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Submitted by System on 09/03/2006, 09:50. Print file.
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Yuri's Revenge FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (varkovsky@hotmail.com)
Last updated January 18, 2002 (Final Version)

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. New Units and Structures

A. Allied units

B. Allied structures

C. Soviet units

D. Soviet structures

E. Yuri's units

F. Yuri's structures

G. Tech Buildings

5. Walkthrough

A. Allied campaign:
Mission 1: Operation Time Lapse
Mission 2: Operation Hollywood and Vain
Mission 3: Operation Power Play
Mission 4: Operation Tomb Raided
Mission 5: Operation Clones Down Under
Mission 6: Operation Trick or Treaty
Mission 7: Operation Brain Dead

B. Soviet campaign:
Mission 1: Operation Time Shift
Mission 2: Operation Deja Vu
Mission 3: Operation Brain Wash
Mission 4: Operation Romanov on the Run
Mission 5: Operation Escape Velocity
Mission 6: Operation To The Moon
Mission 7: Operation Head Games

6. Credits

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1. Updates

October 12, 2001: Just started the FAQ today. I had put the format in
and managed to finish the Soviet walkthrough. More will probably be
coming tomorrow or I might resort to my Commandos 2 FAQ... (Version
1.0)

October 14, 2001: Finished the walkthrough for the Allied missions at
quarter past twelve in the morning. The last mission was quite tough
but it doesn't prove to be a challenge once the trick had been
discovered... Should be starting the new units' descriptions soon as
well as continuing my Commandos 2 walkthrough. (Version 1.1)

October 22, 2001: School starts again tomorrow... Not much update these
last few days because I focused on my Commandos 2 walkthrough and my
holiday homework. (Version 1.2)

December 8, 2001: I know I haven't updated the walkthrough for so long.
I finished most of my school coursework and now I only need to focus on
exams which leave me some more time to tend to my walkthrough. I
finished most of the units and structures descriptions except the tech
buildings section. That'll have to wait I guess since I'm about to
start another walkthrough on Return to Castle Wolfenstein. :) (Version
1.3)

January 18, 2002: Finally finish the walkthrough by adding the "Tech
Structure" section after MIA for more than a month. Since my mock exam
is starting next week, my RTCW walkthrough will have to be delayed for
another two weeks. See you all in Return to Castle Wolfenstein! Auf
wiedersehen! :) (Final Version)

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2. Introduction

Please note that I'm very busy with schoolwork (I'm a grade 12 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...

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4. Units and Structures

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

+++++Infantry+++++

Guardian GI
Cost: 400
Weapon: M60 heavy machine gun (undeployed) and anti-tank missile
(deployed))
Strength:
Armor: Flak (light)
Sight: 6
Speed: 3
Veteran abilities: stronger, faster, increased sight, increased
firepower and rate of fire
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: Barracks
Tech level: 2

This is the advanced version of the basic GI. This un-crushable unit is
the key to allied success. Using its awesome assault rifle it can
demolish a group of GIs in seconds. When deployed he can take out
planes, tank, and automobiles with his anti-tank missile. When you have
these guys spread though your base your enemy may think again when he
attacks.

+++++Vehicles+++++

Battle Fortress
Cost: 2000
Weapon: 20mm heavy machine gun
Strength: 600
Armor: Heavy
Sight: 6
Speed: 4
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: War Factory, Battle Lab
Tech level: 10

When the allies saw the Soviet Apocalypse tank, they wanted something
better. Going into battle with out its heavy machine gun, it may look
like an easy target. But when they rush it, say tank rush no more. This
could also be considered as an IFV update because it also acts as a
transport. It can carry up to 5 units, equivalent to the Soviet flak
track. As a bonus the units inside the unit can fire from inside the
tank while in combat.

Robot Tank
Cost: 800
Weapon: Short-range rocket pods
Strength: 180
Armor: Heavy
Sight: 6
Speed: 10
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: War Factory, Robot Control Center
Tech level: 2

This is the allied version on the Soviet terror drone. The robot tank
is the result of anti-tank research. The speed of this tank makes it a
vehicle suitable for hit-and-run. It is immune to psychic power,
hovers, can go over water!

***********************************************************************
B. ALLIED STRUCTURES
***********************************************************************

Robot Control Center
Cost: 600
Strength: 600
Armor: Light
Sight: 6
Power: -100
Prerequisite: War Factory
Tech Level: 10

The Robot Control Center is basically used to house the Robot Tanks you
build. One thing to remember is that if your base becomes low on power
the Tanks are just a piece of metal that can't move. So make sure you
have adequate power!

***********************************************************************
C. SOVIET UNITS
***********************************************************************

+++++Infantry+++++

Boris
Cost: 1000
Weapon: AKM machine gun, flare gun
Strength: 200
Armor: Flak (light)
Sight: 9
Speed: 5
Veteran abilities: stronger, ability to scatter, increased sight,
increased firepower and rate of fire
Elite abilities:
Prerequisite: Radar Tower, Battle Lab
Tech level: 9

Boris, Boris, Boris... Brave, agile and cool-headed on the battlefield.
What else could you want? Boris's elite snaking ability makes it nice
and easy for dropping air strikes on enemy bases. His trusty AKM make
ground attacks a little bit easier on him. But when it comes to
structures, one push with his laser designator, and an air strike of
MiGs will come to drop some bombs.

+++++Vehicles+++++

Siege Chopper
Cost: 1400
Weapon: 160mm heavy machine gun and 155mm Black Hawk cannon
Strength: 300
Armor: Light
Sight: 7
Speed: 12
Veteran abilities: stronger, faster, increased sight and firepower
Elite abilities: self heal, stronger, increased firepower and rate of
fire
Prerequisite: War Factory, Battle Lab
Tech level: 10
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