CCCC &&&&& CCCC CCCCCCC &&&&& CCCCCCC CCC && CCC CCC &&& CCC CCC & && & CCC CCCCCCC & && & CCCCCCC CCCC &&&&& CCCC RRRRR EEEEE DDDD A LL EEEEE RRRRR TTTTTTTT RR R EE DD D A A LL EE RR R TT RRRRRR EEEEE DD D A A LL EEEEE RRRRRR TT RR R EEEEE DD D AAAAAAA LL EEEEE RR R TT RR R EE DD D A A LLLLLL EE RR R TT RR R EEEEE DDDD A A LLLLLL EEEEE RR R TT 33333333333333333333 3333333333333333333333 333333333333333333333333 3333 3333333 33333333 33333333 333333333 333333333333 333333333333 333333333 33333333 3333 3333333 333333333333333333333333 3333333333333333333333 33333333333333333333 C&C Red Alert 3 FAQ/Walkthrough For the PC By Raining Metal (Boocatcher5@hotmail.com) Version 1.05 =================== >Table of Contents< =================== 1.0 Introduction 1.1 Version History 2.0 Basics 2.1 Story 2.2 How to Play 2.3 Factions 2.4 Units 2.5 Structures 2.6 Support Powers 2.7 Characters 2.8 Co-Commanders 2.9 Crates 3.00 Campaign Walkthrough 3.10 Soviet Campaign 3.11 The Shrike and the Thorn 3.12 Circus of Treachery 3.13 Taking back Ice Harbor 3.14 March of the Red Army 3.15 The Science of War 3.16 No Traitors Tomorrow 3.17 To tame a living God 3.18 The Stone-faced witnesses 3.19 Blight on the Big Apple ------------------------------------------------------------------------------- 3.20 Allied Campaign 3.21 Ride of the Red Menace 3.22 The Shark and the Lure 3.23 The Famous Liberation 3.24 Enemy of our Enemy 3.25 The Unfathomable Fortress 3.26 A Monument of Madness 3.27 Forever sets the Sun 3.28 The great Bear Trap 3.29 The Moon shall never have them ------------------------------------------------------------------------------- 3.30 Imperial Campaign 3.31 The death of Father Frost 3.32 To conquer shattered Spirits 3.33 Behold the mighty Saint of Swords 3.34 Graveyard of a foolish Fleet 3.35 Assault on the Black Tortise 3.36 Rage of the Black Tortise 3.37 Barbarians at the Bay 3.38 Crumble, Kremlin, crumble 3.39 The last red Blossom trembled 4.0 Multiplayer 4.1 Skirmish 4.2 Maps 4.3 LAN 4.4 Online 4.5 Multiplayer Tips 5.0 And The Rest! 5.1 F.A.Q. 5.2 Email Guide 5.3 Credits 5.4 Legal Disclaimer To search for the section wanted in this Guide, Highlight the Number beside the subject (Such as 2.3) and press Ctrl + C, then F, and then V. This will activate a finding system to look for the text put in (in this case, a number with a decimal) and simply click “Next”. ================== 1.0 >Introduction< ================== It's been too long, Red Alert fans. And now the day has passed. It's time to Red Oktoberfest with RainingMetal! I'll help out on any hard missions and technical issues. Into the time machine... --------------------- 1.0 >Version History< --------------------- Version 1.05 Made some changes regarding the latest patch. ------------------------------------------------------------------------------- Verison 1.04 Added Allied Campaign tips by TeeWrench. ------------------------------------------------------------------------------- Version 1.03 Added a Multiplayer tip by Skillswords809, as well as the Multiplayer Tips section. ------------------------------------------------------------------------------- Version 1.02 Minor Update. Made a few more corrections and notes by the GameFAQs squad. ------------------------------------------------------------------------------- Version 1.01 Made spelling corrections regarding the word "Tesla". ------------------------------------------------------------------------------- Version 1.00 Added the "Monument of Madness" strategies by Tim "Caael" Haigh and Mike "Krall" Schumancher. Completed the Map list section, and added a few other tweaks. ------------------------------------------------------------------------------- Version 0.98 Initial Release. Requires information regarding LAN gameplay and the Multiplayer Map list in order to be complete. ============ 2.0 >Basics< ============ This chapter covers the information required to play this game. I suggest playing the Tutorial before heading into the actual game. In the options menu is an option named "Classic C&C mouse setup". Use it. ----------- 2.1 >Story< ----------- In the beginning, Albert Einstein created a Time Machine in order to erase Adolf Hitler. With Hitler removed, however, the USSR would take over Asia and Eastern Europe without much resistance. The Allies manage to defeat the Soviets in the end. Later, the Soviets would invade the USA, thinking they were the ones responsible for their last defeat. The Americans and other Allied Nations rally against the Russians and manage to defeat the USSR once more. After being defeated by the Allies twice, the Soviets decide to build their own Time Machine and erase Einstein, who brought upon Technological superiority for the Allies. With Einstein AND Hitler removed, the Soviets would once again be the dominant power in the war between Allies and Soviets. However, without Einstein's boastful technology, a new power, the Empire of the Rising Sun, would make a sudden appearance without the fear of the Allies' technology. There are now three Factions fighting for Global conquest... ----------------- 2.2 >How to Play< ----------------- Here are the basic instructions on playing this game: -Scroll around the map by shifting the mouse around the screen. -Left-Click on Units to select them. -When selecting a Unit, left-click on a location to make it move there. -Left-Click on an enemy to attack it. -Right-Click to deselect the Unit. -Drag the mouse across the screen while clicking to select a bunch of units. -Money is needed to purchase Units and construct buildings. To collect Money, place a Refinery next to special buildings known as Ore Nodes or Ore Mines. The Ore Collector will automatically collect funds (it's different from the classic C&C method of making dough). A Depleted Ore Node will still provide funds, just less. -Power is needed to maintain Defenses and Superweapons. If the Power level is lower than the demand for power, all Defenses and Superweapons will deactivate, and the process of building Structures and making Units is twice as long as it should be. -There are many Tech Structures on the map. Make use of these by sending an Engineer into the Structure. -Sometimes, there's a Black Shroud covering unexplored terrain. If a friendly unit goes towards it, the Shroud will unwind and reveal more of the map. If a unit leaves the area, then that part of the map will be covered by a lighter fog, called "The Fog Of War". This shows Buildings and terrain, but hides units. -Units can Guard, Attack-Move, or use other special abilities. Guarding makes them guard the area from enemies, including hostile Structures. Attack-Move makes the unit move to the area, as well as attacking other targets on the way. -Each side has a Super Weapon, and each has a certain recharge timer. Once it reaches zero, it can be used. -All Units have some sort of Special Ability (Hotkey is F). Use them! -Support Powers can also be used to harass the enemy, or upgrade friendly troops. Each Power requires a point to be used. To gain these points, stay alive, or go into battle! There are three trees of Support Powers. Unlocking one allows the next one in the tree to be purchased. -Many civilian Structures can be Garrisoned by most Infantry. The Infantry can shoot out of the Structure, but certain Units can flush them out with their Special Ability. -Buildings can be Repaired for a price, and can also be Sold for extra cash. -Infiltrators, Spies and Shinobi, can enter enemy Buildings for substantial benefeits. Entering a Power Plant will sabotage enemy Power. Entering a Production Structure will prevent that Structure from producing Units. Entering a Refinery will steal funds. -All Jet Aircraft (with the exception of Imperial Aircraft) need to refuel at Airbase/Airfields. They can use their Special Ability to immediatley withdrawl to the hangars. Century Bombers need to return manually through clicking on the Airbase/Airfield as a move command. -Armor, Aircraft, and Navals can be repaired by Repair Drones. These robots are usually found at production structures, or at Crusher Cranes for the Soviets. -All Combat Units can receive "experience" by killing other enemy Units. Veterans and Elites will deal more damage and will have more health, and Heroic Units can also heal gradually when not in combat. -------------- 2.3 >Factions< -------------- There are three sides in the game, each one having its strengths and weaknesses. They also have different ways of building Structures. ------------- Allied Powers ------------- The Allies excell at technology and air superiority. They build their Structures in the classic C&C fasion. They build the Structure within the Construction Yard, and plant it on a location when ready. They go through their Technologies by purchasing upgrades at Con Yards or Command HUBs. The two structures are required to expand building space and operating their production Structures (the buildings are individually required to upgrade). ----------- Soviet Army ----------- The Soviets have expertise in brute, direct force. They build their Structures much like how buildings are erected in Generals; they build from the ground up. This means that they can put a building onto a location first before it's even finished. They upgrade Technologies and expand in the classic C&C style. They simply purchase higher-tech buildings to advance through Technologies, and expand by building near the borders and increasing the borders as a result. --------------- Japanese Empire --------------- The new Faction, the Empire of the Rising Sun, have even higher technolgies than the Allies, and many of their Units can transform! They construct buildings by producing Units known as Nanocores. The Nanocores deploy into the buildings that help out the Empire's army. Since the Empire has no building bounds, they can expand very quickly. They elevate their Technologies by upgrading their production Structures individually. ----------- 2.4 >Units< ----------- Units are various types of soldiers or vehicles that fight against the enemy. There are four classes of Units: Infantry, Armor, Aircraft, and Navals. Aircraft Units are vulnerable to only certain types of units. Infantry and Armor usually travel on Land, while Navals are native to the Waters. Amphibious Units are capable of crossing both types of terrain, as can Aircraft. Some Navals are submerged, and can only be attacked by certain units when passive, but can be attacked by anything when emerged (often to attack things). These Navals are always some sort of Submarine. Infantry can be run over by certain types of Armor. ------ Allies ------ ************* *Peacekeeper* ************* Class: Infantry. Purpose: Anti-Infantry, Anti-Garrison. Role: Main Infantry. Weapon Type: Bullet. Range: Medium/Short. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Medium. Speed: Medium/Slow. Amphibious?: No. Special Ability: Riot Shield. Produced At: Boot Camp. Cost: $200. Requires: Available at Start. Peacekeepers replace GIs as the basic Allied Soldier. Their Shotguns are best used at close range. They can get close enough in direct combat by using their Shields. This will slow them down, but will protect them from any direct gunfire. They can use their Shields to protect themselves while they enter and clear out a Garrisoned Building. ************ *Attack Dog* ************ Class: Infantry. Purpose: Anti-Infantry. Role: Scout. Weapon Type: Melee. Range: Melee. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Amplified Bark. Produced At: Boot Camp. Cost: $200. Requires: Available at Start. Attack Dogs are Anti-Infantry Scouts. They can annihilate groups of Infantry by Barking, rendering the victims parylized. They can also neutralize disguises. ********** *Engineer* ********** Class: Infantry. Purpose: Base Repair, Base Capture, Healer. Role: Worker, Special Infantry. Weapon Type: None. Range: N/A. Good Versus: Structures. Bad Versus: Everything Else. Armor: Low. Speed: Slow. Amphibious?: Yes. Special Ability: Medical Tent. Produced At: Boot Camp. Cost: $500. Requires: Available at Start. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). All Engineers were capable of Capturing enemy Buildings, and Repairing Friendly Buildings. In Red Alert 3, Engineers can cross water as well as land. Allied Engineers are also able to bring up Medical Tents to heal friendly Infantry. ***************** *Javelin Soldier* ***************** Class: Infantry. Purpose: Anti-Armor, Anti-Aircraft. Role: Support Infantry. Weapon Type: Rocket. Range: Long. Good Versus: Armor, Aircraft. Bad Versus: Infantry. Armor: Medium. Speed: Slow. Amphibious?: No. Special Ability: Manual Guidance. Produced At: Boot Camp. Cost: $400. Requires: Available at Start. Javelin Soldiers support Peacekeepers with their heavy Anti-Armor Bazookas. They can switch to Manual Guidance mode to fire a barage of Rockets. This makes them fire much more slowly, so use it on stationary targets, like Structures. ***** *Spy* ***** Class: Infantry. Purpose: Base Infiltration. Role: Infiltrator. Weapon Type: Disguise. Range: N/A. Good Versus: Structures. Bad Versus: Scouts. Armor: Low. Speed: Medium. Amphibious?: Yes. Special Ability: Bribe. Produced At: Boot Camp. Cost: $1000. Requires: Heightened Clearance. Spies, like in previous Red Alert games, rely on disguises to get into enemy compounds. Attacking an enemy as a Spy will make the Spy disguise as that unit (so Spies can only "attack" Infantry). Along with the Infiltrator techniques, the Spy can also Bribe Units for $1000 to fight against the enemy. This leaves the Spy vulnerable and his cover blown for a few seconds. ******* *Tanya* ******* Class: Infantry. Purpose: Anti-Infantry, Anti-Armor, Anti-Structure. Role: Commando. Weapon Type: Bullet, Explosive. Range: Medium. Good Versus: Infantry, Armor, Structures. Bad Versus: Aircraft. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Time Belt. Produced At: Boot Camp. Cost: $2000. Requires: Maximum Clearance. Tanya Adams rides again! Like in previous games, she is extremely deadly against Infantry, and can plant explosives on Armor and Structures. She can also swim. This time, she's got the Time Belt up her sleeve. Using it will put her in the position she was a few seconds ago, possibly recovering lost health and retracing her steps. ************ *Prospector* ************ Class: Armor. Purpose: Money Making, Base Expansion. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Unpack into Command HUB. Produced At: Armor Facility, Seaport, Ore Refinery. Cost: $1000. Requires: Available at Start. Prospectors are the main Money Maker for the Allies. They are able to unpack into Command HUBs for base expansion. ************* *Riptide ACV* ************* Class: Armor/Naval. Purpose: Anti-Infantry, Transport. Role: Support Armor/Transport. Weapon Type: Bullet, Torpedo. Range: Short. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Unload Passengers. Produced At: Armor Facility, Seaport. Cost: $750. Requires: Available at Start. Riptides are the primary Transport for the Allies. It can cross water and land, and can carry Infantry. It is armed with a Machine Gun and Torpedoes for self- defense. ***************** *Multigunner IFV* ***************** Class: Armor. Purpose: Anti-Armor, Anti-Aircraft. Role: Support Armor. Weapon Type: Varies. Range: Varies. Good Versus: Varies. Bad Versus: Varies. Armor: Low. Speed: Fast. Amphibious?: No. Special Ability: Unload Passenger. Produced At: Armor Facility. Cost: $800. Requires: Available at Start. The IFV returns, and it has more Infantry options available! Be default, it is armed with a Rocket Launcher, powerful against Armor and Aircraft. The Unit inside the IFV determines its new weapon. ************ *Allied MCV* ************ Class: Armor. Purpose: Base Establishment. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: High. Speed: Slow. Amphibious?: Yes. Special Ability: Unpack into Construction Yard. Produced At: Armor Facility, Seaport. Cost: $5000. Requires: Available at Start. MCV stands for Mobile Construction Vehicle. When they unpack, armies are authorized to construct other Structures. It can deploy on land and water. *************** *Guardian Tank* *************** Class: Armor. Purpose: Anti-Armor. Role: Main Armor. Weapon Type: Shell. Range: Medium. Good Versus: Armor. Bad Versus: Infantry, Aircraft. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: Laser Pointer. Produced At: Armor Facility. Cost: $950. Requires: Heightened Clearance. Guardian Tanks are the shield of the Allies. In packs, they can deal lots of damage. They can also switch to the Laser Pointer to have its target receive more damage! *************** *Athena Cannon* *************** Class: Armor. Purpose: Anti-Structure, Anti-Defense. Role: Artillery. Weapon Type: Spectrum. Range: Long. Good Versus: Structures. Bad Versus: Infantry, Aircraft, Armor. Armor: Low. Speed: Slow. Amphibious?: No. Special Ability: Defensive Shield. Produced At: Armor Facility. Cost: $1400. Requires: Maximum Clearance. The Allied Artillery Unit. This truck carries a laser beam that fires straight into the sky, reflects off various satellites, and hits its target on the surface. Because of this, its sight is its range, which is quite long. It can also bring up a protective Shield in case of danger. ************* *Mirage Tank* ************* Class: Armor. Purpose: Anti-Armor, Anti-Infantry. Role: Ultimate Armor. Weapon Type: Spectrum. Range: Medium. Good Versus: Infantry, Armor. Bad Versus: Aircraft. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: Gap Generator. Produced At: Armor Facility. Cost: $1600. Requires: Maximum Clearance. Despite Einstein being erased from time, the Mirage Tank still exists. When stationary, the Mirage Tank is disguised as a generic object (like a car or a tree). It fires a deadly Spectrum beam at targets. Alternatively, it can activate its Mobile Gap Generator to hide other nearby Units. It cannot fire when using the Generator. ********* *Dolphin* ********* Class: Naval. Purpose: Anti-Naval. Role: Light Naval. Weapon Type: Beam. Range: Short. Good Versus: Navals. Bad Versus: Aircraft. Armor: Low. Speed: Fast. Amphibious?: No. Special Ability: Dolphin Jump. Produced At: Seaport. Cost: $750. Requires: Available at Start. Dolphins, like the ones in Red Alert 2, use a Beam weapon against other Naval Units. It can also jump from bodies of water, making them able to dodge certain attacks, or to get from one body of water to another. *********** *Hydrofoil* *********** Class: Naval. Purpose: Anti-Air. Role: Support Naval. Weapon Type: Bullet, Jammer. Range: Medium. Good Versus: Aircraft. Bad Versus: Armor, Navals. Armor: Medium. Speed: Medium. Amphibious?: No. Special Ability: Weapon Jammer. Produced At: Seaport. Cost: $900. Requires: Available at Start. Hydrofoils are the Allies' Anti-Air weapon on the water. Its machine gun can tear through Aircraft without much difficulty. If the Hydrofoil is ever attacked by other Naval units, it can switch to its Weapon Jammer to render the Unit harmless. The Jammer also works on Aircraft. ******************* *Assault Destroyer* ******************* Class: Naval. Purpose: Anti-Naval, Anti-Armor. Role: Main Naval. Weapon Type: Shell. Range: Medium. Good Versus: Navals, Armor. Bad Versus: Aircraft. Armor: High. Speed: Medium. Amphibious?: Yes. Special Ability: Black Hole Armor. Produced At: Seaport. Cost: $1500. Requires: Heightened Clearance. The Allied Destroyer has developed some new abilities. It can travel on the land as well as on the water, and can use its Black Hole Armor to force all projectiles fired in the area to it (this helps other weaker Units survive around the Destroyer longer). ****************** *Aircraft Carrier* ****************** Class: Naval. Purpose: Anti-Structure, Anti-Defense. Role: Artillery. Weapon Type: Aircraft. Range: Long. Good Versus: Structures, Navals. Bad Versus: Aircraft. Armor: High. Speed: Slow. Amphibious?: No. Special Ability: Blackout Missile. Produced At: Seaport. Cost: $2000. Requires: Maximum Clearance. The Aircraft Carrier is a long-range artillery weapon on the waters. Along with its many fighters, it can also use its Blackout Missile to sabotage any Structures or Armor in the target area. ************ *Vindicator* ************ Class: Aircraft. Purpose: Anti-Defense, Anti-Armor. Role: Tactical Aircraft. Weapon Type: Bomb. Range: Medium. Good Versus: Armor, Structures. Bad Versus: Aircraft. Armor: Medium. Speed: Fast. Amphibious?: N/A. Special Ability: Return to Base. Produced At: Airbase. Cost: $1200. Requires: Available at Start. Vindicators are the Allies' primary Aircraft Unit, used to strike at any target and return immediatley back to base. Vindicators can return back to base quickly as their Special Ability, making them good hit-and-run units. **************** *Apollo Fighter* **************** Class: Aircraft. Purpose: Anti-Air. Role: Fighter Aircraft. Weapon Type: Bullet. Range: Medium. Good Versus: Aircraft. Bad Versus: Defenses. Armor: Medium. Speed: Fast. Amphibious?: N/A. Special Ability: Return to Base. Produced At: Airbase. Cost: $1000. Requires: Available at Start. Kick the tires and light the fires! The Apollo Fighter is the Allies' Air- superiority Unit, and is the strongest Air-to-Air Unit in the game! Its speed allows it to strike any unfortunate Aircraft that happens to be unsupervised. The Apollo can refuel by returning to base. ************ *Cyrocopter* ************ Class: Aircraft. Purpose: Anti-Infantry, Anti-Armor. Role: Special Aircraft. Weapon Type: Freeze. Range: Short. Good Versus: Infantry, Armor. Bad Versus: Aircraft, Defenses. Armor: Medium. Speed: Medium. Amphibious?: N/A. Special Ability: Shrink Beam. Produced At: Airbase. Cost: $1600. Requires: Heightened Clearance. The Cyrocopter is one of the Allies' more unique Units. While it can't harm anything on its own, its Freeze ray can lower the temperatures of a unit to such a low degree that a single poke may destroy it (imagine a nerd poking a frozen Apocalypse tank and the tank explodes)! It can also reduce the offensive capabilities of a Unit by shrinking it. It can shrink enemy Units to make them weaker, or it can be used on friendly units to make them run faster. **************** *Century Bomber* **************** Class: Aircraft. Purpose: Anti-Structure. Role: Bomber Aircraft. Weapon Type: Bomb. Range: Short. Good Versus: Structures. Bad Versus: Defenses. Armor: Medium. Speed: Slow. Amphibious?: N/A. Special Ability: Paradrop. Produced At: Airbase. Cost: $1800. Requires: Maximum Clearance. The Century Bomber lays waste to enemy compounds by dropping carpet bombs. Along with the carpet barages, it can also load up 5 Infantry passengers and drop them on any desired location. Since it doesn't have the Return to Base command, they'll have to return back manually. ------- Soviets ------- *********** *Conscript* *********** Class: Infantry. Purpose: Anti-Infantry, Anti-Garrison. Role: Main Infantry. Weapon Type: Bullet, Grenade. Range: Medium. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Medium. Speed: Medium. Amphibious?: No. Special Ability: Molotov Cocktail. Produced At: Barracks. Cost: $100. Requires: Available at Start. Conscripts are simple partisians in the Soviet army. In Red Alert 3, they also carry Molotov Cocktails as well as Rifles. The Cocktails can be thrown against enemy Garrisons and on enemy Structures. ********** *War Bear* ********** Class: Infantry. Purpose: Anti-Infantry. Role: Scout. Weapon Type: Melee. Range: Melee. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Howl. Produced At: Barracks. Cost: $225. Requires: Available at Start. The Soviet counterpart to Allied Attack Dogs, they basically function the same way, except that Bears are more durable and more expensive. They are the natural bane against Spies and Engineers. ***************** *Combat Engineer* ***************** Class: Infantry. Purpose: Base Repair, Base Capture. Role: Worker, Special Infantry. Weapon Type: Bullet. Range: Short. Good Versus: Structures, Infantry. Bad Versus: Everything Else. Armor: Low. Speed: Slow. Amphibious?: Yes. Special Ability: Erect Bunker. Produced At: Barracks. Cost: $500. Requires: Available at Start. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). All Engineers were capable of Capturing enemy Buildings, and Repairing Friendly Buildings. In Red Alert 3, Engineers can cross water as well as land. Soviet Engineers are also armed with a pistol, and can build a Bunker that acts like a Garrisonable Structure anywhere. ************** *Flak Trooper* ************** Class: Infantry. Purpose: Anti-Armor, Anti-Air. Role: Support Infantry. Weapon Type: Flak, Explosive. Range: Long, Melee. Good Versus: Armor, Aircraft. Bad Versus: Infantry. Armor: Medium. Speed: Slow. Amphibious?: No. Special Ability: Mine Attack. Produced At: Barracks. Cost: $400. Requires: Available at Start. Flak Troopers are another returning bunch of Units in Red Alert 3. Improved Flak Cannons make these Soldiers effective against Armor as well as Aircraft. The crazier Troopers can also get up close and plant explosive charges against Structures or Vehicles for more damage! *************** *Tesla Trooper* *************** Class: Infantry. Purpose: Anti-Infantry, Anti-Armor. Role: Special Infantry. Weapon Type: Tesla. Range: Medium. Good Versus: Infantry, Armor. Bad Versus: Aircraft. Armor: High. Speed: Slow. Amphibious?: No. Special Ability: EMP Surge. Produced At: Barracks. Cost: $750. Requires: Super Reactor. Tesla Troopers also return. They can electrocute Infantry and Vehicles, making them formidable soldiers. They can use the EMP Surge attack, which disables any vehicles nearby, but makes the Trooper immobile. ********* *Natasha* ********* Class: Infantry. Purpose: Anti-Infantry, Anti-Armor, Anti-Structure. Role: Commando. Weapon Type: Bullet, Aircraft. Range: Long. Good Versus: Infantry, Armor. Bad Versus: Aircraft, Defenses. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Pilot Shot. Produced At: Barracks. Cost: $2000. Requires: Battle Lab. Natasha's a legendary Sniper and a Hero to the Soviet army. She can easily shoot her victims' heads off, and her bullets can go through multiple targets! Against Armor and Structures, she uses her laser designator to signal an Air Strike, destroying the target no matter how strong it is! She can also snipe the driver of a vehicle, leaving it open for anyone to take control of it. *************** *Ore Collector* *************** Class: Armor. Purpose: Money Making. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Medium/High. Speed: Medium. Amphibious?: Yes. Special Ability: Armor Plating. Produced At: War Factory, Naval Yard, Ore Refinery. Cost: $1400. Requires: Available at Start. Ore Collectors collect Ore from the Ore Nodes for the Soviet Army. In the case where the Soviet Ore Collector is under attack, it can use its Armor Platings for extra defense. It cannot collect Ore with the platings. ********* *Sputnik* ********* Class: Armor. Purpose: Base Expansion. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Medium. Speed: Slow. Amphibious?: Yes. Special Ability: Unpack into Outpost. Produced At: War Factory, Naval Yard. Cost: $1200. Requires: Available at Start. Sputniks unpack into Outposts, allowing base expansion for the Soviets. It sets up quickly to allow the hasty construction of another base. ************** *Terror Drone* ************** Class: Armor. Purpose: Anti-Infantry, Anti-Armor. Role: Special Armor. Weapon Type: Melee. Range: Short. Good Versus: Infantry, Armor. Bad Versus: Aircraft, Defenses. Armor: Light. Speed: Fast. Amphibious?: Yes. Special Ability: Statis Ray. Produced At: War Factory. Cost: $600. Requires: Available at Start. Terror Drones tear apart Vehicles from the inside. Once inside, it can only be removed by Repair Drones. It can also use its claws to kill Infantry, and can use its Statis Ray to prevent Vehicles from moving. ******** *Sickle* ******** Class: Armor. Purpose: Anti-Infantry. Role: Support Armor. Weapon Type: Bullet. Range: Medium. Good Versus: Infantry. Bad Versus: Armor. Armor: Light. Speed: Fast. Amphibious?: No. Special Ability: Jump. Produced At: War Factory. Cost: $900. Requires: Available at Start. Sickles, like Terror Drones, walk on spider-like legs. The Sickle, however, is not amphibious, and does not have claws. Instead, it is armed with machine guns, effective against Infantry. It can leap over ledges or on victims. ********** *Bullfrog* ********** Class: Armor/Naval. Purpose: Anti-Air, Transport. Role: Support Armor/Naval, Transport. Weapon Type: Flak. Range: Medium. Good Versus: Aircraft. Bad Versus: Armor. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Man-Cannon. Produced At: War Factory, Naval Yard. Cost: $900. Requires: Available at Start. Bullfrogs are versatile armored-cars. They can traverse on land and water, and can carry up to five people. The passengers are launched in different areas with the Man-Cannon. Lastly, the Bullfrog is armed with a powerful Flak Cannon. ************ *Soviet MCV* ************ Class: Armor. Purpose: Base Establishment. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Very High. Speed: Slow. Amphibious?: Yes. Special Ability: Unpack into Construction Yard. Produced At: War Factory, Naval Yard. Cost: $5000. Requires: Available at Start. MCV stands for Mobile Construction Vehicle. When they unpack, armies are authorized to construct other Structures. It can deploy on land and water. ************* *Hammer Tank* ************* Class: Armor. Purpose: Anti-Armor. Role: Main Armor. Weapon Type: Shell, Leech Beam. Range: Medium. Good Versus: Armor. Bad Versus: Infantry, Aircraft. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: Leech Beam. Produced At: War Factory. Cost: $1000. Requires: Super Reactor. Hammer Tanks are the brute force of the Soviet Armored Forces. Along with its already powerful cannon, it can use its Leech Beam to slowly deterriorate enemy vehicles. When a Hammer Tank destroys a vehicle with its Beam, it gains the weapon of the victim vehicle (if a Hammer Tank Leeches off a Guardian Tank, it gains another cannon). ******************** *V4 Rocket Launcher* ******************** Class: Armor. Purpose: Anti-Defense, Anti-Structure. Role: Artillery. Weapon Type: Missile. Range: Long. Good Versus: Defenses. Bad Versus: Armor, Aircraft. Armor: Low. Speed: Slow. Amphibious?: No. Special Ability: Cluster Missile. Produced At: War Factory. Cost: $1200. Requires: Battle Lab. V4s are the Soviet's trademark Artillery Unit. Its Rockets are devastating. It can also switch to its Cluster Missile in order to attack widespread targets with lesser damage. ***************** *Apocalypse Tank* ***************** Class: Armor. Purpose: Anti-Armor, Anti-Structure. Role: Ultimate Armor. Weapon Type: Shell, Grinder. Range: Medium. Good Versus: Armor, Structures. Bad Versus: Aircraft, Defenses. Armor: Very High. Speed: Slow. Amphibious?: No. Special Ability: Magnetic Grapple. Produced At: War Factory. Cost: $2000. Requires: Battle Lab. The Apocalypse Tank is the most powerful Tank in the world. Its dual cannons already make it a force to be reckoned with, and its Magnetic Grapple can lure its targets towards its Grinder, or makes the Tank approach Structures and shreds them. Either way, it's best to avoid its deadly Grapple. In exchange for this special ability, the Apocalypse Tank loses its Anti-Air turrets. ************ *Tesla Tank* ************ Class: Armor. Purpose: Anti-Infantry, Anti-Armor. Role: Special Armor. Weapon Type: Tesla. Range: Medium. Good Versus: Infantry, Armor. Bad Versus: Aircraft, Defenses. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: EMP Surge. Produced At: Cherdenko's War Factory. Cost: $2200. Requires: Campaign Only. The new Prototype Tesla Tanks are one of the most unique, and yet deadly Units available. It's a superior Anti-Surface Unit, as it can take on both Infantry and Armor. Its only weakness is when it gets overwhelmed by many enemies. ********** *Stingray* ********** Class: Naval. Purpose: Anti-Naval, Anti-Infantry. Role: Light Naval. Weapon Type: Tesla. Range: Medium. Good Versus: Infantry, Navals. Bad Versus: Aircraft, Armor. Armor: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Tesla Surge. Produced At: Naval Yard. Cost: $1000. Requires: Available at Start. Stingrays are fast, and sometimes deadly Units. It uses the Tesla Coils against any threats (mostly Dolphins), and can use the Tesla Surge attack to electrocute the area surrounding the Stingray. It can also board land, although it is much slower, and it can't use the Tesla Surge. *********** *Akula Sub* *********** Class: Naval. Purpose: Anti-Naval. Role: Main Naval. Weapon Type: Torpedo. Range: Medium. Good Versus: Navals, Structures. Bad Versus: Aircraft. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: Ultra Torpedo. Produced At: Naval Yard. Cost: $1800. Requires: Super Reactor. This verison of the Soviet Submarine is much more heavily armored, but more expensive. Its Torpedoes can make quick work of enemy Ships, and its Ultra Torpedo can deal LOTS of damage. It fires in a straight line, so it may hit friendly Units, which should be avoided. It can also lay waste to Defenses from afar. ************* *Dreadnought* ************* Class: Naval. Purpose: Anti-Defense, Anti-Structure. Role: Artillery. Weapon Type: Missile. Range: Long. Good Versus: Defenses, Structures. Bad Versus: Navals. Armor: High. Speed: Slow. Amphibious?: No. Special Ability: Unstable Barage. Produced At: Naval Yard. Cost: $2000. Requires: Battle Lab. The Dreadnought is the pride of the Soviet Navy. Its three Missile Launchers make quick work of enemy Structures, particularily Defenses. It can fire even faster, at the cost of being damaged overtime. *********** *Twinblade* *********** Class: Aircraft. Purpose: Anti-Infantry, Anti-Armor, Transport. Role: Tactical Aircraft, Transport. Weapon Type: Bullet, Rocket. Range: Medium. Good Versus: Infantry, Armor. Bad Versus: Aircraft. Armor: Medium. Speed: Fast. Amphibious?: N/A. Special Ability: Unload Passengers. Produced At: Airfield. Cost: $1200. Requires: Available at Start. Twinblades are versatile attack helicopters that can make quick work of most surface targets. It can also carry either up to 5 Infantry Units, or one Armor Unit. The Twinblade can unload its cargo anywhere on land. ************* *MiG Fighter* ************* Class: Aircraft. Purpose: Anti-Air. Role: Fighter Aircraft. Weapon Type: Rocket. Range: Short. Good Versus: Aircraft. Bad Versus: Defenses. Armor: Medium. Speed: Fast. Amphibious?: N/A. Special Ability: Return to Base. Produced At: Airfield. Cost: $1000. Requires: Available at Start. The MiG Fighter is the Soviet's Air-to-Air Jet. It's not as powerful as the Allied Apollo Fighter, but it can take down any other Aircraft without much difficulty. *************** *Kirov Airship* *************** Class: Aircraft. Purpose: Anti-Structure. Role: Bomber Aircraft. Weapon Type: Bomb. Range: Short. Good Versus: Structures. Bad Versus: Defenses, Aircraft. Armor: High. Speed: Slow. Amphibious?: N/A. Special Ability: Gas Boost. Produced At: Airfield. Cost: $2500. Requires: Battle Lab. The fearsome Kirov Blimps drop Bombs on any unfortunate targets below. It's slow, but when it reaches its target, it's worth watching! It can go faster with the Gas Boost, but this ability slowly damages the Airship overtime. ------ Empire ------ ****************** *Imperial Warrior* ****************** Class: Infantry. Purpose: Anti-Infantry, Anti-Garrison. Role: Main Infantry. Weapon Type: Bullet, Melee. Range: Medium/Melee. Good Versus: Infantry. Bad Versus: Armor, Aircraft. Armor: Medium. Speed: Medium/Fast. Amphibious?: No. Special Ability: Katana. Produced At: Instant Dojo. Cost: $150. Requires: Available at Start. The Imperial Warrior is the basic Soldier in the Japanese military. Along with their pulse rifles, they are also armed with Katanas. When they use these powerful swords, their speed drastically increases, and they can kill Infantry instantly when they get close enough. They can use the Katana speed to rush into a Garrisoned building and clear it out. ************* *Burst Drone* ************* Class: Infantry/Aircraft. Purpose: Anti-Armor, Anti-Air. Role: Scout. Weapon Type: Melee. Range: Melee. Good Versus: Armor, Aircraft. Bad Versus: Infantry, Defenses. Armor: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Self-Destruct. Produced At: Instant Dojo. Cost: $300. Requires: Available at Start. Instead of using animals, the Empire uses robots resembling dragonflies to detect disguises and scout out new lands. The Burst Drone is unable to harm Infantry, but can attach itself to any Vehicle or Aircraft. A Unit with a Burst Drone on it is slowed down, and the Drone can blow itself up to deal damage to that Unit. ********** *Engineer* ********** Class: Infantry. Purpose: Base Repair, Base Capture. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Low. Speed: Medium/Fast. Amphibious?: Yes. Special Ability: Sprint. Produced At: Instant Dojo. Cost: $500. Requires: Available at Start. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). All Engineers were capable of Capturing enemy Buildings, and Repairing Friendly Buildings. In Red Alert 3, Engineers can cross water as well as land. The Japanese Engineers are faster than other Engineers, and can run even faster by Sprinting. Although Sprinting may force the Engineer to catch his breath, it can make the difference between a Captured Structure or a dead Engineer. ************* *Tank Buster* ************* Class: Infantry. Purpose: Anti-Armor. Role: Support Infantry. Weapon Type: Wave-Force. Range: Medium. Good Versus: Armor. Bad Versus: Infantry, Aircraft. Armor: Medium. Speed: Slow. Amphibious?: No. Special Ability: Spider-Hole. Produced At: Instant Dojo. Cost: $300. Requires: Available at Start. Unlike most Support Infantry Units, Tank Busters cannot attack Air Units. They only fare best against Armor. They can hide in a Spider-Hole to go unnoticed by the enemy, and can pop back up as an ambush. ********* *Shinobi* ********* Class: Infantry. Purpose: Anti-Infantry, Base Infiltration. Role: Infiltrator. Weapon Type: Dart? Range: Medium. Good Versus: Infantry. Bad Versus: Armor. Armor: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Smoke Cloud. Produced At: Instant Dojo. Cost: $1000. Requires: Dojo Upgrade. The Shinobi are much like Ninjas. They prowl around, assassinating any victims with ancient weaponry, and can sneak into enemy bases. If the Shinobi finds himself in any trouble, he can use the Smoke Cloud to get out safely. ************** *Rocket Angel* ************** Class: Infantry/Aircraft. Purpose: Anti-Armor, Anti-Air. Role: Special Infantry. Weapon Type: Rocket. Range: Medium. Good Versus: Armor, Aircraft. Bad Versus: Defenses. Armor: Medium. Speed: Fast. Amphibious?: Yes. Special Ability: Paralysis Whip. Produced At: Instant Dojo. Cost: $900. Requires: Dojo Breakthrough. Hovering armored female soldiers, Rocket Angels can let loose barrages of rockets on any target! They can use the Paralysis Whip to disable a vehicle in its tracks. ************** *Yuriko Omega* ************** Class: Infantry. Purpose: Anti-Armor, Anti-Air. Role: Commando. Weapon Type: Psionic. Range: Medium. Good Versus: Armor, Aircraft. Bad Versus: Defenses. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Psychokinetic Burst. Produced At: Instant Dojo. Cost: $2000. Requires: Dojo Breakthrough. Yuriko may appear as a teenage schoolgirl, but she's really a ruthless woman who pretty much annihilates everything in her path with her Psionic abilities. She can lift Armor and smack down Aircraft. If she gets surrounded by Infantry, she can use her Psychokinetic Burst to send them flying! ********** *Nanocore* ********** Class: Armor. Purpose: Base Construction. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Low. Speed: Medium. Amphibious?: Yes. Special Ability: Unpack. Produced At: Construction Yard. Cost: Varies. Requires: Varies. Nanocores are produced at the Construction Yard. When producing Structures, Nanocores pop up instead. The Nanocores can be deployed anywhere. The Structure the Nanocore unpacks into varies, and the cost of the Nanocore varies. *************** *Ore Collector* *************** Class: Armor. Purpose: Money Making. Role: Worker. Weapon Type: Bullet. Range: Short. Good Versus: Infantry. Bad Versus: Everything Else. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Turret. Produced At: Mecha Bay, Imperial Docks, Ore Refinery. Cost: $1400. Requires: Available at Start. The Japanese Ore Collector gathers funds for the Empire. In case of danger, the Collector can switch to using its Turret against marauders. Although it cannot collect Ore with the Turret activated, it is surprisingly effective against Infantry. ****************** *Sudden Transport* ****************** Class: Armor/Naval. Purpose: Transport. Role: Transport. Weapon Type: Disguise. Range: N/A. Good Versus: None. Bad Versus: Scouts. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Unload Passengers. Produced At: Mecha Bay, Imperial Docks. Cost: $500. Requires: Available at Start. The Sudden Transport may not sound much like an interesting Unit, but it can disguise itself as another vehicle, and sneak past enemy lines if there are no Scouts present. It's handy for carrying around Infantry. ************* *Mecha Tengu* ************* Class: Armor. Purpose: Anti-Infantry. Role: Support Armor. Weapon Type: Bullet. Range: Medium. Good Versus: Infantry. Bad Versus: Armor. Armor: Low. Speed: Medium. Amphibious?: Yes. Special Ability: Transform into Jet Tengu. Produced At: Mecha Bay. Cost: $800. Requires: Available at Start. The Mecha Tengu is a floating mech Unit that is armed with a machine gun, which is lethal against Infantry. It can Transform into the Jet Tengu. ************** *Imperial MCV* ************** Class: Armor. Purpose: Base Establishment. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armor: Very High. Speed: Slow. Amphibious?: Yes. Special Ability: Unpack into Construction Yard. Produced At: Mecha Bay, Imperial Docks. Cost: $5000. Requires: Available at Start. MCV stands for Mobile Construction Vehicle. When they unpack, armies are authorized to construct other Structures. It can deploy on land and water. ************** *Tsunami Tank* ************** Class: Armor. Purpose: Anti-Armor, Anti-Naval. Role: Main Armor. Weapon Type: Shell. Range: Medium. Good Versus: Armor. Bad Versus: Infantry, Aircraft. Armor: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Nanodeflectors. Produced At: Mecha Bay, Imperial Docks. Cost: $1000. Requires: Mecha Bay/Docks Upgrade. The Tsunami Tank is lighter than the other two Main Tanks in the game, but it can travel on Water as well as Land. If it's under heavy fire, it can also use the Nanodeflectors for extra protection. The Tank cannot fire with the Nanodeflectors active. ************ *Striker VX* ************ Class: Armor. Purpose: Anti-Air. Role: Support Armor. Weapon Type: Rocket. Range: Medium. Good Versus: Aircraft. Bad Versus: Armor, Infantry. Armor: Medium. Speed: Medium. Amphibious?: No. Special Ability: Transform into Chopper VX. Produced At: Mecha Bay. Cost: $1200. Requires: Mecha Bay Upgrade. The Striker is the only Anti-Air Unit on the Surface for the Japanese. It resembles a T-Rex, and can Transform into the Chopper VX to attack ground Units. ********************** *Wave-Force Artillery* ********************** Class: Armor. Purpose: Anti-Defense, Anti-Structure. Role: Artillery. Weapon Type: Wave-Force. Range: Long. Good Versus: Defenses, Structures. Bad Versus: Armor. Armor: Low. Speed: Slow. Amphibious?: No. Special Ability: Discharge. Produced At: Mecha Bay. Cost: $1800. Requires: Mecha Bay Breakthrough. The Wave-Force Artillery is a deadly mobile cannon. It uses the Wave-Force beam to wipe out Structures. It usually fires when the beam is fully charged, but it can also fire beams of lesser damage when ordered to do so. ********** *King Oni* ********** Class: Armor. Purpose: Anti-Infantry, Anti-Armor. Role: Ultimate Armor. Weapon Type: Beam, Melee. Range: Medium/Melee. Good Versus: Infantry, Armor. Bad Versus: Aircraft. Armor: High. Speed: Medium/Fast. Amphibious?: No. Special Ability: Bull Rush. Produced At: Mecha Bay. Cost: $2000. Requires: Mecha Bay Breakthrough. Rather than using the Tank format, the Empire decided to put the role of Ultimate destruction into a terrifying mech. King Oni fires lasers from its eyes to deal chaotic damage, and can Bull Rush towards a target, smashing anything in its path. ******************** *Shogun Executioner* ******************** Class: Armor. Purpose: Anti-Infantry, Anti-Armor. Role: Special Armor. Weapon Type: Melee, Tesla. Range: Medium. Good Versus: Armor, Infantry. Bad Versus: Aircraft. Armor: Very High. Speed: Slow. Amphibious?: Yes. Special Ability: Tesla Surge. Produced At: N/A. Cost: N/A. Requires: Campaign Only. Actually, the best mech developed by the Empire is the experimental Shogun Executioner. This three-legged monstrosity pretty much guarantees victory for the Empire's army, as it can slice anything in one hit! If that's not enough, it can use the Tesla Surge, which can annihilate anything in a wide radius. *************** *Yari Mini-Sub* *************** Class: Naval. Purpose: Anti-Naval. Role: Light Naval. Weapon Type: Torpedo, Melee. Range: Medium/Melee. Good Versus: Navals. Bad Versus: Aircraft. Armor: Low. Speed: Fast. Amphibious?: No. Special Ability: Last Voyage. Produced At: Imperial Docks. Cost: $800. Requires: Available at Start. The Yari Mini-Sub is a lightweight Japanese Submarine. It fires Torpedoes on its targets. It can also crash into targets, causing massive damage, but destroying the Sub itself in the process. ********** *Sea-Wing* ********** Class: Naval. Purpose: Anti-Air. Role: Support Naval. Weapon Type: Rocket. Range: Medium. Good Versus: Aircraft. Bad Versus: Navals. Armor: Medium. Speed: Medium. Amphibious?: No. Special Ability: Sky-Wing Emerge. Produced At: Imperial Docks. Cost: $1100. Requires: Docks Upgrade. The Sea-Wing is another transforming Unit. By default, the Sea-Wing is an Anti-Air Submarine, and can help other Naval Units fight off Aircraft. It can Emerge from the waters and Transform into the Sky-Wing Bomber. ****************** *Naginata Cruiser* ****************** Class: Naval. Purpose: Anti-Naval. Role: Main Naval. Weapon Type: Torpedo. Range: Medium. Good Versus: Navals. Bad Versus: Aircraft, Armor. Armor: High. Speed: Medium. Amphibious?: No. Special Ability: Torpedo Type-S. Produced At: Imperial Docks. Cost: $1800. Requires: Docks Upgrade. The Empire's Navy consists of mostly Naginata Cruisers, which are deadly ships that lay waste to other Navals in the competition. It can fire one Torpedo at a time, or it can launch a salvo of 5 in different directions. Since it is not submerged and only uses Torpedoes, it is vulnerable to Aircraft and Armor. ******************* *Shogun Battleship* ******************* Class: Naval. Purpose: Anti-Defense, Anti-Structure. Role: Artillery. Weapon Type: Shell. Range: Long. Good Versus: Defenses, Structures. Bad Versus: Navals, Aircraft. Armor: High. Speed: Slow. Amphibious?: No. Special Ability: Ramming Speed. Produced At: Imperial Docks. Cost: $2200. Requires: Docks Breakthrough. The Battleship is slow-moving death. Its cannons reach far across the oceans, and can destroy any target unforunate enough to be far away. The vessel can also ram into other Naval Units, sinking the target ship, and increasing the Battleship's speed. *********** *Jet Tengu* *********** Class: Aircraft. Purpose: Anti-Air. Role: Fighter Aircraft. Weapon Type: Bullet. Range: Medium. Good Versus: Aircraft. Bad Versus: Defenses. Armor: Low. Speed: Fast. Amphibious?: N/A. Special Ability: Transform into Mecha Tengu. Produced At: Mecha Bay (through Mecha Tengu). Cost: $800. Requires: Available at Start (through Mecha Tengu). Although the Jet Tengu is the weakest of all the Air-to-Air Aircraft, it can still bring down Bomber and Tactical Aircraft. If it is to encounter Apollos or MiGs, it can always just Transform back into Mecha Tengu. ************ *Chopper VX* ************ Class: Aircraft. Purpose: Anti-Armor, Anti-Infantry. Role: Tactical Aircraft. Weapon Type: Rocket. Range: Medium. Good Versus: Armor, Infantry. Bad Versus: Aircraft, Defenses. Armor: Medium. Speed: Fast. Amphibious?: N/A. Special Ability: Transform into Striker VX. Produced At: Mecha Bay (through Striker VX). Cost: $1200. Requires: Mecha Bay Upgrade (through Striker VX). The Chopper VX is an anti-surface Helicopter. It can lay waste to most ground Units, although it should avoid Anti-Air Units. ********** *Sky-Wing* ********** Class: Aircraft. Purpose: Anti-Infantry, Anti-Structure. Role: Bomber Aircraft. Weapon Type: Bullet. Range: Medium. Good Versus: Infantry, Structures. Bad Versus: Aircraft, Defenses. Armor: Medium. Speed: Medium. Amphibious?: N/A. Special Ability: Sea-Wing Submerge. Produced At: Imperial Docks (through Sea-Wing). Cost: $1100. Requires: Docks Upgrade (through Sea-Wing). The Sky-Wing can slaughter groups of Infantry from the Air, and can destroy Structures fairly quickly as well. It's vulnerable to Aircraft, so when it comes across Fighter Aircraft, it should Submerge back into the waters. ---------------- 2.5 >Structures< ---------------- Structures all have at least one purpose. Defenses cannot be Captured. Building more than one of the same kind of Production Structure will add an additional Production Que (Two Barrackses will allow two Production Ques, so two Conscripts can be trained at once!). ------ Allies ------ ******************* *Construction Yard* ******************* Type: Production. Purpose: Produces Structures. Armor: Very High. Size: Large. Cost: $5000 (through MCV). Power Consumption: Provides 50. Requires: MCV. Structures are built by the Construction Yard. If all Construction Yards are destroyed, no more Structures can be built. The more Construction Yards established, the faster other Structures can be built. Construction Yards can only be established through the MCV. Surround them with Walls; don't let them be Captured. Allied Construction Yards provide Security Clearance. Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures. ************* *Power Plant* ************* Type: Power Provider. Purpose: Provides Power. Armor: Medium. Size: Medium. Cost: $800. Power Consumption: Provides 100. Requires: Available at Start. The Power Plant is a simple Power-Providing Structure for the Allies. *********** *Boot Camp* *********** Type: Production. Purpose: Produces Infantry. Armor: Medium. Size: Medium. Cost: $500. Power Consumption: 25. Requires: Available at Start. The Boot Camp produces Allied Infantry. The Boot Camp can only be built on land. ************** *Ore Refinery* ************** Type: Money Making. Purpose: Collects Ore. Armor: Medium. Size: Medium. Cost: $2000. Power Consumption: 50. Requires: Power Plant. The Ore Refinery is a Structure for Prospectors to dump their Ore. It is often placed on locations next to Ore Nodes indicated when placing this Structure. **************** *Armor Facility* **************** Type: Production. Purpose: Produces Armor. Armor: Medium. Size: Large. Cost: $2000. Power Consumption: 50. Requires: Ore Refinery. The Armor Facility produces Allied Armor. The Armor Facility also provides Repair Drones. The Armor Facility can only be placed on land. ********* *Airbase* ********* Type: Production. Purpose: Produces Aircraft. Armor: Medium. Size: Very Large. Cost: $1000. Power Consumption: 50. Requires: Power Plant. The Airbase builds the finest of Allied Aircraft. The Airbase also provides Repair Drones, and can hold up to 4 Jet Aircraft. ********* *Seaport* ********* Type: Production. Purpose: Produces Navals. Armor: Medium. Size: Large. Cost: $1000. Power Consumption: 50. Requires: Ore Refinery. The Seaport constructs true-blue Allied Navals and trains Allied Dolphins. The Seaport also provides Repair Drones. The Seaport can only be placed on the water. **************** *Defense Bureau* **************** Type: Technology. Purpose: Technology Extension. Armor: High. Size: Large. Cost: $1500. Power Consumption: 75. Requires: War Factory. The Defense Bureau allows the Construction of Spectrum Towers and the Proton Collider. ************* *Command HUB* ************* Type: Territorial Control. Purpose: Base Expansion. Armor: Medium. Size: Medium. Cost: $1400. Power Consumption: 0. Requires: Prospector. Command HUBs provide Security Clearance. Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures. *************** *Fortress Wall* *************** Type: Defense. Purpose: Blocks off areas. Armor: Low. Size: Small. Cost: $10. Power Consumption: 0. Requires: Available at Start. Walls can block off vital Structures, or can surround Bases or block off choke points. When built, Walls can be created by placing Wall parts a little bit away from existing Wall parts, stretching and blocking off the area indicated on the screen. They can be destroyed by Shells or explosives. ******************** *Multigunner Turret* ******************** Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $800. Power Consumption: 25. Requires: Power Plant. The Multigunner Turret is a versitale Defense Structure. By itself, it is a formidable Anti-Armor and Anti-Air gun. Like the IFV, the Infantry Unit that enters this Structure determines its weapon (Peacekeepers can turn this into an Anti-Infantry Defense, Javelin Soldiers can enhance the Turret's Rocket Launching abilities, etc). **************** *Spectrum Tower* **************** Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $1200. Power Consumption: 75. Requires: Defense Bureau. The Spectrum Tower, formerly known as the Prism Tower, is a powerful Defense. It can kill Infantry in one hit and can do lots of damage against Armor as well. Spectrum Towers placed together can deal out more damage than they can do alone. ************** *Chronosphere* ************** Type: Superweapon. Purpose: Teleports Armor and Navals. Armor: High. Size: Large. Cost: $3000. Power Consumption: 75. Requires: Airbase. Despite the absence of Einstein, someone else (most likely Stephen Hawking) allowed the Chronosphere to still be intact in the Allied Arsenal. It is capable of teleporting a small group of Armor or Navals to any location desirable. This can provide a good sneak attack on an unguarded base. It can also teleport enemy Armor to water, where they will be destroyed, and Navals to land, where they will have the same miserable fate. Last but not least, it can kill Infantry. To use the Chronosphere, first select the location of the Armor that will be transported. Then select the location where they will go and kick butt! ***************** *Proton Collider* ***************** Type: Ultimate Weapon. Purpose: Fires a barrage of Super Shells onto an area. Armor: Very High. Size: Very Large. Cost: $5000. Power Consumption: 75. Requires: Defense Bureau. The Proton Collider is the Allies' Ultimate Weapon. It can blow up an entire Base and lay waste to a large area! ------- Soviets ------- ******************* *Construction Yard* ******************* Type: Production. Purpose: Produces Structures. Armor: Very High. Size: Large. Cost: $5000 (through MCV). Power Consumption: Provides 50. Requires: MCV. Structures are built by the Construction Yard. If all Construction Yards and Cranes are destroyed, no more Structures can be built. The more Construction Yards established, the faster other Structures can be built. Construction Yards can only be established through the MCV. Surround them with Walls; don't let them be Captured. Soviet Construction Yards can produce Crusher Cranes, which provide another Structure Production Que. ********* *Reactor* ********* Type: Power Provider. Purpose: Provides Power. Armor: Medium. Size: Small. Cost: $800. Power Consumption: Provides 100. Requires: Available at Start. The Reactor is a simple Structure that provides Power to Soviet Structures. Although it may not provide as much Power as the Super Reactor, it is still required to Construct many of the higher-tech Structures. ********** *Barracks* ********** Type: Production. Purpose: Produces Infantry. Armor: Medium. Size: Medium. Cost: $500. Power Consumption: 25. Requires: Available at Start. The Barracks trains massive amounts of soldiers in the people's army. The Barracks can only be constructed on land. ************** *Ore Refinery* ************** Type: Money Making. Purpose: Collects Ore. Armor: Medium. Size: Medium. Cost: $2000. Power Consumption: 50. Requires: Reactor. The Ore Refinery is a Structure for Ore Collectors to dump their Ore. It is often placed on locations next to Ore Nodes indicated when placing this Structure. ************* *War Factory* ************* Type: Production. Purpose: Produces Armor. Armor: Medium. Size: Large. Cost: $2000. Power Consumption: 50. Requires: Ore Refinery. The War Factory assembles the mightiest of Soviet Armor. The War Factory can only be built on land. ********** *Airfield* ********** Type: Production. Purpose: Produces Aircraft. Armor: Medium. Size: Very Large. Cost: $1000. Power Consumption: 50. Requires: Super Reactor. The Airfield creates the mighty Soviet Airforce. It can hold up to 4 MiGs. ************ *Naval Yard* ************ Type: Production. Purpose: Produces Navals. Armor: Medium. Size: Large. Cost: $2000. Power Consumption: 50. Requires: Ore Refinery. The Naval Yard produces the Soviet Navy. The Naval Yard can only be erected from the waters. *************** *Super Reactor* *************** Type: Power Provider/Technology. Purpose: Provides Power, Technology Extension. Armor: High. Size: Large. Cost: $2000. Power Consumption: Provides 500. Requires: Ore Refinery. The Super Reactor provides more Power than the regular Reactor, and can also unlock more Soviet Technology. This Structure if volatile; if it is destroyed, it blows up and will likely destroy anything nearby. ************ *Battle Lab* ************ Type: Technology. Purpose: Technology Extension. Armor: High. Size: Large. Cost: $3000 Power Consumption: 75. Requires: Super Reactor. The Battle Lab unlocks the finest and best of Soviet Infantry, Armor, Aircraft, and Naval Units. *************** *Crusher Crane* *************** Type: Production. Purpose: Produces Structures (except for other Cranes). Armor: Medium. Size: Medium. Cost: $1500. Power Consumption: 50. Requires: Available at Start. The Crusher Crane allows access to an additional Structure Que without having to create another MCV (although it cannot build other Cranes). Along with this, it also comes with Repair Drones, and any Armor or Navals can drive into it and scrap itself for raw materials, and then into cash. ********* *Outpost* ********* Type: Territorial Control. Purpose: Base Expansion. Armor: Medium. Size: Medium. Cost: $1200. Power Consumption: 0. Requires: Sputnik. The Sputnik unpacks into the Outpost, and the Outpost provides more land for base construction. *************** *Fortress Wall* *************** Type: Defense. Purpose: Blocks off areas. Armor: Low. Size: Small. Cost: $10. Power Consumption: 0. Requires: Available at Start. Walls can block off vital Structures, or can surround Bases or block off choke points. When built, Walls can be created by placing Wall parts a little bit away from existing Wall parts, stretching and blocking off the area indicated on the screen. They can be destroyed by Shells or explosives. *************** *Battle Bunker* *************** Type: Defense. Purpose: Garrisoning Structure. Armor: Medium. Size: Small. Cost: $500. Power Consumption: 0. Requires: Combat Engineer. Combat Engineers can build Battle Bunkers anywhere on land. Up to 5 Infantry can enter this building and can