Command & Conquer Red Alert 
2 Yuri's Revenge FAQ

PC

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Yuri's Revenge FAQ/walkthrough/strategy guide
Edited and Updated by Brian Gomberg
Last Updated February 24, 2004 (Version 1.7)

Email Address: 
link9404@covad.net

If you would like me to email you this FAQ (in Microsoft Word 
format) or if you want the most updated version just email me (at 
email address stated above) and I will send it as an attachment 
or in the text (attachment preferred).

First of all, I would like to proudly dedicate this FAQ to all my 
online friends.
Secondly, this FAQ is dedicated to all those RA2 and YR players 
out there.
Thank you very much for your support and patience.

Contents:

1. Updates
2. Introduction
3. Game Overview
A.	Review
B.	Welcome Back Commander
C.	Situation Report

4. Units and Structures
A.	Allied Structures
B.	Allied Defenses
C.	Allied Infantry
D.	Allied Vehicles
E.	Soviet Structures
F.	Soviet Defenses
G.	Soviet Infantry
H.	Soviet Vehicles
I.	Yuri Structures
J.	Yuri Units

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 Tricky or Treaty
Mission 7: Operation Brain Dead

B.	Soviet Campaign
Mission 1: Operation Time Shift
Mission 2: Operation DÈj‡ 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
A.	Important (Please Read)
B.	Good Games
C.	Appreciations

7. Frequently Asked Questions
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1. Updates

Version 1.0,
	I just started the FAQ today and typed up the basic 
format.  I finished both the campaigns and started with 
those. I hope I can finish both walkthroughs in the next 
two days.

Version 1.1,
	Finally, I finished the walkthroughs. I have already 
done the basic parts and have only the "Units and 
Structures" left to complete. After I finish I will 
finalize it and officially call it done and Version 1.2!!!

Version 1.2, 
Success!!!!!!!

Version 1.3,
Made some changes including added some good games at 
the bottom. Most recent version as of 10-15-03 is version 
1.4. I will update that after I either discover errors or 
after a month or two which ever comes first.

Version 1.4,
	Not so successful I'm sorry to say?.

Version 1.5,
	Added 7th section and updated various places. Minor 
errors changed. Email changed. More added (credits 
section).

Version 1.6,
	I got many e-mails saying that this FAQ is on 
cheatplanet and that I don't have cheatplanet in section 
6A. That was my mistake. I did put it there. Thanks anyway.

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2. Introduction

	Please note that I am very busy. I will try to update 
as often as possible but the big ones will come on 
weekends. This is my first FAQ but I have changed it a lot 
since version 1.0, so I hope you will forgive me on any 
mistakes or errors.  I have expanded this FAQ and have 
added over 10 pages of new information since 1.0. If you 
have any suggestions, comments, questions, or if you find 
any errors please don't hesitate to email me. My email 
address is at the beginning of this FAQ. If you email me 
you will be put into the next version /FAQ! If you desire. 
Note that 91% of the ideas for updates come from people 
like you.  I would be delighted to here your opinion and I 
promise not to give out your personal information without 
your permission if you email me. Also please forgive my 
lack of information within the Yuri structures. PLEASE 
DON'T hesitate to email me some information for that 
section. As a reward I will gladly put you in the credits 
of version 1.8!!! (if you desire)

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3. Game Overview

A.	Red Alert 2 is one of the best RTS games ever created 
(in my opinion at least).  Everything was just amazing! 
There are thousands of people online everyday. Also the 
expansion pack added more units and overall made the game 
more exciting and fun to play. The music just adds to the 
excitement. On top of all that, the movies and cut scenes 
are all great and bring you deeper and deeper into the 
storylineÖ

B. Welcome Back Commander

	Once again, the battle between the Allied forces and 
the Soviet army has been joined, but this time, there is a 
dangerous third element. The Soviet traitor Yuri has 
returned, bringing with him an army of genetically and 
psychically altered warriors bent on world domination.

	In the single-player game, you'll command either 
Allied or Soviet forces and thwart Yuri's insidious plans. 
In multi-player or skirmish games, you can select the 
Allied or Soviet army or opt to command Yuri's army and 
wield all its forbidden technologies. 

	Both the Allied and Soviet forces have several 
powerful new weapons in their arsenals. Yuri's army is 
radically different from his more conventional foes and 
uses banned technologies to control minds, create mutants, 
enslave workers, administer biological weapons, and inflict 
other exotic punishments on his enemies.

C. Situation Report

	Command & Conquerô Yuri's Revengeô picks up 
immediately after the end of the Allied Campaign in Command 
and Conquerô Red Alert 2ô.  The Allied Army has defeated 
the Soviets, capturing the Russian Premier Romanov and 
imprisoning him in the Tower of London.  Unfortunately for 
the Allies, the Soviet agent Yuri has escaped.  Yuri's 
ability to control enemy units with his mind makes him a 
powerful and dangerous adversary.

	While the Allies celebrate their victory, Yuri 
reveals himself.  He has created his own army of mind-
altered warriors and genetic mutations.  He has spent his 
time creating a number of new technologies, the most 
insidious of which is the Psychic Dominator, a device that 
allows Yuri complete control of its victims.  Yuri has 
planted many Psychic Dominators around the globe, 
threatening to control the minds of the world's population 
when they are activated.

	The Allies immediately launch an attack on Yuri's 
facility located on Alcatraz Island.  While the attack 
fails to destroy the Psychic Dominator, it is successful in 
knocking down Yuri's power enough so that the device does 
not activate.  Now the only hope the Allies have is to gain 
enough of their own power to activate a time machine 
created by Professor Einstein.  With this, they can send a 
force back in time to take out Yuri's device long before it 
is activated.  Unfortunately, the Soviets have their own 
plan to steal the time machine and not only stop Yuri but 
also reverse the outcome of the last war!

