Command And Conquer: Red Alert 2
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Missions
Units
Allied strategies
Use the following trick to overrun any CPU controlled
Soviet base as the Allies. It is especially useful in the second
to last Allies mission, where you are pitted against a heavily
defended base with three nuke silos which must be defeated in
order to claim victory. First, create a very heavily fortified
main northern base. Abandon the far northern mineral field and
sell the ore factory there. The most important things in this
part of the strategy are to create a reasonably well protected
beachhead to the south of this base with Prism Towers and Patriot
Missile Launchers. The second item involves some use of the Prism
Tower creep strategy. First, build a Power Plant to the outside
of your base in the direction of where you want to defend or attack.
Then, build Prism Towers as far as possible in the direction you
want to go. Finally, build another Power Plant next to the Prism
Towers you just built -- thereby extending your range of building
Prism Towers and also increasing your power supply in the process.
Continue doing this and adding extra Towers where needed to create
a solid line of access between Towers, and amplify the damage.
Do this on the bridge just north of your base and blow it out
so the enemy cannot cross. Fortify the Towers there with all the
extra GIs you have around your base. Now that your northern base
is well defended, proceed to the second step. Create an MCV and
Transport Hovercraft and put the MCV into it. Next, go to the
far right of the screen with the Hovercraft, and then straight
down. This is the safest ship lane on the map. While you are moving
south with the Hovercraft, have a Barracks and a Prism Tower building.
Also watch the bridge by the northern base to make sure nobody
has managed to sneak through your defenses. As soon as you land
the Hovercraft on the far southern island, deploy the MCV and
build your Barracks and Prism Tower. Then quickly build another
Prism Tower and a Power Plant. When you have that base defended
well enough, build another Ore Refinery on the southern island
in case the nukes manage to take out the one on the main island
and you are low on money. Employ the Prism Tower creep method
mentioned before with a little more caution when building in range
of Telsa Coils. You should be able to wipe out their base easily.
Make sure that if they launch nukes, you repair or replace all
buildings hit by them, especially those needed to build Prism
Towers, as well as Powerplants. Another useful thing about having
a base on the right side of the southern island is that this is
where most of the enemy planes fly through. You can build Patriot
Missile Launchers which will slow down or halt most of the enemy
paratrooper activity on the northern island. Most of the time,
the enemy will launch his nukes at either your ship building capabilities
or the middle of your main base. Keep a spare MCV around in case
it is taken out. This is not necessary, but is a precaution in
case they figure out to attack the southern base via nukes. This
strategy will allow you to complete the mission in near half of
par time in easy mode.
Build between 15 and 20 Prism Tanks, 5 IFVs, and one Engineer.
Get the Engineer in one of the IFVs and send the whole group to
an enemy base. Once near the base, the Prism Tanks will destroy
anything that moves and the IFVs will provide some air cover and
repair.
In a multi-player skirmish, build up to 10 Airforce Command Centers,
each with four Harriers. Train five spies and infiltrate the enemy
base as following: one spy near a power plant, one spy near barracks,
one spy near the wall around tech center, one spy near war factory,
and the last spy near an ore refinery. Insert the first spy in
the power plant, so power goes down. At that moment, command one
group of Harriers to destroy a corner point of the wall around
the tech center so a spy can enter. Use your other Harriers (as
long as their power is down) to attack the other power plants
and your spies to infiltrate nearest building, stealing technologies
and money.
These tips will work best in "A Path Beyond 2". Deploy
your MCV and send one or two GIs to other side on the map, so
you know where they are. Build a Powerplant, Refinery, Barracks
and perhaps a new Powerplant. Then, build a Radar. Build 20 to
30 rocketeers. Have some defend your base, send the others to
the enemy base and destroy it, They cannot attack you because
they have not built any air defenses yet. If you attack the Soviets,
you will need more rocketeers because they have some Flak Troopers.
Build your base quickly, build the rocketeers, and find the enemy
base fast.
Build a Chronosphere, 3 IFVs, and 3 Chrono Legionnaires. Place
the Chrono Leggionnaires in the IFVs, Chronosphere near the enemy
base, and start deconstructing.
