Command and Conquer: Yuri's Revenge Walkthrough :
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Walkthrough - Command and Conquer: Yuri's Revenge FAQ/Walkthrough----------------------------------------------------------------------- Yuri's Revenge FAQ/walkthrough/strategy guide Written by Nadia Varkovsky (varkovsky@hotmail.com) Last updated January 18, 2002 (Final Version) First of all, I would like to proudly dedicate this FAQ to Grace Yeo. I love you :) Secondly, this FAQ is also dedicated for those RA2 players out there. Thank you very much for all your support. This FAQ would not have been written without all your help and contributions. Contents: 1. Updates 2. Introduction 3. Game overview 4. New Units and Structures A. Allied units B. Allied structures C. Soviet units D. Soviet structures E. Yuri's units F. Yuri's structures G. Tech Buildings 5. Walkthrough A. Allied campaign: Mission 1: Operation Time Lapse Mission 2: Operation Hollywood and Vain Mission 3: Operation Power Play Mission 4: Operation Tomb Raided Mission 5: Operation Clones Down Under Mission 6: Operation Trick or Treaty Mission 7: Operation Brain Dead B. Soviet campaign: Mission 1: Operation Time Shift Mission 2: Operation Deja Vu Mission 3: Operation Brain Wash Mission 4: Operation Romanov on the Run Mission 5: Operation Escape Velocity Mission 6: Operation To The Moon Mission 7: Operation Head Games 6. Credits ----------------------------------------------------------------------- 1. Updates October 12, 2001: Just started the FAQ today. I had put the format in and managed to finish the Soviet walkthrough. More will probably be coming tomorrow or I might resort to my Commandos 2 FAQ... (Version 1.0) October 14, 2001: Finished the walkthrough for the Allied missions at quarter past twelve in the morning. The last mission was quite tough but it doesn't prove to be a challenge once the trick had been discovered... Should be starting the new units' descriptions soon as well as continuing my Commandos 2 walkthrough. (Version 1.1) October 22, 2001: School starts again tomorrow... Not much update these last few days because I focused on my Commandos 2 walkthrough and my holiday homework. (Version 1.2) December 8, 2001: I know I haven't updated the walkthrough for so long. I finished most of my school coursework and now I only need to focus on exams which leave me some more time to tend to my walkthrough. I finished most of the units and structures descriptions except the tech buildings section. That'll have to wait I guess since I'm about to start another walkthrough on Return to Castle Wolfenstein. :) (Version 1.3) January 18, 2002: Finally finish the walkthrough by adding the "Tech Structure" section after MIA for more than a month. Since my mock exam is starting next week, my RTCW walkthrough will have to be delayed for another two weeks. See you all in Return to Castle Wolfenstein! Auf wiedersehen! :) (Final Version) ----------------------------------------------------------------------- 2. Introduction Please note that I'm very busy with schoolwork (I'm a grade 12 student) and updates may be very slow. I will try to update as often as I can but the major ones will only come during weekends. This is my second FAQ so I hope you will forgive me on any mistakes and errors. If you have any critics, suggestions, comments and things to add, don't hesitate to email me at varkovsky@hotmail.com. One more thing, this FAQ is protected by the international Copyright Law so if there's anyone who wants to post this FAQ in his or her site, YOU HAVE TO LET ME KNOW FIRST!!! I've heard many stories about people plagiarizing other people's FAQ to make money and believe me, writing FAQ is not easy and to you know how it feels if your hard work is used by other people. So for all plagiarizers out there, be warned that if you do anything to my FAQ, I SWEAR THAT I WON'T LET YOU OFF THAT EASILY!!! ----------------------------------------------------------------------- 3. Game Overview Red Alert 2 is one of the best RTS games ever created (in my opinion at least). Everything was just amazing!!! The units and structures are absolutely fantastic and equally balanced on both sides. The heart- thumping music just adds to the excitement of the game whether you're playing in the single player mode or battling other people online. And on top of that, the cut scenes are absolutely superb which will engross you deeper in the storyline... ----------------------------------------------------------------------- 4. Units and Structures *********************************************************************** A. ALLIED UNITS *********************************************************************** +++++Infantry+++++ Guardian GI Cost: 400 Weapon: M60 heavy machine gun (undeployed) and anti-tank missile (deployed)) Strength: Armor: Flak (light) Sight: 6 Speed: 3 Veteran abilities: stronger, faster, increased sight, increased firepower and rate of fire Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: Barracks Tech level: 2 This is the advanced version of the basic GI. This un-crushable unit is the key to allied success. Using its awesome assault rifle it can demolish a group of GIs in seconds. When deployed he can take out planes, tank, and automobiles with his anti-tank missile. When you have these guys spread though your base your enemy may think again when he attacks. +++++Vehicles+++++ Battle Fortress Cost: 2000 Weapon: 20mm heavy machine gun Strength: 600 Armor: Heavy Sight: 6 Speed: 4 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: War Factory, Battle Lab Tech level: 10 When the allies saw the Soviet Apocalypse tank, they wanted something better. Going into battle with out its heavy machine gun, it may look like an easy target. But when they rush it, say tank rush no more. This could also