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8 0 IDEOLOGY: It came to Stalin in a series of dreams. The birthright of the Soviet Empire is nothing less than conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less than conquering the spirit and dominating the actions of every Soviet citizen. CURRENT HEAD OF STATE: Josef Stalin 0 BASE OF OPERATIONS: Entire EuroAsian peninsula. Command posts identified in Moscow, Kiev, Stalingrad, Khartoum, Karachi, Da Nang. MILITARY STRENGTH: Enlisted forces exceed 14 million.
IDEOLOGY: To resist Soviet aggression against any first and second world powers. Uphold ideals defined in World Association of Nations charter. CURRENT TITULAR LEADER: General Gunter von Esling, Supreme Commander of Allied Forces. BASE OF OPERATIONS: Headquarters, Unified Operations, London; Northern Theatre, Oslo; Southern Theatre, Madrid. MILITARY STRENGTH: Enlisted forces about 3.4 million. Non-regular forces, including guerrilla and resistance forces, about 1.7 million.
SYSTEM REQUIREMENTS WINDOWS 95 An IBM or 100% compatible computer with Pentium CPU required Windows 95 required, 8MB of RAM (16MB strongly recommended) 1MB PCI or local bus video accelerator card (ISA video cards not supported) & color monitor. Digital Audio via Windows 95-supported Sound Cards Double-speed CD-ROM or faster, 40MB free Hard Drive space 14.4 (28.8 recommended) modem for modem play IPX network for Local Area Network play, Keyboard, Mouse INTERNET REQUIREMENTS (Windows 95 only) 28.
DOS Insert any Red Alert CD into the CD-ROM drive. At the C:\> prompt, type "D:" [Enter] (where D is the letter that designates your CD-ROM drive). Once you see the new prompt (“D:\>“ in this case), type "SETUP" [Enter]. Please follow the on-screen instructions which appear. By default, Red Alert is installed into a directory named C:\WESTWOOD\REDALERT. Note: If you are installing the DOS version of Red Alert on a system running Windows 95, please follow the Windows 95 installation instructions.
STARTING THE GAME CHOOSING YOUR SIDE: ALLIES OR SOVIETS C&C: Red Alert gives you the option to play one of two distinct fighting forces: The Allies, consisting of a handful of remaining free European countries that oppose Stalin; or the Soviet Empire, the mighty war juggernaut bent on continental domination. If you choose the Allies, you will fight against the Soviet Empire. If you choose the Soviet Empire, you will fight against the Allies.
DIFFICULTY LEVELS There are 3 difficulty settings, which will change the balance of the game. We recommend playing the game at “Normal” difficulty, but if you feel the game is too hard or too easy, you can tailor it to your tastes. Difficulty can ONLY be set at the beginning of a new game – you cannot change it once you are in the missions.
C&C: RED ALERT’S BASIC INTERFACE The interface for C&C: Red Alert has been designed to allow maximum control of your units and structures with little effort. If you are familiar with the Windows environment (point & click, etc.), then you can play C&C: Red Alert with ease. The mouse will move your pointer around the screen, and depending on what you click on, you can order units, build structures, attack, repair, and perform a variety of other commands.
SELECTION CURSOR MOVEMENT CURSOR NO MOVE CURSOR TARGETING CURSORS There are two targeting cursors in C&C: Red Alert. The difference between the two is not large, but depending on which cursor you get, you can tell whether the selected unit is within range of the target, or if it will have to move to attack the object you’ve targeted. This information becomes important later in the game with some of the longer-range units (or when you’re trying to avoid their effects).
THE SHROUD When you start a mission, much of the battle field will be covered with a black “Shroud.” This represents the unknown areas of the battle field that are unexplored. As you move your units towards the edge of the visible area, the Shroud will be uncovered around them depending on how far the units can “see”. You can order a unit to move deep into the Shroud, uncovering large sections of the area at a time.
the cursor over the MCV and you’ll get the Deploy cursor. You’ll need clearance on all sides of the MCV in order to deploy it. If you try to deploy the MCV where there isn’t enough room, you will receive the No Deploy cursor, and the MCV won’t deploy. If you do have enough room, left-click to deploy the MCV, and it’ll turn into a Construction Yard. MCV DEPLOY CURSOR NO DEPLOY CURSOR CONSTRUCTION YARD In DOS, once the Construction Yard is set up, the Sidebar will open.
will be on the battle field. Move the grid to where you want the building placed. Once you’ve found a suitable location, left-click and the building will be placed where you indicated. The grid should be entirely white; any red in the grid indicates that the placement area is blocked, and you will not be able to deploy the building. PLACEMENT GRID OKAY TO PLACE THE BATTLE FIELD 0 While there is a grid on the battle field, you will not be able to build anything else.
