home *** CD-ROM | disk | FTP | other *** search
Text File | 1997-01-21 | 99.7 KB | 2,234 lines |
- The C&C: Red Alert
- Internet Strategy Guide
-
- Release 1.04
- January 21, 1997
-
- Copyright 1996 by 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
- This article is Copyright 1996 by Roger Wong. All rights reserved.
- You are granted the following rights:
-
- I. To make copies of this work in original form, so long as
- (a) the copies are exact and complete;
- (b) the copies include the copyright notice and these paragraphs
- in their entirety;
- (c) the copies give obvious credit to the author, Roger Wong;
- (d) the copies are in electronic form.
- II. To distribute this work, or copies made under the provisions
- above, so long as
- (a) this is the original work and not a derivative form;
- (b) you do not charge a fee for copying or for distribution;
- (c) you ensure that the distributed form includes the copyright
- notice, this paragraph, the disclaimer of warranty in
- their entirety and credit to the author;
- (d) the distributed form is not in an electronic magazine or
- within computer software (prior explicit permission may be
- obtained from Roger Wong);
- (e) the distributed form is the NEWEST version of the article to
- the best of the knowledge of the distributor;
- (f) the distributed form is electronic.
-
- This document is for reading, not taking. You may not distribute this work
- by any non-electronic media, including but not limited to books,
- newsletters, magazines, manuals, catalogs, and speech. You may not
- distribute this work in electronic magazines or within computer software
- without prior written explicit permission. These rights are temporary and
- revocable upon written, oral, or other notice by Roger Wong. This copyright
- notice shall be governed by the laws of the state of Texas.
-
- To report a suspected copyright violation, or to request additional
- rights beyond those granted above, write to the author at
- "roger@powhq.nildram.co.uk" on the Internet.
-
-
- DONATIONS
- The C&C: Red Alert Internet Strategy Guide is a monumental work, and
- represents a significant investment of effort and time. A gratuity of $2 or
- รบ2 would go a long way towards paying my pizza parlor tab. If you'd like to
- give me a gift of pizza slices (olive, green pepper and tomato toppings
- only) or enough money to buy my own, send any donations to:
-
- Roger Wong Roger Wong
- PSC 50 BOX 475 9 Sheen Close
- APO AE 09494 Caversfield
- USA Bicester OX6 9FP
- England
-
- If you don't think this strategy guide is worth even a slice of pizza,
- that's fine too. Write to tell me what's wrong with it. My email is
- roger@powhq.nildram.co.uk
-
- Table of Contents
- 1. INTRODUCTION
- 1.1 FOREWORD
- 1.2 ABOUT THE STRATEGY GUIDE
- 1.3 ABOUT THE AUTHOR
- 1.4 GETTING THE STRATEGY GUIDE
- 1.4.1 E-mail
- 1.4.2 Usenet
- 1.4.3 WWW
- 1.4.4 BBS
- 1.5 CONTRIBUTING TO THE STRATEGY GUIDE
- 1.6 ACKNOWLEDGEMENTS
- 1.7 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
- 5.3.10 Country bonuses
- 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
-
- 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
- 13.2.3 Weapons
- 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 in an
- electronic form.
-
- 1.3 ABOUT THE AUTHOR
- Roger Wong is a final year student at Brunel University in London where he
- studies undergraduate computer engineering. In 1994, he produced the music
- and graphics for the computer game Powball. He dove headfirst into the FAQ
- business in 1995 with the Unofficial C&C Strategy FAQ. Since April of 1996,
- he has written numerous magazine articles on C&C and C&C: Red Alert to pay
- for his education.
-
- Roger is an avid cyclist, a concerned humanist, and dabbles with
- watercolors in his spare time. He dreams of moving out into the unspoiled
- green of New Zealand and writing the electronic books that will save all
- mankind.
-
- 1.4 GETTING THE STRATEGY GUIDE
-
- 1.4.1 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!"
- (without the quotation marks).
-
- To receive the latest revision of the strategy guide, send an email to
- stevenma@lanmail.shu.edu with the subject heading "Send reinforcements!"
- (without the quotation marks).
-
- Important: If you subscribe to the Juno mail system and wish to receive the
- latest revision of the strategy guide, you must instead send an email to
- nervegas@inconnect.com with the subject heading "Juno Red" (without the
- quotation marks).
