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![]() ![]() ![]() Yuri's Revenge Allied Missions
![]() Mission 1: Time Lapse
The Allied assault on Yuri's Psychic Dominator was only partially successful. The bad news is that the Psychic Dominator is undamaged and ready to strike. The good news is that the attack knocked out Yuri's power supply, at least temporarily. Until Yuri re-establishes his power, the Psychic Dominator is completely useless.
Unfortunately, you're in the same boat as Yuri. You've got a time machine ready to send back a small force to prevent Yuri from activating the Psychic Dominator, but your base doesn't have any power. You must act quickly to take control of four Civilian Power Plants located at various places around the map. With four in your control, you'll have just enough juice to activate the time machine and take care of Yuri before he becomes a threat.
When you gain battlefield control, take a moment to look around. What you'll see is a base that's only partially protected. The first things you need are GIs at the north and east of your base (near the Guardian GIs) and Guardian GIs to the west (near the GIs). Make five of the appropriate type for each location, routing them directly from your Barracks and deploying them when they get into position. Now all three locations are adequately protected, at least initially, against vehicle and infantry attacks.
It's time to ramp up your infantry production. Start creating groups containing a single Engineer and 10 GIs. Have the Engineer repair a civilian building near your base and garrison that building with the 10 GIs. The two buildings to the immediate east of your base and the one to the west should be your top three priorities. The McBurger Kong next to the northern ore field also is a worthwhile capture, as the GIs here will help protect your Chrono Miners against attack. While you're taking these buildings, Yuri continues to airdrop Initiates to the east of your base. Don't worry too much about these groups. Your Mirage Tanks take care of them quickly enough, and when you garrison the two eastern buildings, you'll have all the protection you need.
Take this opportunity to build a couple of Grizzly Tanks and IFVs and put them between your War Factory and the wall to its south. There will be massed attacks of Yuri's vehicles coming from the south, and units placed here will protect you against these incursions. You'll likely lose a few sections of wall, but this shouldn't hinder you. As long as his units can't get in, you don't have much to worry about. Place a small force of vehicles and a few Guardian GIs near the northern Ore Refinery. The Pillboxes will handle some enemies, but not enough of them.
With your base fully protected against Yuri's strikes, it's time to take a few of the Civilian Power Plants. Again, form teams of a single Engineer and a set of 10 GIs. The closest pair of Power Plants is directly south of your base, so move the team down carefully, trying not to attract any attention from Yuri's troops. Repair and garrison a building as close to the Power Plants as you can. This gives covering fire to your next set of units and protects the Power Plants from Yuri's counterattacks.
With a nearby building garrisoned, create a force containing a couple of IFVs and a few Grizzly Tanks and move in on the Power Plants. They're protected by a Gattling Cannon, which should be targeted by your tanks as soon as possible. With the resistance taken out, send down a couple of Engineers and capture both Power Plants. This gives you slightly more than half of the power you need to activate the time machine.
While you are building the Engineer and GIs for the next set of Power Plants, build a few additional IFVs and place them west of your base, near the Grand Cannons. Although this isn't imperative, have these units here for the second half of the mission, where you'll be headed in just a few minutes.
The second set of Power Plants should be captured using the same method as the first. Move in your infantry units and garrison the building just north of the Power Plants. Be careful here-bands of Initiates patrol the area. Send in the Engineer when both groups have walked away, then move in the GIs and garrison the structure. You should be able to quell most of the resistance without losing a single unit. When just a few enemies remain, send over your IFVs and Grizzly Tanks from the first Power Plants and finish off the enemy troops. Then move in a pair of Engineers and grab the two structures.
As soon as you capture the fourth Power Plant, everything changes. Both the time machine and Yuri's Psychic Dominator begin to count down to activation. Fortunately, you have a few seconds' jump on Yuri, and the time machine goes off first. Tanya and Eva are launched into the past, much to Yuri's chagrin.
Now starts the second half of the mission, and things don't get any easier. You've managed to jump back in time, but you couldn't have picked a worse time to arrive. You've shown up right in the middle of the Soviet occupation in the first war. One of the things you'll notice is that all of the civilian buildings are now fully repaired and can be garrisoned by any available troops.
This is the main reason you wanted all of those IFVs west of your base. As you appear, the Soviets are attacking with a large group of Dreadnoughts and a single Kirov. Let the Guardian GIs handle the Dreadnought missiles while the IFVs take out the Kirov. You may lose one or two of the Grand Cannons, but don't worry. They'll do a better-than-adequate job of taking out the ships. When the main threat has disappeared, Tanya emerges from the time machine, ready to take action against the site of Yuri's Psychic Dominator on Alcatraz.
