WELCOME... Command and Conquer by... BIGGS DARKLIGHTER All Rights Reserved All names, stories and related indica are treadmark of Westwood and Vande Sande Productions. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (((((((((((((((((((((((((((((((((((((Contents))))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1.1 - Introduction 1.2 - Legal Disclaimer 1.3 - Other Requests 1.4 - WestWood Conditions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.1 - Storyline ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part I 2.2 - Red Alert 2.2.1 - Red Alert Vehicle Info Complete 2.2.2 - Red Alert Buildings Info Complete 2.2.3 - Red Alert Infantry Info Complete 2.2.4 - Red Alert Aircraft Info Complete 2.2.5 - Red Alert Ships Info Complete 2.2.6 - Red Alert Soviet Missions Complete 2.2.7 - Red Alert Allied Missions Complete 2.2.8 - Red Alert Maps Due 25th October 2004 2.2.9 - Hidden Units/Buildings Due 25th October 2004 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.1 - Version Info 7.2 - Credits 7.3 - Conclusion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((((Introduction)))))))))))))))))))))))))))))))))) ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Westwood is a very popular PC games company. They made the legendary Red Alert series, and continued by adding Tiberian Sun. The story is listed in 2.1, and it is a very original and amazing story. There are no cheats for the game, rather I recommend TibEd, a game editor found at www.tibed.net and is very reliable. It can edit the whole series of Command and Conquer, from Red Alert to Tiberian Sun. It can be downloaded and it is a very safe editor. Other things can be downloaded, but they are the less reliable sources, and I have not bothered with them. For those of you that want mission FAQ's, not many of us can help you as there are so many missions, 14-16 around about for each side. I have completed the Allies on Red Alert, and nearly the Soviets, but it is so hard, so I might come back later with a full missions FAQ for the games. I would also like to make a note that www.ra.afraid.org has some very good downloads for Red Alert, map packs, saved games, units, buildings, editors and more. For Red Alert nerds, that is the site to go to. This FAQ will probably never be final. These games are so big that I will be adding stuff left right and center. Later on I will write descriptions on all the maps from Generals and Tiberian Sun, and following it Red Alert 2 and aftermath. I might add tactics that the enemy uses averagely most of the time, and depending on circumstances, I might write descriptions for all the maps that have been created on "www.ra.afraid.org". Any way, enjoy yourself guys. I have put A LOT of effort into this to make it a very useful FAQ/Guide. BIGGS DARKLIGHTER ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((Legal Disclaimer)))))))))))))))))))))))))))))))) ////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Any information in here is owned by me, westwood, and Vande Sande Productions. For terms and conditions regarding the game, see the terms and conditions when installing the game. For terms and conditions within this FAQ, continue reading. Infomation provided in here is infomation I have collected from various sites which are listed in the credits section, but they are mostly from TibEd. It is a valuable source of information, and is the backbone of this FAQ. Permission to post this on official or unofficial sites are requested by me to have my name (BIGGS DARKLIGHTER) on it, and infomation crediting TibEd and Me. Try as much as possible to leave it in it's original format. GameFAQs and DLH.net are the only current sites permitted to have this FAQ. Others will have to contact me first. I am nice, I won't bite your head off for asking, unless your site has serious fraud offenses, I will 99.99999999999 % of the time give it to you. If you can copy and paste it to your site, that will be easier for me, so I don't have to go net surfing to upload my own FAQ that takes up my time. If you email me asking for permission, remember to state the site you wish to post it on, your email if you want me to mail it to you and your name/nickname so I can say who I'm giving it to. It may take a while to get back to you as I will probably check out the site before granting permission. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((((Other Requests)))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ I am not too fussed about other people having my work, but there are other people's rights am protecting. By copying this work without permission, you are violating other peoples rights. If you see this FAQ posted on any other site that doesn't credit TibEd, Westwood and/or me for the work, I would gladly like to know. NOTE: I do check it out, so don't try and get other sites in trouble because you don't like them. Thanks A Lot, BIGGS DARKLIGHTER /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((WestWood Conditions))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ WestWood is a copyrighted company, and prohibites piracy or copying of the game to make profit. They can take violators to court, and fines can exceed $20,000. It might be a good idea to steer away from getting yourself into trouble with these guys. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((((((Story Line)))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 1946 - 1 Year after World War Two ended. World War Two had only just ended, and although Adolph Hitler was overpowered, the Allies still suffered a major loss. Perhaps the most bloody war seen by mankind. Many efforts were made to clear it all up, but because of the war, many lasting effects continued, such as the oppression, and continued hatred from Nazi supporters. Around 10 million casualties had been reported overall, 10 million that would still be alive if Adolph Hitler hadn't been around to form the Nazi party. Up until now, scientists and philosophers had only considered bending time a fantasy, but one and a half years after World War One ended, a genius man named Albert Einstein, discovered the Theory of Relativity, and in doing so, became the first man to ever gain the understanding of the Time / Space continuum. As a reward to his phenomenal achievements, he was given the opportunity to work with another genius man, a Russian by the name of Nikola Tesla. Together they achieved some amazing theories, such as the "Black Project" also known as the Philadelphia Experiment. With the Government funding them, Einstein and Tesla conducted a very demanding experiment based on radar elimination. They had technology to become blind to radar, but could they make an object also invisible to sight? Nikola Tesla combined seven large Tesla Coils, arranged in order according to Einstein's theory of Relativity. The incredibly powerful bursts of energy were beamed at USS Eldridge, an average sized battle cruiser. Although the Battle ship was deemed invisible for seven to eight minutes, scientists would see the horrible effects of their experiment. Several of the crew had been decapitated, and some were intertwined or materialized as part of the ship's hull. It seemed as if the experiment had caused a complete breakdown of the Space / Time continuum. After writing many long reports about what happened during "Black Project" Einstein changed his idea of making objects disappear, to putting the fantasy of Time Traveling to the test. With an incredibly large magnetic field and gigantic amounts of electricity, Einstein could open a controllable wormhole through which creating a rip in the fabric of Time. After many hard working years with Nikola Tesla and other colleagues, Einstein eventually discovered the equation to cause time to flow slower. This also made what happened in the "Black Project" apparent. Using Black holes, magnetic fields and electricity, Einstein could achieve something he named Chronoshifting, or the ability to travel between Time windows. When Einstein's theories were confirmed, he stated that there was another motive involved for his hard work. Because of the effects World War Two had on the world, Einstein stated that he himself was going back in time to get rid of Adolph Hitler before he grew to power. He said: "I have spent many grueling years working on this task. I now ask you, what would the world be like, had world war two not have happened? I plan to answer that question, by going back in time myself, and eliminating Hitler before he grows to power. As a result of my actions, the Jews will have not died in the awful concentration camps. The naval war between America and Japan would not have happened. Next time you see me, it will be without horrific memories of the last world war." And with that Einstein went with Tesla, to calculate the time and place Einstein would have to materialize. They concluded that they would have to appear in a place where Hitler's whereabouts were confirmed. 1924 - Landsberg Germany. Einstein had decided that he would strike just after Hitler had left Landsberg prison, and that would be just in a few moments. All Einstein had to do was to make physical with Adolph Hitler to alter the course of history and render World War Two non-existent. Sure enough, Adolph Hitler emerged from Landsberg prison. Einstein approached Hitler, and said: "Mister Hitler!" "Yes? What is it, I don't have time to be standing around here." Hitler replied. "Yes, I understand." Einstein answered, and offered to shake hands. Hitler took the offer, and both instantly disappeared. Einstein returned to 1945 New Mexico, where he had been studying, and Adolph Hitler had never even existed. This would be the fateful day that changes the world, as we know it, for the rest of time. Einstein had appeared in is Chronoshifting laboratory with his assistant waiting there for him. They both knew that they only had minutes before being shifted into the new timeline themselves. A room that had become unreal, as for those last few moments, it was all that was left of the timeline that we tend to call reality. The assistant asked ".... did you find him?", in which Einstein slowly replied: "Hitler is... out of the way...". The anxiety on the assistants face was obvious: "Congratulations professor! With Hitler removed...!". But he never got to finish the sentence. Einstein raised his hand, which silenced his assistant. While looking at his old pocket watch, which was apparently going berserk, he spoke the final words of our reality. " Time will tell...sooner or later...time will tell... " 1959 - America After the completion of the Einstein mission, many great things began to change. GPS became available in the next two to three years; the sophisticated rockets were understood within 5 years. Satellites were being launched; super computers were in mass production near the early sixties, all due to the success of the Einstein mission. Plans for the Philadelphia Experiment was passed on to other countries in the United Nations, but most importantly, World War Two had never taken place. But something occurred to Einstein that may change his ideas about the whole project. Something that might wind up having drastic results. When he got back from his trip, he noticed his stopwatch was going haywire, and that on the watch, time itself had stopped. But it was his ironic statement that would haunt him in those last moments. " Time will tell...sooner or later...time will tell... " Einstein had a gut feeling that what he had done will mark mankind in grave danger forever. In the early 1950's, United Nations noticed that Soviet Republic was becoming a superpower, and was growing in the technological field faster than anyone had ever imagined. Within a few short years, the Republic was able to break the barrier of sound and launch a fully operational nuclear warhead. Under the rule of Stalin, the Soviet Union would undergo a very noticeable change as they built up in strength and intelligence. But it was when Stalin started to bombard Europe with the first attacks, which United Nations felt they needed to act on it. Over the next five years, the Soviet Union had blanketed most of Europe in a "Iron Curtain". This war between the Soviet Union and United Nations became later known as the Great World War II. By the time Einstein had realized his mistake, the effects of the chronsphere wore off, and he and his assistant were integrated into the new timeline. The Iron curtain began to fall on all of Europe and the Allies were left with a bigger problem than they had ever bargained for. Unlike Hitler's way of using concentration camps and press censorship, Stalin took Europe by sheer force. The Soviet Union had wiped out more than twice the amount Hitler had. More than 3/4 of Europe was left in pure destruction once the Iron Curtain had finished with it, leaving only Britain, Spain and Portugal to fight for their freedom. Einstein's plan to avoid World War II was a failure, as all of Europe was under Red Alert. United Nations was reluctant to come to the aid of Europe, as it was a war that could turn worldwide very easily. The technology used by the Soviet Union was devastating, consisting of V2 rockets (Trucks that launch violently exploding missiles), MiGs (Planes that can break the sound barrier). It wasn't only their quantity that was the best in the world, it was also the