Red Alert: Aftermath Cheats

Red Alert: Aftermath FAQs

  • FAQ

    Submitted by Brian Gomberg

Red Alert: Aftermath Hints

  • PC | Submitted by GamesRadar

    Monster Tank Madness

    vCapture the power plant and the sub pen. Remember that you must damage them both into the red before you can take them over. Steal credits from the silo and use the money to make a water transport. Land everyone on the shore to the north.

    Repair the power plants and start gathering ore from the field just to your south. Send a spy to the east. Avoid the bridge, and follow the lay of the land until you find the brick wall. Get him into the radar dome to turn the super tanks against their creators. What a great diversion!

    Now you can rescue the scientist. Send an empty APC to the village in the south. Load the scientist into the APC and scoot back to base. Once back, get him out of the APC and into the chopper.


  • PC | Submitted by GamesRadar

    Time Flies

    The first half of the mission is very straightforward. Destroy the radar domes as you hop from one island to the next. There are no real obstacles. The chronotank's missiles are very effective against the flame turrets that are scattered about. If you see what looks like trouble, you can leapfrog over it. Bringing down the SAM coverage isn't the end of it. Your reinforcements won't come until Tanya blows up the power plants for the remaining Tesla coil. Once you get the MCV, deploy it at the base of the northern plateau.

    Everything ever said about cutting off the enemy's ore supply goes double here. The heat comes quickly since they have four ore trucks gathering ore from the southern field. To kill them and their escorts, storm the ore field with six or seven medium tanks as a coordinated group.

    Without the revenue from ore, the Soviets can not produce any new units. The Tesla coils still pose a problem, though. Send a spy into the northeastern base and locate the coils. After destroying the coils with helicopters, send in a group of tanks to knock out the first missile silo.

    Send the same spy into the southern base. This time, locate the power plants. Chronoshift a few chronotanks and destroy the power plants. Without juice, the remaining Tesla coils are powerless to stop your main advance.


  • PC | Submitted by GamesRadar

    Negotiations

    Blow up the SAM sites to the east so that your helicopter reinforcements can destroy the flame turret blocking your way. Once past the barricade, kill the soldiers attacking the farmhouse. A friendly little fellow will pop out and lead you to the hostages.

    The hostages, when freed, will follow Tanya's every move. Get her back to the church in the bottom-right corner of the map. You may have one hairy moment when a tank blocks your path across the river, but you can duck into the forest to evade it. There's also a crate there, next to the tree.

    Tanya will signal for reinforcements when you return her to the landing zone. Winning the mission is a matter of killing the remaining tanks and infantry. The mechanic can keep your tanks in tiptop condition.


  • PC | Submitted by GamesRadar

    Absolute M.A.D.ness

    At regular intervals, invisible M.A.D tanks will wreck havoc on your units and buildings. The only way to stop them is to destroy the M.A.D facility located on a remote island. To do this, sneak spies into three technology centers.

    Start off by repairing the damaged buildings. To the south, past some forest, large patches of gems await to be gathered by your ore truck. Use the money to construct power plants, pillbox defenses, and to repair your base. Once you use up the gems, start gathering ore from the huge field of gold to the right of your base.

    Send your first spy south. Ignore all the intimidating defensive structures and head straight into the technology center. With the dogs on full alert, it will be impossible to infiltrate the remaining centers undetected. You can build an APC, though, and stick the spy inside. Send the first APC to the east. Don't bother to shoot anything, but if you can run over some dogs, so much the better. Just find the tech center and get the spy inside. Do the same thing for the tech center in the southeast.

    When the flares pop up on the island, use your chronotanks' inherent abilities. Materialize on top of soldiers for an automatic squish. Run over the remaining soldiers, then destroy the facility and the construction yard. So much for the M.A.D tanks. The iron curtain is located in the southeast, right by the technology center. Churn out a horde of medium tanks and bulldoze the remaining buildings.


  • PC | Submitted by GamesRadar

    In the Nick of Time

    Mass your tanks into a single group. Proceed along the path, destroying enemy tanks with concentrated firepower and squashing the enemy infantry as you move along. Throw the full force of your armor against the Tesla coil and destroy it before it can kill more than one or two of your units.

    The reinforcements you receive should make up for any casualties. The demolition truck is too much of a wildcard to have tag alongside your troops. Get rid of it as quickly as you can. Rescue the prisoners in the village to get a medic and mechanic. If you can repair your chronotanks before the attack choppers destroy them completely, you'll have a strong anti-air presence for the duration of the mission.

