Intelligence data updated.
The following is a transcript of a game manual. The manual(s) can be directly accessed here:
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The following article serves as a partial transcript† of the Command & Conquer: Red Alert manual. All material written in this article is of copyright ©1995,1996,1999 by Westwood Studios, Inc. The author of this article claims no right of the material written.
† The following sections were removed to preserve only or mostly the lore-related information:
- Getting Started
- Playing the Game
- Advanced Game Controls
- Multiplayer Game
- Internet Game
- Terrain Editor
- Tutorial
- Credits
Understanding Your Enemy[]
Soviet Powers[]
- IDEOLOGY: It came to Stalin in a series of dreams. The birthright of the Soviet Empire is nothing less than conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less than conquering the spirit and dominating the actions of every Soviet citizen.
- CURRENT HEAD OF STATE: Josef Stalin
- BASE OF OPERATIONS: Entire EuroAsian peninsula. Command posts identified in Moscow, Kiev, Stalingrad, Khartoum, Karachi, Da Nang.
- MILITARY STRENGTH: Enlisted forces exceed 14 million. Non-regular forces, including police and NKVD, about 7 million.
- ECONOMIC STRENGTH: Considerable operating assets believed to be in excess of 486.2 billion Swiss Francs.
- POLITICAL STRENGTH: Since every person in the Soviet Union must be a member of the Communist Party, an incredible agent network of over 200 million citizens have infiltrated the governments of most Pan African, Pan Indian and Pan Asian governments with suspected strongholds in Mexico City and Vancouver.
- AFFILIATIONS: World Democratic Society; Asian Defense League; Freedom Consortium.
- SEE ALSO: Henderson, D.K. and Chou, K.L., Soviet Terrorist Activities.
Allied Forces[]
- IDEOLOGY: To resist Soviet aggression against any first and second world powers. Uphold ideals defined in World Association of Nations charter.
- CURRENT TITULAR LEADER: General Gunter von Esling, Supreme Commander of Allied Forces.
- BASE OF OPERATIONS: Headquarters, Unified Operations, London; Northern Theatre, Oslo; Southern Theatre, Madrid.
- MILITARY STRENGTH: Enlisted forces about 3.4 million. Non-regular forces, including guerrilla and resistance forces, about 1.7 million. Armament classified per DEFCOM document 177.4, Allied Defense Regulations.
- ECONOMIC STRENGTH: Satisfactory. Assets classified because of number of governments and currencies.
- POLITICAL STRENGTH: Not applicable. Currently operates as modified Military Junta.
- AFFILIATIONS: United Nations
- SEE ALSO: Einstein, "A History of Allied Weaponry." Fort, Charles A., "F-Invasions and Telemetry".
Allied Structures[]
Construction Yard[]
ARMOR: Heavy | |
PURPOSE: Allows construction of all other base structures |
The Construction Yard is the foundation of a base and allows the construction of other buildings.
Power Plant[]
ARMOR: Light | |
PURPOSE: Provides power for base structures |
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
Advanced Power Plant[]
ARMOR: Light | |
PURPOSE: Provides power for base structures |
This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.
Ore Refinery[]
ARMOR: Light | |
PURPOSE: Smelts, stores, holds, and converts ore into spendable credits |
The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.
Ore Silo[]
ARMOR: Light | |
PURPOSE: Holds smelted ore |
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
Tent Barracks[]
ARMOR: Light | |
PURPOSE: Trains Infantry units |
The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.
War Factory[]
ARMOR: Light | |
PURPOSE: Constructs vehicles |
This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.
[]
ARMOR: Light | |
PURPOSE: Constructs & repairs naval vessels |
The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.
Helipad[]
ARMOR: Light | |
PURPOSE: Constructs & reloads helicopters |
The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache.
Pillbox[]
ARMOR: Medium | |
PURPOSE: Anti-infantry defense |
Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.
Camouflaged Pillbox[]
ARMOR: Heavy | |
PURPOSE: Provides power for base structures |
Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.
Turret[]
ARMOR: Heavy | |
PURPOSE: Anti-tank defense |
A Turret-mounted 105mm cannon. Heavily armored with good range, this Turret is effective against armored threats.
AA Gun[]
ARMOR: Heavy | |
PURPOSE: Anti-aircraft defense |
Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly.
