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		<title>The Red Alert Internet Strategy Guide</title>
		<link>http://www.gamingroom.net/dicas-e-solucoes/the-red-alert-internet-strategy-guide/</link>
		<comments>http://www.gamingroom.net/dicas-e-solucoes/the-red-alert-internet-strategy-guide/#comments</comments>
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		<dc:creator>LichKing</dc:creator>
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		<description><![CDATA[Guia bastante completo em inglês para o Command and Conquer: Red Alert The Red Alert Internet Strategy Guide Release 1.0 December 5, 1996 Copyright 1996 Roger Wong. All Rights Reserved roger@powhq.nildram.co.uk Visit the website: http://www.netcomuk.co.uk/~cncfaq DISCLAIMER The purpose of this strategy guide is to aid the public with strategies and tactics for use in the [...]]]></description>
			<content:encoded><![CDATA[<p>Guia bastante completo em <span style="text-decoration: underline;">inglês</span> para o Command and Conquer: Red Alert</p>
<p><span id="more-824"></span></p>
<p>The Red Alert<br />
Internet Strategy Guide</p>
<p>Release 1.0<br />
December 5, 1996</p>
<p>Copyright 1996 Roger Wong. All Rights Reserved<br />
roger@powhq.nildram.co.uk</p>
<p>Visit the website:</p>
<p>http://www.netcomuk.co.uk/~cncfaq</p>
<p>DISCLAIMER<br />
The purpose of this strategy guide is to aid the public with strategies and<br />
tactics for use in the game Command and Conquer: Red Alert, by Westwood<br />
Studios Inc. In no way should this strategy guide promote your killing<br />
yourself, killing others, or killing in any other fashion.</p>
<p>Roger Wong claims NO responsibility regarding any illegal activity<br />
concerning this strategy guide, or indirectly related to this strategy<br />
guide.</p>
<p>TRADEMARK INFORMATION<br />
Command &amp; Conquer: Red Alert is a trademark of Westwood Studios, Inc., and<br />
is so acknowledged. Any trademarks not directly mentioned are also<br />
acknowledged.</p>
<p>COPYRIGHT NOTICE<br />
This article is Copyright 1996 by Roger Wong. All rights reserved.<br />
You are granted the following rights:</p>
<p>I. To make copies of this work in original form, so long as<br />
(a) the copies are exact and complete;<br />
(b) the copies include the copyright notice and these paragraphs<br />
in their entirety;<br />
(c) the copies give obvious credit to the author, Roger Wong;<br />
(d) the copies are in electronic form.<br />
II. To distribute this work, or copies made under the provisions<br />
above, so long as<br />
(a) this is the original work and not a derivative form;<br />
(b) you do not charge a fee for copying or for distribution;<br />
(c) you ensure that the distributed form includes the copyright<br />
notice, this paragraph, the disclaimer of warranty in<br />
their entirety and credit to the author;<br />
(d) the distributed form is not in an electronic magazine or<br />
within computer software (prior explicit permission may be<br />
obtained from Roger Wong);<br />
(e) the distributed form is the NEWEST version of the article to<br />
the best of the knowledge of the distributor;<br />
(f) the distributed form is electronic.</p>
<p>This document is for reading, not taking. You may not distribute this work<br />
by any non-electronic media, including but not limited to books,<br />
newsletters, magazines, manuals, catalogs, and speech. You may not<br />
distribute this work in electronic magazines or within computer software<br />
without prior written explicit permission. These rights are temporary and<br />
revocable upon written, oral, or other notice by Roger Wong. This copyright<br />
notice shall be governed by the laws of the state of Texas.</p>
<p>To report a suspected copyright violation, or to request additional<br />
rights beyond those granted above, write to the author at<br />
&#8220;roger@powhq.nildram.co.uk&#8221; on the Internet.</p>
<p>DONATIONS<br />
The Red Alert Internet Strategy Guide is a monumental work, and represents<br />
a significant investment of effort and time. A gratuity of $2.00 would go a<br />
long way towards restoring my pizza parlor credit. If you&#8217;d like to give me<br />
a gift of money or pizza slices (olive, green pepper and tomato toppings<br />
only) send them to:</p>
<p>Roger Wong Roger Wong<br />
9 Sheen Close PSC 50 BOX 475<br />
Caversfield APO AE 09494<br />
Bicester OX6 9FP USA<br />
England</p>
<p>If you don&#8217;t think this strategy guide is worth even a slice of pizza,<br />
that&#8217;s your opinion, and I won&#8217;t hold it against you.</p>
<p>Table of Contents<br />
1. INTRODUCTION<br />
1.1 FOREWORD<br />
1.2 ABOUT THE STRATEGY GUIDE<br />
1.3 GETTING THE STRATEGY GUIDE<br />
1.3.1 E-mail<br />
1.3.2 Usenet<br />
1.3.3 WWW<br />
1.3.4 BBS<br />
1.4 CONTRIBUTING TO THE STRATEGY GUIDE<br />
1.5 ACKNOWLEDGEMENTS<br />
1.6 ACCURATE INFORMATION</p>
<p>2. ALLIED FORCES STRUCTURES AND UNITS<br />
2.1 STRUCTURES<br />
2.1.1 Construction Yard<br />
2.1.2 Power Plant<br />
2.1.3 Advanced Power Plant<br />
2.1.4 Ore Refinery<br />
2.1.5 Ore Silo<br />
2.1.6 Barracks<br />
2.1.7 War Factory<br />
2.1.8 Naval Yard<br />
2.1.9 Helipad<br />
2.1.10 Pillbox<br />
2.1.11 Camouflaged Pillbox<br />
2.1.12 Turret<br />
2.1.13 AA Gun<br />
2.1.14 Service Depot<br />
2.1.15 Radar Dome<br />
2.1.16 Technology Center<br />
2.1.17 Gap Generator<br />
2.1.18 Chronosphere<br />
2.1.19 Sandbags<br />
2.1.20 Concrete Wall<br />
2.1.21 Fake Structures<br />
2.2 ARMY<br />
2.2.1 Rifle Infantry<br />
2.2.2 Rocket Infantry<br />
2.2.3 Engineer<br />
2.2.4 Spy<br />
2.2.5 Thief<br />
2.2.6 Tanya<br />
2.2.7 Medic<br />
2.2.8 Mine Layer<br />
2.2.9 Ore Truck<br />
2.2.10 Ranger<br />
2.2.11 APC<br />
2.2.12 Light Tank<br />
2.2.13 Medium Tank<br />
2.2.14 Artillery<br />
2.2.15 Mobile Gap Generator<br />
2.2.16 Mobile Radar Jammer<br />
2.2.17 MCV<br />
2.3 NAVY<br />
2.3.1 Transport<br />
2.3.2 Gunboat<br />
2.3.3 Destroyer<br />
2.3.4 Cruiser<br />
2.4 AIR FORCE<br />
2.4.1 Longbow<br />
2.5 SPECIAL FORCES<br />
2.5.1 GPS Satellite<br />
2.5.2 Sonar Pulse<br />
2.5.3 Chronoshift</p>
<p>3. SOVIET POWERS STRUCTURES AND UNITS<br />
3.1 STRUCTURES<br />
3.1.1 Construction Yard<br />
3.1.2 Power Plant<br />
3.1.3 Advanced Power Plant<br />
3.1.4 Ore Refinery<br />
3.1.5 Ore Silo<br />
3.1.6 Barracks<br />
3.1.7 Kennel<br />
3.1.8 War Factory<br />
3.1.9 Sub Pen<br />
3.1.10 Airfield<br />
3.1.11 Helipad<br />
3.1.12 Service Depot<br />
3.1.13 Radar Dome<br />
3.1.14 Technology Center<br />
3.1.15 Flame Tower<br />
3.1.16 Tesla Coil<br />
3.1.17 SAM Site<br />
3.1.18 Iron Curtain<br />
3.1.19 Missile Silo<br />
3.1.20 Barbed Wire Fence<br />
3.1.21 Concrete Wall<br />
3.2 ARMY<br />
3.2.1 Attack Dog<br />
3.2.2 Rifle Infantry<br />
3.2.3 Grenadier<br />
3.2.4 Flame Infantry<br />
3.2.5 Engineer<br />
3.2.6 Mine Layer<br />
3.2.7 Ore Truck<br />
3.2.8 V2 Rocket Launcher<br />
3.2.9 Heavy Tank<br />
3.2.10 Mammoth Tank<br />
3.2.11 MCV<br />
3.3 NAVY<br />
3.3.1 Transport<br />
3.3.2 Submarine<br />
3.4 AIR FORCE<br />
3.4.1 Yak<br />
3.4.2 MiG<br />
3.4.3 Hind<br />
3.4.4 Chinook<br />
3.5 SPECIAL FORCES<br />
3.5.1 Iron Curtain<br />
3.5.2 Nuke<br />
3.5.3 Parabomb<br />
3.5.4 Paratrooper<br />
3.5.5 Spy Plane</p>
<p>4. FIELD OPERATIONS COMBAT MANUAL<br />
4.1 FIGHTING ON LAND<br />
4.1.1 Center of Gravity<br />
4.1.2 Combat Tactics<br />
4.1.3 Concentrated Firepower<br />
4.1.4 Scatter!<br />
4.2 AIRPOWER<br />
4.2.1 Offense<br />
4.2.2 Defense<br />
4.3 NAVAL WARFARE<br />
4.3.1 The Wolfpack<br />
4.3.2 Antisubmarine Warfare<br />
4.3.3 Obstacles<br />
4.4 LOGISTICAL SUPPORT<br />
4.4.1 Economics<br />
4.4.2 Minefields<br />
4.4.3 Undocumented commands</p>
<p>5. QUIRKS, CHEATS &amp; HIDDEN SURPISES<br />
5.1 THE CHEAT KEYS<br />
5.2 EDITING THE RULES.INI<br />
5.3 QUIRKS<br />
5.3.1 Ore silos<br />
5.3.2 Multiple weapons factories<br />
5.3.3 Minefields<br />
5.3.4 Finding submarines<br />
5.3.5 Deny transports a beachhead<br />
5.3.6 Prevent the computer from rebuilding<br />
5.3.7 Inaccurate cruiser fire<br />
5.3.8 Cruisers versus submarines<br />
5.3.9 Allying with the enemy<br />
5.4 EASTER EGGS<br />
5.4.1 Morse code in the manual</p>
<p>6. ALLIED MISSIONS<br />
6.1 SCG01EA<br />
6.2 SCG02EA<br />
6.3 SCG03EA<br />
6.4 SCG04EA<br />
6.5 SCG05EA<br />
6.6 SCG06EA<br />
6.7 SCG07EA<br />
6.8 SCG08EA<br />
6.9 SCG09EA<br />
6.10 SCG10EA<br />
6.11 SCG10EB<br />
6.12 SCG11EA<br />
6.13 SCG12EA<br />
6.14 SCG13EA<br />
6.15 SCG14EA</p>
<p>7. SOVIET MISSIONS<br />
7.1 SCU01EA<br />
7.2 SCU02EA<br />
7.3 SCU03EA<br />
7.4 SCU04EA<br />
7.5 SCU05EA<br />
7.6 SCU06EA<br />
7.7 SCU07EA<br />
7.8 SCU08EA<br />
7.9 SCUO9EA<br />
7.10 SCU10EA<br />
7.11 SCU11EA<br />
7.12 SCU12EA<br />
7.13 SCU13EA<br />
7.14 SCU14EA</p>
<p>8. MULTIPLAYER GAMES<br />
8.1 LOCAL NETWORK<br />
8.2 MODEM<br />
8.3 WCHAT<br />
8.4 KALI</p>
<p>9. MULTIPLAYER TACTICS<br />
9.1 CRATE CONTENTS<br />
9.2 COUNTRY SPECIALTIES<br />
9.3 PLAYING THE SOVIET POWERS<br />
9.4 PLAYING THE ALLIED FORCES</p>
<p>10. BUGS, UPDATES FUTURE GAMES<br />
10.1 OFFICIAL WESTWOOD PATCHES<br />
10.2 ERRORS IN THE RED ALERT MANUAL</p>
<p>11. THIRD PARTY UTILITIES<br />
11.1 RAEDIT</p>
<p>12. INTERNET RESOURCES<br />
12.1 WEBSITES</p>
<p>13. APPENDICES<br />
13.1 INSTALLATION AND TROUBLESHOOTING<br />
13.1.1 Running Red Alert From Your Hard Disk<br />
13.1.2 Windows 95 Video Problems<br />
13.1.2.1 S3 Diamond Stealth and other S3 chipsets<br />
13.1.2.2 Matrox Millennium<br />
13.1.2.3 Number 9 Imagine 128 Series 2<br />
13.1.2.4 Espresso Accelerator Card<br />
13.1.3 Windows 95 Sound Problems<br />
13.1.3.1 Stuttering<br />
13.1.4 Network Problems<br />
13.1.4.1 Can&#8217;t even see the network game option<br />
13.1.4.2 Sluggish game<br />
13.1.4.3 Stragglers<br />
13.2 DATA TABLES<br />
13.2.1 Buildings<br />
13.2.2 Units<br />
13.2.3 Weapons<br />
13.3 FURTHER READING<br />
13.4 LIST OF CONTRIBUTORS<br />
13.5 REVISION HISTORY</p>
<p>End Contents</p>
<p>1. INTRODUCTION<br />
1.1 FOREWORD<br />
A year ago I was the original C&amp;C klutz. I wrote the Unofficial C&amp;C<br />
Strategy FAQ for myself as much as anyone else. One year and two months<br />
later, I&#8217;m pleased to write another. May reading this strategy guide add to<br />
your enjoyment of Red Alert.</p>
<p>1.2 ABOUT THE STRATEGY GUIDE<br />
Welcome to the first release of the Red Alert Internet Strategy Guide. This<br />
is a Red Alert strategy guide written for Internet distribution, with<br />
Internet contribution, sans convolution.</p>
<p>Any similarities between this guide and PC Gamer UK&#8217;s RA strategy<br />
booklet are unavoidable. I wrote both of them.</p>
<p>1.3 GETTING THE STRATEGY GUIDE<br />
1.3.1 E-mail<br />
To receive the latest revision of the strategy guide, send an email to<br />
raguide@powhq.nildram.co.uk with the subject heading &#8216;Medic! I&#8217;m hit!&#8217; (no<br />
quotes).</p>
<p>1.3.2 Usenet<br />
The Red Alert Internet Strategy Guide is posted on the first of every month<br />
(or earlier if a new version is released) on the following Usenet groups:<br />
(1) alt.games.redalert<br />
(2) alt.games.command-n-conq<br />
(3) alt.games.command-n-conq.red-alert</p>
<p>The Red Alert Internet Strategy Guide is also posted to<br />
comp.sys.ibm.pc.games.strategic as new revisions are released.</p>
<p>1.3.3 WWW<br />
New releases of the Unofficial C&amp;C Strategy FAQ will be found on the<br />
following World-wide Web sites:</p>
<p>http://www.netcomuk.co.uk/~cncfaq</p>
<p>http://web.ukonline.co.uk/Members/roger.wong/redalert</p>
<p>1.3.4 BBS<br />
I am not responsible for uploading new releases of the Red Alert Internet<br />
Strategy Guide to bulletin board systems. I have control over neither them<br />
nor their naming conventions, and can not guarantee that a given BBS will<br />
hold a copy of the strategy guide in their files area.</p>
<p>ATTENTION: All BBSes, CompuServe, America Online, and all other<br />
information services. PLEASE conform to the naming standard of the Red<br />
Alert Internet Strategy Guide when placing this file on your system. The<br />
file name should be &#8216;raguide?.zip&#8217; where the &#8216;?&#8217; is the revision number of<br />
the guide or &#8216;raguide?.txt&#8217; if the guide is a text file instead of<br />
PKZIPped.</p>
<p>1.4 CONTRIBUTING TO THE STRATEGY GUIDE<br />
If you have something to add to the guide, please send E-mail to<br />
&#8216;redalert@powhq.nildram.co.uk&#8217; (no quotes), explaining what your addition<br />
is. It will be reviewed, and if accepted, edited and added to the next<br />
revision of the strategy guide. In the E-mail, please supply your name and<br />
E-mail address.</p>
<p>Please note that all submissions to the guide become property of the<br />
author (Roger Wong) and that they may or may not be acknowledged. By<br />
submitting to the guide, you grant permission for use of your submission in<br />
any future publications of the guide in any media. The author reserves the<br />
right to omit information from a submission or delete the submission<br />
entirely.</p>
<p>Contributions of pizza slices are also welcome, as are any comments<br />
and critiques. I&#8217;m always happy to hear from my readers.</p>
<p>1.5 ACKNOWLEDGEMENTS<br />
Some of the information in this strategy guide comes from material provided<br />
gratis by folks on the Internet.</p>
<p>Thanks goes to Westwood Studios, Virgin Interactive, and PC Gamer (UK)<br />
for letting me play Red Alert a month ahead of anyone else.</p>