    When you send your spy north, some reinforcements will fall out of the sky. Unfortunately, they happen to be in range of a nearby Tesla coil. You can kill the coil by shooting some nearby barrels.

    Capture the barracks and the power plant that are in the northeast corner of the map. Build an engineer and some more ground troops. There's a minefield just to the left of where you are now, but you can force-fire on the ground to clear them all up.

    Rush the west base with your tank hordes. Your target priorities are the ore refineries, the barracks, and the weapons factory. Slip an engineer into the HQ building to free the prisoners. Once free, get them back across the bridge and to the signal flare. As long as you never stop running, you'll have a hassle-free journey to the pickup point.


  • PC | Submitted by GamesRadar

    Caught in the Act

    The object of this mission is to hop Tanya from one island to the other, freeing prisoners as you go along. If you shoot them personally, Tanya can kill legions of enemy soldiers. But if you look away for even a second, you'll be scraping her ponytail off the ground. Weighing the choice between saving prisoners and killing soldiers is what this mission is all about.

    Your first stop is the island to the north. After you kill the soldiers, load Tanya and the prisoners into the water transport. All but one - leave that soldier up by the crate. The crate will heal all your units back to full health, but you should save it for a rainy day.

    When Tanya hits the second island, your friends will send a transport chopper to make your island-hopping easier. No sooner does it land, however, then a pack of MiG fighters try to blow it up. The very instant the chopper touches down, select it and move it away. The fighters' rockets will impact harmlessly on the surface. There's a healing crate on this island also. Again, leave someone who can pick it up in an emergency.

    The enemy attack helicopters are big, noisy nuisances. The moment your reinforcements touch down, the enemy choppers cut them to pieces. The solution is to load the rocket infantry into the transport helicopter, then shove Tanya in after them. Tanya kills the soldiers, and the rocket infantry kill the enemy attack choppers.

    Don't let any of your rocket infantry die! You need every one of them for later. As they stand before the gates of death, pick up one of the heal crates you left behind. Viola! What a miraculous recovery! Enemy subs dot the waters, and your gunboats will take a beating unless you kill the subs with the "shoot while moving" technique.

    When you arrive at the northeast island, send your spy along with Tanya. Breach a hole in the wall with your rocket infantry and send Tanya and the spy through to the radar dome. Infiltrate the dome with your spy to muck things up for the bad guys.

    The northwest island seems impenetrable, but it isn't. When your tanks arrive, run over the enemy soldiers, but don't venture too far to the north or west. Otherwise, the Tesla coils will rip them apart. Your destroyers have an advantage of range, though, so you can safely shoot at the Tesla coils from the water. All you have to do to finish the mission is land the rest of your troops on the shore and destroy the tech center.


  • PC | Submitted by GamesRadar

    Deus ex Machina

    The only anti-aircraft units you have are your mammoth tanks. They'll give you a little relief from the marauding helicopters. Maneuver your tanks to the north, and then head east. Using concentrated firepower, destroy the tanks and artillery pieces. Safely destroy the demolition truck by using a mammoth tank to blow it up at a distance. If all goes well, you'll only catch the very edge of the blast.

    Your first assault will be on the northwestern island. Bombard its coastline with two or three missile subs. Nothing can withstand concentrated missile sub fire. Land five of your heavy tanks on the island's east shore. When you spot a turret firing on you, destroy it with your missile subs. In total, there are seven turrets lined up at the top of that cliff. Blow up the radar dome on the island.

    Send a spy plane to the very northeastern part of the map. Try to uncover the weapons factory. When you do, you're likely to spot a demolition truck close by. Drop a bunch of paratroopers on it. The explosion will take out the weapons factory, and cut the supply of tanks.

    Bombard the northern island and land another five tanks. Destroy the radar dome. Underneath the toy factories, you'll find crates worth 12,000 in cash. Don't pass them up!

    All you need to do now is create a dozen heavy tanks and storm the base in the northeast. Destroy the radar dome there, then swing south and around to the left. When you blow up the last radar dome, you'll be told that Volkov is in the fake weapons factory. Send in an engineer to release Volkov. Volkov will destroy many of your tanks, but you will eventually wear him down and kill him. If it is taking too long, feel free to use some of your air power.


  • PC | Submitted by GamesRadar

    Brothers in Arms

    Getting your spy into the base is the easy part. The hard part is getting out! After you eavesdrop on the conversations in the courtyard and inside the HQ building, you'll have to sprint like a chicken to stand a chance of surviving. As you dash past the barrels, the most inept of the two brothers will shoot at you and miss, blowing the tin cans sky high. If you're lucky, the dogs chasing you will get barbecued. If you're not lucky, you'll have to restart. You did save, didn't you?

