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Читы для Command & Conquer: Red Alert 2

Чит-файл для Command & Conquer: Red Alert 2

Command & Conquer:
Red Alert 2

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Westwood Studios
Издатель:Electronic Arts
ISO статус:релиз состоялся 24 октября 2000 года
Жанры:Strategy (Real-time) / Isometric
Похожие игры:Command & Conquer, Command & Conquer: Red Alert, Command & Conquer: Tiberian Sun
Multiplayer:(6) LAN, Internet

Даты выхода игры

вышла 26 октября 2000 г.

Solution [ENG]

Информация актуальна для
COMMAND AND CONQUER:
RED ALERT 2
CAMPAIGN WALKTHROUGHS

By Steven W. Carter
(Sca8763193@aol.com)


VERSION 1.0

Last updated on November 22, 2000

DISCLAIMER

In the following mission walkthroughs, I'll provide strategies that worked for
me
using
version 1.002 and the normal difficulty setting.  For the most part, the focus
of
the
walkthroughs will be to finish each mission as quickly as possible, rather than
to provide the
full flavor of the game.  So, for example, you won't hear me suggest that you
use
a weather
control device when playing the Allies or use a cloning vat when playing the
Soviets.  Feel
free to experiment and develop your own favorite ways to complete each mission.

*******************************
* ALLIED CAMPAIGN WALKTHROUGH *
*******************************

Mission 1 (Lone Guardian)
-------------------------

Starting Objectives:

-- Destroy the Soviet dreadnought fleet.
-- Make contact with Fort Bradley.
-- Keep Tanya alive.

Mid-Mission Objectives:

-- Destroy the Soviet supply base.

Par Time:

-- 10 minutes

Walkthrough:

Take control of Tanya and immediately have her sink the four dreadnoughts.
(Tanya can swim
and place C4 charges on boats.)  Then have her help out the GI's against the
conscripts, both
the ones who landed via amphibious assault, and also the ones who will shortly
airdrop in.  At
some point around this time the Statue of Liberty will crumble because you can't
do anything
about the V3 rockets, and Romanov will brag a little.  We'll show him.

Undeploy the GI's and move everybody across the bridge to the west.  You'll
encounter two
GI's, and they'll shortly be attacked by some conscripts.  Kill the conscripts,
undeploy the
new GI's, and send everybody northeast.  You'll face one more conscript, and
then
you'll see
several conscripts airdrop in near the McBurger Kong restaurant and a gas
station.  The
Soviets will send regular airdrops to this location, and you can foil them all
by
using your
GI's to garrison the two buildings.  You don't need the GI's for anything else
anyway.

Send Tanya southeast into Fort Bradley.  As soon as you gain control of the
base,
have Tanya
go back outside the base and then to the north where three veteran grizzly tanks
are waiting.
Meanwhile, build a barracks, train an engineer, and have the engineer repair the
bridge to the
south.

Send Tanya and the tanks to the Soviet base.  Target oil barrels whenever you
see
them, and
they'll kill conscripts and damage structures.  Use the tanks to destroy the two
sentry guns,
and then use the tanks and Tanya to destroy the buildings inside.  You only need
to destroy
the buildings to complete the mission, so you can ignore things like the V3
rocket launchers.

Also of Note:

There are two crates in the northwestern part of the map: one for improved fire,
and one for
improved defense.  But you don't need them and they'll just slow you down.

Mission 2 (Eagle Dawn)
----------------------

Objectives:

-- Capture the Soviet-occupied Air Force Academy Chapel.
-- Destroy all Soviet forces.
-- Keep Tanya alive.

Par Time:

-- 25 minutes

Walkthrough:

Do nothing for a couple of seconds and wait for a Soviet patrol of conscripts to
show up.
Have Tanya kill the conscripts and then move north to the armor-improving crate.
Around this
time you'll receive several rocketeers.  Immediately send them to the
southwestern corner of
the map where they'll find two veteran rocketeers.  Group them all together.
They'll be your
main fighting force.

Meanwhile, send your two veteran GI's to the east.  At the eastern side of the
map they'll
find three trucks guarded by two conscripts.  Kill the conscripts and trucks,
and
you'll get
three crates: one for armor, one for rank, and one for money.  Send the now
elite
GI's back to
the starting point.

Meanwhile again, while the rocketeers and GI's are moving toward their
destinations, guide
Tanya to the Air Force base.  You can just walk her inside if you want; the lone
sentry gun in
the way won't be powerful enough to kill her.  But a better way is to have Tanya
swim across
the narrow strip of water so she can avoid the guns completely.  Target her
movement inside
the water; otherwise she'll probably try to walk around.

Once inside the base, have Tanya destroy the two flak cannons.  Once the cannons
are gone,
you'll receive an airdrop of engineers.  Leave them alone, and they'll capture
most of the
buildings inside the base on their own.  Then just use your starting engineers
to
capture the
rest.  But before you can get your engineers inside, order your rocketeers to
destroy all of
the sentry guns.  You should also have Tanya destroy the gate on the western
side
of the base.

Now you need to plan your offense and defense.  For defense, start building some
grizzly
tanks, and just let them sit in the middle of your base.  Also bring in your two
elite GI's
and deploy them outside the eastern edge of your base, where a sentry gun once
was.  Put Tanya
behind them.

For offense, send your rocketeers north and then east.  They'll discover the
unguarded back of
the Soviet base.  Have the rocketeers destroy the two tesla reactors, then the
construction
yard, and finally the last two tesla reactors.  This will completely power down
the Soviet
base, and it will also cause several Soviet units – including their only two
flak
tracks – to
attack your base.

Nothing inside the Soviet base can now even touch your rocketeers, so just have
them
methodically destroy everything.  Meanwhile, use your grizzly tanks to help out
Tanya and the
GI's against the Soviet attack.  For the most part, the Soviet units will target
your miner,
and they should be easy to kill while they're thus distracted.

Also of Note:

There is a money crate in the northwestern corner of the map, guarded by a
conscript and an
attack dog.  You can also get several more crates by destroying the civilian
buildings on the
map.

Mission 3 (Hail to the Chief)
-----------------------------

Objectives:

-- Destroy the Psychic Beacon.

Par Time:

-- 30 minutes

Walkthrough:

Retrieve the engineer out of the middle IFV, and then fill the two empty IFV's
with GI's.
Move the three IFV's to the eastern part of your base, to a little corner area
that overlooks
the western bridge.  Leave them there; they'll obliterate most attacks before
they can even
get to you.  Now take 10 of your GI's and garrison the building closest to the
western bridge
and then take 10 more GI's and garrison the building closest to the other
bridge.  Let the
other GI's hang out somewhere safe.

Use the engineer who was in the IFV, and have him repair the western garrisoned
building.  Use
the other engineer to repair the Jefferson Memorial.  You'll receive two crates
for the deed:
the eastern crate gives money, and the western crate gives rank.  So save the
western crate
for something useful, like a grizzly tank.

Meanwhile, get your base going, and then start cranking out grizzly tanks.  A
few
minutes into
the mission, you'll receive four IFV's as reinforcements.  Run them into your
base, repair
them if you want to, and then fill them with your leftover GI's.  Once you have
about 10
grizzly tanks, send them and the four IFV's out to attack the Soviets.  Use the
eastern bridge
out of your base so you don't run into any Soviet attacks.

Then just march north along the center of the map.  Don't kill everything; just
kill tanks and
sentry guns that are in the way.  Eventually you'll come to the Psychic Beacon.
Direct all
your units to attack the beacon, and you should have enough firepower to destroy
it before the
Soviets can take out your attacking force.

Also of Note:

There are four damaged monuments on the map.  Once you build an airforce command
headquarters,
they'll be revealed.  Like the Jefferson Memorial, if you repair them you'll
earn
some crates.

Mission 4 (Last Chance)
-----------------------

Objectives:

-- Force a shore landing and establish a base.
-- Destroy the Psychic Amplifier before it comes on-line.