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4. Units And Structures

A. ****Allied Buildings****


Power Plant
Cost: 800
Strength: 750
Site: 4
Armor: Light
Power: +200
Prerequisite: Construction Yard


Ore Refinery
Cost: 2000
Strength: 1000
Site: 6
Armor: light
Power: -50
Prerequisite: Power Plant


Barracks
Cost: 500
Strength: 500
Site: 5
Armor: Strong
Power: -10
Prerequisite: Power Plant


War Factory
Cost: 2000
Strength: 1000
Site: 4
Armor: Light
Power: -25 
Prerequisite: Ore Refinery and Barracks


Air Force Command Headquarters
Cost: 1000
Strength: 600
Site: 6
Armor: Heavy
Power: -50
Prerequisite: Ore Refinery


Naval Shipyard
Cost: 1000
Strength: 1500
Site: 10
Armor: Medium
Power: -25
Prerequisite: Ore Refinery

Service Depot
Cost: 800
Strength: 1200
Site: 5
Armor: Light
Power: -25
Prerequisite: War Factory


Robot Control Center
Cost: 600
Strength: 1000
Site: 4
Armor: Light
Power: -100
Prerequisite: War Factory


Battle Lab
Cost: 2000
Strength: 500
Site: 5
Armor: Light
Power: -100
Prerequisite: War Factory and Air Force Command 
Headquarters


Ore Purifier
Cost: 2500
Strength: 900
Site: 5
Armor: Light
Power: -200
Prerequisite: Battle Lab


B. ****Allied Defenses****


Pillbox
Cost: 500
Strength: 400
Site: 7
Armor: Strong
Power: 0
Prerequisite: Barracks


Patriot Missile
Cost: 1000
Strength: 500
Site: 10
Armor: Strong
Power: -50
Prerequisite: Barracks


Prism Tower
Cost: 1500
Strength: 600
Site: 8
Armor: Strong
Power: -75
Prerequisite: Air Force Command Headquarters


Gap Generator
Cost: 1000
Strength: 500
Site: 12 
Armor: Medium
Power: -50
Prerequisite: Battle Lab


Spy Satellite Uplink
Cost: 1500
Strength: 1000
Site: 5
Armor: Light
Power: -100
Prerequisite: Battle Lab


Chronosphere
Cost: 2500
Strength: 750
Site: 5
Armor: Medium
Power: -200
Prerequisite: Battle Lab


Weather Control Device
Cost: 5000
Strength: 1000
Site: 5
Armor: Medium
Power: -200
Prerequisite: Battle Lab


French Grand Cannon
Cost: 2000
Strength: 1500
Site: 5
Armor: Heavy
Power: -
Prerequisite: Air Force Command Headquarters

C. ****Allied Infantry****


G.I.
Cost: 200
Strength: 125
Weapons: M60, Para
Armor: None
Speed: 4
Prerequisite:  Barracks
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, self-healing
Elite Abilities: Increased Strength, firepower, rate of 
fire, self-healing


Engineer
Cost: 500
Strength: 75
Weapons: Defuse Kit
Armor: None
Speed: 4
Prerequisite: Barracks
Veteran Abilities: None
Elite Abilities: None


Attack Dog
Cost: 200
Strength: 125
Weapons: Teeth
Armor: None
Speed: 5
Prerequisite: Barracks
Veteran Abilities: None
Elite Abilities: None


Guardian G.I.
Cost: 400
Strength: 200
Weapons: Assault Riffle, Anti-Tank Missile
Armor: Flak
Speed: 4
Prerequisite: Barracks


Rocketeer
Cost: 600
Strength: 125
Weapons: 20 mm
Armor: None
Speed: 8
Prerequisite: Barracks and Air Force Command Headquarters
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Navy SEAL
Cost: 1000
Strength: 125
Weapons: MP5 Machine Gun, C-4 Charges
Armor: Flak
Speed: 5
Prerequisite: Barracks and Air force Command Headquarters
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed, scatter ability
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Spy
Cost: 1000
Strength: 100
Weapons: Makeup Kit
Armor: Flak
Speed: 4
Prerequisite: Barracks, Battle Lab
Veteran Abilities: None
Elite Abilities: None


Chrono Legionnaire
Cost: 1500
Strength: 125
Weapons: Neutron Riffle
Armor: None
Speed: 5
Prerequisite: Barracks, Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed, scatter ability
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Tanya
Cost: 1000
Strength: 125
Weapons: Double Pistols, C-4, Sapper
Armor: Flak
Speed: 5
Prerequisite: Battle Lab, Barracks
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, scatter ability
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


British Sniper
Cost: 600
Strength: 125
Weapons: AWP Riffle
Armor: None 
Speed: 4
Prerequisite: Air Force Command Headquarters, Barracks
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing



D. ****Allied Vehicles****


Chrono Miner
Cost: 1400
Strength: 1000
Weapons: None
Armor: Medium
Speed: 4
Prerequisite: Ore Refinery, War Factory
Veteran Abilities: None
Elite Abilities: None


Grizzly Battle Tank
Cost: 700
Strength: 300
Weapons: 105 mm Cannon
Armor: Heavy
Speed: 7
Prerequisite: War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Infantry Fighting Vehicle (IFV)
Cost: 600
Strength: 200
Weapons: Hover Missile, Variable
Armor: Light
Speed: 8
Prerequisite: War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Night Hawk Transport
Cost: 1000
Strength: 175
Weapons: Blackhawk Cannon
Armor: Light
Speed: 7
Prerequisite: War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Allied Mobile Construction Yard (MCV)
Cost: 3000
Strength: 100
Weapons: None
Armor: Medium
Speed: 4
Prerequisite: War Factory, Service Depot
Veteran Abilities: None
Elite Abilities: None


