Command & Conquer: Red Alert 2 manual

The following article serves as a partial transcript† of the Command & Conquer: Red Alert 2 manual. All material written in this article is of copyright ©2000 by Electronic Arts, Inc. The author of this article claims no right of the material written.
† The following sections were removed to preserve only or mostly the lore-related information:
* Installing the Game
* Introduction
* Main Menu
* Setting Up a Network or Skirmish Game
* The Interface
* Game Basics
* Advance Gameplay
* The Advanced Command Bar
* Way Points
* Keyboard Commands
* Westwood Online
* In-Game Chatting
* Credits
* Technical Support
==Story==
If you could go back in time, what would you change? Would it be possible to prevent wars from ever occurring? Or would tampering with the past have drastic effects on the present and the future?
Experiments in time travel have drastically altered the course of history. Assassinations altered the fates of nations, and thus the entire world. The Soviet Union found herself without enemies to check her expansion to the west. Under Josef Stalin, they began a march to the Atlantic, hoping to fulfil their manifest destiny of a continental Soviet Union.
Only the combined might of the Allied forces prevented complete domination by the Soviets. The huge army of Mother Russia was finally stopped by the superior technology of the Allies. A peaceful world finally became reality. Stalin perished in the conflict, leaving the fate of the world's largest nation undecided. After the war, the Allies placed Alexi Romanov [sic] in charge of the new Soviet Empire. He seemed to be the perfect choice. A career politician, he espoused the ideals of the Allied powers and set about making the Soviet Union a benevolent, peaceful country. The Allied leaders breathed a sigh of relief. The great menace was finally put to rest. Or was it? Secretly, Romanov burned with hatred of the Allied powers that had destroyed his beloved country. Once in power, he immediately began plotting his revenge. Because the Allies had won with superior technology, he vowed that the Soviets would create their own superior weapons. The armies of the old Soviet Union would march again, this time, they would not fail. This time, they would conquer the United States!
For years the Allies were complacent. Nobody knew of the secret Soviet experiments into mind control or the nuclear tests conducted by Romanov's scientists. The invasion takes the United States by surprise. Suddenly, there are Soviet troops rushing into California, Texas and New York. Civilians are succumbing to the Soviet mind control and leaving their country forsaken, taking up arms in favour of the invaders. Giant squids are appearing on American shores, crushing ships with their massive tentacles. The onslaught has begun! Fortunately, the current US leader, President Dugan, has not let the old Allied technology stand. Massing his forces and preparing technology that allow him to control both the nature of time and the forces of nature, President Dugan prepares to battle the Soviet Union once again. Romanov has incredible power, surprise, and massive forces. The Allies are fighting for their home and their way of life. Once again, the entire world is erupting into conflict.
==Units and Structures==
===Allied Forces===
====Infantry====
=====GI=====
The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker. Left-clicking on a selected GI unit will cause him to deploy into a heavy machine gun platform which offers increased range and power, but no ability to move. Left-clicking again undeploys the GI.
=====Engineer=====
Although unarmed, the Engineer is a very useful unit. Surgical use of engineering teams can quickly turn the tide of battle. Note that when an engineer is used, the unit itself is lost. Engineers can be used to repair destroyed bridges (enter the bridge huts), steal enemy structures, repair your own structures and repair or capture neutral tech buildings. Engineers can also defuse Crazy Ivan bombs by targeting the affected unit or structure.
=====Rocketeer=====
The Rocketeer is the aerial assault version of the simple Allied GI. Armed with a powerful weapon and strapped into an equally powerful jetpack, the Rocketeer hovers over the battlefield. Rocketeers are excellent in providing anti-air defence and air-to-ground attacks on weaker targets.
=====Spy=====
The Spy is a stealth unit used by the Allied forces to gain an advantage over their foes. Rather than attacking enemy units, the Spy targets an enemy and changes his appearance to that of the enemy unit. This allows him to sneak past enemies and into enemy structures, providing substantial benefits. The Spy’s function inside the enemy structure depends on which building he enters. Attack Dogs are never fooled by the Spy’s disguise, so watch out for them. If a Spy enters...
