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Command & Conquer: Red Alert 2 Yuri's Revenge Cheat Codes for PC
Posted on Sunday, September 28, 2003

Hint: Free Brutes:
You will need a Genetic Mutator and Slave Miners. Use the Genetic Mutator to mutate Slaves into Brutes. Because Slaves are free, your Brutes will also be free.

Hint Soviet level 7: Easy win:
Oyou get the chance, build a Missile Silo. Destroy the Psychic Beacon controlling the Allied base. Destroy all the Psychic Towers and send in a Navy Seal to destroy Yuri's Fortress. You should try to destroy the Construction Yard so that he cannot build more towers. Also, send in about five to ten Seals in case one dies.

Hint: Eliminating an enemy base:
Make sure you have a Cloning Vat built before attempting this trick. Build the Yuri Prime. Since you now have two, take them to an enemy base and systematically take over the base. If they have a Prism Tower (Telsa or Gatling Cannon) and it is too far in the base to capture, just take over their power plants and sell them. You can take out any base with this tactic.

This trick will only work with the Allies and Soviets. Build 2 Flak Tracks or 10 IFVs. Put as many engineers as possible in each (10 engineers). Build some Rhino Tanks, Tesla Tanks, or Apocalypse Tanks for the Soviets. For the Allies, build a couple Grizzly Tanks, Mirage Tanks, and some Prism Tanks. Send the army into the base and have the tanks go first. They will take the defense's attacks while your engineered vehicles enter. Unload near the Construction Yard and the War Factory. If there are walls, destroy them with your tanks. Capture the Construction Yard and the War Factory and you can sell or keep them. They cannot build any MCVs or structures, so slowly eliminate them. Destroy the Barracks so they have no access to troops.

Hint: Defeating the Elite Black Legion:
If playing as the Allies on the last mission, there are four 3-stripe Apocalypse Tanks as the last line of defense. These can easily destroy the largest of attacks from normal troops. Get about four Spies and go to the top right corner. You will find a base with Telsa Defenses. Get a few Harriers to the Nuke Power Station just below and across from that base to put them down. There may be some Dogs, so put in a few Grizzlies to kill them. Put a Spy into the Barracks, War Factory and Soviet Battle Lab. Also, put a Spy into one of their Ore Refineries below to steal many credits. Get a few Psychic Commandos, another Spy, and Mirage and Prism Tanks outside the final base. Send the Spy into the closest Power Station or Nuclear Power Station and the Telsas will be down. Crush the Red Soviets, but you should find that even your veteran units (due to the Spies going into the War Factories and Barracks) are no match. Get the Psychic Commandos to take them over and help you take out the rest of the forces.

Hint: Defeating submarines and boomers:
Usually, you cannot hit Soviet submarines and Yuri's boomers because they are undetectable underwater. Rather than just building destroyers or other ships, find where the submarines or boomers are use [Ctrl] + Left Mouse Button to attack wherever desired. They will suddenly appear, and you can use other units to attack.

Hint: Get rid of the Soviet Black Elite Guard around the Kremlin:
The most annoying part of any mission in the game is when the enemy stations tanks as guards. To get rid of them, build a Chronosphere. This strategy works especially well against the Black Guard. First, build a Chronosphere, then find a target (in this case a Black Guard tank). Once the Chronoshift is ready, select a vehicle that is stationary. Activate the first part of the Chronoshift, then scroll over to the lake and activate the second part of the Chronoshift over the water. The tank, in this case a Black Guard Apocalypse, will appear in the water and sink into the lake and never return. This reserves your tanks for a later attack.

Hint: More Infantry in Soviet Amphibious Transports:
When playing as the Soviets, you can send much more Infantry into the Amphibious Transport then you think. Normally, you can only send 12 Infantry, but if you put Infantry into Flak Tracks first, you can have up to 20, plus the 4 Flak Tracks, inside the Transport.

Hint: Cheaper Cosmonauts:
In the Soviet mission where you are on the moon, the Cosmonauts cost $600. Use the following trick to get cheaper Cosmonauts. Build a lot of Barracks and sell a few. The barracks cost $500 and give you a cosmonaut, saving you $100. If you need a few others, building a lot of Barracks will increase the rate at which they are trained. You have plenty of money for this mission -- build many Cosmonauts and attack the bases. The Psychic Towers and Masterminds cannot affect them since they are an air unit.