Par Time:

-- 30 minutes

Walkthrough:

Use your rocketeers to take out the two grand cannons.  Then move in your
destroyers for a
shore bombardment.  There will be enemy submarines around, so be careful and
watch for them.
Once you've cleared out the shore defenses, move in your amphibious transports
and establish a
base.  I suggest deploying your MCV southwest of the enemy shore base, near the
tesla
reactors.  From there you can watch two police cars get nailed by Soviet tesla
troopers.

Be careful when you start your base.  You can either destroy the Soviet
structures, or you can
capture them with your engineers (if you're quick enough).  But if your units
attack the
Soviet miner when it unloads at the ore refinery, then Soviet forces will attack
you.
Otherwise they'll leave you be.  Also, when you deploy your MCV, a timer will
start.  You'll
have 50 minutes to destroy the Psychic Amplifier.  Not long after that, you'll
receive four
move amphibious transports filled with GI's and grizzly tanks.

You now have a sizeable force, so attack!  Up the ramp north of your base you'll
find a
damaged building garrisoned by Soviet conscripts.  Attack the building until the
conscripts
have to abandon it, and then kill the conscripts.  Next head northwest to the
intersection and
destroy the Soviet forces you find plus the flak cannon.  Then cross the nearby
bridge and
destroy another flak cannon.

It doesn't matter if your attack force survives or not, because during the
attack
you'll
receive several rocketeers in reinforcements.  Use them in conjunction with your
starting four
rocketeers to attack the Psychic Amplifier, which you should have uncovered when
you crossed
the bridge.  Attack from the north to stay away from any Soviet flak tracks that
might be
lurking about.  Your rocketeer force should be able to destroy the amplifier
easily.

Mission 5 (Dark Night)
----------------------

Objectives:

-- Infiltrate the Soviet battle lab.
-- Neutralize the two Soviet nuclear missile silos.
-- Keep Tanya alive.

Par Time:

-- 30 minutes

Walkthrough:

Select your spies and have them take on the appearance of one of the nearby
Soviet units.
Then have Tanya walk over and kill those Soviet units.  There will be Soviet
patrols in the
area, so be careful when you walk Tanya around.  (It's a good idea to keep a
finger on the S
key so you can stop her right away when you see an enemy.)

Move Tanya north to the Soviet base.  There will be two tesla coils out front.
Tanya can
destroy the eastern one by shooting the barrels next to it, and then destroy the
western one
by just walking to it and planting a C4 charge.  (Tanya can take a hit from a
tesla coil
without dying.)  Then have Tanya enter the base a little and take out all the
nearby infantry
and attack dog units.

Move one of your spies into an exposed tesla reactor, and Tanya cwill be able to
destroy the
remaining four tesla coils in the base.  Start with the eastern ``inside'' coil,
shoot the
barrels next to the western coil, and then shoot the barrels next to the two
exit
coils.  If
you can't get all of this done in a minute, then use another spy in a reactor to
give Tanya
more time.  (When you use your three spies, you'll receive another three in
reinforcements, so
feel free to use them liberally.)

Now you should be able to move one of your spies into the battle lab.  When that
happens, the
map will enlarge to show two more Soviet bases.  Each one has a nuclear silo in
it, and each
one also has its own power grid.  That means if you want to shut down power to
one of the
bases, you'll have to get your spy into a tesla reactor in that base, and not
just any tesla
reactor.

Head towards the northeastern Soviet base.  Cross over the bridge and notice
that
the entrance
to the base has a tesla coil plus patrols of conscripts and attacks dogs behind
it.  You can
head straight in if you want, but it's a little tricky to destroy the tesla coil
and still
kill the nearby dogs.  So instead head west along the southern edge of the base.
You'll find
some barrels against the wall, and shooting them will give you access to the
base.  Inside
you'll find the nuclear silo surrounded by a fence, but once again there will be
barrels
nearby.  So dispatch the silo and the pesky patrols, and then exit the base the
way you came.

Head west and skirt south around the eastern edge of the remaining Soviet base.
Have a spy
follow discretely behind because you'll need him for this base.  Eventually,
you'll come to a
farm, and west of the farm will be a ramp leading to the base.  Once again
you'll
find barrels
next to a wall, so blow them up and kill the nearby conscripts and attack dogs.
Then have
your spy infiltrate the closest tesla reactor.  That will allow Tanya to waltz
into the base
and blow up the last nuclear silo.

Also of Note:

You can rescue various units during the mission.  East of your position are
three
GI's, north
of your starting position are three cows (shoot the barrels by their pen), and
south of the
northwestern Soviet base are four GI's and a grizzly tank.  The cows are the
most
fun, of
course.  If you rescue them, you can control their movement and have them scout
the map for
you.  But be careful; Soviet attack dogs like to eat them.

Mission 6 (Liberty)
-------------------

Objectives:

-- Reinforce and assume command of Allied forces at the Pentagon.
-- Destroy all Soviet forces in Washington.

Par Time:

-- 50 minutes

Walkthrough:

It's difficult but not impossible to keep all of your prism towers intact during
the first few
attacks by the Soviets.  You'll have to be quick to repair them, and you'll have
to manually
target them so they attack tanks rather than infantry, but it can be done.  It's
also helpful
to sell the wall segments behind the eastern pillbox so it can fire at infantry
units that get
behind it, and so other pillboxes aren't obstructed.

Once your forces arrive, move your MCV down the ramp west of your base and
deploy
it on the
coast next to the resource patch.  Then set up one refinery there and another
southwest of the
Pentagon near the resources there.  Move half the infantry you receive into a
building next to
your construction yard, and move the other half to help defend the eastern part
of your base.
Almost every attack will come from the east.

Once your base is set up and you're happy with your eastern defenses (don't
forget extra
patriot missile embankments to foil V3 rockets), send a dozen GI's north along
the western
edge of the map.  They'll come to a bridge, and on the western side of the
bridge
will be a
hospital and a house.  Garrison the house, and send engineers to fix the house
and claim the
hospital.  The hospital isn't very useful in itself, but it will allow you to
build a barracks
nearby and also some defensive structures if you want them there.  The infantry
in the house
and some more deployed next to it should be all you need to defend yourself from
attacks
across the bridge.

Now build a dozen rocketeers at the northern barracks and send them east.  The
Soviets have
absolutely no air defenses east of the bridge, and that is the area they use for
resource
mining.  Your rocketeers should be able to kill two refineries, some miners and
various other
units.  Don't have the rocketeers explore too far to the southeast, though, or
they'll hit one
of the main Soviet bases, and they'll encounter air defenses there.  For now
just
leave your
rocketeers in the area to harass whatever enemies wander by.

Meanwhile, crank out lots of grizzly tanks and send them out in groups of 20 or
more to
inflict major damage on the Soviets.  If you send them east across the bridge,
they'll find a
small Brown base, and they should be able to take out the construction yard and
some other
buildings in the first try, and then take out the rest of the base in the
second.  Note that
when you destroy the construction yard, barracks, and war factory, the Soviets
will sell
everything and attack you with what remains.  Since you'll be in the area with
tanks, go on a
squash-fest and kill most of the conscripts that way.

Now you can move on to the Red Soviet base.  It should be hurting a little
because you've
taken out their miners, and you can just pound it with grizzlies until it's
dead.

Also of Note:

This map should look a little familiar since you played most of it during
mission
3, and the
same rules apply here as in that mission.  If you repair a monument, you'll
receive some
crates.

Mission 7 (Deep Sea)
--------------------

Objectives:

-- Destroy all Soviet forces.

Mid-Mission objectives:

-- Destroy all Soviet forces on or around the Hawaiian islands.

Par Time:

-- 70 minutes

Walkthrough:

This is a short and easy mission – if you know the trick.  You start out with
most of your
base already in place, so right away you can start constructing military units.
And that's
exactly what you should do.  Queue up half a dozen destroyers, and change the
rally point for
your naval yard to the choke point south of your airforce command headquarters.
Move your
three existing destroyers to the same place, and ignore your other ships. 
You'll
be attacked
at the choke point by submarines, scorpions, and dreadnoughts.  Target and
destroy a
submarine, then target and destroy a scorpion while your planes regenerate, and
then repeat.
Don't forget to repair your pillboxes in the area so they can help out.