The Grand Cannon is a very good defensive weapon, but it is also
a very good assault weapon. Deploy your MCV quickly, build a Power
Plant, a Barrack or a Refinery (depending on the map), a Radar,
then the Grand Cannon. Do not place it on your base. Have a IVF
ready with a engineer on it. Use it to find the enemy base. Go
to the inner side of the base because it almost has no defense
there. Undeploy the IVF and capture a building. Place the Grand
Cannon on the enemy base. The enemy has no chance to destroy the
Cannon. Destroy the War Factory first, so they cannot build Tanks
and attack your Cannon. Also build some Pillboxes to help the
Cannon. After you have destroy half of the base, most of people
will surrender. This works well in multi-player mode, but is not
too effective against the CPU.
Play with superweapons on. Use Aegis as air defense and GIs as
ground defense. Build a Chronospere. Build 3 Prism tanks, 3 Mirage
tanks, 3 IFVs and an engineer. Place the engineer in one IFV.
Chronoshift the whole lot into the back of the enemy's base. Use
Mirages on infantry and tanks (make sure they cover the Prism
tanks), Prisms on structures, IFVs for air cover and repair. Burn
your way through the base and at the end you have a promoted attack
force and can move onto bigger fish. By this time, the Chronospere
is ready again.
To defeat the CPU in Skirmish mode, build two Snipers and two
IFVs as soon as possible. Give each Sniper their own vehicle,
then rush them to the tip of the enemy's base. Snipe as many troops
as possible. Then, act as if you are about to attack an important
building. The remaining units (Tanks) will come after you. Luckily,
the IFVs can outrun the Tanks, just as long as you can see them
coming. The Tanks will follow you to their death. Then, run the
IFVs back through the base and unload the Snipers to guard the
IFVs from infantry. Eventually, the IFVs will become promoted
all the way and be very deadly. Beat up the enemies base or run
them dry. Beat up everything except for the Construction Yard
and repeat the process to get more points to show off.
Use the following strategy to capture an enemy Construction Yard.
Build 10 to 15 tanks, 10 GI and at least 6 Engineers. Send the
tanks followed by send the GI and Engineers. Have the GI defend
the Engineers all the way to the enemy base. Send the an Engineer
into the Construction Yard then the rest of the Engineers into
the Tesla Reactors. Have everybody leave including the enemy Construction
Yard. Note: The remaining Conscripts, Tanks, etc. will destroy
the Tesla Reactors and you will win instantly.
If you are on an island alone with only a bridge to get to your
aggressive opponent's base, get a lot of money. Then, build 16
IFVs, 8 Engineers, and 4 GIs. Put the GIs and Engineers into 12
of the IFVs. Put a Rocket IFV at the left side of the bridge,
but directly in front of it, and then back it up with an Engineer
IFV. Put a Machine Gun IFV behind the Engineer IFV and back that
up with an Engineer IFV. To the right of the Rocket IFV, put a
Machine Gun IFV with an Engineer IFV behind it, a Rocket IFV behind
that, and another Engineer IFV at the back. Repeat the steps to
have the perfect bridge defense. The engineer IFVs will repair
the other IFVs and each other.
Use the following trick for easily defending your base. This only
works on levels with bridges leading into your base. To defend
your base, you need 4 Tanks, 3 IFVs, 2 Prism Tanks, and 1 Engineer
for every bridge leading into your base. Take the Engineer and
put him in an IFV. It is now a repair IFV. Take 3 Tanks and line
them up at the beginning of the bridge, but not so far that if
the bridge gets destroyed your troops will fall in the water.
Next, put the 2 Prism tanks directly under the left and right
Tanks. Put the repair IFV between them. Then, put the last Tank
under the repair IFV and the 2 regular IFVs on each side of that.
With the repair IFV in the middle anything damaged will be repaired
automatically. The set up should appear as follows, with T indicating
a Tank, P for a Prism Tank, R your repair IFV, and I your IFV.