Enemy Barracks: Your infantry units are created as veterans.
Enemy War Factories: Your vehicles are created as veterans.
Enemy Refineries: He steals all of the money currently in that Refinery.
Enemy Power Plants: He temporarily shuts down the enemy power supply.
Enemy Battle Labs: He gains the ability to make a special infantry tech unit. This will appear on your INFANTRY Tab on the Command Bar.
Enemy Radar Domes: He resets the shroud for the enemy.
=====Tanya=====
The most versatile infantry unit for the Allied forces is Tanya. About as fast as a typical GI, Tanya also has the ability to swim across rivers and oceans. While not that powerful against vehicles, Tanya’s powerful weapon kills off enemy infantry units with a single shot. Tanya can also plant C4 charges on enemy buildings or ships, destroying them instantly. Planting C4 charges on the repair huts of bridges allows Tanya to destroy bridges as well.
=====Attack Dog=====
Specially-trained German Shepherds, Attack Dog are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times.
=====Chrono Legionnaire=====
A Chrono Legionnaire never walks anywhere. Instead of walking, he teleports around the map. The distance of the teleport determines how long it takes him to “phase back in” at his new location. While phasing back in, the Chrono Legionnaire is vulnerable to enemy fire. His weapon is unique. Rather than destroying enemy units and structures, his weapon simply erases them out of time. The more powerful the enemy, the longer this takes. While being erased, the enemy unit is invulnerable. If the Chrono Legionnaire is killed while erasing a unit, the partially-erased unit will reappear.
==== Vehicles ====
===== Grizzly Battle Tank =====
The Grizzly is a standard Allied tank. Useful for base assaults, Grizzly Battle Tanks are also capable of grinding enemy infantry units under their powerful treads. This all-purpose vehicle is useful both in defence and attack.
===== Infantry Fighting Vehicle (IFV) =====
An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it. For instance, putting an Engineer into this craft turns it into a mobile repair vehicle, able to repair your damaged vehicles without the necessity of bringing your units back to your base, while GIs enhance the vehicle’s ability to gun down infantry, etc. Explore the many unique abilities the IFV has to offer.
Note: Some units have no effect and will default to a rocket weapon.
===== Harrier =====
This fast jet-aircraft is used for ground attacks against enemy positions. Useful for strafing enemy structures or incoming columns of enemy units, the Harrier is vulnerable to Soviet anti-aircraft fire.
===== Mirage Tank =====
In most ways, the Mirage Tank is similar to the Grizzly Battle Tank of the Allies. However, when not moving, this unit changes in appearance to look like a tree. It can fire on enemy units from this camouflaged state, making it difficult for the enemy to discover where the fire is coming from. They do, however, appear for a brief moment when firing. Used carefully (for instance, stopping Mirage Tanks in or near a forested area), these units can provide a devastating surprise attack.
===== Night Hawk Transport =====
This massive transport helicopter is used to move infantry units across the map quickly and efficiently, without regard to terrain. The Night Hawk Transport is also completely invisible to enemy radar, making it even more effective at shuttling units back and forth. It is vulnerable to anti-aircraft fire, however.
===== Prism Tank =====
This powerful Allied tank uses a weapon similar to the Allied Prism Tower. The powerful and deadly beam of light launched from the Prism Tank’s cannon radiates from the target to hit other nearby enemies, allowing this vehicle to single-handedly destroy entire groups of enemy units. The range of dispersal depends on how close the Prism Tank is to its initial target.
===== MCV (Mobile Construction Vehicle) =====
As you will see in the section on Allied buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site.
