FAQ/Strategy Guide - Guide for Command & Conquer: Red Alert 2

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\\\\\\\\\\\\\\-----COMMAND & CONQUER--------\\\\\\\\\\\\\\\\\\\


Red Alert 2 FAQ/STRATEGY GUIDE.

____The whole world must fall to the Soviets, and nothing will stop the 
rage that we unleash...


Version Information
-------------------
V1.1.
I added some stuff from Scott Batass (aparently, he's a veteran player). I've 
also finished up the advanced strategies for the Allied Forces and the 
Soviets. Please mail any strategies/hints/sugestions/junk you have to me at 
[email protected] (can't say it enough).
I will also make a walkthrough for the game with a lot of different strategies 
from a lot of people (at least I hope there are people out there who want to 
cooperate). This way I want to make sure that everyone finds the strategy to 
his liking.


Version 1.2.
-----------
Well, I added the first big part of my Allied Walkthrough, and added a 
complete Allied Walkthrough from Scott Batass (it's real good, a must read if 
I can say so myself). I'll add the finishing parts of mine in the next 
weekend, in school we have some last minute tests before the exams. Also, 
I am 
waiting for anybody else who wants to see his mission walkthroughs in this 
FAQ. Just send them over to [email protected], and you'll earn an 
honorable place withing this document, and you'll earn credits of course 
(ahem). I hope to sttart the Soviet Walkthrough in the next update, and finish 
it before my exams; I hate to leave something unfinished for long. After the 
walkthroughs, I will get back to the main point of this FAQ, strategies. I 
have some stuff to add, but I really am running out of time, but when the 
vacations kick in, you may certainly expect a lot of updates to thsi FAQ. See 
ya next time.

Version 1.3.
------------
So, looks like we see eachother again for another update to thsi FAQ. I said 
I'd wait for the walkthrough to be finished completely before moving on with 
other sections, bt I just oculdn't resist the temptation to start writing other 
things as well, which lead to a BAD test result in school, but I don't mind 
anyway. Okay, so I finished the Allied Walkthrough, and I'm getting through 
the Soviet one, I will try my best to finish it in the next update.





[TABLE OF CONTENTS]
\------------------\
1) Introduction
2) What is Red Alert 2 - Game Features
3) Allied Units/structures/specials
4) Soviet Units/Structures/specials
5) Tactical information on units/structures/specials
6) Main defensive tips for Allies
7) Main offensive tips for Allies
8) Main dtips for Soviets
9) Main offensive tips for Soviets.
10) Advanced strategies
10.1) Allies
10.2) Soviets
11) Mission Walkthroughs
11.1. My Walkthroughs
11.2. Reader Walkthroughs
11.2.1. Scott Batass' walkthroughs
12) Unholy Alliance strategies.
13) Contact Information
14) Credits

\----------------------------------------------------------------------------\
1) Intorduction.
\---------------\
Hi guys, here's a strategy guide for the awesome game Command & 
Conquer: Red Alert 2. Caution: There is no walkthrough in here, howev 
Im considering adding one in the next major update, so stay tuned! For the 
moment you can find all the things you need to know about Red Alert 2, 
and how to strategically make your enemies angry, paranoid, distracted 
and the like. Never forget: Your best defense is offense, but don't 
compromise your defensive strength because you want to attack. Try to 
take your time and hope the enemy isn't too quick about it either. If he is, 
make an efficient attack force, and strike back (just to scare him or to 
damage him in the early stages of the game).

You can use strategies in this guide in the campaigns, but certain missions 
only give you certain units to build, and strategies listed here mostly use 
all 
types of units, so in the first mission, you won't be able to do a lot with 
these missions. I'm sure there is/there'll be a good guide for this, in the 
mean time, I'm working on one of my own. You may be sure that there'll be 
a Primagames Unofficial strategy guide, or one of those superb Game 
Guides of IGN!

I hope you like this FAQ, if not, tell me what's wrong. Also, if anybody 
wants to contribute to this FAQ, you are more than welcome! Just mail your 
additions to: [email protected], and use Red Alert FAQ as you 
subject, thank you. I'm trying to make this guide as big and as precise as 
possible (well that Walkthrough should help a bit). Okay, so without further 
addo, let's start.


--------------------------------------
2) What is Red Alert 2 - Game features.
\-------------------------------------\
Alright, here's the section where the newbies will find some info about this 
game, and of course my personal review. Also I'll go a little deeper into the 
game features of Command & Conquer: Red Alert 2.


First we need to look back a bit, to the very well-known Red Alert, the 
original. It begins when Einstein and an assistant make a time machine to 
teleport back in time, and prevent WWII from happening. They suceed in 
killing Hitler, but instead of WWII, there is an even bigger threat about to 
overrun the world: The Soviet Empire commanded by Stalin. Their tanks 
roll into the nearby countries and take them over without problem. Allied 
powers know that they have to act against this threat. There's only one 
problem, they lack the firepower to pose a big threat to the Soviets. The 
Allies rely on long-range assaults and quick air strikes, while the Soviets 
try 
to demolish the Allies with brute force, even with atomic weapons. After a 
long strugle, the Allies manage to kill Stalin and end the war. They choose 
a dictator, Romanov, to control and rebuild the Soviet remains. However, 
Romanov builds up the Soviet army and makes it stronger than ever. He 
plans on striking directly in the United States. Using his Cloning Vats he 
makes new soldiers faster than ever. They quickly overrun the surprised 
Allies, and they have to rely on newly developed technology to defend 
themselves...   And that's where the game starts. Are you up to it?

So what are some cool features of Red Alert 2 you ask? Well, first off, the 
camera is zoomed in much closer than in Tiberian Sun, which means 
cooler gameplay, and better graphics. On a sidenote, I was impressed with 
the minimum system requirements for a Command & Conquer RTS.... 
Anyways, you'll fight in real-life locations now, no more "Where the hell am 
I?????"-quistions. You'll be able to fight in New York, Paris, Texas, 
Chicago, Washington, somewhere in Germany I believe (I'm not that far 
yet...), and Siberia. Sounds pretty cool. Add to that, there's cars, a lot 
more 
buildings, and better gameplay rules if you ask me. I'll get to that a little 
later. The sound has gotten a lot of improvement, you'll now hear "sounds 
of the enviroment", which means birds, tanks, infantry marching, cows 
making that anoying noise and so on. Multiplayer has gotten some 
improvement as well. First you've got "Unholy Alliances", which gives you 
both an Allied and a Soviet MCV. VERY NICE. Here you have to be kind of 
strategic, since where for example the Allied lacks heavy armor, the 
Soviets make up for that nicely. So you'll have to work with deceptions and 
direct assaults while your enemies are occupied elsewhere. I'll cover this in 
the appropriate sections. Further more there are modes like naval war 
(you're left on a small island and you're enemy is on an other island", Land 
Rush (you start in a completely revealed map( and Meatgrinder (you can 
mainly use infantry and tanks). And IGNPC gives it a 9.3, so what are you 
waiting for (they won't lie about it...). 

--------------------------------------
3. The Allied Forces
\------------------\
Units
-----
Infantry
--------
GI Soldier
----------
Description: A well-trained infantryman with a powerful machinegun. He's 
more than a match for the Russian Conscript. He can deploy his 
machinegun and hold is ground, or you could place him in a building 
(yeah!!! Why not the Mac Burger King in the first missions?). When you 
"garrison" your GI, he will stay in the building and fire at anything that 
passes. This adds to the already massive strategic planning you need to 
do. This is especially handy as your infantrymen can take potshots at the 
marauding enemy forces, weakening them before they reach your base. 
And they aren't too expensive as well. What I'm trying to say is: DO NOT 
OVERLOOK THESE GUYS!
Weapon: .50 Caliber Machinegun


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even 
Tanya will be toast. They are pretty fast compared to most infantry and they 
can sniff out spies for you (assuming your enemy is Allied or you are 
playing Unholy Alliance). Always keep some in your base. They'll kill the 
Engineers that try to sneak in and capture some buildings. I've had it 
happen once and it isn't pretty (lucky enough for me he took only my Power 
Plant, I was able to kill his 4 companions). 


Rocketeer
---------
Description: You can call these guys the Jump Jet infantry of Tiberian Sun, 
there only a lot cooler if you ask me. I only found them useful in one 
department: to weaken approaching attack forces. Soviets mostly send 
heavy tank assaults to make you shiver. Just send a dozen Rocketeers to 
them, and half of them will be destroyed when they reach your base. Their 
weapons aren't impressive if you ask me, they're just good help.
Weapon: Light Machinegun


Chrono Legionnaire
-----------------
Description: This one can be a real pain in the butt. What he does is wipe 
the enemy units you target from the map. The only problems are that he 
ain't strong and that he doesn't fire fast. So, keep these guys safe and 
victory might just be much easier...
Weapon: Chrono Rifle (or something like that)


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He 
hasn't gained the speed yet hehe, but he can do a butt load of things.
First, he can take over an enemy building and turn it to your side. 
Secondly, he can repair your own structures. Just send him inside and he'll 
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the 
bridge control station. Once that is done, it will be safe to move along your 
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, 
hospitals, etc.), to help you in your efforts. This can prove very useful in 
the 
heat of battle. By supplying you with a steady flow of cash, paratroopers, 
free healing, repair etc. you could easily turn the tides on the enemy and 
kill 
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t 
explosive threats that you might encounter. This makes him the ideal 
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these 
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tanya
-----
Description: Your ideal special agent, Tanya will perform her duties quite 
nicely. She has a woopin' amount of firepower with her, and she can handle 
infantry attacks very well. Just don't use her against armored units, she'll 
probably die. Structures however, are very popular targets for Tanya. She 
just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If 
you are lucky, the AI won't have much of defenses, and when the time 
comes that he threatens to destroy/harm you, just send Tanya in and clean 
out the super weapons. I've actually done it several times and it performs 
nicely! 
Weapon: Dual Colt45 pistols and C4 charges


Spy
---
Description: This one is vital to your strategy. In Red Alert, your spy could 
do a handful of things, but in my opinion it is much harder to discover a spy 
in RA2 than it was in the original. Still the best defense would be to place 
your dogs in Guard mode. A spy can do much more this time. Here's a 
rundown.
1) Get him into a refinery and he will steal some cash for you!
2) Get him into the Power Plant and he will shut off the power for 1 minute 
(VERY useful)
3) Get him into your enemy Radar Tower/Air Force Command GH and he 
will reset the shroud.
4) Get him into the Barracks/War Factory and he will make your units 
Veteran.
5) Get him into the Battle Lab and he will offer you a new unit to build.
Just don't come to close to enemy Guard Dogs, as they will sniff out your 
spies pretty quickly.





Vehicles
--------
Chrono Miner
------------
Description: Without this, you'll die. That is the simplest description that I 
can give you. for old-school Command & Conquer players, you can call it 
the Harvester, but with extra teleportation ability. It has to drive to the 
Ore 
fields but it can teleport back to your base. This spares a lot of time, and 
you don't have to build that many to have a steady flow of cash! It doesn't 
have any weapons like its Soviet counterpart. It can crush infantry of 
course.


Grizzly Battle Tank
------------------
Description: This is the main armor unit of the Allies. It has heavy armor, 
good strength and good firepower, however the Soviets Heavy Tank is 
better in every aspect but speed. It will certainly be the bulk of your forces 
in the whole game. In my opinion, it goes pretty fast for a tank. The nice 
thing is, because of its cheapness, you can send wave after wave of them 
to assault the enemy base. While you're first wave is attacking, you start 
building another wave. It should be almost or even completely finished 
when your tanks are destroyed. You must make sure that you have a 
constant flow of cash though. Capture an Oil Derrick, or build a bunch of 
extra Ore Miners to give fast money.
Weapon: 105mm Cannon


Infantry Fighting Vehicle (IFV)
------------------------------
Description: Just your plain old APC. But this time, there are some special 
forms of the IFV. You can produce regular IFV that you pump full of 
infantry. These have some weapons (including the infantry's weapons of 
course), but you can also produce a Repair IFV, which functions a little like 
the MRV in TS. You send it to a unit and your IFV will repair it. It has its 
uses, but personally, I'd go with the Chopper. Just for those who can't figger 
it out, you have to put an Engineer in the IFV to make it a REpair IFV. 
Also, I've received some very nice tips from Scott Batass about what you 
can do with an IFV (I usually only use them to transport infantry to the 
destination, unload and then use them as support fire). He has the following 
combinations:
- IFV +TeslaTrooper (if you can manage it) =Tesla Tank (acording to him, it 
has better range, but I didn't really feel like that, anyaways..)
- IFV + Crazy Ivan =Demolition Truck (YEAH BABY!!!!!)
- IFV + Yuri =IFV taht fires a Psychic wave (not all that useful)
- IFV + Desolator =fires radiation weapon (good anti-infntry weapon, 
otherwise its just crap!!)
IFV + Flak Trooper =Well, I'd like to call it the Golakeeper. It fires flak 
very 
quicly, and it gives the feeling of having a real anti-aircraft weapon that is 
used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the 
Allies!)
- IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and 
indeed fire a little faster then the normal Legionaires.
- IFV + Attack Dog =These kill spies you know, looks like those dogs have 
good noses hehehe.
Major thanks to Scott for this one!
Weapon: Missiles +infantry fire


Prism Tank
----------
Description: You could describe it as "a Prism Tower on wheels". It isn't 
very strong, but it is very destructive. They are best used as heavy 
defense, or as supporting unit in the assault on the enemy base. They pack 
quite a punch, but heavy units can still destroy it.
Weapon: Mobile Prism Cannon


Mirage Tank
-----------
Description This one is pretty interesting,  I like to refer to it as the 
Shape 
shifting Tank. It can mask itself in things like a tree for example. This is 
the 
best ambush-unit in the game in my opinion. Just have a group of them 
mask themselves, let the enemies strike force go by and do some 
backstabbin'! It's gun is quite powerful, but I didn't find its offensive 
capabilities very good. They can be used as a last line of defense if you 
wait.
Weapon: Mirage Gun


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to 
lose in the beginning of a match. It probably won't happen but it is still a 
very painful thing... thrust me on this one. It is wise to build a second MCV 
and even a third, just in case the enemy turns nasty. The best thing is to 
make multiple, individual bases. I had an interesting strategy for TS. I 
haven't had a lot of time to test it here, but I think it will work out just 
fine. I'll 
cover it in the appropriate section.
Weapon: NOTHING!!!




Air Units
---------
Harrier
-------
Description: Ahhh, one of my favorite units in the game. They are pretty 
fast, they are very destructive and the Flak Cannons sometimes have a 
hard time shooting at 'em. They are the Harriers. to ensure your success 
you'll have to build a ton of them. A full squadron of 12 would be advisable, 
you never know what kind of resistance you run into. There Air-to-ground 
missiles are very powerful, bringing a structure down in about 2 hits. Be 
sure to break your squadron in groups of about 4, and let them attack 
individual targets. This works most of the time, for me at least. Follow up 
your air strike with a large taskforce and your enemy will be powerless. 
Weapon: Maverick Air-to-Ground missiles


Night Hawk Transport Helicopter
-------------------------------
Description: My favorite transport. I usually attack approaching vehicles 
with them, as they have unlimited bullets, and in packs they can pack quite 
a punch (man I'm getting sick of that "pack"). They can hold up to 5 infantry 
units and deliver them anywhere you want (if he can land anywhere near it 
that is). This is handy if you want to give your enemy a "Tanya Rush". Just 
load her into the Chopper together with some GIs or Engineers, deliver her 
just outside the most undefended part of your enemy's base, and blow 
up/capture some stuff!  Be advised however, as there seems to be 
something wrong with the game. Once I attacked an enemy group of 
Conscripts and suddenly they began to fire at me. It is logical that people 
with machineguns can fire at helicopters, it just never happened to me in a 
command & Conquer game yet;
Weapon: Blackhawk Chaingun 


F/A-18 Hornet
-------------
Descriptions: You won't actually be able to control them, but they will be 
your best friends on the battlefield. You'll have to build an Aircraft Carrier 
(assuming there is water on the map you're currently on), and give it a 
target to attack. The Carrier will launch its Hornets, and they will move to 
the 
target at a nice speed, and demolish it. It is best if you have multiple 
carriers, because the hornets have to return and rearm before you can 
launch them again. You can target their Construction Yard and Service 
Depot at the same time (probably destroying them), making your enemy 
mad. He will not be able to build another MCV (if he didn't do that already).
Weapon: Some kind of Rocket Pots.




Naval Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack 
your enemy. They're not incredibly fast like in the original Red Alert, but 
they can deliver wave after wave of tanks, that if co-coordinated well, will 
eventually destroy your enemy. This combined with support fire from your 
warships, will without a doubt destroy your foe(s). Not that they're not 
useful 
over land. There just as useful. It's just not remarkable, I just overlooked 
them the first few time I could build them!


Dolphin
--------
Description: I overlooked these at first, but they ideal when fighting over 
water. They can destroy Giant Squids and subs easily, but are also ideal 
for freeing ships of the grip of the Squids. They have a weird sonic device 
that you could resemble a bit with the Disruptor from TS.
Weapon: Sonic Pulse


Destroyer
---------
Description: This is your basic warship. Or not eh. It has a heavy cannon 
and to combat those annoying typhoons, the Destroyer is equipped with 
anti-submarine warfare helicopters. These do the job of killing the subs 
quite well if you ask me. It is a good vessel to assault defensive structures 
as well as infantry. I found it less effective against tanks and heavily 
armored units.
Weapon: 155mm cannon +ASW helicopters


Aegis Cruiser
-------------
Description: This one can be very effective. It fires SAMs in a rapid rate, it 
has good strength compared to the Destroyer, too bad it has no other 
weapons. I found it both handy in destroying marauding Hercules planes, 
bringing those paratroopers, as well as destroying those tough Airships. 
This is a must have to protect yourself from long-range Soviet missiles. 
You can destroy both V3 rockets and the missiles of Dreadnoughts.
Weapon: Surface-to-Air missiles


Aircraft Carrier
----------------
Description If there is one thing I build after my Shipyard is deployed, it is 
this baby. It is strong, and it has some impressive friends on its decks. 
Look at the description of the F/A-18 Hornet to find out what I mean. You 
can attack both ships and ground units/structures with it, no air units 
(that's 
where the cruisers come in). This is the command vessel for your fleet. 
The main thing you will want to do is to destroy any flaks in sight with your 
Destroyers, while the Hornets destroy any heavy defenses with their deadly 
weapons. The Cruisers meanwhile, defend the Carrier from any assaults 
from both V3s and Dreadnoughts, not forgetting the airships of course.







Structures
----------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough 
that an enemy destroys both your Construction Yard AND your Service 
Depot, and you're screwed. This building allows you to construct the 
buildings that you'll need. When destroyed you lose the ability to build any 
more defenses, go further up the Tech Tree and reduces your chances of 
winning the game. Defend it at all cost. Also, be sure to make a second or 
even a third Mobile Construction Yard so that you are sure that you are 
playing on the safe side. Take my advice boys and girls, you'll need it.


Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner 
docks to deliver the harvested ore. This is the second most important 
structure in the game, the first being the Construction Yard. Do not leave it 
undefended, it is expensive to rebuild, and if you are unfortunate to not 
have enough funds for it, you might end up having to sell off important 
buildings.


Power Plant
-----------
Description: You cannot survive without a few Power Plants. They supply 
your whole base with power and most importantly, they power your 
defensive structures as well. The superb strategy is to first destroy the 
enemy's Power Plants and then destroy him, taking advantage of the 
absence of his heavy defenses. Using a spy to shut of the base power, 
while a special unit (like Tanya) moves through the base and destroys 
anything of importance, is crucial. If you just built a structure which needed 
a lot of power and you lost main power until you can build another power 
plant, there may be occasions where just then, the enemy decides to 
attack. This is very painful, as your Ore Miners could just be busy while 
your enemies are pouring into your base. The best strategy to do (the 
fastest btw) is to sell off the power-sucking building. Base power will be 
immediately restored and your heavy defenses will rip apart the 
unsuspecting enemy, hahahahahahaha!


Barracks
--------
Description: This is very simple: BUILD and ENJOY. This building is used 
for the creation of infantry and is also required to build the War Factory. It 
is pretty cheap for a building eh. 


War Factory
-----------
Description: This, in my opinion at least, the third most important building 
in 
the game. It is used to build the heavily armored units, not the advanced 
ones. Things like tanks and heavy transports are built here.


Air Force Command HQ
--------------------
Description: This is a multi-role building. Firstly, it is a radar. It gives 
you a 
main view on the map. However there is a second function. This building is 
used to build the Harriers, and is needed to build the cruisers. 


Service Depot
-------------
Description This is very important to build fast and to maintain. "Why?!" you 
ask? Well, it is very useful to repair your units, and the most important 
thing 
is this: in the event that your Construction Yard is destroyed, you will be in 
deep shit. However, if you have a service depot, you will be able to build a 
new MCV. Let this be your first priority once your main structures are up.


Battle Lab
----------
Description: This building allows you to build the advanced structures/units 
and gives you access to the superweapons... NICE, I hear you screaming, 
hahaha.


Gap Generator
--------------
Description: You can take this as your average Stealth Generator, but that's 
incorrect. They hide any structure and unit in its radius in a big shroud. 
Units 
and structures that fire at enemy units will "declaim" so that they can open 
fire. Keep your power above nominal, or everything will shut down (NOT 
NICE!!). It can be pretty handy in the earlier stages (remaining hidden from 
your enemies), but don't really use it when your enemy has already scouted 
out your base, a good superweapon strike will still be imminent.


Ore Purifier
-------------
Description: Not all the ore you mine is usable to convert into cash. But 
now there is a solution to this problem: the Ore Purifier. They allow you to 
get all the resources you harvest into cash, this gives a huge bonus. The 
Allies already mine faster than the Soviets, now they even get more credits 
than them. Great, you gonna need it.


Spy Satellite Uplink
-------------------
Description: This little bastard allows you to unveil the whole map which is 
pretty useful if you ask me. Just be sure you have enough power, or the 
whole thing will shut down... And at that moment, an enemy invasion force 
arrives. You laugh at them, typing in the chat window "YOU WILL NEVER 
GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that 
they aren't working at all! Be warned!


Chronosphere
------------
Description: The chronosphere has returned once more, and he's better 
than ever. First off, this structure sucks out power, so be warned. 
Secondly, it is actually kind of tricky to use IMO. When charged up to full, 
it 
allows you to teleport a certain unit/group to a location of your choosing 
HOWEVER, they will only stay there for a few minutes, so good planning is 
crucial! This can be handy to send swift attacks, or to reinforce your main 
taskforce with some extra supplies. You can't send infantry into an enemy 
base, but if you put them in an IFV, there shouldn't be any problems.


Weather Machine
---------------
Description: One of my favorite superweapons ever in the world of RTS. 
This Weather Machine creates a lightning storm, which approaches the 
targeted area. It is very deadly to enemy structures and infantry. This is of 
course the superb moment to bring in your heavy forces (NO! Not while the 
storm is busting them up!!!), or even chronoshifting an IFV with Tanya 
inside, hoping most of their defenses are destroyed/their power is down.


Pillbox
-------
Description: This is my favorite defensive structure in the game, especially 
the sound is very cool! What this is? Well, it is a bunker with a machinegun 
inside, firing at any incoming forces. While it is pretty strong, it is the 
weakest of the Allied defensive structures, and it is also the weakest  of 
them all. You will always find them in my defense though... They are real 
infantry shredders, they aren't really effective against vehicles.


Patriot Missile System
----------------------
Description: This is another of my favs, it's just so damn powerful... against 
the right stuff. It fires the famous Patriot surface-to-air missiles (for 
those 
who know them), they will knock every V3 and Dreadnoughts missile out of 
the air. You know that the Kirov Airships are very heavy. Just place enough 
systems and they will destroy them. Don't even dear to attack these 
systems with Harriers or Hornets, they will be knocked out of the sky 
before they even reach their base... units aren't really balanced to fight 
themselves you know...


Prism Tower
-----------
Description: These are the armor shredders for the Allies. They fire some 
weird type of laser. They are stronger than Pillboxes, but they aren't as 
strong as Patriots. They are essential to your defenses, never leave any 
base without them.


Fortress Wall
-------------
Description: These are the standard Concrete Walls. They are needed for 
your defensive needs. They'll keep out those pesky Terror Drones, as well 
as prevent any direct engineer attacks. 




Special Allied Multiplayer forces
---------------------------------
Americans: Paratroopers
-----------------------
Description: All of you Americans get free paratroopers. This is pretty cool, 
as GIs are a pain in the butt!!! They can take out tanks themselves, and you 
better get Flaks up fast, so that you can take out the Hercules planes down 
before they can drop off the troops. However, if you are one of the Allies, 
you can easily take 'em down with a few Patriots! Beware though, these 
planes are slow, but they can take some punishment (this is especially for 
the Soviets). Keep dogs within your base, so that your doggies can kill the 
infantry before they can do some damage.
Weapon: .50 Heavy Machinegun (probably a Browning type)


British: Sniper
----------------
Description: I haven't been able to test these yet, but my guess is that they 
are a little like the Sniper in TS. I will post a good description once I find 
the time to test them out.
Weapon: Arctc Warfare Pistol


France: Grand Cannon
Description: These guys rock man!!! They can destroy marauding Soviet 
tanks like I eat candy (not that I'm fat or something). They are a little 
expensive, but it is worth the money.
Weapon: Heavy Cannon


Germany: Tank Destroyer
Description: I haven't been able to test these as well, but I'm dying to get 
my hands on these! I'll just have to finish the missions yet (man! I'm stuck 
at the Soviet campaign! I cant believe it!!!!!).
Weapon: SABOT Canon



Korea: Black Eagle
-------------------
Description: These are the Superharriers, but I do notlike them that much. 
They go a little slower tha the original, have stronger missiles though and 
can sustain more damage. Just be sure that you have several of these, as 
one will still do minor damage. They are good for the "Air Strike without 
warning" strategy (see further below in section 7).
Weapon: Maverick air-to-ground-missiles

--------------------------------------

4) Soviet units/structures/specials.
\----------------------------------\
Infantry
--------
Conscript
---------
Description: These soldiers are weaker and less trained than the GI, but 
they are cheaper. They cannot deploy themselves and I miss that here 
(you can bet I'm not a fan of the Soviets!). They are oh so easy to kill with 
dogs and their guns aren't as spectacular as well! So, why would you buy 
these nerds??? Well, you can still garrison buildings with them, so it is 
still 
good to use them for defensive purposes. If you need some support to kill 
infantry, use the Attack Dogs, they are much better (they kill much faster as 
well hehehe).
Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those 
wimpy weapons)


Attack Dog
----------
Description: These are the infantry killing machines. One attack and even 
Tanya will be toast. They are pretty fast compared to most infantry and they 
can sniff out spies for you (assuming your enemy is Allied or you are 
playing Unholy Alliance). Always keep some in your base. They'll kill the 
Engineers that try to sneak in and capture some buildings. I've had it 
happen once and it isn't pretty (lucky enough for me he took only my Power 
Plant, I was able to kill his 4 companions). 


