Command & Conquer - Red Alert 2 ------------------------------------------------------------------------------- An assassination in the past has altered the present. ------------------------------------------------------------------------------- COMMAND & CONQUER _____ ______ _____ _ ______ _____ _______ ___ | __ | ____|| __ / | | | ____|| __ |__ __| |__ | |__) || |__ | | | | / | | | |__ | |__) | | | ) | | _ / | __| | | | | / / | | | __| | _ / | | / / | | | |____ | |__| | / ____ | |____ | |____ | | | | / /_ |_| _|______||_____/ /_/ _|______||______||_| _ |_| |____| ------------------------------------------------------------------------------- A war in the present will shape the future. ------------------------------------------------------------------------------- Copyright 2006 - Staley, Deuce ex Defcon. Any site that wishes to host any of my guides is free to do so, provided you contact me prior to posting the guide(s), as I like to know where they're being used. I cannot guarantee any site other than GameFAQs will always have the most current form of my guides, so if there's ever any doubt, always check GameFAQs. If you find an outdated form of any of my guides on any other site(s), please contact me, and I will contact the site(s) to get it updated. All questions, comments, and so forth concerning this guide can be posted on my site here: http://thebrink.us/boards Otherwise, you can drop me an email at "cmstale@ilstu.edu" or try me on AIM at "Deuce ex Defcon". ----------------------------------------------------------------------------- | ========================= | | | CONTENTS | | | ========================= | ----------------------------------------------------------------------------- 0.00) General Notes 1.00) Walkthrough 1.10) Allied Campaign 1.11) Operation: Lone Guardian 1.12) Operation: Eagle Dawn 1.13) Operation: Hail to the Chief 1.14) Operation: Last Chance 1.15) Operation: Dark Night 1.16) Operation: Liberty 1.17) Operation: Deep Sea 1.18) Operation: Free Gateway 1.19) Operation: Sun Temple 1.20) Operation: Mirage 1.21) Operation: Fallout 1.22) Operation: Chrono Storm 1.50) Soviet Campaign 1.51) Operation: Red Dawn 1.52) Operation: Hostile Shore 1.53) Operation: Big Apple 1.54) Operation: Home Front 1.55) Operation: City of Lights 1.56) Operation: Sub-Divide 1.57) Operation: Chrono Defense 1.58) Operation: Desecration 1.59) Operation: The Fox and the Hound 1.60) Operation: Weathered Alliance 1.61) Operation: Red Revolution 1.62) Operation: Polar Storm 2.00) Units 2.10) Allied Units 2.20) Soviet Units 3.00) Structures 3.10) Allied Structures 3.20) Soviet Structures 4.00) Countries 7.00) End 7.01) Version History 7.02) Closing ============================================================================= | ----------------------------------------- | | | 0.00) General Notes | | | ----------------------------------------- | ============================================================================= First, it's worth noting that this guide was written for Hard mode, which is significantly more difficult than Easy or Medium mode. If some of my suggestions and comments in the guide seem unreasonable, it's probably because you're not playing on Hard mode. Next, I'll cover some of the most important keyboard/mouse functions. If you've played at least one or two other RTS games before, most of these will probably be familiar already, but if not, you should defintely familiarize yourself with them. ----- X ----- - The X key will make your units scatter, making them harder to hit. If you get into a fight on equal footing (like Rhino on Grizzly, or Grizzly on Grizzly, et cetera), whoever scatters the best is most likely going to win. Of course, this is only necessary if you're playing a real person instead of a computer, but still. ----- S ----- - The S key will stop the last command you gave to the units you currently have selected. This is great for when you realize you just sent something somewhere stupid, or if you want to stop force-firing on something. ----- H ----- - Pressing this will center your screen on your primary Construction Yard. This is useful when you don't have radar and accidentally bump your mouse or something. ----- A ----- - If you have a unit that isn't yours selected, pressing the A key will allow you to ally with that computer/human player, preventing your units from automatically attacking each other. ----- T ----- - Select a unit, then press the T key. All units of that type currently visible on the screen will now be selected. Handy, eh? Try double-pressing the T key. Now all units of that type anywhere on the battlefield will be selected. This is another absolute must-have feature for any serious player. --------------- Ctrl+Left Click --------------- - Hold down the Control key, then left click on something to make your selected unit(s) force-fire on a target, even if it's a friendly unit, building, or just bare ground. This is a great way to purposely destroy bridges, and it's a great way to deal with units that get Terror Drones in them too far from a repair bay. -------------- Alt+Left Click -------------- - This is similar to Force-Fire, only instead of firing, it'll force your selected unit(s) to move to the desired location. The main reason you'll want to use this command is for smashing infantry - tell a vehicle to force-move on an infantry unit, and it'll actively try to run the unit over. -------- Ctrl+1-9 -------- - Hold down the Control key, then press one of the number keys from one to nine. Anything you had selected at the time will now be in a group that corresponds to the number you pressed. When you let go of that selection, pressing the corresponding number key again (without Ctrl this time) will automatically resellect those units. This is an absolute must for efficient combat, especially in online games. Note that double-pressing the number key for a group will not only resellect the units, but also center your screen on the group's current location. ============================================================================= | ----------------------------------- | | | 1.00) Walkthrough | | | ----------------------------------------- | | | 1.10) Allied Campaign | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.11) Operation: Lone Guardian | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: New York City, New York ------------------ 1) Destroy the Soviet Dreadnought fleet. - There are four dreadnoughts in the water near your starting position. Have Tanya swim towards them, then use her detonator to completely destroy all four of them. 2) Make contact with Fort Bradley. - Take a left at the Statue of Liberty and follow the road, then turn north. Take a right at the top of the math and follow the bath to the base. Make Tanya enter it to take control of it. 3) Destroy the Soviet supply base. - South of Fort Bradley is a small Soviet supply base. Build a barracks, then train an Engineer and have him repair the bridge by entering one of the yellow shacks near it. Send Tanya over the bridge and destroy everything, including the two turrets (which you can detonate from behind before they kill you, but just barely). 4) Keep Tanya alive. - If she dies, you fail. ----------- Walkthrough ----------- As usual, the first mission in the game is quite easy. Start by selecting Tanya and having her swim into the water. Tanya has a nice ability that allows her to destroy boats with an explosive charge, just like she can destroy buildings. Simply target the boat to make the detonator icon appear, then tell her to blow it up. Destroy all four of the Dreadnoughts to complete the first mission objective. Take a left at the Statue of Liberty, then head to the top of the map after you assist the two GIs deployed in the middle of the city. Take a right at the top of the screen, then head east all the way to Fort Bradley. Once Tanya's inside the fort, you'll complete the second mission objective, and you'll be given control of the fort. Build a barracks, then train an Engineer and have him fix the bridge to the south (by entering either of the small yellow shacks directly above the bridge). Send Tanya south over the bridge, then attack the Soviet supply base from the left (to avoid the two turrets). Tanya's detonator will make short work of buildings, and her double handguns will slaughter Conscripts easily. The only tricky part is dealing with the two turrets, but if you approach from the rear, she can detonate them both just barely before they kill her. Or you could train a pile of GIs if you're paranoid about getting Tanya killed. ============================================================================= | ----------------------------------------- | | | | | | | 1.12) Operation: Eagle Dawn | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Colorado Springs, Colorado ------------------ 1) Capture the Soviet-occupied Air Force Academy Chapel. - Move Tanya north towards the base, then have her swim across the lake to avoid the sentry guns. Destroy the Flak Cannons, then have your Rocketeers destroy the sentry guns. Take control of the base using the Engineers that are paradropped into the base. 2) Destroy all Soviet forces. - Once you have control of the base, crank out ten or so Grizzlies from your war factory, then use them along with Tanya and the Rocketeers to destroy the Soviet base in the north-east. 3) Keep Tanya alive. - If she dies, you fail. Watch out for the guard dog in the Soviet base. ----------- Walkthrough ----------- The Soviet patrol in the area is easy to eliminate - just have Tanya pick off the Conscripts, then lead the tank back to your GIs. Deploy them, and they'll shred the Rhino while it's distracted with Tanya (or your Rocketeers will arive first, and they'll make short work of the Rhino). With the patrol eliminated, send everything north towards the lake. Remember that Tanya can swim, so have her swim over the lake and attack the air force base from the other side. Slaughter the Conscripts, then have her detonate the Flak Cannons. Once those are gone, send in the Rocketeers to destroy the sentry guns. Engineers will be paradropped into the base, so use them to capture all of the structures. Use your war factory to produce ten or so Grizzly tanks, then head north-east with them (and Tanya and the Rocketeers). The Soviet base is poorly defended. Attack the bottom first, then eliminate the sentry guns and flak cannons. Send in the Rocketeers once the flak cannons are gone, and they'll shred the Conscripts. Move Tanya in to decimate the buildings, but watch out for guard dogs. Once every Soviet unit and structure is gone, you'll win the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.13) Operation: Hail to the Chief | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Washington DC ------------------ 1) Destroy the Psychic Beacon. - Garrison the two structures near the bridge to the east of your base with your GIs, and the Soviets will never be a threat. Simply build a huge Grizzly pile and move north through the city, past the Washington Monument to the beacon. (Note that repairing a damaged monument will produce some powerup crates that often have money in them.) ----------- Walkthrough ----------- Your GIs will be better suited in the two civilian buildings to the east of your base, near the bridge. Send them over there, and send the rest of them the building closest to the other bridge, near the hospital. Build your base while you're at it, putting a power plant down first, followed by an ore refinery, barracks, and a war factory. Build two or three more ore miners next, then concentrate on mass-procucing Grizzlies. Reinforcements will appear on both sides of the map, but you don't really need to do anything with them. Once you have fifteen or so Grizzlies in your base, take them north across the bridges and turn left, then pulverize the small Soviet base there. Continue heading north past the Washington Monument, where you'll find a much larger Soviet base. Either destroy it or ignore it - your real objective is north of the base. Destroy the beacon surrounded by the walls, and the mission's over. ============================================================================= | ----------------------------------------- | | | | | | | 1.14) Operation: Last Chance | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Chicago, Illinois ------------------ 1) Force a shore landing and establish a base. - Use the Destroyers to take out the pair of Grand Cannons as well as the subpen, then move your transports onto dry land before the subs sink them. Deploy your MCV and start building a base after that. 2) Destroy the Psychic Amplifier before it comes online. - The beacon is in the north-west part of the map. Use Grizzlies to punch a hole in the city, then use the Rocketeer reinforcements the game gives you to destroy the beacon after the Grizzlies have cleared out the Flak Tracks and Flack Cannons. (Destroying the power plants near where the Rocketeers appear will also render the Flak Cannons useless.) ----------- Walkthrough ----------- Use your Destroyers to take out the Grand Cannons, then rush to the west with your boats. Destroy the subpen and as many units on the beach as you can with your Destroyers while your transports head for land. The water is crawling with subs, so don't stop moving. Deploy the transports once they're on dry land to get the units out of them, then deploy your MCV and start building a power plant. Soviet forces will attack right away, so position your GIs and Grizzlies near your construction yard. More importantly, be ready to move the Grizzlies when you see a V3 rocket, since you'll need to track down the launcher and destroy it before it destroys your entire army. Build an ore refinery and a war factory, then start producing more Grizzlies (after a few more ore miners, of course). Take your Grizzlies north through the city. You'll encounter several garrisoned buildings, but don't worry about them - concentrate on the Flak Tracks and Flak Cannons instead. You'll be given Rocketeer reinforcements to the north-east, and if you can eliminate all of the anti-aircraft defenses in the area, those Rocketeers can end the mission for you. Move the Rocketeers west along the top of the map, and you'll eventually see the beacon. Destroy it to finish the mission. (If a Flack Track starts hitting you from somewhere, just retreat and move some more Grizzlies into the area.) ============================================================================= | ----------------------------------------- | | | | | | | 1.15) Operation: Dark Night | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Polish/German Boarder ------------------ 1) Infiltrate the Soviet Battle Lab. - You need to get one of your Spies in there. Have Tonya clear the place out first, she can slaughter infantry and guys easily. Blast a hole in the wall with the set of explosive barrels near the eastern Tesla Coil for easy access. 