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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
USA solution

Mission 1: Operation Lone Guardian, New York


Tanya starts off behind the 4 destroyers you have to destroy. Their fire is
directed at Lady Liberty so take care of them quickly. Once you take them out
head in front of the statue and wait. Paratroopers will drop and Tanya will
automatically open fire. The faster you finish this the more likely the chance
you’ll have of finding power-ups soon. Once you have secured the statue, group
all the GI’s together and group Tanya alone then head to the road on the right
and have Tanya lead.

There will be some paratroopers taking on two bunkered GI’s. Have Tanya (alone)
back them up and try to keep the two GI’s alive. Group all the GI’s together and
send Tanya behind the buildings (north) abit and you’ll find two crates which
contain an armor upgrade and a weapon upgrade — have Tanya take both.

Join back with the GI’s have and have Tanya lead again. Take out the guard
guarding the McWhatever and then the three guards that are a bit to the right of
the McWhatever. While she is moving garrison the GI’s in the McWhatever (and the
two leftover guards in another building) as the Conscripts drop — the garrisoned
guards will be behind a very heavy defense and open fire on the Conscripts with
Tanya providing support- they will be gone VERY quickly. Immediately proceed
south towards Fort Bradley.







Once inside the Fort build another Ore Purifier to speed up the money earning
process and then the barracks. A couple of pillboxes around the mining area will
help protect the Chrono Miners but this isn’t a priority because the Chrono
Miners will warp out before a couple of Conscripts can do enough damage to them.


When you’re ready build an Engineer and fix the bridge that is on the southeast
side of the base. Once it’s repaired group all the GI’s and Tanya in separate
groups (if you haven’t already) and have the GI’s clean out the road up until
the
turn. Blow up as many petroleum barrels in that area so the Conscripts don’t use
them against you. Don’t forget to bunker down with the GI’s.

As soon as that small area is secure send Tanya straight in behind the GI’s and
into the enemy area. There aren’t any Sentry Guns within the fort so all Tanya
does is walk in, take care of the two enemy barracks (The ones with Stalin
statues) with some C4’s and then take out the rest.

However, if you were able to snag the two previous power-ups for Tanya, just fix
the bridge with one engineer and send Tanya straight down the road. There will
be
two more crates next to the large building — one will be a health up and the
other a speed power-up; take the speed-up. Blow up the barrels and take out the
Conscripts near the turn in the road and continue into the base. You’ll be
entering through an area with no Sentry Guns so just sweep in and blow
everything
up. Don’t worry about the Rocket Launchers.

Mission Accomplished.




Mission 2: Operation Eagle Dawn, Colorado Springs

Immediately group Tanya, the GI’s, and the Engineers into three different
groups.
Have Tanya head off alone immediately to take out the three guards passing by
the
northeast side of where you start and have her pick up the crate with the Armor
upgrade. Move Tanya to the north, staying on the road, and stop when you reach
the four-way. A group of Conscript guards will arrive; just take them out. Move
to the northeast a little bit until you see a river; move the GI’s and Engineers
to the river. Have Tanya swim across it and enter into the gate of the base.

Immediately take out all the Conscripts and blow up the two Flak Cannons; move
in
your Rocketeers to take out the Sentry Cannons. Several Engineers will be
parachuted in as soon as you take out the two cannons so just take over the base
and the civilian structure in order to build your own Rocketeers.

Your base-building priorities at this point are raising money so build an extra
Ore miner or two if you can afford it. As soon you can, build four more
Rocketeers and prepare for the first part of your invasion. If some Conscripts
show up use Tanya to handle them; there is also a power-up crate on the upper
left hand side of the map.







Move the Rocketeers to the ore field that’s slightly to the east of your base
and
wait until a War Miner enters — as they start to mine the ore have all your
Rocketeers open fire in the War Miner — they should destroy it quickly. Continue
doing this until no more War Machines head to that ore mine (about 3 war
miners).
Move your Rocketeers south a little bit more and you’ll see another ore field.
Hang on the outskirts on it and wait for war miners to arrive again — attack
them
with hit and run techniques, two war miners should be using that field.

Start moving Tanya towards the second ore field after you take care of the last
two miners. Move slightly southeast and you’ll come across some trucks and a
couple of Conscripts. Take out the trucks to reveal some crates and have Tanya
take them. Leave the Rocketeers with Tanya and prepare a set of ten Gis and
three
Tanks. Group them together and head towards the second ore field, then a bit to
the east. There will be two Rhinos and two Flak Tracks; have the Gis and the
Tanks distract these troops.

Have Tanya move north from where she is and to the east a bit to find the
northeast corner of the base; there will be some barrels around the edge. Have
Tanya blow them up and then enter in to. Start pressing into the base with your
troops and with Tanya cleaning up one side you’ll effectively place the enemy in
a crunch. Destroy everything and you’ll have finished this level.

Mission Accomplished.




Mission 3: Operation Hail to the Chief, Washington D.C.
Even though the situation looks like it is in your favor don’t get your hopes
up.
You do start off with a nice force but the enemy covers a good percentage of the
map so you’ll need to get started as soon as possible to catch up. The majority
of this mission involves bunkering, earning cash, and making slow but strong
advancements towards the enemy.

Don’t worry about the base location; it’s fine for where it is. Have your
Engineer fix the Jefferson Memorial for two crates of cash (or one crate of cash
and one rank update, it can vary) then immediately build a power plant and an
Ore
Factory ASAP. In the meantime have your troops garrison the two buildings nearby
the eastern edge of your base (both buildings). This will keep the roving bands
of Conscripts away from your base and provide a much better defense than a wall;
have two engineers ready at any time to go in and fix either building.

When you can get a tank out move to the southeast from your base a bit and
you’ll
see a hospital — take it over with an engineer and you will be able to build
Rocketeers. Build six as soon as you are able to and place 3 on each bridge.
Also
garrison the structures that are near the Tech Hospital for added defense and
protection.

Now, it’s a waiting game. Keep raising money while making sure the buildings you
garrisoned are not near red. In the meantime, build 2 Air Force Command units
and
try to build up eight airships as well as several Rocketeers for scouting
purposes. During this time you may have received one or two messages about
reinforcements: one group in the Southeast (left as soon as you cross the
bridge)
and another group to the northeast (which is right smack by the soviet small
base
that is right next to your base!).


The southeast group is easy to retrieve; send some Rocketeers to the garrisoned
building (the one with red trimming) and bring the building to red, then destroy
all the troops that exit the building (keep the building intact!). Check around
to make sure there are no more enemies nearby and then move your new troops to
your base; you can also send an Engineer to fix up the Smithsonian Institute.
The
northeast group will have to wait until you destroy the small soviet base; the
best way to accomplish it is to send your harriers in (all of them grouped
together) and target a specific target each time — I suggest you take out the
soviet barracks first, and then the rest of the base. Doing this will also cut
back the floods of Soviet troops attacking. If you don’t have Harriers yet then
build about six Rocketeers and send them into the base to knock it out, piece by
piece — but keep an eye out on any Flak Tracks sent in to help; they will follow
you back to base (so use this to lure them by the garrisoned buildings ^_^)

After retrieving both reinforcement units build an IFV and stick an Engineer in
it. Then send a group of Rocketeers a bit northeast of where your northern
reinforcements were and you will find another historical structure — take out
the
troops there with the Rocketeers and then fix it up for more money.

Take some time to explore the map and find more historical structures for cash —
you’ll find most of them to the east (just move your mouse over it and see if
the
description says "building" or gives you a name — if it’s a name it will bring
you cash).


Try to stay away from the exact northeast (around the Washington Monument)
unless
you want your Rocketeers to deal with two Flak Tracks. However, you will
eventually have to locate it — it’s great to use as a bearing to locate the base
even though it’s not on the map (FYI, the base is directly behind the Washington
Monument).

Once you have enough money, you can do one of several things (or a
combination ;o).

