Dead End

Dead End is the third Allied mission in Red Alert.Westwood Studios, Command & Conquer: Red Alert. Allied mission 3: "Dead End".
==Background==
The Allied forces along the front were holding, though barely. Allied armored divisions were fighting guerrilla warfare. Though they were still out-manned and outgunned, their superior tactics and mobility were holding the Soviet might at bay for the time being. In order to counter this annoyance, several more Soviet armored divisions were ordered to help secure the front. Allied High Command foresaw this move and knew that it could easily spell doom. A concentrated attack could easily dismantle the Allied forces. However, there were several key bridges within the area that held strategic value. Without the bridges, the Soviets would have to detour their forces, buying the Allies several hours to prepare and also sending the Soviet armor to less favorable terrain.
==Aftermath==
With the bridges down, the Soviet armored divisions were forced to find another route. The forces at the front were temporarily stranded, giving the thinned Allied forces time to regroup.
==Gallery==
File:CNCRA Dead End 1.gif|One of the variants
File:CNCRA Dead End 2.gif|Other variant
==Beta variant==
The northern version of the mission has some minor changes compared to the final version. Instead of only three rifle soldiers, the Soviet transport reinforces an additional grenadier. There's no captured field medic near the player's starting location, which means the player needs to make an effort to free the one along with an engineer at the Soviet outpost. A Soviet Chinook helicopter lands in the aforementioned outpost, without any apparent purpose; in an earlier versions of the game, it was most likely capturable and usable by the player. There's an anti-personnel minefield near the main entrance to the Soviet base. When the player approaches it, five green-coloured allied rifle soldiers run into it and get killed, alerting the player.
The southern variant of the mission has a map similar to the northern one, with some differences. A Soviet naval transport carries three rifle soldiers, a grenadier and two attack dogs. There is more enemy infantry present near the starting location. Allied infantry also gets dropped in front of a minefield, but don't actually run into it. When the player units advance deep inside the soviet base, a script is supposed to activate that makes a Heavy Tank spawn from the War Factory and chase them, however, this script doesn't work because the game only supports spawning infantry from a building this way.
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==References==