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The following is a transcript of a game manual. The manual(s) can be directly accessed here:
  • Do NOT change this article or section. It needs to be an accurate copy of the original source.
  • It acts as a source for other articles here on the Command & Conquer Wiki, providing accurate information through citations.

The following article serves as a partial transcript of the Command & Conquer: Red Alert manual. All material written in this article is of copyright ©1995,1996,1999 by Westwood Studios, Inc. The author of this article claims no right of the material written.

The following sections were removed to preserve only or mostly the lore-related information:

  • Getting Started
  • Playing the Game
  • Advanced Game Controls
  • Multiplayer Game
  • Internet Game
  • Terrain Editor
  • Tutorial
  • Credits

Understanding Your Enemy[]

Soviet Powers[]

Soviet Union Logo 1950
  • IDEOLOGY: It came to Stalin in a series of dreams. The birthright of the Soviet Empire is nothing less than conquering and dominating the entire globe. And the birthright of Josef Stalin is nothing less than conquering the spirit and dominating the actions of every Soviet citizen.
  • CURRENT HEAD OF STATE: Josef Stalin
  • BASE OF OPERATIONS: Entire EuroAsian peninsula. Command posts identified in Moscow, Kiev, Stalingrad, Khartoum, Karachi, Da Nang.
  • MILITARY STRENGTH: Enlisted forces exceed 14 million. Non-regular forces, including police and NKVD, about 7 million.
  • ECONOMIC STRENGTH: Considerable operating assets believed to be in excess of 486.2 billion Swiss Francs.
  • POLITICAL STRENGTH: Since every person in the Soviet Union must be a member of the Communist Party, an incredible agent network of over 200 million citizens have infiltrated the governments of most Pan African, Pan Indian and Pan Asian governments with suspected strongholds in Mexico City and Vancouver.
  • AFFILIATIONS: World Democratic Society; Asian Defense League; Freedom Consortium.
  • SEE ALSO: Henderson, D.K. and Chou, K.L., Soviet Terrorist Activities.

Allied Forces[]

CNCRA Allied Forces Emblem
  • IDEOLOGY: To resist Soviet aggression against any first and second world powers. Uphold ideals defined in World Association of Nations charter.
  • CURRENT TITULAR LEADER: General Gunter von Esling, Supreme Commander of Allied Forces.
  • BASE OF OPERATIONS: Headquarters, Unified Operations, London; Northern Theatre, Oslo; Southern Theatre, Madrid.
  • MILITARY STRENGTH: Enlisted forces about 3.4 million. Non-regular forces, including guerrilla and resistance forces, about 1.7 million. Armament classified per DEFCOM document 177.4, Allied Defense Regulations.
  • ECONOMIC STRENGTH: Satisfactory. Assets classified because of number of governments and currencies.
  • POLITICAL STRENGTH: Not applicable. Currently operates as modified Military Junta.
  • AFFILIATIONS: United Nations
  • SEE ALSO: Einstein, "A History of Allied Weaponry." Fort, Charles A., "F-Invasions and Telemetry".

Allied Structures[]

Construction Yard[]

RA1 Construction Yard Icons ARMOR: Heavy
PURPOSE: Allows construction of all other base structures

The Construction Yard is the foundation of a base and allows the construction of other buildings.

Power Plant[]

RA1 Power Plant Icons ARMOR: Light
PURPOSE: Provides power for base structures

The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.

Advanced Power Plant[]

RA1 Advanced Powerplant Icons ARMOR: Light
PURPOSE: Provides power for base structures

This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.

Ore Refinery[]

RA1 Ore Refinery Icons ARMOR: Light
PURPOSE: Smelts, stores, holds, and converts ore into spendable credits

The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.

Ore Silo[]

RA1 Ore Silo Icons ARMOR: Light
PURPOSE: Holds smelted ore

This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.

Tent Barracks[]

RA1 Allied Barrack Icons ARMOR: Light
PURPOSE: Trains Infantry units

The Tent Barracks is where all Allied infantry are trained. Some advanced / special infantry units may not be available until other structures are built.

War Factory[]

RA1 War Factory Icons ARMOR: Light
PURPOSE: Constructs vehicles

This structure is responsible for the building of all ground -based Allied vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.

Naval Yard[]

RA1 Naval Yard Icons ARMOR: Light
PURPOSE: Constructs & repairs naval vessels

The Naval Yard builds and launches all Allied naval vessels. Damaged sea craft docked at the Naval Yard can be repaired. Building multiple Naval Yards decreases the amount of time required to create a naval vessel.