The Rich option: immediately prepare eight harriers and about eight tanks. Roll
the tanks up to the Washington Monument, take out the two Flak Tracks, enter
into
the gate and take out any other Flak Tracks and the Flak Cannon that is in front
of the Construction Yard. Try to make it all the way through the base to also
bring the Psychic Beacon to the map — you may lose one or all of your tanks.
Then
with your eight harriers systematically take out each structure and then the
Psychic Beacon OR just make a mad jet dash to the Beacon and take it out.

The Average Option: using a set of IFV’s, mount up some with GI’s and the rest
with Engineers (at least four engineers). Send your IFV-GI’s in first and try to
blaze a path into the base with the IFV-ENGINEER’s behind them to fix them up as
needed. Once you get enough of the base uncovered to see where stuff is, move
the
IFV’s with Engineers next to the vital structures (Construction Yard, Barracks,
and Ore Refinery) and proceed to capture them. You can sell them or use them
against the enemy, then proceed to make another path up to the Psychic Beacon
and
take it out.

The Combo Attack: with four Harriers, seven tanks, and a set of IFV’s with
various Engineers and GI’s move into the base, tanks and the IFV’s with GI’s in
the lead to clear out the Flak Tracks while the IFV’s with Engineers are behind
them to fix them up. As you open up parts of the base, send in your harriers and
take out the Construction Yard then take over as much as you can with whatever
remaining Engineers you have left and make the Psychic Beacon display on the
map.
Build the base back up OR sell the structures you’ve captured for four more
Harriers and then send them to the Psychic Beacon for its destruction.
There are two Flak Cannons and several Flak Troopers around the Psychic Beacon
but the Jets are fast enough to make their way in and destroy the Beacon without
being taken out. This makes them the perfect hit-and-run tool for this mission.

Mission Accomplished.




Mission 4: Last Chance, Chicago

You start off in what looks like a bleak situation. Don’t worry, this is why you
have this guide. Immediately move your Rocketeers forward a bit until you see
the
pass with two Grand Cannons — have the Rocketeers open fire on them. As soon as
you’re finished there continue ahead SLOWLY- there will be Typhoon subs around
and they can cause some woe to your Destroyers so make it a priority to take
them
out as your proceed forward.

As soon as you reach the shore open fire and clean out all the Flak Traks
(you’ll
have to go by the shore line until you find all 3 or 4 of them) and other
Sentries and Tanks. Destroy the soviet dock and unload all your troops. Build
your MCV immediately to the right and after your Power Plant is up build
barracks. Don’t take your eyes off the Destroyers either because Typhoon subs
will make periodic raids against your shoreline.

Build an Engineer and take over the Soviet War Factory then sell it immediately.
Use the cash to build another Engineer and an Ore Refinery; use the Engineer to
take over the Soviet Construction Yard and hold on to it. Send your Chrono Miner
to the east and you’ll find some gems — gather them first because they generate
more cash — and build two docks — Russian and American. In the meantime have
some
GI’s and ready to handle any Conscripts (or Tesla Troopers if you want to spend
that much cash ^_^) and some (preferably 2) Terror Drones. Use the Drones to go
up the east and immediately to the left to latch on any Flak Tracks that are
nearby — run around a lot to avoid getting hit. For some reason I wasn’t
attacked
as much but it still is a VERY good idea to have GI’s and other types of ground
defense ready (especially IFV’s with GI’s in them and sentry guns). There is no
need for any air defense either so don’t worry about Patriot Missiles and the
like.


Once you have everything built (especially the two docks!), whip out a couple
more Destroyers (to make the number seven or eight), and four Typhoon subs. Move
the four subs to the east slowly until you see a path to the northwest- take it
and move slowly; you will see a bridge — stop there and destroy any enemy
Typhoon
subs that show up (there’s four of them).

As soon as you move in with the Typhoon subs immediately rush one of them under
the bridge to bring up the Psychic Beacon then haul butt with your destroyers
and
attack the Psychic Beacon. You’ll still be attacked by the subs but the Flak
attacks won’t hit you due to the bridge. Your large number of Destroyers will
finish off the beacon in no time.

Mission Accomplished.


Mission 5: Dark Night, Polish-German Border

You may be dismayed by the small attack troupe but don’t forget the powerhouse
that is The Tanya. You start off with Tanya and three spies. From the landing
point move to the south / southwest with Tanya slowly, taking out any
Conscripts / dogs that are nearby and make your way into the guarded area. Move
in slowly because there are two sentry guns after you enter. Continue to get a
speed power-up, which you will need.

From where the spies are (you haven’t moved them, I hope) move all the way to
the
right (Tanya only still) to find three GI’s. Move the three GI’s to the spies
and
keep them there. Head back to the spies with Tanya and move along the mountain
wall that’s to your left, slowly again while taking out all Conscripts and dogs.

You will find a wooded area that has a northwestern path to it. Send all you
troops to hide there and have Tanya take the path to find two crates; the one on
the left has an armor upgrade for Tanya and the other one will have a heal-all.
Go back to the wooded area and save your game — you may have to start over
because it gets tricky after this point.


From the wooded area head to the right all the way; you’ll find a wall around
the
enemy base that has some barrels around it — blow up the barrels. Move in slowly
with Tanya; to your right (screen direction, it’s to the left using Tanya’s
perspective upon entering the base) there is a Tesla coil that has barrels
around
which will let you destroy it easily. Try to open up as much of the base as you
can, all the while destroying all the Conscripts and dogs that are around. There
is a Tesla coil south / south east of the lab and two more to the east of the
lab
that you won’t be able to blow up. Once you have opened up as much of the base
as
you can (or killed off as much as you could) exit the base through the same hole
you made and return to the woods.

Have Tanya move to the road and head north, slowly again. There may be some
Conscripts and dogs around if they didn’t enter the base to fight you off
(destroy them). You’ll see the entry of the base that is guarded by two Tesla
coils; the one on the right you can destroy by blowing up the coils. With the
coil destroyed you can send a spy into the power plant. Immediately send in
Tanya
to destroy the coil to the left of the gate, the coil below the lab and the two
outer coils — use barrels liberally!







With all the coils destroyed double check the base to make sure that all the
Conscripts and dogs are gone the move in the remaining spies and GI’s. Have one
of the spies take the lab then have Tanya move around the left wall until you
find a set of barrels that leads to a ledge to a mountain. Blow it up and climb
the ledge then head to the left to find a set of Engineers and GI’s. Return to
the base and take over the War Factory and Barracks. Build an extra three
Engineers immediately to control the two power plants and either of the Ore
Factories, then build a Chrono miner. There is a gemstone field outside the base
(northern side) that can give you a lot of quick cash.

Time to clean up the northern perimeter. Tanya may get killed by a dog so make a
set of four dogs and have them expose the map north of the base. They will
easily
take care of any Conscripts and the large numbers will also finish off a single
dog quickly. Find the bridge that’s to the northern tip and cross it to show the
base entrance. Save your game again.


With your final spy and Tanya have Tanya move up to the bridge then cross the
water to the eastern side of the wall surrounding the base. Blow up the barrels
that you will find outside the wall then move in slowly; to your right there
will
be a Tesla Coil surrounded by barrels that will be easy to take out. Also
destroy
the barrels that are behind the Silo (but don’t destroy it). If you’ve taken
some
damage, exit and recover. If you have a Terror Drone (or don’t, build it) move
it
to where the hole in the wall is and move it forward to the northeast of the
silo. It will exit the base, expose a Conscript, two dogs, and two Tesla coils
(if it’s not blown up). Move Tanya back to the right side of the Silo very
slowly
and pick off the Conscript and two dogs from a distance. Move your final spy to
a
power plant to shut the power off then destroy the Tesla coil below the silo and
the two outer ones. With the base taken offline, send an Engineer (either on
foot
or via Flak Track if you’re worried about enemies) and take over the Nuclear
Silo.

