GetDotted Domains

Retro Game Walkthroughs For
"Red Alert"
(PC Games)

Retro Game Walkthroughs for Red Alert (PC Games)
Submitted By: Unknown
This being one of the classic games around and probably my most
played I feel obliged to give you a guide for it.

ALLIED FORCES STRUCTURES AND UNITS

2.1 STRUCTURES
Constructing more than one facility of the same type will
increase production of any units that facility can create. Two weapon
factories, for instance, will produce units twice as quick as a single weapon factory.
If a building is damaged by fire, there is a good chance it
will burst into flames. A building sustains flame damage for as long as the fires are burning. The repair tool can be used to combat the flames.

2.1.1 Construction Yard
You need an MCV to build a construction yard. If your constantly
hammered by tank fire, build a concrete wall around it.

2.1.2 Power Plant
Build a power plant as your first structure. If the power to
your base drops below nominal, your buildings will take damage, and active systems like radar, Tesla coils, AA guns, and gap generators will fail. Productivity will also fall

2.1.3 Advanced Power Plant
This provides twice the power for less cost and space than two
normal power plants put together. It's easier to destroy a single advanced power plant than two normal power plants, so weigh your options.

2.1.4 Ore Refinery
Build more than one ore refinery. Leave space around the ore
refinery for the ore trucks to navigate. Each refinery has enough storage space for 2000 credits worth of ore.

2.1.5 Ore Silo
Each silo can hold 1500 credits worth of ore. The ore is divided
equally between all your silos and refineries. If you run out of space,
any ore you mine is wasted.

2.1.6 Barracks
Build a barracks after the power plant. In early stages of the
game, it might be your only defense.

2.1.7 War Factory
War factories produce the vehicles you need to fight your
battles. Leave space around it for vehicles to maneuver.

2.1.8 Naval Yard
Naval yards can only be built on water, and within eight squares
of an existing base structure. The computer will give priority to
naval yards when choosing a structure to attack.

2.1.9 Helipad
Helicopters reload and rearm from here. Each ammo rock takes two
and a half seconds to reload.

2.1.10 Pillbox
These are infantry shredders, and are wonderful against
engineer incursions.

2.1.11 Camouflaged Pillbox
They are tough to spot and destroy than regular pillboxes.

2.1.12 Turret
The turret is an anti-tank weapon with heavy armor. Repair them
in the midst of combat.

2.1.13 AA Gun
They'll knock MiGs, bombers, spy planes, and helicopters out of
the sky. The guns are heavily armored, and fire rapidly. They are most
effective in groups of two or more. Deploy them several squares in front of units you wish to protect. Knock out the planes before they get to their targets, not when they are dropping bombs on them.

2.1.14 Service Depot
Build the service depot near your front lines so it doesn't take
too long to get units back home to repair. It repairs aircraft just as
well as vehicles, but you can not select multiple aircraft to repair
like you can with vehicles. The service depot repairs 10 points of damage every time it goes 'tick'.
You can sell vehicles for half of their purchase cost by
sending them to the vehicle depot and clicking on the sell icon.

2.1.15 Radar Dome
The dome will give you a radar system that shows the whereabouts
of enemy units and building in explored territory.

2.1.16 Technology Center
Enables the construction of advanced buildings and vehicles.
You'll get a free GPS satellite with every purchase.

2.1.17 Gap Generator
Gap generators create a shroud of darkness in a 10 square
radius. Enemy radar can not penetrate it unless there are enemy units inside the gap. Even then, they can only see their immediate surroundings.

2.1.18 Chronosphere
The chronosphere can shift a unit to another location for a
limited time by manipulating space. Frequent use of the chronosphere will trigger a chronal

vortex that can appear at a random location on the map. It will
actively seek out and destroy five units or buildings until it
dissipates. The best way to dissipate a chronal vortex is to sacrifice rifle infantry to it. You have a 20 percent chance of getting a vortex every time you use the chronosphere.
Only vehicles can be chronoshifted to a new destination;
living matter will spontaneously combust.

Using the chronosphere, you can send a mine layer into an ore
deposit deep in enemy territory, or shift a cruiser into firing range of an enemy base.
It can also be used to send an MCV to another part of the map
and set up a second base.

2.1.19 Sandbags
Infantry and light vehicles can't pass through these barriers,
but if they have explosive weapons like grenades or rockets, they can blast their way through. Tracked vehicles will move through sandbags at a reduced rate.

2.1.20 Concrete Wall
Not even the heaviest tanks can pass through concrete walls. Use
concrete barriers to block access to the base, to protect vital
structures, and to herd enemy units into chokepoint kill zones. Concrete will block line-of-sight weapons like rockets and tank rounds, but not artillery or similar ordnance.

2.1.21 Fake Structures
Mockups of your construction yard, weapons factory, radar dome,
or naval yard can confuse your enemy. However, they are nowhere near as
structurally sound as your real buildings.

2.2 ARMY

2.2.1 Rifle Infantry
Most useful in numbers. They can take a lot of fire from tanks
and turrets before dying. They are cheap, and can be used as fodder to lure enemy tanks and soldiers into ambushes.

2.2.2 Rocket Infantry
They are excellent against both aircraft and armored vehicles.
Unlike turrets or AA guns, they can be moved where they are needed
most.

2.2.3 Engineer
Only structures that have over 75 percent structural damage can
be taken over by an engineer. If the arrows are red, the engineer can
only damage the building. When it is green, it's okay to take it over.
Engineers can repair friendly structures back to full health.

2.2.4 Spy
Spies look like the enemy's own infantry. A human player will
certainly be suspicious of a unit that he can not control, so some subtlety is called for in multiplayer games.
They make great scouts since they can pass unmolested by enemy units,
but guard dogs will sniff them out with messy results.
Spies can infiltrate various buildings and pass along a
steady stream of intelligence. The information they can collect is as
follows:
Barracks, weapon factory, construction yard: Find out what units the
enemy is building.
Subpen: Get a sonar pulse that shows enemy subs.
Refinery, silos: Learn the financial status of your enemy.
Radar dome: Track the movement of every enemy unit, seeing
what they see. In multiplayer games, you'll hear the conversations of the enemy you infiltrate
Power plant: Monitor their power consumption. Attack when
they are low on power.

2.2.5 Thief
Sneak them into an enemy building to steal half their credits.

2.2.6 Tanya
You can only train Tanya if you are in a multiplayer game.
Otherwise, she's assigned to you. If Tanya ever dies in a single player mission, your mission will fail. She can kill 3 soldiers every second.

2.2.7 Medic
A doctor heals 50 hit points at a time, but he can't heal
himself.

2.2.8 Mine Layer
The best weapon against tanks is a mine layer. Mine the routes
used by the enemy. The best places for mines are river crossings and narrow passes. If you mine an ore patch, an ore truck is almost guaranteed to stumble onto one.

2.2.9 Ore Truck
The ore truck is the most important unit in the game. If you
destroy your enemy's ore truck, he'll starve to death, and the same also
applies to you.
The computer gives high priority to defending its ore trucks, but a
quick, decisive strike will destroy the ore truck before reinforcements
arrive.

2.2.10 Ranger
Rangers are inexpensive and fast, making them good for quickly
exploring dark areas of the map.

2.2.11 APC
The APC was meant to ferry supporting troops along with tanks.
Their speed and maneuverability means they can rush through many base
defenses intact to unload engineers, saboteurs, and thieves.
Shove rocket infantry into an APC and escort your ore
truck. If enemy airpower attacks, unload the APC to give them a nasty surprise.
The speed of an APC makes it just as good for crushing
personnel as it is for carrying them.

2.2.12 Light Tank
Light tanks have a high rate of fire. In the long run, it will
deliver more damage in the same amount of time than a medium tank, but light tanks seldom last that long.

2.2.13 Medium Tank
The main battle tank of the Allies. It lasts a third longer in
battle, and can thus squeeze off at least two more rounds than a light
tank.

2.2.14 Artillery
The long range and power of their shells give artillery a role
in destroying stationary base defenses and ranks of infantry, but
their weak armor and slow movement make them easy targets.

2.2.15 Mobile Gap Generator
A mobile gap generator will hide nearby units under a shroud of
darkness.
Surprise is a paramount strength in a multiplayer game, and
denying an opponent from knowing the nature of your attack will leave him with an exploitable weakness.

