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Guide and Walkthrough by DTran
Version: 1.01 | Updated: 02/15/2003
"When you kill one... it is a tragedy. When you kill a million... it is a statistic." - Joseph Stalin =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Command & Conquer Red Alert: The Aftermath Strategy Guide By: Legomondo (David Tran) Version: 1.01 (Last Updated: 02/15/03) Game System: DOS/Windows =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= TABLE OF CONTENTS 1. Version 2. Introduction 3. Basics 4. Allies 5. Soviets 6. Walkthrough 7. Multiplayer 8. Legal Information 9. Thanks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[1. Version]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 02/15/03 - 1.01: Added IGN to the list of sites that are allowed to host my FAQs and changed the format a bit. 12/04/02 - 1.00: Heh, I changed it from FINAL to Version 1.00 as it just doesn't seem right. 08/13/02 - Final: Whew! Two updates in one day. Anyways, added just a bit more to the AI. This is the FINAL version, unless something really needs fixing. 08/13/02 - 0.95: Added more to the Multiplayer section and fixed some line breaks. I will check for spelling errors before the FINAL version. 08/12/02 - 0.90: Finished the whole Walkthrough. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[2. Introduction]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Walkthrough for Red Alert: The Aftermath, part of the Command & Conquer series. As you know, this game is an expansion pack and actually the prequel of the original Command & Conquer. If you have any questions, or see a mistake, email me at Legomondo [at] yahoo [dot] com. It is advised that you know at least a few things about this game, even though it goes over the basics. I expect that you know what I'm talking about, when I mean build the usual, etc. Other than that, you can find out stuff in this FAQ. - Legomondo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[3. Basics]=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The basics of the game are simple. This is a RTS game and you direct your units and lead them to victory/defeat by planning and directing your troops into combat. This section will go down through the basics. -=[Scrolling Around]=- Use your Mouse Pointer to move your cursor around. You should scroll around to direct your units to new locations, explore the terrain, or to get a view of the map. -=[Explore]=- You should explore your surroundings for Gold/Gem and anything useful with some infantry. With the territory explored around you, you have an advanced warning if an enemy attacks. Build a Radar Dome to get radar to see a map of the explored area around you. -=[Command Your Troops]=- To order your troops, you must first select them. To select your troops, bring your cursor over the unit and select it with the mouse Button, or make a box around the desired unit(s) by holding down the mouse Button and dragging it. Once your desired unit(s) is selected, use your cursor again to click on a location. The cursor appearance will differ between enemy units/structures, the terrain, and your own units and structures. Press the right mouse button at any time to cancel your selected units. -=[Producing More Units & Structures]=- To build more units and structures, you must have a certain requirement. However, the very heart of building things begins with the MCV (Mobile Construction Vehicle). Some missions will start you out with one while others will require you to deploy one. Once you have one set up, you can start to build your military buildings and use those to create more units. Keep on building if your budget can handle it to have a continuous supply of troops. Once you build a structure, you have the option of putting it down on the map. You cannot place the building anywhere though, instead, you must have another structure nearby. If all the grids are gray, than you can place the structure down, usually right next to one. If the grids are red, than you must move the structure somewhere else. The only exception to this is the MCV, which you can deploy anywhere. -=[Conquer]=- To build a successful base, you must expand. Due to limits of placing your structures however, you will have to continually build structures right next to each other. Sandbags do not work, so your best bet is build some extra Silos, which are cheap and expensive. You can also capture enemy buildings. -=[Engineers]=- Weak, slow, and unarmed at first, they can be a very powerful unit in the game, if you know how to use them. When used correctly, they can capture key enemy structures and render them helpless. You can then sell them or use their unique abilities to your own advantage. The best way to transport them is in an APC. -=[Ore & Gems, Your Money]=- Your lifeline, without Ore/Gems or an Ore Truck with a Refinery, you are doomed to lose the mission. Ore & Gems are your money source and your Ore Truck, your collector. It is extremely important to guard your Ore Trucks from enemy units and make sure that they don't stumble into an enemy base. Keep some units to follow it around and guard it to ensure it makes it out alive. Be sure to build multiples of Ore Trucks and Refineries to ensure the money keeps on flowing. The Refinery can only hold up to 2,000 credits so you'll need to make sure that you can hold the excess money. To do this, build some extra Silos which hold 1,500 credits. If you don't, your new credits will be lost. -=[Transportation]=- In the game, there are 3 different transport units you can control. The APC and the Chinook, both which belong to the Soviets. However, in some cases, the Allies will also has these vehicles. To load units (up to 5) into the transports, click on them and bring the cursor over the transport. It will change into three down arrows, similar to the Engineers and Ore Trucks, and when you click, will order the unit to go inside. -=[Base Power]=- Make sure you maintain enough power (check your bar) so that everything is working smoothly. If power is low, building units will slow to a crawl, and some defenses may not operate, leaving your base helpless. If you're attacking, make sure to target the Power Plants (Advanced over regular) to ensure that they cannot build as fast as they normally would. -=[Capturing Enemy Buildings]=- Capturing Enemy Buildings can cripple your enemy and provide extra income to you. You can either sell it, use it to produce more units, build around it, and deny your enemy access to it. Make sure that the building you capture is worth more than your Engineer, as you will lose money when you sell it. -=[Repairing, Selling, and Guarding]=- Repairing your structures will allow you to help them last longer. To repair, press the "Wrench" once to bring up a wrench. Click on a structure that has been damaged to repair it. It will take some time, but will thus return it to full health. However, it is not guaranteed to survive if it is under heavy enemy fire. You can also repair your vehicles by ordering them to a Repair Depot. It will cost money, but is much cheaper than building a new unit. To sell structures, press the "$" Button twice to turn it into a money sign. Click on the desired structure to sell it, get money back, and some free men. Selling your structure will give you back half the money you bought it for. This is especially useful for selling something that is about to be destroyed, and surprising your enemy with the units that emerge from it. NOTE: You can also sell your units, by placing them in a Repair Depot, than selling them when the money sign is green. Guarding units/structures will tell the selected unit to guard it until death. The units will be highly aggressive, attacking anything it is supposed to protect and any hostile forces around it. It will continue to guard the unit until it dies or you tell it to do something else. -=[Grouping]=- When attacking, you should assign your units into groups, so they are quick and easy to select, and to assign each group to different targets. You can put your units into four groups (CRTL + #). -=[Attacking]=- When you think you have massed a large enough force, you should attack your enemy. Plan accordingly to his layout of his base, and use a variety of units, mostly armored ones, as infantry can be easily taken out. However, it is wise to bring some of them to lure some enemy units out or to sacrifice themselves. Try to attack in different groups, and maybe have one as a diversionary tactic. Attack key structures and defense first, and even their Ore Trucks. Without a money supply, they are doomed to fail. When attacking buildings, try to take out the Construction Yard so they will not be able to replace their buildings. If you're attacking other units, focus all of your fire on one unit, to ensure quick destruction and the prevention of it escaping. Focus on weaker units around you to eliminate the quantity of firepower directed at you, and then finally on the stronger, more armored units. Think ahead, plan out attack patterns, use waves. For example, build an air force and send them in to weaken the desired targets and follow it up with ground units. If they're destroyed, used your side's super weapon to finish the desired target off. Also remember to continuously build more units while you attack to ensure that you can attack them as soon as your first wave fails. -=["The Best Defense, is a Strong Offense"]=- The best defense, is a strong offense. Seriously, if you attack your enemy in waves and manage to cause some significant damage every time, your enemy will be helpless and will attack you less often. However, building defensive structures that can support each other, followed by some units on guard, can also help defend your base. Don't forget about your Ore Trucks too, and assign it some guards to help protect it. Never infantry because they are too weak. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-[4. Allies]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you know, the Allies were the good guys of the war; in this game, made up of Germany, Britain and France. However, since World War II never happened, they were unprepared when Joseph Stalin started to takeover the Western European countries. Under the command of German General Gunther Von Esling and Greek Colonel Nikos Stavros, they managed to resist the overpowering Soviet war machine. It was only when the United Nations became aware that Europe was only the first step that they really became part of the war... _______________________________________________________________________________ Allied Units ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Rifle Infantry -------------- The most basic infantry, is ideal as a scouting unit in the beginning of games as it is cheap and easy to produce. Armed with M-16 rifles, they are best put into groups using their combined firepower to take out enemies quickly and efficiently without heavy casualties. However, they are easy pickings for armored units who will crush them. Keep a few around your base and important structures to help ward off attacks from enemy Paratroopers. Medic ----- While it has no weapons or any offensive ability, it is a great asset in battle. When injured infantry are present, they can slowly heal them back to full health and make them last longer. However, you must keep them well guarded as they are usually the first targets. Best used in groups to heal each other and to heal faster. Rocket Soldier -------------- Carrying a Rocket Launcher, they make a great addition to any attacking force as their rockets can pound enemy armor with little or no fear of being killed. They are quite slow and are easily killed by infantry units. They work best however as a mobile SAM. Keep a few around in your base to prevent some air assaults. Spy --- Like its name suggests, the Spy can sneak past your enemies undetected by donning on a disguise as one of their Rifle Infantry. They can explore the terrain and infiltrate enemy buildings to give you information on how their base is operating. However, if the enemy has any dogs, they will sniff the Spy out and kill him. Engineer -------- While slow, weak and pretty much useless at first, they can turn the tide of battle by capturing enemy structures that are near destruction. When ordered to enter one of your buildings, they will automatically repair it back to full health, which can save it. Thief ----- A special unit that is normally not buildable, it will make a cameo in missions that require his specialty: stealing enemy credits. Just order him to enter a Refinery or Silo and he will automatically steal half of the credits inside. Make sure that the path between his objective is deemed safe, or he'll be vulnerable to enemy fire. Tanya ----- Another special unit, in missions that have her star in it, you must keep her alive at all costs. Carrying dual .45 pistols, she mows down infantry like there's no tomorrow, even doing it with a laugh. She also has the ability to detonate buildings instantly by placing C-4 charges on them. Keep her well- guarded as she is dog meat for enemy vehicles. AT Minelayer ------------ The Anti-Tank Minelayer is a valuable unit to the Allies for one reason. It can destroy most enemy vehicles with just one of their mines which can render a massive enemy force into mere scrap. Their mines are invisible to enemies which give it the added advantage. However, it the enemy notices their units being "mysteriously" destroyed, they'll force fire on the ground to destroy any mines nearby. Infantry are not affected by these mines. Ore Truck --------- Being heavily armored, they harvest the gold in the surrounding area to bring back to your base. They are your number one priority as they are your only source of income. When under attack, they have the ability to regenerate their health back up to 50%. Ranger ------ A fast vehicle unit that can take down infantry with ease. Best used if they accompany infantry and scouts. They are poorly armored though, and a few direct hits will destroy it. Light Tank ---------- The Allies first response to an armored unit, Light Tanks are surprisingly fast. When up against a Soviet Heavy Tank though, they are easily defeated. Best used in groups so that one can take the damage while others destroy the enemy. APC --- The Armored Personnel Carrier can transport up to five different types of infantry anywhere on the map. However, unlike most transport units, the APC is heavily armored and armed with a mounted machine-gun. If desired, they can also squash infantry. Artillery --------- Lightly armored vehicles that pack a punch, Artillery units can rain down destruction as they fire their 155mm Cannon onto unsuspecting enemies. Their shells cause a "splash" damage which in turn can damage other units as well. Keep these well guarded with other tanks as they are easily destroyed. Mobile Gap Generator -------------------- As with the Spy and Tanya, this unit is normally unavailable. Their specialty resides in the ability to shroud friendly units from enemy eyes. If an enemy is close enough though, they will see through it. Take a few of these and put them together to create a bigger shroud. MCV --- The Mobile Construction Vehicle is essential for the building blocks of your base. When deployed, they turn into a Construction Yard which in turn is used to expand. Keep at least one extra in case your original is destroyed to ensure the production of structures. Transport --------- No weapons at all, this a sea version of the APC. Transport up to five vehicles/infantry. Keep this guarded as enemy attack units will try to destroy it before it delivers its cargo. Gunboat ------- A lightly armored vessel, their main purpose is to hunt and destroy submarines with their depth charges. Good in groups, but are easily destroyed by missiles. Destroyer --------- An upgrade from the Gunboat, these ships pack a variety of weapons. They can be used to destroy submarines, shell enemy land units, and defend themselves from the air. Having a lot of these will ensure their survival. Cruiser ------- Slow moving death. Able to fire shells from extreme distances, they can level an entire enemy base within minutes. Their only drawback is their inaccuracy and the inability to defend itself from other sea vessels. However, it is heavily armored and can take some punishment before your Destroyers arrive. Apache Longbow -------------- Armed with Hellfire missiles, these units are best used as support ones, during a main ground assault. They fire fast and furious at ground targets and are heavily armored. They are a little inaccurate at moving targets. Mechanic -------- A new units for the Allies, the mechanic can repair vehicles in the field. Slow and unarmored, he is an easy target for Soviet infantry and tanks. However, his ability to repair any nearby friendly units more than make up for his lack of defense. Like the medic, the mechanic takes time to repair a unit to full strength. Also, position these units behind armored ones to have them continually repair them and extend the unit's time on the battlefield. Best when used in groups. ChronoTank ---------- The ChronoTank is the latest advancement in Allied technology. When fully charged, the unit has the unique ability to Chronoshift itself, allowing it to appear anywhere in the battlefield. Its missile launchers are accurate and fast, adding punch to any assault. Unlike the regular Chronosphere ability, the ChronoTank will not automatically return to its original pre-shift location. To activate the Chronoshift ability, select the unit, and click on it again. You will receive a destination selector. If you left click anywhere with the destination cursor, the unit will Chronoshift. Note that the unit can only use this ability when all the pips on the unit are filled. Chronoshift these units behind enemy lines to cause massive mayhem. They cost a lot, so deploy them where they won't be destroyed. They also work well against Soviet Heavy Tanks. Demolition Truck ---------------- These drone units carry an atomic bomb triggered to detonate on impact or destruction. Targeting a Demolition Truck on any unit or structure, or force firing on terrain will make the truck move to its destination and detonate. Care in their use is advised-many a foolish commander has lost his base when an air strike destroyed the Demolition Truck before it could leave the confines of the base. NEVER group Demolition Trucks together as they will cause a chain reaction. Another thing, Chronoshifting them will automatically destroy them and using the Iron Curtain on them will only last a fraction of the time. GPS Satellite ------------- You must have a Tech Center to use this, when launched, it reveals the entire terrain. A valuable weapon; however, if the Tech Center is destroyed, the map instantly becomes shrouded again, and the Commander is left blind. Keep an extra one to safeguard from that fate. Sonar Pulse ----------- Acquired through crates or when a Spy enters the Sub Pen, the Sonar Pulse will temporarily reveal the locations of every sub on the map. Good for planning naval assaults and devising ways to counter-attack the enemy. _______________________________________________________________________________ Allied Structures ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Construction Yard ----------------- Never built as a structure, it must be built from a War Factory as a MCV, then deployed. Heavily armored, it can take care of itself until help can arrive, unless heavily fired upon. Builds other structures, and the more you have, the faster production will go. Power Plant ----------- Supplies power to your base which is vital for running it, and quickly producing units. Without power, your production slows and some base defenses cease to operate. Advanced Power Plant -------------------- Supplies double the amount of power a regular one produces, but costs more than twice its amount. Built to quickly increase power and conserve base space. In on-line Multiplayer games, it is used to quickly expand the person's base towards an Ore field. Ore Refinery ------------ Holds and processes Ore up to 2,000 credits, it allows an Ore Truck to deliver its deposits. Unlike Command & Conquer, capturing the Refinery does not mean you capture the Truck. Ore Silo -------- Holds up an extra 1,500 credits, and can be used to expand your base. Tent Barracks ------------- Structure where Allied infantry units are produced. When more than one Barracks is present, production of infantry increases. War Factory ----------- Produces all the Allied vehicles. Lightly armored, it does not stand well against a barrage of fire. Keep it protected with anti-air guns and some units. Naval Yard ---------- When deployed, you can create naval units in which to attack your enemy. It also serves as a repair depot for naval units. Helipad ------- Comes with an Apache when built. It allows the construction of Helicopters and allows the Apache to land and rearm. Pillbox ------- Dubbed because of its shape, the pillbox serves as a light base defense with decent armor, range, and machine gun firepower. Best