You’ll have to wait about three minutes while it charges. While the nuke is
charging have Tanya exit the base through the hole in the wall and swim slowly
to
the west. You will see an opening to the lake that heads northwest- follow it up
slowly and stick to the right. You will eventually see the second Nuke. Once you
have seen the second Nuke move back to the base and wait until your Nuke is
ready; when it’s go time tell it to attack the second Silo.

Mission Accomplished.




Mission 6: Liberty, Washington D.C.
This looks like a simple mission but it becomes extremely difficult due to the
large attack rate you have to fend off. Conscripts, Terror Drones, and dumb
civilians are all going to swarm at you and there’s no nearby structure for you
to garrison for defense at first. So, with that in mind, save often and don’t
get
frustrated if you can’t get a tactic to go 100% in.

As soon as you get control, start directing the Prism Tower fire to any nearby
tanks and Flak Tracks. If you want to save a Prism Tower by using the repair
tool
think twice about it — you really need the money. Shortly after you receive
control your troops that were in the hovercrafts will arrive; build the MCV
behind the Pentagon and immediately build at least two Power Plants and a
barracks ASAP. An Ore Factory with at least two Ore Miners will also help you
progress quickly.

Send out at least ten GI’s to the southeast corner of the base were you are
receiving the most attacks to back up the Prism Towers. Don’t move them too far
in front of the Prism Tower, just make sure they are within the Prism Tower’s
firing range. A set of six dogs will be useful also whenever you can. Rocketeers
will help stop any advancing V3’s and tanks that stay outside firing range
(although few do). Remember, this may take some time so don’t worry about it if
you have to restart the mission.

Another area of attack is at the northern part of the base; although you will
deal almost solely with human troops an occasional V3 will show up so have some
Rocketeers back here also. Thankfully, there are four buildings back here that
you can garrison to provide your northern end more than adequate defenses.


Now just wait and build up your cash flow. Try to get up two Air Force Command
units and harriers (eight) but you can do this during the mission (keep in mind
that it’s going to be very helpful in the end!). When you have enough cash start
sending out small groups (four) of Rocketeers to the north and slowly into the
northeast. There’s a hospital as well as buildings you can garrison to protect
your hospital from enemy Engineers.

As you cross the bridge on the top you are going to come across two lightly
protected soviet Ore Factories — take them out carefully and run for the water
(or hospital if you’ve captured it) if you hear / get hit by a Flak Track, then
return until they are both destroyed. You can also proceed to garrison some
buildings near the hospital to keep it safe. Remember to save often!







Also, to the east of the two isolated Ore Factories is the Soviet main base. The
best way to get a spy in there is to have a Nighthawk fly through the water way
(away from the enemy base!) and land in either of the broken bridge ends (but
scout the area with the ‘copter first and fire on any enemies, especially
dogs!).
Send them into the base slowly into the War Factory and barracks — you will
start
producing veteran units.

Now that you’ve knocked down Soviet economy production for a bit it’s time to
prepare the offensive. The big trouble that’s nailing the Pentagon is largely
from a well-built base to your east. Scout the area around with some Rocketeers
and GI’s (there is a Flak Cannon smack in the center of the base and a couple of
Flak Traks so keep an eye out). You may be tempted to garrison the buildings by
the base but until you knock out some of their structures the buildings — and
troops — will be decimated. There is also a Tesla Coil right next to the Flak
Cannon so be extra careful — expect to suffer losses in this recon mission.

You definitely want to try and have the War Factory show up (on the left side of
the enemy base) in order to blow it UP! In fact, once you’ve got it on radar and
have at least eight harriers send them all grouped and attack it — just one pass
will take care of it. This will help cut down the vehicular raids to your base.
I
HIGHLY suggest that you also take out the Construction Yard using your Harriers
also (or you can use a Nightwing copter and try to sneak in an Engineer and
capture it, then sell it).

Take your time afterwards to recoup your financial losses. The enemy attacks
should really be few and far in-between now. Also start amassing all your ground
troops near your base for the final confrontration.


The final base has some nice defenses within its wall, but nothing you can’t
handle. If you already took a spy in you should have most of the base visible
already — if not, make a couple of new Rocketeers and sacrifice them (there’s
two
flak cannons) to get more view of the enemy base. Start sending your Rocketeers
in first slowly to clean out any buildings garrisoned by the enemy while your
ground/mobile troops move behind the Rocketeers. Once you hear Flak back away
with the Rockteers and send in your tanks/IFV’s and keep progressing into the
base. With steady progressions and your GI’s moving in and bunkering, you should
have the bottom half of the base in no time.

You’ll need a spy for the second half — send him in to the north of the base you
just took over and into a Tesla Reactor to shut down the two coils at the front.
Send your troops in and concentrate all their fire on the Construction yard —
back them up with Harriers. Once the CY is down, destroy any and all stragglers.

Mission Accomplished.




Mission 7: Deep Sea, Pear Harbor
You’ve got a very nice base built at the get-go but, as if the game doesn’t like
that fact, you are going to be blitzed very quickly to the north of your base
and
south of your port via the canal. Have your destroyers ready to counter the
enemy
subs that are going to arrive via the canal and protect your port at all costs.
To stop the flow at the north send GI’s to garrison the buildings and try to
make
sure the power plant that is near the buildings makes it through — you will need
it to back up the area with Prism Towers to help against tanks and V3 launchers
—
try to garrison all the buildings asap. You second priority will be cash, so
store as much as you can.

A second ore miner will be a blessing financially because you are going to
sustain some heavy losses at first that you will have to recuperate. To top it
off there will be constant raids to your base via parachute — have some dogs
around to take care of them. Send about three Rocketeers towards the east and
bring up that part of the island — pay attention to where the enemy Conscripts
land then barrack the buildings near that area; you will never have to worry
about attacks from that end again.

To further protect your base have at least four destroyers stationed to the east
of your base, directly by the shoreline (or a little bit out). This will help
against any naval raids, any enemy amphibious transport, and will draw out the
Typhoons that are situated in-between the enemy base and yours ^_^ making it
easier to stage a sea attack later on. You will also have to deal with Nuke
attacks coming on so don’t let your Naval Yard be completely destroyed — this
way
the Nuke will hit that more than your base.







Once you have your base under control start moving your destroyers around the
enemy base to clear up the fog, especially the western and eastern sections of
the base. You can send in a spy to the Battle lab to make Yuri Commando and Yuri
Prime (see the Units and Structures section, USA) but they’re not necessary.

Now for the attack — boy the PC is going to hate you. There is a poorly defended
section of the map that is to the east of the enemy base — in fact, it’s perfect
for a beachhead landing. Let’s exploit that now, shall we? Send in an Amphibious
transport full of Engineers and three Destroyers to blaze a path to it. Land
your
Amphibious Transport and immediately unload your Engineers when it’s right next
to the CY. Command ALL of them to take over the CY — one of them should make it
in — and SELL the CY ASAP.

With the CY gone, start sending destroyers (you may have to make several groups)
to slowly rotate around the island and destroy everything around, especially the
Flak Cannons that you can reach. Send the Harriers in to take out the Naval
Yards
and use the Destroyers to then take out the Battle Lab and War Factory that were
behind the Naval Yards (this way you don’t have to deal with a ton of Typhoon
Subs). Once you have taken out the major structures, the enemy base will sell
everything off (for some stupid reason) and you will immediately win the
mission.
Don’t ask me why; I guess the MAIN requirement is to remove the structures from
the base.

Mission Accomplished




Mission 8: Free Gateway, St. Louis





Ohhhh..this one’s fun. Immediately group Tanya, the Engineers, and the GI’s into
different sets and start moving them across the bridge with Tanya in the lead.
You’ll stumble across two enemy-controlled GI’s but Tanya can take care of them
quick (don’t let them deploy!).