2) Neutralize the 2 Soviet Nuclear Missile Silos. - The section of your map where the silos are located won't show up until you've infiltrated the Battle Lab. After that, it's a simple matter of having Tanya swim over to the western silo. Free the Allied units from the fencing to the south-west of the silo, then use the Grizzly to blast a hole in the wall near the silo, so Tanya can detonate it safely. Have Tanya take out the power plants until the Tesla Coils are no longer powered, then send her to the top of the map, then east to the second silo. Destroy the eastern coil using the explosive barrels, then just detonate the second one. Clear out this part of the base, then destroy the second silo to end the mission. 3) Keep Tanya alive. - If she dies, you fail. Lots of dogs on this mission, so be careful. ----------- Walkthrough ----------- The only thing of interest in the small Soviet base to the south is a crate with a speed upgrade in it. You can get Tanya in there to grab it if you're careful and fast, but it's not really worth your trouble. There're also some Allied soldiers on the east side of the map, but they're not really important to the mission either, so don't worry about them. Have Tanya move north towards the Soviet base, and make sure you're very alert. Attack Dogs are everywhere, and they'll kill you instantly if you fail to kill them first. When you reach the base, shoot the explosive barrels around the eastern Tesla Coil to knock a hole in the wall, then raid the base. Kill everything that moves, and destroy both power plants below the Battle Lab. Move to the west side of the base and shoot the barrels to blow a hole in the wall, then move all the way to the west side of the map. Follow the very narrow path to the north, where you'll find two crates, one of which is an armor powerup. Swim over the water to return to the Soviet base, this time attacking from the north. You can easily force your way in using the same tactics you used before, and when you destroy the remaining power, the Tesla Coils will be rendered useless. Send a Spy to the Battle Lab to complete the first objective and expand the map. (Alternatively, you could've just had a Spy enter one of the power plants to temporarily disable the base's power.) Continue heading north with Tanya, then turn to the west when you see the bridge. Swim across the water to the land on the other side. On the far western side of the map, you'll find a small fenced-in area with some Allied troops inside. Destroy the fence by shooting the explosive barrels to free the Allied forces, then use the Grizzly to knock a hole in the wall of the Soviet base below the nuclear missile silo. Detonate it, then destroy the power plants in the area. Exit the base and head west, then approach the base again from its south-west corner. You'll be able to destroy all of the base's power from here, rendering the Tesla Coils useless. Send Tanya and the Grizzly all the way to the north, then head east until you're above the second Soviet silo. The Tesla Coil on the eastern side of the base's northern entrance can easily be destroyed with the explosive barrels, and with the armor upgrade you got earlier, Tanya can easily survive the hit she'll take from the second coil if she tries to detonate it. Do so, then move in and knock a hole in the wall around the second silo. Detonate it to end the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.16) Operation: Liberty | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Washington DC ------------------ 1) Reinforce and assume command of Allied forces at the Pentagon. - This will complete on its own when your transports unload. 2) Destroy all Soviet forces in Washington. - All forces, including infantry inside garrisoned buildings. Use some Harriers to scout the map if necessary. ----------- Walkthrough ----------- A fairly large Soviet rush will wipe out a lot of the Pentagon's defenses on the east side at the very start of the mission. Once your transports empty, deploy your MCV and start building an ore refinery. Use your GIs to garrison the buildings on the north-west side of your base, then drop the ore refinery in the south-west corner. Build a barracks and a war factory, then build at least two more ore miners. Get your Air Force Command and Battle Lab built as well. Your next goal should be to reinforce the east side of the Pentagon. Place three or four more Prism Towers around the north-east corner, and make sure you have enough power to run them. Next, you'll want something to deal with V3 attacks, so build some Rocketeers and leave them near the Prism Towers. They can shoot down the V3 rockets before they hit the target, and you can use them to easily destroy the launchers. Terror Drones are pesky, but with your Prism Towers active, they shouldn't get the chance to reach your ore miners. If they do, retreat the miners into the safety of the Prism Towers. When a miner uses its chrono shift, the Terror Drone will be left behind - use that fact to distance the miner from the Drone. The only thing left to do is to start building your attack force, so start mass-producing Grizzlies. A few IFVs with Engineers in them isn't a bad idea, since you can use them to repair your damaged tanks. Once you have your force together, I recommend heading up the west side of the map, then attacking from the north-west corner. The Soviet forces on the upper parts of the map won't be very hard to destroy, but the base closer to yours will be considerably more difficult, mostly because it's a littler more dense. If you're having problems assaulting it with tanks, build a few more Air Force Command headquarters and stock them with Harriers, then use the Harrier groups to destroy the defensive structures inside the Soviet base. Either way, make sure you wipe it out completely - every unit on the map must be gone before the mission will end, and that includes Soviet soldiers garrisoned in civilian buildings. I suggest you use Harriers on those as well, since they can wipe out tanks fairly easily. ============================================================================= | ----------------------------------------- | | | | | | | 1.17) Operation: Deep Sea | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Pearl Harbor, Hawaii ------------------ 1) Destroy all Soviet forces. - This is a little misleading, all you have to do is destroy the Soviet structures. I suggest using a large Carrier force for this, since they can hit things from a distance. ----------- Walkthrough ----------- The Soviets are attacking your base from the water, so start by buildings five or six Destroyers. Use your existing boats to fend off the submarines and dreadnoughts, then focus on building up your base. You'll want to line the top, left, and bottom of your base with Prism Towers to defend against the constant transports and paratroopers, and you'll want a few IFVs with rocket capability to defend against dreadnought missiles. You'll also want to keep an Engineer handy, since the Soviets can paradrop engineers directly into your base and steal a building (usually your ore refinery). Build a Battle Lab so you can build aircraft carriers, and make sure you have four or more ore miners running to collect money faster. With your base secured, you're free to concentrate on building a ridiculous navy. Get at least ten destroyers if you don't already have them, then build a group of seven or more carriers. Move south out of your home waters, then turn west and head for the Soviet occupied island. You'll need to be fairly quick about it, too, since the Soviets are building a nuclear missile silo. When you reach the island, deal with the submarines that attack, then use your destroyers to destroy some of the Flak Cannons along the shore. If the timer on the nuclear missile gets too low for comfort, attack it with the carriers. Even though they'll lose all of their planes, they should still easily be able to destroy it, and they'll regenerate more planes anyway. With the nuclear threat eliminated, you're free to demolish the Soviet base. I suggest you start by taking your destroyers underneath the island, then head up the west side, where you'll find a pair of Soviet shipyards. Destroy them both to prevent them from building more boats, then start destroying any other Flak Cannons, Flak Tracks, or Flak troops you can reach. When you've cleared the area out as well as you can, start targeting anything and everything with your carriers. The carriers can easily crush the entire base, and since you don't need to kill the units, it shouldn't take you long to finish the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.18) Operation: Free Gateway | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Saint Louis, Missouri ------------------ 1) Destroy the Soviet Psychic Beacon. - Approach it from the bottom-right, then have Tanya shoot the barrels on the top-right corner of the walls surrounding it. The resulting explosion will take out a huge chunck of the wall as well as some of the buildings inside, but not enough to make the Tesla Coils lose power. You'll have to run Tanya above the stadium and carefully detonate the other two power plants, then it'll be safe to detonate the beacon. 2) Destroy all Soviet forces within Saint Louis. - This time, they actually mean ALL forces, not just the buildings. You'll have to hunt down every single unit, including dogs. 3) Don't get Tanya killed. - If she dies, you fail. There's quite an impressive number of dogs running around, too, so be careful. ----------- Walkthrough ----------- Gather your units and head south-west either on or to the east of the bridge. When you're slightly below the beacon, turn west and head towards it. Garrison the civilian building on the top-right corner of the Soviet walls with your GIs, then have Tanya shoot the barrels near the top-right corner of the walls to blast a hole in them. It'll take a few of the buildings with it, but not enough to shut down the Tesla Coils. Run Tanya above the stadium area, then west towards the remaining pair of power plants. More troops, dogs, and ore miners are wandering up there, so make sure you're fast. Detonate both power plants to make the Tesla Coils lose power, then detonate the beacon. Send Tanya back underneath your garrisoned civilian building for safe keeping, then scroll to the south-east corner of the map, where your reinforcements have arrived. Deploy your MCV, then get your base set up. Once you have a war factory and a battle lab, you should be able to build Prism Tanks. If you have four or more ore miners running, you should be able to generate enough money to crank out twenty or more Prism Tanks in no time, so go ahead and do so. Take the pile west towards the Soviet base above the stadium and pulverize everything in the area, including every last unit you can find. Once the entire city is clean, you'll win the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.19) Operation: Sun Temple | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Tulum, Mexico ------------------ 1) Capture or Destroy any Soviet attempts to replicate our Prism Technology. - There are two Mayan "temples" on the eastern part of the Soviet base that have been converted into Soviet versions of Prism Towers. Capture or destroy both of them to satisfy this objective. 2) Eradicate the Soviet base defending their research site. - Not only the base, but every single Soviet unit on the map as well. ----------- Walkthrough ----------- Take your Seals west towards the spot that's revealed on your radar, where you'll find some Soviet troops and guard dogs in a small village. Clear them out to free the GIs and Grizzlies from the fenced areas, then garrison a hut on the road with six of the GIs. Put the other four and an Engineer into the chopper that arrives, then head all the way to the extreme north-west corner of the map, where you'll find a tech airfield. Capture it with the engineer, then deploy the four GIs next to it for protection. Send the chopper back to the village and pick up the other four engineers, then send the chopper east to the water. Park the Grizzlies on the northern part of the road so they'll pick off the Flak Tracks that continuously roam the area, which will eventually lead to both of the Grizzlies fully leveling up (which will be very useful later in the mission). Take your remaining Seals east towards the water, then have them dive in and move south. There's a beach area on the far eastern side of the Soviet base, which is the easiest and safest way to assualt it. Once the Seals have cleared the beach, land the chopper and get the engineers off of it. When your paratroop drop is charged, drop them right here with your other units. (You might want to let it charge two or three times, too, so you have plenty of GIs for the assault on the base.) Take a GI and move west, making sure you stay far enough away from the ore miners to avoid getting killed. Sneak above the wall at the edge of the Soviet base, where you'll find some barrels. Quickly destroy one of the barrels before the Flak Track kills you - you'll probably be killed from the resulting explosion, but it's not really important. Now that there's a gap in the wall, you can safely send the rest of your troops into the base. Sneak along the top of the wall just like you did before, avoiding the guns on the ore miners. Use a Seal to clear out the dogs and infantry in the area, and have him detonate the first few Soviet buildings you can reach. Don't detonate the Soviet Prism Tower though - it can be useful to you later. As you move farther west along the top of the base, you'll find a large temple. Garrison it with ten GIs, and it'll become a great defensive asset. Keep the rest of your units safely behind it. Destroy the Soviet Prism Tower above and to the left of the temple. By now, your two Grizzlies are probably both fully leveled up, so send them down towards the top of the Soviet base. Punch a hole in the wall, then shoot the explosive barrels to clear out another large chunk of the base. Blast anything else you can safely reach, but avoid confronting the Soviet Rhinos. They'll tear you to shreds despite your high level. Instead, try to lure the Rhinos to your garrisoned temple with a GI or a Seal. South of your Temple, you'll find a pair of ore refineries. Destroy them both, but leave the construction yard and power plants. Make sure the area is clear, then send your engineers in. Capture the construction yard and two power plants, then use the fourth engineer to capture the southern Soviet Prism Tower clone. Build a barracks immediately, then use Tesla troops along with your Seals to defend your newly-acquired base. The Soviets, of course, won't like this. They'll send basically everything they have at your buildings, so take advantage of this distraction and destroy their barracks and war factory with one of your Seals or your Grizzlies. Destroy the remaining buildings and units on the map, and the mission will be over. ============================================================================= | ----------------------------------------- | | | | | | | 1.20) Operation: Mirage | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Black Forest, Germany ------------------ 1) Ensure the safety of Professor Einstein's laboratory. Einstein's lab is in the small base in the south-west corner of the map. It's poorly defended, so you'll need to either reinforce it or prevent any Soviet forces from reaching it. 2) Destroy all Soviet forces. - Everything, both units and structures, needs to be destroyed before the mission will end. ----------- Walkthrough ----------- Your base will be attacked fairly hard very soon after the mission starts, so make sure you're ready to repair buildings as they get hit. Make sure you get your Rocketeers off of the ground early, since they'll be the easiest way to take out the hoard of V3 Rockets the Soviets send your way. Once the rush is destroyed, crank out four or more ore miners. Send the MCV from your base down to Einstein's area and deploy it, then place a second ore refinery there and redirect some of your new ore miners to it. You can rake in money like crazy once you've got the second refinery ready, especially once you build a Battle Lab and Ore Purifier. Now that you've got money flowing in faster than you can spend it, start mass-producing Prism Tanks at your base (build multiple war factories to speed the process up). When you get twenty or so of them, make your way to the group of Soviet bases and pulverize the place. Destroy every last Soviet unit and structure on the map to finish the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.21) Operation: Fallout | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Florida Keys, Florida ------------------ 1) Build a Chronosphere. - Exactly as it says, you'll need to build a Chronosphere to complete this part of the mission. 