Engineer
--------
Description: This goon returns to the party, with some nasty upgrades. He 
hasn't gained the speed yet hehe, but he can do a buttload of things.
First, he can take over an enemy building and turn it to your side. 
Secondly, he can repair your own structures. Just send him inside and he'll 
repair it for you.
Thirdly, he can repair a destroyed bridge. You'll have to send him into the 
bridge control station. Once that is done, it will be safe to move along your 
units.
Also, he can capture Tec buildings (airports, Oil Derricks, Outposts, 
hospitals, etc.), to help you in your efforts. This can prove very useful in 
the 
heat of battle. By supplying you with a steady flow of cash, paratroopers, 
free healing, repair etc. you could easily turn the tides on the enemy and 
kill 
him off. You can also capture normal houses and other civilian buildings.
Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t 
explosive threats that you might encounter. This makes him the ideal 
weapon against Crazy Ivan's terrorism.
The only drawback is that you will lose your engineers in most of these 
cases (except for the bomb defusing that is).
Weapon: Defuse kit


Tesla Trooper
-------------
Description: If you want tank zappers, than these are your men. They use 
electricity to zap enemy units however, you can use them to power Tesla 
Reactors to give them that extra boost (never done this though...). It isn't 
that useful against infantry, as these units tend to miss smaller targets. I 
do 
not use these troops often, actually I do not use a lot of Soviet infantry, 
Flak Troopers sometimes to protect my forces from those Rocketeers and 
harriers.
Weapon: Electric bolt


Flak Trooper
------------
Description: Okay, these are actually useful. They can fire at both Ground, 
sea and air units. They are essential to your offensive capabilities, unless 
you want to stick with the Flak Track. They are vulnerable to other infantry, 
so please give them some Attack Dog cover (if you would use the Flak 
Track, those grizzlys would blow them to smithereens).
Weapon: Flak gun (both ground, sea and air units can be attacked)


Crazy Ivan
----------
Description: I like this guy because of his fancy speech! "I've lost the 
bomb, do you have it?" The first time I heard that I was laughing until my 
parents came asking what was wrong. No, seriously. This guy, if used right, 
will make the life of the enemy very hard. You'll have to protect him well, 
but 
I assure you it is worth it. It is tricky, because you will have to keep 
someone kill the engineers who try to defuse the bomb, but if you can 
achieve this goal as well, the units/structure you bombed will be toast. 
Weapon: Dynamite


Yuri
----
Description: Yuri is one of the most impressive units I have seen in 
Westwood games that I've played (that excludes the Dune series). He can 
mind control any unit your finger can click at. From grizzly Battle Tanks to 
bite happy alligators! This allows you to do the cow Rush (see appropriate 
section). But that is not all. He can do a Psychic Wave that kills all 
infantry 
that are near him. An all-around interesting unit to have AND to use of 
course.
Weapon: Psychic Wave






Vehicles
--------
Rhino Heavy Tank
----------------
Description: NOW we're talking! Make a mass of these, and crush the 
opposition. It has a heavy cannon, I'm a little disappointed that the 2 
barreled tanks haven't returned. Those were really cool! Take a look at the 
original Red Alert if you want details on this baby. Anyways, this tank isn't 
bad or something, they are just....... a little less cool. They are very 
effective against Tesla Coils, especially if they are in packs. They aren't 
very effective against Prism Towers however, Prism Towers are effective 
against THEM. The point of being Soviet is to start up your base 
immediately and build as many as you can, as fast as you can. Then, rush 
the enemy and hope they are overwhelmed (if you did it quick enough that 
won't be a problem really).
Weapon: 120mm Cannon


Apocalypse Assault Tank
-----------------------
Description: Have fear of the Apocalypse. Twice the strength of the Rhino, 
heavy armor and impressive firepower, this is what a Mammoth Tank is all 
about baby. Not only can it fire at ground targets with its dual heavy canons, 
it can also fire missiles at aircraft. Scared yet? No? Well, just imagine what 
a dozen of these tanks could do to your base... They'll completely destroy 
it, unless you can retaliate appropriately. This is why my theory on the 
Allied 
forces is the following: The best defense, is a good defense of course! 
And that's more than true if you take a close look at the Apocalypse tank. 
Throw everything you have at it, assault it from the sea if you can, aircraft 
carriers help a lot here, as their hornets might be able to get through its 
missile defense, and will give it a nice beating.
Weapon: Dual 120mm Heavy Cannons and SAM missiles


Flak Track
----------
Description: Nothing special, only meant for scouting means, nothing more. 
It has some flak guns on it that can target both air and ground units, still 
nothing special, as it has spiffy armor and is incredibly weak.
Weapon: flak guns


V3 Rocket Launcher
------------------
Description: IJ already hear you guys saying "And what don't you like about 
this, you foolish nerd, well to give you an answer: it is much to difficult to 
get it working right. The only way you could do it a bit easier is by 
outgunning the patriots, and still, the Allies will come and screw your V3s 
up. Soviets are much more prone to V3s (spiffy air defense, anyone???). 
What you'll want to do is bring them in if you're absolutely sure that the 
coast is clear, and that brings me to my next problem: Aegis Cruisers. 
They are a pain if you ant to V3 something. They have a lot of rockets 
onboard, and they will shoot your rockets out of the sky before they are 
even launched... well not quite so but still.
Weapon: V3 rockets


Terror Drone
------------
Description: Do you really want to know what this is? Well, build one and 
test it out on your Ore Miner (the worst unit you could ever test it on). You 
will conclude that some way or another, your miner was completely 
destroyed, eaten you could say. That's exactly what the terror drone does: 
EAT, EAT and EAT. Nothing else. The AI tends to send some of these 
pests to your base, hoping they will make it through your defenses. Even 
with all your defensive structures and garrisoned infantry, they sometimes 
slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL 
COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING 
ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I 
was very surprised btw, when a group of Terror Drones approached my 
base. I sent out my infantry to destroy them. With a smile on my face I 
watched as the two groups approached each other. However, something 
very disturbing happened. When my infantry opened fire, the enemy 
drones came in and killed them all!!! I managed to kill a bunch of them, but 
all my GIs were killed! I never heard this happening to anyone before...
Weapon: errrrrrrr, some kind of teeth I guess, or claws...


MCV (Mobile Construction Vehicle)
---------------------------------
Description: This slow but strong unit is something you wouldn't want to 
lose in the beginning of a match. It probably won't happen but it is still a 
very painful thing... thrust me on this one. It is wise to build a second MCV 
and even a third, just in case the enemy turns nasty. The best thing is to 
make multiple, individual bases. I had an interesting strategy for TS. I 
haven't had a lot of time to test it here, but I think it will work out just 
fine. I'll 
cover it in the appropriate section.
Weapon: NOTHING!!!






Air Units
---------
Kirov Airship
-------------
Description: This is the one and only Soviet air unit. It is impossibly slow, 
but oh man this is powerful. It drops bombs at its targets, which will 
explode after a few bombs. It is not too hard to defend against if you know 
how however, you'll have to keep shooting at it and still stay alive 
somehow, as this bastard repairs itself when it is damaged. A few Aegis 
Cruisers work fine, but be sure to have a nice amount of Patriots around 
when they do get to your base. Once, I played against an AI opponent (I 
was Russia, he was Cuba) and he somehow managed to destroy my 
construction yard. I was really mad and began massive production of tanks. 
Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo. 
I quickly had an airship, which I already built earlier, get there. I only had 
one minute remaining before the nuke was shot. The thing was able to fly 
there in time (lucky enough for me) and I was able to destroy his whole 
base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't 
stop me from destroying building after building, eventually killing the unit 
producing structures and the power plants eh Tesla Reactors of course. 
The only stupid thing was that I was playing on a map which was meant for 
8 players, so I had to scout all over the place to find those last garrisoned 
infantrymen. Just to say: defenses aren't really made to stop their own units 
(mostly).
Weapon: Bombs






Navel Units
-----------
Amphibious Transport
--------------------
Description: A must-have if you are stuck, having to sail over ships to attack 
your enemy. They're not incredibly fast like in the original Red Alert, but 
they can deliver wave after wave of tanks, that if co-coordinated well, will 
eventually destroy your enemy. This combined with support fire from your 
warships, will, without a doubt, destroy your foe(s). Not that they're not 
useful over land. They're just as useful. It's just not remarkable, I just 
overlooked them the first few time I could build them!


Giant Squid
-----------
these are really annoying. They grab the target ship with their tentacles and 
play with it until it blows. The only way to remove these pests are Dolphins, 
with their sonic waves, the squids will have to release the ship. they are 
submerged so it is possible to target it, but not very easy. Use these wisely 
as you can rip apart the enemy fleet before it reaches your bases (if you're 
fast and there are no dolphins around).
Description: Tentacles


Typhoon Attack Sub
------------------
Description: These are very stealthy units, the only problem is that they 
aren't very useful against a well co-coordinated fleet. Not that good in 
defense in other words, but very good assault ships. Just destroy their 
heavy vessels (carriers and cruisers) while your other dreadnoughts and 
Sea Scorpions take care of the destroyers (be sure to assist them with 
your subs though, it is very hard for a destroyer to fight submarines and 
normal ships at the same moment. If you come in masses they will be 
destroyed immediately because their helicopters aren't fast enough). Then, 
bring in your transports full of lead and watch as their base falls before 
your 
armor.
Weapon: Torpedoes


Dreadnought
-----------
Description: The heavy attack ships of the Soviet navy. They have 
devastating missiles that, when clear of air defenses, will destroy enemy 
units very quickly. So, is that all? Well, they are strong to say it this way. 
If 
you want the strongest and most deadly Soviet vessel in the navy, this is 
for you. If you'd rather stick with the swift and deadly sea scorpions + the 
subs, go on ahead.
Weapon: Long-range missiles


Sea Scorpion
-------------
Description: These annoying little ships are your naval air defenses. 
They're a rather poor excuse for an equivalent for the cruiser, but they are 
handy in destracting destroyers, not killing them though. They are also 
handy to keep those Hornets at bay, aswell as Harriers and helis. 
Weapon: Flak guns






Structures
-----------
Construction Yard
------------------
Construction Yard
-----------------
Description This is the main building of your base. Be unfortunate enough 
that an enemy destroys both your Construction Yard AND your Service 
Depot, and you're screwed. This building allows you to construct the 
buildings that you'll need. When destroyed you lose the ability to build any 
more defenses, go further up the Tech Tree and reduces your chances of 
winning the game. Defend it at all cost. Also, be sure to make a second or 
even a third Mobile Construction Yard so that you are sure that you are 
playing on the safe side. Take my advice boys and girls, you'll need it.

Ore Refinery
------------
Description: This is where all the ore is stored and where the Ore Miner 
docks to deliver the harvested ore. This is the second most important 
structure in the game, the first being the Construction Yard. Do not leave it 
undefended, it is expensive to rebuild, and if you are unfortunate to not 
have enough funds for it, you might end up having to sell off important 
buildings.

Tesla Reactor
--------------
Description: This is the Soviet version of the Power Plant. The only 
difference is that this version gives less power than the Allied one. 
However, you can use Tesla Troopers to power these Reeactors up, so 
that you will have some extra power to your base. Think of them as Power 
Turbines in TS, only difference is that they're living people, who are 
powering the plant (always knew these Soviets were crasy!). You are better 
off with a nuclear Reactor, but they are good reserves for when a 
superweapon strikes.


Nuclear Reactor
----------------
Description: This is what I like about the Soviets. This power plant gives 
you about ten times as much power as a regular power plant (Allied 
version). They are pore expensive, but you save a LOT of money for it. 
Just imagine you had to build more than 12 Tesla Reactors, that would be 
expensive. The only trick is that when you are relying on this plant only, a 
super weapon strike on it will make your whole power drop to zero. This is 
why you should keep your Tesla Reactors. On a sidenote, you must take 
full advantage of the enemy's mistake of selling his old reactors and 
replacing it with the nuclear one. Strike with a super weapon and imediately 
bring in your strike force. You won't have to fight those pesky little tesla 
coils.


Barracks
---------
Description: This will be your first unit-producing structure. It can and will 
only produce infantry units, but, acompanied by a Construction Yard, will 
also build the defensive structures for you. It is cheaper than the other 
high-priority buildings and you will call upon it more than once.


War Factory
-----------
Description: You must be dying to get your hands on this one. Oh no, don't 
try to hide it. The veterans of the original already know why they should 
build this imediately (certainly when fighting the Allies) and newbies will 
find 
out soon enough, I just need to have the guts to describe this one. Well, it 
is a building... a building which will build all the armored units for you. It 
will 
build the oh so famous Soviet tanks, as well as others. Also, you need this 
building to create all the armored units. So even when you have a Service 
Depot but your enemies destroy your construction yard and your War 
Factory, you will be toast. This is the second most important building you 
should guard, people tend to overlook the Service Depot, so don't be too 
scared.


Radar Tower
------------
Description: This gives the Soviet commanders among us, a better view of 
the map. It is basically the Air Force Command HQ of the Allies, but it 
doesn't allow you to build aircraft, for the simple reason that the Soviets do 
not have that much of aircraft. I hoped there would be a Hind Transport in 
the game, but they must've deleted it from their schedule, or IGN was lying 
about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all 
there is to say of the Radar Tower, for the veteran RA1 players, this is just 
a Radar Dome.


Battle Lab
-----------
Description: This allows the soviets to build their advanced units and 
defenses, as well as their superweapons. Oh no, now they can build those 
nuke silos!!!!! It isn't really that important to defend. It is however 
important 
to have the necessary power before you deploy it, you wouldn't want to 
come into contact with a Allied taskforce, right when those superb Tesla 
Coils are offline!!!


Cloning Vats
-------------
Description: This building is evil........ very evil. It allows the Soviets to 
re-
replicate or "clone" in other words, infantry. This is not all however. What 
you'll want to do as a Soviet commander, is to build a Yuri unit, mind-control 
an infantryman, send it over to the cloning vats and you just have your new 
GI infantry or whatever you cloned. This is superbly good. This way you 
can replace those pesky Conscripts with the superb GIs. Hey what about 
replicating Tanya??? Oh yes, you heard me right. Get Tanya in your 
forces... two of 'em.


Iron Curtain
-------------
Description: This is the good thing that you'll want to have. It allows you to 
make a unit (with armor, no infantry) invincible for a short period of time. 
This can be used as a defensive structure, for example:
Your Construction Yard is absorbing shell after shell of tank fire. Make the 
Construction Yard invulnerable while you make repairs, and bring in a tank 
force to get those Rhinos out of the way. Or you could use it for offensive 
uses, for example:
Your Kirov is getting close to the Patriots of the Allies and it will be 
destroyed unless you do something about it. Activate the Iron Curtain on it 
and you will have some spare moments to bomb those patriots and the 
Construction Yard to bits, followed by the War Factory and you're safe. Of 
course, the enemy AI never seems to use this to its full potential, and your 
buddies will do everything to destroy your own and with Tanya, it could be 
destroyed before you even noticed something.


Nuclear Silo
-------------
Description: NOW we're talking. This nuke is expensive, but it works. If you 
manage to pay everything and protect it well, everything will be fine for you. 
Launch it at your enemy base and watch in enjoyment as buildings are 
reduced to ruble and infantrymen are crushed by the shockwave that the 
nuke produces (quite a cool effect if you ask me hehehe, cool sound too 
hehehehehehehe). Westwood said they wannit to avoid violence, well 
every would-be terrorist who wants to ever bomb the US with a nuke will 
enjoy himself here...


Sentry Gun
-----------
Description: These are good anti-infantry defenses, they are a little like the 
Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic 
machineguns that fire at anything that comes in range. Tanks should be 
able to handle these but it is still probable that a Sentry Gun will destroy a 
grizzly Battle Tank. They are good because they don't require any power, 
and if you place a lot of them, they'll be able to hold the enemy's advance 
until you can put the power back online/place some Tesla Coils.


Flak Cannon
------------
Description: These are the Soviets air defense. They aren't really accurate 
but they are pretty powerful. Harriers and Rocketeers are easily shot down 
by them, as well as the Hornets, further than that, they haven't got that much 
importance. I'm not saying that they aren't important! Place these around 
your important structures and the Harriers of the enemy should be repelled. 
If only they were a little more accurate...


Tesla Coil
-----------
Description: Okay, let the electricity flow!!! These guys can destroy most 
tanks in one hit and are also effective against infantry. The only problem is 
that they take a while to charge, and sometimes they tend to miss their 
target for some odd reason. this gives your tanks time to destroy them 
(they aren't that strong). Reinforce them with Sentry Guns and you can also 
use Fortress Walls to make their lifespan a little longer.


Special Multiplayer Forces
--------------------------
Russia: Tesla Tank
------------------
Description: The Tesla Tank returns again with some new sh*t in it. It's 
basically a Tesla coil on wheels, only this thing is especially useful against 
buildings, they'll rip 'em appart! I don't use these guys too often myself, 
but 
they have some interesting power to exploit.
Weapon: Electric Zappin'


Cuba: Terrorist
----------------
Description: Now this is exciting. Finally, we can play with the famous Cuban 
Terrorists in a Command & Conquer game! Sneak these guys into the 
enemy base, and let them blow stuff up. Be VERY wary of the attack dogs, 
as they aren't really strong compared to other infatnry. Keep them save and 
they'll do the job just nicely alright?
Weapon: C4 Bombs, Disguisable


Iraq: Desolator Infantry
-------------------------
Description: These are rather annoying. They are very effective against 
infantry, in fact, they can take out whole squads of them without them even 
dying by any oposition infantry. They use some kind of radiation, but they are 
imune to it themselves. They are useless against units with armor though. 
Weapon: What name could you give to this one? The rules say "Eruption 
Beam". But what the hell is that?


Libya: Demolition Truck
------------------------
Description: Sorry, haven't been able to test thhese yet. Geel free to send 
your own opinion/strategy on anything you see btw. See the contact info for 
info.


And we're true with introducing the units and structures, onto the 
strategies!!






--------------------------------------
5. Tactical Information On Units/Structures/Specials (MAJOR THANKS TO 
THE GOOD AND HELPFUL NADIA VORKOVSKY (Damnit, am I writing 
that right?)
\------------------------------------\
A. ALLIED UNITS
***********************************************************************

+++++Infantry+++++

GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol 
(undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and 
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 1
 
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed:  4
Veteran abilities: None
-------Elite abiliti-es: None
Prerequisite: Barracks 
Tech Level: 1

Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun 
Strength: 125 
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3 

Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None 
Elite abilities: None
Prerequisite:  
Tech Level: 5

Tanya
Cost: 1000
Weapon: Double pistols and C4 charges
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate 
of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 9
 
SEAL
Cost: 1000 
Weapon: MP5 machine gun and C4 charges 
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, faster, increased firepower and 
rate of fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 1 

Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 2 

Chrono Legionnaire
Cost: 1500  
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: 
Tech Level: 10

Chrono Commando
Cost: 2000  
Weapon: Chrono MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate the Spy into an Allied Battle Lab 
Tech Level: 9

Psi-Commando
Cost: 1000  
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate the Spy into a Soviet Battle Lab 
Tech Level: 9

+++++Vehicles+++++

Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300 
Armor: Heavy
Sight: 8
Speed: 7 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 2

Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200 
Armor: Light
Sight: 8
Speed: 10 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 3

Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200 
Armor: Light
Sight: 9
Speed: 7 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab 
Tech Level: 9

Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150  
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab
Tech Level: 8 

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

Chrono Miner 
Cost: 1400
Weapon: None
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150 
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: Air Force Command Headquarters
Tech Level: 3

Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175 
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower. 
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory 
Tech Level: 7

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

Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600 
Armor: Heavy
Sight: 7
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard 
Tech Level: 4

Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7

Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 7 

Dolphin
Cost: 500 
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5

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

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1

Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard.
Tech Level: 1

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant.
Tech Level: 1

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant.
Tech Level: 2

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 4

Air Force Command Headquarters
Cost: 1000 
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3

Service Depot 
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory.
Tech Level: 6

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Air Force Command 
Headquarters.
Tech Level: 8

Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab.
Tech Level: 10

Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1

Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1

Prism Tower
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Power Plant and Air Force Command 
Headquarters. 
Tech Level: 6

Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4

Gap Generator
Cost: 1000 
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 7

Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

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

+++++Infantry+++++

Conscript
Cost: 100
Weapon: M1Carbine rifle 
Strength: 125 
Armor: Flak
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks 
Tech Level: 1

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

Attack Dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased 
sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks
Tech Level: 2 

Tesla Trooper
Cost: 500
Weapon: Electric bolt
Strength: 130
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks 
Tech Level: 5

Crazy Ivan
Cost: 600
Weapon: Dynamites
Strength: 125
Armor: None
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 5

Flak Trooper
Cost: 300
Weapon: Flak gun 
Strength: 100 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 1

Yuri
Cost: 1200
Weapon: Mind control and psionic wave
Strength: 100
Armor: None
Sight: 12
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Battle Lab
Tech Level: 10

Chrono Ivan
Cost: 1000  
Weapon: Dynamites
Strength: 100
Armor: None
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate an Allied Spy into their Battle Lab 
Tech Level: 9

Yuri Prime
Cost: 2000  
Weapon: Super mind control and psionic wave
Strength: 200
Armor: Flak
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab 
Tech Level: 9

+++++Vehicles+++++

Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 2

Apocalypse Assault Tank
Cost: 1750  
Weapon: 120mm cannon and Mammoth ground-to-air missiles
Strength: 800
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Battle Lab 
Tech Level: 7

Flak Track
Cost: 500
Weapon: Flak track gun and flak anti-aircraft gun
Strength: 180
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory  
Tech Level: 3

V3 Rocket Launcher
Cost: 800
Weapon: V3 rockets
Strength: 150 
Armor: Light
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Radar Tower 
Tech Level: 3

Terror Drone
Cost: 500
Weapon: Drone jump
Strength: 100 
Armor: Light
Sight: 4
Speed: 10 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory  
Tech Level: 4

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

War-Miner
Cost: 1400
Weapon: 20mm machine gun
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Kirov Airship
Cost: 2000
Weapon: Blimp bombs
Strength: 2000
Armor: Light
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory and Battle Lab
Tech Level: 10

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

Typhoon Attack Sub
Cost: 1000  
Weapon: Torpedo
Strength: 600
Armor: Heavy
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard 
Tech Level: 2

Dreadnought
Cost: 2000 and 2500 (for Russians in multiplayer)
Weapon: Dred rockets
Strength: 800 and 1500 (for Russians in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 6

Sea Scorpion
Cost: 600
Weapon: Flak weapon, flak track gun and hover missiles
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Naval Yard and Radar Tower 
Tech Level: 6

Giant Squid
Cost: 1000
Weapon: Tentacles
Strength: 200 
Armor: Light
Sight: 5
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: stronger, increased firepower and rate of fire. 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 9

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

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None.
Tech Level: 1

Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard.
Tech Level: 1

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 1

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor.
Tech Level: 2

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery.
Tech Level: 2 

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor.
Tech Level: 2

Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery.
Tech Level: 3
  
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory.
Tech Level: 6

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower.
Tech Level: 7

Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 9

Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks.
Tech Level: 1

Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks.
Tech Level: 1

Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower.
Tech Level: 5

Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks.
Tech Level: 4

Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab.
Tech Level: 10

***********************************************************************
E. Special Multiplayer Forces
***********************************************************************

America = Paratroopers
Cost: None
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol 
(undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and 
rate of fire.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 

France = Grand Cannon
Cost: 2000 
Weapon: None
Strength: 900
Armor: Steel
Sight: 10
Power: -100
Prerequisite: Construction Yard and Air Force Command Headquarters.
Tech Level: 7

Germany = Tank Destroyer
Cost: 900
Weapon: SABOT shells
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire.
Prerequisite: War Factory and Radar Tower
Tech Level: 2

Britain = Sniper
Cost: 600
Weapon: Sniper rifle 
Strength: 125 
Armor: None
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 1

Republic of Korea = Black Eagle
Cost: 1200
Weapon: Maverick2 air-to-ground missiles
Strength: 200  
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: stronger, increased firepower and rate of fire. 
Prerequisite: Air Force Command Headquarters  
Tech Level: 3

Russia = Tesla Tank
Cost: 1200
Weapon: Electric bolt
Strength: 300  
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: War Factory and Radar Tower  
Tech Level: 10

Cuba = Terrorist
Cost: 200
Weapon: Make-up kit (disguise) and C4 charges
Strength: 50 
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None 
Prerequisite: 
Tech Level: 5

Libya = Demolition Truck
Cost: 1500 
Weapon: Mini nuclear bomb
Strength: 150
Armor: Light
Sight: 5
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Radar Tower 
Tech Level: 10

Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) weapon
Strength: 150
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and 
firepower.
Elite abilities: self heal, stronger, increased firepower and rate of 
fire. 
Prerequisite: Barracks and Radar Tower
Tech Level: 8









--------------------------------------
6. Main Defensive Strategies for Allies
\--------------------------------------\
Alright people, let me say one thing first: Defense is KEY if you are playing 
the Allied Forces. No matter what you do, defend, defend and defend 
some more until you have the strength to retaliate. Otherwise, don't do a 
thing but building defensive structures/units. And if you do not know wy (for 
some odd reason I guess), try it without significant defenses. If you have 
good anti-ground but not a good anti-air defense, the Soviets will cripple 
you with their airships. If the opposite happens, they'll send a few of their 
Apocalypse tanks, accompanied by Rhinos, to your base and completely 
destroy it. And do you want to lose the match you're playing? NO OF 
COURSE NOT. Well, read on, I've tried to put together the best of things I 
could think of. Of course if you have better strategies e-mail them to 
[email protected] with the subject "Red Alert 2 FAQ" and you will 
be placed in the credits section and your strategy will be placed in the 
appropriate section. Alright, let's get started shall we?