be considered as an IFV update because it also acts as a transport. It can carry up to 5 units, equivalent to the Soviet flak track. As a bonus the units inside the unit can fire from inside the tank while in combat. Robot Tank Cost: 800 Weapon: Short-range rocket pods Strength: 180 Armor: Heavy Sight: 6 Speed: 10 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: War Factory, Robot Control Center Tech level: 2 This is the allied version on the Soviet terror drone. The robot tank is the result of anti-tank research. The speed of this tank makes it a vehicle suitable for hit-and-run. It is immune to psychic power, hovers, can go over water! *********************************************************************** B. ALLIED STRUCTURES *********************************************************************** Robot Control Center Cost: 600 Strength: 600 Armor: Light Sight: 6 Power: -100 Prerequisite: War Factory Tech Level: 10 The Robot Control Center is basically used to house the Robot Tanks you build. One thing to remember is that if your base becomes low on power the Tanks are just a piece of metal that can't move. So make sure you have adequate power! *********************************************************************** C. SOVIET UNITS *********************************************************************** +++++Infantry+++++ Boris Cost: 1000 Weapon: AKM machine gun, flare gun Strength: 200 Armor: Flak (light) Sight: 9 Speed: 5 Veteran abilities: stronger, ability to scatter, increased sight, increased firepower and rate of fire Elite abilities: Prerequisite: Radar Tower, Battle Lab Tech level: 9 Boris, Boris, Boris... Brave, agile and cool-headed on the battlefield. What else could you want? Boris's elite snaking ability makes it nice and easy for dropping air strikes on enemy bases. His trusty AKM make ground attacks a little bit easier on him. But when it comes to structures, one push with his laser designator, and an air strike of MiGs will come to drop some bombs. +++++Vehicles+++++ Siege Chopper Cost: 1400 Weapon: 160mm heavy machine gun and 155mm Black Hawk cannon Strength: 300 Armor: Light Sight: 7 Speed: 12 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self heal, stronger, increased firepower and rate of fire Prerequisite: War Factory, Battle Lab Tech level: 10 Soviet intelligence has developed air capability with the Soviet love for heavy-duty firepower. Using its machine gun, The Siege Chopper uses it to harass enemy units. When it is on the ground it deploys a 155mm cannon, making it easy to take out crucial enemy structures. This heavy duty flying piece of steel is a helpful hand to any Soviet attack force. Spy Plane Cost: Free with radar tower Weapon: Spy camera Strength: 400 Armor: Light Sight: 0 Speed: 15 Veteran abilities: None Elite abilities: None Prerequisite: Radar Tower Tech level: N/A When the Soviets were left without a reasonable map gathering unit, the spy plane was created. What is so unique about this unit is that it is free, just like the American paratroopers. All you have to do is select a target when its ready and it will film and take away the shroud of the area for a short amount of time. This is useful for finding the enemy's base and their weaknesses. It's also a vital scouting tool since it's available early in the game. *********************************************************************** D. Soviet structures *********************************************************************** Battle Bunker Cost: 500 Strength: 600 Armor: Heavy Sight: 1 Power: N/A Prerequisite: Construction Yard Tech Level: 1 This new defensive structure, it is a garrison-able building that is capable for holding up to 5 conscripts. The Battle Bunker keeps your defensive line held up. It is a solid defense against any enemy's ground forces. Industrial Plant Cost: 2500 Strength: 1000 Armor: Light Sight: 4 Power: -200 Prerequisite: Battle Lab Tech Level: 10 To enhance the economy, the Soviet developed this costly, but worthwhile structure. This building cuts the cost of vehicles by 25% while also decreasing vehicle build time by 25%. This is a key structure to getting your frontline assault team faster than your enemy. *********************************************************************** E. Yuri's units *********************************************************************** +++++Infantry+++++ Initiate Cost: 200 Weapon: Psychic blast bolt Strength: 100 Armor: None Sight: 9 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Barracks Tech level: 1 Yuri's basic infantry unit costs just as much as the allied GI, but dishes out more damage at the cost of range. However, they are excellent in buildings and can dice up anything on land when garrisoned. With the cloning vats they are only $100 and can easily be mass-produced, just watch out for mass-infantry killers like Navy SEALS. Snipers can also pick off Initiates with ease, so make sure they have some sort of backup. Virus Cost: 700 Weapon: Viral dart gun Strength: 100 Armor: None Sight: 9 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Barracks, Psychic Sensor Tech level: This female sniper is the only female soldier in Yuri's Revenge, and she comes with quite a sting. Her sniper rifle has less range than that of the famed English snipers, but her shots have a side effect - any infantry shot will balloon up with toxic gas and explode, and the gas will spread, damaging anything in its path. However, just like the English snipers she is helpless against vehicles and structures, so she must have some sort of support. Brutes and Initiates combined with a few Virus snipers can be very hard to stop. Brute Cost: 500 Weapon: Big hands Strength: 200 Armor: Flak (light) Sight: 8 Speed: 6 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Barracks Tech level: 5 This hulking