2) Neutralize the Soviet Nuclear threat on Cuba. - Thankfully, you won't need to completely destroy the Soviet base on Cuba. All you have to do is destroy the three Nuclear Missile Silos on the island, which you can do quite easily with three small groups of Prism Tanks and the Chronosphere. ----------- Walkthrough ----------- This is by far the most difficult mission you've seen so far, so you'll need to move fast if you want to win it (especially if you want to win before the three nuclear missiles blast your base into oblivion). Have your dolphins free the cruise ship, then let your boats sit there for now. Start building a war factory, a Patriot battery, two Seals, and four Rocketeers. Garrison the two buildings on the eastern beach with the GIs that start in your base. Your primary concern early on should be getting four Patriots set up along the south-western side of your base. If you don't, the dreadnoughts that will arrive shortly will absolutely decimate your base before you even get started. While you're dropping those down, grab your northern and southern ore miners and send them to your main base, then sell both of the other ore refineries as well as the buildings around them. (Send the GIs that pop out to the nearby civilian structures, it'll help buy you some time.) When your war factory is done, build two more ore miners. Send the Seals and Rocketeers to the southern bridge in your base to defend the attack that comes from the lower island, then send the Rocketeers to your ore field when they're done. Terror Drones will attack your miners, so you'll want the Rocketeers there to defend them. Next, you'll want to line a row of Prism Towers along the top of your base while you build a Battle Lab, Ore Purifier, and Chronosphere (make sure you build plenty of power plants, too). Apocalypse tanks will come in from the upper bridge, and you'll want the Prism Towers to deal with them quickly. By the time your Chronosphere is charged, you should have five or more Prism Tanks ready to shift. Group them tightly together, then select the center one with the Chronosphere icon to shift them together. Your destination is the area south-west of the Soviet base, where the barrels are lined up along the wall. Target the barrels first, then target the closest Nuclear Missile. Don't expect to get more than one of the silos with only a few Prism Tanks - you'll have to come back at least one more time, probably two. Concentrate on defending your base while your Chronosphere recharges, and continue building more Prism Tanks to shift. When the Chronosphere is ready again, shift another group of six to the lower-right corner of the Soviet base (outside the walls, obviously). Target the closest silo, then attempt to get the third one if possible. If not, repeat the process and return with another group when the Chronosphere is ready again. This time, approach from the lower-left, since there should already be a nice clear hole there from your first attempt. Once all three silos are gone, the mission is over. ============================================================================= | ----------------------------------------- | | | | | | | 1.22) Operation: Polar Storm | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Moscow, Russia ------------------ 1) Clear the area so Chrono Reinforcements can arrive. - Detonating the single power plant right next to your starting area will accomplish this objective. Must've been one hell of a power plant to power that many Tesla Coils by itself... >_> 2) Eliminate Romanov's Elite Black Guard around the Kremlin. - Black Guard in the literal sense. All you have to do is destroy the black units and structures surrounding the Kremlin, though doing that will be pretty hard unless you destroy at least some of other Soviet stuff in the area first. ----------- Walkthrough ----------- There's nothing you can really do to avoid getting hit by the first nuclear missile, so don't worry too much about the timer for now. Detonate the power plant with a Seal, then wait for your reinforcements to arrive. Deploy the MCV in the fenced area, and use the IFVs to destroy the Tesla Coils around the base area. Knock down the fence in the north-west corner to free the infantry, too. Get a power plant and a barracks built before building your ore refinery, and use the two engineers from the fenced area to capture two of the oil derricks along the base walls. Build two more engineers to take the other two, and build six more GIs while you're at it. Send the six from the fenced area to one of the bunkers on the east entrance of your base. Here's the secret to surviving this mission - the computer will always target your war factory with the nuke. As long as you plan ahead and build your war factory far away from your other buildings, you won't lose much from the nuke when it finally falls. With that in mind, start building your base. A few other things to keep in mind for this mission: - Kirovs. Lots of them. You'll want to keep that pile of IFVs they gave you positioned in the south corner of your base, between the two oil derricks. You might also want to consider building some Patriots down there just in case, and definitely some Prism Towers to fend off the Apocalypse tanks. - Iron Curtain. It's not nearly as devastating as the nuke, but you should still be prepared for it. From the computer's perspective, it's most ideal to use it when they can get a group of their units in it at the same time. From your perspective, then, it becomes a good idea to stop groups of units from reaching your base (since they tend to only use it when they have forces at your base). If the countdown is reaching zero, watch out for groups of units headed your way, and blast them before they reach you. Let one unit reach the base, and the computer might waste it on it. - Oil derricks. They'll be your primary source of income, so protect them at all costs. Once you get going in the mission, you should consider capturing some of the ones outside your base as well to increase your funds. With those things in mind, protect your base while you build up your tech. When your Chronosphere and Lightning Storm are both ready, launch the Lightning Storm at the Nuclear Missile Silo, then Chronoshift a group of Prism Tanks next to the silo to finish it off. Repeat the process for the Iron Curtain. With those out of the way, you're free to crank out Prism Tanks and Mirage Tanks. Remember - you don't need to destroy every Soviet unit on the map to finish the mission, just the black units around the Kremlin. Punch a hole through the Soviet lines until you reach the fort around the Kremlin, but be careful when you attack the Black Guard. Those fully leveled Apocalypse tanks can cause some serious damage. Luckily, the computer's not very smart - it won't fire at stationary Mirage tanks. Place some of them between your prism tanks and the apocalypse tanks, fire once with a prism tank, then retreat the prism tanks. The apocalypse tanks will chase them, but they'll be gunned down by the Mirage tanks. Use your Mirage Tanks to finish clearing out the area around the Kremlin. If you use Prism Tanks, you run the risk of accidentally destroying the Kremlin, which you don't want to do. ============================================================================= | ----------------------------------------- | | | 1.50) Soviet Campaign | | | ----------------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 1.51) Operation: Red Dawn | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Washington DC ------------------ 1) Destroy the Pentagon. - This will be easier than you think - as soon as you breach the outer ring of defenses, massive Soviet reinforcements will arrive to help you destroy the building. ----------- Walkthrough ----------- You'll need to build a power plant, barracks, and an ore refinery (optional, but highly recommended), then build a few Engineers. Gather your Conscripts and head north, then use an Engineer to fix the damaged bridge. Flatten the small American base here to gain free experience with your Conscripts, then fix the next bridge and cross into the larger American base. Destroy everything here to gain more free experience, then use one of the Engineers to capture the airfield. Use the other one to fix the bridge to the upper-left of the base, then move a unit towards the water to receive some reinforcements - four Rhino tanks. Send the Rhinos down to the base, then turn north and cross the bridge to the Pentagon. Destroy the pill boxes with either the Rhinos or Conscripts, and make your way closer to the Pentagon. Reinforcements will arrive, which will make the destruction of the building much easier. Simply highlight a group of Rhinos and target each section of the building until they're all destroyed. ============================================================================= | ----------------------------------------- | | | | | | | 1.52) Operation: Hostile Shore | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Florida Coast ------------------ 1) Force a landing and set up a base. - Once your forces exit the transports, use them to level the Allied base in the area using the conveniently-placed barrels. Deploy your MCV, then start building your base. 2) Destroy all enemy forces. - Every single Allied unit on the map needs to be gone before the mission will be complete. ----------- Walkthrough ----------- The transports will dump your units onto the shore for you. Use them to deal with the Grizzlies in the area, then clean out the Allied structures and deploy your MCV. Get an ore refinery running as close to the northern ore field as possible, then concentrate on getting a few more ore miners. You'll also want to get a pair of Engineers into the oil derricks on the top of the screen near the middle of the map. Grizzlies will attack your base constantly, so build a few more Rhinos before you start cranking out submarines (you'll want about ten of them altogether). When the Soviet Dreadnought retreats, you'll receive some reinforcement subs. Add these to your pile, then head south and destroy the Allied Destroyer fleet. Concentrate on Rhinos after that, and simply crush the Allied base to the south once you get twenty or so of them. A few more conveniet barrels will make things go a little faster, too, so don't forget to target them. ============================================================================= | ----------------------------------------- | | | | | | | 1.51) Operation: Big Apple | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: New York City ------------------ 1) Capture the American Battle Lab. - You need to get an Engineer into the Battle Lab, which will result in it being turned into the Psychic Beacon. Don't let the lab get destroyed. 2) Build and defend a Psychic Beacon. - It'll build automatically once you capture the Battle Lab, then hoards of Allied troops will assault your position in an attempt to destroy the beacon before it can be used. Make sure you build about ten Flak troopers and place them around the Battle Lab before you take it - otherwise, pesky Rocketeers will shred it rather quickly. You'll also want to make sure you have a healthy supply of Rhinos to deal with the onslaught of Grizzles and IFVs that attack. ----------- Walkthrough ----------- Build another power plant all the way on the south edge of your base area. This will allow you to place an ore refinery near the southern ore field, allowing for faster cash collection. Get a second one going by the ore field in your base while you build a trio of Engineers to take the oil derricks to the east. Stock the building just north of the oil derricks with Conscripts to defend the derricks and the entrance to your base. You'll be given some psychic commandos, but they're not too effective on their own. Build several V3 Rockets to go with them, then spam Rhinos. Move the commandos through the city towards the Battle Lab, carefully looking ahead to see pill boxes and garrisoned buildings (which your V3 Rockets will turn to dust easily). The commandos can be used to take control of nearby units, so use them to handle the infantry and IFVs you encounter along the way. When you have about twenty or so Rhinos, build a Flak Track and stick a few Engineers in it, then send it with the Rhinos to assault the base near the World Trade Center towers. Don't destroy the base, though - just destroy the units and defensive structures in it. Capture the barracks with an Engineer, set it to Primary, and build a dozen or so Flak troopers. Rocketeers are going to attack, and you'll want to be well-prepared. Make sure your Rhinos are in position just barely south of the base, then capture the Battle Lab with an Engineer. You'll now be tasked with defending the beacon until it has time to initiate, so be alert. Rocketeers should be the first wave, but your Flak troopers will shred them easily. Next will come a stream of GIs, Grizzlies, and IFVs from the west and the south. Use your Grizzlies to stall them for a few minutes, which is all you really need - it doesn't take long for the beacon to activate, and the mission is over once it does regardless of the condition of your army. ============================================================================= | ----------------------------------------- | | | | | | | 1.54) Operation: Home Front | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Vladivostok, USSR ------------------ 1) Establish a base. Defend the homeland. - Deploy your MCV and get an ore refinery running, then build a barracks. Fill both of the houses on the east side of your base with Conscripts, then get a pile of ten or so Flak troopers and have them stand around the lighthouse to defend against enemy aircraft. 