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    FAQ/Strategy Guide by Alvin Go

    Version: 1.01 | Updated: 12/14/00 | Printable Version | Search Guide | Bookmark Guide

    (Version A)
    By Alvin Go "KGL4EVER!!!"
    ďFor Mother Russia!!!Ē Soviet Conscript
    Table of Contents:
    A. Game Overview
    B. RA1 and RA2 Comparisons
    C. Rundown of the Two Forces
    D. Country-specific Units/Structure
    E. Tech Buildings
    F. Super Weapons
    G. Unit Descriptions 
    H. System Requirements 
    I. Storyline Cast
    J. General Tactics
    A. Game Overview
    Red Alert 2 is by this time my favorite PC game. It is
    the sequel to the hit game Red Alert. This version is
    very much balanced and exciting compared to the
    original. The graphics are amazing; the units and
    structures are the best 2D graphics in the industry.
    Real buildings, like the White House and the Pentagon
    are captured with detail. You'll love a game with
    units on fire running around before they eventually
    die. (Haha!) 
    The storyline is also amazingly plotted and thought
    of. The cut scenes are so intriguing you'd think
    you're watching a movie! This time, the setting of the
    story is in the States wherein the Soviets are on the
    offensive (very obvious in the new units...which I'll
    discuss later) and the Allied forces are on the
    Gone are the units/structures that are same for both
    Soviets and Allies. Each side has a distinct advantage
    and disadvantage. So, playing as the Allies and
    playing as the Soviets will mean absolutely different
    strategy and technique. Useless structures such as the
    Ore Silo, Camouflaged Pillbox and the Kennel are
    scrapped; useless units such as the Thief and Mobile
    Gap Generator are removed. 
    So, if you are to buy only one game every year, don't
    hesitate to make Red Alert 2 your choice. You surely
    wouldn't regret it; I assure you!
    B. Red Alert and Red Alert 2 Comparisons and Unit
    In this section, I will point out the many differences
    of the two versions. This is for Red Alert veterans
    who haven't bought the game yet for the fear of having
    the same gameplay and tactics for both games.
    In RA1, their is a separate tab for structures and
    units. You CAN only produce one unit at a time. Not
    anymore for RA2. Offensive and Defensive structures
    have a different tab (4 tabs, together with infantry
    and tanks/naval/aerial units) which makes offense and
    defense structure-making more complicated. You can
    create a War Factory and Pillbox at the same time, for
    In RA 1, the Allies and Soviets both have the
    following same units: Rifle Infantry, Engineer, Ore
    Truck, and LST.
    In RA2, except for the Engineer and LST (now called
    Amphibious Transport), the modifications have been
    Rifle Infantry:
    Allies: GI : able to deploy and create sandbags around
    him. When deployed, his weapon becomes longer-ranged
    and can inflict more damage. Able to garrison
    buildings. When deployed, it takes more firepower to
    kill him. Worth twice the Soviet Conscript.
    Soviet: Conscript : this is your standard Rifle
    infantry. Cannot deploy. Worth half the Allied GI.
    Able to garrison buildings.
    Ore Truck
    Allies: Chrono Miner: Now this is what you call
    smoooth economy. Well, this is like the Ore Truck...
    it goes to the Ore patch and here comes the different
    part. When it finishes loading up ore, it will
    chronoshift back to the nearest refinery. How'd you
    like that?! When being harrassed by enemies, instead
    of panicking, just manually have it chronoshifted back
    to your base!
    Soviet: War Miner: Back in the old RA1 days, we used
    to have a couple of rifle infantries escort the ore
    truck. With the War Miner, say no more. It has its own
    weapon mounted on top of it! And its armor is VERY
    heavy that it can take on damage before it gets
    killed. And it can store more ore than the Chrono
    Miner by the way. Its armor is so strong; two elite
    prism tanks are no match for it! 
    Additional notes:
    Engineer: Both sides have engineer. But this guy is
    already optimized. Meaning, it can repair bridges,
    capture buildings INSTANTLY (you don't have to wait
    for a building to be in the RED zone like before),
    defuse Crazy Ivan's bombs, repair your buildings, and
    capture TECH BUILDINGS (more on this later). So this
    guy is really a major nuisance when your opponent is
    having an Engineer rush!
    Allied Spy: Nobody even bothers to make a Spy before.
    Why? Because on RA1, the Spy does nothing but gives
    you USELESS information such as what they're building,
    how much money they have...etc. Not anymore on RA2.
    Instead, it gives you USEFUL benefits when you
    infiltrate an enemy building such as:
    War Factory: All the vehicles that you produce will
    have one stripe, meaning they become veterans (more on
    this later).
    Barracks: All the infantries that you train will be
    veterans (more on this later).
    Ore Refinery: All the cash in the Ore Refinery you
    infiltrated will be added to your cash! So this means
    that the thief in RA1 is now integrated in the new and
    improved Allied Spy!
    Power Plant/Tesla Reactor: Enemy power supply shuts
    down for about a minute. Very useful when your
    opponent is surrounded with Prism Towers and Tesla
    Air Force Command Headquarters/Radar Tower: The shroud
    will be reset 
    for the enemy. Don't infiltrate this when you're
    against the computer.  