T T T
P R P
I T I
Use the following trick to put your own Spy in your Battle Lab
to get a new unit. First, have an Engineer, Spy, and any unit
that can do damage. Make the unit attack your Battle Lab. Then,
stop it and select both the Engineer and the Spy. Click the "Way
Point" button on the control panel. Make one way point toward
it, then one on the building. The Spy and Engineer will both go
in. You are able to build Chrono Commanders.
On the last Allied mission, build two to four Chrono Legionaries
and tell them to deconstruct all the nuclear power plants. Then,
move on to everything else (Red power plants first).
Use the following trick to kill Soviet Demolition Tucks easily. Get an EMP Tank and keep shooting at them. They will eventually disappear and there will be no nuclear explosion. Note: If you stop "paralyzing" the Demolition Truck by attacking something else or moving, then it will continue moving as normal.
For a new type of unit, build your Battle Lab and use any unit
to damage the building. Select an Engineer and a Spy, then use
waypoint mode to make the units enter the building. The Engineer
will enter the building to fix it, and the Spy will follow him.
The Spy will steal technology from it and you will be able to
buy a unit that can kill enemy units using one bullet, and destroy
buildings. He is also very fast.
Soviet strategies
Quickly make a Barracks, Battle Lab, and War Factory.
Build one Kuscov airship and send it to the enemy's base, and
bomb it. Bomb the construction site first so they cannot build,
as well as ground to air missile turrets.
When playing as the Soviets, build a Cloning Vat. Build about
a million conscripts, then charge them at your opponent's base.
If the opponent has Deselators, destroy them first with either
Kirovs, V3's, or Dreadnoughts. Unless his base is very well defended
(or you did not build enough conscripts) there should be simply
too many conscripts for the enemy units and the defensive structures
to kill. Destroy their Power Plants first so you do not need to
worry about defensive structures.
When playing as the Soviets, you can send much more Infantry into
the Amphibious Transport then you think. Normally, you can only
send 12 Infantry, but if you put Infantry into Flak Tracks first,
you can have up to 20, plus the 4 Flak Tracks, inside the Transport.
The Soviets can use Paradrop like the Allies. Deploy an Engineer.
Then, find a Heliport (or something like that) and capture it.
Click on a "defense tab" -- a tab that builds defensive
weapons (for example, Tesla Coil, Flak Cannon, etc.). After clicking
the tab, you will find "Paradrop" in the list. Use that
for reinforcements. The paratroopers are Conscripts.
Easy money
Play as the Allies and build a spy. Get the spy near
the enemy Ore Refinery. If you are low on money send the spy into
it and you will get the last 10,000.
Have an Allied barrack, a Soviet cloning vat and about $1000. Train Spies or Tanyas ($1000 each). Sell them at Cloning Vats for the following amounts.
- 1 Spy for $900
- 1 Tanya for $900
- 1 Veteran Tanya for $1000 (by entering Spies to enemy's Barrack)
With Cloning Vats, when you train one Spy, you get two Spies.
For example, using a Spy and Tanya , $900 + $900 = $1800, which
after your $1000 investment is a $800 profit for each Spy or Tanya
you trained. With a Veteran Tanya, the profit is $1000. Note:
This trick can be used for every Allied unit (GIs, etc.). They
will be sold at high price (almost as much as they cost).
CPU always targets War Factory
The computer always targets your War Factory with superweapons
-- build your War Factory away from your base. If necessary, you
can even build it off the screen. This is especially useful in
the last Allied mission.
Tesla Coil power-up
If you put Tesla Troopers near a Tesla Coil, they will
power the Tesla Coil. This does not work with Tesla Tanks.
Mega self-destruction
When you are playing skirmish game, choose Cuba for
your country. After you have made your tech tree, make twenty
Terrorists, four Flack Tracks, a Crazy Ivan (or Chrono Ivan if
available), and an Amphibious Transport. First, let the Crazy
Ivan put bombs on five Terrorists, then immediately put them into
the Flack Track. Put a bomb onto it and send it inside the Amphibious
Transport. Repeat this process until the Amphibious Transport
is full, then send it to an enemy base and deploy it.
Nuclear Reactor explosion
Build a Nuclear Reactor inside the enemy's base. When
it gets destroyed there will be a big nuclear explosion.
