Yuri's Revenge FAQ/walkthrough/strategy guide

Written by Nadia Varkovsky (This email address is being protected from spambots. You need JavaScript enabled to view it.)

Last updated October 12, 2001 (Version 1.0) 

 

First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I 

love you :) 

Secondly, this FAQ is also dedicated for those RA2 players out there. 

Thank you very much for all your support. This FAQ would not have been 

written without all your help and contributions. 

 

Contents:

 

1. Updates

2. Introduction

3. Game overview

4. New Units and Structures

 

A.               Allied units

 

B. Allied structures

 

C. Soviet units

 

D. Soviet structures 

 

E. Yuri's units

 

F. Yuri's structures  

 

G. Tech Buildings

 

5. Walkthrough

 

   A. Allied campaign:

      Mission 1: Operation Time Lapse

      Mission 2: Operation Hollywood and Vain

      Mission 3: Operation Power Play

      Mission 4: Operation Tomb Raided

      Mission 5: Operation Clones Down Under

      Mission 6: Operation Trick or Treaty

      Mission 7: Operation Brain Dead

      

   B. Soviet campaign:

      Mission 1: Operation Time Shift

      Mission 2: Operation Deja Vu

      Mission 3: Operation Brain Wash

      Mission 4: Operation Romanov on the Run

      Mission 5: Operation Escape Velocity

      Mission 6: Operation To The Moon

      Mission 7: Operation Head Games

         

6. Credits 

 

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1. Updates

 

October 12, 2001: Just started the FAQ today. I had put the format in 

and managed to finish the Soviet walkthrough. More will probably be 

coming tomorrow or I might resort to my Commandos 2 FAQ... (Version 

1.0)

 

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2. Introduction

 

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

and updates may be very slow. I will try to update as often as I can 

but the major ones will only come during weekends. This is my second 

FAQ so I hope you will forgive me on any mistakes and errors. If you 

have any critics, suggestions, comments and things to add, don't 

hesitate to email me at varkovsky@hotmail.com.

One more thing, this FAQ is protected by the international Copyright 

Law so if there's anyone who wants to post this FAQ in his or her site, 

YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people 

plagiarizing other people's FAQ to make money and believe me, writing 

FAQ is not easy and to you know how it feels if your hard work is used 

by other people. So for all plagiarizers out there, be warned that if 

you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT 

EASILY!!!

 

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3. Game Overview

 

Red Alert 2 is one of the best RTS games ever created (in my opinion at 

least). Everything was just amazing!!! The units and structures are 

absolutely fantastic and equally balanced on both sides. The heart-

thumping music just adds to the excitement of the game whether you're 

playing in the single player mode or battling other people online. And 

on top of that, the cut scenes are absolutely superb which will engross 

you deeper in the storyline...   

 

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4. Units and Structures

 

***********************************************************************

A. ALLIED UNITS

***********************************************************************

 

+++++Infantry+++++

 

Guardian GI

Cost: 400

Weapon: Assault rifle, anti-tank missile

Strength:

Armor: Flak

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Barracks

Tech level:

 

Navy SEAL

Cost: 

Weapon: 

Strength:

Armor:

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: 

Tech level:

 

+++++Vehicles+++++

 

Battle Fortress

Cost: 2000

Weapon: Heavy machine gun

Strength:

Armor: Heavy

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory, Battle Lab

Tech level:

 

Robot Tank

Cost: 800

Weapon: Short-range rocket pods

Strength:

Armor: Medium

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory, Robot Control Center

Tech level:

 

***********************************************************************

B. ALLIED STRUCTURES

***********************************************************************

 

Robot Control Center

Cost: 600

Strength: 

Armor: Light

Sight: 

Power: 

Prerequisite: 

Tech Level:

 

***********************************************************************

C. SOVIET UNITS

***********************************************************************

 

+++++Infantry+++++

 

Boris

Cost: 1000

Weapon: AKM machine gun, flare gun

Strength:

Armor: Flak

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Radar Tower

Tech level:

 

+++++Vehicles+++++

 

Siege Chopper

Cost: 1400

Weapon: Machine gun, 155mm cannon

Strength:

Armor: Light

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory, Radar Tower, Battle Lab

Tech level:

 

Spy Plane

Cost: Free with radar tower

Weapon: None

Strength:

Armor: Light

Sight:

Speed:

Veteran abilities: None     

Elite abilities: None

Prerequisite: Radar Tower

Tech level:

 

***********************************************************************

D. Soviet structures

***********************************************************************

 

Battle Bunker

Cost: 300

Strength: 

Armor: Medium

Sight: 

Power: 

Prerequisite: 

Tech Level: 

 

Industrial Plant

Cost: 2000

Strength: 

Armor: Light

Sight: 

Power: 

Prerequisite:

Tech Level: 

 

***********************************************************************

E. Yuri's units

***********************************************************************

 

+++++Infantry+++++

 

Initiate

Cost: 300

Weapon: Psychic blast bolt

Strength:

Armor: None

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Barracks

Tech level:

 

Virus

Cost: 700

Weapon: Viral dart gun

Strength:

Armor: None

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Barracks, Psychic Sensor

Tech level:

 

Brute

Cost: 500

Weapon: Big hands

Strength:

Armor: Flak

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Barracks

Tech level:

 

Engineer

Cost: 500

Weapon: Bomb defusing kit

Strength: 75

Armor: None

Sight: 4

Speed: 4

Veteran abilities: None

Elite abilities: None

Prerequisite: Barracks 

Tech Level: 1

 

Engineers can repair your damaged buildings back to full health again. 

They also can repair destroyed bridges. Just order them to go into the 

bridge hut and the bridge will be automatically repaired. 

Not only that, you can also tell them to defuse Crazy Ivan's bombs by 

targeting the affected units or structures. 

However, the most useful feature is probably their ability to capture 

buildings. Just order them to enter the intended building and it will 

be yours straight away. They are also needed to capture neutral Tech 

Buildings for your own benefits.

 

Yuri Clone

Cost: 

Weapon: 

Strength: 

Armor: 

Sight: 

Speed: 

Veteran abilities: 

Elite abilities: 

Prerequisite:  

Tech Level: 

 

Yuri Prime

Cost: 

Weapon: 

Strength:

Armor: 

Sight: 

Speed: 

Veteran abilities: 

Elite abilities: 

Prerequisite:  

Tech Level: 

 

+++++Vehicles+++++

 

MCV (Mobile Construction Vehicle)

Cost: 3000

Weapon: None

Strength: 1000 

Armor: Heavy

Sight: 7

Speed: 4 

Veteran abilities: None

Elite abilities: None

Prerequisite: War Factory and Service Depot 

Tech Level: 10

 

This is the origin of your most important building, the Construction 

Yard. Basically, you just have to deploy it by clicking D and it will 

magically transform itself into a Construction Yard in one second. 

When in multiplayer, if you create a game, you will be given the option 

to enable "MCV Repacks" or not. If you choose to do so, you can order 

the Construction Yard to transform back into an MCV thus letting you to 

deploy it somewhere else.  

 

Slave Miner

Cost: 2000

Weapon: None

Strength:

Armor: Heavy

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory

Tech level:

 

Chaos Drone

Cost: 1200

Weapon: 

Strength:

Armor: 

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: 

Tech level:

 

Lasher Tank

Cost: 600

Weapon: Short-range anti-tank shell

Strength:

Armor: Medium

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory

Tech level:

 

Gatling Tank

Cost: 

Weapon: 

Strength:

Armor: Light

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: 

Tech level:

 

Master Mind

Cost:

Weapon: 

Strength:

Armor:

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: 

Tech level:

 

Magnetron

Cost: 1200

Weapon: Magnetic beam, magnetic field

Strength:

Armor: Light

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory, Psychic Sensor

Tech level:

 

Amphibious Transport

Cost: 900

Weapon: None

Strength: 300 

Armor: Light

Sight: 6

Speed: 6 

Veteran abilities: None

Elite abilities: None

Prerequisite: Naval Yard 

Tech Level: 4

 

These specially designed hovercrafts are mainly used to transport units 

and vehicles from one place to another in a short time. They can cross 

over water also so they can be used to transport units from one island 

to another. However, they have no weapons at all and the light armor 

makes them very vulnerable to enemy fire. 

Be warned that if an Amphibious Transport is destroyed while traveling 

across water, all the units and vehicles on board will also be lost so 

take all the necessary precautions to prevent that from happening by 

escorting it with some naval support.      

