Command & Conquer Red Alert 2 Yuri's Revenge FAQ - Guide for Command & Conquer: Red Alert 2: Yuri's Revenge
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PC ------------------------------------------------------------------------------------ ----------- Yuri's Revenge FAQ/walkthrough/strategy guide Edited and Updated by Brian G. Last Updated May 30, 200 (Version 1.9) Email Address: [email protected] NOTE: If you would like me to email you this FAQ in Microsoft Word format (the spacing is much better) or if you want the most updated version just email me (at email address stated above) and I will send it as an attachment or in the text. The file size is about 206 KB and is 46 pages long. First of all, I would like to proudly dedicate this FAQ to all my friends and to everyone in between who made this possible. Thank you very much for your support and patience. PLEASE READ �IMPORTANT� SECTION!!! Contents: 1. Updates 2. Introduction 3. Game Overview A. Review B. Welcome Back Commander C. Situation Report 4. Units and Structures A. Allied Buildings B. Allied Defenses C. Allied Infantry D. Allied Vehicles E. Soviet Buildings F. Soviet Defenses G. Soviet Infantry H. Soviet Vehicles I. Yuri Structures J. Yuri Units 5. Walkthrough A. Allied Campaign Mission 1: Operation Time Lapse Mission 2: Operation Hollywood and Vain Mission 3: Operation Power Play Mission 4: Operation Tomb Raided Mission 5: Operation Clones Down Under Mission 6: Operation Tricky or Treaty Mission 7: Operation Brain Dead B. Soviet Campaign Mission 1: Operation Time Shift Mission 2: Operation D�j� vu Mission 3: Operation Brain Wash Mission 4: Operation Romanov on the Run Mission 5: Operation Escape Velocity Mission 6: Operation To the Moon Mission 7: Operation Head Games 6. Credits A. Important (Please Read) B. Good Games C. Appreciations 7. Frequently Asked Questions (FAQ) ------------------------------------------------------------------------------------ ----------------------- 1. Updates Version 1.0, I just started the FAQ today and typed up the basic format. I finished both the campaigns and started with those. I hope I can finish both walkthroughs in the next two days. Version 1.1, Finally, I finished the walkthroughs. I have already done the basic parts and have only the �Units and Structures� left to complete. After I finish I will finalize it and officially call it done and Version 1.2!!! Version 1.2, Success!!!!!!! Version 1.3, Made some changes including added some good games at the bottom. Most recent version as of 10-15-03 is version 1.4. I will update that after I either discover errors or after a month or two which ever comes first. Version 1.4, Not so successful I�m sorry to sayï. Version 1.5, Added 7th section and updated various places. Minor errors changed. Email changed. More added (credits section). Version 1.6, I got many e-mails saying that this FAQ is on cheatplanet and that I don�t have cheatplanet in section 6A. That was my mistake. I did put it there. Thanks anyway. Version 1.7, Major changes were made. One change is: now you can click on what you want to see in the contents list and you will be taken to it. Version 1.8, Minor updates were made. More par times listed. ------------------------------------------------------------------------------------ ------------------------ 2. Introduction Please note that I am very busy. I will try to update as often as possible. This is my first FAQ but I have changed it a lot since version 1.0, so I hope you will forgive me and inform me on any mistakes and/or errors. I have expanded this FAQ and have added over 30 pages of new information since 1.0. If you have any suggestions, comments, questions, or if you find any errors please don�t hesitate to email me. My email address is at the beginning of this FAQ. If you email me you will be put into the next version /FAQ! If you desire. Note that 91% of the ideas for updates come from people like you. I would be delighted to here your opinion and I promise not to give out your personal information without your permission if you email me. Also please forgive my lack of information within the Yuri structures. PLEASE DON�T hesitate to email me if you have ANY information for that section. As a reward I will gladly put you in the credits of version 1.9!!! (if you desire) ------------------------------------------------------------------------------------ ---------------------- 3. Game Overview A. Review Red Alert 2 is one of the best RTS games ever created (in my opinion at least). Everything was just amazing! There are thousands of people online everyday. Also the expansion pack added more units and overall made the game more exciting and fun to play. The music just adds to the excitement. On top of all that, the movies and cut scenes are all great and bring you deeper and deeper into the storyline� B. Welcome Back Commander Once again, the battle between the Allied forces and the Soviet army has been joined, but this time, there is a dangerous third element. The Soviet traitor Yuri has returned, bringing with him an army of genetically and psychically altered warriors bent on world domination. In the single-player game, you�ll command either Allied or Soviet forces and thwart Yuri�s insidious plans. In multi-player or skirmish games, you can select the Allied or Soviet army or opt to command Yuri�s army and wield all its forbidden technologies. Both the Allied and Soviet forces have several powerful new weapons in their arsenals. Yuri�s army is radically different from his more conventional foes and uses banned technologies to control minds, create mutants, enslave workers, administer biological weapons, and inflict other exotic punishments on his enemies. C. Situation Report Command & Conquer� Yuri�s Revenge� picks up immediately after the end of the Allied Campaign in Command and Conquer� Red Alert 2�. The Allied Army has defeated the Soviets, capturing the Russian Premier Romanov and imprisoning him in the Tower of London. Unfortunately for the Allies, the Soviet agent Yuri has escaped. Yuri�s ability to control enemy units with his mind makes him a powerful and dangerous adversary. While the Allies celebrate their victory, Yuri reveals himself. He has created his own army of mind-altered warriors and genetic mutations. He has spent his time creating a number of new technologies, the most insidious of which is the Psychic Dominator, a device that allows Yuri complete control of its victims. Yuri has planted many Psychic Dominators around the globe, threatening to control the minds of the world�s population when they are activated. The Allies immediately launch an attack on Yuri�s facility located on Alcatraz Island. While the attack fails to destroy the Psychic Dominator, it is successful in knocking down Yuri�s power enough so that the device does not activate. Now the only hope the Allies have is to gain enough of their own power to activate a time machine created by Professor Einstein. With this, they can send a force back in time to take out Yuri�s device long before it is activated. Unfortunately, the Soviets have their own plan to steal the time machine and not only stop Yuri but also reverse