- The strategy guide will then be split into two or more parts to comply
- with the Juno mail system limitations.
-
- If you do not receive a reply from the auto-responders within two days,
- please double check your details and try again. One out of every ten
- requests can not be completed because of spelling errors in the subject
- heading or a mangled return address. The latter is common if your email
- passes through a departmental or corporate gateway on its way out into the
- world.
-
- 1.4.2 Usenet
- The C&C: 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 C&C: Red Alert Internet Strategy Guide is also posted to
- comp.sys.ibm.pc.games.strategic as new revisions are released.
-
- 1.4.3 WWW
- New releases of the C&C: Red Alert Internet Strategy Guide will be found on
- the following World-wide Web sites:
-
- http://www.netcomuk.co.uk/~cncfaq
-
- 1.4.4 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.
-
- 1.5 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.
-
- 1.6 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.
-
- Mike Fay, for proving that we already are what we wish to become.
-
- 1.7 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 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.
-
- 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
- Power plant: Monitor their power consumption. Attack when they are low
- on power.
-
- 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 Yak aircraft 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.
- 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 way 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 save games in multiplayer mode.
-
- 10.2 ERRORS IN THE RED ALERT MANUAL
- The armor values for the units and vehicles are not completely accurate.
- The radar jammer is listed as a Soviet unit when in fact it is an Allied
- unit.
-
- 11. THIRD PARTY UTILITIES
-
- It is still too soon after the release of Red Alert for stable game editors
- to make an appearance. I can not recommend any of them at this time. Please
- subscribe to the "Medic, I'm Hit!" notification list described in Section
- 1.3.1 for updates.
-
- 12. INTERNET RESOURCES
-
- 12.1 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 monthly world-wide web supplement for readers of the C&C: Red
- Alert Internet Strategy Guide. We interview C&C programmers and designers,
- answer your questions in the Red Alert mailbag, and cheer you up in our
- special comedy section. Also included are snippets of industry news, a
- how-to on editing and cheating, discussion forums, and the latest version
- of the strategy guide itself.
-
- 13. APPENDICES
-
- 13.1 INSTALLATION AND TROUBLESHOOTING
-
- 13.1.1 Running Red Alert From Your Hard Disk
- Copy the file MAIN.MIX from your Red Alert CD to your Red Alert game
- directory. From your Red Alert directory, type:
- ra95.exe -cdc:\path
- where c:\path is the complete path to the Red Alert directory.
- This will require approximately 500Mb of hard disk space.
-
- 13.1.2 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.
-
- 13.1.2.1 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
-
- 13.1.2.2 Matrox Millennium
- The latest drivers are available from www.matrox.com
-
- 13.1.2.3 Number 9 Imagine 128 Series 2
- The latest drivers are available from www.nine.com
-
- 13.1.2.4 Espresso Accelerator Card
- The latest drivers are available from http://www.folgers.com
-
- 13.1.3 Windows 95 Sound Problems
-
- 13.1.3.1 Stuttering
- If the size of your CDROM cache is set to maximum, it will stutter. Halving
- the cache size will eliminate the stutter.
-
- 13.1.4 Network Problems
-
- 13.1.4.1 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.
-
- 13.1.4.2 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.
-
- 13.1.4.3 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.
-
- 13.2 DATA TABLES
-
- 13.2.1 Buildings
-
- Cost is in credits.
- Time is in minutes and seconds at middle game speed.
- Visibility (sighting range) is in squares.
