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This page is all about the original Red Alert.

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Storyline

World War II never happened. At least, not the way we think of it. Hitler never rose to power and threatened all of Europe - something more terrible happened: Joseph Stalin.

The Soviet empire is storming into Europe. Towns are falling and countries collapsing before the overwhelming might of the Soviet forces. Does anyone stand a chance, or will the red storm engulf all of Europe?

Units

RED ALERT
ALLIES


Rifle Infantry
Range: Short
Armor: none
Weapon: M-16 Rifle
Strenght: 50
Cost: 100
Sight: 4
Speed: 4
Prerequisites: Barracks

This is the cheapest units and carries a small gun. Useful in groups, it is possible to kill a tank with a couple of these, if they don't get run over. Sometimes, you get when a structure is destroyed or sold.

Rocket Soldier
Range: Long
Armor: none
Weapon: RedEye (SAM, surface to air missile); Dragon (homing missile)
Strenght: 45
Cost: 300
Sight: 4
Speed: 3
Prerequisites: Barracks

Slow moving, but quite powerful, the rockets they carry can fire on ground and air units and they do reasonable damage to tanks and structures. They aren't much good on other infantry. Owned by both sides in multiplay. In a small group they are the best kind of air defense as they don't require power and are faster and cheaper than SAM sites. If you put them in formation with a mine-layer they will go faster.

Engineer
Range: N/A
Armor: none
Weapon: none
Strenght: 25
Cost: 500
Sight: 4
Speed: 4
Prerequisites: Barracks

Often under-used, but very useful unit. An engineer can repair most friendly structures to full strength instantly. If they enter an enemy building they damage it by around 25% and capture it if it is already below 25% strength, or 4 engineers can take a building easy. A captured building is treated as one of your own and can have other friendly structures placed next to it.

Medic
Range: Short
Armor: none
Weapon: Medical Kit
Strenght: 80
Cost: 800
Sight: 3
Speed: 4
Prerequisites: Barracks

Heals your infantry in the battle field. Build 1 for every 2 soldiers if you attack with infantry packs.

Spy
Range: N/A
Armor: none
Weapon: none
Strenght: 25
Cost: 500
Sight: 5
Speed: 4
Prerequisites: Barracks, Radar Dome

To the enemy, this guy appears as one of their own rifle infantry on the screen and on the map. If he enters an enemy building he reveals information about the enemy situation. (e.g.. Entering ore refinery reveals the amount of money he has.) This information can sometimes give valuable indication of when to attack. Send them into a subpen to receive a sonar pulse!

Thief
Range: N/A
Armor: none
Weapon: none
Strenght: 25
Cost: 500
Sight: 5
Speed: 4
Prerequisites: Barracks, Tech Center

A thief can enter an enemy silo or ore refinery and steal half the credits from the enemy (owner of the building). If your opponent is rich, and you're poor, send these in and get lots of money. Use spies to know how much money your enemy has so you can send them in the right time.

Tanya
Range: Long
Armor: none
Weapon: Colt pistols; C4 explosives
Strenght: 100
Cost: 1200
Sight: 6
Speed: 5
Prerequisites: Barracks, Tech Center

She has virtually no protection against vehicles. Owned by both sides in multiplay. Tanya cannot be put in guard mode and won't fire unless told to do so by you. In missions she can be put on guard mode by clicking on her and pressing "g". She cannot be crushed and can destroy structures easily with her C4 explosives.

Light Tank
Range: Medium
Armor: Medium
Weapon: 75mm Cannon
Strenght: 300
Cost: 700
Sight: 4
Speed: 9
Prerequisites: War Factory

Fast and relatively cheap. The light tank can catch enemies by surprise if used effectively. It doesn't stand a chance against a heavy tank, but it's speed can get it away to safety. They are very powerful in large groups, almost impossible to destroy because you can get them back to safety really fast, your enemy will then cool down and you can surprise him with more!!!