Car bomb
Have a Yuri mind control a car or other civilian vehicle.
Then, have an Ivan put a bomb on it and drive it into the enemy
base. Park it next to something with relatively little armor.
The AI will not attack the vehicle but wary human players might
have their men force fire on it.
Tesla troopers
Elite Tesla troopers have the same effect that Prism
Towers/Tanks have on attackers. Their electricity will bounce
all over. Combined with the self heal, and long range of an elite,
you can use one or two of these units to shut down bases, or obliterate
attackers.
Tesla Tower power-up
Pace a few Tesla Troopers (or Tesla Tanks) near a Tesla
Tower. They will power up the Tesla Tower so it shoots out a super
bolt.
Tesla Napalm
Get a Kirov Airship fully promoted to get the Tesla
Napalm. It is blue.
Defend against Tanya
The best way to fend off Tanya rushes (if you are England)
is to put a sniper in an IFV and sit it at your gate. Even if
five Tanyas are sent, you will have killed each one of them before
they are even within Tanya's long range.
Easy technology
Build a Battle Lab, then shoot at it until it catches
on fire. Then, hire an Engineer and a Spy. Put the Engineer close
to the lab and the Spy further away. Select both people and make
a waypoint between them, then into the lab. There will be a message
stating that your action was canceled, but ignore this. When the
Engineer and the Spy go into the lab, it will be fixed. You will
have your technology updated without leaving your base.
Ally with your desired player. Once allied (preferably with an
opponent of the opposite side), have you and your ally build an
MCV. Place the MCV near your ally's base and deploy it when they
are ready. Bring an engineer close to the Construction Yard and
cancel the alliance. Take the Construction Yard and re-ally. You
will now both have the technology of the opposing side.
Finding enemies
If by any chance you are playing a CPU or an opponent
and you are a Soviet Commander, the following is a good way to
find them. If there is water (for example, Arctic Circle), first
build a Shipyard then make five to ten Squids. Have two or three
Squids guard your Shipyard. Use the rest of the Squids to scout.
The missing units are most likely submarines. Blow up all of the
bridges with Ivans and scout around all of the water. You should
be able to find them easier if you also leave bait somewhere (only
for a CPU opponent).
Finding spies
Spies can be exceedingly annoying, yet are easily discovered.
Dogs help, but in the event they are killed or you do not want
to use them, try the following strategy. The AI is not too smart
with its spies. Look for units that are not behaving the way they
should, like Chrono Legionnaires which are walking instead of
teleporting, Tanyas which go around water rather than through
it, or Rocketeers which are earthbound. Also, look for units which
you know you only have one of, or that you know are doing something
else that are going toward your base. For example, if you see
what looks like one of your Tesla Troopers coming toward your
base when all your Tesla Troopers are charging T-Coils. If you
see any of the above, select a unit with attack capability (or
defensive structure) and hold the pointer over the odd unit. If
it becomes a targeting cursor instead of a select cursor, then
kill the unit immediately (unless you either have other things
to worry about or want a spy in your base for some odd reason.
If playing against a human opponent, look for units entering your
base when you did not order them to. Humans are (usually) too
smart to do things like turning spies into Rocketeers (except
against the AI ).
.
See into opponent's base
Get a Yuri and take control of a civilian. If you tell
him to walk into an enemy base, he will be unnoticed. You can
look at what they have without a Spy Satellite.
Resetting Superweapons
One of the Spy's abilities which is often overlooked
is his ability to reset Superweapons by infiltrating them. This
is especially useful when your enemy has a Superweapon very close
to being ready and you have no defense against it and no second
base.
Build no defenses
If you are Great Britain have locked yourself on an
island (destroyed all bridges going to it) do the following. Build
an IFV. Train a sniper. Put the sniper into the IFV. Roll the
"Snipe IFV" to the center of the bridge. Repeat this
as many times as needed. Note: You cannot move tanks and troops
to other islands.
Base defense strategy
This base defense requires a good amount of money.
Start with four Tesla Coils or Prism Towers placed side by side.
Next, place four Flak Cannons or IFV Rockets behind them. Finally,
make a perimeter around all eight items with Sentry Guns or Pillboxes.
