Games PC COMMAND AND CONQUER-RED ALERT User Manual

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Games PC COMMAND AND CONQUER-RED ALERT User Manual

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8 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

0actions of every Soviet citizen.

CURRENT HEAD OF STATE: Josef Stalin

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BASE OF OPERATIONS: Entire EuroAsian peninsula. Command posts identified in Moscow, Kiev, Stalingrad, Khartoum, Karachi, Da Nang.

MILITARY STRENGTH: Enlisted forces exceed 14 million. Non-regular forces, including police and NKVD, about 7 million.

ECONOMIC STRENGTH:

Considerable operating assets believed to be in excess of 486.2 billion Swiss Francs.

 

POLITICAL STRENGTH:

 

Since every person in the Soviet Union

 

must be a member of the Communist

 

Party, an incredible agent network of over

 

infiltrated the

 

African, Pan

 

with

 

City and

AFFILIATIONS: World

 

Society; Asian Defense League;

.

SEE ALSO: Henderson, D.K.

K.L., Soviet Terrorist Activities.

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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. Armament classified per DEFCOM document 177.4, Allied Defense Regulations.

ECONOMIC STRENGTH: Satisfactory. Assets classified because of number of governments and currencies.

POLITICAL STRENGTH: Not applicable. Currently operates as modified Military Junta.

AFFILIATIONS: United Nations

SEE ALSO: Einstein, “A History of Allied Weaponry.” Fort, Charles A., “F- Invasions and Telemetry”.

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REDALERTREDALERT

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5

CPU required recommended)

video cards not supported) & color monitor. Cards

Drive space

IPX network for Local Area Network play, Keyboard, Mouse

INTERNET REQUIREMENTS (Windows 95 only)

28.8 modem or direct Internet connection, Winsock 1.1 compliant TCP/IP stack, 16MB RAM

DOS

An IBM or 100% compatible computer with minimum 486 66Mhz CPU MS DOS version 5.0 or higher or Windows 3.1 or higher

8MB of RAM (16MB recommended)

VGA or MCGA (256 color) graphics adapter & color monitor

Digital Audio via Sound Blaster, Sound Blaster Pro, Sound Blaster 16, Sound Blaster AWE/32 and 100% Sound Blaster compatible cards, Gravis UltraSound, Gravis UltraSound MAX,

Ensoniq Soundscape, Roland RAP-10, ESS Audiodrive, Microsoft Sound System, Gold Sound Standard or Pro Audio Spectrum 16.

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 100 % Microsoft compatible mouse

SETUP & INSTALLATION

WINDOWS 95

Insert any Red Alert CD into the CD-ROM drive.

Red Alert for Windows 95 uses the “Windows 95 Autoplay” feature to present you with installation and gameplay options as appropriate. Inserting any Red Alert CD into your CD-ROM drive should cause the autoplay dialog to appear. If you have not installed Red Alert before, you will be presented with an “Install” option from this dialog. Click this and follow the on-screen instructions.

In the event that the “Windows 95 Autoplay” feature does not work on your system, you should install the product by clicking on the “Start” button on the Windows 95 taskbar, located in the lower left-hand corner of the screen. Click “Run…”, type “D:\SETUP” (where D is the letter that designates your CD-ROM drive), and then click the “OK” button. Please follow the on-screen instructions which appear.

Once Setup is complete, you will be returned to Windows. By default, Red Alert is installed into a directory named C:\WESTWOOD\REDALERT.

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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. This will install entries for the DOS game under the “Red Alert” sub-menu under the “Westwood” program group.

WINDOWS AND WINDOWS FOR WORKGROUPS V.3.1 & V.3.11

(DOS version only)

Insert any Red Alert CD into the CD-ROM drive.

From the Windows Program Manager select the "File" menu. From this menu select "Run". From the pop-up dialog type "D:\SETUP" (where D is the letter that designates your CD-ROM drive), then click on the “OK” button.

Please follow the on-screen instructions which appear.

Once SETUP is complete you will be returned to Windows where a “Westwood” program group containing icons for Red Alert and the Setup program will be added to the desktop.

By default, Red Alert is installed into a directory named C:\WESTWOOD\REDALERT.

LOADING INSTRUCTIONS

WINDOWS 95

Insert any Red Alert CD into the CD-ROM drive.

Red Alert uses the “Windows 95 Autoplay” feature to present you with installation and gameplay options as appropriate. Inserting any Red Alert CD into your CD-ROM drive should cause the autoplay dialog to appear. If you have previously installed Red Alert you will be presented with a “Play” option from this dialog. Click this to launch the game. The Introduction to the game will follow.

