Command Conquer Red Alert 2
Command Conquer Red Alert 2
Command Conquer Red Alert 2
KEYBOARD COMMANDS
BASIC KEYBOARD FUNCTIONS
NAME KEY DEFINITION
Deploy item/unit D Some units have secondary functions that enable
greater or different attacks or powers. You can
also click on them when the "deploy" cursor
appears above the unit. GIs, Desolators and Yuri
all have secondary powers. You can also use this
to exit units or garrisoned buildings.
Guard Current Area G Units will actively scan the terrain and attack
enemies automatically.
Attack Move Click unit, CTRL/SHIFT, move to area Units will travel from place to place and actively
attack & destroy enemies they encounter.
Scatter X Units will try to avoid being run over. Press when
vehicle tries to run over your infantry.
Stop S Stops selected unit’s movement in its tracks.
Force Fire Hold CTRL key, guide cursor over Forces a unit to fire on a friendly or neutral unit.
target, left-click
Force Move Hold ALT key, guide cursor over Forces a unit to drive/walk over an area or to
target, left-click run over a unit.
Chat to all Listeners Enter to bring up chat cursor, Sends messages to all listeners
(in Multiplayer) ENTER to send message, Right-
click to cancel message
Chat to all Allies Hit BACKSPACE, type, hit ENTER Sends messages to all allies
(in Multiplayer)
Chat to all Players Press ‘\’ to bring up chat cursor, Sends messages to all players
(in Multiplayer) ENTER to send message, Right-
click to cancel message
Place Beacon (B), press Enter, write message, Writes messages to allies and sets them on
press Enter to send message. battlefield.
Press DEL to delete beacon
Enter Way Point mode Click on unit, press and hold Z, Sets Way Points.
set down the way points, release
to initiate movement command
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KEYBOARD COMMANDS
Set Rally Point Click on Barracks, War Factory, Rallies your units to a spot on the battlefield after
Shipyard or Cloning Vats and select they are produced.
the rally point on the battlefield
Go to Event on Radar Space Bar Centers your view on latest radar map ping.
All units cheer! C Makes all your infantry cheer in victory!
Go to Diplomacy Menu Tab Accesses the Diplomacy Screen.
TABLE OF CONTENTS
GETTING STARTED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
WELCOME BACK, COMMANDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
STORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
MAIN MENU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
SINGLE PLAYER GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
NEW CAMPAIGN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
DIFFICULTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
LOAD SAVED GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
SKIRMISH GAMES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
INTERNET . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
NETWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
MOVIES & CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
DISPLAY OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
GAME OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
USER INTERFACE OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
AUDIO OPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
KEYBOARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
NETWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
SETTING UP A NETWORK OR SKIRMISH GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
MULTIPLAYER GAME MODES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
CO-OP PLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
CHOOSING A BATTLEFIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
CREATE A RANDOM MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
THE INTERFACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
THE TACTICAL MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
THE GAME MOUSE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
THE COMMAND BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
GAME BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
MOUSE CONTROL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
SELECTING UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
MOVING AND FIRING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
THE SHROUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
GATHERING ORE/EARNING CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
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TABLE OF CONTENTS
BUILDING UNITS AND STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
BUILD QUEUING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
RALLY POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
PLACING STRUCTURES ON THE BATTLEFIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
POWER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
TECH BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
FORTIFYING CIVILIAN BUILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
CAPTURING ENEMY BUILDINGS & REPAIRING
BRIDGES, CIVILIAN STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
GAME ALLIANCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
ADVANCED GAMEPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
CREATING TEAMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
SELLING AND REPAIRING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
GUARD MODE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
ATTACK MOVE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
VETERAN & ELITE UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
FORCED FIRING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
POWER-UP CRATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
THE ADVANCED COMMAND BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
WAY POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
UNITS AND STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
ALLIED TECH TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
ALLIED UNITS TECH LEVELS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
ALLIED FORCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
SOVIET TECH TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
SOVIET UNITS TECH LEVELS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
SOVIET FORCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
SPECIAL MULTIPLAYER FORCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
ALLIED STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
SOVIET STRUCTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
WESTWOOD ONLINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
TECHNICAL SUPPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
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TO UNINSTALL
1. Click on “Start” and then select “Programs,” “Westwood,” “Red Alert 2,” “Red
Alert 2 Uninstall.”
2. Follow the on-screen instructions to complete the uninstall process.
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STORY
STORY
If you could go back in time, what would you change? Would it be possible to prevent
wars from ever occurring? Or would tampering with the past have drastic effects on
the present and the future?
Experiments in time travel have drastically altered the course of history. Assassinations
altered the fates of nations, and thus the entire world. The Soviet Union found herself
without enemies to check her expansion to the west. Under Josef Stalin, they began a
march to the Atlantic, hoping to fulfill their manifest destiny of a continental Soviet Union.
Only the combined might of the Allied forces prevented complete domination by the
Soviets. The huge army of Mother Russia was finally stopped by the superior technology
of the Allies. A peaceful world finally became reality. Stalin perished in the conflict,
leaving the fate of the world’s largest nation undecided.
After the war, the Allies placed Alexi Romanov in charge of the new Soviet Empire. He
seemed to be the perfect choice. A career politician, he espoused the ideals of the
Allied powers and set about making the Soviet Union a benevolent, peaceful country.
The Allied leaders breathed a sigh of relief. The great menace was finally put to rest.
Or was it? Secretly, Romanov burned with hatred of the Allied powers that had
destroyed his beloved country. Once in power, he immediately began plotting his
revenge. Because the Allies had won with superior technology, he vowed that the
Soviets would create their own superior weapons. The armies of the old Soviet Union
would march again, and this time, they would not fail. This time, they would conquer
the United States!
For years the Allies were complacent. No one knew of the secret Soviet experiments into
mind control or the nuclear tests conducted by Romanov’s scientists. The invasion took
the United States by surprise. Suddenly, there were Soviet troops rushing into California,
Texas, and New York. Civilians succumbed to the Soviet mind control and left their country
forsaken, taking up arms in favor of the invaders. Giant squids appeared on American
shores, crushing ships with their massive tentacles. The onslaught had begun!
Fortunately, the current US leader, President Dugan, has not let the old Allied
technology stand. Massing his forces and preparing technology that allow him to
control both the nature of time and the forces of nature, President Dugan prepared to
battle the Soviet Union once again. Romanov has incredible power, surprise, and
massive forces. The Allies are fighting for their home, and their way of life. And once
again, the entire world erupts into conflict.
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MAIN MENU
MAIN MENU
When you start the game, you will be
presented with a short cinematic
sequence of the Soviet invasion of the
United States. Following this, you will
be taken to the Main menu, where
you will select the type of game you
wish to play or determine a variety of
options to optimize the performance
of the game on your computer.
On the Main menu, your selections
include Single Player; Internet;
Network; Movies & Credits; Options; and Exit Game.
SINGLE PLAYER
Allows you to select new campaigns, load previously saved games, replay missions and
set up Skirmish matches against the computer
INTERNET
Play “Head-to-Head” or “Co-Op” games over the Internet through Westwood’s free
matching service.
NETWORK
Play “Head-to-Head” or “Co-Op” games over a Local Area Network (LAN).
OPTIONS
Adjust your game settings.
EXIT GAME
Exits the game and returns you to your desktop.
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MAIN MENU
SINGLE PLAYER GAME
To play single-player game of Command & Conquer Red Alert 2, click on this button on
the Main menu. You will be taken to a new menu with several new options to choose
from. These are: New Campaign; Load Saved Game; and Skirmish. To return to the
Main menu, click the Main menu button in the bottom-right corner of the screen.
NEW CAMPAIGN
Clicking on the New Campaign button takes you to the Campaign menu. Here, you can
choose to play either as the Allies or the Soviets. You can also elect to go through Boot
Camp, which will teach you many of the basics of the game, including how to move your
units around the map, how to target enemies, how to build your base, and more. It is
highly recommended that players new to the real-time strategy genre or the Command
& Conquer series play through the Boot Camp levels to familiarize themselves with the
interface. While experienced players can skip the Boot Camp, it does include many new
features that can help you tremendously.
If you decide not to start a new campaign, click on the Back button to return to the
Single Player menu.
DIFFICULTY
On the Campaign menu, you can select the difficulty of the campaign you will play. There are
three settings ranging from Easy to Hard. Players new to real-time strategy gaming should
start with the Easy level, while experienced players will find the Hard level quite challenging.
