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    FAQ/Walkthrough by RainingMetal

    Version: 1.01 | Updated: 12/15/09 | Search Guide | Bookmark Guide

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    C&C Red Alert 2/Yuri's Revenge FAQ/Walkthrough
    For the PC
    By Raining Metal
    Version 1.01
    
    ===================
    >Table of Contents<
    ===================
    
    1.0 Introduction
    1.1 Version History
    
    2.0 Basics
    2.1 Factions
    2.2 Units
    2.3 Structures
    2.4 Other Abilities
    2.5 Characters
    2.6 Crates
    
    3.000 First Campaign Walkthrough
    3.100 Allied First Campaign
    3.101 Lone Guardian
    3.102 Eagle Dawn
    3.103 Hail to the Chief
    3.104 Last Chance
    3.105 Dark Night
    3.106 Liberty
    3.107 Deep Sea
    3.108 Free Gateway
    3.109 Sun Temple
    3.110 Mirage
    3.111 Fallout
    3.112 Chrono Storm
    -------------------------------------------------------------------------------
    3.200 Soviet First Campaign
    3.201 Red Dawn
    3.202 Hostile Shore
    3.203 Big Apple
    3.204 Home Front
    3.205 City of Lights
    3.206 Sub-Divide
    3.207 Chrono Defense
    3.208 Desecration
    3.209 The Fox and the Hound
    3.210 Weathered Alliance
    3.211 Red Revolution
    3.212 Polar Storm
    
    4.00 Second Campaign Walkthrough (Yuri's Revenge Only)
    4.10 Allied Second Campaign
    4.11 Time Lapse
    4.12 Hollywood and Vain
    4.13 Power Play
    4.14 Tomb Raided
    4.15 Clones Down Under
    4.16 Trick or Treaty
    4.17 Brain Dead
    -------------------------------------------------------------------------------
    4.20 Soviet Second Campaign
    4.21 Time Shift
    4.22 Deja Vu
    4.23 Brain Wash
    4.24 Romanov on the Run
    4.25 Escape Velocity
    4.26 To the Moon
    4.27 Head Games
    
    5.0 Multiplayer
    5.1 Skirmish
    5.2 Maps
    5.3 LAN
    5.4 Online
    
    6.0 And The Rest!
    6.1 F.A.Q.
    6.2 Email Guide
    6.3 Website List
    6.4 Credits
    6.5 Legal Disclaimer
    
    
    To search for the section wanted in this Guide, Highlight the Number beside the
    subject (Such as 2.3) and press Ctrl + C, then F, and then V. This will
    activate a finding system to look for the text put in (in this case, a number
    with a decimal) and simply click ďNextĒ.
    
    ==================
    1.0 >Introduction<
    ==================
    Greetings! I am Raining Metal, the author for this new Guide. I made this guide
    because this game is totally awesome. I used to play this when I was young, and
    now that I have the First Decade collection, I can play it again! Onto the
    guide!
    
    ---------------------
    1.1 >Version History<
    ---------------------
    
    Version 1.01
    
    Added new ASCII art to the title. 
    
    -------------------------------------------------------------------------------
    
    Version 1.00
    
    Added the various strategies contributed by Kerplunk47 and another anonymous
    contributor. STILL need multiplayer information (if you want to contribute
    something, please include some multiplayer information as well).
    
    -------------------------------------------------------------------------------
    
    Version 0.99
    
    Added the Trick or Treaty strategy from Franco Abrina, and the Last Chance,
    Deep Sea, and Chrono Storm strategies by Gary "SIUnit" Wu. STILL need more
    multiplayer information. Made spelling corrections regarding the word "Tesla".
    
    -------------------------------------------------------------------------------
    
    Version 0.98
    
    Added contributions from Jams "Fatbird" Lai. Still need more multiplayer
    information.
    
    -------------------------------------------------------------------------------
    
    Version 0.97
    
    Added more information dealing with harder difficulties. Still need information
    on multiplayer.
    
    -------------------------------------------------------------------------------
    
    Version 0.96
    
    Initial Release. I need information on the Online and LAN multiplayer modes.
    
    ============
    2.0 >Basics<
    ============
    Here are the basics for this game.
    
    -Money is used to purchase more military equipment and establish Structures.
    Money can be earned by harvesting Ore or Gems with Miners. Miners collect the
    resources and then dump it into a nearby Ore Refinery. Gems are worth more than
    Ore, but cannot be reproduced like Ore can in some cases. There are also Ore
    Generators that gradually reproduce Ore, so look for those.
    
    -Power is a type of upkeep for Structures. Power Plants and Reactors supply
    Power to its according army, and most Defensive Structures, Radars,
    Superweapons, and advanced Structures consume Power. If the Power upkeep is not
    met, then the Radar goes out, and the more advanced Defences are shut off.
    
    -Usually, there's some Tech Structures in the map. If they are captured, the
    owning side gets their reward. Each type of Tech Structure has its own
    function. Other neutral Structures can be garrisoned by basic Infantry. All
    neutral Structures and certain Tech Structures cannot be repaired
    conventionally, but can be still repaired by an Engineer.
    
    -Combat units will gain experience whenever they kill an enemy. Once they reach
    the next level, they receive a gold stripe. One stripe (Veteran) increases
    their firing rate. Three stripes (Heroic) allow them to heal as well as
    increase their damage. Shell firing Heroic Units fire Shells that leave behind
    mushroom clouds.
    
    -There's always a Black Shroud covering unexplored terrain. If a friendly unit
    goes towards it, the Shroud will unwind and reveal more of the map.
    
    -Some Units can be Deployed. To Deploy a Unit, click on that Unit after
    selecting it, or press "D" to Deploy all Selected Units.
    
    -Bridges can be destroyed through force and can be Repaired by Engineers. They
    can also be destroyed by C4 or TNT charges planted by Tanya, SEALs, or Ivans.
    
    -Each side has two types of Super Weapons, and each one has a certain recharge
    timer. Once it reaches zero, it can be used. If the power is low, then the
    Super Weapon timers will freeze.
    
    -In Yuri's Revenge, each side also has a Hero Unit, an elite form of Infantry
    that cannot be crushed or Mind Controlled. Only one of these Units can be made
    at a time (two if trained with the Cloning Vats).
    
    --------------
    2.1 >Factions<
    --------------
    There are two or three sides in the game, each one having its strengths and
    weaknesses.
    
    -------------
    Allied Powers
    -------------
    The Allied Powers focus on developing Technology, as well as supporting
    Democracy. With Spies and Spy Satellites, they can reveal the map quickly.
    Their units are more speedy and less expensive than their Soviet counterparts,
    but are less armoured and less lethal. They also have Air Superiority and Prism
    Technology. Members of the Allies include the USA, UK, France, Germany, and
    South Korea.
    
    -----------
    Soviet Army
    -----------
    The Reds focus on military dictatorships and Communism. They also have
    strengths in brute force and direct combat. However, their units are often slow
    and ponderous, but are still very powerful. They also have Tesla Technology
    and Nuclear Arms. They used to have Psychics as well, but they defected as the
    war prolonged. Members of the Soviets include the USSR, Cuba, Libya, and Iraq.
    
    -------------
    Yuri's Forces
    -------------
    Yuri and his followers become a seperate faction in Yuri's Revenge. They focus
    on dominating the world with their Psychic Technology. His exotic army also
    uses Gattling Guns, Toxic Snipers, and Hulking Brutes. They lack in Naval and
    Air power though.
    
    -----------
    2.2 >Units<
    -----------
    Units are what attack other enemy units and Structures. They are vital to,
    well, everything! Infantry are trained at the Barracks, Armour built at the War
    Factory, and Navals produced at the Naval Yard/Submarine Pen.
    
    There are two types of Naval Units: Surface and Underwater. Underwater Naval
    Units are invisible to other players unless allied with them or whenever
    attacking. When they attack, they can still not be attacked by most Units
    unless attacked by Units that can attack them at all times. When they are
    attacked, they will "Surface" and can be attacked by all units for that short
    peroid.
    
    Infantry can be run over by all vehicles, except for Hero Units...
    
    Anti-Aircraft Units can also destroy Missiles in mid-air.
    
    ------
    Allies
    ------
    
    ****
    *GI*
    ****
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Main Infantry.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $200.
    Requires: Available at Start.
    Special Features: Can set up Sandbags.
    Deploy Action: Set up Sandbags.
    Games: Both.
    
    GIs are the Main Infantry for Allied Countries. When standing, they can move
    and can attack. When Deployed, they can dish out much more Damage, capable of
    destroying Armour when put into groups (and their range is increased). They
    cannot move when Deployed. They can also garrison buildings.
    
    ************
    *Attack Dog*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Infiltration, Anti-Psychic.
    Role: Sentry.
    Weapon Type: Melee.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft, Structures.
    Armour: Low.
    Speed: Fast.
    Cost: $200.
    Requires: Available at Start.
    Special Features: Spy Detection, Psychic Immunity.
    Deploy Action: None.
    Games: Both.
    
    Attack Dogs are efficient against enemy Infantry, especially Spies. They will
    attack a Spy on sight, even if he's disguised. They are also immune to Mind
    Control, making them also deadly against Psychic Units. They cannot attack
    Armour or any other types of Units, but they are still nonetheless vital on
    Defence. They are also good against Engineer Rushes. Allied Countries use
    German Shepards.
    
    **********
    *Engineer*
    **********
    
    Class: Infantry.
    Purpose: Base Repair, Base Capture.
    Role: Worker, Special Infantry.
    Weapon Type: None.
    Good Versus: Structures.
    Bad Versus: Everything Else.
    Armour: Low.
    Speed: Medium.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Capture Enemy Buildings, Repair Friendly Buildings, Repair
    Bridges, Defuse TNT.
    Deploy Action: None.
    Games: Both.
    
    Engineers are all about Structures. They can instantly Repair a damaged
    Structure back to full health instantly, or they can Capture an Enemy
    Structure. They can also Repair a Bridge by entering the Bridge's Maintenance
    Hut, which is located on either side of the Bridge. They are unarmed, so
    protect them with other Units. Engineers can also defuse TNTs laid by Crazy
    Ivans.
    
    *************
    *Guardian GI*
    *************
    
    Class: Infantry.
    Purpose: Anti-Armour, Anti-Infantry, Anti-Aircraft.
    Role: Support Infantry.
    Weapon Type: Rocket.
    Good Versus: Armour, Aircraft, Infantry.
    Bad Versus: Defences.
    Armour: High.
    Speed: Slow.
    Cost: $400.
    Requires: Available at Start.
    Special Features: Can set up walls, cannot be run over when Deployed.
    Deploy Action: Set up Walls, arm Rocket Launcher.
    Games: Yuri's Revenge Only.
    
    The Guardian GI is the Allied Powers' Anti-Armour Infantry. When Undeployed,
    they have an assault rifle that is effective against Infantry. When Deployed,
    they have a rocket launcher that's effective against Armour and Aircraft. They
    are extremely slow and3:34 PM 01/06/2008 cannot Garrison buildings.
    
    ***********
    *Rocketeer*
    ***********
    
    Class: Aircraft/Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Support Infantry.
    Weapon Type: Bullet.
    Good Versus: Infantry, Armour, Aircraft.
    Bad Versus: Anti-Air.
    Armour: Medium.
    Speed: Fast.
    Cost: $600.
    Requires: Air Force Command HQ.
    Special Features: Flies.
    Deploy Action: None.
    Games: Both.
    
    Rocketeers are Infantry that use their jetpacks to fly in the sky. That means
    that they can attack most Units without harm, unless they happen to have an
    Anti-Air weapon. They can also fly above water, and can attack Airborne
    targets.
    
    ***********
    *Navy SEAL*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Bullet, Explosive.
    Good Versus: Infantry, Navals, Structures.
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Fast.
    Cost: $1000.
    Requires: Air Force Command HQ.
    Special Features: Can Swim, Can place C4 Charges on Structures and Ships.
    Deploy Action: None.
    Games: Both (RA2 Single-Player only).
    
    This Unit is by far, my favourite Infantry. They can slaughter millions of
    Infantry with little effort, and can Destroy Structures by planting a C4 charge
    on them, along with most Navals. They are very weak against Armour and
    biological Naval Units, so they should have some sort of backup. In Red Alert
    2, they can only be used in the Campaign Mode, but in Yuri's Revenge, they can
    also be used in Skirmish and Multiplayer Games.
    
    It has been rumoured that SEALs can be trained in Skirmish in Red Alert 2, in
    maps containing the Pentagon (most likely custom ones). By Garrisoning one of
    the portions of the Pentagon, the ability to train SEALs will be enabled.
    
    ********
    *Sniper*
    ********
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Support Infantry.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Slow.
    Cost: $600.
    Requires: English Arsenal, Air Force Command HQ.
    Special Features: Extremely Long Range.
    Deploy Action: None.
    Games: Both.
    
    The Sniper is England's finest sharpshooting Infantry. He may be very slow in
    terms of both speed and firing rate, but his range is only matched by Yuri's
    Virus Sniper. He is good at taking out Infantry from afar.
    
    *****
    *Spy*
    *****
    
    Class: Infantry.
    Purpose: Base Infiltration.
    Role: Special Infantry.
    Weapon Type: None (Uses Disguises).
    Good Versus: Structures.
    Bad Versus: Attack Dogs, Psychics.
    Armour: Low.
    Speed: Medium.
    Cost: $1000.
    Requires: Battle Lab.
    Special Features: Can go through enemy bases without being automatically
    attacked.
    Deploy Action: None.
    Games: Both.
    
    Spies are used to sneak into enemy installations without being attacked on
    sight by most units. When they infiltrate a Structure, a certain type of
    special reward is earned. Attack Dogs and Psychics will attack them on Sight,
    and to the eyes of other Human Players, the Spy appears as a friendly Unit, but
    is unselectable, making Human Players aware of Spies as well. A Spy that's used
    by an Ally still appears as an enemy (or whatever the Spy is disguised as), but
    will not be attacked by Units that are allied with that player.
    
    When a Spy enters...
    
    A Power Reactor: That army's Power is shut down for a minute.
    An Ore Refinery: Cash is Stolen from that army.
    A Barracks: All Infantry start as Veterans.
    A War Factory: All Armour start as Veterans.
    A Radar Structure: Shroud is reset for that army.
    A Super Weapon: That Super Weapon's timer is reset.
    A Battle Lab: A new type of Infantry can be produced.
    
    *******************
    *Chrono Legionaire*
    *******************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour, Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Chrono Device.
    Good Versus: Everything on the ground.
    Bad Versus: Navals, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Cost: $1500.
    Requires: Battle Lab.
    Special Features: Teleports around the map rather than walking.
    Deploy Action: None.
    Games: Both.
    
    Chrono Legionaires teleport through Chrono Technology, so when they go places,
    they appear instantly on that location. However, they will not be able to do
    anything until they recover, which the time they are in freeze mode depends on
    the distance they travel. When they use their weapon, the freeze the target,
    and eventually remove the Unit from the game. The more Legionaires targeting a
    single target, the faster the target is removed.
    
    *******
    *Tanya*
    *******
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Structure, Anti-Armour (Yuri's Revenge Only).
    Role: Hero.
    Weapon Type: Bullet, Explosive.
    Good Versus: Infantry, Navals, Structures, Armour (Yuri's Revenge Only).
    Bad Versus: Armour (Red Alert 2 Only), Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000 (Red Alert 2), $1500 (Yuri's Revenge).
    Requires: Battle Lab.
    Special Features: Can swim, Can place C4 Charges on Structures and Ships. Can
    place C4 Charges on Armour (Yuri's Revenge Only).
    Deploy Action: None.
    Games: Both.
    
    Tanya, like the SEAL, can kill Infantry in one hit, and can destroy Structures
    and Ships instantly. In Yuri's Revenge, she is much more lethal, as she can
    also plant explosives on Armour, and cannot be crushed. In any case, she isn't
    very good against Anti-Infantry vehicles or Defences. Only one Tanya Unit can
    be made at a time in Yuri's Revenge.
    
    **************
    *Chrono Miner*
    **************
    
    Class: Armour.
    Purpose: Money Maker.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: High.
    Speed: Medium.
    Cost: $1400.
    Requires: Available at Start.
    Special Features: Can Teleport to Ore Refineries.
    Deploy Action: None.
    Games: Both.
    
    Allied Armies use Chrono Miners to gather resources. Chrono Miners gather the
    dough, and can then Teleport to Refineries with its Chrono Technology. It is
    unarmed, so protect the mining areas. If a Terror Drone manages to get inside
    this vehicle, it can be left behind by having the Chrono Miner teleport back to
    an Ore Refinery.
    
    **************
    *Grizzly Tank*
    **************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Structures.
    Bad Versus: Infantry, Aircraft, Defences.
    Armour: Medium.
    Speed: Medium/Fast.
    Cost: $700.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Grizzly Tanks are the backbone of any Allied Armoured force. They are
    versitalle, and fare well against Armour and Structures.
    
    ***************************
    *Infantry Fighting Vehicle*
    ***************************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Aircraft/Infantry Dependable.
    Role: Support Armour, Transport.
    Weapon Type: Rocket/Infantry.
    Good Versus: Depends.
    Bad Versus: Depends.
    Armour: Medium/Low.
    Speed: Fast.
    Cost: $600.
    Requires: Available at Start.
    Special Features: Infantry inside can change weapon.
    Deploy Action: Eject Infantry.
    Games: Both.
    
    IFVs take the cake as the most unique and versitalle Unit in any game ever!
    Alone, the IFV has a Rocket battery, which is effective against both Armour and
    Aircraft. An Infantry Unit can enter this Vehicle and can change its weapon.
    Here is the list:
    
    GI/Conscript/Spy: Anti-Infantry Gun.
    Engineer: Repair Utility (for other friendly Armour).
    Guardian GI: Rocket Gun.
    Navy Seal/Tanya: Powerful Anti-Infantry Gun.
    Sniper: Long-Range Anti-Infantry Gun.
    Chrono Legionaire: Chrono Gun.
    Flak Trooper: Flak Gun.
    Tesla Trooper: Tesla Gun.
    Crazy Ivan: Self-Destruction.
    Yuri/Yuri Clone: Psi Wave Gun.
    
    *********************
    *Nighthawk Transport*
    *********************
    
    Class: Aircraft.
    Purpose: Anti-Infantry.
    Role: Transport.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Navals.
    Armour: Medium.
    Speed: Fast.
    Cost: $1000.
    Requires: Available at Start.
    Special Features: Does not show on enemy Radar, can carry Infantry.
    Deploy Action: Eject Infantry.
    Games: Both.
    
    Nighthawk Transports are helicopters capable of transporting Infantry to other
    locations quickly and over harsh terrain. They are armed with an Anti-Infantry
    machine gun as well. They will not land if they are flying above water. They
    will not appear on enemy Radar either.
    
    *********
    *Harrier*
    *********
    
    Class: Aircraft.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Aircraft.
    Weapon Type: Rocket.
    Good Versus: Armour, Infantry, Structures.
    Bad Versus: Defences.
    Armour: Medium.
    Speed: Fast.
    Cost: $1200.
    Requires: Available at Start.
    Special Features: Must return back to Air Force Command HQ after attacking.
    Deploy Action: None.
    Games: Both.
    
    Harriers are fast jets that attack and return to base. They are good at
    roughening up Bases, but are vulnerable to Anti-Air. After firing, they must
    return back to Base to reload and repair.
    
    *************
    *Black Eagle*
    *************
    
    Class: Aircraft.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Aircraft.
    Weapon Type: Rocket.
    Good Versus: Armour, Infantry, Structures.
    Bad Versus: Defences.
    Armour: High.
    Speed: Fast.
    Cost: $1200.
    Requires: Korean Arsenal.
    Special Features: Must return back to Air Force Command HQ after attacking.
    Deploy Action: None.
    Games: Both.
    
    Black Eagles are more powerful versions of Harriers. Korean armies cannot
    create both Harriers and Black Eagles at the same time.
    
    ****************
    *Tank Destroyer*
    ****************
    
    Class: Armour.
    Purpose: Anti-Armour.
    Role: Support Armour.
    Weapon Type: Shell.
    Good Versus: Armour.
    Bad Versus: Infantry, Structures, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $900.
    Requires: German Arsenal, Air Force Command HQ.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    German Tank Destroyers excell at taking out enemy Armour, but are practically
    useless against any other target. They are good for supporting Navy SEALS in
    combat.
    
    ************
    *Robot Tank*
    ************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Psychic.
    Role: Support Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Psychics.
    Bad Versus: Infantry.
    Armour: Low.
    Speed: Fast.
    Cost: $600.
    Requires: Robot Control Facility.
    Special Features: Psychic Immunity, Can cross water.
    Deploy Action: None.
    Games: Yuri's Revenge Only.
    
    Robot Tanks are similar to Grizzly Tanks, but cannot be Mind-Controlled due to
    their Artificial Intelligences, and can hover across water. If Power runs low
    on demand, all Robot Tanks will become inactive until Power is restored.
    
    ************
    *Allied MCV*
    ************
    
    Class: Armour.
    Purpose: Base Establishment.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: High.
    Speed: Slow.
    Cost: $3000.
    Requires: Service Depot.
    Special Features: Can set up another Construction Yard.
    Deploy Action: Set up Construction Yard.
    Games: Both.
    
    Additional Construction Yards can be established by creating an MCV, which, if
    Deployed, will create a Construction Yard on that location. It's an expensive
    Unit, but when Deployed, it will increase the production of Buildings as well
    as being able to create a second Base anywhere.
    
    *************
    *Mirage Tank*
    *************
    
    Class: Armour.
    Purpose: Anti-Infantry, Recon.
    Role: Support Armour.
    Weapon Type: Fire.
    Good Versus: Infantry, Armour.
    Bad Versus: Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Battle Lab.
    Special Features: Appear as Trees to enemies when stationary.
    Deploy Action: None.
    Games: Both.
    
    When stationary, Mirage Tanks appear as Trees to enemies, and will not be
    attacked on sight. They lose their cover when they move and attack. For this
    reason, they are good scouting Units, able to ambush groups of lightly-armoured
    targets, and can kill Infantry in one hit. Their firing rate is slow, but
    effective. Enemy Armies can sniff out a Mirage Tank by moving their cursor over
    a tree and see if it is selectable. When in Mirage mode, the Tank does not
    appear on enemy Radar, and enemy players cannot select it.
    
    ************
    *Prism Tank*
    ************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Defence.
    Role: Artillery/Ultimate Armour.
    Weapon Type: Electric.
    Good Versus: Armour, Infantry, Defences.
    Bad Versus: Aircraft.
    Armour: High.
    Speed: Medium.
    Cost: $1200.
    Requires: Battle Lab.
    Special Features: Attack can spread to other nearby targets.
    Deploy Action: None.
    Games: Both.
    
    Prism Tanks are the ultimate Unit of the Allied Army. They have a very powerful
    but slow attack that is effective against Armour and Infantry alike. Their
    attack can spread to other Units and Structures with lesser damage. Their
    attack takes time to reload, so bring in support as well.
    
