Release 1.01
December 20, 1996
Copyright c1996 Roger Wong. All Rights Reserved
roger@powhq.nildram.co.uk
Visit the website:
http://www.netcomuk.co.uk/~cncfaq
DISCLAIMER
The purpose of this strategy guide is to aid the public with strategies
and tactics for use in the game Command and Conquer: Red
Alert, by Westwood Studios Inc. In no way should this strategy guide
promote your killing yourself, killing others, or killing in any
other fashion.
Roger Wong claims NO responsibility regarding any illegal activity concerning
this strategy guide, or indirectly related to this
strategy guide.
TRADEMARK INFORMATION
Command & Conquer: Red Alert is a trademark of Westwood Studios,
Inc., and is so acknowledged. Any trademarks not directly
mentioned are also acknowledged.
COPYRIGHT NOTICE
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Table of Contents
1. INTRODUCTION
1.1 FOREWORD
1.2 ABOUT THE STRATEGY GUIDE
1.3 GETTING THE STRATEGY GUIDE
1.3.1 E-mail
1.3.2 Usenet
1.3.3 WWW
1.3.4 BBS
1.4 CONTRIBUTING TO THE STRATEGY GUIDE
1.5 ACKNOWLEDGEMENTS
1.6 ACCURATE INFORMATION
2. ALLIED FORCES STRUCTURES AND UNITS
2.1 STRUCTURES
2.1.1 Construction Yard
2.1.2 Power Plant
2.1.3 Advanced Power Plant
2.1.4 Ore Refinery
2.1.5 Ore Silo
2.1.6 Barracks
2.1.7 War Factory
2.1.8 Naval Yard
2.1.9 Helipad
2.1.10 Pillbox
2.1.11 Camouflaged Pillbox
2.1.12 Turret
2.1.13 AA Gun
2.1.14 Service Depot
2.1.15 Radar Dome
2.1.16 Technology Center
2.1.17 Gap Generator
2.1.18 Chronosphere
2.1.19 Sandbags
2.1.20 Concrete Wall
2.1.21 Fake Structures
2.2 ARMY
2.2.1 Rifle Infantry
2.2.2 Rocket Infantry
2.2.3 Engineer
2.2.4 Spy
2.2.5 Thief
2.2.6 Tanya
2.2.7 Medic
2.2.8 Mine Layer
2.2.9 Ore Truck
2.2.10 Ranger
2.2.11 APC
2.2.12 Light Tank
2.2.13 Medium Tank
2.2.14 Artillery
2.2.15 Mobile Gap Generator
2.2.16 Mobile Radar Jammer
2.2.17 MCV
2.3 NAVY
2.3.1 Transport
2.3.2 Gunboat
2.3.3 Destroyer
2.3.4 Cruiser
2.4 AIR FORCE
2.4.1 Longbow
2.5 SPECIAL FORCES
2.5.1 GPS Satellite
2.5.2 Sonar Pulse
2.5.3 Chronoshift
3. SOVIET POWERS STRUCTURES AND UNITS
3.1 STRUCTURES
3.1.1 Construction Yard
3.1.2 Power Plant
3.1.3 Advanced Power Plant
3.1.4 Ore Refinery
3.1.5 Ore Silo
3.1.6 Barracks
3.1.7 Kennel
3.1.8 War Factory
3.1.9 Sub Pen
3.1.10 Airfield
3.1.11 Helipad
3.1.12 Service Depot
3.1.13 Radar Dome
3.1.14 Technology Center
3.1.15 Flame Tower
3.1.16 Tesla Coil
3.1.17 SAM Site
3.1.18 Iron Curtain
3.1.19 Missile Silo
3.1.20 Barbed Wire Fence
3.1.21 Concrete Wall
3.2 ARMY
3.2.1 Attack Dog
3.2.2 Rifle Infantry
3.2.3 Grenadier
3.2.4 Flame Infantry
3.2.5 Engineer
3.2.6 Mine Layer
3.2.7 Ore Truck
3.2.8 V2 Rocket Launcher
3.2.9 Heavy Tank
3.2.10 Mammoth Tank
3.2.11 MCV
3.3 NAVY
3.3.1 Transport
3.3.2 Submarine
3.4 AIR FORCE
3.4.1 Yak
3.4.2 MiG
3.4.3 Hind
3.4.4 Chinook
3.5 SPECIAL FORCES
3.5.1 Iron Curtain
3.5.2 Nuke
3.5.3 Parabomb
3.5.4 Paratrooper
3.5.5 Spy Plane
4. FIELD OPERATIONS COMBAT MANUAL
4.1 FIGHTING ON LAND
4.1.1 Center of Gravity
4.1.2 Combat Tactics
4.1.3 Concentrated Firepower
4.1.4 Scatter!
4.2 AIRPOWER
4.2.1 Offense
4.2.2 Defense
4.3 NAVAL WARFARE
4.3.1 The Wolfpack
4.3.2 Antisubmarine Warfare
4.3.3 Obstacles
4.4 LOGISTICAL SUPPORT
4.4.1 Economics
4.4.2 Minefields
4.4.3 Undocumented commands
5. QUIRKS, CHEATS & HIDDEN SURPISES
5.1 THE CHEAT KEYS
5.2 EDITING THE RULES.INI
5.3 QUIRKS
5.3.1 Ore silos
5.3.2 Multiple weapons factories
5.3.3 Minefields
5.3.4 Finding submarines
5.3.5 Deny transports a beachhead
5.3.6 Prevent the computer from rebuilding
5.3.7 Inaccurate cruiser fire
5.3.8 Cruisers versus submarines
5.3.9 Allying with the enemy
5.4 EASTER EGGS
5.4.1 Morse code in the manual
6. ALLIED MISSIONS
6.1 SCG01EA
6.2 SCG02EA
6.3 SCG03EA
6.4 SCG04EA
6.5 SCG05EA
6.6 SCG06EA
6.7 SCG07EA
6.8 SCG08EA
6.9 SCG09EA
6.10 SCG10EA
6.11 SCG10EB
6.12 SCG11EA
6.13 SCG12EA
6.14 SCG13EA
6.15 SCG14EA
7. SOVIET MISSIONS
7.1 SCU01EA
7.2 SCU02EA
7.3 SCU03EA
7.4 SCU04EA
7.5 SCU05EA
7.6 SCU06EA
7.7 SCU07EA
7.8 SCU08EA
7.9 SCUO9EA
7.10 SCU10EA
7.11 SCU11EA
7.12 SCU12EA
7.13 SCU13EA
7.14 SCU14EA
8. MULTIPLAYER GAMES
8.1 LOCAL NETWORK
8.2 MODEM
8.3 WCHAT
8.4 KALI
9. MULTIPLAYER TACTICS
9.1 CRATE CONTENTS
9.2 COUNTRY SPECIALTIES
9.3 PLAYING THE SOVIET POWERS
9.4 PLAYING THE ALLIED FORCES
10. BUGS, UPDATES FUTURE GAMES
10.1 OFFICIAL WESTWOOD PATCHES
10.2 ERRORS IN THE RED ALERT MANUAL
11. THIRD PARTY UTILITIES
11.1 RAEDIT
12. INTERNET RESOURCES
12.1 WEBSITES
13. APPENDICES
13.1 INSTALLATION AND TROUBLESHOOTING
13.1.1 Running Red Alert From Your Hard Disk
13.1.2 Windows 95 Video Problems
13.1.2.1 S3 Diamond Stealth and other S3 chipsets
13.1.2.2 Matrox Millennium
13.1.2.3 Number 9 Imagine 128 Series 2
13.1.2.4 Espresso Accelerator Card
13.1.3 Windows 95 Sound Problems
13.1.3.1 Stuttering
13.1.4 Network Problems
13.1.4.1 Can't even see the network game option
13.1.4.2 Sluggish game
13.1.4.3 Stragglers
13.2 DATA TABLES
13.2.1 Buildings
13.2.2 Units
13.3 FURTHER READING
13.4 LIST OF CONTRIBUTORS
13.5 REVISION HISTORY
End Contents
1. INTRODUCTION
1.1 FOREWORD
A year ago I was the original C&C klutz. I wrote the Unofficial
C&C Strategy FAQ for myself as much as anyone else. One
year and two months later, I'm pleased to write another. May reading
this strategy guide add to your enjoyment of Red Alert.
1.2 ABOUT THE STRATEGY GUIDE
Welcome to the first release of the Red Alert Internet Strategy Guide.
This is a Red Alert strategy guide written for Internet
distribution, with Internet contribution, sans convolution.
Any similarities between this guide and PC Gamer UK's RA strategy booklet are unavoidable. I wrote both of them.
1.3 GETTING THE STRATEGY GUIDE
1.3.1 E-mail
For notification of strategy guide revisions and other news, send an
email to raguide@powhq.nildram.co.uk with the subject
heading "Medic! I'm hit!" (no quotes).
To receive the latest revision of the strategy guide, send an email
to nervegas@inconnect.com with the subject heading "Send
reinforcements!" (no quotes.
1.3.2 Usenet
The Red Alert Internet Strategy Guide is posted on the first of every
month (or earlier if a new version is released) on the
following Usenet groups:
(1) alt.games.redalert
(2) alt.games.command-n-conq
(3) alt.games.command-n-conq.red-alert
The Red Alert Internet Strategy Guide is also posted to comp.sys.ibm.pc.games.strategic as new revisions are released.
1.3.3 WWW
New releases of the Unofficial C&C Strategy FAQ will be found on
the following World-wide Web sites:
http://www.netcomuk.co.uk/~cncfaq
http://web.ukonline.co.uk/Members/roger.wong
1.3.4 BBS
I am not responsible for uploading new releases of the Red Alert Internet
Strategy Guide to bulletin board systems. I have control
over neither them nor their naming conventions, and can not guarantee
that a given BBS will hold a copy of the strategy guide in
their files area.
ATTENTION: All BBSes, CompuServe, America Online, and all other information
services. PLEASE conform to the naming
standard of the Red Alert Internet Strategy Guide when placing this
file on your system. The file name should be 'rafaq???.zip'
where the '???' is the revision number of the guide or 'rafaq???.txt'
if the guide is a text file instead of PKZIPped.
1.4 CONTRIBUTING TO THE STRATEGY GUIDE
If you have something to add to the guide, please send E-mail to 'redalert@powhq.nildram.co.uk'
(no quotes), explaining what your
addition is. It will be reviewed, and if accepted, edited and added
to the next revision of the strategy guide. In the E-mail, please
supply your name and E-mail address.
