COMMAND AND CONQUER:
                                 RED ALERT 2
                            CAMPAIGN WALKTHROUGHS

                             By Steven W. Carter
                          (scarter831@earthlink.net)


VERSION 1.0

Last updated on November 22, 2000

DISCLAIMER

In the following mission walkthroughs, Iíll provide strategies that worked for 
me using version 1.002 and the normal difficulty setting.  For the most part, 
the focus of the walkthroughs will be to finish each mission as quickly as 
possible, rather than to provide the full flavor of the game.  So, for 
example, you wonít hear me suggest that you use a weather control device when 
playing the Allies or use a cloning vat when playing the Soviets.  Feel free 
to experiment and develop your own favorite ways to complete each mission.


*******************************
* ALLIED CAMPAIGN WALKTHROUGH *
*******************************

Mission 1 (Lone Guardian)
-------------------------

Starting Objectives:

-- Destroy the Soviet dreadnought fleet.
-- Make contact with Fort Bradley.
-- Keep Tanya alive.

Mid-Mission Objectives:

-- Destroy the Soviet supply base.

Par Time:

-- 10 minutes

Walkthrough:

Take control of Tanya and immediately have her sink the four dreadnoughts.  
(Tanya can swim and place C4 charges on boats.)  Then have her help out the 
GIís against the conscripts, both the ones who landed via amphibious assault, 
and also the ones who will shortly airdrop in.  At some point around this time 
the Statue of Liberty will crumble because you canít do anything about the V3 
rockets, and Romanov will brag a little.  Weíll show him.

Undeploy the GIís and move everybody across the bridge to the west.  Youíll 
encounter two GIís, and theyíll shortly be attacked by some conscripts.  Kill 
the conscripts, undeploy the new GIís, and send everybody northeast.  Youíll 
face one more conscript, and then youíll see several conscripts airdrop in 
near the McBurger Kong restaurant and a gas station.  The Soviets will send 
regular airdrops to this location, and you can foil them all by using your 
GIís to garrison the two buildings.  You donít need the GIís for anything else 
anyway.

Send Tanya southeast into Fort Bradley.  As soon as you gain control of the 
base, have Tanya go back outside the base and then to the north where three 
veteran grizzly tanks are waiting.  Meanwhile, build a barracks, train an 
engineer, and have the engineer repair the bridge to the south.

Send Tanya and the tanks to the Soviet base.  Target oil barrels whenever you 
see them, and theyíll kill conscripts and damage structures.  Use the tanks to 
destroy the two sentry guns, and then use the tanks and Tanya to destroy the 
buildings inside.  You only need to destroy the buildings to complete the 
mission, so you can ignore things like the V3 rocket launchers.

Also of Note:

There are two crates in the northwestern part of the map: one for improved 
fire, and one for improved defense.  But you donít need them and theyíll just 
slow you down.

Mission 2 (Eagle Dawn)
----------------------

Objectives:

-- Capture the Soviet-occupied Air Force Academy Chapel.
-- Destroy all Soviet forces.
-- Keep Tanya alive.

Par Time:

-- 25 minutes

Walkthrough:

Do nothing for a couple of seconds and wait for a Soviet patrol of conscripts 
to show up.  Have Tanya kill the conscripts and then move north to the armor-
improving crate.  Around this time youíll receive several rocketeers.  
Immediately send them to the southwestern corner of the map where theyíll find 
two veteran rocketeers.  Group them all together.  Theyíll be your main 
fighting force.

Meanwhile, send your two veteran GIís to the east.  At the eastern side of the 
map theyíll find three trucks guarded by two conscripts.  Kill the conscripts 
and trucks, and youíll get three crates: one for armor, one for rank, and one 
for money.  Send the now elite GIís back to the starting point.

Meanwhile again, while the rocketeers and GIís are moving toward their 
destinations, guide Tanya to the Air Force base.  You can just walk her inside 
if you want; the lone sentry gun in the way wonít be powerful enough to kill 
her.  But a better way is to have Tanya swim across the narrow strip of water 
so she can avoid the guns completely.  Target her movement inside the water; 
otherwise sheíll probably try to walk around.

Once inside the base, have Tanya destroy the two flak cannons.  Once the 
cannons are gone, youíll receive an airdrop of engineers.  Leave them alone, 
and theyíll capture most of the buildings inside the base on their own.  Then 
just use your starting engineers to capture the rest.  But before you can get 
your engineers inside, order your rocketeers to destroy all of the sentry 
guns.  You should also have Tanya destroy the gate on the western side of the 
base.

Now you need to plan your offense and defense.  For defense, start building 
some grizzly tanks, and just let them sit in the middle of your base.  Also 
bring in your two elite GIís and deploy them outside the eastern edge of your 
base, where a sentry gun once was.  Put Tanya behind them.

For offense, send your rocketeers north and then east.  Theyíll discover the 
unguarded back of the Soviet base.  Have the rocketeers destroy the two tesla 
reactors, then the construction yard, and finally the last two tesla reactors.  
This will completely power down the Soviet base, and it will also cause 
several Soviet units Ė including their only two flak tracks Ė to attack your 
base.

Nothing inside the Soviet base can now even touch your rocketeers, so just 
have them methodically destroy everything.  Meanwhile, use your grizzly tanks 
to help out Tanya and the GIís against the Soviet attack.  For the most part, 
the Soviet units will target your miner, and they should be easy to kill while 
theyíre thus distracted.

Also of Note:

There is a money crate in the northwestern corner of the map, guarded by a 
conscript and an attack dog.  You can also get several more crates by 
destroying the civilian buildings on the map.

Mission 3 (Hail to the Chief)
-----------------------------

Objectives:

-- Destroy the Psychic Beacon.

Par Time:

-- 30 minutes

Walkthrough:

Retrieve the engineer out of the middle IFV, and then fill the two empty IFVís 
with GIís.  Move the three IFVís to the eastern part of your base, to a little 
corner area that overlooks the western bridge.  Leave them there; theyíll 
obliterate most attacks before they can even get to you.  Now take 10 of your 
GIís and garrison the building closest to the western bridge and then take 10 
more GIís and garrison the building closest to the other bridge.  Let the 
other GIís hang out somewhere safe.

Use the engineer who was in the IFV, and have him repair the western 
garrisoned building.  Use the other engineer to repair the Jefferson Memorial.  
Youíll receive two crates for the deed: the eastern crate gives money, and the 
western crate gives rank.  So save the western crate for something useful, 
like a grizzly tank.

Meanwhile, get your base going, and then start cranking out grizzly tanks.  A 
few minutes into the mission, youíll receive four IFVís as reinforcements.  
Run them into your base, repair them if you want to, and then fill them with 
your leftover GIís.  Once you have about 10 grizzly tanks, send them and the 
four IFVís out to attack the Soviets.  Use the eastern bridge out of your base 
so you donít run into any Soviet attacks.

Then just march north along the center of the map.  Donít kill everything; 
just kill tanks and sentry guns that are in the way.  Eventually youíll come 
to the Psychic Beacon.  Direct all your units to attack the beacon, and you 
should have enough firepower to destroy it before the Soviets can take out 
your attacking force.

Also of Note:

There are four damaged monuments on the map.  Once you build an airforce 
command headquarters, theyíll be revealed.  Like the Jefferson Memorial, if 
you repair them youíll earn some crates.

Mission 4 (Last Chance)
-----------------------

Objectives:

-- Force a shore landing and establish a base.
-- Destroy the Psychic Amplifier before it comes on-line.

Par Time:

-- 30 minutes

Walkthrough:

Use your rocketeers to take out the two grand cannons.  Then move in your 
destroyers for a shore bombardment.  There will be enemy submarines around, so 
be careful and watch for them.  Once youíve cleared out the shore defenses, 
move in your amphibious transports and establish a base.  I suggest deploying 
your MCV southwest of the enemy shore base, near the tesla reactors.  From 
there you can watch two police cars get nailed by Soviet tesla troopers.