POWER To the left of the construction icons is a narrow bar with a horizontal indicator on it. This is your Power Bar – keep an eye on it! Every building that you place requires power to run. Knowing how much power you have and how much you are using is very important. The horizontal indicator tells you how much power your base needs to function optimally, while the vertical bar tells you how much power your base is putting out.
LOW POWER DEACTIVATES RADAR LOW POWER LOW POWER The amount of power produced by Power Plants depends on their state of repair. Make sure to keep all of your Power Plants fully repaired, or you may find yourself losing power at an inopportune moment. CREATING ADDITIONAL UNITS 8 3 If you have a Construction Yard and enough credits, you can build a Barracks, which will allow you to train infantry. At first, the type of units you can train will be limited.
CREDITS (MONEY), ORE, AND COLLECTING There are two types of resources that you can collect to make money: Ore and Gemstones. Ore is found in many places; Gemstones are much rarer. Gemstones are a more valuable, so it is always in your favor to collect as many Gemstones as you can. In the upper right of the screen, the Credit Counter keeps track of the money you have to build structures and units.
RADAR ACTIVE REPAIR BUTTON SELL BUTTON THE “ENTER CURSOR” RADAR BUTTON TARGETING ORE You can force the Ore Truck to return to the Refinery early by left-clicking on the Ore Truck, then placing your cursor over the Refinery. The cursor will change to an Enter Cursor (3 green arrows), telling the Ore Truck to return to the Refinery with its current load. If you want it to do this, left-click on the Refinery. If you want it to continue what it is doing, deselect it by right-clicking.
SELL BUTTON & SELLING SELL CURSOR To sell a building, left-click on the sell or $ button in the Sidebar. The mouse cursor will turn into a gold $ sign. Left-click on the building you want to sell. It will deconstruct, and you’ll be credited half of the structures original cost. In the case of structures that come with vehicles, you will be refunded half the amount of the structure minus the cost of the vehicle.
CHECK-UP To check the health status of a unit or structure, select it by left-clicking on it when the cursor is in Select mode (deselect with a right-click). As long as the bar is green, it’s healthy. As the bar shrinks and turns red, it’s closer to being destroyed. Units that are in the yellow and red will not function as efficiently as those that are green. This may result in slower construction time, slower movement, and a variety of other negative effects.
LOAD MISSION Select Load Mission from the Options menu if you want to play a previously saved mission. The mission you are currently playing will be lost unless you save it first. LOAD MISSION MENU Left-click on the up or down arrow to scroll through your saved games. Then left-click on LOAD, to load the selected game. If you wish to leave this screen without loading a game, left-click on CANCEL. SAVE MISSION Select Save Mission from the Options menu to Save the mission you’re currently playing.
DELETE MISSION Select Delete Mission from the Options menu when you want to get rid of some saved games. This is especially useful if you need to free up space on your hard drive. In the Delete Mission menu, choose the mission you want to get rid of by left-clicking on it. Then left-click on DELETE to get rid of that mission. A confirmation window will pop up just to make sure this is what you want. If you’re intent on ridding yourself of that mission, left-click on OK. Otherwise, left-click on CANCEL.
SOUND CONTROLS Select Game Controls, then Sound Controls to adjust the volume of the music or sound effects, or to change the song currently playing. SOUND CONTROLS SOUND CONTROLS To control the volume of music or sound effects, drag the knob left or right. Going right will make that audio track louder. Going left will make it softer. If you want to shut off music or sounds, drag the control knob all the way to the left.