Please note that all submissions to the guide become property of the
author (Roger Wong) and that they may or may not be
acknowledged. By submitting to the guide, you grant permission for
use of your submission in any future publications of the guide
in any media. The author reserves the right to omit information from
a submission or delete the submission entirely.
Contributions of pizza slices are also welcome, as are any comments and critiques. I'm always happy to hear from my readers.
1.5 ACKNOWLEDGEMENTS
Some of the information in this strategy guide comes from material
provided gratis by folks on the Internet.
Thanks goes to Westwood Studios, Virgin Interactive, and PC Gamer (UK)
for letting me play Red Alert a month ahead of
anyone else.
I find the will which says to me, "Go on" in Mike Fay, author of the
Official Guide to Command & Conquer. During the lulls,
Mike's encouragement was a breeze of fresh air that filled my sails.
May his own wind never fail to blow.
1.6 ACCURATE INFORMATION
An attempt has been made to make the information in this strategy guide
as accurate as possible. If any information in this
strategy guide is incorrect, please let me know.
If a walkthrough or tip for a certain mission doesn't work for you,
you may be reading the wrong mission. To view your mission
identification numbers, press ESC during the game. The mission number
is displayed in the bottom right corner of the options
menu.
Future updates and add-ons may render parts of this strategy guide obsolete.
2. ALLIED FORCES STRUCTURES AND UNITS
2.1 STRUCTURES
Constructing more than one facility of the same type will increase production
of any units that facility can create. Two weapon
factories, for instance, will produce units twice as quick as a single
weapon factory. If a building is damaged by fire, there is a
good chance it will burst into flames. A building sustains flame damage
for as long as the fires are burning. The repair tool can be
used to combat the flames.
2.1.1 Construction Yard
You need an MCV to build a construction yard. If your constantly hammered
by tank fire, build a concrete wall around it.
2.1.2 Power Plant
Build a power plant as your first structure. If the power to your base
drops below nominal, your buildings will take damage, and
active systems like radar, Tesla coils, AA guns, and gap generators
will fail. Productivity will also fall
2.1.3 Advanced Power Plant
This provides twice the power for less cost and space than two normal
power plants put together. It's easier to destroy a single
advanced power plant than two normal power plants, so weigh your options.
2.1.4 Ore Refinery
Build more than one ore refinery. Leave space around the ore refinery
for the ore trucks to navigate. Each refinery has enough
storage space for 2000 credits worth of ore.
2.1.5 Ore Silo
Each silo can hold 1500 credits worth of ore. The ore is divided equally
between all your silos and refineries. If you run out of
space, any ore you mine is wasted.
2.1.6 Barracks
Build a barracks after the power plant. In early stages of the game,
it might be your only defense.
2.1.7 War Factory
War factories produce the vehicles you need to fight your battles.
Leave space around it for vehicles to maneuver.
2.1.8 Naval Yard
Naval yards can only be built on water, and within eight squares of
an existing base structure. The computer will give priority to
naval yards when choosing a structure to attack.
2.1.9 Helipad
Helicopters reload and rearm from here. Each ammo rock takes two and
a half seconds to reload.
2.1.10 Pillbox
These are infantry shredders, and are wonderful against engineer incursions.
2.1.11 Camouflaged Pillbox
They are tough to spot and destroy than regular pillboxes.
2.1.12 Turret
The turret is an anti-tank weapon with heavy armor. Repair them in
the midst of combat.
2.1.13 AA Gun
They'll knock MiGs, bombers, spy planes, and helicopters out of the
sky. The guns are heavily armored, and fire rapidly. They are
most effective in groups of two or more. Deploy them several squares
in front of units you wish to protect. Knock out the planes
before they get to their targets, not when they are dropping bombs
on them.
2.1.14 Service Depot
Build the service depot near your front lines so it doesn't take too
long to get units back home to repair. It repairs aircraft just as
well as vehicles, but you can not select multiple aircraft to repair
like you can with vehicles. The service depot repairs 10 points of
damage every time it goes 'tick'.
You can sell vehicles for half of their purchase cost by sending them
to the vehicle depot and clicking on the sell icon.
2.1.15 Radar Dome
The dome will give you a radar system that shows the whereabouts of
enemy units and building in explored territory.
2.1.16 Technology Center
Enables the construction of advanced buildings and vehicles. You'll
get a free GPS satellite with every purchase.
2.1.17 Gap Generator
Gap generators create a shroud of darkness in a 10 square radius. Enemy
radar can not penetrate it unless there are enemy units
inside the gap. Even then, they can only see their immediate surroundings.
2.1.18 Chronosphere
The chronosphere can shift a unit to another location for a limited
time by manipulating space. Frequent use of the chronosphere
will trigger a chronal vortex that can appear at a random location
on the map. It will actively seek out and destroy five units or
buildings until it dissipates. The best way to dissipate a chronal
vortex is to sacrifice rifle infantry to it. You have a 20 percent
chance of getting a vortex every time you use the chronosphere.
Only vehicles can be chronoshifted to a new destination; living matter
will spontaneously combust.
Using the chronosphere, you can send a mine layer into an ore deposit
deep in enemy territory, or shift a cruiser into firing range
of an enemy base. It can also be used to send an MCV to another part
of the map and set up a second base.
2.1.19 Sandbags
Infantry and light vehicles can't pass through these barriers, but
if they have explosive weapons like grenades or rockets, they can
blast their way through. Tracked vehicles will move through sandbags
at a reduced rate.
2.1.20 Concrete Wall
Not even the heaviest tanks can pass through concrete walls. Use concrete
barriers to block access to the base, to protect vital
structures, and to herd enemy units into chokepoint kill zones. Concrete
will block line-of- sight weapons like rockets and tank
rounds, but not artillery or similar ordnance.
2.1.21 Fake Structures
Mockups of your construction yard, weapons factory, radar dome, or
naval yard can confuse your enemy. However, they are
nowhere near as structurally sound as your real buildings.
2.2 ARMY
2.2.1 Rifle Infantry
Most useful in numbers. They can take a lot of fire from tanks and
turrets before dying. They are cheap, and can be used as
fodder to lure enemy tanks and soldiers into ambushes.
2.2.2 Rocket Infantry
They are excellent against both aircraft and armored vehicles. Unlike
turrets or AA guns, they can be moved where they are
needed most.
2.2.3 Engineer
Only structures that have over 75 percent structural damage can be taken
over by an engineer. If the arrows are green, the
engineer can only damage the building. When it is red, it's okay to
take it over. Engineers can repair friendly structures back to full
health.
2.2.4 Spy
Spies look like the enemy's own infantry. A human player will certainly
be suspicious of a unit that he can not control, so some
subtlety is called for in multiplayer games. They make great scouts
since they can pass unmolested by enemy units, but guard dogs
will sniff them out with messy results.
Spies can infiltrate various buildings and pass along a steady stream
of intelligence. The information they can collect is as follows:
Barracks, weapon factory, construction yard: Find out what units the
enemy is building.
Subpen: Get a sonar pulse that shows enemy subs.
Refinery, silos: Learn the financial status of your enemy.
Radar dome: Track the movement of every enemy unit, seeing what they
see. In multiplayer games, you'll hear the conversations
of the enemy you infiltrate
If the enemy sells a building that your spies infiltrate, your spy
will emerge.
2.2.5 Thief
Sneak them into an enemy building to steal half their credits.
2.2.6 Tanya
You can only train Tanya if you are in a multiplayer game. Otherwise,
she's assigned to you. If Tanya ever dies in a single player
mission, your mission will fail. She can kill 3 soldiers every second.
2.2.7 Medic
A doctor heals 50 hit points at a time, but he can't heal himself.
2.2.8 Mine Layer
The best weapon against tanks is a mine layer. Mine the routes used
by the enemy. The best places for mines are river crossings
and narrow passes. If you mine an ore patch, an ore truck is almost
guaranteed to stumble onto one.
2.2.9 Ore Truck
The ore truck is the most important unit in the game. If you destroy
your enemy's ore truck, he'll starve to death, and the same
also applies to you. The computer gives high priority to defending
its ore trucks, but a quick, decisive strike will destroy the ore
truck before reinforcements arrive.
2.2.10 Ranger
Rangers are inexpensive and fast, making them good for quickly exploring
dark areas of the map.
2.2.11 APC
The APC was meant to ferry supporting troops along with tanks. Their
speed and maneuverability means they can rush through
many base defenses intact to unload engineers, saboteurs, and thieves.
Shove rocket infantry into an APC and escort your ore truck. If enemy
airpower attacks, unload the APC to give them a nasty
surprise. The speed of an APC makes it just as good for crushing personnel
as it is for carrying them.
2.2.12 Light Tank
Light tanks have a high rate of fire. In the long run, it will deliver
more damage in the same amount of time than a medium tank,
but light tanks seldom last that long.
2.2.13 Medium Tank
The main battle tank of the Allies. It lasts a third longer in battle,
and can thus squeeze off at least two more rounds than a light
tank.
2.2.14 Artillery
The long range and power of their shells give artillery a role in destroying
stationary base defenses and ranks of infantry, but their
weak armor and slow movement make them easy targets.
2.2.15 Mobile Gap Generator
A mobile gap generator will hide nearby units under a shroud of darkness.
Surprise is a paramount strength in a multiplayer game,
and denying an opponent from knowing the nature of your attack will
leave him with an exploitable weakness.
2.2.16 Mobile Radar Jammer
If you move a radar jammer within 15 squares of the enemy radar dome,
you will shutdown his communications and radar. This
interference appears as static on the radar display. Use the confusion
to launch a surprise attack, or to prevent an enemy from
communicating with any allies.
2.2.17 MCV
Mobile construction vehicles are necessary to build construction yards.
2.3 NAVY
2.3.1 Transport
Its high speed and armor make it very effective at charting unexplored
waters. It can hold five land units of any type. If you stick
your infantry into APCs before loading, you can transport 25 of them.
2.3.2 Gunboat
The gunboat is fast, and has a gun range of 5 and a half squares. Since
three direct hits from a submarine will kill it, keep it moving
during ASW operations. Two depth charge hits will cripple, if not destroy,
a submarine.
2.3.3 Destroyer
The Stinger missiles aboard destroyers fire twice as quickly at enemy
air units than land or sea targets. A destroy can attack a
Tesla coil at a distance without casualty. Smart submarine commanders
will attack destroyers from maximum distance.
2.3.4 Cruiser
Each shot a cruiser fires has three times the destructive power of
an artillery shell. Cruisers can shoot at the water around
submarines in hopes of hitting them with stray shells, but have no
defenses against air targets.