Are you lucky today???
----------------------
If you are lucky enough to play on a map with water, then it is time for some 
celebration. Allied forces have the best naval ships you could hope for. 
This first section will focus on the good luck you have. Alright, first thing 
you'll want is to deploy your base close to the water, so that you have 
access to it. Now, blow up every single bridge you see to force the enemy 
to find alternate routes to your base. If there aren't any (which is possible 
but unlikely, or your enemy is to lousy to look for one) you'll have to get up 
good defenses close to the shore. As soon as you have built a shipyard, 
begin building destroyers and Aegis Cruisers, they are your first line of 
defense. Your destroyers will hold off all ships while the cruisers will 
destroy those missiles of the dreadnoughts. Okay, now build Prism Towers 
and a lot of them. On a side note, playing against the soviets has one rule: 
SCATTER YOUR STRUCTURES. In the event that the Soviets launch a 
building, it is best that you have no 2 buildings at the same spot. This 
ensures your lifespan. Defensive structures will be difficult to spread, but 
do every effort you see thick to do so. Now, begin building patriot missile 
systems. In the event that there are units that manage to destroy the 
cruisers, you will have some defense against missiles. The best defense 
against superweapons is the offensive, but I think you already knew that, 
but you'll want it as cheap as possible. So, build Tanya and maybe a spy as 
well. Sneak her in and in case you brought a spy along clear the immediate 
area of dogs. Beware however, that normal people spot spies faster than 
computer opponents. The AI has to sniff out the spies, while humans can 
normally just know it when they try to select that unit but it won't happen! 
So 
SNEAK, don't just walk in and say your prayers, the enemy will find out 
about it. Or you could just run like hell and hope you'll make it (which 
sometimes works if the enemy realizes it too late). But on to the defensive 
again. If you read my structure descriptions, you'll know that I love the 
Pillboxes, but I am sorry to say that they aren't as good against infantry as 
the Prism Tower. I know it sounds weird but that's the way it is. Also, you 
should garrison structures all over the map, in case the enemy is going to 
do a sneak attack on your base, via a route that you didn't know, but we 
know much more than he thinks we know. In fact, his few Engineers 
escorted by those tesla troopers will be toast. Garrisoned infantry rock and 
that's NO LIE. They can take out whole platoons of armored units. Just 
keep the structures you garisone repaired and you'll be fine.

Man! You're Out Of Luck!!
--------------------------
That's right! There's a high probability that your stuck on land, and that's a 
real bad thing. The AI Soviets will kick your butt unless you find a way to 
stop them in their advance. First off, build some GIs and let them garrison 
any structures that are on the route to your base. Also, set up a lot of prism 
towers and build lots of prism tanks. Than, and only than, start building 
grizzlys, they'll be your last line of defense against the Soviets tanks. If 
all 
else fails, bring these in. Also, you'll want to set up a few patriots, 
because 
you won't have the support from the cruisers this time around. I can 
guarantee you: you'll miss 'em. Another problem is the Terror Drones. 
These pests will harass you until you fall for it. The enemy just loves to 
send a whole group of these to your base and let them target the Miner. Do 
everything in your power to stop them. The best thing is to wall off your 
base. This will keep them out of your base. Also, keep your miners your 
base until the terror drones are cleared. Destroy them at any cost, target 
them with harriers or how about a Night Hawk (it goes pretty slow but it 
works superbly). 
 I use a very unusual defense strategy (at least I think it is unusual). I 
build 
my base and make sure it is fairly large. Than I wall off my base, but not 
with walls. I wall it off with Prism Towers. This gives a good protection from 
all sides. And began this wall is an other surrounding wall of patriots. It is 
impressively expensive, but if you can pull it off, you'll thank it. The only 
way 
the enemy will get through is by nuking the place, but w e will not allow 
this. 
We will strike swiftly, sending wave after wave of Prism Tanks until their 
Nuke silo is destroyed. Or you could send a scout to see how well-
defended it is. If the site is pretty prone to attack, send in a full squad of 
Harriers and destroy the silo. It worked for me several times. Or, you could 
do the Tanya rush, but this isn't very useful against human opponents. AI 
opponents tend to leave certain parts of their base relatively undefended, 
or they place Flaks on one side, while the less important side is defended 
with Sentry guns and Tesla Coils. Still if you are new to the game, you 
should let your enemy nuke you once to see the cool effect of it... no 
scratch that!


Unforeseen problems!
--------------------
Sometimes, terrible things happen. Just imagine the consequences of 
missfiring your Lightning Storm. What should you do to recover from such 
mistakes. Well, you can almost be sure that the enemy will notice your 
problem and attack with everything he has, strategically very well planned 
of course. Now that is the thing we don't want. Lightning Storms are more 
lethal to structures than to armored units, so you should have most of your 
armor columns still alive. Throw them all at the marauding enemy and if it 
isn't enough, hope that the most of your Prism Towers survived and pull 
back to them. The remaining armor of your enemy should be weakened or 
even completely destroyed. If this for some odd reason doesn't work, 
bring in the infantry (if you still have a lot of them). Deployed GIs are very 
effective at demolishing tanks, just make sure that the tanks don't run over 
them. Also, try to slow the advance by conveniently placing walls, they'll 
probably go and destroy them, giving you some extra time to build up 
some tanks. And if all else fails, bring in your aircraft. If you have a good 
total of Harriers left, there's a good chance that you will take out the 
remenants. That's all I can give you for advice, good luck! Above all, avoid 
these accidents at all cost, you don't want them, especially not if you're 
playing the Allied Forces.

Not all Soviet Commanders are rushers...
-----------------------------------------
That's right, not all about the Soviets is rushing with tanks; That's why it 
is 
imperative to your defensive strategy to keep Attack Dogs in your camp, 
especially when fighting multiple enemies (I'll go deeper into this later). 
You'll want to do this because the Soviets sometimes send some sneak-
engineers to keep you occupied. And there's nothing more annoying then 
an engineer attack. Imagine that suddenly your power shuts down. You 
can't understand why and then you remark that a few of your power plants 
have changed to the enemy's color. And that is not all, before you can even 
react, all your structures are under fire by Apocalypse tanks. I think you get 
the picture? This is something you must absolutely NOT allow to happen. 
Therefore, we will place about 4 to 6 dogs in our base. They will also sniff 
out the spies that want to annoy you. Another nice sneak attack of the 
Soviets is their subs. They are very stealthy and if you do not defend 
against them, they will annoy you until you die by it. They can bombard your 
structures with their torpedoes and will probably destroy them unless you 
come up with something good. You should have a lot of destroyers around, 
escorted by Dolphins who will take care of the Squids for them. If you 
happen to face an Allied enemy (which I hope you don't, the match is so 
much more fun when you face the opposite faction), you'll have to try to 
have the most ships. This is your only chance of really dominating the 
match. This is, of course, assuming you are fighting on land. Otherwise, 
you'll have to be king on the ground and in the air. Build as many Prism 
Tanks and Harriers if you can to make sure that you can attack your enemy 
without too much fear. 


Tech Buildings
---------------
Another good thing to do if you're put on the defense, is to capture tech 
buildings, especially the Airport an Oil Derricks. The Airport will give you 
additional reinforcements when you need some, and the Oil Derricks sup 
my good cash for capturing them. And keep giving cash of course. Now 
that you have the Tech Buildings, give them some defense as well, 
because the enemy will want to capture these as well, especially the oil 
Derricks? You can also make him angry by parachuting wave after wave of 
GIs into his base. But this will tempt him to find and destroy/capture your 
airport. The Hospital is a good Tech Building if it is close to your base, 
otherwise, I wouldn't recommend taking it. Don't forget to keep your Tech 
Buildings repaired. In the next section, I'll go a little deeper into this.

In the Middle of a Fight
------------------------
If you are playing a match with multiple opponents and no allies, there may 
be some problems here. It could happen that you have one opponent on 
each side of the map, and you're right in the middle of it. This will increase 
the enemy's interest in you, you could be a good stop for repairs and such. 
Or another terrible thing could happen, the two guys are fighting right by or 
in your base. If this happen, choose a side, I'd say the side which is losing 
the current battle and overpower the other. Once that is done, 2 things 
could happen:
1) The guy you helped will form an alliance with you (would be nice of 
course)
2) The guy you helped turns on you and tries to destroy you. This shouldn't 
be a problem, because they had lesser forces than the other (hint, hint!), 
so you should be able to contain them. If the option is enabled, you could 
repack your MCV and go elsewhere, setting up a new base and keeping 
the old one as a good unit producing base. Try to defend the old base for 
as long as possible.

Conclusion
-----------
As long as you can keep the enemy armor out of your base, you can wear 
off any sneak attacks and you can deal with the superweapons of the 
enemy, you'll do fine. On a sidenote of superweapons, the best way to 
avoid a severe loss is to repack your MCV when the Super weapon is 
launched. For example:
DarkNUrt (your enemy) attacks FullBurst41 (you) with a nuke.
FullBurst41 waits until the nuke is launched (when the fancy alarm starts) 
and repacks his MCV and places it at a safe distance. He takes as many 
units with him as he can.
NOTE/ If you want the MCV to get out of there a little faster, quicly load him 
into a Transport and get the hell out of there. The Amphibious Transport 
goes quite a bit faster than the MCV itself. 
Another thing to do is to make your Miners go into the Transport just a 
minute before the nuke is ready. This will make it easier to escape. Once the 
nuke takes off, get in your MCV and you'll be sure to save all/most of your 
Miners.

The missile impacts on your base where your 
Construction Yard used to be. This limits the chance of a severe loss and 
he will be in for a surprise. Hopefully, he won't take your War Factory or 
Refinery with him. I say that most people target the Construction Yard, but 
some have other means of attack, be warned. To help with this, build an 
extra War Factory and Refinery and place them far from the original ones.

That's it for this section. If you have a good strategy or a note to these 
above, feel free to mail me at [email protected] place "Red Alert 2 
FAQ" as subject and I will place your strategy where it belongs and your 
name and possibly your e-mail address in the credits section. I hope I 
helped you with somethin'.






--------------------------------------
7. Main Offensive Strategies For Allies
\-------------------------------------\
We will be using sneak attacks to scare are enemy a little. What you'll want 
to try is to force the enemy into defending parts that are not of vital 
importance to your offense. We will do this with Tanya's and spies. Tanya 
+a spy or two is really vital. If you can keep the dogs busy with Tanya, he'll 
have to somehow kill the Spy with force firing. The key here is to keep the 
spy moving. NEVER let him stand still. If you are a little lucky, he'll make 
it 
through without a scratch. Now shut of the power and bring in Tanya. Ignore 
the tanks and concentrate on the structures. If you have multiple Tanya's, 
it's even easier. Let one Tanya kill off all infantry threats, while another 
few 
Tanya's destroy buildings. The only problem will be the tanks. Not their 
cannons but their ability to crush you. Try to avoid it. The primary buildings 
you should target are the Construction yard, War Factory and Refinery(s). 
Once you have taken care of these key structures, try to destroy as many 
reactors as you can. If there is only one Nuclear Reactor, it is a breeze. 
Destroy that one, let your Tanya's kill off the rest of the infantry, destroy 
the 
Barracks and get them out of there. If you can pull this one off, the enemy 
will be very confused and crippled. Bring in all your Prism Tanks and 
destroy the pest. If you encounter Yuri, kill him FAST. If he manages to 
mind-control your Tanya, you're toast, or not. Try to kill the mind-controlled 
version as fast as you can but target Yuri first. He will go down in a single 
shot. 

The Ai isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most 
maps, there is a bridge somewhere. It happens often when you are on one 
side of the bridge while the enemy is at theother, meaning this is the 
only/one of the routes to your base for ground units. Well, we will destroy 
this 
bridge. Here comes the interesting part. The AI doesn'tseem to notice this 
happening and if he doesn't, he won't build a Naval Yard to make ships to 
defend his base. This makes him very vulnerable. Make a shipyard yourself 
and start mass production of ships. Go and attack the enemy. He might 
notice that you have chosen another method of attack, but he is far too late 
to prevent us from destroying him completely. In the few skirmish matches 
I've played with a bridge-to-the-enemy situation, it always worked for me. 
Keep in mind though that you may not leave your base undefended now, the 
enemy will send small attacks from another route if he can find one. They 
include sending over a tank or two to harass you. If you don't have any good 
defenses/tanks, you might even loose an important structure to the enemy. 
This still is a good and easy way to defeat the AI. Still note that this may 
not 
work too often.

Lightning Storm Created! Yiiiihahahahahaaaaa!!
----------------------------------------------
Westwood has been balancing Super Weapons, but they overlooked this 
one a bit. And this gives us a little advantage over the Soviets. Just target 
the place you want to see totally wiped out, and you will get your wish. Too 
bad this storm isn't too good against armored units (good against infantry 
though). He will probably be seriously crippled. Now, send in the cavalry, and 
destroy the armor (if you're up to it). If he isso smart to set up a 
Construction 
Yard and a War Factory right beside eachother, he'll be toast. Build up/send 
your army to destroy the enemy's units. Now everybody says "Thank you 
Wetwood Studios, we all love you!". Good boys/girls, now all sing in 
enjoyment!

Firezone Confirmed!!!
----------------------
If you are going with a straight armor assault, take the Prism Tanks? They 
can take out Tesla Coils from miles away and are nice tank killers. Just be 
sure to build lots of them, they aren't very strong compared to the Heavy 
Tanks of the Soviets and certainly not the Apocalypse Tank. If you can 
destroy some things with the Tanya Rush first, you'll be very happy when 
you see the Victory message flash across your screen. 

FEAR the Soviet army!
----------------------
Do not tend to send wave after wave of grizzly Battle Tanks if the enemy 
has an impressive amount of tanks himself, your tanks will be demolished. 
It would be better to back them up with Prism Tanks to help out. Split them 
up in two groups, if the enemy goes for the Prism Tanks, do a full assault 
with all your grizzlys and they'll be forced to attack your tanks. Now bring 
in 
the Prisms and destroy their key structures to make life easier. If your tank 
army is big enough (I'm talking about 50-80 tanks here), you'll be able to 
destroy the enemies. The best thing to do is to let all your tanks target one 
unit at a time. If you have that many tanks, it will be instant death for the 
unit. 
Each unit you destroy is one cannon shell less that your tanks have to deal 
with. If there is an Apocalypse around (which is very probable), give it 
everything you've got, including the Prism Tanks, it won't be able to handle 
that much. if you succeed in all this, you may call yourself a good platoon 
leader.

Don't let the Construction Boys stop!
--------------------------------------
This is KEY to your survival, especially when fighting multiple enemies. 
When you send a big taskforce to attack an enemy, the other one could be 
in for an assault on you himself. If this doesn't happen, it is imperative 
that 
you still do it because you'll have backup forces in case that your first wave 
couldn't push through. If the battle takes long enough, you'll have built up 
another massive taskforce to finish them off.

Naval Warfare
------------
It is time for some real fighting. If you can destroy an enemy from the 
waters, you'll have a good advantage. What we will do is very simple.
- First, build a lotof destroyers and force an opening in the enemy base. 
Support them with Carriers and Cruisers. The Cruisers will destroy any 
missiles that are launched from the Dreadnoughts, while the Destroyers kill 
them off. It is imparitive that you build some Dolphins. Not only do they have 
fancy sounds, they can also remove those annoying Squids, otherwise your 
Destroyers will be killed off like flies by spiders. The dolphins will also 
help to kill the nurdy Typhoons. We will crush them under the iron fist of 
FullBurst41 rule.
- While you have sent all your ships to attack, build a lot of Amphibious 
Transports, tanks, IFVs, GIs and Engineers. Build as many as you can. Now, 
place a few Engineers in one of those IFVs so that it becomes a Repair IFV. 
These will be handy for you. Stock up the rest of the IFVs with GIs. We will 
deliver them in the enemy base. To speed up destruction later, we will train a 
few Tanyas for quick building destruction. This will be vital, we want to 
destroy the enemy quickly.
- Once you have the opening, bring in all your transports and unload them on 
the shore of your enemy. Protect them from any submarines and other 
enemy 
ships and give the enemy everything you've got. Once you have cleared all 
the 
ships, let them help with the units and destroy the base defenses that you 
can 
reach. If your initial assault dies off, let your carriers destroy any targets 
of oportunity. Once you have cleared out their base, bring all remaining 
forces home and rally there. if you were only facing one enemy, take a light 
vehicle, like an IFV, an stock it up with infantry. Let them scout out whole 
the map, and give them an Amphibious transport if needed. It is likely that 
there are some troops garisoned in some houses (this only aplies to AI 
oponents, humans will probably surender directly instead of sending all their 
last resources just to watch them die).

Air Strike without Warning
--------------------------
Always give random air strikes. This is crucial to keep your enemy on his 
toes. What he might think, is that you will send planes untill he falls for 
it. For this he will place massive amounts of Flak Cannons, troopers and 
Tracks around his base. But while you are doing this, build a massive 
amount 
of Prism Tanks and a few Tanyas. What we will do is simple. 
- We will continue to strike with Harriers and still try to take things with 
it. What you could try is to lure the enemy fire away with some Rocketeers, 
then quickly strike their key structures. The Rocketeers should target the 
Flak Tracks. They will probably replace every Flak they lose. Now when you 
have massed all your Prism Tanks (build about 50), send them and your 
Tanyas 
to the enemy base. Let your Tanya-squad take out any Flak Troopers while 
the 
Prism Tanks take out the Tracks. Once you managed to destroy these, 
target the 
Tesla Coils that are present from afar (Note: Targeting from afar is crucial. 
You don't want to lose any units to the Tesla Coils!!!). Once the defenses 
are 
out of the way, let Tanya move in while the Prisms take care of any Rhinos 
in 
the area. Let Tanya destroy the key structures that are left. Your enemy will 
be forced to flee (if he has a second base, otherwise he's toast).

Try to perform these strategies as good as possible. If you don't destroy the 
enemy, you will seriously cripple them and remember, first build up your 
defense, then your offensive power.






-------------------------------------
8. Main Defensive Strategies for the Soviets
\------------------------------------------\
Now this gets exciting. It's not easy to organize a good defense for the 
Soviets. 

Close off all the entrances to your base
----------------------------------------
There'll be multiple holes in your base entarnces. You should build as many 
defensive structures by eachother, and leave some space for units to move 
out. 
BUT we will do something else. The open spaces will be filled with 
Apocalypse 
Tanks. This way, you'll keep those spies away from you. They will also 
greatly 
assist in the defense against tanks. If you see Prism Tanks aproach your 
base, 
intercept them before they can wreak havoc among your defenses.

Lightning Storm Created!!! §certain death)
-------------------------------------------
It seems that Westwood has been overpowering the Lightning Storm a little. 
They tend to take out your whole base! So what can we do against it? One 
thing would be to build a second base and keep that one hidden for as long 
as possible (or scatter your buildings of course). Make the ilusion that 
everything you have is in there while you're 
building lots and lots of Rhino Tanks at the other base. Once the Lightning 
Storm hits, send in all your tanks while you're preparing a nuke. You 
should've made a lot of tanks already so they should give the enemy a really 
hard time. If the storm does not wipe out your original base, see what 
defenses you have left, bt I would recommend to evacuate it, sell off the 
Refinery so that the Ore Miners you had there will start working for your 
newer Refinery(s). Once all the units have arrived at your base, the enemy 
will probably send something to find any remaining "straglers". Your nuke 
should be finished by now. Launch it at the enemy base and they will know 
the deal. If your original tank assault took out the enemy base, that's good 
for you. Now sell off all the buildings of your crippled base and use the cash 
for your reinforcement tanks. The enemy is probably angry now and will start 
to think of a good assault. NOTE: LAUNCH THE NUKE AT THE WEATHER 
MACHINE OR YOUR NEXT BASE WILL BE LOST ASWELL. He will scout 
the whole map out until he finds you, giving us some spare time. Once you 
have some tanks, you should be thinking about that second nuke strike 
right? I'd say, target the scouting group (if they haven't found you yet) or 
their 
base again. If you're going for their base, hope that he has massed his 
power plants together and target that place. With a little luck, the power 
will 
go off. Send in all the tanks you have (produced and evacuated) and fight 
your way through the Pillboxes. Destroy their advanced defenses so that he 
won't be able to use them when the power gets back up. Get a Yuri along to 
help in the attack. Turn enemy units against themselves you know. Once you 
have this done, you should be able to desroy the enemy base. 

Tesla Setup
------------
Something you should know is that the Tesla Coils work best when you put 
them in a triangle. This will allow the Tesla Coils to protect themselves from 
enemy attack, something pretty important for Tesla Coils if you ask me. 
Place these triangles all around your base, making sure you have a few 
Nuclear REactors sticking around to power everything (DO NOT BUILD 
ONLY NUCLEAR REACTORS, YOU WILL REGRET IT!! BUILD A GOOD 
AMOUNT OF TESLA REACTORS TOO, SO THAT WHEN THE POWER 
OF THE NULCEAR REACTORS FALLS, YOU STILL HAVE ENOUGH 
POWER TO DEFEND YOURSELF. DON'T FOLLOW THIS ADVICE? AND 
BE DOOMED°. Do not rely on your coils alone, use tanks to 
intercept/weaken enemy units en route to your base. Or, if it is a real big 
force, send your airships to kill off most of the enemies.

Intercept, intercept, intercept!!!
----------------------------------
Once you have the option, build a Kirov Airship or two (one will usually do, 
just to be sure...). Once you see the enemy armor aproaches your base, go 
and 
bomb them. They will not survive for long. The nice thing is that the Allies 
don't have a lot of anti-air units. They can use IFVs, but they are easily 
crushed by your bombs. I found this strategy to work pretty well. Just don't 
send any tanks with it, it will be destroyed by the bombs of your Airships. 
Now you tell me "So what if my enemy uses this tactic against me, I can't do 
a 
thing? What kind of idiot are you!". Well, it is indeed a close call. My 
advice is to build as many IFVs as possible and bring them along. Or use 
Chrono Legionaires as your attacking units, they will be able to outrun the 
Kirovs easily. See the advanced Strategies Section for the Allies for more 
details on the Legionaire Rush. 

Using Sentry Guns wisely
-------------------------
Sentry guns may not sound very impresive but it can be handy. I prefer to 
build about 6 to 10 at each side of the base. This will be more effective than 
placing only one or two for your base. If you have placed them all, they'll 
buy 
you some valuable time to build some extra Tesla Coils or something else. 
They'll keep out limited amounts of forces for you, especially infantry. 
Another good tip I can give you, is to place Sentry Guns around your 
important buildings. The main reason for this is because the Chrono 
Legionaires can warp past them and if there is some space between the 
perimiter of your base and the key structures, they'll easily wipe out your 
structures. This works very well against the AI (the Legionaire Rush I mean 
especially on Easo Difficulty. LOL!). This Sentry Gun defense can also help 
against Tanya attacks, as they will find holes in your base defenses easily 
and slip through.






--------------------------------------
9. Main Offensive Straategies for the Soviets
\--------------------------------------------\
Josh would like to play!!
--------------------------
Description: If you have acces to monkeys on the map, use Yuri to gather as 
many s possible and stick a few bombs on'em. Now, hury to the enemy base 
and let them fry the enemy. HOpe you get there in time eh. Let the monkeys 
go to the construction yard and let it blow! Send some dogs to kill off any 
Engineers that might be around.

The AI isn't really smart...
-----------------------------
There is a nice trick that sometimes leads to a big AI smackdown. In most 
maps, there is a bridge somewhere. It happens often when you are on one 
side of the bridge while the enemy is at theother, meaning this is the 
only/one of the routes to your base for ground units. Well, we will destroy 
this 
bridge. Here comes the interesting part. The AI doesn'tseem to notice this 
happening and if he doesn't, he won't build a Naval Yard to make ships to 
defend his base. This makes him very vulnerable. Make a shipyard yourself 
and start mass production of ships. Go and attack the enemy. He might 
notice that you have chosen another method of attack, but he is far too late 
to prevent us from destroying him completely. In the few skirmish matches 
I've played with a bridge-to-the-enemy situation, it always worked for me. 
Keep in mind though that you may not leave your base undefended now, the 
enemy will send small attacks from another route if he can find one. They 
include sending over a tank or two to harass you. If you don't have any good 
defenses/tanks, you might even loose an important structure to the enemy. 
This still is a good and easy way to defeat the AI. Still note that this may 
not 
work too often.

Frosty is angry!
-----------------
Description: You can do the same thing with a Polar Bear, Frosty! Just be 
careful not to come too close... He'll be found on the arctic maps and is nice 
tohave around. Try the same strategy or try to look as friendly as possible 
and scout out the complete enemy base. If you happen to find yourself in a 
fight, test them out on the infantry (Frosty seems to be very hungry today you 
know!).
You could also do the famous "Cow Rush", but I think nobody falls for this 
anymore. There has been so much publicity for it months before the game 
was released, and everybody who was planning tobuy the game knows what 
this is or can guess.

The Standard But Effective Rush
--------------------------------
Build about two dozens of Apocalypse Tanks and build some aditional (no 
sorry, a LOT of aditional) Rhinos to assist with th Apocalypse. I'd say 
building about forty or something around that number. Now build some dogs 
and let them come in behind the tanks. On a side note, try to render this rush 
with the Unreal Tournament engine, and I can assure you that you will have 
a very SLOW framerate. Yes, even you GeForce users. Okay now, rally your 
forces and move to the enemy base. Let the Rhinos wait for the 
Apocalypses. We're planning on a mass attack. Your 64 tanks will slowly 
advance to the enemy base. This looks cooler IMO. 
NOTE: You could say (these guys go too slow, I want some transmorts". 
This is correct, but you'll have to build about 13 Transports and that gives 
you some extra cost to attend to.
Once your force reaches the enemy base, the Prism Towers will start 
zappin'! Fire with all tanks at the same target, meaning instant death to the 
enemy you target. Try to hold off any Air Attackers with your Assault Tanks. 
Demolish defensive structure after defensive structure. You'll eventually 
clear out everything. Let your Rhinos assault the grizzlys. They'll be pretty 
much toast with all this. Once you've taken care of all the Prism Tanks 
aswell, begin targetting key structures. Destroy the Construction Yard, War 
Factory and Barracks. Also, the enemy will do a desperate move by 
lettinglose group after group of GIs. Well, you didn't forget to bring all 
those 
dogs did you? If you did, you may be in for a little fight. However, I presume 
you brought them along and we will now kill off leagons of infantry. After the 
biting spectacle, bring in your tanks and destroy the Battle Lab, any 
defenisve structures that may still be here, destroy any super weapons and 
destroy the refinery(s). The Miners will just sit there, waiting to be shot by 
your tanks. Relieve them of their painful thoughts and destroy any and all 
remaining units/structures of the enemy. If you didn't win yet, gather your 
tanks and move. You should've only lost a few tanks (if you brought the dogs 
of course). 

The Kirov Rush!!
----------------
This will work just fine. Build a whole squadron of Airhsips (that means 12 
for 
those who aren't at home at those terms) and let them move to the enemy 
base. I agree when you complain "But they go so slow!", but you'll have to 
put up with that. What you're about to witness is very spectacular and very 
irritating for the enemy. When you arrive the Patriots will start firing. 
Target 
them first. Once they are out of the way, fire at any IFVs that may be firing 
at 
you. Now that this is out of the way, target their War Factory tne their 
Barracks and Battle Lab. The enemy might think you're overlooking his 
Construction Yard but that ain't through. We are NOT. We're just sparing it 
for last. Target it and fire. Now shut off the power by targeting all the 
Power 
Plants and destroying them. The enemy might be smart enough to flee now. 
If he isn't, so much the better. Destroy any unit that leaves behind, then 
bring 
in your Rhinos and attack any grizzlys that are fleeing the Kirovs. This is 
another very hard strategy to defend against, but it is possible. Hey did you 
ever try to bump your helicopter into that thing? I never tried it, but it 
just 
apeared in my strategic thinking. I'll test it out, probably won't work.






