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Submitted by System on 09/03/2006, 09:50. Print file.
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Red Alert 2 FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated April 4, 2001 (Version 2.0)

First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I
love you ?
Secondly, this FAQ is also dedicated for those RA2 players out there.
Thank you very much for all your support. This FAQ would not have been
written without all your help and contributions.

Contents:

1. Updates
2. Introduction
3. Game overview
4. Units and Structures

A. Allied units

B. Allied structures

C. Soviet units

D. Soviet structures

E. Special Multiplayer Forces

F. Tech Buildings

5. Walkthrough

A. Allied campaign:
Mission 1 : Operation Lone Guardian
Mission 2 : Operation Eagle Dawn
Mission 3 : Operation Hail to the Chief
Mission 4 : Operation Last Chance
Mission 5 : Operation Dark Night
Mission 6 : Operation Liberty
Mission 7 : Operation Deep Sea
Mission 8 : Operation Free Gateway
Mission 9 : Operation Sun Temple
Mission 10: Operation Mirage
Mission 11: Operation Fallout
Mission 12: Operation Chrono Storm

B. Soviet campaign:
Mission 1 : Operation Red Dawn
Mission 2 : Operation Hostile Shore
Mission 3 : Operation Big Apple
Mission 4 : Operation Home Front
Mission 5 : Operation City of Lights
Mission 6 : Operation Sub-Divide
Mission 7 : Operation Chrono Defense
Mission 8 : Operation Desecration
Mission 9 : Operation The Fox and the Hound
Mission 10: Operation Weathered Alliance
Mission 11: Operation Red Revolution
Mission 12: Operation Polar Storm

6. Credits

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1. Updates

October 29, 2000: Started the FAQ. Finished the walkthrough for the
Allied campaign and the specifications for Allied and Soviet units and
structures. More should be coming soon... (Version 1.0)

October 30, 2000: Added the Tutorial section that will be filled soon.
Finished most of the Allied infantry units' section as well as the
three first missions in the Soviet campaign. (Version 1.1)

October 31, 2000: Added some more units and vehicles description as
well as some minor corrections to the whole FAQ in general. I have a
lot of tests and projects for a few days to come so I might not update
for that time. But I will try to sneak in a few tiny updates if I can
find the time to do so. (Version 1.2)

November 4, 2000: Due to overwhelming demands to my email, urging me to
quickly finish the walkthrough, I've finished the Soviet missions up to
mission eleven at 0012 hours. Added several more units' descriptions
also. (Version 1.3)

November 4, 2000: Finished the last mission for the Soviet campaign at
0927 hours. Whew!!! What a tough one... (Version 1.4)

November 5, 2000: Just finish replaying and rewriting the whole Allied
campaign. Corrected some errors in par times and introduced new and
faster strategies to beat the missions. (Version 1.5)

November 12, 2000: Sorry for the lack of updates. I've been very busy
with school lately. Never mind about that as I have played intensively
during the weekend and I have come up with several new strategies for
both campaigns. Added my own time for some of the missions as well as
the rank. (Version 1.6)

November 19, 2000: Finally managed to finish rewriting both campaigns.
All that's left is to finish the units and structures description for
both sides. Perhaps some minor corrections as well... (Version 1.7)

December 31, 2000: It's been more than a month since my last update.
I've been very busy with schoolwork but do not worry, as I will start
to continue writing the FAQ again. I just finished all the description
for the Allies a few minutes before midnight. Now for the Soviets...
(Version 1.8)

January 1, 2001: Finished the units and structures description for the
Soviets as well as the Special Multiplayer Forces section at 1613
hours. I just need to patch up several minor issues in the walkthrough
and I'm done... (Version 1.9)

April 4, 2001: Gone through the whole walkthrough one last time,
decided to terminate the tutorial section as well as corrected all the
mistakes that I could find. I'll be writing the walkthrough for In Cold
Blood next. This one might took awhile because my exam is coming in two
weeks. See you all with my new FAQ!!! (Version 2.0)