Once you reach the small slide that goes north and south head north and into the
second building on your right hand side which will be facing a base wall with
barrels — once the building is barracked destroy the barrels. Send in Tanya
(while sticking to the right hand side) and blow up the two Tesla Reactors then
immediately destroy the Psychic Beacon. Don’t stay around to destroy the rest of
the items because the two coils will recover quickly and fry you. Head back to
the small slide and head south, then east, to the arch. You will find your
reinforcements behind it.

You will spend your time building up your base and its defenses. V3 launchers,
Desolators, Terror Drones, and Conscripts will be making rounds so try to have
three Prism Towers and a set of pillboxes surrounding your base. Place the Prism
Towers around the center of your base and around all vital structures. Two
Patriot Missile Launchers will take care of the V3 missiles while you build GI’s
to destroy them. To the lower left hand side of the map there are two broken
down
remnants of a base — repair them and then sell them if you need cash. You’ll
also
need to build at least one Air Force Command and four harriers.

As soon as you can build two spies and send them into the base, one into the
barracks and another into the war factory. You will be using the veteran GI’s
more than the veteran vehicles so if you are low on cash just make one spy and
send him to the barracks.







With that done start making GI’s to garrison the buildings north of your base.
If
you want (and I do recommend it), garrison the building that is nearby the two
Sentry Guns and have that building take both of them out (you may need one or
two
engineers to keep that building healthy so keep that in mind!)

Once your money situation has improved and you feel ready to tackle the base you
will have to destroy the Construction Yard. Your spies should have displayed
enough of the base for you to see where everything is. Taking care of the
Construction Yard is simple; just send in your harriers over and over again
until
it’s destroyed… Or you can send a spy into the base, disable the coils by
entering a Tesla Reactor, and then sending Tanya in to take out the CY,
barracks,
and coils (or whatever you can before time runs out). Either way, the CY is
gone.

Now you can gingerly take your time destroying the rest of the base. If you were
able to take out the Flak Cannons within the base just use Rocketeers to take
the
rest of the base out. There is one thing you MUST do before you completely
destroy the base — remember those structures you left behind when you destroyed
the Psychic Beacon? Head back that way in one of the Amphibious with at least
two
spies and Tanya. Have one of the spies take the enemy’s appearance and shut down
the coil, then use Tanya to blow up what you can. If you can’t make it in time
run away with Tanya and send in the other spy to shut down the coil, then
destroy
what’s left. NOW destroy any and all enemy structures and troops.

Mission Accomplished.


Mission 9: Sun Temple, Tulum, Mexico

Now you get to play with the SEAL team, which is basically Tanya with a bit
weaker defense but greater speed. As you start the level they are airdropped to
a
beach. Move to the west slowly and take out the troupe (one hit kills! Gotta
love’em!), up the ridge that’s to the north and then to the west into the camp.
You will find a set of about ten GI’s and two tanks being held captive. Use the
SEALs to break them free and take out any dogs around. Move the GI’s to the two
buildings in the middle of the camp and place a tank near each one. A Nighthawk
copter should have arrived with a full set of engineers. Leave two inside the
structure where the tank was and have three SEALs guard them; place the two
remaining SEALs into the Nighthawk copter and head all the way to the upper left
hand corner.

You’ll find an airfield there. Drop an Engineer in there to make it your own
(keep an eye on this area or leave a SEAL here since the enemy will try to take
it).

Once all this is over, head the copter all the way to the right then straight
down. Once you reach the lower right hand side move slowly to the west until you
find an ore field. Have the copter hover around slowly (don’t engage any
enemies!) and try to reveal as much of the ore field as you can until you can
see
where the War Miners are going in and out.






Land the copter and exit; move the SEALS into the base with the Engineers
following them when either the War Miner is collecting Ore or depositing Ore.
Send one Engineer to take over the Soviet Prism Tower when you locate it (it’s
going to be the pyramid structure that will be in front of you as you enter the
base). Save your game if you haven’t at this point!


While you are taking over the tower have a SEAL find some barrels to the east
and
blow them up ASAP. You may accidentally get too close and get caught in the
blast — which will kill the SEAL. If this happens, start over and keep trying
until you get it. As soon as the explosion occurs have an Engineer immediately
locate the nearest Tesla Coil and capture it — this will enable the Soviet Prism
Tower that is now under your control. It is fairly powerful and very quick to
charge — it definitely has its advantages. A SEAL will have dropped into the
base; have him make his way to your new Prism Tower. Stay around the tower if
you
get pressed until it clears up a bit, then start sending the SEALs around to
find
barrels near the walls and structures — blow them up. If you can capture the
Construction Yard, do it — it will keep the enemy from rebuilding destroyed
structures.

The second Prism Tower is to the northeast of the enemy CY — you can either
capture it also or destroy it, it’s up to you. Whenever you see a Tesla Coil
being charged up by a Tesla Trooper, move in slowly and have your sniper range
take them out, then the Coil.

Make your way slowly around the base, destroying everything with your SEALs.
Don’t be afraid to take out the Sentry Guns using the SEAL because their range.
Save often in case you get taken out. Once you have either captured or destroyed
the Prism Towers and taken out all enemy forces you will have finished.

Mission Accomplished.




Mission 10: Mirage, Black Forest, Germany
Once again you start with an awesome base so the computer hates you for it.
Immediately being producing Prism Towers to surround the base and move the MCV
you have lying around to the right hand side of Einstein’s lab (it’s to your
west). Quickly deploy the MCV and place an extra power plant inside Einstein’s
lab and a couple of Prism Towers, Patriot Missiles, and keep the Mirage Tanks
inside the lab — you really won’t be needing them for this mission. It’s going
to
take you some time, so a second Ore Miner and an Ore Purifier are going to be
very handy. Don’t fret about no troops yet just keep beefing up the base
defenses
until you can handle a wave of enemy troops without breaking a sweat — THEN let
the cash flow start to build up again.

To help you out in this endeavor there is an abandoned derrick to the southeast
of your base — send an Engineer with about eight GI’s; use the Engineer to
recover the derrick, open the box with a GI to reveal a new Chrono Miner and
then
garrison the nearby tents to protect your new source of income. To the northwest
(up on the ridge) is a tech derrick that you can also acquire — just make sure
you have at least nine GI’s to garrison nearby buildings. The Spy satellite is a
must.

At this point your priority will be building Air Force Command — about four of
them for a total of sixteen harriers and a set of spies. At this time, you can
start sending a SEAL out to explore around the map — your main goal is to kill
as
many loose hounds as possible (as usual, save often!).






"Northen Soviet Base"

"North-Eastern Soviet Base"

"Eastern Soviet Base"


Once you feel you have eradicated as many dogs as you can, start sending Spies
into each enemy base, one at a time — primarily into the Nuclear Reactor. Make
SURE you have ALL the Harriers ready! What you are basically going to do to each
base is just use a spy to knock out the power by entering the Nuclear Reactor
and
then sending in your Harrier strike force to destroy the Construction Yard. Once
that’s done send in a moderate sized strike force consisting of tanks (not
mirage!), GI’s, a couple of SEALs, and dogs. Try to mix it up with spies on at
least one of the base attacks so you can infiltrate the War Factory and Barracks
in order to produce veteran units or even capture some and produce Yuri / Yuri
Prime.

Rinse, wash, and repeat on all the bases until all the enemies are destroyed.

Mission Accomplished




Mission 11: Fallout, Florida Keys
Oh this time you’ve got some major heat coming your way. As soon as the mission
begins you are under near-constant attacks by sea and by parachute teams. Build
two Patriots around your Construction Yard ASAP and four Aegis Cruisers (place
them to the south of your base). Destroyers are going to be needed but before
that build two more extra Dolphins to counter the Giant Squids that will show
up.
If you can, build an extra Ore Miner and an Ore Purifier. Also, build the
Chronosphere as soon as possible also.

