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3.00 Vanilla 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 4.00 Uprising Campaign Walkthrough 4.10 Soviet Campaign 4.11 Raid on Lost Castle 4.12 Schemes on the Intruders 4.13 A Much Brighter Future 4.14 As Time Stood Still ------------------------------------------------------------------------------4.20 Allied Campaign 4.21 End of Tradition 4.22 A House Unfit for Rebels 4.23 The True Shogun's Stand ------------------------------------------------------------------------------4.30 Imperial Campaign 4.31 Greed of the Vanquished 4.32 Before the Hallowed Tomb 4.33 Blood in the Water ------------------------------------------------------------------------------4.40 Yuriko's Campaign 4.41 Final Exam 4.42 The Traceless Massacre 4.43 Ruin and Reunion 5.000 Commander's Challenge 5.100 Main Challenges 5.101 Dead Meat

5.102 Blood Feud 5.103 Defense of the Archipalego 5.104 Where Satellites go to die 5.105 Symphony of Steel 5.106 Athena's Wrath 5.107 Scavenger 5.108 Offshore Killing 5.109 Chrono you didn't 5.110 Tesla's castle 5.111 Double-Barreled 5.112 Out of the Blue 5.113 Fury of the Empire ------------------------------------------------------------------------------5.200 Side Challenges 5.201 Creeping Death 5.202 Crate and Red Barrel 5.203 Are you Experienced 5.204 Caught in the Crossfire 5.205 Dangerous Skies 5.206 All Guns Blazing 5.207 Two Sides to Everything 5.208 Ready to Roll Out 5.209 Dirty Tricks 5.210 Gosh Darn Mongolians! 5.211 Cat Fight 5.212 Number One Threat to America 5.213 No Place to Hide 5.214 High-Water Mark 5.215 Behind the Iron Curtain 5.216 Show of Force 5.217 No Match for the Guardian 5.218 Reap what you Sow 5.219 Kill-A-Ton 5.220 King of the Monsters 5.221 Your Gold Mine has Collapsed 5.222 The Omega Program 5.223 Shrink Zone 5.224 Viscious Circle 5.225 Robots and Ninjas 5.226 Battle Royale 5.227 High Seas Duel 5.228 Superb Commander 5.229 Red Crush 5.230 Be Quick or be Dead 5.231 Ice Breaker 5.232 The Final Countdown 5.233 Come and get it 5.234 Arms Race 5.235 Battle Room 5.236 The Motherland 5.237 Future Warfare 5.300 General advice 6.0 6.1 6.2 6.3 6.4 6.5 Multiplayer Skirmish Maps LAN Online Multiplayer Tips

75 Added strategies on the Challenges by Raudence.69 Added a strategy on the Challenges by Jacobs 6 Geno.. ------------------------------------------------------------------------------Version 1. and PS3 systems.0 7. Added the colours to opponents. However. This will activate a finding system to look for the text put in (in this case.5 And The Rest! F.4 7. Note: While Red Alert 3 is also available for Mac.. 360.77 Added a strategy on the Challenges by SovRaptor.3) and press Ctrl + C. ------------------------------------------------------------------------------Version 1. Email Guide Website List Credits Legal Disclaimer To search for the section wanted in this Guide.74 Added strategies on the Challenges by VX4.76 Added strategies on the Challenges by Pac Nether.2 7. the Commander's Challenge is available to the 360 and PS3 systems via standalone download.7.1 7. It's time to Red Oktoberfest with RainingMetal! I'll help out on any hard missions and technical issues. Highlight the Number beside the subject (Such as 2. ================== 1. ------------------------------------------------------------------------------- . a number with a decimal) and simply click Next .0 >Version History< --------------------Version 1. and then V. Uprising is exclusive to PC.Q. Into the time machine. --------------------1. And now the day has passed. ------------------------------------------------------------------------------Version 1. Red Alert fans.A. ------------------------------------------------------------------------------Version 1.0 >Introduction< ================== It's been too long. then F.3 7. Added more details on Versus and Online.

68 Added new ASCII art to the title. ------------------------------------------------------------------------------Version 1.65 Added LOTS of strategies on the Challenges by Ace_Strife. ------------------------------------------------------------------------------Version 1.66 Added a strategy on the Challenges by Hunta.63 Made more adjustments to the mission "The Moon shall never have them".Version 1. and added more tidbits handed in by Ryozo. ------------------------------------------------------------------------------Version 1.56 . ------------------------------------------------------------------------------Version 1.62 Added even more tips on the Campaigns by Ryozo. as his theory was recently disproven (sorry!).60 Added tips on the Campaigns by Ryozo. ------------------------------------------------------------------------------Version 1.58 Removed the note in "No Traitors Tomorrow" by Dorleon. ------------------------------------------------------------------------------Version 1.67 Added a strategy on the Challenges by N00bKefka. ------------------------------------------------------------------------------Version 1.57 Added tips on the Challenges by SoMeBoDy. and made a few corrections on the Apocalypse Tank info. and added a link to razattack1337's Youtube channel for his amazing video walkthroughs. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1.

------------------------------------------------------------------------------Version 1.Added a note to "No Traitors Tomorrow". ------------------------------------------------------------------------------Version 1.52 Added tips on the Challenges by UltimateBladez.46 Added tips on the Challenges by Roundhouse.47 Added tips on the Campaigns by ba12348. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1.53 Added tips on the Challenges by Slipshod.49 Made some adjustments regarding the latest patch. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1.55 Added tips on the Challenges by JB. ------------------------------------------------------------------------------- . and added tips on the Challenges by Subk123 and Lindley. PLEASE READ IT! ------------------------------------------------------------------------------Version 1.48 Added tips on the Challenges by Naranek Angmar and K-Dub. and added a very important note on the Email guide. ------------------------------------------------------------------------------Version 1.51 Added tips on the Challenges by FlareBladeLord.50 Added tips on the Challenges by bGate. ------------------------------------------------------------------------------Version 1. and made a few tweaks to the "Ready to Roll Out" Challenge.

------------------------------------------------------------------------------Version 1.42 Made an update on the Units list regarding the special abilities and their respective types.44 Added tips on the Challenges by WolfSpam.Version 1.36 .39 Added a tip on the Challenges by Geo.43 Added tips on the Challenges by Manuras. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1.40 Added more tips on the Challenges by Skyfortress. ------------------------------------------------------------------------------Version 1.41 Added tips on the Imperial campaign by oStRicH-EgReT. Made numerous spelling corrections regarding the word "Vaccum".38 Added EVEN MORE tips on the Challenges by ZeroSasaki.37 Added MORE tips on the Challenges by ZeroSasaki. as well as adding an extra question to the FAQ along with other adjustments. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1. and made a few other adjustments to this guide. ------------------------------------------------------------------------------Version 1.45 Added tips on the Challenges by Galrun. ------------------------------------------------------------------------------Version 1.

Lellouch. LexShine. The Commander's Challenge will be added in a later update. ------------------------------------------------------------------------------- . ------------------------------------------------------------------------------Version 1. Helix25. Hezzara. as well as the Multiplayer Tips section. ------------------------------------------------------------------------------Version 1. Made a few more corrections and notes by the GameFAQs squad. ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Version 1. More updates will come in the future! ------------------------------------------------------------------------------Version 1. ------------------------------------------------------------------------------Verison 1.02 Minor Update.01 Made spelling corrections regarding the word "Tesla".35 Added various strategies on the Challenges by ArabianSharkCT. Shadowstalker7. This update includes the Commander's Challenge. ------------------------------------------------------------------------------Version 1.30 Made another huge update.20 Made a HUGE update to compensate for the Uprising Content. ------------------------------------------------------------------------------Version 1. I've also completed "The Motherland".Added more tips on the Challenges by Skyfortress and ZeroSasaki.03 Added a Multiplayer tip by Skillswords809.04 Added Allied Campaign tips by TeeWrench. oudated one. and leo158. and added the general tips section to the Commander's Challenge. I also added the Soviet multiplayer strategy from kpw on top of the old.05 Made some changes regarding the latest patch.

press 5 on the Pad (make sure Num Lock is enabled!).0 >Basics< ============ This chapter covers the information required to play this game. left-click on a location to make it move there.. Use it!): -Scroll around the map by shifting the mouse around the screen. Requires information regarding LAN gameplay and the Multiplayer Map list in order to be complete. -When selecting a Unit. ----------------2. the Empire of the Rising Sun. who brought upon Technological superiority for the Allies. a new power. the USSR would take over Asia and Eastern Europe without much resistance. thinking they were the ones responsible for their last defeat. There are now three Factions fighting for Global conquest. ------------------------------------------------------------------------------Version 0. -Money is needed to purchase Units and construct buildings. -Left-Click on Units to select them. -The Camera can be adjusted by using the various keys on the Number Pad. -Left-Click on an enemy to attack it. would make a sudden appearance without the fear of the Allies' technology. Use it. With Hitler removed. Completed the Map list section. With Einstein AND Hitler removed. -Drag the mouse across the screen while clicking to select a bunch of units. To return to the default Camera position.00 Added the "Monument of Madness" strategies by Caael and Krall. without Einstein's boastful technology. I suggest playing the Tutorial before heading into the actual game. the Soviets would invade the USA.1 >Story< ----------In the beginning. Later. To collect Money. The Americans and other Allied Nations rally against the Russians and manage to defeat the USSR once more. However. In the options menu is an option named "Classic C&C mouse setup". and added a few other tweaks. Albert Einstein created a Time Machine in order to erase Adolf Hitler. . -Right-Click to deselect the Unit.98 Initial Release.Version 1. ----------2. however. the Soviets decide to build their own Time Machine and erase Einstein.2 >How to Play< ----------------Here are the basic instructions on playing this game (please note that this is with the "Classic C&C" mouse setup enabled. The Allies manage to defeat the Soviets in the end.. the Soviets would once again be the dominant power in the war between Allies and Soviets. ============ 2. After being defeated by the Allies twice.

Attack-Move. Entering an Outpost will disable the enemy's radar. -There are many Tech Structures on the map. -Each side has a Super Weapon. The second tier consists of Tanks. Use them! -Support Powers can also be used to troops. This shows Buildings and terrain. Entering a Refinery will steal a Refinery next to special buildings known as Ore Nodes or Ore Mines. Entering a Construction Yard provides a full view of all of the enemy's Structures. Aircraft. and the faster Support Power points are obtained. Once it reaches zero. all Defences and Superweapons will deactivate. and can also be Sold for extra cash. and Navals. -Buildings can be Repaired for a price. but hides units. and the process of building Structures and making Units is twice as long as it should be. -All Jet Aircraft (with the exception of Imperial Aircraft) need to refuel at . just less. including hostile Structures. If the Power level is lower than the demand for power. -Infiltrators (Spies and Shinobi) can enter enemy Buildings for substantial benefeits. -Power is needed to maintain Defences and Superweapons. An infiltrated buiding will have an exclamation sign over it. and the best Units of that faction! Each faction has a different way of getting the prequisites for higher-tier units. Guarding makes them guard the area from enemies. -Units can Guard. Entering a Production Structure will prevent any production of the unit type the Structure produces. stay three trees of Support Powers. as well as attacking other targets on the way. Support Powers can be sphere at the bottom-left corner of the -Next to the golden sphere is the Threat Meter. or use other special abilities. The first tier consists of the basic Infantry. or upgrade friendly to be used. The Ore Collector will automatically collect funds (it's different from the classic C&C method of making dough). the faster Units gain experience. harass the enemy. Artillery. Entering a Power Plant will sabotage enemy Power. it can be used. -The areas on the map that are not occupied by a friendly unit are covered in shroud known as "The Fog of War". A Depleted Ore Node will still provide funds. Make use of these by sending an Engineer into the Structure. and more Aircraft. and each has a certain recharge timer. -Many civilian Structures can be Garrisoned by most Infantry. Unlocking to be purchased. or go into battle! There are one allows the next one in the tree purchased by clicking on the golden screen. combat vessels. The Infantry can shoot out of the Structure. Attack-Move makes the unit move to the area. The third tier allows the production of bigger Tanks. -Units are divided into three tiers. Each Power requires a point alive. To gain these points. special Infantry and Infiltrators. Entering a Technology Structure will prevent the production of any Tier 3 Units. The higher the Threat Meter is. -All Units have some sort of Special Ability (Hotkey is F). Armour. but certain Units can flush them out with their Special Ability.

-Units at lower levels cannot see what's going on at higher levels (such as over cliffs). or at Crusher Cranes for the Soviets. -All Combat Units can receive "experience" by killing other enemy Units. They build their Structures in the classic C&C fasion. -There will be various [important] announcements during gameplay. and expand by building near the borders and increasing the borders as a result. ----------Soviet Army ----------The Soviets have expertise in brute. They build their Structures much like how buildings are erected in Generals. Aircraft. they build from the ground up. have even higher technolgies than the Allies. This means that they can put a building onto a location first before it's even finished. They can use their Special Ability to immediatley withdrawl to the hangars. They go through their Technologies by purchasing upgrades at Construction Yards or Command HUBs. They simply purchase higher-tech buildings to advance through Technologies. and plant it on a location when ready. Century Bombers need to return manually through clicking on the Airbase/Airfield as a move command. They build the Structure within the Construction Yard. and Navals can be repaired by Repair Drones. The two structures are required to expand building space and operating their production Structures (the buildings are individually required to upgrade). ------------Allied Powers ------------The Allies excell at technology and air superiority. They upgrade Technologies and expand in the classic C&C style. the Empire of the Rising Sun. they can expand very quickly. These robots are usually found at production structures. --------------Japanese Empire --------------The new Faction. Non-Defence Structures also create an aura for which foreign Structures can be built on.3 >Factions< -------------There are three sides in the game. -Feel free to use the M key for voice commands when playing online! -------------2. . Since the Empire has no building bounds. Aircraft can see all.Airbase/Airfields. They elevate their Technologies by upgrading their production Structures individually. A sketchy line will be displayed to a selected Production Structure. which will indicate which Structure it depends on for Technology levels. -Armour. Press the Space Bar to immediately head to the area where the announcement is referring to (such as "Enemy Units Detected"). and Heroic Units can also heal gradually when not in combat. direct force. and many of their Units can transform! They construct buildings by producing Units known as Nanocores. They also have different ways of building Structures. Veterans and Elites will deal more damage and will have more health. each one having its strengths and weaknesses. The Nanocores deploy into the buildings that help out the Empire's army. -Only certain units can attack submerged Navals if they aren't attacking.

These Navals are always some sort of Submarine. Range: Medium/Short. usually travel on Land. Amphibious?: Yes. Aircraft. Armour: Medium. Bad Versus: Armour. and can only be attacked by certain units when passive. Speed: Medium/Slow. while Navals are native to the Waters. Some Navals are submerged. Aircraft. Range: Melee. Infantry can be run over by certain types of Armour. Special Ability: Amplified Bark (Instant). This will slow them down. Role: Main Infantry. ************ *Attack Dog* ************ Class: Infantry. Weapon Type: Melee. There are four classes of Units: Infantry. Peacekeepers replace GIs as the basic Allied Soldier. Role: Scout. Anti-Garrison. Good Versus: Infantry. Requires: Available at Start. Amphibious?: No. Aircraft. Armour: Low. Produced At: Boot Camp. and Navals.4 >Units< ----------Units are various types of soldiers or vehicles that fight against the enemy. Produced At: Boot Camp. . Purpose: Anti-Infantry. Amphibious Units are capable of crossing both types of terrain. but will protect them from any direct gunfire. They can get close enough in direct combat by using their Shields. Cost: $200. and bigger Armour can crush smaller Armour. Aircraft Units are vulnerable to only certain types of units.----------2. Purpose: Anti-Infantry. but can be attacked by anything when emerged (often to attack things). Speed: Fast. -----Allies -----************* *Peacekeeper* ************* Class: Infantry. Bad Versus: Armour. Armour. Special Ability: Riot Shield/Shotgun (Toggle). Games: Both. Infantry and Armour. Weapon Type: Bullet. Their Shotguns are best used at close range. They can use their Shields to protect themselves against bullets while they enter and clear out a Garrisoned Building. Good Versus: Infantry. as can Aircraft.