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MAIN MENU
SKIRMISH GAMES
Skirmish games are unique. In a sense, a Skirmish is like playing a multiplayer game,
but instead of playing against other people, you play against computer-controlled
opponents. Clicking on this button will take you to the Skirmish menu, explained in
greater detail later in the manual.
INTERNET
Press the Internet button located on the Main menu to go to Westwood Online.
Westwood Online is a matching service sponsored by Westwood Studios for Red Alert
2 fans. It is always best to play with players with strong Internet connections and
recommended system requirements. The game’s performance will be affected by these
factors. More information can be found in the Westwood Online section of the manual.
You must already be connected to the internet through your Internet Service Provider
in order to connect to Westwood On-Line
NETWORK
Click on this button to set up or join a
game played over a Local Area Network.
More information about playing games
over a network can be found in the
Options section of the manual.
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MAIN MENU
OPTIONS
The Options menu allows you to customize
a variety of aspects of your game.
When you click on the Options button
on the Main menu, you’ll be taken to
the Options menu.
DISPLAY OPTIONS
VISUAL DETAILS: Choose Low to High. Higher detail will look more attractive, but requires
increased processor speed. Slower computers will have difficulty playing the game with
high detail. Visual details refers to special effects like smoke, lighting or water wakes
behind ships.
SET A VIDEO RESOLUTION: Setting higher resolution is more attractive and crisper, but
requires a more powerful computer. You will also be able to see more of the battlefield
during gameplay. Playing the game in 640 x480 (lowest resolution) will increase the
performance of the game on your system.
GAME OPTIONS
Located below the display options are the game options.
GAME SPEED: Use this slider to adjust the speed of the game units and the time it takes
to build structures. NOTE: In the single player game, the game is locked to the default
game speed.
GAME DIFFICULTY: Change the difficulty to Easy, Normal or Hard. Newcomers to the C&C
universe should play on the Easy level to begin.
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MAIN MENU
USER INTERFACE OPTIONS
The user interface options give you additional control over the game and allow you to
tailor it to your preferences. There are several tabs under this heading.
TOOLTIPS: Displays helpful text when a cursor is left on a game object for 2 seconds.
TARGET LINES: When you tell a unit to move to a particular location or attack a certain
enemy, a line from the unit to the target will appear. With this box clicked off, these
target lines will not appear.
SEE HIDDEN OBJECTS: Allows you to spot units behind buildings and other obstacles. With
this box clicked on, units and defensive structures behind obstacles will be indicated. If
this box is clicked off, hidden units will not be visible.
SCROLL RATE: Determines how quickly you can scroll around the screen with the mouse.
AUDIO OPTIONS
The three bars under Audio Options allow you to control the volume of the various
sounds in the game. Values range from 0 (off) to 10 (loud).
MUSIC VOLUME: Adjusts the mission and menu music volume.
SOUND VOLUME: Adjusts sound effects (gunfire, explosions, etc.).
VOICE VOLUME: Adjusts the character voices.
KEYBOARD
Click on the Keyboard button to customize
your keyboard commands.
CATEGORIES: The keyboard commands are
broken down into various categories, which
you can find by clicking on the arrow in the
Category menu in the top left. The group of
commands in that category will appear in
the Commands box on the right.
COMMANDS: Select the command you wish to
change. The current key for that command
will appear below “Current Hotkey.”
CURRENT HOTKEY: Click in the Press New Hotkey and select the key you wish to use for that
command. To assign the selected key to that command, click the Assign button. You
may choose a key that is already assigned to another command. When this happens,
the command that the selected key is currently assigned to will appear below the Assign
New Hotkey box. You can still assign the selected key to the chosen command, but the
command for which that key was the default will no longer have a Hotkey.
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MAIN MENU
RESET ALL: To return to the Westwood sponsored default key commands, click the Reset
All button at the bottom of the screen.
NETWORK
Click on the Network button to configure your network settings. Note: Only adjust these
settings if you are experienced in networking protocol.
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CO-OP PLAY
Command & Conquer Red Alert 2 allows two friends to play against preset computer
opponents throughout the course of a short campaign. There are five campaigns,
some harder than others.
CHOOSING A BATTLEFIELD
When you select a game type, the maps available for that type of game will appear in
the menu on the right. Each map has a suggested number of players. Click on the map
you wish to play, and you will see a small overview of the map in the top right corner
of the screen. Click the Use Map button to return to the Skirmish/Multiplayer menu,
where you can start the game.
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THE INTERFACE
THE INTERFACE
THE TACTICAL MAP
The Tactical Map dominates the bulk
of your screen. It is here that you
command your troops, build your
base, and attack the enemy. The
Tactical Map shows only a portion of
the actual battlefield. To scroll your
view around the battlefield, move your
cursor to the edge of the screen. The
cursor will change to a green arrow,
and your view will scroll in the
indicated direction. If you are currently
at an edge of the battlefield, a slash red arrow will appear.
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THE INTERFACE
BRIEFING BUTTON:
(Single Player/Co-Op Play Only): This button will allow you to quickly
review the objectives of the current mission in Single Player or Co-Op games. It is
located at the very top of the command bar.
DIPLOMACY BUTTON:
(Internet/Network Play Only): In Multiplayer, there are no mission
objectives or briefings. The Briefing button is replaced by the Diplomacy button. Clicking
on this will list all of the active players, show the color of each army in the game, list
any alliances currently in effect, tally the number of kills scored by each army and allow
you to select which players can receive your in game chat messages.. Allies can always
read your messages unless you turn off the “Chat With” option in this screen.
OPTIONS BUTTON
Clicking on this will allow you to load or save your game, abort the
mission, or change your keyboard commands, visual display and sound options. This is
very similar to the option menu already noted in this manual. It is located at the very
top of the command bar.
RADAR SCREEN:
On the main screen, you can only see a small portion of the current
battlefield. The radar display, located just below the Briefing/Diplomacy
and Options buttons, shows you the entire battlefield in a glance. You will
be able to see any parts of the map you have revealed through troop
movements. You can use the Radar Screen to move both your troops and your view of
the battle. With units selected, click on the Radar Screen to give your troops an order
to move to the selected location. If you do not have units selected and click on the radar
screen, your view will move to the selected location. This is a way to move your view
from place to place on the battlefield quickly and without scrolling. NOTE: The radar
screen will appear only if you have a Soviet Radar Tower or Allied Airforce Command
and your base has enough power.
REPAIR BUTTON:
In the course of battle, many of your buildings will become damaged. To fix
them, click on the small wrench icon located just below the Radar Screen.
This will turn your cursor into a wrench. Clicking with this cursor on a damaged building
will cause it to start repairing. The cursor will appear with a slash when over buildings
that are in full repair or that cannot be repaired. Keep in mind that repairing a building
will cost you credits, but that this is cheaper and faster than allowing your buildings to
be destroyed and having to replace them.
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THE INTERFACE
SELL BUTTON: Next to the wrench icon is a dollar sign icon. Clicking on this
will turn your cursor into a dollar sign. Clicking with this cursor on one
of your buildings will sell it. You will receive a portion of the building’s
creation price in credits and will often get a few Conscripts or GIs to aid your cause.
PRODUCTION TABS: Located below the Repair and Sell tabs are
the four Production tabs. These show all of the structures
and units that you can currently build. From left to right, the tabs are Buildings,
Armory, Infantry, and Vehicles. When a tab is clicked, you will see a number of pictures
located in the boxes below the Production tabs. These icons represent the various
items you can choose to build. As you create new and more powerful structures, you
will gain the ability to produce additional units, buildings, and defenses. For many
portraits you can left-click on them continuously to queue up future construction or
training. Some times, the number of items you can build in a particular category will
exceed the portraits available to you. When this happens, you’ll see arrows below the
portraits, which you can use to scroll the list up and down.
POWER METER: Your base needs power to run its various buildings and operations. The
Power Meter, located to the left of the Production tabs, indicates your current level of
power. When a power meter is fully red, certain defenses and structures won’t
function. To increase power, build more Tesla Reactors or Power Plants.
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GAME BASICS
GAME BASICS
Command & Conquer Red Alert 2 has been designed to give you maximum control over
your units at all times and with little effort.
MOUSE CONTROL:
The mouse controls your pointer on the screen, and depending on where you click, you
can direct your units, attack enemies, build structures, mine Ore and more. Unless
otherwise mentioned, left-clicking with the mouse selects units and structures and
gives orders while right- clicking deselects units and structures and cancels orders.
