Games PC COMMAND AND CONQUER-RED ALERT User Manual

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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 actions of every Soviet citizen.
CURRENT HEAD OF STATE: Josef Stalin
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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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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SYSTEM REQUIREMENTS
WINDOWS 95
An IBM or 100% compatible computer with Pentium CPU required Windows 95 required, 8MB of RAM (16MB strongly recommended) 1MB PCI or local bus video accelerator card (ISA video cards not supported) & color monitor. Digital Audio via Windows 95-supported Sound Cards Double-speed CD-ROM or faster, 40MB free Hard Drive space
14.4 (28.8 recommended) modem for modem play IPX network for Local Area Network play, Keyboard, Mouse
INTERNET REQUIREMENTS (Windows 95 only)
28.8 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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ASSAULT UNITS
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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.
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.
ALLIES SOVIETS
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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.)
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.
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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.
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 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.
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.
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MAIN
GAME
SCREEN
THE BATTLE FIELD
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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.
SELECTING A GROUP
LEFT CLICK
AND HOLD
BUTTON
DOWN
THEN DRAG
THE CURSOR
TO INCLUDE
DESIRED
UNITS
VULTURE SNACKS
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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)
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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CREDITS
SHROUD
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
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
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.
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
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YOUR SIDE/ RADAR DISPLAY
BUILDING ICONS
POWER BAR
UNIT ICONS
SCROLL BUTTONS
READY
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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.
While there is a grid on the battle field, you will not be able to build anything else. You’ll 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 and 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 buildings, so units don’t bunch up and block any other units from coming out.
NOT OKAY TO PLACE
BLOCKED PLACEMENT
PLACEMENT GRID
OKAY TO PLACE
THE BATTLE FIELD
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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 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.
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.
POWER
PRODUCTION
“THRESHOLD”
BAR
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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.
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 available for both sides, and some units require you to build other structures (like a Tech Center or Radar Dome) before they become available.
BUILD BARRACKS
LOW POWER DEACTIVATES RADAR
LOW POWER
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CRITICAL MOVEMENTS
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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 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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TARGETING ORE
You can force the Ore Truck to return to the Refinery early by left-click­ing on the Ore Truck, then placing your cursor over the Refinery. The cursor will change to an Enter Cursor (3 green arrows), telling the Ore Truck to return to the Refinery with its current load. If you want it to do this, left-click on the Refinery. If you want it to continue what it is doing, deselect it by right-clicking.
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 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!
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 simulta­neously. 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!
THE “ENTER CURSOR”
WRENCH CURSOR
REPAIR BUTTON
SELL BUTTON
RADAR BUTTON
RADAR ACTIVE
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NUCLEAR WARHEADS
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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. 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 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!
ENTER CURSOR
SELL CURSOR
RADAR BUTTON
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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 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.
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 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.
.
OPTIONS MENU
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DELAYED STRIKE AX ZULU
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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.
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ADVISE ETA
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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.
GAME CONTROLS
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.
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.
Click on the OPTIONS MENU button to return to the Options Menu. The changes made in the Visual Controls take immediate effect.
RESUME MISSION
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 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 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 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.
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 con­tinually 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 hap­pens, 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 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.
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 - 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
(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.
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 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
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.
CHOOSE MULTIPLAYER GAME FROM THE TITLE MENU
To begin a multiplayer LAN game, select Multiplayer Game from the Title menu. You should 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 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
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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The “Join Game” dialog has a message window. Messages from the other players in your game appear here, just as your messages appear in the message windows of all the other players.
Once you have clicked Join, the dialog changes so that the New and Join buttons disap­pear. You are then in a wait state until the host of the game chooses to start the game. In this mode you cannot change your name, side or color. You will be able to see the game options that the host selects.
THE LOBBY
The first name in the list of available games to join is “Lobby”. This represents a “waiting area” for all players looking for a game to join. If you’re joined to a game, you can go back to the Lobby by either selecting “Cancel”, or by double-clicking the Lobby name. Joining the Lobby is equivalent to leaving the game you’re joined to.
While in the Lobby, you can send messages to all other players in the Lobby. Also, you can see messages from any player in the Lobby. This will help you to find allies or opponents to play with, and facilitates formation of new games.
SENDING MESSAGES
From the “Join Network Game” or “Network Game Setup” dialog, typing your message on the keyboard and pressing [Enter] will send it to all other players.
Within the game, keys F1-F7 send a message to one of the other players. (Hint: hit one of the function keys to find out who that key is assigned to). You will see a message “To Player [Side]” at the top left side of the screen. The F8 key sends a message to all other players.
SERIAL GAME
Red Alert is designed to be played as a head-to-head game either by modem or null modem link. A null modem link is a special cable which you should be able to purchase at your local computer supplier. Such a link allows two computers which are within 30 feet of each other to be connected.