--------------------------------------
10. Advanced Strategies

10.1: Allies
\-----------\
The Legionaire Rush
--------------------
This may sound a little odd but it is effective as hell! Build a dozen or so 
Chrono Legionaires. I know it is expensive but you'll get there eventually. 
Once you have the Legionaires, scout out his complete base by continiously 
teleporting out of the range of enemy weapons. We'll search a relatively 
undefended area. If you can find one, the enemy will probably send tanks or 
infantry to attack you. Let them com to you and teleport away when they're 
going to attack you. Don't go too far and the enemy might be stupid enough 
to send them after you; Wait until they come back to you. Now go back and 
destroy any structures you can mange in the time you have. With 12 
legionaires you should be able to destroy some. If there are Power Plants 
here, errase them from time and try to power down the base. Move into the 
heavily defended area (probably where the imortant buildings are). Target at 
your discretion and fire at will (consentrate your fire on one building at 
once, 
don't use one legionaire to attack alone). The tanks will have a harder time 
shooting at you. If it gets hot for one legionaire, teleport him out of there. 
These guys are very handy to avoid the enemy Kirov Airships.So the Kirov 
can destroy everything, but he isn't fast enough for your Chrono Legionaires. 
Another advantage of the Chrono Legionaire is that you can scare the 
enemy, giving the feeling you're at two places at once. You can split up your 
Legionaires and strike at two different points. The enemy will have a little 
fear, especially humans tend to get mad and smash on the computer screen 
"WHAT THE HELL IS GOING ON! THAT GUY IS CHEATING DAMNIT. 
HELLO, WEBMASTER, I WANT FULLBURST41 BANNED FOR HIS LIFE. 
HE SENT FIFTY LEGIONAIRES AT ME. THAT ISNT REALISTIC."
"Stop screaming, it's hurting my ears. He's NOT cheating, you're the one 
who is too slow to react to it!"

Don't stick with your original base too much
---------------------------------------------
This was the key strategy I used to overcome the enemy in Tiberian Sun, 
and the way I have tested it, it works pretty good in this game aswell.
What is this? Well, we will just make multiple bases to make our life easier. 
>From the beginning of the match, start building your base. Get up your 
barracks and start placing defenses; Follow this up with the War Factory and 
build about 5 extra ore miners. You should be getting a good flow of cash 
this way. Get up your power plants a little and begin building Air Force 
Command so that you have a radar. Build a Battle Lab so that we can build 
the advanced defenses. Start placing Prism Towers and some Patriots 
aswell. Build a Harrier and search for a few Oil Derricks that might be 
around. If you can find some, build a couple of engineers, a helicopter, and 
get them in there. Capture the Oil Derricks so that we'll have even more 
cash. Also, search for some crates, if you're a little lucky, you'll find a 
few 
money crates to keep up the good cash flow. Once you are ready with all 
your defenses, build a Service Depot. Once you're ready with that, start 
building a dozen or so Prism Tanks, so that you can withstand an attack for 
some time. Build some extra grizzlys if you want, but it isn't really vital to 
your 
existence. Build an MCV and find a good place to place your new base. 
Begin building a Gap Generator while you're getting your MCV there. Once 
the Gap Generator is ready, deploy the MCV and the Gap Generator right 
beside it. Build some Power Plants right there. Build up a Barracks here, 
aswell as a Refinery and a War Factory. This base will be independent, but 
for the moment, there'll be no unit-production here, except for the extra ore 
miners of course. Once you have a War Factory, begin building about 5 
extra miners so that you'll have an income for this base independently. Now, 
at your original base, start building lots of GIs and get them into buildings 
so 
that they will defend your the route that they're stationed near. Build some 
Attack Dogs for quick Infantry-killing. Once you have those defensive units 
ready, it is time to place some defenses by the second base. To minimize 
power requirements, I'd stick with the Pillboxes for the moment; Once you 
have a total of 8 Pillboxes standing there, start building up some tanks in 
your original base. If the enemy waited this long to attack you, he's eithrer 
preparing a massive attack, or he's lazy. Let's say that he is preparing a 
massive attack on your base. Make about 50 grizzlys to be certain. Now, 
build some more power plants at the second base, build up your 
Chronosphere and Weather Control Device at your second base. Once you 
have these, it is time to see what the enemy is doing. If you are American, or 
you got your hands on an Airport, get some paratroopers in there to scout 
out the plae. If not, build a spy and sneak him into the enemy base. Once 
you have some info on the enemy, you can infiltrate a structure (War Factory 
or Battle Lab are recommended) and you'll have a little advantage over the 
enemy. Alternatively, you could build a Spy Satelite Upling to get info on the 
eemy. Presuming you took the War Factory, build another platton of tanks 
(consisting of about 30 to 50 tanks). You should be ready for the enemy now. 
There is a slight problem still. If the enemy gets to you with his Kirovs, we 
cannot let him destroy your entire base. To combat this, we'll be forced to 
find him after he has left their base. If you were lucky enough to be 
stationed 
far from your enemy, you'll have some spare time to get your people there. 
Build Rocketeers 'till your base is full of 'em. Rush the Kirov with all your 
Rocketeers, and he'll die pretty quickly. Once you've taken out the Kirocs, it 
gets easier. If the enemy managed to reach your base and your Rocketeers 
can't hold them off, get all your tanks, infantry and any other unit you still 
have out of there, to the second base. You should be able to save most of 
them, as your tanks go faster than the Kirov. I hope you have some IFVs 
around there so that you can get the infantry out quickly. Otherwise, use the 
Helicopter. If your Patriots somehow get rid of the Zeplins, lucky you. This 
is 
where I have to look at two situations:

1) You were able to stop the Kirovs. We're back at our base with a nice total 
of tanks in here. Build a Tanya, find a little hole in the enemy's defenses 
and 
sneak inside. Destroy as much as you can, killing off all infantry. Be warned 
of any Yuris around there, as they're pretty deadly... Once your Tanya is 
crushed/killed/whatever, build up some Chrono Legionaires. Get them inside 
aswell and start wiping out buildings (or at least try). Once you've lost all 
your 
Legionaires, launch a Weather Storm in there. Once the storm has stopped, 
bring in your complete tank force and demolish/cripple your enemy. If this 
wasn't enough (although very unlikely), you must build aditional tanks while 
you're attacking with the first wave. Once you've lost your first wave, do a 
desperate move in destroying them all. If this fails aswell, launch a Weather 
Storm at him. With a little luck, the enemy will not have known about your 
second base while you were using it as a support for your original one!

2) The Kirovs were able to destroy you, bring all the tanks you have to your 
second base, and sell off any remaining building so that you have some 
extra money. The miners you had should start working for your second base. 
Put your Battle Lab down in your second base (there isn't a lot of choice 
right). Build a Spy Satelite Uplink and aditioonal power plants if needed. 
Now, start making a Service Depot. I wouldn't order you to build another 
MCV, but if you want to, go on ahead and continue the little game, or you 
could show your real face to the enemy now and go to kill him. We'll show 
our face. First, uild up more advanced defenses, build a lot of Patriots for 
the 
next time the Kirovs would find you. Try to keep your cloak good. The Gap 
Geerator should be able to mask you enough. Go and garison some GIs in 
buildings throughout the map. The enemy might think this is a move to slow 
the game, as you might be searching for valuable crates. Once that's done, 
you should already have a Weather Storm ready for an hour or so. Launch it 
at the enemy, and he'll no the deal baby! This makes the enemy panic, he 
doesn't know what's hitting him! He'll sit there asking himself how he 
could've missed those super weapons. He'll send out his scouts, and if he 
passes a garisoned building, the scout passing will probably be destroyed 
(best for scouting are the Flak Tracks, so that isn't a problem). Chronoshift 
an IFV with Tnyas in his base and start woopin' his ass! Blow things up 'till 
every Tanya and the IFV are dead. Build up Harriers, a lot of them.Launch 
them to deliver air strikes at the enemy. Take potshots at them, and try to 
scare the hell out of 'em. He'll know for sure there's another base 
somewhere. Build up as many tanks as you can manage. I'd try to reach a 
group of 100 tanks, but you don't have to build that many. Once you have a 
big group, smash it at the enmy, who will be increasing his efforts to find 
you. 
Before he knows our exact loacation to fire a Nuke at us, we'll give it to 
him. 
Destroy them all. Before the tanks attack, you might aswell strike with your 
weather again, then with the harriers and finaly with the tanks (this will 
help 
saving tanks hehehe).
If the enemy uses this strategy against you, you are Allied so you can bring 
up your Satelite, or you can quickly scout out things with your Harriers or 
Rocketeers.

The more complex Base Strategy...
----------------------------------
This may sound crazy (and it is...) but it is a lot of fun to do. I will not 
promise 
you will win a match with it, it's just a lot of fun you know.
NOTE: Make sure you meet the folowing requirements to make sure the 
strategy can work to its full potential:
- Play on a map suited for 8 players so you have a lot of space to build.
- Do this match with only oneof your friends, again to conserve space
- Hope that you're kind of far from the enemy
- Try to make sure that your enemy is Soviet not Allied (I just keep repeating 
the same thing man!)


Start by setting up your base. Build a Refinery, Power Plant, Barracks, some 
GIs, a Pillbox or two, War Factory, 4-7 Chrono Miners, a bunch of grizzlys, 
Air Force Command HQ, 4 Harriers, Battle Lab, some Prism Towers, some 
Patriots, aditional Power Plants, Service Depot and a new MCV. Move the 
MCV to a position further from your base (preferably away from the enemy 
hehe). Deploy it and start building a lot of Power Plants. Once you have 
about 20 that's good. We'll place them in the new construction area. Scatter 
them around as much as possible. Build a Barracks here too and set up 
some Pillboxes in this base, aswell as training your GIs here for a moment. 
Build about 30 GIs here and deploy them. Build some dogs here too. Once 
all this is donee, switch back to the original Barracks. Make sure you have 
about 50 GIs here, all deployed. Once you have it done, it's time to place a 
Refinery at the newer base. We should have a good defense now, but if iyou 
feel unconfortable, feel free to place some extra Prism Towers or Patriots. 
Oh, and if you're interested, we'll call the new base the "Power Grid". You 
should see where I'm aiming with this strategy now, right?
Once the new REfinery is in place at your second base, build some extra 
miners at your original base to make the Cash Flow even bigger. I'd say 
buildig about 5 extra miners isn't bad. Once you have a lot of cash in your 
grasp, start to worry about the enemy for a minute. If the enemy already 
showed his face, I'd say we find him, and show we are here aswell. Send 
something to gain some recon info. Once that is done, replace your lost 
unit(s) and start worying about your bases again. 
If the enemy didn't attack you yet, I think it is time to build a Gap 
Generator. 
We'll have enough power for now so don't worry. If you would need any more 
Power Plants, build them at the Power Grid, to keep things right. Once the 
Gap Generator is up, we can be sure the enemy will have a hard time to find 
us. 
If the enemy spotted you or not, we are going to have to defend ourselves 
against their Super Weapons. To do this, we will do sneak attacks. First, 
build some Attack Dogs. STation them by your important structures to keep 
out any spies (if you're playing against Allied Enemy of course). Build a 
Tanya unit and four Spies. Build a Helicopter and place them all in it. The 
enemy won't detect your helicopter so don't be woried. Bring in your Spies 
and infiltrate the following: War Factory, Barracks, Battle Lab and Power 
Plants. Teh Power will be down and your Tanya will be able to blow up the 
Tesla Coils in her way. Destroy any and all super weapons that you can 
detect. When she dies, build up another 30 GIs and anotehr 30 when that is 
finished. You should have about 100 GIs at your original base. You can 
march them to the enmey base, or you could make a Rally Point and bring 
all your GIs there with the Helicopter (it will take some time of course). 
Find 
the most undefended place of their base and strike their. move your GIs into 
position and deploy them. Detroy any defensive structures you see. OMve on 
destroying tanks with all that machine gun fire. Deploy your people around 
their Constrruction Yard and demolish it completely. Since we want to play 
with the enemy, we'll move out all our troops back to the base. I like to 
fight 
my way through the other side of the base, instead of turning them around. 
One more thing, if you're playing against Iraq, don't even bother using this 
strategy alright? If you happen to play against IRaq, do the same thing but 
then with tanks. Destroy the weakest defended part of the base, and 
demolish their Construction Yard.
Now that the enemy felt the power of our forces, replace any GIs/Tanks that 
you lost in the initial assault. It is time for the next step in our base 
building 
scenario. Build a new MCV and place it somewhere far from your base. This 
will ba the Air Base. Put down the truck and start building a Refinery there. 
Build a Barracks. This place must be guarded well, so we'll place a lot of 
Prism Towers here. let your Harriers take off from the original base and 
move them to your newer stronghold, wait there a minute. Sell off the original 
Air Force Command HQ, and build a new one here. Land your Harriers in 
there and build about 5 more HQs here. Once that is done, stock them up 
with Harriers (oooh, expensive baby!). Now that we have two squadrons of 
Harriers, we'll have a good air base. To make things look cooler, build 
another 5 Miners at your original base. Alright, now that you have so many 
miners at your disposal, we can slowly begin to destroy the enemy, or not 
yet...
Launch a harrier and let it fly around to find some tech buildings that we can 
capture. If you can locate an Oil Derrick or two, that's great. an AIrport is 
not 
bad aswell. Build as many engineers as there are TEch Buildings and 
capture them. Good work Commander, time for some extra bases. First, 
build some new Power Plants (about 5) at your POwer Grid. If you left the 
enemy's Service Depot and War Factory standing, then it is very likely that 
he will have built up his base again. I recomend to leave that standing, to 
keep the match a little fair aliright? Build a new MCV and deploy it 
somewhere. Dump a REfinery next to it and a Barracks aswell. Build about 
30 GIs here and dump some Pillboxes and Prism Towers in the base. Build 
a Battle Lab here, sell off the old one. This makes your original base the 
main Tank-producing facility. Now that we have the Battle Lab at our other 
base, build some Prism Tanks there. This base will be our "Advanced 
Production Facility" (fancy name hehehe). Now, place Patriots in all your 
bases, in case the enemy begins to send its Kirovs. If your radars detect 
one, get all the anti-air units you have to its location and smash it, hiping 
to 
bring it down. Now comes an optional part. If you can locate a river of some 
sort (probably with a bridge), bring your tanks there and smash down the 
bridge. Build  a new MCV, once it is ready, begin building a Prism Tower. 
Once you have set your MCV, dump the Prism Tower by it, to give some 
first-aid cover if needed. Imediately begin building more Prism Towers and 
Patriot Missile Sytems to help out with the Dreadnoughts. It is good to build 
a 
Tanya and send her this way, so that she can help destroying enemy 
vessels. Build a REfinery and Barracks as usual, train some GIs (the regular 
30) and build a Naval Yard. Start cranking out Destroyers and Dolphins. 
Once you have about 4 Dolphins and over the ten Destroyers, build a few 
Cruisers to destroy the missiles of Dreasnoughts and help take down any 
Kirovs there may be. Of course, ifthe enemy isn't using Naval capabilities, 
this will be a little stupid to use, ut it adds ot the overall feel of the 
strategy. 
Back to the building stuff. Crank out some Carriers and some extra 
Destroyers. Now, move your ships a little closer to where you think the 
enemy is and see if you can strike with the Hornets from here. If this is 
possible, hold here for a moment. Keep tabs on the enemy to see if he 
begins to make his Naval Yard, it is vital that we know. Now it is time to 
give 
us that bt of advantage in harvesting. Build an Ore Purifier in every base you 
have. And while you're at it, why not build another five Chrono Miners??? 
Good! I knew you would agree. I won't even calculate how much ore you get 
with all those miners (man, you'll have to switch ore fields quite a lot 
hehehehehe!). Now comes a pretty important base for us: the Intel Base. 
Make your MCV and start building a new REfinery while you're busy. Whe 
the MCV is ready, deploy it somewhere and place the Refinery right beside 
it. Make a Barracks, some Prism Towers and make about 50 GIs and bring 
some tanks that you built here aswell. Once that is done, build a Spy Satelite 
Uplink. Now, you'll have a much better look at the enemy. Good, now that 
we have intel on the enemy, there is only one remaining thing we have to 
take care of. Build the last MCV and build a REfinery. Place the MCV and 
the Refinery. Place 2 Ore Purifiers, one for each base. Build a Barracks and 
build as many GIs and Prism Towers as you can manage. Build a 
Chronosphere and a Weather Control Device. Build some Chrono 
Legionaires and bring all of them together at the enemy's base. Warp them 
intto a relatively unprotected part of the base and take out some buildings, 
just to keep the enemy scared. Once all the super weapons are ready, build 
as many tanks as you can in the ten minutes the super weapon is charging. 
Gather all the GIs out of all your bases and let everybody rally en route to 
the 
enemy base. Hit the enemy with a Lightning Storm then try to attack enemy 
targets with your vessels you have in there. if the enemy's structures/units 
are in range, launch your Hornets to make short work of them. Once you've 
picked off all targets of oportunity, bring in all the tanks and GIs you 
rallied 
(man! That'll be a lot!) and rush the enemy. Target defenses first, let the 
GIs 
deploy and concentrate at any tanks there are. Let the tanks worry about the 
structures and let the dogs take on the infantry of the enemy. Once you have 
destroyed everything, scout out the rest of the map to find any remaining 
stragglers. Once that is done, you will be victorious. 
The advantage of this strategy is that you can send reinforcements from 
other bases if another part of your infrastructure is under attack. I hope 
this 
is a good strategy for you. It works for me most of the time, especially 
against humans, because they actually get confused of situation, while the 
cold-blooded computer is so cold to play against...






--------------------------------------
10.2) Soviets
\------------\
Well, there is only one good strategy that I use often with the Sovets (with 
taking the "good" word in its relative form ehum). Build up your base as 
usual. Find a good place (preferably close to the water) to build a Naval 
Shipyard. Once that is done, start mass production of Dreadnoughts, 
Submarines and Sea Scorpions. Once that is done, move your massive 
armada of ships to the other side, trying to get a shot at the enemy's base. 
Try to find his base within range of the missiles of a Dreadnought. Another 
thing you can do, is to build a Dreadnought as early as possible, even if it 
means delaying a Refinery. Once you have one, send him over to bombard 
the enemy base. If you were fast enough (and the enemy was slow enough 
hehehe), he won't have a Patriot Missile Launcher (or bad placed/not 
enough of them). If you can spot a Patriot that is lonely, destrooy it first. 
Then 
target at your discretion. Try to keep them out of the range of enemy 
defenses (pillboxes in this stage of the game). If you can succeed in this, 
then you will probably be able to smash the enemy to pieces. The wisest 
thing to do when you find yourself in such a situation, is to undeploy(repack) 
your MCV and move away of the field, while selling off all your buildings and 
taking your units with you. 
Another thing you could do, is to quicly build a Barracks, a Tesla Reactor 
and the War Factory. Build a bunch of Terror Drones and move them to the 
enemy base. If you are fast enough, the enemy won't have a lot of a 
response against it. You can wipe out both Infantry and vehicles with them, 
so use that to your advantage. All this only works if you have luck. It is 
sometimes a little dangerous to use such a strategy.

Long live the Soviet Union.
----------------------------
Well all the above is a little crappy, so let's see if I can't give you a good 
"build-a-base-and-destroy-the-enemy" strategy.
Build up your base (I'd keep away from the water as your Soviet and I find 
the Soviet Navy a little weaker then the Allied navy, it's jsut that feeling 
that 
my vessels can't do a thing right!). Start up infantry production fast. This 
is 
kind of important, because the Allies have a good advantage in infantry, 
while your men can easily take down their tanks (well GIs can do the same, 
but the conscripts seem harder to hit which would be logical in keeping the 
balance higher). I know the number 200 is quite impressive, but it is 
certainly 
possible. I'd say this: bild your War Factory first and build as many War 
Miners as you can. Harvesting goes very slow with the Soviets, so it is 
imparitive to find OIl Derricks to give you a steady flow of cash. Let's say 
you 
find and capture a few. We now have 200 Conscripts ready for action. Once 
that is done, build some Attack Dogs (about 5 or10) to help kill off those 
GIs, 
sniff out Spies and assist in killing any Tanyas. Once that is done, try to 
build 
even more War Miners, oh yes, we want a lot of cash to work with. Build 
your Radar Tower to give you a little overview. It is very much mossible 
(especially for the Online players) that ythere are multiple enemies. The 
enemy will probably roll in some tanks to bugg you; Group your men together 
(yikes!) and target one tank at a time. they'll probably die instanty. Destroy 
tanks after tanks and you'll be fine. I have to warn you however: it is okay 
to 
keep your soldiers close, but scatter them once the tanks role in, we don't 
want to make this look like Carmagedon or GTA right?.
Once you have your soldiers standing by, build up defenses first. Build lots 
of 
Tesla Coils and Flak Cannons. We'll place the sentry guns around our 
buildings for protection. Use some walls to protect your defenses for awhile. 
Once you have a good number of Telsa Coils and all the passages to your 
base are walled off and defended, begin production of tanks. Build lots of 
Rhinos. Once you have about 50 or so, start building some extra Flak 
Tracks/Flak Troopers to help with any attacks the enemy might send. Build 
some Tesla Troopers to keeep your defenses running if base power falls 
down to 0. Now that our base is safe for a little while, build a bunch of 
Apocalypse Assault Tanks and a few Kirovs. Let them move to the enemy 
base. Let the Apocalypse tanks try to destroy the patriots and any other unit 
that is threatning your Kirovs. If you can do this, then you will have a good 
chance of destroying the oponent you're attacking. If you are playing a 
skirmish game against one computer oponent, than the game is over now!
However, if you're playing online and you are probably facing multiple 
enemies, there is still some work to be done.

The second thing you have to worry about is super weapons. We must 
absolutely prevent any Lightning Storms from killing us off. Nukes aren't nice 
to have incomming, but lightning storms are still worse. Build a few Yuris and 
send them over to the enemy. Mind control a bunch of units and run them 
back to your base. Use this tactic to get as many units as you can. What we 
are looking for is an IFV. If you can snag one, build a Crazy Ivan, put him in 
and get him to the enemy. Give him some extra support. Now we have a 
nice demolition truck at our command. Get the IFV (errr demo truck) into the 
enemy base and keep it a little covered. Once you have it inside, ward off 
any incoming infantry/tanks so that you are safe. Bring the truck to the 
structure you certainly want to wipe out, be it super weapon or construction 
yard. You could always try to destroy more with your forces that you brought 
along, but it is very much possible that the enemy has to much defenses for 
this. A cheaper way to completing the "destroy the super weapon" goal is the 
following:
- Take an IFV (by capturing a Allied Structure or by mind controlling one) and 
bring it to your base.
- Build an Iron Curtain. Once it is charged, send your IFV to the enemy. 
When it begins to take fire, make it unvulterable. Double-time it to the 
enemy's super weapon/construction yard and DETONATE!!! (just run into it 
hehe).
We now have to start mass production of Apocalypse Assault Tanks. Once 
you have a good number (40 is good enough!), get a Yuri unit in there (or 
Yuri Prime is even better) and steal some units. Try to snag as many IFVs as 
you can, or some big boomers from the enemy. If you can get about 10 IFVs 
that's good. Put Tesla Troopers in them and have some very nice Tesla 
Tanks. Let them be grouped on unit 2. All your Apocalypse Tanks should be 
grouped on 1. Once you have that, see how many Rhinos you've got and 
build some extra. Build as many as you see thick and group them at 3. Now, 
build about 5-10 V3 Rocket Launchers and group them at 4. Move your 
Rhino tanks first. Let the Apocalypse follow but keep some distance. Keep 
the Tesla Tanks right behind the Apocalypse tanks. Your V3s should stand 
by a little moment. Once your Rhinos have reached an enemy base, let them 
attack it with everything they've got. If you built a lot of them, you might 
crush 
them all in there. If the enemy is able to retaliate your Rhinos succesfully, 
bring in the Apocalypse, followed right by the Tesla Tanks. Let the 
Apocalypses mop up as much as they can handle. Move your V3s to the 
place of chaos and let them fire on the enemy buildings, assisted by the 
Tesla Tanks. If this somehow fails, regroup everything that is still remaining 
and head home. Send over any Kirovs you may have and destroy the enemy 
base completely (well that should've been a hard hitter for the enemy!). You 
should've built a Nuke Silo by now. Nuke anything that is moving in the area 
of the base you just attacked. Now, focus your attention to the mossible 
other enemies, and try to keep yourself out of the fighting for awhile. If 
they 
are already in a big conflict, then that's FANTASTIC. We can build up forces 
without problem. If the remaining enemies are allies with eachother, that's 
something else. Considerthem to be allies. You'll have to bring up more 
defenses quicly, while building LOTS and LOTS of Kirov Airships. if you can 
manage it, try to build about 20. It is expensive, but it will work, I 
garantee 
you. Once you have those Kirovs fly them over to the enemy's bases and 
destroy them. If someone survives, smash some tanks at them and try to 
destroy them by doing that. Another thing would be to build even more 
conscripts after your big group of 200. March them to the enemy and destroy 
them completely. I garantee you 250 conscripts will kick the enemy's ass 
quite nicely.

Hope I helped!





-------------------------------------
11) Mission Walkthroughs
\----------------------\
11.1. My Walkthroughs
---------------------
11.1.1: Allied Walkthroughs
------------------
Mission 1: Loone Guardian.
----------
Briefing: It would apear that the Soviets have invaded America. They are 
rushing through our cities like mad idiots. We must stand our ground, even 
in thsi disorder.
You'll start by getting New York out of the iron grip of the Soviets. They 
haven't taken the city yet, but they will if we don't act fast. Buildings are 
already in ruins, ships are aproaching and threatning to destroy us all, and 
you are going to stop them... That's right, YOU. With the help of Agent 
Tanya of course. She's an expert in her class, don't leave her for the stupid 
jobs Commander.

Main Objective: Get to Fort Bradley and regain control of the city. Also, you 
should keep Tanya alive at all cost!