SELECTING UNITS:
To select a unit on the battlefield, move the cursor over the unit and left-click. To
deselect the unit, right-click. In addition to selecting single units, you can also select
groups of units. To do this, left-click and hold the mouse button down just outside a
group of units. Now drag the cursor around the units you want to select. You’ll notice
this creates a box around these units. When you release the left mouse button, you
will select all of the units inside the box. You can give groups movement and firing
orders just as you can a single unit. However, some units cannot respond to all
commands. Large vehicles cannot enter Flak Tracks, for instance.
THE SHROUD:
When you start a mission, most of the battlefield will be covered with a black “shroud.”
The areas covered by the shroud are those parts of the battlefield you have not yet
explored. As you move units toward the edges of the shroud, more is uncovered
depending on the unit’s sight range. You can order units into the shroud, uncovering
large sections at once.
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GAME BASICS
have mining vehicles that collect this Ore and take it to Refineries, where it is
processed. To collect Ore, click on a mining vehicle (either a Chrono Miner or a War-
Miner), then move your cursor over an Ore field. Click again, and your miner will head
to the Ore field and begin working. When full, the miner will return to the closest
friendly refinery automatically, and will then automatically return to the Ore field to
collect more resources. If you send a miner to a location where there is no Ore to
collect, it will not seek out and collect Ore. You must target a source of Ore for the
miner to start the collection process.
There are two types of Ore: the standard yellow Ore and multi-colored jewels. The
yellow Ore is quite plentiful. The more rare, multi-colored gems will return about double
the credits of the normal Ore, and are thus highly prized. You can force a miner to
return to a Refinery early by selecting the miner and placing the cursor over a refinery.
The cursor will change to an “enter” cursor. Click again to send the miner back to the
Refinery with its current load.
BUILD QUEUING:
You can queue multiple infantry and vehicle units. All infantry units are created at a
Barracks, and will be created in the order in which you queue them. Vehicles are
created at several different buildings. The vehicles created by a specific building will be
created in the order in which you queued them. For instance, you can build both a tank
(created at the War Factory) and a ship (created at the Naval Yard) simultaneously.
Simply click the number of units or infantry you would like to build and they will be
produced from the appropriate building automatically.
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GAME BASICS
RALLY POINTS:
You can route units to move to specific locations once they are built by selecting the
building and then clicking on the battlefield location to which you want the units to move.
A dotted line will be drawn, indicating the location selected. Once a unit is created, it
will automatically move to the selected location.
POWER:
The Power Meter to the left of the Production Tabs is of critical importance. Virtually
every building you create needs power to run. Keeping track of how much power you
are producing and how much you need can make the difference between success and
failure. The two important facts to keep track of are your power requirements and your
power output. The height of the red on the Power Meter indicates your current power
requirements. In effect, this is the power you are using. The height of the entire meter
indicates your current power output. The sections of the Power Meter that are yellow
and green are excess power you can use to run additional buildings. Just remember –
green is good and red is bad. The amount of power you are producing depends on the
health of your power sources (Tesla Reactors and Power Plants). Keep them in top
repair, or you may find yourself running out of power at the wrong time. When your
power requirements exceed your production, many of your basic operations will be
slowed, while others will shut down entirely. Construction of new buildings and units will
drop off, radar will shut down, and many base defenses will go off-line.
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GAME BASICS
TECH BUILDINGS:
In many scenarios, neutral tech buildings appear at certain points on the map. These
are captured by moving an Engineer into the building. Unlike other buildings, tech
buildings cannot be sold and do not require power. Capturing a tech building gives you
particular abilities on the battlefield. There are four types of tech building: Airport,
Hospital, Outpost, and Oil Derrick.
AIRPORT:
When you capture an Airport, you are given the ability to produce
Paratroopers. Every few minutes, you can drop a group of Paratroopers
to a selected location on the map. If you are playing as the Allied side,
the Paratroopers are GIs; if you are playing as the Soviet side, the Paratroopers are
Conscripts. When Paratroopers are ready to be deployed, click on the portrait in the
Arsenal menu under the Production tabs. To deploy them, click on the battlefield
location on which you wish them to be dropped. A transport plane will drop off the
Paratroopers at the desired location.
HOSPITAL:
Wounded infantry units can be sent to a captured Hospital to heal. With
wounded infantry units selected, move the cursor over the Hospital. The
cursor will change to the “enter” cursor. Fully-healed units are deployed
from the Hospital automatically.
OUTPOST:
An Outpost is an armed repair facility that operates exactly like the Allied
or Soviet Service Depot (see below). Unlike these buildings, however, the
Outpost can defend itself against both ground and air attacks. After you
capture the Outpost, it will defend itself against your enemy. Damaged vehicles can be
repaired in the Outpost.
OIL DERRICK:
Oil Derricks provide a steady, constant cash flow of credits while
occupied (plus a “finder’s fee” upon initial capture).
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GAME BASICS
icon represents a single soldier in the building. Increasing the number of units inside
the building increases the rate of fire. Units inside a building cannot be targeted
directly. Instead, the building itself must be damaged. When the building is heavily
damaged, all of the units inside will leave. You can direct units occupying a building to
leave by placing the cursor over the occupied building. It will change into a “deploy”
cursor. If you click again,and your units will exit the building and the building will return
to neutral.
GAME ALLIANCES:
In multiplayer games, you can create alliances between armies. This is done via the
Diplomacy Screen or by clicking on an enemy unit and pressing the A key. The enemy
player must also press the A key for the alliance to be formed. Players that are allied
can each see what the other sees under the shroud and will not attack each other.
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A D VA N C E D G A M E P L AY
A D VA N C E D G A M E P L AY
CREATING TEAMS:
You can create teams of units that can be instantly selected as a group. To do this,
select a set of units, press and hold the CTRL key and then a number between 1 and
9. All of the currently selected units will be assigned to that team number. If you
deselect the team, you can reselect it by pressing the number key of that group. If you
assign a new team to a number, it will replace the old team. .
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A D VA N C E D G A M E P L AY
FORCED FIRING (CTRL + cursor over target):
Normally, your units will not fire on a non-enemy target. To force your units to fire on
a particular point, hold the CTRL key down and click on that point. This can be used to
destroy bridges or walls.
POWER-UP CRATES:
Periodically, crates will appear on the battlefield. Crates can be picked up by moving a
unit on top of them. While there is no way to tell what is inside a given crate, all are
beneficial. Some crates will add to your credits or reveal the entire map. Others will
increase the armor, speed, experience or firepower, or restore the health of the unit
that picks up the crate.
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T H E A D VA N C E D C O M M A N D B A R
T H E A D VA N C E D C O M M A N D B A R
Clicking on the tab under the main battle display (bottom of the screen) opens the
Advanced Command Bar. This bar offers shortcuts for many of the advanced
commands available to you.
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T H E A D VA N C E D C O M M A N D B A R
BEACON BUTTON (B):
In Multiplayer games, you can place beacons with the Place Beacon button. Click this
button, then click on the map to place a beacon. This beacon can be seen by all players
currently allied with you. Left-clicking on the beacon and pressing Enter allows you to
type a message to your allies. To send the message, press Enter again. To cancel a
message, right-click. Any ally can remove the beacon from his own screen by clicking
on it and pressing the DEL key.
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WAY P O I N T S
WAY P O I N T S
Way Points mode allows you to control multiple groups of infantry and vehicles attacking
at different points on the map simultaneously. To enter Way Points mode, use the Way
Points mode button on the Advanced Command bar or press the key.
To exit Way Points mode, click the Way Points mode button again or release the key.
WAYPOINT CREATION: The simplest use of Way Points mode is creating waypoints for
moving your units from one location to another. With waypoints, you can tell your units
to follow a specific path, avoiding potential threats or sneaking around the enemy base
to attack a weakly defended flank. To create waypoints, enter Way Points mode mode
mode and select the units you wish to move. Now click on the battlefield (or radar map)
location you wish these units to move to. Each time you click on the screen, an
additional waypoint will be added. To cause the selected units to follow the waypoints
you have created, exit Way Points mode by clicking the Way Points mode button again.
Waypoints in Command & Conquer: Red Alert 2 are not persistent. Once your units
reach a waypoint and continue to the next one, the waypoint will be deleted. Remember,
your units will not start following your waypoints until you exit Way Points mode.