the outcome of the last war! ------------------------------------------------------------------------------------ ------------------------ 4. Units And Structures A. ****Allied Buildings**** Power Plant Cost: 800 Strength: 750 Site: 4 Armor: Light Power: +200 Prerequisite: Construction Yard Ore Refinery Cost: 2000 Strength: 1000 Site: 6 Armor: light Power: -50 Prerequisite: Power Plant Barracks Cost: 500 Strength: 500 Site: 5 Armor: Strong Power: -10 Prerequisite: Power Plant War Factory Cost: 2000 Strength: 1000 Site: 4 Armor: Light Power: -25 Prerequisite: Ore Refinery and Barracks Air Force Command Headquarters Cost: 1000 Strength: 600 Site: 6 Armor: Heavy Power: -50 Prerequisite: Ore Refinery Naval Shipyard Cost: 1000 Strength: 1500 Site: 10 Armor: Medium Power: -25 Prerequisite: Ore Refinery Service Depot Cost: 800 Strength: 1200 Site: 5 Armor: Light Power: -25 Prerequisite: War Factory Robot Control Center Cost: 600 Strength: 1000 Site: 4 Armor: Light Power: -100 Prerequisite: War Factory Battle Lab Cost: 2000 Strength: 500 Site: 5 Armor: Light Power: -100 Prerequisite: War Factory and Air Force Command Headquarters Ore Purifier Cost: 2500 Strength: 900 Site: 5 Armor: Light Power: -200 Prerequisite: Battle Lab B. ****Allied Defenses**** Pillbox Cost: 500 Strength: 400 Site: 7 Armor: Strong Power: 0 Prerequisite: Barracks Patriot Missile Cost: 1000 Strength: 500 Site: 10 Armor: Strong Power: -50 Prerequisite: Barracks Prism Tower Cost: 1500 Strength: 600 Site: 8 Armor: Strong Power: -75 Prerequisite: Air Force Command Headquarters Gap Generator Cost: 1000 Strength: 500 Site: 12 Armor: Medium Power: -50 Prerequisite: Battle Lab Spy Satellite Uplink Cost: 1500 Strength: 1000 Site: 5 Armor: Light Power: -100 Prerequisite: Battle Lab Chronosphere Cost: 2500 Strength: 750 Site: 5 Armor: Medium Power: -200 Prerequisite: Battle Lab Weather Control Device Cost: 5000 Strength: 1000 Site: 5 Armor: Medium Power: -200 Prerequisite: Battle Lab French Grand Cannon Cost: 2000 Strength: 1500 Site: 5 Armor: Heavy Power: - Prerequisite: Air Force Command Headquarters C. ****Allied Infantry**** G.I. Cost: 200 Strength: 125 Weapons: M60, Para Armor: None Speed: 4 Prerequisite: Barracks Veteran Abilities: Increased strength, firepower, rate of fire, sight, self-healing Elite Abilities: Increased Strength, firepower, rate of fire, self-healing Engineer Cost: 500 Strength: 75 Weapons: Defuse Kit Armor: None Speed: 4 Prerequisite: Barracks Veteran Abilities: None Elite Abilities: None Attack Dog Cost: 200 Strength: 125 Weapons: Teeth Armor: None Speed: 5 Prerequisite: Barracks Veteran Abilities: None Elite Abilities: None Guardian G.I. Cost: 400 Strength: 200 Weapons: Assault Riffle, Anti-Tank Missile Armor: Flak Speed: 4 Prerequisite: Barracks Rocketeer Cost: 600 Strength: 125 Weapons: 20 mm Armor: None Speed: 8 Prerequisite: Barracks and Air Force Command Headquarters Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Navy SEAL Cost: 1000 Strength: 125 Weapons: MP5 Machine Gun, C-4 Charges Armor: Flak Speed: 5 Prerequisite: Barracks and Air force Command Headquarters Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed, scatter ability Elite Abilities: Increased strength, firepower, rate of fire, self-healing Spy Cost: 1000 Strength: 100 Weapons: Makeup Kit Armor: Flak Speed: 4 Prerequisite: Barracks, Battle Lab Veteran Abilities: None Elite Abilities: None Chrono Legionnaire Cost: 1500 Strength: 125 Weapons: Neutron Riffle Armor: None Speed: 5 Prerequisite: Barracks, Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed, scatter ability Elite Abilities: Increased strength, firepower, rate of fire, self-healing Tanya Cost: 1000 Strength: 125 Weapons: Double Pistols, C-4, Sapper Armor: Flak Speed: 5 Prerequisite: Battle Lab, Barracks Veteran Abilities: Increased strength, firepower, rate of fire, sight, scatter ability Elite Abilities: Increased strength, firepower, rate of fire, self-healing British Sniper Cost: 600 Strength: 125 Weapons: AWP Riffle Armor: None Speed: 4 Prerequisite: Air Force Command Headquarters, Barracks Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing D. ****Allied Vehicles**** Chrono Miner Cost: 1400 Strength: 1000 Weapons: None Armor: Medium Speed: 4 Prerequisite: Ore Refinery, War Factory Veteran Abilities: None Elite Abilities: None Grizzly Battle Tank Cost: 700 Strength: 300 Weapons: 105 mm Cannon Armor: Heavy Speed: 7 Prerequisite: War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Infantry Fighting Vehicle (IFV) Cost: 600 Strength: 200 Weapons: Hover Missile, Variable Armor: Light Speed: 8 Prerequisite: War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Night Hawk Transport Cost: 1000 Strength: 175 Weapons: Blackhawk Cannon Armor: Light Speed: 7 Prerequisite: War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Allied Mobile Construction Yard (MCV) Cost: 3000 Strength: 100 Weapons: None Armor: Medium Speed: 4 Prerequisite: War Factory, Service Depot Veteran Abilities: None Elite Abilities: None Prism Tank Cost: 1200 Strength: 150 Weapons: Comet Armor: Heavy Speed: 4 Prerequisite: War Factory, Battle Lab Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Mirage Tank Cost: 1000 Strength: 200 Weapons: Mirage Gun Armor: Light Speed: 7 Prerequisite: War Factory, Battle Lab Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing German Tank Destroyer Cost: 900 Strength: 400 Weapons: Armor Piercing Cannon, SABOT Armor: Heavy Speed: 5 Prerequisite: War Factory, Air Force Command Headquarters Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Battle Fortress Cost: 2000 Strength: 325 Weapons: Heavy Machine Gun Armor: Heavy Speed: 4 Prerequisite: War Factory, Battle Lab Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Harrier Cost: 1200 Strength: 150 Weapons: Maverick Missile Armor: Light Speed: 8 Prerequisite: Air Force Command Headquarters Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire Korean Black Eagle Jet Cost: 1200 Strength: 200 Weapons: Maverick Missile II Armor: Light Speed: 5 Prerequisite: Air Force Command Headquarters Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Amphibious Transport Cost: 900 Strength: 800 Weapons: None Armor: Light Speed: 6 Prerequisite: Naval Shipyard Veteran Abilities: None Elite Abilities: None Destroyer Cost: 1000 Strength: 600 Weapons: 155 mm Cannon, ASW Launcher Armor: Heavy Speed: 6 Prerequisite: Naval Shipyard Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Aegis Cruiser Cost: 1200 Strength: 800 Weapons: Medusa Missiles Armor: Light Speed: 4 Prerequisite: Naval Shipyard, Air Force Command Headquarters Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Dolphin Cost: 500 Strength: 200 Weapons: Sonar Amplification Device Armor: Light Speed: 4 Prerequisite: Naval Shipyard, Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Aircraft Carrier Cost: 200 Strength: 800 Weapons: Hornet Launcher Armor: Heavy Speed: 4 Prerequisite: Naval Shipyard, Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing E. ****Soviet Buildings**** Tesla Reactor Cost: 600 Strength: 750 Site: 4 Armor: Light Power: 150 Prerequisite: Construction Yard Ore Refinery Cost: 2000 Strength: 1000 Site: 6 Armor: Light Power: -50 