SERIAL GAME PRELIMINARIES
SELECT SERIAL GAME DIALOG
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Before you can play a Serial game, you will need to configure Red Alert with the appro­priate settings. To do this, select Multiplayer Game from the Title menu. Then, select “Modem/Serial.” Select SETTINGS from the “Select Serial Game” dialog.
SERIAL GAME SETTINGS
SETTINGS DIALOG
This takes you to the “Settings” dialog where you can set up your default serial communi­cations settings. Select the COM PORT (and under DOS your IRQ) which correspond to your modem or serial port along with the baud rate that you intend to use. It is important that the selected baud rate is at least the speed of your modem. Once you are happy with the settings, click on SAVE and you will be taken back to the “Select Serial Game” dialog.
For DOS users, here are the default COM PORT/IRQ combinations:
PORT IRQ (default) IRQ (alternate)
COM1 3F8 4 COM2 2F8 3 COM3 3E8 4 2/9, 5 COM4 2E8 3 2/9, 5
Also in this dialog you can enter a custom Modem Initialization string (separate multiple lines with a “|” [vertical bar or “pipe” character]) as well as a Disable Call Waiting string. If you do not know what these terms mean, you should leave them in their default settings. If you want to learn more about these strings, please consult your modem manual and your local telephone service provider.
You are also able to choose between TONE or PULSE dialing to suit your local telephone service.
Next, you need to select modem or null modem game.
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MODEM GAME
Red Alert requires a modem that is capable of at least 14400 baud.
To begin a two player modem game, select MULTIPLAYER GAME from the Title menu. Then select the MODEM/SERIAL option.
You next need to decide whether you or your opponent will initiate the telephone call required to play the modem game. If the other person is going to call you, select ANSWER MODEM. Assuming that you have the correct communications settings (using the “Settings” dialog) your modem will wait for your opponent to call. Once a connection has been established, you will see the “Join Serial Game” dialog.
If you are going to be making the call to your opponent, you should select DIAL MODEM. You will then be taken to the “Phone List” dialog.
PHONE LIST DIALOG
From the “Phone List” dialog you can dial numbers manually or add a name and number into a Phone List to speed up dialing in the future.
To dial a number manually, click in the dial area and enter the number (the number will be added to the Phone List without a name). To store a number for future use, along with name and custom dialing settings, click on ADD. This will take you to the “Edit Phone Number” dialog. Click on EDIT to modify a previously-entered number.
PHONE NUMBER DIALOG
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Here you can enter a name and associated phone number. Assign default settings (COM/PORT/IRQ, modem init string, baud rate, etc.) by clicking Default Settings or use custom settings by clicking on Custom Settings. Click SAVE to go back to the “Phone List” dialog.
Once you have a number in the Phone List, you can select that number for dialing by click­ing on it in the listing window. The number will appear in the Dial Box.
Once the required phone number is in the dial box, either by manual entry or by selec­tion from the listing window, you should click on DIAL which will communicate with your modem and dial the number. Once a connection has been established you will see the “Host Serial Game” dialog.
NULL MODEM GAME
To begin a two-player Null Modem game, select Multiplayer Game from the Title menu. Then select the Modem/Serial option. When both players are ready, click on the Null Modem button, and a connection will be established.
Once a null modem connection has been established you will be taken to either the “Host Serial Game” or “Join Serial Game” dialog, depending upon who clicked first on the Null Modem selection.
HOST SERIAL GAME
HOST SERIAL GAME DIALOG
Here you must enter your name and choose a side and color.
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.
You will see a message window so that you can communicate with your opponent as you select these game options. Messages from your opponent appear in window. As you change options, these are reflected on the dialog that your opponent can see. As the host you get to decide when to commence play. Once both players have agreed on the sce­nario and options, you should click OK to begin play.
JOIN SERIAL GAME
JOIN SERIAL GAME DIALOG
You must enter your name and choose a side and color. If your name is the same as another player you must enter a different name. If your color is the same as another player the com­puter picks an available color for you.
You will be able to see the game options that the host selects. The game commences when the host player clicks OK.
SENDING MESSAGES
From the “Host Serial Game” or “Join Serial Game” dialog, typing your message on the keyboard and pressing [Enter] will send it to the other player.
Within the game, pressing the F1 key sends a message to your opponent. You will see a message “To Player [Side]” at the top left side of the screen.
SKIRMISH MODE
Red Alert supports a new multiplayer option called Skirmish Mode. Skirmish mode is one player against up to seven computer controlled opponents. The computer opponents will build up their bases and will create teams of units for attack and defense. The computer oppo­nents can be made allies and the computer players will fight amongst themselves.
TERRAIN EDITOR
Command & Conquer: Red Alert allows you to create your own multiplayer battle fields using the Terrain Editor. Due to production limitations, information and instructions on how to use the editor are located in the readme.txt file on both Command & Conquer: Red Alert CD-ROMs.
