Top Banner
======================= Red Alert 2 Compendium ====================== Version 4.2 Written by Stephanus Rudiyanto N. email: [email protected] (old, but still functioning) [email protected] NOTES from Author: * If you send an email to me, may be the reply is too late, this happens because I check my mailbox not very frequently. I'm sorry for this incovenience. But, if you send me some info or corrections, I WILL reply the letter (even it may be take a few days, weeks, or months) If I don't send the reply, just wait until it comes :) (There is also another possibility: I have already sent it and it doesn't reach your mailbox). Thanks just for reading this. * This FAQ is based in Red Alert 2, for Yuri Revenge's data please refer to my other FAQ. * To read this FAQ, use Fixed Width fonts like Courier, if not many of the tables below will look terrible. Use WordPad to read this FAQ, and maximize the window. Table of Contents ----------------- i) Introduction ii) Version iii) Future edition iv) Credits v) How to get this FAQ I - General and Special Rules 1) Formulae 2) Shorcut Keys 3) Mind Control 4) Chronoshift 5) Invulnerability 6) Building 7) Veteran and Elite Units 8) Credits 9) Weather Storm 10) Crates II - Units 1) Allied Infantry 2) Soviet Infantry 3) Allied Vehicle and Aircraft 4) Soviet Vehicle and Aircraft 5) Allied Naval
88
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Red Alert 2 Compendium

=======================

Red Alert 2 Compendium

======================

Version 4.2

Written by Stephanus Rudiyanto N.

email: [email protected] (old, but still fu nctioning)

[email protected]

NOTES from Author:

* If you send an email to me, may be the reply is t oo late, this

happens because I check my mailbox not very frequen tly. I'm sorry for

this incovenience. But, if you send me some info or corrections, I

WILL reply the letter (even it may be take a few da ys, weeks, or

months) If I don't send the reply, just wait until it comes :)

(There is also another possibility: I have already sent it and it

doesn't reach your mailbox). Thanks just for readin g this.

* This FAQ is based in Red Alert 2, for Yuri Reveng e's data please

refer to my other FAQ.

* To read this FAQ, use Fixed Width fonts like Cour ier, if not many of

the tables below will look terrible.

Use WordPad to read this FAQ, and maximize the wind ow.

Table of Contents

-----------------

i) Introduction

ii) Version

iii) Future edition

iv) Credits

v) How to get this FAQ

I - General and Special Rules

1) Formulae

2) Shorcut Keys

3) Mind Control

4) Chronoshift

5) Invulnerability

6) Building

7) Veteran and Elite Units

8) Credits

9) Weather Storm

10) Crates

II - Units

1) Allied Infantry

2) Soviet Infantry

3) Allied Vehicle and Aircraft

4) Soviet Vehicle and Aircraft

5) Allied Naval

Page 2: Red Alert 2 Compendium

6) Soviet Naval

7) Neutral Unit

III - Buildings

1) Allied Building

2) Soviet Building

3) Allied Combat Building

4) Soviet Combat Building

5) Neutral Tech Building

6) Neutral Miscellaneous Building

IV - Tables and Data

1) Unit and Defensive Building Combat Ability

2) Scoring

3) Pip

4) Unit and Defensive Building Description

5) Unit and Building Comparison

V - Miscellaneous

1) Records

2) Dangerous Unit

3) Do you know?

4) Special Section

5) Patches changes

--------------------------------------------------- ----------

i) Introduction

Command & Conquer: Red Alert 2 is a real time strat egy game

from Westwood. This is the sequel of Command & Conq uer: Red Alert.

The game story is based on the war between the Alli ance and the

Soviet forces. This game is recommended for fans of real-time

strategy games. The FAQ I used here is based on ver sion 1.006.

For Yuri's Revenge (its expansion), please refer to my other FAQ.

(Yuri Revenge Compendium)

First, I apologize if my English is not good (Becau se it is not my

main language). Maybe some grammars and spells have some errors in

this FAQ. This is my second unpublished FAQ I wrote . (The first

is Starcraft Broodwar Expert Guide).

This FAQ is created for intermediate and expert pla yers that have

played the game long enough to truly know the aspec ts of the game.

Although the beginners can also read this FAQ, it i s not recommended

because of some complicated data and tables. In thi s FAQ, I hope you

have known the aspect of this game, because I don't include any

"how to play", basic strategies or others like thos e. There are so

many good FAQs to teach you to play in the internet so I don't need

to explain it again :)

A lot of info I acquired by checking the INI files (if you are often

costumizing any Westwood games (C&C and RA), you mu st know these

famous INI files), and also from searching, trying, and my other

Page 3: Red Alert 2 Compendium

hardwork by playing the game itself. Note that not all data I extract

pure from INI files (because some of them has many changes and can't

be 100% right), actually I almost check everything (even the

calculation procedure) to be sure it is right. So f orgive me if there

are many errors I didn't notice. Email me at s_rudi [email protected]

for corrections and suggestions, and of course you will be credited

even for small fixes. I will update this FAQ when t here is a mistake,

error, or any addition. I can also add an entirely new section if

I think it's important.

If you include any information below in any FAQ or Websites, please

ask my permission first (mostly I will answer yes) and give credits

for me. (It's extremely hard to collect information in this FAQ,

you know).

And lastly, I don't own Red Alert 2 CD. I play the game by borrowing

my cousin's CD. And so, I also couldn't play it in the net until now.

I am also not too good at multiplayer games (becaus e I rarely had

chances to play it on network games), but I'm also not that bad. This

is just for info. :P

ii) Version

Numbers after the dot mean minor updates, while num bers before the dot

mean Major updates.

Early December 2000 - Version 1.0 (Initial release)

11 December 2000 - Version 1.1:

- Add a small but important tips in Section V.3

- Remove the section points of this game (as my cou sin wished)

- Add section v) How do you get this FAQ

This section list the sites currently post my FAQ s.

19 December 2000 - Version 1.2:

- Fix some little errors and grammars.

- Fix corrections and some additions on Tesla Troop ers, Conscripts,

Crazy Ivan, and Terror Drone in units section.

- Add information in Giant Squid, Tanya, SEAL, and Do You Know

section.

- Correct some errors in Pip section.

22 December 2000 - Version 1.3:

- Fix some corrections on Sentry Gun and Soviet War Factory.

26 December 2000 - Version 1.4:

- Fix some, well - again - little errors and gramma rs.

- Fix corrections and some additions on General and Special Rules

Rules (Buildings), Chrono Legionnaire, Chrono Com mando, IFV,

Dreadnought, Destroyer, Aircraft Carrier, Allied Naval Shipyard,

and Tesla Coil sections.

- Add information on Invulnerability, Spy, and Flak Cannon sections.

8 January 2000 - Version 2.0:

- Add Neutral Miscellaneous Buildings section (my c ousin writes it).

9 January 2000 - Version 2.1:

Page 4: Red Alert 2 Compendium

- Fix some - again - little errors and grammars.

- Fix corrections on Yuri Prime (not much, just rep lacing any "Yuri"

word with "Yuri Prime"), Soviet Construction Yard (same case, only

word replacement), all tech buildings (explain th at they can be

repaired without using engineer), Prism Tower (da mage rating)

- Add info on Mind Control, Chronoshift, Invulnerab ility, Allied and

Soviet Ore Refinery (selling building), Cloning V ats, Soviet and

Allied Walls, IFV, Terror Drone, Flak Track, Amph ibious Transport,

Nighthawk, and MCV.

1 February 2001 - version 2.2:

- Do some replacements to make the sentences easy t o read.

18 February 2001 - version 3.0:

- Fix an error in Formulae (building speed theory i s wrong, thanks

to Blossom Storm for telling me this).

- Correct little error in War Miner (thanks to Noop lanop for this).

- Update almost all sections because patches 1.004 is out and change

many statistics. Look for new section V. 4 for Pa tches changes.

26 March 2001 - version 3.1:

- A long time update.

- Fix small error in unit table.

- Fix small error in Actors and In-Game Voice. (tha nks to Mike Ching)

- Fix small error in Flak Troopers and Tesla Troope rs.

- Add some note in Kirov Airship.

- Add some note in speed (Put in Do you Know sectio n).

14 April 2001 - version 3.11:

- Add some notes in credits section.

26 May 2001 - version 3.12:

- Add some notes in Miscellaneous section.

7 September 2001 - version 3.2:

- Add some nice infos about Weather Storm (thanks t o Alien Overmind).

6 October 2001 - version 3.21:

- Add some notes about Mind Control.

28 October 2001 - version 4.0:

- May be the FINAL version of this FAQ, because Yur i's Revenge is

out, and I will now focus on its FAQ. I still col lect some data

for this game and need more time to finish it.

- Revised some data and fixes some errors.

- Add some replies in Do You Know section.

20 November 2001 - version 4.01:

- Add some notes in Cloning Vats section.

16 February 2002 - version 4.02:

- Add a site that host my FAQ.

3 March 2002 - version 4.1:

- Add some infos in many sections.

- Fixes some errors.

17 March 2002 - Version 4.11:

- Add a site that host my FAQ.

3 June 2002 - Version 4.2:

- Add Special section that contains many strategies and contribution

from Overmind.

Page 5: Red Alert 2 Compendium

iii) Future editions

I MAY :

- Add other sections that I think important (like campaign data,

AI sections, Unit speechs, etc.)

I MAY NOT:

- Add strategy sections especially for campaigns and multiplayer

(there are so many good FAQs on internet that e xplain this,

while I'm not an expert at multiplayer games).

iv) Credits

- Westwood, for making a great game for me to play.

<www.westwood.com>

- Jeff "CJayC" Veasey (GameFAQs webmaster), for hos ting my FAQs,

GameFAQs is truly a good website for game guides and other

game-related info!

<www.gamefaqs.com>

- My cousin, because I played RA2 with his CD and o n his computer.

He also writes his own section (Points for this g ame) in this FAQ

by himself.

He checks almost everything in this FAQ.

He also who writes the Neutral Miscellaneous Buil dings section.

- "Tony Toon" <[email protected]>, for info o n how to ally

in an easy way.

- Blossom Storm <[email protected]>, for telling me th e building speed

theory is wrong and inform me about new patches i s out.

He also show some errors and add some nice info i n my FAQ.

Thanks a lot.

Red Alert 2 Sites: <http://redalert2c.8m.com/>

- <[email protected]>, for info that War Miner can become expert.

- Ching, Mike <[email protected]>, for corr ecting

Tanya Actor.

- <[email protected]>, for some "interesting" poin t :)

- Alien Overmind <[email protected]>, for ma ny useful

informations and suggestions.

Information: Weather Storm, Crates, Building Occu pation, and

Survivors

Fixes: Genetic Mutators Range, Spy shut down powe r time.

He also sends me many useful and important inform ations and

strategies that I put them into a separate specia l sections.

- "Justin Mitchell" <[email protected]>, for in fo about

Kirov and small notes.

- Kevin Leung <[email protected]>, for info about Chro noshift and

Invulnerability.

- Mek <[email protected]>, for a little comment in Do You Know?

section.

- Ang Yi Ping <[email protected]>, for some n otes about

Page 6: Red Alert 2 Compendium

Cloning Vats.

- Ian Tucker <[email protected]>, for some in fo about

Chronoshift.

v) How to get this FAQ

You can get this FAQ only in these sites:

- http://www.gamefaqs.com

- http://DLH.Net

- http://www.gameadvice.com

- Cheat Empire:

http://home.planetinternet.be/~twuyts

- http://www.neoseeker.com

- http://www.actiontrip.com

- http://www.cheatingplanet.com

- http://SPOnG.com

- http://www.gamespot.com

If you want to check my newest FAQ, please check ww w.gamefaqs.com

first, because I will send my newest FAQs to GameFA Qs before other

sites.

*****************************

I - General and Special Rules

*****************************

1) Formulae

* Cells

One cell in Red 2 Alert means a portion of small terrain that can

be occupied by one small vehicles (IFV, Flak Trac k, etc.) or 3

infantry.

* ROF: Rate of Fire

The longer the number, the longer the unit reload s its weapons.

15 are equal to 1 second at middle speed setting. So a weapon

with maximum speed with 150 ROF, will attack agai n after about 10

seconds after previous attack.

* Frame Delay

900 Frame Delays are equal to 60 seconds in 15 fp s (frame per

second) games.

* Veteran Rules

Each unit that can become Veteran will have incre ased statistics.

For Elite units just multiply the number by 2. An d for calculating

damage, use the Elite Weapons (if the units have it), and not

the normal weapons. (This is hard to calculating, and still

being researched).

Stronger : Damage received divided by 1.5

Faster : Unit max speed multiplied by 1.2

Increased ROF : ROF delay multiplied by 0. 6

Increased Firepower : Damage multiplied by 1.1

Sight Range is NOT increased when becoming a vete ran or Elite.

Page 7: Red Alert 2 Compendium

For more description and detailed information abo ut Veteran and

Elite units, look at section below.

* Radiation

Nuclear Strike, Demolition Truck, and Desolator R adiation Eruption

can create an area of radiation. The radiation wi ll disappear

after (Radiation Level x 1) frames.

* Cells Radius and Cells Area

In some data I mention about Cells Radius and Cel ls Area. Some people

may be confused about its. I will explain it with below examples.

Cells Radius of 3 will means:

o o o o o o o

o o o o o o o

o o o o o o o

o o o x o o o

o o o o o o o

o o o o o o o

o o o o o o o

Cells area of 3 x 3 will means:

o o o

o x o

o o o

x : Middle point

With above examples, it means that:

A Cells Radius of 3 is same as a Cells area of 7 x 7.

A Cells Area of 3x3 is same as a Cells radius of 1.

It will be better if I use the cells area than ce lls radius for

better understanding. But I use cells radius beca use of some area

damage (like radiation) is circle and not square. And in circle,

it can't be converted to numberXnumber cells area .

So don't be confused if a mention cells radius in some stats and

cells area in other stats.

Note:

Thanks to Overmind for reminding me about this co nfusing matters.

2) Shorcut keys

The use for shorcut keys can't be separated with Real-Time

Strategy Games. These keys can be changed in Game Options,

Keyboard sections. Here are the shorcut keys for Red Alert 2:

Category: Control

Keys Description

--------------------------------------------------- -----------------

Page 8: Red Alert 2 Compendium

Alliances A Toggles Alliance Status with th e owner of

selected object

Cheer C All Units to Cheer (for fun onl y)

Deploy Objects D Order selected units to Deploy or Undeploy

Guard Objects G Order selected units to 'Guard' the area

Scatter X Order selected units to scatter

Stop Objects S Order selected units to stop cu rrent action

Waypoints Z Set planning mode ON (to create waypoints)

Units that have been set for wa ypoints don't

do anything until you turn this off

Units move synchronically (have same speed)

Category: Information

Keys Description

--------------------------------------------------- -----------------

Coordinates - Gives the information of curren t coordinates of

cursors

This key is undefined by defaul t (- in here

means no key and not the minus key).

Category: Interface

Keys Description

--------------------------------------------------- -----------------

Delete Num Del Deletes the selected ob ject

Follow F Toggle Follow state of selected object(s)

Goto Radar Event Space Center the Tactical Vie w to the cycle

through last 8 EVA even ts. "Space Bar"

also goes to "Ally unde r Attack" EVA

event *

Options Esc Display game options di alog

Page User U Page a Westwood Online users

(Internet only) **

Place Beacon B Used to place a communi cation Beacon

(Multiplayer only)

Repair Mode K Toggle Repair Mode On/O ff

Sell Mode L Toggle Sell Mode On/Off

Screen Capture Ctrl-C Take a snapshots of the game screen.

(Saved as 'SCRNxxxx.PCX ' file in the

game directory)

Select Str. Tab Q Switch the command bar to Building Tab***

Select Armory Tab W Switch the command bar to Defensive Tab***

Select Inf. Tab E Switch the command bar to Infantry Tab

Select Vch. Tab R Switch the command bar to vehicle Tab

Sidebar Down Num 2 Scroll Sidebar Selectio n list downward

Sidebar Up Num 8 Scroll Sidebar Selectio n list upward

Sidebar Page Up Num 6 Page Sidebar Selection list upward

Sidebar Page Down Num 4 Page Sidebar Selection list downward

Str. List Up Num 7 Scroll Sidebar Str. Sel . list upward

Page 9: Red Alert 2 Compendium

Str. List Down Num 1 Scroll Sidebar Str. Sel . list downward

Str. List Page Up - Page Sidebar Str. Sel. list upward

Str. List Page Dn - Page Sidebar Str. Sel. list downward

Unit List Up Num 9 Scroll Sidebar Unit Sel . list upward

Unit List Down Num 3 Scroll Sidebar Unit Sel . list downward

Unit List Page Up - Page Sidebar Unit Sel. list upward

Unit List Page Dn - Page Sidebar Unit Sel. list downward

Set Bookmark 1 Ctrl-F1 Set view Bookmark map p osition 1

Set Bookmark 2 Ctrl-F2 Set view Bookmark map p osition 2

Set Bookmark 3 Ctrl-F3 Set view Bookmark map p osition 3

Set Bookmark 4 Ctrl-F4 Set view Bookmark map p osition 4

View Bookmark 1 F1 View bookmarked map pos ition 1

View Bookmark 2 F2 View bookmarked map pos ition 2

View Bookmark 3 F3 View bookmarked map pos ition 3

View Bookmark 4 F4 View bookmarked map pos ition 4

Jump to Map Edge Ctrl-Arrow keys

Jump to the edges of ma p for

corresponding arrow key s ****

(*) Before version 1.004, Space Bar only center the Tactical View

to the last Radar Event.

(**) Before version 1.004, there is no default Hotk eys for Page User.

(***) The "Q" & "W" keys that select Tab Buttons gr ab a

completed building for the cursor. Pressing again places that

building. (Version 1.004 above)

(****) Only in version 1.004

Category: Selection

Keys Description

--------------------------------------------------- -----------------

Center Base H Center the view about t he player's base

Center View Num 5 Center the view about t he selected

object(s)

Combatant Select P Select all military uni ts *

Health Navigation U Navigates across the la st selection by

health level**

Next Object N Select the next object

Previous Object M Select the previous obj ect

Type Select T Select units by type *

Veterancy Nav. Y Navigates across the la st selection by

Veterancy level***

(*) - This shortcut key selects units across SCREEN , if it is pressed

again, it selects units across MAP.

If all units selected are on screen, it autom atically select

units across MAP.

(**)- This shorcut key shows all units in selected units that in

CRITICAL condition (red health bar), then if pressed again

shows all units that in HEAVILY DAMAGED condi tion (yellow

Page 10: Red Alert 2 Compendium

health bar), then if pressed again shows all unit that in

HEALTHY condition. If pressed again, it loops back to show

all units in CRITICAL condition. It also show s the information

on how many units in that condition and how m any Cost value

of all those units.

(***) - This shortcut key shows all units in the se lected units that

are in Elite level, then if pressed again s hows all units

that are in Veteran level, then if pressed again shows all

units that are in Green status (Normal leve l). If pressed

again its loops back to show all units in E lite level.

It also shows the information on how many u nits in that

veterancy level and how many Cost value of all those units.

Category: Taunt (Multiplayer only)

Keys Description

--------------------------------------------------- -----------------

Taunt 1 F5 Send taunt message: "Need money"

Taunt 2 F6 Send taunt message: "Ready to At tack now"

Taunt 3 F7 Send taunt message: "Help me"

Taunt 4 F8 Send taunt message: "Please dist ract enemy"

Taunt 5 F9 Send taunt message: "Surrender N ow!"

Taunt 6 F10 Send taunt message: "Ha ha ha"

Taunt 7 F11 Send taunt message: "You coward"

Taunt 8 F12 Send taunt message: "Victory!!"

Notes:

- Taunt is different for each country.

Category: Team

Keys Description

--------------------------------------------------- -----------------

Create Team 1-10 Ctrl # Create team # for the selected units

Select Team 1-10 # Select team #

Add Select Team 1-10 Shift # Add selected units to team #

Center Team 1-10 Alt # Center and center view for team #

Notes:

- # can be any number between 0 and 9

- After patches 1.002, Center team can also be done by pressing # for

the second time after the team is selected

3) Mind Control

- Units that have mind control ability can target a ny enemy or

neutral unit and control its movement and action. In other

words that unit will become your own unit. But yo u can only

mind control one unit for each unit that has mind control

ability.