Prerequisite: Tesla Reactor Barracks Cost: 500 Strength: 500 Site: 6 Armor: Strong Power: -10 Prerequisite: Tesla Reactor War Factory Cost: 2000 Strength: 1000 Site: 4 Armor: Light Power: -25 Prerequisite: Ore Refinery and Barracks Radar Tower Cost: 1000 Strength: 1000 Site: 10 Armor: Light Power: -50 Prerequisite: Ore Refinery Naval Shipyard Cost: 1000 Strength: 1500 Site: 10 Armor: Medium Power: -20 Prerequisite: Ore Refinery Service Depot Cost: 800 Strength: 1200 Site: 5 Armor: Light Power: -25 Prerequisite: War Factory Battle Lab Cost: 2000 Strength: 500 Site: 6 Armor: Light Power: -100 Prerequisite: War Factory and Radar Tower Nuclear Reactor Cost: 1000 Strength: 1000 Site: 5 Armor: Medium Power: +2000 Prerequisite: Battle Lab Industrial Plant Cost: 2500 Strength: 1000 Site: 5 Armor: Medium Power: -200 Prerequisite: Battle Lab F. ****Soviet Defenses**** Battle Bunker Cost: 500 Strength: 500 Site: 5 Armor: Medium Power: 0 Prerequisite: Construction Yard Sentry Gun Cost: 500 Strength: 400 Site: 7 Armor: Strong Power: 0 Prerequisite: Barracks Flak Cannon Cost: 1000 Strength: 900 Site: 5 Armor: Strong Power: -50 Prerequisite: Barracks Tesla Coil Cost: 1500 Strength: 600 Site: 8 Armor: Strong Power: -75 Prerequisite: Radar Tower Iron Curtain Cost: 2500 Strength: 750 Site: 4 Armor: Medium Power: -200 Prerequisite: Battle Lab Nuclear Silo Cost: 5000 Strength: 1000 Site: 4 Armor: Medium Power: -200 Prerequisite: Battle Lab G. ****Soviet Infantry**** Conscript Cost: 100 Strength: 125 Weapons: M1Carbine Armor: Flak Speed: 4 Prerequisite: Barracks Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Engineer Cost: 500 Strength: 75 Weapons: Defuse Kit Armor: None Speed: 4 Prerequisite: Barracks Veteran Abilities: None Elite Abilities: None Attack Dog Cost: 200 Strength: 125 Weapons: Teeth Armor: None Speed: 8 Prerequisite: Barracks Veteran Abilities: None Elite Abilities: None Tesla Trooper Cost: 500 Strength: 130 Weapons: Electric Bolt, Assault Bolt Armor: Plate Speed: 4 Prerequisite: Barracks Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Crazy Ivan Cost: 600 Strength: 125 Weapons: Bomb Armor: Flak Speed: 4 Prerequisite: Barracks and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Flak Trooper Cost: 300 Strength: 100 Weapons: Flak Gun, Anti-air Flak Gun Armor: None Speed: 4 Prerequisite: Barracks and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Cuban Terrorist Cost: 200 Strength: 125 Weapons: Bomb Armor: Flak Speed: 4 Prerequisite: Barracks and Radar Tower Veteran Abilities: None Elite Abilities: None Iraq Desolator Cost: 600 Strength: 150 Weapons: MRadiation Beam, Radiation Eruption Armor: None Speed: 4 Prerequisite: Barrack and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Boris Cost: 1000 Strength: 125 Weapons: AKM Machine Gun, Flare Gun Armor: Flak Speed: 4 Prerequisite: Barracks and Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing H. ****Soviet Vehicles**** War Miner Cost: 1400 Strength: 1000 Weapons: 20mm Armor: Medium Speed: 4 Prerequisite: Ore Refinery and War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Rhino Heavy Tank Cost: 600 Strength: 400 Weapons: 120mm Cannon Armor: Heavy Speed: 6 Prerequisite: War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire Flak Track Cost: 500 Strength: 180 Weapons: Flak Track Gun, Flak Anti-air Weapon Armor: Heavy Speed: 8 Prerequisite: War Factory Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Terror Drone Cost: 500 Strength: 100 Weapons: Drone Jump Armor: Special Speed: 10 Prerequisite: War Factory Veteran Abilities: None Elite Abilities: None V3 Rocket Launcher Cost: 800 Strength: 155 Weapons: V3 Missiles Armor: Light Speed: 4 Prerequisite: War Factory and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Russian Tesla Tank Cost: 1200 Strength: 300 Weapons: 120mm, Tesla Bolt Armor: Heavy Speed: 6 Prerequisite: War Factory and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire Libyan Demolition Truck Cost: 1200 Strength: 500 Weapons: Small Nuke Armor: Heavy Speed: 5 Prerequisite: War Factory and Radar Tower Veteran Abilities: None Elite Abilities: None Soviet Mobile Construction Vehicle (MCV) Cost: 3000 Strength: 100 Weapons: None Armor: Medium Speed: 4 Prerequisite: War Factory and Service Depot Veteran Abilities: None Elite Abilities: None Siege Chopper Cost: 1200 Strength: 500 Weapons: Machine Gun, 155mm Cannon Armor: Light Speed: 4 Prerequisite: War Factory and Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire Apocalypse Assault Tank Cost: 1750 Strength: 800 Weapons: 120mmx, Mammoth Tusk Armor: Heavy Speed: 4 Prerequisite: War Factory and Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Kirov Airship Cost: 2000 Strength: 2000 Weapons: Blimp Bombs Armor: Light Speed: 4 Prerequisite: War Factory and Battle Lab Veteran Abilities: Increased strength, firepower, sight, speed Elite Abilities: Increased strength, firepower, rate of fire Amphibious Transport Cost: 900 Strength: 800 Weapons: None Armor: Light Speed: 6 Prerequisite: Naval Shipyard Veteran Abilities: None Elite Abilities: None Typhoon Attack Submarine Cost: 1000 Strength: 600 Weapons: Torpedo Armor: Heavy Speed: 4 Prerequisite: Naval Shipyard Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Sea Scorpion Cost: 600 Strength: 400 Weapons: Flak Gun, Flak Anti-air Weapon Armor: Heavy Speed: 4 Prerequisite: Naval Shipyard and Radar Tower Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Giant Squid Cost: 1000 Strength: 200 Weapons: Squid Grab, Squid Punch Armor: Light Speed: 8 Prerequisite: Naval Shipyard and Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing Dreadnought Cost: 2500 Strength: 1500 Weapons: Dreadnought Launcher Armor: Heavy Speed: 4 Prerequisite: Naval Shipyard and Battle Lab Veteran Abilities: Increased strength, firepower, rate of fire, sight, speed Elite Abilities: Increased strength, firepower, rate of fire, self-healing I. ****Yuri Structures**** Bio Reactor Cost: 600 Strength: 100 Site: 6 Armor: Light Power: +150; +100 for Each Infantry Inside Plant Prerequisite: Construction Yard If you put Infantry in this building then you get more power. Limit 5 Infantry per plant. Barracks Cost: 600 Strength: 100 Site: 4 Armor: Light Power: -10 Prerequisite: Bio Reactor Grinder Cost: 600 Strength: ? Armor: Light Sight: 4 Power: -50 Prerequisite: War Factory Turns Units Into Money Gattling Cannon Cost: 1000 Strength: 1000 Armor: Heavy Sight: 6 Power: -50 Prerequisite: Barracks Psychic Tower Cost: 1500 Strength: 800 Armor: Heavy Sight: 6 Power: -100 Prerequisite: Psychic Radar Genetic Mutator Cost: 2500 Strength: 1000 Armor: Medium Power: -200 Prerequisite: Battle Lab Effect: Turns a Group of Infantry into Brutes under your control. Psychic Dominator Cost: 5000 Strength: 1500 Armor: Medium Power: -200 Prerequisite: Battle Lab Effect: Destroys One Area of Structures and Mind Controls Units in that area J. ****Yuri Units**** Initiate Cost: 300 Strength: ? Weapon: Psychic blast bolt Armor: None Speed: 4 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: Barracks Virus Cost: 700 Weapon: Viral dart gun Strength: ? Armor: None Speed: 4 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: Barracks, Psychic Sensor