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POWER PLANT
ARMOR: Light PURPOSE: Provides power for base
structures
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
ARMOR: Heavy PURPOSE: Allows construction of all
other base structures
The Construction Yard is the foundation of a base and allows the construction of other buildings.
ADVANCED POWER PLANT
ARMOR: Light PURPOSE: Provides power for base
structures
This large, high-yield structure handles the energy strains of some later, more power­intensive structures and defenses.
ORE SILO
ARMOR: Light PURPOSE: Holds smelted ore
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
ARMOR: Light PURPOSE: Smelts, stores, holds, and
converts ore into spendable credits
The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.
TENT BARRACKS
ARMOR: Light PURPOSE: Trains Infantry units
The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.
NAVAL YARD
ARMOR: Light PURPOSE: Constructs & repairs naval
vessels
The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.
ARMOR: Light PURPOSE: Constructs vehicles
This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.
HELIPAD
ARMOR: Light PURPOSE: Constructs & reloads
helicopters
The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache.
CAMOUFLAGED PILLBOX
ARMOR: Heavy PURPOSE: Anti-infantry defense
Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.
ARMOR: Medium PURPOSE: Anti-infantry defense
Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.
TURRET
ARMOR: Heavy PURPOSE: Anti-tank defense
A Turret-mounted 105mm cannon. Heavily armored with good range, this Turret is effective against armored threats.
SERVICE DEPOT
ARMOR: Light PURPOSE: Repairs & reloads vehicles
The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)
ARMOR: Heavy PURPOSE: Anti-aircraft defense
Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly.
RADAR DOME
ARMOR: Light PURPOSE: Provides radar
The Radar Dome gives you an overhead view of the battlefield when fully powered.
GAP GENERATOR*
ARMOR: Light PURPOSE: Creates shroud
The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves. The Shroud will immediately close up once the invading unit is destroyed or leaves the area.
ARMOR: Light PURPOSE: GPS Satellite launch &
construction of high-tech structures
In addition to allowing the construction of high­tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch.
CHRONOSPHERE
ARMOR: Light PURPOSE: Allows chronoshift
The evolution of the Philadelphia Experiment, the Chronosphere allows the Allied player to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit
SANDBAG BARRIER
ARMOR: Light PURPOSE: Passive defense
The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier.
ARMOR: None PURPOSE: Deceives the enemy
The Allies have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. These have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures are in a different location.
CONCRETE BARRIER
ARMOR: Heavy PURPOSE: Passive defense
More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.
ALLIED STRUCTURE HIERARCHY
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Fake Structures can be built once original structure is built.
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MEDIC
RANGE: N/A ARMOR: None WEAPON: Bandages
Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.
RANGE: Short ARMOR: None WEAPON: M-16 Rifle
Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups).
ROCKET SOLDIER
RANGE: Medium ARMOR: None WEAPON: Dragon TOW rocket
Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers.
ENGINEER
RANGE: N/A ARMOR: None WEAPON: None
An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it.
RANGE: N/A ARMOR: None WEAPON: Information
Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. Beware – Attack Dogs are not fooled by the Spy’s appearance.
THIEF*
RANGE: N/A ARMOR: None WEAPON: Fast fingers
Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
AT MINE LAYER
RANGE: N/A ARMOR: Medium WEAPON: AT Mines
The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.
RANGE: Medium ARMOR: None WEAPON: Dual Colt .45s & C-4
explosives
Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked.
ORE TRUCK
RANGE: N/A ARMOR: Heavy WEAPON: None
The Ore Truck collects raw, unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering and still escape intact.
LIGHT TANK
RANGE: Medium ARMOR: Medium WEAPON: 75mm Cannon
The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire.
RANGER
RANGE: Short ARMOR: Light WEAPON: M-60 Machine gun
Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confrontation occurs.
APC
RANGE: Short ARMOR: Heavy WEAPON: M-60 Machine gun
With the Armored Personnel Carrier, the Allies can transport up to 5 infantry units quickly across land. A tracked vehicle, the APC is the lightest unit with the ability to crush Sandbag and Barbed Wire Barriers. The Turret-Mounted M-60 helps keep infantry at bay while it goes
MEDIUM TANK
RANGE: Medium ARMOR: Heavy WEAPON: 105mm Cannon
The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Lighter Tanks destroy the threat.
RANGE: Long ARMOR: Light WEAPON: 155mm Cannon
Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected.
MOBILE GAP GENERATOR*
RANGE: Medium ARMOR: Light WEAPON: Shroud generator
The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them.
TRANSPORT
RANGE: N/A ARMOR: Medium WEAPON: None
The Landing Ship Transport allows transportation of up to 5 ground-based units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.
MCV
RANGE: N/A ARMOR: Heavy WEAPON: None
The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.