Service Depot[]
ARMOR: Light | |
PURPOSE: Repairs & reloads vehicles |
The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)
Radar Dome[]
ARMOR: Light | |
PURPOSE: Provides radar |
The Radar Dome gives you an overhead view of the battlefield when fully powered.
Technology Center[]
ARMOR: Light | |
PURPOSE: GPS Satellite launch & construction of high-tech structures |
In addition to allowing the construction of high-tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch.
Gap Generator*[]
ARMOR: Light | |
PURPOSE: Creates shroud |
The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves. The Shroud will immediately close up once the invading unit is destroyed or leaves the area.
Chronosphere[]
ARMOR: Light | |
PURPOSE: Allows chronoshift |
The evolution of the Philadelphia Experiment, the Chronosphere allows the Allied player to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit unstable. Using it on certain units or using it constantly could produce unusual side effects.
Fake Structures*[]
ARMOR: None | |
PURPOSE: Deceives the enemy |
The Allies have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. These have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures are in a different location.
Sandbag Barrier[]
ARMOR: Light | |
PURPOSE: Passive defense |
The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier.
Concrete Barrier[]
ARMOR: Heavy | |
PURPOSE: Passive defense |
More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.
Allied Units[]
Rifle Infantry[]
Range: Short | |
Armor: None | |
Weapon: M-16 Rifle |
Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups).
Medic[]
Range: N/A | |
Armor: None | |
Weapon: Bandages |
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.
Rocket Soldier[]
Range: Medium | |
Armor: None | |
Weapon: Dragon TOW rocket |
Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers.
Spy[]
Range: N/A | |
Armor: None | |
Weapon: Information |
Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. Beware – Attack Dogs are not fooled by the Spy’s appearance.
Engineer[]
Range: N/A | |
Armor: None | |
Weapon: None |
An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it.
Thief[]
Range: N/A | |
Armor: None | |
Weapon: Fast fingers |
Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
Tanya[]
Range: Medium | |
Armor: None | |
Weapon: Dual Colt .45 & C-4 explosives |
Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked.
AT Mine Layer[]
Range: N/A | |
Armor: Medium | |
Weapon: AT Mines |
The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.
Ore Truck[]
Range: N/A | |
Armor: Heavy | |
Weapon: None |
The Ore Truck collects raw, unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering and still escape intact.
Ranger[]
Range: Short | |
Armor: Light | |
Weapon: M-60 Machine gun |
Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confroI antation occurs.
Light Tank[]
Range: Medium | |
Armor: Medium | |
Weapon: 75mm Cannon |
The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire.
APC[]
Range: Short | |
Armor: Heavy | |
Weapon: M-60 Machine gun |
With the Armored Personnel Carrier, the Allies can transport up to 5 infantry units quickly across land. A tracked vehicle, the APC is the lightest unit with the ability to crush Sandbag and Barbed Wire Barriers. The Turret-Mounted M-60 helps keep infantry at bay while it goes about its mission.
Artillery[]
Range: Long | |
Armor: Light | |
Weapon: 155mm Cannon |
Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected.
Medium Tank[]
Range: Medium | |
Armor: Heavy | |
Weapon: 105mm Cannon |
The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Lighter Tanks destroy the threat.
Mobile Gap Generator[]
Range: Medium | |
Armor: Light | |
Weapon: Shroud generator |
The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them.
MCV[]
Range: N/A | |
Armor: Heavy | |
Weapon: None |
The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.
Transport[]
Range: N/A | |
Armor: Medium | |
Weapon: None |
The Landing Ship Transport allows transportation of up to 5 ground-based units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.
Gunboat[]
Range: Short | |
Armor: Light | |
Weapon: 2-inch deck gun & depth-charge launcher |
The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief. Its depth charge launcher will automatically fire at any Submarine that is detected nearby.
Destroyer[]
Range: Medium | |
Armor: Medium | |
Weapon: Stinger missile & depth-charge launchers |
The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.
Cruiser[]
Range: Extreme | |
Armor: Heavy | |
Weapon: 8-inch artillery cannons |
Slow moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes. A favorite target of Submarines, these ships have no sea-based defenses, relying on the faster moving Destroyer and Gunboat to protect them.
Apache Longbow[]
Range: Short | |
Armor: Heavy | |
Weapon: Hellfire missiles |
The Allies attack helicopter is loaded with hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with little or no return fire.
GPS Satellite[]
Range: N/A | |
Armor: N/A | |
Weapon: Satellite imagery |
When launched from the tech center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the battlefield, the entire map will be revealed when it reaches orbit.
