Downloads Index
Downloads Stats
Fan Site Kits
Generals Downloads
Mapping Tools
Modding Tools
Movies
Red Alert 2 Downloads
Renegade Downloads
Search Downloads
Tiberian Sun Downloads
Yuri's Revenge Downloads
XCC Utilities
View All Files


Become An Affiliate
Current News
Forums
War Stories


General Info
Screenshots


Battle Reports
Screenshots

China:
Storyline
Walkthrough

GLA:
Storyline
Walkthrough

United States:
Storyline
Walkthrough


Storyline

Allied:
Structures
Units

Soviet:
Structures
Units


Single Player:
Storyline
GDI Personnel
Nod Personnel

Multi Player:
GDI Units
Nod Units
Radio Commands


Review
Storyline

GDI:
Personnel
Structures
Units
Walkthrough

Nod:
Personnel
Structures
Units
Walkthrough

The Forgotten:
Personnel


Review
Storyline
Tech Structures

Allied:
Structures
Units
Walkthrough

Soviet:
Structures
Units
Walkthrough

Yuri:
Structures
Units


Staff




Soviet Mission 1 - Time Shift

Objectives
1.Eliminate Allied Navy and Grand cannons
2.Destroy pillboxes around time machine to capture it
3.Capture 4 power plants to power the Alliesí time machine
4.Take control of the Soviet base
5.Destroy Psychic Dominator on Alcatraz Island
Time Machine Must Survive

Starting Units
3 Typhoon Attack Subs
3 Sea Scorpions
2 Giant Squids
1 Dreadnaught


You start by the Golden Gate Bridge with a small force of naval units. Begin by assaulting the enemy ships with your attack subs and squids. Have your scorpions provide cover. Target the Grand Cannons with your lone dreadnaught, and take out the destroyers with a few dread missiles, if you can spare them. Once the Allied units take a nap with the fish, you will receive some reinforcements, which include some tanks, tesla troopers, and the dreaded Boris. Boris is a special unit with a high-powered unit and the ability to call air strikes on buildings. Anyway, send Boris and a few escorts around the city to eliminate any wandering Allied patrols. Once the city is relatively clear, move on the Time Machine. Have Boris call in Mig air strikes to destroy the pillboxes. Once you hold the Time Machine, send some engineers to the power plants, and leave a few tanks/teals troopers at each to guard against attack. Once you capture enough to power the machine, you will be sent back in time, but a little too far, in my opinion. Just let everyone stand where they are, and the attacking dinosaurs will be dealt with promptly. You will then be sent to the correct timeline, and you are given new orders: to take control of the Soviet base in San Francisco. Move your unit mass up towards the base, killing any enemies along the way. Once you get there, begin clearing a path to the beach, so Boris can cross the river and target the Psychic Dominator. Once the path is clear, have a hover transport carry Boris to Alcatraz. Bring down the Dominator, and youíre done!

Soviet Mission 2 - Dťjŗ Vu

Objectives
1. Destroy the Outposts guarding the German border
2.Destroy Einsteinís Laboratory

Starting Units
12 Rhino Tanks
6 V3 Rocket Launchers
6 Flak Tracks


This mission starts similar to a certain mission in Red Alert 2, with three small German bases in the top right corner, a medium sized Allied base in the center, and Einsteinís base in the bottom left corner. This time, your forces move in and decimate the bases, allowing spots for you to set up camp. Begin immediately building a base with the supplied MCV. Get to the point where you have a War Factory, and make approx. 3 miners. Then, create a nice defense of Rhinos, tesla coils, and pillboxes. Slowly move your way up the tech tree until the point that you can create Kirovs. Create about eight Kirovs, and then send them to attack Einsteinís lab in the bottom left corner of the map, with an escort of a few Rhinos. Donít worry too much about air defenses, the Kirovs are armored, and there ARE eight of them, youíll arrive at the Lab with enough firepower to level it promptly. Once you do that, mission complete!

Soviet Mission 3 - Brain Wash

Objectives
1. Destroy the Psychic Beacon
2. Destroy the Psychic Dominator
3. Finish off Yuriís forces

Starting Units
3 Rhino tanks
3 Flak Tracks
3 Terror Drones
Boris
6 Conscripts
Amphibious Transport
2 Engineers


