COMMAND AND CONQUER RED ALERT 2 GENERAL FAQ, HINTS AND TIPS 1.01 (Version A) By Alvin Go "KGL4EVER!!!" alvinregan@yahoo.com http://www.alvin.iscute.com ----------------------------------------------------------------------- "For Mother Russia!!!" Soviet Conscript ----------------------------------------------------------------------- Table of Contents: A. Game Overview B. RA1 and RA2 Comparisons C. Rundown of the Two Forces D. Country-specific Units/Structure E. Tech Buildings F. Super Weapons G. Unit Descriptions H. System Requirements I. Storyline Cast J. General Tactics ----------------------------------------------------------------------- A. Game Overview Red Alert 2 is by this time my favorite PC game. It is the sequel to the hit game Red Alert. This version is very much balanced and exciting compared to the original. The graphics are amazing; the units and structures are the best 2D graphics in the industry. Real buildings, like the White House and the Pentagon are captured with detail. You'll love a game with units on fire running around before they eventually die. (Haha!) The storyline is also amazingly plotted and thought of. The cut scenes are so intriguing you'd think you're watching a movie! This time, the setting of the story is in the States wherein the Soviets are on the offensive (very obvious in the new units...which I'll discuss later) and the Allied forces are on the defensive. Gone are the units/structures that are same for both Soviets and Allies. Each side has a distinct advantage and disadvantage. So, playing as the Allies and playing as the Soviets will mean absolutely different strategy and technique. Useless structures such as the Ore Silo, Camouflaged Pillbox and the Kennel are scrapped; useless units such as the Thief and Mobile Gap Generator are removed. So, if you are to buy only one game every year, don't hesitate to make Red Alert 2 your choice. You surely wouldn't regret it; I assure you! ----------------------------------------------------------------------- B. Red Alert and Red Alert 2 Comparisons and Unit Notes In this section, I will point out the many differences of the two versions. This is for Red Alert veterans who haven't bought the game yet for the fear of having the same gameplay and tactics for both games. In RA1, their is a separate tab for structures and units. You CAN only produce one unit at a time. Not anymore for RA2. Offensive and Defensive structures have a different tab (4 tabs, together with infantry and tanks/naval/aerial units) which makes offense and defense structure-making more complicated. You can create a War Factory and Pillbox at the same time, for example. UNITS In RA 1, the Allies and Soviets both have the following same units: Rifle Infantry, Engineer, Ore Truck, and LST. In RA2, except for the Engineer and LST (now called Amphibious Transport), the modifications have been done. Rifle Infantry: Allies: GI : able to deploy and create sandbags around him. When deployed, his weapon becomes longer-ranged and can inflict more damage. Able to garrison buildings. When deployed, it takes more firepower to kill him. Worth twice the Soviet Conscript. Soviet: Conscript : this is your standard Rifle infantry. Cannot deploy. Worth half the Allied GI. Able to garrison buildings. Ore Truck Allies: Chrono Miner: Now this is what you call smoooth economy. Well, this is like the Ore Truck... it goes to the Ore patch and here comes the different part. When it finishes loading up ore, it will chronoshift back to the nearest refinery. How'd you like that?! When being harrassed by enemies, instead of panicking, just manually have it chronoshifted back to your base! Soviet: War Miner: Back in the old RA1 days, we used to have a couple of rifle infantries escort the ore truck. With the War Miner, say no more. It has its own weapon mounted on top of it! And its armor is VERY heavy that it can take on damage before it gets killed. And it can store more ore than the Chrono Miner by the way. Its armor is so strong; two elite prism tanks are no match for it! Additional notes: Engineer: Both sides have engineer. But this guy is already optimized. Meaning, it can repair bridges, capture buildings INSTANTLY (you don't have to wait for a building to be in the RED zone like before), defuse Crazy Ivan's bombs, repair your buildings, and capture TECH BUILDINGS (more on this later). So this guy is really a major nuisance when your opponent is having an Engineer rush! Allied Spy: Nobody even bothers to make a Spy before. Why? Because on RA1, the Spy does nothing but gives you USELESS information such as what they're building, how much money they have...etc. Not anymore on RA2. Instead, it gives you USEFUL benefits when you infiltrate an enemy building such as: War Factory: All the vehicles that you produce will have one stripe, meaning they become veterans (more on this later). Barracks: All the infantries that you train will be veterans (more on this later). Ore Refinery: All the cash in the Ore Refinery you infiltrated will be added to your cash! So this means that the thief in RA1 is now integrated in the new and improved Allied Spy! Power Plant/Tesla Reactor: Enemy power supply shuts down for about a minute. Very useful when your opponent is surrounded with Prism Towers and Tesla Coils! Air Force Command Headquarters/Radar Tower: The shroud will be reset for the enemy. Don't infiltrate this when you're against the computer. Battle Lab: Special infantries become available to be produced. These special infantries are combined technologies. Allied