mass of muscle is Yuri's toughest infantry unit. Un- crushable, immune to psychics, and fast for his size, the brute carries no weapon other than himself, and that is all he needs. He uses his fists to destroy enemy troops, and is most effective against enemy tanks. He is also fairly good vs. infantry, but due to his lack of range he is not the best choice vs. infantry. Against structures he does not fair so well, and pillboxes/sentry guns take down brutes very quickly. Overall they are Yuri's best unit against tanks, and a single brute can take on almost any tank in the game and win, save for anti- infantry tanks (such as the tesla tank) and apocalypse tanks/battle fortresses. Engineer Cost: 500 Weapon: Bomb defusing kit Strength: 75 Armor: None Sight: 4 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: Barracks Tech Level: 1 Engineers can repair your damaged buildings back to full health again. They also can repair destroyed bridges. Just order them to go into the bridge hut and the bridge will be automatically repaired. Not only that, you can also tell them to defuse Crazy Ivan's bombs by targeting the affected units or structures. However, the most useful feature is probably their ability to capture buildings. Just order them to enter the intended building and it will be yours straight away. They are also needed to capture neutral Tech Buildings for your own benefits. Yuri Clone Cost: 800 Weapon: Mind control and psi-wave Strength: 100 Armor: None Sight: 12 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Barracks, Psychic Sensor Tech Level: 10 Yuri clones are duplicates of the original Yuri, and they have the same mind-control ability as he does. However, they can only mind-control units, and their range is less than that of Yuri Prime/Yuri X. Be careful with them on the battlefield, strategic use of Yuri Clones can turn the tide of battle, but they are also a fragile unit and can do nothing against robotic units and units that are immune to mind- control. He does have a short-range psychic blast but it does take a few seconds to recharge, and due to its range it should not be relied on as a "weapon." Yuri Prime Cost: 1500 Weapon: Super mind control and psi-wave Strength: 150 Armor: None Sight: 9 Speed: 6 Veteran abilities: stronger, faster increased sight and firepower Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Barracks, Battle Lab Tech Level: 10 Yuri's hero unit is, well, Yuri himself. He is similar to the Yuri clone except he cannot be crushed, and he also has slightly better range. He mind-control structures, and once that structure is mind- controlled, you can use it in any way you want to. If you mind-control an allied barracks, you can produce allied infantry. Soviet vehicles can be produced from a Soviet war factory. However, if Yuri Prime is destroyed while the building is under mind-control or the target is changed, the building reverts to its original side. You can also sell enemy structures... mind control construction yard-sell, war factory- sell, radar-sell, etc. Since you get two Yuri Primes with the cloning vats, you can use them to take out a base very quickly. The only structures that cannot be mind-controlled are each side's unique structures (ore purifier, cloning vats, industrial plant, psychic towers, and super weapons). +++++Vehicles+++++ MCV (Mobile Construction Vehicle) Cost: 3000 Weapon: None Strength: 1000 Armor: Heavy Sight: 7 Speed: 4 Veteran abilities: None Elite abilities: None Prerequisite: War Factory and Service Depot Tech Level: 10 This is the origin of your most important building, the Construction Yard. Basically, you just have to deploy it by clicking D and it will magically transform itself into a Construction Yard in one second. When in multiplayer, if you create a game, you will be given the option to enable "MCV Repacks" or not. If you choose to do so, you can order the Construction Yard to transform back into an MCV thus letting you to deploy it somewhere else. Slave Miner Cost: 2000 Weapon: None Strength: 1000 Armor: Heavy Sight: 4 Speed: 4 Veteran abilities: none Elite abilities: none Prerequisite: War Factory Tech level: 1 Yuri's miner can be built both as a structure and a vehicle, which means you can build two at once. It is entirely self-contained, and requires no power or maintenance whatsoever. When it reaches the ore it deployed five slaves to gather the ore, and each slave can store up to 200 credits on himself at a time. When ore runs out at a mining location the miner packs itself up and heads for the next closest source of resources. Keep an eye on it though; having it wander into enemy territory to mine ore can be hazardous to your economy. They do have a gun to defend themselves but it is NOT very powerful vs. tanks so be careful. Fortunately Slave Miners are terror drone and mind- control immune, so you don't have to worry about Yuris or terror drones. They also have a lot of health, so if it comes under attack chances are very high that you will be able to get it out before it is destroyed. It is impossible for Yuri to repair the miner when deployed, but it does self-heal when in vehicle form. If it is destroyed, the slaves go to the side that destroyed the miner and fight for that side, whacking things with their shovel. If they are destroyed by something "neutral" such as an oil derrick explosion, the slaves turn white and attack ANYONE near them. Chaos Drone Cost: 800 Weapon: Hallucinatory gas Strength: 200 Armor: Light Sight: 6 Speed: 8 Veteran abilities: none Elite abilities: none Prerequisite: Weapons Factory Tech level: 4 This small but fast drone is great for stopping enemy attacks. The chaos drone releases a cloud of gas that makes any enemy units within a small radius go berserk and start attacking their allies before their foes. The affected units