A beginner’s guide to: =============================================================================== /#####/##########) /################\ |#########| |#########| /#####/ \########) /##################\ |#########| |#########| /#####/ \#######) /####### #######\ |#####| |#####| /#####/____\########) /######## ########\ |#####| |#####| /#####/############) /######### #########\ |#####| |#####| /#####/\#####\ /##########################\ |#####| |#####| /#####/ \#####\ |##########################| |#####| |#####| /#####/ \#####\ |######__________##########| |#####| |#####| /#####/ \#####\ |######| |#########| __|#####|__ __|#####| /#####/ \##### |######| |#########||###########||########### Red Alert Two Written By: Graeme Kirkwood Immortal GJK (#1) Legal Stuff ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Copyright 2004 Graeme Kirkwood This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display without permission is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use this FAQ on your website you may e-mail me at Wallyk@btinternet.com. Include the URL of the site you would like to use it on and I will look it over and decide if I will allow it to be posted at that location. If I do give permission for this guide to be posted in a certain location that does NOT mean that I am giving permission for it to be posted in any location, just at the location specified. You may NOT use this guide in such a way as to gain profit by charging to see this FAQ, selling copies of this FAQ or any other way. Version History ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ July 31st, 2004. v 0.8 Started writing this FAQ including Legal Information. I have done just about all the questions I have but more to come soon (I hope). August 1st, 2004 v 0.9 Realised that my page was 89 characters per line, not 79. Doh! Finished FAQ but i'm looking to add more questions soon. August 2nd v0.99 (!) Almost done! I just need to add a few more things... (This version finally made it onto GameFAQs!) August 8th v1.01 Finsihed my FAQ (at last) as well as some minor updates ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (#2) Introduction ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before anyone gets the wrong idea, this guide is made to help beginners with their strategies etc and to answer some of the many questions which almost anyone, even beginners, know the answer to. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#3) Table Of Contents. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#1) Legal Stuff - Copyrights etc. (#2) Intro- Just above! (#3) Table of contents- here! (#4) Hints and tips- I lay down the Basics. (#4.1) Scouting (#4.2) Cash Flow (#4.3) Improving cash flow (#4.4) Power (#4.5) Reapirs (#4.6) Strengths and Weaknesses (#4.7) Weakspots (#4.8) Making Weakspots (#4.9) Defense (#5) FAQ - aka. "Beginners say the darndest things!" (#6) Common abbreviations - A list of some RA2 words and their abbreviatoins, Both in-game and on Boards etc. (#7) Mission Guides - How to compete the first three missions for both sides. (#8) Credits - All hail the people help this guide into being! ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#4) General Hints and Tips ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ This section covers the basics of tactics and gaming. These tips alone will probably be enough to see you through the early levels of the game and skirmish battles against easy enemies. Of course it is up to you to decide your own strategies and choose your own style of play but this section will lay down the basics for you. (#4.1)Scouting. ~~~~~~~~~~~~~~~~~~~~ At the start of every game there will always be a certain amount of 'shroud' which restricts your vision. It is usually a good idea to scout the area surrounding your base. This way you might discover the locations of useful things like ore / gems patches, tech-buildings, crates and more. Attack dogs make good scouts as they are fast, cheap, available early and have a good range of vision. The allied spy sat uplink automatically reveals the whole map when constructed. (#4.2) Cash Flow ~~~~~~~~~~~~~~~~~~~~ Money makes the world go round. So it stands to reason that cash is very important in RA2. You begin each mission/skirmish with a fair amout of cash in the kitty. The main way of collecting money is mining (i'll talk about the others later). To do this you need three things. 1) An Ore miner. 2) An Ore Refinery. 