Be careful when you start your base.  You can either destroy the Soviet 
structures, or you can capture them with your engineers (if youíre quick 
enough).  But if your units attack the Soviet miner when it unloads at the ore 
refinery, then Soviet forces will attack you.  Otherwise theyíll leave you be.  
Also, when you deploy your MCV, a timer will start.  Youíll have 50 minutes to 
destroy the Psychic Amplifier.  Not long after that, youíll receive four move 
amphibious transports filled with GIís and grizzly tanks.

You now have a sizeable force, so attack!  Up the ramp north of your base 
youíll find a damaged building garrisoned by Soviet conscripts.  Attack the 
building until the conscripts have to abandon it, and then kill the 
conscripts.  Next head northwest to the intersection and destroy the Soviet 
forces you find plus the flak cannon.  Then cross the nearby bridge and 
destroy another flak cannon.

It doesnít matter if your attack force survives or not, because during the 
attack youíll receive several rocketeers in reinforcements.  Use them in 
conjunction with your starting four rocketeers to attack the Psychic 
Amplifier, which you should have uncovered when you crossed the bridge.  
Attack from the north to stay away from any Soviet flak tracks that might be 
lurking about.  Your rocketeer force should be able to destroy the amplifier 
easily.

Mission 5 (Dark Night)
----------------------

Objectives:

-- Infiltrate the Soviet battle lab.
-- Neutralize the two Soviet nuclear missile silos.
-- Keep Tanya alive.

Par Time:

-- 30 minutes

Walkthrough:

Select your spies and have them take on the appearance of one of the nearby 
Soviet units.  Then have Tanya walk over and kill those Soviet units.  There 
will be Soviet patrols in the area, so be careful when you walk Tanya around.  
(Itís a good idea to keep a finger on the S key so you can stop her right away 
when you see an enemy.)

Move Tanya north to the Soviet base.  There will be two tesla coils out front.  
Tanya can destroy the eastern one by shooting the barrels next to it, and then 
destroy the western one by just walking to it and planting a C4 charge.  
(Tanya can take a hit from a tesla coil without dying.)  Then have Tanya enter 
the base a little and take out all the nearby infantry and attack dog units.

Move one of your spies into an exposed tesla reactor, and Tanya cwill be able 
to destroy the remaining four tesla coils in the base.  Start with the eastern 
``insideíí coil, shoot the barrels next to the western coil, and then shoot 
the barrels next to the two exit coils.  If you canít get all of this done in 
a minute, then use another spy in a reactor to give Tanya more time.  (When 
you use your three spies, youíll receive another three in reinforcements, so 
feel free to use them liberally.)

Now you should be able to move one of your spies into the battle lab.  When 
that happens, the map will enlarge to show two more Soviet bases.  Each one 
has a nuclear silo in it, and each one also has its own power grid.  That 
means if you want to shut down power to one of the bases, youíll have to get 
your spy into a tesla reactor in that base, and not just any tesla reactor.

Head towards the northeastern Soviet base.  Cross over the bridge and notice 
that the entrance to the base has a tesla coil plus patrols of conscripts and 
attacks dogs behind it.  You can head straight in if you want, but itís a 
little tricky to destroy the tesla coil and still kill the nearby dogs.  So 
instead head west along the southern edge of the base.  Youíll find some 
barrels against the wall, and shooting them will give you access to the base.  
Inside youíll find the nuclear silo surrounded by a fence, but once again 
there will be barrels nearby.  So dispatch the silo and the pesky patrols, and 
then exit the base the way you came.

Head west and skirt south around the eastern edge of the remaining Soviet 
base.  Have a spy follow discretely behind because youíll need him for this 
base.  Eventually, youíll come to a farm, and west of the farm will be a ramp 
leading to the base.  Once again youíll find barrels next to a wall, so blow 
them up and kill the nearby conscripts and attack dogs.  Then have your spy 
infiltrate the closest tesla reactor.  That will allow Tanya to waltz into the 
base and blow up the last nuclear silo.

Also of Note:

You can rescue various units during the mission.  East of your position are 
three GIís, north of your starting position are three cows (shoot the barrels 
by their pen), and south of the northwestern Soviet base are four GIís and a 
grizzly tank.  The cows are the most fun, of course.  If you rescue them, you 
can control their movement and have them scout the map for you.  But be 
careful; Soviet attack dogs like to eat them.

Mission 6 (Liberty)
-------------------

Objectives:

-- Reinforce and assume command of Allied forces at the Pentagon.
-- Destroy all Soviet forces in Washington.

Par Time:

-- 50 minutes

Walkthrough:

Itís difficult but not impossible to keep all of your prism towers intact 
during the first few attacks by the Soviets.  Youíll have to be quick to 
repair them, and youíll have to manually target them so they attack tanks 
rather than infantry, but it can be done.  Itís also helpful to sell the wall 
segments behind the eastern pillbox so it can fire at infantry units that get 
behind it, and so other pillboxes arenít obstructed.

Once your forces arrive, move your MCV down the ramp west of your base and 
deploy it on the coast next to the resource patch.  Then set up one refinery 
there and another southwest of the Pentagon near the resources there.  Move 
half the infantry you receive into a building next to your construction yard, 
and move the other half to help defend the eastern part of your base.  Almost 
every attack will come from the east.

Once your base is set up and youíre happy with your eastern defenses (donít 
forget extra patriot missile embankments to foil V3 rockets), send a dozen 
GIís north along the western edge of the map.  Theyíll come to a bridge, and 
on the western side of the bridge will be a hospital and a house.  Garrison 
the house, and send engineers to fix the house and claim the hospital.  The 
hospital isnít very useful in itself, but it will allow you to build a 
barracks nearby and also some defensive structures if you want them there.  
The infantry in the house and some more deployed next to it should be all you 
need to defend yourself from attacks across the bridge.

Now build a dozen rocketeers at the northern barracks and send them east.  The 
Soviets have absolutely no air defenses east of the bridge, and that is the 
area they use for resource mining.  Your rocketeers should be able to kill two 
refineries, some miners and various other units.  Donít have the rocketeers 
explore too far to the southeast, though, or theyíll hit one of the main 
Soviet bases, and theyíll encounter air defenses there.  For now just leave 
your rocketeers in the area to harass whatever enemies wander by.

Meanwhile, crank out lots of grizzly tanks and send them out in groups of 20 
or more to inflict major damage on the Soviets.  If you send them east across 
the bridge, theyíll find a small Brown base, and they should be able to take 
out the construction yard and some other buildings in the first try, and then 
take out the rest of the base in the second.  Note that when you destroy the 
construction yard, barracks, and war factory, the Soviets will sell everything 
and attack you with what remains.  Since youíll be in the area with tanks, go 
on a squash-fest and kill most of the conscripts that way.

Now you can move on to the Red Soviet base.  It should be hurting a little 
because youíve taken out their miners, and you can just pound it with 
grizzlies until itís dead.

Also of Note:

This map should look a little familiar since you played most of it during 
mission 3, and the same rules apply here as in that mission.  If you repair a 
monument, youíll receive some crates.

Mission 7 (Deep Sea)
--------------------

Objectives:

-- Destroy all Soviet forces.

Mid-Mission objectives:

-- Destroy all Soviet forces on or around the Hawaiian islands.

Par Time:

-- 70 minutes

Walkthrough:

This is a short and easy mission Ė if you know the trick.  You start out with 
most of your base already in place, so right away you can start constructing 
military units.  And thatís exactly what you should do.  Queue up half a dozen 
destroyers, and change the rally point for your naval yard to the choke point 
south of your airforce command headquarters.  Move your three existing 
destroyers to the same place, and ignore your other ships.  Youíll be attacked 
at the choke point by submarines, scorpions, and dreadnoughts.  Target and 
destroy a submarine, then target and destroy a scorpion while your planes 
regenerate, and then repeat.  Donít forget to repair your pillboxes in the 
area so they can help out.