Prism Tank
Cost: 1200
Strength: 150
Weapons: Comet
Armor: Heavy
Speed: 4
Prerequisite: War Factory, Battle Lab
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Mirage Tank
Cost: 1000
Strength: 200
Weapons: Mirage Gun
Armor: Light
Speed: 7
Prerequisite: War Factory, Battle Lab
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


German Tank Destroyer
Cost: 900
Strength: 400
Weapons: Armor Piercing Cannon, SABOT
Armor: Heavy
Speed: 5
Prerequisite: War Factory, Air Force Command Headquarters
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Battle Fortress
Cost: 2000
Strength: 325
Weapons: Heavy Machine Gun
Armor: Heavy
Speed: 4
Prerequisite: War Factory, Battle Lab
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Harrier
Cost: 1200
Strength: 150
Weapons: Maverick Missile
Armor: Light
Speed: 8
Prerequisite: Air Force Command Headquarters
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire


Korean Black Eagle Jet
Cost: 1200
Strength: 200
Weapons: Maverick Missile II
Armor: Light
Speed: 5
Prerequisite: Air Force Command Headquarters
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Amphibious Transport
Cost: 900
Strength: 800
Weapons: None
Armor: Light
Speed: 6
Prerequisite: Naval Shipyard
Veteran Abilities: None
Elite Abilities: None


Destroyer
Cost: 1000
Strength: 600
Weapons: 155 mm Cannon, ASW Launcher
Armor: Heavy
Speed: 6
Prerequisite: Naval Shipyard
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Aegis Cruiser
Cost: 1200
Strength: 800
Weapons: Medusa Missiles
Armor: Light
Speed: 4
Prerequisite: Naval Shipyard, Air Force Command 
Headquarters
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Dolphin
Cost: 500
Strength: 200
Weapons: Sonar Amplification Device
Armor: Light
Speed: 4
Prerequisite: Naval Shipyard, Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Aircraft Carrier
Cost: 200
Strength: 800
Weapons: Hornet Launcher
Armor: Heavy
Speed: 4
Prerequisite: Naval Shipyard, Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


E. ****Soviet Buildings****


Tesla Reactor
Cost: 600
Strength: 750
Site: 4
Armor: Light
Power: 150
Prerequisite: Construction Yard


Ore Refinery
Cost: 2000
Strength: 1000
Site: 6
Armor: Light
Power: -50
Prerequisite: Tesla Reactor


Barracks
Cost: 500
Strength: 500
Site: 6
Armor: Strong
Power: -10
Prerequisite: Tesla Reactor


War Factory
Cost: 2000
Strength: 1000
Site: 4
Armor: Light
Power: -25
Prerequisite: Ore Refinery and Barracks


Radar Tower
Cost: 1000
Strength: 1000
Site: 10
Armor: Light
Power: -50
Prerequisite: Ore Refinery


Naval Shipyard
Cost: 1000
Strength: 1500
Site: 10
Armor: Medium
Power: -20
Prerequisite: Ore Refinery


Service Depot
Cost: 800
Strength: 1200
Site: 5
Armor: Light
Power: -25
Prerequisite: War Factory


Battle Lab
Cost: 2000
Strength: 500
Site: 6
Armor: Light
Power: -100
Prerequisite: War Factory and Radar Tower


Nuclear Reactor
Cost: 1000
Strength: 1000
Site: 5
Armor: Medium
Power: +2000
Prerequisite: Battle Lab


Industrial Plant
Cost: 2500
Strength: 1000
Site: 5
Armor: Medium
Power: -200
Prerequisite: Battle Lab


F. ****Soviet Defenses****


Battle Bunker
Cost: 500
Strength: 500
Site: 5
Armor: Medium
Power: 0
Prerequisite: Construction Yard


Sentry Gun
Cost: 500
Strength: 400
Site: 7
Armor: Strong
Power: 0
Prerequisite: Barracks


Flak Cannon
Cost: 1000
Strength: 900
Site: 5
Armor: Strong
Power: -50
Prerequisite: Barracks

Tesla Coil
Cost: 1500
Strength: 600
Site: 8
Armor: Strong
Power: -75
Prerequisite: Radar Tower


Iron Curtain
Cost: 2500
Strength: 750
Site: 4
Armor: Medium
Power: -200
Prerequisite: Battle Lab


Nuclear Silo
Cost: 5000
Strength: 1000
Site: 4
Armor: Medium
Power: -200
Prerequisite: Battle Lab


G. ****Soviet Infantry****


Conscript
Cost: 100
Strength: 125
Weapons: M1Carbine
Armor: Flak
Speed: 4
Prerequisite: Barracks
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Engineer
Cost: 500
Strength: 75
Weapons: Defuse Kit
Armor: None
Speed: 4
Prerequisite: Barracks
Veteran Abilities: None
Elite Abilities: None


Attack Dog
Cost: 200
Strength: 125
Weapons: Teeth
Armor: None
Speed: 8
Prerequisite: Barracks
Veteran Abilities: None
Elite Abilities: None