Battle Lab: Chrono Ivan, Chrono Commando Soviet Battle Lab: Yuri Prime, PSI Commando I've researched on this already. Okay, here it goes. If you infiltrate an Allied Battle Lab, you are given Chrono Commando if you have an Allied Barracks. If you capture or own a Soviet Barracks, you can also create Chrono Ivan. If you infiltrate a Soviet Battle lab, you can create PSI Commando using the Allied Barracks and Yuri Prime for Soviet Barracks. Superweapons: The countdown will be reset (more on Superweapons later). You can't infiltrate the Construction Yard like before. As usual, Attack Dogs aren't fooled by the Spy's appearance. And one more thing, before you set off a spy, be sure to select first an enemy unit the Spy will disguise himself as. This means that your spy can disguise as any enemy unit. Allied Tanya: Tanya can now swim and detonate ships! And Tanya isn't killed by a single Tesla shot anymore, not anymore! She's stronger than ever and now automatically targets enemy units that are within range! Attack Dogs: Both sides now have Attack Dogs. They only need barracks. No more Kennel (they suck anyway, why would you create a separate structure for just Attack Dogs???). Allied Attack Dogs are German Shepherds; Soviet ones are Siberian Huskies. See? Even in attack dogs, both sides' breed differ, even if it does nothing to the game! Allied IFV: No more APC for the Allies. Instead you have an Infantry Fighting Vehicle. This IFV can only hold one infantry (any) and whatever infantry you put there, the weapon of the IFV will be that of the Unit inside! (I will devote a section on IFV's later). Soviet Flak Track: This is your regular APC, but is now in the Soviet's side. It is their primary (and Cheapest) Anti-air unit created by the War Factory. Allied Rocketeer: This is the only "flying" infantry. Weak weapons, but deadly during the early part of a game esp. when your opponent doesn't have Anti-air units. They can attack air, land and sea units and are quite fast too. Soviet Flak Trooper: This is almost equivalent to the Allied Rocket Soldier in RA1. Weak against infantry, terrific against Rocketeers and other Air units and good at tanks and structures. Allied Nighthawk Transport: This is your Soviet Chinook Transport from RA1, but is now in the Allied side and with a matching weapon to boot! STRUCTURES In RA1, same structures for both sides include the following: Power plant, advanced power plant, ore refinery, ore silo, helipad, service depot, and Radar dome. In RA2, all are different (except for helipad and ore silo which have been removed, and the service depot). Power Plant Allies: Power Plant: This is your only Allied structure capable of producing power (200 power). Soviet: Tesla Reactor: This is the standard Soviet power-producing structure that makes less power (150 compared to Allies' 200). This can be charged by Tesla Troopers (more on this later). Advanced Power Plant Allies: None! Soviet: Nuclear Reactor: This baby produces a humongous amount of power (I believe in the thousands, 2000 to be exact) that costs very very cheap...but... you know there's a but. If and when this baby is destroyed, it's equivalent to having a nuclear bomb explode...right in your base... VERY DANGEROUS! You take the risk. I'd advise not using this for it's risky, but if you do, guard it well and don't place it near key structures. Wall it. Radar Dome Allies: Air Force Command Headquarters: Lengthy name for a Radar Dome, huh. One, this is not a dome anymore. It does provide you a radar, but with a matching helipad...four helipads! You can make up to 4 Harriers per AFCH. Talk about economy! Soviet: Radar Tower: Ho hum! Just plain radar-activating structure. No more, no less. Additional Notes: Base Defenses: In RA1, Soviets rule in base defense, having the Flame Tower and the almighty Tesla Coil. That's an old story. In RA2, Allies RULE in all kinds of BASE DEFENSE! Soviet's Flame Tower is now a simple Sentry Gun and the old Tesla Coil is still around. Allied's Pillbox is still around, but no more Camouflaged Pillbox and Turrets. We now have the ALMIGHTY EPITOME of BASE DEFENSES.... the PRISM TOWER! (Hear ye hear ye!) These babies rock! (More on Prism technology of the Allies later). Allies Spy Satellite Uplink: This is equivalent to the GPS Satellite of the Allies in RA1; only that it is now a structure of its own! This is what makes me want to play Allies always! And to think the Soviet's SPY Plane is no more, it's very hard to scout when you're a Soviet! Allies and Soviets Naval Structures are now same: Naval Shipyard. But except for the Transport, all other units created by the Naval Shipyards are different. In fact, Naval war is so complicated in RA2! You have dreadnoughts (sort of V3 Rocket Launcher in the sea), Squids, dolphins, etc! Add a swimming Tanya to the fray! ----------------------------------------------------------------------- C. A Rundown of Allies and Soviets' Advantages and Disadvantages: ALLIED ADVANTAGES: 1. Spy Satellite Uplink + Gap Generator: This baby lets you see the whole map. Whereas the Soviets don't have any structure to instantly scout the map, the Allied can not only see the whole map, but conceal their base using the Gap Generator! Talk about dirty tactics!!! 2. Chrono Miner: This baby is very great for having cash quickly. They speed up your ore mining process in a half! And with its instant chronoshift, you can manually chronoshift it back to your base if your opponents are attacking your miner! 