FAQ/Walkthrough/Strategy Guide PC

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Red Alert 2 FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated April 4, 2001 (Final Version) 

First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I love 
you :) 
Secondly, this FAQ is also dedicated for those RA2 players out there. Thank you 
very 
much for all your support. This FAQ would not have been written without all your 
help and contributions. 
 
Contents:

1. Updates
2. Introduction
3. Game overview
4. Units and Structures

A. Allied units

B. Allied structures

C. Soviet units

D. Soviet structures   

E. Special Multiplayer Forces

F. Tech Buildings

5. Walkthrough

   A. Allied campaign:
      Mission 1 : Operation Lone Guardian
      Mission 2 : Operation Eagle Dawn
      Mission 3 : Operation Hail to the Chief
      Mission 4 : Operation Last Chance
      Mission 5 : Operation Dark Night
      Mission 6 : Operation Liberty
      Mission 7 : Operation Deep Sea
      Mission 8 : Operation Free Gateway
      Mission 9 : Operation Sun Temple 
      Mission 10: Operation Mirage
      Mission 11: Operation Fallout
      Mission 12: Operation Chrono Storm

   B. Soviet campaign:
      Mission 1 : Operation Red Dawn
      Mission 2 : Operation Hostile Shore
      Mission 3 : Operation Big Apple
      Mission 4 : Operation Home Front
      Mission 5 : Operation City of Lights
      Mission 6 : Operation Sub-Divide
      Mission 7 : Operation Chrono Defense
      Mission 8 : Operation Desecration
      Mission 9 : Operation The Fox and the Hound
      Mission 10: Operation Weathered Alliance
      Mission 11: Operation Red Revolution
      Mission 12: Operation Polar Storm
   
6. Credits 

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1. Updates

October 29, 2000: Started the FAQ. Finished the walkthrough for the Allied 
campaign 
and the specifications for Allied and Soviet units and structures. More should be 
coming soon... (Version 1.0) 

October 30, 2000: Added the Tutorial section that will be filled soon. Finished 
most 
of the Allied infantry units’ section as well as the three first missions in the 
Soviet campaign. (Version 1.1)

October 31, 2000: Added some more units and vehicles description as well as some 
minor corrections to the whole FAQ in general. I have a lot of tests and projects 
for a few days to come so I might not update for that time. But I will try to 
sneak 
in a few tiny updates if I can find the time to do so. (Version 1.2)

November 4, 2000: Due to overwhelming demands to my email, urging me to quickly 
finish the walkthrough, I’ve finished the Soviet missions up to mission eleven at 
0012 hours. Added several more units’ descriptions also. (Version 1.3)

November 4, 2000: Finished the last mission for the Soviet campaign at 0927 
hours. 
Whew!!! What a tough one... (Version 1.4) 

November 5, 2000: Just finish replaying and rewriting the whole Allied campaign. 
Corrected some errors in par times and introduced new and faster strategies to 
beat 
the missions. (Version 1.5)

November 12, 2000: Sorry for the lack of updates. I’ve been very busy with school 
lately. Never mind about that as I have played intensively during the weekend and 
I 
have come up with several new strategies for both campaigns. Added my own time 
for 
some of the missions as well as the rank. (Version 1.6)

November 19, 2000: Finally managed to finish rewriting both campaigns. All that’s 
left is to finish the units and structures description for both sides. Perhaps 
some 
minor corrections as well... (Version 1.7) 

December 31, 2000: It’s been more than a month since my last update. I’ve been 
very 
busy with schoolwork but do not worry, as I will start to continue writing the 
FAQ 
again. I just finished all the description for the Allies a few minutes before 
midnight. Now for the Soviets... (Version 1.8)

January 1, 2001: Finished the units and structures description for the Soviets as 
well as the Special Multiplayer Forces section at 1613 hours. I just need to 
patch 
up several minor issues in the walkthrough and I’m done... (Version 1.9)

April 4, 2001: Gone through the whole walkthrough one last time, decided to 
terminate the tutorial section as well as corrected all the mistakes that I could 
find. I’ll be writing the walkthrough for In Cold Blood next. This one might took 
awhile because my exam is coming in two weeks. See you all with my new FAQ!!! 
(Final 
Version) 

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2. Introduction

Please note that I’m very busy with schoolwork (I’m a grade 11 student) and 
updates 
may be very slow. I will try to update as often as I can but the major ones will 
only come during weekends. This is my second FAQ so I hope you will forgive me on 
any mistakes and errors. If you have any critics, suggestions, comments and 
things 
to add, don’t hesitate to email me at varkovsky@hotmail.com.
One more thing, this FAQ is protected by the international Copyright Law so if 
there’s anyone who wants to post this FAQ in his or her site, YOU HAVE TO LET ME 
KNOW FIRST!!! I’ve heard many stories about people plagiarizing other people’s 
FAQ 
to make money and believe me, writing FAQ is not easy and to you know how it 
feels 
if your hard work is used by other people. So for all plagiarizers out there, be 
warned that if you do anything to my FAQ, I SWEAR THAT I WON’T LET YOU OFF THAT 
EASILY!!!

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3. Game Overview

Red Alert 2 is one of the best RTS games ever created (in my opinion at least). 
Everything was just amazing!!! The units and structures are absolutely fantastic 
and 
equally balanced on both sides. The heart-thumping music just adds to the 
excitement 
of the game whether you’re playing in the single player mode or battling other 
people online. And on top of that, the cut scenes are absolutely superb which 
will 
engross you deeper in the storyline...   

This time, the story is set after the defeat of Josef Stalin to the Allied forces 
almost twenty years ago in the original Red Alert. The Allied installed a puppet 
leader, Premier Alexi Romanov, to lead the Soviet Union and they thought that the 
world had finally come to know peace...
However, Romanov had been craving a revenge for all this time and the waiting 
time 
is over for the Motherland. He secretly builds up stockpiles of weapons including 
the deadly nuclear missiles and the new mind control device. 
All of a sudden, NORAD picked up Soviet troops attacking America from all sides 
and 
the invasion had begun. Soviet troops are deploying all over America and all the 
major US cities fell one by one to be crushed by the Soviets. Will the US be 
crushed 
under the aggressive communist heels or will they emerge victoriously to repel 
the 
Soviets assault? 

Only you will decide their fate in Red Alert 2!!!   

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4. Units and Structures

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A. ALLIED UNITS
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+++++Infantry+++++

GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol (undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and rate of fire
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks
Tech Level: 1

GIs are the most basic infantry unit for the Allies. They are quite weak but 
things 
will change when you deploy them by pressing D. They will construct sandbags 
around 
themselves and their Parabellum pistol will be upgraded to M60 heavy machine gun. 
When they are deployed, their firepower will be increased as well as the range 
thus 
making them quite a deadly opponent for the Soviets Conscripts. The only drawback 
is 
that they cannot move at all during deployment and tanks can still roll them over 
so 
be careful. 
 
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 
Tech Level: 1

Engineers can repair your damaged buildings back to full health again. They also 
can 
repair destroyed bridges. Just order them to go into the bridge hut and the 
bridge 
will be automatically repaired. 
Not only that, you can also tell them to defuse Crazy Ivan’s bombs by targeting 
the 
affected units or structures. 
However, the most useful feature is probably their ability to capture buildings. 
Just order them to enter the intended building and it will be yours straight 
away. 
They are also needed to capture neutral Tech Buildings for your own benefits. 

Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun 
Strength: 125 
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3 

These rocketeers come equipped with a jetpack aside from their 20mm mini machine-
gun, which enable them to hover on the battlefield. They make very good air 
support, 
as ground units cannot attack them in any way. They are very vulnerable to anti-
aircraft fire though so keep them out of harm’s way.    

Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
Veteran abilities: None 
Elite abilities: None
Prerequisite: Barracks and Battle Lab  
Tech Level: 5

Spy is one of the most important units for the Allied. Spy’s main advantage is 
his 
ability to disguise himself. Send him to infiltrate enemy structures, which will 
usually give you some benefits. However, be careful of Attack dogs, as they are 
the 
only units that can see through the disguise. The following is a list of the 
benefits you get when you infiltrate your Spy into enemy structures.

If a Spy infiltrate the enemy’s...
War Factory: All the vehicles that you produce will become veterans.
Barracks: All the infantries that you train will become veterans.
Ore Refinery: All the cash in the Ore Refinery will become yours.
Power Plant/Tesla Reactor: Enemy power supply shuts down temporarily.
Air Force Command Headquarters/Radar Tower: The shroud will be reset for the 
enemy.  
Battle Lab: Special infantries become available to be produced (see the units 
section for more detailed info – Chrono Commando, Psi-Commando, Chrono Ivan and 
Yuri 
Prime).  
Superweapons: The countdown will be reset.   

Tanya
Cost: 1000
Weapon: Dual pistols and C4 charges
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight, rate of fire 
and 
firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Battle Lab
Tech Level: 9

Tanya can kill enemy infantries instantaneously with her dual pistols. Not only 
that, she can also C4 enemy buildings, destroying them instantly. She can also 
swim 
and you may use her to blow up enemy naval units in the water. You can also 
destroy 
bridges instantly by ordering her to C4 the bridge hut. 
 
SEAL (available in single player mode only)
Cost: 1000 
Weapon: MP5 machine gun and C4 charges 
Strength: 125 
Armor: Flak
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of 
fire and firepower
Elite abilities: self heal, stronger, faster, increased firepower and rate of 
fire 
Prerequisite: Barracks and Battle Lab
Tech Level: 1 

SEALs are basically the “male” version of Tanya. Instead of pistols, they come 
equipped with MP5 machine gun, which make them equally dangerous to enemy 
infantries 
like Tanya. They are equipped with C4 and they can swim also. However, the only 
difference is their shooting range is a bit shorter than that of Tanya. 
Nevertheless, you will still find them quite useful.  

Attack dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of 
fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks
Tech Level: 2 

These specially trained German Shepherds are very useful against infantries. They 
are the only unit that can sniff out enemy Spies so you might want to train a few 
to 
guard your key structures. They can also kill infantries with one “hit”. 
Basically 
they will jump and sprang the targeted infantry, killing them instantly, 
including 
deployed GIs. 

Chrono Legionnaire
Cost: 1500  
Weapon: Neutron rifle
Strength: 125
Armor: None
Sight: 8
Speed: instantaneous teleportation 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Battle Lab 
Tech Level: 10

What is unique about them is that instead of walking around, they teleports 
around 
the map. The only drawback is that the farther the place is, the longer it will 
take 
him to “appear” in his new location. They are very susceptible to enemy fire 
during 
this moment so keep this in mind. 
Their neutron rifle is very different from the rest of RA2 units as instead of 
destroying the enemies, they simply “erase” them out of time. The more powerful 
is 
the enemy, the longer will this process take. If the Chrono Legionnaire is killed 
while erasing an enemy unit, the partially erased unit will reappear.  

Chrono Commando
Cost: 2000  
Weapon: MP5 machine gun
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of fire. 
Prerequisite: infiltrate a Spy into an Allied Battle Lab 
Tech Level: 9

They are the mix between a Chrono Legionnaire and a SEAL. Their MP5 machine gun 
is 
equally effective against infantries just like the SEALs and what’s better is 
that 
they can “teleport” around the map instead of walking around just like the Chrono 
Legionnaires. 

Psi-Commando
Cost: 1000  
Weapon: Mind Control and C4 charges
Strength: 100
Armor: None
Sight: 8
Speed: 5 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: infiltrate a Spy into a Soviet Battle Lab 
Tech Level: 9

They have the same ability as Yuri from the Soviets. He can mind control enemy 
units 
as well as create a psionic wave. Their only new ability is that they are also 
equipped with C4 charges to blow buildings up just like Tanya and the SEALs.

+++++Vehicles+++++

Grizzly Battle Tank
Cost: 700
Weapon: 105mm cannon
Strength: 300 
Armor: Heavy
Sight: 8
Speed: 7 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory  
Tech Level: 2

They are quite weak but you will find them useful en masse. However, they are no 
match for the Soviets Rhino Heavy Tanks. This standard Allied tank uses a 105mm 
cannon, which is considered very weak to be able to penetrate the Soviet tanks 
heavy 
armor. The only way to use them effectively is to support them with Prism and 
Mirage 
Tanks.

Infantry Fighting Vehicle (IFV)
Cost: 600
Weapon: Hover Missiles
Strength: 200 
Armor: Light
Sight: 8
Speed: 10 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory  
Tech Level: 3

Mirage Tank
Cost: 1000
Weapon: Mirage gun
Strength: 200 
Armor: Light
Sight: 9
Speed: 7 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory and Battle Lab 
Tech Level: 9

Mirage Tanks are quite weak but when they are not moving, they are automatically 
disguised as a tree. This feature enables them to perform sneak attack on the 
enemy. 
Just position them near some trees leading to your base. When the enemy sends 
some 
troops to assault your base, they will be in for a devastating surprise. 
Mirage Tanks are especially useful against infantries, as any infantries will be 
burned to crisp in one shot. They are very effective against armored as well such 
as 
Rhino Heavy Tanks and Apocalypse Tanks. If the enemy didn’t realize their 
presence, 
they would pay a heavy price for their negligence. These tanks can take out those 
tough Soviet tanks in a few shots.  
The only disadvantage is that they will be exposed for a brief movement when 
firing 
thus alerting the enemy of their presence. Again, you should support them with 
some 
Grizzly Battle Tanks and Prism Tanks with the hope that the enemy’s attention 
will 
be diverted for a while.  