used in groups to take out infantry. Under normal circumstances, Rocket Soldiers are able to take them out without being fired upon. Camouflaged Pillbox ------------------- Serves the same purpose as the Pillbox, except it is camouflaged as the terrain, which makes it very hard to spot. The advanced version also comes with heavier armor and greater range. Turret ------ An anti-tank defense against incoming Soviet tanks. Good in numbers, while weak against infantry. Protect it with Pillboxes. AA Gun ------ An extremely effective anti-aircraft gun, it has fantastic accuracy and firepower. The only thing it really lacks is a range. Service Depot ------------- Repairs all of your vehicular units to full health at a small price. Can also be used to sell unwanted vehicles and reload mine layers. Radar Dome ---------- Provides radar while power is sufficient. Can be used to plan your attacks accordingly. Technology Center ----------------- Allows construction of the Allies most advanced units. Also provides a GPS Satellite that when powered up, reveals the whole terrain. Gap Generator ------------- Creates a shroud that hides selected units and structures from the enemy's eyes. The only ways to spot things underneath is to send in a scout, or destroy the Generator itself. Multiplayer games only. Chronosphere ------------ The Allies superweapon, it allows any one selected unit to instantly move to the location without having to cross the space between it. However, it only lasts for a few minutes, and using it could create a Vortex, something Albert Einstein warned about. Fake Structures --------------- Used to deceive the enemy of where your important structures are, or to perhaps create more than one target. They only have a fraction of hitpoints of the original structure. However, repairing them is free. Missile Silo ------------ Once built, it charges up a Nuclear Missile to be launched at any desired enemy. The blast covers a large radius, although the power decreases with each distance away from the blast target. Only available in Multiplayer, it is effective against almost everything except airborne units. Sandbag Barrier --------------- A weak barrier which deters some infantry units. Can be crushed and blown up with one shot from an explosive. Concrete Barrier ---------------- The most effective barrier of all, takes lots of shots to destroy and provides cover for some structures. _______________________________________________________________________________ Allied Super Weapon: Chronosphere ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Chronosphere is the Allies' super weapon. While it doesn't cause mass destruction like in the previous game, it allows the player to move, or Chronoshift any one selected unit anywhere on the map. They then can move the unit from that selected location. However, the Chronosphere's effects only last for a few good minutes, and the unit will shift back to its original spot. If you Chronoshift a MCV and deploy, it will permanently stay there. Good for sending in a reinforcement, or moving a certain/valuable unit quickly. Be warned that using it on an APC with infantry inside will kill them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[5. Soviets]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Soviets, being the bad guys in the game have some of the best units around. Under the leadership of Joseph Stalin, the Red Army has a powerful tank division and base defenses. They are helped by the Ukrainians who play a small part in the game. Having the advantage, will they win? _______________________________________________________________________________ Soviet Units ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Attack Dog ---------- Excellent at taking out infantry who have no adequate defense, they rip the throat out and kill them with one bite. However, they are easily killed themselves, only taking one hit to down, and useless against any type of vehicle. Good for sniffing out Spies. Rifle Infantry -------------- Standard infantry for the Soviets. Share the same attributes as with the Allied one. Granadier --------- Packs a more powerful punch with a greater range. Are explosive, as taking one out near other Granadiers could start a chain reaction. Flame Infantry -------------- Carries a flame-thrower which is effective against infantry. However, like the Granadier, they are explosive and can start a chain reaction. Engineer -------- While slow, weak and pretty much useless at first, they can turn the tide of battle by capturing enemy structures that are near destruction. When ordered to enter one of your buildings, they will automatically repair it back to full health, which can save it. Ore Truck --------- Being heavily armored, they harvest the gold in the surrounding area to bring back to your base. They are your number one priority as they are your only source of income. When under attack, they have the ability to regenerate their health back up to 50%. Heavy Tank ---------- Armed with two 105mm cannons, this tank is superior to the Allied Medium tank in many ways. The only thing it lacks is speed. However, with its superb firepower and armor, it should have no problem with any Allied threats. AP Mine Layer ------------- An anti-personnel vehicle, it lays up to five mines before it has to head back toward base. Any enemy infantry unit that steps over it will blow up, which is great for protecting against Engineer rushes. If a vehicle rolls over it, no damage is taken. V2 Rocket Launcher ------------------ A vehicular unit that fires a missile from far away, it is best used against infantry and any base defenses, as well as armor if it is stationary. Lightly armored, it is easily destroyed and has a slow reload rate. MRJ --- The Mobile Radar Jammer will jam enemy radar from producing an image of the battlefield when they are close enough to the dome itself. Destroying it is the only way to restore your radar. Mammoth Tank ------------ As its name describes, this is the ultimate tank. Two 120mm cannons can decimate enemy tanks, while its missile can handle infantry and air units. Capable of restoring its health back to 50%, this is a deadly unit, especially in groups. Overwhelming numbers is your best bet. MCV --- The Mobile Construction Vehicle is essential for the building blocks of your base. When deployed, they turn into a Construction Yard which in turn is used to expand. Keep at least one extra in case your original is destroyed to ensure the production of structures. Transport --------- No weapons at all, this a sea version of the APC. Transport up to five vehicles/infantry. Keep this guarded as enemy attack units will try to destroy it before it delivers its cargo. Submarine --------- Only capable of engaging naval units, they have the ability to submerge and pop up out of nowhere to gain the advantage of the battle. However, their torpedoes have the ability to inflict damage to other friendly subs if they are in their direct line of fire. Submarines must surface to fire. Yak --- Dubbed the "Infantry Eraser" as it mows down infantry with its machine guns as it makes a pass. Slow, they are easy targets for anti-aircraft guns and are best used as support. Badger Bomber ------------- Drops Parabombs and infantry units wherever you desire. They are weakly armored, so make sure that the area is clear or else they will be destroyed. Paratroopers ------------ Dropped from Badger Bombers, five Riflemen will parachute to the ground in hopes to cause some damage before they are eliminated. Not good for anything except to provide a distraction or explore. Comes free, so what did you expect? Parachute Bombs --------------- Bombs dropped from a Badger Bomber, they are terribly inaccurate, yet powerful. Spy Plane --------- Charges after you build a radar dome, they explore a selected terrain by taking pictures, even through generators. The area will stay unveiled unless covered by a Gap Generator. MIG --- Extremely fast airborne units that pack a punch. Delivers its payload then returns quickly back to base. Its missile has limited tracking as it will miss when attacking a moving target. Hind ---- With its Vulcan chain-gun, it has the ability to pierce armor, as they will make short work of the target. Great for infantry, and any other lightly armored structures. Transport Helicopter -------------------- An airborne version of the APC, it can transport any five selected infantry anywhere on the map. Its advantage over the APC is the ability to travel across any terrain, but does not have any weapons, or much armor. M.A.D. Tank ----------- The M.A.D. Tank, or Mutually Assured Destruction Tank, is a final-solution weapon. Once activated, it builds up a powerful harmonic shock wave. When fully charged, it detonates, destroying itself and damaging every unit and structure within a large radius around it. However, infantry are unaffected by its detonation. If the unit is destroyed before it detonates, the destructive effect is neutralized. To activate the M.A.D. Tank for destruction, select it, then click on it again. The warning siren will start the countdown to destruction. Once the unit is activated, the only way to stop it from going off is to destroy it. Another thing worth mentioning, when you set the M.A.D. Tank to detonate, a technician comes out, which you can control. Nothing cool about it though. Also, the M.A.D. Tank can also damage your own units and structures, so keep it far away when detonating. If you can, put a unit under the Iron Curtain, and then have that unit protect the M.A.D. Tank to keep from being destroyed. Missile Sub ----------- Realizing that their navy lacked first-strike capability, the Soviet Empire has developed a new class of submarine capable of launching attacks on inland targets. The Missile Sub's weapons are nearly as powerful as the dreaded Allied Cruiser, with the added advantage that they can submerge and surface before the enemy knows what hits them. As with the normal sub, they can't "submerge and surface before the enemy knows what hits them" because it takes too long. If they are underwater and are trying to run, but gets fired upon, it will surface leaving it exposed to the many threats. The one nice thing about it is that it has a longer range than the Tesla Coil, making it a perfect weapon to take it out from long range. As with the Cruiser, it lacks the ability to fire upon other sea units. A shame really. Tesla Tank ---------- Taking the Tesla Coil's destruction into the field, the Tesla Tank is a valuable addition to the Soviet's arsenal. With its long