine how much the enemy will be sworn out after the yard is gone. Imagine your delight." Pro's: Releases a nuclear radiation field around it's vicinity when destroyed; fast movement. Con's: Expensive; easily destroyed; just plain useless. Iraqi - Plain simply, I really hate it if my opponent has a Desolator couple of these by their bases. They're a total pain in the ass, cos it's really hard to get past them. They use some sort of nuclear-radiation weapon, which makes it near-impossible for any of your allies to get near him. They also have long-range, good strength. They also can deploy, releasing a nuclear radiation field for as long as you want (I think). However, this will harm both friend and foe, so I don't suggest you do this unless these are the only guys you have on the battlefied. These guys are quite good, I suggest you try using them. Pro's: Fast-killers; powerful; infantries (except his type) and vehicles within his death vicinity will die with him; long-range. Con's: A bit expensive; kills own infantries too. Cuban - Cheap and fast to produce, these guys can be really Terrorist amazing sometimes. If killed, they will release a powerful bomb on their bodies. They are fanatics for the Soviet cause, and they will kill themselves with anything you command them to. I suggest you send these guys inside the enemy base with a vehicle, then attack any buildings you're able to. Quite good, actually. Read the Strategies section for a way of making them detonate with Crazy Ivan. Pro's: Fast and cheap to produce; powerful explosions. Con's: Easily killed; any infantries around will go on fire if he is killed. Russian - Plain simply, this is a Tesla Coil... on wheels. Though Tesla Tank relatively weaker than it's original counterpart, in big groups it is a superb unit, as it's heavy duty electric charge easily weakens enemies, and it's speed more than makes up for it's low armor. Try to keep them in the back lines, however, as they cannot withstand a direct confrontation for a long time. Pro's: Powerful; quite cheap; fast movement. Con's: Weak armor; slow to produce. ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ =============== ::Strategies:: =============== This is the section that most of you readers will be skipping to, I guess. However, read also the Allied and Soviet sections for some tips. This section will contain strategies, of three categories: Unit Strategies - regarding units, Base Strategies - anything to do with buildings and your base, and General Strategies, which means that it's possible to do the strategy anytime with whichever side you're on. Remember, if you have any good strategies or hints/tips or bugs, please send 'em to me at ! Strategy count: 9 _________________ *Spy/Tanya Combo* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You can easily destroy an enemy's base defense with this. However, check to see that your opponent doesn't have any outer base defenses, such as Sentry Guns, Grand Cannons, Desolators, Prism Tower's or tanks. If there are infantries, Tesla Coils or Dogs, don't worry. Okay, first train a Spy and Tanya, and buy a Nighthawk. Disguise the spy, then enter the Nighthawk with Tanya. Land a bit far away from the enemy's base, and infiltrate his power plant. With his power source offline, most of his buildings shouldn't be working, and send Tanya in and C4 the base! It is advisable that you destroy the War Factory or Construction Yard first, and have a spare Tanya or Spy just in case. - Wan Zafran. ____________________ *Tesla Coil Charge!* Status: Working! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ According to The Flaming Koosh of Death (TFKOD), you can actually "charge" the Tesla Coil. From a white-blue attack, it'll turn into yellow-blue, which is essentially the charged-up version. To do this, order your Tesla Troopers to 'force fire' on a Tesla Coil (to force fire, hold the CTRL button and click). I tested this out, it worked, and it worked perfectly. An Apocalypse can lose 1/6 life with a normal Tesla bolt, while a charged-up Tesla Coil can take up to 1/3 life of an Apocalypse, which is literally 50% more. Very powerful, I suggest you do so. TFKOD's words: "The Tesla Troopers aren't that worthless, as they can charge Tesla Coils. I once had over 10 troopers charge a 'Coil and an Apocalypse was dead in 2 shots." Beau Lilly's words: "You actually don't have to force fire on the Tesla Coils, just stand next to them." _________________ *Nuclear Defense* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ What would happen on the occasion of a Lightning Storm or a Nuclear launch? And if it landed on your base? So, here's some tips on minimising nuclear destruction: 1. Scatter your buildings. Try not to make 'em too close, or too far. 2. Try putting needed infantries somewhere safe. 3. To save money on tanks, build some Mechanics (or Repair IFVs). 