===== Chrono Miner =====
The heart of your economy is the Chrono Miner, a small vehicle that collects Ore and returns it to your Refineries. This Ore is then converted into money, which allows you to produce units and structures to increase your power. When travelling to an Ore field, the Chrono Miner moves like a normal vehicle. However, when full of Ore, the Miner “chronos” back to the Refinery, much like a Chrono Legionnaire moves across the map. This saves considerable time in getting the Ore into the refinery.
===== Amphibious Transport =====
The Allied Amphibious Transport is used to transport units from place to place. While not invisible to radar like the Night Hawk Transport, the hovercraft is capable of carrying vehicles as well as infantry. It can cross both land and water, allowing for amphibious assaults of enemy positions. This vehicle has no armament.
===== Destroyer =====
The basic Allied naval unit, the Destroyer is designed to automatically defend against submerged enemy units like submarines. The Destroyer can also be used to bombard shorelines and enemy installations, allowing for easier amphibious invasions.
===== Aegis Cruiser =====
Another important Allied ship, the Aegis Cruiser is used to defend against aerial attacks. In addition to standard anti-aircraft defenses, Aegis Cruisers are also equipped with anti-missile defenses that can protect vital installations against missile attacks.
===== Aircraft Carrier =====
Exactly as you might guess, the Aircraft Carrier is a large ship that attacks by sending its aircraft to launch an assault on the target. Planes from an Aircraft Carrier land, reload and continue attacking until the selected target is destroyed. Even better, any aircraft lost by the Aircraft Carrier are automatically replaced without any cost.
===== Dolphin =====
Dolphins are an important naval unit for the Allied forces. Cloaked and invisible to enemy radar, Dolphins attack with a sonar amplification device. They are effective against any Soviet naval units, particularly Giant Squids and Subs.
=== Soviet Forces ===
==== Infantry ====
===== Conscript =====
The counterpart to the Allied GI is the Soviet Conscript. Not able to deploy into a fortified position, Conscripts are cheaper to build than the Allied GI.
===== Engineer =====
Although unarmed, the Engineer is a very useful unit. Surgical use of engineering teams can quickly turn the tide of battle. Note that when an engineer is used, the unit itself is lost. Engineers can be used to repair destroyed bridges (enter the bridge huts), steal enemy structures, repair your own structures and repair or capture neutral tech buildings. Engineers can also defuse Crazy Ivan bombs by targeting the affected unit or structure.
===== Attack Dog =====
Specially-trained Siberian Huskies, Attack Dogs are extremely effective against infantry, but are completely worthless against vehicles and structures. Additionally, Attack Dogs are your first, best, and only line of defence against Allied Spies. You’ll want Attack Dogs guarding your base at all times.
===== Tesla Trooper =====
This specialised infantry unit attacks with a powerful electrical charge generated from his portable Tesla coil. Tesla Troopers are valuable for a number of reasons, not the least of which is their immunity to being steam-rolled by enemy tanks. In times of emergency power shortages, Tesla Troopers can charge up the Tesla Coils defending your base to keep them operating against enemy units. Charging up a Tesla Coil will also increase its range and power. To charge a Tesla Coil, simply move a Tesla Trooper near it. Charging will happen automatically.
===== Crazy Ivan =====
A codename used for Soviet demolitions experts, a Crazy Ivan attacks by placing dynamite around the map. Virtually anything can be wired to explode, from enemy structures to individual Conscripts—even wandering cows. Once placed on enemies or neutral units and structures, the bombs will count down to detonation and then explode. Crazy Ivan units can also demolish bridges by placing dynamite on bridge huts.
===== Flak Trooper =====
This advanced infantry unit is useful against both ground and air targets. The Flak Trooper attacks with explosive flak, allowing him to damage aircraft as well as seriously wound enemy infantry.
===== Yuri =====
The result of unique Soviet research, Yuri has the ability to mentally control most organic units and vehicles. When controlled, the enemy vehicle becomes, effectively, your unit, and you can order it to move and attack just as if you had built it yourself. If Yuri is killed, the connection with the enemy vehicle is broken and it returns to its original team. Yuri cannot control War-Miners, Chrono Miners, Attack Dogs, aircraft or other Yuri units. Yuri can also boil the minds of others with his mind-blowing attack. Simply double-click on him and watch surrounding infantry sizzle.