Now start building a group of GI’s, about ten. Send them across the bridge (if
it’s not destroyed) to the south and garrison the buildings there, then build
ten
more and send them north via Amphibious Transport to garrison whatever you can.
This will royally help against the onslaught of Conscripts attacking your base.
Eventually some Desolators will be parachuted into your base — keep a SEAL or
six
dogs handy to handle them.

To take care of the sea attacks just use a couple of SEALs to handle the
Dreadnoughts that try to fire missiles from the sea. Remember, to remove the
Giant Squid from a ship it’s been attached to you will have to FORCE-FIRE on
your
ship to remove it. Try to attack the Giant Squids before confronting the rest of
the enemy ships.

Once you feel you have the base well secured and can take attacks, it’s time to
move towards the offensive. The whole point of the base defense is to not waste
a
lot of money on troops or structures — why? — because now we’re going to attack
the enemy the hardest way possible. If you get pressed for time chronosphere a
spy within an IFV to the base and enter into the Nuclear Reactor to stop the
countdown for at least a minute. While it’s preparing to warp up again start
building a heavy set of Destroyers, Carriers and dolphins.







The second warp you get have a set of IFVs with Spies, some tanks, a SEAL
(inside
an IFV, of course) and about three Prism Tanks. Chrono them to the eastern side
of Cuba and find the reactor — destroy it using the Prism tanks. Using the Seal,
find any barrels nearby the base and destroy them — try to get to the barrels by
the Tesla Reactors to knock out that power supply. Also, start building some
extra Prism tanks for the next warp.

Now move in all your ships south to the enemy base’s edge and attack full force
the Naval Yard on the west then the one on the east with your Carriers. Your
dolphins can keep the Squids at bay and the Destroyers can handle the rest. Once
the Naval Yard is gone target the second Nuclear Reactor — you have just
effectively shut down the base’s major power. Your next target is any and all
Silos you can reach from the sea. Supplement this with the extra Prism tanks
right into the base — target the reactors, of course. If you didn’t lose them,
the Harriers are going to be extremely useful at this point also. Chrono
whatever
units / troops you need into the base progressively and save often as the battle
progress; as soon as the three Silos and the Construction Yard are destroyed you
are done.

Mission Accomplished.




Mission 12: Chrono Storm, Moscow
Time to end it, eh? This battle won’t be easy or short so get ready to save
often
and fight off the munchies. Three SEALs will drop into a very nice area to build
your base. Immediately destroy the Tesla Reactors and check the northwest corner
for some extra troops. Your MCV will arrive; deploy it where it lands and build
a
Power Plant next to it. Remember the nuke attacks? Well, we’re going to avoid
having to deal with a whole base being destroyed. Keep your CY where it is and
build everything to its right hand area, away from the CY so the structures can
survive a nuclear blast.


To help generate GI’s (for free) build an extra ten GI’s and two Engineers. Have
then head north all the way, then east — take care of the Sentry Gun and then
garrison everything and take over the Tech Airport. Have the paratroopers drop
on
your base every time for now so you won’t have to spend a lot of money producing
them. There are a couple of extra derricks to the east of the airport so when
you
can spare extra GI’s send them in with an engineer.

Keep churning out GI’s to garrison buildings. Keep building your base up and
adding Prism Towers whenever possible. You will need all the land-based
buildings
you have, including the Battle Lab, so start building. Patriot Missles are a
must.

Eventually Kirovs will start showing up to spoil your fun. IFVs are a cheap way
of dealing with aerial attacks so have about six or seven handy to deal strictly
with Kirovs. As soon as all your structures are built and you’re able to take
the
enemy blows (make sure ALL the nearby buildings are garrisoned!) prepare an Air
Force Command…or three — and a set of Chrono Legionnaires. Don’t worry about the
Nuke — just make sure NOTHING is around your CY when the Nuke clock hits thirty
seconds. You’ll lose the power plant but the CY will still be standing — fix it
with an engineer and replace the Power plant.

Finally, you can create some veteran units by just using some spies to enter the
enemy base that’s to the east — make sure you have the Spy Satellite built so
you
can avoid the enemy on your way to the War Factory, Barracks, or Battle Lab.
Don’t forget you can also steal a wad of cash from any enemy Ore Factory you
infiltrate with a spy.







Time to finally destroy that annoying silo. Build a force of about seven IFV’s
with GI’s in them, three Grizzly tanks, a set of five or six Prism Tanks and
about twenty GI’s. With the IFV’s blazing a path ahead, follow them with the
GI’s
and garrison the buildings around the Silo. With a good defense in place move in
the Grizzlies and the Prism Tanks — have them fire with everything they have
against the Silo until it’s gone.







With the Silo gone and your time extended, build up about ten Chrono
Legionnaires
and make sure you have eight Harriers — plus a lot of money to spare. There are
three targets your Chrono Legionnaires will hit — the easternmost reactor, the
southeast reactor, and the southwest reactor. Have eight of the Chrono
Legionnaires in one group focus their fire on the reactor while the remaining
two
take care of any troops — if an Apocalypse tank of anything heavy pops up have
all the Legionnaires open fire. Once all the reactors are gone you have
permanently shut down the enemy base. When you are attacking the Southeast
Reactor, take some time to destroy the Iron Curtain that is slightly north of
the
Reactors.

Now you can start to sweep to the east and take over / destroy whatever the
Soviets have. If you can capture structures, do it and then sell them for needed
cash. Don’t forget that if you don’t have any Veteran Units yet send a spy in
first to get them then destroy/capture the structure. Don’t forget to have a set
of Rocketeers handy to handle any Sentry Guns and tanks that are lying around
(dogs are always useful).

Now send a group of about twenty GI’s to the west, near the base and garrison /
deploy nearby to handle the Conscripts that are going to exit from here. This
will cover you as you start south towards the main base. Lead with your
Legionnaires, followed by IFV’s (with no one inside) that SOLELY target Kirovs,
and then the rest. Take out the structures you come across one at a time (if you
want to try your timing out use the IFV’s also to destroy structures but don’t
forget about the Kirovs!). Save your game often as you proceed into the heart of
the Kremlin.

Once you arrive you have one last task — destroy all the Black Guard Units
around
the Kremlin but do NOT destroy the Kremlin. Start off with the tanks and while
you are attacking the Tanks have a set of Rocketeers handle the Sentry guns.
Don’t forget to call for aerial strikes if you get pressed! The Chrono
Legionnaires should finish off any Flak Cannons that can shoot down your
Rocketeers so the Rocketeers can take out the Tesla Coils. Once all the green
structures are gone, you have won the day.

Mission Accomplished.


USSR Solution

Mission 1: Red Dawn, Washington D.C.


As soon as you land let your Conscripts assemble and your MCV deploy.
Immediately
build a barracks, tesla reactor, and an ore factory. Your first task will be to
build two Engineers. Once you have the engineers, group the Conscripts as one
group and the Engineers as another. Don’t worry about replacing troops; you get
a
lot of reinforcements and often via airdrops — just make sure you have destroyed
a good portion of the air defenses (Patriot missiles). Whenever you get
reinforcements, add them to your main attack group.

Move to the east and garrison the building next to the GI’s that are deployed,
then the one on the right side of the entry of the GI secondary base. Force-fire
on the Patriot missile silo then exit the building and enter the base. Destroy
all the troops and Patriots then send the Engineers in to take over the barracks
and fix the bridge.








With the bridge fixed enter the airport base. Garrison the buildings in front of
the base again to take out the two Pillboxes and the deployed GI’s. Exit the
buildings and enter the base as a huge group; start attacking the deployed GI’s
and take over the Airport. This will let you drop troops anywhere on the map.
Fix
the bridge that’s north of the airport and send a single Conscript through and
to
the right; a set of tanks will arrive to reinforce your team.

With the tanks available send your Conscripts to the east from the airport and
garrison the two buildings in front of the base again. Destroy the two barracks
and any deployed GI’s. Send the tanks in to fire on the Pillboxes in front of
the
Pentagon, then send in your Conscripts and finish off the Pentagon BUILDING —
don’t worry about ANY other structure, your only concern is destroying the
Pentagon. Once you have taken it out, the day is yours.

