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Weapon Notes:
* Mummy Punch (Attack vs. Infantry and Building)
Damage: 100 Range: 1.4 ROF: 60
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
* Mummy Smash (Attack vs. Vehicle)
Damage: 100 Range: 1.1 ROF: 60
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
Damage vs. Terror Drone : 100%
Notes:
- Evil Mummy can damage concrete walls.
- Evil Mummy can be seen in desert map, occupy the pyramids with
infantry to make it out. (In Allies Campaign Map only)
- Self Healing.
- Immune to Mind Control.
***************
III - Buildings
***************
1) Allied Buildings
-------------------
1.1) Construction Yard
Country : Allies
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Allied Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
1.2) Power Plant
Country : Allies
Prerequisite : Construction Yard
Cost : 800 TechLevel : 1
Power : +200 Sight : 4
HP : 750 Armor : Wood
Foundation : 2 x 2 Height : 4
Notes:
- The only Allied building that produces power.
1.3) Allied Ore Refinery
Country : Allies
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Allied Ore Refinery, it includes a free Chrono
Miner. Chrono Miner automatically searches an ore/mineral patches
to harvest. Chrono Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
Chrono Miner):2= 300.
When this refinery is not occupied (no miner is reloading), any
Chrono Miner that finishes harvesting teleports in here.
1.4) Allied Barrack
Country : Allies
Prerequisite : Construction Yard, Power Plant
Cost : 500 TechLevel : 2
Power : -10 Sight : 5
HP : 500 Armor : Steel
Foundation : 3 x 2 Height : 4
Notes:
- Allied Barracks can train Allied Infantry.
1.5) Allied War Factory
Country : Allies
Prerequisite : Construction Yard, Power Plant, Allied Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Allied War Factory can train Allied Vehicles and Nighthawks.
1.6) Airforce Command HQ
Country : Allies
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 5
HP : 600 Armor : Steel
Foundation : 3 x 2 Height : 7
Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, it adds the ability to drop Airborne
Paratroopers.
- Can repair and reload Allied Harriers and Black Eagles.
- Can hold 4 aircraft units (Harrier and Black Eagle).
- Has Radar equipped (Enables Minimap).
1.7) Allied Naval Shipyard
Country : Allies
Prerequisite : Construction Yard, Power Plant, Ore Refinery
Cost : 1000 TechLevel : 4
Power : -25 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10
Notes:
- Can train Allied Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers or be infiltrated by Spies.
- Needs credits to repair.
1.8) Service Depot
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 800 TechLevel : 6
Power : -25 Sight : 5
HP : 1200 Armor : Wood
Foundation : 3 x 3 Height : 3
Notes:
- Can repair Vehicles, Amphibious Transports, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.
1.9) Allied Robot Control Center
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 600 TechLevel : 10
Power : -100 Sight : 6
HP : 600 Armor : Wood
Foundation : 2 x 2 Height : 3
Notes:
- If all of Robot Control Centers are destroyed, all of Robot Tanks
will cease to functions.
1.10) Allied Battle Lab
Country : Allies
Prerequisite : Construction Yard, Allied War Factory,
Airforce Command HQ
Cost : 2000 TechLevel : 8
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 2 Height : 8
Notes:
- Enables Force Field (All Building within 4 cells radius will
be invulnerable for 500 Frame Delay, but all power will be
shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.
1.11) Ore Purifier
Country : Allies
Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 5
HP : 900 Armor : Wood
Foundation : 3 x 3 Height : 4
Notes:
- Can only build 1 Ore Purifier.
- Can't be captured by Engineer.
- Add any converted harvested ore to credits by 25%.
If your harvester reloads 1000 credits to your refinery, it adds
250 more credits.
- Can't be Mind Controlled by Yuri Prime.
2) Soviet Buildings
-------------------
2.1) Construction Yard
Country : Soviet
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Soviet Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
2.2) Tesla Reactor
Country : Soviet
Prerequisite : Construction Yard
Cost : 600 TechLevel : 1
Power : +150 Sight : 4
HP : 750 Armor : Wood
Foundation : 3 x 2 Height : 4
Notes:
- Cheaper than Allied Power Plant and also has less power.
