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

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Yuri's Revenge FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky ([email protected])
Last updated October 14, 2001 (Version 1.1) 

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

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

A.	Allied units

B. Allied structures

C. Soviet units

D. Soviet structures 

E. Yuri's units

F. Yuri's structures  

G. Tech Buildings

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 Trick or Treaty
      Mission 7: Operation Brain Dead
      
   B. Soviet campaign:
      Mission 1: Operation Time Shift
      Mission 2: Operation Deja 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 

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1. Updates

October 12, 2001: Just started the FAQ today. I had put the format in 
and managed to finish the Soviet walkthrough. More will probably be 
coming tomorrow or I might resort to my Commandos 2 FAQ... (Version 
1.0)

October 14, 2001: Finished the walkthrough for the Allied missions at 
quarter past twelve in the morning. The last mission was quite tough 
but it doesn't prove to be a challenge once the trick had been 
discovered... Should be starting the new units' descriptions soon as 
well as continuing my Commandos 2 walkthrough. (Version 1.1)

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2. Introduction

Please note that I'm very busy with schoolwork (I'm a grade 12 student) 
and updates may be very slow. I will try to update as often as I can 
but the major ones will only come during weekends. This is my second 
FAQ so I hope you will forgive me on any mistakes and errors. If you 
have any critics, suggestions, comments and things to add, don't 
hesitate to email me at [email protected].
One more thing, this FAQ is protected by the international Copyright 
Law so if there's anyone who wants to post this FAQ in his or her site, 
YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people 
plagiarizing other people's FAQ to make money and believe me, writing 
FAQ is not easy and to you know how it feels if your hard work is used 
by other people. So for all plagiarizers out there, be warned that if 
you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT 
EASILY!!!

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3. Game Overview

Red Alert 2 is one of the best RTS games ever created (in my opinion at 
least). Everything was just amazing!!! The units and structures are 
absolutely fantastic and equally balanced on both sides. The heart-
thumping music just adds to the excitement of the game whether you're 
playing in the single player mode or battling other people online. And 
on top of that, the cut scenes are absolutely superb which will engross 
you deeper in the storyline...   

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4. Units and Structures

***********************************************************************
A. ALLIED UNITS
***********************************************************************

+++++Infantry+++++

Guardian GI
Cost: 400
Weapon: Assault rifle, anti-tank missile
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:

Navy SEAL
Cost: 
Weapon: 
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: 
Tech level:

+++++Vehicles+++++

Battle Fortress
Cost: 2000
Weapon: Heavy machine gun
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Battle Lab
Tech level:

Robot Tank
Cost: 800
Weapon: Short-range rocket pods
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Robot Control Center
Tech level:

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

Robot Control Center
Cost: 600
Strength: 
Armor: Light
Sight: 
Power: 
Prerequisite: 
Tech Level:

***********************************************************************
C. SOVIET UNITS
***********************************************************************

+++++Infantry+++++

Boris
Cost: 1000
Weapon: AKM machine gun, flare gun
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Radar Tower
Tech level:

+++++Vehicles+++++

Siege Chopper
Cost: 1400
Weapon: Machine gun, 155mm cannon
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Radar Tower, Battle Lab
Tech level:

Spy Plane
Cost: Free with radar tower
Weapon: None
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities: None	
Elite abilities: None
Prerequisite: Radar Tower
Tech level:

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

Battle Bunker
Cost: 300
Strength: 
Armor: Medium
Sight: 
Power: 
Prerequisite: 
Tech Level: 

Industrial Plant
Cost: 2000
Strength: 
Armor: Light
Sight: 
Power: 
Prerequisite:
Tech Level: 

***********************************************************************
E. Yuri's units
***********************************************************************

+++++Infantry+++++

Initiate
Cost: 300
Weapon: Psychic blast bolt
Strength:
Armor: None
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:

Virus
Cost: 700
Weapon: Viral dart gun
Strength:
Armor: None
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks, Psychic Sensor
Tech level:

Brute
Cost: 500
Weapon: Big hands
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:

Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 
Tech Level: 1

Engineers can repair your damaged buildings back to full health again. 
They also can repair destroyed bridges. Just order them to go into the 
bridge hut and the bridge will be automatically repaired. 
Not only that, you can also tell them to defuse Crazy Ivan's bombs by 
targeting the affected units or structures. 
However, the most useful feature is probably their ability to capture 
buildings. Just order them to enter the intended building and it will 
be yours straight away. They are also needed to capture neutral Tech 
Buildings for your own benefits.

Yuri Clone
Cost: 
Weapon: 
Strength: 
Armor: 
Sight: 
Speed: 
Veteran abilities: 
Elite abilities: 
Prerequisite:  
Tech Level: 

Yuri Prime
Cost: 
Weapon: 
Strength:
Armor: 
Sight: 
Speed: 
Veteran abilities: 
Elite abilities: 
Prerequisite:  
Tech Level: 

+++++Vehicles+++++

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

This is the origin of your most important building, the Construction 
Yard. Basically, you just have to deploy it by clicking D and it will 
magically transform itself into a Construction Yard in one second. 
When in multiplayer, if you create a game, you will be given the option 
to enable "MCV Repacks" or not. If you choose to do so, you can order 
the Construction Yard to transform back into an MCV thus letting you to 
deploy it somewhere else.  

