Walkthrough Command & Conquer: Red Alert 2
Command & Conquer: Red Alert 2 100% walkthrough. Guide to completing campaigns for the Allies and the Soviet Union.
Allies
1 Lone Guardian Location: New York
Objectives:
- Destroy the Soviet dreadnought fleet.
- Establish contact with the Fort Bradley base.
- Tanya must survive.
"Evil" Soviet troops have begun the occupation of the United States and are frolicking with might and main in New York. Police officers of the Big Apple with sirens and flashing lights are chasing Russian paratroopers, who constantly land on the streets and avenues of the metropolis, and strive to land closer to the local McBurger Kong restaurants. Ugliness! But even this is not enough. Soviet missile cruisers arrived and are trying to demolish the Statue of Liberty so that Tsereteli can erect a more magnificent monument on this site. These nasty dreadnoughts will be the first target of the only unit that is given to you at the beginning. While the sailors are aiming their rockets, send Tanya to the ships and blow them up in fig. Then get ashore and help the GI fend off the landing, which will throw off a couple of transports.
If you want - take the guys, if you want - leave them to sit guarding the already headless statue (they took off the head after all). From the monument, move left and then right (the cops will just pass there). Help two more infantrymen to get rid of the landing in brown overcoats and scratch further, to the base, which should already open on the map. Along the way, near the diner, there will be another skirmish with the advance detachment, which, after tasting local hamburgers, will cause a landing of Red Army soldiers who are hungry for overseas dishes. And here you are at the base. You immediately receive a new instruction: destroy the enemy base, which is located a little to the south, behind the destroyed bridge. Set up a barracks and, having made an engineer, establish the production of infantry. Send the dogs that you inherited to the west, to the place where the harvester collects minerals. There, on two roads, attacks by enemy infantry will periodically occur. Dogs on the outskirts and Tanya at the gate will not give them a single chance. After collecting a decent amount of infantry and repairing the bridge with an engineer, lead the crowd to the south, where, periodically digging in GI (press D by default), take out everything and everything. There are barrels of something explosive at the base, and this will help you deal faster, especially with two turrets. As soon as you destroy the last enemy building, the mission will end.
2 Eagle Dawn Location: Air Force Academy, Colorado
Objectives:
- Liberate the air base.
- Destroy all Soviet forces.
- Tanya must survive.
Now we need to liberate the air force academy in Colorado. They give you Tanya, two veteran infantrymen and three engineers. Infantry is given in general for those who play on Hard. The fact is that at the maximum level of difficulty, the patrol, which will soon pass along the road, is reinforced by a tank. Therefore, push the GI into the tent, from where they will do this tank. Tanya will take over the infantry. Only then chase the girl around the tent while the infantry shoots the tank.
Then a little to the north for hardcore players there will be another patrol with a tank, but by this time a small detachment of missilemen will fly to you to strengthen. Here they destroy the second tank. Now you need to take Tanya to the captured base (it is in the north). At its corners there are two turrets, past which you can not slip. Therefore, make the girl climb into the hole (brrr ...) and drive her right in the middle, on a lonely standing sentry. Before this entrance, the turrets do not finish. You will only have to destroy two anti-aircraft guns (Tanya will plant explosives), and you will be thrown out by a landing force of engineers. Shoot turrets with complete impunity by flying infantry from the air. Capture all the buildings and start producing tanks and rocket launchers. You will also get four Harriers. You will not be able to produce them, so be careful in operation. Now your task is to take out everything Soviet that is on the map. In the east, there is an enemy base, but you should not concentrate on this direction, as your base will be attacked from the southwest side. To prevent Soviet tanks from eating half of the base, starting from the processing plant, keep some forces there. Drive flying infantry into the pasture of Soviet harvesters between your and enemy bases. Let them shoot. Then prepare an armored fist and sweep away Soviet buildings. Moreover, when you take out anti-aircraft guns, then a strong landing force will be thrown directly into the base. You can also act as rocket launchers if you bring them to an enemy base from the north, where anti-aircraft guns do not finish off, and then act like a fox in a chicken coop. If anti-aircraft armored cars crawl up, withdraw the flying infantry and drive the Harriers to eliminate them.
3. Hail to the Chief Location: Washington DC
Objectives:
- .Destroy the Psychic Beacon.
The Soviets have planted some kind of contraption that keeps under its psi-control a huge area in Washington, including the White House, where the president is hiding. Therefore, it is necessary to destroy the enemy device, which is located in the northeast. You already have decent forces for organizing defense, so when starting military construction, place them as follows: push the infantry into the house next to the bridge, and plant the rest nearby in machine gun nest mode. Put a couple of missile armored cars on the corner so that they hang over the bridge and fire at everything that goes along it. If there is a reserve, plant infantry in a house near another bridge a little to the east. When you build a military factory, you can spice it all up with tanks. An engineer is standing near some memorial building at your base. And this is no accident. If you fix this historic building, then you will be thrown some money. There are still three such structures on the map (under the protection of the enemy), for the repair of which subsidies are also allocated in the form of bonus boxes. Keep this in mind. While you are rebuilding and building up strength, Soviet troops will come to visit you. They will go over two bridges, and perhaps they should concentrate on defense, preparing an attack not on the ground, but from the air. Therefore, build three (possibly more) airfields and produce Harriers. You can also produce a detachment of flying infantry to arrange sabotage raids on targets not protected by air defense. The first target for them is a small base just behind the bridge to the north of you. A couple of times during the mission, you will be sent reinforcements in the northwest and southeast, consisting of armored cars. It is better to use this freebie for intelligence. Chase them to the northeast corner so that they open the Psychic Beacon on the map, the device that will need to be destroyed. If along the way they bang a couple of anti-aircraft armored cars - fine. As soon as you see the target (if you already have about 8-12 Harriers), send them to the bombing. One blow from so many machines is enough. Since the purpose of the mission is to destroy psi-devices! oystva, then it is not at all necessary to fight with everything else.
4. Last Chance Location: Chicago
Objectives:
- Destroy the Physic Amplifier.
Initially, you are given about six destroyers and several flying infantry in the form of amphibious outposts. Drive the "carlsons" to shoot two huge cannons at the entrance to the harbor. Those who play on Hard will not be given rocket launchers, and they will have to demolish the gun mounts with destroyers. Then make your way to the harbor and, having drowned a couple of submarines that have turned up, take out everything you can. As soon as the bridgehead is in relative safety, land troops and deploy the base. You can grab Soviet buildings with engineers for fun, but it's up to you. Since the clock is counting down, it is better not to get carried away and do everything very quickly. Organize defenses, expecting attacks from the north and maybe from the northeast. Be sure to place the AA Rocket Launcher on the north corner as you can be fired upon by heavy V3 launcher rockets from there. The target (something scientific on some kind of raft on the river behind the bridge) that you need to destroy is not far and strictly north of you, right away! behind the intersection, where the turret and anti-aircraft guns are installed. To break through the corridor for air strike, it is enough to demolish this anti-aircraft installation. Build one or two airfields and fill them with Harriers. After that, collect a small tank fist and take down a dangerous cannon (just be careful, as the house nearby can be crammed with infantry). Now, when your planes can only come under fire from anti-aircraft armored cars that have turned up, an air strike will be fast and effective. Enough 8 cars for a swift strike. During this mission, you will be given another squad of missilemen who will arrive from the north and on the normal they can also take out the target if you go to it strictly from north to south. When playing on Hard, it's best to send flyers to chop up power plants near where they spawn. Don't try to make everything a destroyer. Yes, the desired target is located at the mouth of the river, on some kind of raft, but the approaches to it are guarded by such a dense school of submarines, and even under the protection of anti-aircraft guns, that you will be drowned there almost instantly. When you destroy what you need, an angry Russian general will get in touch with you, looking more like a homeless person, and, after a little quarrel, will launch a nuclear strike on the city. Chicago will be no more.