turn a reddish-pink and do not respond to any orders given by their owners. If the chaos drone is destroyed or the unit moves out of the gas radius, the unit stays confused for a short period thereafter until the gas wears off and they resume their normal functions. The chaos drone is best when placed in the incoming path of enemy troops - don't try to send it after some tanks, for it will be destroyed before it can release its gas. Some units, such as miners, cannot be confused. Lasher Tank Cost: 700 Weapon: Short-range anti-tank shell Strength: 300 Armor: Medium Sight: 8 Speed: 7 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: War Factory Tech level: 2 Yuri's basic tank is weaker than its allied and soviet counterparts, but it compensates by having a lower price tag and higher speed. It fares alright against other tanks but not too well against structures or infantry. However, due to its good speed, it does a good job of crushing infantry before they can move out of the way. It is best used in tank bunkers, where it is well-protected and can fire at enemy units without fear of being hit. Lashers must be used in groups of 3-5 or in tank bunkers to be effective; when they are alone they get blown away quickly. Gatling Tank Cost: 600 Weapon: Gatling gun Strength: 210 Armor: Light Sight: 10 Speed: 6 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Weapons Factory Tech level: 4 Like its stationary counterpart, the Gatling Tank dishes out more damage the longer it is firing. It has good speed and does a good job at mowing down enemy infantry. When going full steam, the barrels can quickly take down light vehicles and structures, but they do not fare too well against enemy tanks. They are an essential component of any strike force for they are the only mobile Yuri land anti-air. They do very well in tank bunkers as well because it doesn't take very long for them to become elite. Master Mind Cost: 1750 Weapon: Mind control Strength: 500 Armor: Heavy Sight: 9 Speed: 4 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Weapons Factory, Battle Lab Tech level: 2 This large tank is heavily armored and therefore fairly slow. It does not house a conventional weapon - instead, it can mind-control an unlimited amount of enemy units. However, after more than three units are under its control it starts to overheat and take damage. If nothing is done about this, it will continue to take damage until destroyed. The more units it has under its control, the faster it overheats and can actually self-destruct quickly if the owner is not aware of it. It has almost no cool down between mind-controls, and therefore can be used to take control of an enemy strike force very quickly. Just be sure to send the controlled units on suicide runs or to the grinder before the mastermind self-destructs. Once destroyed, captured enemy units are returned to their original owners. Magnetron Cost: 1000 Weapon: Magnetic beam, magnetic field Strength: 150 Armor: Light Sight: 10 Speed: 5 Veteran abilities: stronger, faster, increased sight and firepower Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: War Factory, Psychic Sensor Tech level: 2 This versatile unit has a very unique method of attack. It emits a magnetic beam which can lift any vehicle - from the tiny terror drone to the massive battle fortress - into the air. The lifted unit is than brought closer to the magnetron and is deposited adjacent to it. The airborne unit cannot fire and it cannot be controlled in any way by its owner. However, it can be shot at by anti-air units, and Gatling tanks excel at chewing up units while they are in the air. If the magnetron is destroyed or ordered to stop, the magnetic beam ceases and the unit are dropped. If dropped onto a cliff, structure, or other obstacle (such as another unit) then it is instantly destroyed. If dropped onto a structure, the structure will be damaged or, depending on the size of the unit and the structure, it can be destroyed as well. Amphibious Transport Cost: 900 Weapon: None Strength: 300 Armor: Light Sight: 6 Speed: 6 Veteran abilities: None Elite abilities: None Prerequisite: Naval Yard Tech Level: 4 These specially designed hovercrafts are mainly used to transport units and vehicles from one place to another in a short time. They can cross over water also so they can be used to transport units from one island to another. However, they have no weapons at all and the light armor makes them very vulnerable to enemy fire. Be warned that if an Amphibious Transport is destroyed while traveling across water, all the units and vehicles on board will also be lost so take all the necessary precautions to prevent that from happening by escorting it with some naval support. Boomer Cost: 2000 Weapon: Torpedoes, cruise missiles Strength: 2000 Armor: Medium Sight: 8 Speed: 5 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: Sub Pen Tech level: 2 Yuri's one and only naval assault unit is an expensive one, weighing in at a hefty $2000. However it boasts an impressive arsenal, housing twin torpedo launchers and sea-to-surface cruise missiles. It is also heavily armored, and its main weaknesses are that it is slow and it has no anti-air defense. Because of this, UFO escorts are required to keep it free from rocketeers and siege chopper assaults. The cruise missiles do take a few seconds to launch, and it is at this point that the Boomer is at its most vulnerable point. It must surface to launch, and cannot move or fire torpedoes while the missiles are prepping for launch. Therefore make sure you have multiple boomers in an assault, and do not order all of them to fire at once - keep some submerged to defend the others. Floating Disc Cost: 1750 Weapon: Transport beam, small laser Strength: 100 Armor: Heavy Sight: 9 Speed: 4 Veteran abilities: stronger, faster, increased sight, firepower and rate of fire Elite abilities: self-heal, stronger, increased firepower and rate of fire Prerequisite: War Factory, Battle Lab Tech level: 1 The only air unit for Yuri's side, the UFO is a large and heavily armored spaceship. It houses a laser to defend itself against land and air attacks, but its true strength lies in its siphons. When placed over an enemy power plant, the base loses ALL of its power and all powered defenses are rendered useless. The power plant being siphoned cannot be sold, and the UFO must be destroyed/moved in order to get power back online. When placed over an enemy refinery, it slowly steals money from the refinery until the cash supply is depleted. Finally, if placed over enemy base defense of any kind, that particular defensive structure shuts down and the UFO must be destroyed/moved in order to power it back up again. All this comes at a price, and at $1750 per UFO a fleet of them can be hard to afford. *********************************************************************** F. Yuri's structures *********************************************************************** Construction Yard Cost: 3000 Strength: 1000 Armor: Heavy Sight: 10 Power: 0 Prerequisite: none Tech level: none Yuri has a construction yard just like the other two sides; the only difference is in aesthetics. It builds all of Yuri's structures and is the heart of your base. Late in the game it is advisable to have two to three con yards so you don't lose production capability if you lose your main one. Citadel Walls Cost: 500 Strength: 300 Armor: Heavy Sight: 1 Power: 0 Prerequisite: Barracks Tech level: 2 These walls are identical in function to the allied and soviet walls - they are a passive base defense which must be destroyed before any land units can cross them. They are slightly stronger than their allied and soviet counterparts, but they are not invincible and crumble quickly under fire. Walls are best used to surround important structures, such as your Construction Yard or your Battle Lab. Walling in Psychic Towers is also a good idea because they still function properly yet it is much harder to destroy the tower. Tank Bunker Cost: 400 Strength: 1000 Armor: Heavy Sight: 5 Power: -100 Prerequisite: Psychic Radar Tech level: 3 The tank bunker is a great defensive structure. It can house almost any tank in the game, and the tank is completely protected by the bunker. Anything attempting to destroy the tank must destroy the bunker before it can harm the tank. Meanwhile, the tank gets a firepower and range boost from inside the bunker, making them very deadly. There is however, a weakness to the tank bunker. They are open on top, so any air attacks can easily destroy the tank without worrying about having to destroy the bunker. Also, some of the larger tanks will not fit inside the bunker, and tanks without rotating turrets cant go inside either (they would be useless if they could go inside, for the tank cannot rotate inside the bunker). Some of the tanks that can't go inside are: mastermind, apocalypse, tank destroyer, mirage, battle fortress, and v3. Also siege choppers cannot land inside tank bunkers. Bio Reactor Cost: 600 Strength: 700 Armor: Light Sight: 4 Power: 150 Prerequisite: Construction Yard Tech level: 1 Yuri's power plant costs just as much as a tesla reactor and gives out the same amount of power. However, there is a twist. Infantry of almost any kind can be placed inside the reactor to increase power output. Up to five infantry can be placed inside, and for every infantry placed inside you get an additional +100 power, which is great when you are trying to build a compact base. Keep them guarded though, because losing a single loaded bio reactor can cause a sharp drop in your base's power output. However, when the reactor is destroyed, all infantry inside come out in the state they were when placed inside. This means enemy infantry placed inside the reactor will be controllable by their original owners (unless mind controlled again, of course). Barracks Cost: 500 Strength: 500 Armor: Medium Sight: 5 Power: -10 Prerequisite: Construction Yard, Bio Reactor Tech level: 2 Yuri's Barracks is the same for the other two sides, and it is the same size as the allied barracks (2x3 squares). All of Yuri's infantry are created here, and this structure is also needed to produce base defense and some more advanced structures. Aside from aesthetics and size, it is identical in purpose to the Allied and Soviet Barracks. War Factory Cost: 2000 Strength: 1000 Armor: Light Sight: 4 Power: -25 Prerequisite: Barracks Tech level: 2 Yuri's War Factory, like the con yard and barracks, functions just like its allied and soviet counterparts. Vehicles come out the front, and UFO's come out the top. The war factory is a vital addition to any base, because it produces all of Yuri's vehicles (with the exception of the slave miner, which can be produced at the con yard). It is also vital in the sense that it is the only structure which can build a new con yard (in the form of an MCV). The war factory, unfortunately, has relatively light armor and will NOT survive a super weapon blast. This makes it a good target to pick if the enemy has a spread out base and only one war factory. It costs him 2000 to rebuild, halts his vehicle production, and prevents him from climbing the tech tree. Psychic Radar Cost: 1000 Strength: 750 Armor: Light Sight: 10 Power: -50 Prerequisite: Weapons Factory Tech level: 3 The soviet psychic sensor was stolen from them when Yuri left to form his own army. Not only does it perform its previous function of allowing you to see enemy troop movements, but it now also provides Yuri with his radar. Besides these two functions, it has a third - it gives Yuri access to the Psychic Reveal special