Helipad[]

RA1 Helipad Icons ARMOR: Light
PURPOSE: Constructs & reloads helicopters

The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with an Apache.

Pillbox[]

RA1 Pillbox Icons ARMOR: Medium
PURPOSE: Anti-infantry defense

Armed with a rapid fire vulcan cannon, the Pillbox is ideal for defending your base from enemy infantry attacks.

Camouflaged Pillbox[]

RA1 Camouflaged Pillbox Icons ARMOR: Heavy
PURPOSE: Provides power for base structures

Identically equipped as the Pillbox, this defensive structure has the advantages of better armor and near-perfect camouflage. It blends with the surrounding terrain, making it virtually invisible.

Turret[]

RA1 Turret Icons ARMOR: Heavy
PURPOSE: Anti-tank defense

A Turret-mounted 105mm cannon. Heavily armored with good range, this Turret is effective against armored threats.

AA Gun[]

RA1 AA Gun Icons ARMOR: Heavy
PURPOSE: Anti-aircraft defense

Although its range is not great, any enemy aircraft flying over these are guaranteed to be heavily damaged, if not destroyed. They are accurate and deadly.

Service Depot[]

RA1 Service Depot Icons ARMOR: Light
PURPOSE: Repairs & reloads vehicles

The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)

Radar Dome[]

RA1 Radar Dome Icons ARMOR: Light
PURPOSE: Provides radar

The Radar Dome gives you an overhead view of the battlefield when fully powered.

Technology Center[]

RA1 Allied Tech Center Icons ARMOR: Light
PURPOSE: GPS Satellite launch & construction of high-tech structures

In addition to allowing the construction of high-tech units like the Cruiser and Gap Generator, building a Tech Center also starts construction of the GPS Satellite. When finished, the satellite will automatically launch.

Gap Generator*[]

RA1 Gap Generator Icons ARMOR: Light
PURPOSE: Creates shroud

The Gap Generator allows the Allies to hide associated base from enemy sight. Any enemies scouting the area will only reveal around themselves. The Shroud will immediately close up once the invading unit is destroyed or leaves the area.

Chronosphere[]

RA1 Chronosphere Icons ARMOR: Light
PURPOSE: Allows chronoshift

The evolution of the Philadelphia Experiment, the Chronosphere allows the Allied player to move a unit from one location to an other without having to cross the space in between. However, the unit will only exist in its new location for a brief time before returning to its point of origin. This technology is still a bit unstable. Using it on certain units or using it constantly could produce unusual side effects.

Fake Structures*[]

RA1 Construction Yard fake Icons ARMOR: None
PURPOSE: Deceives the enemy

The Allies have four Fake Structures at their disposal: Construction Yard, War Factory, Radar Dome, and Naval Yard. These have a fraction of the hit-points of a normal structure, but can be used to create the illusion that critical structures are in a different location.

Sandbag Barrier[]

RA1 Sandbags Icons ARMOR: Light
PURPOSE: Passive defense

The Sandbag Barrier is good for stopping non tracked vehicles and infantry. All tracked vehicles can run right over this barrier.

Concrete Barrier[]

RA1 Concrete Wall Icons ARMOR: Heavy
PURPOSE: Passive defense

More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.

Allied Units[]

Rifle Infantry[]

RA1 Rifle Infantry Icons Range: Short
Armor: None
Weapon: M-16 Rifle

Armed with an M-16, this Infantry unit is at its best against other Infantry and Tanks (when in groups).

Medic[]

RA1 Medic Icons Range: N/A
Armor: None
Weapon: Bandages

Any friendly infantry near the Medic will automatically be healed to full health. Although a Medic cannot heal himself, Medics working in teams make excellent additions to any infantry force.

Rocket Soldier[]

RA1 Rocket Soldier Icons Range: Medium
Armor: None
Weapon: Dragon TOW rocket

Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers.

Spy[]

RA1 Spy Icons Range: N/A
Armor: None
Weapon: Information

Master of disguise, the Spy can slip by enemy forces undetected. A versatile unit, the Spy can gather many kinds of information on an enemy player – what they’re building, how much money they have, how many units they have, etc. Beware – Attack Dogs are not fooled by the Spy’s appearance.