    *****************
    *Battle Fortress*
    *****************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Defence, Infantry Dependable.
    Role: Support Armour.
    Weapon Type: Bullet, Infantry.
    Good Versus: Infantry & Depends.
    Bad Versus: Aircraft.
    Armour: Very High.
    Speed: Slow.
    Cost: $2000.
    Requires: Battle Lab.
    Special Features: Can run over other vehicles except for other Battle
    Fortresses, Infantry can fire out.
    Deploy Action: Eject Infantry.
    Games: Yuri's Revenge Only.
    
    Battle Fortresses are the toughest Allied Unit in the game. Alone, the Fortress
    has an effective Anti-Infantry gun and large treads capable of crushing other
    vehicles and walls. Up to five people can be placed inside to fire their
    weapons from this vehicle.
    
    ***********
    *Destroyer*
    ***********
    
    Class: Naval-Surface.
    Purpose: Anti-Armour, Anti-Surface, Anti-Underwater.
    Role: Main Naval.
    Weapon Type: Shell, Plane.
    Good Versus: Armour, Navals, Underwater.
    Bad Versus: Aircraft, Infantry.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Available at Start.
    Special Features: Uses Plane instead of Turret against Underwater Navals.
    Deploy Action: None.
    Games: Both.
    
    Destroyers are the basic Naval Unit for the Allies. They are capable of
    attacking all types of Naval targets, as well as nearby Land targets. They will
    use their plane to attack Underwater Naval Units if they are spotted. For this
    reason, they are the best kind of protection for other Naval Units.
    
    **********************
    *Amphibious Transport*
    **********************
    
    Class: Naval-Surface.
    Purpose: Transport.
    Role: Transport.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Medium.
    Speed: Medium.
    Cost: $900.
    Requires: Available at Start.
    Special Features: Can carry Vehicles and Infantry, can cross Water and Land.
    Deploy Action: Eject Units.
    Games: Both.
    
    Amphibious Transports are vital for carrying Land Units across oceans. They are
    unarmed, so protect them at all costs if they are loaded. Larger Units will
    take up more space than others in the Transport. Transports cannot be sunk by
    SEALs or Tanya.
    
    ***************
    *Aegis Cruiser*
    ***************
    
    Class: Naval-Surface.
    Purpose: Anti-Air.
    Role: Support Naval.
    Weapon Type: Rocket.
    Good Versus: Aircraft.
    Bad Versus: Navals, Armour.
    Armour: Medium.
    Speed: Medium.
    Cost: $1200.
    Requires: Air Force Command HQ.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Aegis Cruisers are Anti-Air Navals. Their weapons are very powerful against
    Aircraft, able to take down many missiles without a hit. They cannot attack
    other Naval or Land Units, so protect them with Destroyers. They are efficient
    against Dreadnoughts and Aircraft Carriers, as well as tough Aircraft like the
    Kirov Airship. They can also kill Paratroopers with ease if they are close
    enough.
    
    Note that the Aeigis Cruiser will fire faster when manually targeting Aircraft
    rather than targeting automatically.
    
    *********
    *Dolphin*
    *********
    
    Class: Naval-Underwater.
    Purpose: Anti-Naval.
    Role: Special Naval.
    Weapon Type: Electric.
    Good Versus: Navals, Underwater.
    Bad Versus: Land Units, Aircraft.
    Armour: Low.
    Speed: Fast.
    Cost: $500.
    Requires: Battle Lab.
    Special Features: Can get a Squid off its target.
    Deploy Action: None.
    Games: Both.
    
    Dolphins are cheap Naval Units designed to prevent Squids from getting a hold
    on other Naval Units, as well as damaging enemy Naval Units. Their attack
    causes Squids to let go of their target, and can allow Destroyers to finish
    them off. They are weak, however, and Squids can kill them easily.
    
    ******************
    *Aircraft Carrier*
    ******************
    
    Class: Naval-Surface.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Artillery.
    Weapon Type: Aircraft.
    Good Versus: Armour, Defences, Structures.
    Bad Versus: Navals, Aircraft.
    Armour: High.
    Speed: Slow.
    Cost: $2000.
    Requires: Battle Lab.
    Special Features: Has three planes that attack. Planes are automatically built.
    Deploy Action: None.
    Games: Both.
    
    Aircraft Carriers were designed to attack island Bases. They always start with
    three planes, and if any of those planes are destroyed, more are rebuilt at the
    Carrier. They aren't very effective against Naval Targets, and are especially
    vulnerable to Underwater Units. Protect them with Dolphins and Destroyers.
    
    -------
    Soviets
    -------
    
    ***********
    *Conscript*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Main Infantry.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft, Defences.
    Armour: Low.
    Speed: Fast.
    Cost: $100.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Conscripts are weaker, but faster and cheaper versions of GIs. They cannot
    deploy, but they are effective in numbers, most efficient when they are in mass
    attacks. They can be killed easily by SEALs and Snipers.
    
    ************
    *Attack Dog*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Infiltration, Anti-Psychic.
    Role: Sentry.
    Weapon Type: Melee.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft, Structures.
    Armour: Low.
    Speed: Fast.
    Cost: $200.
    Requires: Available at Start.
    Special Features: Spy Detection, Psychic Immunity.
    Deploy Action: None.
    Games: Both.
    
    Attack Dogs are efficient against enemy Infantry, especially Spies. They will
    attack a Spy on sight, even if he's disguised. They are also immune to Mind
    Control, making them also deadly against Psychic Units. They cannot attack
    Armour or any other types of Units, but they are still nonetheless vital on
    Defence. They are also good against Engineer Rushes. Soviet Countries use
    Siberian Huskies.
    
    **********
    *Engineer*
    **********
    
    Class: Infantry.
    Purpose: Base Repair, Base Capture.
    Role: Worker, Special Infantry.
    Weapon Type: None.
    Good Versus: Structures.
    Bad Versus: Everything Else.
    Armour: Low.
    Speed: Medium.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Capture Enemy Buildings, Repair Friendly Buildings, Repair
    Bridges, Defuse TNT.
    Deploy Action: None.
    Games: Both.
    
    Engineers are all about Structures. They can instantly Repair a damaged
    Structure back to full health instantly, or they can Capture an Enemy
    Structure. They can also Repair a Bridge by entering the Bridge's Maintenance
    Hut, which is located on either side of the Bridge. They are unarmed, so
    protect them with other Units. Engineers can also defuse TNTs laid by Crazy
    Ivans.
    
    ***************
    *Tesla Trooper*
    ***************
    
    Class: Infantry.
    Purpose: Anti-Armour.
    Role: Support Infantry.
    Weapon Type: Electric.
    Good Versus: Armour.
    Bad Versus: Defences, Aircraft.
    Armour: High.
    Speed: Slow.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Can charge up a Tesla Coil, increasing its power.
    Deploy Action: None.
    Games: Both.
    
    Tesla Troopers are the Soviet Anti-Armour Infantry. As well as shocking their
    targets, they can also stand nearby a Tesla Coil, which they will then charge
    up and increase its attack Power. If Power runs out, Tesla Coils charged by
    Tesla Troopers will still be active.
    
    **************
    *Flak Trooper*
    **************
    
    Class: Infantry.
    Purpose: Anti-Air, Anti-Infantry.
    Role: Support Infantry.
    Weapon Type: Flak.
    Good Versus: Aircraft, Infantry.
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Slow.
    Cost: $300.
    Requires: Radar Tower.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Flak Troopers are armed with a Flak gun, which is effective against Aircraft.
    They are also able to attack ground targets, which gives them the edge against
    other Infantry. Flak does little damage against Armour, so escort them with
    Anti-Armour. Like Conscripts, they are most effective in large numbers.
    
    ************
    *Crazy Ivan*
    ************
    
    Class: Infantry.
    Purpose: Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Explosive.
    Good Versus: Structures.
    Bad Versus: Infantry, Armour.
    Armour: Low.
    Speed: Slow.
    Cost: $600.
    Requires: Radar Tower.
    Special Features: Can plant bombs on friendly targets.
    Deploy Action: None.
    Games: Both.
    
    These Demolition experts are effective at taking down Walls and Structures, and
    can also place their TNTs on friendly Units, creating a destructive suicide
    Unit. Unlike C4 charges, TNTs will stay on a target for some time until its
    fuse finishes. They are very vulnerable to other Units, so protect them.
    
    ***********
    *Desolator*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Support Infantry.
    Weapon Type: Nuclear.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Cost: $600.
    Requires: Iraqi Arsenal, Radar Tower.
    Special Features: Can create Fallout Field.
    Deploy Action: Set up Fallout Field.
    Games: Both.
    
    Desolators can kill Infantry with one hit, and can Deploy to make the land
    Radioactive, which will be lethal to Infantry. They are useless against Armour
    and Structures.
    
    ***********
    *Terrorist*
    ***********
    
    Class: Infantry.
    Purpose: Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Explosive.
    Good Versus: Structures.
    Bad Versus: Infantry, Defences.
    Armour: Low.
    Speed: Medium.
    Cost: $200.
    Requires: Cuban Arsenal, Radar Tower.
    Special Features: Detonates when attacking.
    Deploy Action: None.
    Games: Both.
    
    Terrorists are suicide Units. When they attack, they explode, which is
    effective against Structures. They are cheap and effective, but they aren't at
    all effective against Yuri's Army.
    
    ******
    *Yuri*
    ******
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Special Infantry.
    Weapon Type: Psychic.
    Good Versus: Infantry, Armour.
    Bad Versus: Attack Dogs, Aircraft, Defences.
    Armour: Low.
    Speed: Medium.
    Cost: $1200.
    Requires: Battle Lab.
    Special Features: Can create Psi Wave.
    Deploy Action: Activate Psi Wave.
    Games: Red Alert 2 Only.
    
    Yuri, or Psi Corps, can take control of most Units. Beasts, like Attack Dogs,
    Miners, Aircraft, Robots, or other Psychic Units cannot be mind controlled.
    They can also create a Psi Wave that surrounds this Unit that is deadly against
    Infantry, friend or foe. If this Unit is killed while controlling another Unit,
    that Unit becomes part of its regular army again. Since Yuri is on his own in
    Yuri's Revenge, the Soviets lose all Psychic Technology.
    
    *******
    *Boris*
    *******
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Structure.
    Role: Hero.
    Weapon Type: Bullet, Aircraft.
    Good Versus: Infantry, Defences.
    Bad Versus: Armour.
    Armour: Medium.
    Speed: Medium.
    Cost: $1500.
    Requires: Battle Lab.
    Special Features: Can call in Airstrikes whenever attacking Structures.
    Deploy Action: None.
    Games: Yuri's Revenge Only.
    
    Replacing Yuri is Boris, a Russian Commando that can kill Infantry in one shot,
    like Tanya and SEALs. He can also call in the MiGs to attack any Structure he
    designates. He's not as good against Armour, but he can defend himself against
    them in a pinch.
    
    ***********
    *War Miner*
    ***********
    
    Class: Armour.
    Purpose: Money Maker.
    Role: Worker.
    Weapon Type: Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft.
    Armour: High.
    Speed: Medium.
    Cost: $1200.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    War Miners collect funds for the Soviets. They go from and back to the Ore
    Refinery to accumulate resources. They are also armed with a gun, which is good
    versus Infantry, as well as a bigger truck to store more Resources inside than
    the Chrono Miner.
    
    ************
    *Rhino Tank*
    ************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Structures.
    Bad Versus: Infantry, Aircraft, Defences.
    Armour: High.
    Speed: Medium/Slow.
    Cost: $900.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Rhino Tanks are the Soviet Counterpart to the Grizzly Tanks. They are heavier
    and slower than the Grizzly, but are more powerful.
    
    ************
    *Flak Track*
    ************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Air, Transport.
    Role: Support Armour, Transport.
    Weapon Type: Flak.
    Good Versus: Infantry, Aircraft.
    Bad Versus: Armour.
    Armour: Low.
    Speed: Fast.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Can carry Infantry.
    Deploy Action: Eject Infantry.
    Games: Both.
    
    Flak Tracks are fast Units, which can carry up to 5 people. Their weapon is
    useful against Aircraft and Infantry, but is bad against Armour. They can be
    used to transport some Engineers to an unguarded Base.
    
    **************
    *Terror Drone*
    **************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Infantry.
    Role: Special Armour.
    Weapon Type: Melee.
    Good Versus: Armour, Infantry.
    Bad Versus: Defences.
    Armour: Low.
    Speed: Fast.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Will enter target when attacking Armour and destroy it from
    the inside, Psychic Immunity.
    Deploy Action: None.
    Games: Both.
    
    Terror Drones are Armour killers. They are speedy, and they can rip Armour from
    inside, and will remain intact when its target is destroyed. It can also kill
    Infantry like an Attack Dog, along with having a Psychic Exemption. It cannot
    automatically detect Spies though.
    
    The only way to get rid of a Terror Drone once it's inside a vehicle is to
    either have that vehicle enter a Service Depot, or to destroy that vehicle
    before the Terror Drone destroys it itself.
    
    ***********
    *V3 Rocket*
    ***********
    
    Class: Armour.
    Purpose: Anti-Structure, Anti-Defence.
    Role: Artillery.
    Weapon Type: Missile.
    Good Versus: Defences.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Slow.
    Cost: $800.
    Requires: Radar Tower.
    Special Features: Long Range.
    Deploy Action: None.
    Games: Both.
    
    This Unit can make quick work of Defences. However, they are quite vulnerable
    against Armour and Infantry that attack them up close, and are completely
    defenceless from Aircraft. Protect them as they launch their Missiles.
    
    ************
    *Tesla Tank*
    ************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Infantry, Anti-Structure.
    Role: Special Armour.
    Weapon Type: Electric.
    Good Versus: Infantry, Armour.
    Bad Versus: Defences, Aircraft.
    Armour: Medium.
    Speed: Medium.
    Cost: $1200.
    Requires: Russian Arsenal, Radar Tower.
    Special Features: Can shoot through Walls.
    Deploy Action: None.
    Games: Both.
    
    Tesla Tanks are an alternative version of Rhino Tanks. While more expensive,
    they can take out Infantry in one hit, as well as being effective against
    Armour. They can shoot through Walls too. While not as good as the Prism Tank,
    this unit is still welcome in any Tesla fanatic's army.
    
    ******************
    *Demolition Truck*
    ******************
    
    Class: Armour.
    Purpose: Anti-Structure.
    Role: Special Armour.
    Weapon Type: Explosive, Nuclear.
    Good Versus: Structures.
    Bad Versus: Armour, Aircraft.
    Armour: Low.
    Speed: Fast.
    Cost: $1500.
    Requires: Libyan Arsenal, Radar Tower.
    Special Features: Detonates when attacking.
    Deploy Action: None.
    Games: Both.
    
    Demolition Trucks are suicide Units like the Terrorist. They are more
    expensive, but very destructive when destroyed. They leave Nuclear Fallout
    behind after exploding much like the Nuclear Missile. Don't try to send Demo
    Trucks against Psychic Units.
    
    ************
    *Soviet MCV*
    ************
    
    Class: Armour.
    Purpose: Base Establishment.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: High.
    Speed: Slow.
    Cost: $3000.
    Requires: Service Depot.
    Special Features: Can set up another Construction Yard.
    Deploy Action: Set up Construction Yard.
    Games: Both.
    
    Additional Construction Yards can be established by creating an MCV, which, if
    Deployed, will create a Construction Yard on that location. It's an expensive
    Unit, but when Deployed, it will increase the production of Buildings as well
    as being able to create a second Base anywhere.
    
    *****************
    *Apocalypse Tank*
    *****************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Aircraft.
    Role: Ultimate Armour.
    Weapon Type: Shell (Advanced), Rocket.
    Good Versus: Armour, Aircraft.
    Bad Versus: Infantry, Defences.
    Armour: Very High.
    Speed: Slow.
    Cost: $1750.
    Requires: Battle Lab.
    Special Features: Uses Rockets when attacking Aircraft.
    Deploy Action: None.
    Games: Both.
    
    Apocalypse Tanks are much like the Mammoth Tank in the C&C Series. They are
    deadly at both Armour and Air Units, but are slow and vulnerable to Hit & Run
    Units. Support them with Rhino Tanks.
    
    ***************
    *Siege Chopper*
    ***************
    
    Class: Aircraft.
    Purpose: Anti-Infantry, Anti-Structure.
    Role: Main Aircraft/Artillery.
    Weapon Type: Bullet, Shell.
    Good Versus: Infantry (flying), Structures (Deployed).
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Fast.
    Cost: $1100.
    Requires: Battle Lab.
    Special Features: Can use Artillery Cannon when Deployed.
    Deploy Action: Set up Artillery Cannon.
    Games: Yuri's Revenge Only.
    
    In Yuri's Revenge, the Soviets gain a fast kind of Aircraft. When flying, the
    Chopper works like the Allied Nighthawk, being effective against Infantry. When
    Deployed, the Chopper goes down to the ground and becomes an Artillery
    Platform. The Chopper is vulnerable when on the ground.
    
    ***************
    *Kirov Airship*
    ***************
    
    Class: Aircraft.
    Purpose: Anti-Structure.
    Role: Artillery.
    Weapon Type: Bomb.
    Good Versus: Structures.
    Bad Versus: Aircraft, Defences.
    Armour: High.
    Speed: Slow.
    Cost: $2000.
    Requires: Battle Lab.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Kirov Airships are the Soviet's only Air Unit in Red Alert 2, which bombs its
    targets to smitherenes. It is slow, so escort it with other Units. It can take
    lots of damage, which makes up for its lack of speed.
    
    *******************
    *Typhoon Submarine*
    *******************
    
    Class: Naval-Underwater.
    Purpose: Anti-Naval.
    Role: Main Naval.
    Weapon Type: Torpeedo.
    Good Versus: Navals, Underwater.
    Bad Versus: Land Units.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Subs are the basic Soviet Naval Unit. Although they cannot attack Land Units,
    they are able to catch enemies by surprise. They can only initially be attacked
    by Destroyers and Dolphins.
    
    **********************
    *Amphibious Transport*
    **********************
    
    Class: Naval-Surface.
    Purpose: Transport.
    Role: Transport.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Medium.
    Speed: Medium.
    Cost: $900.
    Requires: Available at Start.
    Special Features: Can carry Vehicles and Infantry, can cross Water and Land.
    Deploy Action: Eject Units.
    Games: Both.
    
    Amphibious Transports are vital for carrying Land Units across oceans. They are
    unarmed, so protect them at all costs if they are loaded. Larger Units will
    take up more space than others in the Transport. Transports cannot be sunk by
    SEALs or Tanya.
    
    **************
    *Sea Scorpion*
    **************
    
    Class: Naval-Surface.
    Purpose: Anti-Air.
    Role: Support Naval.
    Weapon Type: Flak.
    Good Versus: Aircraft, Infantry.
    Bad Versus: Navals, Armour, Defences.
    Armour: Low.
    Speed: Fast.
    Cost: $600.
    Requires: Radar Tower.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Sea Scorpions are tiny boats to support Soviet Navies. They are good at helping
    Subs take down Destroyers, as well as keeping Carriers and Dreadnoughts at bay.
    They can also attack other targets, but their weapon is hardly effective
    against them.
    
    *************
    *Giant Squid*
    *************
    
    Class: Naval-Underwater.
    Purpose: Anti-Naval.
    Role: Special Naval.
    Weapon Type: Melee.
    Good Versus: Navals.
    Bad Versus: Aircraft, Land Units.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Battle Lab.
    Special Features: Grapples onto the Ship, damaging it until destroyed.
    Deploy Action: None.
    Games: Both.
    
    Squids are good at keeping certain ships at bay. When they attack, their
    tentacles grab onto their target, and rock it around until it is destroyed. The
    only way to get a Squid off its target is to use Dolphins, or to simply destroy
    the ship altogether. Like the Sub, Squids will remain unseen until attacking or
    detected by Dolphins or Destroyers.
    
    *************
    *Dreadnought*
    *************
    
    Class: Naval-Surface.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Artillery.
    Weapon Type: Missile.
    Good Versus: Armour, Defences, Structures.
    Bad Versus: Navals, Aircraft.
    Armour: High.
    Speed: Slow.
    Cost: $2000.
    Requires: Battle Lab.
    Special Features: None.
    Deploy Action: None.
    Games: Both.
    
    Dreadnoughts, like Aircraft Carriers, were designed to hit enemy Bases. They
    launch two Missiles at a time, which can be destroyed by Anti-Air. Still, it
    can dish out a lot of damage. They are vulnerable to the likes of Tanya and the
    SEALs, so protect them with Subs and Squids.
    
    -----------
    Yuri's Army
    -----------
    
    **********
    *Initiate*
    **********
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Main Infantry.
    Weapon Type: Fire.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $200.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    
    Initiates are Yuri's basic Infantry Unit. They use their Psychic abilities to
    do damage, which happens to be firey. They cannot deploy like the Conscript,
    but they can do a lot of damage compared to the other two basic Infantry units.
    
    **********
    *Engineer*
    **********
    
    Class: Infantry.
    Purpose: Base Repair, Base Capture.
    Role: Worker, Special Infantry.
    Weapon Type: None.
    Good Versus: Structures.
    Bad Versus: Everything Else.
    Armour: Low.
    Speed: Medium.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Capture Enemy Buildings, Repair Friendly Buildings, Repair
    Bridges, Defuse TNT.
    Deploy Action: None.
    
    Engineers are all about Structures. They can instantly Repair a damaged
    Structure back to full health instantly, or they can Capture an Enemy
    Structure. They can also Repair a Bridge by entering the Bridge's Maintenance
    Hut, which is located on either side of the Bridge. They are unarmed, so
    protect them with other Units. Engineers can also defuse TNTs laid by Crazy
    Ivans.
    
    *******
    *Brute*
    *******
    
    Class: Infantry.
    Purpose: Anti-Armour.
    Role: Support Infantry.
    Weapon Type: Melee.
    Good Versus: Armour, Attack Dogs, Structures.
    Bad Versus: Infanutry, Defences.
    Armour: High.
    Speed: Slow.
    Cost: $500.
    Requires: Available at Start.
    Special Features: Cannot be attacked by Dogs.
    Deploy Action: None.
    
    Brutes are tough Units that were made to punch holes in Armour. Since they have
    to get up close, they are vulnerable to gunfire, but they can do lots of damage
    if they manage to get up (don't let them get near Infantry killers!).
    
    *******
    *Virus*
    *******
    
    Class: Infantry.
    Purpose: Anti-Infantry.
    Role: Support Infantry.
    Weapon Type: Toxic Bullet.
    Good Versus: Infantry.
    Bad Versus: Armour, Defences.
    Armour: Low.
    Speed: Slow.
    Cost: $700.
    Requires: Psychic Radar.
    Special Features: Long Range, Victim leaves behind toxins.
    Deploy Action: None.
    
    Female Mercenaries known as Viruses, these Units have a long range like the
    British Sniper does, and when killing a victim, they leave behind a cloud of
    gas, which damages other nearby Infantry.
    