3. Prism Tower + Prism Tank: These two babies are great for defending your base from attacks. Prism technology rules! By surrounding your base with Prism tower, the Prism waves of the Prism towers will combine to form one VERY powerful wave that usually kills tanks in one hit! And it is even capable of attacking multiple targets at once! 4. Stronger Infantry selections: The GI is much better than the Conscript; Tanya is COOL! Rocketeers are great early game attackers; and Chrono Legionnaires are a pain in the *ss! But this is easily neutralized by the Soviet's stronger Country-specific infantry units, which will be discussed later, and the Cloning Vats. 5. IFV: These babies are very versatile and very quick too! A separate section will be devoted to these innovative vehicles later. 6. Anti-air Naval Vessels: When it comes to anti-air, Allied naval units all the way! Aegis Cruisers rock! 7. Stronger superweapons: In RA1, Soviet's Iron Curtain and Nuke Silo are too much for the Allied's full-of-bugs-and-can-chronoshift-one-unit-only Chronoshphere. Not anymore. The Weather Control Device not only evens it up, but makes Allied Superweapons DEADLIER...by far. Again, there'll be a separate discussion on Superweapons later. 8. Spy: The Spy has many distinct abilities and can benefit you A LOT (especially having new technologies like instant veteran rating, and power shutdown...etc). Allied disadvantages are primarily Soviet advantages (and vice versa), so I won't make a separate Allied/Soviet disadvantages list anymore. 1. Terror Drones: These cool cats are one of my favorite Soviet units! Poor armor, yet very very fast (I use them for scouting), kills infantry with one hit, and EATS up VEHICLES (including miners) from the inside. This means, that once the TD is inside an enemy tank, it will eat up the tank slowly until it explodes. When it explodes, the TD will move to another tank it can EAT up! The only way to remove it is through the Service Depots. 2. Generally stronger Tanks: The Rhino Heavy Tank is much stronger than the Allied's Grizzly Tank. Apocalypse is the reincarnation of RA1's Mammoth Tank. V3 Rocket Launcher is now modified; its rockets are so big and powerful, it can be shot down by Anti-Air (AA) structures or units!!! Terror Drones are Soviet-only too. Kirov Airship is also Soviet-only. 3. Kirov Airship: This baby reeks of AWESOMENESS! The loading screen of RA2 even features these babies. SLOW, too SLOW, but it has a STRONG armor and can take massive damage before eventually being destroyed, of which usually it has already destroyed a key building or more! When a base has no AA defense, it will practically RIP out the base with its LETHAL bombs (unlimited...no reloading). When it reaches the ELITE stage, it is more LETHAL (its bomb are nuclear!!!). Once I decimated three AI bases using ONLY ONE (THE SAME ONE) KIROV AIRSHIP!!! 4. Cloning Vats: This makes building infantry a buy-one, take-one offer. Build one of this, and whenever you make one infantry, a clone will emerge from the Cloning Vats as well! You can also instantly kill infantry units you own by ordering it to enter the Cloning vats (I know, it's no use, but nevertheless, amusing). 5. Yuri: Although not very decisive, it can kill infantry with its wave and can MIND CONTROL too! Very COOL and more deadly with a Cloning Vats! 6. Nuclear Reactor: At 1000 a pop and a enormous power giver, this is quite cheap and useful. Only, guard this carefully and don't ever put this in the "heart" of your base or you'll face the consequences. Wall this if possible. 7. Stronger country-specific units (see section below). Generally, I think that Allies are much much powerful than Soviets which I wonder why. In the storyline, the Allies are supposed to be surprised by the Soviet attacks. The Soviets are supposed to have prepared their onslaught, but it seems that Allies are quite stronger (especially with its new Prism technology and improved Chronoshifting technology). Allies use Information (Spy Satellite, Gap Generator) and General Tactics (Spy, IFV, NH Transport) while Soviets use Brute Force (Kirov Airship, Apocalypse). I think that Westwood should have also improved the Tesla technology and Invulnerability technology of the Soviets (like having an Invulnerable Infantry/Tank...and improved Tesla Coil). ----------------------------------------------------------------------- D. Country-specific Units/Structure Before, when we play skirmishes in RA1, we pick only Allies or Soviets. But in RA2, we don't. We pick a Country. And each country has an additional unit/structure/ability, which can be built aside from being Allied/Soviet. Here are the country-specific Units/structure, with rating of 1 to 10, 10 being the most useful. ALLIES 1. America: Paratroopers (Airborne): This paradrop was in the Soviet side in RA1. Now, it's the special ability of America. There is another way of getting paratroopers (more on this on Tech Buildings), but Airborne is a total of 8 GI's. Rating: 7 2. France: Grand Cannon Defensive Turret: This humongous structure is very long-ranged and hits its targets accurately and Powerfully. Rating: 8 (excellent defense) 3. Great Britain: Sniper: This infantry unit is very long ranged and can kill infantry with a snipe. This unit, in groups, is good against Engineer and Tanya rushes. Rating: 3 4. Germany: Tank Destroyer: It can decimate tanks easily. Very deadly on tanks! 