quality. The European Allies (under the rule of German General Gunther Von Esling and Greek General Nikos Stravos) was a worthy opponent as they managed to battle Soviet units despite the unimaginable losses of lives and territory, desperately trying to get the "neutral" United Nations to help them. Also, having Albert Einstein was a major advantage, as the use of Chronoshift technology (The technology responsible for this situation) was used as a very powerful war machine against the Soviets. Eventually, due to the heroism of Europe holding their ground for so long, and due to the fact that they realized Europe was only the first step in Stalin's eyes, several of the worlds most powerful countries turned against the Soviet Union, and together they fought until they broke through the last lines of the Soviets and Stalin was killed at the last siege of Moscow. It was the early seventies when the Allies had won the war, knowing it had cost them all but their lives. Europe was wash dry of human lives, as more than 100 million human lives had been extinguished during the war. Not before long, United Nations had formed a committee that would prevent terrorism and wars on that scale from ever happening again. Amidst all this, they searched for a man named Kane, believed to be Stalin's right hand man. 1988 - Dawn of the Tiberium Age After the war, the Allies reported casualties to the United Nations, who decided to put together a committee of delegates from all over the world, mainly United Nations leaders. This was to be the Peace Corps of today, named Black OPS9. It was Black OPS9 that signed the form to have the Soviet Union hand over all of their technology that they used in the Great World War II. The remaining Soviet Union citizens, eager to make alliances due to United Nations threats, were believed to have destroyed the most important technologies that they possessed. United Nations also continued reviewing and assessing documents salvaged from the Soviets for nearly 6 years to gain knowledge on potential enemy threats and intelligence to make Black OPS9 more efficient. Each country involved in United Nations contributed to the funding of Black OPS9 and each countries military leader was in charge. Black OPS9 was originally a secret organization, but because of civil wars and the odd terrorist attack, Black OPS9 made itself more and more visible. Naturally, mass media tried to get itself involved with BO 9 (Black OPS9) and OGE (Operations Group Echo) and started twisting it into stories related to aliens and UFO's. Although the UN continued to say that there was no secret organization, trying to hide the truth while such matters were leaking out was becoming more and more difficult. It would be the Desert Storm operation that revealed BO 9, OGE and their purpose in the special organization peace unit. When the international media discovered the attempted assassination on Saddam Hussein in 1985 failed and resulted in a large number of OGE deaths, first stories in the paper or in the news caused a catastrophe. Nevertheless, the UN soon took over the press and limited the amount of information of BO 9 and OGE. In 1995, United Nations Global Defense Act (UNGDA) renamed the Operations Group Echo "Global Defense Initiative" (GDI). New regulations were formed, and information on GDI's purpose and activities were released to the public, and trust in UN was restored. Not long after the Global Defense Initiative was formed, a strange meteor impacted on earth near the Tiber River in Italy. A man named Doctor Mobius, a highly qualified research biologist, analyzed the meteor, and found it was home to an alien like plant. He took a sample back to his lab for it to undergo a series of tests. Once Dr. Mobius had sampled the plant for it's chemical make-up, Mobius saw the intense danger he and the rest of the world could be in. He watched as the plant visibly grew and mutated. Within 10 days of plant one seed in a 10 meter square garden, it had nearly completely covered the whole garden, top to bottom. The scientists working on the project wondered at the origins of the plant. But it was the strange deaths of some of Mobius' colleagues that really started to frighten him. While taking root samples in the garden, the scientists had mutated until they died, growing some alienated features that even the strongest stomach couldn't help but revolt. It seemed that Tiberium (named after the Tiber River) excreted highly toxic gases that had the potential of causing an unstable chemical build-up of any living organism. This resulted in severe mutation, which had killed Mobius' fellow workers. Mobius discovered though, that Tiberium was composed of inorganic material, and that it was a non-carbon based life form like the rest of the animal kingdom. The mutation is caused by the physical interaction with non-carbon and carbon based life forms. The possibilities of Tiberium are endless, because it can grow anywhere there's a mineral deposit. Literally the whole Earth is affected, apart from the pole and desert regions. There are four types of Tiberium, Vinifera, Riparius, Aboreus, and Cruentus. Riparius is the most common, a neon green colour with less strong effects on mutation. It is, however the fastest growing plant and gives of enduring effects of toxic gas. Vinifera is a more mature life form than Riparius, and has stronger effects of mutation. Its worth is more than Riparius but is harder to harvest. It has a light bluish colour. Aboreus is rather like Vinifera, but the effects are less strong on life forms. It will however react to solid metals, so artillery is forced to avoid Tiberium Aboreus. Cruentus is the strongest form of Tiberium yet discovered, basically rearranging your genetics as fast as up to 2 minutes. It grows large blue crystals and is extremely hard to process. The composition table can be found below. Composition: 42.5 % Phosphor 32.5 % Iron 15.25 % Calcium 5.75 % Copper 2. 5 % Silica 1. 5 % Unknown material Gas composition 22 % Methane 19 % Sulphur 12 % Naphthalene 10 % Argon 6. 5 % Isobutane 1. 5 % Xylene 27 % Unknown gases By the time Dr. Mobius and his team had realized the dangers of Tiberium, it was reported to have slowly but surely spread over all the southwest countries in Europe. Then they decided it was too late to warn the world about the dangers of Tiberium, it wasn't the shortage of time that stopped him, it was that Tiberium soaked the minerals out of the ground like a sponge, large dangerous crystals full of the enriched minerals. Trying to halt Tiberium would be like trying to stop a rearing bull with your little finger. Then, out of the blue, an organization began releasing information to the press explaining how they have been studying Tiberium ever since it arrived, and that they've discovered a unique way to harvest the plant at minimal mining expense. United Nations recognized this plant to be of incredible economical value, and harvesting it not only would decrease the amount of Tiberium, but make extreme amounts of wealth from it as well. Immediately this organization began leasing it's equipment to the highest payers, mainly the United Nations Countries, but made sure it kept it's high ranking position as the leader of Tiberium Harvesting Incorporation (THI). As the Tiberium industry grew, many more country leaders began buying harvesting equipment from this mysterious organization. Soon after the processing of Tiberium began, it out weighed the value of gold and oil together six fold. As the business grew, THI changed their named to the Brotherhood of Nod, led by none other than Kane himself. 2000 - Brotherhood of Nod The discovery of Tiberium was basically the beginning of a new age for the world. It brought about massive changes in the stock markets, gold and oil being shunted down for the lowliest of buyers. The Tiberium crystal was rated the most wanted of all sellable items. It provided a new resource for countries and continents that were without a lot of resources before as Tiberium grew literally anywhere with a stable mineral supply. It was when Tiberium nearly completed its reign on the whole planet when organizations like GDI and UNGDA started to see the other side of Tiberium. Tiberium related deaths numbered more than thirteen hundred thousand a year. Ninety thousand were due to mutations. Ten thousand were due to severe brain damage. The other Thirty thousand were addicted to the Tiberium drug ephantalene, and died from heart failure. However, there was nothing GDI could do but to study the origins of Tiberium. Mobius' objections to the harvesting of Tiberium were "taken under advisement" or otherwise, completely ignored. Caring more for its value than its fatalities, the world turned blind to the dangers of Tiberium. One debate that still outlasted was the origins of Tiberium. While a meteor impact seemed a normal event, scientists still theorized that it was sent by intelligent alien species. Some say to weaken our defences, some say that the aliens didn't know we existed, and sent it to fertilise the world ready for their coming. Some even say that Tiberium was the alien itself. Among the wild thoughts and ideas, the Brotherhood of Nod claimed it was a gift from heaven to help us fight against the tyranny of the United Nations Office. Kane, the missing link in the Soviet Unions war against Europe, said he was a prophet sent by God, to lead the world into a glorious Tiberium future. The Tiberium brought changes in technology, economics, politics and environment. Everyone started to look at Nod as the founder of all these advances, even more so than Tiberium itself. In the eyes of Nod, Tiberium had turned from a curse into a blessing, and Nods popularity around the world began increasing rapidly throughout the whole world. However, while the Brotherhood of Nod was welcomed into the world warmly, a number of important intelligence agencies such as Interpol made some disturbing discoveries about Nod. The brotherhood apparently had close relationships with wealthy and anti-UN groups all over the world. Because of this, UNGDA has been closely monitoring Nod's activities ever since they discovered the Tiberium Harvesting technology in the mid 90's. Nod's connections to dangerous groups in poorer parts of the world could mean that Nod was trying to get a hold of people all over the world, much like Hitler's strategic foothold. However, this theory was a worst-case scenario, and considering that Nod's dark connections to light would also mean exposing America and Europeans manufacturing weaponry for the Brotherhood of Nod. All UN could do was to let Nod keep on doing what it was doing, they had no legitimate reason to stop it. Slowly but surely, United Nations' worst case scenario became a reality. By 2008, Nods influence covered United States, Canada, Russia, Germany, China, France, Japan, Mongolia, Korea, Turkey and India. Only 19 % of the worlds population were now either neutral or United Nations. 2010 - Revolution Every day, more than 300 people on average converted to the Nod religious views. United Nations was beginning to realize the situation they were in. UN politicians were stunned when Kane revealed himself as the mastermind behind The Great World War II. Some called him bluff, but the profile matched. The only Soviet Union leader they never found was the man crippling UN every day. Kane started to accuse the UN of all the misery mankind has seen, for attempting to halt the harvesting of Tiberium, and for trying to make us believe in what they believe. In those few statements, UN's popularity dropped from hardly any to what might as well be none. Kane was pictured as a messiah for his wisdom at the UN's apparent betrayal to the world. As Kane's intelligence and charisma became undeniable to the world, high ranking citizens and professors offered all of their knowledge and possessions to the Brotherhood of Nod. Knowing that their situation was serious, UN tried to gain back popularity by spreading false information about the Brotherhood in the media, but when these efforts failed Kane's response was terrifying. Several of UN's most trusted politicians and officials turned out to be Brotherhood followers, keeping Kane posted with all the anti-Nod proposals and scandals. Kane also periodically sent information regarding the personal lives of UN officials to the media, a sick success at embarrassing UN. The consequences for the UN were phenomenal. They lost credibility everywhere; with countries situations becoming so critical the local army wasn't enough to keep them in control. While some officials were forced to step down, others were involved in bombings, explosions, and even assassinated by their own bodyguards that appeared to be a part of Kane's movement as well. Funded by huge Tiberium businesses, Kane built up his religious army and started taking over the remaining UN loyal countries, mainly in the south pacific. And when UN's strongest supporter defected to Kane's alliance, UN decided that Nod had to be wiped out immediately. Over a large worldwide broadcast, UN declared: "We have seen enough of religious defection. This man you call the Messiah, is the greatest danger mankind could have lived to see. I.Colonel Socrates am officially ordering Global Defence Initiative, to liberate the countries Kane has hypnotised by any means necessary." With those words, GDI set out to do the impossible. 