Build a War Factory and sell it. You should get four Cosmonauts, which will save $400 dollars. However, you will get money from selling the War Factory for a savings of $1400. Make sure to have a primary War Factory before doing this.

Hint: Compromise Soviet/Allied Demolition Truck:
You can play as Yuri for this to work. Build a Allied IFV, or capture one if Yuri. Place a Crazy Ivan inside to build a low scale Demolition Truck. It still makes the radiation and explosion, but on a smaller scale.

Send a Crazy Ivan into a Flak Track and it will act just like a Demolition Truck when it explodes.

Hint: Demolition Truck devastator:
When playing as Libya in a map with water, create an Amphibious Transport. Then, build four Demolition Trucks. Order a Crazy Ivan to plant a bomb on one and send it into the Amphibious Transport. Repeat the steps with the other three Demolition Trucks. Next, have the Amphibious Transport enter the enemy base. If the enemy has base defenses, just leave the transport in the middle of the base to be killed. If the enemy does not have base defenses, deploy the Amphibious Transport when it is in the middle of the base. Either way, the result is a devastating explosion with the power of a nuclear missile.

Hint: Nuclear Reactor explosion:
Build a Nuclear Reactor inside the enemy's base. When it gets destroyed there will be a big nuclear explosion.

Hint: Defeat Yuri quickly:
If playing as the Soviets on the second to last mission, build about four Close Sentry guns and a Telsa Coil powered by a lot of Telsa Troopers to the right top side of your base. Have some Apocalypse Tanks guard the left. Make a Service Depot for Terror Drones. You may also want to build four more War Miners. Make about 10 Kirov Airships and send them to Yuri headquarters, which you can see at the very left top side of the map. There will be many Flak Troopers and Flak Turrents, so expect to see many losses. At least one Kirov should get through and destroy the headquarters with a few bombs.

On the last Allied mission, build the Soviet Radar and Chrono in an Allied MCV. Once the MCV is Chronoed in, destroy it with the Prism tank and Grizzly tank and move the remaining forces to the left side of the screen. Repeat this until a sufficient force is built up and attack Yuri's bases. All of the tanks will be free. To make it easier, build a Nuke Silo and destroy the Psychic Dominator and Genetic Mutator. Alternately, use the nuke three times to destroy the Psychic Dominator and use six Kirov Airships to destroy the Genetic Mutator.

Hint: Easy money:
In a skirmish game, play on Yuri's team. Build a Cloning Vat. Train a Yuri Prime. Go to the enemy's base with the Yuri Primes. Capture any part of the base, then sell them. Note: Get the base defense parts first and use them to kill enemy units around the base.

This trick will only work with Yuri. Build Cloning Vats and a Grinder. Build Infantry and send the clones into the Grinder. You will get free money because you never paid for the clones.

When playing as Yuri, get control of the Genetic Mutator. Then, build the Cloning Vats. Deploy it near or beside the Barracks. Train about 20 Initiates and the Cloning Vats will double it to 40. Take your 40 Initiates and bring them to an open location. When the Genetic Mutator timer runs down to zero (0:00), activate it on all 40 Initiates. They will all turn into Brutes. Instead of putting 40 Initiates in the Grinder, you can now put 40 Brutes in there, which gives you more money. Repeat this to receive additional funds.

In a skirmish game, play on Yuri's team. Play on a level with an civilian airport on it. Capture the airport and build a Grinder. Every time you send down reinforcements, put them in to make a profit of about $500. Since you never run out of reinforcements, you can always do this repeatedly and never run out of money.

Play as Yuri in a multi-player or skirmish level with a city. Make sure that there are civilians or vehicles in the city. Build a Grinder and any amount of Mind-Control units. You can mind control the civilians and vehicles. Send them to the Grinder for a free amount of money.

Hint: Get rid of trees for building:
If trees are in the way of building, take them out with some tanks. It will take a bit, but they will be destroyed

Trees require five Grizzly, Rhino, or Laser Tank shots to be destroyed.