Medium Tank
Range: Medium
Armor: Heavy
Weapon: 90mm Cannon
Strenght: 400
Cost: 800
Sight: 5
Speed: 8
Prerequisites: War Factory

The best Allied ground unit. It isn't really a match for any of the Soviet ones so you'll need lots of these to protect yourself against a Soviet ground attack.

Ore Truk (Harvester)
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 600
Cost: 1400
Sight: 4
Speed: 6
Prerequisites: War Factory, Ore Refinery

The most important unit in the game - you need harvesters to collect ore and gems and take them to the refinery in order to make money. They have good armor but no defenses whatsoever except to run over infantry. Keep them guarded by a few rocket soldiers and tanks. Auto-Repairs itself to half strength.

Ranger
Range: Medium
Armor: Light
Weapon: M60MG (Machine Gun)
Strenght: 150
Cost: 600
Sight: 6
Speed: 10
Prerequisites: War Factory

Cheap and fast. This is really useful as a scout, or against infantry.

Armored Personnel Carrier (APC)
Range: Short
Armor: Heavy
Weapon: Carrying infantry; M60mg
Strenght: 200
Cost: 800
Sight: 5
Speed: 10
Prerequisites: War Factory, Barracks

They can carry up to 5 infantry units safely and faster. They are also useful for squashing enemy troops.

Artillery
Range: Long
Armor: Light
Weapon: 155mm Cannon
Strenght: 75
Cost: 600
Sight: 5
Speed: 6
Prerequisites: War Factory

Its weapon is inaccurate because of its long range, so force fire in front of a far target. They destroy structures in no time but have them always protected by tanks because they don't last long. Kills infantry easily, better used on non-moving groups.

Mobile Radar Jammer
Range: Long
Armor: Light
Weapon: none
Strenght: 110
Cost: 600
Sight: 7
Speed: 9
Prerequisites: War Factory, Radar Dome

This causes a lot of problems to the enemy by jamming the radar. If it gets within 15 squares of the enemy's radar then he can only pick up static, which can stop him seeing where your attack is coming from.

Mobile Gap Generator
Range: Short
Armor: Light
Weapon: none
Strenght: 110
Cost: 600
Sight: 4
Speed: 9
Prerequisites: War Factory, Tech Center

A mobile version of the Allied Gap Generator, this blackens out a smaller area than it's stationary counterpart (Gap Gen.), but can help disguise your attacking force. I use them on my ore trucks so the enemy can't attack the ore trucks with aircrafts!!

Mine Layer
Range: Short
Armor: Heavy
Weapon: none
Strenght: 100
Cost: 800
Sight: 5
Speed: 9
Prerequisites: War Factory, Service Depot

Drops Anti-vehicle mines. They can only be seen by the player who mined them, and they can cause a lot of damage to an incoming ground force driving through a minefield.

Mobile Construction Yard
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 600
Cost: 2500
Sight: 4
Speed: 6
Prerequisites: War Factory, Service Depot

The MCV is only used to make another base but can be one of the most useful ground units!

Longbow Helicopter
Range: Short
Armor: Heavy
Weapon: Hellfire missile
Strenght: 225
Cost: 1200
Sight: 0
Speed: 16
Prerequisites: Helipad

They are very effective against structures. A group of 4 can destroy a structure in no time! Air-defense will destroy them but they would have damaged the building already. Infantry will not be damaged by them.

Gunboat
Range: Short
Armor: Heavy
Weapon: 2Inch Cannon; Deptcharge (anti-sub missile)
Strenght: 200
Cost: 500
Sight: 7
Speed: 9
Prerequisites: Naval Yard

Used often when controlling large areas of water. The gunboat has a short range, although it is quite fast and powerful for a cheap unit.

Destroyer
Range: Long
Armor: Heavy
Weapon: Stinger (homing missile); Depth charge (for subs)
Strenght: 400
Cost: 100
Sight: 6
Speed: 6
Prerequisites: Naval Yard

The all-round naval vessel. This is quite fast, not too expensive and can fire at subs, boats, ground units or air units over a reasonable range. Very useful for protecting Cruisers and other naval units (transport).

