Downloads red alert
Downloads Last Week 0. Report Software. Related Software See More. Fall in love with the classic Age of Empires II experience, now with high definition graphics.
Plants vs. Zombies Free to try. Defend your garden from a zombie attack using a variety of plants. Age of Empires Free to try. Advance an entire civilization in this strategy game. See All. User Reviews. Show Reviews. Developer's Description By Westwood Studios. Command and Conquer, one of the most popular strategy games in recent memory, is back and bigger and badder than ever with Red Alert. The story takes place in an alternate stream of history, around the time of World War II.
In this version of world history, World War II never happened, and Hitler was nothing more than a minor annoyance. The real threat here is something hundreds of times worse than Hitler could ever have been: Joseph Stalin. The Soviet Empire is killing its way through Europe.
Towns are falling and countries collapsing before the overwhelming might of the Soviet forces. Does anyone stand a chance, or will the Red Menace engulf all of Europe?
The Soviet Union and the Alliance are at the center of the conflict. Units and buildings have not changed much since the time of the first part, however, some vehicles were renamed, for example, the Mammoth tank was called Apocalypse. The buildings were divided into production-scientific and defensive ones, and the units were divided into infantry and armored vehicles.
There have been many military battles within the city, where the ability to capture houses for strategic maneuvers is available.
The plot begins with the fact that Stalin dies and the Soviets put Alexander Romanov at the head of the country, who they want to use as a puppet.
However, he is eager to take revenge on the States.. The game offers 2 campaigns: Soviet and Allied. Each of the plots is represented by 12 missions. Quests boil down to the destruction of the enemy base, but some, such as the Red Revolution, Dark Night and the Fox and the Hound, offer non-standard game scenarios. In contrast, the Allies rely on fast, high-tech units that are more adaptable, yet weaker if left in a sustained fight with Soviet units of similar role.
And once again, Red Alert 2 gives the Soviet side a greater underwater navy, while the Allied fleet is predominantly surface-based with Destroyers, Cruisers and Aircraft Carriers going against the Russian Typhoon Subs and Giant Squids.
Trained animals play a larger role in this sequel than they did in the original Red Alert. The Allies now have attack dogs, as do the Russians, and against the Squids the forces of good rely on herds or pods if you want to be technical of clicking dolphins and their sonar attack. Even though the storyline and the level-by-level feed of new technologies are enough to keep you entertained throughout the two campaigns - and there is always the option of the skirmish game - there comes a time when the war will be over against the computer and the time will come to take on a human opponent.
We won't even pretend that we have played Red Alert 2 online yet, no servers are running anyway, but we did play over a LAN and, thanks to the diversity in units and the immediate familiarity of all of Westwood's games, playing against a real opponent was tremendous fun.
In multiplayer or skirmish games you not only have to pledge allegiance to the Allied or Soviet sides, you have to choose an army from a particular country, each of which have a particular special unit they can use: Germany has tank destroyers; Libya has demolition trucks; Cuba has terrorists; the US has paratroopers; and Britain has snipers.
Not a deal-clincher, as Steve Hill would say, but fun all the same. As was the case in CSC, Red Alert, Ttberian Sun and now this, multiplayer games are all about throwing forces onward to eat away at the opponent's defences.
As you do so you are constantly thinking about what concoction of forces to send in next and while you leave your units to get on with it, you're cooking up another batch to send in.
Westwood has never made strategy a priority in its games and here, too, the multiplayer game is about a slow pace of play that always ends up in spectacular fashion with entire bases wiped away by just one weapon.
This - what we might term the railgun factor' -makes each game a race to build the most devastating weapon available rather than a plod through attack, counterattack and stalemate. About as ground-breaking as Windows 98 is to Windows 95, Red Alert 2 is no less essential for it. The interface has certainly improved since Tlberian Sun and the missions, varied and interesting, are carried along by a storyline that doesn't take itself nearly as seriously as other CSC games - for every cheesy line of dialogue, there's a knowing smile behind.