2.4 AIR FORCE
2.4.1 Longbow
An empty Longbow helicopter can pick up a full load of ammo in 15 seconds.
If you target an enemy helicopter, the Longbow will
chase it around firing missiles. Each of its six heat-seeking missiles
is equivalent to a shot from a mammoth tank, making it a good
tank buster.
2.5 SPECIAL FORCES
2.5.1 GPS Satellite
Charges in eight minutes.
Provides free radar coverage for the whole theater of operations.
2.5.2 Sonar Pulse
Charges every ten minutes.
Shows the locations of all enemy submarines.
2.5.3 Chronoshift
Charges every seven minutes.
Moves any vehicle or ship from one destination to another for a duration
of three minutes. Frequent use of the chronosphere will
trigger a chronal vortex that can appear at a random location on the
map. It will actively seek out and destroy five units or
buildings until it dissipates. The best way to dissipate a chronal
vortex is to sacrifice rifle infantry to it. You have a 20 percent
chance of getting a vortex every time you use the chronosphere. Only
vehicles can be chronoshifted to a new destination; living
matter will spontaneously combust.
Using the chronosphere, you can send a mine layer into an ore deposit
deep in enemy territory, or shift a cruiser into firing range
of an enemy base. It can also be used to send an MCV to another part
of the map and set up a second base.
3. SOVIET POWERS STRUCTURES AND UNITS
3.1 STRUCTURES
3.1.1 Construction Yard
You need an MCV to build a construction yard. If your constantly hammered
by tank fire, build a concrete wall around it.
3.1.2 Power Plant
Build a power plant as your first structure. If the power to your base
drops below nominal, your buildings will take damage, and
active systems like radar, Tesla coils, AA guns, and gap generators
will fail. Productivity will also fall
3.1.3 Advanced Power Plant
This provides twice the power for less cost and space than two normal
power plants put together. It's easier to destroy a single
advanced power plant than two normal power plants, so weigh your options.
3.1.4 Ore Refinery
Build more than one ore refinery. Leave space around the ore refinery
for the ore trucks to navigate. Each refinery has enough
storage space for 2000 credits worth of ore.
3.1.5 Ore Silo
Each silo can hold 1500 credits worth of ore. The ore is divided equally
between all your silos and refineries. If you run out of
space, any ore you mine is wasted.
3.1.6 Barracks
Build a barracks after the power plant. In early stages of the game,
it might be your only defense.
3.1.7 Kennel
Attack dogs are trained in this facility.
3.1.8 War Factory
War factories produce the vehicles you need to fight your battles.
Leave space around it for vehicles to maneuver.
3.1.9 Sub Pen
Sub pens allow you to build and repair submarines and transports. Stay
on the lookout for spies. Don't let them gain a sonar pulse.
3.1.10 Airfield
Airfields are heavily armored, but the aircraft they harbor are not.
Giving your enemies a free shot at your planes is a dumb thing
to do, so keep them to the rear. Air crews can reload one ammo unit
every two and a half seconds.
3.1.11 Helipad
Helicopters reload and rearm from here. Each ammo rock takes two and
a half seconds to reload.
3.1.12 Service Depot
Build the service depot near your front lines so it doesn't take too
long to get units back home to repair. It repairs aircraft just as
well as vehicles, but you can not select multiple aircraft to repair
like you can with vehicles. The service depot repairs 10 points of
damage every time it goes 'tick'. You can sell vehicles for half of
their purchase cost by sending them to the vehicle depot and
clicking on the sell icon.
3.1.13 Radar Dome
The dome will give you a radar system that shows the whereabouts of
enemy units and building in explored territory.
3.1.14 Technology Center
Enables the construction of advanced buildings and vehicles.
3.1.15 Flame Tower
Armored flame-throwers on steroids, this automated system launches
exploding fireballs. These are great against infantry and
buildings, but tend to not do more than scorch the paint of heavy tanks
and vehicles. Allied rocket infantry can take them out from
a distance since their rockets have greater range.
3.1.16 Tesla Coil
The Tesla coil is the best defense against enemy land and sea units.
The arcing electricity will destroy a light tank outright. It takes
eight seconds for the Tesla coil capacitors to recharge.
3.1.17 SAM Site
This is the only anti-aircraft structure at our disposal. Five direct
hits will down an enemy chopper, and two will ruin a jet or
propeller plane
3.1.18 Iron Curtain
The Iron Curtain will change the molecular structure of a unit, making
it impervious to all damage. This effect lasts for 45 seconds.
3.1.19 Missile Silo
Launches atom bombs.
3.1.20 Barbed Wire Fence
Twice as strong as sandbags, but tanks and other tracked vehicles are
still able to bulldoze through.
3.1.21 Concrete Wall
Not even the heaviest tanks can pass through concrete walls. Use concrete
barriers to block access to the base, to protect vital
structures, and to herd enemy units into chokepoint kill zones. Concrete
will block line-of- sight weapons like rockets and tank
rounds, but not artillery or similar ordnance.
3.2 ARMY
3.2.1 Attack Dog
They can detect spies and kill any infantry unit instantly. If dogs
are needed somewhere in a hurry, command them to attack a unit
near the location they are needed, and they'll run 50 percent faster.
3.2.2 Rifle Infantry
Most useful in numbers. They can take a lot of fire from tanks and
turrets before dying. They are cheap, and can be used as
fodder to lure enemy tanks and soldiers into ambushes.
3.2.3 Grenadier
Grenadiers explode when they die, so keep injured grenadiers away from
healthy units.
3.2.4 Flame Infantry
Their flame-throwers have a wide splash area. Friendly fire isn't.
3.2.5 Engineer
Only structures that have over 75 percent structural damage can be
taken over by an engineer. If the arrows are red, the engineer
can only damage the building. When it is green, it's okay to take it
over. Engineers can repair friendly structures back to full health.
3.2.6 Mine Layer
Anti-infantry mines are destroyed by vehicles passing over them. Use
them to lay personnel mines around your sub pens or other
structures prone to infiltration.
3.2.7 Ore Truck
The ore truck is the most important unit in the game. If you destroy
your enemy's ore truck, he'll starve to death, and the same
also applies to you. The computer gives high priority to defending
its ore trucks, but a quick, decisive strike will destroy the ore
truck before reinforcements arrive.
3.2.8 V2 Rocket Launcher
These rockets have a range of ten squares. Two rockets can destroy
camouflaged pillboxes. Three rockets will take out turrets
and AA guns. Slow units like infantry and cruisers are also easy to
hit with V2 rockets. The launchers themselves are only lightly
armored, so keep them out of close combat.
3.2.9 Heavy Tank
In packs of five or more, they are fearsome. The key to destroying
heavy tanks is to either spread their weapons fire, or to blow
them up with mines.
3.2.10 Mammoth Tank
The mammoth is armed with twin 120mm cannons, and if damaged, can self
heal up to 50 percent of its hit points. It's mammoth
tusk missile is effective against infantry and airplanes, but not very
good against helicopters. It's a slow tank, and takes five
seconds to reload. If you're trying to destroy a mammoth tank, make
sure you kill the weaker tanks around it first. Mammoths are
sitting ducks without their supporting units.
3.2.11 MCV
Mobile construction vehicles are necessary to build construction yards.
3.3 NAVY
3.3.1 Transport
Its high speed and armor make it very effective at charting unexplored
waters. It can hold five land units of any type. If you stick
your infantry into APCs before loading, you can transport 25 of them.
3.3.2 Submarine
Submarines work best in packs. They can fire at ships 9 squares away
and are invisible when submerged. Submarines in guard
mode will attack any ships that come into range.
3.4 AIR FORCE
3.4.1 Yak
An empty Yak fighter can reload in 40 seconds.
Yaks are good for strafing infantry and destroying light vehicles and
structures. The strafing run begins one square in front of the
target. The Yak will open fire and walk the bullets to the target.
3.4.2 MiG
An empty MiG can reload in eight seconds.
They are very fast, but delicate. Six MiG fighters together will destroy
any structure or unit in the game.
3.4.3 Hind
An empty Hind chopper can reload in 30 seconds.
Hind choppers carry the same chaingun as the Yak, but instead of walking
their fire, they hover over a fixed vantage point.
3.4.4 Chinook
Transport helicopters only appear in multiplayer games. A transport
helicopter can carry five infantry units.
3.5 SPECIAL FORCES
3.5.1 Iron Curtain
Charges every 11 minutes.
Renders a unit or structure invulnerable for 45 seconds.
3.5.2 Nuke
Charges every 13 minutes.
The atomic warhead does widespread damage at ground zero. Big and unprotected
targets like buildings get vaporized, but
because armored units are low to the ground, airtight, made of metal,
and very heavily protected, they are much less vulnerable to
the effects.
3.5.3 Parabomb
Charges every 14 minutes.
Parabombs are really inaccurate, and unless your target is fairly large,
you can forget about scoring any direct hits. Each time you
drop parabombs, the plane will arrive from a different direction, making
it almost impossible to predict the path of destruction.
Each of the five bomblets has the explosive power of two artillery
shells.
3.5.4 Paratrooper
Charges every seven minutes.
You can drop paratroopers anywhere on the map, even in place you've
not yet explored. Use paratroopers to scout a distant area
of map, or to destroy power plants and other critical buildings in
an unprotected area of an enemy camp.
3.5.5 Spy Plane
Charges every three minutes.
The spy plane can take a lot of AA damage, so don't be afraid to send
it downtown. You can use it to spot enemy air defenses by
using it this way.
4. FIELD OPERATIONS COMBAT MANUAL
4.1 FIGHTING ON LAND
4.1.1 Center of Gravity
An enemy's center of gravity is the thing which, when removed from
the equation, paralyzes his forces. It's not his source of
strength, but his critical vulnerability.
What is the enemy's center of gravity? It's not his mammoth tank or
cruiser. Sure, they are powerful units, but even if you destroy
them, the enemy can still fight, and the enemy can still win.
The center of gravity is the enemy ore facility. Without ore there
is no money. Without money, there is no further construction,
and no more units. Without ore, the enemy is paralyzed.
4.1.2 Combat Tactics
The computer doesn't know to retreat when up against superior forces,
and will always fight to the death. Use this to force the
computer into committing forces to battles it can not possibly win.
4.1.3 Concentrated Firepower
Always bring your firepower to bear on a single unit at a time. Concentrate
your fire on enemy units that are easy to kill, but have
the strongest weapons. For every enemy unit knocked out, your own units
will take less damage.
