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    FAQ/Walkthrough by FullBurst41

    Version: 1.8 | Updated: 01/27/02 | Printable Version | Search This Guide

    
    
    \\\\\\\\\\\\\\-----COMMAND & CONQUER--------\\\\\\\\\\\\\\\\\\\
    
    
    Red Alert 2 FAQ/STRATEGY GUIDE.
    
    ____The whole world must fall to the Soviets, and nothing will stop the
    rage that we unleash...
    
    
    Version Information
    -------------------
    V1.1.
    I added some stuff from Scott Batass (aparently, he's a veteran player).
    I've
    also finished up the advanced strategies for the Allied Forces and the
    Soviets. Please mail any strategies/hints/sugestions/junk you have to me at
    bloodfreak@hotmail.com (can't say it enough).
    I will also make a walkthrough for the game with a lot of different
    strategies
    from a lot of people (at least I hope there are people out there who want to
    cooperate). This way I want to make sure that everyone finds the strategy to
    his liking.
    
    
    Version 1.2.
    -----------
    Well, I added the first big part of my Allied Walkthrough, and added a
    complete Allied Walkthrough from Scott Batass (it's real good, a must read
    if
    I can say so myself). I'll add the finishing parts of mine in the next
    weekend, in school we have some last minute tests before the exams. Also,
    I am
    waiting for anybody else who wants to see his mission walkthroughs in this
    FAQ. Just send them over to bloodfreak@hotmail.com, and you'll earn an
    honorable place withing this document, and you'll earn credits of course
    (ahem). I hope to sttart the Soviet Walkthrough in the next update, and
    finish
    it before my exams; I hate to leave something unfinished for long. After the
    walkthroughs, I will get back to the main point of this FAQ, strategies. I
    have some stuff to add, but I really am running out of time, but when the
    vacations kick in, you may certainly expect a lot of updates to thsi FAQ.
    See
    ya next time.
    
    Version 1.3.
    ------------
    So, looks like we see eachother again for another update to thsi FAQ. I said
    I'd wait for the walkthrough to be finished completely before moving on with
    other sections, bt I just oculdn't resist the temptation to start writing
    other
    things as well, which lead to a BAD test result in school, but I don't mind
    anyway. Okay, so I finished the Allied Walkthrough, and I'm getting through
    the Soviet one, I will try my best to finish it in the next update.
    
    Version 1.4.
    -----------
    So, exams are finally done, and as you may notice, I've become even worse
    in
    English since the exams, even though it was my last. Now, aditions include:
    - Continuing of the walkthrough for the Soviets.
    - Added a guide from Red Alert 2 Den (and yes I got permission!)
    - Read the FAQ to take out some severe errors. It's certainly not
    error-free,
    but it is a little better now.
    So, since it's Christmas, it means I'll have 2 weeks vacation, so I'll
    be working a little further, but you have to know that Red Alert 2 is not
    the
    only game that I play. I'm also deeply in love with Diablo II (I've
    developed
    a bizarre manner of playing, but it helps heaps. I'm not going to write a
    guide for it, but it is still a good game, good enough to play it. Now don't
    worry, you'll still get your updates, and my quest continues to finish up
    the
    Soviet walkthrough. There's also a Naval War section coming up. I'll come
    up
    with more unique multiplayer mode strategies, aswell as updating the
    existing
    ones. So, as you can see, I'm still not finished with things. And as the
    time
    doesn't stand still, I'll come up with new things, I've still got to add
    some
    stuff that I forgot/overlooked, aswell as (here comes the interesting part)
    add all the strategies I received by mail, which will happen next update.
    See you all in a short while!
    PS: Since it is vacation, I'm going to buy a new game, maybe two. I'm not
    sure
    which one, but it will probably be an action game. I'm considering the spy-
    shooter No One Lives Forever, but I need someone that has played the
    Technology Demo, because for some reason, the game ran so damn bad,
    and the
    colors were so fluffy, I couldn't get far! I want to know if everybody had
    this, aswell as knowing if this is better in the full version (of course it
    is, but better be safe than sorry). On the other hand, Project IGI looks
    good,
    but it seems to be less atractive in my point of view, I just like the
    Austin
    Powers-style game that NOLF is, it'snot all funny (some scenes have that
    old-
    school jokes in them), but it is just cool when someone compliments you by
    saying "You're new here aren't you? If you weren't, I'd certainly remember!"
    His wife was a little upset but still. There are a lot of conversations, and
    riding on a motorbike or snowmobile sounds kind of cool. Three months ago,
    I'd
    say that my buy would be Renegade, but since it is delayed again, I'll have
    to
    wait some more. I'll certainly buy it though. So, anyone willing to give me
    some info and talk about with me, please mail me at
    bloodfreak@hotmail.com.
    But this is a Red Alert 2 FAQ right? So, let's get to work now.
    
    Version 1.5.
    -----------
    Just a small update, with a great potential, just to make the crowd happy!
    Happy now? It's quite demolirising to know that I seem to be the only guy
    here updating his Red Alert 2 FAQ. No competition, no fun, not anything, no
    amusement reading other stuff that you haven't read before, it's getting
    borring... Booooorrrrrrriiiing. Maybe I can do a new section: Red Alert 2
    GameFAQs message board log. That would be cool, but I don't think CjayC
    would quite aprove with that, and I can certainly understand that...... some
    nerdy idiot comes rippin' off your board stuff!
    So, what's new??? Well, basically nothing helpful, which means that I'm
    going to write down, and add the walkthrough for the Soviets to the next
    version, unless something crosses my mind that I think is more important.
    I've added the special units who you can only obtain by infiltrating Battle
    Labs (I'm really sorry that I forgot to add these), and I also added the
    DeeZire mod section, which will detail everything about DeeZire. The first
    things are already there, all nits for the allied, and partially for the
    Soviets. I
    think DeeZireis the most well-known RA2 mod, and probably still the most
    professional. I'm not saying that other mods suck, some are real cool, but I
    think this thing has something extra. Now, I won't write a walkthrough for
    the
    Ant missions until I get it myself, I don't know when that will be, because
    I've
    been having some trouble staying away from the GameFAQs message
    boards. I haven't surfed a lot other than that. So, don't kill me if it
    doesn't
    come soon, I also have to get up the courage to download the darn thing,
    it's
    so big... Anyways, I bought NOLF, so I don't need to know that NOLF is a
    great game and stuff, I found that out the minute I started playing. And IGI
    is
    just plain crap IMHO, just get your hands on Delta Force, Rainbow Six:
    Rogue Spear or SWAT 3: Elite Edition, and you'll have far better games than
    Project IGI, jsut a hint. your e-mails are still welcome, and I'll do my
    best
    to
    reply stuff.
    You know what, I'll do it this way. All the questions relating the game that
    I
    get now, will be answered in a specific section of the FAQ (something like
    Frequently Asked Questions, although it isn't asked Frequently to me), so
    I'm
    sure that everyone gets my reply. Of course, I won't reply messages (in the
    FAQ that is) that are already answered in this doc. some people seem to just
    ask something that is clearly writen here. Please, try to avoid such things,
    and
    make sure you are reading the latest version which can always be found at
    http://www.gamefaqs.com, thank you!
    Something else now, someone asked me to chat with him sometime and
    everybody else that would like to, you can always find me on the GameFAQs
    message board in the weekend, or go get mIRC. I usually stick around to
    #newbies right now, it is the "Lamers channel", so now since I come up ther
    I'm a lamer? Well, I just come up there because people ask you silly
    questions, that's it (what stupid reason is that). My local time here, is
    one
    hour past GMT, so if that can help you... Local time, I'm mostly up ther at
    10:00 AM Saturday or Sunday, but until I get cable, I can't garantee you'll
    see me there. When I do have cable however, it will be soemthing like this:
    coming home from school, doing homework and then go online, smash in
    the channel and buzz around! I hope they hit their deadline this time, or
    I'll
    slit their throats!
    
    Version 1.6.
    ------------
    So, this is a little weird. I think I had a nerve breakdown or something. i
    made a version just written full of crap that may or may not be happening,
    and I don't even bother posting it! Well, I still think the update was too
    small,
    so I will be sending this one to CJayC.
    Okay, I hope that was clear. anyways, I did what I said about the Soviet
    walkthrough, it's done. I've writen up the first part of the strategies for
    DeeZire, and I've finished the Soviet unit description of course. The day
    this
    FAQ reaches GameFAQs, that will probably be Friday, I will start making all
    my e-mails in text and ready to put in. I'm really sorry for the REAAAAL
    long
    wait, but I'm only a FAQ author, and that doesn't mean I'm superior or
    something. Everybody can write a FAQ, I'm the living example of that. Firday
    is a very busy day, I'm going to a friend who has cable, and a few nerds
    over
    at the message boards will have it!!! They'll f*ckin' have it! Die bithces,
    bastards, pets, this puppy is lucky I didn't blast his ass yet! Okay, now
    htat
    ain't quite original (fans will know that, sorry, jsut found it real cool).
    Oh yeah,
    and there's one thing I wanted to say to someone fro Holland who mailed
    me, but I'm certain if I replied him. anywy, here's the answer:
    I can't help you with any savegames. Not because I don't have them, but
    firstly, they probably won't work on your computer, and secondly, I don't
    know if the version of the game has anything to do with it, but I think it
    does,
    and since you do't have the all-around savegame, that means that you're
    below version 1.002. Bad lcuk, but you can always try to find some on the
    Internet, I know there are some out there.
    Okay, that said, I hope you enjoy this version.
    
    Version 1.8
    ----------
    HAHAHAHAHA! Now I got you didn't I? I knew you guys thought I was dead, hell 
    I thought so myself. WTF have I been doing here? I was going to put all 
    stuff in text, next day I discover this game err what's it called again? 
    Operation Flashpoint ya. So I write a Demo FAQ fr that, and now whagt? It's 
    september 2001, it won't be too long before it's exactly one year since this 
    FAQ was posted... and I'm far from finished it seems. Nothing really new 
    from me though, it's all from a bud of mine, well bud ... yeah bud! He's 
    called William DeLaschmit or somethi', his name is correctly shown in the 
    walkthrough though. :) Anyways, he sent me a Soviet walkthrough, and it's 
    all in here! CHECK IT OUTTTTTT!
    
    ATTENTION TO ALL PEOPLE STILL READING AND STILL WONDERING ABOUT 
    CONTRIBUTIONS:
    
    I'd like to shed some tears with you, not only because so many people died 
    and so many others were left without friends and family, but also because 
    I'm such a lazy asshole. Well in fact I'm not, beecause believe it or not, 
    but I've got another reason t hide behind. Since June 18th 200A, my internet 
    access was suddenly, shall we say, ZERO. I formatted my hard disk, not 
    knowing that some idiot who put some stupid modem into my PC, made it a real 
    weird modem! So there I am, getting so much e-mails, losing so many, not 
    even knowing what's in them, then finding out the site I worked for is out, 
    then finding out I'm without a job, then finding out that some stupid IRC 
    server gets a new bot, so no longer Operator, then find out that some idiot 
    named Armourdave decides to be hero and declare holy war on me, then find 
    out ... I need some destraction. I dived back into Red Alert 2. hell I 
    didn't even have this FAQ anymore, I had to go over to GameFAQs.com to get 
    it!
    
    
    
    
    
    [TABLE OF CONTENTS]
    \------------------\
    1) Introduction
    2) What is Red Alert 2 - Game Features
    3) Allied Units/structures/specials
    4) Soviet Units/Structures/specials
    5) Tactical information on units/structures/specials
    6) Main defensive tips for Allies
    7) Main offensive tips for Allies
    8) Main defensive tips for Soviets
    9) Main offensive tips for Soviets.
    10) Advanced strategies
    10.1) Allies
    10.2) Soviets
    11) Mission Walkthroughs
    11.1. My Walkthroughs
    11.2. Reader Walkthroughs
    11.2.1. Scott Batass' walkthroughs
    11.2.2 Will's Allied Walkthrough
    11.2.3 Will's walkthrough for Soviet Union.
    11.3. Miscelanious walkthroughs
    12) Special Muoltiplayer modes.
    12.1. Unholy Alliance strategies.
    12.2. Red Alert 2 DeeZire strategies.
    13) Contact Information
    14) Credits
    
    \----------------------------------------------------------------------------\
    1) Intorduction.
    \---------------\
    Hi guys, here's a strategy guide for the awesome game Command &
    Conquer: Red Alert 2. For the
    moment you can find all the things you need to know about Red Alert 2,
    and how to strategically make your enemies angry, paranoid, distracted
    and the like. Never forget: Your best defense is offense, but don't
    compromise your defensive strength because you want to attack. Try to
    take your time and hope the enemy isn't too quick about it either. If he is,
    make an efficient attack force, and strike back (just to scare him or to
    damage him in the early stages of the game).
    
    You can use strategies in this guide in the campaigns, but certain missions
    only give you certain units to build, and strategies listed here mostly use
    all
    types of units, so in the first mission, you won't be able to do a lot with
    these missions. I'm sure there is/there'll be a good guide for this, in the
    mean time, I'm working on one of my own. You may be sure that there'll be
    a Primagames Unofficial strategy guide, or one of those superb Game
    Guides of IGN!
    
    I hope you like this FAQ, if not, tell me what's wrong. Also, if anybody
    wants to contribute to this FAQ, you are more than welcome! Just mail your
    additions to: bloodfreak@hotmail.com, and use Red Alert 2 FAQ as you
    subject, thank you. I'm trying to make this guide as big and as precise as
    possible (well that Walkthrough should help a bit). Okay, so without further
    addo, let's start.
    
    
    --------------------------------------
    2) What is Red Alert 2 - Game features.
    \-------------------------------------\
    Alright, here's the section where the newbies will find some info about this
    game, and of course my personal review. Also I'll go a little deeper into
    the
    game features of Command & Conquer: Red Alert 2.
    
    
    First we need to look back a bit, to the very well-known Red Alert, the
    original. It begins when Einstein and an assistant make a time machine to
    teleport back in time, and prevent WWII from happening. They suceed in
    killing Hitler, but instead of WWII, there is an even bigger threat about to
    overrun the world: The Soviet Empire commanded by Stalin. Their tanks
    roll into the nearby countries and take them over without problem. Allied
    powers know that they have to act against this threat. There's only one
    problem, they lack the firepower to pose a big threat to the Soviets. The
    Allies rely on long-range assaults and quick air strikes, while the Soviets
    try
    to demolish the Allies with brute force, even with atomic weapons. After a
    long strugle, the Allies manage to kill Stalin and end the war. They choose
    a dictator, Romanov, to control and rebuild the Soviet remains. However,
    Romanov builds up the Soviet army and makes it stronger than ever. He
    plans on striking directly in the United States. Using his Cloning Vats he
    makes new soldiers faster than ever. They quickly overrun the surprised
    Allies, and they have to rely on newly developed technology to defend
    themselves...   And that's where the game starts. Are you up to it?
    
    So what are some cool features of Red Alert 2 you ask? Well, first off, the
    camera is zoomed in much closer than in Tiberian Sun, which means
    cooler gameplay, and better graphics. On a sidenote, I was impressed with
    the minimum system requirements for a Command & Conquer RTS....
    Anyways, you'll fight in real-life locations now, no more "Where the hell am
    I?????"-quistions. You'll be able to fight in New York, Paris, Texas,
    Chicago, Washington, somewhere in Germany I believe (I'm not that far
    yet...), and Siberia. Sounds pretty cool. Add to that, there's cars, a lot
    more
    buildings, and better gameplay rules if you ask me. I'll get to that a
    little
    later. The sound has gotten a lot of improvement, you'll now hear "sounds
    of the enviroment", which means birds, tanks, infantry marching, cows
    making that anoying noise and so on. Multiplayer has gotten some
    improvement as well. First you've got "Unholy Alliance", which gives you
    both an Allied and a Soviet MCV. VERY NICE. Here you have to be kind of
    strategic, since where for example the Allied lacks heavy armor, the
    Soviets make up for that nicely. So you'll have to work with deceptions and
    direct assaults while your enemies are occupied elsewhere. I'll cover this
    in
    the appropriate sections. Further more there are modes like naval war
    (you're left on a small island and you're enemy is on an other island", Land
    Rush (you start in a completely revealed map) and Meatgrinder (you can
    mainly use infantry and tanks). And IGNPC gives it a 9.3, so what are you
    waiting for (they won't lie about it...).
    
    --------------------------------------
    3. The Allied Forces
    \------------------\
    Units
    -----
    Infantry
    --------
    GI Soldier
    ----------
    Description: A well-trained infantryman with a powerful machinegun. He's
    more than a match for the Russian Conscript. He can deploy his
    machinegun and hold is ground, or you could place him in a building
    (yeah!!! Why not the McBurger Kong in the first missions?). When you
    "garrison" your GI, he will stay in the building and fire at anything that
    passes. This adds to the already massive strategic planning you need to
    do. This is especially handy as your infantrymen can take potshots at the
    marauding enemy forces, weakening them before they reach your base.
    And they aren't too expensive as well. What I'm trying to say is: DO NOT
    OVERLOOK THESE GUYS!
    Weapon: .50 Caliber Machinegun
    
    
    Attack Dog
    ----------
    Description: These are the infantry killing machines. One attack and even
    Tanya will be toast. They are pretty fast compared to most infantry and they
    can sniff out spies for you (assuming your enemy is Allied or you are
    playing Unholy Alliance). Always keep some in your base. They'll kill the
    Engineers that try to sneak in and capture some buildings. I've had it
    happen once and it isn't pretty (lucky enough for me he took only my Power
    Plant, I was able to kill his 4 companions).
    
    
    Rocketeer
    ---------
    Description: You can call these guys the Jump Jet infantry of Tiberian Sun,
    they're only a lot cooler if you ask me. I only found them useful in one
    department: to weaken approaching attack forces. Soviets mostly send
    heavy tank assaults to make you shiver. Just send a dozen Rocketeers to
    them, and half of them will be destroyed when they reach your base. Their
    weapons aren't impressive if you ask me, they're just good help.
    Weapon: Light Machinegun
    
    
    Chrono Legionnaire
    -----------------
    Description: This one can be a real pain in the butt. What he does is wipe
    the enemy units you target from the map. The only problems are that he
    ain't strong and that he doesn't fire fast. So, keep these guys safe and
    victory might just be much easier...
    Weapon: Chrono Rifle (or something like that)
    
    
    Engineer
    --------
    Description: This goon returns to the party, with some nasty upgrades. He
    hasn't gained the speed yet hehe, but he can do a butt load of things.
    First, he can take over an enemy building and turn it to your side.
    Secondly, he can repair your own structures. Just send him inside and he'll
    repair it for you.
    Thirdly, he can repair a destroyed bridge. You'll have to send him into the
    bridge control station. Once that is done, it will be safe to move along
    your
    units.
    Also, he can capture Tech buildings (airports, Oil Derricks, Outposts,
    hospitals, etc.), to help you in your efforts. This can prove very useful in
    the
    heat of battle. By supplying you with a steady flow of cash, paratroopers,
    free healing, repair etc. you could easily turn the tides on the enemy and
    kill
    him off. You can also capture normal houses and other civilian buildings.
    Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any
    explosive threats that you might encounter. This makes him the ideal
    weapon against Crazy Ivan's terrorism.
    The only drawback is that you will lose your engineers in most of these
    cases (except for the bomb defusing that is).
    Weapon: Defuse kit
    
    
    Tanya
    -----
    Description: Your ideal special agent, Tanya will perform her duties quite
    nicely. She has a woopin' amount of firepower with her, and she can handle
    infantry attacks very well. Just don't use her against armored units, she'll
    probably die. Structures however, are very popular targets for Tanya. She
    just plants a C4 charge and destroys it in one blow. VERY EFFECTIVE. If
    you are lucky, the AI won't have much of defenses, and when the time
    comes that he threatens to destroy/harm you, just send Tanya in and clean
    out the super weapons. I've actually done it several times and it performs
    nicely!
    Weapon: Dual Colt45 pistols and C4 charges
    
    
    Spy
    ---
    Description: This one is vital to your strategy. In Red Alert, your spy
    could
    do a handful of things, but in my opinion it is much harder to discover a
    spy
    in RA2 than it was in the original. Still the best defense would be to place
    your dogs in Guard mode. A spy can do much more this time. Here's a
    rundown.
    1) Get him into a refinery and he will steal some cash for you!
    2) Get him into the Power Plant and he will shut off the power for 1 minute
    (VERY useful)
    3) Get him into your enemy Radar Tower/Air Force Command HQ and he
    will reset the shroud.
    4) Get him into the Barracks/War Factory and he will make your units
    Veteran.
    5) Get him into the Battle Lab and he will offer you a new unit to build.
    6) Get him into a super weapon, and he will reset the countdwon (VERY,
    VERY useful!)
    Just don't come to close to enemy Guard Dogs, as they will sniff out your
    spies pretty quickly.
    Psychic units, such as Yuri can also detect spies, aswell as the Psychic
    Sensor.
    
    
    
    
    
    Vehicles
    --------
    Chrono Miner
    ------------
    Description: Without this, you'll die. That is the simplest description that
    I
    can give you. For old-school Command & Conquer players, you can call it
    the Harvester, but with extra teleportation ability. It has to drive to the
    Ore
    fields but it can teleport back to your base. This spares a lot of time, and
    you don't have to build that many to have a steady flow of cash! It doesn't
    have any weapons like its Soviet counterpart. It can crush infantry of
    course.
    
    
    Grizzly Battle Tank
    ------------------
    Description: This is the main armor unit of the Allies. It has heavy armor,
    good strength and good firepower, however the Soviets Heavy Tank is
    better in every aspect but speed. It will certainly be the bulk of your
    forces
    in the whole game. In my opinion, it goes pretty fast for a tank. The nice
    thing is, because of its cheapness, you can send wave after wave of them
    to assault the enemy base. While you're first wave is attacking, you start
    building another wave. It should be almost or even completely finished
    when your tanks are destroyed. You must make sure that you have a
    constant flow of cash though. Capture an Oil Derrick, or build a bunch of
    extra Ore Miners to give fast money.
    Weapon: 105mm Cannon
    
    
    Infantry Fighting Vehicle (IFV)
    ------------------------------
    Description: Just your plain old APC. But this time, there are some special
    forms of the IFV. First of all, it can only carry one infantry unit. It's
    like
    a nice
    sports car for your men hehehe. You can produce regular IFV that you pump
    full of
    infantry. These have some weapons (including the infantry's weapons of
    course), but you can also produce a Repair IFV, which functions a little
    like
    the MRV in TS. You send it to a unit and your IFV will repair it. It has its
    uses, but personally, I'd go with the Chopper. Just for those who can't
    figger
    it out, you have to put an Engineer in the IFV to make it a REpair IFV.
    Also, I've received some very nice tips from Scott Batass about what you
    can do with an IFV (I usually only use them to transport infantry to the
    destination, unload and then use them as support fire). He has the following
    combinations:
    - IFV +Tesla Trooper (if you can manage it) =Tesla Tank (acording to him, it
    has better range, but I didn't really feel like that, anyaways..)
    - IFV + Crazy Ivan/SEAL (campaign only!) =Demolition Truck (YEAH
    BABY!!!!!)
    - IFV + Yuri =IFV taht fires a Psychic wave (not all that useful)
    - IFV + Desolator =fires radiation weapon (good anti-infntry weapon,
    otherwise its just crap!!)
    - IFV + Flak Trooper =Well, I'd like to call it the Goalkeeper. It fires
    flak
    very
    quicly, and it gives the feeling of having a real anti-aircraft weapon that
    is
    used on Carriers (yeah! Where's the Goalkeeper on the Carrier for the
    Allies!)
    - IFV + Chrono Legionaire =Chrono IFV. They fire the Chrono Rifles and
    indeed fire a little faster then the normal Legionaires.
    - IFV + Attack Dog =These kill spies you know, looks like those dogs have
    good noses hehehe.
    Major thanks to Scott for this one!
    Weapon: Missiles +infantry fire
    
    
    Prism Tank
    ----------
    Description: You could describe it as "a Prism Tower on wheels". It isn't
    very strong, but it is very destructive. They are best used as heavy
    defense, or as supporting unit in the assault on the enemy base. They pack
    quite a punch, but heavy units can still destroy it.
    Weapon: Mobile Prism Cannon
    
    
    Mirage Tank
    -----------
    Description This one is pretty interesting,  I like to refer to it as the
    Shape
    shifting Tank. It can mask itself in things like a tree for example. This is
    the
    best ambush-unit in the game in my opinion. Just have a group of them
    mask themselves, let the enemies strike force go by and do some
    backstabbin'! It's gun is quite powerful, but I didn't find its offensive
    capabilities very good. They can be used as a last line of defense if you
    want. Still, they're very good against infantry and can destroy light
    vehicles
    in
    a few shots (good against those V3s!). If ou can mass some together, it will
    be safe to attack heavier tanks and even apocalypse tanks, which will give
    you some quick elite tanks. They're also ideal against Terror Drones, they
    can take them down in one shot, so be sure touse them.
    Weapon: Mirage Gun
    
    
    MCV (Mobile Construction Vehicle)
    ---------------------------------
    Description: This slow but strong unit is something you wouldn't want to
    lose in the beginning of a match. It probably won't happen but it is still a
    very painful thing... thrust me on this one. It is wise to build a second
    MCV
    and even a third, just in case the enemy turns nasty. The best thing is to
    make multiple, individual bases. I had an interesting strategy for TS. I
    haven't had a lot of time to test it here, but I think it will work out just
    fine. I'll
    cover it in the appropriate section.
    Weapon: NOTHING!!!
    
    
    
    
    Air Units
    ---------
    Harrier
    -------
    Description: Ahhh, one of my favorite units in the game. They are pretty
    fast, they are very destructive and the Flak Cannons sometimes have a
    hard time shooting at 'em. They are the Harriers. To ensure your success
    you'll have to build a ton of them. A full squadron of 12 would be
    advisable,
    you never know what kind of resistance you run into. There Air-to-ground
    missiles are very powerful, bringing a structure down in about 2 hits. Be
    sure to break your squadron in groups of about 4, and let them attack
    individual targets. This works most of the time, for me at least. Follow up
    your air strike with a large taskforce and your enemy will be powerless.
    Weapon: Maverick Air-to-Ground missiles
    
    
    Night Hawk Transport Helicopter
    -------------------------------
    Description: My favorite transport. I usually attack approaching vehicles
    with them, as they have unlimited bullets, and in packs they can pack quite
    a punch (man I'm getting sick of that "pack"). They can hold up to 5
    infantry
    units and deliver them anywhere you want (if he can land anywhere near it
    that is). This is handy if you want to give your enemy a "Tanya Rush". Just
    load her into the Chopper together with some GIs or Engineers, deliver her
    just outside the most undefended part of your enemy's base, and blow
    up/capture some stuff!  Be advised however, as there seems to be
    something wrong with the game. Once I attacked an enemy group of
    Conscripts and suddenly they began to fire at me. It is logical that people
    with machineguns can fire at helicopters, it just never happened to me in a
    Command & Conquer game yet.
    Weapon: Blackhawk Chaingun
    
    
    F/A-18 Hornet
    -------------
    Descriptions: You won't actually be able to control them, but they will be
    your best friends on the battlefield. You'll have to build an Aircraft
    Carrier
    (assuming there is water on the map you're currently on), and give it a
    target to attack. The Carrier will launch its Hornets, and they will move to
    the
    target at a nice speed, and demolish it. It is best if you have multiple
    carriers, because the hornets have to return and rearm before you can
    launch them again. You can target their Construction Yard and Service
    Depot at the same time (probably destroying them), making your enemy
    mad. He will not be able to build another MCV (if he didn't do that
    already).
    Weapon: Some kind of Rocket Pots.
    
    
    
    
    Naval Units
    -----------
    Amphibious Transport
    --------------------
    Description: A must-have if you are stuck, having to sail over ships to
    attack
    your enemy. They're not incredibly fast like in the original Red Alert, but
    they can deliver wave after wave of tanks, that if co-coordinated well, will
    eventually destroy your enemy. This combined with support fire from your
    warships, will without a doubt destroy your foe(s). Not that they're not
    useful
    over land. They're just as useful. It's just not remarkable, I just
    overlooked
    them the first few times I could build them!
    
    
    Dolphin
    --------
    Description: I overlooked these at first, but they're ideal when fighting
    over
    water. They can destroy Giant Squids and subs easily, but are also ideal
    for freeing ships of the grip of the Squids. They have a weird sonic device
    that you could resemble a bit with the Disruptor from TS.
    Weapon: Sonic Pulse
    
    
    Destroyer
    ---------
    Description: This is your basic warship. Or not eh. It has a heavy cannon
    and to combat those annoying typhoons, the Destroyer is equipped with
    anti-submarine warfare helicopters. These do the job of killing the subs
    quite well if you ask me. It is a good vessel to assault defensive
    structures
    as well as infantry. I found it less effective against tanks and heavily
    armored units.
    Weapon: 155mm cannon +ASW helicopters
    
    
    Aegis Cruiser
    -------------
    Description: This one can be very effective. It fires SAMs in a rapid rate,
    it
    has good strength compared to the Destroyer, too bad it has no other
    weapons. I found it both handy in destroying marauding Hercules planes,
    bringing those paratroopers, as well as destroying those tough Airships.
    This is a must have to protect yourself from long-range Soviet missiles.
    You can destroy both V3 rockets and the missiles of Dreadnoughts.
    Weapon: Surface-to-Air missiles
    
    
    Aircraft Carrier
    ----------------
    Description If there is one thing I build after my Shipyard is deployed, it
    is
    this baby. It is strong, and it has some impressive friends on its decks.
    Look at the description of the F/A-18 Hornet to find out what I mean. You
    can attack both ships and ground units/structures with it, no air units
    (that's
    where the cruisers come in). This is the command vessel for your fleet.
    The main thing you will want to do is to destroy any flaks in sight with
    your
    Destroyers, while the Hornets destroy any heavy defenses with their deadly
    weapons. The Cruisers meanwhile, defend the Carrier from any assaults
    from both V3s and Dreadnoughts, not forgetting the airships of course.
    
    
    
    
    
    
    
    Structures
    ----------
    Construction Yard
    -----------------
    Description This is the main building of your base. Be unfortunate enough
    that an enemy destroys both your Construction Yard AND your Service
    Depot, and you're screwed. This building allows you to construct the
    buildings that you'll need. When destroyed you lose the ability to build any
    more defenses, go further up the Tech Tree and reduces your chances of
    winning the game. Defend it at all cost. Also, be sure to make a second or
    even a third Mobile Construction Yard so that you are sure that you are
    playing on the safe side. Take my advice boys and girls, you'll need it.
    
    
    Ore Refinery
    ------------
    Description: This is where all the ore is stored and where the Ore Miner
    docks to deliver the harvested ore. This is the second most important
    structure in the game, the first being the Construction Yard. Do not leave
    it
    undefended, it is expensive to rebuild, and if you are unfortunate to not
    have enough funds for it, you might end up having to sell off important
    buildings.
    
    
    Power Plant
    -----------
    Description: You cannot survive without a few Power Plants. They supply
    your whole base with power and most importantly, they power your
    defensive structures as well. The superb strategy is to first destroy the
    enemy's Power Plants and then destroy him, taking advantage of the
    absence of his heavy defenses. Using a spy to shut of the base power,
    while a special unit (like Tanya) moves through the base and destroys
    anything of importance, is crucial. If you just built a structure which
    needed
    a lot of power and you lost main power until you can build another power
    plant, there may be occasions where just then, the enemy decides to
    attack. This is very painful, as your Ore Miners could just be busy while
    your enemies are pouring into your base. The best strategy to do (the
    fastest btw) is to sell off the power-sucking building. Base power will be
    immediately restored and your heavy defenses will rip apart the
    unsuspecting enemy, hahahahahahaha!
    
    
    Barracks
    --------
    Description: This is very simple: BUILD and ENJOY. This building is used
    for the creation of infantry and is also required to build the War Factory.
    It
    is pretty cheap for a building eh.
    
    
    War Factory
    -----------
    Description: This, in my opinion at least, the third most important building
    in
    the game. It is used to build the heavily armored units, not the advanced
    ones. Things like tanks and heavy transports are built here.
    
    
    Air Force Command HQ
    --------------------
    Description: This is a multi-role building. Firstly, it is a radar. It gives
    you a
    main view on the map. However there is a second function. This building is
    used to build the Harriers, and is needed to build the cruisers.
    
    
    Service Depot
    -------------
    Description This is very important to build fast and to maintain. "Why?!"
    you
    ask? Well, it is very useful to repair your units, and the most important
    thing
    is this: in the event that your Construction Yard is destroyed, you will be
    in
    deep shit. However, if you have a service depot, you will be able to build a
    new MCV. Let this be your first priority once your main structures are up.
    
    
    Battle Lab
    ----------
    Description: This building allows you to build the advanced structures/units
    and gives you access to the super weapons... NICE, I hear you screaming,
    hahaha.
    
    
    Gap Generator
    --------------
    Description: You can take this as your average Stealth Generator, but that's
    incorrect. They hide any structure and unit in its radius in a big shroud.
    Units
    and structures that fire at enemy units will "decloak" so that they can open
    fire. Keep your power above nominal, or everything will shut down (NOT
    NICE!!). It can be pretty handy in the earlier stages (remaining hidden from
    your enemies), but don't really use it when your enemy has already scouted
    out your base, a good super weapon strike will still be imminent.
    
    
    Ore Purifier
    -------------
    Description: Not all the ore you mine is usable to convert into cash. But
    now there is a solution to this problem: the Ore Purifier. They allow you to
    get all the resources you harvest into cash, this gives a huge bonus. The
    Allies already mine faster than the Soviets, now they even get more credits
    than them. Great, you gonna need it.
    
    
    Spy Satellite Uplink
    -------------------
    Description: This little bastard allows you to unveil the whole map which is
    pretty useful if you ask me. Just be sure you have enough power, or the
    whole thing will shut down... And at that moment, an enemy invasion force
    arrives. You laugh at them, typing in the chat window "YOU WILL NEVER
    GET BY MY 15 PRISM TOWERS!!!", when you suddenly discover that
    they aren't working at all! Be warned!
    
    
    Chronosphere
    ------------
    Description: The chronosphere has returned once more, and he's better
    than ever. First off, this structure sucks out power, so be warned.
    Secondly, it is actually kind of tricky to use IMO. When charged up to full,
    it
    allows you to teleport a certain unit/group to a location of your choosing
    HOWEVER, they will only stay there for a few minutes, so good planning is
    crucial! This can be handy to send swift attacks, or to reinforce your main
    taskforce with some extra supplies. You can't send infantry into an enemy
    base, but if you put them in an IFV, there shouldn't be any problems.
    
    
    Weather Machine
    ---------------
    Description: One of my favorite super weapons ever in the world of RTS.
    This Weather Machine creates a lightning storm, which approaches the
    targeted area. It is very deadly to enemy structures and infantry. This is
    of
    course the superb moment to bring in your heavy forces (NO! Not while the
    storm is busting them up!!!), or even chronoshifting an IFV with Tanya
    inside, hoping most of their defenses are destroyed/their power is down.
    
    
    Pillbox
    -------
    Description: This is my favorite defensive structure in the game, especially
    the sound is very cool! What this is? Well, it is a bunker with a machinegun
    inside, firing at any incoming forces. While it is pretty strong, it is the
    weakest of the Allied defensive structures, and it is also the weakest  of
    them all. You will always find them in my defense though... They are real
    infantry shredders, they aren't really effective against vehicles.
    
    
    Patriot Missile System
    ----------------------
    Description: This is another of my faves, it's just so damn powerful...
    against
    the right stuff. It fires the famous Patriot surface-to-air missiles (for
    those
    who know them), they will knock every V3 and Dreadnoughts missile out of
    the air. You know that the Kirov Airships are very heavy. Just place enough
    systems and they will destroy them. Don't even dear to attack these
    systems with Harriers or Hornets, they will be knocked out of the sky
    before they even reach their base... units aren't really balanced to fight
    themselves you know...
    
    
    Prism Tower
    -----------
    Description: These are the armor shredders for the Allies. They fire some
    weird type of laser. They are stronger than Pillboxes, but they aren't as
    strong as Patriots. They are essential to your defenses, never leave any
    base without them.
    
    
    Fortress Wall
    -------------
    Description: These are the standard Concrete Walls. They are needed for
    your defensive needs. They'll keep out those pesky Terror Drones, as well
    as prevent any direct engineer attacks.
    
    
    
    
    Special Allied Multiplayer forces
    ---------------------------------
    Americans: Paratroopers
    -----------------------
    Description: All of you Americans get free paratroopers. This is pretty
    cool,
    as GIs are a pain in the butt!!! They can take out tanks themselves, and you
    better get Flaks up fast, so that you can take out the Hercules planes down
    before they can drop off the troops. However, if you are one of the Allies,
    you can easily take 'em down with a few Patriots! Beware though, these
    planes are slow, but they can take some punishment (this is especially for
    the Soviets). Keep dogs within your base, so that your doggies can kill the
    infantry before they can do some damage.
    Weapon: .50 Heavy Machinegun (probably a Browning type)
    
    
    British: Sniper
    ----------------
    Description: I haven't been able to test these yet, but my guess is that
    they
    are a little like the Sniper in TS. I will post a good description once I
    find
    the time to test them out.
    Weapon: Arctic Warfare Pistol
    
    
    France: Grand Cannon
    --------------------
    Description: These guys rock man!!! They can destroy marauding Soviet
    tanks like I eat candy (not that I'm fat or something). They are a little
    expensive, but it is worth the money.
    Weapon: Heavy Cannon
    
    
    Germany: Tank Destroyer
    -----------------------
    Description: Okay, now this one is real good in my opinion. Well, it is good
    if you use it to its potential, which means letting it shell tanks in the
    field, but it sucks severely against infantry and structures, don't really
    try
    it, or you'll end up without Tank destroyer against one lone Conscript (in
    the
    worst scenario, but it can actually happen!). However, if you expect a rush,
    build a lot of these babies, and wait until their tanks come rolling in, and
    let your SABOTs fly! These guys can fry Rhino Heavy Tanks before they
    figure
    out what's goin' on! So, it's good to keep a few of them around in an open
    match, just to destroy incoming tanks faster. If the enemy heavily relies on
    tank defense, bring a bunch of these too, just to give your other units some
    air. This shows how balanced an attack force of a good player needs to be,
    if
    you're going up against an enemy, don't do it with only one type of unit, or
    you'll basically rule against one type of unit/structure or you'll suck
    against the rest. Of course, there are some exceptions like the Apocalypse
    Tank, which is a real multi-role unit, but the Allies are pretty much stuck
    in
    that department right? So, build them if you fear an enemy rush, but leave
    them out if the enemy uses other stuff.
    Weapon: SABOT Canon
    
    
    
    Korea: Black Eagle
    -------------------
    Description: These are the Superharriers, but I do notlike them that much.
    They go a little slower tha the original, have stronger missiles though and
    can sustain more damage. Just be sure that you have several of these, as
    one will still do minor damage. They are good for the "Air Strike without
    warning" strategy (see further below in section 7).
    Weapon: Maverick air-to-ground-missiles
    
    
    Special Trainable Infantry!
    ---------------------------
    Woops! Forgot to add these, but now I'm going to anyway!
    
    Chrono Commando
    ---------------
    Special Requirement: Get a spy into an Allied Battle Lab, and make one
    imediately!
    Description: This is one of the best infantry units in the game, if not the
    best of all! It's basically a SEAL with with a mobile Chrono device. It's
    still an unbeatable infantry killer, and it still blows up buildings like
    hell! But this time, you can just find a weak part of the base with your Spy
    Satelite, train one of these if you can actually acquire them (Free For All
    helps a lot in this area!) chrono in the Commando, and destroy everything in
    sight! And the cool thing is, if you are a good timer, you can actually
    avoid
    Tesla Coils. Just run up to them, and if they are about to shoot, chrono
    away
    for a slight moment, it will shoot and miss, and will have to charge again,
    or
    it will not shoot at all, but will have to recharge for some reason. Blow
    the
    Coil, and and any other coils int he area, and then blow up stuff at your
    leasure, just watch out for the tanks, or flak tracks thtat try to crush
    you.
    Also, don't get killed by dogs, that's just plain annoying! The best thing
    to
    do when you're playing against humans, and you want to destroy something
    of
    importance, destroy Tech Buildings. most people don't really invest in heavy
    defense for tech buildings, which is totally understandable, unless you have
    a
    lot of time, and in most cases, the enemy won't just sit back and relax
    while
    you build up as much as you like! I personally, don't really invest in such
    a
    thing too, because you never really can afford to lose too much time, it can
    cost you a lot, except if your heavy defense is placed on the way to your
    base, than it might be interesting to look into. Anyways, the first
    defensive
    measure to do with this unit, is just to destroy enemy Airport(s), because
    Paratroopers can be a pain sometimes, if they get through of course. Oil
    Derricks are very important to blow up too, to slow down the enemy
    cashflow,
    expecially Soviet opponents will hate you for such a thing. So, overall,
    this
    unit is worth the effort to get your Spy into the Lab, so I should get it,
    as
    it is probably the best infantry in the game.
    Weapon: Chrono MP5 (whatever!) and C4 charges
    
    Psi Commando
    ------------
    Special Requirement: Get a spy into a Soviet Battle Lab!
    Description: Now, this is not as good as the Chrono Commando, but it might
    be
    interesting to get these guys. They are basically Yuri with the mind-control
    ability, but they also have C4 charges, so seems to be some use for them...
    but I don't know what. Well, I do know what they are good for, I think the
    Yuri clone is quite cool, you can just get yourself an enemy unit. It all
    depends who you're playing against (as always). If you're facing a Soviet
    player at that time, try to snatch an Apocalypse Tank, and let it do some
    damage, targetting power and defenses first. If you have a hole, and you
    feel
    like taking a risk, send in your tank, followed by your commando. Target
    buildings with the Commando, and target marauding units with your
    Apocalypse
    Tank, and when the tank dies, quicly get another one. It's all quite tricky
    though, so watch your step. If you are playing against Allied and Soviet
    players simeltaneously, it's helpful to take a Prism Tank, get it out of
    enemy
    fire, repair any damage that was done to it, and take out Tesla Coils of the
    soveit base with it. Once it gets destroyed by units, take something
    powerful,
    that's quite cheap don't you think???
    Weapon: Mind Control, C4 charges
    
    
    
    --------------------------------------
    4) Soviet units/structures/specials.
    \----------------------------------\
    Infantry
    --------
    Conscript
    ---------
    Description: These soldiers are weaker and less trained than the GI, but
    they are cheaper. They cannot deploy themselves and I miss that here
    (you can bet I'm not a fan of the Soviets!). They are oh so easy to kill
    with
    dogs and their guns aren't as spectacular as well! So, why would you buy
    these nerds??? Well, you can still garrison buildings with them, so it is
    still
    good to use them for defensive purposes. If you need some support to kill
    infantry, use the Attack Dogs, they are much better (they kill much faster
    as
    well hehehe).
    Weapon: M1 Carbine assault rifle (you wouldn't say it if you see those
    wimpy weapons)
    
    
    Attack Dog
    ----------
    Description: These are the infantry killing machines. One attack and even
    Tanya will be toast. They are pretty fast compared to most infantry and they
    can sniff out spies for you (assuming your enemy is Allied or you are
    playing Unholy Alliance). Always keep some in your base. They'll kill the
    Engineers that try to sneak in and capture some buildings. I've had it
    happen once and it isn't pretty (lucky enough for me he took only my Power
    Plant, I was able to kill his 4 companions).
    
    
    Engineer
    --------
    Description: This goon returns to the party, with some nasty upgrades. He
    hasn't gained the speed yet hehe, but he can do a buttload of things.
    First, he can take over an enemy building and turn it to your side.
    Secondly, he can repair your own structures. Just send him inside and he'll
    repair it for you.
    Thirdly, he can repair a destroyed bridge. You'll have to send him into the
    bridge control station. Once that is done, it will be safe to move along
    your
    units.
    Also, he can capture Tec buildings (airports, Oil Derricks, Outposts,
    hospitals, etc.), to help you in your efforts. This can prove very useful in
    the
    heat of battle. By supplying you with a steady flow of cash, paratroopers,
    free healing, repair etc. you could easily turn the tides on the enemy and
    kill
    him off. You can also capture normal houses and other civilian buildings.
    Lastly, he can defuse bombs. He has a Defuse kit with him to defuse any t
    explosive threats that you might encounter. This makes him the ideal
    weapon against Crazy Ivan's terrorism.
    The only drawback is that you will lose your engineers in most of these
    cases (except for the bomb defusing that is).
    Weapon: Defuse kit
    
    
    Tesla Trooper
    -------------
    Description: If you want tank zappers, than these are your men. They use
    electricity to zap enemy units however, you can use them to power Tesla
    Reactors to give them that extra boost (never done this though...). It isn't
    that useful against infantry, as these units tend to miss smaller targets. I
    do
    not use these troops often, actually I do not use a lot of Soviet infantry,
    Flak Troopers sometimes to protect my forces from those Rocketeers and
    harriers.
    Weapon: Electric bolt
    
    
    Flak Trooper
    ------------
    Description: Okay, these are actually useful. They can fire at both Ground,
    sea and air units. They are essential to your offensive capabilities, unless
    you want to stick with the Flak Track. They are vulnerable to other
    infantry,
    so please give them some Attack Dog cover (if you would use the Flak
    Track, those Grizzlies would blow them to smithereens).
    Weapon: Flak gun (both ground, sea and air units can be attacked)
    
    
    Crazy Ivan
    ----------
    Description: I like this guy because of his fancy speech! "I've lost the
    bomb, do you have it?" The first time I heard that I was laughing until my
    parents came asking what was wrong. No, seriously. This guy, if used right,
    will make the life of the enemy very hard. You'll have to protect him well,
    but
    I assure you it is worth it. It is tricky, because you will have to keep
    someone kill the engineers who try to defuse the bomb, but if you can
    achieve this goal as well, the units/structure you bombed will be toast.
    Weapon: Dynamite
    
    
    Yuri
    ----
    Description: Yuri is one of the most impressive units I have seen in
    Westwood games that I've played (that excludes the Dune series). He can
    mind control any unit your finger can click at. From grizzly Battle Tanks to
    bite happy alligators! This allows you to do the cow Rush (see appropriate
    section). But that is not all. He can do a Psychic Wave that kills all
    infantry
    that are near him. An all-around interesting unit to have AND to use of
    course.
    Weapon: Psychic Wave
    
    
    
    
    
    
    Vehicles
    --------
    Rhino Heavy Tank
    ----------------
    Description: NOW we're talking! Make a mass of these, and crush the
    opposition. It has a heavy cannon, I'm a little disappointed that the 2
    barreled tanks haven't returned. Those were really cool! Take a look at the
    original Red Alert if you want details on this baby. Anyways, this tank
    isn't
    bad or something, they are just....... a little less cool. They are very
    effective against Tesla Coils, especially if they are in packs. They aren't
    very effective against Prism Towers however, Prism Towers are effective
    against THEM. The point of being Soviet is to start up your base
    immediately and build as many as you can, as fast as you can. Then, rush
    the enemy and hope they are overwhelmed (if you did it quick enough that
    won't be a problem really).
    Weapon: 120mm Cannon
    
    
    Apocalypse Assault Tank
    -----------------------
    Description: Have fear of the Apocalypse. Twice the strength of the Rhino,
    heavy armor and impressive firepower, this is what a Mammoth Tank is all
    about, baby. Not only can it fire at ground targets with its dual heavy
    canons,
    it can also fire missiles at aircraft. Scared yet? No? Well, just imagine
    what
    a dozen of these tanks could do to your base... They'll completely destroy
    it, unless you can retaliate appropriately. This is why my theory on the
    Allied
    forces is the following: The best defense, is a good defense of course!
    And that's more than true if you take a close look at the Apocalypse tank.
    Throw everything you have at it, assault it from the sea if you can,
    aircraft
    carriers help a lot here, as their hornets might be able to get through its
    missile defense, and will give it a nice beating.
    Weapon: Dual 120mm Heavy Cannons and SAM missiles
    
    
    Flak Track
    ----------
    Description: Nothing special, only meant for scouting means, nothing more.
    It has some flak guns on it that can target both air and ground units, still
    nothing special, as it has spiffy armor and is incredibly weak.
    Weapon: flak guns
    
    
    V3 Rocket Launcher
    ------------------
    Description: I already hear you guys saying "And what don't you like about
    this, you foolish nerd, well to give you an answer: it is much to difficult
    to
    get it working right. The only way you could do it a bit easier is by
    outgunning the patriots, and still, the Allies will come and screw your V3s
    up. Soviets are much more prone to V3s (spiffy air defense, anyone???).
    What you'll want to do is bring them in if you're absolutely sure that the
    coast is clear, and that brings me to my next problem: Aegis Cruisers.
    They are a pain if you ant to V3 something. They have a lot of rockets
    onboard, and they will shoot your rockets out of the sky before they are
    even launched... well not quite so but still.
    Weapon: V3 rockets
    
    
    Terror Drone
    ------------
    Description: Do you really want to know what this is? Well, build one and
    test it out on your Ore Miner (the worst unit you could ever test it on).
    You
    will conclude that some way or another, your miner was completely
    destroyed, eaten you could say. That's exactly what the terror drone does:
    EAT, EAT and EAT. Nothing else. The AI tends to send some of these
    pests to your base, hoping they will make it through your defenses. Even
    with all your defensive structures and garrisoned infantry, they sometimes
    slip through and eat your miner. VERY PAINFUL. AVOID THIS AT ALL
    COST. BUILD WALLS, INCREASE YOUR DEFNSES OR SOMETHING
    ELSE. WHATEVER YOU DO, DO NOT LET THEM EAT YOUR MINER. I
    was very surprised btw, when a group of Terror Drones approached my
    base. I sent out my infantry to destroy them. With a smile on my face I
    watched as the two groups approached each other. However, something
    very disturbing happened. When my infantry opened fire, the enemy
    drones came in and killed them all!!! I managed to kill a bunch of them, but
    all my GIs were killed! I never heard this happening to anyone before...
    Weapon: errrrrrrr, some kind of teeth I guess, or claws...
    
    
    MCV (Mobile Construction Vehicle)
    ---------------------------------
    Description: This slow but strong unit is something you wouldn't want to
    lose in the beginning of a match. It probably won't happen but it is still a
    very painful thing... thrust me on this one. It is wise to build a second
    MCV
    and even a third, just in case the enemy turns nasty. The best thing is to
    make multiple, individual bases. I had an interesting strategy for TS. I
    haven't had a lot of time to test it here, but I think it will work out just
    fine. I'll
    cover it in the appropriate section.
    Weapon: NOTHING!!!
    
    
    
    
    
    
    Air Units
    ---------
    Kirov Airship
    -------------
    Description: This is the one and only Soviet air unit. It is impossibly
    slow,
    but oh man this is powerful. It drops bombs at its targets, which will
    explode after a few bombs. It is not too hard to defend against if you know
    how, however, you'll have to keep shooting at it and still stay alive
    somehow, as this bastard repairs itself when it is damaged. A few Aegis
    Cruisers work fine, but be sure to have a nice amount of Patriots around
    when they do get to your base. Once, I played against an AI opponent (I
    was Russia, he was Cuba) and he somehow managed to destroy my
    construction yard. I was really mad and began massive production of tanks.
    Suddenly however, Lt. Zofia kicked in saying the enemy had a Nuclear Silo.
    I quickly had an airship, which I already built earlier, get there. I only
    had
    one minute remaining before the nuke was shot. The thing was able to fly
    there in time (lucky enough for me) and I was able to destroy his whole
    base with my lonely Kirov. Oh yes, he had about 5 Flaks but they couldn't
    stop me from destroying building after building, eventually killing the unit
    producing structures and the power plants eh Tesla Reactors of course.
    The only stupid thing was that I was playing on a map which was meant for
    8 players, so I had to scout all over the place to find those last
    garrisoned
    infantrymen. Just to say: defenses aren't really made to stop their own
    units
    (mostly).
    Weapon: Bombs
    
    
    
    
    
    
    Naval Units
    -----------
    Amphibious Transport
    --------------------
    Description: A must-have if you are stuck, having to sail over ships to
    attack
    your enemy. They're not incredibly fast like in the original Red Alert, but
    they can deliver wave after wave of tanks, that if co-coordinated well, will
    eventually destroy your enemy. This combined with support fire from your
    warships, will, without a doubt, destroy your foe(s). Not that they're not
    useful over land. They're just as useful. It's just not remarkable, I just
    overlooked them the first few time I could build them!
    
    
    Giant Squid
    -----------
    Description: These are really annoying. They grab the target ship with their
    tentacles and
    play with it until it blows. The only way to remove these pests are
    Dolphins,
    with their sonic waves, the squids will have to release the ship. they are
    submerged so it is possible to target it, but not very easy. Use these
    wisely
    as you can rip apart the enemy fleet before it reaches your bases (if you're
    fast and there are no dolphins around).
    Weapon: Tentacles
    
    
    Typhoon Attack Sub
    ------------------
    Description: These are very stealthy units, the only problem is that they
    aren't very useful against a well co-coordinated fleet. Not that good in
    defense in other words, but very good assault ships. Just destroy their
    heavy vessels (carriers and cruisers) while your other dreadnoughts and
    Sea Scorpions take care of the destroyers (be sure to assist them with
    your subs though, it is very hard for a destroyer to fight submarines and
    normal ships at the same moment. If you come in masses they will be
    destroyed immediately because their helicopters aren't fast enough). Then,
    bring in your transports full of lead and watch as their base falls before
    your
    armor.
    Weapon: Torpedoes
    
    
    Dreadnought
    -----------
    Description: The heavy attack ships of the Soviet navy. They have
    devastating missiles that, when clear of air defenses, will destroy enemy
    units very quickly. So, is that all? Well, they are strong to say it this
    way.
    If
    you want the strongest and most deadly Soviet vessel in the navy, this is
    for you. If you'd rather stick with the swift and deadly sea scorpions + the
    subs, go on ahead.
    Weapon: Long-range missiles
    
    
    Sea Scorpion
    -------------
    Description: These annoying little ships are your naval air defenses.
    They're a rather poor excuse for an equivalent for the cruiser, but they are
    handy in destracting destroyers, not killing them though. They are also
    handy to keep those Hornets at bay, aswell as Harriers and helis.
    Weapon: Flak guns
    
    
    
    
    
    
    Structures
    -----------
    Construction Yard
    ------------------
    Description This is the main building of your base. Be unfortunate enough
    that an enemy destroys both your Construction Yard AND your Service
    Depot, and you're screwed. This building allows you to construct the
    buildings that you'll need. When destroyed you lose the ability to build any
    more defenses, go further up the Tech Tree and reduces your chances of
    winning the game. Defend it at all cost. Also, be sure to make a second or
    even a third Mobile Construction Yard so that you are sure that you are
    playing on the safe side. Take my advice boys and girls, you'll need it.
    
    Ore Refinery
    ------------
    Description: This is where all the ore is stored and where the Ore Miner
    docks to deliver the harvested ore. This is the second most important
    structure in the game, the first being the Construction Yard. Do not leave
    it
    undefended, it is expensive to rebuild, and if you are unfortunate to not
    have enough funds for it, you might end up having to sell off important
    buildings.
    
    Tesla Reactor
    --------------
    Description: This is the Soviet version of the Power Plant. The only
    difference is that this version gives less power than the Allied one.
    However, you can use Tesla Troopers to power these Reeactors up, so
    that you will have some extra power to your base. Think of them as Power
    Turbines in TS, only difference is that they're living people, who are
    powering the plant (always knew these Soviets were crazy!). You are better
    off with a Nuclear Reactor, but they are good reserves for when a
    super weapon strikes.
    
    
    Nuclear Reactor
    ----------------
    Description: This is what I like about the Soviets. This power plant gives
    you about ten times as much power as a regular power plant (Allied
    version). They aren't that expensive, but you save a LOT of money for it.
    Just imagine you had to build more than 12 Tesla Reactors, that would be
    expensive. The only trick is that when you are relying on this plant only, a
    super weapon strike on it will make your whole power drop to zero. This is
    why you should keep your Tesla Reactors. On a sidenote, you must take
    full advantage of the enemy's mistake of selling his old reactors and
    replacing it with the Nuclear one. Strike with a super weapon and imediately
    bring in your strike force. You won't have to fight those pesky little tesla
    coils.
    
    
    Barracks
    ---------
    Description: This will be your first unit-producing structure. It can and
    will
    only produce infantry units, but, acompanied by a Construction Yard, will
    also build the defensive structures for you. It is cheaper than the other
    high-priority buildings and you will call upon it more than once.
    
    
    War Factory
    -----------
    Description: You must be dying to get your hands on this one. Oh no, don't
    try to hide it. The veterans of the original already know why they should
    build this imediately (certainly when fighting the Allies) and newbies will
    find
    out soon enough, I just need to have the guts to describe this one. Well, it
    is a building... a building which will build all the armored units for you.
    It
    will
    build the oh so famous Soviet tanks, as well as others. Also, you need this
    building to create all the armored units. So even when you have a Service
    Depot but your enemies destroy your construction yard and your War
    Factory, you will be toast. This is the second most important building you
    should guard, people tend to overlook the Service Depot, so don't be too
    scared.
    
    
    Radar Tower
    ------------
    Description: This gives the Soviet commanders among us, a better view of
    the map. It is basically the Air Force Command HQ of the Allies, but it
    doesn't allow you to build aircraft, for the simple reason that the Soviets
    do
    not have that much of aircraft. I hoped there would be a Hind Transport in
    the game, but they must've deleted it from their schedule, or IGN was lying
    about it... NOOOOO! IGN never lies! Enough stupid talk. That mainly all
    there is to say of the Radar Tower, for the veteran RA1 players, this is
    just
    a Radar Dome.
    
    
    Battle Lab
    -----------
    Description: This allows the soviets to build their advanced units and
    defenses, as well as their super weapons. Oh no, now they can build those
    nuke silos!!!!! It isn't really that important to defend. It is however
    important
    to have the necessary power before you deploy it, you wouldn't want to
    come into contact with a Allied taskforce, right when those superb Tesla
    Coils are offline!!!
    
    
    Cloning Vats
    -------------
    Description: This building is evil........ very evil. It allows the Soviets
    to
    re-
    replicate or "clone" in other words, infantry. This is not all however. What
    you'll want to do as a Soviet commander, is to build a Yuri unit,
    mind-control
    an infantryman, send it over to the cloning vats and you just have your new
    GI infantry or whatever you cloned. This is superbly good. This way you
    can replace those pesky Conscripts with the superb GIs. Hey what about
    replicating Tanya??? Oh yes, you heard me right. Get Tanya in your
    forces... two of 'em.
    
    
    Iron Curtain
    -------------
    Description: This is the good thing that you'll want to have. It allows you
    to
    make a unit (with armor, no infantry) invincible for a short period of time.
    This can be used as a defensive structure, for example:
    Your Construction Yard is absorbing shell after shell of tank fire. Make the
    Construction Yard invulnerable while you make repairs, and bring in a tank
    force to get those Rhinos out of the way. Or you could use it for offensive
    uses, for example:
    Your Kirov is getting close to the Patriots of the Allies and it will be
    destroyed unless you do something about it. Activate the Iron Curtain on it
    and you will have some spare moments to bomb those patriots and the
    Construction Yard to bits, followed by the War Factory and you're safe. Of
    course, the enemy AI never seems to use this to its full potential, and your
    buddies will do everything to destroy your own and with Tanya, it could be
    destroyed before you even noticed something.
    
