This is a sub-page of Command & Conquer: Red Alert 2.
Loading Screen Differences#


- No differences noticed?


- The power plant is placed directly behind the barracks.
- No flak cannon is noticeable at the front entrance.
- A flak cannon is located behind the airforce command.


- The harrier's icon shows more than in-game.
- A flak cannon on the right of the beacon may be missing or may be very hard to see.
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Loading Screen |
Final |
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- The amphibious transport's icon seems to be slightly different.
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Loading Screen |
Final |
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- The spy's icon is more zoomed out than in-game, even more than the old promoted spy icon.
Loading Screen |
Final |
Unused |
|---|---|---|


- The shadows in the middle of the pentagon are slightly different.


- The pipes next to the airforce command were moved one tile.


- The civilian building on the lower right may have been slightly bigger?


- The SEAL's icon is positioned differently than in game, showing more of the right of the image.
- More barrels seem to be placed next to the tesla reactor and the tree is missing.
- The V3 missiles are missing.
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Loading Screen |
Final |
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- Mirage tanks are placed outside the lab, in game three spawn instead.
- The road is completely different on the left side.
- The chronosphere seems to be missing its snowy graphics.


- The top area is different, with more tesla reactors and no service depot.


- No differences noticed?


- A military tent is visible in the top right.
- The conscript's icon is cropped differently compared to in-game.
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Loading Screen |
Final |
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- The flak track's icon is slightly different.
- A destroyer is missing.
- A fleet of amphibious transports using the Soviet model are shown but none appear in game.
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Loading Screen |
Final |
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- The refinery is moved closer to the ore.
- Different units are placed at the towers.
- The towers are garrisoned.
- Two pillboxes appear at the base of the towers.
- The service depot is missing.


- No tesla reactor is preplaced.
- The lighthouse is closer to the cliff.
- The terror drone icon shows more to the right.
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Loading Screen |
Final |
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- An additional GI seems to be behind the tree on the middle left.
- The top most barrel may be missing.


- The dreadnaut drone icon shows more to the right.
- An aircraft carrier is shown which doesn't appear in game or is moved.
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Loading Screen |
Final |
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- The dog icon shows more at the top.
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Loading Screen |
Final |
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- The tesla reactor behind the White House is missing.
- The building directly south of the White House is different.


- The dogs may be missing.
- Something is visible on the lower left.


- The water on the giant squid icon is different.
- The conyard is moved more north west.
- The weather controller has many more patriot missiles.
- The water at the bottom shows no ships.
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Loading Screen |
Final |
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- No differences noticed?


- The chronosphere has many more patriot missiles.
- The chronosphere is missing its snowy graphics.
Unused Taskforces#
ID |
Name |
Units |
Notes |
|---|---|---|---|
colspan=4 style="background-color: cornflowerblue"; | |
|||
07C893AC |
HARD - 10 Tesla Troopers |
• 10 telsa troopers |
|
07C890AC |
4 Flak Traks |
• 4 flak tracks |
|
07C894BC |
HARD - 6 HTanks, 4 Flak Trak |
• 6 rhinos • 4 flak tracks |
|
0976DF1C |
Convoy |
• 3 truck B |
|
09BE556C |
3 Conscripts, 1 Dogs |
• 3 conscripts • 1 dog |
|
colspan=4 style="background-color: cornflowerblue"; | |
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086C77CC |
5Conscripts |
• 5 conscripts |
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09C6D6CC |
1Flak,1Rhino |
• 1 flak track • 1 rhino |
|
colspan=4 style="background-color: cornflowerblue"; | |
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0C6ABCDC |
3Engineers,5GIs |
• 3 engineers • 5 GIs |
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colspan=4 style="background-color: cornflowerblue"; | |
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0CDC482C |
Seals |
• 3 GIs |
Used. Name and units don't match |
0ABAC05C |
Conscript (1), Dogs (2) |
• 1 conscript • 1 dog |
Used. Name and units don't match |
0ABA945C |
Dogs (3), Shock Trooper (1) |
• 2 dogs • 1 tesla trooper |
Used. Name and units don't match |
0ABA990C |
3 Dogs |
• 2 dogs |
Used. Name and units don't match |
0ABA0B7C |
Conscript (1), Dogs (3) |
• 1 conscript • 2 dogs |
Used. Name and units don't match |
colspan=4 style="background-color: cornflowerblue"; | |
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07EC5ACC |
Aircraft Carrier Flashers TF |
• 2 aircraft carriers |
A duplicate of 0A7A7B7C |
colspan=4 style="background-color: cornflowerblue"; | |
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0D43C25C |
Engineerlanders Mk II TF |
• 2 engineers |
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colspan=4 style="background-color: cornflowerblue"; | |
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08BC4AA0 |
Insertion Chopper Exit TF |
• 1 nighthawk |
SEALs are paradropped instead |
colspan=4 style="background-color: crimson"; | |
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0A668A0C |
BG1 - Engineer Rush |
• 1 flak track • 4 engineers |
Specifically Allied engineers instead of Soviet ones. |
colspan=4 style="background-color: crimson"; | |
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08038F0C |
Harassment Team |
• 10 GIs |
Used for 098BECDC, but this one would be paradropped. |
Unused Maps#
SOV09T.map#
The hash in the mix archive (439FEA47) matches the name SOV09T.MAP, which matches the filename of the final Soviet 9 mission "The Fox and the Hound". The mission's scripts are apparently outdated and broken. The actual mission 9's filename is SOV09U.MAP, with the "U" suffic matching the general system of adding the theater indicator to the end of the mission file. The unused map matches this too; as the "T" indicates, it uses the "Temperate" theater.