    ************
    *Yuri Clone*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Special Infantry.
    Weapon Type: Psychic.
    Good Versus: Infantry, Armour.
    Bad Versus: Attack Dogs, Aircraft, Defences.
    Armour: Low.
    Speed: Medium.
    Cost: $800.
    Requires: Psychic Radar.
    Special Features: Can create Psi Wave.
    Deploy Action: Activate Psi Wave.
    
    Yuri Clones can take control of most Units. Beasts, like Attack Dogs, Miners,
    Aircraft, Robots, Heroes, or other Psychic Units cannot be mind controlled.
    They can also create a Psi Wave that surrounds this Unit that is deadly against
    Infantry, friend or foe. If this Unit is killed while controlling another Unit,
    that Unit becomes part of its original army again.
    
    ************
    *Yuri Prime*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour, Anti-Structure.
    Role: Hero.
    Weapon Type: Psychic.
    Good Versus: Infantry, Armour, Defences.
    Bad Versus: Attack Dogs, Aircraft.
    Armour: Medium.
    Speed: Fast.
    Cost: $1500.
    Requires: Battle Lab.
    Special Features: Can create Psi Wave.
    Deploy Action: Activate Psi Wave.
    
    The real man himself, Yuri can not only control other Units vulnerable to Mind
    Control, but can also control Structures (yes, even Defences!). For this
    reason, he can make quick work (and quick cash) by attacking Bases. Be on the
    lookout for the Psychic Immune.
    
    *************
    *Slave Miner*
    *************
    
    Class: Armour/Structure.
    Purpose: Money Maker.
    Role: Worker.
    Weapon Type: Bullet (unavailable when Deployed).
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft.
    Armour: High.
    Speed: Slow.
    Cost: $1750.
    Requires: Available at Start.
    Special Features: Can set up near Resource fields.
    Deploy Action: Set up Refinery.
    
    Slave Miners use mindless ditch diggers to collect funds. They can deploy
    anywhere near Resource Fields. When undeployed, they have a gun similar to that
    of the War Miner. If its Slaves are killed, they will be replaced
    automatically. If this Unit is destroyed while its Slaves are still outside,
    they will join whoever killed that Unit.
    
    *************
    *Lasher Tank*
    *************
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Main Armour.
    Weapon Type: Shell.
    Good Versus: Armour, Structures.
    Bad Versus: Infantry, Defences.
    Armour: Medium.
    Speed: Fast.
    Cost: $700.
    Requires: Available at Start.
    Special Features: None.
    Deploy Action: None.
    
    Lasher Tanks are much like the Grizzly Tank, fast and light. They are essential
    in assaults and defence.
    
    ***************
    *Gattling Tank*
    ***************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Air.
    Role: Support Armour.
    Weapon Type: Bullet.
    Good Versus: Infantry, Aircraft.
    Bad Versus: Armour, Defences.
    Armour: Low.
    Speed: Fast.
    Cost: $600.
    Requires: Available at Start.
    Special Features: Attack power speeds up when firing.
    Deploy Action: None.
    
    Gattling Tanks are Yuri's Anti-Infantry vehicles. They are also deadly against
    Aircraft. When firing at a target, their guns spin faster, and they spew more
    lead at their enemies.
    
    *************
    *Chaos Drone*
    *************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Special Armour.
    Weapon Type: Psychic.
    Good Versus: Land Units.
    Bad Versus: Aircraft, Navals.
    Armour: Low.
    Speed: Fast.
    Cost: $1000.
    Requires: Available at Start.
    Special Features: Causes targets to go berserk, Psychic Immunity.
    Deploy Action: Hallucination Field.
    
    Chaos Drones are very fast, and can cause enemy Units to attack other friendly
    Units rather than Units the side the Drone is on. Deploying this Unit causes it
    to activate its hallucination field.
    
    ***********
    *Magnetron*
    ***********
    
    Class: Armour.
    Purpose: Anti-Armour, Anti-Structure.
    Role: Artillery, Support Armour.
    Weapon Type: Electric.
    Good Versus: Armour, Structures, Defences.
    Bad Versus: Infantry.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Psychic Radar.
    Special Features: Attack style differs between targets, Cannot be put into Tank
    Bunkers.
    Deploy Action: None.
    
    Magnetrons were designed to force Armour to get pulled towards this Unit,
    allowing Psychics to mind control it. This does not really apply to Miners, but
    can still make them unable to return to their Ore Refineries. Magnetrons can
    also do significant damage to Structures, making them good Artillery Units.
    Unfortunatley, their only weapon against Infantry are their wheels, making them
    vulnerable to the likes of Guardian GIs, Tesla Troopers, and Brutes.
    
    **********
    *Yuri MCV*
    **********
    
    Class: Armour.
    Purpose: Base Establishment.
    Role: Worker.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: High.
    Speed: Slow.
    Cost: $3000.
    Requires: Grinder.
    Special Features: Can set up another Construction Yard.
    Deploy Action: Set up Construction Yard.
    
    Additional Construction Yards can be established by creating an MCV, which, if
    Deployed, will create a Construction Yard on that location. It's an expensive
    Unit, but when Deployed, it will increase the production of Buildings as well
    as being able to create a second Base anywhere.
    
    *************
    *Master Mind*
    *************
    
    Class: Armour.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Ultimate Armour.
    Weapon Type: Psychic.
    Good Versus: Infantry, Armour.
    Bad Versus: Robots, Aircraft, Defences.
    Armour: High.
    Speed: Medium.
    Cost: $1750.
    Requires: Battle Lab.
    Special Features: Can control up to three Units at a time, will overload if
    mind controlling more than three.
    Deploy Action: None.
    
    Master Minds are one of the most deadly Units in the game. They can steal three
    Units without harm with their Psychic abilities. If they control more than
    three, they will eventually self-destruct, so use those Units quickly! Protect
    them against Robots and Planes.
    
    ***************
    *Floating Disk*
    ***************
    
    Class: Aircraft.
    Purpose: Anti-Infantry, Anti-Armour, Anti-Structure.
    Role: Special Aircraft.
    Weapon Type: Nuclear.
    Good Versus: Infantry, Armour, Aircraft.
    Bad Versus: Anti-Air.
    Armour: High.
    Speed: Medium.
    Cost: $1750.
    Requires: Battle Lab.
    Special Features: Can do numerous effects to certain Structures.
    Deploy Action: None.
    
    Floating Disks are meant for Base assault. It uses its laser to deal with pesky
    Land Units, and can do lots against certain Structures. If it goes over a Power
    Reactor, that Base is Powered Down. If it goes over a Defence, that Defence
    shuts down. If placed over an Ore Refinery, Cash is stolen.
    
    **********************
    *Amphibious Transport*
    **********************
    
    Class: Naval-Surface.
    Purpose: Transport.
    Role: Transport.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Medium.
    Speed: Medium.
    Cost: $900.
    Requires: Available at Start.
    Special Features: Can carry Vehicles and Infantry, can cross Water and Land.
    Deploy Action: Eject Units.
    
    Amphibious Transports are vital for carrying Land Units across oceans. They are
    unarmed, so protect them at all costs if they are loaded. Larger Units will
    take up more space than others in the Transport. Transports cannot be sunk by
    SEALs or Tanya.
    
    ******************
    *Boomer Submarine*
    ******************
    
    Class: Naval-Underwater.
    Purpose: Anti-Naval, Anti-Structure.
    Role: Main Naval/Artillery.
    Weapon Type: Torpeedo/Missile.
    Good Versus: Navals, Structures.
    Bad Versus: Aircraft.
    Armour: High.
    Speed: Medium.
    Cost: $2000.
    Requires: Radar Tower.
    Special Features: Surfaces when firing Missiles.
    Deploy Action: None.
    
    Boomer Submarines are the only Naval Unit (other than the Transport) that Yuri
    commands. They are much like Typhoons when against other Navals, but they
    launch TWO Torpeedoees at a time, making them effective against Navals. They
    can also launch Missiles like the Dreadnought against Land Units.
    
    -------
    Neutral
    -------
    Other Units in the battlefield can be Mind Controlled, or just simply given or
    appeared in certain Missions. Others belong to certain factions, but cannot be
    controlled. Still others can be created through secret technologies. Here are
    the more prominent Units. Most are just generic Units like Trucks and Cranes.
    
    ***********
    *Cosmonaut*
    ***********
    
    Class: Aircraft/Infantry.
    Purpose: Anti-Infantry, Anti-Armour Anti-Structure.
    Role: Main Infantry.
    Weapon Type: Electric.
    Good Versus: Infantry, Armour, Aircraft.
    Bad Versus: Defences.
    Armour: Medium.
    Speed: Fast.
    Cost: $600.
    Requires: Available at Start.
    Special Features: Flies.
    Deploy Action: None.
    Games: Yuri's Revenge Only.
    
    In the Soviet Campaign, the Russians go to the Moon to fight Yuri. The
    Cosmonaut flying Infantry is immune to Mind Control, and is very powerful and
    fast. Their main weakness is Anti-Air Defenses, like the Gattling Cannon. They
    are still very effective against almost every target!
    
    *****************
    *Chrono Commando*
    *****************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Bullet, Explosive.
    Good Versus: Infantry.
    Bad Versus: Armour, Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $2000.
    Requires: Infiltration of Allied Battle Lab & Allied Construction Yard (Red
    Alert 2)/Infiltration of Allied Battle Lab (Yuri's Revenge).
    Special Features: Can place C4 Charges on Structures, Teleports around the map
    rather than walking.
    Deploy Action: None.
    Games: Both.
    
    Chrono Commandos are Navy SEALS and Chrono Legionaires put together. They are
    expensive, but effective.
    
    *************
    *Chrono Ivan*
    *************
    
    Class: Infantry.
    Purpose: Anti-Structure.
    Role: Special Infantry.
    Weapon Type: Explosive.
    Good Versus: Structures.
    Bad Versus: Infantry, Armour.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Infiltration of Allied Battle Lab & Soviet Construction Yard (Red
    Alert 2)/Infiltration of Soviet Battle Lab (Yuri's Revenge).
    Special Features: Teleports around the map rather than walking, Can plant bombs
    on friendly targets.
    Deploy Action: None.
    Games: Both.
    
    Chrono Ivans are rare, but effective. They are the Crazy Ivans and Chrono
    Legionaires put together.
    
    ******************
    *Psychic Commando*
    ******************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Special Infantry.
    Weapon Type: Psychic, Explosive.
    Good Versus: Infantry, Armour.
    Bad Versus: Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $1000.
    Requires: Infiltration of Soviet Battle Lab & Allied Construction Yard (Red
    Alert 2)/Infiltration of Yuri Battle Lab (Yuri's Revenge).
    Special Features: Can create Psi Wave, Can plant C4 Charges on Structures.
    Deploy Action: Activate Psi Wave.
    Games: Both.
    
    Psychic Commandos in Red Alert 2 are the best way of getting Psychic Units for
    the Allies. They can also plant C4 Charges on Structures like SEALs.
    
    ************
    *Yuri Prime*
    ************
    
    Class: Infantry.
    Purpose: Anti-Infantry, Anti-Armour.
    Role: Special Infantry.
    Weapon Type: Psychic.
    Good Versus: Infantry, Armour.
    Bad Versus: Aircraft, Defences.
    Armour: Medium.
    Speed: Medium.
    Cost: $2000.
    Requires: Infiltration of Soviet Battle Lab & Soviet Construction Yard.
    Special Features: Can create Psi Wave, Long Range.
    Deploy Action: Activate Psi Wave.
    Games: Red Alert 2 Only.
    
    Yuri Prime is difficult to get in Red Alert 2. He is much like regular Yuri,
    but his range is unmatched.
    
    **********
    *Civilian*
    **********
    
    Class: Infantry.
    Purpose: Non-Combat.
    Role: Civilian.
    Weapon Type: None/Bullet.
    Good Versus: Infantry.
    Bad Versus: Everything Else.
    Armour: Low.
    Speed: Medium.
    Special Features: None.
    Deploy Action: None.
    
    Civilians are not meant for combat, but can be recycled if playing as Yuri.
    They are disposable; most unarmed Civilians can't do anything. They can still
    Scout out areas, and some ones are armed with pistols (the green ones and
    cowboys are armed).
    
    *************
    *Freed Slave*
    *************
    
    Class: Infantry.
    Purpose: Cannon Fodder.
    Role: Cannon Fodder.
    Weapon Type: Melee.
    Good Versus: Psychics.
    Bad Versus: Everything Else.
    Armour: Low.
    Speed: Slow.
    Special Features: Psychic Immunity.
    Deploy Action: None.
    
    Slaves can only attack with their shovel. They are acquired through the
    destruction of a Slave Miner. They are only good against Yuri's Psychic Units,
    but they still don't do much damage.
    
    *****
    *MiG*
    *****
    
    Class: Aircraft.
    Purpose: Off-Map Support.
    Role: Artillery.
    Weapon Type: Rocket.
    Good Versus: Structures.
    Bad Versus: N/A.
    Armour: Medium.
    Speed: Fast.
    Special Features: Summoned by Boris' Airstrikes.
    Deploy Action: None.
    
    MiGs are spawned whenever Boris demands an Airstrike. Losing any does not
    matter; they are replaced automatically, and are very effective.
    
    *****
    *Bus*
    *****
    
    Class: Armour.
    Purpose: Transport.
    Role: Transport.
    Weapon Type: None.
    Good Versus: None.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Fast.
    Special Features: Can carry Infantry.
    Deploy Action: Eject Infantry.
    
    Buses are Transports much like the Flak Track. They are weak, though.
    
    *******
    *T-Rex*
    *******
    
    Class: Unknown.
    Purpose: Generic Enemy.
    Role: N/A.
    Weapon Type: Melee.
    Good Versus: Infantry, Armour.
    Bad Versus: Heroes.
    Armour: Medium.
    Speed: Medium.
    Special Features: None.
    Deploy Action: None.
    
    T-Rexes are found in the Jurrassic Era, when the Russians use the Time Machine
    to go backward in time (but too backward).
    
    ************
    *Hornet Jet*
    ************
    
    Class: Aircraft.
    Purpose: Anti-Structure.
    Role: Artillery.
    Weapon Type: Rocket.
    Good Versus: Defences, Infantry, Armour.
    Bad Versus: Navals.
    Armour: Low.
    Speed: Fast.
    Special Features: Automatically created at Carriers.
    Deploy Action: None.
    
    Hornet Jets are created by Carriers. They can be promoted, but are VERY
    vulnerable to Anti-Air.
    
    *****************
    *Premier Romanov*
    *****************
    
    Class: Infantry.
    Purpose: Non-Combat.
    Role: Character.
    Weapon Type: None.
    Good Versus: Nothing.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Medium.
    Special Features: None.
    Deploy Action: None.
    
    Romanov appears as a Unit in the mission "Romanov on the Run". He must be
    protected by his fellow Comrades and needs to be guided to the Airport. He also
    appears in "Trick or Treaty", where he goes into the Parlament Building to talk
    with the other world leaders to unite against Yuri.
    
    *****************
    *President Dugan*
    *****************
    
    Class: Infantry.
    Purpose: Non-Combat.
    Role: Character.
    Weapon Type: None.
    Good Versus: Nothing.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Medium.
    Special Features: None.
    Deploy Action: None.
    
    President Dugan appears in "The Fox and the Hound", where he needs to be Mind-
    Controlled by the Soviets. In "Trick or Treaty", he enters the Parlament
    Building with Romanov to discuss an Alliance to bring down Yuri. In "Hail to
    the Chief", he also appears exiting the White House once the Psychic Beacon is
    destroyed.
    
    *****************
    *Albert Einstein*
    *****************
    
    Class: Infantry.
    Purpose: Non-Combat.
    Role: Character.
    Weapon Type: None.
    Good Versus: Nothing.
    Bad Versus: Everything.
    Armour: Low.
    Speed: Medium.
    Special Features: None.
    Deploy Action: None.
    
    Einstein briefly appears as a Unit in "Tomb Raided". He must be rescued by
    Tanya from Yuri's Psychic Dominator near the Pyramid.
    
    ----------------
    2.3 >Structures<
    ----------------
    Structures all have at least one purpose. Defences and Naval Yards cannot be
    Captured. Production Structures can be Deployed, which will allow them to
    create their Units (and become the "Primary" Structure of all of the other of
    the same types of Structures). Only one Structure can be Primary at a time.
    Making more of these Structures will allow faster creation of their Units.
    
    ------
    Allies
    ------
    
    *******************
    *Construction Yard*
    *******************
    
    Type: Production.
    Armour: Very High.
    Size: Very Large.
    Cost: $3000 (through MCV).
    Power Consumption: None.
    Requires: MCV.
    Special Features: Produces Structures.
    Games: Both.
    
    Structures are built by the Construction Yard. If all Construction Yards are
    destroyed, no more Structures can be built. The more Construction Yards
    established, the faster other Structures can be built. Construction Yards can
    only be established through the MCV. Surround them with Walls; don't let them
    be Captured.
    
    *************
    *Power Plant*
    *************
    
    Type: Power Reactor.
    Armour: Medium.
    Size: Medium.
    Cost: $800.
    Power Consumption: Provides 200.
    Requires: Available at Start.
    Special Features: Provides Power.
    Games: Both.
    
    Power Plants are vital to controlling Defences and maintaining production. They
    should be defended against assaults and Spies.
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: 10.
    Requires: Power Plant.
    Special Features: None.
    Games: Both.
    
    The Barracks creates Infantry. It is also required for the Basic Defences and
    Walls.
    
    **************
    *Ore Refinery*
    **************
    
    Type: Money Making.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 50.
    Requires: Power Plant.
    Special Features: Collects Money.
    Games: Both.
    
    Ore Refineries are vital to cash collection and Unit Production. Miners go to
    Resource patches, and then return back and dump it in, collecting the dough.
    The Allies use Chrono Miners, speedy, but unarmed trucks.
    
    ********************************
    *Air Force Command Headquarters*
    ********************************
    
    Type: Radar/Production.
    Armour: Medium.
    Size: Medium.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Ore Refinery.
    Special Features: Can produce Harriers/Black Eagles.
    Games: Both.
    
    This Structure provides the Radar for Allied Forces. It also allows the
    production of Jet Aircraft. Up to four Jets can be placed on this Structure,
    so build more of these if using an Air Force rather than a ground assault.
    
    ************
    *Naval Yard*
    ************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Ore Refinery.
    Special Features: Can only be placed on Water, Repairs Navals.
    Games: Both.
    
    Naval Yards produce Naval Units. They can also repair damaged Naval Units.
    
    *************
    *War Factory*
    *************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Barracks & Ore Refinery.
    Special Features: None.
    Games: Both.
    
    War Factories manufacture Armour and most Aircraft. For some reason, AI players
    tend to use Superweapons on this Structure first.
    
    ***************
    *Service Depot*
    ***************
    
    Type: Maintenance.
    Armour: Medium.
    Size: Large.
    Cost: $800.
    Power Consumption: 25.
    Requires: War Factory.
    Special Features: Repairs Armour, Removes Terror Drones.
    Games: Both.
    
    Service Depots are used to Repair damaged Armour. Service Depots are the only
    way to get rid of Terror Drones inside an infected vehicle without destroying
    that Unit manually. They are also required for the production of MCVs.
    
    **********************
    *Robot Control Centre*
    **********************
    
    Type: Technology Extension.
    Armour: Medium.
    Size: Large.
    Cost: $600.
    Power Consumption: 100.
    Requires: War Factory.
    Special Features: If Powered Down, Robot Tanks are shut off.
    Games: Yuri's Revenge Only.
    
    The Robot Control Centre allows the Allies to produce Robot Tanks. Don't let
    Power get shut down or the Robots will deactivate!
    
    ************
    *Battle Lab*
    ************
    
    Type: Technology Extension.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 100.
    Requires: Air Force Command HQ & War Factory.
    Special Features: Can activate Force Shield (Yuri's Revenge Only).
    Games: Both.
    
    The Battle Lab allows the production of more advanced and superior Units, as
    well as Superweapons. Use Walls to prevent Spies from infiltrating this
    important Structure. In Yuri's Revenge, they can activate the Force Shield.
    
    **************
    *Ore Purifier*
    **************
    
    Type: Production Enhancer.
    Armour: Very High.
    Size: Large.
    Cost: $2500.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Only one can be built at a time.
    Games: Both.
    
    The Ore Purifier increases the value of Ore collected. This can certainly
    increase the amount of Money available to produce Units. Protect this well.
    
    *********
    *Pillbox*
    *********
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $500.
    Power Consumption: 0.
    Requires: Barracks.
    Special Features: Attacks Land Units.
    Games: Both.
    
    The Pillbox isn't as deadly as it was in Red Alert 1, but it is still effective
    against Infantry. They cannot fire from behind walls. Use this in conjunction
    with Prism Towers.
    
    *******
    *Walls*
    *******
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $100.
    Power Consumption: 0.
    Requires: Barracks.
    Special Features: Land Units cannot cross through.
    Games: Both.
    
    Walls are excellent at keeping enemies out of Structures, as well as blocking
    off choke points. When built, Walls can be created by placing Wall parts a
    little bit away from existing Wall parts, stretching and blocking off the area
    indicated on the screen. They can be destroyed by Shells or explosives.
    
    *****************
    *Patriot Missile*
    *****************
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Barracks.
    Special Features: Attacks Aircraft.
    Games: Both.
    
    Patriot Missiles are good at fending off other Missiles. They can only attack
    Aircraft, but they are quite good at it. Use them in conjunction with other
    Defences and Walls.
    
    *************
    *Prism Tower*
    *************
    
    Type: Defence.
    Armour: Medium.
    Size: Small.
    Cost: $1500.
    Power Consumption: 75.
    Requires: Air Force Command HQ.
    Special Features: Attacks Land Units.
    Games: Both.
    
    Prism Towers are effective against Armour. When Prism Towers are built near
    enough to each other, they can increase the damage output to their targets.
    They can also kill Infantry with one hit, but since they attack slowly, use
    them with Pillboxes. They can also fire from behind Walls. Prism Towers cannot
    function without sufficient Power.
    
    **************
    *Grand Cannon*
    **************
    
    Type: Defence.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 100.
    Requires: French Arsenal, Air Force Command HQ.
    Special Features: Attacks Land Units, Long Range.
    Games: Both.
    
    Grand Cannons are Defence systems that are capable of bombarding invaders long
    before they actually reach the Structure. They are best backed up with Prism
    Towers and Pillboxes in case the enemy manages to get up close.
    
    ***************
    *Gap Generator*
    ***************
    
    Type: Utility.
    Armour: Low.
    Size: Small.
    Cost: $1000.
    Power Consumption: 100.
    Requires: Battle Lab.
    Special Features: Creates Shroud in surrounding area.
    Games: Both.
    
    Like what the Special Features describe, Gab Generators create Shroud, which is
    good for hiding Installations and Superweapons, even if the enemy has a SpySat
    Uplink. When Power is out, they no longer create Shroud.
    