VISUAL CONTROLS VISUAL CONTROLS Visual Controls gives you display options. To adjust any of the controls, drag the control knob left or right. Going right increases a setting. Going left decreases a setting. You can reset the Visual Controls to their default normal settings by clicking the RESET VALUES button. 8 Click on the OPTIONS MENU button to return to the Options Menu. The changes made in the Visual Controls take immediate effect.
Note that this will not re-center your view on that team, it will just select them so you can give them orders. If you want to see that group, hold down the ALT key and hit the number you’ve assigned for that team. This will center the view on that team. You can add members to an already existing team easily. First, select that team by hitting the appropriate number key.
FORCE MOVE [ALT + ‘L’ CLICK] Infantry annoying your tanks? Squish ‘em. Using the Force Move command, you can make your Tanks (or any heavy unit) move into an enemy occupied area and attempt to overrun the infantry in the square. To do this, select the unit(s) to Force Move, then hold down the ALT key and left-click on the area you want to Force Move to. You can also use this to single-out a particular infantry unit that is giving you a hard time.
CENTER VIEW [HOME KEY] Hitting the home key will center your view on the currently selected unit/structure. CONSTRUCTION YARD VIEW [‘H’ KEY] Hitting ‘H’ will instantly center your view on your Construction Yard. This is useful for jumping back to your base when you’ve been concentrating your efforts somewhere else on the battlefield. EVERYTHING SELECT [‘E’ KEY] Hitting ‘E’ will select every unit that you can see on the battle field.
8 4 1 MULTIPLAYER GAME Red Alert has several different types of multiplayer support, each of which is described in this section. Please note that all screenshots in this section are taken from the Windows 95 version of the game. The DOS version of the game has the same screen layout and options except where noted.
MAIN CHAT WINDOW MAIN CHAT WINDOW The Main Chat window has a scrolling message area (your outgoing messages and incoming messages from other people appear here), a channel (or “room”) list, a user list and a typing area. Once you’ve joined a channel (by double clicking on its name in the channel list) the user list changes to show the user names of other users in that channel. JOINING INTERNET HEAD-TO-HEAD GAME Open games are denoted by a Red Alert icon in the Channel List window.
8 2 are happy with the game options, indicate this to the host and he can then go ahead and start the game. Once the host clicks on the “Start the Game!” button Red Alert Windows 95 Edition will automatically start. HOSTING INTERNET HEAD TO HEAD GAME 2 HOST INTERNET HEAD-TO-HEAD GAME WINDOW If you’d prefer to be in the driver’s seat, you can choose to host a Red Alert Windows 95 Edition game. To do this, click on the Red Alert Windows 95 Edition icon in the tool bar.
LAN GAME PRELIMINARIES Red Alert supports an unlimited number of games over one network socket. Westwood Studios uses a registered socket that other software cannot officially use and under normal circumstances you should never need to change this; however, if you are experiencing difficulty playing Red Alert over a local network, it may be because other software is using our socket.
6 3 HOST NEW NETWORK GAME 0 NEW NETWORK GAME DIALOG Before clicking on New game you must enter your name and choose a side and color. Clicking on New makes you the Host of the new game and takes you to the “Network Game Setup” dialog. This dialog has a “Players” window and a “Scenarios” window. The “Players” window shows you which other players are joined to your new game. As the Host of the new game you alone have the option to reject other players who might try to join the game.
The “Join Game” dialog has a message window. Messages from the other players in your game appear here, just as your messages appear in the message windows of all the other players. Once you have clicked Join, the dialog changes so that the New and Join buttons disappear. You are then in a wait state until the host of the game chooses to start the game. In this mode you cannot change your name, side or color. You will be able to see the game options that the host selects.
1 0 Before you can play a Serial game, you will need to configure Red Alert with the appropriate settings. To do this, select Multiplayer Game from the Title menu. Then, select “Modem/Serial.” Select SETTINGS from the “Select Serial Game” dialog. SERIAL GAME SETTINGS 0 SETTINGS DIALOG This takes you to the “Settings” dialog where you can set up your default serial communications settings.