Engineer[]

RA1 Engineer Icons Range: N/A
Armor: None
Weapon: None

An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer can damage or capture it.

Thief[]

RA1 Thief Icons Range: N/A
Armor: None
Weapon: Fast fingers

Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.

Tanya[]

RA1 Tanya Icons Range: Medium
Armor: None
Weapon: Dual Colt .45 & C-4 explosives

Armed with two .45s, Tanya can mow through infantry like they weren’t there. Her C-4 Explosives can destroy buildings… if you can get her to them. Unlike other units, Tanya can never be put in guard mode – you must manually target all enemies that you wish attacked.

AT Mine Layer[]

RA1 Minelayer Icons Range: N/A
Armor: Medium
Weapon: AT Mines

The Anti-Tank Mine Layer is one of the most effective units on the Allied side. Able to destroy most units with just one mine, a savvy commander can neutralize an enemy force before they get near a base. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.

Ore Truck[]

RA1 Ore Truck Icons Range: N/A
Armor: Heavy
Weapon: None

The Ore Truck collects raw, unprocessed ore. Although slow, it is heavily armored, able to withstand a hammering and still escape intact.

Ranger[]

RA1 Ranger Icons Range: Short
Armor: Light
Weapon: M-60 Machine gun

Fast and lightly armored, this unit is ideal for scouting an area quickly. Used as a support unit for an infantry squad, the Ranger can soften up the enemy before a direct confroI antation occurs.

Light Tank[]

RA1 Light Tank Icons Range: Medium
Armor: Medium
Weapon: 75mm Cannon

The standard Allied Tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire.

APC[]

RA1 APC Icons Range: Short
Armor: Heavy
Weapon: M-60 Machine gun

With the Armored Personnel Carrier, the Allies can transport up to 5 infantry units quickly across land. A tracked vehicle, the APC is the lightest unit with the ability to crush Sandbag and Barbed Wire Barriers. The Turret-Mounted M-60 helps keep infantry at bay while it goes about its mission.

Artillery[]

RA1 Artillery Icons Range: Long
Armor: Light
Weapon: 155mm Cannon

Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected.

Medium Tank[]

CNCRA Medium tank Cameo Range: Medium
Armor: Heavy
Weapon: 105mm Cannon

The higher-grade Allied Tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Lighter Tanks destroy the threat.

Mobile Gap Generator[]

RA1 Mobile Gap Generator Icons Range: Medium
Armor: Light
Weapon: Shroud generator

The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you’re sending against them.

MCV[]

RA1 MCV Icons Range: N/A
Armor: Heavy
Weapon: None

The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.

Transport[]

RA1 Transport Icons Range: N/A
Armor: Medium
Weapon: None

The Landing Ship Transport allows transportation of up to 5 ground-based units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.

Gunboat[]

RA1 Gunboat Icons Range: Short
Armor: Light
Weapon: 2-inch deck gun & depth-charge launcher

The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief. Its depth charge launcher will automatically fire at any Submarine that is detected nearby.

Destroyer[]

RA1 Destroyer Icons Range: Medium
Armor: Medium
Weapon: Stinger missile & depth-charge launchers

The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.

Cruiser[]

RA1 Cruiser Icons Range: Extreme
Armor: Heavy
Weapon: 8-inch artillery cannons

Slow moving death. What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes. A favorite target of Submarines, these ships have no sea-based defenses, relying on the faster moving Destroyer and Gunboat to protect them.

Apache Longbow[]

RA1 Longbow Icons Range: Short
Armor: Heavy
Weapon: Hellfire missiles

The Allies attack helicopter is loaded with hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target – usually with little or no return fire.

GPS Satellite[]

RA1 GPS Icons Range: N/A
Armor: N/A
Weapon: Satellite imagery

When launched from the tech center, the Global Positioning System (GPS) Satellite will provide free, unpowered radar to the player that launched it. In addition, because the Satellite can see much more of the battlefield, the entire map will be revealed when it reaches orbit.

Sonar Pulse[]

RA1 Sonar Pulse Icons Range: N/A
Armor: N/A
Weapon: Sonar image

A special ability of the Allies, a Sonar Pulse will temporarily reveal all enemy Submarines on the map for a few seconds. This can be incredibly useful in planning your naval campaigns and devising countermeasures. The Sonar Pulse is acquired when a Spy enters an enemy Sub Pen.