E31.map#

Watch on YouTubeA test map used to show the full power of Red Alert 2, It was probably developed exclusively to be played at the E3 2000. This map appears in several old screenshots, including the cover of the game. You start with the Soviet team, but can also control the Allies even as enemies. The map does not have any goal.

E32.map#

E32.map uses snow graphics and is a multiplayer map that is incomplete and missing graphics, most notably the water graphics. There is a psychic sensor on the map to Allied team. The map file is too corrupted to play, and can only be viewed in a map editor. It is possible to play it normally in Tiberian Sun with RA2 structures missing.

TN03T8.map#
Map tournament cut for no reason. Totally complete.
;;Tournament 3
;[TN03T8]
;Description=NAME:TOURNEY3
;CD=0,1
;MinPlayers=2
;MaxPlayers=8
;GameMode=standard

TN03MW.map#
Cut Mega Wealth version of the TOURNEY3 map. Totally complete.
;;Tournament 3 Mega Wealth
;[TN03MW]
;Description=NAME:TOURNEY3
;CD=0,1
;MinPlayers=2
;MaxPlayers=8
;GameMode=megawealth

Missing Map File#
List of names of the map file that does not exist in the file multi.mix.
Missing Cooperative Maps Archives
The names exist but the maps are missing.
57=C1M1A
58=C1M1B
61=C1M2B
62=C1M2C
63=C1M3A
65=C1M3C
66=C1M4A
67=C1M4B
69=C1M5A
70=C1M5B
72=C2M1A
73=C2M1B
75=C2M2A
77=C2M2C
78=C2M3A
79=C2M3B
81=C2M4A
83=C2M4C
85=C2M5B
86=C2M5C
88=C3M1B
89=C3M1C
91=C3M2B
92=C3M2C
93=C3M3A
94=C3M3B
96=C3M4A
97=C3M4B
99=C3M5A
101=C3M5C
103=C4M1B
104=C4M1C
105=C4M2A
106=C4M2B
109=C4M3B
110=C4M3C
111=C4M4A
112=C4M4B
114=C4M5A
115=C4M5B
117=C5M1A
118=C5M1B
120=C5M2A
122=C5M2C
123=C5M3A
124=C5M3B
127=C5M4B
128=C5M4C
129=C5M5A
131=C5M5C
Yuri's Revenge Maps
; 4 Player Maps
;41=Escalation
;56=MoonBase
;65=ReturnToForestFires
;71=XSkyscrpr
;75=SouthPoleSlaughter
; 8 Player Maps
;95=DinoWars
;96=DinoZoo
; Testing Only Map
;164=Demomap
;165=TestersMap
; Tournament Maps
;169=XTN03T8
;173=XTN03MW
Unused Multiplayer Maps
Are incomplete maps, exist but are not used.
mp04t8.map
mp07t4.map
mp24t2.map
mp28u4.map
mp29u4.map
mp30s8.map



MP24T2: Bonanza (2)Used?
MP24DU: Bonanza (2-4)
Players start at the top left and top right in MP24T2, all players start on the center hill in MP24DU.