Sonar Pulse[]
Range: N/A | |
Armor: N/A | |
Weapon: Sonar image |
A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds. This can be incredibly useful in planning your naval campaigns and devising countermeasures. The Sonar Pulse is acquired when a Spy enters an enemy Sub Pen.
Soviet Structures[]
Construction Yard[]
ARMOR: Heavy | |
PURPOSE: Allows construction of all other base structures |
The Construction Yard is the foundation of a base and allows the construction of other buildings.
Power Plant[]
ARMOR: Light | |
PURPOSE: Provides power for base structures |
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
Advanced Power Plant[]
ARMOR: Light | |
PURPOSE: Provides power for base structures |
This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.
Ore Refinery[]
ARMOR: Light | |
PURPOSE: Smelts, stores, holds, and converts ore into spendable credits |
The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.
Ore Silo[]
ARMOR: Light | |
PURPOSE: Holds smelted ore |
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
Barracks[]
ARMOR: Light | |
PURPOSE: Trains Infantry units |
The Barracks is where all Soviet infantry are trained. Some infantry units may not be available until other structures are built.
Kennel[]
ARMOR: Light | |
PURPOSE: Trains attack dogs |
The Kennel trains Attack Dogs.
War Factory[]
ARMOR: Light | |
PURPOSE: Constructs vehicles |
This structure is responsible for the building of all Soviet ground based vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.
Sub Pen[]
ARMOR: Light | |
PURPOSE: Constructs & repairs naval vessels |
The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.
Airfield[]
ARMOR: Heavy | |
PURPOSE: Builds & reloads airplanes |
The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.
Helipad[]
ARMOR: Light | |
PURPOSE: Constructs & reloads helicopters |
The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with a Hind.
Service Depot[]
ARMOR: Light | |
PURPOSE: Repairs & reloads vehicles |
The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)
Radar Dome[]
ARMOR: Light | |
PURPOSE: Provides radar |
The Radar Dome gives you an overhead view of the battlefield when fully powered, and repaired of serious damage.
Technology Center[]
ARMOR: Light | |
PURPOSE: Construction of high-tech structures |
The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil.
Flame Tower[]
ARMOR: Heavy | |
PURPOSE: Fire-based defense |
The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed.
Tesla Coil[]
ARMOR: Light | |
PURPOSE: Lightning-based defense |
The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds.
SAM Site[]
ARMOR: Heavy | |
PURPOSE: Anti-aircraft defense |
SAM Site automatically launches long-ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure.
Iron Curtain[]
ARMOR: Light | |
PURPOSE: Temporary invulnerability defense |
The Iron Curtain renders a vehicle or building invulnerable for a short period of time.
Missile Silo[]
ARMOR: Heavy | |
PURPOSE: Launches atomic missile |
Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much.
Barbed-Wire Barrier[]
ARMOR: Light | |
PURPOSE: Passive defense |
Barbed-Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
Concrete Barrier[]
ARMOR: Heavy | |
PURPOSE: Passive defense |
More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.
Soviet Units[]
Attack Dog[]
Range: N/A | |
Armor: None | |
Weapon: Sharp teeth |
Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks by Engineers, Spies, and Thieves. They also make fine pets.
Rifle Infantry[]
Range: Short | |
Armor: None | |
Weapon: AK-47 Rifle |
Rifle Infantry are the backbone of the Soviet infantry. Armed with an AK-47, this Infantry unit is versatile against other infantry.
Grenadier[]
Range: Short | |
Armor: None | |
Weapon: Grenade |
The Grenadier has a longer range and more destructive power than regular infantry. In groups, Grenadiers are effective against heavily armored units and structures.
Flame Infantry[]
Range: Short | |
Armor: None | |
Weapon: Flame-thrower |
These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower.
Engineer[]
Range: N/A | |
Armor: None | |
Weapon: None |
An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer may damage or capture it.
Ore Truck[]
Range: N/A | |
Armor: Heavy | |
Weapon: None |
Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.
Heavy Tank[]
Range: Medium | |
Armor: Heavy | |
Weapon: Twin 105mm Cannons |
The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.
AP Mine Layer[]
Range: N/A | |
Armor: Medium | |
Weapon: AP Mines |
The AP mine layer deploys Anti-Personnel Mines to thwart the Allied heavy infantry ranks. This Mine can destroy entire groups of infantry with one explosion. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.