Alternatively, Red Alert can be launched by clicking the “Start” button on the Windows 95 taskbar, clicking “Programs”, then “Westwood”, then “Red Alert”, and then clicking “Red Alert Windows 95 Edition”.

DOS

Insert any Red Alert CD into the CD-ROM drive.

At the C:\> prompt, type "CD \WESTWOOD\REDALERT" [Enter] and then type "RA" [Enter].

If you have installed Red Alert to another directory you must type "CD [name of your directory]" [Enter] first, then type "RA" [Enter].

Note: If you have installed the DOS version of Red Alert on a system running Windows 95, you should ignore the “Windows 95 Autoplay” dialog which pops up when you insert the Red Alert CD; instead, you should run the game by clicking the “Start” button on the Windows 95 taskbar, clicking “Programs”, then “Westwood”, then “Red Alert”, and then clicking “Red Alert DOS version”.

WINDOWS AND WINDOWS FOR WORKGROUPS V.3.1 & V.3.11

(DOS version only)

Insert any Red Alert CD into the CD-ROM drive. From the Windows Program Manager, double click on the “Red Alert DOS” icon which can be found in the Westwood program group.

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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. Each side is radically different from the other, with varying strengths and weaknesses, different units, technologies, and different philosophies towards war. In addition, different stories will unfold depending on the side you have chosen.

The first time you load the game, you will be taken right into the game itself, depending on the CD inserted. If you put in the Soviet CD, the Soviet game will start. If the Allied CD, the Allied missions will begin.

When you start a new game, a dialog box will come up asking which side you wish to play. Simply click the side that you want and that game will begin. You may be asked to swap the CD in the drive, depending on which side you want to play.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

ALLIES

 

 

SOVIETS

 

 

 

 

 

TITLE SCREEN MENU

TITLE SCREEN MENU

When you start the game for the first time, you’ll be treated to C&C: Red Alert’s exciting introduction. After which the game itself will begin. In subsequent games, you’ll be taken directly to the Title Screen menu.

START NEW GAME

If you want to start a new game, choose this option. Your new game will start with a screen for you to select your difficulty level, then present you with the choice of which side to play: Allies or Soviet. When starting a new game, the introduction is not shown again.

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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.

Depending on what you set the difficulty to, your units and structures could be cheaper / more expensive to build, move faster / slower, fire quicker / slower, and the opponent’s will be the opposite.

INTERNET

Select this option to go on-line via Westwood Chat and play over the Internet. (Windows 95 only, see page 28 for internet play.)

LOAD A MISSION

If you want to play a previously-saved mission, choose this option. (See page 21 for saving missions.)

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LOAD MISSION SCREEN

From this screen (see diagram), click on the up-arrow or down-arrow to scroll through your 6 saved missions. Select the saved mission you wish to reload and left-click on LOAD.

MULTIPLAYER GAME

This option allows you to select a skirmish, multiplayer network (if detected) or serial (null 5 modem or modem) game. See the Multiplayer Game section (page 28) for more details.

REPLAY INTRODUCTION

If you want to see the introduction again, select this option.

EXIT GAME

Select this option to exit back to the Windows 95 desktop or DOS, depending on what version you are playing.

DISPATCHASAP

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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. As a general rule in C&C: Red Alert, left clicking confirms orders, changes modes, or selects units and structures. Right clicking pauses and cancels actions, modes and selections.

SCROLLING AROUND

To scroll the main viewing window around the battlefield, move the cursor to the edge of the screen. The cursor will become a solid white arrow and the view will scroll in the indicated direction. If you’re at the edge of the battlefield, a universal no slash will appear over the arrow indicating that this is as far as you can go.

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SCROLL ARROWS

CAN’T SCROLL ARROWS

ORDERING YOUR TROOPS AROUND

4To get your units to act, select a unit by left-clicking on them, then move the cursor to the desired point on the battle field where you want the unit to go. If the cursor is over a potential target, it will change to one of the targeting cursors (see targeting cursors on next page). Left-clicking at this point will cause the unit to attack the target. Otherwise, it will move the

unit to that location, unless it is impassable (e.g. a cliff or trees), in which case it will get as

0close as it can to the target.

You can select your aircraft while they are in the air by band-box selecting (see group activities) them while they are in flight. You can then give them new orders, check their health, etc.

To cancel out of move / attack mode (or any mode), right-click and the unit will be deselected. Although no longer selected, the unit will retain its orders, so it will continue to follow its last command. To stop a unit from moving, select it again and redirect it to a new location or press the ‘S’ key to make it stop.