- There are four units that can mind control an ene my unit.

Page 11: Red Alert 2 Compendium

They are Yuri, Psi-Corp Infantry, Psi Commando, a nd Yuri Prime.

Psi-Corp Infantry only appear in campaign mode, a nd it has the

same statistics with Yuri's.

- If you control a transport, all units in the tran sport will

NOT be mind controlled, so if you deploy the tran sport, all

of the units inside go out and are still owned by enemy.

- Units that are mind controlling and a mind contro lled unit can't

enter any transport (Amphibious Transport, Nighth awk, Flak Track,

and IFV).

- To release a mind controlled unit, you can kill t he unit that

mind control it.

- To change mind control unit, just target another unit.

Example: If a Yuri is mind controlling a GI and y ou want him to

mind control a Grizzly Tank, just simply ask him to target the

Grizzly Tank.

- To release a mind controlled unit, use Force Atta ck (Ctrl-

Left Click) to any empty terrain.

- You can't mind control a unit that is being mind controlled by

other unit.

- You can't mind control a unit that is enveloped w ith

invulnerability (Iron Curtain is activated on it) .

- A mind controlled MCV can not build buildings.

- There also a few units that are IMMUNE to Mind Co ntrol:

Unit Sides Unit Sides

------------------------------------------------ ----------

Chrono Miner Allies War Miner Soviet

Attack Dog Both Terror Drone Soviet

Giant Squid Soviet Yuri Soviet

Psi Commando Allies Yuri Prime Soviet

Harrier Allies Black Eagle Korea

Kirov Airship Soviet Rocketeer Allies

Dolphin Allies (while flying)

- You CAN actually mind control a Kirov. However, it's not

exactly something that will happen often. You ha ve to have

a mind control unit near the factory that a Kirov is being

built at, without it already controlling someone.

When the Kirov finishes being built, it's initial ly "on the

ground", and can be controlled.

<Justin Mitchell>

4) Chronoshift

- Chronoshift can be used after you have built a Ch ronosphere.

- Chronoshift can teleport any unit in 3x3 Cells ar ea to another

location.

- Chronoshift can be cancelled any time as long as you don't

specify the target location.

- You can teleport any unit to shrouded areas (Just be careful

not teleport to water for your ground units).

Page 12: Red Alert 2 Compendium

- Any infantry or organic unit that is teleported w ill be killed

instead of being teleported. They include: Most i nfantry unit,

Attack Dog, Dolphin, Giant Squid, Civilian, Cow, Alligator,

Monkey, and Polar Bear.

- Chrono Legionnaires and Chrono Ivan can be Chrono shifted and

not killed by the process.

- You CAN teleport infantry only if it on a transpo rt and you

teleport the transport.

- Invulnerable unit can't be Chronoshifted.

Notes: Kevin Leung has spotted and inform me that some

invulnerable units can be chronoshifted, but I ha d rechecked

this again and couldn't do it. This is may be hap pen for

some special occasions/bugs or different version of

Red Alert 2. I will recheck this again if I have time and

update my FAQ if found something.

- You can teleport enemy units or neutral units.

Example:

* Teleport a group of enemy tanks to water to mak e them drowned.

* Teleport a group of enemy ships to grund to mak e them destroyed.

* Teleport a group of enemy infantry to kill them instantly.

* Teleport a Dolphin, Giant Squid, or Attack Dog to kill them

instantly.

* Teleport a group of landing Harriers and Black Eagle

(in Airforce Command HQ) or Nighthawk to water to destroy them.

- Vehicles are not destroyed when teleported onto a building, they

are just placed around it. <Ian Tucker>

5) Invulnerability

- Invulnerability can be used after you have built an Iron Curtain.

- Invulnerability makes any unit in 3x3 Cells area invincible and can't

be damaged in any way.

- Invulnerability durations: 750 frame delay.

- You can't make any infantry or any organic units Invulnerable.

- You can make Harriers, Black Eagles, and Nighthaw ks invulnerable,

but not Kirov Airships. Those three must land fir st when they are

cloaked with Invulnerability.

- If you make any transport invulnerable, units ins ide it are

not invulnerable.

- Invulnerable Demolition Trucks can't be killed by the enemy. It will

self-destruct on the target without anything can stop it.

- Invulnerabled building can be captured by enginee r.

- Invulnerable units that have dynamite attached to it (by Crazy

Ivan) can't be destroyed.

- V3 rocket launchers can be invulnerabled, but the rockets are not.

The same rule applies for Dreadnought.

- Invulnerable unit can't be Chronoshifted. (See no tes about

Chronoshift above)

- Invulnerable unit can't be mind controlled.

- You can use Invulnerability to enemy or neutral u nits.

Example:

Page 13: Red Alert 2 Compendium

* Destroy any group of infantry by covering them with

invulnerability.

* Destroy a Dolphin or Giant Squid by covering th em with

invulnerability.

- If you put an invulnerabled unit in a transport, the invulnerability

will not cease and expire after 750 frame delays.

6) Building

- Buildings in Red Alert 2 can only be placed near other buildings.

- Normally, buildings can be placed 2 cells adjacen t to other

building. The exception are:

Buildings Cells

--------------------------

Naval Shipyard 12

Concrete Wall 8

Sentry Gun 4

Pillbox 4

Patriot Missile 4

- All buildings need powers. Buildings that don't n eed power

are: Construction Yard, Concrete Walls, and Pillb ox.

Allied power sources are the Power Plant. While S oviet power

sources are Tesla Reactor and Nuclear Reactor.

- Buildings that can't work without power:

Ore Purifier, Gap Generator, Iron Curtain, Weathe r Control Device,

Chronosphere, Radar Facility, Psychic Sensors, Sa ttelite Uplink,

Tesla Coil, Prism Tower, Patriot Missile, Grand C annon, and

Flak Cannon.

- When a building is destroyed it's cost is divided by a specific

number for each side, the result is the number of survivors.

Allies: 500 (G.I.)

Soviet: 250 (Conscripts)

Example: Allied Chronosphere (Cost: 2500) that is destroyed will

have 5 G.I. survivors (2500/500).

7) Veteran and Elite Units

- Unit can become veteran if it destroys/kills enem y units that

have 3 times more 'points' than its value points. To become

Elite it needs 6 times more 'points' than its or iginal value

points. Buildings also have points.

Points used here are the unit/building's costs.

Example:

Rhino Tank (Cost: 900) that destroys 1 Flak Canno n (Cost: 1000),

1 Sentry Gun (Cost: 500), 2 Tesla Reactors (Cost: 600 each), and

1 Conscript (Cost: 100) will be promoted to veter an.

It happens because all unit values that it destro ys:

1000 + 500 + (600 x 2) + 100 = 2800

are greater than 3 times of its original value:

900 x 3 = 2700 < 2800

Page 14: Red Alert 2 Compendium

Notes that, if it destroys EXACTLY 3 times of its original value

it won't be promoted. It must be a little more th at 3 times

of its original value.

To become elite, the Rhino Tank must again destro y 3 unit cost

that 3 times of its original value (2700) again.

So a Veteran Rhino that destroys a War Factory (c ost 2000) and

a Service Depot (Cost: 800) will be promoted to E lite.

- Crushing an infantry also counts as killing them.

Killing/Destroying a friendly units by Force Atta ck also counts

killing them (but it has fewer points than enemy units).

This is not recommended because it is too EXPENSI VE to

make a unit a veteran.

- Veteran and Elite Units also give them these bene fits:

Veteran abilities:

Armor increased : all units

Speed increased : all units

ROF increased : all units

Weapon damage increased : all units

Ability to Scatter : Tanya and SEAL

Elite abilities:

Self heal : all units (some unit s already

have them in normal level)

HP/Strength increased : all units

ROF increased : all units

Weapon damage increased : all units

New Elite Weapons : most units (look in unit section

below for each unit Elite

Weapon details)

Note:

'all units' means all units that can be promoted to veteran.

For info about veteran stats, please read more at section I.1.

8) Credits

- Harvesters (War Miner or Chrono Miner) automatica lly harvest

ores and minerals patches after you build an Ore Refinery.

1 'bail' of Ores has a value of 25.

1 'bail' of Minerals has a value of 50.

1 Cell of ore/mineral patches can contain more th an 1 bail

(I don't know the exact number and it is hard to research).

1 Chrono Miner can hold 20 bails at maximum.

1 War Miner can hold 40 bails at maximum.

Carried bails are showed in colored pip (small do t in Harvester

that shows the color of its ores/minerals storage ). 1 Pip

is the same as 4 bails (in Chrono Miner) and 8 ba ils (in War Miner).

In a Harvester, Ores are showed in yellow color, while

minerals are showed in blue color.

Example: If a War Miner carries 5 blue Pip (at ma x in this example,

because 1 blue pip can contain 8 bails or less), it carries 2000

credits (40 bails x 50 minerals value).

For more information about 'Pip' itself, look in the other

Page 15: Red Alert 2 Compendium

section below also in this FAQ.

- You can also get credits by sell a building. Sell ing a building

costs half of its original value.

Selling a building can give you some extra infant ry that

come out from the building (GI and Conscripts), b ut it

depends on the building cost and type.

Selling Construction Yard also gives you an Engin eer.

- You can also sell unit (ground vehicles only, inc luding

Nighthawks). It costs half of its original value.

To sell a unit, move it to Service Depot. Move cu rsor to

the unit until it shows GREEN dollar sign, then c lick to

sell it.

Warning, if you sell any transport the unit insid e it

will also be sold but without credits (only the t ransport worth

the credits).

- Concrete Walls and all Tech Buildings (even you h ave captured

them) can't be sold.

- Tech Oil Derricks give you small credits (20 cred its) every

time, and give 1000 credits for the first time yo u capture them.

9) Weather Storm

- Number of seconds between announcement of strike and its

commencement: 16.666

- Damage done by lightning strike: 250

- Default storm duration is overriden by the trigge r

control: 28 seconds.

- How often the direct target gets hit: 10 seconds.

- Delay between random bolts: 0.9333 seconds

- How far away random bolts can go: 10 cells

- City-block distance in cells between clouds/bolts : 3

Note: Thanks to Alien Overmind <alien_overmind@yaho o.com> for

all of these info on Weather Storm.

10) Crates

When any units take a crate, it can do one of the f ollowing:

- Promote a group of units to Veteran status (3x3 c ells)

- Increase speed (Speed multiplied by 1.2)

- Increase armor (Armor multiplied by 1.5)

- Increase firepower (Firepower multiplied by 2)

- Add cash (Credits increased by 2000)

- Reveal all map shrouds

- Give free vehicles unit (almost any unit except N aval)

- Heal all units and buildings

Crates Powerup Probability to appear in a crate:

Powerup Type Probability in Percentage

---------------------------------------------

Promotion 20

Speed 10

Page 16: Red Alert 2 Compendium

Armor 10

Firepower 10

Cash 20

Reveal Map 10

Free Vehicles 20

Heal 10

**************

II - The Units

**************

1) Allied Infantry

------------------

1.1) GI

Country : Allies

Prerequisite : Barracks

Cost : 200 TechLevel : 1

Weapons : M60 Heavy Machine Gun (Deployed)

Parabellum Pistol (Undeployed)

Speed : 4 Sight : 5

HP : 125 Armor : none

Weapon Notes:

* Undeployed

Damage: 15 Range: 4 ROF: 20

Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)

Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)

Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

* Elite Weapon: Damage: 25 Range: 4 ROF: 20

* Deployed

Damage: 15 Range: 5 ROF: 15

Damage vs. Infantry's Armor: None (100%), Flak (1 00%), Plate (70%)

Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)

Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 25 Range: 7 ROF: 5

Notes:

- Can occupy civilian buildings (if GIs occupy a ci vilian building,

they can attack from that building by using the ' deployed' weapon).

- Can be dropped by plane if you have Paradrop/Airp ort Tech Building.

- GI cannot damage concrete walls and cannot fire p ass through

concrete walls.

- IFV Mode: 2

1.2) Engineer

Country : Allies

Page 17: Red Alert 2 Compendium

Prerequisite : Barrack

Cost : 500 TechLevel : 1

Weapons : Bomb Defuse Kit

Speed : 4 Sight : 4

HP : 75 Armor : none

Notes:

- Can capture enemy buildings or tech buildings.

- Can repair damaged buildings, including civilian buildings.

- Can repair damaged bridges by entering Bridge Rep air Hut.

- Can detect Crazy Ivan Bomb's (in range of 4) in v isual only.

- Can disabled bomb planted by Crazy Ivan but not a utomatically.

- Can't be veteran or elite by normal means.

- When in Guard Mode, increase scan range (for dete cting bomb and

repair building) by 5.

- IFV Mode: 1

1.3) Attack Dog

Country : Allies

Prerequisite : Barrack

Cost : 200 TechLevel : 2

Weapons : Teeth

Speed : 8 Sight : 9

HP : 100 Armor : none

Weapon Notes:

Damage: 30 Range: 1.5 ROF: 30

Though the dogs have only 30 damage, they always kill any infantry or

other dog (even they have HP more than 30).

The range only shows when the dog 'jumps' to atta ck the target.

Notes:

- Always in Guard Mode (chase any enemy's infantry/ dog in sight range)

- When in Guard Mode, increase scan range (detectin g spies and

other infantry) by 5.

- Can only target infantry, dog, cow, alligator, mo nkey, and polar

bear.

- Can detect spies in sight range.

- Can't be veteran or elite by normal means.

- Immune to Mind control.

- Immune to Psychic Wave.

1.4) Rocketeer

Country : Allies

Prerequisite : Barrack, Airforce Command HQ

Cost : 600 TechLevel : 3

Weapons : 20mm Mini Machine-gun

Speed : 9 Sight : 8

HP : 125 Armor : none

Page 18: Red Alert 2 Compendium

Weapon Notes:

Damage: 25 Range: 5 ROF: 30

Damage vs. Infantry's Armor: None (100%), Flak (1 00%), Plate (70%)

Damage vs. Vehicle's Armor : Light (60%), Medium (40%), Heavy (40%)

Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 25 Range: 5 ROF: 5

Notes:

- Always fly and never land. (Except in Campaign mo de where they are

in ground first)

- Rocketeer can't damage concrete wall.

1.5) Spy

Country : Allies

Prerequisite : Barrack, Allied Battle Lab

Cost : 1000 TechLevel : 5

Weapons : Make-up Kit

Speed : 4 Sight : 9

HP : 100 Armor : Flak

Notes:

- Target any enemy infantry unit, dog, cow, alligat or, or monkey

to disguise like it.

- Spy, by default, disguises like your own basic in fantry (GI for

Allies, or Conscripts for Soviet).

- Can disguise as ANY biological unit, friends or f oes.

- Can disguise as animal or neutral biological unit s (like cow and dog).

- If Spy targets another spy that has disguised, he will disguise

like that disguised form (not the spy). For examp le, spy A has

disguised as a cow, and spy B has just been creat ed. If you order

spy B to disguise as spy A (force attack spy A), spy B will camouflage

himself as a cow.

- If disguised, can still be seen in radar, and als o detected by dog

and Yuri (including Yuri Prime and Psi Commando).

- If disguised, any enemy unit doesn't automaticall y attack it (except

dog and Yuri), but it can be attacked (target cur sor shows him as

enemy).

- Can enter these buildings:

+ Barracks: Make most infantry that you train bec ome veteran.

+ War Factory: Make most vehicles that you train become veteran.

+ Radar/AA HQ: Resets the enemy's shrouds.

+ Ore Refinery: Steal half of their money.

+ Power Plant/Tesla Reactor: Shut down the power for more than 1

minute. (1000 frame delay)

+ Allied/Soviet Battle Lab: Can make a special in fantry (Chrono

Commando, Psi Commando, Yuri Prime, or Chrono I van)

+ Chronosphere, Iron Curtain, Nuclear Silo, or We ather Control:

Resets the super weapon countdown.

Page 19: Red Alert 2 Compendium

- Can't be veteran or elite by normal means.

- IFV Mode: 2

1.6) SEAL

Country : Allies

Prerequisite : Barrack, Airforce Command HQ

Cost : 1000 TechLevel : -

Weapons : MP5 Machine Gun

C4 Charges

Speed : 5 Sight : 8

HP : 125 Armor : Flak

Weapon Notes:

* MP5 Machine Gun

Damage: 125 Range: 6 ROF: 10

Damage vs. Infantry's Armor: None(200%), Flak(100 %), Plate(100%)

Damage vs. Vehicle's Armor : All (1%)

Damage vs. Building's Armor: All (1%)

Damage vs. Terror Drone : 1%

Prone Infantry still receives all damage.

SEAL doesn't target any vehicle or building autom atically, so order

him to attack those targets manually.

* C4 Charges

Damage: 5000 Range: 1.5 ROF: 10

Notes:

- Can swim and attack from water.

- Can destroy any buildings or ships by using C4.

- Can destroy bridge by entering Bridge Repair Hut.

- Can only be trained in Campaign mode.

- IFV Mode: 4

1.7) Tanya

Country : Allies

Prerequisite : Barrack, Allied Battle Lab

Cost : 1000 TechLevel : 9

Weapons : Dual Pistols

C4 Charges

Speed : 5 Sight : 8

HP : 125 Armor : Flak

Weapon Notes:

* Dual Pistols

Damage: 125 Range: 6 ROF: 10

Damage vs. Infantry's Armor: None (200%), Flak (1 00%), Plate (100%)

Damage vs. Vehicle's Armor : All (1%)

Damage vs. Building's Armor: All (1%)

Damage vs. Terror Drone : 1%

Prone Infantry still receives FULL damage.

* Elite Weapon: Damage: 125 Range: 8 ROF: 10

Page 20: Red Alert 2 Compendium

Tanya doesn't target any vehicle or building auto matically, order

her to attack those targets manually.

* C4 Charges

Damage: 5000 Range: 1.5 ROF: 10

Notes:

- Can swim and attack from water.

- Can destroy any buildings or ships by using C4.

- Can destroy bridge by entering Bridge Repair Hut.

- Can't be trained in Campaign mode.

- IFV Mode: 4

1.8) Chrono Legionnaire

Country : Allies

Prerequisite : Barrack, Allied Battle Lab

Cost : 1500 TechLevel : 10

Weapons : Neutron Riffle

Speed : Instant Sight : 8

HP : 125 Armor : None

Weapon Notes:

Damage: 8 Range: 5 ROF: 120

Neutron Rifle doesn't have damage reduction to AN Y armor,

so they always hit at full damage.

They damage the enemy (Temporary damage and not s hown) by 8 or

(more if Veteran or Elite) continously. If the da mage reaches

target's maximum HP, target is "removed". If the process is

cancelled (the Chrono Legionnaire is killed), the temporary

damage resets to 0.

* Elite Weapon: Damage: 16 Range: 5 ROF: 120

Notes:

- They move by teleporting to target location insta ntly, but the

longer the distance, the longer they are "ready" in target

location (very vulnerable).

- They enter IFV and any transport by teleporting ( instantaneous).

- They have special weapons that can remove any uni t/building. The

stronger the enemy the longer they "remove" it. K illing him while

he is targeting will release the unit/building.

Moving him or making him select another target wi ll also release

the unit/building.

- Any enemy unit's or building's targeted by them c an't be targeted

by other unit except by other Chrono Legionnaire. Also their

target can't move, attack, or do anything while s till in the

phase time.

- They cannot damage Concrete war nor attack pass t hrough

Concrete Wall.

- Cannot be crushed by vehicles.

- Tip: Send an IFV to the vicinity of enemy base. T hen send your

Chrono Legionnaire in it. Acting this way will en able the Chrono

Page 21: Red Alert 2 Compendium

Legionnaire to attack without "unwarping". Howeve r, if you unboard

him soon after he teleports to the IFV, he will " unwarp".

- IFV Mode: 10

1.9) Sniper

Country : Great Britain

Prerequisite : Barrack, Airforce Command HQ

Cost : 600 TechLevel : 1

Weapons : AWP

Speed : 4 Sight : 8

HP : 125 Armor : None

Weapon Notes:

Damage: 125 Range: 14 ROF: 150

Damage vs. Infantry's Armor: None(200%), Flak(100 %), Plate(100%)

Damage vs. Vehicle's Armor : All (1%)

Damage vs. Building's Armor: All (1%)

Damage vs. Terror Drone : 1%

Prone Infantry still receives FULL damage.