    
    Nuclear Silo
    -------------
    Description: NOW we're talking. This nuke is expensive, but it works. If you
    manage to pay everything and protect it well, everything will be fine for
    you.
    Launch it at your enemy base and watch in enjoyment as buildings are
    reduced to ruble and infantrymen are crushed by the shockwave that the
    nuke produces (quite a cool effect if you ask me hehehe, cool sound too
    hehehehehehehe). Westwood said they wannit to avoid violence, well
    every would-be terrorist who wants to ever bomb the US with a nuke will
    enjoy himself here...
    
    
    Sentry Gun
    -----------
    Description: These are good anti-infantry defenses, they are a little like
    the
    Pillboxes but only the Pillboxes are much cooler (IMO). These are robotic
    machineguns that fire at anything that comes in range. Tanks should be
    able to handle these but it is still probable that a Sentry Gun will destroy
    a
    Grizzly Battle Tank. They are good because they don't require any power,
    and if you place a lot of them, they'll be able to hold the enemy's advance
    until you can put the power back online/place some Tesla Coils.
    
    
    Flak Cannon
    ------------
    Description: These are the Soviets air defense. They aren't really accurate
    but they are pretty powerful. Harriers and Rocketeers are easily shot down
    by them, as well as the Hornets, further than that, they haven't got that
    much
    importance. I'm not saying that they aren't important! Place these around
    your important structures and the Harriers of the enemy should be repelled.
    If only they were a little more accurate...
    
    
    Tesla Coil
    -----------
    Description: Okay, let the electricity flow!!! These guys can destroy most
    tanks in one hit and are also effective against infantry. The only problem
    is
    that they take a while to charge, and sometimes they tend to miss their
    target for some odd reason. This gives your tanks time to destroy them
    (they aren't that strong). Reinforce them with Sentry Guns and you can also
    use Fortress Walls to make their lifespan a little longer.
    
    
    Special Multiplayer Forces
    --------------------------
    Russia: Tesla Tank
    ------------------
    Description: The Tesla Tank returns again with some new sh*t in it. It's
    basically a Tesla coil on wheels, only this thing is especially useful
    against
    buildings, they'll rip 'em appart! I don't use these guys too often myself,
    but
    they have some interesting power to exploit.
    Weapon: Electric Zappin'
    
    
    Cuba: Terrorist
    ----------------
    Description: Now this is exciting. Finally, we can play with the famous
    Cuban
    Terrorists in a Command & Conquer game! Sneak these guys into the
    enemy base, and let them blow stuff up. Be VERY wary of the attack dogs,
    as they aren't really strong compared to other infatnry. Keep them safe and
    they'll do the job just nicely alright?
    Weapon: C4 Bombs, Disguisable
    
    
    Iraq: Desolator Infantry
    -------------------------
    Description: These are rather annoying. They are very effective against
    infantry, in fact, they can take out whole squads of them without them even
    dying by any oposition infantry. They use some kind of radiation, but they
    are
    imune to it themselves. They are useless against units with armor though.
    Weapon: What name could you give to this one? The rules say "Eruption
    Beam". But what the hell is that?
    
    
    Libya: Demolition Truck
    ------------------------
    Description: Sorry, haven't been able to test thhese yet. Feel free to send
    your own opinion/strategy on anything you see btw. See the contact info for
    info.
    
    
    Special Obtainable Infantry
    
    Same story here, forgot to add, but hrere they are!
    
    Chrono Ivan
    -----------
    Special Requirement: Get a Spy (if you can get your hands on it!) into an
    Allied Battle Lab
    Description: Okay, now I think these suck. Well, they don't really suck, I
    just wrote the wrong words. Crazy Ivan isn't that useful because you can't
    control when the bombs explode (except if you have DeeZire) and they are
    difficult to defend, the only good thing is to stick your bombs on other
    friendly units, for the rest, it's all plain luck or crap. The Chrono
    Feature
    adds some good things, but the only good use I found for these guys, is to
    chrono in to a few tanks and place bombs on them, making sure there are
    no
    Engineers right nearby. So, you can wreak havoc on light attack forces, but
    once you get close to infantry, your guy is toast, and that means getting to
    dogs is even more deadly. Of course, you can chrono around which should
    mean
    that you can avoid these units, but it's quite annoying. So, get these if
    you
    are quick and handy with these units anyway, but if you hate them, think
    they
    are too slow, or just think the dynamite sucks, don't waste your effort s to
    get one of these.
    Weapon: Dynamite
    
    Yuri Prime
    ----------
    special Requirement: Infiltrate a spy into a Soviet Battle Lab.
    Description: This is basically Yuri, with a little advantage, he can mind
    control a unit from much furhter, it doubles the range if I'm correct. That
    means, that if you're combating a Soviet enemy, you can get units from
    them,
    and with luck they won't directly notice it! Anyways, the nicest thing to do
    with these guys, is to get War Miners or Chrono Miners are even better! If
    you
    get a Chrono Miner, get it out of the enemy ore fileds back to your base.
    You
    can do this with regular Yuris too, but it's much handier with this range.
    Even if they have a guarding force, you can take it away without the enemy
    being able to do something about it! That's quite cool don't you think,
    yeeeeaaah! That's cooooooool! So, if you can get your hands on these, get
    one,
    and start wreaking havoc all over the place. Oh yeah, if you get a War
    Miner,
    a cool thing is to go into the enemy base, trying to destroy something, just
    make sure there are no Yuris around, just to be sure, or you could keep a
    tap
    on your War Miner, and target the Yuri first before anything else!
    Weapon: Super Mind-control
    
    
    And we're true with introducing the units and structures, onto the
    strategies!!
    
    
    
    
    
    
    --------------------------------------
    5. Tactical Information On Units/Structures/Specials (MAJOR THANKS TO
    THE GOOD AND HELPFUL NADIA VORKOVSKY (Damnit, am I writing
    that right?)
    \------------------------------------\
    A. ALLIED UNITS
    ***********************************************************************
    
    +++++Infantry+++++
    
    GI
    Cost: 200
    Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
    (undeployed)
    Strength: 125
    Armor: None
    Sight: 5
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, firepower and
    rate of fire.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks
    Tech Level: 1
    
    Engineer
    Cost: 500
    Weapon: Bomb defusing kit
    Strength: 75
    Armor: None
    Sight: 4
    Speed:  4
    Veteran abilities: None
    -------Elite abiliti-es: None
    Prerequisite: Barracks
    Tech Level: 1
    
    Rocketeer
    Cost: 600
    Weapon: 20mm mini machine-gun
    Strength: 125
    Armor: None
    Sight: 8
    Speed: 9
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Air Force Command Headquarters
    Tech Level: 3
    
    Spy
    Cost: 1000
    Weapon: Make-up kit (disguise)
    Strength: 100
    Armor: Flak
    Sight: 9
    Speed: 4
    Veteran abilities: None
    Elite abilities: None
    Prerequisite:
    Tech Level: 5
    
    Tanya
    Cost: 1000
    Weapon: Double pistols and C4 charges
    Strength: 125
    Armor: Flak
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, ability to scatter, increased sight, rate
    of fire and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Battle Lab
    Tech Level: 9
    
    SEAL
    Cost: 1000
    Weapon: MP5 machine gun and C4 charges
    Strength: 125
    Armor: Flak
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, faster, ability to scatter, increased
    sight, rate of fire and firepower.
    Elite abilities: self heal, stronger, faster, increased firepower and
    rate of fire.
    Prerequisite: Barracks and Battle Lab
    Tech Level: 1
    
    Attack dog
    Cost: 200
    Weapon: Teeth
    Strength: 100
    Armor: None
    Sight: 9
    Speed: 8
    Veteran abilities: stronger, faster, ability to scatter, increased
    sight, rate of fire and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks
    Tech Level: 2
    
    Chrono Legionnaire
    Cost: 1500
    Weapon: Neutron rifle
    Strength: 125
    Armor: None
    Sight: 8
    Speed: instantaneous teleportation
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite:
    Tech Level: 10
    
    Chrono Commando
    Cost: 2000
    Weapon: Chrono MP5 machine gun
    Strength: 100
    Armor: None
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: infiltrate the Spy into an Allied Battle Lab
    Tech Level: 9
    
    Psi-Commando
    Cost: 1000
    Weapon: Mind Control and C4 charges
    Strength: 100
    Armor: None
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: infiltrate the Spy into a Soviet Battle Lab
    Tech Level: 9
    
    +++++Vehicles+++++
    
    Grizzly Battle Tank
    Cost: 700
    Weapon: 105mm cannon
    Strength: 300
    Armor: Heavy
    Sight: 8
    Speed: 7
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory
    Tech Level: 2
    
    Infantry Fighting Vehicle (IFV)
    Cost: 600
    Weapon: Hover Missiles
    Strength: 200
    Armor: Light
    Sight: 8
    Speed: 10
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory
    Tech Level: 3
    
    Mirage Tank
    Cost: 1000
    Weapon: Mirage gun
    Strength: 200
    Armor: Light
    Sight: 9
    Speed: 7
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Battle Lab
    Tech Level: 9
    
    Prism Tank
    Cost: 1200
    Weapon: Comet laser beam
    Strength: 150
    Armor: Light
    Sight: 8
    Speed: 4
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Battle Lab
    Tech Level: 8
    
    MCV (Mobile Construction Vehicle)
    Cost: 3000
    Weapon: None
    Strength: 1000
    Armor: Heavy
    Sight: 6
    Speed: 4
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: War Factory and Service Depot
    Tech Level: 10
    
    Chrono Miner
    Cost: 1400
    Weapon: None
    Strength: 1000
    Armor: Medium
    Sight: 4
    Speed: 4
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: War Factory and Ore Refinery
    Tech Level: 1
    
    Harrier
    Cost: 1200
    Weapon: Maverick air-to-ground missiles
    Strength: 150
    Armor: Light
    Sight: 8
    Speed: 14
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Air Force Command Headquarters
    Tech Level: 3
    
    Night Hawk Transport
    Cost: 1000
    Weapon: Black Hawk Cannon
    Strength: 175
    Armor: Light
    Sight: 7
    Speed: 14
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory
    Tech Level: 7
    
    Amphibious Transport
    Cost: 900
    Weapon: None
    Strength: 300
    Armor: Light
    Sight: 6
    Speed: 6
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: Naval Yard
    Tech Level: 4
    
    Destroyer
    Cost: 1000
    Weapon: 155mm cannon and ASW helicopters
    Strength: 600
    Armor: Heavy
    Sight: 7
    Speed: 6
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard
    Tech Level: 4
    
    Aegis Cruiser
    Cost: 1200
    Weapon: Medusa ground-to-air missiles
    Strength: 800
    Armor: Light
    Sight: 8
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard and Air Force Command Headquarters
    Tech Level: 7
    
    Aircraft Carrier
    Cost: 2000 and 2500 (for Americans in multiplayer)
    Weapon: Hornet jet planes
    Strength: 800 and 1500 (for Americans in multiplayer)
    Armor: Heavy
    Sight: 7
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard and Battle Lab
    Tech Level: 7
    
    Dolphin
    Cost: 500
    Weapon: Sonar amplification device
    Strength: 200
    Armor: Light
    Sight: 4
    Speed: 8
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard and Battle Lab
    Tech Level: 5
    
    ***********************************************************************
    B. ALLIED STRUCTURES
    ***********************************************************************
    
    Construction Yard
    Cost: 3000
    Strength: 1000
    Armor: Concrete
    Sight: 8
    Power: 0
    Prerequisite: None.
    Tech Level: 1
    
    Power Plant
    Cost: 800
    Strength: 750
    Armor: Wood
    Sight: 4
    Power: 200
    Prerequisite: Construction Yard.
    Tech Level: 1
    
    Ore Refinery
    Cost: 2000
    Strength: 1000
    Armor: Wood
    Sight: 6
    Power: -50
    Prerequisite: Construction Yard and Power Plant.
    Tech Level: 1
    
    Barracks
    Cost: 500
    Strength: 500
    Armor: Steel
    Sight: 5
    Power: -10
    Prerequisite: Construction Yard and Power Plant.
    Tech Level: 2
    
    War Factory
    Cost: 2000
    Strength: 1000
    Armor: Wood
    Sight: 4
    Power: -25
    Prerequisite: Construction Yard, Power Plant and Ore Refinery.
    Tech Level: 2
    
    Naval Shipyard
    Cost: 1000
    Strength: 1500
    Armor: Concrete
    Sight: 10
    Power: -25
    Prerequisite: Construction Yard, Power Plant and Ore Refinery.
    Tech Level: 4
    
    Air Force Command Headquarters
    Cost: 1000
    Strength: 600
    Armor: Steel
    Sight: 5
    Power: -50
    Prerequisite: Construction Yard and Ore Refinery.
    Tech Level: 3
    
    Service Depot
    Cost: 800
    Strength: 1200
    Armor: Wood
    Sight: 5
    Power: -25
    Prerequisite: Construction Yard and War Factory.
    Tech Level: 6
    
    Battle Lab
    Cost: 2000
    Strength: 500
    Armor: Wood
    Sight: 6
    Power: -100
    Prerequisite: Construction Yard, War Factory and Air Force Command
    Headquarters.
    Tech Level: 8
    
    Ore Purifier
    Cost: 2500
    Strength: 900
    Armor: Wood
    Sight: 5
    Power: -200
    Prerequisite: Construction Yard, Ore Refinery and Battle Lab.
    Tech Level: 10
    
    Spy Satellite Uplink
    Cost: 1500
    Strength: 1000
    Armor: Wood
    Sight: 5
    Power: -100
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 9
    
    Fortress walls
    Cost: 100
    Strength: 300 and 450 (for France in multiplayer)
    Armor: Concrete
    Sight: 1
    Power: None
    Prerequisite: Barracks.
    Tech Level: 1
    
    Pill-box
    Cost: 500
    Strength: 400
    Armor: Steel
    Sight: 7
    Power: 0
    Prerequisite: Construction Yard and Barracks.
    Tech Level: 1
    
    Prism Tower
    Cost: 1500
    Strength: 600
    Armor: Steel
    Sight: 8
    Power: -75
    Prerequisite: Construction Yard, Power Plant and Air Force Command
    Headquarters.
    Tech Level: 6
    
    Patriot Missile System
    Cost: 1000
    Strength: 900
    Armor: Steel
    Sight: 10
    Power: -50
    Prerequisite: Construction Yard and Barracks.
    Tech Level: 4
    
    Gap Generator
    Cost: 1000
    Strength: 600
    Armor: Wood
    Sight: 5
    Power: -100
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 7
    
    Weather Control Device
    Cost: 5000
    Strength: 1000
    Armor: Concrete
    Sight: 5
    Power: -200
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 10
    
    Chronosphere
    Cost: 2500
    Strength: 750
    Armor: Concrete
    Sight: 5
    Power: -200
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 10
    
    ***********************************************************************
    C. SOVIET UNITS
    ***********************************************************************
    
    +++++Infantry+++++
    
    Conscript
    Cost: 100
    Weapon: M1Carbine rifle
    Strength: 125
    Armor: Flak
    Sight: 5
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks
    Tech Level: 1
    
    Engineer
    Cost: 500
    Weapon: Bomb defusing kit
    Strength: 75
    Armor: None
    Sight: 4
    Speed: 4
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: Barracks
    Tech Level: 1
    
    Attack Dog
    Cost: 200
    Weapon: Teeth
    Strength: 100
    Armor: None
    Sight: 9
    Speed: 8
    Veteran abilities: stronger, faster, ability to scatter, increased
    sight, rate of fire and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks
    Tech Level: 2
    
    Tesla Trooper
    Cost: 500
    Weapon: Electric bolt
    Strength: 130
    Armor: Plate
    Sight: 6
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks
    Tech Level: 5
    
    Crazy Ivan
    Cost: 600
    Weapon: Dynamites
    Strength: 125
    Armor: None
    Sight: 6
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Radar Tower
    Tech Level: 5
    
    Flak Trooper
    Cost: 300
    Weapon: Flak gun
    Strength: 100
    Armor: None
    Sight: 5
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Radar Tower
    Tech Level: 1
    
    Yuri
    Cost: 1200
    Weapon: Mind control and psionic wave
    Strength: 100
    Armor: None
    Sight: 12
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Battle Lab
    Tech Level: 10
    
    Chrono Ivan
    Cost: 1000
    Weapon: Dynamites
    Strength: 100
    Armor: None
    Sight: 8
    Speed: 6
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: infiltrate an Allied Spy into their Battle Lab
    Tech Level: 9
    
    Yuri Prime
    Cost: 2000
    Weapon: Super mind control and psionic wave
    Strength: 200
    Armor: Flak
    Sight: 8
    Speed: 6
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab
    Tech Level: 9
    
    +++++Vehicles+++++
    
    Rhino Heavy Tank
    Cost: 900
    Weapon: 120mm cannon
    Strength: 400
    Armor: Heavy
    Sight: 8
    Speed: 6
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory
    Tech Level: 2
    
    Apocalypse Assault Tank
    Cost: 1750
    Weapon: 120mm cannon and Mammoth ground-to-air missiles
    Strength: 800
    Armor: Heavy
    Sight: 6
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Battle Lab
    Tech Level: 7
    
    Flak Track
    Cost: 500
    Weapon: Flak track gun and flak anti-aircraft gun
    Strength: 180
    Armor: Heavy
    Sight: 8
    Speed: 8
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory
    Tech Level: 3
    
    V3 Rocket Launcher
    Cost: 800
    Weapon: V3 rockets
    Strength: 150
    Armor: Light
    Sight: 7
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Radar Tower
    Tech Level: 3
    
    Terror Drone
    Cost: 500
    Weapon: Drone jump
    Strength: 100
    Armor: Light
    Sight: 4
    Speed: 10
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: War Factory
    Tech Level: 4
    
    MCV (Mobile Construction Vehicle)
    Cost: 3000
    Weapon: None
    Strength: 1000
    Armor: Heavy
    Sight: 7
    Speed: 4
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: War Factory and Service Depot
    Tech Level: 10
    
    War-Miner
    Cost: 1400
    Weapon: 20mm machine gun
    Strength: 1000
    Armor: Medium
    Sight: 4
    Speed: 4
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Ore Refinery
    Tech Level: 1
    
    Kirov Airship
    Cost: 2000
    Weapon: Blimp bombs
    Strength: 2000
    Armor: Light
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Battle Lab
    Tech Level: 10
    
    Amphibious Transport
    Cost: 900
    Weapon: None
    Strength: 300
    Armor: Light
    Sight: 6
    Speed: 6
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: Naval Yard
    Tech Level: 4
    
    Typhoon Attack Sub
    Cost: 1000
    Weapon: Torpedo
    Strength: 600
    Armor: Heavy
    Sight: 4
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard
    Tech Level: 2
    
    Dreadnought
    Cost: 2000 and 2500 (for Russians in multiplayer)
    Weapon: Dred rockets
    Strength: 800 and 1500 (for Russians in multiplayer)
    Armor: Heavy
    Sight: 7
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard and Battle Lab
    Tech Level: 6
    
    Sea Scorpion
    Cost: 600
    Weapon: Flak weapon, flak track gun and hover missiles
    Strength: 400
    Armor: Heavy
    Sight: 8
    Speed: 8
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Naval Yard and Radar Tower
    Tech Level: 6
    
    Giant Squid
    Cost: 1000
    Weapon: Tentacles
    Strength: 200
    Armor: Light
    Sight: 5
    Speed: 8
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: stronger, increased firepower and rate of fire.
    Prerequisite: Naval Yard and Battle Lab
    Tech Level: 9
    
    ***********************************************************************
    D. Soviet structures
    ***********************************************************************
    
    Construction Yard
    Cost: 3000
    Strength: 1000
    Armor: Concrete
    Sight: 8
    Power: 0
    Prerequisite: None.
    Tech Level: 1
    
    Tesla Reactor
    Cost: 600
    Strength: 750
    Armor: Wood
    Sight: 4
    Power: 150
    Prerequisite: Construction Yard.
    Tech Level: 1
    
    Ore Refinery
    Cost: 2000
    Strength: 1000
    Armor: Wood
    Sight: 6
    Power: -50
    Prerequisite: Construction Yard and Tesla Reactor.
    Tech Level: 1
    
    Barracks
    Cost: 500
    Strength: 500
    Armor: Steel
    Sight: 6
    Power: -10
    Prerequisite: Construction Yard and Tesla Reactor.
    Tech Level: 2
    
    War Factory
    Cost: 2000
    Strength: 1000
    Armor: Wood
    Sight: 4
    Power: -25
    Prerequisite: Construction Yard, Power Plant and Ore Refinery.
    Tech Level: 2
    
    Naval Shipyard
    Cost: 1000
    Strength: 1500
    Armor: Concrete
    Sight: 10
    Power: -20
    Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor.
    Tech Level: 2
    
    Radar Tower
    Cost: 1000
    Strength: 1000
    Armor: Wood
    Sight: 10
    Power: -50
    Prerequisite: Construction Yard and Ore Refinery.
    Tech Level: 3
    
    Service Depot
    Cost: 800
    Strength: 1200
    Armor: Wood
    Sight: 5
    Power: -20
    Prerequisite: Construction Yard and War Factory.
    Tech Level: 6
    
    Battle Lab
    Cost: 2000
    Strength: 500
    Armor: Wood
    Sight: 6
    Power: -100
    Prerequisite: Construction Yard, War Factory and Radar Tower.
    Tech Level: 7
    
    Nuclear Reactor
    Cost: 1000
    Strength: 1000
    Armor: Concrete
    Sight: 5
    Power: 2000
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 9
    
    Cloning Vats
    Cost: 2500
    Strength: 1000
    Armor: Wood
    Sight: 5
    Power: -200
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 9
    
    Fortress Walls
    Cost: 100
    Strength: 300
    Armor: Concrete
    Sight: 1
    Power: None
    Prerequisite: Barracks.
    Tech Level: 1
    
    Sentry Gun
    Cost: 500
    Strength: 400
    Armor: Steel
    Sight: 7
    Power: 0
    Prerequisite: Construction Yard and Barracks.
    Tech Level: 1
    
    Tesla Coil
    Cost: 1500
    Strength: 600
    Armor: Steel
    Sight: 8
    Power: -75
    Prerequisite: Construction Yard, Tesla Reactor and Radar Tower.
    Tech Level: 5
    
    Flak Cannon
    Cost: 1000
    Strength: 900
    Armor: Steel
    Sight: 5
    Power: -50
    Prerequisite: Construction Yard and Barracks.
    Tech Level: 4
    
    Psychic Sensor
    Cost: 1000
    Strength: 750
    Armor: Wood
    Sight: 10
    Power: -50
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 10
    
    Nuclear Missile Silo
    Cost: 5000
    Strength: 1000
    Armor: Concrete
    Sight: 4
    Power: -200
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 10
    
    Iron Curtain
    Cost: 2500
    Strength: 750
    Armor: Concrete
    Sight: 4
    Power: -200
    Prerequisite: Construction Yard and Battle Lab.
    Tech Level: 10
    
    ***********************************************************************
    E. Special Multiplayer Forces
    ***********************************************************************
    
    America = Paratroopers
    Cost: None
    Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
    (undeployed)
    Strength: 125
    Armor: None
    Sight: 5
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, firepower and
    rate of fire.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    
    France = Grand Cannon
    Cost: 2000
    Weapon: None
    Strength: 900
    Armor: Steel
    Sight: 10
    Power: -100
    Prerequisite: Construction Yard and Air Force Command Headquarters.
    Tech Level: 7
    
    Germany = Tank Destroyer
    Cost: 900
    Weapon: SABOT shells
    Strength: 400
    Armor: Heavy
    Sight: 8
    Speed: 5
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Radar Tower
    Tech Level: 2
    
    Britain = Sniper
    Cost: 600
    Weapon: Sniper rifle
    Strength: 125
    Armor: None
    Sight: 8
    Speed: 4
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Air Force Command Headquarters
    Tech Level: 1
    
    Republic of Korea = Black Eagle
    Cost: 1200
    Weapon: Maverick2 air-to-ground missiles
    Strength: 200
    Armor: Light
    Sight: 8
    Speed: 14
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: stronger, increased firepower and rate of fire.
    Prerequisite: Air Force Command Headquarters
    Tech Level: 3
    
    Russia = Tesla Tank
    Cost: 1200
    Weapon: Electric bolt
    Strength: 300
    Armor: Heavy
    Sight: 8
    Speed: 6
    Veteran abilities: stronger, faster, increased sight and firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: War Factory and Radar Tower
    Tech Level: 10
    
    Cuba = Terrorist
    Cost: 200
    Weapon: Make-up kit (disguise) and C4 charges
    Strength: 50
    Armor: Flak
    Sight: 9
    Speed: 6
    Veteran abilities: None
    Elite abilities: None
    Prerequisite:
    Tech Level: 5
    
    Libya = Demolition Truck
    Cost: 1500
    Weapon: Mini Nuclear bomb
    Strength: 150
    Armor: Light
    Sight: 5
    Speed: 6
    Veteran abilities: None
    Elite abilities: None
    Prerequisite: War Factory and Radar Tower
    Tech Level: 10
    
    Iraq = Desolator
    Cost: 600
    Weapon: Radiation (beam and eruption) weapon
    Strength: 150
    Armor: Plate
    Sight: 6
    Speed: 4
    Veteran abilities: stronger, faster, increased sight, rate of fire and
    firepower.
    Elite abilities: self heal, stronger, increased firepower and rate of
    fire.
    Prerequisite: Barracks and Radar Tower
    Tech Level: 8
    
    
    
    
    
    
    
    
    
    --------------------------------------
    6. Main Defensive Strategies for Allies
    \--------------------------------------\
    Alright people, let me say one thing first: Defense is KEY if you are
    playing
    the Allied Forces. No matter what you do, defend, defend and defend
    some more until you have the strength to retaliate. Otherwise, don't do a
    thing but building defensive structures/units. And if you do not know wy
    (for
    some odd reason I guess), try it without significant defenses. If you have
    good anti-ground but not a good anti-air defense, the Soviets will cripple
    you with their airships. If the opposite happens, they'll send a few of
    their
    Apocalypse tanks, accompanied by Rhinos, to your base and completely
    destroy it. And do you want to lose the match you're playing? NO OF
    COURSE NOT. Well, read on, I've tried to put together the best of things I
    could think of. Of course if you have better strategies e-mail them to
    bloodfreak@hotmail.com with the subject "Red Alert 2 FAQ" and you will
    be placed in the credits section and your strategy will be placed in the
    appropriate section. Alright, let's get started shall we?
    
    
    Are you lucky today???
    ----------------------
    If you are lucky enough to play on a map with water, then it is time for
    some
    celebration. Allied forces have the best naval ships you could hope for.
    This first section will focus on the good luck you have. Alright, first
    thing
    you'll want is to deploy your base close to the water, so that you have
    access to it. Now, blow up every single bridge you see to force the enemy
    to find alternate routes to your base. If there aren't any (which is
    possible
    but unlikely, or your enemy is to lousy to look for one) you'll have to get
    up
    good defenses close to the shore. As soon as you have built a shipyard,
    begin building destroyers and Aegis Cruisers, they are your first line of
    defense. Your destroyers will hold off all ships while the cruisers will
    destroy those missiles of the dreadnoughts. Okay, now build Prism Towers
    and a lot of them. On a side note, playing against the Soviets has one rule:
    SCATTER YOUR STRUCTURES. In the event that the Soviets launch a
    nuke, it is best that you have no 2 buildings at the same spot. This
    ensures your lifespan. Defensive structures will be difficult to spread, but
    do every effort you see thick to do so. Now, begin building patriot missile
    systems. In the event that there are units that manage to destroy the
    cruisers, you will have some defense against missiles. The best defense
    against super weapons is the offensive, but I think you already knew that,
    but you'll want it as cheap as possible. So, build Tanya and maybe a spy as
    well. Sneak her in and in case you brought a spy along clear the immediate
    area of dogs. Beware however, that normal people spot spies faster than
    computer opponents. The AI has to sniff out the spies, while humans can
    normally just know it when they try to select that unit but it won't happen!
    So
    SNEAK, don't just walk in and say your prayers, the enemy will find out
    about it. Or you could just run like hell and hope you'll make it (which
    sometimes works if the enemy realizes it too late). But on to the defensive
    again. If you read my structure descriptions, you'll know that I love the
    Pillboxes, but I am sorry to say that they aren't as good against infantry
    as
    the Prism Tower. I know it sounds weird but that's the way it is. Also, you
    should garrison structures all over the map, in case the enemy is going to
    do a sneak attack on your base, via a route that you didn't know, but we
    know much more than he thinks we know. In fact, his few Engineers
    escorted by those tesla troopers will be toast. Garrisoned infantry rock and
    that's NO LIE. They can take out whole platoons of armored units. Just
    keep the structures you garisone repaired and you'll be fine.
    
    Man! You're Out Of Luck!!
    --------------------------
    That's right! There's a high probability that your stuck on land, and that's
    a
    real bad thing. The AI Soviets will kick your butt unless you find a way to
    stop them in their advance. First off, build some GIs and let them garrison
    any structures that are on the route to your base. Also, set up a lot of
    prism
    towers and build lots of prism tanks. Than, and only than, start building
    Grizzlies, they'll be your last line of defense against the Soviets tanks.
    If
    all
    else fails, bring these in. Also, you'll want to set up a few patriots,
    because
    you won't have the support from the cruisers this time around. I can
    guarantee you: you'll miss 'em. Another problem is the Terror Drones.
    These pests will harass you until you fall for it. The enemy just loves to
    send a whole group of these to your base and let them target the Miner. Do
    everything in your power to stop them. The best thing is to wall off your
    base. This will keep them out of your base. Also, keep your miners in your
    base until the terror drones are cleared. Destroy them at any cost, target
    them with harriers or how about a Night Hawk (it goes pretty slow but it
    works superbly).
    I use a very unusual defense strategy (at least I think it is unusual). I
    build
    my base and make sure it is fairly large. Than I wall off my base, but not
    with walls. I wall it off with Prism Towers. This gives a good protection
    from
    all sides. And began this wall is an other surrounding wall of patriots. It
    is
    impressively expensive, but if you can pull it off, you'll thank it. The
    only
    way
    the enemy will get through is by nuking the place, but w e will not allow
    this.
    We will strike swiftly, sending wave after wave of Prism Tanks until their
    Nuke silo is destroyed. Or you could send a scout to see how well-
    defended it is. If the site is pretty prone to attack, send in a full squad
    of
    Harriers and destroy the silo. It worked for me several times. Or, you could
    do the Tanya rush, but this isn't very useful against human opponents. AI
    opponents tend to leave certain parts of their base relatively undefended,
    or they place Flaks on one side, while the less important side is defended
    with Sentry guns and Tesla Coils. Still if you are new to the game, you
    should let your enemy nuke you once to see the cool effect of it... no
    scratch that!
    
    
    Unforseen problems!
    --------------------
    Sometimes, terrible things happen. Just imagine the consequences of
    missfiring your Lightning Storm. What should you do to recover from such
    mistakes. Well, you can almost be sure that the enemy will notice your
    problem and attack with everything he has, strategically very well planned
    of course. Now that is the thing we don't want. Lightning Storms are more
    lethal to structures than to armored units, so you should have most of your
    armor columns still alive. Throw them all at the marauding enemy and if it
    isn't enough, hope that the most of your Prism Towers survived and pull
    back to them. The remaining armor of your enemy should be weakened or
    even completely destroyed. If this for some odd reason doesn't work,
    bring in the infantry (if you still have a lot of them). Deployed GIs are
    very
    effective at demolishing tanks, just make sure that the tanks don't run over
    them. Also, try to slow the advance by conveniently placing walls, they'll
    probably go and destroy them, giving you some extra time to build up
    some tanks. And if all else fails, bring in your aircraft. If you have a
    good
    total of Harriers left, there's a good chance that you will take out the
    remenants. That's all I can give you for advice, good luck! Above all, avoid
    these accidents at all cost, you don't want them, especially not if you're
    playing the Allied Forces.
    
    Not all Soviet Commanders are rushers...
    -----------------------------------------
    That's right, not all about the Soviets is rushing with tanks; That's why it
    is
    imperative to your defensive strategy to keep Attack Dogs in your camp,
    especially when fighting multiple enemies (I'll go deeper into this later).
    You'll want to do this because the Soviets sometimes send some sneak-
    engineers to keep you occupied. And there's nothing more annoying then
    an engineer attack. Imagine that suddenly your power shuts down. You
    can't understand why and then you remark that a few of your power plants
    have changed to the enemy's color. And that is not all, before you can even
    react, all your structures are under fire by Apocalypse tanks. I think you
    get
    the picture? This is something you must absolutely NOT allow to happen.
    Therefore, we will place about 4 to 6 dogs in our base. They will also sniff
    out the spies that want to annoy you. Another nice sneak attack of the
    Soviets is their subs. They are very stealthy and if you do not defend
    against them, they will annoy you until you die by it. They can bombard your
    structures with their torpedoes and will probably destroy them unless you
    come up with something good. You should have a lot of destroyers around,
    escorted by Dolphins who will take care of the Squids for them. If you
    happen to face an Allied enemy (which I hope you don't, the match is so
    much more fun when you face the opposite faction), you'll have to try to
    have the most ships. This is your only chance of really dominating the
    match. This is, of course, assuming you are fighting on land. Otherwise,
    you'll have to be king on the ground and in the air. Build as many Prism
    Tanks and Harriers as you can to make sure that you can attack your enemy
    without too much fear.
    
    
    Tech Buildings
    ---------------
    Another good thing to do if you're put on the defense, is to capture tech
    buildings, especially the Airport an Oil Derricks. The Airport will give you
    additional reinforcements when you need some, and the Oil Derricks sup
    my good cash for capturing them. And keep giving cash of course. Now
    that you have the Tech Buildings, give them some defense as well,
    because the enemy will want to capture these as well, especially the Oil
    Derricks? You can also make him angry by parachuting wave after wave of
    GIs into his base. But this will tempt him to find and destroy/capture your
    airport. The Hospital is a good Tech Building if it is close to your base,
    otherwise, I wouldn't recommend taking it. Don't forget to keep your Tech
    Buildings repaired. In the next section, I'll go a little deeper into this.
    
    In the Middle of a Fight
    ------------------------
    If you are playing a match with multiple opponents and no allies, there may
    be some problems here. It could happen that you have one opponent on
    each side of the map, and you're right in the middle of it. This will
    increase
    the enemy's interest in you, you could be a good stop for repairs and such.
    Or another terrible thing could happen, the two guys are fighting right by
    or
    in your base. If this happen, choose a side, I'd say the side which is
    losing
    the current battle and overpower the other. Once that is done, 2 things
    could happen:
    1) The guy you helped will form an alliance with you (would be nice of
    course)
    2) The guy you helped turns on you and tries to destroy you. This shouldn't
    be a problem, because they had lesser forces than the other (hint, hint!),
    so you should be able to contain them. If the option is enabled, you could
    repack your MCV and go elsewhere, setting up a new base and keeping
    the old one as a good unit producing base. Try to defend the old base for
    as long as possible.
    
    Conclusion
    -----------
    As long as you can keep the enemy armor out of your base, you can wear
    off any sneak attacks and you can deal with the super weapons of the
    enemy, you'll do fine. On a sidenote of super weapons, the best way to
    avoid a severe loss is to repack your MCV when the Super weapon is
    launched. For example:
    DarkNUrt (your enemy) attacks FullBurst41 (you) with a nuke.
    FullBurst41 waits until the nuke is launched (when the fancy alarm starts)
    and repacks his MCV and places it at a safe distance. He takes as many
    units with him as he can.
    NOTE: If you want the MCV to get out of there a little faster, quicly load
    him
    into a Transport and get the hell out of there. The Amphibious Transport
    goes quite a bit faster than the MCV itself.
    Another thing to do is to make your Miners go into the Transport just a
    minute before the nuke is ready. This will make it easier to escape. Once
    the
    nuke takes off, get in your MCV and you'll be sure to save all/most of your
    Miners.
    
    The missile impacts on your base where your
    Construction Yard used to be. This limits the chance of a severe loss and
    he will be in for a surprise. Hopefully, he won't take your War Factory or
    Refinery with him. I say that most people target the Construction Yard, but
    some have other means of attack, be warned. To help with this, build an
    extra War Factory and Refinery and place them far from the original ones.
    
    That's it for this section. If you have a good strategy or a note to these
    above, feel free to mail me at bloodfreak@hotmail.com place "Red Alert 2
    FAQ" as subject and I will place your strategy where it belongs and your
    name and possibly your e-mail address in the credits section. I hope I
    helped you with somethin'.
    
    
    
    
    
    
    --------------------------------------
    7. Main Offensive Strategies For Allies
    \-------------------------------------\
    We will be using sneak attacks to scare are enemy a little. What you'll want
    to try is to force the enemy into defending parts that are not of vital
    importance to your offense. We will do this with Tanya's and spies. Tanya
    +a spy or two is really vital. If you can keep the dogs busy with Tanya,
    he'll
    have to somehow kill the Spy with force firing. The key here is to keep the
    spy moving. NEVER let him stand still. If you are a little lucky, he'll make
    it
    through without a scratch. Now shut of the power and bring in Tanya. Ignore
    the tanks and concentrate on the structures. If you have multiple Tanya's,
    it's even easier. Let one Tanya kill off all infantry threats, while another
    few
    Tanya's destroy buildings. The only problem will be the tanks. Not their
    cannons but their ability to crush you. Try to avoid it. The primary
    buildings
    you should target are the Construction yard, War Factory and Refinery(s).
    Once you have taken care of these key structures, try to destroy as many
    reactors as you can. If there is only one Nuclear Reactor, it is a breeze.
    Destroy that one, let your Tanya's kill off the rest of the infantry,
    destroy
    the
    Barracks and get them out of there. If you can pull this one off, the enemy
    will be very confused and crippled. Bring in all your Prism Tanks and
    destroy the pest. If you encounter Yuri, kill him FAST. If he manages to
    mind-control your Tanya, you're toast, or not. Try to kill the
    mind-controlled
    version as fast as you can but target Yuri first. He will go down in a
    single
    shot.
    
    The AI isn't really smart...
    -----------------------------
    There is a nice trick that sometimes leads to a big AI smackdown. In most
    maps, there is a bridge somewhere. It happens often when you are on one
    side of the bridge while the enemy is at the other, meaning this is the
    only/one of the routes to your base for ground units. Well, we will destroy
    this
    bridge. Here comes the interesting part. The AI doesn'tseem to notice this
    happening and if he doesn't, he won't build a Naval Yard to make ships to
    defend his base. This makes him very vulnerable. Make a shipyard yourself
    and start mass production of ships. Go and attack the enemy. He might
    notice that you have chosen another method of attack, but he is far too late
    to prevent us from destroying him completely. In the few skirmish matches
    I've played with a bridge-to-the-enemy situation, it always worked for me.
    Keep in mind though that you may not leave your base undefended now, the
    enemy will send small attacks from another route if he can find one. They
    include sending over a tank or two to harass you. If you don't have any good
    defenses/tanks, you might even loose an important structure to the enemy.
    This still is a good and easy way to defeat the AI. Still note that this may
    not
    work too often.
    
    Lightning Storm Created! Yiiiihahahahahaaaaa!!
    ----------------------------------------------
    Westwood has been balancing Super Weapons, but they overlooked this
    one a bit. And this gives us a little advantage over the Soviets. Just
    target
    the place you want to see totally wiped out, and you will get your wish. Too
    bad this storm isn't too good against armored units (good against infantry
    though). He will probably be seriously crippled. Now, send in the cavalry,
    and
    destroy the armor (if you're up to it). If he is so smart to set up a
    Construction
    Yard and a War Factory right beside eachother, he'll be toast. Build up/send
    your army to destroy the enemy's units. Now everybody says "Thank you
    Wetwood Studios, we all love you!". Good boys/girls, now all sing in
    enjoyment!
    
    Firezone Confirmed!!!
    ----------------------
    If you are going with a straight armor assault, take the Prism Tanks. They
    can take out Tesla Coils from miles away and are nice tank killers. Just be
    sure to build lots of them, they aren't very strong compared to the Heavy
    Tanks of the Soviets and certainly not the Apocalypse Tank. If you can
    destroy some things with the Tanya Rush first, you'll be very happy when
    you see the Victory message flash across your screen.
    
    FEAR the Soviet army!
    ----------------------
    Do not tend to send wave after wave of Grizzly Battle Tanks if the enemy
    has an impressive amount of tanks himself, your tanks will be demolished.
    It would be better to back them up with Prism Tanks to help out. Split them
    up in two groups, if the enemy goes for the Prism Tanks, do a full assault
    with all your Grizzlies and they'll be forced to attack your tanks. Now
    bring
    in
    the Prisms and destroy their key structures to make life easier. If your
    tank
    army is big enough (I'm talking about 50-80 tanks here), you'll be able to
    destroy the enemies. The best thing to do is to let all your tanks target
    one
    unit at a time. If you have that many tanks, it will be instant death for
    the
    unit.
    Each unit you destroy is one cannon shell less that your tanks have to deal
    with. If there is an Apocalypse around (which is very probable), give it
    everything you've got, including the Prism Tanks, it won't be able to handle
    that much. Ff you succeed in all this, you may call yourself a good platoon
    leader.
    
    Don't let the Construction Boys stop!
    --------------------------------------
    This is KEY to your survival, especially when fighting multiple enemies.
    When you send a big taskforce to attack an enemy, the other one could be
    in for an assault on you himself. If this doesn't happen, it is imperative
    that
    you still do it because you'll have backup forces in case that your first
    wave
    couldn't push through. If the battle takes long enough, you'll have built up
    another massive taskforce to finish them off.
    
    Naval Warfare
    ------------
    It is time for some real fighting. If you can destroy an enemy from the
    waters, you'll have a good advantage. What we will do is very simple.
    - First, build a lotof destroyers and force an opening in the enemy base.
    Support them with Carriers and Cruisers. The Cruisers will destroy any
    missiles that are launched from the Dreadnoughts, while the Destroyers kill
    them off. It is imparitive that you build some Dolphins. Not only do they
    have
    fancy sounds, they can also remove those annoying Squids, otherwise your
    Destroyers will be killed off like flies by spiders. The dolphins will also
    help to kill the nurdy Typhoons. We will crush them under the iron fist of
    FullBurst41 rule.
    - While you have sent all your ships to attack, build a lot of Amphibious
    Transports, tanks, IFVs, GIs and Engineers. Build as many as you can. Now,
    place a few Engineers in one of those IFVs so that it becomes a Repair IFV.
    These will be handy for you. Stock up the rest of the IFVs with GIs. We will
    deliver them in the enemy base. To speed up destruction later, we will train
    a
    few Tanyas for quick building destruction. This will be vital, we want to
    destroy the enemy quickly.
    - Once you have the opening, bring in all your transports and unload them on
    the shore of your enemy. Protect them from any submarines and other
    enemy
    ships and give the enemy everything you've got. Once you have cleared all
    the
    ships, let them help with the units and destroy the base defenses that you
    can
    reach. If your initial assault dies off, let your carriers destroy any
    targets
    of oportunity. Once you have cleared out their base, bring all remaining
    forces home and rally there. if you were only facing one enemy, take a light
    vehicle, like an IFV, an stock it up with infantry. Let them scout out whole
    the map, and give them an Amphibious transport if needed. It is likely that
    there are some troops garisoned in some houses (this only aplies to AI
    oponents, humans will probably surender directly instead of sending all
    their
    last resources just to watch them die).
    
    Air Strike without Warning
    --------------------------
    Always give random air strikes. This is crucial to keep your enemy on his
    toes. What he might think, is that you will send planes untill he falls for
    it. For this he will place massive amounts of Flak Cannons, troopers and
    Tracks around his base. But while you are doing this, build a massive
    amount
    of Prism Tanks and a few Tanyas. What we will do is simple.
    - We will continue to strike with Harriers and still try to take things with
    it. What you could try is to lure the enemy fire away with some Rocketeers,
    then quickly strike their key structures. The Rocketeers should target the
    Flak Tracks. They will probably replace every Flak they lose. Now when you
    have massed all your Prism Tanks (build about 50), send them and your
    Tanyas
    to the enemy base. Let your Tanya-squad take out any Flak Troopers while
    the
    Prism Tanks take out the Tracks. Once you managed to destroy these,
    target the
    Tesla Coils that are present from afar (Note: Targeting from afar is
    crucial.
    You don't want to lose any units to the Tesla Coils!!!). Once the defenses
    are
    out of the way, let Tanya move in while the Prisms take care of any Rhinos
    in
    the area. Let Tanya destroy the key structures that are left. Your enemy
    will
    be forced to flee (if he has a second base, otherwise he's toast).
    
    Try to perform these strategies as good as possible. If you don't destroy
    the
    enemy, you will seriously cripple them and remember, first build up your
    defense, then your offensive power.
    
    
    
    
    
    
    -------------------------------------
    8. Main Defensive Strategies for the Soviets
    \------------------------------------------\
    Now this gets exciting. It's not easy to organize a good defense for the
    Soviets.
    
    Close off all the entrances to your base
    ----------------------------------------
    There'll be multiple holes in your base entarnces. You should build as many
    defensive structures by eachother, and leave some space for units to move
    out.
    BUT we will do something else. The open spaces will be filled with
    Apocalypse
    Tanks. This way, you'll keep those spies away from you. They will also
    greatly
    assist in the defense against tanks. If you see Prism Tanks aproach your
    base,
    intercept them before they can wreak havoc among your defenses.
    
    Lightning Storm Created!!! (certain death)
    -------------------------------------------
    It seems that Westwood has been overpowering the Lightning Storm a little.
    They tend to take out your whole base! So what can we do against it? One
    thing would be to build a second base and keep that one hidden for as long
    as possible (or scatter your buildings of course). Make the ilusion that
    everything you have is in there while you're
    building lots and lots of Rhino Tanks at the other base. Once the Lightning
    Storm hits, send in all your tanks while you're preparing a nuke. You
    should've made a lot of tanks already so they should give the enemy a really
    hard time. If the storm does not wipe out your original base, see what
    defenses you have left, bt I would recommend to evacuate it, sell off the
    Refinery so that the Ore Miners you had there will start working for your
    newer Refinery(s). Once all the units have arrived at your base, the enemy
    will probably send something to find any remaining "straglers". Your nuke
    should be finished by now. Launch it at the enemy base and they will know
    the deal. If your original tank assault took out the enemy base, that's good
    for you. Now sell off all the buildings of your crippled base and use the
    cash
    for your reinforcement tanks. The enemy is probably angry now and will start
    to think of a good assault. NOTE: LAUNCH THE NUKE AT THE WEATHER
    MACHINE OR YOUR NEXT BASE WILL BE LOST ASWELL). He will scout
    the whole map out until he finds you, giving us some spare time. Once you
    have some tanks, you should be thinking about that second nuke strike
    right? I'd say, target the scouting group (if they haven't found you yet) or
    their
    base again. If you're going for their base, hope that he has massed his
    power plants together and target that place. With a little luck, the power
    will
    go off. Send in all the tanks you have (produced and evacuated) and fight
    your way through the Pillboxes. Destroy their advanced defenses so that he
    won't be able to use them when the power gets back up. Get a Yuri along to
    help in the attack. Turn enemy units against themselves you know. Once you
    have this done, you should be able to desroy the enemy base.
    
    Tesla Setup
    ------------
    Something you should know is that the Tesla Coils work best when you put
    them in a triangle. This will allow the Tesla Coils to protect themselves
    from
    enemy attack, something pretty important for Tesla Coils if you ask me.
    Place these triangles all around your base, making sure you have a few
    Nuclear REactors sticking around to power everything (DO NOT BUILD
    ONLY Nuclear REACTORS, YOU WILL REGRET IT!! BUILD A GOOD
    AMOUNT OF TESLA REACTORS TOO, SO THAT WHEN THE POWER
    OF THE NULCEAR REACTORS FALLS, YOU STILL HAVE ENOUGH
    POWER TO DEFEND YOURSELF. DON'T FOLLOW THIS ADVICE, AND
    BE DOOMED). Do not rely on your coils alone, use tanks to
    intercept/weaken enemy units en route to your base. Or, if it is a real big
    force, send your airships to kill off most of the enemies.
    
    Intercept, intercept, intercept!!!
    ----------------------------------
    Once you have the option, build a Kirov Airship or two (one will usually do,
    just to be sure...). Once you see the enemy armor aproaches your base, go
    and
    bomb them. They will not survive for long. The nice thing is that the Allies
    don't have a lot of anti-air units. They can use IFVs, but they are easily
    crushed by your bombs. I found this strategy to work pretty well. Just don't
    send any tanks with it, it will be destroyed by the bombs of your Airships.
    Now you tell me "So what if my enemy uses this tactic against me, I can't do
    a
    thing? What kind of idiot are you!". Well, it is indeed a close call. My
    advice is to build as many IFVs as possible and bring them along. Or use
    Chrono Legionaires as your attacking units, they will be able to outrun the
    Kirovs easily. See the advanced Strategies Section for the Allies for more
    details on the Legionaire Rush.
    
    Using Sentry Guns wisely
    -------------------------
    Sentry guns may not sound very impresive but it can be handy. I prefer to
    build about 6 to 10 at each side of the base. This will be more effective
    than
    placing only one or two for your base. If you have placed them all, they'll
    buy
    you some valuable time to build some extra Tesla Coils or something else.
    They'll keep out limited amounts of forces for you, especially infantry.
    Another good tip I can give you, is to place Sentry Guns around your
    important buildings. The main reason for this is because the Chrono
    Legionaires can warp past them and if there is some space between the
    perimiter of your base and the key structures, they'll easily wipe out your
    structures. This works very well against the AI (the Legionaire Rush I mean
    especially on Easy Difficulty. LOL!). This Sentry Gun defense can also help
    against Tanya attacks, as they will find holes in your base defenses easily
    and slip through.
    
    
    
    
    
    
    --------------------------------------
    9. Main Offensive Straategies for the Soviets
    \--------------------------------------------\
    Josh would like to play!!
    --------------------------
    Description: If you have acces to monkeys on the map, use Yuri to gather as
    many as possible and stick a few bombs on 'em. Now, hury to the enemy
    base
    and let them fry the enemy. Hope you get there in time eh. Let the monkeys
    go to the construction yard and let it blow! Send some dogs to kill off any
    Engineers that might be around.
    
    The AI isn't really smart...
    -----------------------------
    There is a nice trick that sometimes leads to a big AI smackdown. In most
    maps, there is a bridge somewhere. It happens often when you are on one
    side of the bridge while the enemy is at theother, meaning this is the
    only/one of the routes to your base for ground units. Well, we will destroy
    this
    bridge. Here comes the interesting part. The AI doesn'tseem to notice this
    happening and if he doesn't, he won't build a Naval Yard to make ships to
    defend his base. This makes him very vulnerable. Make a shipyard yourself
    and start mass production of ships. Go and attack the enemy. He might
    notice that you have chosen another method of attack, but he is far too late
    to prevent us from destroying him completely. In the few skirmish matches
    I've played with a bridge-to-the-enemy situation, it always worked for me.
    Keep in mind though that you may not leave your base undefended now, the
    enemy will send small attacks from another route if he can find one. They
    include sending over a tank or two to harass you. If you don't have any good
    defenses/tanks, you might even loose an important structure to the enemy.
    This still is a good and easy way to defeat the AI. Still note that this may
    not
    work too often.
    
    Frosty is angry!
    -----------------
    Description: You can do the same thing with a Polar Bear, Frosty! Just be
    careful not to come too close... He'll be found on the arctic maps and is
    nice
    to have around. Try the same strategy or try to look as friendly as possible
    and scout out the complete enemy base. If you happen to find yourself in a
    fight, test them out on the infantry (Frosty seems to be very hungry today
    you
    know!).
    You could also do the famous "Cow Rush", but I think nobody falls for this
    anymore. There has been so much publicity for it months before the game
    was released, and everybody who was planning to buy the game knows
    what
    this is or can guess.
    
    The Standard But Effective Rush
    --------------------------------
    Build about two dozens of Apocalypse Tanks and build some aditional (no
    sorry, a LOT of aditional) Rhinos to assist with th Apocalypse. I'd say
    building about forty or something around that number. Now build some dogs
    and let them come in behind the tanks. On a side note, try to render this
    rush
    with the Unreal Tournament engine, and I can assure you that you will have
    a very SLOW framerate. Yes, even you GeForce users. Okay now, rally your
    forces and move to the enemy base. Let the Rhinos wait for the
    Apocalypses. We're planning on a mass attack. Your 64 tanks will slowly
    advance to the enemy base. This looks cooler IMO.
    NOTE: You could say (these guys go too slow, I want some transmorts".
    This is correct, but you'll have to build about 13 Transports and that gives
    you some extra cost to attend to.
    Once your force reaches the enemy base, the Prism Towers will start
    zappin'! Fire with all tanks at the same target, meaning instant death to
    the
    enemy you target. Try to hold off any Air Attackers with your Assault Tanks.
    Demolish defensive structure after defensive structure. You'll eventually
    clear out everything. Let your Rhinos assault the Grizzlies. They'll be
    pretty
    much toast with all this. Once you've taken care of all the Prism Tanks
    aswell, begin targetting key structures. Destroy the Construction Yard, War
    Factory and Barracks. Also, the enemy will do a desperate move by
    letting lose group after group of GIs. Well, you didn't forget to bring all
    those
    dogs did you? If you did, you may be in for a little fight. However, I
    presume
    you brought them along and we will now kill off leagons of infantry. After
    the
    biting spectacle, bring in your tanks and destroy the Battle Lab, any
    defenisve structures that may still be here, destroy any super weapons and
    destroy the refinery(s). The Miners will just sit there, waiting to be shot
    by
    your tanks. Relieve them of their painful thoughts and destroy any and all
    remaining units/structures of the enemy. If you didn't win yet, gather your
    tanks and move. You should've only lost a few tanks (if you brought the dogs
    of course).
    
    The Kirov Rush!!
    ----------------
    This will work just fine. Build a whole squadron of Airhsips (that means 12
    for
    those who aren't at home at those terms) and let them move to the enemy
    base. I agree when you complain "But they go so slow!", but you'll have to
    put up with that. What you're about to witness is very spectacular and very
    irritating for the enemy. When you arrive the Patriots will start firing.
    Target
    them first. Once they are out of the way, fire at any IFVs that may be
    firing
    at
    you. Now that this is out of the way, target their War Factory tne their
    Barracks and Battle Lab. The enemy might think you're overlooking his
    Construction Yard but that ain't through. We are NOT. We're just sparing it
    for last. Target it and fire. Now shut off the power by targeting all the
    Power
    Plants and destroying them. The enemy might be smart enough to flee now.
    If he isn't, so much the better. Destroy any unit that leaves behind, then
    bring
    in your Rhinos and attack any Grizzlies that are fleeing the Kirovs. This is
    another very hard strategy to defend against, but it is possible. Hey did
    you
    ever try to bump your helicopter into that thing? I never tried it, but it
    just
    apeared in my strategic thinking. I'll test it out, probably won't work.
    
    
    
    
    
    
    --------------------------------------
    10. Advanced Strategies
    
    10.1: Allies
    \-----------\
    The Legionaire Rush
    --------------------
    This may sound a little odd but it is effective as hell! Build a dozen or so
    Chrono Legionaires. I know it is expensive but you'll get there eventually.
    Once you have the Legionaires, scout out his complete base by continiously
    teleporting out of the range of enemy weapons. We'll search a relatively
    undefended area. If you can find one, the enemy will probably send tanks or
    infantry to attack you. Let them com to you and teleport away when they're
    going to attack you. Don't go too far and the enemy might be stupid enough
    to send them after you. Wait until they come back to you. Now go back and
    destroy any structures you can mange in the time you have. With 12
    legionaires, you should be able to destroy some. If there are Power Plants
    here, errase them from time and try to power down the base. Move into the
    heavily defended area (probably where the important buildings are). Target
    at
    your discretion and fire at will (consentrate your fire on one building at
    once,
    don't use one legionaire to attack alone). The tanks will have a harder time
    shooting at you. If it gets hot for one legionaire, teleport him out of
    there.
    These guys are very handy to avoid the enemy Kirov Airships. So the Kirov
    can destroy everything, but he isn't fast enough for your Chrono
    Legionaires.
    Another advantage of the Chrono Legionaire is that you can scare the
    enemy, giving the feeling you're at two places at once. You can split up
    your
    Legionaires and strike at two different points. The enemy will have a little
    fear, especially humans tend to get mad and smash on the computer screen
    "WHAT THE HELL IS GOING ON! THAT GUY IS CHEATING DAMNIT.
    HELLO, WEBMASTER, I WANT FULLBURST41 BANNED FOR HIS LIFE.
    HE SENT FIFTY LEGIONAIRES AT ME. THAT ISNT REALISTIC."
    "Stop screaming, it's hurting my ears. He's NOT cheating, you're the one
    who is too slow to react to it!"
    
    Don't stick with your original base too much
    ---------------------------------------------
    This was the key strategy I used to overcome the enemy in Tiberian Sun,
    and the way I have tested it, it works pretty good in this game aswell.
    What is this? Well, we will just make multiple bases to make our life
    easier.
    >From the beginning of the match, start building your base. Get up your
    barracks and start placing defenses; Follow this up with the War Factory and
    build about 5 extra ore miners. You should be getting a good flow of cash
    this way. Get up your power plants a little and begin building Air Force
    Command so that you have a radar. Build a Battle Lab so that we can build
    the advanced defenses. Start placing Prism Towers and some Patriots
    aswell. Build a Harrier and search for a few Oil Derricks that might be
    around. If you can find some, build a couple of engineers, a helicopter, and
    get them in there. Capture the Oil Derricks so that we'll have even more
    cash. Also, search for some crates, if you're a little lucky, you'll find a
    few
    money crates to keep up the good cash flow. Once you are ready with all
    your defenses, build a Service Depot. Once you're ready with that, start
    building a dozen or so Prism Tanks, so that you can withstand an attack for
    some time. Build some extra Grizzlies if you want, but it isn't really vital
    to
    your
    existence. Build an MCV and find a good place to place your new base.
    Begin building a Gap Generator while you're getting your MCV there. Once
    the Gap Generator is ready, deploy the MCV and the Gap Generator right
    beside it. Build some Power Plants right there. Build up a Barracks here,
    aswell as a Refinery and a War Factory. This base will be independent, but
    for the moment, there'll be no unit-production here, except for the extra
    ore
    miners of course. Once you have a War Factory, begin building about 5
    extra miners so that you'll have an income for this base independently. Now,
    at your original base, start building lots of GIs and get them into
    buildings
    so
    that they will defend your the route that they're stationed near. Build some
    Attack Dogs for quick Infantry-killing. Once you have those defensive units
    ready, it is time to place some defenses by the second base. To minimize
    power requirements, I'd stick with the Pillboxes for the moment; Once you
    have a total of 8 Pillboxes standing there, start building up some tanks in
    your original base. If the enemy waited this long to attack you, he's
    eithrer
    preparing a massive attack, or he's lazy. Let's say that he is preparing a
    massive attack on your base. Make about 50 Grizzlies to be certain. Now,
    build some more power plants at the second base, build up your
    Chronosphere and Weather Control Device at your second base. Once you
    have these, it is time to see what the enemy is doing. If you are American,
    or
    you got your hands on an Airport, get some paratroopers in there to scout
    out the plae. If not, build a spy and sneak him into the enemy base. Once
    you have some info on the enemy, you can infiltrate a structure (War Factory
    or Battle Lab are recommended) and you'll have a little advantage over the
    enemy. Alternatively, you could build a Spy Satelite Upling to get info on
    the
    eemy. Presuming you took the War Factory, build another platton of tanks
    (consisting of about 30 to 50 tanks). You should be ready for the enemy now.
    There is a slight problem still. If the enemy gets to you with his Kirovs,
    we
    cannot let him destroy your entire base. To combat this, we'll be forced to
    find him after he has left their base. If you were lucky enough to be
    stationed
    far from your enemy, you'll have some spare time to get your people there.
    Build Rocketeers 'till your base is full of 'em. Rush the Kirov with all
    your
    Rocketeers, and he'll die pretty quickly. Once you've taken out the Kirocs,
    it
    gets easier. If the enemy managed to reach your base and your Rocketeers
    can't hold them off, get all your tanks, infantry and any other unit you
    still
    have out of there, to the second base. You should be able to save most of
    them, as your tanks go faster than the Kirov. I hope you have some IFVs
    around there so that you can get the infantry out quickly. Otherwise, use
    the
    Helicopter. If your Patriots somehow get rid of the Zeplins, lucky you. This
    is
    where I have to look at two situations:
    
    1) You were able to stop the Kirovs. We're back at our base with a nice
    total
    of tanks in here. Build a Tanya, find a little hole in the enemy's defenses
    and
    sneak inside. Destroy as much as you can, killing off all infantry. Be
    warned
    of any Yuris around there, as they're pretty deadly... Once your Tanya is
    crushed/killed/whatever, build up some Chrono Legionaires. Get them inside
    aswell and start wiping out buildings (or at least try). Once you've lost
    all
    your
    Legionaires, launch a Weather Storm in there. Once the storm has stopped,
    bring in your complete tank force and demolish/cripple your enemy. If this
    wasn't enough (although very unlikely), you must build aditional tanks while
    you're attacking with the first wave. Once you've lost your first wave, do a
    desperate move in destroying them all. If this fails aswell, launch a
    Weather
    Storm at him. With a little luck, the enemy will not have known about your
    second base while you were using it as a support for your original one!
    