2019 - The First Tiberium war UN was very aware, that should GDI not be able to handle Nod, nothing would stop Kane from leading the whole world. Although it wasn't as large as the Great World War II, it still caused human slaughtering beyond all imagination. Looking back to that history, although Kane doesn't have the mass military production Stalin had, but Stalin was never nearly the danger Kane is now. "Where Stalin was an aggressor bent on conquering land, Kane was bent on conquering the human spirit." (Extract from FAQ by Kevcat). A year or two into the war, all hell broke loose in Europe and Africa. The Brotherhood of Nod turned out to be a heavily armed military corporation and used very well trained soldiers, and because it was funded by the huge amount of Nod countries, Nod was able to use very advanced weaponry. Stealth Generators casted a shield around a limited area, basically making anything in the proximity invisible. It soon became clear that GDI was having much more difficulty in controlling Nod than the UN had ever anticipated. As Nod continued to research Tiberium, Nod fought back with never seen before weaponry and tactics. Kane sent false information out to the press ruining GDI's image. Soon, Kane had the masses criticizing GDI and the UN. Loyalty to UN in the world had fallen below 5 % of the worlds population, and UN came to the conclusion that they could not overcome this genius man who had literally the whole world at his hands. It was when Nod declared that they were going wipe out the town of Beoulistock when GDI decided to evacuate the town. A reporter went with them to film what had happened, so GDI might be able to gain some reputation back. But the UN was stunned to find that the reporter was a member of the Brotherhood, who broadcasted that GDI had obliterated the town of Beoulistock. UN was forced to stop funding GDI, who had suffered the major blow of defeat. GDI officers were forced to be monitored by the Security Council, who were swiftly killed by the Nod men in disguise. What Kane was unaware of however, was that UN had faked its no-funding contract, and continued to fund GDI. Quietly, GDI built up outposts and strong bases throughout strategic points. Within weeks, Nod was less and less aggressive towards GDI activity. Surprised overconfident Nod officers and soldiers found GDI bases working well and heavily armed, and GDI was able to outsmart Kane for the first time. Two years later, and GDI had attacked with full force, and limited the large Nod bases down to 10-12. It was then, when GDI got the advantage they were seeking. They had found photos of Kane's recent locations. He was in a Tiberium research facility near Yugoslavia, testing the effects of Tiberium drugs on human guinea pigs of all ages, trying to create a new super soldier. But short in manpower and equipment, GDI decided to send a small group of elite troops under the command of an Afro-American Kyle Solomon. He was perhaps the greatest commander UN ever saw. GDI had only one real advanced weapon, the Ion cannon. About 20 Ion cannons now orbit around the Earth; it has a very destructive laser beam that can vaporize a few buildings in the blast radius. The only drawback however is the long recharge period. For the first time, Ion cannons were used to break the strong defences at Yugoslavia so GDI troops could penetrate the heavily armed base. What they found in the Tiberium research facility was never disclosed, but even hardened heart soldiers suffered psychological trauma when they entered the room where innocent civilians had been tested on. Kane was nowhere to be found. GDI chased the remaining Nod followers out of the Eastern European countries, and found another Nod base in Poland, with a strange structure that Nod followers called the Temple of Nod. This building was not only Kane's centre of operations for the war; it was also the creation of NBC (nuclear, biological, chemical) weaponry. The only thing preventing Kane from using this powerful weaponry was the media. Now Kane was losing however, he would jump at the chance to launch some of these weapons of mass destruction. Solomon ordered the Ion cannon to destroy the heart and mind of the Brotherhood of Nod In the end it was a complete clash between Solomon's elite force and Kane's private guard that lasted for nearly three days. When Kane's last defence was crippled, GDI forces locked down the Temple of Nod with Kane inside, and waited for the Ion cannon to blow it to hell. The last images Solomon ever saw of Kane was him welcoming the Ion blast with open arms and a cruel smirk on his face. Those images would come to haunt Solomon for years. The first Tiberium war was finally over, as without Kane as leader, Nod forces broke in no time. 2028 - The Aftermath. Tiberium was near to populating every possible mineral bearing place, and deaths were still rated higher than births. Speaking of births, more and more were becoming deformed as the effects of Tiberium spread around the whole world. Small Nod loyalists were still fighting against GDI, but the UN had no problem in extinguishing those sorts of actions against humanity. But GDI was fighting another battle that they knew they could not win. GDI and the UN knew that they either had to get Tiberium out of the way, or get the civilians out. UNGDA commissioned a multi-billion dollar project to evacuate all affected civilians to regions like deserts or poles without a liable mineral source. GDI constructed a large orbital space station; named Philadelphia to keep high-ranking UN, UNGDA, and GDI officials away from the Tiberium infested Earth. Any person infected with a slight Tiberium related disease or infection was strictly prohibited from boarding Philadelphia much to the unpopularity of the public. A year and a half had gone by before the worlds population (numbering between 15 and 16 million) was replaced in safe colonies mostly in the Sahara desert and Antarctica. Then suddenly, September 2, 2030, General Solomon received a transmission from none other than Kane. This was the conversation that started the second Tiberium war. "I am cut, Why not bleed. it would be a sad error of judgement to mistake me for a corpse." "My judgement is sound, Kane. I'm not afraid of ghosts or you." "Perhaps you should be. As you see the battle just starting to unfold, I've already seen the final act; it is my destiny...to lead mankind into a new Tiberium age" "Mankind has forgotten you Kane," "Hahahahahahaha." (Extract from game Tiberian Sun) The second war began to unfold, and although Nod had nearly fully recuperated, GDI still managed to push back the outer defences. It was then when things started to go wrong. A strange UFO (later called a scrin ship) crash-landed near a Nod facility in Madrid, Spain. GDI immediately tried to investigate, but Nod was not so easily shunted away. Knowing they would not be able to investigate the UFO, tried to destroy it. GDI put up a good fight however, and a field commander by the name of McNeil was the first one to discover the delicate cargo inside. Human at first sight, the only difference was the bright green tattoos on their bodies, and the illuminating green eyes. McNeil escaped with the only surviving aliens, a young woman named Umagon, her crewmember Tratos and Oxanna. The GDI transport only just left when a multi-cluster missile obliterated what was left of the scrin ship. Back at Philadelphia, Umagon revealed to GDI that their colony had accidentally sent the meteor of Tiberium to earth when the coordinates turned out to be wrong. By the time their scientists had discovered the faults, the meteor was ready to launch. Immediately, they began a mission to follow the meteorite to see where it had gone. They were genetically similar to humans, until Tiberium was biologically manufactured and spread over the world, much like it did here. Unlike our earth, they grew immune to the mutation they underwent, making them genetically stronger, more intelligent and faster. They could push themselves further than humans, and proved themselves to be far more effective fighters than GDI soldiers. The mutants offered their recourses and abilities to GDI, and it was their help that knocked Nod head over heels. The mutants were able to survive the effects of chemical and biological missiles. The mutants were the key to GDI's complete take over of the Nod situation. Yet it was still 10 years before Nod was completely cleansed from the Earth. Within 15 years, the minerals in the Earth began to run out, and Tiberium began to die out. Tiberium's value on the trade markets dropped and gold and oil took up the reigning position again. Even though the Tiberium was gone by 2050, the world was left, sucked dry of all the minerals. Rainforests had been reduced to sandy dunes, lakes were dried out, but worst of all, the worlds population had been reduced to no more than 14 million people, all because of the problems Tiberium caused. Humans tried many fugal attempts at growing forests and mineral enriched places, but it would take decades before any hopes of living on Earth safely became possible. But meanwhile, humans had to make do with orbiting space stations and colonisations. GDI grew back its popularity to almost 97 %. Naturally, the UN couldn't stop terrorism 100 %, but by the time Earth was inhabitable again and the population was back up to the billions, the world was pretty much the way it if Einstein had not gone back in time and changed the future. Speaking of Einstein, we depart with a relevant quote: "Time will tell.sooner or later.Time will tell." Albert Einstein, Chronoshpere lab in Greenwich, Britain. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((((((((((((((((((((((((((((((((Part I)))))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ This is PART I in the FAQ's I am writing for Command and Conquer. Normally, if someone has one of these games, they get some of the others as well. Any way, this Part I FAQ is devoted to RED ALERT. It is the first in the series, but is my favourite. Look under "Red Alert Aftermath, Tiberian Sun, and Tiberian Sun FireStorm" to get my other FAQ's like these. Enjoy... BIGGS DARKLIGHTER /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((((2.2))))))))((((((((((((((((((Red Alert)))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Red Alert is the start of the Great World War Two, the effects of Einsteins Chronosphere. The Soviets are wreaking havoc on Europe, and you are the leader of each side. Below is the legend for the statistics in the following facts. Prerequisite = The structure you need to have built before getting this Primary = The primary weapon that this building/unit has Secondary = The alternate weapon thei building/unit has Strength = The amount of power the weapon is Armour = The amount of sheilds this building/unit has Techlevel = The level of Technology required before being able to build this Sight = The distance it can see when it moves over shroud Speed = The speed of this unit Owner = The owner of this building/unit Cost = The amount of credits it takes to build this Power = The amount of power this building produces or drains \\\\\\\\\\\\\\\\\\\ Red Alert Vehicles)) /////////////////// V2 Rocket Launcher [V2RL] Prerequisite = Weapons Factory, Radar Dome Primary = SCUD Strength = 150 Armor = light TechLevel = 4 Sight = 5 Speed = 7 Owner = soviet Cost = 700 Light Tank [1TNK] Prerequisite = Weapons Factory Primary = 75mm Strength = 300 Armor = heavy TechLevel = 4 Sight = 4 Speed = 9 Owner = allies Cost = 700 Heavy Tank [3TNK] Prerequisite = Weapons Factory Primary = 105mm Secondary = 105mm Strength = 400 Armor = heavy TechLevel = 4 Sight = 5 Speed = 7 Owner = soviet Cost = 950 Medium Tank [2TNK] Prerequisite = Weapons Factory Primary = 90mm Strength = 400 Armor = heavy TechLevel = 6 Sight = 5 Speed = 8 Owner = allies Cost = 800 Mammoth Tank [4TNK] Prerequisite = Weapons Factory, Soviet Tech Center Primary = 120mm Secondary = MammothTusk Strength = 600 Armor = heavy TechLevel = 10 Sight = 6 Speed = 4 Owner = soviet Cost = 1700 Mobile Radar Jammer [MRJ] Prerequisite = Weapons Factory, Radar Dome Strength = 110 Armor = light TechLevel = 12 Sight = 7 Speed = 9 Owner = allies Cost = 600 Mobile Gap Generator [MGG] Prerequisite = Weapons Factory, Allied Tech Center Strength = 110 Armor = light TechLevel = 11 Sight = 4 Speed = 9 Owner = allies Cost = 600 Points = 40 ROT = 5 Crewed = yes Mobile Artillery [ARTY] Prerequisite = Weapons Factory Primary = 155mm Strength = 75 Armor = light TechLevel = 8 Sight = 5 Speed = 6 Owner = allies Cost = 600 Ore Truck [HARV] Prerequisite = Weapons Factory, Ore Refinery Strength = 600 Armor = heavy TechLevel = 1 Sight = 4 Speed = 6 Owner = allies,soviet Cost = 1400 Mobile Construction Vehicle [MCV] Prerequisite = Weapons Factory, Service Depot Strength = 600 Armor = light TechLevel = 11 Sight = 4 Speed = 6 Owner = allies,soviet Cost = 2500 Ranger [JEEP] Prerequisite = Weapons Factory Primary = M60mg Strength = 150 Armor = light TechLevel = 3 Sight = 6 Speed = 10 Owner = allies Cost = 600 APC (Armoured Personel Carrier) [APC] Prerequisite = Weapons Factory, Allied Barracks Primary = M60mg Strength = 200 Armor = heavy TechLevel = 5 Sight = 5 Speed = 10 Owner = allies Cost = 800 Mine Layer [MNLY] Prerequisite = Weapons Factory, Service