MODEM GAME Red Alert requires a modem that is capable of at least 14400 baud. To begin a two player modem game, select MULTIPLAYER GAME from the Title menu. Then select the MODEM/SERIAL option. You next need to decide whether you or your opponent will initiate the telephone call required to play the modem game. If the other person is going to call you, select ANSWER MODEM. Assuming that you have the correct communications settings (using the “Settings” dialog) your modem will wait for your opponent to call.
4 4 0 Here you can enter a name and associated phone number. Assign default settings (COM/PORT/IRQ, modem init string, baud rate, etc.) by clicking Default Settings or use custom settings by clicking on Custom Settings. Click SAVE to go back to the “Phone List” dialog. Once you have a number in the Phone List, you can select that number for dialing by clicking on it in the listing window. The number will appear in the Dial Box.
JOIN SERIAL GAME JOIN SERIAL GAME DIALOG You must enter your name and choose a side and color. If your name is the same as another player you must enter a different name. If your color is the same as another player the computer picks an available color for you. You will be able to see the game options that the host selects. The game commences when the host player clicks OK.
ARMOR: Heavy PURPOSE: Allows construction of all other base structures The Construction Yard is the foundation of a base and allows the construction of other buildings. POWER PLANT ARMOR: Light PURPOSE: Provides power for base structures The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
ARMOR: Light PURPOSE: Smelts, stores, holds, and converts ore into spendable credits The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore. ORE SILO ARMOR: Light PURPOSE: Holds smelted ore This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
ARMOR: Light PURPOSE: Constructs vehicles This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle. NAVAL YARD ARMOR: Light PURPOSE: Constructs & repairs naval vessels The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.
ARMOR: Medium PURPOSE: Anti-infantry defense Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks. CAMOUFLAGED PILLBOX ARMOR: Heavy PURPOSE: Anti-infantry defense Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible. TURRET ARMOR: Heavy PURPOSE: Anti-tank defense A Turret-mounted 105mm cannon.
ARMOR: Heavy PURPOSE: Anti-aircraft defense Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly. SERVICE DEPOT ARMOR: Light PURPOSE: Repairs & reloads vehicles The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price.
ARMOR: Light PURPOSE: GPS Satellite launch & construction of high-tech structures In addition to allowing the construction of hightech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch. GAP GENERATOR* ARMOR: Light PURPOSE: Creates shroud The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves.
ARMOR: None PURPOSE: Deceives the enemy The Allies have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. These have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures are in a different location. SANDBAG BARRIER ARMOR: Light PURPOSE: Passive defense The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier.
* * * Fake Structures can be built once original structure is built.
RANGE: Short ARMOR: None WEAPON: M-16 Rifle Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups). MEDIC RANGE: N/A ARMOR: None WEAPON: Bandages Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.
RANGE: N/A ARMOR: None WEAPON: Information Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. Beware – Attack Dogs are not fooled by the Spy’s appearance. ENGINEER RANGE: N/A ARMOR: None WEAPON: None An Engineer can fully repair any of your damaged buildings instantly.
RANGE: M edium ARMOR: None WEAPON: Dual Colt .45s & C-4 explosives Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked. AT MINE LAYER RANGE: N/A ARMOR: Medium WEAPON: AT Mines The Anti-Tank Mine Layer is one of the most effective units on the Allied side.
RANGER RANGE: Short ARMOR: Light WEAPON: M-60 Machine gun Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs. LIGHT TANK RANGE: Medium ARMOR: Medium WEAPON: 75mm Cannon The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire.
RANGE: Long ARMOR: Light WEAPON: 155mm Cannon Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected. MEDIUM TANK RANGE: Medium ARMOR: Heavy WEAPON: 105mm Cannon The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel.
MCV RANGE: N/A ARMOR: Heavy WEAPON: None The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed. TRANSPORT RANGE: N/A ARMOR: Medium WEAPON: None The Landing Ship Transport allows transportation of up to 5 ground-based units across the water.
RANGE: Medium ARMOR: Medium WEAPON: Stinger missiles & depthcharge launchers The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission. CRUISER RANGE: Extreme ARMOR: Heavy WEAPON: 8-inch artillery cannons Slow moving death.
RANGE: N/A ARMOR: N/A WEAPON: Satellite imagery When launched from the tech center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the battlefield, the entire map will be revealed when it reaches orbit. SONAR PULSE RANGE: N/A ARMOR: N/A WEAPON: Sonar image A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds.
