|
Red Alert: Aftermath PC cheats
Allied Campaign
Harbor Reclamation
Things get
hot pretty quickly. Kill the spy before he can report; plop down a barracks
building and train three riflemen. By scattering a few pillboxes around
your base, you can more or less forget about having to defend your base.
The pillboxes do the job automatically.
The key to
completing this mission is to prevent the Soviet forces from earning any
money. When they earn money, they turn it into tanks and bombs, and that's
not really in your best interest. So send a group of medium tanks into the
heart of the northern ore field. Sit here and blast the Soviet ore trucks
into oblivion.
Follow your
tanks around with a pair of mechanics and attack the base on the left side
of the ore. As long as you keep the mechanics behind the tanks, you'll be
invincible. It's just like having an iron curtain.
Next, send
in some engineers to capture the weapons factory and other buildings. Sprinkle
pillboxes around this base just like you did in your first. Some V2 launchers
would come in handy to take out some of those Tesla coil emplacements in
the base that remains to the east. Mop up at your leisure. There won't be
any more surprises.
In the Nick
of Time
Mass your tanks
into a single group. Proceed along the path, destroying enemy tanks with
concentrated firepower and squashing the enemy infantry as you move along.
Throw the full force of your armor against the Tesla coil and destroy it
before it can kill more than one or two of your units.
The reinforcements
you receive should make up for any casualties. The demolition truck is too
much of a wildcard to have tag alongside your troops. Get rid of it as quickly
as you can. Rescue the prisoners in the village to get a medic and mechanic.
If you can repair your chronotanks before the attack choppers destroy them
completely, you'll have a strong anti-air presence for the duration of the
mission.
When you send
your spy north, some reinforcements will fall out of the sky. Unfortunately,
they happen to be in range of a nearby Tesla coil. You can kill the coil
by shooting some nearby barrels.
Capture the
barracks and the power plant that are in the northeast corner of the map.
Build an engineer and some more ground troops. There's a minefield just
to the left of where you are now, but you can force-fire on the ground to
clear them all up.
Rush the west
base with your tank hordes. Your target priorities are the ore refineries,
the barracks, and the weapons factory. Slip an engineer into the HQ building
to free the prisoners. Once free, get them back across the bridge and to
the signal flare. As long as you never stop running, you'll have a hassle-free
journey to the pickup point.
Caught in the
Act
The object
of this mission is to hop Tanya from one island to the other, freeing prisoners
as you go along. If you shoot them personally, Tanya can kill legions of
enemy soldiers. But if you look away for even a second, you'll be scraping
her ponytail off the ground. Weighing the choice between saving prisoners
and killing soldiers is what this mission is all about.
Your first
stop is the island to the north. After you kill the soldiers, load Tanya
and the prisoners into the water transport. All but one - leave that soldier
up by the crate. The crate will heal all your units back to full health,
but you should save it for a rainy day.
When Tanya
hits the second island, your friends will send a transport chopper to make
your island-hopping easier. No sooner does it land, however, then a pack
of MiG fighters try to blow it up. The very instant the chopper touches
down, select it and move it away. The fighters' rockets will impact harmlessly
on the surface. There's a healing crate on this island also. Again, leave
someone who can pick it up in an emergency.
The enemy attack
helicopters are big, noisy nuisances. The moment your reinforcements touch
down, the enemy choppers cut them to pieces. The solution is to load the
rocket infantry into the transport helicopter, then shove Tanya in after
them. Tanya kills the soldiers, and the rocket infantry kill the enemy attack
choppers.
Don't let any
of your rocket infantry die! You need every one of them for later. As they
stand before the gates of death, pick up one of the heal crates you left
behind. Viola! What a miraculous recovery! Enemy subs dot the waters, and
your gunboats will take a beating unless you kill the subs with the "shoot
while moving" technique.
When you arrive
at the northeast island, send your spy along with Tanya. Breach a hole in
the wall with your rocket infantry and send Tanya and the spy through to
the radar dome. Infiltrate the dome with your spy to muck things up for
the bad guys.