MAIN

GAME

SCREEN

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0 MESSAGETHECOMBATTLE FIELDHQSSEVEN

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

SELECTION

MOVEMENT

NO MOVE

 

 

CURSOR

CURSOR

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). Note that this information will only be available when one unit is selected at a time.

 

 

 

 

 

 

 

 

 

 

 

 

 

TARGET,

TARGET, NOT

IN RANGE CURSOR

IN RANGE CURSOR

GROUP ACTIVITIES

To save time, you can form teams among your troops. To select several units simultaneously, left-click and hold the mouse button down. Drag the mouse cursor to include all the troops you want selected. A white box outline indicates the range of this selection. Then, release the mouse button, and all the units within the white box will be selected. You can give that group an order the same way you’d give a single unit an order. Some units in groups will not respond to certain commands. For instance, a Medic in a group ordered to attack will not move when the rest of the group engages, because he has no weapon.

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LEFT CLICK

AND HOLD BUTTON DOWN

 

5

THEN DRAG

 

 

 

 

THE CURSOR

 

 

TO INCLUDE

 

 

DESIRED

 

 

UNITS

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SELECTING A GROUP

DECODECRYPTO

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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. Some structures or units will be able to replace the Shroud, blocking you (or your opponents) from seeing in that area.

THE SIDEBAR

The Sidebar is your tool for accessing information and abilities not directly related to your troops. With it, you can build units and buildings, get a radar view of the area (if you have a Radar Dome or GPS) and also tell you how much power your base is producing vs. how much it needs.

In the Windows 95 version of C&C: Red Alert, the Sidebar is always open and cannot be closed. In the DOS version, it can be toggled open or closed. From the Main Game screen, the Sidebar may be opened by left-clicking the Sidebar button in the upper right corner. Click on it a second time to close it. If you have a Construction Yard, the Sidebar will open automatically. The Credit Indicator is located above the Sidebar button in Win 95 and to the left in DOS. This tells you how much money you have to maintain your base and its forces. See the section on Ore and Collecting for more information on credits and how to earn them. (See page 17)

CREDITS

SHROUD

SIDEBAR

SIDEBAR OPEN

BUILDING YOUR BASE

Critical to the success of many missions is the construction of your own field Base, and the constant maintenance and defense of this Base during combat. The Base is necessary for the gathering of resources (through the Ore Refinery with its accompanying Ore Truck), construction of units, and defense thereof.

To begin building your Base, you must have a Construction Yard. Unless the Construction Yard is set up when the mission begins, you’ll have to deploy the Mobile Construction Vehicle (MCV). Move the MCV to where you want the Construction Yard placed. Move

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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

NO DEPLOY

CONSTRUCTION

 

 

CURSOR

CURSOR

 

YARD

In DOS, once the Construction Yard is set up, the Sidebar will open. In Win 95, the Sidebar will fill with icons and become active. In the large upper window on the Sidebar, you will see the symbol of your side (Allied or Soviet). Later, this area becomes a radar display once you’ve built a Radar Dome – and have enough power to run it.

BUILDING THINGS

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Below and slightly overlapping the radar display is a horizontal row of three icons. These are

 

 

for repairing buildings, selling them, or toggling the radar map display. Each one has its own

 

 

 

 

function (see page 19). Below these three buttons are two columns of icons. The left column

 

 

 

 

displays which structures your Construction Yard can build; the right column displays the units

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you can create. The arrow buttons at the bottom of these icons allow you to scroll through the

 

 

selections when there are more than four available.

 

 

To build a structure or unit, left-click on the appropriate icon. Construction will take a period

 

 

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of time, as indicated by the sweeping hand over the icon. Cost for construction and pur-

 

 

chasing will be automatically deducted from your credits. Only one unit (of any one class) and one structure can be built at any one time. If you move the mouse cursor over the icon (without clicking), you’ll see what that icon represents and how much it would cost you to build, buy, or train it.

YOUR SIDE/

RADAR

DISPLAY

BUILDING

ICONS

READY

POWER BAR

UNIT ICONS

SCROLL

BUTTONS

When construction of buildings is completed the word READY appears across the top of the selected icon in the Sidebar. Left-click on this icon, and the mouse cursor will turn into a placement grid on the battlefield. The grid gives you an idea of how large the building

ALLIESLOSEVERDUN

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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

While there is a grid on the battle field, you will not be able to build anything else. You’ll

8have to either place the ready building, or cancel placement. To cancel, right-click while the placement grid is still up. The grid will disappear, and READY will appear on

the icon again. Right-clicking again on the icon in the Sidebar will cancel the building

0and refund your credits.