Move Tanya out of the base and send her north. There's one more Dreadnought here, which she can destroy with a C4 charge. With this ship gone, have her destroy the two Scorpions guarding Alcatraz the same way. Be careful-the Scorpions can damage and even kill Tanya. With the ships out of the way, move Tanya onto the island and have her target and kill all the Soviet troops here, with particular attention paid to the Attack Dogs.
Now that Soviet resistance is gone, have Tanya shoot the barrels next to the fence around the Soviet installation. When the barrels go up, the explosion will knock out a large section of fence, giving Tanya access to the Psychic Dominator. All you need to do now is move her in and have her detonate the building with a C4 charge. As soon as it goes up in smoke, the mission ends in success.
Mission 2: Hollywood and Vain
You won't be moving too far for your second mission, going just down the California coast to Los Angeles. Yuri has mind controlled the population of Los Angeles and is sending hordes of people into his Grinders, converting them into raw materials for his war effort. Your initial goal is to destroy Yuri's Grinders and stop the slaughter of civilians.
You start with a small force consisting of only five GIs, five Guardian GIs, and an MCV. As soon as you gain control, deploy everything and start building your base. You'll have a few minutes before Yuri's forces begin their attack, so get the base up and running as quickly as possible. Because you start with a good surplus of money, you may wish to build a Barracks before you build an Ore Refinery.
As soon as you can, start building teams of GIs to garrison the buildings around your base. Place a few Attack Dogs around your base to protect against strikes by Yuri Clones. Also add Pillboxes around your Construction Yard and Refinery. This will take more money than you have, so once your Refinery is placed, build a War Factory and turn out two additional Chrono Miners to help bring in additional funds.
When your base is ringed with garrisoned buildings and backed up with groups of IFVs and Grizzly Tanks, you can start building in earnest. There are two options here:
The first is to concentrate your attacks toward LAX. If you can capture the airport, you'll be able to produce Paratroopers, who are useful throughout the mission. On the other hand, every civilian Yuri sends to the Grinder adds to his coffers. It's a better plan to concentrate on the Grinders first, then worry about the airport.
The first thing you need is an Air Force Command structure, which requires an additional Power Plant to run. Once placed, you'll have a radar picture of the area, and will be able to see the locations of the four Grinders. Don't worry if it takes you some time to build up to this structure. Be wary of the assaults by Gattling Tanks coming over the bridge to the southwest. Placing a few Grizzly Tanks backed up by an IFV with an Engineer works well enough to keep them from doing too much damage to your base.
Of the four Grinders, the one immediately east of your base is the easiest to destroy. The most efficient way is to send over 10 GIs and garrison the building just west of the Grinder. From here, your troops should be able to destroy the group of three Lasher Tanks, half the Initiates, and the Yuri Clone from safety. Remove the troops from the building when they've run out of targets. Have them wipe out the remaining Initiates, then the Grinder and the Bio Reactor.
Move all of the remaining GIs from this group north until you find the Machine Shop. Garrison several structures around the Machine Shop and move up a couple of Grizzly Tanks. When your defenses are in place, take the structure with an Engineer. Now all of your vehicles will be repaired constantly, freeing up any Repair IFVs you have.
To take down the second Grinder, start with an assault by Harriers. A full squadron of four Harriers will have no trouble destroying the Barracks near this Grinder, and when they do, you'll gain the services of an action movie actor, who will help clear out the Initiates in the area. He's unable to attack the Lasher Tanks, though, so pull him back to one of your garrisoned buildings where your GIs can take out the tanks. Send a force of GIs into the area once the tanks are gone and take down both the Bio Reactor and the Grinder. You're halfway home.
The third Grinder is a little tougher because it's guarded with Gattling Cannons and a Tank Bunker. If you have built a Battle Lab (and you should have by now), emplace a small force of Prism Tanks to wipe out everything in the area. Be careful moving in, because Yuri will send in Lashers to defend the area. Support the Prism Tanks with a couple of Grizzlies and a Repair IFV to keep as many of your units functioning as
possible.
The fourth and final Grinder is best handled with a few air strikes, followed by a rush of GIs. Use the GIs to garrison buildings, moving from structure to structure, slowly closing in on the Grinder. At each stage, your troops should take out a few enemies, weakening the resistance of Yuri's troops. When you finally do attack the main area, you gain the assistance of another actor, who quickly mops up the remaining Initiates. Destroy the Grinder to complete the first part of the mission.