Walkthrough: 
This is kind of simple. You'll see several Dreadnoughts firing missiles at the 
statue of liberty. Aparently, the Patriot Missile Systems aren't quite enough to 
hold the missiles form hitting their target, so you better work fast. Let Tanya 
take a swim and attack some C4 to the ships. Once you were able to sink 
them all, make her understand that you have to get on the Manhatan Island. 
Once she made it on, assist the GIs with those lame Conscripts. They'll 
make it anyway, but you'll see Tanya's pistol skills, and it's worth it, belive 
me!
Tahter your GIs and hold ground for a moment. there'll be a second wave of 
Conscripts soon. Once you've taken care of them, move further on the road, 
you'll see a lot of things burning hehehehehe. You'll soon encounter a few 
more GIs that are just sitting there shooting at Conscripts. I'm sorry to say 
this, but it is a long time since I played it, and I'm a little busy (whihc means i 
do not know exactly where the next thing is). You'll have to search around in 
the city. You should find 3 Grizzly Battle Tanks to give you a little extra 
firepower. Move Tanya past the MCBurgerKong and the Gas Station. You 
can take the GIs with you if you want, but it isn't necesary! The Fort is able to 
defend itself, but the AI who is controlling it, seems too dumb to build new 
units or more defenses. Just send Tanya inside and you'll gain control of the 
base. Directly after you get control, move your Grizzlys to the fort and begin 
to build a lot of GIs (say 30 or so) and send them to the enemy base, 
sending the Grizzlys with them. Let the Grizzlys take care of the Sentry Gun 
defense and let your GIs pour into the base. Let them kill all the V3s that are 
inside and destroy the Soviet Structures by blowing up Barrels and finishing 
off the buildings when needed. Once you've wiped out the base, it's Mission 
Acomplished for you my friend!



Mission 2: Eagle Dawn.
----------
Briefing: General Vladimir is moving fast, very fast. He has sent a group of 
tanks to secure our air base in Colorado. This one is to vital importance to 
us. You must get back the Air Force Academy before the Soviets can make 
this position unpenetratable. Tanya will also be at your service in this 
mission (EYES ONLY COMMANDER, TAKE NOTE OF THAT.).

Main Objective: Recapture the Air Force Academy and destroy all the Soviet 
Forces in the area, before they gain too much ground here.

Walkthrough:
Get Tanya up and about and elt her kick some butt will ya!
You'll see a few conscripts around here. I sugest taking them out now, you 
know why right? Once that is done, you can take an Armor Crate here 
somewhere. Once you've found it, you can find anohter one under the house 
next to it? You'll soon get a message from Luitenant EVA, saying that a 
group of Rocketeers has arrived to assist you. Get them and assign them to 
a number on your keyboard. MOve Tanya further and you'll see the Air Force 
Academy on the map. Clean out everything that you may or may not 
encounter. You'll reach a fork in the road. When you find it, move Tanya into 
the captured base and kill off the Conscript here. You'll see some Flak 
Cannons sitting here. This is what is preventing you from destroying the 
Sentry Gun defense with your Rocketeers. I'd say only one thing: "Chuck 
some on it!"! Once you've blown up the Flak Cannons, move in the 
Rocketeers and destroy the sentry guns. Once you've acomplished that, 
you'll get some Engineers dropped off. Get them to capture the buildings of 
yours. Once you have captured the Air Force Academy, the aircraft will take 
off, and give you some recon on a base to the east. It isn't that easy this 
time, so don't jst send 10 GIs in there hehe.
First, build some extra chrono miners (three will do) and foritify your base. To 
make it easier, we'll send in Harriers first. Let them destroy key structures, 
on easy the Flak Cannons shouldn't do too much to the planes (they'll 
probably miss!). Once you have destroyed some structures, you'll get some 
GIs from somewhere. Deploy them and destroy anything in sight. Let any 
planes you have ready destroy Sentry Guns so that the GIs will have a better 
chance of surviving. Once you have this base destroyed, your mission will be 
over; If the wave of GIs doesn't destroy the base, send in some Grizzly Battle 
Tanks to finish the job. Once that is done, it's mission acomplished for you!


Mission 3: Hail to the Chief.
------------------------------
Briefing: Back to the heart of America. Something terrible has happened, the 
Soviets are using their feared but until now unknown technology. This 
technology is known as a Psychic Beacon. What it does is send out signals 
of the brain to American soldiers and citezens, telling them to join the 
soviets, and since we have no protection against it, we'll have to remove 
them on by one. There is a slight problems. They have placed a Psychic 
Beacon within Washington DC. They have "mind-controlled" the President, 
and even General Carville himself, so Luitenant EVA will have to give you 
the briefing. It apears there are still some forces in the area that are 
unefected, you will rendezvous with them and destroy the Psychic Beacon. 
Do not allow our citizens to be forced to be slaughtered!

Main Objective: Build a base, find the Psychic Beacon and destroy it.

Walkthrough:
There are a lot of structures that you can repair, but I acomplished the 
mission without repairing a single one of them, so I don't conisder it needed.
Start by building up your base. Once you have GIs ready to build, build about 
30. You'll see a bridge to "The Other Side", where the enemy is staying. Let 
the GIs garison themselves in the buildings around here, especially in that 
one by the bridge. The Soviets will ocasionally send a lot of Conscripts and 
inocents to attack you. It's pretty fun to see those Civilians get slaughtered 
(at least in my opinion!). Get a War Factory up and running. Get some 
money if you really want, by repairing structures. Most of them holds a crate 
with money, so that could help if you want. Build extra miners 'till they begin 
to annoy you by their numbers. Suffice to say that you should at least build 4 
of them. Once they are ready, start building Grizzly Battle Tanks fast. You'll 
get ocasional reinforcements. They'll consist of IFVs (about 4 or 5 if I 
remember correctly). Build an Air Force Command HQ, especially for those 
of you who want to repair things. Now, build 4 Harriers and give the enemy a 
first strike. They'll be located across from the bridge, by the soccer field. This 
is only a small base, so this won't be too much of a problem. Destroy 
everything with your aircraft, while you keep up your tank profuction. Once 
you have an amazing number of tanks, roll them across the bridge and move 
to the Washington Monument. You'll spot a Soviet stronghold. Roll your 
tanks in and destroy the defenses. Keep everything away. Now, build some 
engineers and capture this base. Try to keep the War Factory living so that 
you can capture it. And Scott Batass has given me the oportunity to do a 
good fight here. Capture the War Factory, Barracks and REfienry if you can. 
Place Pillboxes all over the place! Make about 10 Tesla Tanks by using the 
IFV and putting a Tesla Trooper in it! once you have that, build a second Air 
Force Command HQ. Build Harriers to fill it up, and start striking the base at 
the Natural Museum. Try to take out as much as you can. Build a lot of 
Rhino Heavy Tanks at the captured base, it will help you in the final assault. 
Build a few V3s if you want quick destruction. Now assemble all forces at 
your captured base and rush the enemy for the final assault. You should be 
able to destroy everything quite quickly. the enemy won't have a lot of an 
answer to your Tesla Tanks hehehehehehehe (Thanks Scott, you made 
even easier!). There's only one more thing that needs to be handled, the 
Psychic Beacon. You'll find it in the North East corner if I'm correct (it's 
somewhere near anyways). Target it and fry like hell!!!!! That was a pretty 
easy one right? I think it is time to celebrate, you've jsut played out 1/4 of the 
Allied Campaign, no big deal, as you ain't seen nothin' yet!!!!


Mission 4: Last Chance.
------------------------
Briefing: It is worst than we thought. The Soviets are far from finished, and 
we have to handle them the hard way. Even as our war effort continues, 
there is something very important that MUST BE DONE AT ALL COST. If 
we cannot achieve the goal I'm about to give you, we will all turn into slaves 
of the Soviets. Your destination is the coty of Chicago. The city is heavily 
fortified, so you'll have to do an amphibioud landing. you'll have to locate a 
device called "Psychic Amplifier". The Soviets are preparing themselves to 
use it. our scientists have calculated that this device, when activated, will 
mind control whole of North America. If this happens, we are doomed to lose 
the war; Make sure you can find and destroy it. It is imparitive that we bring a 
halt to this psychic attack of the Soviets.

Main Objective: Find the Psychic Amplifier and destroy it before it gets online 
and takes control of the US.


Walkthrough:
Alright. You'll have a bunch of destroyers, a few transports, and some 
Rocketeers in the opening stage of the mission. First thing you'll want to do 
is to destroy the cannos on the shore, without them, we can safely land our 
troops in Chicago! Let your Destroyers clear a path by destroying anything 
that you may encounter. Destroy all the Soviet units and 
defensive/production structures right here. There's a high chance of 
SubMarines here, so protect your transports from them, or it's BYE BYE to 
your shore landing! Once you've cleared out the place, move your transports 
in. Unload them all. In one of them, there'll be an MCV. Deploy it and you'll 
receive a transmission from Luitenant EVA, who gives you some tidbits of 
info on the Psychic Amplifier. Once the talking is over, you'll notice a timer, 
pay close attention to it, if you're running out of time, rush the amplifier with 
aeverything you have and try to destroy it (target it with everything and ignore 
Soviet Forces, so that you can give it a buttload of damage in one bam). DO 
NOT LET THE TIMER EXPIRE, OR YOU'VE JUST BEEN VERY STUPID.
Reinforcements will arrive. There'll be a few transports with tanks and GIs 
onboard. Deploy them all and let them join your forces. Begin setting up your 
base now. If you left alive the soviet Construction Yard, capture it now. Since 
I didn't do it myself, it probably made it harder because of the better tanks 
they have. Well, it's just a stupid detail, so if you just destroyed it, I can 
understand it. It's so much fun to blow up a Soviet Construction Yard!!!! 
Build up your Refinery, Power Plants, Barracks. Build about 20 GIs and then 
start working on the War Factory. Build a bunch of extra miners to increase 
money.
Once you have a lot of miners, start building Grizzly Battle Tanks, or Rhinos 
if you did capture the Soviets things. Start pumping out a lot of them! When 
you have a good group, mass everything together that you have. Build some 
more GIs (20 again I'd sugest), and move north. You'll see a bridge, but 
you'll need to repar it. Train an Engineer at your Barracks and send him over 
to the Bridge Repair Hut. Fix the thing and move along. You'll come to see 
an island, where the Psychic Amplifier on it. Let your tanks fire on it, while all 
the GIs you have massed will ward off any Soviet armor/infantry that might 
interupt. Since the GIs are good against both of them, this will be kind of 
easy for you! Once the Psychic Amplifier is destroyed, the mission is over, 
and you get to see a very confusing ending scene. Premier Romanov is 
sitting there, making himself angry (man, he should watch his heart!), and he 
will target Chicago and say something like: "Behold the Powerrr of Motherrrrr 
Rrrrrussia!". BAAMMMMMMMMMMMM! Nuke has hit Chicago and it isn't 
pretty tto look at!


Mission 5: Dark Night.
-----------------------
Briefing: It apears the Soviets are overmowering us. We must get help from 
anyone who would want to. We can NOT LET THE Soviets take control of 
the US. If we do, the Europeans will not be able to stand for themselves. 
We're trying to convince the Europeans to join forces with us and help take 
care of the Soviets. There is a slight problem however, the Soviets have 2 
nuclear Silos on the border between Germany and Pland. The Europeans 
are afraid that the Soviets will launch the missiles once they have formed an 
alliance with us. That's why we will remove this threat, and ensure a good 
alliance with the European countries. To acomplish the task quickly, we'll 
deploy Tanya and a handful of spies for you to use. You must locate the 2 
nuclear Silos in a Battle Lab, and take care of them. Beware that the enemy 
will have good guard against your attack, so use the spies well.

Main Objectives: find and destroy the 2 nuclear Missile Silos that are 
threatning Europe.

Walkthrough:
Disguise your spies and take care of the Conscripts on the road with Tnaya 
(she's a hotshot isn't she!). The plan is simple: We'll destroy all forces that 
may prevent our spies from reaching their destination, and we'll clear out the 
path, so that we don't have to fight too much when you need precious timing. 
Send Tanya to the northeast. Shoot everything you see, especially all the 
guard dogs. They must be killed. Not only do they threaten the spies, but 
they also threaten Tanya, so you must ABSOLUTELY kill them, before they 
get a chance to attack Tanya, otherwise it's game over for you! You'll 
eventually come to a fork. You'll eventually come to the entrance to the 
Soviet base where we must locate the bastard nukes! Fire at anything in 
sight (be it oil barrel or soldier) and stay out of the range of the tesla coils, 
but destroy any that have barrels next to them. It is safer to find an alternate 
route however. Go to the farm nearby and free those cows (you can use 
them, but I personally didn't). You'll see a barrel standing by a wall. Shoot 
the barrel, and TADAAAA! A hole! You can pick off soldiers through here 
easily, so do it. Take a Spy or two here. Let the first one enter the Tesla 
Reactor and the power will be shut. Destroy all the Tesla Coils in here. Now 
send in your Smy and let him infiltrate the Battle lab. Your map should get 
expanded and you will get the location of the two nuclear Silos that you are 
searching for remember? Before you do ANYTHING ELSE, find some 
barrels in the base and shoot them, to make another opening in the wall. Go 
and follow the path to the path further. You'll see a crashed ariplane. It 
apears something terrible has happened. You'll see a group of GIs and 
Engineers. Get them out of there, and they'll tell you that they were on that 
plane but were shot down by Soviet air defenses (hmmmm, I don't 
remember any flak in the area, oh well). They claim there are more survivors 
around here somewhere (and they are right, I just don't use them, because 
they aren't necesary at all). Bring them along to the base you've "defused", 
and send the Engineers to capture both the Barracks and the War Factory. 
Train aditional Engineers to capture the rest of the base. Once you have 
everything there was to grab, and start building more War Miners, because 
harvesting goes a lot slower wth the Soviets. Once you have a good total of 
harvesters, start building Rhino Heavy Tanks. Get a permanent production 
started. The first wave will consist of 15 tanks, while we are building more to 
replace thme. Once you have them, send Tanya with them to destroy any 
and all infnatry that might be around here. If you want, you can use the cows 
to see exactly where there are tesla coils and all that stuff. Roll your first 
wave of tanks to the first nuke silo, and attack. You shouldn't have too much 
of a problme, target the Tesla Reactors first, and destroy them as quicly as 
you can. Once they ar offline, destroy the Tesla Coils, or you could destract 
the Tesla Coils, while Tanya blows the Reactors. Once you have cleared out 
the base of its defenders, destroy the wall around the nuke silo and destroy 
it. Now, wait for your second wave of tanks to be ready, and send them to 
rendezvous with your original tank group. Once you have them ready, move 
your butt. Attack the second nuke base. If you are taking Tanya along, be 
sure to watch out for Guard Dogs, because they are very common and 
annoying here. Apply the same tactic as usual, and destroy the second nuke 
silo. Looks like you have persuaded Europe to help, now let's crush the 
Soviets!!!


Mission 6: Liberty.
--------------------
Briefing: We're back in Washington DC for an important mission that was 
given to you by good ol' General Carville: "TAKE MY OFFICE BACK". We 
are pushing away the Soviets of our soil, and we must continue to rally and 
destroy their forces as fast as we can, because we mustn't give them a 
chance to regroup and strike hard again. The main idea is to attack the 
Soviets and take back the Pentagon, aswell as destroying all Soviet bases in 
Washington. It isn't an easy task now, but I'm sure you can do it. Also, we've 
made contact with the mad Doctor Einstein. He has given us the plans for 
the new Prism Towers; We belive they will be most useful in your strugle. 
use them by all means, because we want the Soviets killed and that means, 
we want you defended from any harm they will intend. Einstein is working on 
several projects at this moment, so more of his work is expected soon 
enough. Get over there commander, and settle the score once and for all.

Walkthrough:
Deploy the transports at the Pentagon. It's under attack already, but the 
Prism Towers will do the job quite nicely. Establish a base. The first thing 
we'll want to do is to make a superb and unpenetratable defensive 
infrastructure. To do this, we will want to build more Prism Towers, wall off 
our base, and garison troops in the buildings by the Pentagon (VERY 
IMPORTANT). Also, we will back our soldiers in the buildings up with some 
tanks. 
Set up your base. Build a Refinery, Power Plant, Barracks, War Factory, 
Battle Lab, and then we're up and running for some time. Build Prism 
Towers, and place them by the ones that were already there. This will be 
vital to your survival, as the Soviets will attack frequently with tanks. Once 
the attack has been countered, repair all damaged defenses. Build an Air 
Force Command HQ. Build 4 Harriers, and then start working on lots of 
Chrono Miners. We'll need the resources hard, so make sure you have at 
least 8 miners running your refinery all the time. Build about 10 tanks to back 
up the garisoned TIs; At some point, the message will come that the Soviets 
have released their Terror Drones; Try to destroy them before they can 
attack themselves to anything, and build a Service Depot to remove any 
drones that are attacked to your units. Also, don't just attack it with a few 
infantries, as they will kill your men without any doubt. Also, build lots of 
Fortress walls at key places, so that the enemy will have trouble using his 
terror drones. Now that we have good defensive power, it is time we began 
doing something about that Soviet ghreat in the city. Build more Air Force 
Command HQ and fill them up with Harriers, until you have a squadron 
(which means you'll need 3 HQs and 12 Harriers). Also, there's an easy way 
of making your life less frustrating. The first strike your planes do, should be 
on the bridge that leads to the first Soviet Base (which isn't too big). Let your 
planes reload and strike again if the first attack didn't take it out completely. 
once the bridge is destroyed, and your planes are rearmed and ready, let 
them strike the small base. Flak will be moderate, so you can easily take 
them down. Target key structures and keep on striking 'till they have no 
more structures to speak of. let all your planes reload, and move on to the 
next base. Do as much damage as you can, and then build about 40 GIs. 
You still have those transports right? Gather all the GIs you have and build 
IFVs so that they all are seated in one. Put them in transports and move the 
hovercraft to the other side of the broken bridge. Move your soldiers forward 
and kill anything that is remaining of the enemy base (a bunch of tanks if I 
can guess right). Maybe the second base still has defenses if so, build about 
20 tanks and transport them all over to the battlezone. Let them take care of 
the defenses you see.
Now, it's time to mop up the whole thing. Build even more tanks. Build about 
15 and transport thme over. Let them demolish any enemyies you encounter 
on the map (there's probably still a base out there, so take care of it quicly). 
Once you have destroyed every base on this map, Washington will be yours. 
It is quite thrilling. I found this mission very easy, because once you have the 
defenses up, it's all just building up a force of your own and destroying them!


Mission 7: Deep Sea. (what a pointless mission name!)
---------------------
Briefing: We are winning the battle for the United States! We have fortified 
our positions and are moving the Soviets away very quicly. In no time, the 
Soviets will be evacuating and will be returning to their homes in Russia 
hehe. However, there is a situation that requires your attention. We have 
detected a large Soviet fleet heading to Pearl Harbor. This is their desperate 
attempt to increase morale of their troops, to get another victory. But we will 
not allow this. Prepare your own navy and strike back. It is likely that the 
Soviets will deploy a base when they arrive. Destroy them all. Remove them 
from American soil once and for all. Once we have driven them from this 
place, we'll be able to strike them when we please. Beware that the Soviet 
fleet is not to be underestimated. Our reports say that they took lots of 
Submarines with them, so be on the lookout. Also, try to protect the base on 
the island. It is probable that the Soviets will destroy that to make a landing 
and build a base of their own.

Main Objective: Locate the Soviet fleet, destroy it and the base that they 
deploy.

Walkthrough:
There's no time to lose here, believe me! Start building Destroyers like 
you've never done before. Crank out as many as you can manage before the 
soviets arrive with those stupid Sea Scorpions and submarines (oh DAMN, I 
don't like the Soviets). Once they arrive, attack them with everything you 
have. Move all your destroyers and carriers to the place of attack and wait 
there and you will be attacked. Let the Destroyers worry about the 
Submarines first. Let the Carriers try to destroy the dreadnoughts, the only 
problem is Sea Scropions. Leave the Cruisers at your base, as the 
Dreadnoughts have the annoying stupidity of targeting your structures. The 
Cruisers will make short work oftheir missiles, so that isn't a problem. Once 
you have destroyed every ship here, you may start to breave normally 
again... at least for now. Get your cash flowing by building a lot of Chrono 
Miners, and maybe a second Refinery if you want. Soviet paratroopers will 
be coming in pretty often. See those houses close to your base? Well, we'll 
just train GIs (LOTS AND LOTS OF THEM!) and garison them in those 
houses, don't you think that's a good idea? Once that is done, train an 
Engineer and transport him to the norht, where you'll find a Tech Airport. 
Capture it now. Train some attack Dogs and send them over there to defend 
against any infantry that might try to take over; (the enemy often tries to just 
capture it with Engineers if you leave no defenses) You could also place 
some Prism Towers and Pillboxes at the Airport if you want! Start building 
more defenses at your own base now. Place lots of Prism Towers and 
Patriot missile Systems at your base, with a few Pillboxes to help shred the 
infantry faster. Once you have defenses up and running, see that you have 
good power, so that a minor attack on your power plants won't just shut 
down the whole thing. Now, start building a Service Depot. I'll tell you why: 
The enemy AI has the annoying plan to often transport attack into your base. 
They may include Engineers, but most annoyingly, Terror Drones!). We 
MUST NOT allow the enemy to harass us with his stupid drones. Make sure 
they get destroyed before they even reach a vehicle, or the vehicle can 
reach a Service Depot quicly. If you want, you could build a second base at 
the airport, I did once, just to make it feel cooler (HAHAHA, the Soviets can't 
win hahaha!). All paratroopers should just com to your base. We won't need 
them in an tattack on the enemy base right? They're just costless infantry. 
Now, it's tiem to build up a strike force to give the enemy a hard time. First 
off, see how many destroyers you have. A few were probably sunk by the 
Soviets, I'd sugest building another 10 or so. Once that is done, start building 
a lot of Aircraft Carriers. Also, there's one thing that you must remember: 
KEEP THE CRUISERS CLOSE TO YOUR BASE, BECAUSE THE 
SOVIETS LIKE TO SEND A FEW V3S TO ANNOY YOU. AS LONG AS 
YOUR CRUISERS ARE THERE, THERE4LL BE NO PROBLEM.
Build up Grizzly Battle Tanks and a lot of them please. Once you have a fleet 
of impressive numbers, group each ship type together. Keep them at your 
base for the moment, but they'll play a large role in our attack in a few 
moments. If the enemy manages to get a nuclear Silo up and running right 
now, hit him hard. First target the Silo, then target at your discression. 
Destroy all targets of oportunity. There'll probably be a few subs, and a 
bunch of Sea Scorpions around. Let the Destroyers concentrate on the 
ships, while your Carrier Battle Group launches wave after wave of Hornets. 
There may be flak, but they can't hold off all of them, belive me freely. Once 
you've destroyed everything you could possibly destroy from this position, 
quicly build a few transports and get everything you have ready at the 
moment over there. The main idea is to certainly destroy all the Tesla Coild 
that the enemy has placed. These are very unwelcome targets. Also, try to 
destroy the Sentry Guns from the sea. Destroy all unit-producing structures 
+Construction Yard (from sea or land) and you'll get the "Mission 
Acomplished" message in no time! Good work commander, I'd say you 
deserve a little rest right... RIGHT?


Mission 8: Free Gateway.
-------------------------
Briefing: Well, looks like yourrest is already over hehe. We are really hurtin 
the Soviets bad, and they are retreating on all fronts. Our intel believes we'll 
be able to drive the Soviets from america in a few days. So now you ask: 
"Why the heel did you have to bother me?!". Well, you may have heard that 
our primary suply-line at Misouri is in Saint-Louis. We have received reports 
from Agent Tanya and the other forces in the area. It apears the Iraqis have 
made their attempt to give us a blow in the face. Therefore, they have 
invaded Saint-Louis, and they are readying a Psychic Beacon. They are 
wanting to cripple our suplylines, and regain control. Agent Tanya is 
assembling a strike force and we will have to destroy the Psychic Beacon 
quicly, it's about to come online. Also, once this is done, drive off all the 
soviet forces from the city. We mst give the soivets an answer to their feeble 
attempts to win this war, by treachery and unfair warfare. This will turn on 
them, you'll see soon enough.

Main Objective: Find, and destroy the Psychic beacon at the small soviet 
base, then drive them off of the map!

Walkthrough:
Okay commander, we have Tanya and a bunch of GIs and engineers, ready 
at your service. Our objective will be to find the small fortification where the 
Psychic Beacon is, and destroy it as fast as possible. You have about 20 
minutes before the Beacon will activate, and there is absolutely no time to 
lose! MOVE MOVE MOVE!!!
Alright, assemble your strike team right away, move to the highway and 
follow it until you reach the Soviet base. First thing you'll want to do is attack 
the base from different angles. Let the GIs and the engineers go through the 
back, while Tanya sees what she can do. The main plan is to find and 
destroy all the Tesla Reactors, so that it is safe to destroy the Psychic 
Beacon without getting fried by the Tesla Coils. Find and destroy all the 
Reactors, kill any troops that you may find, and destroy all the Tesla Coils 
afterwards. You'll notice the Psychic Beacon, ready and waiting to be 
demolished. Move Tanya in and watch in joy as the whole thing blows!
That's the first and easiest part of this mission. The reinforcements will arrive 
with an MCV and some stuff. You should also get control of a bunch of 
civilians, who apparently got an M1 Carbine assault rifle from the Soviets. 
Wander how that happened hehehe. they're good cannon fodder IMO. 
Watch out for the Desolators (the Iraqis brought them along hehehe), 
because they will send your infantry to hell in an instan. It easy for them to 
butcher your soldiers, they can't do anything good against tanks though 
(phew!!). There'll be a few of them in the soviet base already. They'll start 
harassing you, so dispose of them quicly. Oh yeah, after you destroy the 
Psychic beacon, there will be a crate of money there. It always helps to have 
some extra cash. Also, watch your miners carefully, because something very 
odd happened when I played the mission. Harvesting was pretty smooth, as 
the fields are pretty close to your base. Everything went fine, until the miners 
didn't show up anymore. No "Ore Miner Under Attack" notice, nothing! They 
just disapeared to nowhere. I don't know how this was caused, I can only 
warn you to keep your eyes open!
Okay. Start up your base now. Build refinery, power plants, barracks, a War 
Factory. now, start producing lots of Chrono Miners.You'll also notice that a 
few new tanks have come to play: the famous Prism Tanks. They are very 
well. they can take care of buildings from a long distance (handy against 
Tesla Coils) and they aren't too weak aswell. Grizzlys are stronger, but the 
Prisms have much better firepower. You'll receive reinforcement of four of 
these tanks, use thm wisely. Once your cash flow is nice, start building a 
Battle Lab. Once that is up, build a bunch of Prism Towers for defensive 
means. Once that is done, there is something I need to confess: I used a 
rather ilogical strategy to complete the mission. I didn't cheat, but I just did it 
a little different then you should do it. What I did, is build about 15 Grizzly 
Battle Tanks, roll them to the enemy base, and while they were busy fighting, 
I built the second group of 15. I let my first group attack, but I couldn't do too 
much, because of the Tesla coils. My second group made a big hole. Then, I 
sent everything else I had, together with a good number of trained GIs. This 
was the way I killed the enemy off. However, there is a much better way, by 
using a big group of Prism Tanks. they won't suffer the Tesla Coil problem, 
and they are suprisingly good against infantry aswell, just like the Prism 
Tower. I have to say Einstein is a good guy, he builds good units anyway. 
Let's hope there will be more of these goodies.