5. Dark Night Location: Polish/German Border
Objectives:
- Infiltrate a Soviet research center as a spy.
- Destroy two nuclear missile silos.
Although the Soviet army was expelled from Western Europe, the local public fears a nuclear strike, as mines with missiles are hidden somewhere not far from the German border. You need to find out where they are and destroy the potential threat. You are again given Tanya, who will give a signal to a helicopter carrying three spies. This is all your strength for the upcoming sabotage. Dress up your spies first, but leave them where they are for now. Gradually push Tanya to the north, periodically stopping so that she can shoot enemy patrols with dogs. When you approach the base, you will be advised to send spies to two power plants to turn off the Tesla Coil for a while. But why take the time? Take a closer look - near the right tower there are a lot of barrels with explosives. Shoot at them - and the explosion will sweep away the guard tower and a decent piece of the wall. Get Tanya into the gap and blow up the power plants. Now move clockwise and blow up another tower in the same way (just take your time, as there are a lot of beans here). Blow up another power plant and clear the base. Now calmly lead the spies and bring one to the Science Center. The first objective will be completed and the map will move north to show you the new objective. N! Ado will blow up two missile silos. There will be two more guard towers at the north exit of the base you already own, but they should be de-energized if you're worried about the power plants. However, there are plenty of barrels of fuel nearby. Follow the road north to the bridge. You can't go further (Tesla Coil). Therefore, turn left from the bridge and, having crossed the hole, look for several barrels near the fence. Blow them up by shooting from a pistol, and consider that you are already at the base. But just lead Tanya carefully, as there are dogs without muzzles there. By blowing up another portion of explosive containers near the rocket shaft, you will be able to put plastids in it. One is ready. Now return to the river and swim along it to the southwest to go to the second, western mine from the south. Move forward carefully and look for captured soldiers with a tank behind a wire fence southwest of the missile silo. Rescue the prisoners, you will need a tank to destroy the wall in the southeast corner. The tank will not go further, but Tanya will make her way between the trees, where the Tesla Coil discharge will not reach her. The second missile silo is in full view. Plant explosives - and the mission is completed.
6. Liberty Location: Washington D.C.
Objectives:
- Defend the Pentagon.
- Destroy all Soviet forces.
Now it is necessary to organize the defense of the Pentagon, which the Soviet troops, who have settled in Washington and the surrounding area, want to get to. It's time to kick them out of the American capital. While the amphibians are coming from the north with the Construction Site and a small squad of infantry, grab the wrench and start repairing the guard towers placed near the Pentagon, as the attack has already begun. In order to save more of these structures, tell the turrets to fire on the tanks first, and not fry all the beans. The enemy infantry, by the way, will try to capture one of the segments of the Pentagon. When reinforcements arrive, you will be informed additionally, and while the amphibians are on the way, do not be distracted from managing the defense installations. Expand the base and start military construction. Attacks will follow from two directions: from the east, from where the enemy came for the first time, and from the northwest, from where the amphibians came. Therefore, restore the destroyed towers and put up new ones. Don't forget to place the AA on the west corner, as V3 attacks are possible from that side. In the defense of the base, the infantry will help you a lot. Fill houses in the west completely with infantry, and seat two dozen GIs to repel attacks from the east. When it becomes possible to build flying infantry, form two small units. Hang one over the bridge in the northeast to shoot attackers on the march (wait for terror drones on this side), and the other squad can be sent to sabotage behind enemy lines, where there are no air defenses. There are two processing plants in the north that are not difficult to destroy. If worried anti-aircraft armored cars come crawling, take them to your base, where they will instantly bang. The enemy forces consist of two bases. The first one, brown in color, is located to the northeast of you, just behind the bridge. There are a lot of dogs there, so do not climb there with veneers. Either prepare an armored fist, or organize an air raid of 10-12 Harriers first on the Construction Site, and then on the War Factory and the barracks. If you destroy these buildings, then everything else on the base will be immediately sold, and the remnants of the brown gang will go to you. The same trick can be done with the red base, which is located further to the northeast, almost in the corner of the map. The defense is stronger there, so either prepare more Harriers, since the air defense system is more serious there, or find another way to exterminate the adversary by ground means.
7. Deep Sea Location: Pearl Harbor, Hawaii
Objectives:
- Destroy the Soviet forces.
Difficult mission. You need to defend your own base and defeat the enemy, which is a very tough nut to crack. The enemy was well fortified and built a layered defense with a powerful air defense system. But we will be interested in the enemy base a little later. In the meantime, we need to build our own defense. As soon as you take control, grab the destroyers and clog the entrance to the harbor with them, as enemy submarines and other ships will very soon trample through this bottleneck. There, on the shore, pull up the tanks so that they can fire on the ships.
Place guard towers nearby (one near the airfield, and the other on the opposite bank) so that they block the passage to the Shipyard. Form a detachment of infantrymen and occupy with them a couple of buildings near a separate power plant a little to the north. Even further north and northeast, send a few dogs. Build additional air defense missile launchers on the southern and southeastern shores, as dreadnoughts will fire at you from there. In addition to attacks from the sea, the enemy will land troops in different places. The main ground attacks will come from the north, past that isolated power plant (put one or two Prism Towers nearby), and along the bay from the northeast (so it's worth keeping dogs there). The Soviets will also land troops on the south bank. Moreover, the landing force, in addition to V3 and Tesla troopers, will include engineers. Put pillboxes there and let the dogs in so that people who are hungry for someone else's good don't steal your buildings. Another enemy will come from the northwest, through the pasture of harvesters, and try to drop troops directly to the base. In all these dangerous places, "hang" a few rocket men and set up dogs, which should help a lot. And the last thing: the enemy will soon have a mine with a nuclear missile, so it’s not worth pulling rubber with an attack. The enemy base, located on the northwestern island, is heavily guarded by submarines and Sea Scorpions. While the submarines are hitting your ships with torpedoes, the Scorpions are shooting down anti-submarine aircraft. This combination is deadly, and you should lead destroyers with aircraft carriers, trying to keep track of speed (carriers will fall behind) in order to attack the Sea Scorpions from aircraft carriers first. And then sink the submarines. This heavily fortified base has two relatively weak spots. In the north of the island there is a pasture of harvesters, and there are no buildings and troops. This place may be suitable for landing, if you want to arrange one. The second “weakness” is the proximity of the Construction Site to the southeast shore. Think about how and with what to get it. While this building is intact, the enemy will rebuild the destroyed structures. Another thing that might come in handy is that there is a civilian airfield in the north of the map, near which there are good mineral deposits. Capture the airfield as an engineer, having previously transported it by helicopter or amphibian, and place a processing plant nearby. You can also build another shipyard there. You will have a free landing, but throwing six guys into a base teeming with the enemy ... What did these paratroopers do to you? Better strengthen your positions with them. In general, you will have to tinker. Most likely, you will have to survive one (or maybe two) nuclear strikes. Remember that the first time the missile hits the Military Plant, and therefore do not place it near the processing plant, so that you, on top of everything else, will not be deprived of the influx of cash.
8. Free Gateway Location: St. Louis
Objectives:
- Destroy the Psychic Beacon.
- Destroy all Soviet forces.