-
- Name PRQ Cost Time Power Vis HP Armor Weapons
- Constr. Yard -- -- -- 0 5 1000 Heavy --
- Power Plant Cyard 300 :15 100 4 400 Wood --
- Adv. Power Power 500 :25 200 4 700 Wood --
- Refinery Power 2000 1:40 -30 6 900 Wood --
- Barracks Power 300 :15 -20 5 800 Wood --
- Sub Pen Power 650 :32 -30 4 1000 Light --
- Naval Yard Power 650 :32 -30 4 1000 Light --
- Flame Tower Barrcks 600 :30 -20 6 400 Heavy Fireball
- Kennel Barrcks 200 :10 -25 4 400 Wood --
- Pillbox Barrcks 400 :20 -15 5 400 Wood Vulcan
- Camo. Pillbox Barrcks 600 :30 -15 5 600 Wood Vulcan
- Turret Barrcks 600 :30 -40 6 400 Heavy Turret Gun
- Silo Refinry 150 :07 -10 4 300 Wood --
- War Factory Refinry 2000 1:40 -30 4 1000 Light --
- Radar Dome Refinry 1000 :50 -40 10 1000 Wood --
- Service Depot Wfactry 1200 1:00 -30 5 800 Wood --
- Tech Center WF/Rdr. 1500 1:15 -100 4 600 Wood --
- Helipad Radar 1500 1:15 -40 10 1000 Wood --
- AA Gun Radar 600 :30 -50 6 400 Heavy 2-AA Guns
- SAM Site Radar 750 :38 -20 5 400 Heavy SAM
- Airfield Radar 600 :30 -30 7 1000 Heavy --
- GAP Generator Tech 500 :25 -60 10 1000 Wood --
- Chronosphere Tech 2800 2:20 -200 10 400 Wood --
- Tesla Coil Tech 1500 1:15 -150 8 400 Heavy Tesla Zaps
- Iron Curtain Tech 2800 2:20 -200 10 400 Wood --
- Missile Silo Tech 2500 2:05 -100 5 400 Heavy Nuke
-
- 13.2.2 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
- HeavyTank 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 --
- RdrJammer 600 :30 7 110 Light 9 --
- Ore Truck 1400 1:10 4 600 Heavy 6 --
- MCV 2500 2:00 4 600 Light 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 Chaingun
- Longbow 1200 1:00 -- 225 Heavy 16 (2) Hellfire
- Chinook 1200 1:00 -- 90 Light 12 --
-
- 13.2.3 Weapons
-
- Shot range is in cells. Firing rate is in rounds per minute.
- (HP) Hollow point
- (AP) Armor piercing
- (HE) High explosive shrapnel
- (SA) Small arms
-
- Shot Fire Damage vs. Armor
- Weapon Type Range Rate None Wood Light Heavy
- --------------------------------------------------
- Colt 45 HP 5.75 180 50 2 2 2
- AA Gun AP 6 90 -- -- 18 25
- Vulcan SA 5 22 40 20 24 10
- Maverick AP 6 300 15 37 37 50
- Fireball Fire 4 18 112 125 75 31
- Flamer Fire 3.5 18 63 70 42 17
- Chaingun SA 5 300 40 20 24 10
- M1Carbine SA 3 45 15 7 9 3
- Dragon AP 5 18 10 26 26 35
- Hellfire AP 4 15 12 30 30 40
- Grenade HE 4 15 45 37 30 12
- 75mm AP 4 22 7 18 18 25
- 90mm AP 4.75 18 9 22 22 30
- 105mm AP 4.75 13 9 22 22 30
- 120mm AP 4.75 11 12 30 30 40
- TurretGun AP 6 18 12 30 30 40
- Tusk HE 5 18 67 56 45 18
- 155mmArty HE 6 14 135 112 90 37
- M60 mg SA 4 45 15 7 9 3
- Tesla Spc. 8.5 7 300 300 300 300
- SAM AP 7.5 45 -- -- 37 50
- Red Eye AP 7.5 12 -- -- 37 50
- 8 InchGun HE 22 5 450 375 300 125
- Stinger AP 9 15 9 22 22 30
- Torpedo AP 9 15 -- 67 67 90
- 2 InchGun AP 5.5 15 7 18 18 25
- DthCharge AP 5 15 -- -- 60 80
- V2 Rocket HE 10 2 540 450 360 150
- Parabomb HE -- -- 270 225 180 75
- Medikit Spc. 1.83 11 (80) -- -- --
- Big Fangs Spc. 2.2 90 100 -- -- --
- Nuke Spc. -- -- 900 1000 600 250
-
- 13.3 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 welcome to
- purchase these and other strategy-related books from our 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.
-
- 13.4 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.
-
- 13.5 REVISION HISTORY
- December 5, 1996. First revision.
-
- December 20, 1996. v1.02.
- Corrections: Donations, 1.3.1, 1.3.4, 5.3.2, 9.2
- Additions: 5.3.10
-
- January 13, 1997. v1.03.
- Corrections: 1.3.1, 11, 13.2.1
-
- January 21, 1997. V1.04.
- Corrections: 1.2, 1.4.3, 1.5, 13.1.1
- Additions: 1.3, 2.2.4
-