Yuri's Revenge FAQ/walkthrough/strategy guide
Written by Nadia Varkovsky (This email address is being protected from spambots. You need JavaScript enabled to view it.)
Last updated October 12, 2001 (Version 1.0)
First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I
love you :)
Secondly, this FAQ is also dedicated for those RA2 players out there.
Thank you very much for all your support. This FAQ would not have been
written without all your help and contributions.
Contents:
1. Updates
2. Introduction
3. Game overview
4. New Units and Structures
A. Allied units
B. Allied structures
C. Soviet units
D. Soviet structures
E. Yuri's units
F. Yuri's structures
G. Tech Buildings
5. Walkthrough
A. Allied campaign:
Mission 1: Operation Time Lapse
Mission 2: Operation Hollywood and Vain
Mission 3: Operation Power Play
Mission 4: Operation Tomb Raided
Mission 5: Operation Clones Down Under
Mission 6: Operation Trick or Treaty
Mission 7: Operation Brain Dead
B. Soviet campaign:
Mission 1: Operation Time Shift
Mission 2: Operation Deja Vu
Mission 3: Operation Brain Wash
Mission 4: Operation Romanov on the Run
Mission 5: Operation Escape Velocity
Mission 6: Operation To The Moon
Mission 7: Operation Head Games
6. Credits
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1. Updates
October 12, 2001: Just started the FAQ today. I had put the format in
and managed to finish the Soviet walkthrough. More will probably be
coming tomorrow or I might resort to my Commandos 2 FAQ... (Version
1.0)
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2. Introduction
Please note that I'm very busy with schoolwork (I'm a grade 12 student)
and updates may be very slow. I will try to update as often as I can
but the major ones will only come during weekends. This is my second
FAQ so I hope you will forgive me on any mistakes and errors. If you
have any critics, suggestions, comments and things to add, don't
hesitate to email me at varkovsky@hotmail.com.
One more thing, this FAQ is protected by the international Copyright
Law so if there's anyone who wants to post this FAQ in his or her site,
YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people
plagiarizing other people's FAQ to make money and believe me, writing
FAQ is not easy and to you know how it feels if your hard work is used
by other people. So for all plagiarizers out there, be warned that if
you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT
EASILY!!!
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3. Game Overview
Red Alert 2 is one of the best RTS games ever created (in my opinion at
least). Everything was just amazing!!! The units and structures are
absolutely fantastic and equally balanced on both sides. The heart-
thumping music just adds to the excitement of the game whether you're
playing in the single player mode or battling other people online. And
on top of that, the cut scenes are absolutely superb which will engross
you deeper in the storyline...
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4. Units and Structures
***********************************************************************
A. ALLIED UNITS
***********************************************************************
+++++Infantry+++++
Guardian GI
Cost: 400
Weapon: Assault rifle, anti-tank missile
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:
Navy SEAL
Cost:
Weapon:
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech level:
+++++Vehicles+++++
Battle Fortress
Cost: 2000
Weapon: Heavy machine gun
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Battle Lab
Tech level:
Robot Tank
Cost: 800
Weapon: Short-range rocket pods
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Robot Control Center
Tech level:
***********************************************************************
B. ALLIED STRUCTURES
***********************************************************************
Robot Control Center
Cost: 600
Strength:
Armor: Light
Sight:
Power:
Prerequisite:
Tech Level:
***********************************************************************
C. SOVIET UNITS
***********************************************************************
+++++Infantry+++++
Boris
Cost: 1000
Weapon: AKM machine gun, flare gun
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Radar Tower
Tech level:
+++++Vehicles+++++
Siege Chopper
Cost: 1400
Weapon: Machine gun, 155mm cannon
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Radar Tower, Battle Lab
Tech level:
Spy Plane
Cost: Free with radar tower
Weapon: None
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities: None
Elite abilities: None
Prerequisite: Radar Tower
Tech level:
***********************************************************************
D. Soviet structures
***********************************************************************
Battle Bunker
Cost: 300
Strength:
Armor: Medium
Sight:
Power:
Prerequisite:
Tech Level:
Industrial Plant
Cost: 2000
Strength:
Armor: Light
Sight:
Power:
Prerequisite:
Tech Level:
***********************************************************************
E. Yuri's units
***********************************************************************
+++++Infantry+++++
Initiate
Cost: 300
Weapon: Psychic blast bolt
Strength:
Armor: None
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:
Virus
Cost: 700
Weapon: Viral dart gun
Strength:
Armor: None
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks, Psychic Sensor
Tech level:
Brute
Cost: 500
Weapon: Big hands
Strength:
Armor: Flak
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Barracks
Tech level:
Engineer
Cost: 500
Weapon: Bomb defusing kit
Strength: 75
Armor: None
Sight: 4
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: Barracks
Tech Level: 1
Engineers can repair your damaged buildings back to full health again.