At the very beginning, a small sabotage detachment will fall under your control, which will drop the Hercules flying by parachutes. It has five infantrymen, two engineers and Tanya. All of them are incredibly cool, and therefore they can break enemy firewood decently. In any case, there will be enough forces for the upcoming task. The first thing to do is to divide your forces into two squads for ease of management. The first, for example, will include Tanya (she may well replace the detachment), and the second - five infantrymen. Now lead this whole gang with periodic stops (GI immediately force them to dig in) along the overpass, the ascent to which is located near the landing site. The task of the infantry at this stage is to knock out the tanks and armored cars that are darting in patrol mode under the bridge. Moreover, your eagles will be able to do armored vehicles from the flyover. Move on with stops further, and you will come out from the rear to the vile device installed in the stadium. While Tanya stands "on the lookout" and shoots the patrols that have turned up, carefully bring the infantry to the gate. Periodically turning the guys into machine gun nests, you will be able to “feel” for a position to shoot Tesla Coil with impunity. Since your GI cool, then they shoot further than the discharge of the guard tower beats. Now you can lead the foot soldiers to the stadium and, once again, seat them behind the sandbags, shoot the Beacon and what is standing nearby. Oddly enough, but your arrows freely hit through the walls of the stadium, unlike the enemy Tesla Coil. This is the moment we will use. Now that you've destroyed the psi-control device, a landing party with a Construction Site can land on the southeast coast. Set up a base near the famous arch and be sure to pick up a bonus box near it, since you don’t have enough initial funds. Mineral deposits are located quite, nearby, in the southwest and northeast. These resources are quite enough to take out the enemy forces with minimal losses. Block up the northwest direction tightly (you can also pull up your sabotage squad) and prepare aircraft. Pieces of 12 Harriers are quite enough, since the enemy’s defense is not echeloned, and air defense systems are located only at the base. To open the map and mark targets, use the local population, which the enemies will not shoot at, but which will very willingly go where you need to. You will also be shown three Desolators who will kill unarmed captives. The guys, of course, they are serious, but they will not show much activity in this mission, and you should not be afraid of them. You can arrange a little trickery for the adversary by capturing the hospital between your base and the enemy base as an engineer and erecting several security structures (pillboxes and prism towers) next to it. You can contrive and place one of the beam towers so that it finishes off enemy harvesters to the pasture. When the aircraft is ready, raise the squadron and sweep away the Construction site, and then, having made up for the losses, the War Factory and the barracks. In this case, the enemy will “pledge” all his property and, having collected everything he has, will trample on the last attack.
9. Sun Temple Location: Tulum, Mexico
Objectives:
- Destroy or capture the hidden scientific centers of the Soviets.
- Destroy all forces guarding these centers.
The mission is diversionary and quite difficult. Get ready to act jewelry, accurately dosing the use of your forces. And they give you, frankly, not so much. Parachuting five tough commandos with the task of destroying or capturing hidden scientific centers that study the prism technology of the allies. Then it will still be necessary to completely clean up all the guards of these centers. And this is the whole base. So "jump, let's go." Carefully move forward, along the coast, to the road (ruts on the grass). A patrol will jump out at you here, so be prepared to meet him. Then sneak into the village (a piece of terrain is already open on the map in that place) and cut out the guys in it who are soaring in their overcoats in the Mexican heat. After knocking out the guards from two slammers, you will have several infantrymen and two tanks at your disposal. In addition to this, a helicopter will fly in and bring you some engineers. GI immediately shove them into two buildings on the road so that the guys mow down the infantry, which will periodically come from the south, from the base, and knock out the armored cars that will roll in from somewhere in the north. Tanks, along with specialists, lead to the southeast, to the place where armored cars pop up from the base. Just try to stay away from the turret and the Tesla Coil. While the tanks are firing off armored cars, send one specialist a little further along the southeast side (there is something like a descent), where he, bypassing the turret, will find “d! hole in the fence”, leading him to the power plant, and barrels with an explosive substance nearby. Shoot at the near barrel from a long distance - and the explosion will sweep away the power plant and part of the wall. Get tanks and other specialists into this breach (going around the turret, of course). Let the tanks shoot at the nearby armored cars and an anti-aircraft gun with another power plant (of course, it’s easier for specialists to take out buildings, but tanks also need to “swing”). After you de-energize the base, you should use this to blow up the Tesla Coil tower sticking out nearby. But in no case do not touch the scientific buildings for the time being, located in small pyramids with some kind of bullshit on the dome. And don't grab them either. If the enemy sends his engineers (there are a lot of them around here) and manages to capture them again, then the “figovins” will come to life and fry your units with lightning. And if you hurry to destroy these pyramids, then all the forces at the base will go on the attack. If only the infantry, then this is nonsense. But there! a few more tanks that will beat you. So slowly move forward a little, towards the barracks. If everything is more or less calm, then push the engineers and one of them capture the “monument with a fighter”, after which immediately start the production of Tesla troopers. Strange, but the enemy may not react to the capture of the barracks. Sit quietly and rivet guys with arresters as much as you can. Cover the barracks with tanks in case an attack does come. Now you can grab a military factory a little to the south, where you can immediately start producing a couple of terror drones. On his capture, the enemy will most likely react, but by then you should already have a few tesla infantrymen, and the attack of enemy tanks can be repulsed. In extreme cases, running bombs, which are made quickly, will help. Now, when you repulsed the attacks of the enemy guards and deprived it of production, you can finally clear the base. From what can resist you, there are harvesters, turrets and Tesla Coil towers. De-energize the arresters by blowing up! power plants (there are still a lot of barrels of fuel nearby), and setting terror drones on harvesters. Blow up the rest of the buildings with specialists (now you can also blow up those pyramids), and if you don’t want unnecessary losses, just shoot the turrets from a helicopter.
10 Mirage Location: Black Forest, Germany
Objectives:
- Protect Einstein's laboratory.
- Destroy all Soviet forces.
Now you can relax. The mission is pretty easy, even on Hard. Einstein sits in his laboratory and invents new toys for our military. But the Soviets do not like such activities of the scientist at all, and an attack is expected on the scientific complex, protected by only two pillboxes. But in the way of the enemy there is a base under your control, so the enemy must break his teeth about it, and you must provide protection for Einstein. He just boasts of his new invention - the Mirage tank, giving you three things to play with. In the meantime, get down to business. Immediately, as soon as the reins of power pass into your hands, build a Refinery (you don’t have it yet) and a prism tower, and direct a standing mobile construction site to the center of Einstein. While the Soviet troops are demolishing the allied outposts (you can't control them), place a prism tower on the upper left corner of your base and build more. The attack will be strong, and there will be no “extra” defensive structures. Basically, the enemy forces will move from the corners, keep this in mind in order to correctly place your forces and guard towers with pillboxes. At the entrance you have a few more GIs (set to defense mode) and a couple of rocket men (you can see them on the ground for the first time). You can fit one of the stealth tanks if you want. But the other two are best left where they are. When the Mobile Construction Site reaches the Science Center, deploy it there. What they did, they did. Now that the enemies have flooded, grab a wrench and fix everything that needs it. The last "burp" of the enemy attack will be an attempt to fire from V3 installations. If there are flying infantrymen left, then crush the vile machines and begin to restore the ruined and build a new one. Build another processing plant near the center of Einstein, as there are rich deposits of minerals. You can build a couple more harvesters, and then the money will flow like a river. Don't forget to grab the gold digger in the southeast of the map. Do not forget to put two prism towers near the object you are guarding, at the southern entrance, since this is where the entrance to the plateau is located, on which the scientist sits in his buildings. At first, infantry will go there from the north (stealth tanks will meet it), and after some time a couple of tanks and a couple of V3s from the east. Moreover, the tanks will crawl out to the scientific center from somewhere to the south, and the V3 will try to arrange a position in the place where the Mirage tanks are stationed. More attacks on the science center, most likely, n! e will follow. Now, when the defense of your base is impenetrable, you can start harassing the enemy. There is one trick here that allows you to do this easily and with the least loss. Install Battle Lab and then Spy Satellite. Then build a couple more airfields and fill them with Harriers. And in the barracks, start releasing spies. Prepare an air wing of ten vehicles and send spies (after disguising them, of course) to the enemy rear. There are three enemy bases on the map, the energy base of which is made up of huge nuclear power plants. Our agent, posing as the head of RAO UES, penetrates this station (bypassing the center of the base, where there are dogs) and arranges sabotage there (for some reason it reminds us of our real life). As a result (probably due to non-payments), anti-aircraft installations are turned off for a whole minute. Your aircraft immediately starts and calmly takes out the Construction Site. If there are 12-14 Harriers, then you can divide them into two squadrons and also destroy the Military Plant in one raid. Then a new spy is brought back into the nuclear power plant, and the enemy gets Operation Chubais again. Now an air raid covers the barracks, and the enemy, having lost the ability to produce combat units, sells all the remaining real estate, buys vodka and AK47 cartridges with the proceeds, and goes in an offended crowd (taking harvesters as well) to beat your face.