    2) The Kirovs were able to destroy you, bring all the tanks you have to your
    second base, and sell off any remaining building so that you have some
    extra money. The miners you had should start working for your second base.
    Put your Battle Lab down in your second base (there isn't a lot of choice
    right). Build a Spy Satelite Uplink and aditioonal power plants if needed.
    Now, start making a Service Depot. I wouldn't order you to build another
    MCV, but if you want to, go on ahead and continue the little game, or you
    could show your real face to the enemy now and go to kill him. We'll show
    our face. First, uild up more advanced defenses, build a lot of Patriots for
    the
    next time the Kirovs would find you. Try to keep your cloak good. The Gap
    Geerator should be able to mask you enough. Go and garison some GIs in
    buildings throughout the map. The enemy might think this is a move to slow
    the game, as you might be searching for valuable crates. Once that's done,
    you should already have a Weather Storm ready for an hour or so. Launch it
    at the enemy, and he'll no the deal baby! This makes the enemy panic, he
    doesn't know what's hitting him! He'll sit there asking himself how he
    could've missed those super weapons. He'll send out his scouts, and if he
    passes a garisoned building, the scout passing will probably be destroyed
    (best for scouting are the Flak Tracks, so that isn't a problem).
    Chronoshift
    an IFV with Tnyas in his base and start woopin' his ass! Blow things up
    'till
    every Tanya and the IFV are dead. Build up Harriers, a lot of them.Launch
    them to deliver air strikes at the enemy. Take potshots at them, and try to
    scare the hell out of 'em. He'll know for sure there's another base
    somewhere. Build up as many tanks as you can manage. I'd try to reach a
    group of 100 tanks, but you don't have to build that many. Once you have a
    big group, smash it at the enmy, who will be increasing his efforts to find
    you.
    Before he knows our exact loacation to fire a Nuke at us, we'll give it to
    him.
    Destroy them all. Before the tanks attack, you might aswell strike with your
    weather again, then with the harriers and finaly with the tanks (this will
    help
    saving tanks hehehe).
    If the enemy uses this strategy against you, you are Allied so you can bring
    up your Satelite, or you can quickly scout out things with your Harriers or
    Rocketeers.
    
    The more complex Base Strategy...
    ----------------------------------
    This may sound crazy (and it is...) but it is a lot of fun to do. I will not
    promise
    you will win a match with it, it's just a lot of fun you know.
    NOTE: Make sure you meet the folowing requirements to make sure the
    strategy can work to its full potential:
    - Play on a map suited for 8 players so you have a lot of space to build.
    - Do this match with only oneof your friends, again to conserve space
    - Hope that you're kind of far from the enemy
    - Try to make sure that your enemy is Soviet not Allied (I just keep
    repeating
    the same thing man!)
    
    
    Start by setting up your base. Build a Refinery, Power Plant, Barracks, some
    GIs, a Pillbox or two, War Factory, 4-7 Chrono Miners, a bunch of Grizzlies,
    Air Force Command HQ, 4 Harriers, Battle Lab, some Prism Towers, some
    Patriots, aditional Power Plants, Service Depot and a new MCV. Move the
    MCV to a position further from your base (preferably away from the enemy
    hehe). Deploy it and start building a lot of Power Plants. Once you have
    about 20 that's good. We'll place them in the new construction area. Scatter
    them around as much as possible. Build a Barracks here too and set up
    some Pillboxes in this base, aswell as training your GIs here for a moment.
    Build about 30 GIs here and deploy them. Build some dogs here too. Once
    all this is donee, switch back to the original Barracks. Make sure you have
    about 50 GIs here, all deployed. Once you have it done, it's time to place a
    Refinery at the newer base. We should have a good defense now, but if iyou
    feel unconfortable, feel free to place some extra Prism Towers or Patriots.
    Oh, and if you're interested, we'll call the new base the "Power Grid". You
    should see where I'm aiming with this strategy now, right?
    Once the new REfinery is in place at your second base, build some extra
    miners at your original base to make the Cash Flow even bigger. I'd say
    buildig about 5 extra miners isn't bad. Once you have a lot of cash in your
    grasp, start to worry about the enemy for a minute. If the enemy already
    showed his face, I'd say we find him, and show we are here aswell. Send
    something to gain some recon info. Once that is done, replace your lost
    unit(s) and start worying about your bases again.
    If the enemy didn't attack you yet, I think it is time to build a Gap
    Generator.
    We'll have enough power for now so don't worry. If you would need any more
    Power Plants, build them at the Power Grid, to keep things right. Once the
    Gap Generator is up, we can be sure the enemy will have a hard time to find
    us.
    If the enemy spotted you or not, we are going to have to defend ourselves
    against their Super Weapons. To do this, we will do sneak attacks. First,
    build some Attack Dogs. STation them by your important structures to keep
    out any spies (if you're playing against Allied Enemy of course). Build a
    Tanya unit and four Spies. Build a Helicopter and place them all in it. The
    enemy won't detect your helicopter so don't be woried. Bring in your Spies
    and infiltrate the following: War Factory, Barracks, Battle Lab and Power
    Plants. Teh Power will be down and your Tanya will be able to blow up the
    Tesla Coils in her way. Destroy any and all super weapons that you can
    detect. When she dies, build up another 30 GIs and anotehr 30 when that is
    finished. You should have about 100 GIs at your original base. You can
    march them to the enmey base, or you could make a Rally Point and bring
    all your GIs there with the Helicopter (it will take some time of course).
    Find
    the most undefended place of their base and strike their. move your GIs into
    position and deploy them. Detroy any defensive structures you see. OMve on
    destroying tanks with all that machine gun fire. Deploy your people around
    their Constrruction Yard and demolish it completely. Since we want to play
    with the enemy, we'll move out all our troops back to the base. I like to
    fight
    my way through the other side of the base, instead of turning them around.
    One more thing, if you're playing against Iraq, don't even bother using this
    strategy alright? If you happen to play against IRaq, do the same thing but
    then with tanks. Destroy the weakest defended part of the base, and
    demolish their Construction Yard.
    Now that the enemy felt the power of our forces, replace any GIs/Tanks that
    you lost in the initial assault. It is time for the next step in our base
    building
    scenario. Build a new MCV and place it somewhere far from your base. This
    will ba the Air Base. Put down the truck and start building a Refinery
    there.
    Build a Barracks. This place must be guarded well, so we'll place a lot of
    Prism Towers here. let your Harriers take off from the original base and
    move them to your newer stronghold, wait there a minute. Sell off the
    original
    Air Force Command HQ, and build a new one here. Land your Harriers in
    there and build about 5 more HQs here. Once that is done, stock them up
    with Harriers (oooh, expensive baby!). Now that we have two squadrons of
    Harriers, we'll have a good air base. To make things look cooler, build
    another 5 Miners at your original base. Alright, now that you have so many
    miners at your disposal, we can slowly begin to destroy the enemy, or not
    yet...
    Launch a harrier and let it fly around to find some tech buildings that we
    can
    capture. If you can locate an Oil Derrick or two, that's great. an AIrport
    is
    not
    bad aswell. Build as many engineers as there are TEch Buildings and
    capture them. Good work Commander, time for some extra bases. First,
    build some new Power Plants (about 5) at your POwer Grid. If you left the
    enemy's Service Depot and War Factory standing, then it is very likely that
    he will have built up his base again. I recomend to leave that standing, to
    keep the match a little fair aliright? Build a new MCV and deploy it
    somewhere. Dump a REfinery next to it and a Barracks aswell. Build about
    30 GIs here and dump some Pillboxes and Prism Towers in the base. Build
    a Battle Lab here, sell off the old one. This makes your original base the
    main Tank-producing facility. Now that we have the Battle Lab at our other
    base, build some Prism Tanks there. This base will be our "Advanced
    Production Facility" (fancy name hehehe). Now, place Patriots in all your
    bases, in case the enemy begins to send its Kirovs. If your radars detect
    one, get all the anti-air units you have to its location and smash it,
    hiping
    to
    bring it down. Now comes an optional part. If you can locate a river of some
    sort (probably with a bridge), bring your tanks there and smash down the
    bridge. Build  a new MCV, once it is ready, begin building a Prism Tower.
    Once you have set your MCV, dump the Prism Tower by it, to give some
    first-aid cover if needed. Imediately begin building more Prism Towers and
    Patriot Missile Sytems to help out with the Dreadnoughts. It is good to
    build
    a
    Tanya and send her this way, so that she can help destroying enemy
    vessels. Build a REfinery and Barracks as usual, train some GIs (the regular
    30) and build a Naval Yard. Start cranking out Destroyers and Dolphins.
    Once you have about 4 Dolphins and over the ten Destroyers, build a few
    Cruisers to destroy the missiles of Dreasnoughts and help take down any
    Kirovs there may be. Of course, ifthe enemy isn't using Naval capabilities,
    this will be a little stupid to use, ut it adds ot the overall feel of the
    strategy.
    Back to the building stuff. Crank out some Carriers and some extra
    Destroyers. Now, move your ships a little closer to where you think the
    enemy is and see if you can strike with the Hornets from here. If this is
    possible, hold here for a moment. Keep tabs on the enemy to see if he
    begins to make his Naval Yard, it is vital that we know. Now it is time to
    give
    us that bt of advantage in harvesting. Build an Ore Purifier in every base
    you
    have. And while you're at it, why not build another five Chrono Miners???
    Good! I knew you would agree. I won't even calculate how much ore you get
    with all those miners (man, you'll have to switch ore fields quite a lot
    hehehehehe!). Now comes a pretty important base for us: the Intel Base.
    Make your MCV and start building a new REfinery while you're busy. Whe
    the MCV is ready, deploy it somewhere and place the Refinery right beside
    it. Make a Barracks, some Prism Towers and make about 50 GIs and bring
    some tanks that you built here aswell. Once that is done, build a Spy
    Satelite
    Uplink. Now, you'll have a much better look at the enemy. Good, now that
    we have intel on the enemy, there is only one remaining thing we have to
    take care of. Build the last MCV and build a REfinery. Place the MCV and
    the Refinery. Place 2 Ore Purifiers, one for each base. Build a Barracks and
    build as many GIs and Prism Towers as you can manage. Build a
    Chronosphere and a Weather Control Device. Build some Chrono
    Legionaires and bring all of them together at the enemy's base. Warp them
    intto a relatively unprotected part of the base and take out some buildings,
    just to keep the enemy scared. Once all the super weapons are ready, build
    as many tanks as you can in the ten minutes the super weapon is charging.
    Gather all the GIs out of all your bases and let everybody rally en route to
    the
    enemy base. Hit the enemy with a Lightning Storm then try to attack enemy
    targets with your vessels you have in there. if the enemy's structures/units
    are in range, launch your Hornets to make short work of them. Once you've
    picked off all targets of oportunity, bring in all the tanks and GIs you
    rallied
    (man! That'll be a lot!) and rush the enemy. Target defenses first, let the
    GIs
    deploy and concentrate at any tanks there are. Let the tanks worry about the
    structures and let the dogs take on the infantry of the enemy. Once you have
    destroyed everything, scout out the rest of the map to find any remaining
    stragglers. Once that is done, you will be victorious.
    The advantage of this strategy is that you can send reinforcements from
    other bases if another part of your infrastructure is under attack. I hope
    this
    is a good strategy for you. It works for me most of the time, especially
    against humans, because they actually get confused of situation, while the
    cold-blooded computer is so cold to play against...
    
    
    
    
    
    
    --------------------------------------
    10.2) Soviets
    \------------\
    Well, there is only one good strategy that I use often with the Sovets (with
    taking the "good" word in its relative form ehum). Build up your base as
    usual. Find a good place (preferably close to the water) to build a Naval
    Shipyard. Once that is done, start mass production of Dreadnoughts,
    Submarines and Sea Scorpions. Once that is done, move your massive
    armada of ships to the other side, trying to get a shot at the enemy's base.
    Try to find his base within range of the missiles of a Dreadnought. Another
    thing you can do, is to build a Dreadnought as early as possible, even if it
    means delaying a Refinery. Once you have one, send him over to bombard
    the enemy base. If you were fast enough (and the enemy was slow enough
    hehehe), he won't have a Patriot Missile Launcher (or bad placed/not
    enough of them). If you can spot a Patriot that is lonely, destrooy it
    first.
    Then
    target at your discretion. Try to keep them out of the range of enemy
    defenses (pillboxes in this stage of the game). If you can succeed in this,
    then you will probably be able to smash the enemy to pieces. The wisest
    thing to do when you find yourself in such a situation, is to
    undeploy(repack)
    your MCV and move away of the field, while selling off all your buildings
    and
    taking your units with you.
    Another thing you could do, is to quicly build a Barracks, a Tesla Reactor
    and the War Factory. Build a bunch of Terror Drones and move them to the
    enemy base. If you are fast enough, the enemy won't have a lot of a
    response against it. You can wipe out both Infantry and vehicles with them,
    so use that to your advantage. All this only works if you have luck. It is
    sometimes a little dangerous to use such a strategy.
    
    Long live the Soviet Union.
    ----------------------------
    Well all the above is a little crappy, so let's see if I can't give you a
    good
    "build-a-base-and-destroy-the-enemy" strategy.
    Build up your base (I'd keep away from the water as your Soviet and I find
    the Soviet Navy a little weaker then the Allied navy, it's jsut that feeling
    that
    my vessels can't do a thing right!). Start up infantry production fast. This
    is
    kind of important, because the Allies have a good advantage in infantry,
    while your men can easily take down their tanks (well GIs can do the same,
    but the conscripts seem harder to hit which would be logical in keeping the
    balance higher). I know the number 200 is quite impressive, but it is
    certainly
    possible. I'd say this: build your War Factory first and build as many War
    Miners as you can. Harvesting goes very slow with the Soviets, so it is
    imparitive to find Oil Derricks to give you a steady flow of cash. Let's say
    you
    find and capture a few. We now have 200 Conscripts ready for action. Once
    that is done, build some Attack Dogs (about 5 or 10) to help kill off those
    GIs,
    sniff out Spies and assist in killing any Tanyas. Once that is done, try to
    build
    even more War Miners, oh yes, we want a lot of cash to work with. Build
    your Radar Tower to give you a little overview. It is very much possible
    (especially for the Online players) that there are multiple enemies. The
    enemy will probably roll in some tanks to bugg you. Group your men together
    (yikes!) and target one tank at a time. They'll probably die instantly.
    Destroy
    tank after tank and you'll be fine. I have to warn you however: it is okay
    to
    keep your soldiers close, but scatter them once the tanks roll in, we don't
    want to make this look like Carmagedon or GTA right?.
    Once you have your soldiers standing by, build up defenses first. Build lots
    of
    Tesla Coils and Flak Cannons. We'll place the sentry guns around our
    buildings for protection. Use some walls to protect your defenses for
    awhile.
    Once you have a good number of Telsa Coils and all the passages to your
    base are walled off and defended, begin production of tanks. Build lots of
    Rhinos. Once you have about 50 or so, start building some extra Flak
    Tracks/Flak Troopers to help with any attacks the enemy might send. Build
    some Tesla Troopers to keeep your defenses running if base power falls
    down to 0. Now that our base is safe for a little while, build a bunch of
    Apocalypse Assault Tanks and a few Kirovs. Let them move to the enemy
    base. Let the Apocalypse tanks try to destroy the patriots and any other
    unit
    that is threatning your Kirovs. If you can do this, then you will have a
    good
    chance of destroying the oponent you're attacking. If you are playing a
    skirmish game against one computer oponent, then the game is over now!
    However, if you're playing online and you are probably facing multiple
    enemies, there is still some work to be done.
    
    The second thing you have to worry about is super weapons. We must
    absolutely prevent any Lightning Storms from killing us off. Nukes aren't
    nice
    to have incomming, but lightning storms are still worse. Build a few Yuris
    and
    send them over to the enemy. Mind control a bunch of units and run them
    back to your base. Use this tactic to get as many units as you can. What we
    are looking for is an IFV. If you can snag one, build a Crazy Ivan, put him
    in
    and get him to the enemy. Give him some extra support. Now we have a
    nice demolition truck at our command. Get the IFV (errr demo truck) into the
    enemy base and keep it a little covered. Once you have it inside, ward off
    any incoming infantry/tanks so that you are safe. Bring the truck to the
    structure you certainly want to wipe out, be it super weapon or construction
    yard. You could always try to destroy more with your forces that you brought
    along, but it is very much possible that the enemy has too much defenses for
    this. A cheaper way to completing the "destroy the super weapon" goal is the
    following:
    - Take an IFV (by capturing a Allied Structure or by mind controlling one)
    and
    bring it to your base.
    - Build an Iron Curtain. Once it is charged, send your IFV to the enemy.
    When it begins to take fire, make it unvulnerable. Double-time it to the
    enemy's super weapon/construction yard and DETONATE!!! (just run into it
    hehe).
    We now have to start mass production of Apocalypse Assault Tanks. Once
    you have a good number (40 is good enough!), get a Yuri unit in there (or
    Yuri Prime is even better) and steal some units. Try to snag as many IFVs as
    you can, or some big boomers from the enemy. If you can get about 10 IFVs
    that's good. Put Tesla Troopers in them and have some very nice Tesla
    Tanks. Let them be grouped on unit 2. All your Apocalypse Tanks should be
    grouped on 1. Once you have that, see how many Rhinos you've got and
    build some extra. Build as many as you see thick and group them at 3. Now,
    build about 5-10 V3 Rocket Launchers and group them at 4. Move your
    Rhino tanks first. Let the Apocalypse follow but keep some distance. Keep
    the Tesla Tanks right behind the Apocalypse tanks. Your V3s should stand
    by a little moment. Once your Rhinos have reached an enemy base, let them
    attack it with everything they've got. If you built a lot of them, you might
    crush
    them all in there. If the enemy is able to retaliate your Rhinos
    succesfully,
    bring in the Apocalypse, followed right by the Tesla Tanks. Let the
    Apocalypses mop up as much as they can handle. Move your V3s to the
    place of chaos and let them fire on the enemy buildings, assisted by the
    Tesla Tanks. If this somehow fails, regroup everything that is still
    remaining
    and head home. Send over any Kirovs you may have and destroy the enemy
    base completely (well that should've been a hard hitter for the enemy!). You
    should've built a Nuke Silo by now. Nuke anything that is moving in the area
    of the base you just attacked. Now, focus your attention to the possible
    other enemies, and try to keep yourself out of the fighting for awhile. If
    they
    are already in a big conflict, then that's FANTASTIC. We can build up forces
    without problem. If the remaining enemies are allies with eachother, that's
    something else. Considerthem to be allies. You'll have to bring up more
    defenses quicly, while building LOTS and LOTS of Kirov Airships. if you can
    manage it, try to build about 20. It is expensive, but it will work, I
    garantee
    you. Once you have those Kirovs fly them over to the enemy's bases and
    destroy them. If someone survives, smash some tanks at them and try to
    destroy them by doing that. Another thing would be to build even more
    conscripts after your big group of 200. March them to the enemy and destroy
    them completely. I garantee you 250 conscripts will kick the enemy's ass
    quite nicely.
    
    Hope I helped!
    
    
    
    
    
    -------------------------------------
    11) Mission Walkthroughs
    \----------------------\
    11.1. My Walkthroughs
    ---------------------
    11.1.1: Allied Walkthroughs
    ------------------
    Mission 1: Loone Guardian.
    ----------
    Briefing: It would apear that the Soviets have invaded America. They are
    rushing through our cities like mad idiots. We must stand our ground, even
    in thsi disorder.
    You'll start by getting New York out of the iron grip of the Soviets. They
    haven't taken the city yet, but they will if we don't act fast. Buildings
    are
    already in ruins, ships are aproaching and threatning to destroy us all, and
    you are going to stop them... That's right, YOU. With the help of Agent
    Tanya of course. She's an expert in her class, don't leave her for the
    stupid
    jobs Commander.
    
    Main Objective: Get to Fort Bradley and regain control of the city. Also,
    you
    should keep Tanya alive at all cost!
    
    Walkthrough:
    This is kind of simple. You'll see several Dreadnoughts firing missiles at
    the
    statue of liberty. Aparently, the Patriot Missile Systems aren't quite
    enough
    to
    hold the missiles form hitting their target, so you better work fast. Let
    Tanya
    take a swim and attack some C4 to the ships. Once you were able to sink
    them all, make her understand that you have to get on the Manhatan Island.
    Once she made it on, assist the GIs with those lame Conscripts. They'll
    make it anyway, but you'll see Tanya's pistol skills, and it's worth it,
    belive
    me!
    Tahter your GIs and hold ground for a moment. there'll be a second wave of
    Conscripts soon. Once you've taken care of them, move further on the road,
    you'll see a lot of things burning hehehehehe. You'll soon encounter a few
    more GIs that are just sitting there shooting at Conscripts. I'm sorry to
    say
    this, but it is a long time since I played it, and I'm a little busy (whihc
    means i
    do not know exactly where the next thing is). You'll have to search around
    in
    the city. You should find 3 Grizzly Battle Tanks to give you a little extra
    firepower. Move Tanya past the MCBurgerKong and the Gas Station. You
    can take the GIs with you if you want, but it isn't necesary! The Fort is
    able
    to
    defend itself, but the AI who is controlling it, seems too dumb to build new
    units or more defenses. Just send Tanya inside and you'll gain control of
    the
    base. Directly after you get control, move your Grizzlies to the fort and
    begin
    to build a lot of GIs (say 30 or so) and send them to the enemy base,
    sending the Grizzlies with them. Let the Grizzlies take care of the Sentry
    Gun
    defense and let your GIs pour into the base. Let them kill all the V3s that
    are
    inside and destroy the Soviet Structures by blowing up Barrels and finishing
    off the buildings when needed. Once you've wiped out the base, it's Mission
    Acomplished for you my friend!
    
    
    
    Mission 2: Eagle Dawn.
    ----------
    Briefing: General Vladimir is moving fast, very fast. He has sent a group of
    tanks to secure our air base in Colorado. This one is to vital importance to
    us. You must get back the Air Force Academy before the Soviets can make
    this position unpenetratable. Tanya will also be at your service in this
    mission (EYES ONLY COMMANDER, TAKE NOTE OF THAT.).
    
    Main Objective: Recapture the Air Force Academy and destroy all the Soviet
    Forces in the area, before they gain too much ground here.
    
    Walkthrough:
    Get Tanya up and about and elt her kick some butt will ya!
    You'll see a few conscripts around here. I sugest taking them out now, you
    know why right? Once that is done, you can take an Armor Crate here
    somewhere. Once you've found it, you can find another one under the house
    next to it? You'll soon get a message from Luitenant EVA, saying that a
    group of Rocketeers has arrived to assist you. Get them and assign them to
    a number on your keyboard. Move Tanya further and you'll see the Air Force
    Academy on the map. Clean out everything that you may or may not
    encounter. You'll reach a fork in the road. When you find it, move Tanya
    into
    the captured base and kill off the Conscript here. You'll see some Flak
    Cannons sitting here. This is what is preventing you from destroying the
    Sentry Gun defense with your Rocketeers. I'd say only one thing: "Chuck
    some on it!"! Once you've blown up the Flak Cannons, move in the
    Rocketeers and destroy the sentry guns. Once you've acomplished that,
    you'll get some Engineers dropped off. Get them to capture the buildings of
    yours. Once you have captured the Air Force Academy, the aircraft will take
    off, and give you some recon on a base to the east. It isn't that easy this
    time, so don't jst send 10 GIs in there hehe.
    First, build some extra chrono miners (three will do) and foritify your
    base.
    To
    make it easier, we'll send in Harriers first. Let them destroy key
    structures,
    on easy the Flak Cannons shouldn't do too much to the planes (they'll
    probably miss!). Once you have destroyed some structures, you'll get some
    GIs from somewhere. Deploy them and destroy anything in sight. Let any
    planes you have ready destroy Sentry Guns so that the GIs will have a better
    chance of surviving. Once you have this base destroyed, your mission will be
    over. If the wave of GIs doesn't destroy the base, send in some Grizzly
    Battle
    Tanks to finish the job. Once that is done, it's mission acomplished for
    you!
    
    
    Mission 3: Hail to the Chief.
    ------------------------------
    Briefing: Back to the heart of America. Something terrible has happened, the
    Soviets are using their feared but until now unknown technology. This
    technology is known as a Psychic Beacon. What it does is send out signals
    to the brain to American soldiers and citezens, telling them to join the
    Soviets, and since we have no protection against it, we'll have to remove
    them one by one. There is a slight problem. They have placed a Psychic
    Beacon within Washington DC. They have "mind-controlled" the President,
    and even General Carville himself, so Luitenant EVA will have to give you
    the briefing. It apears there are stilll some forces in the area that are
    unefected, you will rendezvous with them and destroy the Psychic Beacon.
    Do not allow our citizens to be forced to be slaughtered!
    
    Main Objective: Build a base, find the Psychic Beacon and destroy it.
    
    Walkthrough:
    There are a lot of structures that you can repair, but I acomplished the
    mission without repairing a single one of them, so I don't conisder it
    needed.
    Start by building up your base. Once you have GIs ready to build, build
    about
    30. You'll see a bridge to "The Other Side", where the enemy is staying. Let
    the GIs garison themselves in the buildings around here, especially in that
    one by the bridge. The Soviets will ocasionally send a lot of Conscripts and
    inocents to attack you. It's pretty fun to see those Civilians get
    slaughtered
    (at least in my opinion!). Get a War Factory up and running. Get some
    money if you really want, by repairing structures. Most of them holds a
    crate
    with money, so that could help if you want. Build extra miners 'till they
    begin
    to annoy you by their numbers. Suffice to say that you should at least build
    4
    of them. Once they are ready, start building Grizzly Battle Tanks fast.
    You'll
    get ocasional reinforcements. They'll consist of IFVs (about 4 or 5 if I
    remember correctly). Build an Air Force Command HQ, especially for those
    of you who want to repair things. Now, build 4 Harriers and give the enemy a
    first strike. They'll be located across from the bridge, by the soccer
    field.
    This
    is only a small base, so this won't be too much of a problem. Destroy
    everything with your aircraft, while you keep up your tank profuction. Once
    you have an amazing number of tanks, roll them across the bridge and move
    to the Washington Monument. You'll spot a Soviet stronghold. Roll your
    tanks in and destroy the defenses. Keep everything away. Now, build some
    engineers and capture this base. Try to keep the War Factory living so that
    you can capture it. And Scott Batass has given me the oportunity to do a
    good fight here. Capture the War Factory, Barracks and REfienry if you can.
    Place Pillboxes all over the place! Make about 10 Tesla Tanks by using the
    IFV and putting a Tesla Trooper in it! once you have that, build a second
    Air
    Force Command HQ. Build Harriers to fill it up, and start striking the base
    at
    the Natural Museum. Try to take out as much as you can. Build a lot of
    Rhino Heavy Tanks at the captured base, it will help you in the final
    assault.
    Build a few V3s if you want quick destruction. Now assemble all forces at
    your captured base and rush the enemy for the final assault. You should be
    able to destroy everything quite quickly. The enemy won't have a lot of an
    answer to your Tesla Tanks hehehehehehehe (Thanks Scott, you made
    it even easier!). There's only one more thing that needs to be handled, the
    Psychic Beacon. You'll find it in the North East corner if I'm correct (it's
    somewhere near anyways). Target it and fry like hell!!!!! That was a pretty
    easy one right? I think it is time to celebrate, you've jsut played out 1/4
    of
    the
    Allied Campaign, no big deal, as you ain't seen nothin' yet!!!!
    
    
    Mission 4: Last Chance.
    ------------------------
    Briefing: It is worse than we thought. The Soviets are far from finished,
    and
    we have to handle them the hard way. Even as our war effort continues,
    there is something very important that MUST BE DONE AT ALL COST. If
    we cannot achieve the goal I'm about to give you, we will all turn into
    slaves
    of the Soviets. Your destination is the city of Chicago. The city is heavily
    fortified, so you'll have to do an amphibious landing. you'll have to locate
    a
    device called "Psychic Amplifier". The Soviets are preparing themselves to
    use it. Our scientists have calculated that this device, when activated,
    will
    mind control whole of North America. If this happens, we are doomed to lose
    the war. Make sure you can find and destroy it. It is imparitive that we
    bring
    a
    halt to this psychic attack of the Soviets.
    
    Main Objective: Find the Psychic Amplifier and destroy it before it gets
    online
    and takes control of the US.
    
    
    Walkthrough:
    Alright. You'll have a bunch of destroyers, a few transports, and some
    Rocketeers in the opening stage of the mission. First thing you'll want to
    do
    is to destroy the cannos on the shore, without them, we can safely land our
    troops in Chicago! Let your Destroyers clear a path by destroying anything
    that you may encounter. Destroy all the Soviet units and
    defensive/production structures right here. There's a high chance of
    SubMarines here, so protect your transports from them, or it's BYE BYE to
    your shore landing! Once you've cleared out the place, move your transports
    in. Unload them all. In one of them, there'll be an MCV. Deploy it and
    you'll
    receive a transmission from Luitenant EVA, who gives you some tidbits of
    info on the Psychic Amplifier. Once the talking is over, you'll notice a
    timer,
    pay close attention to it, if you're running out of time, rush the amplifier
    with
    everything you have and try to destroy it (target it with everything and
    ignore
    Soviet Forces, so that you can give it a buttload of damage in one bam). DO
    NOT LET THE TIMER EXPIRE, OR YOU'VE JUST BEEN VERY STUPID.
    Reinforcements will arrive. There'll be a few transports with tanks and GIs
    onboard. Deploy them all and let them join your forces. Begin setting up
    your
    base now. If you left alive the soviet Construction Yard, capture it now.
    Since
    I didn't do it myself, it probably made it harder because of the better
    tanks
    they have. Well, it's just a stupid detail, so if you just destroyed it, I
    can
    understand it. It's so much fun to blow up a Soviet Construction Yard!!!!
    Build up your Refinery, Power Plants, Barracks. Build about 20 GIs and then
    start working on the War Factory. Build a bunch of extra miners to increase
    money.
    Once you have a lot of miners, start building Grizzly Battle Tanks, or
    Rhinos
    if you did capture the Soviets things. Start pumping out a lot of them! When
    you have a good group, mass everything together that you have. Build some
    more GIs (20 again I'd sugest), and move north. You'll see a bridge, but
    you'll need to repar it. Train an Engineer at your Barracks and send him
    over
    to the Bridge Repair Hut. Fix the thing and move along. You'll come to see
    an island, where the Psychic Amplifier on it. Let your tanks fire on it,
    while
    all
    the GIs you have massed will ward off any Soviet armor/infantry that might
    interupt. Since the GIs are good against both of them, this will be kind of
    easy for you! Once the Psychic Amplifier is destroyed, the mission is over,
    and you get to see a very confusing ending scene. Premier Romanov is
    sitting there, making himself angry (man, he should watch his heart!), and
    he
    will target Chicago and say something like: "Behold the Powerrr of
    Motherrrrr
    Rrrrrussia!". BAAMMMMMMMMMMMM! Nuke has hit Chicago and it isn't
    pretty to look at!
    
    
    Mission 5: Dark Night.
    -----------------------
    Briefing: It apears the Soviets are overpowering us. We must get help from
    anyone who would want to. We can NOT LET THE Soviets take control of
    the US. If we do, the Europeans will not be able to stand for themselves.
    We're trying to convince the Europeans to join forces with us and help take
    care of the Soviets. There is a slight problem however, the Soviets have 2
    Nuclear Silos on the border between Germany and Poland. The Europeans
    are afraid that the Soviets will launch the missiles once they have formed
    an
    alliance with us. That's why we will remove this threat, and ensure a good
    alliance with the European countries. To acomplish the task quickly, we'll
    deploy Tanya and a handful of spies for you to use. You must locate the 2
    Nuclear Silos in a Battle Lab, and take care of them. Beware that the enemy
    will have good guard against your attack, so use the spies well.
    
    Main Objectives: Find and destroy the 2 Nuclear Missile Silos that are
    threatning Europe.
    
    Walkthrough:
    Disguise your spies and take care of the Conscripts on the road with Tnaya
    (she's a hotshot isn't she!). The plan is simple: We'll destroy all forces
    that
    may prevent our spies from reaching their destination, and we'll clear out
    the
    path, so that we don't have to fight too much when you need precious timing.
    Send Tanya to the northeast. Shoot everything you see, especially all the
    guard dogs. They must be killed. Not only do they threaten the spies, but
    they also threaten Tanya, so you must ABSOLUTELY kill them, before they
    get a chance to attack Tanya, otherwise it's game over for you! You'll
    eventually come to a fork. You'll eventually come to the entrance to the
    Soviet base where we must locate the bastard nukes! Fire at anything in
    sight (be it oil barrel or soldier) and stay out of the range of the tesla
    coils,
    but destroy any that have barrels next to them. It is safer to find an
    alternate
    route however. Go to the farm nearby and free those cows (you can use
    them, but I personally didn't). You'll see a barrel standing by a wall.
    Shoot
    the barrel, and TADAAAA! A hole! You can pick off soldiers through here
    easily, so do it. Take a Spy or two here. Let the first one enter the Tesla
    Reactor and the power will be shut. Destroy all the Tesla Coils in here. Now
    send in your Spy and let him infiltrate the Battle lab. Your map should get
    expanded and you will get the location of the two Nuclear Silos that you are
    searching for remember? Before you do ANYTHING ELSE, find some
    barrels in the base and shoot them, to make another opening in the wall. Go
    and follow the path to the path further. You'll see a crashed ariplane. It
    apears something terrible has happened. You'll see a group of GIs and
    Engineers. Get them out of there, and they'll tell you that they were on
    that
    plane but were shot down by Soviet air defenses (hmmmm, I don't
    remember any flak in the area, oh well). They claim there are more survivors
    around here somewhere (and they are right, I just don't use them, because
    they aren't necesary at all). Bring them along to the base you've "defused",
    and send the Engineers to capture both the Barracks and the War Factory.
    Train aditional Engineers to capture the rest of the base. Once you have
    everything there was to grab, and start building more War Miners, because
    harvesting goes a lot slower with the Soviets. Once you have a good total of
    harvesters, start building Rhino Heavy Tanks. Get a permanent production
    started. The first wave will consist of 15 tanks, while we are building more
    to
    replace thme. Once you have them, send Tanya with them to destroy any
    and all infnatry that might be around here. If you want, you can use the
    cows
    to see exactly where there are tesla coils and all that stuff. Roll your
    first
    wave of tanks to the first nuke silo, and attack. You shouldn't have too
    much
    of a problme, target the Tesla Reactors first, and destroy them as quicly as
    you can. Once they ar offline, destroy the Tesla Coils, or you could
    destract
    the Tesla Coils, while Tanya blows the Reactors. Once you have cleared out
    the base of its defenders, destroy the wall around the nuke silo and destroy
    it. Now, wait for your second wave of tanks to be ready, and send them to
    rendezvous with your original tank group. Once you have them ready, move
    your butt. Attack the second nuke base. If you are taking Tanya along, be
    sure to watch out for Guard Dogs, because they are very common and
    annoying here. Apply the same tactic as usual, and destroy the second nuke
    silo. Looks like you have persuaded Europe to help, now let's crush the
    Soviets!!!
    
    
    Mission 6: Liberty.
    --------------------
    Briefing: We're back in Washington DC for an important mission that was
    given to you by good ol' General Carville: "TAKE MY OFFICE BACK". We
    are pushing away the Soviets of our soil, and we must continue to rally and
    destroy their forces as fast as we can, because we mustn't give them a
    chance to regroup and strike hard again. The main idea is to attack the
    Soviets and take back the Pentagon, aswell as destroying all Soviet bases in
    Washington. It isn't an easy task now, but I'm sure you can do it. Also,
    we've
    made contact with the mad Doctor Einstein. He has given us the plans for
    the new Prism Towers. We belive they will be most useful in your strugle.
    Use them by all means, because we want the Soviets killed and that means,
    we want you defended from any harm they will intend. Einstein is working on
    several projects at this moment, so more of his work is expected soon
    enough. Get over there commander, and settle the score once and for all.
    
    Walkthrough:
    Deploy the transports at the Pentagon. It's under attack already, but the
    Prism Towers will do the job quite nicely. Establish a base. The first thing
    we'll want to do is to make a superb and unpenetratable defensive
    infrastructure. To do this, we will want to build more Prism Towers, wall
    off
    our base, and garison troops in the buildings by the Pentagon (VERY
    IMPORTANT). Also, we will back our soldiers in the buildings up with some
    tanks.
    Set up your base. Build a Refinery, Power Plant, Barracks, War Factory,
    Battle Lab, and then we're up and running for some time. Build Prism
    Towers, and place them by the ones that were already there. This will be
    vital to your survival, as the Soviets will attack frequently with tanks.
    Once
    the attack has been countered, repair all damaged defenses. Build an Air
    Force Command HQ. Build 4 Harriers, and then start working on lots of
    Chrono Miners. We'll need the resources hard, so make sure you have at
    least 8 miners running your refinery all the time. Build about 10 tanks to
    back
    up the garisoned TIs. At some point, the message will come that the Soviets
    have released their Terror Drones. Try to destroy them before they can
    attack themselves to anything, and build a Service Depot to remove any
    drones that are attached to your units. Also, don't just attack it with a
    few
    infantries, as they will kill your men without any doubt. Also, build lots
    of
    Fortress walls at key places, so that the enemy will have trouble using his
    terror drones. Now that we have good defensive power, it is time we began
    doing something about that Soviet annoyance in the city. Build more Air
    Force
    Command HQ and fill them up with Harriers, until you have a squadron
    (which means you'll need 3 HQs and 12 Harriers). Also, there's an easy way
    of making your life less frustrating. The first strike your planes do,
    should
    be
    on the bridge that leads to the first Soviet Base (which isn't too big). Let
    your
    planes reload and strike again if the first attack didn't take it out
    completely.
    Once the bridge is destroyed, and your planes are rearmed and ready, let
    them strike the small base. Flak will be moderate, so you can easily take
    them down. Target key structures and keep on striking 'till they have no
    more structures to speak of. let all your planes reload, and move on to the
    next base. Do as much damage as you can, and then build about 40 GIs.
    You still have those transports right? Gather all the GIs you have and build
    IFVs so that they all are seated in one. Put them in transports and move the
    hovercraft to the other side of the broken bridge. Move your soldiers
    forward
    and kill anything that is remaining of the enemy base (a bunch of tanks if I
    can guess right). Maybe the second base still has defenses if so, build
    about
    20 tanks and transport them all over to the battlezone. Let them take care
    of
    the defenses you see.
    Now, it's time to mop up the whole thing. Build even more tanks. Build about
    15 and transport thme over. Let them demolish any enemyies you encounter
    on the map (there's probably still a base out there, so take care of it
    quicly).
    Once you have destroyed every base on this map, Washington will be yours.
    It is quite thrilling. I found this mission very easy, because once you have
    the
    defenses up, it's all just building up a force of your own and destroying
    them!
    
    
    Mission 7: Deep Sea. (what a pointless mission name!)
    ---------------------
    Briefing: We are winning the battle for the United States! We have fortified
    our positions and are moving the Soviets away very quicly. In no time, the
    Soviets will be evacuating and will be returning to their homes in Russia
    hehe. However, there is a situation that requires your attention. We have
    detected a large Soviet fleet heading to Pearl Harbor. This is their
    desperate
    attempt to increase morale of their troops, to get another victory. But we
    will
    not allow this. Prepare your own navy and strike back. It is likely that the
    Soviets will deploy a base when they arrive. Destroy them all. Remove them
    from American soil once and for all. Once we have driven them from this
    place, we'll be able to strike them when we please. Beware that the Soviet
    fleet is not to be underestimated. Our reports say that they took lots of
    Submarines with them, so be on the lookout. Also, try to protect the base on
    the island. It is probable that the Soviets will destroy that to make a
    landing
    and build a base of their own.
    
    Main Objective: Locate the Soviet fleet, destroy it and the base that they
    deploy.
    
    Walkthrough:
    There's no time to lose here, believe me! Start building Destroyers like
    you've never done before. Crank out as many as you can manage before the
    Soviets arrive with those stupid Sea Scorpions and submarines (oh DAMN, I
    don't like the Soviets). Once they arrive, attack them with everything you
    have. Move all your destroyers and carriers to the place of attack and wait
    there and you will be attacked. Let the Destroyers worry about the
    Submarines first. Let the Carriers try to destroy the dreadnoughts, the only
    problem is Sea Scropions. Leave the Cruisers at your base, as the
    Dreadnoughts have the annoying stupidity of targeting your structures. The
    Cruisers will make short work oftheir missiles, so that isn't a problem.
    Once
    you have destroyed every ship here, you may start to breave normally
    again... at least for now. Get your cash flowing by building a lot of Chrono
    Miners, and maybe a second Refinery if you want. Soviet paratroopers will
    be coming in pretty often. See those houses close to your base? Well, we'll
    just train GIs (LOTS AND LOTS OF THEM!) and garison them in those
    houses, don't you think that's a good idea? Once that is done, train an
    Engineer and transport him to the norht, where you'll find a Tech Airport.
    Capture it now. Train some attack Dogs and send them over there to defend
    against any infantry that might try to take over. (the enemy often tries to
    just
    capture it with Engineers if you leave no defenses) You could also place
    some Prism Towers and Pillboxes at the Airport if you want! Start building
    more defenses at your own base now. Place lots of Prism Towers and
    Patriot Missile Systems at your base, with a few Pillboxes to help shred the
    infantry faster. Once you have defenses up and running, see that you have
    good power, so that a minor attack on your power plants won't just shut
    down the whole thing. Now, start building a Service Depot. I'll tell you
    why:
    The enemy AI has the annoying plan to often transport attack into your base.
    They may include Engineers, but most annoyingly, Terror Drones(!). We
    MUST NOT allow the enemy to harass us with his stupid drones. Make sure
    they get destroyed before they even reach a vehicle, or the vehicle can
    reach a Service Depot quicly. If you want, you could build a second base at
    the airport, I did once, just to make it feel cooler (HAHAHA, the Soviets
    can't
    win hahaha!). All paratroopers should just come to your base. We won't
    need
    them in an attack on the enemy base right? They're just costless infantry.
    Now, it's time to build up a strike force to give the enemy a hard time.
    First
    off, see how many destroyers you have. A few were probably sunk by the
    Soviets, I'd sugest building another 10 or so. Once that is done, start
    building
    a lot of Aircraft Carriers. Also, there's one thing that you must remember:
    KEEP THE CRUISERS CLOSE TO YOUR BASE, BECAUSE THE
    SOVIETS LIKE TO SEND A FEW V3S TO ANNOY YOU. AS LONG AS
    YOUR CRUISERS ARE THERE, THERE'LL BE NO PROBLEM.
    Build up Grizzly Battle Tanks and a lot of them please. Once you have a
    fleet
    of impressive numbers, group each ship type together. Keep them at your
    base for the moment, but they'll play a large role in our attack in a few
    moments. If the enemy manages to get a Nuclear Silo up and running right
    now, hit him hard. First target the Silo, then target at your discression.
    Destroy all targets of oportunity. There'll probably be a few subs, and a
    bunch of Sea Scorpions around. Let the Destroyers concentrate on the
    ships, while your Carrier Battle Group launches wave after wave of Hornets.
    There may be flak, but they can't hold off all of them, belive me freely.
    Once
    you've destroyed everything you could possibly destroy from this position,
    quicly build a few transports and get everything you have ready at the
    moment over there. The main idea is to certainly destroy all the Tesla Coils
    that the enemy has placed. These are very unwelcome targets. Also, try to
    destroy the Sentry Guns from the sea. Destroy all unit-producing structures
    +Construction Yard (from sea or land) and you'll get the "Mission
    Acomplished" message in no time! Good work commander, I'd say you
    deserve a little rest right... RIGHT?
    
    
    Mission 8: Free Gateway.
    -------------------------
    Briefing: Well, looks like your rest is already over hehe. We are really
    hurting
    the Soviets bad, and they are retreating on all fronts. Our intel believes
    we'll
    be able to drive the Soviets from America in a few days. So now you ask:
    "Why the hell did you have to bother me?!". Well, you may have heard that
    our primary suply-line at Misouri is in Saint-Louis. We have received
    reports
    from Agent Tanya and the other forces in the area. It apears the Iraqis have
    made their attempt to give us a blow in the face. Therefore, they have
    invaded Saint-Louis, and they are readying a Psychic Beacon. They are
    wanting to cripple our suplylines, and regain control. Agent Tanya is
    assembling a strike force and we will have to destroy the Psychic Beacon
    quicly, it's about to come online. Also, once this is done, drive off all
    the
    Soviet forces from the city. We mst give the Soviets an answer to their
    feeble
    attempts to win this war, by treachery and unfair warfare. This will turn on
    them, you'll see soon enough.
    
    Main Objective: Find, and destroy the Psychic beacon at the small soviet
    base, then drive them off of the map!
    
    Walkthrough:
    Okay commander, we have Tanya and a bunch of GIs and engineers, ready
    at your service. Our objective will be to find the small fortification where
    the
    Psychic Beacon is, and destroy it as fast as possible. You have about 20
    minutes before the Beacon will activate, and there is absolutely no time to
    lose! MOVE MOVE MOVE!!!
    Alright, assemble your strike team right away, move to the highway and
    follow it until you reach the Soviet base. First thing you'll want to do is
    attack
    the base from different angles. Let the GIs and the engineers go through the
    back, while Tanya sees what she can do. The main plan is to find and
    destroy all the Tesla Reactors, so that it is safe to destroy the Psychic
    Beacon without getting fried by the Tesla Coils. Find and destroy all the
    Reactors, kill any troops that you may find, and destroy all the Tesla Coils
    afterwards. You'll notice the Psychic Beacon, ready and waiting to be
    demolished. Move Tanya in and watch in joy as the whole thing blows!
    That's the first and easiest part of this mission. The reinforcements will
    arrive
    with an MCV and some stuff. You should also get control of a bunch of
    civilians, who apparently got an M1 Carbine assault rifle from the Soviets.
    Wander how that happened hehehe. they're good cannon fodder IMO.
    Watch out for the Desolators (the Iraqis brought them along hehehe),
    because they will send your infantry to hell in an instan. It easy for them
    to
    butcher your soldiers, they can't do anything good against tanks though
    (phew!!). There'll be a few of them in the soviet base already. They'll
    start
    harassing you, so dispose of them quickly. Oh yeah, after you destroy the
    Psychic beacon, there will be a crate of money there. It always helps to
    have
    some extra cash. Also, watch your miners carefully, because something very
    odd happened when I played the mission. Harvesting was pretty smooth, as
    the fields are pretty close to your base. Everything went fine, until the
    miners
    didn't show up anymore. No "Ore Miner Under Attack" notice, nothing! They
    just disapeared to nowhere. I don't know how this was caused, I can only
    warn you to keep your eyes open!
    Okay. Start up your base now. Build refinery, power plants, barracks, a War
    Factory. now, start producing lots of Chrono Miners. You'll also notice that
    a
    few new tanks have come to play: the famous Prism Tanks. They are very
    well. They can take care of buildings from a long distance (handy against
    Tesla Coils) and they aren't too weak aswell. Grizzlies are stronger, but
    the
    Prisms have much better firepower. You'll receive reinforcement of four of
    these tanks, use thm wisely. Once your cash flow is nice, start building a
    Battle Lab. Once that is up, build a bunch of Prism Towers for defensive
    means. Once that is done, there is something I need to confess: I used a
    rather ilogical strategy to complete the mission. I didn't cheat, but I just
    did it
    a little different then you should do it. What I did, is build about 15
    Grizzly
    Battle Tanks, roll them to the enemy base, and while they were busy
    fighting,
    I built the second group of 15. I let my first group attack, but I couldn't
    do
    too
    much, because of the Tesla coils. My second group made a big hole. Then, I
    sent everything else I had, together with a good number of trained GIs. This
    was the way I killed the enemy off. However, there is a much better way, by
    using a big group of Prism Tanks. they won't suffer the Tesla Coil problem,
    and they are suprisingly good against infantry aswell, just like the Prism
    Tower. I have to say Einstein is a good guy, he builds good units anyway.
    Let's hope there will be more of these goodies.
    
    
    Mission 9: Sun Temple.
    -----------------------
    Briefing: The Soviets are desperate of keeping foot on american soil, but
    that is easier said then done. Their forces are desperately trying to regain
    control of cities, failing without glory. They still have a hold on Mexico,
    where
    they are counting their last hours. It won't be too long before we retake
    this
    place. There is only one thing we must absolutely prevent. The Soviets have
    captured some Prism Technology, and are researching it at that base. We
    believe they may already have a few prototypes of defenses, but we are not
    sure of that. Most of our forces are comited elsewhere at the moment,
    therefore the general has granted you a SEAL team, they will perform their
    duties smoothly. Your mission is to find and capture or destroy any
    prototype
    versions of our Prism Towers, and destroy the complete base itself. Once
    that is done, we can totally remove the Soviets from America. This mission
    is vital to our succes Commander, don't let us down now.
    
    Main Objective: Find and destroy/capture any versions of our Prism Towers
    and destroy the research base.
    
    Walkthrough:
    Alright, we're working with a real SEAL team now. I must say that although I
    do not like most limited forces missions, I liked this one very much,
    especially because of the SEALs. they have cool guns, some kind of Hekler
    & Koch MP5 Sub-Machinegun, which rocks against infantry. Tanks also
    have a hard time shooting them (in my experience, it took a few Rhinos at
    least 4 minutes to kill one SEAL, while he was mopping up the whole base,
    only the Refinery remained, hehehehehe!). Just don't let them be squished,
    or your SEAL is goodbye! Okay, like you could expect, these guys can swim,
    so there will be water in this mission (DUH!!). Let your SEALs swim up to
    the
    main land. You'll come to a handful of Conscripts and Attack Dogs. "WHO'S
    YOUR DADDY! Drrrrr, drrrrrr, drrrr! "AAAAAAAAAAHHHHHH.
    Ahem, okay. Suffice to say that those troops are dead meat! You'll see that
    you just liberated a village. You'll have a few Grizzlies and GIs, while a
    helicopter brings in five Engineers. Stick one Engineer in the copter and
    fly
    to the west side of the map. Search around until you find the airport. If
    you
    are unfortunate to find some soldiers in the area, mow them down with the
    copter, or bring a SEAL along. Be warned though: if you attack them with the
    copter, be careful of staying at a good height. The Conscripts have an
    annoying ability to fire on your chopper when it flies low (nice feature
    added
    by Westwood). Once you have taken over the Airport, send some SEALs to
    defend it for the time being. We're not expecting any attacks, jsut to be
    sure
    the Airport stays with us. Leave the rest of the SEALs in the village,
    together
    with all your forces in the village.
    Now the mission gets really simple, just wait until you have massed a lot of
    GIs by the Airport, group them together with the tanks and SEALs, and move
    everything to the enemy base. Let the SEALs take care of defensive
    building, aswell as unit producting structures, while the GIs and tanks
    concentrate on any enemy units. If you can, let one SEAL concentrate on the
    infantry units. Destroy the whole base, and if you get another paradrop,
    bring
    them into the base to help out. If you want, you can capture the producing
    structures and refinery to serve as your own. Destroy every tanks and
    structure, together with all the infantry, and you're done for this mission.
    There is another way to complete this mission though. Here it is:
    Do the same with your SEALs. Let them liberate the village. Load the five
    SEALs in the chopper and bring them close to the base. Do the same with
    the Engineers. Let the SEALs lead the way and take care of any infantry that
    might pose a threat to the engineers. Then, capture the prototype Prism
    Towers, together with a Tesla Reactor. The Prism Towers look like pyramids
    if you don't know, and there are two of them; Capture a Tesla Reactor for
    each pyramid, and let the SEALs take care of all the infantry. Once you have
    these Prism Towers, lure the tanks with you to the Prism Towers, and watch
    them getting toasted. Also, you can let the last Engineer take over the
    Construction Yard if you want, build a Barracks, train aditional Engineers
    and
    capture the rest of the base. Destroy anything that is still here and you
    should also complete the mission with ease. The second is a more risky
    way, but it is worth it, just to watch those Prism Towers destroy those big
    bad
    tanks, it's just iresistable!!!
    
    
    Mission 10: Mirage.
    --------------------
    Briefing: Congratulations are in order commander. You have driven the
    Soviets out of the United States for good now. They still have a hold on
    Cuba, hwere they have a strong position. The Russians have pulled back in
    Europe, and are beginning to strike there. Since their attempt of
    replicating
    our Prism technology, they have began searching other ways to get their
    hands on it. We thought hey would do anything to find Einstein's laboratory,
    and we were absoloutely right. They have invaded Germany, pouring deep
    into the Black Forest, where they hope to get control of Einstein's
    laboratory.
    Teh Germans have contacted us, confirming that they are not strong enough
    to face the Soviets alone. They have requested our help, in repelling teh
    Soviets initial assault, aswell as removing them from German soil. Watch out
    for new Soivet technology, we suspect that they have developed new tanks,
    as people refered to as the Apocalypse tank. We do not know the full power
    of this tank commander, but hope that you're not the first to find out.
    
    Main Objective: Ward off, and thereafter remove all Soviets from the Black
    Forest, nd protect Einstein's laboratory at all cost!
    
    Walkthrough:
    As you could see in the intro movie, General Carville gets wasted by a Crazy
    Ivan standing in front of his dor. Think he's dead? Well, you'll find out
    soon
    enough. AUF WIEDERSEHN!
    I know this is bad German, just trying. Okay, you'll get an animation where
    Einstein shows his new invention: the Mirage Tank. I think they are best
    against infantry, and if you can group a lot of them togehter, the vehicles
    you
    target will go down smoothly! Especially the V3s are a joy to target with
    the
    Mirage Tanks. We start a little outnumbered. We have a small fortification
    near Einstein's lab, you get an extra MCV, and you will notice a German
    Base, which will come under attack shortly, and will be demolished without
    problem. Place your MCV at Einstein's lab, start making some extra Prism
    Towers imediately! Now, build GIs fast. Build about 20-30 if you have the
    time. The Patriots should be able to hold most of the missiles off while you
    take care of the rest. Now start building Grizzly Battle Tanks. The Soviets
    should've destroyed the German base already, so they're coming in. In the
    front, there'll be about 10 or so Rhino Heavy Tanks, followed by a mass of
    Conscripts (and I mean it, there are seemingly endless guys in there, well
    not that many, see for yourself). Your Prism Towers should take care of the
    Rhino Heavy Tanks smoothly. The infantry, however, should be handled in
    the following method. While the Rhinos are being slaughtered without mercy,
    build about 4 to 6 Attack Dogs. Hold them here, and when the infantry starts
    to engage, let them lose. you'll be through with them pretty quicly. There
    may
    be a Flak Trooper/Flak Track or two acompanying the battle. Once that wave
    is done, you'll notice the V3s shooting rockets at you, your Patriots doing
    everything in their power to stop them. Take care of these pests by using
    your Grizzlies for now. Good, now that this is done, start production of a
    LOT
    of Chrono Miners. Once money flow is steady, start building aditional
    defenses if you need them, but I can say you that the worst is over. In
    fact,
    the Soviets didn't even bother attacking me after the third time anymore,
    odd.
    Seems like Einstein has trouble keeping his hands off of controls and stuff,
    let's hope he doesn't make an internal error occur! LOL!
    Build a Battle Lab as soon as possible, and start working on a Spy Satelite
    Uplink and an Ore Purifier. While this is happening, you'll get word from
    Einstein, saying where the next attack is coming from. It's a really feeble
    one, a bunch of tanks. Your Prism Towers will make Fish and Chips of them,
    hehehehehe! (NOTE: I am NOT from England or any British country if
    anybody wonders ahem.)
    Once that is done, you should be finished with your things. You will need
    aditional power, so keep an eye out for that too. (I can tell you that the
    power
    problem will not exist anymore, once we are through with our first attack,
    curious yet?) Start building about 5 to 8 Mirage tanks, and group them
    together, we'll need them in a moment or two. While you are waiting for the
    second Soviet wave, let's start building up our forces. Train 4 SEALs, an
    Engineer (if you were so unlucky to lose the one you got at the beginning)
    and mass production of both Grizzly and Prism Tanks. Once the third and
    last serious attack comes, send your Mirage Tanks to investigate. There are
    a bunch of V3 Rocket Launchers in there. We don't need them to fire on our
    base, so target them one by one with all your tanks, and demolish. They
    should go down in one strike.
    Now that this is settled, build a Night Hawk chopper. Once it is ready, take
    a
    look at your Spy Satelite. You'll notice that there are three bases on thsi
    map. We want to do something with one of the smaller bases. You'll notice
    that defenses are rather weak. You'll also notice a Nuclear Reactor sitting
    there, acompanied by a complete base. This is what I do.
    Alright Commander, time for your first covert mission in this area. Delta
    Force (SEALs) is ready to go. Our Engineer must be protected from any
    harm, compris?
    Okay, load all 4 SEALs and the Engineer in the chopper. We can't just land
    in the middle of the base, because there are a bunch of Flak Cannons sitting
    there. You'll have to land at the perimiter. Once your troops are landed,
    let
    the SEALs take care of the few Tesla Coil(s) that there are here, while your
    Engineer gets in to take over the Nuclear Reactor. While your people are
    underway, it is best to start construction of a Prism Tower. Once that is
    done,
    wait until your Engineer has finished the job, and smack it down right next
    to
    it. It should start firing at any Tesla coils that remained. (if you want to
    spare
    SEALs, try to sneak the Engineer in alone, if you're a little lucky, the
    Tesla
    Coil will fire too late.) Start Building more Prism towers and place them
    all
    by
    the Nuclear Reactor. All buildings in sight will be destroyed without
    problem.
    Since the Tesla Coils don't have power, they'll be stuck there. The AI will
    start training Conscripts like a mad man. Let your SEALs take care of them
    (they are even better then Tanya if you ask me) and let them take care of
    the
    Barracks, Construction Yard and the rest. Also, the miners will start to
    fire
    on
    the Prism Towers/Nuclear Reactor, but your Prism Towers will cut them to
    pieces.  One base destroyed, two more to go, YIIIIIHAAAAA!
    Now, it's just mop up work. Build about 10 prism Tanks and move them to
    the other bases. The Tesla Coils will fall instantly, I even destroyed one,
    while he was charging up to fire, looked cool!
    You might want to bring the Mirage Tanks with you, just to handle the War
    Miners better. Also, if you have a couple of elite Prism Tanks, you will
    rock
    the hell out of the enemy!
    Once you have destroyed every and all bases on this map, the mission is
    over. Now, do you dere to tell that this mission was hard? If you do, then
    the
    next mission will beat the crap out of you, because that one can be a little
    tricky!
    Oh, and I will just spoil this one for you, General Carville didn't survive
    the
    Crazy Ivan attack, looks like the cool guy died. It's just better to hear it
    from
    me than from that EVA thingie ahem.
    