They also can repair destroyed bridges. Just order them to go into the
bridge hut and the bridge will be automatically repaired.
Not only that, you can also tell them to defuse Crazy Ivan's bombs by
targeting the affected units or structures.
However, the most useful feature is probably their ability to capture
buildings. Just order them to enter the intended building and it will
be yours straight away. They are also needed to capture neutral Tech
Buildings for your own benefits.
Yuri Clone
Cost:
Weapon:
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech Level:
Yuri Prime
Cost:
Weapon:
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech Level:
+++++Vehicles+++++
MCV (Mobile Construction Vehicle)
Cost: 3000
Weapon: None
Strength: 1000
Armor: Heavy
Sight: 7
Speed: 4
Veteran abilities: None
Elite abilities: None
Prerequisite: War Factory and Service Depot
Tech Level: 10
This is the origin of your most important building, the Construction
Yard. Basically, you just have to deploy it by clicking D and it will
magically transform itself into a Construction Yard in one second.
When in multiplayer, if you create a game, you will be given the option
to enable "MCV Repacks" or not. If you choose to do so, you can order
the Construction Yard to transform back into an MCV thus letting you to
deploy it somewhere else.
Slave Miner
Cost: 2000
Weapon: None
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory
Tech level:
Chaos Drone
Cost: 1200
Weapon:
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech level:
Lasher Tank
Cost: 600
Weapon: Short-range anti-tank shell
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory
Tech level:
Gatling Tank
Cost:
Weapon:
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech level:
Master Mind
Cost:
Weapon:
Strength:
Armor:
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite:
Tech level:
Magnetron
Cost: 1200
Weapon: Magnetic beam, magnetic field
Strength:
Armor: Light
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Psychic Sensor
Tech level:
Amphibious Transport
Cost: 900
Weapon: None
Strength: 300
Armor: Light
Sight: 6
Speed: 6
Veteran abilities: None
Elite abilities: None
Prerequisite: Naval Yard
Tech Level: 4
These specially designed hovercrafts are mainly used to transport units
and vehicles from one place to another in a short time. They can cross
over water also so they can be used to transport units from one island
to another. However, they have no weapons at all and the light armor
makes them very vulnerable to enemy fire.
Be warned that if an Amphibious Transport is destroyed while traveling
across water, all the units and vehicles on board will also be lost so
take all the necessary precautions to prevent that from happening by
escorting it with some naval support.
Boomer
Cost: 2000
Weapon: Torpedoes, cruise missiles
Strength:
Armor: Medium
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: Sub Pen
Tech level:
Floating Disc
Cost: 1500
Weapon: Transport beam, small laser
Strength:
Armor: Heavy
Sight:
Speed:
Veteran abilities:
Elite abilities:
Prerequisite: War Factory, Battle Lab
Tech level:
***********************************************************************
F. Yuri's structures
***********************************************************************
Bio Reactor
Cost: 600
Strength:
Armor: Light
Sight:
Power:
Prerequisite:
Tech level:
Barracks
Cost:
Strength:
Armor:
Sight:
Power:
Prerequisite:
Tech level:
Grinder
Cost: 600
Strength:
Armor: Light
Sight:
Power:
Prerequisite:
Tech level:
Gatling Cannon
Cost: 1000
Strength:
Armor: Heavy
Sight:
Power:
Prerequisite:
Tech level:
Psychic Tower
Cost: 1500
Strength:
Armor: Heavy
Sight:
Power:
Prerequisite:
Tech level:
Genetic Mutator
Cost: 2500
Strength:
Armor: Medium
Sight:
Power:
Prerequisite:
Tech level:
Psychic Dominator
Cost: 5000
Strength:
Armor: Medium
Sight:
Power:
Prerequisite:
Tech level:
***********************************************************************
G. Tech Buildings
***********************************************************************
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5. Walkthrough
!!!IMPORTANT!!!
--> This walkthrough was based on playing in normal difficulty.
--> This walkthrough is written for the purpose so that players can
complete the missions in the shortest time possible. Additional info
and secrets in each mission will be placed under the "Additional info"
section.
Playing easy difficulty would mean less aggression from the enemy and
they will seldom attack your base. The enemy's base defenses are not
that strong also. You are also given an excessive amount of par time.
Playing normal difficulty would mean more aggression from the enemy and
they will be commencing more frequent assault to your base. The bases
are usually moderately defended. Par times are shorter and will prove
to be quite challenging.
