Download red alert 2 pc
When you reach the Chronosphere, blow it up and that's that. Use Tanya to sink the Dreadnoughts and head east and then north to the base. Train some GIs and an engineer to repair the bridge. Take them over to destroy the V3 Launchers and use Tanya to take out the buildings and infantry. Take Tanya north-west, swim across the lake in front of the base and take out the Flak Cannons and infantry. Use the Rocketeers to destroy the sentry guns.
To destroy the enemy base, it's easiest to go in the back way. Take Tanya and a few tanks down to the south-east comer and blow up the barrels to gain entry.
Use the tanks to defend Tanya from any vehicles as she sticks explosives about the base. Take out the construction yard, war factory, and Flak Cannons so you can send in the air units and finish off. Fix the monument nearby to gain some cash. Build an airforce command and four Harriers to take out the small base just over the bridge.
It's easy after that and there's plenty of cash around. So just make your way up to the north east with a whole bunch of Rocketeers and tanks, enter the base on the right side and take out the defences around the psychic beacon before destroying it. Another deceptively hard mission that's simple when you know how. After taking out the beach defences, build a base and make some cash. Then build Rocketeers, GIs and a few tanks and head up the north road to the bridge. Fortify the buildings and use the tanks to take care of Flak Tracks.
Destroy the psychic amplifier with your Rocketeers and that's it. Take Tanya and the spies up north. Use a spy to take a power plant and get Tanya to blow up the coils. Be careful to take any dogs out first, though.
Get another spy in the battle lab to open up the map. Up at the second base, use Tanya to shoot the barrels to the south and enter the hole in the wall to get to the silo. Head back to the south-west around the lake and up the slope to find some trapped units. Free them by blowing up the barrels, then take the tank to destroy the walls to the south-east of the silo.
Take Tanya in to the right and blow it up. While you're doing that, take a few Rocketeers north up the river to destroy the two lonely refineries at the top of the map. The Soviets will start using Terror Drones, so build a service depot to help you. After all that, scout out the base over the bridge, then make kamikaze Harrier runs on the construction yard, and Tesla Coils.
Take the ground units in to finish everything else off. Stock up on units and head north east, keeping to the right of the map. Blow up the east wall near the power plants and send up a few spies in a Nighthawk to shut them down. Bring in the tanks to take out the Flak Cannons and Flak Tracks and let the Harriers and Rocketeers destroy the Soviet buildings from the air. Then just mop up. The enemy will come from both sides, but they'll be strongest on the right so concentrate most of your defences there.
Fortify the buildings at the left as well, mind. Build up about three. Build a few Prism Towers at the north-west edge of your base. Stick a few tanks nearby, and a few on the south beach just in case. Keep your shipyard guarded with Rocketeers while you build a fleet of destroyers and aircraft carriers.
Sail over to the enemy island to the east and take out the Flak Cannons on the shores before sending in about eight Harriers to take out the construction yard. Then concentrate on all other defences you can reach with your Destroyers before sending some transports on the north side.
Train a few spies to shut down the coils using some tanks to shoot any dogs and destroy the war factory, barracks, and then everything else. Take Tanya south west along the freeway. Go left towards the beacon, take out the barrels and then destroy the remaining power plants.
Don't take out any Tesla Coils but take out the remaining power plants instead before destroying the amplifier. After that it's just a straightforward base attack. Fortify nearby buildings, build some good defences and make a full assault on the enemy base. Swim your Seals down to the bottom of the map. Get on land and work your way up the right side of the base taking out whatever you can without drawing the attention of enemy vehicles.
You should destroy enough power plants to take the Tesla Coils off-line. Then go up north and release the prisoners. Fortify the huts for a while to help you defend from vehicles. Afterwards send everything you've got down into the base, using the Seals to blow up the buildings and infantry while the tanks and troops take care of vehicles and whatever's left.
If you want some extra cash, send an engineer down to the bottom south-east to find a damaged refinery. Repair it and you'll get a free chrono miner in a crate nearby.
Take your other MCV and build defences near Einstein's lab. Keep on the defensive until you've got enough forces and go for the base to the east first. Finish that, then take the top two from the west. There's not that much ore around, so attacks should slow down after a while.
Guard the bridge from attack. Protect the outside refinery with Rocketeers and destroyers. Dot some prism towers and prism tanks around.