Remarkably well-rounded, the phrase 'more than the sum of its parts' could easily have been written with Red Alert 2 in mind. Unspectacular graphics, an AI that is clearly artificial and with little in the way of true innovation, Red Alert 2 is, nevertheless, an excellent game, well-designed and carried through with wit and style.
In these times where realism is de rigueur, Red Alert 2 feels like a breath of fresh air. Just remember not to expect too much and you'll be as impressed as we were. In theory it's a good plan, but the greatest theorist of them all failed to realise the implications of his actions.
After developing a timetravelling device in post-war America, Albert Einstein returns to to wipe Hitler from the history books. Defeated by an uncharacteristic display of unity, Stalin is killed by European Allied forces and Premier Romanov takes over Soviet control.
Seemingly compliant and peaceful, he is of course quite mad and plotting his revenge against the Allies, he decides that America is ripe for invasion. Which is where you come in to save the day. It's an unfortunate fact of online gaming life that the more popular a game is the better it will be. For instance, amazing as Shogun: Total War is as a singleplayer experience, as an online game it loses something almost intangible, and thanks to a few bugs, inherent lag-ridden play and a bunch of good-for-nothing cheats, the game has lost much of its online audience as a result.
Not so Red Alert 2, which like its predecessor, is one of the biggest real-time strategy games played online and off. It's easy to see why: not only is CSC itself a tag as popular in gaming circles as Westlife is in pap music and infinitely more enduring , but the gameplay mechanics have changed little since Westwood single-handedly invented realtime strategy with Dune 2, back in It's a cinch to learn, runs on almost any PC and you don't have to fart about with IP addresses, obscure applications to the simpleton anyway like GameSpy or pay a monthly subscription.
You just dial-in, click and play. Everything is navigated through the flAPmenu system, you won't have problems finding people to play against, day or night and if you're new to the delights of online gaming, there is no better place to start.
If you've played Red Alert 2 s Skirmish game, you won't have much of a problem with its Multiplayer. In fact, the only difference is that your opponents will be more vocal and varied in skill and predictability. Online, however, there is a ranking system in place. And, in theory, finding a like-skilled player to mouse-duel should be simple thanks to the fact you can click on their name and see at a glance where in the world they are from and how high they sit in the RA2 rankings.
In practice, rankings aren't that helpful and sometimes don't even show up. As a guide, lose your first tournament game and you'd probably go straight in at 40, Play someone ranked around as I stupidly did he was tagged as 'unranked' when I chose to play him and you can expect a mauling.
Still, the RA2 community is a pretty friendly bunch, whether they win or lose, as long as the game is a good one there are plenty of virtual handshakes and cocktails by the pool afterwards. One game not available to the skirmisher is World Domination. You choose one of the contested territories, fight, and whether you win or lose, the overall map changes colour and, at the end of each day, a side is declared victorious.
No big shakes really, but it's bizarre why you can only play Domination in x resolution. So, little has changed then. Online Red Alert 2 is just as good as all the other Westwood games have been since time began. It's not as good looking as many other RTS games we could mention, neither is it particularly the most strategically challenging game around.
As long as you know each unit and every keyboard shortcut, you can pretty much rule the online roost. While you're there, however, Red Alert 2 is a lot of fun, easy to play and unendingly popular - and if you've already got the game, it would be a crime not to bring your modem to the party. It's not all 'destroy the base' so If you're stuck we've hopefully got the solution. Enjoy It while It lasts because it looks like it's the final 2D version to come from Westwood.
And then we'll only have the Army Men series to look forward to in that genre. Oh dear. Train about 15 conscripts and head to the north. Mend the bridge to the west of the second small base to get your hands on four tanks.
Go up and attack the Pentagon. Capture the Allied refineries to get some cash. Construct a shipyard, build six or seven Subs and take them down south to sink all the Destroyers and the Allied shipyard.
