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Command And Conquer: Red Alert 2 Codes -

Invincible Demolition Trucks:
Build five or six Demolition Trucks and have a fully charged Iron Curtain ready. Drive the Demolition Trucks into an enemy base and engage the Iron Curtain on them before enemy weapons can hit them. The Demolition Trucks will not explode until they reach the target.

Trojan bus:
When playing as the Soviets, use a Yuri to mind control a school bus. Load five infantry units into the bus and drive it inside an enemy base, The Allies will not fire on the bus.

Secret infantry units:
If you send spies into your enemy's Barracks, Battle Lab and War Factory you can unlock secret infantry units and will be able to build tanks and other units already promoted with one stripe. For example, in battle with the Soviets the Yuri Prime, Chrono Ivan, Chrono Commando, Psi Commando can be unlocked.

Unit rush:
Tank rush: At least 10 armored tanks (Apocalypse and Prism Tanksare good choices).
Airship rush: 3 Kirov Airships, 8 Flak Troopers or 4 Flak Tracks,3 to 5 Rhino Heavy Tanks.
Rocketeer rush: 20 to 30 Rocketeers, 5 Grizzly Battle Tanks.
Air Force rush: At least 6 Harriers or 5 Black Eagles.
Infantry rush: 40 Conscripts or 30 GIs.
Engineer rush: 30 to 50 Engineers, 10 to 15 GIs.
Naval rush: 3 Typoon Subs or 3 Destroyers, 2 Squids or 2 Dolphins,2 Dreadnoughts or 2 Aircraft Carriers, 4 Sea Scorpions or 2 AEGISCruisers.
Demo Truck rush: 3 to 6 Demolition Trucks (try to Iron Curtainthem).
Terrorist rush: 15 to 30 Terrorists.
Crazy Ivan rush: 10 to 15 Crazy Ivans.
Tanya rush: 5 Tanya, 2 or 4 IFV or Grizzly Battle Tanks.


Hint: Prism Tower creep:
Use the following trick to overrun any CPU controlled Soviet base as the Allies. It is especially useful in the second to last Allies mission, where you are pitted against a heavily defended base with three nuke silos which must be defeated in order to claim victory. First, create a very heavily fortified main northern base. Abandon the far northern mineral field and sell the ore factory there. The most important things in this part of the strategy are to create a reasonably well protected beachhead to the south of this base with Prism Towers and Patriot Missile Launchers. The second item involves some use of the Prism Tower creep strategy. First, build a Power Plant to the outside of your base in the direction of where you want to defend or attack. Then, build Prism Towers as far as possible in the direction you want to go. Finally, build another Power Plant next to the Prism Towers you just built -- thereby extending your range of building Prism Towers and also increasing your power supply in the process. Continue doing this and adding extra Towers where needed to create a solid line of access between Towers, and amplify the damage. Do this on the bridge just north of your base and blow it out so the enemy cannot cross. Fortify the Towers there with all the extra GIs you have around your base. Now that your northern base is well defended, proceed to the second step. Create an MCV and Transport Hovercraft and put the MCV into it. Next, go to the far right of the screen with the Hovercraft, and then straight down. This is the safest ship lane on the map. While you are moving south with the Hovercraft, have a Barracks and a Prism Tower building. Also watch the bridge by the northern base to make sure nobody has managed to sneak through your defenses. As soon as you land the Hovercraft on the far southern island, deploy the MCV and build your Barracks and Prism Tower. Then quickly build another Prism Tower and a Power Plant. When you have that base defended well enough, build another Ore Refinery on the southern island in case the nukes manage to take out the one on the main island and you are low on money. Employ the Prism Tower creep method mentioned before with a little more caution when building in range of Telsa Coils. You should be able to wipe out their base easily. Make sure that if they launch nukes, you repair or replace all buildings hit by them, especially those needed to build Prism Towers, as well as Powerplants. Another useful thing about having a base on the right side of the southern island is that this is where most of the enemy planes fly through. You can build Patriot Missile Launchers which will slow down or halt most of the enemy paratrooper activity on the northern island. Most of the time, the enemy will launch his nukes at either your ship building capabilities or the middle of your main base. Keep a spare MCV around in case it is taken out. This is not necessary, but is a precaution in case they figure out to attack the southern base via nukes. This strategy will allow you to complete the mission in near half of par time in easy mode.

Hint: Destroy any foe as the Allies:
Build between 15 and 20 Prism Tanks, 5 IFVs, and one Engineer. Get the Engineer in one of the IFVs and send the whole group to an enemy base. Once near the base, the Prism Tanks will destroy anything that moves and the IFVs will provide some air cover and repair.

Hint: Overrun an enemy base as Allies:
In a multi-player skirmish, build up to 10 Airforce Command Centers, each with four Harriers. Train five spies and infiltrate the enemy base as following: one spy near a power plant, one spy near barracks, one spy near the wall around tech center, one spy near war factory, and the last spy near an ore refinery. Insert the first spy in the power plant, so power goes down. At that moment, command one group of Harriers to destroy a corner point of the wall around the tech center so a spy can enter. Use your other Harriers (as long as their power is down) to attack the other power plants and your spies to infiltrate nearest building, stealing technologies and money.