Mission Accomplished




Mission 2: Hostile Shore, Florida Coast





Your troops will arrive on the beach via amphibious transports — it’s a shame
you
don’t get to keep them, however. As soon as you land start garrisoning as many
of
the buildings to your east on the beach as you can — don’t worry about the straw
huts. Vladimir will attack every building regardless so the sooner you garrison
them the more you get to keep. Move your MVC to the upper left hand corner near
the shoreline when it gets there. Keep your tanks where they land and target the
barrels near the two ore factories from where you start — they’ll blow up and
take the factories with them. Keep an eye out for an airdrop of troops near the
Ore factories — they are veteran units and you will find them useful.

With your base setup, build two tesla reactors, an ore factory, two ore miners,
a
barracks, and a war factory. Even though the in-game stuff tells you to build
the
naval base ASAP, don’t worry about it just yet. Prepare everything else first.
When the extra typhoon submarines arrive move them back to the upper left hand
corner and use them ONLY if destroyers come near your base. Fill up any
buildings
that have space left in them for garrison troops and have at least five
engineers
ready — spread them behind the buildings and keep them there.

When you have the cash, build two Flak Tracks. Pile one with two engineers and
the rest of the slots with Conscripts (each flak track can carry five troops).
Head all the way north then to the west to find two derricks. Shoot the
crocodile
by the derricks and then take them over. This will give you some extra cash that
you really need. Have the conscripts take over a couple of buildings nearby
(don’t worry if they’re not full, this is more of a precaution than anything).


Return the Flak Tracks back to your base and load them on up with five
engineers.
Send the flak track all the way north and all the way west. From the upper left
hand corner head south and you’ll find the enemy Construction Yard. Take it over
and sell it immediately. This will cause the base to fold up and the AI will
make
a mad dash to your CY. All the buildings you garrisoned are going to come in
handy now because they will stop the onslaught that’s going to the base — tanks
and all. Use the engineers you laid out behind the buildings to heal a building
if it gets closet to the red zone.

NOW build the naval base. All you are going to do at this point is destroy any
enemy destroyer that is left and the GI naval yard if it is still standing. Once
you have destroyed all the enemy structures you will have successfully completed
this mission.

Mission Accomplished




Mission 3: Big Apple, New York





Yep, you’re going up directly against the pride of the USA — the Big Apple. You
start off in a nice area to build your base in — quickly deploy and build a
couple of sentries, an ore factory, a barracks, and a war factory. Build three
engineers and ten conscripts; use the engineers to take over the tech derricks
directly south of your base and the conscripts to garrison nearby buildings.

You’ll want to keep repeating this system until you have at least the two
buildings in front of your base and two to the right hand side of the freeway
ramp east of your base. Send out the Conscripts in troops of ten with an
engineer. After a little bit the enemy attacks soften up; build three tanks and
three V3 launchers.

Send the launchers to the right (east from the derricks) and you’ll find an
enemy
barrack and a garrisoned building slightly south of the enemy barrack. Use the
V3’s from a distance and open fire on the barracks first then on the garrisoned
building. If you get attacked move your V3s behind the nearest garrisoned
buildings. Keep this up until you destroy the barrack and the garrisoned
building.

Move your tanks to your farthest garrisons, the ones to the east of the freeway
ramp. Start to move northeast along the road slowly, taking out any pillboxes
you
see on the way. Move slowly because there may also be enemy IFVs around. You
will
eventually stumble across an enemy war factory — destroy it from a distance and
then haul butt back to base, since there will be enemy IFVs arriving (the
buildings you have garrisoned along the way will take care of the units / troops
following your tanks). However, if you’re hard up on cash use the tanks to find
the War Factory, return them to base; build a Flak Track and load it up with two
Engineers (in case one gets shot) and send them to the War Factory so you can
capture it. Sell it immediately.


Next up is a pair of tech stations that can repair your vehicles. Have your
tanks
go up the freeway tramp (slowly), taking out any pillboxes on the way. Once you
read the four-way, head north and explore the area to the west. You will find
two
IFVs — destroy them. If you have the extra cash, build a second barracks here.
Otherwise, send three sets of one engineer and ten conscripts plus an extra
engineer and garrison all the buildings here; capture the tech station with the
extra engineer. There will be another one to the east of this tech station;
garrison all the buildings around it and then take it over.

When you feel ready, repair or build up three more tanks and send them up to the
first tech station. From there, slowly continue moving east and then to the
right. You’ll be inside the enemy base; try to expose (especially around the
northwest edges and the construction yard!) as much as you can and escape (don’t
lose your troops here). Once again, any pursuers will be destroyed by the troops
garrisoning the nearby buildings.


With a good chunk of the enemy base exposed, it’s time to plan your attack.
Build
a flak track and load it up with engineers. Send in all your tanks via the
northernmost entry and destroy the two pillboxes from above then enter and start
to destroy all troops, pillboxes, and tanks — do NOT destroy structures. Clear a
path up to the battle lab. Using the same northern entrance send the flak track
in and immediately head behind the buildings, towards the Construction Yard.
Unload the engineers and take over the enemy CY. Now build a couple of extra
sentry guns and take care of all other troop / unit resistance — but not the
buildings! Take over the barracks, ore factory, and war factory; make them your
primary. Immediately start cranking out IFVs and Flak Troopers and place them
around the battle lab. You are going to be dealing with a lot of aerial attacks
so you need these. Sell the new war factory and build another one closer to your
new base.

Once you have all the troops ready around the battle lab send an engineer to
take
it over. This will deploy the Psychic Beacon and cause a large amount of troops
to try to take over your new base. I highly suggest you sell EVERYTHING at the
first (and second, if you built the barracks earlier) base you made and save the
cash to replenish all the losses you are about to suffer. Your whole priority
here is surviving until the Psychic Beacon activates.

Mission Accomplished




Mission 4: Home Front, Vladivostok





Land wise this mission isn’t big, but it’s going to feel long due to the rate of
enemy attacks and the ten-minute wait before the allies stage their first
attack.
Immediately deploy and build two coils, an ore factory, naval yard, and stock up
on various Flak Cannons, Sentry Guns, and Typhoon subs (six subs should do).
Once
the primary attack goes through (aerial and by sea) start up your barracks and
war factory; build an extra ore miner as well. There is a large gem field north
of the ore field so go there first — and garrison that area as soon as you can.

Once you’ve become stable try to have a group of six typhoon’s ready. Send them
towards the upper right hand corner (head all the way left, then north to avoid
trouble) and attack all the allied destroyers and retreat. The allies won’t be
building ships quickly and this will give your base one heck of a reprise.

However, this just settles the sea situation. Ground troops will be coming from
the north and landing on the beach so garrison as man buildings north and south
(by the beach) of your base. Don’t fret if it takes time; you need to raise all
the cash you need as well as prepare the necessary forces. You can send out
either a terror drone or a flak track around the north and east to expose more
of
the map. Build a couple of extra ore miners.

With all sides covered you can safely store up cash and prepare for your
invasion
of the allied base. Prepare a set of tanks (about six), four V3 launchers, five
terror drones, and two amphibious transports. Try to have at least six engineers
and a lot of conscripts. Send the tanks in first to deal with the IFVs, GI’s,
and
pillboxes while the V3’s attack the base structures from a distance.


While the allies are distracted by the tanks and V3’s sneak in the amphibious
transports to the south of the base and unload; your goal is to capture the
Construction Yard and whatever is around. Sell all the structures as soon as you
capture them. Now move in with your tanks and terror drones to sweep what’s left
of the base. If you haven’t destroyed the sea units move your tanks by the naval
yard to blow it up and pick off the destroyers with your typhoon subs.

