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![]() ![]() ![]() Yuri's Revenge Soviet Missions
![]() Mission 1: Time Shift
As the first mission starts, the American attack on Alcatraz is underway and failing miserably. The Soviet navy arrives, giving you an excellent opportunity. Your goal is simple: while the Americans fight Yuri and Yuri's forces are preoccupied, slip your force into San Francisco and steal the American time machine. With it, you can return to the past and overturn the results of the war against the Allies. With luck, you can defeat both the Allied forces and Yuri, placing the Soviet Union in charge of the world.
With a little patience, this mission is pretty simple. You start with a force of ships and the task of destroying the American navy as well as the Grand Cannons. Send the two Giant Squids in, having each one attack a Destroyer. Your Attack Subs should attack another Destroyer while your Dreadnought hammers the Grand Cannons. It won't take long to destroy the Americans, at which point your armada sails off. Don't worry: you'll get some Transports soon.
You command a sizable force once the Transports unload. Put the Engineers into the Flak Tracks immediately and start the entire convoy moving toward the Allied time machine. The best route is straight in. Scout ahead with Boris, who can handle groups of infantry easily and can even be trusted to take out an enemy tank if necessary. Find spots where Allied units patrol. Temporarily garrison a building to take out these guard units. Don't leave the garrisons-you need those Conscripts to take the American base.
When you reach the American compound, send in Boris to take out the infantry guarding the area. Put your Conscripts into a building northwest of the base to protect your units against the patrolling Allied tanks. Have your Rhino Tanks take out the Pillboxes guarding the base entrance. Have Boris call in air strikes on everything, particularly the Pillboxes surrounding the time machine. Your other units can handle the Patriot Missiles. Dismantling the Allied base should not take more than a couple of minutes. Move all of your units into the base and get the Engineers out of the Flak Tracks.
Your three Engineers should be more than enough. Keep Boris taking out the Pillboxes and move your other units to the base's southwestern side. Take out the infantry guards on this side as well. When you can, move Engineers in to take both the Repair Bay and the Machine Shop. When you take out the last defenses, you take control of the time machine.
Now your task is similar to that of the Allies in their first mission: Collect enough Power Plants to run the time machine and take you back into the past. A large group of Engineers airdrops in to your location, giving you more than enough units to complete the job. All you need now are a couple of minutes, your Rhino Tanks, and Boris.
Send the tanks and Boris ahead, moving west to the first Civilian Power Plant. Have the tanks and Boris clear out all resistance and move in an Engineer. Stay put here for a few minutes. Yuri has begun sending out teams of Initiates and Engineers to capture these same Power Plants so he can get his Psychic Dominator back online. Knock out Yuri's units, then move on to the next Power Plant.
Move straight across the map, taking each Power Plant you come to. Again, watch for signs that Yuri is moving on a Power Plant you've taken, and steal it back from him if necessary. With the Allies taking the brunt of Yuri's firepower, you'll soon have the four Power Plants you need. As soon as you take the fourth Power Plant, the time machine activates, hurling your force back into the past.
The time machine works a little too well, though. Rather than sending you back to the first war against the Allies, you wind up 65 million years in the past. Your troops must fend off dinosaur attacks until the time machine can be recharged for another time shift. Keep all your troops together and let them pick their targets automatically. You may lose a few infantry, but you shouldn't have any worries here. Hold for a minute or so and the time machine kicks in again and takes you to the first war and the Soviet occupation of San Francisco.
You reappear in the center of the Allied base. Your units automatically take down the Allied defenses while you are briefed on the situation. Use your Engineers to take over the Repair Bay and the Machine Shop (again), and send the rest of your force west. Don't worry about being attacked through here. The old Soviet base you are looking for is near the map's western edge, slightly north of the bottom.
Once you reach the base, you can do almost anything you wish. Resistance is light, and most attacks come from small groups of Lashers or Initiates. Send Conscripts into the buildings around your base and continue to build more infantry to garrison additional buildings. Move your large force of tanks north from the western side of your base to take out the Grand Cannons. Build a couple of tanks to replace your losses as needed, and keep the tanks moving north. Clear the beach north of your base.
If you've lost your Naval Yard, rebuild it and create a single Amphibious Transport. When it is built, move it toward your base and place Boris inside it. Sail the Transport to Alcatraz and let Boris get to work. He can take out the enemy troops in just a few seconds, then he can call in an air strike on Yuri's facility. The MiGs that fly in destroy the building in their first salvo, which successfully ends the mission.