Mission 9: Sun Temple.
-----------------------
Briefing: Teh Soviets are desperate of keeping foot on american soil, but 
that is easier said then done. Their forces are desperately trying to regain 
control of cities, failing without glory. They still have a hold on Mexico, where 
they are counting their last hours. It won't be too long before we retake this 
place. There is only one thing we must absolutely prevent. The Soviets have 
captured some Prism Technology, and are researching it at that base. We 
believe they may already have a few prototypes of defenses, but we are not 
sure of that. Most of our forces are comited elsewhere at the moment, 
therefore the general has granted you a SEAL team, they will perform their 
duties smoothly. Your mission is to find and capture or destroy any prototype 
versions of our Prism Towers, and destroy the complete base itself. Once 
that is done, we can totally remove the Soviets from America. This mission 
is vital to our succes Commander, don't let us down now.

Main Objective: Find and destroy/capture any versions of our Prism Towers 
and destroy the research base.

Walkthrough:
Alright, we're working with a real SEAL team now. I must say that although I 
do not like most limited forces missions, I liked this one very much, 
especially because of the SEALs. they have cool guns, some kind of Hekler 
& Koch MP5 Sub-Machinegun, which rocks against infantry. Tanks also 
have a hard time shooting them (in my experience, it took a few Rhinos at 
least 4 minutes to kill one SEAL, while he was mopping up the whole base, 
only the Refinery remained, hehehehehe!). Just don't let them be squished, 
or your SEAL is goodbye! Okay, like you could expect, these guys can swim, 
so there will be water in this mission (DUH!!). Let your SEALs swim up to the 
main land. You'll come to a handful of Conscripts and Attack Dogs. "WHO'S 
YOUR DADDY! Drrrrr, drrrrrr, drrrr! "AAAAAAAAAAHHHHHH. 
Ahem, okay. Suffice to say that those troops are dead meat! You'll see that 
you just liberated a village. You'll have a few Grizzlys and GIs, while a 
helicopter brings in five Engineers. Stick one Engineer in the copter and fly 
to the west side of the map. Search around until you find the airport. If you 
are unfortunate to find some soldiers in the area, mow them down with the 
copter, or bring a SEAL along. Be warned though: if you attack them with the 
copter, be careful of staying at a good height. The Conscripts have an 
annoying ability to fire on yourr chopper when it flies low (nice feature added 
by Westwood). Once you have taken over the Airport, send some SEALs to 
defend it for the time being. We're not expecting any attacks, jsut to be sure 
the Airport stays with us. Leave the rest of the SEALs in the village, together 
with all your forces in the village.
Now the mission gets really simple, just wait until you have massed a lot of 
GIs by the Airport, group them together with the tanks and SEALs, and move 
everything to the enemy base. Let the SEALs take care of defensive 
building, aswell as unit producting structures, while the GIs and tanks 
concentrate on any enemy units. If you can, let one SEAL concentrate on the 
infantry units. Destroy the whole base, and if you get another paradrop, bring 
them into the base to help out. If you want, you can capture the producing 
structures and refinery to serve as your own. Destroy every tanks and 
structure, together with all the infantry, and you're done for this mission.
there is another way to complete this mission though. Here it is:
Do the same with your SEALs. Let them liberate the village. Load the five 
SEALs in the chopper and bring them close to the base. Do the same with 
the Engineers. Let the SEALs lead the way and take care of any infantry that 
might pose a threat to the engineers. Then, capture the prototype Prism 
Towers, together with a Tesla Reactor. The Prism Towers look like pyramids 
if you don't know, and there are two of them; Capture a Tesla Reactor for 
each pyramid, and let the SEALs take care of all the infantry. Once you have 
these Prism Towers, lure the tanks with you to the Prism Towers, and watch 
them getting toasted. Also, you can let the last Engineer take over the 
Construction Yard if you want, build a Barracks, train aditional Engineers and 
capture the rest of the base. Destroy anything that is still here and you 
should also complete the mission with ease. The second is a more risky 
way, but it is worth it, just to watch those Prism Towers destroy those big bad 
tanks, it's just iresistable!!!


Mission 10: Mirage.
--------------------
Briefing: Congratulations are in order commander. You have driven the 
Soviets out of the United States for good now. They still have a hold on 
Cuba, hwere they have a strong position. The Russians have pulled back in 
Europe, and are beginning to strike there. Since their attempt of replicating 
our Prism technology, they have began searching other ways to get their 
hands on it. We thought hey would do anything to find Einstein's laboratory, 
and we were absoloutely right. They have invaded Germany, pouring deep 
into the Black Forest, where they hope to get control of Einstein's laboratory. 
Teh Germans have contacted us, confirming that they are not strong enough 
to face the Soviets alone. They have requested our help, in repelling teh 
Soviets initial assault, aswell as removing them from German soil. Watch out 
for new Soivet technology, we suspect that they have developed new tanks, 
as people refered to as the Apocalypse tank. We do not know the full power 
of this tank commander, but hope that you're not the first to find out.

Main Objective: Ward off, and thereafter remove all Soviets from the Black 
Forest, nd protect Einstein's laboratory at all cost!

Walkthrough:
As you could see in the intro movie, General Carville gets wasted by a Crazy 
Ivan standing in front of his dor. Think he's dead? Well, you'll find out soon 
enough. AUF WIEDERSEHN! 
I know this is bad German, just trying. Okay, you'll get an animation where 
Einstein shows his new invention: the Mirage Tank. I think they are best 
against infantry, and if you can group a lot of them togehter, the vehicles you 
target will go down smoothly! Especially the V3s are a joy to target with the 
Mirage Tanks. We start a little outnumbered. We have a small fortification 
near Einstein's lab, you get an extra MCV, and you will notice a German 
Base, which will come under attack shortly, and will be demolished without 
problem. Place your MCV at Einstein's lab, start making some extra Prism 
Towers imediately! Now, build GIs fast. Build about 20-30 if you have the 
time. The Patriots should be able to hold most of the missiles off while you 
take care of the rest. Now start building Grizzly Battle Tanks. The Soviets 
should've destroyed the German base already, so they're coming in. In the 
front, there'll be about 10 or so Rhino Heavy Tanks, followed by a mass of 
Conscripts (and I mean it, there are seemingly endless guys in there, well 
not that many, see for yourself). Your Prism Towers should take care of the 
Rhino Heavy Tanks smoothly. The infantry, however, should be handled in 
the following method. While the Rhinos are being slaughtered without mercy, 
build about 4 to 6 Attack Dogs. Hold them here, and when the infantry starts 
to engage, let them lose. you'll be through with them pretty quicly. There may 
be a Flak Trooper/Flak Track or two acompanying the battle. Once that wave 
is done, you'll notice the V3s shooting rockets at you, your Patriots doing 
everything in their power to stop them. Take care of these pests by using 
your Grizzlys for now. Good, now that this is done, start production of a LOT 
of Chrono Miners. Once money flow is steady, start building aditional 
defenses if you need them, but I can say you that the worst is over. In fact, 
the Soviets didn't even bother attacking me after the third time anymore, 
odd.
Seems like Einstein has trouble keeping his hands off of controls and stuff, 
let's hope he doesn't make an internal error occur! LOL!
Build a BattleLab as soon as possible, and start working on a Spy Satelite 
Uplink and an Ore Purifier. While this is happening, you'll get word from 
Einstein, saying where the next attack is coming from. It's a really feeble 
one, a bunch of tanks. Your Prism Towers will make Fish and Chips of them, 
hehehehehe! (NOTE: I am NOT from England or any British country if 
anybody wonders ahem.)
Once that is done, you should be finished with your things. You will need 
aditional power, so keep an eye out for that too. (I can tell you that the power 
problem will not exist anymore, once we are through with our first attack, 
curious yet?) Start building about 5 to 8 Mirage tanks, and group them 
together, we'll need them in a moment or two. While you are waiting for the 
second Soviet wave, let's start building up our forces. Train 4 SEALs, an 
Engineer (if you were so unlucky to lose the one you got at the beginning) 
and mass production of both Grizzly and Prism Tanks. Once the third and 
last serious attack comes, send your Mirage Tanks to investigate. There are 
a bunch of V3 Rocket Launchers in there. We don't need them to fire on our 
base, so target them one by one with all your tanks, and demolish. They 
should go down in one strike.
Now that this is settled, build a Night Hawk chopper. Once it is ready, take a 
look at your Spy Satelite. You'll notice that there are three bases on thsi 
map. We want to do something with one of the smaller bases. You'll notice 
that defenses are rather weak. You'll also notice a nuclear Reactor sitting 
there, acompanied by a complete base. This is what I do. 
Alright Commander, time for your first covert mission in this area. Delta 
Force (SEALs) is ready to go. Our Engineer must be protected from any 
harm, compris? 
Okay, load all 4 SEALs and the Engineer in the chopper. We can't just land 
in the middle of the base, because there are a bunch of Flak Cannons sitting 
there. You'll have to land at the perimiter. Once your troops are landed, let 
the SEALs take care of the few Tesla Coil(s) that there are here, while your 
Engineer gets in to take over the nuclear Reactor. While your people are 
undeway, it is best to start construction of a Prism Tower. Once that is done, 
wait until your Engineer has finished the job, and smack it down right next to 
it. It should start firing at any Tesla coils that remained. (if you want to spare 
SEALs, try to sneak the Engineer in alone, if you're a little lucky, the Tesla 
Coil will fire too late.) Start Building more Prism towers and place them all by 
the Nuclear Reactor. All buildings in sight will be destroyed without problem. 
Since the Tesla Coils don't have power, they'll be stuck there. The AI will 
start training Conscripts like a mad man. Let your SEALs take care of them 
(they are even better then Tanya if you ask me) and let them take care of the 
Barracks, Construction Yard and the rest; Also, the miners will start to fire on 
the Prism Towers/Nuclear Reactor, but your Prism Towers will cut them to 
pieces.  One base destroyed, two more to go, YIIIIIHAAAAA!
Now, it's just mop up work. Build about 10 prism Tanks and move them to 
the other bases. The Tesla Coils will fall instantly, I even destroyed one, 
while he was charging up to fire, looked cool!
You might want to bring the Mirage Tanks with you, just to handle the War 
Miners better. Also, if you have a couple of elite Prism Tanks, you will rock 
the hell out of the enemy!
Once you have destroyed every and all bases on this map, the mission is 
over. Now, do you dere to tell that this mission was hard? If you do, then the 
next mission will beat the crap out of you, because that one can be a little 
tricky!
Oh, and I will just spoil this one for you, General Carville didn't survive the 
Crazy Ivan attack, looks like the cool guy died. It'sjust better to hear it from 
me than from that EVA thingie ahem.


Mission 11: Fallout.
---------------------
Briefing: Alright Commander, General Carville may have die, but we are not 
stopping this war, no matter how you may feel, I think you will agree that we 
have to move on and make the Soviets pay for all the harm they have 
caused so far. Mister Einstein has just contacted us with some interesting 
news. We have waited long for the Chronosphere to become operational, 
and now that moment is finaly here. We have to place this machine in the 
Florida Keys. What this does, is to transport vehicles in the blink of an eye, 
to another location. So, now that we have found the perfect spot, build the 
Chronosphere as soon as you can. However, there is a small big problem. 
The island we are placing you on, is very close to Soviet controlled Cuba. 
We MUST protect our Chronosphere device from any harm the Soviets may 
pose. You must eliminate the nuclear silos, otherwise we will never be able 
to use this teleportation device without fear. Get on it commander, I know 
you can do it!

Main Objective: Build your Chronosphere and destroy the nuclear threat 
posed by the Soviets.

Walkthrough:
Now, as I said, this isn't a cookie, especially if you do it my way, it is really 
exciing though.
Alright. The mission will start and you'll get a message from Luitenant Eva, 
telling you about the Giant Squids and the remedy, the Dolphins. Use your 
Dolphins to kill the Giant Squid attacking the vessel. Okay, this area is about 
to get VERY hot. Start building some Destroyers fast! also, start building 
LOTS of Grizzly Battle Tanks, and extra Chrono Miners. Sell off the lonely 
refinery you yhave on the small island, where the Soviets will land their 
troops. Once the Soviets attack, use everything you've got to destroy ships 
they send to attack you. Now, destroy the bridge, and KEEP IT 
DESTROYED AT ALL COST!!!!!! We don't want to get our hands on those 
Apocalypse Tanks right now. You'll get message from Romanov, threatning 
you with his nuclear missiles. A twenty minute countdown will start. Now, the 
usual strategy everybody uses, is to build a Chronosphere and shift in Prism 
Tanks to destroy the Silos or the reactors themselves. But we will do 
something drastically else! Don't waste your money on the Chronosphere. 
Build Dolphins and Destroyers +some cruisers as well. See if your Chrono 
Miners are checking out, they tend to have a little problem, when they just 
don't shift back because they are attacked by a lonely Rhino Heavy Tank. 
Send some Grizzlys to destroy it anyway. Now, build more and more Chrono 
Miners 'till they stick out of your butt. Do you know the cool thing? The AI 
tends to target your dolphins if there are too many in the water! Or they will 
target another naval vessel, but NOT your base, and even if they do, it's 
usually a minor assault. Now, I'll already warn you, there is a point in the 
mission, where the AI sends seemingly endless flows of planes to attack 
you, and they all hold Engineers. Train some SEALs and send your Cruisers 
to the part they are assaulting. They should be shot down each time, and 
even if they drop, the SEALs will take care of them, and with those 
Engineers, you'll have Elite SEALs in no time! Now, make sure you have at 
least 3 Air Force Command HQ and build 12 Harriers. Build a Spy satelite 
Uplink, and you'll see a relatively light defended Nuclear Reactor. Send your 
planes to destroy it, you should only lose a few.
Once that reactor is out of the way, start building 10 Choppers. Once they 
are ready, train 10 SEALs and 40 GIs. Load everything in them. Once they 
are all stocked up, start building a LOT of tanks. Once you have about 40 or 
so, build 8 transports. Build even numbers of Grizzlys and Prisms, leave any 
Mirage Tanks you built at your base to help deal with any paratroopers you 
may encounter. Now, start transporting the Infantry over. Land them, deploy 
the GIs and take care of any tanks that are here, they should also distract 
the Tesla Coils, while your SEALs blow them up, aswell as a second reactor. 
While this is busy, start moving your Transports in, escorted by all your 
destroyers and Dolphins, bring in some Carriers to help take care of any 
forces in range. Destroy the Naval Yard as fast as you can. There'll be a lot 
of Squids in the water so keep your Hover Craft clear, using your Dolphins to 
systematically kill them. Once this is done, land your tanks, and start 
assaulting the nuclear Silo base. Destroy all three of them, using your Prism 
Tanks. You'll get a message from Premier Romanov, he's about to fire his 
missiles at you, but then he realizes that something's wrong, the silos seem 
to be disabled, he has no more controls for them, he can't acitvate his 
missiles! An emotional scene to say the least, HEHEHEHEHEHEHEHEHE! 
He tries to convince you that "YOU WILL BE CRUSHED!!!!!!!". Ignore him, 
don't let it get to you, please don't. If you do, you'll certainly fail the last, and 
sometimes IRRITATINGLY hard mission to give a very acurate strategy for.
MISSION ACOMPLISHED8!!!!


Mission 12: Chrono Storm.
--------------------------
Briefing: After General Carville's death, it is up to you to take us to victory 
commandre. The Soviets are doomed to lose this war, and still they won't 
give up. Einstein has given us the ability to push right into Moscow without 
any oposition the enemy's might give us. You, Commander, will have a small 
SEAL team at your disposal. Find a good opening for our Chronosphere to 
teleport in new reinforcements. Once they arrive, build a base inside 
Moscow and destroy the Soviets from the inside out. Beware that they have 
nuclear warheads locked onto you. Be cautious in your strategy. Leave 
nothing of the Soviet army standing, and infiltrate the Kremlin. Once Tanya 
is inside, she'll find and capture Romanov himself, which will end this bloody 
and vicious war. It didn't look good in the beginning commander, but are 
citizens will finally be safe.

Main Objective: Destroy the Soviet Black Elite Guard around the Kremlin. 
Capture Premier Romanov.

Walkthrough:
This is the mission where I actually felt really bound to my orders. I said to 
myself "Now I'm going to kill the Soviet Union! THIS IS FROM GENERAL 
CARVILLE!!" It was the first time I really felt that in a game, really! The 
memorial service helped a lot to the feeling, it really told me, that those 
bastards killed the guy that I actually liked the most in this game, and that I 
would pay back a personal det to him. Okay, so this mission isn't exactly that 
hard, but it could give you people a hard time, so here's the strategy that I 
used, and I actually won with it!
Okay, so just to tell you, you do NOT have to engage the normal Apocalypse 
tanks, only those with Elite status! That said, let's get on with the killing. An 
airplane will come in and drop off 3 Navy SEALs. Kill the Soviet Conscripts 
who will attack you. Blow up the Tesla Reactor to shut down all the Tesla 
Coils here and there. Chronosphere reinforcement will chronoshift in, with a 
ton of IFVs and an MCV. Destroy all the offline buildings with the SEALs and 
the IFVs (shoot the Oil Barrels!). Also, I'd recomend for you angry players to 
destroy the Soviet flags aswell. I felt a little better when I did that. Now, while 
your units are busy destroying things, start setting up your base. Build a 
Power Plant, a Refinery, a Barracks and about 60 GIs. Use a SEAL to shott 
some Oil barrles to free GIs and a few Engineers. Capture Oil Derricks with 
them. Train more Engineers to capture the remaining 2 OIl Derricks. Once 
you have them, fortify the first 30 GIs into the bunkers you have in your base. 
The rest of them should stay deployed. Build a War Factory and some extra 
Chrono Miners. Don't worry about Chrono Miners too much, as the Oil 
Derricks will give you a lot of cash. Build 7 Air Force Command HQs, that's 
right! SEVEN!!! You'll see some other Oil Derricks too, they aren't far from 
your current position, so capture them and place 1 or 2 PillBoxes by each. 
Also, you should find an Airport somewhere. Capture it and place some 
defenses. Now, build a Battle Lab, Ore Purifier and a Spy Satelite uplink. 
Also, if the enemy manages to snatch a Nuke off already, brace for impact, if 
he didn't, build a 2nd War Factory and place it somewhere else. Also, you 
should make sure that the War Factory isn't around important buildings or 
something, if this is the case, sell it off and build it somewhere else. The 
enemy AI should always target a War Factory of yours, and you don't want to 
slow down unit production. Build about 8 Mirage Tanks, because the first 
waves of enemy attack are very heavy, and if oyou don't have enough tanks 
killing units, you'll die anyway. Also, after the first wave of tanks, the enemy 
will start sending Terror Drones 'till he gets sick of them. Teh Mirage tanks 
will take care of them nicely. However, there is one thing that you must be 
careful of. The enemy usually sends groups of 4 Terror Drones to your base. 
Now here's the problem. He can make Terror Drones invincible with his Iron 
Curtain device. This means that they will make your life worse then it should 
be. I'd say, move your Mirage tanks into trees and build a bunch of Prism 
Towers, we'll need them later. Once the Iron curtain wears off, detsroy the 
Drones. Now, build 28 Harriers, so that your Air Force Command HQs are 
stocked up. Now, target the nucleear Missile Silo, and blow it to 
smithereens. Once he's out of the way, get back all Harriers that are still 
alive. If you somehow screwed up and the silo still lives, rebuiuld your 
Harriers and stand by a moment. Build a Weather Control device. Once you 
do this, you'll get word from Eistein explaining what these are. While you are 
building this thing, look at the map. You'll see certainly two completely 
undefended Nulcear REactors. Split up all your Harriers into two groups, and 
destroy them both. Once this is done, start building more tanks for defensive 
means. Gather all your Prism Tanks, and get some Mirage Tanks with them. 
Tehre are 2 small bases not too far from you. Demolish/weaken them 
severely, so that they won't pose any threat anymore, it will be much easier 
this way. Once your first Weather Storm is ready, target one of the War 
Factories that are on this map, and blow it up. I'd say going for the one next 
to the Kremlin first. Once you destroy them both, you may be srue that there 
will be no more Terror Drone assaults (for some odd reason, the ore miners 
of the Soviets take ore, but the enemy doesn't rebuild his structures 
hehehehe). Now, gather all your fighters and strike the Iron Curtain, he's not 
using it anymore anyway. Once that is out of the way, you can see what's 
next. If you couldn't destroy the Nuke Silo somehow, do it now, by launching 
a Lightning Storm first, and completely destroying it with air planes. If you 
already did destroy it (which shouldn't have been too difficult), target their 
Construction Yard. Once thatis destroyed, rebuild any destroyed Harriers, let 
the rest reload, and go for the two more defended Nuclear Reacotrs. Right 
about now, the black elite guard should start pushing forward. Build lots of 
Grizzlys and Mirage Tanks while they are advancing, and destroy them all! 
(you should've already got some skirmishes with some of them, and they 
should've been destroyed already). Once all the Black Elite Apocalypse 
tanks out of the way, power down everything by taretiing the other Nuclear 
Reactors with your Harriers. Once the power is down, move your aircraft in 
and destroy the Sentry Guns that are standintg there, aswell as the Flak 
Cannons. Once you destroy them, the Black Elite Guard around the 
Kremling will be completely destroyed. A bunch of Conscripts will yell out to 
you, saying they will never surender to you. Now follows a nice scene, where 
your Prism Tanks demolish buildings pretty fast. Once that scene is over, an 
IFV will arrive with Tanya on board. Sh will move into the Kremlin.
She shoots up some things, and somehow doesn't find Romanov, until she 
relizes that Romanov is disguised, hehehehe. Now soldier, it's time to hit the 
shower and get to the President for your congrats!
END OF GAME!








11.1.2: Soviet Walkthrough
---------------------------
Mission 1: Red Dawn.
---------------------
Briefing: Ahhhh, Comrade General! Welcome! join us while the Americans 
are still living in peace in Washington DC. If you're still wondering, this is our 
first target. This invasion was well planned, and will lead us to the victory, 
which should've been in the hands of Stalin, so many years ago. Yet now, 
we will prevail. To be fair with you general, Stalin didn't use strategy, he 
relied on his brute power to take over complete Europe. Europe is not a 
cause of problem here, it is America who is. The Europeans won't just join in 
a war they aren't fighting, the Americans will have to bag for their help, and 
then it will be far too lat! We will have control over most of America, placing 
Psychic Beacons everywhere in the continent. My advisor Yuri, who is the 
founder of the Psychic Beacon, will give you these special assignments. 
Please note comrade, that you're not alone, fighting on American soil. More 
important then you ever will be, is General Vladimir. We have never known 
such good strategists. He is all we could hope for. You however, will have to 
prove yourself and to Yuri. This first assignment will be your first test. Like I 
mentioned before, you're traveling right into the heart of the Americans, 
Washington DC. Once arriving, you will imediately push forward into the city, 
and destroy the Pentagon. We have dreamed many years of destroying this 
wrath. This will be especially a psychological blow to the US military. Enough 
talk comrade, destroy the Pentagon, before I set Vladimir to the task!

Main Objective: Enter Washington DC and destroy the Pentagon at all cost.

Walkthrough:
This is the first mission I played in Red Alert 2, and it was amazingly easy, 
which was a very big surprise to me. You would think that the Pentagon is 
better guarded then that. Especially in the final stage, when you even get 
tanks! Those Allies don't even have good defenses to slow you down! Oh 
well, it's a very fun mission, it's a Soviet mission, which means SHOOT 'EM 
UP!
In the introduction, you'll see several planes drop off paratroopers, while "the 
lovely Luitenant" gives you some extra rememorization of what you're 
suposed to do: Destroy The Pentagon! 
Once the Construction Yard is deployed, start by building a Power Plant. 
Your soldiers will shoot up women, men and cars. VERY COOL! There's a 
parking lot in this mission, where you can do a lot of shootin'!!! Build a 
Refinery and a Barracks. Train about 30 more conscripts (it isn't necesary, 
but itt's oh so fun!). You can train an Engineer already, you'll need him in a 
next stage of the mission. Move all your Conscripts to the left. After some 
more sexy women killin', you'll get a message from Luitenant Zofia, 
informing you that enemy GIs have been detected. Well, you shouldn't lose a 
single Conscript. Once all those GIs are wasted (there are 2 groups of them, 
just to remind you), move further to the left, and a little to the north. If you 
search a little, you'll stumble upon an Allied base; It's a real stupid thing. Just 
a couple o' GIs and a pillbox or so. And know this. Westwood is so 
concerned about you, they send even more paratroopers. Hopefully they'll 
get dropped off before the Patriot shoots them down (how about destroying 
that thing now?). Now, jsut for fun, buiild another 30 Conscripts at your base, 
and rendezvous at your other people's location. Oh and, you should've 
destroyed the base alright! Train another 30 Conscripts, just for fun! Now, 
bring all your 30 extra soldiers and your engineer to the rest. You should get 
an annoying message that you have found a destroyed bridge. Don't wait too 
long to repair it, it's really annoying to hear Zofia repeat her long sentance for 
about 10 times! Send the Engineer in the Bridge Control Station, and a 
miracle will happen. The bridge will be repaired! Just move your people 
across before the bridge changes his mind, LOL! Now, garrison your people 
in those buildings here, to take out the Pillboxes to destroy them without 
losing anyone, we wouldn't want that right? Go and attack all the GIs that 
may be here, and you'll receive a massive reinforcements, which includes 
some Engineers. Take the Airport and the allied barracks, and just for fun, 
train as many GIs as you have Conscripts, I'm not joking. Once that is done, 
move your LEGION or troops further. If you even manage to get a "mission 
failed" message, then I'd advise you to quit trying to waste your time with 
Red Alert 2, why even bother playing games, if you can't beat a simple 
mission like this one!
Okay, now that we are ready, move everybody across the bridge. You'll 
encounter a group of GIs and some Pillboxes. Destroy them all, and open 
fire on hte Pentagon. And even as we speak, an IMENSE reinforcement 
arrives. It holds a lot of conscripts and even tanks! And if you somehow kill 
yourself now, F*CK YOU!
After the Pentagon goes down, it's that for this mission, on to the next one, 
which isn't more difficult than this one, it's actually more fun in my opinion 
anyway.