 

Boomer

Cost: 2000

Weapon: Torpedoes, cruise missiles

Strength:

Armor: Medium

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: Sub Pen

Tech level:

 

Floating Disc

Cost: 1500

Weapon: Transport beam, small laser

Strength:

Armor: Heavy

Sight:

Speed:

Veteran abilities:

Elite abilities:

Prerequisite: War Factory, Battle Lab

Tech level:

 

***********************************************************************

F. Yuri's structures

***********************************************************************

 

Bio Reactor

Cost: 600

Strength:

Armor: Light

Sight:

Power:

Prerequisite: 

Tech level:

 

Barracks

Cost: 

Strength:

Armor: 

Sight:

Power:

Prerequisite: 

Tech level:

 

Grinder

Cost: 600

Strength:

Armor: Light

Sight:

Power:

Prerequisite: 

Tech level:

 

Gatling Cannon

Cost: 1000

Strength:

Armor: Heavy

Sight:

Power:

Prerequisite: 

Tech level:

 

Psychic Tower

Cost: 1500

Strength:

Armor: Heavy

Sight:

Power:

Prerequisite: 

Tech level:

 

Genetic Mutator

Cost: 2500

Strength:

Armor: Medium

Sight:

Power:

Prerequisite: 

Tech level:

 

Psychic Dominator

Cost: 5000

Strength:

Armor: Medium

Sight:

Power:

Prerequisite: 

Tech level:

 

***********************************************************************

G. Tech Buildings

***********************************************************************

 

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5. Walkthrough

 

!!!IMPORTANT!!!

--> This walkthrough was based on playing in normal difficulty. 

--> This walkthrough is written for the purpose so that players can 

complete the missions in the shortest time possible. Additional info 

and secrets in each mission will be placed under the "Additional info" 

section.   

 

Playing easy difficulty would mean less aggression from the enemy and 

they will seldom attack your base. The enemy's base defenses are not 

that strong also. You are also given an excessive amount of par time.

Playing normal difficulty would mean more aggression from the enemy and 

they will be commencing more frequent assault to your base. The bases 

are usually moderately defended. Par times are shorter and will prove 

to be quite challenging. 

Playing hard difficulty would mean that the enemy will be very 

aggressive and your base will be pounded from time to time with a 

shorter interval between one assault and the next one. Enemy bases are 

always heavily defended and you will need to assault it several times 

before completely destroying it. Par times are very short and timing is 

really crucial if you want to finish the mission under the time limit.  

    

***********************************************************************

ALLIED CAMPAIGN

***********************************************************************

 

Mission one: Operation Time Lapse

Location: 

Par time: 

My time: 

Rank: 

 

Briefing:

 

Walkthrough:

 

***********************************************************************

 

Mission two: Operation Hollywood and Vain

Location: 

Par time: 

My time: 

Rank: 

 

Briefing:

 

Walkthrough:

 

***********************************************************************

 

Mission three: Operation Power Play

Location: 

Par time: 

My time: 

Rank: 

 

Briefing: 

 

Walkthrough: 

 

***********************************************************************

 

Mission four: Operation Tomb Raided

Location: 

Par time:  

My time: 

Rank:  

 

Briefing: 

 

Walkthrough: 

       

***********************************************************************

 

Mission five: Operation Clones Down Under

Location: 

Par time:

My time: 

Rank: 

 

Briefing: 

 

Walkthrough: 

 

***********************************************************************

 

Mission six: Operation Trick or Treaty

Location: 

Par time: 

My time: 

Rank: 

 

Briefing: 

 

Walkthrough: 

 

***********************************************************************

 

Mission seven: Operation Brain Dead

Location: 

Par time: 

My time: 

Rank: 

 

Briefing: 

 

Walkthrough:      

 

***********************************************************************

SOVIET CAMPAIGN

***********************************************************************

 

Mission one: Operation Time Shift

Location: San Francisco, California

Par time: 35 minutes 

Rank: Lieutenant

 

Briefing: 

 

The world is in ruin. Yuri is poised to rule unchallenged. Only a 

daring Allied plan to travel back in time stands between Yuri and total 

domination. But Yuri must pay for his betrayal at Soviet hands, not 

Allied. We must capture the Time Machine and travel back ourselves.    

 

Objective 1: Destroy the Allied Navy and Grand Cannons. 

 

Objective 2: Destroy Pill Boxes around Time Machine to capture it. 

 

Objective 3: Capture 4 Power Plants to power Time Machine. 

 

Objective 4: Take control of Soviet base and use it to destroy the 

Psychic Dominator. 