Your goal now is to destroy all of Yuri's structures. Place a Spy Satellite as soon as you can to get an idea of the extent of Yuri's base. He's got a massive number of buildings across the entire northern section of the map. It's time to start mobilizing against his forces in earnest now that you've taken out a main part of his income. Start by claiming LAX.
To take the airport, send over a few teams of GIs to garrison structures in the area. If you can kill off the units Yuri brings in to defend the area, you've got a better chance of coming in successfully on the first strike. With garrisoned buildings guarding the way, move in with a group of Prism Tanks to take out the Gattling Cannons ringing the airport.
What remains is fairly simple. If you've managed to keep your Prism Tanks alive, they all should have at least one level of Veteran status at this point, which makes them quite potent. Move them up the left side of the map toward the small base and wipe out everything. Take out Yuri Clones first, followed by vehicles and infantry, then Gattling Cannons, and finally the other structures. You should be able to wipe out this small base without any losses.
Now you can move this force into the main part of Yuri's base. Again, move forward slowly, taking out structures when there are no units attacking you. Your Prism Tanks can hit the Gattling Cannons from outside their range, so you should never take a hit from them. The same is true of the Yuri Clones, who should always be a primary target.
Moving in slowly, eliminating everything you can, you'll soon find that the collateral damage caused by the Prism Tanks wipes out most of Yuri's base without your needing to target it. Eventually, you'll take down enough of his structures that he will simply sell everything he has, giving an immediate victory. You can take a few mop-up shots at the Initiates as they run past, but once the structures are gone, the conditions for victory are satisfied .
Mission 3: Power Play
Yuri has moved his forces to Seattle, Washington, in an effort to gain additional funds and resources for his campaign. He has taken over the campus of Massivesoft and has made particular demands. Yuri has the Massivesoft engineers working on a new form of genetic software. He's also holding the CEO of Massivesoft hostage, telling him that he must turn over his fortune to Yuri and his army or suffer a terrible fate. If Yuri doesn't get the money he wants, he'll nuke Seattle using the Nuclear Missile Silo he has built in the area. You don't have much time to lose. Yuri must be kept from gaining access to that money and his genetic experiments must be halted. Most importantly, the silo must be destroyed.
In this mission, you won't have the ability to create structures, so you'll have to make do with what you have. Your first move should be to garrison the Space Needle, which is located just northwest of your base. It has the same effect as a Spy Satellite, revealing the entire map. You should also hit the Bio Reactors in Yuri's base with the Weather Control Device as soon as you gain control. Although this won't stop the countdown on the missile, it will damage his power output dramatically.
Yuri hits your base with a nuke as soon as he can. He takes out both of your Power Plants and your War Factory. This reduces your power down far enough that the countdown on your Weather Control is paused. You need to take away some of Yuri's power and gain some of your own to turn the tide of battle.
Fortunately, there's a way to do this. Yuri has Civilian Power Plants all over the city, some quite close to your base. Send up a small force of troops toward the one to the north. GIs can garrison the building just southwest of the Power Plant and destroy the bulk of Yuri's forces. Move up your vehicles next, taking out everything else and prepare for the counterattack. You'll gain reinforcements around this time, so don't worry about leaving your base vulnerable.
Once you've taken a single Civilian Power Plant away from Yuri, the countdown on his Nuclear Missiles will stop. This evens the playing field a little and gives you a good chance to catch up. Make sure your own Power Plants are well protected. Mirage Tanks are very useful for this.
First, garrison a few more of the buildings around your base. Pay particular attention to the ones in the northeast and east, since these guard the way to the Weather Control Device. Send a pair of Engineers to the southwest and claim the two Oil Refineries here for the additional cash they will produce. Send a third Engineer east and north to the Machine Shop located west of one of your Civilian Power Plants. Guard this carefully, adding a garrison to protect it.
It's now time to get your power supply back up and running and add a little muscle to your arsenal. Build a force of 10 or 20 GIs and a pair of Engineers. When the entire team is ready, send them all the way to the right side of the map, straight east from your base. You'll find an unoccupied and unguarded Civilian Power Plant, which should give you enough power to get the Weather Control Device back online. You'll also spot a War Factory, to take with the other Engineer. Now you can create vehicles again, in addition to your overall power. Better yet, with the Weather Control Device back online, you can start dismantling Yuri's forces.
