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Command and Conquer: Red Alert
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Cheat mode:
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "rules.ini" file in the game folder. You can change units health, cost, weapon, shield and other game options.
Information in this section was contributed by Owen Smith.

Create ants:
Information in this section was contributed by Nin10doLord1.
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Make a map using Red Alert Map Editor, Save the map and exit the editor. Use a text editor to edit the map file in the game folder. Search for the following lines:

[Basic]
NewINIFormat=3 (this may be a different value in your game)
Name=River of Gold (this may be a different value in your game)

Copy the following entries below those lines.

[General]

;Warior Ant
[ANT1]
Name=Nin10dolord's Warior
Image=ANT1
Name=Warrior Ant
Prerequisite=weap
Primary=Mandible
Strength=125
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=6
Cost=700
Points=40
ROT=8
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

;Fireant
[ANT2]
Image=ANT2
Primary=FireballLauncher
Name=Fire Ant
Prerequisite=weap
Strength=75
Armor=heavy
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=8
Cost=700
Points=40
ROT=6
Tracked=yes
Crewed=no
NoMovingFire=yes

[ANT3]
Image=ANT3
Name=Scout Ant
Prerequisite=weap
Primary=DepthCharge
Strength=85
Armor=light
TechLevel=1
Owner=allies,soviets
Sight=3
Speed=7
Cost=700
Points=40
ROT=9
Tracked=yes
Crewed=no
NoMovingFire=yes
GuardRange=5

View credits:
Click on the Westwood logo at the title screen.

Hint: Destroy your teammates:
To kill your allies/teammates, hold [Ctrl] and select a soldier or vehicle that is on your side.
Information in this section was contributed by Nik98bag.

Hint: Unlock everything:
When starting a skirmish game, build everything you can see on the right-side menu. You will be able to build new things. Keep doing this until everything is unlocked. But make sure you build an Ore Refinery first, so you can get money easily.
Information in this section was contributed by Nik98bag.

Hint: Destroying enemy ore trucks:
The Allied mine layer may be the best weapon against enemy ore trucks. First, determine where the enemy ore trucks are passing. They usually stick to the sides of trees, shores and ridges. Bring your mine layers to the proper location and lay a lot of mines onto the exact path of the truck. Get out once the mines have been laid. Be careful not to let the mine layers get claimed by enemy forces.
Information in this section was contributed by Chino F.

Hint: Throw grenades anywhere:
Use the following trick to allow grenadiers to throw grenades across the entire map. Press [Ctrl] to force them to throw a grenade on the nearby ground. When the grenadiers reach back to throw, click on a target anywhere and the grenades will land at that location. The grenadiers must be selected the entire time. Note: Stop the grenadiers after they begin to walk towards the target.
Information in this section was contributed by Pika312 and Panthor99.

Hint: Build far away:
Build a line of ore silos to however far away as desired. Build what you want next to the last silo. Therefore, MCVs are not needed as much.
Information in this section was contributed by Bob84.

Hint: Build anywhere:
To do this trick correctly, you either have to be Team America and have paratroopers, or capture an air force base and get Paradrop. If you have an air force base, it will work with Soviets and Allies. Once you have one of these, wait until you can drop your troops. Do not drop them yet. Instead, construct the building you wish to place. Once it is done, click on the building you want to place, and keep your mouse pointer on the menu. Go to the Paradrop icon (you can change menu items while doing this). Click the Paradrop icon. Once you have done this, move your pointer up to the little mini-map above the menu. Your pointer should change to the "drop troops" pointer. Click the mini map on the position where you want your building. It takes some practice to get used to where the pointer is aimed at. It helps if you have the entire map revealed. However, it should still work in the shrouded area; you will just not be able to see where it is going. If it does not work the first time (for example, you tried to place it in water), right click to cancel and try again.
Information in this section was contributed by Jacob Scoffield.

Hint: Ore truck defense:
If infantry are attacking your ore truck, simply use the ore truck to crush them.
Information in this section was contributed by Pika312.