2-3 hits and your tanks are gone! But it is weak against infantry and structures. Rating: 7 (good against tank rushes and against people who rely on tanks so much) 5. Korea: Black Eagle Jets: These are merely improved Harriers and can do more damage and can take more damage. In packs, they are quite deadly. Alone, it's almost useless. Rating: 6 SOVIETS 1. Russia: Tesla Tanks: Tesla Tanks were available in Soviets in RA Counterstrike (I think...or was it Aftermath? E-mail me somebody). But is now under Russia only. These babies are quite deadly. Rating: 7 (firepppppoooowwweeer!!!) 2. Libya: Demolition Truck: This is my favorite! Aside from being quite cheap, just create three and order them to rush into the base one by one...and when the enemies destroy it...BANG! Nuclear explosion! Rating: 10 (oh MAMA! I see fireworks!!!!) 3. Iraq: Desolator: This baby can kill infantry units using its weapon. Very deadly because when it toxicates the land, all infantry is "toxified" and dies instantly! IFV anyone? Rating: 9 (finish HIM!) 4. Cuba: Terrorist: Spy + Tanya. Disguise plus C4 bombs. What a deadly combination. 'Nuff said. Rating: 9 (tsk tsk. dirty tactic!) So you see, Soviets' country-specific units RULE! ----------------------------------------------------------------------- E. Tech Buildings Tech buildings are neutral buildings having special purposes. You have to send an engineer to capture one before you can use it. And when you do, you can build structures around it! Very useful when planning to create refineries or expanding your base! AIRPORT: By capturing one, you can make paratroopers like that of America only in a less number of units. You get 6 GI's or 6 Conscripts per drop. Rating: 7 (when you're not America) HOSPITAL: This is like the Medic (I miss him! Bring him back!!!) in a structure form. A VERY USELESS building. Capture one only when there is ore near it so that you can build refineries. It's also funny that when an infantry is healed, the computer says, "Unit repaired!" DUH! Rating: 3 OUTPOST: This is a service depot with weapons mounted on it. Again, it is quite useless, but the price of the engineer is less than a service depot, only that capturing an outpost doesn't give you the ability to create MCV's. So this is it: USELESS (almost). Rating: 5 OIL DERRICK: This provides you a steady flow of cash. Who doesn't need cash? This is the most useful tech building!! Capture it as soon as possible! It gives you an instant 1000 bucks then gives you cash thereafter. Rating: 10 ----------------------------------------------------------------------- F. SUPERWEAPONS and TACTICS ABOUT THEM Superweapons play an impt. part in RA2. It is very dangerous that whenever a superweapon is created, everyone is alerted and a countdown appears on the screen, and the shroud around it is cleared so that everyone knows where it is located. Each has side has two superweapons each. ALLIES 1. Chronosphere: This baby is back and IMPROVED! The previous chronosphere pretty much has no use for it can only transport one mechanical unit at a time. But no more. Chronosphere of RA2 can chronoshift all units in a certain area to anywhere. That's not all. You can chronoshift ENEMY units!!! See a couple of enemy ore miners? Just activate chronoshift and chronoshift them to the WATER... and all chronoshifted units will sink and DIE!!! How's that for a tactic???!!! Activate time: 6 minutes (e-mail me if this is wrong) 2. Weather Control Device: This is absolutely cool! What this device does is control the weather and makes lightning storm. Lightning storm literally ELIMINATES all units and structures of a certain area of the map. The screen will darken and clouds will appear. Then lightning will destroy and kill everything it hits! No structure and unit can possibly survive (except the CY and some other heavily armored structures). Computers always target the War Factory, by the way. Very DEADLY. Activate time: 10 minutes SOVIETS 1. Iron Curtain: This is practically the same as the old Iron Curtain. It renders a unit or structure invulnerable for a period of time. Activate time: 6 minutes 2. Nuke Silo: This is the improved Missile silo. It can decimate a radius of area anywhere in the map. Deadly, but not as deadly as the lightning storm. Activate time: 10 minutes So you see, Allied superweapons are generally stronger compared to Soviets' superweapons. When you see a countdown on superweapons, DON'T PANIC. Stay cool and just try one of these tactics: 1. Nighthawk Transport + Tanya: Just use the transport-to-transport Tanya near the Superweapon and go on a suicide mission! If there are infantry around, kill the infantry first. When there are defensive structures like pillbox or tanks, target the superweapon first. 2. Tank Rush: Just grab a couple of tanks and go on a suicide mission. Target the superweapon ONLY. Your tanks will be destroyed, but so will the superweapon threat. 3. Harrier Suicide Mission: Grab 12-15 Harriers and target the Superweapon. Never mind the AA units/structures. That's why this is a SUICIDE mission. 4. Superweapon contra Superweapon: When you have a superweapon of your own and you created it FIRST, then you don't have to worry. Use your superweapon against theirs. BUT, you have to caution on whether the superweapon is Type 1 (chronosphere, iron curtain) or type 2 (nuke silo, weather control). If you want to destroy a type 2 superweapon and you have chronosphere, do one of the ff.: a. Chronoshift all enemy units defending it to the water or somewhere very far. Then do the tank rush. b. Chronoshift your units around it and destroy it. If you want to destroy a type 2 superweapon with an Iron curtain, do one of the ff: a. Send a Kirov Airship and Iron Curtain it when near it. Do this only if you have time to spare. If not, Kirov will be TOO SLOW. b. Iron Curtain an Apocalypse and have it attack. c. Just wait and Iron curtain Key structures when your opponent activates it. If you have weather control or nuke silo, just target the superweapon and finish off with Harriers/Tank rush). Note: Don't be in a hurry to destroy a chronosphere or iron curtain when you're against the computer, unless circumstances dictate it. But it's better safe than sorry. 