    Make your way back to the landing zone to get some reinforcements. Deploy the MCV somewhere in the northwest, but keep your buildings away from the shore. Construct a couple of SAM sites for protection. The enemy will try to sneak Tanya in from the peninsula in the west. You can simply block this portion off with concrete wall.

    There's an ore field in the south with some gems, but to win the mission, you have to wrestle for control of the northern ore field. Place your tanks inside the ore field and destroy all the enemy trucks that come your way. Meanwhile, plop a weapons factory down to build some reinforcements.

    Once you are king of the ore field, explore the eastern part of the map. There are money crates under the tech center. Be sure to pick them up. Destroy the enemy sub pen too. Plop down a sub pen inside the water - stretch your way to the coast with ore silos if need be. You'll need about four submarines to kill the destroyers that attack from the north. Your tanks might be able to assist from the shore. Send them round the southwest corner to the water by your original landing zone. Ambush the cruiser here.

    Eventually, the two brothers get pissed off enough to come after you. One has a mortar, the other an elephant gun. They're pretty tough, but your tanks and V2 launchers should be more than enough to handle them. To finish the mission after you kill them, destroy whatever is left.


  • PC | Submitted by GamesRadar

    Situation Critical

    This one is simple. Destroy the two power plants near your missile subs to disable the Tesla coils. Volkov and the scientist will arrive presently. You've got to get them to the bio-lab in the middle of the island. Using Volkov's demolition kit, destroy the two power plants you pass on your way to the northern entrance. Important note: Don't waste any of the Tesla coils!

    Once the scientist is inside the bio-lab, work your way around the perimeter, destroying the SAM sites as you go around. When you destroy the last SAM site, nuclear bombs will fall from the sky. You'll still lose the mission if you get caught in the blasts.


  • PC | Submitted by GamesRadar

    Shock Therapy

    At the start of the mission, send your shock troopers to the west and south. You'll fight your first electric battle here as you toast the village. Remember that shock troopers can't shoot and walk at the same time. You'll find that they fight best when you let the enemy walk into the Tesla range on their own accord.

    Walk east. There is a crate under a solitary farmhouse. Follow the river and go over the crossing. Destroying the pillboxes will cost you the lives of some of your men, but that's what they are for. As you approach the base to the south, you'll get some Tesla tank and missile sub reinforcements. Shell the buildings with your submarines. Vacate the area before the destroyers appear. We'll take care of them later.

    You can shell the village in the northeast with your missile subs if you're too lazy to move your tanks all the way there. You will receive a V2 launcher and a demolition truck. Send the V2 launcher south to the shore where the destroyers are lurking. Edge the launcher towards the sea one square at a time until it locks on target and fires.

    Move the remainder of your forces to the northwest. If you've destroyed all civilian and military units and buildings, this will be your last engagement. If the mission doesn't end, take a close look at the map to see what you've missed.


  • PC | Submitted by GamesRadar

    Grunyev Revolution

    The civilian with a nuclear bomb strapped to his chest will come as a surprise to some of you. Such wackiness is mere par for the course. The civilians in this mission are armed with everything from rocket launchers to Molotov cocktails.

    Get your surviving mammoth tanks to the northeast for some reinforcements, and deploy your construction yard to the north of your location. Large deposits of gems surround the pond just past a clump of trees to the west. When the gems on the right side of the pool run out, swing around to the left side to get to the other half.

    Guard dogs and anti-personnel mines are your best weapons. The pass south of the pond is an ideal place for your AP minefield. You can put the dogs just about anywhere. As long as they are set on "guard", they'll protect you from civilians and paratroopers alike.

    You'll still get the occasional tank wandering into your base, but they shouldn't pose any threat. You want to sit tight until you've advanced enough to deploy a missile sub. Send the sub north and to the west. Take out as many power stations and turrets as you can, then sit tight until the villagers send their women and children after you.

    Stalin's elite guard should show up after you kill the wave of civilians. This is both a blessing and a curse. Though the elite mammoth tank battalion starts out attacking the civilian encampments, they soon begin marching on you in their search for warm blood. When they get close enough to your base to pose a real threat, destroy them. The mission ends when the last elite guard unit is destroyed.


  • PC | Submitted by GamesRadar

    Test Drive

    Your phase tank has a few interesting qualities. Yes, it's invisible, but infantry units and pillboxes will see it if you get close to them. Furthermore, it has to decloak to fire its missiles. The missiles do a lot of damage to vehicles and buildings, but are useless against infantry. They have enough range to destroy pillboxes and turrets from a safe distance.