3) Ore / Gems. In many missions you will already have one of these constructed for you but assuming you are starting from scratch you will first need a Construction Yard. Once the CY is ready you must construct and place a Power Plant/Tesla Reactor. You can now build the Refinery. Once you have built and placed a refinery you will automatically receive an Ore miner. This vehicle will locate the closet patch of ore/gems and begin to harvest from it. As it harvests minerals they will dissapear. When the miner has a full cargo of minerals or you order it to return to the refinery it will drop off its load which is instantly converted to cash. Just as you need a steady supply of income, so does your opponent. If you can target their Miners you may be able to stop their cash-flow to stop them from producing units or structures. (#4.3) Improving your Cash Flow ~~~~~~~~~~~~~~~~~~~~ As well as basic mining there are other ways to gain cash. Once you have a refinery and War Factory you can construct additional miners to speed up ore gathering. Bear in mind that this will also deplete your Ore field faster. Ocasionally crates may appear on the battle field. They look like large wooden crates and any unit coming in contact with this crate will 'open' it. All crates are beneficial and as well as such things as promoting units automatically they may also give you a cash lump-sum. This can be very useful. Oil Derricks are a type of tech building which, once captured provide a steady cash flow, as well as $1000 when they are first captured. (#4.4)Power ~~~~~~~~~~~~~~~~~~~~ Power is neccesary to use structures like the radar and defenses. Power is provided by the Allied power generator ($800, 200 power), the soviet Tesla reactor ($600, 150 power) and the soviet nuclear reactor ($1000, 2000 power). If your opponent has strong base defenses see if you can shut off his power. This will shut down most defenses and will even halt the progress of Nukes, Weatherstorms, Chronoshifts and Iron Curtains. (#4.5) Repairs ~~~~~~~~~~~~~~~~~~~~ As buildings take damage they can be reapired by selecting the spanner icon on the side bar and then clicking on the structure to be reapaired. This process take time and will only stop if you select the spanner and click on the structure again or if the building reaches full health. A faster method is to send an Engineer into the building, repairing it to full health instantly and for free. Reapiring normaly costs money. Not all buildings can be reapired. (#4.6) Know your Strengths. Know your weaknesses ~~~~~~~~~~~~~~~~~~~~ Many units are effective particularly against other unit/structure types. It is always useful to know these strengths. Like wise many units are weak or useless against certain things. For example, the Iraqi desolator is VERY effective against infantry, less effective against tanks and useless against miners and structures. The German Tank Destroyer is very effective against tanks and other armoured vehicles but very weak against infantry and structures. (#4.7)Look for a weakspot ~~~~~~~~~~~~~~~~~~~~ Going 'through the front door' when attacking an enemy base is not usually the best idea. Always notice where defenses are positioned and try to find a way around. (#4.8) Failing that, make a weak spot. ~~~~~~~~~~~~~~~~~~~~ Allied harriers, soviet V3 launchers and many other units are effective 'skirmisher' units. Eight harriers can destroy an enemy War Factory. Twelve can take out a Constuction Yard. V3 launchers and Prism tanks can outrange most enemy defenses to destroy them from a safe distance. There are many ways to destroy an enemy base but they don't always need a huge attack force. Used properly a small group of units can do as much, or more, damage than a large force. Good targets are: Constuction Yard, War Factory, Barracks, Naval Base, Miners/refinery and Radar. Destroying any of these can leave an opponent near to crippled, especially Construction Yards. (#4.85)Rush Tactics ~~~~~~~~~~~~~~~~~~~~ A rush attack involves contructing a base, securing funds and training a well-balanced army as fast as possible and attacking your opponent before they can defend properly. This is only really practical in a skirmish game because in most Campaign missions the enemy already has a secure base. (#4.9) Defence ~~~~~~~~~~~~~~~~~~~~ In Campaign mode especially the enemy will usually use the same few paths / entrances to your base. Always try to keep these guarded at all times. Many civilian structures can be garrisoned by GI's or Conscripts. When a building is garrisoned its appearence will change, some windows will become boarded up, barbed wire will be placed and sandbags will appear. The units inside can fire out of the building at enemies and are very effective. You can abandon a building by 'deploying' it but your soldiers will automatically do so if the building's health enters critical. Different buildings can hold different amounts of men and the more there are the stronger the garrisoned building will be. Garrisoned buildings cannot be repaired in the normal way, only by engineers. From the Armoury Tab it is possible to build many defensive structures. The first are pillboxes/sentry guns. These are effective vs infantry but not so much