Prism Tank
Cost: 1200
Weapon: Comet laser beam
Strength: 150  
Armor: Light
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory and Battle Lab
Tech Level: 8 

This is the most powerful Allied tank, as its deadly comet laser beam will 
disperse 
from the target when hit, enabling it to hit other nearby enemy units as well for 
lesser damage. 
Set up the Prism Tanks and the Mirage Tanks for and ambush and you will be 
guaranteed to blow the turrets off those Soviet tanks. 
They are especially effective against enemy buildings.

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

This is the origin of your most important building, the Construction Yard. 
Basically, you just have to deploy it by clicking D and it will magically 
transform 
itself into a Construction Yard in one second. 
When in multiplayer, if you create a game, you will be given the option to 
enable “MCV Repacks” or not. If you choose to do so, you can order the 
Construction 
Yard to transform back into an MCV thus letting you to deploy it somewhere else.  

Chrono Miner 
Cost: 1400
Weapon: None
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

Chrono Miner is the heart of your economy as its main and only purpose is to 
harvest 
ore and transfer it into the Ore Refinery where it will be converted into cash. 
As its name suggests, the Chrono Miner has the ability to chronoshift itself. 
When 
it is fully filled with ore, like the Chrono Legionnaire, it will automatically 
teleports back to the Ore Refinery. This feature usually allows the Allied to 
gain 
more cash than the Soviets within the same time.     

Harrier
Cost: 1200
Weapon: Maverick air-to-ground missiles
Strength: 150 
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: Air Force Command Headquarters
Tech Level: 3

These Harrier jets are useful against ground units. They are quite fast and you 
will 
find yourself using them quite often for “hit and run” mission into enemy base. 
They are very vulnerable to anti-aircraft fire though so the best method to use 
them 
is to bring in some tanks and disable the base’s anti-aircraft defense first. 
The Harriers will be parked at the Air Force Command Headquarters and there can 
only 
be four of them at a time. So if you want to have more Harriers, you have to 
build 
additional Air Force Command Headquarters as well.   

Night Hawk Transport
Cost: 1000
Weapon: Black Hawk Cannon
Strength: 175 
Armor: Light
Sight: 7
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower 
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: War Factory 
Tech Level: 7

These helicopters are designed specially to transport infantry units quickly over 
the battlefield. One Night Hawk Transport can be filled up to five infantry 
units. 
It is also equipped with the Black Hawk Cannon, a small machine gun mounted 
beneath 
the chopper’s nose to defend itself from any minor attacks.  
Please note that they are very susceptible to anti-aircraft fire. If it gets shot 
down, all the infantry units on board will be lost as well.   
What is unique about them is that they are completely invisible to enemy radar 
thus 
making your way back and forth from one place to another should be a piece of 
cake.  

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

These specially designed hovercrafts are mainly used to transport units and 
vehicles 
from one place to another in a short time. They can cross over water also so they 
can be used to transport units from one island to another. However, they have no 
weapons at all and the light armor makes them very vulnerable to enemy fire. 
Be warned that if an Amphibious Transport is destroyed while traveling across 
water, 
all the units and vehicles on board will also be lost so take all the necessary 
precautions to prevent that from happening by escorting it with some naval 
support.      

Destroyer
Cost: 1000
Weapon: 155mm cannon and ASW helicopters
Strength: 600 
Armor: Heavy
Sight: 7
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Naval Yard 
Tech Level: 4

The Destroyers are the most basic Allied naval unit, which had proven its 
effectiveness in taking out submerged objects such as the Soviets Submarines and 
Giant Squids. 
Once an enemy is spotted, the Destroyer will launch its ASW helicopter that will 
in 
turn fire its air-to-ground missiles to take out the intended target. It will 
return 
to the Destroyer for reloading before taking off again until the target is 
destroyed. If the ASW helicopter is shot down, wait for a few moments and a 
replacement should be provided to finish the job. 
Destroyers are also equipped with 155mm cannon, which allow them to bombard the 
enemy’s shoreline base defenses as well as any nearby buildings.     

Aegis Cruiser
Cost: 1200
Weapon: Medusa ground-to-air missiles
Strength: 800
Armor: Light
Sight: 8
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: Naval Yard and Air Force Command Headquarters
Tech Level: 7

The Aegis Cruisers are specially intended to engage enemy air units as well as 
any 
incoming missile attacks. Its Medusa ground-to-air missiles are especially useful 
against the Soviets Dred rockets. 
You might want to keep a few of them near your shoreline to guard against any 
Soviets long-range Dreadnought attacks.  

Aircraft Carrier
Cost: 2000 and 2500 (for Americans in multiplayer)
Weapon: Hornet jet planes
Strength: 800 and 1500 (for Americans in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 7 

These huge Aircraft Carriers are mainly used to destroy any surface Soviet naval 
units. They attack by ordering the Hornet jet planes parked on the deck to take 
off 
and destroy the intended target. 
Similar to the Destroyer’s ASW helicopters, the Hornets are unlimited and if you 
lose one, another one will be ready to replace it. They also have to reload by 
landing on the Aircraft Carrier before taking off again a few seconds later to 
finish the job.    
The only difference they have compared with the Destroyer is that multiple 
Hornets 
can fly at a time instead of one as in the case of the ASW helicopter. 

Dolphin
Cost: 500 
Weapon: Sonar amplification device
Strength: 200
Armor: Light
Sight: 4
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: Naval Yard and Battle Lab
Tech Level: 5

Dolphins are probably the weakest naval unit in the Allied forces. 
However, it does have some special characteristic that should be quite appealing. 
Aside from being invisible in enemy’s radar, they are also cloaked thus enabling 
them to slip pass enemy naval units undetected. 
Furthermore, Dolphins are the only unit who can release a ship when it is grabbed 
by 
the Soviets Giant Squid. You have to attack the affected ship and the Giant Squid 
will release its tentacles. 
Dolphins attack with sonar waves, which made them very effective against the 
Soviets 
Giant Squids and Submarines.  

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B. ALLIED STRUCTURES
***********************************************************************

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None
Tech Level: 1

Construction Yard is the most vital building in your base. You can’t build any 
other 
structures without it. Protect this building at all times and NEVER EVER let it 
be 
destroyed or captured if possible. 
You can build another MCV later as you ascend through the tech tree but it will 
cost 
time and money so it is not worth it at all except in real emergency.  

Power Plant
Cost: 800
Strength: 750
Armor: Wood
Sight: 4
Power: 200
Prerequisite: Construction Yard
Tech Level: 1

Structures need power to be able to operate effectively and these Power Plants 
will 
provide exactly that. The more structures you have, the more Power Plants you 
will 
need to build to compensate for the power loss. They are weak so keep them 
guarded 
at all times so that you won’t experience “blackout” in your base in case of an 
enemy attack. 
Production will slow and defense system will went offline if your power is not 
sufficient to sustain the base’s output so keep that in mind.       

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Power Plant
Tech Level: 1

Your Chrono Miners will return here to unload the ore that they harvested and it 
will be converted into cash immediately. Without this structure, your base’s 
economy 
is virtually crippled but nevertheless, you can always build another one as long 
as 
your Construction Yard is still standing.   

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 5
Power: -10
Prerequisite: Construction Yard and Power Plant
Tech Level: 2

All your infantry units from the most basic GI to the most advanced Chrono 
Legionnaire will be trained here. Do not worry too much about this building as 
you 
can easily replace it should it gets destroyed or captured due to its low cost. 
You 
may also build several Barracks to speed up the training rate.   

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 2

Most of your vehicles from the most basic Grizzly Battle Tanks to the most 
advanced 
Prism Tanks will be produced there. You will want to keep a closer eye on this 
building than the Barracks because it takes more time and money to build. You may 
also build several War Factories to speed the production rate.

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 4

All your naval units from the most basic Destroyers to the specially equipped 
Dolphins will be produced here. This structure has to be placed entirely in water 
and should be protected also. 
Try not to lose it because naval battle is almost as important as ground assault 
and 
you don’t want the enemy to gain naval superiority thus enabling the tide of 
battle 
to be turned quickly. 

Air Force Command Headquarters
Cost: 1000 
Strength: 600
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Ore Refinery
Tech Level: 3

This building serves as radar for your base. If this gets destroyed, the radar 
will 
be gone as well. Each of this building can hold up to four Harrier jets. As 
stated 
earlier, you need to build more if you want to have more Harriers. 

Service Depot 
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -25
Prerequisite: Construction Yard and War Factory
Tech Level: 6

You can order any damaged ground vehicles to be repaired back to its full health 
in 
the service depot. The depot will automatically repair the damaged vehicle, which 
will be released as soon as the reparation is complete. They are also useful to 
remove any Soviet Terror Drones in your vehicles. 

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Air Force Command Headquarters
Tech Level: 8

In order to build more advanced units, the Battle Lab is required to enable the 
option to do so. This is a must for every base, as its presence will greatly 
improve 
your chances in winning a battle. However, try not the let enemy Spy infiltrate 
this 
building because they would gain access to “special units” (see infantry section 
for 
more info). 

Ore Purifier
Cost: 2500
Strength: 900
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard, Ore Refinery and Battle Lab
Tech Level: 10

This is a special building for the Allies. Its function is to further refine the 
ore 
collected by the Chrono Miners. Even though it is expensive, it will be extremely 
helpful for the base’s economy over the course of time.   

Spy Satellite Uplink
Cost: 1500
Strength: 1000
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

This building is necessary for the Allies to gain superior tactical information 
over 
the Soviets. When built, it will remove the shroud from the map and everything 
will 
become visible at the radar. 

Fortress walls
Cost: 100
Strength: 300 and 450 (for France in multiplayer)
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Barracks
Tech Level: 1

These buildings are very useful as they are cheap and easy to construct. Wall off 
your MCV and other vital buildings to prevent the enemy from capturing or 
destroying 
them in case they try an Engineer/Tanya rush. They are also useful to prevent 
enemy 
vehicles from breaking into your base.

Pill-box
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These fortified gun emplacements are specially designed to defend against 
assaults 
by infantries. They are not very effective against vehicles and they can’t shoot 
through walls. 

Prism Tower
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Power Plant and Air Force Command Headquarters 
Tech Level: 6

These are extremely beneficial base defense for the Allies, as they shoot a 
concentrated beam of the comet laser to target a single ground unit. When a 
couple 
of them are placed together, the comet laser beam will be combined into a single 
and 
powerful beam to maximize the damage caused on the targeted unit.

Patriot Missile System
Cost: 1000
Strength: 900
Armor: Steel
Sight: 10
Power: -50
Prerequisite: Construction Yard and Barracks
Tech Level: 4

This anti-aircraft device is designed to protect Allied bases from Soviet 
aircraft. 
It is effective against any flying enemy units and it can also target and destroy 
incoming enemy missiles as well.  

Gap Generator
Cost: 1000 
Strength: 600
Armor: Wood
Sight: 5
Power: -100
Prerequisite: Construction Yard and Battle Lab
Tech Level: 7

When a Gap Generator is built, it will create a shroud over a wide radius to hide 
the Allied base from Soviet radar thus enabling the Allies to do whatever they 
want 
in secret, without the Soviets knowing. They require a great deal of power to 
maintain though.

Weather Control Device
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

This structure enables the Allies to gain control over the forces of nature. When 
activated, it will create a powerful lightning storm, which can be deployed 
anywhere 
on the map to cause incredible destruction in a wide radius.
In multiplayer games, when a Weather Control Device is built, all players will be 
informed of the construction and the shroud above the device will be removes. A 
countdown will also commence.  

Chronosphere
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

The Chronosphere is the final result of the Allies’ extensive research into time 
travel. It will allow a total of nine units (excluding infantry) to anywhere 
around 
the map. 
Enemy units can also be “transported”, such as teleporting enemy ships on land or 
dropping enemy vehicles in water to destroy them instantly. 
In multiplayer games, when a Chronosphere is built, all players will be informed 
of 
the construction and the shroud above the device will be removes. A countdown 
will 
also commence.  

***********************************************************************
C. SOVIET UNITS
***********************************************************************

+++++Infantry+++++

Conscript
Cost: 100
Weapon: M1Carbine rifle 
Strength: 125 
Armor: Flak
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks 
Tech Level: 1

Conscripts are the most basic infantry unit for the Soviets. They are weaker than 
their Allied counterparts, the GIs. But this is compensated by the fact that they 
cost half the price to train a GI. 
Their only drawback is their inability to deploy unlike the GIs and this results 
in 
a shorter range for the Conscripts. Tanks can also roll them over so be careful. 

Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 
Tech Level: 1

Engineers can repair your damaged buildings back to full health again. They also 
can 
repair destroyed bridges. Just order them to go into the bridge hut and the 
bridge 
will be automatically repaired. 
Not only that, you can also tell them to defuse Crazy Ivan’s bombs by targeting 
the 
affected units or structures. 
However, the most useful feature is probably their ability to capture buildings. 
Just order them to enter the intended building and it will be yours straight 
away. 
They are also needed to capture neutral Tech Buildings for your own benefits.

Attack Dog
Cost: 200
Weapon: Teeth
Strength: 100
Armor: None
Sight: 9
Speed: 8 
Veteran abilities: stronger, faster, ability to scatter, increased sight, rate of 
fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks
Tech Level: 2 

These specially trained Siberian Huskies are very useful against infantries. They 
are the only unit that can sniff out enemy Spies so you might want to train a few 
to 
guard your key structures. They can also kill infantries with one “hit”. 
Basically 
they will jump and sprang the targeted infantry, killing them instantly, 
including 
deployed GIs.