2) Destroy all enemy forces. - The Allied base will be shown on your radar once it appears. Destroy every structure and unit over there, including boats, to finish the mission. ----------- Walkthrough ----------- The Allied navy that will arrive when the countdown reaches zero isn't really a naval threat - it just drops troops east of your base. Therefore, don't bother trying to crank out a lot of submarines before the counter reaches zero. Instead, get a ore refinery running, then build a barracks and train ten Conscripts, which you should use to garrison the two buildings on the east side of your base. Also build ten Flak troopers, and have them crowd around the middle of your base (probably near the lighthouse). They'll make short work of those pesky Allied planes. Once you have a war factory running, make sure you build a few more ore miners. After that, build a group of six or more submarines and four transports. Load one transport full of engineers, one full of Flak troopers, and two full of Rhino tanks. Begin the slow journey to the other side of the ocean with the subs and transports, but don't land right away. Use the subs to clear out the Allied destroyers first, and destroy the Allied naval yard if they've built one already. Make sure you have a war factory and a Flak Cannon ready to be placed, then land the Rhinos, Flak troopers, and engineers just barely south-west of the Allied construction yard. Clear the GIs out with the Rhinos, and let the Flak troopers handle the Rocketeers while your engineers capture the construction yard and any other buildings they can live long enough to reach. Now that you have control of the construction yard, you can use it to place the war factory and flak cannon you already have built. Do so, then set the war factory to primary and start cranking out more Rhinos. Build sentry guns and more flak cannons if necessary, but you probably won't need them. The rest of the Allied base will fall easily from your Rhino group. Hunt down every enemy unit on the map, including ore miners and boats, and the mission will be over. ============================================================================= | ----------------------------------------- | | | | | | | 1.55) Operation: City of Lights | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Paris, France ------------------ 1) Energize the PARIS TOWER with 3 TESLA TROOPERS. - When you have Tesla Troopers standing close enough to a Tesla Coil, they use their Tesla Suits to give the coil additional power. The same premise applies for the Paris Tower, only on a much, much larger scale. 2) Defend the PARIS TOWER from Allied attack. - The Paris Tower is pretty strong... you can let them sit there and pound on it for several minutes if you'd like, but don't let it get destroyed. 3) Defeat all remaining Allied troops. - I'm not sure what exactly qualifies as defeating all remaining Allied troops in this mission, since there were clearly units and structures left when this objective was complete... Basically, if you manage to charge the tower, you'll win the mission. ----------- Walkthrough ----------- Your first objective should be to clear a path to the west and capture the oil derrick there. Use a group of five Conscripts to garrison houses along the way, wiping out GIs and pill boxes. You can also attach bombs to the trucks moving through the city with your Crazy Ivan, but the timing can be a little tricky. Tesla Troopers are your best friends in this mission, so once you have control of the derrick, start training as many of them as possible. Move north-west from the oil derrick and clear the Allied units from the field, then approach the water to receive some reinforcements. Have the the transport move north through the water, then land above the tower to find a Flak Track with more reinforcements. When you're ready, gather your forces at the south-west corner of the the walls surrounding the tower. Use Conscripts to enter buildings close to the pill boxes to do as much damage to them as possible, then finish them off with Tesla Troopers if necessary. Approach the tower when you're ready, and get your Tesla Troopers as close to it as possible to charge it. Now just let it work its magic, and the mission should end on its own. If not, start hunting down remaining units and structures on the map. ============================================================================= | ----------------------------------------- | | | | | | | 1.56) Operation: Sub-Divide | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Pearl Harbor, Hawaii ------------------ 1) Establish a base in the Hawaiian Islands. - This will be complete as soon as you deploy your MCV. 2) Destroy the Allied Navy. - Destroy the Korean reinforcement fleet along with the American boats in Pearl Harbor. You don't need to destroy any of the land forces, nor do you need to destroy the shipyards. You don't have to destroy the coast guard boats on the far western side of the map, either. ----------- Walkthrough ----------- Deploy your MCV, then immediately build a barracks. Stick your Conscripts back into one of the transports, then move it west until you find a tiny island with a bunker on it. Make the Conscripts garrison the bunker, and a crate of money will appear on the island. Grab it, then train an engineer and stick him in the second transport. Send it all the way to the south-west corner of the map. Build a standard base as fast as you can, focusing on getting a war factory and radar station, then placing some Tesla Coils near the top of your base. When the Engineer reaches the island in the south-east, have him take control of the airfield, then scout the island for crates with the transport (there should be four money crates on the island). The Allies will try to take the island back, but a single Tesla Coil above the airfield will stop them. Or you can just let them take it, it doesn't really matter once you have the money crates. Meanwhile, build a pair of naval yards at your base, then pump out submarines as fast as you can. Park your existing boats on the left side of your garrisoned bunker - the Korean fleet will try to move right through here later. Make sure you send your reinforcement boats to the same spot, and send any new boats that you build there as well. When the Koreans arrive, slaughter them all before they can make it to Pearl Harbor. Once they're gone, turn westward and scout ahead with your Sea Scorpions. When you encounter a pair of Aegis Cruisers on the southern edge of the island, take care of them with your subs. The entrance to Pearl Harbor is just barely west of their location, so carefully edge that way with the Sea Scorpions. Two Prism Towers are guarding the entrance, so as soon as you can see them, target them both with your Dreadnoughts. Enter the harbor with the submarines and the Sea Scorpions now, and destroy anything that moves (target the destroyers first, of course). Use the Dreadnoughts to hit stationary boats, like the aircraft carriers, before they can move. Once every boat in the harbor is destroyed, you'll win the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.57) Operation: Chrono Defense | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Ural Mountains, Russia ------------------ 1) Defend your Battle Lab at all costs. - If it gets destroyed or captured at all, you lose instantly. I highly, highly suggest surrounding it with walls right off the bat to prevent engineers from snaking it out from under you. ----------- Walkthrough ----------- Train four Engineers as you build a second power plant, and build walls around the Battle Lab. Build an ore refinery at the top of your base, then build a pair of Flak Cannons - one on the right of the Battle Lab, and one south of the construction yard. When the Engineers are ready, send them east all the way to edge of the map. You'll find three oil derricks and a repair bay over there, so capture them all. Build plenty of power plants, a war factory, and a radar station, then start cranking out Apocalypse tanks as fast as possible. You'll want at least two of them at all three entrances to your base before the third wave arrives, and you'll want considerably more of them at all three entrances later. Luckilly, you can find sometimes get a money crate if you destroy the propaganda truck in the village to the north-west, and there're always two money crates in the Allied camp to the south-east if you destroy the tents. You'll definitely want to grab those as early as possible. Allied convoy trucks also occasionally run from the north to the south side of the map on the road east of your base, and if you intercept them, you can find more crates. As I mentioned earlier, the key to this mission is the Apocalypse tank. Build them constantly, don't even worry about base defense. Tesla Coils are worthless against Prism Tanks, which is by far the biggest threat to your base. When possible, I suggest defending the upper-right corner of your base from the forest on the other side of the hills, so that the Prism Tanks won't even get the chance to take a shot at your Battle Lab. Sit tight with your Apocalypse pile and crush wave after wave of Allied units, and the battle will eventually end on its own. ============================================================================= | ----------------------------------------- | | | | | | | 1.58) Operation: Desecration | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Washington DC ------------------ 1) Capture the White House. - Get an Engineer in there, and the mission's over. Easy enough, eh? ----------- Walkthrough ----------- Move your units out of the way, then deploy your MCV. Build your base as usual, and stick your Conscripts in the bunker above and to the right of your base for a little defense. Paratroopers will land all over the place, but your Desolators will make short work of them - just move one nearby and deploy it, but make sure your vehicles and other infantry are far, far away. Move one of your Apocalypse tanks north to the Lincoln Memorial and destroy it to find some crates, then continue bulding your base. You'll want to build a considerable pile of Apocalypse tanks, which you'll want to keep near the bridge on the east side of your base to fend of Rhino attacks. When you have six or so Apocalypse tanks ready, head east and make raids on the enemy ore refineries and ore miners. Watch out for Terror Drones though, or you'll lose your tanks left and right. You can destroy other monuments and important buildings in the area to get more quick money, but don't worry about destroying the southern emeny base. Instead, attack the base around the White House with everything you've got. Destroy it, then get an Engineer in the White House to end the mission. ============================================================================= | ------------------------------------------ | | | | | | | 1.59) Operation: The Fox and the Hound | | | | | | | ------------------------------------------ | ============================================================================= ------------------ Mission Objectives Location: San Antonio, Texas ------------------ 1) Use Mind-Control to capture the President. - You have to take control of him (he's standing right below the limo) with one of your Psi-Ops guys. As you'll probably notice, the base is crawling with dogs, and it's surrounded by Prism Towers, so you'll need to deal with both of those threats to reach the president. ----------- Walkthrough ----------- By the time you get control of your units, one of them will already have control of an IFV, which is good. Set it aside along with the Psi-Ops guy that took it, and send the second Psi-Ops guy up to the left side of the small Allied base. Take control of the left GI from the safety of the other side of the wall, then take control of the second GI when the first one dies. Send the second one to his untimely death at the Alamo, then take each of the Engineers and capture both buildings. Build two Spies. Send all of your units down the left side of the map now, avoiding the pesky armed Texans (or just killing them). Keep as far away from the Prism Towers as possible, and make your way to the south end of the map, directly below the base. Leave your infantry here, but send the IFV east. See the small encased area with the repair bay? Blast the gate open with the IFV, then destroy all of the trucks in there. Three have money, one has a firepower upgrade, one has an armor upgrade, and one has a veterancy upgrade. You'll now have a super-IFV capable of causing some serious destruction, so send it north to the small base there. Destroy the pill boxes, then destroy the GIs, patriot, Grizzly, and NightHawk. Don't kill the Sniper, though. Send the super-IFV back down to the rest of your units (make sure you stay away from the Prism Towers), then send the Psi-Ops guy that's still free up the right side of the screen. Carefully approach the sniper from the right side of the small base, and take control of him from the safety of the other side of the wall. Use the sniper to pick off the dogs and GIs on patrol around the base, and use him to pick off the dogs and Seals at both entrances. Meanwhile, blow a hole in the center of the south wall with your super-IFV, then carefully move it all the way around the base to the very top (where you should now have your sniper waiting). Blast a hole in the center of the wall on the top, too. If you're sure there aren't any dogs left, send one of your spies into a power plant from the hole you made in the south wall. The base will go low power, so use this time to snipe the rest of the infantry in the base with your sniper. Make sure you keep very tight control of him though, or he'll shoot the president, which will end the game instantly. (Also note that you have to select a spy, then target an enemy unit to get it to disguise itself. If not, he'll be seen by any enemy unit.) Now only the president and maybe some Grizzlies should be left in the base. Send the second spy into a power plant once the power comes back online, then send a Psi-Ops guy in after him to take control of the president, ending the mission. ============================================================================= | ----------------------------------------- | | | | | | | 1.60) Operation: Weathered Alliance | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: US Virgin Islands ------------------ 1) Capture the American Battle Lab to locate the Weather Control Device. - Yeah, get an Engineer in there. Pretty standard. I suggest you wait until your nuke is ready to launch, so you can end the mission immediately after you take the Battle Lab. 2) Destroy the Weather Control Device. - A single nuke dropped dead-center on top of it will completely destroy it, so I suggest you wait until the nuke is ready to launch before you capture the Battle Lab. ----------- Walkthrough ----------- Deploy your MCV and put the Engineer back inside a transport. Send him east along the bottom of the screen until you find an island covered in gems, then capture the repair bay there and place your first ore refinery there. Build a Tesla Coil while you're at it, and place in between the power plant and radar station. This is also a good spot to park your Rhinos and Conscripts. Get a second ore refinery going to the left of your MCV, and build several Flak Cannons. Stick the first one on the ridge north of the repair bay above your radar station, then stick one next to the radar station. The