If faced with three heavies and a mammoth, destroy the three heavies
before tackling the mammoth. If you were to concentrate
on the mammoth, the three heavies would pummel your forces by the time
the mammoth died. By leaving the mammoth for last,
you take less damage.
4.1.4 Scatter!
You can scatter your units with the 'x' key while they are attacking.
Moving targets are more difficult to hit by the enemy, and
suffer no disadvantage in return.
4.2 AIRPOWER
4.2.1 Offense
Airpower is best used to remove targets of opportunity that can't fire
back.
4.2.2 Defense
Place anti-aircraft defenses well forward of whatever it is you are
protecting. Enemy aircraft launch their weapons from a
distance, and you in turn want to knock them out before they release
their payload.
4.3 NAVAL WARFARE
4.3.1 The Wolfpack
Submarines work best in packs of five or more. Allied ships can only
concentrate on one boat at a time. If you can put five
torpedoes into a ship, your submarines won't take much damage.
4.3.2 Antisubmarine Warfare
To do massive damage to submarine forces, you need to get your ships
close to them. Submarines can't shoot through each other,
so getting close will hamper their efforts at concentrated fire.
If you're hunting for subs, fire area effect weapons into random points
in the water. If you damage the sub even the tiniest
amount, it will surface. Smuggle a spy into the sub pen and use the
sonar pulse. You can also use some of the techniques
described in chapter five.
4.3.3 Obstacles
If a bridge is in your way, and you need to get to the other side,
destroy the bridge. You'll need to destroy two sections to make a
big enough gap to squeeze through.
4.4 LOGISTICAL SUPPORT
4.4.1 Economics
When ore is tight, micromanage your ore trucks. Gather ore in diagonal
strips, leaving a checkerboard pattern. This pattern will
ensure quick regeneration of the ore field.
Each truck holds 28 bales of ore. One bale of gem is worth 50 credits,
while a bale of gold is worth 25. Gather the gems first,
because gems don't regenerate. It's a good idea to build one ore refinery
for every major patch of ore.
4.4.2 Minefields
I present to you the following ways to spot mines:
Run over one. Not recommended.
Observe and remember where the mine layers lay their mines, and destroy
them with weapons fire.
Actively sweep the territory in front of you with weapons fire. V2
rocket launchers make the best mine busters, followed closely
by grenadiers and artillery shells.
If a mine layer drops a mine in an ore field, you can't destroy it
even if you know exactly where it is. Make hunting mine layers
your new hobby.
4.4.3 Undocumented commands
The 'f' key will put a group of units into formation mode. This doesn't
mean that they'll march in formation, but that they'll get back
into their original formation at the end of their journey.
The 'q' key will let you assign waypoints. If you give a unit movement
commands while you hold down the 'q' key, it will follow
them in the order you give them. Unfortunately, you can not terminate
your waypoints with a command to attack.
Other keys:
'n' - next unit
'b' - back one unit
't' - select repair mode
'y' - select sell mode
'u' - cycle through radar modes
5. QUIRKS, CHEATS & HIDDEN SURPISES
5.1 THE CHEAT KEYS
There are no cheat keys.
5.2 EDITING THE RULES.INI
The RULES.INI is a text file embedded within the redalert.mix in your
Red Alert game directory. It contains editable parameters
for just about every aspect of the game. By placing an edited RULES.INI
file in your game directory, you can override the default
settings with your own. This will let you change the price of units,
their firing rate, their speed, the time it takes nuclear missiles to
recharge, and other variables.
To extract the RULES.INI file, load redalert.mix into Windows 95 Wordpad.
Search for the string RULES.INI, and cut and paste
everything from the line "RULES.INI" to the last line, "Rate=.1" into
a new document. Save this new document as RULES.INI
and place it into your game directory. Be careful that you do not accidentally
overwrite your original redalert.mix file, or you may
have to reinstall Red Alert.
It is impossible to play a multiplayer game unless everyone uses identically
modified (or non-modified) RULES.INI files.
5.3 QUIRKS
5.3.1 Ore silos
Ore silos aren't necessary. When you start constructing a building,
the ore stored in your refineries are converted cash. If you
cancel your construction order, the money is returned as cash, and
not converted back to ore.
5.3.2 Multiple weapons factories
In the previous version of the strategy guide, we wrote that switching
primary buildings when finishing construction would give you
two vehicles for the price of one.
If you don't know it by now, this was false information fed to us by
evil secret agents working for the other side. We've shot all
the spies, and we hope something like this never happens again. We
apologize for this serious breach of national security.
5.3.3 Minefields
If you suspect mines around your construction site, build a building,
but don't place it. Sweep the white placement marker around
the buildings. If a square within the white marker turns red and you
can't see a visible obstacle, there is a mine underneath.
5.3.4 Finding submarines
Select a gunboat or destroyer, and move your movement cursor into the
radar map. Slowly sweep across the radar map with the
cursor. If the cursor changes to the red attack cursor, there is a
submarine there. Select a transport and hold down the CTRL key
as you sweep your movement cursor over water. If it suddenly turns
into a "I can't move there" cursor, there is a submarine at
that spot.
5.3.5 Deny transports a beachhead
Place tanks on the shoreline where enemy transports try to land. The
transports will never unload.
5.3.6 Prevent the computer from rebuilding
Place a unit on top of a spot that once contained the turret or building
you do not want the enemy to rebuild.
5.3.7 Inaccurate cruiser fire
Long range cruiser fire will overshoot their intended targets. To correct
your gunners' aim, manually target a square short of your
intended target. If it's still long, bring the target closer to the
cruiser. If it's short, fire a little closer at the building.
5.3.8 Cruisers versus submarines
Cruisers can't target submarines directly, but they can target the
empty water next to submarines. Submarines will still take
damage from near misses. If your cruiser is far enough away, you might
even miss the patch of water you targeted and score a
direct hit on a sub.
5.3.9 Allying with the enemy
The computer player will ignore attacks from players it is allied with.
5.3.10 Country bonuses
England has thinner, not thicker armor. France has a slower, not faster
rate of fire. These are arithmetic errors that are present in
the original version of Red Alert (v1.04).
5.4 EASTER EGGS
5.4.1 Morse code in the manual
Lines of Morse code dot the bottom of your manual pages. Converted
into letters, they read the following:
MESSAGE COM ALLIED HQS
DECODE CRYPTO NORMAL
RED EAGLE PASSES HAWK
Red alert! Red alert! Soviet forces in sector seven building runways.
Assault units dispatch ASAP.
MESSAGE COM HQS SEVEN
DECODE CRYPTO
VULTURE SNACKS
Allies lose Verdun. Forces destroyed. Dispatch troops ASAP. Retrieve
Tanya.
Critical movements spotted NWSAHX. Nuclear warheads destined to Washington
delayed. Strike AX Zulu, advise ETA.
DETAILED CINPAC COM
PRIORITY INCOME
Investigate sudden death of fourteen allies. Toxic tests show formic
acid levels.
TO CINPAC COM
PRIORITY SEVEN OUT GO
Formic acid complaint accurate. Also find crushed vertebrae and slashes
on
head and face, and two thousand headless. No bleeding. Respond.
TO CINPAC COM
Say again? Formic acid?
Roger that.
What is it?
The acid ants use.
For what purpose?
Killing, neutralizing. Describe slash marks.
Like big knives. Checking. Twelve inch marks on headless. Some marks,
some acid ... do you hear humming?
Negative humming. Do you spot small hills?
Affirmative. Not on map.
How far your location?
Six clicks.
Investigate now.
Looking for what?
Giant ants.
Like some sci-fi flick!
Serious. All areas.
Giant ants?
Roger that.
Use Raid.
No joke! Ants ten feet high.
What's humming mean?
Ant radar. Watch out.
I hear some now!
Get out of there! Respond! Get out of there!
DISPATCH ENDS
ACTION IGNORE RESPOND
IGNORE USE DEEP COVER
Ants that big never happened. System Alert. Sectors report now!
Alpha sector negative.
Charlie sector negative.
Bravo sector none.
Delta sector? Delta sector, report. All sectors, tune Delta.
Confirm deaths! Red Alert! Red Alert! Giant ants spotted!
Identify sector!
Echo sector!
Number, size?
Maybe one hundred, red, huge!
Fire at will!
Targeting fire ... Oh, God! I can't ...
Come in, Echo sector! Come in, Echo sector!
ECHO SECTOR DEAD
6. ALLIED MISSIONS
6.1 SCG01EA
Shoot the infantry who charge your position. When Tanya makes an airdrop,
kill all the infantry with her that you can. Set a C4
charge on one of the power plants. If you shoot the infantry surrounding
the tech center, Einstein will emerge. Direct him to the
helicopter and you're outta here.
6.2 SCG02EA
Move packs of infantry to the south, south west, and north-west of
your construction yard to defend against enemy troops. You
get reinforcements each time you construct a major building. The kind
of base you build is important, because you have to use the
base you build now in a future mission. Build two pillboxes up by the
ore field in the north, and another two pillboxes in the south
and west of your base.
Group your vehicles together and follow the road south. Use concentrated
fire in killing the opposition, and kill the grenadiers first.
You'll find the enemy ore truck in the south west corner. If you destroy
it, the enemy won't have enough money to make any more
reinforcements.
Move your pack of Jeeps into the enemy base. Kill the grenadiers, infantry,
and dogs then get back on the road and continue your
trek north to kill the units guarding the pass. Afterwards, go back
to the enemy base and destroy the buildings. Your convoy will
automatically arrive when all of the opposition is killed or destroyed.
6.3 SCG03EA
Immediately tell the medic being shot to move north. Send Tanya down
to kill the enemy soldier attacking him, then shoot any
soldiers trying to kill Tanya. Tanya will never fire a weapon in defense
of herself, but as long as you keep squeezing her trigger
finger, she'll keep firing. Heal her with the medic if she's damaged.
Move to the west, and curve south, shooting the enemy along the way.
If you can land an artillery shell on the transport that drops
off the troops, you can wipe them out en masse. Keep trekking southwards
until you get to the enemy base. Let Tanya pick off
the soldiers one by one as your artillery pounds the flame turret.
This base here is not your objective, so you just want to kill all the
enemy infantry.
Move east around the base, and swing northwards. Shoot any barrels
you see. A V2 rocket launcher will take a pot-shot at you,
but probably miss. Shoot the barrels nearby to take it out.
Take out the first bridge. There are enemy soldiers hiding behind the
trees, so proceed carefully. Shoot the barrels by the bridge at
the top of the screen and you'll destroy it. If Tanya gets herself
stuck on an island, your artillery unit can destroy any bridges that
remain.