Playing hard difficulty would mean that the enemy will be very
aggressive and your base will be pounded from time to time with a
shorter interval between one assault and the next one. Enemy bases are
always heavily defended and you will need to assault it several times
before completely destroying it. Par times are very short and timing is
really crucial if you want to finish the mission under the time limit.
***********************************************************************
ALLIED CAMPAIGN
***********************************************************************
Mission one: Operation Time Lapse
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission two: Operation Hollywood and Vain
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission three: Operation Power Play
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission four: Operation Tomb Raided
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission five: Operation Clones Down Under
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission six: Operation Trick or Treaty
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
Mission seven: Operation Brain Dead
Location:
Par time:
My time:
Rank:
Briefing:
Walkthrough:
***********************************************************************
SOVIET CAMPAIGN
***********************************************************************
Mission one: Operation Time Shift
Location: San Francisco, California
Par time: 35 minutes
Rank: Lieutenant
Briefing:
The world is in ruin. Yuri is poised to rule unchallenged. Only a
daring Allied plan to travel back in time stands between Yuri and total
domination. But Yuri must pay for his betrayal at Soviet hands, not
Allied. We must capture the Time Machine and travel back ourselves.
Objective 1: Destroy the Allied Navy and Grand Cannons.
Objective 2: Destroy Pill Boxes around Time Machine to capture it.
Objective 3: Capture 4 Power Plants to power Time Machine.
Objective 4: Take control of Soviet base and use it to destroy the
Psychic Dominator.
Walkthrough:
Start by destroying the Allied Navy with the Submarines, Giant Squids
and Sea Scorpions. Use the Dreadnoughts to take care of the two Grand
Cannons. When it is done, they will retreat and four Amphibious
Transports will land at the waterside then unload some units.
Zofia will appear to give some explanations on Boris. Move Boris
forward followed by the other units behind. Head to the southeast to
reach the Time Machine while destroying any opposition and use an
Engineer to capture the tech hospital on the way (make sure that the
patrolling Grizzly Battle Tanks around are destroyed first).
Ram through the wire fences with the Rhino Heavy Tanks and kill the
GIs. Use a second Engineer to capture the Machine Shop next to the Time
Machine while the others should be pounding away at the Pillboxes.
A group of Engineer will be parachuted in. Use the Rhinos to secure the
four nearest Civilian Power Plants and get the Engineers to capture
them.
Be on the lookout for Yuri's Amphibious Transports, as he will try to
capture the Civilian Power Plants as well. If he managed to do that,
just send an Engineer to re-capture it again.
After four Civilian Power Plants have been captured, the Time Machine
will be activated. It turns out that the Engineers put too much energy,
causing the time shift to travel back to 65 million years ago. Get the
troops to stay were they are and protect the Time Machine from the
incoming T-Rexes for about one and a half minute. After a few moments,
time shift will occur again and this time the troops will find
themselves in the middle of the Soviet invasion in RA2.
Re-capture the Machine Shop next to the Time Machine and head to the
northwest along the road to take control of the Soviet base.
Quickly get Boris to head to northeast and destroy Yuri's Lasher Tanks
near the Grand Cannons. The Rhinos should come in to help destroy the
lone Gatling Cannon nearby. Load Boris into the Amphibious Transport
and ferry him over to Alcatraz Island. Boris should disembark and kill
off all the Initiates then call an air strike to destroy the Psychic
Dominator. Mission accomplished!!!
***********************************************************************
Mission two: Operation Deja Vu
Location: Black Forest, Germany
Par time: 1 hour
Rank: Senior Lieutenant
Briefing:
We lost the battle here in the Black Forest the first time around and
were eventually defeated by the Allies with the help of Einstein's
Chronosphere. This time, we must not fail. Destroy Einstein's
Laboratory and Chronosphere to ensure Soviet victory in our war against
the Allies.
Objective 1: Destroy the outposts guarding the German border.
Objective 2: Destroy Einstein's Laboratory and Chronosphere.
Walkthrough:
Use the V3 rockets to take care of the outposts then send the Rhinos
and Flak Tracks to the north. Go all the way to the west and go south
towards the Chronosphere. Destroy all the oppositions along the way and
charge the towards Einstein's Lab. Shoot the barrel to destroy his lab
then destroy then focus on the Chronosphere. Mission accomplished!!!
***********************************************************************
Mission three: Operation Brain Wash
Location: London, England
Par time: 30 minutes
Rank: Captain
Briefing:
The Allies have discovered a Psychic Dominator in London, England. Yuri
has taken control of the Allied strike force to help defend his near-
complete Dominator. Free the Allies and join forces with them to defeat
Yuri... but beware, the Dominator could become operational at any
moment.