Meanwhile, you should train a dozen rocketeers and send them to the allied base.
The allied
base won't last very long against the Soviet dreadnoughts, and the large supply
of barrels in
the base will only help the Soviets out.  Once the allied base goes down, the
Soviets will
transport in an MCV and start building its own base.  But if you have several
rocketeers in
the area, you can destroy the construction yard right away, plus any other
buildings the
Soviets manage to put up.  Since the objective will change so you only need to
kill the Soviet
units and structures on that island, the mission will essentially be over.  You
just have to
mop up the few tanks, conscripts and transports on the island to finish the
mission, and the
Soviets will even help you out by moving their units off the island (to attack
you) once the
buildings are gone.

Also of Note:

If you don't destroy the Soviet base while it's forming, the Soviets will
eventually build a
nuclear silo, and you'll have to deal with nuclear blasts every ten minutes.  In
this mission,
and every other mission, the Soviets will always target your war factory with
their nukes.
Conveniently, you don't start with a war factory in your base, and so when you
construct one
you can put it somewhere by itself.

Also, there is an airport on the northern island.  If you have to assault the
Soviet island,
it's useful to take the airport so your can airdrop in GI's to help out.  The
Soviets don't
seem to attack the airport, but it's still a good idea to garrison one of the
buildings next
to it, just to be safe.

Mission 8 (Free Gateway)
------------------------

Objectives:

-- Destroy the Soviet Psychic Beacon (within 20 minutes).
-- Destroy the Soviet forces in St. Louis.
-- Don't get Tanya killed.

Par Time:

-- 60 minutes

Walkthrough:

It's a good idea to group like units together for this first part of the
mission.  For
example, have Tanya be group 1, your engineers group 2, and your GI's group 3.
Then have
Tanya lead the way, with the engineers next, and the GI's protecting the rear.
You'll face
quite a few enemy units on the way to the beacon, and it's useful to keep your
engineers
alive.  (The engineers don't do anything critical, but they'll be worth 6000
credits if they
survive.)

Send your units west and then up a ramp.  Follow the street to the southwest.
You'll end up
pretty close to the beacon.  Deploy your GI's north of the hospital (so they can
see the
resource patch), leave one engineer behind them, and send the other engineer to
the southern
edge of the map, near the middle.  There he'll find a damaged war factory, and
when he repairs
it you'll get to keep it.  Plus the timer will reset to 20 minutes (not that
you'll need the
extra time).

Meanwhile, have Tanya assault the beacon compound.  The compound is walled with
gates on the
north and south sides, but there are barrels near the northern gate, allowing
Tanya to get
inside.  Have Tanya shoot the barrels and then destroy the two remaining tesla
reactors on the
northern half.  That will shut down the guarding tesla coils, and you can now
send Tanya to
the southern side to destroy the other two reactors, plus the coil there.  Then
have her go
back north and destroy the two coils and two flak cannons guarding the beacon.
Finally, use
your remaining engineer to capture the beacon.  You'll automatically sell off
the
beacon for
3000 credits, plus you'll also receive five GI's.

When you capture or destroy the beacon, three things will happen:
Citizens will stop attacking you, and many will start walking towards the arch.
So when you
keep hearing that your units are getting killed, don't panic.  It's just the
citizens.  On the
good side, they'll explore a lot of the map for you, and you'll get an
indication
about where
the main Soviet base is.  You'll receive reinforcements, including an MCV, prism
tanks,
grizzly tanks, and GI's.  A crate will appear next to the arch.  It's worth
10,000 credits.
But this is important: if you save your game after eliminating the beacon but
before taking
the crate, the crate will no longer be there when you load.  So only save after
taking the
crate.

Start building up your base, and get a battle lab up as soon as possible so you
can start
cranking out prism tanks.  Meanwhile, let your elite GI's and Tanya creep
forward
into the
nearby resource patch.  They'll be able to kill just about everything that comes
out of the
enemy base, and they'll be able to knock out enemy miners, too.  The potential
problem is if
the Soviets wise up and send a V3 rocket launcher at them.  That almost never
happens, but if
it does, retreat your units out of the way, and then have Tanya attack the
launcher to scare
it away.  She'll probably get hit by fire from the sentry guns, but she can take
a few shots
from them.

Once you have about ten prism tanks, send them against the Soviet base.  Prism
tanks are good
at fighting infantry units and buildings, and that's mostly what you'll face.
Plus, with
their long range, they'll rarely get hurt.  Your ten tanks should be able to
destroy the
Soviet base with no problems.

Also of Note:

Besides the war factory you can capture, there is also an ore refinery.

Mission 9 (Sun Temple)
----------------------

Objectives:

-- Capture or destroy any Soviet attempts to replicate our prism technology.
-- Eradicate the Soviet base defending their research site.

Par Time:

-- 30 minutes

Walkthrough:

Send your seals west along the road.  They'll come to a little hut village with
lots of
conscripts and attack dogs in it.  Kill the enemies and then notice the two
prisons filled
with freedom fighters along the southern edge of the village.  Kill the guarding
conscripts,
and the freedom fighters (GI's and grizzly tanks) will join your cause.  You'll
also receive
five engineers and a helicopter.  Divide your GI's into two groups and use them
to garrison a
pair of huts to keep Soviet patrols off your back.  Send one of the engineers to
the
northwestern corner where you'll find an airfield.  Capture the airfield so
you'll receive
more help as the mission progresses.

Then send your tanks, seals, and remaining engineers to the eastern entrance of
the enemy
base.  There is a lone sentry gun guarding the entrance, and your grizzly tanks
should be able
to dispatch it quickly.  Then send in a seal to shoot the attack dogs, and also
shoot the
barrels along the northern wall of the base.  The resulting explosions will take
out a few
enemy units.  Move the rest of your seals and tanks into the base, and then send
in two
engineers.  One engineer should capture the mayan pyramid (a really fast and
powerful prism
tower) and the other should capture the tesla reactor next to it.  Once the
pyramid stops
killing Soviet units, manually direct it to kill any nearby buildings (such as
the barracks).

Now you can use one seal to creep south and kill all the infantry units and
attack dogs near
the second mayan pyramid and the nearby tesla reactors.  Then send your
remaining
two
engineers to capture the pyramid and a reactor.  Be careful of the Soviet miners
when you
capture the pyramid; they can kill engineers pretty quickly.

At this point, half of the Soviet base should be gone, and all of the tesla
coils
should be
unpowered.  So use a seal again to start destroying more buildings and killing
more units.
The only potential problem now is the pair of sentry guns at the western
entrance
to the base.
Your tanks won't be able to kill these alone.  Instead, have your tanks attack
the guns, and
when the guns target the tanks, use a seal to run in and plant a C4 charge.

Also of Note:

You'll receive two more seals and another engineer in reinforcements during the
mission.

Mission 10 (Mirage)
-------------------

Objectives:

-- Ensure the safety of Professor Einstein's laboratory.
-- Destroy all Soviet forces.

Par Time:

-- 60 minutes

Walkthrough:

The mission will start with Einstein showing off his latest creation – the
mirage
tank.  When
you gain control, leave the mirage tanks where they are.  They'll be in a pretty
good place to
protect Einstein's lab from V3 rocket launchers.  Plus they'll defeat the first
attack on his
lab all by themselves.  The unit to move is the MCV currently in your base. 
Send
it over to
Einstein's lab and deploy it to the south.  Then you can build an ore refinery
west of it to
take advantage of the nearby resources.

Not long into the mission, three allied bases to the northeast will be overrun,
and new Soviet
bases will start up in their place.  They'll first attack you rather than
Einstein, so get
your defenses up quickly.  Set up defensive positions to the north and to the
east of your
base, with a little bit of space between your base and the positions so you have
room to
maneuver.  Start out with deployed GI's and then eventually add in prism towers
and patriot
missile embankments.