ability. This allows you to instantly remove the shroud from anywhere on the map instantly. The amount removed is about the same size as the area covered by a gap generator. Because of its three functions, the Psychic Radar is a structure that should be fairly well-protected. However, they are relatively cheap ($1000) and build fairly quickly so it is not much of a problem to rebuild a destroyed Psychic Radar. If you have a large base it is even advisable to have two so most of your base is under the "psychic detect" radius. Sub Pen Cost: 1000 Strength: 1500 Armor: Heavy Sight: 10 Power: -25 Prerequisite: Barracks Tech level: 4 The Sub Pen is Yuri's naval production structure. Surprisingly, it is only capable of producing two units: Yuri's Amphibious Transport and the Boomer Submarine. The transport is identical to the allied/soviet ones aside from looks, and the boomer is his only naval assault unit. I'm not going to go into detail about the boomer here - go to the units section for information on it. Anyways, the Sub Pen is one of the strongest structures in the game, and is one of the few that can survive a super weapon blast. I'm also fairly sure that the Sub Pen (and Naval Yards for that matter) is the only structures that can survive more than one direct hit from a Kirov. Bottom Line: Sub Pens are tough to destroy - dolphins/carriers/dreads are your best bet. Grinder Cost: 600 Strength: 900 Armor: Light Sight: 6 Power: -50 Prerequisite: Weapons Factory Tech level: 9 Yuri's counterpart to the Allied and Soviet Service Depots bears no resemblance to them at all. Rather than repairing a vehicle back to full health at a (relatively) small cost, the grinder destroys the vehicle, giving you a 100% cash refund. Infantry can also be sent to the grinder for a 50% cash refund. The grinder is a very useful structure, and is a great counterpart to psychic towers in your base. As soon as an enemy unit is mind controlled, send it to the grinder in order to "free up" the unit/structure that mind-controlled it. You get 100% cash no matter who owns the vehicle or what health the vehicle has. Grinders are also cheap ($600) so you should have several of them around your base in order to grind enemy units as quickly as possible so they enemy doesn't have a chance to save them. Battle Lab Cost: 2000 Strength: 500 Armor: Light Sight: 6 Power: -100 Prerequisite: Psychic Radar, Weapons Factory Tech level: 8 Like the Sub Pen, Con Yard, Barracks etc., this one is identical to its counterparts. This structure bridges the gap between Yuri's low tech stuff and his high tech stuff. Protect it with great care. Losing your battle lab is hazardous to your health - if lost you lose the ability to make high tech structures and units. They also cost quite a bit ($2000) so they can be a pain in the wallet to rebuild as well. The main problem with them is their sickeningly light armor - Battle Labs for all sides have very little armor and die very, very quickly when assaulted. A great way to protect your lab is to surround it with walls - this will protect it from engineers and infantry. Watch out for tanks that shoot over walls though. Cloning Vat Cost: 2500 Strength: 1000 Armor: Light Sight: 5 Power: -200 Prerequisite: Battle Lab Tech level: 9 Like the Psychic Sensor, Yuri stole the cloning vats from the soviets when he left. Only two things have changed: the symbol on the front is a Yuri symbol, not a soviet, and the vats no has the ability to "destroy" (cant use grind here) enemy infantry units for half price - the grinder does that now. Since Yuri has very powerful infantry, the cloning vats are a valuable asset, if not an expensive one ($2500). However they quickly pay for themselves in free infantry and getting brutes for $250 and Initiates for $100 is pretty damn sweet. Because you can get two infantry at a time, it is easier to repel attacks for you can raise an infantry army far more quickly than you can without the vats. Gatling Cannon Cost: 1000 Strength: 810 Armor: Medium Sight: 10 Power: -50 Prerequisite: Barracks Tech level: 4 This stationary base defense is unique as it combines Yuri's low-grade land defense and his air defense into one. The Gatling Cannon has variable firing rates and its twin barrels can target both land and air units, although it is a much better AA defense than it is a land defense. The longer it is firing the faster its barrels spin, and when going full blast it can dish out quite a bit of damage. Its land range, however, is quite limited and therefore Psychic Towers and Tank Bunkers should be relied on for ground defense. However, it chews up harriers and rocketeers, and only UFOs and Kirovs can survive for more than a few seconds under the immense firepower of the gatling cannon, and even those fold relatively quickly when the cannons are going full speed. Against land units it fairs fairly well against infantry, but is quite useless against tanks even when going at full speed. Psychic Tower Cost: 1500 Strength: 455 Armor: Medium Sight: 10 Power: -50 Prerequisite: Psychic Radar Tech level: 7 One of the best anti-land defenses in the game, the Psychic Tower can mind control up to three units at once, with a relatively short cool down rate. Use them in conjunction with Grinders to quickly dispose of enemy units, and the enemy will be hard-pressed to penetrate your base. Their weaknesses are that they are completely vulnerable to air attacks and psychic-immune units. If a Psychic Tower is destroyed, all units under its control are freed and returned to the original owner, and this is why it is best used to send enemy units to the grinder. Psychic Towers are essential when playing as Yuri and are a must when defending your base. Genetic Mutator Cost: 2500 Strength: 1000 Armor: Heavy Sight: 5 Power: -200 Prerequisite: Battle Lab Tech level: 