Objective 1: Destroy the Psychic Beacon.
Objective 2: Destroy the Psychic Dominator.
Objective 3: Finish off Yuri's forces.
Walkthrough:
Get Boris to board the Amphibious Transport and ferry him to the north
and land near the cruise ships. Destroy the Grizzlies ad Lasher Tanks
here then proceed to the northwest. Target the Psychic Beacon and call
in an air strike to take it out.
The Allied base will come under Soviet control and Tanya will join
Boris. A ten minutes timer for the Psychic Dominator will start.
Get Tanya and Boris to go to Yuri's base at the northeastern edge of
the map. Circle around from the left and use Boris to target the Bio
Reactors. Yuri will counter by sending his Lasher Tanks. The tanks will
blow a hole on the wall so sneak Boris and Tanya inside. Try to take
out as much Bio Reactors as possible by using air strikes to deprive
the base of power.
When the base's power is down, simply use Tanya or Boris to shoot the
barrel outside the Psychic Dominator's wall then send Tanya inside to
C4 it. Yuri will sell all his buildings after the Psychic Dominator is
destroyed; kill the remaining Yuri's forces. Mission accomplished!!!
***********************************************************************
Mission four: Operation Romanov on the Run
Location: Morocco
Par time: 40 minutes
Rank: Major
Briefing:
Premier Romanov has been shot down by Yuri's forces. We must locate the
Premier and take him to the airport so he can be rescued. Yuri has
built a tough defense around the airport that we need to eliminate
before the Premier's rescue will be secure.
Objective 1: Locate Premier Romanov and protect him.
Objective 2: Destroy Yuri's base guarding the airport.
Objective 3: Take Romanov to the airport once it is safe.
Walkthrough:
Setup the base as usual and build a couple Battle Bunkers to counter
the initial Yuri attacks. Send an Engineer to capture the oil derrick
to the northeast (near the small Yuri base there). Build a Sentry gun
nearby to protect it from Yuri's forces.
Build two more War-miners to increase cash flow then start building
some Rhino Heavy Tanks. Quickly develop the base and build the
Industrial Plant to cut the cost of building vehicles then mass-produce
the Rhinos (build two War Factories to increase production rate). Use
the Spy Plane when it is ready to reveal the eastern part of the city;
the Premier is hiding inside the building called "Rick's Place".
Yuri will occasionally attack the base with some Lasher and Gatling
Tanks along with some Initiates plus some Yuri Clones but the Battle
Bunkers should be able to take care of them.
While waiting for the tank production to finish, use the Spy Plane to
clear as much of the map as possible. Start attacking the central part
of the city and wait for the reinforcement to come, which is consisted
of three desolators and two Crazy Ivans.
Build five V3 Rockets and use them to fire at the buildings garrisoned
by Yuri Initiates while the desolaters should radiate the ground to
kill the Initiates once they come out of the building.
Bring the Rhinos over to destroy Yuri's Barracks and the four Gatling
Cannons nearby. Go across the bridge on the river and put the Rhinos at
near Yuri's base as a "cork" to repel the endless Initiates and Gatling
Tanks that Yuri is going to send. The V3 should fire their rockets
SIMULTANEOUSLY to take out the Gatling Cannons at the entrance followed
by the Psychic Towers.
Send in the Rhinos when the obstacles are cleared to destroy Yuri's
base. When the mop up operation is completed, go to the eastern part of
the city and approach "Rick's Place" while clearing any opposition
along the way.
The Premier will come out after a short cutscene. Simply escort him to
the airport. Mission accomplished!!!
***********************************************************************
Mission five: Operation Escape Velocity
Location: An uncharted island in the Pacific Ocean
Par time: 1 hour and 15 minutes
Rank: Lieutenant Colonel
Briefing:
We have uncovered Yuri's secret Submarine Base on an uncharted island
in the Pacific Ocean. The threat of Yuri's Boomer Subs must be
neutralized!
Objective 1: Pick a landing zone and construct a base.
Objective 2: Locate and destroy Yuri's Submarine Pen.
Objective 3: Finish off all remaining Yuri forces.
Walkthrough:
Get everyone to land at the southern landing zone while destroying
Yuri's Boomers along the way. Setup a base and train three Engineers to
capture the oil derricks further to the west. Build a few Battle
Bunkers near the westernmost oil derrick to protect against Yuri's
troops, which are usually consisted of Initiates, Viruses, Brutes, Yuri
Clones and Lasher Tanks.