Tesla Trooper
Cost: 500
Strength: 130
Weapons: Electric Bolt, Assault Bolt
Armor: Plate
Speed: 4
Prerequisite: Barracks
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Crazy Ivan
Cost: 600
Strength: 125
Weapons: Bomb
Armor: Flak
Speed: 4
Prerequisite: Barracks and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Flak Trooper
Cost: 300
Strength: 100
Weapons: Flak Gun, Anti-air Flak Gun
Armor: None
Speed: 4
Prerequisite: Barracks and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Cuban Terrorist
Cost: 200
Strength: 125
Weapons: Bomb
Armor: Flak
Speed: 4
Prerequisite: Barracks and Radar Tower
Veteran Abilities: None
Elite Abilities: None


Iraq Desolator
Cost: 600
Strength: 150
Weapons: MRadiation Beam, Radiation Eruption
Armor: None
Speed: 4
Prerequisite: Barrack and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Boris
Cost: 1000
Strength: 125
Weapons: AKM Machine Gun, Flare Gun
Armor: Flak
Speed: 4
Prerequisite: Barracks and Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


H. ****Soviet Vehicles****


War Miner
Cost: 1400
Strength: 1000
Weapons: 20mm
Armor: Medium
Speed: 4
Prerequisite: Ore Refinery and War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Rhino Heavy Tank
Cost: 600
Strength: 400
Weapons: 120mm Cannon
Armor: Heavy
Speed: 6
Prerequisite: War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire


Flak Track
Cost: 500
Strength: 180
Weapons: Flak Track Gun, Flak Anti-air Weapon
Armor: Heavy
Speed: 8
Prerequisite: War Factory
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Terror Drone
Cost: 500
Strength: 100
Weapons: Drone Jump
Armor: Special
Speed: 10
Prerequisite: War Factory
Veteran Abilities: None
Elite Abilities: None


V3 Rocket Launcher
Cost: 800
Strength: 155
Weapons: V3 Missiles
Armor: Light
Speed: 4
Prerequisite: War Factory and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Russian Tesla Tank
Cost: 1200
Strength: 300
Weapons: 120mm, Tesla Bolt
Armor: Heavy
Speed: 6
Prerequisite: War Factory and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire


Libyan Demolition Truck
Cost: 1200
Strength: 500
Weapons: Small Nuke
Armor: Heavy
Speed: 5
Prerequisite: War Factory and Radar Tower
Veteran Abilities: None
Elite Abilities: None


Soviet Mobile Construction Vehicle (MCV)
Cost: 3000
Strength: 100
Weapons: None
Armor: Medium
Speed: 4
Prerequisite: War Factory and Service Depot
Veteran Abilities: None
Elite Abilities: None


Siege Chopper
Cost: 1200
Strength: 500
Weapons: Machine Gun, 155mm Cannon
Armor: Light
Speed: 4
Prerequisite: War Factory and Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire


Apocalypse Assault Tank
Cost: 1750
Strength: 800
Weapons: 120mmx, Mammoth Tusk
Armor: Heavy
Speed: 4
Prerequisite: War Factory and Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Kirov Airship
Cost: 2000
Strength: 2000
Weapons: Blimp Bombs
Armor: Light
Speed: 4
Prerequisite: War Factory and Battle Lab
Veteran Abilities: Increased strength, firepower, sight, 
speed
Elite Abilities: Increased strength, firepower, rate of 
fire


Amphibious Transport
Cost: 900
Strength: 800
Weapons: None
Armor: Light
Speed: 6
Prerequisite: Naval Shipyard
Veteran Abilities: None
Elite Abilities: None


Typhoon Attack Submarine
Cost: 1000
Strength: 600
Weapons: Torpedo
Armor: Heavy
Speed: 4
Prerequisite: Naval Shipyard
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Sea Scorpion
Cost: 600
Strength: 400
Weapons: Flak Gun, Flak Anti-air Weapon
Armor: Heavy
Speed: 4
Prerequisite: Naval Shipyard and Radar Tower
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Giant Squid
Cost: 1000
Strength: 200
Weapons: Squid Grab, Squid Punch
Armor: Light
Speed: 8
Prerequisite: Naval Shipyard and Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


Dreadnought
Cost: 2500
Strength: 1500
Weapons: Dreadnought Launcher
Armor: Heavy
Speed: 4
Prerequisite: Naval Shipyard and Battle Lab
Veteran Abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite Abilities: Increased strength, firepower, rate of 
fire, self-healing


I. ****Yuri Structures****


Bio Reactor
Cost: 600
Strength: 100
Site: 6
Armor: Light
Power: +150; +100 for Each Infantry Inside Plant
Prerequisite: Construction Yard

If you put Infantry in this building then you get more 
power. Limit 5 Infantry per plant.


Barracks
Cost: 600
Strength: 100
Site: 4
Armor: Light
Power: -10
Prerequisite: Bio Reactor

Grinder
Cost: 600
Strength: ?
Armor: Light
Sight: 4
Power: -50
Prerequisite: War Factory

Turns Units Into Money


Gattling Cannon
Cost: 1000
Strength: 1000
Armor: Heavy
Sight: 6
Power: -50
Prerequisite: Barracks


Psychic Tower
Cost: 1500
Strength: 800
Armor: Heavy
Sight: 6
Power: -100
Prerequisite: Psychic Radar

Genetic Mutator
Cost: 2500
Strength: 1000
Armor: Medium
Power: -200
Prerequisite: Battle Lab 
Effect: Turns a Group of Infantry into Brutes under your 
control.

Psychic Dominator
Cost: 5000
Strength: 1500
Armor: Medium
Power: -200
Prerequisite: Battle Lab
Effect: Destroys One Area of Structures and Mind Controls 
Units in that area


J. ****Yuri Units****


Initiate
Cost: 300
Strength: ?
Weapon: Psychic blast bolt
Armor: None
Speed: 4
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: Barracks


Virus
Cost: 700
Weapon: Viral dart gun
Strength: ?
Armor: None
Speed: 4
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: Barracks, Psychic Sensor


Brute
Cost: 500
Weapon: Big hands
Strength: 400
Armor: Flak
Speed: 4
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: Barracks


Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 125
Armor: None
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks 

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 straightaway. They are also needed to capture 
neutral Tech 
Buildings for your own benefits.