CREATING PATROLS: Another useful way to use waypoints is to create patrols, or a series
of waypoints that loop. Patrolling units will walk the selected path until commanded
otherwise, and will attack any enemies they encounter. Patrols can be used to provide
constant protection to a particular area. To create a patrol, enter Way Points mode
and select the units you wish to put on patrol. Create the waypoints to make your
patrol, then click on an unoccupied node. This will loop the waypoints together. Once
you leave Way Points mode, the selected units will follow the chosen waypoints.
Because you have looped the waypoints together, the patrol waypoints will persist.
Unlike normal waypoints, these will be permanent, which will keep your units moving in
their patrol path. If all of the units following a patrol path are destroyed, the waypoints
will be destroyed as well.
COORDINATING ATTACKS: Coordinating attacks among multiple battle groups is possible with
Way Points mode. To accomplish this, enter Way Points mode and select a group of
units. Once you have the desired waypoints for this group created, deselect the group,
by right-clicking on the map, but do not exit Way Points mode. Select another group of
units and create waypoints for it. Because units will not start following waypoints until
you exit Way Points mode, all of the units you have given orders to will stay put. To
commence the attack, exit Way Points mode. Each group of units will begin following
its waypoints. This allows you to attack enemy positions from multiple directions
simultaneously.
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WAY P O I N T S
DELETING WAYPOINTS: To delete waypoints, left-click on the Way Points mode button, then
left-click on the waypoint you wish to remove and hit the DEL key. The waypoint will be
eliminated. The waypoints that were on either side of the eliminated waypoint will be
joined. For instance, if you create a set of three waypoints for a unit, then eliminate the
second waypoint, the unit will move to their first waypoint and then immediately to their
third waypoint.
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CONSTRUCTION YARD
POWER PLANT
REFINERY BARRACKS
WAR FACTORY NAVAL YARD AIRFORCE PATRIOT MISSLE PILL BOX FORTRESS WALL
COMMAND SYSTEM
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ENGINEER
Although unarmed, the Engineer is a very useful unit. Surgical use of
engineering teams can quickly turn the tide of battle. Note that when an
engineer is used, the unit itself is lost. Engineers can be used to repair destroyed
bridges (enter the bridge huts), steal enemy structures, repair your own structures or
occupied civilian structures and capture neutral tech buildings. Engineers can also
defuse Crazy Ivan bombs by targeting the affected unit or structure.
ROCKETEER
The Rocketeer is the aerial assault version of the simple Allied GI. Armed with
a powerful weapon and strapped into an equally powerful jet pack, the
Rocketeer hovers over the battle field. Rocketeers are excellent in providing anti-air
defense and air-to-ground attacks on weaker targets.
SPY
The Spy is a stealth unit used by the Allied forces to gain an advantage over
their foes. Rather than attacking enemy units, the Spy who targets an enemy
changes his appearance to that of the enemy unit. This allows him to sneak past
enemies and into enemy structures, providing substantial benefits. The Spy’s function
inside the enemy structure depends on which building he enters. Attack Dogs are never
fooled by the Spy’s disguise. Watch out for the Attack Dogs.
If a Spy enters…
Enemy Barracks, your infantry units are created as veterans.
Enemy War Factories, your vehicles are created as veterans.
Enemy Refineries, he steals all of the money currently in that Refinery.
Enemy Power Plants, he temporarily shuts down the enemy power supply.
Enemy Battle Labs, he gains the ability to make a special infantry tech unit. This will
appear on your Infantry Tab on the Command Bar.
Enemy Radar Domes, he resets the shroud for the enemy.
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ATTACK DOG
Specially-trained German shepherds, Attack Dogs are extremely effective
against infantry, but are completely worthless against vehicles and
structures. Additionally, Attack Dogs are your first, best, and only line of defense
against Allied Spies. You’ll want Attack Dogs guarding your base at all times.
CHRONO LEGIONNAIRE
A Chrono Legionnaire never walks anywhere. Instead of walking, he teleports
around the map. The distance of the teleport determines how long it takes
him to “phase back in” at his new location. While phasing back in, the Chrono
Legionnaire is vulnerable to enemy fire. His weapon is unique. Rather than destroying
enemy units and structures, his weapon simply erases them out of time. The more
powerful the enemy, the longer this takes. While being erased, the enemy unit is
invulnerable. If the Chrono Legionnaire is killed while erasing a unit, the partially erased
unit will reappear.
VEHICLES
GRIZZLY BATTLE TANK
The Grizzly is a standard Allied tank. Useful for base assaults, Grizzly Battle
Tanks are also capable of grinding enemy infantry units under their powerful
treads. This all-purpose vehicle is useful both on defense and on offense.
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PRISM TANK
This powerful Allied tank uses a weapon similar to the Allied Prism Tower (see
below). The powerful and deadly beam of light launched from the Prism Tank’s
cannon disperses from the target to hit other nearby enemies, allowing this vehicle to
single-handedly destroy entire groups of enemy units.
CHRONO MINER
The heart of your economy is the Chrono Miner, a small vehicle that collects
Ore and returns it to your Refineries. This Ore is then converted into money,
which allows you to produce units and structures to increase your power. When travel-
ling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of
Ore, the Miner “chronos” back to the Refinery, much like a Chrono Legionnaire moves
across the map. This saves considerable time in getting the Ore into the refinery.
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DESTROYER
The basic Allied naval unit, the Destroyer is designed to automatically defend
against submerged enemy units like submarines. The Destroyer can also be used
to bombard shorelines and enemy installations, allowing for easier amphibious invasions.
AEGIS CRUISER
Another important Allied ship, the Aegis Cruiser is used to defend against
aerial attacks. In addition to standard anti-aircraft defenses, Aegis Cruisers
are also equipped with anti-missile defenses that can protect vital installations against
missile attacks.
AIRCRAFT CARRIER
Exactly as you might guess, the Aircraft Carrier is a large ship that attacks
by having the aircraft inside its decks assault the target. Planes from an
Aircraft Carrier land, reload and continue attacking until the selected target is
destroyed. Even better, any aircraft lost by the Aircraft Carrier are automatically
replaced without any cost.
DOLPHIN
Dolphins are an important naval unit for the Allied forces. Cloaked and
invisible to enemy radar, Dolphins attack with a sonar amplification device.
They are effective against any Soviet naval units, particularly Giant Squids or subs.
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SOVIET
TESLA REACTOR
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ENGINEER
Although unarmed, the Engineer is a very useful unit. Surgical use of
engineering teams can quickly turn the tide of battle. Note that when an
engineer is used, the unit itself is lost. Engineers can be used to repair destroyed
bridges (must enter bridge huts), steal enemy structures, repair your own structures,
or occupied civilian structures, and capture neutral tech buildings. Engineers can also
defuse Crazy Ivan bombs by targeting the affected unit or structure.
ATTACK DOG
Specially-trained Siberian Huskies, Attack Dogs are extremely effective against
infantry, but are completely worthless against vehicles and structures.
Additionally, Attack Dogs are your first, best, and only line of defense against Allied
Spies. You’ll want Attack Dogs guarding your base at all times.
TESLA TROOPER
This specialized infantry unit attacks with a powerful electrical charge
generated from his portable Tesla coil. Tesla Troopers are valuable for a
number of reasons, not the least of which is their immunity to being steamrolled by
enemy tanks. In times of emergency power shortages, Tesla Troopers can charge up
the Tesla Coils defending your base to keep them operating against enemy units.
Charging up a Tesla Coil will also increase its range and power. To charge a Tesla Coil,
simply move a Tesla Trooper near it. Charging will happen automatically.
CRAZY IVAN
A codename used for Soviet demolitions experts, a Crazy Ivan attacks by
placing dynamite around the map. Virtually anything can be wired to explode,
from enemy structures to individual Conscripts, even wandering cows. Once placed on
any units or structures, the bombs will count down to detonation and then explode.
Crazy Ivan unit can also demolish bridges by placing dynamite on bridge huts.
FLAK TROOPER
This advanced infantry unit is useful against both ground and air targets. The
Flak Trooper attacks with explosive flak, allowing him to damage aircraft as
well as seriously wound enemy infantry.
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VEHICLES
RHINO HEAVY TANK
The Soviet answer to the Allied Grizzly Battle Tank is the Rhino Heavy Tank.
Larger and slower than the Grizzly, the Rhino is geared toward pure power,
and is extremely effective against structures.
FLAK TRACK
This light Soviet vehicle is designed to defend against both air and light ground
assaults. It attacks by expelling flak, much like the Flak Trooper. This vehicle
can also operate as a troop transport, carrying infantry units across ground. This
vehicle is not amphibious and cannot cross water.
V3 ROCKET LAUNCHER
The V3 Rocket Launcher is the closest thing the Soviet army has to artillery.