Mission 2: Déjà Vu
Premier Romanov has been freed and has learned of his future. Naturally, he'd like you to change the outcome of the war. Romanov wants you to go to Germany and destroy Einstein's laboratory and all of the doctor's research on the Chronosphere. With this weapon destroyed, the Allies can't stand in the way of the Soviet advance. Taking out this research facility now will give the Soviets victory in the war against the Allies and put the Soviet army in position to crush Yuri's forces.
You may remember this mission from Command & Conquer: Red Alert 2. It's essentially the 10th Allied mission, but this time, you play it from the other side. First wipe out the three small Allied outposts. You have a force in position for each outpost. Use the V3 Launchers to do most of the dirty work. Target barrels when you can. Otherwise, hit buildings first to prevent counterattacks, and use any other units you have to target the Allied units. When all three outposts are destroyed, move all of your forces toward your central groups, consolidating every thing near the site of the middle Allied outpost. Your reinforcements, including the MCV, appear here.
As quickly as possible, build up to a Battle Lab so you can produce Apocalypse Tanks. These and your V3 Launchers are the keys to success. Build a few defenses and some additional Flak Tracks and Rhino Tanks to protect the base, but bend most of your efforts toward producing six Apocalypse Tanks.
This takes time, and you're frequently attacked by the Allies. Most of the attacks are pretty small, and a couple of well-placed Battle Bunkers can handle them. The more serious assaults are those that use the Chronosphere. Keep a good force of vehicles near where the Allies chrono in-they always appear in the same area. With a large enough force, you can handle them before they get off too many shots.
Once you have your group of Apocalypse Tanks, it's time to take care of the central Allied base. The next step is time consuming and sometimes frustrating, but it works. Essentially, you're going to bomb this forward Allied base back into the Stone Age over and over. As you are taking out Allied structures, the Allied Construction Yard is busy replacing them. The trick is to destroy the enemy buildings faster than he can create them. You have to destroy the same ones repeatedly, but stick with it.
Use the Apocalypse Tanks as a protective screen for the V3 Launchers, placed on the ridge north of the Allied base. From here, the V3s can target a large percentage of the Allied structures without having to move.
Have the Apocalypse Tanks ready to move quickly, and when you get an opening, take it. Always have the V3s strike Power Plants first, followed by Prism Towers and Pillboxes. Your main goal is to move the Apocalypse Tanks in to take out the Construction Yard. The Prism Towers need to be down so that your Apocalypse Tanks survive.
Destroying the Construction Yard means all losses are now permanent. It shouldn't take long to mop up. To gain some Allied structures, move in a Flak Track filled with Engineers and take what you can. The Allies counterattack swiftly and aggressively to destroy any buildings you capture.
With the central base either destroyed or in your control, the actual goal of the mission remains: Einstein's lab and the Chronosphere itself. If you've destroyed the central Allied base, you're set to finish the mission. If you took the Allied buildings, reinforce the area before completing the mission.
In either case, the tactic is the same. When you're prepared, send your Apocalypse Tanks and V3 Launchers to the map's southwest corner. Once again, attack with the V3 Launchers with the protection of the Apocalypse Tanks. Have the V3s move down into the corner while the Apocalypse Tanks stay back and protect their fragile cousins.
Except for occasional targets for the tanks, you can use V3 Launchers for most of the rest of the mission. Again, you must destroy an enemy position that constantly rebuilds itself. Don't worry. With a good group of V3s, you have enough power to handle the job.
Ignore the Power Plants entirely and go for the Patriot Missiles first. This keeps the enemy from shooting down your missiles as you go for the main targets. Once most Patriot Missiles are gone, use the V3 Launchers to take out groups of IFVs in the area because these pose another major threat to your missiles.
Once all of these are gone, your missiles should have a good chance to destroy both targets in just a few rounds. Target one of the two buildings and launch. If you've taken out most of the Allied anti-air, it should take only a single salvo. When the first building is destroyed, target the second. Break off these attacks only if more than half of your V3 missiles aren't reaching the target. If this happens, switch the V3s to take out more anti-air units and structures, then return to the job at hand.
When both buildings are destroyed, the mission is over. The Allies have been dealt a serious blow. With any luck, the blow will prove crippling.