Tesla Trooper
Cost: 500
Weapon: Electric bolt
Strength: 130
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks 
Tech Level: 5

These soldiers carry a portable Tesla generator and they attack by discharging a 
stream of powerful electrical charge. They can’t be rolled over by tanks and they 
are also very effective against both infantries and vehicles.
In case of an emergency power shortage, you can use them to power up those 
offline 
Tesla Coils. Just position three of these soldiers near a Tesla Coil and it will 
be 
automatically recharged. Charging up a Tesla Coil will also increase its range 
and 
power as well.     

Crazy Ivan
Cost: 600
Weapon: Dynamites
Strength: 125
Armor: None
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Radar Tower
Tech Level: 5

Crazy Ivan is the codename for Soviet demolition experts. They are equipped with 
dynamites, which can be strapped to anything, from enemy structures to infantries 
including cows wandering around. They can also be used to destroy bridges by 
placing 
a dynamite in the bridge hut. 

Flak Trooper
Cost: 300
Weapon: Flak gun 
Strength: 100 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Radar Tower
Tech Level: 1

Flak Troopers are very effective against air targets because they attack by 
expelling explosive flak, much like the Flak Cannons. This will allow them to 
seriously damage any incoming enemy aircraft.

Yuri
Cost: 1200
Weapon: Mind control and psionic wave
Strength: 100
Armor: None
Sight: 12
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Battle Lab
Tech Level: 10

As a result of extensive research into psychic technology, the Soviets have 
succeeded in creating a special breed of humans known as the Psi-Corps Trooper or 
commonly as Yuri. His special ability is to tap into the enemy’s mind and control 
it 
thus making the affected unit to go against his original master. However, should 
the 
Yuri was somehow killed, the mind-controlled unit will return to its normal 
state. 
Not only that, Yuris are also able to create a powerful psionic wave around 
themselves, killing any infantry units nearby, friends and foe alike, so take a 
look 
around before using it.

Chrono Ivan
Cost: 1000  
Weapon: Dynamites
Strength: 100
Armor: None
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: infiltrate an Allied Spy into their Battle Lab 
Tech Level: 9

They are basically the common Soviet Crazy Ivans with the ability to “teleport” 
around the map. The way they move across the map is exactly the same as a Chrono 
Legionnaire but they are not equipped with a neutron rifle. Their weapon is 
merely 
the dynamite commonly used by Crazy Ivans. 

Yuri Prime
Cost: 2000  
Weapon: Super mind control and psionic wave
Strength: 200
Armor: Flak
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: infiltrate an Allied Spy into a Soviet Battle Lab 
Tech Level: 9

Yuri Prime is the advanced version of a Yuri. They have the same abilities except 
that Yuri Prime’s mind control range is far longer than a Yuri thus enabling him 
to 
mind control an enemy unit from a safer distance. Yuri Prime doesn’t walk like a 
regular Yuri but he hover, which allow him to travel faster across the 
battlefield.

+++++Vehicles+++++

Rhino Heavy Tank
Cost: 900
Weapon: 120mm cannon
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 6 
Veteran abilities: stronger, faster, increased sight and firepower.
Elite abilities: self heal, stronger, increased firepower and rate of fire. 
Prerequisite: War Factory  
Tech Level: 2

This is the Soviet counterpart for the Allies Grizzly Battle Tank. It is larger 
and 
slower than the Grizzlies but the Rhinos are stronger and they are extremely 
effective against enemy structures. 

Apocalypse Assault Tank
Cost: 1750  
Weapon: 120mm cannon and Mammoth ground-to-air missiles
Strength: 800
Armor: Heavy
Sight: 6
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory and Battle Lab 
Tech Level: 7

Apocalypse Tanks are the ultimate Soviet tanks as they are heavily armored which 
means that they can absorb lots of damage before succumbing. They are even larger 
and slower than the Rhino Heavy Tanks but their cannons are also more powerful.
Another advantage of these tanks is their ability to shoot down enemy aircrafts 
with 
their Mammoth ground-to-air missiles. 

Flak Track
Cost: 500
Weapon: Flak track gun and flak anti-aircraft gun
Strength: 180
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory  
Tech Level: 3

This Soviet vehicle is specially designed to defend against air and light ground 
units. Its main weapon is flak, just like the Flak Troopers. It can also function 
as 
a transport by carrying up to five infantry units across the battlefield.  

V3 Rocket Launcher
Cost: 800
Weapon: V3 rockets
Strength: 150 
Armor: Light
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: War Factory and Radar Tower 
Tech Level: 3

They are physically weak and vulnerable to enemy fire due to their light armor. 
However, their V3 rockets are capable of inflicting tremendous devastation to the 
intended target. They would serve as a great support weapon, but always be sure 
to 
protect them from enemy attacks. 

Terror Drone
Cost: 500
Weapon: Drone jump
Strength: 100 
Armor: Light
Sight: 4
Speed: 10 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory  
Tech Level: 4

The Terror Drones are small mechanical spider robots created by the Soviet 
military 
to counter against enemy vehicles. When an enemy vehicle comes into range, the 
Terror Drone would jump into it and slowly dismantle the vehicle from inside. 
Once a 
vehicle is infected, only a Service Depot or a Tech Outpost is capable of 
removing 
the Terror Drone. 
They are also quite useful against infantries as they will sprang the intended 
target, thus killing them instantly much like the Attack Dogs.  

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000 
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 
Tech Level: 10

This is the origin of your most important building, the Construction Yard. 
Basically, you just have to deploy it by clicking D and it will magically 
transform 
itself into a Construction Yard in one second. 
When in multiplayer, if you create a game, you will be given the option to 
enable “MCV Repacks” or not. If you choose to do so, you can order the 
Construction 
Yard to transform back into an MCV thus letting you to deploy it somewhere else.  

War-Miner
Cost: 1400
Weapon: 20mm machine gun
Strength: 1000 
Armor: Medium
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory and Ore Refinery 
Tech Level: 1

War-Miner is the heart of your economy as its main and only purpose is to harvest 
ore and transfer it into the Ore Refinery where it will be converted into cash. 
The only advantage it has is a machine gun mounted on top, which enable it to 
defend 
against any hostile units. However, the machine gun is not very powerful, making 
it 
quite useless against enemy tanks but still useful against infantry units.  

Kirov Airship
Cost: 2000
Weapon: Blimp bombs
Strength: 2000
Armor: Light
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: War Factory and Battle Lab
Tech Level: 10

These huge Soviet zeppelins is equipped with massive payloads of heavy Blimp 
bombs 
which can do enormous damage on enemy structures as well as most enemy units 
especially the light armored ones. 
Even if the bombs doesn’t hit a targeted enemy unit directly, you will notice 
that 
the unit will receive less damage and it will be “shaken” a little bit. 

Amphibious Transport
Cost: 900
Weapon: None
Strength: 300 
Armor: Light
Sight: 6
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard 
Tech Level: 4

These specially designed hovercrafts are mainly used to transport units and 
vehicles 
from one place to another in a short time. They can cross over water also so they 
can be used to transport units from one island to another. However, they have no 
weapons at all and the light armor makes them very vulnerable to enemy fire. 
Be warned that if an Amphibious Transport is destroyed while traveling across 
water, 
all the units and vehicles on board will also be lost so take all the necessary 
precautions to prevent that from happening by escorting it with some naval 
support.      

Typhoon Attack Sub
Cost: 1000  
Weapon: Torpedo
Strength: 600
Armor: Heavy
Sight: 4
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Naval Yard 
Tech Level: 2

These submarines attack by launching powerful torpedoes from beneath the surface 
of 
water against enemy naval units. They aren’t capable of hitting ground targets 
though. They are very good in large numbers and are very useful to have during 
major 
naval conflicts. They are stealth units and will not appear in enemy radar. 

Dreadnought
Cost: 2000 and 2500 (for Russians in multiplayer)
Weapon: Dred rockets
Strength: 800 and 1500 (for Russians in multiplayer)
Armor: Heavy
Sight: 7
Speed: 4 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 6

This huge Soviet ship is equipped with two long-range Dred rockets, which will be 
constantly replaced. They have a very long range and are very effective against 
enemy ground installations as well as any enemy naval units.  

Sea Scorpion
Cost: 600
Weapon: Flak weapon, flak track gun and hover missiles
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Naval Yard and Radar Tower 
Tech Level: 6

This ship is very agile and fast. It can attack both air and ground targets with 
its 
flak gun. It is especially effective against air targets and is also useful to 
intercept incoming enemy missiles. 

Giant Squid
Cost: 1000
Weapon: Tentacles
Strength: 200 
Armor: Light
Sight: 5
Speed: 8 
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: stronger, increased firepower and rate of fire
Prerequisite: Naval Yard and Battle Lab 
Tech Level: 9

These huge creatures are captured and trained by Soviet scientists to seek out 
enemy 
ships. Once it spotted one, it will use its huge tentacles to grasp the target 
and 
slowly rend it to bits before dragging it to the bottom of the ocean. They are 
stealth units and will not appear in enemy radar, much like the Typhoon Attack 
Subs.

***********************************************************************
D. Soviet structures
***********************************************************************

Construction Yard
Cost: 3000 
Strength: 1000
Armor: Concrete
Sight: 8
Power: 0
Prerequisite: None
Tech Level: 1

Construction Yard is the most vital building in your base. You can’t build any 
other 
structures without it. Protect this building at all times and NEVER EVER let it 
be 
destroyed or captured if possible. 
You can build another MCV later as you ascend through the tech tree but it will 
cost 
time and money so it is not worth it at all except in real emergency.  

Tesla Reactor
Cost: 600
Strength: 750
Armor: Wood
Sight: 4
Power: 150
Prerequisite: Construction Yard
Tech Level: 1

Structures need power to be able to operate effectively and these Tesla Reactors 
will provide exactly that. The more structures you have, the more Tesla Reactors 
you 
will need to build to compensate for the power loss. They are weak so keep them 
guarded at all times so that you won’t experience “blackout” in your base in case 
of 
an enemy attack. 
Production will slow and defense system will went offline if your power is not 
sufficient to sustain the base’s output so keep that in mind.

Ore Refinery
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 6
Power: -50
Prerequisite: Construction Yard and Tesla Reactor
Tech Level: 1

Your War-Miners will return here to unload the ore that they harvested and it 
will 
be converted into cash immediately. Without this structure, your base’s economy 
is 
virtually crippled but nevertheless, you can always build another one as long as 
your Construction Yard is still standing.   

Barracks
Cost: 500
Strength: 500
Armor: Steel
Sight: 6
Power: -10
Prerequisite: Construction Yard and Tesla Reactor
Tech Level: 2

All your infantry units from the most basic Conscript to the most advanced Yuri 
will 
be trained here. Do not worry too much about this building as you can easily 
replace 
it should it gets destroyed or captured due to its low cost. You may also build 
several Barracks to speed up the training rate. 

War Factory
Cost: 2000
Strength: 1000
Armor: Wood
Sight: 4
Power: -25
Prerequisite: Construction Yard, Power Plant and Ore Refinery
Tech Level: 2

Most of your vehicles from the most basic Rhino Heavy Tanks to the powerful Kirov 
Airships will be produced there. You will want to keep a closer eye on this 
building 
than the Barracks because it takes more time and money to build. You may also 
build 
several War Factories to speed the production rate.

Naval Shipyard
Cost: 1000
Strength: 1500
Armor: Concrete
Sight: 10
Power: -20
Prerequisite: Construction Yard, Ore Refinery and Tesla Reactor
Tech Level: 2

All your naval units from the most basic Submarines to the mind controlled Giant 
Squids will be produced here. This structure has to be placed entirely in water 
and 
should be protected also. 
Try not to lose it because naval battle is almost as important as ground assault 
and 
you don’t want the enemy to gain naval superiority thus enabling the tide of 
battle 
to be turned quickly.

Radar Tower
Cost: 1000
Strength: 1000
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Ore Refinery
Tech Level: 3

As it is obvious from the name, this is the radar of the Soviets. They do not 
need 
an airfield like the Allies because they don’t have any aircrafts that need one.
  
Service Depot
Cost: 800
Strength: 1200
Armor: Wood
Sight: 5
Power: -20
Prerequisite: Construction Yard and War Factory
Tech Level: 6

You can order any damaged ground vehicles to be repaired back to its full health 
in 
the service depot. The depot will automatically repair the damaged vehicle, which 
will be released as soon as the reparation is complete. They are also useful to 
remove any Soviet Terror Drones in your vehicles.

Battle Lab
Cost: 2000
Strength: 500
Armor: Wood
Sight: 6
Power: -100
Prerequisite: Construction Yard, War Factory and Radar Tower
Tech Level: 7

In order to build more advanced units, the Battle Lab is required to enable the 
option to do so. This is a must for every base, as its presence will greatly 
improve 
your chances in winning a battle. However, try not the let enemy Spy infiltrate 
this 
building because they would gain access to “special units” (see infantry section 
for 
more info).

Nuclear Reactor
Cost: 1000
Strength: 1000
Armor: Concrete
Sight: 5
Power: 2000
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

This building would virtually supply any Soviet commanders with all the power he 
will ever need thus letting him to not build additional Tesla Reactors to save 
space 
for building other structures. If it is destroyed, it will create a large nuclear 
explosion, which will create fallout that will kill any infantries and destroy 
any 
lightly armored vehicle unlucky enough to be caught in the blast radius.