Destroying bases
While destroying bases, usually a person would aim
for all defensive structures to "paralyze" their defense.
Instead of aiming for defenses, use some air units (for example,
Rocketeers or Harriers) or some burst damage tanks (for example,
Prism Tanks or Apocalypses) to take out almost all their Power
Plants, Nuclear Reactors (if playing campaign), or Tesla Reactors.
You must be swift though, because both CPU and human opponents
do not like their power down for long. The best way to do it would
be to gather all your units at a reasonable distance from the
enemy's base. Take out their power with those units, then attack
the base, leaving all defensive structures except Pillboxes and
Sentry Guns (because they do not work off power) for last. Destroy
War Factories and Barracks first. Try to avoid destroying Ore
Refineries because War Miners take a lot to kill (if the base
is Soviet). Also, miners take up time that the CPU remakes power.
Destroy or capture the Construction Yard afterwards, then set
out to destroy their Radar System(s), Battle Labs, Ore Refineries
and finally power consuming defensive structures. This tactic
may seem hardest against France but the work added in taking out
their power will be very useful because you will not have five
cannons killing five men on each shot from each cannon. Note:
This tactic has seemed most useful against brutal enemies and
multi-player against France because they rely mostly on their
defensive structures and not on their men, considering brutal
enemies also attack early in the game.
Build anywhere on map
Construct the building you want and when it is ready,
click and hold on a part of the screen where the building can
be placed. The plan must be white. Then, drag the plan onto the
toolbar -- the plan must be white all the way to the tool bar.
Do not release the mouse button. Press the up, down, left, right
buttons to move around the map. When you are at the desired location
on the map, release the mouse button. Wherever the cursor was
over the toolbar, the building will be directly underneath.
Rambo Attack
Send a spy into an allied Control center when playing
as the Allies. Then build one or two Chrono Commandos. Find an
enemy whose base is not well defended and send you Chrono Commandos
behind it, but not too far. Once they fully reappear, order them
to destroy anything and everything that is not too close to a
Sentry Gun, Pillbox, Tesla Coil, Prism Tower, or unit that endangers
them. If you want to destroy something that is too close to a
defensive structure or a vehicle, order some Harriers to destroy
the defenders.
Extended Desolator time
Order an Iraqi Desolator to use his second attack.
When he is doing that, have him to force fire on something that
cannot be killed by the radiation. You can do this with some land
forms such as cliff faces and sometimes even open ground. This
makes the Desolator do the attack more often and the ground will
glow brighter. If the attack goes on long enough, then the radiation
will linger in the area for minutes or even hours, after the Desolator
dies or you order him to move.
Destroyer defense
Play as the Allies, build a Destroyer, then use it
to destroy a bridge. Then, place the Destroyer in the middle of
the gap in the bridge and get an engineer and repair the bridge.
Then the Destroyer will be stuck and act as a defense.
Apocalypse Tank defense
To have the best defense in skirmish mode, build at
least six Apocalypse Tanks. Put them in front of your base and
they will eliminate any ground or air unit. Be careful if they
send Yuris, but this rarely happens.
Wasteland
The more Desolators that are deployed, the brighter
green the ground glows. If you place five Desolators next to each
other, then deploy, nothing can survive.
Extended wasteland time
Get several Desolators in the area you want to be a
barren, dead wasteland and deploy them. Once deployed, tell them
to force fire on something. Anything will do, but not a unit which
can be killed by radiation -- try the side of a cliff or a tree.
They will shoot radiation into the ground more often when told
to attack. Before long the ground will be glowing very brightly.
If they die or you tell them to go somewhere else, the spot will
still be effected. The longer you do this, the longer it takes
to wear off. If you do this long enough to actually make some
parts of the ground look white, then it can last for minutes after
they are gone.
Chrono-destruction
Build a Chronosphere, Radar and Spy Satellite. When
they are constructed, start Chrono-shifting enemy units into other
enemy bases. If you can get control of a Iron Curtain, use it
on enemy units. They will destroy chunks of enemy bases and then
be destroyed themselves when the Iron Curtain wears off.