* Elite Weapon: Damage: 125 Range: 14 ROF: 60

Sniper doesn't target any vehicle or building aut omatically, order

him to attack those targets manually.

Notes:

- When Attack, the shrouds on Sniper don't reveal l ike other

normal units. (So Sniper hiding in shrouds can ki ll other infantry

without being seen)

- IFV Mode: 5

1.10) American Airborne Paratroopers

Country : America

Cost : 0

Prerequisite : Airforce Command HQ

Notes:

- American Airborne Paratroopers drop 8 GIs.

- The statistics for Paratroopers are the same as A llied GI

- If your spy has infiltrated enemy's barrack, your paratrooper will

become veteran.

- America can have BOTH of American Airborne and Al lied Paradrop.

- Paratrooper can't land in the water. If you targe t them to water,

they automatically land in the nearest land.

1.11) Allied Paradrop

Country : Allies

Cost : 0

Prerequisite : Airport (Tech Building Captured)

Notes:

- Paradrop drops 6 GIs.

Page 22: Red Alert 2 Compendium

- The statistics for Paradrop are same as Allied GI

- If your spy has infiltrated enemy's barrack, your paratrooper will

become veteran.

- America can have BOTH of American Airborne and Al lied Paradrop.

- Paradrop can't land in the water. If you target t hem to water,

they automatically land in the nearest land.

1.12) Chrono Commando

Country : Allies

Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab

Cost : 2000 TechLevel : 9

Weapons : Chrono MP5 Machine Gun

C4 Charges

Speed : Instant Sight : 8

HP : 100 Armor : None

Weapon Notes:

* Chrono MP5

Damage: 125 Range: 6 ROF: 10

Damage vs. Infantry's Armor: None(200%), Flak(100 %), Plate(75%)

Damage vs. Vehicle's Armor : All (1%)

Damage vs. Building's Armor: Use other weapons (C 4)

Damage vs. Terror Drone : 75%

Prone Infantry still receives FULL damage.

* C4 Charges

Damage: 5000 Range: 1.5 ROF: 10

Destroy any targetted building instantly after he finishes

"unwarping".

Notes:

- They move by teleporting to target location insta ntly, but the

longer the distance, the longer they are "ready" in target (very

vulnerable).

- Can target building and destroyed it (using C4), but still needs

"unwarp" before destroying the building.

- Can't enter water like SEAL and Tanya.

- They enter IFV and any transport by teleporting ( instantaneous).

- Cannot be crushed by vehicles.

- Tip: Send an IFV to the vicinity of enemy base. T hen send your

Chrono Commando in it. Acting this way will enabl e the Chrono

Commando to attack without "unwarping". However, if you unboard

him soon after he teleports to the IFV, he will " unwarp".

- IFV Mode: 4

1.13) Psi Commando

Country : Allies

Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab

Cost : 1000 TechLevel : 9

Weapons : Mind Control

C4 Charges

Page 23: Red Alert 2 Compendium

Speed : 5 Sight : 8

HP : 100 Armor : None

Weapon Notes:

* Mind Control

Damage: - Range: 7 ROF: 200

* Elite Weapon: Damage: - Range: 14 ROF: 2 00

Notes:

- Mind Control can target most unit to become your unit. Mind Control

can only target 1 unit. If you choose to control other unit, the

control of previous unit will be lost.

Controlled unit can be freed by kill the mind con troller.

- Mind Control can't target buildings and some unit s immune to it.

- To release Mind Control on a target, just select another target, or

use Force Attack (Ctrl-Left Click) to empty area.

- Can destroy any building by using C4.

- Can destroy bridge by entering Bridge Repair Hut.

- Immune to Mind Control.

- Immune to Psychic Wave.

- Can detect spies.

- Cannot be crushed by vehicles.

- IFV Mode: 4

2) Soviet Infantry

------------------

2.1) Conscripts

Country : Soviet

Prerequisite : Barrack

Cost : 100 TechLevel : 1

Weapons : M1 Carbine

Speed : 4 Sight : 5

HP : 125 Armor : Flak

Weapon Notes:

Damage: 15 Range: 4 ROF: 25

Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)

Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), Heavy(25%)

Damage vs. Building's Armor: Wood(75%), Steel(50% ), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

* Elite Weapon: Damage: 20 Range: 5 ROF: 25

Notes:

- Can occupy civilian buildings.

- Can be dropped by plane if you have Paradrop/Airp ort Tech Building.

- Conscripts cannot damage concrete walls and canno t fire pass

through Concrete wall.

- IFV Mode: 2

Page 24: Red Alert 2 Compendium

2.2) Engineer

Country : Soviet

Prerequisite : Barrack

Cost : 500 TechLevel : 1

Weapons : Bomb Defuse Kit

Speed : 4 Sight : 4

HP : 75 Armor : none

Notes:

- Can capture enemy buildings or tech buildings.

- Can repair damaged Buildings, including civilian buildings.

- Can repair damaged bridge by entering Bridge Repa ir Hut.

- Can detect Crazy Ivan Bomb's (in range of 4) in v isual only.

- Can disabled bomb planted by Crazy Ivan but not a utomatically.

- Can't be veteran or elite by normal means.

- When in Guard Mode, increase scan range (for dete cting bomb and

repair building) by 5.

- IFV Mode: 1

2.3) Attack Dog

Country : Soviet

Prerequisite : Barrack

Cost : 200 TechLevel : 2

Weapons : Teeth

Speed : 8 Sight : 9

HP : 100 Armor : none

Weapon Notes:

Damage: 30 Range: 1.5 ROF: 30

Even the dogs have only 30 damage, but they alway s kill any infantry or

other dog (even they have HP more than 30).

The range only shows when the dog 'jumps' to atta ck the target.

Notes:

- Always in Guard Mode (chase any enemy's infantry/ dog in sight range)

- When in Guard Mode, increase scan range (detectin g spies and

other infantry) by 5.

- Can only target infantry or other dog.

- Can detect spies in sight range.

- Can't be veteran or elite by normal means.

- Immune to Mind control.

- Immune to Psychic Wave.

2.4) Flak Trooper

Country : Soviet

Prerequisite : Barrack, Radar

Cost : 300 TechLevel : 1

Weapons : Flak Gun

Flak Anti-Air Gun

Speed : 4 Sight : 5

Page 25: Red Alert 2 Compendium

HP : 100 Armor : none

Weapon Notes:

* Anti-Air Flak Gun

Damage: 20 Range: 8 ROF: 25

Damage vs. Infantry's Armor: None (150%), Flak (1 00%), Plate (50%)

Damage vs. Vehicle's Armor : Light (80%), Medium (20%), Heavy (20%)

Damage vs. Building : There are no flying building

* Elite Weapon: Damage: 20 Range: 8 ROF: 25

Fire 2 times in rapid succession.

* Anti-Surface Flak Gun

Damage: 20 Range: 5 ROF: 20

Damage vs. Infantry's Armor: None (150%), Flak (1 00%), Plate (50%)

Damage vs. Vehicle's Armor : Light(60%), Medium ( 10%), Heavy (10%)

Damage vs. Building's Armor: Wood (30%), Steel (2 0%), Concrete (10%)

Damage vs. Terror Drone : 100%

* Elite Weapon: Damage: 20 Range: 5 ROF: 20

Fire 2 times in rapid succession.

* Both

Flak Trooper's Weapon is inaccurate and slow, but the bullet

explodes and any unit/building in the area (1 Cel l nearby) will be

damaged (Of course the units near the center of e xplosion receive

more damage than the unit far from the center).

Notes:

- Flak Troopers can attack ground but they are more useful for Anti-

Air units.

- IFV Mode: 3

2.5) Tesla Trooper

Country : Soviet

Prerequisite : Barrack

Cost : 500 TechLevel : 5

Weapons : Electric Bolt

Speed : 4 Sight : 6

HP : 130 Armor : Plate

Weapon Notes:

* Electric Bolt

Damage: 50 Range: 3 ROF: 60

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(85%), Medium ( 100%), Heavy(100%)

Damage vs. Building's Armor: All (50%)

Damage vs. Terror Drone : 200%

* Elite Weapon: Damage: 50 Range: 5 ROF: 40

Can damage 2 other targets that a re near the

primary target (Ignore any Concre te Walls for 2

other targets).

* Assault Bolt (only when near Tesla Coil)

Range: 1.83 ROF: 25

Page 26: Red Alert 2 Compendium

This is the Tesla Troopers charge when near Tesla Coil.

Charging means increasing Tesla Coil range and da mage.

Charging an unpowered Tesla Coil means to give th e Tesla Coil

power to work (needs at least 2 Tesla Troopers ch arging).

1 Tesla Trooper charging to a powered Tesla Coil can make

the Tesla Coil overpowered. While unpowered Tesl a Coil (your

power gauge is red) needs at least 3 Tesla Troope r to

overpowered it (look in Tesla Coil section below for more

description).

Notes:

- When near Tesla Coil, Tesla Trooper can charge th e Tesla Coil to

increase range, damage, and fire speed (reduce RO F) of the Tesla

Coil. They still can attack (and release the char ges on Tesla

Coil) enemy unit that moves near them.

- Tesla Trooper can't be crushed by Vehicles.

- Can't damage Concrete Wall and attack pass throug h Concrete Walls.

It can attack pass Concrete Wall only when in Eli te status.

(Thanks to Blossom Storm for remind me about this ).

- IFV Mode: 6

2.6) Crazy Ivan

Country : Soviet

Prerequisite : Barrack, Radar

Cost : 600 TechLevel : 5

Weapons : Ivan Dynamites

Speed : 4 Sight : 6

HP : 125 Armor : None

Weapon Notes:

* Ivan Dynamites

Damage: 400 Range: 1.5 ROF: 50

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood(100%), Steel(25 0%), Concrete(20%)

Range in here means the distance a Crazy Ivan mus t take to plant

the bomb.

The Time for Bomb to Explode is about 450 frame d elay (30 seconds).

* Elite Weapon: Damage: 600

Notes:

- Can plant bomb into any unit or buildings (friend or foe). When

planted, the bomb timer in the unit will countdow n. If the timer

reaches zero, the planted unit will be damaged (o r destroyed) and

also the explosion will damage the nearby area.

- Can't be veteran or elite by normal means.

- Crazy Ivan can also plant bomb on enemy's aircraf ts (Harrier,

Black Eagle, and Nighthawk) when they are on land .

- Units with bomb planted on them that enter a tran sport won't

explode in transport when the bomb timer expires. But, they will

Page 27: Red Alert 2 Compendium

explode immediately when they go out from transpo rt (if the bomb

timer expires inside tranport). They don't explod e when the

transport destroyed. The more the units with plan ted bomb in

the transport, the explosion will do more damage.

Considering its speed and its transport capacity, Flak Track is

recommended, and units onboard are Conscripts bec ause of their

low costs.

- Explodes when killed.

- Can't install bomb on a naval unit (except amphib ious transport).

- IFV Mode: 7

2.7) Yuri

Country : Soviet

Prerequisite : Barrack, Soviet Battle Lab

Cost : 1200 TechLevel : 10

Weapons : Mind Control

Psychic Wave

Speed : 4 Sight : 12

HP : 100 Armor : None

Weapon Notes:

* Mind Control

Damage: - Range: 7 ROF: 200

* Elite Weapon: Damage: - Range: 14 ROF: 2 00

* Psychic Wave

Damage: 250 Range: 3 Cells ROF: 50

Undeploy Delay: 150

Notes:

- Mind Control can target most units to become your unit. Mind Control

can only target 1 unit. If you choose to control other unit, the

control of previous unit will be lost.

Controlled unit can be freed by kill the mind con troller.

- Mind Control can't target buildings and units imm une to it.

- To release Mind Control on a target, just select another target, or

use Force Attack (Ctrl-Left Click) to empty area.

- When deployed, Yuri casts Psychic Wave and kills any infantry nearby

(including your own units). Yuri must rest for a while after that

before he can move or do anything.

- Immune to Mind Control.

- Immune to Psychic Wave.

- Can detect spies.

- IFV Mode: 8

2.8) Desolator

Country : Iraq

Prerequisite : Barrack, Radar

Cost : 600 TechLevel : 8

Weapons : Radiation beam gun

Radiation eruption gun

Page 28: Red Alert 2 Compendium

Speed : 4 Sight : 6

HP : 150 Armor : Plate

Weapon Notes:

* Radiation Beam Gun

Damage: 125 Range: 6 ROF: 50

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(20%), Medium(1 5%), Heavy(10%)

Damage vs. Building's Armor: Can't Attack Buildin g.

* Elite Weapon: Damage: 200 Range: 8 ROF: 50

* Radiation Eruption Gun

Range: 10 Cells ROF: 60

Radiation Level: 500

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(20%), Medium(1 0%), Heavy(10%)

Damage vs. Building's Armor: Can't Attack Buildin g.

Notes:

- When Deployed, he creates an area of radiation th at damages all

units on it (except Terror Drones, Chrono Miner, War Miner,

and Desolators).

Radiation remains as long as the Desolator is sti ll deployed.

- Cannot be crushed by vehicles.

- Desolators use Radiation weapons, so they can't d amage any unit

immune to it.

- Immune to Radiation.

- Self Regeneration.

- IFV Mode: 9

2.9) Terrorist

Country : Cuba

Prerequisite : Barrack, Radar

Cost : 200 TechLevel : 5

Weapons : Terror Bomb

Speed : 6 Sight : 9

HP : 75 Armor : Flak

Weapon Notes:

Damage: 225 Range: 1.5 ROF: 10

Damage vs. Infantry's Armor: None(150%), Flak(100 %), Plate(100%)

Damage vs. Vehicle's Armor : Light(90%), Medium(5 0%), Heavy(50%)

Damage vs. Building's Armor: Wood(100%), Steel(15 0%), Concrete(30%)

Damage vs. Terror Drone : 100%

Terrorist attacks with suicide bomb.

Area near explosion (2 Cells) is also damaged.

Notes:

- Can't be veteran or elite by normal means.

- Explodes with Terror Bomb when killed.

- Before version 1.004, Terrorist HP was only 50.

Page 29: Red Alert 2 Compendium

- IFV Mode: 11

2.10) Soviet Paratroopers

Country : Soviet

Cost : 0

Prerequisite : Airport (Tech Building Captured)

Notes:

- Paratroopers drop 9 Conscripts.

- The statistics for Paratroopers are the same as S oviet's Conscripts.

- If your spy has infiltrated enemy's barrack, your paratrooper will

become veteran.

- Paratrooper can't land in the water. If you targe t them to water,

they automatically land in the nearest land.

2.11) Yuri Prime

Country : Soviet

Prerequisite : Barrack, Spy infiltrating the Soviet Battle Lab

Cost : 2000 TechLevel : 10

Weapons : Mind Control

Psychic Wave

Speed : 6 Sight : 8

HP : 200 Armor : None

Weapon Notes:

* Super Mind Control

Damage: - Range: 30 ROF: 200

* Psychic Wave

Damage: 250 Range: 3 Cells ROF: 50

Undeploy Delay: 75

Notes:

- Mind Control can target most unit to become your unit. Mind Control

can only target 1 unit. If you choose to control other unit, the

control of previous unit will lost.

Controlled unit can be freed by kill the mind con troller.

- Mind Control can't target buildings and units imm une to it.

- When deployed, Yuri Prime casts Psychic Wave and kills any infantry

nearby (including your own units). Yuri Prime mus t rest for a while

after that before he can move or do anything.

- To release Mind Control on a target, just select another target,

or use Force Attack (Ctrl-Left Click) to empty a rea.

- Immune to Mind Control.

- Immune to Psychic Wave.

- Can detect spies.

- Cannot be crushed by vehicles.

- Can only train 1 Yuri Prime.

Trick: Before training a Yuri Prime, build a clon ing vats first

and you'll have 2 Yuri Primes.

- IFV Mode: 8

Page 30: Red Alert 2 Compendium

2.12) Chrono Ivan

Country : Soviet

Prerequisite : Barrack, Spy infiltrating the Allied Battle Lab

Cost : 1000 TechLevel : 9

Weapons : Ivan Dynamites

Speed : Instant Sight : 8

HP : 100 Armor : None

Weapon Notes:

* Ivan Dynamites

Damage: 400 Range: 1.5 ROF: 50

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood(100%), Steel(25 0%), Concrete(20%)

Range in here means the distance a Chrono Ivan mu st take to plant

the bomb.

The Time for Bomb to Explode is about 450 frame d elay.

* Elite Weapon: Damage: 600

Notes:

- They move by teleporting to target location insta ntly, but the

longer the distance, the longer they are "ready" in target (very

vulnerable).

- They enter IFV and any transport by teleporting ( instantaneous).

- Can plant bomb into any unit or buildings (friend or foe). When

planted, the bomb timer in the unit will countdow n. If the timer

reaches zero, the planted unit will be damaged (o r destroyed) and

also the explosion will damage the nearby area.

- Can't be veteran or elite by normal means.

- Explodes when killed.

- Cannot be crushed by vehicles.

- IFV Mode: 7

3) Allied Vehicle and Aircraft

------------------------------

3.1) Chrono Miner

Country : Allies

Prerequisite : War Factory, Ore Refinery

Cost : 1400 TechLevel : 1

Weapons : None

Speed : 4 Sight : 4

HP : 1000 Armor : Medium

Notes:

- Allied Harvester automatically searches ore to ha rvest when built.

Use teleportation when unloading to Ore Refinery. If the Refinery

is occupied (there is another harvester), it move s normally.

So, if it is attacked by enemy and you have nothi ng to protect it,

order it to return and you can save one harvester .

Page 31: Red Alert 2 Compendium

- Self Healing.

- Immune to Radiation and Mind Control.

- When a Terror Drone attaches its body, and it tel eports back, the

Terror Drone is left behind.

- Can't be veteran or elite by normal means.

3.2) Grizzly Battle Tank

Country : Allies

Prerequisite : War Factory

Cost : 700 TechLevel : 2

Weapons : 105mm Cannon

Speed : 7 Sight : 8

HP : 300 Armor : Heavy

Weapon Notes:

Damage: 65 Range: 5 ROF: 60

Damage vs. Infantry's Armor: All (25%)

Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: Wood (65%), Steel(45 %), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 55 Range: 5 ROF: 75

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood (65%), Steel(45 %), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Notes:

- Can't attack pass Concrete Wall but can damage an d destroy wall.

- Weapon affected by elevation and cliff.

3.3) IFV

Country : Allies

Prerequisite : War Factory

Cost : 600 TechLevel : 3

Weapons : Hover Missiles

(Changes depending on boarding infan try)

Speed : 10 Sight : 8

HP : 200 Armor : Light

Weapon Notes:

* Hover Missiles (Anti-Surface and Anti-Air)

Damage: 25 Range: 6 ROF: 50

Damage vs. Infantry's Armor: None (100%), Flak (9 0%), Plate (80%)

Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), Heavy(35%)

Damage vs. Building's Armor: Wood (75%), Steel(40 %), Concrete(20%)

Damage vs. Terror Drone : 80%

Prone Infantry reduces the damage to 70%.

Fire 2 times in rapid succession.

Page 32: Red Alert 2 Compendium

Can pass through Concrete Wall, ignore land eleva tions and cliffs.

Can damage land eleveation (make holes) at 10% ch ance.

Can destroy Ore patches.

* Elite Weapon: Damage: 80 Range: 6 ROF: 5 0

Fire 4 times in rapid succession.

* Repair Bullets

Repair: 50 Range: 1.8 ROF: 80

Can repair Vehicles, but not Infantry.

Can remove Terror Drones attached in Vehicles (On ly need 1 Repair

'Tick').

Automatically repair nearby units when in Guard M ode.

* M60 Machine Gun

Damage: 15 Range: 6 ROF: 20

Damage vs. Infantry's Armor: None (100%), Flak (1 00%), Plate (70%)

Damage vs. Vehicle's Armor : Light(60%), Medium(4 0%), Heavy(40%)

Damage vs. Building's Armor: Wood (75%), Steel(50 %), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

Cannot damage Concrete Walls or attack pass throu gh Concrete Walls.