Cloning Vats
Cost: 2500
Strength: 1000
Armor: Wood
Sight: 5
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 9

Once built, this building will allow you to clone any units that are produced 
from 
your Barracks for no extra charge. 
Any enemy infantries mind-controlled by Yuri can also be sent here to 
be “recycled”. 
You will gain a small amount of money in return. 

Fortress Walls
Cost: 100
Strength: 300
Armor: Concrete
Sight: 1
Power: None
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These buildings are very useful as they are cheap and easy to construct. Wall off 
your MCV and other vital buildings to prevent the enemy from capturing or 
destroying 
them in case they try an Engineer/Tanya rush. They are also useful to prevent 
enemy 
vehicles from breaking into your base.

Sentry Gun
Cost: 500
Strength: 400
Armor: Steel
Sight: 7
Power: 0
Prerequisite: Construction Yard and Barracks
Tech Level: 1

These stationary gun emplacements are specially designed to defend against 
assaults 
by infantries. They are not very effective against vehicles and they can’t shoot 
through walls.

Tesla Coil
Cost: 1500
Strength: 600
Armor: Steel
Sight: 8
Power: -75
Prerequisite: Construction Yard, Tesla Reactor and Radar Tower
Tech Level: 5

The Tesla Coil is an excellent base defense against ground units because it 
shoots a 
powerful bolt of electricity to fry enemy infantries and damage any nearby enemy 
vehicles.
Unlike the other base defenses, the Tesla Troopers can charge the Tesla Coil so 
they 
will remain active even if the base is experiencing a power shutdown. 

Flak Cannon
Cost: 1000
Strength: 900
Armor: Steel
Sight: 5
Power: -50
Prerequisite: Construction Yard and Barracks
Tech Level: 4

This is the Soviet defense against air targets. It is very effective against any 
kind of enemy aircraft including incoming missiles and the Allies 
Rocketeers.               

Psychic Sensor
Cost: 1000
Strength: 750
Armor: Wood
Sight: 10
Power: -50
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

Extensive research into psychic technology has allowed the Soviets to develop the 
Psychic Sensor. Once placed, it will allow you to see any orders given to enemy 
units to attack your structures within the device’s radius.  

Nuclear Missile Silo
Cost: 5000
Strength: 1000
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

This is the ultimate weapon for the Soviets. Once built, it will allow you to 
launch 
a huge nuclear missile intended to cause maximum carnage and destruction in a 
chosen 
area. The aftermath of the missile strike will leave the targeted area with a 
radiation that will kill any infantries and destroy any lightly armored vehicle 
unlucky enough to be caught in the blast radius.
In multiplayer games, when a Nuclear Missile Silo is built, all players will be 
informed of the construction and the shroud above the device will be removes. A 
countdown will also commence.  

Iron Curtain
Cost: 2500
Strength: 750
Armor: Concrete
Sight: 4
Power: -200
Prerequisite: Construction Yard and Battle Lab
Tech Level: 10

The Iron Curtain is a fascinating piece of Soviet technology that can render any 
units or structures invulnerable over a short period of time. Terror Drones 
cannot 
attack invulnerable units so this is another advantage. The force of the Iron 
Curtain will kill infantries straight away, so it can be used as a weapon to 
eliminate enemy infantries.
In multiplayer games, when an Iron Curtain is built, all players will be informed 
of 
the construction and the shroud above the device will be removes. A countdown 
will 
also commence.  

***********************************************************************
E. Special Multiplayer Forces
***********************************************************************

America = Paratroopers
Cost: None
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol (undeployed)
Strength: 125 
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and rate of fire
Elite abilities: self heal, stronger, increased firepower and rate of fire 

American players in multiplayer will have the advantage of dropping Paratroopers 
to 
any area in the map once an Air Force Command Headquarters is built. The 
Paratroopers are merely normal GIs so use them to your own benefits. 
If the transport plane carrying the GIs is hot down before they can jump, all the 
Paratroopers onboard will be lost as well.  
The ability to deploy Paratroopers will charge overtime so you cannot deploy them 
constantly. 

France = Grand Cannon
Cost: 2000 
Weapon: None
Strength: 900
Armor: Steel
Sight: 10
Power: -100
Prerequisite: Construction Yard and Air Force Command Headquarters
Tech Level: 7

The Grand Cannon invented by the French shoots huge shells that are specially 
designed to explode upon impact. This makes it very effective against both enemy 
vehicles and infantries as well. 

Germany = Tank Destroyer
Cost: 900
Weapon: SABOT shells
Strength: 400 
Armor: Heavy
Sight: 8
Speed: 5
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire
Prerequisite: War Factory and Radar Tower
Tech Level: 2

The Germans have developed the Tank Destroyer to give them an advantage over 
Soviet 
tanks. Their SABOT shells were specifically designed to penetrate the thick armor 
of 
the Soviet tanks. It is always useful to keep a handful of them nearby should the 
enemy try to rush your base with tanks. 

Britain = Sniper
Cost: 600
Weapon: Sniper rifle 
Strength: 125 
Armor: None
Sight: 8
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 1

The sniper is equipped with a long-range sniper rifle thus enabling him to gain 
tremendous range and power. Snipers can take out any infantry units with one hit 
from a considerable distance away. 
So it is always useful to let a few of them to tag along whenever you are making 
an 
assault to enemy bases. 
Train a few as well and station them in your base, just in case the opposition 
attempted an Engineer/Tanya rush. At least, the snipers can help in putting them 
out 
of commission right?    

Republic of Korea = Black Eagle
Cost: 1200
Weapon: Maverick2 air-to-ground missiles
Strength: 200  
Armor: Light
Sight: 8
Speed: 14
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: stronger, increased firepower and rate of fire 
Prerequisite: Air Force Command Headquarters 
Tech Level: 3

The Black Eagles are merely the improved version of the original Harriers. They 
can 
dish out more damage and they can also sustain more punishment before going down. 

Russia = Tesla Tank
Cost: 1200
Weapon: Electric bolt
Strength: 300  
Armor: Heavy
Sight: 8
Speed: 6
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: War Factory and Radar Tower  
Tech Level: 10

The Soviet Tesla Tank is basically a “walking Tesla Coil”. Its electrical charge 
is 
very effective against enemy infantries and structure as well.

Cuba = Terrorist
Cost: 200
Weapon: C4 charges
Strength: 50 
Armor: Flak
Sight: 9
Speed: 6
Veteran abilities: None
Elite abilities: None 
Prerequisite: 
Tech Level: 5

These Cuban Terrorists are very dangerous when used in groups. They strapped C4 
charges onto their bodies and perform kamikaze on the enemy, blowing themselves 
in 
the process. They are very useful against crowding enemy infantries, vehicles and 
structures as well.

Libya = Demolition Truck
Cost: 1500 
Weapon: Mini nuclear bomb
Strength: 150
Armor: Light
Sight: 5
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Radar Tower 
Tech Level: 10

You can order these lightly armored trucks to ram enemy buildings or units, 
causing 
a mini nuclear explosion. They are not that useful individually, but imagine 
using 
them en masse; sending them one by one to the enemy base without any recovery 
time 
at all...
If the enemy comes after you, defend the trucks with your tanks and proceed 
sending 
them into the enemy base. Just imagine the damage it can cause... 

Iraq = Desolator
Cost: 600
Weapon: Radiation (beam and eruption) gun 
Strength: 150
Armor: Plate
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight, rate of fire and firepower
Elite abilities: self heal, stronger, increased firepower and rate of fire 
Prerequisite: Barracks and Radar Tower
Tech Level: 8

The Iraqi Desolators have the ability to use their radiation gun to irradiate the 
soil around them thus rendering it completely impassable for enemy infantries and 
lightly armored vehicles (deploy them by pressing D). If the Desolator is killed 
or 
un-deployed, the radiated ground will slowly return to its normal state.

***********************************************************************
F. Tech Buildings
***********************************************************************

Tech buildings have to be captured by Engineers first before you can utilize them 
to 
your advantage. 

Airport
Strength: 800
Armor: Concrete
Tech Level: 1

When captured, you will have a new “paratroopers” option in your Armory Tab. You 
can 
drop Paratroopers anywhere across the map (except on water of course) after every 
few minutes. They are only useful for support fire on enemy bases or to defend 
your 
own base as an aid to the available defensive structures. 
If you are playing on the Allied side, the Paratroopers will be GIs.  If you are 
playing on the Soviet side, the Paratroopers will be Conscripts.  

Hospital
Strength: 800
Armor: Concrete
Tech Level: 1

This building is not too useful as you can order your infantry units here if you 
want to heal them to maximum health. That’s the only purpose it has. Why waste an 
Engineer to capture a pretty mush useless building? 

Outpost
Strength: 2000
Armor: Concrete
Tech Level: 1

This is another useless building as its purpose is only to serve as a service 
depot. 
It is also equipped with some rockets to defend itself but they are too weak to 
show 
any real difference when attacked. 
However, due to the fact that it is usually located far from the base and close 
to 
an ore field (sometimes), you may repair your Chrono or War-Miners here if they 
get 
damaged.   

Oil Derrick
Strength: 1000
Armor: Steel
Tech Level: 1

This is probably the most useful tech building. When captured, these Oil Derricks 
will provide you with a steady flow of cash, which is vital to your base’s 
economy 
progress.   

-----------------------------------------------------------------------

5. Walkthrough

!!!IMPORTANT!!!
à This walkthrough was based on playing in normal difficulty. 
à This walkthrough is written for the purpose so that players can complete the 
missions in the shortest time possible. Additional info and secrets in each 
mission 
will be placed under the “Additional info” section.   

Playing easy difficulty would mean less aggression from the enemy and they will 
seldom attack your base. The enemy’s base defenses are not that strong also. You 
are 
also given an excessive amount of par time.
Playing normal difficulty would mean more aggression from the enemy and they will 
be 
commencing more frequent assault to your base. The bases are usually moderately 
defended. Par times are shorter and will prove to be quite challenging. 
Playing hard difficulty would mean that the enemy will be very aggressive and 
your 
base will be pounded from time to time with a shorter interval between one 
assault 
and the next one. Enemy bases are always heavily defended and you will need to 
assault it several times before completely destroying it. Par times are very 
short 
and timing is really crucial if you want to finish the mission under the time 
limit.  
    
***********************************************************************
ALLIED CAMPAIGN
***********************************************************************

Mission one: Operation Lone Guardian
Location: New York
Par time: 10 minutes
My time: 5 minutes and 25 seconds
Rank: Staff Sergeant

Briefing:

The Soviets have invaded. They outnumber us ten to one. You must assist special 
agent Tanya in New York. We are marshaling our forces as fast as we can, 
Commander, 
but we need time. A small American base, Fort Bradley, is in the New York area. 
If 
you can make contact, they may be able to assist in the defense of New York. 
Tanya 
will be moving through a chaotic battlefield. Keep your eye out for targets of 
opportunity and watch for new mission objectives.

Objective 1: Destroy the Soviet Dreadnought Fleet.

Objective 2: Make contact with Fort Bradley. 

Objective 3: Keep Tanya alive. 

Objective 4: Destroy the Soviet supply base (given upon completing the 
             second objective).    

Walkthrough:

Send Tanya to swim in the water and plant C4 charges in the four Soviet 
Dreadnoughts. When they were sunk, climb onto the Liberty Island and assist the 
GIs 
in thwarting Soviet paratroopers. 
Go to the northwest and assist the GIs at the road intersection. Kill off all the 
Soviet troops here. Follow the road to the northeast and when you reach the 
McBurgerKong and the gas station, another group of Soviet paratroopers will come. 
Kill them all and keep following the road to the southeast. You’ll get to Fort 
Bradley.

Additional note: 
If you head north from Fort Bradley, you will find three veteran Grizzly Battle 
Tanks. Bring them with you.
 
Lieutenant Eva will come online and congratulate you as well as giving you a new 
mission objective, destroy a Soviet supply base to the south.
You’ll also be warned of Soviet troops parachuting to the north. Wait for them to 
come to the Fort Bradley and take them out with the Attack dogs or just let the 
Pill-
boxes do the job. 

Additional note:
From now on, Soviet paratroopers will keep coming in a short interval of time. 
However, they won’t pose too much problem to your mission, as the Pill-boxes are 
more than enough to handle them.

Build a barrack and train an engineer. Tell him to repair the bridge leading to 
the 
Soviet base. Send Tanya to the Soviet base through the back door and she should 
be 
safe from those sentry guns. Shoot the oil barrels for quick destruction and C4 
the 
remaining buildings. 

Additional note:
There are two power-up crates in the base (near the immobile V3 rocket launcher). 
The left one will heal the unit to maximum health while the right one will 
improve 
unit’s speed. 

Use the three Grizzly Battle Tanks to destroy the V3 rocket launchers as well as 
blowing up the sentry guns in front of the base. Mission accomplished!!!     

***********************************************************************

Mission two: Operation Eagle Dawn
Location: Air Force Academy, Colorado
Par time: 25 minutes 
My time: 7 minutes and 1 second
Rank: Master Sergeant

Briefing:

Soviet troops cover America like a foul plague. They have even penetrated out 
heartland to capture the Air Force Academy in Colorado. The Academy, its cadets, 
and 
the unique technology it contains are vital to our defense. Use Tanya to contact 
any 
America forces in the area, reclaim our Air Force Academy, and drive the Soviets 
from the area. 