Mission 3: Brain Wash
The strike against the Allies has been exactly what the Soviet war effort needed. With their secret research destroyed, the Allies can no longer stand up against Soviet might and have surrendered. Now the Allies fight alongside the Soviet Army in their quest to destroy Yuri, the traitor to the Soviet people. This has happened not a moment too soon-Soviet operatives have detected another Psychic Dominator, this time in London. Your job is to destroy the Dominator before Yuri can bring it online. Yuri is currently controlling an Allied base in the area with a Psychic Beacon. If you can relinquish his hold on the Allies, you can add their forces to your own.
After Yuri issues his latest plea for your surrender, start your campaign against the small Allied base. Move Boris to the bridge leading across the river to the north. Boris can destroy two Grizzly Tanks here. While you're doing this, build a few Engineers and send them east. There's an Allied Refinery in the southeast corner of the map complete with a Chrono Miner. Take this for the additional funds it produces. Also create a large group of Conscripts. Take about half to the east and garrison a building or two north of the Refinery. Yuri has a small outpost here using a Grinder on civilians for the additional funds. You'll deal with this in a minute.
Have the other group of Conscripts cross the bridge and move to the right of the Allied base. Go to the map's top, then cut west and garrison the building just north of the Psychic Beacon. Once in the garrison, have the Conscripts target the Beacon and destroy it. This cancels Yuri's control of the Allied base, making it revert to Allied control. Because the Allies have surrendered, it quickly becomes your base, giving you a War Factory and an additional Refinery and Chrono Miner, as well as the ability to produce Allied infantry. Now you can start producing units in earnest.
Take the vehicles already in the base and move them out across the bridge toward Yuri's Grinder. This small force should be enough to deal with Yuri's Gattling Cannons. Add a few IFVs and a couple more Grizzly Tanks. Destroy the Grinder here to cut off Yuri's cash supply. Also remove the Bio Reactor. In fact, before you take out the Grinder, destroy the bridge just north of the Grinder to prevent Yuri from reinforcing the area.
While you are doing this, make the Allied Barracks your primary structure and start turning out groups of Conscripts. As soon as you can, build three or four Tesla Tanks as well and move them out of the base to the east, staying on the left side of the river. Once the Grinder is down, send over a pair of Engineers to claim the two Oil Derricks that flanked the Grinder.
You don't have a lot of time before Yuri brings his Psychic Dominator to bear on your forces, so start your push toward it immediately. Move in with both Boris and Tanya along with the Tesla Tanks and the group of Conscripts. Have the Conscripts capture a few of the structures along the way and hold them. The closer you can get them to Yuri's base, the better. Meanwhile, have Tanya, Boris, the Tesla Tanks, and any additional IFVs and Grizzly Tanks you created move in from the northwest through the back entrance of Yuri's base. Have these units take out any Gattling Cannons in the area, then concentrate on the Bio Reactors until you stop the countdown of the Psychic Dominator.
Yuri is likely to get off a single blast with the Psychic Dominator. His most probable target is the group of units near the two Oil Derricks. Don't worry if these are destroyed. You're already in position to complete the mission.
Once the power is down, move Boris and Tanya into position to pick off any of Yuri's units that investigate. Send in an Engineer to claim Yuri's Barracks, and another to take the War Factory. The more you can destroy now, the easier the final part of the mission will be. Take out all the Bio Reactors you find to keep the power off in Yuri's base. The worst thing that can happen now is a resumption of the countdown and bringing all the Gattling Cannons around the Psychic Dominator back online.
When you are ready, move in the Tesla Tanks and take out the Psychic Dominator. Because the tanks' shots fire over walls, you won't have any trouble. Boris and Tanya can stand guard, shooting any infantry who intervene.
When the Psychic Dominator is destroyed, Yuri sells off all his items and sends everything he has to rush the Allied base. Boris and Tanya can handle many of these units, and your garrisons take care of the bulk of them. Anything that gets through is likely to be a Slave Miner, which you can take out with base units and the base defenses. The destruction of Yuri's last unit signals an end to the mission and another victory for the Soviet Empire.
Mission 4: Romanov on the Run
On the way back to Moscow, Premier Romanov's plane was shot down over Morocco. Romanov likely escaped into the city and is hiding out somewhere. Your job is to rescue him as soon as possible and keep him out of Yuri's hands. Should Yuri find Romanov, his fate would be too horrible to contemplate. Move swiftly and eliminate Yuri's forces if necessary. Though Yuri needs to be defeated, Romanov is your main objective.
While the goal is to find and protect Romanov, the Airfield is of primary importance. Without it, you can't get Romanov out. If you can destroy Yuri's base around the Airfield before you find Romanov, you'll have an easy time getting him to safety.