Yuri Clone
Cost: 800
Weapon: Mind Control
Strength: High
Armor: None
Speed: 5
Veteran abilities: None
Elite abilities: None
Prerequisite:  Barracks, Psychic Radar


Yuri Prime
Cost: 1500
Weapon: Mind Control: Infantry, Ground Vehicles, Most 
Buildings, and Defenses
Strength: 600 
Armor: Flak
Speed: 5
Veteran abilities: None
Elite abilities: None
Prerequisite:  Barracks, Battle Lab


+++++Vehicles+++++

MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 100
Armor: Medium
Speed: 4 
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot 

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: 1750
Weapon: Basic Machine Gun
Strength: 125
Armor: Medium
Speed: 4
Veteran abilities: Increased strength, firepower, sight, 
speed
Elite abilities: Increased strength, firepower, self-
healing
Prerequisite: War Factory or Construction Yard and Bio 
Reactor


Chaos Drone
Cost: 1200
Weapon: Chaos Control
Strength: 400
Armor: ?
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory


Lasher Light Tank
Cost: 600
Weapon: Short-range anti-tank shell
Strength: ?
Armor: Medium
Speed: ?
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: War Factory


Gattling Tank
Cost: 600
Weapon: Twin .50-Caliber Machine Guns
Strength: 155
Armor: Flak
Speed: 6
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing 
Prerequisite: War Factory


Master Mind
Cost: 1750
Weapon: Mind Control: Up to 3 Units at Once
Strength: 400
Armor: Medium
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory, Battle Lab


Magnetron
Cost: 1200
Weapon: Magnetic Beam, Magnetic Field
Strength: 750
Armor: Flak
Speed: 4
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: War Factory, Psychic Sensor


Amphibious Transport
Cost: 900
Weapon: None
Strength: 100
Armor: Light
Speed: 6 
Veteran abilities: None
Elite abilities: None
Prerequisite: Submarine Pen 

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: 400
Armor: Medium
Speed: 6
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: Submarine Pen


Floating Disc
Cost: 1500
Weapon: Transport beam, small laser
Strength: 125
Armor: Light
Speed: 6
Veteran abilities: Increased strength, firepower, rate of 
fire, sight, speed
Elite abilities: Increased strength, firepower, rate of 
fire, self-healing
Prerequisite: War Factory, Battle Lab




5. Walkthrough

!!!IMPORTANT!!!
--> This walkthrough was based on playing in normal difficulty 
but still helps in easy difficulty. 
--> This walkthrough is written for the purpose so that players 
can 
 complete the missions in the shortest time possible; not always 
the highest score.


	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 would 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 in par time or 
less.  
	The total par times are not in the game I just added them 
so you can see about how long the campaign will take to complete 
in all difficulties. I have not recorded some of the par times so 
if you have them please send me an e-mail.
		E-easy
		N-normal
		H-hard
    
*****************************************************************
******
A. ALLIED CAMPAIGN:
*****************************************************************
******

Total Par Times:
		E- 6 Hrs. and 40 Min.
		N- 4 Hrs. and 50 Min.
		H- ? Hrs. and ?? Min.
-----------------------------------------------------------------
-----------------
Mission one: Operation Time Lapse
Location: San Francisco, California
Par time: E-30 minutes; N-20 minutes; H-?????
Rank: 1st Lieutenant

Briefing:

It's only a matter of time before Yuri brings the Psychic 
Dominator on 
Alcatraz back online. Our only chance is to use Professor 
Einstein's 
Time Machine to send us back in time and stop Yuri before he can 
complete his worldwide network of Psychic Dominators.  

Objective 1: Capture Power Plants to power the Time Machine. 

Objective 2: Defend the Time Machine. 

Objective 3: Destroy the Psychic Dominator on Alcatraz

Walkthrough:

Train four Engineers immediately and get the tanks to secure the 
two 
Civilian Power Plants to the south. Get the Engineers to capture 
them 
and then the tanks should head to the west to secure the two 
Civilian 
Power Plants there. Send the two remaining Engineers to capture 
them as 
well.  

The Time Machine will be activated and everything will be shifted 
back 
to the Soviet invasion in RA2. Use the Grand Cannons to take out 
the 
Soviet Dreadnoughts while the Guardian GIs should take care of 
the 
Kirov coming from the northwest. Repel the Soviet tank assault 
with the 
base defenses and Tanya will appear from the Time Machine. 
Get her to swim to the north towards the Psychic Dominator and C4 
the 
two patrolling Sea Scorpions. Head inland and kill off the 
conscripts 
as well as the dogs around the Psychic Dominator. 
Shoot the barrels next to the wire fence around the Psychic 
Dominator 
then move in to blow it up. If you enjoy cut scenes you can have 
Tanya C4 the nuclear power plant IMMEDEATLY after the Psychic 
Dominator. This will NOT affect the next missions. Mission 
accomplished!!!  

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

Mission two: Operation Hollywood and Vain
Location: Los Angeles, California
Par time: E-1 hour 30 minutes; N-1 hour; H-?????
Rank: Captain

Briefing:

Yuri has mind controlled the population of Los Angeles and is 
feeding 
the civilians into his Grinders to fund his Psychic Dominator 
project. 
If we can eliminate the Grinders, Yuri will have lost a 
significant 
source of funds.  