4. If possible, move your MCV somewhere else when you see the 00:00 Nuke Timer. 5. Have a backup MCV. 6. If possible, when the timer starts, build as many tanks, vehicles boats or whatsoever, and before the timer ends, gather the forces somewhere, and sell your base. Have a backup MCV to make a new base, just in case. 7. Go tackle your opponent's power source. 8. Try building as many Black Eagles or Harriers as possible, and attack the opponents power source. Divide the planes for each each power source, and attack. 9. If you're playing the Soviets, use the '25 People In An Amphibious Transport' theory for keeping your infantries, then store all your vehicles inside the other Amphibious Transports. So if the enemy nuked you, just send the Amphibious Transports somewhere else. 10. Don't play with Superweapons enabled, simple as that, :) - Wan Zafran _________________________________ *Yuri and Crazy Ivan Combination* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I read this in an interview featuring one of the game's designer, but I can't remember who. Anyhow, for this trick, you need a Yuri, a Crazy Ivan and an anonymous victim, which can be anybody or anything. First, train a Crazy Ivan and a Yuri. Then find a victim, a monkey, alligator, enemy tank, enemy dog, or whatsoever, which can creep into the enemy base SAFELY. Mind-control the victim, and bring Yuri and Ivan close to the base, but just out of harm's range. Do the same to the victim too. Now attach a dynamite to the victim, and send the victim to the enemy base. *KABOOM!* Here's an easier to follow guide: 1. Train a Crazy Ivan and a Yuri. 2. Mind-control an animal or an enemy object. 3. Go to their base (all three of them) but keep out of harm's way. 4. Attach a dynamite to the victim, and send it to the enemy's base. - Wan Zafran (not mine, just posting it) ______________________________________ *25 People In An Amphibious Transport* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Did you know that you can put 25 infantries in an Amphibious Transport? Yes, you can! I was reading some of my old Red Alert books, and stumbled across this one. However, to do this you must be on the Soviet's. First buy 5 Flak Trak's and an Amphibious Transport. Then train any kind of infantries that you want, and store all of them in the 5 Flak Trak's. Now, select all 5 Trak's, and click on the Amphibious Transport. Voila! 25 infantries stored in the AT! This is great for quick Conscript, Terrorist or Engineer rushes! - Wan Zafran _____________________________ *Crazy Ivans and Terrorists!* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I was toying around with my terrorists and Crazy Ivan's today (29/11/00), when suddenly I had found the perfect way to have Demolition Trucks without being a Libyan. They are very powerful, but cost a little more than a normal Truck. Still, this is a manual version of the Demo Trucks, so you can shift the strength of your Hand-Made Demo Trucks (HMDM) by removing and inserting terrorists as you wish. 1 Terrorist = Light Explosion; enough to severely destroy an enemy Barracks, but not worth it. 2 Terrorists = Small Explosion; okay, good for removing tanks or weak buildings. 3 Terrorists = Medium Explosion; Nice for quick bombardments. 4 Terrorists = Powerful Explosion; A light demo-truck. 5 Terrorists = Super Explosion; THE DEMO TRUCK, only missing the nuclear radiation. Now, to do this HMDM, first train as many Terrorists as you wish, and a Flak Trak. 1. Get a Crazy Ivan 2. Plant the dynamite on a terrorist. 3. Order the terrorist into the Flak Trak and repeat as necessary. Don't worry, the Flak Trak won't explode. I don't know if it's a glitch in the game or whatsoever, but it's a cool one. DO NOT DEPLOY IT! Now, bring the Flak Trak to the enemy base. It's best if you do it like a Demo Truck really does, so send it Curtain'ed. If you want to maximise the destruction, just make more HMDMs. Bring it anywhere within the enemy's base, and DEPLOY. As soon as it is deployed, *BOOM!* . Very powerful, if I have to say so myself. And guess who discovered it? *hint* *hint* Me! Now, if only I could add a radiation field to that... hmm... - Wan Zafran ________________ *Special Units!* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Special units are begotten when they infiltrate an enemy Battle Lab, or Barracks. Comrade Bronx has given me some tips on spy infiltration results: "I've done this a few time in long multi-player games.. I managed to mind-control 2 spies when I was a Russian, with which I sent both back to an enemy Battle lab,... This gave me two special units, Yuri Prime (an upgraded Yuri) and a Chrono Ivan (Crazy Ivan that can teleport!). I used mainly the Chrono Ivans to teleport into the enemy mining areas and cause havoc on their miners! Also, I have been messing around with Spies some more, and if you are the Allied forces, and you infiltrate a Soviet Battle Lab, you get 2 units. The PSI Commando, practically a Yuri that can blow stuff up like Tanya, and the Chrono Commando, which is exactly the same as a SEAL except they can teleport." - Comrade Bronx _______________________________________________ *Long radiation time when Desolators deployed!* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Here's a way to cover some place wherever you wanna guard from enemy infantries or to purge enemy tanks. "Find a key spot to defend and make some Desolators. Deploy them in the spot you want them to defend. While deployed, have them force-fire right next to them. You should see them do something. Undeploy them and leave. The radiation should fade away, but a very, very, very, VERY long time. All infantries crossing will die. Tanks Fully healed tanks will get through, though. However, Terror Drones won't get hurt, since they don't have any living part inside (humans)." - Beau "The Shady Milkman" Lilly ______________________________ *Camouflage and hidden units!* ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ "Here is a Soviet tip that I use against the allies: Build a Flak Cannon and place it directly behind the Soviet barracks. It will be hidden away and your enemy will not notice it unless he looks carefully. It works for me all the time and kills a lot of Allied Rocketeers. You can also hide Sentry Guns behind the sides of your own buildings, too, only the gun barrels will be poking out the side of the buildings. You could place one in line with the Flak Cannon you built behind the Barracks. Both hidden away. Why advertise where your defenses are? Be a sneak. Hide things out of sight, behind trees and the buildings in the urban battlefields. I crack up when my enemy run his units straight into my little traps. " - Hone Thomson ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ============= ::Theories:: ============= Some things are left for the mind to wonder. When we're eating, reading, sitting in the toilet, walking, and thinking of Tiberian Sun, we might suddenly have a brainstorm. "Can we do that?" "Hmm, if I take this and this..." "If the IFV and Engineer..." This is your section. Post your comments to me on your theories, and let's try it out. To anybody who can help me confirm some of it, please do; and if anybody has any theories to submit, please do at ! Here's how it's listed: if it's a theory, then it'll be listed here, until it's confirmed or tried but won't work. If it's works, it'll be put up in the Strategies section, got it? Theory count: 2 ___________________________________________________________ *25 People In An Amphibious Transport - Status: Working!* *Crazy Ivans And Terrorists - Status: Working! * ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ =========== ::Credits:: =========== It is a tremendous task to write all of the people and their contributions here, so I will write their names and email addresses only. Now, if anybody wants to have me remove their mail address from the list, please inform me if so. The Flaming Koosh of Death - riceboy9@hotmail.com David Goldberg - Mrniceguy@deal-maker.com Comrade Bronx - comradebronx@hotmail.com Paul Murphy - mystr_2002@yahoo.com Beau Lilly - beau@cdlilly.com Greg H - gregh@qa.prestige.net Hone Thomson - hone.thomson@xtra.co.nz Pyreling - waterrunner@hotmail.com ________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ============ ::Updates:: ============ v1.0 - All Allied Units Strategy added. v1.2 - Allied Special Forces added. v1.3 - Soviet Units added. v1.4 - Soviet Special Forces added. v1.5 - Theories and Strategies added. v1.6 - Everything ready, please send in your Strategies or Theories! v1.7 - Added the HMDM, got first strategy submission by TFKOD! v1.7.1 - Added some other strategies, fixed some stuff. v1.8 - Added Credits, Cmrd. Bronx and Beau Lilly Strategies. Also I fixed some stuff and added my own words to some tips. v1.8.5 - Added some people and their tips, listed above. v1.9 - Some new people added, some tips and stuff and fixes. v2.0 - Final version, no more updates. Fixed some stuff, corrected this and that. /*********************************************************************/ İ 2000 Wan Zafran. Thank you for reading. Best viewed at [800x600], but still viewable at [640x480].