GUNBOAT
RANGE: Short ARMOR: Light WEAPON: 2-inch deck gun & depth-
charge launcher
The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief. Its depth charge launcher will automatically fire at any
CRUISER
RANGE: Extreme ARMOR: Heavy WEAPON: 8-inch artillery cannons
Slow moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes. A favorite target of Submarines, these ships have no sea-based defenses, relying on the faster moving Destroyer and Gunboat to protect them.
RANGE: Medium ARMOR: Medium WEAPON: Stinger missiles & depth-
charge launchers
The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.
APACHE LONGBOW
RANGE: Short ARMOR: Heavy WEAPON: Hellfire missiles
The Allies attack helicopter is loaded with hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with
SONAR PULSE
RANGE: N/A ARMOR: N/A WEAPON: Sonar image
A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds. This can be incredibly useful in planning your naval campaigns and devising countermeasures. The Sonar Pulse is acquired when a Spy enters an enemy Sub Pen.
RANGE: N/A ARMOR: N/A WEAPON: Satellite imagery
When launched from the tech center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the battlefield, the entire map will be revealed when it reaches orbit.
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POWER PLANT
ARMOR: Light PURPOSE: Provides power for base
structures
The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.
ARMOR: Heavy PURPOSE: Allows construction of all
other base structures
The Construction Yard is the foundation of a base and allows the construction of other buildings.
ADVANCED POWER PLANT
ARMOR: Light PURPOSE: Provides power for base
structures
This large, high-yield structure handles the energy strains of some later, more power­intensive structures and defenses.
ORE SILO
ARMOR: Light PURPOSE: Holds smelted ore
This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.
ARMOR: Light PURPOSE: Smelts ore into credits
The Refinery smelts ore into its component elements. Building the refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.
BARRACKS
ARMOR: Light PURPOSE: Trains Infantry units
The Barracks is where all Soviet infantry are trained. Some infantry units may not be available until other structures are built.
WAR FACTORY
ARMOR: Light PURPOSE: Constructs vehicles
This structure is responsible for the building of all Soviet ground based vehicles. Building multiple War Factories decreases the amount of time required to build a vehicle.
ARMOR: Light PURPOSE: Trains attack dogs
The Kennel trains Attack Dogs.
SUB PEN
ARMOR: Light PURPOSE: Constructs & repairs naval
vessels
The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.
HELIPAD
ARMOR: Light PURPOSE: Constructs & reloads
Helicopters
The Helipad allows construction of helicopters, and will reload any that are in need. Each new Helipad comes with a Hind.
ARMOR: Heavy PURPOSE: Builds & reloads airplanes
The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.
SERVICE DEPOT
ARMOR: Light PURPOSE: Repairs & reloads vehicles
The Service Depot repairs any damaged vehicle moved onto it. Mine Layer units can be re-loaded by parking on the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price.)
TECHNOLOGY CENTER
ARMOR: Light PURPOSE: Construction of high-tech
structures
The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil.
ARMOR: Light PURPOSE: Provides radar
The Radar Dome gives you an overhead view of the battlefield when fully powered, and repaired of serious damage.
FLAME TOWER
ARMOR: Heavy PURPOSE: Fire-based defense
The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed.
SAM SITE
ARMOR: Heavy PURPOSE: Anti-aircraft defense
SAM Site automatically launches long­ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure.
ARMOR: Light PURPOSE: Lightning-based defense
The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds.
IRON CURTAIN
ARMOR: Light PURPOSE: Temporary invulnerability
defense
The Iron Curtain renders a vehicle or building invulnerable for a short period of time.
ARMOR: Heavy PURPOSE: Launches atomic missile
Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much.
BARBED-WIRE BARRIER
ARMOR: Light PURPOSE: Passive defense
Barbed-Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.
CONCRETE BARRIER
ARMOR: Heavy PURPOSE: Passive defense
More effective than the Barbed-Wire Barrier, Concrete Walls are not crushable and block tank ordnance.
SOVIET STRUCTURE HIERARCHY
RIFLE INFANTRY
RANGE: Short ARMOR: None WEAPON: AK-47 Rifle
Rifle Infantry are the backbone of the Soviet infantry. Armed with an AK-47, this Infantry unit is versatile against other infantry.
RANGE: N/A ARMOR: None WEAPON: Sharp teeth
Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks by Engineers, Spies, and Thieves. They also make fine pets.
GRENADIER
RANGE: Short ARMOR: None WEAPON: Grenade
The Grenadier has a longer range and more destructive power than regular infantry. In groups, Grenadiers are effective against heavily armored units and structures.
ENGINEER
RANGE: N/A ARMOR: None WEAPON: None
An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer may damage or capture it.
RANGE: Short ARMOR: None WEAPON: Flame-thrower
These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower.
ORE TRUCK
RANGE: N/A ARMOR: Heavy WEAPON: None
Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.