against anything else. They can defeat a lone tank if they are constantly being repaired during the fight. They Require no power to run and cost $500. Next are Patriot missiles/Flak cannons. They cost $1000 and consume some power, which they cannot operate without. They are Anti-air weapons and also capable of shooting down missiles (but not nukes). Lastly are Prism towers/Tesla coils. They are strong against land and Naval based enemies. Tesla troopers can power up tesla coils, making them stronger and allowing them to function without power. Prism towers which are close together can power each other up, combining all their power into a single shot. These structures cost $1500 and use a substantial amount of power. In skirmish mode the French can also constuct the Grand Cannon which has huge range and power. It costs $2000 and lots of power. ~~~~~~~~~~~~~~~~~~~~~~~~~~ (#5)FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~~ I don't expect that there will be anyone who would ever ask all the questions listed here and most people will find some of the questions pretty ridiculous, but I have heard ALL of these questions asked at some point, believe me. The purpose of this FAQ is to answer a lot of questions which I have heard asked about this game time and time again, on Gamefaqs message boards and other places. These "noob" questions are often laughed at by more experienced players when they are asked and they are often the cause of a lot of aggrovation. People who ask them are often told to "Go read an FAQ!" or "Look at the other topics on this board!" but usually this means ages of sifting through FAQs and hundreds of posts on message boards to find the answer. That's why I am writing this guide to help out anyone who has the kind of question that isn't always answered in the manual and, while some may think the answer pretty obvious, can really bug you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FFFFFFFFF AAAA QQQ FFF AAAAAA QQ QQ FFFFFFF AAA AAA QQ Q QQ FFF AAA AAA QQ Q QQ FFF AAAAAAAA QQ QQ FFF AAA AAA QQQ Q S Frequently Asked Questions Here we go... ~~~~~~~~~~~~~~~~~~~~ Q: "I'm stuck on [mission]. Please help!" A: Read the Mission Guides section. If the mission you are stuck on is not covered then you will have to refer to another guide. ~~~~~~~~~~~~~~~~~~~~ Q: "Why can't I make my conscripts deploy all those sandbags and the gun like GI's do?" A: Because the very nature of the Conscript is that they are nothing more than drafted men, given a gun and basic training. GI's are better trained so they are able to deploy, but that makes them more expensive. Conscripts CANNOT deploy. ~~~~~~~~~~~~~~~~~~~~ Q: "Ok, so I know Tanks suck against infantry, and I know Tesla troops gun's are good against tanks but why is that no matter how hard I try, my tank jus wont run the Tesla trooper over?" A: Because thats the way they made the game OK? Tesla troopers are meant to be anti-tank so Westwood made Tesla troops immune to being run over. Live with it. Or try using attack dogs/Terror drones etc along with your tanks. ~~~~~~~~~~~~~~~~~~~~ Q: "I just started a skirmish but I can't build anything! All I have are these tanks and stuff... What can I do?" A:I've heard this so many times... The unit in the middle is your MCV (mobile contruction vehicle). Deploy it either by selecting it then clicking on it again or by selcting it then pressing the deploy button (the one the looks like four triagles around a dot). It then becomes the Construction Yard and allows you to begin building. ~~~~~~~~~~~~~~~~~~~~ Q: "I'm playing campaign mode and I really want to get [insert name of unit]. I have built everything I can but I still can't get them! What is wrong?" A: For some units you will have to wait until later in the game to get them. Even when you have all the buildings available you may still not get certain units/structures. Also, the Allies cannot train Soviet units and vice versa unless you capture the appropriate structure(s) from the other side. ~~~~~~~~~~~~~~~~~~~~ Q: "My power keeps on shutting down! That woman says something and then all my power goes offline and I get a little countdown. What is happening and how do I stop it?" A: The message is probably "Building infiltrated" which means that an allied spy has infiltrated your base entered a power generator/tesla reactor/nuclear reactor. Spies can disguise themselves as your other units and your own units wont attack them. The only way to stop this is to place attack dogs around your base. Attack dogs detect spies and attack them automatically. Alterntively, if you see a unit which appears to be yours but you are unable to control it then it is probably a spy. Hold control (ctrl) while you have an attacking unit/structure selected the clock on the spy to order your unit to force fire on him. ~~~~~~~~~~~~~~~~~~~~ Q: "What is all