V2 Rocket Launcher[]
Range: Long | |
Armor: Light | |
Weapon: V2 Rocket |
The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets.
MRJ[]
Range: Long | |
Armor: Light | |
Weapon: White-noise generator |
The Mobile Radar Jammer (MRJ) disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack.
Mammoth Tank[]
Range: Medium | |
Armor: Heavy | |
Weapon: Twin 120mm Cannons & missile packs |
Tanks don’t come any bigger. The largest land-based weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well.
MCV[]
Range: N/A | |
Armor: Heavy | |
Weapon: None |
The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.
Transport[]
Range: N/A | |
Armor: Medium | |
Weapon: None |
The Landing Ship Transport allows transportation of up to 5 units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.
Submarine[]
Range: Long | |
Armor: Medium | |
Weapon: Torpedo |
Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them.
Yak[]
Range: Short | |
Armor: Light | |
Weapon: Twin machine-guns |
Sometimes called the “Infantry Eraser,” the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers – those that actually survive the first strafing run.
Badger Bomber[]
Range: N/A | |
Armor: Light | |
Weapon: Dropped bombs & paratroopers |
The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target.
Paratroopers[]
Range: Short | |
Armor: None | |
Weapon: AK-47 Rifle |
Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in areas not yet explored.
Parachute Bombs[]
Range: N/A | |
Armor: N/A | |
Weapon: High-explosive yield |
Dropped from Badger Bombers, these explosives fall in a line over their target, removing the object targeted and anything in the area around it. Troops can see these falling and will attempt to leave the targeted area.
Spy Plane[]
Range: N/A | |
Armor: Light | |
Weapon: Camera |
When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud.
MIG[]
Range: Medium | |
Armor: Light | |
Weapon: Heat-seeking missiles |
This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hit-and-run tactics, the MIG can remove armored craft before they can become a threat.
Hind[]
Range: Short | |
Armor: Heavy | |
Weapon: Vulcan chain-gun |
Large and armored, the Hind uses its high-velocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.
Transport Helicopter[]
Range: N/A | |
Armor: Medium | |
Weapon: None |
Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.
The Aftermath - New Units[]
Field Mechanic[]
Range: Short | |
Armor: None | |
Weapon: Socket Wrench |
A new trooper for the Allies, the mechanic can repair vehicles in the field. Slow and unarmored, he is an easy target for Soviet infantry and tanks. However, his ability to repair any nearby friendly units more than makes up for his lack of defense. Like the medic, the mechanic takes time to repair a unit to full strength.
M.A.D. Tank[]
Range: Extreme | |
Armor: Heavy | |
Weapon: Harmonic Shock Wave |
The M.A.D. Tank, or Mutually Assured Destruction Tank, is a final-solution weapon. Once activated, it builds up a powerful harmonic shock wave. When fully charged, it detonates, destroying itself and damaging every unit and structure within a large radius around it. However, infantry are unaffected by its detonation. If the unit is destroyed before it detonates, the destructive effect is neutralized. To activate the M.A.D. Tank for destruction, select it, then click on it again. The warning siren will start the countdown to destruction. Once the unit is activated, the only way to stop it from going off is to destroy it.
Missile Sub[]
Range: Long | |
Armor: Light | |
Weapon: Missile Salvo |
Realizing their navy lacked first-strike capability, the Soviet Empire has developed a new class of submarine capable of launching attacks on inland targets. The Missile Sub's weapons are nearly as powerful as those of the dreaded Allied Cruiser, with the added advantage that they can submerge and surface before the enemy knows what hit them.
Tesla Tank[]
Range: Long | |
Armor: Light | |
Weapon: Lightning Discharge |
Taking the Tesla Coil's destruction into the field, the Tesla Tank is a valuable addition to the Soviet arsenal. With its long range and powerful electrical discharges, the Tesla Tank is effective in both offensive and defensive roles. As an added bonus, the electrical discharge from the Tesla Tank also jams enemy radar. Used in conjunction with normal Tesla Coils, Tesla Tanks provide added security against Allied assaults, and ensure that low-power conditions won’t hurt Soviet defenses.
Shock Trooper[]
Range: Short | |
Armor: None | |
Weapon: Lightning Discharge |
Another use of Tesla's inventions, Shock Troopers are sturdy (if somewhat slow) infantry units that carry a portable Tesla generator, capable of delivering large jolts of electricity to any unit or structure. Well worth the price, Shock Troopers can not be run over by enemy vehicles.