The best target for your next weather storm is Yuri's base. With a carefully placed storm, you can destroy his Barracks and War Factory. This greatly reduces the number of units Yuri can send against you through the rest of the mission. Take out another of his Power Plants first to make sure that the destruction of these two buildings doesn't bring his power back online. The best choice for this is the Civilian Plant across the bridge to your immediate west.
Your next weather storm target should be the Massivesoft campus, located just north of the Power Plant you took from Yuri. Hit the area with the Weather Control Device, then move in a Mirage Tank to wipe out the remaining forces. You'll get a donation of $15,000 that you can put to immediate use in the form of a few vehicles and more GIs for garrisoning.
From this point on, you should never attack one of Yuri's Power Plants without first hitting it with a weather storm. The storm takes out most of the guarding units. Follow the storm with a ground assault of Snipers, GIs, and a couple of vehicles. If you take the Power Plants, you'll gain a small force of Snipers to help protect it from being retaken by Yuri's Engineer. On the other hand, because you have enough power to run your base, you can also destroy the Power Plants entirely.
You don't need to destroy all of Yuri's Power Plants, but take out a few more. It helps clear the way to his Silo and ensures that the Silo doesn't come back online when you start dismantling his base. When you've got a few more of his Power Plants taken or destroyed, start using the Weather Control Device on his base, taking out the War Factory and Barracks if you can. With these buildings down, concentrate the weather storms on groups of units and on the Gattling Cannons guarding the eastern entrance to his base. With three or four good storms, you should be able to reduce your opposition to just a couple of units or a single cannon.
Now move in with a team of IFVs and Grizzlies. Destroy any remaining troops and structures and take out the Silo. As soon as you've destroyed it, the mission ends in success
Mission 4: Tomb Raided
With his loss in Seattle, Yuri puts his next plan into operation. Before you have a chance to let down your guard, you're alerted to a serious problem. Professor Einstein has been kidnapped by Yuri, who plans to force the doctor to help him complete his network of Psychic Dominators. Einstein is being held in one of Yuri's bases in Egypt. You've been dispatched to retrieve Einstein and then destroy Yuri's forces in the area. The good news is that Tanya is a part of your team at the beginning of the mission.
Start your base as quickly as possible. Build up to a War Factory immediately, and have a few additional infantry units around as guards as well as Pillboxes. You don't have the money for all of this at once, which means you'll be understaffed initially. Once the War Factory is placed, build a Chrono Miner, an IFV, then another Chrono Miner. Place an Engineer in the IFV when it rolls off the line and use it to repair your Tank Destroyers.
As soon as you muster the forces to do so, send a group east to take the Oil Derricks in the southeast corner of the map. If you wait until you place an Air Force Command, you'll be able to build Tank Destroyers to assist in this. You may also wish to place a Robot Control and build a few Robot Tanks for this assault. There are five Derricks here. The best way to move your Engineers to them is to use the NightHawk Transport from your arsenal.
Once you have the oil field, move your surviving units out the back entrance and force fire on the bridge. This keeps the constant assaults on your base to a minimum, easing up the problems you're having at your base. You should now have the freedom to expand your base in relative peace. Do so immediately with the money you gain from the Oil Derricks. Build additional Power Plants and add a Battle Lab as soon as you can.
Now things get interesting. Yuri continues to attack your base, but only with groups of infantry moved over via Amphibious Transports. The units guarding your base should have little trouble with them, although you may want to add a couple of Attack Dogs to protect yourself against Yuri Clones.
Build a massive armada of Robot Tanks and send them across the river toward the base where Einstein is being held. Infantry will be a problem for the Robot Tanks, so once you've cleared out an area of Gattling Cannons, move Tanya over to assist. Send the Robot Tanks around, destroying everything in their path. Don't worry too much about the Psychic Towers because your Robot Tanks and Tanya are immune to control. Blow up everything, including the Gattling Cannons. After you deactivate the power from the base, Einstein leaves the pyramid where he's being held. A NightHawk comes to take him, ending this part of the mission.
Now comes the real problem. Yuri has an entire second base on the eastern side of the map, and it's a tough nut to crack. Continue expanding your base until it includes both a Spy Satellite and a Weather Control Device. Make additional Robot Tanks for your assault team and prepare a group of Prism Tanks. While you're at it, create an Engineer and send him down to the oil field.
When you're ready, move the first force of Robot Tanks, the ones that destroyed the first base, into the river. They'll prevent most of the Transports from reaching your shores. The other team of Robot Tanks can start to pick away at the edges of Yuri's base. Snipe primarily at the Gattling Cannons, taking out units when they present themselves. Also, make it a point to knock out any Power Plants and Psychic Towers you encounter. The best place to stage this attack is from the south, giving you the best access to Yuri's Construction Yard.