MP29U4: The Alamo (2-4)Used
MP29U2: The Alamo (2)


MP29U4: The Alamo (2-4)The Fox and the Hound




MP30S8: Siberian Wastes (2-8)Used
MP30S6: Siberian Wastes (2-6)
The Studio City map has a tech outpost on it that suggests its size at one point was 3x3 instead of the 4x3 in the final game. The maps are old enough to still use the oldest buildings which show up incorrectly in game due to using the Tiberian Sun palette, they can be seen correctly below.
Yuri's Revenge:



61B60AB4:Used
XMP22MW: Arctic Circle (2-8) (Mega-Wealth)
{{#if: |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }}


94C4BDFA:Used
DoubleTrouble: Double Trouble (2-4)


9498E004:Used
XOCEANSID: Oceanside (2-4)
Unused Map Names
Some maps have multiple names defined but use a different one:
Map |
Unused Name |
Used Name |
Notes |
|---|---|---|---|
MP01T4 |
Twin Isles (2-4) |
South Pacific (2-4) |
Uses the string for MP01DU |
MP04MW |
Santa Fe Trail (2-8) |
Completely cut map, mega-wealth version of cut map Glasnost. |
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MP04DU |
Gettysburg Redress (2-8) |
Completely cut map, duel version of cut map Glasnost. |
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MP23T4 |
Islands in the Stream (2-4) |
Hammer and Sickle (2-4) |
Uses the string for cut map MP07T4 |
MP24DU |
Vicious Circle (2-8) |
A Path Beyond II (2-8) |
Uses the string for the standard map, MP28T8. |
MP28MW |
Windy City (2-4) |
Completely cut map, mega-wealth version of cut map Studio City. |
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MP28DU |
LA Reservoir (2-4) |
Completely cut map, duel version of cut map Studio City. |
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MP31S2 |
May Day (2) |
May Day (2) |
Uses the string MP31U2, suggesting this was once an Urban map instead of Snow. |
MP31DU |
Gates of Kiev (2) |
May Day (2) |
Completely cut map, duel version of May Day. |
MP32DU |
Snowball Effect (2-8) |
Heck Freezes Over (2-8) |
Uses the string for MP32S8. |
MP35U4 |
A City Divided (2-4) |
A completely cut map. |
Yuri's Revenge:
Map |
Unused Name |
Used Name |
Notes |
|---|---|---|---|
SouthPoleSlaughter |
South Pole Slugfest (2-4) |
A completely cut map, has two different names. |
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DinoWars |
Dino Wars (2-8) |
A completely cut map, listed under 8 player maps, but also has max players defined as 4. |
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DinoZoo |
Dinosaur Zoo (2-8) |
A completely cut map. |
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Moonbase |
Moon Base (2-4) |
A completely cut map. |
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TestersMap |
Tester's Map |
A completely cut map. |
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DemoMap |
Demo Map |
A completely cut map. |
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XSkyscrpr |
Skyscraper (5) |
A completely cut map. Called a 5 player map in its string but otherwise defined as a 4 player map. |
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Escalation |
Escalation (2-4) |
A completely cut map. |
Map Oddities#
Boot Camp - Day 1
- Variables
AnnoyedandAnnoyed_Againare defined but unused.
Boot Camp - Day 2
- The following strings go unused:
Send your troops to garrison inside the barn for better protection from enemy fireNow is not the time for potty breaks, CommanderNo time to sit, Commander
Allies 1 - Lone Guardian
- Unused taskforces suggest that the player would have access to 4 SEALs.
- Selecting the SEALs would display the text
HINT: Seals can SWIM and PLANT C4 like Tanya
- Selecting the SEALs would display the text
- An unused trigger tells players that they can use cars to transport infantry, seems to have been cut from the game (passengers value commented out from vehicles aside from buses).
- The trigger points to right next to the ore field, perhaps to draw attention to the excavator.
- The trigger displays the text
HINT: Cars can be used to CARRY INFANTRY. To remove passengers, double-click on the car
- An unused taskforce suggests a kirov would've been just south west of the McBurger Kong, bomb it, and move off map to the north east of it.
- The following strings go unused:
HINT: Your base is out of power, build more power plants, the base already has power, and the player isn't taught about power mechanics.HINT: Fuel barrels explode if destroyed, because EVA tells you this instead.HINT: GI's must DEPLOY to enter or exit their sandbagged foxholes, a different string is used instead.Additional troops gained, likely would've been shown when finding the grizzlys to the north east.HINT: Order your GI's to enter CIVILIAN BUILDINGS to fortify them, urban combat isn't taught until the 3rd mission.HINT: To REMOVE your troops, DOUBLE-CLICK on the occupied building, this seems to be related to the civilian buildings between the base and the broken bridge to Liberty Island. The unused trigger would reveal the V3 that targets the ground near the buildings, perhaps the building was originally occupied with GIs and you were taught to evacuate them from the artillery.HINT: To REMOVE your troops, SELECT the occupied building, then click on it again., a similar redundant message.