fire out of the windows. ************ *Sentry Gun* ************ Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $800. Power Consumption: 25. Requires: Reactor. The Sentry Gun is an Anti-Infantry Defense Structure. It can also be placed on water, like most Structures. ************* *Flak Cannon* ************* Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $800. Power Consumption: 25. Requires: Reactor. While Sentry Guns shred Infantry, Flak Cannons make quick work of any Aircraft that pass by it. ************ *Tesla Coil* ************ Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $1500. Power Consumption: 75. Requires: Super Reactor. The Tesla Coil is a very effective Anti-Surface Defense. Its offensive power and range can be increased by Tesla Troopers and Stingrays. ************** *Iron Curtain* ************** Type: Superweapon. Purpose: Makes Armor and Navals Invulnerable for a period. Armor: High. Size: Large. Cost: $3000. Power Consumption: 75. Requires: Super Reactor. The Iron Curtain, much like the one in Red Alert 2, makes all Armor and Navals in the target area invincible. It also kills Infantry. To use the Iron Curtain, simply target the Armor and/or Navals that need to turn invulnerable. ***************** *Vacuum Imploder* ***************** Type: Ultimate Weapon. Purpose: Damages everything gradually in the target area. Armor: Very High. Size: Large. Cost: $5000. Power Consumption: 75. Requires: Battle Lab. Instead of using Nukes, the Soviets now use what's known as the Vacuum Imploder. It damages everything in a large radius gradually, but nothing can escape its damaging influence! ------ Empire ------ ******************* *Construction Yard* ******************* Type: Production. Purpose: Produces Structures. Armor: Very High. Size: Large. Cost: $5000 (through MCV). Power Consumption: Provides 50. Requires: MCV. Structures are built by the Construction Yard. If all Construction Yards and Cranes are destroyed, no more Structures can be built. The more Construction Yards established, the faster other Structures can be built. Construction Yards can only be established through the MCV. Surround them with Walls; don't let them be Captured. Soviet Construction Yards can produce Crusher Cranes, which provide another Structure Production Que. ******************* *Instant Generator* ******************* Type: Power Provider. Purpose: Provides Power. Armor: Medium. Size: Medium. Cost: $800. Power Consumption: Provides 100. Requires: Available at Start. The Instant Generator is more expensive than most other Power Providers, but it can be placed anywhere thanks to the Nanocore Technology. ************** *Instant Dojo* ************** Type: Production. Purpose: Produces Infantry. Armor: Medium. Size: Medium. Cost: $500. Power Consumption: 25. Requires: Available at Start. The Instant Dojo trains many of the fanatical warrios loyal to the Emperor, and it also produces the Burst Drones as well. The Dojo can only be built on land. ************** *Ore Refinery* ************** Type: Money Making. Purpose: Collects Ore. Armor: Medium. Size: Medium. Cost: $2500. Power Consumption: 50. Requires: Instant Generator. The Ore Refinery is a Structure for Ore Collectors to dump their Ore. It is often placed on locations next to Ore Nodes indicated when placing this Structure. *********** *Mecha Bay* *********** Type: Production. Purpose: Produces Armor. Armor: Medium. Size: Large. Cost: $2000. Power Consumption: 50. Requires: Ore Refinery. The Mecha Bay assembles the High-Tech Armor Units of the Empire. It also provides some Repair Drones. The Mecha Bay can only be placed on land. **************** *Imperial Docks* **************** Type: Production. Purpose: Produces Navals. Armor: Medium. Size: Large. Cost: $1000. Power Consumption: 50. Requires: Ore Refinery. The Imperial Docks lets loose the finest vessels of the Japanese Navy. The Docks also provide Repair Drones. The Docks can only be built on the water. ******************** *Nanotech Mainframe* ******************** Type: Technology. Purpose: Technology Extension. Armor: High. Size: Large. Cost: $2500. Power Consumption: 75. Requires: Ore Refinery. The Mainframe allows all Production Structures to use the Breakthrough Upgrade, as well as unlocking some of the finest weapons in the Japanese Armory. *************** *Fortress Wall* *************** Type: Defense. Purpose: Blocks off areas. Armor: Low. Size: Small. Cost: $10. Power Consumption: 0. Requires: Available at Start. Walls can block off vital Structures, or can surround Bases or block off choke points. When built, Walls can be created by placing Wall parts a little bit away from existing Wall parts, stretching and blocking off the area indicated on the screen. They can be destroyed by Shells or explosives. ************* *Defender VX* ************* Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Small. Cost: $800. Power Consumption: 25. Requires: Ore Refinery. The Defender VX can switch between Anti-Infantry and Anti-Air Modes, making this a formidable weapon. ****************** *Wave-Force Tower* ****************** Type: Defense. Purpose: Attacks Enemies. Armor: Medium. Size: Medium. Cost: $1400. Power Consumption: 75. Requires: Nanotech Mainframe. The Wave-Force Tower is a powerful Defense. It's only thwarted by Aircraft and Artillery. **************** *Nanoswarm Hive* **************** Type: Superweapon. Purpose: Creates an impenatrable field in a target area. Armor: High. Size: Large. Cost: $3000. Power Consumption: 75. Requires: Nanotech Mainframe. The Nanoswarm Hive is a very strange Superweapon. It creates a dome where nothing can go in OR out, including projectiles and attacks. It's good for either neutralizing an enemy batallion, or protecting a friendly one. Simply target the area the Nanoswarm Hive will surround. ******************* *Psionic Decimator* ******************* Type: Ultimate Weapon. Purpose: Deals Psionic damage in a target area. Armor: Very High. Size: Large. Cost: $5000. Power Consumption: 75. Requires: Nanotech Mainframe. The Psionic Decimator can deal out lots of damage in the target area. It's best to avoid the results of this weapon as the victim. ---- Tech ---- These Structures can be captured by Engineers, and will provide substantial benefeits. ************* *Oil Derrick* ************* Purpose: Provides Money. The Oil Derrick can supply armies with an increased income. ********** *Hospital* ********** Purpose: Heals Infantry. The Hospital allows Infantry to gradually heal regardless of their location on the map. ******** *Garage* ******** Purpose: Heals Armor. The Garage allows Armor to gradually heal regardless of their location on the map. ********* *Airport* ********* Purpose: Heals Aircraft. The Airfield allows Aircraft to gradually heal regardless of their location on the map. ********** *Dry Dock* ********** Purpose: Heals Navals. The Dry Dock allows Navals to gradually heal regardless of their location on the map. ***************** *Veteran Academy* ***************** Purpose: All Units will be produced as Veterans. ****************** *Observation Post* ****************** Purpose: Reveals the Fog of War surrounding the Structure. The Observation Post will reveal a large portion of the map surrounding the Post. -------------------- 2.6 >Support Powers< -------------------- Support Powers are unlocked by purchasing them with Security Points. They can be accessed by clicking on the golden circle on the bottom-left corner of the screen. Nearby it is a meter indicating how much action needed is left to get another Point. The amount of Points available is also displayed on the golden circle. There are three trees of Support Powers, and the first Power in the tree needs to be purchased in order to be able to purchase the next one in the tree, and so forth. The Powers may Upgrade Units, or they may be active Support Powers to help beat back the enemy. ------ Allies ------ ***************** *Surgical Strike* ***************** Type: Ability. Purpose: Deals damage to target area. The Surgical Strike ability is a simple and instant attack on the target area. It's good for roughening up a Defense Structure. ****************** *Time Bomb Series* ****************** Type: Ability. Purpose: Teleports a Bomb into target area. The Time Bomb is much like the Surgical Strike. Place it, and it will go off in seconds, causing more damage than the Surgical Strike. Upgrading the Time Bomb ability will allow the Bomb to deal more damage. Don't use it in conjunction with the Cryoshot Ability though, it CAN freeze. ********************** *Advanced Aeronautics* ********************** Type: Upgrade. Purpose: Increases Ammunition Levels, Health, and decreases Reload Times of Aircraft. Advanced Aeronautics allows Allied Aircraft to be even more deadly! All Aircraft fanatics MUST have this Upgrade. ***************** *High Technology* ***************** Type: Upgrade. Purpose: Upgrades the Special Abilities of Attack Dogs, Destroyers, Carriers, and Cyrocopters. High Technology will increase the effectiveness of Allied Support Units. ***************** *Paradrop Series* ***************** Type: Ability. Purpose: Drops Peacekeepers, Javelin Soldiers, and Attack Dogs on target area. The Paradrop can bolster the amount of forces needed to attack or defend a position. The Paratroopers are dropped by a Century Bomber. ******************** *Surveillance Sweep* ******************** Type: Ability. Purpose: Scans the Map, removing Shroud in a straight line. The Surveillance Sweep Ability is good in conjunction with any Striking Ability, since most Abilities require the Fog of War to be removed in the target area. To use this ability, select one point, and then another. The Fog of War passing through those two points will be removed. ***************** *Cryoshot Series* ***************** Type: Ability. Purpose: Fires a Cryoshot on the target area, freezing anything in the area. The Cryoshot attack can Freeze any Unit, rendering weak and defenseless. Upgraded versions of the Cryoshot will be able to Freeze more powerful Units and Structures. ************ *Free Trade* ************ Type: Upgrade. Purpose: Allows Prospectors to collect more Revenue (that's income!). Free Trade is good for struggling economies. This Upgrade can also be used as an excuse to spend on Unit production! ************* *Chrono Swap* ************* Type: Ability. Purpose: Switches the positions of two Units. The Chrono Swap is good for transfering a slow Unit to the frontlines, or allowing a weak Unit to repair itself. ************* *Chrono Rift* ************* Type: Ability. Purpose: Turns Units in target area unable to interact or be interacted. The Chrono Rift is much like the Nanoswarm Hive. ------ Soviet ------ *************************** *Magnetic Satellite Series* *************************** Type: Ability. Purpose: Lifts up all Armor and Navals up into the Sky within target area. No Armored Unit can be able to stay calm when the Magnetic Satellite is activated. It can lift up any Armored Unit, and it can also be moved (like the Particle Cannon in Generals). Simply click on the Green Arrows in the middle of the Gravitational Field and move it like any other Unit. Stronger Magnetic Satellites will last longer and will have bigger Fields. In Skirmish mode, the Magnetic Satellite is only able to lift up heavier units when upgraded. Weaker Magnetic Satellites cannot lift up an MCV, for example. ********************* *Orbital Drop Series* ********************* Type: Ability. Purpose: Drops space junk onto target area. The best Ability that goes with the Magnetic Satellite is the Orbital Drop. It drops lots of space junk onto the area ordered. What makes it go with the Magnetic Satellite is the fact that some of the space garbage thrown down is the Units brought up by the Magnetic Satellite! Bigger and better Orbital Drops drops more and more space junk! *********************** *Terror Drone Surprise* *********************** Type: Upgrade. Purpose: Allows Terror Drones to pop up from the remains of destroyed friendly Armor. The Terror Drone Surprise is a good Upgrade to invest in when there's lots of Armor being thrown away. **************************** *Desolator Airstrike Series* **************************** Type: Ability. Purpose: Infects target area with biohazardous waste. The Desolator Airstrike is VERY effective versus Infantry and light Armor, and it can prevent most of everything from passing through the terrain for a short period. It is also capable of flushing out Garrisons. **************** *Grinder Treads* **************** Type: Upgrade. Purpose: Allows Armor to repair themselves after running over Infantry or Armor. Much like what the Purpose describes, this Upgrade makes the wheels of Armor more resourceful. Crushed Armor (through Shrinkage or Apocalypse Tanks) also provide health. ************* *Cash Bounty* ************* Type: Ability. Purpose: Makes target Units give up cash when destroyed. The Cash Bounty helps the Soviet Union be able to take some victory bonds for kills in battle. Use this Ability on enemy Units guaranteed to be destroyed. ***************** *Toxic Corrosion* ***************** Type: Ability. Purpose: Makes a friendly Unit leak acid and take damage overtime. The Toxic Corrosion is best used on cheap Units. The Unit infected will leak out some bad stuff, lethal against all Infantry. ***************** *Mass Production* ***************** Type: Upgrade. Purpose: Makes all Units and Structures 25% cheaper to build. What the description says. Good for making large armies and bases. ********************** *Magnetic Singularity* ********************** Type: Ability. Purpose: Prevents Armor from moving from target area. The Magnetic Singularity Ability can prevent enemy Armor from going anywhere! Just be sure to have Aircraft and Artillery to crush the enemy in the Singularity. ------ Empire ------ *********************** *Final Squadron Series* *********************** Type: Ability. Purpose: Sends in planes to attack and crash into target area. The Final Squadron attack is a versitalle Ability to use on Structures and Defenses. Each Upgrade allows more and more planes to crash. ********************** *Point-Defense Drones* ********************** Type: Ability. Purpose: Produces Point-Defense Drones to protect all Armor and Navals in target area. Point-Defense Drones surround all the Armor and Navals in the area, which makes them last longer. *********************** *Emperor's Rage Series* *********************** Type: Ability. Purpose: Makes all Units in target area more powerful, but less speedy. Emperor's Rage is best used in big firefights. ***************** *Fortified Fleet* ***************** Type: Upgrade. Purpose: Increases Speed, Health, and Power of Navals. What the description says. ********************* *Honorable Discharge* ********************* Type: Upgrade. Purpose: Units self-destruct when taken enough damage. The Honorable Discharge Upgrade can make Units deadly even when near death! Be sure to have all Units spaced out, and have dying Units get up close in battle. This Upgrade increases the efficiency of Yari Subs and Burst Drones. ****************** *Robotic Assembly* ****************** Type: Upgrade. Purpose: Nanocores deploy faster. Robotic Assembly will allow the Empire to expand even more quickly, as their Structures will unpack faster. ********************** *Advanced Rocket Pods* ********************** Type: Upgrade. Purpose: All Rocket-Firing Units will fire even more Rockets. The Advanced Rocket Pods Upgrade is useful against opponents who use Aircraft frequently. **************** *Sleeper Ambush* **************** Type: Ability. Purpose: Tankbusters pop up from the ground (slowly) at target area. The Sleeper Ambush is a clever way to bring Tankbusters into enemy lines, though the process of them getting up is slow. It's better used within friendly territory so they can pop up safely. ********************* *Balloon Bomb Series* ********************* Type: Ability. Purpose: Drops Bombs on target area. Little can stop the Balloon Bombs from hitting the surface. Better Balloon Bomb Abilities will drop more Bombs! ---------------- 2.7 >Characters< ---------------- Here are the characters in the game. ------ Allied ------ Marshall Bingham: The highest of Military Command of the Allied forces in Europe, Bingham could think of a simpler and calmer life before he joined the army. President Ackerman: The President of the USA. Due to the Time Traveling business, Ackerman won the election instead of Dugan. Ackerman is an American Patriot whose last task on his mind is to say "Hello" to the Soviets. He'd much rather work with the Japanese rather than the Russians if he was forced to defect... Lieutenant Eva: The Allied Intelligence Officer. Eva's a ladylike, but very serious and straightforward character. She also seems to have a crush on whoever's been hired by Bingham... Tanya Adams III: Tanya is the best of the best in the Allied Infantry Corps. She's more impulsive and aggressive than Eva, but she also knows what she must do. ------ Soviet ------ Premier Cherdenko: A former officer serving under the order of General Krukov, going back in Time turned Cherdenko into the Soviet Premier. He's a bit scheeming and greedy... General Krukov: The highest authority in the Soviet Military, Krukov is a boastful General, and, like Cherdenko, Greed gets the better of him. Going back in time made his subsidary Cherdenko into the Premier, which kind of made Krukov envious (if not, jealous). Dr. Zelinsky: The scientist who created the Time Machine, which removed Einstein, Zelinsky is an eccentric individual who doesn't really want to cope with the new timeline that he created. Lieutenant Dasha: The Soviet Intelligence Officer. Her loyalty to the new Commander is unquestioned. Natasha Volkova: A legendary Russian Sniper. Whatever she sees through her scope is no more. She's actually shy when she's with the Premier and with other Soviet Military Authorities. -------- Imperial -------- Emperor Yoshiro: The divine and wise leader of the Empire of the Rising Sun. He believes it is the ineveitable destiny for the Japanese to have complete control of Earth. General Tatsu: Yoshiro's only son, and hence, his rightful heir. Tatsu is a more arrogant and impulsive individual than his father. Lieutenant Suki: The Imperial Intelligence Officer. Like most of the Empire's personell, she believes it is the Empire's righteous destiny to win the war. ------------------- 2.8 >Co-Commanders< ------------------- In all the Campaigns, there are two Armies that fight alongside each other against the enemy. One of the Armies is controlled by a player, the other is either controlled by another player or one of the Co-Commanders in the army. The Co-Commanders can also be fought against in the Campaigns or in Skirmish Mode. ------ Allied ------ Warren Fuller: The finest of the American Army, Warren is a decisive commander who makes versitalle armies to fight his enemies. He's willing to follow orders from his superriors. Lissette Hanley: An espionage and infiltration expert, Lissette has her unconventional tactics that seem to defeat the enemy every time. Giles Price: The best Commander in the RAF, Giles is a Commander that uses Air Power and Superriority against those who oppose him. His skills in Aircraft are unmatched. ------ Soviet ------ Oleg Vodnik: A well-respected officer in the Soviet Armor division, Oleg uses his Tanks to crush the enemies that attempt to destroy him. Nikolai Moskvin: Most of his enemies regard him as "The Sadist Fable", Moskvin's forces put the fear in his enemies, and even sometimes his own allies. He's a rusher, but is also a sadistic one. Zhana Agonskaya: The Charismatic Commander in the people's army, Zhana is the most well-respected officer in the Air Force, and she always dares to challenge those who try to target the morale of Russia. -------- Imperial -------- Shinzo