When your forces are near the Construction Yard, use the Weather Control Device to hit it and knock out any resistance around it. When the storm abates, send in the Robot Tanks to finish it off.
If you've cleared the way, use the Engineer you built to repair the bridge and send over your team of Prism Tanks. They can assist the Robot Tanks in clearing out the rest of Yuri's base. Use the Weather Control Device if it becomes available again.
With the base gone, Yuri will likely rush his last remaining forces against you. These forces will probably consist of three Slave Miners, which should be no problem for your force of Robot Tanks and Prism Tanks. Wipe them out and victory is yours. Einstein is safe, the Psychic Dominators aren't built, and you're one victory closer to destroying Yuri completely.
Mission 5: Clones Down Under
Allied Spy Satellites have detected a huge lab in Australia. It seems that this is the main point of operation for Yuri's cloning facilities. Yuri's latest plan is nefarious. Using his Cloning Vats, Yuri will create duplicates of important world leaders. He'll then kidnap the real leaders and substitute his clones, effectively taking control of dozens of governments in one bloodless attack. Naturally, he must be stopped.
This is a difficult mission mainly because you'll find yourself short of funds for almost the entire time. You need everything as soon as possible. Yuri is attacking your position near the Opera House in Sydney from the land and the water. As soon as you can, queue up a couple of Destroyers to handle the attack of Boomer Submarines coming in from the north. Build a War Factory as well and, while you are doing this, start turning out GIs.
The main goal of the GIs is to garrison the buildings surrounding your base. Yuri hits mainly from the south and east initially, so get your troops to these locations as quickly as possible. He'll be moving in Chaos Drones that cause your troops to go berserk, attacking the closest unit whether it's friend or foe. If necessary, force fire on affected units. When you can place the War Factory, do so and turn out a few IFVs to help take out the missiles from the Boomers.
You need defenses desperately, but you also need money. When the initial attack has died down, turn out a couple of Chrono Miners to assist in your resource gathering. The rest
of your funds should be spent on a few Pillboxes, a couple of Grizzlies and IFVs, and scores of GIs. Start moving the GIs south into the blocks of buildings, garrisoning as many as
possible. The object is not to fully garrison everything you take, but to garrison as many structures as you can. There
will be time to beef up the buildings later.
The reason for using this tactic is that Yuri is doing the same thing. As you move down into the map, you'll find that Yuri has started to garrison structures as well, taking a few on each city block he comes to. This can be tough to deal with, so try to avoid his structures as much as possible, and take buildings that are out of the range of his garrisons. You'll have time to deal with his structures soon enough.
While this is happening, you'll be informed that the Korean Air Force has come to your aid. A squadron of Black Eagles flies in from the north and destroys both of Yuri's Submarine Pens, which ends the naval threat. Take any ships you have remaining and start moving them toward the long pier next to where Yuri's Sub Pens were. Don't worry about doing this quickly, just move them steadily toward that area, and have them attack everything when they get in range.
Back on land, use any funds you can to add important structures to your base. An Air Force Command is critical even if you don't decide to build Black Eagles for your own air strikes. You need both a Spy Satellite and a Battle Lab for the next stages of the battle. Building these structures, and the power to run them, won't be easy with your constant stream of GIs, but be patient. If you're managing to hold off Yuri's forces, you'll get them up eventually.
Move a group of 10 GIs with an Engineer east from the northern part of your base. Follow the coastline carefully, avoiding Yuri's garrisons until you come to the large ore field. Here you can garrison a small structure and capture a Machine Shop that will help keep your vehicles in top repair. The garrison should protect this structure for the rest of the mission and will help repel a few of Yuri's attacks to the
northern part of your base.
Continue moving troops south, and send along a couple of Engineers as well. Take the Hospital you find. There's also a relatively clear path to the Tech Airport, which is out of range of Yuri's garrisons on the southern edge of his base. Take both of these structures and protect them with full garrisons of GIs.
Back at your base, build groups of Prism Tanks once you have the technology. Once you have a group of at least five, start them moving toward the enemy garrisons and take them out one by one. When a building is destroyed, the troops inside automatically run to garrison another structure, but your Prism Tanks should be able to kill a batch of Initiates with every building they demolish. Keep them moving in, slowly eliminating garrisons. Beware of massed groups of Yuri's Lasher Tanks, which will tear through your Prism Tanks quickly. Take out as much as possible, building new Prism Tanks to replace your losses.