Meanwhile, you should train a dozen rocketeers and send them to the allied 
base.  The allied base wonít last very long against the Soviet dreadnoughts, 
and the large supply of barrels in the base will only help the Soviets out.  
Once the allied base goes down, the Soviets will transport in an MCV and start 
building its own base.  But if you have several rocketeers in the area, you 
can destroy the construction yard right away, plus any other buildings the 
Soviets manage to put up.  Since the objective will change so you only need to 
kill the Soviet units and structures on that island, the mission will 
essentially be over.  You just have to mop up the few tanks, conscripts and 
transports on the island to finish the mission, and the Soviets will even help 
you out by moving their units off the island (to attack you) once the 
buildings are gone.

Also of Note:

If you donít destroy the Soviet base while itís forming, the Soviets will 
eventually build a nuclear silo, and youíll have to deal with nuclear blasts 
every ten minutes.  In this mission, and every other mission, the Soviets will 
always target your war factory with their nukes.  Conveniently, you donít 
start with a war factory in your base, and so when you construct one you can 
put it somewhere by itself.

Also, there is an airport on the northern island.  If you have to assault the 
Soviet island, itís useful to take the airport so your can airdrop in GIís to 
help out.  The Soviets donít seem to attack the airport, but itís still a good 
idea to garrison one of the buildings next to it, just to be safe.

Mission 8 (Free Gateway)
------------------------

Objectives:

-- Destroy the Soviet Psychic Beacon (within 20 minutes).
-- Destroy the Soviet forces in St. Louis.
-- Donít get Tanya killed.

Par Time:

-- 60 minutes

Walkthrough:

Itís a good idea to group like units together for this first part of the 
mission.  For example, have Tanya be group 1, your engineers group 2, and your 
GIís group 3.  Then have Tanya lead the way, with the engineers next, and the 
GIís protecting the rear.  Youíll face quite a few enemy units on the way to 
the beacon, and itís useful to keep your engineers alive.  (The engineers 
donít do anything critical, but theyíll be worth 6000 credits if they 
survive.)

Send your units west and then up a ramp.  Follow the street to the southwest.  
Youíll end up pretty close to the beacon.  Deploy your GIís north of the 
hospital (so they can see the resource patch), leave one engineer behind them, 
and send the other engineer to the southern edge of the map, near the middle.  
There heíll find a damaged war factory, and when he repairs it youíll get to 
keep it.  Plus the timer will reset to 20 minutes (not that youíll need the 
extra time).

Meanwhile, have Tanya assault the beacon compound.  The compound is walled 
with gates on the north and south sides, but there are barrels near the 
northern gate, allowing Tanya to get inside.  Have Tanya shoot the barrels and 
then destroy the two remaining tesla reactors on the northern half.  That will 
shut down the guarding tesla coils, and you can now send Tanya to the southern 
side to destroy the other two reactors, plus the coil there.  Then have her go 
back north and destroy the two coils and two flak cannons guarding the beacon.  
Finally, use your remaining engineer to capture the beacon.  Youíll 
automatically sell off the beacon for 3000 credits, plus youíll also receive 
five GIís.

When you capture or destroy the beacon, three things will happen:
Citizens will stop attacking you, and many will start walking towards the 
arch.  So when you keep hearing that your units are getting killed, donít 
panic.  Itís just the citizens.  On the good side, theyíll explore a lot of 
the map for you, and youíll get an indication about where the main Soviet base 
is.  Youíll receive reinforcements, including an MCV, prism tanks, grizzly 
tanks, and GIís.  A crate will appear next to the arch.  Itís worth 10,000 
credits.  But this is important: if you save your game after eliminating the 
beacon but before taking the crate, the crate will no longer be there when you 
load.  So only save after taking the crate.

Start building up your base, and get a battle lab up as soon as possible so 
you can start cranking out prism tanks.  Meanwhile, let your elite GIís and 
Tanya creep forward into the nearby resource patch.  Theyíll be able to kill 
just about everything that comes out of the enemy base, and theyíll be able to 
knock out enemy miners, too.  The potential problem is if the Soviets wise up 
and send a V3 rocket launcher at them.  That almost never happens, but if it 
does, retreat your units out of the way, and then have Tanya attack the 
launcher to scare it away.  Sheíll probably get hit by fire from the sentry 
guns, but she can take a few shots from them.

Once you have about ten prism tanks, send them against the Soviet base.  Prism 
tanks are good at fighting infantry units and buildings, and thatís mostly 
what youíll face.  Plus, with their long range, theyíll rarely get hurt.  Your 
ten tanks should be able to destroy the Soviet base with no problems.

Also of Note:

Besides the war factory you can capture, there is also an ore refinery.

Mission 9 (Sun Temple)
----------------------

Objectives:

-- Capture or destroy any Soviet attempts to replicate our prism technology.
-- Eradicate the Soviet base defending their research site.

Par Time:

-- 30 minutes

Walkthrough:

Send your seals west along the road.  Theyíll come to a little hut village 
with lots of conscripts and attack dogs in it.  Kill the enemies and then 
notice the two prisons filled with freedom fighters along the southern edge of 
the village.  Kill the guarding conscripts, and the freedom fighters (GIís and 
grizzly tanks) will join your cause.  Youíll also receive five engineers and a 
helicopter.  Divide your GIís into two groups and use them to garrison a pair 
of huts to keep Soviet patrols off your back.  Send one of the engineers to 
the northwestern corner where youíll find an airfield.  Capture the airfield 
so youíll receive more help as the mission progresses.

Then send your tanks, seals, and remaining engineers to the eastern entrance 
of the enemy base.  There is a lone sentry gun guarding the entrance, and your 
grizzly tanks should be able to dispatch it quickly.  Then send in a seal to 
shoot the attack dogs, and also shoot the barrels along the northern wall of 
the base.  The resulting explosions will take out a few enemy units.  Move the 
rest of your seals and tanks into the base, and then send in two engineers.  
One engineer should capture the mayan pyramid (a really fast and powerful 
prism tower) and the other should capture the tesla reactor next to it.  Once 
the pyramid stops killing Soviet units, manually direct it to kill any nearby 
buildings (such as the barracks).

Now you can use one seal to creep south and kill all the infantry units and 
attack dogs near the second mayan pyramid and the nearby tesla reactors.  Then 
send your remaining two engineers to capture the pyramid and a reactor.  Be 
careful of the Soviet miners when you capture the pyramid; they can kill 
engineers pretty quickly.

At this point, half of the Soviet base should be gone, and all of the tesla 
coils should be unpowered.  So use a seal again to start destroying more 
buildings and killing more units.  The only potential problem now is the pair 
of sentry guns at the western entrance to the base.  Your tanks wonít be able 
to kill these alone.  Instead, have your tanks attack the guns, and when the 
guns target the tanks, use a seal to run in and plant a C4 charge.

Also of Note:

Youíll receive two more seals and another engineer in reinforcements during 
the mission.

Mission 10 (Mirage)
-------------------

Objectives:

-- Ensure the safety of Professor Einsteinís laboratory.
-- Destroy all Soviet forces.

Par Time:

-- 60 minutes

Walkthrough:

The mission will start with Einstein showing off his latest creation Ė the 
mirage tank.  When you gain control, leave the mirage tanks where they are.  
Theyíll be in a pretty good place to protect Einsteinís lab from V3 rocket 
launchers.  Plus theyíll defeat the first attack on his lab all by themselves.  
The unit to move is the MCV currently in your base.  Send it over to 
Einsteinís lab and deploy it to the south.  Then you can build an ore refinery 
west of it to take advantage of the nearby resources.

Not long into the mission, three allied bases to the northeast will be 
overrun, and new Soviet bases will start up in their place.  Theyíll first 
attack you rather than Einstein, so get your defenses up quickly.  Set up 
defensive positions to the north and to the east of your base, with a little 
bit of space between your base and the positions so you have room to maneuver.  
Start out with deployed GIís and then eventually add in prism towers and 
patriot missile embankments.

Then itís just a matter of building up your base and building prism tanks.  
Once you have about a dozen prism tanks, send them out to attack the Soviets.  
Keep building prism tanks while you attack, and keep re-supplying your attack 
force.  It shouldnít take long to finish off the three enemy bases.