* Flak Gun (Anti-Surface only)

Damage: 30 Range: 7 ROF: 15

Damage vs. Infantry's Armor: None (150%), Flak (1 00%), Plate (50%)

Damage vs. Vehicle's Armor : Light(60%), Medium(1 0%), Heavy(10%)

Damage vs. Building's Armor: Wood (30%), Steel(20 %), Concrete(10%)

Damage vs. Terror Drone : 100%

Cannot damage Concrete Walls or attack pass throu gh Concrete Walls.

Damage unit in nearby area (1 Cell nearby).

* MP5 Machine Gun

Damage: 125 Range: 6 ROF: 20

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (2%)

Damage vs. Building's Armor: All (2%)

Damage vs. Terror Drone : 100%

Prone Infantry still receives FULL damage.

Cannot damage Concrete Walls or attack pass throu gh Concrete Walls.

* AWP

Damage: 125 Range: 14 ROF: 60

Damage vs. Infantry's Armor: None (200%), Flak (1 00%), Plate (100%)

Damage vs. Vehicle's Armor : All (1%)

Damage vs. Building's Armor: All (1%)

Prone Infantry still receives FULL damage.

Sniper IFV doesn't target any vehicle or building automatically.

Order it to target vehicles and buildings manuall y.

* Electric Bolt

Damage: 60 Range: 6 ROF: 45

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(85%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: All (50%)

Damage vs. Terror Drone : 200%

Can't damage Concrete Wall and attack pass throug h Concrete Walls.

Page 33: Red Alert 2 Compendium

Before version 1.004, Electric Bolt's ROF was 30.

* Small Nuclear Bomb

Damage: 200 Range: 5 Cells ROF: 80

Radiation: 500

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(90%), Medium(5 0%), Heavy(50%)

Damage vs. Building's Armor: Wood(100%), Steel(15 0%), Concrete(20%)

Damage vs. Terror Drone : 100%

IFVs attacking with Nuclear Bomb is also destroye d (suicide attack).

Before version 1.004, Damage was 600.

* Psychic Wave

Range: 1 ROF: 10

Kill all infantry that in radius of 3 Cells after reaching first

target (must near first target before releasing P sychic Wave).

While in this attack mode, an area of Psychic Wav e appears near

IFV and only stops after IFV moves (the effect is disappearing

after a moment).

* Radiation Beam Gun

Damage: 175 Range: 7 ROF: 30

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(20%), Medium(1 5%), Heavy(10%)

Damage vs. Building's Armor: Can't damage buildin g

This is a radiation weapon, so can't damage any u nit that is immune

to Radiation.

* Neutron Rifle

Damage: 10 Range: 6 ROF: 120

Neutron Rifle doesn't have damage reduction to AN Y armor,

so they always hit at full damage.

They damage the enemy (Temporary damage and not s hown) by 5 or

(more if Veteran or Elite) continously. If the da mage reaches

target's maximum HP, target is "removed". If the process is

cancelled (the Chrono IFV is destroyed), the temp orary damage

resets to 0.

This IFV weapon has a little difference with Chro no Legionnaire

weapons. It sometimes needs reloading and doesn't fire continously

like Chrono Legionnaire.

Version 1.004 above, Chrono Legionnaire's IFV des troy

units/buildings more slowly.

* Terror Bomb

Damage: 250 Range: 1.5 ROF: 10

Damage vs. Infantry's Armor: None(150%), Flak(100 %), Plate(100%)

Damage vs. Vehicle's Armor : Light(90%), Medium(5 0%), Heavy(50%)

Damage vs. Building's Armor: Wood(100%), Steel(15 0%), Concrete(30%)

Damage vs. Terror Drone : 100%

IFVs attacking with this is also destroyed (suici de attack).

Area near explosion (2 Cells) is also damaged.

Notes:

- IFV can changes modes depending on any infantry t hat boards it.

It can only carry 1 infantry.

Page 34: Red Alert 2 Compendium

- IFV has 12 Modes:

Mode Infantry Weapon

------------------------------------------------- -----

0 None Hover Missile s

1 Engineer Repair Bullet s

2 GI, Conscripts, Spy M60 Machine G un

3 Flak Trooper Flak Gun

4 SEAL, Tanya, Psi Commando, MP5 Machine G un

Chrono Commando

5 Sniper AWP

6 Tesla Trooper Electric Bolt

7 Crazy Ivan, Chrono Ivan Small Nuclear Bomb

8 Yuri, Yuri Prime Psychic Wave

9 Desolators Radiation Bea m Gun

10 Chrono Legionnaire Neutron Rifle

11 Terrorist Terror Bomb

- For their specific notes, look in Weapon Notes ab ove.

- Although many IFV weapons look the same with its passengers,

many of them have more range.

- Mind Controlled Units and mind controlling units that still have

mind control attached to a unit can't enter IFV.

- Attack Dog can enter IFV, but IFV Mode is still 0 (as like nothing

in it).

- Can't unload if in service depot.

- Infantry entering IFV will not be promoted, but t he IFV will.

3.4) Prism Tank

Country : Allies

Prerequisite : War Factory, Allied Battle Lab

Cost : 1200 TechLevel : 8

Weapons : Prism Cannon

Speed : 4 Sight : 8

HP : 150 Armor : Light

Weapon Notes:

* Prism Cannon

Damage: 100 Range: 10 ROF: 100

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(75%), Medium(5 0%), Heavy(50%)

Damage vs. Building's Armor: All (200%)

Damage vs. Terror Drone : 100%

Can attack pass through Concrete Wall but can't d amage Walls.

Can attack ignoring land elevation, but still obs tructed by cliffs.

When attacking, can "reflect" to at most 5 other objects (units,

buildings, tress, or other objects).

* Prism Reflection: Damage: 30 Range: 3 RO F: 120

* Elite Weapon: Damage: 150 Range: 10 R OF: 100

* Elite Prism Reflection: Damage: 50 Range: 5 ROF: 100

The Reflection of Elite weapons also CAN reflec t again, with

Page 35: Red Alert 2 Compendium

the same statistics as normal weapons (Damage: 30, Range: 3,

ROF: 120), but can only reflect 3 times.

3.5) Mirage Tank

Country : Allies

Prerequisite : War Factory, Allied Battle Lab

Cost : 1000 TechLevel : 9

Weapons : Mirage Gun

Speed : 7 Sight : 9

HP : 200 Armor : Light

Weapon Notes:

Damage: 100 Range: 7 ROF: 70

Damage vs. Infantry's Armor: None(100%), Flak(100 %), Plate(80%)

Damage vs. Vehicle's Armor : All(100%)

Damage vs. Building's Armor: Wood(30%), Steel(20% ), Concrete(20%)

* Elite Weapon: Damage: 150 Range: 9 ROF: 80

Notes:

- When not moving, Mirage Tank automatically disgui ses as a tree.

- When disguising, it can still attack the enemy.

- When attacking, the shroud on Mirage Tank doesn't reveal like

other normal units. (So Mirage Tank hiding in shr ouds can kill

other units without being seen)

- Can't destroy Concrete Wall nor attack pass throu gh Concrete Walls.

3.6) Allied MCV

Country : Allies

Prerequisite : War Factory, Service Depot

Cost : 3000 TechLevel : 10

Weapons : None

Speed : 4 Sight : 6

HP : 1000 Armor : Heavy

Notes:

- Can deploy into Allied Construction Yard.

- DO NOT deploy an drone-infiltrated MCV! Read Terr or Drone section for

more information.

3.7) Tank Destroyer

Country : Germany

Prerequisite : War Factory, Airforce Command HQ

Cost : 900 TechLevel : 2

Weapons : SABOT Shells

Speed : 5 Sight : 8

HP : 400 Armor : Heavy

Weapon Notes:

Damage: 150 Range: 5 ROF: 70

Damage vs. Infantry's Armor: All (2%)

Page 36: Red Alert 2 Compendium

Damage vs. Vehicle's Armor : Light(100%), Medium( 40%), Heavy(100%)

Damage vs. Building's Armor: All (2%)

Damage vs. Terror Drone : 2%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 175 Range: 6.75 ROF: 60

Damage vs. Infantry's Armor: All (2%)

Damage vs. Vehicle's Armor : Light(100%), Mediu m(50%), Heavy(100%)

Damage vs. Building's Armor: All (2%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

Notes:

- Can damage Concrete Walls, but can't attack pass Concrete Walls.

- Weapon affected by elevation and cliff.

3.8) Harrier

Country : Allies Type: Aircraft

Prerequisite : Airforce Command HQ

Cost : 1200 TechLevel : 3

Weapons : Maverick

Speed : 14 Sight : 8

HP : 150 Armor : Light

Weapon Notes:

Damage: 150 Range: 6 ROF: 10

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood(100%), Steel(10 0%), Concrete(75%)

Fire 2 times in rapid succession.

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 300 Range: 9 ROF: 10

Fire 4 times in rapid succession.

Notes:

- Harrier is automatically repaired in Airforce Com mand HQ.

- Harrier only has 1 ammo, and always reloadsin Air force

Command HQ. If it damaged it will be repaired fir st before

reloading Ammo.

- Can damage Concrete Walls.

- Immune to Mind Control.

3.9) Black Eagle

Country : Korea Type: Aircraft

Prerequisite : Airforce Command HQ

Cost : 1200 TechLevel : 3

Weapons : Maverick2

Speed : 14 Sight : 8

HP : 200 Armor : Light

Weapon Notes:

Page 37: Red Alert 2 Compendium

Damage: 200 Range: 6 ROF: 10

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood(100%),Steel(100 %),Concrete(75%)

Fire 2 times in rapid succession.

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 400 Range: 9 ROF: 10

Notes:

- Black Eagle is automatically repaired in Airforce Command HQ.

- Black Eagle only has 1 ammo, and always reloads i n Airforce

Command HQ. If it is damaged it will be repaired first before

reloading Ammo.

- Can damage Concrete Walls.

- Immune to Mind Control.

3.10) Nighthawk

Country : Allies Type: Aircraft

Prerequisite : War Factory

Cost : 1000 TechLevel : 7

Weapons : Nighthawk Cannon

Speed : 14 Sight : 7

HP : 175 Armor : Light

Weapon Notes:

Damage: 35 Range: 6 ROF: 40

Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)

Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), Heavy(25%)

Damage vs. Building's Armor: Wood(75%), Steel(50% ), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

* Elite Weapon: Damage: 40 Range: 6 ROF: 40

Damage vs. Infantry's Armor: None(100%), Flak(1 00%), Plate (70%)

Damage vs. Vehicle's Armor : Light(70%), Medium (60%), Heavy(40%)

Damage vs. Building's Armor: Wood(75%), Steel(5 0%), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

Notes:

- Can transport up to 5 infantry.

- Invisible to enemy radar.

- Cannot damage concrete walls.

- Can only attack unit on surface while in flight.

- Can't unload if in service depot.

4) Soviet Vehicle and Aircraft

------------------------------

4.1) War Miner

Country : Soviet

Prerequisite : War Factory, Ore Refinery

Page 38: Red Alert 2 Compendium

Cost : 1400 TechLevel : 1

Weapons : 20mm Machine Gun

Speed : 4 Sight : 4

HP : 1000 Armor : Medium

Weapon Notes:

Damage: 30 Range: 5.5 ROF: 20

Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)

Damage vs. Vehicle's Armor : Light(50%), Medium(2 0%), Heavy(20%)

Damage vs. Building's Armor: Wood(20%), Steel(15% ), Concrete(10%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 50 Range: 5.75 ROF: 50

Damage vs. Infantry's Armor: None(100%), Flak(9 0%), Plate (80%)

Damage vs. Vehicle's Armor : Light(60%), Medium (40%), Heavy(40%)

Damage vs. Building's Armor: Wood(50%), Steel(4 0%), Concrete(25%)

Damage vs. Terror Drone : 80%

Prone Infantry reduces the damage to 50%.

Can damage concrete walls.

Notes:

- Self Healing.

- Immune to Radiation and Mind Control.

- Cannot damage concrete walls before reaching Elit e level.

- Cannot attack pass concrete walls.

- Weapon affected by elevation and cliff.

4.2) Rhino Heavy Tank

Country : Soviet

Prerequisite : War Factory

Cost : 900 TechLevel : 2

Weapons : 120mm Cannon

Speed : 6 Sight : 8

HP : 400 Armor : Heavy

Weapon Notes:

Damage: 90 Range: 5.75 ROF: 65

Damage vs. Infantry's Armor: All (25%)

Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: Wood(65%), Steel(45% ), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

* Elite Weapon: Damage: 85 Range: 5 ROF: 80

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: Wood (65%), Steel(45 %), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Fire 2 times in rapid succession.

Page 39: Red Alert 2 Compendium

Notes:

- Can't attack pass Concrete Wall but can damage an d destroy wall.

- Weapon affected by elevation and cliff.

4.3) Flak Track

Country : Soviet

Prerequisite : War Factory

Cost : 500 TechLevel : 3

Weapons : Flak Track Gun

Flak Track Anti-Air Gun

Speed : 8 Sight : 8

HP : 180 Armor : Heavy

Weapon Notes:

* Anti-Air Flak Gun

Damage: 35 Range: 10 ROF: 25

Damage vs. Infantry's Armor: None(150%), Flak(80% ), Plate(50%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 20%), Heavy(20%)

Damage vs. Building : There are no flying building

* Elite Weapon: Damage: 20 Range: 8 ROF: 25

Fire 2 times in rapid succession.

* Anti-Surface Flak Gun

Damage: 25 Range: 5 ROF: 40

Damage vs. Infantry's Armor: None(150%), Flak(100 %), Plate(50%)

Damage vs. Vehicle's Armor : Light(60%), Medium ( 10%), Heavy(10%)

Damage vs. Building's Armor: Wood(30%), Steel(20% ), Concrete(10%)

Damage vs. Terror Drone : 100%

* Elite Weapon: Damage: 25 Range: 5 ROF: 40

Fire 2 times in rapid succession.

* Both

Flak Track's Weapons are inaccurate and slow, but the bullet

explodes and any unit/building in the area (1 Cel l nearby) will

be damaged (Of course the units near the center o f explosion receive

more damage than the unit far from the center).

Notes:

- Can carry up to 5 infantry passengers.

- Can't unload if in service depot.

4.4) V3 Launcher

Country : Soviet

Prerequisite : War Factory, Radar

Cost : 800 TechLevel : 3

Weapons : V3 Rocket (1 Missile)

Speed : 4 Sight : 7

HP : 150 Armor : Light

Weapon Notes:

Damage: 200 Range : 18 (Minimum: 5) ROF: 150

Missile Spawn Rate : 400

Page 40: Red Alert 2 Compendium

Missile HP : 50

Damage vs. Infantry's Armor: None(100%), Flak(90% ), Plate(80%)

Damage vs. Vehicle's Armor : Light(90%), Medium(7 0%), Heavy(70%)

Damage vs. Building's Armor: Wood(100%), Steel(10 0%), Concrete(50%)

Damage vs. Terror Drone : 80%

Prone Infantry reduces the damage to 70%.

All units/buildings in Area near explosion (1 Cel l) are also

damaged.

Can destroy Concrete Walls.

Can pass through Concrete Wall, ignore land eleva tions and cliffs.

Can damage land elevation (make holes) at 10% cha nce.

Can destroy Ore patches.

* Elite Weapon: Damage: 400

4.5) Terror Drone

Country : Soviet

Prerequisite : War Factory

Cost : 500 TechLevel : 4

Weapons : Drone Jump

Speed : 10 Sight : 4

HP : 100 Armor : Special

Weapon Notes:

Damage: 50 Range: 1.83 ROF: 60

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building : Can't target buildin g.

Damage vs. Terror Drone : Can't attack other D rones.

Notes:

- When attacking a vehicle, it will attach to the v ehicle and damage

it until the unit is destroyed.

- A single vehicle can not be attacked by more than one terror

drone, meaning that if a terror drone has attacke d a vehicle, that

vehicle can not be infiltrated by other drones ex cept the drone

inside is removed.

- If the unit is destroyed by the Drone,the Drone w ill emerge and

be ready to attack again. But if the unit is dest royed by other

unit/building, the Drone inside is also destroyed .

- Can't target buildings and other Terror Drones.

- Can't be veteran or elite by normal means.

- Can't crush enemy infantry, instead, it attacks b y jumping and

killing it in one hit (like Attack Dog).

- Terror Drone can also attack enemy's aircraft (Ha rrier, Black

Eagle, and Nighthawk) when they are on land (not in flight),

and damage them like other land units. But when t hey are

destroyed, they will crash and the Terror Drone w ill also be

destroyed. Contrary to the data above, some tests prove that if

the Harrier is near the land or on the Airforce C ommand HQ, the

terror drone may have a chance of escaping.

Page 41: Red Alert 2 Compendium

- Terror Drone may be used against an MCV. If the M CV is deployed, the

Terror Drone is still inside. However, if the MCV is then ordered to

undeploy (from CY into an MCV), the MCV will auto matically disappear

and the terror drone will be ready to receive nex t order.

- A drone-infiltrated vehicle can not be loaded int o a transport.

- Immune to Radiation, Mind Control, and Psychic Wa ve.

4.6) Apocalypse Assault Tank

Country : Soviet

Prerequisite : War Factory, Soviet Battle Lab

Cost : 1750 TechLevel : 7

Weapons : 120mm Cannon

Mammoth surface to air missile.

Speed : 4 Sight : 6

HP : 800 Armor : Heavy

Weapon Notes:

* 120mm Cannon

Damage: 100 Range: 5.75 ROF: 80

Damage vs. Infantry's Armor: All (25%)

Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: Wood(100%), Steel(10 0%), Concrete(70%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Fire 2 times in rapid succession.

* Elite Weapon: Damage: 100 Range: 5.75 ROF: 80

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: Wood(100%), Steel(10 0%), Concrete(70%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Fire 4 times in rapid succession.

* Mammoth surface to air missile

Damage: 50 Range: 8 ROF: 80

Damage vs. Infantry's Armor: None (100%), Flak(90 %), Plate(80%)

Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), Heavy(35%)

Fire 2 times in rapid succession.

Apocalypse always uses this weapon when attacking air targets.

Notes:

- Self Healing.

- Can't attack pass through Concrete Walls.

- Can damage Concrete Walls.

4.7) Soviet MCV

Country : Soviet

Prerequisite : War Factory, Service Depot

Cost : 3000 TechLevel : 10

Weapons : None

Speed : 4 Sight : 6

Page 42: Red Alert 2 Compendium

HP : 1000 Armor : Heavy

Notes:

- Can deploy into Soviet Construction Yard.

- DO NOT deploy an drone-infiltrated MCV! Read Terr or Drone section for

more information.

4.8) Tesla Tank

Country : Russia

Prerequisite : War Factory, Radar

Cost : 1200 TechLevel : 10

Weapons : Tank Electric Bolt

Speed : 6 Sight : 8

HP : 300 Armor : Heavy

Weapon Notes:

Damage: 135 Range: 4 ROF: 75

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(85%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: All (50%)

Damage vs. Terror Drone : 200%

* Elite Weapon: Damage: 150 Range: 6 ROF: 60

Can damage 2 other targets that a re near the

primary target (Ignore any Concre te Walls for 2

other targets).

Before version 1.004, Tesla Tank's ROF was 60, an d Elite

Weapon's ROF was 50.

Notes:

- Can damage Concrete Walls and can attack pass thr ough Concrete Walls.

4.9) Demolitions Truck

Country : Libya

Prerequisite : War Factory, Radar

Cost : 1500 TechLevel : 10

Weapons : Demolition Bomb

Speed : 5 Sight : 5

HP : 150 Armor : Light

Weapon Notes:

Damage: 300 Range: 1 ROF: 80

Radiation Level: 100

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 50%), Heavy(50%)

Damage vs. Building's Armor: Wood (80%), Steel(15 0%), Concrete(10%)

Damage vs. Terror Drone : 100%

Demolitons Truck attack with suicide bomb.

Area near explosion (8 Cells) is also damaged by Radiation.

Notes:

Page 43: Red Alert 2 Compendium

- Can't crush enemy infantry.

- Can't be veteran or elite by normal means.

- Explodes with Demolition Bomb when killed.