Objective 1: Re-capture the Soviet-occupied Air Force Academy Chapel.

Objective 2: Destroy all Soviet forces.

Objective 3: Keep Tanya alive. 

Walkthrough:

Send Tanya to kill the four Soviet Conscripts on the road and grab an armor power-
up 
crate nearby. If you destroy the house next to it, it will reveal another crate, 
which will bolster your money.  
Lieutenant Eva will contact and inform you of the group of rocketeers. 

Additional note: 
Send the rocketeers to the southwestern corner to discover two veteran rocketeers 
on 
a cliff. 
Send them to the southeastern corner then go north, to reveal two Soviet 
Conscripts 
guarding three trucks. Kill all the Conscripts and destroy the trucks to reveal 
three power-up crates. 
The left crate will bolster your cash, the middle crate will promote a unit and 
the 
right crate will increase unit’s armor. 

Send Tanya further down the road and Air Force Academy location to the northwest 
will be revealed to you.
When you reach the road intersection, just enter the base. 

Additional note:
Turn left at the intersection and blow up the house between the red and blue 
cars. 
You will get a power-up crate to increase unit’s armor.
Go to the northwest and blow up the house at the end (near the road) and you will 
get another crate which will increase your money. 

Kill the lone Conscript here and blow up the flak cannons with C4.    
Send in the rocketeers to take out the sentry guns and a group of engineers will 
be 
parachuted. Capture all the buildings and when you capture the Air Force Command 
Headquarters, the planes will take off to reveal the captured Allied base to the 
east.
Build a few Grizzly Battle Tanks and send them to the entrance of your base.  

Tell the rocketeers to approach the Soviet base from the back and destroy the 
Construction Yard and the Tesla Reactors. Take out the two Flak Cannons and then 
level the base to the ground. Don’t forget to use the Harriers as fire support. 
Reinforcement consisted veteran GIs will be parachuted and use them to mop up any 
remaining Soviet units.  Mission accomplished!!!

***********************************************************************

Mission three: Operation Hail to the Chief
Location: Washington DC
Par time: 30 minutes
My time: 11 minutes and 19 seconds
Rank: Sergeant Major

Briefing:

The Soviets have invaded Washington DC and have used their evil psychic 
technology 
to mind control our leaders. You must rescue them by destroying the Psychic 
Beacon 
near the White House.

Objective 1: Destroy the Psychic Beacon. 

Walkthrough:

Use an engineer to repair the Jefferson Memorial and you will be rewarded with 
two 
crates. The left one will promote the unit by one stripe and the right one 
contains 
money. 
Set up your base as usual and garrison twenty GIs in the building to the right 
(near 
the bridge) with the number of ten GIs in each building. Soviet troops consisted 
of 
Conscripts and Tesla Troopers will come to attack backed up by civilians and 
technicians that have been mind controlled. The garrisoned GIs should be able to 
keep them at bay.

When you have build an Air Force Command Headquarters, the map will be revealed, 
showing several key structures that have been damaged. 
Build a second Chrono Miner to increase money flow and then lots of rocketeers as 
well as four to eight Harriers. At some point here, you will receive 
reinforcement 
to the southeast consisted of four rocket IFVs near the Smithsonian Castle. Tell 
them to kill the two Tesla Troopers guarding it and grab the crate nearby. You 
will 
be rewarded with some cash. 
Send them to the northeast (stick to the edge of the map) and find the Psychic 
Beacon there. Tell them to attack it and you should be able to deal a significant 
amount of damage before the four IFVs are destroyed.
Send the Harriers to the east and go north (stick to the edge of the map) and 
approach the Psychic Beacon from the southeast.
Blow up the Psychic Beacon and a Night Hawk Transport will pick up the President. 
Mission accomplished!!!  

Additional note:
Send engineers to repair all the key structures across the map and you will be 
rewarded with two crates for each structure that you repaired, adding to a total 
of 
eight crates.    
The four crates at the Washington Monument and the Lincoln Memorial will bolster 
your cash. 
The left crate at the Smithsonian Castle will give you cash also but the right 
one 
will increase unit’s speed. 
The left crate at the Smithsonian Natural History Museum will give you some money 
while the right one will increase unit’s armor.  

***********************************************************************

Mission four: Operation Last Chance
Location: Chicago
Par time: 30 minutes 
My time: 4 minutes and 13 seconds
Rank: 2nd Lieutenant 

Briefing:

Soviet forces continue to rampage across America. Our agents have discovered a 
large 
Psychic Amplifier in Chicago. If activated, this device will allow the Soviets to 
mind control all of North America.

Objective 1: Force a shore landing and establish a base. 

Objective 2: Destroy the Psychic Amplifier before it comes online.  

Walkthrough: 

Wait for the rocketeers to take out the Grand Cannons first then tell your 
Destroyers to move in. Be careful of submarines lurking in the water!!!

Send the Destroyers to travel northeast along the coast and there should be a 
small 
opening to the left. Keep following it. Soviet Submarines will be waiting there 
but 
ignore everything and keep going forward. You should stumble upon the Psychic 
Amplifier at the edge, guarded by two Sentry Guns. Use the Destroyers to destroy 
it. 
Mission accomplished!!!
       
***********************************************************************

Mission five: Operation Dark Night
Location: Polish/German border
Par time: 30 minutes
My time: 9 minutes and 9 seconds
Rank: 1st Lieutenant

Briefing:

European forces still refuse to fight with us, fearing a Soviet nuclear 
counterattack. We have discovered the location of their medium-range missiles in 
Poland. Special agent Tanya has secretly crossed the Polish border. You will 
direct 
her to destroy the Soviet Nuclear Missiles.

Objective 1: Infiltrate the Soviet Battle Lab. 

Objective 2: Neutralize the 2 Soviet Nuclear Missile Silos.

Objective 3: Keep Tanya alive. 

Walkthrough:

Send Tanya to kill the six Conscripts near the checkpoint and tell the Spies to 
masquerade as the Tesla Troopers. Kill them with Tanya also if you want to.

Additional note:
There is a power-up crate that will upgrade unit’s speed at the southwestern 
corner 
(past the Sentry Guns). 
 
Send Tanya following the road to the northeast and go left when she reaches the 
intersection while killing off any Soviet troops that she encountered (beware of 
guard dogs). 

Additional note:
Go right at the road intersection, kill off any Soviet troops lurking around and 
you 
will find three GIs beside a bonfire. 
Go to the northwest and you will find three cows trapped inside an enclosure. 
Kill 
all Soviet troops there and shoot the barrels to free the cows. You will gain 
control of the cows and you can use them to scout the Soviet base. 

Keep following the road and she will eventually stumble into the entrance to the 
Soviet compound. Kill off all the soldiers in front and shoot the oil barrels 
next 
to the Tesla Coil on the right. Go inside and kill all Soviet Conscripts there. 
Send 
the Spy into the Soviet Battle Lab and the location of the two nuclear missile 
silos 
will be revealed on the map.
Send another Spy to one of the Tesla Reactors and the power will be shut down for 
one minute. Send Tanya to shoot the barrels to the north to take out the Tesla 
Coils 
and don’t forget to destroy the Tesla Coil on the right side of the base also. 
Shoot the barrels on the right side of the base; go through the hole and up the 
cliff. Go to the southwest and you will find two Engineers and three GIs near a 
downed plane. Use the two Engineers to capture a Soviet War Factory and a Tesla 
Reactor. Build Rhino Heavy Tanks until you run out of money and leave them there 
for 
now. 

Additional note:
If you keep heading west (along the river) from the base northern entrance, you 
will 
eventually find two crates. The left one will upgrade unit’s armor while the 
right 
one will heal your unit to maximum health.  

Tanya should go back and follow the road, kill off any Soviet troops until you 
get 
to the entrance of the missile silos compound. 
Backtrack a little to the bridge and head to the west. Shoot the barrels near the 
compound’s wall and gain entry inside. Shoot the barrels near the first Missile 
Silo 
as well as those near the Tesla Coils to the north. Simply walk up to the Missile 
Silo, chuck a C4 charge there and blow it to smithereens. One more to go!!! 
Tell the Rhino Heavy Tanks to head west from Tanya’s position and blow the wall 
on 
the other missile silo compound. Blast your way in and destroy the three Tesla 
Coils 
guarding the missile silo. Simply let Tanya walk in there and C4 the silo. 
Mission 
accomplished!!! 
     
Additional note: 
You can free a group of four veteran GIs and an elite Grizzly Battle Tank to the 
west by blowing up some barrels and you can group them up with the Rhino Heavy 
Tanks 
when commencing the final assault. 

***********************************************************************

Mission six: Operation Liberty
Location: Washington DC
Par time: 50 minutes
My time: 39 minutes and 26 seconds
Rank: Captain

Briefing:

The Europeans have joined with us and the time has come to counterattack. We will 
retake Washington DC and then we will retake the rest of our nation from the 
Soviet 
scum. 

Objective 1: Reinforce and assume command of Allied forces at the 
             Pentagon. 

Objective 2: Destroy all Soviet forces in Washington.  

Walkthrough: 

Unload the amphibious transports northwest of the Pentagon and start to set up 
your 
base immediately. Build a war factory ASAP and start mass production of Grizzly 
Battle Tanks. Build two ore refineries and have 4 Chrono Miners harvesting to 
increase money flow. 
The Prism Towers should be enough to destroy any Soviet assaults but don’t forget 
to 
repair them sometimes. Send your GIs to garrison the buildings northwest of the 
Pentagon to ward off any Soviet sneak attack from the north. Train another 
division 
of GIs and deploy them at the bridges southeast of your base. For now, you should 
concentrate on building your offensive troops.
Gather all those Grizzly Battle Tanks and crossed the bridge east of the Pentagon 
and you should find a small Soviet base here. Destroy every single units and 
structures here and go to the northeast. 

Additional note:
Send three Engineers to repair the Jefferson Memorial (near the Soviet base 
across 
the bridge), the Washington Monument (at the center of the map), the Lincoln 
Memorial (northern edge of the map) and the White House (northeast corner of the 
map). You will be rewarded with four crates of money. Load the Engineers into a 
Night Hawk Transport and fly along the map’s edge to avoid being shot down by the 
Soviets anti-aircraft defenses. 

You should find a larger Soviet base near the center of the map. Destroy 
everything 
as well but this time it will be harder as there are several Tesla Coils guarding 
it. Destroy the Construction Yard first, then quickly target the Tesla Coils 
followed by the War Factory, Barracks and the Sentry Guns. 
When you’ve cleared the area, go to the northeast edge of the map and you should 
find another Soviet base. Apply the same strategy as before and the base should 
be 
destroyed in no time. Mission accomplished!!!

***********************************************************************

Mission seven: Operation Deep Sea
Location: Pearl Harbor, Hawaii
Par time: 1 hour and 10 minutes
My time: 7 minutes and 30 seconds
Rank: Major

Briefing:

The Soviets still cover most of the globe. We must continue to fight them 
wherever 
they may be. A Soviet fleet has been discovered en route to Hawaii. Destroy this 
fleet and the Pacific will be ours.

Objective 1: Destroy all Soviet forces. 

Walkthrough:   

Start training lots of rocketeers ASAP as Soviet fleet will commence their first 
naval assault in a few moments. You will receive the message that Soviet attack 
is 
imminent on the top left of the screen.
Bring your three Destroyers to the small channel east of your base and position 
the 
two Aircraft Carriers behind them as support fire. The two Aegis Cruisers should 
stay near your base and defend against any incoming Soviet Dreadnought’s 
missiles. 
Tell the Destroyers to destroy the Submarines first then take out the 
Dreadnoughts 
and deal with the Sea Scorpios lastly. 
As soon as you have 5-10 rocketeers, send them to the northwest and you will see 
the 
small American base there being decimated by the Soviet Dreadnoughts. 

Additional note: 
You may also transport an engineer to capture the Tech Airport to the north. You 
will be able to drop paratroopers to help defend your base. 
If you waited too long, the Soviets will start a ten minutes nuclear missile 
countdown. So if you see the timer starting, you better quickly assemble your 
navy 
and assault the Soviet base to eliminate the nuclear threat.

Wait for the Amphibious Transports to unload and when you see the MCV, use the 
rocketeers to destroy it. Kill all Soviet units nearby. Mission accomplished!!! 

***********************************************************************

Mission eight: Operation Free Gateway
Location: St Louis, Missouri
Par time: 1 hour 
My time: 12 minutes and 26 seconds
Rank: Lieutenant Colonel 

Briefing:

Even as we cleanse America of Soviet forces, they continue to play with their 
psychic technology, desperately hoping that their little toys will destroy us. We 
have discovered a Psychic Beacon in St. Louis. Take special agent Tanya in and 
destroy the beacon. 

Objective 1: Destroy the Soviet Psychic Beacon. 

Objective 2: Destroy all Soviet forces within St. Louis.

Objective 3: Don’t get Tanya killed. 

Walkthrough:  

A twenty minutes timer will start and you have to destroy the Psychic Beacon 
before 
the timer expires. Get Tanya and the team to get onto the highway to the west and 
keep following it to the southwest. 
When you get to near the Psychic Beacon, send Tanya to approach from the north. 
Tanya should blow up the oil barrels to the north (near the wall), get inside and 
blow up the two Tesla Reactors. The power will be shut down. Tanya should simply 
chuck a C4 on the Psychic Beacon. 