5. Naval rush: When the superweapon is near the water, just send in a couple of naval units to attack it. 6. Demolition Truck: Just send two to three one-by-one. Don't send them all at once! 7. V3 Rocket Launcher: Use a dozen or more, and target the superweapon (when it is not "inside" the base). 8. Send in a SPY: It resets the timer. This solution is temporary and won't work if your opponent has attack dogs or has his superweapons walled. 9. Just wait for the attack! There are several ways to defend your base when against a computer. The computer usually targets the war factory. SO just make your war factory outside your base and place other key structures AWAY from it. In the meantime, create several tanks and set its rally point away from your base. There are important notes to remember when creating superweapons. 1. Don't execute a "superweapon rush". Meaning, don't rush to make superweapons. Concentrate on basic tactics and when you're stable enough, meaning you have a decent base defense, steady flow of cash, and a number of tanks/infantry to attack with, that's the time for you to build superweapons. Don't hesitate to make one if you're stable already...you might regret afterwards. 2. Do not place your superweapon in the exterior part of your base (meaning, near the entry ways). Don't place it near key structures either. 3. Do not place your superweapon near the water so that you won't have to worry about naval rushes. 4. Wall your superweapon; place 4 or more AA structures and prism towers or tesla coils and pillbox or sentry guns near it. Place tanks to defend it also. Have an engineer inside the wall to instantly repair it when necessary. To defend against Superweapons, do the following: 1. Do not place key structures together. Key structures include: Construction Yard, War Factory, Battle Lab, Superweapons, Radar Tower/AFCH, Refinery, and Barracks. 2. Do not consume your cash to the minimum. Have a spare War factory and MCV that are FAR from each other (don't place 2 war factories near each other, and each should be isolated to be sure). 3. Create a MCV and HIDE it. You can place it in a transport and move it somewhere else. 4. Create a Gap generator. That way, your luck would be 50/50 when your opponent will target a specific area of your base. 5. Make sure your full base is fully repaired. 6. Sell buildings when you're already sure where your opponent targets its lightning storm/nuke silo. Do this except for CONSTRUCTION YARDS. 7. Don't play with Superweapons on. Nah. This is just a joke! Haha! I advise you to play with it on. It's much more exciting. ----------------------------------------------------------------------- G. IMPORTANT/UNIQUE UNITS DESCRIPTIONS (Some units have already been described in the sections above. Those that haven't will be put up here.) ALLIES IFV: This is a very complicated unit. The fact that its use depends on the infantry inside it makes it THAT complicated. It has A LOT OF FORMS. Here are its forms: 1. Rocket IFV: This is the standard IFV, or the IFV without any infantry inside it. Its use is a mobile Anti-air unit and is very good base defense. 2. Machine Gun IFV (GI, Conscript, Tanya): This IFV is like the Ranger of the Allies in RA1. 3. Engineer IFV (Engineer): This IFV is like the Mobile Repair Vehicle from Aftermath (or was it Counterstrike? Check on this anybody!). It repairs tanks but repairs it NOT very quickly but a good investment nevertheless. 4. Chrono Legionnaire IFV (Chrono Legionnaire): This IFV possesses the weapon of the Chrono Legionnaire. It zips units and structures away from time. 5. Tesla Trooper IFV (Tesla Trooper): This IFV is like the Tesla Tank. Only that it possesses less armor. 6. "Exploding" IFV (Chrono Ivan, Crazy Ivan, Terrorist): This is like a demolition truck. Just drive it through the opponent's base and it'll explode! 7. Flak Trooper IFV (Flak Trooper): This is like the Flak Track. Similar weapon. Similar armor. 8. Yuri IFV (Yuri, Yuri Prime): This has the deploy weapon of Yuri, killing infantry FAST. 9. Sniper IFV (Sniper): Long-ranged weapon; kills units with one hit. 10. Desolator IFV (Desolator): This unit can also kill units with one hit. If I missed out something, please e-mail me. Thanks. I tried to put an attack dog in the IFV. Nothing happens. I don't know why. Well, I'm still researching on that. PRISM TANK: The Prism tank is your best friend when it comes to DECIMATING an enemy base. Just bring along a couple of these (do not try to attack using only one or two, bring at least three or better yet, a dozen!) and watch how they finish your job for you. They can attack THROUGH walls and can hit multiple targets with one blow. Although German Tank Destroyers can destroy these units with one hit, these expensive tanks are still one of the best. Remember, elite units are still the best units around. Try and get the prism tanks elite. You can do this by using them as base defense. INFANTRY CHRONO TECHNOLOGY: Chrono Ivan, Chrono Commando and Chrono Legionnaire move around the same way: they chronoshift. But