- Before patches 1.004, Demolition Truck Speed was 6, and

Demolition Bomb damage was 400.

4.10) Kirov Airship

Country : Soviet Type: Aircraft

Prerequisite : War Factory, Soviet Battle Lab

Cost : 2000 TechLevel : 10

Weapons : Blimp Bomb

Speed : 5 Sight : 8

HP : 2000 Armor : Light

Weapon Notes:

Damage: 250 Range: 1.5 ROF: 50

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), Heavy(35%)

Damage vs. Building's Armor: Wood(85%), Steel(75% ), Concrete(50%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

Damage nearby area (2 Cells).

Destroys Ore patches.

Notes:

- Self Healing.

- Cannot Land.

- Immune to Mind Control and Psychic Wave.

- In statistic Kirov Airship speed is 5, but in RA2 flight speed

is slower than ground speed. So in real game, Kir ov is slower than

Apocalypse Tank (speed: 4)

Thanks to Blossom Storm for pointing this out.

5) Allied Naval

---------------

5.1) Amphibious Transport

Country : Allies

Prerequisite : Allied Naval Shipyard

Cost : 900 TechLevel : 2

Weapons : None

Speed : 6 Sight : 6

HP : 300 Armor : Heavy

Notes:

- Can move on water and also on ground.

- Can carry vehicles (number of vehicles can be car ried depends

on Vehicle size.

This transport can carry maximum 12 points of siz e.

Below is the list of All Vehicle size points that can be

carried:

Page 44: Red Alert 2 Compendium

Allied Vehicles Point Soviet Vehicles Point

------------------------------------------------- -----------

Grizzly Tank 3 Rhino Tank 3

IFV 3 Flak Track 3

Chrono Miner 3 War Miner 3

Allied MCV 6 Soviet MCV 6

Prism Tank 3 Terror Drone 2

Mirage Tank 3 Apocalypse 6

Tank Destroyer 3 V3 Launcher 3

Tesla Tank 3

Demolition Truck 3

- Can carry up to 12 infantry passengers.

Infantry has 1 point of size.

- Can crush infantry, although it hovers.

- If you transport any other land transport (Flak T rack and IFV),

the unit inside the transport DOESN'T count.

So you can transport 4 IFVs occupied by 1 GI in e ach IFV.

- Can't unload if in service depot.

- Can not load or unload Tanya/SEAL in water. If or dered to load

those infantry, the transport will accept the ord er, but it just

moves next to them and do nothing.

- If ordered to load a Chrono Legionnaire while on water, it will move

next to the Chrono Legionnaire first.

5.2) Destroyer

Country : Allies

Prerequisite : Allied Naval Shipard

Cost : 1000 TechLevel : 4

Weapons : 155mm Artillery Cannon

ASW Helicopter Launcher (Anti Sub We apon)

Speed : 6 Sight : 7

HP : 600 Armor : Heavy

Weapon Notes:

* 155mm Artillery Cannon

Damage: 60 Range: 8 ROF: 110

Damage vs. Infantry's Armor: None(100%), Flak(80% ), Plate(60%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 60%), Heavy(60%)

Damage vs. Building's Armor: Wood (100%), Steel(8 0%), Concrete(60%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

Can destroy Concrete Wall.

Can pass through Concrete Wall, ignore land eleva tions and cliffs.

Can damage land eleveation (make holes) at 15% ch ance.

Can destroy Ore patches.

Area near explosion (1 Cell) is also damaged.

* Elite Weapon: Fire 2 times in rapid succession.

* ASW Helicoper Launcher

Page 45: Red Alert 2 Compendium

Range: Infinite (as long as the Destroyer can see the unit, it can

launch the heli to attack from far)

Helicopter's Statistics:

HP: 30 Armor: Light Sight: 2 Speed: 12 Ammo: 1

ASW Bomb (Bomb launched by ASW heli):

Damage: 50 Range: 3 ROF: 3

Damage vs. Infantry's Armor: All(25%)

Damage vs. Vehicle's Armor : Light(75%), Medium (60%), Heavy(60%)

Damage vs. Building's Armor: Wood(65%), Steel(6 5%), Concrete(60%)

ASW Collision:

If the heli is shot down, the heli's crash can also cause damage.

The heli crash can hit unit/building on ground.

Damage: 100 Range: 3 ROF: 20

Damage vs. Infantry's Armor: All(25%)

Damage vs. Vehicle's Armor : Light(75%), Medium (100%), Heavy(100%)

Damage vs. Building's Armor: Wood(65%), Steel(4 5%), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Notes:

- Can detect enemy underwater (Range: 8).

- When ASW heli is destroyed, Destroyer automatical ly create it again

in time (ASW Creation Speed: 400, ASW Reload spee d: 150)

5.3) Aegis Cruiser

Country : Allies

Prerequisite : Allied Naval Shipyard, Airforce Comm and HQ

Cost : 1200 TechLevel : 7

Weapons : Medusa surface to air missiles

Speed : 4 Sight : 8

HP : 800 Armor : Light

Weapon Notes:

Damage: 100 Range: 12 ROF: 15

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Medusa missiles has very fast speed.

* Elite Weapon: Damage: 100 Range: 14 ROF: 5

Fire 2 times in rapid succession .

Notes:

- Can only attack air units.

- ASW Heli (Destroyer's Heli), V3 rockets, Hornet ( Carrier's

Fighter), and Dreadnought missiles are considered as air units.

5.4) Aircraft Carrier

Country : Allies

Prerequisite : Allied Naval Yard, Allied Battle Lab

Cost : 2000 TechLevel : 7

Weapons : Hornet's Fighter Launcher

Page 46: Red Alert 2 Compendium

Speed : 4 Sight : 7

HP : 800 Armor : Heavy

Weapon Notes:

* Hornet Launcher

Launches 3 Hornet Fighter to attack enemy's unit/ building.

Can also attack underwater unit (even it can't de tect underwater).

But the underwater unit must be detected first or use force attack.

Range: 25 ROF: 150

Hornet's Statistic:

HP: 75 Armor: Light Sight: 2 Speed: 12 Ammo: 1

Hornet Reload Time: 150

Hornet Regenerate Time: 600 (When it destroye d)

Hornet Bomb (Bomb launched by Hornet Fighter):

Damage: 40 (5 bombs each Hornet) Range: 3 ROF : 5

Damage vs. Infantry's Armor: All(100%)

Damage vs. Vehicle's Armor : All(100%)

Damage vs. Building's Armor: Wood(100%),Steel(1 00%),Concrete(75%)

Prone Infantry reduces the damage to 50%.

* Elite Weapon: (When the Hornet fighter become e lite)

Damage: 80 Range: 3 ROF: 5

Damage vs. Infantry's Armor: None(100%), Flak(8 0%), Plate(60%)

Damage vs. Vehicle's Armor : Light(100%), Mediu m(60%), Heavy(60%)

Damage vs. Building's Armor: Wood(100%), Steel( 80%), Concrete(60%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 50%.

Can destroy Concrete Wall.

Can pass through Concrete Wall, ignore land ele vations and cliffs.

Can damage land eleveation (make holes) at 15% chance.

Can destroy Ore patches.

Area near explosion (1 Cell) is also damaged.

Hornet Collision:

If the Hornet is shot down, the Hornet crash ca n also cause

damage.

The Hornet crash can hit unit/building on groun d.

Damage: 100 Range: 3 ROF: 20

Damage vs. Infantry's Armor: All(25%)

Damage vs. Vehicle's Armor : Light(75%), Medium (100%), Heavy(100%)

Damage vs. Building's Armor: Wood(65%), Steel(4 5%), Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

5.5) Dolphin

Country : Allies

Prerequisite : Allied Naval Yard, Allied Battle Lab

Cost : 500 TechLevel : 5

Weapons : Sonic

Speed : 8 Sight : 4

HP : 200 Armor : Light

Page 47: Red Alert 2 Compendium

Weapon Notes:

Damage: 4 Ambient Damage: 10 Range: 6 RO F: 120

Damage vs. Infantry's Armor: All(100%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 80%), Heavy(80%)

Damage vs. Building's Armor: Wood(100%), Steel(60 %), Concrete(60%)

* Elite Weapon: Damage: 8 Ambient Damage: 15

Range: 6 ROF: 80

Fire 2 times in rapid succession.

Notes:

- Dolphin moves underwater, and can be detected onl y by enemy

units that have sensors.

- Dolphins are immune to others' Dolphin attack.

- Can detect enemy underwater (Range: 4).

- Can release ships that are attacked by Giant Squi ds.

- Doesn't uncloak (still underwater) while attackin g.

- Dolphin and Giant Squid can't cooperate by attack ing an enemy

ship because a ship grabbed by Giant Squid will a utomatically

be released by Dolphin's Sonic weapon even they a re on the

same sides.

6) Soviet Naval

---------------

6.1) Amphibious Transport

Country : Soviet

Prerequisite : Soviet Naval Shipyard

Cost : 900 TechLevel : 2

Weapons : None

Speed : 6 Sight : 6

HP : 300 Armor : Heavy

Notes:

- Can move on water and also on ground.

- Can carry vehicles (number of vehicles can be car ried depends

on Vehicle size.

This transport can carry maximum 12 points of siz e.

Below is the list of All Vehicle size points that can be

carried:

Allied Vehicles Point Soviet Vehicles Point

------------------------------------------------- -----------

Grizzly Tank 3 Rhino Tank 3

IFV 3 Flak Track 3

Chrono Miner 3 War Miner 3

Allied MCV 6 Soviet MCV 6

Prism Tank 3 Terror Drone 2

Mirage Tank 3 Apocalypse 6

Tank Destroyer 3 V3 Launcher 3

Tesla Tank 3

Demolition Truck 3

Page 48: Red Alert 2 Compendium

- Can carry up to 12 infantry passengers.

Infantry has 1 point of size.

- Can crush infantry, even it is hovers.

- If you transport any other land transport (Flak T rack and IFV),

the unit inside the transport DOESN'T count to th e points.

So you can transport 4 Flak Track occupied by 5 C onspripts in

each Flak Track.

- Can't unload if in service depot.

- Can not load or unload Tanya/SEAL in water. If or dered to load

those infantry, the transport will accept the ord er, but it just

moves next to them and do nothing.

6.2) Sea Scorpion

Country : Soviet

Prerequisite : Soviet Naval Shipyard, Radar

Cost : 600 TechLevel : 6

Weapons : Flak Gun

Speed : 8 Sight : 8

HP : 400 Armor : Heavy

Weapon Notes:

* Flak Anti-Air Gun

Damage: 40 Range: 12 ROF: 20

Damage vs. Infantry's Armor: None(150%), Flak(80% ), Plate(50%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 20%), Heavy(20%)

Damage vs. Building : There are no flying building

* Elite Weapon: Damage: 35 Range: 10 ROF: 20

Fire 2 times in rapid succession.

* Flak Anti-Surface Gun

Damage: 25 Range: 5 ROF: 40

Damage vs. Infantry's Armor: None(150%), Flak(100 %), Plate(50%)

Damage vs. Vehicle's Armor : Light(60%), Medium ( 10%), Heavy(10%)

Damage vs. Building's Armor: Wood(30%), Steel(20% ), Concrete(10%)

Damage vs. Terror Drone : 100%

* Elite Weapon: Damage: 25 Range: 5 ROF: 40

Fire 2 times in rapid succession.

* Both

Sea Scorpion's Weapons are inaccurate and slow, b ut the bullet

explodes and any unit/building in the area (1 Cel l nearby) will

be damaged (Of course the unit near the center of explosion

receives more damage than the unit far from the c enter).

Notes:

- Use this unit to attack air unit (V3 rockets, Hor net fighters,

ASW Heli, Dreadnought missiles also count as air units).

6.3) Typhoon Attack Sub

Country : Soviet

Prerequisite : Soviet Naval Shipyard

Page 49: Red Alert 2 Compendium

Cost : 1000 TechLevel : 2

Weapons : Torpedoes

Speed : 4 Sight : 4

HP : 600 Armor : Heavy

Weapon Notes:

Damage: 100 Range: 7 ROF: 120

Damage vs. Infantry's Armor: All(25%)

Damage vs. Vehicle's Armor : Light(75%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: Wood(65%), Steel(65% ), Concrete(60%)

* Elite Weapon: Fire 2 times in rapid succession .

Notes:

- Attack Sub moves underwater, and can be detected only by enemy

units that have sensors.

- Can detect enemy in underwater (Range: 4).

- Doesn't uncloak (still underwater) when attacking .

6.4) Dreadnought

Country : Soviet

Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab

Cost : 2000 TechLevel : 6

Weapons : Dreadnought Missile Launcher

Speed : 4 Sight : 7

HP : 800 Armor : Heavy

Weapon Notes:

* Dreadnought Missile Launcher

Launches 2 Dreadnought Missiles to attack enemy's unit/building.

Can also attack underwater unit (although it can' t detect

underwater). However, the underwater units must b e detected

first or use force attack (Ctl+Left Click).

Range: 25 Minimum Range: 8 ROF: 50

Dreadnought Missile Statistics (in Air):

HP: 50 Armor: Special Sight: 0 Spee d: 20

Damage: 50 (in Air) Missile Reload Time: 80

Dreadnought Missile hit on target:

Damage: 300

Damage vs. Infantry's Armor: All(25%)

Damage vs. Vehicle's Armor : Light(75%),Mediu m(100%),Heavy(100%)

Damage vs. Building's Armor: Wood(65%),Steel( 45%),Concrete(60%)

Damage vs. Terror Drone : 60%

Prone Infantry reduces the damage to 50%.

Can destroy Concrete Wall.

* Elite Weapon: Damage: 600

6.5) Giant Squid

Country : Soviet

Prerequisite : Soviet Naval Shipyard, Soviet Battle Lab

Cost : 1000 TechLevel : 9

Page 50: Red Alert 2 Compendium

Weapons : Squid Tentacles Grab and Hit

Speed : 8 Sight : 5

HP : 200 Armor : Light

Weapon Notes:

* Squid Tentacles Grab.

Giant Squid uses this weapon to attack any ship u nit (Destroyer,

AEGIS Cruiser, Carrier, Attack Sub, Sea Scorpion, Amphibious

Transport, and Dreadnought).

Giant Squid automatically grabs a ship when attac king and rocking

them. It does some damage to the ship continuousl y until the

ship is destroyed.

If the ship HP is red, the ship is automatically destroyed.

Only Dolphin can release a ship grabbed by Giant Squid.

While grabbing, Giant Squid can't be selected and ordered until

it releases or destroys its victims.

Damage: 15 Range: 1.5

* Elite Weapon: Damage: 40 Range: 1.5

* Squid Hit.

Giant Squid uses this normal attack when attackin g non-ship unit

(SEAL, Tanya, Giant Squid, and Dolphin).

Damage: 50 Range: 1.83 ROF: 32

Damage vs. Infantry's Armor: None(100%), Flak (90 %), Plate(80%)

Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), Heavy(35%)

* Elite Weapon: Damage: 200 Range: 1.83 ROF: 32

Notes:

- Giant Squid moves underwater, and can be detected only by enemy

unit that have sensors.

- Can detect enemy in underwater (Range: 4).

- Giant Squid can't attack building. (Naval Shipyar d).

- Giant Squid can't attack ships that are being rep aired in Nayal

Shipyard.

- Self Healing.

- Immune to Mind Control and Psychic Wave.

7) Neutral Unit

---------------

7.1) Cow

Country : Neutral

Weapons : None

Speed : 4 Sight : 4

HP : 150 Armor : None

Notes:

- Cow has a points of weight of 2, and it CAN enter Flak Track.

But this only if you have your own cow, and not m ind-controlled

one. The only scenario that you have cow is in Al lied Campaign

scenario, Operation: Dark Night, Mission 5.

You can create Flak Track in this scenario by cap turing Soviet's

Page 51: Red Alert 2 Compendium

War Factory.

Too bad, you won't have IFV.

7.2) Alligator

Country : Neutral

Weapons : Alligator's Bite

Speed : 4 Sight : 2

HP : 200 Armor : None

Weapon Notes:

Damage: 30 Range: 1.5 ROF: 30

Notes:

- It can attack your unit if your unit is near to t hem.

7.3) Monkey

Country : Neutral

Weapons : Chimp's Bite

Speed : 6 Sight : 2

HP : 200 Armor : None

Weapon Notes:

Damage: 30 Range: 1.5 ROF: 30

Notes:

- It can attack your unit if your unit is near to t hem.

7.4) Polar Bear

Country : Neutral

Weapons : Bear's Bite

Speed : 4 Sight : 2

HP : 200 Armor : None

Weapon Notes:

Damage: 30 Range: 1.5 ROF: 30

Notes:

- It can attack your unit if your unit is near to t hem.

7.5) Civilian

Because there are so many civilians type that exist in Red Alert 2,

I won't list all of them in here.

But normally, they have the statistics below:

Country : Neutral

Weapons : Pistol (Some civilians don't even ha ve this)

Speed : 4 Sight : 2

HP : 50 Armor : None

Weapon Notes:

Page 52: Red Alert 2 Compendium

Damage: 2 Range: 3 ROF: 20

Damage vs. Infantry's Armor: None(100%), Flak (80 %), Plate(70%)

Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), Heavy(25%)

Damage vs. Building's Armor: Wood(75%), Steel(50% ), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

Notes:

- Can't be veteran or elite by normal means, even i t has a weapon.

***************

III - Buildings

***************

1) Allied Buildings

-------------------

1.1) Construction Yard

Country : Allies

Prerequisite : MCV

Cost : 3000 TechLevel : -

Power : 0 Sight : 8

HP : 1000 Armor : Concrete

Foundation : 4 x 4 Height : 4

Notes:

- Can undeploy to Allied Mobile Construction Vehicl e.

Can be turned off by an option in Multiplayer.

- Can create other buildings.

1.2) Power Plant

Country : Allies

Prerequisite : Construction Yard

Cost : 800 TechLevel : 1

Power : +200 Sight : 4

HP : 750 Armor : Wood

Foundation : 2 x 2 Height : 4

Notes:

- The only Allied building that produces power.

1.3) Allied Ore Refinery

Country : Allies

Prerequisite : Construction Yard

Cost : 2000 TechLevel : 1

Power : -50 Sight : 6

HP : 1000 Armor : Wood

Foundation : 4 x 3 Height : 4

Notes:

- The 'Credits' production facility.

Page 53: Red Alert 2 Compendium

- If you create an Allied Ore Refinery, it includes a free Chrono

Miner. Chrono Miner automatically searches an ore /mineral patches

to harvest. Chrono Miner will not be sold if you sell the Refinery, so

if you sell your Refinery, you will get only 2000 -1400 (the price of

Chrono Miner):2= 300.

When this refinery is not occupied (no miner is r eloading), any

Chrono Miner that finishes harvesting teleports i n here.

1.4) Allied Barrack

Country : Allies

Prerequisite : Construction Yard, Power Plant

Cost : 500 TechLevel : 2

Power : -10 Sight : 5

HP : 500 Armor : Steel

Foundation : 3 x 2 Height : 4

Notes:

- Allied Barracks can train Allied Infantry.

1.5) Allied War Factory

Country : Allies

Prerequisite : Construction Yard, Power Plant, Alli ed Barracks

Cost : 2000 TechLevel : 2

Power : -25 Sight : 4

HP : 1000 Armor : Wood

Foundation : 5 x 3 Height : 4

Notes:

- Allied War Factory can train Allied Vehicles and Nighthawks.

1.6) Airforce Command HQ

Country : Allies

Prerequisite : Construction Yard, Ore Refinery

Cost : 1000 TechLevel : 3

Power : -50 Sight : 5

HP : 600 Armor : Steel

Foundation : 3 x 2 Height : 7

Notes:

- Can train Harrier (any Allied countries, but not Korea).

- Can train Black Eagle (if the country is Korea).

- If the country is America, then add the ability t o drop Airborne

Paratroopers.

- Can repair and reload Allied Harriers and Black E agles.

- Can hold 4 aircraft unit (Harrier and Black Eagle )

- Has Radar equipped (Enable Minimap).

1.7) Allied Naval Shipyard

Country : Allies

Prerequisite : Construction Yard, Power Plant, Ore Refinery

Page 54: Red Alert 2 Compendium

Cost : 1000 TechLevel : 4

Power : -25 Sight : 10

HP : 1500 Armor : Concrete

Foundation : 4 x 4 Height : 10

Notes:

- Can train Allied Navy.