    Battle Lab: Special infantries become available to be
    produced. These special infantries are combined
        Allied Battle Lab: Chrono Ivan, Chrono Commando
        Soviet Battle Lab: Yuri Prime, PSI Commando 
    Iíve researched on this already. Okay, here it goes.
    If you infiltrate an Allied Battle Lab, you are given
    Chrono Commando if you have an Allied Barracks. If you
    capture or own a Soviet Barracks, you can also create
    Chrono Ivan. If you infiltrate a Soviet Battle lab,
    you can create PSI Commando using the Allied Barracks
    and Yuri Prime for Soviet Barracks.
    Superweapons: The countdown will be reset (more on
    Superweapons later). 
    You can't infiltrate the Construction Yard like
    before. As usual, Attack Dogs aren't fooled by the
    Spy's appearance. And one more thing, before you set
    off a spy, be sure to select first an enemy unit the
    Spy will disguise himself as. This means that your spy
    can disguise as any enemy unit.  
    Allied Tanya: Tanya can now swim and detonate ships!
    And Tanya isn't killed by a single Tesla shot anymore,
    not anymore! She's stronger than ever and now
    automatically targets enemy units that are within
    Attack Dogs: Both sides now have Attack Dogs. They
    only need barracks. No more Kennel (they suck anyway,
    why would you create a separate structure for just
    Attack Dogs???). Allied Attack Dogs are German
    Shepherds; Soviet ones are Siberian Huskies. See? Even
    in attack dogs, both sides' breed differ, even if it
    does nothing to the game!
    Allied IFV: No more APC for the Allies. Instead you
    have an Infantry Fighting Vehicle. This IFV can only
    hold one infantry (any) and whatever infantry you put
    there, the weapon of the IFV will be that of the Unit
    inside! (I will devote a section on IFV's later).
    Soviet Flak Track: This is your regular APC, but is
    now in the Soviet's side. It is their primary (and
    Cheapest) Anti-air unit created by the War Factory.
    Allied Rocketeer: This is the only "flying" infantry.
    Weak weapons, but deadly during the early part of a
    game esp. when your opponent doesn't have Anti-air
    units. They can attack air, land and sea units and are
    quite fast too.
    Soviet Flak Trooper: This is almost equivalent to the
    Allied Rocket Soldier in RA1. Weak against infantry,
    terrific against Rocketeers and other Air units and
    good at tanks and structures. 
    Allied Nighthawk Transport: This is your Soviet
    Chinook Transport from RA1, but is now in the Allied
    side and with a matching weapon to boot!
    In RA1, same structures for both sides include the
    following: Power plant, advanced power plant, ore
    refinery, ore silo, helipad, service depot, and Radar
    In RA2, all are different (except for helipad and ore
    silo which have been removed, and the service depot).
    Power Plant
    Allies: Power Plant: This is your only Allied
    structure capable of producing power (200 power).
    Soviet: Tesla Reactor: This is the standard Soviet
    power-producing structure that makes less power (150
    compared to Allies' 200). This can be charged by Tesla
    Troopers (more on this later).
    Advanced Power Plant
    Allies: None!
    Soviet: Nuclear Reactor: This baby produces a
    humongous amount of power (I believe in the thousands,
    2000 to be exact) that costs very very cheap...but...
    you know there's a but. If and when this baby is
    destroyed, it's equivalent to having a nuclear bomb
    explode...right in your base... VERY DANGEROUS! You
    take the risk. I'd advise not using this for it's
    risky, but if you do, guard it well and donít place it
    near key structures. Wall it.
    Radar Dome
    Allies: Air Force Command Headquarters: Lengthy name
    for a Radar Dome, huh. One, this is not a dome
    anymore. It does provide you a radar, but with a
    matching helipad...four helipads! You can make up to 4
    Harriers per AFCH. Talk about economy!
    Soviet: Radar Tower: Ho hum! Just plain
    radar-activating structure. No more, no less.
    Additional Notes:
    Base Defenses:
    In RA1, Soviets rule in base defense, having the Flame
    Tower and the almighty Tesla Coil. That's an old
    story. In RA2, Allies RULE in all kinds of BASE
    Soviet's Flame Tower is now a simple Sentry Gun and
    the old Tesla Coil is still around. Allied's Pillbox
    is still around, but no more Camouflaged Pillbox and
    Turrets. We now have the ALMIGHTY EPITOME of BASE
    DEFENSES.... the PRISM TOWER! (Hear ye hear ye!) These
    babies rock! (More on Prism technology of the Allies
    Allies Spy Satellite Uplink: This is equivalent to the
    GPS Satellite of the Allies in RA1; only that it is
    now a structure of its own! This is what makes me want
    to play Allies always! And to think the Soviet's SPY
    Plane is no more, it's very hard to scout when you're
    a Soviet!
    Allies and Soviets Naval Structures are now same:
    Naval Shipyard. But except for the Transport, all
    other units created by the Naval Shipyards are
    different. In fact, Naval war is so complicated in
    RA2! You have dreadnoughts (sort of V3 Rocket Launcher
    in the sea), Squids, dolphins, etc! Add a swimming
    Tanya to the fray!
    C. A Rundown of Allies and Soviets' Advantages and
    1. Spy Satellite Uplink + Gap Generator: This baby
    lets you see the whole map. Whereas the Soviets don't
    have any structure to instantly scout the map, the
    Allied can not only see the whole map, but conceal
    their base using the Gap Generator! Talk about dirty
    2. Chrono Miner: This baby is very great for having
    cash quickly. They speed up your ore mining process in
    a half! And with its instant chronoshift, you can
    manually chronoshift it back to your base if your
    opponents are attacking your miner!