The northwest
island seems impenetrable, but it isn't. When your tanks arrive, run over
the enemy soldiers, but don't venture too far to the north or west. Otherwise,
the Tesla coils will rip them apart. Your destroyers have an advantage of
range, though, so you can safely shoot at the Tesla coils from the water.
All you have to do to finish the mission is land the rest of your troops
on the shore and destroy the tech center.
Production
Disruption
Separate the
doctor from the soldiers. He's easily the most valuable asset on the field
and you can't afford to let him get injured. You can still heal your injured
soldiers in the middle of a firefight, but do it from a safe distance.
Destroying
the two power plants will net you a couple of demolition trucks and a handful
of engineers. Detonate the demolition trucks against the flame turrets to
open the way for your engineers. Get them into the radar dome to capture
it.
Your reward
is a gift of three chronotanks. Move these tanks to the northeast until
you reach the northernmost tip of the island. The sub pen is over to your
left, but you'll never destroy it from this side of the wall. Chronoshift
the tanks over to the little island by the sub pen and fire away!
Negotiations
Blow up the
SAM sites to the east so that your helicopter reinforcements can destroy
the flame turret blocking your way. Once past the barricade, kill the soldiers
attacking the farmhouse. A friendly little fellow will pop out and lead
you to the hostages.
The hostages,
when freed, will follow Tanya's every move. Get her back to the church in
the bottom-right corner of the map. You may have one hairy moment when a
tank blocks your path across the river, but you can duck into the forest
to evade it. There's also a crate there, next to the tree.
Tanya will
signal for reinforcements when you return her to the landing zone. Winning
the mission is a matter of killing the remaining tanks and infantry. The
mechanic can keep your tanks in tiptop condition.
Monster Tank
Madness
Capture the
power plant and the sub pen. Remember that you must damage them both into
the red before you can take them over. Steal credits from the silo and use
the money to make a water transport. Land everyone on the shore to the north.
Repair the
power plants and start gathering ore from the field just to your south.
Send a spy to the east. Avoid the bridge, and follow the lay of the land
until you find the brick wall. Get him into the radar dome to turn the super
tanks against their creators. What a great diversion!
Now you can
rescue the scientist. Send an empty APC to the village in the south. Load
the scientist into the APC and scoot back to base. Once back, get him out
of the APC and into the chopper.
Time Flies
The first half
of the mission is very straightforward. Destroy the radar domes as you hop
from one island to the next. There are no real obstacles. The chronotank's
missiles are very effective against the flame turrets that are scattered
about. If you see what looks like trouble, you can leapfrog over it. Bringing
down the SAM coverage isn't the end of it. Your reinforcements won't come
until Tanya blows up the power plants for the remaining Tesla coil. Once
you get the MCV, deploy it at the base of the northern plateau.
Everything
ever said about cutting off the enemy's ore supply goes double here. The
heat comes quickly since they have four ore trucks gathering ore from the
southern field. To kill them and their escorts, storm the ore field with
six or seven medium tanks as a coordinated group.
Without the
revenue from ore, the Soviets can not produce any new units. The Tesla coils
still pose a problem, though. Send a spy into the northeastern base and
locate the coils. After destroying the coils with helicopters, send in a
group of tanks to knock out the first missile silo.
Send the same
spy into the southern base. This time, locate the power plants. Chronoshift
a few chronotanks and destroy the power plants. Without juice, the remaining
Tesla coils are powerless to stop your main advance.
Absolute M.A.D.ness
At regular
intervals, invisible M.A.D tanks will wreck havoc on your units and buildings.
The only way to stop them is to destroy the M.A.D facility located on a
remote island. To do this, sneak spies into three technology centers.
Start off by
repairing the damaged buildings. To the south, past some forest, large patches
of gems await to be gathered by your ore truck. Use the money to construct
power plants, pillbox defenses, and to repair your base. Once you use up
the gems, start gathering ore from the huge field of gold to the right of
your base.