- An unused trigger to teach the player about urban combat actually uses the explicitly Soviet string:
HINT: Order your CONSCRIPTS to enter CIVILIAN BUILDINGS to fortify them
Allies 2 - Eagle Dawn
- A trigger suggests a chrono miner could be found somewhere on the map.
- The miner would become yours and EVA would say "Unit ready".
- Unused task forces suggest tesla troopers would appear here on hard difficulty before their official introduction in the next level.
Allies 3 - Hail to the Chief
- The following strings go unused:
MISSION FAILED: President Dugan is but a flattened shell of a man, presumably for destroying the White House, a similar string is used instead.You have salvaged Allied units abandoned after the Soviet invasion, nothing like this in the final map, instead reinforcements are given to you after a certain amount of time.HINT: Order an ENGINEER into an IFV to transform it into a Mobile Repair Vehicle, demonstrated at the start of the mission.
- The string for the hospital tutorial is from the next level which also has a hospital but is more out of the way, perhaps the hospital was added later in development as the area it's in doesn't match the same area in mission 7 - Liberty.
Allies 4 - Last Chance
- Triggers suggest an oil derrick was on the map at one point.
- The Weather Storm superweapon is explicitly defined to hide its timer.
Allies 5 - Dark Night
- Triggers suggest that the player was able to get SEALs at one point, these were instead replaced with 3 GIs on easy.
- Selecting the SEALs would display the text
HINT: Seals can SWIM and PLANT C4 like Tanya - For some reason the SEALs' MP5 weapon has its range reduced from 6 to 5 for this mission.
- Selecting the SEALs would display the text
- Triggers also suggest a hospital was on the map at one point.
- Barrels are placed randomly next to a cliff and provide no benefit for destroying. However the cliff is the perfect size to fit an unused breakable cliff from Tiberian Sun in. Graphics for such a cliff exist and go unused but cannot be broken in-game. Perhaps this barrel was planned to break the cliff before they were removed and replaced with a nearby ramp.
Allies 7 - Deep Sea
- The following strings go unused:
HINT: The GAP GENERATOR will conceal your,base from Soviet nuclear attack
Allies 11 - Fallout
- A variable is set once the player builds a gap generator, but is unused.
- Cut audio from Allies 7 - Deep Sea suggests this could've been related to the gap generators either blocking nukes or changing AI targeting priorities.
- The following strings go unused:
Nuclear Strike in:, the standard superweapon timer is used instead of a custom one.Order a SPY into an enemy NUKE to reset the count down., this mechanic isn't taught to players
Allies 12 - Chrono Storm
- For some reason Tanya's weapon is changed to the SEAL MP5.
- The following strings go unused:
Alliance formed with Soviet Defectors, no defectors exist.Soviet resource stockpile detected, no stockpile exists.Allied chrono reinforcements in transit, arriving soon, redundant when a movie is used instead.Tanya lost,Kremlin Infiltrated - PRIMARY OBJECTIVE COMPLETE,Special Agent Tanya has arrived.,Final Objective: Tanya will infiltrate the Kremlin and Capture Romanov, these are all automatically handled at the end of the game and unnecessary, perhaps it was related to the cut ending where Romanov tried to escape.Romanov must be captured. Don't destroy the Kremlin!
Soviet 2 - Hostile Shore
- The grand cannon has its health reduced from 900 to 200, but none appear on the map.
Soviet 3 - Big Apple
- A disabled task force exists where the AI would attack the player with two groups of 6 grizzly tanks on hard once they have a Soviet war factory.
- A disabled task force exists where the AI would attack the player with a group of 6 rocketeers on medium and hard from the sea.
- A disabled task force exists where the AI would attack the player with two groups of 6 rocketeers on hard from the sea once they have a sentry gun.
- The game explicitly prevents you from choosing Allied units from the unused dropship system.
Soviet 4 - Home Front
- A disabled task force exists where the AI would engineer rush the player from the north west on medium and hard when they have one or less power plant. This was probably disabled because it's cheap at such an early mission.
- A disabled task force exists where the AI would occupy with farm house on the east end of the village with 8 GIs once they have a barracks.
Soviet 6 - Sub-Divide