    3. Prism Tower + Prism Tank: These two babies are
    great for defending your base from attacks. Prism
    technology rules! By surrounding your base with Prism
    tower, the Prism waves of the Prism towers will
    combine to form one VERY powerful wave that usually
    kills tanks in one hit! And it is even capable of
    attacking multiple targets at once!
    4. Stronger Infantry selections: The GI is much better
    than the Conscript; Tanya is COOL! Rocketeers are
    great early game attackers; and Chrono Legionnaires
    are a pain in the *ss! But this is easily neutralized
    by the Soviet's stronger Country-specific infantry
    units, which will be discussed later, and the Cloning
    5. IFV: These babies are very versatile and very quick
    too! A separate section will be devoted to these
    innovative vehicles later.
    6. Anti-air Naval Vessels: When it comes to anti-air,
    Allied naval units all the way! Aegis Cruisers rock!
    7. Stronger superweapons: In RA1, Soviet's Iron
    Curtain and Nuke Silo are too much for the Allied's
    Chronoshphere. Not anymore. The Weather Control Device
    not only evens it up, but makes Allied Superweapons
    DEADLIER...by far. Again, there'll be a separate
    discussion on Superweapons later.
    8. Spy: The Spy has many distinct abilities and can
    benefit you A LOT (especially having new technologies
    like instant veteran rating, and power
    Allied disadvantages are primarily Soviet advantages
    (and vice versa), so I won't make a separate
    Allied/Soviet disadvantages list anymore.
    1. Terror Drones: These cool cats are one of my
    favorite Soviet units! Poor armor, yet very very fast
    (I use them for scouting), kills infantry with one
    hit, and EATS up VEHICLES (including miners) from the
    inside. This means, that once the TD is inside an
    enemy tank, it will eat up the tank slowly until it
    explodes. When it explodes, the TD will move to
    another tank it can EAT up! The only way to remove it
    is through the Service Depots. 
    2. Generally stronger Tanks: The Rhino Heavy Tank is
    much stronger than the Allied's Grizzly Tank.
    Apocalypse is the reincarnation of RA1's Mammoth Tank.
    V3 Rocket Launcher is now modified; its rockets are so
    big and powerful, it can be shot down by Anti-Air (AA)
    structures or units!!! Terror Drones are Soviet-only
    too. Kirov Airship is also Soviet-only.
    3. Kirov Airship: This baby reeks of AWESOMENESS! The
    loading screen of RA2 even features these babies.
    SLOW, too SLOW, but it has a STRONG armor and can take
    massive damage before eventually being destroyed, of
    which usually it has already destroyed a key building
    or more! When a base has no AA defense, it will
    practically RIP out the base with its LETHAL bombs
    (unlimited...no reloading). When it reaches the ELITE
    stage, it is more LETHAL (its bomb are nuclear!!!).
    Once I decimated three AI bases using ONLY ONE (THE
    4. Cloning Vats: This makes building infantry a
    buy-one, take-one offer. Build one of this, and
    whenever you make one infantry, a clone will emerge
    from the Cloning Vats as well! You can also instantly
    kill infantry units you own by ordering it to enter
    the Cloning vats (I know, it's no use, but
    nevertheless, amusing). 
    5. Yuri: Although not very decisive, it can kill
    infantry with its wave and can MIND CONTROL too! Very
    COOL and more deadly with a Cloning Vats! 
    6. Nuclear Reactor: At 1000 a pop and a enormous power
    giver, this is quite cheap and useful. Only, guard
    this carefully and don't ever put this in the "heart"
    of your base or you'll face the consequences. Wall
    this if possible.
    7. Stronger country-specific units (see section
    Generally, I think that Allies are much much powerful
    than Soviets which I wonder why. In the storyline, the
    Allies are supposed to be surprised by the Soviet
    attacks. The Soviets are supposed to have prepared
    their onslaught, but it seems that Allies are quite
    stronger (especially with its new Prism technology and
    improved Chronoshifting technology). Allies use
    Information (Spy Satellite, Gap Generator) and General
    Tactics (Spy, IFV, NH Transport) while Soviets use
    Brute Force (Kirov Airship, Apocalypse). I think that
    Westwood should have also improved the Tesla
    technology and Invulnerability technology of the
    Soviets (like having an Invulnerable
    Infantry/Tank...and improved Tesla Coil).
    D. Country-specific Units/Structure
    Before, when we play skirmishes in RA1, we pick only
    Allies or Soviets. But in RA2, we don't. We pick a
    Country. And each country has an additional
    unit/structure/ability, which can be built aside from
    being Allied/Soviet. Here are the country-specific
    Units/structure, with rating of 1 to 10, 10 being the
    most useful.
    1. America: Paratroopers (Airborne): This paradrop was
    in the Soviet side in RA1. Now, it's the special
    ability of America. There is another way of getting
    paratroopers (more on this on Tech Buildings), but
    Airborne is a total of 8 GIís. 
    Rating: 7
    2. France: Grand Cannon Defensive Turret: This
    humongous structure is very long-ranged and hits its
    targets accurately and Powerfully.