    **********************
    *Spy Satellite Uplink*
    **********************
    
    Type: Utility.
    Armour: Medium.
    Size: Medium.
    Cost: $1500.
    Power Consumption: 100.
    Requires: Battle Lab.
    Special Features: Reveals the entire Map.
    Games: Both.
    
    The Spy Uplink will reveal the whole Map, except for places that have Gap
    Generators. This will help locate enemy attacks, as well as finding Tech
    Structures and Resource Patches.
    
    **************
    *Chronosphere*
    **************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Large.
    Cost: $2500.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Teleports Armour to any location.
    Games: Both.
    
    The Chronosphere is the minor Allied Superweapon. It is capable of teleporting
    a small group of Armour to any location desirable. This can provide a good
    sneak attack on an unguarded base. It can also teleport enemy Armour to water,
    where they will be destroyed, and Navals to land, where they will have the same
    miserable fate. Last but not least, it can kill Infantry.
    
    To use the Chronosphere, first select the location of the Armour that will be
    transported. Then select the location where they will go and kick butt!
    
    ************************
    *Weather Control Device*
    ************************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Very Large.
    Cost: $5000.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Creates Lightning Storms in a location.
    Games: Both.
    
    Looks like man found another way of playing God. This device can create a Storm
    on any location, which it will strike lightning on random targets. It's good at
    roughening up Bases.
    
    -------
    Soviets
    -------
    
    *******************
    *Construction Yard*
    *******************
    
    Type: Production.
    Armour: Very High.
    Size: Very Large.
    Cost: $3000 (through MCV).
    Power Consumption: None.
    Requires: MCV.
    Special Features: Produces Structures.
    Games: Both.
    
    Structures are built by the Construction Yard. If all Construction Yards are
    destroyed, no more Structures can be built. The more Construction Yards
    established, the faster other Structures can be built. Construction Yards can
    only be established through the MCV. Surround them with Walls; don't let them
    be Captured.
    
    ***************
    *Tesla Reactor*
    ***************
    
    Type: Power Reactor.
    Armour: Low.
    Size: Medium.
    Cost: $600.
    Power Consumption: Provides 150.
    Requires: Available at Start.
    Special Features: Provides Power.
    Games: Both.
    
    Tesla Reactors provide Power to the Soviets. They provide less Power and are
    physically weaker than Power Plants, but are cheaper. They should be protected
    against assaults and Spies.
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: 10.
    Requires: Tesla Reactor.
    Special Features: None.
    Games: Both.
    
    The Barracks creates Infantry. It is also required for the Basic Defences and
    Walls.
    
    **************
    *Ore Refinery*
    **************
    
    Type: Money Making.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 50.
    Requires: Tesla Reactor.
    Special Features: Collects Money.
    Games: Both.
    
    Ore Refineries are vital to cash collection and Unit Production. Miners go to
    Resource patches, and then return back and dump it in, collecting the dough.
    The Soviets use War Miners, slow, but armed Trucks.
    
    *************
    *Radar Tower*
    *************
    
    Type: Radar.
    Armour: Medium.
    Size: Medium.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Ore Refinery.
    Special Features: Can activate Spy Plane (Yuri's Revenge Only).
    Games: Both.
    
    The Radar Tower simply provides the Radar for the Soviets. In Yuri's Revenge,
    the Radar Tower also allows Spy Planes to fly.
    
    ************
    *Naval Yard*
    ************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Ore Refinery.
    Special Features: Can only be placed on Water, Repairs Navals.
    Games: Both.
    
    Naval Yards produce Naval Units. They can also repair damaged Naval Units.
    
    *************
    *War Factory*
    *************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Barracks & Ore Refinery.
    Special Features: None.
    Games: Both.
    
    War Factories manufacture Armour and most Aircraft. For some reason, AI players
    tend to use Superweapons on this Structure first.
    
    ***************
    *Service Depot*
    ***************
    
    Type: Maintenance.
    Armour: Medium.
    Size: Large.
    Cost: $800.
    Power Consumption: 25.
    Requires: War Factory.
    Special Features: Repairs Armour, Removes Terror Drones.
    Games: Both.
    
    Service Depots are used to Repair damaged Armour. Service Depots are the only
    way to get rid of Terror Drones inside an infected vehicle without destroying
    that Unit manually. They are also required for the production of MCVs.
    
    ************
    *Battle Lab*
    ************
    
    Type: Technology Extension.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 100.
    Requires: Radar Tower & War Factory.
    Special Features: None.
    Games: Both.
    
    The Battle Lab allows the production of more advanced and superior Units, as
    well as Superweapons. Use Walls to prevent Spies from infiltrating this
    important Structure. In Yuri's Revenge, they can activate the Force Shield.
    
    *****************
    *Nuclear Reactor*
    *****************
    
    Type: Power Reactor.
    Armour: High.
    Size: Large.
    Cost: $1000.
    Power Consumption: Provides 2000.
    Requires: Battle Lab.
    Special Features: When destroyed, will leave behind Nuclear Waste.
    Games: Both.
    
    The Nuclear Reactor is the ultimate Power Reactor. However, it is volatle, and
    will leave behind a Nuclear explosion if destroyed.
    
    **************
    *Cloning Vats*
    **************
    
    Type: Production Enhancer.
    Armour: High.
    Size: Medium.
    Cost: $2500.
    Power Consumption: 50.
    Requires: Battle Lab.
    Special Features: Produces extra Infantry, Recycles Units.
    Games: Red Alert 2 Only.
    
    In Red Alert 2, the Soviets have the Cloning Vats, which in the process of
    training Infantry, will create a duplicate of that Unit. The Cloning Vats also
    allows Infantry to be recycled for a refund.
    
    ******************
    *Industrial Plant*
    ******************
    
    Type: Production Enhancer.
    Armour: High.
    Size: Large.
    Cost: $2500.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Decreases the cost & build times of Armour.
    Games: Yuri's Revenge Only.
    
    Replacing the Cloning Vats is the Industrial Plant. The efficiency of the Plant
    allows the Soviets to build their vehicles faster and at a lower price.
    
    ***************
    *Battle Bunker*
    ***************
    
    Type: Defence.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: 0.
    Requires: Available at Start.
    Special Features: Requires Garrisoned Infantry to function.
    Games: Yuri's Revenge Only.
    
    The Battle Bunker is much like a Garrisoned Building, but can be built
    anywhere. Conscripts are much more efficient in this Structure, and, since it
    is a Soviet-made Structure, it can be repaired conventionally.
    
    ************
    *Sentry Gun*
    ************
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $500.
    Power Consumption: 0.
    Requires: Barracks.
    Special Features: None.
    Games: Both.
    
    The Sentry Gun is the Soviet Anti-Infantry Defence system. It cannot shoot over
    Walls, but is good for supporting Tesla Coils.
    
    *******
    *Walls*
    *******
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $100.
    Power Consumption: 0.
    Requires: Barracks.
    Special Features: Land Units cannot cross through.
    Games: Both.
    
    Walls are excellent at keeping enemies out of Structures, as well as blocking
    off choke points. When built, Walls can be created by placing Wall parts a
    little bit away from existing Wall parts, stretching and blocking off the area
    indicated on the screen. They can be destroyed by Shells or explosives.
    
    *************
    *Flak Cannon*
    *************
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Barracks.
    Special Features: Attacks Aircraft.
    Games: Both.
    
    The Flak Cannon is a more accurate version of the Patriot Missile. It is
    effective against Aircraft, but powerless versus Ground Units.
    
    ************
    *Tesla Coil*
    ************
    
    Type: Defence.
    Armour: Medium.
    Size: Small.
    Cost: $1500.
    Power Consumption: 75.
    Requires: Radar Tower.
    Special Features: Tesla Troopers can charge it by standing next to it.
    Games: Both.
    
    Tesla Coils are the Anti-Armour Defence for the Soviets. Its range and power
    can be increased when Tesla Troopers charge it up. It can also shoot through
    Walls.
    
    ****************
    *Psychic Sensor*
    ****************
    
    Type: Defence.
    Armour: Medium.
    Size: Medium.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Battle Lab.
    Special Features: Tells where enemy Units are heading.
    Games: Red Alert 2 Only.
    
    The Psychic Sensor's use is limited. It shows where enemy Units are going or
    what Units they are attacking.
    
    **************
    *Iron Curtain*
    **************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Can turn a group of Armour invulnerable.
    Games: Both.
    
    The first Soviet Superweapon is the Iron Curtain. It is much better in Red
    Alert 2 and in Yuri's Revenge as it can affect multiple Units at once. The Iron
    Curtain allows the group of Armour to become completley invulnerable to damage,
    and also allows the affected Units to be immune to Mind Control. It can also
    kill Infantry. The effect only lasts for a little while.
    
    **********************
    *Nuclear Missile Silo*
    **********************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Very Large.
    Cost: $5000.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Can launch a Nuke at a certain location.
    Games: Both.
    
    The Nuclear Missile Silo is back, and better than ever! The Nuke, once
    launched, destroys any Structure with only Medium armour or less in the area,
    as well as leaving radioactive fallout, which kills Infantry and heavily
    damages Armour.
    
    -----------
    Yuri's Army
    -----------
    
    *******************
    *Construction Yard*
    *******************
    
    Type: Production.
    Armour: Very High.
    Size: Very Large.
    Cost: $3000 (through MCV).
    Power Consumption: None.
    Requires: MCV.
    Special Features: Produces Structures.
    
    Structures are built by the Construction Yard. If all Construction Yards are
    destroyed, no more Structures can be built. The more Construction Yards
    established, the faster other Structures can be built. Construction Yards can
    only be established through the MCV. Surround them with Walls; don't let them
    be Captured.
    
    *************
    *Bio Reactor*
    *************
    
    Type: Power Reactor.
    Armour: Medium.
    Size: Medium.
    Cost: $600.
    Power Consumption: Provides 150 or more.
    Requires: Available at Start.
    Special Features: Infantry can get inside to increase Power output.
    
    The Bio Reactor is Yuri's Power Plant, but its Power provisions can be
    increased when Infantry get inside. Each Infantry Unit provides 100 volts of
    Power, and each Reactor can carry up to 5 Infantry Units.
    
    **********
    *Barracks*
    **********
    
    Type: Production.
    Armour: Medium.
    Size: Medium.
    Cost: $500.
    Power Consumption: 10.
    Requires: Bio Reactor.
    Special Features: None.
    
    The Barracks creates Infantry. It is also required for the Basic Defences and
    Walls.
    
    *************
    *Slave Miner*
    *************
    
    Type: Money Making.
    Armour: High.
    Size: Medium.
    Cost: $1750.
    Power Consumption: 0.
    Requires: Bio Reactor.
    Special Features: Collects Money, is Mobile.
    
    Rather than using Ore Refineries, Yuri uses Slave Miners, which he can build
    as Structures as well as in the War Factories.
    
    ***************
    *Psychic Radar*
    ***************
    
    Type: Radar/Defence.
    Armour: Medium.
    Size: Medium.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Slave Miner.
    Special Features: Tells where enemy Units are heading, enables the Psychic
    Reveal Ability.
    
    In Yuri's Revenge, the Psychic Sensor is much more useful, providing Yuri his
    Radar. It also senses the actions of enemy Units like what it did in Red Alert
    2.
    
    ***************
    *Submarine Pen*
    ***************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Slave Miner.
    Special Features: Can only be placed on Water, Repairs Navals.
    
    Submarine Pens produce Naval Units. They can also repair damaged Naval Units.
    
    *************
    *War Factory*
    *************
    
    Type: Production.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 25.
    Requires: Barracks & Slave Miner.
    Special Features: None.
    
    War Factories manufacture Armour and most Aircraft. For some reason, AI players
    tend to use Superweapons on this Structure first.
    
    *********
    *Grinder*
    *********
    
    Type: Money Making.
    Armour: Medium.
    Size: Large.
    Cost: $600.
    Power Consumption: 50.
    Requires: War Factory.
    Special Features: Recycles Units.
    
    The Grinder destroys any Unit that enters this Structure for a refund. It is
    great for getting rid of any undesirable Mind-Controlled Units.
    
    ************
    *Battle Lab*
    ************
    
    Type: Technology Extension.
    Armour: High.
    Size: Large.
    Cost: $2000.
    Power Consumption: 100.
    Requires: Psychic Radar & War Factory.
    Special Features: Can activate Force Shield.
    
    The Battle Lab allows the production of more advanced and superior Units, as
    well as Superweapons. Use Walls to prevent Spies from infiltrating this
    important Structure. In Yuri's Revenge, they can activate the Force Shield.
    
    **************
    *Cloning Vats*
    **************
    
    Type: Production Enhancer.
    Armour: High.
    Size: Medium.
    Cost: $2500.
    Power Consumption: 50.
    Requires: Battle Lab.
    Special Features: Produces extra Infantry.
    
    In Yuri's Revenge, Yuri has the Cloning Vats, which in the process of training
    Infantry, will create a duplicate of that Unit. It cannot recycle Infantry like
    it did in Red Alert 2.
    
    *************
    *Tank Bunker*
    *************
    
    Type: Defence.
    Armour: Medium.
    Size: Medium.
    Cost: $400.
    Power Consumption: 0.
    Requires: Available at Start.
    Special Features: Requires garrisoned Armour to function.
    
    The Tank Bunker is a Defence much like the Battle Bunker, but uses Tanks
    instead of Infantry. The Armour inside the Tank Bunker has increased firepower
    and range, as well as protection. Only the Magnetron cannot be placed inside.
    
    *****************
    *Gattling Cannon*
    *****************
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $1000.
    Power Consumption: 50.
    Requires: Barracks.
    Special Features: Attacks Land Units and Aircraft.
    
    The Gattling Cannon is an Anti-Infantry and Anti-Aircraft Defence, preventing
    Yuri from having to make both Anti-Infantry and Anti-Aircraft Defences
    seperatley. It requires Power to operate though.
    
    *******
    *Walls*
    *******
    
    Type: Defence.
    Armour: Low.
    Size: Small.
    Cost: $100.
    Power Consumption: 0.
    Requires: Barracks.
    Special Features: Land Units cannot cross through.
    
    Walls are excellent at keeping enemies out of Structures, as well as blocking
    off choke points. When built, Walls can be created by placing Wall parts a
    little bit away from existing Wall parts, stretching and blocking off the area
    indicated on the screen. They can be destroyed by Shells or explosives.
    
    ***************
    *Psychic Tower*
    ***************
    
    Type: Defence.
    Armour: Medium.
    Size: Small.
    Cost: $1500.
    Power Consumption: 100.
    Requires: Psychic Radar.
    Special Features: Mind Controlls Units.
    
    The Psychic Tower is Yuri's more advanced Defence emplacement. It can take the
    minds of up to three Units at once. It cannot take Psychic-Immune Units, nor
    can it take more than three Units at once, so send those Units to the Grinder
    Bio Reactors, or into combat as soon as possible.
    
    *****************
    *Genetic Mutator*
    *****************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Large.
    Cost: $2500.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Turns Infantry into Brutes in an area.
    
    Yuri's first Superweapon, the Genetic Mutator, turns Infantry into Brutes in
    a certain area. The effect applies to both friendly and enemy Infantry. Beasts
    will simply be killed when used on them.
    
    *******************
    *Psychic Dominator*
    *******************
    
    Type: Superweapon.
    Armour: Very High.
    Size: Large.
    Cost: $5000.
    Power Consumption: 200.
    Requires: Battle Lab.
    Special Features: Mind Controls Units in an area.
    
    The Psychic Dominator is Yuri's ultimate weapon. It Mind Controls all the Units
    in the target area, as well as damaging nearby Structures. It cannot take
    Psychic-Immune Units. The Mind Control is permanent. The Dominator is often the
    target of both Allied and Soviet armies in the Campaign, and must be Destroyed.
    
    --------------
    Tech Buildings
    --------------
    Neutral Structures can be either garrisoned in or they can be captured. This is
    the list of all of the Tech Structures. Unlike standard Structures, Tech and
    garrisoning buildings leave remains, and cannot be repaired conventionally.
    They are displayed with a flag coloured yellow and has a wrench for a design.
    Other Structures can be built near them as well, so keep an eye out for Tech
    Structures near Resource Patches to build Ore Refineries.
    
    *************
    *Oil Derrick*
    *************
    
    Purpose: Produces Money.
    Games: Both.
    
    Oil Derricks provide an unlimited amount of cash every few moments. Protect
    them once Captured and try to destroy/Capture enemy Oil Derricks. Surround them
    with Walls to hinder enemy Capture.
    
    *********
    *Outpost*
    *********
    
    Purpose: Repairs Armour and can Shoot at Land Units or Aircraft.
    Games: Both.
    
    The Outpost is like a Service Depot, but also like a Patriot Missile.
    
    *********
    *Airport*
    *********
    
    Purpose: Allows Paratroopers to drop on any part of the Map.
    Games: Both.
    
    The Airport is one of the most important Tech Structures in the game. It allows
    Paratroopers to be deployed anywhere. The Paratroopers are GIs, Conscripts, or
    Initiates depending on the Army that's using the Airport.
    
    **********
    *Hospital*
    **********
    
    Purpose: Allows Infantry to be healed when they enter (Red Alert 2)/Heals
    user's Infantry (Yuri's Revenge).
    Games: Both.
    
    The Hospital heals Infantry. In Red Alert 2, it instantly heals Infantry up to
    full Health when they enter this Structure. In Yuri's Revenge, it allows
    Infantry to heal gradually, regardless of their location.
    
    ******************
    *Tech Power Plant*
    ******************
    
    Purpose: Provides Power.
    Games: Yuri's Revenge Only.
    
    The Tech Power Plant provides extra Power to the Army that Captures this
    Structure.
    
    ************
    *Repair Bay*
    ************
    
    Purpose: Heals user's Armour.
    Games: Yuri's Revenge Only.
    
    The Repair Bay allows Armour and Navals to Heal gradually, regardless of their
    location on the map.
    
    *******************
    *Secret Battle Lab*
    *******************
    
    Purpose: Allows a special Unit/Structure to be built.
    Games: Yuri's Revenge Only.
    
    A Captured Tech Battle Lab can allow the one who Captured it to produce a Unit
    that's only available to a certain Country. Protect this Structure well!
    
    ---------------------
    2.4 >Other Abilities<
    ---------------------
    Here are some other Abilities that can be used to scout out areas, or provide
    extra troops.
    
    ------
    Allies
    ------
    
    **********
    *Airborne*
    **********
    
    Created from: Air Force Command HQ.
    Requires: American Arsenal, Air Force Command HQ.
    Games: Both.
    
    The USA don't have any unique Units, but they have an extra ability: More
    Paratroopers! It drops off more GIs than the regular Paratroopers ability, and
    the abilities can be used together as well.
    
    **************
    *Force Shield*
    **************
    
    Created from: Battle Lab.
    Requires: Battle Lab.
    Games: Yuri's Revenge Only.
    
    The Force Shield is the best kind of Defence against Superweapons. It shuts
    down Power, but it protects all Structures from a Superweapon Attack.
    
    -------
    Soviets
    -------
    
    ***********
    *Spy Plane*
    ***********
    
    Created from: Radar Tower.
    Requires: Radar Tower.
    Games: Yuri's Revenge Only.
    
    In Yuri's Revenge, the Soviets get a new Recon ability: Their old Spy Plane. It
    may not be as fast as it was in Red Alert 1, but it is still vital for Soviet
    military intel, and can scout out areas and search for enemy Bases. It's good
    for getting rid of Shroud.
    
    **************
    *Force Shield*
    **************
    
    Created from: Battle Lab.
    Requires: Battle Lab.
    Games: Yuri's Revenge Only.
    
    The Force Shield is the best kind of Defence against Superweapons. It shuts
    down Power, but it protects all Structures from a Superweapon Attack.
    
    -----------
    Yuri's Army
    -----------
    
    ****************
    *Psychic Reveal*
    ****************
    
    Created from: Psychic Radar.
    Requires: Psychic Radar.
    
    The Psychic Reveal ability is much like the Soviet Spy Plane, but the shroud is
    revealed instantly, and nothing can stop the Psychic Reveal either.
    
    **************
    *Force Shield*
    **************
    
    Created from: Battle Lab.
    Requires: Battle Lab.
    
    The Force Shield is the best kind of Defence against Superweapons. It shuts
    down Power, but it protects all Structures from a Superweapon Attack.
    
    ----
    Tech
    ----
    
    **************
    *Paratroopers*
    **************
    
    Created from: Airport.
    Requires: Airport.
    Games: Both.
    
    Paratroopers are made up of 7 Infantry Units that drop out of the Plane. They
    are lost if the Plane doesn't make it to the LZ.
    
    ----------------
    2.5 >Characters<
    ----------------
    
    Here are the characters in the games.
    
    ------
    Allied
    ------
    
    President Dugan: The Prez of the USA. He is often a high-priority target for
    Soviet commandos and assassins.
    
    General Carville: Dugan's Military advisor. He is nationalistic and kind of
    sounds like a redneck. He is killed by a Crazy Ivan, but appears again in
    Yuri's Revenge.
    
    Lieutenant Eva: The Allied operator. In Yuri's Revenge, she takes a liking to
    our heroic commander.
    
    Tanya Adams: The Allied special Agent.
    
    Albert Einstein: German professor that provides the Allies with Prism weapons
    and Chrono Technology, as well as the Weather Control Device.
    
    ------
    Soviet
    ------
    
    Premier Romanov: The leader of the USSR. He is killed in the Soviet Campaign,
    but only arrested in the Allied Campaign.
    
    Yuri: Psychic advisor to Romanov. He defects from the Soviets in Yuri's
    Revenge.
    
    Lieutenant Zofia: The Soviet operator. She's pretty seductive and wears
    leather.
    
    General Vladimir: One of Romanov's top Generals. He is killed in the Soviet
    Campaign by Yuri.
    
    Boris: The Russian Commando.
    
    ------------
    2.6 >Crates<
    ------------
    
    There are Crates that can provide bonuses located on maps. In Single-Player,
    they can be obtained by destroying Bases, destroying certain targets, or
    repairing/destroying monuments/memorials in Washington DC. In Multi-Player,
    they appear in random places at random times, but disappear if they aren't
    picked up fast enough.
    
    Here is the complete list of what Crates can carry:
    
    -Cash.
    -Firepower Upgrade.
    -Speed Upgrade.
    -Armour Upgrade.
    -Another type of MCV.
    -A Nation-specific Armour Unit.
    -Another type of Armoured Unit.
    
    ==================================
    3.000 >First Campaign Walkthrough<
    ==================================
    Here are the Campaign Walkthroughs for Red Alert 2. These Campaigns are only
    available to Red Alert 2 only. The Fun Factor meter is a scale of 1 (Boring) to
    10 (Great Fun!).
    
    =============================
    3.100 >Allied First Campaign<
    =============================
    This is the Allied and Cannonical Campaign in Red Alert 2. Fight for Democracy
    and the destruction of the Soviet Union!
    