While physically weak and easily destroyed, the V3 is capable of tremendous
devastation. It launches very powerful, long-range rockets that can cause huge
amounts of damage to whatever they hit. A great support weapon, the V3 Rocket
Launcher is too vulnerable to lead an assault.
KIROV AIRSHIP
These huge Soviet zeppelins are a true force to contend with in the air. Able
to withstand tremendous amounts of damage, a Kirov attacks with massive
payloads of heavy bombs. These can devastate an area. Slow speed is the main
weakness of this unit.
TERROR DRONE
Terror Drones are a new robotic unit created by the Soviet military. These
small mechanical spiders scuttle across the battlefield looking for enemy
vehicles. When a vehicle comes within range, the Terror Drone leaps into action,
jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or
Outpost can remove a Terror Drone once it attacks.
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WAR-MINER
The counterpart to the Allied Chrono Miner, the main purpose of the War-
Miner is collecting Ore to be processed into credits. Once processed by a
refinery, the Ore allows for the production of both units and structures. Unlike the Allied
Chrono Miner, the War-Miner is not completely defenseless. It is armed with a sizable
mounted gun, which gives it the ability to protect itself from minor threats. Like all
heavy vehicles, it can also crush enemy infantry by driving over them.
AMPHIBIOUS TRANSPORT
Similar to the Allied Amphibious Transport, the Transport is a way to move both
infantry and vehicles across both land and water. This vehicle is unarmed, but is
heavily armored to help insure that its cargo gets to its ultimate destination.
DREADNOUGHT
This large ship is useful in attacking both enemy ships and ground installa-
tions. It hits with powerful long-range missiles, making it difficult for enemy
units to approach within range to destroy it.
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GIANT SQUID
Captured and trained by Soviet scientists, these huge creatures are capable
of grasping enemy ships and rending them to bits with their huge, powerful
tentacles. Giant Squids are stealth units and do not appear on enemy radar.
AMERICA = PARATROOPERS
The American army in multiplayer games gains the ability to produce and deploy
Paratroopers throughout the battle once an Air Force Command has been built.
The Paratroopers can be deployed to any ground location on the map (they cannot be
deployed in water). When selected, a transport plane will deliver a group of five
Paratroopers to the selected location. Once on the ground, the Paratroopers are
essentially normal GIs. If the transport plane is shot down, the Paratroopers are lost. The
ability to deploy Paratroopers charges over time, so you cannot deploy them constantly.
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CUBA = TERRORIST
The Cubans have developed the Terrorist unit to attack enemy bases. The
Terrorist carries C4 charges taped to his body and kamikazes enemies,
blowing them up quickly and efficiently.
IRAQ = DESOLATOR
Iraqi scientists have created the Desolator, a soldier that creates large areas
of scorched, impassable earth. When deployed, the Desolator uses a
radiation cannon to irradiate the ground around him, making it completely impassable
to both infantry and light vehicles. He wears a protective suit to keep him safe from
the radiation. When the Desolator is killed or un-deployed, the ground he has poisoned
will slowly return to normal.
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POWER PLANT
While a few of your buildings, like your Construction Yard, provide their own
power, most do not. To get them to operate at peak efficiency, you must provide
them with power. That’s the function of this structure. Power Plants put out a good deal
of energy, but larger bases will require multiple Power Plants to operate effectively. Power
Plants are physically weak and critically important, so keep them well guarded.
ORE REFINERY
Your Chrono Miners need somewhere to take the Ore they collect. That place
is the Ore Refinery, a structure at the very heart of your economic operation.
A filled Miner will return to the Refinery to dump its load of Ore before
returning to the field. This Ore is then converted into credits, which you can use to
purchase structures and units. Each Ore Refinery comes with a Miner. You will need
one of these buildings in every mission, and will often want several. Make more Miners
or Ore Refineries to make more money.
BARRACKS
The creation of all infantry units from the basic GI to the advanced Chrono
Legionnaire is performed at the Allied Barracks. Many of your more powerful
and effective structures and base defenses require the presence of a Barracks.
WAR FACTORY
If you wish to build vehicles (and you will), you will need a War Factory. All
ground vehicles are created at the War Factory, although many may require
the addition of other buildings to allow for production.
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SERVICE DEPOT
During the course of a battle, your units will become damaged. Moving a
damaged vehicle into a Service Depot begins the repair process. Repairing
damaged vehicles costs credits, with the cost depending on the severity of the damage
to the unit.
BATTLE LAB
Many of the more advanced Allied units and defenses depend on additional
technology found only at the Battle Lab. To create the Allied special weapons,
you must have a Battle Lab at your base. While expensive to build and requiring a lot
of power to run, the units and structures available with the Battle Lab make it a
necessary addition to any Allied base.
ORE PURIFIER
The Allies have developed the Ore Purifier as a way to further refine the Ore
they mine. While an expensive structure, the Ore Purifier allows you to gain
additional credits from every load of Ore your miners return to your Refineries. Over
time, the Ore Purifier pays for itself many times over.
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PILL-BOX
Pill-boxes are fortified gun emplacements designed to protect an area against
attacks by enemy infantry. Pill-boxes are not very effective against vehicles.
They cannot shoot through walls, either.
PRISM TOWER
The Prism Tower is a powerful base defense for the Allies. Prism Towers fire
a concentrated beam of light at any approaching enemy ground units. If Prism
Towers are placed close enough together, they can fire one large, powerful beam by
targeting each other and combining light beams on the target.
GAP GENERATOR
Much of the Allied strategy revolves around gathering superior information
and denying information to the Soviets. When a Gap Generator is deployed,
it creates a shroud over a wide radius, hiding the Allied base from Soviet radar. The
Gap Generator requires a great deal of power to maintain.
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TESLA REACTOR
The Soviet army depends on the Tesla Reactor to run its base operations.. Like
Power Plants, Tesla Reactors are extremely important, but are very vulnerable.
These structures must be protected at all times. Spies are a particular nuisance.
ORE REFINERY
Your War Miners need somewhere to take the Ore they collect. That place is
the Ore Refinery, a structure at the very heart of your economic operation. A
filled Miner will return to the Refinery to dump its load of Ore before returning to the
field. This Ore is then converted into credits, which you can use to purchase structures
and units. Each Ore Refinery comes with a Miner. You will need one of these buildings
in every mission, and will often want several. Make more Miners or Ore Refineries to
make more money.
BARRACKS
The creation of all infantry units is performed at the Soviet Barracks. Many
of your more powerful and effective structures and base defenses require the
presence of a Barracks.
WAR FACTORY
If you wish to build vehicles (and you will), you will need a War Factory. All
ground vehicles are created at the War Factory, although many may require
the addition of other buildings to allow for production.
NAVAL SHIPYARD
Your navy will play an important role both in protecting your base and in
attacking the enemy position. All of your naval units, including Giant Squid, are
created at your Naval Yard. This structure must be placed entirely in water. Damaged
ships can be returned to the Naval Yard to be repaired.
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SERVICE DEPOT
During the course of a battle, your units will become damaged. Moving a
damaged vehicle into a Service Depot begins the repair process. Repairing
damaged vehicles costs credits, with the cost depending on the severity of the damage
to the unit.
BATTLE LAB
Many of the more advanced Soviet units and defenses depend on additional
technology found only at the Battle Lab. To create the Soviet special weapons,
you must have a Battle Lab at your base. While expensive to build and requiring a lot
of power to run, the units and structures available with the Battle Lab make it a
necessary addition to any Soviet base.
NUCLEAR REACTOR
The Soviets have solved the problem of needing additional Tesla Reactors by
developing the Nuclear Reactor. This large building puts out the equivalent of
many Tesla Reactors, supplying the Soviet commander with virtually all of the power he
will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion,
and creates fallout that will kill infantry and lightly-armored vehicles.
CLONING VATS
A unique piece of Soviet technology, the Cloning Vat allows you to duplicate
any infantry unit you create for free. Once you have built and placed a Cloning
Vat, any unit you create in your Barracks will also produce an identical unit at the
Cloning Vat.
Infantry units can be sent into the Cloning Vat and destroyed. This will give you a small
amount of credits in return. Additionally, any infantry units captured by Yuri can be sent
to the Cloning Vat. Try this for an extra cash bonus.
ARMORY
FORTRESS WALLS
Walls are a passive defense system designed to stop enemy infantry and
vehicles. Multiple pieces of wall section can be placed at once for quick building.