Range: N/A. Weapon Type: Rocket. Speed: Slow. Engineers can cross water as well as land. Armour: Medium. Requires: Available at Start. and Repairing Friendly Buildings. ***** . Weapon Type: None. Games: Both. Base Capture. Purpose: Base Repair. rendering the victims parylized. Games: Both. Cost: $300. so use the Laser Guidance Rockets for stationary targets. Purpose: Anti-Armour. Amphibious?: Yes. like Structures. Produced At: Boot Camp. Healer. Attack Dogs are Anti-Infantry Scouts. Bad Versus: Infantry. Role: Worker. Bad Versus: Everything Else. Allied Engineers are also able to bring up Medical Tents to heal friendly Infantry when on the ground. They aren't durable at all. ***************** *Javelin Soldier* ***************** Class: Infantry. Games: Both. Requires: Available at Start. They can also neutralize disguises. so use the Bark fast! ********** *Engineer* ********** Class: Infantry. Cost: $500. Role: Support Infantry. In Red Alert 3. Amphibious?: No. Aircraft. Speed: Slow. Special Ability: Laser Guided Mode/Self-Guided Mode (Toggle). Special Infantry. Requires: Available at Start. They can switch to Laser Guidance mode to fire a heavier barrage of Rockets. All Engineers were capable of Capturing enemy Buildings. Special Ability: First Aid Tent/Unpack (Toggle). Produced At: Boot Camp. Good Versus: Structures. Anti-Aircraft. Armour: Low. They can annihilate groups of Infantry by Barking. Good Versus: Armour.Cost: $200. Range: Long. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). They cannot fire for a moment until they lock on their target. Javelin Soldiers support Peacekeepers with their heavy Anti-Armour Bazookas.

*Spy* ***** Class: Infantry. Purpose: Base Infiltration. Role: Infiltrator. Weapon Type: Disguise. Range: N/A. Good Versus: Structures. Bad Versus: Scouts. Armour: Low. Speed: Medium. Amphibious?: Yes. Special Ability: Bribe (Instant). Produced At: Boot Camp. Cost: $1000. Requires: Heightened Clearance. Games: Both. 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. ****************** *Cryo Legionnaire* ****************** Class: Infantry. Purpose: Anti-Infantry, Anti-Armour. Role: Special Infantry. Weapon Type: Freeze. Range: Short. Good Versus: Infantry, Armour. Bad Versus: Defences, Aircraft. Armour: Medium. Speed: Fast. Amphibious?: Yes. Special Ability: Boost Kick (Target). Produced At: Boot Camp. Cost: $1500. Requires: Heightened Clearance, Defence Bureau. Games: Uprising Only. The German Cryo Legionnaire is the replacement for the Chrono Legionnaire from Red Alert 2. His Cryo Cannon can freeze Infantry in seconds, making them vulnerable to the slightest touch. Thanks to their ability to flash-freeze the water below, Cryo Legionnaires are also amphibious. A Cryo Legionnaire is also able to target Aircraft as long as he's in a Multigunner IFV. ******* *Tanya* ******* Class: Infantry. Purpose: Anti-Infantry, Anti-Armour, Anti-Structure. Role: Commando. Weapon Type: Bullet, Explosive. Range: Medium.

Good Versus: Infantry, Armour, Structures. Bad Versus: Aircraft. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Time Belt (Instant). Produced At: Boot Camp. Cost: $2000. Requires: Maximum Clearance, Defence Bureau. Games: Both. Tanya Adams rides again! Like in previous games, she is extremely deadly against Infantry, and can plant explosives on Armour 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: Armour. Purpose: Money Making, Base Expansion. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Unpack into Command HUB (Target). Produced At: Armour Facility, Seaport, Ore Refinery. Cost: $1000. Requires: Available at Start. Games: Both. Prospectors are the main Money Maker for the Allies. They are able to unpack into Command HUBs for base expansion. The process takes quite a while. ************* *Riptide ACV* ************* Class: Armour/Naval. Purpose: Anti-Infantry, Transport. Role: Support Armour/Transport. Weapon Type: Bullet, Torpedo. Range: Short. Good Versus: Infantry. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Evacuate Passengers (Instant). Produced At: Armour Facility, Seaport. Cost: $750. Requires: Available at Start. Games: Both.

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 selfdefence. ***************** *Multigunner IFV* ***************** Class: Armour. Purpose: Anti-Armour, Anti-Aircraft. Role: Support Armour. Weapon Type: Varies. Range: Varies. Good Versus: Varies. Bad Versus: Varies. Armour: Low. Speed: Fast. Amphibious?: No. Special Ability: Evacuate Passenger (Instant). Produced At: Armour Facility. Cost: $800. Requires: Available at Start. Games: Both. The IFV returns, and it has more Infantry options available! Be default, it is armed with a Rocket Launcher, powerful against Armour and Aircraft. The Unit inside the IFV determines its new weapon. Some of the combinations include: -Peacekeeper: Bullet Blaster. -Attack Dog: Stun Speakers. -Engineer: Repair Crane. -Javelin Soldier: Bigger Rocket Barrage. -Spy: Sniper Turret. -Cryo Legionnaire: Freeze Turret. -Tanya: Infantry Destroyer. -Tesla Trooper: Electric Coil. -Shinobi: Dart Launcher. ************ *Allied MCV* ************ Class: Armour. Purpose: Base Establishment. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armour: High. Speed: Slow. Amphibious?: Yes. Special Ability: Unpack into Construction Yard (Target). Produced At: Armour Facility, Seaport. Cost: $5000. Requires: Available at Start. Games: Both. 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: Armour. Purpose: Anti-Armour. Role: Main Armour. Weapon Type: Shell. Range: Medium. Good Versus: Armour. Bad Versus: Infantry, Aircraft. Armour: High. Speed: Medium. Amphibious?: No. Special Ability: Target Painter/Main Gun (Toggle). Produced At: Armour Facility. Cost: $950. Requires: Heightened Clearance. Games: Both. 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! ************** *Pacifier FAV* ************** Class: Armour. Purpose: Anti-Infantry, Anti-Defence. Role: Special Armour, Artillery. Weapon Type: Bullet, Collider. Range: Medium/Long. Good Versus: Infantry, Structures. Bad Versus: Aircraft. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Unpack Artillery/Pack up Artillery (Toggle). Produced At: Armour Facility. Cost: $2000. Requires: Heightened Clearance, Defence Bureau. Games: Uprising Only. A sly nod to the Terran Seige Tank of Starcraft, the Pacifier comes in two modes. Its default mode is a mobile, amphibious hovercraft, which is armed with a pair of powerful chain guns. When deployed, the FAV becomes an artillery cannon, capable of devastating Structures. In this mode, the FAV is immobile. It cannot deploy on water. *************** *Athena Cannon* *************** Class: Armour. Purpose: Anti-Structure, Anti-Defence. Role: Artillery. Weapon Type: Spectrum. Range: Long.

it can activate its Mobile Gap Generator to hide other nearby Units. This truck carries a laser beam that fires straight into the sky. Purpose: Anti-Armour. Good Versus: Infantry. It cannot fire when using the Generator. Alternatively. Defence Bureau. and the Tank itself is always visible. Purpose: Anti-Armour. Special Ability: Gap Generator/Strike Mode (Toggle). Bad Versus: Defences. the Mirage Tank still exists. Aircraft. Special Ability: Aegis Shield (Instant). Requires: Maximum Clearance. its sight is its range. Armour: Very High. Armour. When stationary. Cost: $1400. Aircraft. Despite Einstein being erased from time. the Mirage Tank is disguised as a generic object (like a car or a tree). Armour: Medium. Role: Ultimate Armour. Range: Medium. Armour: Low. Bad Versus: Infantry. Armour. It fires a deadly Spectrum beam at targets. Produced At: Armour Facility. Games: Both. Produced At: Armour Facility. The Allied Artillery Unit. and hits its target on the surface. Because of this. Speed: Medium. Armour. Amphibious?: No. Special Ability: Riot Beam (Target). Speed: Slow. Produced At: Armour Facility. . Weapon Type: Spectrum. ***************** *Future Tank X-1* ***************** Class: Armour. Good Versus: Infantry. Requires: Maximum Clearance. Games: Both. Bad Versus: Aircraft. Defences. Range: Medium. Requires: Maximum Clearance.Good Versus: Structures. reflects off various satellites. Role: Ultimate Armour. Speed: Slow. ************* *Mirage Tank* ************* Class: Armour. Cost: $1600. Weapon Type: Collider. Amphibious?: No. Amphibious?: No. It can also bring up a protective Shield in case of danger. which is quite long. Cost: $3000. Anti-Infantry.

use a Beam weapon against other Naval Units. If the Hydrofoil is ever attacked by other Naval units. Speed: Fast. Requires: Available at Start. Produced At: Seaport. Dolphins. Weapon Type: Beam. Amphibious?: No. Special Ability: High Jump (Target). Weapon Type: Bullet. Its Riot Beam can take and units in one hit! . Bad Versus: Aircraft. Its machine gun can tear through Aircraft without much difficulty. Purpose: Anti-Naval. Hydrofoils are the Allies' Anti-Air weapon on the water. Range: Medium. The Jammer also works on Aircraft. like the ones in Red Alert 2. Navals.Games: Uprising Only. Special Ability: Weapon Jammer/AA Gun (Toggle). Good Versus: Navals. Requires: Available at Start. as it is currently in development by rumoured that the Future Tank is the toughest as one of the most powerful. It is Allied ground Unit. Armour: Low. it can switch to its Weapon Jammer to render the Unit harmless. Good Versus: Aircraft. Jammer. Cost: $750. Produced At: Seaport. Cost: $900. ******************* *Assault Destroyer* ******************* Future Tank. Role: Support Naval. Armour: Medium. Speed: Medium. Amphibious?: No. Bad Versus: Armour. Games: Both. or to get from one body of water to another. Range: Short. Not much is known about the FutureTech officials. as well out the toughest Structures ********* *Dolphin* ********* Class: Naval. Purpose: Anti-Air. making them able to dodge certain attacks. It can also jump from bodies of water. Role: Light Naval. *********** *Hydrofoil* *********** Class: Naval. Games: Both.

Weapon Type: Aircraft. Armour. Special Ability: Blackout Missile (Target). Bad Versus: Aircraft. Amphibious?: Yes. Anti-Defence. Good Versus: Structures. it can also use its Blackout Missile to sabotage any Structures or Armour in the target area. Armour: High. Produced At: Seaport. Purpose: Anti-Defence. . Speed: Fast.Class: Naval. It can travel on the land as well as on the water. Bad Versus: Aircraft. Cost: $1500. Requires: Maximum Clearance. Requires: Heightened Clearance. Amphibious?: N/A. Weapon Type: Shell. Purpose: Anti-Naval. Special Ability: Black Hole Armour/Main Gun (Toggle). Purpose: Anti-Structure. The Black Hole Armour also boosts the Destroyer's Armour. Good Versus: Armour. Speed: Slow. Anti-Armour. Armour: Medium. Games: Both. Range: Medium. Produced At: Seaport. Armour: High. Navals. Role: Artillery. Role: Tactical Aircraft. Along with its many fighters. Anti-Armour. The Allied Destroyer has developed some new abilities. Amphibious?: No. Good Versus: Navals. Range: Long. Range: Medium. Speed: Medium. The Aircraft Carrier is a long-range artillery weapon on the waters. Structures. Cost: $2000. ************ *Vindicator* ************ Class: Aircraft. Bad Versus: Aircraft. and can use its Black Hole Armour to force all projectiles fired in the area to it (this helps other weaker Units survive around the Destroyer longer). Role: Main Naval. Games: Both. Weapon Type: Bomb. ****************** *Aircraft Carrier* ****************** Class: Naval.

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. Bad Versus: Defences. Good Versus: Aircraft. Games: Both. Special Ability: Return to Base (Instant). **************** *Apollo Fighter* **************** Class: Aircraft. Weapon Type: Freeze. Games: Both. Requires: Available at Start. Role: Special Aircraft. Games: Both. Produced At: Airbase. Purpose: Anti-Infantry. Good Versus: Infantry. Amphibious?: N/A. ************ *Cyrocopter* ************ Class: Aircraft. Produced At: Airbase. they can fly even faster when using this Ability). Produced At: Airbase.Special Ability: Return to Base (Instant). Speed: Fast. Requires: Heightened Clearance. 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 . The Cyrocopter is one of the Allies' more unique Units. Role: Fighter Aircraft. Vindicators can return back to base quickly as their Special Ability (even if they're already retreating. Cost: $1000. Defences. Special Ability: Shrink Beam (Target). While it can't harm anything on its own. Cost: $1200. Armour: Medium. Requires: Available at Start. Purpose: Anti-Air. Bad Versus: Aircraft. Armour. Anti-Armour. Kick the tires and light the fires! The Apollo Fighter is the Allies' Airsuperiority Unit. used to strike at any target and return immediatley back to base. Speed: Medium. The Apollo can refuel by returning to base. Range: Short. Amphibious?: N/A. Range: Medium. Cost: $1600. Weapon Type: Bullet. Vindicators are the Allies' primary Aircraft Unit. making them good hit-and-run units. Armour. Armour: Medium.

Role: Bomber Aircraft. the Harbinger lays waste to its targets with its Collider Cannons. The Harbinger's weapons are located on only one side of the plane. Good Versus: Infantry. Even more powerful than the Century Bomber. Defence Bureau. Bad Versus: Aircraft. Purpose: Anti-Infantry. Amphibious?: N/A. The Shrink beam only works on Armour and Navals. Special Ability: Paradrop (Instant). Cost: $2000. Weapon Type: Bomb. Anti-Structure. It can shrink enemy Units to make them weaker. Role: Special Aircraft. Bullet. Since it doesn't have the Return to Base command. it can also load up 5 Infantry passengers and drop them on any desired location. Speed: Slow. Speed: Medium. The Century Bomber lays waste to enemy compounds by dropping carpet bombs. Good Versus: Structures. Bad Versus: Defences. Games: Both. The Harbinger does not need to return to base to refuel. Produced At: Airbase. Games: Uprising Only. so it must circle around its target. For smaller targets. Along with the carpet barrages. Range: Medium. or it can be used on friendly units to make them move faster. Armour: High.capabilities of a Unit by shrinking it. they'll have to return back manually. Purpose: Anti-Structure. Amphibious?: N/A. Structures. Requires: Maximum Clearance. but it can still return to the Airbase for some repairs if necessary. Cost: $3600. ------Soviets ------- . the Harbinger can switch to its chain guns for precision. ******************* *Harbinger Gunship* ******************* Class: Aircraft. Requires: Maximum Clearance. Weapon Type: Collider. **************** *Century Bomber* **************** Class: Aircraft. Range: Short. Armour: Medium. Special Ability: Chain Guns/Collider Cannons (Toggle). Produced At: Airbase.