Did you continue moving in your Destroyers? If so, have them take out the Psychic Tower and the Gattling Cannons on the long pier. Start bringing in Paratroopers along the northern part of the eastern edge of the map, garrisoning structures as you can. Move them toward the small base, taking out the Psychic Tower immediately, then following up with the defensive structures and enemy units. Once you've cleared all of the defenders, go after the Power Plants. Yuri will likely sell off these structures and pull out
his troops, right into the path of the garrisons you placed in the area.
With the small northern section neutralized, it's time to
hit the base itself. Move your force of Prism Tanks along the western edge of the map and hit Yuri's base from near the Tech Airport. Your tanks can hit from a longer range than anything Yuri can muster, so you should have a field day taking out his Gattling Cannons and units. As usual, pay particular attention to the Yuri Clones and watch out for his Lasher Tanks. The Tank Bunkers here hold Gattling Tanks, which should be no problem for you.
The two big prizes in this area are the Construction Yard and the four Cloning Vats. Take out the Construction Yard first, then slowly move in on the Vats, destroying any Psychic Towers first. When you destroy the last Vat, you get a new objective: Destroy all of Yuri's remaining forces.
At this point, mopping up the mission should be no problem for you. You've already destroyed a huge portion of Yuri's base and many of his unit production facilities. Additionally, your Prism Tanks should all have at least one level of Veteran status, making them fast, tough, and deadly. Have them sweep through the remaining units. Anything that gets out will rush your base-right past your garrisons, which will take them down easily. Destroy the last unit to achieve victory.
Mission 6: Trick or Treaty
Yuri is still at large, but at least the war against the Soviet army is over. The Soviets are ready to surrender. Allied leaders are meeting with the Soviets in the Parliament Building in London to ratify the treaty. However, using his mind control technology, Yuri has learned of the meeting and the location. Worse, his source of information is none other than Lieutenant Eva. The situation couldn't be more critical.
At the beginning of the mission, the President and Premier Romanov fly in by helicopter and take position inside Parliament. You're told that the strike from Yuri will come from the east, which creates a problem; there are no buildings to garrison here. Worse, your base is southwest of Parliament. Unless you place structures close to this building, your base defenses won't provide much protection.
The good news is that you have some time before Yuri's troops arrive. Use this time to build up your base and defenses. There are several critical aspects to your defense. You must have a War Factory, a Robot Control Center, and, if possible, either an Ore Purifier or a Spy Satellite. The latter two require a Battle Lab, so build this as well. Place at least some of your structures near Parliament so that you can put a few Pillboxes around the building to guard against attacks.
Start your base production immediately, garrisoning the three buildings on your side of the river as soon as you produce GIs to fill them. Place your Guardian GIs to the right of
Parliament and deploy them, adding a few more when you can. You also start with two Engineers. Place them just southwest of Parliament, where they can move quickly to repair the building if it becomes critically damaged.
Once your War Factory is built and you've added a pair of Chrono Miners, turn out six IFVs. If you can produce more, so much the better. Build a Robot Control Center and at least six Robot Tanks. Yuri will attack with Flying Discs in this mission, sending the discs straight over the Thames at Parliament. Station your IFVs at Parliament to shoot the Flying Discs down before they get within striking range of the building. Guard the
western side of Parliament against Yuri's Master Minds with the Robot Tanks.
Once you garrison all of the buildings south of the Thames, continue to produce GIs and send themacross the river. Yuri will strike with a large force. By having garrisons here to strike at incoming enemies, you reduce the risk to Parliament. Garrison at least one building by each of the three bridges. Concentrate any extra GIs toward the middle, the path of Yuri's main force.
While you're producing these units, start working on either an Ore Purifier or the Spy Satellite. Both are expensive, but both are necessary for your success. If you can create both of these structures, work on a Naval Yard. Place it in the Thames either to the right or left of the Parliament building. Create two or three Destroyers to guard against Yuri's Boomers. Now, and only now, should you worry about creating a Battle Lab.
Yuri's strike will start slowly, and your garrisons north of the river can handle it with no trouble. As the attack heats up, be prepared to have several of these buildings destroyed. Be ready to send the troops to another nearby building as the need arises. Continue to turn out units as you are able. A small force of IFVs and Grizzly Tanks, two or three of each, makes a good strike force to move into position where and when needed.
After a few minutes, the attacks die off and you're alerted that the treaty has been signed. A force of Soviet units moves in from the east on the Thames. The map expands, giving you a larger view of London. If you built the Spy Satellite, you see Yuri's base to the north. It's a large base, crammed with defensive structures.
