Command & Conquer Red Alert 2 Yuri's Revenge FAQ - Guide for Command & Conquer: Red Alert 2: Yuri's Revenge

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PC

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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)
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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 say.

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.

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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)

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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!

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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!!!   

***********************************************************************
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 Revenge.

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. 

You - for reading this FAQ of mine.  

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]

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