that black stuff on my screen? Do I have a virus?" A: It sounds wierd I know but trust me, this has been asked before by several people. The black stuff is the shroud. It is all the area that you have not explored on this map. When a unit moves close enough to it the area around him will be revealed. The area is its vision range. When you leave the area again you will still be able to see there. ~~~~~~~~~~~~~~~~~~~~ Q: "My shroud just suddenly reappeared, I can only see the area around my units/ structures!" A: That means a Spy has just infiltrated your Radar/Airforce Command HQ. Stay calm and explore the area again quickly. If your enemy has done this they may well be planning a suprise attack! ~~~~~~~~~~~~~~~~~~~~ Q: "Some of my units have upside down v's next to them. What does that mean?" A: Those are rank stripes. In real military terms the ranks are: one stripe = lance corporal three stripes = sergeant In game they are called: one stripe: veteran three stripes: elite Veterans and elites are both stronger, faster etc than normal, but elite units can also self-heal (restore health automatically). Your units can become first veteran and then elite by killing/destroying enemy units/structures. ~~~~~~~~~~~~~~~~~~~~ Q: "What are Tech-Buildings?" A: Tech-Buildings are neutral buildings present on some maps. They can be identified by the spanner logo on a yellow flag which always flies from them. The tech buildings are: Airport Hospital Outpost Oil Derrick They must me captured with an Engineer. They cannot be constructed. ~~~~~~~~~~~~~~~~~~~~ Q: "So what do they do?" A: Airports provide, every four game minutes (240 game seconds), the option to drop infantry paratroopers anywhere on the map. For the soviets these will be conscripts. For the Allies they will be GI's. America automatically recieve paratroopers as their superweapon. Hospitals are like a sort of repair bay for infantry. Send a wounded infantry unit into the hospital and they will emerge in a while with full health. Outposts are basically a repair bay armed with missiles, so they can defend themselves from enemies. Oil derricks provide a steady flow of cash once captured (about $200 per game minute i think) plus a $1000 lump sum when you first capture them. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#6) Common Abbreviations. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Something many people struggle with when new to a game and/or a board is abbreviations. When a long, commonly used, word is abbreviated, usually to its initials (e.g. Construcion Yard becomes CY) or a shortened version of its name (e.g. Apocalypse Tank becomes Apoc). The following is a list of some abreiviations commonly used when discussing Red Alert 2. Apocalypse Tank: Because of the length of its name it is frequently shortened to Apoc. Conscript: Mostly called Conscripts a few people call them cons or 'scripts. Construction Yard: Often shortened to CY or Con Yard. Demolition Truck: These Libyan special weapons are basically a nuke on wheels. They are usually refered to as Demo Trucks. GI: This is the name used in-game but it is an abbreviation of General Issue. Kirov Airship: These soviet units are almost always just called Kirovs. MCV: This is the name used in-game but it is an abbreviation of Mobile Construction Vehicle. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#7) Mission Guides ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ The first missions of both allied and soviet campaigns are pretty easy, especially when compared to the later missions, however they are great ways to build up your skills and learn the ropes. This section of the guide will guide you, step by step, through the first two missions of both campaigns. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Allied Campaign. Mission 1. Operation: Lone Guardian. Destroy Soviet Dreadnought Fleet Establish Contact with Fort Bradley Keep Tanya Alive At the beginning of this mission the statue of liberty is under attack by Soviet Dreadnoughts. Tanya decides to destroy them herself. As soon as you begin the mission, Tanya enters the water of the Harbor. Order her to swim over to the Dreadnoughts and plant C-4 on them. This will sink them automatically. Once all of the dreadnoughts have been destroyed a V3 launcher will destroy the statue from behind and after a short message from Premier Romanov you can take control of both Tanya and the GIs surrounding the statue. Move all your forces over the bridge to the west. Once you reach the other side of the river you will encounter more soviet conscripts. Kill them and collect the two GIs they were fighting. Follo the road you are on North-East until you reach Mc BurgerKong, the building with a gorrila on top. More paratroopers will arrive so select all of your GIs and order them to enter Mc BurgerKong and Garrison