Mission Accomplished

Mission 5: City of Lights, Paris

You look dismal (yet again….) but don’t fret; this mission is quite easier than
it looks. To give you a basic idea of what you’re going to be doing this whole
level is basically jumping from garrison to garrison as you proceed to the base.
There are various barrels around the enemy’s strong points so use them to your
advantage.

This is the first place you’re going to "hop" to. This tech derrick will help
you
raise some cash to build more troops; it is located directly west of your
starting point. You will want to leave a couple of buildings garrisoned nearby
to
keep the tech derrick safe. As soon as you can produce one conscript head it
north and fire on the barrel — this will take care of the troops north of your
start point. Barrack the buildings in the crossroad and systematically move
around as you destroy the troops. You are very close to the base at this point;
if you can make about four more Tesla Troopers and set of ten conscripts.







Barrack the buildings by the entrance and take out the tanks and pillboxes; your
best bet is the left entrance since it’s a direct route to the Tower of Paris.
This way you can get your tesla troopers in quickly and succeed in your
objective. However, to make things easier after that point, enter the right gate
and, once again, hop from garrison to garrison as you systematically destroy the
tanks. Send in your tesla troopers and charge up the tower — it’s now a giant
tesla coil. It will destroy anything left on the map but if you want to send a
couple of troops out to pick off stragglers.

Mission Accomplished.




Mission 6: Sub-Divided, Pearl Harbor
Finally, a decent sized map. Your first priority is, as usual, to deploy and
build your base defenses. Garrison every building you can to the east of your
base and try to keep heavy defenses around the eastern side. There is a medium
gem field to the north so explore that area and start harvesting. Flak Cannons
can come in useful around the base but the primary attacks are going to be
ground
based. Your naval yard is going to be a priority; build up plenty of typhoon
subs
and sea scorpions.

Eventually the Korean fleet arrives (you’ve got about fifteen minutes from when
you land). Try to send out all your typhoons and sea scorpions to intercept them
and draw them away from the USA base — this will keep you from being engaged by
a
larger invasion force later on. Destroy as many ships as you can and don’t
forget
that you need to send sea scorpions to escort your typhoon subs every time; this
will allow you to take care of the aerial attacks the destroyers / carriers
launch.







With the situation somewhat subdued and looking in your favor, send an
amphibious
transport full of conscripts and one engineer to the far east; there is an
island
there with an airfield, several cash crates, and places to garrison. Have the
conscripts garrison what they can and take all the cash crates; capture the
airfield with the engineer. Around this time, if not sooner, three dreadnaughts
will arrive to assist from the north of your base. They will come very handy.

Now that you have a better economy, build two typhoon subs and explore the map.
Try to find all the shorelines and a cove (the cove holds the two naval bases;
it’s entry is guarded by two prism towers). As you explore start building a
reserve set of V3s, approximately four or five of them and enough amphibious
transports to transport them.

Slightly to the east of the cove lies the Construction Yard. Use an airdrop
around this area and explore. Keep sending airdrops progressively to the west in
order to expose more of the base and, eventually find the Construction Yard.
Send
the dreadnaughts to blow up the two prism towers and to the lower left corner to
blow a hole in the base as well as the surrounding pillboxes / prism towers.







Send in an amphibious transport with about three engineers and enter the base;
get the CY and sell it ASAP and whatever else you can get your hands on (save
before you get here and try to get the barracks and war factory as well). With a
hole in that section wide open, start sending amphibious transports of V3s,
tanks
and conscripts.

Systematically move towards the east, garrisoning when you can and destroying
everything in your path. Always move forward slowly with your conscripts first
to
detect any pillboxes or prism towers; use the V3’s on the prism towers and the
tanks for the pillboxes and anything else. If you have the barracks, make it
your
primary and just start making some conscripts and engineers to take over the
power plants and other structures. Keep sweeping towards the west until you have
secured the land. With the ground troops gone and no way to rebuild their
structures, have your V3s target anything they can find on the water, starting
with the naval yard.

Any ships that are out of reach can be dealt with by your typhoon subs and sea
scorpions. You have to destroy the navy. Don’t worry about the green-colored
destroyers; they aren’t necessary to win the level.

Mission Accomplished.




Mission 7: Chrono Defense, Ural Mountains
I won’t lie; this mission is just downright frustrating so save and save often.
Basically, all you have to do is just build up your defenses around your base
and
fend off enemy attacks (about six waves of enemies). You’ve got a battle lab
that
needs to have walls built around it ASAP and try to separate your tesla reactors
so you can wall them up also. This will keep spies and engineers from destroying
your vital structures.

Second, you are going to need various flak cannons or a lot of flak troopers to
fend off aerial drops and attacks. If you can afford it, build a lot of
apocalypse tanks and just station them around the base. Dogs on the base
outskirts will whittle down enemy troops before they arrive and sniff out spies
(keep a couple in the base regardless in case a spy or engineer gets through).







As soon as you have at least one apocalypse tank built, send it to the west and
find the allied propaganda truck. If you destroy it quickly you won’t have to
deal with hordes of civilians attacking your base. Also, destroying the
propaganda truck will display the full map for you. Now you can see when and
were
the enemy are coming from and prepare carefully. If you get strapped for cash or
just want a boost there is a tech repair station and three tech derricks to the
east of your base — the only thing is if you take them you will have two
different structures to defend and it may get too hectic. If you think you can
do
it, take them because the extra cash really helps.

There are two things you really need to watch out for though — spies will try to
disguise themselves as dogs nine times out of ten so keep an eye on your map for
any approaching units from areas you didn’t have any around; the spies will tend
to want to sneak up from above. Second, there are some fast prism tanks that
will
try to attack you from the upper ledge; amazingly enough any ore miners in the
area can handle them well.

As far as possible landing sites go, I gather the situation is random. In my
specific case, I have had them show up usually on the east, south, and west and
the most common attack rushes from the east side of my base. Try to gauge out
where most attacks are going to strike from and defend adequately. You’ll win as
soon as you stand tall through out six enemy rushes.

Mission Accomplished.




Mission 8: Desecration, Washington D.C.
Ohhh…the power of the apocalypse! This tank is going to play a major role in the
victory of this board, so get ready to rumble! Deploy ASAP and start building up
tesla reactors and base defenses; you are going to get attacked by a large
number
of troops. Garrison the buildings that are northeast of the base and try to
place
some tesla coils and sentry guns right in front of the bridge entrance to your
base. This will royally help defend your base from attacks as the game
progresses. Once the base is secure, build up to six apocalypse tanks, a set of
V3’s, a couple of desolators, and about three terror drones.







Position the V3’s to the east of your base or a little bit into the bridge. Send
in the terror drones over the bridge and try to expose out as much of the base
as
you can. The terror drones are prefect for this because there are may be several
tanks on the base that they can take out while you scout around. As soon as you
have visible targets (especially the tesla coils), take them out. Your
apocalypse
tanks should be in front of the V3’s providing cover; once the coast is clear of
tesla coils position two desolators near the exit of the soviet barracks - doing
this will cause that as each troop exits it is destroyed. Send in some engineers
to capture the base and take it completely over or destroy the entire base.

With either the second base yours or destroyed, it’s time to start exploring the
map. As hard as it may sound, you don’t want to destroy any GI’s that are
purple.
For the time being, just use your six apocalypse tanks to head east and find /
destroy the psychic beacon. This will cause the GI’s to become normal again.
They
will attack their previous ‘masters’. From the psychic beacon, head north slowly
and destroy all enemy ore miners / ore factories. There are a couple of tesla
coils to the east of them so be careful.


With the ore miners destroyed its time to start to attack the final base; from
where the ore factories were head north and to the east. You will find the left
hand edge of the enemy base. Blow up the wall and start destroying the enemy
tesla coils. Progress with the apocalypse tanks slowly and destroy everything in
your path. Don’t forget that the apocalypse tanks can auto-heal so if you get in
a pinch exit the area and recover.