Objective 1: Destroy all Grinders in the city.

Objective 2: Destroy all Yuri buildings. 

Hint: Not all civilians have been mind controlled. Some of them 
may 
even be able to help us in the coming battle.

Walkthrough:

Deploy the MCV and start building as usual. Get the GIs to head 
slightly to the northwest and they will find a movie actor called 
Flint 
Westwood. He is very good in repelling infantry attacks so keep 
him 
alive. 
Send the GIs to garrison the hotel to the northwest and train 
more 
Guardian GIs and the regular ones to help defend the base from 
initial 
Yuri attacks. Don't forget to repair the hotel when it gets 
damaged. 

Quickly build a Battle Lab and reinforcement will come which is 
consisted of a Battle Fortress and some regular plus some 
Guardian GIs. 
Get the Guardian GIs to enter the Battle Fortress and help defend 
the 
base while the Prism Tanks should begin to be mass-produced. 
When there are about ten Prisms, send them to destroy the Grinder 
to 
the east and head north to destroy the Grinder near the stadium. 
Send 
an Engineer to capture the Machine Shop along the way to the 
second 
Grinder. 
Destroying the second Grinder will reveal a crate of money along 
with a 
new movie actor, Sammy Stallion. 

Head west from here to destroy the third Grinder, again revealing 
another crate of money. Head to the southwest to penetrate Yuri's 
base 
defenses and destroy everything; Yuri will sell his buildings 
when 
enough damage is inflicted. Proceed to kill all his Initiates and 
any 
remaining tanks then destroy the fourth and last Grinder to the 
southeast, thus revealing another money crate as well as a new 
movie 
actor, Arnie Frankenfurter. 
Get the Prism Tanks to go to the northwest corner of the map and 
destroy all Yuri's buildings here. Mission accomplished!!!

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

Mission three: Operation Power Play
Location: Seattle, Washington
Par time: E-40 minutes; N-30 minutes; H-?????
Rank: Major

Briefing: 

Now that we've destroyed Yuri's primary source of funds, the 
madman has 
decided to take a more direct approach. Yuri has set up a Nuclear 
Silo 
in Seattle and is using it to extort money and technical 
expertise from 
the MassiveSoft Corporation. We must save the city and 
MassiveSoft from 
Yuri's nuclear threat. 

Objective 1: Destroy Yuri's Nuclear Silo. 

Objective 2: Liberate the MassiveSoft campus. 

Walkthrough: 

SPEED is the key for this mission. Quickly get the regular GIs to 
garrison the Seattle Space Needle and the whole map will be 
revealed. 
Train some Snipers and Engineers then move your troops slightly 
northwards. Get the two Engineers to capture the two oil derricks 
to 
the southwest. Train another Engineer and get him to capture the 
Machine Shop to the east of the base.
When the Weather Control Device is ready, fire it at Yuri's base 
to 
take out his Bio Reactors. Just before Yuri launched his nuclear 
missile, sell the War Factory and the two Power Plants to get the 
money 
because they will get destroyed anyway. 

Quickly get a sniper to take out the Yuri Clones guarding the 
Civilian 
Power Plant and send the tanks in to take care of the Lashers and 
Gattling Tanks. Send an Engineer behind to capture the Civilian 
Power 
Plant once it is secure then the nuclear missile timer will be 
halted 
and some more snipers will be parachuted in including a 
reinforcement 
of some tanks.  
Yuri will try his best to re-take the Civilian Power Plant; make 
sure 
that doesn't happen by protecting the parachuting snipers from 
the 
Yuri's tanks. 

Don't forget to leave a sniper and a Mirage tank near the 
Barracks to 
repel Yuri's infantry assaults.
Get some more snipers to snipe the Yuri Clones near the Civilian 
Power 
Plant to the northwest of the base (along the road). Send the 
tanks 
again to secure the area and get an Engineer to capture the 
Civilian 
Power Plant. 
Send another tank brigade to the north and secure the Civilian 
Power 
Plant then get an Engineer to capture it. When the Weather Device 
Control comes back online, use it to take out Yuri's forces 
around the 
MassiveSoft campus then send in some tanks to mop up. Doing this 
will 
reward the Allies with three crates of money. 

Now send a small strike force (bring a sniper) along the western 
edge 
of the map and enter Yuri's base through the side entrance. Use 
the 
sniper to protect the tanks from Yuri Clones while they pound 
away at 
Yuri's Missile Silo. Mission accomplished!!! 

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

Mission four: Operation Tomb Raided
Location: Egypt
Par time: E-50 minutes; N-45 minutes; H-?????
Rank: Major 

Briefing: 

Yuri has captured Einstein in an attempt to expedite the 
completion of 
his Psychic Dominator technology. It is imperative we rescue 
Einstein 
immediately and then rid Egypt of all Yuri forces. 

Objective 1: Destroy Bio Reactors around Great Pyramid to rescue 
Einstein. 

Objective 2: Destroy Yuri's base. 

Walkthrough: 

Setup the base as usual but don't forget to build a few Pillboxes 
around it. Load Tanya and the two Engineers into the Night Hawk 
Transport then fly them to the oil derricks at the eastern part 
of the 
map. Use Tanya to kill the nearby Initiates then get the 
Engineers to 
capture the derricks. Tanya should head to the north and blow the 
bridge connecting to the other side of the river to prevent Yuri 
from 
sending his troops. 
Send the Night Hawk back to base and train 3 more Engineers to 
capture 
the remaining oil derricks then start to mass-produce Prism 
Tanks.  