<p>I find the will which says to me, &#8220;Go on&#8221; in Mike Fay, author of the<br />
Official Guide to Command &amp; Conquer. During the lulls, Mike&#8217;s encouragement<br />
was a breeze of fresh air that filled my sails. May his own wind never fail<br />
to blow.</p>
<p>1.6 ACCURATE INFORMATION<br />
An attempt has been made to make the information in this strategy guide as<br />
accurate as possible. If any information in this strategy guide is<br />
incorrect, please let me know.</p>
<p>If a walkthrough or tip for a certain mission doesn&#8217;t work for you,<br />
you may be reading the wrong mission. To view your mission identification<br />
numbers, press ESC during the game. The mission number is displayed in the<br />
bottom right corner of the options menu.</p>
<p>Future updates and add-ons may render parts of this strategy guide<br />
obsolete.</p>
<p>2. ALLIED FORCES STRUCTURES AND UNITS<br />
2.1 STRUCTURES<br />
Constructing more than one facility of the same type will increase<br />
production of any units that facility can create. Two weapon factories, for<br />
instance, will produce units twice as quick as a single weapon factory.<br />
If a building is damaged by fire, there is a good chance it will burst<br />
into flames. A building sustains flame damage for as long as the fires are<br />
burning. The repair tool can be used to combat the flames.</p>
<p>2.1.1 Construction Yard<br />
You need an MCV to build a construction yard. If your constantly hammered<br />
by tank fire, build a concrete wall around it.</p>
<p>2.1.2 Power Plant<br />
Build a power plant as your first structure. If the power to your base<br />
drops below nominal, your buildings will take damage, and active systems<br />
like radar, Tesla coils, AA guns, and gap generators will fail.<br />
Productivity will also fall</p>
<p>2.1.3 Advanced Power Plant<br />
This provides twice the power for less cost and space than two normal power<br />
plants put together. It&#8217;s easier to destroy a single advanced power plant<br />
than two normal power plants, so weigh your options.</p>
<p>2.1.4 Ore Refinery<br />
Build more than one ore refinery. Leave space around the ore refinery for<br />
the ore trucks to navigate. Each refinery has enough storage space for 2000<br />
credits worth of ore.</p>
<p>2.1.5 Ore Silo<br />
Each silo can hold 1500 credits worth of ore. The ore is divided equally<br />
between all your silos and refineries. If you run out of space, any ore you<br />
mine is wasted.</p>
<p>2.1.6 Barracks<br />
Build a barracks after the power plant. In early stages of the game, it<br />
might be your only defense.</p>
<p>2.1.7 War Factory<br />
War factories produce the vehicles you need to fight your battles. Leave<br />
space around it for vehicles to maneuver.</p>
<p>2.1.8 Naval Yard<br />
Naval yards can only be built on water, and within eight squares of an<br />
existing base structure. The computer will give priority to naval yards<br />
when choosing a structure to attack.</p>
<p>2.1.9 Helipad<br />
Helicopters reload and rearm from here. Each ammo rock takes two and a half<br />
seconds to reload.</p>
<p>2.1.10 Pillbox<br />
These are infantry shredders, and are wonderful against engineer<br />
incursions.</p>
<p>2.1.11 Camouflaged Pillbox<br />
They are tough to spot and destroy than regular pillboxes.</p>
<p>2.1.12 Turret<br />
The turret is an anti-tank weapon with heavy armor. Repair them in the<br />
midst of combat.</p>
<p>2.1.13 AA Gun<br />
They&#8217;ll knock MiGs, bombers, spy planes, and helicopters out of the sky.<br />
The guns are heavily armored, and fire rapidly. They are most effective in<br />
groups of two or more. Deploy them several squares in front of units you<br />
wish to protect. Knock out the planes before they get to their targets, not<br />
when they are dropping bombs on them.</p>
<p>2.1.14 Service Depot<br />
Build the service depot near your front lines so it doesn&#8217;t take too long<br />
to get units back home to repair. It repairs aircraft just as well as<br />
vehicles, but you can not select multiple aircraft to repair like you can<br />
with vehicles. The service depot repairs 10 points of damage every time it<br />
goes &#8216;tick&#8217;.<br />
You can sell vehicles for half of their purchase cost by sending them<br />
to the vehicle depot and clicking on the sell icon.</p>
<p>2.1.15 Radar Dome<br />
The dome will give you a radar system that shows the whereabouts of enemy<br />
units and building in explored territory.</p>
<p>2.1.16 Technology Center<br />
Enables the construction of advanced buildings and vehicles. You&#8217;ll get a<br />
free GPS satellite with every purchase.</p>
<p>2.1.17 Gap Generator<br />
Gap generators create a shroud of darkness in a 10 square radius. Enemy<br />
radar can not penetrate it unless there are enemy units inside the gap.<br />
Even then, they can only see their immediate surroundings.</p>
<p>2.1.18 Chronosphere<br />
The chronosphere can shift a unit to another location for a limited time by<br />
manipulating space. Frequent use of the chronosphere will trigger a chronal<br />
vortex that can appear at a random location on the map. It will actively<br />
seek out and destroy five units or buildings until it dissipates. The best way<br />
to dissipate a chronal vortex is to sacrifice rifle infantry to it. You<br />
have a 20 percent chance of getting a vortex every time you use the<br />
chronosphere.<br />
Only vehicles can be chronoshifted to a new destination; living matter<br />
will spontaneously combust.</p>
<p>Using the chronosphere, you can send a mine layer into an ore deposit deep<br />
in enemy territory, or shift a cruiser into firing range of an enemy base.<br />
It can also be used to send an MCV to another part of the map and set up a<br />
second base.</p>
<p>2.1.19 Sandbags<br />
Infantry and light vehicles can&#8217;t pass through these barriers, but if they<br />
have explosive weapons like grenades or rockets, they can blast their way<br />
through. Tracked vehicles will move through sandbags at a reduced rate.</p>
<p>2.1.20 Concrete Wall<br />
Not even the heaviest tanks can pass through concrete walls. Use concrete<br />
barriers to block access to the base, to protect vital structures, and to<br />
herd enemy units into chokepoint kill zones. Concrete will block line-of-<br />
sight weapons like rockets and tank rounds, but not artillery or similar<br />
ordnance.</p>
<p>2.1.21 Fake Structures<br />
Mockups of your construction yard, weapons factory, radar dome, or naval<br />
yard can confuse your enemy. However, they are nowhere near as structurally<br />
sound as your real buildings.</p>
<p>2.2 ARMY<br />
2.2.1 Rifle Infantry<br />
Most useful in numbers. They can take a lot of fire from tanks and turrets<br />
before dying. They are cheap, and can be used as fodder to lure enemy tanks<br />
and soldiers into ambushes.</p>
<p>2.2.2 Rocket Infantry<br />
They are excellent against both aircraft and armored vehicles. Unlike<br />
turrets or AA guns, they can be moved where they are needed most.</p>
<p>2.2.3 Engineer<br />
Only structures that have over 75 percent structural damage can be taken<br />
over by an engineer. If the arrows are red, the engineer can only damage<br />
the building. When it is green, it&#8217;s okay to take it over. Engineers can<br />
repair friendly structures back to full health.</p>
<p>2.2.4 Spy<br />
Spies look like the enemy&#8217;s own infantry. A human player will certainly be<br />
suspicious of a unit that he can not control, so some subtlety is called<br />
for in multiplayer games.<br />
They make great scouts since they can pass unmolested by enemy units,<br />
but guard dogs will sniff them out with messy results.<br />
Spies can infiltrate various buildings and pass along a steady stream<br />
of intelligence. The information they can collect is as follows:<br />
Barracks, weapon factory, construction yard: Find out what units the<br />
enemy is building.<br />
Subpen: Get a sonar pulse that shows enemy subs.<br />
Refinery, silos: Learn the financial status of your enemy.<br />
Radar dome: Track the movement of every enemy unit, seeing what they<br />
see. In multiplayer games, you&#8217;ll hear the conversations of the enemy you<br />
infiltrate<br />
If the enemy sells a building that your spies infiltrate, your spy<br />
will emerge.</p>
<p>2.2.5 Thief<br />
Sneak them into an enemy building to steal half their credits.</p>
<p>2.2.6 Tanya<br />
You can only train Tanya if you are in a multiplayer game. Otherwise, she&#8217;s<br />
assigned to you. If Tanya ever dies in a single player mission, your<br />
mission will fail. She can kill 3 soldiers every second.</p>
<p>2.2.7 Medic<br />
A doctor heals 50 hit points at a time, but he can&#8217;t heal himself.</p>
<p>2.2.8 Mine Layer<br />
The best weapon against tanks is a mine layer. Mine the routes used by the<br />
enemy. The best places for mines are river crossings and narrow passes. If<br />
you mine an ore patch, an ore truck is almost guaranteed to stumble onto<br />
one.</p>
<p>2.2.9 Ore Truck<br />
The ore truck is the most important unit in the game. If you destroy your<br />
enemy&#8217;s ore truck, he&#8217;ll starve to death, and the same also applies to you.<br />
The computer gives high priority to defending its ore trucks, but a<br />
quick, decisive strike will destroy the ore truck before reinforcements<br />
arrive.</p>
<p>2.2.10 Ranger<br />
Rangers are inexpensive and fast, making them good for quickly exploring<br />
dark areas of the map.</p>
<p>2.2.11 APC<br />
The APC was meant to ferry supporting troops along with tanks. Their speed<br />
and maneuverability means they can rush through many base defenses intact<br />
to unload engineers, saboteurs, and thieves.<br />
Shove rocket infantry into an APC and escort your ore truck. If enemy<br />
airpower attacks, unload the APC to give them a nasty surprise.<br />
The speed of an APC makes it just as good for crushing personnel as it<br />
is for carrying them.</p>
<p>2.2.12 Light Tank<br />
Light tanks have a high rate of fire. In the long run, it will deliver more<br />
damage in the same amount of time than a medium tank, but light tanks<br />
seldom last that long.</p>
<p>2.2.13 Medium Tank<br />
The main battle tank of the Allies. It lasts a third longer in battle, and<br />
can thus squeeze off at least two more rounds than a light tank.</p>
<p>2.2.14 Artillery<br />
The long range and power of their shells give artillery a role in<br />
destroying stationary base defenses and ranks of infantry, but their weak<br />
armor and slow movement make them easy targets.</p>
<p>2.2.15 Mobile Gap Generator<br />
A mobile gap generator will hide nearby units under a shroud of darkness.<br />
Surprise is a paramount strength in a multiplayer game, and denying an<br />
opponent from knowing the nature of your attack will leave him with an<br />
exploitable weakness.</p>
<p>2.2.16 Mobile Radar Jammer<br />
If you move a radar jammer within 15 squares of the enemy radar dome, you<br />
will shutdown his communications and radar. This interference appears as<br />
static on the radar display. Use the confusion to launch a surprise attack,<br />
or to prevent an enemy from communicating with any allies.</p>
<p>2.2.17 MCV<br />
Mobile construction vehicles are necessary to build construction yards.</p>
<p>2.3 NAVY<br />
2.3.1 Transport<br />
Its high speed and armor make it very effective at charting unexplored<br />
waters. It can hold five land units of any type. If you stick your infantry<br />
into APCs before loading, you can transport 25 of them.</p>
<p>2.3.2 Gunboat<br />
The gunboat is fast, and has a gun range of 5 and a half squares. Since<br />
three direct hits from a submarine will kill it, keep it moving during ASW<br />
operations. Two depth charge hits will cripple, if not destroy, a<br />
submarine.</p>
<p>2.3.3 Destroyer<br />
The Stinger missiles aboard destroyers fire twice as quickly at enemy air<br />
units than land or sea targets. A destroy can attack a Tesla coil at a<br />
distance without casualty. Smart submarine commanders will attack<br />
destroyers from maximum distance.</p>
<p>2.3.4 Cruiser<br />
Each shot a cruiser fires has three times the destructive power of an<br />
artillery shell.<br />
Cruisers can shoot at the water around submarines in hopes of hitting<br />
them with stray shells, but have no defenses against air targets.</p>
<p>2.4 AIR FORCE<br />
2.4.1 Longbow<br />
An empty Longbow helicopter can pick up a full load of ammo in 15 seconds.<br />
If you target an enemy helicopter, the Longbow will chase it around<br />
firing missiles. Each of its six heat-seeking missiles is equivalent to a<br />
shot from a mammoth tank, making it a good tank buster.</p>
<p>2.5 SPECIAL FORCES<br />
2.5.1 GPS Satellite<br />
Charges in eight minutes.<br />
Provides free radar coverage for the whole theater of operations.</p>
<p>2.5.2 Sonar Pulse<br />
Charges every ten minutes.<br />
Shows the locations of all enemy submarines.</p>
<p>2.5.3 Chronoshift<br />
Charges every seven minutes.<br />
Moves any vehicle or ship from one destination to another for a<br />
duration of three minutes. Frequent use of the chronosphere will trigger a<br />
chronal vortex that can appear at a random location on the map. It will<br />
actively seek out and destroy five units or buildings until it dissipates. The<br />
best way to dissipate a chronal vortex is to sacrifice rifle infantry to<br />