Then it's just a matter of building up your base and building prism tanks.  Once
you have
about a dozen prism tanks, send them out to attack the Soviets.  Keep building
prism tanks
while you attack, and keep re-supplying your attack force.  It shouldn't take
long to finish
off the three enemy bases.

Also of Note:

There is a tech outpost along the western edge of the map.  If you capture it,
you can put an
ore refinery next to it to take advantage of the nearby resource patch.

Mission 11 (Fallout)
--------------------

Objectives:

-- Build a chronoshpere.
-- Neutralize the Soviet nuclear threat in Cuba.

Par Time:

-- 80 minutes

Walkthrough:

This mission is a little bit annoying because your base is all over the place,
and you need to
do a lot of things at once so that you can defend it.  As soon as you gain
control, do the
following as quickly as possible:

1. Start building destroyers.  Squids and subs, not to mention scorpions, are
going to visit
you quickly, and you'll need to be prepared.

2. Send 10 GI's east of your base to the easternmost building, and garrison it.
If you don't,
the Soviets will airdrop in some conscripts, and they'll garrison the building
instead.

3. Train a seal, and send him and five GI's southwest over the bridge to protect
the refinery.
Put the GI's in the light tower, and let the seal stand next to it.

4. Train another seal and camp him along the southern edge of your main base.  A
couple of
dreadnoughts will visit after a few minutes, and a seal is the easiest way to
kill them.  You
might also want to put 2-3 patriot missile embankments along the southern edge
of
your base to
protect against dreadnought missiles.

5. Build a pillbox and place it north of the pillbox already guarding your
northwestern
refinery.  Then build a barracks and place it southeast of the refinery.
Finally, train a
half dozen or so GI's and deploy them around the two pillboxes.  One of the
first
airdrops by
the Soviets will be five terror drones in the resource patch north of the
refinery, and you
need the pillboxes and GI's the protect the miner.  Also, when you see the
airdrop coming,
move the miner out of the way until the drones are all dead.  Drones move faster
than the
miner, so keep an eye open.

6. Train ten GI's and deploy them in front of the northern bridge leading to
your
base.  Lots
of attacks will come from across the bridge, so you need to keep the area well
defended.
Eventually, you can sprawl your base so you can include a pillbox or two in the
defense, but
don't use prism towers at the bridge.  The prism towers will break the bridge,
and you don't
want to mess up a perfectly good kill zone.

If you can do all that while fending off Soviet attacks, then you'll be in good
shape.  With
three refineries going, you'll have plenty of credits coming in, and that will
allow you to
quickly build up your base, while also continuing to build destroyers and
dolphins.  When you
place your war factory, remember to keep it by itself.  About 10 minutes into
the
mission, the
second (southern) half of the map will be revealed, and you'll find out that
Cuba
has three
nuclear silos that you need to destroy.  It's possible to disable the nukes
before the Soviets
can fire, but it's better to be safe with your war factory rather than sorry.

Once you have a sizeable force of destroyers and dolphins, send them south to
claim the sea.
Start at the western side of the enemy coast and proceed east.  While you're
attacking the
enemy squids, subs, and scorpions, start cranking out aircraft carriers, and
send
them to the
western coast where they should be safe.  Once you've cleared the sea, and once
you have three
aircraft carriers, it's time to make some air strikes.

First target the nuclear reactor in the southwestern corner of the map.  It has
two flak
cannons next to it, but enough of your planes will get through to eventually
destroy it.  Then
target the barrels on the western side of the Soviet base.  There won't be any
flak cannons in
that area, so the attack run should go smoothly.  When the barrels blow, they'll
take the
other nuclear reactor out with them (plus a lot of the Soviet base) and the
nuclear strike
countdown will freeze.

In fact, the Soviet base will now be without power, so you just need to target
the three
nuclear silos to finish the threat.  And, oh yes, at some point you should build
a
chronoshpere.  You can use the chronosphere if you want, but it's much easier to
use sea
strikes since you have to build a fleet anyway.

Also of Note:

There are two oil derricks along the western edge of your island.  You have to
be
reasonably
quick in order to capture them, because the Soviets will eventually destroy the
derricks even
if they're unclaimed.  If you decide to make the effort, take about a dozen GI's
and walk them
carefully to the area.  You'll find lots of crocodiles along the way, and it's
best to clear
them all out so you can just tell units to walk to the oil derricks rather than
guiding them
manually around the crocodiles.

Mission 12 (Chrono Storm)
-------------------------

Objectives:

-- Clear the area so chrono reinforcements can arrive.
-- Eliminate Romanov's Elite Black Guard around the Kremlin.

Par Time:

-- 90 minutes

Walkthrough:

Immediately have one of your seals destroy the tesla reactor in the center of
the
base.
That's all you have to do for the first objective.  Now that the base is
``clear'' you'll
start receiving reinforcements.  In total you'll get an MCV, 8 grizzly tanks, 10
IFV's, and 4
prism tanks.  Deploy the MCV in the center of the base where the reactor was,
and
then start
building your base.  You might want to destroy the fencing around the
construction yard so you
have more land to build on.

Don't use the seals to destroy the leftover tesla coils.  It's quicker to use
the
seals, but
instead use GI's.  Start with the GI's you can free in the northern part of the
base, and then
add to them after you build a barracks.  When a GI destroys a tesla coil, it'll
automatically
jump to elite status, and you can get several elite GI's for free this way. 
Keep
training
GI's, and after the tesla coils are gone, garrison the four bunkers outside your
base, and
also garrison a building outside the western entrance to your base.  Send your 8
grizzly tanks
to the northern exit; they can guard that area until you get your base set up
and
are ready to
attack.  Use your four prism tanks to help out defending the western entrance,
and leave all
of your IFV's next to your construction yard.  Every so often the Soviets will
send a kirov
airship to attack your construction yard, and you'll need to intercept it before
it gets
there.  You might want to sprinkle some patriot missile embankments around also.

As soon as you have a barracks, train two engineers and use them plus your
starting two
engineers to capture the four oil derricks in your base.  With those four
derricks plus a
refinery with two miners, you'll have plenty of credits to play with.  When
you're ready to
build a war factory, first build a power plant and place it a couple squares
north of your
construction yard, and then place the war factory north of that so the war
factory is in the
northern corner of the base all by itself.  You're going to have to face at
least
one nuclear
blast, and the Soviets will target your war factory.  Also, since you know what
the Soviets
are going to target, as soon as they launch a nuke, immediately sell your war
factory.
Selling and then rebuilding your war factory will cost the same amount as
sending
a spy to
reset the nuclear strike clock, and it's easier to do.

The bunkers and garrisoned buildings are really the only defenses you'll need.
If you erect
prism towers and pillboxes, the Soviets will destroy them when they use the iron
curtain, but
the bunkers are tough.  Keep an engineer near them at all times, and when their
health drops
to yellow (or even before then) send your engineer in to repair the bunker.  The
Soviets
aren't very good at using the iron curtain – they'll often protect a single tank
with it – and
so you won't have to use an engineer very often.  Sending spies in to reset the
iron curtain
clock is just a waste of time.

Your base might start getting a little crowded, so it's time to go on the
offensive.  Use the
grizzly tanks at the northern end of your base to sweep east and then south.
They'll
encounter a sentry gun for sure, and maybe a couple other Soviet units.  They'll
also discover
an airport and two more oil derricks.  Go ahead and capture the three buildings,
even if you
don't need them, just so you'll have extra space to build.  Finally the grizzly
tanks will
find a Soviet outpost, and they should stop there and not attack.  The outpost
has two tesla
coils in it, and the tanks will have problems getting to the coils because of
the
walls
enclosing the outpost.  You'll lose your tanks if you attack, so just leave the
tanks near the
oil derricks and garrison a building nearby for extra defense.  (If you really
want to attack
the outpost now, rather than waiting for enough prism tanks to do the job, then
train about 20
GI's and have them simultaneously garrison the two buildings between your base
and the
outpost.  They'll be in range of the coils, and once the coils are history,
they'll also be
extra defense for your base since they'll take out anything that exits the
outpost and tries
to move towards your base.)