11. Fallout Location: Florida Keys
Objectives:
- Build the Chronosphere.
- Neutralize the nuclear threat from Cuba.
The Caribbean crisis seems to be repeating itself again. The Soviets in Cuba deploy "Kuzka's mother" and threaten to cover the southern coast of the States with a nuclear strike. We must thwart evil plans. And you are thrown into command of the Florida base. AI may be a fool, although you, unlike him, can not do everything at once. But you have to try. So grab your mouse, take a deep breath and get started. 1. As soon as you finish with the squid, which decided to flounder the ocean liner, immediately send the dolphins to the southeast corner of your base, where enemy ships will soon stomp. 2. In the same place, on the southeast corner, place Patriot Missiles, which will shoot down missiles from dreadnoughts if the dolphins do not have time to drown them (there will be a couple of squids on guard there). 3. Grab one of the infantry units and send it over the long bridge to the southern processing plant so that it digs in front of it from the southwest side. You can also add a pillbox or two there. Send the second detachment to the east and occupy the large building next to the base. Send the third detachment to the bridge in the north and dig in there. 4. On a remote island in the north, where your other processing plant is located, place at least one prism tower and build a wall around the plant, leaving only the entrance for the harvester. There you can also shove a couple of pillboxes. The actions described above must be done almost simultaneously. The main thing at the initial stage is to keep two remote processing plants. Initially, the attack will be on the south, and then periodically there will be raids on the north. So build serious defensive structures around them, because a lot of money will be required, and in no case should such important sources of funding be lost. Then, when you beat off the first attacks, in parallel with the development of the base, place several air defense installations in the same place, near these factories. Transport planes will fly past the southern island with troops to the north, and it will be good if they do not reach. Now build a Battle Lab and start building Prism tanks. You will need to seal the bridge to the north, through which most land attacks will go. It is even better to place a commando near the bridge booth, who will periodically blow up the bridge when enemies pass through it. Keep an eye on this. From the sea, the enemy will mainly try to destroy the shipyard with submarines and Sea Scorpions, but after the first attacks, there is no need to wait for special activity in the open sea. Therefore, build more destroyers and dolphins from naval forces. Or don't build a fleet at all. Now about how to crush the bastard. It’s not without reason that you were told to build the Chronosphere in the assignment. The fact is that this is one of the most effective ways to accomplish the main task. And the fact that the task is worth it, you will understand immediately, as soon as you erect this Chronosphere. The map will move to the south, and you will see as many as three mines of “Kuzka's mother” with the countdown to the start. But, if you do not build the Chronosphere quickly, then nuclear missiles and the included counter will still show you after some time. Now you need to rivet prism tanks and about 8-10 Harriers for a punitive expedition, while the Chronoshift “ripens”. When the transition is ready, knock down armored vehicles in one heap and activate the portal. Land Chronotroopers right between the missile silos, which you need to cling to with the death grip of a bull terrier, not paying attention to anything else. If the cards fall well, you will have time to destroy the mine in one chronoattack before your landing force is destroyed. But since you have time to spare (Chronoshift is preparing much faster than a nuclear attack), it is better to prepare a more effective attack. The fact is that the base is powered by two nuclear reactors. Near what is located to the east, a bunch of explosive barrels and almost no air defense. So bang this building, shooting at the barrels, maybe even one Harrier. Then, when the Chronotroop is ready, land it to the south of the western reactor, which you will sweep away completely. This will de-energize the base, and although some Tesla Coils will work thanks to the Tesla troopers, the stationary air defense guns will be silent. Gather an air wing and destroy mines one by one. If the Harriers do not completely destroy the structure, drop another Chronotrooper nearby and finish it off.
12. Chrono Storm Location: Moscow
Objectives:
- Clear a space for reinforcements.
- Destroy the Elite Black Guard near the Kremlin.
Get ready. This is the last mission and it is extremely difficult. Although the first part of the task is easier than ever. In the location of a small prison or base, three tough specialists are planted. After noting the guards who rush to do their professional duties, blow up the only power plant, and all the Tesla Coil towers installed around the perimeter will stop working. After that, you will be parachuted into a mobile construction site and 8 armored cars. In the upper corner behind a wire fence, several Gs languish. I. and two engineers. Free them by blowing up the barrels nearby. Do not be distracted by the destruction of the rest of the guard towers, as you will have other problems. The Soviet troops will not tolerate the presence of an enemy base in their capital, and you will need to organize a strong defense very quickly. In addition, the countdown of the nuclear strike and the activation of the Iron Curtain protective field is already underway. So don't waste a second. Expand the Construction Site, then the power plant and the barracks. While the processing plant is in production, rivet infantry in large numbers and make an air defense installation. With the two engineers you freed, grab the two tech buildings just south of the corner so you can build defensive structures next to them. Fill the four bunkers at the southeast and southwest exits with infantry. Install an air defense missile launcher and order more, along with other buildings. If you play on Hard, then wait in a very short time for an attack by terror drones from the southeast side, and after a not very long time, three Kirovs from the south can come to visit you at once. Crashing a construction site for these monsters is a trifling matter. Therefore, do not bring things to a bad point and try to meet airships on the outskirts. Everything will do for this: armored cars, flying infantry, stationary rocket launchers. If the Kirovs break through to the Construction Site, then it will be possible to start the mission again. Then reinforce the defense with guard towers and do not forget about the other two entrances to your base, through which the enemy will also rush. The infantry, which will occupy nearby houses, can help. “Momento More”, or “Remember death” in Russian. Since your base is located on a patch of land, you can lose most of it with one strike of a nuclear missile. As always, the enemy will target the Military Plant, so when choosing a place to build this building, consider that you are choosing a place for the epicenter of a nuclear explosion. That is, put the War Factory as far away from everything else as possible. Fighting off one attack after another, prepare Chronotroopers from prism tanks to take out the missile silo in the first place. As soon as you do this, the “sword of Damocles” of a nuclear strike will no longer hang over you and you can act more calmly. The next objective for the Chronotroopers will be to take out the Iron Curtain, after which it will be possible to start thinking about the attack. A little to the south, the enemy has a couple of processing plants, which will not be difficult to destroy or seize. But you can do even more fun. Make spies and send them periodically with a collection bag to an enemy processing plant. Let Soviet harvesters haul minerals for you. Actively operate with infantry detachments, occupying more and more new houses, of which there are plenty in Moscow (from $ 500 per square meter and more: the center, after all). By doing this, you forge enemy movements and significantly secure your base, where you can build up forces in relative safety. To the southeast of you is a small enemy base, behind which - completely unguarded - are two nuclear power plants. Another four reactors are located in the south of the map, to the left and right of the Kremlin. If they are simply blown up, then, having a Construction Site, the enemy will again rebuild the basis of his energy. But if they are “dissolved” by the chrono-legionary quietly, then the sabotage will most likely be left without attention. In this mission, you will already have all the assets available to the allies in the campaign (except for the fleet, of course), including the Storm Generator (Weather Machine). So you can use any tactic you like. How to "zakolbasit" the elite near the Kremlin? There are such tough beasts that you just need to set up prism tanks against them in huge numbers. It is better to lure them out with Harrier strikes so that they go to your base, where it is much easier to destroy them with joint efforts. But it's better to be clever and capture one of the Soviet military factories with a scientific building to boot. Then you will be able to build Soviet supertanks Apocalypse, with which you are no longer afraid of anything. Yes, and terror drones are also a good thing.