    Rating: 8 (excellent defense)
    3. Great Britain: Sniper: This infantry unit is very
    long ranged and can kill infantry with a snipe. This
    unit, in groups, is good against Engineer and Tanya
    Rating: 3 
    4. Germany: Tank Destroyer: It can decimate tanks
    easily. Very deadly on tanks! 2-3 hits and your tanks
    are gone! But it is weak against infantry and
    Rating: 7 (good against tank rushes and against people
    who rely on tanks so much)
    5. Korea: Black Eagle Jets: These are merely improved
    Harriers and can do more damage and can take more
    damage. In packs, they are quite deadly. Alone, itís
    almost useless.  
    Rating: 6 
    1. Russia: Tesla Tanks: Tesla Tanks were available in
    Soviets in RA Counterstrike (I think...or was it
    Aftermath? E-mail me somebody). But is now under
    Russia only. These babies are quite deadly.
    Rating: 7 (firepppppoooowwweeer!!!)
    2. Libya: Demolition Truck: This is my favorite! Aside
    from being quite cheap, just create three and order
    them to rush into the base one by one...and when the
    enemies destroy it...BANG! Nuclear explosion!
    Rating: 10 (oh MAMA! I see fireworks!!!!)
    3. Iraq: Desolator: This baby can kill infantry units
    using its weapon. Very deadly because when it
    toxicates the land, all infantry is "toxified" and
    dies instantly! IFV anyone?
    Rating: 9 (finish HIM!)
    4. Cuba: Terrorist: Spy + Tanya. Disguise plus C4
    bombs. What a deadly combination. 'Nuff said.
    Rating: 9 (tsk tsk. dirty tactic!)
    So you see, Soviets' country-specific units RULE!
    E. Tech Buildings
    Tech buildings are neutral buildings having special
    purposes. You have to send an engineer to capture one
    before you can use it. And when you do, you can build
    structures around it! Very useful when planning to
    create refineries or expanding your base!
    AIRPORT: By capturing one, you can make paratroopers
    like that of America only in a less number of units.
    You get 6 GI's or 6 Conscripts per drop.
    Rating: 7 (when you're not America) 
    HOSPITAL: This is like the Medic (I miss him! Bring
    him back!!!) in a structure form. A VERY USELESS
    building. Capture one only when there is ore near it
    so that you can build refineries. Itís also funny that
    when an infantry is healed, the computer says, ďUnit
    repaired!Ē DUH!
    Rating: 3
    OUTPOST: This is a service depot with weapons mounted
    on it. Again, it is quite useless, but the price of
    the engineer is less than a service depot, only that
    capturing an outpost doesn't give you the ability to
    create MCV's. So this is it: USELESS (almost).
    Rating: 5
    OIL DERRICK: This provides you a steady flow of cash.
    Who doesn't need cash? This is the most useful tech
    building!! Capture it as soon as possible! It gives
    you an instant 1000 bucks then gives you cash
    Rating: 10
    Superweapons play an impt. part in RA2. It is very
    dangerous that whenever a superweapon is created,
    everyone is alerted and a countdown appears on the
    screen, and the shroud around it is cleared so that
    everyone knows where it is located. Each has side has
    two superweapons each. 
    1. Chronosphere: This baby is back and IMPROVED! The
    previous chronosphere pretty much has no use for it
    can only transport one mechanical unit at a time. But
    no more. Chronosphere of RA2 can chronoshift all units
    in a certain area to anywhere. That's not all. You can
    chronoshift ENEMY units!!! See a couple of enemy ore
    miners? Just activate chronoshift and chronoshift them
    to the WATER... and all chronoshifted units will sink
    and DIE!!! How's that for a tactic???!!! 
    Activate time: 6 minutes (e-mail me if this is wrong)
    2. Weather Control Device: This is absolutely cool!
    What this device does is control the weather and makes
    lightning storm. Lightning storm literally ELIMINATES
    all units and structures of a certain area of the map.
    The screen will darken and clouds will appear. Then
    lightning will destroy and kill everything it hits! No
    structure and unit can possibly survive (except the CY
    and some other heavily armored structures). Computers
    always target the War Factory, by the way. Very
    Activate time: 10 minutes
    1. Iron Curtain: This is practically the same as the
    old Iron Curtain. It renders a unit or structure
    invulnerable for a period of time.
    Activate time: 6 minutes
    2. Nuke Silo: This is the improved Missile silo. It
    can decimate a radius of area anywhere in the map.
    Deadly, but not as deadly as the lightning storm.
    Activate time: 10 minutes
    So you see, Allied superweapons are generally stronger
    compared to Soviets' superweapons. When you see a
    countdown on superweapons, DON'T PANIC. Stay cool and
    just try one of these tactics:
    1. Nighthawk Transport + Tanya: Just use the
    transport-to-transport Tanya near the Superweapon and
    go on a suicide mission! If there are infantry around,
    kill the infantry first. When there are defensive
    structures like pillbox or tanks, target the
    superweapon first. 
    2. Tank Rush: Just grab a couple of tanks and go on a
    suicide mission. Target the superweapon ONLY. Your
    tanks will be destroyed, but so will the superweapon
    3. Harrier Suicide Mission: Grab 12-15 Harriers and
    target the Superweapon. Never mind the AA
    units/structures. That's why this is a SUICIDE
    4. Superweapon contra Superweapon: When you have a
    superweapon of your own and you created it FIRST, then
    you don't have to worry. Use your superweapon against
    theirs. BUT, you have to caution on whether the
    superweapon is Type 1 (chronosphere, iron curtain) or
    type 2 (nuke silo, weather control). 