Start by sending your group of terror drones to the left. Cross the bridge, and donít look back, since as soon as you step on the bridge, a SEAL moves to bring it down. As soon as you see him, order the terror drones to attack him. At least one drone should survive the bridge explosion and kill the SEAL. Move it south and target the Sniper, eliminating the threat in that area. Load Boris onto the amphibious transport and move him to the landing left of your base. Order him to move to the far edge of the map and discreetly make his way up the map towards the beacon. Try to leave the Allied base alone, because whatever is left over comes under your control when you blow the beacon. Have Boris paint the beacon for an air strike. Then, you get control of the allied base, and as an added bonus, you get Tanya in an elite IFV. Grab all the tanks you can muster, and a few more at that, and pop Boris in that IFV and leave Tanya to hoof it. Be sure to leave a small defensive force at the base. Move your attackers up toward the base, using Borisís rifle and Tanyaís pistols to clear the way. When necessary, have Boris hop out of the IFV to target buildings. Slowly fight your way in, attracting attention with the elite IFV and running it back to lure the enemies into a trap. Remember, the elite IFV can bring down buildings and units fairly quickly by itself, so donít let those missiles go to waste. Take care to eliminate all the Bio Reactors, which will bring the Psychic dominator and the Gattling cannons offline. Once youíve taken care of the reactors, move on the dominator, calling an air strike to bring it down. Once it falls, Yuri will sell all his buildings and rush you with droves of Initiates. Donít worry, Tanya and Boris are more than a match for these Padawan learners of Yuri. Once the last Initiate takes a long dirt nap, you win!

Soviet Mission 4 - Romanov on the Run

Objectives
1. Locate Premier Romanov and protect him
2. Destroy Yuri's base guarding the airport
3. Take Romanov to the airport once it's safe

Starting Units
4 Rhino Tanks
8 Conscripts
1 MCV


Start out by getting your defenses up, making sentry guns surrounding your base, and tanks all around. Send out 4 to 5 dogs to scout the map, but take care to avoid the Slave Miners and Gattling Cannons. Leave a group of 4 to 5 dogs patrolling the front of your base to kill any Yuri Clones that attack. Continue building your defenses up and climbing the tech tree. Once you get to the point where you can afford a group of 5 rhinos, 3 Apocalypse tanks, and a flak track full of engineers to detach from your main defenses, send that group up to the top left corner. Use the tanks to blast a hole in the gattling guns, and move your engineers to capture Yuriís base, especially the barracks. Now, send that flak track back to your base, then carefully to the east, taking special care to avoid the Brutes and Yuri Clones. Move to the city, and find the building where Romanov is hiding out. Move him into the flak track, and place him at the back of your base with tesla coils guarding him. Now, you should have received some reinforcements in the form of desolators and Crazy Ivans. Move your desolators to the path leading to your base, far enough away to avoid damage to your units. Spread them out slightly, and deploy them. That will hold off most attacks on your base. Make an iron curtain and 9 Demolition Trucks. Slowly move them toward the small city near the bridge in the middle of the map. Iron Curtain them before you move in, and place each one in a strategic spot near a Yuri-controlled building. Once the curtain wears off, the garrisoned Initiates will attack the trucks, destroying them, and taking all the buildings with them. Then, make a mass of Brutes, if you managed to capture Yuriís Barracks. Send the drove of Brutes across the bridge, tearing down anything you come across, with the exception of the airport, which MUST remain standing for you to win. If all your brutes are killed, then make some more and continue the onslaught. Once you take out the bio reactors and all the defenses, the basewill quiet down allowing you to move Romanov into the airport, and win the mission.

Soviet Mission 5 - Escape Velocity

Objectives
1. Pick a landing zone and construct a base
2. Locate and destroy Yuri's submarine pen

Starting Units
4 Typhoon Attack Subs
3 Giant Squids
5 Sea Scorpions
3 Dreadnaughts
3 Amphibious Transports


You start out near an island with Yuriís main submarine base is thought to be hidden. Move your squids and Typhoon subs in a group toward the landing site with the gem patch. Make sure you destroy every Boomer sub you come across, but donít go looking for a fight. Keep your dreadnaughts and amphibious transports close behind your subs and squids, but donít go ahead of them. Once you have fought your way to the shore, unload the transports and start building a base. Get your ore refinery up quickly, and begin placing sentry guns around your base. Once you get radar, a tesla coil network is always good, and a flak cannon group never hurt anyone. For the most part. Anyway, keep your base defended, and pump out apocalypse tanks once you have made your way up to that level of technology. But donít forget to make at least 3 more miners when you have the money. At this point, there are two ways to tackle the mission. Option one requires that you make an iron curtain, fill a flak track with engineers, curtain it, and run it up to the smaller base on the ridge overlooking Yuriís submarine base. Capture the buildings there and use siege choppers to pick off the buildings and units nearby, and then advance them toward the pen.. This strategy takes longer, but is somewhat more fun. If you donít wish to take the time, make a few siege choppers for defense, and then, once you have saved up money, make a healthy group of 10-12 kirovs. Move them quickly and carefully toward the submarine pen, eliminating threats along the way, but donít go out of your way to take out out-of-range cannons and tanks. Move your kirovs to the submarine pen, and if you have enough left, the pen will sink, and you will have finished the mission. Once you win, Yuri blasts off for the moon!

