
Spy
Character: ??
Original name: Spy*Affiliation:* Allied Forces*Associated nationality:* British*Type:* Intelligence agent / infiltrator*Speciality:* Disguise, espionage and infiltration*Weapons:* Generally unarmed*Main weakness:* Attack Dogs*Conflict:* Alternative Second World War*Games:* Red Alert, Taiga Missions, M.A.D. Missions
Legacy: Precursor to the Spies in Red Alert 2 and Red Alert 3
The Spy is a British intelligence agent employed by the Allied Forces during the war against Joseph Stalin’s Soviet Union. Unlike conventional soldiers, his role is not to engage the enemy directly, but to covertly infiltrate their bases to obtain strategic intelligence.
Allied spies receive extensive training enabling them to mimic the behaviour, language and mannerisms of enemy personnel. Thanks to this preparation, an agent can move through a Soviet facility whilst posing as one of its occupants without immediately arousing suspicion.
This capability is represented by their disguise. In the eyes of the enemy, a spy takes on the appearance of an ordinary foot soldier in their own army.
He can thus cross Soviet lines and reach installations that would normally be impossible to approach with a conventional unit.
This technique, however, has a significant weakness: Soviet Attack Dogs are not fooled by the disguise.
Capable of recognising the intruder despite his disguise, they are the Red Army’s primary means of counter-espionage. A spy who is discovered is particularly vulnerable, as he is not normally equipped to engage enemy forces directly.
Infiltrating Soviet bases
A spy’s main mission is to penetrate enemy buildings.
Unlike later instalments in the series, infiltration in the first Red Alert is primarily used to gather intelligence rather than to directly sabotage the facility.
Depending on the building infiltrated, the agent can obtain different information.
In a Barracks, a Weapons Factory, a Construction Yard or a Naval Yard, infiltration allows the agent, amongst other things, to discover what the enemy is currently producing.
Infiltrating a Tiberium Refinery or silo provides intelligence on the resources held by the enemy.Power Plants, meanwhile, allow you to assess the state of the enemy’s energy supply.
The Radar Dome is a particularly valuable target: infiltrating it provides intelligence on the enemy’s field of view and thus a better understanding of the sectors under the enemy’s surveillance.
A spy can also identify Soviet decoys, preventing the Allies from wasting their forces on decoys.
Certain installations even provide additional benefits. Infiltrating a Submarine pen, for example, can yield a sonar pulse, whilst an Airfield can grant access to certain information about the aircraft stationed there.
The Spy therefore essentially acts as the Allied Commander’s eyes behind Soviet lines.
Covert Operations
Allied agents are not, however, limited to the roles depicted directly in the game.
During the war, some Spies are deployed on far more dangerous covert missions.
One of them, in particular, plays a key role in the rescue of Tanya Adams, who had been captured by the Soviets. The character’s depictions thus show that Allied spies can carry out genuine operations on the ground that go beyond simply gathering intelligence.
These agents are important enough that the Soviets actively seek to eliminate them.
During the Soviet campaign, an Allied spy operating in Sweden is discovered and killed. His presence had enabled the Allies to obtain information regarding Soviet preparations ahead of an offensive towards Germany.
This episode clearly illustrates that the war between the Allies and the Soviet Union is not fought solely with tanks, aeroplanes and experimental weapons:a genuine intelligence war is being waged alongside military operations.
A specialist rather than a combatant
The Spy from the first Red Alert also differs from his successors in that his role is almost exclusively devoted to intelligence.
He is considered unarmed in normal play, even though an animation depicts him with two pistols. His true ‘weapon’ remains information.
This design corresponds directly to his description in the manual: his function is to enable the player to ascertain the opponent’s production, resources and various military intelligence.
His relatively high cost and very low defence therefore make direct confrontations entirely contrary to his role.
The Spy must observe without being observed, infiltrate the base, obtain the required intelligence and avoid the guard dogs.
Legacy
The Allied Forces continue to use Spies in subsequent conflicts within the Red Alert timeline.
However, the concept evolves considerably in Red Alert 2. The new agents retain their ability to disguise themselves and infiltrate enemy facilities, but also become full-fledged economic and technological Saboteurs.
In particular, they eventually take on certain roles previously assigned to Thieves, allowing the Allies to use a single agent for espionage, infiltration and the theft of resources.
This concept is revisited in Red Alert 3, making the Spy one of the most distinctive units of the Allied Forces across the various timelines of the series.
The Spy from the first Red Alert thus perfectly embodies the Allied doctrine: gaining the upper hand through intelligence, infiltration and precision rather than through military might alone.