    
    Mission 11: Fallout.
    ---------------------
    Briefing: Alright Commander, General Carville may have died, but we are not
    stopping this war, no matter how you may feel, I think you will agree that
    we
    have to move on and make the Soviets pay for all the harm they have
    caused so far. Mister Einstein has just contacted us with some interesting
    news. We have waited long for the Chronosphere to become operational,
    and now that moment is finaly here. We have to place this machine in the
    Florida Keys. What this does, is to transport vehicles in the blink of an
    eye,
    to another location. So, now that we have found the perfect spot, build the
    Chronosphere as soon as you can. However, there is a small big problem.
    The island we are placing you on, is very close to Soviet controlled Cuba.
    We MUST protect our Chronosphere device from any harm the Soviets may
    pose. You must eliminate the Nuclear silos, otherwise we will never be able
    to use this teleportation device without fear. Get on it commander, I know
    you can do it!
    
    Main Objective: Build your Chronosphere and destroy the Nuclear threat
    posed by the Soviets.
    
    Walkthrough:
    Now, as I said, this isn't a cookie, especially if you do it my way, it is
    really
    exciing though.
    Alright. The mission will start and you'll get a message from Luitenant Eva,
    telling you about the Giant Squids and the remedy, the Dolphins. Use your
    Dolphins to kill the Giant Squid attacking the vessel. Okay, this area is
    about
    to get VERY hot. Start building some Destroyers fast! also, start building
    LOTS of Grizzly Battle Tanks, and extra Chrono Miners. Sell off the lonely
    refinery you yhave on the small island, where the Soviets will land their
    troops. Once the Soviets attack, use everything you've got to destroy ships
    they send to attack you. Now, destroy the bridge, and KEEP IT
    DESTROYED AT ALL COST!!!!!! We don't want to get our hands on those
    Apocalypse Tanks right now. You'll get message from Romanov, threatning
    you with his Nuclear missiles. A twenty minute countdown will start. Now,
    the
    usual strategy everybody uses, is to build a Chronosphere and shift in Prism
    Tanks to destroy the Silos or the reactors themselves. But we will do
    something drastically else! Don't waste your money on the Chronosphere.
    Build Dolphins and Destroyers +some cruisers as well. See if your Chrono
    Miners are checking out, they tend to have a little problem, when they just
    don't shift back because they are attacked by a lonely Rhino Heavy Tank.
    Send some Grizzlies to destroy it anyway. Now, build more and more
    Chrono
    Miners 'till they stick out of your butt. Do you know the cool thing? The AI
    tends to target your dolphins if there are too many in the water! Or they
    will
    target another naval vessel, but NOT your base, and even if they do, it's
    usually a minor assault. Now, I'll already warn you, there is a point in the
    mission, where the AI sends seemingly endless flows of planes to attack
    you, and they all hold Engineers. Train some SEALs and send your Cruisers
    to the part they are assaulting. They should be shot down each time, and
    even if they drop, the SEALs will take care of them, and with those
    Engineers, you'll have Elite SEALs in no time! Now, make sure you have at
    least 3 Air Force Command HQ and build 12 Harriers. Build a Spy satelite
    Uplink, and you'll see a relatively light defended Nuclear Reactor. Send
    your
    planes to destroy it, you should only lose a few.
    Once that reactor is out of the way, start building 10 Choppers. Once they
    are ready, train 10 SEALs and 40 GIs. Load everything in them. Once they
    are all stocked up, start building a LOT of tanks. Once you have about 40 or
    so, build 8 transports. Build even numbers of Grizzlies and Prisms, leave
    any
    Mirage Tanks you built at your base to help deal with any paratroopers you
    may encounter. Now, start transporting the Infantry over. Land them, deploy
    the GIs and take care of any tanks that are here, they should also distract
    the Tesla Coils, while your SEALs blow them up, aswell as a second reactor.
    While this is busy, start moving your Transports in, escorted by all your
    destroyers and Dolphins, bring in some Carriers to help take care of any
    forces in range. Destroy the Naval Yard as fast as you can. There'll be a
    lot
    of Squids in the water so keep your Hover Craft clear, using your Dolphins
    to
    systematically kill them. Once this is done, land your tanks, and start
    assaulting the Nuclear Silo base. Destroy all three of them, using your
    Prism
    Tanks. You'll get a message from Premier Romanov, he's about to fire his
    missiles at you, but then he realizes that something's wrong, the silos seem
    to be disabled, he has no more controls for them, he can't acitvate his
    missiles! An emotional scene to say the least, HEHEHEHEHEHEHEHEHE!
    He tries to convince you that "YOU WILL BE CRUSHED!!!!!!!". Ignore him,
    don't let it get to you, please don't. If you do, you'll certainly fail the
    last, and
    sometimes IRRITATINGLY hard mission to give a very acurate strategy for.
    MISSION ACOMPLISHED8!!!!
    
    
    Mission 12: Chrono Storm.
    --------------------------
    Briefing: After General Carville's death, it is up to you to take us to
    victory
    commander. The Soviets are doomed to lose this war, and still they won't
    give up. Einstein has given us the ability to push right into Moscow without
    any oposition the enemy's might give us. You, Commander, will have a small
    SEAL team at your disposal. Find a good opening for our Chronosphere to
    teleport in new reinforcements. Once they arrive, build a base inside
    Moscow and destroy the Soviets from the inside out. Beware that they have
    Nuclear warheads locked onto you. Be cautious in your strategy. Leave
    nothing of the Soviet army standing, and infiltrate the Kremlin. Once Tanya
    is inside, she'll find and capture Romanov himself, which will end this
    bloody
    and vicious war. It didn't look good in the beginning commander, but our
    citizens will finally be safe.
    
    Main Objective: Destroy the Soviet Black Elite Guard around the Kremlin.
    Capture Premier Romanov.
    
    Walkthrough:
    This is the mission where I actually felt really bound to my orders. I said
    to
    myself "Now I'm going to kill the Soviet Union! THIS IS FOR GENERAL
    CARVILLE!!" It was the first time I really felt that in a game, really! The
    memorial service helped a lot to the feeling, it really told me, that those
    bastards killed the guy that I actually liked the most in this game, and
    that
    I
    would pay back a personal det to him. Okay, so this mission isn't exactly
    that
    hard, but it could give you people a hard time, so here's the strategy that
    I
    used, and I actually won with it!
    Okay, so just to tell you, you do NOT have to engage the normal Apocalypse
    tanks, only those with Elite status! That said, let's get on with the
    killing.
    An
    airplane will come in and drop off 3 Navy SEALs. Kill the Soviet Conscripts
    who will attack you. Blow up the Tesla Reactor to shut down all the Tesla
    Coils here and there. Chronosphere reinforcement will chronoshift in, with a
    ton of IFVs and an MCV. Destroy all the offline buildings with the SEALs and
    the IFVs (shoot the Oil Barrels!). Also, I'd recomend for you angry players
    to
    destroy the Soviet flags aswell. I felt a little better when I did that.
    Now,
    while
    your units are busy destroying things, start setting up your base. Build a
    Power Plant, a Refinery, a Barracks and about 60 GIs. Use a SEAL to shott
    some Oil barrles to free GIs and a few Engineers. Capture Oil Derricks with
    them. Train more Engineers to capture the remaining 2 OIl Derricks. Once
    you have them, fortify the first 30 GIs into the bunkers you have in your
    base.
    The rest of them should stay deployed. Build a War Factory and some extra
    Chrono Miners. Don't worry about Chrono Miners too much, as the Oil
    Derricks will give you a lot of cash. Build 7 Air Force Command HQs, that's
    right! SEVEN!!! You'll see some other Oil Derricks too, they aren't far from
    your current position, so capture them and place 1 or 2 PillBoxes by each.
    Also, you should find an Airport somewhere. Capture it and place some
    defenses. Now, build a Battle Lab, Ore Purifier and a Spy Satelite uplink.
    Also, if the enemy manages to snatch a Nuke off already, brace for impact,
    if
    he didn't, build a 2nd War Factory and place it somewhere else. Also, you
    should make sure that the War Factory isn't around important buildings or
    something, if this is the case, sell it off and build it somewhere else. The
    enemy AI should always target a War Factory of yours, and you don't want to
    slow down unit production. Build about 8 Mirage Tanks, because the first
    waves of enemy attack are very heavy, and if you don't have enough tanks
    killing units, you'll die anyway. Also, after the first wave of tanks, the
    enemy
    will start sending Terror Drones 'till he gets sick of them. Teh Mirage
    tanks
    will take care of them nicely. However, there is one thing that you must be
    careful of. The enemy usually sends groups of 4 Terror Drones to your base.
    Now here's the problem. He can make Terror Drones invincible with his Iron
    Curtain device. This means that they will make your life worse then it
    should
    be. I'd say, move your Mirage tanks into trees and build a bunch of Prism
    Towers, we'll need them later. Once the Iron curtain wears off, detsroy the
    Drones. Now, build 28 Harriers, so that your Air Force Command HQs are
    stocked up. Now, target the Nucleear Missile Silo, and blow it to
    smithereens. Once he's out of the way, get back all Harriers that are still
    alive. If you somehow screwed up and the silo still lives, rebuiuld your
    Harriers and stand by a moment. Build a Weather Control device. Once you
    do this, you'll get word from Eistein explaining what these are. While you
    are
    building this thing, look at the map. You'll see certainly two completely
    undefended Nuclear Reactors. Split up all your Harriers into two groups, and
    destroy them both. Once this is done, start building more tanks for
    defensive
    means. Gather all your Prism Tanks, and get some Mirage Tanks with them.
    There are 2 small bases not too far from you. Demolish/weaken them
    severely, so that they won't pose any threat anymore, it will be much easier
    this way. Once your first Weather Storm is ready, target one of the War
    Factories that are on this map, and blow it up. I'd say going for the one
    next
    to the Kremlin first. Once you destroy them both, you may be sure that there
    will be no more Terror Drone assaults (for some odd reason, the ore miners
    of the Soviets take ore, but the enemy doesn't rebuild his structures
    hehehehe). Now, gather all your fighters and strike the Iron Curtain, he's
    not
    using it anymore anyway. Once that is out of the way, you can see what's
    next. If you couldn't destroy the Nuke Silo somehow, do it now, by launching
    a Lightning Storm first, and completely destroying it with air planes. If
    you
    already did destroy it (which shouldn't have been too difficult), target
    their
    Construction Yard. Once thatis destroyed, rebuild any destroyed Harriers,
    let
    the rest reload, and go for the two more defended Nuclear Reacotrs. Right
    about now, the black elite guard should start pushing forward. Build lots of
    Grizzlies and Mirage Tanks while they are advancing, and destroy them all!
    (you should've already got some skirmishes with some of them, and they
    should've been destroyed already). Once all the Black Elite Apocalypse
    Tanks are out of the way, power down everything by taretiing the other
    Nuclear
    Reactors with your Harriers. Once the power is down, move your aircraft in
    and destroy the Sentry Guns that are standintg there, aswell as the Flak
    Cannons. Once you destroy them, the Black Elite Guard around the
    Kremling will be completely destroyed. A bunch of Conscripts will yell out
    to
    you, saying they will never surender to you. Now follows a nice scene, where
    your Prism Tanks demolish buildings pretty fast. Once that scene is over, an
    IFV will arrive with Tanya on board. She will move into the Kremlin.
    She shoots up some things, and somehow doesn't find Romanov, until she
    realizes that Romanov is disguised, hehehehe. Now soldier, it's time to hit
    the
    shower and get to the President for your congrats!
    END OF GAME!
    
    
    
    
    
    
    
    
    11.1.2: Soviet Walkthrough
    ---------------------------
    Mission 1: Red Dawn.
    ---------------------
    Briefing: Ahhhh, Comrade General! Welcome! join us while the Americans
    are still living in peace in Washington DC. If you're still wondering, this
    is
    our
    first target. This invasion was well planned, and will lead us to the
    victory,
    which should've been in the hands of Stalin, so many years ago. Yet now,
    we will prevail. To be fair with you general, Stalin didn't use strategy, he
    relied on his brute power to take over complete Europe. Europe is not a
    cause of problem here, it is America who is. The Europeans won't just join
    in
    a war they aren't fighting, the Americans will have to bag for their help,
    and
    then it will be far too lat! We will have control over most of America,
    placing
    Psychic Beacons everywhere in the continent. My advisor Yuri, who is the
    founder of the Psychic Beacon, will give you these special assignments.
    Please note comrade, that you're not alone, fighting on American soil. More
    important then you ever will be, is General Vladimir. We have never known
    such good strategists. He is all we could hope for. You however, will have
    to
    prove yourself and to Yuri. This first assignment will be your first test.
    Like I
    mentioned before, you're traveling right into the heart of the Americans,
    Washington DC. Once arriving, you will imediately push forward into the
    city,
    and destroy the Pentagon. We have dreamed many years of destroying this
    wrath. This will be especially a psychological blow to the US military.
    Enough
    talk comrade, destroy the Pentagon, before I set Vladimir to the task!
    
    Main Objective: Enter Washington DC and destroy the Pentagon at all cost.
    
    Walkthrough:
    This is the first mission I played in Red Alert 2, and it was amazingly
    easy,
    which was a very big surprise to me. You would think that the Pentagon is
    better guarded then that. Especially in the final stage, when you even get
    tanks! Those Allies don't even have good defenses to slow you down! Oh
    well, it's a very fun mission, it's a Soviet mission, which means SHOOT 'EM
    UP!
    In the introduction, you'll see several planes drop off paratroopers, while
    "the
    lovely Luitenant" gives you some extra rememorization of what you're
    suposed to do: Destroy The Pentagon!
    Once the Construction Yard is deployed, start by building a Power Plant.
    Your soldiers will shoot up women, men and cars. VERY COOL! There's a
    parking lot in this mission, where you can do a lot of shootin'!!! Build a
    Refinery and a Barracks. Train about 30 more conscripts (it isn't necesary,
    but it's oh so fun!). You can train an Engineer already, you'll need him in
    a
    next stage of the mission. Move all your Conscripts to the left. After some
    more sexy women killin', you'll get a message from Luitenant Zofia,
    informing you that enemy GIs have been detected. Well, you shouldn't lose a
    single Conscript. Once all those GIs are wasted (there are 2 groups of them,
    just to remind you), move further to the left, and a little to the north. If
    you
    search a little, you'll stumble upon an Allied base; It's a real stupid
    thing.
    Just
    a couple o' GIs and a pillbox or so. And know this. Westwood is so
    concerned about you, they send even more paratroopers. Hopefully they'll
    get dropped off before the Patriot shoots them down (how about destroying
    that thing now?). Now, jsut for fun, buiild another 30 Conscripts at your
    base,
    and rendezvous at your other people's location. Oh and, you should've
    destroyed the base alright! Train another 30 Conscripts, just for fun! Now,
    bring all your 30 extra soldiers and your engineer to the rest. You should
    get
    an annoying message that you have found a destroyed bridge. Don't wait too
    long to repair it, it's really annoying to hear Zofia repeat her long
    sentance
    for
    about 10 times! Send the Engineer in the Bridge Control Station, and a
    miracle will happen. The bridge will be repaired! Just move your people
    across before the bridge changes his mind, LOL! Now, garrison your people
    in those buildings here, to take out the Pillboxes to destroy them without
    losing anyone, we wouldn't want that right? Go and attack all the GIs that
    may be here, and you'll receive a massive reinforcements, which includes
    some Engineers. Take the Airport and the Allied barracks, and just for fun,
    train as many GIs as you have Conscripts, I'm not joking. Once that is done,
    move your LEGION or troops further. If you even manage to get a "mission
    failed" message, then I'd advise you to quit trying to waste your time with
    Red Alert 2, why even bother playing games, if you can't beat a simple
    mission like this one!
    Okay, now that we are ready, move everybody across the bridge. You'll
    encounter a group of GIs and some Pillboxes. Destroy them all, and open
    fire on the Pentagon. And even as we speak, an IMENSE reinforcement
    arrives. It holds a lot of conscripts and even tanks! And if you somehow
    kill
    yourself now, F*CK YOU!
    After the Pentagon goes down, it's that for this mission, on to the next
    one,
    which isn't more difficult than this one, it's actually more fun in my
    opinion
    anyway.
    
    
    Mission 2: Hostile Shore.
    --------------------------
    Briefing: Good work in Washington General. I think you may be a good
    adition to our forces. You are however, no oposition to General vladimir's
    superiority. But I guess I already told you that. comrade, we have a
    situation
    at the Florida Coast. We have detected an Allied fleet in that sector. You
    must give the Americans the feeling of pain as fast as you can comrade. Do
    a shore landing in florida, and wipe the americans from this sector. Don't
    be
    afraid General, you are not alone on this miission, I'm sending General
    vladimir and his fleet with you. General Vladimir himself will be in his
    personal Dreadnought, supervising the operation. You must clear out
    Constal Defneses so that he can strike to his willing, ohterwise the stupid
    americans will pick his rockets out of the sky, and that's not a pretty
    sight
    when you are so close to winning a war, in fact, America's fait has already
    been decided, they will be DESTROYED!
    
    Main Objective: Do a shore lnding, and destroy all Allied Forces in the
    area.
    
    Walkthrough:
    Okay comrade, this is an easy one! There'll be some defenders at the shore.
    Punch your way through them, and a transport should arrive containing your
    MCV. Once you have this one, place your base and build everything you
    need. Build Tesla Reactors, Barracks, Refinery, War Factory, LOTS of
    Rhinos, some Sentry Guns, a Naval Yard, LOTS of submarines. Let your
    Rhinos fire at any Destroyers that come in range, also I hope you placed
    your Construction Yard far enough, otherwise you'll get shell after shell of
    destroyer fire, and that's not a good thing, believe me. You'll get more
    Conscripts and tanks, aswell as some submarines. Once this happens,
    gather all your Submarines, and sail them around, you will eventually
    stumble into a group of Destroyers. If you gathered enough Submarines, you
    should be able to destroy them easily. Once the Destroyers are finished,
    start moving your Rhinos out of your base, and into the Allied territory.
    You
    will stumble into a small fortification, which is your only objective
    remaining.
    There'll be some Pillboxes, some Grizzlies and a group of GIs. Watch out for
    the GIs, as they may take care of your tanks quite icely if you don't take
    care.
    Target the tanks first, then the GIs and lastly the Pillboxes, they won't do
    a
    lot to your tanks. Try to draw the ground forces away from their base and
    out
    of the range of the Pillboxes, so that you don't have to take that bit more
    fire.
    Once this base is destroyed, you should be done with this short and easy
    mission!
    
    
    Mission 3: Big Apple.
    ----------------------
    Briefing: Today General, you will not receive your orders from Premier
    Romanov but from me, his advisor Yuri. As you know, our invasion is going
    as planned, but the powerful tanks is not all we posess. We have the most
    dangerous technology in the world, called "Psychic Technology". It sends
    messages to the enemy unit's brain, so that you can take control of them.
    Some people, like me, are experts in "mind controlling" people. However, we
    think that you have to find something to dominate whole cities, even
    continents (while we still not have that technology). Today comrade, you
    will
    place a Psychic Beacon in New York City, to show the americans the
    through meaning of soviet power. There is a slight problem. We will need an
    American Battle Lab to finish the job, otherwise, otherwise it is
    impossible.
    You will infiltrate the already burning city of New York, and you will
    capture
    an American Battle Lab. After this, you will build and defend a Psychic
    Beacon for about 5 minutes, so that the beacon can power up and activate
    itself, after which you will have complete control of every civilian/soldier
    in
    New York City. Get to it comeade, convert the Americans!!!
    
    Main Objective: Build and defend a Psychic Beacon at all cost.
    
    Walkthrough:
    You'll receive word from Luitenant Zofia, showing you the location of the
    American Battle Lab that we want. There's no hurry, so don't rush it before
    you're truly ready. After this, Yuri will bother you, giving you 4 of his
    ghay
    friends, called Psi Corps Troops. There will be ocasional assaults by Allied
    units, so turn them against their American fellows, so that you can build up
    forces quicker, it's really handy! You'll notice a few Oil Derricks close to
    your
    base, capture them to give yoy extra cash. Build Sentry Guns around the
    Oil Rigs, so that they will be protected from any harm, especially engineer
    attacks. Start pass production of conscripts right now, we want a sizable
    force, and you'll see why when the end of the mission kicks in! Start making
    Rhino Heavy Tanks as fast as possible as well as extra War Miners ASAP!
    Once that's done, prepare your complete tank force, making sure there are
    at least 30 tanks. Train an Engineer and make him follow from a safe
    distance, while keeping him safe with some conscritps (train them
    aditionally). You'll come across some garrisoned buildings, full of GIs.
    Target
    each building with all your tanks, 'till it blows. Crush the GIs! Move
    further
    down the road, and destroy the Pillboxes stationed here. You'll see the base
    now. Fire your way through the defenders and destroy all the buildings
    except for the Battle Lab. Bring in the Engineer and capture the battle Lab,
    which will result in a timer starting. You now will have to dfend your bases
    from heavy assaults. Place a Barracks next to your Psychic Beacon and
    train Flak Troopers and Conscripts. I'd also advice you to make Sentry Guns
    and place them here aswell. A lot of Rocketeers and GIs, assisted by some
    tanks will attack you. Let the Flak Troopers take care of the Rokceteers
    whcih will go smoothly. Once that is done, let them help with the troops
    that
    give you a hard time. I'd say the infantry, as the Grizzly Battle Tanks
    should
    be taken care
    of by the Rhinos. at your original base, train some more conscripts and more
    Rhinos to help out, because there are a lot of Grizzlies coming here. Once
    the timer expires all the troops will turn mad and choose to join you, very
    nice isn't it? I got to hand it to Yuri, he's a real genious. By the way,
    the
    mission is acomplished now hehe.
    
    
    Mission 4: Home Front (man, they have taken that mission title from DS9!!!
    DAMN YOU WESTWOOD!!!)
    ------------------------
    Briefing: Comrade, the Koreans have made an unexpected move. We knew
    they would be allying themsleves with the Americans, but attacking us in our
    own land! This is growing far faster than we thought it would. We have
    detected a large fleet of Korean ships moving to Wladivostok. It is our
    belief
    that they want to destroy the Soviet Union from the inside out. We must not
    allow this to happen, at all cost, stop them! They will without a doubt try
    to
    do
    a shore landing, we must destroy their base and wipe them off of Russian
    soil. I would've liked to send General Vladimir to do this task, but since
    he
    is
    Warhero, he needs some rest, and is off duty until further notice. You
    comrade, will take his job and destroy the Korean forces in the area, good
    luck.
    
    Main Objective: Find and destroy the Korean fleet and base completely.
    
    Walkthrough:
    Okay, quicly build up your base. Once you have built a War Factory, a
    message should come in from Luitenant Zofia, telling you about the new
    anti-armor unit, the Terror Drone. These will come in handy later, so train
    about 6 of them. Build LOTS of tanks right now, followed by a Naval Yard
    and a lot of submarines too. Scout out the map and build a Radar Tower to
    get a more clear view of the situation. Once the ten minute counter expires,
    Amphibious Tranpsorts will start there landing operation, and a lot of
    forces
    will start coming your way. Move your tanks forward, pushing back the
    invaders taking the Terror Drones with your forces. If you can make it
    through fast enough, you will be able to come right on time for the MCV to
    land. Send your Terror Drones to attack it, and if you were not too late,
    they
    will eat it up, and it's almost over for you. If you were too late, don't
    worry.
    Destroy the humble beginnings of the base, and you'll have the same result.
    Now, let your Subs sail out to see where the rest of the fleet is. Once you
    have found the destroyers, build a satisfying number of subs and destroy
    them! Once the Destroyers are finished, it's mission over for you. Here's an
    alternative way for the people who like to do missions slowly:
    Set up your base right away. Build defenses as soon as possible. Build
    Sentry Guns for the GIs that will come, and use Rhino Heavy Tanks to
    defend your base from the Grizzly assaults. Also, it is very important to
    have
    a bunch of Flak Cannons around. The Black Eagles of the Koreans can
    really annoy you. They mostly target your Power Plants, and if you don't
    have
    air defenses, they will actually destroy them! Okay. Build up your base with
    defenses, right? Now, build about 20 Rhino Heavy tanks to be sure the
    Grizzlies won't do you any harm. Build about 4 Sentry Guns to the position
    the enemy attacks, if you are not sure just build a lot of them around your
    base, they aren't too expensive. Once that is done, the ten minute counter
    should've expired already, and you'll get a "SAY YOUR PRAYERS" from the
    Korean Commander. He's a real lame guy, as he is so stupid thinking that
    we are just sitting there doing nothing! Also, a dozen of Terror Drones
    wouldn't hurt, they eat through infantry and destroy tanks quite nicely
    (well,
    that's where they were designed for). Once you have killed off their first
    wave
    of assaultance, the most noticible thing that they'll do, is send Blakc
    Eagles
    to attack you. In adition to the Flak Cannons, you can train some Flak
    Troopers to help out (if necesary of course). Once this is done, start mass
    production of Rhino Heavy Tanks imediately. Once you have an unbeatable
    force, move in for the kill. Once that is done, make sure you have a Naval
    Yard and start cranking out Submarines. Find and destroy the remenants of
    the Korean Fleet, and that's it for this stupid excuse for a mission
    (ahem!).
    
    
    Mission 5: City of Lights.
    --------------------------
    Briefing: The Western Europeans have allied themselves and they have
    gathered their forces at the German-Polish border. It apears they are less
    cowardous than we thought. However, they made a big mistake in leaving
    the French capitol of Paris undefended, which we will attack without a
    doubt.
    you will start with a small but effective strike team, which will consist of
    Conscripts. Use good strategy to systematically destroy the Allied
    defenders.
    Secure the whole city, and once that is done, start moving your troops to
    the
    Pris Eifel Tower. Charge it with Tesla Troopers, and you will have a brand
    new Tesla Coil at your disposal. Destroy all the forces in Paris, and show
    the
    French how we handle our enemies!
    
    Main Objective: Destroy all forces in Paris, and charge up the Pris tower
    with
    three Tesla Troopers, so that you can help your strike team establish their
    goals.
    
    Walkthrough:
    You'll start out with a good number of Conscripts. Train about 10 more of
    them and join forces with your original group. The first threat that you'll
    encounter are a bunch of deployed GIs. Garrison all your soldiers in the
    nearby building and waste them. Don't worry, as there are more than enough
    buildings to place your people in. Note that your base was attacked in the
    first stage of the mission, but the GIs were wasted by a Tesla Coil
    (yiihaa!).
    Nest target is a bunch of GIs, acompanied by a Pillbox. Destroy both
    (shooting the Oil Barrels will help you, force attack on them to make
    destrouction even quicker!). If your building gets wasted, change house and
    continue the attack. (oh man, I miss my tanks!). Another few road blocks
    that
    need to be removed, that mostly consist of Pillboxes or GIs, or even some
    Grizzly Battle Tanks, which you can even destroy without garrisoning
    anything, just to make your Conscripts promoted! You should be able to
    secure a passage to an Oil Derrick. Train an Engineer, and capture it. Now
    you'll have a steady flow of credits. Garrison about 10 Conscripts in
    buildings
    by the Oil Derrick, because the AI will destroy it if you don't defend it.
    Train a
    LOT of Conscripts, about 20-30. You won't be in credit-need, so that
    problem si solved anyway. At some point, Crazy Ivan will show up and you'll
    be able to train those too. Also train about 10-20 Tesla Troopers and leave
    a
    few to overpower the Tesla Coil, which will come in handy later. Take the
    rest of your troops to join at the last target (near the Oil Derrick).
    You'll
    come
    across more Grizzly Battle Tanks and more Road Blocks! Destroy everything
    and make yourself a way to the Eifel Tower. Destroy all nearby direct foes,
    and then move in some Tesla Troopers. You'll know if you have not enough,
    because a cutscene will show a trooper ordering you to gather Tesla
    Troopers to charge up the tower. Once you have the tower, it will start
    firing
    at any nearby GIs/tanks. Once those are destroyed, pull everything back to
    your little foothold. You'll see a bunch of GIs and about 2 or 3 Grizzly
    Tanks
    attack your base, it all depends on how many units you killed. The
    overpowered Tesla Coil will take care nicely of every unit, but if something
    actually succeeds in destroying it, kill them with your Tesla Troopers and
    backup Conscripts. Once you have destroyed all Allied forces in paris, the
    mission will end!
    Romanov looks a little ill if you ask me, I'd advise some bedrest
    hehehehehehehehe. MAN! I really get the creeps of Yuri, I'd really like to
    put
    a bullet in his F*CKIN' head!
    
    
    Mission 6: Sub-Devide.
    -----------------------
    Briefing: The Americans are bagging for mercy, as if we don't know they are
    stupid cowards, who will strike us if we grant them only a little bit of
    breevingroom. The Allies are desperately trying to sort things together, as
    their European allies are a little crippled at this moment, after our recent
    assault on Paris. We can still expect heavy resistance from Korea though,
    so stay alert.
    Today, you will have to destroy a fleet, stationed here in Pearl Harbor. We
    will do a shorelanding and build up our own navy, afterwhich we will destroy
    the Americans in their own wellknown harbor.
    
    Main Objective: Destroy the Allied fleet at Pearl Harbor, and watch out for
    any Korean interventions.
    
    Walkthrough:
    Saw those Apocalypse Tanks on the bridge in the scene? I only wished that
    they didn't stop the program! Seeing that helicopter go down with a few SAM
    hits from the tanks, would be real cool! Well yeah, shame for the violence-
    limits. Now, on with the mission, which is kind of easy. First off, look at
    the
    opening scene, where a bunch of transports come in to deliver the lead
    onboard. Some Conscript and stuff, together with an MCV. Deploy it and
    start building Tesla Reactor, Refinery, Barracks, Radar Tower, some Tesla
    Coils for defense. Since the last few missions, I really realized how good
    those overpowered Tesla Coils are. Train a bunch of Tesla Troopers.
    Overpower all the Tesla Coils that you build, aswell as building some extra
    Tesla Reactors. If you want, you can overpower these Reactors aswell, to
    make sure that you can place some more Tesla Coils without having to build
    more of those reactors. Now, build a Naval Yard, followed by a ton of
    Submarines. I'd say about 10 in the first stages will do. You might aswell
    build a few Sea Scorpions to quilcy scout out things. Once you have some
    recon data on the enemy base and fleet, sail around some more. Eventually,
    you'll get a Dreadnought reinforcements, consisting of two of these
    behemoths! Build some more Dreadnoughts, we'll use them later. From this
    mission on, the Allies can build their feared Prism Towers. It is best to
    stay
    out of range and bombard with your Dreadnoughts. Although there are one
    or two Cruisers in the emidiater area, together with some Patriot Missile
    Systems, one or two, or even more missiles will get through. they will
    destroy
    the Prism Towers without problem. Cover your Dreadnoughts with your subs
    and Scorpions to defend against Carriers and Destroyers. The Korean
    reinforcements should start to arrive about now, so start attacking them.
    They consist of some Destroyers and 2 Carriers. Take out the Destroyers
    first, together with your Dreadnoughts, start bombarding the Carriers.
    Destroy the whole fleet, and if it somehow doesn't work out, build more subs
    to finish off the job. This fleet is nothing compared to the complete Allied
    fleet at their base, so don't just feel good once you destroy the Korean
    fleet!
    Also, keep some Scorpions around at all times, because they will destroy all
    the enemy hornets (or at least most of them), so that your bigger ships
    together with your subs won't be harmed. Now, build a War Factory, we're
    going to do this my way! Build about 30 Rhino Heavy Tanks. Build 6
    Amphibious Transports. Also, build one more transport, five Flak Tracks,
    and put them full of infantry. Stock up the Transport with everything that
    wants to enter it. Now, sail over everything, making sure the Prism Towers
    are destroyed. Avoid all ships and land your troops on the shore. Destroy
    all
    Pillboxes and Patriots, and let your Dreadnoughts help in destruction.
    Destroy all the units. Iredicate the whole base, take everything that
    remains
    back to your home base. Now that we won't have to worry about any shore
    defenses, start firing your dreadnought missiles at the ships. Build a lot
    more
    subs if you want, because we'll need them in a minute or two. Move your
    subs to all the cruisers and destroy them systematically. Once they are
    destroyed, let your Dreadnoughts do their magic. Let your Scormions destroy
    all attacking Hornets, or they'll mess up your Dreadnoughts, and, if they
    can
    detect them, your subs. Once you have destroyed all the ships that form the
    Allied fleet, the mission will be acomplished!!! Also, there is a money
    crate
    hidden in the waters, it might com in handy, especially when you're starting
    pumping out tanks and stuff!
    
    
    Mission 7: Chrono Defense.
    ---------------------------
    Briefing: Even as our victory is coming nearer and nearer, Premier Romanov
    has fallen ill, and has turned over command to his advisor Yuri. Not
    everybody is so happy about that, but it will have to do for the moment.
    Yuri's
    intel has become aware of Einstein's development project on the
    Chronosphere. It appears that a first Chronosphere is already constructed,
    before we could harm it. We have localized the Chronosphere's first target,
    it
    is in the Russians mountains of Ural. There's a small village nearby. Our
    main new research project is being completed there, the new Apocalypse
    Assault Tank. This is the most powerful and unstopable tank in the whole
    world. We can not allow to lose this research data, which will be vital in
    making our war effort much easier. Also, Einstein has been working on the
    new Allied tank, the Prism Tank. You are no doubtly familiar with the Prism
    Tower, which you have experienced in your last mission. You must not allow
    these Prism Tanks to destroy our Battle Lab in the area, or we will be
    doomed (especially if Einstein builds any more of this stuff). You, General,
    are being sent to the region and you will defend against all teleported
    attacks
    from the Allies. Good luck!
    
    Main Objective: Defend your Battle Lab at all cost, from all kinds of
    chronoshifted Allied Attacks.
    
    Walkthrough:
    Start off building Refinery, Radar Tower and a Barracks. First thing to do,
    is
    to build some Tesla Coils and overload them. Build more Tesla Reactors if
    necesary. Once that is done, start training a lot of Conscripts, and build a
    War Factory. Start mass production of Apocalypse Tanks. You should get
    message that an Allied Propaganda Truck is spreading capitalist information
    to the villagers nearby. Now, build two Flak Cannons. The first attack will
    arrive now, consisting of some IFVs, GIs and Rocketeers. you should take
    care of the IFVs with your Apocalypse Tanks, aswell as the GIs (they
    shouldn't form a big threat). The Flak Cannons will take care of the
    Rocketeers nicely. If they need some help, let the Apocalypse Tanks fire
    their SAMs at them. They can do both jobs simeltaniously, so that's pretty
    cool. Roll your tanks a little out of your base, and destroy the truck now,
    pick
    up the crate it leaves and return to base. The enemy Sniper they sent should
    died already, if he didn't, crush him with your tanks (literaly, just to a
    force-
    move over the Sniper, for those who don't know!). Keep Attack Dogs at your
    base at ALL TIMES! The enemy will try to infiltrate them in various
    buildings,
    your Radar or Power Plants mostly. Build some more Apocalypse Tanks.
    The second assault will be a little like the first one, but with no
    rocketeers
    if I
    remember correctly. Also, build aditional Flak units/structures to help in a
    few moments. The enemy often sends 4 Harriers to attack you. The assaults
    will start to get harder, they'll start to bring in Grizzlies and Prism
    Tanks.
    Watch out for these, as they can level your structures before you know
    where they are! Send a few Apocalypse Tanks to destroy them, and you'll be
    fine anyway. Now, you should get a few spare moments! Capture the Oil
    Derrick nearby, and destroy a little Allied foothold nearby, it's nothing
    heavy,
    just let the double-barreled tanks do the job, and you'll be fine. Now, the
    last
    assaults will start kicking in. A lot of Spies will start to come, but your
    dogs
    should be able to kill them. Once, my dog attacked him too late! He was just
    infiltrating the building when he performed his attack! Weird, but it
    happened. Also, more Prism Tanks will start coming, so watch your six
    there. Now, it is time to finish this. you'll get notified of the last
    Allied
    assault
    by Luitenant Zofia. More IFVs, Prism Tanks and a Sniper will come in. Kill
    them all, and watch as your Attack Dogs jump in the air of joy!!! WE HAVE
    WON, WE HAVE WON!
    
    
    Mission 8: Desecration.
    ------------------------
    Briefing: General, I am sorry to report that Comrade General vladimir has
    turned on us. He has killed Premier romanov and has fleed to a for now
    unknown place. Oh, wait... We're getting transmission from our intle
    officiers.
    General Vladimir is belived to be in Washington DC, we belive he is in the
    White House, counting his last numbers. You are our only General that we
    can count on to do the job, go out there General, destroy the whole city if
    you
    must, but campture the White House and find General Vladimir. Yuri will
    take care of the rest. Now that we've lost Premier Romanov is dead, killed
    by the bastard General Vladimir, the difficult falls on Yuri's shoulders, to
    lead
    the soviet Union to its greatest victory in Soviet history, where Pother
    Russia
    will take the most of the credit. Oh, wait... receiving transmission from
    the
    Iraqi General. They say that their special Desolator troops will be at your
    disposal in this mission, they will kill all kinds of infantry for you, with
    their
    radiation spreading weapons, but our uneffected by the radiation
    themselves. Use them wisely General, they will be very handy in the heat of
    battle. One more thing. It is believed that General Vladimir is trying to
    convince american troops to join him and assault you. He does this by using
    a Psychic Beacon. Use caution, and destroy it as soon as you can, they
    wukk turn against Vladimir, but stay alert, as they may attack you aswell!
    
    Main Objective: Invade Washington and capture the White House.
    
    Walkthrough:
    Iemdiately start up your base using the normal techniques. You should be
    pretty familiar with the layout of the city (surely if oyou played the
    Allied
    Campaign), so you won't have too much trouble finding certain things. First
    things first. There'll be two waves of enemy Conscripts, brought in by
    Vladimir, who seems to be confident that you'll turn against Yuri (well, we
    don't have much of a choice for that matter, not yet anyway). Use your
    Desolators to kill them off quicly. Now, first thing you'll want to do is to
    build a
    bunch of Flak Cannons. Once you have both a War Factory and a Battle
    Lab, start mass production of the Apocalypse tanks. Vladimir sends
    ocasional assaults by V3 Rocket Launchers. The Desolators work very well
    against them (which surprised me at first, I didn't know they could kill
    them
    that quicly). Also, he'll send ocasional assaults by Tesla Troopers and
    Attack
    dogs. Again, your Desolators in guard mode will toast them, before they can
    even get a shot/bite off! Also, a few overloaded Tesla Coils wouldn't hurt,
    for
    the time when Vladimir's tanks try to punch through. Once you have about 5
    Apocalypse Tanks ready for duty, let them destroy the first monument that
    you spot, because each time you destroy one, you get a cash bonus from
    Moscow! Nice huh? The Washington Monument also holds a promotion
    crate. Take it, and your tanks should go veteran. Now, slowly move forward,
    pushing through the White House. Also, send a Desolator with them, to
    quicly kill off Conscripts and such. You'll come across small footholds,
    protected by Sentry Guns. This is a good spot to get some fast promotion.
    You should try to get at least 2 Apocalypse Tanks Elite status, as those
    extra
    cannon shells really hurt the enemies you'll encounter. Your Desolator will
    get himself promoted quite quickly, as there are a lot of conscripts to
    kill,
    aswell as dogs and Tesla Troopers. You should get across more Sentry
    Guns. Destroy them systematically, aswell as the few tanks that may be
    here. Get yourself some extra promotion. Let the unpromoted tanks attack,
    so that they can gain experience (man, this game is getting a little
    RPG-ish,
    no offense, I love Diablo II! It's just weird for a C&C game). Oh and by the
    way, if defense isn't going really slick, just garrison a bunch of
    Conscripts
    in
    the houses by your base. Also, you might want to brake off course and
    snatch the few monuments with you, just for the cash and the rest of the
    crates that they leave behind. Now, we'll make some preparations for when
    the timeis right. Build a Flak Track and a Soviet Engineer, so that you
    won't
    have to wait until the slowpoke gets to the destination. Put the Engineer in
    the track and move him to a safe place. Also, you may have noticed that the
    ore fileds are running dry. Once that happens, your War Miner and Vladimir's
    one will start shooting at eachother, really funny to see! Okay, time to
    move
    further. Oh and, if you really want to get your last Veteran Apocalypse
    Tanks
    that little more points to become elite, target houses and destroy them.
    Each
    Civilian building is worth 5 points of experience. Now, it's time to move on
    to
    the dirtier work. MOve your tanks further, acompanied by the Desolator,
    unless he died underway hehe. Now, you should eventually come to a group
    of GIs starting to attack your tanks, right? Kill the GIs and destroy the
    Psychic Beacon, so that Vladimir's threat is finally completely
    neutralized...
    or almost neutralized. MOve further, and you'll come across another few
    Sentry Guns. Do the same, and keep your Desolator away from it. Now, the
    heavier things will start coming. enemy tanks will come as you come near
    the White House. It is protected by Tesla Coils, so you should watch your
    ass. Your Elite Apocalypse Tanks won't have that much trouble with it, it's
    just making sure you don't lose them. Once all enemy structures are out of
    the way, destroy that annoying War Miner, always shooting at yours! Once it
    is dead, claee the imediate area around the White House, and bring in the
    Flak Track and unload the Engineer. Direct him into the White House and
    the mission is over!!!!!!!!!!
    Comrade, don't listen to Yuri's lies! AAAAAAARRRGGHHHH!
    Oh man, I wish I could choose which path to folow!
    
    
    Mission 9: The Fox and the Hound.
    ----------------------------------
    Briefing: General Vladimir has been taken care of, no worries comrade, you
    are free of harm. vladimir was almost succesful, with all the support he had
    gained. but now, we should return to our business, the thing we were
    suposed to do in the first place, tae care of President Dugan. We have been
    searching for him a long time, and finally, my sources have pinned him
    down. You are to imediately move to Texas. The Alamo is a fortified location
    in this town of the state of Texas, you are to infiltrate and mind-control
    president Dugan. We will send in heavy infantry assault, but with the new
    Prism Tower technology, the Allies may have a little advantage. Therefore, I
    send the best of my Psi-Corps Troopers with you, to make sure everything
    goes smoothly. I am confident that you will perform your duties splendedly.
    
    Main Objective: Get inside the Alamo and mind-control president Dugan of
    America.
    
    Walkthrough:
    Well, looks like things don't really go as planned. First, you see a lot of
    infantry getting dropped off in front ot the alamo, the Soviets wil try it
    this
    way, but unfortunately, there are not only Prism Towers. There are a bunch
    of SEALs in there, that will kill the Conscripts so fast they don't even
    realize
    it. In this town, the civilians are armed with very light pistols, Dugan
    should've given them at least an M4A1 or an M16, or at least a good pistol,
    but this is like the prehistoric version of the Windchester used by the
    Cowboy idiots! Of course, you can mind-control them, just have some fun,
    they have cool voicelines too. Let's get down to business. First things
    first,
    you imediately notice an IFV. Take it. Now, you may have noticed that
    frontal
    assault is lethal, to you that is. So, we'll have to find a sideroute. There
    is
    one of course, there's just one thing that can fail your mission: DOGS. If a
    dog gets to your Psi-Corps Troopers, consider yourself lost. anyways, avoid
    getting into the Prism Towers range, and ride around the Alamo, until you
    find a Fortress wall. blow that up, and you just found your little
    sideroute.
    Imediately pull your IFV back. Move your Yuris around until you find a
    Barracks guarded by 2 GIs. Mind-control one, and he will kill the other one
    (the 2nd GI should've realized too late what was happening, if not mind-
    control him). Use the Psychic wave on the GI you mind-controlled. Take the
    2 Engineers and capture the Barracks and the Battle Lab. Now, train 15 GIs,
    and take them with your Psi Corpses at all time, just to make sure the dogs
    or any light resistance that comes to them is killed off. There's one more
    thing to do before we take on the Alamo. We need to capture the Airport,
    guarded by a few Pillboxes and a Patriot. Take your IFV, and find the tank
    and Sniper close to the Airport. Let the Sniper take care of all GIs in the
    area. Now, before you continue, there's a little something we need to do.
    You can kill all the dogs right now. Another thing you can do, is kill off
    all the
    SEALs, but I usually keep them alive, to play my sick game... anyways, with
    the forces you have right now, move towards the Pillboxes. Your IFV can
    take advantageof heights, so it can fire at the Pillox without getting fired
    at
    itself. Your IFV should be able to destroy at least one of them, the tank
    can
    take it from there. Once that is done, take care of that Patriot. Now, train
    one
    Engineer, and make sure he makes it to the Airport. Take it over, and you
    have free Conscripts throughout the mission. Now, it is time to make our
    first
    move. Get rid of the tank you have, we won't be needing him anymore, just
    let him get blasted by the Prism Towers. Now, you have 2 free Yuris to use.
    Send them to the sideroute you opened. Once a SEAL is in mind-control
    range, take him. The other one will see it and will start attacking. If your
    SEAL takes the other one out quicker, that's great. If his partner(s) kill
    him
    earlier, just take SEALs until you have one that is free of enemy attacks.
    You
    should have killed off the dogs by now right? Now, use the SEAL you have
    to destroy all Power Plants you can touch out of the range of towers. All
    those structures destroyed, you should have powered down the defenses.
    Now, don't destroy them, unless you black out the Alamo completely. If you
    do that without destroying all Power Plants, you might end up getting the
    rest
    of the online again, and we don't want that. Now, the rest of the mission is
    just mopping up. If there are any more SEALs, fight some more and mind-
    control some more. Once all of them are kiled, get rid of those Secret
    Service men. Once that is done, mind-control the President. Also, there is
    one thing you must take note of. In the Alamo, there are some more
    Grizzlies, but nothing too difficult for your GIs. Use your Conscripts you
    have
    at the Airport to help out if necesary, but I think that ain't a problem.
    Also, if
    all your Yuris are full (they are already mind-controlling a unit) and you
    want
    to get the President quicly, just use the Psychic Wave on the SEAL you have
    and you just have got yourself a free Yuri. This mission can be aproached in
    a lot of ways, be sure to try your own strategy, I found this a very
    interesting
    "Secret mission" although I don't like most of them.
    
    
    Mission 10: Weathered Alliance.
    -------------------------------
    Briefing: Comrade. i'm glad you were succesful in St. Antonio, the
    Americans are now at our grasp. There are only a few more threazts to take
    care off. We will start by taking out the most dangerous one imediately. The
    new techonology I'm taling about, is the Weather Control Device. It is a
    very
    complicated device, but very destructive, and when used properly, we might
    just lose this war, because of their ability to strike everywhere. =this
    Weather
    Control Device, can create huge Lightning Storms from nowhere. These
    storms are very deadly when used in big cities, and that's just what the
    americans hope to do, strike directly in cities like Moscow. You will
    swiftly
    move with a small taskforce to the allied base in the Virgin Islands.
    Beware,
    the Allies have a big fleet and are heavily defended. Quicly build a naval
    base and destroy the Allied presence. There are a few things you should do
    however. To spare us the time to scout the whole area for the Weather
    Control Device, you will infiltrate the allied Battle Lab in the area, and
    you will
    have obtained the location of this monstrous weapon of mass destruction.
    Get out there comrade, the Russian people count on you to save their home
    land.
    
    Main Objective: Infiltrate the American Battle Lab and destroy the Weather
    Control Device.
    
    Walkthrough:
    The good thing about this mission is that you can directly punch down a few
    Tesla coils, and you'll be happy with those. anyways, find a suitable place
    for
    your MCV and deploy it. Build a REfinery and a Tesla Coil while you're busy.
    Once both are ready, deploy and build 2 Tesla Reactors. Build a Barracks, 3
    Flak Cannons, a War Factory, some Rhino Heavy Tanks and a few flak
    Tracks wouldn't hurt too. Build another 2 Tesla Coils, giving them some
    more power too of course. Now, you should have some spare time to build
    units. Train Tesla Troopers to overload the Tesla coils, better more power
    than no power right? Now, build a Battle Lab, and now start building a lot
    of
    Apocalypse Tanks. Build about 15 if you can. Now, the Allies are heavily
    fortified, so the first thing you'll want to do, is place some shore
    defenses, in
    the form of units or structures, it doesn't really matter, now that you have
    those Apcalypses, you could just place them there for the moment. Build a
    Service Depot and a Naval Yard. Now, start building a lot of subs and some
    Sea Scorpions. Once these are built, build about 3 Dreadnoughts. Before I
    forget, besure you have at least 5 War Miners working and moreif you wish,
    you never have enough cash, especially as soviets. Once you have some
    ships, take a Scorpion to your east. Search for a small island with a Tech
    Building, it's an Outpost. Captuer that one and place a Refinery there too.
    Now, take a Transport and take 2 War Miners to that island, because you
    have gems there (more valuable), and it's full of them! You'll now have 3
    War Miners at the small island, and 3 War Miners at your original base. You
    can set up a Barracks at your Outpost and make some Flak Cannons and
    Conscripts +flak Troopers there, to ward off light allied assaults. In fact,
    you
    can take all your War Miners to this island, because there aren't really big
    amounts of resources. for wat you need to be concerned of, there isn't that
    much trouble with the allies. They attack sometimes, but not heavy enough
    to really trouble you (that was my experience anyway). They will basically
    use GIs and tanks at first, but also naval assault can happen, be sure that
    you're ready at all cost. The sub/sea scorpion method works more than
    wonders here! Just watch out for Dolphins, they can be a pain in the arse to
    some players. If you want, you can start building a nuke silo right now, to
    take care of the Weather Control Device quicly, or you can do it the hard
    way. Now we're going to split up:
    1. You take the easy way, and it's quite easy once you've destroyed the
    american defenders at the Battle Lab. First things first, make sure you have
    a lot of Dreadnoughts and subs +sea scorpion escort; Now, build four
    Amphibious Transports and put in those Apocalypse Tanks you readied
    earlier, you'll be able to take about 8 with you. Build a fifth transport
    and put
    Flak Tracks with infantry in them, making sure it has at least one engineer
    in
    it. Now, start omving your fleet to the enemy island where the Battle Labis
    located. There'll be quite a nice amount of sips in there. However, almost
    nothing will be able to stop you, due to your perfect balance of ships. Your
    Sea Scorpions should just destroy the ASW helicopters when they take off to
    attack subs. The Aircraft Carriers won't be able to do anything wrong
    aswell,
    because their Hornets will be slaughtered like sweet patatoes. Don't bother
    targetting any cruisers until everything else is destroyed. Once all ships
    are
    destroyed, take care of those Naval Yards imediately! Use your
    Dreadnoughts to make the destruction quick & heavy. NOw, Take our
    Dreadnoughts, andlet them target one defensive structure at once, so that
    even those Patriots can't really stop them from destroying the Prism Towers.
    However, I'd target the Barracks first. We can't allow them to train too
    many
    SEALs, the Sea Scorpions can take care of them, but you can also bring a
    few squids along if you like, it's all your choice. Anyway, once the
    Barracks
    and the Prism Towers are destroyed, move in all your Transports,
    Apocalypse Tanks first. Let them destroy all enemy units and structures
    except for the Battle Lab. Take your Engineer inside the building, and
    you'll
    get the location of the Weather Control Device. Now, the trick is, that
    since
    you have built your nuke silo already, the nuke should be ready right now,
    so
    just target the Weather Control Device and kill it! Mission Acomplished.
    (Note: if you can't destroy all the Prism Towers, use V3 rocket Launchers,
    protect them well please!)
    2. You aren't such a coward to use nukes, you want to sacrifice blood?
    That's the spirit, kcik them where it hurts. you shouldn't leave anything
    standing. Instead of building a nuke silo, invest in more Apocalypse Tanks
    and Dreadnoughts and subs. Try to have at least 20 subs with 10 Sea
    Scorpions as escort, and maybe 8 Dreadnoughts or more, it's all up to you.
    Just make sure you have enough. Once you are ready, move all your ships
    to the enemy fleet. Give some building orders right now. Order 10
    Amphibious transports and one Flak Track and Engineer or just the
    Engineer. While building is busy, move your ships to the enemy island where
    the American Battle Lab is stationed. Keep your Dreadnoughts a little behind
    he other vessels. Oh yeah, I would take a few Squids along, not for the
    ships
    but for the SEALs, Squids love SEALs who dear to swim. Primary target for
    your Dreadnoughts is the Naval Base here. Destroy the 2 Naval Yards right
    where they are. Any Cruisers in the area will try to hold off your missiles,
    but
    if you have that many missiles, they don't have a big chance of stopping
    them all. I think the best thing to do, is to target Destroyers first, then
    Cruisers and just then target the Carriers. With all those Scorpions, the
    Carriers shouldn't be able to do any damage to your fleet, so take advantage
    fo that. Once all their Naval power has been destroyed here, start the shore
    bombardment. Target defenses like Pillboxes and Prism Towers. Take care
    of any concentrated infantry with your missiles aswell. Once all defenses
    that
    pose a threat to ground forces are destroyed, move your transports. Do a
    shorelanding and start moving your Apocalypse Tanks in. I'd try and capture
    a Barracks first. If you didn't destroy that already, capture it and make
    some
    more Engieners, and grab the War Factory nearby and the Battle Lab. Your
    Apocalypse Tanks will mainly serve as cover against enemy units, they'll
    perform that job nicely. Once you've captured everything, place your own
    War Factory there. Start cranking out Apocalypse Tanks here, aswell as
    some V3 Rocket Launchers. Build some Tesla Coils to ward off imediate
    assaults. taht's it for this part of the map. The map should've reshaped to
    show the location of the Weather Control Device right? Well, since we don't
    have a nuke silo ready yet, it would be suicide to build one, because of
    that
    Weather Storm. Reinforcements should come from your Naval Yard, os start
    pumping out lotsof subs and Scorpions again, and build at least 7 extra
    Dreadnoughts. Now, there's an imense Allied Base here, which is another
    Naval base. It is heavily fortified, and I found it to be qite suicide to
    try a
    shore landing with Apocalypse tanks, so we'll just destroy it from the seas.
    It
    should be to the northern side of the battlefield. Sail everything to that
    location and when you arrive, fight off any ships you can see. Once your
    Scorpions and Subs are fighting the allied navy, tell your Dreadnoughts to
    start attacking the Naval Yard here. Get rid of that (you shouldn't have any
    problem with that much Dreadnoughts). Once all the ships are destroyed,
    Select your Dreadnoughts and tell them to attack Power Plants. Completely
    shut down the darn thing. Once all the Power Plants you can hit are
    destroyed, bring in some engineers, and start taking over stuff you can.
    Order your ships to move further across the edge of the island you were just
    attacking, and scout until you can get rid of that Weather Control Device.
    Select all your Dreadnoughts and tell them to all attack the Weather Control
    Device at once. That many missiles should be difficult to defend against.
    Once the Weather control Device is destroyed, your mission is complete.
    
    Good work Comrade, it is now time to see Yuri in the Kremlin, he has some
    special plans for you...
    
    
    Mission 11: Red Revolution. (I like the sound of that!)
    ----------------------------
    Briefing: Comrade, another terrible tragedy has happened in our war effort.
    You were to rendezvous withYuri in the Kremlin, but it would appear that we
    are all pawns in Yuris little game. You must at al cost stop him from
    deluding
    the whole russian population. He has fortified himself in Moscow, with all
    the
    soldiers there at his command. Moscow is a lot harder to attack than
    Washington DC, that was actually destroyed alrready. Yuri has set up
    powerul defensive positions, including Tesla Coils and his best tanks. If
    you
    are to succeed, you will want to use our new developed technology: the
    Kirov Airship. It has incredible strength and has an imense payload, but
    that
    comes at a cost of speed. A small price to pay if well-used... Corade, go to
    Moscow, rip through its defenses and DESTROY THE KREMLING. Show
    Yuri the Russian rule about trators, burn him alive in the hell of the
    Kremlin.
    
    Main Objective: Plain and simple: Destroy the Kremling with Yuri in it of
    course.
    
    Walkthrough:
    Many people find this the most difficult mission of the Soviet campaign,
    some even claim it is the hardest of the game. If perosnally find it not too
    hard, there are just a few rules you should take note of:
    - If you see a relatively lightly defended installation of the enemy, and
    there
    are capturable buildings (almost always the case), take it over and place
    heavy defenses.
    - DO NOT USE THE NUKE SILO. IT IS FAR TOO EXPENSIVE AND
    THERE IS HIGH RISK OF BEING KILLED OFF BY THE KIROVS.
    - Build a Nuclear Reactor, it will make defending your base a lot cheaper.
    - Take Oil Derricks. there's one a few of them in Moscow, just try to hold
    them as long as possible.
    - In the final assault, use Kirov Airships.
    
    What concerning the enemy resistance? Well, I think they aren't too tough.
    There's one very good defensive spot, it's by an Oil Derrick. It has light
    defenses and some Tesla Reactors to capture. You can either use an
    Apocalypse Rush, but I'd suggest using your Kirovs, so you get that thing
    early on and you can start placing defenses right away. Once you have this
    installation, place a Barracks in there, train some Tesla Troopers and place
    a lot of Tesla Coils. Send some flak Tracks to take out any V3 Rockets that
    come your way, and you might consider placing some Flak Cannons too.
    Once the Tesla Coils are all online, overload them all with your Tesla
    Troopers. This will make your defensive capability even bigger. Once you
    have all your main structures up, build the Nuclear Reactor, not the Silo
    you
    silly! Once you have a Reactor, you won't really have to worry about power
    anymore. Once all your territory is heavily defended, build a lot of
    Airships.
    Build 10 and start building another ten if your fist attack somehow fails.
    Just
    move forward straight through the Kremlin. Be a little patient, the way is
    long
    and with Airships you'll do very long before you reach the enemy base. Don't
    even think about using a tank rush, all that money will be thrown into the
    sewers beneath Moscow (pfffftttiojosqmfoiezahtu, woops sorry). The Kremlin
    is an easy target for Kirov Airships, because all structures are. For the
    people who are so stubern that they want to nuke the Kremlin, well first off
    it
    is heavily "armored" because it takes 2 nukes to fully destroy it, and
    secondly, Yuri sends constant bombardment with his Kirovs. The only thing
    you could possibly do is place so much Flak that the Kirovs just can't get
    through. Apocalypse Tanks can ehlp heaps here too, as their missiles are
    much more effective against Kirovs than Flak is (just like with the Allies).
    Once the nuke silo is ready to place, make sure everything checks out and
    all your flak/missiles are in position, then put it down. This is where the
    Nuclear Reactor is truly needed, because you can't just waste all that money
    on Tesla Reactors, that would be just crazy. Once the first nuke is ready,
    FIRE IMEDIATELY! Don't take our time to watch those Zeplins come to you,
    just bomb the whole thing! Once done, it's another imensily long 10 minutes
    before the mission is over. Just make sure your Missile Silo survives and
    you launch the nuke, everything else is put at stake for mother Russia!!!!
    That's the hard part about this misison, the rest is just plain and easy.
    so, the
    main things for this mission are:
    - Good defensive power (MOST IMPORTANT!)
    - Money to build Kirovs (from the Derricks mostly)
    
    
    Mission 12: Polar Storm
    ------------------------
    Briefing: The Allies are basically lost. They have lost America to us and
    the
    only thing that is still a remarkable threat is the Chronosphere in the
    Artics.
    You are to enter the area and destroy the Allied base, and most importantly
    destroy the last Chronosphere, which can send endless reinforcement
    around the world. If you fail, the allies can redeploy bases in key
    strongholds
    around the world and they may pose a threat to the Soviet Union. Destroy
    them Comrade, you've shown great effieciency in the filed, and we are sure
    you can handle this aswell. Oh yes, and don't worry about Yuri, I think The
    Kremlin destroyed, you won't have anymore trouble from this geek...
    