- Can only be built in water.

- Can repair water units: Allied Ships, Soviet Ship s, Dolphin,

Giant Squid, and Amphibious Transport.

- Can't be captured by Engineers nor be infiltrated by Spies.

- Needs credits to repair.

1.8) Service Depot

Country : Allies

Prerequisite : Construction Yard, War Factory

Cost : 800 TechLevel : 6

Power : -25 Sight : 5

HP : 1200 Armor : Wood

Foundation : 3 x 3 Height : 3

Notes:

- Can repair Vehicles, Amphibious Transports, and N ighthawks.

- Can remove Crazy Ivan's Dynamites.

- Can remove Terror Drone attached to vehicle.

- Needs credits to repair.

1.9) Allied Battle Lab

Country : Allies

Prerequisite : Construction Yard, Allied War Factor y,

Airforce Command HQ

Cost : 2000 TechLevel : 8

Power : -100 Sight : 6

HP : 500 Armor : Wood

Foundation : 3 x 2 Height : 8

1.10) Ore Purifier

Country : Allies

Prerequisite : Construction Yard, Ore Refinery, All ied Battle Lab

Cost : 2500 TechLevel : 10

Power : -200 Sight : 5

HP : 900 Armor : Wood

Foundation : 3 x 3 Height : 4

Notes:

- Can only build 1 Ore Purifier.

- Can't be captured by Engineer.

- Add any converted harvested ore to credits by 25% .

If your harvester reloads 1000 credits to your re finery, it adds

250 more credits.

Page 55: Red Alert 2 Compendium

2) Soviet Buildings

-------------------

2.1) Construction Yard

Country : Soviet

Prerequisite : MCV

Cost : 3000 TechLevel : -

Power : 0 Sight : 8

HP : 1000 Armor : Concrete

Foundation : 4 x 4 Height : 4

Notes:

- Can undeploy to Soviet Mobile Construction Vehicl e.

Can be turned off by an option in Multiplayer.

- Can create other buildings.

2.2) Tesla Reactor

Country : Soviet

Prerequisite : Construction Yard

Cost : 600 TechLevel : 1

Power : +150 Sight : 4

HP : 750 Armor : Wood

Foundation : 3 x 2 Height : 4

Notes:

- Cheaper than Allied Power Plant and also has less power.

But Soviet can build a Nuclear Reactor.

2.3) Soviet Ore Refinery

Country : Soviet

Prerequisite : Construction Yard

Cost : 2000 TechLevel : 1

Power : -50 Sight : 6

HP : 1000 Armor : Wood

Foundation : 4 x 3 Height : 4

Notes:

- The 'Credits' production facility.

- If you create an Soviet Ore Refinery, it creates a free War

Miner. War Miner automatically searches an ore/mi neral patches

to harvest. War Miner will not be sold if you sel l the Refinery, so

if you sell your Refinery, you will get only 2000 -1400 (the price of

War Miner):2= 300.

2.4) Soviet Barrack

Country : Soviet

Prerequisite : Construction Yard, Tesla Reactor

Cost : 500 TechLevel : 2

Power : -10 Sight : 6

HP : 500 Armor : Steel

Page 56: Red Alert 2 Compendium

Foundation : 2 x 2 Height : 9

Notes:

- Soviet Barracks can train Soviet Infantry.

2.5) Soviet War Factory

Country : Soviet

Prerequisite : Construction Yard, Tesla Reactor, So viet Barracks

Cost : 2000 TechLevel : 2

Power : -25 Sight : 4

HP : 1000 Armor : Wood

Foundation : 5 x 3 Height : 4

Notes:

- Soviet War Factory can train Soviet Vehicles and Kirov Airships.

2.6) Radar Facility

Country : Soviet

Prerequisite : Construction Yard, Ore Refinery

Cost : 1000 TechLevel : 3

Power : -50 Sight : 10

HP : 1000 Armor : Wood

Foundation : 2 x 2 Height : 6

Notes:

- Have Radar equipped (Enable Minimap).

2.7) Soviet Naval Shipyard

Country : Soviet

Prerequisite : Construction Yard, Tesla Reactor, Or e Refinery

Cost : 1000 TechLevel : 2

Power : -20 Sight : 10

HP : 1500 Armor : Concrete

Foundation : 4 x 4 Height : 10

Notes:

- Soviet Naval Shipyard can train Soviet Navy.

- Can only bebuilt in water.

- Can repair water units: Allied Ships, Soviet Ship s, Dolphin,

Giant Squid, and Amphibious Transport.

- Can't be captured by Engineers nor be infiltrated by Spies.

- Needs credits to repair.

2.8) Service Depot

Country : Soviet

Prerequisite : Construction Yard, War Factory

Cost : 800 TechLevel : 6

Power : -20 Sight : 5

HP : 1200 Armor : Wood

Foundation : 3 x 3 Height : 3

Page 57: Red Alert 2 Compendium

Notes:

- Can repair Vehicles, Amphibious Transport, and Ni ghthawks.

- Can remove Crazy Ivan's Dynamites.

- Can remove Terror Drone attached to vehicle.

- Needs credits to repair.

2.9) Soviet Battle Lab

Country : Soviet

Prerequisite : Construction Yard, Soviet War Factor y,

Radar Tower

Cost : 2000 TechLevel : 7

Power : -100 Sight : 6

HP : 500 Armor : Wood

Foundation : 3 x 3 Height : 8

2.10) Nuclear Reactor

Country : Soviet

Prerequisite : Construction Yard, Soviet Battle Lab

Cost : 1000 TechLevel : 9

Power : +2000 Sight : 5

HP : 1000 Armor : Concrete

Foundation : 4 x 4 Height : 4

Notes:

- Explode when destroyed (Damage: 600, Radiation Le vel: 500),

causing Radiation in the area.

- Immune to Radiation.

2.11) Cloning Vats

Country : Soviet

Prerequisite : Construction Yard, Soviet Battle Lab

Cost : 2500 TechLevel : 9

Power : -200 Sight : 5

HP : 1000 Armor : Wood

Foundation : 2 x 2 Height : 6

Notes:

- Can only build 1 Cloning Vats.

- Can't be captured by Engineer.

- Creates a cloned infantry, when you create an inf antry or

Attack Dog at Primary Barracks.

- Kills any infantry (except engineer) which enters it.

- To build 2 Yuri Prime, you must create Cloning Va ts first

before creating Yuri Prime.

- Cloning Vats will kill any infantry that ordered to enter,

but half of unit costs is returned to you as cred its.

You can mind-control enemy infantry and ordered t hem

into your Cloning Vats for money.

You can also use it for the 'free' infantry you g et from

Page 58: Red Alert 2 Compendium

capturing the airport.

Terrorist, Engineer, Chrono Ivan & Crazy Ivan can not be

ordered to enter Cloning Vats.

<Ang Yi Ping>

3) Allied Combat Buildings

---------------------------

3.1) Fortress Wall

Country : Allies

Prerequisite : Allied Barracks

Cost : 100 TechLevel : 1

Power : 0 Sight : 1

HP : 300 Armor : Concrete

Foundation : 1 x 1 Height : 2

Notes:

- Building a wall costs 100 each time you construct a Wall in a

terrain.

You can build 5 adjacent walls for 100 credits on ly.

- Concrete Wall prevents any ground infantry or veh icles unit to

pass it until it is destroyed.

- Wall can't be repaired. To change a broken wall j ust build

a new wall over the damaged one.

- Wall can be sold but you won't receive any credit s.

- Though they have the same statistics, Soviet and Allied Walls are

different. You can not build an array of Allied w alls if the initial

wall is Soviet Wall.

3.2) Pillbox

Country : Allies

Prerequisite : Construction Yard, Allied Barracks

Cost : 500 TechLevel : 1

Power : 0 Sight : 7

HP : 400 Armor : Steel

Weapon : Vulcan Machine Gun

Foundation : 1 x 1 Height : 1

Weapon Notes:

Damage: 50 Range: 5.5 ROF: 26

Damage vs. Infantry's Armor: None (100%), Flak (8 0%), Plate (70%)

Damage vs. Vehicle's Armor : Light (50%), Medium (25%), Heavy (25%)

Damage vs. Building's Armor: Wood (75%), Steel (5 0%), Concrete (25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

Notes:

- Can't be captured by Engineer.

3.3) Patriot Missile System

Country : Allies

Page 59: Red Alert 2 Compendium

Prerequisite : Construction Yard, Allied Barracks

Cost : 1000 TechLevel : 4

Power : -50 Sight : 10

HP : 900 Armor : Steel

Weapon : Anti-Air Patriot Missile

Foundation : 1 x 1 Height : 3

Weapon Notes:

Damage: 75 Range: 12 ROF: 55

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Notes:

- Can't be captured by Engineer.

3.4) Prism Tower

Country : Allies

Prerequisite : Construction Yard, Power Plant, Airf orce Command HQ

Cost : 1500 TechLevel : 6

Power : -75 Sight : 8

HP : 600 Armor : Steel

Weapon : Prism Cannon

Foundation : 1 x 1 Height : 6

Weapon Notes:

Damage: 120 Range: 8 ROF: 60

Damage vs. Infantry's Armor: None(200%), Flak (10 0%), Plate(100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: All (50%)

Damage vs. Terror Drone : 200%

Can destroy Concrete Walls and can attack pass Co ncrete Walls.

Notes:

- Prism Tower can support fire from another Prism T ower. Each

Prism Tower support beam adds 150% damage to the firing beam's

damage.

Prism Tower can only support other Prism Tower at range: 8.

Only 8 Prism Towers can support another Prism Tow er. (The maximum

number of Prism Towers which supports a Prism Tow er is 8).

After firing a support beam, a Prism Tower is off line for 60 frame

delay.

- Can't be captured by Engineer.

3.5) Gap Generator

Country : Allies

Prerequisite : Construction Yard, Allied Battle Lab

Cost : 1000 TechLevel : 7

Power : -100 Sight : 5

HP : 600 Armor : Wood

Foundation : 1 x 1 Height : 6

Page 60: Red Alert 2 Compendium

Notes:

- Gap Generator re-shrouds the map for other player s at a radius

of 10 Cells around the Gap Generator.

- Can't be captured by Engineer.

3.6) Spy Satellite Uplink

Country : Allies

Prerequisite : Construction Yard, Allied Battle Lab

Cost : 1500 TechLevel : 9

Power : -100 Sight : 5

HP : 1000 Armor : Wood

Foundation : 2 x 2 Height : 5

Notes:

- Open shrouds on all map (but not for your allies) .

- Have Radar equipped (Enable Minimap), even if you don't have a

Radar Tower or Airforce Command HQ.

3.7) Weather Control Device

Country : Allies

Prerequisite : Construction Yard, Allied Battle Lab

Cost : 5000 TechLevel : 10

Power : -200 Sight : 5

HP : 1000 Armor : Concrete

Foundation : 3 x 3 Height : 5

Notes:

- This is an Allied Super Weapon, so when built, it is revealed to

all players. This can be turned off in multiplaye r.

- Can only build 1 Weather Control Device.

- Enables: Weather Storm.

Creates a Weather Storm at target location. Weath er Storm creates

random lightning bolts in the area, but can't exc eed 10 Cells from

the target center in Range. Each lightning bolt t hat appears in

Weather Storm has the statistics below:

Damage: 250

Can damage and destroy Concrete walls.

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : All (100%)

Damage vs. Building's Armor: All (100%)

Damage vs. Terror Drone : 3%

- Weather Storm completes its recharging after 10 m inutes.

- Can't be captured by engineer.

- For more info and details about Weather Storm, ch eck out

section I.9.

3.8) Chronosphere

Country : Allies

Prerequisite : Construction Yard, Allied Battle Lab

Page 61: Red Alert 2 Compendium

Cost : 2500 TechLevel : 10

Power : -200 Sight : 5

HP : 750 Armor : Concrete

Foundation : 4 x 3 Height : 3

Notes:

- This is an Allied Super Weapon, so when built it is revealed to

all players. This can be turned off in multiplaye r.

- Can only build 1 Chronosphere.

- Enables: Chronoshift (Teleports a group of units to another

target location)

- Chronoshift completes its recharging after 7 minu tes.

- For more information about Chronoshift, look in a nother section

in this FAQ.

3.9) Grand Cannon

Country : France

Prerequisite : Construction Yard, Airforce Command HQ

Cost : 2000 TechLevel : 7

Power : -100 Sight : 10

HP : 900 Armor : Steel

Weapon : Grand Cannon

Foundation : 2 x 2 Height : 3

Weapon Notes:

Damage: 150 Range: 15 (Minimum Range: 3) RO F: 120

Damage vs. Infantry's Armor: All(100%)

Damage vs. Vehicle's Armor : All(100%)

Damage vs. Building's Armor: Wood(50%), Steel(100 %), Concrete(50%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 30%.

Can damage and destroy Concrete walls.

Notes:

- Can't be captured by Engineer.

4) Soviet Combat Buildings

---------------------------

4.1) Fortress Wall

Country : Soviet

Prerequisite : Soviet Barracks

Cost : 100 TechLevel : 1

Power : 0 Sight : 1

HP : 300 Armor : Concrete

Foundation : 1 x 1 Height : 2

Notes:

- Wall building costs 100 each time you construct a Wall in a

terrain.

You can build 5 adjacent walls for 100 credits on ly.

Page 62: Red Alert 2 Compendium

- Concrete Wall prevents any ground infantry or veh icles unit to

pass it until it is destroyed.

- Wall can't be repaired. To change a broken wall j ust build

a new wall over the damaged one.

- Wall can be sold but you won't receive any credit s.

- Though they have the same statistics, Soviet and Allied Walls are

different. You can not build an array of Allied w alls if the initial

wall is Soviet Wall.

4.2) Sentry Gun

Country : Soviet

Prerequisite : Construction Yard, Soviet Barracks

Cost : 500 TechLevel : 1

Power : 0 Sight : 7

HP : 400 Armor : Steel

Weapon : Vulcan Machine Gun

Foundation : 1 x 1 Height : 2

Weapon Notes:

Damage: 50 Range: 5 ROF: 26

Damage vs. Infantry's Armor: None(100%), Flak(80% ), Plate(70%)

Damage vs. Vehicle's Armor : Light(50%), Medium(2 5%), Heavy(25%)

Damage vs. Building's Armor: Wood(75%), Steel(50% ), Concrete(25%)

Damage vs. Terror Drone : 100%

Prone Infantry reduces the damage to 70%.

Notes:

- Can't be captured by Engineer.

4.3) Flak Cannon

Country : Soviet

Prerequisite : Construction Yard, Soviet Barracks

Cost : 1000 TechLevel : 4

Power : -50 Sight : 5

HP : 900 Armor : Steel

Weapon : Anti-Air Flak Cannon

Foundation : 1 x 1 Height : 4

Weapon Notes:

Damage: 40 Range: 12 ROF: 20

Damage vs. Infantry's Armor: None(150%), Flak(80% ), Plate(50%)

Damage vs. Vehicle's Armor : Light(100%), Medium( 20%), Heavy(20%)

Damage vs. Building : There are no flying building

Notes:

- Can't be captured by Engineer.

- Has splash damage (units near the target are also damaged).

4.4) Tesla Coil

Country : Soviet

Page 63: Red Alert 2 Compendium

Prerequisite : Construction Yard, Tesla Reactor, Ra dar Tower

Cost : 1500 TechLevel : 5

Power : -75 Sight : 8

HP : 600 Armor : Steel

Weapon : Tesla Coil Bolt

Foundation : 1 x 1 Height : 5

Weapon Notes:

Damage: 200 Range: 7 ROF: 120

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light(85%), Medium(1 00%), Heavy(100%)

Damage vs. Building's Armor: All (50%)

Damage vs. Terror Drone : 200%

Can destroy Concrete Walls.

* When Overpowered: Damage: 300 Range: 8 ROF: 100

You can notice an overpowered Tesla Coil by

its electric colour (its Yell ow instead Blue).

Notes:

- Can be supported by Tesla Trooper to increase ran ge and damage.

- Can't be captured by Engineer.

- Tesla Coil can attack without power (your power g auge is red) if

there are at least 2 Tesla Troopers charging it. However, it

depends on the power available. The more power av ailable, the less

Tesla Trooper is needed to charge. If there is no power at all, 2

Tesla Troopers are needed.

4.5) Psychic Sensors

Country : Soviet

Prerequisite : Construction Yard, Soviet Battle Lab

Cost : 1000 TechLevel : 10

Power : -50 Sight : 10

HP : 750 Armor : Wood

Foundation : 2 x 2 Height : 8

Notes:

- Sensors Area: 15 Cells radius.

- Any units that move or attack to the area in the radius of Psychic

Sensors are visible. So you know what units and w here they want to

move/attack and from where. It also sensors neutr al units (like

Cow).

- Psychic Sensors can also detect Spies.

- Can also detect invisible units (like Submarine, Giant Squid, and

Dolphin) if placed it near water.

- Can detect any unit that is mind controlled by en emy's Yuri.

4.6) Iron Curtain

Country : Soviet

Prerequisite : Construction Yard, Soviet Battle Lab

Cost : 2500 TechLevel : 10

Page 64: Red Alert 2 Compendium

Power : -200 Sight : 4

HP : 750 Armor : Concrete

Foundation : 3 x 3 Height : 6

Notes:

- This is a Soviet Super Weapon, so when built is r evealed to all

players. This can be turned off in multiplayer.

- Can only build 1 Iron Curtain.

- Enables: Invulnerability (Make a group of vehicle s becomes

invulnerable for a period amount of time).

- Iron Curtain recharges after 5 minutes.

- For more information about Invulnerability, look in another

section in this FAQ.

4.7) Nuclear Missile Silo

Country : Soviet

Prerequisite : Construction Yard, Soviet Battle Lab

Cost : 5000 TechLevel : 10

Power : -200 Sight : 4

HP : 1000 Armor : Concrete

Foundation : 3 x 3 Height : 8

Notes:

- This is a Soviet Super Weapon, so when built is r evealed to all

players. This can be turned off in multiplayer.

- Can only build 1 Nuclear Missile Silo.

- Enables: Nuclear Strike (Launches a powerful Nucl ear Missile to

severely damage any units and buildings target ar ea).

Nuclear Missile has these statistic:

Damage: 1500 Radiation Level: 500 Area : 10 Cells Radius

Always destroys any Concrete Walls.

Damage vs. Infantry's Armor: All(100%)

Damage vs. Vehicle's Armor : Light(200%), Mediu m(100%), Heavy(100%)

Damage vs. Building's Armor: Wood(60%), Steel(1 00%), Concrete(8%)

Damage vs. Terror Drone : 100%

Infantry can't survive in the Nuclear Radiation Area.

- Nuclear Strike recharges after 10 minutes.

- Can't be captured by engineer.

5) Neutral Tech Buildings

-------------------------

5.1) Airport

Country : Neutral

HP : 800 Armor : Concrete

Foundation : 3 x 3 Height : 6

Notes:

- Can't be sold for credits.

- Capture this with Engineer to create the ability to place

Paradrop to any place on terrains.

Page 65: Red Alert 2 Compendium

- Paradrop recharges after 4 minutes.

5.2) Oil Derrick

Country : Neutral

HP : 1000 Armor : Steel

Foundation : 2 x 2 Height : 5

Notes:

- Can't be sold for credits.

- When first captured by engineer, gives 1000 credi ts.

Aftet that gives 20 credits every 100 frame delay s to player.

- Explodes when destroyed.

Oil Explosion statistics:

Damage: 600 Area: 4 Cells.

Damage vs. Infantry's Armor: None(150%), Flak(100 %), Plate(100%)

Damage vs. Vehicle's Armor : Light(90%), Medium(7 0%), Heavy(50%)

Damage vs. Building's Armor: Wood(200%), Steel(90 %), Concrete(50%)

Damage vs. Terror Drone : 100%

Can damage and destroy Concrete Walls.