Hint: Build everything:
Note: The following trick only works for Yuri's side. First, you must have two allies, one Soviet and one Allied. Next, build everything you can build including Cloning Vats. Train a Yuri Prime. Since you have Cloning Vats, you will have two. Send one to your Allied allies and use Force Control to take control of their Construction Yard (hold [Ctrl] and click on it). While the Yuri Prime is still controlling the Construction Yard, build every thing you can with the Allies. Then, repeat the entire process again with the other Yuri Prime on your allied Soviets.

Hint: Keep Construction Yard:
In skirmish or multi-player mode, when you need a base and have a Yuri Prime, capture the Construction Yard, then click on it. After that, click anywhere on the map in the area. The vehicle is now permanently yours.

Hint: Destroy enemy Construction Yard:
First, you need to have two allies, one Allied and one Soviet. After building a Cloning Vat, build a Yuri Prime. With the Cloning Vat you will get two of them. Send each of your Yuri Primes to both of your allies' Construction Yard. After building a Psychic Dominator, Nuclear Silo, and Weather Storm, wait until they are all ready. When they are, and you know where your enemy's construction yard is located, launch all of them one after another as quick as possible. This will cripple your enemy's base.

Hint: Devastating attacks:
When playing as the Iraqis, build a Terrorist and an Ivan. Have the Ivan put a bomb on the Terrorist. Also try having a Demolition Truck as the Allied and Soviets. First, you need a Crazy Ivan and an IFV. Load your IFV with the Ivan and have it attack.

Get a Flak Track, five Conscripts, and a Crazy Ivan. Get Crazy Ivan to attack a Conscript. Make sure there is a bomb ticking above their heads and load it in the Flak Track. Do this again until all five are in the Flak Track then send it into the enemy base. When it is destroyed, there will be a big explosion which can take out Prism, Tesla, and Gatling Guns. This is a cheap method, as each Flak Track costs $500, the Conscripts cost $500, and an Ivan costs $600. If you buy lots, it works out to be cheaper than a Demolition Truck. Another trick is load a couple up and leave them between you and the enemy. If they approach to attack, the enemy will destroy them and be wiped out.

Hint: Safe eradication:
Have a Chrono Legionnaire attack something, then force fire ([Ctrl] + Left Mouse Button) on it until it is destroyed. They cannot repair buildings because of the effect.

Hint: Psychic immune units:
Get control of the Psychic Dominator. The best way to do this is to set random crates on, so that random powered up crates appear on the map. If you are lucky, you will get a Yuri MCV. Build Yuri's super weapon, called the Psychic Dominator. When it is fully charged, get the units you want to be Psychic immune and hit them with the Dominator. Do this far from your base, since the Dominator also destroys nearby buildings. These units are now Psychic immune because they will act as if they are already mind controlled. Yuri and his army cannot control them. The only downside is that the new Psychic immune units cannot be put into Transports, Battle Fortresses, IFVs, Flack Tracks, and Nighthawks.

Hint: Invisible Mirage Tank:
When playing as the Allies, put a Mirage Tank in an ore field and it will be invisible to the enemy.

Hint: Get Tanks or Humans in your other team for the price of a Yuri:
Have two teams in a skirmish (you and CPU). Train a Yuri Clone, then hold [Ctrl] and click on one of the Tanks or Humans on your CPU team. Release [Ctrl] and you should be able to move the tank or human around.

Hint: Slave help:
When playing against Yuri, destroy an unpacked Slave Miner. The slaves will turn to your color (they cannot mine, however) and they will beat things with their shovels.

Hint: Chrono Bombers:
If you infiltrate the Soviet Battle Lab with a Spy you will get Chrono Ivans. You can use regular Ivans for this as well. You need three to four Ivans and Chrono Legionnaires, Hook bombs to the Legionairres, then Chrono them to the enemy's base where they explode, causing severe damage to nearby buildings. Make several Legionnaires to cause more damage.

Hint: Quick kills with Chrono Troopers:
It usually takes forever for a Chrono Trooper to make things evaporate into nothingness because one trooper is only so powerful. However, if you build (or capture) an Allied War Factory and build a Mobile Battle Fortress, you can have the advantage if you can produce Chrono Troops (works better if you have Navy Seals and best if you have Snipers). Build a few Battle Fortresses and fill each with one Seal or Sniper. Let the other four persons in the vehicle be Chrono Troopers. For example, one Sniper or Seal and four Chrono Troopers. With this combination of firepower from the Track Vehicle and the Sniper/Seal to get rid of Yuri Clones, the Chrono Troopers all wipe out the vehicles and buildings in range. Also, because there are four Chrono Troopers firing instead of one, the disappearance is notably faster, and thus giving more damage to the enemy.