Company for the USSR
1 Red Dawn Location: Washington DC
Objectives:
- Destroy the Pentagon.
Comrade! This bright hour has come! Finally, the age-old dream of a Soviet person is coming true - to go to America. Now we can do it. As part of divisions, fleets and squadrons. All McDonald's with Disneyland will be ours. We will attach chrome bumpers to our tanks and drive them on federal highways. Hollywood will start shooting scrap blockbusters on the theme of the Great October Revolution with Schwarzenegger as the Leader. Hooray! In the meantime, all these dreams will have to come true, as the mercenaries of imperialism are trying to resist the inevitable. First, let's crush the hornet's nest - the Pentagon. Under your command, they give an infantry landing, at the sight of which the locals begin to rush about in a panic. Victims of American propaganda! However, let's not disappoint them... Establish a small base by building a processing plant and a barracks, and start training our glorious infantry. There are more than enough volunteers, and just have time to give the guys uniforms and a Kalashnikov assault rifle. As soon as an impressive crowd gathers, lead it along the road to win new titles and medals. Having demolished the first base on your advance towards the goal, you will run into a destroyed bridge. But will it stop our impulse? Pull up the engineer and, having repaired the bridge, lead the crowd along it further. The enemy is trying to stop our attack with a fortified area with pillboxes, but there are two buildings nearby. Drive out the local white-collar workers from there and, turning the buildings into firing points, demolish the pillboxes. Then drive the foot soldiers back to the street and lead them further. Here you will see another small enemy base with an airfield. Capture this building as an engineer and get a free amphibious assault. Grab another engineer and repair the bridge on the right. Send someone to run to the embankment in the northwest, and you will get tanks to help. Now build up your strength and sweep away the defenses around the Pentagon. Our tanks, who had come from nowhere, would be trampled there from both sides, and the apotheosis of a grandiose showdown would be the release of a strong landing force. As soon as you blow up all five segments of the US Department of Defense, the mission will end.
2. Hostile Shore Location: Florida Cost
Objectives:
- Establish a base.
- Destroy all enemy forces.
Now it's time to think about a resort for our wounded soldiers and home front workers. The coast of Florida, with its warm, humid climate, is just right. Therefore, we land on the coast, having previously knocked out a miserable defense, and establish a base. Mineral reserves are nearby, in the southwest and north, behind the houses. Don't forget to build a shipyard where you can make some submarines. A little later, a few more will come to you, and with this jamb you will drown the destroyers that live in the south and in the harbor in the southwest, where the enemy shipyard stands. This concludes the mission of the fleet. Now about what is happening on land. The enemy base is to the south. The path to it is blocked by at least a dozen tanks. But how can the miserable Grizzly resist our tanks? Especially when there are a lot of them. Lots of. So make armored vehicles, how much money is enough, and arrange the demolition of everything that is blue on your map. If you play on Hard, then the enemy will try to run into your base. So do not hesitate to put a couple of turrets in the south and southwest. There are also crocodiles here. One vile reptile even tried to bite our tank. Let's sew new boots for General Vladimir from the creature!
3. Big Apple Location: New York City
Objectives:
- Capture the American Battle Lab.
- Build and protect Psychic Sensor.
Tanks, vodka, rock and roll - it's great, of course. But Yuri, the closest assistant to our Prime Minister Romanov, will ask for help in one experiment. He has been practicing with all sorts of psychotropic devices for a long time, and he needs material for the experiment. Maybe as a result we will have a new weapon. The American units stationed in New York would be just right for the test. But building a psi device requires some technological know-how from the Americans. Therefore, you will first have to capture the enemy research center. In the meantime, set up a base in the port area and slowly begin to accumulate strength. Mineral deposits are located almost in the location of the base, between the destroyed warehouses, and another deposit is in the southwest, in the very corner. In fact, almost the entire map is covered with minerals, but what is located in the northeast will be more difficult to take, since the enemy operates there. You are on some elevation, and the only way for enemy attacks to your base is from below, along the rise, past a multi-storey building. Therefore, push the infantry into this skyscraper and organize defenses to repel not too strong attacks. You can capture the technical building to the southeast and place a couple of turrets nearby. Now collect an armada of tanks, not forgetting to turn on the anti-aircraft armored cars (useful). When you have an impressive number of tanks, make a couple of V3s and carefully move forward, along a large and very long flyover that runs from the southwest to the northeast. Somewhere in the middle of this path, to the right of the flyover, there will be a multi-storey building captured by enemy infantry, which is shelling the passage. In order not to expose the column, destroy the house with heavy rockets, since they have the longest firing range. A volley from the V3 will also help to cover several pillboxes that guard the approaches to the base. Now let the armored vehicles attack and, sweeping away resistance, break through further to the northeast to get to the enemy Construction Site. As long as it is intact, the enemy will rebuild the Military Factory and the barracks and give you a headache. Of course, don't touch the Battle Lab. You can capture a repair site as an engineer and repair equipment. Pull up reserves, not forgetting air defense armored cars. When you surround the enemy research center with a dense ring of troops, capture your target with an engineer (for speedy delivery, put the guys in an armored car). After capturing the building, a Psychic Sensor will appear in its place, which you will have to protect for a while. Turmoil will begin in the enemy forces, and the sky will become crowded from the Hercules flying by, dropping troops (even tanks on parachutes). The main attacks on the psi-generator will come from the southwest, and, in addition to the ground troops, there will also be flying infantry (it is for shooting the Carlsons that you need armored cars). In the end, everything will end with taking control of all enemy forces and victory, if you did not let the device be destroyed (keep a couple of engineers nearby for every fireman).
4. Home Front Location: Vladivostok
Objectives:
- Establish and defend a base.
- Destroy all enemy forces.
While we are expanding our "living space" on the American continent, the dastardly Korean admiral is trying to strike from the rear. These US allies are going to get into a big showdown and have set their sights on our Far East. It would be better to start cramming the precepts of Chu Chae. So you have to digress from the “business trip abroad” and organize the defense of your own territory. You, with a mobile Construction site “in your hands”, are dropped off near some lighthouse, with an order to throw out uninvited guests. There is not much time left before the landing, so hurry up. Quickly expand the base and, having started military construction, put at least a couple of air defense guns, as there will be a raid of a couple of Harriers. In the south you have the Shipyard, where it is already possible to establish the production of submarines. But do not send them anywhere yet and accumulate them near the shipyard. As soon as the defense is organized (the enemy will come from the east), prepare a shock tank detachment and, at the first opportunity, send it to the northeast corner of the map to nip the enemy base construction in the bud. If your defense is already strong and you are not afraid that you will be carried out, you can even set the exit point of the produced vehicles far to the east, so that replenishment immediately enters the battle. Terror drone is a good thing, of course, but it's better to lean on tanks here if you want to quickly finish off the enemy. The enemy will also try to organize a raid by destroyers on your shipyard, but for the solemn lie! cheniya Korean admiral "lip-rolling machine" you and accumulated a submarine fleet nearby. As soon as you crash the last enemy building, the map will open up, giving you the opportunity to fish out the remaining destroyers for their subsequent drowning.
5. City of Lights Location: Paris, France
Objectives:
- Power up the Eiffel Tower with XNUMX Tesla troopers.
- Protect the tower.
- Destroy all enemy forces.