Soviet Mission 6 - To The Moon

Objectives
1.Find a location to build a base
2.Locate and destroy Yuri's Lunar Command Center
3.Finish off all remaining Yuri forces

Starting Units:
1 MCV
3 Rhinos
5 Cosmonauts


You have finally reached the moon! First off, you need to make a healthy group of sentry guns, rhino tanks, and cosmonauts, so get right on building your barracks and war factory. Youíll notice that the ore refinery is not a choice on this mission, that is because there is no ore on the moon. You will have to be content with the 70000 credits you receive at the beginning of the mission. Rest easy, however, as you probably wonít need it all, and if you do, there are money crate rewards when you destroy the minor Yuri bases. Make about 15 cosmonauts, they will adequately deal with most attacks, but just in case, make some sentry guns and flak cannons for added defense. Continue your military repertoire with a posse of about 10 apocalypse tanks. Move them slowly to the middle left base, and send in your cosmonauts to destroy the psychic towers, but beware of Yuriís cosmonauts and the gattling cannons. Once the psychic towers are for the most part taken out, move the apoc tanks in to clean up gaining you a money crate. Follow the same procedure for the middle right base, but be sure to fill out your army and take special caution against the automated defenses. If you play your cards right, you will come out on top, earning another money crate, and allowing you to max out your army of apocalypse tanks and cosmonauts. Move your humongous army to the left side of the map, and send one lone cosmonaut to scout on what will ultimately be a suicide recon. Choose a quiet-looking spot to invade, and go for it. Be sure to keep your apocalypse tanks far away from psychic towers. Fight your way north, taking care to avoid mind control, until you can neutralize the large field of bio reactors. Once they go down, the automated defenses will be temporarily offline, allowing you to make a push for the construction yard. Send your cosmonauts in to assault the ConYard, and if it falls, Yuri will not be able to rebuild his bio reactors. Move your tanks in to take out the remainder of the reactors, and then push for the fortress. If you took out the power, all that stands in your way are a few gattling tanks and floating discs, which are no mach for the awesome fire power of your apocalypse tanks. Once the base crumbles, you win.

Soviet Mission 7 - Head Games

Objectives
1. Destroy Yuriís Fortress

Starting Units
2 Rhino Tanks
2 Tesla Tanks
2 Flaks Tracks filled with assorted infantry
1 MCV


Start by getting your base underway with a full network of sentry guns and ore miners. Work your way up to a war factory and a radar dish. Create some tesla coils and rhino tanks for added defense. Move toward a battle lab, when you are able to create a nuke silo. Make it AS SOON as you can. While it builds/charges, augment your defense, and send a small detachment of troops to the bottom left/right corners of the map to deal with some brutes and Yuri clones in exchange for reward crates. Once the nuke is charged, nuke the psychic beacon in the Allies base, which will turn the base over to you. You will immediately become under attack by gattling cannons, so get to work on sorting that out with Harrier and the like. Once the nuke charges again, nuke the sovietís beacon, giving you control of that base. Bring your arsenal up to all four super weapons, and capture the secret lab in the bottom right corner of the map, giving you grand cannons. You can use these cannons to pester Yuriís base for fun. If you encountered the resistance group of Crazy Ivans and demo trucks, make a group of 9 demo trucks in your soviet base, chronoshift them into the area near the psychic towers and other defenses surrounding the castle, and allow them to detonate, taking out most of the nearby defenses. You can also iron curtain them and send them to sit in strategic spots around Yuriís base. Once the area around the very resilient castle is secure, create 3 battle fortresses filled with 3 SEALs and 2 Guardian GIís each. Chronoshift them directly behind the castle, and unload the SEALs. Have them c4 the castle, making it crumble to the ground in a very dramatic animation. This wins you the mission, liberates the planet, and allows you to watch a humorous final cut scene. Enjoy!

© 2002 Westwood Experience
Layout and Graphics by SEAL31 of Conspiracy designs | Layout Coding/PHP and additional graphics by Benlanka.
Westwood Experience is not Affiliated with Westwood Studiosô, Electronic Artsô or thier subsibiaries.
The text and graphic content of WWEXP HTTP and FTP sites is  © Westwood Experience, and or its respective owners.
All Rights Reserved. They are not released as public domain, and cannot be reproduced without permission.

 CANDC3
 CNC DEN
 CNC HQ (German)
 CNC Laboratory
 CNC Matrix
 CNC RenEclips
 CNC Sector
 CNC Series
 CNC Unleashed
 CNC Zone
 Generals Elite
 Generals Oracle
 Imperium Westwood
 Metal Gaming
 Planet Generals  (German)
 Project Perfect Mod
 RADEN
 Tech War
 Tiberium-MW





Westwood Experience



 The Poll will return
 shortly