Sink enemy tanks with Chronosphere
Build a Chronosphere and let it charge. Find a large
group of enemy units. Use it on them and put it in the water.
Any open infantry will die and you can watch the tanks sink. Note:
You can do the same thing with naval units by putting them on
land. If you put the units on a building or another unit, the
units that were moved will become very strong bombs and cause
major damage.
Kill tanks and ships with one Chronophere
Play as the Allies and make a Chronophere. When it
is ready, Chronophere some enemy tanks on their ships.
Mass Chronosphere
Build up the tech tree so that you can build a Naval
Yard, your favorite tank (Prism Tanks recommended), and a Chronoshere.
Build two to four Amphibious Transports (from your Naval Yard)
and four tanks for each transport you make. Load the tanks into
the transports, and group the transports together tightly. You
can now Chronospere large numbers of units across the map all
at once. You can also transport infantry in this manner. Remember,
large amounts of tanks mean nothing if the transports they are
in are destroyed prior to unloading. Unload the tanks immediately
after they have reached their destination.
Get Chrono on any unit
Send up to 100 or more Spies into a Battle Lab of either
side (Soviet or Allied). Then, get six units (GIs or Conscripts)
and put them in a group next to your War Factory. Then, order
them to destroy an enemy's defensive structure. Next, go to your
enemy's base with eight tanks (Rhino or Grizzly) once the other
units are destroyed. Once the tanks are destroyed, train one Engineer
and order him to capture your enemy's War Factory. Sell it, and
you should have all your units with "Chrono" beside
their name.
Chrono IFV
To get a Chrono IFV, make a Chrono Legionnaire and
put it in a IFV. Make ten to fifteen of these and get them to
the back of the enemy base. Three can destroy any building in
a few seconds. Bring some IFV for air support.
Drone wall
Build between 10 and 12 Drones and pack them as tightly
as possible, preferably in a square or a rectangle. Then, draw
a wall around them. When your enemy attacks, sell the appropriate
pieces of wall and unleash the army of Drones.
Get rid of the Soviet Black Elite Guard around the Kremlin
The most annoying part of any mission in the game is
when the enemy stations tanks as guards. To get rid of them, build
a Chronosphere. This strategy works especially well against the
Black Guard. First, build a Chronosphere, then find a target (in
this case a Black Guard tank). Once the Chronoshift is ready,
select a vehicle that is stationary. Activate the first part of
the Chronoshift, then scroll over to the lake and activate the
second part of the Chronoshift over the water. The tank, in this
case a Black Guard Apocalypse, will appear in the water and sink
into the lake and never return. This reserves your tanks for a
later attack.
If playing as the Allies on the last mission, there are four 3-Stripe
Apocalypse Tanks as the last line of defense. These can easily
destroy the largest of attacks from normal troops. Get about four
Spies and go to the top right corner. You will find a base with
Telsa Defenses. Get a few Harriers to the Nuke Power Station just
below and across from that base to put them down. There may be
some Dogs; put in a few Grizzlies to kill them. Put a Spy into
the Barracks, War Factory and Soviet Battle Lab. Also, put a Spy
into one of their Ore Refineries below to steal many credits.
Get a few Psychic Commandos, another Spy, and Mirage and Prism
Tanks outside the final base. Send the Spy into the closest Power
Station or Nuclear Power Station and the Telsas will be down.
Crush the Red Soviets, but you should find that even your veteran
units (due to the Spies going into the War Factories and Barracks)
are no match. Get the Psychic Commandos to take them over and
help you take out the rest of the forces.
Destroying the Kremlin as Soviets
Do not worry about your base being destroyed. Send
your Kirov Airships up the left side of the map. You can disable
the Kremlin's defense by destroying the nuclear power plant. If
executed properly you should have no resistance at the Kremlin.
Units immune to radiation
Certain ground units are immune to radiation. They
are the Terror Drone, Desolater, War Miner and Chrono Miner.
Multiple special units
The game usually allows you to have one Tanya. Use
the following trick to get two. After using the "You and
an ally have the same things" type of trick, buy a Cloning
Vat and purchase any special unit desired. If you use the special
characters from sending a Spy into an enemy Battle Lab, this trick
is extremely helpful in a quick hit and run, or even a rush.