+ + * * + + + * + + ALLIED UNIT HIERARCH
ARMOR: Heavy PURPOSE: Allows construction of all other base structures The Construction Yard is the foundation of a base and allows the construction of other buildings. POWER PLANT ARMOR: Light PURPOSE: Provides power for base structures The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
ARMOR: Light PURPOSE: Smelts ore into credits The Refinery smelts ore into its component elements. Building the refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore. ORE SILO ARMOR: Light PURPOSE: Holds smelted ore This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
ARMOR: Light PURPOSE: Trains attack dogs The Kennel trains Attack Dogs. WAR FACTORY ARMOR: Light PURPOSE: Constructs vehicles This structure is responsible for the building of all Soviet ground based vehicles. Building multiple War Factories decreases the amount of time required to build a vehicle. SUB PEN ARMOR: Light PURPOSE: Constructs & repairs naval vessels The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.
ARMOR: Heavy PURPOSE: Builds & reloads airplanes The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash. HELIPAD ARMOR: Light PURPOSE: Constructs & reloads Helicopters The Helipad allows construction of helicopters, and will reload any that are in need.
ARMOR: Light PURPOSE: Provides radar The Radar Dome gives you an overhead view of the battlefield when fully powered, and repaired of serious damage. TECHNOLOGY CENTER ARMOR: Light PURPOSE: Construction of high-tech structures The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil. FLAME TOWER ARMOR: Heavy PURPOSE: Fire-based defense The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire.
ARMOR: Light PURPOSE: Lightning-based defense The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds. SAM SITE ARMOR: Heavy PURPOSE: Anti-aircraft defense SAM Site automatically launches longranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure.
ARMOR: Heavy PURPOSE: Launches atomic missile Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much. BARBED-WIRE BARRIER ARMOR: Light PURPOSE: Passive defense Barbed-Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
SOVIET STRUCTURE HIERARCHY
RANGE: N/A ARMOR: None WEAPON: Sharp teeth Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks by Engineers, Spies, and Thieves. They also make fine pets. RIFLE INFANTRY RANGE: Short ARMOR: None WEAPON: AK-47 Rifle Rifle Infantry are the backbone of the Soviet infantry. Armed with an AK-47, this Infantry unit is versatile against other infantry.
RANGE: Short ARMOR: None WEAPON: Flame-thrower These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower. ENGINEER RANGE: N/A ARMOR: None WEAPON: None An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer may damage or capture it.
RANGE: Medium ARMOR: Heavy WEAPON: Twin 105mm cannons The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield. AP MINE LAYER RANGE: N/A ARMOR: Medium WEAPON: AP Mines The AP mine layer deploys Anti-Personnel Mines to thwart the Allied heavy infantry ranks.
RANGE: Long ARMOR: Light WEAPON: White-noise generator The Mobile Radar Jammer (MRJ) disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack. MAMMOTH TANK RANGE: Medium ARMOR: Heavy WEAPON: Twin 120mm Cannons & missile packs. Tanks don’t come any bigger. The largest landbased weapons platform, the Mammoth Tank can take and dish out a lot of punishment.
RANGE: N/A ARMOR: Medium WEAPON: None The Landing Ship Transport allows transportation of up to 5 units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading. SUBMARINE RANGE: Long ARMOR: Medium WEAPON: Torpedo Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them.
RANGE: N/A ARMOR: Light WEAPON: Dropped bombs & paratroopers The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target. PARATROOPERS RANGE: S hort ARMOR: None WEAPON: AK-47 Rifle Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry.
RANGE: N/A ARMOR: Light WEAPON: Camera When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud. MIG RANGE: Medium ARMOR: Light WEAPON: Heat-seeking missiles This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hitand-run tactics, the MIG can remove armored craft before they can become a threat.
RANGE: N/A ARMOR: Medium WEAPON: None Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.