2.2.16 Mobile Radar Jammer
If you move a radar jammer within 15 squares of the enemy radar
dome, you will shutdown his communications and radar. This interference
appears as static on the radar display. Use the confusion to launch a
surprise attack, or to prevent an enemy from communicating with any allies.

2.2.17 MCV
Mobile construction vehicles are necessary to build construction
yards.

2.3 NAVY

2.3.1 Transport
Its high speed and armor make it very effective at charting
unexplored waters. It can hold five land units of any type. If you stick
your infantry into APCs before loading, you can transport 25 of them.

2.3.2 Gunboat
The gunboat is fast, and has a gun range of 5 and a half
squares. Since three direct hits from a submarine will kill it, keep it moving during ASW operations. Two depth charge hits will cripple, if not destroy, a submarine.


2.3.3 Destroyer
The Stinger missiles aboard destroyers fire twice as quickly at
enemy air units than land or sea targets. A destroyer can attack a Tesla
coil at a distance without casualty. Smart submarine commanders will
attack destroyers from maximum distance.

2.3.4 Cruiser
Each shot a cruiser fires has three times the destructive power
of an artillery shell.
Cruisers can shoot at the water around submarines in hopes
of hitting them with stray shells, but have no defenses against air
targets.

2.4 AIR FORCE

2.4.1 Longbow
An empty Longbow helicopter can pick up a full load of ammo in
15 seconds. If you target an enemy helicopter, the Longbow will chase
it around firing missiles. Each of its six heat-seeking missiles is
equivalent to a shot from a mammoth tank, making it a good tank buster.

2.5 SPECIAL FORCES

2.5.1 GPS Satellite
Charges in eight minutes. Provides free radar coverage for the whole theater of operations.

2.5.2 Sonar Pulse
Charges every ten minutes. Shows the locations of all enemy submarines.

2.5.3 Chronoshift
Charges every seven minutes. Moves any vehicle or ship from one destination to another for a duration of three minutes. Frequent use of the chronosphere will trigger a chronal vortex that can appear at a random location on the map.
It will actively seek out and destroy five units or buildings until it
dissipates. The best way to dissipate a chronal vortex is to sacrifice rifle infantry to it. You have a 20 percent chance of getting a vortex every time you use the chronosphere.
Only vehicles can be chronoshifted to a new destination;
living matter
will spontaneously combust.

Using the chronosphere, you can send a mine layer into an ore
deposit deep
in enemy territory, or shift a cruiser into firing range of an
enemy base.
It can also be used to send an MCV to another part of the map
and set up a
second base.

3. SOVIET POWERS STRUCTURES AND UNITS

3.1 STRUCTURES

3.1.1 Construction Yard
You need an MCV to build a construction yard. If your constantly
hammered
by tank fire, build a concrete wall around it.

3.1.2 Power Plant
Build a power plant as your first structure. If the power to
your base
drops below nominal, your buildings will take damage, and active
systems
like radar, Tesla coils, AA guns, and gap generators will fail.
Productivity will also fall

3.1.3 Advanced Power Plant
This provides twice the power for less cost and space than two
normal power

plants put together. It's easier to destroy a single advanced
power plant
than two normal power plants, so weigh your options.

3.1.4 Ore Refinery
Build more than one ore refinery. Leave space around the ore
refinery for
the ore trucks to navigate. Each refinery has enough storage
space for 2000

credits worth of ore.

3.1.5 Ore Silo
Each silo can hold 1500 credits worth of ore. The ore is divided
equally
between all your silos and refineries. If you run out of space,
any ore you

mine is wasted.

3.1.6 Barracks
Build a barracks after the power plant. In early stages of the
game, it
might be your only defense.

3.1.7 Kennel
Attack dogs are trained in this facility.
3.1.8 War Factory
War factories produce the vehicles you need to fight your
battles. Leave
space around it for vehicles to maneuver.

3.1.9 Sub Pen
Sub pens allow you to build and repair submarines and
transports. Stay on
the lookout for spies. Don't let them gain a sonar pulse.

3.1.10 Airfield
Airfields are heavily armored, but the aircraft they harbor are
not. Giving

your enemies a free shot at your planes is a dumb thing to do,
so keep them

to the rear. Air crews can reload one ammo unit every two and a
half
seconds.

3.1.11 Helipad
Helicopters reload and rearm from here. Each ammo rock takes two
and a half

seconds to reload.

3.1.12 Service Depot
Build the service depot near your front lines so it doesn't take
too long
to get units back home to repair. It repairs aircraft just as
well as
vehicles, but you can not select multiple aircraft to repair
like you can
with vehicles. The service depot repairs 10 points of damage
every time it
goes 'tick'.
You can sell vehicles for half of their purchase cost by
sending them
to the vehicle depot and clicking on the sell icon.

3.1.13 Radar Dome
The dome will give you a radar system that shows the whereabouts
of enemy
units and building in explored territory.

3.1.14 Technology Center
Enables the construction of advanced buildings and vehicles.

3.1.15 Flame Tower
Armored flame-throwers on steroids, this automated system
launches
exploding fireballs. These are great against infantry and
buildings, but
tend to not do more than scorch the paint of heavy tanks and
vehicles.
Allied rocket infantry can take them out from a distance since
their
rockets have greater range.

3.1.16 Tesla Coil
The Tesla coil is the best defense against enemy land and sea
units. The
arcing electricity will destroy a light tank outright. It takes
eight
seconds for the Tesla coil capacitors to recharge.

3.1.17 SAM Site
This is the only anti-aircraft structure at our disposal. Five
direct hits
will down an enemy chopper, and two will ruin a jet or propeller
plane

3.1.18 Iron Curtain
The Iron Curtain will change the molecular structure of a unit,
making it
impervious to all damage. This effect lasts for 45 seconds.

3.1.19 Missile Silo
Launches atom bombs.

3.1.20 Barbed Wire Fence
Twice as strong as sandbags, but tanks and other tracked
vehicles are still

able to bulldoze through.

3.1.21 Concrete Wall
Not even the heaviest tanks can pass through concrete walls. Use
concrete
barriers to block access to the base, to protect vital
structures, and to
herd enemy units into chokepoint kill zones. Concrete will block
line-of-
sight weapons like rockets and tank rounds, but not artillery or
similar
ordnance.

3.2 ARMY
3.2.1 Attack Dog
They can detect spies and kill any infantry unit instantly. If
dogs are
needed somewhere in a hurry, command them to attack a unit near
the
location they are needed, and they'll run 50 percent faster.

3.2.2 Rifle Infantry
Most useful in numbers. They can take a lot of fire from tanks
and turrets
before dying. They are cheap, and can be used as fodder to lure
enemy tanks

and soldiers into ambushes.

3.2.3 Grenadier
Grenadiers explode when they die, so keep injured grenadiers
away from
healthy units.

3.2.4 Flame Infantry
Their flame-throwers have a wide splash area. Friendly fire
isn't.

3.2.5 Engineer
Only structures that have over 75 percent structural damage can
be taken
over by an engineer. If the arrows are red, the engineer can
only damage
the building. When it is green, it's okay to take it over.
Engineers can
repair friendly structures back to full health.

3.2.6 Mine Layer
Anti-infantry mines are destroyed by vehicles passing over them.
Use them
to lay personnel mines around your sub pens or other structures
prone to
infiltration.

3.2.7 Ore Truck
The ore truck is the most important unit in the game. If you
destroy your
enemy's ore truck, he'll starve to death, and the same also
applies to you.
The computer gives high priority to defending its ore
trucks, but a
quick, decisive strike will destroy the ore truck before
reinforcements
arrive.

3.2.8 V2 Rocket Launcher
These rockets have a range of ten squares. Two rockets can
destroy
camouflaged pillboxes. Three rockets will take out turrets and
AA guns.
Slow units like infantry and cruisers are also easy to hit with
V2 rockets.
The launchers themselves are only lightly armored, so keep
them out of

close combat.

3.2.9 Heavy Tank
In packs of five or more, they are fearsome. The key to
destroying heavy
tanks is to either spread their weapons fire, or to blow them up
with
mines.

3.2.10 Mammoth Tank
The mammoth is armed with twin 120mm cannons, and if damaged,
can self heal

up to 50 percent of its hit points. It's mammoth tusk missile is
effective
against infantry and airplanes, but not very good against
helicopters.
It's a slow tank, and takes five seconds to reload. If
you're trying
to destroy a mammoth tank, make sure you kill the weaker tanks
around it
first. Mammoths are sitting ducks without their supporting
units.