Additional note: 
Most of the map will be revealed now and the shrouded area in the center is the 
Soviet base that you have to destroy.  

Reinforcements should arrive from the southeast and they will disembark. 
Lieutenant 
Eva will come online and brief you on Einstein’s new invention, the Prism Tank. 
The 
good news is that you have some of them at your disposal. You will also be warned 
of 
the Soviet’s Desolators infantry unit.
Get Tanya and the strike team to go to your base. 
Set up your base immediately and four more Prism Tanks should arrive via water as 
additional reinforcement. Don’t forget to grab the crate nearby, which will 
bolster 
your income located just below the huge arch north of your base.

Roll your tanks to the Soviet base and destroy the Construction Yard, Barracks 
and 
the War Factory. The Soviets will sell all their buildings and come to your base. 
Deal with the surviving forces as necessary. When every Soviet structures and 
units 
have been destroyed, the mission is accomplished!!!

***********************************************************************

Mission nine: Operation Sun Temple
Location: Tulum, Mexico
Par time: 30 minutes
My time: 10 minutes and 10 seconds
Rank: Colonel

Briefing:

The Soviets captured one of our west coast bases and with it one of our Prism 
Towers. We believe they may be trying to replicate that technology at a secret 
Soviet research facility in the Yucatan. A SEAL strike team is standing by, 
Commander, awaiting your orders. 

Objective 1: Capture or destroy any Soviet attempts to replicate our 
             Prism technology.

Objective 2: Eradicate the Soviet base defending their research site. 

Walkthrough: 

Send the SEALs to the small Soviet-occupied village to the west. Free the 
imprisoned 
GIs as well as the two Grizzly Battle Tanks. 
Lieutenant Eva will contact you, saying that the liberated freedom fighters had 
reveal the location of the Soviet research facility for you which you can see on 
the 
mini-map. 
A Night Hawk Transport will arrive with five engineers on board and they will 
disembark at the village. 

Additional note:
You may transport a SEAL and an Engineer to the northwestern edge of the map. Use 
the Engineer to capture the Tech Airport there. The SEAL should just wait there 
to 
pick off any approaching Soviet Engineers. 

Load one of the SEALs and two Engineers into the transport and unload them south 
of 
the Soviet base. Get inside and kill the Soviet troops around there. Shoot the 
oil 
barrels lying around and get the two Engineers to capture a Tesla Reactor and a 
Mayan Pyramid. 

Additional note:
The Mayan Pyramids are the Soviet version of the Prism Tower so you can imagine 
what 
will happen next... ^_^ LOL!!!

Destroy every Soviet units and structures that can be reached and transport 
another 
two Engineers and some more SEALs into the base. There should be another Mayan 
Pyramid north of the first one. 
Use the SEALs to protect the Engineers as they capture the Mayan Pyramid and the 
Tesla Reactor next to it.
Next use the SEALs to lure as many Soviet units as possible to be decimated by 
the 
Mayan Pyramids. 
Use the SEALs again to C4 all the remaining Soviet buildings in the base. Mission 
accomplished!!! 

***********************************************************************

Mission ten: Operation Mirage
Location: Black Forest, Germany
Par time: 1 hour
My time: 9 minutes and 13 seconds
Rank: Brigadier General 

Briefing:

Desperate for some success, Soviet forces have counterattacked our European 
allies 
in Germany, moving deep into the Black Forest. No doubt their commanders hope 
that 
they will find and capture Einstein’s laboratory. Your special talents have been 
asked for. The Germans fear they will be defeated without your strategic skills.

Objective 1: Ensure the safety of Professor Einstein’s Laboratory.

Objective 2: Destroy all Soviet forces.    

Walkthrough:

You will get transmission from Professor Einstein and he will brief you on the 
new 
Mirage Tanks. 
Start building an Ore Refinery and train twenty GIs in your Barracks IMMEDIATELY. 
There is absolutely no time to lose!!! Deploy your MCV behind the base and set up 
the Ore Refinery next to it. QUICKLY build two Prism Towers and position them on 
both sides of your base. 
Bring ALL your troops to the small German base to the northeast and destroy the 
southern division of the Soviet assault. Proceed to the north and destroy the 
center 
division. You should be able to eliminate two of the Soviet bases when they just 
begin to deploy their MCV. Now retreat back to your base.  

Additional note: 
The Soviets will attack and they will attack hard with LOTS of Conscripts, Rhino 
Heavy Tanks and V3 Rocket Launchers. The Prism Towers should be able to handle 
them. 
Just use your tanks to destroy the V3 Rocket Launchers as they are too far to be 
reached by the Prism Towers. 

When you have successfully repel the Soviet’s initial assault, build a Battle Lab 
followed by the Ore Purifier and a Spy Satellite Uplink. 
Lieutenant Eva will contact and brief you about the Soviet’s Apocalypse Tanks. 
Anyway, assemble a strike force consisted of Prism Tanks ASAP. 
The Soviets will assault you for a few more times but the Professor will warn you 
of 
their positions so it should be easy to intercept them. 
Assemble all those Prism Tanks and attack the last Soviet base on the north. This 
should be very easy to accomplish as the Prism Tanks can take out those pesky 
Tesla 
Coils from a safe distance. When you have destroyed every single Soviet units and 
structures, the mission will be accomplished!!!

***********************************************************************    

Mission eleven: Operation Fallout
Location: Florida Keys
Par time: 1 hour and 20 minutes
My time: 25 minutes and 11 seconds
Rank: General

Briefing: 

Einstein has found the perfect place for his Chronosphere. Unfortunately this 
location is very close to Soviet-controlled Cuba. Build the Chronosphere and 
clear 
the area of Soviet nuclear missiles. We are nearly ready for our final attack on 
Moscow. 

Objective 1: Build a Chronosphere.

Objective 2: Neutralize the Soviet nuclear threat on Cuba. 

Walkthrough: 

Lieutenant Eva will brief you about Giant Squids and Dolphins at the beginning of 
the mission. Ignore the Giant Squid because there are other matters to be taken 
care 
of. 

Additional note: 
These following steps have to be done simultaneously. There is no time to lose!!! 
Every second is precious here!!!  
  
IMMEDIATELY group all the GIs in your base and tell them to deploy near the 
bridge 
leading to the northeast. Train two SEALs and send one of them to the southwest 
and 
position him near the Ore Refinery. The other SEAL should stand by near the 
shore. 
Train lots of GIs and garrisoned them in the two hotels east of your base (next 
to 
the ore field). 
Build a War Factory ASAP and pump out nine Prism Tanks.
Build three Prism Towers and a few Pill-boxes to defend your ore refinery to the 
north.
The Soviets should make an amphibious landing to the southwest. Use the SEAL 
there 
to kill the Conscripts quickly and the Prism Tower should blow the Rhino Heavy 
Tanks 
to bits.   
By now, Soviets Dreadnoughts should be launching their missile at your base. Send 
the SEAL waiting near the shore to C4 the Soviet Dreadnoughts and Sea Scorpions. 
Return him to the shore when you’re finished. 

Build a Spy Satellite Uplink to reveal the map. 
Now is the time to set up your offensive troops. Build a Chronosphere (a twenty 
minutes countdown for nuclear missile will start after a transmission from 
Premier 
Romanov) and when it’s ready, chronoshift those Prism Tanks that you build 
earlier 
to the southwestern edge of the map and blow up the Nuclear Reactor there. 
QUICKLY 
order the Prism Tanks to head to the western side of the Soviet base and destroy 
the 
oil barrels there. The resulting explosion should destroy the Nuclear Reactor 
next 
to it. 
The Soviets Apocalypse Tanks should come to destroy you. Ignore everything and 
concentrate your attack on the left Nuclear Missile Silo and the Construction 
Yard.  

The nuclear countdown will come to a halt and you can just send in waves of Prism 
Tanks with Chronosphere and destroy the two remaining silos. Or you can just keep 
sending Harriers (the power is offline, remember LOL) until all three Nuclear 
Missile Silos are destroyed. The Premier will come online again and he will be 
very 
angry because you managed to destroy his Missile Silos. Mission accomplished!!! 

***********************************************************************

Mission twelve: Operation Chrono Storm
Location: Moscow
Par time: 1 hours and 30 minutes
My time: 32 minutes and 44 seconds
Rank: Theater Commander

Briefing:

The war is nearly at an end. A hand-picked group of volunteers will use the 
Chronosphere to invade Moscow from across the world. Once you have secured the 
Kremlin, Tanya will capture Romanov and put an end to Soviet aggression. You are 
the 
only commander skilled enough to make this work. Your forces will be outnumbered 
at 
least ten to one. Good luck.

Objective 1: Clear the area so Chrono Reinforcements can arrive. 

Objective 2: Eliminate Romanov’s Elite Black Guard around the Kremlin. 

Walkthrough:

Three SEALs will be parachuted and you will notice a twenty minutes nuclear 
countdown and a ten minutes iron curtain countdown as well. 
There is no room for error here so pay good attention to the battlefield!!!
Use the SEALs to blow up the Tesla Reactor and kill nearby Soviet troops. Tell 
them 
to free the GIs and Engineers also by shooting the oil barrels. The Engineers 
should 
capture the Oil Derricks nearby to increase money flow from the start (you will 
need 
it, trust me!!!) 
Reinforcement will be chrono-shifted and you should deploy the MCV inside the 
enclosure (where the Tesla Reactor used to be). Set up a Barracks and train some 
Engineers to capture the two remaining Oil Derricks. 
Set up your base and more reinforcement will arrive via the Chronosphere. Train 
GIs 
and fortify inside the four bunkers at the gate. They are vital to your base’s 
survival.
By this time, the Soviets will send a Kirov Airship to destroy your MCV. YOU MUST 
NOT LET THEM SUCCEED!!! Send all your Rocket IFVs to take out this monster. They 
will also attack occasionally with some Rhino Heavy Tanks and V3 Rocket 
Launchers. 
Destroy them with your Grizzly Battle Tanks.     

Additional note: 
Set up the War Factory to the west of the Construction Yard and set up another 
one 
to the east. There is nothing you can do to prevent the initial nuclear launch 
because twenty minutes is too short for you to build up enough forces to destroy 
the 
Nuclear Missile Silo so you should try to minimize the damage instead. 
Remember to spread all your buildings and the War Factory on the left will be 
targeted every time so don’t build any structures nearby. 
When the nuclear missile destroys it, tank production should proceed at the other 
War Factory and it should not be bothered at all.
Expand your base to the northwest and station a few tanks there in case the 
Soviets 
decided to sneak a few tanks there. 

While your base is busy building this and that, group the three initial SEAL team 
and tell them to go to northeast from your base. Blow up the building and get 
into 
the water. Follow it all the way to the south and keep heading south when you get 
to 
the place where there are two Nuclear Reactors.
The SEALs should swim to the southern end of the water and climb out. Go to the 
edge 
of the map where you can go into the Soviet base near the entrance with three 
warehouses. 
Sneak your way in and take note of the two Nuclear Reactors here as well. 
Approach 
the Iron Curtain from behind and blow it up. 
Use the two remaining SEALs to blow up the Nuclear Reactors located east of the 
Kremlin.
Build a Night Hawk Transport and load two Engineers in it. Fly to the small 
island 
at the eastern edge of the map and capture the two Nuclear Reactors there (the 
one 
that you swam past with the SEALs earlier).
Start building a couple Prism Tanks to reinforce your troops and train LOTS and 
LOTS 
of Chrono Legionnaires (20-25 would be more than enough).
Send the Chrono Legionnaires to “erase” the two Nuclear Reactors west of the 
Nuclear 
Missile Silo. 
The nuclear countdown should stop now.
 
Soviet units will occasionally attack your base, but the garrisoned GIs should 
make 
short work of any enemy units. Just remember to repair the bunkers when they are 
badly damaged. 
Train a Spy and try to infiltrate him into the Soviets War Factory so all your 
produced vehicles will become veteran units (that is cool!!! ^_^). Don’t forget 
to 
train another Spy and infiltrate him into the Soviets Barracks. 
Now that you have nothing to worry about, try experimenting with the “special 
unit” 
by infiltrating your Spy to the Soviets Battle Lab. You will be given the option 
to 
train the Psi Commando. It is actually Yuri from the Soviets equipped with C4 
charges so it is nothing really new but feel free to experiment with it.  
Now simply “teleport” the Chrono Legionnaires near the Kremlin and they will 
automatically target the Black Guards. “Erase” the four elite black Apocalypse 
tanks, the Tesla Coil, the two Sentry Guns and the Flak Cannons. 
Enjoy the short but cool cut scene here and you will be back in the game.
Tanya will disembark from an IFV and enter the Kremlin to capture Premier 
Romanov. 
Mission accomplished!!!

Congratulations!!! This is the end of the Allied campaign. You have saved America 
from the hands of the Red Army. Enjoy the ending!!! ^_^   

***********************************************************************
SOVIET CAMPAIGN
***********************************************************************

Mission one: Operation Red Dawn
Location: Washington DC
Par time: 15 minutes
My time: 5 minutes and 28 seconds
Rank: Efreitor (Corporal)

Briefing:

It is your good fortune to be in the vanguard of the Soviet assault on the United 
States. Lead your troops through Washington and destroy the most hated symbol of 
American military power, the Pentagon.

Objective 1: Destroy the Pentagon. 