Hint: Kill tanks and ships with one Chronophere:
Play as the Allies and make a Chronophere. When it is ready, Chronophere some enemy tanks on their ships.

Hint: Destroy or seal off enemy with Tech Buildings:
Select a level with Tech Buildings close to your enemy positions. The best country to be is France, but any allied nation will also work. Rush to capture the Tech Buildings around your enemy. You should have some tanks to guard the Tech Buildings. Build up Armory Structures such as the Grand Cannons or Prism Towers. Since you have Tech Buildings, they work like regular buildings; you can build next to them. Put the Grand Cannons up and they should fire on the enemy if you are close enough. If the structures are not close enough, you can seal you enemy off from the outside, allowing you to kill them much faster. Some good levels to do this with are Breakaway and Tanya's Training Ground.

Hint: France mission:
After your base is well built, defended well, and you have a lot of money, build a new MCV. Then, build two tanks with it. When the units are finished, order the tanks to escort the MCV. Then, start building a Grand Cannon. Send the MCV to the enemy base, but out far enough so that it cannot get damaged. When it arrives, move the tanks away and deploy the MCV. By now, the Grand Cannon should be finished. Deploy it by your new Construction Yard. Then, target any structures as desired. Make sure you build pillboxes for close range defense. If you need more range to put other Grand Cannons, build Barracks since they are the cheapest. Then, place the new Grand Cannon further out. You can do this repeatedly for other bases -- just sell the Grand Cannon(s).

Glitch: Nighthawk landing on water:
Select a skirmish level with water as the Allies. Build a Chronosphere and land your Nighthawk chopper on some land that is away, so that other units cannot accidentally be transported along with it. When your Chronosphere is done, select the Nighthawk and choose an area of water to put it on. Next, transport the Nighthawk onto it. If you have units in the nighthawk, it will not deploy them. If there are any ships in the water, they can destroy your Nighthawk if you cannot get it to take off fast enough.

Glitch: Squid with changing tentacle colors:
If a Squid tries to "sink" an Allied Robot Tank, its tentacles will change color and it pops up without traveling. After the Robot Tank is destroyed, the squid changes back to normal.

Glitch: Squid on land:
When playing as the Allies, take over a Soviet base and build a Giant Squid. Then, build a Robot Tank and send it next to the squid. Tell the squid to attack the Robot Tank. Use your Chronospehere to teleport them to land. The squid will continue to attack the tank. When the tank explodes, the squid becomes transparent and stays in the ground.

Glitch: Free energy on first mission:
Capture two Power Plants then immediately sell all four Grand Cannons. Use the time machine to go into the past. The Grand Cannons will be there and you will have plenty of power. To get more, capture any remaining Power Plants since you have no MCVs.

Glitch: Build units promoted or build secret units:
In multi- player mode, have an ally, then build three Engineers and three Spies. Get a tank or something to damage your ally's War Factory, Battle Lab, or Barracks just enough so an Engineer can be sent in to repair it. Move your three Engineers and three Spies next to the building you want to spy, for example, an allied Battle Lab. Then, select your six men and click on "Waypoints" Click the men to walk right next to the Battle Lab (not inside yet), then click on the Battle Lab. Your Engineers and Spies should now go inside. The "New Technology Acquired" message should appear, and you can now build a Chrono-Commando. This can also be done to War Factories and Barracks. Note: Sometimes it may work with only one Engineer and one Spy.

Glitch: Mind control your own units:
When playing as Yuri, build the Psychic Dominator. Wait until the timer runs down to zero (0:00). Get a few of your units gathered in an area. Take the units away from your base or you will destroy your buildings. When the Psychic Dominator is ready to be activated, use it on your units. Your units should now have a little brainwave above them, letting you know they are being mind controlled. Your units will not change to the bad enemy, but they are just being mind controlled for no reason. Also, they do not self control themselves like civilians.

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