After repelling the Korean attack, the authorities send you to Paris. There, the remnants of the French army prevent you from breathing the spicy air of Montmartre. Since our main forces are employed in America, many resources are not allocated. But someone had a great idea how to clear Paris of any outsiders. Since the Tesla Coil technology has already been mastered, you can try to turn the famous Eiffel Tower into a huge spark gap if at least three Tesla toopers power it from their batteries. So the mission will be fun. Of the buildings, you only have a barracks, and one Tesla Coil, which is maintained in working order by three guys in spacesuits. There are also a couple of engineers and two pyropsychics (both are called Ivans). Vanya can put explosives with a clockwork wherever you say. If he runs. So do not count on this unit especially and rivet the infantry. Since the action takes place in the city, I would advise you to apply the following tactics. You form several detachments of submachine gunners, 6-8 people each, and begin to occupy the surrounding houses. They seized it, sat in it for a while - and if there is no firing, go out and occupy the next one. So, jumping from one house to another, you will make your way around the city to where you need to go. Moreover, the building will serve as a good defense for your fighters and will take all the blow. Probably, it is not good to destroy historical buildings in the no less historical center of Paris, but this is how it is necessary for victory. If the building from which your guys were kicked out is strategically important, send an engineer to fix it and start the foot soldiers again. To the left of your barracks, under the cover of an enemy armored car, there is a technical building, capturing which you will receive some money. Even further west, a little north, look for your stray armored car. It’s good for them to lure out tanks, which the infantry, who have settled in the building, do not finish off. Making your way to the north, you will stumble upon a well-defended line with pillboxes. This is the entrance to the tower. Jumping from one house to another and luring tanks out with an armored car, gnaw a hole in the defense and crawl behind the wall to the tower. There are still a couple of tanks, which you hollow out from the buildings adjacent to the tower. When you tidy up a bit, you can call Tesla troopers (these guys will be sent to you by then), bring them to the tower and let them close the openwork structure, turning it into a huge discharger. Who did not hide ... the remnants of the enemy troops will climb into the fray, but the Tesla Eiffel Tower only needs one discharge to bang the tank. Hold on for a while - and victory is yours. You can go to the Louvre.
6. Sub-Divide Location: Pearl Harbor, Hawaii
Objectives:
- Establish a base.
- Destroy the enemy fleet.
So, we have provided ourselves with a resort area on the east coast, it remains to seize the beaches on the western, Pacific. And there, as you know, the best place is Hawaii. So let's move west. But the American Pacific Fleet with the remnants of the Korean prevents you from soaking up the sun. All this audience lives in Pearl Harbor, the main base of the US Navy in the Pacific. So, quietly, until the enemies got wind of it, we establish a base on the extreme southeastern island and begin to quickly, quickly rebuild. Large deposits of minerals are very close, on a small plateau a little to the north. Enemies, of course, have already found out about the "Russian tourists", and you will be shown a countdown to the attack of the enemy fleet. But even earlier, the enemy will land two or three landings. The most dangerous one, the tank one, will come from the northwest, so keep the strongest defense there. There will still be a run-in of infantry from the west, but it is quite simple to deal with them by seating the infantry in shacks and letting the dogs off the chain. Then, when you have already thoroughly developed and strengthened, take care of air defense systems, since aircraft carriers will be the main striking force of the fleet that will come to visit you. But reinforcements will come to you from the north, and the higher command will be so generous that they will allocate as many as three missile dreadnoughts. Collect all this in a heap at your shipyard and continue to rivet units and defenses. It would be nice to put a Tesla Coil tower near the shipyard to hit any raking paws that reach for it. Move a couple of air defense armored cars to the western spit, which will fire on aircraft from aircraft carriers even on takeoff. Those who manage to fly further should be shot down by your stationary anti-aircraft guns. Yes, Sea Scorpions will work too. But the destroyers will come first as the fastest. With the joint fire of land and sea forces, drown all this brethren and take on aircraft carriers that will crawl up for execution a little later. Your air defense will shred naval aviation, and dreadnoughts will sink aircraft carriers. When this raid is over, get ready to attack yourself. We will not be like the stupidity that the enemy fleet showed, and there is no need to climb into the Pearl Harbor with ships. Ready three or four amphibians and fill them with tanks and V3 installations. Send Sea Scorpions west to inspect the south coast of the large island where the enemy base is located. There, in some places, protective prism towers are installed. Spot them with your scouts and destroy them with a dreadnought missile attack. If air defense ships interfere, sink them with submarines. Slowly pull up the fleet to the place where an unoccupied bunker sticks out on the south coast. If you want, you can occupy it with infantry. Land troops from four amphibians and you can pull up additional forces. The tactics here are as follows: about seven V3 installations cover the target in one gulp, and the tanks cover them if someone starts to resent too much. Take out the air defenses first so they don't shoot down the missiles, and then one volley of heavy missiles is enough to bang the Construction Site (it's northwest of the bunker) and then everything else. Tanks do not go on the rampage, as their task is to protect themselves and rocket launchers. You can periodically send some kind of tank to open the map and designate new targets for the V3 volley. In the center of the harbor, near two shipyards, the remnants of the enemy fleet accumulated. All this is easy to cover with a volley of heavy missiles. Shooting a fugitive is not worth it because single rockets are easy to shoot down. And if seven missiles fly at the same time, then at least half will reach the target. That's it, clean it all up. You can send the Sea Scorpion to the harbor to open up new targets on the map. There are few ground forces here, and there should be no serious opposition if you quickly crushed the Military Factory with the barracks. The enemy thought that you would trample, like him, with ships head-on.
7. Chrono Defense Location: Ural Mountains, Russia
Objectives:
- Protect Battle Lab at all costs.
Wow, "fun" mission. Somewhere in the Ural Mountains, a scientific laboratory is hidden, developing new weapons for our victorious troops. But the enemy found out about this, and it is worth waiting for the attack, as the Americans managed to master the secret of instant teleportation. Therefore, you are thrown into the defense of the laboratory with a very specific order: to protect the laboratory at all costs. Those who play on Hard will have a very hard time. Checked on myself. So this: grab your mouse and quickly build a processing plant. In parallel, make a turret and a couple of engineers. Once the turret is ready, place it at the northwest exit of the base. Order another one, which you put on the upper "pasture" of the harvester, in the north, as far as you can reach. Then build an anti-aircraft gun. By this time, you should already have a processing plant ready. Put it in the north, closer to the minerals, and after making a couple of power plants, order a military plant. At the same time, take the foot soldiers and dogs that hang around the southern exit to the center of the base, as a small detachment of infantry will come from the south with a sniper to boot. The sniper simply flips your manpower like seeds. Let the turret deal with all this brethren, which can be repaired. As soon as you build a military factory, release one or two terror drones and put Apocalypse on the stream. When the Construction Site becomes free, build another processing plant. Here is approximately such a survival technology at the initial stage. As soon as you beat off the first attack of enemy infantry from the south, get the dogs back into position to catch spies and infantry. And when the first bomb on legs pops up, drive it west, into the village. There, the enemies have unleashed a propaganda machine that seduces peaceful Soviet citizens with "high" American values, such as McDonald's and Playboy magazine. So that Soviet citizens do not start Perestroika in a single Ural village, say “face” to your bomb - and, having banged agitprop on wheels, you will open the whole map + you will find a box with a cash bonus. Send the second bomb to the very north of the eastern road, because from there, after some time, three trucks with bonuses will go. Now it's defense. There are three exits from the base, and through them they will get you. Focus on producing heavy super tanks at the expense of everything else. Only Apocalypse is the hope to fight back. Don't waste your money on a Tesla Coil, it won't pay off in the stabbing you'll have on this mission. Apocalypse, Apocalypse and more Apocalypse. Clog all exits with them, so that enemy tanks can only get to the base after finishing off the steel colossus. As soon as the opportunity arises, place another anti-aircraft gun, as after the flying infantry there will be a raid of four Harriers. There will also be spies who target radar and power plants, engineers in armored cars trying to capture a military factory, snipers and even dogs. You can try to close the passages with walls, but just don't completely wall up the scientific building and the Construction Site, so that your engineers, who must always be kept nearby, can quickly repair the building at a critical moment. Do not leave any side unattended. They can even enter from the side of the northern “pasture”.