3.2.11 MCV
Mobile construction vehicles are necessary to build construction
yards.

3.3 NAVY

3.3.1 Transport
Its high speed and armor make it very effective at charting
unexplored
waters. It can hold five land units of any type. If you stick
your infantry

into APCs before loading, you can transport 25 of them.

3.3.2 Submarine
Submarines work best in packs. They can fire at ships 9 squares
away and
are invisible when submerged. Submarines in guard mode will
attack any
ships that come into range.

3.4 AIR FORCE

3.4.1 Yak
An empty Yak fighter can reload in 40 seconds.
Yaks are good for strafing infantry and destroying light
vehicles and
structures. The strafing run begins one square in front of the
target. The
Yak will open fire and walk the bullets to the target.

3.4.2 MiG
An empty MiG can reload in eight seconds.
They are very fast, but delicate. Six MiG fighters together
will
destroy any structure or unit in the game.

3.4.3 Hind
An empty Hind chopper can reload in 30 seconds.
Hind choppers carry the same chaingun as the Yak, but
instead of
walking their fire, they hover over a fixed vantage point.

3.4.4 Chinook
Transport helicopters only appear in multiplayer games. A
transport
helicopter can carry five infantry units.

3.5 SPECIAL FORCES

3.5.1 Iron Curtain
Charges every 11 minutes.
Renders a unit or structure invulnerable for 45 seconds.

3.5.2 Nuke
Charges every 13 minutes.
The atomic warhead does widespread damage at ground zero.
Big and
unprotected targets like buildings get vaporized, but because
armored units

are low to the ground, airtight, made of metal, and very heavily
protected,

they are much less vulnerable to the effects.

3.5.3 Parabomb
Charges every 14 minutes.
Parabombs are really inaccurate, and unless your target is
fairly
large, you can forget about scoring any direct hits. Each time
you drop
parabombs, the plane will arrive from a different direction,
making it
almost impossible to predict the path of destruction. Each of
the five
bomblets has the explosive power of two artillery shells.

3.5.4 Paratrooper
Charges every seven minutes.
You can drop paratroopers anywhere on the map, even in
place you've
not yet explored. Use paratroopers to scout a distant area of
map, or to
destroy power plants and other critical buildings in an
unprotected area of

an enemy camp.
3.5.5 Spy Plane
Charges every three minutes.
The spy plane can take a lot of AA damage, so don't be
afraid to send
it downtown. You can use it to spot enemy air defenses by using
it this
way.

4. FIELD OPERATIONS COMBAT MANUAL

4.1 FIGHTING ON LAND

4.1.1 Center of Gravity
An enemy's center of gravity is the thing which, when removed
from the
equation, paralyzes his forces. It's not his source of strength,
but his
critical vulnerability.
What is the enemy's center of gravity? It's not his mammoth
tank or
cruiser. Sure, they are powerful units, but even if you destroy
them, the
enemy can still fight, and the enemy can still win.
The center of gravity is the enemy ore facility. Without
ore there is
no money. Without money, there is no further construction, and
no more
units. Without ore, the enemy is paralyzed.

4.1.2 Combat Tactics
The computer doesn't know to retreat when up against superior
forces, and
will always fight to the death. Use this to force the computer
into
committing forces to battles it can not possibly win.

4.1.3 Concentrated Firepower
Always bring your firepower to bear on a single unit at a time.
Concentrate

your fire on enemy units that are easy to kill, but have the
strongest

weapons. For every enemy unit knocked out, your own units will
take less
damage.
If faced with three heavies and a mammoth, destroy the
three heavies
before tackling the mammoth. If you were to concentrate on the
mammoth, the

three heavies would pummel your forces by the time the mammoth
died. By
leaving the mammoth for last, you take less damage.

4.1.4 Scatter!
You can scatter your units with the 'x' key while they are
attacking.
Moving targets are more difficult to hit by the enemy, and
suffer no
disadvantage in return.

4.2 AIRPOWER

4.2.1 Offense
Airpower is best used to remove targets of opportunity that
can't fire
back.

4.2.2 Defense
Place anti-aircraft defenses well forward of whatever it is you
are
protecting. Enemy aircraft launch their weapons from a distance,
and you in

turn want to knock them out before they release their payload.

4.3 NAVAL WARFARE

4.3.1 The Wolfpack
Submarines work best in packs of five or more. Allied ships can
only
concentrate on one boat at a time. If you can put five torpedoes
into a
ship, your submarines won't take much damage.

4.3.2 Antisubmarine Warfare
To do massive damage to submarine forces, you need to get your
ships close
to them. Submarines can't shoot through each other, so getting
close will
hamper their efforts at concentrated fire.
If you're hunting for subs, fire area effect weapons into
random
points in the water. If you damage the sub even the tiniest
amount, it will

surface. Smuggle a spy into the sub pen and use the sonar pulse.
You can
also use some of the techniques described in chapter five.

4.3.3 Obstacles
If a bridge is in your way, and you need to get to the other
side, destroy
the bridge. You'll need to destroy two sections to make a big
enough gap to

squeeze through.

4.4 LOGISTICAL SUPPORT

4.4.1 Economics
When ore is tight, micromanage your ore trucks. Gather ore in
diagonal
strips, leaving a checkerboard pattern. This pattern will ensure
quick
regeneration of the ore field.
Each truck holds 28 bales of ore. One bale of gem is worth
50 credits,

while a bale of gold is worth 25. Gather the gems first, because
gems don't

regenerate.
It's a good idea to build one ore refinery for every major
patch of
ore.

4.4.2 Minefields
I present to you the following ways to spot mines:
Run over one. Not recommended.
Observe and remember where the mine layers lay their mines,
and
destroy them with weapons fire.
Actively sweep the territory in front of you with weapons
fire. V2
rocket launchers make the best mine busters, followed closely by
grenadiers

and artillery shells.
If a mine layer drops a mine in an ore field, you can't
destroy it
even if you know exactly where it is. Make hunting mine layers
your new
hobby.

4.4.3 Undocumented commands
The 'f' key will put a group of units into formation mode. This
doesn't
mean that they'll march in formation, but that they'll get back
into their
original formation at the end of their journey.

The 'q' key will let you assign waypoints. If you give a unit
movement
commands while you hold down the 'q' key, it will follow them in
the order
you give them. Unfortunately, you can not terminate your
waypoints with a
command to attack.

Other keys:

'n' - next unit
'b' - back one unit
't' - select repair mode
'y' - select sell mode
'u' - cycle through radar modes

5. QUIRKS, CHEATS & HIDDEN SURPISES

5.1 THE CHEAT KEYS
There are no cheat keys.

5.2 EDITING THE RULES.INI
The RULES.INI is a text file embedded within the redalert.mix in
your Red
Alert game directory. It contains editable parameters for just
about every
aspect of the game. By placing an edited RULES.INI file in your
game
directory, you can override the default settings with your own.
This will
let you change the price of units, their firing rate, their
speed, the time

it takes nuclear missiles to recharge, and other variables.
To extract the RULES.INI file, load redalert.mix into
Windows 95
Wordpad. Search for the string RULES.INI, and cut and paste
everything from

the line "RULES.INI" to the last line, "Rate=.1" into a new
document. Save
this new document as RULES.INI and place it into your game
directory. Be
careful that you do not accidentally overwrite your original
redalert.mix
file, or you may have to reinstall Red Alert.
It is impossible to play a multiplayer game unless everyone
uses
identically modified (or non-modified) RULES.INI files.

5.3 QUIRKS

5.3.1 Ore silos
Ore silos aren't necessary. When you start constructing a
building, the ore

stored in your refineries are converted cash. If you cancel
your
construction order, the money is returned as cash, and not
converted back
to ore.

5.3.2 Multiple weapons factories
In the previous version of the strategy guide, we wrote that
switching
primary buildings when finishing construction would give you two
vehicles
for the price of one.
If you don't know it by now, this was false information fed
to us by
evil secret agents working for the other side. We've shot all
the spies,
and we hope something like this never happens again. We
apologize for this
serious breach of national security.

5.3.3 Minefields
If you suspect mines around your construction site, build a
building, but
don't place it. Sweep the white placement marker around the
buildings. If a

square within the white marker turns red and you can't see a
visible
obstacle, there is a mine underneath.

5.3.4 Finding submarines
Select a gunboat or destroyer, and move your movement cursor
into the radar

map. Slowly sweep across the radar map with the cursor. If the
cursor
changes to the red attack cursor, there is a submarine there.
Select a transport and hold down the CTRL key as you sweep
your
movement cursor over water. If it suddenly turns into a "I can't
move
there" cursor, there is a submarine at that spot.