Conscripts are simple partisians in the Soviet army. Anti-Garrison. Purpose: Base Repair. Produced At: Barracks. Armour: Medium. . ***************** *Combat Engineer* ***************** Class: Infantry. The Soviet counterpart to Allied Attack Dogs. they also carry Molotov Cocktails as well as Rifles. Armour: Low. Games: Both. Produced At: Barracks. Purpose: Anti-Infantry. Grenade. Amphibious?: No. Good Versus: Infantry. Role: Worker. Requires: Available at Start. Amphibious?: Yes. Armour: Low. Special Infantry. ********** *War Bear* ********** Class: Infantry. Range: Short. Role: Main Infantry. Speed: Fast. In Red Alert 3. Range: Melee. Games: Both. Special Ability: Molotov Cocktails/Assault Rifle (Toggle). They are the natural bane against Spies and Engineers. Base Capture. Weapon Type: Bullet. Aircraft. Range: Medium. Good Versus: Infantry. Bad Versus: Everything Else. The Cocktails are effective against enemy Garrisons and enemy Structures. Weapon Type: Melee. except that Bears are more durable and more expensive. Requires: Available at Start. Cost: $100. Infantry. they basically function the same way. Weapon Type: Bullet. Role: Scout. Cost: $225. Speed: Medium. Special Ability: Amplified Roar (Instant). Bad Versus: Armour. Good Versus: Structures. Bad Versus: Armour. Aircraft.*********** *Conscript* *********** Class: Infantry. Purpose: Anti-Infantry.

Armour. Soviet Engineers are also armed with a pistol. and Repairing Friendly Buildings. Purpose: Anti-Armour. In Red Alert 3. Anti-Air. Flak Troopers are another returning bunch of Units in Red Alert 3. Weapon Type: Tesla. Role: Support Infantry. Weapon Type: Flak. Good Versus: Armour. Produced At: Barracks. Purpose: Anti-Infantry. Produced At: Barracks. Special Ability: Erect Battle Bunker (Target). Cost: $750. Bad Versus: Infantry. Engineers can cross water as well as land. Requires: Available at Start. Amphibious?: No. Armour: High. Explosive. Improved Flak Cannons make these Soldiers effective against Armour as well as Aircraft. Melee. Cost: $500. The crazier Troopers can also get up close and plant explosive charges against Structures or Vehicles for more damage! *************** *Tesla Trooper* *************** Class: Infantry. Produced At: Barracks. ************** *Flak Trooper* ************** Class: Infantry. Games: Both. Games: Both. Speed: Slow. and can build a Bunker that acts like a Garrisonable Structure anywhere on land. All Engineers were capable of Capturing enemy Buildings. Aircraft. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). Bad Versus: Aircraft. Range: Long. Special Ability: EM Surge/Tesla Coilguns (Toggle). Games: Both. Speed: Slow. Requires: Super Reactor. Good Versus: Infantry. Armour: Medium. Special Ability: Magnetic Mines/Flak Cannon (Toggle). Cost: $400. Amphibious?: Yes. Amphibious?: No.Speed: Slow. Requires: Available at Start. Role: Special Infantry. Range: Medium. . Anti-Armour.

Purpose: Anti-Infantry. Anti-Structure. Games: Uprising Only. Produced At: Barracks. Armour: Light. Special Ability: N/A. They can electrocute Infantry and Vehicles. Speed: Fast. but not with Mortars. Cost: N/A. Role: Special Infantry. Mortar Cycles can attack and move when using Molotovs. Weapon Type: None. Games: Uprising Only. Shell. ******************* *Desolator Trooper* ******************* Class: Infantry. Bad Versus: Armour. ************** *Mortar Cycle* ************** Class: Armour/Infantry. Weapon Type: Grenade. Structures. but makes the Trooper immobile. Purpose: Anti-Infantry. Good Versus: None. Role: Special Infantry. . they are produced at the Barracks. Produced At: N/A. Amphibious?: N/A. making them formidable soldiers. Amphibious?: No. Role: Special Infantry. Aircraft. ***************** *Chief Scientist* ***************** Class: Infantry. Range: Short/Long. Special Ability: Porta-Mortar/Molotov Flurry (Toggle). Range: N/A. They can use the EMP Surge attack. Mortar Cycles are armed with Molotov Cocktails or with their Porta-Mortar Cannons. which disables any vehicles nearby. Cost: $600. making them effective against Defences and Garrisons. Requires: Campaign Only. FutureTech has kidnapped some of the finest Russian Scientists. Bad Versus: Everything. Speed: Medium. which is pretty much acting like a medic. Good Versus: Infantry. Although Mortar Cycles are classified as Armoured Units. Requires: War Factory. Purpose: Healer.Tesla Troopers also return. Armour: Medium. The Scientists are willing to do whatever they can to help.

Weapon Type: None. Anti-Armour. Armour: Medium/High. Anti-Structure. She can easily shoot her victims' heads off. Cost: $1400.Weapon Type: Toxic. Games: Uprising Only. Produced At: Barracks. Natasha's a legendary Sniper and a Hero to the Soviet army. Amphibious?: No. leaving it open for anyone to take control of it. Range: N/A. Armour: Medium. *************** *Ore Collector* *************** Class: Armour. Speed: Slow. Special Ability: Reactive Armour/Cargo Bay (Toggle). Aircraft. Good Versus: Infantry. Purpose: Anti-Infantry. Bad Versus: Aircraft. Produced At: War Factory. Bad Versus: Everything. Armour: Medium. Special Ability: Pilot Snipe (Target). Good Versus: Infantry. the Desolator can use his Splattershot Gun to make Armour more vulnerable to Toxins. Cost: $1500. Weapon Type: Bullet. Range: Short. splashing his victims with Toxins. The Desolator is a deadly Unit against Infantry. Ore Refinery. Role: Worker. Cost: $2000. Produced At: Barracks. Requires: Battle Lab. Speed: Medium. . Armour. Amphibious?: Yes. Games: Both. Good Versus: None. destroying the target no matter how strong it is! She can also snipe the driver of a vehicle. Speed: Medium. Purpose: Money Making. Naval Yard. ********* *Natasha* ********* Class: Infantry. Aircraft. Range: Long. Role: Commando. and her bullets can go through multiple targets! Against Armour and Structures. Special Ability: Splattershot Mode/Deathspray Mode (Toggle). Bad Versus: Defences. Defences. Armour. Amphibious?: Yes. If the enemy sends in Armour in response. she uses her laser designator to signal an Air Strike. Requires: Battle Lab.

Armour: Medium. Armour: Light. ******** *Sickle* ******** . Games: Both. Purpose: Anti-Infantry. Bad Versus: Aircraft. In the case where the Soviet Ore Collector is under attack. Ore Collectors collect Ore from the Ore Nodes for the Soviet Army. it can only be removed by Repair Drones. Speed: Slow. Despite being built from the War Factory. Requires: Available at Start. Terror Drones tear apart Vehicles from the inside. Armour. and can use its Statis Ray to prevent Vehicles from moving. Anti-Armour. Games: Both. Special Ability: Electro-Statis Ray/Dismantler Claws (Toggle). Bad Versus: Everything. Amphibious?: Yes. Requires: Available at Start. Produced At: War Factory. Games: Both. Amphibious?: Yes. Once inside. Role: Worker. Range: Short. allowing base expansion for the Soviets. Speed: Fast. Sputniks unpack into Outposts. it can use its Armour Platings for extra defence. Weapon Type: None. Naval Yard. Good Versus: None.Requires: Available at Start. ********* *Sputnik* ********* Class: Armour. They are also more vulnerable to AntiInfantry weapons than Anti-Armour weapons. It sets up quickly to allow the hasty construction of another base. Produced At: War Factory. Cost: $600. Defences. ************** *Terror Drone* ************** Class: Armour/Infantry. Purpose: Base Expansion. It cannot collect Ore with the platings. Special Ability: Unpack into Outpost (Target). It can also use its claws to kill Infantry. Weapon Type: Melee. and multiple Drones can be carried by Twinblades. Good Versus: Infantry. Terror Drones can be launched from Bullfrogs. Range: N/A. Role: Special Armour. Cost: $1200.

The passengers are launched in different areas with the Man-Cannon. Role: Support Armour/Naval. Good Versus: None. Requires: Available at Start. Transport. Lastly. Armour: Very High. Bad Versus: Everything. Speed: Slow. and can carry up to five people. Watch out for Anti-Air when launching Infantry. Games: Both. Cost: $900. Purpose: Base Establishment. Good Versus: Infantry. the Bullfrog is armed with a powerful Flak Cannon. Transport. Instead. Special Ability: Flea Jump (Target).Class: Armour. Cost: $900. it is armed with machine guns. Range: Medium. Range: N/A. Speed: Fast. Good Versus: Aircraft. Amphibious?: Yes. Games: Both. Bad Versus: Armour. Requires: Available at Start. Naval Yard. . Speed: Medium. like Terror Drones. Armour: Light. Amphibious?: Yes. Armour: Medium. Role: Support Armour. Sickles. effective against Infantry. Produced At: War Factory. Amphibious?: No. Bullfrogs are versatile armoured-cars. and does not have claws. Produced At: War Factory. Bad Versus: Armour. Range: Medium. Special Ability: Man-Cannon (Target). Purpose: Anti-Infantry. ************ *Soviet MCV* ************ Class: Armour. Purpose: Anti-Air. It can leap over ledges or on victims. Weapon Type: None. walk on spider-like legs. however. Weapon Type: Flak. They can traverse on land and water. ********** *Bullfrog* ********** Class: Armour/Naval. Role: Worker. The Sickle. is not amphibious. Weapon Type: Bullet.

Bad Versus: Infantry. Speed: Medium. It can deploy on land and water. Armour: Low. Role: Main Armour. Aircraft. Defences.Special Ability: Unpack into Construction Yard (Target). When they unpack. destroying it instantly (which makes the Reaper one of the ultimate MCV killers). Amphibious?: No. Along with its already powerful cannon. it gains the weapon of the victim vehicle (if a Hammer Tank Leeches off a Guardian Tank. Amphibious?: No. Aircraft. Produced At: War Factory. it gains another cannon). it can use its Leech Beam to slowly deterriorate enemy vehicles. Range: Short. Purpose: Anti-Armour. MCV stands for Mobile Construction Vehicle. Requires: Available at Start. which allows it to use its spare Grenade Launchers along with its Rocket Barrages. Cost: $1000. Weapon Type: Rocket. Bad Versus: Infantry. Role: Support Armour. ************* *Hammer Tank* ************* Class: Armour. When a Hammer Tank destroys a vehicle with its Beam. ******** *Reaper* ******** Class: Armour. . Good Versus: Armour. Produced At: War Factory. A variant of the Sickle. Cost: $5000. Cost: $1200. Games: Uprising Only. The Sickle can also deploy into a makeshift turret. Hammer Tanks are the brute force of the Soviet Armoured Forces. Anti-Air. the Reaper is armed to the teeth with Missile Launchers. Weapon Type: Shell. Requires: Super Reactor. Games: Both. Armour: High. Produced At: War Factory. Purpose: Anti-Armour. Good Versus: Armour. Games: Both. Requires: Super Reactor. The Reaper can also leap onto enemy Armour. Special Ability: Leech Beam/Main Weapons (Toggle). Naval Yard. Range: Medium. Speed: Medium. Leech Beam. Shell. armies are authorized to construct other Structures. Special Ability: Proto-Jump (Target).

Role: Artillery. Weapon Type: Grinder. Produced At: War Factory. Special Ability: Multi-Warheads/Precision Warheads (Toggle). Games: Uprising Only. Amphibious?: Yes. . Bad Versus: Armour. Weapon Type: Shell. Range: Long. Produced At: War Factory. only without the turrets. Special Ability: Turbo-Charge (Instant). Good Versus: Defences. Speed: Slow. the Grinder can Turbo-Charge against retreating enemies to prevent them from escaping. ***************** *Apocalypse Tank* ***************** Class: Armour. Purpose: Anti-Armour. Bad Versus: Infantry. Range: Medium. Armour: High. Requires: Super Reactor. Navals. Its Rockets are devastating.********* *Grinder* ********* Class: Armour. Anti-Structure. Speed: Medium/Fast. Purpose: Anti-Defence. Purpose: Anti-Armour. The Grinder. Aircraft. Anti-Structure. Cost: $1600. Range: Melee. Amphibious?: No. Role: Special Armour. Games: Both. Grinder. Weapon Type: Missile. Armour: Low. ******************** *V4 Rocket Launcher* ******************** Class: Armour. Role: Ultimate Armour. Crusher Crane. Pretty much like the Apocalypse Tank. If that isn't enough. V4s are the Soviet's trademark Artillery Unit. Good Versus: Armour. Structures. Good Versus: Armour. Requires: Battle Lab. It can also switch to its Cluster Missile in order to attack widespread targets with lesser damage. Structures. Anti-Structure. allowing it to smush up Naval Units along with Armour. however. Aircraft. Cost: $1200. is amphibious.

Produced At: Cherdenko's War Factory. It's a superior Anti-Surface Unit. Cost: $1000. Good Versus: Infantry. Speed: Slow. Purpose: Anti-Naval. Amphibious?: No. Requires: Campaign Only. Defences. Weapon Type: Tesla. Speed: Medium. . Armour: High. it's best to avoid its deadly Grapple. Armour: Low. Amphibious?: No. Anti-Armour. Anti-Infantry. Role: Light Naval. Range: Medium. Requires: Available at Start. Armour: Very High. both cannot be used at the same time. Armour. Bad Versus: Aircraft. Special Ability: Tesla Surge (Instant). Special Ability: EM Surge/Tesla Coilguns (Toggle). Cost: $2000. Armour. ************ *Tesla Tank* ************ Class: Armour. Cost: $2200. The Apocalypse Tank is the most powerful Tank in the world. Defences. so the Apocalypse is no longer a one-man army. Games: Both. Requires: Battle Lab. Its only weakness is when it gets overwhelmed by many enemies. Purpose: Anti-Infantry. Either the Grapple or the Turrets are enabled. The new Prototype Tesla Tanks are one of the most unique. Special Ability: M-Harpoon/Main Guns (Toggle). Range: Medium. Role: Special Armour. and its Magnetic Grapple can lure its targets towards its Grinder. as it can take on both Infantry and Armour. The Grapple replaced the Tank's anti-air cannons. Produced At: Naval Yard. or makes the Tank approach Structures and shreds them.Bad Versus: Aircraft. Produced At: War Factory. Either way. Good Versus: Infantry. ********** *Stingray* ********** Class: Naval. Weapon Type: Tesla. Its dual cannons already make it a force to be reckoned with. and yet deadly Units available. Games: Both. Bad Versus: Aircraft. Navals. Speed: Fast/Slow. Amphibious?: Yes.

Its Torpedoes can make quick work of enemy Ships. Range: Long. although it is much slower. Armour: High. Range: Medium. *********** *Akula Sub* *********** Class: Naval. Produced At: Naval Yard. Weapon Type: Torpedo. Requires: Battle Lab. Good Versus: Navals. Its three Missile Launchers make quick work of enemy Structures. It uses the Tesla Coils against any threats (mostly Dolphins).Games: Both. Purpose: Anti-Naval. Games: Both. *********** *Twinblade* . particularily Defences. and can use the Tesla Surge attack to electrocute the area surrounding the Stingray. Role: Main Naval. Cost: $2000. Stingrays are fast. Good Versus: Defences. Structures. Special Ability: Ultra Torpedoes (Instant). and sometimes deadly Units. Amphibious?: No. It can fire even faster. Perfect in conjunction with the Iron Curtain. Speed: Medium. and it can't use the Tesla Surge. Anti-Structure. at the cost of being damaged overtime. Cost: $1800. It fires in a straight line. and its Ultra Torpedo can deal LOTS of damage. It can also board land. It can also lay waste to Defences from afar. Structures. Role: Artillery. Speed: Slow. so it may hit friendly Units. Requires: Super Reactor. Bad Versus: Navals. Special Ability: Sacrifice Launchers/Safe Mode (Toggle). Games: Both. Weapon Type: Missile. Bad Versus: Aircraft. but more expensive. Amphibious?: No. This verison of the Soviet Submarine is much more heavily armoured. Purpose: Anti-Defence. Produced At: Naval Yard. which should be avoided. The Dreadnought is the pride of the Soviet Navy. ************* *Dreadnought* ************* Class: Naval. Armour: High.