Now Tanya should swim across the river towards the Great Pyramid 
and 
shoot the barrel to open a hole in the wall. Go inside and kill 
all the 
Initiates then C4 all the Bio Reactors to free Einstein. A Night 
Hawk 
Transport will then come to pick him up. Get Tanya to simply 
destroy 
all the remaining Yuri buildings here.        
Now just station at Tanya near the riverbank to the northeast of 
the 
base to keep an eye on any incoming Yuri's Amphibious Transports. 
Repair the bridge that Tanya blown up earlier then send the Prism 
Tanks 
to the east and destroy Yuri's base. Mission accomplished!!! 

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

Mission five: Operation Clones Down Under
Location: Sydney, Australia
Par time: E-1 hour; N-45 minutes; H-?????
Rank: Lieutenant Colonel

Briefing: 

Yuri has established cloning facilities in Sydney, Australia. It 
is 
believed he plans to clone the world leaders. We must put an end 
to 
this operation at any cost. 

Objective 1: Find and destroy Yuri's Cloning Vats. 

Objective 2: Destroy Yuri's remaining forces.  

Walkthrough: 

Start by building some Pillboxes and Prism Towers around the base 
and 
garrison the building just in front of it. 
After a few minutes, Eva will inform the base that Yuri is 
sending his 
Boomers. Destroy them all with the Destroyers and Dolphins then 
Eva 
will transmit that the Koreans are helping by donating their 
Black 
Eagles to destroy Yuri's Sub Pen. 

Consolidate the base defenses then start to mass-produce Prism 
Tanks. 
Build two War Factories to increase the production rate. When 
enough 
Prism Tanks are produced, send them along the road to the 
southeast and 
destroy any buildings that Yuri garrisoned. 
Capture the Machine Shop along the way and there is also a 
Hospital at 
the southwestern edge of the map but it is not vital to the war 
effort. 
Get the Prism Tanks to destroy every single Yuri's units and 
buildings. 
Mission accomplished!!!

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

Mission six: Operation Trick or Treaty
Location: London, England
Par time: E-40 minutes; N-30 minutes; H-?????
Rank: General

Briefing: 

Having failed to clone the world leaders, Yuri plans to capture 
the 
real ones. Defend them at the Houses of Parliament in London, 
England... then deal with Yuri. 

Objective 1: Defend Parliament from assault. 

Objective 2: Destroy Yuri's base.

Walkthrough: 

A twenty-minutes timer will start, signaling the countdown until 
the 
arrival of Yuri's forces. Deploy the base and quickly pump out as 
many 
GIs as possible then garrison the Big Ben and all other buildings 
on 
the Allied side. Send more GIs to garrison the buildings next to 
the 
three bridges (2 buildings for each bridge). 

Get a tank and three Engineers to head to the northeast and look 
for a 
small enclosed area with three oil derricks. Blast the wire 
fences with 
the Grizzly then send the Engineers to capture the derricks; the 
income 
of cash is vital in this mission. 
Setup defenses around the Parliament by building some Pillboxes, 
Prism 
Towers and Patriot Missile System then deploy some Guardian GIs.   
Send two more Engineers to the northeast then look for a Hospital 
and a 
Machine Shop to be captured. 
Build the Robot Control Center and mass-produce Robot Tanks along 
with 
Prism and Mirage Tanks. 
Once the attack began, build some Rocketeers and IFVs, as Yuri's 
last 
assault will come in the form of 4-5 Floating Discs. Quickly 
shoot them 
down before they can do too much damage to the base. 

When Yuri's attacks have been successfully repelled, the Soviets 
will 
send some reinforcement. Use the Soviet navy to help destroy 
Yuri's 
Boomers later.
Mass-produce on Prism Tanks immediately and send them to level 
Yuri's 
base at the northeastern side of the map. Mission accomplished!!!
 
*****************************************************************
******

Mission seven: Operation Brain Dead
Location: Antarctica
Par time: E-1 hour and 30 minutes; N-1 hour; H-?????
Rank: General of the Army

Briefing: 

It's almost over, Commander. Yuri's plot lies in ruins. However, 
he 
still has one last Psychic Dominator located somewhere in his 
stronghold in Antarctica. Bring the abandoned Soviet base on 
Tierra Del 
Fuego back online and build a radar dish so that we can pinpoint 
Yuri's 
exact location. Then, with the combined might of Allied and 
Soviet 
forces, put an end to Yuri's plans once and for all. 

Objective 1: Build a Soviet Radar Dish. 

Objective 2: Destroy the Psychic Dominator in Antarctica. 

Objective 3: Destroy all Yuri forces. 

Walkthrough:      

Get the Engineers to capture the Soviet Construction Yard as well 
as 
the Tesla Reactor. Develop a base and garrison the army tent as 
well as 
the communication center with conscripts to help the Sentry Guns 
repel 
Yuri attacks. Send an Engineer to the north to capture the oil 
derrick 
as well as the Machine Shop to the west. 
Build a few Battle Bunkers and Flak Cannons to strengthen the 
defenses 
against Floating Discs as well as some Flak Tracks then build a 
Soviet 
Radar Dish when ready. 

Wait a while and an Allied MCV will be chronosphered to the 
south. 
Yuri's Genetic Mutator and Psychic Dominator will come online at 
the 
same time. Quickly climb the Soviet tech tree and build an 
Industrial 
Plant. 
Use the Allied MCV to build an Ore Purifier as well then focus on 
building some Grand Cannons (4 to 5) to repel Yuri's assaults. 
Send two 
Engineers to the south and grab the money crate near the two oil 
derricks then capture them.  
If Yuri's Psychic Dominator destroyed any building, simply 
rebuild them 
again. 
Quickly build a Weather Control Device and Nuclear Missile Silo 
then 
use them both when ready to destroy the Psychic Dominator. 

