----------------------------------------------------------------------- Red Alert 2 FAQ/walkthrough/strategy guide Written by Nadia Varkovsky (varkovsky@hotmail.com) Last updated April 4, 2001 (Final Version) 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 ----------------------------------------------------------------------- 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!!! (Final Version) ----------------------------------------------------------------------- 2. Introduction Please note that I'm very busy with schoolwork (I'm a grade 11 student) and updates may be very slow. I will try to update as often as I can but the major ones will only come during weekends. This is my second FAQ so I hope you will forgive me on any mistakes and errors. If you have any critics, suggestions, comments and things to add, don't hesitate to email me at varkovsky@hotmail.com. One more thing, this FAQ is protected by the international Copyright Law so if there's anyone who wants to post this FAQ in his or her site, YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people plagiarizing other people's FAQ to make money and believe me, writing FAQ is not easy and to you know how it feels if your hard work is used by other people. So for all plagiarizers out there, be warned that if you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT EASILY!!! ----------------------------------------------------------------------- 3. Game Overview Red Alert 2 is one of the best RTS games ever created (in my opinion at least). Everything was just amazing!!! The units and structures are absolutely fantastic and equally balanced on both sides. The heart-thumping music just adds to the excitement of the game whether you're playing in the single player mode or battling other people online. And on top of that, the cut scenes are absolutely superb which will engross you deeper in the storyline... This time, the story is set after the defeat of Josef Stalin to the Allied forces almost twenty years ago in the original Red Alert. The Allied installed a puppet leader, Premier Alexi Romanov, to lead the Soviet Union and they thought that the world had finally come to know peace... However, Romanov had been craving a revenge for all this time and the waiting time is over for the Motherland. He secretly builds up stockpiles of weapons including the deadly nuclear missiles and the new mind control device. All of a sudden, NORAD picked up Soviet troops attacking America from all sides and the invasion had begun. Soviet troops are deploying all over America and all the major US cities fell one by one to be crushed by the Soviets. Will the US be crushed under the aggressive communist heels or will they emerge victoriously to repel the Soviets assault? Only you will decide their fate in Red Alert 2!!! ----------------------------------------------------------------------- 4. Units and Structures *********************************************************************** A. ALLIED UNITS *********************************************************************** +++++Infantry+++++ GI Cost: 200 Weapon: M60 heavy machine gun (deployed) and Parabellum pistol (undeployed) Strength: 125 Armor: None Sight: 5 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: Barracks Tech Level: 1 GIs are the most basic infantry unit for the Allies. They are quite weak but things will change when you deploy them by pressing D. They will construct sandbags around themselves and their Parabellum pistol will be upgraded to M60 heavy machine gun. When they are deployed, their firepower will be increased as well as the range thus making them quite a deadly opponent for the Soviets Conscripts. The only drawback is that they cannot move at all during deployment and tanks can still roll them over so be careful. Engineer Cost: 500 Weapon: Bomb defusing kit Strength: 75 Armor: None Sight: 4 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: Barracks Tech Level: 1 Engineers can repair your damaged buildings back to full health again. They also can repair destroyed bridges. Just order them to go into the bridge hut and the bridge will be automatically repaired. Not only that, you can also tell them to defuse Crazy Ivan's bombs by targeting the affected units or structures. However, the most useful feature is probably their ability to capture buildings. Just order them to enter the intended building and it will be yours straight away. They are also needed to capture neutral Tech Buildings for your own benefits. Rocketeer Cost: 600 Weapon: 20mm mini machine-gun Strength: 125 Armor: None Sight: 8 Speed: 9 Veteran abilities: stronger, faster, increased sight, rate of fire and firepower Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: Barracks and Air Force Command Headquarters Tech Level: 3 These rocketeers come equipped with a jetpack aside from their 20mm mini machine-gun, which enable them to hover on the battlefield. They make very good air support, as ground units cannot attack them in any way. They are very vulnerable to anti-aircraft fire though so keep them out of harm's way. Spy Cost: 1000 Weapon: Make-up kit (disguise) Strength: 100 Armor: Flak Sight: 9 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: 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. *********************************************************************** 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.