it. Once the enemy troops are all dead, double click on the garrisoned building to release your GIs again and head south-east, still following the road. This will take you to Fort Bradley, an Allied base. It already has most of the structures you will need, except for a Barracks Lt. Eva will now contact you to tell you to destroy the enemy supply base to the south. Construct a Barracks, train an Engineer. One this unit is ready you will receive a description of his capabilities. Now order him into the small huts next to the damaged bridge which leads to the south. The cursor will turn into a spanner icon. Once the engineer has fixed the bridge select Tanya and order her to cross the bridge. Ignore the V3 launchers and head to the West side of the enemy base. DO NOT go near the Sentry Guns at the front of the base. Use Tanya to C-4 enemy Structures and shoot infantry but don't waste your time attacking the V3 launchers as Tanya's guns are weak against Vehicles. You can shoot the barrels which are scattered around the base but don't stand to close as they explode when shot! When all buildings except the Sentry Guns are destroyed order your GI's across the bridge and destroy the guns. To make themselves stronger the GIs can 'deploy' large guns and sandbags. Once they are in range of the Guns deploy all of the GIs at once by pressing D on the Keyboard or the Deploy button at the bottom of the screen. When the Guns are destroyed the Mission ends in victory! ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Allied Campaign. Mission 2. Operation: Eagle Dawn Re-capture airforce academy chapel Destroy all Soviet forces Keep Tanya alive At the beginning of this mission you will have Tanya, three Engineers and two GIs. Almost straight away some Conscripts will march up the road so send Tanya to the east of your tiny camp to destroy them before they harm your Engineers. Follow the road north-west until a squad of Rocketeer units arrives. Now order Tanya to swim across the small river which is near the enemy base. This way Tanya will avoid the Sentry Guns. Enter the base and destroy the two Flak Cannons but DO NOT destroy any of the other buildings as you will need these later. With the flak cannons gone your rocketeers can swoop down on the base and destroy the Sentry Guns. Once all the guns are gone order your troops into the base. A squad of engineers will parachute in. Use them to capture all of the buildings in the area, including the Chapel. Don't let your troops destroy the harrier jets or the harvester, they become yours once the buildings are captured. Order your Rocketeers to explore to the south-east of your base and you will soon find the enemy base. The front is heavily guarded but you can explore around the base. Towards the rear of the base is an undefended area containing some power generators. Destroy these with rocketeers then head deeper into the base and destroy the other power generators. Now that the power is down the enemies Flak cannons will be offline. Destroy them and a huge army of GI paratroops will be flown in. Use them to eliminate the remainder of the base. Now you must search the map and destroy all enemy units. Once you do so then victory is yours. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Soviet Campaign. Mission one. Operation: Red Dawn. When the mission starts you will see soviet paratroops dropping on Washington D.C. They change the flag over the iwo jima victory monument to a Soviet flag and then they head south to the new Construction Yard which has just deployed. Now that you have a base you gain control of the units. Start constructing a Tesla reactor. Once it is done place it and start constructing a refinery. As this refinery is building send your men north-east along the road. This will take them to a small group of allied GIs. Garrison your men inside a nearby building to protect them and kill the enemy troops. After this wait until the refinery is finished (if it already is then you can place it before now) and then place it and build a Barracks. Once this Barracks is done, build an Engineer. Keep him safe for now. March your men along the road and into the small allied base. Destroy the GIs inside but do not harm the structures. You will receive reinforcements. Now you may destroy the two Pariot missile launchers with your Conscripts. When one of your units destroys one of them it will become Elite. This is displayed by the three stipes next to him. Remove him from the squad temporarily and destroy the other Patriot launcher. You will now have at least two elite Conscripts. If you had left the conscript who destroyed the first launcher in your team then he may have destroyed the other as well and since he cannot reach a higher promotion than elite then it would have been wasted. Now that the base is secure you can send in an Engineer to