Nagama: Shinzo believes in honorable tactics and the bushido code. Shinzo will do anything to ensure victory for the Empire. Kenji Tenzai: Another Japanese loyalist, Kenji is a fan of mech-units (he's watched too many Transformer movies). Naomi Shirada: The queen of the seas, Naomi is adept at building fleets of destruction. When there's a Co-Op Commander available, there's a box at the top-left corner of the screen. A few basic orders can be issued to him/her and his/her army: -Take Position: All of the Commander's available Units will head to that area. -Attack Target: The Commander's forces will attack that target until it is eliminated. -Plan Attack: The Commander will gather up some Units, and will send them to that area, attacking anything on the way. -Keep Command: The Commander will do his/her own things. This can be used to cancel other commands. There are also other Co-Commander actions. When a "square" appears on the radar, that indicates that an action can be performed at that location. Common types of miscellaneous commands include focusing attacks that location, or sending in an infiltrator, etc. ------------ 2.9 >Crates< ------------ There are Crates that can provide bonuses located on maps. In Single-Player, they appear frequently in certain areas. In Multi-Player, they can appear in random places at random times, but disappear if they aren't picked up fast enough. The types of Crates are: -Health. Has a green "+" symbol. Restores Health on the Unit that grabbed the crate. -Veterancy. Has golden Chevron. Promotes the Unit that grabbed the grate. -Cash. Has a red "$" symbol. Rewards the army an undetermined amount of cash. =========================== 3.00 >Campaign Walkthrough< =========================== Here are the Campaign Walkthroughs for Red Alert 3. The Fun Factor meter is a scale of 1 (Boring) to 10 (Great Fun!). ====================== 3.10 >Soviet Campaign< ====================== Ever since the three Soviet characters went back in time, things really haven't been looking up for the Soviet Union. Although the Allies are about to lose Europe, the Empire of the Rising Sun is at the Motherland's doorstep. Much of Russia is being lost at the hands of the Japanese. It's time to strike back! ------------------------------- 3.11 >The Shrike and the Thorn< ------------------------------- Location: Leningrad. Difficulty: Easy. Fun Factor: 6. Co-Commander: Oleg. Opponent: Kenji. Primary Objectives: -Defend the Fortress. -Natasha must survive. -Destroy the Shogun Battleships. Secondary Objectives: -Train 5 Flak Troopers. -Train 5 Conscripts. -Liberate the Treasury. Notes: Natasha, Conscripts, Flak Troopers, and Bullfrogs are introduced. Overview: The Leningrad Fortress has recently been taken over by the Japanese. Take back the Fortress and defend it from harm. Opinion: This is the introduction to the Soviet Campaign. Natasha will be the trump card of this operation. Once Natasha drops to the ground, have her kill all of the Imperial Warriors in front of the Fortress walls. She'll be able to shoot through them quickly. Call in an Airstrike to breach the walls and take out the enemies inside. Oleg will join in the fight. He's got some Conscripts and Flak Troopers at his side. There are some Tankbusters behind the other end of the Fortress. While Defending the Fort, train some Flak Troopers and Conscripts. Tsunami Tanks and Striker VXes will target the fort, so use the Flak Troopers against those. Sudden Transports will also arrive at the scene. Eventually, the Treasury will be under fire, and a Bullfrog will appear in the Fort. Use it to launch Natasha to the Treasury so she can neutralize the enemies on that part of the map. Use the Bullfrog on the "island" to launch her back. Kenji's Fleet will keep attacking the Fortress. Natasha must sink the Battleships surrounding the island. Meanwhile, the Fortress must be defended. Sudden Transports will come disguised as Bullfrogs, so attack them before they unload their passengers. Use the Magnetic Satellite to lift a few of the ships while Natasha makes quick work of the rest of the fleet (stay away from the Mecha Tengu). Putting Heads Together: -The Green Army should follow the same strategy as the Reds, but they only need to concern about the safety of the Fortress. -------------------------- 3.12 >Circus of Treachery< -------------------------- Location: Krasna-45. Difficulty: Medium. Fun Factor: 5. Co-Commander: Moskvin. Opponent: Shinzo. Primary Objectives: -Get Natasha to the K-45 Launch Facility. -Eliminate the Imperial Ambush Division. Secondary Objectives: -Assist the Tesla Troopers. -Rescue the Tesla Troopers. Notes: War Bears, Tesla Troopers, and Sickles are introduced. Overview: Krasna-45 is an important launch facility in Russia. Taking it back from the Japanese will allow the Russians to co-ordinate Orbital Drops against the Empire. This place is also a circus, or so it may seem... Opinion: This mission will take some micromanagement to get through safely. The forces here are limited, so be careful. The Sickles will clear the area for Natasha. Leap over the river and ambush the Warriors on the other side. There's a Veterancy Crate on the island. Leap over there to get it. The War Bears in the cages will be rescued. Now it's time to save the rest of the other troops in this area. Start with the Tesla Troopers to the north. They're being held captive by more Japanese soldiers. Take them out. The Tesla Troopers to the south are being tormented by Tankbusters. Dispatch them. Now that all of the troops are in control, it's time to head to the station. Use the Tesla Troopers against the Tsunami Tanks ahead. Take out all the enemies in the circus area. Use the Magnetic Satellite against the Armor division guarding the station. Once Natasha's reached the station, the circus tents will reveal Japanese Structures. They need to be destroyed in order to complete this mission. Use the Orbital Drop ability on Yuriko. Putting Heads Together: -As the Greens, always take advantage of Natasha's long range attacks. She can be used frequently to snipe enemies from a safe distance. She should also be used to take out Yuriko Omega. ----------------------------- 3.13 >Taking back Ice Harbor< ----------------------------- Location: Vladivostok. Difficulty: Medium. Fun Factor: 5. Co-Commander: Zhana. Opponent: Tatsu. Primary Objectives: -Clear the Island of enemy forces. -Construct a Barracks and Naval Yard. -Destroy the Imperial Scout Base. -Destroy the Imperial Naval Base. -Destroy the Imperial Military Admin. Secondary Objectives: -Set up Base Defenses. -Destroy the Generators. Notes: Combat Engineers and Stingrays are introduced. Dreadnoughts can also be used. Overview: The last remaining Japanese base in Russian territory is the Vladivostok harbor. Drive the enemy out in order to secure the motherland. Opinion: This is the first mission in the Soviet Campaign that involves Base establishment. It also features Naval warfare prominently. Launch all Infantry from the Bullfrogs onto the centre of the island, and deal as much damage to the base as possible. When the Mecha Tengu come in and fight the Infantry, there will be some Stingrays available to finish them off and what's left of the base. Try to prevent the Tengu from eliminating too many Infantry. When the MCV arrives (once the Japanese Base has been destroyed), set up on the western side of the island (Zhana, the Co-Commander, will set up on the east side). Build a Barracks and Naval Yard, as well as some Defenses. Be sure to build Refineries next to the Nodes ASAP. Once the Base has been established, get an Engineer into the Dry Dock to the east, and have the Bullfrogs launch some Infantry to the Generators, where they can either destroy or Capture them. With the Generators gone, the turrets guarding the Dreadnoughts at the dock will no longer be a threat. Use the Stingrays to destroy the Defenses for good. Flush out the enemy on this part of the mainland (the Admin's on the northeast part of the island, but it's way too high up). Capture the Hospital here and secure the Resources in this location. The Japanese in the northwest portion of the map in the ocean is a big threat. Use the Stingrays and Dreadnoughts to take out the Construction Yard and the Battleships. Now it's time to take the western part of the mainland. Launch some Infantry to the dock and liberate the Engineers and the Barrackses. Destroy the Imperial forces nearby. Those dirty rotten warriors have launched a sneak attack on Zhana's base! Use the Magnetic Sattelite to make quick work of the majority of their ambush battalion, and use Units to finish off the survivors. Use the Dreadnoughts to smash the Defenses guarding the docks and the Admin, then launch a mass-attack on the Administrative Building (remember that Stingrays are Amphibious). Once the Building has taken some damage, Tatsu will block it off with the Nanoswarm Hive, and will send in a King Oni to save the Structure. Destroy the Mech Unit, then finish off the building to complete this operation. Putting Heads Together: -There's not many special things to do as the Green army, but when the Japanese launch an assault on the island, TWO Magnetic Satellites can be used on the Ambush force, almost defeating the need to send in troops! ---------------------------- 3.14 >March of the Red Army< ---------------------------- Location: Geneva. Difficulty: Medium. Fun Factor: 8. Co-Commander: Oleg. Opponent: Lissette. Primary Objectives: -Destroy the Allied Supply Port. -Destroy the Allied Army Base. -Destroy the Allied Command HQ. -Krukov's HQ must survive. Secondary Objectives: -Capture the six Swiss Banks. Notes: Hammer Tanks, Akula Subs, and V4 Rocket Launchers are introduced. Overview: Just when things were looking up for the Soviets, it seemed that the USA wasn't involved in the new war until now, thanks to Ackerman winning the election. According to Cherdenko, Ackerman's nothing but an ignorant fanatic. The Soviets will launch an attack on Geneva before Allied Reinforcements will repel the Soviets. Krukov will be involved in this mission. Opinion: It's time to play Red Alert 3 old-school style, Soviets and Allies! Seriously, this mission's fun, and many of the Soviet's finest Units are introduced. Also, be sure NOT to destroy the Swiss Banks! Build a few more Stingrays, as well as a Barracks and War Factory next to Oleg's base. Send in the Stingrays to the island to the northwest, and dispatch the Javelin Soldiers guarding it. Use a Bullfrog to send in three Engineers to Capture the Bank, the Hospital, and the Observation Post. Oleg will likely Capture the nearest Bank on the mainland. Lissette will use her Chronosphere to transport Naval forces to the lake. When she first uses it, 4 Akula Subs will join the fight, and more can be created at the Naval Yard. Use them or the Satellite to take care of this surprise. Use the Akulas and the Stingrays to attack the Allied Naval Base (take advantage of the Ultratorpedoes whenever possible). While this is going on, march through the city, eliminating any Allied forces and Capturing as many Tech Buildings as possible. Flatten the Port. Head to the eastern side of the map and make a flanked assault on the Base (use lots of Hammer Tanks to take out the Spectrum Tower guarding the last Bank, but be careful NOT to destroy it!). Once all of the Allied Production Structures have been destroyed, Krukov's Elite Forces will arrive, and the battlefield is expanded. V4 Rocket Launchers are now available. DON'T use them to destroyed the aforementioned Spectrum Tower. Instead, push an assault on the HQ and the Chronosphere. Send in the Akulas and Stingrays to destroy the next Allied Naval Base. Ignore Krukov's forces Capturing unecessary buildings (yes, FRIENDLY buildings!). Instead, keep advancing to the HQ. The rest of the mission involves the V4s destroying the Towers to make way for the rest of the troops to smash the base to bits. Putting Heads Together: -While Oleg will refuse to make any Naval Units, any other Commander controlling the Green army can build a Naval Yard next to the Red Base on the water and build Stingrays and Akulas. -Don't panic when Krukov captures an Ore Refinery. This is normal. ------------------------- 3.15 >The Science of War< ------------------------- Location: Mykonos. Difficulty: Medium. Fun Factor: 7. Co-Commander: Zhana. Opponents: Warren, Giles. Primary Objectives: -Expand to the Islands. -Capture the Allied Science Facility. -Destroy the Allied Naval Base. -Hold the Science Facility. Secondary Objectives: -Destroy the Tech Inhibitor. Notes: Sputniks, Twinblades, MiGs, and Dreadnoughts are introduced. Overview: Although the Allies are out of Geneva, they have been researching a new weapon in Mykonos. The facility needs to be Captured and it needs to be out of the Allies' hands. Also, Cherdenko's been attacked by an unknown perpetrator. Opinion: If only there were more unique missions like this one, where technology for each army was limited. Anyways, this mission is also like a maze, and it will take some teamwork to get through the first portion. Build some Twinblades, Stingrays, and Akulas. Send the Twinblades to the northern island, while Zhana takes on the southern island. Expand to the two islands once the coast is clear, and take out the Inhibitor in order to be able to use the full Soviet Arsenal. There's an opening to Warren's base to the northwest. There's no defenses there, so it's an ideal area to make a sneak attack with Twinblades and Bullfrogs carrying passengers. Make quick work of Warren's blue base, then destroy the Defenses surrounding the Science Building. Have some Engineers build a few Bunkers around the Facility and then Capture it. Be sure to set up a base on what used to be Warren's base, Ore Refineries and everything. Since Giles' teal army will arrive to retake the Facility, MiGs will be available for production at the Air Fields. Defend the Structure against Giles' forces long enough to send him in retreat. Putting Heads Together: -While the Reds can build Aircraft, the Greens can produce Infantry and Bullfrogs. It's up to the Green team to clear the southern island while the Reds deal with the north island. Once the Tech Inhibitor is gone, the Greens can build whatever they want (except for Natasha)! --------------------------- 3.16 >No Traitors Tomorrow< --------------------------- Location: Von Esling. Difficulty: Hard. Fun Factor: 9. Co-Commander: Oleg. Opponents: Giles, Krukov. Primary Objectives: -Destroy both Allied Forward Bases. -Eliminate Krukov. -Destroy the Allied Strategic Base. Secondary Objectives: -Set up an Expansion Base to the southwest. Notes: Kirov Airships and the Iron Curtain are introduced. Overview: The last Allied stronghold in Europe is the Von Esling Airbase. Once it is destroyed, the Soviets will dominate Europe. Krukov is again in this mission, supervising this mission. Opinion: Giles returns again, along with Krukov. Naval Warfare and Aircraft play a heavy part in this mission. Build a Crane, then build up the Production Structures. Build a Sputnik and Flak Cannons, as well as several Twinblade helicopters and Dreadnoughts to smash up the Allied Forward bases. Build as much as possible before Krukov arrives, as he will take all of the bonus Credits sent by Dasha. Deploy the Sputnik in the southwest corner of the map after Krukov arrives. Use Dreadnoughts to blow up the two Allied bases. While this is going on, place an Engineer next to Krukov's Construction Yard and several V4s next to his HQ building (with the Twinblades). Be sure to have the Iron Curtain ready. Also, try not to Capture the Tech Buildings near Krukov's Base. The one who attempted to assassinate Cherdenko is Krukov! The Premier is now ordering the demise of Krukov. At this time, have the Engineer Capture his Construction Yard and use the Iron Curtain on the V4s next to his HQ so they can bombard it with Missiles without harm. Once the HQ is destroyed, sell the Construction Yard. At this point, Kirov Airships can be produced. Capture all the Tech Buildings around Krukov's Base. Once Krukov's forces submit to the Red Army, the battlefield is again expanded. Giles has mocked the USSR for the last time, so send in some Dreadnoughts to destroy his Proton Collider in the northeast, and send in the Navals to the west sea and destroy his main Base. Oleg says a happy goodbye. Putting Heads Together: -The Reds and Greens can co-ordinate their attack on Krukov. While one army sends in an Engineer into the Construction Yard, the other can use V4s on the HQ at the same time! Be sure to sell the Construction Yard once the HQ is destroyed! -Krukov's remaining forces will only surrender to the Reds, not the Greens. --------------------------- 3.17 >To tame a living God< --------------------------- Location: Mt. Fuji. Difficulty: Hard. Fun Factor: 8. Co-Commander: Moskvin. Opponents: Shinzo, Naomi, Kenji, Yoshiro. Primary Objectives: -Create a Diversion. -"Assassinate" the Emperor. -Destroy Shinzo's Base. -Destroy Naomi's Base. -Destroy Kenji's Base. -Destroy the Emperor's Palace. -Kill the Emperor. Secondary Objectives: -Destroy the Generators. -Rescue the Captured Conscript and Bear. Notes: Apocalypse Tanks are introduced. Overview: Krukov is no more, and Cherdenko's ordering the final assault on the Empire of the Rising Sun. This battle will determine the Empire's fate. Opinion: Things seem humble in the beginning of this mission, but it gets MUCH larger at the end! Be ready to face 4 mean armies! A Red Conscript and a Green Bear drop in. Move southeast, southwest, down the stairs, northeast, then throw a Molotov at the Barrel to create a diversion for the Garden Guards. Move to where the "Emperor" is and kill him with the Bear. This, of course, isn't the real Emperor. After deploying the MCV, build a Reactor, then a Crusher Crane to repair the two Apocalypse Tanks provided. Build Walls around the Base and the Oil Derrick. Produce the Super Reactor and Battle Lab, and the rest of the Structures. Shinzo, Naomi, and Kenji will fight against the Soviets. Shinzo can be dealt with first, as his Base is close in the middle. Use V4s to take out his Defenses, and annihilate his Base. Repeat the same for Naomi's and Kenji's Bases. Naomi's Base is next to the water, so have Moskvin's Subs attack her Dockses (it seems that Moskvin likes building Submarines). Kenji's Base is to the northwest, on the hills. Once all three Generals are defeated, the map expands northward. Destroy the Generators to the northeast. There's more Docks at the Generators. Destroying the Generators will deactivate the Defenses around the Palace. Be sure to rescue the Conscript and Bear to the northwest. Make a mass attack on the Palace. Yoshiro will come out of the Palace in his custom King-Oni. Target it with everything available. Putting Heads Together: -As the Greens, try not to make too many Submarines like Moskvin does. -While Controlling the Bear, kill the Emperor and stay close to the Conscript. -------------------------------- 3.18 >The Stone-faced witnesses< -------------------------------- Location: Easter Island. Difficulty: Hard. Fun Factor: 7. Co-Commander: Zhana. Opponents: Bingham, Cherdenko. Primary Objectives: -Destroy the Allied Emissary and his Escort. -Stop the Allied Counter-Offensive. -Destroy the Vacuum Imploder. -Destroy the Premier's Volcano Fortress. Secondary Objectives: None. Notes: Tesla Tanks make a cameo. Overview: The Allies are wishing to make a peace treaty with the Soviets. Little do they know that the Soviets will make an ambush on them! Opinion: This is an interesting, though difficult mission. Careful planning is required to pass this mission. Build up a Naval Yard and Crane quickly. Get a Sputnik to expand to the naval Ore Node to collect its resources. Build some Akulas and Stingrays, along with Bullfrogs. Capture the Oil Derricks to the north. Once the Emissary