10 Yuri's low-grade super weapon is a deadly one, and has the ability to mutate any infantry in a wide radius into Brutes under Yuri's control. This can be used in a variety of ways. One is to use the Mutator on enemy troops and send them on a killing spree inside your enemy's base. Another is to build a lot of cheap infantry (such as Initiates for only $100 with vats) and mutate them to create a much more powerful army. One overlooked strategy is to mutate your own slaves from your miners into brutes, and then send them to the grinder for a cash boost. The Mutator has one more use - use it to assassinate an enemy hero so you won't have to deal with him/her later. Psychic Dominator Cost: 5000 Strength: 1000 Armor: Heavy Sight: 5 Power: -200 Prerequisite: Battle Lab Tech level: 10 Yuri's ultimate weapon is a massive structure which generates large amount of psychic energy. On the same level as the Weather Control Device and the Nuclear Missile Silo, the Dominator is indeed a weapon to be feared. When activated, it does two things: it mind-controls all units within a small radius (same as Iron Curtain/Chronosphere radius) and destroys/damages all structures within a much larger radius (same was WCD/Nuke radius). Keep in mind that infantry and tanks not within the smaller mind-controlling radius will be completely unaffected by the blast. The biggest advantage the Dominator has over the Weather Storm and Nuclear Missile is that it happens almost instantaneously - there is no delay like there is with the Weather Storm or Nuke. This gives the enemy almost no chance to prepare for the blast. Although this may sound unfair, keep in mind each super weapon has its own unique side effect. Weather Storm causes radar to shut down, Nuke has radiation, and Dominator has mind-control. Treat the Dominator just as you would any other high-level super weapon - if the enemy builds one, destroy it before it comes online and destroys (or at least cripples) you. *********************************************************************** G. Tech Buildings *********************************************************************** Tech buildings have to be captured by Engineers first before you can utilize them to your advantage. Power Plant Strength: 800 Armor: Concrete Tech Level: 1 This building doesn't do much except to boost the power in your base. It's very handy when there is a power blackout. Machine Shop Strength: 800 Armor: Concrete Tech Level: 1 The most useful tech building because once captured, it will provide self-heal ability on all of your vehicles. Secret Lab Strength: 1000 Armor: Concrete Tech Level: 1 The usefulness of this building actually depends on luck. Once it is captured, you will be provided with the ability to train/produce a random unit belonging to other countries. ----------------------------------------------------------------------- 5. Walkthrough !!!IMPORTANT!!! --> This walkthrough was based on playing in normal difficulty. --> This walkthrough is written for the purpose so that players can complete the missions in the shortest time possible. Additional info and secrets in each mission will be placed under the "Additional info" section. Playing easy difficulty would mean less aggression from the enemy and they will seldom attack your base. The enemy's base defenses are not that strong also. You are also given an excessive amount of par time. Playing normal difficulty would mean more aggression from the enemy and they will be commencing more frequent assault to your base. The bases are usually moderately defended. Par times are shorter and will prove to be quite challenging. Playing hard difficulty would mean that the enemy will be very aggressive and your base will be pounded from time to time with a shorter interval between one assault and the next one. Enemy bases are always heavily defended and you will need to assault it several times before completely destroying it. Par times are very short and timing is really crucial if you want to finish the mission under the time limit. *********************************************************************** ALLIED CAMPAIGN *********************************************************************** Mission one: Operation Time Lapse Location: San Francisco, California Par time: 20 minutes Rank: 1st Lieutenant Briefing: It's only a matter of time before Yuri brings the Psychic Dominator on Alcatraz back online. Our only chance is to use Professor Einstein's Time Machine to send us back in time and stop Yuri before he can complete his worldwide network of Psychic Dominators. Objective 1: Capture Power Plants to power the Time Machine. Objective 2: Defend the Time Machine. Objective 3: Destroy the Psychic Dominator on Alcatraz Walkthrough: Train four Engineers immediately and get the tanks to secure the two Civilian Power Plants to the south. Get the Engineers to capture them and then the tanks should head to the west to secure the two Civilian Power Plants there. Send the two remaining Engineers to capture them as well. The Time Machine will be activated and everything will be shifted back to the Soviet invasion in RA2. Use the Grand Cannons to take out the Soviet Dreadnoughts while the Guardian GIs should take care of the Kirov coming from the northwest. Repel the Soviet tank assault with the base defenses and Tanya will appear from the Time Machine. Get her to swim to the north towards the Psychic Dominator and C4 the two patrolling Sea Scorpions. Head inland and kill off the conscripts as well as the dogs around the Psychic Dominator. Shoot the barrels next to the wire fence around the Psychic Dominator then move in to blow it up. Mission accomplished!!! Debriefing: Your quick thinking caught both the Soviets and Yuri off guard. The Soviet invasion of San Francisco has been thwarted and Yuri's