    Volkov will actually fit inside the phase tank. When you come across infantry, you can unload the phase tank and Volkov will pop out with guns blazing. When no one is left around to see, load Volkov back into the tank and continue on your way.

    Your first target is the technology center in the northwest. Run past the blockade, ignoring the vehicles that fire on you. Unload Volkov in the middle of the base and use his demolition kit to destroy the barracks and the tech center. To get some reinforcements, destroy the AA guns with the phase tank.

    Your next target is the radar dome in the southeast. Enter the base from its west gate, and run over any infantry that gets in your way. Blow up the barracks and radar dome with the demolition kits, and destroy the AA guns with the phase tank.

    Keep Volkov close to the phase tank and organize the shock troops into a tight group. They're going to have to fend for themselves for a while. Your task now is to destroy the gunboats and destroyers using a wolfpack of submarines. Form a rank just in front or behind the ships you want to sink and fire all your torpedoes simultaneously. Move on to the next ship and repeat.

    Once you get your reinforcements, join up with Volkov in the southeast base. Escort the phase tank to the river crossing to the north, and destroy the pillboxes and turrets. There's a sweet spot in the middle of the crossing where the phase tank can shoot at all four targets while remaining just out of their firing range. To complete your mission, destroy all remaining traces of the Allied presence.


  • PC | Submitted by GamesRadar

    Let's Make a Steal

    Chitzkoi the Super Dog can leap from one victim to the next without needing to return to his original position. Volkov, on the other hand, sports a silenced hand cannon. Heaven knows how you'd go about silencing a hand cannon, but apparently it can be done. The goal of this mission is to make your way through the rooms in search of the secret weapon. You need to manipulate a number of wall-mounted control panels to safely navigate the corridors.

    Follow the southern corridor to the east. Stand on the computer panel to activate it. When you hear an explosion, you'll know that you've activated the panel. Continue on to the large room and turn north into the next. Head east until you reach a small, square room.

    Go south until you spot another wall-mounted control panel on the left. Activate it, and go back up the way you came. From the square room, follow the eastern passageway. It leads south to yet another room with yet another control panel. Activate it and continue south.

    Infiltrating the technology center is only the first part of your mission. Go back to the small, square room and go south once again. Take the western corridor at the T-junction. It leads into a room full of immobile tanks. Follow the southern corridor. It will wind east, then north, then east, and lead you to a room with a huge reactor. Activate the control panel in the southern part of the reactor room.

    Go back the way you came, but this time turn south at the T-junction. After a little way, the corridor will hit an east-west passageway. Trip the control panel to the east. It's the one above the room with the empty boxes and heal-all powerup crate. Walk west past the power plant and weapons factory. Trip the control panel in the west wall before infiltrating the weapons factory.

    Now that you have the tank, you need to make your exit. Go back towards the reactor room, but carry on past it. Take the first corridor to the east and follow it to the very end. Ignore the tanks shooting at you and just get out in one piece.


  • PC | Submitted by GamesRadar

    Don't Drink the Water

    Leading with your grenadiers, keep to the road until it ends. Move the truck to the waterfall to start a chain of gruesome deaths. Once in the enemy compound, capture the chronosphere. Remember that to capture buildings, you need to soften them up beforehand by damaging them into the red.

    The chronosphere needs power to charge, so capture and repair one of the power plants. Capture the barracks as well, but leave the ore silos alone for now. You can capture them later once you establish your base on the big island.

    Use the chronosphere to get the MCV over the water. Move north, and deploy your construction yard just south of the creek. There's a large gem deposit in the northwest corner of the map, and you should gather that up as soon as you can.

    Your northern base will come under constant attack from infantry and vehicles. Once you build a Tesla coil at the east edge of your base and surround it with a concrete wall, defending your base becomes much easier. Deploy Tesla coils in your chronosphere base also. Put one by your power plants, and place another north of the chronosphere itself. These are to protect your base from the enemy destroyers and cruisers. Get rid of the cruisers forever by building a sub pen to the north of your chronosphere. Destroy both the naval yard and any ships in the harbor.

    Now, plop a war factory next to your chronosphere and build ten heavy tanks. Put these tanks into transports and sail up the river to the eastern edge. Come ashore just past the ruins of the bridge. This is the enemy's backdoor. Ignore the base defenses and drive through to the middle of the enemy camp. Destroy the power plants, the ore refineries, and helicopter pads.