When training or construction of a unit is complete, the new unit emerges from its originating building (Barracks, Kennel, or War Factory) and is ready to use. You are not required to place them. However, it is a good idea to keep some space in front of these

0buildings, so units don’t bunch up and block any other units from coming out.

BLOCKED

PLACEMENT

NOT OKAY TO PLACE

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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

POWER

place requires power to run. Knowing how much

PRODUCTION

power you have and how much you are using is

 

very important.

 

“THRESHOLD”

The horizontal indicator tells you how much power BAR your base needs to function optimally, while the ver-

tical bar tells you how much power your base is putting out. If the bar is in the yellow or orange, your base doesn’t have enough power! If it is green, your base has enough power to run all of the structures you have built.

NORMAL POWER

Lack of full power will slowly damage your buildings, slow construction, and shut down the radar (if you already have it), as well as deactivate some of the high-tech base defenses available in the game. Power Plants are good targets to go after if the enemy has defenses that you are having a tough time cracking. Without power, the enemy is denied information, quick response time, and base defense.

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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

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. As you win missions, you’ll receive new technologies and upgrades. Once you do this, new units with unique abilities will become available.

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As the game progresses and you build up your base, you’ll have a chance to construct a War Factory. With this, you can acquire new and more powerful units like Rangers, Mine-

3Layers, and Tanks. Keep in mind that all the units and buildings mentioned above won’t be available for both sides, and some units require you to build other structures (like a Tech Center or Radar Dome) before they become available.

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BUILD BARRACKS

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6 RETRIEVETANYA

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. This decreases as you build or repair units and structures, and increases if you sell a building, deposit ore from an Ore Truck into the Refinery, or find a crate that contains money.

In order to make money, you need to collect Ore. To collect Ore, you need to build an Ore Refineries or Trucks. Every Refinery that you build comes with a Truck, and you can build extra if you want to collect ore faster. Once construction of the Refinery is complete, place the Refinery where you want it to go. The closer the Refinery is to ore, the faster the turnaround on collection will be.

When the Refinery is built, an Ore Truck will appear with it. The Ore Truck will move to the nearest patch of Ore visible on your battle field and begin collecting it. The Ore Truck will try to remember where it was collecting from and after dumping all of the collected Ore into the Refinery it will return to the ore patch and continue to collect from it. This process is automatic, but can be interrupted by you at any time by redirecting the Ore Truck to another location.

 

 

 

 

 

 

 

ORE

GEMSTONES

ORE

ORE TRUCK

 

 

 

 

REFINERY

 

If there is no Ore in sight when you build your Refinery, the Ore Truck will appear outside the Refinery and not move. Take one of your other units and scout around your base until you find some Ore. Once you find some, select the Truck by left-clicking on it, and put your cursor over the Ore. You will see the cursor change to an attack cursor. Since the Ore Truck doesn’t have a weapon, this cursor tells it to start collecting. Left-click again, and the Ore 1 Truck will proceed to the Ore and begin to collect it. The automatic collection process will be started, so you no longer need to order the Ore Truck back and forth.

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CRITICALMOVEMENTS

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WRENCH
CURSOR

RADAR

ACTIVE

REPAIR

BUTTON

SELL

BUTTON

RADAR

BUTTON

THE

“ENTER TARGETING ORE CURSOR”

You can force the Ore Truck to return to the Refinery early by left-click- ing 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.

0Note: if you move the Ore Truck somewhere and do not tell it to collect Ore, it won’t.

When it reaches its destination, it will just sit there until you order it to move again.

1The automatic collection only happens when you first build an Ore Truck and there is ore in sight.

KEEP AN EYE ON YOUR ORE TRUCK! There is nothing worse than not watching your Ore Truck, only to have it wander into enemy territory in order to collect Ore. It is the weakest

link in your financial operations – remember to keep it safe!

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REPAIR BUTTON & REPAIRING

To repair a damaged building and keep it operating at full efficiency, left-click on the Repair button in the Sidebar. The mouse cursor on the battle field will turn into a silver Wrench. Left-click the Wrench on the building you want repaired. When repairing the cost of repair will be deducted from your credits. Several buildings can be repaired simulta-

neously. Right-click when you want to cancel out of repair mode. To stop repairs on an structure, left click on the structure.

Engineers can also repair buildings. If you select one of your Engineers and target one of your own buildings, a golden Wrench icon will appear over the building. If you left-click, the Engineer will enter the building, and instantly repair it back to full-health. You will lose the Engineer, but this is sometimes better than losing your Construction Yard to an enemy attack!