Save your buildings from the nuke
When the Soviets send the nukes at you in multi-player
or in the Chrono-Storm mission, send a Chrono Legionnaire and
have him force fire on your important buildings (Construction
Yard, War Factory, etc.). The nuke will hit and kill the units,
but the buildings will remain in perfect health. Be careful --
if the nukes hits a different part of the base, order the legionnaire
to stop before the building is removed.
Steal and build
Use the following strategy to obliterate an enemy in
multi-player or skirmish mode when you do not have many troops
to take their Construction Yard. Build two to three Ore Refineries,
a Barracks and a War Factory. Then, build over ten GIs (Conscripts
if Soviet), five Grizzly Tanks (Rhinos if Soviets), and one Engineer,
and one IFV. Place the engineer into the IFV and keep him at your
base. Group the Grizzly Tanks and GIs together and send them into
the enemy base early in the mission. Have the group of units take
out the base's defenses and then send the "Engineer IFV"
into the now unprotected enemy base. Have the GIs deployed and
guarding outside the enemy's Barracks and have your tanks guarding
outside the enemy's War Factory to prevent an enemy attack on
the IFV. By this time you should have built good base defenses
at your own base. Have the IFV deploy outside the enemy's Construction
Yard and get your engineer in there. Move your new Construction
Yard back to your own base. You can now build along both tech
trees. Note: Send more units to help the Construction Yard get
back to your base safely. This way, the new units will protect
the new Construction Yard from being attacked from straggling
enemy units.
Self-infiltrate
Play as the Allies and build your base as usual. Build
an Ore Refinery, a Barracks, and a Battle Lab. Then, build a Engineer
and a Spy. Damage one of your own buildings by selecting a unit
and holding [Ctrl]. While still holding [Ctrl],
use the unit to attack your Battle Lab, Refinery, or Barracks.
Do not destroy the building -- just damage it. Next, select your
Spy and Engineer. Enter waypoint mode and put one waypoint anywhere,
and set the second way point is on the damaged Refinery, Barracks
or Battle Lab. Exit way point mode and wait. If done correctly,
once the pair reach the building, the "New technology acquired"
message will appear.
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Protection from Weather Storm
To protect yourself from the Allied Weather Control
Device, use the following strategy. The CPU will almost always
attack your War Factory with Superweapons. If you do not have
one it will go after your Construction Yard. Build your War Factory
away from your main base. Then, when you are warned that a Lightning
Storm has been summoned, use the Iron Curtain on your War Factory.
Also, if there is a Tesla Coil nearby, make sure it is Iron Curtained
as well -- they act like lightning rods and will usually attract
a lot of hits from the storm, even when they are not the primary
target.
Multi-player strategy
Build a Spy Uplink facility so you can see into all
of the bases. For this, if you have captured a Soviet cloning
facility, you can do this more effectively. Build 25 Chrono Legionnaires,
and separate them into five groups of five. Teleport them outside
of the opponent's base to minimize the time it takes to return.
Using waypoint mode, target the five most powerful defensive forces
in your opponent's base. If the base is larger, you may need more.
Teleport them in. While being erased, the units cannot fire back.
After those five are gone (it should not take long), mop up the
rest of the forces. After that, a good idea would be to fly in
some Engineers to take all of the enemy's buildings. If they surrounded
anything with walls, you will need fire-support to destroy the
wall.
On a multi-player game, choose "Unholy Alliance" and
select "Cuba" at the multi-player screen. Build all
the Soviet and Allied buildings then train 20 Terrorists and create
20 IFVs. Put one terrorist in each IFV, then spread them out around
your enemy's base and blow them up. Most everything will be destroyed
in their base. Continue using this strategy until you win.
Glitches
Glitch: Bridge hut removal
When playing as the Allies, Chrono Legionaries and
Chrono IFVs can attack bridge huts. Instead of destroying the
bridge, remove the bridge hut. If you are on an island, you can
delete the hut on the far side of the bridge, then only you can
repair it.
More...
Strategy guides from GameFAQs
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