it. You have a 20 percent chance of getting a vortex every time you use the<br />
chronosphere.<br />
Only vehicles can be chronoshifted to a new destination; living matter<br />
will spontaneously combust.</p>
<p>Using the chronosphere, you can send a mine layer into an ore deposit deep<br />
in enemy territory, or shift a cruiser into firing range of an enemy base.<br />
It can also be used to send an MCV to another part of the map and set up a<br />
second base.</p>
<p>3. SOVIET POWERS STRUCTURES AND UNITS<br />
3.1 STRUCTURES<br />
3.1.1 Construction Yard<br />
You need an MCV to build a construction yard. If your constantly hammered<br />
by tank fire, build a concrete wall around it.</p>
<p>3.1.2 Power Plant<br />
Build a power plant as your first structure. If the power to your base<br />
drops below nominal, your buildings will take damage, and active systems<br />
like radar, Tesla coils, AA guns, and gap generators will fail.<br />
Productivity will also fall</p>
<p>3.1.3 Advanced Power Plant<br />
This provides twice the power for less cost and space than two normal power<br />
plants put together. It&#8217;s easier to destroy a single advanced power plant<br />
than two normal power plants, so weigh your options.</p>
<p>3.1.4 Ore Refinery<br />
Build more than one ore refinery. Leave space around the ore refinery for<br />
the ore trucks to navigate. Each refinery has enough storage space for 2000<br />
credits worth of ore.</p>
<p>3.1.5 Ore Silo<br />
Each silo can hold 1500 credits worth of ore. The ore is divided equally<br />
between all your silos and refineries. If you run out of space, any ore you<br />
mine is wasted.</p>
<p>3.1.6 Barracks<br />
Build a barracks after the power plant. In early stages of the game, it<br />
might be your only defense.</p>
<p>3.1.7 Kennel<br />
Attack dogs are trained in this facility.<br />
3.1.8 War Factory<br />
War factories produce the vehicles you need to fight your battles. Leave<br />
space around it for vehicles to maneuver.</p>
<p>3.1.9 Sub Pen<br />
Sub pens allow you to build and repair submarines and transports. Stay on<br />
the lookout for spies. Don&#8217;t let them gain a sonar pulse.</p>
<p>3.1.10 Airfield<br />
Airfields are heavily armored, but the aircraft they harbor are not. Giving<br />
your enemies a free shot at your planes is a dumb thing to do, so keep them<br />
to the rear. Air crews can reload one ammo unit every two and a half<br />
seconds.</p>
<p>3.1.11 Helipad<br />
Helicopters reload and rearm from here. Each ammo rock takes two and a half<br />
seconds to reload.</p>
<p>3.1.12 Service Depot<br />
Build the service depot near your front lines so it doesn&#8217;t take too long<br />
to get units back home to repair. It repairs aircraft just as well as<br />
vehicles, but you can not select multiple aircraft to repair like you can<br />
with vehicles. The service depot repairs 10 points of damage every time it<br />
goes &#8216;tick&#8217;.<br />
You can sell vehicles for half of their purchase cost by sending them<br />
to the vehicle depot and clicking on the sell icon.</p>
<p>3.1.13 Radar Dome<br />
The dome will give you a radar system that shows the whereabouts of enemy<br />
units and building in explored territory.</p>
<p>3.1.14 Technology Center<br />
Enables the construction of advanced buildings and vehicles.</p>
<p>3.1.15 Flame Tower<br />
Armored flame-throwers on steroids, this automated system launches<br />
exploding fireballs. These are great against infantry and buildings, but<br />
tend to not do more than scorch the paint of heavy tanks and vehicles.<br />
Allied rocket infantry can take them out from a distance since their<br />
rockets have greater range.</p>
<p>3.1.16 Tesla Coil<br />
The Tesla coil is the best defense against enemy land and sea units. The<br />
arcing electricity will destroy a light tank outright. It takes eight<br />
seconds for the Tesla coil capacitors to recharge.</p>
<p>3.1.17 SAM Site<br />
This is the only anti-aircraft structure at our disposal. Five direct hits<br />
will down an enemy chopper, and two will ruin a jet or propeller plane</p>
<p>3.1.18 Iron Curtain<br />
The Iron Curtain will change the molecular structure of a unit, making it<br />
impervious to all damage. This effect lasts for 45 seconds.</p>
<p>3.1.19 Missile Silo<br />
Launches atom bombs.</p>
<p>3.1.20 Barbed Wire Fence<br />
Twice as strong as sandbags, but tanks and other tracked vehicles are still<br />
able to bulldoze through.</p>
<p>3.1.21 Concrete Wall<br />
Not even the heaviest tanks can pass through concrete walls. Use concrete<br />
barriers to block access to the base, to protect vital structures, and to<br />
herd enemy units into chokepoint kill zones. Concrete will block line-of-<br />
sight weapons like rockets and tank rounds, but not artillery or similar<br />
ordnance.</p>
<p>3.2 ARMY<br />
3.2.1 Attack Dog<br />
They can detect spies and kill any infantry unit instantly. If dogs are<br />
needed somewhere in a hurry, command them to attack a unit near the<br />
location they are needed, and they&#8217;ll run 50 percent faster.</p>
<p>3.2.2 Rifle Infantry<br />
Most useful in numbers. They can take a lot of fire from tanks and turrets<br />
before dying. They are cheap, and can be used as fodder to lure enemy tanks<br />
and soldiers into ambushes.</p>
<p>3.2.3 Grenadier<br />
Grenadiers explode when they die, so keep injured grenadiers away from<br />
healthy units.</p>
<p>3.2.4 Flame Infantry<br />
Their flame-throwers have a wide splash area. Friendly fire isn&#8217;t.</p>
<p>3.2.5 Engineer<br />
Only structures that have over 75 percent structural damage can be taken<br />
over by an engineer. If the arrows are red, the engineer can only damage<br />
the building. When it is green, it&#8217;s okay to take it over. Engineers can<br />
repair friendly structures back to full health.</p>
<p>3.2.6 Mine Layer<br />
Anti-infantry mines are destroyed by vehicles passing over them. Use them<br />
to lay personnel mines around your sub pens or other structures prone to<br />
infiltration.</p>
<p>3.2.7 Ore Truck<br />
The ore truck is the most important unit in the game. If you destroy your<br />
enemy&#8217;s ore truck, he&#8217;ll starve to death, and the same also applies to you.<br />
The computer gives high priority to defending its ore trucks, but a<br />
quick, decisive strike will destroy the ore truck before reinforcements<br />
arrive.</p>
<p>3.2.8 V2 Rocket Launcher<br />
These rockets have a range of ten squares. Two rockets can destroy<br />
camouflaged pillboxes. Three rockets will take out turrets and AA guns.<br />
Slow units like infantry and cruisers are also easy to hit with V2 rockets.<br />
The launchers themselves are only lightly armored, so keep them out of<br />
close combat.</p>
<p>3.2.9 Heavy Tank<br />
In packs of five or more, they are fearsome. The key to destroying heavy<br />
tanks is to either spread their weapons fire, or to blow them up with<br />
mines.</p>
<p>3.2.10 Mammoth Tank<br />
The mammoth is armed with twin 120mm cannons, and if damaged, can self heal<br />
up to 50 percent of its hit points. It&#8217;s mammoth tusk missile is effective<br />
against infantry and airplanes, but not very good against helicopters.<br />
It&#8217;s a slow tank, and takes five seconds to reload. If you&#8217;re trying<br />
to destroy a mammoth tank, make sure you kill the weaker tanks around it<br />
first. Mammoths are sitting ducks without their supporting units.</p>
<p>3.2.11 MCV<br />
Mobile construction vehicles are necessary to build construction yards.</p>
<p>3.3 NAVY<br />
3.3.1 Transport<br />
Its high speed and armor make it very effective at charting unexplored<br />
waters. It can hold five land units of any type. If you stick your infantry<br />
into APCs before loading, you can transport 25 of them.</p>
<p>3.3.2 Submarine<br />
Submarines work best in packs. They can fire at ships 9 squares away and<br />
are invisible when submerged. Submarines in guard mode will attack any<br />
ships that come into range.</p>
<p>3.4 AIR FORCE<br />
3.4.1 Yak<br />
An empty Yak fighter can reload in 40 seconds.<br />
Yaks are good for strafing infantry and destroying light vehicles and<br />
structures. The strafing run begins one square in front of the target. The<br />
Yak will open fire and walk the bullets to the target.</p>
<p>3.4.2 MiG<br />
An empty MiG can reload in eight seconds.<br />
They are very fast, but delicate. Six MiG fighters together will<br />
destroy any structure or unit in the game.</p>
<p>3.4.3 Hind<br />
An empty Hind chopper can reload in 30 seconds.<br />
Hind choppers carry the same chaingun as the Yak, but instead of<br />
walking their fire, they hover over a fixed vantage point.</p>
<p>3.4.4 Chinook<br />
Transport helicopters only appear in multiplayer games. A transport<br />
helicopter can carry five infantry units.</p>
<p>3.5 SPECIAL FORCES<br />
3.5.1 Iron Curtain<br />
Charges every 11 minutes.<br />
Renders a unit or structure invulnerable for 45 seconds.</p>
<p>3.5.2 Nuke<br />
Charges every 13 minutes.<br />
The atomic warhead does widespread damage at ground zero. Big and<br />
unprotected targets like buildings get vaporized, but because armored units<br />
are low to the ground, airtight, made of metal, and very heavily protected,<br />
they are much less vulnerable to the effects.</p>
<p>3.5.3 Parabomb<br />
Charges every 14 minutes.<br />
Parabombs are really inaccurate, and unless your target is fairly<br />
large, you can forget about scoring any direct hits. Each time you drop<br />
parabombs, the plane will arrive from a different direction, making it<br />
almost impossible to predict the path of destruction. Each of the five<br />
bomblets has the explosive power of two artillery shells.</p>
<p>3.5.4 Paratrooper<br />
Charges every seven minutes.<br />
You can drop paratroopers anywhere on the map, even in place you&#8217;ve<br />
not yet explored. Use paratroopers to scout a distant area of map, or to<br />
destroy power plants and other critical buildings in an unprotected area of<br />
an enemy camp.</p>
<p>3.5.5 Spy Plane<br />
Charges every three minutes.<br />
The spy plane can take a lot of AA damage, so don&#8217;t be afraid to send<br />
it downtown. You can use it to spot enemy air defenses by using it this<br />
way.</p>
<p>4. FIELD OPERATIONS COMBAT MANUAL<br />
4.1 FIGHTING ON LAND<br />
4.1.1 Center of Gravity<br />
An enemy&#8217;s center of gravity is the thing which, when removed from the<br />
equation, paralyzes his forces. It&#8217;s not his source of strength, but his<br />
critical vulnerability.<br />
What is the enemy&#8217;s center of gravity? It&#8217;s not his mammoth tank or<br />
cruiser. Sure, they are powerful units, but even if you destroy them, the<br />
enemy can still fight, and the enemy can still win.<br />
The center of gravity is the enemy ore facility. Without ore there is<br />
no money. Without money, there is no further construction, and no more<br />
units. Without ore, the enemy is paralyzed.</p>
<p>4.1.2 Combat Tactics<br />
The computer doesn&#8217;t know to retreat when up against superior forces, and<br />
will always fight to the death. Use this to force the computer into<br />
committing forces to battles it can not possibly win.</p>
<p>4.1.3 Concentrated Firepower<br />
Always bring your firepower to bear on a single unit at a time. Concentrate<br />
your fire on enemy units that are easy to kill, but have the strongest<br />
weapons. For every enemy unit knocked out, your own units will take less<br />
damage.<br />
If faced with three heavies and a mammoth, destroy the three heavies<br />
before tackling the mammoth. If you were to concentrate on the mammoth, the<br />
three heavies would pummel your forces by the time the mammoth died. By<br />
leaving the mammoth for last, you take less damage.</p>
<p>4.1.4 Scatter!<br />
You can scatter your units with the &#8216;x&#8217; key while they are attacking.<br />
Moving targets are more difficult to hit by the enemy, and suffer no<br />
disadvantage in return.</p>
<p>4.2 AIRPOWER<br />
4.2.1 Offense<br />
Airpower is best used to remove targets of opportunity that can&#8217;t fire<br />
back.</p>
<p>4.2.2 Defense<br />
Place anti-aircraft defenses well forward of whatever it is you are<br />
protecting. Enemy aircraft launch their weapons from a distance, and you in<br />
turn want to knock them out before they release their payload.</p>
<p>4.3 NAVAL WARFARE<br />
4.3.1 The Wolfpack<br />
Submarines work best in packs of five or more. Allied ships can only<br />
concentrate on one boat at a time. If you can put five torpedoes into a<br />
ship, your submarines won&#8217;t take much damage.</p>
<p>4.3.2 Antisubmarine Warfare<br />
To do massive damage to submarine forces, you need to get your ships close<br />
to them. Submarines can&#8217;t shoot through each other, so getting close will<br />
hamper their efforts at concentrated fire.<br />
If you&#8217;re hunting for subs, fire area effect weapons into random<br />
points in the water. If you damage the sub even the tiniest amount, it will<br />
surface. Smuggle a spy into the sub pen and use the sonar pulse. You can<br />
also use some of the techniques described in chapter five.</p>
<p>4.3.3 Obstacles<br />
If a bridge is in your way, and you need to get to the other side, destroy<br />
the bridge. You&#8217;ll need to destroy two sections to make a big enough gap to<br />