Hint: Mine Layer defense:
When fighting on a island and enemy transports keep landing, get your Mine Layers and set them just on the beach as far to the water as possible. The transports will be stuck there, and will not be able to open. Note: If the mines blocking them explode, they will release their contents.
Information in this section was contributed by IMarine.

Hint: Making cruisers accurate:
Cruisers will miss when firing at something in the distance. Hold [Ctrl] and click to force them to fire on the ground and a little above the target.
Information in this section was contributed by Pika312.

Hint: Cruisers without protection:
Cruisers can fire at water-vehicles by force firing on the target. However, it will not do as much damage as if normal target was attacked.
Information in this section was contributed by Pika312.

Hint: Spying:
Although you may think your spy is safe if no dogs are present, tanks are still dangerous. They will not shoot at your spy, but will instead try to crush him.
Information in this section was contributed by Pika312.

If you have sent a spy to go to the enemy base, never get close to the attack dogs. They will kill you if you do so.
Information in this section was contributed by Nik98bag.

Hint: Defeating the Allies:
When playing as the Soviets and attacking an enemy base with many tanks and the base has cannons, flamethrowers etc. create at least five riflemen and send them in before your main attack. The enemies defense will concentrate their fire on the infantry and not your tanks.
Information in this section was contributed by Matthew Ivany.

When playing as the Soviets, build a Missile Silo and an Iron Curtain. When both the Atom Bomb and the Iron Curtain are charged, send a tank into the enemy base. When all of their troops come out to attack it, use the Iron Curtain on it to give the tank invincibility. When the enemy is gathered around the tank, fire the Atom Bomb directly on top of it. If timed correctly, the missile will hit when the tank still has the effect of the Iron Curtain. This will destroy everything around the tank, but leave the tank unharmed and allow you to infiltrate the enemy base.
Information in this section was contributed by Jis1087.

Hint: Defeating the Soviets:
Create a Shipyard and then a Tech Center. Start making Cruisers until you have five to ten of them. Then, start bombarding your enemies from the coasts.
Information in this section was contributed by Dobewon15.

If you are playing the Allies against the Soviets in a skirmish game, use airplanes to destroy the Flamethrower Cannons. Attack the base with 20 or more soldiers, 2 medics, and at least 7 strong vehicles. When they attack you, crush them with your vehicles. Then send the airplanes to destroy their Construction Yard. After a few shots, it should be destroyed and the enemies will no longer be able to build things.
Information in this section was contributed by Nik98bag.

Hint: Soviet mission 3: Easy completion:
Get the Grenadiers to blow up the church by clicking to throw the grenade near them. When they are about to throw, click on the church. They will throw long to the church. Keep doing this until the church explodes, then blow up the bunker (pillbox) or barrels. The spy will appear on the road to the south where you found your squad. Kill him to complete the mission.
Information in this section was contributed by OleksandrBuzov.

Hint: Saving units:
If you are under attack by enemies that are coming by bridge, transport, APC, or Chinook, destroy them quickly to cut them off.
Information in this section was contributed by Pika312.

Hint: Defense without power:
Your defense (Turret, Flame Tower, Pillbox, etc.) except the for Tesla Coil and the AA Guns, can still run properly without power.
Information in this section was contributed by Pika312.

Hint: Island Hoppers level:
Play as the Soviets in the skirmish level "Island Hoppers". Put one or two Tesla Coils at the sides of the entrances of the islands. There are three entrances, but only one is generally used. If you get a wall up between these Tesla Coils, then it will be very difficult for the enemy to penetrate your defenses. Also, building up a strong air force is good. Launching constant air raids is a quick and easy way to pummel your opponent into submission.
Information in this section was contributed by EhGuy13.

Hint: Low power strategy:
When you have low power, your defense (Turret, Flame Tower, Pillbox, etc.) can still function. But structures such as Tesla Coils, AA Guns, and Radar Domes will go offline. Your radar will not appear until the power is back to normal. However, your other structures will still build or repair depending on how much power is available to you; the less power, the slower the construction.
Information in this section was contributed by Pika312 and ACE.