+ + + * + * + + *
g g on’t read these tutorials if you want to try the missions on your own. MISSION ONE: e first thing you may want to do when the mission starts is slow the game down oing this will give you a chance to get used to the way the game functions. T ow the game down, left click on the tab at the top of the screen that is labele OPTIONS”. (You can also hit the ESC key.) hen you do this, the game will pause and a menu will pop up in the middle o e screen.
j p g roll speed is pretty good, so only change it if you don’t like the way it feels. T it the game controls screen, left click on the box labeled “OPTIONS MENU hen that screen disappears, left click on the box labeled “RESUME MISSION ou can also exit this screen by hitting the ESC key twice. n the right hand side of the game screen you will see the sidebar. This is wher u build units and structures, and manage your base.
y , e rest is covered in darkness, or “Shroud”. This dark area represents the unre aled terrain of the battlefield. SHROUD you move your units around, they reveal the terrain and the shroud disap ars. Every unit reveals terrain as it moves, but not every unit can “see” the sam stance. For instance, Infantry cannot see as far as Rangers, so use the Ranger t out without as much fear of retaliation. Try this now by left-clicking on one o ur Rangers, then moving the cursor to the left of the starting point.
yj g y ected. This will unselect the unit you were controlling and select the new one. u want to unselect any units without selecting other ones, click the right mous tton. This will unselect all units, which can be nice, so you don’t accidentally te bunch of units to go somewhere once you’ve got them where you want them ough on moving, though -- it’s time to find Einstein.
LEFT CLICK AND HOLD DRAG TO HERE AND RELEASE hen you release the left mouse button, anything in the white box will b ected. This way, you can order multiple units to perform a specific task at once e attacking something. So band-box select your Ranger and infantry, and the t-click on the grenadier. All of the selected units will move into range and attac e grenadier.
atch another civilian run towards the base. Notice that they didn’t get fried b e Tesla coil. That must mean the power is down. It’s time to move in! INDING EINSTEIN e know that Einstein is in the base somewhere, but where? Let’s use Tanya t d him, and at the same time, make sure those Tesla coils stay powered down. lect some of your Rangers and infantry, and have them attack the closest powe ant. This will alert the base, and some Soviet soldiers will move to attack them.
y y pp g y ,y ere are two of them in front of one building that didn’t move. Perhaps they’r arding something? We’ll check in a second, but let’s make doubly sure thos sla Coils don’t come back on-line. hile your forces are attacking one of the remaining Power Plants, select Tany d move the cursor over the unharmed Power Plant. Notice that it changes to 4 icon. This is one of Tanya’s special abilities – she can demolish buildings wit plosives.
VACUATE! ou should hear a message informing you that a signal flare was detected to th rth. North equals up, so scroll the screen up and you should see a green smok re. You’ll also notice a helicopter flying overhead heading for that area. This w you’re going to get Einstein out of here. SIGNAL FLARE CHINOOK lect both Tanya and Einstein, and get them over to the signal flare.
he helicopter should have landed by now. Select Einstein and move the curs ver the helicopter. The cursor will change to an enter cursor. Left-click an nstein will run to the helicopter and get in. will lift off and head to the east. You can follow it across the screen as it goe When it exits the map, your mission is complete! Enjoy your victory movie! KEEPING SCORE Whether you’re playing Allies or Soviets, at the end of each successful missio e score screen will appear.
is is a representation of how well you managed your troops. If you never los its, you will have 100% leadership. Every unit that you lose decreases you adership. This percentage is multiplied by your base points, so if you had 100 ints and a 50% leadership, that would give you 500 points for leadership. CONOMY onomy is a rating of how much money you took in / collected versus how muc u spent. If you can manage your money well, your efficiency will be high.
y, y y g th, but not for long. You’ll see a large truck that looks like a cement mixer driv to the map – that’s your Mobile Construction Vehicle (MCV), and that’s how u build your base. This time, just sit and watch it. It will drive down a bit on th ap and deploy on its own, turning into your construction yard. u’ll notice that items appear in the sidebar boxes that were empty in the previou ssion – those are build icons. But, more on those in a second.