Requires: Available at Start. Special Ability: Return to Base (Instant). Speed: Fast. It's not as powerful as the Allied Apollo Fighter. Purpose: Anti-Structure. Games: Both. Aircraft. The Twinblade can unload its cargo anywhere on land. Amphibious?: N/A. Produced At: Airfield. Purpose: Anti-Infantry. Transport. Speed: Fast. but it can take down any other Aircraft without much difficulty. Armour: Medium. Transport. Produced At: Airfield. Bad Versus: Defences. Armour: High. Amphibious?: N/A. or one Armour Unit. Amphibious?: N/A. . Bad Versus: Defences. Cost: $1000. Range: Short. Requires: Available at Start. Role: Fighter Aircraft. Weapon Type: Bomb. Good Versus: Infantry. Cost: $1200. Armour: Medium. Range: Short. Purpose: Anti-Air. Anti-Armour. Good Versus: Aircraft. Games: Both. Rocket. *************** *Kirov Airship* *************** Class: Aircraft. Special Ability: Evacuate Passengers (Instant). Bad Versus: Aircraft. Good Versus: Structures. Role: Tactical Aircraft. Role: Bomber Aircraft. Weapon Type: Bullet. Armour. ************* *MiG Fighter* ************* Class: Aircraft. Weapon Type: Rocket. Range: Medium. It can also carry either up to 5 Infantry Units.*********** Class: Aircraft. Speed: Slow. The MiG Fighter is the Soviet's Air-to-Air Jet. Twinblades are versatile attack helicopters that can make quick work of most surface targets.

The fearsome Kirov Blimps drop Bombs on any unfortunate targets below.Special Ability: Gastroburners/Propellers (Toggle). Games: Both. Anti-Air. Special Ability: Banzai Charge (Instant) Produced At: Instant Dojo. When they use these powerful swords. Armour: Medium. their speed drastically increases. it's worth watching! It can go faster with the Gastroburners. Weapon Type: Bullet. The Kirov repairs itself overtime. Aircraft. Good Versus: Armour. Bad Versus: Infantry. Range: Medium/Melee. they are also armed with Katanas. It's slow. Requires: Available at Start. Produced At: Airfield. Games: Both. Special Ability: Self-Destruct (Instant). Produced At: Instant Dojo. Melee. Good Versus: Infantry. Range: Melee. and they can kill Infantry instantly when they get close enough. Weapon Type: Melee. Bad Versus: Armour. Cost: $2500. Speed: Fast. Games: Both. Purpose: Anti-Armour. Cost: $150. . Amphibious?: Yes. but this ability slowly damages the Airship overtime. Speed: Medium/Fast. Aircraft. ************* *Burst Drone* ************* Class: Infantry/Aircraft. Along with their pulse rifles. Role: Main Infantry. The Imperial Warrior is the basic Soldier in the Japanese military. Defences. Cost: $300. Purpose: Anti-Infantry. Role: Scout. They can use the Katana speed to rush into a Garrisoned building and clear it out. Requires: Battle Lab. without the need of Drones or Heroism. -----Empire -----****************** *Imperial Warrior* ****************** Class: Infantry. but when it reaches its target. Amphibious?: No. Armour: Low. Requires: Available at Start. Anti-Garrison.

********** *Engineer* ********** Class: Infantry. All Engineers were capable of Capturing enemy Buildings. Requires: Available at Start. The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). Speed: Medium/Fast. Amphibious?: Yes. Purpose: Anti-Armour. and Repairing Friendly Buildings. and the Drone can blow itself up to deal damage to that Unit. Cost: $300. ************* *Tank Buster* ************* Class: Infantry. Range: Medium. Range: N/A. Special Ability: Sprint (Instant). Games: Both. Produced At: Instant Dojo. but can attach itself to any Vehicle or Aircraft. In Red Alert 3.Instead of using animals. Armour: Low. Requires: Available at Start. Weapon Type: Wave-Force. Purpose: Base Repair. The Burst Drone is unable to harm Infantry. Games: Both. The Spider-Hole gives them a bit more protection against enemy arms. They can hide in a Spider-Hole to go unnoticed by the enemy. Tank Busters cannot attack Air Units. the Empire uses robots resembling dragonflies to detect disguises and scout out new lands. Armour: Medium. Aircraft. Good Versus: None. Role: Support Infantry. Amphibious?: No. Good Versus: Armour. A Unit with a Burst Drone on it is slowed down. and can pop back up as an ambush. Base Capture. . Although Sprinting may force the Engineer to catch his breath. Speed: Slow. Engineers can cross water as well as land. Produced At: Instant Dojo. They only fare best against Armour. Weapon Type: None. Bad Versus: Everything. Unlike most Support Infantry Units. and can run even faster by Sprinting. Cost: $500. Role: Worker. The Japanese Engineers are faster than other Engineers. it can make the difference between a Captured Structure or a dead Engineer. Special Ability: Spider Burrow/Leave Burrow (Toggle). Bad Versus: Infantry.

Blade. Requires: Dojo Upgrade. which is effective against clusters of Infantry. Good Versus: Infantry. Produced At: Instant Dojo. he can use the Smoke Cloud to get out safely.*************** *Archer Maiden* *************** Class: Infantry. Role: Support Infantry. Amphibious?: Yes. Aircraft. Amphibious?: No. Range: Medium. The Archer Maiden is a deadly Anti-Air and Anti-Infantry Unit. and can sneak into enemy bases. Role: Infiltrator. Bad Versus: Armour. Speed: Fast. Range: Medium/Melee. assassinating any victims with ancient weaponry. Weapon Type: Dart. Cost: $1000. Anti-Air. Aircraft. The Shinobi are much like Ninjas. Good Versus: Armour. Speed: Medium. Range: Medium. Weapon Type: Rocket. ********* *Shinobi* ********* Class: Infantry. Produced At: Instant Dojo. Bad Versus: Defences. Special Ability: Smoke Bomb (Instant). Base Infiltration. Special Ability: Barrage Shot (Target). Purpose: Anti-Infantry. Defences. If the Shinobi finds himself in any trouble. Requires: Available at Start. the bolts they launch cut right through planes. Games: Both. Purpose: Anti-Infantry. Cost: $500. Armour: Low. Anti-Air. ************** *Rocket Angel* ************** Class: Infantry/Aircraft. Armour: Medium. . Weapon Type: Arrow. They prowl around. Games: Uprising Only. Bad Versus: Armour. Purpose: Anti-Armour. Good Versus: Infantry. They can also launch a bombardment of arrows. Role: Special Infantry. While it seems that their bows may be ineffective against Aircraft.

Yuriko may appear as a teenage schoolgirl. Speed: Medium. . If she gets surrounded by Infantry. Amphibious?: Yes. Good Versus: Armour. Requires: Dojo Breakthrough. Games: Both. Produced At: Instant Dojo. Armour: Medium. Anti-Air. No wonder she hates crowds! ********** *Nanocore* ********** Class: Armour. Range: Medium. Weapon Type: Psionic. Amphibious?: Yes. Infantry. Bad Versus: Defences.Armour: Medium. She can lift Armour and smack down Aircraft. She can only attack one target at a time (although she can switch targets in between). Purpose: Base Construction. Requires: Dojo Breakthrough. Produced At: Instant Dojo. Cost: $2000. Hovering armoured female soldiers. Range: N/A. Imperial Docks. Produced At: Construction Yard. Speed: Medium. Games: Both. Amphibious?: Yes. Aircraft. Speed: Fast. Rocket Angels can let loose barrages of rockets on any target! They can use the Paralysis Whip to disable a ground unit. Purpose: Anti-Armour. Role: Commando. but it still takes a bit of time. she can use her Psychokinetic Burst to send them flying! Her targets are helpless upon being attacked by her Psychic abilities. Games: Both. ************** *Yuriko Omega* ************** Class: Infantry. Good Versus: None. Role: Worker. Weapon Type: None. but she's really a ruthless woman who pretty much annihilates everything in her path with her Psionic abilities. Armour: Low. Cost: Varies. Bad Versus: Everything. Cost: $900. Requires: Varies. Special Ability: Unfurl (Target). Special Ability: Psychokinetic Burst (Instant). Special Ability: Paralysis Whip/Combat Mode (Toggle).

************* *Mecha Tengu* ************* Class: Armour. the Nanocore unpacks into Nanocores can deploy into *************** *Ore Collector* *************** the Construction Yard. Range: N/A. The Nanocores can be deployed anywhere. and sneak past enemy lines if there are no Scouts present. Special Ability: Evacuate Passengers (Toggle). Amphibious?: Yes. When producing Structures. Games: Both. Weapon Type: Disguise. Imperial Docks. Good Versus: Infantry. Amphibious?: Yes. and the cost of the Nanocore varies. Games: Both. Armour: Medium. Produced At: Mecha Bay. Speed: Medium. it is surprisingly effective against Infantry. Produced At: Mecha Bay. Bad Versus: Everything Else. the Collector can switch to using its Turret against marauders. Cost: $500. Purpose: Transport. Although it cannot collect Ore with the Turret activated. It's handy for carrying around Infantry (including Engineers). Bad Versus: Scouts. Ore Refinery. The Sudden Transport may not sound much like an interesting Unit. Requires: Available at Start. Special Ability: Security System/Cargo Bay (Toggle). Range: Short. Good Versus: None. . In case of danger. Speed: Medium.Nanocores are produced at Nanocores pop up instead. Role: Transport. ****************** *Sudden Transport* ****************** Class: Armour/Naval. Weapon Type: Bullet. Cost: $1400. Requires: Available at Start. but it can disguise itself as another vehicle. Certain Giga Fortresses. Imperial Docks. Class: Armour. Role: Worker. The Japanese Ore Collector gathers funds for the Empire. Purpose: Money Making. Armour: Medium. The Structure varies.

Amphibious?: Yes. Imperial Docks. Good Versus: Armour. Weapon Type: Shell. Aircraft. When they unpack. which is lethal against Infantry. Cost: $1000. Weapon Type: Bullet. Bad Versus: Everything. Armour: Low. Speed: Medium. Imperial Docks. Speed: Medium. Role: Main Armour.Purpose: Anti-Infantry. Cost: $5000. Range: Medium. Requires: Available at Start. Role: Support Armour. Purpose: Anti-Armour. ************** *Tsunami Tank* ************** Class: Armour. Requires: Available at Start. Bad Versus: Infantry. Bad Versus: Armour. Requires: Mecha Bay/Docks Upgrade. Produced At: Mecha Bay. Range: N/A. Amphibious?: Yes. Weapon Type: None. Produced At: Mecha Bay. Games: Both. Speed: Slow. Produced At: Mecha Bay. The Mecha Tengu is a floating mech Unit that is armed with a machine gun. Good Versus: Infantry. Special Ability: Jet Mode/Mecha Mode (Toggle). Special Ability: Nanodeflectors (Instant). . Anti-Naval. MCV stands for Mobile Construction Vehicle. Special Ability: Unpack into Construction Yard (Target). Range: Medium. Amphibious?: Yes. Armour: Medium. Purpose: Base Establishment. It can Transform into the Jet Tengu. Cost: $800. Role: Worker. It can deploy on land and water. Armour: Very High. ************** *Imperial MCV* ************** Class: Armour. armies are authorized to construct other Structures. Good Versus: None. Games: Both. Games: Both.

Games: Both. Anti-Structure. Armour: High. Role: Special Armour. Special Ability: Chopper Mode/Striker Mode (Toggle). Good Versus: Armour. Requires: Mecha Bay Upgrade. Cost: $1600. Speed: Fast. Aircraft. If it's under heavy fire. Produced At: Mecha Bay. The Tsunami cannot fire with the Nanodeflectors active. Speed: Medium. Structures. The Nanodeflectors will also repair Tank. Produced At: Mecha bay. Amphibious?: No. but it travel on Water as well as Land. ************ *Striker VX* ************ Class: Armour.The can the the Tsunami Tank is lighter than the other two Main Tanks in the game. Role: Support Armour. Weapon Type: Glaive. Weapon Type: Rocket. some of the more experienced ones are encased in the Steel Ronin suit. Range: Melee. and can Transform into the Chopper VX to attack ground Units. Bad Versus: Defences. Armed with a special Glaive. The Steel Ronin is not entirely a melee Unit. ************* *Steel Ronin* ************* Class: Armour. Bad Versus: Armour. ********************** *Wave-Force Artillery* ********************** . While most cowards and traitors in the Imperial army are executed. Purpose: Anti-Air. Infantry. Requires: Mecha Bay Upgrade. Purpose: Anti-Armour. Special Ability: Power Wave (Target). Amphibious?: No. Armour: Medium. Games: Uprising Only. Perfect for smashing up bases. the Steel Ronin is a tough-as-nails Anti-Armour two-faced cyborg. as it can use its Power Wave against targets farther away. It resembles a T-Rex. it can also use Nanodeflectors for extra protection. Cost: $1200. The Striker is the only Anti-Air Unit on the Surface for the Japanese (until the Archer Maiden program was introduced in Uprising). Good Versus: Aircraft. Range: Medium.

Melee. Special Ability: Premature Discharge (Instant). Range: Medium/Melee. Good Versus: Defences. Requires: Mecha Bay Breakthrough. Games: Both. smashing anything in its path. ********** *King Oni* ********** Class: Armour. Speed: Medium/Fast. Good Versus: Infantry. Anti-Air.Class: Armour. Bad Versus: Armour. Produced At: Mecha Bay. . Bad Versus: Aircraft. King Oni fires lasers from its eyes to deal chaotic damage. Bad Versus: Nothing! Armour: Very High. Purpose: Anti-Infantry. Role: Artillery. the Empire decided to put the role of Ultimate destruction into a terrifying mech. Rocket. Weapon Type: Wave-Force. Weapon Type: Beam. Anti-Structure. Good Versus: Infantry. Range: Long. Structures. Anti-Armour. Special Ability: Bull Rush (Target). Speed: Slow. It uses the Wave-Force beam to wipe out Structures. Amphibious?: No. Cost: $2000. ****************** *Greater King Oni* ****************** Class: Armour. Armour. Role: Ultimate Armour. Purpose: Anti-Infantry. but it can also fire beams of lesser damage when ordered to do so. Role: Ultimate Armour. It usually fires when the beam is fully charged. Games: Both. Melee. Range: Medium/Melee. Amphibious?: No. Special Ability: Bull Rush (Target). Speed: Medium/Fast. and can Bull Rush towards a target. Aircraft. The Wave-Force Artillery is a deadly mobile cannon. Amphibious?: No. Weapon Type: Beam. Armour: Low. Produced At: Mecha Bay. Requires: Mecha Bay Breakthrough. Anti-Armour. Rather than using the Tank format. Purpose: Anti-Defence. Armour: High. Armour. Cost: $1800.