Send your first
spy south. Ignore all the intimidating defensive structures and head straight
into the technology center. With the dogs on full alert, it will be impossible
to infiltrate the remaining centers undetected. You can build an APC, though,
and stick the spy inside. Send the first APC to the east. Don't bother to
shoot anything, but if you can run over some dogs, so much the better. Just
find the tech center and get the spy inside. Do the same thing for the tech
center in the southeast.
When the flares
pop up on the island, use your chronotanks' inherent abilities. Materialize
on top of soldiers for an automatic squish. Run over the remaining soldiers,
then destroy the facility and the construction yard. So much for the M.A.D
tanks. The iron curtain is located in the southeast, right by the technology
center. Churn out a horde of medium tanks and bulldoze the remaining buildings.
Pawn
Since the Soviets
receive an unlimited supply of tanks and aircraft without having to refine
any ore, this mission will take a while. That's not to say that you shouldn't
go after the enemy ore trucks; just don't be surprised to see MiGs and Tesla
tanks materialize out of nothing.
There's a fair
bit of micro-management to do. Move some of the artillery to cover the spots
that don't have any anti-infantry defense, and move some of the rocket infantry
away from the very edge of the base. When you come under attack, the idea
is to kill the infantry using pillboxes and artillery, and to destroy the
vehicles using turrets and tanks. The rocket infantry are there to shoot
down aircraft. After the initial onslaught, repair your damaged buildings.
If you need to repair a vehicle, don't use the repair bay, but train a mechanic
instead. It's more cost-effective. Mine the narrow pathways to the north,
the west, and the east. There's a bridge in the eastern area that you should
blow up. It will force the enemy units to come through the narrow eastern
gap. You'll have to make several minelayer trips, but a thickly seeded minefield
will do a lot of the dirty work for you.
There's a crate
full of money under the oil field outside your east gate. If you can wait
until the enemy paratroopers arrive before lighting them up, you'll take
a fair number out in the process. Other than that, sit tight until reinforcements
arrive.
Once you get
the MCV, sell your fake structures and replace them with the genuine articles.
Construct a refinery and an advanced power plant where the fake weapons
factories used to be. Splatter camouflaged pillboxes inside and outside
your base and stick a couple of AA guns out over your north wall.
You can get
a couple of destroyers just by exploring the terrain to the northeast. Move
them to the west shoreline so that they can support your tank attacks and
protect you from aircraft. If you want another crate, look under the supply
truck near the church in the northwest. This is a great spot for setting
up an ore truck ambush. Five tanks of any size will be more than enough
for the task.
As you move
around the ore field, some tanks and a mechanic will land in the very upper-left
corner of the map. Your purpose here is to ambush the second Soviet ore
truck and destroy the airfields. It's not critical that you destroy them
all, but every little bit helps.
The only way
into the Soviet compound is to throw tanks at the Soviet defenses. Send
five or six medium tanks at a time against one of the Tesla coils, and fall
back when you destroy it. Repeat as necessary. By setting up a staging area
by the destroyers, you can make your job easier. Stage some mechanics and
medics here to quickly repair your damaged tanks. Keep chipping away at
the Soviet turrets and towers, and you'll eventually destroy the whole base.
Soviet Campaign
Testing Ground
Deploy your
MCV by the shore. The Allies waste no time in attacking you, so get your
barracks ready. A few rifle infantrymen should tide you over until you can
get some flame turrets up. Try to get two ore trucks going, and gather ore
from both the right and the left ore fields.
Flame turrets
are a good defense against the infantry and the smaller vehicles, but they
are no match for the chronotanks. What you need are Tesla Coils. Plop them
down on both sides of your base.
The chronotanks
aren't the worst of your problems. You also need to contend with the Allied
navy. If you don't act quickly, the cruisers will come knocking on your
door. Send at least three submarines to the north end of the island. Wreck
the shipyard and any boats they may have built. Go to the west side of the
island and destroy the ships you find here.