5.3.5 Deny transports a beachhead
Place tanks on the shoreline where enemy transports try to land.
The
transports will never unload.

5.3.6 Prevent the computer from rebuilding
Place a unit on top of a spot that once contained the turret or
building
you do not want the enemy to rebuild.

5.3.7 Inaccurate cruiser fire
Long range cruiser fire will overshoot their intended targets.
To correct
your gunners' aim, manually target a square short of your
intended target.
If it's still long, bring the target closer to the cruiser. If
it's short,
fire a little closer at the building.

5.3.8 Cruisers versus submarines
Cruisers can't target submarines directly, but they can target
the empty
water next to submarines. Submarines will still take damage from
near
misses. If your cruiser is far enough away, you might even miss
the patch
of water you targeted and score a direct hit on a sub.

5.3.9 Allying with the enemy
The computer player will ignore attacks from players it is
allied with.

5.3.10 Country bonuses
England has thinner, not thicker armor. France has a slower, not
faster
rate of fire. These are arithmetic errors that are present in
the original
version of Red Alert (v1.04).

5.4 EASTER EGGS

5.4.1 Morse code in the manual
Lines of Morse code dot the bottom of your manual pages.
Converted into
letters, they read the following:

MESSAGE COM ALLIED HQS
DECODE CRYPTO NORMAL
RED EAGLE PASSES HAWK
Red alert! Red alert! Soviet forces in sector seven building
runways.
Assault units dispatch ASAP.

MESSAGE COM HQS SEVEN
DECODE CRYPTO
VULTURE SNACKS
Allies lose Verdun. Forces destroyed. Dispatch troops ASAP.
Retrieve Tanya.

Critical movements spotted NWSAHX. Nuclear warheads destined to
Washington
delayed. Strike AX Zulu, advise ETA.

DETAILED CINPAC COM
PRIORITY INCOME
Investigate sudden death of fourteen allies. Toxic tests show
formic acid
levels.

TO CINPAC COM
PRIORITY SEVEN OUT GO
Formic acid complaint accurate. Also find crushed vertebrae and
slashes on
head and face, and two thousand headless. No bleeding. Respond.

TO CINPAC COM
Say again? Formic acid?

Roger that.
What is it?

The acid ants use.
For what purpose?

Killing, neutralizing. Describe slash marks.
Like big knives. Checking. Twelve inch marks on headless. Some
marks,
some acid ... do you hear humming?

Negative humming. Do you spot small hills?
Affirmative. Not on map.

How far your location?
Six clicks.

Investigate now.
Looking for what?

Giant ants.
Like some sci-fi flick!

Serious. All areas.
Giant ants?

Roger that.
Use Raid.

No joke! Ants ten feet high.
What's humming mean?

Ant radar. Watch out.
I hear some now!

Get out of there! Respond! Get out of there!
DISPATCH ENDS

ACTION IGNORE RESPOND
IGNORE USE DEEP COVER
Ants that big never happened. System Alert. Sectors report now!
Alpha sector negative.
Charlie sector negative.
Bravo sector none.

Delta sector? Delta sector, report. All sectors, tune Delta.
Confirm deaths! Red Alert! Red Alert! Giant ants spotted!

Identify sector!
Echo sector!

Number, size?
Maybe one hundred, red, huge!

Fire at will!
Targeting fire ... Oh, God! I can't ...

Come in, Echo sector! Come in, Echo sector!
ECHO SECTOR DEAD

6. ALLIED MISSIONS

6.1 SCG01EA
Shoot the infantry who charge your position. When Tanya makes an
airdrop,
kill all the infantry with her that you can. Set a C4 charge on
one of the
power plants. If you shoot the infantry surrounding the tech
center,
Einstein will emerge. Direct him to the helicopter and you're
outta here.

6.2 SCG02EA
Move packs of infantry to the south, south west, and north-west
of your
construction yard to defend against enemy troops. You get
reinforcements
each time you construct a major building. The kind of base you
build is
important, because you have to use the base you build now in a
future
mission. Build two pillboxes up by the ore field in the north,
and another
two pillboxes in the south and west of your base.
Group your vehicles together and follow the road south.
Use
concentrated fire in killing the opposition, and kill the
grenadiers first.

You'll find the enemy ore truck in the south west corner. If you
destroy
it, the enemy won't have enough money to make any more
reinforcements.
Move your pack of Jeeps into the enemy base. Kill the
grenadiers,
infantry, and dogs then get back on the road and continue your
trek north
to kill the units guarding the pass. Afterwards, go back to the
enemy base
and destroy the buildings. Your convoy will automatically arrive
when all
of the opposition is killed or destroyed.

6.3 SCG03EA
Immediately tell the medic being shot to move north. Send Tanya
down to
kill the enemy soldier attacking him, then shoot any soldiers
trying to
kill Tanya. Tanya will never fire a weapon in defense of
herself, but as
long as you keep squeezing her trigger finger, she'll keep
firing. Heal her

with the medic if she's damaged.
Move to the west, and curve south, shooting the enemy along
the way.
If you can land an artillery shell on the transport that drops
off the
troops, you can wipe them out en masse. Keep trekking southwards
until you
get to the enemy base. Let Tanya pick off the soldiers one by
one as your
artillery pounds the flame turret. This base here is not your
objective, so

you just want to kill all the enemy infantry.
Move east around the base, and swing northwards. Shoot any
barrels you

see. A V2 rocket launcher will take a pot-shot at you, but
probably miss.
Shoot the barrels nearby to take it out.
Take out the first bridge. There are enemy soldiers hiding
behind the
trees, so proceed carefully. Shoot the barrels by the bridge at
the top of
the screen and you'll destroy it. If Tanya gets herself stuck on
an island,

your artillery unit can destroy any bridges that remain.

6.4 SCG04EA
This mission takes place on the same map as your second mission,
and you'll

start out with whatever units and structures you had leftover
from that
mission.
Constructing a radar dome will give you a better picture of
what's
going on. Put up a weapons factory. You're going to churn out at
least a
dozen light tanks. There's a pass up north you should mine
heavily. The
enemy has air support. If you place rocket infantry to the
north-west of
the buildings they are strafing, you'll take them down.
Send you horde of light tanks to the top of the screen
where the
Soviet's are gather ore. If you can take out the ore truck with
shots fired

from below the plateau, do so. If not, you'll have to swing
around the
corner, past their base and get right into their ore deposit to
take out
that ore truck. If you don't kill this ore truck, the Soviets
will keep
throwing their armor at you.
You've got a dozen tanks in this field of ore. After the
ore truck is
dead, shoot at the attacking tanks using the focused fire
tactic, and
squish the infantrymen. Then destroy the refinery, and the flame
turrets.
Send your jeeps up to the enemy base to help kill the infantry.
Enemy resistance from this point on is minimal, and you won't
have
difficulty mopping up.

6.5 SCG05EA
To get the spy past the guard dogs, you need patience. The
patrols will
change position every so often, and you'll need to observe them
for a
minute before you make your move. Get the spy into the weapons
factory, and

you'll hijack a truck. The truck will drop you off by the prison
compound.
Get the spy into the prison to release Tanya. Tanya has to
take out
all the SAM sites before her rescue chopper can come in. Take
out the two
SAM sites on the peninsula, then run upwards into the base
compound. Kill
the soldiers who are in your way. While you're in the base
compound,
demolish the airfields and shoot any barrels you find. When all
four SAM
sites are gone, the chopper will pick Tanya up.
You'll get some reinforcements at the top of the map. You
want to use
your engineers to capture the construction yard, weapons
factory, and
barracks. Remember that engineers can only capture buildings
that are down
to 25 percent health. Once you have a refinery going, crank out
some tanks.

Wait until you've built up enough tanks to deal with the
enemy's
reinforcements before you attack the enemy ore truck, but don't
wait too
long.
Construct Yak aircraft to take out enemy base defenses from
a safe
distance. Allowed to pass unmolested, your tanks will wreck
havoc upon the
enemy. Kill everyone and everything. The mission won't end if
you let
anyone live.