Walkthrough:

Deploy your base and build a Barracks followed by an Ore Refinery. Train an 
Engineer 
and tell him to wait there for now.
Gather all your Conscripts and head to the northeast. Kill the Allied GIs 
blocking 
the road and keep going northwest.

Additional note:
Destroy the pickup truck near the gas station and you will be rewarded with a 
crate 
of money. 
If you head north from the Iwo Jima Victory Monument, you will find another truck 
near the concession stand. Destroy it to get a crate, which will upgrade unit’s 
firepower.
Head to the northwest from here and you will find another truck. Blow it up to 
discover an armor power-up crate. 

You should stumble upon a small American base. More Conscripts will be parachuted 
to 
aid you in destroying the small base. 

Additional note:
Take the road to the east just before you enter the American base and you will be 
at 
the dock. Destroy the two trucks to get two power-up crates. The left crate will 
promote your units while the right crate upgrade unit’s speed.

Send the Engineer you had trained earlier to repair the bridge leading to the 
northwest. 
Send the Conscripts across the bridge and fortify them in the buildings to take 
out 
the Pill-boxes. There are two crates on each side of the buildings and both of 
them 
will increase unit’s firepower. 
You should find another American base and reinforcement will be parachuted into 
the 
base. 

Additional note:
You may use an Engineer to capture the Airport and kill off all the GIs in here. 
From now on, you will be able to parachute some Conscripts reinforcement after a 
short period of time. Another reinforcement will arrive with even more Engineers. 
Use them to capture the American base if you want to. 
Head to the northwest and an Amphibious Transport will arrive to unload four 
Rhino 
Heavy Tanks as reinforcement. There is also a truck located besides the gas 
station. 
Blow it up to find a speed power-up crate. 

Cross another bridge to the northeast and take out all the GIs and Pill-boxes 
guarding the Pentagon. 
A really vast amount of Conscripts will be parachuted and you can use their help 
to 
quicken the destruction of the Pentagon. Mission accomplished!!! 

Additional note:
If you go the west from the Pentagon, you will find two Tech Oil Derricks and a 
pickup truck. Destroy it to find a crate, which will heal all your units to 
maximum 
health.
Go to the southeast from the Pentagon and you will find a large parking lot. 
Destroying the truck there will reward you with a crate, which will upgrade 
unit’s 
firepower. 

***********************************************************************

Mission two: Operation Hostile Shore
Location: Florida Coast 
Par time: 35 minutes
My time: 6 minutes and 21 seconds
Rank: Mladhiy Serzhant (Sergeant)

Briefing:

The Americans have foolishly gathered a fleet in a small harbor on the eastern 
coast 
of Florida. Assisted by General Vladimir in his Dreadnought, you will force a 
landing on the hostile shore and set up a base. When ready, you will strike out 
against the capitalist pigs and crush them under the iron heel of Soviet justice. 

Objective 1: Force a landing and set up a base.

Objective 2: Destroy all enemy forces.  

Walkthrough:

Destroy the Allied forces guarding the coast. Deploy your MCV when it arrived and 
set up your base (do not deploy near the shore because the Destroyers might be 
able 
to destroy your Construction Yard). Build lots of Submarines. 
Reinforcement will be parachuted in and you will also receive a few Submarines 
after 
you set up your base.

Additional note:
Destroy the McBurgerKong along the way and the hotel just across the road to get 
two 
crates of money. 

Send all your initial troops to the southwest and pulverize the Allied base 
there. 
The American Destroyers should come to destroy your Naval Yard, send your 
Submarines 
to deal with them. Mission accomplished!!!

***********************************************************************

Mission three: Operation Big Apple
Location: New York City
Par time: 30 minutes
My time: 18 minutes and 37 seconds
Rank: Starshiy Serzhant (Technical Sergeant) 

Briefing:

In order to complete our psychic beacon, we will need to capture some American 
technology. Lead your forces into New York and capture their Battle Lab. Then 
build 
a Psychic Beacon to take control of the city. 

Objective 1: Capture the American Battle Lab.

Objective 2: Build and defend a Psychic Beacon. 

Walkthrough:

Set up your base and Lieutenant Zofia will reveal the American Battle Lab’s 
location 
on the mini-map. 
Yuri will contact you and four Psi-Corps Troopers will be parachuted in for your 
disposal. Use their mind control ability to turn any Allied units attacking your 
base to turn against their fellow friends. 
Train three Engineers and capture the Oil Derricks to the south of your base. 
Train 
some Conscripts as well and use them to guard the Oil Derricks.  
You might also want to build a couple Sentry Guns around your base. Anyway, start 
a 
mass production of Rhino Heavy Tanks and roll them to the northeast when you are 
ready. 
You will find a small Allied base along the way, some GI-garrisoned buildings and 
Pill-boxes on the road. Deal with them appropriately and make your way to the 
Battle 
Lab. Shoot your way in and destroy the Construction Yard so the buildings cannot 
be 
replaced again. Wipe out the whole base and send in an Engineer to capture the 
Battle Lab.

Additional note: 
You may destroy the two skyscrapers next to the Battle Lab for power up crates. 
The 
one on the right will promote a unit while the left crate will heal the unit to 
maximum health.

Reinforcements will be parachuted in and a five minutes countdown will commence 
at 
the bottom right screen. IMMEDIATELY build a Barracks nearby and train lots of 
Flak 
Troopers. The Allied will throw everything they have got at you so be prepared. 
Tanks will be parachuted; waves and waves of GIs and rocketeers will try to 
destroy 
the Psychic Beacon. 
The Americans will also attack your base HEAVILY with Grizzly Battle Tanks and 
IFVs. 
Your base should be able to hold out long enough.
Protect the beacon until the timer expires. All the American troops will be under 
the mind control effect and the mission is accomplished!!! 

***********************************************************************

Mission four: Operation Home Front
Location: Vladivostok
Par time: 30 minutes
My time: 10 minutes and 40 seconds
Rank: Starshina (Master Sergeant)

Briefing:

The foolish Koreans have decided to take sides with the failing Allies. Their 
cowardly attempt to invade our Eastern territories will surely fail. Defend the 
motherland and, when you are ready, push the Koreans back into the ocean.

Objective 1: Establish a base. Defend the homeland.

Objective 2: Destroy all enemy forces.  

Walkthrough:

Set up your base and a 10 minutes timer will countdown before the Allied begins 
their invasion. 

Additional note: SPEED is the main objective here. You should be able to complete 
this mission in less than fifteen minutes. 

Build several Flak Cannons and put them around your Tesla Reactors so any Korean 
Harriers brave enough to try to blow it up should meet a disastrous fate. 
Lieutenant Zofia will brief you on the Terror Drones and feel free to train a few 
of 
them as well as mass-producing on Rhino Heavy Tanks. 
Send a Conscript to scout out the eastern side of the map and build a Radar Tower 
ASAP. 
Build a few Submarines as well to repel the Korean Destroyers later. 
Now when the timer expires, you should see several Korean Amphibious Transports 
unloading their troops on the shore. The Korean commander should contact and 
taunt 
you. Ignore him, as he doesn’t know what surprise he is going to get later.   

Destroy the initial Korean assault (consisted of Grizzly Battle Tanks and GIs), 
which should be an easy task. You should have position your Rhino Heavy Tanks 
near 
the lighthouse to the east (near the edge of the sea). As soon as you see several 
Amphibious Transports arriving there, blast them to bits and the Koreans won’t 
even 
have the time to establish a base. 
Rush your tanks to the east of your Naval Yard, as the remaining Destroyers will 
attack there. Use your Submarines to sink the Destroyers and your Rhino Heavy 
Tanks 
can attack them from the shore. Mission accomplished!!! 

***********************************************************************

Mission five: Operation City of Lights
Location: Paris, France
Par time: 20 minutes
My time: 5 minutes and 37 seconds
Rank: Mladshiy Leytenant (Sergeant Major)  

Briefing:

The European nations are planning to join with the crippled Americans. We must 
not 
let this act of aggression go unpunished. You will lay waste to their beautiful 
Paris. We will show the Allies the true meaning of power by turning their own 
precious monuments into weapons of mass destruction.  

Objective 1: Energize the PARIS TOWER with 3 TESLA TROOPERS.

Objective 2: Defend the PARIS TOWER from Allied attack. 

Objective 3: Defeat all remaining Allied troops.

Walkthrough:

Additional note: You will be introduced to the Crazy Ivan in this mission but it 
is 
not necessary to use them to complete the mission. Feel free to experiment with 
them 
though.

Start by garrisoning your Conscripts into the building to the north and take out 
the 
Allied road blockade by shooting the oil barrels. Send the rest of the Conscripts 
to 
the building to the west and take out the deployed-GIs nearby. 
Head left again and garrison your Conscripts in the buildings there to take out 
the 
Allied troops guarding the Oil Derrick. When the area is clear, send an Engineer 
to 
capture it. 
Go slightly to the north and you will get a Flak Track as reinforcement. Use it 
to 
destroy the oil barrel nearby. Tell the Falk Track to circle around from the east 
and destroy the barrels on the other side of the soccer field as well. 
Now go north from the soccer field and head to the dock.
An Amphibious Transport will come to unload some Tesla Troopers. Head to the 
northeast to attack the GIs on the left of the Eiffel Tower and destroy the 
Allied 
by charging the Eiffel Tower and watch it become a GIANT TESLA COIL!!! The Tesla 
electricity emitted from it should fry all the Allied troops nearby. 
Mop up the rest of the map if there are any Allied troops left. Mission 
accomplished!!!

***********************************************************************

Mission six: Operation Sub-Divide
Location: Pearl Harbor, Hawaii
Par time: 45 minutes
My time: 21 minutes and 34 seconds
Rank: Starshiy Leytenant (1st Lieutenant)  

Briefing:

The Americans are on their knees, begging for mercy. The last remnants of their 
fleet at Pearl Harbor waits helplessly for your relentless attack. However, we 
have 
news that the Koreans are not yet beaten and may attempt to join up with the 
American Navy. They must not succeed.

Objective 1: Establish a base in the Hawaiian Islands. 

Objective 2: Destroy the Allied Navy.

Walkthrough:

Two Amphibious Transports accompanied by three Submarines and two Aegis Cruisers 
should enter the map and some Conscripts, Tesla Troopers, Attack dogs and your 
MCV 
will be unloaded on the shore.  
As soon as you set up your base, a 15 minutes timer will commence before the 
Korean 
fleet arrives. 
Build up LOTS of Submarines ASAP and station them northwest of your base next to 
a 
small island with a small bunker on it. You may also transport some Conscripts 
and 
garrison them inside the bunker (you will be rewarded with a crate of money for 
this) because this is where the Korean fleet will pass by later.

You will also receive three Dreadnoughts and some Aegis Cruisers as 
reinforcement. 
Use the Aegis Cruisers to block any Allied Aircraft Carriers and Destroyers later 
and leave the Dreadnoughts alone for now.  
When three minutes were left, Lieutenant Zofia will contact and warn you that if 
the 
Korean fleet manage to join up with the American, it will be very difficult to 
destroy them.  
Prepare your Submarines and they should be ready at their ambush place. When the 
timer expires, the Korean fleet will arrive and you should be able to destroy the 
whole fleet. Now prepare for an invasion to the enemy base. 

Gather all your Submarines and force an entry into the American base located near 
the center of the map. You should be able to gain entry into the water enclosure 
inside the American base quite easily. Blow up the two Naval Yards there as well 
as 
any ships docked there. Mission accomplished!!!  

Additional note: 
Use the three earlier Dreadnoughts reinforcement to take out any Prism Towers 
near 
the shore from a safe distance. 

*********************************************************************** 

Mission seven: Operation Chrono Defense
Location: Ural Mountains, Russia
Par time: 30 minutes
My time: 29 minutes and 42 seconds
Rank: Kapitan (Captain)

Briefing:

The Americans have engaged their Chronosphere; a device that allows them to move 
soldiers across great distances almost instantly. They can now strike anywhere 
they 
wish. You must defend our Battle Lab in the Ural mountains. The Americans will 
surely strike there soon in a desperate but doomed attempt to shut down our 
development of the ultimate battle tank.

Objective 1: Defend your Battle Lab at all costs.  

Walkthrough:

First thing to do is to get four War-Miners to harvest ore so your cash flow will 
be 
steady. 
Build lots of Sentry Guns and Flak Cannons to defend your base. 
You will receive transmission from Lieutenant Zofia saying that the Americans 
tried 
to turn Soviet citizens against us with a propaganda truck. Send your troops to 
the 
village at the western area and destroy the truck. You will be rewarded with a 
crate 
to bolster your money. 
Destroy the house just northeast of the statue and you will be rewarded with 
another 
crate to bolster your cash. 

Additional note: 
Keep an eye to the road east of your base; at some point during the game, there 
will 
be three Allied trucks passing by. Destroy them and you will be rewarded with 
three 
crates. The crates will be random. 
Place several Attack dogs next to your structures to sniff out any Allied Spies, 
as 
they will try to infiltrate the Tesla Reactors and the Radar Tower. They will 
usually try to shut down the power a few moments before they attack so be 
prepared. 
The main objective in this mission is to defend against waves of Allied attackers 
until there are no more. Be patient and you will survive!!! 