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RADAR
BUTTON
ENTER
CURSOR

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.

BE CAREFUL! As long as the cursor is in $ mode, any building you left-click on will be deconstructed and sold! To cancel out of $ mode, right-click.

To sell units, move the unit into the Service Depot. While a vehicle is on the Service Depot, carefully clicking on the unit with the green $ cursor will scrap the vehicle. Infantry and naval units cannot be sold.

RADAR BUTTON & RADAR

If you have not built a radar facility you will see your side’s insignia (Allied or Soviet) where active radar appears (see diagram on previous page). With radar active you will see a small map of all the revealed areas of the battle field. In multiplayer mode, if you click on the radar button you will get additional information on your enemy. Clicking repeatedly on the radar button will display radar or your insignia once more.

CAPTURING ENEMY BUILDINGS

As the game advances, a special infantry unit, the Engineer, will become available. Engineers are unarmed but they allow you to capture enemy buildings. To do this, left-click on the Engineer and place the cursor over an enemy building. If the building is a valid building that you can take, you will see one of two enter cursors. If a red enter icon is displayed, the 3

Engineer will damage the building, but not capture it. If the building is damaged into the red on its status bar, you will get a green enter cursor instead – this means the Engineer can capture the structure. Left-click if you want the Engineer to damage or try to capture the building. If you are successful, the building will be damaged, or the color of the building you tar- 4 geted will change to the color of your side and fall under your control.

If you captured the building, it is now part of your base. You can build base structures around it, sell it, or just leave it there, denying your enemy of its use. Depending on the structure you 5 captured, you may be able to build some units or structures that are normally unavailable to you! Your enemy may attempt to retake the building, so if you don’t plan on attacking from within, sell it or be prepared to defend it!

NUCLEARWARHEADS

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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. In later missions, vehicles can be repaired if you build a Service Depot.

Some units have a carrying capacity or a limited ammo supply, indicated by a series of boxes in the lower left corner of the unit (when selected). This will tell you at a glance how much your unit is carrying. When the boxes are all full, so is the unit.

REPAIRING/RELOADING UNITS

Later in the game, the ability to build a Service Depot will become available. The Depot has two functions: it can reload AP and AT Mine Layers, and it can also Repair damaged vehicles .

To Repair a damaged vehicles, select it, and then move the cursor over

8the Service Depot. The cursor will change to an enter icon. Left-click, and the unit will move back to the Depot and begin repairs. Money will automatically be deducted from your account depending on the type of unit and the severity of the damage.

4Re-loading the Mine Layers is accomplished in the same way – simply drive the unit onto the Repair Pad, and it will be reloaded automatically.

For naval units, select the unit and highlight one of your Sub Pens or Naval Yards. The cursor will change to an enter cursor. Left-clicking will cause the unit to move back to the Pen

4or Yard and repairs will begin. To cancel repairs, move the unit away from the Pen or Yard.

OPTIONS

Choosing the Options mode will stop all the action on the battle field while you adjust your visual, audio, and game control. Note that in multiplay (Net, modem & Internet HTH) the game will not pause while you change settings.

 

 

 

 

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OPTIONS MENU

 

 

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DESTINEDWASHINGTON

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. In the Save Mission menu, choose the Saved Mission slot you wish to use. If you Save a game over a slot already used, you’ll overwrite the selected game. If you want to Save into a new slot, choose [Empty Slot] and name your mission. The number of saved games available depends on your hard drive space. If you’re out of room, [Empty Slot] won’t appear. You’ll have to Save over a previously saved game or delete some games. Red Alert will automatically add Allied or Soviet to the beginning of your save game, to help you identify them later.

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SAVE MISSIONS MENU

Left-click on the up or down arrow to scroll through your saved games. Then left-click on SAVE to save the selected game. If you wish to leave this screen without saving a game, leftclick on CANCEL. 2

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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.

ABORT MISSION

Select Abort Mission if you decide you don’t like how things are going and want to escape to the Title Screen. A confirmation window will come up, just to make sure. You can also restart the mission from this screen.

GAME CONTROLS

From the Game Controls menu, you can customize your sound and video options to your liking. You can also change the game’s speed and scroll rate.

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GAME CONTROLS

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GAME SPEED

This slider bar allows you to change the speed at which the game functions. Note that missions with a timer will be affected by your setting. The clock will run faster/slower depending on your setting.

SCROLL SPEED

Use this slider bar to set the Scroll Rate of the game screen to your liking. The higher the setting, the faster the scroll rate in the game.