On this new, larger map, you have several important tasks. The first is to send a few Engineers over the central southern bridge with a GI escort. There's a Hospital and a Machine Shop near the middle of the map, claim both. Send another Engineer up the west side of the map and claim the Oil Derrick against the western edge. With these buildings claimed, it's time to deal with Yuri's navy. Collect all of your ships,
including your Destroyers, and sail up the Thames. Knock out Yuri's Submarine Pen using the Destroyers to spot his Boomers. With the naval threat eliminated, use the
Dreadnoughts to hammer at the coastline. First, take out the Gattling Cannons, then switch to other targets of opportunity, especially Power Plants.
When you have the resources to do so, send over teams of GIs to occupy buildings near Yuri's base. The idea isn't so much to destroy the base with these garrisons, but to ensure that anything Yuri sends at Parliament takes a few serious hits along the way. If you've got your Battle Lab built and placed, create a couple of Aegis Cruisers and place them just north of Parliament. Aegis Cruisers are the best anti-air weapon available
to any army, and a group of two or three will handle any Flying Disc threats that appear.
With Yuri's base hemmed in, send over your Robot Tanks. They should take out targets of opportunity, paying special attention to Power Plants, Gattling Cannons, and Psychic
Towers. If Yuri counterattacks with infantry, pull the tanks back to one of your garrisons, who will dispatch the attacking Initiates quickly. Break through where you can, adding a few Mirage Tanks and Prism Tanks to the main push.
With Yuri unable to get within striking distance of Parliament, this mission becomes a battle of attrition. Push your way into the heart of his base and destroy everything you
come across. Don't worry about taking anything with Engineers-you aren't going to be here long enough to take much advantage of anything you steal.
At this point, it shouldn't take long before you destroy the rest of Yuri's structures
and troops. Just keep the tanks moving and the mission will be over in moments.
Mission 7: Brain Dead
With the destruction of Yuri's force in Europe, the arch criminal has gone back into hiding. LieutenantEva has returned to the team and has given you vital information. By triangulating the sources of Yuri's transmissions, she has pinpointed his location. Yuri is currently holed up in Antarctica. He has nowhere else to run. A final assault on his position is all you need to complete your victory against him. Move inand destroy him!
Prepare yourself. This is the toughest challenge you will face in the single-player game. Yuri's base is extensive and difficult to crack. He has dozens of powerful units, an extensive array of Bio Reactors, and enough Psychic Towers and Gattling Cannons to fully protect his base. To beat him, you must first take things slowly. Hole up and build. When it's time to strike, you'll do so with force, but you're first going to make an impenetrable base of operations.
When the mission starts, you have a force of five Engineers who parachute in to an old Soviet base. Send one Engineer into the damaged Tesla Reactor and another into the
Construction Yard. The other three Engineers should repair the two tents to the west of the base and the communications center to the northeast. Build a Barracks, Ore Refinery, and War Factory immediately.
While these structures are being built, start putting down Battle Bunkers all around the base. You'll want about six around your structures and just outside the walls, particularly to the southwest and the northeast. Load them up with Conscripts. Your War Factory should turn out at least two more War Miners before it does anything else. Add additional Tesla Reactors and set up at least six Flak Cannons, concentrating them mainly to the southeast.
The goal of the mission at this point is to set up a Soviet Radar. Doing so will cause Yuri to attack in earnest. It's a better idea to hold off on this until you have made a truly impenetrable base. Fully explore Tierra del Fuego. You'll find a large ore field to the west, an Oil Derrick, and a Machine Shop. Take them with Engineers and place a Battle Bunker and Flak Cannon near each. The added income is useful, and the addition of the Machine Shop keeps your vehicles in repair.
Next, explore the coast. Southeast of your base is a small spot to put down a Naval Yard. Build one and create a force of Typhoon Subs and a single Transport. Move the Transport to your base and load up an Engineer, five Conscripts, and one of your War Miners. When it's ready to go, take the Transport out into the water to the east and explore toward the northeast corner of the map. While the Transport is sailing, pre-build a Refinery and a Battle Bunker, but place neither of them. There's a small island near the corner. It holds both an Oil Derrick and a large amount of ore. Claim the Derrick with your Engineer and place the Refinery and Battle Bunker. Garrison the Bunker immediately and build a Flak Cannon or two to further protect the island. Both of your War Miners will start working immediately, giving you a nice addition to your income.