SENTRY GUN
This emplaced (stationary) gun is used to defend against enemy infantry. This
is not a very effective weapon against vehicles.
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FLAK CANNON
The Soviet Flak Cannon is a basic form of defense against aerial units. It is
extremely effective against all Allied air units, including Rocketeers.
PSYCHIC SENSOR
Soviet research into psychic phenomena has resulted in the Psychic Sensor.
When placed, this device allows you to see the orders given to any enemy
units planning to attack any friendly units or structures within the device’s radius.
IRON CURTAIN
A fascinating piece of Soviet technology, the Iron Curtain allows you to make
units and structures invulnerable for a short period of time. When ready and
selected, the Iron Curtain will make all structures and units in a small area completely
invulnerable to attack. Invulnerable units cannot be attacked by Terror Drones. The
force of the Iron Curtain will kill any infantry units it is used on. In this way, it can be
used against enemy infantry as a weapon. When the Iron Curtain is built, all players
are notified and the shroud above the device is removed for all players.
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WESTWOOD ONLINE
WESTWOOD ONLINE
Westwood Studios invites you to play Command & Conquer Red Alert 2 over the
Internet via our free game matching service, Westwood Online. You’ll be able to play
against your friends or even team up with them against computer opponents. There
are many modes of play offered that are explained in detail later in this manual.
INTERNET
Press the INTERNET button located on the Main menu to go to Westwood Online.
Westwood Online is a matching service sponsored by Westwood Studios for Red Alert
2 players.
PLAYER PROFILE
This window displays your personal Red Alert 2 Westwood Online historical information.
WINS: The number of Red Alert 2 head-to-head games you’ve won.
LOSSES: The number of Red Alert 2 head-to-head games you’ve lost.
DISCONNECTS: The number of times you’ve been disconnected from Westwood Online due
to Internet problems.
RANK: Your ranking among Westwood Online head-to-head players worldwide.
POINTS: The number of points you’ve accumulated by winning head-to-head games.
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WESTWOOD ONLINE
LOGGING INTO AN EXISTING WESTWOOD ONLINE ACCOUNT
After entering the Welcome to Westwood Online screen, press the QUICK MATCH,
CUSTOM MATCH, BUDDY LIST or WORLD DOMINATION TOUR button. You will be
asked to input your nickname and password. After doing so, press the LOGIN button
to proceed. You’ll be prompted to automatically log in with this account in the future.
We recommend that you select this option to simplify the login process later. You can
also make this login process automatic by checking the AUTO LOGIN WITH THIS
ACCOUNT box in the My Information section. If the program has any difficulty
establishing a connection to Westwood Online, a message will pop up outlining the
problem it has encountered.
QUICK MATCH
Click this button to quickly jump into a one-on-one game against another player with a
good Internet connection and a skill level closely matching yours. The map and options
are chosen for you. This is a very easy and quick way to jump into an online game
without the hassles of finding a game and setting it up.
CUSTOM MATCH
This button will allow you to search for and set up your own customized games on
Westwood Online. You will be presented with the following information:
AVAILABLE GAMES
This window displays the games currently being formed through Westwood Online in
the current lobby (Allied Barracks, Soviet Barracks, etc). If you would like to join a game
that is currently forming, simply double-click on the game in the Available Games
window. Alternatively, select the game in the Available Games window (by left-clicking it
once) and then press the JOIN button on the right side of the screen.
PLAYERS
This window displays the current players waiting to play a game in the current lobby
(Allied Barracks, Soviet Barracks, etc).
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WESTWOOD ONLINE
CREATING & JOINING WESTWOOD ONLINE GAMES
Use the following buttons to create and join
CREATE GAME: To create a new game, press this button. You’ll be asked to specify the
number of players, a password to enter the game (leave this blank if you want to create
an “open” game for anyone to join), whether you want to play in a Westwood Online
sponsored tournament (we’ll rank you by the result of the game), play in a BattleClan
Tournament and whether you want to limit joiners’ resolutions. If you choose to limit
joiners’ resolutions, players will be required to change to your resolution or lower before
they can join your game. Note that the BattleClan button will be unavailable if you do
not belong to a clan.
JOIN GAME: To join a game currently being formed, double-click on a game within the
Available Games section. Alternatively, select the game in the Available Games window
and press JOIN.
BUDDY LIST: Press this button to see which of your buddies is ready to play. You can star
games here, page your buddies (send a message asking them if they want to play), add
or delete buddies and view their current Red Alert 2 profile.
CLAN/LADDER: If you would like to create a Clan or view the current Westwood Online
overall rankings in a variety of categories, press this button. A Clan is a group of people
that get ranked together as one unit. This ranking can be viewed on the Ladder screen.
OPTIONS: Red Alert 2 offers a few more ways to customize your experience. These
things include filtering foul language, allowing other users to page you, etc.
BUDDY LIST
Red Alert 2 makes it a snap for you to find and play the game with your friends. Simply
press the BUDDY LIST button to see which one of your buddies is ready to play or is
already online. You can start games here, page your buddies (send a message asking
them if they want to play), add or delete buddies and view their current Red Alert 2 profile.
This is the best way to make sure you play with or against people you already know.
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WESTWOOD ONLINE
Once you have navigated through the menu options you are brought into the current
battle map display. On this map you see the Soviet territories, Allied territories and
contested territories. You can choose to fight in any of the contested territories. Each
territory has been set up to provide a diverse range of multiplayer games. When you
move the cursor over any contested territory, a listing of battle conditions set for that
map are displayed. For example, the Tech level might be lower or you might start with
less money. Some contested territories are harder to take over than others, so look
over this information before jumping into any game. When you move the cursor over
any Soviet or Allied territory, you will see statistical information about that territory;
population, GNP, or threat levels let you see how the rest of the world is surviving.
MY INFORMATION
Press this button to set your nickname, preferred server (typically, servers are
geographically organized, so for example, you might see an Asia server and a USA
server. You can move freely around the available servers, but remember that you are
likely to have a better connection to players on your local server), the nation and color
you prefer to play and your current Westwood Online ranking. You can also check the
Auto Login button if you don’t wish to input your password every time you log into
Westwood Online.
BUDDY LIST: Manage your buddy listings
CLAN/LADDER: Check out your Clan or Ladder rankings.
NEW ACCOUNT: Create a new Westwood Online account.
MANAGE ACCOUNT: Takes you to a web page to manage your Westwood Online user account.
BACK: Return to the Red Alert 2 Main menu screen.
IN-GAME CHATTING: Command & Conquer Red Alert 2 allows players to easily communi-
cate during a game.
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WESTWOOD ONLINE
TO SEND A MESSAGE TO ALL PLAYERS:
1. Press \ .
2. Type your message.
3. Press ENTER to send message to Players.
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WESTWOOD ONLINE
GENERAL PROBLEMS
If you have a modem dial-up connection to the Internet, ideally you should dial-up prior
to launching the game. Windows does have a dial-on-demand setting but we have found
that this method is not as reliable as dialing ahead of time.