*************** *Yari Mini-Sub* *************** Class: Naval. Requires: Available at Start. The Yari Mini-Sub is a lightweight Japanese Submarine. It can also crash into targets. Anti-Armour. but destroying the Sub itself in the process. Special Ability: Last Voyage (Target).Produced At: N/A. Special Ability: Tesla Surge (Instant). Emperor Yoshiro and Commander Kenji are the only people authorized to use the Greater King Oni. Range: Medium/Melee. Armour: Low. as it can slice anything in one hit! If that's not enough. Purpose: Anti-Naval. Games: Both. ******************** *Shogun Executioner* ******************** Class: Armour. The Executioner is actually REPAIRED by Tesla attacks. causing massive damage. Infantry. This King Oni can shoot down Aircraft with ease. Amphibious?: No. and its armour is upgraded. it can use the Tesla Surge. Good Versus: Navals. Good Versus: Armour. . which can annihilate anything in a wide radius. Role: Special Armour. Purpose: Anti-Infantry. Bad Versus: Aircraft. the Empire has a few Greater King Oni prototypes available. Cost: N/A. Produced At: N/A. Bad Versus: Aircraft. Cost: $800. Cost: N/A. Requires: Campaign Only. Weapon Type: Torpedo. Melee. Tesla. Produced At: Imperial Docks. Speed: Fast. Range: Medium. the best mech developed by the Empire is the experimental Shogun Executioner. If the regular King Oni wasn't enough. It fires Torpedoes on its targets. Amphibious?: Yes. Role: Light Naval. Actually. This three-legged monstrosity pretty much guarantees victory for the Empire's army. Games: Both. so use them to repair this towering destroyer. Weapon Type: Melee. Games: Both. Armour: Very High. Requires: Campaign Only. Speed: Slow.

Amphibious?: No. ****************** *Naginata Cruiser* ****************** Class: Naval. Role: Artillery. . Special Ability: Torpedo Type-S (Instant).********** *Sea-Wing* ********** Class: Naval. It can Emerge from the waters and Transform into the Sky-Wing Bomber. Purpose: Anti-Air. Armour: High. Amphibious?: No. or it can launch a salvo of 5 in different directions. It can fire one Torpedo at a time. Armour. Weapon Type: Torpedo. By default. Good Versus: Aircraft. Produced At: Imperial Docks. Role: Main Naval. Purpose: Anti-Defence. Requires: Docks Upgrade. and can help other Naval Units fight off Aircraft. Requires: Docks Upgrade. Produced At: Imperial Docks. the Sea-Wing is an Anti-Air Submarine. Range: Medium. Anti-Structure. Special Ability: Air Emerge (Toggle). Range: Medium. Bad Versus: Aircraft. Weapon Type: Shell. Purpose: Anti-Naval. Good Versus: Navals. Range: Long. Speed: Medium. Structures. The Empire's Navy consists of mostly Naginata Cruisers. Role: Support Naval. Good Versus: Defences. Speed: Medium. Bad Versus: Navals. Games: Both. Cost: $1800. Weapon Type: Rocket. The Sea-Wing is another transforming Unit. Since it is not submerged and only uses Torpedoes. Cost: $1100. Games: Both. ******************* *Shogun Battleship* ******************* Class: Naval. Armour: Medium. which are deadly ships that lay waste to other Navals in the competition. it is vulnerable to Aircraft and Armour.

Its cannons reach far across the oceans. Armour: High. Range: Medium. In Sea Fortress mode. Purpose: Anti-Naval. Special Ability: Mecha Mode/Jet Mode (Toggle). and can destroy any target unforunate enough to be far away. . Purpose: Anti-Air. Special Ability: Sky Fortress Mode (Toggle). Produced At: Imperial Docks (through Fortress Nanocore). Games: Both. Rocket. *********** *Jet Tengu* *********** Class: Aircraft. Good Versus: Navals. Speed: Slow. Aircraft. Cost: $2200. Weapon Type: Bullet. The Battleship is slow-moving death. Amphibious?: N/A. and increasing the Battleship's speed. Cost: $800.Bad Versus: Navals. *************** *Giga Fortress* *************** Class: Naval. Role: Special Naval. Requires: Docks Breakthrough. The most expensive thing in the game. Role: Fighter Aircraft. Requires: Docks Breakthrough (through Fortress Nanocore). Bad Versus: Defences. sinking the target ship. the Giga Fortress is armed to the teeth with turrets. Anti-Aircraft. Requires: Available at Start (through Mecha Tengu). Special Ability: Ramming Speed (Target). Cost: $6300. Produced At: Mecha Bay (through Mecha Tengu). The vessel can also ram into other Naval Units. Amphibious?: No. Bad Versus: Defences. Range: Medium. Good Versus: Aircraft. Aircraft. Games: Both. Produced At: Imperial Docks. Speed: Fast. Games: Uprising Only. Weapon Type: Shell. Speed: Slow. the Giga Fortress is deployed through a Nanocore which is produced at the Docks. Amphibious?: No. both Anti-Surface and AntiAircraft. Armour: Low. Armour: Very High.

Armour: Medium. Armour: Medium. Purpose: Anti-Infantry. The Chopper VX is an anti-surface Helicopter. Bad Versus: Aircraft. The Sky-Wing can slaughter groups of Infantry from the Air. Special Ability: Sea Submerge (Toggle). it can always just Transform back into Mecha Tengu. Role: Bomber Aircraft. Special Ability: Striker Mode/Chopper Mode (Toggle). Role: Tactical Aircraft. ********** *Sky-Wing* ********** Class: Aircraft. Good Versus: Armour. although it should avoid Anti-Air Units. Infantry. Games: Both. Cost: $1100. Role: Special Aircraft. It can lay waste to most ground Units. Amphibious?: N/A. Produced At: Mecha Bay (through Striker VX). it should Submerge back into the waters. ************ *Chopper VX* ************ Class: Aircraft. Purpose: Anti-Structure. It's vulnerable to Aircraft.Although the Jet Tengu is the weakest of all the Air-to-Air Aircraft. Good Versus: Infantry. Purpose: Anti-Armour. Anti-Infantry. so when it comes across Fighter Aircraft. Defences. Weapon Type: Rocket. Structures. Speed: Medium. Games: Both. Produced At: Imperial Docks (through Sea-Wing). Requires: Docks Upgrade (through Sea-Wing). . It is the only Fighter Aircraft with unlimited ammo. Anti-Structure. Range: Medium. Bad Versus: Aircraft. If it is to encounter Apollos or MiGs. and can destroy Structures fairly quickly as well. Speed: Fast. Cost: $1200. Range: Medium. Weapon Type: Bullet. Defences. Weapon Type: Wave-Force. Amphibious?: N/A. Requires: Mecha Bay Upgrade (through Striker VX). *********** *Giga Head* *********** Class: Aircraft. it can still bring down Bomber and Tactical Aircraft.

Allied Construction Yards provide Security Clearance. Amphibious?: N/A. so protect it with Jet Tengu. Building more than one of the same kind of Production Structure will add an additional Production Que (Two Barrackses will allow two Production Ques. The more Construction Yards established. so two Conscripts can be trained at once!).5 >Structures< ---------------Structures all have at least one purpose. which can annihilate bases in seconds! It is not armed with Anti-Air weapons. Size: Large. the Head fires a deadly Wave-Force beam. Good Versus: Armour. Structures. Games: Uprising Only. don't let them be Captured. ************* *Power Plant* ************* Type: Power Provider. Structures are built by the Construction Yard. Produced At: Imperial Docks (through Giga Fortress). Requires: MCV.Range: Long. If all Construction Yards are destroyed. Armour: Very High. the faster other Structures can be built. Construction Yards can only be established through the MCV. Defences cannot be Captured. Cost: $5000 (through MCV). -----Allies -----******************* *Construction Yard* ******************* Type: Production. . and its attacks are quite slow. In Sky Fortress mode. Purpose: Provides Power. ---------------2. Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures. Cost: $6300. Speed: Slow. Power Consumption: Provides 100. Cost: $800. the Giga Fortress is deployed through a Nanocore which is produced at the Docks. Armour: Very High. The most expensive thing in the game. Power Consumption: Provides 50. no more Structures can be built. Armour: Medium. Purpose: Produces Structures. Bad Versus: Aircraft. Size: Medium. Requires: Docks Breakthrough (through Giga Fortress). Surround them with Walls. Special Ability: Sea Fortress Mode (Toggle). and other such Units.

The Armour Facility produces Allied Armour. Armour: Medium. Size: Large. Power Consumption: 50. . Requires: Power Plant. *********** *Boot Camp* *********** Type: Production. Power Consumption: 25. Purpose: Produces Aircraft. The Armour Facility can only be placed on land. ************** *Ore Refinery* ************** Type: Money Making. Armour: Medium. The Power Plant is a simple Power-Providing Structure for the Allies. The Armour Facility also provides Repair Drones. ********* *Airbase* ********* Type: Production. Armour: Medium. Purpose: Collects Ore. Size: Very Large. Requires: Ore Refinery. Size: Medium. The Boot Camp can only be built on land. Power Consumption: 50. Cost: $1000. Purpose: Produces Infantry. Purpose: Produces Armour. Cost: $500. It is often placed on locations next to Ore Nodes indicated when placing this Structure. Requires: Power Plant. Requires: Available at Start. ***************** *Armour Facility* ***************** Type: Production. Power Consumption: 50. Cost: $2000. Armour: Medium. The Ore Refinery is a Structure for Prospectors to dump their Ore. Size: Medium. The Boot Camp produces Allied Infantry. Cost: $2000.Requires: Available at Start.

*************** *Fortress Wall* *************** Type: Defence. Proton Collider. Armour: Medium. and Pacifier FAVs. Armour: High. The Seaport also provides Repair Drones. Purpose: Technology Extension. ************* *Command HUB* ************* Type: Territorial Control. Cost: $1500. Armour: Medium. The Seaport can only be placed on the water. Requires: War Factory. Size: Large. Requires: Prospector. its armour is boosted by 25%. Power Consumption: 0. ********* *Seaport* ********* Type: Production. Each time a Command HUB upgrades its Clearance Levels. The Defence Bureau allows the production of advanced FutureTech weapons. The Airbase also provides Repair Drones. Purpose: Produces Navals. Power Consumption: 50. Cost: $1000. Requires: Ore Refinery. Cost: $1400. Size: Large. Size: Medium. Purpose: Blocks off areas. Purpose: Base Expansion. The Seaport constructs true-blue Allied Navals and trains Allied Dolphins. **************** *Defence Bureau* **************** Type: Technology. Armour: Low.The Airbase builds the finest of Allied Aircraft. Size: Small. such as the Spectrum Tower. . Upgrade the Clearance Levels to Upgrade the nearby Production Structures to allow the production of better Units from the Structures. Command HUBs provide Security Clearance. and can hold up to 4 Jet Aircraft. Power Consumption: 75.

or can surround Bases or block off choke points. Armour: Medium. It can kill Infantry in one hit and can do lots of damage against Armour as well. They can be destroyed by Shells or explosives. This can provide a good sneak attack on an unguarded base. Power Consumption: 75. etc). Armour: Medium. Defence Bureau. the guys at FutureTech allowed the Chronosphere to still be intact in the Allied Arsenal. ************** *Chronosphere* ************** Type: Superweapon. Requires: Available at Start. formerly known as the Prism Tower. By itself. is a powerful Defence. Requires: Power Plant. Power Consumption: 75. it is a formidable Anti-Armour and Anti-Air gun. Despite the absence of Einstein. It is capable of teleporting a small group of Armour or Navals to any location desirable. Purpose: Attacks Enemies. Cost: $800. Requires: Defence Bureau. Purpose: Attacks Enemies. ******************** *Multigunner Turret* ******************** Type: Defence. Purpose: Teleports Armour and Navals.Cost: $10. Walls can be created by placing Wall parts a little bit away from existing Wall parts. Armour: High. Javelin Soldiers can enhance the Turret's Rocket Launching abilities. Size: Large. Walls can block off vital Structures. It can also teleport . Power Consumption: 0. Cost: $1500. stretching and blocking off the area indicated on the screen. Cost: $1200. Size: Small. When built. The Multigunner Turret is a versitale Defence Structure. The Spectrum Tower. Spectrum Towers placed together can deal out more damage than they can do alone. the Infantry Unit that enters this Structure determines its weapon (Peacekeepers can turn this into an Anti-Infantry Defence. Size: Small. Like the IFV. Power Consumption: 25. **************** *Spectrum Tower* **************** Type: Defence. Requires: Power Plant.

Purpose: Provides Power. Armour: Medium. Soviet Construction Yards can produce Crusher Cranes. Armour: Very High. To use the Chronosphere. Construction Yards can only be established through the MCV. Size: Large. it can kill Infantry. If all Construction Yards and Cranes are destroyed. Purpose: Fires a barrage of Super Shells onto an area. first select the location of the Armour that will be transported. the faster other Structures can be built. which provide another Structure Production Que. Armour: Very High. Requires: Available at Start. Power Consumption: 75. The Reactor is a simple Structure that provides Power to Soviet Structures. Power Consumption: Provides 100. Requires: Defence Bureau. Size: Small. don't let them be Captured. no more Structures can be built. Structures are built by the Construction Yard. Then select the location where they will go and kick butt! ***************** *Proton Collider* ***************** Type: Ultimate Weapon. . Cost: $5000 (through MCV). Requires: MCV. Power Consumption: Provides 50. The more Construction Yards established. It can blow up an entire Base and lay waste to a large area! ------Soviets ------******************* *Construction Yard* ******************* Type: Production. The Proton Collider is the Allies' Ultimate Weapon. Although it may not provide as much Power as the Super Reactor. Cost: $5000. it is still required to Construct many of the higher-tech Structures. Last but not least. where they will have the same miserable fate. Purpose: Produces Structures. Surround them with Walls. ********* *Reactor* ********* Type: Power Provider. Size: Very Large.enemy Armour to water. and Navals to land. where they will be destroyed. Cost: $800.

Power Consumption: 50. Requires: Reactor. Purpose: Produces Infantry. Size: Medium. Purpose: Collects Ore. Power Consumption: 50. The Barracks trains massive amounts of soldiers in the people's army. ************** *Ore Refinery* ************** Type: Money Making. It is often placed on locations next to Ore Nodes indicated when placing this Structure. Cost: $2000. Purpose: Produces Aircraft. Cost: $500. Armour: Medium. It can hold up to 4 MiGs. Requires: Available at Start.********** *Barracks* ********** Type: Production. Armour: Medium. Requires: Super Reactor. Purpose: Produces Armour. Size: Large. The War Factory assembles the mightiest of Soviet Armour. Requires: Ore Refinery. Cost: $2000. ************* *War Factory* ************* Type: Production. ********** *Airfield* ********** Type: Production. The Barracks can only be constructed on land. Size: Medium. The Ore Refinery is a Structure for Ore Collectors to dump their Ore. The Airfield creates the mighty Soviet Airforce. Armour: Medium. Power Consumption: 50. Power Consumption: 25. The War Factory can only be built on land. Armour: Medium. Size: Very Large. Cost: $1000. .