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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.

MUSIC

To hear a new song, left-click on any track (as shown above) and then left-click on the PLAY button. To stop a song from playing, left-click on the STOP button. When you begin the game only a few tracks will be available to play. As you play further into the game, more music tracks will become available.

Clicking the OPTIONS MENU button at the bottom of the menu will return you to the Options Menu, saving any changes you have made in the Sound Controls panel.

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Red Alert supports Westwood’s DDA (Direct Digital Audio). DDA provides 100% digital audio, giving you premium quality music and sound. With DDA, PC audio is no longer restricted to FM or General MIDI limitations.

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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.

8Click on the OPTIONS MENU button to return to the Options Menu. The changes made in the Visual Controls take immediate effect.

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Left-click on RESUME MISSION to get back to the main game.

BRIEFING

Left-click on BRIEFING if you forgot what your mission objectives are. The next Briefing will

0be displayed. If you wish to see the Video Briefing again, click on the Video button. When you are ready to return to the mission, click the Resume Mission button. Note that some missions do not have Video Briefings, in which case you will not see a Video button.

ADVANCED GAME CONTROLS

Once you’ve got a good grasp of the basic controls for your units, it’s time to move on to some of the more advanced controls that are offered in Red Alert. If you are going to pit your skills against other players, learning how to use these controls is a must.

TEAMS [CTRL + #, #, ALT + #]

As you’ve learned, you can select more than one unit at a time by left-clicking on an empty space and dragging a box to select all of the units that you want to move at once. What if you want to select that particular team again in the middle of battle? Normally you’d have to band-box them all over again. This may mean scrolling the screen as well, since most of the time you are trying to do more than one thing at a time.

You can “Save” all of the selected units into a team. To do this, first select all the units that you want in your team, then hold down the CTRL key, and hit any one of the number keys on your keyboard (0-9). This will make all the selected units part of that team. To instantly select that

2 team, just hit the number key corresponding with that team, and they will all be selected.

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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. Then, hold down the SHIFT key and individually click on the units that you want to add to that team (sorry, you can’t band-box with this method). Once you’ve got them all highlighted, resave the team again by holding down CTRL and hitting the number of the team. That’s it!

BOOKMARKS [CTRL + F9 - F12, F9 - F12]

You can save 4 positions of the screen and return to them at any time. To save a position, hold down the CTRL key, and hit one of the function keys F9-F12. You can then just hit the F9-F12 keys to jump to that location on the battle field.

FORMATIONS [‘F’ KEY]

Once you have created a team, you can make that team follow Formation orders. Simply hit the # key that corresponds to the team you have created, then hit the ‘F’ key. A small F will appear next to the team number.

Units in Formation will try to maintain their order as you had them when you made the Formation, and will move at the speed of the slowest unit. This is good for keeping rocket launching units behind tanks, or other lighter units behind the heavier-armored ones.

To undo a Formation, simply select the group that is in Formation, and hit the ‘F’ key again.

GUARD MODE [‘G’ KEY]

Normally, units that you have stationed around the battle field will only respond if they’re fired upon, or an enemy unit gets close enough to be fired on. However, they won’t go looking for trouble – they’ll only get involved if someone else starts it.

If you want your units to pick fights with anyone that comes within range, select the units and hit the ‘G’ key on the keyboard. This will put all the selected units into Guard Mode. With this on, your units will be much more aggressive, moving towards any threats that come near them.

Guard Mode will continue to function on those units until you move them, or give them another order, such as stop or scatter.

Giving Guard orders to aircraft or helicopters will cause them to stop their attack and return to their airfield or helipad.

FORCE FIRE [CTRL + ‘L’ CLICK]

Sometimes, you may want to have certain units fire on a building or area even if it isn’t an enemy target. To get them to do this, you can use the Force Fire command. Simply select the units that you want to do this, hold down the CTRL key, and click on the location that you want the units to attack. The icon will be a targeting cursor as long as you hold down the CTRL key.

Units in this mode will continue to fire on that area, ignoring all other threats, until you tell them to stop, or give them a new order to follow. Some units cannot be forced to fire at something, like an Engineer or Medic.

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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 sin- gle-out a particular infantry unit that is giving you a hard time. Your unit will attempt to crush that infantry until either it succeeds, you give it a new order, or your unit is destroyed.

Vehicles cannot overrun each other, and infantry cannot overrun tanks. Only tracked or heavy units can Force Move into enemy infantry. You cannot force your tanks to crush your own infantry.