Soviet Structures[]

Construction Yard[]

RA1 Construction Yard Icons ARMOR: Heavy
PURPOSE: Allows construction of all other base structures

The Construction Yard is the foundation of a base and allows the construction of other buildings.

Power Plant[]

RA1 Power Plant Icons ARMOR: Light
PURPOSE: Provides power for base structures

The standard Power Plant. Power output is directly related to the Power Plant’s condition, so protect them during battles.

Advanced Power Plant[]

RA1 Advanced Powerplant Icons ARMOR: Light
PURPOSE: Provides power for base structures

This large, high-yield structure handles the energy strains of some later, more power-intensive structures and defenses.

Ore Refinery[]

RA1 Ore Refinery Icons ARMOR: Light
PURPOSE: Smelts, stores, holds, and converts ore into spendable credits

The Refinery smelts ore into its component elements. Building the Refinery immediately deploys an Ore Truck. The Refinery can store up to 2,000 credits of smelted ore.

Ore Silo[]

RA1 Ore Silo Icons ARMOR: Light
PURPOSE: Holds smelted ore

This Silo can hold up to 1,500 credits of smelted ore. Guard it carefully. If destroyed or stolen, the amount stored is deducted from your account.

Barracks[]

RA1 Soviet Barrack Icons ARMOR: Light
PURPOSE: Trains Infantry units

The Barracks is where all Soviet infantry are trained. Some infantry units may not be available until other structures are built.

Kennel[]

RA1 Kennel Icons ARMOR: Light
PURPOSE: Trains attack dogs

The Kennel trains Attack Dogs.

War Factory[]

RA1 War Factory Icons ARMOR: Light
PURPOSE: Constructs vehicles

This structure is responsible for the building of all Soviet ground based vehicles. Building multiple War Factories decreases the amount of time required to create a vehicle.

Sub Pen[]

RA1 Submarine Pen Icons ARMOR: Light
PURPOSE: Constructs & repairs naval vessels

The Sub pen builds and launches Submarines and Transports. Damaged Submarines and Transports docked in the Sub Pen are repaired.

Airfield[]

RA1 Airfield Icons ARMOR: Heavy
PURPOSE: Builds & reloads airplanes

The Airfield allows construction of MIG and Yak planes, and allows access to Paratroopers, Parachute bombs, and Spy Planes. Only one plane is allowed per Airfield that has been constructed. If an in-use Airfield is destroyed while its associated plane is still in the air, the plane will crash.

Helipad[]

RA1 Helipad Icons ARMOR: Light
PURPOSE: Constructs & reloads helicopters

The Helipad allows construction of all helicopters and will reload any that are in need. Each new Helipad comes with a Hind.

Service Depot[]

RA1 Service Depot Icons ARMOR: Light
PURPOSE: Repairs & reloads vehicles

The Service Depot repairs any damaged vehicle that you move onto it. Mine Layer units can be re-loaded by driving them onto the pad. (Repairing a vehicle is much faster than building one, and costs a fraction of the original price. This is a worthy investment.)

Radar Dome[]

RA1 Radar Dome Icons ARMOR: Light
PURPOSE: Provides radar

The Radar Dome gives you an overhead view of the battlefield when fully powered, and repaired of serious damage.

Technology Center[]

RA1 Soviet Tech Center Icons ARMOR: Light
PURPOSE: Construction of high-tech structures

The Soviet Tech Center allows the construction of high-tech units like the Mammoth Tank and Tesla Coil.

Flame Tower[]

RA1 Flame Tower Icons ARMOR: Heavy
PURPOSE: Fire-based defense

The Flame Tower targets and destroys approaching enemy ground units by shooting balls of fire. It is best used against large groups of infantry; it is effective against armored units as well. Since there are volatile fuels used in the Flame Tower, it damages nearby units and structures if destroyed.

Tesla Coil[]

RA1 Sam Site Icons ARMOR: Light
PURPOSE: Lightning-based defense

The Tesla Coil automatically directs bolts of lightning at enemy ground units, reducing men to ash and tanks to molten steel in seconds.

SAM Site[]

RA1 Tesla Coil Icons ARMOR: Heavy
PURPOSE: Anti-aircraft defense

SAM Site automatically launches long-ranging missiles at enemy aircraft. Slower moving or hovering aircraft will fare the worst against this defensive structure.

Iron Curtain[]

RA1 Iron Curtain Icons ARMOR: Light
PURPOSE: Temporary invulnerability defense

The Iron Curtain renders a vehicle or building invulnerable for a short period of time.