the farther it is the distance, the longer it takes for them to materialize. While materializing, they are susceptible to enemy attack. CHRONO LEGIONNAIRE: This units are very effective against isolated units because counter-attack is impossible once it has started to fire. It simply "erases" the unit out of time. MIRAGE TANK: These babies are good at TOASTING some infantry, but poor against tanks and structures. They disguise themselves as a tree and are one of the "dirty" tactics of the Allies. NIGHTHAWK TRANSPORT: This transport is invisible in the enemy radar. It has a weapon mounted on it and is susceptible to AA units and structures. DOLPHIN: It is the only unit that can force the Soviet squid to release its captured sea vessel. HYBRID UNITS: 1. Chrono Commando: This is acquired by infiltrating an Allied Battle Lab. It has the chrono technology and can C4 enemy buildings. 2. PSI Commando: This is acquired by infiltrating a Soviet Battle Lab. It can mind control units and can C4 Enemy buildings. 3. Chrono Ivan: This unit has the chrono technology and can put dynamites in units and structures. You need a Soviet Barracks to get this unit. 4. Yuri Prime: This unit is typically the same as Yuri: Mind control and P. Wave. But instead of walking, it floats and is faster. To get this, you need a Soviet Barracks. His range is also much much much farther compared to Yuri, which makes him a very dangerous threat. And I do mean DANGEROUS. So dangerous that you can only make one each time, unless you have a Cloning Vats. SOVIETS: APOCALYPSE TANK: This baby is like the Mammoth Tank from RA1. It can hit air, land and sea units. This is quite slow but can take so much damage before being destroyed. DREADNOUGHT: These have two missiles that are great against buildings. But any AA can take those missiles down. SQUID: This can grab a sea vessel and basically squish squash it until it explodes. Any counter-attack is feasible, unless you have some dolphins around. ------------------------------------------------------------------------ H. SYSTEM REQUIREMENTS: OS: Windows 95, Windows 98, Windows 2000 (also known as NT 5.0), Windows Millennium CPU Speed: PII 266 or Higher Memory: 64 MB Video Card: 2 MB that supports 16bit color CD-ROM Speed: 4X or Higher Sound Card: Direct Sound compatible Head to Head Multiplayer Games (Modem Game): Same as above +56kbps modem Internet Multiplayer games: 2-4: PII 450, 128 MB Ram, 56Kbps modem (This is the recommended spec for 4 player games. However 2 player games should run fine on P2 266 or higher.) ------------------------------------------------------------------------ I. STORYLINE CAST ALLIES: 1. Lieutenant Eva: She is the Allied Intel officer. She has extensive knowledge of Soviet Tactics and imminent Russian invasion. Her official job is to keep the Allied army up-to-date with what the Soviet's are bringing into the line of fire. 2. Tanya: She acts as Allied Special Forces Commando. She is a rock solid lady, loading with guns and C4 explosives. She is talented on the field but can be known to have a rough time off the field too. 3. President Duggan: He is the Commander-in-Chief of the US Military. Getting this honor from the U.S Government, Dugan doesn't take his job lightly. He does whatever it takes to get people to recognize him, especially the Soviets! 4. General Carville: This Texan is the U.S Military's highest-ranking officer. He has a sense of humor and this has taken many years of experience from the front lines of the battlefield. 5. Albert Einstein: The only persona taken from real life. His Prism and Chrono technology definitely helps the Allies stomp the Soviets! SOVIETS 1. Lieutenant Zofia: This Soviet Communications officer is Premier Romanov's right hand woman. Her aloof bearing hides an undying loyalty to the Communist machine, which comes through in her cool, professional methodical manner of overseeing the invasion of the U.S 2. Premier Romanov: Romanov is one angry man. Still nursing his wounds over the original Soviet Unions, Romanov has promised to make America pay for their crimes they committed to Mother Russia. 3. Yuri: He's the Soviets Science Advisor and Commander of the Psychic Corp. But he prefers to use his power to take control of people's minds. 4. General Vladimir: Vladimir is the Commanding General of the Soviet Invasion force. Luckily the Soviet's aren't going to rip away the whole of America as he pretty adapted to the U.S. food, women and drink. But he would love to see the United States army been torn away. ------------------------------------------------------------------------ J. RA2 General Tactics and Tips/Hints 1. If you have buildings around you, you can garrison them. This is a new feature to RA2. You can put up to 10 GI's or Conscripts depending on the size of the building. They put sandbags around the building and basically fire at anything that gets within their range. This is useful for weakening enemy attack and defending your base. If there is a building in the only way between enemy and you, garrison it at once. Once the enemy troops come by, the garrisoned soldiers will fire at them. Make sure that the buildings are in full health. You can use an engineer to repair badly damaged buildings. Also, don't worry about the building exploding. When it reaches the red zone, the soldiers will automatically move out of the building. 