==== Vehicles ====
===== Rhino Heavy Tank =====
The Soviet answer to the Allied Grizzly Battle Tank is the Rhino Heavy Tank. Larger and slower than the Grizzly, the Rhino is geared toward pure power and is extremely effective against structures.
===== Flak Track =====
This light Soviet vehicle is designed to defend against both air- and light ground-assaults. It attacks by expelling flak, much like the Flak Trooper. This vehicle can also operate as a troop transport, carrying infantry units over-ground. This vehicle is not amphibious and cannot cross water.
===== V3 Rocket Launcher =====
The V3 Rocket Launcher is the closest thing the Soviet army has to artillery. While physically weak and easily destroyed, the V3 is capable of tremendous devastation. It launches very powerful, long-range rockets that can cause huge amounts of damage to whatever they hit. A great support weapon, the V3 Rocket Launcher is too vulnerable to lead an assault.
===== Kirov Airship =====
These huge Soviet zeppelins are a true force to contend with in the air. Able to withstand tremendous amounts of damage, a Kirov attacks with massive payloads of heavy bombs. These can devastate an area. Slow speed is the main weakness of this unit.
===== Terror Drone =====
Terror Drones are a new robotic unit created by the Soviet military. These small, mechanical spiders scuttle across the battlefield looking for enemy vehicles. When a vehicle comes within range, the Terror Drone leaps into action, jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or Outpost can remove a Terror Drone once it attacks.
===== Apocalypse Assault Tank =====
The ultimate Soviet tank, the Apocalypse Assault Tank has a massive gun. A huge vehicle, the Apocalypse can take large amounts of damage before succumbing. This vehicle can be used to attack both ground and air targets.
===== MCV =====
As you will see in the section on Soviet buildings, the heart of every base is the Construction Yard. On many occasions you will not start with this structure in place but will have an MCV, or Mobile Construction Vehicle, at your disposal. When deployed, this vehicle becomes a Construction Yard, providing you with all of the benefits of that building. To deploy an MCV, select the vehicle and hold the cursor over it. If the cursor changes to a golden circle with four arrows, left-clicking on it will deploy the vehicle. If the cursor has a red circle with a line through it, there is either not enough room to deploy or something is in the way. Move the vehicle (or the offending object) to find a suitable deployment site.
===== War-Miner =====
The counterpart to the Allied Chrono Miner, the main purpose of the War-Miner is collecting Ore to be processed into credits. Once processed by a refinery, the Ore allows for the production of both units and structures. Unlike the Allied Chrono Miner, the War-Miner is not completely defenceless. It is armed with a sizeable mounted gun, which gives it the ability to protect itself from minor threats. Like all heavy vehicles, it can also crush enemy infantry by driving over them.
===== Amphibious Transport =====
Similar to the Allied Amphibious Transport, the Transport is a way to move both infantry and vehicles across both land and water. This vehicle is unarmed, but is heavily armoured to help ensure that its cargo gets to its ultimate destination.
===== Typhoon Attack Sub =====
This naval vessel attacks from below the waves, launching powerful torpedoes at its foes. Not capable of attacking land-based targets, the Typhoon is nonetheless a powerful unit for naval conflicts, and in large numbers conflicts and, in large numbers, can take complete control of waterways. Typhoon Attack Subs are stealth units and do not appear on enemy radar.
===== Dreadnought =====
This large ship is useful in attacking both enemy ships and ground installations. It hits with powerful long-range missiles, making it difficult for enemy units to approach within range to destroy it.
===== Sea Scorpion =====
This fast ship is capable of attacking all targets. It is also equipped with an anti-missile system, and can be used to protect valuable structures and locations from missile attack.