SCATTER [‘X’ KEY]

Tanks trying to squish your infantry? Planes coming in with Parabombs? With Scatter, you can make your troops move in a random direction from their current location, allowing them to (most of the time) dodge out of harms way.

To Scatter units, select them and hit the ‘X’ key. Units that are scattering will continue to carry out any attack orders, so you can select them, tell them to attack, then hit the ‘X’ key to make them Scatter from the threat.

Note, scattering will only make all the selected units move once. If you want them to con-

8tinually Scatter, you must keep the units selected, and continue to hit the ‘X’ key every second or so. Otherwise, they will Scatter once, then stop, continuing to attack the target you’ve

given them. Also, units that are scattering may Scatter out of their fire range. If this hap-

4pens, left-click on the target again (with the units still selected), and your units will move back into firing range.

STOP [‘S’ KEY]

1If a unit is marching to certain death, or has been given an order that you don’t want them to continue to do, you can force that unit (or structure if it’s a turret of any kind) to Stop firing, moving or mining. Select the unit(s) that you want to Stop, and hit the ‘S’ key.

ESCORT [CTRL + ALT + ‘L’ CLICK]

Sometimes, you may want units to ‘escort’ another unit as it moves around the battle field. This can be good for protecting an Ore Truck or any other critical unit as it moves about. To Follow a unit, select the unit(s) that are going to be doing the ‘escorting’, and hold down the CTRL and ALT keys. While these are still held down, you will see the cursor has changed to a gold movement cursor. Click on the unit that you want Followed, and they will automatically go after it, following it wherever it goes.

Note, having large groups of units escorting another unit can be counter-productive. Don’t have a large group of units escort your Ore Truck, or it may hinder the Ore Truck’s movement, and slow down your collection of Ore. If enough units are escorting, they may surround their target, and it will not be able to move at all.

Aircraft, helicopters, and units without weapons (like Medics and Engineers) will not escort either.

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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. This is useful for putting your entire base into guard mode, or making a mad charge on the opponent’s base with everything that you can see.

NEXT UNIT [‘N’ KEY]

This key will select another unit in your army. You can cycle through all your available units with this key.

MULTIPLAYER ONLY KEYS

ALLY [‘A’ KEY]

During multiplayer games, it is sometimes advantageous to ally with other players. To Ally with a player select one of that player’s units, and hit the ‘A’ key. A message will tell everyone that you have Allied with the other player. Allies can share Service Depots, Helipads, etc., and will not attack each other automatically. You will also see all of your Ally’s units on the radar map, and his units will reveal the areas of the battle field for you that you did not have uncovered.

Making alliances are only ONE-WAY. If the other player does not Ally with you, their units will still attack yours, but yours will not attack back. It is a good idea to make sure the other player wants to Ally with you before you commit to the alliance.

To break an alliance, select one of your Ally’s units, and hit the ‘A’ key again. Unlike making an alliance, breaking an alliance breaks it for both players. Both sides’ units will become hostile to each other immediately.

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MESSAGE SYSTEM [F1 - F8]

To send messages to the other players in a multiplay game, hitting F1 - F7 will prompt you to enter a Message to a specific player. F8 will send your Message to everyone currently playing.

You can determine who each key represents by looking at the score screen in the map display. The players are listed in order (top to bottom), excluding yourself.

Note that when you are entering a Message, none of the keyboard commands will function. If you wish to abort the Message, hit the ESC key.

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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.

MULTIPLAYER GAME OPTIONS

When playing a multiplayer game, the game host (the player who starts the game session) can choose several game settings:

Unit Count

- General force level of starting units.

Tech Level

- Ceiling on available structures and units.

Credits

- Credits each player begins with.

AI Players

- This sets the number of non-human players.

Bases

- Enables/disables production and building bases.

Ore Spreads

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Enables/disables Ore spreading.

Crates

- Enables/disables weapon pick-ups and bonuses.

Capture the Flag

- Enables/disables the capture the flag mode. (Not available if “Bases” are disabled)

Shroud Regrows

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Enables/disables shroud regrowth.

INTERNET GAME (Windows 95 feature only)

Red Alert Windows 95 Edition supports multiplay over the Internet. You are able to play Head-to-Head over the Internet right out of the box.

In order to play in Internet Head-to-Head mode, make sure you have the following:

1.28.8 (minimum) modem, ISDN or direct connection to the Internet.

2.Winsock 1.1 compliant TCP/IP stack (included in Windows 95).

3.A valid account with an Internet service provider (ISP) and a valid Internet e-mail address.

Red Alert Windows 95 Edition will attempt to connect to your Internet provider if your system is configured correctly. If you are in any doubt, you can initiate your Internet connection prior to loading Red Alert Windows 95 Edition.