6.6 SCG06EA
Deploy your MCV where it lands. Get a power plant and barracks
up straight
away, followed by a refinery. The enemy will send troops and
tanks from the

south. Your only anti-tank weapons at this time are your rocket
infantry.
Build a pillbox to act as sponge for enemy fire while your rifle
and rocket

units work on the enemy units themselves. Your rocket units will
also
handle any enemy aircraft that try to strafe your base.
Crank out some medium tanks and attack the base in the
south. Capture
the barracks with an engineer, and infiltrate the radar dome
with a spy.
Now you can see what the enemy is doing. Build a naval yard by
the barracks

you captured.
Block your coastline with tanks to prevent the enemy from
landing
troops on your island. Get a spy into the enemy subpen, and get
another one

into one of the tech centers. It's easiest if you land them on
the craggy
piece of land that juts out before their Tesla coil.
The next stage of the mission is destroying all enemy units
and
buildings. Land 30 medium tanks in the north and slowly work
your way down,

destroying all the enemy units. The computer will sell all the
buildings at

the last moment, and a horde of tanks and V2 launchers will
erupt from the
south.

6.7 SCG07EA
A combat situation arises immediately. Kill those troopers with
your jeep
and tanks. Deploy the MCV, and set up your base. Scout the ore
fields to
the east and south with the jeep. Build a pillbox to help kill
enemy
troopers. Build another refinery. Make some medium tanks.
Build rocket infantry to combat enemy airpower. Put a
permanent AA gun

in the north of your base. Also put rocket infantry where the
ore truck
travels so you can shoot down marauding MiGs.
Your first objective is to capture the radar dome in the
south. A
handful of tanks and an engineer will do it. You can sell the
radar dome
after it's been captured.
The key to finishing the second objective is to destroy the
enemy ore
trucks and starve your opponent of cash. The only way to do this
is to use
your minelayers to lay thick fields of mines. Once the ore
trucks are gone,

you can mass as big a force as you want to destroy the enemy
subpens.

6.8 SCG08EA
Move the two destroyers by your power stations. Train five
rocket infantry.

You need to get your MCV into the base where your construction
yard will be

better protected, and where you can put your mine layers to good
use.
Clear the pass of enemy tanks using focused fire, and move all
your
remaining vehicles into the base.
Plop the construction yard down somewhere inside. Replace
the
destroyed advanced power plant. Stick an AA Gun in a corner. Lay
solid
minefields on the road outside your northern entrance and in the
pass that
faces your easternmost entrance. Construct a camouflaged pillbox
next to
one of the northern turrets.
Build several light tanks, and line the open areas of
coastline with
them to block the enemy from landing ground forces. Keep those
minelayers
busy replacing detonated mines!

6.9 SCG09EA
Build the base by the ore deposit to the east. Build fifteen
rocket
infantry, and place them in groups of five by the north shore.
Build light
tanks, and block the beaches the enemy uses for its invasion
attempts.
Put a spy and an APC into a transport, and carry the them
to the top-
right corner of the screen. Land the spy on the beach, and move
him across
the bridge, into the enemy base. Once there, inter the
headquarters
building, and free the defector, Kosygin.
A bunch of dogs will appear. Keep Kosygin north of the
headquarters
building for now, and wait for all the dogs to "settle". Land
the APC, and
command it to run over the dog that parked itself by the top
Tesla coil.
With the dog gone, Kosygin can safely pass by the buildings, run
over the
bridge, and get to the transport. Your mission ends once you
transport him
back to your base.

6.10 SCG10EA
Deploy the MCV in the protected area to the east. Scout with
your light
tanks and run away from superior forces. The enemy armor is too
strong for
you to defeat, so don't plan on too many tank battles. Build a
tech center
to see where everything is. Observe the enemy ore trucks, and
mine what ore

deposits you can. If the ore trucks are gathering ore from a
field behind
enemy lines, build five helipads and go after those ore trucks.
It will
take two sorties to destroy each truck.
Without ore trucks, the enemy will leave you be.
Concentrate on
gathering ore and building a massive horde of medium tanks. Pick
off what
units you can from the air. The enemy infantry is only an
annoyance, and
annoyances are quickly cleared with a couple pillboxes. Build
rocket
infantry for air defense, and place two AA guns in the northern
part of
your base.
Focus your fire on the nearby Tesla coils before attacking
the tanks.
When you've destroyed a large portion of the base, Stalin will
launch the
missiles. Run a group of engineers up to the control center in
an APC and
capture it.

6.11 SCG10EB
You are deep inside the control center, the clock is ticking,
and you have
very limited resources. Move your units south until you hit the
mammoth
tanks. Send your spy south towards the "exit", and Tanya will
appear. With
Tanya as your point, explore the passages.
Take Tanya and an engineer north and east. Kill the
soldiers, disable
the first control center. Go west, and do the same to the second
control
center. Head north until you see the flame turret. Heal Tanya to
full
health, then set a demolition charge on the flame turret. Heal
Tanya again,

afterwards.
North of the flame turret is the third control center.
Disable it with

an engineer, and head all the way east and north, and disable
the final
control center.

6.12 SCG11EA
At the start you'll have two MCVs. Deploy both of them. Get your
base up
and running, and build two refineries early on. Explore with one
of your
light tanks. There's a mammoth tank patrol to the east and north
Make note
of their resting locations, and mine them. Get a tech center up
to see
where the enemy ore truck is. Build six helipads and destroy the
ore truck.

Use rocket infantry as anti-aircraft batteries.
Assault the base with a task force of medium tanks. Don't
destroy the
subpen; infiltrate it with a spy since we need a sonar pulse.
Capture the
construction yard and weapons factory. The enemy base on the
other side of
the river will start construction. Destroy their ore trucks with
your
helicopters.
Make some V2 rocket launchers to take out the Tesla coils
on the
island. Break a whole in the concrete wall on the coastal side
of the base,

and send your tanks through to the northern section of your land
mass and
destroy the power stations. Create a naval yard and make a
transport. If
submarines attack the naval yard, destroy them with V2 rocket
launchers and

helicopters. Land V2 rocket launchers on the Tesla coil island
and get rid
of the SAM sites.
Fire the sonar pulse. The V2 rocket launcher should take
out some of
the submarines nearby. To get the others, use your transport as
a decoy to
make the subs surface, and blast them from the sky with
helicopters.
Friendly naval power will arrive and if you've destroyed
all the subs,

your mission will be accomplished.

6.13 SCG12EA
Deploy the MCV near where you land. Stick a camo pillbox as far
to the
north-east of your base as you can. Use the jeep to scout to the
east. When

you see the mammoth tank, turn around. Scout east, and north,
shooting any
dogs you come across. Retreat at the first sign of enemy armor.
A mammoth tank will move towards your base, followed by a
civilian.
Shoot the civilian before it drops a signal flare. The mammoth
tank will go

invulnerable, and try to attack your ore trucks. Drive the
trucks around in

circles until the invulnerability wears off, and then kill the
mammoth with

your medium and light tanks.
Expand your base, and put camo pillboxes in your extreme
corners. Push

the spy north through the center, and follow the river crossing
east past
the Tesla coil into the enemy base. Follow the coastline and
infiltrate the

enemy subpen.
When your GPS satellite goes up, you'll see two bases, one
on the
left, and one on the right. The base on the right has an ore
truck that is
using a northern ore deposit. Send six Longbow helicopters after
the ore
truck and destroy it.
Mine the road that leads through the village. The enemy
will almost
always use roads, and if you can kill those mammoth tanks with
mines before

it has a chance to go invulnerable, more power to you.
Now, the base on the left side will start ore refining. To
avoid the
SAM fire when attacking the trucks, send your helicopters to a
place near
the west edge of the map before commanding them to attack. With
those ore
trucks out of action, the computer will stop building things,
and you can
finish the mission by sniping at your targets with helicopters
to weaken
their base defenses so you can roll in your engineer-laden APCs
and tanks.