Mass-produce Prism Tanks and send the rolling to Yuri's base to 
demolish everything in the way (Beware of the Magnetrons and 
Master 
Minds). Use the nuclear missile and weather storm to help the 
Prism 
Tanks destroy Yuri's base and forces. Mission accomplished!!!  

Congratulations!!! This is the end of the Allied campaign. You 
have 
saved the earth from Yuri's evil plan for world domination as 
well as 
making sure that the Soviets remain as the loser in the war. 
Enjoy the 
ending!!! ?  

*****************************************************************
******
B. SOVIET CAMPAIGN
*****************************************************************
******
Total Par Times
	E-?????
	N-5 hours and 30 minutes
	H-?????

Mission one: Operation Time Shift
Location: San Francisco, California
Par time: E-?????; N-35 minutes; H-??????
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. 

Sophia 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 Gattling 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: E-?????; N-1 hour; H-?????
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 focus on the Chronosphere. Mission accomplished!!!   

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

Mission three: Operation Brain Wash
Location: London, England 
Par time: E-?????; N-30 minutes; H-????? 
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: E-?????; N-40 minutes; H-?????
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 
Gattling 
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 be close to the 
buildings 
so they can kill the Initiates once they come out of the 
building.   
Bring the Rhinos over to destroy Yuri's Barracks and the four 
Gattling 
Cannons nearby. Go across the bridge on the river and put the 
Apocalypses and Desolators on the bridge as a "cork" to repel the 
endless Initiates and Battling 
Tanks that Yuri is going to send. The V3 should fire their 
rockets 
SIMULTANEOUSLY to take out the Gattling 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 cut scene. Simply escort 
him to 
the airport. Mission accomplished!!!

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

Mission five: Operation Escape Velocity
Location: An uncharted island in the Pacific Ocean
Par time: E-?????; N-1 hour and 15 minutes; H-?????
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 Sophia 
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 
Battling 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, Sophia 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: E-?????; N-45 minutes; H-?????
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: E-?????; N-45 minutes; H-?????
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!!!    

Congratulations!!! This is the end of the Soviet campaign. You 
have 
saved the earth from Yuri's evil plan for world domination as 
well as 
establishing a new golden era of Soviet supremacy under Premier 
Romanov. Enjoy the ending!!! ^_^   

-----------------------------------------------------------------
------ 

6. Credits 

I have been playing Yuri's Revenge for a year and still am 
not tired of it.  I meet some extremely nice people online who I 
can talk to for hours and play with for hours.  The possibilities 
of this great game are endless.  If you want to talk with me, you 
can find me (at least most of the time) online playing Command & 
Conquer Red Alert 2 Yuri's Revengeô.  My username is usually 
link9404 (sometimes jeremycg) and I would love to meet someone 
who loves this game as much as me! You may also E-mail me if you 
wish to set up a time to play. Also, you can page me if I'm 
online. I also host a new clan named "World War 5" and a full one 
named "reddeath101" and I need more people to join my new clan. 
All you have to do is have a decent WOL rank and impress me, so 
if you are interested don't hesitate to e-mail me or look for me 
online play Yuri's Revenge!


A. IMPORTANT!!!
If you see this FAQ on a site other than the ones below 
please notify me immediately!!!!
	www.cheatcodes.com
	www.cheatplanet.com

=================================================================

	ANY reproduction or presenting of this FAQ without my 
permission is strictly against the law. If you want to have this 
FAQ on your web page you MUST let me know!!! I have heard stories 
of people using other peoples FAQs and making money of them. I 
will NOT let you off that easily! And you don't want to try me!!
	
B. Good Games
	
GREAT RTS GAMES:
1.	Real War Rogue States ñ Similar to Red Alert 2, Real War 
has air: Carpet bombers, fighters, and much more; sea: mines, 
subs, carriers, and more; and land: infantry, tanks, minelayers, 
and much more. In Real war you are the commander (like RA2). One 
difference is the looks. Supplies aren't nearly as hard to get 
and the building don't just unfold on the ground. Also the 
buildings look more realistic. I would recommend this game to 
anyone who likes RA2 and/or YR.

2.	The best one on the list is of course Yuri's Revenge?.

3.	Another good one is Battle Realms. This game has four 
clans and is a game that takes place in the past. You control 
peasants, warriors, horses, and heroes.

C. Appreciations - (The name of the people who read and responded 
are in order by date I got there e-mail).

Westwood - for creating the expansion pack to Red Alert 2!!!

westwood.com - for providing so much information.

Me - for writing this FAQ. ?

You - for reading this FAQ of mine. ? 

Cheatcodes.com ñ for posting my FAQ

Cheatplanet.com ñ for posting my FAQ 

Thanks for reading and responding:

	Justin C. (Texas, United States of America)

	Chad B. (Michigan, United States of America)

	Dave A. "DD ñ Dangerous Dave" (London, England)

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
7. Frequently Asked Questions
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Q. Is there a Yuri campaign? If there is how do you get it?
A. No. There is no campaign were you are Yuri.

Q. How many campaign missions are there for each side?
A. There are 7 missions for both the Soviet and the Allied 
forces.

Q. What are the 4 new tech buildings?
A. The new tech buildings are: 

	Hospital - You don't have to send infantry into the hospital to heal them 
(all infantry gradually heal when you control a hospital).

	Machine Shop ñ This is the same as the hospital except for vehicles. 

	Secret Lab - You get a random country's, special ability (ex. Black 
Eagles). 

	Tech Power Plant - You see these mostly in the campaigns. Gives the 
owner power (I think 250).

Q. Have another question?
A. E-mail me at link9404@covad.net