
RED ALERT 2 CHEATS
PC
Secret infantry units:
If you send spies into your enemy's Barracks, Battle Lab and War Factory you
can unlock secret infantry units and will be able to build tanks and other units already
promoted with one stripe. For example, in battle with the Soviets the Yuri Prime, Chrono
Ivan, Chrono Commando, Psi Commando can be unlocked.
Free soldiers:
Build a Cloning Vat, then capture a Hospital. Shoot your own soldier, but do
not kill him. Send him into the Hospital. When he comes out, you will receive an extra
soldier of the same type sent in, without having to pay for one. You can use this with any
unit.
Unit rush:
Tank rush: At least 10 armored tanks (Apocalypse and Prism Tanks are good
choices).
Airship rush: 3 Kirov Airships, 8 Flak Troopers or 4 Flak Tracks, 3 to 5 Rhino Heavy Tanks.
Rocketeer rush: 20 to 30 Rocketeers, 5 Grizzly Battle Tanks.
Air Force rush: At least 6 Harriers or 5 Black Eagles.
Infantry rush: 40 Conscripts or 30 GIs.
Engineer rush: 30 to 50 Engineers, 10 to 15 GIs.
Naval rush: 3 Typoon Subs or 3 Destroyers, 2 Squids or 2 Dolphins, 2 Dreadnoughts or 2 Aircraft Carriers, 4 Sea Scorpions or 2 AEGIS Cruisers.
Demo Truck rush: 3 to 6 Demolition Trucks (try to Iron Curtain them).
Terrorist rush: 15 to 30 Terrorists.
Crazy Ivan rush: 10 to 15 Crazy Ivans.
Tanya rush: 5 Tanya, 2 or 4 IFV or Grizzly Battle Tanks.
Hint: 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.
Hint: 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.
Hint: Chrono Storm mission:
In this mission, the only thing you should not try to do is to defeat the Red
Russians with their Iron Curtain and Nuke. It is not necessary to destroy the nuke silo
because it will cost you too much resources and time. At first, build up a normal base
with a far away War Factory. When the nuke timer is at one minute, start building a new
War Factory. When the missile is launched, sell you existing one, so it does not get
destroyed and get $1000 back. When the nuke has landed, destroying nothing, build the new
War Factory so you can continue normally. Next, train 10 Chrono Legionaries, build a
Chronosphere, and build five Prism Tanks. Zip away every nuclear reactor you can find so
all of Russia is on low power. Use your other Legionaries to zip away as much of Romanov's
Guard as possible, otherwise use the Chronosphere and place the five Prisms over there.
Destroy the guard, Tanya will appear, and the mission will be finished within 45 minutes.
Note: Do not destroy the Kremlin or your mission will fail.
On this mission, timing is everything. Once you have taken the base you must have eight to twelve Harrier Jets. You have to cover each part of your base once you have got control of it. Deployed GIs are the best to use. Use Mechanics to take the oil pumps are guard them heavily as towards the end they will be your only source of money. Using the Harriers you have to take out the Missile Silo and Iron Curtain. This will be quite costly as you will have to keep buying new Harriers. Once they are out you can start taking out some of their bases. Now you need to build a Chronosphere and protect it. Once it is ready, start building about eight tanks. Chronosphere the black tanks into the water so that they automatically die. Once both sets of the black tanks are out, Chronosphere your tanks in there and take out the Gun Turrets and Flak Cannons. Once this is done, you will have completed the mission in about thirty minutes.
Use the following strategy to complete the last Allied mission, Chrono Storm, in under half an hour. When your SEALs land, have one take out the Tesla Reactor and the others guard. When the MCV arrives, free the captive units by blowing up the barrels. Have the engineers capture some oil derricks and make sure that you do not build too near them. Build your War Factory away from other structures, since it always gets nuked. Label all the Grizzlys as "1" and they can be your rapid reaction base defense. Fully garrison the bunkers and buildings around your base. Under the easy difficulty setting, you do not have to worry about Kirovs. Under the hard difficulty setting, take time to build 20 IFVs and make them group "2", your rapid reaction air defense. When you can, build a Spy Satellite, 9 Chrono Legionaries and a Chronosphere. Do not bother building a Weather Controller. Take out the nuclear reactors which stops the Soviet Superweapon's countdown. You may have to bear one Iron Curtain attack if you do not hurry. Then, move in the Chrono Legionaries to the bottom left of the map. By this time, the Chronoshift should be ready. Chronoshift two of the four fully elite Apocalypses into the sea and erase all competition around the Nuke silo with the Chrono Legionaries. Finally, set one Legionnaire without a promotion on the silo. He will become fully elite when it is erased. Chronoshift the last two Apocalypses into the sea and erase the Black Guard (Sentry Guns first). You will have won the mission in twenty minutes.
Hint: Cuba Nuke mission:
At the start of the level, the objective is to build a Chronosphere. Leave that
objective for a moment and start constructing three Prism Towers at the northeast ore
refinery (to protect it and to smash incoming Hovercrafts). Also build nine Airforce
Command Centers with Harriers and name them in three groups (1,2,3), each with a third of
the all the harriers you have. Then, build a Chronosphere so the map is enlarged and the
nuke timer is starting. Do not wait, but immediately attack each missile silo with a group
of Harriers. Many will be shot down, but not enough to keep victory away within half an
hour.