AP MINE LAYER
RANGE: N/A ARMOR: Medium WEAPON: AP Mines
The AP mine layer deploys Anti-Personnel Mines to thwart the Allied heavy infantry ranks. This Mine can destroy entire groups of infantry with one explosion. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.
RANGE: Medium ARMOR: Heavy WEAPON: Twin 105mm cannons
The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.
V2 ROCKET LAUNCHER
RANGE: Long ARMOR: Light WEAPON: V2 Rocket
The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets.
MAMMOTH TANK
RANGE: Medium ARMOR: Heavy WEAPON: Twin 120mm Cannons &
missile packs.
Tanks don’t come any bigger. The largest land­based weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well.
RANGE: Long ARMOR: Light WEAPON: White-noise generator
The Mobile Radar Jammer (MRJ) disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack.
MCV*
RANGE: N/A ARMOR: Heavy WEAPON: None
The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them
SUBMARINE
RANGE: Long ARMOR: Medium WEAPON: Torpedo
Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them.
RANGE: N/A ARMOR: Medium WEAPON: None
The Landing Ship Transport allows transportation of up to 5 units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.
YAK
RANGE: Short ARMOR: Light WEAPON: Twin machine-guns
Sometimes called the “Infantry Eraser,” the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, mak­ing it an easy target for Allied Rocket Soldiers – those that actually survive the first strafing run.
PARATROOPERS
RANGE: Short ARMOR: None WEAPON: AK-47 Rifle
Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in areas not yet explored.
RANGE: N/A ARMOR: Light WEAPON: Dropped bombs &
paratroopers
The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target.
PARACHUTE BOMBS
RANGE: N/A ARMOR: N/A WEAPON: High-explosive yield
Dropped from Badger Bombers, these explosives fall in a line over their target, removing the object targeted and anything in the area around it. Troops can see these falling and will attempt to leave the targeted area.
MIG
RANGE: Medium ARMOR: Light WEAPON: Heat-seeking missiles
This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hit­and-run tactics, the MIG can remove armored craft before they can become a threat.
RANGE: N/A ARMOR: Light WEAPON: Camera
When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud.
HIND
RANGE: Short ARMOR: Heavy WEAPON: Vulcan chain-gun
Large and armored, the Hind uses its high­velocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.
RANGE: N/A ARMOR: Medium WEAPON: None
Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.
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gg
r in the middle of the Game Speed slider. Moving the bar to the right w
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se in this mission, let’s just ignore it until you get to mission two.
to the field.
TESLA CO
y,
you move your units around, they reveal the terrain and the shroud disap
ain, and the unit will try to move there.
SHROUD
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ected. This will unselect the unit you were controlling and select the new one.
tton. This will unselect all units, which can be nice, so you don’t accidentally te
d we don’t want to risk getting in the way of the Tesla Coil.
s by nature are unstable, and will explode, chain-reacting with other nearb rrels when shot. The resulting blasts usually destroy any structures and uni
POWER PLANTS
hen you release the left mouse button, anything in the white box will b ected. This way, you can order multiple units to perform a specific task at once
LEFT CLICK AND HOLD
DRAG TO HERE AND RELEASE
tomatically fire at things that are close to her – you have to manually tell Tany
shoot at targets. She’s important to keep alive, so make sure she only pick hts that she can win. Also, notice that your troops will continue to shoot at th wer plant – even if they are attacked by something else. If you want to re-targ
yy pp gy ,y
arding something? We’ll check in a second, but let’s make doubly sure thos
d move the cursor over the unharmed Power Plant. Notice that it changes to
ng infantry, isn’t it?
rth. North equals up, so scroll the screen up and you should see a green smok
w you’re going to get Einstein out of here.
SIGNAL FLARE
CHINOOK
ints and a 50% leadership, that would give you 500 points for leadership.
ck of the seven highest scores on any given mission. This is useful if you an
e that you clicked in will then be the mission that you will play.
se. Von Esling has made it clear that the supply convoy is due through the are
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to the map – that’s your Mobile Construction Vehicle (MCV), and that’s how
u’ll notice that items appear in the sidebar boxes that were empty in the previou
, asking you if you want to Abort, Restart, or Cancel.
esn’t deploy, check around the MCV for things that might get in the MCV
CAN DEPLOY
BLOCKED BY INFANTRY
ygg py y gg V
the top of the Sidebar (Win 95) or just to the left of the Sidebar tab (DOS). Th
. When construction on the Power Plant is done, a “Ready” message w
top of existing units or terrain obstacles (cliffs, trees, mountains, infantry, etc.)
existing building that belongs to you. You can not build off of walls or enem
ild up and go on-line.