Start at your own base. Build up quickly, adding Battle Bunkers all around the base. Load these up with Conscripts to protect the base from ground attacks. Yuri has no air force in this mission, so you're only guarding against ground troops. Add to your safety by adding a group of Attack Dogs in front of your base. These take care of many of the Initiates and keep your vehicles safe from Yuri Clones.
As you add structures to your base, create a group of 20 Conscripts. Have these follow the road out of your base toward the central area. Have them take the first two buildings they come to, garrisoning them fully. These two garrisons prevent a good number of attacks from getting through. Follow up with additional packs of 10 Conscripts, garrisoning as many buildings in the central area as you can. Take those to the northwest as well, and if you can get a few to the southeast, so much the better.
Back in your base, place a War Factory and add a couple of War Miners to your economic efforts. After these, turn out some Flak Tracks and Rhino Tanks for additional base support. However, if your Battle Bunkers are adequately maintaining your defense, funnel money into base expansion instead. The Battle Lab is your ultimate goal.
Once the Battle Lab is placed, create a force of Apocalypse Tanks and V3 Launchers, at least four of each. Move these straight north of your base. You can uncover this area with the Spy Plane, but expect it to be shot down as it passes over the Gattling Cannons. Yuri has a small base in the northwest that's worth destroying. Move the Apocalypse Tanks in to take out the Gattling Cannons in the south and have the V3 Launchers target the Bio Reactors. Wipe out everything,
sparing the Battle Lab, Barracks, and War Factory. Move an Engineer in to steal this Barracks, make it your primary building, and build two more Engineers to capture the other structures. With this small advance base, start creating a deadly force to take on Yuri. Build two more Engineers and have them take the two Oil Derricks to the southwest and to the northeast.
With Yuri's advance base gone, tackle the map's center. Move in with your Apocalypse Tanks and V3 Launchers. Have the V3 Launchers target the garrisoned buildings to destroy them while the Apocalypse Tanks take out the swarm of infantry and vehicles coming over the bridge. Your Apocalypse Tanks should be able to handle the constant stream of attacking units, especially once they gain a few
veteran levels.
Destroy every central building that you don't control, including the Barracks. Yuri's Initiates move from building to building, and when there is nowhere for them to go, they retreat to the southeast, garrisoning the structures there instead. Don't worry about them for now. With your ability to create Yuri's vehicles, build a set of Gattling Tanks and move them in to assist the Apocalypse Tanks. Send these units across the bridge slowly, following along with the V3 Launchers. Have the tanks take out everything moving toward the bridge, especially Yuri Clones and Lashers. Have the V3s destroy the two Gattling Cannons and the pair of Psychic Towers guarding the base's entrance.
When these structures are down, move in. Continue to use the V3 Launchers to destroy structures, paying special attention to the Construction Yard and the Barracks. Move in slowly, always conscious of additional Yuri Clones and Psychic Towers. This mop up shouldn't take long. When Yuri's last building here is destroyed, the Airfield will be clear. Now all you have to do is find Romanov.
There's only one place Romanov can be: the buildings in the southeast. Move your Apocalypse Tanks, Gattling Tanks and V3 Launchers into this area and destroy the garrisoned buildings. Eventually, only one structure will remain. It's on the corner of the road and has a red roof. Move a unit close to it, and Romanov appears. Mop up the remaining Initiates with the tanks and get Romanov out of the structure. Send down a Flak Track to assist him in his trip to the Airfield.
Once Romanov appears, send him up to the Airfield. Yuri's forces should be eliminated either completely or virtually so. Once Romanov reaches the Airfield, a helicopter flies in to take him to safety, ending the mission.
Mission 5: Escape Velocity
Yuri is building a fleet of Boomers in the South Pacific. With these submarines, Yuri can siege virtually any coastal city in the world because the subs carry ballistic missiles. Your job is to destroy his Submarine Pen and shut down his facilities.
When you arrive, you are given a choice of three potential landing zones: one in the northwest, one in the northeast, and one in the southeast. The northeastern one is the closest to you and is the easiest one to get to. Move forward with your ships, leading with the Giant Squids and Attack Subs to interfere with the Boomers. Quickly land the Transports and set up your base.
Yuri has little bases all over the islands, including directly south and on higher ground of your position. You're out of range of his weapons now, but build up quickly. You need Battle Bunkers all over this new base, so start placing them immediately and load them up with Conscripts as soon as you place them. When your Barracks is placed, create additional Conscripts to fill up the Bunkers. Make a pair of Engineers and load them into a Flak Track.
