Game PC Red Alert User Manual

FIELD MANUAL
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Command & Conquer Gold Edition for Win
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Command & Conquer for Macintosh Power PC
Command & Conquer for DOS
Command & Conquer The Covert Operations (a mission disk) for DOS and Win
Command & Conquer Sega Saturn
Command & Conquer Sony PlayStation
Command & Conquer Red Alert for DOS and Win
®
®
Command & Conquer Red Alert Counterstrike (a mission disk) for DOS and Win
Command & Conquer Red Alert The Aftermath (a mission disk) for DOS and Win
Command & Conquer Red Alert for Sony PlayStation
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Command & Conquer Red Alert Retaliation for Sony PlayStation
www.westwood.com
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TABLE OF CONTENTS

UNDERSTANDING YOUR ENEMY ..04 GETTING STARTED PLAYING THE GAME
...........06
..........08
ADVANCED GAME CONTROLS MULTIPLAYER GAME INTERNET GAME TERRAIN EDITOR ALLIED STRUCTURES ALLIED UNITS
..............47
SOVIET STRUCTURES SOVIET UNITS TUTORIAL CREDITS
..................98
..............66
.................76
..........28
.............28
............37
.........38
.........57
....24
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www.westwood.com
Command & Conquer: Red Alert is a trademark of Westwood Studios, Inc.
© 1995,1996, 1999 Westwood Studios, Inc. All rights reserved.
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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
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actions 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 200 million citizens have infiltrated the
governments of most Pan African, Pan Indian and Pan Asian governments with suspected strongholds in Mexico City and Vancouver.
AFFILIATIONS: World Democratic Society; Asian Defense League; Freedom
Consortium.
SEE ALSO: Henderson, D.K. and Chou, K.L., Soviet Terrorist Activities.
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RED EAGLE PASSES HAWK
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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”.
RED ALERT RED ALERT
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Please refer to the printed reference card for details on installing the game and electronic documentation.

HOT KEYS

c# Create & select teams #
a# c9 – = Bookmarks / Set views
9 – =
F Unit formations G Guard mode
cL Force fire aL Force move
X Scatter unit(s) S Stop unit(s)
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caL Escort unit h Center on selected units
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H Go to construction yard E Select all units on screen N Go to next unit
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MULTIPLAYER ONLY
A Ally with selected unit
1 – 8 Send Message
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SOVIET FORCES SECT SEVEN
There is no avoiding war;
it can only be postponed to
the advantage of others.
– Niccolò Machiavelli
(1469-1527)
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BUILDING RUNWAYS
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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.
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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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ASSAULT UNITS
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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 Online 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 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 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.
DISPATCH ASAP
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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
To get your units to act, select a unit by left-clicking on them, then move the cursor to the
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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 close as it can to the target.
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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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MESSAGE COM HQS SEVEN
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THE BATTLE FIELD
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.
IN RANGE CURSOR IN RANGE CURSOR
TARGET, TARGET, NOT

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.
LEFT CLICK
AND HOLD
BUTTON
DOWN
THEN DRAG
THE CURSOR
TO INCLUDE
DESIRED
UNITS
SELECTING A GROUP
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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)
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CREDITS
SHROUD
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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VULTURE SNACKS
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SIDEBAR
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
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.
CURSOR CURSOR YARD

BUILDING THINGS

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 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 of time, as indicated by the sweeping hand over the icon. Cost for construction and pur­chasing 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
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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
ALLIES LOSE VERDUN
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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
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have 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
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and refund your credits. When training or construction of a unit is complete, the new unit emerges from its origi-
nating 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
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buildings, so units don’t bunch up and block any other units from coming out.
NOT OKAY TO PLACE
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FORCES DESTROYED
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BLOCKED PLACEMENT

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. 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.
POWER
PRODUCTION
“THRESHOLD”
BAR
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.
DISPATCH TROOPS ASAP
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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, Mine­Layers, and Tanks. Keep in mind that all the units and buildings mentioned above won’t be
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available for both sides, and some units require you to build other structures (like a Tech Center or Radar Dome) before they become available.
LOW POWER DEACTIVATES RADAR
LOW POWER
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RETRIEVE TANYA
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BUILD BARRACKS
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
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 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.
REFINERY
CRITICAL MOVEMENTS
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THE “ENTER CURSOR”
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.
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Note: 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. The automatic collection only happens when you first build an Ore Truck and there is
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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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TARGETING ORE
RADAR ACTIVE

REPAIR BUTTON

SELL BUTTON
RADAR BUTTON
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
WRENCH CURSOR
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!
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-
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SELL BUTTON & SELLING
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.
SELL CURSOR
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.
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.
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 BUTTON

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
ENTER CURSOR
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 tar­geted 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 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!
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
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NUCLEAR WARHEADS
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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 the Service Depot. The cursor will change to an enter icon. Left-click, and the unit will move
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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.
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Re-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
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or 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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DESTINED WASHINGTON
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OPTIONS MENU

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.
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.
DELAYED STRIKE AX ZULU
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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 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.
GAME CONTROLS

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

RESUME MISSION

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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 be displayed. If you wish to see the Video Briefing again, click on the Video button. When
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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
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 team, just hit the number key corresponding with that team, and they will all be selected.
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+ #, #,
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+ #
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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
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.
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F9 - F12, F9 - F12]
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.
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FORCE FIRE [CTRL
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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‘L’ CLICK]
INVESTIGATE SUDDEN
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FORCE MOVE [ALT
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. 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.
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‘L’ CLICK]
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-
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tinually 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-
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pens, left-click on the target again (with the units still selected), and your units will move back into firing range.
STOP [‘S’ KEY]
If a unit is marching to certain death, or has been given an order that you don’t want them
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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
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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ALT+ ‘L’ CLICK]
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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.
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.
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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 - 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 - Enables/disables shroud regrowth.

INTERNET GAME

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 ONLINE

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 Online account, the Westwood Online 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 Online password via e-mail within a few minutes.
Onceat the Westwood Online window, you can join various online “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.
(Windows 95 feature only)
(Windows 95 feature only)
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MAIN ONLINE WINDOW

MAIN ONLINE WINDOW
The Main Online 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 online 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
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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 Online window for post battle debate.
IPX LOCAL AREA NETWORK GAME
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.
(DOS and Win 95)
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