    Main Objective: Destroy the Allied chronosphere in the area.
    
    Walkthrough:
    The thing I really like about the Soviet Camaign is that there are so many
    naval missions, I only wish the Allies had so many missions, or the Soviets
    should've received Kusnetsov Aircraft Carriers or somethin', than they could
    launch SU-27s and such... Anyways, this is another "Attack by Navy"
    mission, and I LOVE IT! You start with a little the same setup as in mission
    10, which means you can build Tesla Coils. Make sure you have a Refinery
    and mienr working right away, and then start building your base. Once you
    have your War Factory, build some Rhino Heavy Tanks and some Flak
    tracks. Also build some Tesla Coils, Conscripts and extra Miners. The allies
    will make good use of their Chronosphere, they'll send in small attacks,
    including tanks, Rocketeers an Aircraft Carrier, and most deadly in my
    opinion, a squad of SEALs. Use a tank to crush them, and make sure you
    don't have any valuable structures in the area. you may want to replay this
    mission after your first try, so you know where the Allies attack, this time
    no
    randomness. The Tanks will also take good care of Chronoshifted IFVs.
    Once you get a Battle Lab up, start building some Apocalypse Tanks, and
    when you have at least 5, you have just assured you have good defense for
    the time being. Build a Naval Shipyard and start building subs and Sea
    Scorpions. I only wish there was more resistance from the enemy navy, it's
    quite flimsy compared to mission 10. You won't need such a big fleet to
    destroy the resistance. Bring a few Dreadnoughts along to destroy the Naval
    Yards. That's one threat out of the way, now let's see what we can do about
    that fortification right here. Build as many Dreadnoughts as your people can
    manage. I'd say at least 10, and build more for the future assault on the
    Chronosphere. Once your Dreadnoughts are on their way, start mass-
    production of Apocalypse Tanks. Don't worry about time here, as long as
    your base is secure, you can do anything you want. Once you have a good
    amount of apocalypse Tanks, build Transports to carry them over. Once you
    can bring over a pack, bring in the Dreadnoughts. Bombard everything in
    sight. There'll be a lot of Prism Towers here, so make sure you destroy as
    many as you can hit from the shore. Something that I would recommend for
    you, is a transport full of V3 Rocket Launchers, and let the transport
    return to
    pick up some more. They'll help greatly to destroy the enemy Prism towers
    without getting in close and personal. I'd bring in a Transport with some
    Engineers to capture structures right now. W'll need an outpost here so that
    we can attack the enemy with groundforces from here. Be sure to capture
    the War Factory, Air Foce command would be nice, and a Barracks too.
    Start placing heavy defenses here, and sail over all those a^pcalypse Tanks
    right now, we'll need them in a moment. Now, the enemy will send armored
    units to attack your outpost (IFVs or something else), but with Apocalypse
    Tanks you can't lose at all. Start cranking out Apocalypse tanks and place a
    Refinery there if you feel like it. Now, the most important thing to do in
    this
    mission, is to build a Nuke Silo. Build it right away, build it at your main
    base
    or outpost, it doesn't really matter, maybe safer in the Main Base. Once
    ready, don't stop building tanks and GIs if you have acces to them, they are
    great defense units! Once your nuke is ready, wait to fire until you've
    confirmed the target. Take your Dreadnoughts and let them go across the
    island to find the HEAVILY defended Chronosphere. Oh and btw, there's
    also an Airport here that you can capture, and it gives you Kirov
    reinforcement, but that all matters what path you take. Anyways, once you've
    spotted the enemy defenders, see what your Dreadnoughts can do about
    those Prism towers (probably not all that much). If not, shoot the nuke
    right
    away. I'd target the Patriot missiles right now, and try to destroy as many
    as
    possible, we'll bombard the Prism towers with our Dreadnoughts. Slowly
    move your Apocalypse Tanks forward to the enemy settlement. Destroy any
    oposition you may encounter. Once you reach the defenses, stay out of
    range for the moment, and see how many Prism Towers are left. If they are
    still shere in numbers, wait for your Dreandoughts to inflict more damage,
    and once the nuke is ready fir it at the defenders again (the Chronosphere
    is
    too strong to die from it). The point of this tactic is: Once enough or all
    Prism
    Towers are destroyed, move in all your tanks and target the Chronosphere
    with all your units, it will be destroyed in one big blow! that's it.
    However,
    there's another way to complete tis mission, and I feel Westwood tries to
    influence you to do it that way... Hmmmm. Well , basically it goes like
    this:
    Do the same as above in the beginning but build 2 Kirov airships aswell.
    Once those and all your ships are ready, go and attack the enemy
    fortificationn on the shore. Let your Dreadnoughts destroy the Naval Yards
    and then target all the Patriot sites that you can hit. We want to make a
    passage for our Korvs. Destroy everything that looks like a defensive
    structure, and you should get elite Kirovs pretty fast. Once you've cleared
    the
    enemy defenses, bring in tanks and engineers to capture the base. Place a
    REfinery and build miners here (Chrono Miners???) and build more Kirovs,
    aswell as a nuke silo. Let your Dreadnoughts take out everything they can
    and nuke the Patriots! Go to the Airporton the Island and receive some more
    Kirovs. Once most/all of the Patriots are destroyed move in your Kirovs. Let
    them destroy all the Prism Towers first, so you get elite Kirovs (for those
    who
    weren't already) and then target the Chronosphere. With all those bombs, it
    won't stand a chance. Voilà! That's it! You've just beaten the Soviet
    Campaign! Enjoy your well-earned movies.
    
    Ene Of Walkthrough.
    
    
    
    
    
    
    
    
    
    
    
    --------------------------------------
    11.2. Readers Walkthroughs
    ---------------------------
    11.2.1. Scott Batass Walkthroughs (anybody else interested in joining the
    list? I bet you do.)
    --------------------------------------
    Mission #1
    Grab Tanya make her unit 1, kill boats. Duh
    Have Tanya help kill the Conscripts. Then have her stand there and kill the
    new batch of Conscripts that are being air dropped. Keep the GI's deployed.
    After the conscripts are dead make the GI's unit 2 and undeploy them move
    Tanya and the GI's to the left, following the bridge. Then have Tanya move
    up
    and to the right. Help the to GI's by killing the conscripts then move her
    up
    and to the left. You should find a crate. Grab it. As this is going on, move
    your GI's from unit 2 to your 2 new GI's. Make them one unit and move them
    up
    and to the right till you find a McBuger Kong.
    As this is happening move Tanya to the right and up till you find another
    crate. Grab it and move to the McBuger Kong.
    Have your GI's go into the McBuger Kong, then into the gas station to the
    right of it. Leave them there and any conscripts that are air dropped there
    will die.
    
    Now have Tanya goto the Fort. As soon as it becomes yours send the attack
    dogs to where the Soviets drop there troops, just to make sure your chrono
    harvester will not come under attack. Then build a barracks.
    
    When the barracks comes online, train two engineers, then 15 GI's. Have
    the
    first engineer fix the bridge.
    
    Then move Tanya across and kill any troops in your way. Shoot the barrels,
    then move toward the warehouse. Leave the sentry guns alone.
    Use Tanya to clean out a path to the Soviet war factory and the bottom left
    of the base. Send in your engineer to one of them, take it over.
    Use your GI's to kill the V3 rocket launches, all that you can.
    
    After you take over the war factory, build tanks. Use attest 2 to 3 tank and
    destroy the guns. When they are gone, kill the last V3, then have Tanya
    destroy the base.
    
    
    #2
    
    Have Tanya kill the conscripts. DO NOT PICK UP THE CRATE!!!!!!
    When the rocketeers show up, move them to the far bottom left of the map.
    There you will find two more.
    
    Then move them to the top let of the map. Kill the 3 conscripts and the
    attack dog. Move Tanya and crew to pick up the crate. It's money.
    Move the rocketeers to the top right of the map.
    
    After Tanya and co pick up the crate, move them to the top right of the map.
    As they are moving, move the rocketeers down and find an ore patch. Have
    them
    kill the ore miners there. Then move them down to find some conscripts and
    a
    tank. Kill them.
    
    Move Tanya to the ore patch, then down to the lake. Do not run it to the
    sentry gun. Have her swim across the lake, kill the lone conscript, then
    move
    her into the base to destroy the flack guns.
    
    After the flack guns are gone, move in the rocketeers to destroy the sentry
    guns and guard house. Don't let them shoot the base.
    
    Move in the rest of your troops, and as the engineers are being paradroped,
    start taking bake your base.
    
    Build a power plant, 4 chrono mines, and 15 rocketeers.
    
    After the miners are built, start building tanks. Lots of them.
    
    When you have 20-25 tanks, group them into a group and move them move
    them
    back to the starting point. Grab the crate. Remember to keep building tanks.
    :)
    
    Then move the tanks the right. You will find a group of three trucks.
    Destroy
    them and pick up the crates.
    
    Move them to the right again, up till you get to the far side of the Soviet
    base. You should find a group of barrels next to the wall. Stay there.
    
    Move your rocketeers down till you find an ore patch that the Soviets are
    using to mine. Kill the miners.
    
    Back to the tanks. Shoot the barrels. Move in and destroy the MCV, them
    the
    power plants. Then move in your rocketeers and kill everything.
    
    
    #3
    
    Build a power plant. Garrison the building next to the bridge. Then move the
    rest of your GI's to the next bridge and garrison the building next to it.
    
    Build a barracks. Train 3 engineers and fix the three buildings that you
    sent
    GI's into.
    
    Build an ore refinery, then a war factory. Build 5 chrono harvesters.
    
    As the harvesters are building, train 20 rocketeers. When they are built,
    use
    them to shoot up anything that comes at you. Build an Airforce Command
    Center.
    
    Start building about 25-30 tanks, followed up by 20 IFV's.
    
    As the IFV's are building, train 15 GI's and 5 engineers. Use them to fill
    up
    your IFV's.
    
    Scout out the Soviet base with the rocketeers. See the Soviet barracks.
    When
    your ground troops are ready, you need to grab it. All of the other
    buildings
    would not hurt too.
    
    If you grab the Soviet barracks, train 15 Tesla troops and build 15 IFV's.
    Fill the IFV's with the TT's. Otherwise build tanks, lots of them. If you
    can
    use Soviet tanks do so.
    
    Go past Washington Monument to the red Soviet base. Shoot a path though
    to
    the Psi Beacon. Kill it. Have fun. :)
    
    
    
    #4
    
    Let the Rocketeers destroy the cannons.
    Move the Destroyers into the bay to clean out a spot to land your troops. Be
    on the look out for subs.
    
    Deploy your Mcv, and use your ground troops to kill anything that shoots at
    you.
    Try to take over as much of the Soviet stuff as you can. Build as normal,
    and
    build attest 4 miners.
    
    Now there are two ways two do this.
    #1 Build lots of tanks, move over the bridge to the right. You will see the
    target. Kill it.
    
    #2 Build Destroyers, go up the river. Kill subs and flack tracks and guns.
    Find target. Kill.
    
    
    Mission #5
    Battle Lab part:
    Disguise your spies.
    Move Tanya up and to the left. BABY STEPS! Let her shot anyone that
    comes in
    here way. Go as far as the barrels next to the fence with the cows. Save the
    cows the go to the right. You will find a farm with barrels next to it. Go
    right down and follow the road. After the Tesla Trooper the road will end.
    Still go that direction and you will find some GI's.
    
    Go up and follow the terrain till you wind up at a Tesla Coil that you can
    destroy by shooting the barrels. Go into the base watch out for Tesla Coils,
    and you will end up at another Tesla Coil that you can destroy by shooting
    the barrels. Make sure to kill all of the attack dogs. You should have
    killed
    all of the attack dogs by now, so it is now safe to move your spies into the
    base. Move one spy into a Tesla Reactor and then have Tanya destroy the 3
    tesla coils at the top of the base. Then do the same again, and destroy the
    one at the bottom of the base.
    
    Now before you send your last spy into the Battle Lab, send Tanya to the
    barracks at the middle right side of the base. You will see barrels. Shoot
    them and then wall through the opening. Follow the path to the south and
    you
    will run into 2 engineers and some GI's. Have one of the engineers take over
    the barracks, the other take over the war factory.
    Build 2 more engineers and take over a tesla reactor and an ore refinery.
    Then build 2 ore harvesters, then 3 more engineers, then start cranking out
    tanks. LOTS OF THEM!
    
    Send spy into battle lab. As Tanya goes through her thing, go down to were
    you first started to grab your new set of spies.
    
    Nuke base #1.
    After the map resizes, send Tanya up, following the road. Make sure you
    disguise your spies as the new area has different color men. Kill everyone
    that gets in your path.
    After you find the opening and see the Tesla Coils, got to the left
    following
    the wall of nuke base #1. You will see some barrels. Shoot them. You can
    now
    go into the base. You will see another tesla coil, but this one has barrels.
    There are also barrels next to the wall around the nuke silo. Shoot both. Go
    in and destroy the silo. After you know that you have killed all of the
    attack dogs in nuke base #1, send in the spies. Take down the power and
    destroy the remaining tesla coils. Send in your engineers and take over one
    war factory, one barracks, and one ore refinery. Move your tanks up to the
    base.
    
    Nuke base #2
    Move your tanks up and to the left. There is a road to follow, so that
    should
    help. You should run into 2 tesla coils at the front of the base. Now take
    Tanya and go in the back way. hehehehe. Follow the river down and to the
    right, the hug the ridge that the silo is setting on. You should run into a
    farm. Follow that path up, kill everyone that gets in your way, and you
    should see a fence on you left. Kill the guards and shoot the barrels and
    you
    will get one grizzly tank at sarge and some more GI's. Then take Tanya to
    the
    wall and follow it up. Go past the barrels to the opening. Walk in and start
    shooting. Now take the grizzly and shoot the barrels. Go in and shoot the
    telsa reactor.
    Now remember your fleet of Soviet tanks. Move them all in to the base,
    destroying all of the tesla coils that get in your way. Go and don't stop
    till you shoot the nuke silo.
    
    
    
    
    mission #6
    Make sure to move your transports to the back of the Pentagon, and to fix
    your base defenses as needed.
    
    Deploy MCV. Build barrack, then ore plant, then war factory, then repair
    bay,
    then Airforce Command Center. If you feel you must, build a battle lab.
    
    You are going to want to place GI's around the Pentagon. Look at were the
    first Soviet attack happened. Place GI's in the hole in the wall they made,
    and to the upperleft all the way to the water in a line. You are also going
    to want to place them down right from the hole, along the ore patch. This
    will stop tanks, infantry, and terror drones. Start small, work your way up.
    Also, attack dogs and rocketeers work go as well. The dogs help weed out
    the
    conscripts and the rocketeers are good for helping to stop tanks and killing
    V3's.
    
    Place the GI's from your landing party in the buildings behind the Pentagon.
    They will help to stop Soviet forces from getting to you from behind. But it
    will not work forever. Add a group of at lest 15 GI's to the back, deployed.
    
    Place power plant along the far right wall going down till you can put
    static
    defenses in the hole that the Soviets made. You are going to need at lest 3
    more Patriots, 4 more pill boxes, and 2 more Prism towers. Place as
    needed.
    If you can, put a power plant down were you can put pill boxes near the ore
    patch. This well help to stop terror drones from getting to your harvesters.
    
    Have your harvesters mine ore from around the Pentagon first. It's easier to
    defend them.
    
    When you think you have the Pentagon guarded well, train about 20 GI's
    and 1
    engineer. Walk them up the coast, till you find a hospital and a bridge.
    Have
    the GI's deploy at the mouth of the bridge, and take the hospital. Build a
    barrack, war factory, and service depot and place them next to it. Build
    rocketeers and more GI's to watch the bridge.
    
    When that is over, build about 30 tanks and 15 IFV - GI combos. Kick butt.
    You may also want to build 5 IFV- engineer combos. Attack over any of the
    bridges, but I find it easier to go to the top one and then attack. Repair
    monuments for more money as need. If you can, try to grab a Soviet
    barracks
    to do the IFV- Tesla Trooper combo, it will make taking out the next base
    that much easier. Taking out construction yard, war factory, and barracks
    will sometimes make the Soviet force in question quit.
    
    mission #7
    Start by building 4 chrono miners, 10 destroyers, and lots of GI. Your going
    to need them to the left of your barracks at the foot of the hill to stop
    tanks. At the left again of your barracks along the coast to stop them. In
    the houses next to your naval yard to stop them. At the ore patch to the
    upper right of your naval yard. At the lighthouse on the upper part of you
    island. And at the McBuger Kong.
    
    You may need to add 2-3 IFV GI combos to help at the ore patch.
    
    After all of that, train 5 rocketeers to help were needed.
    
    You are going to need to build destroyers fast to stop the Soviet navy.
    After
    that, build at lest 10 destroyers and 6 Aircraft Carriers. Move them to the
    far lower left of the map, then up to the Soviet base. If you are fast, you
    can get there before the nuke silo is built.
    After the first wave of your navy is up and running, build 2 carriers to
    ever
    1 destroyer, and set the rally point to the Soviet base.
    
    Take out the nuke silo first with the carriers, having the destroyers attack
    any ships that attack you. Then go after it's naval yard, power, and
    construction. Take out any mobile flack you can with the destroyers. Then go
    after it's barracks, war factory, and second naval yard. If you knock out
    all
    of those and most of it's power so that it's flack cannons are off line
    (look
    at the tesla coils ), the computer will fold up shop and quit. You win.
    
    mission #8
    
    Move Tanya and crew down left till you find the Arc. Garrison it.
    Move Tanya and the Engineers down left again till you find an ore refinery
    and a war factory. Send the engineers in. Going into the war factory will
    give you a time bonus. Build 1 chrono miner, 1 IFV, and 2 tanks. Put Tanya
    into the IFV.
    
    Move the tanks up right till you get to the back of the stadium. Use them to
    destroy at lest one of the Tesla reactors. Use the IFV to kill any troops
    that get in your way. Then move it up the side of the stadium till you see
    the barrels. Shoot them, then move Tanya in to take out the rest of the
    Tesla
    reactors. Then after the power is down, destroy the psi thing. Grab crate
    and
    then send her back into the IFV. Drive the IFV and the tanks back to the
    arc,
    were there will be tanks, GI's, a MCV, and transports.
    Grab the crate in front of the arc, and deploy your MCV.
    
    It's a good idea to sell of the ore refinery and war factory you picked up.
    One shoot to the barrels next to them and they are gone.
    
    Build as normal, your know. Power as needed, refinery at lest two, barracks,
    war factory two is helpful, Airforce command center, battle lab.
    You will need Patriots, pill boxes, and Prism towers. Place them were you
    need them. Rocketeers also help, as you can destroy the V3's, and pick off
    anything you can with them. I use about 7- 10 of them for this mission.
    
    You will need Prism tanks for this level, and about 20 is a good number to
    attack the soviets. After you have that many, go ahead and attack. Make
    sure
    to use there range to your advantage, and the fact that they can shoot over
    walls. That should be about it.
    
    Mission #9
    Too me this is one of the most fun of all of the levels. It will teach you
    how to use the S.E.A.L.s. When you use them, try to think like them. No less
    then 2 in a group, and cover yourself at all times.
    
    Move the 5 seals to the left, so that you can free the local units. Some
    GI's
    and 2 grizzly tanks. After you do that, a helicopter will show up with 5
    engineers in it. Put them back into it. Take one seal and have him watch the
    right side of the village, and one of the left, with one watching the back.
    Move the tanks to the left. Send two seals and the chopter to the upper left
    of the map. There you will find a tech airport. Take it. Move the GI's to it
    on deploy them so that no soviet engineers can retake it. The first wave of
    airborne you get should also be dropped there. As you are waiting for that,
    put one seal into the choper with the 4 engineers and move it the far upper
    right, then the lower right of the map.
    
    When you have your second wave of airborne, move the helicopter to the
    coast
    of the back entrance of the base. Drop off the seal, repack the engineers
    and
    send the copter back over the water. Drop the airborne next to the seal. You
    will use the GI's to take on armored units so that they will not take out
    your seal.
    
    Now move the unit up and around following the cliff. You will be able to
    sneak the seal into the base around the wall that way. From a safe distance,
    shoot the barrels to destroy the telsa reactor and the wall. Then move down
    to destroy the next reactor. Watch out for tanks and flack tracks. If they
    show up use the GI's to take them out.
    Now move up the right side of the base till you find more reactors. Take
    them
    out.
    
    Now you can go on One of two ways. You can destroy the base with seal, or
    you
    can take it over. Ether way, use the Blackhawk to take out the sentry guns,
    The GI's to take out armored units, and the Seal for troops and buildings.
    
    When you take over the soviet prism tower or destroy them, you will get 2
    Seals and 1 engineer airdrop to you. And do not forget to drop your airborne
    as soon as you get them.
    
    If you take over the base, I recommend starting with the construction yard.
    It's always been easier for me to start there.
    
    Also when the power is out, you can move you other 3 seals and your two
    grizzly tanks down to help.
    
    
    A small note. I know on earlier levels I left out crates. I never need
    them.
    All of the par times for the walkthroughs so far that I have give you
    for me have been no more then half of the time given. Some of the later
    missions (10 and 11) were par times at about one forth of the given times.
    hehehehe
    
    Mission 10
    Start by building an ore refinery, 15 GI's, 5 grizzly tanks, a prism tower,
    and move your MCV to Einstein's base.
    
    The Soviets will hit you hard, so use your tanks as needed, deploy GI's as
    needed, and build whatever defenses you can. At lest 2 towers, 3 pill boxes,
    and 2 Patriots are needed.
    
    After you have fought off the soviet forces, start building chrono miners.
    You'll need about 4 or 5. Deploy the MCV next to his base.
    You'll want to build your battle lab and ore purifier next to his base. You
    may also want to ring his base with power plants, so that you can build
    defenses around his base. You may also want to build an ore refinery,
    barracks, and war factory at his base. 4 to 6 prism towers at the front, and
    a ring of patriots will do the job. If you hit the soviet forces that are
    trying to get to his base hard, the cpu will think twice about attacking
    back.
    
    When you can, build a spy sat uplink and 4 spies. Look for the base that has
    a conscript just standing there, then disguise your men and move in.
    Grab money, promotions for the units you build, and the psi commando.
    
    Now for thing on the map that will help you.
    Above his base is a tech outpost, above that is a crate with money. You will
    need a SEAL to get it.
    Below your main base is a burning ore refinery. Send in an engineer to fix
    it
    and it's yours. It will then spit out a crate. Grab it and it will become a
    free chrono miner.
    
    Now you can destroy the soviets in one of two ways.
    Way one
    Build about 3 to 10 IFV engineer combos. Build 20 to 40 mirage tanks. Goto
    one of the soviet bases on the side, and take everything you can.
    Have fun rolling over the rest of them with there own units, or any combo of
    units you might like to do. Crazy Ivan and the IFV makes nuke demo trucks.
    EVIL!
    
    Way two
    Build a butt load of prism tanks, and kill kill kill. They should only last
    about 10 minutes.
    
    Oh just one more thing. Watch the cinema and take this mission personally.
    It
    helps.
    
    
    Mission #11
    DO NOT BUILD THE CHRONO SPHERE TILL THE NUKE SILOS COME
    ONLINE!!!!!!!!!!!!!!!!!!!!!!!!
    Do the following as soon as you can!
    Build a barracks and place it next to the ore refinery to the north. Pump
    out
    1 SEAL and 15 GI's asap!
    Build 5 destroyers, and move 2 of your flipper to just below your Airforce
    command center.
    Build a war factory. As soon as it's up build 5 grizzly tanks, then 5 chrono
    miners. When the tanks are up and running, go after the building to the
    right
    of your ore refinery at your main base and destroy the building that has
    soviet conscripts garrisoning it. Then fix it and garrison it your self.
    You are also going to want to build 3 to 6 mirage tanks and place them
    around
    the bridge.
    Build at lest 2, I do 3, patriots and place them around your Airforce
    command
    center.
    Move some GI's from you base and place them near your ore refinery in your
    main base.
    Build GI's at your second barracks, the one to the North, and garrison at
    lest three buildings. One near the bridge, and two so that paradroped
    soviets
    will be killed.
    Build 2 prism towers and put them at the ore refinery to the North, facing
    the water. They will stop some of the soviet forces attacking you.
    
    Train about 5 or so rocketeers at you main base so you can take on the
    dreadnoughts when they come.
    
    Build 1 SEAL and 2 engineers on the north mini base and send them to the
    left. You will run into a gem patch. Keep going left and you will find two
    tech oil rigs. Use the SEAL to kill any gators that come your way.
    
    Build a third barracks at the ore refinery to the south, the one on the
    island. Also build two naval yards to the left of the island ore refinery.
    Start building at lest 10 destroyers, 6 aircraft carriers, and 5 SEALS. Also
    build 5 GI's to garrison the lighthouse, 10 for the beach, and 5 for the
    barracks. Also 1 or 2 SEALS would not hurt. Place 2 partriots, 2 prism
    towers, and 3 pill boxes down there.
    
    Build a spy sat uplink and a service depot. When the depot is up and
    running,
    build 1 MCV, 1 mirage tank, and 1 prism tank.
    
    Hopefully at this point all you have to do is wait for the map to resizes
    and
    for what's his name to go on about how he will destroy you. What a dumass.
    
    When the map resizes, start building a chronosphere. Then send your navy
    to
    the bottom right of the map. If you have the spy sat uplink, you will see a
    Nuclear reactor. Use your carriers to take it out, and use the flippers,
    SEALS, and destroyers to protect them. Start building a large number of
    destroyers and carries, one for one, and set the rallypoint for off the
    coast
    of the soviet base.
    
    Now look to the bottom left of the soviet main base. You will see another
    Nuclear reactor, but this one has barrels next to it. Have your aircraft
    carriers shoot the barrels. The Nuclear missiles are now off line. :)
    
    Have your carriers take out the soviet naval yards (there are two), then go
    after the war factory, ore refineries, tesla reactors, and barracks.
    
    You can chrono shift your MVC in at the far right side, but I normally don't
    unless the navy is not doing it's job. I will use SEALS to mop up, with the
    carriers to cover them. It's just to much fun.
    
    
    OK here it goes, the last mission.
    I'm going to brake this one down into parts. It's just easier for me to do
    it
    that way.
    
    Starting out.
    Grab the SEAL in the middle as soon as he lands, and send him after the
    Tesla
    reactor. Let the other two do there thing. When the soviet troops are gone,
    use the SEALS the take out the Tesla coils so you have room to build. Free
    the troops by shooting the barrels. Send the two engineers in the two of the
    tech oil rigs, and send the GI's in the one of the bunkers and the bottom
    right of your new base. Deploy the mcv as soon as you can.
    
    Building.
    I go power, barracks, refinery, factory, Airforce command center, power,
    battle lab, power, ore processor, depot, power, barracks, refinery, factory,
    Airforce cc, power, battle lab, depot. Always have two of your main
    building,
    and always try to have too much power. It helps after the nuke hits. Spread
    you buildings out. Remember that you can build off of your tech buildings.
    Don't forget to build power plants as needed.
    
    >From the armory tab I go 2 spy sat uplinks, chrono sphere, then weather
    control device. I build defenses as needed. Mostly after a nuke attack to
    fill in the holes made by the blast or to guard tech or captured buildings
    not inside the main base.
    
    >From the barracks, I build 2 engineers to take the oil rigs in the base. I
    then start training GI's (about 75 of them) to garrison the bunkers at the
    lower part of the base, and the buildings at the openings to the top of the
    base. 4 total. I then pump out 7 spies, 4 SEALS, and 10 Rocketeers.
    
    >From the war factory. 5 chrono miners. Then about 15 mirage tanks. Then
    1 for
    1 mirage/prism. Also a MCV somewhere in there.
    
    Tech buildings other then the 4 oil rigs.
    There are tech oil rigs outside of the lower openings to your base. Don't
    worry about them yet. Take them after you have destroyed or taken the ore
    refineries near them. Build defenses around them so that they are not
    retaken
    or destroyed by the soviets. See below for recommendations.
    
    There is a tech airport and two more tech oil rigs to the upper right of
    your
    base. The rigs are side by side, the airport has a sentry gun guarding it.
    Grab them as soon as you can, but one at a time. Airport or oil rigs first.
    Build your defenses around them fast. I recommend 3 prism towers, 4 pill
    boxes, and 2 Patriots. Also garrison the buildings around them, just for
    added affect.
    There is a tech outpost to the left of your base. Grab it when you are
    ready,
    but don't compromise your base doing it. Build defenses as above.
    
    In total, there are 8 oil rigs, one outpost, and one airport.
    
    Using the spies.
    Send them in to the ore refinery to the bottom left of your base for money,
    if there are no attack dogs there.
    When your first spy sat uplink is up and running, look at the bottom left of
    the map. If you look really hard you will see that there are NO attack dogs
    guarding the soviet barrack, factory, Tesla reactors, and battle lab in that
    area. Send spies into all of the buildings listed, and have a steady supply
    of them going to the Tesla reactors. If you shut down the power, the CPU
    cannot use the nuke or Iron Curtain, and there time counters will stop as
    long as the power is off. It also helps to have to power off to shut down
    the
    Tesla coils. duh
    
    Taking over soviet buildings.
    I strongly recommend taking as much of the top left mini base and bottom
    right mini base as you can. MAKE SURE TO TAKE AND HOLD THE
    RADAR!!! This,
    with a soviet barracks, will let you train Crazy Ivan's. IFV + Crazy Ivan's
    =
    Nuke trucks. They will help to soften the soviets up.
    If you can, take the construction yard at the mini base at the bottom left
    of
    the map. You can then build everything but a soviet radar. That is why you
    need to take the radar in the top mini base. Without it, no Crazy Ivan's.
    
    Stopping the Nuclear launch clock.
    After rolling over the mini base at the top right, send forces to the
    Nuclear
    reactors to the right side of the map. You will see them if you have a spy
    sat uplink, or you can just follow the path. Destroy them. I normally use
    Seals for this job. One seal, one reactor. Or you can just take them over
    with engineers, just defend them, or they will be retaken from you.
    
    Then the Nuclear reactors at the bottom right of the soviet main base can be
    destroyed by sending seals along the right side if the map, and then down
    and
    around the buildings and warehouses. You can walk one right in and take
    out a
    reactor. Do this one at a time.
    
    For the two reactors at the left of the main base, use the chrono sphere to
    teleport in 3 prism tanks. Take out the one on the left first. If you do it
    at a safe distance, you can use them again to take out the other one right
    next to it. Also you can use chrono legionaries for the job, or as back up.
    Taking out all 6 Nuclear reactors will stop the nuke and iron curtain
    clocks,
    and shut down the Tesla reactors.
    
    Using the weather control devise.
    Use it as you see fit. I normally take out the barracks and war factory to
    the left of the Kremlin first.
    
    Using the choro sphere.
    After taking out the Nuclear reactors at the left of the main base (see
    above), I use it to do surgery on the soviets. SEALs in IVFs, Crazy Ivan's
    in
    IFV's, prism tanks, Engineers in IFV's, etc. You get the picture. Try to go
    for the construction yard at the main base, if you can.
    
    Breaking out if you main base.
    Take out the soviet ore refineries at the bottom openings of your base, and
    destroy any soviet miners you can. Don't worry to much about the tells coils
    at the landmark. If you feel you need to take them out, use prism tanks.
    
    Move to the mini base to your upper right. Take it out or take it over, then
    go after the Nuclear reactors as above.
    
    Move over to the mini base and your bottom right. Take it out as you see
    fit.
    Destroy or takeover.
    
    Then go after the main base.
    If you have Yuris or Psi commandos use them to take over what ever you
    can.
    As above, Ivans in IFVs will help a lot!
    
    
    The units I normal use are 1 for 1 mirage/prism. Mirage for ground units,
    the
    Prism for buildings. Engineers in IFVs don't hurt. Use the Blackhawks to
    move
    your engineers that you want to use to take over buildings. If you can get
    soviet troops, Ivan, Yuris, and tesla troops in IFVs will help you a lot.
    The
    Ivans I have already told you about, Yuris will make an IFV that will do
    there psi wave and kill all troops in there way. Tesla troops in an IFV is
    always a good idea.
    Psi commandos and Yuris are good for taking things over. Like the black
    elite
    apocalypse tanks. hehe
    SEALs will stop troops, but so will tesla troops or Yuris in an IFV.
    
    Watch your harvester closely. If they are under attack, have them go back to
    your refinery. They will shift back to them, so that they will be out of
    harms way.
    
    11.2.2. Will's Allied Walkthrough
    
    He's back, and he's better than ever, William the I-don't-know-how-maniest, 
    cough* Anyway here's his Allied walkthrough, with some great tips and 
    strategies for y'all, hell eh explains nicely how to complete mission 1, so 
    do read it, or I'll personally deal with you, okay? Here goes:
    
    
    
    
    C&C: RED ALERT 2  STRATEGY GUIDE: ALLIED MISSIONS
    
    BY: WILLIAM LAMAR DeLASHMIT
    
    ___________________________________________________________
    
    Mission #1: Lone Guardian
    
    Location: New York City, New York
    
    Briefing: The Soviet Union has invaded America! The Russians have 
    double-crossed us! They have a fleet of Dreadnoughts attacking the Statue of 
    Liberty. Use Tanya to blow them down to Davy Jones' grave. Then have her 
    remake our lost contact with Fort Bradley and clear all soviet forces out of 
    New York.
    
    Objective #1: Destroy the Dreadnought fleet.
    
    Objective #2: Re-establish lost contact with Fort Bradley.
    
    Objective #3: Destroy the soviet supply base (after finishing objective 2).
    
    Objective #4: Keep Tanya alive.
    
    Walkthrough:
    Okay, first thing you do is send Tanya into the water and blow up the 
    Dreadnought fleet. Next, send her up next to the Statue of Liberty when the 
    conscripts start parachuting down. Once the conscripts are down Tanya will 
    probably start shooting them already, so don't worry too much about it. Once 
    those pesky conscripts are taken care of, on you're radar screen above your 
    building console you will see part of the black shroud gone and you will see 
    there a V-3 rocket launcher shoot a rocket at the already beat up Statue of 
    Liberty and destroy it. I know, I know, you were supposed to save the 
    statue, but trust me, there isn't a darn thing you can do about it. Then you 
    will get a transmission from Premier Romanov persuading you to surrender. 
    Don't pay any attention to him. Once he's done, send Tanya up that walkway 
    and once you get to the end, go up the road and turn right and you should 
    see two other of your G.I.'s deployed in the middle of the road shooting at 
    some conscripts. Have Tanya help your men. Once the conscripts (I hate those 
    guys don't you?) are taken care of, have Tanya continue on to Fort Bradley 
    by following your map above your building control area. Once she gets there, 
    build a barracks and immediately start training an engineer. Once you have 
    the engineer, send him into one of the repair huts on the bridge at the 
    bottom of the back of your base. Once the bridge is repaired, build about 
    10+ G.I.'s and send them along with Tanya down the bridge. Stop near the 
    end, and have Tanya shoot the barrels. Next, send the G.I.'s down (leave 
    Tanya where she is for now) and have them destroy the 2 sentry guns. Once 
    this is done, bring Tanya down and have her destroy the remaining soviet 
    structures and men (note: you do not have to destroy the V-3 Launchers to 
    win, although it would be helpful to you). MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #2: Eagle Dawn
    
    Location: Colorado Springs, Colorado
    
    Briefing: General Vladimir is sending forces close to the U.S. Air Force 
    Academy.  Too close.  Evict the commie's forces from the area and get back 
    the Air Force Academy chapel.
    
    Objective #1: Recapture our Colorado Springs base and the Air Force Academy 
    chapel.
    
    Objective #2: Destroy all soviet forces in Colorado Springs.
    
    Objective #3: Keep Tanya alive.
    
    Walkthrough:
    Okay, grab Tanya and send her up to the wooden power-up crate across the 
    road. Have her shoot the conscripts who come up the road. Wait until the 
    Rocketeers come. Then, send her up the road aways until she gets near the 
    pond you see on your map. Send her into the pond (she can swim) and have her 
    swim over to the other edge until you see the conscript outside the base. 
    Have her shoot him. Then, send her through the opening the conscript was 
    standing in and order her to blow up the flak cannons only. Then, have her 
    walk around the base, so as to remove the shroud. You'll get a whole load of 
    engineers parachute in. Order them into all the buildings (I'd strongly 
    recommend the chapel and the construction yard first) they can and recapture 
    them. Next, grab the Rocketeers and have them destroy all the sentry guns 
    and the gate and the soviet guard shack. You won't have enough engineers, so 
    grab the 3 you started out with and have them follow the same route as Tanya 
    (except through the water) up to the base and have them recapture any 
    remaining buildings. Before your chrono miner starts collecting ore, send 
    your Rocketeers north-east to the ore field and have them destroy the soviet 
    miners and the tank and conscripts below the field (note: don't follow the 
    miners back to their base if any survive, because the commies' have a 
    healthy amount of flak cannon there). Once all the enemy's (A1) miners have 
    been destroyed you can send out your miner to the ore field. Once you get 
    some cash rolling in, I'd recommend building walls (sometimes you can build 
    more than one bit of wall at a time) where the gaps in the current walls 
    are, but leave the wall gap where the gate and guard shack were open so your 
    miner can get through. Also, you should build a couple of pillboxes, one on 
    each side of the wall gap. While you're at it, it might be wise to build a 
    few more pillboxes outside the other wall where the gap was, and maybe build 
    a few more along the back wall. Of course, train these units when you can, 
    with at least $3,000 still left over of your money. Then, I'd train no less 
    than about 25+ G.I.'s and scatter them around the base and deploy them. Move 
    your current Rocketeers nearer to your base, then train about 6+ more 
    Rocketeers and group them with the rest. Then, select all of the Rocketeers 
    and move them as far to the top of the map as they can go. Move them along 
    the top of the map to the far end of it, and then move them down to A1's 
    base. Order them to destroy the power plants closest to them.  Then tell 
    them to destroy A1's (enemy's) construction yard. Then destroy the barracks. 
    Then send them northwest a few yards to the walled off power plants and 
    destroy them. Good. Now A1's flak cannons are off-line. Have the rocketeers 
    kill some of the tanks and conscripts and then the ore refineries and the 
    war factory and the off-line flak cannons. You'll get a whole load of elite 
    (promoted) G.I.'s parachute in (about 20 or so) then use them to destroy any 
    remaining enemy stuff. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #3: Hail to the Chief
    
    Location: Washington, D.C.
    
    Briefing: The soviet's Psychic Corps led by Yuri have invented a Psychic 
    Beacon, a device which can take over the minds of anything and anyone in a 
    wide radius. They have used it on President Dugan and General Carville. They 
    have deployed it in Washington, D.C. The only way we can save them is by 
    destroying the Beacon.
    
    Objective #1: Destroy the Psychic Beacon next to the White House.
    
    Walkthrough:
    Okay, if you do this mission like I tell you to, you should win fairly 
    quickly. Build up your base. Build an ore refinery. Then, build a barracks 
    (if you don't have one already) and train a whole lot of G.I.'s and deploy 
    half of them along the front of your base, and take the other half and 
    garrison them in the two buildings outside the base. Take the G.I.'s you 
    started out with and send them to different sides of your base and deploy 
    them there. Build at least 2 Air Force Command Centers (AFCC's) and build 8 
    (if you have 2 AFCC's) Harriers. Build the AFCC's next to each other. When 
    you see the gold square appear at the top of the small map, immediately 
    select all of your Harriers and click on the middle of the gold square. 
    Don't click anywhere else while the Harriers are going to where the gold 
    square is. Under the shroud under the gold square is the Psychic Beacon. 
    Once the Harriers get there, order them to attack the beacon. All of them 
    together should destroy it. You will hear your men cheering, then the screen 
    will whip over to the White House and you will see two secret service guys 
    come out and a Night Hawk helicopter land next to the White House and then 
    you will see the president come out and you will get a transmission from him 
    thanking you. Good job today, commander, MISSION ACCOMPLISHED!!!!!
    
    ___________________________________________________________
    
    Mission #4: Last Chance
    
    Location: Chicago, Illinois
    
    Briefing: The soviets have taken their psychic technology to the final step, 
    the Psychic Amplifier. Intelligence reports state that this device, when 
    deployed can have the same effect as the Psychic Beacon, only instead of 
    taking over a city, the Amplifier can take over roughly the entire country. 
    We believe that they have set up this device somewhere in Chicago. Force a 
    landing from our Canadian base and set up a base in Chicago and destroy that 
    Amplifier at all costs!
    
    Objective #1: Make an amphibious landing in Chicago and establish a base.
    
    Objective #2: Destroy the Psychic Amplifier before it comes on-line.
    
    Walkthrough:
    Okay, I think I remember how you do this one. Let your Rocketeers destroy 
    the Grand Cannons at the mouth of the harbor. Wait until you get the 4 
    reinforcement destroyers and then send them all up to the soviet naval yard 
    and destroy it and any ships that might attack you. Also, clear out anything 
    in your range on land. Once that is done, select all your amphibious 
    transports and send them up to where you cleared out stuff. Click the little 
    four-arrowed button on the advanced command bar at the bottom of your screen 
    to unload all the transports. Select the MCV. Move it into open ground if it 
    isn't already and deploy it there. Send away all your transports. Build your 
    base. By the time you have your construction yard up, you should receive a 
    countdown from Lieutenant Eva until the Amplifier is on-line. You see it 
    will come on-line in about 45 minutes, so there's no time to lose! Start 
    building stuff! Once you get your war factory up, crank out a couple of 
    chrono miners and send them into the ore field. You should see enemy miners 
    in your ore field at some point soon. Send up your Rocketeers (who should 
    still be down where the Grand Cannons used to be) to destroy the A1 (enemy) 
    miners, but don't follow it back to its base if it lives. Build 3 Air Force 
    Command Centers (AFCC's). Build 12 Harriers when you have the money, but 
    don't build all 12 at the same time, just when you have the money. Once all 
    12 are built, select them all and send them up way north into the black 
    shroud. You can tell if you've found the amplifier because it looks just 
    like the Psychic Beacon, only taller. Once you've found it, immediately 
    attack it. Once it's blown up, you will receive a transmission from General 
    Vladimir, sounding very angry. He will immediately build a Nuclear Missile 
    Silo, and you will see it pop up where the Psychic Amplifier used to be. He 
    will launch the nuke at Chicago, completely destroying it. You will still 
    win, but lose Chicago. We know you did your best, commander. MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #5: Dark Night
    
    Location: Polish/German border
    
    Briefing: Commander, President Dugan and the European Council have been 
    discussing the possibility of an aid package for America, where we would 
    exchange the services of Agent Tanya for men, weapons, tanks and supplies 
    from our European allies, but in order for this to happen, we will have to 
    send in Tanya to the border between Germany and Poland to blow up the 
    Nuclear Missile Silos Premier Romanov has put there. The British will give 
    you some of their spies to aid Tanya in neutralizing this nuclear threat.
    
    Objective #1: Get a spy into the soviet battle lab.
    
    Objective #2: Destroy the 2 Nuclear Missile Silos.
    
    Objective #3: Keep Tanya alive.
    
    Walkthrough:
    All right, once the spies come, put the G.I.'s in the tent. Scroll down the 
    screen until you see the conscripts.  Select all your spies and click on a 
    conscript. Now all your spies are disguised as conscripts. Now be careful, 
    the soviets have a few attack dogs at their bases, but they shouldn't be too 
    much of a problem if you do this mission like I tell you to. Select Tanya 
    and send her up north a few yards until she comes across the conscripts and 
    tell her to kill them. Send her west a little bit until she sees a conscript 
    outside a farm. Tell Tanya to shoot the conscript and then order her to 
    shoot the barrels outside the farm to free 3 bovine (cows). The cows will be 
    helpful to you. Send them up into the soviet base (the soviets won't shoot 
    them) and have them walk around the base to remove the shroud. Now, send 
    Tanya up into the bushes nearer the soviet base (but out of range of the 
    Tesla Coils) and have her shoot the patrolling Tesla trooper and attack dogs 
    once they walk near her. Then quickly send a disguised spy past the Tesla 
    Coils and into one of the Tesla reactors near the entrance he came through. 
    Once the power is off, immediately send Tanya over and have her plant a C4 
    on each Tesla Coil.  Send her into the base and have her destroy anything 
    that does or doesn't attack her (note: the soviets have no tanks or armored 
    units on this mission, so it's easier for you), except for the battle lab. 
    Once everything besides the battle lab is destroyed, send another spy up and 
    into the battle lab. Lieutenant Eva will adjust your radar map so you can 
    see where the nuke silos are. Once you see a conscript in a new colored 
    uniform, change your spy to look like him. You'll always want to change the 
    spy's appearance to look like a soldier of each new colored base you come 
    across.  Send Tanya and the last spy north to the bridge. Send Tanya into 
    the water on your left hand side of the bridge and have her shoot the 
    barrels and then send her through the gap the barrels made and have her kill 
    anything that attacks her. Then, take the spy and send him into a Tesla 
    reactor (more spies will return to the original drop point, so don't worry 
    about losing any). Have Tanya blow up the Tesla Coils and kill all the 
    soviet infantry. Send her back up to where the Nuclear Missile Silo is and 
    have her move away from the barrels and tell her to shoot them. Now she can 
    go and blow up the silo -- do so! Scratch 1 silo off your list! Have Tanya 
    blow the rest of the base, then have her shoot the barrels to get through 
    the wall. Grab your 3 reinforcement spies and send them up to where Tanya is 
    and then grab your 3 cows and send them up to where the next silo is marked 
    on the radar map and have them walk around that whole base area to remove 
    the shroud. Select Tanya and the spies and send them up near the building 
    near the newly shown base. Wait for Tanya to get to full health (if she 
    isn't already) and then order her over to the west and own and blow up that 
    Tesla Coil (she'll be down to half health, so send her back to the spies 
    darn quick so the other coil doesn't fry her) and let her get back to full 
    health before attacking the other one. Once the 2nd coil is destroyed, send 
    Tanya back up to get to full health and then back down and kill the attack 
    dogs and conscripts up at the entrance. Grab the spies and send them down 
    near the barracks. Send Tanya to blow up the power plants out of Tesla Coil 
    range and then down the bottom entrance and kill off the infantry. Send her 
    down where the barrels outside the fenced off area are and have her shoot 
    the barrels to free the G.I.'s and tank.  Send the G.I.'s and tank up to 
    destroy the Tesla Coils and power plants. Then send a spy into a power 
    plant. Send Tanya over to the Nuclear Missile Silo and blow it up.   
    Congratulations, you've saved Europe, commander. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #6: Liberty
    
    Location: Washington, D.C.
    
    Briefing: Commander, it's high time we take back Washington. Let's not spend 
    too much time up in Canada. If we can take back the capitol, maybe we can 
    turn the tide of this war. Dr. Albert Einstein has given us the ability to 
    build his Prism Tower, a device that shoots deadly laser-like beams of light 
    at a given target. Use them to your advantage. Good luck, commander.
    
    Objective #1: Assume command of the allied forces at the Pentagon and defend 
    it at all costs.
    
    Objective #2: Destroy all soviet forces in Washington, D.C.
    
    Walkthrough:
    All right, there's already a whole bunch of Prism Towers around the 
    Pentagon, so don't worry too much about defenses. Once the transports come 
    and drop of your MCV, send it over to the wall gap (bottom, west part) and 
    deploy it there. After the power plant, build an ore refinery then a 
    barracks. Put the barracks right next to the Pentagon. The commies (soviets) 
    will attack fairly heavily each time, but the Prism Towers will make short 
    work of any attack. Don't forget to keep repairing damaged Prism Towers. I 
    can't stress that point enough! Build a couple of power plants, a war 
    factory and an Air Force Command Center (AFCC). Build another chrono miner 
    to help get more cash in. Send your miners into the ore fields next to the 
    Pentagon (bottom, east and west). Build a battle lab. Place it next to the 
    Pentagon (north-west side). When you have the money (with at least $4,000 
    left over), build 4 more AFCC's. And when you have the money again ($4,000 
    left over still), build 20 Harriers. Build a few Prism Towers around where 
    your base is.  Build a few Patriot Missile Systems (because the commies will 
    attack with V-3 Launchers off and on) and spread them out around the 
    Pentagon. Also, you should take some of your G.I.'s and garrison them in 
    different sections of it. Take half of your Harriers and order them to 
    attack the brown guy's construction yard. If any get shot down, hopefully 
    you will be able to replace dead ones.  Take 6 others and have them attack 
    the war factory.  Take 4 and order them to attack the barracks.  If the 
    other 10 are fully recovered, have them attack the rest of the base, and so 
    on.  Have some fly up north and west to expose the red guy's base. Send 
    those Harriers back to the AFCC's. Keep on flying sorties (missions executed 
    by fighters) to the red base and destroying it using the method mentioned in 
    fighting the brown guy. Once I was finished, there was just an engineer 
    running around an empty bunker. Send up a single Harrier to finish him off. 
    Good work, commander, we have taken back Washington, D.C. MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #7: Deep Sea
    
    Location: Pearl Harbor, Hawaii
    
    Briefing: Well, the good news is that we have gotten back Washington, the 
    bad news is that General Vladimir is bringing his fleet to Pearl Harbor in 
    an attempt to take Hawaii. He must not succeed! Destroy his fleet, and we 
    won't have to worry about any soviet attacks from the Pacific. Take command 
    of our base near the USS. Arizona memorial and give Vladimir a genuine 
    aloha. Secure Hawaii and good luck, commander.
    
    Objective #1: Destroy all soviet forces around Pearl Harbor.
    
    Walkthrough:
    Okay, crank out as many destroyers as you can before the soviet fleet 
    arrives. When the Russians attack, use your Aegis Cruisers to take care of 
    the Dreadnought's missiles. Use your aircraft carriers and destroyers to 
    take care of the ships.  While all this is going on, build what you need to 
    get to build Prism Towers. When you have the money, build Prism Towers all 
    around your base. That should take care of what tries to attack you. Build 
    some G.I.'s and garrison them in the houses north of your base. The 
    beginning of this mission is pretty hectic, but after you destroy the part 
    of the fleet that tries to attack you, all they will attack you with is just 
    a few parachuting conscripts off and on. Build an amphibious transport and 
    put an engineer and 6 attack dogs in it and send it up north to the airport. 
    Unload the transport and use the engineer to capture the airport and the 
    attack dogs to defend it. After a while once you get some really good cash 
    coming in (I'd recommend you direct the miners as to what ore fields they go 
    to, but bring them back to safety whenever the Russians attack) start 
    building 18 Grizzly tanks when ever you have the cash (with at least $20,000 
    left over because all the stuff I'm going to tell you to build is going to 
    cost well over $10,000). Near where your tanks are, drop at least 10 drops 
    worth of G.I.'s while you are building some tanks. Build 8 aircraft 
    carriers, 12 destroyers, and 3 Aegis Cruisers when you have the money. Build 
    as many amphibious transports as you need (when you have the money) and put 
    your G.I.'s and tanks in them (put just tanks in the transports you need for 
    the tanks, do the same with the G.I.'s). Take every single ship you have 
    (except for the transports) and have them follow the route the soviet ships 
    came by, up northwest to the island the soviets have their base on.  Kill 
    all ships that attack you and then take out their flak cannons and sentry 
    guns and whatever you can on land. Once you do, select all your transports 
    and send them up to the soviet base. Once they get there, unload them all 
    and destroy everything. Good job, commander, you've successfully defended 
    Hawaii and crippled General Vladimir's fleet. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #8: Free Gateway
    
    Location: St. Louis, Missouri
    
    Briefing: Commander, the heart of Missouri has become a major supply and 
    military area, and we would be in very bad shape without it. The soviets 
    have used their Psychic Beacon on the citizens of St. Louis to make them 
    their soldiers. Use agent Tanya and her strike team to destroy the Psychic 
    Beacon and make sure St. Louis stays in our control. Good luck.
    
    Objective #1: Destroy the Psychic Beacon.
    
    Objective #2: Destroy all soviet forces in St. Louis.
    
    Objective #3: Keep Tanya alive.
    
    Walkthrough:
    Okay, once you get Tanya and the team of men, select them all and send them 
    up the highway bridge and kill anything they come across on it. Once they 
    get to the part of the highway that goes down by the hospital, send Tanya 
    over and kill the guy outside the walls around the stadium and leave all 
    your other men by the hospital for now. Send her up the northeast part of 
    the road and have her shoot the conscripts and barrels at the top of the 
    walls. Now send her over and blow up the Tesla reactors to the north. 
    Hopefully the Tesla Coils around the Psychic Beacon will be off-line. Send 
    her over and blow up the Beacon and then the 2 Tesla Coils around it. You 
    should see a bunch of amphibious transports come and drop off an MCV, some 
    G.I.'s, a few engineers, and some Prism tanks.  Send Tanya down and put her 
    in an empty transport, then send it back to the middle of the river. Wait 
    for Lieutenant Eva to finish telling you about the Prism tanks, then deploy 
    your MCV real near the arch. Build a barracks and train 2 engineers and send 
    them down to the south-western corner of the map and have one capture the 
    ore refinery and have the other one capture the war factory. Build another 
    ore refinery and another war factory next to your main base and build 
    another chrono miner for the southern refinery. Build an AFCC and a battle 
    lab. Build some Prism Towers around each base and garrison a bunch of G.I.'s 
    in the arch.  Make your southern base's war factory the primary one by 
    selecting it and clicking the four gold arrows. Once you get some good cash 
    coming in, build 20 Prism tanks and send them around the soviets base 
    destroying everything. Leave nothing left of the soviets. Good job, 
    commander, we've kept St. Louis with us and run the soviets out. MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #9: Sun Temple
    
    Location: Tulum, Mexico
    
    Briefing: Commander, we believe that the soviets are using a ruined ancient 
    Mayan city somewhere in the Yuccatan Peninsula as a base where they are 
    trying to replicate Dr. Einstein's Prism technology. They must not succeed! 
    A Navy SEAL strike team will be at your disposal to destroy the soviet base. 
    Destroy all the soviets before they can make Prism stuff of their own! Good 
    luck, commander.
    
    Objective #1: Destroy all soviet forces and all their attempts to replicate 
    our Prism technology.
    
    Walkthrough:
    Okay, send your SEALs up the hill and into the village and kill all the 
    conscripts. Next, move your newly acquired units into one of the fenced 
    areas. Send your G.I.'s into the huts around the fence. Once the first waves 
    of enemy attack are taken care of, send an engineer and a SEAL up northwest 
    to the airport. Have the engineer capture the airport and have the SEAL 
    protect it. Parachute in some G.I.'s next to the tanks.  Use the Night Hawk 
    helicopter to shoot the barrels near the wall entrance on the east side of 
    the soviet base and take out the sentry guns there. Parachute in some G.I.'s 
    next to the opened entrance. Take the G.I.'s you paradropped in earlier and 
    send them next to the G.I.'s you just dropped now.  Have the SEALs blow up 
    the Tesla reactors closest to them. Have the G.I.'s kill the 2 Rhino tanks. 
    Have the SEALs blow up the off-line Tesla Coils. Then, when you can, 
    parachute in more G.I.'s next to the other ones. Have the SEALs kill 
    everything except the sentry guns on the western base entrance. Once 
    everything is destroyed, send at least 12 G.I.'s and have them kill the 
    sentry guns. Good work, commander, I don't think that the soviets will try 
    that again. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #10: Mirage
    
    Location: Black Forest, Germany
    
    Briefing: Commander, the soviets are trying to attack Dr. Einstein's 
    Laboratory deep in the Black Forest. Einstein is our most valuable 
    scientist. You must defend his lab at all costs! Also, clear out all the 
    soviets from the area, if you can. Good luck.
    
    Objective #1: Protect Dr. Einstein's laboratory at all costs.
    
    Objective #2: Destroy all soviet forces in or around the Black Forest.
    
    Walkthrough:
    All right, drive the MCV over next to Einstein's lab, then build a whole lot 
    of Prism Towers and G.I.'s around your main base. Deploy the G.I.'s. Pump 
    out 10 Grizzly tanks and send half of them up to Einstein's lab and the 
    other half to stay at the base. After the first wave of soviets is 
    destroyed, build 1 or 2 other chrono miners to help get cash in because 
    trust me, on this mission you'll need every penny you can get. Build some 
    Patriot Missile Systems in your base. Deploy your MCV next to Einstein's lab 
    and build up another base there. Build some Prism Towers around Einstein's 
    base, at least 2 on the north and south side. You should build a Patriot 
    Missile System behind each pair of Prism Towers, because the soviets will 
    send some V-3 Launchers at you pretty soon. Once you build a battle lab, 
    build a Spy Satellite Up-Link to see the map. Next, build an ore purifier to 
    make your ore worth more. Once you have a war factory up at Einstein's base 
    and a healthy amount of cash (over $60,000), start building 50, that's 
    right, 50 Prism tanks (not all at the same time). Once they are finished, 
    send them over and blow up each soviet base 1 by 1 (the Prism tanks can take 
    out those pesky Tesla Coils at a safe distance). After, have the remaining 
    Prism tanks kill the V-3 Launchers on the hills and wherever else they are. 
    Congratulations, commander, you've saved Professor Einstein and his 
    research. Thus, he can continue to make us cool stuff. MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #11: Fallout
    
    Location: Florida Keys
    
    Briefing: Commander, Einstein has finally found the perfect spot to test his 
    newest weapon, the Chronosphere. Unfortunately, the perfect place is on one 
    of the Florida Keys, only a few kilometers away from soviet-controlled Cuba. 
    The Chronosphere's truly amazing capability to move units from one spot to 
    another instantly could be invaluable to us. Intelligence has reported that 
    Premier Romanov is using Cuba to hold some Nuclear Missile Silos. We fear 
    that he may intend to use these missiles on us. You must make sure that that 
    doesn't happen. Good luck, commander.
    
    
    Objective #1: Build a Chronosphere.
    
    Objective #2: Eliminate the soviet nuclear threat on Cuba.
    
    Walkthrough:
    Ignore the squids. Build 2 destroyers. Build what you need (especially a 
    battle lab). Train 2 navy SEALs and send them into the water. Sell your 
    northern-most ore refinery. Build an extra chrono miner. Garrison all your 
    G.I.s' in the hotels next to the ore fields. Build a lot of Prism Towers 
    around your base. Build 3 AFCCs. Once you have the money, build 12 Harriers. 
    Build the Chronosphere when you have the money. Once the Chronosphere is 
    built, Premier Romanov will come on the line and threaten you with his nukes 
    and the launch countdown will start. Chronoshift in some Grizzly tanks next 
    to the nuclear reactor with the barrels next to it. Have the tanks shoot the 
    barrels. Hopefully the reactor will have blown up. Send in your Harriers to 
    take out the other reactor. The nuke silos will hopefully be off-line. Build 
    a bunch of amphibious transports and fill them full of Prism tanks. Send 
    them to Cuba and unload them there and let the fun begin. Send them to 
    destroy just the nuke silos. The Premier will come on the line again, 
    sounding really angry. Congratulations, commander. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #12: Chrono Storm
    
    Location: Moscow, U.S.S.R.
    
    Briefing: Let's end this war. Avenge General Carville's death. We can now 
    take Moscow. Begin your chrono invasion and secure the Kremlin so Tanya can 
    capture Premier Romanov. This is the big one, commander, don't fail. Good 
    luck.
    
    Objective #1: Clear the area so chrono reinforcements can arrive.
    
    Objective #2: Eliminate Romanov's elite black guard around the Kremlin.
    