Chronotank[]
Range: Medium | |
Armor: Light | |
Weapon: Heat-Seeking Missiles |
The ChronoTank is the latest advancement in Allied technology. When fully charged, the unit has the unique ability to Chronoshift itself, allowing it to appear anywhere on the battlefield. Its missile launchers are accurate and fast, adding punch to any assault. Unlike the regular Chronosphere ability, the ChronoTank will not automatically return to its original pre-shift location. To activate the Chronoshift ability, select the unit, and click on it again. You will receive a destination selector. If you left click anywhere with the destination cursor, the unit will Chronoshift to that location. Right clicking cancels Chronoshift. Note that the unit can only use this ability when all the pips on the unit are filled.
Demolition Truck[]
Range: N/A | |
Armor: Light | |
Weapon: Atomic Bomb |
These drone units carry an atomic bomb triggered to detonate on impact or destruction. Targeting a Demolition Truck on any unit or structure, or force firing on terrain will make the truck move to its destination and detonate. Care in their use is advised - many times a foolish commander has lost his base when an air strike destroyed the Demolition Truck before it could leave the confines of the base.
Transcription ends here.
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Morse Code[]
Red Alert: Field Manual[]
The Red Alert manual has Morse code at the bottom of its pages. The text has many spelling mistakes in it, but it hints at the secret Giant Ants mission that would be added in Counterstrike.
in an interview with PC Gamer, Adam Isgreen said that the morse code was added without Joe Bostic's knowledge, to force him to allow them to add a secret campaign like the dinosaurs one they had previously snuck into the first C&C game[1]:
- And the giant ants. Originally, we wanted to include something that was going to be the RA equivalent of the Dino Island from C&C. I'm a big fan of the film THEM! and thought that giant radioactive ants would fit the RA universe well. Brett said no. No time, not going to happen. We can't make unique units for something like this. C'mon Brett, we established a trend with Funpark. Ok, you can have one unit, but it has to be symmetrical. How about a killer tomato? (yeah, he actually suggested that) No, Brett, we're not doing that. Ok, fine, then you don't get anything.
- So, I kind of went around him and forced the issue. I had our writer create this dialogue between two soldiers talking about a missing patrol and these bites laced with formic acid, then had our manual designer add the entire conversation it in Morse code to the bottom of the pages of the manual. No explanation at all - just Morse code along each page bottom. The game shipped, and suddenly these letters came in from boy scouts and soldiers and all these people that knew and were learning Morse code would come in. It was the best tease ever. Man, was Brett was pissed at me. That got me quite an earful...but it did force him to relent and allow us to put the giant ants in...and we even got a cinematic out of it, too. I think it was even a bullet point on the box for Counterstrike!
- However I don't believe for a second that he didn't know about what I was doing from the very beginning. I think he felt that he had to yell at me for the sake of breaking the chain of command, but that he really didn't mind how it all turned out. I think in the end he just wanted to see how much I really wanted to put them in.