squeeze through.</p>
<p>4.4 LOGISTICAL SUPPORT<br />
4.4.1 Economics<br />
When ore is tight, micromanage your ore trucks. Gather ore in diagonal<br />
strips, leaving a checkerboard pattern. This pattern will ensure quick<br />
regeneration of the ore field.<br />
Each truck holds 28 bales of ore. One bale of gem is worth 50 credits,<br />
while a bale of gold is worth 25. Gather the gems first, because gems don&#8217;t<br />
regenerate.<br />
It&#8217;s a good idea to build one ore refinery for every major patch of<br />
ore.</p>
<p>4.4.2 Minefields<br />
I present to you the following ways to spot mines:<br />
Run over one. Not recommended.<br />
Observe and remember where the mine layers lay their mines, and<br />
destroy them with weapons fire.<br />
Actively sweep the territory in front of you with weapons fire. V2<br />
rocket launchers make the best mine busters, followed closely by grenadiers<br />
and artillery shells.<br />
If a mine layer drops a mine in an ore field, you can&#8217;t destroy it<br />
even if you know exactly where it is. Make hunting mine layers your new<br />
hobby.</p>
<p>4.4.3 Undocumented commands<br />
The &#8216;f&#8217; key will put a group of units into formation mode. This doesn&#8217;t<br />
mean that they&#8217;ll march in formation, but that they&#8217;ll get back into their<br />
original formation at the end of their journey.</p>
<p>The &#8216;q&#8217; key will let you assign waypoints. If you give a unit movement<br />
commands while you hold down the &#8216;q&#8217; key, it will follow them in the order<br />
you give them. Unfortunately, you can not terminate your waypoints with a<br />
command to attack.</p>
<p>Other keys:</p>
<p>&#8216;n&#8217; &#8211; next unit<br />
&#8216;b&#8217; &#8211; back one unit<br />
&#8216;t&#8217; &#8211; select repair mode<br />
&#8216;y&#8217; &#8211; select sell mode<br />
&#8216;u&#8217; &#8211; cycle through radar modes</p>
<p>5. QUIRKS, CHEATS &amp; HIDDEN SURPISES<br />
5.1 THE CHEAT KEYS<br />
There are no cheat keys.</p>
<p>5.2 EDITING THE RULES.INI<br />
The RULES.INI is a text file embedded within the redalert.mix in your Red<br />
Alert game directory. It contains editable parameters for just about every<br />
aspect of the game. By placing an edited RULES.INI file in your game<br />
directory, you can override the default settings with your own. This will<br />
let you change the price of units, their firing rate, their speed, the time<br />
it takes nuclear missiles to recharge, and other variables.<br />
To extract the RULES.INI file, load redalert.mix into Windows 95<br />
Wordpad. Search for the string RULES.INI, and cut and paste everything from<br />
the line &#8220;RULES.INI&#8221; to the last line, &#8220;Rate=.1&#8243; into a new document. Save<br />
this new document as RULES.INI and place it into your game directory. Be<br />
careful that you do not accidentally overwrite your original redalert.mix<br />
file, or you may have to reinstall Red Alert.<br />
It is impossible to play a multiplayer game unless everyone uses<br />
identically modified (or non-modified) RULES.INI files.</p>
<p>5.3 QUIRKS<br />
5.3.1 Ore silos<br />
Ore silos aren&#8217;t necessary. When you start constructing a building, the ore<br />
stored in your refineries are converted cash. If you cancel your<br />
construction order, the money is returned as cash, and not converted back<br />
to ore.</p>
<p>5.3.2 Multiple weapons factories<br />
Switch primary buildings and start constructing a unit the moment you<br />
finish building a unit of the same type. It will complete the construction<br />
immediately, giving you two vehicles.</p>
<p>5.3.3 Minefields<br />
If you suspect mines around your construction site, build a building, but<br />
don&#8217;t place it. Sweep the white placement marker around the buildings. If a<br />
square within the white marker turns red and you can&#8217;t see a visible<br />
obstacle, there is a mine underneath.</p>
<p>5.3.4 Finding submarines<br />
Select a gunboat or destroyer, and move your movement cursor into the radar<br />
map. Slowly sweep across the radar map with the cursor. If the cursor<br />
changes to the red attack cursor, there is a submarine there.<br />
Select a transport and hold down the CTRL key as you sweep your<br />
movement cursor over water. If it suddenly turns into a &#8220;I can&#8217;t move<br />
there&#8221; cursor, there is a submarine at that spot.</p>
<p>5.3.5 Deny transports a beachhead<br />
Place tanks on the shoreline where enemy transports try to land. The<br />
transports will never unload.</p>
<p>5.3.6 Prevent the computer from rebuilding<br />
Place a unit on top of a spot that once contained the turret or building<br />
you do not want the enemy to rebuild.</p>
<p>5.3.7 Inaccurate cruiser fire<br />
Long range cruiser fire will overshoot their intended targets. To correct<br />
your gunners&#8217; aim, manually target a square short of your intended target.<br />
If it&#8217;s still long, bring the target closer to the cruiser. If it&#8217;s short,<br />
fire a little closer at the building.</p>
<p>5.3.8 Cruisers versus submarines<br />
Cruisers can&#8217;t target submarines directly, but they can target the empty<br />
water next to submarines. Submarines will still take damage from near<br />
misses. If your cruiser is far enough away, you might even miss the patch<br />
of water you targeted and score a direct hit on a sub.</p>
<p>5.3.9 Allying with the enemy<br />
The computer player will ignore attacks from players it is allied with.</p>
<p>5.4 EASTER EGGS<br />
5.4.1 Morse code in the manual<br />
Lines of Morse code dot the bottom of your manual pages. Converted into<br />
letters, they read the following:</p>
<p>MESSAGE COM ALLIED HQS<br />
DECODE CRYPTO NORMAL<br />
RED EAGLE PASSES HAWK<br />
Red alert! Red alert! Soviet forces in sector seven building runways.<br />
Assault units dispatch ASAP.</p>
<p>MESSAGE COM HQS SEVEN<br />
DECODE CRYPTO<br />
VULTURE SNACKS<br />
Allies lose Verdun. Forces destroyed. Dispatch troops ASAP. Retrieve Tanya.<br />
Critical movements spotted NWSAHX. Nuclear warheads destined to Washington<br />
delayed. Strike AX Zulu, advise ETA.</p>
<p>DETAILED CINPAC COM<br />
PRIORITY INCOME<br />
Investigate sudden death of fourteen allies. Toxic tests show formic acid<br />
levels.</p>
<p>TO CINPAC COM<br />
PRIORITY SEVEN OUT GO<br />
Formic acid complaint accurate. Also find crushed vertebrae and slashes on<br />
head and face, and two thousand headless. No bleeding. Respond.</p>
<p>TO CINPAC COM<br />
Say again? Formic acid?</p>
<p>Roger that.<br />
What is it?</p>
<p>The acid ants use.<br />
For what purpose?</p>
<p>Killing, neutralizing. Describe slash marks.<br />
Like big knives. Checking. Twelve inch marks on headless. Some marks,<br />
some acid &#8230; do you hear humming?</p>
<p>Negative humming. Do you spot small hills?<br />
Affirmative. Not on map.</p>
<p>How far your location?<br />
Six clicks.</p>
<p>Investigate now.<br />
Looking for what?</p>
<p>Giant ants.<br />
Like some sci-fi flick!</p>
<p>Serious. All areas.<br />
Giant ants?</p>
<p>Roger that.<br />
Use Raid.</p>
<p>No joke! Ants ten feet high.<br />
What&#8217;s humming mean?</p>
<p>Ant radar. Watch out.<br />
I hear some now!</p>
<p>Get out of there! Respond! Get out of there!<br />
DISPATCH ENDS</p>
<p>ACTION IGNORE RESPOND<br />
IGNORE USE DEEP COVER<br />
Ants that big never happened. System Alert. Sectors report now!<br />
Alpha sector negative.<br />
Charlie sector negative.<br />
Bravo sector none.</p>
<p>Delta sector? Delta sector, report. All sectors, tune Delta.<br />
Confirm deaths! Red Alert! Red Alert! Giant ants spotted!</p>
<p>Identify sector!<br />
Echo sector!</p>
<p>Number, size?<br />
Maybe one hundred, red, huge!</p>
<p>Fire at will!<br />
Targeting fire &#8230; Oh, God! I can&#8217;t &#8230;</p>
<p>Come in, Echo sector! Come in, Echo sector!<br />
ECHO SECTOR DEAD</p>
<p>6. ALLIED MISSIONS<br />
6.1 SCG01EA<br />
Shoot the infantry who charge your position. When Tanya makes an airdrop,<br />
kill all the infantry with her that you can. Set a C4 charge on one of the<br />
power plants. If you shoot the infantry surrounding the tech center,<br />
Einstein will emerge. Direct him to the helicopter and you&#8217;re outta here.</p>
<p>6.2 SCG02EA<br />
Move packs of infantry to the south, south west, and north-west of your<br />
construction yard to defend against enemy troops. You get reinforcements<br />
each time you construct a major building. The kind of base you build is<br />
important, because you have to use the base you build now in a future<br />
mission. Build two pillboxes up by the ore field in the north, and another<br />
two pillboxes in the south and west of your base.<br />
Group your vehicles together and follow the road south. Use<br />
concentrated fire in killing the opposition, and kill the grenadiers first.<br />
You&#8217;ll find the enemy ore truck in the south west corner. If you destroy<br />
it, the enemy won&#8217;t have enough money to make any more reinforcements.<br />
Move your pack of Jeeps into the enemy base. Kill the grenadiers,<br />
infantry, and dogs then get back on the road and continue your trek north<br />
to kill the units guarding the pass. Afterwards, go back to the enemy base<br />
and destroy the buildings. Your convoy will automatically arrive when all<br />
of the opposition is killed or destroyed.</p>
<p>6.3 SCG03EA<br />
Immediately tell the medic being shot to move north. Send Tanya down to<br />
kill the enemy soldier attacking him, then shoot any soldiers trying to<br />
kill Tanya. Tanya will never fire a weapon in defense of herself, but as<br />
long as you keep squeezing her trigger finger, she&#8217;ll keep firing. Heal her<br />
with the medic if she&#8217;s damaged.<br />
Move to the west, and curve south, shooting the enemy along the way.<br />
If you can land an artillery shell on the transport that drops off the<br />
troops, you can wipe them out en masse. Keep trekking southwards until you<br />
get to the enemy base. Let Tanya pick off the soldiers one by one as your<br />
artillery pounds the flame turret. This base here is not your objective, so<br />
you just want to kill all the enemy infantry.<br />
Move east around the base, and swing northwards. Shoot any barrels you<br />
see. A V2 rocket launcher will take a pot-shot at you, but probably miss.<br />
Shoot the barrels nearby to take it out.<br />
Take out the first bridge. There are enemy soldiers hiding behind the<br />
trees, so proceed carefully. Shoot the barrels by the bridge at the top of<br />
the screen and you&#8217;ll destroy it. If Tanya gets herself stuck on an island,<br />
your artillery unit can destroy any bridges that remain.</p>
<p>6.4 SCG04EA<br />
This mission takes place on the same map as your second mission, and you&#8217;ll<br />
start out with whatever units and structures you had leftover from that<br />
mission.<br />
Constructing a radar dome will give you a better picture of what&#8217;s<br />
going on. Put up a weapons factory. You&#8217;re going to churn out at least a<br />
dozen light tanks. There&#8217;s a pass up north you should mine heavily. The<br />
enemy has air support. If you place rocket infantry to the north-west of<br />
the buildings they are strafing, you&#8217;ll take them down.<br />
Send you horde of light tanks to the top of the screen where the<br />
Soviet&#8217;s are gather ore. If you can take out the ore truck with shots fired<br />
from below the plateau, do so. If not, you&#8217;ll have to swing around the<br />
corner, past their base and get right into their ore deposit to take out<br />
that ore truck. If you don&#8217;t kill this ore truck, the Soviets will keep<br />
throwing their armor at you.<br />
You&#8217;ve got a dozen tanks in this field of ore. After the ore truck is<br />
dead, shoot at the attacking tanks using the focused fire tactic, and<br />
squish the infantrymen. Then destroy the refinery, and the flame turrets.<br />
Send your jeeps up to the enemy base to help kill the infantry.<br />
Enemy resistance from this point on is minimal, and you won&#8217;t have<br />
difficulty mopping up.</p>
<p>6.5 SCG05EA<br />
To get the spy past the guard dogs, you need patience. The patrols will<br />
change position every so often, and you&#8217;ll need to observe them for a<br />
minute before you make your move. Get the spy into the weapons factory, and<br />
you&#8217;ll hijack a truck. The truck will drop you off by the prison compound.<br />
Get the spy into the prison to release Tanya. Tanya has to take out<br />
all the SAM sites before her rescue chopper can come in. Take out the two<br />
SAM sites on the peninsula, then run upwards into the base compound. Kill<br />
the soldiers who are in your way. While you&#8217;re in the base compound,<br />
demolish the airfields and shoot any barrels you find. When all four SAM<br />
sites are gone, the chopper will pick Tanya up.<br />
You&#8217;ll get some reinforcements at the top of the map. You want to use<br />
your engineers to capture the construction yard, weapons factory, and<br />
barracks. Remember that engineers can only capture buildings that are down<br />
to 25 percent health. Once you have a refinery going, crank out some tanks.<br />
Wait until you&#8217;ve built up enough tanks to deal with the enemy&#8217;s<br />
reinforcements before you attack the enemy ore truck, but don&#8217;t wait too<br />
long.<br />