Depot Strength = 100 Armor = heavy TechLevel = 3 Sight = 5 Speed = 9 Owner = allies,soviet Cost = 800 \\\\\\\\\\\\\\\\ Red Alert Ships)) //////////////// Submarine [SS] Prerequisite = Sub Pen Primary = TorpTube Strength = 120 Armor = light TechLevel = 5 Sight = 6 Speed = 6 Owner = soviet Cost = 950 Destroyer [DD] Prerequisite = Naval Yard Primary = Stinger Secondary = DepthCharge Strength = 400 Armor = heavy TechLevel = 7 Sight = 6 Speed = 6 Owner = allies Cost = 1000 Cruiser [CA] Prerequisite = Naval Yard, Allied Tech Center Primary = 8Inch Secondary = 8Inch Strength = 700 Armor = heavy TechLevel = 10 Sight = 7 Speed = 4 Owner = allies Cost = 2000 Transport [LST] Prerequisite = Naval Yard Strength = 350 Armor = heavy TechLevel = 3 Sight = 6 Speed = 14 Owner = allies,soviet Cost = 700 Gun Boat [PT] Prerequisite = Naval Yard Primary = 2Inch Secondary = DepthCharge Strength = 200 Armor = heavy TechLevel = 5 Sight = 7 Speed = 9 Owner = allies Cost = 500 \\\\\\\\\\\\\\\\\\\ Red Alert Infantry)) /////////////////// >> All of these obviously need their corresponding barracks, so I have left >> out to save writing. Attack Dog [DOG] Prerequisite= Kennel Primary = DogJaw Strength = 12 Strength = 5 Armor = none TechLevel = 3 Sight = 5 Speed = 4 Owner = soviet Cost = 200 Rifle Soldier [E1] Primary = M1Carbine Strength = 50 Armor = none TechLevel = 1 Sight = 4 Speed = 4 Owner = allies,soviet Cost = 100 Grenadier [E2] Primary = Grenade Strength = 50 Armor = none TechLeve = 1 Sight = 4 Speed = 5 Owner = soviet Cost = 160 Rocketer [E3] Primary = RedEye Secondary = Dragon Strength = 45 Armor = none TechLevel = 2 Sight = 4 Speed = 3 Owner = allies Cost = 300 Flamer [E4] Prerequisite = Soviet Tech Center Primary = Flamer Strength = 40 Armor = none TechLevel = 6 Sight = 4 Speed = 3 Owner = soviet Cost = 300 Engineer [E6] Strength = 25 Armor = none TechLevel = 5 Sight = 4 Speed = 4 Owner = soviet,allies Cost = 500 Spy [SPY] Prerequisite = Radar Dome Strength = 25 Armor = none TechLevel = 6 Sight = 5 Speed = 4 Owner = allies Cost = 500 Theif [THF] Prerequisite = Allied Tech center Strength = 25 Armor = none TechLevel = 11 Sight = 5 Speed = 4 Owner = allies Cost = 500 Tanya [E7] Prerequisite = Allied Tech Center Primary = Colt45 Secondary = Colt45 Strength = 100 Armor = none TechLevel = 11 Sight = 6 Speed = 5 Owner = allies,soviet Cost = 1200 Medic [MEDI] Primary = Heal Strength = 80 Armor = none TechLevel = 2 Sight = 3 Speed = 4 Owner = allies Cost = 800 Points = 15 \\\\\\\\\\\\\\\\\\\ Red Alert Aircraft)) /////////////////// Spy Plane [U2] Prerequisite = Airfeild Primary = Camera Strength = 2000 Armor = heavy Sight = 0 Speed = 40 Owner = soviet MiGs [MIG] Prerequisite = Airfeild Primary = Maverick Secondary = Maverick Strength = 50 Armor = light TechLevel = 10 Sight = 0 Speed = 20 Owner = soviet Cost = 1200 Yak Attack Plane [YAK] Prerequisite = Airfeild Primary = ChainGun Secondary = ChainGun Strength = 60 Armor = light TechLevel = 5 Sight = 0 Speed = 16 Owner = soviet Cost = 800 Chinook [TRAN] Prerequisite = Helipad Strength = 90 Armor = light TechLevel = 11 Sight = 0 Speed = 12 Owner = soviet Cost = 1200 Longbow [HELI] Prerequisite = Helipad Primary = Hellfire Secondary = Hellfire Strength = 225 Armor = heavy TechLevel = 9 Sight = 0 Speed = 16 Owner = allies Cost = 1200 Hind [HIND] Prerequisite = Helipad Primary = ChainGun Strength = 225 Armor = heavy TechLevel = 9 Sight = 0 Speed = 12 Owner = soviet Cost = 1200 \\\\\\\\\\\\\\\\\\\\ Red Alert Buildings)) //////////////////// Iron Curtain [IRON] Prerequisite = Soviet Tech Center Strength = 400 Armor = wood TechLevel = 12 Sight = 10 Owner = soviet Cost = 2800 Power = -200 Allied Tech Center [ATEK] Prerequisite = Weapons Factory, Radar Dome Strength = 400 Armor = wood TechLevel = 10 Sight = 10 Owner = allies Cost = 1500 Power=-200 Chronosphere [PDOX] Prerequisite = Allied Tech Center Strength = 400 Armor = wood TechLevel = 12 Sight = 10 Owner = allies Cost = 2800 Power = -200 Weapons Factory [WEAP] Prerequisite = Ore Refinery Strength = 1000 Armor = light TechLevel = 3 Sight = 4 Owner = soviet,allies Cost = 2000 Power = -30 Naval Yard [SYRD] Prerequisite = Power Plant Strength = 1000 Armor = light TechLevel = 3 Sight = 4 Owner = allies Cost = 650 Power = -30 Sub Pen [SPEN] Prerequisite = Power Plant Strength = 1000 Armor = light TechLevel = 3 Sight = 4 Owner = soviet Cost = 650 Power = -30 Pill Box [PBOX] Prerequisite = Allied Barracks Primary = Vulcan Strength = 400 Armor = wood TechLevel = 2 Sight = 5 Owner = allies Cost = 400 Power = -15 Camo Pill Box [HBOX] Prerequisite = Allied Barracks Primary = Vulcan Strength = 600 Armor = wood TechLevel = 3 Sight = 5 Owner = allies Cost = 600 Power = -15 Tesla Coil [TSLA] Prerequisite = Weapons Factory Primary = TeslaZap Strength = 400 Armor = heavy TechLevel = 7 Sight = 8 Owner = soviet Cost = 1500 Power = -150 Turret [GUN] Prerequisite = Allied Barracks Primary = TurretGun Strength = 400 Armor = heavy TechLevel = 4 Sight = 6 Owner = allies Cost = 600 Power = -40 AA Gun Emplacement [AGUN] Prerequisite = Radar Dome Primary = ZSU-23 Secondary = ZSU-23 Strength = 400 Armor = heavy TechLevel = 5 Sight = 6 Owner = allies Cost = 600 Power = -50 Flame Turret [FTUR] Prerequisite = Soviet Barracks Primary = FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=6 Owner=soviet Cost=600 Points=65 Power=-20 Sensors=yes Explodes=no Crewed=yes Construction Yard [FACT] Strength = 1000 Armor = heavy Sight = 5 Owner = allies,soviet Ore Refinery [PROC] Prerequisite = Power Plant Strength = 900 Armor = wood TechLevel = 1 Sight = 6 Owner = allies,soviet Cost = 2000 Power = -30 Silo [SILO] Prerequisite = Ore Refinery Strength = 300 Armor = wood TechLevel = 1 Sight = 4 Owner = allies,soviet Cost = 150 Power = -10 Helipad [HPAD] Prerequisite = Radar Dome Strength = 800 Armor = wood TechLevel = 9 Sight = 5 Owner = allies,soviet Cost = 1500 Power = -10 Radar Dome [DOME] Prerequisite = Ore Refinery Strength = 1000 Armor = wood TechLevel = 3 Sight = 10 Owner = allies,soviet Cost = 1000 Power = -40 Gap Generator [GAP] Prerequisite = Allied Tech Center Strength = 1000 Armor = wood TechLevel = 10 Sight = 10 Owner = allies Cost = 500 Power = -60 SAM Site [SAM] Prerequisite = dome Primary = Nike Strength = 400 Armor = heavy TechLevel = 9 Sight = 5 Owner = soviet Cost = 750 Power = -20 Missile Silo [MSLO] Prerequisite = Soviet Tech Center Strength = 400 Armor = heavy TechLevel = 13 Sight = 5 Owner = soviet,allies Cost = 2500 Power = -100 AirFeild [AFLD] Prerequisite = Radar Dome Strength = 1000 Armor = heavy TechLevel = 5 Sight = 7 Owner = soviet Cost = 600 Power = -30 Power Plant [POWR] Prerequisite = Construction yard Strength = 400 Armor = wood TechLevel = 1 Sight = 4 Owner=allies,soviet Cost = 300 Power = 100 Advanced Power Plant [APWR] Prerequisite = Power Plant Strength = 700 Armor = wood TechLevel = 8 Sight = 4 Owner = allies,soviet Cost = 500 Power = 200 Soviet Tech Center [STEK] Prerequisite = Weapons Factory, Radar Dome Strength = 600 Armor = wood TechLevel = 6 Sight = 4 Owner = soviet Cost = 1500 Power = -100 Soviet Barracks [BARR] Prerequisite = Power Plant Strength = 800 Armor = wood TechLevel = 1 Sight = 5 Owner = soviet Cost = 300 Power = -20 Allied Barracks [TENT] Prerequisite = Power Plant Strength = 800 Armor = wood TechLevel = 1 Sight = 5 Owner = allies Cost = 300 Power = -20 Kennel [KENN] Prerequisite = Soviet Barracks Strength = 400 Armor = wood TechLevel = 3 Sight = 4 Owner = soviet Cost = 200 Power = -10 Service Depot [FIX] Prerequisite = Weapons Factory Strength = 800 Armor = wood TechLevel = 3 Sight = 5 Owner = allies,soviet Cost = 1200 Power = -30 Sandbags [SBAG] Strength = 1 Armor = none TechLevel = 2 Sight = 0 Owner = allies Cost = 25 Concrete Wall [BRIK] Strength = 1 Armor = heavy TechLevel = 8 Sight = 0 Owner = allies,soviet Cost = 100 Barbed Wire Fence [BARB] Strength = 1 Points = 1 Armor = wood Cost = 25 Fake Construction Yard [FACF] Owner = allies Armour = none TechLevel = 1 Strength = 30 Cost = 50 Sight = 4 Power = -2 Fake Weapons Factory [WEAF] Prerequisite = Ore Refinery Owner = allies TechLevel = 3 Cost = 50 Strength = 30 Sight = 4 Power = -2 Fake Naval yard [SYRF] Prerequisite = Power Plant Strength = 30 TechLevel = 3 Sight = 4 Cost = 50 Owner = allies Power = -2 Fake Radar Dome [DOMF] Prerequisite = Ore Refinery Strength = 30 Sight = 4 TechLevel = 3 Cost = 50 Owner = allies Power = -2 \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Red Alert Difficulty Statistics)) //////////////////////////////// ~~~~~~~~~~~~~~~~ Easy Statistics ~~~~~~~~~~~~~~~~ ROF ~ 0.8 Cost ~ 0.8 FirePower ~ 1.2 Armour ~ 1.2 GroundSpeed ~ 1.2 AirSpeed ~ 1.2 ~~~~~~~~~~~~~~~~~~ Medium Statistics ~~~~~~~~~~~~~~~~~~ ROF ~ 1.0 Cost ~ 1.0 FirePower ~ 1.0 Armour ~ 1.0 GroundSpeed ~ 1.0 AirSpeed ~ 1.0 ~~~~~~~~~~~~~~~~~~~~~ Difficult Statistics ~~~~~~~~~~~~~~~~~~~~~ ROF ~ 1.2 Cost ~ 1.0 FirePower ~ 0.8 Armour ~ 0.8 GroundSpeed ~ 0.8 AirSpeed ~ 0.8 \\\\\\\\\\\\\\\\\\\ Red Alert Weaponry)) /////////////////// Colt .45 Tanya Adam's perferred weapon. It is very accurate, and usually a one shot kill. Tanya has these guns as primary and secondary, so she basically has two guns in her pocket. ZSU-23 Standard AA Gun weapon. Obtained by the Allies in the start of the Great World War Two, they aren't extrememly powerful but they get the job done. Maverick These are very liable air-to-surface missiles, fired by MiGs. They are fast, like their masters, but are free fall, they don't have seeking devices. Camera Used by the Spy-Planes for the Soviets. Click on a space you want to expose, and your spy-plane takes a photo of that area, and removes the shroud. Vulcan Cannon Fast firing weapon, usually mounted on non-moving things. In this case it is Pillbaox's and Camo-pillbox's. Good against Infantry. Fireball launcher The Flame Turret is the only object inthis game to have this weapon, but it is a very good anti-infantry thing to have. Great if a soldier needs a smoke... Flamer This guy smokes too much. This weapon is just like the one above except it is for infantry to have. Don't have flamers all clustered together, if one dies... they all die. Sniper I haven't actually found a unit that has this gun yet. No matter, I will continue my search. According to Tiberian Sun, it is a very good gun though. Chaingun Notorious for it's use in Yaks. No, the other sort of Yak. The Red Alert plane? Yes...that one. Fast firing, anti-personel sort of weapon. Pistol If you piss the civilians off, they might start shooting at you. Those are pistols. They are harmless (don't get that idea in real life). M1Carbine The standard arms for Rifle infantry. It is fast firing, and is good against other soldiers. Dragon It is like the APTusk, except weaker. It is a lock-on weapon however, and is used in the Chrono Tank. Hellfire This air-to-surface missile is much like the maverick, except that it is designed for stationary launching, unlike the MiG launching mavericks at the speed of sound. Grenade Used by...Duh...Grenadiers. Don't stick these guys into bug groups either, if one dies, the lot dies. 75mm Small, anti-armour weapon. Used by light tanks and I have only one thing to say about them. THEY SUCK! 90mm Medium, anti-armour weapon. Used by medium tanks for medium tasks. They are okay to say the least, especially when you have them in big groups. 105mm Standard, anti-armour weapon. Used by the heavy tank for heavy purposes. These are mean weapons for destruction, and the heavy tank has two of 'em. 120mm Heavy, anti-armour weapon. Used by the Mammoth Tank for mammoth jobs. They are the best forms of offense, and the Mammoth Tank has TWO OF'EM!!! Turret Gun This is much like the 105mm. Infact, I'd be prepared to say it was, if I didn't know that it was a Turret Gun, which is used by the Turret. Mammoth Tusk The secondary weapon of the Mammoth Tank, these are anti-tank, AND anti-aircraft. Two major weapons in one. 155mm The best of the best, 155mm is an artillery weapon used by the Artillery. Whatever gets in the way of an Artillery is gone in the dust. M60mg This is a vehicle mounted machine gun, like the one on the APC, which is really good at taking out pesky infantry. Napalm Little bomblets dropped from a plane. They might be able to clear ore patches but they couldn't hurt a fly. TeslaZap The standard weapon used by Tesla Coils. It is a bolt of bright blue electricity, and is very powerful and destructive. Nike The commonly known Surface-to-Air missile. Fired from a SAM site to the air, locks on to aircraft, and blows them out of the sky. RedEye2 Another SAM weapon. The rocketers are the keepers of these unreliable weapons. They lock on to a heat source. 