UILDING YOUR BASE ow that we’ve got the MCV, how do we deploy it? You do this by left clicking o twice. The first click brings up a “Deploy” cursor and the second click deploy e MCV into the construction yard. CAN DEPLOY e MCV creates a fairly large building when it deploys, so it needs to have ear area around it in order to deploy. If you attempt to deploy the MCV and esn’t deploy, check around the MCV for things that might get in the MCV ay.
y g g p y y g g V ove it a bit, then check to see if it can deploy again or not. You can move it t e west of the crossroads where there’s plenty of room if you’re having troub ding space. hen you do deploy it, you will see the build icons appear in the Sidebar again urrently, you can only build two things: Sandbag Walls or a Power Plant. Mov ur cursor over the icons, and notice that text appears, telling you the name an e cost of the item to build.
ou’ll notice that money is being subtracted from your account while this is goin . When construction on the Power Plant is done, a “Ready” message w ppear over the icon. Now, place the building. Do this by left clicking on th wer Plant icon, then move the cursor onto the map. You will see a section o hite or red squares under your cursor. This is the placement grid. roughout the game, the grid must be all white in order to place a building. T t the all-white grid, you must meet two conditions.
EASURING POWER EFFICIENCY wer is essential for your base to operate efficiently. ok at the Sidebar section of your screen. The thin vertical area to the left of you nstruction icons is your power bar. The gold dividing bar shows you how muc wer your base is currently using, and the vertical bar shows your current avai le power. Every building that you build will raise the power requirements o ur base. Only Power Plants can produce more power to keep things running a ey should.
NCOME & BUILDING OTHER STRUCTURES ith your Power Plant in place, you will now notice more building icons ar ailable – a Barracks icon and a Refinery icon have appeared in the Sideba e other column is still empty though. That’s where your unit icons will appea t’s get some of those now. ild the Barracks the same way you built the Power Plant. Once the Barracks is placed u will receive more construction options: Rifle Infantry, Rocket Infantry, and Medic u’ll also get the option to build Pillboxes.
y y p g al that you’ll see lying on the ground in some areas. You use a Refinery and a re Truck to collect the ore and turn it into credits that you can spend. Move som you infantry to the left of where you started, and you’ll see some ore. There so some to the south and a bit to the west of your base. You may encounte me enemy infantry or grenadiers, so scout the area and take them out as yo me to them. ORE hen construction of the Refinery is complete, place it and you’ll see an Or uck appear.
lect the Ore Truck and notice that it’s got several small boxes below it whe ected. This shows you how much ore it has collected. If you leave it selected u can see the boxes (or pips) fill in as it collects. When all the pips are full, ll return to the Refinery and dump off its load. A full load of ore is worth 70 edits to your account. Later, you may find gemstones. A full load of those orth 1000 credits. TORING THE ORE e Refinery can hold up to 2000 credits worth of ore.
OWN TO BUSINESS e road leads through the pass, so let’s follow it. Move your soldiers to the south lowing the road. Chances are that you’re going to run into some Soviet force the way. You should be able to beat all of them without heavy losses, but if yo d yourself losing, train some soldiers by clicking on the icon of them. Whe mplete they’ll come out of the Barracks and be ready for action. ou can also experiment with the other types of soldiers.
y , g g y y y g y r, which when left-clicked will make the Medic move to the wounded soldie d heal them back to full health. Medics don’t have any other weapon, so mak re you keep them a bit behind the brunt of your forces when attacking. If le one, you can bring wounded soldiers near him, in which case the Medic w al anything near him. now we’ve built some more infantry, plowed down the road to the south, an ould be at the bottom of the map.
y y g , ur reinforcements, or build some more infantry (10 or so Rifle Soldiers) an nd them along the road. Watch out for enemy soldiers that may come at you se from other directions. Build a Pillbox to the west of your base just to be safe hen you’re ready, proceed from the bottom-left corner of the map up the road is will take you past the enemy’s base and towards the upper left-corner of th ap. Remove all of the infantry and dogs that you encounter until you reach th p of the map.
hen all of the Soviet forces are destroyed, or time runs out on the mission time e convoy will arrive and drive through the pass. When they leave the map, th ssion is complete. you’ve not destroyed all the Soviet forces in time, don’t worry too much about e trucks can take several hits, and there are three of them. If you can get ove ere in time (Rangers are your best bet), you can probably keep at least one o em alive until it leaves the map.
g ,p file: under DOS go to the installed directory (normally C:\WESTWOOD\REDALER and type README[ENTER]), under Windows 95 use the “Programs/Westwood/Re Alert/Red Alert Readme” shortcut on the “Start” menu to view the readme file. Alternatively the readme file exists as a plain text file (readme.txt) and a Windows .WRI file (readme.w in the root of the CD. Q. WHY DOESN’T RED ALERT INSTALL ONTO MY HARD DISK? A. WINDOWS 95 & DOS: Make sure you have enough free hard dis space.