Also of Note:

There is a tech outpost along the western edge of the map.  If you capture it, 
you can put an ore refinery next to it to take advantage of the nearby 
resource patch.

Mission 11 (Fallout)
--------------------

Objectives:

-- Build a chronoshpere.
-- Neutralize the Soviet nuclear threat in Cuba.

Par Time:

-- 80 minutes

Walkthrough:

This mission is a little bit annoying because your base is all over the place, 
and you need to do a lot of things at once so that you can defend it.  As soon 
as you gain control, do the following as quickly as possible:

1. Start building destroyers.  Squids and subs, not to mention scorpions, are 
going to visit you quickly, and youíll need to be prepared.

2. Send 10 GIís east of your base to the easternmost building, and garrison 
it.  If you donít, the Soviets will airdrop in some conscripts, and theyíll 
garrison the building instead.

3. Train a seal, and send him and five GIís southwest over the bridge to 
protect the refinery.  Put the GIís in the light tower, and let the seal stand 
next to it.

4. Train another seal and camp him along the southern edge of your main base.  
A couple of dreadnoughts will visit after a few minutes, and a seal is the 
easiest way to kill them.  You might also want to put 2-3 patriot missile 
embankments along the southern edge of your base to protect against 
dreadnought missiles.

5. Build a pillbox and place it north of the pillbox already guarding your 
northwestern refinery.  Then build a barracks and place it southeast of the 
refinery.  Finally, train a half dozen or so GIís and deploy them around the 
two pillboxes.  One of the first airdrops by the Soviets will be five terror 
drones in the resource patch north of the refinery, and you need the pillboxes 
and GIís the protect the miner.  Also, when you see the airdrop coming, move 
the miner out of the way until the drones are all dead.  Drones move faster 
than the miner, so keep an eye open.

6. Train ten GIís and deploy them in front of the northern bridge leading to 
your base.  Lots of attacks will come from across the bridge, so you need to 
keep the area well defended.  Eventually, you can sprawl your base so you can 
include a pillbox or two in the defense, but donít use prism towers at the 
bridge.  The prism towers will break the bridge, and you donít want to mess up 
a perfectly good kill zone.

If you can do all that while fending off Soviet attacks, then youíll be in 
good shape.  With three refineries going, you'll have plenty of credits coming 
in, and that will allow you to quickly build up your base, while also 
continuing to build destroyers and dolphins.  When you place your war factory, 
remember to keep it by itself.  About 10 minutes into the mission, the second 
(southern) half of the map will be revealed, and youíll find out that Cuba has 
three nuclear silos that you need to destroy.  Itís possible to disable the 
nukes before the Soviets can fire, but itís better to be safe with your war 
factory rather than sorry.

Once you have a sizeable force of destroyers and dolphins, send them south to 
claim the sea.  Start at the western side of the enemy coast and proceed east.  
While youíre attacking the enemy squids, subs, and scorpions, start cranking 
out aircraft carriers, and send them to the western coast where they should be 
safe.  Once youíve cleared the sea, and once you have three aircraft carriers, 
itís time to make some air strikes.

First target the nuclear reactor in the southwestern corner of the map.  It 
has two flak cannons next to it, but enough of your planes will get through to 
eventually destroy it.  Then target the barrels on the western side of the 
Soviet base.  There wonít be any flak cannons in that area, so the attack run 
should go smoothly.  When the barrels blow, theyíll take the other nuclear 
reactor out with them (plus a lot of the Soviet base) and the nuclear strike 
countdown will freeze.

In fact, the Soviet base will now be without power, so you just need to target 
the three nuclear silos to finish the threat.  And, oh yes, at some point you 
should build a chronoshpere.  You can use the chronosphere if you want, but 
itís much easier to use sea strikes since you have to build a fleet anyway.

Also of Note:

There are two oil derricks along the western edge of your island.  You have to 
be reasonably quick in order to capture them, because the Soviets will 
eventually destroy the derricks even if theyíre unclaimed.  If you decide to 
make the effort, take about a dozen GIís and walk them carefully to the area.  
Youíll find lots of crocodiles along the way, and itís best to clear them all 
out so you can just tell units to walk to the oil derricks rather than guiding 
them manually around the crocodiles.

Mission 12 (Chrono Storm)
-------------------------

Objectives:

-- Clear the area so chrono reinforcements can arrive.
-- Eliminate Romanovís Elite Black Guard around the Kremlin.

Par Time:

-- 90 minutes

Walkthrough:

Immediately have one of your seals destroy the tesla reactor in the center of 
the base.  Thatís all you have to do for the first objective.  Now that the 
base is ``clearíí youíll start receiving reinforcements.  In total youíll get 
an MCV, 8 grizzly tanks, 10 IFVís, and 4 prism tanks.  Deploy the MCV in the 
center of the base where the reactor was, and then start building your base.  
You might want to destroy the fencing around the construction yard so you have 
more land to build on.

Donít use the seals to destroy the leftover tesla coils.  Itís quicker to use 
the seals, but instead use GIís.  Start with the GIís you can free in the 
northern part of the base, and then add to them after you build a barracks.  
When a GI destroys a tesla coil, itíll automatically jump to elite status, and 
you can get several elite GIís for free this way.  Keep training GIís, and 
after the tesla coils are gone, garrison the four bunkers outside your base, 
and also garrison a building outside the western entrance to your base.  Send 
your 8 grizzly tanks to the northern exit; they can guard that area until you 
get your base set up and are ready to attack.  Use your four prism tanks to 
help out defending the western entrance, and leave all of your IFVís next to 
your construction yard.  Every so often the Soviets will send a kirov airship 
to attack your construction yard, and youíll need to intercept it before it 
gets there.  You might want to sprinkle some patriot missile embankments 
around also.

As soon as you have a barracks, train two engineers and use them plus your 
starting two engineers to capture the four oil derricks in your base.  With 
those four derricks plus a refinery with two miners, youíll have plenty of 
credits to play with.  When youíre ready to build a war factory, first build a 
power plant and place it a couple squares north of your construction yard, and 
then place the war factory north of that so the war factory is in the northern 
corner of the base all by itself.  Youíre going to have to face at least one 
nuclear blast, and the Soviets will target your war factory.  Also, since you 
know what the Soviets are going to target, as soon as they launch a nuke, 
immediately sell your war factory.  Selling and then rebuilding your war 
factory will cost the same amount as sending a spy to reset the nuclear strike 
clock, and itís easier to do.

The bunkers and garrisoned buildings are really the only defenses youíll need.  
If you erect prism towers and pillboxes, the Soviets will destroy them when 
they use the iron curtain, but the bunkers are tough.  Keep an engineer near 
them at all times, and when their health drops to yellow (or even before then) 
send your engineer in to repair the bunker.  The Soviets arenít very good at 
using the iron curtain Ė theyíll often protect a single tank with it Ė and so 
you wonít have to use an engineer very often.  Sending spies in to reset the 
iron curtain clock is just a waste of time.

Your base might start getting a little crowded, so itís time to go on the 
offensive.  Use the grizzly tanks at the northern end of your base to sweep 
east and then south.  Theyíll encounter a sentry gun for sure, and maybe a 
couple other Soviet units.  Theyíll also discover an airport and two more oil 
derricks.  Go ahead and capture the three buildings, even if you donít need 
them, just so youíll have extra space to build.  Finally the grizzly tanks 
will find a Soviet outpost, and they should stop there and not attack.  The 
outpost has two tesla coils in it, and the tanks will have problems getting to 
the coils because of the walls enclosing the outpost.  Youíll lose your tanks 
if you attack, so just leave the tanks near the oil derricks and garrison a 
building nearby for extra defense.  (If you really want to attack the outpost 
now, rather than waiting for enough prism tanks to do the job, then train 
about 20 GIís and have them simultaneously garrison the two buildings between 
your base and the outpost.  Theyíll be in range of the coils, and once the 
coils are history, theyíll also be extra defense for your base since theyíll 
take out anything that exits the outpost and tries to move towards your base.)