Once you've built the Chronosphere, train some spies and some Seals and take them over in a Nighthawk to the south east corner. Attack any dogs then send the spies in to shut down the plant. Get the Seals to take out as much of the defences as they can avoiding the miners before they get killed. Send in destroyers to attack from the sea and transport some Prism and Mirage tanks to finish off the construction yard then everything else.
Send more spies if you haven't got rid of all the coils. Train GIs and fortify all the buildings aound about the base. Build up, but remember to keep structures well-spaced in the event of a nuclear attack.
The less damaged, the better chance you'll have to fix it in time for the next one. Defend at first until you can make some Seal units. Take them over to the north entrance of the base to the right and get them to destroy the buildings, backed up by one or two tanks. Send a few spies down the left side of the map with some more tanks and Seals. Shut down the power, destroy the coils and level what's left. Send your forces from there to the south. Build a set of Harriers and fly them in from that angle to take out the Flak Cannons and the nuclear reactors at the bottom.
Send in Rocketeers to attack the coils and as many tanks as you can to take care of buildings. Work your way around. You should have built a weather control device by now, so take care of anything left in the middle, the nuclear reactors on the right side finish them off with Harriers and, finally, the Kremlin itself.
America invaded. The President under attack. Russian armies are on the move again. Now is the time for war, now is the time to strike back. Would you take the helm of the allied forces and fight back with the remnants of the American army, seeking to take back the US homeland from the evil Russian invaders? Red Alert 2 is a Real Time Strategy RTS game created by the company which practically invented the concept and it more than lives up to its predecessor's reputation.
It relies on strong units that can deal out large amounts of damage, preventing the original problems with tank and engineer rushes. Like a normal RTS game, Red Alert 2 relies on the creation of a base with a series of preset buildings. As these buildings are created, they serve any number of uses -- from building units to providing new technology with which to wage war. The single player experience in Red Alert 2 consists of a series of 12 missions for both Allies and Soviets, with each mission having a Full Motion Video FMV cut-scene, which explains the backstory and the next mission.
If you only want to play through the Allied missions, everything will make sense. Each unit has a lot of detail and, although only in 2D at 16bit color, they are highly detailed and move very well.
Each unit has a distinctive series of sounds, many of which are obviously faction specific, from the eerie sounds of the psychic trooper to the southern drawl of the Rocketeer commandos. The two major problems I found with the soundtrack were its repetitive nature and complete lack of any action specific music, such as battle music that heightens as the fight grows more intense.
It shines, it sparkles, it destroys even the toughest of stains. Although certain bugs in the balance of forces have been resolve, nothing has been done to change the basic feel of the game. Browse games Game Portals. Install Game. Click the "Install Game" button to initiate the file download and get compact download launcher.
Locate the executable file in your local folder and begin the launcher to install your desired game. Game review Downloads Screenshots Overall rating: 9. Heroes And Villains When you review a game - or at least when I do - one essential technique is to jot down pages of notes while you're playing, so when it comes to writing the review, you can refer back to them. Ranking Furiously If you've played Red Alert 2 s Skirmish game, you won't have much of a problem with its Multiplayer.
Walkthrough It's not all 'destroy the base' so If you're stuck we've hopefully got the solution. Soviet Missions Red Dawn Train about 15 conscripts and head to the north. Hostile Shore Capture the Allied refineries to get some cash.
Big Apple Capture the three derricks in front of your base. OpenRA v bit. OpenRA for Mac v Unknown Horizons Build your own powerful empire from scratch in this entertaining city-building game.
Build a mighty empire and conquer the world with this attractive RTS game. Fight hectic pitched battles against a determined enemy in this classic real-time strategy game.
LaunchBox OpenTTD The USA attempts to retaliate with the use of nuclear missiles, but Yuri, leader of the Soviet Psychic Corps and Premier Romanov's top advisor, uses his mind control to manipulate the personnel charged with launching the warheads and leaves them to explode in their silos.
When returning home victorious from the battle, it is discovered that a Soviet mind control device known as the Psychic Beacon, a device that can mind-control the people of entire cities, has been deployed in Washington, D. The Psychic Beacon has controlled the minds of the President and General Carville and several other key officials in the city, who surrender to the Soviets.
However, a strike team is promptly sent in to the city and destroys the Psychic Beacon while encountering attacks by mind-controlled civilians, freeing the key officials from Soviet mind control and allowing them to be rescued. Despite this, Washington, D.
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