Cruiser
Range: Very Long
Armor: Heavy
Weapon: 8Inch Cannon
Strenght: 700
Cost: 2000
Sight: 7
Speed: 4
Prerequisites: Naval Yard, Tech Center

Most powerful unit in the game. The cruiser fires 2 deadly 8 inch canon missiles over a very long range. They will easily destroy buildings with a couple of shots, but they are very inaccurate so force fire in front of the target (ctrl+click). Defend these with other naval units because they are slow in combats.

Transport
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 350
Cost: 700
Sight: 6
Speed: 14
Prerequisites: Naval Yard

This can carry any 5 land units. Very fast and safe against all attacks , only can unload on a beach shore. Very useful for surprise attacks in the enemy's base.



SOVIET


Rifle Infantry
Range: Short
Armor: none
Weapon: AK-47 Rifle
Strenght: 50
Cost: 100
Sight: 4
Speed: 4
Prerequisites: Barracks

This is the cheapest units and carries a small gun. Useful in groups, it is possible to kill a tank with a couple of these, if they don't get run over. Sometimes, you get when a structure is destroyed or sold.

Grenadier
Range: Medium
Armor: none
Weapon: Grenades
Strenght: 50
Cost: 600
Sight: 4
Speed: 5
Prerequisites: Barracks

Check the Bugs & Cheats section to learn how to make them throw at really long range (game bug). The fastest infantry. Throws grenades at the enemy. Very good at taking out slow moving infantry or anything stationary. If they are killed they go up in flames damaging any nearby unit (kills nearby infantry instantly).

Flamethrower
Range: Medium
Armor: none
Weapon: Flamer
Strenght: 40
Cost: 300
Sight: 4
Speed: 3
Prerequisites: Barracks, Soviet Tech Center

Very slow, but very powerful against infantry but not real good against tank. They can kill groups of infantry with a couple of shots. They will destroy ant structure that has wood armor (power plants...) easily. If they are killed they go up in flames so keep the always far from any other unit(s).

Engineer
Range: N/A
Armor: none
Weapon: none
Strenght: 25
Cost: 500
Sight: 4
Speed: 4
Prerequisites: Barracks

Often under-used, but very useful unit. An engineer can repair most friendly structures to full strength instantly. If they enter an enemy building they damage it by around 25% and capture it if it is already below 25% strength, or 4 engineers can take a building easy. A captured building is treated as one of your own and can have other friendly structures placed next to it.

Attack Dog
Range: Short
Armor: none
Weapon: Dogjaw
Strenght: 12
Cost: 200
Sight: 5
Speed: 4
Prerequisites: Dog Kennel

They are very useful against all infantry, they have a guard range of 7 sqaures and dog logic, which means they attack any incoming spies by themselves. They are a bit expensive but worth it if your enemy sends you lots of infantry!!

Heavy Tank
Range: Medium
Armor: Heavy
Weapon: 105mm Cannon
Strenght: 400
Cost: 950
Sight: 5
Speed: 7
Prerequisites: War Factory

The most cost-effective ground unit. The heavy tank is similar to the Medium tank with the exception of two powerful turret guns. A large group of these can only really be stopped by another large group of them or several tesla coils protected by walls. These are very useful for those who like tank rushing!

V2 Rocket Launcher
Range: Long
Armor: Light
Weapon: V2 Rocket
Strenght: 150
Cost: 700
Sight: 5
Speed: 7
Prerequisites: War Factory, Radar Dome

These launch very powerful rockets over a long range. Two of these can take out most buildings in one shot while staying out of range of enemy defences. But they have a very light armor so protect them well!