Brute Cost: 500 Weapon: Big hands Strength: 400 Armor: Flak Speed: 4 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: Barracks Engineer Cost: 500 Weapon: Bomb defusing kit Strength: 125 Armor: None Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: Barracks 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 straightaway. They are also needed to capture neutral Tech Buildings for your own benefits. Yuri Clone Cost: 800 Weapon: Mind Control Strength: High Armor: None Speed: 5 Veteran abilities: None Elite abilities: None Prerequisite: Barracks, Psychic Radar Yuri Prime Cost: 1500 Weapon: Mind Control: Infantry, Ground Vehicles, Most Buildings, and Defenses Strength: 600 Armor: Flak Speed: 5 Veteran abilities: None Elite abilities: None Prerequisite: Barracks, Battle Lab +++++Vehicles+++++ MCV (Mobile Construction Vehicle) Cost: 3000 Weapon: None Strength: 100 Armor: Medium Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Service Depot 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. Slave Miner Cost: 1750 Weapon: Basic Machine Gun Strength: 125 Armor: Medium Speed: 4 Veteran abilities: Increased strength, firepower, sight, speed Elite abilities: Increased strength, firepower, self-healing Prerequisite: War Factory or Construction Yard and Bio Reactor Chaos Drone Cost: 1200 Weapon: Chaos Control Strength: 400 Armor: ? Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: War Factory Lasher Light Tank Cost: 600 Weapon: Short-range anti-tank shell Strength: ? Armor: Medium Speed: ? Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: War Factory Gattling Tank Cost: 600 Weapon: Twin .50-Caliber Machine Guns Strength: 155 Armor: Flak Speed: 6 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: War Factory Master Mind Cost: 1750 Weapon: Mind Control: Up to 3 Units at Once Strength: 400 Armor: Medium Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory, Battle Lab Magnetron Cost: 1200 Weapon: Magnetic Beam, Magnetic Field Strength: 750 Armor: Flak Speed: 4 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: War Factory, Psychic Sensor Amphibious Transport Cost: 900 Weapon: None Strength: 100 Armor: Light Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: Submarine Pen 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. Boomer Cost: 2000 Weapon: Torpedoes, Cruise Missiles Strength: 400 Armor: Medium Speed: 6 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: Submarine Pen Floating Disc Cost: 1500 Weapon: Transport beam, small laser Strength: 125 Armor: Light Speed: 6 Veteran abilities: Increased strength, firepower, rate of fire, sight, speed Elite abilities: Increased strength, firepower, rate of fire, self-healing Prerequisite: War Factory, Battle Lab 5. Walkthrough !!!IMPORTANT!!! --> This walkthrough was based on game play in normal difficulty but still helps in easy and hard difficulties. --> This walkthrough is written for the purpose: players can complete the missions in the shortest time possible; not always the highest score. 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 would 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 in par time or less. The total par times are not in the game I just added them so you can have an idea about how long the campaigns will take to complete if you always use get exactly par time on every mission. I have not recorded some of the par times so if you have them please send me an e-mail. E-easy N-normal H-hard *********************************************************************** A. ALLIED CAMPAIGN: *********************************************************************** Total Par Times: E- 6 Hrs. and 40 Min. N- 4 Hrs. and 50 Min. H- ? Hrs. and ?? Min. ---------------------------------------------------------------------------------- Mission one: Operation Time Lapse Location: San Francisco, California Par time: E-30 minutes; N-20 minutes; H-????? Rank: 1st Lieutenant Briefing: It's only a matter of time before Yuri brings the Psychic Dominator on Alcatraz back online. Our only chance is to use Professor Einstein's Time Machine to send us back in time and stop Yuri before he can complete his worldwide network of Psychic Dominators. Objective 1: Capture Power Plants to power the Time Machine. Objective 2: Defend the Time Machine. Objective 3: Destroy the Psychic Dominator on Alcatraz Walkthrough: Train four Engineers immediately and get the tanks to secure the two Civilian Power Plants to the south. Get the Engineers to capture them and then the tanks should head to the west to secure the two Civilian Power Plants there. Send the two remaining Engineers to capture them as well. The Time Machine will be activated and everything will be shifted back to the Soviet invasion in RA2. Use the Grand Cannons to take out the Soviet Dreadnoughts while the Guardian GIs should take care of the Kirov coming from the northwest. Repel the Soviet tank assault with the base defenses and Tanya will appear from the Time Machine. Get her to swim to the north towards the Psychic Dominator and C4 the two patrolling Sea Scorpions. Head inland and kill off the conscripts as well as the dogs around the Psychic Dominator. Shoot the barrels next to the wire fence around the Psychic Dominator then move in to blow it up. If you enjoy cut scenes you can have Tanya C4 the nuclear power plant IMMEDEATLY after the Psychic Dominator. This will NOT affect the next missions. Mission accomplished!!! *********************************************************************** Mission two: Operation Hollywood and Vain Location: Los Angeles, California Par time: E-1 hour 30 minutes; N-1 hour; H-????? Rank: Captain Briefing: Yuri has mind controlled the population of Los Angeles and is feeding the civilians into his Grinders to fund his Psychic Dominator project. If we can eliminate the Grinders, Yuri will have lost a significant source of funds. Objective 1: Destroy all Grinders in the city. Objective 2: Destroy all Yuri buildings. Hint: Not all civilians have been mind controlled. Some of them may even be able to help us in the coming battle. Walkthrough: Deploy the MCV and start building as usual. Get the GIs to head slightly to the northwest and they will find a movie actor called Flint Westwood. He is very good in repelling infantry attacks so keep him alive. Send the GIs to garrison the hotel to the northwest and train more Guardian GIs and the regular ones to help defend the base from initial Yuri attacks. Don't forget to repair the hotel when it gets damaged. Quickly build a Battle Lab and reinforcement will come which is consisted of a Battle Fortress and some regular plus some Guardian GIs. Get the Guardian GIs to enter the Battle Fortress and help defend the base while the Prism Tanks should begin to be mass-produced. When there are about ten Prisms, send them to destroy the Grinder to the east and head north to destroy the Grinder near the stadium. Send an Engineer to capture the Machine Shop along the way to the second Grinder. Destroying the second Grinder will reveal a crate of money along with a new movie actor, Sammy Stallion. Head west from here to destroy the third Grinder, again revealing another crate of money. Head to