- - Adam Isgreen
The morse code in the manual:
- MESSAGE COM ALLIED HQS
- DECODE CRYPTO NORMAL
- RED EAGLE PASSES HAWK
- RED ALERT RED ALERT
- SOVIET FORCES SECT SEVEN
- BUILDING RUNWAYS
- ASSAULT UNITS
- DISPATCH ASAP
- MESSAGE COM HQS SEVEN
- DECODE CRYPTO
- VULTURE SNACKS
- ALLIES LOSE VERDUN
- FORCES DESTROYED
- DISPATCH TROOPS ASAP
- RETRIEVE TANYA
- CRITICAL MOVEMENTS
- SPOTTED NW SAHX
- NUCLEAR WARHEADS
- DESTINED WASHINGTON
- DELAYED STRIKE AXZUFU
- ADVISE ETA
- DETAIL EUCINPA COM
- PRIORITY INCOME
- INVESTIGATE SUDDEN
- DEATHS FOURTEEN ALLIES
- TOXIC TESTS SHOW
- FOMIC ACID LEVELS
- TO CINPA COM
- PRIORITY EVEN OUT GO
- FOMIC ACID COMPLAINT
- ACCURATE
- ALSO FIND CRUSHED
- VERTEBRATE AND SLASHES
- ON HEAD AND FACE
- TWO THOUSAND HEADLESS
- NO BLEEDING RESPOND
- TO CINPA COM
- SAY AGAIN FOMIC ACID
- ROGER THAT WHAT IS IT
- ACID ANTS USE
- FOR WHAT PURPOSE
- KILLING NEUTRALISING
- DESCRIBE SLASH MARKS
- LIKE BIG KNIVES
- CHECKING TWELVE INCHES
- MARKS ON HEADLESS
- SOME MARKS SOME ACID
- DO YOU HEAR HUMMING
- NEGATIVE ON HUMMING
- DO YOU SPOT SMALL HILLS
- AFFIRMATIVE NOT ON MAP
- HOW FAR YOUR LOCATION
- SIX CLICKS
- INVESTIGATE NOW
- LOOKING FOR WHAT
- GIANT ANTS
- LIKE SOME SCI FI FLICK
- SERIOUS ALL AREAS
- GIANT ANTS
- ROGER THAT
- USE RAID
- NO JOKE
- ANTS TEN FEET HIGH
- WHATS HUMMING MEAN
- ANT RADAR
- WATCH OUT
- I HEAR SOME NOW
- GET OUT OF THERE
- RESPOND GET OUT OF THERE
- DISPATCH ENDS
- ACTION IGNORE RESPOND
- IGNORE USE DEEPCOVER
- ANTS THAT BIG
- NEVER HAPPENED
- SYSTEM ALERT
- SECTORS REPORT NOW
- ALPHA SECTOR NEGATIVE
- CHARLIE SECTOR NEGATIVE
- BRAVO SECTOR NONE
- DELTA SECTOR
- DELTA SECTOR REPORT
- ALL SECTORS TUNE DELTA
- CONFIRM DEATHS
- RED ALERT RED ALERT
- GIANT ANTS SPOOTED
- IDENTIFY SECTOR
- ECHO SECTOR
- NUMBER SIZE
- MAYBE ONE HUNDRED HUGE
- FIRE AT WILL
- TARGETING FIRE
- OH GOD I CAN NOT
- COME IN ECHO SECTOR
- ECHO SECTOR DEAD
- COME IN ECHO SECTOR
- ECHO SECTOR DEAD
Counterstrike[]
In the Counterstrike expansion pack, a piece of paper was added into the game box that contained bare morse code, with no explanation. When decoded, it gives the instructions for actually accessing the ant missions, in several languages.
English:
.... --- .-.. -.. -.. --- .-- -. - .... . .-.. . ..-. - ... .... .. ..-. - -.- . -.-- .- -. -.. .-.. . ..-. - -.-. .-.. .. -.-. -.- --- -. - .... . .-. --- ..- -. -.. ... .--. . .- -.- . .-.
HOLD DOWN THE LEFT SHIFT KEY AND LEFT CLICK ON THE ROUND SPEAKER
Italian:
.- -... -... .- ... ... .- -.-. .... .. .- ...- . ... .. -. .. ... - .-. .- . ... -.-. .... .. .- -.-. -.-. .. .- .- .-.. - --- .--. .- .-. .-.. .- -. - . - --- -. -.. ---
ABBASSA CHIAVE SINISTRA E SCHIACCIA ALTOPARLANTE TONDO
French:
-- .- .. -. - . -. . --.. . -. ..-. --- -. -.-. . . .-.. .- - --- ..- -.-. .... . ... .... .. ..-. - --. .- ..- -.-. .... . . - -.-. .-.. .. --.- ..- . --.. ... ..- .-. .-.. . .... .- ..- - .--. .- .-. .-.. . ..- .-.
MAINTENEZ ENFONCEE LA TOUCHE SHIFT GAUCHE ET CLIQUEZ SUR LE HAUTPARLEUR
Spanish:
-- .- -. - . -. .- .--. .-. . - .- -.. .- .-.. .- - . -.-. .-.. .- -- .- -.-- ..- ... -.-. ..- .-.. .- .. --.. --.- ..- .. . .-. -.. .- -.-- .--. ..- .-.. ... .- . .-.. -... --- - --- -. .. --.. --.- ..- .. . .-. -.. --- ... --- -... .-. . . .-.. .- .-.. - .- ...-
MANTEN APRETADA LA TECLA MAYUSCULA IZQUIERDA Y PULSA EL BOTON IZQUIERDO SOBRE EL ALTAV
Manuals[]
References[]
- ↑ PC Gamer - March 4, 2008 - The mysterious origins of Red Alert (retrieved from archive.org)
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