Once you have a battle lab up, build a half dozen chrono legionnaires.  While 
theyíre training, get a spy satellite up and find the six nuclear reactors 
employed by the Soviets (two along the eastern edge of the map, and four at 
the southern edge).  Every single one of the reactors is defenseless to 
legionnaire attack.  Go ahead and take down the eastern reactors with whatever 
legionnaires you have trained, but wait for all six to be ready before you go 
to the southern reactors.  There are war factories and barracks near the 
southern reactors, and itís possible for Soviet units to wander by while 
youíre removing the reactors, so itís best to have several legionnaires so 
they can remove the reactors and deal with enemies at the same time.  Once the 
six reactors are history, the Soviet bases will all power down, and the timers 
for the iron curtain and nuclear strike will stop.  Your legionnaires will now 
basically be useless.  You can play with them and see how much of the Soviet 
base they can destroy before being killed (a lot), but theyíll get killed 
against Romanovís elite apocalypse tanks, and so they canít help you there.

To get to Romanov, you can pick your attack style, but I used prism tanks.  
Prism tanks are just too much fun to ignore for a job like this.  But before 
building your attack force, first train a spy and infiltrate an enemy war 
factory.  The one in the outpost east of your base might have attack dogs near 
it, but the one on the western side of the map usually doesnít.  Then with a 
dozen or so veteran prism tanks, start marching south towards the Kremlin.  It 
should be a slaughter, and by the time you get to Romanovís personal forces, 
most of your prism tanks should have reached elite status, making the final 
battle a slaughter as well.  Simply destroy Romanovís four apocalypse tanks, 
plus the pairs of flak cannons and sentry guns guarding the Kremlin (but not 
the Kremlin itself), and the mission will be over.


*******************************
* SOVIET CAMPAIGN WALKTHROUGH *
*******************************

Mission 1 (Red Dawn)
--------------------

Objectives:

-- Destroy the Pentagon.

Par Time:

-- 15 minutes

Walkthrough:

You donít need much in the way of strategy for this mission.  Youíll start 
with enough units, and gain enough reinforcements along the way, that you can 
simply overwhelm the Allied defenses and march your way right to the Pentagon 
without stopping.  But just in caseÖ

Deploy your MCV where it stops, and then build a tesla reactor and a barracks.  
You donít need an ore refinery for this mission, but you can build one if you 
really want to.  Once your barracks is complete, train an engineer and send 
him to follow your conscripts.

Speaking of your conscripts, immediately march them northeast.  Theyíll come 
across three deployed GIís at an intersection, and then more GIís in a small 
Allied base.  Simply storm the GIís with your conscripts and kill them with 
concentrated fire.  There is a broken bridge northwest of the Allied base, so 
send in your engineer to fix it.

Combine your conscripts with the reinforcements youíll receive, and then cross 
the bridge.  Youíll find an Allied defensive position with two pillboxes and a 
few deployed GIís.  Split up your conscripts into two groups and have them 
garrison the two nearby buildings.  Once the Allied defensive position is 
history, empty the buildings and enter this second Allied base.  Youíll find a 
few deployed GIís, but theyíll be no match for your army of conscripts.  
Ignore the airport in the base; youíll finish the mission well before you can 
get an airdrop.  Lastly, as before, when you receive reinforcements, add them 
to your attack force.

Now head towards the Pentagon to the northeast.  Youíll have to fight through 
four pillboxes and a few GIís to get there, but you should have more than 
enough conscripts to blow right through them.  When you get to the Pentagon, 
youíll receive even more reinforcements, including over a dozen rhino tanks.  
You wonít need them.  Just have your attack force target each of the five 
Pentagon sub-buildings, and the mission will end when youíve destroyed them 
all.

Also of Note:

There are a slew of trucks on the map that you can destroy for useful crates.  
Their locations are: in the drive-in parking lot (firepower), in the parking 
lot northeast of the Iwo Jima Victory Memorial (money), in the parking lot 
northwest of the drive-in (armor), at the docks east of your base (rank and 
speed), in the parking lot past the broken bridge northwest of the second 
Allied base (speed).

Also, if you repair the bridge northwest of the second Allied base, and travel 
past the bridge, youíll receive four rhino tanks in reinforcements.

Mission 2 (Hostile Shore)
-------------------------

Objectives:

-- Force a landing and set up a base.
-- Destroy all enemy forces.

Par Time:

-- 35 minutes

Walkthrough:

Watch the dreadnought smack the Allied coastal defenses, and then take charge 
of your troops once youíre able.  When youíve finished off the pillboxes, 
youíll receive an MCV.  Deploy it where it stops.  Then build a tesla reactor, 
an ore refinery, a barracks, and finally a naval yard.  Once you have the 
naval yard, spend the rest of your money building submarines.

Meanwhile, move your land forces west, and have them shoot the barrels next to 
the two ore refineries.  That will destroy the refineries.  Then have them 
start sweeping south, destroying any Allied units that get in their way.  
Eventually youíll come to the north shore of the harbor, and there youíll find 
a hotel.  If you destroy the hotel youíll get a promotion crate.

Keep moving your forces south/southwest until they reach the Allied base.  
Ignore the frequent video sequences and attack the Allied defenders.  At some 
point youíll receive four submarines in reinforcements.  Keep them where they 
are, and add your submarines to them.  At some point after that, the Allies 
will attack your naval yard with several destroyers.  If you have six or more 
submarines, then they should be able to defeat the enemy destroyers on their 
own, and you can keep guiding your land forces.  Otherwise, guide your 
submarines manually and make sure they do the job.  Then just continue the 
land battle until all of the Allied forces are dead.

Also of Note:

Along the northern edge of the map are two oil derricks, and next to them to 
the east is a truck with a firepower crate in it.  Also, in the middle of the 
map, youíll find a McBurger Kong restaurant with a money crate in it.

Mission 3 (Big Apple)
---------------------

Objectives:

-- Capture the American battle lab.
-- Build and defend a Psychic Beacon.

Par Time:

-- 30 minutes

Walkthrough:

Deploy your MCV where it stands, but instead of building a refinery next, 
build a barracks.  There are three oil derricks south of your base, and itís 
useful to capture them right away.  Then build your base as normal, but start 
cranking out conscripts so you can garrison the building next to the oil 
derricks.  That building is all the defense you need, but keep an engineer 
next to it in case it takes too much damage.

Then start building rhino tanks, flak troopers, and an engineer.  Leave the 
troopers at your base for now, but once you have ten rhino tanks, move them 
out to attack the Allies.  Start by moving northeast parallel to the raised 
road.  Youíll find a barracks that you should destroy.  Then cross under the 
raised road and continue southeast a bit until you come upon a war factory.  
Destroy that, too, and move your flak troopers and engineer to the spot where 
the barracks was.  That area should be safe now.

Move your tank force northeast and youíll soon find the main Allied base.  It 
is lightly defended, and your tanks should be able to destroy its buildings 
and defenses at will.  Take out any pillboxes you see, and keep moving 
northeast until you find the enemy construction yard (east of the battle lab).  
Once the construction yard is gone, move your flak troopers and engineer into 
the Allied base.  While theyíre en route, let your tanks destroy at will.  The 
two skyscrapers next to the battle lab contain crates: the eastern one gives a 
promotion while the western one heals your units.  So definitely grab those, 
and also kill all the Allied defenders near the battle lab.

Once your engineer reaches the Allied base, send him right in to the battle 
lab.  The lab will automatically be replaced by a Psychic Beacon, and youíll 
receive numerous reinforcements.  All you have to do now is defend the beacon 
for a few minutes, and youíll win the mission.  The Allies will send several 
rocketeers to attack the beacon from the west, so position your flak troopers 
west of the beacon.  The Allies will also send in GIís and tanks, but your 
veteran/elite tank force, plus all of the reinforcements, should be able to 
handle those easily.

Also of Note:

There are three tech outposts on the map, two along the northern edge and one 
along the southern edge.