8Inch Common cruiser weapon. They are like VERY long range 255mm cannons, and very powerful. Very valuable weapons to have. 2Inch Smaller Destroyer weapons. Good for taking out smaller and weaker buildings such as Barracks and Power Plants. Stinger These are the weapons on a Gunboat, yet another SAM type of weapon. However, these are faster to fire, but weaker. TorbTube These are the subs only weapon. However they can attack bridges, the only unit able to do that apart from Tanya. They are severely annoying. Depthcharge "The Anti-Sub weapon". These are the only form of defense against submerged submarines. First you have to find them. Parabomb Sometimes, you get parabombs. These are worse than Napalms, so don't spend too much time trying to kill things with them. DogJaw The attack from a Dog. It works against Infantry in one bite, but you cannot attack vehicles with it. Heal The medics way of healing wounded soldiers. You will hear a chorus of angels going "aahhhh" when the medic heals someone. SCUD The rocket off a V2 launcher. They are slow to reload; aim them at a pack of infantry to decimate them all. //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((2.2.6)))))))((((((((((((Red Alert Allied Missions))))))))))))))))))))))))) //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ~~~~~~~~~~ Mission 1 ~~~~~~~~~~ Rescue Einstein from the Headquarters inside this Soviet complex. Once found, evacuate him via the helicopter at the signal flare. Einstein and Tanya must be kept alive at all costs. Beware the Soviet's Tesla Coils. Direct Tanya to destroy the westmost power plants to take them off-line. Initially some enemy infantry will attack you. Use the rangers to shoot them down. Now use Tanya (who will have arrived by aircraft) to move down the let hand side of the map, killing any enemy infantry on the way and place a C4 explosive on a power plant. Now use her to kill the infantry around the prison tech centre and Einstein will emerge. Guide him north to the helicopter that will arrive and get him in it. It will automatically take off and the mission will be accomplished. Make sure you keep Tanya out of the way of the Cruiser missiles that will be fired at the base when Einstein is rescued! ~~~~~~~~~~ Mission 2 ~~~~~~~~~~ A critical supply convoy is due through this area in 25 minutes, but Soviet forces have blocked the road in several places. Unless you can clear them out, those supplies will never make it to the front. The convoy will come from the northwest, and time is short so work quickly. Start off by building your base quickly. You should make it defensive with pillboxes and units around the West and South side of your base to fend off attacks from the enemy. Build plenty of infantry and vehicles and take a large group south along the road. Kill any enemy units you find, aiming at grenadiers first so that their grenade will explode and kill the surrounding enemy infantry. Move west when you reach the bottom of the map and then north following the road where you will find the main enemy base. Destroy the barrels first to get rid of part of the base and then take out the defences before destroying the rest of the structures. The convoy will arrive when you have killed off all of the enemy. During this time remember to keep building up your base with defences and other useful structures because it will be used in a later mission. ~~~~~~~~~~ Mission 3 ~~~~~~~~~~ You start with a Medic who is being shot. Move the medic north and Tanya south to kill the soldier. Now follow the only possible route west and then south killing any enemy infantry on the way. Keep an eye out for infantry hiding behind trees. Try to use the artillery to get stationary infantry and Tanya for those that are moving. To the south you will find a small enemy base with a flame turret. Use the artillery to destroy this before advancing. Remember to blow up any barrels you see which will take out hard to get enemy units such as the V2 Rocket launcher. Destroy the bridges you find to the East being careful not to get caught out by the infantry that sneak up on you from behind trees. Try not to get Tanya stuck on an island when you destroy the bridges. Remember, the artillery can be destroyed but Tanya must remain alive to complete the mission. ~~~~~~~~~~ Mission 4 ~~~~~~~~~~ Soviet forces are trying to retake the pass you cleared for our convoys. Don't let this happen. Hold the pass and prevent the Soviets from taking this vital area. Destroy all Soviet units and buildings in this region. You now return to the map and base left from mission 2. If you remembered to build plenty of defences and vehicles this will be a simple mission. You can take it easy by killing the initial attacks off with these defences. You may need some rocket infantry to defend against air attacks. Build up a small army of tanks and use these to get the enemy ore truck to the north west to cut off enemy cash supplies. Drive the tanks straight through the Soviet base to get the ore truck if necessary. Light tanks are fast and will not get hit too much. Send a ranger around the map so you can see what the enemy is doing. Once you have several tanks (about 10) and maybe a few rangers to take out the infantry you can make attacks on the base, taking out the defensive structures first. Try to run over groups of infantry with your tanks whenever possible. ~~~~~~~~~~ Mission 5 ~~~~~~~~~~ Rescue Tanya. Your spy can move past any enemy unit, except dogs, without being detected. Direct him into the weapons factory located at a nearby Soviet Base where he will hijack a truck and free Tanya. With Tanya's help, take out the air defenses on the island and a Chinook will arrive to rescue her. Then destroy all remaining Soviet buildings and units. There are three different maps to this mission depending on which you choose on the European map. They all have the same strategy though. Move your spy around a bit until you can see the enemy base. Wait and watch the dogs until you can see an opening and then make a run for it. If you think your spy won't make it you can often retreat back quickly and the dogs may give up the chase. Once you get into the weapons factory follow the truck along the road until it reaches the prison where Tanya is being held. Infiltrate this structure and Tanya will emerge. Use her to place C4 explosives on all the SAM sites around the prison. You may have to kill a few enemy units before you can reach them. Now a helicopter will arrive. Evacuate Tanya in this immediately. Now reinforcements arrive. They don't look much, but some of the infantry are engineers. Shoot the structures in the small enemy base until they are down to 25% health and then take them over with an engineer. Take over the important buildings first such as construction yard, barracks, weapons factory, ore refinery and a power station. Build an ore truck to get some money. Taking over a barracks will allow you to train more engineers. Now keep building tanks and V2s and maybe another couple of ore trucks. Remember you now have access to Soviet military. Don't let up on building stuff and keep an eye on your ore trucks. It can be difficult, but with enough units you can start making attacks on the enemy base. If you have control of a service depot remember to use it. Repairing units is very cheap. To attack the enemy try to find the back entrance to the base which is less well guarded than the main entrance. While you are doing this don't forget to keep building more units in case the Soviets attack your base while your strike force is away. It will probably take a few waves of attack before you can destroy the entire enemy base. Building Yaks to take out some defences can be useful if you have enough money. ~~~~~~~~~~ Mission 6 ~~~~~~~~~~ Priority One is to establish a base and get your spy into one of the Soviet tech. centers in the base across the gulf. Data on the Iron Curtain is in there and we need it. Once you get the data complete your mission... wipe out everything. Deploy your MCV where it lands. Get a power plant and barracks up straight away, followed by a refinery. The enemy will send troops and tanks from the south. Your only anti-tank weapons at this time are your rocket infantry. Build a pillbox or two to act as sponge for enemy fire while your rifle and rocket units work on the enemy units themselves. Remember to repair the pillboxes the moment they come under attack. Your rocket units will also handle any enemy aircraft that try to strafe your base. Crank out some medium tanks and attack the base in the south. Capture the barracks with an engineer, and infiltrate the radar dome with a spy. Now you can see what the enemy is doing. Build a naval yard by the barracks you captured. Block your coastline with tanks to prevent the enemy from landing troops on your island. Get a spy into the enemy subpen, and get another one into one of the tech centers. It's easiest if you land them on the craggy piece of land that juts out before their Tesla coil. The next stage of the mission is destroying all enemy units and buildings. Land 30 medium tanks in the north and slowly work your way down, destroying all the enemy units. The computer will sell all the buildings at the last moment, and a horde of tanks and V2 launchers will erupt from the south, so be careful. ~~~~~~~~~~ Mission 7 ~~~~~~~~~~ A combat situation arises immediately. Kill the infantry with your jeep and tanks. Deploy your MCV, and set up a base. Scout the ore fields to the east and south with the jeep. Build a pillbox to help kill enemy troopers. Build another refinery. Make some medium tanks. Build rocket infantry to combat enemy airpower. Put a permanent AA gun in the north of your base. Also put rocket infantry where the ore truck travels so you can shoot down marauding MiGs. Your first objective is to capture the radar dome in the south. A handful of tanks and an engineer will do it. You can sell the radar dome after it's been captured. The key to finishing the second objective is to destroy the enemy ore trucks and starve your opponent of cash. The only way to do this is to use your minelayers to lay thick fields of mines. Once the ore trucks are gone, you can mass as big a force as you want to destroy the enemy subpens. ~~~~~~~~~~ Mission 8 ~~~~~~~~~~ Our latest technology, the Chronosphere, is housed in this research station. The timer represents the appointed time for the completion of a vital experiment. The Soviets have learned of this and are moving in. Protect the Chronosphere and the Advanced-Tech research center. Make sure the base is fully powered at the appointed time. If not, all will be lost! Move the two destroyers by your power stations. Train five rocket infantry. You need to get your MCV into the base where your construction yard will be better protected, and where you can put your mine layers to good use. Clear the pass of enemy tanks using focused fire, and move all your remaining vehicles into the base. Plop the construction yard down somewhere inside. Replace the destroyed advanced power plant. Stick an AA Gun in a corner. Lay solid minefields on the road outside your northern entrance and in the pass that faces your easternmost entrance. Construct a camouflaged pillbox next to one of the northern turrets. Build several light tanks, and line the open areas of coastline with them to block the enemy from landing ground forces. Keep those minelayers busy replacing detonated mines! Remember that mines are free once you have built a minelayer and they can do a lot of damage to enemy units. ~~~~~~~~~~ Mission 9 ~~~~~~~~~~ One of Stalin's top atomic strategists, Vladimir Kosygin, wishes to defect. His knowledge of Stalin's atomic strategies is invaluable to us. We wish to "extract" him from the Riga compound, where he is stationed. Use a spy to infiltrate the Soviet command center and contact Kosygin. Once he is out of the building, get him back to your base any way you can. Build the base by the ore deposit to the east. Build fifteen rocket infantry, and place them in groups of five by the north shore. Build light tanks, and block the beaches the enemy uses for its invasion attempts. Put a spy and an APC into a transport, and carry the them to the top right corner of the screen. Land the spy on the beach, and move him across the bridge into the enemy base. Once there, enter the headquarters building, and free the defector, Kosygin. A bunch of dogs will appear. Keep Kosygin north of the headquarters building for now, and wait for all the dogs to "settle". Land the APC, and command it to run over the dog that parked itself by the top Tesla coil. With the dog gone, Kosygin can safely pass by the buildings, run over the bridge, and get to the transport. Your mission ends once you transport him back to your base. ~~~~~~~~~~~ Mission 10 ~~~~~~~~~~~ Kosygin has indicated that this is the site of Stalin's main atomic weapons plant. Use extreme care in approaching the Soviet base -- we don't know if any atomic bombs are armed yet. Take the facility off-line and then destroy any atomic weapons that exist. Deploy the MCV in the protected area to the east. Scout with your light tanks and run away from superior forces. The enemy armour is too strong for you to defeat, so don't plan on too many tank battles. Build a tech center to see where everything is. Observe the enemy ore trucks, and mine what ore deposits you can. If the ore trucks are gathering ore from a field behind enemy lines, build five helipads and go after those ore trucks. It will take two sorties to destroy each truck. Without ore trucks, the enemy will leave you be. Concentrate on gathering ore and building a massive horde of medium tanks. Pick off what units you can from the air. The enemy infantry is only an annoyance, and annoyances are quickly cleared with a couple pillboxes. Build rocket infantry for air defense, and place two AA guns in the northern part of your base. Focus your fire on the nearby Tesla coils before attacking the tanks. When you've destroyed a large portion of the base, Stalin will launch the missiles. Run a group of engineers up