Hint: Quick skirmish defeat:
These tips will work best in "A Path Beyond 2". Deploy your MCV and send one or two GIs to other side on the map, so you know where they are. Build a Powerplant, Refinery, Barracks and perhaps a new Powerplant. Then, build a Radar. Build 20 to 30 rocketeers. Have some defend your base, send the others to the enemy base and destroy it, They cannot attack you because they have not built any air defenses yet. If you attack the Soviets, you will need more rocketeers because they have some Flak Troopers. Build your base quickly, build the rocketeers, and find the enemy base fast.

Hint: Defeating the Allies in a skirmish:
Quickly make a Barracks, Battle Lab, and War Factory. Build one Kuscov airship and send it to the enemy's base, and bomb it. Bomb the construction site first so they cannot build, as well as ground to air missile turrets.

Hint: Quick skirmish win as Allies:
Build a Chronosphere, 3 IFVs, and 3 Chrono Legionnaires. Place the Chrono Leggionnaires in the IFVs, Chronosphere near the enemy base, and start deconstructing.

Hint: Spy units:
When you send a spy into an enemy Battle Lab, you will get one brand-new infantry unit to produce. The units are:
Chrono Commando: If you have an Allied Barracks, send a spy intoan Allied Battle Lab.
Psi Commando: If you have an Allied Barracks, send a spy intoa Soviet Battle Lab.
Chrono Ivan: If you have a Soviet Barracks, send a spy into anAllied Battle Lab.
Yuri Prime: If you have a Soviet Barracks, send a spy into a SovietBattle Lab.
Also, infiltrating a War Factory/Barracks gives you the ability to build Veteran units/infantry; infiltrating a Power Plant/Tesla or Nuclear Reactor shuts off that person's power for about a minute; infiltrating a Refinery lets you steal money; and infiltrating a Chronosphere/Iron Curtain/Nuke Silo/Weather Control resets that Superweapon's timer.

The best way to defend against spies is Yuri. Just place him by your crucial buildings. , When the spy is close, he will switch sides. Use this to infiltrate the battle lab of your enemy. Note: Psi-Commandos can also do this.

Hint: Tesla troopers:
Elite Tesla troopers have the same effect that Prism Towers/Tanks have on attackers. Their electricity will bounce all over. Combined with the self heal, and long range of an elite, you can use one or two of these units to shut down bases, or obliterate attackers.

Hint: Defend against Tanya:
The best way to fend off Tanya rushes (if you are England) is to put a sniper in an IFV and sit it at your gate. Even if five Tanyas are sent, you will have killed each one of them before they are even within Tanya's long range.

Hint: Destroyer defense:
Play as the Allies, build a Destroyer, then use it to destroy a bridge. Then, place the Destroyer in the middle of the gap in the bridge and get an engineer and repair the bridge. Then the Destroyer will be stuck and act as a defense.

Hint: Wasteland:
The more Desolators that are deployed, the brighter green the ground glows. If you place five Desolators next to each other, then deploy, nothing can survive.

Hint: Semi-Demo Truck:
If you can build Crazy Ivans or Terrorists, and then an IFV (build or mind control), then you can make a "Semi-Demo Truck". Load either a Crazy Ivan or Terrorist into an IFV. Drive it into an enemy base and you can use it as a Demo Truck. It is powerful enough to kill nearby units and then severely damage buildings.

Hint: Red Revolution mission:
For the Soviets, an easier way to take out the Soviet traitor Yuri faster is to build every building up to the Battle Lab, or until you can build Kirov Airships. Build five to six Kirovs and then send them up to the Kremlin where Yuri is hiding. Note: You must have a radar so that you can see the Kremlin as the CPU reveals it to you.

To defeat Yuri, build a base as usual. Build six to ten Apocalypses, a lot of Flak Cannons, and a Nuke at the back of your base. Use two Nukes on the Kremlin to destroy it. Do not worry about the Blimbs -- that is what the cannons are for.

Hint: Libya mission:
Build an Iron Curtain and four Demolition Trucks. Put the Demolition Trucks near the enemy base. Use the Iron Curtain and go in the base. Put one on each side of the Construction Yard. When it wears off, fireworks will begin. Note: This trick works only for v1.003 and lower. For v1.004 and higher, you will need four Demolition Trucks.

Hint: Save your buildings from the nuke:
When the Soviets send the nukes at you in multi-player or in the Chrono-Storm mission, send a Chrono Legionnaire and have him force fire on your important buildings (Construction Yard, War Factory, etc.). The nuke will hit and kill the units, but the buildings will remain in perfect health. Be careful -- if the nukes hits a different part of the base, order the legionnaire to stop before the building is removed.



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