the southwest to penetrate Yuri's base defenses and destroy everything; Yuri will sell his buildings when enough damage is inflicted. Proceed to kill all his Initiates and any remaining tanks then destroy the fourth and last Grinder to the southeast, thus revealing another money crate as well as a new movie actor, Arnie Frankenfurter. Get the Prism Tanks to go to the northwest corner of the map and destroy all Yuri's buildings here. Mission accomplished!!! *********************************************************************** Mission three: Operation Power Play Location: Seattle, Washington Par time: E-40 minutes; N-30 minutes; H-????? Rank: Major Briefing: Now that we've destroyed Yuri's primary source of funds, the madman has decided to take a more direct approach. Yuri has set up a Nuclear Silo in Seattle and is using it to extort money and technical expertise from the MassiveSoft Corporation. We must save the city and MassiveSoft from Yuri's nuclear threat. Objective 1: Destroy Yuri's Nuclear Silo. Objective 2: Liberate the MassiveSoft campus. Walkthrough: SPEED is the key for this mission. Quickly get the regular GIs to garrison the Seattle Space Needle and the whole map will be revealed. Train some Snipers and Engineers then move your troops slightly northwards. Get the two Engineers to capture the two oil derricks to the southwest. Train another Engineer and get him to capture the Machine Shop to the east of the base. When the Weather Control Device is ready, fire it at Yuri's base to take out his Bio Reactors. Just before Yuri launched his nuclear missile, sell the War Factory and the two Power Plants to get the money because they will get destroyed anyway. Quickly get a sniper to take out the Yuri Clones guarding the Civilian Power Plant and send the tanks in to take care of the Lashers and Gattling Tanks. Send an Engineer behind to capture the Civilian Power Plant once it is secure then the nuclear missile timer will be halted and some more snipers will be parachuted in including a reinforcement of some tanks. Yuri will try his best to re-take the Civilian Power Plant; make sure that doesn't happen by protecting the parachuting snipers from the Yuri's tanks. Don't forget to leave a sniper and a Mirage tank near the Barracks to repel Yuri's infantry assaults. Get some more snipers to snipe the Yuri Clones near the Civilian Power Plant to the northwest of the base (along the road). Send the tanks again to secure the area and get an Engineer to capture the Civilian Power Plant. Send another tank brigade to the north and secure the Civilian Power Plant then get an Engineer to capture it. When the Weather Device Control comes back online, use it to take out Yuri's forces around the MassiveSoft campus then send in some tanks to mop up. Doing this will reward the Allies with three crates of money. Now send a small strike force (bring a sniper) along the western edge of the map and enter Yuri's base through the side entrance. Use the sniper to protect the tanks from Yuri Clones while they pound away at Yuri's Missile Silo. Mission accomplished!!! *********************************************************************** Mission four: Operation Tomb Raided Location: Egypt Par time: E-50 minutes; N-45 minutes; H-????? Rank: Major Briefing: Yuri has captured Einstein in an attempt to expedite the completion of his Psychic Dominator technology. It is imperative we rescue Einstein immediately and then rid Egypt of all Yuri forces. Objective 1: Destroy Bio Reactors around Great Pyramid to rescue Einstein. Objective 2: Destroy Yuri's base. Walkthrough: Setup the base as usual but don't forget to build a few Pillboxes around it. Load Tanya and the two Engineers into the Night Hawk Transport then fly them to the oil derricks at the eastern part of the map. Use Tanya to kill the nearby Initiates then get the Engineers to capture the derricks. Tanya should head to the north and blow the bridge connecting to the other side of the river to prevent Yuri from sending his troops. Send the Night Hawk back to base and train 3 more Engineers to capture the remaining oil derricks then start to mass-produce Prism Tanks. Now Tanya should swim across the river towards the Great Pyramid and shoot the barrel to open a hole in the wall. Go inside and kill all the Initiates then C4 all the Bio Reactors to free Einstein. A Night Hawk Transport will then come to pick him up. Get Tanya to simply destroy all the remaining Yuri buildings here. Now just station at Tanya near the riverbank to the northeast of the base to keep an eye on any incoming Yuri's Amphibious Transports. Repair the bridge that Tanya blown up earlier then send the Prism Tanks to the east and destroy Yuri's base. Mission accomplished!!! *********************************************************************** Mission five: Operation Clones Down Under Location: Sydney, Australia Par time: E-1 hour; N-45 minutes; H-????? Rank: Lieutenant Colonel Briefing: Yuri has established cloning facilities in Sydney, Australia. It is believed he plans to clone the world leaders. We must put an end to this operation at any cost. Objective 1: Find and destroy Yuri's Cloning Vats. Objective 2: Destroy Yuri's remaining forces. Walkthrough: Start by building some Pillboxes and Prism Towers around the base and garrison the building just in front of it. After a few minutes, Eva will inform the base that Yuri is sending his Boomers. Destroy them all with the Destroyers and Dolphins then Eva will transmit that the Koreans are helping by donating their Black Eagles to destroy Yuri's Sub Pen. Consolidate the base defenses then start to mass-produce Prism Tanks. Build two War Factories to increase the production rate. When enough Prism Tanks are produced, send them along the road to the southeast and destroy any buildings that Yuri garrisoned. Capture the Machine Shop along the way and there is also a Hospital at the southwestern edge of the map but it is not vital to the war effort. Get the Prism Tanks to destroy every single Yuri's units and buildings. Mission accomplished!!! *********************************************************************** Mission six: Operation Trick or Treaty Location: London, England Par time: E-40 minutes; N-30 minutes; H-????? Rank: General Briefing: Having failed to clone the world leaders, Yuri plans to capture the real ones. Defend them at the Houses of Parliament in London, England... then deal with Yuri. Objective 1: Defend Parliament from assault. Objective 2: Destroy Yuri's base. Walkthrough: A twenty-minutes timer will start, signaling the countdown until the arrival of Yuri's forces. Deploy the base and quickly pump out as many GIs as possible then garrison the Big Ben and all other buildings on the Allied side. Send more GIs to garrison the buildings next to the three bridges (2 buildings for each bridge). Get a tank and three Engineers to head to the northeast and look for a small enclosed area with three oil derricks. Blast the wire fences with the Grizzly then send the Engineers to capture the derricks; the income of cash is vital in this mission. Setup defenses around the Parliament by building some Pillboxes, Prism Towers