2. Use the ranking system of RA2 to your advantage. Your units will be awarded as Veteran, and then upgraded as Elite when they kill or destroy a certain number of units or structures. One-striped units are Veterans; three-striped are Elite. There are increased firepower, sight, range and many more when units are veterans or elite. Elite units also have self-heal. For a unit to be upgraded to veteran, it has to kill units which is worth more than thrice he's worth. For example, a conscript, worth 100, needs to kill two GI's, worth 400, to be veteran, and needs to kill another 2 GI's to become elite. 3. When making buildings, make an Ore Refinery before barracks. When you're fighting a good opponent, surround your base with defenses, both AA and normal base defensive turrets. 4. Unlike in RA1 wherein you have to build several walls to completely surround your base or structure, in RA2, you only need a couple. To surround your construction yard, you need only 4. Just place one in one corner, then another in the opposite corner and the green bars will denote that it will connect one corner to another. Do the same for the other. Walls are VERY important for it protects you against Tanks, spies, engineers and other attacks. You are completely immune from infantry when your buildings are walled, but be careful for tanks can destroy walls. Prism tanks don't even need to destroy the walls to destroy the building inside. 5. When placing a structure in walls, place at least 2 AA structures with it, also walled to protect it against air units. 6. Whenever there is a large ore patch and many miners mine there, DOMINATING the ore patch would be the best way to win the game. To do this, you need Rhinos and/or Grizzlies, preferable a dozen of them, to attack all enemy miners. But be careful for when the ore miner is attacked, the enemy base is alerted and will probably try and defend the miner. Because of this, you also need one-hit-killing-infantries like the German Sniper, Tanya, Attack Dogs, or just a dozen or so of Conscripts or GI's. If the economy of the enemy is down, then the enemy base will crumble very easily. 7. Whenever you attack, always go for the War Factory first, and then go straight for the construction Yard. If you succeed in destroying the two, then you're almost sure-win. 8. Create an Ore Refinery first before the Barracks. Time is important especially in the beginning of the game for if you're base defense is not properly put up; a tank rush will lose you the game. 9. Crates are your friends. Don't be afraid to get them. ----------------------------------------------------------------------- K. SUGGESTIONS FOR NEXT VERSION OF RA2 Here I will post my thoughts and suggestions AND also your thoughts (e-mail me) on how Westwood could have improved this game. To start off, here are mine: 1. Improve the Tesla technology of the Soviets! Like for example, have a Tesla Sub/Ship, or improve the Tesla Coil such that its attacks can branch out or something. And have the Tesla trooper be electrocuted when killed!!! 2. Bring the Chrono Tank back! And the M.A.D. Tank too! 3. Bring the mechanic and medics back! 4. Have a speedy way of scouting for the Soviets! 5. More superweapons! You guessed it! I love them! ----------------------------------------------------------------------- L. ALLIED TACTICS: The Allies have good defense structures and units. The ideal way to build structures is this: place prism towers surrounding your base, and not isolated. Remember: prism towers' light beams join to form one big light beam that can destroy tanks in one blow. An isolated prism tower is not useful. Also, do not rely on prism towers too much also. Have a couple of pillboxes JUST IN CASE your power goes offline. Never ever forget to guard against air units, especially when you're against the Soviets. You'll regret it when a Kirov Airship comes along. When it does come along, INTERCEPT it at once! Do not wait for it to near your base or else you will face dire consequences! The best way to weaken them is with Rocketeers. If the Airship is escorted by Flak troopers or Flak Tracks or any other anti-air unit, do not use Rocketeers at once, the escorts will only kill them. Instead, send IFVs to attack the escorts to distract them and then command the Rocketeers. Also, start a mass production of patriot missiles and place them in the exterior of your base first and work up to the inside. But never concentrate on AA too much that you forget to defend your base against land attacks. Always, and I say always, wall key structures that are not productive, i.e. construction yard, and battle lab. This will protect them from engineers and spies. But also place at least 2 patriot missiles surrounding them and a few engineers (for emergencies). Prism tanks are also good for defenses. Create a Rhinos and place the prism tanks BEHIND them. The Rhinos will take the damage, and the prism tanks will DO the damage. This is useful to make your Prism tanks elite. Allies are so well equipped with information and dirty tactics. Use them. The most effective way to make your units stronger is to have a Spy infiltrate a War Factory and a Barracks. Against a human player, it is quite hard, but against the AI, it is much easier. Making all units veteran is very effective in making your units much more effective. Another great unit in the Allied side is the Nighthawk Transport. If you're playing Skirmish and you know the map well enough to know where the Oil Derricks are located, then create engineers and load them up to the transport and immediately capture one or more. This is a great tactic to make your economy more stable. Since Allies are lacking in brute force, don't go head to