    If you want to destroy a type 2 superweapon and you
    have chronosphere, do one of the ff.:
         a. Chronoshift all enemy units defending it to
    the water or somewhere very far. Then do the tank
         b. Chronoshift your units around it and destroy
    If you want to destroy a type 2 superweapon with an
    Iron curtain, do one of the ff:
        a. Send a Kirov Airship and Iron Curtain it when
    near it. Do this only if you have time to spare. If
    not, Kirov will be TOO SLOW.
        b. Iron Curtain an Apocalypse and have it attack.
        c. Just wait and Iron curtain Key structures when
    your opponent activates it.
    If you have weather control or nuke silo, just target
    the superweapon and finish off with Harriers/Tank
    Note: Don't be in a hurry to destroy a chronosphere or
    iron curtain when you're against the computer, unless
    circumstances dictate it. But it's better safe than
    5. Naval rush: When the superweapon is near the water,
    just send in a couple of naval units to attack it.
    6. Demolition Truck: Just send two to three
    one-by-one. Don't send them all at once!
    7. V3 Rocket Launcher: Use a dozen or more, and target
    the superweapon (when it is not "inside" the base).
    8. Send in a SPY: It resets the timer. This solution
    is temporary and won't work if your opponent has
    attack dogs or has his superweapons walled. 
    9. Just wait for the attack! There are several ways to
    defend your base when against a computer. The computer
    usually targets the war factory. SO just make your war
    factory outside your base and place other key
    structures AWAY from it. In the meantime, create
    several tanks and set its rally point away from your
    There are important notes to remember when creating
    1. Don't execute a "superweapon rush". Meaning, don't
    rush to make superweapons. Concentrate on basic
    tactics and when you're stable enough, meaning you
    have a decent base defense, steady flow of cash, and a
    number of tanks/infantry to attack with, that's the
    time for you to build superweapons. Don't hesitate to
    make one if you're stable already...you might regret
    2. Do not place your superweapon in the exterior part
    of your base (meaning, near the entry ways). Don't
    place it near key structures either. 
    3. Do not place your superweapon near the water so
    that you won't have to worry about naval rushes. 
    4. Wall your superweapon; place 4 or more AA
    structures and prism towers or tesla coils and pillbox
    or sentry guns near it. Place tanks to defend it also.
    Have an engineer inside the wall to instantly repair
    it when necessary.
    To defend against Superweapons, do the following:
    1. Do not place key structures together. Key
    structures include: Construction Yard, War Factory,
    Battle Lab, Superweapons, Radar Tower/AFCH, Refinery,
    and Barracks.
    2. Do not consume your cash to the minimum. Have a
    spare War factory and MCV that are FAR from each other
    (don't place 2 war factories near each other, and each
    should be isolated to be sure).
    3. Create a MCV and HIDE it. You can place it in a
    transport and move it somewhere else. 
    4. Create a Gap generator. That way, your luck would
    be 50/50 when your opponent will target a specific
    area of your base.
    5. Make sure your full base is fully repaired. 
    6. Sell buildings when you're already sure where your
    opponent targets its lightning storm/nuke silo. Do
    this except for CONSTRUCTION YARDS.
    7. Don't play with Superweapons on. Nah. This is just
    a joke! Haha! I advise you to play with it on. It's
    much more exciting.
    have already been described in the sections above.
    Those that havenít will be put up here.)
    IFV: This is a very complicated unit. The fact that
    its use depends on the infantry inside it makes it
    THAT complicated. It has A LOT OF FORMS. Here are its
    1.	Rocket IFV: This is the standard IFV, or the IFV
    without any infantry inside it. Its use is a mobile
    Anti-air unit and is very good base defense. 
    2.	Machine Gun IFV (GI, Conscript, Tanya): This IFV is
    like the Ranger of the Allies in RA1. 
    3.	Engineer IFV (Engineer): This IFV is like the
    Mobile Repair Vehicle from Aftermath (or was it
    Counterstrike? Check on this anybody!). It repairs
    tanks but repairs it NOT very quickly but a good
    investment nevertheless.
    4.	Chrono Legionnaire IFV (Chrono Legionnaire): This
    IFV possesses the weapon of the Chrono Legionnaire. It
    zips units and structures away from time.
    5.	Tesla Trooper IFV (Tesla Trooper): This IFV is like
    the Tesla Tank. Only that it possesses less armor. 
    6.	ďExplodingĒ IFV (Chrono Ivan, Crazy Ivan,
    Terrorist): This is like a demolition truck. Just
    drive it through the opponentís base and itíll
    7.	Flak Trooper IFV (Flak Trooper): This is like the
    Flak Track. Similar weapon. Similar armor. 
    8.	Yuri IFV (Yuri, Yuri Prime): This has the deploy
    weapon of Yuri, killing infantry FAST.
    9.	Sniper IFV (Sniper): Long-ranged weapon; kills
    units with one hit.
    10.	 Desolator IFV (Desolator): This unit can also
    kill units with one hit.
    If I missed out something, please e-mail me. Thanks.