===== Giant Squid =====
Captured and trained by Soviet scientists, these huge creatures are capable of grasping enemy ships and crushing them with their huge, powerful tentacles. Giant Squids are stealth units and do not appear on enemy radar.
===Special Multiplayer Forces===
In Multiplayer and Skirmish games, you will select not just a particular side (Allied or Soviet) but a specific army as well. Allied forces include the United States, France, Germany, Great Britain and the Republic of Korea. Soviet forces include the Soviet Union, Cuba, Libya and Iraq. Each of these armies gains a particular unit or ability they can use to help them achieve victory:
====American Paratroopers====
The American army in Multiplayer games gains the ability to produce and deploy Paratroopers throughout the battle once an Air Force Command Headquarters has been built. The Paratroopers can be deployed to any ground location on the map (they cannot be deployed in water). When selected, a transport plane will deliver a group of five Paratroopers to the selected location. Once on the ground, the Paratroopers are essentially normal GIs. If the transport plane is shot down, the Paratroopers are lost. The ability to deploy Paratroopers changes over time, so you cannot deploy them constantly.
====French Grand Cannon====
This special French weapon is not a vehicle, but a large structure called the Grand Cannon. Once created, the Grand Cannon provides extremely effective base defence against enemy attacks, particularly against armoured units.
====German Tank Destroyer====
German scientists have developed the Tank Destroyer, a unit designed specifically to give German forces an edge against enemy armour. While very weak against structures or infantry, Tank Destroyers are extremely powerful against enemy vehicles, and can be used either to clear the way for your own attacks or to blunt incoming columns of enemy armour.
====British Sniper====
This British infantry unit is equipped with a special long-range rifle useful in taking out enemy infantry units. Much better than regular GIs, the sniper gains tremendous range and power, killing off enemy infantry units with a single shot from well out of their range.
====Korean Black Eagle====
The special weapon in the Korean arsenal is the Black Eagle. Effectively, this aircraft is a stronger Harrier, offering increased ability to both take and dish out damage.
====Russian Tesla Tank====
The Soviet Tesla Tank is a large ground vehicle that fires a Tesla charge instead of a ballistic weapon. This charge is effective against both units and structures.
====Cuban Terrorist====
The Cubans have developed the Terrorist unit to attack enemy bases. The Terrorist carries C4 charges taped to his body and kamikazes enemies, blowing them up quickly and efficiently.
====Libyan Demolition Truck====
The Libyan Demolition Truck is a suicide vehicle designed to create maximum mayhem and carnage in the enemy base. This truck carries a small nuclear charge. When the truck is attacked, the charge detonates, destroying everything in a wide radius.
====Iraqi Desolator====
Iraqi scientists have created the Desolator, a soldier that creates large areas of scorched, impassable earth. When deployed, the Desolator uses a radiation cannon to irradiate the ground around him, making it completely impassable to both infantry and light vehicles. He wears a protective suit to keep him safe from the radiation. When the Desolator is killed or undeployed, the ground he has poisoned will slowly return to normal.
=== Allied Structures ===
==== Structures ====
===== Construction Yard =====
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
===== Power Plant =====
While a few of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. That’s the function of this structure. Power Plants put out a good deal of energy, but larger bases will require multiple Power Plants to operate effectively. Power Plants are physically weak and critically important, so keep them well guarded.
===== Ore Refinery =====
Your Chrono Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission, and will often want several. Make more Miners and Ore Refineries to make more money.
===== Barracks =====
The creation of all infantry units from the basic GI to the advanced Chrono Legionnaire is performed at the Allied Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.
===== War Factory =====
If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production.
===== Naval Shipyard =====
Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including Dolphins, are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired.
===== Air Force Command Headquarters =====
The Allied Air Force Command Headquarters has two critical functions. Firstly, it provides radar, activating your Radar display, and allowing you to see the areas of the shroud you have removed on your Radar map. Secondly, this structure allows for the creation of aircraft. Each Air Force Command Headquarters can control up to four Harriers. Additional aircraft will require the production of a new Air Force Command Headquarters.