) g , ems to work well on all video cards. Graphics may appear a little squashed in th ode. If all else fails, contact your video card manufacturer to check whether there a ew drivers available for your video card. . WHY DOESN’T THE SOUND WORK? . WINDOWS 95: Make sure your speakers are powered on and connecte your PC. Make sure that your speaker volume controls are adjusted correctly. our sound card is not supported in its native mode by Microsoft Direct Sound th ound quality may suffer.
Q. WHY DO THE MOVIES STUTTER? A. WINDOWS 95 & DOS: Red Alert requires at least a double-speed 300KB per second CD-ROM drive. WINDOWS 95: You may get smoother movie playback by turning off CD ROM caching. To do this, use the “Settings/Control Panel” shortcut on th “Start” menu, double-click the “System” icon, click on the “Performance” tab click the “File System” button, click the “CD-ROM” tab and set Optimize Acces Pattern for No Read Ahead.
NETWORK & SERIAL TROUBLESHOOTING ENERAL TROUBLESHOOTING GUIDELINES FOR NETWORK LAY: ou must have a network connection and an IPX compatible network protoco und to your network adapter card. The network game option is hidden if no IP iver is found. Check with your network administrator to find out if your net sup rts IPX and to have the drivers configured for your machine.
IN THE “JOIN” DIALOG: There may be a network bridge between yo and another system. If so, you can tell Red Alert to run across the bridge by: WINDOWS 95: Set the destination network address (DESTNET) value usin the Red Alert Windows 95 Edition Setup utility (by use th “Programs/Westwood/Red Alert/Red Alert Windows 95 Edition Setup” shor cut on the “Start” menu). DESTNET has the form XX.XX.XX.XX (e.g 00.00.00.44).
p g ries according to the type of modem. We have found that given a noise-fre one call the game plays best with modem error-correction and data-compre on disabled. In rare instances you may get better results with these modem fea res enabled. Please read your modem manual for information about initializa n strings. Red Alert supports multi-line modem init. strings by using a “|” (vert l bar or “pipe”) to separate lines. Under Windows 95 we automatically turn o ror correction and data compression.
ECHNICAL SUPPORT EFORE YOU CALL FOR TECHNICAL SUPPORT you are having problems, please consult the “Troubleshooting” section of this boo fore calling technical support. We receive many calls every day, so in order to serv u more efficiently, please have the following information available: 1.The correct name of the game. 2.The type of computer you are running the game on. 3.The information listed when right clicking on the Windows 95 desktop icon corresponding to your computer and selecting properties.
PRODUCER .........................................ED DEL CASTILLO ORIGINAL CONCEPT .........................BRETT W. SPERRY, JOE BOSTIC LEAD GAME PROGRAMMERS ........JOE BOSTIC, BARRY GREEN, STEVE TALL GAME PROGRAMMERS ....................PHIL GORROW, BILL RANDOLPH MARIA del MAR McCREADY LEG INTERNET PROGRAMMERS ............JEFF BROWN, DAVID ALDRIDGE MATT THORN TRANSLATION PROGRAMMER .......VICTOR GRIPPI TECHNICAL DIRECTION ...................STEVE WETHERILL, ERIC WANG DESIGNERS ............................
VON ESLING ...............................ARTHUR ROBERTS STAVROS ....................................BARRY KRAMER ALBERT EINSTEIN .....................JOHN MILFORD TANYA..........................................LYNNE LITTEER INTERROGATOR .........................DOM MAGWILI ANNOUNCER ...............................GWEN CASTALDI ALLIED SOLDIERS FINALE .........................................RICKY RUSSELL, NICK PAULOS, SCOTT RYAN TALLY COMMANDERS ............................