Construct V2 rocket launchers to take out enemy base defenses from a<br />
safe distance. Allowed to pass unmolested, your tanks will wreck havoc upon<br />
the enemy. Kill everyone and everything. The mission won&#8217;t end if you let<br />
anyone live.</p>
<p>6.6 SCG06EA<br />
Deploy your MCV where it lands. Get a power plant and barracks up straight<br />
away, followed by a refinery. The enemy will send troops and tanks from the<br />
south. Your only anti-tank weapons at this time are your rocket infantry.<br />
Build a pillbox to act as sponge for enemy fire while your rifle and rocket<br />
units work on the enemy units themselves. Your rocket units will also<br />
handle any enemy aircraft that try to strafe your base.<br />
Crank out some medium tanks and attack the base in the south. Capture<br />
the barracks with an engineer, and infiltrate the radar dome with a spy.<br />
Now you can see what the enemy is doing. Build a naval yard by the barracks<br />
you captured.<br />
Block your coastline with tanks to prevent the enemy from landing<br />
troops on your island. Get a spy into the enemy subpen, and get another one<br />
into one of the tech centers. It&#8217;s easiest if you land them on the craggy<br />
piece of land that juts out before their Tesla coil.<br />
The next stage of the mission is destroying all enemy units and<br />
buildings. Land 30 medium tanks in the north and slowly work your way down,<br />
destroying all the enemy units. The computer will sell all the buildings at<br />
the last moment, and a horde of tanks and V2 launchers will erupt from the<br />
south.</p>
<p>6.7 SCG07EA<br />
A combat situation arises immediately. Kill those troopers with your jeep<br />
and tanks. Deploy the MCV, and set up your base. Scout the ore fields to<br />
the east and south with the jeep. Build a pillbox to help kill enemy<br />
troopers. Build another refinery. Make some medium tanks.<br />
Build rocket infantry to combat enemy airpower. Put a permanent AA gun<br />
in the north of your base. Also put rocket infantry where the ore truck<br />
travels so you can shoot down marauding MiGs.<br />
Your first objective is to capture the radar dome in the south. A<br />
handful of tanks and an engineer will do it. You can sell the radar dome<br />
after it&#8217;s been captured.<br />
The key to finishing the second objective is to destroy the enemy ore<br />
trucks and starve your opponent of cash. The only way to do this is to use<br />
your minelayers to lay thick fields of mines. Once the ore trucks are gone,<br />
you can mass as big a force as you want to destroy the enemy subpens.</p>
<p>6.8 SCG08EA<br />
Move the two destroyers by your power stations. Train five rocket infantry.<br />
You need to get your MCV into the base where your construction yard will be<br />
better protected, and where you can put your mine layers to good use.<br />
Clear the pass of enemy tanks using focused fire, and move all your<br />
remaining vehicles into the base.<br />
Plop the construction yard down somewhere inside. Replace the<br />
destroyed advanced power plant. Stick an AA Gun in a corner. Lay solid<br />
minefields on the road outside your northern entrance and in the pass that<br />
faces your easternmost entrance. Construct a camouflaged pillbox next to<br />
one of the northern turrets.<br />
Build several light tanks, and line the open areas of coastline with<br />
them to block the enemy from landing ground forces. Keep those minelayers<br />
busy replacing detonated mines!</p>
<p>6.9 SCG09EA<br />
Build the base by the ore deposit to the east. Build fifteen rocket<br />
infantry, and place them in groups of five by the north shore. Build light<br />
tanks, and block the beaches the enemy uses for its invasion attempts.<br />
Put a spy and an APC into a transport, and carry the them to the top-<br />
right corner of the screen. Land the spy on the beach, and move him across<br />
the bridge, into the enemy base. Once there, inter the headquarters<br />
building, and free the defector, Kosygin.<br />
A bunch of dogs will appear. Keep Kosygin north of the headquarters<br />
building for now, and wait for all the dogs to &#8220;settle&#8221;. Land the APC, and<br />
command it to run over the dog that parked itself by the top Tesla coil.<br />
With the dog gone, Kosygin can safely pass by the buildings, run over the<br />
bridge, and get to the transport. Your mission ends once you transport him<br />
back to your base.</p>
<p>6.10 SCG10EA<br />
Deploy the MCV in the protected area to the east. Scout with your light<br />
tanks and run away from superior forces. The enemy armor is too strong for<br />
you to defeat, so don&#8217;t plan on too many tank battles. Build a tech center<br />
to see where everything is. Observe the enemy ore trucks, and mine what ore<br />
deposits you can. If the ore trucks are gathering ore from a field behind<br />
enemy lines, build five helipads and go after those ore trucks. It will<br />
take two sorties to destroy each truck.<br />
Without ore trucks, the enemy will leave you be. Concentrate on<br />
gathering ore and building a massive horde of medium tanks. Pick off what<br />
units you can from the air. The enemy infantry is only an annoyance, and<br />
annoyances are quickly cleared with a couple pillboxes. Build rocket<br />
infantry for air defense, and place two AA guns in the northern part of<br />
your base.<br />
Focus your fire on the nearby Tesla coils before attacking the tanks.<br />
When you&#8217;ve destroyed a large portion of the base, Stalin will launch the<br />
missiles. Run a group of engineers up to the control center in an APC and<br />
capture it.</p>
<p>6.11 SCG10EB<br />
You are deep inside the control center, the clock is ticking, and you have<br />
very limited resources. Move your units south until you hit the mammoth<br />
tanks. Send your spy south towards the &#8220;exit&#8221;, and Tanya will appear. With<br />
Tanya as your point, explore the passages.<br />
Take Tanya and an engineer north and east. Kill the soldiers, disable<br />
the first control center. Go west, and do the same to the second control<br />
center. Head north until you see the flame turret. Heal Tanya to full<br />
health, then set a demolition charge on the flame turret. Heal Tanya again,<br />
afterwards.<br />
North of the flame turret is the third control center. Disable it with<br />
an engineer, and head all the way east and north, and disable the final<br />
control center.</p>
<p>6.12 SCG11EA<br />
At the start you&#8217;ll have two MCVs. Deploy both of them. Get your base up<br />
and running, and build two refineries early on. Explore with one of your<br />
light tanks. There&#8217;s a mammoth tank patrol to the east and north Make note<br />
of their resting locations, and mine them. Get a tech center up to see<br />
where the enemy ore truck is. Build six helipads and destroy the ore truck.<br />
Use rocket infantry as anti-aircraft batteries.<br />
Assault the base with a task force of medium tanks. Don&#8217;t destroy the<br />
subpen; infiltrate it with a spy since we need a sonar pulse. Capture the<br />
construction yard and weapons factory. The enemy base on the other side of<br />
the river will start construction. Destroy their ore trucks with your<br />
helicopters.<br />
Make some V2 rocket launchers to take out the Tesla coils on the<br />
island. Break a whole in the concrete wall on the coastal side of the base,<br />
and send your tanks through to the northern section of your land mass and<br />
destroy the power stations. Create a naval yard and make a transport. If<br />
submarines attack the naval yard, destroy them with V2 rocket launchers and<br />
helicopters. Land V2 rocket launchers on the Tesla coil island and get rid<br />
of the SAM sites.<br />
Fire the sonar pulse. The V2 rocket launcher should take out some of<br />
the submarines nearby. To get the others, use your transport as a decoy to<br />
make the subs surface, and blast them from the sky with helicopters.<br />
Friendly naval power will arrive and if you&#8217;ve destroyed all the subs,<br />
your mission will be accomplished.</p>
<p>6.13 SCG12EA<br />
Deploy the MCV near where you land. Stick a camo pillbox as far to the<br />
north-east of your base as you can. Use the jeep to scout to the east. When<br />
you see the mammoth tank, turn around. Scout east, and north, shooting any<br />
dogs you come across. Retreat at the first sign of enemy armor.<br />
A mammoth tank will move towards your base, followed by a civilian.<br />
Shoot the civilian before it drops a signal flare. The mammoth tank will go<br />
invulnerable, and try to attack your ore trucks. Drive the trucks around in<br />
circles until the invulnerability wears off, and then kill the mammoth with<br />
your medium and light tanks.<br />
Expand your base, and put camo pillboxes in your extreme corners. Push<br />
the spy north through the center, and follow the river crossing east past<br />
the Tesla coil into the enemy base. Follow the coastline and infiltrate the<br />
enemy subpen.<br />
When your GPS satellite goes up, you&#8217;ll see two bases, one on the<br />
left, and one on the right. The base on the right has an ore truck that is<br />
using a northern ore deposit. Send six Longbow helicopters after the ore<br />
truck and destroy it.<br />
Mine the road that leads through the village. The enemy will almost<br />
always use roads, and if you can kill those mammoth tanks with mines before<br />
it has a chance to go invulnerable, more power to you.<br />
Now, the base on the left side will start ore refining. To avoid the<br />
SAM fire when attacking the trucks, send your helicopters to a place near<br />
the west edge of the map before commanding them to attack. With those ore<br />
trucks out of action, the computer will stop building things, and you can<br />
finish the mission by sniping at your targets with helicopters to weaken<br />
their base defenses so you can roll in your engineer-laden APCs and tanks.</p>
<p>6.14 SCG13EA<br />
Your top units are Group A, and your bottom units are Group B. Move Group A<br />
engineers to the control panel to destroy a flame turret. Move Group B to<br />
the east, and kill everyone there. Move Group B further east, and use the<br />
control panel to destroy the northern turret.<br />
Move Group A east past the tanks. If you have trouble killing the<br />
enemy infantry, remember to group your riflemen in groups of five. Follow<br />
the riflemen with the medic, and heal the soldiers while they fight. Let<br />
the enemy come to you; riflemen can&#8217;t shoot on the move. Go north through<br />
the passageway; the first generator is here. Head back out and east, where<br />
there&#8217;s another turret control panel to disable.<br />
Backtrack a bit with Group B, and advance south. There&#8217;s a grenadier<br />
at the generator controls. Rush him with rifle infantry. When your engineer<br />
sets a charge on the generator, you&#8217;ll get some more rifle infantry as<br />
reinforcements. Move Group B east until you hit another room with a<br />
generator. Set a charge on this one, and continue east until you reach big<br />
room with flame turrets and several control panels.<br />
The center control panel takes out the north-west turret. The north-<br />
west panel takes out the center turret. With good timing, you can send a<br />
single engineer to do both of these without getting hurt. The south-west<br />
panel is a generator, but you can&#8217;t get to it safely just yet. Instead,<br />
move Group B up to Group A, and make a new team consisting of five rifle<br />
infantry, two doctors, and one engineer.<br />
Move the team east to another generator, then south and west. You&#8217;ll<br />
be back at the central hub. Kill all the infantry now that you have two<br />
medics helping out with the healing. Head south. A very small computer is<br />
in the west wall. Place an engineer here to activate the turret control.<br />
Head west from the V2 room, and kill the flame thrower and the dog by<br />
shooting the barrels. Two control panels on the wall disable turrets, and<br />
the one in the room to the west itself is another generator.<br />
There are two generators left in the central hub. Disable both of<br />
them. If the flame turrets are still up, don&#8217;t worry. The engineers will<br />
get to the control panels before dying. Take the lower right passage. Move<br />
all your units inside. Move your spy into the room with all the units.<br />
Something strange will happen! All the bad guys will ignore your men and<br />
run out of the room! Move your engineers east, and reprogram the last<br />
generator computer.</p>
<p>6.15 SCG14EA<br />
Move Tanya and the thieves down to protect them from the barrel explosion,<br />
then move them up to protect them from the other barrel explosion. Shoot<br />
all the infantry while you move west. When you hit the coast, move north<br />
into the base. Destroy the small power stations. Shoot at the delivery van<br />
with Tanya&#8217;s pistol. If it runs away, go back south the way you came and<br />
cut it off and the river crossing. Shoot at it some more, and it will<br />
explode, revealing a crate full of money.<br />
Don&#8217;t pick it up yet. Go back up, and destroy the large power plants.<br />
Move the thieves into the ore silos and steal their money. Reinforcements<br />
will arrive. Deploy the MCV where you see the signal flare.<br />