6.14 SCG13EA
Your top units are Group A, and your bottom units are Group B.
Move Group A

engineers to the control panel to destroy a flame turret. Move
Group B to
the east, and kill everyone there. Move Group B further east,
and use the
control panel to destroy the northern turret.
Move Group A east past the tanks. If you have trouble
killing the
enemy infantry, remember to group your riflemen in groups of
five. Follow
the riflemen with the medic, and heal the soldiers while they
fight. Let
the enemy come to you; riflemen can't shoot on the move. Go
north through
the passageway; the first generator is here. Head back out and
east, where
there's another turret control panel to disable.
Backtrack a bit with Group B, and advance south. There's a
grenadier
at the generator controls. Rush him with rifle infantry. When
your engineer

sets a charge on the generator, you'll get some more rifle
infantry as
reinforcements. Move Group B east until you hit another room
with a
generator. Set a charge on this one, and continue east until you
reach big
room with flame turrets and several control panels.
The center control panel takes out the north-west turret.
The north-
west panel takes out the center turret. With good timing, you
can send a
single engineer to do both of these without getting hurt. The
south-west
panel is a generator, but you can't get to it safely just yet.
Instead,
move Group B up to Group A, and make a new team consisting of
five rifle
infantry, two doctors, and one engineer.
Move the team east to another generator, then south and
west. You'll
be back at the central hub. Kill all the infantry now that you
have two
medics helping out with the healing. Head south. A very small
computer is
in the west wall. Place an engineer here to activate the turret
control.
Head west from the V2 room, and kill the flame thrower and the
dog by
shooting the barrels. Two control panels on the wall disable
turrets, and
the one in the room to the west itself is another generator.
There are two generators left in the central hub. Disable
both of
them. If the flame turrets are still up, don't worry. The
engineers will
get to the control panels before dying. Take the lower right
passage. Move
all your units inside. Move your spy into the room with all the
units.
Something strange will happen! All the bad guys will ignore your
men and
run out of the room! Move your engineers east, and reprogram the
last
generator computer.

6.15 SCG14EA
Move Tanya and the thieves down to protect them from the barrel
explosion,
then move them up to protect them from the other barrel
explosion. Shoot
all the infantry while you move west. When you hit the coast,
move north
into the base. Destroy the small power stations. Shoot at the
delivery van
with Tanya's pistol. If it runs away, go back south the way you
came and
cut it off and the river crossing. Shoot at it some more, and it
will
explode, revealing a crate full of money.
Go back up, and destroy the large power plants. Move the
thieves into
the ore silos and steal their money. Reinforcements will arrive.
Deploy the

MCV where you see the signal flare.
Like in the previous missions, the Soviets will send
invulnerable
mammoth tanks at you. These tanks travel in a predictable path
to get to
your base, so by mining their paths, you'll pre-empt this
particular
threat. Rocket infantry will protect you from planes. Back them
up with
some AA guns around your power stations. Find the enemy ore
truck once the
GPS is launched. Build six helicopter pads, and destroy the ore
truck.
Without the ore truck, the enemy will stop sending units at
you.
When the ore truck of the southern base is destroyed, the
eastern base

will start sending out its trucks. Their ore fields have no SAM
cover, so
destroying them shouldn't be a problem.
Construct a naval yard and build a cruiser. To extend your
base to the

water, build a chain of barracks building until you hit the
coast. Put up
some anti-air defenses by the naval yard. The chronosphere can
move units
from one place to another for a limited amount of time.
Chronoshift the
cruiser into the lake by the southern base, and tear their
buildings to
shreds. If the cruiser guns overshoot, force attack on a game
square that
is slightly above the building to correct it.
Repeat until they give up and sell all the buildings.
Next,
chronoshift the cruiser into the small lake in the bottom left
corner and
shell the airstrips and power stations to the north.
Send your helicopters on SAM site busting missions. You'll
lose a
helicopter in the process, but that's what money is for. With
the SAM sites

gone, you can destroy the power stations at your leisure to
silence the
Tesla coils, then your tank groups in for the kill.

7. SOVIET MISSIONS

7.1 SCU01EA
The Allies store barrels full of petrol next to their buildings
and units.
Shoot all the barrels you see with your airplanes. A few
friendly soldiers
will drop in to assist. There's a heal-everyone crate under the
church to
the west. Move your men north, and as you explore more of the
map, you'll
find more barrels to shoot.
Edge a few soldiers near the unexploded bridge. Shoot the
barrels by
the pillboxes to destroy them. The map will reveal more
buildings and
barrels. Blow up the other barrels. If your mission doesn't end,
it's
because you've left the civilians alive. Kill them all and
destroy their
buildings.

7.2 SCU02EA
Shoot the stacks of barrels by the bridge. Build a refinery,
aircraft,
power plant, and barracks. Send one man to scout up north. It's
okay if he
gets killed by the jeep. Strafe the jeep with both aircraft.
You'll notice
that a rocket infantryman shoots at you. Next time you're up
there, strafe
him, too.
Gather all your rifle infantry and organize them into two
groups of
equal size. Move south past the river crossing, and head past
the ore
deposits to the west. Always keep the two groups next to each
other for
defense. Inch your way one square at a time until you begin
combat with the

enemy.
If a jeep appear mixed with the infantry, kill the rifle
infantry
first, the jeep second, and any rocket infantry last. The enemy
ore truck
will show up. Destroy it with concentrated rifle infantry fire.
With the ore truck gone, the enemy won't have enough cash
reserves to
put up much of a fight. The turrets are best destroyed with
concentrated
rifle fire. The Yak aircraft is good for lightly armored
buildings such as
power plants and construction yards.

7.3 SCU03EA
Kill the soldier defending the farmhouse and you'll get riflemen
and
grenadiers. Send a grenadier south to blow up a line of barrels
to destroy
the pillbox.
Send the men south, killing enemy infantry. Move all the
units west
until you see the enemy village. Move the dogs back. Cluster the
infantry
in a counter ambush formation at the pass. Send a dog into the
village, and

immediately pull it back when computer starts the ambush. Kill
them. The
spy escapes up north. Move all your units half way east then
north through
the valley, killing the little men there. Get a grenadier to
blow up all
the barrels again.
Move all units north, then into an attack formation where
you can
grenade the enemy soldiers one by one until they die. Move
everyone west.
blow up more barrels. Move everyone west, kill the spy. Mission
complete.

7.4 SCU04EA
We're going to do this one slightly differently. Move your units
west until

you get to the village. Deploy the MCV along the road that
stretches to the

bottom corner of the map. Build your base with a power plant
first,
followed by a barracks and a refinery. You're surrounded by
minerals, and
there's not much space to build buildings, but as you gather
ore, the real
estate will open up.
Dogs make good border guards if you put them near your
perimeter.
They'll die in the crossfire if you mix them up with your normal
infantry.
Build an airstrip. Send a spy plane to an area at the very top
of the
screen, aligned vertically with the first river crossing,
counting from the

west. See that radar dome? You've got to take it out. When your
paratroopers are ready, drop them next to the radar dome and
destroy it.
The one major strength of the Soviets is armor, so take
advantage of
it by building as many heavy tanks as you can afford. Send your
armor north

from the gap generator and destroy the ore truck and refinery.
Stay out of
reach of the turrets, but destroy any tanks and jeeps that you
see. Destroy

the weapons factory also. With unit production crippled, the
enemy will lie

still. Build more armor and finish them all off.

7.5 SCU05EA
Set up your base just south of the road. Get a radar dome up as
soon as you

can. Scout to the north with one of your rifle infantry, and see
if you can

drag the bad guys down to your turf. Pump out some tanks. Move
them into
the ore fields in the north and destroy the enemy ore truck.
Retreat back
to your base where your infantry can help destroy the remaining
"rescue"
force.
Build three V2 launchers, and use them to take out enemy
turrets. Keep

a squad of infantry close, and follow them with your tanks.
Capture the
Allied construction yard, and radar dome, but don't touch the
refinery or
any of the barrels.
Build six airstrips and Yaks to go with them. Use the spy
plane to
reveal portions of the middle island. You're looking for the
enemy
refinery. When you find it, strafe it with your Yaks to destroy
it. Pick
off the units on the island one by one by air assault, or build
a naval
yard to bombard them from the coast with gunboats. If you do
this, you'll
need to get rid of the enemy destroyer cover with submarines.
The mission
ends when every last soldier on the middle island is dead.

7.6 SCU06EA
Retreat to the west, and set up your base at the far edge of the
map.
Several waves of enemy rocket infantry and light tanks will
attack. Counter

them with rifle infantry and five or six heavy tanks.
Send an APC into the base in the north to scout a little
bit. Try to
find the refinery. Build three airstrips, and make two strafing
runs on the

refinery to destroy it. Build three V2 launchers to remove
enemy
fortifications, and let your tanks and your infantry deal with
the other
enemy units. Capture the weapons factory and build another
repair bay by
it. Repair your tanks before fighting your way east.
Cruisers will open fire on you as you reach the main island
in the
east. That's okay. Concentrate on getting rid of the tanks on
the island.
Move the convoy trucks through the path you cleared. Your
mission ends when

you get them on the island.