Once again,
how difficult this mission becomes depends on how quickly you can kill the
enemy ore trucks. The Allied ore trucks frequent the ore deposits to the
northeast and northwest. Set up your ambush around these zones.
Construct a
missile submarine and use it to bombard everything within sight of the coast.
There are a number of coastal defense batteries and Gap Generators in operation.
If you surface too close to the shore, you'll get whacked. Hang back a bit
and let a normal submarine act as a spotter for your missile sub. Let the
normal submarine get underneath the Gap cover while you shell the targets
with your missile sub. Close in only when you're absolutely sure that you've
neutralized all the coastal defenses.
After destroying
all the units you can reach from the water, send in the armor to mop up
and end the mission.
Shock Therapy
At the start
of the mission, send your shock troopers to the west and south. You'll fight
your first electric battle here as you toast the village. Remember that
shock troopers can't shoot and walk at the same time. You'll find that they
fight best when you let the enemy walk into the Tesla range on their own
accord.
Walk east.
There is a crate under a solitary farmhouse. Follow the river and go over
the crossing. Destroying the pillboxes will cost you the lives of some of
your men, but that's what they are for. As you approach the base to the
south, you'll get some Tesla tank and missile sub reinforcements. Shell
the buildings with your submarines. Vacate the area before the destroyers
appear. We'll take care of them later.
You can shell
the village in the northeast with your missile subs if you're too lazy to
move your tanks all the way there. You will receive a V2 launcher and a
demolition truck. Send the V2 launcher south to the shore where the destroyers
are lurking. Edge the launcher towards the sea one square at a time until
it locks on target and fires.
Move the remainder
of your forces to the northwest. If you've destroyed all civilian and military
units and buildings, this will be your last engagement. If the mission doesn't
end, take a close look at the map to see what you've missed.
Let's Make
a Steal
Chitzkoi the
Super Dog can leap from one victim to the next without needing to return
to his original position. Volkov, on the other hand, sports a silenced hand
cannon. Heaven knows how you'd go about silencing a hand cannon, but apparently
it can be done. The goal of this mission is to make your way through the
rooms in search of the secret weapon. You need to manipulate a number of
wall-mounted control panels to safely navigate the corridors.
Follow the
southern corridor to the east. Stand on the computer panel to activate it.
When you hear an explosion, you'll know that you've activated the panel.
Continue on to the large room and turn north into the next. Head east until
you reach a small, square room.
Go south until
you spot another wall-mounted control panel on the left. Activate it, and
go back up the way you came. From the square room, follow the eastern passageway.
It leads south to yet another room with yet another control panel. Activate
it and continue south.
Infiltrating
the technology center is only the first part of your mission. Go back to
the small, square room and go south once again. Take the western corridor
at the T-junction. It leads into a room full of immobile tanks. Follow the
southern corridor. It will wind east, then north, then east, and lead you
to a room with a huge reactor. Activate the control panel in the southern
part of the reactor room.
Go back the
way you came, but this time turn south at the T-junction. After a little
way, the corridor will hit an east-west passageway. Trip the control panel
to the east. It's the one above the room with the empty boxes and heal-all
powerup crate. Walk west past the power plant and weapons factory. Trip
the control panel in the west wall before infiltrating the weapons factory.
Now that you
have the tank, you need to make your exit. Go back towards the reactor room,
but carry on past it. Take the first corridor to the east and follow it
to the very end. Ignore the tanks shooting at you and just get out in one
piece.
Test Drive
Your phase
tank has a few interesting qualities. Yes, it's invisible, but infantry
units and pillboxes will see it if you get close to them. Furthermore, it
has to decloak to fire its missiles. The missiles do a lot of damage to
vehicles and buildings, but are useless against infantry. They have enough
range to destroy pillboxes and turrets from a safe distance.
Volkov will
actually fit inside the phase tank. When you come across infantry, you can
unload the phase tank and Volkov will pop out with guns blazing. When no
one is left around to see, load Volkov back into the tank and continue on
your way.