8 Desecration Location: Washington D.C.
Objectives:
- Take over the White House.
Now it is necessary to press the renegade Vladimir to the nail, who has arranged for himself an office in the White House and does not follow the precepts that he should follow. At least that's what Yuri says. So you have to fight with your own. The forces are approximately equal, at least what the enemy has, you also have. Except for one. Under your command, they give four "stink" desolators. While you're setting up the base, this will be the perfect occasion to show what these terribly snoring guys can do. Very soon a plane will fly over you and drop troops. Move all infantry and tanks away, and activate desolators at the landing site. If skydivers could go up, or at least stop in their descent, they would. Barely touching the ground, the landing force will immediately dissolve in radiation and toxins. So the landing will be no worse than dandruff. When you use the stinkers, make sure that there are no your units nearby, as they can get hurt too. There will be nothing for buildings. The infantry that you drove out of the base, push into the bunker, which is located in the northeast. This will be the main direction of enemy attacks, and the friendly fire of submachine gunners will help a lot. The purpose of the further development of the base is clear - His Majesty Apocalypse. In the previous mission, you realized how good this tank is in defense. Now there is an opportunity to see how terrible he is in attack. Very quickly, the supply of minerals that was near the base will run out, and your harvesters will crawl further to the northeast, where enemy harvesters graze, who will never let strangers into their “sandbox”. This will be one of the first tactical tasks for your tanks. Also, behind the bridge in the southeast is a small enemy base. You can practice on them. At the same time, your tanks will become veterans. Another useful thing in this game is that there are three memorials on the map, destroying which you will receive cash bonuses. They are open on the map and are not well guarded. When you have a LOT of tanks, lead this herd to the northeast, sweeping away everything and everyone in your path. Having trampled all enemy units and buildings, you can bring an engineer in an armored car to the White House and capture it. This will end the mission.
9. The Fox and the Hound Location: San Antonio, Texas
Objectives:
- Using mind control, capture the American President.
Diversion mission. First, you will be shown how strong the security of the base, on which the American president cowardly hid, and how not to storm it. A little later, two gloomy guys will be parachuted out (those who play not on Hard will be given three), who better not make eye contact. You never know what. This is what will be your special forces. The guys do not know how to shoot from a machine gun and drive a tank, but they can take control of any enemy unit if they are given the opportunity to get a little closer to it. But then the distance to the ward can be any. But the task of your psi-special forces is very serious: you need to find a way to capture the American president in this crowd of enemy forces. So go ahead. More precisely, to the northeast, where an enemy barracks and a research center are located in a small corral, guarded by two GI At this moment, an enemy armored car will jump out at you, which will be immediately recruited. Send him to destroy these two infantrymen and the second Yurik (the first one controls the armored car) seduce the engineer who is standing near the barracks. Take this barracks. There is one more engineer who can take over the Battle Lab, located right there, if you want to make a spy. But a special agent is absolutely not needed here, so make a couple more engineers better. Now drive the armored car clockwise, skirting the enemy base from the north, so as not to fall under the beam of the prism tower, one volley of which is enough. Output IFV exactly in the middle of the northern wall of the base (two dogs with a soldier are still jumping there) and start making a passage in order to blow up the power plant later. You must keep the armored car exactly in the middle so that the guard towers do not get it. “Seals” may react to you, but they are specialists in shooting infantry and cannot do anything against a missile armored car. After finishing with the power plant, take the car away. Further, your goal will be another nook of enemy forces in the east. Bring the free Yurik closer and fool the sniper through the fence, who will kill the infantrymen. Then switch the attention of your “psycho” to the tank standing right here, which, under your strict guidance, will destroy two pillboxes and air defense installations. After that, take him to the south so that he takes out the barrier that blocks access to the repair site. Now lead around the engineer to capture it. So you will have the opportunity to repair damaged equipment. There are still trucks standing there, smashing them will give you boxes with bonuses that increase the toughness of your units. Decide for yourself how to distribute this treasure. Since you have only two Yurikas, then decide for yourself what you will do next: a tank or an armored car. Unnecessary send to make a passage in the southern wall of the base, also in the middle, to destroy the power plants standing there. Two tanks will react to such a collision, and your “rejection” will die heroically in battle with them. Then you will need a sniper and a second “armored friend”. Use armored vehicles to finish off enemy tanks (if they remain) and destroy the remaining power plants. When the power supply to the towers stops, you can bring a sniper to the position to destroy the president's guards. Just do not lose control of your shooter for a minute, so that he does not accidentally shoot the president. When the guards are finished, move the unwanted units away and bring in Yurik to brainwash your main target.
10 Weathered Alliance Location: US Virgin Islands
Objectives:
- Capture an enemy Battle Lab with an Engineer.
- Destroy the Weather Machine.
The Americans are still not giving up and are betting on new types of weapons that they are developing somewhere in the Virgin Islands. According to intelligence, this is some kind of weather control device that can activate the strongest storm. Your task will be to find out the location of this generator in the enemy Battle Lab, capture it with an engineer, and then destroy this superweapon. In the meantime, you need to develop a base on one of the islands in the southwest of the map. By the way, there are already some structures there. As soon as control passes to you, start military building. Just keep in mind that you will not be allowed to develop calmly, as usual. The first run-in by a small infantry unit will be from the north coast (your turrets are stationed there, which can handle themselves). The second attack, also by infantry, will be on your outlying buildings in the southeast of the island. Send a couple of dogs there and you can put a Tesla Coil. The next landing, this time a tank one: two enemy amphibians will land in the center of the base, coming from the south. After that, the enemy will harass you mainly with his flying infantry, the main forces of which will constantly fly in from the northwest. Put a couple of anti-aircraft guns there and bring a couple of armored cars, after which you can no longer pay attention to the constant raids of the Carlsons. Sometimes rocket launchers will also fly in from the northeast! , so set up anti-aircraft guns to cover your outlying buildings as well. Now you can more calmly engage in the development of your forces and means. You will even have the opportunity to build a mine with “Kuzka's mother”. Just be careful when nuking targets near the enemy Battle Lab. If you sweep away this building, which you will need to capture, then the mission will have to start over. When you build a shipyard, it is better to place it in the south, since the enemy ships, which will definitely come after that, will go around, skirting the coast of the island, where you will see them in advance and, if there is something, then fire at them. There are not so many resources on your island, so you will face the problem of further receipt of finances. The solution to this problem lies in the east, where there is a small island with a technical building and the richest reserves of minerals. Take the technical building with an engineer, and put a processing plant next to it. But, until you have serious forces at sea, it’s better not to go there, since the enemy has two shipyards here. One is located next to the shore fortified with pillboxes (it is open on the map), and the other is in the corner in the east, on the other side of the enemy island. The enemy has a lot of destroyers with dolphins here, so build squids first to clear all the American naval forces. After that, bring out a couple of dreadnoughts, with missile volleys of which it is good to cover targets, even those located quite far from the coast. Now you can think about the attack. Those pathetic coastal defenses can easily be swept away by dreadnoughts (just keep squid near them, as your missile cruisers will be attacked by scuba divers) or a nuclear strike. Well, then - land a landing of a dozen Apocalypse and demolish everything except the science center. You can even capture everything in a row by engineers. But do not rush to capture a key target until such time as you have a nuclear strike ready. After capturing the Battle Lab, you will open a piece of the map in the northwest with the Weather Machine, which has just begun preparations for the activation of the storm. But since “Kuzkina's mother” is ready for you, show it in all its glory.