7.7 SCU07EA
Run for it! Move all your men down the east passageway. When you
reach the
end, light the barrels and give them a taste of their own
barbecue. Head
past a guarded control room to the west, and turn south. There's
a pillbox
with a barrel fuse and a bunch of dogs wagging their tails.
Light the
barrels to free the pups from the pound.
Split the dogs into four groups of roughly even size.
Attack the
control room guards and kill them all. Move a soldier onto the
control
panel plates to destroy the flame turrets.
Head west, but stop before you get a bunch of barrels. A
pair of
rocket infantry will fire on the barrels, hoping to catch you in
the blaze,

but they will have no such luck. Unleash the dogs on them.
Continue moving
through the corridor, shooting the barrels you come across. It
will widen
up into a large area full of more barrels. Stand back. Chase
after the
enemy soldier and kill him. Move further towards the engineers
and kill
their lone guard.
Move one engineer onto each computer terminal. Some flame
turrets will

pop out of the ground and fry the Allied intelligence team. Move
your
remaining engineer to the core computer terminal to end your
mission.

7.8 SCU08EA
This is a difficult mission. Quickly build a barracks and place
it
somewhere. The enemy will disperse. If a few still linger
around, a couple
rifle infantry will silence them. Construct a refinery. Build a
war
factory, and pump four or five heavy tanks.
You'll get several shipments of infantry reinforcements.
Put the flame

infantry in front of the rifle infantry, and pay attention to
that
manufacturer's label that says "This side towards enemy".
Explore the
coastline with a transport.
Ore is going to be a problem soon. First, deal with the
civilians who
keep popping flares to signal enemy transports by killing the
civvies. Move

your tanks north to the large ore fields. Destroy the mine
layers before
they lay mines, or you'll wish that you had later. Rush back
down to your
base and defend against marauding jeeps.
Capture the tan enemy's power station and build a barracks
and
refinery up there. Roll out big numbers of heavy tanks and go
after the
enemy ore trucks. If you don't kill those ore trucks, it's
impossible to
win.
Use hit and run tactics to slowly deplete the enemy reserve
of
vehicles. When it's time to assault the base, use the V2's to
take out the
turrets and pillboxes. Your mission will end when everything is
destroyed.

7.9 SCUO9EA
Destroy all enemy units in your base and immediately repair all
your
damaged buildings. Send the ore truck south to mine gem
deposits. Construct

an advanced power plant. Construct a weapons factory. Build two
heavy
tanks, and an engineer.
You have to move quickly to capture an enemy base being
established in

the western portion of the map. Move your tank units and your
engineer to
the west. Capture the construction yard, and destroy the other
buildings.
The enemy will attempt to land on a strip of beach by your
original
base, accompanied by helicopters to destroy your Tesla coil. You
can build
Allied structures now, so build an AA gun by the Tesla Coil, and
move your
tank units to the beach to deal with the enemy land units.
Later, an engineer laden APC will attempt to infiltrate
your east
base, and a group of helicopters will go for your west base. Be
on the
lookout for both of these. You can build an Allied barracks and
make some
rocket infantry to counter the air threat.
With three refineries, you'll have enough income to build
another
weapons factory and produce a dozen heavy tanks. Drop
paratroopers into the

blackness at the west edge of the map, on the same line as your
captured
Allied construction yard. Move them north and expose the bridge.
Advance
northwards from your western base and destroy the armor. Park
your two
mammoth tanks at the start of the bridge.
Move your group of heavy tanks east until you hit a clump
of pine
trees. There's an isthmus here. It's heavily mined, so advance
your tanks
one square at a time, shooting the square ahead of each tank to
destroy any

mines that might be there. An Allied cruiser will open fire on
the tanks.
Luckily, it is so far away that it will miss, and its shots will
destroy
the Allied Force's own mines. Destroy any enemy tanks and
artillery that
attack your armor column.
We want to flush the convoy truck out. Push through their
base,
without stopping to destroy their turrets. The convoy truck will
panic and
leave. That's what we want. Pursue it with your heavy tanks. The
convoy
truck will eventually make it down to the bridge where we parked
our
mammoth tanks and paratrooper infantry. Your mission will end
five seconds
later.

7.10 SCU10EA
Destroy the enemy tanks with concentrated tank fire. The convoy
trucks will

always follow the closest unit. Since we want them to be safe,
leave one
tank behind as a shepherd to keep the flock out of trouble.
Kill rifle infantry with Yaks. Kill rocket infantry by
running over
them with your tanks. Kill other vehicles by picking on them
with
concentrated tank fire. Kill AA guns with tanks. Kill turrets
with MiGs.
Kill ships with a combination of MiGs and tanks. Destroy barrels
with
anything that is convenient. Use the spy plane to uncover your
surroundings

screen by screen. If you lose a Yak, replace it with a MiG. Two
Yaks and
three MiGs seems to work best on this level.
Shoot the barrels by the radar dome to destroy the AA gun,
then
destroy the turret from the air. Proceed west through the trees,
and squish

the rocket infantry who attempt to ambush you. Keep heading west
until you
see an AA gun on a plateau. Destroy it, and head south past the
barrels.
Don't stop to fire at the turret. Once in the clearing to the
south,
destroy the southern AA gun. Shoot the barrels leading up to the
central AA

gun to destroy it.
Three friendly engineers will airdrop. Move them to the
enemy base and

capture the repair bay and the construction yard. Destroy the
ship to the
south, and destroy the ship in the north You can now repair your
aircraft
without fear of being shot down.
Keep going west. Destroy the barrels on the southern
plateau. Use a
Yak to destroy the barrels on the northern plateau. Continue
west. Destroy
the tank, squish over the rocket infantry. Blow a hole through
the concrete

barrier. If you now move your "shepherd" tank to the far west,
the convoy
will follow. The mission will end when the convoy trucks make it
to the
western edge of the map.

7.11 SCU11EA
Make landfall slight to the north-west of your starting
position. Build a
refinery and weapons factory right away. You need some heavy
tanks for
protection. Move your subs east. From time to time, a cruiser
will pop up
in the eastern sea, and the subs will take it out. Use your
leftover
transport to scout the contours of your island. If you don't
stop, you can
map out almost all of the islands despite the massive Allied
naval power.
When you have four heavy tanks, send one of them east to
scout past
the bridges. In the ore fields north of the bridge is a
minelayer that you
should destroy quickly. Some enemy tanks will invade your beach,
but the
three heavy tanks you left behind can contain them without any
problem.
To safely cross the bridges without getting them blown to
hell, you
need to destroy the cruiser in the east. This can only be done
with
airpower. Three MiGs will kill the cruiser in a short period of
time.
Build two subpens. Place one past your north shore, and the
other one
past your south. Create a wolfpack of five or six submarines in
the north,
and replace any subs you lose in the south. Destroy the Allied
sea power in

the channel, culminating in the destruction of their shipyard in
the bay.
There is a crate worth 2000 credits on the island in the
north-west.
You can drop some paratroopers to get it if you need it, but
because you
need to get rid of the enemy navy, you might as well destroy
their northern

fleet with your submarine pack. Any enemy transports you see can
be
destroyed by your MiGs.
Use a combination of helicopters and MiGs to kill the enemy
defenses
around the only approachable beach head. The pass is heavily
mined, so
destroy them with helicopters by firing at random squares. Begin
destroying

AA-guns, starting from the west. Three MiGs will destroy one
gun
emplacement without losing aircraft. With the gun emplacements
gone, strafe

the rocket infantry with your Hind helicopters, then knock out
their power
stations. Destroy whatever you can from the air.
Land some heavy tanks. The bridge may blow up. Route your
units
through the narrow gap east to avoid the heavy minefield in the
west pass.
Destroy all units and buildings. If your mission doesn't end
after you've
destroyed everything in sight, you missed some of those
camouflaged
pillboxes hidden behind clumps of trees.