===== Service Depot =====
During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit.
===== Battle Lab =====
Many of the more advanced Allied units and defenses depend upon additional technology found only at the Battle Lab. To create the Allied special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Allied base.
===== Ore Purifier =====
The Allies have developed the Ore Purifier as a way to further refine the Ore they mine. While an expensive structure, the Ore Purifier allows you to gain additional credits from every load of Ore your miners return to your Refineries. Over time, the Ore Purifier pays for itself many times over.
===== Spy Satellite Uplink =====
The Allied army depends on superior information to defeat the Soviet menace. When built and deployed, the Spy Satellite Uplink completely removes the shroud, showing all locations on the battlefield and on the Radar display.
==== Armoury ====
===== Fortress Walls =====
Walls are a passive defence system designed to stop enemy infantry and vehicles. Multiple pieces of wall section can be placed at once for quick building.
===== Pill-Box =====
Pill-boxes are fortified gun emplacements designed to protect an area against attacks by enemy infantry. Pill-boxes are not very effective against vehicles and they cannot shoot through walls.
===== Prism Tower =====
The Prism Tower is a powerful base defence for the Allies. Prism Towers fire a concentrated beam of light at any approaching enemy ground units. If Prism Towers are placed close enough together, they can fire one large, powerful beam by targeting each other and combining light beams on the target.
===== Patriot Missile System =====
The Patriot Missile System is an anti-aircraft device design to keep Allied bases protected from Soviet aircraft. Effective against all enemy flying units, the Patriot can also target and destroy incoming enemy missiles.
===== Gap Generator =====
Much of the Allied strategy revolves around gathering superior information and denying information to the Soviets. When a Gap Generator is deployed, it creates a shroud over a wide radius, hiding the Allied base from Soviet radar. The Gap Generator requires a great deal of power to maintain.
===== Chronosphere =====
Allied research into time travel has developed the Chronosphere, a device that allows units to move instantly across the map. When used, the Chronosphere will move vehicles in a selected wide radius to another point on the map. Additionally, enemy vehicles can be transported with the Chronosphere. Enemy ships can be placed on land or enemy ground vehicles can be dropped in water, destroying them instantly. Like the Weather Control Device, when the Chronosphere is built, all players are notified and the shroud above the device is removed.
===== Weather Control Device =====
The Weather Control Device gives the Allied commander the ability to control the forces of nature. Once built, the Weather Control Device will create a powerful lightning storm, which can be deployed over any part of the map, causing incredible destruction. The lighting storm will destroy buildings and units over a large area. When a Weather Control Device is built, all players will receive notification of the construction, and the shroud above the device is removed. All players will also receive a countdown as the lightning storm is developed.
=== Soviet Structures ===
==== Structures ====
===== Construction Yard =====
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base from simple walls to the technologically-advanced Battle Labs. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
===== Tesla Reactor =====
The Soviet army depends on the Tesla Reactor to run its base operations. Like Power Plants, Tesla Reactors are extremely important, but are very vulnerable. These structures must be protected at all times. Spies are a particular nuisance.
===== Ore Refinery =====
Your War Miners need somewhere to take the Ore they collect. That place is the Ore Refinery, a structure at the very heart of your economic operation. A filled Miner will return to the Refinery to dump its load of Ore before returning to the field. This Ore is then converted into credits, which you can use to purchase structures and units. Each Ore Refinery comes with a Miner. You will need one of these buildings in every mission and will often want several. Make more Miners and Ore Refineries to make more money.
===== Barracks =====
The creation of all infantry units from the basic Conscript to the advanced Crazy Ivan is performed at the Soviet Barracks. Many of your more powerful and effective structures and base defenses require the presence of a Barracks.