 

Walkthrough:

 

Start by destroying the Allied Navy with the Submarines, Giant Squids 

and Sea Scorpions. Use the Dreadnoughts to take care of the two Grand 

Cannons. When it is done, they will retreat and four Amphibious 

Transports will land at the waterside then unload some units. 

 

Zofia will appear to give some explanations on Boris. Move Boris 

forward followed by the other units behind. Head to the southeast to 

reach the Time Machine while destroying any opposition and use an 

Engineer to capture the tech hospital on the way (make sure that the 

patrolling Grizzly Battle Tanks around are destroyed first).  

Ram through the wire fences with the Rhino Heavy Tanks and kill the 

GIs. Use a second Engineer to capture the Machine Shop next to the Time 

Machine while the others should be pounding away at the Pillboxes.  

A group of Engineer will be parachuted in. Use the Rhinos to secure the 

four nearest Civilian Power Plants and get the Engineers to capture 

them. 

Be on the lookout for Yuri's Amphibious Transports, as he will try to 

capture the Civilian Power Plants as well. If he managed to do that, 

just send an Engineer to re-capture it again.  

 

After four Civilian Power Plants have been captured, the Time Machine 

will be activated. It turns out that the Engineers put too much energy, 

causing the time shift to travel back to 65 million years ago. Get the 

troops to stay were they are and protect the Time Machine from the 

incoming T-Rexes for about one and a half minute. After a few moments, 

time shift will occur again and this time the troops will find 

themselves in the middle of the Soviet invasion in RA2.   

 

Re-capture the Machine Shop next to the Time Machine and head to the 

northwest along the road to take control of the Soviet base.  

Quickly get Boris to head to northeast and destroy Yuri's Lasher Tanks 

near the Grand Cannons. The Rhinos should come in to help destroy the 

lone Gatling Cannon nearby. Load Boris into the Amphibious Transport 

and ferry him over to Alcatraz Island. Boris should disembark and kill 

off all the Initiates then call an air strike to destroy the Psychic 

Dominator. Mission accomplished!!!  

 

***********************************************************************

 

Mission two: Operation Deja Vu

Location: Black Forest, Germany

Par time: 1 hour

Rank: Senior Lieutenant

 

Briefing: 

 

We lost the battle here in the Black Forest the first time around and 

were eventually defeated by the Allies with the help of Einstein's 

Chronosphere. This time, we must not fail. Destroy Einstein's 

Laboratory and Chronosphere to ensure Soviet victory in our war against 

the Allies.

 

Objective 1: Destroy the outposts guarding the German border.

 

Objective 2: Destroy Einstein's Laboratory and Chronosphere. 

 

Walkthrough:

 

Use the V3 rockets to take care of the outposts then send the Rhinos 

and Flak Tracks to the north. Go all the way to the west and go south 

towards the Chronosphere. Destroy all the oppositions along the way and 

charge the towards Einstein's Lab. Shoot the barrel to destroy his lab 

then destroy then focus on the Chronosphere. Mission accomplished!!!   

 

***********************************************************************

 

Mission three: Operation Brain Wash

Location: London, England 

Par time: 30 minutes 

Rank: Captain

 

Briefing: 

 

The Allies have discovered a Psychic Dominator in London, England. Yuri 

has taken control of the Allied strike force to help defend his near-

complete Dominator. Free the Allies and join forces with them to defeat 

Yuri... but beware, the Dominator could become operational at any 

moment. 

 

Objective 1: Destroy the Psychic Beacon. 

 

Objective 2: Destroy the Psychic Dominator. 

 

Objective 3: Finish off Yuri's forces.

 

Walkthrough:

 

Get Boris to board the Amphibious Transport and ferry him to the north 

and land near the cruise ships. Destroy the Grizzlies ad Lasher Tanks 

here then proceed to the northwest. Target the Psychic Beacon and call 

in an air strike to take it out.  

The Allied base will come under Soviet control and Tanya will join 

Boris. A ten minutes timer for the Psychic Dominator will start. 

 

Get Tanya and Boris to go to Yuri's base at the northeastern edge of 

the map. Circle around from the left and use Boris to target the Bio 

Reactors. Yuri will counter by sending his Lasher Tanks. The tanks will 

blow a hole on the wall so sneak Boris and Tanya inside. Try to take 

out as much Bio Reactors as possible by using air strikes to deprive 

the base of power.  