11. Red Revolution Location: Moscow
Objectives:
- Destroy the Kremlin.
One of the most difficult missions in the Soviet campaign, in my opinion. Especially in the game on Hard. Your confrontation with the enemy can be safely compared to arm wrestling. Slightly weaken your onslaught - and you will feel the onslaught of the enemy, which is strong, oh so strong. So here the guarantee of victory is in the quick mastery of the initiative and the constant onslaught. If you go on the defensive and engage in simple accumulation of strength, they will sweep away like crumbs from the table. Another incentive to active offensive actions is limited resources. All mineral deposits are ahead, and you need to, among other things, defend the pastures of the harvesters. Now I will try to tell you more specifically what will happen in the game at the maximum level of difficulty and what you should do. This time, the renegade who will have to be eliminated is Yuri, who has seized the supreme power. He sits in the Kremlin, and your task is to bury the reptile under the ruins of this building. That is, the mission is considered completed immediately after the destruction of this building. But, as you might guess, not everything is so simple. Although you are given two "Kirovs" as initial forces at the beginning (you will also be able to produce these ships in the future), do not even try to tell them to go bomb the Kremlin right away. The enemy's air defense system here is such that your airships are unlikely to reach the middle of the map. Your main strategic task in the first half of the game will be to take complete control of the entire mineral-rich southern valley, in the southwestern corner of which you are landed. Further north, this valley is dominated by a wall of mountain ranges containing packages consisting of two AA guns and one Tesla Coil. This ridge stretches from west to east and, reaching somewhere in the middle of the map, ends with the location of a well-developed and fortified enemy base. Another base is behind this mountain range in the north. It is these two bases that close the passage to the Kremlin (there is also a small fortified area, but this will be later). And it is them that you will need to destroy as soon as possible, because if you pull, they will impose a war of attrition on you. Moreover, a special nightmare will be caused by terror drones, covered with Iron Curtain protection, thanks to which you will constantly lose harvesters and tanks. Now about how to deal with all this. The peculiarity of the meat grinder that begins is that the enemy simply has crowds of Yuriks here, thanks to which the attack of your super tanks can very easily choke. Therefore, make the main bet on defensive turrets, towers for defense and Kirovs for attack, since these means are not available for attacks by psi-saboteurs and terror drons. Tanks, of course, will also need to be built, but keep them close to the rest of the defensive equipment to avoid a massive attack of mini-bombs and Yuriks. Now - an approximate sequence of actions. At the very beginning, you are given several tanks. Grab them and sweep away the first flak pack and the Tesla Coil directly ahead, behind the mineral field. The power plants located on the sides are captured by engineers. These power plants, along with the already destroyed “package”, are located on a small plateau. The main attacks of the enemy will go exactly around this plateau, along rather narrow paths to the left and right. Therefore, hang over them those “Kirovs” that you already have. They will bomb enemy columns that will pass through here. You can plant infantry in the surrounding houses, and hurry up to place turrets and Tesla Coil near the captured power plants so that they, along with airships, destroy the advancing enemy. There are several more technical buildings here. If you can then hold them, be sure to capture them with engineers. This will give you some money and allow you to place more turrets and guard towers nearby. In addition, there is an airfield in the east, capturing which, you will receive a free landing. Be sure to attach a couple of Tesla troopers to your Tesla Coils to increase the power of these defensive towers. Then build airships and form the first air wing, consisting of five or six cars (less is possible, but then success is not guaranteed). Their task is to fly over the mountain range and, ignoring the fire of anti-aircraft guns, destroy the nuclear reactor located behind this ridge. Then send your remaining forces further north to bomb the Iron Curtain generator, taking out one refinery and two soldiers along the way. Then either make a second squad, or send the remnants of the first to the northeast, without being distracted by anti-aircraft fire, to destroy two more nuclear reactors located deep in the second base. Also, do not be distracted by anything else until you blow up nuclear power plants. When three reactors are blown up, the anti-aircraft guns and Tesla towers will cease to function; and, if any of your air fleet is still intact, it will not be difficult to bomb both enemy bases. When you do this, consider that victory is already close. In this mission, you can build a mine with a nuclear missile. The Kremlin, where the ringleader sits, can withstand a direct hit from a nuclear missile if you want to solve all the problems in one fell swoop. But there is one scenery moment that you should know: as soon as you place the mine with “Kuzka’s mother”, then enemy airships will begin to visit you with frightening frequency, sailing out from somewhere from the east and from the west approximately in the middle of the map. So if you do not have a developed air defense system, then building a nuclear missile is fraught. If you still dare to build a missile silo, then send your anti-aircraft armored cars to the place where enemy airships appear for a warm welcome and so that the carcasses of these giants collapse somewhere in the field, and not at your base. Now, when you have destroyed two enemy bases in the center, you can prepare an air squadron of several airships and lead them to the Kremlin, destroying anti-aircraft guns along the way. By the way, Yurikov, who bothered you throughout the mission, is being cloned in small pens near the Kremlin, in the southeast and southwest. There they are like cockroaches in a food warehouse, and therefore it would be sheer stupidity to meddle in the Kremlin on tanks. Here to hit “Kuzka's mother” will be just right. There will be screams!
12. Polar Storm Location: point Hope, Alaska
Objectives:
- Destroy the Chronosphere.
Last throw. Where the remnants of the enemy forces still hope to turn things around with the help of the Chronosphere. Its destruction will be our main task. Let's take away the last hope of the Americans in point Hope! In the meantime, start deploying the base, and the first thing you need to pay attention to is the defense. At the beginning of the game, small chrono landings, air raids and amphibious landings will try to take you down. There will be no massive attack, but you need to immediately protect your objects as best as possible. Chronotroopers can spawn anywhere (most likely between the mineral field and your Construction Site), but they won't exceed four or five armored vehicles. An air raid is also easily “cured” by air defense guns and armored cars placed along the coastline. Amphibious landings will be quite sluggish and only one amphibian will come to you at a time. How many will fit in one? So that onslaught, that aggression of the enemy, which was in the previous mission, will not be here, and you can safely engage in military construction. The enemy base is located on a large island that occupies the entire western third of the map (almost the entire island is crammed with buildings). So you have to prepare the landing. When you build a shipyard, then get ready to defend it, although the attack by destroyers will be rather weak. Breed squids and overturn everything that swims in the sea. The enemy fleet is rather frail, and there are not even a dozen ships in it. So it won't be a problem. Then, when you have destroyed all the ships and two shipyards, build two or three dreadnoughts that will help clear the beachhead for the landing. Stuff Apocalypse into the amphibian and transport it there. It is even better to make a mobile Construction Site and establish another base by building a second military factory on the bridgehead so as not to drive amphibians. By the way, there are quite good reserves of minerals there, and this step will be justified. Then put Apocalypse on the stream, diluting this iron stream with airships, and when you accumulate a powerful armored fist, turn on the “steam roller” imperative. The path to the core of the base, where the Chronosphere is hidden, is quite long, since you will have to go first north, around the mountain range, and then, turning left, go south. On the northernmost section of the map, near the airfield, three captive airships hang. Bang or capture the airfield - and the airships will be at your disposal. The further into the forest, the more firewood. The closer you get to the Chronosphere, the more powerful its defenses will be. Alternate attacks of tanks and airships, which will eliminate what is not dangerous for them (tanks destroy air defense systems, and Kirovs smash prism towers with pillboxes to dust), and move forward. Oh yes, I completely forgot: you also have a mine with “Kuzka’s mother” and the opportunity to produce Yurikov. In general, have fun on your health, the mission is not very difficult. When you blow up the Chronosphere, everything will be over, and you will be shown a parade in Red Square and the Champs Elysees.