    Walkthrough:
    Send the SEALs to blow up the Tesla reactor. Then have them kill the 
    conscripts and the barrels next to the fence. Once your MCV comes, deploy it 
    in between the 2 fences and send all your G.I.s' into the bunkers and your 
    engineers to capture the oil derricks. Build your base QUICKLY! There is 
    absolutely zero time to lose here! When you can, build a lot of Prism Towers 
    and pillboxes around your base. Build another chrono miner. Build 4 AFCCs 
    and 16 Harriers when you can. Send your Harriers to destroy the Iron 
    Curtain. As soon as you can, build a weather control device. Create a 
    thunderstorm over the nuke silo and send your Harriers to attack it when the 
    storm is done. Build a SpySat Up-Link and an ore purifier. Build the 
    Chronosphere. Once you have built it, build 2 IFVs and train 2 SEALs and put 
    1 in each IFV. Chronoshift 1 of them next to one of the black nuclear 
    reactors. Get the SEAL out of it and have him C4 the reactor. Do the same 
    with the other SEAL IFV once the Chronosphere is ready again to the other 
    black reactor. Train 6 chrono legionaires. Once another Chronoshift is 
    ready, click it in between 2 of the black Apocalypse tanks and shift them 
    into the widest part of the river. Repeat the process with the other two 
    black tanks. Create a thunderstorm over the black Tesla Coil. Chronoshift 
    the regular Apocalypse into the river. Select your chrono legionaires and 
    send them next to the right side Kremlin wall. Once they have phased back 
    in, order half of them to erase one black sentry gun, and the other half the 
    other one (note: do not destroy the Kremlin). Then group them all together 
    again and have them erase the black flak cannons. Great job, General! You 
    have ended the war and saved the United States. Enjoy the ending! MISSION 
    ACCOMPLISHED!!!!
    
    
    
    
    
    
    
    
    
    
    11.2.3. Will's walktthrough
    
    This here is the fantastic work of one man that one day sent me a 
    walkthrough while I lay on my sorry as doing nothing at all except for some 
    schoolshit. Here goes.
    
    
    
    
                C&C: RED ALERT 2 STRATEGY GUIDE: SOVIET MISSIONS
    
    			BY: WILLIAM LAMAR DeLASHMIT
    
    ___________________________________________________________
    
    Mission #1: Red Dawn
    
    Location: Washington, DC
    
    Briefing: Comrade, we are beginning our American conquest. We shall crush 
    the pitiful capitalists under the heel of the great Soviet Union.  First, we 
    shall strike the American capital of Washington, DC and cripple the U.S. 
    military by destroying its command center, the Pentagon.
    
    Objective #1: Invade Washington, DC
    
    Objective #2: Destroy the Pentagon at all costs.
    
    Walkthrough:
    Okay, once you get control of your conscripts, send them over to your 
    construction yard and then build a Tesla reactor, barracks, and ore refinery 
    in that order.  Train about 6 more conscripts and group them with the others 
    and then send them up the road heading east from the parking lot your base 
    is in. You should come upon 3 GIs deployed in the middle of the road fairly 
    soon. Order your conscripts into the McBurger Kong to garrison it.  The 
    conscripts are completely protected from harm while garrisoned inside 
    civilian buildings (heh, heh, heh.) The conscripts will make quick work of 
    the GIs. Take them out of the building.  Send them north a little ways 'till 
    you see the outside of the Amerikanskis' (Americans') base. Send them in and 
    shoot up everything. Also, if you start to swell up with soviet pride, 
    destroy the Allied flags too.  While you are making the Americans' life 
    worse than it should be, train one engineer from your barracks, and once you 
    have demolished the amerikanskis' base, send him into the bridge repair hut 
    next to the former American base.  Presto!  The bridge is repaired. Send all 
    your conscripts up the newly repaired bridge and shoot the civilian in the 
    middle.
    Once you get to the other amerikanski base, split your men into 2 groups and 
    send 1 group into the building on the left side of the base, and the other 
    group into the right-hand building. They will quickly demolish the 2 
    pillboxes and GIs. Once that is done, send your men out of the buildings and 
    have them destroy the patriot missiles first. Then destroy the GIs. Use your 
    engineers to capture the airport, construction yard, barracks, and power 
    plants. (If you don't have enough engineers, build some from the Allied 
    barracks you just captured by selecting the barracks and then clicking on it 
    when the golden arrows thing appears on it.)  Use the engineers to finish 
    capturing the buildings. As you get money coming in, build quite a few GIs 
    and conscripts from the barracks you captured.   Send some west to the road 
    bit next to the Allied base you captured.  Kill the GI deployed there.  
    Train an engineer and order him into the bridge repair hut. Send your men 
    across and then north to the water and you will see an amphibious transport 
    drop off 4 Rhino tanks.  Send the tanks and your men back to your base and 
    group them with the rest of your men, putting the tanks in front of the men 
    and sending them all up the road-bridge on the east side of your base.  Kill 
    the pillboxes and GIs and then continue up to the?Pentagon???Once you start 
    to engage the Pentagon defenses, you should get a whole lot of conscripts 
    and tanks come in (I'd say at least 100 in all). Take all the tanks you 
    have, and blow up the Pentagon section by section. Good job today comrade 
    general, MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #2: Hostile Shore
    
    Location: Florida Coast
    
    Briefing: The Americans have brought their navy down to southern Florida 
    along with a few forces in a pitiful attempt to protect their State.  Force 
    an amphibious landing, set up a base and run off any Allied forces.   Show 
    the capitalist dogs who is boss!
    
    Objective #1: Force a landing and establish a base in south Florida.
    
    Objective #2: Destroy all Allied forces.
    
    Walkthrough:
    Okay, wait for Vladimir to destroy the pillboxes closest to you.  Once you 
    get the tanks, have them finish off the pillboxes. Deploy your MCV. Use your 
    Rhino tanks and conscripts to destroy the 2 allied ore refineries.  Build 
    another war miner.  Build some walls around your base (but leave a gap so 
    your miners can get out). As soon as you can, crank out a whole lot of 
    tanks.  Take all your submarines and have them kill the destroyers.   Train 
    a bunch of conscripts. Take the tanks and conscripts and send them southeast 
    to the allied base and destroy it. Good job comrade! MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #3: Big Apple
    
    Location: New York City, New York
    
    Briefing: Comrade General, you are doing all the work in this war, and 
    Premier Romanov is pinning medals on General Vladimir.  Just because 
    Vladimir can retreat back to Moscow quicker than you dosen't mean he should 
    get all the credit, right?  Yuri has invented a unique little device for us 
    called a Psychic Beacon.  With it we can take over the people of America 
    mind, body and if you prefer, soul. Begin your psychic invasion of New York 
    City, General. Romanov can't possibly fail to recognize a victory there. 
    Once you have captured the allied battle lab we can deploy our Psychic 
    Beacon. Make sure that nothing happens to that Beacon once it's deployed! 
    Good luck, comrade.
    
    Objective #1: Capture the allied battle lab near the World Trade Center.
    
    Objective #2: Defend the Psychic Beacon at all costs.
    
    Walkthrough:
    Deploy your MCV. Lieutenant Zofia will show you the battle lab's location on 
    the radar map. You will get a transmission from Yuri and he will drop off 4 
    Psychic-Corps Troopers. Build up your base in the parking lot. Once you have 
    built your base, build walls all around it (leave a gap at the front for 
    your miners). Build another war miner. Build a couple of sentry guns at the 
    front of your base and build 4 Rhino tanks as defences.  Train 3 engineers 
    and send them down to capture the oil derricks near your base and repair 
    them. Once you have a healthy, steady cash flow, start a mass production of 
    conscripts, flak tracks and Rhino tanks.  Once your units number in the 
    hundreds, select them all and blow your way through to the battle lab 
    (completely destroy all the allied structures and units). Use a Psy-Trooper 
    to mind control a school bus. Train an engineer. Send the bus up to your 
    base, put the engineer in it and drive it to the battle lab. Take the 
    engineer out of the bus and have him capture the battle lab. Yuri will drop 
    the Psychic Beacon and a whole lot of Psy-Corps guys and Tesla Troopers. 
    Move all the flack tracks and troopers around the beacon because the 
    Americans will throw a lot of Rocketeers at you. You should still have 
    enough tanks and men to handle the allied attack that will come. Build some 
    more Rhino tanks and leave them at your base because the allies will attack 
    there also. Keep repairing the Psychic Beacon when needed. All you need to 
    do now is wait 1 or 2 minutes for the Beacon to come on-line. When it does, 
    all the left over allied units will now belong to mother Russia, HAH, HAH, 
    HAH, HAH!! Congratulations, comrade General! MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #4: Home Front
    
    Location: Vladivostok, USSR
    
    Briefing: The Republic of Korea has taken sides with the helpless Americans. 
    Not only that, they are attempting to invade our eastern most territories! 
    Make Korea regret that it ever tried to mess with mother Russia. Make sure 
    that Vladivostok stays out of Korean hands. Good luck, comrade.
    
    Objective #1: Defend the homeland.
    
    Objective #2: Destroy all Korean/allied forces.
    
    Walkthrough:
    Okay, if you have a barracks, build a lot of sentry guns next to each other 
    on the eastern side of your base because that's where the allies are going 
    to attack first. Build some flak cannons around your Tesla reactors because 
    the Koreans like to send a couple of Harriers now and then to attack them. 
    Crank out 6 submarines before the Korean navy attacks you.  Build some 
    tanks, Terror Drones, 2 V-3 Launchers and some flak troopers and send them 
    over behind the sentry guns. The Koreans will like to send some Rocketeers 
    at you a few moments before they attack (that's where the flak troopers come 
    in handy).  Send the tanks to fill the gaps where you couldn't build sentry 
    guns. Once you get some good cash coming in, start a mass production of 
    conscripts and Rhino tanks. Once you have at least a hundred conscripts and 
    about over 30 tanks, select every tank, conscript, and flak trooper you have 
    and attack the Korean base.  Demolish every unit and structure (especially 
    the naval yard).  Use your submarines to finish off the rest of the Korean 
    navy.  Good job, you have successfully defended the homeland, comrade 
    General.  MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #5: City of Lights
    
    Location: Paris, France
    
    Briefing: Comrade, we believe that the European nations are going to help 
    the desperate Americans. Intelligence reports that the French are massing 
    with the Germans along the Polish border! But the headstrong fools have left 
    their home countries open for invasion. Let's show the French how stupid 
    they are by destroying their beautiful Paris. Perhaps you can make use of 
    our demolition's experts known as Crazy Ivans to help you show the French 
    the true meaning of soviet irony.
    
    Objective #1: Energize the Paris (Eiffel) Tower with some Tesla Troopers.
    
    Objective #2: Defend the Paris Tower from allied attack.
    
    Objective #3: Destroy all remaining allied forces.
    
    Walkthrough:
    Okay, figure out what men you can build with the amount of cash you have and 
    build them (don't build engineers or attack dogs). Use your Crazy Ivans to 
    blow up the Notre Dame Cathedral next to your barracks. Have your Crazy 
    Ivans blow up some other buildings too. Send all your men (except the 
    engineers) up the road to the soccer field. Kill the tanks. You will get a 
    flak track as reinforcement. Send your men over to where the road goes down 
    to the water and an amphibious transport will drop off a bunch of Tesla 
    Troopers. Send the transport back into the water. You will get a 
    transmission from a Tesla Trooper telling you to move them closer to the 
    Eiffel Tower. Select all your men up there again and have them kill the 
    patrolling GIs. Have them attack the pillboxes and GIs.  Select just your 
    Tesla Troopers. When you get the attack cursor on the tower, click it. All 
    your Tesla troopers will charge up the tower, and you can watch it become a 
    giant TESLA COIL!! It will kick the holy crap out of any nearby enemy units. 
    Use it to mop up any remaining allied units. Good job, comrade General.  
    MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    
    Mission #6: Sub Divide
    
    Location: Pearl Harbor, Hawaii
    
    Briefing: The doomed Americans have brought the remnants of their fleet to 
    Pearl Harbor. We have learned that the Korean fleet still has a few ships 
    left in it and that it may attempt to join up with the Americans there. You 
    must prevent this! Go to there, comrade. Establish your base near Pearl 
    Harbor and destroy the allied fleet! Good luck.
    
    Objective #1: Establish a base in the Hawaiian Islands.
    
    Objective #2: Destroy the allied navy.
    
    Walkthrough:
    After you build a naval yard, start cranking out a bunch of submarines.  A 
    couple of minutes before the Korean navy arrives, some Dreadnoughts and sea 
    scorpions will come as reinforcements.  Once you have defeated the ships 
    that attack you, send a Dreadnought out and have it destroy the Prism 
    Towers, but watch out for the Aegis cruisers and Patriot Missiles, because 
    they can take out the Dreadnought's missiles really fast.  Once the Prism 
    Towers are cleaned out, select all your submarines and send them up 
    northwest to the allied naval yard.  Destroy every ship you come across.  
    Destroy the naval yards.  That's really important, because if the allies 
    still have their naval yard, they can build more ships, which we don't 
    really need. Good job, comrade General. You have crippled the American and 
    Korean navies. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    
    Mission #7: Chrono Defense
    
    Location: Ural Mountains, USSR
    
    Briefing: Comrade General, Dr. Albert Einstein has invented for the allies a 
    Chronosphere, a device capable of moving units from one place to another 
    instantly. We believe that they may use this device to assault our battle 
    lab in the Ural Mountains to steal our plans for the new Apocalypse Atomic 
    Tank. You must defend that battle lab from allied attack! Don't screw this 
    one up, comrade. Good luck.
    
    Objective #1: Defend our battle lab at all costs.
    
    Walkthrough:
    All right, there's no time to lose here, so start building sentry guns like 
    you never have before! Build your base. Build the sentry guns at each side 
    of your base. Also, train some attack dogs and put them next to the Tesla 
    reactors and the Radar tower because that's where the allied spies are going 
    to try to infiltrate.  As you get the money, build a bunch of flak cannons 
    and Apocalypse tanks and put them out all around your base.  When Lieutenant 
    Zofia tells you about the propaganda truck in the nearby village, send some 
    of your conscripts down and garrison them inside the houses the truck drives 
    by.  When the truck drives by them, it should be gone in no time.  Get your 
    conscripts out and have them get the money crate the truck leaves behind. 
    When you get the whole map revealed, train 4 engineers and have them capture 
    the outpost and 3 oil derricks to the southeast of your base.  Once you 
    capture them, build some sentry guns and flak cannons around them.  Also, 
    you might want to station an Apocalypse down there too. You want to be 
    careful when the Prism tanks and Harriers come though, because they can take 
    out buildings pretty fast, but the Apocalypse tanks should make quick work 
    of them. The Leiutenant will warn you of the last allied assault, so be 
    ready.  I think you can handle them.  Good job, comrade! You have protected 
    our battle lab.  MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #8: Desecration
    
    Location: Washington, DC
    
    Briefing: Comrade, we bring you sad news.  Premier Romanov is dead.   He has 
    been murdered by the traitor General Vladimir.  We have learned that 
    Vladimir is defecting to the crippled United States. He is using the White 
    House as his hideout.  Go to Washington, DC and get Vladimir out of his 
    wretched hole and make him pay for his crimes against mother Russia! Good 
    luck, comrade.
    
    Objective #1: Capture or destroy the White House.
    
    Walkthrough:
    Set up your base. Soon you should get a whole lot of one-stripe conscripts 
    parachute into your base.  Get a desolator there and the conscripts will be 
    gone in no time.  Send your conscripts into the bunker next to the ore 
    field. Send your desolators to the road bridge and deploy them there, 
    because Vladimir likes to send V-3's and Rhino tanks at you from time to 
    time.  Send some tanks to the north and destroy the Lincoln Memorial (the 
    soviet government rewards you with a money crate for each monument/memorial 
    that you destroy). As you get the cash, build 6 Apocalypse tanks and have 
    them guard your base. Build 8 more Apocalypses and send them to destroy the 
    small base on the other side of the road bridge. After you have done that, 
    build enough Apocalypses so that you have 12 altogether (not including the 6 
    guarding your base). Take the 12 and send them to destroy the Washington 
    Monument and enjoy the money crate. Then send them to destroy the 
    Smithsonian Castle. Then send them up and blow your way through to the White 
    House. Order them to immediately destroy the White House. Thank you, 
    General. You have rid mother Russia of her traitor, Vladimir.  MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #9: The Fox and the Hound
    
    Location: San Antonio, Texas
    
    Briefing: Comrade General, we have tracked President Dugan down to a dirty 
    little fort called " The Alamo " in central Texas. Use our Psychic Corps 
    Troopers to force him to surrender the United States. Becareful, the 
    President will be heavily guarded. Good luck, comrade.
    
    Objective #1: Use mind-control to capture President Dugan.
    
    Walkthrough:
    Put a Psy-Corps Trooper in the IFV another one mind-controlled. You'll get a 
    transmission from President Dugan taunting you that you'll never get him. 
    Don't worry, we'll take care of him soon enough. Drive the psychic guy up to 
    the allied barracks and battle lab. Have him mind-fry the two GIs out in 
    front. Get him out of the IFV and have the IFV drive back to the other 
    psychic guys. Have the Psy-Corps Trooper mind-control one of the engineers 
    and send him into the barracks.  Mind-control the other one and send him 
    into the battle lab. If one of the engineers was killed, train another one 
    from the barracks and send him into the battle lab. Build 2 spies and 
    disguise them. Send the IFV into the allied base around the Alamo to get it 
    killed so it's controller will be free.  Select all your Psy Troopers and 
    send them to the top of the map. Move them along the top of the map to the 
    other side then down to the light blue allied base.  Have one of the 
    Psy-Corps Troopers mind-control the sniper there and have him kill-off the 
    GIs there.  Use another Psy-Trooper to mind-control the Grizzly tank and 
    have it destroy the two pillboxes. Move the sniper as far away from the 
    patrolling units at the front of the base as you can, then have him kill 
    them. Move him to the top of the map and along it to the other side (bring 
    the unused psychic guy with him) and move them out of range of the SEALs and 
    Prism Towers. Have the sniper kill the SEALs and attack dogs. Send one of 
    your spies into a power plant. Once the power is off, send in the sniper to 
    kill-off the SEALs and secret service guys around the President. Immediately 
    send the sniper back to your base. Send your other spy into another power 
    plant. Send in your Psychic-Corps Trooper and have him mind-control the 
    President. Good job, comrade General! MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #10: Weathered Alliance
    
    Location: U.S. Virgin Islands
    
    Briefing: Comrade, Professor Einstein has invented for the allies yet 
    another super-weapon, a weather control device. With it, the allies can 
    create thunderstorms over whatever location they wish, completely leveling 
    it. We have learned that they are planing to hide this doomsday machine in 
    the U.S. Virgin Islands. Capture the allied battle lab so we can shut down 
    production of this weather control machine. Good luck, comrade General.
    
    Objective #1: Use an engineer to capture the allied battle lab.
    
    Objective #2: Destroy the Weather Control Device.
    
    Walkthrough:
    Build your base. Take as much time as you want, because the allies won't 
    attack you, except for a few Rocketeers and destroyers off and on.  Build 4 
    submarines.  Once you build a Nuclear Missile silo, launch the nuke at the 
    defenses on the beach when it's ready. You might get a couple of SEALs swim 
    over to try and C4 your base, so build a sentry gun, but don't place it 
    until the SEAL gets on land, then place it in front of him. Do that whenever 
    there's a SEAL assault, or you can use your war miner, if he's close enough. 
    You can sometimes use your submarines on the SEALs when they are still in 
    the water, if you're close enough. Don't launch the nuke at the naval yard, 
    because it will only take it down to half health.  Build a Dreadnought and 
    send it to destroy the allied naval yard. When you can, launch the nukes at 
    the 2 Prism Towers near the beach.  Build 3 amphibious transports and put 2 
    Apocalypse tanks in each of them.  Send them over to the allied beach and 
    get the Apocalypses out.  Send them to destroy the construction yard and 
    whatever else you can, except the battle lab. When you have the money, build 
    6 transports and put 2 Apocalypses in each.  Send them over to the beach and 
    get the tanks out.  Use them to destroy whatever you didn't (except the 
    battle lab). Build another transport and put an engineer in it and send it 
    up next to the battle lab.  Make sure you have a nuke at the ready.  Get the 
    engineer out and have him capture the battle lab. You will see the weather 
    machine's location at the top of the map.  Launch your nuke right at the 
    middle of the weather machine and it will be destroyed.  Good job, comrade!  
    We have destroyed their plans for a stormy attack on mother Russia.  MISSION 
    ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #11: Red Revolution
    
    Location: Moscow, USSR
    
    Briefing: Comrade, Yuri has turned against us. He is cowering in the 
    Kremlin, his headquarters. Make him pay for his treason! Go to Moscow and 
    take care of Yuri for good. Good luck, comrade.
    
    Objective #1: Destroy the Kremlin.
    
    Walkthrough:
    Build your base. Once you have a barracks up, build lots and lots of sentry 
    guns along the east side of your base in a line, because Yuri will 
    frequently be sending lots of Rhino tanks there to destroy your base.  
    Direct your war miners to where they should get ore then come back, because 
    they will often be shot at and harassed by Terror Drones.  Build a Psychic 
    Sensor to show you which buildings of yours any incoming enemy troops have 
    been ordered to attack.  It will come in very handy. Build at least 5 flak 
    cannons and 20 flak troopers and put them behind the sentry guns. Build a 
    Nuclear Missile Silo. Once it is built, Yuri will send in 2 Kirov Airships 
    every time to destroy it. The flak stuff you built should be able to handle 
    them. 2 nukes will destroy the Kremlin.  Once it is ready, launch the first 
    nuke at the Kremlin. The green fallout should take care of the Psychic 
    Troopers outside it. Once the second nuke is ready, launch it at the Kremlin 
    and it will be destroyed. Good job today, General. You have rid mother 
    Russia of another traitor. MISSION ACCOMPLISHED!!!!
    
    ___________________________________________________________
    
    Mission #12: Polar Storm
    
    Location: Point Hope, Alaska
    
    Briefing: Comrade General, Yuri's files show that the last Allied stronghold 
    is located near Point Hope in Alaska. They have a Chronosphere there which 
    they can use to attack us at New York, Prague, and even Moscow as well as 
    any other point on the planet. That shall not be allowed! Destroy the 
    Chronosphere so mother Russia can complete her conquest and rule the world 
    with you as Premier! Good luck, comrade General.
    
    Objective #1: Destroy the Chronosphere.
    
    Walkthrough:
    Okay, build your base. Train a bunch of conscripts and a few Crazy Ivans to 
    take on the IFVs that are chronoshifted into your base. After that, the 
    allies won't use their Chronosphere on you for quite a while, but be on the 
    alert.  After the IFVs are taken care of, build 4 flak cannons around your 
    Nuclear Missile Silo (if you already have one built). Keep repairing the 
    nuke silo because the allies will frequently be sending a bunch of 
    Rocketeers and Harriers to destroy it. The Rocketeers won't be that much of 
    a problem, but you'll have to watch the Harriers. Don't build the Iron 
    Curtain yet. After you build a naval yard, build 2 submarines. As you keep 
    getting a good amount of cash, start a mass production of Kirov Airships and 
    send them over nearby your naval yard. You should have a minimum of 14 
    Kirovs when you're finished. Build 3 amphibious transports and 6 Apocalypse 
    tanks as you get the money. Put the Apocalypses in the transports. Keep 
    launching nukes at the allied ships and base defenses. Build another 
    transport and fill it full of engineers, Psy-Corps Troopers, and Crazy 
    Ivans. Build a bunch of sea scorpions and 2 Dreadnoughts. Send the sea 
    scorpions to take out the Patriot Missiles on the side of the island 
    pointing towards you and use the Dreadnoughts as support. Once all the main 
    allied defenses are wiped out, send in your transports with the Apocalypses 
    in them and unload them on the beach. Destroy everything except the war 
    factory and construction yard. Use your engineers to capture them both.  
    Immediately build an allied battle lab and then a Weather Control Device.  
    Place both next to the war factory you captured. Use your Apocalypses to 
    defend your new base.  Now build the Iron Curtain and put it there too. The 
    allies will frequently be sending in Prism tanks and IFVs to harass you. 
    Make your captured war factory your primary building and train 16-20 
    Apocalypses and Prism tanks. Bring your Kirov Airships over near your base. 
    Keep harassing the allied base north of you with weather storms and nukes.  
    Select all your tanks on that island and send them up northeast to the tech 
    airport. You will find 3 captured Kirovs there which will immediately become 
    yours. Use them along with the tanks to smash through the allied base to the 
    west and destroy it.  Leave the Kirovs, select all your tanks and send them 
    west where you will find the outside defenses of the Chronosphere. Don't 
    engage the defenses, just blow your way through the walls to the actual 
    thing and destroy it. 3 cheers for you, comrade Premier! The great Soviet 
    Union has taken over the entire world under your leadership. Lenin would 
    have been proud of you.  Congratulations, you have just beaten Command & 
    Conquer: Red Alert 2. Enjoy the ending!  MISSIONS ACCOMPLISHED!!!!
    
    
    
    
    
    
    
    
    
    
    11.3. Miscelanious walkthroughs.
    --------------------------------
    This section is reserved for site walkthroughs that are posted on the web
    and
    are (if authorized) put in the FAQ to help the people, because I have to do
    so
    many things, and some people have mailed me telling me about their
    problem
    with a Soviet mission I haven't walkthroughed yet. So, here is a complete
    walkthrough for both sides from Red Alert 2 DEN (Thanks to Lion, he's the
    man!)
    
    RADEN Mission Walkthroughs.
    ---------------------------
                Allies
                Mission 1: Operation Lone Guardian, New York
                The Soviets have made an amphibious landing into New York
    City. The
                latest reports indicate Fort Bradley is still operational.
                Unfortunately your cut off from the fort, and there has been no
                recent communications. Using Tanya, you must reestablish
    contact
                with Fort Bradley. Tanya must also survive the mission.
                Objectives: Destroy the Soviet Dreadnoughts, make contact with
    Fort
                Bradley, keep Tanya alive, destroy the soviet supply base.
                Here we go: This mission starts with reports of Soviet
    Dreadnoughts
                attacking the Statue of Liberty. Your troops in the area can't
    stop
                them. But you have Tanya. As soon as you gain control of the
                mission, have Tanya swim out to the Dreadnoughts and plant
    bombs on
                each one of them. That takes care of the threat to the Statue of
                Liberty. A Soviet transport will drop off a group of Conscripts,
    but
                the soldiers surrounding the statue can easily handle the
    attack.
    As
                Tanya approaches the Statue of Liberty, Soviet paratroopers
    appear
                and take out the Statue. You won't be able to prevent this.
    After
                your soldiers have killed the Soviet paratroopers, take them and
                Tanya and head to the bridge to your west. When you cross the
    bridge
                you'll find a V3 Launcher. Destroy it. As you leave the bridge
    you
                find a couple of your GIs under attack. Kill the conscripts
                attacking them. Now head north to the next bridge. Keep moving
    north
                until you run into another group if Soviet paratroopers. Kill as
                many as you can. Some will flee to the East. Follow them. You'll
                find some buildings you can garrison you troops in. This will
    help
                you kill off the Conscripts. Garrisoned GIs are very strong. Now
                head to the ore fields. Keep moving Tanya further east and on
    into
                Fort Bradley.
                In the base: As soon as you enter the Fort, start building a
                barracks. Placed it, then build a dozen GIs. Now move south of
    the
                base. Send an Engineer into the bridge repair hut. This will
    repair
                the bridge so you can cross it. Now take Tanya and your GIs
    over the
                bridge and into the Soviet camp. As you cross the bridge, a
    large
                part of the shroud is revealed. You now get a very good look at
    the
                Soviet base. It's guarded by a few Conscripts and a Sentry Gun.
                Shoot any of the barrels that is within your range of fire. This
                will blow up any enemies close by. Move your GIs into the
    storage
                building. Now move Tanya into the base, south of the building
    you
                just garrisoned your GIs in. Now have Tanya target all remaining
                Conscripts in the base. Then have her blow up all the buildings.
                Watch those Sentry guns. Don't get Tanya near the. Have a
    group of
                GIs take them out. After all the Soviet buildings are destroyed
    your
                mission ends.
                Tip: Have Tanya grab the two power-up crates next to the
    storage
                building. One will heal her and the other will increase her
    speed.
                Tip: Also, Tanya won't take any damage from her own
    explosions she
                set off on buildings, but be careful of destroying buildings
    near
                fuel barrels, which could trigger other explosions that could
    hurt
                or kill her. Have her shoot any barrels first so this danger is
                gone. Then let the C4 Gal do what she does best!
    
                Mission 2: Operation Eagle Dawn, Colorado Springs
                Soviet tanks have gathered near the Air Force Academy in
    Colorado,
                and the Russian military has taken over. You must take back the
    air
                base. Tanya is in this mission and will help.
                Objectives: Recapture the Air force Academy, destroy all Soviet
                forces, keep Tanya alive.
                Let's get started: You start off the mission with Tanya, a
    couple
                GIs, and three Engineers. You should place your forces in
    groups.
                Use CTRL 1-9 to number your groups. Make Tanya #1, GIs #2,
    and
                Engineers #3. makes it easier select them. Ok, lets move north
    of
                our starting position and take out the first group of Conscripts
                coming down the road. You'll also see a power-up crate. Have
    Tanya
                get the crate. It gives her an armor upgrade.
                Reinforcements: A group of Rocketeers will be joining you
    about this
                time. Move them further north to the crossroads and wait for
    more
                Conscripts coming down the road. The Rocketeers will take
    them out.
                Then head for the base. Caution must be used near the base.
    There
                are Sentry guns guarding the base. But because Flak Cannons
    are also
                in the base, you can't use your Rocketeers to destroy the Sentry
                guns. Here's what you do. Have Tanya enter the base via the
    water
                (Tanya swims). Move Tanya in, take out any Conscripts she can
    see
                first, then have her destroy the Flak Cannons. Now you can let
    the
                Rocketeers take out the Sentry guns safely. After you destroy
    the
                Flak Cannons you receive more reinforcements. Six Engineers
    are
                dropped into the base. Two of them will automatically take over
    the
                Construction Yard and Air Force Chapel building. Use the other
    four
                to take over the Power Plant, Barracks, War Factory, and
    Refinery.
                Use another Engineer you got in the beginning of the mission to
    take
                over the Air Force Command structure. When you do this the
    Harrier
                Jets will take off and reveal the location of the Soviet base
    you
                need to destroy.
                Now start building up your forces a bit. You must destroy all
    the
                hostile forces in the area to complete this mission. You'll need
    to
                build another Chrono Miner to help gather ore, and tanks and
    GIs.
                Have your Rocketeers uncover the ore field west of your base
    and use
                them to guard this area for a brief period of time.
                After you've built a small army, take your Rocketeers you had
                guarding the ore field down the left side of the map. You'll
    find
    a
                couple more Rocketeers waiting for you. Now look for a small
    group
                of Soviet Conscripts guarding some trucks south of the Soviet
    main
                base. Destroy them with your Rocketeers. The trucks each have
    a
                pwoer-up crate!
                Now take your force you have created. You should have tanks a
    lots
                of GIs. Head to the Soviet base. Take out the War Miners mining
    ore
                in the fields. Next, move to the back of the Soviet base. Do not
                attack from the front. The back is much easier. You should also
                destroy the Flak Cannons so your Rocketeers can be used to
    take out
                the Sentry guns. Go ahead and destroy everything. You'll also
    get a
                massive drop of GI paratroopers into the base. The mission
    ends when
                all Soviet forces are destroyed.
                Tip: It's much faster to take over the buildings with Engineers
    that
                to destroy them. When you are in the Soviet base, have an
    Engineer
                take over the barracks and crank out Engineers and have them
    take
                over the Soviet structures.
    
                Mission 3: Hail to the Chief, Washington, D.C.
                The Soviets have placed a Psychic Beacon near the White House.
    With
                it they have taken over the mind of the President of the United
                States. You must act fast and destroy the beacon and rescue the
                President.
                Objectives: Destroy the Psychic Beacon. Have fun =)
                Let's go: You start with lots of GIs, one Engineer, and a
                Construction Yard. Garrison all but one of your GIs into the
                surrounding buildings. Have your Engineer move into the
    Jefferson
                memorial and repair it. When you repair any of the damaged
    memorials
                in this mission you get power-up crates filled with money! So
                throughout the mission keep this in mind. It's a great source of
                cash. Now build up you base as quickly as possible. Create many
    GIs
                and more Engineers to start with. You should use these to
    garrison
                all the buildings to the east and south of your base. The
    Engineers
                are used to repair these buildings. You can't garrison buildings
                that are damaged in the red. Since the Soviets drop paratroopers
    in
                your area all thru the mission, garrisoning these building now
    will
                take care of them. Also, build some Pillboxes and use Grizzly
    tanks
                and IFVs to reinforce the area around the buildings. Just want
    to
                note that some of the civilians are mind-controlled and may
    attack
                you also. Build more GIs and have them scout out the map. Also
    take
                some GIs to guard the ore fields where your Chrono Miners will
    be
                gathering ore to protect them.
                You should also build two Air Force Command buildings and fill
    them
                with Harrier Jets. You can use them to destroy buildings
    garrisoned
                by Soviet troops, and destroying Soviet War Miners. Rocketeers
    are
                the best unit to use when scouting the map for the enemy. In the
                southeast corner of the map is the Smithsonian Museum, and in
    the
                north the Lincoln Memorial. If you repair these two buildings
    you
                will get money crates. Near the center of the map is the
    Washington
                Monument. Same deal here. Repair it and get more money crates.
                All thru the mission you'll be fighting back Soviet forces and
                mind-controlled civilians. At some point in the mission you need
    to
                take out the smaller Soviet base just over the bridge from your
                base. This will cut down on the flow of Soviet troops. Use
    Grizzlies
                and IFVs for this task. You should also put a few Engineers in
    IFVs.
                this will make you repair vehicles that will keep your tanks,
    etc.
                repaired. After the smaller Soviet base is destroyed you can
    start
                to concentrate on building a large assault force.
                Now lets get started. Build ten GIs, and move them across the
    bridge
                near the center of the map. Garrison them inside one of the
    tents
                near the Washington Monument. Remember to have an Engineer
    repair
                this Monument to receive more money crates! Now take a second
    force
                which should consist of Grizzly tanks and a good number of IFVs.
                Don't forget to place a few Engineers in the IFVs so you have a
                couple repair vehicles to repair your damaged tanks. At the same
                time the IFVs give your Engineers extra protection heading to
    the
                front lines!
                Take this second force to the center of the map and take out all
                Soviet forces. You should wipe out the forces around the
    Washington
                Monument first. Now keep pushing towards the Soviet base.
    Destroy
                everything. Use your Engineers to capture buildings, then sell
    them
                real quick. Much faster to capture buildings than to destroy
    them
                with your units. Either way is ok though. Just destroy
    everything.
                Just a little tip here: If you capture the enemy barracks, crank
    out
                Engineers from there and use them to take over other enemy
    buildings.
                Finally, move towards the Psychic Beacon, take out the Sentry
    guns
                guarding the Beacon, then blast through the wall and destroy it.
                Once the Beacon is destroyed and the mind control is eliminated,
    the
                President and two aides leave the White House and get on a
    rescue
                helicopter.
                You have saved the President and your mission is over.
    
                Mission 4: Last Chance, Chicago
                The Soviets have deployed a Psychic Amplifier in Chicago that is
                much more powerful than the Psychic Beacon in mission 3. Your
    main
                mission is to destroy the Psychic Amplifier before it goes
    online.
                You will be making an amphibious landing and will have to
    establish
                a beachhead and build a base.
                Objectives: Establish a base, destroy the Psychic Amplifier
                In the beginning: You start the mission with a group of
    Destroyers
                and some transports loaded with troops and an MCV. You also have
                some Rocketeers (unless your playing hard mode) to use. You need
    to
                use these Rocketeers to clear the shoreline before you move in
    your
                transports. As you move near the beach, watch out for enemy
    Typhoon
                Subs. If you encounter any, have your Destroyers take care of
    them
                first. The have the Destroyers shell the shoreline, taking out
    the
                Naval Yard and any enemies near shore. Take out the V3 rockets
    first
                or they will destroy your ships! Take out the Sentry Guns too.
    Once
                this is done you can move your transports on shore and unload.
                Quickly start constructing your base. Don't full around here
    because
                you will be attacked! Build a Barracks right after your build
    your
                first Power Plant and build Engineers to capture any remaining
                Soviet buildings near your position. If you capture the Soviet
                Service Depot, you can use this to repair your vehicles.
                Against the clock: You are working on a time clock in this
    mission.
                Once you land on shore the time clock starts. Your mission must
    be
                complete before the time runs out! So don't mess around. Get
    your
                base built, place some Pillboxes in the north and west ends of
    your
                base. As soon as you can, start pumping out tanks, IFVs, and
    GIs.
                For now place these units around your base for defense, but
    group
                them (CTRL 1-9) in case you need them quickly in any certain
    area.
                It's always a good idea to place units in groups. That way you
    only
                have to select a number on  your keyboard instead of using your
                mouse to select individual units.
                You will get reinforcements several times throughout the
    mission.
                When your reinforcements come in by Transport, unload them and
    them
                move the Transport back into the water so they are out of your
    way.
                Tip: If you garrison the Sears Tower that is in the north
    section
    of
                the city, the entire map will be revealed to you.
                Time to move! Ok now, it's time to make our move on the Soviet
                forces. Get a large force of tanks and IFVs and move them
    northeast
                of your base to the bridge that is destroyed. Have an Engineer
                repair the bridge by going into the bridge repair hut. Now move
    your
                tanks and IFVs across the bridge. Move past the Soviet buildings
    and
                start destroying everything you can. Take out the Sentry Guns
    first,
                then the Tesla Reactors. There is one Soviet garrisoned building
    in
                this area that will cause some trouble. Best way to handle this
    is
                have your tanks move to the building, and while the garrisoned
                Soviet Conscripts are firing at your tanks, have a group of GIs
                garrison the building next to it, then have them fire on the
    Soviet
                garrisoned building. It will soon fall. If course, you could
    just
                charge at the building, but be prepared to lose a lot of units.
                Garrisoned troops are very strong.
                After this are is secured a large group of Rocketeers appear in
    the
                northeast. Carefully explore the area around them. Just be
    cautious
                of any enemy Flak. This is deadly to the Rocketeers. Do not get
    them
                near any Flak weapons. Now move your tanks northwest towards the
    top
                of the map. Take out any Soviets on the way. You will soon
    discover
                a bridge leading into the Soviet main base. Just park your tanks
                right on the bridge to fight back the Soviets. Also, take out
    the
                Sentry Gun on the small island. The large strange looking
    building
                behind the Sentry Gun is the Psychic Amplifier that you need to
                destroy to complete this mission.
                To take out the Amplifier, move your GIs into the building just
                northeast of it and have them fire on it. If you garrison 10 GIs
    in
                this building, it only take a couple seconds to destroy the
                Amplifier. You can also use your Rocketeers to help destroy it
    too.
    When the Amplifier is destroyed, 			your mission will be over.
    
                Mission 5: Dark Night, Polish-German Border
                Objectives: You start this mission with Tanya. You'll also see a
                NightHawk helicopter drop off three spies for your use in this
                mission. You will need to get one of these Spies into the Battle
    Lab
                located to the northeast of your position. Once the spy
    infiltrates
                the Battle Lab, the location of the Missile Silos will be
    revealed
                to you. Your main mission is to destroy the Soviet Missile
    silos.
                Also, you must keep Tanya alive in this mission or it will fail.
                To start off this mission, disguise your spies as Soviet
    Conscripts.
                To do this select your Spy, then select a Soviet soldier and
    your
                Spy look like him to the other Soviets. Just remember though,
    dogs
                can't be fooled, and they will kill Spies! Just use Tanya to
    protect
                the Spies from the dogs. You will be fine. Move slowly while
    nearing
                the Soviet base. Lots of dogs and Conscripts in the area. If you
                move to fast, a dog will kill Tanya. You must keep Tanya alive.
                Again, the best way to move is to create two groups. One for
    Tanya,
                and the other for the Spies. Keep Tanya in front. Just follow
    the
                road. It leads to the Soviet base. Always have Tanya kill the
    dogs
                first since they are the fastest and most deadliest.
                TIP: Always look around the battlefield. On this particular
    mission
                you'll find the wreckage of an Allied plane near the first
    Soviet
                base. A group of Allied GIs and Engineers will join Tanya if you
                find these. Also at the very beginning of the mission, if you
    follow
                the road down before you head up to the first Soviet base, you
    will
                find another group of GIs sitting around a campfire.
                Move up the road until you are near the Soviet base where the
    Battle
                Lab is located. The base is heavily guarded with troops and
    Tesla
                Coils. Now you can't go walking in the main entrance, so don't
    even
                bother attempting that. Move west of the base and travel along
    the
                side of the base. You'll see fuel barrels along side the walls.
    have
                Tanya shoot them. This will open up the walls and give you
    another
                entrance into the base. Inside the base you'll see another Tesla
                Coil with fuel barrels beside it. Shoot the barrels to destroy
    this
                Tesla Coil. Now have Tanya stand guard and take one of your
    spies
                into the Soviet Battle Lab. This will reveal the location of the
                Missile Silos you need to destroy to complete the mission. Now
    you
                need to exit this base. You are blocked by two more Tesla Coils
    at
                the back (north section) of the base. Just take another one of
    your
                spies into the Tesla Reactor (power plant) just north of the
    Battle
                Lab. This will shut down the Tesla Coils for about a minute. Now
                take Tanya and your third remaining Spy and get out of the base
                before the power comes back on. If you want to, you can kill the
                Conscripts and blow up the Tesla Coils on your way out.
                Something to note here: If you should lose all your Spies before
                completing your mission, another helicopter will bring in more
    for
                you. You never run out of Spies, so don't be concerned with
    this.
                Just don't lose Tanya!
                Now head north up the road and across the bridge when you get to
    it.
                Now leave your Spy on the bridge and take Tanya west along side
    the
                Soviet outside base wall. You will spot some barrels along the
    wall.
                Shoot them to destroy the wall. Also take out the barrels next
    to
                the Tesla Coil. Now move into the base slowly and target any of
    the
                dogs first since they are the fastest, then target any
    Conscripts.
                After this is done, have Tanya blow up the Missile Silo. Now get
                your last Spy from the bridge, send him into one of the Tesla
                Reactors to shut down the power, then have Tanya destroy
    everything
                in the base.
                NOTE: A helicopter will drop off three more spies when you use
    up
                your last one. You'll have to bring them up from where they land
    to
                where Tanya is. Do this first because you will need them.
                Now head onto the final base and the last Missile Silo. The
    entrance
                to this base is guarded by a pair of Tesla Coils. You've got to
    use
                one of your Spies here. Get the Spy into a Tesla Reactor so the
                power will go off-line. Be careful of the dog at the entrance.
    Time
                it so the Spy heads thru the entrance when the dog turns to go
    the
                other way. Once the spy gets into the Tesla Reactor, move
    quickly
                with Tanya and destroy the Tesla Coils at the base entrance. Now
                have Tanya take out all the dogs and Conscripts near the
    entrance.
                Move in your other two Spies. When the power comes back online
                again, have another Spy go into another Tesla Reactor. Now move
                Tanya quickly to destroy the other Tesla Coils leading to the
    last
                Missile Silo.             Once the last Missile Silo is
    destroyed
    your
    mission is over.
    
                Mission 6: Liberty, Washington D.C.
                Objectives: Take command of the Allied forces at the Pentagon,
                destroy all Soviet forces in Washington, D.C.
                Time to start fighting back in this mission and reclaim part of
                America again. You start off the mission with the Pentagon under
                attack. But it is well defended with Prism Towers and Pillboxes.
    In
                the beginning of the mission you'll get reinforcements that
    arrive
                by transport. Move them into the Pentagon area as soon as they
                arrive. Immediately start repairing any damaged defense weapons
    and
                buildings.
                Now unload your transports and get things rolling. First take
    your
                GIs to the northeast corner of the base and dig them in. Now
    deploy
                your MCV and start building your base. You don't need power
    plants
                right away, but you do need a Refinery, Barracks, War Factory,
    and
                Air Force Command. Then basically what you need to do is build
    up
                adequate defenses for both the front and back of your base. The
                Soviets will constantly pound you with attacks from both
    directions.
                Concentrate on defenses using more Prism Towers, Pillboxes,
    Tanks,
                etc. Make sure your defenses are in place before even beginning
    to
                think about fighting back and going on the offense.
                Just want to note: You will also be attacked by Soviet V3
    rockets.
                When they come near your base take out a couple Grizzly Tanks to
                destroy them, then move your tanks back into your base. Do not
    leave
                your tanks outside the base. Soviet Terror Drones are roaming
    the
                area and will destroy your tanks! Keep them protected for now
    behind
                your Prism Towers. Don't forget to keep your defensive
    structures
                repaired while under attack. Cheaper to repair them than to
    replace
                them.
                With your base well defended its time to build an army. You will
                need lots of cash and lots of tanks, IFVs, GIs, etc. Also, make
                Harrier Jets for your Air Force Command. A second Air Force
    Command
                is a good idea as well. Don't forget to place some Engineers in
    IFVs
                that will give you a means to repair your tanks in the field.
    Much
                cheaper to repair your units than to make new ones.
                Now its time to start going on the offense. Make some Rocketeers
    and
                use them to scout out the map. Watch out for enemy Flak troopers
    and
                Flak Tracks. Look for enemy War Miners and take them out if you
    can.
                This will cut off their money supply. Take out any isolated
                Refineries too, and any Sentry Guns that may be guarding these
                structures. Send a couple groups of GIs north and garrison the
                buildings. They will help to take out advancing Soviet troops.
    You
                may need to send along Engineers to repair these structures
    first.
                Also, capture the Hospital as well. The closest enemy base just
                across the bridge should be taken out first. This is a different
                base than the main one you'll be targeting last. Take out the
                Construction Yard with your Harrier Jets. You should have at
    least
                eight of them built by now. Go ahead and take out the entire
    base.
                Use Spies and Engineers to infiltrate and take over any soviet
                buildings in this base. Now repair the Lincoln Memorial and all
    the
                civilian buildings in the area. Load them all up with GIs. This
                section will now be fully secured and you will be able to handle
    any
                Soviet troops that try to make their way through here.
                Tip: Whenever you run across any building garrisoned by enemy
                troops, use Rocketeers to destroy the building and force the
    troops
                out of the building.
                Now take about a dozen tanks (or more) and five or so IFVs and
    move
                them across the northern most bridge into Soviet Territory.
    Stick
                close to the top of the map. Look for a Soviet wall. When you
    find
                it, blast right through it and move on in. don't even worry
    about
                the Tesla Coils or enemy units. Keep moving and look for the
                Construction Yard and take it out. Ignore anything else. This is
                your priority. If you lose everything in the process don't
    worry.
                The Construction Yard is a fair trade-off. Plus you will prevent
    any
                further buildings from being constructed. Now move more units
                (tanks, IFVs, etc.) up north and take out everything else. If
    you
                want to, use some Engineers to capture buildings. If you capture
    the
                Soviet Barracks for instance, you can crank out troops from
    within
                their base.
                Just move fast and hit hard and your mission will end in no
    time.
    
                Mission 7: Deep Sea, Pearl Harbor
                Objective: Destroy all Soviet forces.
                You start with a fully functional base with this mission. You
    will
                still need to build a Service Depot and Battle Lab, but just
    about
                everything else is included. But before you build any further
                structures, you need a few other things. First, you need Prism
                Towers for base defenses, more Power Plants, ships, and at least
    two
                more Chrono Miners.
                Battle at sea: As soon as the mission starts you will be hit by
    a
                massive Soviet fleet by sea. You must deal with them quickly or
    you
                will lose much of your base. First, move your Aegis Cruisers in
                position to deal with the Soviet Dreadnought missiles. Also,
    have
                your Aircraft Carriers attack the Soviet Sea Scorpions first so
    you
                have air superiority. Then use your Carriers to attack and
    destroy
                the Dreadnoughts. Your Destroyers should be able to handle the
                Typhoon Sub threat. Replenish whatever ships you lose in the
    initial
                attack and repair damaged ships at the Naval Yard. Then for now
    move
                your ships near the USS Arizona Memorial.
                On land, the Soviets will drop in paratroopers around your base.
    Its
                a good idea to build a couple Patriot Missile Systems. Also,
    watch
                out for enemy Engineers who will attempt to take over your
                structures. Keep a couple Engineers around just in case so you
    can
                recapture your building in the event this happens to you. Now
    start
                producing GIs and have them garrison the buildings to the north
    to
                take care of paratroopers coming through that section to your
    base.
                Also take some GIs and garrison some of the building to the
    east.
                Soviet paratroopers land there also.
                The Soviets earlier in the mission have taken over the small
    Island
                of Niihau and set up a base there. If you don't stop them they
    will
                build a Nuclear Missile Silo and use it on your Naval Depot. You
                will need to move against this base as soon as you can.
                First, make 10 GIs and one Engineer and a transport unit. Send
    them
                north to the Tech Airport and capture it. Go ahead and garrison
    the
                buildings around the airport and build some defenses for this
    area.
                Build a Refinery, a Barracks, more Power Plants, and some Prism
                Towers. Use the Barracks to build more GIs and load up all the
                surrounding buildings with them. Now get your Navy ready to go.
    You
                need Aegis Cruisers, Destroyers, and Aircraft Carriers. Try to
    build
                a second Naval Yard at your base you just built in the north at
    the
                Tech Airport and make new ships here. You'll need your ships at
    your
                main base for protection. Also, take a transport loaded with GIs
                from your base in the north and head west to the Soviet base.
    Unload
                them, move the transport back into open water, and use the GIs
    to
                explore the area around the soviet base.
                One note here: If the Soviets do manage to build a Nuclear
    Missile,
                you can take a Spy and infiltrate the Nuke structure. When you
    do
                this it resets the timer and will buy you more time. Just watch
    out
                for dogs, else they will have you for lunch!
                Now have your Destroyers pound the shoreline, taking out Flak
                Cannons and Flak Troopers, then have your Aircraft Carriers
    target
                the structures inside the Soviet Base. If they did build a Nuke,
                target this first! The hit the Construction Yard, and then power
                plants and refineries. You can also use your paratroopers with
    this
                attack. Drop them just south of the Soviet base and have them
    dig
                in. Once they take care of troops in that area, move them on
    into
                the base and start destroying the buildings, etc. Once you are
    on
                your way to destroying the Soviet base, have your Navy head
    further
                north and take out all remaining Soviet ships and subs, and then
                their Naval Yard.
                Once all the Soviet structures are destroyed the mission ends.
    
                Mission 8: Free Gateway, St. Louis
                Objectives: The Soviets have planted another Psychic Beacon in
    the
                the St. Louis area. Your mission is to destroy or capture the
                Beacon, keep Tanya alive, and then eliminate all Soviet forces.
                Here we go: Your team starts with Tanya, five GIs, and two
                Engineers. You have 20 minutes to get to the Beacon and capture
    or
                destroy it. Again, as in past missions, but your units in groups
    so
                they are easy to command. Put Tanya in group 1, the GIs in group
    2,
                and the Engineers in group 3. Then start moving south. Watch out
    for
                dogs in the area. Have Tanya target them first. Also, while your
                slowly making your way south, keep checking your rear for dogs
    or
                Conscripts sneaking up behind you. Just south of your starting
                position you'll see some buildings. Continue moving southwest of
                them till you run into the St. Louis Gateway Arch. You can't
    miss
                it. It's quite large. Once you reach the Arch, head west until
    you
                find the Hospital. Be very careful when going under the bridge
    near
                the Hospital. You will run into Soviet troops you can't see.
    Send
                your GIs in first and take them out. then bring Tanya and the
                Engineers. When you reach the Hospital, cross the street to the
                northwest and have your GIs garrison the building. Keep Tanya
    and
                the Engineers away from this building. It will be attacked from
                several directions by enemy troopers. Stay put until your
    garrisoned
                GIs kill all the enemy, then have them target the barrels next
    to
                the Soviet Barracks. You can hit the barrels from the building
    you
                are garrisoned in. If not, you are in the wrong building! The
                explosion will take out the Barracks, the Soviet troops, and a
    large
                section of the base wall.
                Now move Tanya and have her destroy the two Tesla Reactors she
    can
                safely reach. This will disable the two Tesla Coils guarding the
                Psychic Beacon. Now have Tanya blow up the Beacon. After this
    blows
                up you will receive your reinforcements so you can build your
    base.
                Reinforcements will arrive at the Gateway Arch. Start building
    your
                base and concentrate on getting defenses up as soon as possible.
    A
                few Pillboxes at first and a Patriot Missile site to handle the
    V3
                Rockets that will be coming at you. Also make tanks and IFVs
                whenever you can and use these as part of your base defenses.
    Don't
                rely totally on just defense structures. Also put a few
    Engineers
    in
                IFVs to create Repair Vehicles and keep your damaged tanks
    repaired.
    
                You'll be fighting off attacks from the Soviets for awhile, but
    just
                stick with it and keep building up your forces. At one point
                concentrate on making GIs and start garrisoning whatever
    buildings
                you can closer to the Soviet base. That will relieve some
    pressure
                on your main base. Your garrisoned GIs can pick off some of the
                Soviet troops before they get to your base. Also, if possible
    take
                out the Soviet War Miners to hurt their production of units.
    Keep
                moving GIs into buildings. The more the better. Eventually you
    will
                turn the tides of battle.
                Tip: When building up a force of tanks or whatever units you
    like
    to
                use, build lots of them. Then when you attack, combine your
                firepower on one target at a time. It only take seconds to
    destroy
    a
                target, then move to the next.
                Time to crush the enemy: By now you should have an army of
    Grizzly
                and Prism tanks and IFVs built. Now take your units and go to
    the
                Soviet base. Make a dash for their Construction Yard and destroy
    it.
                This will stop any further structures being built. Then take out
                everything else. Get the War Factory and Barracks so no more
    units
                can be produced by the Soviets. Then all that's left is mopping
    up.
                If you made any Harrier Jets, you can use these against Soviet
                Sentry Guns and Tesla Coils. Don't forget to destroy any
    building
                you may have left in Busch Stadium where the Psychic Beacon was
                located.
                Your mission is over after you destroy all Soviets.
    
                Mission 9: Sun Temple, Tulum, Mexico
                You are now winning the war, but its far from over. A Soviet
                research station has been located in the Yucatan Peninsula of
                Mexico. In this facility the Soviets are trying to duplicate
                American Prism technology. This can't be allowed.
                Objectives: Your mission is to capture or destroy this facility,
                then take out all Soviet forces in the area.
                At the start of the mission, a transport plane drops off five
    SEALS.
                Doesn't sound like much, but that's all you need to begin with.
    Move
                them northwest up the slope, and then head due west. You will
                encounter little resistance. And what you do run into are taken
    care
                of quite easily. These SEALS are tough! Now move the seals down
    into
                the camp, taking care of any enemy troops you encounter. In
    other
                words, eliminate them. When you do this a NightHawk helicopter
                enters at the top of the map and drops off three Engineers. If
    you
                want, you can keep the Engineers inside the helicopter till your
                ready for them. Keeps em safe for now.
                In the small camp you see two compounds holding GIs and tanks.
    They
                are guarded by Soviet Conscripts. Take them out and the tanks
    and
                GIs are yours to use. Now put five GIs each in the two huts
    closest
                to the compounds. That will take care of troops coming into the
                camp. Use the tanks to help with defenses too.
                NOTE: In the top left corner of the screen is a tech airport.
    You
                must protect it from Russian engineers or they will use the
                paradrops against you. Take over this tech airport if you can
    and
                use paradrops against the Soviets. If you can't capture it,
    destroy
                it.
                Ok, time to go after the research facility. Take two engineers
    and
                three SEALS and put them into the NightHawk Helicopter. Head due
                east over the water to the side of the map. Now turn south and
    head
                for the corner of the map. Now head west till you see land. Set
    the
                helicopter at the back edge of the high ground near the enemy
    ore
                field. You will probably see War Miners in this area. Use
    caution
                here. Remember, the SEALS and Engineers cannot defend
    themselves
                against Soviet vehicles. You must sneak in at this point
    undetected.
                It's not that hard if you follow these instructions carefully.
                Here's what you do: Wait until the Soviet War Miners are either
                unloading at the Ore Refinery or in the south end of the ore
    field.
                Now head in the back of the base. Send one of your Engineers
    into
                the structure that looks like a modified Prism Tower just inside
                where you enter the base. Have one of the SEALS blow up the fuel
                barrels next to the east wall. This takes out a few Soviet
                structures and vehicles. Now have your second Engineer capture
    the
                Tesla Reactor. When you do this, the modified Prism Tower you
                captured activates and destroys any Soviet units that come near
    it.
                This also triggers another air drop and a SEAL comes down right
    in
                the middle of the Soviet base. Now take your SEALS and start to
    blow
                up the Soviet structures. Get rid of all the Tesla Reactors
    first.
                Also, shoot any barrels you see. This helps to destroy other
    stuff
                in the base. There is also a second Prism Tower. You can move an
                Engineer in and capture this or have one of the SEALS destroy
    it.
    Up
                to you. Your SEALS have a long firing range. They can take out
                Sentry Guns without being shot at.
                Also want to note here: You can use the tanks that are in your
    camp
                to the north to help with the final attack on the Soviet base.
                The final part of the base you need to destroy is at the front
                entrance. This is a bit tricky, but not that hard to do. There
    are
                two Tesla Coils that are being charged by Tesla Troopers. Best
    way
                to handle this is to have your SEALS drop the Tesla Troopers in
                their tracks. This shuts down the Tesla Coils and allows you to
    blow
                them up.
                Once all units are destroyed the mission ends and the Prism
                Technology is saved.
    
                Mission 10: Mirage, Black Forest, Germany
                Your in Germany in this mission. You are called to protect
                Einstein's lab located in the Black Forest. As the mission
    briefing
                ends, General Carville is killed by a Soviet Crazy Ivan who was
                waiting outside the General's office. Your on your own now...
                Objectives: Protect Einstein's Lab,  destroy all Soviet forces.
                At the start of the mission, Einstein tells you about his new
                invention, the Mirage Tank. Move these units back to Einstein's
    base
                as soon as possible. You should also move your MCV near
    Einstein's
                Lab and deploy it there. Now start building a Refinery and
    another
                Prism Tower. Place the Prism Tower on the outside of your main
    base
                on the left or right. The Refinery should be placed near your
                Construction Yard. Before you build anything else, you need
    another
                Chrono Miner, three Prism Tower on each side of your base, and a
    few
                more near the top center of your base. You'll need to build
    enough
                power plants to run them too. Just build these items first and
    don't
                worry about units for now. You will need these base defenses.
    You
                will have three Soviet bases attacking you constantly with
    little
                breaks in action. The more Prism Towers you have the better. You
                can't have too many. Just remember to keep repairing them as
    they
                get damaged. You also need to build a group of Rocketeers to
    defend
                against any Soviet V3 Rockets that attack your base. You can use
                them to reveal the terrain surrounding your base as well.
                Tip: It's also a good idea to build a few Patriot Missile Sites
    to
                shoot down Soviet V3 Rockets.
                Tip: In the South part of the map there is an Ore Refinery you
    can
                capture for additional money if you find yourself low on funds
                during the mission.
                You should also build a Battle Lab when you get time and money
    to
    do
                so. This will then allow you to build Spies, an Ore Purifier,
    and
                the Spy Satellite Uplink. The Ore Purifier will give you more
    money
                from the ore your Refining, and the Spy Satellite, once built,
    will
                reveal the entire map and let you see what your up against. Now
                start building Air Force Commands. You'll need three at least.
    Fill
                them with Harrier Jets. Now make some Spies and send them to the
                northwest. Make sure you disguise them first.
                Now take one of your Spies and have him infiltrate the Nuclear
                Reactor to shut down the power. Now attack with your Harrier
    Jets.
                If they don't destroy it on the first run, do it again. Once
                destroyed, this takes out the power at the Soviet base for a
    brief
                time and gives you a little break from all the attacks on your
    base.
                Just to note that the Soviets will build a new Nuclear Reactor
    to
                replace the one you destroyed. Best thing to do is take out the
                Construction Yard after you destroy his power, thus eliminating
    any
                further building. And by killing the soviets power, you
    deactivate
                the Tesla Coils. Now use tanks, etc. and take the rest of this
    base.
                And keep using the Harrier Jets to target Sentry Guns, etc.
                You can use this same basic strategy on the other bases too to
    get
                the job done. Don't forget to use your Spies. Have them
    infiltrate
                Soviet Refineries and steal their money! And put them into power
                plants to shut down the power.
                When all Soviet forces are destroyed your mission ends.
    