Like in the previous missions, the Soviets will send invulnerable<br />
mammoth tanks at you. These tanks travel in a predictable path to get to<br />
your base, so by mining their paths, you&#8217;ll pre-empt this particular<br />
threat. Rocket infantry will protect you from planes. Back them up with<br />
some AA guns around your power stations. Find the enemy ore truck once the<br />
GPS is launched. Build six helicopter pads, and destroy the ore truck.<br />
Without the ore truck, the enemy will stop sending units at you.<br />
When the ore truck of the southern base is destroyed, the eastern base<br />
will start sending out its trucks. Their ore fields have no SAM cover, so<br />
destroying them shouldn&#8217;t be a problem.<br />
Construct a naval yard and build a cruiser. To extend your base to the<br />
water, build a chain of barracks building until you hit the coast. Put up<br />
some anti-air defenses by the naval yard. The chronosphere can move units<br />
from one place to another for a limited amount of time. Chronoshift the<br />
cruiser into the lake by the southern base, and tear their buildings to<br />
shreds. If the cruiser guns overshoot, force attack on a game square that<br />
is slightly above the building to correct it.<br />
Repeat until they give up and sell all the buildings. Next,<br />
chronoshift the cruiser into the small lake in the bottom left corner and<br />
shell the airstrips and power stations to the north.<br />
Send your helicopters on SAM site busting missions. You&#8217;ll lose a<br />
helicopter in the process, but that&#8217;s what money is for. With the SAM sites<br />
gone, you can destroy the power stations at your leisure to silence the<br />
Tesla coils, then your tank groups in for the kill.</p>
<p>7. SOVIET MISSIONS<br />
7.1 SCU01EA<br />
The Allies store barrels full of petrol next to their buildings and units.<br />
Shoot all the barrels you see with your airplanes. A few friendly soldiers<br />
will drop in to assist. There&#8217;s a heal-everyone crate under the church to<br />
the west. Move your men north, and as you explore more of the map, you&#8217;ll<br />
find more barrels to shoot.<br />
Edge a few soldiers near the unexploded bridge. Shoot the barrels by<br />
the pillboxes to destroy them. The map will reveal more buildings and<br />
barrels. Blow up the other barrels. If your mission doesn&#8217;t end, it&#8217;s<br />
because you&#8217;ve left the civilians alive. Kill them all and destroy their<br />
buildings.</p>
<p>7.2 SCU02EA<br />
Shoot the stacks of barrels by the bridge. Build a refinery, aircraft,<br />
power plant, and barracks. Send one man to scout up north. It&#8217;s okay if he<br />
gets killed by the jeep. Strafe the jeep with both aircraft. You&#8217;ll notice<br />
that a rocket infantryman shoots at you. Next time you&#8217;re up there, strafe<br />
him, too.<br />
Gather all your rifle infantry and organize them into two groups of<br />
equal size. Move south past the river crossing, and head past the ore<br />
deposits to the west. Always keep the two groups next to each other for<br />
defense. Inch your way one square at a time until you begin combat with the<br />
enemy.<br />
If a jeep appear mixed with the infantry, kill the rifle infantry<br />
first, the jeep second, and any rocket infantry last. The enemy ore truck<br />
will show up. Destroy it with concentrated rifle infantry fire.<br />
With the ore truck gone, the enemy won&#8217;t have enough cash reserves to<br />
put up much of a fight. The turrets are best destroyed with concentrated<br />
rifle fire. The Yak aircraft is good for lightly armored buildings such as<br />
power plants and construction yards.</p>
<p>7.3 SCU03EA<br />
Kill the soldier defending the farmhouse and you&#8217;ll get riflemen and<br />
grenadiers. Send a grenadier south to blow up a line of barrels to destroy<br />
the pillbox.<br />
Send the men south, killing enemy infantry. Move all the units west<br />
until you see the enemy village. Move the dogs back. Cluster the infantry<br />
in a counter ambush formation at the pass. Send a dog into the village, and<br />
immediately pull it back when computer starts the ambush. Kill them. The<br />
spy escapes up north. Move all your units half way east then north through<br />
the valley, killing the little men there. Get a grenadier to blow up all<br />
the barrels again.<br />
Move all units north, then into an attack formation where you can<br />
grenade the enemy soldiers one by one until they die. Move everyone west.<br />
blow up more barrels. Move everyone west, kill the spy. Mission complete.</p>
<p>7.4 SCU04EA<br />
We&#8217;re going to do this one slightly differently. Move your units west until<br />
you get to the village. Deploy the MCV along the road that stretches to the<br />
bottom corner of the map. Build your base with a power plant first,<br />
followed by a barracks and a refinery. You&#8217;re surrounded by minerals, and<br />
there&#8217;s not much space to build buildings, but as you gather ore, the real<br />
estate will open up.<br />
Dogs make good border guards if you put them near your perimeter.<br />
They&#8217;ll die in the crossfire if you mix them up with your normal infantry.<br />
Build an airstrip. Send a spy plane to an area at the very top of the<br />
screen, aligned vertically with the first river crossing, counting from the<br />
west. See that radar dome? You&#8217;ve got to take it out. When your<br />
paratroopers are ready, drop them next to the radar dome and destroy it.<br />
The one major strength of the Soviets is armor, so take advantage of<br />
it by building as many heavy tanks as you can afford. Send your armor north<br />
from the gap generator and destroy the ore truck and refinery. Stay out of<br />
reach of the turrets, but destroy any tanks and jeeps that you see. Destroy<br />
the weapons factory also. With unit production crippled, the enemy will lie<br />
still. Build more armor and finish them all off.</p>
<p>7.5 SCU05EA<br />
Set up your base just south of the road. Get a radar dome up as soon as you<br />
can. Scout to the north with one of your rifle infantry, and see if you can<br />
drag the bad guys down to your turf. Pump out some tanks. Move them into<br />
the ore fields in the north and destroy the enemy ore truck. Retreat back<br />
to your base where your infantry can help destroy the remaining &#8220;rescue&#8221;<br />
force.<br />
Build three V2 launchers, and use them to take out enemy turrets. Keep<br />
a squad of infantry close, and follow them with your tanks. Capture the<br />
Allied construction yard, and radar dome, but don&#8217;t touch the refinery or<br />
any of the barrels.<br />
Build six airstrips and Yaks to go with them. Use the spy plane to<br />
reveal portions of the middle island. You&#8217;re looking for the enemy<br />
refinery. When you find it, strafe it with your Yaks to destroy it. Pick<br />
off the units on the island one by one by air assault, or build a naval<br />
yard to bombard them from the coast with gunboats. If you do this, you&#8217;ll<br />
need to get rid of the enemy destroyer cover with submarines. The mission<br />
ends when every last soldier on the middle island is dead.</p>
<p>7.6 SCU06EA<br />
Retreat to the west, and set up your base at the far edge of the map.<br />
Several waves of enemy rocket infantry and light tanks will attack. Counter<br />
them with rifle infantry and five or six heavy tanks.<br />
Send an APC into the base in the north to scout a little bit. Try to<br />
find the refinery. Build three airstrips, and make two strafing runs on the<br />
refinery to destroy it. Build three V2 launchers to remove enemy<br />
fortifications, and let your tanks and your infantry deal with the other<br />
enemy units. Capture the weapons factory and build another repair bay by<br />
it. Repair your tanks before fighting your way east.<br />
Cruisers will open fire on you as you reach the main island in the<br />
east. That&#8217;s okay. Concentrate on getting rid of the tanks on the island.<br />
Move the convoy trucks through the path you cleared. Your mission ends when<br />
you get them on the island.</p>
<p>7.7 SCU07EA<br />
Run for it! Move all your men down the east passageway. When you reach the<br />
end, light the barrels and give them a taste of their own barbecue. Head<br />
past a guarded control room to the west, and turn south. There&#8217;s a pillbox<br />
with a barrel fuse and a bunch of dogs wagging their tails. Light the<br />
barrels to free the pups from the pound.<br />
Split the dogs into four groups of roughly even size. Attack the<br />
control room guards and kill them all. Move a soldier onto the control<br />
panel plates to destroy the flame turrets.<br />
Head west, but stop before you get a bunch of barrels. A pair of<br />
rocket infantry will fire on the barrels, hoping to catch you in the blaze,<br />
but they will have no such luck. Unleash the dogs on them. Continue moving<br />
through the corridor, shooting the barrels you come across. It will widen<br />
up into a large area full of more barrels. Stand back. Chase after the<br />
enemy soldier and kill him. Move further towards the engineers and kill<br />
their lone guard.<br />
Move one engineer onto each computer terminal. Some flame turrets will<br />
pop out of the ground and fry the Allied intelligence team. Move your<br />
remaining engineer to the core computer terminal to end your mission.</p>
<p>7.8 SCU08EA<br />
This is a difficult mission. Quickly build a barracks and place it<br />
somewhere. The enemy will disperse. If a few still linger around, a couple<br />
rifle infantry will silence them. Construct a refinery. Build a war<br />
factory, and pump four or five heavy tanks.<br />
You&#8217;ll get several shipments of infantry reinforcements. Put the flame<br />
infantry in front of the rifle infantry, and pay attention to that<br />
manufacturer&#8217;s label that says &#8220;This side towards enemy&#8221;. Explore the<br />
coastline with a transport.<br />
Ore is going to be a problem soon. First, deal with the civilians who<br />
keep popping flares to signal enemy transports by killing the civvies. Move<br />
your tanks north to the large ore fields. Destroy the mine layers before<br />
they lay mines, or you&#8217;ll wish that you had later. Rush back down to your<br />
base and defend against marauding jeeps.<br />
Capture the tan enemy&#8217;s power station and build a barracks and<br />
refinery up there. Roll out big numbers of heavy tanks and go after the<br />
enemy ore trucks. If you don&#8217;t kill those ore trucks, it&#8217;s impossible to<br />
win.<br />
Use hit and run tactics to slowly deplete the enemy reserve of<br />
vehicles. When it&#8217;s time to assault the base, use the V2&#8242;s to take out the<br />
turrets and pillboxes. Your mission will end when everything is destroyed.</p>
<p>7.9 SCUO9EA<br />
Destroy all enemy units in your base and immediately repair all your<br />
damaged buildings. Send the ore truck south to mine gem deposits. Construct<br />
an advanced power plant. Construct a weapons factory. Build two heavy<br />
tanks, and an engineer.<br />
You have to move quickly to capture an enemy base being established in<br />
the western portion of the map. Move your tank units and your engineer to<br />
the west. Capture the construction yard, and destroy the other buildings.<br />
The enemy will attempt to land on a strip of beach by your original<br />
base, accompanied by helicopters to destroy your Tesla coil. You can build<br />
Allied structures now, so build an AA gun by the Tesla Coil, and move your<br />
tank units to the beach to deal with the enemy land units.<br />
Later, an engineer laden APC will attempt to infiltrate your east<br />
base, and a group of helicopters will go for your west base. Be on the<br />
lookout for both of these. You can build an Allied barracks and make some<br />
rocket infantry to counter the air threat.<br />
With three refineries, you&#8217;ll have enough income to build another<br />
weapons factory and produce a dozen heavy tanks. Drop paratroopers into the<br />
blackness at the west edge of the map, on the same line as your captured<br />
Allied construction yard. Move them north and expose the bridge. Advance<br />
northwards from your western base and destroy the armor. Park your two<br />
mammoth tanks at the start of the bridge.<br />
Move your group of heavy tanks east until you hit a clump of pine<br />
trees. There&#8217;s an isthmus here. It&#8217;s heavily mined, so advance your tanks<br />
one square at a time, shooting the square ahead of each tank to destroy any<br />
mines that might be there. An Allied cruiser will open fire on the tanks.<br />
Luckily, it is so far away that it will miss, and its shots will destroy<br />
the Allied Force&#8217;s own mines. Destroy any enemy tanks and artillery that<br />
attack your armor column.<br />
We want to flush the convoy truck out. Push through their base,<br />
without stopping to destroy their turrets. The convoy truck will panic and<br />
leave. That&#8217;s what we want. Pursue it with your heavy tanks. The convoy<br />
truck will eventually make it down to the bridge where we parked our<br />
mammoth tanks and paratrooper infantry. Your mission will end five seconds<br />
later.</p>
<p>7.10 SCU10EA<br />
Destroy the enemy tanks with concentrated tank fire. The convoy trucks will<br />