to the control center in an APC and capture it. It is useful to have a couple of APCs, with a few engineers a couple of riflemen in each to kill any enemy infantry that try to shoot the defenceless engineers. ~~~~~~~~~~~~ Mission 10b ~~~~~~~~~~~~ Now that the complex has been infiltrated, the launch control centers must be deactivated. Get your engineers to the control centers and deactivate them before the missiles reach their targets. Enemy technicians can help in locating the control centers if they are kept alive. You are deep inside the control center, the clock is ticking, and you have very limited resources. Move your units south until you hit the mammoth tanks. Send your spy south towards the "exit", and Tanya will appear. With Tanya as your point, explore the passages. Remember that Tanya will not fire at the enemy unless you tell her to. Move slowly to give you more chance to see the enemy before they see you. You may find slowing the game down helps. Remember to heal Tanya and other infantry whenever you get the chance. Take Tanya and an engineer north and east. Kill the soldiers, disable the first control center. Go west, and do the same to the second control center. Head north until you see the flame turret. Set a demolition charge on the flame turret. North of the flame turret is the third control center. Disable it with an engineer, and head all the way east and north, and disable the final control center. ~~~~~~~~~~~ Mission 11 ~~~~~~~~~~~ Our assault on the USSR is underway, although our efforts are being hindered by large pockets of soviet armor. To counter this we need to move warships up the Volga river, but there is a bottleneck near Volograd which you must clear so our naval vessels can move in. Good Luck. At the start you'll have two MCVs. Deploy both of them to get your base up and running, and build two refineries early on. Explore with one of your light tanks. There's a mammoth tank patrol to the east and north. Make a mental note of their resting locations, and mine them. Get a tech centre up to see where the enemy ore truck is. Build six helipads and destroy the ore truck. Use rocket infantry as anti-aircraft defences. Assault the base with a task force of medium tanks. Don't destroy the subpen; infiltrate it with a spy since we need a sonar pulse. Capture the construction yard and weapons factory. The enemy base on the other side of the river will start construction. Destroy their ore trucks with your helicopters. Make some V2 rocket launchers to take out the Tesla coils on the island. Break a whole in the concrete wall on the coastal side of the base, and send your tanks through to the northern section of your land mass and destroy the power stations. Create a naval yard and make a transport. If submarines attack the naval yard, destroy them with V2 rocket launchers and helicopters. Land V2 rocket launchers on the Tesla coil island and get rid of the SAM sites. Fire the sonar pulse. The V2 rocket launcher should take out some of the submarines nearby. To get the others, use your transport as a decoy to make the subs surface, and blast them from the sky with helicopters. Friendly naval power will arrive and if you've destroyed all the subs, your mission will be accomplished. ~~~~~~~~~~~ Mission 12 ~~~~~~~~~~~ Rumors abound that the Soviet Iron Curtain is nearing completion. In addition, an even more powerful version of that weapon is also in the works. One research facility is more protected than the rest - find out why. Capture all technology centers, and destroy any Iron Curtain prototype that you encounter.Our newly developed Longbow Helicopter should be able to assist your attacks. You start at the bottom of the map and you have some ore and a little jewels to the right and more ore to the left. There are two Soviet "bases", one on the left corner and the other about midway up on the right. At the FAR upper left corner there's a whole slew of power plants with just SAM sights that are begging to be blown up. But that's guarded by that base to the right. I used my trusty air superiority to wear down the base to the right while guarding my left flank from those pesky mammoth tanks which become invincible if you don't kill them quickly. I then invaded the left base with the famous tank rush, assisted with plenty of air support of course. After I had decimated that base and taken over some power plants, the construction yard, tech center, and ore refinery, I was ready for the assault on the left. I found I had to build some Tesla coils on the shore, connected to the ore refinery by airstrips, to get rid of those subs long enough for me to get some gunboats out. I had to build two, one near the island on the shore to kill one, and another near the point to clear another out. There was still another which would keep hacking away at my naval yard, but I put the wrench to it and kept it operational until my gunboat blew the sub out of the water without taking a hit. After that, I merely cranked out destroyers as fast as possible to clear the way for the 1-2 cruisers. After you've achieved naval superiority, the levels a piece of cake, until you occupy the 2nd tech center and blow up the Iron curtain. ~~~~~~~~~~~ Mission 13 ~~~~~~~~~~~ Your top units are Group A, and your bottom units are Group B. Move Group A engineers to the control panel to destroy a flame turret. Move Group B to the east, and kill everyone there. Move Group B further east, and use the control panel to destroy the northern turret. Move Group A east past the tanks. If you have trouble killing the enemy infantry, remember to group your riflemen in groups of five and move slowly one square at a time. Follow the riflemen with the medic, and heal the soldiers while they fight. Let the enemy come to you; riflemen can't shoot on the move. Go north through the passageway; the first generator is here. Head back out and east, where there's another turret control panel to disable. Backtrack a bit with Group B, and advance south. There's a grenadier at the generator controls. Rush him with rifle infantry. When your engineer sets a charge on the generator, you'll get some more rifle infantry as reinforcements. Move Group B east until you hit another room with a generator. Set a charge on this one, and continue east until you reach big room with flame turrets and several control panels. The center control panel takes out the north-west turret. The north-west panel takes out the center turret. With good timing, you can send a single engineer to do both of these without getting hurt. The south-west panel is a generator, but you can't get to it safely just yet. Instead, move Group B up to Group A, and make a new team consisting of five rifle infantry, two doctors, and one engineer. Move the team east to another generator, then south and west. You'll be back at the central hub. Kill all the infantry now that you have two medics helping out with the healing. Head south. A very small computer is in the west wall. Place an engineer here to activate the turret control. Head west from the V2 room, and kill the flame thrower and the dog by shooting the barrels. Two control panels on the wall disable turrets, and the one in the room to the west itself is another generator. There are two generators left in the central hub. Disable both of them. If the flame turrets are still up, don't worry. The engineers will get to the control panels before dying. Take the lower right passage. Move all your units inside. Move your spy into the room with all the units. Something strange will happen! All the bad guys will ignore your men and run out of the room! Move your engineers east, and reprogram the last generator computer. ~~~~~~~~~~~ Mission 14 ~~~~~~~~~~~ This is it -- the final confrontation! The Soviets have nowhere to run now. The only thing that remains is to topple the Soviet seat of power. Destroy everything to make sure that no one takes Stalin's place. No sorrow. No pity. No remorse. To start this mission you need to get money. Why the Allies would send a final attack on the Soviets with no money is beyond me, but that's the mission. Move Tanya and the thieves down to protect them from the barrel explosion, then move them up to protect them from the other barrel explosion. Shoot all the infantry while you move west. When you hit the coast, move north into the base. Destroy the small power stations. Shoot at the delivery van with Tanya's pistol. If it runs away, go back south the way you came and cut it off and the river crossing. Shoot at it some more, and it will explode, revealing a crate full of money. Go back up, and destroy the large power plants. Move the thieves into the ore silos and steal their money. Reinforcements will arrive. Deploy the MCV where you see the signal flare. If the theives die before you get to steal enough money you can scout around with Tanya. Try destroying civilian buildings you find, especially churches. You can find a crate in some of these to get your reinforcements. Like in the previous missions, the Soviets will send invulnerable mammoth tanks at you. These tanks travel in a predictable path to get to your base, so by mining their paths, you'll pre-empt this particular threat. Rocket infantry will protect you from planes. Back them up with some AA guns around your power stations. Find the enemy ore truck once the GPS is launched. Build six helicopter pads, and destroy the ore truck. Without the ore truck, the enemy will stop sending units at you. When the ore truck of the southern base is destroyed, the eastern base will start sending out its trucks. Their ore fields have no SAM cover, so destroying them shouldn't be a problem. Construct a naval yard and build a cruiser. To extend your base to the water, build a chain of barracks building until you hit the coast. Put up some anti- air defenses by the naval yard, including rocket infantry. The chronosphere can move units from one place to another for a limited amount of time. Chronoshift the cruiser into the lake by the southern base, and tear their buildings to shreds. If the cruiser guns overshoot, force attack on a game square that is slightly above the building to correct it. Repeat this until they give up and sell all the buildings. Next, chronoshift the cruiser into the small lake in the bottom left corner and shell the airstrips and power stations to the north. Send your helicopters on SAM site busting missions. You'll lose a helicopter in the process, but that's what money is for. With the SAM sites gone, you can destroy the power stations at your leisure to silence the Tesla coils, then your tank groups in for the kill. //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((2.2.7))))))((((((((((((Red Alert Soviet Missions)))))))))))))))))))))))))) //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ~~~~~~~~~~ Mission 1 ~~~~~~~~~~ A pitiful excuse for resistance has blockaded itself in this village. Stalin has decided to make an example of them. Kill them all and destroy their homes. You will have Yak aircraft to use in teaching these rebels a lesson. The Allies store barrels full of petrol next to their buildings and units. Shoot all the barrels you see with your airplanes. A few friendly soldiers will drop in to assist. There's a heal-everyone crate under the church to the west. Move your men north, and as you explore more of the map, you'll find more barrels to shoot. Edge a few soldiers near the unexploded bridge. Shoot the barrels by the pillboxes to destroy them. The map will reveal more buildings and barrels. Blow up the other barrels. If your mission doesn't end, it's because you've left the civilians alive. Kill them all and destroy their buildings. ~~~~~~~~~~ Mission 2 ~~~~~~~~~~ Tomorrow, the attack on Germany begins, but today, we must protect our facility from Allied attacks. Keep the Command Center intact at all costs, and destroy any Allied fortification you might find. Shoot the stacks of barrels by the bridge. Build a refinery, aircraft, power plant, and barracks. Send one man to scout up north. It's okay if he gets killed by the jeep. Strafe the jeep with both aircraft. You'll notice that a rocket infantryman shoots at you. Next time you're up there, strafe him, too. Gather all your rifle infantry and organize them into two groups of equal size. Move south past the river crossing, and head past the ore deposits to the west. Always keep the two groups next to each other for defense. Inch your way one square at a time until you begin combat with the enemy. If a jeep appear mixed with the infantry, kill the rifle infantry first, the jeep second, and any rocket infantry last. The enemy ore truck will show up. Destroy it with concentrated rifle infantry fire. With the ore truck gone, the enemy won't have enough cash reserves to put up much of a fight. The turrets are best destroyed with concentrated rifle fire. The Yak aircraft is good for lightly armored buildings such as power plants and construction yards. ~~~~~~~~~~ Mission 3 ~~~~~~~~~~ An Allied spy has bypassed our security, damaged our base, and is now seeking to escape. Use your attack dogs to track him down and exterminate him. The civilians are aiding the spy and will have set traps for your men. If the spy escapes you, your life is forfeit. Kill the soldier defending the farmhouse and you'll get riflemen and grenadiers. Send a grenadier south to blow up a