                Mission 11: Fallout, Florida Keys
                Objectives: Build a Chronosphere, neutralize the Soviet Nuclear
                threat in Cuba.
                This mission is one of the hardest you'll encounter. You're
    going
    to
                be kept real busy for awhile in the beginning of the mission.
    You
                start with a base already built, but you'll need some more
    things.
                First build a War Factory and a Patriot Missile. Then build
    three
                each of the Aegis Cruiser and the Destroyer. You will also
    encounter
                a new Soviet unit in this mission, the Soviet Giant Squid. You
    can
                use your Dolphins (yes flipper is here) to get the Giant Squids
    off
                your ships. Your Destroyers will then kill the Squid. Once this
    is
                taken care of, look back to your base again.
                Send eight of your GIs south across the bridge and deploy them
                southwest of the Refinery here. You can also send four GIs east
    and
                have them garrison one of the hotels on the beach. Now build two
                SEALS and a dozen or so GIs. Send the SEALS south to the beach.
    Also
                send some GIs north and have then garrison one of the structures
    on
                the island in the northwest corner of the map.
                Near your Air Force Command, place the Patriot you built to the
                south. Build another one and place it here as well. The soviets
    will
                be attacking soon. Your units will be kept busy fighting them
    off.
                But the troops you should have garrisoned in the buildings will
    take
                care of the attack. The Soviets will also move in near your
    Naval
                Yard. Watch out for the Squids. Have your Destroyers target them
                before firing on the Typhoon Subs. Soon after all that action, a
                group of Soviet Dreadnoughts is down south and starts pounding
    your
                base. Remember the SEALS you should have down there? Now take
    them
                out for a swim and destroy the Dreadnoughts! Just get them back
    on
                land quickly so they are not devoured by any Squids in the area.
                Now it's time to start building an army. Crank out Grizzlies and
                IFVs for awhile. You'll also need a Battle Lab, more power
    plants,
    a
                Spy Satellite Uplink, and a Chronosphere.
                ATTENTION: When you build and place your Chronosphere, you will
    be
                alerted to the presence of Soviet missiles in Cuba. You now have
    19
                minutes to shut down the missiles or their power before the
    missiles
                launch. One thing is in your favor though, the Chronosphere
    charges
                up in half the time it takes the Nuke Missile Silos.
                Ok...lets create a group of units. You will need a few Prism
    Tanks,
                a few Grizzlies, and several IFVs. Put Spies in your IFVs. When
    your
                Chrono comes online, Chrono them to the southwest corner of the
    map,
                near the first Soviet Nuclear Reactor. Once you arrive, have one
    of
                your Spies go into the Reactor. This shuts down the power for a
                minute, so act fast here. Have your Grizzlies and IFVs destroy
    the
                Reactor. Keep your Prism tanks back. Now this is a low blow to
    the
                Soviets, but it doesn't completely take out all their power.
                You must take your Prism Tanks east and have them shoot the fuel
                barrels behind the walls. This will take out all of the Soviet
    Tesla
                Reactors in the area. Now have another Spy run into one of the
    Nuke
                Silos. This will reset the timer and buy you some more time.
                The Soviets will keep building Tesla Reactors to replace those
                destroyed. Just keep using the Cronosphere to send more units to
                knock out Soviet power and keep sending along Spies to reset the
                timer.
                Use your Navy: The trick to shutting down the Soviets for good
    is
    to
                use your Navy. Start building ships. Destroyers and Aircraft
                Carriers are the preference here. Once you have your Navy group
                ready to go, head south and slowly inch your way in. When your
                within range, have your Carriers take out the Soviet Naval Yard
    in
                the west while your Destroyers and Dolphins stand guard. After
    the
                naval yard is destroyed, turn your Aircraft Carriers loose on
    the
                second Nuclear Reactor here. If you destroy this, the power goes
                down for good.
                Your ships can hit the missile silos from the water too. Also
    use
                your Harrier Jets to pound away at the Missile Silos. You can
    also
                Chrono over Prism Tanks to help in this attack. Just concentrate
    on
                destroying the three Missile Silos, nothing more. Once they are
                destroyed, take out the Construction Yard. Once that is
    destroyed,
                the Soviets can no longer replace the Silos.
                The mission ends. You have won.
    
                Mission 12: Chrono Storm, Moscow
                Here it is...the final mission. Tanya needs to get into the
    Kremlin
                to capture Romanov. You are outnumbered. The Soviets are armed
    with
                both an Iron Curtain and a Nuclear Missile Silo. And don't
    forget
                the Kirov Airships...Good luck!
                Objectives: Clear the area so Chrono reinforcements can arrive,
    then
                eliminate Romanov's Elite Black Guard around the Kremlin. Do not
                destroy the Kremlin.
                The mission starts with a trio of SEALS dropping in around a
                fortified Soviet area. When they land they'll take out all the
                Conscripts in the surrounding area. Use the SEALs to destroy the
                Tesla Reactor. This will trigger the arrival of your MCV and a
                couple IFVs. Deploy the MCV right where its at. Now move your
    SEALs
                throughout the area and have them blow up all remaining Tesla
    Coils.
                You can get a few infantry units by knocking out the fence in
    the
                top left corner.
                Build base: Now start making your base and build up as fast as
    you
                can. Just use whatever base building techniques you've learned
    in
                the past eleven missions. You should know what to build by now.
    One
                thing you do need to do as far as placement of buildings in your
                base: Put one Power Plant to the left of your Construction Yard.
                Then place all the other structures you build to the west and
    north
                of this. In other words, keep everything except that first Power
                Plant away from the Construction Yard. NOTE: You'll understand
    why
                you need to build it like that later on in the mission.
                You'll need four Engineers to take over the four Tech Derricks
    in
                the area. Capture these for additional money. You also need to
                garrison the four bunkers outside your base with GIs. Two in the
                south and two in the east. These bunkers will give you added
                defense. Each bunker holds four GIs. Continue building up your
    base
                as usual. Don't forget about air and ground defenses. Build more
                Chrono Miners so you can get money faster. Also crank out a
    bunch
    of
                IFVs. You'll need these to defend against the Soviet Kirov
    Airships
                that will be attacking you.
                Now take an Engineer and 10 GIs and head out the northern end of
                your base, then head east. When you spot a Sentry Gun, deploy
    the
                GIs and have them destroy it. Now have your GIs garrison one of
    the
                buildings in the area. Take your Engineer and capture the Tech
                Airport. By taking over the Airport you will get reinforcements
                throughout this mission. Now back in your base you will receive
    more
                reinforcements of both Grizzly Tanks and Prism Tanks. Leave them
    in
                your base so they can help defend it for now.
                Keep an eye on the east. That is where Soviet Kirovs will be
                attacking from. Just make sure you have Patriot Missile sites
    and
                use your IFVs for protection from them also. while your
    continuing
                to build up your base, make sure you build a Battle Lab as soon
    as
                possible and then build a Spy Satellite and two Chrono
    Legionnaires.
                Keep cranking out GIs and have them garrison all the buildings
                surrounding your base. This will help to fortify the base. It's
    also
                important to garrison any of the buildings you can get at near
    your
                base, at the Airport, and also near the Tech Derricks. All these
                must be protected because the Soviets will be coming in force
    and
                with power! Just want to mention that east of the Airport you
    have
                captured, there are a few more Tech Derricks you should capture
    when
                you get the time. You'll need the extra money.
                Ok...time to get on with this mission. the only way to stop the
                Soviet Nuke is to sneak a Spy into the silo. but to do that, you
                have to get past a PSI-corp Trooper and an attack dog. If your
                attempt to infiltrate the Nuke silo fails, wait for the
    countdown
    to
                get to about one minute. Now move all your units away from your
                Construction Yard. Move in with the Chrono Legionnaires you were
                told to build earlier. Now have one force-fire on the
    Construction
                Yard, and the other on the Power Plant. (Now you understand why
    you
                were to build your base that strange way?) I hope you followed
                instructions. Now when the Soviet Nuke hits your base, only your
                Chrono Legionnaires will be destroyed. Your structures will be
    ok.
                Just note here: Timing is important. If your Chrono Legionnaires
                fire on the buildings too long they will destroy them. If you
    are
                unsure about doing this, then just let the Nuke hit. It will
    take
                out your Power Plant and damage your Construction Yard. You'll
    just
                have to replace the Power Plant and repair the CY. You could
    also
                assault the Nuclear Silo by taking a force of eight to ten
    Grizzly
                Tanks and four or five Prism Tanks. Take along some GIs too and
    have
                them garrison buildings near the Nuke Silo to help defend your
                tanks. Use the Grizzly Tanks to defend your Prism Tanks while
    they
                are firing on the Nuke Silo.
                Now lets have some more fun! Make a few Spies and send them to
    the
                east into the Soviet base. Send them into anything that's there.
                Concentrate on the Soviet Refinery. Sending a Spy in one of
    these
                steals the enemy's money. Do this every few minutes or so.
    You'll
                get money every time you do it!
                Taking out the power: Now make five or six Chrono Legionnaires.
    Take
                them to the eastern edge of the map. You'll see a small island
    with
                two Nuclear Reactors there. Move the Legionnaires to the island
    and
                have them eliminate Reactors. This won't shut down all the
    Soviet
                power, but it's a very good start. Now send your Legionnaires to
    the
                southeast corner and have them take out the two Nuke Reactors
    there
                too. If you come under Soviet fire, just take one of two
                Legionnaires and kill them while the others continue to
    eliminate
                the Reactors. Finally, send them one more time to the southwest
                corner of the map. Again, destroy the two Nuke Reactors here.
    Now
                the Soviet base is without power.
                Final Assault: Now that all the Soviet power is down, send a
    bunch
                of tanks, etc. into the smaller Soviet base to the east first
    and
                destroy everything there. Now start to slowly head south with a
    big
                assult force of IFVs, Grizzlies, Prism Tanks, GIs, and whatever
    else
                you can grab. Put some Engineers in IFVs too. Keeps your tanks
                repaired. Keep using your Chrono Legionnaires to take out all
    the
                structures along the southern edge of the map. Always mass-fire
    on
                one target at a time. It's also a good idea to airdrop some GIs
                where your Legionnaires are at to help protect them. If you
                encounter any Soviet Apoc Tanks, five Legionnaires can take one
    out
                fast.
                Don't worry about the Orange base to the west. Just keep units
                around their base and destroy any units coming out of it. Your
                priority now is to get the Chrono Legionnaires into the Kremlin
                area.
                NOTE: DO NOT DESTROY THE KREMLIN!
                Once your Chrono Legionnaires are in the Kremlin area, start
                eliminating the green units and structures. This takes time and
                patience. Start with the Sentry Guns in the back. Then work
    around
                carefully, taking out the Apocalypse Tanks, Conscripts, Tesla
    Coils,
                and Flak Cannons. When all the green units are gone, Tanya drops
    in,
                enters the Kremlin, and captures Romanov. The war is over and
                America and the free world are saved!
                Congratulations Commander!  YOU ARE VICTORIOUS!!
    
    
    
                Soviet
                Mission 1: Red Dawn, Washington D.C.
                Your campaign and your first mission starts with the objective
    of
                destroying the Pentagon. You'll be reinforced with troops
    throughout
                this mission.
                At the beginning of the mission you'll get some paratroopers and
    an
                MCV. The MCV will deploy. Go ahead and start building your base
                right away. Start with a Tesla Reactor, a Barracks, and an Ore
                Refinery. Also, go ahead and make a couple Engineers. Now take
    your
                Engineers and the Conscripts you got with the paradrop and head
    them
                north up the road. Not far from your base your Conscripts will
                encounter a small group of GIs deployed and waiting for you.
                Garrison your Conscripts nearby in a building. then take out the
                GIs. Now continue moving north until you find the small Allied
    base.
                Go ahead and send your Conscript into the base and take out the
    GIs
                there. After that, go ahead and take out everything in the base
                except for the Barracks. Have one of your Engineers capture the
                Allied Barracks. You can now make new troops from this location.
                Just make the Barracks your Primary Buildings by double clicking
    on
                it.
                Next, send one of your Engineers into the repair hut at the
    bridge
                to repair the bridge. Now send your troops across the bridge and
                into the next area of Allied occupation. You'll see two building
                near the Allies. Go ahead and garrison the buildings. The
    buildings
                are within range to take out the Allied Pillboxes and GIs
    guarding
                the next Allied Base.
                Now un-garrison your men from the buildings. You also receive
    more
                reinforcements, including some Engineers. Now go into the Allied
                base. Take over the Airport with an Engineer. This will allow
    you
    to
                get paratroopers for the rest of the mission. Also capture the
                Construction Yard and Barracks. Destroy everything in the base
                except what you captured with your Engineers.
                Now look to your west. You'll see another bridge to repair. Have
    one
                of your Engineers enter the repair hut just like you did on the
    last
                bridge. Send two Conscripts across the bridge to scout this
    area.
                There aren't any enemy troops here, but as you near the western
    most
                side of this small island you will get reinforcements of four
    Rhino
                Heavy Tanks. Take your tanks and join up with your other troops.
    Now
                go ahead and head north towards the Pentagon.
                Use your Rhino Tanks to break through the walls and destroy the
                Pillboxes. Go ahead and use your paratroopers and Conscripts.
    Take
                out the GIs and Patriot Missiles. have two Engineers capture the
    two
                Barracks. Now you'll get lots more reinforcements including
    eight
                more tanks. Move up near the Pentagon building and destroy
                everything around it. Now start blowing up the Pentagon. There
    are
                four separate sections of this building that you must destroy.
                Once the Pentagon is destroyed your mission ends.
    
                Soviet
                Mission 2: Hostile Shore, Florida Coast
                In this mission you'll be establishing a base on the Florida
    coast.
                Once that's done, you'll be moving inland to take out all
    opposing
                forces.
                First looks: This mission begins with a bit of excitement!
                Vladimir's Dreadnoughts (you have no control of these
    Dreadnoughts)
                pound the American defenses along the shoreline, transports move
    in
                with troops and tanks to push back the Allies from the beach.
    Have
                your troops and tanks destroy the Pillboxes, then move
    everything
    up
                the beach. Hit the barrels between the two Allied Refineries.
    This
                destroys both of them. Now another transport moves in and leaves
    you
                your MCV. Take the MCV and deploy it near where you blew up the
                Allied Refineries.
                Not long after you've started building your base you will be
                attacked by a large Allied force of tanks. Take the tanks you
    have
                and confront them head-on. Continue to build up your base. Don't
    let
                this distract you. You'll need some Tesla Reactors, Barracks,
                Refinery, War Factory, and a Naval yard. Get them all built as
                quickly as possible. No time to admire the scenery Commander.
    Build
                some Conscripts and use them to garrison any of the surrounding
                buildings you can. This will help greatly with defending your
    base.
                Check out the area to the west and also to the south. Garrison
    all
                the buildings you see. This is very important. Go ahead and
    build
    a
                second War Miner to help with the flow of cash you'll need for
    all
                the Conscripts you're building. You should also take Engineers
    and
                capture the two Tech Derricks west of your base. This will give
    you
                additional money. Make sure you protect these after you capture
                them. Just send along a few tanks and Flak Tracks with your
                Engineers.
                Tip: All of the white hotels contain money crates. Just destroy
    them
                and collect the crates to get the money.
                At some point in the game Vladimir's Dreadnoughts attack the
    Allied
                Navy, but the Dreadnoughts fail and sail away. You are
    reinforced
                with some Typhoon Subs. Use these and make a few more subs,
    then
                send them after the Allied Destroyers, taking out what you can.
                Ending this battle: Back on land, keep garrisoning buildings
    with
                your Conscripts and  work your way closer to the Allied base.
    Now
                here a way to quickly bring this battle to an end. Make a large
                group of tanks and a couple Flak Tracks. Fill one of the Flak
    Tracks
                with Engineers. Now move this group along the western edge of
    the
                map. Move slowly and cautiously, looking out for enemy troops.
    When
                you finally find the Allied base, send in your tanks and Flak
    Tracks
                to destroy the Pillboxes and GIs. Keep the Flak Track with your
                Engineers out of harm way. Now with this area secured, go ahead
    and
                capture the Allied Construction Yard.
                Victory: Capturing the Allied Construction Yard sets off a
    massive
                chain of events that quickly brings about your VICTORY in this
                mission. With Allies sell all their buildings and all the GIs
    move
                in to attack you. But since you garrisoned all the buildings
    with
                your Conscripts (you did do what your were told, right?) you
    will
                have no trouble taking out the attacking GIs. The only thing
    left
    to
                do is take out the remaining Allied Naval Fleet. You'll find
    them
    at
                the south end of the map. Use lots of Typhoon Subs and head
    south.
                Take out all the Allied Destroyers and the mission is complete.
                Congrats Comrade Commander!
    
                Mission 3: Big Apple, New York
                In this mission you start the psychic invasion of America in New
                York. You will have to clear the area of Allied units and
    capture
    an
                Allied Battle Lab.
                Objectives: Capture the American Battle Lab, build and defend a
                Psychic Beacon.
                You start the mission with practically nothing. You only have a
                Radar Tower, Tesla Reactor, and a Construction Yard. You should
                start building a Barracks and Refinery right away, and then a
    War
                Factory. You also need to concentrate on building up your base
                defenses. Make a lot of Conscripts and garrison the buildings to
    the
                north and east of your base, near the Tech Derricks. You should
    also
                capture the Tech Derricks with your Engineers. There is very
    little
                ore around your base, so capturing the Tech Derricks is very
                important! Reinforce the area around the Derricks with tanks and
                Flak Tracks. A few Sentry Guns here is in order too.
                You will also be reinforced with a couple Psi-Corp units. These
                units can be used to mind-control a single enemy. For example,
    you
                could use them to control an Allied Grizzly Tank and have the
    tank
                scout the map for you or attack their base with their own unit!
    Now
                take a Flak Track and explore the area all around your base. You
                will see a large bridge. Don't cross it. Just explore the area
    to
                the left and right of the bridge. You'll see some buildings near
    the
                bridge. Send out groups if 10 Conscripts and garrison all the
                buildings you find. This will help defend your base from
    attacking
                Allied troops.
                Tip: Most of the buildings are severely damaged and will need to
    be
                repaired by your Engineers before the Conscripts can garrison
    them.
                Buildings in the red cannot be garrisoned until they are
    repaired.
                Now keep pushing north and east towards the enemy. Don't forget
    to
                build a few Rhino Tanks and Flak Tracks to protect your base,
    and
                keep repairing and garrisoning buildings as you go along. If you
    run
                into a building that is garrisoned by Allied troops, make some
    V3
                Rockets and have them take out the building. Three V3s can take
    out
                most buildings.
                Tip: You can find some Tech Outposts along the western side of
    the
                map. You can capture these and use them to repair your vehicles.
                Just make sure you can defend them before capturing them. You
    should
                garrison nearby buildings if you plan on capturing the Outposts.
                They will help greatly in defense.
                Ending this battle: Time to make the final push towards the
    enemy.
                The best approach is from the northwest, near the second of the
    two
                Tech Outposts you were told to capture above. Build a second
                Barracks here and start churning out Engineers and Conscripts.
    Now
                repair the buildings on the hill to your north with your
    Engineers
                and garrison them with your Conscripts. Then send a couple
                Conscripts to scout out the area down the east side of the hill
    that
                leads to the Allied base. You'll find a few Pillboxes here. Use
    your
                V3 Rockets to take them out. Now repair the buildings in front
    of
                the Allied base and garrison all of them with Conscripts. Now
    start
                moving into the Allied base and destroy everything. Use your V3s
    to
                take out Pillboxes and have your Engineers capture whatever you
                want. Get the Allied Barracks first, then start making Flak
                Troopers, lots of them! You can also capture the War Factory and
                make some IFVs. NOTE: Just remember to make your captured
    structures
                your Primary buildings so your units will come out of that
    building.
    
                Tip: If you captured the Allied War Factory, you can make IFVs
    and
                place Tesla Troopers inside them. This will get you a vehicle
    that
                fires the Tesla weapon!
                Capture or destroy everything basically. DO NOT TOUCH THE
    ALLIED
                BATTLE LAB yet!  Very Important...
                Before you capture the Battle Lab, garrison all the buildings
    inside
                the Allied base, or what use to be the base =) Now go ahead and
                capture the Battle Lab. It will change into a Psychic Beacon.
    You
                must protect this until it deploys! The Allies will hit you with
                everything they have. Now you see the reason for garrisoning all
    the
                buildings your were told to earlier. I sure hope you listened!
    Once
                the Psychic Beacon deploys, you will receive reinforcements of
                PSI-Troopers via para-drop. Use them to mind control enemy
    vehicles
                that get too close to the Psychic Beacon. If you garrisoned all
    the
                buildings around the Beacon as you were told to, you should have
    no
                trouble handling the Allied attacks. You should also have Flak
                Troopers and Flak Tracks near the Beacon to shoot at incoming
    Allied
                planes dropping Allied paratroopers near the Beacon.
                Don't worry about any other battles going on. Your main concern
    is
                to protect the Psychic Beacon. That's it. You can also repair
    the
                Psychic Beacon if it becomes damaged. Use your Engineers. Just
    keep
                some near the Beacon. You may need them.
                Done Deal: Once the Beacon is fully charged up, it deploys and
    all
                the enemy troops fall under your control. The mission is over!
    
                Mission 4: Home Front, Vladivostok
                Despite your success in America, there is trouble on the home
    front.
                The Koreans have sided with the Americans, and is sending a Navy
                fleet to Vladivostok. You must destroy this fleet and save
    Mother
                Russia!
                Objectives: Establish a base, defend Mother Russia, destroy all
                Allied forces.
                Getting started: You start with a Construction Yard, a Naval
    yard,
                and one Typhoon Sub. You need to start building quickly. The
    Korean
                fleet will be arriving in 10 minutes! You will see the timer
                activated. Make additional subs (5) right away. Also build Tesla
                Reactors, an Ore Refinery (have your War Miner go north to the
    field
                of gems there), and get some Flak Cannons up fast. The Koreans
    will
                attack you constantly with planes from their Aircraft Carriers.
                Place the Flak Cannons near important buildings such as your CY
    and
                Power. When you get enough funds, build a second War Miner. Your
                going to need the money. You'll also need a Service Depot to
    repair
                your damaged tanks, etc.
                Once the timer gets down to a few minutes, move your subs east
    so
                they will be in position to strike the Allied transports. You
    should
                also build tanks and place them in the north to protect your War
                Miners working in the fields there. The Allies will be attacking
                that area frequently. You also need to have Flak Tracks and Flak
                Troopers in the north end of your base for defense. Allied
                Rocketeers will attack you in this area. Use the Flak defenses
    to
                protect your tanks which are protecting your War Miners. Get the
                picture?
                Now take a Flak Track and explore the entire map, concentrating
                mainly on the shoreline. You won't find much in the west and
    south
                parts of the map. In the east you will find the Allied base. You
                should try to uncover at least the edges of this base with your
    Flak
                Track. You should also take your Typhoon Subs and head to the
    Allied
                base. Take out the Naval Yard and any Allied ships there.
                Tip: If you can capture an Air Force Command with one of your
                Engineers, you can use the Harrier Jets to help you complete the
                mission. You can also use your Engineer to capture any of the
                buildings in the base. It's much faster than using the tanks to
                destroy them. Just place them in Flak Tracks for protection and
                drive em right into the Allied base. Also, don't forget to use
    your
                Sea Scorpions to shell enemy infantry along the shore.
                Final Attack: Time to end this battle. Once you have enough
    funds,
                build 10 tanks, a couple Flak Tracks, and some V3 Rockets. Send
    them
                along the southern beach. Push your way into the Allied base and
    hit
                whatever you can. Keep cranking out units and send them to the
                Allied base. Keep the pressure on. If Allied resistance gets to
                heavy for you, pull out your forces and regroup. You don't have
    to
                destroy it in one big attack. Just chip away until you weaken
    them.
                The most important things to target is the Construction Yard,
    the
                Refineries, and the Chrono Miners. If you disrupt their ability
    to
                produce units, they will soon fall.
                Once you destroy the Construction Yard and stop the flow of
    money
    to
                the Allies, this battle should end very fast. Just keep on
    attacking
                and victory will be yours.
    
                Mission 5: City of Lights, Paris
                This mission finds you in France. As a demonstration of your
    power,
                you'll turn the Paris Tower into a Giant Tesla Coil. The French
    will
                do what they can to stop you from doing this. Expect very heavy
                resistance from the French people.
                Objectives: Get your Tesla Troopers to the Paris Tower.
                You won't be able to build a base in this mission. What you
    start
                with is a Barracks and a Tesla Coil. You also have several
                Conscripts, some Engineers, four Tesla Troopers, and two Crazy
                Ivans. You have no ore to mine either. Unless you can find some
                additional money, you are limited to the $2,500 you start with.
                There is however one source of income, but you'll need to do a
                little work to get it.
                Where's da money? First, take your Conscripts and head them
    west.
                What your going to do is garrison buildings, but not to hold
    them.
                What you do is garrison a building, use it to eliminate any
    Allies
                in the area, and then move on to the next building. Don't try to
                confront the enemy troops without garrisoning. You can't afford
    to
                lose many of your troops since your funds are limited with this
                mission. Keep heading west until you find the Tech Derrick. This
    is
                your source of money. Have an Engineer capture it, then have
                Conscripts garrison the buildings around the Tech Derrick to
    protect
                it. Also garrison the buildings around your small base for
                protection. It may take awhile since the money comes in slow.
    But
                you'll eventually have the buildings full with Conscripts. Keep
                making Conscripts throughout the entire mission. You'll need
    them.
                Heading north: Once your have the Tech Derrick and your base
    fully
                protected with garrisoned Conscripts, take six Conscripts to the
                north and do the same thing you did with the buildings to the
    west.
                Garrison a building, shoot what you can hit, then move on to the
                next building. This takes time, but it protects your Conscripts.
    As
                your working your way up north toward the Paris Tower, leave a
    few
                Conscripts in some of the buildings for added defense.
                The Paris Tower: At the northern end of the map you will see the
                Paris Tower. It is heavily guarded with Pillboxes and GIs, and
    also
                some tanks and IFVs. Get as many Conscripts as you can. The idea
    is
                to garrison as many buildings as you can and target all the
    Allied
                units from the garrisoned buildings. Don't try to fight them
    outside
                the buildings. You won't last long. If the Allies destroy one of
    the
                buildings you are garrisoned in, simply go to the next one. Keep
                doing this and you will soon win this battle. About this time
    you
                will be receiving reinforcements by Amphibious transport. You'll
    get
                6 Tesla Troopers. Keep them where they appear and keep cranking
    out
                Conscripts when you can. You need to hit the Allies from both
    sides
                to take the Paris Tower and to prevent the Allies from taking it
                after it's yours. So keep garrisoning all the buildings you can.
                Now move a large force of Conscripts up the road next to the
    water
                and assault the Allies west of the Tower. You'll lose a lot of
    your
                Conscripts here, but keep reinforcing them with new Conscripts.
                Eventually you win out and the Paris Tower will be under your
                control. As soon as you take the Paris Tower the Allies will
    start
                to attack it. Hit what you can from the buildings you have
                garrisoned. The deploy your troops and destroy the remaining
    Allied
                GIs and tanks. When the last GI and Allied tanks are destroyed,
    move
                in your transport that is carrying the Tesla Troopers, and place
                them around the Paris Tower. It will then charge-up and destroy
    all
                remaining allied units.
                The mission is over and Paris is yours!
    
                Mission 6: Sub-Divide, Pearl Harbor
                This mission takes place on a huge map. Larger than any of the
                missions so far. You start with a small force of a few men and a
                couple ships. This mission centers around your Navy this time,
    but
                don't forget about the power of your ground forces either.
                Objectives: Destroy the Allied Pacific Navy fleet.
                Getting started: Deploy your MCV and start building up your base
    a
                you normally would. by now you should know what needs to be
    built.
                Make sure to construct both air and ground defenses for
    defending
                your base. You'll be given a countdown for the arrival of the
    Allied
                (Korean) navy fleet. You'll need to explore the island your on.
                Also, build lots of Conscripts and garrison them in every
    building
                you can find. This is important you do this. Also build some
    tanks,
                Tesla Troopers, and some Tesla Coils. Build some Flak Tracks and
                send them to the southern edge of the island. Build a Naval yard
    and
                make a couple Typhoon Subs to start with. You'll also need a
    Radar
                Tower so you can build Sea Scorpions to protect your Typhoon
    Subs.
                Go ahead and make some of them now. When your reinforcements
    arrive
                from the north, move all your ships to the northwestern edge of
    your
                island. The Allied fleet will arrive here shortly.
                Tip: Sea Scorpions are great at destroying small planes that are
                launched from Allied Destroyers. Use these to protect your
    Typhoon
                Subs.
                Battle at sea: When the Allied (Korean) Navy Fleet arrives, hit
    them
                with your ships as much as you can. Keep cranking out more Subs
    and
                Sea Scorpions to replace the ones you'll be losing during this
                battle on the sea. You do want to concentrate most of your fire
                power on the Allied Aircraft Carriers. The Allied (Korean) Fleet
                will soon leave. When they do leave, take your navy to the south
    and
                wait in the area just south of your main island. The Korean
    Fleet
                will be meeting up with the Americans so they can attack your
    base
                in force, moving along your southern shore. You might try
    placing
                some V3 Rockets along the southern shore. Remember the Flak
    Tracks
                you were told earlier to send to the south? They will come in
    handy
                now.
                It takes some effort to eliminate the Korean ships. But
    eventually
                you will. Now lets do something else. Load up an Engineer and 11
                Conscripts in a transport and send them all the way to the
                southwestern corner of the map. Protect the transport with
    several
                Sea Scorpions and subs. Now deploy the men on the small piece of
                land and capture the airfield. This will give you paratroopers
    for
                the rest of the mission. Build some Flak Cannons to protect this
                area. Now move your Conscripts around this area and you will
    find
                four crates that contain money.
                Time to move: It's now time to start moving on the main Allied
                Island. Drop paratroopers on the eastern section of the main
    island
                and send a bunch of Conscripts to the island with your
    transports.
                Start garrisoning buildings with your Conscripts. Your also
    looking
                for a large group of offices and hotels. Garrison these hotels
    with
                all the Conscripts they will hold. Just keep shuttling men with
    your
                transports until you have enough to fill up all the buildings
    and
                hotels. If you explore around this area, you will discover an
    Allied
                Ore Refinery. Send over an Engineer in your transport to capture
    the
                Refinery. Once you take the Refinery, build a Tesla Coil and a
                Barracks near it. Make this Barracks your Primary building
    (double
                click on it). Make more Conscripts and keep exploring to the
    north
                and west. You'll find a small cove that holds one of two Allied
                Naval Yards. Build Tesla Reactors and Tesla Coils to reach to
    the
                naval yard and destroy it and any ships it produces.
                Time to clean up: Now take a bunch (10) Typhoon Subs and explore
    the
                coast of the large island. You will find a narrow inlet with
    Prism
                Towers. The Prism Tower can't hit your Typhoon subs as long as
    they
                stay underwater. Go ahead and take your subs through this cove
    and
                eliminate all ships and the Naval Yard here. Remember to target
                Destroyers first since they are the most dangerous for you. Keep
                sending in more subs as you need them until everything is
    destroyed.
    
                NOTE: Don't worry about the Coast Guard ships patrolling the
    western
                part of the seas. They do not have to be destroyed to complete
    the
                mission. But you can if you want to =)
                Once you destroy all the ships in this cove and any new Naval
    Yards
                the Allies may build, the mission ends.
    
                Mission 7: Chrono Defense, Ural Mountains
                The Allies are after your Battle Lab in this mission. You must
                protect it at all costs. The Allies have Chrono technology
    available
                to them and can place troops anywhere inside your base. You must
    be
                prepared for attacks from anywhere. If you keep your wits about
    you,
                you'll be ok. Just don't lose your head =) Good Luck Commander!
                Objectives: Protect your Battle Lab.
                Let's get started: Start building up your base as normal. But do
    it
                quickly. The Allies will be attacking soon. Make sure to cover
    your
                entire base with defenses, including Conscripts, Flak Tracks,
    and
                tanks. Also use attack dogs with this mission. The Allies will
    be
                using Spies in this mission and the dogs are the only way to
    spot
                them. Also, since Spies like to target your Tesla Reactors, post
                some dogs around them. Don't worry about exploring the map just
    yet.
                Concentrate on building up your base and forces. And the more
                technology you develop the better. Get whatever is available in
    this
                mission. You should also build four Apoc Tanks and place them at
    the
                openings (choke points) leading to your base. Don't build
    anymore
                Apocs than that since they are so expensive. Defend these
    opening
                with Flak Cannons and whatever else you have too. Never stop
                building defenses. Your going to need all you can make.
                Note: The Allies will be sending in Snipers to take out your
    men.
                When you get the chance, explore around your base so you can
    spot
                the Snipers. Also, as the mission progresses, the Allied attacks
                grow larger and more difficult to handle. They also send in
                Rocketeers. Use your Flak Tracks, etc. to defend against them.
    Air
                defense is important in this mission.
                Here's a good Tip: If you take out the Propaganda Truck the
    entire
                map will be revealed to you. You will find the Truck in the town
                west of your base driving around the outskirts of the town. It
                contains a power-up crate and Spy Satellite maps of the area.
                Take the Money: If you continue to explore the map, you'll find
    an
                Outpost and three Tech Derricks. Build four Engineers and put
    them
                in a Flak Track. Send them to this spot and capture the Outpost
    and
                Tech Derricks. Send along 3 Rhino Tanks, 2 Flak Tracks, and an
                Apocalypse Tank for protection. When you capture the Outpost,
    you'll
                be reinforced by a group of Flak Troopers. Now build two Tesla
    Coils
                and a Flak Cannon to help defend this area. Now you've got
    another
                source of income, plus the Allies will start attacking you here,
                taking some pressure off your main base and giving you a bit of
    a
                break. You can use the captured Outpost to repair your damaged
                vehicles between battles.
                Tip: At some point during the mission a group of trucks moves
    from
                the north to the small base in the south. Each truck is carrying
    a
                crate. If you can get to these trucks and destroy them the
    crates
                are yours for the taking.
                The Allied Prism Tanks are tough to deal with. You don't want
    them
                to get within range of your Battle Lab. Massing fire power
    against
                them is one way to take them out, but you'll lose a lot of
    units.
                The Apocalypse Tank is a good unit to use for this task. Two of
    them
                can handle an entire squad of Prism Tanks.
                Final Allied Attack: On the sixth and final attack by the
    Allies,
                they hit you with everything they have and from all sides.
    First,
                don't panic. Take care of the Allied Spies and Engineers before
    you
                do anything else. Once you have eliminated that threat,
    concentrate
                on defending your Battle Lab. Just make sure it has plenty of
    air
                defenses around it. It may be a good idea to build a wall around
    it
                too.
                Keep your Battle Lab intact after this final attack. The mission
    is
    	      over.
    
                Mission 8: Desecration, Washington D.C.
                Former Soviet General Vladimir, who has been accused of killing
                Soviet Premier Romanov by Yuri, is hiding out in the White House
    in
                Washington, D.C.  Your mission is to capture the White House and
                dispose of General Vladimir. It's Soviet against Soviet in this
                mission.
                Objectives: Capture the White House with an Engineer.
                In the beginning: This mission starts out a bit hard at first,
    but
                you should be ok once you get things rolling. Start out by
    deploying
                your MCV immediately. You also get Desolators to start off this
                mission. The Desolator fires a radiation weapon that is
    effective
    on
                light vehicles and infantry. And when the Desolator deploys he
                creates a large area of radioactivity that obliterates any
    infantry
                unlucky enough to be caught in his radius. You also get some
                Conscripts and Apocalypse Tanks.
                As you get started building your base, send one of the
    Desolators
                just north of your base, another to the southwest, and the other
    two
                to the northeast. Move all your Conscripts to the northeast
    also,
                and garrison them in the bunker and tents there. Also, enemy
                Conscripts under General Vladimir's control drop in at the start
    of
                the mission. You can see the shadows of the Paratroopers as the
                descend. Place a Desolator directly under these shadows and
    deploy
                him. He'll kill these enemy Conscripts as soon as they land.
    This
                will happen three times. The first is just north of your base,
    the
                second to the southwest, and the third, the largest drop of
                Paratroopers, near the tents. But if you moved your Desolators
    where
                you were instructed to in the beginning of this mission, you
    will
                have no problems handling this attack.
                Time to build: With this early attack out of the way, start
    building
                up your base quickly. By now you should no what to build without
                being told. Always build to defend against both air and ground
                attacks. And build a good mix of units for both offense and
    defense.
                In this mission in particular, build a few more War Miners (4),
    so
                you can gather lots of money in a short time. Now lets build
    some
                Apocalypse Tanks and some V3s and have some fun in this mission!
                NOTE: Watch your ore field east of your base. When it runs out
    your
                War Miners will wander into enemy territory looking for more ore
    and
                be destroyed. So when this ore filed runs out, take your War
    Miners
                and park them in your base. Now take a group of Conscripts and
    head
                north until they find the Lincoln Memorial. Have them destroy
    this,
                then pick up the crate that appears. The crate contains $8,000.
    That
                will buy you a few more Apocalypse Tanks.
                When you have your Apoc tanks and V3s built and ready to go,
    take
                them to the large ore field in the southeast. Use your Apoc
    tanks
    to
                destroy the enemy War Miners you find there. Explore the enemy
    base
                near the ore field. Use your V3s to take out the Tesla Coils and
                your Apocs for other structures. Leave a couple Apoc Tanks in
    the
                ore field and go ahead and start mining the ore here. Then take
                three Apoc Tanks and a couple V3s and head to the small base
    west
    of
                the ore field. Use the V3's on the Tesla Coils and the Apoc
    Tanks
    on
                everything else. Keep pushing eastward taking out structures
    along
                the way. Use your V3s on any dangerous structures like Tesla
    Coils.
                The final push: In the southwest you'll find a pair of destroyed
                bridges. One of these bridges can be repaired however. Use an
                Engineer, repair the bridge, and send over some Apoc Tanks.
    You'll
                find a few enemies here, six trucks, and the Jefferson Memorial.
                Destroy everything. What you get in return is crates with cash,
                power-ups, a Tesla Tank, and a War Miner. Not bad, eh? Ok, lets
    end
                this thing. Pump out a bunch of Tesla Troopers and Conscripts.
    Have
                them follow your Apoc Tanks east towards the White House.
    Destroy
                all resistance as you go using your tanks, Tesla Troopers, and
                Conscripts.
                Once you get an Engineer inside the White House, the mission
    ends.
    
                Mission 9: The Fox & the Hound, San Antonio, Texas
                In this mission you will attempt to take control of the
    President
    of
                the United States using PSI-Corp Troopers. This mission takes
    place
                around one of the most famous Texas landmarks, the Alamo.
                Objectives: Destroy Allied forces and capture the President with
    a
                PSI-Corp Trooper.
                At the start: This mission begins with a massive airdrop of
    Soviet
                Conscripts around the Alamo. But they are slaughtered by Prism
                Towers and Navy SEALs guarding the Alamo. But this is only a
                diversion tactic used so a pair of Yuri units can also be
    dropped
    in
                the area a few blocks away from the Alamo. The Conscripts were
                sacrificed for the Soviet cause. May they rest in peace.
                One of the PSI Troopers captures an IFV. Go ahead and move it to
                your two PSI units and put one of them in it. Now head north to
    the
                small Allied base. The PSI Trooper that is walking should
                mind-control one of the two GIs you run into. The
    mind-controlled
    GI
                will start to shoot at the other one. If your mind-controlled GI
                gets killed, just use your IFV to kill the other GI. Now mind
                control one of the Engineers in the base. Take over the Barracks
                with him. Now take the other Engineer and take over the Battle
    Lab
                with that one. This allows you to build Spies, which will be
    useful
                to you later in the mission. If you run out of money, you can
    always
                sell the Battle Lab for additional cash. At least for now you
    can
                produce some units. Go ahead and make a couple Engineers and a
    large
                group of GIs (20).  You will be using 2 10-man GI teams to
                accomplish a few goals.
                Make your move: Start moving your GIs throughout the map,
                garrisoning buildings and taking out the enemy resistance. Just
    keep
                doing this to whittle down the opposing forces in the area. Pay
                attention to the attack dogs and the GIs walking around the
    outside
                of the Alamo. Take them out if you can. next, take the PSI
    Trooper
                that is in the IFV and move him to the northwest corner. Here
    you'll
                find another small Allied base. In that base is a Sniper, a
    tank,
                several GIs, a NightHawk Helicopter, a Power Plant, and a Tech
                Airport. First you mind control the Sniper and move him outside
    the
                base. Approach from the north side of the enemy base. Use your
    PSI
                Trooper to eliminate the GIs first. After the GIs are gone,
                mind-control the Grizzly Tank and destroy the Patriot Missile
    and
                the Pillboxes. Next move the tank away and mind-control the
    Sniper
                again. Now you can capture the enemy Airport with an Engineer,
    and
                you still have the Sniper you can use against the Enemy SEALs
    back
                at the Alamo!
                Now take your PSI Trooper and control the tank. Blast a hole in
    the
                wall with it. Move the tank up and destroy as many GIs as you
    can
                with the tank. Send in a team of GIs to mop up this area. Just
    stay
                behind the walls so the Pillboxes don't get you. Destroy the
    Power
                Plant and have an Engineer capture the airfield. By capturing
    the
                Tech Airfield, you can now make paratroopers, which you will be
                dropping around the Alamo.
                On to the Alamo: The Alamo is very heavily fortified. Each
    entrance
                has dogs, SEALs, and Prism Towers. Take some Conscripts and
    garrison
                some of the buildings outside the Alamo in case the Allies
    decide
    to
                come outside. Have one of your PSI Troopers move into the area
                around the Alamo, staying more to the west. Now take the PSI
    Trooper
                that has the IFV and blast a hole into the back wall near where
    the
                Allied Power Plants are located. If your IFV is destroyed, just
                mind-control one of the tanks in the area and take out the Power
                Plants. You must take out two Power Plants so the Prism Towers
    will
                be deactivated. You can also drop some Conscript Paratroopers
    into
                the compound on the south end of the screen. Have them destroy
    the
                six trucks located here and get all the crates that appear.
    You'll
                get a pile of cash from these crates. Use them to make more GIs
    from
                your captured Barracks.
                The Navy SEALs are a bit tough to deal with. Fortunately, your
    PSI
                Troopers can mind-control them out of their range of fire. So
    what
                you do is mind-control the SEALs and turn them on each other to
                clear out the area. Keep destroying buildings in this area. Take
    out
                all the Power Plants first. Once all this is done, It's time to
    get
                the President.
                Move in with one of you PSI Troopers and mind-control the SEAL
                guarding the President. Use this unit to clean up the remaining
                Allies and buildings. The move the captured SEAL away to a
    different
                location near one of the buildings you have garrisoned. That way
                when you release him, your garrisoned infantry will take him
    out.
                All that's left to do is have the PSI Trooper capture the
    President
                and your mission is over.
    
                Mission 10: Weathered Alliance, US Virgin Islands
                In a last desperate attempt to stop the onslaught of the mighty
                Soviet machine, the Allies have developed new technology that
    could
                turn the tides of the war. You must stop this new technology
    from
                being use on the Soviet Army.
                Objectives: Your task in this mission is to capture the American
                Battle Lab and destroy the Weather Control Device.
                Let's get started: When your mission starts you find you have
    very
                little room to build a base, and just a few units to start with.
    On
                the other hand the Allies already have a huge presence in this
    area
                with a large Navy. You will have to work fast to get up to
    speed.
    A
                pair of transports arrive at the start of the mission with some
                Conscripts, an MCV, and a couple of tanks. Move your MCV near
    the
                northern edge of the island near the ore field and deploy it.
    start
                building your base and get a Naval Yard up as soon as possible.
    Move
                one of your starting ships south right away and find the
    Dreadnought
                located there. Now you have a good start on your Navy. Keep
    cranking
                out ships and Typhoon Subs. You'll also need to make a Battle
    Lab
    so
                you can create Dreadnoughts.
                On the southern end of the island you have a small base already
                started for you, which includes a Tesla Reactor and a Radar
    Tower.
                Get some Conscripts and Flak ?Troopers there right away, and put
    up
                some Flak Cannons for additional protection. Then for now, keep
                building up your main base and your navy. You need lots of ships
    and
                subs.
                Next, send a ship east from your island and explore the area
    here.
                You'll find a small Island covered with Gems and a Tech Outpost.
                Capture this outpost with an Engineer and build another refinery
    off
                the Outpost. You'll need this ore field because you will run out
    of
                ore to harvest soon back at your main base area. But this ore
    field
                will supply you for the rest of the mission.
                Time for the hunt: Move your Sea Scorpions and Subs north from
    this
                small island. You'll find the Allies Naval Yards there. You need
    to
                destroy both of these Naval Yards and the ships they produce.
    The
                Typhoon Sub is perfect for this job. Use your Sea Scorpions to
                protect your subs from Allied Destroyers. Once the naval Yards
    are
                destroyed, move in some Dreadnoughts to take care of anything
    they
                can reach on the shore. This will take a bit of time, but make
    sure
                you take everything out you can reach with your Dreadnoughts.
                NOTE: While your pounding the Allies with your Dreadnoughts,
    they
                are sending in SEALs to blow up your Dreadnoughts. Your Sea
                Scorpions can handle the SEALs who try to destroy your
    Dreadnought
                fleets. Just make sure you have enough of them to properly guard
    the
                Dreadnoughts. Allied Rocketeers may also move in against your
                Dreadnought. Again, the Sea Scorpions can handle them as well.
                Tip: You won't be able to see every structure you can target
    with
                your Dreadnoughts due to the shroud covering the island the
    Allied
                base is on. To solve this problem, force fire on the ground you
    can
                see near the shroud. Then when enemy Patriot Missiles target
    your
                missiles, they appear to you briefly. Just target them before
    the
                shroud covers over them.
                When your done destroying all you can on this section of the
    island,
                head over to the western half of the island and do the same
    thing
                all over again. You can also send over your Apocalypse Tanks to
                assist in the destruction. Explore around the entire island.
    You'll
                find a large allied base to the west. Leave a couple defenseless
                structures around the Battle Lab like the Air Force Command.
                DO NOT DESTROY THE BATTLE LAB!
                Now move a few Engineers near the area of the Battle Lab. Take
    over
                the Battle Lab with an Engineer. Also any of the building you
    left
                standing. As soon as you do, the shroud is revealed in the
    northwest
                corner of the map, and your instructed to build a Nuclear
    Missile
                Silo and use it to destroy the Weather Control Device. At the
    same
                time the remaining ships from the American fleet sail in from
    the
                western edge of the map and attack your navy. And the Allies
    send
    a
                Weather Storm over your Nuclear Plant. Put a refinery down and
    start
                mining on this huge island.
                Act fast: You can build a Nuclear Silo if you want to, but it
    costs
                5,000 to build, and it takes 10 min. before its ready to fire.
    By
                then the Allies will launch another attack from their Weather
                Control Device. So forget about building a Nuclear Silo.
                Here's what to do: Use whatever money you have to build ships.
                Gather up you fleet and send them up the western side of the
    map.
                You find that the Allies have a huge base along the edge of the
                island that covers the northern section of the map. It has many
                Power Plants with Patriot Missiles, and lots of Prism Towers.
    Now
                use your Navy and take out all the Patriot sites first, then the
                Prism Towers. You need to take out the Prism Tower on both sides
    of
                the inlet that leads to the third Allied Naval Base. Destroy the
                Naval Yard too. Keep moving your Dreadnoughts in towards the
    shore.
                You can hit the Weather Control Device from your ships.
                Your mission ends when the Device is destroyed.
    
                Mission 11: Red Revolution, Moscow
                The plot: In this mission your asked to return to Moscow so Yuri
    can
                thank you personally for your recent victories. But you notice
                there's something sinister about the way Yuri appears. Your
                suspicions prove correct when your assistant tells you that
    you've
                received a video tape. The tape contains film of Romanov telling
    you
                that Yuri is controlling his mind, and if he dies, Yuri is to
    blame.
                So it now appears that even General Vladimir may have been an
                innocent victim of Yuri's demented mind. Yuri is waiting for you
    in
                the Kremlin.
                Objectives: Your task is to destroy the Kremlin, with Yuri still
    in
                it.
                You start this mission with a horde of Conscripts, some Kirov
                Airships, a Construction Yard, and a couple vehicles. Go ahead
    and
                build all your normal structures. Concentrate on placing Flak
                Cannons in the east and northwest while your building up your
                forces. Start exploring the area with your Conscripts. Head them
                north and garrison the houses you find there. Do the same east
    of
                your base. Capture any Tech structures you find in these areas
    and
                protect them. Keep cranking out Conscripts and use them to
    garrison
                all the neutral buildings you can get to.
                You will be attacked from both the east and the north. That's
    why
                you were told to garrison buildings in these areas. You should
    also
                concentrate on making some Apocalypse Tanks. They can chew up
    enemy
                units quickly. You also need Tesla Coils (6), and place them in
                front of your base. Build a Battle Lab and then build a Nuclear
                Reactor to power the Coils instead of a bunch of Tesla Reactors.
                Note: Throughout the mission you will be receiving
    reinforcements.
                Trouble: Your biggest concern in this mission is the PSI-Corp
                Trooper units. The problem is you can't build Yuris (PSIs) of
    your
                own in this mission. The best way to defend against them if they
    get
                past your troops you have garrisoned in the buildings is Attack
                Dogs. Make groups of Attack Dogs, and whenever you see these PSI
                Troopers moving towards your base, send the dogs after them.
                Get the POWER: The Kremlin is a long way from your starting
    spot,
                and the passes leading to the Kremlin are very heavily guarded.
    Time
                to pull out all the stops. Make a fortified area in your base.
    Place
                lots of Flak Cannons and Apoc Tanks here, and then build a
    Nuclear
                Missile silo and place it in your fortified area.  Build about a
                dozen Flak Tracks and more Flak Cannons. Place the Cannons on
    either
                side of your base. Make more Apoc Tanks and place them with your
                Flak Cannons.
                Once you place the Nuke Silo a PSI-Corp Trooper will pop in and
    ask
                you if you are really planning on using a nuclear weapon inside
                Mother Russia. You are of course, but that's not what the PSI
    wanted
                to hear. He retaliates by sending in Kirov Airships from the
    north
                and northeast. Now you see why you need all those Flak weapons
    and
                Apoc Tanks. Just keep building Flak Tracks and placing them
    where
                the Kirovs are coming from. This should take care of them and
    keep
                them from destroying your Nuke Silo.
                Launch the Nuke: When your Nuke is ready to fire, drop that
    sucker
                right on top of the Kremlin! It will take out the Kremlin and
    Yuri
                in one single massive blow. The traitor Yuri is dead and the
    Soviet
                military is yours to control. Congrats Comrade Commander.
    
                Mission 12: Polar Storm, Point Hope, Alaska
                Last mission Commander!
                You have one more obstacle in your way before you can lay claim
    to
                world domination, and that is the American base located in
    Alaska.
                The Americans also have the Chronosphere which allows them to
                transport units anywhere they need to in a flash. You will have
    to
                fight hard to earn this victory Comrade.
                Objective: Destroy the Allied Chronosphere and Victory is yours!
                Let's get started: Your mission starts with a small base already
    set
                up for you with a CY, Radar, Tesla Reactor, and Barracks. Build
    a
                Refinery right away and make 5 Flak Troopers. Put these in the
                middle of your island. Keep building up your base as usual, but
                don't worry about Tesla Coils or Sentry Guns yet. Don't build a
                Naval Yard yet. And don't build a second War Miner. One is all
                you'll need. A few Flak Cannons should be built too.  Now create
                some Rhino Tanks (5). Also build a Battle Lab. As soon as you
    have
                the Battle Lab in place, start making a force of Kirov Airships.
                The Allied Attacks: Now while all this building is going on,
    you'll
                start being attacked by waves of Allied Troops. Groups of
    Rocketeers
                will appear over the island moving in from the west. Your Flak
                Troopers and Flak Cannons should be able to handle this attack
                easily if you have enough built. Your main concern will be when
    the
                Allies use their Chronosphere and send groups of vehicles onto
    the
                island. There are five different waves of Chrono attacks total.
                First Attack: The first wave will be all Rocket IFVs. They show
    up
                in the ore field to the northeast. Your War Miner and the Rhino
                Tanks can take care of these. Once this attack is over, send
    your
                tanks to the western part of the island and wait.
                Second Attack: Six Grizzly tanks will be Chrono warped in this
    area
                for the Allies second attack. Your Rhino Tanks should be able to
    get
                most of them before they phase back in. Now move everything that
    has
                a weapon and move them to the south and wait.
                The third attack is a single transport loaded with SEALs. The
    best
                thing to do here is destroy the transport before it unloads the
                SEALs. If you can't get the transport before it unloads, your
    tanks
                will still be able to handle the SEALs. With that out of the
    way,
                move everything to the north.
                The fourth attack comes in from the water. It will be two
    Aircraft
                Carriers. The Flak Troopers, Flak Tracks, and the Flak Cannons
    will
                handle the Aircraft from the Carrier. You can use Kirov Airships
    to
                take out the Aircraft Carriers. Now move your tanks to the
    southeast
                corner.
                The fifth attack, and final Chrono attack is a group of tanks.
    Your
                Rhino Heavies should be able to handle this one easily.
                Build your army: You need 6 Kirovs. Then make a Naval Yard if
    you
                haven't already done so and build Sea Scorpions(6), and five
    each
    of
                Typhoon Subs and Dreadnoughts. When your ships are built, send
    one
                Kirov up the right edge of the map to the northeast corner. Now
    move
                in carefully and find the Tech Airport. At this airport you'll
    find
                Kirov Airships. Go ahead and take them with you and move them
    back
                to your base.
                Tip: You can use Sea Scorpions to guard your Kirovs while they
    are
                over the sea in case Allied Rocketeers try to attack them.
                Now take your Sea Scorpions and Subs and move west from the
    Naval
                Yard. There are about a dozen Allied ships and two Naval Yards.
    It's
                important that you destroy the Allied Navy. You need superiority
    of
                the seas to complete your mission. Move along the coast and take
    out
                all Navy ships with your Subs. Use your Sea Scorpions to protect
                your Subs. Once you have destroyed the Allied Navy its time to
    go
                after the Allied land positions.
                Pound the beaches: Use your Dreadnoughts to shell the beach.
    Take
                out everything you can see. Make sure you take out the Patriot
                Missiles first and then the Tesla Reactors. While your working
    on
                the Allied base, take your Kirovs to the southwest corner of the
                map. Keep them away from land. If you fly them over the Patriot
                Missiles in the area they will be destroyed. Now move your Navy
    to
                the southern tip of the island and start taking out all Allied
                structures here. Start with Prism Towers and Pillboxes that can
    hit
                your ships. Some of the shroud will cover the Allied structures.
    If
                you force fire with your Dreadnoughts near the shroud, the
    Patriot
                Missiles will fire at your Dreadnought missiles. When they do,
    they
                are revealed for a few seconds. Have your Dreadnoughts target
    them
                when you see them.
                When most of this area is destroyed, run your Kirovs up through
    this
                cove and move them mainly north, but bearing slightly east. Once
    you
                see a high concentration of walls, Pillboxes, and Prism Towers,
    move
                the Kirovs in on them. Keep your Dreadnoughts targeting any
    Patriot
                Missiles the Kirovs may have uncovered.
                Main Goal: You should have between six and ten Kirovs for this
    final
                assault. The more the merrier! Your after the Chronsphere
    located
    in
                the center of all those walls and defensive structures. There
    are
                some air defenses around the Chronoshphere, but not enough to
    take
                out all your Kirovs. Move in and destroy it.
                With the Chronosphere destroyed the mission ends, no matter how
    many
                units the Allies have left. The world is once again at peace.
                You are Victorious! Congratulations Comrade General
    
    
    
    
    
    
    
    
    
    --------------------------------------
    12. Special multiplayer strategies.
    \-----------------------------\
    12.1. Unholy Alliance Strategies.
    
    =========INTRODUCTION=========
    Okay, this is my favorite mode of play at the moment, because I can't play a
    lot online with my crappy modem, so I can't play the World Domination thing,
    and no cooperative mode (well that will change in January, when cable
    moves into my little village, YEAH BABY YEAH!!). Now you ask: How the
    hell are you able to play Unholy Alliance then? Well, for those of you who
    don't know, you can change the regular mode of play in a skirmish game.
    Here is how it goes:
    - Go to your Red Alert 2 directory, which should be c:\Westwood\RA2.
    - Find and open the ra2.ini file.
    - Get to the section [SKIRMISH] and the first thing you should see is
    GameMode=1.
    - To change this mode to Unholy Alliance, for me it was GameMode=4 (I
    read on a site it was 3, but that didn't work!).
    
    Good, now that we have set our skirmish mode, let's get down to play.
    First, for the people who never heard of Unholy Alliance, it is a standard
    battle scenario, where every player starts with an Allied and a Soviet MCV
    (the computer seems to get 3 MCVs, very weird!). This means that you can
    build everything of both sides, from the Allied Weather Storm, to the Soviet
    Apocalypse Tanks, it's all in there! Like it yet? Good. Let's get on with
    the
    killing!!
    PS: Just called the cable people, and they told me that I'll have to wait
    'till April!!!!!! What the f*ck is this. These f*ckin' people thing I have
    endless f*cking patience. Well, I f*ckin' don't!!!!
    
    =========CHOOSING YOUR SIDE=========
    Now don't think that because of Unholy Alliance, you also get units of both
    sides at the beginning of the match. Say that you choose for the Soviets,
    and
    the country of Russia, then you will start with both MCVs, and conscripts
    +some rhinos. That's it. No Grizzlies! What I love about this mode, is that
    matches can take a long time, and man, I have no LAG!!! duh? Okay, now
    let's see what is best to do when you have to choose sides.
    I know it goes against my judgement, but I would choose a Soviet country,
    just for the main reason that when you start against a lot of computer
    opponents, they have the annoying habit to rush you at the very start of the
    game. It's not a that big rush, but you can't counter it in most cases. The
    Allied tanks lack durability, and if you can distract the tanks long enough,
    you
    can recover. Let's get on to the main strategies/tips people!
    