always follow the closest unit. Since we want them to be safe, leave one<br />
tank behind as a shepherd to keep the flock out of trouble.<br />
Kill rifle infantry with Yaks. Kill rocket infantry by running over<br />
them with your tanks. Kill other vehicles by picking on them with<br />
concentrated tank fire. Kill AA guns with tanks. Kill turrets with MiGs.<br />
Kill ships with a combination of MiGs and tanks. Destroy barrels with<br />
anything that is convenient. Use the spy plane to uncover your surroundings<br />
screen by screen. If you lose a Yak, replace it with a MiG. Two Yaks and<br />
three MiGs seems to work best on this level.<br />
Shoot the barrels by the radar dome to destroy the AA gun, then<br />
destroy the turret from the air. Proceed west through the trees, and squish<br />
the rocket infantry who attempt to ambush you. Keep heading west until you<br />
see an AA gun on a plateau. Destroy it, and head south past the barrels.<br />
Don&#8217;t stop to fire at the turret. Once in the clearing to the south,<br />
destroy the southern AA gun. Shoot the barrels leading up to the central AA<br />
gun to destroy it.<br />
Three friendly engineers will airdrop. Move them to the enemy base and<br />
capture the repair bay and the construction yard. Destroy the ship to the<br />
south, and destroy the ship in the north You can now repair your aircraft<br />
without fear of being shot down.<br />
Keep going west. Destroy the barrels on the southern plateau. Use a<br />
Yak to destroy the barrels on the northern plateau. Continue west. Destroy<br />
the tank, squish over the rocket infantry. Blow a hole through the concrete<br />
barrier. If you now move your &#8220;shepherd&#8221; tank to the far west, the convoy<br />
will follow. The mission will end when the convoy trucks make it to the<br />
western edge of the map.</p>
<p>7.11 SCU11EA<br />
Make landfall slight to the north-west of your starting position. Build a<br />
refinery and weapons factory right away. You need some heavy tanks for<br />
protection. Move your subs east. From time to time, a cruiser will pop up<br />
in the eastern sea, and the subs will take it out. Use your leftover<br />
transport to scout the contours of your island. If you don&#8217;t stop, you can<br />
map out almost all of the islands despite the massive Allied naval power.<br />
When you have four heavy tanks, send one of them east to scout past<br />
the bridges. In the ore fields north of the bridge is a minelayer that you<br />
should destroy quickly. Some enemy tanks will invade your beach, but the<br />
three heavy tanks you left behind can contain them without any problem.<br />
To safely cross the bridges without getting them blown to hell, you<br />
need to destroy the cruiser in the east. This can only be done with<br />
airpower. Three MiGs will kill the cruiser in a short period of time.<br />
Build two subpens. Place one past your north shore, and the other one<br />
past your south. Create a wolfpack of five or six submarines in the north,<br />
and replace any subs you lose in the south. Destroy the Allied sea power in<br />
the channel, culminating in the destruction of their shipyard in the bay.<br />
There is a crate worth 2000 credits on the island in the north-west.<br />
You can drop some paratroopers to get it if you need it, but because you<br />
need to get rid of the enemy navy, you might as well destroy their northern<br />
fleet with your submarine pack. Any enemy transports you see can be<br />
destroyed by your MiGs.<br />
Use a combination of helicopters and MiGs to kill the enemy defenses<br />
around the only approachable beach head. The pass is heavily mined, so<br />
destroy them with helicopters by firing at random squares. Begin destroying<br />
AA-guns, starting from the west. Three MiGs will destroy one gun<br />
emplacement without losing aircraft. With the gun emplacements gone, strafe<br />
the rocket infantry with your Hind helicopters, then knock out their power<br />
stations. Destroy whatever you can from the air.<br />
Land some heavy tanks. The bridge may blow up. Route your units<br />
through the narrow gap east to avoid the heavy minefield in the west pass.<br />
Destroy all units and buildings. If your mission doesn&#8217;t end after you&#8217;ve<br />
destroyed everything in sight, you missed some of those camouflaged<br />
pillboxes hidden behind clumps of trees.</p>
<p>7.12 SCU12EA<br />
Save the V2 rocket launcher at all costs. Kill the enemy vehicles with your<br />
armor, and destroy the turrets with the V2 launcher. Set up your base. To<br />
begin with, put up a weapons factory, barracks, and a repair bay. Send some<br />
of your leftover grenadiers exploring. If one of them attracts the<br />
attention of an enemy helicopter, lead it to the mammoth tank. Snipe at the<br />
tanks and men in the southern valley with the V2. Make some heavy tanks.<br />
Watch out for a chopper landing in the northern area of the base at<br />
the same time of an enemy tank attack. Your V2 can take out the chopper,<br />
and your armor can deal with the tanks. A thief incursion is possible at<br />
this point. Kill them with the mammoth. Move your tanks to the ore field<br />
just east of the base. Ambush the mine layer as the transport delivers it.<br />
Speaking of mines, there are some mines south and to the west of the ore<br />
field fencing.<br />
Kill all the tanks and men on this side of the island. Five tanks from<br />
the enemy base will attack under the shadow of a mobile gap generator. In<br />
combat, you&#8217;ll catch glimpses of the enemy units. Remember to concentrate<br />
your fire, and you&#8217;ll have no problem with this.<br />
Capture the Allied tech center in the south-west. You&#8217;ll get a GPS map<br />
that will show everything. Take over the allied base in this sector using<br />
the V2&#8242;s to remove gun emplacements, and using the tanks to project your<br />
might. Capture the weapons factory and construction yard, but only after<br />
you&#8217;ve sunk the cruisers. Hind choppers are best for this because they<br />
won&#8217;t fly over AA on the other island. Drop some paratroopers over the<br />
power plants to silence the AA guns.<br />
Clean up the lake of naval units. Fill the transports with five<br />
mammoth tanks, five heavy tanks, three V2s, and two APCs loaded with<br />
engineers. Unload the transports on the south shore. When the beach head is<br />
secured, use the V2&#8242;s to destroy all the turrets and pillboxes.<br />
Capture the three tech centers to complete your mission.</p>
<p>7.13 SCU13EA<br />
Destroy the enemy tanks. Deploy the MCV. Build a refinery, barracks,<br />
weapons factory, and repair bay. Train some grenadiers for base defense.<br />
Build three heavy tanks, and move your tank units south through the ravine.<br />
Destroy the tanks and artillery, and continue until you&#8217;ve gone to the very<br />
end. Turn back. Build another refinery.<br />
Construct a subpen and make enough subs to destroy the Allied ships in<br />
the bay farthest south. Send a transport full of heavy tanks right up the<br />
bay, and destroy the radar dome and the power plants, including those on<br />
the top of the cliffs.<br />
Charge the enemy camp with six or seven tanks, with the aim of<br />
destroying the center radar dome. Drop paratroopers nearby to assist. Curve<br />
your tanks northward and remove another radar dome.<br />
Construct a new armor column. The enemy will have run out of nearby<br />
ore, and will send the ore trucks farther north. Destroy the trucks with<br />
some tanks, and then destroy the enemy&#8217;s weapon factory. If you don&#8217;t,<br />
you&#8217;ll be up to your ears in enemy tanks and artillery.<br />
Send ten tanks all the way north, and then west. Cross the bridge and<br />
do not stop for anything! Carry on south through the enemy camp, past the<br />
ore fields. There is one more radar dome you need to take out. Do it.<br />
The chronosphere is south of those cliffs. Don&#8217;t send a spy plane over<br />
there, however, because the Allied units will try to destroy the<br />
chronosphere. Make a large group of tanks to clean a path for your<br />
engineers, and capture the chronosphere.<br />
When I did this, I heard EVA say, &#8220;Objective reached.&#8221; A split second<br />
later, our mission failed. I don&#8217;t know if this is a bug, but there&#8217;s<br />
another way to complete the mission. Instead of capturing the chronosphere,<br />
capture the barracks to the north-west of it. Build a large group of rocket<br />
infantry and destroy the helicopters that attack the chronosphere.<br />
Keep some tanks and infantry down there to keep the chronosphere safe.<br />
Systematically destroy every Allied vehicle, structure, infantryman, and<br />
ship. Regardless of your originally assigned mission, you&#8217;ll see the words<br />
&#8220;Mission Successful&#8221; when the last Allied unit is killed.</p>
<p>7.14 SCU14EA<br />
There are several mines in the area, so only move your units straight up<br />
and down, and not to the east or the west. Concentrate fire on the light<br />
tanks, artillery, then medium tanks. Deploy your MCV. You can check for<br />
mines in the vicinity of your base by constructing a building, and moving<br />
the white placement markers around your perimeter. If a square within your<br />
placement marker turns red for no apparent reason, there is a mine under<br />
that square.<br />
Group your mammoth tanks together as an air defense system. Destroy<br />
the other enemy units using your heavy tanks. Don&#8217;t wander into the mines.<br />
Defeat the Allied vehicles that approach from the south and from the west.<br />
Destroy the turrets guarding the bridge north of your base with V2 rockets.<br />
Get a weapons factory and repair bay quickly, and create tank units.<br />
Scatter two or three SAM sites around your base. The Allies will make<br />
constant landings at certain points on your shore. Block their landing<br />
sites with heavy tanks. Scout the rest of your land mass with a heavy tank.<br />
Construct a subpen and build a wolfpack of submarines and a transport.<br />
Scout the eastern contours of your island. Some cruisers will open fire on<br />
your base. Build an airfield in the north-eastern corner of your base as a<br />
cruiser fire sponge. Sink the cruiser with your wolfpack. If the cruiser is<br />
close enough to shore, V2 rockets will also work well. Take your wolf pack<br />
north, and destroy any other naval units, the naval yard and a large<br />
section of bridge.<br />
The enemy ore trucks will start coming down to your island to gather<br />
ore. The loss of their ore trucks will be the deathblow to the Allies, so<br />
take them out any way you can. For best results, place your mammoth tanks<br />
in the middle of the ore patch and wait for the trucks. The Allies will<br />
end up sending six or seven trucks, so be prepared to wait a while before<br />
they run out of money.<br />
Run a large group of heavy tanks up the bridge north of your base.<br />
Concentrate your fire on the turrets, and try to squish the rocket<br />
infantry. Take out the power plants.<br />
Run more heavy tanks up the western side of the island and take out<br />
the power plants, but leave the AA guns and construction yard intact.<br />
Time to assault the base. The enemy helicopters are painful, but the<br />
base lacks AA guns in the west part of the base. Send an infantry squishing<br />
heavy tank up into the base from the western side. Render it invulnerable<br />
using the Iron Curtain, and run over the rocket infantry. If you&#8217;re lucky,<br />
the cruisers will end up destroying much of their own forces.<br />
To take out the cruisers, take out their destroyer escorts from land.<br />
The channel is narrow enough for several heavy tanks to get good shots at<br />
the destroyers. Then, the cruisers can be sunk by either MiG or Hind<br />
helicopter.<br />
Put 10 heavy tanks and 5 V2 launchers into transports. Send them north<br />
through the east channel, and make landfall on the strip of beach. Move the<br />
V2s north to the very edge of the cliff, and destroy more power plants.<br />
Move west, eliminating everything you can see until the very last Allied<br />
unit and structure is gone.</p>
<p>8. MULTIPLAYER GAMES<br />
8.1 LOCAL NETWORK<br />
Eight player games are possible over a local IPX network. If you are having<br />
network problems, please see Troubleshooting in the Appendix.</p>
<p>8.2 MODEM<br />
Two player games are possible over a modem. Turn off error correction and<br />
data compression for best results. Technical support questions should be<br />
directed to either Westwood or your modem manufacturer.</p>
<p>8.3 WCHAT<br />
Two player games are possible over WChat. Before you can play Red Alert<br />
over WChat, you must register. Red Alert will handle this automatically. If<br />
you get an error message that reads &#8220;Fatal Winsock Error (10060)&#8221;, it means<br />
that the Westwood server is busy, and that you should try again later.<br />
Technical support questions should be directed to Westwood.</p>
<p>8.4 KALI<br />
Eight player games are possible using version Kali95 1.1b or later. Read<br />
the enclosed documentation for installation instructions.</p>
<p>9. MULTIPLAYER TACTICS<br />
9.1 CRATE CONTENTS<br />
Crates can appear in water too, so keep an eye out for them.<br />