    ---------------------
    3.101 >Lone Guardian<
    ---------------------
    
    Location: New York.
    Difficulty: Easy.
    Fun Factor: 7.
    Objectives:
    -Destroy the four Dreadnoughts attacking the Statue of Liberty.
    -Rendevous with Fort Bradley.
    -Destroy the Soviet Base.
    -Tanya must survive.
    
    Notes: Tanya, GIs, Attack Dogs, and Engineers are introduced. Grizzly Tanks can
    also be used. Harriers make a cameo.
    
    Overview: The USA has been invaded by the Soviets from everywhere! First
    location to take care of is New York, where the Statue of Liberty is under
    attack! Special Agent Tanya Adams has been dispatched to clean up the mess.
    
    Opinion: This is the introduction to the Allied Campaign. Tanya will be very
    useful in dispatching the many Conscripts that come by, as well as destroying
    Structures.
    
    The mission starts at the Statue of Liberty. A few GIs are surrounding the
    building, but it being bombarded by those Dreadnoughts (not even those Patriot
    Missiles are stopping their missiles!). Tanya comes in from the southwest
    corner. Make her swim towards the Dreadnoughts and have her send them all down
    to Davy Jones' locker! Then catch up with the GIs and help them kill the
    Conscripts. The Statue of Liberty is still destroyed thanks to a nearby V3
    Rocket. Get the GIs and Tanya moving northwest, ignoring Romanov's ultimatum.
    
    At the road intersection, two more GIs are under attack by more Conscripts.
    Once they have been dispatched, more northeast towards the Burger Kong
    Structure. Garrison the GIs in the non-product-placement building and get Tanya
    to get near the landing Conscripts (their shadows will indicate their landing
    locations). Once they are all down, head southeast towards Fort Bradley (but
    going a little bit north of that location to rescue some Grizzly Tanks). At
    Fort Bradley, the Base will be under Blue Control. Eva says that the Soviet
    Base is south of Fort Bradley, but the Reds have destroyed the Bridge. Fix it
    up with an Engineer.
    
    Advance across the Bridge. The main gate is defended by two Sentry Guns, but
    a few shots at the Barrels will damage them heavily. Tanya can also take the
    more unguarded upper route into the Base. To complete the mission, destroy
    every single Structure in the area. There are two Crates in the area too.
    
    ------------------
    3.102 >Eagle Dawn<
    ------------------
    
    Location: Colorado Springs.
    Difficulty: Medium.
    Fun Factor: 6.
    Objectives:
    -Recapture the Allied Base.
    -Destroy the Soviet Base.
    -Tanya must survive.
    
    Notes: Rocketeers and Grizzly Tanks are introduced. Harriers can also be used.
    
    Overview: Next stop is Colorado, where Vladimir has deployed his forces and
    Captured the Allied Air Base. The Base must be retaken, and the Soviets must be
    driven back!
    
    Opinion: There's not much to say about this Mission, but the Harriers cannot be
    replaced, so use them wisely.
    
    Kill the Soviet Patrol, then move north. Once the Base has been spotted, have
    Tanya swim across the lake, and headshot the Conscripts there. Then detonate
    the Flak Cannons so the Rocketeers can get rid of the Sentry Guns outside the
    Walls. When the Cannons are gone, Engineers will Paradrop into the Base. Have
    them Capture every single Structure.
    
    Pump out a few Chrono Miners, and many Grizzlies. When ready, move east towards
    the Soviet Base. Use the Rocketeers to destroy the northern part of the Base,
    and get the Grizzlies to shoot the Walls to access the greater part. When the
    Flak Cannons are destroyed (they are located in the south entrance), MANY GIs
    will Paradrop into the Base. Destroy every Structure and every Unit to win.
    
    -------------------------
    3.103 >Hail to the Chief<
    -------------------------
    
    Location: Washington DC, USA.
    Difficulty: Medium.
    Fun Factor: 8.
    Objectives:
    -Destroy the Psychic Beacon.
    
    Notes: IFVs and Harriers are introduced. Nighthawk Transport makes a cameo.
    
    Overview: Looks like Romanov's Psychic assistant, Yuri, has deployed one of his
    Psychic Beacons in Washington DC, taking the minds of many people, including
    President Dugan and General Carville. Destroy the Beacon so that the President
    can be evacuated safely.
    
    Opinion: Washington DC will be one of the most recurring places to be in, in
    Red Alert 2. The rule that comes with this note is that Repairing certain
    memorials will create a Crate filled with bonuses. This mission can be either
    won through using Ground Troops or many Harriers.
    
    After the presentation of the IFVs, get the Engineer to repair the Jefferson
    Memorial and collect the Crates. Deploy the MCV and get the Power Plant
    building. Get the GIs to garrison the Structure nearest to the Bridge, and
    have the rest of the troops to the area between the two Bridges. Many Mind-
    Controlled Civilians and Conscripts will be coming from those Bridges, so
    keep that position guarded. Establish all the buildings necessary and get a few
    Chrono Miners to collect the Resources.
    
    The Brown Soviet Base on the other side of the Bridge is poorly guarded, and
    has no Anti-Air Defences. Use Harriers to soften up the Sentry Guns and when
    ready, roll over the Brown troops and Capture the Structures. Reinforcements
    will arrive from the southeast and northwest corners, so have them liberate the
    nearby Memorials. Use Harriers to scout out throughout the city to find any
    enemy Garrisoned Structures. Smash them and kill the Conscripts. When there's
    enough troops, advance north to the Washington Monument and the Red Soviet
    Base. Roll over their bases and destroy the Psychic Beacon.
    
    An alternative way to do this is to create lots of Air Force Command HQs and
    fill them up with Harriers. It will take three groups of four Harriers to take
    out a Command Centre. The Psychic Beacon is located north of the Soviet Base
    and south of the White House. Send all of the Harriers through the Bases and to
    the Beacon.
    
    When the Psychic Beacon is destroyed, the President will evacuate.
    
    Here's an alternate strategy from Kerplunk47:
    
    "1. After I established a base I just used Attack Dogs/Rocketeers to scout out
    exactly where the Psychic Beacon is.
    2. Built a few Chrono Miners and two War Factories, and I just had them pump
    out Grizzlies (I'd say a force of about 15 strong, give or take).
    3. I took the long way around, staying on the streets to the east. The only
    enemies I encountered were two garrisoned buildings. So with this I just
    attacked the Beacon from behind. The only response I got was a few Rhinos, but
    they couldn't stop me in time. Mission end :D"
    
    
    -------------------
    3.104 >Last Chance<
    -------------------
    
    Location: Chicago, Illinois.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Destroy the Grand Cannons.
    -Destroy the Soviet Naval Base.
    -Establish a Base.
    -Destroy the Psychic Amplifier.
    
    Notes: Destroyers are introduced.
    
    Overview: The Soviets have developed a new Psychic building called the Psychic
    Amplifier. It will Mind Control all of the USA, so it MUST be brought down at
    all costs! Naval forces from Canada are willing to aid the Americans in this
    operation.
    
    Opinion: No General Carville, I'm pretty sure there's more people here in
    Canada than cows. Naval combat is introduced to the Allies in this mission, and
    the mission can be won with just Naval Units and clever knowledge of the
    terrain.
    
    It seems that the Soviets have captured some of the Grand Cannons in the costal
    area. Destroy them with the Rocketeers, and then advance the Destroyers towards
    the shores. Be on alert for enemy Typhoon Submarines. Destroy the Sentry Guns
    and other buildings and then get the Transports to the shores to get the Land
    forces to battle. Capture the enemy Construction Yard for either extra
    technology or just easy cash. Please note that if one of the Soviet Tesla
    Reactors are destroyed, the Soviets will sell their entire naval base, so be
    careful (sent in by Gary "SIUnit" Wu).
    
    The enemy Base is located North, and the Soviets won't stop attacking until
    that Base is leveled. Create some Grizzlies and roll over that Base. With that
    threat out of the way, there's an Airport on the other side of the northeastern
    Bridge. Repair the Bridge and destroy the Tesla Reactors. Use the Destroyers
    to move through the canal, neutralizing any opposition on the way. Destroy the
    Psychic Amplifier with Rocketeers and Destroyers to complete the Operation.
    
    Eva congratulates the Allies on their part, but she is interrupted by General
    Vladimir, who deploys a Nuclear Missile on where the Amplifier used to stand,
    and then detonates it.
    
    ------------------
    3.105 >Dark Night<
    ------------------
    
    Location: Polish/German Border.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives:
    -Infiltrate the Red Battle Lab.
    -Destroy the two Nuclear Missile Silos.
    -Tanya must survive.
    
    Notes: Spies are introduced.
    
    Overview: The Nuclear Explosion in Chicago has gathered the attention and
    concern from European nations. They have decided to fight for the Allies only
    if the Nuclear Missiles in Poland are destroyed.
    
    Opinion: A key thought in this mission: ATTACK DOGS ARE HIGHEST PRIORITY
    TARGETS! Not only can they kill Spies instantly, but can kill Tanya as well if
    she isn't on the alert. Never try to outrun them.
    
    The Spies are disguised as Blue Conscripts. Make them disguise as Red
    Conscripts. Advance to the road, but don't go any further north, instead, going
    east to find a stranded squad of GIs. Then move up the road, keeping an eye out
    for those patrol squads, which include Attack Dogs and Conscripts. The Red Base
    should be further up north. Destroy the Tesla Coil on the right by destroying
    the nearby Barrels.
    
    Get a Spy to infiltrate a Tesla Reactor to shut down the Power. Have Tanya
    destroy the other Tesla Coil. There's two more Tesla Coils behind the Battle
    Lab, but they can be destroyed by the nearby Barrels. Shoot any Conscripts in
    the area, including the ones in line for the outhouse. Destroy the Tesla Coils
    through destruction of the Barrels and then move east and then south to find a
    group of GIs and Engineers. Get an Engineer to Capture the Barracks and Tesla
    Reactor, then start pumping out more Engineers to Capture the rest of the base
    (except for the Battle Lab). To the west is some Crates and a group of Cows.
    Have the Spy enter the Battle Lab when Tanya's ready to go. The Map will
    extend, revealing the two Nukes. 
    
    There are now two ways to complete this mission, with the Easy or Hard methods.
    
    The easier and less-time consuming method:
    
    Let's go for the Brown Base first. Advance north, aware of enemy patrol groups.
    Tanya should swim across the river and shoot the Barrels near the Walls. This
    will destroy those sections. Tanya should shoot any enemies that attempt to
    attack her, and then the Barrels next to the Tesla Coil. Then destroy the
    Brown Nuke.
    
    Fall back to the Captured Base and then move northwest. Once across the river,
    go west to find some Prisoners. Kill the guards and blow up the fence. Get the
    Grizzly and Tanya east towards the Orange Nuke. Blow up the Walls with the
    Grizzly to allow Tanya to bypass the Tesla Coils. Use the Grizzly to destroy
    the Walls blocking the Nuke, then detonate it with Tanya.
    
    The harder but more fun method:
    
    Move north and destroy the Barrels to make the gap in the Wall. Use Tanya to
    dispatch all of the Conscripts and Attack Dogs. When all of the Attack Dogs are
    killed, send a Spy into a Tesla Reactor, and have Tanya to destroy all of the
    Tesla Coils. Send an Engineer to Capture the Brown Silo, as well as Capturing
    the rest of the Base. In this process, build a pair of Rhino Tanks.
    
    Wait for the Nuke to become ready, and use it on the Orange Base, which is
    guarding its Nuke in the near north. This will destroy most of the Base, so
    send in the troops and clear out anything else. Tanya can also rescue the
    Prisoners and use the Grizzly in conjunction with the Rhinos to clear the Base.
    
    ---------------
    3.106 >Liberty<
    ---------------
    
    Location: Washington DC, USA.
    Difficulty: Medium.
    Fun Factor: 8.
    Objectives:
    -Establish a Base at the Pentagon.
    -Destroy all Soviet forces.
    
    Notes: Nighthawk Transports are introduced.
    
    Overview: Now that the European nations have joined the Allies, the Americans
    must now start to liberate their country and drive the Soviets out of the USA.
    The first target for liberation is Washington DC. Get Carville's office back!
    
    Opinion: Again, this is another situation in Washington, but it shifts a little
    more to the southwest, revealing the Pentagon's location.
    
    Hold the line and defend the Pentagon from the incoming Soviet army. Once the
    reinforcements have arrived, Deploy the MCV and get the GIs to the front! Build
    up the Base and get as many Prism Towers and Pillboxes up as possible. Use
    Walls to prevent any Terror Drones from getting in, and make sure the resources
    are blocked off. Get at least 3 more Chrono Miners, then get a Service Depot.
    Also, build some Patriot Missiles near the Defences to fend off enemy V3s.
    
    Once the Pentagon is secure, get an MCV and move it north towards the Bridge.
    Deploy it there and also Capture the Hospital as well. Block off the Bridge by
    building Walls in front of it, and erect an Ore Refinery as well as Prism
    Towers and Pillboxes. Get a Nighthawk Transport there too in case of Artillery.
    
    Now that the area is fully secure, get some more Air Force Command HQs and get
    a fleet of 12 Harriers. Use them to attack the Brown Soviet Base in the
    northeast. Unlike last time, this Base is heavily guarded, with Flak Cannons!
    Use the Harriers to destroy their Construction Yard, and then keep bombarding
    it until they Sell all of their Structures and make a mass attack to the
    Pentagon. They'll be no match for the Prism Towers there.
    
    There's also some Red Ore Refineries to the north near the Lincoln Memorial.
    Send in some Rocketeers and a Nighthawk Transport with an Engineer and a Spy
    and get them to the Memorial. Repair the Lincoln Memorial, and use the Spy to
    collect the Crates. Send him in a nearby Ore Refinery, then destroy the
    Refineries. This will provide enough funds to produce millions of troops.
    
    Establish a Base where the Brown Base used to be, and get some Defences up to
    the Bridges. Don't forget to repair the Jefferson Memorial. Also, build up a
    War Factory and Barracks there too. Keep mass producing GIs and Grizzly Tanks,
    and then, once ready, move north towards the Red Soviet Base. Use Harriers to
    scout out the area. Once all key Structures have been taken from the Soviets,
    they will "Sell out" and make a mass attack. When this happens, fall back to
    the Pentagon. Once the epic fight is over, the mission is over too.
    
    ----------------
    3.107 >Deep Sea<
    ----------------
    
    Location: Pearl Harbor, Hawaii.
    Difficulty: Hard.
    Fun Factor: 7.
    Objectives:
    -Destroy the Soviet Base.
    
    Notes: Aegis Cruisers and Aircraft Carriers are introduced.
    
    Overview: Now that the Americans have taken back Washington DC, the Soviets are
    sending in more troops to invade the US. They are about to assault Pearl Harbor
    and need some beatings.
    
    Opinion: More Naval Units are introduced in this mission. The Aircraft Carrier
    in particular will be vital to mission sucess.
    
    Get an Engineer and Nighthawk Transport out ASAP, and get the Navals to the
    narrow Water entry. Get the Engineer into the Nighthawk, and fly them north to
    the Airport. Capture it and surround it with Walls. Capture the Hospital on the
    opposite side of the lake from the Base as well. Secure them both with Prism
    Towers and Pillboxes. Get some Pillboxes all around the Base as well to prevent
    Engineer rushes. Also, build some Patriot Missiles.
    
    Pretty soon, the Teal Allied Base in the east will be annihilated, and the
    Soviet Navy will arrive at the Blue Base too. Destroy the Subs and Sea
    Scorpions with the Destroyers, and use the Aegis Cruisers and Aircraft Carriers
    against the Dreadnoughts. Build up as many Aircraft Carriers and Destroyers as
    possible, then move east towards the fallen Teal Base, where the Soviets have
    started to make their Base. They will also create a Nuclear
    Missile. Destroy that above all else. Then destroy the rest of the Base.
    
    As for further Soviet attacks, use Attack Dogs against the Paratroopers, and
    protect the Hopsital with garrisoned GIs. Don't let any Engineers get into the
    Base! Note that sometimes the Soviets might not Deploy their MCV. In any case,
    clear out that island!
    
    Here's an alternate strategy sent in by Gary "SIUnit" Wu:
    
    "There's a trick to beat this map in under 9 minutes. The moment you gain
    control, starting building rocketeers, and ignore everything, just keep
    building them. When the teal base falls, send all your current rocketeers
    (anywhere from 7-9 at this moment) to where the base was, and continue to send
    newly built rocketeers there. On easy and normal, you should be able to kill
    their construction yard before or just as they have their barrack up, give or
    take. In Hard, they might have the barrack up before you kill the construction
    yard, but just focus fire the flak troopers and resume the beat down. My record
    on beating this was just a little over 7 minutes on hard move and a little over
    6 minutes for normal, ever played easy mode."
    
    --------------------
    3.108 >Free Gateway<
    --------------------
    
    Location: Saint Louis, Missouri.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives:
    -Destroy the Psychic Beacon.
    -Destroy all Soviet forces.
    -Tanya must Survive.
    
    Notes: Prism Tanks are introduced. Civilians can also be used.
    
    Overview: Another Psychic Beacon has been spotted in Saint Louis. Destroy this
    Structure in order to start the liberation of this City.
    
    Opinion: This level is unique since Civilians can be used without the use of
    Mind Control. It also has Engineers that are somehow at their Heroic stage.
    
    Move across the Bridge towards the southwest. Keep moving, eliminating any 
    opposition on the way. Once Tanya and her squad have reached the outside of the
    Beacon's Base, destroy the Barrels to leave a gap in the Walls. Dispatch all
    enemy patrols and then destroy the Tesla Reactors to render the Tesla Coils
    inactive. Once all threats are gone, use an Engineer to Capture the Beacon to
    gain 3000 extra dollars!
    
    Once the Beacon is neutralized, through either Capture or destruction, all of
    the citizens and soldiers will come under Allied Control (though most near the
    main Soviet Base will be killed). This will reveal the location of the Base.
    Reinforcements will also arrive at the coast near the Arc. Deploy the MCV and
    collect the Crate. Start building the Base. There's also a War Factory and Ore
    Refinery located to the west of this position, so Capture them. Build Defences
    around them as well, and keep Tanya here to deal with enemy Infantry.
    
    Most of the Citizens will start heading towards the Arc. Keep them here. Start
    cranking up Prism Tanks. Eva will also spot some Desolators in the area.
    Destroy them. Once ready, advance towards the Soviet Base. Leave nothing
    behind!
    
    ------------------
    3.109 >Sun Temple<
    ------------------
    
    Location: Tulum, Mexico.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives:
    -Neutralize any Soviet Prism replicas.
    -Destroy the rest of the Soviet Base.
    
    Notes: Navy SEALS are introduced.
    
    Overview: In Tulum, Mexico, the Soviets have started to create copies of
    Einstein's Prism Towers. They must be destroyed, since the Allies won't make
    replicas of Tesla weapons!
    
    Opinion: Navy SEALS are the best. Keep an eye out for enemy Attack Dogs!
    
    After the SEALS have landed, move west towards the village. Slaughter any enemy
    Infantry in the area, then rescue the hostages (Grizzly Tanks and GIs). A
    Nighthawk will arrive to drop off some Engineers. Move northwest to find an
    Airport. Capture it with an Engineer, then protect it with some GIs. Move back
    south at the village, then move southeast. Blow up the barrels to breach the
    Walls. Use the Nighthawk to scout out the area. There's some Flak Cannons, so
    try to destroy them with the SEALs provided whenever possible.
    
    Nearby is one of the Prism Pyramids. Destroy it with a SEAL. Destroy the Tesla
    Reactors nearby as well. There is also a Construction Yard, Barracks, and War
    Factory. Capture the Construction Yard and create a Barracks. Start training
    Engineers to Capture the rest of the Base (or just blow the crap out of it with
    the SEALs). Destroy the other Pyramid as well. The Soviets will retaliate by
    sending everything at our commando team. Use the Grizzlies to take care of the
    Armour and SEALs for the Infantry. Then use the Grizzlies to take out the
    Sentry Guns to finish the mission.
    
    --------------
    3.110 >Mirage<
    --------------
    
    Location: Black Forest, Germany.
    Difficulty: Hard.
    Fun Factor: 10.
    Objectives:
    -Destroy all Soviet forces.
    -Einstein's Labratory and Chronosphere must survive.
    
    Notes: Mirage Tanks are introduced. The Chronosphere makes a cameo.
    
    Overview: German's finest scientist, Einstein, is about to get under attack by
    Soviet forces. He must be protected to ensure the Chronosphere's development.
    Carville has also been killed by one of them Crazy Ivans.
    
    Opinion: This is the most exhilirating mission in the game! This is also the
    hardest mission so far, so be prepared! It also has some funny tidbits.
    
    Start by sending the extra MCV towards Einstein's (Green) Base to bolster up
    his Defences. Keep a Mirage Tank in his Base as well, but send the other two up
    to the main Base. Make a few Navy SEALs, and start creating Structures! The
    Teal Bases in the northeast will fall to Soviet invaders. By now, the Soviets
    will also send in some forces to attack the main Base!
    
    Respond to this by destroying their forces, especially their V3s. Get an
    Engineer to the Outpost (its location should be revealed by building a Spy
    Satellite). Build an Ore Refinery next to it to secure those Resources nearby.
    There's also a Capturable Refinery in the southeast. Capture it also and build
    some Defences around it. Don't forget to construct an Ore Purifier. This will
    guarantee mass riches. If any Soviet forces try to flank the main Base and try
    to attack Einstein's, he'll use the Radar alert system (even though he's not
    authorized to do that).
    
    Pretty soon, Romanov's Red Soviet Army will have some Apocalypse Tanks
    arriving. Build Defences around Einstein's Lab, with Prism Towers and extra
    Pillboxes and a SEAL. Start building some Prism Tanks as well, along with
    SEALs. Once ready, send in the troops to assault the Soviets!
    
    Let's start with Vladimir's Brown Base. His won't be too well defended, but be
    still aware of his Tesla Coils. Roll over his Base with the Prism Tanks, and
    use SEALs to take care of the Structures. Send some Spies in the Structures
    too.
    
    Next stop is Yuri's Orange Base. Do the same to him. Last is Romanov's Red
    Base, which will have more guards in it than the other two. He won't be any
    match for the Allied Prism Tanks though! Once every single Soviet Unit has been
    decimated, Einstein will be safe at last.
    
    ---------------
    3.111 >Fallout<
    ---------------
    
    Location: Florida Keys, USA.
    Difficulty: Insane!
    Fun Factor: 8.
    Objectives:
    -Build a Chronosphere.
    -Destroy the Cuban Nukes.
    
    Notes: Dolphins and the Chronosphere are introduced.
    
    Overview: Einstein has finished his Chronosphere project, and he knows the
    perfect place to put it: The Florida Keys. However, this is very close to
    Soviet Cuba, which is armed with Missiles. These must be destroyed in order for
    the Chronosphere to be left untouched.
    
    Opinion: Looks like Castro had some of his own Nuclear Missiles after all! This
    is another very difficult mission. Make sure every entry is guarded. Naval
    Units will be vital in this mission.
    