head with the Soviets in a land attack. Rhinos are no match for Grizzlies. Prism Tanks are no match for any tank and Mirage tanks suck against Grizzlies. The greatest tank of them all, the Apocalypse, can easily destroy your Rhinos. So concentrate on where Allies have the edge: dirty tactics. Examples of dirty tactics are Rocketeers. Have them weaken an attack force such that when they reach your base, they will be damaged heavily. Another example is the Spy Satellite. If you see your enemy are already lining up his units for an attack, prepare your units for defense. If the units attacking are all land units (no anti-air), immediately intercept them half-way with air units. If the units attacking are air units, INTERCEPT them at once with Rocketeers or IFV's. If you have some Aegis Cruiser, the better. Another one is the Gap Generator. Create at least one in the middle of your base to secure your "privacy". Allied naval units are strong anti-air but weaker when it is sea-to-sea. Aegis Cruisers are the best anti-air units. They can easily destroy air units. Aircraft Carriers are also very strong but the hornets they launch are easily destroyed by any anti-air and the carrier itself is susceptible to Soviet Squids. So always have your carriers escorted by some dolphins and destroyers. Use your harriers against isolated units or structures, and if you want to destroy a structure, don't just send 3 to 4 harriers to damage it. Send at least 8 so that it will totally DESTROY the structure. If you're playing France, place the Grand Cannons in the exterior part of your base, never in the interior, or else you will face dire consequences when it misfires. Your units and structures will also take damage. If you're playing Great Britain, have a few Snipers in your base to defend your base against infantry, like the Iraqi Desolator or against Tanya. Remember, Tanya can swim so don't forget to put some anti-infantry even if that part of your base is surrounded with water. ----------------------------------------------------------------------- M. Soviet Tactics When you're playing Soviets, remember these two words: BRUTE FORCE. Soviets possess an array of heavily armored units like Kirov Airship, Grizzlies, Apocalypse, and even small Terror Drones. Head up against the Allies head-to-head, and sure enough you will win. Just because your War Miner has weapon mounted with it doesn't mean that you don't have to watch over it. War Miners are defenseless against a horde of Tanks, and unlike the Chrono Miner which can easily chronoshift back to the base, War Miners are SLOOOOOOOW. And once a Terror Drone enters it and your Service Depot is far far away, say goodbye to your miner. Terror Drones are one of the most effective units in the Soviet side. If you see a horde of tanks somewhere in the map, isolated, have a group of terror drones try and attack them. Even just one Terror Drone can easily destroy a dozen of tanks placed together when you fail to notice it. It will easily jump from one tank to another. Soviets are effective anti air because of the Flak technology: Flak trooper, flak track, flak cannon, and sea scorpion. Flak troopers are one of the most effective units that can attack naval, aerial and land units, but are more effective against aerial and tank units. Flak tracks are like APC's. They are great for infiltrating an enemy base with Engineers, Crazy Ivans, and the most destructive, Terrorists. If you're playing Libya, then the Demolition Truck will serve you well. Have a series of Demolition Trucks try and infiltrate an enemy base. The earlier is the better, when any defense is feasible. ----------------------------------------------------------------------- VERSION HISTORY: Version 1.01 (Version A): Corrected a lot of mistakes and updated a hell lot. Version 1.00 (Version K): This is the first version. Everything is new. More to be added soon. Coming soon: More tactics, more information, more strategy. ----------------------------------------------------------------------- ACKNOWLEDGEMENTS: There are many people I want to thank for this FAQ. Some did not contribute directly, but they did indirectly.J God: For the many blessings I receive. My Sister Queena: For buying me this game (300 PHP) My Parents: For this computer.damn computer! Kate: For serving as my inspiration :) Jericho: For introducing this game to me RA2 sites, RA2 FAQs for serving as my guides You: For reading this GameFAQs.com: For placing this in their site And also, a big thanks to all those who e-mailed me regarding my errors. I will try and put your e-mails all here, and all your suggestions in the next update. Thanks and keep the feedback coming. ----------------------------------------------------------------------- OTHER FAQS I've WROTE: Metal Gear Solid FAQ Knockout Kings 1999 FAQ STARCRAFT FAQ (lengthiest and most popular) Smackdown Review All of these are found in my homepage and in gamefaqs.com, and gamespot.com, and some other sites. I can't remember all but PLEASE do not make my FAQ into HTML. Only I have the power to do so. Thank you. ----------------------------------------------------------------------- COPYRIGHT 2000. Under no circumstances can this FAQ be placed in any other site except for my homepage (http://www.geocities.com/alvinregan) and GameFAQs.com without the permission of this writer. For requests, comments and if you wish to put this in your site, simply e-mail yours truly at alvinregan@yahoo.com and put in the subject: Red Alert 2 FAQ. I welcome any other questions related to RA2.