When the base's power is down, simply use Tanya or Boris to shoot the 

barrel outside the Psychic Dominator's wall then send Tanya inside to 

C4 it. Yuri will sell all his buildings after the Psychic Dominator is 

destroyed; kill the remaining Yuri's forces. Mission accomplished!!! 

 

***********************************************************************

 

Mission four: Operation Romanov on the Run

Location: Morocco

Par time: 40 minutes

Rank: Major

 

Briefing: 

 

Premier Romanov has been shot down by Yuri's forces. We must locate the 

Premier and take him to the airport so he can be rescued. Yuri has 

built a tough defense around the airport that we need to eliminate 

before the Premier's rescue will be secure. 

 

Objective 1: Locate Premier Romanov and protect him. 

 

Objective 2: Destroy Yuri's base guarding the airport. 

 

Objective 3: Take Romanov to the airport once it is safe.  

 

Walkthrough:

 

Setup the base as usual and build a couple Battle Bunkers to counter 

the initial Yuri attacks. Send an Engineer to capture the oil derrick 

to the northeast (near the small Yuri base there). Build a Sentry gun 

nearby to protect it from Yuri's forces. 

Build two more War-miners to increase cash flow then start building 

some Rhino Heavy Tanks. Quickly develop the base and build the 

Industrial Plant to cut the cost of building vehicles then mass-produce 

the Rhinos (build two War Factories to increase production rate). Use 

the Spy Plane when it is ready to reveal the eastern part of the city; 

the Premier is hiding inside the building called "Rick's Place".  

 

Yuri will occasionally attack the base with some Lasher and Gatling 

Tanks along with some Initiates plus some Yuri Clones but the Battle 

Bunkers should be able to take care of them. 

While waiting for the tank production to finish, use the Spy Plane to 

clear as much of the map as possible. Start attacking the central part 

of the city and wait for the reinforcement to come, which is consisted 

of three desolators and two Crazy Ivans. 

Build five V3 Rockets and use them to fire at the buildings garrisoned 

by Yuri Initiates while the desolaters should radiate the ground to 

kill the Initiates once they come out of the building.   

Bring the Rhinos over to destroy Yuri's Barracks and the four Gatling 

Cannons nearby. Go across the bridge on the river and put the Rhinos at 

near Yuri's base as a "cork" to repel the endless Initiates and Gatling 

Tanks that Yuri is going to send. The V3 should fire their rockets 

SIMULTANEOUSLY to take out the Gatling Cannons at the entrance followed 

by the Psychic Towers.  

 

Send in the Rhinos when the obstacles are cleared to destroy Yuri's 

base. When the mop up operation is completed, go to the eastern part of 

the city and approach "Rick's Place" while clearing any opposition 

along the way. 

The Premier will come out after a short cutscene. Simply escort him to 

the airport. Mission accomplished!!!

 

***********************************************************************

 

Mission five: Operation Escape Velocity

Location: An uncharted island in the Pacific Ocean

Par time: 1 hour and 15 minutes

Rank: Lieutenant Colonel  

 

Briefing:

 

We have uncovered Yuri's secret Submarine Base on an uncharted island 

in the Pacific Ocean. The threat of Yuri's Boomer Subs must be 

neutralized!

 

Objective 1: Pick a landing zone and construct a base. 

 

Objective 2: Locate and destroy Yuri's Submarine Pen. 

 

Objective 3: Finish off all remaining Yuri forces. 

 

Walkthrough:

 

Get everyone to land at the southern landing zone while destroying 

Yuri's Boomers along the way. Setup a base and train three Engineers to 

capture the oil derricks further to the west. Build a few Battle 

Bunkers near the westernmost oil derrick to protect against Yuri's 

troops, which are usually consisted of Initiates, Viruses, Brutes, Yuri 

Clones and Lasher Tanks. 

 

Build two War-miners as usual and develop the base until Zofia 

introduced the Siege Chopper. Build an Industrial Plant then there are 

three choices from which to decide how to complete this mission. 

The first method is to mass-produce Siege Choppers. Destroy Yuri's base 

from behind by landing on the ridges and deploying into artilleries 

before advancing slowly towards the Submarine Pen. 

The second method is to mass-produce Kirov Airships and charge the 

Submarine Pen, hoping to destroy it before getting shot down by the 

Gatling Cannons. 

The third method is to mass-produce submarines and head to the 

Submarine Pen while fighting off Yuri's Boomers. 

