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Amwl415 (talk | contribs)
m (Fixed typo.)
Tag: Visual edit
 
m (The sentence I deleted was false. Enemies and Co-commanders do not get 1000 credits when capturing an Oil Derrick.)
Tag: Visual edit
 
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{{Games|CS|RT}}
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{{Games|RA3|RA3U}}
{{WarBox
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{{UnitBox
|name = Down Under
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|name = [[File:RA3 Oil Derrick Icons.png|center|75px]] Oil Derrick
|prev = [[Crackdown]]
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|slides =
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File:RA3 Oil Derrick land.png {{!}} On land
|next = [[Controlled Burn]]
 
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File:RA3 Oil Derrick water.png {{!}} On water
|image = RA1_SCG21EA_Map.png
 
|imgdesc =
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|imgdesc =
  +
|internalname = OilDerrick<br>OilDerrick_OnWater
|conflict = [[Second World War]]
 
|date =
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|faction = Neutral
|place = [[Greece]]
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|baseunit =
|result = Allied victory
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|role = Passive income provider
  +
|eliteability =
* Soviet sarin gas production facility discovered and neutralized
 
|side1 = {{Subfaction|Allies|RA1}}
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|useguns =
|side2 = {{Subfaction|USSR|RA1}}
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|hp =
  +
|amphibious = Yes
|goal1 = * Get to the other side of the facility
 
|goal2 = * Kill all the Allied intruders
 
|commanders1 = {{Flag|Allies|RA1}} {{L|Allied Commander|Retaliation}}
 
|commanders2 = {{Flag|USSR|RA1}} Unknown
 
|forces1 =
 
|forces2 =
 
|notes =
 
 
}}
 
}}
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'''Oil derricks''' are one of the most significant [[Tech Building (Red Alert)|Tech Buildings]], as [[Oil]] is a very valuable resource.
{{NonCanonCamp||CS|game}}
 
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Commanders from any faction could order their Engineers to capture these structures. Once captured, an Oil Derrick delivered 500 credits, followed thereafter by a steady, near-unlimited stream of revenue. The general rate of income is 15 credits per second.
{{quote|
 
We've traced the convoy's route to this underground facility. We suspect that this is a hidden access to the Soviet's main Sarin plant.
 
   
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The endless cash provided by the capture of an Oil Derrick made these buildings valuable targets for all commanders, and they provided the flashpoint for many vicious skirmishes. Once captured Oil Derricks were often zealously protected, lest it be captured by the enemy or simply destroyed.
Lead your troops through the tunnels and remove any opposition you may find. Be careful -- the Soviets are conducting all kinds of research in this facility, and we don't know what they may throw at you.
 
   
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Some oil derricks are deployed over water. They also give a 500 credit bonus with 15 credit per second income.
Use spies to scout and infiltrate factories where they can steal vehicles.
 
   
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Unfortunately, oil derrick tanks will be depleted while building is being collapsed, making no chain reaction destruction when you, allies or enemies are trying to destroy them. Only later patch on Red Alert 3 (excluding uprising), they'll give chain reaction upon destruction similarly to Red Alert 2 ones. It's better to attack from afar.
The mission is complete when your forces reach the far exit of the facility.}}
 
'''Down Under''' is the second [[Allied]] mission in the {{GL|Counterstrike}} expansion.<ref name="RA1:CS_Allied2">Westwood Studios, ''[[Command & Conquer: Red Alert: Counterstrike]]''. Allied mission 2: "Sarin Gas 2: Down Under".</ref>
 
   
==Background==
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==See also==
  +
These appear in certain missions in Red Alert 3. They are similar to oil derricks in function, but provide more cash:
The Allies high command rounded up extremely brave soldiers the Allies had to take part in a desperate suicide mission to stop the production of the deadly sarin nerve gas. Once they got in, all hell broke lose as the Allied soldiers cleared room after room of soviet scum. In the end, only a handful of the crazy soldiers survived.
 
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*[[New York Stock Exchange]]
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*[[Swiss Bank]]
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*[[GAME]]
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*[[GameStop]]
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*[[Best Buy]]
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*[[EBGames]]
   
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{{Tech|Opened=b}}
== The battle ==
 
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[[Category:Red Alert 3 tech buildings]]
The squad available to command here initially are a group of riflemen, medic, and a spy. The rifleman would more than once clearing incoming infantry and attack dog while medic tend the wound inflicted by the enemy. However, care must be taken as (being an chemical experiment site full of surprises) nobody know what the enemy will throw at you. The enemy may also aim to target medic personnel first. Keep yours secured!
 
 
The welcoming party consist of infantry and a dog. Keep clearing the room but standby at intersection as spy will reveal surrounding area without much of hush. These revelation including several panel to shut down defense contraptions. A spy might also slipped in a cargo truck to proceed to the next security level to divert several sarin menu to the sentry guard, but watch for dog by buying distances from them. After the sentry guard in secure room is "reprocessed", the party can advance deeper.
 
 
After several insignificant encounters, the squad would encounter a pair of [[Mammoth tank]] supported by [[Tesla coil]]. It would be wise to once again manage the spy to a panel across the room, this will turn the control of the Tesla coil against the Mammoth tank (Mammoth tanks will win, but only one usually remain). Managing the troop movement after it would be required to avoid encountering the remaining Mammoth. The spy might also ordered further downward to encounter a security cell containing {{L|Tanya|Red Alert 1}}, against [[Flame tower]]. Nearby panel contain the destruction control to the tower.
 
 
From here on, there will be several option to the commander. First is to send spy upward to find a tank factory. Infiltrating it will produce a berserk [[Mammoth tank]] that helped against the exit sentry. The spy may also assigned to the exit to switch off several [[Flame tower|automatic defences]]. A spy and Tanya can also be sent to downward right to set free a captured Allied commander. This commander then will rush with nearby truck to his freedom (or death if the exit sentry is still active). Rocket soldier if available can also be ordered to shoot the tower from outside its range. It is a free will at all.
 
 
 
==Behind the scenes==
 
* The mission was originally named '''Sarin Gas 2: Down Under''' in ''[[Command & Conquer: Red Alert - Counterstrike|Counterstrike]]''.
 
 
==References==
 
<references/>
 
{{Red Alert 1 Missions|game=Counterstrike|faction=Allied}}
 
[[Category:Retaliation Allied missions]]
 

Latest revision as of 09:43, 7 November 2023

Oil derricks are one of the most significant Tech Buildings, as Oil is a very valuable resource. Commanders from any faction could order their Engineers to capture these structures. Once captured, an Oil Derrick delivered 500 credits, followed thereafter by a steady, near-unlimited stream of revenue. The general rate of income is 15 credits per second.

The endless cash provided by the capture of an Oil Derrick made these buildings valuable targets for all commanders, and they provided the flashpoint for many vicious skirmishes. Once captured Oil Derricks were often zealously protected, lest it be captured by the enemy or simply destroyed.

Some oil derricks are deployed over water. They also give a 500 credit bonus with 15 credit per second income.

Unfortunately, oil derrick tanks will be depleted while building is being collapsed, making no chain reaction destruction when you, allies or enemies are trying to destroy them. Only later patch on Red Alert 3 (excluding uprising), they'll give chain reaction upon destruction similarly to Red Alert 2 ones. It's better to attack from afar.

See also

These appear in certain missions in Red Alert 3. They are similar to oil derricks in function, but provide more cash:

Tech Structures & Neutral Forces