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Red Alert Walkthrough: Allied 10

(in the command center)

When you get down there, you have two spies, 10 riflemen, a medic, and three engineers. To start with, hold your position and just kill everything that comes at you (heal up with the medic). Get 7 riflemen out and a spy to the top left. Leave 3 riflemen behind in the 'mouth' of the entryway guarding the engineers. Send the spy down to the passageway to the left (the one even with your horizontal starting position). That exposes 4 enemy riflemen in the passage. Take 6/7 of the riflemen and slowly get them into position so they can get them out without any losses (heal up any damage). Further down that corridor to the left there's a dog; send the spy down to find him, then send the riflemen to shoot it.

The first right off this corridor - send a spy in to look around. There's a room with a lot of boxes and a few barrels (and a few bad guys). Once all your riflemen are healed up, start an engineer in this general direction (keep the remaining riflemen guarding the remaining engineers). Send 1 rifleman towards one of the two nearest barrels. It's explosion kills all of the bad guys. Heal any damage to the rifleman. A whole bunch of bad guys now attack. Send just 1 engineer and 1 rifleman left. If your guys go left along the wall, then go along the wall left, along the top and back across the right, the bad guys will ignore you. (one guy might throw a grenade but they won't chase you). They're at the top of the room. There's a room with a flame tower above you. Send the engineer up the right wall; there's a little tile area there where he uses the computer. That blows up the flame tower. He then crosses to the left, straight up, and deactivates the first area.

When the barrels exploded above, you could also send the spy and all remaining riflemen back to the middle. From the middle, they should go around and down the right side; follow a path straight down from where you started initially. There will be an junction to the left (from you the player's viewpoint). Bring 4-5 riflemen just an inch into the turn. Run your spy down to the cross-way where a dog comes out; your riflemen can kill it. Run 4 riflemen along the top of the corridor, and then an engineer behind them. At some point, working their way along the corridor, they'll run into some evil riflemen. Kill the evil guys, then send your riflemen along the top of the corridor back to the main N-S corridor. Have the engineer continue on, go south from the spot that the battle just occurred. In that room is a deactivation place.

Mission 10 continued

Red Alert Walkthough Index






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