6.4 SCG04EA
This mission takes place on the same map as your second mission, and
you'll start out with whatever units and structures you had
leftover from that mission.
Constructing a radar dome will give you a better picture of what's
going on. Put up a weapons factory. You're going to churn out
at least a dozen light tanks. There's a pass up north you should mine
heavily. The enemy has air support. If you place rocket
infantry to the north-west of the buildings they are strafing, you'll
take them down.
Send you horde of light tanks to the top of the screen where the Soviet's
are gather ore. If you can take out the ore truck with
shots fired from below the plateau, do so. If not, you'll have to swing
around the corner, past their base and get right into their ore
deposit to take out that ore truck. If you don't kill this ore truck,
the Soviets will keep throwing their armor at you.
You've got a dozen tanks in this field of ore. After the ore truck
is dead, shoot at the attacking tanks using the focused fire tactic,
and squish the infantrymen. Then destroy the refinery, and the flame
turrets. Send your jeeps up to the enemy base to help kill the
infantry. Enemy resistance from this point on is minimal, and you won't
have difficulty mopping up.
6.5 SCG05EA
To get the spy past the guard dogs, you need patience. The patrols
will change position every so often, and you'll need to observe
them for a minute before you make your move. Get the spy into the weapons
factory, and you'll hijack a truck. The truck will drop
you off by the prison compound. Get the spy into the prison to release
Tanya. Tanya has to take out all the SAM sites before her
rescue chopper can come in. Take out the two SAM sites on the peninsula,
then run upwards into the base compound. Kill the
soldiers who are in your way. While you're in the base compound, demolish
the airfields and shoot any barrels you find. When all
four SAM sites are gone, the chopper will pick Tanya up.
You'll get some reinforcements at the top of the map. You want to use
your engineers to capture the construction yard, weapons
factory, and barracks. Remember that engineers can only capture buildings
that are down to 25 percent health. Once you have a
refinery going, crank out some tanks. Wait until you've built up enough
tanks to deal with the enemy's reinforcements before you
attack the enemy ore truck, but don't wait too long.
Construct V2 rocket launchers to take out enemy base defenses from
a safe distance. Allowed to pass unmolested, your tanks will
wreck havoc upon the enemy. Kill everyone and everything. The mission
won't end if you let anyone live.
6.6 SCG06EA
Deploy your MCV where it lands. Get a power plant and barracks up straight
away, followed by a refinery. The enemy will send
troops and tanks from the south. Your only anti-tank weapons at this
time are your rocket infantry. Build a pillbox to act as sponge
for enemy fire while your rifle and rocket units work on the enemy
units themselves. Your rocket units will also handle any enemy
aircraft that try to strafe your base.
Crank out some medium tanks and attack the base in the south. Capture
the barracks with an engineer, and infiltrate the radar
dome with a spy. Now you can see what the enemy is doing. Build a naval
yard by the barracks you captured.
Block your coastline with tanks to prevent the enemy from landing troops
on your island. Get a spy into the enemy subpen, and get
another one into one of the tech centers. It's easiest if you land
them on the craggy piece of land that juts out before their Tesla
coil.
The next stage of the mission is destroying all enemy units and buildings.
Land 30 medium tanks in the north and slowly work your
way down, destroying all the enemy units. The computer will sell all
the buildings at the last moment, and a horde of tanks and V2
launchers will erupt from the south.
6.7 SCG07EA
A combat situation arises immediately. Kill those troopers with your
jeep and tanks. Deploy the MCV, and set up your base. Scout
the ore fields to the east and south with the jeep. Build a pillbox
to help kill enemy troopers. Build another refinery. Make some
medium tanks.
Build rocket infantry to combat enemy airpower. Put a permanent AA
gun in the north of your base. Also put rocket infantry
where the ore truck travels so you can shoot down marauding MiGs.
Your first objective is to capture the radar dome in the south. A handful
of tanks and an engineer will do it. You can sell the radar
dome after it's been captured.
The key to finishing the second objective is to destroy the enemy ore
trucks and starve your opponent of cash. The only way to do
this is to use your minelayers to lay thick fields of mines. Once the
ore trucks are gone, you can mass as big a force as you want
to destroy the enemy subpens.
6.8 SCG08EA
Move the two destroyers by your power stations. Train five rocket infantry.
You need to get your MCV into the base where your
construction yard will be better protected, and where you can put your
mine layers to good use. Clear the pass of enemy tanks
using focused fire, and move all your remaining vehicles into the base.
Plop the construction yard down somewhere inside. Replace the destroyed
advanced power plant. Stick an AA Gun in a corner.
Lay solid minefields on the road outside your northern entrance and
in the pass that faces your easternmost entrance. Construct a
camouflaged pillbox next to one of the northern turrets.
Build several light tanks, and line the open areas of coastline with
them to block the enemy from landing ground forces. Keep
those minelayers busy replacing detonated mines!
6.9 SCG09EA
Build the base by the ore deposit to the east. Build fifteen rocket
infantry, and place them in groups of five by the north shore.
Build light tanks, and block the beaches the enemy uses for its invasion
attempts.
Put a spy and an APC into a transport, and carry the them to the top-
right corner of the screen. Land the spy on the beach, and
move him across the bridge, into the enemy base. Once there, inter
the headquarters building, and free the defector, Kosygin.
A bunch of dogs will appear. Keep Kosygin north of the headquarters
building for now, and wait for all the dogs to "settle". Land
the APC, and command it to run over the dog that parked itself by the
top Tesla coil. With the dog gone, Kosygin can safely pass
by the buildings, run over the bridge, and get to the transport. Your
mission ends once you transport him back to your base.
6.10 SCG10EA
Deploy the MCV in the protected area to the east. Scout with your light
tanks and run away from superior forces. The enemy
armor is too strong for you to defeat, so don't plan on too many tank
battles. Build a tech center to see where everything is.
Observe the enemy ore trucks, and mine what ore deposits you can. If
the ore trucks are gathering ore from a field behind enemy
lines, build five helipads and go after those ore trucks. It will take
two sorties to destroy each truck.
Without ore trucks, the enemy will leave you be. Concentrate on gathering
ore and building a massive horde of medium tanks.
Pick off what units you can from the air. The enemy infantry is only
an annoyance, and annoyances are quickly cleared with a
couple pillboxes. Build rocket infantry for air defense, and place
two AA guns in the northern part of your base.
Focus your fire on the nearby Tesla coils before attacking the tanks.
When you've destroyed a large portion of the base, Stalin will
launch the missiles. Run a group of engineers up to the control center
in an APC and capture it.
6.11 SCG10EB
You are deep inside the control center, the clock is ticking, and you
have very limited resources. Move your units south until you
hit the mammoth tanks. Send your spy south towards the "exit", and
Tanya will appear. With Tanya as your point, explore the
passages.
Take Tanya and an engineer north and east. Kill the soldiers, disable
the first control center. Go west, and do the same to the
second control center. Head north until you see the flame turret. Heal
Tanya to full health, then set a demolition charge on the
flame turret. Heal Tanya again, afterwards.
North of the flame turret is the third control center. Disable it with
an engineer, and head all the way east and north, and disable
the final control center.
6.12 SCG11EA
At the start you'll have two MCVs. Deploy both of them. Get your base
up and running, and build two refineries early on. Explore
with one of your light tanks. There's a mammoth tank patrol to the
east and north Make note of their resting locations, and mine
them. Get a tech center up to see where the enemy ore truck is. Build
six helipads and destroy the ore truck. Use rocket infantry
as anti-aircraft batteries.
Assault the base with a task force of medium tanks. Don't destroy the
subpen; infiltrate it with a spy since we need a sonar pulse.
Capture the construction yard and weapons factory. The enemy base on
the other side of the river will start construction. Destroy
their ore trucks with your helicopters.
Make some V2 rocket launchers to take out the Tesla coils on the island.
Break a whole in the concrete wall on the coastal side of
the base, and send your tanks through to the northern section of your
land mass and destroy the power stations. Create a naval
yard and make a transport. If submarines attack the naval yard, destroy
them with V2 rocket launchers and helicopters. Land V2
rocket launchers on the Tesla coil island and get rid of the SAM sites.
Fire the sonar pulse. The V2 rocket launcher should take out some of
the submarines nearby. To get the others, use your transport
as a decoy to make the subs surface, and blast them from the sky with
helicopters.
Friendly naval power will arrive and if you've destroyed all the subs,
your mission will be accomplished.
6.13 SCG12EA
Deploy the MCV near where you land. Stick a camo pillbox as far to
the north-east of your base as you can. Use the jeep to
scout to the east. When you see the mammoth tank, turn around. Scout
east, and north, shooting any dogs you come across.
Retreat at the first sign of enemy armor.
A mammoth tank will move towards your base, followed by a civilian.
Shoot the civilian before it drops a signal flare. The
mammoth tank will go invulnerable, and try to attack your ore trucks.
Drive the trucks around in circles until the invulnerability
wears off, and then kill the mammoth with your medium and light tanks.
Expand your base, and put camo pillboxes in your extreme corners. Push
the spy north through the center, and follow the river
crossing east past the Tesla coil into the enemy base. Follow the coastline
and infiltrate the enemy subpen.
When your GPS satellite goes up, you'll see two bases, one on the left,
and one on the right. The base on the right has an ore truck
that is using a northern ore deposit. Send six Longbow helicopters
after the ore truck and destroy it.
Mine the road that leads through the village. The enemy will almost
always use roads, and if you can kill those mammoth tanks
with mines before it has a chance to go invulnerable, more power to
you.
Now, the base on the left side will start ore refining. To avoid the
SAM fire when attacking the trucks, send your helicopters to a
place near the west edge of the map before commanding them to attack.
With those ore trucks out of action, the computer will
stop building things, and you can finish the mission by sniping at
your targets with helicopters to weaken their base defenses so you
can roll in your engineer-laden APCs and tanks.
6.14 SCG13EA
Your top units are Group A, and your bottom units are Group B. Move
Group A engineers to the control panel to destroy a flame
turret. Move Group B to the east, and kill everyone there. Move Group
B further east, and use the control panel to destroy the
northern turret.
Move Group A east past the tanks. If you have trouble killing the enemy
infantry, remember to group your riflemen in groups of
five. Follow the riflemen with the medic, and heal the soldiers while
they fight. Let the enemy come to you; riflemen can't shoot on
the move. Go north through the passageway; the first generator is here.
Head back out and east, where there's another turret
control panel to disable.