and Patriot Missile System then deploy some Guardian GIs. Send two more Engineers to the northeast then look for a Hospital and a Machine Shop to be captured. Build the Robot Control Center and mass-produce Robot Tanks along with Prism and Mirage Tanks. Once the attack began, build some Rocketeers and IFVs, as Yuri's last assault will come in the form of 4-5 Floating Discs. Quickly shoot them down before they can do too much damage to the base. When Yuri's attacks have been successfully repelled, the Soviets will send some reinforcement. Use the Soviet navy to help destroy Yuri's Boomers later. Mass-produce on Prism Tanks immediately and send them to level Yuri's base at the northeastern side of the map. Mission accomplished!!! *********************************************************************** Mission seven: Operation Brain Dead Location: Antarctica Par time: E-1 hour and 30 minutes; N-1 hour; H-????? Rank: General of the Army Briefing: It's almost over, Commander. Yuri's plot lies in ruins. However, he still has one last Psychic Dominator located somewhere in his stronghold in Antarctica. Bring the abandoned Soviet base on Tierra Del Fuego back online and build a radar dish so that we can pinpoint Yuri's exact location. Then, with the combined might of Allied and Soviet forces, put an end to Yuri's plans once and for all. Objective 1: Build a Soviet Radar Dish. Objective 2: Destroy the Psychic Dominator in Antarctica. Objective 3: Destroy all Yuri forces. Walkthrough: Get the Engineers to capture the Soviet Construction Yard as well as the Tesla Reactor. Develop a base and garrison the army tent as well as the communication center with conscripts to help the Sentry Guns repel Yuri attacks. Send an Engineer to the north to capture the oil derrick as well as the Machine Shop to the west. Build a few Battle Bunkers and Flak Cannons to strengthen the defenses against Floating Discs as well as some Flak Tracks then build a Soviet Radar Dish when ready. Wait a while and an Allied MCV will be chronosphered to the south. Yuri's Genetic Mutator and Psychic Dominator will come online at the same time. Quickly climb the Soviet tech tree and build an Industrial Plant. Use the Allied MCV to build an Ore Purifier as well then focus on building some Grand Cannons (4 to 5) to repel Yuri's assaults. Send two Engineers to the south and grab the money crate near the two oil derricks then capture them. If Yuri's Psychic Dominator destroyed any building, simply rebuild them again. Quickly build a Weather Control Device and Nuclear Missile Silo then use them both when ready to destroy the Psychic Dominator. Mass-produce Prism Tanks and send the rolling to Yuri's base to demolish everything in the way (Beware of the Magnetrons and Master Minds). Use the nuclear missile and weather storm to help the Prism Tanks destroy Yuri's base and forces. Mission accomplished!!! Congratulations!!! This is the end of the Allied campaign. You have saved the earth from Yuri's evil plan for world domination as well as making sure that the Soviets remain as the loser in the war. Enjoy the ending!!! ï *********************************************************************** B. SOVIET CAMPAIGN *********************************************************************** Total Par Times E-7 hours and 20 minutes N-5 hours and 30 minutes H-????? Mission one: Operation Time Shift Location: San Francisco, California Par time: E-45 minutes; N-35 minutes; H-?????? Rank: Lieutenant Briefing: The world is in ruin. Yuri is poised to rule unchallenged. Only a daring Allied plan to travel back in time stands between Yuri and total domination. But Yuri must pay for his betrayal at Soviet hands, not Allied. We must capture the Time Machine and travel back ourselves. Objective 1: Destroy the Allied Navy and Grand Cannons. Objective 2: Destroy Pill Boxes around Time Machine to capture it. Objective 3: Capture 4 Power Plants to power Time Machine. Objective 4: Take control of Soviet base and use it to destroy the Psychic Dominator. Walkthrough: Start by destroying the Allied Navy with the Submarines, Giant Squids and Sea Scorpions. Use the Dreadnoughts to take care of the two Grand Cannons. When it is done, they will retreat and four Amphibious Transports will land at the waterside then unload some units. Sophia will appear to give some explanations on Boris. Move Boris forward followed by the other units behind. Head to the southeast to reach the Time Machine while destroying any opposition and use an Engineer to capture the tech hospital on the way (make sure that the patrolling Grizzly Battle Tanks around are destroyed first). Ram through the wire fences with the Rhino Heavy Tanks and kill the GIs. Use a second Engineer to capture the Machine Shop next to the Time Machine while the others should be pounding away at the Pillboxes. A group of Engineer will be parachuted in. Use the Rhinos to secure the four nearest Civilian Power Plants and get the Engineers to capture them. Be on the lookout for Yuri's Amphibious Transports, as he will try to capture the Civilian Power Plants as well. If he managed to do that, just send an Engineer to re-capture it again. After four Civilian Power Plants have been captured, the Time Machine will be activated. It turns out that the Engineers put too much energy, causing the time shift to travel back to 65 million years ago. Get the troops to stay were they are and protect the Time Machine from the incoming T-Rexes for about one and a half minute. After a few moments, time shift will occur again and this time the troops will find themselves in the middle of the Soviet invasion in RA2. Re-capture the Machine Shop next to the Time Machine and head to the northwest along the road to take control of the Soviet base. Quickly get Boris to head to northeast and destroy Yuri's Lasher Tanks near the Grand Cannons. The Rhinos should come in to help destroy the lone Gattling Cannon nearby. Load Boris into the Amphibious Transport and ferry him over to Alcatraz Island. Boris should disembark and kill off all the Initiates then call an air strike to destroy the Psychic Dominator. Mission accomplished!!! *********************************************************************** Mission two: Operation Deja Vu Location: Black Forest, Germany Par time: E-1 hour 30 minutes; N-1 hour; H-????? Rank: Senior Lieutenant Briefing: We lost the battle here in the Black Forest the first time around and were eventually defeated by the Allies with the help of Einstein's Chronosphere. This time, we must not fail. Destroy Einstein's Laboratory and Chronosphere to ensure Soviet victory in our war against the Allies. Objective 1: Destroy the outposts guarding the German border. Objective 2: Destroy Einstein's Laboratory and Chronosphere. Walkthrough: Use the V3 rockets to take care of the outposts then send the Rhinos and Flak Tracks to the north. Go all the way to the west and go south towards the Chronosphere. Destroy all the oppositions along the way and charge the towards Einstein's Lab. Shoot the barrel to destroy his lab then focus on the Chronosphere. Mission accomplished!!! *********************************************************************** Mission