But Soviet can build a Nuclear Reactor.
2.3) Soviet Ore Refinery
Country : Soviet
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Soviet Ore Refinery, it creates a free War
Miner. War Miner automatically searches an ore/mineral patches
to harvest. War Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
War Miner):2= 300.
2.4) Soviet Barrack
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor
Cost : 500 TechLevel : 2
Power : -10 Sight : 6
HP : 500 Armor : Steel
Foundation : 2 x 2 Height : 9
Notes:
- Soviet Barracks can train Soviet Infantry.
2.5) Soviet War Factory
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Soviet War Factory can train Soviet Vehicles, Siege Choppers,
and Kirov Airships.
2.6) Radar Facility
Country : Soviet
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 10
HP : 1000 Armor : Wood
* Mummy Punch (Attack vs. Infantry and Building)
Damage: 100 Range: 1.4 ROF: 60
Damage vs. Infantry's Armor: None (100%), Flak (100%), Plate (100%)
Damage vs. Building's Armor: Wood(30%), Steel(30%), Concrete(20%)
Damage vs. Terror Drone : 100%
* Mummy Smash (Attack vs. Vehicle)
Damage: 100 Range: 1.1 ROF: 60
Damage vs. Vehicle's Armor : Light(100%), Medium(20%), Heavy(100%)
Damage vs. Terror Drone : 100%
Notes:
- Evil Mummy can damage concrete walls.
- Evil Mummy can be seen in desert map, occupy the pyramids with
infantry to make it out. (In Allies Campaign Map only)
- Self Healing.
- Immune to Mind Control.
***************
III - Buildings
***************
1) Allied Buildings
-------------------
1.1) Construction Yard
Country : Allies
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Allied Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
1.2) Power Plant
Country : Allies
Prerequisite : Construction Yard
Cost : 800 TechLevel : 1
Power : +200 Sight : 4
HP : 750 Armor : Wood
Foundation : 2 x 2 Height : 4
Notes:
- The only Allied building that produces power.
1.3) Allied Ore Refinery
Country : Allies
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Allied Ore Refinery, it includes a free Chrono
Miner. Chrono Miner automatically searches an ore/mineral patches
to harvest. Chrono Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
Chrono Miner):2= 300.
When this refinery is not occupied (no miner is reloading), any
Chrono Miner that finishes harvesting teleports in here.
1.4) Allied Barrack
Country : Allies
Prerequisite : Construction Yard, Power Plant
Cost : 500 TechLevel : 2
Power : -10 Sight : 5
HP : 500 Armor : Steel
Foundation : 3 x 2 Height : 4
Notes:
- Allied Barracks can train Allied Infantry.
1.5) Allied War Factory
Country : Allies
Prerequisite : Construction Yard, Power Plant, Allied Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Allied War Factory can train Allied Vehicles and Nighthawks.
1.6) Airforce Command HQ
Country : Allies
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 5
HP : 600 Armor : Steel
Foundation : 3 x 2 Height : 7
Notes:
- Can train Harrier (any Allied countries, but not Korea).
- Can train Black Eagle (if the country is Korea).
- If the country is America, it adds the ability to drop Airborne
Paratroopers.
- Can repair and reload Allied Harriers and Black Eagles.
- Can hold 4 aircraft units (Harrier and Black Eagle).
- Has Radar equipped (Enables Minimap).
1.7) Allied Naval Shipyard
Country : Allies
Prerequisite : Construction Yard, Power Plant, Ore Refinery
Cost : 1000 TechLevel : 4
Power : -25 Sight : 10
HP : 1500 Armor : Concrete
Foundation : 4 x 4 Height : 10
Notes:
- Can train Allied Navy.
- Can only be built in water.
- Can repair water units: Allied Ships, Soviet Ships, Dolphin,
Giant Squid, Boomer, and Amphibious Transport.
- Can't be captured by Engineers or be infiltrated by Spies.
- Needs credits to repair.