To the west of your base, across the ore field, you find an Oil Derrick. Drive over the fence with the Flak Track and take it with one of your Engineers. Build a Battle Bunker here and fill it. Do the same thing to the second Oil Derrick southeast of your base, but place additional Battle Bunkers, as this is one of Yuri's main attack routes.
Now that the base area is secure, start to build up your forces and your base. You need everything, including a Naval Yard and a Battle Lab, as quickly as you can get them. A Service Depot is also beneficial. Create a force of V3 Launchers to attack the position just south of your base, as well as a group of Apocalypse Tanks to protect them.
Once you place the Battle Lab, you gain access to a new unit: the Siege Chopper. This is a flying unit, capable of splitting most infantry while airborne. When deployed, it has a very good range and is effective against anything it strikes. However, it is vulnerable to Yuri Clones when deployed. Make a flight of these units and group them. Use them to clear out the area to the south, being careful to pull them back when Yuri moves in Gattling Tanks.
The large Yuri statues are the equivalent of Prism Towers, so be careful around them. Use the Siege Choppers to take them out, and do so mainly from the air so that they're protected against the statues' attacks. Just clear the area around your base. For now, ignore the ones you spot farther inland with the Spy Plane.
While holding off Yuri's forces, build some additional Attack Subs and place them west of your Submarine Pen. These protect your base against Yuri's Boomers, which attack periodically. Also
create an MCV and an extra Apocalypse Tank and place both in a Transport.
Build an additional force of about half a dozen Subs and group them with your Transport. Move this group slowly down the right side of the map to the southeastern landing zone. You face Boomers along the way, but with the number of Subs you have, you shouldn't have a problem dealing with them. Once your Transport unloads, deploy the MCV and build a new Barracks. Use the Apocalypse Tank or the Transport to knock down the fences around the three Oil Derricks in this area and claim all of them with Engineers. By each, place a Battle Bunker or two and fill them up with Conscripts built at your new Barracks.
Essentially, you've built a second base. Add a new Refinery and mine the ore south of the Oil Derricks. Add a War Factory here and make it your primary structure. Build a force of Apocalypse Tanks to help protect the Oil Derricks, setting these by the westernmost Derrick. Create a large group (at least five and preferably more) Siege Choppers as well. When you have the money, make a few Flak Tracks and fill them with Engineers.
Now steal some of Yuri's technology to help your own cause. Build an Iron Curtain, placing it at either of your two base locations. Add some additional Tesla Reactors so that you have a large surplus. Defend your position by placing a Battle Bunker on the higher ground to the left of the first Oil Derrick you've taken in the southeast. Clear a path with the Siege Choppers and fill the Bunker with Conscripts for additional protection.
Now take the battle to Yuri's troops in earnest. Use the Siege Choppers to clear out all of Yuri's units patrolling the path to the statues overlooking your first base. Move up the Flak Tracks filled with Engineers and stop them out of range of the first statue you come to. When the Iron Curtain is ready, use it on the Flak Tracks and rush the statue. Deploy the Engineers and run them all to the statue. You'll lose a few, but one should get inside. This takes away one of Yuri's biggest weapons, and gives you another way to strike at his units as they approach your southern base. Do this with all the statues you can, particularly the ones to the southwest. Taking these guards your flank against all attacks, even Slave Miners.
When you can, either capture or destroy the statues at the highest point of land, southwest of your main base. The Secret Lab here is well worth taking. Get an Engineer inside so you can make Desolators. Add another Barracks and Battle Bunkers to prevent Yuri's forces from retaking the Lab.
Now you have a vantage point above the main base of operations, west of the Secret Lab. Getting in is difficult because it is well protected with Gattling Cannons, powerful units, and Psychic Towers. Use the Siege Choppers initially, deploying them on high ground to strike at Yuri's units. If you can take the Oil Derrick just south of the base entrance, you can further stymie Yuri with another Barracks and more Battle Bunkers. Add a War Factory and make it your primary structure.
Now comes the fun part. Take out as much of Yuri's base with the Siege Choppers as you can, especially his Cloning Vats. This helps stem the massive tide of infantry coming out of the base. At your new War Factory, build Kirovs-you should have a money surplus, so build as many as you'd like. More Siege Choppers can't hurt, either.
With Siege Choppers deployed to take out Yuri's attacking units, move in with Desolators. Take them in slowly, being careful not to deploy them where their radiation will damage your own units. Don't take them in too far-keep them out of range of the Gattling Cannons.