After that it’s just a matter of slowly entering into the white house (to the
east of the base you just destroyed), destroying all defenses, and either
capturing or destroying the white house. Personally I’ve been able to finish
this
map with my original six apocalypse tanks so I know it’s possible.

Mission Accomplished.

Mission 9: The Fox and the Hound, San Antonio, Texas

Another cakewalk. This level is more of a brain twist than anything. You start
off with two Yuri’s and your goal is to control the president. Sounds easy, eh?
In fact, it is.

Using the IFV you start off with head to the lower west side and destroy the two
guards and two dogs that are there; blow a hole in the fence behind the Alamo.
Send the IFV forward a bit to expose the president and a set of SEALS, then exit
if you start being fired upon by any tesla coils (there is one in each corner).

Clear out the SEALS and the two secret service agents guarding the President.
Exit immediately and bring in the Yuri through the hole you just blew; hide
behind the Alamo target the president for a psychic mindlink.







It can be pretty tricky, so if it doesn’t work out right for you, there is an
alternate method. To the east of where you land there is an enemy barracks and
battle lab. Take over the engineer and then take over the barracks, then the
battle lab. Garrison a nearby building to defend your new "base".







Now move a set of ten GI’s and a Yuri towards the east and south; you will find
another base that has a tech airport, a sniper, a nighthawk helicopter and some
GI’s guarding the base. First, use the Yuri to control the sniper on the right
side and take out the GI’s with him. Then come in with the GI’s and bunker into
any of the buildings in front of the base to take out the pillboxes. Send an
engineer in to take over the airfield and a Yuri to take the tank, if you’d like
—
 but definitely take the nighthawk. Of course, to do this you’ll have to kill
off
the IFV and / or sniper to be able to get the nighthawk. Make sure you can load
up a Yuri in it before continuing.

Now the fun begins. Send an airdrop into the buildings to the west of the enemy
base but not close enough to get hit by the prism towers. Knock a hole along the
west wall again, take out two or three of the power plants and that should take
out the prism towers.

With the prism towers down, rush in with a conscript or a tank and quickly exit;
the base troops will follow you out — lead them towards the garrisoned buildings
and they will be taken care of. In the meantime send in the nighthawk copter
next
to the hole in the base (watch out for the patriot missile) and exit the Yuri;
target the president and you’ll win.

Mission Accomplished.




Mission 10: Weathered Alliance, U.S. Virgin Islands
Now THIS is a tough mission. You are starting off in a virtually unfavorable
position and are immediately attacked. Build the usual structures and a Naval
Yard in the front of the island as soon as possible. There will be a pre-built
tesla coil and radar ready on the lower east side of the island; protect it with
flak cannons and sentry guns (tesla coils whenever you can).

Defend the naval base by using your Giant Squids and Sea Scorpions. Don’t worry
about troops, they are going to be virtually useless. Instead lean on your
dreadnaughts, giant squids, and apocalypse tanks.


Money will run out on the island fairly quick so you’ll have to expound your
resources; there is a small island on the east that has a tech derrick and a ton
of gems. Send an amphibious transport with an engineer and take it over; plant a
tesla reactor and some flak cannons / sentry guns for defense (a couple of dogs
won’t hurt either).

Once again, when your island is stable enough it’s time to begin the attack.
Move
a set of sea scorpions and typhoon subs (a couple of squids won’t hurt) around
the island to the east of your base; you will locate two naval yards (one east
one west) that you can easily destroy using your subs. You have now taken
control
of the water war. Continue to scout around the island, exposing as much of it as
you can.







Time for the big guns — using a set of three dreadnaughts start attacking the
enemy beach shore and slowly rotate along the east of the base. The dreadnaughts
will basically take out everything except your target, the battle lab. Escort
the
dreadnaughts with sea scorpions to handle the threat of SEALS. You’ll want to
save often as you progress through this level.

After the shoreline is cleaned up send in some apocalypse tanks to handle all
remaining ground units. Don’t forget to retreat if you get hit too hard since
apocalypse tanks can self-heal. Send an engineer with the tanks and take over
the
Battle Lab, the Air Force and whatever other structures you find. Sell
everything
except the Battle Lab, air force, and whatever else. Continue with the same
process on the western side (bomb the defenses with dreadnaughts and destroy
inland with apocalypse tanks) of the island and soon you will have it in your
grasp.

With the area that the weather control device is revealed on the map (upper left
hand side) slowly move a set of ships (sea scorpions, typhoon subs, and four
dreadnaughts behind) up to the base, slowly destroying everything in sight.

Destroy the prism towers on the way that are guarding the entrance to the cove
that the naval yard is in. Once that is done, proceed to clean up the shoreline
of any units that can hit your ships (tanks, prism towers) and block your
missiles (IFVs and Patriot Missiles). Make sure to sweep to the west as well
because there is a naval yard here that has to be removed.







Enter the cove and destroy as much as you can find with your dreadnaughts from a
distance, slowly moving in with your typhoon and sea scorpions when it’s safe;
there are several destroyers and other ships to destroy. Head up the cove and
destroy all the prism towers you can find as well as patriot missiles with
Dreadnaughts. You can now safely fire on the weather control device and win.

Mission Accomplished.




Mission 11: Red Revolution, Moscow

To be blunt, this is another "weather the storm" scenario. Stay where you land,
build your base ASAP. Send a set of flak tracks, flak troopers, and apocalypse
tanks to the left side and right side of your base (heavier on your right hand
side). Garrison all the buildings nearby and try to hold off until you can both
build a nuclear missile and launch it towards the Kremlin. Supplement your base
defenses with flak cannons.

To help you out with this level there is are a couple of tech derricks and an
outpost which will help a lot with the money production. As soon as you build
the
Nuclear Missile beef up the flak cannons in your area and wait. All the troops
you placed earlier are going to pay off when the Kirovs show up; they will make
sure the enemy doesn’t arrive.

You will constantly be adding more troops to the right hand side, where the
majority of attacks will flow through. Just be patient and you’ll win with a
single (or two…. I’ve had it happen) blast to the Kremlin.

Mission Accomplished.




Mission 12: Polar Storm, Point Hope, Alaska






This one is a long, but still fun, mission. Deploy your base and beef up your
defenses ASAP. You’ll be fending off a combination of aerial, sea, and
chronosphere attacks so be ready for them. Leave some tanks ready around the
shoreline to tackle any incoming amphibious transports (try to blow these out of
the water ASAP) and tanks that chrono into your base. You will be hit from
random
locations, so be careful. After about five attacks, the streams stop. As usual,
save often.

Build up your naval yard and whatever else you have left. Use your Kirovs and
tanks to tackle any incoming naval attacks. Just concentrate on raising your
money.

With the money you’ve earned build a fleet of ships, mainly dreadnaughts, sea
scorpions, and typhoon subs. While you’re building these, send the Kirovs
straight up north then to the west to find three more Kirovs; command them back
to your base and keep an eye out for patriot missiles.







As soon as the Kirovs return home send them all the way to the south/southeast.
Move your ships towards the west slowly, destroying everything in their way. You
will find two naval yards in front of the beach head where the allies are;
destroy them from a distance with your dreadnaughts and destroy the ships with
your sea scorpions / typhoon subs.

Start hammering the shoreline and pay attention to where the patriot missiles
are
coming from; once you destroy all visible targets force-fire around where the
patriot missiles are coming from to expose that area. Move around to the east,
destroying and exposing as much as you can.


Now it’s time for more fun. Steadily increase the dreadnaught assault farther
inland to eventually display a portion of the base where the Chronosphere; you
know you’ll find it when you see walls and a lot of patriots / pillboxes on the
eastern side. Keep your typhoon subs / sea scorpions facing east to protect the
dreadnaughts and destroy any new naval yards / ships that show up. Replenish
these whenever you can.

Start moving your Kirovs towards the exposed patch and soon enough you’ll have
the chronosphere on the map. Aim with the dreadnaughts / kirovs and the mission
will end once it’s destroyed.

Mission Accomplished.

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