Mission 2: Hostile Shore.
--------------------------
Briefing: Good work in Washington General. I think you may be a good 
adition to our forces. You are however, no oposition to General vladimir's 
superiority. But I guess I already told you that. comrade, we have a situation 
at the Florida Coast. We have detected an Allied fleet in that sector. You 
must give the Americans the feeling of pain as fast as you can comrade. Do 
a shore landing in florida, and wipe the americans from this sector. Don't be 
afraid General, you are not alone on this miission, I'm sending General 
vladimir and his fleet with you. General Vladimir himself will be in his 
personal Dreadnought, supervising the operation. You must clear out 
Constal Defneses so that he can strike to his willing, ohterwise the stupid 
americans will pick his rockets out of the sky, and that's not a pretty sight 
when you are so close to winning a war, in fact, America's fait has already 
been decided, they will be DESTROYED!

Main Objective: Do a shore lnding, and destroy all Allied Forces in the area.

Walkthrough:
Okay comrade, this is an easy one! There'll be some defenders at the shore. 
Punch your way through them, and a transport should arrive containing your 
MCV. Once you have this one, place your base and build everything you 
need. Build Tesla Reactors, Barracks, Refinery, War Factory, LOTS of 
Rhinos, some Sentry Guns, a Naval Yard, LOTS of submarines. Let your 
Rhinos fire at any Destroyers that come in range, also I hope you placed 
your Construction Yard far enough, otherwise you'll get shell after shell of 
destroyer fire, and that's not a good thing, believe me. You'll get more 
Conscripts and tanks, aswell as some submarines. Once this happens, 
gather all your Submarines, and sail them around, you will eventually 
stumble into a group of Destroyers. If you gathered enough Submarines, you 
should be able to destroy them easily. Once the Destroyers are finished, 
start moving your Rhinos out of your base, and into the Allied territory. You 
will stumble into a small fortification, which is your only objective remaining. 
There'll be some Pillboxes, some Grizzlys and a group of GIs. Watch out for 
the GIs, as they may take care of your tanks quite icely if you don't take care. 
Target the tanks first, then the GIs and lastly the Pillboxes, they won't do a 
lot to your tanks. Try to draw the ground forces away from their base and out 
of the range of the Pillboxes, so that you don't have to take that bit more fire. 
Once this base is destroyed, you should be done with this short and easy 
mission!


Mission 3: Big Apple.
----------------------
Briefing: Today General, you will not receive your orders from Premier 
Romanov but from me, his advisor Yuri. As you know, our invasion is going 
as planned, but the powerful tanks is not all we posess. We have the most 
dangerous technology in the world, called "Psychic Technology". It sends 
messages to the enemy unit's brain, so that you can take control of them. 
Some people, like me, are experts in "mind controlling" people. However, we 
think that you have to find something to dominate whole cities, even 
continents (while we still not have that technology). Today comrade, you will 
place a Psychic Beacon in New York City, to show the americans the 
through meaning of soviet power. There is a slight problem. We will need an 
American Battle Lab to finish the job, otherwise, otherwise it is impossible. 
You will infiltrate the already burning city of New York, and you will capture 
an American Battle Lab. After this, you will build and defend a Psychic 
Beacon for about 5 minutes, so that the beacon can power up and activate 
itself, after which you will have complete control of every civilian/soldier in 
New York City. Get to it comeade, convert the Americans!!!

Main Objective: Build and defend a Psychic Beacon at all cost.

Walkthrough:
You'll receive word from Luitenant Zofia, showing you the location of the 
American Battle Lab that we want. There's no hurry, so don't rush it before 
you're truly ready. After this, Yuri will bother you, giving you 4 of his ghay 
friends, called Psi Corps Troops. There will be ocasional assaults by Allied 
units, so turn them against their American fellows, so that you can build up 
forces quicker, it's really handy! You'll notice a few Oil Derricks close to your 
base, capture them to give yoy extra ccash. Build Sentry Guns around the 
Oil Rigs, so that they will be protected from any harm, especially engineer 
attacks. Start pass production of conscripts right now, we want a sizable 
force, and you'll see why when the end of the mission kicks in! Start making 
rhino Heavy Tanks as fast as possible as well as extra War Miners ASAP! 
Once that's done, prepare your complete tank force, making sure there are 
at least 30 tanks. Train an Engineer and make him follow from a safe 
distance, while keeping him safe with some conscritps (train them 
aditionally). You'll come across some garrisoned buildings, full of GIs. Target 
each building with all your tanks, 'till it blows. Crush the GIs! Move further 
down the road, and destroy the Pillboxes stationed here. You'll see the base 
now. Fire your way through the defenders and destroy all the buildings 
except for the Battle Lab. Bring in the Engineer and capture the battle Lab, 
which will result in a timer starting. You now will have to dfend your bases 
from heavy assaults. Place a Barracks next to your Psychic Beacon and 
train Flak Troopers and Conscripts. I'd also advice you to make Sentry Guns 
and palce them here aswell. A lot of Rocketeers and GIs, assisted by some 
tanks will attack you. Let the Flak Troopers take care of the Rokceteers 
whcih will go smoothly. Once that is done, let them help with the troops that 
give you a hard time. I'd say the infatnry, as the infatnry should be taken care 
of by the Rhinos. at your original base, train some more conscripts and more 
Rhinos to help out, because there are a lot of Grizzlys coming here. Once 
the timer expires all the troops will turn mad and choose to join you, very 
nice isn't it? I got to hand it to Yuri, he's a real genious. By the way, the 
mission is acomplished now hehe.


Mission 4: Home Front (man, they have taken that mission title from DS9!!! 
DAMN YOU WESTWOOD!!!)
------------------------
Briefing: comrade, the Koreans have made an unexpected move. We knew 
they would be allying themsleves with the Americans, but attacking us in our 
own land! This is growing far faster than we thought it would. We have 
detected a large fleet of Korean ships moving to Wladivostok. It is our belife 
that they want to destroy the Soviet Union from the inside out. We must not 
allow this to happen, at all cost, stop them! They will without a doubt try to do 
a shore landing, we must destroy their base and wipe them off of Russian 
soil. I would've liked to send General Vladimir to do this task, but since he is 
Warhero, he needs some rest, and is off duty ntil further notice. You 
comrade, will take his job and destroy the Korean forces in the area, good 
luck.

Main Objective: Find and destroy the Korean fleet and base completely.

Walkthrough:
Okay, quicly build up your base. Once you have built a War Factory, a 
message should come in from Luitenant Zofia, telling you about the new 
anti-armor unit, the Terror Drone. These will come in handy later, so train 
about 6 of them. Build LOTS of tanks right now, followed by a Naval Yard 
and a lot of submarines too. Scout out the map and build a Radar Tower to 
get a more clear view of the situation. Once the ten minute counter expires, 
Amphibious Tranpsorts will start there landing operation, and a lot of forces 
will start coming your wya. Move your tanks forward, pushing back the 
invaders taking the Terror Drones with your forces. If you can make it 
through fast enough, you will be able to come right on time for teh MCV to 
land. Send your Terror Drones to attack it, and if you were not too late, they 
will eat it up, and it's almost over for you. If you were too late, don't worry. 
Destroy the humble beginnings of the base, and you'll have the same result. 
Now, let your Subs sail out to see where the rest of the fleet is. Once you 
have found the destroyers, build a satisfying number of subs and destroy 
them! Once the Destroyers are finished, it's mission over for you. Here's an 
alternative way for the people who like to do missions slowly:
Set up your base right away. Build defenses as soon as possible. Build 
Sentry Guns for the GIs that will come, and use Rhino Heavy Tanks to 
defend your base from the grizzly assaults. Also, it is very important to have 
a bunch of Flak Cannons around. The Black Eagles of the Koreans can 
really annoy you. They mostly target your Power Plants, and if you don't have 
air defenses, they will actually destroy them! Okay. Build up your base with 
defenses, right? Now, build about 20 Rhino Heavy tanks to be sure the 
Grizzlys won't do you any harm. Build about 4 Sentry Guns to the position 
the enemy attacks, if you are not sure just build a lot of them around your 
base, they aren't too expensive. Once that is done, the ten minute counter 
should've expired already, and you'll get a "SAY YOUR PRAYERS" from the 
Korean Commander. He's a real lame guy, as he is so stupid thinking that 
we are just sitting there doing nothing! Also, a dozen of Terror Drones 
wouldn't hurt, they eat through infantry and destroy tanks quite nicely (well, 
that's where they were designed for). Once you have killed off their first wave 
of assaultance, the most noticible thing that they'll do, is send Blakc Eagles 
to attack you. In adition to the Flak Cannons, you can train some Flak 
Troopers to help out (if necesary of course). Once this is done, start mass 
production of Rhino Heavy Tanks imediately. Once you have an unbeatable 
force, move in for the kill. Once that is done, make sure you have a Naval 
Yard and start cranking out Submarines. Find and destroy the remenants of 
the Korean Fleet, and that's it for this stupid excuse for a mission (ahem!).






More coming soon, I'm pretty busy at the moment.
--------------------------------------
11.2. REaders Walkthroughs
---------------------------
11.2.1. Scott Batass Walkthroughs (anybody else interested in joining the 
list? I bet you do.)
--------------------------------------
Mission #1 
Grab Tanya make her unit 1, kill boats. Duh 
Have Tanya help kill the Conscripts. Then have her stand there and kill the  
new batch of Conscripts that are being air dropped. Keep the GI's deployed.  
After the conscripts are dead make the GI's unit 2 and undeploy them move  
Tanya and the GI's to the left, following the bridge. Then have Tanya move 
up  
and to the right. Help the to GI's by killing the conscripts then move her up  
and to the left. You should find a crate. Grab it. As this is going on, move  
your GI's from unit 2 to your 2 new GI's. Make them one unit and move them 
up  
and to the right till you find a McBuger Kong.  
As this is happening move Tanya to the right and up till you find another  
crate. Grab it and move to the McBuger Kong.  
Have your GI's go into the McBuger Kong, then into the gas station to the  
right of it. Leave them there and any conscripts that are air dropped there  
will die. 
 
Now have Tanya goto the Fort. As soon as it becomes yours send the attack  
dogs to where the Soviets drop there troops, just to make sure your chrono  
harvester will not come under attack. Then build a barracks. 
 
When the barracks comes online, train two engineers, then 15 GI's. Have 
the  
first engineer fix the bridge. 
 
Then move Tanya across and kill any troops in your way. Shoot the barrels,  
then move toward the warehouse. Leave the sentry guns alone. 
Use Tanya to clean out a path to the Soviet war factory and the bottom left  
of the base. Send in your engineer to one of them, take it over. 
Use your GI's to kill the V3 rocket launches, all that you can. 
 
After you take over the war factory, build tanks. Use attest 2 to 3 tank and  
destroy the guns. When they are gone, kill the last V3, then have Tanya  
destroy the base. 
 
 
#2 
 
Have Tanya kill the conscripts. DO NOT PICK UP THE CRATE!!!!!! 
When the rocketeers show up, move them to the far bottom left of the map.  
There you will find two more. 
 
Then move them to the top let of the map. Kill the 3 conscripts and the  
attack dog. Move Tanya and crew to pick up the crate. It's money. 
Move the rocketeers to the top right of the map. 
 
After Tanya and co pick up the crate, move them to the top right of the map.  
As they are moving, move the rocketeers down and find an ore patch. Have 
them  
kill the ore miners there. Then move them down to find some conscripts and 
a  
tank. Kill them. 
 
Move Tanya to the ore patch, then down to the lake. Do not run it to the  
sentry gun. Have her swim across the lake, kill the lone conscript, then move  
her into the base to destroy the flack guns. 
 
After the flack guns are gone, move in the rocketeers to destroy the sentry  
guns and guard house. Don't let them shoot the base. 
 
Move in the rest of your troops, and as the engineers are being paradroped,  
start taking bake your base. 
 
Build a power plant, 4 chrono mines, and 15 rocketeers. 
 
After the miners are built, start building tanks. Lots of them. 
 
When you have 20-25 tanks, group them into a group and move them move 
them  
back to the starting point. Grab the crate. Remember to keep building tanks.  
:) 
 
Then move the tanks the right. You will find a group of three trucks. Destroy  
them and pick up the crates. 
 
Move them to the right again, up till you get to the far side of the Soviet  
base. You should find a group of barrels next to the wall. Stay there. 
 
Move your rocketeers down till you find an ore patch that the Soviets are  
using to mine. Kill the miners. 
 
Back to the tanks. Shoot the barrels. Move in and destroy the MCV, them 
the  
power plants. Then move in your rocketeers and kill everything. 
 
 
#3 
 
Build a power plant. Garrison the building next to the bridge. Then move the  
rest of your GI's to the next bridge and garrison the building next to it. 
 
Build a barracks. Train 3 engineers and fix the three buildings that you sent  
GI's into. 
 
Build an ore refinery, then a war factory. Build 5 chrono harvesters. 
 
As the harvesters are building, train 20 rocketeers. When they are built, use  
them to shoot up anything that comes at you. Build an Airforce Command  
Center. 
 
Start building about 25-30 tanks, followed up by 20 IFV's. 
 
As the IFV's are building, train 15 GI's and 5 engineers. Use them to fill up  
your IFV's. 
 
Scout out the Soviet base with the rocketeers. See the Soviet barracks. 
When  
your ground troops are ready, you need to grab it. All of the other buildings  
would not hurt too. 
 
If you grab the Soviet barracks, train 15 Tesla troops and build 15 IFV's. 
Fill the IFV's with the TT's. Otherwise build tanks, lots of them. If you can  
use Soviet tanks do so. 
 
Go past Washington Monument to the red Soviet base. Shoot a path though 
to  
the Psi Beacon. Kill it. Have fun. :) 
 
 
 
#4 
 
Let the Rocketeers destroy the cannons. 
Move the Destroyers into the bay to clean out a spot to land your troops. Be  
on the look out for subs. 
 
Deploy your Mcv, and use your ground troops to kill anything that shoots at  
you. 
Try to take over as much of the Soviet stuff as you can. Build as normal, and  
build attest 4 miners. 
 
Now there are two ways two do this. 
#1 Build lots of tanks, move over the bridge to the right. You will see the  
target. Kill it. 
 
#2 Build Destroyers, go up the river. Kill subs and flack tracks and guns. 
Find target. Kill. 
 
 
Mission #5 
Battle Lab part: 
Disguise your spies. 
Move Tanya up and to the left. BABY STEPS! Let her shot anyone that 
comes in  
here way. Go as far as the barrels next to the fence with the cows. Save the  
cows the go to the right. You will find a farm with barrels next to it. Go  
right down and follow the road. After the Tesla Trooper the road will end.  
Still go that direction and you will find some GI's. 
 
Go up and follow the terrain till you wind up at a Tesla Coil that you can  
destroy by shooting the barrels. Go into the base watch out for Tesla Coils,  
and you will end up at another Tesla Coil that you can destroy by shooting  
the barrels. Make sure to kill all of the attack dogs. You should have killed  
all of the attack dogs by now, so it is now safe to move your spies into the  
base. Move one spy into a Tesla Reactor and then have Tanya destroy the 3  
tesla coils at the top of the base. Then do the same again, and destroy the  
one at the bottom of the base. 
 
Now before you send your last spy into the Battle Lab, send Tanya to the  
barracks at the middle right side of the base. You will see barrels. Shoot  
them and then wall through the opening. Follow the path to the south and 
you  
will run into 2 engineers and some GI's. Have one of the engineers take over  
the barracks, the other take over the war factory. 
Build 2 more engineers and take over a tesla reactor and an ore refinery. 
Then build 2 ore harvesters, then 3 more engineers, then start cranking out  
tanks. LOTS OF THEM! 
 
Send spy into battle lab. As Tanya goes through her thing, go down to were  
you first started to grab your new set of spies. 
 
Nuke base #1. 
After the map resizes, send Tanya up, following the road. Make sure you  
disguise your spies as the new area has different color men. Kill everyone  
that gets in your path. 
After you find the opening and see the Tesla Coils, got to the left following  
the wall of nuke base #1. You will see some barrels. Shoot them. You can 
now  
go into the base. You will see another tesla coil, but this one has barrels.  
There are also barrels next to the wall around the nuke silo. Shoot both. Go  
in and destroy the silo. After you know that you have killed all of the  
attack dogs in nuke base #1, send in the spies. Take down the power and  
destroy the remaining tesla coils. Send in your engineers and take over one  
war factory, one barracks, and one ore refinery. Move your tanks up to the  
base. 
 
Nuke base #2 
Move your tanks up and to the left. There is a road to follow, so that should  
help. You should run into 2 tesla coils at the front of the base. Now take  
Tanya and go in the back way. hehehehe. Follow the river down and to the  
right, the hug the ridge that the silo is setting on. You should run into a  
farm. Follow that path up, kill everyone that gets in your way, and you  
should see a fence on you left. Kill the guards and shoot the barrels and you  
will get one grizzly tank at sarge and some more GI's. Then take Tanya to 
the  
wall and follow it up. Go past the barrels to the opening. Walk in and start  
shooting. Now take the grizzly and shoot the barrels. Go in and shoot the  
telsa reactor.  
Now remember your fleet of Soviet tanks. Move them all in to the base,  
destroying all of the tesla coils that get in your way. Go and don't stop  
till you shoot the nuke silo. 
 
 

 
mission #6 
Make sure to move your transports to the back of the Pentagon, and to fix  
your base defenses as needed. 
 
Deploy MCV. Build barrack, then ore plant, then war factory, then repair bay,  
then Airforce Command Center. If you feel you must, build a battle lab. 
 
You are going to want to place GI's around the Pentagon. Look at were the  
first Soviet attack happened. Place GI's in the hole in the wall they made,  
and to the upperleft all the way to the water in a line. You are also going  
to want to place them down right from the hole, along the ore patch. This  
will stop tanks, infantry, and terror drones. Start small, work your way up.  
Also, attack dogs and rocketeers work go as well. The dogs help weed out 
the  
conscripts and the rocketeers are good for helping to stop tanks and killing  
V3's. 
 
Place the GI's from your landing party in the buildings behind the Pentagon.  
They will help to stop Soviet forces from getting to you from behind. But it  
will not work forever. Add a group of at lest 15 GI's to the back, deployed. 
 
Place power plant along the far right wall going down till you can put static  
defenses in the hole that the Soviets made. You are going to need at lest 3  
more Patriots, 4 more pill boxes, and 2 more Prism towers. Place as 
needed.  
If you can, put a power plant down were you can put pill boxes near the ore  
patch. This well help to stop terror drones from getting to your harvesters. 
 
Have your harvesters mine ore from around the Pentagon first. It's easier to  
defend them. 
 
When you think you have the Pentagon guarded well, train about 20 GI's 
and 1  
engineer. Walk them up the coast, till you find a hospital and a bridge. Have  
the GI's deploy at the mouth of the bridge, and take the hospital. Build a  
barrack, war factory, and service depot and place them next to it. Build  
rocketeers and more GI's to watch the bridge. 
 
When that is over, build about 30 tanks and 15 IFV - GI combos. Kick butt. 
You may also want to build 5 IFV- engineer combos. Attack over any of the  
bridges, but I find it easier to go to the top one and then attack. Repair  
monuments for more money as need. If you can, try to grab a Soviet 
barracks  
to do the IFV- Tesla Trooper combo, it will make taking out the next base  
that much easier. Taking out construction yard, war factory, and barracks  
will sometimes make the Soviet force in question quit. 

mission #7 
Start by building 4 chrono miners, 10 destroyers, and lots of GI. Your going  
to need them to the left of your barracks at the foot of the hill to stop  
tanks. At the left again of your barracks along the coast to stop them. In  
the houses next to your naval yard to stop them. At the ore patch to the  
upper right of your naval yard. At the lighthouse on the upper part of you  
island. And at the McBuger Kong. 
 
You may need to add 2-3 IFV GI combos to help at the ore patch. 
 
After all of that, train 5 rocketeers to help were needed. 
 
You are going to need to build destroyers fast to stop the Soviet navy. After  
that, build at lest 10 destroyers and 6 Aircraft Carriers. Move them to the  
far lower left of the map, then up to the Soviet base. If you are fast, you  
can get there before the nuke silo is built.  
After the first wave of your navy is up and running, build 2 carriers to ever  
1 destroyer, and set the rally point to the Soviet base. 
 
Take out the nuke silo first with the carriers, having the destroyers attack  
any ships that attack you. Then go after it's naval yard, power, and  
construction. Take out any mobile flack you can with the destroyers. Then go  
after it's barracks, war factory, and second naval yard. If you knock out all  
of those and most of it's power so that it's flack cannons are off line (look  
at the tesla coils ), the computer will fold up shop and quit. You win. 

mission #8 
 
Move Tanya and crew down left till you find the Arc. Garrison it. 
Move Tanya and the Engineers down left again till you find an ore refinery  
and a war factory. Send the engineers in. Going into the war factory will  
give you a time bonus. Build 1 chrono miner, 1 IFV, and 2 tanks. Put Tanya  
into the IFV. 
 
Move the tanks up right till you get to the back of the stadium. Use them to  
destroy at lest one of the Tesla reactors. Use the IFV to kill any troops  
that get in your way. Then move it up the side of the stadium till you see  
the barrels. Shoot them, then move Tanya in to take out the rest of the Tesla  
reactors. Then after the power is down, destroy the psi thing. Grab crate and  
then send her back into the IFV. Drive the IFV and the tanks back to the arc,  
were there will be tanks, GI's, a MCV, and transports. 
Grab the crate in front of the arc, and deploy your MCV. 
 
It's a good idea to sell of the ore refinery and war factory you picked up.  
One shoot to the barrels next to them and they are gone. 
 
Build as normal, your know. Power as needed, refinery at lest two, barracks,  
war factory two is helpful, Airforce command center, battle lab. 
You will need Patriots, pill boxes, and Prism towers. Place them were you  
need them. Rocketeers also help, as you can destroy the V3's, and pick off  
anything you can with them. I use about 7- 10 of them for this mission. 
 
You will need Prism tanks for this level, and about 20 is a good number to  
attack the soviets. After you have that many, go ahead and attack. Make 
sure  
to use there range to your advantage, and the fact that they can shoot over  
walls. That should be about it. 
 
Mission #9 
Too me this is one of the most fun of all of the levels. It will teach you  
how to use the S.E.A.L.s. When you use them, try to think like them. No less  
then 2 in a group, and cover yourself at all times. 
 
Move the 5 seals to the left, so that you can free the local units. Some GI's  
and 2 grizzly tanks. After you do that, a helicopter will show up with 5  
engineers in it. Put them back into it. Take one seal and have him watch the  
right side of the village, and one of the left, with one watching the back.  
Move the tanks to the left. Send two seals and the chopter to the upper left  
of the map. There you will find a tech airport. Take it. Move the GI's to it  
on deploy them so that no soviet engineers can retake it. The first wave of  
airborne you get should also be dropped there. As you are waiting for that,  
put one seal into the choper with the 4 engineers and move it the far upper  
right, then the lower right of the map. 
 
When you have your second wave of airborne, move the helicopter to the 
coast  
of the back entrance of the base. Drop off the seal, repack the engineers 
and  
send the copter back over the water. Drop the airborne next to the seal. You  
will use the GI's to take on armored units so that they will not take out  
your seal. 
 
Now move the unit up and around following the cliff. You will be able to  
sneak the seal into the base around the wall that way. From a safe distance,  
shoot the barrels to destroy the telsa reactor and the wall. Then move down  
to destroy the next reactor. Watch out for tanks and flack tracks. If they  
show up use the GI's to take them out. 
Now move up the right side of the base till you find more reactors. Take 
them  
out. 
 
Now you can go on One of two ways. You can destroy the base with seal, or 
you  
can take it over. Ether way, use the Blackhawk to take out the sentry guns,  
The GI's to take out armored units, and the Seal for troops and buildings. 
 
When you take over the soviet prism tower or destroy them, you will get 2  
Seals and 1 engineer airdrop to you. And do not forget to drop your airborne  
as soon as you get them. 
 
If you take over the base, I recommend starting with the construction yard.  
It's always been easier for me to start there.  
 
Also when the power is out, you can move you other 3 seals and your two  
grizzly tanks down to help. 
 
 
A small note. I know on earlier levels I left out crates. I never need  
them.  
All of the par times for the walkthroughs so far that I have give you  
for me have been no more then half of the time given. Some of the later  
missions (10 and 11) were par times at about one forth of the given times. 
hehehehe 

Mission 10 
Start by building an ore refinery, 15 GI's, 5 grizzly tanks, a prism tower,  
and move your MCV to Einstein's base. 
 
The Soviets will hit you hard, so use your tanks as needed, deploy GI's as  
needed, and build whatever defenses you can. At lest 2 towers, 3 pill boxes,  
and 2 Patriots are needed. 
 
After you have fought off the soviet forces, start building chrono miners.  
You'll need about 4 or 5. Deploy the MCV next to his base. 
You'll want to build your battle lab and ore purifier next to his base. You  
may also want to ring his base with power plants, so that you can build  
defenses around his base. You may also want to build an ore refinery,  
barracks, and war factory at his base. 4 to 6 prism towers at the front, and  
a ring of patriots will do the job. If you hit the soviet forces that are  
trying to get to his base hard, the cpu will think twice about attacking back. 
 
When you can, build a spy sat uplink and 4 spies. Look for the base that has  
a conscript just standing there, then disguise your men and move in. 
Grab money, promotions for the units you build, and the psi commando. 
 
Now for thing on the map that will help you. 
Above his base is a tech outpost, above that is a crate with money. You will  
need a SEAL to get it. 
Below your main base is a burning ore refinery. Send in an engineer to fix it  
and it's yours. It will then spit out a crate. Grab it and it will become a  
free chrono miner. 
 
Now you can destroy the soviets in one of two ways. 
Way one  
Build about 3 to 10 IFV engineer combos. Build 20 to 40 mirage tanks. Goto  
one of the soviet bases on the side, and take everything you can. 
Have fun rolling over the rest of them with there own units, or any combo of  
units you might like to do. Crazy Ivan and the IFV makes nuke demo trucks.  
EVIL! 
 
Way two 
Build a butt load of prism tanks, and kill kill kill. They should only last  
about 10 minutes. 
 
Oh just one more thing. Watch the cinema and take this mission personally. 
It  
helps. 
 
 
Mission #11 
DO NOT BUILD THE CHRONO SPHERE TILL THE NUKE SILOS COME  
ONLINE!!!!!!!!!!!!!!!!!!!!!!!! 
Do the following as soon as you can! 
Build a barracks and place it next to the ore refinery to the north. Pump out  
1 SEAL and 15 GI's asap! 
Build 5 destroyers, and move 2 of your flipper to just below your Airforce  
command center. 
Build a war factory. As soon as it's up build 5 grizzly tanks, then 5 chrono  
miners. When the tanks are up and running, go after the building to the right  
of your ore refinery at your main base and destroy the building that has  
soviet conscripts garrisoning it. Then fix it and garrison it your self. 
You are also going to want to build 3 to 6 mirage tanks and place them 
around  
the bridge. 
Build at lest 2, I do 3, patriots and place them around your Airforce 
command  
center. 
Move some GI's from you base and place them near your ore refinery in your  
main base. 
Build GI's at your second barracks, the one to the North, and garrison at  
lest three buildings. One near the bridge, and two so that paradroped soviets  
will be killed. 
Build 2 prism towers and put them at the ore refinery to the North, facing  
the water. They will stop some of the soviet forces attacking you. 
 