Backtrack a bit with Group B, and advance south. There's a grenadier
at the generator controls. Rush him with rifle infantry.
When your engineer sets a charge on the generator, you'll get some
more rifle infantry as reinforcements. Move Group B east
until you hit another room with a generator. Set a charge on this one,
and continue east until you reach big room with flame turrets
and several control panels.
The center control panel takes out the north-west turret. The north-
west panel takes out the center turret. With good timing, you
can send a single engineer to do both of these without getting hurt.
The south-west panel is a generator, but you can't get to it
safely just yet. Instead, move Group B up to Group A, and make a new
team consisting of five rifle infantry, two doctors, and one
engineer.
Move the team east to another generator, then south and west. You'll
be back at the central hub. Kill all the infantry now that you
have two medics helping out with the healing. Head south. A very small
computer is in the west wall. Place an engineer here to
activate the turret control. Head west from the V2 room, and kill the
flame thrower and the dog by shooting the barrels. Two
control panels on the wall disable turrets, and the one in the room
to the west itself is another generator. There are two generators
left in the central hub. Disable both of them. If the flame turrets
are still up, don't worry. The engineers will get to the control
panels before dying. Take the lower right passage. Move all your units
inside. Move your spy into the room with all the units.
Something strange will happen! All the bad guys will ignore your men
and run out of the room! Move your engineers east, and
reprogram the last generator computer.
6.15 SCG14EA
Move Tanya and the thieves down to protect them from the barrel explosion,
then move them up to protect them from the other
barrel explosion. Shoot all the infantry while you move west. When
you hit the coast, move north into the base. Destroy the small
power stations. Shoot at the delivery van with Tanya's pistol. If it
runs away, go back south the way you came and cut it off and
the river crossing. Shoot at it some more, and it will explode, revealing
a crate full of money.
Don't pick it up yet. Go back up, and destroy the large power plants.
Move the thieves into the ore silos and steal their money.
Reinforcements will arrive. Deploy the MCV where you see the signal
flare. Like in the previous missions, the Soviets will send
invulnerable mammoth tanks at you. These tanks travel in a predictable
path to get to your base, so by mining their paths, you'll
pre-empt this particular threat. Rocket infantry will protect you from
planes. Back them up with some AA guns around your
power stations. Find the enemy ore truck once the GPS is launched.
Build six helicopter pads, and destroy the ore truck. Without
the ore truck, the enemy will stop sending units at you. When the ore
truck of the southern base is destroyed, the eastern base will
start sending out its trucks. Their ore fields have no SAM cover, so
destroying them shouldn't be a problem.
Construct a naval yard and build a cruiser. To extend your base to
the water, build a chain of barracks building until you hit the
coast. Put up some anti-air defenses by the naval yard. The chronosphere
can move units from one place to another for a limited
amount of time. Chronoshift the cruiser into the lake by the southern
base, and tear their buildings to shreds. If the cruiser guns
overshoot, force attack on a game square that is slightly above the
building to correct it.
Repeat until they give up and sell all the buildings. Next, chronoshift
the cruiser into the small lake in the bottom left corner and
shell the airstrips and power stations to the north. Send your helicopters
on SAM site busting missions. You'll lose a helicopter in
the process, but that's what money is for. With the SAM sites gone,
you can destroy the power stations at your leisure to silence
the Tesla coils, then your tank groups in for the kill.
7. SOVIET MISSIONS
7.1 SCU01EA
The Allies store barrels full of petrol next to their buildings and
units. Shoot all the barrels you see with your airplanes. A few
friendly soldiers will drop in to assist. There's a heal-everyone crate
under the church to the west. Move your men north, and as
you explore more of the map, you'll find more barrels to shoot.
Edge a few soldiers near the unexploded bridge. Shoot the barrels by
the pillboxes to destroy them. The map will reveal more
buildings and barrels. Blow up the other barrels. If your mission doesn't
end, it's because you've left the civilians alive. Kill them all
and destroy their buildings.
7.2 SCU02EA
Shoot the stacks of barrels by the bridge. Build a refinery, aircraft,
power plant, and barracks. Send one man to scout up north. It's
okay if he gets killed by the jeep. Strafe the jeep with both aircraft.
You'll notice that a rocket infantryman shoots at you. Next
time you're up there, strafe him, too.
Gather all your rifle infantry and organize them into two groups of
equal size. Move south past the river crossing, and head past
the ore deposits to the west. Always keep the two groups next to each
other for defense. Inch your way one square at a time until
you begin combat with the enemy.
If a jeep appear mixed with the infantry, kill the rifle infantry first,
the jeep second, and any rocket infantry last. The enemy ore
truck will show up. Destroy it with concentrated rifle infantry fire.
With the ore truck gone, the enemy won't have enough cash reserves
to put up much of a fight. The turrets are best destroyed
with concentrated rifle fire. The Yak aircraft is good for lightly
armored buildings such as power plants and construction yards.
7.3 SCU03EA
Kill the soldier defending the farmhouse and you'll get riflemen and
grenadiers. Send a grenadier south to blow up a line of barrels
to destroy the pillbox.
Send the men south, killing enemy infantry. Move all the units west
until you see the enemy village. Move the dogs back. Cluster
the infantry in a counter ambush formation at the pass. Send a dog
into the village, and immediately pull it back when computer
starts the ambush. Kill them. The spy escapes up north. Move all your
units half way east then north through the valley, killing the
little men there. Get a grenadier to blow up all the barrels again.
Move all units north, then into an attack formation where you can grenade
the enemy soldiers one by one until they die. Move
everyone west. blow up more barrels. Move everyone west, kill the spy.
Mission complete.
7.4 SCU04EA
We're going to do this one slightly differently. Move your units west
until you get to the village. Deploy the MCV along the road
that stretches to the bottom corner of the map. Build your base with
a power plant first, followed by a barracks and a refinery.
You're surrounded by minerals, and there's not much space to build
buildings, but as you gather ore, the real estate will open up.
Dogs make good border guards if you put them near your perimeter. They'll
die in the crossfire if you mix them up with your
normal infantry. Build an airstrip. Send a spy plane to an area at
the very top of the screen, aligned vertically with the first river
crossing, counting from the west. See that radar dome? You've got to
take it out. When your paratroopers are ready, drop them
next to the radar dome and destroy it.
The one major strength of the Soviets is armor, so take advantage of
it by building as many heavy tanks as you can afford. Send
your armor north from the gap generator and destroy the ore truck and
refinery. Stay out of reach of the turrets, but destroy any
tanks and jeeps that you see. Destroy the weapons factory also. With
unit production crippled, the enemy will lie still. Build more
armor and finish them all off.
7.5 SCU05EA
Set up your base just south of the road. Get a radar dome up as soon
as you can. Scout to the north with one of your rifle infantry,
and see if you can drag the bad guys down to your turf. Pump out some
tanks. Move them into the ore fields in the north and
destroy the enemy ore truck. Retreat back to your base where your infantry
can help destroy the remaining "rescue" force.
Build three V2 launchers, and use them to take out enemy turrets. Keep
a squad of infantry close, and follow them with your
tanks. Capture the Allied construction yard, and radar dome, but don't
touch the refinery or any of the barrels.
Build six airstrips and Yaks to go with them. Use the spy plane to
reveal portions of the middle island. You're looking for the
enemy refinery. When you find it, strafe it with your Yaks to destroy
it. Pick off the units on the island one by one by air assault,
or build a naval yard to bombard them from the coast with gunboats.
If you do this, you'll need to get rid of the enemy destroyer
cover with submarines. The mission ends when every last soldier on
the middle island is dead.
7.6 SCU06EA
Retreat to the west, and set up your base at the far edge of the map.
Several waves of enemy rocket infantry and light tanks will
attack. Counter them with rifle infantry and five or six heavy tanks.
Send an APC into the base in the north to scout a little bit. Try to
find the refinery. Build three airstrips, and make two strafing
runs on the refinery to destroy it. Build three V2 launchers to remove
enemy fortifications, and let your tanks and your infantry
deal with the other enemy units. Capture the weapons factory and build
another repair bay by it. Repair your tanks before fighting
your way east.
Cruisers will open fire on you as you reach the main island in the
east. That's okay. Concentrate on getting rid of the tanks on the
island. Move the convoy trucks through the path you cleared. Your mission
ends when you get them on the island.
7.7 SCU07EA
Run for it! Move all your men down the east passageway. When you reach
the end, light the barrels and give them a taste of their
own barbecue. Head past a guarded control room to the west, and turn
south. There's a pillbox with a barrel fuse and a bunch of
dogs wagging their tails. Light the barrels to free the pups from the
pound.
Split the dogs into four groups of roughly even size. Attack the control
room guards and kill them all. Move a soldier onto the
control panel plates to destroy the flame turrets.
Head west, but stop before you get a bunch of barrels. A pair of rocket
infantry will fire on the barrels, hoping to catch you in the
blaze, but they will have no such luck. Unleash the dogs on them. Continue
moving through the corridor, shooting the barrels you
come across. It will widen up into a large area full of more barrels.
Stand back. Chase after the enemy soldier and kill him. Move
further towards the engineers and kill their lone guard.
Move one engineer onto each computer terminal. Some flame turrets will
pop out of the ground and fry the Allied intelligence
team. Move your remaining engineer to the core computer terminal to
end your mission.
7.8 SCU08EA
This is a difficult mission. Quickly build a barracks and place it
somewhere. The enemy will disperse. If a few still linger around, a
couple rifle infantry will silence them. Construct a refinery. Build
a war factory, and pump four or five heavy tanks.
You'll get several shipments of infantry reinforcements. Put the flame
infantry in front of the rifle infantry, and pay attention to
that manufacturer's label that says "This side towards enemy". Explore
the coastline with a transport.
Ore is going to be a problem soon. First, deal with the civilians who
keep popping flares to signal enemy transports by killing the
civvies. Move your tanks north to the large ore fields. Destroy the
mine layers before they lay mines, or you'll wish that you had
later. Rush back down to your base and defend against marauding jeeps.
Capture the tan enemy's power station and build a barracks and refinery
up there. Roll out big numbers of heavy tanks and go
after the enemy ore trucks. If you don't kill those ore trucks, it's
impossible to win.
Use hit and run tactics to slowly deplete the enemy reserve of vehicles.
When it's time to assault the base, use the V2's to take out
the turrets and pillboxes. Your mission will end when everything is
destroyed.
7.9 SCUO9EA
Destroy all enemy units in your base and immediately repair all your
damaged buildings. Send the ore truck south to mine gem
deposits. Construct an advanced power plant. Construct a weapons factory.