range and powerful electrical discharges, the Tesla Tank is effective in both offensive and defensive roles. As an added bonus, the electrical discharges from the Tesla Tank also jams enemy radar. Used in conjunction with normal Tesla Coils, Tesla Tanks provide an added security against allied assaults, and ensure that low powered conditions won't hurt Soviet defenses. When it says that it ensures that low powered conditions won't hurt Soviet defenses, that kind of makes it sound like it will power the Tesla Coil whenever your power is off- line. That is not true though, and you will only hurt your structure if you force fire on it. They really aren't hyped up on what they sound like. Shock (Tesla) Trooper --------------------- Another use of Tesla's inventions, Shock Troopers are sturdy (if somewhat slow) infantry units that carry a portable Tesla generator, capable delivering large jolts of electricity to any unit or structure. Well worth the price, Shock Troopers cannot be run over by enemy vehicles. They are probably the best infantry yet, although they can be killed with one shot from Tanya. Using them effectively will almost certainly win you the battle. Note, they cannot be used to power up Tesla Coils either. Demolition Truck ---------------- These drone units carry an atomic bomb triggered to detonate on impact or destruction. Targeting a Demolition Truck on any unit or structure, or force firing on terrain will make the truck move to its destination and detonate. Care in their use is advised-many a foolish commander has lost his base when an air strike destroyed the Demolition Truck before it could leave the confines of the base. NEVER group Demolition Trucks together as they will cause a chain reaction. Another thing, Chronoshifting them will automatically destroy them and using the Iron Curtain on them will only last a fraction of the time. _______________________________________________________________________________ Soviet Structures ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Construction Yard ----------------- Never built as a structure, it must be built from a War Factory as a MCV, then deployed. Heavily armored, it can take care of itself until help can arrive, unless heavily fired upon. Builds other structures, and the more you have, the faster production will go. Power Plant ----------- Supplies power to your base which is vital for running it, and quickly producing units. Without power, your production slows and some base defenses cease to operate. Advanced Power Plant -------------------- Supplies double the amount of power a regular one produces, but costs more than twice its amount. Built to quickly increase power and conserve base space. In on-line Multiplayer games, it is used to quickly expand the person's base towards an Ore field. Ore Refinery ------------ Holds and processes Ore up to 2,000 credits, it allows an Ore Truck to deliver its deposits. Unlike Command & Conquer, capturing the Refinery does not mean you capture the Truck. Ore Silo -------- Holds up an extra 1,500 credits, and can be used to expand your base. Barracks -------- Produces all of the Soviet's infantry units. Kennel ------ Produces the Attack Dog, which is the only thing it produces. If you don't use them much, don't build it. War Factory ----------- Just like the Allies, the War Factory produces all of the Red Army's vehicles. Sub Pen ------- Serves a dual purpose as it produces their subs and missile subs, while repairing them at the same time. Airfield -------- Allows the production of all of the Soviet's air power, and gives the Commander access to Paratroopers [and Parabombs]. Helipad ------- Same as the Allies, except each Helipad comes with a Hind. Construction of one of these will also allow you to build Chinooks, which are Multiplayer only. Service Depot ------------- Repairs all of your vehicular units to full health at a small price. Can also be used to sell unwanted vehicles and reload mine layers. Radar Dome ---------- Grants you an overhead view of the battlefield. Technology Center ----------------- Allows the construction of more advanced units and structures, such as the Tesla Coil. Flame Tower ----------- Shoots "great balls of fire" at approaching units. When in groups, they can do significant damage against armored units. Best against infantry however. Tesla Coil ---------- Charges up and shoots bolts of lightening at approaching enemy units turning them to dust in mere seconds. However, heavier vehicles need more than one strike, and it is best to keep these behind Concrete Barriers to reduce the damage it takes. Slow charge up time. SAM Site -------- Shoots surface-to-air missiles at aircraft from long range. Has a decent firing rate, although faster moving craft like MIGs will easily get past these with little or no damage. Iron Curtain ------------ The superweapon for the Soviets, once charged up, it renders one building/unit to be invulnerable for a few minutes. This will ensure the safety of the vehicle from destruction, which is good to launch strikes, or defend an important structure. It does not work on infantry units. Missile Silo ------------ Once built, it charges up a Nuclear Missile to be launched at any desired enemy. The blast covers a large radius, although the power decreases with each distance away from the blast target. Only available in Multiplayer, it is effective against almost everything except airborne units. Barbed Wire ----------- Provides more defense than the Sandbag, it provides limited cover and forces non-tracked units to go around it. However, it can be destroyed and crushed. Concrete Barrier ---------------- The most effective barrier of all, takes lots of shots to destroy and provides cover for some structures. _______________________________________________________________________________ Soviet Super Weapon: Iron Curtain ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Possibly the best weapon, it makes one structure or vehicle unstoppable for a certain amount of time. It does not work against infantry, and can be used to ensure the safety of something. You can also pick this up in crates, as anyone who picks up the crate within one cell will be invulnerable. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[6. Walkthrough]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _______________________________________________________________________________ Allied Walkthrough ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied missions will range from retrieving and saving civilians to search and destroy. All of the missions covered in this guide are based on the 'Normal' difficulty setting which means not everything happens according to this guide. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 1: Harbor Reclamation Intel: General Stavros has elected you to lead an attack on a strategic harbor the Soviets have overrun and fortified. You will have to move quickly, for the minute that the Soviets realize that you are in the area, all hell will break loose. The nearby town is somewhat sympathetic to the Soviet cause so you may want to keep close watch on them. If any of them try to inform the Soviets of your presence, you have permission to terminate the informants. Your MCV will automatically deploy so build two Power Plants and a Barracks. Immediately build about three Riflemen and send them after the Spy. If you don't kill him, you'll encounter a little bit more resistance. Send your three Riflemen to attack the Heavy Tank Southeast of your base. They should take it out with minimal casualties. After you deploy your Refinery, build a War Factory and start to produce Medium Tanks, lots of them. Set up anti-air defenses around your Construction Yard as the AI will send Paratroopers and Parabombs, eventually targeting the Tech Center when you build one. When you have a force of about 15-20 tanks, send them up to the base closest to you, the one up North. It's imperative that they all cross the bridge instead of going around another way, so order them to do so if they turn around. Attack the enemy Harvesters in the field to trigger some Mammoth Tanks to attack. Destroy them and enter their base. Resistance consists of a few tanks and V2 Rocket Launchers along with Flame Turrets and Dogs. Destroy the tanks first, then go after the Turrets. Wipe everything out and send some Mechanics up to repair them. If MIGs start to attack you, send some Rocket Soldiers up to defend your tanks. When your tanks are healed, go to the right and destroy the base there. Take out the Flame Turrets first, and run over the Engineers around the Barracks. Send a Spy into the Radar Dome if you wish, but it is not necessary. If any of your tanks are destroyed, replace them. Send them far North and have them open fire on the Advanced Power Plants first to cut the power to the Tesla Coils. With their defenses off-line, you can safely destroy their base and their Sub Pen. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 2: In the Nick of Time Intel: The situation is critical! The Soviets have taken over a small research base in the north. During the conflict, a Chronosphere was badly damaged. We fear it could explode. Inside the base is a group of scientists that were captured during the takeover. They must be rescued before the Chronosphere explodes. Fight your way back into the base and retrieve them. Be careful -- there is only one way in and out of the base, a lone bridge. It must be protected to ensure evacuation. Your troops come from the South, and have them follow the road in front of them. They'll come across two enemy damaged Medium Tanks and a Heavy Tank. Order them to destroy it and cross. You should see a small town North of your position which is where you want to be headed. Go left and quickly destroy the Tesla Coil before it can do much damage. Reinforcements arrive from the sea and by air. Tell your reinforcements to go after the Mammoth Tank before it destroys the Chinook. Group your units together and leave the Demolition Truck a little behind. Destroy both churches in the towns to reveal Health Up crates. Around this time, a cargo plane should air drop enemy troops where your starting point was. Group your units and have them kill the Tesla Trooper first, than all the rest. Cross the bridge, but leave it intact! Enemy soldiers should come out of the house and have your units kill them releasing friendly prisoners. Tell the Mechanic to heal any damaged vehicles and have your ChronoTanks take out any choppers. About this time, two Cargo Trucks should come from the South. Destroy them for two crates worth 2,000 credits each. Proceed North and deal with enemy Mammoth Tanks. Reinforcements arrive by to air-dropped tanks. Order them to destroy the barrels surrounding the Tesla Coil and the Tesla Coil itself. Cross the waterway and two more ChronoTanks should appear. Order all your units to take out all enemy units surrounding them, including another Tesla Coil. Once destroyed, reinforcements arrive, but your infantry will be killed by an Attack Dog. Take out any enemy takes nearby and take over the Power Plant and Barracks with your Engineers. Force fire on the ground that extends West to destroy any mines. Two hits from one will guarantee the destruction of your tanks. Build Rocket Soldiers and Riflemen with the money and continue West once you're sure no more mines are present. Take out the pillboxes and go inside the enemy base. Destroy their Command Post and reinforcements arrive from the sea. Order the scientists to run back to the flare and have your units from a blockade at the very tip of shore. When two transports arrive, order them to fire upon them. If not, Mammoth Tanks will come out and wipe them from the face of this Earth. Two more transports arrive and deploy South. If you're fast enough, the scientists will have already run by them. If not, sacrifice your armor. The mission ends when the scientists make it to the extraction point. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 3: Caught in the Act Intel: Soviets have discovered our attempt to hinder new weapon development. Tanya in jeopardy. However, mission must be completed. All Soviet Research Centers must be destroyed. Reinforcements will be provided when possible. Expect some help from forces among the locals. Complete mission, and get Tanya back in one piece. A Transport arrives with four Gunboats. Assign Tanya a number, and have her travel to the island Northeast of her point by sea. The civilian village will be revealed, along with a friendly Chinook that is about to land. Quickly direct it near Tanya to prevent it from blowing up, as an enemy MIG will shoot the barrels. Take care of the enemy infantry, and make sure to notice the heal crate at where the village used to be. Assign the Chinook a number. Head toward the island next to you, Southeast of your position and follow the same procedure with the Chinook. This ones a little hectic as reinforcements arrive from the village, and enemy troops land right next to them. Make sure to notice another heal crate where the village used to be. Go up to the island above. Send your reinforcements to the safety of Tanya and have her take care of all enemy infantry. Load them all in the transports, and have your ships go East. Take care of the submarine, and reinforcements should arrive. Not sure if you can save the next Chinook, but the Rocket Soldiers that come should destroy both Hinds. Deploy your forces on that island and take out the enemy infantry. When you get near the Tech Center, reinforcements should come out. Destroy everything on that island and have them all go back to the helicopters/transport. Go up to the island North, and take care of the sub. Quickly get Tanya to the island as enemy infantry will attack. Have her take care of them and lure two Hinds. Have your Rocket Infantry ready or else she's dead. Destroy all outer defenses except for the Flame Turrets and have the Rocket Infantry blast a hole in the concrete wall. Go inside, eliminate any hostiles, and destroy the Tech Center. Destroy anything else you find necessary and have them all go back in the transports. Travel West and reinforcements should arrive in a Transport and two Destroyers. Use the new tanks to handle first threats, than have Tanya move in and take care of the infantry. To take out the Tesla Coils, use your Destroyers and move them to just out of the Tesla Coil's range. They should automatically fire upon them and destroy them. Use your tanks against their tanks, and your infantry as support. Send your Engineers into buildings if you want, and then destroy the last Tech Center. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 4: Production Disruption Intel: The Soviets are beginning construction of a new class of submarine capable of launching sea-to-ground missiles. We don't have to tell you the amount of devastation these could cause.
Take a small squad of troops and infiltrate their power grid. When it is down, additional reinforcements will be sent in. When ready, head north and destroy their sub pen, preventing further construction of these subs. If any are built they must not be allowed to escape. Reinforcements drop in, and you have a 20:00 minute time limit. Head a little bit to the right to have some Rifle Infantry to attack you. Kill them and keep on moving East until you come to their power. Destroy any nearby infantry, and then destroy the Power Plants to trigger the reinforcements. They arrive in two Demolition Trucks and three Engineers. You are now ordered to capture their radar dome. Send one truck at a time toward the Flame Turrets. They should destroy them. Move toward the Radar Dome and have your infantry overwhelm the two guards. Send an Engineer in and ChronoTanks should arrive. Send your infantry to the town, and try to get your ChronoTanks to kill the approaching infantry, but most likely or not, they'll be killed. You could go through the base, but Chronoshift the tanks to the small island Northwest of the pen and have them destroy it from there. You should complete this mission in 10 minutes or less. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 5: Negotiations Intel: A Soviet force has holed up in a small town, threatening to kill a hostage every 5 minutes until their demands are met. We do not negotiate with terrorists -- explain this to them. Locate the hostages, free as many of them as you can, and get them safely to a nearby abandoned church. Once done, return to your drop-off point, signal for reinforcements, and finish off the Soviet forces. Since when did the Soviets become terrorists? Anyways, you have Tanya. Send her north and snipe the guy. Continue right and blast the barrels for some dog meat. (Do you like it burnt?) Continue, kill the three guys surrounding the Flame Turret, and then move up to destroy the SAM sites. Two Apaches will come and destroy the Flame Turret. Move up, and shoot the barrels when the guards pass to take them out with one shot. Go back down, and through the new path the Apaches opened. Shoot the two guards attacking the building and a grateful civilian will lead the way. Along the way, you'll come into a patrol, so shoot the dogs. The civilian will then say it's safe, but get shot by the patrol. That's just too funny! Kill them all, and head north, avoiding the Heavy Tank. Go west, ignore the barrels for now, and head for the Tech Center. Enemy infantry will come out so shoot them and the guard. The civilians will now follow you. NOTE: There is a glitch at times where if you shoot the barrels surrounding the Tech Center before you get the hostages to follow you, they'll remain there and won't follow you. Head back to the church as quickly as possible and go back to your starting point. Reinforcements arrive twice, so wait before attacking. Position your Artillery to fire upon the Flame Turrets and then have Tanya mow down the infantry. Position your troops closer and then use your Artillery to pound their positions. Becareful as there is a Tesla Coil. Destroy all you can, and two ChronoTanks arrive. Use them and your armor to take out the Tesla Coil, then send in the Demolition Truck to take care of the rest. When everything is destroyed, head East into a mini base and destroy everything there. Eliminate any enemy units in the area, and then take care of the guy up north. If you notice, he's dressed differently. For your own guilty pleasure, have a ChronoTank shift north, right above the barrels, and fire upon them. He should go down in flames. *Insert evil laugh here!* _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 6: Monster Tank Madness Intel: Dr. Demitri, creator of a new Soviet Super Tank, wants to defect. We planned to extract him while the Soviets were testing their new weapon, but something has gone wrong. The Super Tanks are out of control, and Demitri is missing -- likely hiding in the village far south. Find our outpost and start repairs on it, then find and evacuate Demitri. As for the tanks, we can reprogram them. Send a spy into the Soviet radar dome in the NE, turning the tanks on their creators. Use your tanks and infantry to kill any resistance, and any Flame Turrets you may encounter. Send the Thief into the Silo and capture the Power Plant and the Naval Yard. Produce a Transport, and load your tanks and infantry in it. Send them north to reveal the Allied Outpost. Repair what is necessary and start to build tanks. Head down toward the village, past a Soviet Base and next to the flare where Dr. Demitri will pop out. Reinforcement arrives in a Chinook. Send the Chinook toward the island, and have your tanks go back to base, destroying the bridge along the way. Once you load Demitri into the helicopter, reinforcements should arrive. For some strange odd reason, your two Artillery reinforcements are stuck behind a ledge, so leave them there. Produce one Spy and APC and load the Spy in it. Have all of your armor units surround the APC and group them a number. Send them East, then go up the bridge. Continue East, past some enemy units, and send them South where they will encounter a Flame Turret. Send them inside the base and have the Spy enter the Radar Dome. Destroy the three supply trucks for crates full of money. Once your Spy has entered the dome, any Super Tanks attacking your base should start to turn around. You get to watch the Soviets against the awesome power of the Super Tanks, and finally, they will all be destroyed. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 7: Time Flies Intel: The Soviets are planning an A-bomb strike on London. Their silos are located on an island that has only one beach access point, which is guarded. We could airlift in units, but SAM sites on nearby islands prevent this. Our only option is the ChronoTank. Use the tank's ability to Chronoshift itself to destroy the radar domes that control the SAM sites. Once dealt with, Tanya will arrive to soften the large island's defenses. With power down, an MCV will arrive to help you destroy the missile silo. Two ChronoTanks appear, so order them to destroy the Heavy Tank and Tesla Tank. Notice the heal crate that appears where the building was destroyed. Destroy the infantry guarding the bridge with the barrels. Send them after the supply truck and destroy it to get 2,000 credits. Chronoshift them to the next island that you see. Destroy the SAM site and go left to destroy another. Head North, destroy the Flame Turrets, and continue in that direction until a radar dome is revealed. Position your tanks just beyond the Turret's reach, and destroy it. Proceed to wipe out the SAM sites and the radar dome, which will reveal a heal crate. Use it if necessary. Head right, destroy the Tech Center for an Engineer. Chronoshift to the next island. Destroy the SAM site there, and head down. Take care of the Heavy Tank, and the units across the bridge. Take the SAM site out, and then proceed North. You'll see that same guy from the last mission run into a Chinook. Destroy the Turrets and then the radar dome to have two Apaches destroy one of the Tesla Coils and Tanya airdropped in. Chronoshift those two tanks next to her. Have them all go up and destroy the enemy infantry there. Destroy the barrels in front of the Turrets to get rid of them and destroy the two Advanced Power Plants to signal the MCV reinforcement. Have Tanya and the others meet up with the MCV. Build the usual Power Plant, Barracks, followed by your Refinery. Construct a War Factory and produce another Ore Miner. Then start to produce Medium Tanks and another Refinery. You will be attacked from the East, as well as Paratroopers from the West. The key to this mission though is to take out enemy Miners. They should come by your base near an Ore patch. Use your tanks to take them out, and retreat when they're all gone. Heal your tanks with a Mechanic, and send them East, towards a Soviet base. Have them wipe every defense out first, then focus on the critical structures, including the Missile Silo. Build a Spy and have him scout the base down South. You should've gotten Demolition Trucks as reinforcements, and they will periodically give them to you. Keep them for later, and build a naval force of about 8-10 Destroyers. Have them take out the Tesla Coil south of your base, and then proceed towards the second Soviet base. Have them eliminate any Soviet subs along the way. Order them to take out Tesla Coils and Power Plants and any other defenses they can reach. Then blast a hole in the concrete wall. Send your Demolition Trucks through that wall, avoiding the leftover Tesla Coils and to the most critical structures. Preferably the last group of Power Plants to cut their power. With the Tesla Coils off-line, send in your tanks to finish the job. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 8: Absolute M.A.D.ness Intel: Covert Order 24-H: The Soviets are developing a new tank that sends shockwaves throughout the area, damaging everything around it. We must halt development of this weapon. Direct your spy into all 3 Soviet Intel centers, which will reveal the location of the tank's remote control station. Once found, destroy it. This will stop production of the tanks allowing you to destroy the facility. The Soviet tank's are protected by the Iron Curtain -- be sure to destroy it. Repair any structures that are damaged, and produce an Ore Truck and a Refinery. Build up your defense with Turrets, and have some offensive units like Medium Tanks, as well as some Mechanics. Sell your Repair Depot and use the money to build Rocket Soldiers. Position them near the Chronosphere, particularly in the Northeastern corner. Use the Ranger to explore around your base. When you've got the money, build a Naval Yard and one Cruiser. Use the Cruiser to pound the base down South. If you run out of money, tell your Trucks to harvest East towards the gold, and South towards gems. When you have about 10 tanks, send them South, and have them clean up anything the Cruiser couldn't reach. You might have to also repair it now, as M.A.D. tank assaults are lethal. Capture the Airfield, and maybe the Helipad to produce MIGs, and gain Para troopers/bombs. If you're running short of money, capture a Refinery and then sell it. Wipe out everything in that base, and send your Spy into the Soviet Tech Center. Destroy it when the spy enters. Take your tanks, and head East, towards another Soviet base. Destroy the Weapons Factory to stop M.A.D. Tank production and proceed to wipe everything out. Send a second spy into the Tech Center and Destroy the Iron Curtain. As you may notice, it's got AP mines around it. Explore the beach South of the base. Chronoshift your Cruiser there and have it fire upon all the SAM sites on that base. If it has time, focus on the infantry there too. Drop Paratroopers on that island, and have them clean it up. Destroy everything, or capture what you can. Doing so will complete the main objective. Build up a large army, and send them Northeast towards the last Soviet base. Destroy everything inside and send another Spy into the Tech Center. The location of the Control Facility is now revealed, but you already destroyed that. Continue to wipe out all remaining Soviet units/structures, including the group of Mammoth Tanks. When all is gone, the mission is a success. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Allied Mission 9: PAWN Intel: Acting on misinformation we provided, the Soviets have sent a division into our area to deal with what they think is a heavy weapons facility. It's not -- it's a fake, but we want them to believe it's real. Defend our fake base until reinforcements can arrive to assist you. When they arrive, destroy their radar dome to prevent reinforcements, then finish them off. Your starting troops should be sufficient enough to withstand the Soviet attacks. Build a couple more Rocket Soldiers and have them stand next to the North end of the base. Repair the Fake Structures when needed and wait for reinforcements to arrive. While you're doing so, destroy the bridges to the Ore Field on your left and on your right. Mine heavily where tanks pass. If you need some extra money, destroy the Oil Refineries East and North of your base to reveal money crates. Also if you can, destroy the Supply Truck carrying angry civilians. Reinforcements arrive in two Destroyers and some tanks, as well as an MCV with Demolition Trucks. Sell your Fake Structures when you run out of room, and deploy and build real ones in their place. Immediately build a Refinery, followed by a War Factory and another Ore Truck. Build tanks while you build another refinery. Strengthen you position by placing lots of Turrets and Camo. Pillboxes at the entrances to your base and Ore Fields. When you're ready to attack, divide your forces into two groups, about ten tanks in each. Send them North, and have each group focus on the Tesla Coils defending their base, as well as the Flame Turrets. When the defenses are gone, tell them to attack any leftover enemy units. Send them to attack the War Factory, which is critical to winning. When destroyed, send them back to your base or have them wreck havoc. With the base defense gone around the entrance, send your Demolition Trucks to the Construction Yard. One will do it. When it is destroyed, the enemy should sell all of its structures. Build lots of Pillboxes if you haven't already, and wait for them to come to you. If the mission doesn't end, check the map for any infantry. _______________________________________________________________________________ Soviet Walkthrough ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlike the Allies, the Soviets dominate the ground with their massive and powerful tanks. Your strategy is mostly a straight-up assault. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 1: Testing Grounds Intel: The Allied pigs have developed a new weapon called the ChronoTank. This weapon appears to share technology with their despised Chronosphere, allowing it to Chronoshift itself. They are testing this new weapon on an island that rightfully belongs to the Soviet Empire. New weapon or not, this island will be ours. Establish a base and deploy your troops accordingly. The allies have the advantage of a natural ridge barrier, but do not let it stop you. Let no trace of the allies remain on our island. Your MCV will automatically deploy, so build a Power Plant, Barracks, and a Refinery. Once set up, build a War Factory and produce an Ore Truck with it before constructing Heavy Tanks. The key to this mission is naval superiority, so focus on building subs, and fortifying your defenses. Expect lots of ChronoTanks to attack your least guarded points. Set up a perimeter of Tesla Coils around your base, and some tanks to help defend attacks. V2 Rocket Launchers are also good in this mission. Construct an Airfield and use its Paratroopers to explore the terrain. Build about 10 subs and 3 Missile Subs. Use the regular ones to take out any naval threat, including a Cruiser which sometimes heads toward your base. Explore the island, and use your Missile Subs to destroy the Gap Generators cloaking their base. When targets have been revealed, use your Missile Subs to take out important structures like the War Factory, Barracks, etc. and have your regular ones attack the naval ships stationed at the Naval Yard. Destroy the Naval Yard, and when all of their critical structures are gone, the AI will sell their buildings and a massive army of Rifle Infantry will come. Crush them with your tanks, shoot them down with Yaks, or let your defenses take care of them. Either way, the mission ends when all Allied units are gone. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 2: Shock Therapy Intel: A small border town has been voicing support for the Allied cause. These people are no longer soviets, but enemies to our great empire. As enemies, they must be destroyed. Take Stalin's elite shock troopers and show them the iron might of the Soviet army. No doubt, the rabble will seek help from the minute allied influence in the area. Whatever pathetic support they can muster, it will not be enough. Crush them all -- let nothing stop you. You get ten Shock Troopers. Head right and destroy the house. Leave one man behind next to the heal crate for later use. Head up, destroy the barrels and try to kill all fleeing civilians. Reinforcements arrive in three Engineers, one V2 Rocket Launcher and a Demolition Truck. Destroy the town. Kill any Allied units on the way. Head West, and take out the lone Pillbox with your V2. Continue, take out the Rocket Soldiers, and another Pillbox. Continue in that direction until you come to a mini-base. Clear it out of opposition and take over the Advanced Power Plant and Barracks. Use the extra Engineer to repair the Barracks. Destroy everything else for another five Tesla Trooper reinforcements. Heal if necessary with the crate. Head South, and take out any units along the way. Destroy the village and civilians, as another five Tesla Troopers are sent in. Group them all and head right. Destroy the lone building for another heal crate. Use it if you've used the first one already or in desperate need. Continue right, take out the Pillbox, and use your Tesla Troopers to take out the infantry. Watch our for the Artillery. Keep on heading in that direction, and take out the Pillbox. Reinforcements should arrive in vehicles, subs, and more Tesla Troopers. A Badger Bomber should also come and bomb them. Kill the Artillery North, then wipe out the rest of the base. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 3: Let's Make a Steal Intel: Our spy has informed us of a new technology the Allied forces are developing. Stalin wishes to acquire it. Use Volkov to steal this prototype vehicle, and make sure they will not be able to reproduce it. Destroy the production production facility after stealing the plans for the vehicle, and then bring Stalin his new toy. Do not fail us. You have Volkov, which is like Tanya, except has a lot more health, and his dog, Chitzkoi, or something like that. Head down, eliminate any Allied Riflemen, and towards the console panel. Take care of any incoming troops, and then proceed right. Take out the scientists and all other hostiles. Go up and touch the panel which will cause a power loss. This simply means the shroud regrows until backup power can work. Go right, past the intersection and follow it down to the Tech Center. Enter it for a full heal and the plans. Go back to the intersection, go down, and to a console. Push it. Go past the Pillbox, eliminating any soldiers along the way. Past the pillbox, you can go right to eliminate some scientists, but don't push the panel at the bottom. Doing so will cause a meltdown, which will leave you 45 minutes to finish the mission. Head left, then down, past the Medium Tanks, and to another heal crate. Kill the soldiers surrounding the War Factory and push the console at the very left to destroy the Pillbox you just passed. Enter the War Factory to pick up the vehicle. Go back to where the Pillbox was, and drive your way out. You will encounter Allied Tanks, and some infantry, but have the Dog take care of them. NOTE: If you also notice in this mission, there will be some troops guarded by fences. As of right now, I have no idea how to save them, as going near them will automatically kill them. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 4: Test Drive Intel: Stalin wishes to field-test a newly acquired vehicle against theAllied dogs. This vehicle is capable of bending light around its hull, "phasing" out of the visible spectrum. Take this vehicle, and infiltrate the Allied base. For this test, destroy their radar dome and tech center, bringing their communication down. Once you have done this, reinforcements will be sent in to wipe out the base. If you do not return with the vehicle intact, do not return at all. Put Volkov in the Phaser Transport, and have him go North, past a small village, and to the small Allied base. Have the vehicle park where there is light resistance, and unload. Kill all enemy infantry, and use Volkov to use his C-4 to blow up the buildings inside. Load him back up and continue to the other Allied base. Do the same for the second base, as resistance is light. Reinforcements arrive from the sea, as subs. Use the subs to clear as much of the water as they can before they are destroyed. For a better strategy, have them form a circle around the desired target. Then press the guard button. You will also get three Missile Subs. After the ten minute countdown, reinforcements arrive. However, it is probable that your naval force was eliminated, so some of the transports will not reach the island. Five Heavy Tanks, some Tesla Tanks, and I believe Mammoth Tanks should come out of the three transports if none were destroyed. Also, ChronoTanks should've come to attack. Send them North out of the Cruiser's range, and destroy the church for a heal crate. Men should've also come out of the buildings to assist you. Destroy the base up North by taking out its defenses from long range, and the one down South the same way. If you destroy the AA guns in each base, Paratroopers will arrive. There is one last final base in the Northeastern corner which is guarded with Turrets. You must be careful to destroy it. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 5: Don't Drink the Water Intel: The Allies are developing a new Chrono-based weapon at a nearby facility. Crushing them would be a simple matter, but they are well defended, and all our attempts at assault have met with defeat. Time for a new approach. Capture the Chronosphere, and use it to send an MCV to the large island. Once there, capture the research facility, and destroy the base. Use the supply truck to poison the water supply via the waterfalls above the town. With the base dead, it will be easy to capture the Chronosphere. Send your infantry East, and follow the road, taking out any Allied infantry along the way. Have your other troops follow them. Keep on following the road to bypass a Pillbox, and to reach the river. Destroy the Ranger guarding it, then send your Supply truck. You'll see a sequence of civilians dying, then the Allied infantry. Note the money crate in the village. Capture the Chronosphere, and an Advanced Power Plant or two to charge it. You can destroy the four Medium Tanks here as they will not fire at you. Chronoshift your MCV and deploy it. Use the Chronosphere to pick up the money crate, and another one down in the very Southwestern corner. Defend it if you want, as Allied units will try to destroy it. Build a Sub Pen and some subs to defend from naval assaults. Build your usual Barracks and Refinery, etc. and expand North, toward a large Ore Field. The only entrance is a damaged bridge, so defend it at all costs. Try and build a secondary base there, as you will have an easier time attacking the Allied base. When you're good and ready, scout their base with a Spy Plane, and have some V2 Rocket Launchers to take out the outer defenses. Then send in a force of about 20 tanks to take care of the base. Be careful not to destroy the Tech Center as doing so will end your mission. After you get past the defenses and units, the rest of the mission should be a piece of cake. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 6: Situation Critical Intel: A radical faction in of our forces has stolen a biological weapon, threatening to use it on Allied emplacements. Since this weapon is highly unstable, it could destroy us all if released. The facility must be destroyed, but the weapon must be neutralized first. Destroy the island's defenses, then use Volkov to assist our scientists in reaching the bio-researchcenter. If either are killed before the weapon is neutralized, the mission is a failure. Once the scientist completes his mission, destroy the base. 15 minutes to complete this mission, but it will be an easy 15 minutes. Use your subs to explore, and have your Missile Subs to destroy the Power Plants beside the Tesla Coil. Reinforcements arrive from a transport. Use Volkov to clear out any infantry and the Power Plants next to another Tesla Coil. Go North, and have the scientist follow him. Eliminate any infantry along the way, and continue to the bio-research facility. Take out the SAMs and send the scientist in. Destroy the rest of the SAM sites to launch an atomic air strike at the facility. Make sure Volkov isn't caught in the blast, or else your mission fails. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 7: Brothers in Arms Intel: The Molotov brothers, prominent arms dealers for our comrades inforeign lands, are suspected to have dealings with the Allies. Such an idea is preposterous, but the Molotov brothers have access to sensitive information, and we must know the truth of the matter. Use your spy to infiltrate the compound and observe the brothers activities. If they are involved with the Allies, return to your drop-off point, signal for reinforcements, and deal with them as all traitors are. Kill them. NOTE: There's a glitch in the game that will not allow you to play on "Easy" setting for this level. Send your spy North, but becareful of the watch dogs. Have him follow the Molotov brothers to their Command Post. Once he's been found out, head quickly back to the starting point. Dogs should chase you, but they should be vaporized by the barrels. Once at the starting point, your spy will probably die. Take out the beach Pillboxes, and any other hostile unit. Go left, to an opening where you should deploy your MCV. Build the usual things, and set up base defenses fast. Tesla Coils followed by SAMs, as you will experience attacks from the air, sea, and ground. The AI will periodically send ChronoTanks so be prepared and a Tanya. When you have massed a ground force, send them East to destroy a Tech Center with two money crates. Put them to good use. Wipe out everything that you can, and heal the tanks. Build V2s, and have them take out the defenses outside of the base. Then, send your tanks in to wipe out the base. Expect them to rebuild, but keep at it and they should be destroyed. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 8: Deus Ex Machina Intel: The Allies have captured Volkov in an attempt to learn the secrets of his construction. This is not allowed. Destroy the four Allied radar sites in the area, allowing us to reactivate our tracking devices and locate Volkov. Once located, send a scientist into the structure to reactivate him. Guide him to our Chinook, where he will be airlifted out of the area. Once safe, destroy all Allied forces in the area. Hurry. If the Allies discover Volkov's control codes, he will have to be destroyed as well. Use the Mammoth Tanks to handle the Apaches, then deploy the MCV. Build the usual, and station a Tesla Coil near the left entrance to your base to handle Demolition Truck attacks. Build an Airfield, and a Sub Pen. While you're building tanks, also build a force of 10 subs, and take them North. Destroy the three Destroyers there, and then have the Missile Sub take out whatever the Spy Plane reveals; mainly the Radar Dome. Continue right. Take out the two Destroyers, and then the ones on the right. Shoot the six buildings for SIX money crates that are worth 2,000 credits each. Again, have the Missile Subs take out what they can, but most importantly the second Radar Dome. By now, you should still have 45 minutes left. Maybe even less, but somewhere around there. Use your Spy Plane and have it go after the Northeastern corner of the map, revealing the third Radar Dome. Instead of trashing the base, send Paratroopers over there. Have them ignore all threats, and focus on the dome. It should blow before they are killed/squashed. The last and final Radar Dome is on the island where Volkov is located. From your island, head right and take it out from the shore. The location of Volkov will be revealed in a Fake War Factory. Send your scientist reinforcements in there. A Chinook arrives, so send your Chinook to the island where Volkov is, and have him board. Send a small task force to the island where Volkov was located, and have them clean it up. A heal crate should be under the Tech Center. Have them go around, and attack the main Allied base from the South, while another force that you've been [hopefully] building attack from the West. You should focus on their defenses, then their productive capabilities. A money crate is under the hospital building. Destroy any other Allied units on any island to complete the mission. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Soviet Mission 9: Grunyev Revolution Intel: Citizens within the Grunyev province have been speaking out against Soviet involvement in Western Europe. Silence them. Take a force into the area and eliminate any dissidents. We have received many reports that the civilians may be armed, but against the might of the Soviet Empire, no force they can muster will protect them. See to it that they serve as an example to others. Eliminate them all -- men, women, and children. Have your units go Northwest and attack the civilian named Special 1. Retreat to the Northeast when the computer tells you to signal reinforcements. Deploy the MCV, and have your units form a circle around it. Build the usual, and send a force to wipe out the town. This will eliminate attacks from them, and gives you a heal crate and a money crate. When you have a force of eight Heavy Tanks, send them North, then West. Take out any Tesla Coils as you progress, and destroy the Ore Trucks coming to harvest. Your main goal should be base defense. After about 45 minutes, or when you do significant damage, the civilians plead to let their women and children go. You could destroy the two supply trucks that leave the base, but I wasn't able to reach it in time. When they escape, Stalin's personal guards arrive. Colored a pale red, they will come from the South, North, and the West. The southern and northern forces will come to attack you, so have Tesla Coils and tanks waiting for them. Draw your Ore Trucks back in to save them. Once you destroy them, wait for the western force to take out the village and the enemy forces. When they do, it's mission accomplished. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[8. Multiplayer]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are two types of Multiplayer for Red Alert, both of which will be detailed here. Red Alert games will have a red R in front of them. Counterstrike with a green C, and Aftermath with a blue A. -=[Controls]=- The controls of the a Multiplayer game is exactly the same. However, there are some differences. F1 - Allows the use of talking to another player in an online game only. Sending more than four consecutive lines of message will flood the other player and may cause the game to disconnect. This method is used when desperate players who are doomed to lose try to make the game unstable. This is severely discouraged, as Westwood monitors each game to see if you are cheating. You can and will be suspended if you do it. A - In both Skirmishes and online games, the A Button will ally you with whatever side you wish to join. Just select one of the player's units, and press the A Button. In return, the other player must select one of your units and press the A Button to officially become allies. Press the A Button again to declare war. R- A resign button, pushing it will ask the option of resigning. Push yes to have everything of yours destroyed, allowing the other player to win. In online games, you cannot do this to purposely increase a player's point total, as Westwood monitors the game. -=Online Games=- Online games are great for offering advanced players some serious competition, and the chance to trade strategies, become online buds, etc. There is even a tournament system in which Westwood ranks each player by how many points a Commander can accumulate. All players of online games must have a version of Westwood Online. The program should come with your game. Standard Play Standard play online do not count as tournament games, so they will not be recorded when the game ends. This option also allows you to set up AI players, and play on your own map creation. This mode is advised for players who first play online. Tournament Play Tournament games are highlighted in yellow, with the corresponding letter of the game before the game's name. Tournament games restrict you to two players only, and no AI players. You can set different options as what country you are, and the number of units, etc. When the match ends, the data from the game is sent to Westwood, where they will judge the battle and determine the point value. Point value which ranges, is judged on how high the players were on the ladder ranking. Players who defeat an opponent that ranks high in the ladder will obviously gain more points. Tips When going up against a human opponent, they will most likely perform a tank rush. Simply put, it's when the player builds lots of War Factories for speedier tank production. Using his tanks, he/she will rush your base with them. Usually, a player will not have that many defenses up. Be careful. Expanding is the key in these games. Expanding will lessen the distance between you and an ore field. It will also take longer for enemies to attack certain buildings. Build another base. This is really important, as key players will always go after the Construction Yard. Build a secondary base and deploy it near an ore field. Lots of Harvesters help. For Allied players going against the Soviets, the longer the battle goes, the less likely you are to win, as they have superior base defenses and tanks. Unless there's water present, you're probably not going to win. -=Skirmish=- A Skirmish game can be played at home with one computer. You can set the usual options and choose what map to play on, even ones that you created. Once you're all set, push the OK button to play. Capture the Flag Capture the Flag presents a whole new way to play a Skirmish game. Instead of building bases, you now control a set amount of units and try to destroy all other opposition to steal their flag. When you steal an opponents flag, you win the game. Special Maps There are two special maps that I currently know of. Special maps mean that there is an extra goody in the map; meaning that there are hostiles in the map that can attack you and you enemy. There are automatically there, and are very hard to destroy. They are: 'Circles of Death' and 'The Hills Have Eyes'. Circles of Death: Basically and island with patterns of water, then land, and water, etc. Regular and Missile Subs reside in the water, waiting to blast any unit that comes near the edge. It is hard to destroy them since they will attack your Naval Yard/Sub Pen before you can produce any units. You can launch an air raid on them if you know their exact position in the water. The Hills Have Eyes: This one is very hard, as there is a civilian town which continually produces armed civilians. Unlike civilians in the single player games, these are armed with flame-throwers, Tesla coils, and even nuclear warheads. Any use of an advanced weapon like Tanya against them will immediately result in them focusing their attacks on you. Be prepared. Attack Dogs work wonders... -=AI Players=- AI Players in online games are the best of the best. You most likely have them on when you have an ally in the game. Think they're easy? Think again. These players build ultra-fast, and attack your base with astonishing numbers. The key is to get help, or form a formidable defense. One thing you should notice, is that they never build any naval units. A serious disadvantage for them, as you can easily destroy them with Cruisers or Missile Subs. This also prevents expansion, if they are stuck on a small island. -=Changes=- When you install The Aftermath on your computer, there will be some changes. They are:  You cannot ally with the computer anymore in Skirmish battles.  You cannot play a Skirmish game unless you have the Aftermath CD in your CD-ROM drive.  The only good thing, they include Mega Maps. -=Other=-  If you get a spy into an enemy Radar Dome, you can view their messages if they talk to an ally.  Aftermath now lets Turrets fire faster, but are more costly.  You can build special units normally unavailable in single-player mode. During a Multiplayer game, attributes also change. All the countries have a 10% difference in certain categories. For example, one country will have 10% less armor, and one will be 10% slower. However, not all of them are bad. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-[9. Legal Information]=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This document is copyright 2003 Legomondo, all rights reserved. This should not be reproduced in any way for the sole purpose of profit and without my consent. You may however, have a printed version of this, unaltered for home use. This FAQ is only allowed on GameFAQs [www.GameFAQs.com] IGN FAQs [www.faqs.IGN.com] and should not be posted anywhere else without my permission. If you see this FAQ other than the site listed above, email me immediately at Legomondo [at] yahoo [dot] com. However, I do not want emails asking if you can post this FAQ or any others. I will not let you, and I warn you not to post the FAQ anyways. As always, the most recent version of this guide will be at GameFAQs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=[10. Thanks]-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Thanks goes to the following: - www.GameFAQs.com for hosting my FAQs and inspiring me to become an FAQ writer. - Westwood for producing its fabulous C&C games. Check out their official site at Westwood.com. - The e-docs that came with the game. =============================================================================== Copyright 2002 - 2003 Legomondo