    After getting the Squid off the Cruise Ship, get the GIs into the two buildings
    south of the Resource patch to the east. Also, create two SEALs, a Nighthawk,
    and two Engineers. Also, create an Aegis Cruiser for defence. Get the Nighthawk
    over to the Oil Derricks to the north (with the Engineers inside) and Capture
    them.
    
    The Ore Refinery in the north will fall quickly, so get the Chrono Miner out of
    there! Build another Refinery at the Oil Derricks, and then build Defences at
    the stone crossing. To deal with the Dreadnoughts, build Patriot Missiles and
    Prism Towers near the shores, and get a SEAL to sink it. Build Defences at the
    Bridge at the main Base, or simply destroy it. It is imperative that the Bridge
    connecting to the Base and the City to the north is destroyed by a SEAL; this
    will prevent most of the Soviet ground forces from coming into the Base. Put
    the SEAL near the Bridge in case the Bridge is fixed, or if Desolators paradrop
    at that location. The SEAL can also detonate the Bridge if a lot of Soviets are
    crossing the Bridge, killing them instantly. Build Defences at the shores near
    the Oil Derricks; Apocalypse Tanks may get over there.
    
    Once all entries have been secure, build the Chronosphere. By now, the Missiles
    are armed, so start building Aircraft Carriers and Destroyers, as well as
    Dolphins. Send them south towards the Base. Start by taking out the Nuclear
    Reactors in the southwest and in the main Base. This will freeze the timers for
    the Missiles. Then use the Carriers to cut through every Structure in the Base
    and finally, the Missiles. The Missiles can also be destroyed through
    Chronoshifts with Prism Tanks.
    
    Once this is done, Romanov will send an ultimatum before he is told that the
    Missiles have been annhilated. He is furious, and is preparing to get Moscow on
    the defensive.
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-After killing the squid, hide your naval units in the corner behind your
    shipyard. 
    -This ensures that enemies will attack your shipyard while your units pick them
    off. 
    -Train 2 seals and get to high tech + a spy satellite ASAP. 
    -Blow both bridges, leaving a seal by the north bridge and use the other to
    sink dreadnaughts.
    -Build 6+ mirage tanks and a second war factory to speed things up.
    -Use the mirage tanks to help defend your shipyard.
    -Build 4+ prism tanks and a chronosphere.
    -Chrono 6 mirage tanks and 4 prism tanks to the southwest corner.
    -Destroy the nuclear reactor there with your prism tanks and maneouvre any
    apocalypses in front of your mirage tanks.
    -Destroy the remaining nuclear reactors in the southwest of the base, stopping
    the timer.
    -Destroy the nukes at leisure."
    
    --------------------
    3.112 >Chrono Storm<
    --------------------
    
    Location: Moscow, Russia.
    Difficulty: Insane!
    Fun Factor: 8.
    Objectives:
    -Secure the landing zone.
    -Destroy Romanov's Black Guard around the Kremlin.
    
    Notes: Chrono Legionaires and the Weather Control Device are introduced.
    
    Overview: This is it! This is the final showdown between the Allies and the
    Soviets! The Kremlin must not be destroyed, since Tanya will have to infiltrate
    it to find and apprehend Romanov.
    
    Opinion: The Soviets have both the Iron Curtain and Nuclear Missile Silo in
    hand, so move fast! Use of the Chronosphere, Weather Device, and Prism Tanks
    will be vital to this mission, as well as the placement of the War Factory;
    there's no stopping the Nuke from launching at least once in this mission.
    
    Three Heroic SEALs will Paradrop into the weak Brown Soviet Base. Get a SEAL to
    blow up the lonely Tesla Reactor. This will shut off all Tesla Coils in the
    LZ. Destroy the barrels to free the prisoners. Use the Engineers to Capture the
    Oil Derricks in the area, and use the GIs to destroy the Coils.
    
    An alternate way to deal with the harmless coils by Gary "SIUnit" Wu:
    
    "Use GI to weaken the coils, but let the IFVs take the kill. This way you can
    get 3 Elite status IFVs, which will solve all your anti Kirov needs."
    
    Deploy the MCV, and get the GIs into the Bunkers. Train more to fill them up
    completley. Since the enemy will always target War Factories with the Nuke,
    build it to the northwest entry, and build Walls around it (as far away from
    the other Structures as possible). Build Walls around the northeast entry as
    well. Construct some Prism Towers at the southern entries to take care of enemy
    Armour, as well as outside the War Factory's Walls. Also, build Patriot
    Missiles near the southern Oil Derricks in the Allied Base to fend off Kirovs,
    as well as near the Walls in case of V3s.
    
    Get a Nighthawk and fill it up with three Engineers. Take it northeast to the
    Airfield. Capture it and build Defences around it. Then go south to Capture the
    Oil Derricks too. Do the same for them. To prevent the Soviets from using their
    Nuclear Missile and Iron Curtain, keep mass-producing Spies and keep sending
    them to the eastern Soviet Base. There are no Attack Dogs there (or at least on
    Normal difficulty), so send them in the Tesla Reactors. This will shut down
    the Soviet power lines, and will stop the Superweapon Timers. Send a Spy in the
    Barracks, War Factory, and Battle Lab too. Steal cash from the Ore Refinery in
    that location also to ensure that funds will no longer be an issue.
    
    Build a Chronosphere and Weather Control Device. Start cranking out Prism and
    Mirage Tanks, as well as a few extra Navy SEALs. Put them in the IFVs gained
    through the Chronoshifts. The enemy will use the Iron Curtain and Nuclear
    Missile heavily, so try not to let any Invulnerable Terror Drones get into any
    vehicles, and rebuild whenever the Nuke strikes the War Factory. Use the
    Chronosphere to transport any Prism Tanks to the Superweapons, starting with
    the Nuclear Missile. A few Prism Tanks will be capable of destroying it. Do the
    same to the Iron Curtain.
    
    Here's another way to deal with the Superweapons by Gary "SIUnit" Wu:
    
    "Chrono an IFV with a SEAL next to the super weapon, undeploy the SEAL and blow
    it up. The walls around the super weapon will block the Apocalypse tank fire
    for you."
    
    Now that the biggest threats are eliminated, focus on destroying the east and
    west Soviet outposts. The Prism Tanks will take them out with little
    difficulty. Notice the two Nuclear Reactors to the southeast. They should be
    destroyed. Move south towards the Kremlin. Eradicate any Red Soviets in this
    area. Romanov's Black Guards consist of four Heroic Apocalypse Tanks as well as
    a few Tesla Coils and a pair of Nuclear Reactors (outside). Use some
    Chronoshifted Prism Tanks to level the Black Nuclear Reactors to power down the
    Black Defences. The Apocalypse Tanks can be dealt by Chronoshifting them into
    the lake. Do NOT use Prism Tanks on them at their initial location; the Kremlin
    may be destroyed in this process.
    
    Here's a tip from James "Fatbird" Lai. Note that this strategy will only work
    if a Spy managed to infiltrate a Battle Lab:
    
    "Use the PSI Commandos to control Romanov's Heroic Apocalypse Tanks. They can
    cause havoc to the rest of the soviet troops if you can get them to the tanks.
    Plus, destroying them is sometimes a headache so I just tried to convert them
    into my side."
    
    Once all of the Tanks have been dealt with, use some SEALs to destroy the
    Defences (Have the Prism Tanks or Mirage Tanks to destroy the Sentry Guns).
    
    Tanya will Chronoshift in and enter the Kremlin. Looks like the Soviets have
    tried to hide Romanov, but instead, Romanov is found by Tanya in his
    underpants! Good job!
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-Capture the other two oil derricks and get to high tech + spy satellite ASAP.
    -Train a few GIs and garrison one bunker defending each exit.
    -When you get your grizzlies, liberate the airfield and take it with an
    engineer.
    -Train 2 more engineers to capture the oil derricks nearby and garrison
    buildings when reinforcements are ready.
    -Once you get to high tech, build a second barracks and train 6+
    chronowarriors.
    -Build a Chronosphere and erase every nuclear reactor on the map with your
    chronowarriors.
    -You should be able to avoid the first nuke, and even the first Iron Curtain
    if you are good enough.
    -Chrono the elite black guard into the water and then storm the Kremlin's
    defences with your Chrono Legionnaires.
    -Make sure you erase the Tesla Coil last and from a distance, or you might get
    attacked by a swarm of soviet units."
    
    =============================
    3.200 >Soviet First Campaign<
    =============================
    This is the alternate Soviet Campaign. Fight for the motherland!
    
    ----------------
    3.201 >Red Dawn<
    ----------------
    
    Location: Washington DC, USA.
    Difficulty: Easy.
    Fun Factor: 7.
    Objectives:
    -Destroy the Pentagon.
    
    Notes: Conscripts, Engineers, Attack Dogs, and Rhino Tanks are introduced.
    
    Overview: The USA has been invaded by the Soviets from everywhere! First on the
    list of targets is the Pentagon. A mass attack will level it in no time!
    
    Opinion: Like every other introduction level, this one is easy. Millions of
    Conscripts will be available. All Washington rules do NOT apply here, as the
    map has shiften southwest.
    
    As the Conscripts drop at the Iwo Jima Memorial, they will move south towards
    the new Soviet Base. Check the area for Trucks; they will drop Crates
    containing upgrades when destroyed. Move northeast and dispatch the three GIs.
    To the northeast is an Allied outpost. Destroy it, and get an Engineer to fix
    the Bridge. Once the outpost is leveled, move northwest and garrison the
    Structures. There are also two Crates on either side of the buildings. When the
    Pillboxes guarding the Base is destroyed, Capture the Airport. Engineers and
    Conscripts will drop in.
    
    Use the Engineers to Capture the entire Base. Use another Engineer to fix the
    Bridge to the northwest. Get a Conscript to get across to find four Rhino
    Tanks. Advance northeast across the Bridge to the Pentagon.
    
    Once the Pentagon is in range, a legion of Conscripts and Rhino Tanks will
    arrive. Use them to smash the poorly guarded Pentagon, and level its four
    segments (yes, four segments!) to finish the mission.
    
    ---------------------
    3.202 >Hostile Shore<
    ---------------------
    
    Location: Florida Coast, USA.
    Difficulty: Easy.
    Fun Factor: 5.
    Objectives:
    -Set up a Base.
    -Destroy the Allied Forces in this area.
    
    Notes: Flak Tracks and Typhoon Submarines are introduced. A Dreadnought makes a
    cameo.
    
    Overview: The next place to "visit" is Florida. Make a landing there and
    destroy the Allied Navy. General Vladimir will provide support.
    
    Opinion: Soviet Naval tactics will be introduced in this mission. Be sure to
    destroy every single Allied Unit. The Beachside Hotels (the Structures with the
    umbrellas) contain Crates, so destroy those.
    
    As Vladimir destroys the Allied Pillboxes on the beach, the Soviets will land.
    Destroy everything here. An MCV will arrive. Deploy it in this area. Start
    building a Naval Yard and some Submarines. As Vladimir keeps bombing the crap
    out of the city, move west to find some Oil Derricks. Capture them and kill any
    Crocodiles here.
    
    Vladimir will make a reckless move as he attempts to engage the Allied Navy
    with his Dreadnought. He then retreats and demands that they be destroyed. Some
    Subs will arrive, so use them as well as the ones recently created. Advance
    south and engage the Destroyers. To the west of their position is the Naval
    Yard. Blow it up.
    
    Advance south with Land Troops to locate the enemy Base. Level it and destroy
    every single enemy Unit to finish the mission (if the mission doesn't end, a
    Chrono Miner is probably in the Soviet Base somehow).
    
    -----------------
    3.203 >Big Apple<
    -----------------
    
    Location: New York.
    Difficulty: Medium.
    Fun Factor: 4.
    Objectives:
    -Capture the Allied Battle Lab.
    -Defend the Psychic Beacon.
    
    Notes: Flak Troopers, V3 Launchers, and Psi Corps are introduced. Tesla
    Troopers are also available.
    
    Overview: Next up is New York. The Soviets will need to set up a Psychic Beacon
    at the Twin Towers to take over the city.
    
    Opinion: This mission is slow. Protect the Psi Corps at all costs; they cannot
    be replaced.
    
    Build up an Ore Refinery. To the south is some Oil Derricks. Capture them and
    set up Defences around it as well as garrisoning the nearby Structures. Some
    Psi Corps will arrive. Build up an army of Rhino Tanks and V3 Launchers. Use
    the V3s to destroy the Allied Garrisoned Structure to the northeast guarding
    the Barracks. Capture it once it's secure and destroy the IFVs above it.
    
    Train some Engineers and put them into Flak Tracks. Move southeast and secure
    and Capture the War Factory. To the north is the World Trade Centre's Battle
    Lab. Neutralize the Pillboxes surrounding it and Capture every single Structure
    there (except for the Battle Lab). Get some Sentries around the former Allied
    Base. Start pumping out Flak Troopers and Tracks. To the west is an Outpost,
    which has precious resources nearby. When ready, Capture the Battle Lab. The
    Twin Towers each contain a Crate, but those resources shouldn't be necessary.
    
    Once the Beacon is in place, the Allies will Paradrop lots of troops! Even
    Grizzlies are dropping in! Use the Flak guns to deal with the Rocketeers, and
    Psi Corps to handle the Ground Troops. Once the timer is finished, the entire
    army will succumb to the Psychic Beacon.
    
    ------------------
    3.204 >Home Front<
    ------------------
    
    Location: Vladivostok, Russia.
    Difficulty: Medium.
    Fun Factor: 1.
    Objectives:
    -Destroy the Korean forces.
    
    Notes: Sea Scorpions and Terror Drones are introduced.
    
    Overview: It seems that the South Koreans have made a sneak attack on the
    Russian shores. Repel them and prove that the USSR cannot be caught off guard.
    
    Opinion: I hate this mission since it's so boring. Fortunatley, this mission
    can be completed really fast through decisive action.
    
    Build a War Factory (once available) and crank out some Terror Drones. Also,
    build some Flak Cannons to prevent enemy Harriers from damaging the Base. Get
    the Drones to the east; this is where the Koreans will land. Build some Rhino
    Tanks and Subs, and get some Conscripts to Garrison the nearby Structures for
    Defence. Move the Subs and some Sea Scorpions to the east south of the Korean
    landing zone.
    
    Once the Koreans arrive, they will be no match for the Terror Drones set up
    there. Hopefully, their MCV will be destroyed in the process. The Koreans near
    the Base will probably be killed by the Garrisoned Infantry. Make sure that
    every single Allied Unit is destroyed, including the Destroyers in the water.
    
    ----------------------
    3.205 >City of Lights<
    ----------------------
    
    Location: Paris, France.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Energize the Paris Tower.
    -Destroy all Allied Forces.
    
    Notes: Tesla Troopers and Crazy Ivans are introduced.
    
    Overview: The rest of Europe has joined the Allies in the war. They will need
    to be pacified through the use of Tesla technology.
    
    Opinion: This is a commando-style mission. Try not to get too many casualties.
    There are a lot of civilian Structures in them, so Garrison Conscripts to take
    care of tougher targets.
    
    Garrison the Conscripts in the nearby Structures to take care of any enemy
    Armour in this area. Move the troops to the west and secure the Oil Derricks.
    To the north is a soccer field guarded by more Allied troops. Destroy the
    Barrels to light them on fire. Move further north and a Soviet Transport will
    drop off a Flak Track.
    
    The northeastern entrance to the Paris Tower is heavily guarded, but not as
    heavily defended as the other entrances. Roll over their GIs and get to the
    Tower. The Tesla Troopers will start charging it like a Tesla Coil, but this
    Tower is super powerful! It will eventually demolish everything in the City,
    but make sure that the Barracks at the starting point is secure.
    
    ------------------
    3.206 >Sub-Divide<
    ------------------
    
    Location: Pearl Harbor, Hawaii.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Destroy all Allied Naval Forces.
    
    Notes: Dreadnoughts are introduced.
    
    Overview: The Allies are gaining a foothold in the pacific. Their Naval forces
    there need to be eradicated. The Koreans will give them support, so annihilate
    them also. Looks like Yuri is taking advantage of Romanov...
    
    Opinion: Protect the Dreadnoughts that are provided in this Mission, they
    cannot be replaced. This map will look familiar for those who played the
    seventh Allied mission...
    
    Make a landing at the nearby island and start scanning the area. Kill the Cows
    here to get some Crates, and then build some more Miners and a Naval Yard.
    Create more Subs and Sea Scorpions. Extra Naval reinforcements, including three
    useful Dreadnoughts will arrive from the north. Bring them to the base.
    
    There's no stopping the Korean fleet from coming to the harbor. Some of them
    will even attack the Soviet drop-off point! Secure the area with Flak Cannons
    and Tesla Coils, then destroy any invaders with Subs and Scorpions. When
    ready, advance to the northwest towards Pearl Harbor.
    
    Level any costal Defences and the Air Force Command HQ. Use the Dreadnoughts to
    deal with any Defences or Structures, and have the other boats annihilate the
    Allied Navy. Once all Allied Navals are sunk, the Soviets win this battle.
    
    ----------------------
    3.207 >Chrono Defense<
    ----------------------
    
    Location: Ural Mountains, Russia.
    Difficulty: Medium.
    Fun Factor: 4.
    Objectives:
    -Defend the Battle Lab.
    -Repel any Allied Units.
    
    Notes: Apocalypse Tanks are introduced.
    
    Overview: The Allies have developed the Chronosphere, and they are planning to
    steal the documents for the Apocalypse Tank. They must not access this
    information!
    
    Opinion: This mission is all about Defence. Above all else, do not let the
    Battle Lab get destroyed. Protect the Construction Yard also. The enemy will
    send in Spies and Snipers, so get some Attack Dogs on all entries. Don't let
    the Snipers kill the Dogs, however, and smash them with Flak Tracks.
    
    Build a few more War Miners, and get up some Tesla Coils and Flak Cannons.
    Send a Terror Drone to destroy the Truck in the village to reveal the entire
    map. To the east is some Oil Derricks and an Outpost. Defend it with Tesla
    Coils and an Apocalypse Tank. Keep buildng more Apocalypse Tanks to defend
    against those deadly Prism Tanks.
    
    Any GI that Paradrops glitchy is a Spy. Eliminate them. Snipers will also be
    besieging the Base, so use Flak Tracks on them. An Allied Convoy will approach
    on the road, so destroy them for some Crates.
    
    Keep defending the Base, and when all Allied Units are gone, the battle is won.
    
    -------------------
    3.208 >Desecration<
    -------------------
    
    Location: Washington DC, USA.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Capture the White House.
    
    Notes: Desolators are introduced.
    
    Overview: Yuri has announced that Premier Romanov has been murdered Vladimir.
    He has betrayed the Soviet Union. Yuri has declared him an enemy of the people,
    hence he must be apprehended.
    
    Opinion: The Desolator is the only nation-specific Unit introduced in the
    original Red Alert 2 game. Anyhow, the map layout is exactly like the third
    Allied mission, but the Soviets start at the northwest corner near the Lincoln
    Memorial. All Washington rules apply here, but they need to be destroyed in
    order for a cash bonus.
    
    Start building the Base. Enemy Brown Conscripts will drop near the base, so
    Deploy a Desolator in their drop area to kill them instantly. Another squad of
    Conscripts will drop at the Resource patch in the east. Do the same. Destroy
    the Lincoln Memorial to get some Crates.
    
    Build a Tesla Coil at the Bridge to prevent enemies from advancing into the
    Base (or just blow up the Bridge). To the southeast is a Brown Soviet Base.
    Level it down. Still to the east is a Psychic Beacon. Destroy it to make the
    GIs in this area leave their posts.
    
    To the south is the Jefferson Memorial, but the Bridge is out. Repair it and
    destroy the Brown forces in the area, as well as the Memorial. Advance north
    when ready and destroy every single Purple Soviet Structure.
    
    Vladimir says that Yuri is the actual traitor, but what must be done has to be
    done (or something like that). Capture the White House when the area is secure.
    
    -----------------------------
    3.209 >The Fox and the Hound<
    -----------------------------
    
    Location: San Antonio, Texas.
    Difficulty: Hard.
    Fun Factor: 6.
    Objectives:
    -Mind Control the President.
    
    Notes: Psi Corps are further introduced.
    
    Overview: The President is hiding in the Alamo. The Alamo is heavily guarded
    with Navy SEALs and Prism Towers, so the Soviets will need to improvise with
    the forces provided.
    
    Opinion: Everything must be perfect in this mission. Remember to Save once a
    step has been completed.
    
    A mass attack of Conscripts and Tesla Troopers fails miserably as the SEALs
    and Prism Towers rip them apart. Some Psi Corps will land somewhere else and
    Mind Control an IFV. Advance northeast to the first Teal Allied Base. Put a
    Psychic in the IFV and use it to attack the two GIs. Then control the Engineers
    and Capture the Battle Lab & Barracks. Move east, avoiding the Cowboys, and
    then south to the second Teal Allied Base. Mind Control the Sniper to take out
    the GIs and then Grizzly to destroy the Pillboxes. Get an Engineer to Capture
    the Airport.
    
    Save here.
    
    Send the Grizzly to the Alamo. Use the IFV to go to the southern parking area
    and destroy all the Trucks for some Crates. This will make the IFV super
    powerful. Mind Control the Sniper and use him to pick off any Attack Dog
    patrols in the area. Use the super IFV to destroy any other IFVs patrolling the
    area. Use the Sniper to assassinate the SEALs on both entrances of the Alamo.
    
    Train a Spy once every Dog is dead. Get all of the forces to the northern end
    of the map and outside of the Alamo. Send the Spy to deactivate the Power and
    then get the Sniper to kill the two bodyguards next to the Prez. Sacrifice
    either the Sniper or the IFV and use the spare Psi Guy to control the
    President.
    
    Another method is to use the IFV to cut through the Walls on the sides of the
    Alamo. Then send in the Conscripts (through Paradrops) to destroy the Power
    Plants to shut off the Power completley.
    
    --------------------------
    3.210 >Weathered Alliance<
    --------------------------
    
    Location: US Virgin Islands.
    Difficulty: Hard.
    Fun Factor: 5.
    Objectives:
    -Capture the Battle Lab.
    -Destroy the Weather Control Device.
    
    Notes: Giant Squids and the Nuclear Missile Silo are introduced.
    
    Overview: The Allied scientist, Einstein, has developed the Weather Control
    Device. This device needs to be destroyed.
    
    Opinion: The Nuclear Missile will be vital for sucess.
    
    At the landing site, establish a Base and get some Dreadnoughts, Subs, Sea
    Scorpions, and Squids ready. To the east is an island with an Outpost and lots
    of Resources. Secure the main base with Tesla Coils and Flak Cannons. To the
    northeast is the Allied Naval guard. Use the Dreadnoughts to blow up the ships
    and the Naval Yard. The Nuke can also be used to blow up the entire beach!
    