line of barrels to destroy the pillbox. Send the men south, killing enemy infantry. Move all the units west until you see the enemy village. Move the dogs back. Cluster the infantry in a counter ambush formation at the pass. Send a dog into the village, and immediately pull it back when computer starts the ambush. Kill them. The spy escapes up north. Move all your units half way east then north through the valley, killing the little men there. Get a grenadier to blow up all the barrels again. Move all units north, then into an attack formation where you can grenade the enemy soldiers one by one until they die. Move everyone west. blow up more barrels. Move everyone west, kill the spy. Mission complete. ~~~~~~~~~~ Mission 4 ~~~~~~~~~~ The Allied base in this region is proving to be problematic. Your mission is to take it out so that we can begin to move forces through this area. As long as they have communications they will be able to call upon heavy reinforcements. Crush their communications, and they should be easier to remove. We're going to do this one slightly differently. Move your units west until you get to the village. Deploy the MCV along the road that stretches to the bottom corner of the map. Build your base with a power plant first, followed by a barracks and a refinery. You're surrounded by minerals, and there's not much space to build buildings, but as you gather ore, the real estate will open up. Dogs make good border guards if you put them near your perimeter. They'll die in the crossfire if you mix them up with your normal infantry. Build an airstrip. Send a spy plane to an area at the very top of the screen, aligned vertically with the first river crossing, counting from the west. See that radar dome? You've got to take it out. When your paratroopers are ready, drop them next to the radar dome and destroy it. The one major strength of the Soviets is armor, so take advantage of it by building as many heavy tanks as you can afford. Send your armor north from the gap generator and destroy the ore truck and refinery. Stay out of reach of the turrets, but destroy any tanks and jeeps that you see. Destroy the weapons factory also. With unit production crippled, the enemy will lie still. Build more armor and finish them all off. ~~~~~~~~~~ Mission 5 ~~~~~~~~~~ Khalkis island contains a large quantity of ore that we need. The Allies are well aware of our plans, and intend to establish their own base there. See to it that they fail. In addition, capture their radar center so we can track Allied activity in this area. Set up your base just south of the road. Get a radar dome up as soon as you can. Scout to the north with one of your rifle infantry, and see if you can drag the bad guys down to your turf. Pump out some tanks. Move them into the ore fields in the north and destroy the enemy ore truck. Retreat back to your base where your infantry can help destroy the remaining "rescue" force. Build three V2 launchers, and use them to take out enemy turrets. Keep a squad of infantry close, and follow them with your tanks. Capture the Allied construction yard, and radar dome, but don't touch the refinery or any of the barrels. Build six airstrips and Yaks to go with them. Use the spy plane to reveal portions of the middle island. You're looking for the enemy refinery. When you find it, strafe it with your Yaks to destroy it. Pick off the units on the island one by one by air assault, or build a naval yard to bombard them from the coast with gunboats. If you do this, you'll need to get rid of the enemy destroyer cover with submarines. The mission ends when every last soldier on the middle island is dead. ~~~~~~~~~~ Mission 6 ~~~~~~~~~~ There is a special cargo that needs to be transported to a nearby Soviet base in the northeast. Make sure the trucks reach their destination intact. Along the way, there is a bridge which the Allies may have destroyed. If so, use the Naval options at your disposal. Our attack subs will make short work of any Allied boats you discover. Retreat to the west, and set up your base at the far edge of the map. Several waves of enemy rocket infantry and light tanks will attack. Counter them with rifle infantry and five or six heavy tanks. Send an APC into the base in the north to scout a little bit. Try to find the refinery. Build three airstrips, and make two strafing runs on the refinery to destroy it. Build three V2 launchers to remove enemy fortifications, and let your tanks and your infantry deal with the other enemy units. Capture the weapons factory and build another repair bay by it. Repair your tanks before fighting your way east. Cruisers will open fire on you as you reach the main island in the east. That's okay. Concentrate on getting rid of the tanks on the island. Move the convoy trucks through the path you cleared. Your mission ends when you get them on the island. ~~~~~~~~~~ Mission 7 ~~~~~~~~~~ The Allies have infiltrated one of our nuclear reactors! They have tampered with the core so that a meltdown is imminent within 30 minutes. They must not succeed! Enter the base and find any remaining technicians. Guide them to the 4 coolant stations so they can activate them, then activate the main computer. The security systems have been armed so beware. Kill any Allies you find. Run for it! Move all your men down the east passageway. When you reach the end, light the barrels and give them a taste of their own barbecue. Head past a guarded control room to the west, and turn south. There's a pillbox with a barrel fuse and a bunch of dogs wagging their tails. Light the barrels to free the pups from the pound. Split the dogs into four groups of roughly even size. Attack the control room guards and kill them all. Move a soldier onto the control panel plates to destroy the flame turrets. Head west, but stop before you get a bunch of barrels. A pair of rocket infantry will fire on the barrels, hoping to catch you in the blaze, but they will have no such luck. Unleash the dogs on them. Continue moving through the corridor, shooting the barrels you come across. It will widen up into a large area full of more barrels. Stand back. Chase after the enemy soldier and kill him. Move further towards the engineers and kill their lone guard. Move one engineer onto each computer terminal. Some flame turrets will pop out of the ground and fry the Allied intelligence team. Move your remaining engineer to the core computer terminal to end your mission. ~~~~~~~~~~ Mission 8 ~~~~~~~~~~ We have detected Allied activity on Elba island. The Allies plan to use this island to stage an attack on the Soviet Empire. You must ensure that the island ceases to be under Allied control. Destroy all Allied units on and around the island. The local population has been aiding the Allies as well. There is only one punishment for helping the enemy - Death. This is a difficult mission. Quickly build a barracks and place it somewhere. The enemy will disperse. If a few still linger around, a couple rifle infantry will silence them. Construct a refinery. Build a war factory, and pump four or five heavy tanks. You'll get several shipments of infantry reinforcements. Put the flame infantry in front of the rifle infantry, and pay attention to that manufacturer's label that says "This side towards enemy". Explore the coastline with a transport. Ore is going to be a problem soon. First, deal with the civilians who keep popping flares to signal enemy transports by killing the civvies. Move your tanks north to the large ore fields. Destroy the mine layers before they lay mines, or you'll wish that you had later. Rush back down to your base and defend against marauding jeeps. Capture the tan enemy's power station and build a barracks and refinery up there. Roll out big numbers of heavy tanks and go after the enemy ore trucks. If you don't kill those ore trucks, it's impossible to win. Use hit and run tactics to slowly deplete the enemy reserve of vehicles. When it's time to assault the base, use the V2's to take out the turrets and pillboxes. Your mission will end when everything is destroyed. ~~~~~~~~~~ Mission 9 ~~~~~~~~~~ The Allied forces have intercepted and destroyed a convoy that carried parts for our secret weapon. One truck remains, but they have captured that last truck and its cargo. This is not acceptable! You are to destroy that truck before the Allies leave the area with it. Destroy all enemy units in your base and immediately repair all your damaged buildings. Send the ore truck south to mine gem deposits. Construct an advanced power plant. Construct a weapons factory. Build two heavy tanks, and an engineer. You have to move quickly to capture an enemy base being established in the western portion of the map. Move your tank units and your engineer to the west. Capture the construction yard, and destroy the other buildings. The enemy will attempt to land on a strip of beach by your original base, accompanied by helicopters to destroy your Tesla coil. You can build Allied structures now, so build an AA gun by the Tesla Coil, and move your tank units to the beach to deal with the enemy land units. Later, an engineer laden APC will attempt to infiltrate your east base, and a group of helicopters will go for your west base. Be on the lookout for both of these. You can build an Allied barracks and make some rocket infantry to counter the air threat. With three refineries, you'll have enough income to build another weapons factory and produce a dozen heavy tanks. Drop paratroopers into the blackness at the west edge of the map, on the same line as your captured Allied construction yard. Move them north and expose the bridge. Advance northwards from your western base and destroy the armor. Park your two mammoth tanks at the start of the bridge. Move your group of heavy tanks east until you hit a clump of pine trees. There's an isthmus here. It's heavily mined, so advance your tanks one square at a time, shooting the square ahead of each tank to destroy any mines that might be there. An Allied cruiser will open fire on the tanks. Luckily, it is so far away that it will miss, and its shots will destroy the Allied Force's own mines. Destroy any enemy tanks and artillery that attack your armor column. We want to flush the convoy truck out. Push through their base, without stopping to destroy their turrets. The convoy truck will panic and leave. That's what we want. Pursue it with your heavy tanks. The convoy truck will eventually make it down to the bridge where we parked our mammoth tanks and paratrooper infantry. Your mission will end five seconds later. ~~~~~~~~~~~ Mission 9b ~~~~~~~~~~~ Slow the game down to the slowest so that you can keep up with the computer. And select all your units and target the convoy truck before it leaves your base. Then, just put it back to normal speed and watch your units waste the convoy truck!! Its a lot easier and faster. ~~~~~~~~~~~ Mission 9c ~~~~~~~~~~~ Start off the same way as above, but instead of moving you units into their base to chase the truck (cointaining Iron Curtain parts) out, go up on the side that your original base is on past the bridge were you park you mamoth tanks. Go over the bridge you will see a small base. Use v2 rocketers to destroy the turrets and then destroy ONLY the power plants. For some reason the big base is suffering from low power. Find the truck and drop your paratroopers down neer the truck. Tell the paratroopers to just attack the truck and not to bother with anything else, once its destroyed the mission will end so don't bother getting ready to destroy the base. ~~~~~~~~~~~ Mission 10 ~~~~~~~~~~~ You must defend a Soviet convoy that is moving through Allied occupied territory. Using the new MIG jet and a complement of Yaks, get the convoy through the area intact.Be careful -- your resources for this mission are very limited. If at least one truck makes it through to the other side, the mission will be a success. Destroy the enemy tanks with concentrated tank fire. The convoy trucks will always follow the closest unit. Since we want them to be safe, leave one tank behind as a shepherd to keep the flock out of trouble. Kill rifle infantry with Yaks. Kill rocket infantry by running over them with your tanks. Kill other vehicles by picking on them with concentrated tank fire. Kill AA guns with tanks. Kill turrets with MiGs. Kill ships with a combination of MiGs and tanks. Destroy barrels with anything that is convenient. Use the spy plane to uncover your surroundings screen by screen. If you lose a Yak, replace it with a MiG. Two Yaks and three MiGs seems to work best on this level. Shoot the barrels by the radar dome to destroy the AA gun, then destroy the turret from the air. Proceed west through the trees, and squish the rocket infantry who attempt to ambush you. Keep heading west until you see an AA gun on a plateau. Destroy it, and head south past the barrels. Don't stop to fire at the turret. Once in the clearing to the south, destroy the southern AA gun. Shoot the barrels leading up to the central AA gun to destroy it. Three friendly engineers will airdrop. Move them to the enemy base and capture the repair bay and the construction yard. Destroy the ship to the south, and destroy the ship in the north You can now repair your aircraft without fear of being shot down.Keep going west. Destroy the barrels on the southern plateau. Use