Once you have a battle lab up, build a half dozen chrono legionnaires.  While
they're
training, get a spy satellite up and find the six nuclear reactors employed by
the Soviets
(two along the eastern edge of the map, and four at the southern edge).  Every
single one of
the reactors is defenseless to legionnaire attack.  Go ahead and take down the
eastern
reactors with whatever legionnaires you have trained, but wait for all six to be
ready before
you go to the southern reactors.  There are war factories and barracks near the
southern
reactors, and it's possible for Soviet units to wander by while you're removing
the reactors,
so it's best to have several legionnaires so they can remove the reactors and
deal with
enemies at the same time.  Once the six reactors are history, the Soviet bases
will all power
down, and the timers for the iron curtain and nuclear strike will stop.  Your
legionnaires
will now basically be useless.  You can play with them and see how much of the
Soviet base
they can destroy before being killed (a lot), but they'll get killed against
Romanov's elite
apocalypse tanks, and so they can't help you there.

To get to Romanov, you can pick your attack style, but I used prism tanks. 
Prism
tanks are
just too much fun to ignore for a job like this.  But before building your
attack
force, first
train a spy and infiltrate an enemy war factory.  The one in the outpost east of
your base
might have attack dogs near it, but the one on the western side of the map
usually doesn't.
Then with a dozen or so veteran prism tanks, start marching south towards the
Kremlin.  It
should be a slaughter, and by the time you get to Romanov's personal forces,
most
of your
prism tanks should have reached elite status, making the final battle a
slaughter
as well.
Simply destroy Romanov's four apocalypse tanks, plus the pairs of flak cannons
and sentry guns
guarding the Kremlin (but not the Kremlin itself), and the mission will be over.


*******************************
* SOVIET CAMPAIGN WALKTHROUGH *
*******************************

Mission 1 (Red Dawn)
--------------------

Objectives:

-- Destroy the Pentagon.

Par Time:

-- 15 minutes

Walkthrough:

You don't need much in the way of strategy for this mission.  You'll start with
enough units,
and gain enough reinforcements along the way, that you can simply overwhelm the
Allied
defenses and march your way right to the Pentagon without stopping.  But just in
case…

Deploy your MCV where it stops, and then build a tesla reactor and a barracks.
You don't need
an ore refinery for this mission, but you can build one if you really want to.
Once your
barracks is complete, train an engineer and send him to follow your conscripts.

Speaking of your conscripts, immediately march them northeast.  They'll come
across three
deployed GI's at an intersection, and then more GI's in a small Allied base.
Simply storm the
GI's with your conscripts and kill them with concentrated fire.  There is a
broken bridge
northwest of the Allied base, so send in your engineer to fix it.

Combine your conscripts with the reinforcements you'll receive, and then cross
the bridge.
You'll find an Allied defensive position with two pillboxes and a few deployed
GI's.  Split up
your conscripts into two groups and have them garrison the two nearby buildings.
Once the
Allied defensive position is history, empty the buildings and enter this second
Allied base.
You'll find a few deployed GI's, but they'll be no match for your army of
conscripts.  Ignore
the airport in the base; you'll finish the mission well before you can get an
airdrop.
Lastly, as before, when you receive reinforcements, add them to your attack
force.

Now head towards the Pentagon to the northeast.  You'll have to fight through
four pillboxes
and a few GI's to get there, but you should have more than enough conscripts to
blow right
through them.  When you get to the Pentagon, you'll receive even more
reinforcements,
including over a dozen rhino tanks.  You won't need them.  Just have your attack
force target
each of the five Pentagon sub-buildings, and the mission will end when you've
destroyed them
all.

Also of Note:

There are a slew of trucks on the map that you can destroy for useful crates.
Their locations
are: in the drive-in parking lot (firepower), in the parking lot northeast of
the
Iwo Jima
Victory Memorial (money), in the parking lot northwest of the drive-in (armor),
at the docks
east of your base (rank and speed), in the parking lot past the broken bridge
northwest of the
second Allied base (speed).

Also, if you repair the bridge northwest of the second Allied base, and travel
past the
bridge, you'll receive four rhino tanks in reinforcements.

Mission 2 (Hostile Shore)
-------------------------

Objectives:

-- Force a landing and set up a base.
-- Destroy all enemy forces.

Par Time:

-- 35 minutes

Walkthrough:

Watch the dreadnought smack the Allied coastal defenses, and then take charge of
your troops
once you're able.  When you've finished off the pillboxes, you'll receive an
MCV.  Deploy it
where it stops.  Then build a tesla reactor, an ore refinery, a barracks, and
finally a naval
yard.  Once you have the naval yard, spend the rest of your money building
submarines.

Meanwhile, move your land forces west, and have them shoot the barrels next to
the two ore
refineries.  That will destroy the refineries.  Then have them start sweeping
south,
destroying any Allied units that get in their way.  Eventually you'll come to
the
north shore
of the harbor, and there you'll find a hotel.  If you destroy the hotel you'll
get a promotion
crate.

Keep moving your forces south/southwest until they reach the Allied base. 
Ignore
the frequent
video sequences and attack the Allied defenders.  At some point you'll receive
four submarines
in reinforcements.  Keep them where they are, and add your submarines to them.
At some point
after that, the Allies will attack your naval yard with several destroyers.  If
you have six
or more submarines, then they should be able to defeat the enemy destroyers on
their own, and
you can keep guiding your land forces.  Otherwise, guide your submarines
manually
and make
sure they do the job.  Then just continue the land battle until all of the
Allied
forces are
dead.

Also of Note:

Along the northern edge of the map are two oil derricks, and next to them to the
east is a
truck with a firepower crate in it.  Also, in the middle of the map, you'll find
a McBurger
Kong restaurant with a money crate in it.

Mission 3 (Big Apple)
---------------------

Objectives:

-- Capture the American battle lab.
-- Build and defend a Psychic Beacon.

Par Time:

-- 30 minutes

Walkthrough:

Deploy your MCV where it stands, but instead of building a refinery next, build
a
barracks.
There are three oil derricks south of your base, and it's useful to capture them
right away.
Then build your base as normal, but start cranking out conscripts so you can
garrison the
building next to the oil derricks.  That building is all the defense you need,
but keep an
engineer next to it in case it takes too much damage.

Then start building rhino tanks, flak troopers, and an engineer.  Leave the
troopers at your
base for now, but once you have ten rhino tanks, move them out to attack the
Allies.  Start by
moving northeast parallel to the raised road.  You'll find a barracks that you
should destroy.
Then cross under the raised road and continue southeast a bit until you come
upon
a war
factory.  Destroy that, too, and move your flak troopers and engineer to the
spot
where the
barracks was.  That area should be safe now.

Move your tank force northeast and you'll soon find the main Allied base.  It is
lightly
defended, and your tanks should be able to destroy its buildings and defenses at
will.  Take
out any pillboxes you see, and keep moving northeast until you find the enemy
construction
yard (east of the battle lab).  Once the construction yard is gone, move your
flak troopers
and engineer into the Allied base.  While they're en route, let your tanks
destroy at will.
The two skyscrapers next to the battle lab contain crates: the eastern one gives
a promotion
while the western one heals your units.  So definitely grab those, and also kill
all the
Allied defenders near the battle lab.

Once your engineer reaches the Allied base, send him right in to the battle lab.
The lab will
automatically be replaced by a Psychic Beacon, and you'll receive numerous
reinforcements.
All you have to do now is defend the beacon for a few minutes, and you'll win
the
mission.
The Allies will send several rocketeers to attack the beacon from the west, so
position your
flak troopers west of the beacon.  The Allies will also send in GI's and tanks,
but your
veteran/elite tank force, plus all of the reinforcements, should be able to
handle those
easily.