    After you've destroyed the pillboxes and other engineer-eating units, capture the tech center. Then, to complete your mission, destroy any remaining enemy units.


  • PC | Submitted by GamesRadar

    Soviet Campaign

    Testing Ground

    Capture the power plant and the sub pen. Remember that you must damage them both into the red before you can take them over. Steal credits from the silo and use the money to make a water transport. Land everyone on the shore to the north.

    Repair the po


  • PC | Submitted by GamesRadar

    Pawn

    Since the Soviets receive an unlimited supply of tanks and aircraft without having to refine any ore, this mission will take a while. That's not to say that you shouldn't go after the enemy ore trucks; just don't be surprised to see MiGs and Tesla tanks materialize out of nothing.

    There's a fair bit of micro-management to do. Move some of the artillery to cover the spots that don't have any anti-infantry defense, and move some of the rocket infantry away from the very edge of the base. When you come under attack, the idea is to kill the infantry using pillboxes and artillery, and to destroy the vehicles using turrets and tanks. The rocket infantry are there to shoot down aircraft. After the initial onslaught, repair your damaged buildings. If you need to repair a vehicle, don't use the repair bay, but train a mechanic instead. It's more cost-effective. Mine the narrow pathways to the north, the west, and the east. There's a bridge in the eastern area that you should blow up. It will force the enemy units to come through the narrow eastern gap. You'll have to make several minelayer trips, but a thickly seeded minefield will do a lot of the dirty work for you.

    There's a crate full of money under the oil field outside your east gate. If you can wait until the enemy paratroopers arrive before lighting them up, you'll take a fair number out in the process. Other than that, sit tight until reinforcements arrive.

    Once you get the MCV, sell your fake structures and replace them with the genuine articles. Construct a refinery and an advanced power plant where the fake weapons factories used to be. Splatter camouflaged pillboxes inside and outside your base and stick a couple of AA guns out over your north wall.

    You can get a couple of destroyers just by exploring the terrain to the northeast. Move them to the west shoreline so that they can support your tank attacks and protect you from aircraft. If you want another crate, look under the supply truck near the church in the northwest. This is a great spot for setting up an ore truck ambush. Five tanks of any size will be more than enough for the task.

    As you move around the ore field, some tanks and a mechanic will land in the very upper-left corner of the map. Your purpose here is to ambush the second Soviet ore truck and destroy the airfields. It's not critical that you destroy them all, but every little bit helps.

    The only way into the Soviet compound is to throw tanks at the Soviet defenses. Send five or six medium tanks at a time against one of the Tesla coils, and fall back when you destroy it. Repeat as necessary. By setting up a staging area by the destroyers, you can make your job easier. Stage some mechanics and medics here to quickly repair your damaged tanks. Keep chipping away at the Soviet turrets and towers, and you'll eventually destroy the whole base.


  • PC | Submitted by GamesRadar

    Production Disruption

    Separate the doctor from the soldiers. He's easily the most valuable asset on the field and you can't afford to let him get injured. You can still heal your injured soldiers in the middle of a firefight, but do it from a safe distance.

    Destroying the two power plants will net you a couple of demolition trucks and a handful of engineers. Detonate the demolition trucks against the flame turrets to open the way for your engineers. Get them into the radar dome to capture it.

    Your reward is a gift of three chronotanks. Move these tanks to the northeast until you reach the northernmost tip of the island. The sub pen is over to your left, but you'll never destroy it from this side of the wall. Chronoshift the tanks over to the little island by the sub pen and fire away!


  • PC | Submitted by GamesRadar

    Allied Campaign

    Harbor Reclamation

    Things get hot pretty quickly. Kill the spy before he can report; plop down a barracks building and train three riflemen. By scattering a few pillboxes around your base, you can more or less forget about having to defend your base. The pillboxes do the job automatically.

    The key to completing this mission is to prevent the Soviet forces from earning any money. When they earn money, they turn it into tanks and bombs, and that's not really in your best interest. So send a group of medium tanks into the heart of the northern ore field. Sit here and blast the Soviet ore trucks into oblivion.

    Follow your tanks around with a pair of mechanics and attack the base on the left side of the ore. As long as you keep the mechanics behind the tanks, you'll be invincible. It's just like having an iron curtain.

    Next, send in some engineers to capture the weapons factory and other buildings. Sprinkle pillboxes around this base just like you did in your first. Some V2 launchers would come in handy to take out some of those Tesla coil emplacements in the base that remains to the east. Mop up at your leisure. There won't be any more surprises.