At this point, you probably have more money than you can spend. The attacks Yuri has been making shouldn't have been too hard to deal with. It's time to start the second part of the mission. Build a Soviet Radar and place it. In a few moments, a new MCV will chrono in on Antarctica.
Now begins the real trial by fire. You should have a load of money at this point, which means you'll be able to build at a constant rate. Deploy the MCV immediately and put down an Allied Power Plant, Barracks, Ore Refinery, and War Factory as quickly as you can. Add anti-air defenses at this base, as well as several Battle Bunkers. Your War Factory and Barracks here should be made your primary structures. Load up the Bunkers and get ready for a battle.
Shortly after your MCV arrives, things get much more difficult. Both Yuri'sGenetic Mutator and Psychic Dominator come online. You've only got a few minutesto do everything before Yuri strikes, so ignore everything but this base for now.
Add a few Engineers and 10 Conscripts to your force. Send them south through the ore field and find the two Oil Derricks. Take both and the crate near them, then placeBattle Bunkers to protect them. Fill the Bunkers with the Conscripts.
The race now is to build up both the Soviet and Allied tech trees post haste. Add an Air Force Command to either base, then build both Battle Labs, an Ore Purifier, and an Industrial Plant. You need a lot of extra power for this, so tack on more Tesla Reactors or Power Plants.
One way to stymie Yuri's super weapons is to use Gap Generators on your bases. They make it difficult for him to see where your units are. He also won't fire his Genetic Mutator unless you have infantry units where he can see them. Follow the Tip above
to get Yuri to waste the Mutator, otherwise, hole up and stay under the Gap Generators as much as possible.
There are several effective ways to proceed. The first is to add an Allied Naval Yard to one of your bases and attack from sea. Be warned, though, that Yuri can use the Psychic
Dominator on sea vehicles, and having your own Aircraft Carriers or Dreadnoughts turned against you is very painful. Another possibility is to attack from the air. There are a couple of options to make this assault easier.
First, add a Spy Satellite. This gives you a good view of all of the targets out there, and gives you precise knowledge of the location of Yuri's Construction Yards and Power Plants. Adding a few extra War Factories also helps. They'll increase the rate at which you build new vehicles.
Once you're ready to go, start making a force of Kirovs, the more the better. A group of 10 causes extreme destruction. Your rich cash reserves and the efficiency of the War Factories result in fast Kirov development; just keep queuing them up. Build them at your Soviet base, at least for now. Thanks to the Industrial Plant and your two War Factories, Kirovs are created quickly and cheaply.
Your Kirovs are going to draw fire. That's okay, Kirovs can withstand tremendous amounts of punishment. Better, they're immune to all of Yuri's mind control technology. Move them in over the coast and hit everything. Take out both Gattling Tanks and Gattling Cannons first, then move them on to the Bio Reactors. Destroy everything you can with the Kirovs, keeping them moving from target to target. Knock out the Genetic Mutator as well as Yuri's Construction Yards.
After you take away his ability to replace buildings, it's a matter of time before you destroy Yuri. Keep after him with the Kirovs, augmenting them with Siege Choppers if you feel the need. Once you destroy the Genetic Mutator, concentrate your fire on Bio Reactors. Your goal is to destroy the power flow to the Psychic Dominator. Doing this disrupts the flow of power to Yuri's Gattling Cannons.
With the power shut off, destroy every Bio Reactor you can find to make sure that it stays off. From there, take out all of the producing structures, paying particular attention to the War Factory first (it produces Gattling Tanks, after all), the Barracks, and Cloning Vats. After this, pick off targets of opportunity. When given a choice, hit Gattling Tanks first, then other units, then structures. Save the Psychic Dominator for close to last.
The reason for this is simple. Once the Psychic Dominator is gone, Yuri sells off his remaining structures and rushes your southern base with everything he has. If you can destroy the bulk of his forces first, this final rush is countered in just a few minutes. If you don't take out enough of his troops first, this attack can overwhelm and destroy all of your southern structures. This is devastating, especially if you lose your Spy Satellite, which will reset the shroud.
The mission ends when you destroy the last of Yuri's units. With everything of Yuri's gone, the world is safe once again. Yuri is placed in a psychic isolation chamber where he can no longer use his mind control powers.
With Yuri safely away, a new problem crops up. The two timelines, the first war against the Soviets and the second against Yuri are forced to merge. Fortunately, it comes out
favorably, and better than you could have hoped. Not only have the Allies remained victorious over the Soviet Army and Yuri, General Carville is alive-the timeline in which he was killed has been eliminated. Congratulations, commander. The
world is truly safe once again.
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