Crate contents vary, but here are some of the things you can expect to<br />
find:</p>
<p>Armor upgrade : Doubles the armor of nearby objects.<br />
Darkness : Shrouds entire radar map.<br />
Explosion : This hurts.<br />
Firepower upgrade: Doubles the shot power of nearby units.<br />
Heal base : All buildings are restored to full health.<br />
ICBM : Free single-shot nuke.<br />
Money : 2000 credits<br />
Napalm : This hurts too.<br />
Parabomb : Free single-shot parabomb.<br />
Reveal : Reveal entire radar map.<br />
Sonar : One-shot sonar pulse.<br />
Speed upgrade : Nearly doubles the speed of nearby units.<br />
Squad : Gives a squad of random infantry<br />
Unit : Gives a random vehicle<br />
Invulnerability : Makes units invulnerable for one minute.<br />
Timequake : Damages all units and buildings by 33 percent.</p>
<p>9.2 COUNTRY SPECIALTIES<br />
Certain countries have special adjustments made to their unit and building<br />
values. These apply only to multiplayer games and skirmish mode.</p>
<p>England &#8211; 10% better resistance to damage<br />
Germany &#8211; 10% stronger firepower<br />
France &#8211; 10% worse firing rate<br />
Ukraine &#8211; 10% faster units<br />
USSR &#8211; 10% cheaper construction costs</p>
<p>9.3 PLAYING THE SOVIET POWERS<br />
Build tanks, and build lots of them. If you attack the Allied construction<br />
yard with a large force, you&#8217;ll destroy it. Knock out the refineries next,<br />
and your opponent will surrender.</p>
<p>9.4 PLAYING THE ALLIED FORCES<br />
Build concrete walls to keep out the Soviet hordes. Build you own armada of<br />
tanks to counter the Soviets. Until you build advanced structures and<br />
units, you&#8217;ll be at the Soviet&#8217;s mercy.</p>
<p>10. BUGS, UPDATES FUTURE GAMES<br />
10.1 OFFICIAL WESTWOOD PATCHES<br />
No patches are known to exist at this time. Westwood does plan to release<br />
a patch that enables savegames in multiplayer mode.</p>
<p>10.2 ERRORS IN THE RED ALERT MANUAL<br />
The armor values for the units and vehicles are not completely accurate.<br />
Also, the radar jammer is listed as a Soviet unit when in fact it is an<br />
Allied unit.</p>
<p>11. THIRD PARTY UTILITIES<br />
11.1 RAEDIT<br />
Andrew Griffin&#8217;s RAEDIT was not complete at the time of writing.</p>
<p>12. INTERNET RESOURCES<br />
12.1 WEBSITES<br />
Title: Westwood Studios<br />
URL: http://www.westwood.com<br />
Webmaster: webmaster@westwood.com</p>
<p>Westwood Studios&#8217;s commercial website. Information and patches for all of<br />
their games are here, as are technical support documents and previews of<br />
games in progress.</p>
<p>Title: Red Alert for the Hardcore Gamer<br />
URL: http://www.netcomuk.co.uk/~cncfaq<br />
Webmaster: roger@powhq.nildram.co.uk</p>
<p>This is the nerve center of the Red Alert Internet Strategy Guide. It<br />
contains exclusive interviews with people on the inside track, and does its<br />
best to keep readers entertained.</p>
<p>13. APPENDICES</p>
<p>13.1 INSTALLATION AND TROUBLESHOOTING<br />
13.1.1 Running Red Alert From Your Hard Disk<br />
Copy the Red Alert CD to your hard disk in its entirety to a<br />
directory. From your Westwood directory type:<br />
ra95.exe -cdc:\path<br />
where c:\path is the complete path to the RA CDROM files you<br />
copied.<br />
This will require approximately 650Mb of hard disk<br />
space.</p>
<p>13.1.2 Windows 95 Video Problems<br />
Red Alert uses DirectX version 3.0. It solves<br />
synchronization and pixel redraw problems, but it requires<br />
certain hardware and chipsets to be present on your video<br />
card. If you don&#8217;t have the latest drivers for your video<br />
board, you might have trouble getting Red Alert to run. As<br />
Microsoft releases newer versions of DirectX, a wider<br />
variety of video cards will be supported.</p>
<p>13.1.2.1 S3 Diamond Stealth and other S3 chipsets<br />
To cure the radar glitch, run the Red Alert setup program<br />
and enable hardware filled blits. The latest drivers are<br />
available from www.s3.com</p>
<p>13.1.2.2 Matrox Millennium<br />
The latest drivers are available from www.matrox.com</p>
<p>13.1.2.3 Number 9 Imagine 128 Series 2<br />
The latest drivers are available from www.nine.com</p>
<p>13.1.2.4 Espresso Accelerator Card<br />
The latest drivers are available from www.folgers.com</p>
<p>13.1.3 Windows 95 Sound Problems<br />
13.1.3.1 Stuttering<br />
If the size of your CDROM cache is set to maximum, it will<br />
stutter. Halving the cache size will eliminate the stutter.</p>
<p>13.1.4 Network Problems<br />
13.1.4.1 Can&#8217;t even see the network game option<br />
Red Alert requires an IPX network to play. You must load IPX<br />
drivers into your Win95 network configuration. If you are<br />
playing from DOS, check to make sure the IPX drivers are<br />
loaded and running.</p>
<p>13.1.4.2 Sluggish game<br />
Rather than a network problem, this is likely to be caused<br />
by a slow computer. If you have Pentium 100&#8242;s or 486-based<br />
machines, make them run the DOS rather than the Win95<br />
version of Red Alert.</p>
<p>13.1.4.3 Stragglers<br />
When starting a multiplayer game, sometimes a person is left<br />
behind in the chat room. Use another computer as a host for<br />
the game. If that fails, reboot all the machines.</p>
<p>13.2 DATA TABLES<br />
13.2.1 Buildings<br />
13.2.2 Units<br />
Cost is in credits.<br />
Time is in minutes and seconds.<br />
Visibility (sighting range) is in squares.</p>
<p>Name Cost Time Vis HP Armor Spd Weapons<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-<br />
AttackDog 200 :10 5 12 None 4 Big Fangs<br />
Rifleman 100 :05 4 50 None 4 M1 Carbine<br />
Flameman 300 :15 4 40 None 3 Flamer<br />
Rocketman 300 :15 4 45 None 3 Red Eye, Dragon<br />
Grenadier 160 :08 4 50 None 5 Grenade<br />
Engineer 500 :25 4 25 None 4 &#8211;<br />
Spy 500 :25 5 25 None 4 &#8211;<br />
Thief 500 :25 5 25 None 4 &#8211;<br />
Medic 800 :40 3 80 None 4 Medikit<br />
Tanya 1200 1:00 6 100 None 5 (2) Colt 45<br />
Ranger 600 :30 6 150 Light 10 M60 mg<br />
MineLayer 800 :40 5 100 Heavy 9 Mines (ap/at)<br />
APC 800 :40 5 200 Heavy 10 M60 mg<br />
Lt. Tank 700 :35 4 300 Heavy 9 75mm<br />
Med. Tank 800 :40 5 400 Heavy 8 90mm<br />
HeavyTank 950 :48 5 400 Heavy 7 (2) 105mm<br />
Mamm.Tank 1700 1:25 6 600 Heavy 4 (2) 120mm, Tusk<br />
Artillery 600 :30 5 75 Light 6 155mm<br />
V2 Lncher 700 :35 5 150 Light 7 V2 Rocket<br />
MobileGap 600 :30 4 110 Light 9 &#8211;<br />
RdrJammer 600 :30 7 110 Light 9 &#8211;<br />
Ore Truck 1400 1:10 4 600 Heavy 6 &#8211;<br />
MCV 2500 2:00 4 600 Light 6 &#8211;<br />
Transport 700 :35 6 350 Heavy 14 &#8211;<br />
Submarine 950 :48 6 120 Light 6 Torpedo<br />
Gunboat 500 :25 7 200 Heavy 9 2&#8243; gun, d.charge<br />
Destroyer 1000 :50 6 400 Heavy 6 (2) Stinger, d.charge<br />
Cruiser 2000 1:40 7 700 Heavy 4 (2) 8&#8243; guns<br />
Yak 800 :40 &#8212; 60 Light 16 (2) Chainguns<br />
MiG 1200 1:00 &#8212; 50 Light 40 (2) Mavericks<br />
Hind 1200 1:00 &#8212; 225 Heavy 16 Chaingun<br />
Longbow 1200 1:00 &#8212; 225 Heavy 16 (2) Hellfire<br />
Chinook 1200 1:00 &#8212; 90 Light 12 &#8211;</p>
<p>13.2.3 Weapons<br />
Shot range is in cells. Firing rate is in rounds per minute.<br />
(HP) Hollow point<br />
(AP) Armor piercing<br />
(HE) High explosive shrapnel<br />
(SA) Small arms</p>
<p>Shot Fire Damage vs. Armor<br />
Weapon Type Range Rate None Wood Light Heavy<br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;<br />
Colt 45 HP 5.75 180 50 2 2 2<br />
AA Gun AP 6 90 &#8212; &#8211; 18 25<br />
Vulcan SA 5 22 40 20 24 10<br />
Maverick AP 6 300 15 37 37 50<br />
Fireball Fire 4 18 112 125 75 31<br />
Flamer Fire 3.5 18 63 70 42 17<br />
Chaingun SA 5 300 40 20 24 10<br />
M1Carbine SA 3 45 15 7 9 3<br />
Dragon AP 5 18 10 26 26 35<br />
Hellfire AP 4 15 12 30 30 40<br />
Grenade HE 4 15 45 37 30 12<br />
75mm AP 4 22 7 18 18 25<br />
90mm AP 4.75 18 9 22 22 30<br />
105mm AP 4.75 13 9 22 22 30<br />
120mm AP 4.75 11 12 30 30 40<br />
TurretGun AP 6 18 12 30 30 40<br />
Tusk HE 5 18 67 56 45 18<br />
155mmArty HE 6 14 135 112 90 37<br />
M60 mg SA 4 45 15 7 9 3<br />
Tesla Spc. 8.5 7 300 300 300 300<br />
SAM AP 7.5 45 &#8212; &#8211; 37 50<br />
Red Eye AP 7.5 12 &#8212; &#8211; 37 50<br />
8 InchGun HE 22 5 450 375 300 125<br />
Stinger AP 9 15 9 22 22 30<br />
Torpedo AP 9 15 &#8212; 67 67 90<br />
2 InchGun AP 5.5 15 7 18 18 25<br />
DthCharge AP 5 15 &#8212; &#8211; 60 80<br />
V2 Rocket HE 10 2 540 450 360 150<br />
Parabomb HE &#8212; &#8211; 270 225 180 75<br />
Medikit Spc. 1.83 11 (80) &#8212; &#8211; &#8211;<br />
Big Fangs Spc. 2.2 90 100 &#8212; &#8211; &#8211;<br />
Nuke Spc. &#8212; &#8211; 900 1000 600 250</p>
<p>13.3 FURTHER READING<br />
These are some of the books I read. I recommend them to<br />
anyone seriously interested in strategy. Look for them in<br />
your library. You are also welcome to purchase these and<br />
other strategy-related books from my convenient and secure<br />
on-line website, http://www.netcomuk.co.uk/~cncfaq/books</p>
<p>Leonhard, Robert R. 1991. The Art of Maneuver: Maneuver<br />
Warfare Theory and Airland Battle. Novato: Presidio Press.<br />
ISBN: 0891415327<br />
With a genius for apt analogy, the author shows how our<br />
obsession with fighting and winning set-piece battles causes<br />
us to overlook an enemy&#8217;s true vulnerabilities.</p>
<p>Hanzhang, Tao. 1987. Sun Tzu&#8217;s Art of War: The Modern<br />
Chinese Interpretation. New York: Sterling Publishing Co.<br />
ISBN: 0806966394<br />
A key theme of Sun Tzu&#8217;s work is defeating the enemy<br />
without fighting. Defeat is a psychological phenomenon, not<br />
a body count, and the emphasis is on human psychology in<br />
war. This is the best translation of Sun Tzu&#8217;s ancient<br />
wisdom I&#8217;ve ever read.</p>
<p>13.4 LIST OF CONTRIBUTORS<br />
Anthony Bourov, high priest of the Vortex god.<br />
Ben Flickinger, probability and statistics engineer.<br />
Boomer, Soviet multiplayer tank strategy.<br />
Erik Van Riper, network geek turned Go Master.<br />
Gerald Inman, direct-X guru.<br />
Johan Persson, suggestions.<br />
Punisher, skirmish AI cheat.<br />
Thomas Weng, saved my butt.</p>
<p>13.5 REVISION HISTORY<br />
December 5, 1996.<br />
First revision.</p>
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		<title>Command And Conquer Red Alert FULL</title>
		<link>http://www.gamingroom.net/games/estrategia/command-and-conquer-red-alert-full/</link>
		<comments>http://www.gamingroom.net/games/estrategia/command-and-conquer-red-alert-full/#comments</comments>
		<pubDate>Fri, 21 Nov 2008 15:35:49 +0000</pubDate>
		<dc:creator>LichKing</dc:creator>
				<category><![CDATA[Estratégia]]></category>
		<category><![CDATA[Command And Conquer]]></category>
		<category><![CDATA[Estratégia Em Tempo Real]]></category>
		<category><![CDATA[Jogos Antigos]]></category>
		<category><![CDATA[red alert]]></category>

		<guid isPermaLink="false">http://www.gamingroom.net/?p=173</guid>
		<description><![CDATA[Em 31 de agosto de 2008, a Electronic Arts, ao comemorar o 13 aniversário da franquia mais famosa de jogos de estratégia em tempo real (mais de 25 milhões de cópias vendidas), disponibilizou ambos os discos do Red Alert gratuitamente para download, completos e compatíveis com Windows XP e Vista,  assim como fez com o [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamingroom.net/wp-content/uploads/2008/11/red_alert_front.jpg"><img class="aligncenter size-medium wp-image-175" title="red_alert_front" src="http://www.gamingroom.net/wp-content/uploads/2008/11/red_alert_front-265x300.jpg" alt="" width="265" height="300" /></a></p>
<p>Em 31 de agosto de 2008, a Electronic Arts, ao comemorar o 13 aniversário da franquia mais famosa de jogos de estratégia em tempo real (mais de 25 milhões de cópias vendidas), disponibilizou ambos os discos do Red Alert gratuitamente para download, completos e compatíveis com Windows XP e Vista,  assim como fez com o C&amp;C Tiberian Dawn!</p>
<p>Os arquivos também estão em formato ISO, entao, para jogar, você deverá, depois de baixar os arquivos, gravá-los em algum cd gravável, ou simular um drive de cd rom virtual, com programas como Nero, <a href="http://www.downloadgratis.biz/cds-e-dvds/alcohol/" target="_blank">Alcohol</a>, ou <a href="http://www.gamingroom.net/downloads/virtual-clonedrive-5411-beta/" target="_blank">Virtual CloneDrive</a>. Estamos linkando também os guias (em inglês) para ajudar na instalação, caso você precise:</p>
<p><a href="http://www.cncworld.org/?page=features/tutorials/rafree" target="_blank">Guia para Instalação no XP</a><br />
<a href="http://www.cncworld.org/?page=features/tutorials/rafree_vista" target="_blank">Guia para Instalação no Vista</a></p>
<p>É claro que tudo foi uma estratégia da Electronic Arts para promover o Red Alert 3, inclusive eles tem uma promoção para quem quiser comprar a terceira parte do RA. Mas não importa, melhor pra gente, e é o mínimo que eles deviam fazer por ter estragado a série.</p>
<p style="text-align: center;"><strong><a href="http://na.llnet.cnc3tv.ea.com/u/f/eagames/cnc3/cnc3tv/RedAlert/RedAlert1_AlliedDisc.rar">DOWNLOAD RED ALERT FULL &#8211; DISCO DOS ALIADOS (ALLIED DISK) 500mb<br />
</a></strong></p>
<p style="text-align: center;"><strong><a href="http://na.llnet.cnc3tv.ea.com/u/f/eagames/cnc3/cnc3tv/RedAlert/RedAlert1_SovietDisc.rar">DOWNLOAD RED ALERT FULL &#8211; DISCO DOS SOVIÉTICOS (SOVIET DISC) 500mb</a></strong></p>
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