Aircraft. The Naval Yard can only be erected from the waters. Cost: $1500. and Naval Units. Power Consumption: Provides 350. Cost: $3000 Power Consumption: 75. Armour: Medium. Power Consumption: 50. Requires: Super Reactor. Purpose: Produces Navals. This Structure if volatile. The Super Reactor provides more Power than the regular Reactor. The Crusher Crane allows access to an additional Structure Que without having . Requires: Available at Start. Requires: Ore Refinery. Purpose: Produces Structures (except for other Cranes). Requires: Ore Refinery. ************ *Battle Lab* ************ Type: Technology. Purpose: Provides Power. Armour: Medium. Cost: $2000. it blows up and will likely destroy anything nearby. *************** *Super Reactor* *************** Type: Power Provider/Technology. Armour: High. The Naval Yard produces the Soviet Navy. Technology Extension.************ *Naval Yard* ************ Type: Production. Size: Large. The Battle Lab unlocks the finest and best of Soviet Infantry. and can also unlock more Soviet Technology. Armour: High. if it is destroyed. Cost: $2000. Size: Medium. Size: Large. Purpose: Technology Extension. Armour. Power Consumption: 50. Size: Large. *************** *Crusher Crane* *************** Type: Production.

********* *Outpost* ********* Type: Territorial Control. Cost: $10. or can surround Bases or block off choke points. Purpose: Garrisoning Structure. Purpose: Attacks Enemies. Size: Small. Purpose: Base Expansion. Combat Engineers can build Battle Bunkers anywhere on land. Armour: Medium. Walls can be created by placing Wall parts a little bit away from existing Wall parts. *************** *Fortress Wall* *************** Type: Defece. . stretching and blocking off the area indicated on the screen. Size: Small. When built. Along with this. Power Consumption: 0. and any Armour or Navals can drive into it and scrap itself for raw materials. Requires: Available at Start. The Sputnik unpacks into the Outpost. and then into cash. Armour: Medium. Requires: Sputnik. They can be destroyed by Shells or explosives. Purpose: Blocks off create another MCV (although it cannot build other Cranes). Power Consumption: 0. Size: Medium. Cost: $500. Walls can block off vital Structures. Requires: Combat Engineer. Power Consumption: 0. ************ *Sentry Gun* ************ Type: Defence. Cost: $1200. *************** *Battle Bunker* *************** Type: Defence. Up to 5 Infantry can enter this building and can fire out of the windows. and the Outpost provides more land for base construction. Size: Small. Cost: $800. it also comes with Repair Drones. Armour: Medium. Armour: Low.

like most Structures. Reapers can leap into the ground. The Sentry Gun is an Anti-Infantry Defence Structure. ************* *Flak Cannon* ************* Type: Defence. ************ *Tesla Coil* ************ Type: Defence. The Tesla Coil is a very effective Anti-Surface Defence. Armour: Medium. Power Consumption: 75. They fire Rockets and Grenades when burrowed. Cost: $1200. Size: Small. Armour: Medium. Cost: $800. Power Consumption: 25. Size: Large. Purpose: Attacks Enemies. *************** *Reaper Turret* *************** Type: Defence. It can also be placed on water. Purpose: Makes Armour and Navals Invulnerable for a period. Power Consumption: 0. While Sentry Guns shred Infantry. . Requires: Reactor. Requires: Super Reactor. Its offensive power and range can be increased by Tesla Troopers and Stingrays. turning them into Reaper Turrets. Cost: $1500.Power Consumption: 25. Cost: $1500. Purpose: Attacks Enemies. Size: Small. Flak Cannons make quick work of any Aircraft that pass by it. ************** *Iron Curtain* ************** Type: Superweapon. Armour: Medium. Requires: Reaper. Requires: Reactor. Armour: High. Purpose: Attacks Enemies. Size: Small.

Power Consumption: 75. Cost: $5000. Armour: Medium. Requires: Super Reactor. Soviet Construction Yards can produce Crusher Cranes. Size: Large. Purpose: Damages everything gradually in the target area. The Iron Curtain can also apply to Structures. The Instant Generator is more expensive than most other Power Providers. It also kills Infantry. It damages everything in a large radius gradually. The Iron Curtain. To use the Iron Curtain. Armour: Very High. no more Structures can be built. ***************** *Vacuum Imploder* ***************** Type: Ultimate Weapon. Purpose: Provides Power. Armour: Very High. Size: Large. Structures are built by the Construction Yard. the faster other Structures can be built. Construction Yards can only be established through the MCV. much like the one in Red Alert 2. the Soviets now use what's known as the Vacuum Imploder. makes all Armour and Navals in the target area invincible. Size: Medium. If all Construction Yards and Cranes are destroyed. Power Consumption: Provides 100. Surround them with Walls. Instead of using Nukes. Requires: Available at Start. but it . Requires: Battle Lab. simply target the Armour and/or Navals that need to turn invulnerable. ******************* *Instant Generator* ******************* Type: Power Provider. Requires: MCV. don't let them be Captured. Cost: $5000 (through MCV). which provide another Structure Production Que. Battle Lab. Power Consumption: Provides 50. but nothing can escape its damaging influence! -----Empire -----******************* *Construction Yard* ******************* Type: Production. Power Consumption: 75. The more Construction Yards established. Cost: $800. Purpose: Produces Structures.

The Instant Dojo trains many of the fanatical warrios loyal to the Emperor. The Mecha Bay can only be placed on land. *********** *Mecha Bay* *********** Type: Production. Power Consumption: 50. Size: Medium.can be placed anywhere thanks to the Nanocore Technology. Requires: Instant Generator. Purpose: Produces Navals. and it also produces the Burst Drones as well. The Ore Refinery is a Structure for Ore Collectors to dump their Ore. . Armour: Medium. Cost: $500. Power Consumption: 50. ************** *Ore Refinery* ************** Type: Money Making. Purpose: Produces Armour. Armour: Medium. **************** *Imperial Docks* **************** Type: Production. Armour: Medium. The Mecha Bay assembles the High-Tech Armour Units of the Empire. Cost: $2000. It also provides some Repair Drones. Armour: Medium. Requires: Available at Start. Purpose: Collects Ore. Cost: $1000. Requires: Ore Refinery. Power Consumption: 25. Power Consumption: 50. It is often placed on locations next to Ore Nodes indicated when placing this Structure. Size: Medium. Purpose: Produces Infantry. Size: Large. Requires: Ore Refinery. Size: Large. The Dojo can only be built on land. Cost: $2500. ************** *Instant Dojo* ************** Type: Production.

Power Consumption: 0. as well as unlocking some of the finest weapons in the Japanese Armoury. Cost: $2500. The Docks also provide Repair Drones. ************* *Defender VX* ************* Type: Defence. Armour: Medium. Purpose: Blocks off areas. Walls can be created by placing Wall parts a little bit away from existing Wall parts. or can surround Bases or block off choke points. Requires: Ore Refinery. Cost: $800. stretching and blocking off the area indicated on the screen. . Purpose: Technology Extension. Purpose: Attacks Enemies. Cost: $1400. Size: Large. The Mainframe allows all Production Structures to use the Breakthrough Upgrade.The Imperial Docks lets loose the finest vessels of the Japanese Navy. *************** *Fortress Wall* *************** Type: Defence. Cost: $10. Requires: Ore Refinery. ******************** *Nanotech Mainframe* ******************** Type: Technology. The Docks can only be built on the water. Size: Small. Power Consumption: 75. Armour: Low. Walls can block off vital Structures. The Defender VX can switch between Anti-Infantry and Anti-Air Modes. They can be destroyed by Shells or explosives. Requires: Available at Start. Power Consumption: 25. making this a formidable weapon. Armour: Medium. Size: Medium. Size: Small. When built. Armour: High. ****************** *Wave-Force Tower* ****************** Type: Defence. Purpose: Attacks Enemies.

Cost: $1500. ******************* *Psionic Decimator* ******************* Type: Ultimate Weapon. Power Consumption: 75. Simply target the area the Nanoswarm Hive will surround. including projectiles and attacks. The Wave-Force Tower is a powerful Defence. Cost: $5000. Size: Large. Purpose: Deals Psionic damage in a target area. The Hospital allows Infantry to gradually heal regardless of their location on . The Oil Derrick can supply armies with an increased income. Requires: Nanotech Mainframe. or protecting a friendly one. ************* *Oil Derrick* ************* Purpose: Provides Money. It's good for either neutralizing an enemy batallion. It's only thwarted by Aircraft and Artillery. **************** *Nanoswarm Hive* **************** Type: Superweapon. and will provide substantial benefeits. It's best to avoid the results of this weapon as the victim. Armour: Very High. The Psionic Decimator can deal out lots of damage in the target area. Oil Derricks give a bonus to whoever Captured it first. ---Tech ---These Structures can be captured by Engineers. Oil Derricks will explode when destroyed. Requires: Nanotech Mainframe. Power Consumption: 75. It creates a dome where nothing can go in OR out. ********** *Hospital* ********** Purpose: Heals Infantry. The Nanoswarm Hive is a very strange Superweapon. Purpose: Creates an impenatrable field in a target area. Size: Large. Armour: High.Power Consumption: 75. Requires: Nanotech Mainframe.

Nearby it is a meter indicating how much action needed is left to get another Point. and so forth. ******** *Garage* ******** Purpose: Heals Armour. ********** *Dry Dock* ********** Purpose: Heals Navals. ********* *Airport* ********* Purpose: Heals Aircraft. There are three trees of Support Powers. Hospitals are only found on land. Dry Docks are only found in the water. The Garage allows Armour to gradually heal regardless of their location on the map. -------------------2.6 >Support Powers< -------------------Support Powers are unlocked by purchasing them with Security Points. The amount of Points available is also displayed on the golden circle. ****************** *Observation Post* ****************** Purpose: Reveals the Fog of War surrounding the Structure.the map. The Airfield allows Aircraft to gradually heal regardless of their location on the map. Garages are only found on land. The Dry Dock allows Navals to gradually heal regardless of their location on the map. Anything that will be affected by a striking Support Power will glow red when targeted. Airports are only found on land. The Observation Post will reveal a large portion of the map surrounding the Post. The Powers may Upgrade Units. They can be accessed by clicking on the golden circle on the bottom-left corner of the screen. or they may be active Support Powers to help beat back the enemy. and the first Power in the tree needs to be purchased in order to be able to purchase the next one in the tree. -----Allies . ***************** *Veteran Academy* ***************** Purpose: All Units will be produced as Veterans. Capturing more Academies will result in being able to produce more and more experienced Units.

Upgrading the Time Bomb ability will allow the Bomb to deal more damage. Don't use it in conjunction with the Cryoshot Ability though. ***************** *High Technology* ***************** Type: Upgrade. and it will go off in seconds. and Cyrocopters. Purpose: Drops Peacekeepers. It's good for roughening up a Defence Structure. Purpose: Increases Ammunition Levels. Carriers. causing more damage than the Surgical Strike. High Technology will increase the effectiveness of Allied Support Units. Only available in Campaign Mode. Place it. and Attack Dogs on target area.-----***************** *Surgical Strike* ***************** Type: Ability. and decreases Reload Times of Aircraft. It's also highly effective when used in conjunction with the Cryo Shots. Purpose: Deals damage to target area. Javelin Soldiers. Health. ***************** *Paradrop Series* ***************** Type: Ability. Destroyers. Fed up with the long detonation time? Use the Chronosphere to teleport it when it's about to blow! ********************** *Advanced Aeronautics* ********************** Type: Upgrade. it CAN freeze. Purpose: Teleports a Bomb into target area. The Surgical Strike ability is a simple and instant attack on the target area. The Paratroopers are dropped by a Century Bomber. . Purpose: Upgrades the Special Abilities of Attack Dogs. ****************** *Time Bomb Series* ****************** Type: Ability. The Time Bomb is much like the Surgical Strike. The Paradrop can bolster the amount of forces needed to attack or defend a position. Advanced Aeronautics allows Allied Aircraft to be even more deadly! All Aircraft fanatics MUST have this Upgrade.

-----Soviet ------ . or allowing a weak Unit to repair itself. Purpose: Turns Units in target area unable to interact or be interacted. select one point. The Cryoshot attack can Freeze any Unit. To use this ability. Think of the possibilities! ************* *Chrono Rift* ************* Type: Ability. Purpose: Scans the Map. Only available in Skirmish and Multiplayer Modes. ************ *Free Trade* ************ Type: Upgrade. The Fog of War passing through those two points will be removed. rendering weak and defenceless. removing Shroud in a straight line. ***************** *Cryoshot Series* ***************** Type: Ability. Free Trade is good for struggling economies. It's also effective against Construction Yards and Production Structures. freezing anything in the area. Upgraded versions of the Cryoshot will be able to Freeze more powerful Units and Structures.******************** *Surveillance Sweep* ******************** Type: Ability. The Cryoshot will take time before striking its target. and then another. It can also be used to bring Commandos back to safety after they deal some damage to an enemy base. The Chrono Rift is much like the Nanoswarm Hive. Purpose: Switches the positions of two Units. Purpose: Allows Prospectors to collect more Revenue (that's income!). The Surveillance Sweep Ability is good in conjunction with any Striking Ability. Purpose: Fires a Cryoshot on the target area. This Upgrade can also be used as an excuse to spend on Unit production! ************* *Chrono Swap* ************* Type: Ability. The Chrono Swap is good for transfering a slow Unit to the frontlines. since most Abilities require the Fog of War to be removed in the target area.

Purpose: Allows Armour to repair themselves after running over Infantry or . It drops lots of space junk onto the area ordered. and it can prevent most of everything from passing through the terrain for a short period. for example. In some cases. **************** *Grinder Treads* **************** Type: Upgrade. the Magnetic Satellite will delay when first used. so be sure to trap any Armour that's intended to be picked up. It is also capable of flushing out Garrisons. In Multiplayer modes. 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: Infects target area with biohazardous waste. The Desolator Airstrike is VERY effective versus Infantry and light Armour. The Terror Drone Surprise is a good Upgrade to invest in when there's lots of Armour being thrown away. Weaker Magnetic Satellites cannot lift up an MCV. It can lift up any Armoured Unit. ********************* *Orbital Drop Series* ********************* Type: Ability. No Armoured Unit can be able to stay calm when the Magnetic Satellite is activated. Simply click on the Green Arrows in the middle of the Gravitational Field and move it like any other Unit.*************************** *Magnetic Satellite Series* *************************** Type: Ability. The best Ability that goes with the Magnetic Satellite is the Orbital Drop. Purpose: Allows Terror Drones to pop up from the remains of destroyed friendly Armour. Purpose: Drops space junk onto target area. Stronger Magnetic Satellites will last longer and will have bigger Fields. and it can also be moved (like the Particle Cannon in Generals). the Magnetic Satellite is only able to lift up heavier units when upgraded. Purpose: Lifts up all Armour and Navals up into the Sky within target area. **************************** *Desolator Airstrike Series* **************************** Type: Ability.

lethal against all Infantry. Purpose: Prevents Armour from moving from target area. Purpose: Makes a friendly Unit leak acid and take damage overtime.Armour. ***************** *Mass Production* ***************** Type: Upgrade. . -----Empire -----*********************** *Final Squadron Series* *********************** Type: Ability. Purpose: Makes all Units and Structures 25% cheaper to build. ***************** *Toxic Corrosion* ***************** Type: Ability. The Cash Bounty helps the Soviet Union be able to take some victory bonds for kills in battle. they will be electrocuted. Good for making large armies and bases. The Magnetic Singularity Ability acts like a giant Tesla Trooper's EMP attack. What the description says. ************* *Cash Bounty* ************* Type: Ability. Use this Ability on enemy Units guaranteed to be destroyed. The Unit infected will leak out some bad stuff. The Toxic Corrosion is best used on cheap Units. The Final Squadron attack is a versitalle Ability to use on Structures and Defences. ********************** *Magnetic Singularity* ********************** Type: Ability. Purpose: Makes target Units give up cash when destroyed. Don't worry about enemy Infantry though. Purpose: Sends in planes to attack and crash into target area. Much like what the Purpose describes. Crushed Armour (through Shrinkage or Apocalypse Tanks) also provide health. Each Upgrade allows more and more planes to crash. this Upgrade makes the wheels of Armour more resourceful. it can prevent enemy Armour from going anywhere! Just be sure to have Aircraft and Artillery to crush the enemy in the Singularity.