three: Operation Brain Wash Location: London, England Par time: E-40 minutes; N-30 minutes; H-????? Rank: Captain Briefing: The Allies have discovered a Psychic Dominator in London, England. Yuri has taken control of the Allied strike force to help defend his near- complete Dominator. Free the Allies and join forces with them to defeat Yuri... but beware, the Dominator could become operational at any moment. Objective 1: Destroy the Psychic Beacon. Objective 2: Destroy the Psychic Dominator. Objective 3: Finish off Yuri's forces. Walkthrough: Get Boris to board the Amphibious Transport and ferry him to the north and land near the cruise ships. Destroy the Grizzlies ad Lasher Tanks here then proceed to the northwest. Target the Psychic Beacon and call in an air strike to take it out. The Allied base will come under Soviet control and Tanya will join Boris. A ten minutes timer for the Psychic Dominator will start. Get Tanya and Boris to go to Yuri's base at the northeastern edge of the map. Circle around from the left and use Boris to target the Bio Reactors. Yuri will counter by sending his Lasher Tanks. The tanks will blow a hole on the wall so sneak Boris and Tanya inside. Try to take out as much Bio Reactors as possible by using air strikes to deprive the base of power. When the base's power is down, simply use Tanya or Boris to shoot the barrel outside the Psychic Dominator's wall then send Tanya inside to C4 it. Yuri will sell all his buildings after the Psychic Dominator is destroyed; kill the remaining Yuri's forces. Mission accomplished!!! *********************************************************************** Mission four: Operation Romanov on the Run Location: Morocco Par time: E-1 hour; N-40 minutes; H-????? Rank: Major Briefing: Premier Romanov has been shot down by Yuri's forces. We must locate the Premier and take him to the airport so he can be rescued. Yuri has built a tough defense around the airport that we need to eliminate before the Premier's rescue will be secure. Objective 1: Locate Premier Romanov and protect him. Objective 2: Destroy Yuri's base guarding the airport. Objective 3: Take Romanov to the airport once it is safe. Walkthrough: Setup the base as usual and build a couple Battle Bunkers to counter the initial Yuri attacks. Send an Engineer to capture the oil derrick to the northeast (near the small Yuri base there). Build a Sentry gun nearby to protect it from Yuri's forces. Build two more War-miners to increase cash flow then start building some Rhino Heavy Tanks. Quickly develop the base and build the Industrial Plant to cut the cost of building vehicles then mass-produce the Rhinos (build two War Factories to increase production rate). Use the Spy Plane when it is ready to reveal the eastern part of the city; the Premier is hiding inside the building called "Rick's Place". Yuri will occasionally attack the base with some Lasher and Gattling Tanks along with some Initiates plus some Yuri Clones but the Battle Bunkers should be able to take care of them. While waiting for the tank production to finish, use the Spy Plane to clear as much of the map as possible. Start attacking the central part of the city and wait for the reinforcement to come, this is consisted of three desolators and two Crazy Ivans. Build five V3 Rockets and use them to fire at the buildings garrisoned by Yuri Initiates while the desolaters should be close to the buildings so they can kill the Initiates once they come out of the building. Bring the Rhinos over to destroy Yuri's Barracks and the four Gattling Cannons nearby. Go across the bridge on the river and put the Apocalypses and Desolators on the bridge as a "cork" to repel the endless Initiates and Battling Tanks that Yuri is going to send. The V3 should fire their rockets SIMULTANEOUSLY to take out the Gattling Cannons at the entrance followed by the Psychic Towers. Send in the Rhinos when the obstacles are cleared to destroy Yuri's base. When the mop up operation is completed, go to the eastern part of the city and approach "Rick's Place" while clearing any opposition along the way. The Premier will come out after a short cut scene. Simply escort him to the airport. Mission accomplished!!! *********************************************************************** Mission five: Operation Escape Velocity Location: An uncharted island in the Pacific Ocean Par time: E-1 hour 30 minutes; N-1 hour and 15 minutes; H-????? Rank: Lieutenant Colonel Briefing: We have uncovered Yuri's secret Submarine Base on an uncharted island in the Pacific Ocean. The threat of Yuri's Boomer Subs must be neutralized! Objective 1: Pick a landing zone and construct a base. Objective 2: Locate and destroy Yuri's Submarine Pen. Objective 3: Finish off all remaining Yuri forces. Walkthrough: Get everyone to land at the southern landing zone while destroying Yuri's Boomers along the way. Setup a base and train three Engineers to capture the oil derricks further to the west. Build a few Battle Bunkers near the westernmost oil derrick to protect against Yuri's troops, which are usually consisted of Initiates, Viruses, Brutes, Yuri Clones and Lasher Tanks. Build two War-miners as usual and develop the base until Sophia introduced the Siege Chopper. Build an Industrial Plant then there are three choices from which to decide how to complete this mission. The first method is to mass-produce Siege Choppers. Destroy Yuri's base from behind by landing on the ridges and deploying into artilleries before advancing slowly towards the Submarine Pen. The second method is to mass-produce Kirov Airships and charge the Submarine Pen, hoping to destroy it before getting shot down by the Battling Cannons. The third method is to mass-produce submarines and head to the Submarine Pen while fighting off Yuri's Boomers. When the Submarine Pen is destroyed, Sophia will inform the Soviets that Yuri's base is actually a launching facility for a spacecraft. Mission accomplished!!! *********************************************************************** Mission six: Operation To The Moon Location: The Moon Par time: E-55 minutes; N-45 minutes; H-????? Rank: Colonel Briefing: Yuri plans to launch himself to the moon after initiating his Psychic Dominator wave over earth. We need to install a base on the moon so we can build an attack force capable of destroying Yuri's moon bases and his Lunar Command Center. Objective 1: Find a location to build a base. Objective 2: Locate and destroy Yuri's Lunar Command Center. Objective 3: Destroy Yuri's remaining base. Walkthrough: Welcome to the moon! Move the MCV to the east and setup a base on the flat land there. Develop the base as usual but there is no need to build a War Factory. Focus on building some Flak Cannons and Sentry Guns to ward off any Yuri attempt to destroy the base. Train as many cosmonauts as possible (until there is no more money if possible) and head north to look for Yuri's base. Sell off some of your buildings (not the barracks) to get more cosmonauts. Yuri has three bases. Once you destroy the smaller bases, sell all of your buildings and defenses but you barracks and radar. Then build more cosmonauts. The