Hint: Killing multiple grenadiers/flamethrowers:
When attacked by a group of flamethrowers or grenadiers, just kill a few of them to set off a chain reaction that will kill the rest.
Information in this section was contributed by Pika312.

If you see a group of grenadiers in an enemy base, charge a Chronoshift and teleport one of your own Grenadiers by them. They will explode along with your grenadier.
Information in this section was contributed by Meathead61688.

Hint : Less power consumption:
It is possible for both Allies and Soviets to build high-tech units and structures without the presence of a tech center. Just build a tech center, then sell it. High tech units/structures can still be built. However, this is not a good idea for the Allies because the GPS Satellite would not be available.
Information in this section was contributed by fnoo.

Hint : Fire anywhere:
Using Tanya, (like grenadiers) it is possible to fire anywhere on the map. Ask Tanya to force fire somewhere then just as she is about to fire another round, aim for an enemy. It is very tricky but it is easier to do if the game speed is set to slow.
Information in this section was contributed by fnoo.

Hint : Blocking V2 rockets:
Build three or more layers of concrete wall -- a V2 rocket cannot penetrate it.
Information in this section was contributed by fnoo.

Hint : Air Force vs. Submarines:
A good idea is to use air units to destroy subs since they have no air defense. If you do not want your air units to go past an enemy's base, you can direct them a path that avoids an enemy base, even if it displays a "no entry" cursor.
Information in this section was contributed by fnoo.

Hint: Suicide attacks:
If you cannot see your enemy's entire base, but ore trucks are plowing through your base, this is usually an indicator of one of two things. The first is that the enemies are defeated, and a mass of infantry will soon follow this truck in. The second is that the enemy is out of ore, in which case, block it in somehow, then build a concrete wall around it to trap it. If you destroy it, they may launch an all-out attack on you.
Information in this section was contributed by Furpel86.

Hint: Flamethrower warning:
When using the infantry rush strategy, do not include flamethrowers into the mix. They will roast both you and the enemy. You should, however, have a Tanya or two in the back of the line to assist if anything goes very wrong.
Information in this section was contributed by Furpel86.

Hint: Tesla Coil's defense:
A good defense plan for the Soviets is to build a layer of concrete wall (or even two layers) and have it wrap around a Tesla Coil(s), SAM Site(s) and a few Rocket Launchers. Also place a few V2 Rockets behind it as well.
Information in this section was contributed by fnoo.

Hint: Transport soldiers with Chronosphere:
Take a civilian and make it force fire on the soldier that you want to transport. When the soldier lies down, take the Chronosphere and zip it while avoiding the civilians bullets. This will work because the armor gets higher when the soldier lies down. Use this to send a spy or a thief into the enemy base.
Information in this section was contributed by Gabriel Lundmark.

Hint: Easy kill with Chronoshpere:
Chronoshift a rifleman at the farthest place where the enemy can reach. Many of their units should go to attack that rifleman. Let them kill the rifleman. The enemy's units should stay where the rifleman was located. Send a team of eight to ten Apaches over to attack the Power Plants. Repeat this process as needed.
Information in this section was contributed by Troop962.

Hint: Playing as Tanya:
Use the following strategy if you have currently playing as the Allies on the mission to destroy all the bridges with Tanya. When you first start, head down and destroy the Soviet soldiers. A medic will soon help you out. If you wish to eliminate a bridge, let the medic go first in the other side of the bridge far away from it. Then, set your target on the bridge and it will explode. This way, when Tanya gets hurt, the medic will still be alive and can cure you easily. Do this every time in this case.
Information in this section was contributed by Nik98bag.

Hint: Easy defense as Allies:
If you're playing as any Allied team on a skirmish game, create many Rifle Soldiers. Put at least eight of them in one path to block the enemy and the others in another. Put four tanks at each path. When the enemy attacks, you will be able to block them away from the base and defeat them. Also, get two medics on each path.
Information in this section was contributed by Nik98bag.