arrives, have a Twinblade finish off the Emissary and use the Magnetic Satellite to lift up the combat forces. The Allied forces in the west will reveal themselves, so send in a pair of Dreadnoughts and some Akulas to finish off that base. The real villain amongst the Soviets is Cherdenko. Now he's going to kill our heroes! Secure the resources in the Allied island, and send in the Dreadnoughts to smash the Vacuum Imploder to bits (escorted by Akulas and Bullfrogs). Have a squad of MiGs to take care of any enemy Kirov that comes to destroy the Bases! Also, be sure to sink the "Ambassador" Dreadnought. Cherdenko's Fortress is high up on the hills. Unfortunatley, he's able to produce Tesla Tanks. His War Factories can be Captured to produce Tesla Tanks. Neutralize his Power and his Flak Cannons will be offline, allowing Kirovs to bombard his Fortress Buildings. Zhana will retire. Putting Heads Together: -There isn't really anything special to do as the Green Army. ------------------------------ 3.19 >Blight on the Big Apple< ------------------------------ Location: New York. Difficulty: Insane! Fun Factor: 10. Co-Commander: Moskvin. Opponent: Ackerman. Primary Objectives: -Eliminate Fort Bradley's Prospectors. -Destroy Fort Bradley. -Destroy the Statue of Liberty. Secondary Objectives: -Eliminate Tanya. -Capture the New York Stock exchange. Notes: Terror Drones and the Vacuum Imploder are introduced. Tesla Tanks can also be used. Overview: The last Allied stronghold is in the United States, with the US Army being led by Ackerman himself. By invading New York, American will have no choice but to surrender to the Soviet Union! Opinion: Old school, and topsy-turvy at the same time! This is an incredibly fun mission, although difficult as well. The Terror Drones provided will pop out of the unlucky Guardian Tanks. Use them to destroy the Guardian Tanks ahead, along with the Prospector and IFV at the Refinery. Tear apart any Guardian Tanks in the northern part of the city, and let Moskvin use his Terror Drones on the north Refineries. Send the Drones back to the starting point. There are 4 Twinblades, 4 Tesla Tanks, and 2 Kirov Airships available to destroy Fort Bradley for each army. Start with the Ore Refinery to the west. Destroy the Turret ASAP and the Refinery to let the Tesla Tanks deal more damage. Be sure to destroy any IFVs and Anti-Air Turrets to allow the Twinblades and Kirovs destroy anything else in the Base. Use the Terror Drones to roughen up the Armor in the Base, and let the Tesla Tanks annihilate the Structures once all enemy Units are destroyed. Ackerman's not pleased at this. After seeing a familiar scene, transport any remaining Tesla Tanks to the new Base, and construct a Crane. Be sure to build a Tesla Coil on the waters next to the ramp to zap any intruders. Purchase the Orbital Drop ability, and use it on Tanya when she reveals herself (on the map that is). Keep upgrading Technology and train some Engineers. The Tesla Tanks should be able to protect the Base while the Soviets plan their next move. Unfortunatley, the Allies will also send in Ships, so make enough Akulas to repel the Destroyers. Natasha can also snipe the Ships, allowing Engineers to take over the vessel. Back at the "Fort Bradley" island, there are a pair of Tech Structures. Clear out the enemies guarding the Stock Exchange and Capture the Exchange and the Hospital. Deploy some Sputniks next to the Ore Nodes to extract their resources. Defend this island with a pack of War Bears against the Paratroopers. As for the assault on the Statue of Liberty, use the Vacuum Imploder on the Seaports so that the Allies can no longer bother the Soviets with their ships. Target the Airbases, the Armor Facilities, Boot Camps, and Superweapons next. Use Akulas to harass the Allied Prospectors in the Northeast. Use Dreadnoughts to bombard the Defenses, and make a mass attack on the Statue! Moskvin decides to celebrate in Russia for this great victory. It's time to rule Russia as the new Premier! Putting Heads Together: -Plan carefully while attacking Fort Bradley. Try not to lose those Tesla Tanks! -While the Reds will have to deal with the Chronosphere attacks, the Greens must fight off Allied Ships. The Greens are on an island, so the only threat are the Allied Navals. Take out those Seaports ASAP! -If one army loses all of its Twinblades, the other army can use their Twinblades to transfer the Tesla Tanks to the bases. ====================== 3.20 >Allied Campaign< ====================== Although the Allies are about to lose Europe, the United Kingdom stands as the last major nation in Europe from the Soviet invaders (kind of sounds like World War 2). It's time to strike back at those Commies! ----------------------------- 3.21 >Ride of the Red Menace< ----------------------------- Location: Brighton Beach. Difficulty: Easy. Fun Factor: 7. Co-Commander: Giles. Opponent: Krukov. Primary Objectives: -Eliminate the Soviets in Brighton. -Hold out against the invading Soviets. -Repel the Soviet Navy. -Eliminate the remaining Soviets. Secondary Objectives: -Garrison Four Civilian Structures. -Capture the Hospital. -Capture the Coastal Guns. -Train 5 Javelin Soldiers. -Build 5 Multigunner IFVs. Notes: Peacekeepers, Attack Dogs, Engineers, Javelin Soldiers, and Multigunner IFVs are introduced. Century Bombers make a cameo. Overview: The Soviets are about to invade England through Brighton Beach. This coast must be defended in order to prevent all of Europe from falling into Red hands. Opinion: Although it may seem like the Battle of Britain, this is hardly an Air Battle. Instead, it involves Urban Combat and Coastal fights! With the provided Peacekeepers and Attack Dogs, flush out the Russians in the city. There are more Peacekeepers pinned down all over the city. Rescue them and they'll help fight back the Reds. One of these locations is next to an Allied MCV. Once the city's clear, the MCV will deploy. Giles arrives to assist in the defense of the beach. Have the Peacekeepers Garrison the indicated Structures. Have an Engineer Capture the Hospital to the south (it won't be attacked). Train another pair of them. Once the timer runs out, the Soviets will send in their Paratroopers. They won't be any match for the Peacekeepers! Krukov's sending in more of his elite troops. In response to this, Javelin Soldiers can now be trained. Train lots of them, and Garrison them inside the Structures with the Peacekeepers. Capture the Coastal Guns on the western side and have Giles Capture the ones on the east. Krukov's forces consist of Infantry and Stingrays. Have the Peacekeepers shoot up the Infantry and target the Stingrays with the Javelins (they'll be at the Guns). Here's a tip from TeeWrench: "Try to time the position of the bullfrog so you can cryoblast it and the gun can kill it in one hit." Multigunner IFVs are now available. Train as many as there are Javelins. Put the Javelins into the IFVs. The last major assault on Brighton is made up of Dreadnoughts and Kirov Airships (the Century Bombers will blow up the Dreadnoughts). Use the IFVs and Javelins to bring down those Bombers! Putting Heads Together: -The Green and Blue armies will be provided with a squad of Peacekeepers and Attack Dogs to liberate the village at the start. -Try not to divert attention to the other sides. ----------------------------- 3.22 >The Shark and the Lure< ----------------------------- Location: Cannes. Difficulty: Medium. Fun Factor: 5. Co-Commander: Warren. Opponent: Moskvin. Primary Objectives: -Get Spies into the Port Buildings. -Save the Allied Leaders. -Get Tanya into the Port Authority Building. -Sink the Soviet Dreadnoughts. -Wipe Out the Soviet Base. Secondary Objectives: -Disable the Defenses around the Airbase. Notes: Tanya, Spies, Guardian Tanks, Riptide ACVs, and Vindicators are introduced. Overview: In Cannes, France, Allied leaders are trapped inside the conference building because of Soviet occupants. Also, Dreadnoughts are bombarding the city! The Soviets need to be driven out of this area. Opinion: The first half of the mission is a Commando-Style mission, where special forces need to sabotage small enemy compounds. The second half is pretty much destroying the enemy base. While Warren targets the Conference Centre, Tanya and the Spies should swim to the southeast island. There, Tanya should destroy the Reactors to the south of the island to disable the Tesla Coils surrounding the Airbase. This will allow the production of Vindicators. These planes can bomb the Coils on the other two islands. At the western island, a Spy should infiltrate the Reactor so that Tanya can take out the Coil safely. Use the Spies to cut power whenever necessary and have Tanya mop up any War Bears (remember these are Scouts) and blow up any Reactors or Barrackses. Send in a Spy in each docking building to have them set up the trap. Repeat the same for the eastern island, and be on the lookout for any Crates. Once all buildings are infiltrated, have Tanya enter the Port Authority Building. The Akula Subs protecting the north Dreadnoughts are no more, so Tanya can swim north and send the Dreadnoughts to the bottom of the sea. Once the "island" objectives are completed, the full Allied Arsenal will be available for use to take out Moskvin's Base. The Vindicators can bomb the Defenses if need be, and the Army can simply flank to the north and take out Moskvin's Base from behind! Putting Heads Together: -While the Blue forces must sabotage the Soviet Navy, it's up to the Green batallion to save the hostages in the Conference. Build up some Guardian Tanks and ACVs to take out the enemies patrolling the area. With Infantry, Garrison the nearby buildings for protection. -Secure the nearby Ore Nodes and Capture the Observation Post for further advantages. ---------------------------- 3.23 >The Famous Liberation< ---------------------------- Location: Heidelberg. Difficulty: Medium. Fun Factor: 8. Co-Commander: Lissette. Opponent: Oleg. Primary Objectives: -Escort the MCVs. -Destroy the Four Super Reactors. -Destroy the Iron Curtain. -Destroy the Soviet Headquarters. Secondary Objectives: -Assist Agent Tanya. Notes: Dolphins and Hydrofoils are introduced. Overview: The Soviets' HQ in Western Europe is in Heidelberg, Germany. The best way in is through the river, and on the shores of the village. Beware though, the Soviets have an Iron Curtain in the region! Opinion: Although some important Allied Naval Units are introduced, this is hardly a Naval battle at all! Instead, it consists of a decisive land and air assault on the HQ. Have two Hydrofoils arm the Weapon Jammer. Send them in to destroy the Twinblades over the river with ease. Advance and use the Weapon Jammers to disable the Tesla Coils. Have Lissette's Dolphins destroy them permanently. Establish a Base (and maybe some Walls). Take out the Super Reactor to the north, and the closest Super Reactor available. This will destroy the outer Defenses of Oleg's main base. The Iron Curtain itself is heavily guarded, with many troops inside the walls. Use Vindicators to bomb the Tesla Coils. Here's a tip from TeeWrench: "After destroying the first 2 Super Reactors there is also another one behind the War Factories, next to the base. Take this out to force the soviets to sell their Flak Cannons and save you money on re-building Vindicators." While this is going on, Tanya's trapped in the village to the southwest. Send in some Spies to bribe the enemies there, and use them to destroy the Buildings around the place to save Tanya. Tanya will be available for combat, but she cannot be replaced in this mission. Build a sizeable armada of Vindicators to bomb the Soviet Production Structures next to the Iron Curtain, then send in all available troops to level the lower portion of the base. With the Iron Curtain gone, the HQ is vulnerable to attack. Unfortunatley, there are Apocalypse Tanks in the way. Bribe them with Spies to turn the battle around (or use Vindicators when there are no Spies available). March up to the HQ and flatten it! Putting Heads Together: -Wait for the Hydrofoils to disable the Coils, then use the Dolphins to destroy them. -Although the Greens won't be able to control Tanya, they can still contribute by Bribing the enemies, and bombing the Defenses. ------------------------- 3.24 >Enemy of our Enemy< ------------------------- Location: Gibraltar. Difficulty: Medium. Fun Factor: 7. Co-Commander: Moskvin. Opponents: Kenji, Naomi. Primary Objectives: -Destroy the Hangars. -Recover the Assault Destroyers. -Destroy the Imperial Base. Secondary Objectives: -Eliminate the King Oni. -Set Up an Expansion Base in the Southwest. Notes: Cryocopters and Assault Destroyers are introduced. This is a joint Allied-Soviet mission. Overview: While the Allies were fighting the Red Menace, the Empire of the Rising Sun has secretly been preparing for war! It seems that they're targeting both the Allies and the Soviets, so they have no choice to to team up with the Empire. Ackerman's not willing to accept a "truce" with the Soviets... Opinion: This and the following missions are joint Allied-Soviet missions, making them fun to play on Co-Op. Send Tanya north and dispatch the many Imperial soldiers present. The city has some Garrisoned Structures, so order Natasha to bomb them. Head up north to destroy the King-Oni Unit in the mountains. The northern edge of the map is the Imperial Airfield, so shoot the downed Jets to deal some damage to the base. Level the rest of this portion, as well as the hangars to the west. Build up a few Defenses, and erect a Seaport next to Moskvin's Naval Base. To rescue the trapped Assault Destroyers (and Akula Subs), use the Cryocopters to freeze them, then attack them with any Units available. Use the Destroyers to level the Imperial Base to the southwest. In an undetermined time, Naomi will ambush our heroes from the southeast! Use the Cryocopters to freeze any dangerous Units and Structures, and use the Destroyers to sink her buildings. Level Kenji's northwest base with any forces available. Secure the Ore Nodes to the north and south (in the former Imperial Bases) to secure more funds. Putting Heads Together: -When controlling Natasha, use her to take out any Garrisoned Buildings. -Along with the Assault Destroyers, the Akula Subs will also be rescued when the Defenses are gone. Use them (and the Ultratorpedoes) against Naomi's strike force. These are the only Akula Subs available, so use them wisely. -------------------------------- 3.25 >The Unfathomable Fortress< -------------------------------- Location: North Sea. Difficulty: Medium. Fun Factor: 8. Co-Commander: Zhana. Opponent: Naomi. Primary Objectives: -Protect the Salvage Ship. -Destroy the First Radar Ship. -Destroy the Second Radar Ship. -Capture Both Fortress Power Cores. Secondary Objectives: -Destroy the Generators. -Capture the Generators. Notes: Aircraft Carriers, Apollo Fighters, and Century Bombers are introduced. This is a joint Allied-Soviet mission. Overview: The Japanese have a floating fortress in the waters, blocking out access. Together, the Allies and the Soviets can work together to bring it down. Opinion: Another Allies and Soviets mission, this battle focuses primarily on the waters. Have two Hydrofoils switch to Weapon Jammer mode. Use the Hydrofoils to take down the Chopper VXs and render the Cruisers harmless while the Dolphins finish off the vessels (keep in mind that the Soviets have Stingrays and Bullfrogs as well, so let them do some work too). Once the Salvaging is finished, the Spies must deactivate the Generators so that Natasha can get close enough to them to destroy them. Escort her to the Radar Ship and have her sink it. Another similar situation occurs with Tanya and four Combat Engineers. Tanya needs to clear the way for the Engineers to Capture the Generators. Keep an eye out for Cash and Health Crates. When all of the Generators are Captured, sink the second Radar Ship. Build some Defenses around the Base, and start pumping out Hydrofoils and Assault Destroyers. Aircraft Carriers will also be available for production. Use the Navals and Aircraft to destroy the Imperial forces near the eastern island. Secure it once it's safe. Build a Barracks and War Factory on the island and secure its resources. Do the same for the northern island. Here's a tip from TeeWrench: "If you don't build a Seaport, the empire will not attack you with Shogun Battleships. Build a large airforce and destroy the Shipyards before building a Seaport so you don't have to worry about a large sea-based attack." For the Floating Fortress, use the Aircraft Carriers to bomb the Defenses surrounding the two Cores, and have the Century Bombers drop in some Engineers next to them. Capture the two Cores simultaneously (or almost, at least). Don't worry about the rest of the fort's inhabitants unless it's for fun. Putting Heads Together: -Use the Bullfrogs to attack Aircraft, and the Stingrays against the Cruisers. -Wait for the Spies to disable the Generators, then smash it with Natasha (she'll get killed if she tries to take out the Generators before sabotage). -Try to Snipe the Naginatas with Natasha. If the Allies happen to run out of Spies, more will come to Natasha's aid. -The aforementioned Spies can take control of the Naginatas. -Go ahead and Snipe the Radar boat. Try it out! -Don't rely on using the Combat Engineers in actual Combat. Instead, allow Tanya to clear the way. -The Soviets have all of their technologies (minus the Apocalypse Tanks, Kirov Airships, and Superweapons). Use the Dreadnoughts to bombard the enemy Defenses and use the Bullfrogs to launch some Infantry into the Fortress. -Keep in mind that Twinblades can carry Armor to the front. This includes Allied Armor as well, so feel free to transfer any Guardian Tanks if need be. ---------------------------- 3.26 >A Monument of Madness< ---------------------------- Location: Mount Rushmore. Difficulty: Hard. Fun Factor: 8. Co-Commander: Warren. Opponent: Ackerman. Primary Objectives: -Destroy the Com Tower. -Destroy the Rushmore Firebase. -Eliminate the President. Secondary Objectives: -Destroy the Power Plant. -Capture the Boot Camp. -Capture the Jefferson Head Control Center. -Capture the Lincoln Head Control Center. -Capture the Washington Head Control Center. Notes: Mirage Tanks are introduced. Overview: It seems that Mr. President has targeted Moscow with a huge weapon in Mount Rushmore. He needs to be stopped before he breaks the alliance! Opinion: I never would have thought Allied forces would fight each other. Also, there isn't any water here, so forget about Naval combat. Co-ordination is key to completing this mission! Have Tanya kill the Attack Dogs patrolling the Radar Tower. Don't try to blow it up just yet, since there's a lethal Turret next to it. Instead, head to the Power Plant in the north, and kill the Attack Dogs patrolling that area. When all the Dogs are dead, have Warren send in a Spy to infiltrate the Power Plant. This will allow Tanya to blow up that pesky Turret (along with the Peacekeepers). Blow up the Power Plant and have Warren Capture the Boot Camp. With the Power Plant down, the Turret next to the Tower is no longer a threat, so have Tanya flush out the enemy guards and topple the Tower. Ackerman's Limo is heading to the fire base (he'll have to circle the map twice to get there). The Captured Boot Camp will be under Blue Control while Warren takes the Base to the east. Secure the nearby Oil Derrick. The Boot Camp is outside the Construction Yard bounds, so build another one next to it in order to produce more advanced Infantry. Build a group of Century Bombers and have the Spies hang out next to the Fire Base's Ore Refineries. At this time, Ackerman's reached the first Control Center. The Centers need to be Captured (after Ackerman's reached them) to prevent the heads from firing lethal lasers! Use the Century Bombers