BLOCKED B CONSTRUCT YARD
EASURING POWER EFFICIENCY
wer your base is currently using, and the vertical bar shows your current avai le power. Every building that you build will raise the power requirements o
long as the bar is in the green, your base has enough power to operate every
u’ll also get the option to build Pillboxes. You probably don’t see Pillboxes on th
see any more that you have, left-click on the arrows below the column you want t
SCROLL BUTTONS
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you infantry to the left of where you started, and you’ll see some ore. There
d begin to collect it.
selecting it, and then left-clicking over the Refinery (you’ll see an enter cursor
ORE
REFINERY
ORE TRUCK
ected. This shows you how much ore it has collected. If you leave it selected
the way. You should be able to beat all of them without heavy losses, but if yo
d yourself losing, train some soldiers by clicking on the icon of them. Whe
od at hurting other infantry, but can do more damage to vehicles and structur
HEAL TARGET CURSOR
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d heal them back to full health. Medics don’t have any other weapon, so mak
now we’ve built some more infantry, plowed down the road to the south, an
d across the bottom of the map.
ck. You don’t have to attack it now, but if you do, you can get it out of the wa d deny the enemy their income. Be warned, though – attacking an Ore Truc
se from other directions. Build a Pillbox to the west of your base just to be safe
the Soviet forces.
your Red Alert CD). There are Command & Conquer and Red Alert chat room
g,p file: under DOS go to the installed directory (normally C:\WESTWOOD\REDALER and type README[ENTER]), under Windows 95 use the “Programs/Westwood/Re Alert/Red Alert Readme” shortcut on the “Start” menu to view the readme file. Alternatively the readme file exists as a plain text file (readme.txt) and a Windows .WRI file (readme.w in the root of the CD.
Q. WHY DOESN’T RED ALERT INSTALL ONTO MY HARD DISK?
A. WINDOWS 95 & DOS:
Make sure you have enough free hard dis space. Red Alert requires 40MB (41,943,040 bytes) to install. If you’re using disk compression system (such as DriveSpace) you must double the amount o space needed during installation (i.e. 83,886,080 bytes) because not every fi will compress at 2:1. In general, we recommend against using disk compre sion systems with Red Alert.
Q. WHY DOESN’T RED ALERT LOAD?
A. WINDOWS 95:
Make sure you have enough free memory (see below). If yo are very low on RAM (for example, on an 8MB system), Windows 95 will try to cre ate a temporary swap file on your hard drive. If Windows can’t create the swap file Red Alert will either run very slowly or not at all. You should have at least 15M (15,728,640 bytes) of free space on your hard drive prior to running Red Alert.
DOS: Make sure you have enough free memory and disk space. To be safe
you should have at least 15MB (15,728,640 bytes) of free space on your har disk prior to running Red Alert.
Q. DOES RED ALERT REQUIRE A SPECIFIC TYPE OF MEMORY CONFIGURATION SUCH AS EMS OR XMS?
A. WINDOWS 95:
No special settings are needed.
DOS: Red Alert is designed to be very tolerant of memory configuration. From th
C:\> prompt, make sure you have enough memory by typing MEM /C [Enter]. Yo need at least 6MB (6,291,456 bytes) of free XMS or EMS memory to run Red Aler
Q. WHY DO I GET A BLACK SCREEN WHEN I CLICK ON THE RED ALERT GAME ICON?
)g ,
ems to work well on all video cards. Graphics may appear a little squashed in th
. WHY DOESN’T THE SOUND WORK?
Make sure your speakers are powered on and connecte
your PC. Make sure that your speaker volume controls are adjusted correctly.
. WHAT IF MY SOUND CARD IS NOT ON THE SETUP
Your sound card must be 100% compatible with one of the supporte
. THE GAME RUNS SLOWLY ON MY SYSTEM. WHAT CAN
Use the Red Alert for Windows 95 Setup utility (via t
tting this option as it may cause video problems during the game on certain sy
certain rare cases you may be able to improve performance by running the Re ert for Windows 95 Setup utility (via the “Programs/Westwood/Red Alert/Re ert Windows 95 Edition Setup” shortcut on the “Start” menu) and un-checkin
vere performance degradation can occur with an incorrect setting. Check gam
Q. WHY DO THE MOVIES STUTTER?
A. WINDOWS 95 & DOS:
Red Alert requires at least a double-speed
300KB per second CD-ROM drive.
WINDOWS 95: You may get smoother movie playback by turning off CD
ROM caching. To do this, use the “Settings/Control Panel” shortcut on th “Start” menu, double-click the “System” icon, click on the “Performance” tab click the “File System” button, click the “CD-ROM” tab and set Optimize Acces Pattern for No Read Ahead. Make a note of the original settings as other appl cations may be affected by modifying the settings.
DOS: When playing Red Alert DOS version from Windows 95,make sure CD
ROM caching is turned on. To do this, use the “Settings/Control Panel” shortc on the “Start” menu, double-click the “System” icon, click on the “Performance tab, click the “File System” button and click the “CD-ROM” tab. Make sur “Optimize Access Pattern for” and “Supplemental cache size” enabled co rectly for your CD-ROM drive.