When your Kirovs are ready, send them in. Kirovs are slow and the area is blanketed with Gattling Cannons and Tanks, so you'll draw heavy fire. Don't worry. Destroy everything you come to, paying particular attention to the Gattling Cannons and Psychic Towers. Destroy Bio Reactors as well. Keep the Kirovs flying around the main base area. There's no need to venture north of the base. Instead knock out everything inside the base itself.
You find a strange structure in the ground. You can't capture it with an Engineer, and you can't destroy it. Don't worry about it now. Use the Kirovs to find the two statues just south of Yuri's extensive array of Bio Reactors and destroy both of them. Yuri's Submarine Pen is nearby; destroy it with your Kirovs.
Once the Submarine Pen is destroyed, the strange building comes to life and a huge rocket comes out the top. Evidently, it's some sort of launching pad for an outer space vehicle. Romanov would love to know where the rocket is designed to travel. You'll get
the chance to find out very soon. Destroying the Submarine Pen triggers the end of the mission. It's time to find Yuri's real secret base.
Mission 6: To the Moon
Yuri's rocket is programmed to fly to the moon. You'll head up in the rocket to determine exactly what Yuri is doing up there. Your task is to find and destroy Yuri's Command Center. When his Psychic Dominator network is activated, he and an army of clones retreat to this base. Destroy it to prevent his eventual occupation here.
Because this mission takes place on the moon, there are a number of substantial differences from a normal mission. First, all of your infantry are called Cosmonauts. They are essentially Rocketeers in terms of their abilities and immunities. There is no ore on the moon. You start with 70,000 credits and have no way to mine for more. Use your money carefully and keep your units and structures safe. Because you have only airborne infantry, Battle Bunkers are useless. For base defenses, rely on Sentry Guns.
Yuri's infantry operates under the same limitations, which means you can expect constant aerial assaults, including Floating Discs. The solution is anti-air defense. Flak Tracks and Flak Cannons are important. To defend against the Master Minds and Magnetrons, infantry and stationary base defenses are your best choice.
Start by deploying your MCV near where it appears. You don't have to create a Refinery, so immediately build a Tesla Reactor followed by a Barracks. As soon as you can, bring a Radar and War Factory online as well. Because you don't have money problems, build on all of your tabs at once. Add about half a dozen Flak Cannons, making sure to keep enough power in your base. Place Sentry Guns around your base to guard against incoming vehicles.
Yuri attacks using his own Cosmonauts, Gattling Tanks, Lashers, Master Minds, and a few Magnetrons. Use your Cosmonauts to handle the Master Minds and Magnetrons. The Flak Cannons placed around your base can take on Yuri's infantry. Sentry Guns as well as Rhino Tanks pound his Gattling Cannons and Lashers. Add a Service Depot as soon as you can to repair your vehicles between battles. Because your funds are limited, anything you can do to maintain your force is worth it.
Build a team of 15 or 20 Cosmonauts. It's expensive, but it will pay dividends soon. Move the entire group up the map's left side until you find Yuri's small base. You will have to fight Yuri's Cosmonauts, and a single Gattling Cannon in the base's center provides defense. Keep your troops away from the Gattling Cannon and have them destroy the Psychic Towers ringing the base. When these are down, move in a group of Rhinos and Flak Tracks to destroy the rest of the base. When all of the structures have been destroyed, you receive a money crate worth an additional $5,000.
Back at your base, add a few more Tesla Reactors and build a Battle Lab. You can create both Apocalypse Tanks and Tesla Tanks now, so build a force of them. Take your surviving vehicles from the assault on Yuri's first base and repair them, then add them to the new Tesla and Apocalypse Tanks. Send this large group up the right side of the map.
The base here is the opposite of the first base you destroyed. It is ringed with Gattling Cannons and has a single Psychic Tower in the center. Your vehicles should have little trouble destroying the Cannons. Once you have cleared a path in, send everything at the Tower. It can only capture three of your vehicles, and the others can destroy it quickly before the units Yuri subverts can do much damage. Destroy everything in the area and you receive another crate worth $5,000.
All that remains is Yuri's main base, which occupies the map's entire top section. Again, repair the vehicles that have been damaged and replace any losses. Add more Cosmonauts to the force as well, bringing your total of infantry back to about 15 or 20. Create a sizable force consisting of at least three of each vehicle, preferably more, especially of Flak Tracks and Apocalypse Tanks.