When the Submarine Pen is destroyed, Zofia will inform the Soviets that 

Yuri's base is actually a launching facility for a spacecraft. Mission 

accomplished!!!

 

***********************************************************************

 

Mission six: Operation To The Moon 

Location: The Moon

Par time: 45 minutes

Rank: Colonel  

 

Briefing:

 

Yuri plans to launch himself to the moon after initiating his Psychic 

Dominator wave over earth. We need to install a base on the moon so we 

can build an attack force capable of destroying Yuri's moon bases and 

his Lunar Command Center. 

 

Objective 1: Find a location to build a base. 

 

Objective 2: Locate and destroy Yuri's Lunar Command Center. 

 

Objective 3: Destroy Yuri's remaining base. 

 

Walkthrough:

 

Welcome to the moon! Move the MCV to the east and setup a base on the 

flat land there. Develop the base as usual but there is no need to 

build a War Factory. Focus on building some Flak Cannons and Sentry 

Guns to ward off any Yuri attempt to destroy the base. 

Train as many cosmonauts as possible (until there is no more money if 

possible) and head north to look for Yuri's base. If necessary, sell 

off the other buildings to get more cosmonauts.  Yuri has three bases. 

The main one occupies almost half of the map. The other two smaller 

bases are located at the western and eastern edge of the map 

respectively. 

Get the cosmonauts to hit the smaller bases first but only take out the 

Bio Reactors aside from the attacking units. Head to the main base and 

repeat the same process in order to disable all the defenses. Mopping 

up should be easy when the defenses are down. Destroy every single one 

of Yuri's buildings and units including the Lunar Command Center. 

Mission accomplished!!!  

 

*********************************************************************** 

 

Mission seven: Operation Head Games

Location: Transylvania

Par time: 45 minutes

Rank: Marshal of the Soviet Union

 

Briefing:

 

Hoping to hide from your onslaught, Yuri has retreated to his ancestral 

home in Transylvania. We cannot allow him any respite or he will only 

rally his forces and return again to threaten us all. Eliminate Yuri 

now and forever!

 

Objective 1: Destroy Yuri's Fortress. 

 

Walkthrough:  

 

Deploy the MCV and start building as usual. Build a couple Battle 

Bunkers to ward off Yuri's initial assaults. Build one or two Flak 

Cannons as well. 

QUICKLY build five Flak Tracks and scout to the north with the Spy 

Plane's help to prepare for the two Kirovs that will come later. 

 

Assemble a small strike force and head to the northeast of the base to 

find a small town with a Grinder in the middle. Destroy it to find a 

crate, which will boost the income slightly. Head to the north from 

here to find a secret tech lab, capture it with an Engineer.  

Head to the west just across the river to find another small town and a 

Grinder, destroy it to find a money crate. 

 

Quickly build a Nuclear Missile Silo and Yuri will comment that he will 

make one as well. Roughly three minutes later, he will have one as 

well. Approximately two minutes later, the Allies will have a Weather 

Control Device as well. Wait again for another two minutes and Yuri 

will have a Psychic Dominator. 

Don't worry and keep protecting your base from Yuri's attacks. If 

anything gets destroyed, rebuild it again. 

When the nuclear missile is ready, launch it to destroy the Psychic 

Beacon controlling the Soviet base. Wait for the next nuclear missile 

to be ready while building some more defenses to protect against Yuri 

or build up a strike force. 

When the missile is ready, fire it to destroy the Psychic Beacon 

controlling the Allied base then start building some Prism or Robot 

Tanks. Combine them with the Soviet strike force that had been built 

earlier then launch a powerful attack to Yuri's base from both side. If 

the nuclear missile or weather control device is ready before the 

assault began, use them to destroy Yuri's Bio Reactors so the defenses 

will be down thus making the strike force's task to be easier. 

Ignore any other buildings; focus only on Yuri's Fortress then destroy 

it once and for all. Mission accomplished!!!    

 

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6. Credits 

 

God - for giving me the ability to write.

 

Westwood - for creating the blockbuster sequel to Red Alert!!!

 

C Jay C - for posting this FAQ. 

 

Me - for writing this FAQ. ^_^

 

Grace Yeo - for being my girlfriend. ^_^

 

You - for reading this FAQ of mine. ^_^ 

 

This FAQ is Copyright 2000 of Nadia Varkovsky.