    I tried to put an attack dog in the IFV. Nothing
    happens. I donít know why. Well, Iím still researching
    on that.
    PRISM TANK: The Prism tank is your best friend when it
    comes to DECIMATING an enemy base. Just bring along a
    couple of these (do not try to attack using only one
    or two, bring at least three or better yet, a dozen!)
    and watch how they finish your job for you. They can
    attack THROUGH walls and can hit multiple targets with
    one blow. Although German Tank Destroyers can destroy
    these units with one hit, these expensive tanks are
    still one of the best. Remember, elite units are still
    the best units around. Try and get the prism tanks
    elite. You can do this by using them as base defense.
    Commando and Chrono Legionnaire move around the same
    way: they chronoshift. But the farther it is the
    distance, the longer it takes for them to materialize.
    While materializing, they are susceptible to enemy
    CHRONO LEGIONNAIRE: This units are very effective
    against isolated units because counter-attack is
    impossible once it has started to fire. It simply
    ďerasesĒ the unit out of time.
    MIRAGE TANK: These babies are good at TOASTING some
    infantry, but poor against tanks and structures. They
    disguise themselves as a tree and are one of the
    ďdirtyĒ tactics of the Allies. 
    NIGHTHAWK TRANSPORT: This transport is invisible in
    the enemy radar. It has a weapon mounted on it and is
    susceptible to AA units and structures. 
    DOLPHIN: It is the only unit that can force the Soviet
    squid to release its captured sea vessel. 
    1.	Chrono Commando: This is acquired by infiltrating
    an Allied Battle Lab. It has the chrono technology and
    can C4 enemy buildings.
    2.	PSI Commando: This is acquired by infiltrating a
    Soviet Battle Lab. It can mind control units and can
    C4 Enemy buildings.
    3.	Chrono Ivan: This unit has the chrono technology
    and can put dynamites in units and structures. You
    need a Soviet Barracks to get this unit. 
    4.	Yuri Prime: This unit is typically the same as
    Yuri: Mind control and P. Wave. But instead of
    walking, it floats and is faster. To get this, you
    need a Soviet Barracks. His range is also much much
    much farther compared to Yuri, which makes him a very
    dangerous threat. And I do mean DANGEROUS. So
    dangerous that you can only make one each time, unless
    you have a Cloning Vats.
    APOCALYPSE TANK: This baby is like the Mammoth Tank
    from RA1. It can hit air, land and sea units. This is
    quite slow but can take so much damage before being
    DREADNOUGHT: These have two missiles that are great
    against buildings. But any AA can take those missiles
    SQUID: This can grab a sea vessel and basically squish
    squash it until it explodes. Any counter-attack is
    feasible, unless you have some dolphins around. 
    OS: Windows 95, Windows 98, Windows 2000 (also known
    as NT 5.0), Windows Millennium
    CPU Speed: PII 266 or Higher
    Memory: 64 MB
    Video Card: 2 MB that supports 16bit color
    CD-ROM Speed: 4X or Higher
    Sound Card: Direct Sound compatible
    Head to Head Multiplayer Games (Modem Game): Same as
    above +56kbps modem
    Internet Multiplayer games:
    2-4: PII 450, 128 MB Ram, 56Kbps modem (This is the
    recommended spec for 4 player games. However 2 player
    games should run fine on P2 266 or higher.)
    1.	Lieutenant Eva: She is the Allied Intel officer.
    She has extensive knowledge of Soviet Tactics and
    imminent Russian invasion. Her official job is to keep
    the Allied army up-to-date with what the Soviet's are
    bringing into the line of fire.
    2.	Tanya: She acts as Allied Special Forces Commando.
    She is a rock solid lady, loading with guns and C4
    explosives. She is talented on the field but can be
    known to have a rough time off the field too.
    3.	President Duggan: He is the Commander-in-Chief of
    the US Military. Getting this honor from the U.S
    Government, Dugan doesn't take his job lightly. He
    does whatever it takes to get people to recognize him,
    especially the Soviets!
    4.	General Carville: This Texan is the U.S Military's
    highest-ranking officer. He has a sense of humor and
    this has taken many years of experience from the front
    lines of the battlefield.
    5.	Albert Einstein: The only persona taken from real
    life. His Prism and Chrono technology definitely helps
    the Allies stomp the Soviets!
    1.	Lieutenant Zofia: This Soviet Communications
    officer is Premier Romanov's right hand woman. Her
    aloof bearing hides an undying loyalty to the
    Communist machine, which comes through in her cool,
    professional methodical manner of overseeing the
    invasion of the U.S
    2.	Premier Romanov: Romanov is one angry man. Still
    nursing his wounds over the original Soviet Unions,
    Romanov has promised to make America pay for their
    crimes they committed to Mother Russia. 
    3.	Yuri: He's the Soviets Science Advisor and
    Commander of the Psychic Corp. But he prefers to use
    his power to take control of people's minds. 
    4.	General Vladimir: Vladimir is the Commanding
    General of the Soviet Invasion force. Luckily the
    Soviet's aren't going to rip away the whole of America
    as he pretty adapted to the U.S. food, women and
    drink. But he would love to see the United States army
    been torn away.
    J. RA2 General Tactics and Tips/Hints
    1.	If you have buildings around you, you can garrison
    them. This is a new feature to RA2. You can put up to
    10 GIís or Conscripts depending on the size of the
    building. They put sandbags around the building and
    basically fire at anything that gets within their
    range. This is useful for weakening enemy attack and
    defending your base. If there is a building in the
    only way between enemy and you, garrison it at once.