Build two heavy tanks, and an engineer.
You have to move quickly to capture an enemy base being established
in the western portion of the map. Move your tank units
and your engineer to the west. Capture the construction yard, and destroy
the other buildings.
The enemy will attempt to land on a strip of beach by your original
base, accompanied by helicopters to destroy your Tesla coil.
You can build Allied structures now, so build an AA gun by the Tesla
Coil, and move your tank units to the beach to deal with the
enemy land units.
Later, an engineer laden APC will attempt to infiltrate your east base,
and a group of helicopters will go for your west base. Be on
the lookout for both of these. You can build an Allied barracks and
make some rocket infantry to counter the air threat.
With three refineries, you'll have enough income to build another weapons
factory and produce a dozen heavy tanks. Drop
paratroopers into the blackness at the west edge of the map, on the
same line as your captured Allied construction yard. Move
them north and expose the bridge. Advance northwards from your western
base and destroy the armor. Park your two mammoth
tanks at the start of the bridge.
Move your group of heavy tanks east until you hit a clump of pine trees.
There's an isthmus here. It's heavily mined, so advance
your tanks one square at a time, shooting the square ahead of each
tank to destroy any mines that might be there. An Allied
cruiser will open fire on the tanks. Luckily, it is so far away that
it will miss, and its shots will destroy the Allied Force's own
mines. Destroy any enemy tanks and artillery that attack your armor
column.
We want to flush the convoy truck out. Push through their base, without
stopping to destroy their turrets. The convoy truck will
panic and leave. That's what we want. Pursue it with your heavy tanks.
The convoy truck will eventually make it down to the
bridge where we parked our mammoth tanks and paratrooper infantry.
Your mission will end five seconds later.
7.10 SCU10EA
Destroy the enemy tanks with concentrated tank fire. The convoy trucks
will always follow the closest unit. Since we want them
to be safe, leave one tank behind as a shepherd to keep the flock out
of trouble.
Kill rifle infantry with Yaks. Kill rocket infantry by running over
them with your tanks. Kill other vehicles by picking on them with
concentrated tank fire. Kill AA guns with tanks. Kill turrets with
MiGs. Kill ships with a combination of MiGs and tanks. Destroy
barrels with anything that is convenient. Use the spy plane to uncover
your surroundings screen by screen. If you lose a Yak,
replace it with a MiG. Two Yaks and three MiGs seems to work best on
this level.
Shoot the barrels by the radar dome to destroy the AA gun, then destroy
the turret from the air. Proceed west through the trees,
and squish the rocket infantry who attempt to ambush you. Keep heading
west until you see an AA gun on a plateau. Destroy it,
and head south past the barrels. Don't stop to fire at the turret.
Once in the clearing to the south, destroy the southern AA gun.
Shoot the barrels leading up to the central AA gun to destroy it.
Three friendly engineers will airdrop. Move them to the enemy base
and capture the repair bay and the construction yard. Destroy
the ship to the south, and destroy the ship in the north You can now
repair your aircraft without fear of being shot down.
Keep going west. Destroy the barrels on the southern plateau. Use a
Yak to destroy the barrels on the northern plateau. Continue
west. Destroy the tank, squish over the rocket infantry. Blow a hole
through the concrete barrier. If you now move your
"shepherd" tank to the far west, the convoy will follow. The mission
will end when the convoy trucks make it to the western edge
of the map.
7.11 SCU11EA
Make landfall slight to the north-west of your starting position. Build
a refinery and weapons factory right away. You need some
heavy tanks for protection. Move your subs east. From time to time,
a cruiser will pop up in the eastern sea, and the subs will take
it out. Use your leftover transport to scout the contours of your island.
If you don't stop, you can map out almost all of the islands
despite the massive Allied naval power.
When you have four heavy tanks, send one of them east to scout past
the bridges. In the ore fields north of the bridge is a
minelayer that you should destroy quickly. Some enemy tanks will invade
your beach, but the three heavy tanks you left behind
can contain them without any problem.
To safely cross the bridges without getting them blown to hell, you
need to destroy the cruiser in the east. This can only be done
with airpower. Three MiGs will kill the cruiser in a short period of
time.
Build two subpens. Place one past your north shore, and the other one
past your south. Create a wolfpack of five or six
submarines in the north, and replace any subs you lose in the south.
Destroy the Allied sea power in the channel, culminating in the
destruction of their shipyard in the bay.
There is a crate worth 2000 credits on the island in the north-west.
You can drop some paratroopers to get it if you need it, but
because you need to get rid of the enemy navy, you might as well destroy
their northern fleet with your submarine pack. Any
enemy transports you see can be destroyed by your MiGs.
Use a combination of helicopters and MiGs to kill the enemy defenses
around the only approachable beach head. The pass is
heavily mined, so destroy them with helicopters by firing at random
squares. Begin destroying AA-guns, starting from the west.
Three MiGs will destroy one gun emplacement without losing aircraft.
With the gun emplacements gone, strafe the rocket infantry
with your Hind helicopters, then knock out their power stations. Destroy
whatever you can from the air.
Land some heavy tanks. The bridge may blow up. Route your units through
the narrow gap east to avoid the heavy minefield in
the west pass. Destroy all units and buildings. If your mission doesn't
end after you've destroyed everything in sight, you missed
some of those camouflaged pillboxes hidden behind clumps of trees.
7.12 SCU12EA
Save the V2 rocket launcher at all costs. Kill the enemy vehicles with
your armor, and destroy the turrets with the V2 launcher.
Set up your base. To begin with, put up a weapons factory, barracks,
and a repair bay. Send some of your leftover grenadiers
exploring. If one of them attracts the attention of an enemy helicopter,
lead it to the mammoth tank. Snipe at the tanks and men in
the southern valley with the V2. Make some heavy tanks.
Watch out for a chopper landing in the northern area of the base at
the same time of an enemy tank attack. Your V2 can take out
the chopper, and your armor can deal with the tanks. A thief incursion
is possible at this point. Kill them with the mammoth. Move
your tanks to the ore field just east of the base. Ambush the mine
layer as the transport delivers it. Speaking of mines, there are
some mines south and to the west of the ore field fencing.
Kill all the tanks and men on this side of the island. Five tanks from
the enemy base will attack under the shadow of a mobile gap
generator. In combat, you'll catch glimpses of the enemy units. Remember
to concentrate your fire, and you'll have no problem
with this.
Capture the Allied tech center in the south-west. You'll get a GPS
map that will show everything. Take over the allied base in this
sector using the V2's to remove gun emplacements, and using the tanks
to project your might. Capture the weapons factory and
construction yard, but only after you've sunk the cruisers. Hind choppers
are best for this because they won't fly over AA on the
other island. Drop some paratroopers over the power plants to silence
the AA guns.
Clean up the lake of naval units. Fill the transports with five mammoth
tanks, five heavy tanks, three V2s, and two APCs loaded
with engineers. Unload the transports on the south shore. When the
beach head is secured, use the V2's to destroy all the turrets
and pillboxes.
Capture the three tech centers to complete your mission.
7.13 SCU13EA
Destroy the enemy tanks. Deploy the MCV. Build a refinery, barracks,
weapons factory, and repair bay. Train some grenadiers
for base defense. Build three heavy tanks, and move your tank units
south through the ravine. Destroy the tanks and artillery, and
continue until you've gone to the very end. Turn back. Build another
refinery.
Construct a subpen and make enough subs to destroy the Allied ships
in the bay farthest south. Send a transport full of heavy
tanks right up the bay, and destroy the radar dome and the power plants,
including those on the top of the cliffs.
Charge the enemy camp with six or seven tanks, with the aim of destroying
the center radar dome. Drop paratroopers nearby to
assist. Curve your tanks northward and remove another radar dome.
Construct a new armor column. The enemy will have run out of nearby
ore, and will send the ore trucks farther north. Destroy the
trucks with some tanks, and then destroy the enemy's weapon factory.
If you don't, you'll be up to your ears in enemy tanks and
artillery.
Send ten tanks all the wa*y north, and then west. Cross the bridge
and do not stop for anything! Carry on south through the enemy
camp, past the ore fields. There is one more radar dome you need to
take out. Do it.
The chronosphere is south of those cliffs. Don't send a spy plane over
there, however, because the Allied units will try to destroy
the chronosphere. Make a large group of tanks to clean a path for your
engineers, and capture the chronosphere.
When I did this, I heard EVA say, "Objective reached." A split second
later, our mission failed. I don't know if this is a bug, but
there's another way to complete the mission. Instead of capturing the
chronosphere, capture the barracks to the north-west of it.
Build a large group of rocket infantry and destroy the helicopters
that attack the chronosphere. Keep some tanks and infantry
down there to keep the chronosphere safe. Systematically destroy every
Allied vehicle, structure, infantryman, and ship.
Regardless of your originally assigned mission, you'll see the words
"Mission Successful" when the last Allied unit is killed.
7.14 SCU14EA
There are several mines in the area, so only move your units straight
up and down, and not to the east or the west. Concentrate
fire on the light tanks, artillery, then medium tanks. Deploy your
MCV. You can check for mines in the vicinity of your base by
constructing a building, and moving the white placement markers around
your perimeter. If a square within your placement marker
turns red for no apparent reason, there is a mine under that square.
Group your mammoth tanks together as an air defense system. Destroy
the other enemy units using your heavy tanks. Don't
wander into the mines. Defeat the Allied vehicles that approach from
the south and from the west. Destroy the turrets guarding
the bridge north of your base with V2 rockets.
Get a weapons factory and repair bay quickly, and create tank units.
Scatter two or three SAM sites around your base. The Allies
will make constant landings at certain points on your shore. Block
their landing sites with heavy tanks. Scout the rest of your land
mass with a heavy tank.
Construct a subpen and build a wolfpack of submarines and a transport.
Scout the eastern contours of your island. Some cruisers
will open fire on your base. Build an airfield in the north-eastern
corner of your base as a cruiser fire sponge. Sink the cruiser with
your wolfpack. If the cruiser is close enough to shore, V2 rockets
will also work well. Take your wolf pack north, and destroy any
other naval units, the naval yard and a large section of bridge.
The enemy ore trucks will start coming down to your island to gather
ore. The loss of their ore trucks will be the deathblow to the
Allies, so take them out any way you can. For best results, place your
mammoth tanks in the middle of the ore patch and wait for
the trucks. The Allies will end up sending six or seven trucks, so
be prepared to wait a while before they run out of money.
Run a large group of heavy tanks up the bridge north of your base.