Q. WHY DOESN'T THE MOUSE WORK WITHIN RED ALERT?
A. DOS:
Make sure you have a mouse driver loaded. The way you do th varies depending on what brand you have. If you are not sure what the corre driver is called or how you install it, consult the documentation that came wit your system. If the mouse is behaving erratically contact the manufacturer t check for an updated driver.
Q. WILL RED ALERT FOR DOS RUN FROM WINDOWS 3.X?
A. DOS:
Yes. The DOS version of Red Alert uses a special mode (which we ca TrueDOS) to launch the game in a Windows 3.X environment. TrueDOS require that all other Windows 3.X applications be closed down in order to give the full powe of your computer to Red Alert. You will not be able to access other Windows app cations (e.g. by ALT-tabbing) while Red Alert is running.
Q. WILL RED ALERT FOR DOS RUN FROM WINDOWS 95?
A. DOS:
Yes. Please refer to the Getting Started section at the beginning of th
manual for details about running the DOS version of Red Alert under Windows 95
Q. RED ALERT STILL DOES NOT RUN, WHAT CAN I DO?
und to your network adapter card. The network game option is hidden if no IP
rts IPX and to have the drivers configured for your machine.
X SOCKET CONFLICT: It is possible an errant network application
ng a socket number that conflicts with Red Alert:
tup” shortcut on the “Start” menu) to change Red Alerts SOCKET numbe ecify a number between 0 - 16383 to change the socket (making sure that a me participants use the same number).
IN THE “JOIN” DIALOG:
There may be a network bridge between yo
and another system. If so, you can tell Red Alert to run across the bridge by:
WINDOWS 95: Set the destination network address (DESTNET) value usin
the Red Alert Windows 95 Edition Setup utility (by use th “Programs/Westwood/Red Alert/Red Alert Windows 95 Edition Setup” shor cut on the “Start” menu). DESTNET has the form XX.XX.XX.XX (e.g
00.00.00.44). On a Novell network, use the Novell USERLIST /A comman (from an MS-DOS prompt) to obtain a list of all users’ network numbers an node addresses. If USERLIST reports spaces in the network number, replac them with 0’s when you type the number in. All four numbers (8 digits) must b included for DESTNET to work. All players in the game must specify a DEST NET containing the network number of the machines on the opposite side of th bridge. If not all players specify the correct setting, one or more players may b left out, and the game will not run.
DOS: Tell Red Alert to run across the bridge with the -DESTNET command-lin
argument. Specify -DESTNETXX.XX.XX.XX, where “XX.XX.XX.XX” is the ne work number of the other machine (i.e. -DESTNET00.00.00.44). On a Nove network, use the Novell USERLIST /A command to obtain a list of all users’ ne work numbers and node addresses. If USERLIST reports spaces in the networ number, replace them with 0’s when you type the number in. All four numbe (8 digits) must be included for DESTNET to work. All players in the game mu specify a -DESTNET argument containing the network number of the machine on the opposite side of the bridge. If not all players specify the correct argu ment, one or more players may be left out, and the game will not run.
GENERAL TROUBLESHOOTING GUIDELINES FOR SERIAL PLAY:
If you have an external modem make sure it’s powered on and the cables (seria and phone) are connected to your PC. Under DOS there is no auto-detection cod for modems so make sure the COM PORT/IRQ: settings are correct (check the doc umentation that came with your modem for this info). Your modem must be set a the same baud rate as the person to whom you are connecting.
pg
one call the game plays best with modem error-correction and data-compre
t Red Alert has a selection of standard prefixes to choose from. Check with you one company to get the right one. If it’s not one of Red Alert’s standard choice
ngs for more than 30 seconds this is a good sign that something is awry.
correct errors and will even try to reconnect if the line is dropped. Still, b
ECHNICAL SUPPORT
FORE YOU CALL FOR TECHNICAL SUPPORT
o v
r h
lay
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ou are having problems, please consult the “Troubleshooting” section of this bo ore calling technical support. We receive many calls every day, so in order to ser
more efficiently, please have the following information available:
1.The correct name of the game.
2.The type of computer you are running the game on.
3.The information listed when right clicking on the Windows 95 desktop icon corresponding to your computer and selecting properties. This includes information about the Windows 95 version number, amount of memory & type of CPU.
4.Exact error message reported (if any).
5.The contents of your AUTOEXEC.BAT and CONFIG.SYS files.
r technical support number is (01753) 546465. Have a pen and pape
en you call, and be near your computer if at all possible. No game p
ts will be given through this number.
N-LINE SUPPORT SERVICES
stwood Studios provides upcoming news, latest versions, updates, product dem
iews, technical support, counseling, and more on the following on-line services.