    Once the enemy troops come by, the garrisoned soldiers
    will fire at them. Make sure that the buildings are in
    full health. You can use an engineer to repair badly
    damaged buildings. Also, donít worry about the
    building exploding. When it reaches the red zone, the
    soldiers will automatically move out of the building.
    2.	Use the ranking system of RA2 to your advantage.
    Your units will be awarded as Veteran, and then
    upgraded as Elite when they kill or destroy a certain
    number of units or structures. One-striped units are
    Veterans; three-striped are Elite. There are increased
    firepower, sight, range and many more when units are
    veterans or elite. Elite units also have self-heal.
    For a unit to be upgraded to veteran, it has to kill
    units which is worth more than thrice heís worth. For
    example, a conscript, worth 100, needs to kill two
    GIís, worth 400, to be veteran, and needs to kill
    another 2 GIís to become elite. 
    3.	When making buildings, make an Ore Refinery before
    barracks. When youíre fighting a good opponent,
    surround your base with defenses, both AA and normal
    base defensive turrets. 
    4.	Unlike in RA1 wherein you have to build several
    walls to completely surround your base or structure,
    in RA2, you only need a couple. To surround your
    construction yard, you need only 4. Just place one in
    one corner, then another in the opposite corner and
    the green bars will denote that it will connect one
    corner to another. Do the same for the other. Walls
    are VERY important for it protects you against Tanks,
    spies, engineers and other attacks. You are completely
    immune from infantry when your buildings are walled,
    but be careful for tanks can destroy walls. Prism
    tanks donít even need to destroy the walls to destroy
    the building inside. 
    5.	When placing a structure in walls, place at least 2
    AA structures with it, also walled to protect it
    against air units. 
    6.	Whenever there is a large ore patch and many miners
    mine there, DOMINATING the ore patch would be the best
    way to win the game. To do this, you need Rhinos
    and/or Grizzlies, preferable a dozen of them, to
    attack all enemy miners. But be careful for when the
    ore miner is attacked, the enemy base is alerted and
    will probably try and defend the miner. Because of
    this, you also need one-hit-killing-infantries like
    the German Sniper, Tanya, Attack Dogs, or just a dozen
    or so of Conscripts or GIís. If the economy of the
    enemy is down, then the enemy base will crumble very
    7.	Whenever you attack, always go for the War Factory
    first, and then go straight for the construction Yard.
    If you succeed in destroying the two, then youíre
    almost sure-win. 
    8.	Create an Ore Refinery first before the Barracks.
    Time is important especially in the beginning of the
    game for if youíre base defense is not properly put
    up; a tank rush will lose you the game.
    9.	Crates are your friends. Donít be afraid to get
    	Here I will post my thoughts and suggestions AND also
    your thoughts (e-mail me) on how Westwood could have
    improved this game. To start off, here are mine:
    1.	Improve the Tesla technology of the Soviets! Like
    for example, have a Tesla Sub/Ship, or improve the
    Tesla Coil such that its attacks can branch out or
    something. And have the Tesla trooper be electrocuted
    when killed!!!
    2.	Bring the Chrono Tank back! And the M.A.D. Tank
    3.	Bring the mechanic and medics back! 
    4.	Have a speedy way of scouting for the Soviets!
    5.	More superweapons! You guessed it! I love them!
    The Allies have good defense structures and units. The
    ideal way to build structures is this: place prism
    towers surrounding your base, and not isolated.
    Remember: prism towersí light beams join to form one
    big light beam that can destroy tanks in one blow. An
    isolated prism tower is not useful. Also, do not rely
    on prism towers too much also. Have a couple of
    pillboxes JUST IN CASE your power goes offline.
    Never ever forget to guard against air units,
    especially when youíre against the Soviets. Youíll
    regret it when a Kirov Airship comes along. 
    When it does come along, INTERCEPT it at once! Do not
    wait for it to near your base or else you will face
    dire consequences! The best way to weaken them is with
    Rocketeers. If the Airship is escorted by Flak
    troopers or Flak Tracks or any other anti-air unit, do
    not use Rocketeers at once, the escorts will only kill
    them. Instead, send IFVs to attack the escorts to
    distract them and then command the Rocketeers. Also,
    start a mass production of patriot missiles and place
    them in the exterior of your base first and work up to
    the inside. But never concentrate on AA too much that
    you forget to defend your base against land attacks.
    Always, and I say always, wall key structures that are
    not productive, i.e. construction yard, and battle
    lab. This will protect them from engineers and spies.
    But also place at least 2 patriot missiles surrounding
    them and a few engineers (for emergencies).
    Prism tanks are also good for defenses. Create a
    Rhinos and place the prism tanks BEHIND them. The
    Rhinos will take the damage, and the prism tanks will
    DO the damage. This is useful to make your Prism tanks
    Allies are so well equipped with information and dirty
    tactics. Use them. The most effective way to make your
    units stronger is to have a Spy infiltrate a War
    Factory and a Barracks. Against a human player, it is
    quite hard, but against the AI, it is much easier.
    Making all units veteran is very effective in making
    your units much more effective.