1.8) Service Depot
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 800 TechLevel : 6
Power : -25 Sight : 5
HP : 1200 Armor : Wood
Foundation : 3 x 3 Height : 3
Notes:
- Can repair Vehicles, Amphibious Transports, and Nighthawks.
- Can remove Crazy Ivan's Dynamites.
- Can remove Terror Drone attached to vehicle.
- Needs credits to repair.
1.9) Allied Robot Control Center
Country : Allies
Prerequisite : Construction Yard, War Factory
Cost : 600 TechLevel : 10
Power : -100 Sight : 6
HP : 600 Armor : Wood
Foundation : 2 x 2 Height : 3
Notes:
- If all of Robot Control Centers are destroyed, all of Robot Tanks
will cease to functions.
1.10) Allied Battle Lab
Country : Allies
Prerequisite : Construction Yard, Allied War Factory,
Airforce Command HQ
Cost : 2000 TechLevel : 8
Power : -100 Sight : 6
HP : 500 Armor : Wood
Foundation : 3 x 2 Height : 8
Notes:
- Enables Force Field (All Building within 4 cells radius will
be invulnerable for 500 Frame Delay, but all power will be
shutdown for 1000 Frame Delay).
- Force Field recharges after 5 minutes.
1.11) Ore Purifier
Country : Allies
Prerequisite : Construction Yard, Ore Refinery, Allied Battle Lab
Cost : 2500 TechLevel : 10
Power : -200 Sight : 5
HP : 900 Armor : Wood
Foundation : 3 x 3 Height : 4
Notes:
- Can only build 1 Ore Purifier.
- Can't be captured by Engineer.
- Add any converted harvested ore to credits by 25%.
If your harvester reloads 1000 credits to your refinery, it adds
250 more credits.
- Can't be Mind Controlled by Yuri Prime.
2) Soviet Buildings
-------------------
2.1) Construction Yard
Country : Soviet
Prerequisite : MCV
Cost : 3000 TechLevel : -
Power : 0 Sight : 8
HP : 1000 Armor : Concrete
Foundation : 4 x 4 Height : 4
Notes:
- Can undeploy to Soviet Mobile Construction Vehicle.
Can be turned off by an option in Multiplayer.
- Can create other buildings.
2.2) Tesla Reactor
Country : Soviet
Prerequisite : Construction Yard
Cost : 600 TechLevel : 1
Power : +150 Sight : 4
HP : 750 Armor : Wood
Foundation : 3 x 2 Height : 4
Notes:
- Cheaper than Allied Power Plant and also has less power.
But Soviet can build a Nuclear Reactor.
2.3) Soviet Ore Refinery
Country : Soviet
Prerequisite : Construction Yard
Cost : 2000 TechLevel : 1
Power : -50 Sight : 6
HP : 1000 Armor : Wood
Foundation : 4 x 3 Height : 4
Notes:
- The 'Credits' production facility.
- If you create an Soviet Ore Refinery, it creates a free War
Miner. War Miner automatically searches an ore/mineral patches
to harvest. War Miner will not be sold if you sell the Refinery, so
if you sell your Refinery, you will get only 2000-1400 (the price of
War Miner):2= 300.
2.4) Soviet Barrack
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor
Cost : 500 TechLevel : 2
Power : -10 Sight : 6
HP : 500 Armor : Steel
Foundation : 2 x 2 Height : 9
Notes:
- Soviet Barracks can train Soviet Infantry.
2.5) Soviet War Factory
Country : Soviet
Prerequisite : Construction Yard, Tesla Reactor, Soviet Barracks
Cost : 2000 TechLevel : 2
Power : -25 Sight : 4
HP : 1000 Armor : Wood
Foundation : 5 x 3 Height : 4
Notes:
- Soviet War Factory can train Soviet Vehicles, Siege Choppers,
and Kirov Airships.
2.6) Radar Facility
Country : Soviet
Prerequisite : Construction Yard, Ore Refinery
Cost : 1000 TechLevel : 3
Power : -50 Sight : 10
HP : 1000 Armor : Wood
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Other files from this game:
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Rules.ini-Editing-FAQ