Also of Note:

There are three tech outposts on the map, two along the northern edge and one
along the
southern edge.

Mission 4 (Home Front)
----------------------

Objectives:

-- Establish a base.  Defend the homeland.
-- Destroy all enemy forces.

Par Time:

-- 30 minutes

Walkthrough:

This is a mission with a trick to it.  If you know the trick, it is very easy.
Otherwise,
you'll have to do more work.  Regardless, deploy your MCV where it is, and then
start your
base like normal.  Once you have a barracks, put three or four flak cannons near
the
lighthouse.  When the timer hits 5:30, a pair of harrier jets will attack your
base, and
you'll be attacked by more harrier jets for the rest of the mission.  Also train
ten
conscripts and have them garrison the two houses east of your base.  Get a
second
miner going,
and then start cranking out rhino tanks.

When the timer runs out, the Koreans will land some tanks and GI's on the south
shore.  The
garrisoned conscripts plus one tank can hold off the attack.  Two destroyers
will
also attack
your naval yard, but they'll completely ignore your submarine, even if you
attack
with it.  So
you can destroy the two destroyers with your lone sub.  Just be sure to repair
the naval yard
while it's under fire.  You might want to build another sub or two just to be
safe.

Once the battle is over, send your rhino tanks to the eastern edge of the map,
about a third
of the way down.  They should find a shore with a nearby lighthouse.  This is
the
point where
the Koreans will start up their base, but they'll have to transport in their
military units
and their MCV using amphibious transports.  If you have tanks stationed there,
you can either
destroy the transports before they unload, or you can quickly kill the enemy
units right after
they unload.  Once you've destroyed all of the enemy units, the mission should
end.

Mission 5 (City of Lights)
--------------------------

Objectives:

-- Energize the Paris Tower with three tesla troopers.
-- Defend the Paris Tower from Allied attack.
-- Defeat all remaining Allied troops.

Par Time:

-- 20 minutes

Walkthrough:

Take your starting conscripts and have them garrison a building to the west.
Basically,
you'll want to advance west building by building -- or by pairs of buildings, to
increase your
firepower -- killing Allied troops as you go.  Eventually you'll come to an oil
derrick, and
you can use one of your engineers to capture the derrick so you can earn more
money to create
even more conscripts.

North of the oil derrick you'll get a single flak track added to your arsenal.
Add it to your
conscripts and keep going north.  You'll find a soccer field guarded by two
tanks
and four
GI's.  Just charge in and kill them, and feel free to use the nearby barrels to
help damage
the tanks.

Continuing north you'll come to a street leading northeast.  Follow the street
and you'll
receive some tesla troopers in reinforcements.  Add them to your attack force
and
keep going.
Eventually you'll find an Allied defensive position with two pillboxes and four
GI's.  Again,
use brute force to kill them, and then send the tesla troopers to the Paris
Tower.

When the tesla troopers get to the Paris Tower, the tower will turn into a super
tesla coil
with great range, power, and speed.  It will be able to kill any Allied unit
with
one hit, so
you won't have to defend it.  The Allies, meanwhile, will suddenly decide to
attack, and most
will charge your starting position.  Keep cranking out conscripts and eventually
they'll kill
all of the Allied attackers.

Mission 6 (Sub-Divide)
----------------------

Objectives:

-- Establish a base in the Hawaiian islands.
-- Destroy the Allied navy.

Par Time:

-- 45 minutes

Walkthrough:

Move your military units out of the way, and deploy the MCV where it comes out
of
the
transport.  Get your base going, but don't bother to build a war factory.  Build
two ore
refineries, and put a couple tesla coils near the land bridge northwest of your
base.  Place
your two tesla troopers next to the coils to make the coils more powerful.  Then
use your
conscripts to garrison one of the huts west of your base, and put the dogs next
to the hut to
help out.  That's all the defense you'll need against land attacks.

Now you can concentrate almost all of your remaining credits on building up a
fleet of
submarines and scorpions.  Explore the waters west of your base, and you'll find
a small
island with a bunker on it.  If you garrison the bunker, you'll receive a money
crate, but
don't expect the bunker to help much in the battles ahead.  However, station
your
sea units
next to the island, because that's where the Korean fleet will head when the 15-
minute timer
runs out.

The Koreans will have several destroyers and aircraft carriers, but you should
have over a
dozen subs and scorpions on your side.  Plus, with about 3:30 left on the timer,
you'll
receive a couple of scorpions and three dreadnoughts in reinforcements.  Place
the
dreadnoughts out of the way, because they're bad at ship-to-ship combat.  If the
enemy ships
are moving around, then dreadnoughts will be just as likely to hit your ships as
the enemy
ships.

When you finally start fighting the Korean fleet, direct your submarines
manually, but let the
scorpions work on their own.  They'll do a good job of killing planes and
helicopters while
your submarines sink the ships.  If any of the Korean ships get past your
blockade, don't
worry.  The ships will circle back and either attack your fleet or attack your
naval yard.  So
if you want to be careful, leave a couple submarines behind at your yard for
defense.  You
might also want to train some flak troopers and station them next to your naval
yard.  It's
possible the main Allied fleet will send in some aircraft carriers while you're
busy
elsewhere, and the flak troopers will be able to shoot down their planes.

Once the Korean fleet is out of the way, you'll be able to hunt down the main
Allied navy.  It
will be hiding in Pearl Harbor, north of the center of the map.  The entrance to
the harbor
will be guarded by some prism towers, but you can use your dreadnoughts to take
out the
towers.  Then just advance your fleet into the harbor, use your dreadnoughts to
destroy any
other prism towers you find, and use your subs and scorpions to sink all the
Allied ships.
You don't have to destroy the naval yards or amphibious transports to finish the
mission.

Also of Note:

On the most western island, you'll find an airport.  If you capture the airport,
you'll
receive a money crate.  There is also another money crate a ways north of the
airport.  If you
decide to capture the airport, you'll have to defeat a couple of Korean
destroyers guarding
the coast (but which you can otherwise ignore), and you'll have to defend the
airport because
the Allies will send amphibious assaults against it.

Mission 7 (Chrono Defense)
--------------------------

Objectives:

-- Defend your battle lab at all costs.

Par Time:

-- 30 minutes

Walkthrough:

You'll begin the mission with 20,000 credits, so start spending your money like
crazy.  Build
a tesla reactor first so you can also build flak cannons, sentry guns, and tesla
coils right
away (without cutting power to your base).  Then build an ore refinery and tell
the miner to
collect ore from the resource patch near the southern entrance to your base.
That will create
a little extra room, which you'll need.  Then build the rest of your base, and
try to fit
everything in so you'll still have room to maneuver.  Attacks will come
primarily
from the
west and south, so protect those entrances the most.

The first Allied attack will consist of GI's and a sniper, and will come from
the
south.  So
move all of your infantry and dog units out of the way to the north, and let
your
sentry gun
take care of them.  (The sniper has a very long range, and he'll pick off your
units if
they're too close.)  The next attacks will have tanks and GI's, so start
cranking
out tesla
troopers.  The dogs you start with can mow down the enemy GI's but you'll need
the most help
with the tanks, and tesla troopers are good at killing tanks.  Plus you can use
the tesla
troopers with your tesla coils later when you have time to build the coils.

While building mostly tesla troopers, don't neglect your dogs.  The Allies will
use spies
quite a bit in this mission, and they'll try to shut down your power just before
attacks.  So
try to keep a dog or two at all of the entrances to your base.

After the first wave of attacks, you'll learn that the Allies have a propaganda
truck in the
northwestern village.  Send a few conscripts over there to kill the truck.  The
truck can't
attack them or run over them, so you can just direct the conscripts to walk to
the area the
truck patrols, and ignore them while you work on your base defenses.  The
conscripts will
eventually destroy the truck, and you'll be awarded with a money crate and a
satellite image
of the map.