    Another great unit in the Allied side is the Nighthawk
    Transport. If youíre playing Skirmish and you know the
    map well enough to know where the Oil Derricks are
    located, then create engineers and load them up to the
    transport and immediately capture one or more. This is
    a great tactic to make your economy more stable.
    Since Allies are lacking in brute force, donít go head
    to head with the Soviets in a land attack. Rhinos are
    no match for Grizzlies. Prism Tanks are no match for
    any tank and Mirage tanks suck against Grizzlies. The
    greatest tank of them all, the Apocalypse, can easily
    destroy your Rhinos.
    So concentrate on where Allies have the edge: dirty
    tactics. Examples of dirty tactics are Rocketeers.
    Have them weaken an attack force such that when they
    reach your base, they will be damaged heavily. Another
    example is the Spy Satellite. If you see your enemy
    are already lining up his units for an attack, prepare
    your units for defense. If the units attacking are all
    land units (no anti-air), immediately intercept them
    half-way with air units. If the units attacking are
    air units, INTERCEPT them at once with Rocketeers or
    IFVís. If you have some Aegis Cruiser, the better.
    Another one is the Gap Generator. Create at least one
    in the middle of your base to secure your ďprivacyĒ.
    Allied naval units are strong anti-air but weaker when
    it is sea-to-sea. Aegis Cruisers are the best anti-air
    units. They can easily destroy air units. Aircraft
    Carriers are also very strong but the hornets they
    launch are easily destroyed by any anti-air and the
    carrier itself is susceptible to Soviet Squids. So
    always have your carriers escorted by some dolphins
    and destroyers.
    Use your harriers against isolated units or
    structures, and if you want to destroy a structure,
    donít just send 3 to 4 harriers to damage it. Send at
    least 8 so that it will totally DESTROY the structure.
    If youíre playing France, place the Grand Cannons in
    the exterior part of your base, never in the interior,
    or else you will face dire consequences when it
    misfires. Your units and structures will also take
    If youíre playing Great Britain, have a few Snipers in
    your base to defend your base against infantry, like
    the Iraqi Desolator or against Tanya. Remember, Tanya
    can swim so donít forget to put some anti-infantry
    even if that part of your base is surrounded with
    M. Soviet Tactics
    When youíre playing Soviets, remember these two words:
    BRUTE FORCE. Soviets possess an array of heavily
    armored units like Kirov Airship, Grizzlies,
    Apocalypse, and even small Terror Drones. Head up
    against the Allies head-to-head, and sure enough you
    will win.
    Just because your War Miner has weapon mounted with it
    doesnít mean that you donít have to watch over it. War
    Miners are defenseless against a horde of Tanks, and
    unlike the Chrono Miner which can easily chronoshift
    back to the base, War Miners are SLOOOOOOOW. And once
    a Terror Drone enters it and your Service Depot is far
    far away, say goodbye to your miner.
    Terror Drones are one of the most effective units in
    the Soviet side. If you see a horde of tanks somewhere
    in the map, isolated, have a group of terror drones
    try and attack them. Even just one Terror Drone can
    easily destroy a dozen of tanks placed together when
    you fail to notice it. It will easily jump from one
    tank to another.
    Soviets are effective anti air because of the Flak
    technology: Flak trooper, flak track, flak cannon, and
    sea scorpion. Flak troopers are one of the most
    effective units that can attack naval, aerial and land
    units, but are more effective against aerial and tank
    Flak tracks are like APCís. They are great for
    infiltrating an enemy base with Engineers, Crazy
    Ivans, and the most destructive, Terrorists. 
    If youíre playing Libya, then the Demolition Truck
    will serve you well. Have a series of Demolition
    Trucks try and infiltrate an enemy base. The earlier
    is the better, when any defense is feasible.
    Version 1.01 (Version A): Corrected a lot of mistakes
    and updated a hell lot.
    Version 1.00 (Version K): This is the first version.
    Everything is new. More to be added soon. 
    Coming soon: More tactics, more information, more
    There are many people I want to thank for this FAQ.
    Some did not contribute directly, but they did
    God: For the many blessings I receive.
    My Sister Queena: For buying me this game (300 PHP)  
    My Parents: For this computerÖdamn computer! 
    Kate: For serving as my inspiration :)
    Jericho: For introducing this game to me
    RA2 sites, RA2 FAQs for serving as my guides
    You: For reading this
    GameFAQs.com: For placing this in their site
    And also, a big thanks to all those who e-mailed me
    regarding my errors. I will try and put your e-mails
    all here, and all your suggestions in the next update.
    Thanks and keep the feedback coming.
    Metal Gear Solid FAQ
    Knockout Kings 1999 FAQ
    STARCRAFT FAQ (lengthiest and most popular)
    Smackdown Review
    All of these are found in my homepage and in
    gamefaqs.com, and gamespot.com, and some other sites.
    I canít remember all but PLEASE do not make my FAQ
    into HTML. Only I have the power to do so. Thank you.
    COPYRIGHT 2000. <Insert legal jargon here>
    Under no circumstances can this FAQ be placed in any
    other site except for my homepage
    (http://www.geocities.com/alvinregan) and GameFAQs.com
    without the permission of this writer. For requests,
    comments and if you wish to put this in your site,
    simply e-mail yours truly at alvinregan@yahoo.com and
    put in the subject: Red Alert 2 FAQ. I welcome any
    other questions related to RA2.