5.3) Outpost

Country : Neutral

HP : 2000 Armor : Concrete

Weapon : Hover Missiles

Foundation : 4 x 3 Height : 6

Weapon Notes:

* Hover Missiles (Anti-Surface and Anti-Air)

Damage: 25 Range: 6 ROF: 50

Damage vs. Infantry's Armor: None (100%), Flak (9 0%), Plate (80%)

Damage vs. Vehicle's Armor : Light(70%), Medium(3 5%), Heavy(35%)

Damage vs. Building's Armor: Wood (75%), Steel(40 %), Concrete(20%)

Damage vs. Terror Drone : 80%

Prone Infantry reduces the damage to 70%.

Fire 2 times in rapid succession.

Can pass through Concrete Wall, ignore land eleva tions and cliffs.

Can damage land eleveation (make holes) at 10% ch ance.

Can destroy Ore patches.

Notes:

- Can't be sold for credits.

- After captured by engineer, can repair any vehicl e units.

Have a weapon to protect itself.

5.4) Hospital

Country : Neutral

HP : 800 Armor : Concrete

Foundation : 6 x 4 Height : 7

Notes:

Page 66: Red Alert 2 Compendium

- Can't be sold for credits.

- Invisible to Radar.

- After captured by engineer, can heal any infantry units.

6) Neutral Miscellaneous Buildings

----------------------------------

Information in this section is not complete yet. Th ere are a lot of

buildings in RA2 and it is tiring to include them a ll. This section

will only present common buildings which were ever met by my data

compiler.

Most buildings in this section have the same charac teristics:

- Can not be repaired without engineer.

- Can not be captured.

* Air Force Academy Chapel Colorado

HP: 1000

Points: 5

Armor: concrete

Notes:

- May create a crate containing credits if destroye d.

- Can be seen in Allied Mission.

* Army Tents

HP: 200

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 8

* Barn

HP: 500

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 5

* Barrel

HP: 5

Points: 5

Armor: concrete

Weapon Notes:

Barrel Explosion

Damage: 200

Damage vs. Infantry's Armor: None (150%), Flak (1 00%), Plate (100%)

Damage vs. Vehicle's Armor : Light (90%), Medium (70%), Heavy (50%)

Damage vs. Building's Armor: Wood (200%), Steel ( 90%), Concrete (50%)

Damage vs. Terror Drone : 100%

Area near explosion (4 cells) is also damaged

Notes:

Page 67: Red Alert 2 Compendium

- Will explode if destroyed.

- Can not be repaired in any way.

* Beach Towels

HP: 1

Points: 5

Armor: wood

Sight: 6

* Beach Umbrellas

HP: 50

Points: 5

Armor: wood

Sight: 6

* Bridge Repair Hut

HP: 2000

Notes:

- Used to destroy or repair a bridge. To repair a b ridge, send an

engineer in it. To blow up a bridge, send a unit with C4 ability

in it.

- Can be targetted, but can not be destroyed.

* Bunker

HP: 2000

Points: 5

Armor: steel

Sight: 6

Max number of occupants: 8

* Bus Stop

HP: 1000

Points: 5

Armor: steel

Sight: 6

* Camp Fire

HP: 10

Points: 5

Armor: wood

Sight: 6

* Concession Stand

HP: 1000

Points: 5

Armor: steel

Sight: 6

Max number of occupants: 5

* Einstein's Lab

Page 68: Red Alert 2 Compendium

HP: 1000

Points: 5

Armor: steel

Sight: 6

Max number of occupants: 10

* Farm

HP: 400

Points: 5

Armor: wood

Sight: 4

Max number of occupants: 6

* Farm Silo

HP: 400

Points: 5

Armor: wood

* Farmhouse

HP: 400

Points: 5

Armor: wood

Sight: 4

Max number of occupants: 10

* Fence Wall

HP: 100

armor: wood

sight: 0

point: 1

Notes:

- Can be crushed by vehicles.

* Flag

HP: 20

Points: 5

Armor: steel

Sight: 6

Notes:

- There are several flags in this game, such as Ger man flag, Soviet

Flag, American Flag, etc. They all have the same statistics.

* Fountain

HP: 200

Points: 5

Armor: concrete

Sight: 6

Page 69: Red Alert 2 Compendium

* Gas Station

HP: 1000

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 10

* Guard Border Crossing

HP: 100

Armor: wood

Points: 50

* Guard Shack

HP: 100

Points: 5

Armor: steel

Sight: 6

* Iwo Jima Memorial

HP: 500

Points: 5

Armor: concrete

Sight: 6

* Lifeguard Hut

HP: 200

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 3

* Lighthouse

HP: 500

Points: 5

Armor: steel

Sight: 6

Max number of occupants: 5

* Mail Box

HP: 10

Points: 5

Armor: concrete

* Mayan Castillo

HP: 1000

Armor: concrete

Point: 5

Sight:6

Max number of occupants: 10

Page 70: Red Alert 2 Compendium

* Mayan Large Temple

HP: 1000

Points: 5

Armor: concrete

Sight: 6

Max number of occupants: 10

* Mayan Minor Temple

HP: 1000

Points: 5

Armor: concrete

Sight: 6

Max number of Occupants: 10

* Mayan Platfrom

HP: 1000

Points: 5

Armor: concrete

Sight: 6

Max number of occupants: 10

* McBurger Kong

HP: 1000

Points: 20

Armor: wood

Sight: 6

Max number of occupants: 8

* Merry Go Round

HP: 1

Points: 5

Armor: wood

Sight: 6

* Mobile Home

HP: 300

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 5

* Movie Screen

HP: 500

Points: 5

Armor: steel

Sight: 6

* Outhouse

HP: 50

Points: 5

Page 71: Red Alert 2 Compendium

Armor: wood

Sight: 4

Max number of occupants: 1

* Paris Tower

HP: 3000

Points: 5

Armor: steel

Primary: Eiffel Bolt

Power: -100

Weapon Notes:

Eiffel Bolt:

Damage: 2000 Range: 20 ROF: 20

Damage vs. Infantry's Armor: All (100%)

Damage vs. Vehicle's Armor : Light (85%),Medium (10 0%),Heavy (100%)

Damage vs. Building's Armor: Wood (50%),Steel (50%) ,Concrete (50%)

Damage vs. Terror Drone : 100%

Can destroy Concrete Wall.

Notes:

- The active version of this building can only be s een in Soviet's

Operation: City of Lights. Otherwise, it belongs to neutral and can

not fire.

* Park Bench

HP: 1

Points: 5

Armor: wood

Sight: 6

* Pentagon

HP: 600

Points: 5

Armor: concrete

Sight: 6

Max number of occupants: 10

* Phone Booth

HP: 100

Points: 5

Armor: wood

Sight: 6

* Pipes

HP: 10

Points: 5

Armor: concrete

* Psychic Amplifier

HP: 1000

Points: 5

Page 72: Red Alert 2 Compendium

Power: -100

Armor: concrete

Sight: 6

* Psychic Beacon

HP: 750

Armor: wood

Sight: 10

Points: 50

Power: -100

* Sandbag Wall

HP: 100

Armor: wood

Point: 1

Notes:

- Can be crushed by vehicles.

* Statue

HP: 400

Points: 5

Armor: concrete

Sight: 6

* Statue of Liberty

HP: 1000

Points: 5

Armor: concrete

Sight: 4

Notes:

- May create a crate containing credits if destroye d.

* Swing Set

HP: 1

Points: 5

Armor: wood

Sight: 6

* Thatched Hut

HP: 200

Points: 5

Armor: wood

Sight: 6

Max number of occupants: 6

* Thatched Hut Chief

HP: 600

Points: 5

Page 73: Red Alert 2 Compendium

Armor: concrete

Sight: 6

Max number of occupants: 6

* Tires

HP: 10

Points: 5

Armor: concrete

* Traffic Light

HP: 1000

Points: 5

Sight: 6

Notes:

- Can not be selected.

* Water Tower

HP: 1000

Points: 5

Armor: steel

* White House

HP: 1000

Points: 5

Armor: concrete

Sight: 6

Notes:

- May create a crate containing credits if destroye d.

*********************

IV - Tables and Data

*********************

1) Unit and Defensive Building Combat Ability

RA2 has so many units, so it may be difficult to br owse this FAQ just

to see the speed of a unit, range, or others, so I' ll try to put them

all on a few tables and show the comparisons of mos t important aspects

of the units. I also add few of defensive buildings that may be needed

for comparison.

For more information about weapon damage, range, an d ROF, just

look in each units section above for detailed infor mation. Because

the data below is just VERY simplified data. Some w eapon that fires

at 2 times, etc. are not listed below.

Unit Name Side Cost Sgt Spd HP Ar Rng R OF Damage

--------------------------------------------------- -------------------

Page 74: Red Alert 2 Compendium

GI Allies 200 5 4 125 N 4/4,5/7 2 0,15/5 15/25,15/25

Conscript Soviet 100 5 4 125 F 4/5 2 5 15/20

Attack Dog Both 200 9 8 100 N 1.5 3 0 -

Engineer Both 500 4 4 75 N - - -

Rocketeer Allies 600 8 9 125 N 5 3 0/5 25

Flak Tr. Soviet 300 5 4 100 N 8,5 2 5,20 20/8,20

Tesla Tr. Soviet 500 6 4 130 P 3/5 6 0/40 50

Crazy Ivan Soviet 600 6 4 125 N - - 400

Spy Allies 1000 9 4 100 F - - -

Sniper Britain 600 8 4 125 N 14 1 50/60 125

Desolator Soviet 600 6 4 150 P 6/8 5 0 125/200

Terrorist Soviet 200 9 6 75 F - - -

Tanya Allies 1000 8 5 125 F 6/8 1 0 125

SEAL Allies 1000 8 5 125 F 6 1 0 125

Chrono L. Allies 1500 8 ! 125 N 5 1 20 -

Yuri Soviet 1200 12 4 100 N 7/14 2 00 -

Yuri Prime Soviet 2000 8 6 200 F 30 2 00 -

Psi-Com. Allies 1000 8 ! 100 N - - -

Chrono C. Allies 2000 8 ! 100 N 6 1 0 125

Chrono Iv. Soviet 1000 8 ! 100 N - - 400

Grizzly T. Allies 700 8 7 300 H 5 6 0/75 65/55

Rhino Tank Soviet 900 8 6 400 H 5.75/5 6 5/80 90/85

IFV (1) Allies 600 8 10 200 L 6 5 0 25/80

Flak Track Soviet 500 8 8 180 H 10/8,5 2 5,40 35/20,25

Terror Dr. Soviet 500 4 10 100 S - - 50

War Miner Soviet 1400 4 4 1000 M 5.5 2 0 30

Chr.Miner Allies 1400 4 4/! 1000 M - - -

Apocalypse Soviet 1750 6 4 800 H 5.75,8 8 0,80 100,50

Prism Tank Allies 1200 8 4 150 L 10 1 00 100/150

Mirage Tank Allies 1000 9 7 200 L 7/9 7 0/80 100/150

V3 Launcher Soviet 800 7 4 150 L 18 1 50 200

MCV Both 3000 6 4 1000 H - - -

Tank Dest. Germany 900 8 5 400 H 5/6.75 7 0/60 150/175

Demo Truck Libya 1500 5 6 150 L - - 400

Tesla Tank Russia 1200 8 6 300 H 4/6 6 0/50 135/150

Attack Sub Soviet 1000 4 4 600 H 7 1 20 100

Sea Scorp. Soviet 600 8 8 400 H 12/10,5 2 0,40 40/35,25

Destroyer Allies 1000 7 6 600 H 8 1 10 60

Aegis Crs. Allies 1200 8 4 800 L 12/14 1 5/5 100

Dreadnought Soviet 2000 7 4 800 H 25 - (300x2)

A. Carrier Allies 2000 7 4 800 H 25 - (40x5)x3

Giant Squid Soviet 1000 5 8 200 L - - -, 50

Dolphin Allies 500 4 8 200 L 6 1 20 4+10/8+15

A. Tranport Both 900 6 6 300 H - - -

Harrier Allies 1200 8 14 150 L 6/9 1 0/10 150/300

Black Eagle Korea 1200 8 14 200 L 6/9 1 0/10 200/400

Kirov A. Soviet 2000 8 5 2000 L 1.5 5 0 250

Nighthawk Allies 1000 7 14 175 L 6 4 0 35/40

Pillbox Allies 500 7 - 400 S 5.5 2 6 50

Sentry Gun Soviet 500 7 - 400 S 5 2 6 50

Page 75: Red Alert 2 Compendium

Tesla C.(2) Soviet 1500 8 - 600 S 7+ 1 20+ 200+

Prism Tower Allies 1500 8 - 600 S 8 5 5 120+

Patriot Allies 1000 10 - 900 S 12 5 5 75

Flak Cannon Soviet 1000 5 - 900 S 12 2 0 40

Grand C.(3) France 2000 10 - 900 S 15 1 20 150

Notes:

For more detailed explanation, you can see in Unit' s description in

above section.

Spd: Unit Speed (The lower the number, the slower t he unit,

!: Teleportation)

HP: Unit Strength

Ar: Unit Armor (None/Flak/Plate: Infantry, Light/Me dium/Heavy:

Vehicle, and Special for few unit)

Sgt: Unit Sight Range

Rng: Unit's Weapon Range.

Number after , is the secondary weapon. (Usual ly anti-air

or deployed weapon).

Number after / is Elite Weapon range, if there are no /

means it has no Elite weapon, or has same rang e as non-Elite

Weapon.

- means that unit have no weapons or have spec ial weapon.

ROF: Unit's Rate of Fire.

Number after , is the secondary weapon. (Usual ly anti-air

or deployed weapon).

Number after / is Elite Weapon ROF, if there a re no /

means it has no Elite weapon, or has same ROF as non-Elite

Weapon.

Damage: Weapon damage.

Number after , is the secondary weapon. (Usual ly anti-air

or deployed weapon).

Number after / is the Elite weapon, if there a re no /

means it has no Elite weapon, or has same dama ge as non-Elite

Weapon.

- means Special Weapon.(No damage or a special weapon).

(1) - IFV listed here is normal IFV (no infantry)

(2) - Tesla Coils range and ROF changes depend on T esla Troopers

that charge near it.

(3) - Grand Cannon has a Minimum Range of 3.

2) Scoring

After playing single or multiplayer games, there ar e Scores showed

to tell how good the players are. For some people t his is not too

important, but I list the scores table below for th ose who need it.

Below is a score table for destroying/killing a uni t/building.

Note that I don't list many of civilian units and b uildings and

some special buildings because they are too many to list.

May be if I'm not tired or bored, I will list them soon.

Page 76: Red Alert 2 Compendium

Units Pts. Vehicles Pts. Buildings Pts.

--------------------------------------------------- ------------

GI 10 Grizzly Tank 25 Const. Ya rd 80

Conscript 5 Rhino Tank 25 Power Pla nt 40

Attack Dog 10 IFV 20 Tesla Rea ctor 40

Engineer 5 Flak Track 20 Ore Refin ery 80

Rocketeer 15 Chrono Miner 55 Barracks 30

Spy 5 War Miner 55 War Facto ry 80

Flak Trooper 5 Prism Tank 50 Service D epot 80

Crazy Ivan 30 Mirage Tank 25 Allied B. Lab 85

Tesla Trooper 5 Apocalypse 60 Soviet B. Lab 85

SEAL 50 Terror Drone 20 Naval Shi pyard 55

Tanya 50 V3 Launcher 40 Ore Purif ier 30

Yuri 5 MCV 60 Airforce C.HQ 70

Sniper 10 Harrier 20 Radar Tow er 60

Desolator 30 Kirov Airship 100 SpySat Up link 0

Terrorist 5 Tank Destroyer 25 Gap Gener ator 30

Chrono L. 15 Black Eagle 20 Cloning V ats 30

Psi Commando 50 Nighthawk 15 Pillbox 30

Chrono C. 50 Amphibious T. 25 Sentry Gu n 30

Chrono Ivan 50 Destroyer 30 Patriot 30

Yuri Prime 50 A. Carrier 55 Flak Cann on 30

Civilian 1 AEGIS Cruiser 35 Prism Tow er 30

Cow 1 Dolphin 15 Tesla Coi l 30

Alligator 1 Sea Scorpion 20 Concrete Walls 5

Polar Bear 1 Attack Sub 30 Iron Curt ain 30

Monkey 1 Dreadnought 55 Weather C . D. 30

Secret Service 1 Giant Squid 20 Chronosph ere 30

President 1 Demo. Truck 40 Nuclear M . S. 30

Technician 1 Tesla Tank 25 Psychic S ensors 50

Hornet 20 Tech Outp ost 5

Dreadnought M. 20 Tech Oil Der. 5

V3 Missile 20 Tech Hosp ital 5

ASW 10 Tech Airp ort 5

Drop Plane 30 Grand Can non 30

Nuclear R eactor 30

3) Pip

Pip is a small colored dot that appears in all unit s that can carry

other objects. Pip appears in transports (carry oth er units) and

harvesters (carry ores or minerals). Pip also appea rs in a building

to show how many units garrisonned in that building s.

In some units, Pip shows the unit ammo that it curr ently has.

In a Transport the Pip's color is determined the ty pe of unit that

the transports carries, while in a harvester it det ermines what

the harvester carries, ores or minerals.

Below is the table of all infantry that can be carr ied and its Pip

color. Table 2 contains the color of infantry that may not be seen

Page 77: Red Alert 2 Compendium

in normal ways (because mind controlled unit can't enter

transport), but I list them here just for info.

Table 1

Infantry Color Infantry Color

--------------------------------------------------- ---

GI Green Conscript Green

Flak Trooper Green Tesla Trooper Green

Attack Dog Green Engineer Blue

Spy Blue Sniper Red

Ghost Red Tanya Red

Yuri Red Crazy Ivan Red

Desolator Red Terrorist Red

Chrono L. Red Chrono C. Red

Psi Commando Red Chrono Ivan Red

Yuri Prime Red Cow Yellow

Table 2

Infantry Color Infantry Color

--------------------------------------------------- ---

Pentagon Gen. Green Secret Service Green

Civilian Yellow President Yellow

Alligator Yellow Polar Bear Yellow

Monkey Yellow Technician Yellow

Vladimir Green

For Vehicles units that have size more than 1, they have different

Pip. Their Pips are 2 color, Blue and Red.

Example: An IFV (size: 3) and An Apocalypse (Size: 6) enter the

Amphibious Transport (Can carry 12 Pip). T he Pip Color

would like:

BrrBrrrrr...

B : Blue Pip r : Red Pip . : No Colo red Pip

4) Unit and Defensive Building Descriptions

Below is the table that contains a very simple unit description.