Mission 4 (Home Front)
----------------------

Objectives:

-- Establish a base.  Defend the homeland.
-- Destroy all enemy forces.

Par Time:

-- 30 minutes

Walkthrough:

This is a mission with a trick to it.  If you know the trick, it is very easy.  
Otherwise, youíll have to do more work.  Regardless, deploy your MCV where it 
is, and then start your base like normal.  Once you have a barracks, put three 
or four flak cannons near the lighthouse.  When the timer hits 5:30, a pair of 
harrier jets will attack your base, and youíll be attacked by more harrier 
jets for the rest of the mission.  Also train ten conscripts and have them 
garrison the two houses east of your base.  Get a second miner going, and then 
start cranking out rhino tanks.

When the timer runs out, the Koreans will land some tanks and GIís on the 
south shore.  The garrisoned conscripts plus one tank can hold off the attack.  
Two destroyers will also attack your naval yard, but theyíll completely ignore 
your submarine, even if you attack with it.  So you can destroy the two 
destroyers with your lone sub.  Just be sure to repair the naval yard while 
itís under fire.  You might want to build another sub or two just to be safe.

Once the battle is over, send your rhino tanks to the eastern edge of the map, 
about a third of the way down.  They should find a shore with a nearby 
lighthouse.  This is the point where the Koreans will start up their base, but 
theyíll have to transport in their military units and their MCV using 
amphibious transports.  If you have tanks stationed there, you can either 
destroy the transports before they unload, or you can quickly kill the enemy 
units right after they unload.  Once youíve destroyed all of the enemy units, 
the mission should end.

Mission 5 (City of Lights)
--------------------------

Objectives:

-- Energize the Paris Tower with three tesla troopers.
-- Defend the Paris Tower from Allied attack.
-- Defeat all remaining Allied troops.

Par Time:

-- 20 minutes

Walkthrough:

Take your starting conscripts and have them garrison a building to the west.  
Basically, youíll want to advance west building by building -- or by pairs of 
buildings, to increase your firepower -- killing Allied troops as you go.  
Eventually youíll come to an oil derrick, and you can use one of your 
engineers to capture the derrick so you can earn more money to create even 
more conscripts.

North of the oil derrick youíll get a single flak track added to your arsenal.  
Add it to your conscripts and keep going north.  Youíll find a soccer field 
guarded by two tanks and four GIís.  Just charge in and kill them, and feel 
free to use the nearby barrels to help damage the tanks.

Continuing north youíll come to a street leading northeast.  Follow the street 
and youíll receive some tesla troopers in reinforcements.  Add them to your 
attack force and keep going.  Eventually youíll find an Allied defensive 
position with two pillboxes and four GIís.  Again, use brute force to kill 
them, and then send the tesla troopers to the Paris Tower.

When the tesla troopers get to the Paris Tower, the tower will turn into a 
super tesla coil with great range, power, and speed.  It will be able to kill 
any Allied unit with one hit, so you wonít have to defend it.  The Allies, 
meanwhile, will suddenly decide to attack, and most will charge your starting 
position.  Keep cranking out conscripts and eventually theyíll kill all of the 
Allied attackers.

Mission 6 (Sub-Divide)
----------------------

Objectives:

-- Establish a base in the Hawaiian islands.
-- Destroy the Allied navy.

Par Time:

-- 45 minutes

Walkthrough:

Move your military units out of the way, and deploy the MCV where it comes out 
of the transport.  Get your base going, but donít bother to build a war 
factory.  Build two ore refineries, and put a couple tesla coils near the land 
bridge northwest of your base.  Place your two tesla troopers next to the 
coils to make the coils more powerful.  Then use your conscripts to garrison 
one of the huts west of your base, and put the dogs next to the hut to help 
out.  Thatís all the defense youíll need against land attacks.

Now you can concentrate almost all of your remaining credits on building up a 
fleet of submarines and scorpions.  Explore the waters west of your base, and 
youíll find a small island with a bunker on it.  If you garrison the bunker, 
youíll receive a money crate, but donít expect the bunker to help much in the 
battles ahead.  However, station your sea units next to the island, because 
thatís where the Korean fleet will head when the 15-minute timer runs out.

The Koreans will have several destroyers and aircraft carriers, but you should 
have over a dozen subs and scorpions on your side.  Plus, with about 3:30 left 
on the timer, youíll receive a couple of scorpions and three dreadnoughts in 
reinforcements.  Place the dreadnoughts out of the way, because theyíre bad at 
ship-to-ship combat.  If the enemy ships are moving around, then dreadnoughts 
will be just as likely to hit your ships as the enemy ships.

When you finally start fighting the Korean fleet, direct your submarines 
manually, but let the scorpions work on their own.  Theyíll do a good job of 
killing planes and helicopters while your submarines sink the ships.  If any 
of the Korean ships get past your blockade, donít worry.  The ships will 
circle back and either attack your fleet or attack your naval yard.  So if you 
want to be careful, leave a couple submarines behind at your yard for defense.  
You might also want to train some flak troopers and station them next to your 
naval yard.  Itís possible the main Allied fleet will send in some aircraft 
carriers while youíre busy elsewhere, and the flak troopers will be able to 
shoot down their planes.

Once the Korean fleet is out of the way, youíll be able to hunt down the main 
Allied navy.  It will be hiding in Pearl Harbor, north of the center of the 
map.  The entrance to the harbor will be guarded by some prism towers, but you 
can use your dreadnoughts to take out the towers.  Then just advance your 
fleet into the harbor, use your dreadnoughts to destroy any other prism towers 
you find, and use your subs and scorpions to sink all the Allied ships.  You 
donít have to destroy the naval yards or amphibious transports to finish the 
mission.

Also of Note:

On the most western island, youíll find an airport.  If you capture the 
airport, youíll receive a money crate.  There is also another money crate a 
ways north of the airport.  If you decide to capture the airport, youíll have 
to defeat a couple of Korean destroyers guarding the coast (but which you can 
otherwise ignore), and youíll have to defend the airport because the Allies 
will send amphibious assaults against it.

Mission 7 (Chrono Defense)
--------------------------

Objectives:

-- Defend your battle lab at all costs.

Par Time:

-- 30 minutes

Walkthrough:

Youíll begin the mission with 20,000 credits, so start spending your money 
like crazy.  Build a tesla reactor first so you can also build flak cannons, 
sentry guns, and tesla coils right away (without cutting power to your base).  
Then build an ore refinery and tell the miner to collect ore from the resource 
patch near the southern entrance to your base.  That will create a little 
extra room, which youíll need.  Then build the rest of your base, and try to 
fit everything in so youíll still have room to maneuver.  Attacks will come 
primarily from the west and south, so protect those entrances the most.

The first Allied attack will consist of GIís and a sniper, and will come from 
the south.  So move all of your infantry and dog units out of the way to the 
north, and let your sentry gun take care of them.  (The sniper has a very long 
range, and heíll pick off your units if theyíre too close.)  The next attacks 
will have tanks and GIís, so start cranking out tesla troopers.  The dogs you 
start with can mow down the enemy GIís but youíll need the most help with the 
tanks, and tesla troopers are good at killing tanks.  Plus you can use the 
tesla troopers with your tesla coils later when you have time to build the 
coils.

While building mostly tesla troopers, donít neglect your dogs.  The Allies 
will use spies quite a bit in this mission, and theyíll try to shut down your 
power just before attacks.  So try to keep a dog or two at all of the 
entrances to your base.

After the first wave of attacks, youíll learn that the Allies have a 
propaganda truck in the northwestern village.  Send a few conscripts over 
there to kill the truck.  The truck canít attack them or run over them, so you 
can just direct the conscripts to walk to the area the truck patrols, and 
ignore them while you work on your base defenses.  The conscripts will 
eventually destroy the truck, and youíll be awarded with a money crate and a 
satellite image of the map.