to drop in Engineers to the Centers. Beware, Ackerman's Limo is guarded by a squad of his Apollo Fighters, so approach the Centers once he's far away from them. Have the Spies deactivate the Power so that the Centuries can fly safely. The Spies can steal the Resources from the Refineries or deactivate the Power in the northwest portion of the Base. Have them sabotage the Power so that the Century Bombers can blow up the Fire Base. Mirage Tanks are also available, so a mass attack can be conducted when the Power is out (the Spectrum Towers will go offline as well). The President's not pleased, and is attempting to escape! His Limo will head to the nearby helipad next to those two pesky Turrets. A helicopter will pick him up and carry him away! Use Mirage Tanks to ambush his Limo, or use Apollo Fighters to shoot his helicopter down. It's a tragic day for the President, but at least now the alliance between Allied and Soviet nations still stands. Here's an alternate strategy from Tim "Caael" Haigh: "Basically, this tactic eliminates the time limit. As soon as you can, build an airbase and upgrade to heightened clearance. While heightened clearance is researching, fill the airbase with Apollo Fighters, and build another airbase with some Vindicators. Send these Vindicators east to destroy the 2 Turrets. Once this is done, build 2-3 Cyrocopters and send them over and freeze the president's Limo. This means that you have as long as you like to complete the mission. However there's a drawback. Send over the Apollo fighters to the Cyrocopters and place them just infront. The reason for this being that every so often, Ackerman sends out his own Apollo fighters to protect the limo. You want to keep the fighters quite a distance from the copters, because if any debris from destroyed Apollo fighters or copters falls on the Limo, they damage it, and just 2 chunks of Debris will kill it. So now you'll be wanting to build some anti-air turrets of your own, because you'll have reached the stage with the frozen limo around the area of the map where your allies are. You can build on your allies territory, so place a line of anti-air turrets a bit away from the Limo. You'll need about 20 of them to destroy any fighters that come near before reaching the Limo. This is just me being paranoid though, so you wont need that many. Keep repairing your fighters in your allies airbase, and keep building anti-air turrets until enemy Apollos dont even reach the copters. While building up anti-air turrets, build an Armour Facility and create an MCV, and place it somewhere near your current base. Use the extra production tab to make some spectrum towers to keep away any enemy raids on your base. Once you've finally build up all of this, the mission should be very easy because you dont have pressure on you because the limo is frozen. This means you have all the time in the world to harvest loads of ore, make a huge army and go and destroy the base. If the Limo isn't frozen by the time the Limo has reached the 1st control centre, upgrade to maximum clearance and build a Century bomber and air-drop an engineer in so that your co-commander can help assaulting the base, instead of being fried by lasers. Also, it helps to use one Cyrocopter to shrink the limo as well, as it's a smaller target for debris to hit. One last tip; dont waste time trying to destroy airbases to stop the Apollos from guarding the president. The guarding apollos are a scripted event that come from outside the map; destroying airbases wont do anything." Another tip by Mike "Krall" Schumancher: "After forcing Ackerman to have to manually drive to the control base and the second part of the mission begins, I like to get an airbase up as quickly as possible and begin bombing turrets with the simple vertigo leading up to the upper left hand corner of the map, the only place where they have any power facilities. I then send many bombing runs to annihilate these power plants as quickly as I can. If I've taken long enough or teched up fast enough, a fleet of mirage tanks on aggressive (attack anything that's not you) stance and turn that place into rubble. It then leads the way for you to crush the main base with little worry of the defenses coming back on-line. I tend to take out the first two turrets near Ackerman's helicopter landing pad before starting my power-plant assault so I can quickly send a century bomber over with a fresh engineer very shortly after Ackerman activates that tower. I then simply use that same bomber and have him return immediately then send another engineer to begin circling the next control center. It's best to have them waiting to be deployed well before Ackerman gets there, but make sure to NOT have the bomber close enough to blow up the limo from simply getting to close to it. Finally, the key factor in this entire strategy that can be introduced to an existing strategy for this level, and I'm honestly surprised why it hasn't. The Cryoblast. It's quite simply the best way to buy you time in this mission. Keep hammering that limo with it! You do zero damage, but the thing comes to a dead stop for a good 15-30 seconds. You can also potentially "glitch" the limo if you fire it right when he's already paused to activate a control tower. The game will remember the last command "forward" and he'll beeline himself into a wall. This sometimes counter-glitches and an internal timer takes over rather than Ackerman actually needing to physically reach the site, though. Cryocopters are also a valid strategy to buy some time, but they'll get shot down pretty quickly. The same "internal timer" glitch may happen as well." Putting Heads Together: -When controlling the Spies and Engineers, wait for Tanya to dispatch the Dogs, then infiltrate the Power Plant so that she can get close enough to blow it up. Capture the Boot Camp when this is done. At this phase, try to Capture the nearby Oil Derrick as well. -Use the Engineers to Capture the nearby Structures in the abandoned Base. Send them north to Capture the Oil Derricks. -Try to use Cryoshots whenever possible (but not at the same time). --------------------------- 3.27 >Forever sets the Sun< --------------------------- Location: Tokyo. Difficulty: Hard. Fun Factor: 8. Co-Commander: Lissette. Opponents: Shinzo, Tatsu. Primary Objectives: -Hold out for Soviet Reinforcements. -Transport an MCV Across the Harbor. -Take Out the Imperial Military. -Sink Prince Tatsu's Fleet. Secondary Objectives: -Destroy the Imperial Blockade. Notes: Athena Cannons and the Chronosphere are introduced. Overview: This is it. The final strike against the Empire. If the major facilities in Tokyo are destroyed, the Empire will be powerless. The Allies must hold off their position until the Soviets arrive. Opinion: Don't bother trying to complete the Secondary Objective in this mission. This will be one of the hardest missions yet, so stay alert. Train some Guardian Tanks and Javelin Soldiers, as well as Peacekeepers and an Engineer. Destroy all of the Imperial forces arriving on the island. Build a fleet of Vindicators and Apollo Fighters, and a pair of Cryocopters. Hold off against the Imperial invaders until time runs out. Once time runs out, sell all Structures (except for the Construction Yard) after building a sufficient amount of Riptide ACVs. Be sure to have the Vindicators and Apollos fly to the northern edge of the island with the rest of the troops. Those rotten Soviet cowards didn't decide to come after all! It's up to the Allies to deal with the Japanese. Now here's why I'd sell my Structures; the Japanese fire their Psionic Decimator, destroying almost everything on the island (hopefully, all ground troops survive this attack). Use the Chronosphere to transfer the MCV and as many other Armored Units on the island to the northeastern corner of the map. Lissette should remain on the island. Build up two Airbases on the new Base and fly the Vindicators and Apollos to this new location ASAP. Leave the Cryocopters behind. Build up some Defenses on this location, as the Japanese will send in their strike forces. Taking down the Superweapons to the west is priority one, so use the Athena Cannons and Vindicators to topple the Wave-Force Towers, and send in Tanya to wipe out the base (watch out for the Towers to the south of the base, take them out first). Priority two is blowing up the Imperial Docks to the south, and putting it out of comission. Use Vindicators to annihilate the cursed structure. The next-highest threat is the training facility to the south. A ground assault should be able to flatten this area. Taking out the Naval base to the far south should be performed by Air forces. Use the Century Bombers to annihilate the docks, as well as any key Structures in this base. The Military Headquarters in the west is the next target. Again, use a combined force of ground and Air units against this fortification. While this is all going on, Tatsu's elite fleet will arrive in the western ocean! Use the Chronosphere quickly on the Battleships to prevent them from bombing Lissette's base! Have Lissette take care of the rest of the fleet. The last target is the Mecha facility island. Have Lissette provide support while the Bombers destroy everything on that island! Be sure to finish off Tatsu's fleet to complete the mission (use Apollo Fighters to gun down the Sky- Wings and have the Cryocopters freeze the Naginatas for a quick kill). Lissette's glad to be part of this operation. Putting Heads Together: -Decide who will transfer to the island. For holding off the island, avoid using Naval forces until the Naval base to the east is destroyed. -If both armies use their Chronosphere on Tatsu's fleet, the only things left will be the Sea-Wings! -When on the island, play it defensive. -The Docking base in the southeast is a high-priority target, especially when holding off on the island. Without it, the Allies can create their own Navy without any pesky Imperial vessels! -------------------------- 3.28 >The great Bear Trap< -------------------------- Location: Havana. Difficulty: Hard. Fun Factor: 8. Co-Commander: Giles. Opponent: Oleg. Primary Objectives: -Investigate Havana for Soviet Activity. -Locate a Soviet Base. -Destroy the Soviet Base. -Destroy the Kirov Launch Facilities. -Do Not Let a Kirov Leave Havana. Secondary Objectives: -Bribe 10 Soviet Units. Notes: The Apocalypse Mirage Tank can be used. Overview: According to Dr. Zelinsky's information, the Soviets were planning to betray the Allies after all! They're setting up a base in Cuba. Due to the Soviets erasing Einstein, Kirov Airships have been smuggled on the island instead of nukes. Additionally, time traveling caused Castro to become a Dominican insurance salesman, putting Oleg in charge of Cuban operations. Opinion: This, along with the next mission, is guaranteed to have players on their toes. Only the best can pass this mission! Have the Spies bribe the Engineers and Bullfrog while the Attack Dogs stay inside the cover of the Mirage Tank. Bribe the Infantry divisions ahead, and Capture the Crane and War Factory with the Engineers, then sell them. Avoid the incoming Hammer Tanks, then Bribe the Infantry blockade on the road. Garrison any combat Infantry inside the nearby buildings to take out that pesky Bear, then Bribe the Apocalypse Tanks when ready. At the Soviet Base, Capture the Construction Yard and start repairing it ASAP. Use the Apocalypse Tanks and all other Units to fire upon the rest of the base. Oleg's revealed his buffed Kirovs to our heroes! They'll be headed to any city of their chosing! Have all available forces retreat to the new Base. Giles will make sure that no Kirovs ever escape Havana. Build a fleet of Apollo Fighters and Vindicators, and then build a Seaport. Bomb the Refineries in the sea to the south, then secure the Nodes. Once the Anti-Air on the southeastern island is absent, use Cryocopters to freeze the facility, then bomb it! Have Giles clear out the base in the northwest, then secure its resources. With the Soviet Technology, build a fleet of MiGs to accompany the Apollos while they hunt down the Kirovs. Keep sending in Century Bombers to bomb the facilities one by one. Eventually, the Allies will win. Giles certainly had fun playing around today! For the steamrolling type, have a fleet of Destroyers and Aircraft Carriers target the Naval Base to the north to prevent any pesky Soviet fleets from attacking. In this position, the Carriers might as well bomb the rest of the Soviet Base. Putting Heads Together: -With the Mirage Tank, take it slow, and only move when the Blue forces are ready. Stick together. -Use Hydrofoils to keep the Kirovs out of the skies. Beware of any Dreadnoughts and Akula Subs that attack the Green Base. -Secure the Resources to the northwest. ------------------------------------- 3.29 >The Moon shall never have them< ------------------------------------- Location: Leningrad. Difficulty: Insane! Fun Factor: 7. Co-Commander: Warren. Opponents: Cherdenko, Krukov. Primary Objectives: -Unpack MCV 1 at Chrono Drop Zone 1. -Unpack MCV 2 at Chrono Drop Zone 2. -Clear the Plateau of Soviets. -Destroy All Seven Iron Curtains. -Destroy the Leningrad Fortress. Secondary Objectives: -Destroy the Vacuum Imploder. Notes: The Proton Collider is introduced. Overview: The Soviets have retreated to the one place they think is inpenetrable: Leningrad. The city's fort must be destroyed to bring defeat to the Soviets! Opinion: Many people have difficulty on this mission, and there's a good reason why! There is a time limit, and the Soviets aren't planning to play around! Escort the tiny MCV to the open space to the east. Avoid any Hammer Tanks and deploy it. Use the Mirage Tanks to clear up this area. Cherdenko's planning to escape to the moon in his secret shuttle in his fortress! The fort itself is protected by the Iron Curtains all over the map, so they need to be destroyed. Build up a sizeable force for defense, and make a fleet of Vindicators and Century Bombers. Warren will take on the bases to the west. Use the Bombers against the Iron Curtains to the east. Beware: there are many Anti-Air Defenses and Units along the way. It may be best to take out the other Structures near the Iron Curtains. Use the Proton Collider and the Chronosphere as many times as possible. The Airfields to the mideast is one of the biggest threats. It needs to be destroyed. Also, Krukov will deploy his Vacuum Imploder in the northeast next to the nearby Iron Curtain. Bomb the two Superweapons. Along with these targets, be sure to have a squad of Apollo Fighters to fight off those cursed Kirov Airships. Here are some tips from TeeWrench: "Try to save the Mirage Tanks you get early in the game. Then quickly build a War Factory to repair them. You can then use these tanks to attack all 4 War Factories across the bridge (2 directly to the right and 2 north of the first Iron Curtain) and prevent the soviets from spamming tank rushes until late in the game. You can also spare the first Iron Curtain to your right and capture it with an Engineer so you can use it against the Soviets. Keep in mind that you still have to sell it later on as it is part of the objective to destroy all Iron Curtains. If you are a Co-Commander (or you want to help out Warren), you can see that the first two Iron Curtains on the left have absolutely NO air cover! You can simply take these two out with a Cryocopter to freeze it and another unit that can hit it (Vindicator, time-bomb, etc.). The third one also has very little air cover and you can sneak in a Cryocopter into the middle (place it right above the iron curtain) to freeze it. You can also upgrade to level 1 Paradrop and take out the Iron Curtain on the other side of the map by dropping them next to the Iron Curtain (keep your Peacekeepers in the back as they tend to attract the Ore Collectors into running your units over), then switch your Javelin to laser guided (unit special ability) and attack the Iron Curtain. They will not attack you until you destroy the Iron Curtain! This strategy is no longer possible if Krukov builds the imploder. For the shuttle, you can put Tanya in an IFV, chrono her onto the island, and let her out to C4 the shuttle for a quick finish!" Once the Iron Curtains are destroyed, the Fortress can be damaged. It's still strong without the Iron Curtains, so freeze it with some Cryocopters, and bomb this location. Warren salutes and says goodbye. A man resembling David Hasslehoff becomes the new President (and he misses good old Ackerman), and Eva and Tanya ask out for a date. It's a happy ending! Putting Heads Together: -The Green army should focus on the west side of the map. While it's not as heavily guarded as the eastern side, there are some powerful Tesla Tanks in the way, so watch out. ======================== 3.30 >Imperial Campaign< ======================== The "new" Empire of the Rising Sun is going to take both the Allies and the Soviets by storm! It's time to fulfill an ineveitable destiny! -------------------------------- 3.31 >The death of Father Frost< -------------------------------- Location: Vorkuta. Difficulty: Easy. Fun Factor: 6. Co-Commander: Shinzo. Opponent: Oleg. Primary Objectives: -Destroy the Reactors. -Destroy the Statues around the Square. -Bring Down the Tesla Coils. -Destroy the Soviet Navy at Harbor. Secondary Objectives: -Destroy all of the Barrackses. -Capture the Hospital. Notes: Imperial Warriors, Tankbusters, Engineers, Shinobi, Sudden Transports, and Yari Mini-Subs are introduced. Overview: While the Soviets are celebrating New Year's Eve, the real meaning of this year's celebration will be the invasion of the Japanese! Opinion: The first Imperial Campaign. There's no bases to control, so try not to lose too many Units! Be sure to find the Shinobi! Before rushing in and getting destroyed, disguise the Sudden Transports as the Bullfrog on the river (be sure it's disguised first!). Send it in and unload the Imperial Warriors to the west. Ambush the guards and escort the Tankbusters to the Reactor on the hill to the west. Use Final Squadron to take out the other Reactor. Another Transport arrives, this time carrying Tankbusters (Imperial Warriors for Shinzo's forces). Blow up the Coils and Bullfrogs for fun, then explore the village. When encountering a Tesla Trooper, Garrison a building for cover. Find and destroy the Barrackses. Some Engineers will arrive. Capture the Hospital in the middle of the village, and destroy all the Statues in this area. The Shinobi are hiding in a building next to the western bridge. However, a more convinient way to complete the next Objective is to simply use Final Squadron on the Reactors to the north! There are plenty to spare, so use them on the other Soviet Structures! The Mini-Subs will arrive once the Coils are down. Use them to finish off the Soviet Navy. Send in all forces to clean up the enemy ground forces. Putting Heads Together: -The Green squad will start off with Tankbusters and will get Imperial Warriors after destroying the Reactors. Use them to destroy the first Reactor, as well as the Coils and Bullfrogs. ----------------------------------- 3.32 >To conquer shattered Spirits< ----------------------------------- Location: Stalingrad. Difficulty: Medium. Fun Factor: 4. Co-Commander: Kenji. Opponent: Zhana. Primary Objectives: -Establish a Base. -Destroy the Mother Russia Statue. -Defend the Transports. Secondary Objectives: -Destroy All Soviet Monuments. Notes: Burst Drones, Mecha/Jet Tengu, and Tsunami Tanks are introduced. Overview: The Russian city of Stalingrad holds many Soviet monuments. They can be toppled to bring down the Russians' morale. The Volga River is also needed for the Japanese to transport some mysterious cargo to Odessa... Opinion: In the entire game, this is the ONLY mission where we fight Zhana (excluding Skirmish games). The basic Armored forces of the Empire are