    Use Transports to get some Apocalypse Tanks and an Engineer to eliminate the
    Allied Base. Then Capture the Battle Lab. Be sure to have the Nuclear Missile
    charged. Once the Weather Control Device is spotted, launch the Nuke!
    
    An alternative way to take out that Device is with lots of Dreadnoughts.
    
    ----------------------
    3.211 >Red Revolution<
    ----------------------
    
    Location: Moscow, Russia.
    Difficulty: Insane!
    Fun Factor: 9.
    Objectives:
    -Destroy the Kremlin.
    
    Notes: Kirov Airships are introduced.
    
    Overview: Looks like Yuri got the best of both Romanov and Vladimir; he was the
    one that murdered Romanov! Romanov and Vladimir must be avenged! Defeating Yuri
    won't be an easy task; he's got three strong armies defending his stronghold!
    
    Opinion: Defence is key. Kirov Airships will also be vital for sucess, since
    the enemy will be sending in hordes of troops! Listen to my instructions
    carefully; this is an insanely hard mission.
    
    Set up the MCV and use the troops provided to Destroy the Orange outpost's
    Defences, then Capture the two Tesla Reactors on the hill. This will provide a
    foothold on the hill. Get some Conscripts north to the Oil Derrick and Garrison
    the Structures there. Get one Kirov to force fire on the narrow path to
    eliminate any enemy forces coming through. Build lots of Tesla Coils on the
    hill. Use the other Kirov to force fire on the other side of the hill. The
    enemies will be attacking in a linear path, so the Kirov will destroy any
    forces coming that way.
    
    Now that Defensive measures are taken care of, it's time to think on the
    offensive. Produce more Kirovs and then have them advance north towards the
    Orange Defences. This will secure the Resource field in that area.
    
    To the east of the Base is an Outpost and two more Oil Derricks. Capture and
    secure them. To the further east is an Airport. Capture it also. The enemy will
    start going for those targets now, so build Tesla Coils and Garrison
    Structures to ensure safety.
    
    Now it's time to think Nuclear. Build LOTS of Flak Cannons at the western Oil
    Derrick, as well as on the eastern side of the hill. Also, produce LOTS of Flak
    Troopers and Flak Tracks. Why? Once the Nuclear Missile is built (the Nuke will
    be essential to victory), Yuri will send Kirovs of his own to attack the Nuke.
    Hopefully, there will be enough Flak to send them down!
    
    The Iron Curtain is guarded heavily by Brown Troops south of the Kremlin. The
    Orange troops have established their base in the east. Use Kirovs to overrun
    these two bases. Start with the Brown Base that's guarding the Iron Curtain by
    flying the Kirovs over the cliffs and then towards the Orange Base. Yuri's
    Purple forces to the north are heavily entrenched. Use the Nuke on the Kremlin
    twice to end the mission.
    
    Lots of Kirovs can also be used to get through Yuri's Bases. He has lots of
    Cloning Vats in his Purple Base to create lots of Psi Corps. Target his Nuclear
    Reactors to power out his Defences at the Kremlin. The Kremlin is fortified, so
    it will take Air Power or Nuclear Weaponry to destroy this building safely.
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-If you don't care about losing your base, you can just turtle and spam
    Kirovs.
    -Take a few east and then northwest to destroy the two nuclear reactors there
    to shut down most of the Soviet Defences.
    -If you are good enough, you can do this at the start with your Rhino Tanks.
    -Then it is just a case of rushing the Kremlin with Kirovs."
    
    -------------------
    3.212 >Polar Storm<
    -------------------
    
    Location: Point Hope, Alaska.
    Difficulty: Insane!
    Fun Factor: 6.
    Objectives:
    -Make a landing on the shores.
    -Destroy the Chronosphere.
    
    Notes: The Iron Curtain is introduced.
    
    Overview: The last Allied stronghold is in Alaska. Destroy it to ensure
    complete over the world. Level the Chronosphere to guarantee sucess.
    
    Opinion: The Allies will start Chronoshifting Units to attack, but these waves
    are scripted, so prepare a "welcoming" for them!
    
    Start building some Tesla Coils and four Crazy Ivans. The first Allied Chrono
    Wave will arrive south of the Resource Patch in between the rocks. Place the
    Ivans here and put them on Guard mode. Build a Naval Yard to the north and
    build Flak Cannons all over the shores. Build some Tesla Coils around the
    shores also.
    
    Now that the island is secure, build some Typhoons, Sea Scorpions, and
    Dreadnoughts. Send them to the west to locate the Allied Navy. Blow them up
    with the Dreadnoughts and then target the Naval Yards. Once this is done,
    destroy the costal Defences on the shores, and transport some Engineers and
    Apocalypse Tanks. Capture the Barracks and Construction yard, then start
    building a new Base. Relocate the Cloning Vats at this location.
    
    The Chronoshifts will start occuring in the Resource Patch to the north of
    this location. Likewise, train a total of four Crazy Ivans and put them on
    Guard mode in this location. Another method to deal with these is to use the
    Psi Corps (they can now be trained) to mind control the IFVs. Then put some
    Crazy Ivans in them to transform them into suicide vehicles. Send them to
    battle ASAP. There are more Defences on the cliff overlooking the Resource
    Patches, so send some Kirov Airships to destroy them.
    
    To the northeastern part of the Allied island is an Airport. Capture it and get
    some Psi Corps to guard the upper Resource Patch; Grizzlies will be
    Chronoshifting in this location. Prism Tanks will also teleport at the Resource
    Patch near the Allied Base, so keep bombing that location with Kirovs.
    
    The Chronosphere is on the upper side of this cliff, so secure the entry and
    Chronoshifting areas, as well as the island where the first Soviet base is.
    The Allies will send in wave after wave of Rocketeers and Harriers, so get some
    Anti-Air to protect it (and the Nuclear Silo when built). The mission ends when
    that pesky Chronosphere is destroyed.
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-Build a few sentry guns, 8+ tesla warriors, 3+ flak tracks and 2+ war miners.
    -Just leave the tesla warriors where the allies are about to shift their
    forces.
    -Get to high tech, train a yuri and leave it in the southern corner to capture
    the seal transport.
    -Build 3+ squids, 3+ sea scorpions and 2+ dreadnaughts to take over the sea.
    -Build a nuclear power plant and a few more war factories before spamming
    Kirovs.
    -Move your fleet to the south, around the cliffs and up towards the allied
    base.
    -Order your Dreadnoughts to destroy the ore refinery and any patriot missiles
    as they reveal themselves.
    -Amass your Kirovs in the south and move up the map to storm the chronosphere."
    
    ==================================
    4.00 >Second Campaign Walkthrough<
    ==================================
    The Soviets may be defeated, but Yuri has disappeared from the vicinity and is
    now planning to rule the world with his many Psychic Dominators! A failed
    Allied Harrier attack manages to damage Yuri's Power in Alcatraz, but he still
    activates the rest of his Dominators.
    
    =============================
    4.10 >Second Allied Campaign<
    =============================
    The Allies will be fighting against Yuri for most of the Campaign. Carville
    will also be seen in this mission.
    
    -----------------
    4.11 >Time Lapse<
    -----------------
    
    Location: San Fransisco, California.
    Difficulty: Easy.
    Fun Factor: 8.
    Objectives:
    -Take over enough Power Plants to time travel.
    -Destroy the Soviet Navy.
    -Destroy the Psychic Dominator.
    
    Notes: Guardian GIs and Grand Cannons are introduced.
    
    Overview: All is not lost, however, since Einstein has developed a more
    advanced Time Machine. With it, an entire group of people can travel back in
    time to stop Yuri. The Psychic Dominator must be destroyed before its Defences
    are built.
    
    Opinion: Yuri will be the main force the Allies will be fighting against, so
    don't expect classic fights between the Allies and the Soviets (except for this
    mission).
    
    Notice how the Golden Gate Bridge is broken. The Allies are also low on Power,
    so search for some Tech Power plants. There's no Construction Yard here, but
    there is a Barracks and War Factory, as well as an Ore Refinery. Get 5 Guardian
    GIs to protect every entry to the Base, as well as a few Attack Dogs. Secure
    the first two Power Plants with some Mirage Tanks, then Capture them. To the
    southwest is another pair of Power Plants guarded by more Initiates and a
    Gattling Cannon. Get a Grizzly and the Mirage Tanks to destroy them. Before
    Capturing the Power Plants, start pumping out lots of Guardian GIs and get
    them to the Bridge. Produce a few more IFVs to the Grand Cannons too. Once the
    area is fully secured, Capture the last Power Plant.
    
    The Allies managed to travel back in time, but at a bad time; they're right in
    the midst of the Soviet invasion! Destroy the Apocalypse Tanks that are now
    destroying the Golden Gate Bridge (again) and use the Grand Cannons to sink the
    Dreadnoughts. A Kirov will appear from the northwest. Bring it down the the
    Guardian GIs, and take care of the Soviet Armour with the same Units. Once
    these goals are accomplished, Tanya will come out of the Time Machine.
    
    Ignore and avoid the Soviet Garrisoned Buildings. Move Tanya towards the
    Psychic Dominator. Sink the two Sea Scorpions and then dispatch Yuri's non-
    Psychic guards. Blow up the Barrel and detonate the Dominator.
    
    The Grand Cannon can also blow up the Nuclear Reactor, which will instantly
    destroy all of the guards and will heavily destroy the Dominator.
    
    -------------------------
    4.12 >Hollywood and Vain<
    -------------------------
    
    Location: Los Angeles, California.
    Difficulty: Medium.
    Fun Factor: 10.
    Objectives:
    -Destroy all of the Grinders.
    -Destroy Yuri's Base.
    
    Notes: Battle Fortresses are introduced. Flint Westwood, Sammy Stallion, and
    Arnie Frankenfurter can also be used.
    
    Overview: Yuri has taken over Hollywood, and is producing Mind-Controlling
    Videos. He must not be allowed to make any more lame movies!
    
    Opinion: There are three celebrities that can pack a punch against Yuri's
    Forces. They can be a good combination with a Battle Fortress, and are also
    immune to Mind-Control.
    
    Build up the Base, and protect it with a Grand Cannon. Advance north to find
    Flint Westwood (Clint Eastwood). He's effective against Infantry, but is bad
    against anything else. Some Lasher Tanks will arrive from the west; dispatch
    them with the Guardian GIs. Make a Battle Fortress with a Westwood and four
    Guardian GIs inside. Use Rocketeers or Harriers to take out the eastern
    Grinder.
    
    To the northeast is a stadium with Sammy Stallion being held hostage. Rescue
    him with the Battle Fortress and some Prism Tanks. Sammy Stallion (Sylvester
    Stallone) is super effective versus Infantry and Structures, but is defenceless
    on Armour. Move west from the Base to find the LAX Centre. DO NOT DESTROY IT
    WITH PRISM TANKS! Instead, use Mirage Tanks or Sammy Stallion to clear out the
    Gattling Cannons to prevent any accidental blow-ups. Then Capture it with an
    Engineer. There is also a Machine Shop to the northeast. Capture and defend it.
    
    There's also some Oil Derricks on the shore. Move north and neutralize Yuri's
    outpost Base in the northwest corner. There's also a Hospital southeast of that
    area. The Grinder Base to the northwest of the base is Arnie Frankenfurter
    (Arnold Schwarzenegger). He'll decimate the entire Base once the area has been
    attacked. He's effective against everything! Fill up the Battle Fortress with
    the three Celebrities, as well as two Guardian GIs.
    
    The last Grinder is heavily defended with two Gattling Cannons. Assault it and
    destroy the Grinder. Now that all of the Grinders in the city are gone, build
    up some Prism Tanks and a Chronosphere. Use the Chronosphere to transport the
    Prism Tanks as well as the Battle Fortress inside the back of Yuri's Base! This
    will surely annihilate Yuri's Forces in this area!
    
    -----------------
    4.13 >Power Play<
    -----------------
    
    Location: Seattle, Washington.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives:
    -Liberate the Massivesoft (Microsoft) campus.
    -Destroy Yuri's Nuclear Missile Silo.
    
    Notes: Snipers are introduced.
    
    Overview: A man resembling Bill Gates is in need of Allied protection. He is
    being held hostage by Yuri's troops so that Yuri can use his new software to
    enhance his weapons. Yuri must not get his hands on that new software! Yuri has
    an operational Nuclear Missile in the area.
    
    Opinion: Snipers are key to preventing Yuri from Capturing the many Tech Power
    Plants in the city. Try to use the Weather Control Device whenever possible.
    
    The Weather Control will be ready at the start of the mission. Unfortunatley,
    it won't be able to destroy the Nuke, but it can easily neutralize one of
    Yuri's Power Plants. In the mid-south of the city is a neutral Power Plant.
    Capture it. Yuri will probably Nuke the War Factory, so Capture the neutral
    War Factory to the east.
    
    Try to use Snipers to clear out any Infantry guarding the Power Plants, then
    either Capture or destroy them! Priority one is shutting off Yuri's Power so he
    can't launch his Nuke! The Massivesoft Campus is also heavily guarded, but the
    forces there won't be any match for the Snipers and IFVs. Once this is done,
    Bill will release Crates full of cash! Secure every Power Plant with a Sniper
    or two.
    
    To the east, secure the Power Plants and the Bridge, then Capture any Power
    Plants. Use the Weather Control Device to soften the Defences protecting the
    Nuke, then destroy it when ready!
    
    ------------------
    4.14 >Tomb Raided<
    ------------------
    
    Location: Sahara Desert, Egypt.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Rescue Einstein.
    -Destroy Yuri's Base.
    
    Notes: Tank Destroyers and Robot Tanks are introduced.
    
    Overview: Einstein has been kidnapped by Yuri and is forcing to enhance his
    Psychic Dominator in Egypt. He needs to be rescued immediatley.
    
    Opinion: Tank Destroyers are good support Units for SEALs and Tanya. Cash
    reserves are low, so the Oil Derrick field in the east will be vital.
    
    Deploy and build the Base. Build walls around the Base too; Engineers will come
    and attempt to Capture everything! Yuri will transport his forces by Transport
    across the Nile River, so secure the shores! Use the Nighthawk and Tanya to
    secure the Oil Derrick Base to the east, then transport the two Engineers to
    Capture the eastern Oil Derricks. Send in two Tank Destroyers as well. Build
    Defences around the Oil Derricks, as well as a Barracks.
    
    Now that both the main Base and Oil Derrick areas are secure, it's time to
    rescue Einstein. Move Tanya across the river, and destroy the outside Barrel.
    This will create a hole in the Walls. Kill any patrolling Initiates. The
    Psychic Towers won't affect Tanya, so ignore them. Instead, focus on detonating
    the Bio Reactors.
    
    Einstein says that his work wasn't that enthusiastic, and he managed to even
    sabotage the Dominator! Unfortunatley, it's now under Allied control, so
    there's only a few minutes to use it until it explodes. Use it on the group of
    Tanks in Yuri's Base. Then use them to destroy the Construction Yard, then the
    Barracks and War Factory. They'll probably be destroyed, but with care, they
    can manage to destroy the entire Base! Be sure to build a Power Plant near the
    Dominator so that the Allies will be able to secure the Resource Patches in the
    northern side of the river. Destroy the rest of the Defences for some
    experience points for some Units.
    
    If the Base still survives, build Prism Tanks and SEALs. Send them towards the
    Base when ready. Once every single enemy Unit has perished, the day is won.
    
    ------------------------
    4.15 >Clones Down Under<
    ------------------------
    
    Location: Sydney, Australia.
    Difficulty: Hard.
    Fun Factor: 6.
    Objectives:
    -Destroy Yuri's Cloning Vats.
    -Destroy Yuri's remaining forces.
    
    Notes: Black Eagles are introduced.
    
    Overview: Yuri has a cloning facility in Australia, and is trying to make
    clones of world leaders that obey him. That facility needs to be leveled!
    
    Opinion: Despite the Boomers, don't build too much of a Navy. Their use will
    become more limited later on in the mission. Also, before destroying Yuri's
    Navy, be sure to Garrison lots of Buildings to prevent Yuri from doing the same
    later on.
    
    Build a Destroyer or two, and build some Aircraft Carriers. Garrison the large
    building and get a Prism Tower for the western entrance, as well as a few SEALs
    to take care of the Paratroopers. By now, Yuri has sent all of his Boomers, and
    they are now probably destroyed. The Koreans have given the blueprints for the
    Black Eagle Fighter. An armada of Black Eagles smashes the two Sub Pens. Yuri
    is now sending in his Initiates to garrison the entire city!
    
    Ignore them however, and try to flank Yuri's Base to the south. Use Prism Tanks
    as usual, and have a Battle Fortress with a SEAL and four Guardian GIs. Move to
    the southwestern corner, then towards Yuri's Base. Use Prism Tanks to destroy
    Yuri's Airport. The base is heavily defended, but the Prism Tanks will make
    quick work of them. Destroy the Cloning Vats, then all of Yuri's key
    Structures. He'll sell all of his Structures and send every one of his Units
    towards the Allied Base. SEALs will be able to slaughter all of the Initiates
    that attack, and the rest will be taken care of by the Prism Tanks.
    
    ----------------------
    4.16 >Trick or Treaty<
    ----------------------
    
    Location: London, England.
    Difficulty: Hard.
    Fun Factor: 9.
    Objectives:
    -Defend the Parliament.
    -Destroy Yuri's Base.
    
    Notes: Soviet forces can be used.
    
    Overview: The outcome of the original war didn't change; the Soviets have
    surrendered. Unfortunatley, Yuri's still on the loose, so it will be imperative
    that he is stopped. Yuri uses his mind tricks on Eva and she reveals that the
    meeting will take place in London. Because of Yuri's dirty tricks, the
    Parliment must now be defended against assault.
    
    Opinion: This is another fun defence mission.
    
    Deploy the MCV and Garrison the GIs in the building west of the Big Ben Tower.
    Keep building Power Plants until the eastern Bridge can have buildings. Build a
    Wall to block off that route, and construct some Prism Towers and Pillboxes.
    Train a SEAL, a Mirage Tank, and some Rocketeers to defend the middle Bridge.
    
    In the city, there is a Hospital, Repair Shop, and three Oil Derricks. Capture
    the Oil Derricks. Build a Naval Yard, and buy some Destroyers, an Aegis
    Cruiser, and an Aircraft Carrier. Build some Patriot Missiles near the
    Parliment.
    
    By now, Yuri is starting to make his assault. Use Harriers to put on some early
    damage on his Armour, and just wait and let the Defences do the job. Keep
    Repairing any Structure if necessary. Yuri will also send in Masterminds and
    Floating Disks. The Aegis Cruiser will be able to take the Disks down quickly,
    and the Masterminds won't be any match for the Aircraft Carrier.
    
    Here's another tip from James "Fatbird" Lai:
    
    "I also garrisoned 5+ GIs in the buildings across the bridge. They managed to
    slow down Yuri's assault, buying precious time and destroying Yuri's
    Masterminds. For example. I garrisoned 10 GIs in one building and they
    destroyed a bunch of Gatling Tanks and Lasher Tanks before being forced to find
    a new building to occupy. From that new building, they will still harass Yuri's
    units that are passing by. Only the UFOs and some units managed to get through
    but then they are easily eliminated."
    
    After the attacks, Soviet forces will arrive. Their Navy will be important to
    sucess. More of the Map will be revealed, so Capture the Oil Derrick to the
    northwest and build an Ore Refinery there. Block off the Bridges with Walls and
    Prism Towers. When the Navy is ready, move them across the canals and destroy
    Yuri's Submarine Pen. With that threat done with, the Carriers and Dreadnoughts
    will be able to single-handedly destroy Yuri's Base. He'll soon send in a mass
    attack, and prepare for one more easy defence of the Parliament!
    
    Here's a strategy from Franco Abrina:
    
    "First I garrisoned the GIs in Big Ben and the building beside it (and the one
    near the bridge) and built a Chronosphere after awhile. After that I put up a
    bunch of Pillboxes and Prism Towers, I also placed 2 Attack Dogs at each bridge.
    I made 4 Engineers and a Nighthawk Transport, after that I used the chopper to
    capture the 3 Oil Derricks, the Hospital and the Machine Shop. Once I captured
    those buildings I built a Barracks, a bunch of Pillboxes, Patriot Missles, and
    Prism Towers beside the Machine Shop. I trained GIs in the newly made Barracks
    and garrisoned them in all nearby buildings (the ones near the Oil Derricks and
    the Machine Shop). When Yuri's forces arrived you will notice that most of his
    Armour and UFOs will be destroyed by the Defences at the Machine Shop and all
    his infantry coming from the hover transports and the bridges are killed by the
    Dogs. Now when you need to destroy his base, you should probably have the
    Chronosphere ready by now (BUT DONT USE IT), now I used the one Engineer that I
    didn't use and sent im to the Oil Derrick just at the upper left edge of the
    map and created a Refinery and a Barracks there. After all that, I garrisoned
    the building near the bridge on the edge of the map and deployed Guardian GIs
    (for some reason, the UFOs try to attack my Refinery up there). Now you're
    probably wondering why I made a strong defence at the edge of the map. Well,
    Yuri sends Lasher Tanks and Gattling Tanks over there AND Yuri has a limited
    ore patch (but he does have 2 damaged Derricks) so when he gathers all the ore
    he will attempt to mine on the upper left edge of the map that we blocked off,
    all you have to do now is use the Chronosphere and probably about 6 Robot Tanks
    and teleport them behind his base (use Dolphins to defend your base if any
    Boomer Subs attack) and aim for the Derricks and Con Yard, once the Con Yard is
    down, try to destroy a bit of his base and he will eventually sell all his
    buildings and send all his troops at you (which you can easily take out)."
    
    Here's yet another alternate strategy submitted by an anonymous contributor:
    
    "-Garrison the building west of Big Ben, capture the oil derricks and get to
    high tech ASAP
    -Build 5 mirage tanks to defend each bridge in an X formation. Use your
    grizzlies as backup for anything that gets past them.
    -Build 2 Aegis cruisers for UFOs and then spam prism tanks."
    
    -----------------
    4.17 >Brain Dead<
    -----------------
    
    Location: Antarctica.
    Difficulty: Insane!
    Fun Factor: 9.
    Objectives:
    -Build a Radar Tower.
    -Destroy the Psychic Dominator.
    -Destroy Yuri's Forces.
    
    Notes: The Soviet arsenal can be used.
    
    Overview: Yuri's final hideout is located in Antarctica. The Allies will start
    building at the southernmost tip of South America. This is it! The whole world
    is watching, so don't fail!
    
    Opinion: This is the hardest mission in this game! Clever combinations of both
    Allied and Soviet technology will be needed to defeat Yuri's army!
    
    A group of Engineers will Paradrop into the abandoned Soviet Base. Capture the
    Construction Yard and Tesla Reactor to gain complete control over it. There's
    also an Oil Derrick and Repair Bay to the west. Build up the Base, but don't
    start building the Radar Tower until ready. Build two Battle Bunkers and fill
    them up with Conscripts. Get a few Tesla Coils ready as well, along with some
    Flak Cannons to fend off the Floating Disks.
    