Missile Silo[]

RA1 Nuclear Missile Silo Icons ARMOR: Heavy
PURPOSE: Launches atomic missile

Once built, the Silo readies an Atomic Bomb that can be launched onto the battlefield, causing massive destruction to structures and infantry. The more heavily armored units will fare better, but not by much.

Barbed-Wire Barrier[]

RA1 Barbed Wire Icons ARMOR: Light
PURPOSE: Passive defense

Barbed-Wire Barrier stops non-tracked vehicles and infantry. Tracked vehicles can destroy the barrier by shooting it and/or running over it.

Concrete Barrier[]

RA1 Concrete Wall Icons ARMOR: Heavy
PURPOSE: Passive defense

More effective than the Sandbag Barrier, Concrete Walls are not crushable and block tank ordnance.

Soviet Units[]

Attack Dog[]

RA1 Attack Dog Icons Range: N/A
Armor: None
Weapon: Sharp teeth

Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks by Engineers, Spies, and Thieves. They also make fine pets.

Rifle Infantry[]

RA1 Rifle Infantry Icons Range: Short
Armor: None
Weapon: AK-47 Rifle

Rifle Infantry are the backbone of the Soviet infantry. Armed with an AK-47, this Infantry unit is versatile against other infantry.

Grenadier[]

RA1 Grenadier Icons Range: Short
Armor: None
Weapon: Grenade

The Grenadier has a longer range and more destructive power than regular infantry. In groups, Grenadiers are effective against heavily armored units and structures.

Flame Infantry[]

RA1 Flamethrower Icons Range: Short
Armor: None
Weapon: Flame-thrower

These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower.

Engineer[]

RA1 Engineer Icons Range: N/A
Armor: None
Weapon: None

An Engineer can fully repair any of your damaged buildings instantly. When sent to enemy buildings, an Engineer may damage or capture it.

Ore Truck[]

RA1 Ore Truck Icons Range: N/A
Armor: Heavy
Weapon: None

Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.

Heavy Tank[]

CNCRA Heavy tank Cameo Range: Medium
Armor: Heavy
Weapon: Twin 105mm Cannons

The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.

AP Mine Layer[]

RA1 Minelayer Icons Range: N/A
Armor: Medium
Weapon: AP Mines

The AP mine layer deploys Anti-Personnel Mines to thwart the Allied heavy infantry ranks. This Mine can destroy entire groups of infantry with one explosion. The Mine Layer carries 5 mines, and can be reloaded at the Service Depot.

V2 Rocket Launcher[]

RA1 V2 Launcher Icons Range: Long
Armor: Light
Weapon: V2 Rocket

The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets.

MRJ[]

RA1 Radar Jammer Icons Range: Long
Armor: Light
Weapon: White-noise generator

The Mobile Radar Jammer (MRJ) disrupts enemy radar functions, shutting down transmissions and display. The range of this unit allows it to hide a good distance away from the enemy base while other forces use the radar blackout to attack.

Mammoth Tank[]

RA1 Mammoth tank Icons Range: Medium
Armor: Heavy
Weapon: Twin 120mm Cannons & missile packs

Tanks don’t come any bigger. The largest land-based weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well.

MCV[]

RA1 MCV Icons Range: N/A
Armor: Heavy
Weapon: None

The Mobile Construction Vehicle allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured. As with any other construction facility, the more of them you have, the faster construction will proceed.

Transport[]

RA1 Transport Icons Range: N/A
Armor: Medium
Weapon: None

The Landing Ship Transport allows transportation of up to 5 units across the water. Transports can only be loaded / unloaded on shore terrain, and they are at their most vulnerable while unloading.

Submarine[]

RA1 Submarine Icons Range: Long
Armor: Medium
Weapon: Torpedo

Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them.

Yak[]

RA1 Yak Icons Range: Short
Armor: Light
Weapon: Twin machine-guns

Sometimes called the “Infantry Eraser,” the Yak fires in strafing runs, swooping down on groups of marching infantry, potentially destroying them all in a single run. The Yak is not that fast, making it an easy target for Allied Rocket Soldiers – those that actually survive the first strafing run.

Badger Bomber[]

RA Badger cameo Range: N/A
Armor: Light
Weapon: Dropped bombs & paratroopers

The Badger Bomber is the transport plane used for dropping Paratroopers and Parachute Bombs onto a designated target. It is somewhat slow, and its lack of armor can make it a snack for any enemy AA-guns that may be guarding the target.