a Yak to destroy the barrels on the northern plateau. Continue west. Destroy the tank, squish over the rocket infantry. Blow a hole through the concrete barrier. If you now move your "shepherd" tank to the far west, the convoy will follow. The mission will end when the convoy trucks make it to the western edge of the map. ~~~~~~~~~~~ Mission 11 ~~~~~~~~~~~ Intelligence indicates that a large portion of the Allied Naval Fleet will stop for refueling at a base in this area. Destroy the fleet and the base. Beware the long range of their cruisers. Make landfall slight to the north-west of your starting position. Build a refinery and weapons factory right away. You need some heavy tanks for protection. Move your subs east. From time to time, a cruiser will pop up in the eastern sea, and the subs will take it out. Use your leftover transport to scout the contours of your island. If you don't stop, you can map out almost all of the islands despite the massive Allied naval power. When you have four heavy tanks, send one of them east to scout past the bridges. In the ore fields north of the bridge is a minelayer that you should destroy quickly. Some enemy tanks will invade your beach, but the three heavy tanks you left behind can contain them without any problem. To safely cross the bridges without getting them blown to hell, you need to destroy the cruiser in the east. This can only be done with airpower. Three MiGs will kill the cruiser in a short period of time. Build two subpens. Place one past your north shore, and the other one past your south. Create a wolfpack of five or six submarines in the north, and replace any subs you lose in the south. Destroy the Allied sea power in the channel, culminating in the destruction of their shipyard in the bay. There is a crate worth 2000 credits on the island in the north-west. You can drop some paratroopers to get it if you need it, but because you need to get rid of the enemy navy, you might as well destroy their northern fleet with your submarine pack. Any enemy transports you see can be destroyed by your MiGs. Use a combination of helicopters and MiGs to kill the enemy defenses around the only approachable beach head. The pass is heavily mined, so destroy them with helicopters by firing at random squares. Begin destroying AA-guns, starting from the west. Three MiGs will destroy one gun emplacement without losing aircraft. With the gun emplacements gone, strafe the rocket infantry with your Hind helicopters, then knock out their power stations. Destroy whatever you can from the air. Land some heavy tanks. The bridge may blow up. Route your units through the narrow gap east to avoid the heavy minefield in the west pass. Destroy all units and buildings. If your mission doesn't end after you've destroyed everything in sight, you missed some of those camouflaged pillboxes hidden behind clumps of trees. ~~~~~~~~~~~ Mission 12 ~~~~~~~~~~~ We have learned the location of the Chronosphere weapon, and we want to capture it. The Allies have boobytrapped the Chronosphere to explode if approached. Capturing the tech. centers BEFORE taking the Chronosphere may allow you to defuse any traps. Use extreme caution. Save the V2 rocket launcher at all costs. Kill the enemy vehicles with your armor, and destroy the turrets with the V2 launcher. Set up your base. To begin with, put up a weapons factory, barracks, and a repair bay. Send some of your leftover grenadiers exploring. If one of them attracts the attention of an enemy helicopter, lead it to the mammoth tank. Snipe at the tanks and men in the southern valley with the V2. Make some heavy tanks. Watch out for a chopper landing in the northern area of the base at the same time of an enemy tank attack. Your V2 can take out the chopper, and your armor can deal with the tanks. A thief incursion is possible at this point. Kill them with the mammoth. Move your tanks to the ore field just east of the base. Ambush the mine layer as the transport delivers it. Speaking of mines, there are some mines south and to the west of the ore field fencing. Kill all the tanks and men on this side of the island. Five tanks from the enemy base will attack under the shadow of a mobile gap generator. In combat, you'll catch glimpses of the enemy units. Remember to concentrate your fire, and you'll have no problem with this. Capture the Allied tech center in the south-west. You'll get a GPS map that will show everything. Take over the allied base in this sector using the V2's to remove gun emplacements, and using the tanks to project your might. Capture the weapons factory and construction yard, but only after you've sunk the cruisers. Hind choppers are best for this because they won't fly over AA on the other island. Drop some paratroopers over the power plants to silence the AA guns. Clean up the lake of naval units. Fill the transports with five mammoth tanks, five heavy tanks, three V2s, and two APCs loaded with engineers. Unload the transports on the south shore. When the beach head is secured, use the V2's to destroy all the turrets and pillboxes. Capture the three tech centers to complete your mission. ~~~~~~~~~~~ Mission 13 ~~~~~~~~~~~ We have another chance to capture the Chronosphere. Take out the Radar Domes to cut the link between them and the Chronosphere. Then capture it! Destroy the enemy tanks. Deploy the MCV. Build a refinery, barracks, weapons factory, and repair bay. Train some grenadiers for base defense. Build three heavy tanks, and move your tank units south through the ravine. Destroy the tanks and artillery, and continue until you've gone to the very end. Turn back. Build another refinery. Construct a subpen and make enough subs to destroy the Allied ships in the bay farthest south. Send a transport full of heavy tanks right up the bay, and destroy the radar dome and the power plants, including those on the top of the cliffs. Charge the enemy camp with six or seven tanks, with the aim of destroying the center radar dome. Drop paratroopers nearby to assist. Curve your tanks northward and remove another radar dome. Construct a new armor column. The enemy will have run out of nearby ore, and will send the ore trucks farther north. Destroy the trucks with some tanks, and then destroy the enemy's weapon factory. If you don't, you'll be up to your ears in enemy tanks and artillery. Send ten tanks all the wa*y north, and then west. Cross the bridge and do not stop for anything! Carry on south through the enemy camp, past the ore fields. There is one more radar dome you need to take out. Do it. The chronosphere is south of those cliffs. Don't send a spy plane over there, however, because the Allied units will try to destroy the chronosphere. Make a large group of tanks to clean a path for your engineers, and capture the chronosphere. When I did this, I heard EVA say, "Objective reached." A split second later, our mission failed. I don't know if this is a bug, but there's another way to complete the mission. Instead of capturing the chronosphere, capture the barracks to the north-west of it. Build a large group of rocket infantry and destroy the helicopters that attack the chronosphere. Keep some tanks and infantry down there to keep the chronosphere safe. Systematically destroy every Allied vehicle, structure, infantryman, and ship. Regardless of your originally assigned mission, you'll see the words "Mission Successful" when the last Allied unit is killed. ~~~~~~~~~~~ Mission 14 ~~~~~~~~~~~ Your final test is at hand. The destiny of the Soviet union rests on the shores of England. Here lies the final resting place of the Allies pitiful resistance. Crush them and attain your place at the right hand of Stalin. There are several mines in the area, so only move your units straight up and down, and not to the east or the west. Concentrate fire on the light tanks, artillery, then medium tanks. Deploy your MCV. You can check for mines in the vicinity of your base by constructing a building, and moving the white placement markers around your perimeter. If a square within your placement marker turns red for no apparent reason, there is a mine under that square. Group your mammoth tanks together as an air defense system. Destroy the other enemy units using your heavy tanks. Don't wander into the mines. Defeat the Allied vehicles that approach from the south and from the west. Destroy the turrets guarding the bridge north of your base with V2 rockets. Get a weapons factory and repair bay quickly, and create tank units. Scatter two or three SAM sites around your base. The Allies will make constant landings at certain points on your shore. Block their landing sites with heavy tanks. Scout the rest of your land mass with a heavy tank. Construct a subpen and build a wolfpack of submarines and a transport. Scout the eastern contours of your island. Some cruisers will open fire on your base. Build an airfield in the north-eastern corner of your base as a cruiser fire sponge. Sink the cruiser with your wolfpack. If the cruiser is close enough to shore, V2 rockets will also work well. Take your wolf pack north, and destroy any other naval units, the naval yard and a large section of bridge. The enemy ore trucks will start coming down to your island to gather ore. The loss of their ore trucks will be the deathblow to the Allies, so take them out any way you can. For best results, place your mammoth tanks in the middle of the ore patch and wait for the trucks. The Allies will end up sending six or seven trucks, so be prepared to wait a while before they run out of money. Run a large group of heavy tanks up the bridge north of your base. Concentrate your fire on the turrets, and try to squish the rocket infantry. Take out the power plants. Run more heavy tanks up the western side of the island and take out the power plants, but leave the AA guns and construction yard intact. Time to assault the base. The enemy helicopters are painful, but the base lacks AA guns in the west part of the base. Send an infantry squishing heavy tank up into the base from the western side. Render it invulnerable using the Iron Curtain, and run over the rocket infantry. If you're lucky, the cruisers will end up destroying much of their own forces. To take out the cruisers, take out their destroyer escorts from land. The channel is narrow enough for several heavy tanks to get good shots at the destroyers. Then, the cruisers can be sunk by either MiG or Hind helicopter. Put 10 heavy tanks and 5 V2 launchers into transports. Send them north through the east channel, and make landfall on the strip of beach. Move the V2s north to the very edge of the cliff, and destroy more power plants. Move west, eliminating everything you can see until the very last Allied unit and structure is gone. /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (((((2.2.8))))))((((((((((((((((((Red Alert Maps)))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Sorry, this section has not been completed yet. Please come back at the specified date. Thank You. Due 25th October 2004 /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ (((((2.2.8))))))((((((((((((((Hidden Units/Buildings)))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Sorry, this section has not been completed yet. Please come back at the specified date. Thank You. Due 25th October 2004 /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((5.0)))))))((((((((((((((((((((((Credits))))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ First of all, I have to credit the makers of TibEd greatly for the help with the production of this FAQ, it has been a monster to complete, but I am here now, so thank you very very much. Westwood, for creating four of the best PC games I've ever played, there is no FAQ for Red Alert without Red Alert. Thomas and Henry, my cousins. They were the ones who introduced me to RA and Tiberian Sun, and that means a lot to me. Cheers cuz... My Granny, thanks for the time I've spent on your computer trying to conquer Russia. Thanks. www.ra,afraid.org/ for it's guidance. I got a lot of help from there to help me with the missions, and the mission guides are extracts from that website. I give the site full credit for the mission faq. MEEE!!!! I have to admit, for the time I've spent on the websites, playing RA, Tib Sun, Aftermath, looking at History Books, just to write this FAQ...I have done quite well. Write to me at "biggs_darklighter@hotmail.com". Find me in some of my other FAQ's: STAR WARS EPISODE I RACER (N64) STAR WARS ROGUE SQUADRON (N64 + PC) Coming Soon... Grand Theft Auto: Vice City (PS2) Spyro 1 (PS) Ideas for future FAQ's... Lord of the Rings: FOTR (PS2) Lord of the Rings: Two Towers (PS2) Lord of the Rings: ROTK (PS2) STAR WARS JEDI POWER BATTLES (PS) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((6.0)))))))((((((((((((((((((((Conclusion)))))))))))))))))))))))))))))))))) /////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ well guys, this is it. My departure. Please contact me, I want to help. Without bragging, I can say I know just about everything about RA and nearly everything about Tiberian Sun. Just ask the question and I will get back to you. Oh Well...So long for now. //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ ((((((Bye)))))))((((((((((((((((((BIGGS DARKLIGHTER))))))))))))))))))))))))))))) //////////////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\