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2. Introduction

Please note that I'm very busy with schoolwork (I'm a grade 11 student)
and updates may be very slow. I will try to update as often as I can
but the major ones will only come during weekends. This is my second
FAQ so I hope you will forgive me on any mistakes and errors. If you
have any critics, suggestions, comments and things to add, don't
hesitate to email me at varkovsky@hotmail.com.
One more thing, this FAQ is protected by the international Copyright
Law so if there's anyone who wants to post this FAQ in his or her site,
YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people
plagiarizing other people's FAQ to make money and believe me, writing
FAQ is not easy and to you know how it feels if your hard work is used
by other people. So for all plagiarizers out there, be warned that if
you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT
EASILY!!!

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3. Game Overview

Red Alert 2 is one of the best RTS games ever created (in my opinion at
least). Everything was just amazing!!! The units and structures are
absolutely fantastic and equally balanced on both sides. The heart-
thumping music just adds to the excitement of the game whether you're
playing in the single player mode or battling other people online. And
on top of that, the cut scenes are absolutely superb which will engross
you deeper in the storyline...

This time, the story is set after the defeat of Josef Stalin to the
Allied forces almost twenty years ago in the original Red Alert. The
Allied installed a puppet leader, Premier Alexi Romanov, to lead the
Soviet Union and they thought that the world had finally come to know
peace...
However, Romanov had been craving a revenge for all this time and the
waiting time is over for the Motherland. He secretly builds up
stockpiles of weapons including the deadly nuclear missiles and the new
mind control device.
All of a sudden, NORAD picked up Soviet troops attacking America from
all sides and the invasion had begun. Soviet troops are deploying all
over America and all the major US cities fell one by one to be crushed
by the Soviets. Will the US be crushed under the aggressive communist
heels or will they emerge victoriously to repel the Soviets assault?

Only you will decide their fate in Red Alert 2!!!

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4. Units and Structures

***********************************************************************
A. ALLIED UNITS
***********************************************************************

+++++Infantry+++++

GI
Cost: 200
Weapon: M60 heavy machine gun (deployed) and Parabellum pistol
(undeployed)
Strength: 125
Armor: None
Sight: 5
Speed: 4
Veteran abilities: stronger, faster, increased sight, firepower and
rate of fire
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: Barracks
Tech Level: 1

GIs are the most basic infantry unit for the Allies. They are quite
weak but things will change when you deploy them by pressing D. They
will construct sandbags around themselves and their Parabellum pistol
will be upgraded to M60 heavy machine gun.
When they are deployed, their firepower will be increased as well as
the range thus making them quite a deadly opponent for the Soviets
Conscripts. The only drawback is that they cannot move at all during
deployment and tanks can still roll them over so be careful.

Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks
Tech Level: 1

Engineers can repair your damaged buildings back to full health again.
They also can repair destroyed bridges. Just order them to go into the
bridge hut and the bridge will be automatically repaired.
Not only that, you can also tell them to defuse Crazy Ivan's bombs by
targeting the affected units or structures.
However, the most useful feature is probably their ability to capture
buildings. Just order them to enter the intended building and it will
be yours straight away. They are also needed to capture neutral Tech
Buildings for your own benefits.

Rocketeer
Cost: 600
Weapon: 20mm mini machine-gun
Strength: 125
Armor: None
Sight: 8
Speed: 9
Veteran abilities: stronger, faster, increased sight, rate of fire and
firepower
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: Barracks and Air Force Command Headquarters
Tech Level: 3

These rocketeers come equipped with a jetpack aside from their 20mm
mini machine-gun, which enable them to hover on the battlefield. They
make very good air support, as ground units cannot attack them in any
way. They are very vulnerable to anti-aircraft fire though so keep them
out of harm's way.

Spy
Cost: 1000
Weapon: Make-up kit (disguise)
Strength: 100
Armor: Flak
Sight: 9
Speed: 4
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