main one occupies almost half of the map. The other two smaller bases are located at the western and eastern edge of the map respectively. Get the cosmonauts to hit the smaller bases first but only take out the Bio Reactors aside from the attacking units. Head to the main base and repeat the same process in order to disable all the defenses. Mopping up should be easy when the defenses are down. Destroy every single one of Yuri's buildings and units including the Lunar Command Center. Mission accomplished!!! *********************************************************************** Mission seven: Operation Head Games Location: Transylvania Par time: E-1 hour; N-45 minutes; H-????? Rank: Marshal of the Soviet Union Briefing: Hoping to hide from your onslaught, Yuri has retreated to his ancestral home in Transylvania. We cannot allow him any respite or he will only rally his forces and return again to threaten us all. Eliminate Yuri now and forever! Objective 1: Destroy Yuri's Fortress. Walkthrough: Deploy the MCV and start building as usual. Build a couple Battle Bunkers to ward off Yuri's initial assaults. Build one or two Flak Cannons as well. QUICKLY build five Flak Tracks and scout to the north with the Spy Plane's help to prepare for the two Kirovs that will come later. Assemble a small strike force and head to the northeast of the base to find a small town with a Grinder in the middle. Destroy it to find a crate, which will boost the income slightly. Head to the north from here to find a secret tech lab, capture it with an Engineer. Head to the west just across the river to find another small town and a Grinder, destroy it to find a money crate. Quickly build a Nuclear Missile Silo and Yuri will comment that he will make one as well. Roughly three minutes later, he will have one as well. Approximately two minutes later, the Allies will have a Weather Control Device as well. Wait again for another two minutes and Yuri will have a Psychic Dominator. Don't worry and keep protecting your base from Yuri's attacks. If anything gets destroyed, rebuild it again. When the nuclear missile is ready, launch it to destroy the Psychic Beacon controlling the Soviet base. Wait for the next nuclear missile to be ready while building some more defenses to protect against Yuri or build up a strike force. When the missile is ready, fire it to destroy the Psychic Beacon controlling the Allied base then start building some Prism or Robot Tanks. Combine them with the Soviet strike force that had been built earlier then launch a powerful attack to Yuri's base from both side. If the nuclear missile or weather control device is ready before the assault began, use them to destroy Yuri's Bio Reactors so the defenses will be down thus making the strike force's task to be easier. Ignore any other buildings; focus only on Yuri's Fortress then destroy it once and for all. Mission accomplished!!! Congratulations!!! This is the end of the Soviet campaign. You have saved the earth from Yuri's evil plan for world domination as well as establishing a new golden era of Soviet supremacy under Premier Romanov. Enjoy the ending!!! ^_^ ----------------------------------------------------------------------- 6. Credits I have been playing Yuri�s Revenge for a year and still am not tired of it. I meet some extremely nice people online who I can talk to for hours and play with for hours. The possibilities of this great game are endless. If you want to talk with me, you can find me (at least most of the time) online playing Command & Conquer Red Alert 2 Yuri�s Revenge�. My username is usually link9404 (sometimes jeremycg) and I would love to meet someone who loves this game as much as me! You may also E- mail me if you wish to set up a time to play. Also, you can page me if I�m online. I also host a new clan named �World War 5� and a full one named �reddeath101� and I need more people to join my new clan. All you have to do is have a decent WOL rank and impress me, so if you are interested don�t hesitate to e-mail me or look for me online play Yuri�s Revenge! ********************************************************************************* A. IMPORTANT!!! If you see this FAQ on a site other than the ones below please notify me immediately!!!! www.cheatcodes.com www.cheatplanet.com ANY reproduction or presenting of this FAQ without my permission is strictly against the law. If you want to have this FAQ on your web page you MUST let me know!!! I have heard stories of people using other peoples FAQs and making money of them. I will NOT let you off that easily! And you don�t want to try me!! ================================================================= B. Good Games GREAT RTS GAMES: 1. Real War Rogue States � Similar to Red Alert 2, Real War has air: Carpet bombers, fighters, and much more; sea: mines, subs, carriers, and more; and land: infantry, tanks, minelayers, and much more. In Real war you are the commander (like RA2). One difference is the looks. Supplies aren�t nearly as hard to get and the building don�t just unfold on the ground. Also the buildings look more realistic. I would recommend this game to anyone who likes RA2 and/or YR. 2. The best one on the list is of course Yuri�s Revengeï. 3. Another good one is Battle Realms. This game has four clans and is a game that takes place in the past. You control peasants, warriors, horses, and heroes. 4. One of my favorites is Age of Mythology. In this game, you can pick from a dozen major gods to worship. You build temples, town centers, hill forts, and sometimes wonders. This game also has about 35 AWSOME campaign missions and the expansion, The Titans, is also worth buying. C. Appreciations - (The name of the people who read and responded are in order by date I got there e-mail). Westwood - for creating the expansion pack to Red Alert 2!!! westwood.com - for providing so much information. Me - for writing this FAQ. ï You - for reading this FAQ of mine. ï Cheatcodes.com � for posting my FAQ Cheatplanet.com � for posting my FAQ Thanks for reading and responding: Me-Brian G. (California, United States of America) Justin C. (Texas, United States of America) Chad B. (Michigan, United States of America) Dave A. �DD � Dangerous Dave� (London, England) Jafar M. (England, Great Britain) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 7. Frequently Asked Questions <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Q. Is there a Yuri campaign? If there is how do you get it? A. No. There is no campaign were you are Yuri. Q. How many campaign missions are there for each side? A. There are 7 missions for both the Soviet and the Allied forces. Q. What are the 4 new tech buildings? A. The new tech buildings are: Hospital - You don't have to send infantry into the hospital to heal them (all infantry gradually heal when you control a hospital). Machine Shop - This is the same as the hospital except for vehicles. Secret Lab - You get a random country's, special ability (ex. Black Eagles). Tech (civilian) Power Plant - You see these mostly in the campaigns. Gives the owner power (I think 250). Q. Have another question? A. E-mail me at [email protected] To top of document.