Your first
target is the technology center in the northwest. Run past the blockade,
ignoring the vehicles that fire on you. Unload Volkov in the middle of the
base and use his demolition kit to destroy the barracks and the tech center.
To get some reinforcements, destroy the AA guns with the phase tank.
Your next target
is the radar dome in the southeast. Enter the base from its west gate, and
run over any infantry that gets in your way. Blow up the barracks and radar
dome with the demolition kits, and destroy the AA guns with the phase tank.
Keep Volkov
close to the phase tank and organize the shock troops into a tight group.
They're going to have to fend for themselves for a while. Your task now
is to destroy the gunboats and destroyers using a wolfpack of submarines.
Form a rank just in front or behind the ships you want to sink and fire
all your torpedoes simultaneously. Move on to the next ship and repeat.
Once you get
your reinforcements, join up with Volkov in the southeast base. Escort the
phase tank to the river crossing to the north, and destroy the pillboxes
and turrets. There's a sweet spot in the middle of the crossing where the
phase tank can shoot at all four targets while remaining just out of their
firing range. To complete your mission, destroy all remaining traces of
the Allied presence.
Don't Drink
the Water
Leading with
your grenadiers, keep to the road until it ends. Move the truck to the waterfall
to start a chain of gruesome deaths. Once in the enemy compound, capture
the chronosphere. Remember that to capture buildings, you need to soften
them up beforehand by damaging them into the red.
The chronosphere
needs power to charge, so capture and repair one of the power plants. Capture
the barracks as well, but leave the ore silos alone for now. You can capture
them later once you establish your base on the big island.
Use the chronosphere
to get the MCV over the water. Move north, and deploy your construction
yard just south of the creek. There's a large gem deposit in the northwest
corner of the map, and you should gather that up as soon as you can.
Your northern
base will come under constant attack from infantry and vehicles. Once you
build a Tesla coil at the east edge of your base and surround it with a
concrete wall, defending your base becomes much easier. Deploy Tesla coils
in your chronosphere base also. Put one by your power plants, and place
another north of the chronosphere itself. These are to protect your base
from the enemy destroyers and cruisers. Get rid of the cruisers forever
by building a sub pen to the north of your chronosphere. Destroy both the
naval yard and any ships in the harbor.
Now, plop a
war factory next to your chronosphere and build ten heavy tanks. Put these
tanks into transports and sail up the river to the eastern edge. Come ashore
just past the ruins of the bridge. This is the enemy's backdoor. Ignore
the base defenses and drive through to the middle of the enemy camp. Destroy
the power plants, the ore refineries, and helicopter pads.
After you've
destroyed the pillboxes and other engineer-eating units, capture the tech
center. Then, to complete your mission, destroy any remaining enemy units.
Situation Critical
This one is
simple. Destroy the two power plants near your missile subs to disable the
Tesla coils. Volkov and the scientist will arrive presently. You've got
to get them to the bio-lab in the middle of the island. Using Volkov's demolition
kit, destroy the two power plants you pass on your way to the northern entrance.
Important note: Don't waste any of the Tesla coils!
Once the scientist
is inside the bio-lab, work your way around the perimeter, destroying the
SAM sites as you go around. When you destroy the last SAM site, nuclear
bombs will fall from the sky. You'll still lose the mission if you get caught
in the blasts.
Brothers in
Arms
Getting your
spy into the base is the easy part. The hard part is getting out! After
you eavesdrop on the conversations in the courtyard and inside the HQ building,
you'll have to sprint like a chicken to stand a chance of surviving. As
you dash past the barrels, the most inept of the two brothers will shoot
at you and miss, blowing the tin cans sky high. If you're lucky, the dogs
chasing you will get barbecued. If you're not lucky, you'll have to restart.
You did save, didn't you?