plans have been thrown into disarray. Well done, Commander. *********************************************************************** Mission two: Operation Hollywood and Vain Location: Los Angeles, California Par time: 1 hour Rank: Captain Briefing: Yuri has mind controlled the population of Los Angeles and is feeding the civilians into his Grinders to fund his Psychic Dominator project. If we can eliminate the Grinders, Yuri will have lost a significant source of funds. Objective 1: Destroy all Grinders in the city. Objective 2: Destroy all Yuri buildings. Hint: Not all civilians have been mind controlled. Some of them may even be able to help us in the coming battle. Walkthrough: Deploy the MCV and start building as usual. Get the GIs to head slightly to the northwest and they will find a movie actor called Flint Westwood. He is very good in repelling infantry attacks so keep him alive. Send the GIs to garrison the hotel to the northwest and train more Guardian GIs and the regular ones to help defend the base from initial Yuri attacks. Don't forget to repair the hotel when it gets damaged. Quickly build a Battle Lab and reinforcement will come which is consisted of a Battle Fortress and some regular plus some Guardian GIs. Get the Guardian GIs to enter the Battle Fortress and help defend the base while the Prism Tanks should begin to be mass-produced. When there are about ten Prisms, send them to destroy the Grinder to the east and head north to destroy the Grinder near the stadium. Send an Engineer to capture the Machine Shop along the way to the second Grinder. Destroying the second Grinder will reveal a crate of money along with a new movie actor, Sammy Stallion. Head west from here to destroy the third Grinder, again revealing another crate of money. Head to the southwest to penetrate Yuri's base defenses and destroy everything; Yuri will sell his buildings when enough damage is inflicted. Proceed to kill all his Initiates and any remaining tanks then destroy the fourth and last Grinder to the southeast, thus revealing another money crate as well as a new movie actor, Arnie Frankenfurter. Get the Prism Tanks to go to the northwest corner of the map and destroy all Yuri's buildings here. Mission accomplished!!! Debriefing: Great job, Commander. Your quick actions minimized civilian losses in the city and denied Yuri an important source of income to fund his plans. Hollywood agents are already offering deals for the right to your life story. *********************************************************************** Mission three: Operation Power Play Location: Seattle, Washington Par time: 30 minutes Rank: Major Briefing: Now that we've destroyed Yuri's primary source of funds, the madman has decided to take a more direct approach. Yuri has set up a Nuclear Silo in Seattle and is using it to extort money and technical expertise from the MassiveSoft Corporation. We must save the city and MassiveSoft from Yuri's nuclear threat. Objective 1: Destroy Yuri's Nuclear Silo. Objective 2: Liberate the MassiveSoft campus. Walkthrough: SPEED is the key for this mission. Quickly get the regular GIs to garrison the Seattle Space Needle and the whole map will be revealed. Train some Snipers and Engineers then move your troops slightly northwards. Get the two Engineers to capture the two oil derricks to the southwest. Train another Engineer and get him to capture the Machine Shop to the east of the base. When the Weather Control Device is ready, fire it at Yuri's base to take out his Bio Reactors. Just before Yuri launched his nuclear missile, sell the War Factory and the two Power Plants to get the money because they will get destroyed anyway. Quickly get a sniper to take out the Yuri Clones guarding the Civilian Power Plant and send the tanks in to take care of the Lashers and Gatling Tanks. Send an Engineer behind to capture the Civilian Power Plant once it is secure then the nuclear missile timer will be halted and some more snipers will be parachuted in including a reinforcement of some tanks. Yuri will try his best to re-take the Civilian Power Plant; make sure that doesn't happen by protecting the parachuting snipers from the Yuri's tanks. Don't forget to leave a sniper and a Mirage tank near the Barracks to repel Yuri's infantry assaults. Get some more snipers to snipe the Yuri Clones near the Civilian Power Plant to the northwest of the base (along the road). Send the tanks again to secure the area and get an Engineer to capture the Civilian Power Plant. Send another tank brigade to the north and secure the Civilian Power Plant then get an Engineer to capture it. When the Weather Device Control comes back online, use it to take out Yuri's forces around the MassiveSoft campus then send in some tanks to mop up. Doing this will reward the Allies with three crates of money. Now send a small strike force (bring a sniper) along the western edge of the map and enter Yuri's base through the side entrance. Use the sniper to protect the tanks from Yuri Clones while they pound away at Yuri's Missile Silo. Mission accomplished!!! Debriefing: Yuri's plot to blackmail the city of Seattle has been thwarted. Your lightning-fast response prevented heavy losses to the population. Yuri will have to look elsewhere to fund his war effort. *********************************************************************** Mission four: Operation Tomb Raided Location: Egypt Par time: 45 minutes Rank: Major Briefing: Yuri has captured Einstein in an attempt to expedite the completion of his Psychic Dominator technology. It is imperative we rescue Einstein immediately and then rid Egypt of all Yuri forces. Objective 1: Destroy Bio Reactors around Great Pyramid to rescue Einstein. Objective 2: Destroy Yuri's base. Walkthrough: |
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