Train about 5 or so rocketeers at you main base so you can take on the  
dreadnoughts when they come. 
 
Build 1 SEAL and 2 engineers on the north mini base and send them to the  
left. You will run into a gem patch. Keep going left and you will find two  
tech oil rigs. Use the SEAL to kill any gators that come your way. 
 
Build a third barracks at the ore refinery to the south, the one on the  
island. Also build two naval yards to the left of the island ore refinery.  
Start building at lest 10 destroyers, 6 aircraft carriers, and 5 SEALS. Also  
build 5 GI's to garrison the lighthouse, 10 for the beach, and 5 for the  
barracks. Also 1 or 2 SEALS would not hurt. Place 2 partriots, 2 prism  
towers, and 3 pill boxes down there. 
 
Build a spy sat uplink and a service depot. When the depot is up and 
running,  
build 1 MCV, 1 mirage tank, and 1 prism tank. 
 
Hopefully at this point all you have to do is wait for the map to resizes and  
for what's his name to go on about how he will destroy you. What a dumass. 
 
When the map resizes, start building a chronosphere. Then send your navy 
to  
the bottom right of the map. If you have the spy sat uplink, you will see a  
nuclear reactor. Use your carriers to take it out, and use the flippers,  
SEALS, and destroyers to protect them. Start building a large number of  
destroyers and carries, one for one, and set the rallypoint for off the coast  
of the soviet base. 
 
Now look to the bottom left of the soviet main base. You will see another  
nuclear reactor, but this one has barrels next to it. Have your aircraft  
carriers shoot the barrels. The nuclear missiles are now off line. :) 
 
Have your carriers take out the soviet naval yards (there are two), then go  
after the war factory, ore refineries, tesla reactors, and barracks. 
 
You can chrono shift your MVC in at the far right side, but I normally don't  
unless the navy is not doing it's job. I will use SEALS to mop up, with the  
carriers to cover them. It's just to much fun.  
 

OK here it goes, the last mission.  
I'm going to brake this one down into parts. It's just easier for me to do it  
that way. 
 
Starting out. 
Grab the SEAL in the middle as soon as he lands, and send him after the 
Tesla  
reactor. Let the other two do there thing. When the soviet troops are gone,  
use the SEALS the take out the Tesla coils so you have room to build. Free  
the troops by shooting the barrels. Send the two engineers in the two of the  
tech oil rigs, and send the GI's in the one of the bunkers and the bottom  
right of your new base. Deploy the mcv as soon as you can. 
 
Building. 
I go power, barracks, refinery, factory, Airforce command center, power,  
battle lab, power, ore processor, depot, power, barracks, refinery, factory,  
Airforce cc, power, battle lab, depot. Always have two of your main building,  
and always try to have too much power. It helps after the nuke hits. Spread  
you buildings out. Remember that you can build off of your tech buildings.  
Don't forget to build power plants as needed.  
 
>From the armory tab I go 2 spy sat uplinks, chrono sphere, then weather  
control device. I build defenses as needed. Mostly after a nuke attack to  
fill in the holes made by the blast or to guard tech or captured buildings  
not inside the main base.  
 
>From the barracks, I build 2 engineers to take the oil rigs in the base. I  
then start training GI's (about 75 of them) to garrison the bunkers at the  
lower part of the base, and the buildings at the openings to the top of the  
base. 4 total. I then pump out 7 spies, 4 SEALS, and 10 Rocketeers. 
 
>From the war factory. 5 chrono miners. Then about 15 mirage tanks. Then 
1 for  
1 mirage/prism. Also a MCV somewhere in there. 
 
Tech buildings other then the 4 oil rigs. 
There are tech oil rigs outside of the lower openings to your base. Don't  
worry about them yet. Take them after you have destroyed or taken the ore  
refineries near them. Build defenses around them so that they are not 
retaken  
or destroyed by the soviets. See below for recommendations. 
 
There is a tech airport and two more tech oil rigs to the upper right of your  
base. The rigs are side by side, the airport has a sentry gun guarding it.  
Grab them as soon as you can, but one at a time. Airport or oil rigs first.  
Build your defenses around them fast. I recommend 3 prism towers, 4 pill  
boxes, and 2 Patriots. Also garrison the buildings around them, just for  
added affect. 
There is a tech outpost to the left of your base. Grab it when you are ready,  
but don't compromise your base doing it. Build defenses as above. 
 
In total, there are 8 oil rigs, one outpost, and one airport. 
 
Using the spies. 
Send them in to the ore refinery to the bottom left of your base for money,  
if there are no attack dogs there. 
When your first spy sat uplink is up and running, look at the bottom left of  
the map. If you look really hard you will see that there are NO attack dogs  
guarding the soviet barrack, factory, Tesla reactors, and battle lab in that  
area. Send spies into all of the buildings listed, and have a steady supply  
of them going to the Tesla reactors. If you shut down the power, the CPU  
cannot use the nuke or Iron Curtain, and there time counters will stop as  
long as the power is off. It also helps to have to power off to shut down the  
Tesla coils. duh 
 
Taking over soviet buildings. 
I strongly recommend taking as much of the top left mini base and bottom  
right mini base as you can. MAKE SURE TO TAKE AND HOLD THE 
RADAR!!! This,  
with a soviet barracks, will let you train Crazy Ivan's. IFV + Crazy Ivan's =  
Nuke trucks. They will help to soften the soviets up. 
If you can, take the construction yard at the mini base at the bottom left of  
the map. You can then build everything but a soviet radar. That is why you  
need to take the radar in the top mini base. Without it, no Crazy Ivan's. 
 
Stopping the nuclear launch clock. 
After rolling over the mini base at the top right, send forces to the nuclear  
reactors to the right side of the map. You will see them if you have a spy  
sat uplink, or you can just follow the path. Destroy them. I normally use  
Seals for this job. One seal, one reactor. Or you can just take them over  
with engineers, just defend them, or they will be retaken from you. 
 
Then the nuclear reactors at the bottom right of the soviet main base can be  
destroyed by sending seals along the right side if the map, and then down 
and  
around the buildings and warehouses. You can walk one right in and take 
out a  
reactor. Do this one at a time. 
 
For the two reactors at the left of the main base, use the chrono sphere to  
teleport in 3 prism tanks. Take out the one on the left first. If you do it  
at a safe distance, you can use them again to take out the other one right  
next to it. Also you can use chrono legionaries for the job, or as back up.  
Taking out all 6 nuclear reactors will stop the nuke and iron curtain clocks,  
and shut down the Tesla reactors. 
 
Using the weather control devise. 
Use it as you see fit. I normally take out the barracks and war factory to  
the left of the Kremlin first. 
 
Using the choro sphere. 
After taking out the nuclear reactors at the left of the main base (see  
above), I use it to do surgery on the soviets. SEALs in IVFs, Crazy Ivan's in  
IFV's, prism tanks, Engineers in IFV's, etc. You get the picture. Try to go  
for the construction yard at the main base, if you can. 
 
Breaking out if you main base. 
Take out the soviet ore refineries at the bottom openings of your base, and  
destroy any soviet miners you can. Don't worry to much about the tells coils  
at the landmark. If you feel you need to take them out, use prism tanks. 
 
Move to the mini base to your upper right. Take it out or take it over, then  
go after the nuclear reactors as above. 
 
Move over to the mini base and your bottom right. Take it out as you see fit.  
Destroy or takeover. 
 
Then go after the main base.  
If you have Yuris or Psi commandos use them to take over what ever you 
can.  
As above, Ivans in IFVs will help a lot! 
 
 
The units I normal use are 1 for 1 mirage/prism. Mirage for ground units, the  
Prism for buildings. Engineers in IFVs don't hurt. Use the Blackhawks to 
move  
your engineers that you want to use to take over buildings. If you can get  
soviet troops, Ivan, Yuris, and tesla troops in IFVs will help you a lot. The  
Ivans I have already told you about, Yuris will make an IFV that will do  
there psi wave and kill all troops in there way. Tesla troops in an IFV is  
always a good idea. 
Psi commandos and Yuris are good for taking things over. Like the black 
elite  
apocalypse tanks. hehe 
SEALs will stop troops, but so will tesla troops or Yuris in an IFV. 
 
Watch your harvester closely. If they are under attack, have them go back to  
your refinery. They will shift back to them, so that they will be out of  
harms way. 






--------------------------------------
12. Unholy Alliance Strategies
\-----------------------------\

=========INTRODUCTION=========
Okay, this is my favorite mode of play at the moment, because I can't play a 
lot online with my crappy modem, so I can't play the World Domination thing, 
and no cooperative mode (well that will change in January, when cable 
moves into my little village, YEAH BABY YEAH!!). Now you ask: How the 
hell are you able to play Unholy Alliance then? Well, for those of you who 
don't know, you can change the regular mode of play in a skirmish game. 
Here is how it goes:
- Go to your REd Alert 2 directory, which should be c:\Westwood\RA2.
- Find and open the ra2.ini file.
- Get to the section [SKIRMISH] and the first thing you should see is 
GameMode=1.
- To change this mode to Unholy Alliance, for me it was GameMode=4 (I 
read on a site it was 3, but that didn't work!).

Good, now that we have set our skirmish mode, let's get down to play.
First, for the people who never heard of Unholy Alliance, it is a standard 
battle scenario, where every player starts with an Allied and a Soviet MCV 
(the computer seems to get 3 MCVs, very weird!). This means that you can 
build everything of both sides, from the Allied Weather Storm, to the Soviet 
Amocalypse Tanks, it's all in there! Like it yet? Good. Let's get on with the 
killing!!

=========CHOOSING YOUR SIDE=========
Now don't think that because of Unholy Alliance, you also get units of both 
sides at the beginning of the match. Say that you choose for the Soviets, and 
the country of Russia, then you will start with both MCVs, and conscripts 
+some rhinos. That's it. No Grizzlys! What I love about this mode, is that 
matches can take a long time, and man, I have no LAG!!! duh? Okay, now 
let's see what is best to do when you have to choose sides.
I know it goes against my judgement, but I would choose a Soviet country, 
just for the main reason that when you start against a lot of computer 
opponents, they have the annoying habit to rush you at the very start of the 
game. It's not a that big rush, but you can't counter it in most cases. The 
Allied tanks lack durability, and if you can distract the tanks long enough, you 
can recover. Let's get on to the main strategies/tips people!

=========STRATEGIES TO BEAT THE AI=========
Okay, there's no rooom for slowdown now. Set up your Construction Yard 
right now. Group all your units together, and watch out for any incoming 
assault. WARNING/ Be sure NOT to provoke one, we don't want to lose the 
game at the beginning alright!
Build an Allied Refinery, and a Soivet Barracks. Start cranking out Sentry 
Guns like a mad man. Build at least 8 of them. Build an Allied barracks and 
build pillboxes, let's say about 5 of them. Train GIs like you've never done 
before! (I hope the ore fields are close hehe) Build an Allied War Factory, for 
the simple reason that we'll need a lot of Chrono Miners. Okay, we should be 
able to withstand a small assault right now. The defensive structures will 
hold them busy, while the tanks and GIs will fry them! Build 2 IFVs and 2 
TEsla Troopers and place the troopers in the IFVs. BRAVO! You now have a 
Tesla Tank viriant. These will help you against any incoming tanks. Start a 
Soviet War Factory after you built at least 5-10 more miners. Don't mess up 
on the miner thing, if you run out of cash in the heat of an assault, you'll 
know what it feels like to stink! Once you have a War Factory, start the 
production... you know what production. What did you say? NO????? Ever 
heard of Rhino Heavy Tanks? Well, build at least 15 more tanks. Start 
building an Air Force Command or a Radar Tower, it's your choice, but right 
now, I'd go with the Air Force Command HQ. Build yourself 4 Harriers and 
go ahead and strike a building of the enemy, just to make him mad hehehe. 
If you were so brave to take the Americans, then you just have survived and 
done a great thing, cause those Paratroopers can help you a gread deal out 
here. Every drop that you get should go to your own base, just for some 
cheap GIs. If you can garrison buildings close to your base, then do it. See if 
your harriers can't find an Oil Derrick or two. If you can find them, take an 
IFV with some Engineers and go ride them in. Take everything over and 
place some sentry guns around them. Build an Allied Battle Lab right now. 
Start by placing Prism Towers around the Oil Derricks. Oh yes, you heard 
me right, PRISM TOWERS. In this mode, everybody needs them, so it is 
vital that you don't just give them up to your oponent. Build an Allied 
Barracks there and train about 20-40 GIs and deploy them (setting up walls 
here is a good idea too.). Okay, I think it is time to see if there's some water 
here. I hope you can build there, if not, make sure you can. Once you have a 
Naval Shipyard of the Soviets, start cranking out Typhoon Subs and sea 
Scorpions as a defensive purpose. Build a few Dreadnoughts, and start 
bombarding the enemy base from the water if possible (this will help greatly, 
so do whatever you can to bombard them). Let the Sea Scorpions take care 
of any V3 Rockets that the enemy may fire at your ships (it is the wisest thing 
to do if you have no ships yourself hum). Try to stay out of range of its 
defenses for now. Back at your base, build an Allied Shipyard and place it 
now. Build an Aegis Cruiser. Let it move to the place of battle to help the 
Scorpions (if the enemy is doing the V3 thing). Build a handful of Destroyers 
and let them stand guard to ward of any enemy submarines that are lurking 
in the water (or use Dolphins). Build more Destroyers, until you have a 
sizable fleet. Start pshing forward, firing with your heavy Destroyer cannons, 
while building a few Carriers at your naval Yard. Try to punch a hole in the 
enemy defenses right here. Destroy any Flak Cannons/Patriots that you can 
touch from here. Bring in the Carriers and fire away! Target key structures. 
Destroy all of his construction Yards first, then target the Service Depots and 
War Factory that he may have. Then the Refineries. Once you have 
weakened him to death, build a Kirov Airship and send it over and destroy 
anything that remains (have you noticed that it is very easy to make this 
thing elite? It's almost too easy!!). Once this base is out of comission, I'm 
sure there are multiple enemies, otherwise we shouldn't have been that 
hasty in building up our defenses! See if your Oil Derricks are being targeted 
if so, build more Prism Towers here. Build a soivet Battle Lab, while your 
allied Construction Yard builds an Ore Purifier. Once the Battle Lab is up, 
build about 5 Apocalypse Tanks to make any tanks that aproach your base 
scrap metal. If the enemy is attacking the Oil Derricks, roll them there 
imediately and take care of them right now (repair your Prism Towers often 
please). If you don't feel safe about the Derricks, place a soivet War Factory 
here and start cranking out Rhinos and Apocalypse Tanks here. Now it is 
tiem to build a heavy defense alright? Build Prism Towers and Tesla Coils 
as needed. Build a nuclear Reactor, but place it in a safe place and set up 
walls around it, aswell as prism towers and tesla coils. Now build about 6 
Power Plants to make sure that whatever happens doesn't black out your 
base. Place some Patriot Missile Systems for any harm that could be done 
to you. Now it is time to build a Spy Satelite Uplink (unless you were so lucky 
to get a Map REveal Crate), and see where the enemy is at its weakest. If he 
has a weak spot, criple him there. The first thing you should look for are 
bases without Guard dogs. If you see this, look to the IFV activity. He may 
have a trick up his sleeve. He can keep his dogs in the IFV, or a Helicopter. 
This way you won't know if he keeps them away from you. If you can't find 
any signs of them, send in a bunch of spies (sneak please) and get them 
into Battle Labs and War Factories first, then steal some money and get 
them into the Barracks or Radar, just to annoy them!! If you can succeed in 
this objective, then life will be much easier for you. Increase money flow right 
now, by building more miners. One thing I must tell you though, is to keep 
any Soviet Refineries at bay. The Allies can harvest much faster then the 
soviets, and those miners tend to get themselves into trouble quicker then 
Chrono miners (by provocing a fight, while firing on an enemy). Now, it is 
time to build as many tanks as you can, preferably Apocalypse tanks, 
because they aren't so helpless as in the previous C&C games. You should 
get them veteran if you infiltrated your Spy in a soivet war Factory, which is 
an added bonus of ocurse. Now it is time for a first attack on your enemy. 
Roll all your tanks to your enemy's base. Keep all your Grizzly Tanks that 
you have, plus the GIs at your base, but send some attack dogs and Terror 
Drones with them, for quicker infantry and tank killing. If you can, do an Air 
Strike before your people move in.
Now, we are going to do this strategically. Take the half of your Apocalypse 
Tanks and assign them to number 1. Do the same with your second half only 
for number 2. But the rest of your units (which should be the Rhinos =attack 
dogs and terror drones) on number 3. Once that is done, move. When you 
arrive at the enemy base. Let your first Apocalypse group all target the same 
defensive structure (it should go down in one strike of them all!). Remove all 
defenses that way, let the second group concentrate on power. Shut it off as 
fast as you can. The others should ward off any enemy units that assault 
you. If the enemy units brake through your guard, let the Apocalypse Tanks 
handle them now. Now, target production structures. Destroy them as you 
encounter them. Try to take the whole base out if you can. Once that is 
completed, role all your tanks back to your base and celebrate, as you're one 
step closer to victory. Now it is time to take a look at our present situation. If 
you have the knowledge of enemy super weapons, do anything to stop them. 
I'd say, head there with about 6 Demolition trucks (the Ivan +IFV truck hehe), 
which will be faster and harder to catch. You should at least hit it once, which 
should mean instant death for that facility, aswell as any infantry that is 
playing around (I just LOVE the sound that makes!!). Good, you have just 
removed the biggest threat to use at this point. Build a Lightning Storm and a 
Nuke Silo. If you remember TS, you know that an Ion Cannon strike and 
Drop Pods (Firestorm), worked together very well (I always confused the 
enemy/won the game with it). You could destroy any building to your liking 
with it! Now, we will do something even worse! Wait until all two Super 
Weapons are in place, while building an Iron curtain device, and a chrono 
Sphere. Let these charge aswell. Build some Power Plants again (about 6 
again), so that you can compensate for the used power that the super 
Weapons bring with them. Once your Nuke is ready, fire at will! Target the 
building you want dead for sure. At the same moment or shortly thereafter, 
launch your Lightning Storm at the enemy base. Garanteed destruction! 
Now, build all the Apocalypse tanks you can before your super weapons are 
ready. Once that is done, use the Iron Curtain on them and Chronoshift them 
into the enemy base. Destroy anything now, especially enemy structures 
remaining first. All those tanks will not be able to do anything to you for a few 
moments. It is vital that you imediately warp them to the most important 
structure the enemy still has, to garantee that this guy is surendering for sure 
(and my experience is that human oponents surender much faster than AI, 
which is very ligical ahem). This is the best trick you can do, it is called the 
Chrono Curtain. After that display of Superiority, let's move on to the others. 
You may have noticed that throughout this FAQ, I only handle one enemy at 
a time. This is because, handling two enemies, always gives them an 
advantage. Focus your attack on only one, except if you can pay that much 
for 2 Attack Forces. 
Now, for the last one. Start making a LOT of Prism Tanks. First, see where 
the enemy is exactly, and where his importankt things are. Target 
Construction Yard first, only then the super weapons he may have. Beware 
of the nasty trick of a good commander, to use the Iron Curtain on the 
structures you are attacking at that moment. This gives him vital time to 
regroup, but you should move on and destroy anything that isn't affected by 
this cowardous trick (oh well, always use it myself though). Okay, now that 
you have the reacon, you should be almost ready with your super weapons. 
Wait for a good number of Prism Tanks to be ready, Chrono Curtain them, to 
the most important buildings in the area, and mow down! Oh, and if you can 
manage it, train a Spy first, see if there are any dogs, see if there is any way 
you could bring him into a Tesla Reactor, and if so, Chrono Curtain your 
tanks right at THAT moment. This, will prevent the commander from using 
the Iron Curtain himself, as well as disabling heavy defenses (GREAT!!!). 
NOw, after your Prism Tanks are back/destroyed, use the Lightning Missile 
(which means using a nuke +lightning storm combo). Now, you should still 
have some Apocalypse Tanks right? Roll them, together with all Rhino 
Tanks you have, to the enemy base and destroy anything that remained from 
your first assaults.
Start mass production of Kirov Airships. You heard me right! KIROV 
AIRSHIPS!! Once that is ready (let's say we need about 15 or something!), 
bring them to any other enemy that is on the map, and wipe them off. If you 
want, you can ease the job by powering down the base by using a spy or a 
Super Weapons assault on his power plants (if he was so dumb to place 
them in a group hehe). Once that is done, you will have limited Flak/Patriot 
resistance. The only thing you will have to worry about, are the ground units 
that can fire on you, especially Rocketeers, as there is nothing, and I mean 
NOTHING that you can do to stop them. That is primarily why I use 
Rocketeers, I first thought they weren't too much of a help, because of their 
lame weapons, and fast dying rate (man what kind of thing is "dying rate" 
anyway). Well, even if you crash, it will give a nice explosion when it hits 
something hehehehehehehehehehehe!
Try to destroy as much as possible here, now build MILLIONS (oh no just 
kidding) of Terror Drones, and move! Kill all units in the enemy's base, being 
it infantry or tanks. Destroy all miners that you can. Our mission here is to 
stop the enemy's economy. Once that is down, we just have to smash 'em 
into dust! Just one thing, if the enemy is so smart to use this trick against 
you, you should know that it is very handy to have a few Service Depots lying 
around. Let all your units fire on them, trying to destroy as many as you can, 
think this: They aren't strong but annoying. Annoyances can be removed 
easier than big threats. This isn't entirely true, it's just that REd Alert 2 also 
handles a lot about Psychological Warfare. If you can scare your enemy hard 
enough, he'll start doing stupid things. The same thing applies to you, keep 
that in mind please! If you can master Psychological Warfare, and you can 
actually use it on your enemy, then that's good for you. Man, I remember the 
old days, when I played the original C&C. In this game, you could have a 
"Dealth" crate, which cloaked your unit permanently, it only decloaked when 
the unit performed a action that corresponded with "fire" or"unload/load". 
The cool thing was, that you could have a cloaked APC (the C&C version of 
the IFV). Teh main thing was, that if you had one, you could train Engineers 
and deliver them right in front of the building, without the enemy even 
knowing about it. Unloading your Engineers, which took only a split second, 
was the only thing that could decloak your APC. But since your Engineers 
were so close to their targets, it was very unlikely that they wouldn't make it. 
Once, I captured the enemy's Construction Yard, Refinery +harvester, 
Barracks, War Factory and Technology Center. The whole point of this thing 
is the following:
Even if you DON'T have a cloaked APC, it always helps to make the enemy 
belive you have. Use a cloaking sound and type in the chat window "There 
goes my Stealth APC!!". GARANTEED FEAR!!!! It always works. This just 
works as an example to what you can do with Psychological Warfare. Cool 
huh!


Countering a huge naval assault isn't easy. Since both sides have satisfying 
ships, you really have to be good and a little lucky here. First thing you'll 
want is a few Dolphins, to remove those Giant Squids if they turn mad! 
Secondly, train a Tanya, this is vital to your success. Now, build up a lot of 
Destroyers and a few Aegis Cruisers. Don't bother with the Sea Scorpions, 
build Typhoon Attack Subs instead, they are much better in my opinion. Start 
cranking out Carriers, because they are the best to take on ships in my 
opinion. Once you have a good "Carrier Battle Group", start building 
Dreadnoughts, but keep them behind your main fleet. We will use them to 
imediately counter the enemy's assault on you. However, don't do this if you 
see an enemy moving in for the kill, that's far too late. Try to do this as fast 
as possible, you don't know if the enemy is out there, but you're better 
prepared if you ask me. Also, even if you can't use them to attack your 
enemy, and to defend your Naval Yard, you can engage enemy units 
attacking your main base with them. Try to use Destroyers and Typhoon 
Subs, because the Carriers and Dreadnoughts tend to take out buildings and 
units of your own if you're not careful enough. 
Also, there's something very important to having a Cruiser. If the enemy has 
acces to Paratroopers, using an Airport or being America, the Cruiser will 
take out any annoying infantry that the enemies may send at you, and they 
will take them out pretty fast! 

 
 













13. Contact Info
----------------
The author (FullBurst41) can be contacted by e-mail by mailing to 
[email protected]. If you have any contributions, or just want to have 
a chat, you can use this e-mail adress. There's only one thing I want to say 
to the contributors: Be sure that you are reading the latest version before 
you 
throw your sh*t at me. thank You.


--------------------------------------
14. Credits
------------
First off, I'd like to thanks Nadia Varkovsky to let me "steal" her tactical 
information on the units and structures. Common! Where's the 
applause???
[email protected]
Secondly, I give a big thanks to PsyBorg for his strategic expertise.
Scott Batass is also thanked for his help on the IFV and his walkthroughs, 
which you can find in the REaders Walkthroughs section.
([email protected])
 And of 
course all those people who are so nice to give my FAQ a chance THANK 
YOU ALL!!!! 

I am proud to present the list you can find this FAQ on (at least may find, if 
you find it at any other site, give me the URL................... 
hehehehehehe)
- Cheat Code Central: www.cheatcc.com
- GameFAQs: www.gamefaqs.com (they were the first to ever have it!)
- Games Domain: www.gamesdomain.co.uk
- Video Game Strategies: vgstrategies.about.com
- Game Advice: www.gameadvice.com
- MegaGames - the hardcore gaming experience (how fancy!): 
www.megagames.com
- Gamespot: www.gamespot.com (they said they would "promote" my FAQ, 
oh well.)
- DLH: www.dlh.net (German Site)
- RADen (oops! forgot the URL. I'll add it some other time hehehe!)
- The Cheat Empire: home.planetinternet.be/ètwuyts (Belgian site, FOR 
KING AND 
COUNTRY!!!!!!!), oh well.
That's it for now, but I'm still receiving daily e-mail so... Oh yeah and if 
you 
have any mission strategies, just type and mail them to 
[email protected]

Everybody who would like to contribute to this FAQ can mail me and only 
me at [email protected] with the subject "Red Alert 2 FAQ". All 
your contributions will be read and if qualified will be put in the right 
section.

This FAQ and all its contents is Copyright 2000, FullBurst41, the tactical 
info (section 5) is Copyright Nadia Varkovsky. 
You may not publish my FAQ on your site until you've asked for it, kapish? 

That's it. It's up to me and you to spice up this FAQ and make it a good 
piece of junk.

FullBurst41


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