Concentrate your fire on the turrets, and try to squish the
rocket infantry. Take out the power plants.
Run more heavy tanks up the western side of the island and take out
the power plants, but leave the AA guns and construction
yard intact.
Time to assault the base. The enemy helicopters are painful, but the
base lacks AA guns in the west part of the base. Send an
infantry squishing heavy tank up into the base from the western side.
Render it invulnerable using the Iron Curtain, and run over
the rocket infantry. If you're lucky, the cruisers will end up destroying
much of their own forces.
To take out the cruisers, take out their destroyer escorts from land.
The channel is narrow enough for several heavy tanks to get
good shots at the destroyers. Then, the cruisers can be sunk by either
MiG or Hind helicopter.
Put 10 heavy tanks and 5 V2 launchers into transports. Send them north
through the east channel, and make landfall on the strip of
beach. Move the V2s north to the very edge of the cliff, and destroy
more power plants. Move west, eliminating everything you
can see until the very last Allied unit and structure is gone.
8. MULTIPLAYER GAMES
8.1 LOCAL NETWORK
Eight player games are possible over a local IPX network. If you are
having network problems, please see Troubleshooting in the
Appendix.
8.2 MODEM
Two player games are possible over a modem. Turn off error correction
and data compression for best results. Technical support
questions should be directed to either Westwood or your modem manufacturer.
8.3 WCHAT
Two player games are possible over WChat. Before you can play Red Alert
over WChat, you must register. Red Alert will handle
this automatically. If you get an error message that reads "Fatal Winsock
Error (10060)", it means that the Westwood server is
busy, and that you should try again later. Technical support questions
should be directed to Westwood.
8.4 KALI
Eight player games are possible using version Kali95 1.1b or later.
Read the enclosed documentation for installation instructions.
9. MULTIPLAYER TACTICS
9.1 CRATE CONTENTS
Crates can appear in water too, so keep an eye out for them. Crate
contents vary, but here are some of the things you can expect
to find:
Armor upgrade: Doubles the armor of nearby objects.
Darkness: Shrouds entire radar map.
Explosion: This hurts.
Firepower upgrade: Doubles the shot power of nearby units.
Heal base: All buildings are restored to full health.
ICBM: Free single-shot nuke.
Money: 2000 credits
Napalm: This hurts too.
Parabomb: Free single-shot parabomb.
Reveal: Reveal entire radar map.
Sonar: One-shot sonar pulse.
Speed upgrade: Nearly doubles the speed of nearby units.
Squad: Gives a squad of random infantry
Unit: Gives a random vehicle
Invulnerability: Makes units invulnerable for one minute.
Timequake: Damages all units and buildings by 33 percent.
9.2 COUNTRY SPECIALTIES
Certain countries have special adjustments made to their unit and building
values. These apply only to multiplayer games and
skirmish mode.
England - 10% thinner armor
Germany - 10% stronger firepower
France - 10% slower firing rate
Ukraine - 10% faster units
USSR - 10% cheaper construction costs
9.3 PLAYING THE SOVIET POWERS
Build tanks, and build lots of them. If you attack the Allied construction
yard with a large force, you'll destroy it. Knock out the
refineries next, and your opponent will surrender.
9.4 PLAYING THE ALLIED FORCES
Build concrete walls to keep out the Soviet hordes. Build you own armada
of tanks to counter the Soviets. Until you build
advanced structures and units, you'll be at the Soviet's mercy.
10. BUGS, UPDATES FUTURE GAMES
10.1 OFFICIAL WESTWOOD PATCHES
No patches are known to exist at this time. Westwood does plan to release
a patch that enables savegames in multiplayer mode.
10.2 ERRORS IN THE RED ALERT MANUAL
The armor values for the units and vehicles are not completely accurate.
Also, the radar jammer is listed as a Soviet unit when in
fact it is an Allied unit.
11. THIRD PARTY UTILITIES
11.1 RAEDIT
Andrew Griffin's RAEDIT was not complete at the time of writing. Internet
Resources
11.2 WEBSITES
Title: Westwood Studios
URL: http://www.westwood.com
Webmaster: webmaster@westwood.com
Westwood Studios's commercial website. Information and patches for all
of their games are here, as are technical support
documents and previews of games in progress.
Title: Red Alert for the Hardcore Gamer
URL: http://www.netcomuk.co.uk/~cncfaq
Webmaster: roger@powhq.nildram.co.uk
This is the nerve center of the Red Alert Internet Strategy Guide. It
contains exclusive interviews with people on the inside track,
and does its best to keep readers entertained.
12. APPENDICES
12.1 INSTALLATION AND TROUBLESHOOTING
12.1.1 Running Red Alert From Your Hard Disk
Copy the Red Alert CD to your hard disk in its entirety to a directory.
From your Westwood directory type:
ra95.exe -cdc:\path
where c:\path is the complete path to the RA CDROM files you copied.
This will require approximately 650Mb of hard disk
space.
12.1.2 Windows 95 Video Problems
Red Alert uses DirectX version 3.0. It solves synchronization and pixel
redraw problems, but it requires certain hardware and
chipsets to be present on your video card. If you don't have the latest
drivers for your video board, you might have trouble getting
Red Alert to run. As Microsoft releases newer versions of DirectX,
a wider variety of video cards will be supported.
12.1.2.1 S3 Diamond Stealth and other S3 chipsets
To cure the radar glitch, run the Red Alert setup program and enable
hardware filled blits. The latest drivers are available from
www.s3.com
12.1.2.2 Matrox Millennium
The latest drivers are available from www.matrox.com
12.1.2.3 Number 9 Imagine 128 Series 2
The latest drivers are available from www.nine.com
12.1.2.4 Espresso Accelerator Card
The latest drivers are available from http://www.folgers.com
12.1.3 Windows 95 Sound Problems
12.1.3.1 Stuttering
If the size of your CDROM cache is set to maximum, it will stutter. Halving the cache size will eliminate the stutter.
12.1.4 Network Problems
12.1.4.1 Can't even see the network game option
Red Alert requires an IPX network to play. You must load IPX drivers
into your Win95 network configuration. If you are playing
from DOS, check to make sure the IPX drivers are loaded and running.
12.1.4.2 Sluggish game
Rather than a network problem, this is likely to be caused by a slow
computer. If you have Pentium 100's or 486-based machines,
make them run the DOS rather than the Win95 version of Red Alert.
12.1.4.3 Stragglers
When starting a multiplayer game, sometimes a person is left behind
in the chat room. Use another computer as a host for the
game. If that fails, reboot all the machines.
12.2 DATA TABLES
12.2.1 Buildings
12.2.2 Units
Cost is in credits.
Time is in minutes and seconds.
Visibility (sighting range) is in squares.
Name
Cost
Time
Vis
HP
Armor
Spd
Weapons
AttackDog
200
:10
5
12
None
4
Big Fangs
Rifleman
100
:05
4
50
None
4
M1 Carbine
Flameman
300
:15
4
40
None
3
Flamer
Rocketman
300
:15
4
45
None
3
Red Eye, Dragon
Grenadier
160
:08
4
50
None
5
Grenade
Engineer
500
:25
4
25
None
4
--
Spy
500
:25
5
25
None
4
--
Thief
500
:25
5
25
None
4
--
Medic
800
:40
3
80
None
4
Medikit
Tanya
1200
1:00
6
100
None
5
(2) Colt 45
Ranger
600
:30
6
150
Light
10
M60 mg
MineLayer
800
:40
5
100
Heavy
9
Mines (ap/at)
APC
800
:40
5
200
Heavy
10
M60 mg
Lt. Tank
700
:35
4
300
Heavy
9
75mm
Med. Tank
800
:40
5
400
Heavy
8
90mm
Heavy Tank
950
:48
5
400
Heavy
7
(2) 105mm
Mamm.Tank
1700
1:25
6
600
Heavy
4
(2) 120mm, Tusk
Artillery
600
:30
5
75
Light
6
155mm
V2 Lncher
700
:35
5
150
Light
7
V2 Rocket
MobileGap
600
:30
4
110
Light
9
--
Rdr Jammer
600
:30
7
110
Light
9
--
Ore Truck
1400
1:10
4
600
Heavy
6
--
MCV
2500
2:00
4
600
Heavy
6
--
Transport
700
:35
6
350
Heavy
14
--
Submarine
950
:48
6
120
Light
6
Torpedo
Gunboat
500
:25
7
200
Heavy
9
2"gun, d charge
Destroyer
1000
:50
6
400
Heavy
6
(2) Stinger, d charge
Cruiser
2000
1:40
7
700
Heavy
4
(2) 8"guns
Yak
800
:40
--
60
Light
16
(2) Chainguns
MiG
1200
1:00
--
50
Light
40
(2) Mavericks
Hind
1200
1:00
--
225
Heavy
16
(2) Hellfire
Longbow
1200
1:00
--
225
Heavy
16
(2) Hellfire
Chinook
1200
1:00
--
90
Light
12
--
12.3 FURTHER READING
These are some of the books I read. I recommend them to anyone seriously
interested in strategy. Look for them in your library.
You are also welcome to purchase these and other strategy-related books
from my on-line bookstore,
http://www.netcomuk.co.uk/~cncfaq/books
Leonhard, Robert R. 1991. The Art of Maneuver: Maneuver Warfare Theory
and Airland Battle. Novato: Presidio Press.
ISBN: 0891415327
With a genius for apt analogy, the author shows how our obsession with
fighting and winning set-piece battles causes us to
overlook an enemy's true vulnerabilities.
Hanzhang, Tao. 1987. Sun Tzu's Art of War: The Modern Chinese Interpretation.
New York: Sterling Publishing Co.
ISBN: 0806966394
A key theme of Sun Tzu's work is defeating the enemy without fighting.
Defeat is a psychological phenomenon, not a body count,
and the emphasis is on human psychology in war. This is the best translation
of Sun Tzu's ancient wisdom I've ever read.
12.4 LIST OF CONTRIBUTORS
Anthony Bourov, High priest of the Vortex god.
Ben Flickinger, probability and statistics engineer.
Boomer, Soviet multiplayer tank strategy.
Eekman, Virgin sacrifice of the Vortex god.
Erik Van Riper, network geek turned Go Master.
Gerald Inman, direct-X guru.
Johan Persson, suggestions.
Punisher, skirmish AI cheat.
Thomas Weng, saved my butt.
12.5 REVISION HISTORY
December 5, 1996. First revision.
December 20, 1996. v1.01.
Corrections: Donations, 1.3.1, 1.3.4, 2.2.3, 5.3.2, 9.2
Additions: 5.3.10