TERNET: WORLD WIDE WEB
find Westwood’s home page on the world wide web, you will need a brows
r address is http://www.westwood.com.
TERNET: FTP
ou’re looking for our latest support files for any of our products, you’ll be abl
et them from our ftp site at ftp.westwood.com.
TERNET: E-MAIL
d e-mail to support@westwood.com with any specific queries you have.
PRODUCER
DEL CASTILLO
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ORIGINAL CONCEPT.........................BRETT W. SPERRY, JOE BOSTIC
LEAD GAME PROGRAMMERS ........JOE BOSTIC, BARRY GREEN,
STEVE TALL
GAME PROGRAMMERS ....................PHIL GORROW, BILL RANDOLP
MARIA del MAR McCREADY LE
INTERNET PROGRAMMERS ............JEFF BROWN, DAVID ALDRIDGE
TRANSLATION PROGRAMMER.......VICTOR GRIPPI
TECHNICAL DIRECTION ...................STEVE WETHERILL, ERIC WANG
DESIGNERS ........................................ADAM ISGREEN, MICHAEL LIGH
LEAD ARTISTS..................................CHRIS DEMERS, MATTHEW HA
ARTISTS .............................................DAVID T. POTTER, DAMON RED
VIDEO POST PRODUCTION............FELIX KUPIS, KEVIN BECQUET
ORIGINAL STORY .............................RON SMITH, ED DEL CASTILLO
SCREENPLAY.....................................RON SMITH, ADAM ISGREEN,
AUDIO DIRECTION ............................PAUL S. MUDRA
SOUNDTRACK ....................................FRANK KLEPACKI
SOUND EFFECTS..............................DWIGHT K. OKAHARA
QA DIRECTION...................................GLENN SPERRY
QUALITY ASSURANCE ....................JAMES ADKINS, JOHN ARCHER
LLOYD BELL, CHRIS BLEVEN, D'ANDRE CAMBELL, ERROL CAMPBELL, PHILLIP CASTRO, STEVE CORCORAN, KENNY DUNNE, RANDY GREE ABE HERNANDEZ, CHRIS HOLLOWAY, JAMES HUGHES, BEN LUBLIN LEVI LUKE, ISAIAH MYERS, RICHARD RASMUSSEN, CHRIS RUBYOR, CHAD SHACKELFORD, ALBERT SPRINGFIELD, MIKE SMITH, TYLER TH
BOX DESIGN......................................MATTHEW HANSEL AND
MANUAL DESIGN ..............................VICTORIA HART
MATT THORN
ERIK YEO
JOSEPH B. HEWITT IV
PAUL WESBERRY, BRIAN WHITE
JOHN SCOTT LEWINSKI
THOMAS PUCKETT INC.
VON ESLING...............................ARTHUR ROBERTS
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STAVROS ....................................BARRY KRAMER
ALBERT EINSTEIN.....................JOHN MILFORD
TANYA..........................................LYNNE LITTEER
INTERROGATOR .........................DOM MAGWILI
ANNOUNCER ...............................GWEN CASTALDI
ALLIED SOLDIERS
FINALE .........................................RICKY RUSSELL, NICK PAULOS,
SCOTT RYAN TALLY
COMMANDERS ............................JOE BOSTIC, CHRIS DEMERS,
BARRY GREEN, MATTHEW HANSEL, ADAM ISGREEN, FRANK KLEPA MIKE LIGHTNER, BILL RANDOLPH, PHILIP E. SHELBURNE, ERIC WAN
OVIET SIDE:
JOSEF STALIN...........................EUGENE DYNARSKI
KUKOV .........................................CRAIG CAVANAH
GRADENKO ..................................ALAN TERRY
NADIA ...........................................ANDREA ROBINSON
KANE.............................................JOE KUCAN
SOVIET SOLDIERS....................JOHN ARCHER, MIKE GRAYFORD
FRANK KLEPACKI, FELIX KUPIS, CHRIS RUBYOR, ERIK YEO
GAME VOICES
V.A. ...................................................MARTIN ALPER
NYA.................................................LANAE FREEBORN
FANTRY & UNITS ........................MIKE GRAYFORD, ADAM ISGREE
FRANK KLEPACKI, TROY LEONARD, DWIGHT OKAHARA, CHRIS RUBYOR, ERIC WANG, ERIK YEO
RODUCTION CREW
RECTED BY....................................JOSEPH D. KUCAN
STUME DESIGN............................CHRISTIE MOELLER
AKE-UP & HAIR .............................CINDY CLINE
UND ENGINEER ............................PAUL MUDRA
STING .............................................MARILEE LEAR, C.S.A.
DEO ..................................................KEVIN BECQUET
GHTING ............................................ERIC GOOCH
AD PRODUCTION ASSISTANT ..PAUL BASTARDO
ODUCTION ASSISTANTS ...........RICK APPIN, PATIENCE BECQUET,
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