The Advanced Rocket Pods Upgrade will dramatically increase the effectiveness . ********************** *Advanced Rocket Pods* ********************** Type: Upgrade. Purpose: Increases Speed. The Honourable Discharge Upgrade can make Units deadly even when near death! Be sure to have all Units spaced out. When this Upgrade is purchased. as their Structures will unpack faster. Purpose: Nanocores deploy faster. but less speedy. Purpose: Produces Point-Defence Drones to protect all Armour and Navals in target area. Purpose: All Rocket-Firing Units will fire even more Rockets. which makes them last longer. Robotic Assembly will allow the Empire to expand even more quickly. Purpose: Makes all Units in target area more powerful. and have dying Units get up close in battle. ***************** *Fortified Fleet* ***************** Type: Upgrade. ********************** *Honourable Discharge* ********************** Type: Upgrade. Point-Defence Drones surround all the Armour and Navals in the area. What the description says. Emperor's Rage is best used in big firefights. the Imperial Navals will have red stripes on them. and Power of Navals. This Upgrade increases the efficiency of Yari Subs and Burst Drones. ****************** *Robotic Assembly* ****************** Type: Upgrade.********************** *Point-Defence Drones* ********************** Type: Ability. Health. Purpose: Units self-destruct when taken enough damage. *********************** *Emperor's Rage Series* *********************** Type: Ability.

but very serious and straightforward character. Although seemingly innocent. Kelly Weaver: The head of the FutureTech company.. **************** *Sleeper Ambush* **************** Type: Ability. Better Balloon Bomb Abilities will drop more Bombs! ---------------2. She also seems to have a crush on whoever's been hired by Bingham. Ackerman is an American Patriot whose last task on his mind is to say "Hello" to the Soviets. Purpose: Tankbusters pop up from the ground (slowly) at target area. The Sleeper Ambush is a clever way to bring Tankbusters into enemy lines. Due to the Time Traveling business. ********************* *Balloon Bomb Series* ********************* Type: Ability. Tanya Adams III: Tanya is the best of the best in the Allied Infantry Corps. Purpose: Drops Bombs on target area.. Lieutenant Eva: The Allied Intelligence Officer. He'd much rather work with the Japanese rather than the Russians if he was forced to defect. Ackerman won the election instead of Dugan. Brenda Snow: A reporter in News3. Eva's ladylike.of Striker/Chopper-VXs and Rocket Angels. -----Soviet . President Ackerman: The President of the USA. she has more sinister plans for those who stand in her way. Bingham could think of a simpler and calmer life before he joined the army. though the process of them getting up is slow. She's more impulsive and aggressive than Eva. -----Allied -----Marshall Bingham: The highest of Military Command of the Allied forces in Europe.. Little can stop the Balloon Bombs from hitting the surface. It's better used within friendly territory so they can pop up safely.. but she also knows what she must do.7 >Characters< ---------------Here are the characters in the game. He's a strong supporter of the controversial FutureTech company. President Thornley: The President of the European Union.

-----Premier Cherdenko: A former officer serving under the order of General Krukov. . Like most of the Empire's personell. The Co-Commanders can also be fought against in the Campaigns.. -----Allied -----Warren Fuller: The finest of the American Army. Dr. -------Imperial -------Emperor Yoshiro: The divine and wise leader of the Empire of the Rising Sun. Going back in time made his subsidary Cherdenko into the Premier. which removed Einstein. He believes it is the ineveitable destiny for the Japanese to have complete control of Earth. Zelinsky: The scientist who created the Time Machine. Lieutenant Suki: The Imperial Intelligence Officer. going back in Time turned Cherdenko into the Soviet Premier. Tatsu is a more arrogant and impulsive individual than his father. He's a bit scheeming and greedy. kidnapped as a child for twisted military research. Izumi Matsui: Yuriko's sister.. Greed gets the better of him. which kind of made Krukov envious (if not. Her loyalty to the new Commander is unquestioned.8 >Co-Commanders< ------------------In all the Campaigns. and. the other is either controlled by another player or one of the Co-Commanders in the army. Dr. Shimada: The one in charge of the Imperial military research. jealous). or so it would seem. Whatever she sees through her scope is no more. in Skirmish Mode. He's willing to follow orders from his superiors.. like Cherdenko. General Krukov: The highest authority in the Soviet Military. Warren is a decisive commander who makes versitalle armies to fight his enemies. Yuriko "Omega" Matsui: The Psychic Japanese schoolgirl.. Natasha Volkova: A legendary Russian Sniper. Krukov is a boastful General. Lieutenant Dasha: The Soviet Intelligence Officer. ------------------2.. his rightful heir. Zelinsky is an eccentric individual who doesn't really want to cope with the new timeline that he created. She's actually shy when she's with the Premier and with other Soviet Military Authorities. and hence. or in the Commander's Challenge. there are two Armies that fight alongside each other against the enemy. He happens to be able to communicate telepathically.. One of the Armies is controlled by a player. she believes it is the Empire's righteous destiny to win the war. General Tatsu: Yoshiro's only son.

Lissette Hanley: An espionage and infiltration expert. Kenji is a fan of mech-units (he's watched too many Transformer movies). -Attack Target: The Commander's forces will attack that target until it is eliminated. Zhana Agonskaya: The Charismatic Commander in the people's army. 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. Lydia is also one of those logical thinkers. He uses the Iron Curtain and Grinder technologies extensively. . Lydia's efforts were responsible in the Athena bombardments during the war. Like Fuller. and even sometimes his own allies. As Fuller stepped down. Vera is a spirited Commander in charge of the Soviet Air Force. Giles is a Commander that uses Air Power and Superiority against those who oppose him. Lissette has her unconventional tactics that seem to defeat the enemy every time. Giles Price: The best Commander in the RAF. When there's a Co-Op Commander available. there's a box at the top-left corner of the screen. -----Soviet -----Oleg Vodnik: A well-respected officer in the Soviet Armour division. Lydia Winters: A British Commander that believes in sportsmanship. Takara Sato: After Naomi called it quits. Shinzo will do anything to ensure victory for the Empire. -------Imperial -------Shinzo Nagama: Shinzo believes in honourable tactics and the bushido code. He's a rusher. Hill took his place. coupled with Shock & Awe. Hill always fights with brute force. Vera Belova: Zhana's replacement. but is also a sadistic one. Moskvin's forces put the fear in his enemies. Naomi is adept at building fleets of destruction. Oleg uses his Tanks to crush the enemies that attempt to destroy him. 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. His skills in Aircraft are unmatched. She also couples her Naval forces with her elite Shinobi Ninjas and Rocket Angels. Douglas Hill: A lively Commander. Nikolai Moskvin: Most of his enemies regard him as "The Sadist Fable". Naomi Shirada: The queen of the seas. Takara called shotgun on who would be the next Imperial Naval Commander. Kenji Tenzai: Another Japanese loyalist.

the Empire of the Rising Sun is at the Motherland's doorstep. =================================== 3.00 >Vanilla Campaign Walkthrough< =================================== Here are the Campaign Walkthroughs for Red Alert 3. -----------2. Secondary Objectives: -Train 5 Flak Troopers. Although the Allies are about to lose Europe. Fun Factor: 6. -Cash. they can appear in random places at random times. ====================== 3. so group any units in need of a promotion/fix before grabbing the box. The types of Crates are: -Health. Common types of miscellaneous commands include focusing attacks that location. -Keep Command: The Commander will do his/her own things. -Natasha must survive. Promotes the Unit that grabbed the grate.-Plan Attack: The Commander will gather up some Units. In Single-Player. It's time to strike back! ------------------------------3. Crates give bonuses to units nearby the Crate upon pickup.11 >The Shrike and the Thorn< ------------------------------Location: Leningrad. attacking anything on the way. or sending in an infiltrator. etc. When a "square" appears on the radar. -Destroy the Shogun Battleships. things really haven't been looking up for the Soviet Union. Rewards the army an undetermined amount of cash. The Fun Factor meter is a scale of 1 (Boring) to 10 (Great Fun!). -Veterancy.10 >Soviet Campaign< ====================== Ever since the three Soviet characters went back in time. they appear frequently in certain areas. Co-Commander: Oleg. that indicates that an action can be performed at that location. There are also other Co-Commander actions. This can be used to cancel other commands. Much of Russia is being lost at the hands of the Japanese. Has a green "+" symbol. In Multi-Player. Restores Health on the Unit that grabbed the crate. Has a red "$" symbol. and will send them to that area. Difficulty: Easy. Has golden chevron. Primary Objectives: -Defend the Fortress. . Opponent: Kenji (Orange). but disappear if they aren't picked up fast enough.9 >Crates< -----------There are Crates that can provide bonuses located on maps.

Use the Bullfrog on the "island" to launch her back. have her kill all of the Imperial Warriors in front of the Fortress walls. Try putting them in the various buildings around the Fortress for protection. While Defending the Fort. train some Flak Troopers and Conscripts when they become available. -Liberate the Treasury. Co-Commander: Moskvin. She'll be able to shoot through them quickly. Kenji's Fleet will keep attacking the Fortress. Notes: Natasha. Natasha must sink the Battleships surrounding the island. -Eliminate the Imperial Ambush Division.12 >Circus of Treachery< -------------------------Location: Krasna-45. and a Bullfrog will appear in the Fort. Take back the Fortress and defend it from harm. Conscripts. Oleg will join in the fight. Tesla Troopers. Tsunami Tanks and Striker VXs will target the fort. Taking it back from the Japanese will allow the Russians to co-ordinate Orbital Drops against . the Fortress must be defended. Once Natasha drops to the ground. 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). and Sickles are introduced. Sudden Transports will also arrive at the scene. and Bullfrogs are introduced. Notes: War Bears. the Treasury will be under fire. Use it to launch Natasha to the Treasury so she can neutralize the enemies on that part of the map. -The Green Army should follow the same strategy as the Reds. Meanwhile. so use the Flak Troopers against those. Overview: Krasna-45 is an important launch facility in Russia. Fun Factor: 5. -Rescue the Tesla Troopers. Flak Troopers. -------------------------3. Natasha will be the trump card of this operation. Primary Objectives: -Get Natasha to the K-45 Launch Facility. Sudden Transports will come disguised as Bullfrogs. Eventually. He's got some Conscripts and Flak Troopers at his side. so attack them before they unload their passengers. Call in an Airstrike to breach the walls and take out the enemies inside. There are some Tankbusters behind the other end of the Fortress. Secondary Objectives: -Assist the Tesla Troopers. Opponent: Shinzo (Orange). Difficulty: Medium. Opinion: This is the introduction to the Soviet Campaign. Putting Heads Together: -The Greens start off with six Conscripts accompanying Natasha. but they only need to concern about the safety of the Fortress.-Train 5 Conscripts. Overview: The Leningrad Fortress has recently been taken over by the Japanese.

She can frequently to snipe enemies from a safe distance. -Destroy the Imperial Naval Base. Opponent: Tatsu (Orange). The Tesla Troopers to the south are being tormented by Tankbusters. She should also be take out Yuriko Omega. Notes: Combat Engineers and Stingrays are introduced.. This place is also a circus. Use the Tesla Troopers against the Tsunami Tanks ahead. ----------------------------3. Leap over there to get it. It also features Naval warfare prominently. it's time to head to the station. The War Bears in the cages will be rescued. Once Natasha's reached the station. Use the Orbital Drop ability on Yuriko. and deal as much damage to the base as possible. -Destroy the Imperial Scout Base. Use the Magnetic Satellite against the Armour division guarding the station. there will be some Stingrays available to finish them off and . Drive the enemy out in order to secure the motherland. Difficulty: Medium. They need to be destroyed in order to complete this mission. Start with the Tesla Troopers to the north. Overview: The last remaining Japanese base in Russian territory is the Vladivostok harbor. Putting -As the be used used to Heads Together: Greens. -Destroy the Imperial Military Admin. Now it's time to save the rest of the other troops in this area. When the Mecha Tengu come in and fight the Infantry. Opinion: This is the first mission in the Soviet Campaign that involves Base establishment. the circus tents will reveal Japanese Structures. or so it may seem. -Construct a Barracks and Naval Yard. Dreadnoughts can also be used. Take them out. Launch all Infantry from the Bullfrogs onto the centre of the island. Dispatch them. They're being held captive by more Japanese soldiers. The forces here are limited. Opinion: This mission will take some micromanagement to get through safely.. The Sickles will clear the area for Natasha. Fun Factor: 5. Take out all the enemies in the circus area.the Empire. -Destroy the Generators.13 >Taking back Ice Harbor< ----------------------------Location: Vladivostok. Primary Objectives: -Clear the Island of enemy forces. always take advantage of Natasha's long range attacks. Co-Commander: Zhana. so be careful. Leap over the river and ambush the Warriors on the other side. There's a Veterancy Crate on the island. Secondary Objectives: -Set up Base Defences. Now that all of the troops are in control.

set up on the western side of the island (Zhana. so take out the Mecha Bay and the Collector (as well as any Tengu left behind). Now it's time to take the western part of the mainland.what's left of the base. Difficulty: Medium. Capture the Hospital here and secure the Resources in this location. 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. Use the Stingrays to destroy the Defences for good. Destroy the Mech Unit. bringing the Turrets defending the Admin offline. Use the Dreadnoughts to smash the Defences guarding the docks and the Admin. Co-Commander: Oleg. . using the Barrackses to pump out extra troops. Putting Heads Together: -The Green Army starts out with more War Bears and less Conscripts. but it's way too high up). the Co-Commander. then launch a mass-attack on the Administrative Building (remember that Stingrays are Amphibious). TWO Magnetic Satellites can be used on the ambush force. Flush out the enemy on this part of the mainland (the Admin's on the northeast part of the island. Use the Stingrays and Dreadnoughts to take out the Construction Yard and the Battleships. as well as some Defences. will set up on the east side). Tatsu will block it off with the Nanoswarm Hive. Fun Factor: 8. Try to prevent the Tengu from eliminating too many Infantry. get an Engineer into the Dry Dock to the east. and have the Bullfrogs launch some Infantry to the Generators. When the MCV arrives (once the Japanese Base has been destroyed). Be sure to build Refineries next to the Nodes ASAP. However. there's still an enemy Mecha Bay and Refinery to the north. and have the Infantry destroy the Generator. With the Generators gone. -Decide who gets which side of the island. The Japanese in the northwest portion of the map in the ocean is a big threat. and will send in a King Oni to save the Structure. Destroy the Imperial forces nearby. and launch the passengers over the cliff. Launch some Infantry to the dock and liberate the Engineers and the Barrackses. Build a Barracks and Naval Yard. Consider Capturing the Refinery and build an Ore Collector from the Naval Yard to harvest more Ore. then finish off the building to complete this operation. Once the Base has been established. Sorry! ---------------------------3.14 >March of the Red Army< ---------------------------Location: Geneva. and use Units to finish off the survivors. almost defeating the need to send in troops! -The Dreadnoughts only fall under Red control. The Tengu and the Collector can easily mash up Infantry if not careful. where they can either destroy or Capture them. -When the Japanese launch an assault on the island. Once the Building has taken some damage. Another option is to head back to the village with some loaded Bullfrogs. the turrets guarding the Dreadnoughts at the dock will no longer be a threat.

