Vladimir took credit for your victory in Florida, which
shouldn't surprise you too much-he appears to be a very
opportunistic person. Yuri talks to you before the start of
this mission, and tells you not to worry about Vladimir.
Yuri knows what really happened. He also tells you about the
Psychic Beacon. Using this device, you can project thoughts
onto others and control their minds. You are to start the
psychic invasion of the United States. Clear out the area
and place a Psychic Beacon, which will control the minds of
civilians and turn them to the Soviet cause. To help you
achieve this goal, you must first capture an Allied Battle
You start with very little. In fact, all you have is a
Radar Tower, a Tesla Reactor, and a Conyard. You need a
Refinery and a Barracks immediately, followed by a War
Don't worry about creating a second War Miner
for now. Instead, concentrate on building up your defenses.
Create a lot of Conscripts and have them capture the
buildings to the north and east of your base. Particularly
important is the large building located just east of your
base, near the Tech Derricks. Reinforce this area with
several tanks and Flak Tracks.
Now take the derricks
with a trio of Engineers. Because there's almost no ore in
your area, these three derricks provide the bulk of your
income for the rest of the mission. Protect them well with
additional tanks and Flak Tracks, place a few Sentry Guns in
front of them, and keep that building occupied with
Around this time, you will be airdropped a
few Psi-Corps units. These are useful in defending against
Allied attacks, particularly while you're still building up
your power. Psi-Corps Troopers can each mindcontrol a single
enemy unit. Try to mind-control powerful Grizzly Tanks or
IFVs and use them to scout the map or attack the enemy's
Using a Flak Track, explore the area. Ignore the
large bridge for the moment: Most of the Allied attacks will
come down this bridge, and a single scouting Flak Track
would be vulnerable. Instead, explore the lower areas to the
left and right of the bridge. Send out groups of 10
Conscripts to capture some of the buildings, holding them to
prevent additional Allied attacks from reaching your base.
Most of the buildings are heavily damaged and can't be
garrisoned. Create several Engineers to follow along with
your Conscripts and repair the buildings. You need these
buildings because they are the best way to keep your units
protected, and they give you the best position to attack the
approaching enemy. Start moving out groups of 10 Conscripts
and an Engineer. Send the Engineer into a building to repair
it, then occupy it fully with your troops.
Keep pushing north and east toward the enemy. Money is a
problem for a long time because your own ore runs out so
quickly, making you entirely dependent on the money from
your Tech Derricks. Take it slow and easy, expanding outward
when you can. Also, build a few Rhino Tanks and Flak Tracks
to keep your own base safe.
You'll also encounter a
few Allied-occupied buildings. The easiest way to deal with
these is to hit them with a couple of V3 Rocket Launchers.
These units can stay out of the range of garrisoned
buildings, and three of them can destroy most neutral
buildings outright with a single salvo.
You can find a
couple of Tech Outposts along the western side of the map.
Take them to provide a way to repair your vehicles. Don't
capture them until you can adequately defend them with
vehicles and by garrisoning the buildings nearby. The other
benefit to grabbing these nearby buildings is that moving a
force into the area puts several new ore fields, including a
field of gems, under your control, allowing your War Miner
to start working again. Now is also a good time to build a
second War Miner.
Although you should be approaching
the Allied position across a broad front, the best approach
is from the northwest, near the second of the two outposts.
Build a second Barracks and place it here. Start churning
out Engineers and Conscripts from this Barracks, and repair
everything on the top of the hill to the north. Garrison all
of these buildings completely (you'll be happy you did this
later on). Send a scout or two down the eastern side of the
hill to explore the Allied base. There are a few Pillboxes
here; eliminate them with your V3s. Repair the damaged
buildings directly in front of the Allied base and
completely occupy them.
Start moving into the
Allied base, capturing anything worthwhile and destroying
everything else. Use your V3s to take out the Pillboxes and
have Engineers capture the Barracks you encounter. Make this
your primary Barracks and start pouring out hordes of Flak
Troopers. You can also grab an Allied War Factory and use it
to create a dozen or so IFVs. As with the Barracks, make
this your primary War Factory so that the units appear in
the Allied base rather than back at your home base.
Essentially, you want to destroy or capture everything but
the Battle Lab. Completely eliminate the Allied presence in
the area. Then keep making units. You want about 20 Flak
Troopers and a like number of IFVs. Make some of those IFVs
powerful against ground troops by inserting Tesla Troopers
into them, but leave at least half as Rocket IFVs. Make sure
you completely garrison every building around the former
Now you can take the Battle Lab. It'll
change into a Soviet Psychic Beacon, which you now must
protect until it deploys. The Allies will hit you with
everything they have, and will move in from all over the
map. You will receive more Psi Troopers by para drop once
the Psychic Beacon deploys. Use them to mind-control enemy
vehicles that get too close to the Psychic Beacon.
All you really need to do is hang tight. Your troops
garrisoned in the buildings around the beacon do a good job
of fighting back the Allies dropping in, and the Rocket IFVs
and Flak Troopers should knock a few Allied planes out of
the sky before they can drop their Paratroopers. Don't worry
about the battles going on anywhere else on the map. Your
troops can hold off a few of the Allied units. Even if they
can't, the Psychic Beacon is all that matters at this point.
If the Psychic Beacon comes under enemy fire, don't forget that you can
repair it. An Engineer can be ordered to enter the Beacon to
repair it to full health instantly.
Once the Beacon
is fully charged up, it deploys, and all of the enemy troops
on the map fall under your control. The mission is a