Build two War-miners as usual and develop the base until Zofia
introduced the Siege Chopper. Build an Industrial Plant then there are
three choices from which to decide how to complete this mission.
The first method is to mass-produce Siege Choppers. Destroy Yuri's base
from behind by landing on the ridges and deploying into artilleries
before advancing slowly towards the Submarine Pen.
The second method is to mass-produce Kirov Airships and charge the
Submarine Pen, hoping to destroy it before getting shot down by the
Gatling Cannons.
The third method is to mass-produce submarines and head to the
Submarine Pen while fighting off Yuri's Boomers.
When the Submarine Pen is destroyed, Zofia will inform the Soviets that
Yuri's base is actually a launching facility for a spacecraft. Mission
accomplished!!!
***********************************************************************
Mission six: Operation To The Moon
Location: The Moon
Par time: 45 minutes
Rank: Colonel
Briefing:
Yuri plans to launch himself to the moon after initiating his Psychic
Dominator wave over earth. We need to install a base on the moon so we
can build an attack force capable of destroying Yuri's moon bases and
his Lunar Command Center.
Objective 1: Find a location to build a base.
Objective 2: Locate and destroy Yuri's Lunar Command Center.
Objective 3: Destroy Yuri's remaining base.
Walkthrough:
Welcome to the moon! Move the MCV to the east and setup a base on the
flat land there. Develop the base as usual but there is no need to
build a War Factory. Focus on building some Flak Cannons and Sentry
Guns to ward off any Yuri attempt to destroy the base.
Train as many cosmonauts as possible (until there is no more money if
possible) and head north to look for Yuri's base. If necessary, sell
off the other buildings to get more cosmonauts. Yuri has three bases.
The main one occupies almost half of the map. The other two smaller
bases are located at the western and eastern edge of the map
respectively.
Get the cosmonauts to hit the smaller bases first but only take out the
Bio Reactors aside from the attacking units. Head to the main base and
repeat the same process in order to disable all the defenses. Mopping
up should be easy when the defenses are down. Destroy every single one
of Yuri's buildings and units including the Lunar Command Center.
Mission accomplished!!!
***********************************************************************
Mission seven: Operation Head Games
Location: Transylvania
Par time: 45 minutes
Rank: Marshal of the Soviet Union
Briefing:
Hoping to hide from your onslaught, Yuri has retreated to his ancestral
home in Transylvania. We cannot allow him any respite or he will only
rally his forces and return again to threaten us all. Eliminate Yuri
now and forever!
Objective 1: Destroy Yuri's Fortress.
Walkthrough:
Deploy the MCV and start building as usual. Build a couple Battle
Bunkers to ward off Yuri's initial assaults. Build one or two Flak
Cannons as well.
QUICKLY build five Flak Tracks and scout to the north with the Spy
Plane's help to prepare for the two Kirovs that will come later.
Assemble a small strike force and head to the northeast of the base to
find a small town with a Grinder in the middle. Destroy it to find a
crate, which will boost the income slightly. Head to the north from
here to find a secret tech lab, capture it with an Engineer.
Head to the west just across the river to find another small town and a
Grinder, destroy it to find a money crate.
Quickly build a Nuclear Missile Silo and Yuri will comment that he will
make one as well. Roughly three minutes later, he will have one as
well. Approximately two minutes later, the Allies will have a Weather
Control Device as well. Wait again for another two minutes and Yuri
will have a Psychic Dominator.
Don't worry and keep protecting your base from Yuri's attacks. If
anything gets destroyed, rebuild it again.
When the nuclear missile is ready, launch it to destroy the Psychic
Beacon controlling the Soviet base. Wait for the next nuclear missile
to be ready while building some more defenses to protect against Yuri
or build up a strike force.
When the missile is ready, fire it to destroy the Psychic Beacon
controlling the Allied base then start building some Prism or Robot
Tanks. Combine them with the Soviet strike force that had been built
earlier then launch a powerful attack to Yuri's base from both side. If
the nuclear missile or weather control device is ready before the
assault began, use them to destroy Yuri's Bio Reactors so the defenses
will be down thus making the strike force's task to be easier.
Ignore any other buildings; focus only on Yuri's Fortress then destroy
it once and for all. Mission accomplished!!!
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6. Credits
God - for giving me the ability to write.
Westwood - for creating the blockbuster sequel to Red Alert!!!
C Jay C - for posting this FAQ.
Me - for writing this FAQ. ^_^
Grace Yeo - for being my girlfriend. ^_^
You - for reading this FAQ of mine. ^_^
This FAQ is Copyright 2000 of Nadia Varkovsky.