7.12 SCU12EA
Save the V2 rocket launcher at all costs. Kill the enemy
vehicles with your

armor, and destroy the turrets with the V2 launcher. Set up your
base. To
begin with, put up a weapons factory, barracks, and a repair
bay. Send some

of your leftover grenadiers exploring. If one of them attracts
the
attention of an enemy helicopter, lead it to the mammoth tank.
Snipe at the

tanks and men in the southern valley with the V2. Make some
heavy tanks.
Watch out for a chopper landing in the northern area of the
base at
the same time of an enemy tank attack. Your V2 can take out the
chopper,
and your armor can deal with the tanks. A thief incursion is
possible at
this point. Kill them with the mammoth. Move your tanks to the
ore field
just east of the base. Ambush the mine layer as the transport
delivers it.
Speaking of mines, there are some mines south and to the west of
the ore
field fencing.
Kill all the tanks and men on this side of the island. Five
tanks from

the enemy base will attack under the shadow of a mobile gap
generator. In
combat, you'll catch glimpses of the enemy units. Remember to
concentrate
your fire, and you'll have no problem with this.
Capture the Allied tech center in the south-west. You'll
get a GPS map

that will show everything. Take over the allied base in this
sector using
the V2's to remove gun emplacements, and using the tanks to
project your
might. Capture the weapons factory and construction yard, but
only after
you've sunk the cruisers. Hind choppers are best for this
because they
won't fly over AA on the other island. Drop some paratroopers
over the
power plants to silence the AA guns.
Clean up the lake of naval units. Fill the transports with
five
mammoth tanks, five heavy tanks, three V2s, and two APCs loaded
with
engineers. Unload the transports on the south shore. When the
beach head is

secured, use the V2's to destroy all the turrets and pillboxes.
Capture the three tech centers to complete your mission.

7.13 SCU13EA
Destroy the enemy tanks. Deploy the MCV. Build a refinery,
barracks,
weapons factory, and repair bay. Train some grenadiers for base
defense.
Build three heavy tanks, and move your tank units south through
the ravine.

Destroy the tanks and artillery, and continue until you've gone
to the very

end. Turn back. Build another refinery.
Construct a subpen and make enough subs to destroy the
Allied ships in

the bay farthest south. Send a transport full of heavy tanks
right up the
bay, and destroy the radar dome and the power plants, including
those on
the top of the cliffs.
Charge the enemy camp with six or seven tanks, with the aim
of
destroying the center radar dome. Drop paratroopers nearby to
assist. Curve

your tanks northward and remove another radar dome.
Construct a new armor column. The enemy will have run out
of nearby
ore, and will send the ore trucks farther north. Destroy the
trucks with
some tanks, and then destroy the enemy's weapon factory. If you
don't,
you'll be up to your ears in enemy tanks and artillery.
Send ten tanks all the way north, and then west. Cross the
bridge and
do not stop for anything! Carry on south through the enemy camp,
past the
ore fields. There is one more radar dome you need to take out.
Do it.
The chronosphere is south of those cliffs. Don't send a spy
plane over

there, however, because the Allied units will try to destroy
the
chronosphere. Make a large group of tanks to clean a path for
your
engineers, and capture the chronosphere.
When I did this, I heard EVA say, "Objective reached." A
split second
later, our mission failed. I don't know if this is a bug, but
there's
another way to complete the mission. Instead of capturing the
chronosphere,

capture the barracks to the north-west of it. Build a large
group of rocket

infantry and destroy the helicopters that attack the
chronosphere.
Keep some tanks and infantry down there to keep the chronosphere
safe.
Systematically destroy every Allied vehicle, structure,
infantryman, and
ship. Regardless of your originally assigned mission, you'll see
the words
"Mission Successful" when the last Allied unit is killed.

7.14 SCU14EA
There are several mines in the area, so only move your units
straight up
and down, and not to the east or the west. Concentrate fire on
the light
tanks, artillery, then medium tanks. Deploy your MCV. You can
check for
mines in the vicinity of your base by constructing a building,
and moving
the white placement markers around your perimeter. If a square
within your
placement marker turns red for no apparent reason, there is a
mine under
that square.
Group your mammoth tanks together as an air defense system.
Destroy
the other enemy units using your heavy tanks. Don't wander into
the mines.
Defeat the Allied vehicles that approach from the south and from
the west.
Destroy the turrets guarding the bridge north of your base with
V2 rockets.
Get a weapons factory and repair bay quickly, and create
tank units.
Scatter two or three SAM sites around your base. The Allies will
make
constant landings at certain points on your shore. Block their
landing
sites with heavy tanks. Scout the rest of your land mass with a
heavy tank.
Construct a subpen and build a wolfpack of submarines and a
transport.

Scout the eastern contours of your island. Some cruisers will
open fire on
your base. Build an airfield in the north-eastern corner of your
base as a
cruiser fire sponge. Sink the cruiser with your wolfpack. If the
cruiser is

close enough to shore, V2 rockets will also work well. Take your
wolf pack
north, and destroy any other naval units, the naval yard and a
large
section of bridge.
The enemy ore trucks will start coming down to your island
to gather
ore. The loss of their ore trucks will be the deathblow to the
Allies, so
take them out any way you can. For best results, place your
mammoth tanks
in the middle of the ore patch and wait for the trucks. The
Allies will
end up sending six or seven trucks, so be prepared to wait a
while before
they run out of money.
Run a large group of heavy tanks up the bridge north of
your base.
Concentrate your fire on the turrets, and try to squish the
rocket
infantry. Take out the power plants.
Run more heavy tanks up the western side of the island and
take out
the power plants, but leave the AA guns and construction yard
intact.
Time to assault the base. The enemy helicopters are
painful, but the
base lacks AA guns in the west part of the base. Send an
infantry squishing

heavy tank up into the base from the western side. Render it
invulnerable
using the Iron Curtain, and run over the rocket infantry. If
you're lucky,
the cruisers will end up destroying much of their own forces.
To take out the cruisers, take out their destroyer escorts
from land.
The channel is narrow enough for several heavy tanks to get good
shots at
the destroyers. Then, the cruisers can be sunk by either MiG or
Hind
helicopter.
Put 10 heavy tanks and 5 V2 launchers into transports. Send
them north

through the east channel, and make landfall on the strip of
beach. Move the

V2s north to the very edge of the cliff, and destroy more power
plants.
Move west, eliminating everything you can see until the very
last Allied
unit and structure is gone.

8. MULTIPLAYER GAMES

8.1 LOCAL NETWORK
Eight player games are possible over a local IPX network. If you
are having

network problems, please see Troubleshooting in the Appendix.

8.2 MODEM
Two player games are possible over a modem. Turn off error
correction and
data compression for best results. Technical support questions
should be
directed to either Westwood or your modem manufacturer.

8.3 WCHAT
Two player games are possible over WChat. Before you can play
Red Alert
over WChat, you must register. Red Alert will handle this
automatically. If

you get an error message that reads "Fatal Winsock Error
(10060)", it means

that the Westwood server is busy, and that you should try again
later.
Technical support questions should be directed to Westwood.

8.4 KALI
Eight player games are possible using version Kali95 1.1b or
later. Read
the enclosed documentation for installation instructions.

9. MULTIPLAYER TACTICS

9.1 CRATE CONTENTS
Crates can appear in water too, so keep an eye out for them.
Crate contents vary, but here are some of the things you can
expect to
find:

Armor upgrade: Doubles the armor of nearby objects.
Darkness: Shrouds entire radar map.
Explosion: This hurts.
Firepower upgrade: Doubles the shot power of nearby units.
Heal base: All buildings are restored to full health.
ICBM: Free single-shot nuke.

Money: 2000 credits
Napalm: This hurts too.
Parabomb: Free single-shot parabomb.
Reveal: Reveal entire radar map.
Sonar: One-shot sonar pulse.
Speed upgrade: Nearly doubles the speed of nearby units.
Squad: Gives a squad of random infantry
Unit: Gives a random vehicle
Invulnerability: Makes units invulnerable for one minute.
Timequake: Damages all units and buildings by 33 percent.

9.2 COUNTRY SPECIALTIES
Certain countries have special adjustments made to their unit
and building
values. These apply only to multiplayer games and skirmish
mode.

England - 10% thinner armor
Germany - 10% stronger firepower
France - 10% slower firing rate
Ukraine - 10% faster units
USSR - 10% cheaper construction costs
9.3 PLAYING THE SOVIET POWERS
Build tanks, and build lots of them. If you attack the Allied
construction
yard with a large force, you'll destroy it. Knock out the
refineries next,
and your opponent will surrender.

9.4 PLAYING THE ALLIED FORCES
Build concrete walls to keep out the Soviet hordes. Build you
own armada of

tanks to counter the Soviets. Until you build advanced
structures and
units, you'll be at the Soviet's mercy.

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

Unrivalled services
Freeola has to be one of, if not the best, ISP around as the services they offer seem unrivalled.
10/10
Over the years I've become very jaded after many bad experiences with customer services, you have bucked the trend. Polite and efficient from the Freeola team, well done to all involved.

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.