Move the force up the map's right side, mainly because many of your units are already in position. This main base contains both Psychic Towers and Gattling Cannons. The Cannons are outside the base. Use your Apocalypse Tanks to deal with them, then scout carefully with your Cosmonauts. The interior contains additional Gattling Cannons; your Cosmonauts don't have a chance against these. Instead, rush with your vehicles.
Remember that Psychic Towers can control only three units at a time. Master Minds can control more, but as soon as they take more than three, they take damage. Move all of your vehicles in aggressively, the way you did at the second base. Concentrate your fire on the mind control devices to minimize the time your units are under Yuri's control. When the northeast corner is clear, destroy Yuri's headquarters.
To complete the mission, you must destroy the rest of Yuri's structures and forces. Eliminate the Construction Yard, left of headquarters. This prevents Yuri from replacing any structures you destroy. Keep moving, having the vehicles wipe out Gattling Cannons and rushing any Psychic Towers you find. Keep your Apocalypse Tanks in the back where they can still strike enemy targets but not come in range of the Towers. Have your Cosmonauts follow behind, mopping up any of Yuri's infantry who appear when a building is taken out.
At this point, it's merely attrition. Bio Reactors should take priority over everything but base defenses. If you take down Yuri's power, quickly move through and eliminate everything. Make your prime targets his War Factory and Barracks, plus the Cloning Vats that appear in several places. Every producing structure you destroy weakens Yuri's position and makes your eventual victory inevitable.
Once you've destroyed everything, don't panic. It takes a few seconds for your victory to be made official. It's time to return to Earth and finish off Yuri once and for all.
Mission 7: Head Games
With both his terrestrial and lunar forces destroyed, Yuri has retreated to his ancestral home in Transylvania. It's unthinkable that he has given up his quest for world domination. He must be stopped now, before he regains his power and influence over the weak-minded. You must go to Transylvania and destroy Yuri's forces. Most importantly, you must destroy the castle Yuri has retreated to and kill him. Only then will the world be safe.
You have quite a daunting task ahead of you. In addition to his own technology, Yuri has used Psychic Beacons to control an Allied base to his west and a Soviet base to the east. You'll fight against everything three different armies can throw at you. The solution lies in a couple of quick strikes to help destroy Yuri's income and the judicious use of your super weapons.
Deploy the MCV and start building, adding Battle Bunkers filled with Conscripts all around your base. Add several Tesla Reactors, a Barracks, a Refinery, and a War Factory, producing a few additional War Miners as quickly as possible. Yuri attacks from the air with Harriers, Floating Discs, Rocketeers, and Kirovs, so set up air defenses. A few Flak Cannons and a force of Flak Tracks or Flak troopers can defend against his air force.
When you have the Spy Plane, investigate both the map's southwest corner and the eastern edge. In the southeast corner is a small contingent of freedom fighters in the guise of Terrorists and Demolition Trucks. Move a unit over to them and they join your side. Once you capture them, you can build both of these unit types when you have the necessary structures.
Take the two Demo Trucks and move them across the short bridge in the southwest corner. A Grinder just north of here is converting civilians into raw materials. Move both trucks as close to the Grinder as you can. Don't worry that the Yuri Clone here captures one of the vehicles. The other units in the area destroy the second truck, causing a massive explosion that should kill all or most of them and damage the Grinder heavily. Send over a couple of vehicles and finish off the Grinder. You take away some of Yuri's income and gain a crate worth $2,500.
Along the map's eastern edge are two more interesting items. The first is in the small graveyard. Send Conscripts to garrison the crypt here, then send over an Engineer to take the Secret Lab. This gives you the ability to produce Grand Cannons. If you wish, add one or two to your base. While they are expensive and a drain on your power, their range helps keep Yuri's ground forces from attacking.
Northwest of the Secret Lab is another Grinder that isn't heavily guarded. Destroy this, and once again you get a bonus crate with $2,500.
Around this time, Yuri starts to get creative with his forces. By combining Allied, Soviet, and his own technology, Yuri starts making devastatingly powerful units. His weapons of choice are Crazy Ivan and Tesla IFVs, which he swarms at your base. The Tesla versions are dangerous because of the power of their shot, but it's the Crazy Ivan IFVs you need to watch out for. These kamikaze vehicles can take out a large chunk of your base if they get through your defenses.
With Yuri's two Grinders destroyed, start thinking about your main push into his bases. As you slowly reveal the map with the Spy Plane, two things become apparent. First, Yuri has multiple Slave Miners, Chrono Miners, and War Miners working, meaning that the destruction of the Grinders has put only a very minor dent in Yuri's income. Second, all three of the enemy bases are extremely well defended both from air and ground attacks. The way to break through them is to turn those defenses to your side. Create a few extra Tesla Reactors, and when you have the money to do so, build a Nuclear Silo.