    =========STRATEGIES TO BEAT THE AI=========
    Okay, there's no rooom for slowdown now. Set up your Construction Yard
    right now. Group all your units together, and watch out for any incoming
    assault. WARNING: Be sure NOT to provoke one, we don't want to lose the
    game at the beginning alright!
    Build an Allied Refinery, and a Soivet Barracks. Start cranking out Sentry
    Guns like a mad man. Build at least 8 of them. Build an Allied barracks and
    build pillboxes, let's say about 5 of them. Train GIs like you've never done
    before! (I hope the ore fields are close hehe) Build an Allied War Factory,
    for
    the simple reason that we'll need a lot of Chrono Miners. Okay, we should be
    able to withstand a small assault right now. The defensive structures will
    hold them busy, while the tanks and GIs will fry them! Build 2 IFVs and 2
    Tesla Troopers and place the troopers in the IFVs. BRAVO! You now have a
    Tesla Tank viriant. These will help you against any incoming tanks. Start a
    Soviet War Factory after you built at least 5-10 more miners. Don't mess up
    on the miner thing, if you run out of cash in the heat of an assault, you'll
    know what it feels like to stink! Once you have a War Factory, start the
    production... you know what production. What did you say? NO????? Ever
    heard of Rhino Heavy Tanks? Well, build at least 15 more tanks. Start
    building an Air Force Command or a Radar Tower, it's your choice, but right
    now, I'd go with the Air Force Command HQ. Build yourself 4 Harriers and
    go ahead and strike a building of the enemy, just to make him mad hehehe.
    If you were so brave to take the Americans, then you just have survived and
    done a great thing, cause those Paratroopers can help you a great deal out
    here. Every drop that you get should go to your own base, just for some
    cheap GIs. If you can garrison buildings close to your base, then do it. See
    if
    your harriers can't find an Oil Derrick or two. If you can find them, take
    an
    IFV with some Engineers and go ride them in. Take everything over and
    place some sentry guns around them. Build an Allied Battle Lab right now.
    Start by placing Prism Towers around the Oil Derricks. Oh yes, you heard
    me right, PRISM TOWERS. In this mode, everybody needs them, so it is
    vital that you don't just give them up to your oponent. Build an Allied
    Barracks there and train about 20-40 GIs and deploy them (setting up walls
    here is a good idea too.). Okay, I think it is time to see if there's some
    water
    here. I hope you can build there, if not, make sure you can. Once you have a
    Naval Shipyard of the Soviets, start cranking out Typhoon Subs and sea
    Scorpions as a defensive purpose. Build a few Dreadnoughts, and start
    bombarding the enemy base from the water if possible (this will help
    greatly,
    so do whatever you can to bombard them). Let the Sea Scorpions take care
    of any V3 Rockets that the enemy may fire at your ships (it is the wisest
    thing
    to do if you have no ships yourself hum). Try to stay out of range of its
    defenses for now. Back at your base, build an Allied Shipyard and place it
    now. Build an Aegis Cruiser. Let it move to the place of battle to help the
    Scorpions (if the enemy is doing the V3 thing). Build a handful of
    Destroyers
    and let them stand guard to ward of any enemy submarines that are lurking
    in the water (or use Dolphins). Build more Destroyers, until you have a
    sizable fleet. Start pshing forward, firing with your heavy Destroyer
    cannons,
    while building a few Carriers at your Naval Yard. Try to punch a hole in the
    enemy defenses right here. Destroy any Flak Cannons/Patriots that you can
    touch from here. Bring in the Carriers and fire away! Target key structures.
    Destroy all of his construction Yards first, then target the Service Depots
    and
    War Factory that he may have. Then the Refineries. Once you have
    weakened him to death, build a Kirov Airship and send it over and destroy
    anything that remains (have you noticed that it is very easy to make this
    thing elite? It's almost too easy!!). Once this base is out of comission,
    I'm
    sure there are multiple enemies, otherwise we shouldn't have been that
    hasty in building up our defenses! See if your Oil Derricks are being
    targeted
    if so, build more Prism Towers here. Build a Soivet Battle Lab, while your
    Allied Construction Yard builds an Ore Purifier. Once the Battle Lab is up,
    build about 5 Apocalypse Tanks to make any tanks that aproach your base
    scrap metal. If the enemy is attacking the Oil Derricks, roll them there
    imediately and take care of them right now (repair your Prism Towers often
    please). If you don't feel safe about the Derricks, place a soivet War
    Factory
    here and start cranking out Rhinos and Apocalypse Tanks here. Now it is
    time to build a heavy defense alright? Build Prism Towers and Tesla Coils
    as needed. Build a Nuclear Reactor, but place it in a safe place and set up
    walls around it, aswell as prism towers and tesla coils. Now build about 6
    Power Plants to make sure that whatever happens doesn't black out your
    base. Place some Patriot Missile Systems for any harm that could be done
    to you. Now it is time to build a Spy Satelite Uplink (unless you were so
    lucky
    to get a Map Reveal Crate), and see where the enemy is at its weakest. If he
    has a weak spot, criple him there. The first thing you should look for are
    bases without Guard dogs. If you see this, look to the IFV activity. He may
    have a trick up his sleeve. He can keep his dogs in the IFV, or a
    Helicopter.
    This way you won't know if he keeps them away from you. If you can't find
    any signs of them, send in a bunch of spies (sneak please) and get them
    into Battle Labs and War Factories first, then steal some money and get
    them into the Barracks or Radar, just to annoy them!! If you can succeed in
    this objective, then life will be much easier for you. Increase money flow
    right
    now, by building more miners. One thing I must tell you though, is to keep
    any Soviet Refineries at bay. The Allies can harvest much faster then the
    Soviets, and those miners tend to get themselves into trouble quicker then
    Chrono miners (by provocing a fight, while firing on an enemy). Now, it is
    time to build as many tanks as you can, preferably Apocalypse tanks,
    because they aren't so helpless as in the previous C&C games. You should
    get them veteran if you infiltrated your Spy in a soivet war Factory, which
    is
    an added bonus of ocurse. Now it is time for a first attack on your enemy.
    Roll all your tanks to your enemy's base. Keep all your Grizzly Tanks that
    you have, plus the GIs at your base, but send some attack dogs and Terror
    Drones with them, for quicker infantry and tank killing. If you can, do an
    Air
    Strike before your people move in.
    Now, we are going to do this strategically. Take the half of your Apocalypse
    Tanks and assign them to number 1. Do the same with your second half only
    for number 2. But the rest of your units (which should be the Rhinos +attack
    dogs and terror drones) on number 3. Once that is done, move. When you
    arrive at the enemy base. Let your first Apocalypse group all target the
    same
    defensive structure (it should go down in one strike of them all!). Remove
    all
    defenses that way, let the second group concentrate on power. Shut it off as
    fast as you can. The others should ward off any enemy units that assault
    you. If the enemy units brake through your guard, let the Apocalypse Tanks
    handle them now. Now, target production structures. Destroy them as you
    encounter them. Try to take the whole base out if you can. Once that is
    completed, role all your tanks back to your base and celebrate, as you're
    one
    step closer to victory. Now it is time to take a look at our present
    situation. If
    you have the knowledge of enemy super weapons, do anything to stop them.
    I'd say, head there with about 6 Demolition trucks (the Ivan +IFV trick
    hehe),
    which will be faster and harder to catch. You should at least hit it once,
    which
    should mean instant death for that facility, aswell as any infantry that is
    playing around (I just LOVE the sound that makes!!). Good, you have just
    removed the biggest threat to use at this point. Build a Lightning Storm and
    a
    Nuke Silo. If you remember TS, you know that an Ion Cannon strike and
    Drop Pods (Firestorm), worked together very well (I always confused the
    enemy/won the game with it). You could destroy any building to your liking
    with it! Now, we will do something even worse! Wait until all two Super
    Weapons are in place, while building an Iron curtain device, and a chrono
    Sphere. Let these charge aswell. Build some Power Plants again (about 6
    again), so that you can compensate for the used power that the super
    Weapons bring with them. Once your Nuke is ready, fire at will! Target the
    building you want dead for sure. At the same moment or shortly thereafter,
    launch your Lightning Storm at the enemy base. Garanteed destruction!
    Now, build all the Apocalypse tanks you can before your super weapons are
    ready. Once that is done, use the Iron Curtain on them and Chronoshift them
    into the enemy base. Destroy anything now, especially enemy structures
    remaining first. All those tanks will not be able to do anything to you for
    a
    few
    moments. It is vital that you imediately warp them to the most important
    structure the enemy still has, to garantee that this guy is surendering for
    sure
    (and my experience is that human oponents surender much faster than AI,
    which is very ligical ahem). This is the best trick you can do, it is called
    the
    Chrono Curtain. After that display of Superiority, let's move on to the
    others.
    You may have noticed that throughout this FAQ, I only handle one enemy at
    a time. This is because, handling two enemies, always gives them an
    advantage. Focus your attack on only one, except if you can pay that much
    for 2 Attack Forces.
    Now, for the last one. Start making a LOT of Prism Tanks. First, see where
    the enemy is exactly, and where his important things are. Target
    Construction Yard first, only then the super weapons he may have. Beware
    of the nasty trick of a good commander, to use the Iron Curtain on the
    structures you are attacking at that moment. This gives him vital time to
    regroup, but you should move on and destroy anything that isn't affected by
    this cowardous trick (oh well, always use it myself though). Okay, now that
    you have the reacon, you should be almost ready with your super weapons.
    Wait for a good number of Prism Tanks to be ready, Chrono Curtain them, to
    the most important buildings in the area, and mow down! Oh, and if you can
    manage it, train a Spy first, see if there are any dogs, see if there is any
    way
    you could bring him into a Tesla Reactor, and if so, Chrono Curtain your
    tanks right at THAT moment. This, will prevent the commander from using
    the Iron Curtain himself, as well as disabling heavy defenses (GREAT!!!).
    Now, after your Prism Tanks are back/destroyed, use the Lightning Missile
    (which means using a nuke +lightning storm combo). Now, you should still
    have some Apocalypse Tanks right? Roll them, together with all Rhino
    Tanks you have, to the enemy base and destroy anything that remained from
    your first assaults.
    Start mass production of Kirov Airships. You heard me right! KIROV
    AIRSHIPS!! Once that is ready (let's say we need about 15 or something!),
    bring them to any other enemy that is on the map, and wipe them off. If you
    want, you can ease the job by powering down the base by using a spy or a
    Super Weapons assault on his power plants (if he was so dumb to place
    them in a group hehe). Once that is done, you will have limited Flak/Patriot
    resistance. The only thing you will have to worry about, are the ground
    units
    that can fire on you, especially Rocketeers, as there is nothing, and I mean
    NOTHING that you can do to stop them. That is primarily why I use
    Rocketeers, I first thought they weren't too much of a help, because of
    their
    lame weapons, and fast dying rate (man what kind of thing is "dying rate"
    anyway). Well, even if you crash, it will give a nice explosion when it hits
    something hehehehehehehehehehehe!
    Try to destroy as much as possible here, now build MILLIONS (oh no just
    kidding) of Terror Drones, and move! Kill all units in the enemy's base,
    being
    it infantry or tanks. Destroy all miners that you can. Our mission here is
    to
    stop the enemy's economy. Once that is down, we just have to smash 'em
    into dust! Just one thing, if the enemy is so smart to use this trick
    against
    you, you should know that it is very handy to have a few Service Depots
    lying
    around. Let all your units fire on them, trying to destroy as many as you
    can,
    think this: They aren't strong but annoying. Annoyances can be removed
    easier than big threats. This isn't entirely true, it's just that Red Alert
    2
    also
    handles a lot about Psychological Warfare. If you can scare your enemy hard
    enough, he'll start doing stupid things. The same thing applies to you, keep
    that in mind please! If you can master Psychological Warfare, and you can
    actually use it on your enemy, then that's good for you. Man, I remember the
    old days, when I played the original C&C. In this game, you could have a
    "stealth" crate, which cloaked your unit permanently, it only decloaked when
    the unit performed a action that corresponded with "fire" or"unload/load".
    The cool thing was, that you could have a cloaked APC (the C&C version of
    the IFV). The main thing was, that if you had one, you could train Engineers
    and deliver them right in front of the building, without the enemy even
    knowing about it. Unloading your Engineers, which took only a split second,
    was the only thing that could decloak your APC. But since your Engineers
    were so close to their targets, it was very unlikely that they wouldn't make
    it.
    Once, I captured the enemy's Construction Yard, Refinery +harvester,
    Barracks, War Factory and Technology Center. The whole point of this thing
    is the following:
    Even if you DON'T have a cloaked APC, it always helps to make the enemy
    belive you have. Use a cloaking sound and type in the chat window "There
    goes my Stealth APC!!". GARANTEED FEAR!!!! It always works. This just
    works as an example to what you can do with Psychological Warfare. Cool
    huh!
    
    
    Countering a huge naval assault isn't easy. Since both sides have satisfying
    ships, you really have to be good and a little lucky here. First thing
    you'll
    want is a few Dolphins, to remove those Giant Squids if they turn mad!
    Secondly, train a Tanya, this is vital to your success. Now, build up a lot
    of
    Destroyers and a few Aegis Cruisers. Don't bother with the Sea Scorpions,
    build Typhoon Attack Subs instead, they are much better in my opinion. Start
    cranking out Carriers, because they are the best to take on ships in my
    opinion. Once you have a good "Carrier Battle Group", start building
    Dreadnoughts, but keep them behind your main fleet. We will use them to
    imediately counter the enemy's assault on you. However, don't do this if you
    see an enemy moving in for the kill, that's far too late. Try to do this as
    fast
    as possible, you don't know if the enemy is out there, but you're better
    prepared if you ask me. Also, even if you can't use them to attack your
    enemy, and to defend your Naval Yard, you can engage enemy units
    attacking your main base with them. Try to use Destroyers and Typhoon
    Subs, because the Carriers and Dreadnoughts tend to take out buildings and
    units of your own if you're not careful enough.
    Also, there's something very important to having a Cruiser. If the enemy has
    acces to Paratroopers, using an Airport or being America, the Cruiser will
    take out any annoying infantry that the enemies may send at you, and they
    will take them out pretty fast!
    
    
    
    
    
    
    12.2. Red Alert 2 DeeZire strategies.
    -------------------------------------
    =============INTRODUCTION=============
    I'm pretty sure that almost everybody that goes on the net to play some RA2
    has heard about something called Red alert 2 DeeZire. Yeah, now I
    remember,
    that mod that is one of the best of all mods. This mod doesn't really make
    new
    features or units, it digs them out of the Westwood files, as they were
    deleted from the schedule. There are a lot of good things to do, and there
    are
    a buttload of new maps to play on. You will NEVER get bored of RA2 this
    way.
    Here are the main features of the mod:
    - New units and structures to play with.
    - Tweaked units and structures, to make playing more balanced and
    sometimes
    more realistic.
    - Multiplayer Debug mode.
    - About 40 new maps to play on(!).
    - Some enabled music tracks and single player maps.
    - A bunch of multiplayer modes enabled in skirmish.
    - An upgraded command bar which lets you do a lot more than before.
    - Advanced crate rules, which will not only give you random units from
    previous C&C games, but also some enabled crates from previous games,
    like
    explosion or Napalm.
    
    These are the main things you can expect in your battles. I'll go a little
    further in the units/structures you can build. I'll also note the new
    paratrooper rules or new super weapons changes and all that crap. We'll see
    that when we get there.
    
    
    ==========UNITS==========
    
    ALLIED FORCES
    -------------
    German Spy
    ----------
    Country needed: Germany
    Description: This one is pretty cool. It brings back horrible memories of
    Tiberian Sun... This is mainly a vehicle thief. It can steal anything, even
    miners. If you are playing against the Soviets, it may be difficult to get
    away with their War Miners, but if you can, that's a good thing, you have an
    extra harvester! The cool thing is that you don't have to infiltrate
    buildings
    to use this guy, you can move to his front line and snatch some vehicles!
    The
    Soviets have a similar operative, so please don't just sit around with your
    vehicles everywhere. Be sure to have dogs everywhere. Or if you want to
    encourage himt o send a spy, place your dogs in IFVs, so that they don't
    know
    you have them, but your dogs can still detect them. See the tactical info at
    the end of the section for info on this unit.
    
    Stealth Bomber
    --------------
    Country needed: America
    Description: My ABSOLUTE favorite unit of all time! People who bother
    reading
    my FAQ will have noticed that I'm a huge Harrier user, that's because I'm
    deeply in love with these fast and powerful air planes. The Stealth Bomber
    is
    even faster, and even deadlier. It can do two strikes with its advanced
    Mavericks (actually, they are the elite versions of the Harrier mavericks),
    and they need a lot of flak to be brought down, that's because of their
    speed
    of course. You can defend against them, but it's not just: place a few flak
    cannons and a few troopers, and watch the planes fall out of the skies like
    flies when they are... well swatted! The main thing is that if you are
    American, you can only build the Stealth Bomber, not the Harrier, take note
    of
    that. For the rest, it has better strength too. If you are going to attack
    an
    enemy, I think the "Air Strike Without Warning" strategy for the Allies has
    gotten a big brother! This makes it a lethal attack weapon!
    Weapon: Elite Mavericks
    
    Phalanx Tank
    ------------
    Country needed: France
    Description: This is another cool gizmo to have around. It teleports around
    like a Chrono Legionaire or Chrono Commando, and it has dual missile
    launchers. This means that terror drones are no match for it, as it can
    escape
    them easily, and destroy them directly after. It is also an anti-air weapon,
    although I think if you want cheap anti-air, you may be better off with the
    IFV. I use these units a lot for unexpected assaults to weak portions of the
    enemy base. Be sure to check them out for yourself.
    Weapon: Dual missiles.
    
    Orca Attack Chopper
    -------------------
    Description: This ones from the old days. YOu need an Air Force Command
    HQ
    aswell as a captured Airport. These are choppers with somewhat powerful
    machinguns. They can destroy buildings in packs, but lonely, they aren't
    much
    of a threat to the enemy. Theya re nice to check out, but I don't think
    these
    are good enough to save the day. The only good use I've found for them is to
    destract the flak units while my Stealth Bombers made their runs. Like Cabal
    used to say in Tiberian Sun: "They are expendable."
    Weapon: Armor Piercing Chaingun (something like that)
    
    Mobile Gap Generator
    --------------------
    Country Needed: Korea
    Description: I don't use this a lot. Old Red Alert players should know what
    this is. It hides a bunch of units from enemy sight. If you want a few units
    to be shrouded to the enemy, so he doesn't know you have that particular
    unit,
    but I think it is needless to say it is quite useless for the rest.
    
    Mine Layer.
    -----------
    Country Needed: Germany
    Description: this is one of the units that was promised in the previews, but
    somehow didn't make it into the game. Fortunately, DeeZire gives them to
    us.
    These are self-explenatory, the only problems with them is that you can't
    reload them at your Service Depot or any other structure. Once the mines
    are
    expired, you'll have to build a new Mine Layer to replace the old one.
    That's
    pretty stupid don't you think? Anyway, that's about it. A good thing to do
    is
    to mine ore patches, mine the whole ore patch, so that the War Miners will
    be
    dead for sure.
    
    Field Medic.
    ------------
    Description: It was kind of weird, not having a medic in a C&C game, but
    with
    DeeZire, that all changes. This medic will heal all kinds of infantry. He
    has
    the voice of a civilian male (kind of weird). Be sure to train at least 2,
    so
    that they can heal fellow medics. These are essential if you have to kill
    off
    paratroopers with GIs, so that you can keep them healed. also, you
    SHOULD try
    to send a medic along with Tanyaor a bunch of SEALs, so that you can try
    and
    make their lifespan longer.
    
    Light Tank.
    -----------
    Country Needed: Great Britain
    Description: I love this unit! Just build about 10 to 15 of these, move them
    to the enemy ore field at full speed, and chip away at the War Miners there.
    The enemy will most likely send help, keep firing at the harvesters and
    concentrate your shells at one miner at a time. Try to destroy most of them.
    Once th reinforcements start firing, power up engines and speed back to
    your
    base. These tanks are incredibly fast, so hit & run tactics are very
    effective
    with these units. They are also good units to transport with the
    Chronosphere,
    to make the Hit & Run even sweeter. Just teleport them to a relatively weak
    part of the base, demolish light defenses, destroy any structures close
    enough, and break your way back out of the base. This works very well.
    These
    are also mentioned in the preview of Red Alert 2 by the way.
    Weapon: 90mm cannon
    
    Nimitz Aircraft Carrier.
    ------------------------
    Country Needed: America
    Description: This sounds good, now you'll be able to make your own realistic
    Carrier Battle Group. I may have a good tip for Westwood, and that is to
    allow
    you to give ships their unique names, which will make it even cooler, with
    your Nimitz, your Yorktown, your Kennedy and all that stuff. Anyways, where
    were we? Oh yes, the Nimitz Aircraft Carrier. I think this ship should've
    gotten it's own image, but since it's only an upgraded aircraft carrier...
    Its
    upgrades are: almost twice as strong, and it gets 4 F/A-18 Hornets instead
    of
    3. They have some extra cost on them, but you get what you pay for.
    
    And now, we'll take a look at the Tactical Info, straight from the INI-file.
    
    Name=German Spy
    Category=Soldier
    Prerequisite=GAPILE,GATECH
    Crushable=no
    Strength=100
    Primary=Hijack
    Secondary=MakeupKit
    CanRetaliate=no
    CanDisguise=yes
    PermaDisguise=yes
    Agent=yes
    Infiltrate=yes
    Armor=none
    TechLevel=5
    Sight=9
    Speed=4
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    AllowedToStartInMultiplayer=no
    Cost=1000
    Soylent=2000
    Pip=blue
    Points=5
    VoiceSelect=SSSelect
    VoiceMove=SSMove
    VoiceAttack=SSAttackCommand
    DieSound=SSDie
    VoiceSpecialAttack=SSAttackCommand
    Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Infantry
    VeteranAbilities=STRONGER,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FASTER,SIGHT
    ThreatPosed=0
    SpecialThreatValue=1
    PreventAttackMove=yes
    GuardRange=6
    VehicleThief=yes
    StupidHunt=yes
    
    Name=Stealth Bomber
    Prerequisite=RADAR,GATECH
    Primary=MaverickE
    CanPassiveAquire=no
    CanRetaliate=no
    Strength=200
    Category=AirPower
    Armor=light
    TechLevel=10
    Sight=6
    RadarInvisible=yes
    RadarVisible=no
    Landable=yes
    MoveToShroud=yes
    Dock=GAAIRC,AMRADR
    PipScale=Ammo
    Speed=16
    PitchSpeed=1.3
    PitchAngle=0
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Americans
    Cost=2000
    Points=20
    ROT=4
    Ammo=2
    Crewed=yes
    ConsideredAircraft=yes
    AirportBound=yes
    GuardRange=30
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    Maxdebris=3
    IsSelectableCombatant=yes
    VoiceSelect=IntruderSelect
    VoiceMove=IntruderMove
    VoiceAttack=IntruderAttackCommand
    VoiceCrashing=IntruderVoiceDie
    MoveSound=IntruderMoveLoop
    CrashingSound=IntruderDie
    ImpactLandSound=GenAircraftCrash
    Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Fly
    ThreatPosed=30
    DamageParticleSystems=SparkSys,SmallGreySSys
    AuxSound1=IntruderTakeOff
    AuxSound2=IntruderLanding
    Trainable=no
    Fighter=yes
    CrateGoodie=no
    AllowedToStartInMultiplayer=no
    ImmuneToPsionics=yes
    PreventAttackMove=yes
    
    Name=Chrono Phalanx Tank
    Image=PHAL
    Prerequisite=GAWEAP,GADEPT
    Primary=HoverMissile3
    Strength=500
    Category=AFV
    Armor=heavy
    Turret=no
    IsTilter=yes
    Crusher=yes
    TooBigToFitUnderBridge=true
    TechLevel=10
    Sight=7
    Speed=4
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=French
    Cost=1300
    Points=25
    ROT=4
    PreventAttackMove=yes
    MoveToShroud=no
    IsSelectableCombatant=yes
    AllowedToStartInMultiplayer=no
    ChronoInSound=ChronoLegionTeleport
    ChronoOutSound=ChronoLegionTeleport
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=GenAllVehicleMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MoveSound=GrizzlyTankMoveStart
    MaxDebris=2
    DebrisTypes=AXLE
    DebrisMaximums=2
    Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Infantry
    ThreatPosed=60
    DamageParticleSystems=SparkSys,SmallGreySSys
    VeteranAbilities=SIGHT,FASTER
    EliteAbilities=SELF_HEAL,EXPLODES
    Accelerates=false
    CrateGoodie=no
    Size=3
    Weight=3
    
    Name=Attack Chopper
    Prerequisite=CAAIRP,RADAR
    Primary=HarpyClaw
    Strength=225
    Category=AirPower
    Armor=light
    TechLevel=10
    Sight=2
    Landable=yes
    MoveToShroud=yes
    Dock=GAAIRC,AMRADR
    PipScale=Ammo
    Speed=14
    PitchSpeed=.16
    Owner=British,French,Germans,Americans,Alliance
    Cost=900
    Points=20
    ROT=5
    Ammo=5
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    Maxdebris=2
    VoiceSelect=IntruderSelect
    VoiceMove=IntruderMove
    VoiceAttack=IntruderAttackCommand
    VoiceCrashing=IntruderVoiceDie
    MoveSound=IntruderMoveLoop
    CrashingSound=IntruderDie
    ImpactLandSound=GenAircraftCrash
    Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Fly
    ThreatPosed=20
    DamageParticleSystems=SparkSys,SmallGreySSys
    AuxSound1=IntruderTakeOff
    AuxSound2=IntruderLanding
    Fighter=yes
    AllowedToStartInMultiplayer=no
    ImmuneToPsionics=yes
    PreventAttackMove=yes
    CrateGoodie=no
    AirportBound=yes
    ConsideredAircraft=yes
    ThreatPosed=15
    DamageParticleSystems=SparkSys,SmallGreySSys
    Trainable=no
    
    Name=Mobile Gap Generator
    Prerequisite=GACNST,GAWEAP,GATECH,RADAR
    Strength=600
    Category=Support
    Armor=light
    CrateGoodie=no
    DeploysInto=GADPSA
    DeployTime=0.0
    AllowedToStartInMultiplayer=no
    TechLevel=10
    Turret=no
    Sight=10
    Speed=6
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Alliance
    Cost=1000
    Points=30
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=GenAllVehicleMove
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=3.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=8
    ZFudgeTunnel=15
    Size=3
    Trainable=no
    
    Name=Mine Layer
    Prerequisite=GACNST,GAWEAP,GATECH
    Strength=500
    Category=Support
    PipScale=Ammo
    Ammo=5
    Armor=heavy
    CrateGoodie=no
    Turret=yes
    TurretSpins=yes
    DeploysInto=GAMINE
    AllowedToStartInMultiplayer=no
    TechLevel=10
    Sight=6
    Speed=3
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    Cost=2000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=ChronoMinerMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=12
    ZFudgeTunnel=15
    Size=4
    Trainable=no
    DeployTime=0.0
    PreventAutoDeploy=yes
    
    Name=Mine Layer
    Image=MLAYR
    Strength=500
    Category=Support
    PipScale=Ammo
    Ammo=4
    Armor=heavy
    CrateGoodie=no
    Turret=yes
    TurretSpins=yes
    DeploysInto=GAMINE2
    AllowedToStartInMultiplayer=no
    TechLevel=-1
    Sight=6
    Speed=3
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    Cost=2000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=ChronoMinerMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=12
    ZFudgeTunnel=15
    Size=4
    Trainable=no
    DeployTime=0.0
    PreventAutoDeploy=yes
    
    Name=Mine Layer
    Image=MLAYR
    Strength=500
    Category=Support
    PipScale=Ammo
    Ammo=3
    Armor=heavy
    CrateGoodie=no
    Turret=yes
    TurretSpins=yes
    DeploysInto=GAMINE3
    AllowedToStartInMultiplayer=no
    TechLevel=-1
    Sight=6
    Speed=3
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    Cost=2000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=ChronoMinerMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=12
    ZFudgeTunnel=15
    Size=4
    Trainable=no
    DeployTime=0.0
    PreventAutoDeploy=yes
    
    Name=Mine Layer
    Image=MLAYR
    Strength=500
    Category=Support
    PipScale=Ammo
    Ammo=2
    Armor=heavy
    CrateGoodie=no
    Turret=yes
    TurretSpins=yes
    DeploysInto=GAMINE4
    AllowedToStartInMultiplayer=no
    TechLevel=-1
    Sight=6
    Speed=3
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    Cost=2000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=ChronoMinerMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=12
    ZFudgeTunnel=15
    Size=4
    Trainable=no
    DeployTime=0.0
    PreventAutoDeploy=yes
    
    Name=Mine Layer
    Image=MLAYR
    Strength=500
    Category=Support
    PipScale=Ammo
    Ammo=1
    Armor=heavy
    CrateGoodie=no
    Turret=yes
    TurretSpins=yes
    DeploysInto=GAMINE5
    AllowedToStartInMultiplayer=no
    TechLevel=-1
    Sight=6
    Speed=3
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Germans
    Cost=2000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=ChronoMinerMove
    VoiceAttack=GenAllVehicleAttackCommand
    DieSound=GenVehicleDie
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    TooBigToFitUnderBridge=true
    ZFudgeColumn=12
    ZFudgeTunnel=15
    Size=4
    Trainable=no
    DeployTime=0.0
    PreventAutoDeploy=yes
    Name=Medic
    Category=Soldier
    Primary=Heal
    Secondary=VirtualScanner
    Prerequisite=GAPILE
    CrushSound=InfantrySquish
    Strength=125
    Pip=red
    Armor=none
    TechLevel=4
    Sight=6
    Speed=4
    Owner=British,French,Germans,Americans,Alliance
    Cost=600
    Soylent=600
    Points=5
    VoiceSelect=CivAllSelect
    VoiceMove=CivAllMove
    VoiceAttack=CivAllAttackCommand
    VoiceFeedback=CivAllFear
    DieSound=CivAllDie
    Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
    PhysicalSize=1
    MovementZone=Infantry
    ThreatPosed=0
    SpecialThreatValue=1
    GuardRange=8
    SelfHealing=yes
    ImmuneToPsionics=no
    Bombable=yes
    VeteranAbilities=STRONGER,SIGHT,FASTER
    EliteAbilities=STRONGER,FASTER,ROF
    Size=1
    AllowedToStartInMultiplayer=no
    IFVMode=1
    
    
    Name=Light Tank
    Prerequisite=GAWEAP
    Primary=90mm
    Strength=200
    Category=AFV
    Armor=heavy
    Turret=yes
    IsTilter=yes
    TargetLaser=yes
    TooBigToFitUnderBridge=true
    TechLevel=4
    Sight=7
    Speed=9
    Crusher=yes
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=British
    AllowedToStartInMultiplayer=no
    Cost=500
    Points=25
    ROT=5
    IsSelectableCombatant=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllVehicleSelect
    VoiceMove=GenAllVehicleMove
    VoiceAttack=LightTankAttack
    DieSound=GenVehicleDie
    Maxdebris=3
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Normal
    ThreatPosed=40
    DamageParticleSystems=SparkSys,SmallGreySSys
    DamageSmokeOffset=100,100,275
    Weight=3.5
    VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    Accelerates=false
    ZFudgeColumn=8
    ZFudgeTunnel=13
    CrateGoodie=no
    Size=3
    OpportunityFire=yes
    ElitePrimary=90mm
    
    Name=Aircraft Carrier Nimitz
    Image=CARRIER
    Prerequisite=GAYARD,GATECH
    Primary=HornetLauncher
    CanPassiveAquire=no
    Spawns=HORNET
    SpawnsNumber=4
    SpawnRegenRate=500
    SpawnReloadRate=100
    FireAngle=32
    ToProtect=yes
    Category=Support
    Strength=1500
    Naval=yes
    Armor=heavy
    TechLevel=7
    Sight=7
    Speed=4
    CrateGoodie=no
    Owner=British,French,Germans,Americans,Alliance
    RequiredHouses=Americans
    AllowedToStartInMultiplayer=no
    Cost=2500
    Turret=no
    Points=55
    ROT=1
    Crusher=yes
    Weight=5
    Crewed=no
    IsSelectableCombatant=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenAllWaterSelect
    VoiceMove=GenAllWaterMove
    VoiceAttack=GenAllWaterAttackCommand
    SinkingSound=GenLargeWaterDie
    MoveSound=ACCMoveStart
    Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
    SpeedType=Float
    MovementZone=Water
    ThreatPosed=25
    DamageParticleSystems=SparkSys,SmallGreySSys
    VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    TooBigToFitUnderBridge=true
    GuardRange=10
    Size=50
    
    
    
    
    
    
    
    
    
    SOVIETS
    -------
    Flamer
    ------
    Description: This ain't one of those idiots on the Diablo II boards (weewee
    to
    be exact), thinking he is smart, while he actually can't form a normal
    English
    sentance! No, this is the old-school flame infantry of the original Command
    &
    Conquer if you like. they are deadly against infantry, and even deadlier
    against infantry when put in an IFV, because SEALs and Tanya can't really
    harm
    them. So if you have acces to IFVs, be sure to put a few Flamers in them,
    just
    to make sure that the enemy SEALs they drop off, will be imediately killed.
    They seem to be quite thrilled to fire at Naval units aswell.
    Weapon: Full-crisp Flamethrower
    
    Iron Fist
    ---------
    Description: The best unit for the Soviets in this mod in my opinion.
    Although
    it has missiles to defend itself from harm, this is not a combat unit,
    mainly
    meant for support. This is one of the main good things about playing the
    Soviets in RA2. Okay, so now you still don't know what this is. Does the
    name
    "mobile War Factory" say anything to you? It does to me. While it is easily
    called a mobile War Factory, there is something that you should know and
    memorize above all! The Iron Fist is NOT, and I repeat NOT used to
    produce the
    vehicles, you can only let them come out of your Iron Fist (sounds weird!).
    The trick is that in conjunction with the Iron Curtain, you can make your
    enemy go nuts pretty quicly. The main thing to do, is to use the Curtain on
    the Iron Fist once it is in range of enemy units bu the base. Don't stay in
    range of the defensive structures when you deploy. Or, you could wait until
    the units attack your fist while it is deployed (if the enemy didn't
    imediately notice you that is) and produce Apocalypse Tanks like a madman.
    Defend against tanks first, but watch out for Rocketeers or STealth
    Bombers,
    and especially them, if you are playing against the US, you'll want to keep
    your eyes open. Also, since version 4.85 of RA2 DeeZire, you can build off
    of
    the Iron Fist, which mainly means that you can place structures next to it.
    First, build your barracks there. Tehn build some Tesla Coild and have Tesla
    Troopers overload them, to shoot at whatever is in range.Anyways, you
    know
    what it is now, I'll leave the rest for the strategies section!
    
    Jellyfish
    ---------
    Description: Why don't I like this unit? Dunno, just don't like it. The
    story
    behind it is
    quite cool, I just don't like this unit. Anyways, it is a Jellyfish that
    moves
    amphibiously across land, and if you were wondering, yes it is mind-
    controlled. so, it is amphibious and is controlled by a Tesla Coil (that's
    why
    it must be present), and fires Tesla blasts at enemy units or structures. It
    isn't all that strong, but can still take some damage.
    Weapon: Tesla Bolt
    
    MAD (Quake) Tank
    ----------------
    Country needed: russia
    Description: Pure destruction has always been one of the Soviets main
    advantages, and now they sow it again with their newest invention, the
    Quake
    Tank. This is e very powerful unit if you can actually employ it in the
    right
    places. I's a good unit to set deathtrap, to stop enemy attacks. Well,
    you'll
    probably only hurt them a lot, but they'll be a lot weaker once they reach
    your base. Also, there's the MAD Iron trick. Just send your tank to the
    enemy
    base, and just when it's going to come in defensive structure range, Iron
    Curtain him. Get him to the place you want him to blow, and once the timer
    runs out, "pull the trigger".
    Weapon: Suicide Demolition Bomb
    
    Missile Sub
    -----------
    Country Needed: Cuba
    Description: I think this unit suited Iraq better, but if the author of this
    mod decides otherwise, I won't kill him. These submarines are real badass
    weapons, but since the latest version, they have been limited in building,
    because of the huge advantage Soviet players would have, if they could
    send
    about 10 Missile subs after the enemy base. Anyways, these subs fire
    Cluster
    Missiles, which depart as one missile, but before it hits the ground, it
    seperates in a lot of small projectiles, that do massive damage to enemy
    buildings or units. The subs need to reload after each shot, and reloading
    takes awhile, so time your shots carefully, and watch out for enemy
    destroyers
    please. Just send this combo. One missile Sub, escorted by 3 Sea
    Scorpions and
    about 5 Typhoon Subs. If the enemy really wants to do damage, he needs to
    attack the Sea Scorpions, but if he does that, the Subs will take him out.
    They can't destroy the subs either because their ASW helicopters get shot
    down
    by your Scorpions. So, with that said, I think that Cuban players that have
    access to water, should certainly use these units for base assaults,
    combined
    with Super Weapons and ground assault, you'll almost always win (if well
    coordinated of course).
    
    Hind Transport Helicopter
    -------------------------
    Country Needed: Cuba
    Description: This is another unit mentioned in previews I read, so I'm happy
    I
    finally get my hands on these. They are Nighthawk Transports, but can go
    slightly faster if I see that correct. They can hold 5 soldiers, 'nuff said.
    They're just your fast infantry transports!
    Weapon: Chaingun
    
    Howitzer
    --------
    Country Needed: Libya
    Description: This unit isn't that bad, but I still don't think it rocks. It
    has good power against all types of units and structures, and has an
    incredible range. Still, it doesn't pack that much of a punch, so you can
    use
    these to weaken incoming units, while conviniently moving backwards,
    keeping
    your units out of the line of enemy fire. Also, you can use these as
    Defensive
    Structure smashers. They can destroy them with ease from long range.
    Maybe,
    you could categorize this as a Russian version of the Prism Tank... well not
    really, it just takes on the role of that unit. So, Libyans do have
    something
    to be proud about, with their Demolition Trucks included. You can try using
    combos of Howitzers and Demotrucks, but it's kinda tricky.
    
    Antonov Cargo Plane
    -------------------
    Description: Good unit overall, it takes on the role of the Carryall of the
    GDI in Tiberian sun. It can pick up a unit, and carry it all the way over
    the
    battle field. If you have a lot of cash against an AI oponent, and he's
    about
    dead, make  1 Cargo Plane, and put 1 Apocalypse on it. Now, let them all fly
    in formation to the target, looks kinda cool.
    Weapon: None.
    
    Dreadnought +3
    --------------
    Country Needed: Russia
    Description: This is an advanced version of the regular. You can look at it
    as
    the Nimitz for the Russians, but this time in Dreadnought form. He gets one
    extra missile, spawns them quicker, and is far stronger than the original.
    russians can of course only build these Dreadnoughts, but keep in mind that
    they are much more expensive than the regulars.
    Weapon: SS Missiles
    
    
    And now, the tactical bullshit.
    
    Name=Howitzer
    Image=HWTZ
    Prerequisite=NAWEAP
    Primary=HowitzerGun
    Strength=500
    Category=AFV
    Armor=heavy
    Turret=no
    IsTilter=yes
    Crusher=yes
    TooBigToFitUnderBridge=true
    TechLevel=8
    Sight=8
    Speed=5
    Owner=Russians,Confederation,Africans,Arabs
    RequiredHouses=Africans
    Cost=750
    Points=25
    ROT=5
    IsSelectableCombatant=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenSovVehicleSelect
    VoiceMove=GenSovVehicleMove
    VoiceAttack=GenSovVehicleAttackCommand
    DieSound=GenVehicleDie
    AllowedToStartInMultiplayer=no
    MaxDebris=2
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Normal
    ThreatPosed=15
    DamageParticleSystems=SparkSys,SmallGreySSys
    VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    Accelerates=false
    CrateGoodie=no
    Size=3
    
    Name=Dreadnought +3
    Image=DRED
    Prerequisite=NAYARD,NATECH
    Primary=DredLauncher
    CanPassiveAquire=no
    Spawns=DMISL
    SpawnsNumber=2
    SpawnRegenRate=60
    SpawnReloadRate=0
    NoSpawnAlt=yes
    FireAngle=32
    ToProtect=yes
    Category=Support
    Strength=1500
    Naval=yes
    Armor=heavy
    TechLevel=6
    Sight=7
    Speed=4
    CrateGoodie=no
    Owner=Russians,Confederation,Africans,Arabs
    RequiredHouses=Russians
    AllowedToStartInMultiplayer=no
    Cost=2500
    Turret=no
    Points=55
    Weight=4
    ROT=1
    Crusher=yes
    Crewed=no
    OmniFire=yes
    IsSelectableCombatant=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenSovWaterSelect
    VoiceMove=GenSovWaterMove
    VoiceAttack=GenSovWaterAttackCommand
    SinkingSound=GenLargeWaterDie
    MoveSound=DreadnoughtMoveStart
    Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
    SpeedType=Float
    MovementZone=Water
    ThreatPosed=25
    DamageParticleSystems=SparkSys,SmallGreySSys
    VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    TooBigToFitUnderBridge=true
    GuardRange=10
    Size=50
    
    Name=Jellyfish
    NoShadow=yes
    Category=AFV
    Prerequisite=NAYARD,TESLA
    Primary=ElectricBoltJ
    Strength=500
    Armor=light
    TechLevel=10
    Naval=yes
    Organic=yes
    SelfHealing=yes
    Sight=5
    GuardRange=5
    Speed=3
    Owner=Russians,Confederation,Africans,Arabs
    Cost=1000
    Points=50
    ROT=16
    AllowedToStartInMultiplayer=no
    Crusher=no
    Crewed=no
    IsSelectableCombatant=yes
    VoiceSelect=TerrorDroneSelect
    VoiceAttack=TerrorDroneAttackCommand
    VoiceMove=TerrorDroneMove
    VoiceFeedback=TerrorDroneSelect
    DieSound=SquidDie
    Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
    PhysicalSize=2
    SpeedType=Amphibious
    MovementZone=AmphibiousDestroyer
    ThreatPosed=20
    SpecialThreatValue=1
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    ElitePrimary=ElectricBoltJ
    Size=3
    Weight=.5
    ImmuneToPsionics=yes
    CrateGoodie=no
    Parasiteable=no
    Trainable=no
    Explodes=yes
    ZFudgeColumn=8
    ZFudgeTunnel=13
    Bombable=yes
    TooBigToFitUnderBridge=true
    
    Name=Iron Fist
    Prerequisite=NAWEAP,NATECH
    Strength=1500
    Category=Support
    Primary=Dragon
    Armor=heavy
    DeploysInto=NAFIST
    TechLevel=10
    Sight=6
    Speed=4
    Owner=Russians,Confederation,Africans,Arabs
    Cost=4000
    Points=60
    ROT=5
    Crewed=yes
    Crusher=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenSovVehicleSelect
    VoiceMove=GenSovVehicleMove
    VoiceAttack=GenSovVehicleAttackCommand
    DieSound=GenVehicleDie
    MoveSound=MCVMoveStart
    MaxDebris=6
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=3.5
    MovementZone=Normal
    ThreatPosed=0
    DamageParticleSystems=SparkSys,SmallGreySSys
    SpecialThreatValue=1
    AllowedToStartInMultiplayer=no
    ZFudgeColumn=12
    ZFudgeTunnel=15
    CrateGoodie=no
    Size=6
    Trainable=no
    PreventAutoDeploy=yes
    
    Name=MAD Tank
    Prerequisite=FACTORY,NAWEAP,NATECH
    Category=AFV
    Strength=300
    Armor=light
    Turret=yes
    TechLevel=10
    Sight=6
    Speed=3
    Owner=Russians,Confederation,Africans,Arabs
    RequiredHouses=Russians
    AllowedToStartInMultiplayer=no
    Cost=2300
    Points=60
    ROT=5
    Crusher=yes
    Turret=yes
    TurretSpins=yes
    Crewed=no
    Explosion=CRIVEXP2
    VoiceSelect=GenSovVehicleSelect
    VoiceMove=GenSovVehicleMove
    VoiceAttack=GenSovVehicleAttackCommand
    VoiceSpecialAttack=BaseUnderAttackSiren
    DieSound=GenVehicleDie
    MoveSound=DemoTruckMoveStart
    Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
    Weight=2
    MovementZone=Normal
    ThreatPosed=0
    SpecialThreatValue=1
    VeteranAbilities=STRONGER,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FASTER
    DamageParticleSystems=SparkSys,SmallGreySSys
    DebrisTypes=GASTANK
    DebrisMaximums=12
    Size=3
    Explodes=yes
    CrateGoodie=no
    DeathWeapon=MadBomb
    CanPassiveAquire=no
    DeploysInto=MADDUMMY
    DeployTime=.022
    DeploySound=BaseUnderAttackSiren
    CanRetaliate=no
    StupidHunt=yes
    
    Name=Antonov
    Prerequisite=NADEPT,NARADR
    Strength=175
    Image=CPLANE
    Category=AirPower
    Armor=light
    TechLevel=9
    Sight=2
    RadarInvisible=no
    Carryall=yes
    Landable=yes
    MoveToShroud=no
    Speed=16
    PitchSpeed=1.1
    ConsideredAircraft=yes
    Owner=Russians,Confederation,Africans,Arabs
    Cost=1250
    Points=20
    ROT=5
    Crewed=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    MaxDebris=4
    VoiceSelect=AntonovSelect
    VoiceMove=AntonovMove
    VoiceAttack=AntonovSelect
    VoiceSpecialAttack=AntonovSelect
    VoiceCrashing=AntonovVoiceDie
    MoveSound=PDPlaneMoveLoop
    CrashingSound=PDPlaneDie
    ImpactLandSound=GenAircraftCrash
    Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
    MovementZone=Fly
    DamageParticleSystems=SparkSys,SmallGreySSys
    ThreatPosed=0
    AuxSound1=IntruderTakeOff
    AuxSound2=IntruderLanding
    SpecialThreatValue=1
    Trainable=no
    BuildLimit=1
    
    Name=Hind Transport
    Prerequisite=FACTORY,NAWEAP
    Primary=BlackHawkCannon
    Strength=300
    Category=AirPower
    JumpJet=yes
    Armor=light
    TechLevel=7
    Sight=7
    OmniFire=yes
    RadarInvisible=yes
    Landable=yes
    PipScale=Passengers
    Passengers=5
    Speed=15
    PitchSpeed=1.1
    JumpjetSpeed=40
    JumpjetClimb=50
    JumpjetCrash=60
    JumpJetAccel=12
    JumpJetTurnRate=12
    JumpjetHeight=500
    JumpjetWobbles=.01
    JumpjetDeviation=1
    Owner=Russians,Confederation,Africans,Arabs
    RequiredHouses=Confederation
    Cost=1000
    Points=15
    ROT=10
    Crewed=yes
    ConsideredAircraft=yes
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    Maxdebris=3
    VoiceSelect=GenSovVehicleSelect
    VoiceMove=GenSovVehicleMove
    VoiceAttack=GenSovVehicleAttackCommand
    CrashingSound=GenVehicleDie
    ImpactLandSound=GenAircraftCrash
    Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
    MovementZone=Fly
    DamageParticleSystems=SparkSys,SmallGreySSys
    ThreatPosed=0
    SpecialThreatValue=1
    VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
    EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
    Size=15
    SizeLimit=2
    HoverAttack=yes
    AllowedToStartInMultiplayer=no
    Crashable=yes
    CanPassiveAquire=no
    SpeedType=Hover
    MoveSound=BlackOpsMoveLoop
    EnterTransportSound=EnterTransport
    LeaveTransportSound=ExitTransport
    PreventAttackMove=yes
    TooBigToFitUnderBridge=true
    Trainable=yes
    CrateGoodie=no
    
    Name=Missile Sub
    Prerequisite=NAYARD,NATECH
    Primary=ChemLauncher2
    NavalTargeting=6
    LandTargeting=0
    CanPassiveAquire=no
    CanRetaliate=no
    FireAngle=64
    PipScale=Ammo
    DamageReducesReadiness=yes
    PreventAttackMove=yes
    Category=AFV
    Strength=600
    Naval=yes
    Armor=heavy
    TechLevel=10
    Underwater=yes
    Sight=6
    Speed=3
    Ammo=1
    Reload=768
    Owner=Russians,Confederation,Africans,Arabs
    RequiredHouses=Confederation
    AllowedToStartInMultiplayer=no
    Cost=2500
    Turret=no
    Points=40
    ROT=2
    Crusher=no
    Crewed=no
    Weight=4
    Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
    VoiceSelect=GenSovWaterSelect
    VoiceMove=SubMove
    VoiceAttack=GenSovWaterAttackCommand
    VoiceFeedback=SubFear
    DieSound=GenSmallWaterDie
    Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
    SpeedType=Float
    MovementZone=Water
    ThreatPosed=40
    Cloakable=yes
    CloakingSpeed=2
    DecloakToFire=yes
    BuildLimit=1
    TooBigToFitUnderBridge=true
    Size=20
    Trainable=no
    
    
    
    
    ===========STRATEGIES GALORE!===========
    Okay, this is a rather interesting section which you should read if you are
    good at the normal strategies you already use in battle. The DeeZire mod
    gives a whole new perspective to the strategies you can use. Therefore, I
    will
    make several scenarios wherein we will see how good you should defend
    yourself, how to attack and even when the best tiem may be. Specific tactics
    with units are also detailed within these scenarios.
    
    America: Battle Tactics
    -----------------------
    Main
    ====
    I have one thing to say to you: Stealth Bomber all the way. If you are
    playing
    against Russian oponents, you'll have a good time with these fast and
    furious aircraft. Have 8 of these and you can take out anything without
    fearing you'd fail, unless the enemy is smart... Be carful with humans, AI
    oponents suck against these craft, you can take out anything with 4 craft
    and
    win a match with it. So, you know that now, you'll have to be smarter
    against
    humans though.
    
    Scenarios
    =========
    America vs. Russia
    ------------------
    The good ol' cold war scenario... The Russians dohave some good tech (the
    Soviets have, that's what I mean!). If you see a MAD tank aproach your
    base, destroy it with airplanes before it eraches your base. Dumb people
    might even include MAD tanks in a big tank rush for example. Just send 2
    Stealth Bombers and blow the MAD tank. It will take out its budies nicely
    hehehehehehehe. So, the thing here is total battle awareness. If you aren't
    paying attention, the enemy might take it to you, and a MAD tank exploding
    in the middle of your base isn't pretty to look at, belive me on this one.
    I'm
    giving you a specific scenario here, where you are playing on a map with
    some Tech Buildings (about 5 Oil Derricks, 2 Airports and possibly an
    Outpost), water, and a lot of gems and gold. So, a big map overall, with
    just
    you and a russian oponent. Let's get started right away.
    Imeidately deploy your MCV where you see resources or an Oil Derrick
    standing. Build a Power Plant, a Barracks, begin a Refinery. While the
    Refinery is busy, train an Engineer if you have an Oil Derrick close by.
    Train
    10 GIs and 2 Attack Dogs. Once the Refinery is ready deploy it and build a
    Pillbox and a Patriot. Build an extra Power Plant and start a War Factory.
    Once that is up, build 5 IFVs and 5 tanks. While you are busy building,
    scout
    the map with your tanks, just because they go a lot faster than GIs do. Once
    you have a first line of defense ready, start your Air force Command HQ.
    Onceit is ready, build some more Chrono Miners and search for extra Oil
    Derricks and capture them. Build Prism Tower defenses for your base and
    your Oil Derricks, as one as 2 Patriots for each Oil Derrick. Also build
    some
    more Patriots for your original base. Build some extra Power Plants right
    now. Now, build a Naval Yard and build Destroyers right away for defense.
    Build some Aegis Cruisers too, to stop any Kirov Airships from harassing
    your base. Try to remember that to let your Cruiser fire at full speed, you
    must direct it to attack the enemy yourself, otherwise it will not attack at
    full
    speed, to spare missiles for multiple targets (how thoughtful of Westwood).
    2
    Cruisers will certainly be enough. And before I forget, your paratroopers
    are
    charging up right now and that means garanteed fun when they are ready. I
    have an amazing plan however, and that is to capture an Airport right away.
    Build a Nighthawk Transport and an Engineer and find your airport. Defend it
    well, as people tend to take these structures out without thinking. Start a
    Battle Lab, and once it is ready, build some Mirage Tanks for added
    defense. Start construction of four Stealth Bombers right now, we'll need
    them for our plan, but that's not all. We need 2 groups of Stealth Bombers,
    so you know what to do, build that second Air Force command HQ and 4
    extra Stealth Bombers. Now, build a Spy Satelite Uplink, to see exactly what
    kind of defenses are around the enemy base. We want to know how much
    flak is in there. The point of our attack is simple, we want to black out
    the
    enemy base for a brief period while our paratroopers mess up the enemy
    defenses. Something cool I discovered was, that even Sentry Guns can't
    work without power (that sounds quite logical, but since Pillboxes should
    work, it was quite frightning). They don't use any power, but they need to
    be
    powered, maybe a little hard to understand, but suffice to say that these
    guns can't function without a little bit of power. This is great help to
    your
    SEALs and GIs. Anyways, with eight Stealth bombers, you should be able to
    destroy 4 Tesla Reacters. If they managed to build a Nuclear Reactor by
    now, target that first and you'll need at least 4 Stealth Bombers for that.
    If
    they were so "smart" to make no backup Reactors, they're in for a nasty
    power failure. See what situation you are in, and as your planes are getting
    close to their target, begin assigning the 2 Cargo Planes to drop their
    soldiers right in the middle of their base. Once the poweris out, they'll be
    desperately doing one of two things: 1) they make a fewnew reactors to bring
    the power back, 2) they sell off defenses to bring power back. Use your GIs
    to hold armored units busy, while you spread out your SEALs and deal with
    infantry and try your best to destroy the Construction Yard and the War
    FActory. If this strategy is not an option for some reason (no airport, too
    heavy defenses), strike targets of oportunity, being those units or
    structures.
    Watch out for Apocalypse Tanks, as they use missiles instead of flak (which
    means certain hit). Back at your base, we'll have to see what situation we
    are in. If the paratrooper tactic worked, they'll be as good as dead. You
    just
    need to send a bunch of Prism Tanks, acompanied by about 15 Grizzly
    Battle Tanks, and 4 Mirage Tanks. If your tactic failed, we'll see what we
    can
    do from the waters. Build lots of dolphins, as they are good anti-sub
    weapons, and SEALs really don't hurt too, good anti-dreadnought/sub
    weapon. Tanya is a nice help, but since you have SEALs already, Americans
    don't really need her. Start producing about 5 Aircraft Carriers, but it
    iwll be
    quite expensive because you can only build Nimitz class Cariers here, so
    this is kinda constful. Say about 12.500, OOOOOOH! Once you have these
    though, the enemy will have a hard time, as they are a lot tougher, and have
    the benefit of having an extra Hornet to join the fray of death and
    destruction.
    that means 20 hornets ready to assault the enemy base. If the enemy shows
    interest in water and so deployed his base close to it, you'll have to fight
    through the enemy navy, and destroy anything you can from the waters. Stop
    V3 Rockets with your Cruisers aswell as Dreadnoughts. Watch out for the
    Sea Scorpion +Sub combo. To combat this, it is important that you have a
    lot of Destroyers, because this combo can really hurt. Dolphins will ease
    your
    time too, as they can destroy subs too. Send in SEALs to take out everything
    they can. Destroy the enemy Naval Yard as fast as possible with your
    Nimitzes. If you can reach their Construction Yard, make it your primary
    target. If you can't bombard from the seas, prepare for a hard and vicious
    ground battle. you may not forget that the Russians posses the Tesla Tanks,
    which are vicious as hell to your structures and units. Also, there is one
    thing
    that I want to point out to you people. If at any moment, you notice a MAD
    Tank in the enemy base, send all your planes to it and blow it up...
    BAAAAAM! That takes some missiles, but it will blow and damage the hell
    out of the enemy (that's why I don't really like those units...). Still, the
    mainstay enemy unit that you are afraid of is the famous Apoclypse Tank.
    Although Prism Towers can take out these monsters when in numbers, it's
    always in your favor to garrison the hell out of buildings. If you can
    garrison
    every house that's on the way to your base the enemy uses, then they'll be
    in
    a heap of trouble, because their units will be stopped in their tracks right
    away. However, there are maps that are non-urban, and just include some
    farms and stuff, this time you're a little troubled... My advice is a LOT of
    Mirage Tanks to group them. Once you see an aoclypse Tank, don't wait for
    it, target every tank with all your Mirages, which will mean instant death;
    If
    you are fonfident you have enough units to take out 2 apocalypse Tanks at
    once, split them up and group these in 2 slots. This way, you'll increase
    your
    effeciency in the filed, and the russians will be sitting ducks with their
    slow
    monsters. Another key to succes in these ground battles is Repair IFVs.
    Place Engineers in IFVs and let them come in behind the units you have
    grouped. This way, especially the Mirage Tanks will survive in the field,
    which is very important, belive me. What the attack concerns, we'll need
    some Prism Tanks and a lot of Mirage and Grizzly Tanks to take care of the
    enemy tank devisions.
    
    More coming in the next version...
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    13. Contact Info
    ----------------
    The author (FullBurst41) can be contacted by e-mail by mailing to
    bloodfreak@hotmail.com. If you have any contributions, or just want to have
    a chat, you can use this e-mail adress. There's only one thing I want to say
    to the contributors: Be sure that you are reading the latest version before
    you
    throw your sh*t at me. thank You.
    
    
    --------------------------------------
    14. Credits
    ------------
    First off, I'd like to thank Nadia Varkovsky to let me "steal" her tactical
    information on the units and structures. Common! Where's the
    applause???
    varkovsky@hotmail.com
    Secondly, I give a big thanks to PsyBorg for his strategic expertise.
    Scott Batass is also thanked for his help on the IFV and his walkthroughs,
    which you can find in the Readers Walkthroughs section.
    (scottbatass@aol.com)
    Lion from the RADEN site, I LOVE YOU! He's the man that has allowed me
    to post
    the walkthrough on his site, so he deserves a standing ovasion!!!!!!!
    And of
    course all those people who are so nice to give my FAQ a chance THANK
    YOU ALL!!!!
    
    I am proud to present the list you can find this FAQ on (at least may find,
    if
    you find it at any other site, give me the URL...................
    hehehehehehe)
    - GameFAQs: www.gamefaqs.com (they were the first to ever have it!)
    - Games Domain: www.gamesdomain.co.uk
    - Video Game Strategies: vgstrategies.about.com
    - Game Advice: www.gameadvice.com
    - MegaGames - the hardcore gaming experience (how fancy!):
    www.megagames.com
    - Gamespot: www.gamespot.com (they said they would "promote" my FAQ,
    oh well.)
    - DLH: www.dlh.net (German Site)
    - RADen: www.cncgames.com
    - The Cheat Empire: home.planetinternet.be/ètwuyts (Belgian site, FOR
    KING AND
    COUNTRY!!!!!!!), oh well.
    - NeoSeeker: www.neoseeker.com.
    - Cheat Informent: www.cheatinforment.com/index.html.
    - Actiontrip: www.actiontrip.com.
    - Command & Conquer Nation: www.cncnation.
    - www.alert2red.com
    - Cheat City: www.cheatcity.com
    - the Spoiler Centre: www.the-spoiler.com
    There are two more sites that are not in the list yet (or some more, I have
    to
    recheck it), but to the webmasters of these sites: You have received my
    permission to post them, so even if the URL of your site was forgotten, you
    can just post it. This DOESN'T mean that all the webmasters of all the sites
    must just post my guides now, CERTAINLY NOT.
    That's it for now, but I'm still receiving daily e-mail so... Oh yeah and if
    you
    have any mission strategies, just type and mail them to
    bloodfreak@hotmail.com
    
    Everybody who would like to contribute to this FAQ can mail me and only
    me at bloodfreak@hotmail.com with the subject "Red Alert 2 FAQ". All
    your contributions will be read and if qualified will be put in the right
    section.
    
    This FAQ and all its contents is Copyright 2000-2001, FullBurst41, the
    tactical
    info (section 5) is Copyright Nadia Varkovsky.
    You may not publish my FAQ on your site until you've asked for it, kapish?
    
    That's it. It's up to me and you to spice up this FAQ and make it a good
    piece of junk.
    
    FullBurst41