- A trigger called 'Hint' exists for medium and hard players that triggers when the player builds a tesla coil, but does literally nothing. It's probably a copy of the hint for charging tesla coils with tesla troopers. An obsolete persistence flag is set which might have been an attempt to not give the hint if the player learnt about it in the previous mission.
Soviet 9 - Fox and the Hound
- For some reason the water tower is changed to act as a tesla coil. No water tower exists on the map.
Soviet 10 - Weathered Alliance
- The global value 7, SmithCastle Destroyed, is set if the player captured the weather control device. This isn't possible, perhaps the idea was that if you destroy it you can't use it in the final level but if you capture it you can? This variable is only used in the Allied campaign for Liberty.
- A task force for the AI build a chrono legionairre while they have a battle lab exists but is unused, it's intentionally disabled and no script to tell the legionairre what to do was written.
- A task force for the AI to attack the nuke with 4 harriers is disabled. This happens once when the nuke is built and triggered via triggers, but never repeats.
- A task force for the AI to attack defences with harriers checks if they have one or more nothing.
- A task force suggests the psi-commando was once a regular psi-corps trooper.
- The middle base's build nodes are offset from the actual by 5 cells in both directions, preventing them from working.
- The game wants to build a power plant at 0,0 which probably prevents them from working anyway.
- The old nodes show that a prism tower was replaced with a pillbox.
- For some reason the game tries to rebuild a Soviet sentry instead of a pillbox on the middle hill.
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Broken |
Broken - No Objects |
|---|---|
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Fixed |
Fixed - No Objects |
|---|---|
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Soviet 12 - Polar Storm
- The AI has a script for building prism tanks, except instead of prism tanks it's told to build tesla tanks which doesn't work.
- The level has a taskforce to attack you with an aircraft carrier, but the taskforce is actually empty.
YR Allies 2 - Hollywood in Vain
- Triggers suggest that prism tanks could be obtained from destroying the lasher tanks next to the south east grinder.
- Triggers suggest that more tanks could be obtained from destroying a faction whose only remaining objects are the hedgehogs in the city.
- Voice lines also suggest that GGIs could be obtained on the map somewhere.
- For some reason the player starts with a hedgehog, causing the player to be able to see and hear the AI attacking it at the start of the mission on high enough resolutions.
- The McBurger Kong to the north east has tanks placed to look like they're going through the drive-thru, but the AI tends to move them.
- The level has triggers to forcibly reveal Flint Westwood if the player builds a SpySat, which would be hard to do without first revealing him due to how close he is to the start.
- A script for a virus to hunt infantry exists, but they aren't introduced until the next level.
- The level has scripts to give you control of buses (3) once you put infantry in each, but none exist in the level.
YR Allies 5 - Clones Down Under
- A script to produce brutes exists but checks if the player has a Soviet barracks instead of an Allied one.
YR Allies 6 - Trick of Treaty
- The park benches along the river are given to the player. The ones to the north west offscreen are seemingly made invisible due to this and being offscreen.
YR Allies 7 - Brain Dead
- Trigger "Start_GIs" is an all-difficulty trigger that is disabled. If re-enabled the player starts the mission with 4 GIs and 2 GGIs being paradropped along with the engineers.
YR Soviet 2 - Deja Vu
- The AI has scripts to construct 3 IFVs once the player builds a siege chopper, but they're not buildable until level 5.
- The AI has scripts to construct 5 rocketeers once the player builds a siege chopper, but they're not buildable until level 5.
YR Soviet 7 - Head Games
- The freedom fighters set piece in the south east seemed to have a trigger where two technicians in the camp would run to the demo trucks and get in before you gained control of the trucks. In the final you just gain control of them when you see them.
- A medium/hard attackforce is defined with a 4 Lasher, 2 Gattling group, but the taskforce itself is empty.
Misc
- The following strings go unused:
- mission:extremeham:
Extreme Ham, ???
- mission:extremeham:
Mirage vs
Deja Vu#
Despite being the same level reused, some changes were added to Deja Vu, as seen in #Easter Eggs. In addition:
- One of the houses in the western village was changed and a phone booth added.
- Additional cars were added to the village.
- Another house was added.
- Two more ore mines were added to the central base.
- Some trees were added north east of Einstein's lab that seem to spell out something. RTO? RYO? YO R? ATO? ROT?
- A smiley face was added in the snow to the top right.