Hint: Desecration mission:
Once the orange squad on the lower-middle half has been defeated, a bridge can
be repaired. Take an Engineer, put him into a flak track, and bring him over to the bridge
and repair it. When it is repaired, take a tank or an Apocalypse to destroy the
"loaded" trucks. Money and advances in armor, weaponry, and rank will appear.
Hint: Libya mission:
Build an Iron Curtain and four Demolition Trucks. Put the Demolition Trucks
near the enemy base. Use the Iron Curtain and go in the base. Put one on each side of the
Construction Yard. When it wears off, fireworks will begin. Note: This trick works only
for v1.003 and lower. For v1.004 and higher, you will need four Demolition Trucks.
Hint: PetWWoody's Revenge mission:
Use the following trick to protect against people if playing as the Soviets.
Build 10 to 15 Yuris after building a Cloning Vat (not including what you get from the
Vats). Put them at the front of your base. Then, build a wall around them. Only air units,
terror drones, and dogs will be able get by.
Hint: Red Revolution mission:
Use the following trick to get past the first part of this mission easily.
Built a wall of Sentry Guns at the opening to your base. Then, put Tesla Coils, with Tesla
Troopers charging them, behind the Sentry Guns. Do not use any units there other than the
Tesla Troopers because they would be a liability due to the presence of the Psi-Corps
Troopers. Immediately before building the Nuke Silo build a lot of Flak Cannons. When it
is built, Yuri will throw Kirovs at you. At this point, spend everything you have and get
to build Flak Cannons. Then, just wait for your Nuke Silo to get ready to fire. Using the
first one, destroy the Iron Curtain. Then, use two more to take out the Kremlin to win the
mission.
For the Soviets, an easier way to take out the Soviet traitor Yuri faster is to build every building up to the Battle Lab, or until you can build Kirov Airships. Build five to six Kirovs and then send them up to the Kremlin where Yuri is hiding. Note: You must have a radar so that you can see the Kremlin as the CPU reveals it to you.
To defeat Yuri, build a base as usual. Build six to ten Apocalypses, a lot of Flak Cannons, and a Nuke at the back of your base. Use two Nukes on the Kremlin to destroy it. Do not worry about the Blimbs -- that is what the cannons are for.
Hint: Spy units:
When you send a spy into an enemy Battle Lab, you will get one brand-new
infantry unit to produce. The units are:
Chrono Commando: If you have an Allied Barracks, send a spy into an Allied Battle Lab.
Psi Commando: If you have an Allied Barracks, send a spy into a Soviet Battle Lab.
Chrono Ivan: If you have a Soviet Barracks, send a spy into an Allied Battle Lab.
Yuri Prime: If you have a Soviet Barracks, send a spy into a Soviet Battle Lab.
Also, infiltrating a War Factory/Barracks gives you the ability to build Veteran units/infantry; infiltrating a Power Plant/Tesla or Nuclear Reactor shuts off that person's power for about a minute; infiltrating a Refinery lets you steal money; and infiltrating a Chronosphere/Iron Curtain/Nuke Silo/Weather Control resets that Superweapon's timer.
The best way to defend against spies is Yuri. Just place him by your crucial buildings. , When the spy is close, he will switch sides. Use this to infiltrate the battle lab of your enemy. Note: Psi-Commandos can also do this.
Hint: Animal spy:
If playing as the Allies and you see a cow, select the spy, hold [Ctrl],
and click on the cow. If done correctly, you will see the spy as a cow. You can do this
with any other animal, and the enemies will not attack it.
Hint: 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.
Hint: Invincible Demolition Trucks:
Build five or six Demolition Trucks and have a fully charged Iron Curtain
ready. Drive the Demolition Trucks into an enemy base and engage the Iron Curtain on them
before enemy weapons can hit them. The Demolition Trucks will not explode until they reach
the target.
Hint: Demolition Trucks, when not as Libyans:
Get an Allied IFV and put either an Ivan or a Chrono Ivan in it. Have the Ivan
IFV attack something. Not only will he create a small nuclear explosion like that of the
Demolition Truck, but he also executes Yuri's secondary attack. The only problem is that,
unlike the Demo Truck, if the IFV is destroyed the attack does NOT occur.
Hint: Semi-Demolition Truck:
If you can build Crazy Ivans or Terrorists, and then an IFV (build or mind
control), then you can make a "Semi-Demo Truck". Load either a Crazy Ivan or
Terrorist into an IFV. Drive it into an enemy base and you can use it as a Demo Truck. It
is powerful enough to kill nearby units and then severely damage buildings.
Hint: Aegis super-burst fire:
Select an full upgraded Aegis Cruiser while enemy air units are incoming. Move
the pointer over the enemy air unit and click many times. The Aegis will burst a large
number of missiles against the air unit.
Hint: MCV:
Always keep an MCV (Mobile Construction Vehicle) and some extra money in case
the enemy destroys your base. But try to keep it hidden far away, secluded on an island,
etc., to prevent the enemy from finding it.
Hint: Trojan bus:
When playing as the Soviets, use a Yuri to mind control a school bus. Load five
infantry units into the bus and drive it inside an enemy base, The Allies will not fire on
the bus.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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 ).
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: 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.
Hint: Units immune to radiation:
Certain ground units are immune to radiation. They are the Terror Drone,
Desolater, War Miner and Chrono Miner.
Hint: Paratroopers:
When playing as the Allies, you get paratroopers. However, you can also get a
second group of paratroopers when you take over an airport.
Hint: 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.
Hint: 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.
Hint: 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.