===== War Factory =====
If you wish to build vehicles (and you will), you will need a War Factory. All ground vehicles are created at the War Factory, although many may require the addition of other buildings to allow for production.
===== Naval Shipyard =====
Your navy will play an important role both in protecting your base and in attacking the enemy position. All of your naval units, including Giant Squid, are created at your Naval Yard. This structure must be placed entirely in water. Damaged ships can be returned to the Naval Yard to be repaired.
===== Radar Tower =====
Because the Soviets do not have traditional aircraft, they have no need of an airfield. The Radar Tower, when created, activates the Soviet Radar display.
===== Service Depot =====
During the course of a battle, your units will become damaged. Moving a damaged vehicle into a Service Depot begins the repair process. Repairing damaged vehicles costs credits, with the cost depending on the severity of the damage to the unit.
===== Battle Lab =====
Many of the more advanced Soviet units and defenses depend upon additional technology found only at the Battle Lab. To create the Soviet special weapons, you must have a Battle Lab at your base. While expensive to build and requiring a lot of power to run, the units and structures available with the Battle Lab make it a necessary addition to any Soviet base.
===== Nuclear Reactor =====
The Soviets have solved the problem of needing additional Tesla Reactors by developing the Nuclear Reactor. This large building puts out the equivalent of many Tesla Reactors, supplying the Soviet commander with virtually all of the power he will ever need. The destruction of a Nuclear Reactor causes a large nuclear explosion, and creates fallout that will kill infantry and lightly-armoured vehicles.
===== Cloning Vats =====
A unique piece of Soviet technology, the Cloning Vat allows you to duplicate any infantry unit you create with your Barracks for free. Once you have built and placed a Cloning Vat, any unit you create in your Barracks will also produce an identical unit at the Cloning Vat.
Infantry units can be sent into the Cloning Vat and destroyed. This will give you a small amount of credits in return. Additionally, any infantry units captured by Yuri can be sent to the Cloning Vat. Try this for an extra cash bonus.
==== Armoury ====
===== Fortress Walls =====
Walls are a passive defence system designed to stop enemy infantry and vehicles. Multiple pieces of wall section can be placed at once for quick building.
===== Sentry Gun =====
This stationary gun is used to defend against enemy infantry. It is not a very effective weapon against vehicles.
===== Tesla Coil =====
A powerful base-defence against all ground units, the Tesla Coil attacks with a powerful bolt of electricity. Unlike other base-defenses, a Tesla Coil can be charged by Tesla Troopers, and will remain active even if the base loses power.
===== Flak Cannon =====
The Soviet Flak Cannon is a basic form of defence against aerial units. It is extremely effective against all Allied air units, including Rocketeers. 
===== Psychic Sensor =====
Soviet research into psychic phenomena has resulted in the Psychic Sensor. When deployed, this device allows you to see the orders given to any enemy units planning to attack any friendly units or structures within the device’s radius. When built, the sensor shows the attack target when the target is within range of the Psychic Sensor.
===== Iron Curtain =====
A fascinating piece of Soviet technology, the Iron Curtain allows you to make units and structures invulnerable for a short period of time. When ready and selected, the Iron Curtain will make all structures and units in a small area completely invulnerable to attack. Invulnerable units cannot be attacked by Terror Drones, but can still be mind-controlled. The force of the Iron Curtain will kill any infantry units it is used on. In this way, it can be used against enemy infantry as a weapon. When the Iron Curtain is built, all players are notified and the shroud above the device is removed for all players.
===== Nuclear Missile Silo =====
The ultimate weapon in the Soviet arsenal is the Nuclear Missile Silo. Once built, the Nuclear Missile Silo creates a huge nuclear missile that can be used to cause incredible devastation in the chosen area. Additionally, the aftermath of the missile leaves radiation that will kill any infantry units in the area and will damage lightly-armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the shroud above the device is removed for all players.
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==External links==
*Command & Conquer: Red Alert 2 Game Manual at replacementdocs.com
Category:Red Alert 2