The map will be revealed and you should find three Oil Derricks and one Tech 
Outpost 
to the east. Train four Engineers and capture all of them.   
Build a couple Flak Cannons around the captured Tech Buildings. 
Send your troops to the small Allied camp at the southeast and destroy it. You 
should find two crates of money there. 
Start a mass production of Rhino Heavy Tanks and disperse them to your base 
entrances so you can defend against the American assault from various positions 
at a 
time.  
One last thing you should remember, most of the assault should be easy to handle 
with the Sentry Guns and Tesla Coils (train some Tesla Troopers to back them up) 
surrounding your base. However, be careful when the Prism Tanks division arrived. 
They can destroy buildings really fast, so the best way to counter them is to 
send 
your Apocalypse Tanks and destroy them before they can reach your base. 
You will be warned of the last Allied reinforcement, be prepared and wipe them 
out. 
Mission accomplished!!! 

***********************************************************************

Mission eight: Operation Desecration
Location: Washington DC
Par time: 45 minutes
My time: 28 minutes and 35 seconds
Rank: Major

Briefing:

Even in the hour of our greatest victory, General Vladimir has turned against us. 
Tempted by the soft American lifestyle, he has gone rogue and convinced many 
loyal 
communists to turn against us. You must go to Washington DC and dig Vladimir out 
of 
his wretched hole.

Objective 1: Capture the White House. 

Walkthrough:

Set up your base and a few moments later a few planes will come to drop lots of 
veteran Conscripts. Get your Desolators there and deploy their radiation gun. 
Those 
Conscripts should be gone in no time. 
Train several Conscripts and garrison them in the bunker east of your base and 
the 
one near the ore field. 
Send the rest of the troops to destroy the Lincoln Memorial to the north and you 
will receive two crates. The left one will promote your unit and the one on the 
right will bolster your cash. 

Additional note: 
You might want to leave some Apocalypse Tanks in your base as the enemy love to 
send 
some Rhino Heavy Tanks and V3 Rocket Launchers to destroy your base so be 
prepared.  

Start mass production of Apocalypse Tanks ASAP and go destroy the Washington 
Monument to earn a money crate. Destroy the Soviet base around the monument and 
destroy the Smithsonian Natural History Museum to the southeast. You will be 
rewarded with two crates. The one on the north will give you some cash and the 
bottom one will promote your unit. 
Destroy the Smithsonian Castle and you will be rewarded with two crates again. 
The 
left one will increase unit’s speed while the right one contains some money. 
Don’t forget to destroy the Psychic Beacon nearby as well. 
Send an Engineer to repair the bridge to the southwest (near the soccer field) 
and 
you will gain access to the Jefferson Memorial. Destroy it and enjoy the money 
crate 
left behind. Kill off all enemy units here and destroy the pickup trucks as well.
The farthest truck on the left will leave a crate, which will promote your unit. 
The 
two trucks next to it will leave crates that upgrade unit speed and armor 
respectively. The three remaining trucks will leave crates that will reveal the 
map, 
increase unit’s firepower as well as a promotion. 
Wipe out the rest of the enemy forces in the area and send an Engineer to capture 
the White House. Mission accomplished!!!       

***********************************************************************

Mission nine: Operation The Fox and the Hound
Location: San Antonio, Texas
Par time: 20 minutes
My time: 7 minutes and 4 seconds
Rank: Podpolkovnik (Lieutenant Colonel)

Briefing:

Our victory is near at hand. The President has successfully eluded us, but we 
have 
tracked him to a dirty little fort called ‘The Alamo’ in San Antonio, Texas. You 
must use our Psi-Corps Troopers to mind control the President and force him to 
surrender the United States. 

Objective 1: Use Mind-Control to capture the President. 

Walkthrough: 

Use the two Psi-Corps Troopers to mind control the two GIs north of your starting 
position who is guarding the Barracks and the Battle Lab. 
Mind control the two Engineers nearby and use them to capture both buildings.  

Additional note:
You may capture the Tech Hospital near your starting position to heal your 
infantries if they get wounded.

Now load one Psi-Corps Trooper into the IFV and head to the southeast (the small 
American base) and mind control the sniper there. Use him to kill off all the GIs 
there. 
Use the IFV to destroy the two Pill-boxes so the sniper can walk out unscathed.

Additional note:
You may train an Engineer to capture the Tech Airport here although it wouldn’t 
be 
of much use anyway. 
Use the IFV to head southwest and destroy the gate leading to a small enclosure 
there. Destroy all six pick-up trucks there and you will be rewarded with six 
crates 
as well. 
The crate next to the Service Depot will respectively upgrade unit’s armor, 
firepower and promotion. The three crates south of them will provide you with 
cash.   
 
Bring the sniper to kill all the units patrolling the perimeter of the Fort. Take 
him to the north entrance of Fort Alamo and kill the SEALs and the Attack dogs 
guarding it. Now train a Spy, put on a disguise and infiltrate the Power Plant.

Additional note:
Train another Spy and infiltrate the American Battle Lab. You will be given the 
option to train Chrono Ivan. He is basically a regular Crazy Ivan with the 
ability 
to “teleport” around the map just like a Chrono Legionnaire. Feel free to play 
round 
with it. 
 
When the power is offline, use the sniper to kill the SEALs and the Secret 
Service 
agents around the President. 
Quickly bring in the Psi-Corps Trooper to mind control the President. Mission 
accomplished!!!

***********************************************************************

Mission ten: Operation Weathered Alliance
Location: US Virgin Islands
Par time: 1 hour and 45 minutes
My time: 42 minutes and 31 seconds
Rank: Polkovnik (Colonel)

Briefing:

In their final desperate hours, the Allies have managed to produce one last bit 
of 
super-technology. They have a Weather Control Device which they can use to create 
terrible storms that can sink fleets and level cities. We believe they have 
hidden 
their doomsday weapon in the isolated US Virgin Islands.  

Objective 1: Capture the American Battle Lab to locate the Weather Control Device.

Objective 2: Destroy the Weather Control Device. 

Walkthrough:

Set up your base and take your time. There’s no rush this time because the 
Americans 
won’t attack excluding a few rocketeers now and then. However, do build several 
Flak 
Cannons to protect your structures and a few tanks to keep everything under 
control.
Build a few Sentry Guns near your Radar Station and Tesla Reactors to the south 
because SEALs will swim there occasionally. 

Additional note: 
Destroy the trees near your base to save space for building more structures. 

Build some Submarines and Dreadnoughts then go destroy the two Naval Yards near 
the 
American shore. 
Use the Dreadnoughts to take out the Prism Towers from afar. 

Additional note:
Go to the southwest corner of the map and you’ll find a Dreadnought there. 

Load up some Apocalypse Tanks into Amphibious Transports and unload them on the 
beach to destroy the American base. Use Dreadnoughts to take out the Prism Towers 
(be careful of SEALs with C4 charges). 
Send and Engineer to capture the American Battle Lab and the Weather Control 
Device 
location will be revealed at the northwest corner. 
You should have built a Nuclear Missile Silo by now. Just launch the missile to 
destroy the Weather Control Device. Mission accomplished!!! 

***********************************************************************

Mission eleven: Operation Red Revolution
Location: Moscow
Par time: 1 hour and 30 minutes
My time: 15 minutes and 25 seconds
Rank: Glaviy Marshal (General)

Briefing:

Yuri has turned against us. There is only one answer for such treason. 

Objective 1: Destroy Yuri’s headquarters – The Kremlin. 

Walkthrough:

Establish your base and gather all your initial forces to attack the cliff to the 
northeast. Destroy the Tesla Coil, Flak Cannons and all enemy units here. 
Position your units on the cliff facing to the farm (southeast corner) and they 
should be able to take out any attacking enemy units. Station a Kirov Airship 
there 
to help. 

Additional note:
The enemy will attack hard with tanks and infantries. That’s not a problem at 
all, 
but they will sneak a few Yuris in as well. Now that is the problem!!! So try 
using 
one of your Kirovs to kill the Yuris first before they can mind control your 
tanks. 

Build as much Kirov Airships as possible until your base gets destroyed (7-8 is a 
recommended amount). GROUP THEM TOGETHER (important!!!) and then tell them to 
attack 
the Kremlin.
LOTS of Flak Cannons will shoot at them as the Kirovs struggled across the map 
but 
don’t worry!!! 
One or two Kirovs should survive and they will be able to bomb the Kremlin to 
bits. 
Mission accomplished!!!  

***********************************************************************

Mission twelve: Operation Polar Storm
Location: Point Hope, Alaska 
Par time: 2 hours 
My time: 22 minutes and 13 seconds
Rank: Generalissimus (Supreme Commander) 

Briefing:

We have found the last feeble Allied stronghold. Their Chronosphere, now fully 
operational, can move soldiers anywhere in the world. They can strike at us in 
New 
York, in Prague, even in Moscow. Yuri’s files show the device is located near 
Point 
Hope, Alaska. You must take what few forces we have in the area and lead an 
attack, 
before the Allies make use of their cowardly technology. This is the final hour, 
commander. Glory awaits.

Objective 1: Destroy the Chronosphere.      

Walkthrough:

Quickly establish your base and train LOTS of Conscripts. Lieutenant Zofia will 
warn 
you of the Allied initial Chronosphere assault. Use your Conscripts to destroy 
the 
Rocket IFVs chronoshifted into your base. 
Build a couple Flak Cannons around your base as well to ward off any rocketeers. 
The 
Allied will be making frequent assault to your base with rocketeers, tanks and 
IFVs 
so be prepared. 

Build LOTS of Kirov Airships (6-7 is the recommended amount) and send them to the 
southwest corner of the map. 

Additional note:
If you head to the northeast corner of the map, you will find three wounded Kirov 
Airships as reinforcement near the Tech Airport.

Keep heading north from there and when you started to get shot at by the Patriot 
Missile Systems, you know the Chonosphere is nearby. Head slightly to the 
northeast 
and you will see the Chronosphere in the center of an enclosure, heavily guarded 
by 
Prism Towers, Patriot Missile Systems and Rocket IFVs. Just ignore them and tell 
the 
Kirovs to destroy the Chronosphere. Good luck!!! 

When the Chronosphere is destroyed, you will see a spectacular cut scene and you 
will be back in the game. Mission accomplished!!!

Congratulations!!! This is the end of the Soviet campaign. You have just 
conquered 
the world under the command of Mother Russia. Enjoy the ending!!! ^_^ 

----------------------------------------------------------------------- 

6. Credits 

God – for giving me the ability to write.

Westwood – for creating the blockbuster sequel to Red Alert!!!

C Jay C – for posting this FAQ. 

Mike Nasson aka UMA Bloodlust – for allowing me to download the ruler.ini file 
from 
his website. Thank you very much!!! 

Thierry Polfliet – for telling me about the Soviet “Prism Towers” in mission nine 
of 
the Allied campaign.

Ted0007 – for pointing out the alternate and much simpler way to blow up the Iron 
Curtain in mission twelve of the Allied campaign by using SEALs. 

FullBurst41 – for telling me about the downed Engineers in mission five of the 
Allied campaign.

Craig Woodward – for the tips on the Prism Towers for mission ten of the Allied 
campaign. 

Xavyer – for telling me the quick way to destroy the Psychic Beacon in mission 
three 
of the Allied campaign as well as the Prism Towers in mission 11 of the Allied 
campaign. 

General Office – for pointing out the faster way to complete mission seven of the 
Allied campaign with rocketeers. 

Shade8284 – for pointing out the superweapons infiltration that I forgot to 
include 
in the Spy section. 

Dr. Nukem – for suggesting me to capture the two Nuclear Reactors in mission 12 
of 
the Allied campaign. 

Dennis Chang – for telling me about the Kirovs suicidal mission in mission 11 of 
the 
Soviet campaign. LOL!!! ^_^ 

Gabe Rother – for telling game about the small canal in mission four of the 
Allied 
campaign.  

Brad – for correcting my mistake on the description for Amphibious Transports. 

Me – for writing this FAQ. ^_^

Grace Yeo – for being my girlfriend. ^_^

You – for reading this FAQ of mine. ^_^ 

This FAQ is Copyright 2000 of Nadia Varkovsky. 

This work is supposed to appear only on these following websites: 
1.  http://www.gamefaqs.com 
2.  http://www.orten.org 
3.  http://vgstrategies.about.com 
4.  http://www.fookes.clara.net
5.  http://home.planetinternet.be/~twuyts 
6.  http://www.cheatplanet.com
7.  http://www.cheatcc.com
8.  http://www.cheating.de 
9.  http://www.gamespot.com 
10. http://DLH.Net 
11. http://www.planetcnc.com 
12. http://www.gamexperts.com 
13. http://www.cheatcity.com
14. http://www.ra2nation.net  
15. http://www.theredwar.com 
16. http://www.red2.org 
17. http://www.actiontrip.com 
18. http://www.cheaters-guild.com 
19. http://www.freakycheats.com 
20. http://www.bdgames.net 
21. http://www.happypuppy.com
22. http://www.megagames.com  
23. http://ra2site.tripod.com/index.html 
24. http://ra2source.com  
25. http://www.gamesdomain.co.uk 
26. http://www.ultimate-strategy.com 
27. http://www.cncgames.com
28. http://www.fbgames.com
29. http://www.thegamingcenter.zzn.com 
30. http://www.abe00.net
31. http://www.neoseeker.com    
32. http://www.cheatcodes.com 
This FAQ is not supposed to appear in any other places or websites other than 
those 
listed above. This FAQ is not to be edited, altered or changed in any way without 
the author’s permission. 
Lastly, any further questions, comments, critics, suggestions and additional info 
should be forwarded to varkovsky@hotmail.com.