Paratroopers[]

RA1 Paradrop Cameo Range: Short
Armor: None
Weapon: AK-47 Rifle

Dropped from the Badger, this squad of 5 infantry soldiers are in every way similar to regular ground based infantry. Paratroopers can be dropped anywhere on the map, even in areas not yet explored.

Parachute Bombs[]

RA1 Parabombs Icons Range: N/A
Armor: N/A
Weapon: High-explosive yield

Dropped from Badger Bombers, these explosives fall in a line over their target, removing the object targeted and anything in the area around it. Troops can see these falling and will attempt to leave the targeted area.

Spy Plane[]

RA1 Spy Plane Icons Range: N/A
Armor: Light
Weapon: Camera

When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud.

MIG[]

RA1 Mig Icons Range: Medium
Armor: Light
Weapon: Heat-seeking missiles

This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hit-and-run tactics, the MIG can remove armored craft before they can become a threat.

Hind[]

RA1 Hind Icons Range: Short
Armor: Heavy
Weapon: Vulcan chain-gun

Large and armored, the Hind uses its high-velocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.

Transport Helicopter[]

RA1 Chinook Icons Range: N/A
Armor: Medium
Weapon: None

Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base.

The Aftermath - New Units[]

Field Mechanic[]

RA1 AF Field Mechanic Icons Range: Short
Armor: None
Weapon: Socket Wrench

A new trooper for the Allies, the mechanic can repair vehicles in the field. Slow and unarmored, he is an easy target for Soviet infantry and tanks. However, his ability to repair any nearby friendly units more than makes up for his lack of defense. Like the medic, the mechanic takes time to repair a unit to full strength.

M.A.D. Tank[]

RA1 AF MAD Tank Icons Range: Extreme
Armor: Heavy
Weapon: Harmonic Shock Wave

The M.A.D. Tank, or Mutually Assured Destruction Tank, is a final-solution weapon. Once activated, it builds up a powerful harmonic shock wave. When fully charged, it detonates, destroying itself and damaging every unit and structure within a large radius around it. However, infantry are unaffected by its detonation. If the unit is destroyed before it detonates, the destructive effect is neutralized. To activate the M.A.D. Tank for destruction, select it, then click on it again. The warning siren will start the countdown to destruction. Once the unit is activated, the only way to stop it from going off is to destroy it.

Missile Sub[]

RA1 AF Missile Submarine Icons Range: Long
Armor: Light
Weapon: Missile Salvo

Realizing their navy lacked first-strike capability, the Soviet Empire has developed a new class of submarine capable of launching attacks on inland targets. The Missile Sub's weapons are nearly as powerful as those of the dreaded Allied Cruiser, with the added advantage that they can submerge and surface before the enemy knows what hit them.

Tesla Tank[]

RA1 AF Tesla Tank Icons Range: Long
Armor: Light
Weapon: Lightning Discharge

Taking the Tesla Coil's destruction into the field, the Tesla Tank is a valuable addition to the Soviet arsenal. With its long range and powerful electrical discharges, the Tesla Tank is effective in both offensive and defensive roles. As an added bonus, the electrical discharge from the Tesla Tank also jams enemy radar. Used in conjunction with normal Tesla Coils, Tesla Tanks provide added security against Allied assaults, and ensure that low-power conditions won’t hurt Soviet defenses.

Shock Trooper[]

RA1 AF Shock Trooper Icons Range: Short
Armor: None
Weapon: Lightning Discharge

Another use of Tesla's inventions, Shock Troopers are sturdy (if somewhat slow) infantry units that carry a portable Tesla generator, capable of delivering large jolts of electricity to any unit or structure. Well worth the price, Shock Troopers can not be run over by enemy vehicles.

Chronotank[]

RA1 AF Chrono Tank Icons Range: Medium
Armor: Light
Weapon: Heat-Seeking Missiles

The ChronoTank is the latest advancement in Allied technology. When fully charged, the unit has the unique ability to Chronoshift itself, allowing it to appear anywhere on the battlefield. Its missile launchers are accurate and fast, adding punch to any assault. Unlike the regular Chronosphere ability, the ChronoTank will not automatically return to its original pre-shift location. To activate the Chronoshift ability, select the unit, and click on it again. You will receive a destination selector. If you left click anywhere with the destination cursor, the unit will Chronoshift to that location. Right clicking cancels Chronoshift. Note that the unit can only use this ability when all the pips on the unit are filled.