others should be as far to the west of your base as possible. Now that you're set defensively, get your war factory and battle lab going, then get a nuclear missile silo and a naval yard. Crank out submarines and Apocalypse tanks after you've built a pair of ore miners. After you have ten or so submarines, build six or so Sea Scorpions and two Dreadnoughts. Move your navy north and then east now, leading with the submarines with the Sea Scorpions close behind. Slice your way through the Allied navy until you reach the landing zone, then take care of the Allied naval yard there. Use the Dreadnoughts to take out the Prism Towers, Patriots, and pill boxes, as well as any units that might still be in the area. Load about ten Apocalypse tanks into transports and land them on the beach when you're ready. (Oh, and if your nuclear missile is ready before you're ready to land, use it to destroy as much of the base in front of the Battle Lab as possible, but be very careful not to destroy the lab.) The Apocalypse tanks will be able to handle the Allied base easily, so clear it out. Send an Engineer over on a transport once the area is free of Allied forces, and capture the Battle Lab when your nuclear missile is ready to drop. When the Battle Lab reveals the location of the Weather Control Device, drop your nuclear missile right on top of it, and the mission will be over. ============================================================================= | ----------------------------------------- | | | | | | | 1.61) Operation: Red Revolution | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Moscow, Russia ------------------ 1) Destroy Yuri's headquarters - The Kremlin. - For reason's you'll soon discover, destroying the Kremlin won't be an easy task. The fastest way is to just solidify your base, then wait for your nuclear missile to charge twice. You can also spam Kirovs, but the formidable amount of Flak Cannons around the Kremlin will make that a slow and painful process. ----------- Walkthrough ----------- If you're playing this on Hard mode, you're in for perhaps the most annoying fight in the entire game. I suggest you take a defensive route through this mission, then use your nuclear missile to finish off the Kremlin (it'll take two hits). Immediately build a power plant and an ore refinery, and send your tanks north while the ore refinery is building. Destroy the Tesla Coil, then destroy the two flak cannons. With that threat eliminated, you can set up your primary defense for the early part of the mission - move your two Kirovs to the east, then have them force-fire (control key) at the ground between the first house you see and the cliff directly above that house. The bombs will slaughter any infantry that try to make their way to your base, and they'll also take out some of the terror drones and other vehicles. Meanwhile, send your Conscripts north-west and garrison all of the houses on that side of the map. (Don't go too far north, or you'll get hit by the Tesla Coils on the cliffs.) Continue building your base to reach up to these houses, since you'll want to be able to build Tesla Coils up here later. Get an Engineer in the oil derrick as soon as possible, and then start spamming Tesla Coils on the north-east side of the oil derrick. The trick to this mission is surviving the iron curtain. The worst thing Yuri can do is iron curtain a group of terror drones, which can slaughter your ore miners. If you can destroy everything before it gets close to your base, though, Yuri tends to either hold on to the iron curtain or use it on something else. As you start to accumulate more and more money, you should start upping your Kirov count. As soon as one of the original two completely levels up, replace it with a new one and move the fully leveled one to your western defenses. I suggest you repeat this process until you have six fully leveled up Kirovs. Meanwhile, concentrate on building Tesla Coils, manning them with Tesla Troopers, and surrounding them with walls. When you have four or five in the north-west, concentrate on Flak Cannons. Why? As soon as you build your nuclear missile, Yuri's going to send waves of Kirovs at your base - three from the west and three from the east. You'll need about ten flak cannons in the north-west by the oil derrick to stop the Kirovs before they reach your base, and another ten on the eastern side of your base to stop the other group. You can also use Apocalypse Tanks if you'd like, since their missiles are just as effective (if not more effective) than flak cannons. Either way, when you have the flak cannons/Apocalypse Tanks ready, deploy the nuclear missile. Let it charge twice, and use it on the Kremlin both times to end the mission without forcing your way through the Soviet defenses. ============================================================================= | ----------------------------------------- | | | | | | | 1.62) Operation: Polar Storm | | | | | | | ----------------------------------------- | ============================================================================= ------------------ Mission Objectives Location: Point Hope, Alaska ------------------ 1) Destroy the Chronosphere. - Unfortunately, the Chronosphere won't be easy to reach. It's protected by hills, walls, tons of Prism Towers, and even more Patriot batteries. A Kirov swarm sent from the beach up the hill to the west is your best bet, but you'll need about ten of them just to live long enough to see the Chronosphere. ----------- Walkthrough ----------- Your primary concern should be to defend your base from chronosphere attacks. The first will be a group of IFVs on the right side of your ore field, the second will be a group of Grizzlies above your radar station. They arrive fast, too, so don't waste any time. Start building an ore refinery as soon as the mission starts, and start building a Tesla Coil. Of course, Tesla Coils alone won't be enough to stop the first two attacks, so train four Crazy Ivans too. Position the Ivans near where the chrono attacks are going to appear, then put them on guard mode. The result is devastating, but you'll still want as many Tesla Coils as possible (I can usually get three up before the tanks arrive). It's also a good idea to man each Tesla Coil with a pair of Tesla Troopers, so they can wipe out a vehicle in a single shot. You'll also want several flak cannons, at least one in the lower-left of your base and at least one more in the upper-left. A fourth Tesla Coil in the very bottom-left of your base is also a must, since a transport full of Seals will arrive eventually. You'll also want a Yuri at the top or your ore field, which you can use to take control of the aircraft carrier that's going to be chronoshifted there after the transport arrives. After the carrier arrives, things will calm down in your base. You'll still need some fairly strong anti-aircraft defense around your ore field, but other than that, concentrate on building your base. When you have a naval yard, build six subs, four Sea Scorpions, and a pair of Dreadnoughts to go with your carrier. Head west slowly, keeping the Scorpions close to the subs as you wipe out the Allied Destroyers and Cruisers around both naval yards. Use the carrier and Dreadnoughts to flatten the Allied defenses on the beach, then load six or so Apocalypse Tanks into transports and land on the beach. Use them to clear anything that's left, then land an MCV on the beach and start building a second base. Get some flak cannons first, then a war factory. Get a few more Apocalypse Tanks to defend your base, then begin cranking out a ridiculous number of Kirovs. Flatten the nearby Allied building with your Apocalypse Tanks, but be very careful around the cliffs - Prism Towers will devastate your tanks if you get too close. Also, watch out for Mirage Tanks near the Allied ore refinery. Those thing can shred your Apocalypse Tanks in no time. The Allies will use the Chronosphere to make groups of IFVs appear in the ore field to the west, so keep your Apocalypse Tanks ready. They'll also send down groups of Prism Tanks from the north, so make sure you keep an eye out. When you've got ten or more Kirovs (the more the better), send them west over the cliffs and attack the Allied base. If you attack at the very bottom, you should be able to take out the Patriots as they become visible, which should give you a chance to rebuild your health bars. Of course, if you have a ton of Kirovs, you can just ignore the Patriots and rush straight at the Chronosphere. Either way, destroy it, and the mission's over. ============================================================================= | --------------------------------- | | | 2.00) Units | | | --------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 2.10) Allied Units | | | | | | | ----------------------------------------- | ============================================================================= ============================================================================= | | Cost | Requirements | Built From | | Aegis Cruiser |--------|----------------------|------------------| | | 1200 | Air Force Command HQ | Allied Shipyard | |-----------------------------------------------------------------------------| |Aegis Cruisers have no offensive weaponry. Instead, they're mobile | |anti-aircraft/anti-missile defenses. They fire rockets similar to your | |Patriot batteries. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Aircraft Carrier |--------|----------------------|------------------| | | 2000 | Allied Battle Lab | Allied Shipyard | |-----------------------------------------------------------------------------| |Carriers have three small planes that will fire missiles at targets. The | |planes have almost no armor though, so you'll either need to eliminate | |anti-aircraft weaponry before attacking or use overwhelming numbers to be | |effective. The good news is that the planes automatically regenerate if they| |get destroyed, so you won't have to keep going back to the shipyard or | |anything like that. | ----------------------------------------------------------------------------- ============================================================================= | Allied | Cost | Requirements | Built From | | Construction Vehicle |--------|----------------------|------------------| | | 3000 | Allied Repair Depot | War Factory | |-----------------------------------------------------------------------------| |More commonly known as the MCV (Mobile Construction Vehicle). When deployed,| |the Allied MCV becomes an Allied Construction Yard, allowing you to place new| |buildings in new areas. Depending on whether you're playing with repacks on | |or not, it's also possible to undeploy, move, and redeploy a construction | |yard. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Amphibious Transport |--------|----------------------|------------------| | | 900 | Allied Shipyard | Allied Shipyard | |-----------------------------------------------------------------------------| |These things can drive over land or water. They can hold several units, | |though how many of each unit they can carry depends on the unit. Some units,| |like MCVs, take a lot more space than an infantry unit does. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Attack Dog |--------|----------------------|------------------| | | 200 | Barracks | Barracks | |-----------------------------------------------------------------------------| |Attack Dogs can detect enemy spies even while they're disguised. A single | |bite from an Attack Dog is lethal to infantry, but they are also very weak. | |You'll need to either catch the enemy by surprise or use overwhelming numbers| |if you want to use dogs successfully. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Black Eagle |--------|----------------------|------------------| | | 1200 | Air Force Command HQ | AF Command HQ | |-----------------------------------------------------------------------------| |*Korea only. | | | |This will replace the Harrier in your build list. It's just a more powerful | |version of the Harrier... unfortunately, you'll still need five to take care| |of large buildings like the Chronosphere. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Chrono Commando |--------|----------------------|------------------| | | 2000 | Barracks | Barracks | |-----------------------------------------------------------------------------| |This is the result of getting an Allied Spy into an Allied Battle Lab. Not | |only can these guys chronoshift like a Legionnaire, but they're also armed | |like a Seal. Their machine gun will make short work of infantry, and their | |detonation ability will instantly destroy buildings. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Chrono Legionnaire |--------|----------------------|------------------| | | 1500 | Allied Battle Lab | Barracks | |-----------------------------------------------------------------------------| |Chrono Legionnaires can chronoshift from place to place, but it takes longer | |if the distance is longer. They use chrono weapons that slowly erase a | |target from time, and the target will be inactive while under attack. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Chrono Miner |--------|----------------------|------------------| | | 1400 | Allied Ore Refinery | War Factory | |-----------------------------------------------------------------------------| |Chrono Miners are the Allied ore collector. They drive to ore fields and | |collect ore, then utilize their chronoshifting ability to shift back to the | |refinery. Since they aren't armed, Chrono Miners are vulnerable to any | |attacks. Terror Drones are especially dangerous, but thankfully, terror | |drones are ejected once the Chrono Miner shifts. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Destroyer |--------|----------------------|------------------| | | 1000 | Allied Shipyard | Allied Shipyard | |-----------------------------------------------------------------------------| |The primary use of the Destroyer is to fight Soviet submarines via the small | |plane mounted on the Destroyer, but they're also armed with a small main gun | |that can be used to shell land or water targets. Unfortunately, since the | |anti-submarine planes can be shot down by flak from Scorpions, Destroyers can| |be rendered almost completely worthless if the enemy is fairly intelligent. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Dolphin |--------|----------------------|------------------| | | 500 | Allied Battle Lab | Allied Shipyard | |-----------------------------------------------------------------------------| |Dolphins are the answer to Soviet attack squids. The sonic weapon they carry| |on their backs will knock squids off of boats, and it'll also damage boats | |and shipyards. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Engineer |--------|----------------------|------------------| | | 500 | Barracks | Barracks | |-----------------------------------------------------------------------------| |Engineers can repair damaged structures and take control of enemy buildings. | |Engineers can even repair destroyed bridges if you get them inside the repair| |hut. If placed inside an IFV, the IFV will be able to repair vehicles. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | GI |--------|----------------------|------------------| | | 200 | Barracks | Barracks | |-----------------------------------------------------------------------------| |The GI is the basic infantry unit for the Allies. He's armed with a machine | |gun that can do decent damage to infantry, vehicles, and buildings. They can| |also be deployed in sand bags to increase their attack power and range. Most| |importantly, they can garrison civilian buildings and bunkers, making them | |even more powerful. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Grizzly Battle Tank |--------|----------------------|------------------| | | 700 | War Factory | War Factory | |-----------------------------------------------------------------------------| |These are basic tanks with a single turret. They can do decent damage, but | |they die easily against just about anything. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Harrier |--------|----------------------|------------------| | | 1200 | Air Force Command HQ | AF Command HQ | |-----------------------------------------------------------------------------| |Four Harriers can be built on each Air Force Command HQ you have. Though | |they're rather poorly armored, Harriers have decent firepower. If you can | |get them in big enough groups, they can destroy anything (nine or sometimes | |ten will destroy a Construction Yard). | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | IFV |--------|----------------------|------------------| | | 600 | War Factory | War Factory | |-----------------------------------------------------------------------------| |Infantry Fighting Vehicles have a rocket weapon by default, which can be used| |on ground or air targets. As the name suggests, however, they can hold an | |infantry unit, and what unit they happen to be holding determines what | |abilities the vehicle will have. The most noteworthy use is to put an | |Engineer in one, which will transform it into a mobile repair vehicle. A | |Sniper is also a good choice, since it will have insane range and speed | |compared to a regular sniper. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Mirage Tank |--------|----------------------|------------------| | | 1000 | Allied Battle Lab | War Factory | |-----------------------------------------------------------------------------| |Mirage Tanks look like trees to your enemies, which allows you to ambush them| |if they're not paying attention. The powerful weapon mounted on them will | |kill infantry instantly, and it's fairly effective against vehicles. Get | |enough of them together, and they can be quite destructive. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | NightHawk Transport |--------|----------------------|------------------| | | 1000 | War Factory | War Factory | |-----------------------------------------------------------------------------| |NightHawk's are unarmed transport helicopters capable of holding five | |infantry units. They don't show up on radar, but they can still be shot down| |by anti-aircraft fire. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Prism Tank |--------|----------------------|------------------| | | 1200 | Allied Battle Lab | War Factory | |-----------------------------------------------------------------------------| |Prism Tanks fire beams of light energy just like Prism Towers. Though they | |have fairly weak armor, their ridiculous firepower more than makes up for it.| |A small group of these things will shred anything in a matter of seconds. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Psi Commando |--------|----------------------|------------------| | | 1000 | Barracks | Barracks | |-----------------------------------------------------------------------------| |This is the result of getting an Allied Spy into a Soviet Battle Lab. The | |Psi Commando is a mix between a Yuri Clone and a Seal - he still has Yuri's | |mind control ability, but he can also detonate buildings. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Rocketeer |--------|----------------------|------------------| | | 600 | Air Force Command HQ | Barracks | |-----------------------------------------------------------------------------| |Rocketeers are infantry with jetpacks. They are vulnerable to anti-aircraft | |weapons, but they can cause a great deal of damage to units or buildings if | |they're uncontested. Rocketeers can also shoot down missiles (like V3 or | |Dreadnought rockets). | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Sniper |--------|----------------------|------------------| | | 600 | Airforce Command HQ | Barracks | |-----------------------------------------------------------------------------| |*Britain only. | | | |Snipers are armed with a very powerful rifle that will kill infantry in a | |single hit, and they also have incredibly long range (especially when leveled| |up). A sniper in an IFV is unbelievably effective. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Spy |--------|----------------------|------------------| | | 1000 | Allied Battle Lab | Barracks | |-----------------------------------------------------------------------------| |Spies can be disguised as enemy infantry units, which will fool the enemy | |into thinking the Spy is one of their own units (in theory, anyway). Dogs | |can still tell it's a Spy, though, so watch out for them. So what's the | |point in having a Spy? Well, get him into an enemy building, and you can get| |the following results: | | | |Barracks - Most of your infantry units are produced as Veterans. | |War Factory - Most of your War Factory vehicles are produced as Veterans. | |Power Plant - The enemy will be low power for about one minute. | |Radar - The enemy's shroud will be reset. | |Ore Refinery - You'll steal some credits from the enemy. | |Battle Lab - You'll be able to build a new unit with captured technology. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Tank Destroyer |--------|----------------------|------------------| | | 900 | Airforce Command HQ | War Factory | |-----------------------------------------------------------------------------| |*Germany only. | | | |The Tank Destroyer is a vehicle with a large gun mounted on it that's | |specifically designed to destroy vehicles. A few shots from one of these | |will shred any vehicle (including boats), especially if it's leveled up | |first. The down side is that they're almost completely useless against | |infantry and buildings. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Tanya |--------|----------------------|------------------| | | 1000 | Allied Battle Lab | Barracks | |-----------------------------------------------------------------------------| |Tanya is the Allied hero unit. She's armed with very powerful handguns that | |will make short work of infantry units, she can swim, she can detonate boats | |in the water, and she can detonate buildings. | ----------------------------------------------------------------------------- ============================================================================= | ----------------------------------------- | | | | | | | 2.20) Soviet Units | | | | | | | ----------------------------------------- | ============================================================================= ============================================================================= | | Cost | Requirements | Built From | | Amphibious Transport |--------|----------------------|------------------| | | 900 | Soviet Shipyard | Soviet Shipyard | |-----------------------------------------------------------------------------| |These things can drive over land or water. They can hold several units, | |though how many of each unit they can carry depends on the unit. Some units,| |like MCVs, take a lot more space than an infantry unit does. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Apocalypse Tank |--------|----------------------|------------------| | | 1750 | Soviet Battle Lab | War Factory | |-----------------------------------------------------------------------------| |These double-barreled heavy tanks are also armed with rocket small surface to| |air rockets, making them excellent against both air and ground targets. They| |also have much more armor than a Rhino, and they slowly heal repair after | |taking damage. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Attack Dog |--------|----------------------|------------------| | | 200 | Barracks | Barracks | |-----------------------------------------------------------------------------| |Attack Dogs can detect enemy spies even while they're disguised. A single | |bite from an Attack Dog is lethal to infantry, but they are also very weak. | |You'll need to either catch the enemy by surprise or use overwhelming numbers| |if you want to use dogs successfully. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Chrono Ivan |--------|----------------------|------------------| | | 1000 | Barracks | Barracks | |-----------------------------------------------------------------------------| |It's not likely that you'll ever see one of these, but it's the result of | |playing a Soviet, capturing the necessary buildings to build a Spy, then | |infiltrating an Allied Battle Lab with it. (You'll also be given the Chrono | |Commando unit - see the Allied Units section for details on that.) Chrono | |Ivans have the same abilities of a regular Crazy Ivan, except they move by | |chronoshifting like a Chrono Legionnaire. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Conscript |--------|----------------------|------------------| | | 100 | Barracks | Barracks | |-----------------------------------------------------------------------------| |The Conscript is the basic Soviet infantry unit. Unlike the GI, Conscripts | |don't have the delpoy option. They can still garrison buildings, though. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Crazy Ivan |--------|----------------------|------------------| | | 600 | Radar Tower | Barracks | |-----------------------------------------------------------------------------| |Crazy Ivan carries explosive charges with him, which he can place on units | |and vehicles, both friend and foe. The charges detonate after a certain | |amount of time, causing a decent amount of damage. Be careful with these if | |they're sitting in your base - a stray enemy unit could wind up getting a | |bomb stuck to it on accident, which could end up costing you a few units, | |buildings, or both. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Demolition Truck |--------|----------------------|------------------| | | 1500 | Radar Tower | War Factory | |-----------------------------------------------------------------------------| |These trucks can be rammed into targets, at which time they'll explode and | |damage anything within a small radius. Unfortunately, the blast isn't strong| |enough to be worth your effort in most cases. | | | |*Libya only. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Desolator |--------|----------------------|------------------| | | 600 | Radar Tower | Barracks | |-----------------------------------------------------------------------------| |Armed with a toxic rifle weapon, Desolators can slaughter infantry easily. | |They can also be deployed in an area, causing them to infect the ground with | |radiation, which will slaughter infantry anywhere nearby. | | | |*Iraq only. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Dreadnought |--------|----------------------|------------------| | | 2000 | Soviet Battle Lab | Soviet Shipyard | |-----------------------------------------------------------------------------| |Dreadnoughts are large ships armed with dual rockets similar to the V3 | |Launcher. The rockets are vulnerable to anti-aircraft fire though, so you'll| |need to attack with several of them at once if you want to assault a well | |defended base or a well defended naval group. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Engineer |--------|----------------------|------------------| | | 500 | Barracks | Barracks | |-----------------------------------------------------------------------------| |Engineers can repair damaged structures and take control of enemy buildings. | |Engineers can even repair destroyed bridges if you get them inside one of the| |bridge's repair huts. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Flak Track |--------|----------------------|------------------| | | 500 | War Factory | War Factory | |-----------------------------------------------------------------------------| |Flack Tracks have a flak cannon mounted on them, allowing them to fire flak | |bursts at enemy aircraft. Unlike stationary Flak Cannons, Flak Tracks can | |also shoot at ground targets, though the flak won't do much damage to them. | |Flak Tracks can also hold five infantry units, allowing them to serve as an | |APC. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Flak Trooper |--------|----------------------|------------------| | | 300 | Radar Tower | Barracks | |-----------------------------------------------------------------------------| |These are Conscripts armed with small flak guns that can shoot ground or air | |targets. They're fairly effective against air targets, but attacking other | |units or structures with them is pretty much a waste of time. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Giant Squid |--------|----------------------|------------------| | | 1000 | Soviet Battle Lab | Soviet Shipyard | |-----------------------------------------------------------------------------| |Heh. Giant Squids attack themselves to an enemy ship and slowly crush it. | |Once attached, the only way for the enemy to remove the squid is to either | |hit it with a Dolphin's sonic attack or destroy the squid (and usually the | |ship along with it). | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Kirov Airship |--------|----------------------|------------------| | | 2000 | Soviet Battle Lab | War Factory | |-----------------------------------------------------------------------------| |Kirovs are large blimps armed with extremely powerful bombs. Fly over a | |a target, and you'll be able to demolish it in a matter of seconds. The down| |side is that they're painfully slow, but their insane armor more than makes | |up for that. These will slowly repair themselves if they're damaged, too. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Rhino Heavy Tank |--------|----------------------|------------------| | | 900 | War Factory | War Factory | |-----------------------------------------------------------------------------| |Rhino Heavy Tanks are armed with a single turret that can deal good damage to| |vehicles and buildings, though they aren't as effective against infantry. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Sea Scorpion |--------|----------------------|------------------| | | 600 | Radar Tower | Soviet Shipyard | |-----------------------------------------------------------------------------| |Sea Scorpions are tiny boats with a flak cannon mounted on them. They can | |shoot at land, air, and water targets, though they're far more effective | |against air targets than they are against land or water targets. | ----------------------------------------------------------------------------- ============================================================================= | Soviet | Cost | Requirements | Built From | | Construction Vehicle |--------|----------------------|------------------| | | 3000 | Soviet Repair Depot | War Factory | |-----------------------------------------------------------------------------| |More commonly known as the MCV (Mobile Construction Vehicle). When deployed,| |the Soviet MCV becomes a Soviet Construction Yard, allowing you to place new | |buildings in new areas. Depending on whether you're playing with repacks on | |or not, it's also possible to undeploy, move, and redeploy a construction | |yard. Having more than one Construction Yard allows you to build buildings | |faster. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Terror Drone |--------|----------------------|------------------| | | 500 | War Factory | War Factory | |-----------------------------------------------------------------------------| |Terror Drones are small machines that look like spiders. They crawl inside | |vehicles and slowly destroy them from the inside, and they can also instantly| |kill infantry by "biting" them like an attack dog. Repair bays and chrono | |shifting are the only two ways to remove one from a vehicle (as far as I | |know, anyway...). These things are also incredibly fast, which makes them | |excellent scouts. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Terrorist |--------|----------------------|------------------| | | 200 | Radar Tower | Barracks | |-----------------------------------------------------------------------------| |Terrorists simply detonate on whatever you tell them to detonate on. They | |actually have some decent firepower, too, which makes them well worth the two| |hundred credits. | | | |*Cuba only. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Tesla Tank |--------|----------------------|------------------| | | 1200 | Radar Tower | War Factory | |-----------------------------------------------------------------------------| |Poor armor and not exactly the strongest of attacks... these things aren't | |very useful most of the time. Their only saving grace is their ability to | |shoot over walls. | | | |*Russia Only | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Tesla Trooper |--------|----------------------|------------------| | | 500 | Barracks | Barracks | |-----------------------------------------------------------------------------| |As the name suggests, these are infantry with small Tesla units capable of | |shocking things from a small distance. They can also charge Tesla Coils if | |they're standing close enough to one, which will increase their range and | |attack power (and allow them to function even if your base is low power). | |Tesla Troopers also can't be squished by vehicles, which makes them very | |effective against most vehicles. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Typhoon Attack Sub |--------|----------------------|------------------| | | 1000 | Soviet Shipyard | Soviet Shipyard | |-----------------------------------------------------------------------------| |Typhoons are your primary naval weapon as the Soviets. Their torpedoes can | |slaughter ships, though they're highly vulnerable to basically everything | |once they give up their location. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | V3 Launcher |--------|----------------------|------------------| | | 800 | Radar Tower | War Factory | |-----------------------------------------------------------------------------| |V3 Launchers are mobile rocket launchers. Though slow and poorly armored, | |their rockets are absolutely devastating and have insane range. The rockets | |are vulnerable to anti-aircraft fire though, so you'll need to bring along a | |good number of Launchers if you intend to assault a well defended base with | |them. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | War Miner |--------|----------------------|------------------| | | 1400 | Soviet Ore Refinery | War Factory | |-----------------------------------------------------------------------------| |War Miners are your ore collection unit as the Soviets. They'll gather ore | |from fields and return it to your Ore Refineries, but they don't chronoshift | |like Allied miners do. They have a small machine gun mounted on them though,| |which allows them to defend themselves against infantry and light vehicles. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Yuri |--------|----------------------|------------------| | | 1200 | Soviet Battle Lab | Barracks | |-----------------------------------------------------------------------------| |Yuri can take control of most units through psychic domination. Once you've | |taken control of a unit, you'll have control until either the Yuri or the | |unit being controlled gets killed, or until you target another unit to | |control. When deployed, Yuri creates a psychic wave that instantly kills any| |infantry nearby, including friendlies. | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Built From | | Yuri Prime |--------|----------------------|------------------| | | 2000 | Barracks | Barracks | |-----------------------------------------------------------------------------| |It's highly unlikely that you'll see one of these during a game - it's the | |result of playing as a Soviet, capturing an Allied MCV, training a Spy, and | |getting it into a Soviet Battle Lab. Yuri Prime operates exactly like a | |regular Yuri clone, except he can take control of things from much farther | |away. (You'll also be able to train the Psi Commando unit when you get a Spy| |in an Allied Battle Lab as a Soviet - see the Allied Units section for | details on Psi Commandos.) | ----------------------------------------------------------------------------- ============================================================================= | --------------------------------- | | | 3.00) Structures | | | --------------------------------- | ============================================================================= | ----------------------------------------- | | | | | | | 3.10) Allied Structures | | | | | | | ----------------------------------------- | ============================================================================= ============================================================================= | Air Force | Cost | Requirements | Power Required | | Command Headquarters |--------|----------------------|------------------| | | 1000 | Ore Refinery | 50 | |-----------------------------------|-----------------------------------------| |The Air Force Command structure | | |provides you with radar and allows |Produces: Cost: | |you to build up to four Harriers on| | |each Headquarters. You'll also | Harrier 1200 | |need one before you can build many | | |other structures and units. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied Barracks |--------|----------------------|------------------| | | 500 | Power Plant | 10 | |-----------------------------------|-----------------------------------------| |The Barracks is your source of | | |infantry units. The Barracks is |Produces: Cost: | |also required before you can build | | |defensive structures such as walls,| GI 200 | |pill boxes, and Patriot batteries. | Attack Dog 200 | |Units will train faster if you have| Engineer 500 | |more than one barracks. Double | Rocketeer 600 | |click on a barracks to set it as | Spy 1000 | |primary, which will cause all new | Tanya 1000 | |infantry units to exit that one | Chrono Legionnaire 1500 | |when they're done training. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied Battle Lab |--------|----------------------|------------------| | | 2000 | Air Force Command HQ | 100 | |-----------------------------------|-----------------------------------------| |The Battle Lab allows you to build | | |many of your more advanced units |Produces: Cost: | |and structures. | | | | Nothing | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied Ore Refinery |--------|----------------------|------------------| | | 2000 | Power Plant | 50 | |-----------------------------------|-----------------------------------------| |Ore Refineries are your primary | | |source of funding in most cases. |Produces: Cost: | |Ore miners will collect ore from | | |the map and return it to the | Nothing | |refinery, which will increase your | | |money. More than one ore miner can| | |operate from a single refinery, | | |though crowding it with too many | | |can slow down the process. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied Repair Depot |--------|----------------------|------------------| | | 800 | War Factory | 25 | |-----------------------------------|-----------------------------------------| |These can be used to repair your | | |damaged vehicles. They can also |Produces: Cost: | |remove Terror Drones from a vehicle| | |if you get the vehicle there in | Nothing | |time. You also must have a repair | | |depot to build an MCV, should the | | |need ever arise. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied Wall |--------|----------------------|------------------| | | 100 | Barracks | 0 | |-----------------------------------|-----------------------------------------| |Walls prevent infantry and most | | |vehicles from passing. They're |Produces: Cost: | |great for keeping engineers and | | |spies out of your buildings. If a | Nothing | |wall is placed next to another wall| | |segment, it can stretch as far as | | |five spaces in every direction. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Allied War Factory |--------|----------------------|------------------| | | 2000 |Ore Refinery, Barracks| 25 | |-----------------------------------|-----------------------------------------| |War Factories are your source of | | |vehicle production. Units will |Produces: Cost: | |take a shorter amount of time to | | |build if you have more than one | IFV 600 | |factory. Double click on a factory| Grizzly Battle Tank 700 | |to set it as the primary factory, | NightHawk Transport 1000 | |which will cause all of your units | Mirage Tank 1000 | |to exit that factory when they're | Prism Tank 1200 | |completed. | Allied Construction Vehicle 3000 | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Chrono Sphere |--------|----------------------|------------------| | | 2500 | Allied Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |Chronospheres will allow you to | | |instantly teleport units across the|Produces: Cost: | |map. It'll kill infantry, though, | | |so you should only chronoshift | Nothing | |vehicles. You can also chronoshift| | |enemy units, which is funny if you | | |shift them above some water (or | | |ground if it's a boat). | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Gap Generator |--------|----------------------|------------------| | | 1000 | Allied Battle Lab | 100 | |-----------------------------------|-----------------------------------------| |Gap Generators make the shroud | | |continuously generate in a circle |Produces: Cost: | |around them, hiding the map from | | |the enemy. They need power to | Nothing | |operate correctly, so keep your | | |base supplied. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Grand Cannon |--------|----------------------|------------------| | | 2000 | Airforce Command HQ | 100 | |-----------------------------------|-----------------------------------------| |These massive cannons can devastate| | |any ground forces stupid enough to |Produces: Cost: | |wander within range. Be careful | | |how close you place them to other | Nothing | |structures, though - the turrets | | |have a nasty habit of getting stuck| | |on other buildings. Also note that| | |the cannons need power to operate. | | | | | |*France only. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Naval Shipyard |--------|----------------------|------------------| | | 1000 | Ore Refinery | 25 | |-----------------------------------|-----------------------------------------| |Shipyards produce Allied naval | | |units. Units will build faster if |Produces: Cost: | |you have more than one shipyard. | | |Double click on a shipyard to set | Dolphin 500 | |it to primary, which will cause all| Amphibious Transport 900 | |new naval units to exit that one | Destroyer 1000 | |when they're done being built. | Aegis Cruiser 1200 | | | Aircraft Carrier 2000 | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Ore Purifier |--------|----------------------|------------------| | | 2500 | Allied Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |Ore Purifiers automatically boost | | |the value of the ore your ore miner|Produces: Cost: | |units collect. You can only have | | |one purifier at a time. | Nothing | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Patriot Missile |--------|----------------------|------------------| | | 1000 | Barracks | 50 | |-----------------------------------|-----------------------------------------| |Patriots fire missiles that can | | |shoot down aircraft as well as |Produces: Cost: | |other missiles (like Dreadnought or| | |V3 missiles). They need power to | Nothing | |operate, though, so keep your base | | |supplied at all times. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Pill Box |--------|----------------------|------------------| | | 500 | Barracks | 0 | |-----------------------------------|-----------------------------------------| |Pill Boxes fire a very weak machine| | |gun that will kill infantry fairly |Produces: Cost: | |easily. They aren't very effective| | |on armored vehicles, though, and | Nothing | |they don't have much range. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Produced | | Power Plant |--------|----------------------|------------------| | | 800 | Construction Yard | 200 | |-----------------------------------|-----------------------------------------| |Power Plants will be the only | | |building you can produce when you |Produces: Cost: | |first deploy an Allied Construction| | |Yard. Many of your other buildings| Nothing | |will require power to operate | | |correctly. If you don't have | | |enough power, things will build at | | |slower rates, and many structures | | |will slowly take damage until you | | |boost your power back up. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Prism Tower |--------|----------------------|------------------| | | 1500 | Air Force Command HQ | 75 | |-----------------------------------|-----------------------------------------| |Prism Towers are powerful laser | | |towers that can slaughter infantry |Produces: Cost: | |and vehicles. Multiple towers can | | |link together if placed close to | Nothing | |each other, magnifying the blast | | |to increase its damage. They need | | |power to operate, however, so make | | |sure your base is always supplied. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | SpySat Uplink |--------|----------------------|------------------| | | 1500 | Allied Battle Lab | 100 | |-----------------------------------|-----------------------------------------| |The Spy Satellite will reveal all | | |of the shroud on the map for you, |Produces: Cost: | |unless an enemy has gap generators.