Make your way
back to the landing zone to get some reinforcements. Deploy the MCV somewhere
in the northwest, but keep your buildings away from the shore. Construct
a couple of SAM sites for protection. The enemy will try to sneak Tanya
in from the peninsula in the west. You can simply block this portion off
with concrete wall.
There's an
ore field in the south with some gems, but to win the mission, you have
to wrestle for control of the northern ore field. Place your tanks inside
the ore field and destroy all the enemy trucks that come your way. Meanwhile,
plop a weapons factory down to build some reinforcements.
Once you are
king of the ore field, explore the eastern part of the map. There are money
crates under the tech center. Be sure to pick them up. Destroy the enemy
sub pen too. Plop down a sub pen inside the water - stretch your way to
the coast with ore silos if need be. You'll need about four submarines to
kill the destroyers that attack from the north. Your tanks might be able
to assist from the shore. Send them round the southwest corner to the water
by your original landing zone. Ambush the cruiser here.
Eventually,
the two brothers get pissed off enough to come after you. One has a mortar,
the other an elephant gun. They're pretty tough, but your tanks and V2 launchers
should be more than enough to handle them. To finish the mission after you
kill them, destroy whatever is left.
Deus ex Machina
The only anti-aircraft
units you have are your mammoth tanks. They'll give you a little relief
from the marauding helicopters. Maneuver your tanks to the north, and then
head east. Using concentrated firepower, destroy the tanks and artillery
pieces. Safely destroy the demolition truck by using a mammoth tank to blow
it up at a distance. If all goes well, you'll only catch the very edge of
the blast.
Your first
assault will be on the northwestern island. Bombard its coastline with two
or three missile subs. Nothing can withstand concentrated missile sub fire.
Land five of your heavy tanks on the island's east shore. When you spot
a turret firing on you, destroy it with your missile subs. In total, there
are seven turrets lined up at the top of that cliff. Blow up the radar dome
on the island.
Send a spy
plane to the very northeastern part of the map. Try to uncover the weapons
factory. When you do, you're likely to spot a demolition truck close by.
Drop a bunch of paratroopers on it. The explosion will take out the weapons
factory, and cut the supply of tanks.
Bombard the
northern island and land another five tanks. Destroy the radar dome. Underneath
the toy factories, you'll find crates worth 12,000 in cash. Don't pass them
up!
All you need
to do now is create a dozen heavy tanks and storm the base in the northeast.
Destroy the radar dome there, then swing south and around to the left. When
you blow up the last radar dome, you'll be told that Volkov is in the fake
weapons factory. Send in an engineer to release Volkov. Volkov will destroy
many of your tanks, but you will eventually wear him down and kill him.
If it is taking too long, feel free to use some of your air power.
Grunyev Revolution
The civilian
with a nuclear bomb strapped to his chest will come as a surprise to some
of you. Such wackiness is mere par for the course. The civilians in this
mission are armed with everything from rocket launchers to Molotov cocktails.
Get your surviving
mammoth tanks to the northeast for some reinforcements, and deploy your
construction yard to the north of your location. Large deposits of gems
surround the pond just past a clump of trees to the west. When the gems
on the right side of the pool run out, swing around to the left side to
get to the other half.
Guard dogs
and anti-personnel mines are your best weapons. The pass south of the pond
is an ideal place for your AP minefield. You can put the dogs just about
anywhere. As long as they are set on "guard", they'll protect
you from civilians and paratroopers alike.
You'll still
get the occasional tank wandering into your base, but they shouldn't pose
any threat. You want to sit tight until you've advanced enough to deploy
a missile sub. Send the sub north and to the west. Take out as many power
stations and turrets as you can, then sit tight until the villagers send
their women and children after you.
Stalin's elite
guard should show up after you kill the wave of civilians. This is both
a blessing and a curse. Though the elite mammoth tank battalion starts out
attacking the civilian encampments, they soon begin marching on you in their
search for warm blood. When they get close enough to your base to pose a
real threat, destroy them. The mission ends when the last elite guard unit
is destroyed.
|
|