User manual GAMES PC COMMAND & CONQUER-RED ALERT 2-YURI S REVENGE

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Manual abstract: user guide GAMES PC COMMAND & CONQUER-RED ALERT 2-YURI S REVENGE

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[. . . ] . 28 1 TABLE OF CONTENTS BASIC KEYBOARD FUNCTIONS NAME Deploy Item/Unit KEY D DEFINITION Some units have secondary functions that enable greater or different attacks or powers. You can also click on them when the "deploy" cursor appears above the unit. GIs, Desolators and Yuri all have secondary powers. You can also use this to exit units of garrisoned buildings. [. . . ] No units can merge onto Planning Mode plans. Tanya no longer shoots vehicles with her weapon. When Tanya targets a vehicle, she plants a C4 charge on the vehicle and detonates it just as she does against buildings. Sending a Spy into an Allied Battle Lab grants the ability to create Chrono Commandos. Getting a Spy into a Soviet Battle Lab allows for the production of Chrono Ivans. Having a Spy enter Yuri's Battle Lab gains you the ability to produce Psychic Commandos. Navy SEALs are now an official Allied unit and are a part of the standard Allied arsenal. Because they are now a part of Yuri's army and arsenal, Soviet players no longer have access to the Psychic Radar, Cloning Vats, Yuri Clone, or Yuri Prime structures and units. See the section on new units and structures for the replacements in the Soviet arsenal. The Cloning Vats no longer allow for the recycling of infantry units. Additionally, mind-controlled units can no longer be sent to the Cloning Vats to allow for production of new infantry types. The Cloning Vats now only produce duplicates of infantry. All Psychic units and structures are capable of seeing through the disguise of the Allied Spy. TACTICAL UPDATE: NEW UNITS AND STRUCTURES NEW TECH BUILDINGS Three new Tech buildings have been added to Command & Conquer Yuri's Revenge. Each has its own unique ability and each is well worth capturing. Additionally, each side now has a powerful defensive system that goes online as soon as a Battle Lab is built and placed. 14 CIVILIAN POWER PLANT Civilian Power Plants are similar to the Power Plants created by each of the three armies. Capturing one with an Engineer will significantly increase your current power supply. MACHINE SHOP When captured by an Engineer, this structure automatically begins repairing all of your damaged vehicles regardless of their location on the map. SECRET TECH LAB GAMEPLAY CHANGES If you capture this Tech building with an Engineer, you will be given the ability to create a special unit that you are not normally able to build. You may gain the opportunity to build Allied, Soviet, or even Yuri units regardless of the army you are leading. FORCE SHIELD Each army now possesses an additional defensive system called the Force Shield. This device begins charging up as soon as you place your Battle Lab. Once charged, the Force Shield can be used on any friendly structure or group of structures, including those of an ally. When used, the Force Shield makes the selected structures completely invulnerable to all damage, even from super weapon attacks. However, the strain of using this device is difficult for your power structure to handle. When you invoke the Force Shield, your base will be without power for a short duration. SPIES Allied Spies are stealth units used by the Allies to gain advantage over their enemies. [. . . ] Any unit sent into the Grinder is destroyed instantly, refunding all or part of the production cost of the unit. BATTLE LAB Yuri's Battle Lab allows for the production of advanced units and structures, much like the Battle Lab of the Allies and Soviets. CITADEL WALLS Yuri's Citadel Walls are similar to the Walls used by the Soviet and Allied armies. They are designed to protect vulnerable and fragile structures. TANK BUNKER When placed, this structure has no method of defense on its own. However, any turreted vehicle except a Magnetron can be garrisoned inside the Tank Bunker, giving it both added defenses and additional firepower. GATTLING CANNON This defensive structure operates on the same principles as the Gattling Tank, with sustained fire causing additional damage and mayhem. This weapon is always effective at ripping through infantry, regardless of the speed at which the cannons are spinning. 22 PSYCHIC TOWER The Psychic Tower automatically mind controls the first three units that come within range of it, turning them against their former friends. [. . . ]

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