| | | | Nothing | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Weather Controller |--------|----------------------|------------------| | | 5000 | Allied Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |The Weather Controller allows you | | |to create a powerful lightning |Produces: Cost: | |storm that will devastate anything | | |under it. | Nothing | ----------------------------------------------------------------------------- ============================================================================= | ----------------------------------------- | | | | | | | 3.20) Soviet Structures | | | | | | | ----------------------------------------- | ============================================================================= ============================================================================= | | Cost | Requirements | Power Required | | Cloning Vats |--------|----------------------|------------------| | | 2500 | Soviet Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |If you have one of these, every | | |infantry unit you produce from your|Produces: Cost: | |Barracks will result in a duplicate| | |appearing from the Vats, like a two| Nothing | |for the price of one type of thing.| | |Unfortunately, you can only have | | |one Cloning Vats structure. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Flak Cannon |--------|----------------------|------------------| | | 1000 | Barracks | 50 | |-----------------------------------|-----------------------------------------| |Flak Cannons are stationary turrets| | |that fire flak bursts at airborne |Produces: Cost: | |targets. They require power to | | |operate, so make sure you keep your| Nothing | |base properly supplied. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Iron Curtain Device |--------|----------------------|------------------| | | 2500 | Allied Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |The Iron Curtain allows you to make| | |a unit (or several) invincible for |Produces: Cost: | |a short period. Quite useful if | | |timed properly. It's also worth | Nothing | |noting that the Iron Curtain effect| | |will instantly kill infantry, which| | |you can use to your advantage | | |(against enemy infantry). It'll | | |also instantly kill Squids and | | |Dolphins. (Note that the Iron | | |Curtain also works on buildings, | | |and can get several at once if they| | |are close together. It can also | | |make some units and some buildings | | |invincible at the same time if they| | |are close to each other.) | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Nuclear Missile Silo |--------|----------------------|------------------| | | 5000 | Soviet Battle Lab | 200 | |-----------------------------------|-----------------------------------------| |Allows you to drop a devastating | | |nuclear missile every ten (game) |Produces: Cost: | |minutes. The explosion and the | | |fallout that results can completely| Nothing | |trash a large chunk of a base. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Produced | | Nuclear Reactor |--------|----------------------|------------------| | | 1000 | Soviet Battle Lab | 2000 | |-----------------------------------|-----------------------------------------| |No, that 2000 isn't a typo. These | | |things produce more than ten times |Produces: Cost: | |the power that a Tesla Reactor | | |produces, yet they don't even cost | Nothing | |double the price. The catch? They| | |leak toxic goo if they get | | |destroyed. Don't let that happen, | | |or your infantry and nearby | | |buildings will pay for it dearly. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Psychic Sensor |--------|----------------------|------------------| | | 1000 | Soviet Battle Lab | 50 | |-----------------------------------|-----------------------------------------| |If you have one of these, you'll be| | |able to tell where enemy units are |Produces: Cost: | |heading via a thin colored line | | |leading from the unit to its | Nothing | |target. This isn't that helpful, | | |but sometimes it can help. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Radar Tower |--------|----------------------|------------------| | | 1000 | Ore Refinery | 50 | |-----------------------------------|-----------------------------------------| |Radar Towers provide you with | | |radar, obviously. Unlike Allied |Produces: Cost: | |Airforce Command Headquarters, you | | |won't be able to build planes from | Nothing | |the Soviet Radar Tower. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Sentry Gun |--------|----------------------|------------------| | | 500 | Barracks | 0 | |-----------------------------------|-----------------------------------------| |Sentry Guns are immobile turrets | | |armed with a machine gun. They can|Produces: Cost: | |slaughter infantry and light | | |vehicles fairly well, but they | Nothing | |won't do much to heavier vehicles. | | |Sentry Guns don't require power to | | |operate. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Barracks |--------|----------------------|------------------| | | 500 | Tesla Reactor | 10 | |-----------------------------------|-----------------------------------------| |The Barracks is your source of | | |infantry units. The Barracks is |Produces: Cost: | |also required before you can build | | |defensive structures such as walls,| Conscript 100 | |sentry guns, and flak cannons. | Attack Dog 200 | |Units will train faster if you have| Flak Trooper 300 | |more than one barracks. Double | Engineer 500 | |click on a barracks to set it as | Tesla Trooper 500 | |primary, which will cause all new | Crazy Ivan 600 | |infantry units to exit that one | Yuri 1200 | |when they're done training. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Battle Lab |--------|----------------------|------------------| | | 2000 | Radar Tower | 100 | |-----------------------------------|-----------------------------------------| |The Battle Lab allows you to build | | |many of your more advanced units |Produces: Cost: | |and structures. Try to keep spies | | |out of it. >_> | Nothing | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Ore Refinery |--------|----------------------|------------------| | | 2000 | Tesla Reactor | 50 | |-----------------------------------|-----------------------------------------| |Ore Refineries are your primary | | |source of funding in most cases. |Produces: Cost: | |War miners will collect ore from | | |the map and return it to the | Nothing | |refinery, which will increase your | | |money. More than one ore miner can| | |operate from a single refinery, | | |though crowding it with too many | | |can slow down the process. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Repair Depot |--------|----------------------|------------------| | | 800 | War Factory | 20 | |-----------------------------------|-----------------------------------------| |These can be used to repair your | | |damaged vehicles. They can also |Produces: Cost: | |remove Terror Drones from a vehicle| | |if you get the vehicle there in | Nothing | |time. You also must have a repair | | |depot to build an MCV, should the | | |need ever arise. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Shipyard |--------|----------------------|------------------| | | 1000 | Ore Refinery | 20 | |-----------------------------------|-----------------------------------------| |These produce Soviet naval units. | | |Units will build faster if you have|Produces: Cost: | |more than one shipyard. Double | | |click on a shipyard to set it to | Sea Scorpion 600 | |primary, which will cause all new | Amphibious Transport 900 | |naval units to exit that one when | Typhoon Attack Sub 1000 | |they're done being built. | Giant Squid 1000 | | | Dreadnought 2000 | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet Wall |--------|----------------------|------------------| | | 100 | Barracks | 0 | |-----------------------------------|-----------------------------------------| |Walls prevent infantry and most | | |vehicles from passing. They're |Produces: Cost: | |great for keeping engineers and | | |spies out of your buildings. If a | Nothing | |wall is placed next to another wall| | |segment, it can stretch as far as | | |five spaces in every direction. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Soviet War Factory |--------|----------------------|------------------| | | 2000 |Ore Refinery, Barracks| 25 | |-----------------------------------|-----------------------------------------| |War Factories are your source of | | |vehicle production. Units will |Produces: Cost: | |take a shorter amount of time to | | |build if you have more than one | Flak Track 500 | |factory. Double click on a factory| Terror Drone 500 | |to set it as the primary factory, | V3 Launcher 800 | |which will cause all of your units | Rhino Heavy Tank 900 | |to exit that factory when they're | Apocalypse Tank 1750 | |completed. | Kirov Airship 2000 | | | Soviet Construction Vehicle 3000 | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Required | | Tesla Coil |--------|----------------------|------------------| | | 1500 | Radar Tower | 75 | |-----------------------------------|-----------------------------------------| |Tesla Coils fire lightning attacks | | |at any ground targets that get near|Produces: Cost: | |them. They have poor range and | | |firepower at first, but if you | Nothing | |station a few Tesla Troopers near a| | |Coil, the Coil will have longer | | |range and a more powerful charge. | | ----------------------------------------------------------------------------- ============================================================================= | | Cost | Requirements | Power Produced | | Tesla Reactor |--------|----------------------|------------------| | | 600 | Construction Yard | 150 | |-----------------------------------|-----------------------------------------| |Tesla Reactors will be the only | | |building you can produce when you |Produces: Cost: | |first deploy a Soviet Construction | | |Yard. Many of your other buildings| Nothing | |will require power to operate | | |correctly. If you don't have | | |enough power, things will build at | | |slower rates, and many structures | | |will slowly take damage until you | | |boost your power back up. | | ----------------------------------------------------------------------------- ============================================================================= | ----------------------------------------- | | | | | | | 4.00) Countries | | | | | | | ----------------------------------------- | ============================================================================= If you've tried a skirmish game or if you've tried to play online, you've most likely noticed that you can choose from nine different countries when you start - five Allies and four Soviets. How are they different? Well, they aren't really all that different, but each country has a unique ability, which I'll explain here. ------- America (Allies) ------- - When you play as America, your Air Force Command HQ will give you a paratrooper ability that will count down on your defense tab. When the timer reaches zero, you'll be able to call in a cargo plane to paradrop eight GIs to a location of your choice. Be careful where you drop them, though - they'll die if they land over water, even if it's just the edge of the beach. ------- Britain (Allies) ------- - When you play as Britain, you'll be able to train Sniper infantry units. These guys are armed with a powerful rifle that can instantly kill infantry from a huge distance. Stick one in an IFV, and you'll have a ridiculous infantry killing machine. ---- Cuba (Soviets) ---- - Cuba can train Terrorists, which are just unarmed infantry units with bombs strapped to them. Target something, and the Terrorist will run at it and detonate himself on it. The blast is quite powerful considering the cost of two hundred credits. A Flak Track full of these guys can do some serious damage if you manage to make it inside an enemy base. ------ France (Allies) ------ - France can construct the Grand Cannon defensive structure, which is a large (and very powerful) turret with great range. A few of these things close together can slaughter anything that tries to attack from the ground, but be careful - they require power to operate. They're also completely defenseless against air attacks. Another thing to watch out for - be careful how close you put them to each other and to other buildings. They can sometimes get their turret stuck on a nearby structure, rendering the cannon useless. ------- Germany (Allies) ------- - Germany can build Tank Destroyers, small vehicles armed with a powerful anti-tank weapon. The shots from Tank Destroyers are absolutely devastating to vehicles, but they're worthless against buildings and infantry. You'll want to use these as support units rather than core units. ---- Iraq (Soviets) ---- - Iraq can train Desolators, an interesting infantry unit armed with a toxic rifle of some form. The shots it fires will kill infantry instantly from a good distance, but they won't do anything to vehicles and buildings. The Desolator can also use a deploy command that will make it spread radiation in the immediate area around it, which will kill infantry in the area. They won't be able to move while deployed, though, and it still won't damage buildings or vehicles. ----- Korea (Allies) ----- - Korea can make Black Eagles instead of Harriers - they're the same as the Harrier, just with better stats. ----- Libya (Soviets) ----- - Libya can construct Demolition Trucks, which are trucks with small bombs on them. When targeted, the truck simply drives to the target and detonates on it, causing damage in a large area in the process. ------ Russia (Soviets) ------ - Tesla Tanks are Russia's specialty. Very lightly armored and not exactly powerful, Tesla Tanks are a massive let-down. They're only major benefit is that they can shoot over concrete, but that's rarely even all that helpful. ============================================================================= | -------------------------- | | | 7.00) End | | | -------------------------- | ============================================================================= =============================================================================== 7.01) Version History =============================================================================== -------------- June 2nd, 2006 -------------- - Posted the first version of the guide, which included the walkthrough, the units lists, the buildings lists, the intro "things to know" thing, and the short entry about the differences between the countries. =============================================================================== 7.02) Closing =============================================================================== As always, any comments are more than welcome. If you need more specific help, feel free to contact me on The Brink, and I'll see if I can't hook you up with a quick screenshot or two to help out. http://thebrink.us/boards Otherwise, you can drop me an email at cmstale@ilstu.edu or try me on AIM at "Deuce ex Defcon". Enjoy the game, and thanks for taking a look at the guide. =============================================================================== DEUCE EX DEFCON ===============================================================================