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CREDITS
ARTISTS
CREDITS Chris Adams
Red Alert 2 is based on the original TJ Frame
Command & Conquer created by Brett Michael Jones
W. Sperry and Joseph Bostic Sean Keegan
Ido Magal
PRODUCTION Khanh Nguyen
EXECUTIVE PRODUCER Josh Taylor
Mark Skaggs Todd Williams
Jason Zirpolo
PRODUCER
Harvard Bonin ADDITIONAL GAME MODELS
Maxix
ASSOCIATE PRODUCER
Julio Valladares CONCEPT ART
T.J. Frame
DESIGN Dan Lyons
DESIGN LEADS ADDITIONAL ART
Dustin Browder Thomas Baxa
John Hight Phil Robb
Brett Sperry
CONSULTANT
DESIGNERS Rick Glenn
Chris Bauer
Eric Beaumont PROGRAMMING
Tim Campbell TECHNICAL DIRECTOR
Eydie Laramore Henry Yu
Todd Owens
Mical Pedriana ADDITIONAL TECHNICAL DIRECTION
Steve Wetherill
ADDITIONAL DESIGN
Mike Lightner PROGRAMMERS
Geoff Finger
STORY Peter Green
Mark Skaggs Robb Keir
Dustin Browder Steve Martin
John Hight Tommy Rolfs
Harvard Bonin Graham Smallwood
GAME ARTISTS Steve Clinard
Bret Ambrose
LEAD ARTIST Joe Bostic
Chris Ashton Denzil Long
INSTALLER
Maria del Mar McCready Legg
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CREDITS
NETWORK PROGRAMMING VIDEO COMPRESSION
Tim Fritz
LEAD PROGRAMMER
Jeffery Brown PRODUCTION COORDINATOR
Steve Tall Julie Brugman
NETWORK PROGRAMMERS AUDIO DIRECTOR
Matt Campbell Paul S. Mudra
Bryan Cleveland
CINEMATIC SOUND
Kevin Scruggs
Dwight K. Okahara
Gavin Snyder
Paul S. Mudra
IN-GAME AUDIO
ADDITIONAL SCORE BY
LEAD SOUND DESIGNER Poet Jester
Mical Pedriana
VIDEO PRODUCTION CREW
SOUND DESIGNER
PRODUCER
David Fries
Donny Miele
ORIGINAL SCORE
DIRECTOR
Frank Klepacki
Joseph D. Kucan
CINEMATICS
SCREENPLAY
CG DIRECTOR Jason Henderson
John Hight Donny Miele
CG ART DIRECTOR EDITOR
Cris Moras Curt Weintraub
CG LEAD ARTIST LEAD VISUAL EFFECTS ARTIST
Eric Gooch Kevin Becquet
CG ARTISTS AUDIO DIRECTOR
Chuck Carter Paul S. Mudra
Michael Fadollone
PRODUCTION SOUND
Matthew Hansel
Dwight Okahara
David Liu
Paul Mudra
Jim May
Kevin Quattro
Richard Semple
ADDITIONAL CG
Shant Jordan
Patrick Perez
Insun Kang
CG CONCEPT ARTISTS
T.J. Frame
Phil Robb
Thomas Baxa
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CREDITS
CASTING DIRECTOR
Marilee Lear, CSA
GAFFER
DIRECTOR OF PHOTOGRAPHY Jerremy Settles
Kurt Rauf
KEY GRIP
1ST ASSISTANT DIRECTOR Gary Sauer
Eddie Ficket
GRIP
2ND ASSISTANT DIRECTOR Angel Gonzolez
Frank Carillo
BOOM OPERATOR
PRODUCTION COORDINATOR Richard Rasmussen
Kim Houser
VISUAL EFFECTS COMPOSITOR
PRODUCTION ASSISTANTS Chuck Carter
Randy Stafford
ULTIMATTE OPERATOR
Levi Luke
Bob Kurtez
Marlo Lewis
TELEPROMPTER OPERATOR
ART DIRECTOR
Cheryl Yiatras
Karen Stephens
DRIVER
PROPMASTER
Patience Becquet
Cliff Bernay
CONCEPT ARTIST
SET DRESSER
Chuck Wojtkiewicz
Greg Wolfe
STORYBOARD ARTIST
CONSTRUCTION COORDINATOR
Jeff Parker
Bobby Z
READER
CARPENTER
Finley Bolton
Jeffrey Morgan
CATERING
ADDITIONAL SET CONSTRUCTION
ADL Services
The Effects Network
WESTWOOD STUDIOS LOCALIZATION
KEY MAKEUP & EFFECTS WARDROBE
Ron Wild DIRECTOR OF LOCALIZATION
Thilo Huebner
HAIR
Alison Bonanno WESTWOOD STUDIOS QUALITY ASSURANCE
MAKE UP ASSISTANT QUALITY ASSURANCE DIRECTED BY
China-Li Nystrom Glenn Sperry
Mike Meischeid
WARDROBE
Tracy Bohl QA ANALYSTS
Doug Wilson
WARDROBE ASSISTANT
Sandy Wyndom QA SUPERVISOR
Lloyd Bell
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CREDITS
RA2 LEAD QA ADMINISTRATOR
D’Andre Campbell Rhoda Y. Anderson
RA2 SOLO LEAD QA TECHNICIANS
Chris Blevens Troy Leonard
Beau Hopkins
RA2 SKIRMISH LEAD
Shane Dietrich ES REPS
Mike Smith Mary Beal
RA MULTIPLAYER LEAD Tim Hempel
Steve Shockey MARKETING
QA TESTERS VICE PRESIDENT OF MARKETING
Clint Autrey Laura Miele
Greg Baldwin
PRODUCT MARKETING MANAGER
Jason Campbell
Matt Orlich
Michael H. Celmer
Michael Chatterton PUBLIC RELATIONS DIRECTOR
Dan Etter Aaron Cohen
David Fleischmann PUBLIC RELATIONS COORDINATOR
Chad Fletcher Chris Rubyor
Steve Laity
Ray Laubach DIRECTOR OF GRAPHIC SERVICES
DeMarlo Lewis Victoria Hart
Levi Luke ONLINE DIRECTOR
Bryan Philibald Ted Morris
Richard Rassmusen
Michael Ruppert ONLINE GRAPHIC ARTIST
Benjamin Galley Jordan Robins
GRAPHIC DESIGNER
David Lamoreaux
MARKETING EXECUTIVE ASSISTANT
Wanda Flathers
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CREDITS
SUPPORT FONDLY DEDICATED TO OUR LOVING FAMILIES AND
OPERATIONS MANAGER DEAR FRIENDS WHO WAITED PATIENTLY FOR US AS
Shawn Ellis WE TOILED INTO THE NIGHT… WE COULD NOT
HAVE DONE IT WITHOUT YOU.
MIS MANAGER Jennifer and Reagan Baldwin
Wayne Hall
Red, Fran and Justin Bauer
MIS TECHNICIANS Melissa, Ernest and
Glenn Burtis Evelyn Beaumont
Mick Love
Becca de Boo
HUMAN RESOURCES/OFFICE MANAGER Gloria, Harvard, Paco and
Christine Lundgren Ike Bonin
ADMINISTRATIVE ASSISTANCE Jennifer,Walter and Sue Browder
Tanya Pereira Robin, Joshua and
LEGAL ASSISTANCE Elizabeth Brown
Jennifer Hoge Alicia Campbell
SPECIAL THANKS Susan Campbell
Luc Barthelet David, Linda and Keith Cleveland
Frank Gibeau Julia Davis, Inertia, Pineapple
Bing Gordon and Cassiopia
Adam Isgreen Michael, Adam and Christina Fries
John Riccitiello
Amanda Folgner
Nancy Smith
Rade Stojsavljevic Audra Ann Furuichi
Gehry and Gaudi for stunning visual Gary, Martha and Nanette Taylor,
inspiration Teresa, Jay, Eddie, Wash, Bruce,
Edward Gutierrez and the Eldorado Ken and Juba
High School ROTC, Hahn’s World of Sharmini Green
Surplus, Buzzy’s Recording - Julie, Christopher and
Los Angeles. William Hight
Noa, Tal and Ron Magal
Margaret Mejia, Dave Mejia, Erin
Keegan and Stephanie Chagollan
Kosal and Brianna Martin
Kimberly Rolfs
Jack, Ben and Laura Skaggs
John Thornburgh
Maribel Martínez, Jose Manuel,
Iñaki and Oscar Valladares
Chris and Jessica Yu
Mt Dew (liquid schwartz)
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CREDITS
CAST
LIVE ACTION
President Dugan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ray Wise
Yuri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Udo Kier
General Thorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Barry Corbin
Agent Tanya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Kari Wuhrer
Premier Romanov . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nicholas Worth
Lieutenant Eva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Athena Massey
Lieutenant Zofia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Aleksandra Kaniak
General Vladimir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Adam Greggor
Dr. Einstein . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Larry Gelman
Soviet Officer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Oleg Stephan
Prime Minister . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Kerry Michaels
General Lyon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Frank Bruynbroek
German Chancellor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stuart Nesbit
Soviet Newscaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Gabriella Bern
Korean Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Richard Narita
Tesla Trooper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Igor Jijenke
Base Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Gary Marshal
Watch Officer 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Rick Cramer
Watch Officer 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Nate Bynum
Female Officer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Heather Nickens
Allied GI 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Sharif Perry
Allied GI 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Micheal Rouleau
Allied GI 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Jeremy Olson
Allied Soldier 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Randy Stafford
Allied Soldier 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Shane Dietrich
Allied Guard 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Justin Bloom
Allied Guard 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Beau Hopkins
Allied General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Robert Eustice
Allied Colonel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Robert Christensen
Secret Serviceman 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Spike Measer
Secret Serviceman 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . .Robert Garretson
Soviet Soldier 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Alexander Moiseev
Soviet Soldier 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Igor Jijikine
Soviet Conscript 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . .Andrei Skorobogatov
Soviet Conscript 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Marlo Lewis
White House Aide . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Ann-Marie Lazaroff