Keep building tesla coils and tesla reactors.  With six or seven tesla coils
around the
perimeter of your base, you should be all right.  Construct a few apocalypse
tanks as well for
a mobile defense.  If you need extra money, three trucks will appear on the map
after the
third or fourth wave of Allied attacks.  If you've already gotten the satellite
image of the
map, then the trucks will stick out like a sore thumb when they appear.  Killing
the trucks
will net you two money crates and an armor crate.  Plus, you can also take over
three oil
derricks on the eastern side of the map.  Be prepared to defend them, however,
because they're
right next to an area where the Allies will airdrop in troops, and they'll be
attacked often.

There are about six waves of Allied attacks, and you'll be informed when the
last
one arrives.
Remember that you only have to protect your battle lab.  If things start going
badly, just
pull in your defenses and concentrate on protecting the lab.  The Allies don't
use their
military units very well – they'll drive their prism tanks right up to your
defenses, for
example – and a few apocalypse tanks can probably destroy everything the Allies
throw against
you all by themselves.

Mission 8 (Desecration)
-----------------------

Objectives:

-- Capture the White House.

Par Time:

-- 45 minutes

Walkthrough:

Move your tanks and conscripts to the east and your desecrators to the north.
That will clear
room around your MCV, allowing you to deploy it.  The enemy will send three
airdrops at your
base in short order.  The first will arrive from the north (where your
desecrators should
already be stationed).  The next will come from the southwest, and the third
from
the east
(between the bunkers).  Just move your desecrators to the next landing zone as
soon as you see
a plane start to drop off conscripts, and you should be able to defeat the
attacks easily.

Meanwhile, move your two apocalypse tanks to the north and have them destroy the
Lincoln
Memorial.  You'll get two crates for this: one money crate and one promotion
crate.  Have the
tanks grab both crates, and then bring them back to your base.  Also move your
starting
conscripts into the bunker near the resource patches.  As soon as you build a
barracks, train
an engineer to fix the other bunker, and then fill it with conscripts.  Bunkers
are tough, but
you'll still want to support them with some tesla coils and flak cannons (to
defeat V3
rockets).  Leave your desecrators near the northern bunker, since that's where
most of the
infantry attacks will come from.

Notice that the resource patches near your base aren't self-sustaining.  That
means you'll
need to make your attacks count because you won't be able to afford to waste any
money.  So
get your base going and then construct about a dozen apocalypse tanks.  Send the
tanks east
(north of the bridge), and they'll discover the resource patches that are being
used by the
enemy.  Don't destroy the refinery you'll find there.  Save it so you can
capture
it later.
Go ahead and take down the Washington Monument while you're in the area, and
you'll earn a
money crate for your troubles.  Also feel free to kill any miners you come
across.

Then send your tanks south to deal with the Brown enemy base.  With a dozen
apocalypse tanks,
the destruction should be relatively quick and painless.  But keep pumping out
apocalypse
tanks to add to your attack force.  South of the Brown base will be a broken
bridge.  If you
repair the bridge, you'll find six trucks (with crates) and the Jefferson
Memorial.  If you
keep running out of money, this little area will solve all your problems, and
it's lightly
defended with only a couple of tanks and tesla troopers.

Now just march your apocalypse tanks northeast to the White House.  Destroy
everything you
come across, and then send a spy into the White House to complete the mission.

Also of Note:

You can also destroy the Smithsonian Museum and Castle for extra crates.

Mission 9 (The Fox and the Hound)
---------------------------------

Objectives:

-- Use mind control to capture the President.

Par Time:

-- 20 minutes

Walkthrough:

Watch the demonstration of the Allied defenses, and then take control of your
two
psi
troopers.  One psi trooper will almost immediately take control of an IFV, and
that's all
right.  The IFV will prove useful.  Use the second psi trooper to control one of
the deployed
GI's guarding the nearby barracks and battle lab.  Your GI will immediately
start
firing on
the other GI, and you can use your IFV to finish off whichever GI survives. 
Then
use your
free psi trooper to take control of the two engineers and have them capture the
barracks and
battle lab.

You'll start the mission with 4000 credits, so go ahead and train ten GI's and
two spies.
Then send your GI's to the intersection south of your base, and have them
destroy
the
patrolling IFV that will eventually show up.  Next have the GI's move east
around
the north
end of the enemy base (being careful of the prism towers) and have them kill a
patrol of two
attack dogs and one GI.  That will clear the north end of the map of enemy
units.

So send your IFV and psi trooper through the clear area of the map to the Light
Blue base on
the eastern side.  Park the IFV behind the western corner of the base so it can
attack the
pillbox without the pillbox being able to fight back.  Use your psi trooper to
control the
sniper, and have the sniper kill the deployed GI's in the base.  Then switch
control to the
grizzly tank, and have it and your IFV take out the remaining pillbox.  Finally,
use the IFV
and tank to kill the IFV patrolling on the eastern side of the Dark Blue base.
The tank and
IFV will now be useless to you, so have them charge at the Dark Blue base and
get
destroyed.

Control the sniper again, and have him kill all of the seals and attack dogs at
the two
entrances to the Dark Blue base.  Then bring your sniper, a spy, and a psi
trooper to the
western entrance (but out of range of the prism towers).  Send the spy in to
infiltrate a
power plant, then bring the sniper to the entrance of the base so that it can
kill any
infantry units that get into range, and finally tell your psi trooper to target
the President
(in the blue suit). The psi trooper will only have to travel to the entrance of
the base to
get within range of the President, and the sniper will prevent any enemy units
from attacking
him.

Also of Note:

There are six crates in the southeastern corner of the map.  The eastern crates
will give
money, and the northern crates will give a promotion, increased firepower, and
improved
defense.  You can create a pretty powerful IFV if you want to.

Mission 10 (Weathered Alliance)
-------------------------------

Objectives:

-- Capture the American battle lab to locate the weather control device.
-- Destroy the weather control device.

Par Time:

-- 105 minutes

Walkthrough:

This is a mission where you'll have to work quickly.  It won't take long for the
Allies to
attack you by the land, sea, and air, and so you'll need to put up a variety of
defenses right
away.  First things first, though: move your MCV a little to the north and then
deploy it.
Move your conscripts to the northern shore between the sentry guns, and leave
your tanks where
they are.  Since you have a radar tower already, you can immediately start
building tesla
coils, and you should build two: one next to your radar, and one on the southern
shore near
wherever you decide to place your naval yard.

Because tesla coils drain your energy by so much, the first structure you should
build is a
tesla reactor.  Then you can build your base in the regular fashion, but don't
delay building
a naval yard very long.  You should definitely build a naval yard before
building
a war
factory because the Allies will send dolphins against you, and you have to have
some
submarines in the water before the dolphins arrive if you want to save your
naval
yard.

The first attacks will feature GI's.  An amphibious transport will land at your
northern
shore, between your sentry guns, and the guns plus your conscripts should be
able
to handle
them.  The next amphibious attack will arrive next to your radar station, but
placing a telsa
coil there should defeat it.  After that you'll face an amphibious attack where
grizzly tanks
are transported in rather than GI's, but your rhino tanks should be able to run
over and stop
it.  And then you'll face repeated attacks by rocketeers, destroyers, dolphins,
and aircraft
carriers.  Where they land depends on your base, so you need to put up several
flak cannons
(or flak troopers) to protect yourself, plus build up a fleet.

Speaking of your fleet, once you have six or seven submarines, take them to the
beach where
the game suggested that you make your landing.  You'll find an enemy naval yard
there, and you
should take it out.  There is also another naval yard to the southeast, and once
you take it
out as well, you won't have to worry about enemy ships any more.  But you will
have to deal
with seals, so keep your submarines near the beach so they can intercept the
seals as they
approach your base.

When you have superiority on the seas, build two or three dreadnoughts and start
pounding the
enemy coastal defenses.  (You can get a reinforcement dreadnought by sending a
ship to the
southwestern corner of the map.)  Take out the pillboxes, tanks, and any prism
towers you can
find.  Use your scorpions to scout around and ``detect'' prism tower locations.
Then once the
beach is clear, start building apocalypse tanks and V3 rocket launchers, and
land
them on the
beach.  If you haven't built a nuclear silo yet, now is the time to do so.