Ore Truck (Harvester)
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 600
Cost: 1400
Sight: 4
Speed: 6
Prerequisites: War Factory, Ore Refinery

The most important unit in the game - you need harvesters to collect ore and gems and take them to the refinery in order to make money. They have good armor but no defences whatsoever except to run over infantry. Keep them guarded by a few rocket soldiers and tanks. Auto-Repairs itself to half strength.

Mammoth Tank
Range: Medium
Armor: Heavy
Weapon: 120mm Cannon; MammothTusk
Strenght: 600
Cost: 1700
Sight: 6
Speed: 4
Prerequisites: War Factory, Soviet Tech Center

Slow and expensive, the Mammoth tank is extremely effective in large groups. They are difficult to destroy because of their strong Armor which heals itself up to half strength! This can also fire upon aircraft and is effective against infantry. Not very effective against aircrafts, rocket soldiers are more powerful. A light tank using the Q Trick will destroy a mammoth tank easily...

MineLayer
Range: Short
Armor: Heavy
Weapon: none
Strenght: 100
Cost: 800
Sight: 5
Speed: 9
Prerequisites: War Factory, Service Depot

Drops Anti-infantry mines. They can only be seen by the player who mined them, and they can cause a lot of damage to an incoming infantry force driving through a minefield. Rarely used because infantry can be easily killed and are small in size....so there's a small chance that an infantry will pass over it except in groups!

Mobile Construction Yard
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 600
Cost: 2500
Sight: 4
Speed: 6
Prerequisites: War Factory, Service Depot

The MCV is only used to make another base but can be one of the most useful ground units!

Hind Attack Helicopter
Range: Short
Armor: Heavy
Weapon: ChainGun
Strenght: 225
Cost: 1200
Sight: 0
Speed: 12
Prerequisites: Helipad

Equipped with chainguns, a group of Hinds will cause a large amount of damage to any structure or unit, although a single Hind cannot do significant damage to anything other than infantry. They can land anywhere on the map that is explored, not just on their helipads. One Hind is included in the cost of building a Soviet helipad.

Chinook Transport
Range: N/A
Armor: Light
Weapon: none
Strenght: 90
Cost: 1200
Sight: 0
Speed: 12
Prerequisites: Helipad

Can carry up to 5 infantry units and can land anywhere on the map that has already been uncovered. It has no weapons which makes it a vulnerable target, but if it makes it with a few Tanyas inside a base, it can cause chaoes to the enemy, especially as it doesn't show up on radar when flying. Best used when you have created another distraction like aw group of 5 tanks!

Mig Attack Plane
Range: Short
Armor: Light
Weapon: Maverik Missiles
Strenght: 50
Cost: 1200
Sight: 0
Speed: 20
Prerequisites: Airfield

A group of 6 of these can destroy any building if they are not shot down before releasing their powerful and accurate missiles. They will probably destroy a building before they are shot down but they might not return at all! They can't shoot moving targets and can only land on their arifield.

Yak Attack Plane
Range: Short
Armor: Light
Weapon: Chain Gun
Strenght: 60
Cost: 800
Sight: 0
Speed: 16
Prerequisites: Airfield

The original Soviet attack plane. Yaks are slow and weak. Not worth building when Migs are available, but occasionally useful in some missions. They are very powerful in groups on any building because their chaingun pierces right through the structures armor.

Submarine
Range: Long
Armor: Light
Weapon: Torpedo
Strenght: 120
Cost: 950
Sight: 6
Speed: 6
Prerequisites: Subpen

Cloaked underwater, they cruise undetected unless they fire or are fired at. They can also be seen if they go very close to another unit. Unfortunately, they can only fire their torpedo tubes against other naval units. Only useful for naval attacks!! Have few of these for water defense against other naval ships!

Transport
Range: N/A
Armor: Heavy
Weapon: none
Strenght: 350
Cost: 700
Sight: 6
Speed: 14
Prerequisites: Subpen

This can carry any 5 land units. Very fast and safe against all attacks , only can unload on a beach shore. Very useful for surprise attacks in the enemy's base!