Bikini Babe 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stephanie Harrold
Bikini Babe 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Tamara Kozen
Chaplain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Donald La Mothe
Waitress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Natasha
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CREDITS
IN-GAME VOICES
Yuri, PsyCorps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Udo Kier
American taunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Barry Corbin
Agent Tanya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Kari Wuhrer
Lieutenant Eva . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Athena Massey
Lieutenant Zofia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Aleksandra Kaniak
Soviet taunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Adam Greggor
German taunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Stuart Nesbit
Night Hawk, Soviet Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . .Grant Albrecht
Spy, Sniper, Allied Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Michael Bell
Installer, Allied Boat, Intruder . . . . . . . . . . . . . . . . . . . . . . . . . .Gregg Berger
Texan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Glenn Burtis
Allied Civilian, Soviet Civilian . . . . . . . . . . . . . . . . . . . . . . . . . .Julie Brugman
Rocketeer, Chrono Legionnaire, Propaganda Truck . . . . . . . . . . . . . .David Fries
BBC Newscaster, American Newscaster . . . . . . . . . . . . . . . . .Sam McMurray
SEAL, Soviet Civilian, Allied Vehicle . . . . . . . . . . . . . . . . . . . . . . .Stefan Marks
Libyan taunts, Iraqi taunts, Demolition . . . . . . . . . . . . . . . . . . .Adoni Maropis
Soviet Infantry, Soviet Engineer . . . . . . . . . . . . . . . . . . . . . . . . . .Andy Milder
Desolator, Soviet Boat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Phil Proctor
Cuban taunts, Terrorist, Black Eagle, French Newscaster . . . . . . . .Gustavo Rex
British taunts, Kirov, Crazy Ivan . . . . . . . . . . . . . . . . . . . . . . . . . . .Neil Ross
Drill Sergeant, Flak Trooper, World Wide Domination Narrator . . . . .Douglas Rye
Intercom Voice, Computer Voice, Female Newscaster . . . . . . . . .Heidi Shannon
American Civilian, American Engineer . . . . . . . . . . . . . . . . . . . . . .Phil Tanzini
Tesla Trooper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .John Vernon
Korean taunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Henry Yu
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CREDITS
WORLDWIDE LOCALIZATON FRANCE
KOREA PRODUCT LOCALIZATION MANAGER
Nathalie Fernandez
LOCALIZATION MANAGER
Taewon Yun TRANSLATORS
Francis Grimbert
LOCALIZATION ENGINEER
Stéphane Radoux
Changuk Park
TRANSLATION COORDINATOR
TRANSLATIONS
Nathalie Duret
Junghee Ahn
Taewon Yun ACTORS
Changuk Park Hervé Caradec
Tony Joudrier
RECORDING AND EDITING STUDIO
Françoise Cadol
Junco MultiMedia
Jean-Pierre Rigaux
RECORDING ENGINEER Serge Abatucci
Yejun Hwang Hélène Bizot
MARKETING MANAGER Jean Barney
Jungwon Hahn Gilbert Levy
Frédéric Popovic
PRODUCT MANAGER Florence Dumortier
Junghyeon Kwon Céline Mauge
CHINA Claudine Afir
Bernard Demaury
LOCALIZATION PROJECT MANAGER Michel Castelain
Christine Kong Denis Boileau
LOCALIZATION MANAGER TESTER
Jerry Lee Emmanuel Delvea
TRANSLATIONS TEST COORDINATOR
Richard Chen Lionel Berrodier
LANGUAGE TESTING GERMANY
Jerry Lee
LOCALISATION MANAGER
MARKETING MANAGER Michaela Bartelt
Tom Chen
TRANSLATOR
PRODUCT MANAGER Claudia Stevens
Betty Chang
VOICE CASTING MANAGER
PACKAGE & MANUAL DESIGN Dirk Vojtilo
Bingo Cheng
VOICE CASTING
SPECIAL THANKS TO.... Manuel Bertrams
Westwood Localization Teams, TL
Goh, Irene Chua
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CREDITS
MARKETING DIRECTOR
Benedikt Schüler
PRODUCT MANAGER
Pete Larsen
VOICE ACTORS:
Udo Kier
Till Demtöder
Klaus Dittmann
Dagmar Dreke
Eva Freese
Isabella Grothe
Eberhard Haar
Ben Hecker
Verena Herkewitz
Iris Immenkamp
Michaela Kreißler
Holger Mahlich
Martin May
Robert Missler
Kai Hendrik Möller
Uli Plessmann
Michael Quiatkowski
Wolf Rahtjen
Manfred Reddemann
Antje Roosch
Erik Schäffler
Achim Schülke
Marc Seidenberg
Hans Sievers
Bernd Stephan
Douglas Welbat
Guido Zimmermann
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TECHNICAL SUPPORT
TECHNICAL SUPPORT
BEFORE YOU CONTACT TECHNICAL SUPPORT
We receive many inquiries every day, so in order to help us serve you more efficiently,
please have the following information available:
1. The correct name of the game.
2. The type of computer you are running the game on.
3. The information listed when right-clicking on the Windows 95/98 My Computer
desktop icon corresponding to your computer and selection properties. This
includes information about the Windows 95 or Windows 98 version number,
amount of memory & type of CPU.
4. Exact error message reported (if any).
5. The contents of your AUTOEXEC.BAT and CONFIG.SYS files.
INTERNET: E-MAIL
[email protected]
ADDITIONAL SUPPORT
In Australia:
Postal Address:
Electronic Arts Pty. Ltd.
P.O. BOX 432
Southport Qld 4215, Australia
Email address:
[email protected]
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TECHNICAL SUPPORT
Hotline Information:
For Technical and Game Hints and Tips, phone the EA Hotline: 1902 261
600 ($1.95 per min. inc GST) 7 days a week 10 AM - 8 PM.
If you are under 18 years of age parental consent is required.
In New Zealand:
Postal Address:
Electronic Arts New Zealand
P.O. BOX 47596
Ponsonby, Auckland, New Zealand
Email address:
[email protected]
Hotline Information:
For Technical and Game Hints and Tips, phone the EA Hotline: 0900 58885
($1.99 per min. inc GST) 7 days a week 9 AM - 8 PM.
Kids, ask your parents first.
HINT GUIDES
Look for the official Strategy Guide, available at your local bookstores and software retailers.
HINT LINE
Need a hint? Call the Westwood Studios automated hint line at 1-900-288-4744 for
up-to-date hints and tips on all Westwood Studios games. The charge is 95 cents per
minute on your touch-tone phone. If you’re under 18, get your parent’s permission to
call. In Canada, dial 1-900-451-4422; the cost is $1.25 per minute (Canadian dollars).
The per minute hint line charges are subject to change. Basic hints and tips can also
be found on the Westwood website, in the Support/Hints & Tips section.
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TECHNICAL SUPPORT
RETURNS WITHIN 90 DAY PERIOD
Please return the product along with a copy of the original sales receipt showing the
date of purchase, a brief description of the difficulty you are experiencing, and your
name, address and phone number to the address below. If the product was damaged
through misuse or accident, this 90-day warranty is rendered void and you will need to
follow the instructions for returns after the 90-day warranty period. We strongly
recommend that you send your product using a delivery method that is traceable.
LIMITATIONS:
This warranty is in place of all other warranties and no other representation or claims
of any nature shall be binding on or obligate Electronic Arts. Any implied warranties
applicable to this product, including warranties of merchantability and fitness for a
particular purpose, are limited to the 90-day period described above. In no event will
Electronic Arts be liable for any special, incidental, or consequential damages resulting
from possession, use or malfunction of this Electronic Arts product. Some states do
not allow limitation as to how long an implied warranty lasts and/or exclusions or limita-
tion of incidental or consequential damages, so the above limitations and/or exclusion
of liability may not apply to you. This warranty gives you specific rights and you may also
have other rights which vary from state to state.
NOTICE:
Electronic Arts reserves the right to make improvements in the product described in
this manual at any time and without notice. This manual and the product described in
this manual are copyrighted. All rights are reserved. No part of this manual may be
copied, reproduced, translated, or reduced to any electronic medium or machine
readable form without prior written consent from Electronic Arts.
©2000 Electronic Arts Inc. Command & Conquer, Red Alert, Westwood Studios and
the EA GAMES logo are trademarks or registered trademarks of Electronic Arts Inc. in
the U.S. and/or other countries. All rights reserved. Westwood Studios™ and
EA GAMES™ are Electronic Arts™ brands.
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Printed in Singapore