{{#if: |
| {{{!}} class="wikitable" style="margin:auto"
|- ! Differences |- |
|} }}
Washington DC#
Washington DC is seen on three campaign levels and one multiplayer level. These levels can be compared to give an idea of the development of the level. Liberty seems to be the oldest version of the area.




Example of them overlapped:
Comparisons#












Easter Eggs#
Boot Camp - Day 1
:* Destroy the Conyard for an engineer, complete the tutorial up until the point of being ordered to destroy the tank, avoid destroying the tank and send the engineer to repair the bridge.
:**A cow will moo and a message say Hey! You're not supposed to be here!.
:**Continue further and nighthawk transport will become yours to control. Going north will cause a barn to explode and a cow to appear.
:**A part of the trigger seems to be broken, the cow will change team but won't be controllable, by editing BadGuy3 House to PlayerControl=yes the rest of the easter egg becomes possible:
:***Put the cow in the nighthawk transport and take it to the barn to the top right, and make it enter the barn, the map specifically edits the cow's code for these things to be possible.
:***Once the cow is in the barn the sergeant will say "No time to sit, commander", and a map reveal crate will spawn outside the barn.
Boot Camp - Day 2
:* Make a GI enter the outhouse to the north east and the sergeant will say "No time for sitting, commander" and force the GI out.
Allies 2 - Eagle Dawn
:* Multiple crates can be found on the map:
:** 4 crates behind houses.
:** 3 crates in vans to the south east.
:** 1 crates to the north west (except on hard).
:* Two veteran rocketeers can be found to the south west.
Allies 4 - Last Chance
:* Entering the McBurger Kong to the north spawns 5 monkeys for the player to use, named "MonkeyForce5".
Allies 5 - Dark Night
:* A treeline at the top left writes the letters "ACC".
Allies 10 - Mirage
:* An easter egg seems to be cut.
:** Two polar bears would be chasing a woman at the northwest of the map. They would growl and quickly give up as she runs paniced to the north west village. She gets in the orange car, follows the road and drives off the map, leaving behind six crates with 1500 each for 9000 credits total on the road.
Allies 12 - Chrono Storm
:* Trees at the topleft display the letters "ACC", placing a unit in them displays the message "TSC&ACC" and "11/21/98". These are initials of Timothy Scott Campbell and Alicia Campbell. A similar easter egg is also present in Warcraft 3.
Soviet 1 - Red Dawn
:* Trees at the lower right display the letters "ACC", placing a unit in them displays the message "TSC&ACC" and "11/21/98".
Soviet 11 - Red Revolution
:* Trees at the lower right display the letters "ACC", placing a unit in them displays the message "TSC&ACC" and "11/21/98".
YR Allies 4 - Tomb Raided
:* Going near the oasis at the north west will spawn a sniper and IFV.
:* Having units on the three marked spots under the oasis will spawn some t-rexes under player control. Because the trigger sets a variable once a unit moves to each of the points and unsets the variable when the adjacent cells are touched a chrono-legionaire can trigger this by teleporting to all three points by themselves without requiring three units.
-
- {|
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YR Soviet 2 - Deja Vu
:* Terrain around the starting area displays the letters "KBO" and "AEO". A smiley face is also added on the left.
YR Soviet 4 - Romanov On The Run
:* Placing a unit on a specific spot outside the north west base will spawn a bunch of polar bears that spell out the word "HI".
-
-
C&C-RA2-Sov04dmd-EasterEgg.mp4
-
YR Soviet 7 - Head Games
:* Placing a unit on the tiny island in the water next to the start displays the message "KBO AEO".