Slave Miner
Cost: 2000
Weapon: None
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory
Tech level:

Chaos Drone
Cost: 1200
Weapon: 
Strength:
Armor: 
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: 
Tech level:

Lasher Tank
Cost: 600
Weapon: Short-range anti-tank shell
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory
Tech level:

Gatling Tank
Cost: 
Weapon: 
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: 
Tech level:

Master Mind
Cost:
Weapon: 
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: 
Tech level:

Magnetron
Cost: 1200
Weapon: Magnetic beam, magnetic field
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Psychic Sensor
Tech level:

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

These specially designed hovercrafts are mainly used to transport units 
and vehicles from one place to another in a short time. They can cross 
over water also so they can be used to transport units from one island 
to another. However, they have no weapons at all and the light armor 
makes them very vulnerable to enemy fire. 
Be warned that if an Amphibious Transport is destroyed while traveling 
across water, all the units and vehicles on board will also be lost so 
take all the necessary precautions to prevent that from happening by 
escorting it with some naval support.      

Boomer
Cost: 2000
Weapon: Torpedoes, cruise missiles
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Sub Pen
Tech level:

Floating Disc
Cost: 1500
Weapon: Transport beam, small laser
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Battle Lab
Tech level:

***********************************************************************
F. Yuri's structures
***********************************************************************

Bio Reactor
Cost: 600
Strength:
Armor: Light
Sight:
Power:
Prerequisite: 
Tech level:

Barracks
Cost: 
Strength:
Armor: 
Sight:
Power:
Prerequisite: 
Tech level:

Grinder
Cost: 600
Strength:
Armor: Light
Sight:
Power:
Prerequisite: 
Tech level:

Gatling Cannon
Cost: 1000
Strength:
Armor: Heavy
Sight:
Power:
Prerequisite: 
Tech level:

Psychic Tower
Cost: 1500
Strength:
Armor: Heavy
Sight:
Power:
Prerequisite: 
Tech level:

Genetic Mutator
Cost: 2500
Strength:
Armor: Medium
Sight:
Power:
Prerequisite: 
Tech level:

Psychic Dominator
Cost: 5000
Strength:
Armor: Medium
Sight:
Power:
Prerequisite: 
Tech level:

***********************************************************************
G. Tech Buildings
***********************************************************************

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5. Walkthrough

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

Playing easy difficulty would mean less aggression from the enemy and 
they will seldom attack your base. The enemy's base defenses are not 
that strong also. You are also given an excessive amount of par time.
Playing normal difficulty would mean more aggression from the enemy and 
they will be commencing more frequent assault to your base. The bases 
are usually moderately defended. Par times are shorter and will prove 
to be quite challenging. 
Playing hard difficulty would mean that the enemy will be very 
aggressive and your base will be pounded from time to time with a 
shorter interval between one assault and the next one. Enemy bases are 
always heavily defended and you will need to assault it several times 
before completely destroying it. Par times are very short and timing is 
really crucial if you want to finish the mission under the time limit.  
    
***********************************************************************
ALLIED CAMPAIGN
***********************************************************************

Mission one: Operation Time Lapse
Location: San Francisco, California
Par time: 20 minutes 
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. Mission accomplished!!!  

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

Mission two: Operation Hollywood and Vain
Location: Los Angeles, California
Par time: 1 hour
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: 30 minutes
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 
Gatling 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: 45 minutes 
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: 45 minutes
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: 30 minutes
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: 1 hour
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!!! ^_^   

***********************************************************************
SOVIET CAMPAIGN
***********************************************************************

Mission one: Operation Time Shift
Location: San Francisco, California
Par time: 35 minutes 
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. 

Zofia 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 Gatling 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: 1 hour
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 destroy then focus on the Chronosphere. Mission accomplished!!!   

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

Mission three: Operation Brain Wash
Location: London, England 
Par time: 30 minutes 
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: 40 minutes
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 Gatling 
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, which 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 radiate the ground to 
kill the Initiates once they come out of the building.   
Bring the Rhinos over to destroy Yuri's Barracks and the four Gatling 
Cannons nearby. Go across the bridge on the river and put the Rhinos at 
near Yuri's base as a "cork" to repel the endless Initiates and Gatling 
Tanks that Yuri is going to send. The V3 should fire their rockets 
SIMULTANEOUSLY to take out the Gatling 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 cutscene. Simply escort him to 
the airport. Mission accomplished!!!

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

Mission five: Operation Escape Velocity
Location: An uncharted island in the Pacific Ocean
Par time: 1 hour and 15 minutes
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 Zofia 
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 
Gatling 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, Zofia 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: 45 minutes
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. If necessary, sell 
off the other buildings to get more cosmonauts.  Yuri has three bases. 
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: 45 minutes
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 

God - for giving me the ability to write.

Westwood - for creating the expansion pack to Red Alert 2!!!

C Jay C - for posting this FAQ. 

Me - for writing this FAQ. ^_^

Grace Yeo - for being my girlfriend. ^_^

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

This FAQ is Copyright 2001 of Nadia Varkovsky. 

This work is supposed to appear only on these following websites: 
1. http://www.gamefaqs.com 
2. http://www.red2.org 
3. http://www.orten.org 
4. http://vgstrategies.about.com 
5. http://DLH.Net 
6. http://www.cheatcc.com 
7. http://www.actiontrip.com 
8. http://gameguru.box.sk 
This FAQ is not supposed to appear in any other places or websites 
other than those listed above. This FAQ is not to be edited, altered or 
changed in any way without the author's permission. 
Lastly, any further questions, comments, critics, suggestions and 
additional info should be forwarded to [email protected]. 



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