WESTWOOD CHAT (Windows 95 feature only)

From the Title menu, select Internet. If you have previously registered your copy of Red Alert Windows 95 Edition with Westwood Studios and signed up for a Westwood Chat account, the Westwood Chat window will open and you’ll be prompted for your user name and password. If you haven’t already registered, you’ll be taken step by step through the registration process. Once you’ve registered and chosen your user name you’ll receive your Westwood Chat password via e-mail within a few minutes.

Once at the Westwood Chat window, you can join various chat “Channels” or “Rooms” to talk about Red Alert Windows 95 Edition and other topics with other people around the world. You can also host or join a game of Red Alert in Head-to-Head mode over the Internet.

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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. Other channels may be chat channels or other types of games. To join an open Red Alert Windows 95 Edition game, simply double click on its name in the window.

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JOIN INTERNET HEAD-TO-HEAD GAME WINDOW

Once you have joined an open game you’ll see the familiar channels list, message area, typing area and user list, along with a game options area. As a joiner you are not able to change the options; instead you can type messages to the host requesting that options be changed. If at any time you are not happy with the options you can simply leave the channel. Once you

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are happy with the game options, indicate this to the host and he can then go ahead and 2 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

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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. This will bring up a dialog where you can specify a description for your game. Clicking OK in this dialog will create a new game for others to join. As the host, it is up to you to select the game options (scenario, credits, tech level, etc). Your opponent may send you messages requesting various options are changed, so you should change the appropriate settings if you agree - otherwise you’ll have to debate the options! Once you have both agreed on the game settings, as host, you can start the game by clicking on the “Start the Game!” button. Red Alert Windows 95 Edition will automatically start.

Once the game is under way, you can send messages to your opponent by hitting the F1F8 keys.

When the game is over, both you and your opponent will be returned to the Westwood Chat window for post battle debate.

IPX LOCAL AREA NETWORK GAME (DOS and Win 95)

Red Alert supports up to eight players per game on a local area network (LAN) using the IPX protocol. You must have an IPX compatible network protocol bound to your network adapter card. This setting can be found in the Windows 95 “Network” control panel. If you are in any doubt, ask your network administrator to install the correct drivers on your workstation.

Red Alert works better if all multiplayer game participants are connected on the same local network without routers and bridges so that IPX packets have a direct path between systems. This will also ensure minimal load on other network components (such as servers and routers) when a multiplayer game is in progress.

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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. To resolve this under Windows 95, you can change the socket that Red Alert will use to connect by running the 'Red Alert Windows 95 Edition Setup' program which can be found under the 'Red Alert' entry in the Windows 'Start' menu. Enter a number from 0 to 16383 in the box labeled 'Socket Number'. To return to using the Westwood Studios default socket, delete the number in the 'Socket Number' box. Under DOS you can change the socket from the command line (type RA -SOCKETXXXXX, where XXXXX is a number from 0 to 16383). This number represents a socket in the public socket area which any software application may use. You must use the same socket number on all the machines you will be trying to connect with.

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CHOOSE MULTIPLAYER GAME FROM THE TITLE MENU

To begin a multiplayer LAN game, select Multiplayer Game from the Title menu. You should 5 see the “Select Multiplayer Game” dialog with Modem/Serial, Skirmish and Network

options. If you don’t see the “Network” option, it means that Red Alert has not detected the

 

 

presence of IPX drivers and you should verify that these have been installed and configured

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correctly for your system.

 

 

 

 

If all is well, select Network. This takes you to the “Join Network Game” dialog. Here you can enter your name, choose your country and select a color for your units and buildings. There are two windows in the dialog, the “Games” window and the “Players” window. The “Games” window shows all active game sessions on the current socket. Games which are closed (in progress) are in brackets, like this: [Player’s Game].

You have three options from this point; you can choose to Join a game, Host a new game for others to join. You cannot join a closed game.

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HOST NEW NETWORK GAME

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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 “Scenarios” window shows the available scenarios. As the game Host, this is up to you to select, as are the Credits, Bases, Crates, Ore and AI Players options.

Once you have 2 or more players you are able to click OK. As the Host you get to decide when to commence play, so you should do this only when all game participants have joined.

JOIN NETWORK GAME

JOIN GAME DIALOG

Before clicking on “Join Game” you must enter your name and choose a side and color. Once you have done this, you can either select an open game and then click on Join or double-click on the game’s name. If your name is the same as an existing player you must enter a different name. If your color is the same as an existing player, the computer picks an available color for you.

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