Keep building tesla coils and tesla reactors.  With six or seven tesla coils 
around the perimeter of your base, you should be all right.  Construct a few 
apocalypse tanks as well for a mobile defense.  If you need extra money, three 
trucks will appear on the map after the third or fourth wave of Allied 
attacks.  If youíve already gotten the satellite image of the map, then the 
trucks will stick out like a sore thumb when they appear.  Killing the trucks 
will net you two money crates and an armor crate.  Plus, you can also take 
over three oil derricks on the eastern side of the map.  Be prepared to defend 
them, however, because theyíre right next to an area where the Allies will 
airdrop in troops, and theyíll be attacked often.

There are about six waves of Allied attacks, and youíll be informed when the 
last one arrives.  Remember that you only have to protect your battle lab.  If 
things start going badly, just pull in your defenses and concentrate on 
protecting the lab.  The Allies donít use their military units very well Ė 
theyíll drive their prism tanks right up to your defenses, for example Ė and a 
few apocalypse tanks can probably destroy everything the Allies throw against 
you all by themselves.

Mission 8 (Desecration)
-----------------------

Objectives:

-- Capture the White House.

Par Time:

-- 45 minutes

Walkthrough:

Move your tanks and conscripts to the east and your desecrators to the north.  
That will clear room around your MCV, allowing you to deploy it.  The enemy 
will send three airdrops at your base in short order.  The first will arrive 
from the north (where your desecrators should already be stationed).  The next 
will come from the southwest, and the third from the east (between the 
bunkers).  Just move your desecrators to the next landing zone as soon as you 
see a plane start to drop off conscripts, and you should be able to defeat the 
attacks easily.

Meanwhile, move your two apocalypse tanks to the north and have them destroy 
the Lincoln Memorial.  Youíll get two crates for this: one money crate and one 
promotion crate.  Have the tanks grab both crates, and then bring them back to 
your base.  Also move your starting conscripts into the bunker near the 
resource patches.  As soon as you build a barracks, train an engineer to fix 
the other bunker, and then fill it with conscripts.  Bunkers are tough, but 
youíll still want to support them with some tesla coils and flak cannons (to 
defeat V3 rockets).  Leave your desecrators near the northern bunker, since 
thatís where most of the infantry attacks will come from.

Notice that the resource patches near your base arenít self-sustaining.  That 
means youíll need to make your attacks count because you wonít be able to 
afford to waste any money.  So get your base going and then construct about a 
dozen apocalypse tanks.  Send the tanks east (north of the bridge), and 
theyíll discover the resource patches that are being used by the enemy.  Donít 
destroy the refinery youíll find there.  Save it so you can capture it later.  
Go ahead and take down the Washington Monument while youíre in the area, and 
youíll earn a money crate for your troubles.  Also feel free to kill any 
miners you come across.

Then send your tanks south to deal with the Brown enemy base.  With a dozen 
apocalypse tanks, the destruction should be relatively quick and painless.  
But keep pumping out apocalypse tanks to add to your attack force.  South of 
the Brown base will be a broken bridge.  If you repair the bridge, youíll find 
six trucks (with crates) and the Jefferson Memorial.  If you keep running out 
of money, this little area will solve all your problems, and itís lightly 
defended with only a couple of tanks and tesla troopers.

Now just march your apocalypse tanks northeast to the White House.  Destroy 
everything you come across, and then send a spy into the White House to 
complete the mission.

Also of Note:

You can also destroy the Smithsonian Museum and Castle for extra crates.

Mission 9 (The Fox and the Hound)
---------------------------------

Objectives:

-- Use mind control to capture the President.

Par Time:

-- 20 minutes

Walkthrough:

Watch the demonstration of the Allied defenses, and then take control of your 
two psi troopers.  One psi trooper will almost immediately take control of an 
IFV, and thatís all right.  The IFV will prove useful.  Use the second psi 
trooper to control one of the deployed GIís guarding the nearby barracks and 
battle lab.  Your GI will immediately start firing on the other GI, and you 
can use your IFV to finish off whichever GI survives.  Then use your free psi 
trooper to take control of the two engineers and have them capture the 
barracks and battle lab.

Youíll start the mission with 4000 credits, so go ahead and train ten GIís and 
two spies.  Then send your GIís to the intersection south of your base, and 
have them destroy the patrolling IFV that will eventually show up.  Next have 
the GIís move east around the north end of the enemy base (being careful of 
the prism towers) and have them kill a patrol of two attack dogs and one GI.  
That will clear the north end of the map of enemy units.

So send your IFV and psi trooper through the clear area of the map to the 
Light Blue base on the eastern side.  Park the IFV behind the western corner 
of the base so it can attack the pillbox without the pillbox being able to 
fight back.  Use your psi trooper to control the sniper, and have the sniper 
kill the deployed GIís in the base.  Then switch control to the grizzly tank, 
and have it and your IFV take out the remaining pillbox.  Finally, use the IFV 
and tank to kill the IFV patrolling on the eastern side of the Dark Blue base.  
The tank and IFV will now be useless to you, so have them charge at the Dark 
Blue base and get destroyed.

Control the sniper again, and have him kill all of the seals and attack dogs 
at the two entrances to the Dark Blue base.  Then bring your sniper, a spy, 
and a psi trooper to the western entrance (but out of range of the prism 
towers).  Send the spy in to infiltrate a power plant, then bring the sniper 
to the entrance of the base so that it can kill any infantry units that get 
into range, and finally tell your psi trooper to target the President (in the 
blue suit). The psi trooper will only have to travel to the entrance of the 
base to get within range of the President, and the sniper will prevent any 
enemy units from attacking him.

Also of Note:

There are six crates in the southeastern corner of the map.  The eastern 
crates will give money, and the northern crates will give a promotion, 
increased firepower, and improved defense.  You can create a pretty powerful 
IFV if you want to.

Mission 10 (Weathered Alliance)
-------------------------------

Objectives:

-- Capture the American battle lab to locate the weather control device.
-- Destroy the weather control device.

Par Time:

-- 105 minutes

Walkthrough:

This is a mission where youíll have to work quickly.  It wonít take long for 
the Allies to attack you by the land, sea, and air, and so youíll need to put 
up a variety of defenses right away.  First things first, though: move your 
MCV a little to the north and then deploy it.  Move your conscripts to the 
northern shore between the sentry guns, and leave your tanks where they are.  
Since you have a radar tower already, you can immediately start building tesla 
coils, and you should build two: one next to your radar, and one on the 
southern shore near wherever you decide to place your naval yard.

Because tesla coils drain your energy by so much, the first structure you 
should build is a tesla reactor.  Then you can build your base in the regular 
fashion, but donít delay building a naval yard very long.  You should 
definitely build a naval yard before building a war factory because the Allies 
will send dolphins against you, and you have to have some submarines in the 
water before the dolphins arrive if you want to save your naval yard.

The first attacks will feature GIís.  An amphibious transport will land at 
your northern shore, between your sentry guns, and the guns plus your 
conscripts should be able to handle them.  The next amphibious attack will 
arrive next to your radar station, but placing a telsa coil there should 
defeat it.  After that youíll face an amphibious attack where grizzly tanks 
are transported in rather than GIís, but your rhino tanks should be able to 
run over and stop it.  And then youíll face repeated attacks by rocketeers, 
destroyers, dolphins, and aircraft carriers.  Where they land depends on your 
base, so you need to put up several flak cannons (or flak troopers) to protect 
yourself, plus build up a fleet.

Speaking of your fleet, once you have six or seven submarines, take them to 
the beach where the game suggested that you make your landing.  Youíll find an 
enemy naval yard there, and you should take it out.  There is also another 
naval yard to the southeast, and once you take it out as well, you wonít have 
to worry about enemy ships any more.  But you will have to deal with seals, so 
keep your submarines near the beach so they can intercept the seals as they 
approach your base.

When you have superiority on the seas, build two or three dreadnoughts and 
start pounding the enemy coastal defenses.  (You can get a reinforcement 
dreadnought by sending a ship to the southwestern corner of the map.)  Take 
out the pillboxes, tanks, and any prism towers you can find.  Use your 
scorpions to scout around and ``detectíí prism tower locations.  Then once the 
beach is clear, start building apocalypse tanks and V3 rocket launchers, and 
land them on the beach.  If you havenít built a nuclear silo yet, now is the 
time to do so.