Build a lot of tanks and head down the left of the map. Destroy the construction yard the barrels nearby make it easier and they'll give up and shut down the base. Finish everything off and remember that the Chrono Miners count too. Capture the three derricks in front of your base. Fortify the building down the slope. Use about fourV3 Rocket Launchers to clear up any pillboxes on the way north.
Mop up infantry with Tesla Troopers and tanks. Destroy the pillboxes around the base with V3s again while using everything else to destroy enemy structures. You can use some engineers to repair the skyscrapers around the base to give you a fortified advantage if you want. Before you capture the battle lab, train ten Flak Troopers and place them nearby. Beef up your tank division then hold on tight until the timer runs down. There's two ways to do this, an easy way and a hard way.
Guess which one we went for? Build up two or three Subs to guard the shore and about four Flak Cannons to defend the air. Now the sneaky bit: send about five conscripts and Tesla Troopers to the east to take over and guard the lighthouse at the end of the map. When the invasion starts an Allied MCV should attempt to set itself up close by. Blow it up before it can build anything or else you're going to have a lengthy battle on your hands.
Your own base should be safe from attack if you've fortified the buildings nearby and left a few Tesla Troopers guarding it. Go to the left and capture the derrick to get some cash. Travel around, fortifying the buildings near any enemies to give you an advantage. Keep some engineers nearby to repair them if they get damaged. It's best to go in by the middle enhance to the north and take out the tanks in the park before moving in your Tesla Troopers to charge the Eiffel Tower.
Start up your base and quickly send some troops off to the left to stem any landings. Take some conscripts over to the house on the small island to gain a bonus. For another cash bonus, take an amphibious transport along the bottom left until you reach land and you'll find a crate.
Build up some minor defences, then concentrate on building Subs and a few Sea Scorpions. Deploy them near the housed island to take out the Koreans when the timer runs down. Keep the dreadnought reinforcements at a distance. Defend your shipyard from any remaining ships while stocking up on Subs. Head to the west and then up the small channel in the middle.
Use your Dreadnoughts to take out the Prism Towers. Then sub-rush the Allied fleets and the shipyards. And you don't even need to set foot in their base. You need to defend all four points of your base. Before you do, send a couple of Tesla Troopers to take out the propaganda van to the west, then send some engineers over to the far east derricks to get some extra cash. Build three miners to harvest the north field, guarded by a few tanks and Troopers.
Churn out some Flak Troopers and cannons around your battle lab. Hold out and build up a few heavy tanks, some Apocalypses and Terror Drones and position them next to the entrance two of each should do the job along with a whole bunch of Tesla Troopers. Build some Tesla Coils nearby and add others when you've got the money.
A few dogs should sort out any spies as well. The attacks keep getting stronger but as long as you keep an even mix at each point, you'll be able to hold them off. Defend your base from Paratroopers as you build. Send a few tanks, backed up by four V3 Launchers and Tesla Troopers over the bridge. When you've taken out their units, send a few engineers over to capture what's left. Build one plasma coil to the north-east. Keep a good supply of Terror Drones to help take out enemy infantry and mix with a few Apocalypse tanks.
Money can be tight here so send a few units to destroy the memorials and make some cash when there's a lull in the fighting.
To penetrate the White House base, the best thing to do is to amass your forces up at the north-west and assault the left wall. Enemy buildings can spring up pretty quickly, so take out the construction yard with Apocalypses first of all while using V3s on the war factory. Then just clear up the power plants to take the coils off line and destroy the barracks. Kill any remaining units and capture the White House. Kill the two guards in the base to the north with the IFV and mind control the engineers to take over the base.
Take over another IFV, build an engineer and put him in one to turn it into a repair vehicle. Take the two up to the northeast base and blow up the pillboxes and guards, using the repair IFV to fix any damage.
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