Unit Name Side Tech Type Description

--------------------------------------------------- ------------------

GI Allies 1 Infantry Strong if de ployed/garissoned

Conscript Soviet 1 Infantry Very cheap

Flak Trooper Soviet 1 Infantry Cheap anti-a ir units

Engineer Both 1 Infantry Captures and Repair Building

Sniper Britain 1 Infantry Infantry kil ler at long range

War Miner Soviet 1 Vehicle Armed Harves ters

Chrono Miner Allies 1 Vehicle Teleporting Harvesters

Pillbox Allies 1 Building Anti-infantr y turrets

Sentry Gun Soviet 1 Building Anti-infantr y turrets

Attack Dog Both 2 Infantry Detects Spie s, Infantry Killer

Page 78: Red Alert 2 Compendium

Grizzly Tank Allies 2 Vehicle General purp ose tank

Rhino Tank Soviet 2 Vehicle General purp ose tank

Amphibious T. Both 2 Naval Land and wat er transport

Attack Sub Soviet 2 Naval Underwater a ttack sub

Tank Destroyer Germany 2 Vehicle Vehicle Dest royers

Rocketeer Allies 3 Infantry Cheap flying units

IFV Allies 3 Vehicle Anti-air, Cu stom vehicle

Flak Track Soviet 3 Vehicle Strong anti- air vehicle,

infantry tra nsport

V3 Launcher Soviet 3 Vehicle Long Range m issile launcher

Harrier Allies 3 Aircraft Anti-surface fighter

Black Eagle Korea 3 Aircraft Anti-surface fighter

Terror Drone Soviet 4 Vehicle Infantry and Vehicle killer

Destroyer Allies 4 Naval Underwater d etector, land

bombardment naval

Patriot Allies 4 Building Anti-air tur rets

Flak Cannon Soviet 4 Building Anti-air tur rets

Tesla Trooper Soviet 5 Infantry Strong, good vs. anything

Crazy Ivan Soviet 5 Infantry Can plant de vastating bomb

Terrorist Soviet 5 Infantry Cheap, Suici de attack

Tesla Coil Soviet 5 Building Strong defen sive turrets

Spy Allies 5 Infantry Disguises,in filtrates building

Dolphin Allies 5 Naval Fast underwa ter unit

Prism Tower Allies 6 Building Strong defen sive turrets

Sea Scorpion Soviet 6 Naval Fast and Ant i-air ship

Dreadnought Soviet 6 Naval Long Range m issile vessel

Apocalypse Soviet 7 Vehicle Very strong tank, anti-air

Aegis Cruiser Allies 7 Naval Anti-air nav al

A. Carrier Allies 7 Naval Long Range c raft naval

Nighthawk Allies 7 Aircraft Armed air in fantry transport

Grand Cannon France 7 Building Strong long range turrets

Desolator Soviet 8 Infantry Strong, Mass infantry killer

Prism Tank Allies 8 Vehicle Long Range t ank

Mirage Tank Allies 9 Vehicle Disguising t ank

Giant Squid Soviet 9 Naval Ship destroy er

Tanya Allies 9 Infantry Good vs. Inf ., Bld. and Ship

Psi Commando Allies 9 Infantry Mind Control

Chrono C. Allies 9 Infantry Teleports, G ood vs. Infantry

and Building

Chrono Ivan Soviet 9 Infantry Teleports, p lants devastating

bombs

Chrono L. Allies 10 Infantry Teleports, c an destroy

anything wit hout retaliation

Yuri Soviet 10 Infantry Mind Control

Yuri Prime Soviet 10 Infantry Long range M ind Control

MCV Both 10 Vehicle Deploy into Construction Yard

Demolition T. Libya 10 Vehicle Small Nuclea r Suicide Bomb

Tesla Tank Russia 10 Vehicle Tesla powere d tank

Kirov Airship Soviet 10 Aircraft Very Strong surface bomber

SEAL Allies - Infantry Good vs. Inf ., Bld. and Ship

Page 79: Red Alert 2 Compendium

Notes:

Tech: Unit Tech Level

5) Unit and Building Comparison

Below are descriptions of some units and buildings that are almost

identical. The comparisons below will reveal that a re they are not

the same unit/building, even they have some similar ities.

5.1) Unit

* Allied Attack Dog and Soviet Attack Dog

Both Allies and Soviet have attack dogs. They are actually

have the same statistics (cost, strength, etc.) T he only

differences are their portrait.

Allied Attack Dogs are German Shepherd.

Soviet Attack Dogs are Siberian Huskies.

* Allied Engineer and Soviet Engineer

They are all the same at almost everything. The o nly difference

is their speech.

* SEAL and Tanya

2 very different units, but actually have the sam e role and

have most of their statistics identical.

SEAL Tanya

--------------------------------------------------- ---------------

Gender Male Female

Weapon MP5 Machine Gun Dual Pistol

(Have more ra nge when

become Elite)

Available on Campaign Skirmish and Multiplayer Games

(Don't even exist in (Can't be tra ined in Campaign)

Multiplayer games)

Tech Level -1 9

(not available in

multiplayer)

Prerequisite Barrack & Airforce Barrack & Alli ed Battle Lab

Command HQ

* Allied MCV and Soviet MCV

Has the same statistics. They only different when deploying into a

Construction Yard and their voices are different.

* Chrono Miner and War Miner

Although both of them are Ore/Mineral Harvesters, they are very

different. Chrono Miner doesn't have weapon, but it can

automatically teleport when reloading to Ore Refi nery. War Miner

Page 80: Red Alert 2 Compendium

can't teleport, but it has a weapon to protect it self from danger.

War Miner can also carry twice more ore/minerals than Chrono

Miner. Aside from those mentioned above, they hav e the same

statistics in cost, speed, and other stats.

* Harrier and Black Eagle

Black Eagle can only be built by Korea, while Har rier can be

built by any Allied country other than Korea.

Black Eagle has 200 HP, while Harrier only 150 HP .

Black Eagle also has stronger weapons than Harrie r (look in unit

statistics in above section for more details).

Black Eagle and Harrier also have different voice s.

5.2) Building

* Allied Ore Refinery and Soviet Ore Refinery

Building an Allied Ore Refinery will give you a f ree Chrono

Miner, while building Soviet Ore Refinery will gi ve you a free

War Miner. Beside that similarity, both have the same stats and

functions.

* Power Plant and Tesla Reactor

Both are the main sources of power for building m aintenance.

Soviet can later has Nuclear Reactor to change th e Tesla Reactor

functions. Power Plant costs 800 credits to build while Tesla

Reactor only needs 600 credits to build, but Powe r Plant gives

200 power while Tesla Reactor only gives 150 powe r.

* Allied Barracks and Soviet Barracks

Building Allied Barracks can make Allied Infantry available.

The same rule applies for Soviet Barracks with So viet Infantry.

But if you have both, you can train Soviet Infant ry in Allied

Barracks and vice versa. Their statistics are als o the same,

only Soviet Barracks has 6 sight range, while All ied Barracks

only have 5 sight range.

* Allied War Factory and Soviet War Factory

Have the same statistics, and have no difference except what

they can build. (And of course, their image)

* Allied Shipyard and Soviet Shipyard

They have the difference in power consumption and Tech Level.

Allied Naval Shipyard needs 25 power and Tech Lev el 4.

Soviet Naval Shipyard needs 20 power and Tech Lev el 2.

* Allied Battle Lab and Soviet Battle Lab

They have the same function, that is to build mor e advanced

units and buildings. Their difference is only on Tech Level.

Soviet Battle Lab needs Tech Level 7 to be build, while Allied

needs Tech Level 8 to be build.

Page 81: Red Alert 2 Compendium

6) Actors and In-Game Voices

This may be not quite important, but I list here ju st for

information.

Live Action (In Movie)

Role Actor/Actress

---------------------------------------------

President Dugan Ray Wise

Yuri Udo Kier

General Thorn Barry Corbin

Agent Tanya Kari Wuhrer

Premier Alexander Romanov Nicholas Worth

Lt. Eva Athena Massey

Lt. Zofia Aleksandra Kaniak

General Vladimir Adam Greggor

Dr. Einstein Larry Gelman

Soviet Officer Oleg Stephan

Prime Minister Kerry Michaels

General Lyon Frank Bruynbroek

German Chancellor Stuart Nesbit

Soviet Newscaster Gabriella Bern

Korean Commander Richard Narita

Tesla Trooper Igor Jijenke

Base Commander Gary Marshal

Watch Officer 1 Rick Cramer

Watch Officer 2 Nate Bynum

Female Officer Heather Nickens

Allied GI 1 Sharif Perry

Allied GI 2 Micheal Rouleau

Allied GI 3 Jeremy Olson

Allied Soldier 1 Randy Stafford

Allied Soldier 2 Shane Dietrich

Allied Guard 1 Justin Bloom

Allied Guard 2 Beau Hopkins

Allied General Robert Eustice

Allied Colonel Robert Christensen

Secret Service man 1 Spike Heaser

Secret Service man 2 Robert Garretson

Soviet Soldier 1 Alexander Moiseev

Soviet Soldier 2 Igor Jijikine

Soviet Conscript 1 Andrei Skorobogatov

Soviet Conscript 2 Mario Lewis

White House Aide Ann-Marie Lazaroff

Bikini Babe 1 Stephanie Harrold

Bikini Babe 2 Tamara Kozen

Chaplain Donald La Mothe

Waitress Natasha

In-game voices (Speech)

Page 82: Red Alert 2 Compendium

Speech of Voice by

--------------------------------------------------- --

Yuri, Psy Corps Udo Kier

American taunts Barry Corbi n

Tanya Karl Wuhrer

Lt. Eva Athena Mass ey

Lt. Zofia Aleksandra Kaniak

Soviet Taunts Adam Greggo r

German Taunts Stuart Nesb it

Night Hawk, Soviet Vehicle Grant Albre cht

Spy, Sniper, Allied Infantry Michael Bel l

Installer Douglas Rye

Allied Boat, Intruder Gregg Berge r

Texan Glenn Burti s

Allied and Soviet Civilian Julie Brugm an

Rocketeer, Chrono Legionnaire David Fries

Propaganda Truck David Fries

BBC Newscaster, American Newscaster Sam Murray

SEAL, Soviet Civilian, Allied Vehicle Stefan Mark s

Libyan & Iraqi Taunts, Demo Truck Adoni Milde r

Soviet Infantry & Engineer Andy Milder

Desolator, Soviet Boat Phil Procto r

Cuban Taunts, Terrorist Gustavo Rex

Black Eagle, French Newscaster Gustavo Rex

British Taunts, Kirov, Crazy Ivan Neil Ross

Drill Sergeant, Flak Trooper Douglas Rye

World Wide Domination, Narrator Douglas Rye

Intercom Voice, Computer Voice Heidi Shann on

Female Newscaster Heidi Shann on

American Civilian, American Engineer Phil Tanzin i

Tesla Trooper John Vernon

Korean Taunts Douglas Rye

******************

V - Miscellaneous

******************

This section shows all the other data that I think can't be

included in all above sections.

1) Record

The fastest unit: Terror Drone and I FV

The fastest non-flying infantry: Terrorist and Yuri Prime

(Teleporting doesn 't count)

The strongest unit: Kirov Airship

The longest range unit: Dreadnought and Ca rrier

The cheapest unit: Conscript

The most expensive unit: MCV

The best anti-air unit/building: AEGIS Cruiser

2) Dangerous units

Page 83: Red Alert 2 Compendium

There are some units that when they are created by enemy, you're

noticed by hearing special sound or speech.

These are because they are somehow considered dange rous and enemy

need to know when they are created and be ready for them.

Units Announcement

------------------------------------------

Tanya Her laughs

Kirov Airship "Kirov reporting"

Demolition Truck "My truck is loaded"

Chrono Commando "Already there"

3) Do You Know ?

- You can guard your important units (Harvesters, f or example) by

selecting the escort units and then press Ctrl-Al t+Left Click to

your unit/building to be escorted/guarded. All se lected units will

now follow that units (or stay guard if you click it to a building),

and attack any enemy that attack that unit/buildi ng.

Use Stop command to stop any unit for escorting m ode.

- Infantry that can't crawl: Chrono Legionnaire and Crazy Ivan.

- Water is also affected by Radiation.

- A bridge can only be destroyed by Wall Crushing u nits and

buildings (ex: Rhino Tank and Tesla Coils).

- Rally point for War Factory and Barracks can't be targeted to

target land if it needs a transport to walk acros s water. It can't

target water. So be careful when you use Rally po int to collect

your Kirov Airships.

Rally point for Naval Shipyard can target land (u seful for

Amphibious Transport only).

- Crates can appear in water.

- All the animals except the Cow in RA2 have names (the designer

of RA2 give them a name, it is hidden in the INI files)

Herbert the Alligator, Frosty the Polar Bear, and Josh the Monkey.

- Alligators can't swim. Check it by mind controlli ng it and send

it to water.

- All the animals are very aggressive!! (Except cow )

Move units near it, and they will surely attack y our units,

especially infantry. Vehicles will be attacked if your vehicles

hurt those critters.

Surprised? Attack them with Nuclear Strike but ma ke sure they

are not killed (It is possible, just remember, th e radius for Nuke

is 10 Cells, so put them within the radiation) an d ahhh....

they attack your Nuclear Missile Silo!!

(make sure your silo is not walled and let them m ove inside your

base safely to check this)

- A bomb-installed Transport which is grabbed by a Giant Squid will

still explode and kill the Squid as well.

- You can play the Unholy Alliance mode in Skirmish by change

GameMode=1 to GameMode=4 in [Skirmish] section in RA2.INI file.

Unholy Alliance Mode gives you both Allied and So viet MCV.

Page 84: Red Alert 2 Compendium

- Use TAB (in Multiplayer games only) to changes th e alliance

status for other players.

From "Tony Toon" <[email protected]>

With this, you can also check what other player's country played

(by looking on their flags).

- Tech buildings are not counted as player's units or buildings,

meaning that if a player has a tech building but does not have

any unit or base building, that player still lose s the battle.

- Air speed and Ground speed are different, ground speed is faster

than air speed even they have the same number in stats.

(Thanks to Blossom Storm for confirming this conf using matter).

- In the intro movie, when they're about to missile the soviets and

the missile dude is hypnotized by yuri (sp?), the UN-hypnotized dude

says: "Jimmy, open the silo doors!! This is suic ide!!" The

unhypnotized dude calls him "Jimmy", but the hypn otized dude's name

tag says "boyd."

From <[email protected]>

I have got 2 'comments' e-mail for this small sec tion. :)

1) From Justin Mitchell:

...

Also, this is pretty inconsequential, but I'd like to point

out that there's nothing unusual about the guy getting called

"Jimmy" in the intro, even though his nametag says "Boyd."

It's very likely that his name is actually "Ji mmy Boyd."

But that's just nitpicking.

...

2) From Mek <[email protected]>:

...

That doesn't mean anything, in the military, a ll name tags state

the last name, not the first. I guess the dire ctor was trying

to show their "friendship" or whatever by havi ng him say his

first name.

4) Special Section

(All infos and strategies in this section are contr ibuted by Overmind)

* The free infantry bug

This one ONLY works in RA2 1.000 (Not in YR). Play with the Soviets.

Build Barracks and the Clonning Vats. Block the exi t of the Barracks with

walls, other buildings or whatever. Start building infantry.

When you build it, the CV will produce one infantry unit, and the Barracks

will refund the cash spend on it.

So if you have a cash reserve of 1200, you can buil d any infantry for free.

* The Desolator bug

Play with Iraq. Build a few desolators.

Deploy them where you want. Select each of them and force and attack

on the area right near the radiation by presing CTR L+click on the area.

The power and range of the radiation will double.

Page 85: Red Alert 2 Compendium

* The Conyard+T-Drone bug

Play with the Soviets. Build an MCV and a Terror Dr one.

(MCV requires Repair Depot)

Put the MCV in an open area (don't deploy it). Put the Terror Drone into it

by a forced attack. Deploy the MCV. Undeploy it.

Tada ! It disappears. You can build near it, but th e enemy

can't see it or destroy it. You're the winner !!!

5) Patches Changes

Note: section below are taken directly from launche r.txt from Red

Alert 2 directory. For older patches, just look for older Red

Alert 2 version launcher.txt.

* Patches 1.004

GENERAL CHANGES OR FEATURE ADDITIONS

1. RA2 now allows you to play "Free for All" in Ski rmish mode. Now

the AI can attack each other and not just the playe r.

2. Hotkeys and Interface changes added:

* Right clicking on the mouse centers on the Radar Screen instead of

deselecting the player's units.

* Press the "Spacebar" to cycle through last 8 EVA events. "Space Bar"

now also goes to "Ally under Attack" EVA event.

* Players can now place Rally Points on Service Dep ots.

* The "Q" & "W" keys that select Tab Buttons now gr ab a completed

building for the cursor. Pressing again places tha t building.

* Press "Ctrl" + "Arrow" keys to jump to the edges of the map.

* Page User is bound to "U".

* Health Navigation, Veterancy Navigation, and Prev ious Unit hotkeys

are now unbound. They can be rebound in the Keyboa rd Configuration

menu.

3. Observer Mode: RA2 now has an Observer Mode that allows 1 player

to watch other player's games. Particularly useful for Korean

television shows and tournaments.

* There is a new checkbox at the top of the bunkers that players

can check to observe games. Clicking it will switch the "Join"

button to "Observe" and vice versa.

* In the game setup screen, the host can select the bottom slot to

be open for observers (assuming he isn't the observ er himself).

Players attempting to observe go into this slot.

* The observer can only chat to all players.

* The observer cannot use Beacons or Waypoint Mode.

* The observer is not shown on the score screen.

* The observer is not allowed in Co-Op mode.

4. Dreadnaughts can now break bridges with missiles .

5. Now players can destroy a unit flying over an Ir on Curtained

building.

6. If the player has a Cloning Vat, an Engineer, 2 infantry units,

Page 86: Red Alert 2 Compendium

and a Tech Hospital he will no longer get a complim entary unit out

of his Cloning Vat for every unit healed.

7. The edges of the Radar Screen are now visible.

8. We've enabled the Microsoft Sidewinder Strategic Commander(TM)

to work properly. We've also included the Westwood endorsed

configuration.

9. The Desolator will no longer continue to shoot t he ground over

and over and keep building up radiation.

10. Parts of buildings will no longer disappear on occasion.

11. Structures no longer flash a frame of animation during placement.

12. Fixed the "Place Structure Anywhere" cheat.

13. Super Weapon tab flashes when ready.

14. Crazy Ivan and Tanya bombs now work on all brid ges.

15. Fixed a Terror Drone + Unpacking MCV problem th at made games

never end.

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

1. Quick Match now gives ping of opponent when matc hing.

2. Zero starting units are allowed.

3. Fixed up the taunts to make sure they play corre ctly.

4. Paging additions:

* Players can page a buddy from inside a game room, bunkers or game.

(/page user name message)

Example: /page Yuri Hi.

* Players can reply to last message. (/r message)

Example: /r Hi there.

* Players can check to see if another player is onl ine. (/on user name)

Example: /on Tanya

* If player is paged and he presses "U" to reply to that sender, the

paging screen will default to that sender's name if U is pressed

within 5 seconds.

5. A ping meter is included inside game lobby as a tooltip. There

are also graphic indicators (green, red, yellow) ne xt to player

names. The ping indicated in the tooltip is between that player

and the game host.

6. Lobby Chat only scrolls if player is on bottom c hat line.

7. Included an icon table that displays most icons and what they

mean in Westwood Online.

8. Fixed "Fetching Server" message pop up problem. Now it happens

less.

9. Fixed the loss of keystrokes when typing chat in bunker.

10. Lobby now defaults to the bunker the player lef t when returning

from Buddy List, etc.

11. Click on an existing game to show the name of m ap in bunker as

tooltip. No need to enter a game to find out which map is being

played.

12. Chat messages during games no longer display in a choppy

and slow manner. Messages written at the end of gam es will now

display properly also.

Page 87: Red Alert 2 Compendium

13. Players are now routed to bunkers with less tha n 25 people

when entering Custom Match.

14. A tooltip has been added that shows a player's rank, battleclan

and battleclan rank when you mouse-over a player's name. It may

take a bit for the server to return the player's ra nk.

UNIT BALANCE CHANGES

1. Unit Balance: IFV + Chrono Legionaire now destro ys things more

slowly.

2. Unit Balance: Tesla Tank will shoot a little slo wer.

3. Unit Balance: Demo Truck speed reduced.

4. Unit Balance: Demo Truck damage was reduced.

5. Unit Balance: IFV+Tesla Trooper will shoot a lit tle slower.

6. Unit Balance: IFV+Terrorist damage reduced.

7. Unit Balance: Terrorist hit points are increased .

* Patches 1.006

GENERAL CHANGES

Fixes:

1. Chrono IFV no longer loses its target when selec ting a

target further than his firing range. Now it moves within

attack range and fires without losing focus at any moment.

2. Modified official maps are not transferred over Internet games.

3. If a player disconnects 3 times in one game for durations

more than 25 seconds each, the game will finish and be

awarded to the non-disconnector at the 3rd time.

4. If walls or other buildings block the Soviet Bar racks exit,

no unit is built even if the user has a Cloning Vat . The cost

is refunded to the player.

5. No other infantry units other than those with ex plosives can

blow up buildings when joining to a Tanya command w aypoint.

WESTWOOD ONLINE CHANGES OR FEATURE ADDITIONS

New Features

1. NAT (Network Address Translation) and Firewall s upport

Fixes

1. In 4 player Internet games, Red Alert 2TM now b ehaves

correctly and continues the match with the remainin g players

when the host loses connection.

2. The game now behaves correctly by continuing 4 p layer

Internet games when the host gets disconnected from his

ISP but is able to reconnect in time.

3. In-game chat, whenever the user types a message longer

than a screen width the text is transmitted and dis played

properly.

Page 88: Red Alert 2 Compendium

**********

Unpublished work Copyrighted by S. Rudiyanto N. 200 0