Placing a Silo does two things. First, it gives you the first super weapon strike against the enemy bases. It also triggers Yuri to start construction of his own super weapons. He builds four: his own Nuclear Silo, which is placed in the Soviet base (and comes online first), a Weather Control Device in the Allied base, and both a Psychic Dominator and Genetic Mutator in the central base. Because you placed your Silo first, you get the first strike.
As soon as the missile is ready to fire, target the Psychic Beacon at either the Allied or Soviet base. The Soviet missile is the next super weapon to fire, which makes the Beacon in their base a tempting target. However, by taking out the Allied Beacon, you add a whole new set of technologies to your war efforts. Because of this, and because you'll gain control of the Weather Control Device, the Allied Beacon is the better target.
Once the Psychic Beacon is destroyed, all of the structures and troops in that base fall under your control. Switch your primary structures to that base immediately and start building. There are almost no defenses between the back of this base and Yuri's main base, so provide some protection here as soon as you can. Another reason to liberate the Allied base first is because a small group of Prism Tanks can prevent any incursions into the base by Yuri's troops.
When the enemy Soviet nuclear missile is ready to fire, Yuri will launch it at your primary base, targeting your Construction Yard. The Construction Yard can survive this attack, but the buildings around it probably can't. You may need to replace a couple of structures after the radiation dies off. Don't use the Force Shield. You may save a few thousand dollars by protecting your buildings, but the lost time on the countdown of your next missile isn't worth it.
Yuri also will hit you with both his Psychic Dominator and Genetic Mutator. In both instances, keep your forces spread out so that these effects capture a minimum of your units. As these super weapons become ready to fire, move everything. Clusters of units are perfect targets for both devices, and Yuri will not hesitate to strike.
Following Yuri's attacks with these weapons, you again have the next attack with a super weapon. This time, take out the other Psychic Beacon, probably the one controlling the Soviet base. Again, as soon as the missile strikes, all of the Soviet units fall under your control. Put up a few defenses between this base and Yuri's, and produce a few units in this base for added protection.
From this point on, you have two basic strategies. The first is to use your super weapons to target Yuri's power supply, hoping to stall his countdowns long enough to use your weapons again. This is a tough way to go, though. Yuri continues to replace his destroyed Bio Reactors as long as he has a Construction Yard. The answer, then, is to destroy his Construction Yard.
The problem is that no super weapon is strong enough to destroy a Construction Yard with a single hit. Even the most focused weather storm won't take out a Construction Yard, and a direct hit with a missile will damage it badly, but not badly enough. So strike Yuri's Construction Yard with both super weapons simultaneously. Delay the weather storm until your missile is ready to fire, and trigger them both at the same time. They strike within a few seconds of each other. The missile reduces the Construction Yard to about 20 percent of its health. After a few lightning strikes from the storm, Yuri can't replace lost buildings.
You'll still have to deal with the Psychic Dominator and the Genetic Mutator, but with Yuri's Construction Yard out of the way, these two super weapons become less of a problem. Start taking out groups of Bio Reactors. Yuri has conveniently grouped them for you, allowing you to take out as many as half a dozen at a time.
Once Yuri's power is down, move in with Prism Tanks and start mopping up. Take out enemy units primarily, because both the Psychic Towers and the Gattling Cannons should be deactivated. Continue to destroy Bio Reactors to make sure the power stays down. Additionally, destroy Yuri's War Factory and Barracks to stem the tide of his units, particularly Yuri Clones.
The goal is the destruction of Yuri's Fortress. You don't need to completely wipe out his base. Clear the area surrounding the castle and have your Prism Tanks or any V3 Launchers wipe it out. The crumbling rubble is a beautiful sight.
As the castle falls, you get word from Zophia that an energy signal is coming from the basement of the castle. It appears that Yuri has found the time machine you used in San Francisco. He activates the device, escaping into the past. There, Yuri plans to truly control the future by stopping all resistance before it can be developed.
Fortunately, Zophia still has the command codes for the time machine. She releases all the energy reserves into the machine, overloading it with power. When you first used the time machine, the same sort of problem occurred, sending you millions of years into the past. The same thing happens to Yuri, and the machine is out of power, trapping the traitor in the prehistoric past where he encounters something that looks quite a bit like your friend Rexy. His threat is ended forever.
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