When you have about six apocalypse tanks and three V3 rocket launchers on the
beach, send them
northeast.  You'll find a war factory, and you can either capture it or destroy
it.  Enemy
miners will also be in the area, but if you attack one, the Allies will send a
bunch of
grizzly tanks at you.  Use the V3 rocket launchers to destroy enemy prism towers
when you find
them, because the towers will be able to kill your apocalypse tanks in one hit.

Once you've cleared a route to the battle lab, send in an engineer to capture
the
building.
The map will expand, and you'll be shown the weather control device in the
northwestern
corner.  Just use a nuclear strike to take out the device, and you'll finish the
mission.

Also of Note:

There is a tech outpost on an island in the southeastern part of the map.

Mission 11 (Red Revolution)
---------------------------

Objectives:

-- Destroy Yuri's headquarters – the Kremlin.

Par Time:

-- 90 minutes

Walkthrough:

Immediately move all of your forces north to the resource patch to get them out
of the way.
Then send a couple of tanks and several conscripts north of that.  They'll find
an oil derrick
and a couple of nearby houses.  Garrison the houses with the conscripts and
leave
the tanks
nearby to help defend the derrick.  Send your two kirov airships northeast to an
area of
raised land where Yuri has a couple of flak cannons and a tesla coil guarding
two
tesla
reactors.  Have the airships destroy the cannons and coil, but leave the
reactors
alone so you
can capture them later.  Send the rest of your units to guard the eastern
entrance to your
base.

Meanwhile, start building up your base.  You don't have to worry too much about
tesla reactors
in this mission; not only will you be able to capture two reactors away from
Yuri, but you'll
also be able to construct a nuclear reactor, and that will take care of all of
your power
needs.  Build your war factory on the raised ground between the two captured
reactors, and
then put several tesla coils on the perimeter of the raised ground.  With about
six tesla
coils there, plus tesla troopers to make the coils more powerful, you'll be able
to stop just
about every attack on your base before it gets there.  Then the mission will
simply be about
destroying the Kremlin.

Perhaps the easiest way to destroy the Kremlin is with two nuclear strikes.
However, once you
build a nuclear silo, Yuri will send his ``air armada'' at you.  What that means
is that every
couple of minutes, pairs of kirov airships will attack from the northeast and
northwest.  So
prepare your base before you build a silo.  Put several flak cannons or flak
troops or flak
tracks around the edges of your base, watch the first wave of airships come in,
and then
improve your defense if you need to.  (The airships will always follow the same
path.)

You could also forgo nuclear strikes and use your own kirov airships.  There is
a
layer of
flak cannons and tesla coils north of your base, but once you get past that
you'll have a
relatively clear path right to the Kremlin.  With ten airships, you'll be able
to
destroy the
Kremlin with no problem.  But whichever method you choose, once the Kremlin is
gone, the
mission will be over.

Also of Note:

There are two more oil derricks, a tech outpost, and an airport east of your
base.
Unfortunately, they're mostly right in the path Yuri will use to attack your
base, so you'll
probably never be able to capture and keep them.

Mission 12 (Polar Storm)
------------------------

Objectives:

-- Destroy the chronosphere.

Par Time:

-- 120 minutes

Walkthrough:

The bad news is that you'll face numerous Allied attacks during the first ten
minutes of the
mission, and that the Allies will make extensive use of their chronosphere.  The
good news is
that the attacks are scripted and will always take place at the same times, with
the same
units, and in the same places.  Once you've seen where the attacks will come
from, it's not
too hard to defend against them.

As in Mission 10, you'll start with a radar station, and that will allow you to
immediately
start building tesla coils.  Do just that, and make a tesla reactor the first
regular building
you construct so that your coils will have power.  Then build your base like
normal, except
you should put your tesla coils in the interior of your base (near the rocky
areas), rather
than on the perimeter.  Put flak cannons on the perimeter, but build your tesla
coils first.

Here are the first six attacks you'll see from the Allies:

1. IFV's will appear in the northeastern part of your base, south of the
resource
patch.
Tesla coils and a few conscripts should be able to handle them.

2. Rocketeers will arrive and attack your construction yard.  Three or four flak
troopers will
be able to kill them.

3. Grizzly tanks will appear in the northernmost of the two western rocky areas.
Again, tesla
coils and conscripts should be able to do the job.

4. An amphibious transport will appear in the southwestern shore of your base
and
unload four
seals.  If you have any infantry units in the area, move them out of the way and
let your
tesla coils kill the seals.  (If you put a naval yard near the southwestern
shore, then the
seals will destroy it, and there isn't anything you can do about it, so either
build your yard
somewhere else, or wait for the seal attack to end before building it.)

5. An aircraft carrier will appear in the sea north of your base.  Use the flak
troopers that
killed the rocketeers to down the carrier's planes until you can get a naval
yard
up and sink
the carrier with submarines.

6. More grizzly tanks will arrive, but they'll appear in the southernmost of the
two western
rocky areas.  For the third time, tesla coils and conscripts should be able to
handle it.  If
your conscripts get killed when dealing with the IFV's or tanks, remember to
train more so
you'll always have a mobile fighting force.  You probably won't have enough time
to build any
tanks of your own to deal with the threats.

Once you've survived the above six attacks, start building up a small navy –
something like
five scorpions and five submarines – and then go explore the waters west of your
base.  The
Allies will have a few destroyers along their coast, but you should be able to
take them on
one or two at a time.  Concentrate your firepower to sink the destroyers
quickly,
and let your
scorpions shoot down the enemy helicopters.  Once the seas are safe, destroy the
enemy naval
yards, and then build some dreadnoughts so you can bombard the land defenses.
Once you've
cleared a part of the beach, start ferrying over apocalypse tanks.

Now you just need to inch forward along the beach, letting your apocalypse tanks
do the
scouting.  If you find something easy to kill, let your apocalypse tanks do it.
Otherwise,
call in your dreadnoughts for the job.  Be careful of the northwestern part of
the enemy base.
There will be prism towers on higher ground that will do bad things to your
tanks, and there
will also be a couple mirage tanks hiding next to the enemy refinery.  You have
to force-
attack the mirage tanks to kill them.

Don't destroy all of the Allied buildings.  Save the war factory for sure, and
also save any
other buildings you happen to like.  Once you capture the war factory, defend it
with some
tesla coils, and build a few apocalypse tanks for defense.  Every few minutes
the
Allies will
chronoshift in some IFV's and land them in the resource patch north of the war
factory.
However, if you have a few apocalypse tanks sitting there, the Allied attacks
will end even
before they can begin.

Once your foothold is secure, start cranking out kirov airships.  Also, if you
haven't built
one yet, now is a good time to construct a nuclear silo.  Once you have six
airships, send
them west of your base, and then north.  They should find lots of prism towers
and patriot
missile embankments.  Destroy what you can, but the main purpose of the attack
is
to uncover
the map in the area.  If the airships get far enough north, they'll uncover the
enemy
chronosphere (located on the western edge of the map, about halfway up).

Now you can do two things:

1. Bring your dreadnoughts to the western edge of the map, where they can
destroy
quite a few
enemy buildings (but not quite reach the chronoshpere).
Nuke the enemy patriot missile embankments.

2. While you do the above, keep building kirov airships.  If you get bored, and
if you have
some extra apocalypse tanks around, you can send them northeast.  They'll find
several enemy
buildings with almost no defenses around.  Eventually they'll arrive at the
northeastern
corner of the island, and there they'll find an airport – and, more importantly,
you'll
receive three kirov airships in reinforcements.

Once you've decimated as many enemy patriot missile embankments as you think
necessary, send
in several airships and have them target the chronosphere.  Airships are lethal
to big
structures, and you only need one to get to the chronosphere to destroy it.

*****
Copyright © 2000 by Steven W. Carter

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