Hint: Easy wins in skirmish mode:
Create ten to fifteen Allied Cruisers and send them into the shores of the enemy. Have them destroy Construction Yards (to stop them from making new buildings), Barracks (to stop them from making infantry), Sub Pens or Naval Yards (to stop them from making subs or boats.), defenses (Tesla Coils, Turrets, etc.), and finally War Factories (so they cannot make Tanks, etc.). Then, leave them to destroy the rest or send in ground units. To make this even easier, destroy their Helipads and Landing Strips. Note: This can also be done with the Soviet Missile Subs.
Information in this section was contributed by Michael Hillier.

As the Soviets, build seven or eight airstrips. Then, build MiGs for them. Attack with these MiGs in a group at the enemy base. Target their Construction Yard first, then their War Factory followed by their Barracks. Then, sell all your unneeded buildings and launch an all out attack. Note: The War Factory will take two strikes.
Information in this section was contributed by Dirtbiker1270.

Create a map and have a river run through the middle. Make sure the river is three squares wide. Next, put about three squares of ore on one side and a lot of ore and mostly gems on the other side. Then, add whatever objects desired and play the map. Make sure you start on the right side with a lot of ore and gems and build. You can make a lot of things while the CPU can barely make anything. Use the river for sneak attacks with a lot of transports.
Information in this section was contributed by sir wingamesalot.

Hint: Blackhole Lightning storm (Vortex) on the ground:
Build a Chronoshere and use it many times. If you have done it enough times, you will see a circle that appears as if it is sucking up the ground. Stay far away from it, as it shoots out powerful lightning bolts.
Information in this section was contributed by C&C Ruler.

Note: This is a Vortex. Einstein warns that this may happen if the Chronosphere is used. You can edit the rules.ini file to change the chances of a Vortex happening.
Information in this section was contributed by MotorollaMan.

Use the Chronoshift on the enemy's base only. Keep using it by moving a few feet away from where you started. The Vortex will start in your opponent's base.
Information in this section was contributed by vasbas.

Hint: Rule the war:
Design your own map with the map editor. Save it and exit. Go to "Skirmish" on Red Alert and choose your settings. First, choose the map name that you created (it will be at the bottom), then set it on "Easy" and "Al players-8". To make sure you will win, place (with the map editor) a lot of gold where your future base will be located. Then, put ridges around it so no one can get to your base. Build it close to a shore so in case of emergency you will have an "exit". To make sure you will get the correct starting location on the map you have to put little flags when designing your map. They will be located at the bottom with a flag. After that, all you have to do is build your base (and a lot of tanks).
Information in this section was contributed by miziak.

Hint: Scare enemy base:
Make about ten Tanya soldiers, then about thirty Rocket Soldiers. Make an Atom Bomb and a few planes or choppers. Send your Rocket Soldiers down near the enemy base. Send your Tanya Soldiers near the Rocket Soldiers for back up. While the Rocket Soldiers attack the base, send your Tanyas in to attack one building after another. When the Tanyas die, attack with an Atom Bomb and follow that with some planes or choppers. After this attack, the remaining enemies will not attack too much. They will use only their weakest men and just stay at their bases ruins, allowing you to repeat this tactic.

Hint: Almost 30 units in one sea transport:
Build 5 APCs and fill them to the maximum with any desired infantry unit. After filling all 5 APCs with the units, place them in the sea-going transport. You have almost 30 units in only one transport.
Information in this section was contributed by Charlie Brown.

Glitch: Floating soldiers:
Send a soldier to a hill and wait until the enemy attacks you. Run away before they hit you, and you will float in the air for between three to five seconds.
Information in this section was contributed by Nik98bag.

Glitch: Walk on water:
Build a transport and select a solider. Make the transport come on the shore then make the solider go in it. As soon as he is going in, move the transport out further and the man will walk on water. You can now make him go out anywhere.
Information in this section was contributed by Shawn Van Egdom.

Glitch: CPU does not retaliate:
In multi-player mode with two or more CPU enemies, ally with the strongest one. Then, press [Ctrl] and fire at them. They will not retaliate. You can also build a Tanya and use the same strategy on their buildings.
Information in this section was contributed by PorscheSFC.

Have fun playin red alert!