Demolition Truck[]

RA1 AF Demolition Truck Icons Range: N/A
Armor: Light
Weapon: Atomic Bomb

These drone units carry an atomic bomb triggered to detonate on impact or destruction. Targeting a Demolition Truck on any unit or structure, or force firing on terrain will make the truck move to its destination and detonate. Care in their use is advised - many times a foolish commander has lost his base when an air strike destroyed the Demolition Truck before it could leave the confines of the base.

TA GDI Logo Animated
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Morse Code[]

Red Alert: Field Manual[]

The Red Alert manual has Morse code at the bottom of its pages. The text has many spelling mistakes in it, but it hints at the secret Giant Ants mission that would be added in Counterstrike.

in an interview with PC Gamer, Adam Isgreen said that the morse code was added without Joe Bostic's knowledge, to force him to allow them to add a secret campaign like the dinosaurs one they had previously snuck into the first C&C game[1]:

And the giant ants. Originally, we wanted to include something that was going to be the RA equivalent of the Dino Island from C&C. I'm a big fan of the film THEM! and thought that giant radioactive ants would fit the RA universe well. Brett said no. No time, not going to happen. We can't make unique units for something like this. C'mon Brett, we established a trend with Funpark. Ok, you can have one unit, but it has to be symmetrical. How about a killer tomato? (yeah, he actually suggested that) No, Brett, we're not doing that. Ok, fine, then you don't get anything.
So, I kind of went around him and forced the issue. I had our writer create this dialogue between two soldiers talking about a missing patrol and these bites laced with formic acid, then had our manual designer add the entire conversation it in Morse code to the bottom of the pages of the manual. No explanation at all - just Morse code along each page bottom. The game shipped, and suddenly these letters came in from boy scouts and soldiers and all these people that knew and were learning Morse code would come in. It was the best tease ever. Man, was Brett was pissed at me. That got me quite an earful...but it did force him to relent and allow us to put the giant ants in...and we even got a cinematic out of it, too. I think it was even a bullet point on the box for Counterstrike!
However I don't believe for a second that he didn't know about what I was doing from the very beginning. I think he felt that he had to yell at me for the sake of breaking the chain of command, but that he really didn't mind how it all turned out. I think in the end he just wanted to see how much I really wanted to put them in.
- Adam Isgreen

The morse code in the manual:

  1. MESSAGE COM ALLIED HQS
  2. DECODE CRYPTO NORMAL
  3. RED EAGLE PASSES HAWK
  4. RED ALERT RED ALERT
  5. SOVIET FORCES SECT SEVEN
  6. BUILDING RUNWAYS
  7. ASSAULT UNITS
  8. DISPATCH ASAP
  9. MESSAGE COM HQS SEVEN
  10. DECODE CRYPTO
  11. VULTURE SNACKS
  12. ALLIES LOSE VERDUN
  13. FORCES DESTROYED
  14. DISPATCH TROOPS ASAP
  15. RETRIEVE TANYA
  16. CRITICAL MOVEMENTS
  17. SPOTTED NW SAHX
  18. NUCLEAR WARHEADS
  19. DESTINED WASHINGTON
  20. DELAYED STRIKE AXZUFU
  21. ADVISE ETA
  22. DETAIL EUCINPA COM
  23. PRIORITY INCOME
  24. INVESTIGATE SUDDEN
  25. DEATHS FOURTEEN ALLIES
  26. TOXIC TESTS SHOW
  27. FOMIC ACID LEVELS
  28. TO CINPA COM
  29. PRIORITY EVEN OUT GO
  30. FOMIC ACID COMPLAINT
  31. ACCURATE
  32. ALSO FIND CRUSHED
  33. VERTEBRATE AND SLASHES
  34. ON HEAD AND FACE
  35. TWO THOUSAND HEADLESS
  36. NO BLEEDING RESPOND
  37. TO CINPA COM
  38. SAY AGAIN FOMIC ACID
  39. ROGER THAT WHAT IS IT
  40. ACID ANTS USE
  41. FOR WHAT PURPOSE
  42. KILLING NEUTRALISING
  43. DESCRIBE SLASH MARKS
  44. LIKE BIG KNIVES
  45. CHECKING TWELVE INCHES
  46. MARKS ON HEADLESS
  47. SOME MARKS SOME ACID
  48. DO YOU HEAR HUMMING
  49. NEGATIVE ON HUMMING
  50. DO YOU SPOT SMALL HILLS
  51. AFFIRMATIVE NOT ON MAP
  52. HOW FAR YOUR LOCATION
  53. SIX CLICKS
  54. INVESTIGATE NOW
  55. LOOKING FOR WHAT
  56. GIANT ANTS
  57. LIKE SOME SCI FI FLICK
  58. SERIOUS ALL AREAS
  59. GIANT ANTS
  60. ROGER THAT
  61. USE RAID
  62. NO JOKE
  63. ANTS TEN FEET HIGH
  64. WHATS HUMMING MEAN
  65. ANT RADAR
  66. WATCH OUT
  67. I HEAR SOME NOW
  68. GET OUT OF THERE
  69. RESPOND GET OUT OF THERE
  70. DISPATCH ENDS
  71. ACTION IGNORE RESPOND
  72. IGNORE USE DEEPCOVER
  73. ANTS THAT BIG
  74. NEVER HAPPENED
  75. SYSTEM ALERT
  76. SECTORS REPORT NOW
  77. ALPHA SECTOR NEGATIVE
  78. CHARLIE SECTOR NEGATIVE
  79. BRAVO SECTOR NONE
  80. DELTA SECTOR
  81. DELTA SECTOR REPORT
  82. ALL SECTORS TUNE DELTA
  83. CONFIRM DEATHS
  84. RED ALERT RED ALERT
  85. GIANT ANTS SPOOTED
  86. IDENTIFY SECTOR
  87. ECHO SECTOR
  88. NUMBER SIZE
  89. MAYBE ONE HUNDRED HUGE
  90. FIRE AT WILL
  91. TARGETING FIRE
  92. OH GOD I CAN NOT
  93. COME IN ECHO SECTOR
  94. ECHO SECTOR DEAD
  95. COME IN ECHO SECTOR
  96. ECHO SECTOR DEAD

Counterstrike[]

In the Counterstrike expansion pack, a piece of paper was added into the game box that contained bare morse code, with no explanation. When decoded, it gives the instructions for actually accessing the ant missions, in several languages.

English:

.... --- .-.. -..   -.. --- .-- -.   - .... .   .-.. . ..-. -
... .... .. ..-. -   -.- . -.--   .- -. -..   .-.. . ..-. -
-.-. .-.. .. -.-. -.-   --- -.   - .... .   .-. --- ..- -. -..
... .--. . .- -.- . .-.
HOLD DOWN THE LEFT
SHIFT KEY AND LEFT
CLICK ON THE ROUND
SPEAKER

Italian:

.- -... -... .- ... ... .-   -.-. .... .. .- ...- .
... .. -. .. ... - .-. .-   .
... -.-. .... .. .- -.-. -.-. .. .-
.- .-.. - --- .--. .- .-. .-.. .- -. - .
- --- -. -.. ---
ABBASSA CHIAVE
SINISTRA E
SCHIACCIA
ALTOPARLANTE
TONDO

French:

-- .- .. -. - . -. . --..
. -. ..-. --- -. -.-. . .   .-.. .-   - --- ..- -.-. .... .
... .... .. ..-. -   --. .- ..- -.-. .... .   . -
-.-. .-.. .. --.- ..- . --..   ... ..- .-.   .-.. .
.... .- ..- - .--. .- .-. .-.. . ..- .-.
MAINTENEZ
ENFONCEE LA TOUCHE
SHIFT GAUCHE ET
CLIQUEZ SUR LE
HAUTPARLEUR

Spanish:

-- .- -. - . -.   .- .--. .-. . - .- -.. .-   .-.. .-
- . -.-. .-.. .-   -- .- -.-- ..- ... -.-. ..- .-.. .-
.. --.. --.- ..- .. . .-. -.. .-   -.--   .--. ..- .-.. ... .-
. .-..   -... --- - --- -.   .. --.. --.- ..- .. . .-. -.. ---
... --- -... .-. .   . .-..   .- .-.. - .- ...-
MANTEN APRETADA LA
TECLA MAYUSCULA
IZQUIERDA Y PULSA
EL BOTON IZQUIERDO
SOBRE EL ALTAV

Manuals[]

References[]

Command & Conquer official manuals and guides
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