When you have about six apocalypse tanks and three V3 rocket launchers on the 
beach, send them northeast.  Youíll find a war factory, and you can either 
capture it or destroy it.  Enemy miners will also be in the area, but if you 
attack one, the Allies will send a bunch of grizzly tanks at you.  Use the V3 
rocket launchers to destroy enemy prism towers when you find them, because the 
towers will be able to kill your apocalypse tanks in one hit.

Once youíve cleared a route to the battle lab, send in an engineer to capture 
the building.  The map will expand, and youíll be shown the weather control 
device in the northwestern corner.  Just use a nuclear strike to take out the 
device, and youíll finish the mission.

Also of Note:

There is a tech outpost on an island in the southeastern part of the map.

Mission 11 (Red Revolution)
---------------------------

Objectives:

-- Destroy Yuriís headquarters Ė the Kremlin.

Par Time:

-- 90 minutes

Walkthrough:

Immediately move all of your forces north to the resource patch to get them 
out of the way.  Then send a couple of tanks and several conscripts north of 
that.  Theyíll find an oil derrick and a couple of nearby houses.  Garrison 
the houses with the conscripts and leave the tanks nearby to help defend the 
derrick.  Send your two kirov airships northeast to an area of raised land 
where Yuri has a couple of flak cannons and a tesla coil guarding two tesla 
reactors.  Have the airships destroy the cannons and coil, but leave the 
reactors alone so you can capture them later.  Send the rest of your units to 
guard the eastern entrance to your base.

Meanwhile, start building up your base.  You donít have to worry too much 
about tesla reactors in this mission; not only will you be able to capture two 
reactors away from Yuri, but youíll also be able to construct a nuclear 
reactor, and that will take care of all of your power needs.  Build your war 
factory on the raised ground between the two captured reactors, and then put 
several tesla coils on the perimeter of the raised ground.  With about six 
tesla coils there, plus tesla troopers to make the coils more powerful, youíll 
be able to stop just about every attack on your base before it gets there.  
Then the mission will simply be about destroying the Kremlin.

Perhaps the easiest way to destroy the Kremlin is with two nuclear strikes.  
However, once you build a nuclear silo, Yuri will send his ``air armadaíí at 
you.  What that means is that every couple of minutes, pairs of kirov airships 
will attack from the northeast and northwest.  So prepare your base before you 
build a silo.  Put several flak cannons or flak troops or flak tracks around 
the edges of your base, watch the first wave of airships come in, and then 
improve your defense if you need to.  (The airships will always follow the 
same path.)

You could also forgo nuclear strikes and use your own kirov airships.  There 
is a layer of flak cannons and tesla coils north of your base, but once you 
get past that youíll have a relatively clear path right to the Kremlin.  With 
ten airships, youíll be able to destroy the Kremlin with no problem.  But 
whichever method you choose, once the Kremlin is gone, the mission will be 
over.

Also of Note:

There are two more oil derricks, a tech outpost, and an airport east of your 
base.  Unfortunately, theyíre mostly right in the path Yuri will use to attack 
your base, so youíll probably never be able to capture and keep them.

Mission 12 (Polar Storm)
------------------------

Objectives:

-- Destroy the chronosphere.

Par Time:

-- 120 minutes

Walkthrough:

The bad news is that youíll face numerous Allied attacks during the first ten 
minutes of the mission, and that the Allies will make extensive use of their 
chronosphere.  The good news is that the attacks are scripted and will always 
take place at the same times, with the same units, and in the same places.  
Once youíve seen where the attacks will come from, itís not too hard to defend 
against them.

As in Mission 10, youíll start with a radar station, and that will allow you 
to immediately start building tesla coils.  Do just that, and make a tesla 
reactor the first regular building you construct so that your coils will have 
power.  Then build your base like normal, except you should put your tesla 
coils in the interior of your base (near the rocky areas), rather than on the 
perimeter.  Put flak cannons on the perimeter, but build your tesla coils 
first.

Here are the first six attacks youíll see from the Allies:

1. IFVís will appear in the northeastern part of your base, south of the 
resource patch.  Tesla coils and a few conscripts should be able to handle 
them.

2. Rocketeers will arrive and attack your construction yard.  Three or four 
flak troopers will be able to kill them.

3. Grizzly tanks will appear in the northernmost of the two western rocky 
areas.  Again, tesla coils and conscripts should be able to do the job.

4. An amphibious transport will appear in the southwestern shore of your base 
and unload four seals.  If you have any infantry units in the area, move them 
out of the way and let your tesla coils kill the seals.  (If you put a naval 
yard near the southwestern shore, then the seals will destroy it, and there 
isnít anything you can do about it, so either build your yard somewhere else, 
or wait for the seal attack to end before building it.)

5. An aircraft carrier will appear in the sea north of your base.  Use the 
flak troopers that killed the rocketeers to down the carrierís planes until 
you can get a naval yard up and sink the carrier with submarines.

6. More grizzly tanks will arrive, but theyíll appear in the southernmost of 
the two western rocky areas.  For the third time, tesla coils and conscripts 
should be able to handle it.  If your conscripts get killed when dealing with 
the IFVís or tanks, remember to train more so youíll always have a mobile 
fighting force.  You probably wonít have enough time to build any tanks of 
your own to deal with the threats.

Once youíve survived the above six attacks, start building up a small navy Ė 
something like five scorpions and five submarines Ė and then go explore the 
waters west of your base.  The Allies will have a few destroyers along their 
coast, but you should be able to take them on one or two at a time.  
Concentrate your firepower to sink the destroyers quickly, and let your 
scorpions shoot down the enemy helicopters.  Once the seas are safe, destroy 
the enemy naval yards, and then build some dreadnoughts so you can bombard the 
land defenses.  Once youíve cleared a part of the beach, start ferrying over 
apocalypse tanks.

Now you just need to inch forward along the beach, letting your apocalypse 
tanks do the scouting.  If you find something easy to kill, let your 
apocalypse tanks do it.  Otherwise, call in your dreadnoughts for the job.  Be 
careful of the northwestern part of the enemy base.  There will be prism 
towers on higher ground that will do bad things to your tanks, and there will 
also be a couple mirage tanks hiding next to the enemy refinery.  You have to 
force-attack the mirage tanks to kill them.

Donít destroy all of the Allied buildings.  Save the war factory for sure, and 
also save any other buildings you happen to like.  Once you capture the war 
factory, defend it with some tesla coils, and build a few apocalypse tanks for 
defense.  Every few minutes the Allies will chronoshift in some IFVís and land 
them in the resource patch north of the war factory.  However, if you have a 
few apocalypse tanks sitting there, the Allied attacks will end even before 
they can begin.

Once your foothold is secure, start cranking out kirov airships.  Also, if you 
havenít built one yet, now is a good time to construct a nuclear silo.  Once 
you have six airships, send them west of your base, and then north.  They 
should find lots of prism towers and patriot missile embankments.  Destroy 
what you can, but the main purpose of the attack is to uncover the map in the 
area.  If the airships get far enough north, theyíll uncover the enemy 
chronosphere (located on the western edge of the map, about halfway up).

Now you can do two things:

1. Bring your dreadnoughts to the western edge of the map, where they can 
destroy quite a few enemy buildings (but not quite reach the chronoshpere).
Nuke the enemy patriot missile embankments.

2. While you do the above, keep building kirov airships.  If you get bored, 
and if you have some extra apocalypse tanks around, you can send them 
northeast.  Theyíll find several enemy buildings with almost no defenses 
around.  Eventually theyíll arrive at the northeastern corner of the island, 
and there theyíll find an airport Ė and, more importantly, youíll receive 
three kirov airships in reinforcements.

Once youíve decimated as many enemy patriot missile embankments as you think 
necessary, send in several airships and have them target the chronosphere.  
Airships are lethal to big structures, and you only need one to get to the 
chronosphere to destroy it.

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Copyright (c) 2000 by Steven W. Carter