    When ready, build the Radar Tower. Shortly after, the Allies will Chronoshift
    to Antarctica, but don't establish the Base here! Instead, move all of the
    forces to the south where there are Oil Derricks. This place will be much
    easier to defend, but is not very spacious. If space permits, get another MCV
    and Deploy that up north. Build a Grand Cannon and a Chronosphere ASAP. The
    main idea to defeat Yuri is to use IFVs filled with Crazy Ivans to blow up his
    Superweapons. Also, if his Genetic Mutator is active, keep one single Infantry
    Unit outside the Soviet Base so that he'll waste it. First, go for the Psychic
    Dominator. Six Ivan-filled IFVs will be able to destroy the Dominator forever
    when they're teleported via the Chronosphere. Do the same for the Genetic
    Mutator.
    
    The third priority targets are Yuri's Construction Yards. Either use the
    Nuclear Missile and Weather Control simultaneously to destroy them, or use the
    good old Ivan IFV teleportation! The Iron Curtain can also be used with the
    Chronosphere to get a teleportation AND invincibility, allowing an effective
    sneak attack! When the Superweapons are down, build some Prism/Apocalypse Tanks
    and lots of Navy SEALs. Once Yuri's key Structures are gone, he'll make a rush
    against the Allied Base! Defend it, and once every one of Yuri's Units on the
    Antarctic continent are gone, the Allies win!
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-Turtle until you have a base full of tesla reactors, a nice cash reserve and
    a few extra war factories to speed up production.
    -Build a radar and quickly climb the allied tech tree.
    -Build mirage tanks and hide them behind pillboxes to defend your allied base.
    -Build a chronosphere and shift 4+ prism tanks behind the psychic dominator.
    -You should comfortably avoid it activating.
    -Spam more prism tanks and shift them to the other side of the map, bypassing
    Yuri's Defences."
    
    Yuri is taken to a special prison where he won't be able to Mind-Control a fly!
    The two timelines merge together, and the President is glad to see General
    Carville alive again, as well as Lieutenant Eva dressed in formal clothes
    surprising Tanya.
    
    =============================
    4.20 >Soviet Second Campaign<
    =============================
    This is the Second Soviet Campaign. Since the game does not continue from the
    first Soviet Campaign, Romanov is still alive, albeit in Prison.
    
    -----------------
    4.21 >Time Shift<
    -----------------
    
    Location: San Fransisco, California.
    Difficulty: Easy.
    Fun Factor: 7.
    Objectives:
    -Destroy the Allied Navy and their Grand Cannons.
    -Destroy the Defences around the Time Machine.
    -Capture enough Power Plants to power up the Machine.
    -Fend off the Dinosaurs.
    -Rendevous with the Soviet Base.
    -Destroy the Psychic Dominator.
    
    Notes: Boris is introduced.
    
    Overview: Romanov has learned that the Allies are going to use a Time Machine
    to stop Yuri. With it, an entire group of people can travel back in time. This
    device must be captured by Soviet forces and with it, not only can they stop
    Yuri themselves, they can alter the outcome of the previous war!
    
    Opinion: This first mission is a lot longer than the Allied counterpart, but
    the layout of the map will be similar.
    
    As the Allies are making a futile attack on the Psychic Dominator, the Soviet
    fleet arrives. Ignore the Gattling Cannons, and use the Dreadnought to bomb the
    Grand Cannons. Once they are done with, send the Squid to attack two of the
    Destroyers, and use the Typhoons and Sea Scorpions to deal with the rest of the
    fleet.
    
    Once the entire Allied Navy is sunk, the Soviet Navy will depart and the
    Transports will drop off a squad of Soviet troops at the nearest dock. Included
    in this group is Boris, a commando that can kill Infantry with one attack, as
    well as being able to laser-designate any Structure to send in an Air Strike.
    He's also able to attack Armour, but he's not very good at it.
    
    Send them down towards the Time Machine, Capturing the Hospital on the way. The
    Time Machine is located in the southeast corner, and is guarded by Pillboxes.
    Use Boris to take them out. Once every Defence is destroyed, the Soviets will
    gain control of the Time Machine. Capture the Repair Bay nearby. Engineers will
    Paradrop into the scene. Yuri will also send in forces to Capture the Power
    Plants so search for as many Power Plants throughout the city as possible
    before Yuri can get his hands on them. The Allied patrols will attack his
    forces, but there will be many squads of Guardian GIs protecting most of the
    Power Plants. Search, destroy, and Capture.
    
    Once there is sufficient Power, the Time Machine will activate. Unfortunatley,
    the Soviets have traveled back in time too far (WAAAAAAAY too far!). Looks like
    the Soviets managed to see some dinosaurs! Use Boris to kill any T-Rex that
    attacks the Time Machine. After a while, the Soviets go forward in time to the
    Soviet invasion. The Soviet Base in this area is located where the Allied Time
    Machine was in the Allied Campaign. Recapture the Repair Bay and get to the
    Base. There is a Construction Yard, so build some Battle Bunkers to fend off
    Yuri's forces.
    
    Since Boris can't swim, get the Transport to the Base and get Boris inside
    (might as well bring a few other Units as well). Move towards Alcatraz Island,
    and dispatch Yuri's guards. Then use Boris to call in an Airstrike on the
    Psychic Dominator to end the mission.
    
    --------------
    4.22 >Deja Vu<
    --------------
    
    Location: Black Forest, Germany.
    Difficulty: Medium.
    Fun Factor: 9.
    Objectives:
    -Destroy the German Border camps.
    -Destroy Einstein's Labratory and Chronosphere.
    
    Notes: Terrain is exactly like the one in Mirage.
    
    Overview: The Soviets now know that the Chronosphere will be the Allies' key
    to defeating the Soviets. Knowing this, they will attack the Chronosphere, but
    with improved leadership!
    
    Opinion: The objectives and layout are exactly like in the Mirage mission, but
    takes place in Russian shoes. Another difference is that there's not three
    armies attacking Einstein's Base, but one with a supreme commander! Since the
    map is similar, this is just as fun as Mirage, but destroying Einstein's Lab is
    pretty depressing. Note that the Allies are capable of using Guardian GIs and
    Battle Fortresses. Rats!
    
    Use the V3s to take out the east and west Bases, and use the V3 to take out the
    Barrels in the central Base. Then Capture the Barracks. Get all Units to the
    central Base and start building.
    
    Make sure the entire Base is surrounded by Walls (but keep a little entry). The
    enemy will send in Spies, and squads of Infantry as well as their Mirage Tanks
    and Battle Fortresses. Go south to find the Ore Refinery, and Capture it.
    Secure it with Defences, since the Allies will attack here. Capture the Outpost
    too, and keep it safe with Flak Cannons and Tesla Coils. Secure all of the
    Bases with lots of Tesla Coils covering the entire area in case of a Chrono
    attack.
    
    Since there's resource Patches to the west and south of the Base, as well as
    the Captured Outpost areas, there's little worry for bankruptcy. Start pumping
    out Kirov Airships and Apocalypse Tanks (build the Industrial Plant first).
    When prepared, attack the main Allied Base. It's heavily defended, but the
    Defences will be taken care of by the V3s. When their base is destroyed,
    advance to Einstein's Base. He's also heavily defended by the Allies. Keep mass
    producing Armour and Infantry, and attack with many Kirovs. They'll be able to
    win the battle.
    
    -----------------
    4.23 >Brain Wash<
    -----------------
    
    Location: London, England.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Destroy the Psychic Beacon.
    -Destroy the Psychic Dominator.
    
    Notes: Tesla Tanks are introduced. The Allied Arsenal can be used.
    
    Overview: Now that the Allies have surrendered and the Soviets have won the
    war, Romanov is ecstatic. Since he's so happy, he forgets to brief on the
    mission. There is a Psychic Dominator located in London. It needs to be dealt
    with.
    
    Opinion: This map calls for urban warfare. Also, Yuri's Psychic Dominator is
    active in this area, so be quick.
    
    Before going to the Allied Base, Garrison the Conscripts in the Buildings next
    to each of the Bridges. Then send Boris and all of the Armour (except for the
    Terror Drones) to the east. Capture the Ore Refinery, and then destroy the
    Grinder and its Defences with Boris. Capture the nearby Oil Derricks.
    
    The Allied Base is to the north. Use the Transport to get to the dock on the
    other side of the river. Move the squad away from the Allied Base and then use
    Boris to destroy the Psychic Beacon. Once this is done, the Allies will come
    under Soviet command. There are also some Oil Derricks north of this position.
    
    Tanya will also come in. Also, the Allied War Factory can produce Tesla Tanks,
    which will be Boris and Tanya's support Units. Send them northeast towards
    Yuri's installation. Use Boris to destroy the Gattling Cannons and then move
    into the Base. Destroy all of Yuri's Bio Reactors to shut down the Cannons
    guarding his Dominator. Then use either Boris or Tanya to destroy that
    Structure!
    
    Once it is destroyed, bring down any of Yuri's remaining Units and Structures.
    
    -------------------------
    4.24 >Romanov on the Run<
    -------------------------
    
    Location: Casablanca, Morroco.
    Difficulty: Medium.
    Fun Factor: 7.
    Objectives:
    -Rescue Romanov.
    -Get Romanov to the Airport.
    -Romanov must survive.
    
    Notes: Demolition Trucks are introduced. Romanov can also be used.
    
    Overview: Romanov's plane has been shot down in Morroco. Yuri's forces are
    already advancing on his position. He needs to be rescued and evacuated.
    
    Opinion: Getting Romanov safe is a difficult process. The use of Attack Dogs
    and Terror Drones will be essential to dealing with the numerous Yuri Clones in
    this area. Yuri will also use Brutes, so use Terror Drones over Attack Dogs at
    most times.
    
    Set up the Base on the east side of the road. Then build Walls, Battle Bunkers,
    and Tesla Coils to secure this compound. Build up some Apocalypse Tanks along
    with Attack Dogs and Terror Drones. Yuri's Base up north is the immediate
    threat, so keep an eye out on that area.
    
    Romanov is in the Red House to the east. There are many Yuri Clones patrolling
    there, so send in Terror Drones to rip them apart. Get a Flak Track over there
    too. Once all the patrols are dead, Romanov will leave the building. Put him in
    the Flak Track and get him back to Base! LOTS of Yuri Clones will come pouring
    into the city and towards the Soviet Base.
    
    Liberating Romanov will also allow the construction of the Iron Curtain. Use it
    on Demo Trucks and then send them to the north Yuri Base to annihilate it.
    There are also Oil Derricks in that area. Beware of Yuri's Psychic Towers
    though, and don't even dream of getting near them! Fortunatley, there are none
    at this Base.
    
    Yuri will send waves of Units, but in the same pathways. Use Attack Dogs and
    Terror Drones to secure these areas, or use some Desolators and Deploy them to
    make that area Infantry-lethal. Use the Demo Trucks to clear out the city in
    front of the Bridge leading to the Airport. Use them also with the Iron Curtain
    to take out Yuri's Defences guarding the ramp (this is the only safe way to
    deal with his Psychic Towers). Then advance to his Base and wipe out every
    single Structure. Once done, get Romanov into a Flak Track and transport him to
    the Airport.
    
    ----------------------
    4.25 >Escape Velocity<
    ----------------------
    
    Location: Easter Island.
    Difficulty: Hard.
    Fun Factor: 6.
    Objectives:
    -Establish a Base.
    -Destroy Yuri's Submarine Pen.
    
    Notes: Siege Choppers and Terrorists are introduced.
    
    Overview: Yuri's Submarine Pen in Easter Island is a definite threat to Naval
    forces. It needs to be sunk.
    
    Opinion: Here, the Navy is key to victory. Yuri will use Boomers, so use Squids
    to scout out any areas for them. Yuri also has Statues much like buffed up
    Prism Towers, so destroy them too.
    
    There are three possible landing sites, shown on the Radar. I often choose the
    nearest, since it's closest to the starting point. Advance towards the site,
    clearing any Boomers on the way. Set up Base here, and Capture the two Oil
    Derricks. Plant some Defences near them to secure the entry points. Build up
    some Siege Choppers and Kirovs. Yuri has a few modified Statues, so use Kirovs
    to blow them up. Yuri also has a Base on the hill, so use Demo Trucks or
    anything else explosive to blow up his Structures. Build up lots of Typhoons,
    Squids, and Dreadnoughts.
    
    Yuri's Submarine Pen is located in the middle of the Island, which can only be
    accessed by a lone canal. Move the Navy to the eastern side of the island, and
    then secure the southern landing point (build an MCV there and build an Ore
    Refinery for more resources). Build a Naval Yard there. Keep building more
    Naval Units and then proceed west, then north to the canal. There's a Statue
    there, so use the Dreadnoughts to smack it down. To the docks, there are
    Gattling Cannons and many Boomers present. Use the Dreadnoughts to annihilate
    every single Cannon, and then finish off the Pen.
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-Setup your base in the northwest landing point - this has gems and is closest
    to the submarine pen.
    -Capture the oil derrick and build two battle bunkers + any other Defences you
    want around it.
    -Build a baracks on the cliff and keep building baracks and bunkers until you
    snake your way to the other side.
    -Line the edge facing the inside with bunkers - this will speed up your
    victory.
    -Build 3+ kirovs and line them up with Yuri's submarine pen.
    -Once you destroy it, every Yuri unit will attack you.
    -Move your fleet far from land and the boomers will never attack your base."
    
    This installation happens to be a space launch site!
    
    ------------------
    4.26 >To the Moon<
    ------------------
    
    Location: The Moon.
    Difficulty: Hard.
    Fun Factor: 8.
    Objectives:
    -Destroy Yuri's Command Centre.
    -Destroy Yuri's forces.
    
    Notes: Cosmonauts can be used.
    
    Overview: Since Yuri has landed on the moon, the Soviets must pursue and stop
    him at this location.
    
    Opinion: Since this is the Moon, the only types of Infantry available are
    Cosmonauts and Desolators (and Desolators are useless in this kind of battle).
    There are also no Resource Patches here, so use the money provided wisely!
    
    The best surface for Construction is to the east. Pump out Cosmonauts, Flak
    Tracks, and Apocalypse Tanks. Build some Defences around the Base too. Yuri
    will also use Cosmonauts, as well as Magnetrons and Masterminds, two deadly
    Units.
    
    Use Cosmonauts to take out the Psychic Towers guarding the Base to the
    northwest. Use the Tanks to destroy the Gattling Cannons and then destroy the
    rest of the Base to get a Crate full of Money.
    
    The second Base is to the further north and east. Do the same. The Cosmonauts
    are excellent fighters, but they are vulnerable to Anti-Air weapons. Yuri's
    Headquarters is at the very northeast corner, but his base spans across the
    northern edge of the Map.
    
    Likewise, try to build as many Apocalypse Tanks and Cosmonauts as possible.
    Then use them together to overcome Yuri's Defences and then annihilate his
    entire Base!
    
    -----------------
    4.27 >Head Games<
    -----------------
    
    Location: Transylvania.
    Difficulty: Insane!
    Fun Factor: 10.
    Objectives:
    -Destroy Yuri's Fortress.
    
    Notes: The Allied Arsenal can be used.
    
    Overview: Yuri has fallen back to his ancestral home in Transylvania. He has
    taken control of both a Soviet Army and an Allied Army with two seperate
    Psychic Beacons. His Fortress is heavily defended and has lots of Armour, so it
    will take some superior decisiveness to defeat him once and for all!
    
    Opinion: Since Yuri has every single Tech Tree under his control, he'll be able
    to combine these technologies. The Psychic Beacons MUST be destroyed to allow
    control over the two armies once again.
    
    Set up shop here. In the southeastern corner is some Demo Trucks and
    Terrorists. When they are found, more Demo Trucks and Terrorists can be
    produced. There's also a Grinder north of that position, as well as a Secret
    Lab. Destroy the Grinder and take the Crate. With the Secret Lab Captured,
    build a Grand Cannon as well as many Tesla Coils. There's also a Grinder to
    the west. The Soviet Base is located to the northeast and the Allied Base is at
    the northwest. They'll be able to flank our heroes and attack with little
    mercy!
    
    To deal with the flanking Bases, use a Nuke on the Soviet Base's Beacon. That
    Soviet Base will now fall under righteous control. No new technologies are
    acquired, but at least now the eastern entrance to Yuri's Base will be secure.
    Build a Grand Cannon to be able to rattle the cage of the eastern side of
    Yuri's Base (getting some Siege Choppers there wouldn't hurt either). Use
    another Nuclear Missile to take out the Beacon in the Allied Base. The Grand
    Cannons will hopefully be able to destroy both the Psychic Dominator and
    Genetic Mutator in Yuri's Main Base.
    
    Now that both the Allied and Soviet Bases surrounding Yuri's are now friendly,
    Yuri can only send his forces through the centre passage to attack the first
    Base. Build up everything, and use Superweapons, Kirovs, and anything else to
    smash his Base (don't get too close to his Psychic Towers though).
    
    Yuri's Fortress is so tough that it can take a blast from the Nuke without much
    scratches! To destroy his Fortress, remove every single one of his Structures
    near it and then use a Navy SEAL to blow it up.
    
    Here's an alternate strategy submitted by an anonymous contributor:
    
    "-You only need to take the Allied base and spam Prism Tanks to win this.
    -Alternatively, take the Soviet base and spam Kirovs.
    -If you really want to take both bases, Nuke the Allied Beacon and deploy some
    Seige Choppers to take out the Soviet Beacon."
    
    Yuri attempts to use the Time Machine to save himself, but fortunatley, Zofia
    has charged up the Time Machine too much so that Yuri would be stuck in the
    Jurrassic Era forever (and devoured by a carnivorious dino). The Soviets are in
    total power of the world now...
    
    -----------------
    5.0 >Multiplayer<
    -----------------
    Multiplayer is a mode where random people can play in random maps with random
    teams! Things can get really frantic and fun! Some maps are even based on
    Single Player missions!
    
    --------------
    5.1 >Skirmish<
    --------------
    Ordinary practice for non-ordinary multiplayer matches. All Nations can be
    used, each of them having their own unique Unit/Structure/Ability. Yuri's
    Revenge Features the new Yuri Army, and the ability to select starting
    locations and starting teams.
    
    Here are the options:
    
    -Short Game: If all of the Structures owned by a Player are destroyed (not
    counting Tech Structures), then that Player is defeated.
    
    -MCV Repacks: The ability to redeploy an MCV and put it somewhere else. To
    redeploy an MCV, select a Construction Yard, and Deploy it to turn it back into
    an MCV.
    
    -Build at Ally Construction Yards: Allows players to build near their partnerss
    Structures.
    
    -Crates: Allows the random appearances of Crates on the battlefield.
    
    -Superweapons: Allows Superweapons to be built.
    
    -Shroud regrows: Allows the Fog of War.
    
    Here are the game modes:
    
    -Battle: A standard battle where Teams can be made.
    
    -Free for All: A battle without Teams and every player battling for nobody but
    themselves.
    
    -Team Battle: A battle with Teams that play on maps designed for Teams.
    
    ----------
    5.2 >Maps<
    ----------
    There are many default Maps that can be used. However, more maps can be created
    randomly with the Mapmaker provided in the game. The Maps created can also be
    saved for later use. Tech Structures also appear in these Maps.
    
    The characteristics are:
    
    -Resource amount.
    -Size.
    -Player capacity.
    -Map design.
    -Time.
    -Climate.
    
    The Map designs are:
    -Continent.
    -Team Continents.
    
    The Times are:
    -Morning.
    -Afternoon.
    -Dusk.
    -Night.
    
    The Climates are:
    -Temperate.
    -Polar.
    
    There's also an option called "Surprise Me". This randomizes all of the
    characteristics of the Map that will be created.
    
    Maps can also be created with a tool that I have yet to find out about. Coming
    Soon!
    
    ---------
    5.3 >LAN<
    ---------
    COMING SOON!
    
    ------------
    5.4 >Online<
    ------------
    COMING SOON!
    
    
    ===================
    6.0 >And the Rest!<
    ===================
    
    All of this will cover up the rest of the guide.
    
    
    -----------
    6.1 >F.A.Q<
    -----------
    
    Q: I only want to get a certain part of this guide! What can I do?
    A: Select what's necessary and then right click and click on copy (or select
    and then press control C). Then go to some other word document, right click,
    and paste (or press control V). Print away!
    
    Q: I want to contribute to this guide by writing some information for it!
    A: Go right ahead. E-mail me at boocatcher5(@)hotmail(.)com (omit the
    brackets).
    
    Be free to e-mail me some more questions. Rules for it are explained below.
    
    -----------------
    6.2 >Email Guide<
    -----------------
    
    Here are some ground rules for sending me e-mails.
    
    1. Spell correctly with good grammar.
    
    2. Donít ask something thatís already inside this guide.
    
    3. Try to make your strategy neat, because I will directly take your strategy
    from your E-mail. Also, pressing enter at the end of each line would help.
    
    4. Donít forget about the subject (Red Alert 2)! Then I will know what the
    topic is about.
    
    5. Don't ever try to contact me through a messenger program. Ever.
    
    6. If there's an error or a vital note for the guide missing, please inform me
    of it immediatley.
    
    7. If you're going to criticize my guide, please leave some constructive
    criticism.
    
    8. Don't forget to leave your nickname so that I can put it on the credits!
    
    Just give me these things if you want to contact me about the guide.
    
    1. Strategies on incomplete stuff.
    
    2. Additional FAQs.
    
    3. Notable glitches.
    
    4. Other stuff to make this guide interesting.
    
    Here's a list of things not to send me (I will block whoever sends me the
    following):
    -Spam
    -Death Threats
    -Invitations to Facebook, Myspace, any kind of blogging websites (because I
    never use them)
    
    ------------------
    6.3 >Website List<
    ------------------
    This is a list of the Websites that this guide is available to:
    
    -GameFAQs.
    -GameSpot.
    -Neoseeker.
    -MMGN.
    -Super Cheats.
    
    -------------
    6.4 >Credits<
    -------------
    
    -Me, the Author.
    -Fatbird for the Chrono Storm and Trick or Treaty tidbits.
    -Franco Abrina for the Trick or Treaty strategy.
    -SIUnit for the Last Chance, Deep Sea, and Chrono Storm strategies.
    -Kerplunk47 for the Hail to the Chief strategy.
    -An anonymous contributor for the various strategies.
    -Glass Giant for the ASCII art program.
    -Westwood Studios and EA Games for the game itself.
    -GameFAQs for uploading this guide.
    
    ----------------------
    6.5 >Legal Disclaimer<
    ----------------------
    
    Copyright 2011 Brett Sim
    
    This may be not rewritten under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without permission before so. Use of this guide on any other web site or as a
    part of any public display is strictly, indisputably prohibited, and a
    violation of copyright.
    
    Failure to comply with the above terms can result in a lawsuit.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    If you wish to get some information from this guide, they must be confirmed and
    chosen by the author, Raining Metal.
    
    If you do not agree with the terms here, you should not use this guide any
    further.
    
    Thank You.

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