capture the allied barracks. This will give you acess to GIs, as well as a base. Double click on the barracks to change it to Primary. Anything built from the infantry list will now come out of this Barracks intead of the other. Train enough Engineers to capture the rest of the base and then do so. To the North-west is another bridge. Train an Engineer and order him into the small hut by the bridge to repair it. Now you can march the rest of your army across the bridge to the enemy base on the other side. As you approach the base you will be notice that it is defended by pillboxes. These defenses will kill off your infantry so garrison the nearby buildings quickly to make short work of them. As you enter the base you will receive more reinforcements. Again destroy all enemy units but do not harm the buildings (but destroy defensive buildings like Patriots). When the new reinforcements arrive order the engineers to capture the CY, barracks and Airport. This will give you even more reinforcements. Use these new engineers and some others built from the new barracks (don't forget to set it as Primary) to capture the remainder of the base and one to reapir the bridge leading north-west. Cross this bridge to receive some tank reinforcements. You will also see a truck. Destroy it to receive a powerup crate. Every time you see these trucks, destroy them (there is also one near to your first base). Now take your whole army and march north-east towards the pentagon. When you reach the entrance to the area in which the pentagon is you will again have to take out two pill boxes. Garrison the nearby buildings until the pillboxes are destroyed. Now- attack! The pentagon must be utterly destroyed. You will receive some tank reinforcements fom the north. Just focus all of your firepower on the Pentgon, one section at a time. ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Soviet Campaign. Mission two. Operation: Hostile shore Force a landing Destroy all enemy forces The Mission begins with General Vladimir's command ship destroying some GIs and a Pillbox along the coast, then your forces land. Quickly destroy the defenses with your troops. When all of the defenses have been cleared out you will receive an MCV. Deploy it into a Con Yard and begin building a Tesla Reactor. You can destroy the Allied structures or wait until you have a Barracks and train Engineers to capture them. You will come under attack a little but you should be OK. Make sure you build a Refinery and Barracks. Now you will gain acess to the Naval yard. This structure must be built in water and it builds your ships. Once you have it built, build a Typhoon attack sub. Now General Vladimir will contact you, telling you to attack the allies. Well.... Don't! Vladimir will attack and then run away (coward). Now you will receive a large number of Typhoon attack subs. Use them to destroy the allied fleet. If any of your subs are damaged you can send them back to the Naval Yard. Order them to enter it and they will be repaired. Once the allied fleet is destroyed, explore along the coast line until you find an Inlet down south. This is where the allies have their Naval Yard, along with a few destroyers. Sink them all and destroy the Naval Yard. Now you must destroy the rest of the allied forces. Take a squad containing at least 20 conscripts and 8 tanks and head south (you may need more dependening on difficulty). You will encounter a lot of allied tanks and GIs but you should be OK if you fire on the enemy units with all of your men at once, concentrating on one before moving on to the others. Once all allied units are destroyed, you win. (Also note that there are mny crates lying around, many hidden behind buildings, as well as two oil derricks in the north) ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ (#8) Credits ~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~ Thanks go out to: Me, Immortal GJK, for writing this FAQ. Westwood: For making the game. My girlfriend for being, well, my girlfriend. thegrimre4per for being my mate and giving me the drive to write this. GameFAQS for being the best game guide site around. JHeyes / PyroFalkon for their Time Study FAQ where I got the info on how long it takes for paratroops be ready. Beginners everywhere, for asking the questions. We were all beginners once. If you wish to add anything to my FAQ like a good tip or a correction or would like to see a certain question on this FAQ then email me at Wallyk@btinternet.com. I will be sure to credit you. As a side note I doubt that just about anyone will use this guide much, if at all but if anyone does, Thanks. Currently this FAQ is to appear ONLY on: http://www.gamefaqs.com http://www.neoseeker.com if you see it elsewhere the email me at Wallyk@btinternet.com The most recent version will always be found on http://www.gamefaqs.com