introduced. Use the Mecha Tengu to shoot down the Flak Troopers at the edges of the river. Transform them to shoot down the Twinblades. Deploy the MCVs at the indicated location on the Radar. Establish a Base and destroy the Monument to the west. Collect the nearby Crates and do the same for the Monuments to the northeast. Zhana's Base is to the northwest. Destroy it and the nearby Monument. Secure all of the Ore Nodes on the Map. Build lots of Tsunami Tanks and Tengu, as Zhana will send in Apocalypse Tanks, as well as other dangerous Units for revenge on assaulting her home city. The Transports will travel through the northern river, so defend it well. Once all the Transports are through the river, the mission is won. Putting Heads Together: -There isn't many unique things the Green team can do. ---------------------------------------- 3.33 >Behold the mighty Saint of Swords< ---------------------------------------- Location: Odessa. Difficulty: Medium. Fun Factor: 5. Co-Commander: Kenji. Opponents: Moskvin, Krukov. Primary Objectives: -Escort the Transports. -Destroy the Artillery Bases. -Destroy the Soviet Bases. Secondary Objectives: -Destroy the Landmarks. Notes: Striker/Chopper VXs are introduced. The Shogun Executioner can also be used. Overview: The Transports from the last mission are shipping their goods to the Japanese warehouse in Odessa. Once they get there, the Ultimate Weapon of the Empire will be unleashed! Opinion: With the Executioner, this mission is pathetically easy. The only hard part is escorting the Transports. Use the Chopper VXs to take down any marauders attacking the Transports (these include Stingrays and Akulas). Make them land near the warehouse to take down the Twinblades. The Executioner has been unleashed! It feeds off of the Tesla Weapons for health, but cannot attack Aircraft. While Kenji provides support, use it to destroy all of Moskvin's Red Bases on the lower portion of the map. Use it to annihilate the Artillery Bases and Landmarks as well. When all of those targets are destroyed, head for Krukov's Purple Base to the northeast. Breach the wall and demolish all of his Production Structures, then his HQ. Putting Heads Together: -While escorting the transports, be sure to build up additional Chopper VXes, as well as Tengu to take down the Twinblades. -While the Orange army only controls the Executioner, the Green guys have a functional Base. Their primary task is to destroy any Aircraft attacking the Executioner, so build up some Striker VXs and Jet Tengu. -Try not to get in the way of the Executioner's legs. -Secure any Oil Derricks, Ore Nodes, and Cash Crates. ----------------------------------- 3.34 >Graveyard of a foolish Fleet< ----------------------------------- Location: Pearl Harbor. Difficulty: Medium. Fun Factor: 6. Co-Commander: Naomi. Opponent: Warren. Primary Objectives: -Defend Pearl Harbor. -Destroy the Allies' Assault Base. Secondary Objectives: -Capture the Long Range Radar Towers. -Defend the Long Range Radars. Notes: Naginata Cruisers and Shogun Battleships are introduced. Overview: General Tatsu's Spy has revealed that the Allies are going to attack the Japanese Colony of Pearl Harbor! The invaders must be repelled before any colonists are harmed. Opinion: Talk about topsy turvy! Zelinsky's Time Traveling Machine really screwed up geography alright! Many of the Empire's finest Naval Units are introduced. Deploy the Defender Cores near the western entry points on the island. Build up a sizeable ground force of Tsunami Tanks and Tengu, as well as some Subs. Capture the Radar Towers to reveal the map. The Allies will be using Naval Forces and Air Drops to attack the city. Use the Tengu to shoot down any Aircraft, and have the Subs attack the Naval Units. After some time, some Naginatas will arrive. Use them to help beat back the invaders. Keep defending against the enemy. The Allies will set up some MCVs at the doorstep of the island. Fire at them before they deploy. The Battleships have arrived. Use them to destroy the Allied forward base in the northeast from afar. Putting Heads Together: -The Green army must defend the east side of the island. ----------------------------------- 3.35 >Assault on the Black Tortise< ----------------------------------- Location: Pacific Ocean. Difficulty: Medium. Fun Factor: 7. Co-Commander: Naomi. Opponent: Giles. Primary Objectives: -Stop the Allied MCVs. -Repair the Fortress Power Cores. -Protect the Fortress Power Cores. -Destroy the Allied Assault Forces. Secondary Objectives: -Escort the Engineers to the Power Cores in 3 Minutes. Notes: Rocket Angels and Sea/Sky Wings are introduced. Overview: While the Allies were attacking Pearl Harbor, they were also attacking the Black Tortise Fortress near Japan. The Allies cannot sink this fortress, for if they do, Japan will be vulnerable to attack. Opinion: The only piece of land in this mission is the Black Tortise Fortress, so this will be a Naval mission. Use the forces provided to stop any MCV convoys from getting off the map. The Rocket Angels' Paralysis Whips will be able to stop the MCVs while the Naginatas blow them up. Giles will start sending in his own ships to stop the marauders, so be sure to shoot down any Cryocopters with the Rocket Angels. To liberate the Black Tortise, Transform the Sea-Wings and make them shoot down all the Allied Infantry on the Fortress, and have the Rocket Angels blow up the Riptides. Meanwhile, order the Engineers to repair the Power Cores (make them Sprint when they're near the Cores). Establish a functional Base on the Fortress and secure all the Ore Nodes. While Naomi defends the Fortress, build up a Naval force (the Naval Forces from the last phase will join in as well), and take on Giles' Bases one by one! Putting Heads Together: -While stopping the MCVs, the Green army only has Yari Mini-Subs and Tsunami Tanks along with three Rocket Angels. -While liberating the Black Tortise, the Greens control the remaining troops on the Fortress while the Orange forces will provide some help. -Decide who will defend the Island and who will go after the enemy Bases. -------------------------------- 3.36 >Rage of the Black Tortise< -------------------------------- Location: Santa Moncia. Difficulty: Hard. Fun Factor: 7. Co-Commander: Naomi. Opponent: Tanya. Primary Objectives: -Clear a Landing Zone. -Capture the Media Centers. Secondary Objectives: -Capture the International Airport. -Destroy the Observatory Cannon. -Destroy the Amusements. Notes: Wave-Force Artilleries are introduced. Overview: It's time to secure the Pacific by seizing the American city of LA. Capture the Media Stations to force the Californians to submit to Japan. Opinion: Naomi's fighting with us yet again! Also, the opponent of this mission is not a Commander, but a Unit. Bizzare. Use the Tricannons to smash apart the Athena Cannons and the nearby Buildings. Establish a Base with the Construction Yard, and build some Imperial Docks. Use a Shogun Battleship to tear apart the nearby Allied Base to the north, and the Amusements to the west. Send in a strike force to the Airport to the south as soon as possible, and Capture the tower. Have Naomi use her forces to take out the Observatory Cannon. Once these bonus Objectives are completed, smash up the main Allied Base to the east, then Capture the Media Centers. Beware of any Allied Ambushes near the Centers. Putting Heads Together: -The Green forces start in the north. Use this position to take out the Observatory Cannon. It's heavily guarded, so use the Wave-Force Artillery Units to take out the Turrets. ---------------------------- 3.37 >Barbarians at the Bay< ---------------------------- Location: Yokohama. Difficulty: Hard. Fun Factor: 8. Co-Commander: Shinzo. Opponents: Lissette, Krukov. Primary Objectives: -Retake the Forward Bases. -Hold Out for Reinforcements. -Destroy the Allied Relay Stations. Secondary Objectives: -Capture the Nanoswarm Hives. -Destroy the Soviet Forces. Notes: Yuriko Omega and King Oni are introduced. Overview: In what seems to be the most bizzare cutscene in the game, the identity of Tatsu's Spy is revealed. It's President Ackerman! Or, at least, a robot using his identity. It seems that the President's been kidnapped by the Japanese. The more important thing to know is that the Empire now knows about Zelinsky's Time Machine, and how they never existed with Einstein around! Emperor Yoshiro's lost his marbles, his divine beliefs, and Ackerman the Robot. Also, the Allies and Soviets are attacking. Opinion: This mission's intro has to be the most controversial ever. Also, the mission itself is much like Allied mission 7, where the Allies and Soviets plan to attack the Japanese mainland together. This time, the Soviets actually do stay to their commitment, which spells bad news for the Empire! Escort Yuriko along the linear path, using her Psionic Burst against the Infantry hordes. Follow the road to the Walls where the King Onis smash it up. Head to the Infantry barricade to see the Shinobi slice up the occupants. Have Shinzo Capture the eastern Bases. While he can produce Infantry, the Orange army is responsible for producing Naval and Armored Units. Build up some Naginatas, Battleships, and Sea-Wings to defend this position. When the Construction Yards arrive, build up any missing Production Structures and set up Refineries to the nearby Ore Nodes. By now, Krukov's Elite Forces have arrived to help Lissette, and is sending in Dreadnoughts! Sink the ships and bombard Lissette's and Krukov's bases. There isn't much time, so use the Nanoswarm Hives to block out the Relay Stations in order to buy some more. Use Tsunami Tanks, Tengu, VXs, Yuriko, and Sky-Wings to flatten the invaders' base. Putting Heads Together: -Both armies start with their Yuriko, so don't start thinking that's her real name! -Decide who Captures which Bases. -------------------------------- 3.38 >Crumble, Kremlin, crumble< -------------------------------- Location: Moscow. Difficulty: Insane! Fun Factor: 7. Co-Commander: Kenji. Opponents: Cherdenko, Krukov. Primary Objectives: -Await the Shogun Executioner. -Destroy All Soviet Forces and the Kremlin. -The Shogun Executioner Must Survive. -Destroy the Time Machine. Secondary Objectives: -Capture the Soviet V.I.P. Bunkers. Notes: The Psionic Decimator is introduced. The Shogun Executioner can also be used. Overview: With Tatsu in charge, it's time to finish off the Soviet Union once and for all! Turn the Russian Capital Moscow into rubble! The Shogun Executioner will be available to smash up the city. Opinion: This won't be easy, despite the presence of the Executioner. By far the biggest threat is the Soviet Air forces. Establish the Base, and build up a Psionic Decimator ASAP. Capture the Oil Derricks to the southeast. The Executioner will arrive near the Derricks on the river. Send in a Sudden Transport full of Engineers to Capture the first Bunker (remember that it can Disguise itself). Do the same for the next bunker. Alternatively, if there's not enough time, use the Executioner to flatten it. Sell all Captured Buildings. When the first two Bunkers are done for, use the Executioner to take out the Airfields. The Soviets must not be allowed to produce any more Aircraft! Build up Tengus and VXs to fight off the enemy Aircraft. Escort the Executioner to the indicated locations, then smash up the Structures there! Save the Kremlin for last. When the Kremlin falls, use the Executioner's Special Ability to annihilate the Flak Cannons, and use the Jet Tengu and Striker VXs to shoot down the Twinblade carrying the Time Machine. Putting Heads Together: -In Co-op mode, the Executioner falls under Green control. ------------------------------------ 3.39 >The last red blossom trembled< ------------------------------------ Location: Amsterdam. Difficulty: Hard. Fun Factor: 9. Co-Commander: Shinzo. Opponents: Bingham, Zelinsky. Primary Objectives: -Destroy the Allied Advance Base. -Destroy the Allied Air Base. -Destroy the Final Allied Base. -Destroy the FutureTech HQ. Secondary Objectives: -Neutralize the Proton Colliders. Notes: Mecha Tengu, Striker VXs, and Sea-Wings cannot Transform until the Allied Air Base is destroyed. Burst Drones and Rocket Angels are unavailable until the Allied Air Base is destroyed. Overview: The FutureTech building in Amsterdam needs to be destroyed in order to prevent the enemy from making another Time Machine and erase the Empire! The last of the Allied forces have been stationed here, so make them fall! Opinion: The enemy is once again a mix of Allied and Soviet armies. Although this mission isn't as hard as the other two finales, it's still qutie exciting! Smash the Advance Base with ease, then set up the Nanocores. Place the Defenders near the river to the north to fight off the Air forces. Garrison the Infantry into the nearby Structures for ground defense. Use the Final Squadron Abilities against the Power Plants adjacent to the Proton Colliders to shut them down. Build up a force consisting of Striker VXs, King Onis, and Wave-Force Artillery to attack the Air Base. Try to take it out along with the bridges connecting to the other side. Zelinsky's arrived to defend the FutureTech HQ with the Soviet remnants. As long as his Iron Curtain stays up, the FutureTech HQ cannot be harmed. Advance and take out the main Allied Base, then advance to the HQ and damage it. Zelinsky's blown up almost all of Amsterdam! With the small force provided, dispatch the Soviet Units in the way and blow up the FutureTech HQ for good! Use any Support Powers whenever possible (Sleeper Ambush can allow Tankbusters to sneak behind the Soviet forces and level the HQ). The Empire is free to exist and control Earth, as promised! Putting Heads Together: -With a good enough navy, the Green army can use their Shogun Battleships to fire upon the Soviet Base next to the FutureTech HQ. ================= 4.0 >Multiplayer< ================= Multiplayer is a mode where random people can play in random maps with random teams! Things can get really frantic and fun! Co-Op Commanders can be used as AI players, and they even provide their own unique intro, victory, and defeat cutscenes! -------------- 4.1 >Skirmish< -------------- Ordinary practice for non-ordinary multiplayer matches. Although the individual Nations for each faction are absent, the AI armies can be selected as the different Co-Commanders. Each Commander has his/her own unique strategy. The amount of Credits can be adjusted, and the Bonus Crates can also be available. ---------- 4.2 >Maps< ---------- This is the map list for Red Alert 3 in Multiplayer modes. 2 Player: -Battlebase Beta -Cabana Republic -Canals of Carnage -Casual Encounter -Fire Island -Industrial Strength -Infinity Isle -Secret Shrine -Snow Plow -Temple Prime -Turtle Village 3 Player: -Caldera of Chaos -Hidden Fortress -Pyroclasm -Repair Bay 4 Player: -Battlebase Octopon -Cold Showdown -Death Aquatic -Hostile Hostel -Last Resort -Pool Party -Reef of Madness -Ring of Fire -Rock Ridge -Roundhouse Redux 5 Player: -Circus Maximus -Loch Mess -Murder Mesa 6 Player: -Burnt-Out Paradise -Carville -Mamageddon -Sub-Zero Hour -Swimming Hazard. Additionally, there are many custom maps thanks to Worldbuilder. --------- 4.3 >LAN< --------- COMING SOON! ------------ 4.4 >Online< ------------ Click on the Star to the top-right corner of the screen. Log in to connect with other players. There are many Lobbies to chat with others in and search for players, such as: -Casual Lobbies. -Clan Lobbies. -Foreign Language Lobbies. -Co-Op Lobbies. To play a Co-Op Game with someone, start up a mission, and instead of clicking "Solo", press "Co-Op", and search for someone in the lobbies. Search for the player's name (after asking first) in the player list, right-click, and select "Invite". Alternatively, the other player can set up the game and send an Invite of their own. When this happens, press accept. Any information regarding joining Versus matches would be appreciated. ---------------------- 4.5 >Multiplayer Tips< ---------------------- This section provides tips on how to defeat enemy commanders in Versus mode. Here's a tip for Online play by Skillswords809: "For Multi-player, you have to be quick as a sickle on a suger rush because waiting will just get you destroyed by who made their army first. Here's my strategy for Soviet speed: 1. Build a Crusher Crane. 2. After building the Crusher Crane, build a Reactor so that the Construction Yard can build another Crusher Crane. 3. Have the 2 Cranes build Reactors while the Construction Yard builds an Ore Refinery. 3 and a half. Build Sentry Guns and other Defenses. Defenses should be in this order: -Flak Cannon. -Another Flak Cannon. -Tesla Coil. -Walls. -Sentry Guns. 4. Use the first crane that finishes to build another Ore Refinery. The other Crane (depending on budget) usually should build another Reactor. 5. Build 2 Super Reactors and a War Factory. 6. Spam base Defenses while building Terror Drones (10 of them). 7. Build a battle lab and 2 more War Factories. 8. Use your terror drones, 5 for spy protection inside your base and 5 to sabotage enemy Ore Refining. 9. Build 5 Sickles in the first War Factory, 3 Apocalypse Tanks in another and 2 V4 Rockets in the last. 10. Attack the enemy; the V4s should target base Defenses, Apocalypse Tanks against Armor, and Sickles to kill Infantry." Any more tips would be greatly appreciated. =================== 5.0 >And the Rest!< =================== All of this will cover up the rest of the guide. =========== 5.1 >F.A.Q< =========== Q: I only want to get a certain part of this guide! What can I do? A: Select what's necessary and then right click and click on copy (or select and then press control C). Then go to some other word document, right click, and paste (or press control V). Print away! Q: I want to contribute to this guide by writing some information for it! A: Go right ahead. E-mail me at Boocatcher5@hotmail.com. Be free to e-mail me some more questions. Rules for it are explained below. ================= 5.2 >Email Guide< ================= Here are some ground rules for making e-mails. 1. Spam is stupid. Never EVER write that kind of stuff. 2. Spell correctly with good grammar. 3. Don’t ask something that’s already inside this guide. 4. Try to make your strategy neat, because I will directly take your strategy from your E-mail. Also, pressing enter at the end of each line would help. 5. Don’t forget about the subject (C&C Red Alert 3)! Then I will know what the topic is about. 6. Don't ever try to contact me through a messenger program. Ever. 7. If there's an error or a vital note for the guide missing, please inform me of it immediatley. Just give me these things if you want to contact me about the guide. 1. Strategies on incomplete stuff. 2. Expansions on current walkthroughs. 3. Additional FAQs. 4. Other stuff to make this guide interesting. ============= 5.3 >Credits< ============= -Me, the Author. -Tim "Caael" Haigh and Mike "Krall" Schumancher, for the "Monument of Madness" strategies. -Icewind0123, Darkmoonbeam, Romaru21, and Skel1 for various tidbits. -Skillswords809 for a Multiplayer tip. -TeeWrench for the Allied Campaign tips. -EA Games for the game itself. -GameFAQs for uploading this guide. ---------------------- 5.4 >Legal Disclaimer< ---------------------- Copyright 2009 Brett Sim This may be not rewritten under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without permission before so. Use of this guide on any other web site or as a part of any public display is strictly, indisputably prohibited, and a violation of copyright. Failure to comply with the above terms can result in a lawsuit. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to get some information from this guide, they must be confirmed and chosen by the author, Raining Metal. If you do not agree with the terms here, you should not use this guide any further. Thank You.