Use a Bullfrog to send in three Engineers to Capture the Bank. Use them or the Satellite to take care of this surprise. Notes: Hammer Tanks. Ignore Krukov's forces Capturing unecessary buildings (yes. keep advancing to the HQ. Instead. -Destroy the Allied Army Base. Krukov will be involved in this mission.Opponent: Lissette (Blue). FRIENDLY buildings!). Since the Banks are as fragile as old people. and the Observation Post. According to Cherdenko. as well as a Barracks and War Factory next to Oleg's base. any other Commander . -Krukov's HQ must survive. this mission's fun. Soviets and Allies! Seriously. DON'T use them to destroy the aforementioned Spectrum Tower. Once all of the Allied Production Structures have been destroyed. march through the city. Opinion: It's time to play Red Alert 3 old-school style. Instead. Also. -Destroy the Allied Command HQ. Stay sharp of any Allied forces coming in from the east attempting to attack Krukov's base (especially Athena Cannons. Send in the Stingrays to the island to the northwest. Sputniks can also be used. Send in the Akulas and Stingrays to destroy the next Allied Naval Base. Secondary Objectives: -Capture the six Swiss Banks. it seemed that the USA wasn't involved in the new war until now. Produce a Sputnik from the Naval Yard (none can be built from the War Factories) and take the Ore nodes in the late Allied base. be sure NOT to destroy the Swiss Banks! Build a few more Stingrays. Use the Akulas and the Stingrays to attack the Allied Naval Base (take advantage of the Ultratorpedoes whenever possible). eliminating any Allied forces and Capturing as many Tech Buildings as possible. Target the Power Plants in the base to bring the Spectrum Tower next to the last Bank offline. the Hospital. 4 Akula Subs will join the fight. and V4 Rocket Launchers are introduced. and many of the Soviet's finest Units are introduced. Overview: Just when things were looking up for the Soviets. Putting Heads Together: -While Oleg will refuse to make any Naval Units. V4 Rocket Launchers are now available. When she first uses it. and more can be created at the Naval Yard. 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. and dispatch the Javelin Soldiers guarding it. Ackerman's nothing but an ignorant fanatic. The Soviets will launch an attack on Geneva before Allied Reinforcements will repel the Soviets. thanks to Ackerman winning the election. allowing an Engineer to take it (or just use lots and lots of Hammer Tanks to take it out). DO NOT use the Orbital Drop to take care of the Tower. Primary Objectives: -Destroy the Allied Supply Port. push an assault on the HQ and the Chronosphere. While this is going on. Akula Subs. Oleg will likely Capture the nearest Bank on the mainland. one can take out Natasha without much difficulty!). Head to the eastern side of the map and make a flanked assault on the Base. Lissette will use her Chronosphere to transport Naval forces to the lake. and the battlefield is expanded. Flatten the Port. Krukov's Elite Forces will arrive.

and it will take some teamwork to get through the first portion. and Akulas. Opponents: Warren (Blue). Ore Refineries and everything. Here's some tidbits from Ryozo: " * Capturing the Allied base associated with the Tech Inhibitor is a good idea for a variety of reasons. The facility needs to be Captured and it needs to be out of the Allies' hands. while islands once the coast to use the full Soviet Stingrays. MiGs will be available for production at the Air Fields. -Destroy the Allied Naval Base. and take out the Inhibitor in order to be able Arsenal. Cherdenko's been attacked by an unknown perpetrator. MiGs. Build some Twinblades. they have been researching a new weapon in Mykonos. Secondary Objectives: -Destroy the Tech Inhibitor. There's an opening to Warren's base to the northwest.15 >The Science of War< ------------------------Location: Mykonos. Since Giles' teal army will arrive to retake the Facility. Send the Twinblades to the Zhana takes on the southern island. ------------------------3. Co-Commander: Zhana. This is normal. Make quick work of Warren's blue base. Fun Factor: 7. Defend the Structure against Giles' forces long enough to send him in retreat. Expand to the two is clear. Overview: Although the Allies are out of Geneva. Difficulty: Medium. Primary Objectives: -Expand to the Islands. 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. you can take all the time you need to prepare . Twinblades. this mission is also like a maze. Also. like having a place to repair Twinblades close to the front. northern island. Anyways. -Capture the Allied Science Facility. -Hold the Science Facility. -Don't panic when Krukov captures an Ore Refinery. then destroy the Defences surrounding the Science Building. where technology for each army was limited. There's no defences there. Opinion: If only there were more unique missions like this one. and Dreadnoughts are introduced. * As with certain other missions. Notes: Sputniks. so it's an ideal area to make a sneak attack with Twinblades and Bullfrogs carrying passengers.controlling the Green army can build a Naval Yard next to the Red Base on the water and build Stingrays and Akulas. -The Green army is unable to recruit Natasha. Giles (Cyan).

Primary Objectives: -Destroy both Allied Forward Bases. you can also drop Natasha and some Tesla troopers in Giles' rear areas as well (I didn't try this. the Greens can produce Infantry and Bullfrogs. Difficulty: Hard. place a pair of Bunkers filled with a mix of Flak and Javelin Troopers in the northeast and northwest entrances (making 4 in all) instead of Turrets to back up your Twinblades. Secondary Objectives: -Set up an Expansion Base to the southwest. and use Orbital Dump as the opportunity presents itself. --------------------------3. * Among all the final preparations for capturing the R&D facility. the Soviets will dominate Europe. Overview: The last Allied stronghold in Europe is the Von Esling Airbase. she is the single most amusing cure for Warren's Aircraft Carriers. Krukov (Purple). . supervising this mission. -Destroy the Allied Strategic Base. Before capturing the laborotory. Krukov is again in this mission. you want to use your octet of Vindicators to blast the turrets near the eastern edge of the map .for the final act. Armour Facilities. * In terms of offence. Try not to drop too close towards the Anti-Air! -Consider using the bulky Tesla Troopers. -Eliminate Krukov. It's up to the Green team to clear the central island while the Reds deal with the north island. Use them to fend off those pesky Dolphins! -When taking the central island. Why sink them when you can claim them for the Union?" Putting Heads Together: -While the Reds can build Aircraft. Fun Factor: 9. these positions will be able to engage all comers. Quite aside from not requiring power. Once the Tech Inhibitor is gone. and it'd be nice to have a very close rearm/repair point for your Air units. Co-Commander: Oleg. They might be able to take enough of a beating against the Javelin Soldiers and IFVs. and speaking of Natasha. sent the paratroopers to the western part of that island. just watch out for Javelin Troopers and IFVs. and Boot Camps.16 >No Traitors Tomorrow< --------------------------Location: Von Esling. Notes: Kirov Airships and the Iron Curtain are introduced. Once it is destroyed. the Greens can build whatever they want (except for Natasha)! -They can also build Defences.perhaps the gravest threat is Allied Air power (8 MiGs make a nice unwelcome mat). * Oh. If desired. Opponents: Giles (Blue). build two Airbases nearby (in addition to the pair on the island formerly holding the Tech Inhibitor) .this opens up a path for a pack of Twinblades (and/or carefully-guided Vindicator groups) to slide in and strike Giles' Air Bases. though).

Opinion: Giles returns again. then capturing the superweapon. Once Krukov's forces submit to the Red Army. Kenji (Orange). Fun Factor: 8. 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. Co-Commander: Moskvin. -"Assassinate" the Emperor. the battlefield is again expanded. Yoshiro (Orange). At this point. Oleg says a happy goodbye. sell the Construction Yard. Difficulty: Hard. Build and spend as much as possible before Krukov arrives. The one who attempted to assassinate Cherdenko is Krukov! The Premier is now ordering the demise of Krukov. While one army sends in an Engineer into the Construction Yard. The western Allied Base will send in Naval forces. place an Engineer next to Krukov's Construction Yard and several V4s next to his HQ building (with the Twinblades). and send in the Navals to the west sea and destroy his main Base. Primary Objectives: -Create a Diversion. not the Greens. as he will take all of the bonus Credits sent by Dasha. Naval Warfare and Aircraft play a heavy part in this mission. Also. much fun can be had by destroying the nearby Spectrum Tower. While this is going on. then build up the Production Structures. Deploy the Sputnik in the southwest corner of the map after Krukov arrives. as well as several Twinblade helicopters and Dreadnoughts to smash up the Allied Forward bases. Opponents: Shinzo (Orange).17 >To tame a living God< --------------------------Location: Mt. Also. so build up some plenty of Bullfrogs and MiGs to fight them off. --------------------------3. mostly so you can use Vindicators as a quick-strike option. along with Krukov. Kirov Airships can be produced." Putting Heads Together: -The Reds and Greens can co-ordinate their attack on Krukov. Giles has mocked the USSR for the last time. Capture all the Tech Buildings around Krukov's Base. 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. -Destroy Shinzo's Base. try not to Capture the Tech Buildings near Krukov's Base. -Cover the western part of the island with Tesla Coils and Stingrays. At this time. Here's a tip by Ryozo: "Capturing one of the forward Allied bases is recommended. . Fuji. Naomi (Orange). Use Dreadnoughts to blow up the two Allied bases. The Eastern Allied Base is a massive Air facility. Build a Crane. so send in some Dreadnoughts to destroy his Proton Collider in the northeast. Be sure to have the Iron Curtain ready. Once the HQ is destroyed. once the Proton Collider is revealed. -Destroy Naomi's Base. Build a Sputnik and Flak Cannons.

isn't the real Emperor. Make a mass attack on the Palace. Destroying the Generators will deactivate the Defences around the Palace. and annihilate his Base. use a Crusher Crane to recycle the Submarines. he is unaffected until then). Here's a strategy by ba12348: "At the end. Be sure to rescue the Conscript and Bear to the northwest. Secondary Objectives: -Destroy the Generators. kill the Emperor and stay close to the Conscript. then throw a Molotov at the Barrel to create a diversion for the Garden Guards. . Shinzo. southwest. -Kill the Emperor. After destroying all Imperial forces in the waters. Shinzo can be dealt with first. Also. -Rescue the Captured Conscript and Bear. Opinion: Things seem humble in the beginning of this mission. as Naomi's fleet is a very big threat. There's more Docks at the Generators. Build Walls around the Base and the Oil Derrick. Kenji's Base is to the northwest. He was shut down. Be sure to have control of the water though. and Kenji will fight against the Soviets. of course. on the hills. After deploying the MCV. This battle will determine the Empire's fate. where the Emperor comes out. so have Moskvin's Subs attack her Docks (it seems that Moskvin likes building Submarines). Target it with everything available (see if the Conscript at the beginning can have another shot at killing the Emperor).-Destroy Kenji's Base. down the stairs. Use V4s to take out his Defences. This. Notes: Apocalypse Tanks are introduced. the map expands northward. 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. if you get lucky. and the rest of the Structures. Yoshiro will come out of the Palace in his Greater King-Oni. then a Crusher Crane to repair the two Apocalypse Tanks provided. and Cherdenko's ordering the final assault on the Empire of the Rising Sun. Naomi. Naomi's Base is next to the water. try not to make too many Submarines like Moskvin does. Move to where the "Emperor" is and kill him with the Bear. -As the Greens. Produce the Super Reactor and Battle Lab. Destroy the Generators to the northeast. as his Base is close in the middle. I set up a field of Tesla Troopers with their EMP fields on (I wasn't sure where the Emperor would stop and the cutscene would resume. Once all three Generals are defeated. build a Reactor. Overview: Krukov is no more. Repeat the same for Naomi's and Kenji's Bases. you can use the Magnetic Satellite to carry Naomi's MCV away before she deploys it. northeast. and I beat him up without losing anything." Putting Heads Together: -While Controlling the Bear. -Destroy the Emperor's Palace.

Notes: Tesla Tanks make a cameo. Have a squad of MiGs to take care of any enemy Kirov that comes to destroy the Bases! Also. have a Twinblade finish off the Emissary and use the Magnetic Satellite to lift up the combat forces. Primary Objectives: -Destroy the Allied Emissary and his Escort. The real villain amongst the Soviets is Cherdenko. then move it back). Careful planning is required to pass this mission. -----------------------------3. -------------------------------3. Putting Heads Together: -There isn't really anything special to do as the Green Army. Cherdenko's Fortress is high up on the hills. to save money. Unfortunatley.19 >Blight on the Big Apple< -----------------------------Location: New York. Capture the Oil Derricks to the north. His War Factories can be Captured to produce Tesla Tanks. he's able to produce Tesla Tanks. have the MCV expand to the Node. If it falls. allowing Kirovs to bombard his Fortress Buildings. so send in a pair of Dreadnoughts and some Akulas to finish off that base. Once the Emissary arrives. Secondary Objectives: None. Build up a Naval Yard and Crane quickly. Get a Sputnik to expand to the naval Ore Node to collect its resources (or. The Allied forces in the west will reveal themselves. . -Destroy the Vacuum Imploder. be sure to sink the "Ambassador" Dreadnought. Opponents: Bingham (Blue). Build some Akulas and Stingrays. along with Bullfrogs. Difficulty: Insane! Fun Factor: 10. -Stop the Allied Counter-Offensive. Little do they know that the Soviets will make an ambush on them! Opinion: This is an interesting. build a Refinery. though difficult mission. Zhana will retire. Now he's going to kill our heroes! Secure the resources in the Allied island. Co-Commander: Zhana. Neutralize his Power and his Flak Cannons will be offline. simply replace it with a Battle Bunker. and send in the Dreadnoughts to smash the Vacuum Imploder to bits (escorted by Akulas and Bullfrogs). Cherdenko (Purple). -Destroy the Premier's Volcano Fortress. Difficulty: Hard. Overview: The Allies are wishing to make a peace treaty with the Soviets.18 >The Stone-faced Witnesses< -------------------------------Location: Easter Island.-The building just north of the Green base is an ideal place to put Infantry for Defence. Fun Factor: 7.

The Tesla Tanks should be able to protect the Base while the Soviets plan their next move. Tesla Tanks can also be used. Start with the Ore Refinery to the west. and topsy-turvy at the same time! This is an incredibly fun mission. Paratroopers will drop down mostly on the Red Base. Back at the "Fort Bradley" island. Boot Camps. -Destroy Fort Bradley. use the Vacuum Imploder on the Seaports so that the Allies can no longer bother the Soviets with their ships. -Destroy the Statue of Liberty. purchase the Magnetic Satellite and use it to carry the Allied force that arrives to guard the Stock Exchange. and let the Tesla Tanks annihilate the Structures once all enemy Units are destroyed (if they've already been promoted to Heroic status. American will have no choice but to surrender to the Soviet Union! Opinion: Old school. Overview: The last Allied stronghold is in the United States. Clear out the enemies guarding the Stock Exchange and Capture the Exchange and the Hospital. Use Dreadnoughts to bombard the Defences. and use it on Tanya when she reveals herself (on the map that is). Keep upgrading Technology and train some Engineers. allowing Engineers to take over the vessels. along with the Prospector and IFV at the Refinery. and make a mass attack on the Statue (examples include . and 2 Kirov Airships available to destroy Fort Bradley for each army. -Capture the New York Stock exchange. Notes: Terror Drones and the Vacuum Imploder are introduced. Be sure to build a Tesla Coil on the waters next to the ramp to zap any intruders. Purchase the Orbital Drop ability. although difficult as well. and let Moskvin use his Terror Drones on the north Refineries. Destroy the Turret ASAP and the Refinery to let the Tesla Tanks deal more damage. Deploy some Sputniks next to the Ore Nodes to extract their resources. Send the Drones back to the starting point. There are 4 Twinblades. Optionally. there are a pair of Tech Structures.Co-Commander: Moskvin. and Superweapons next. After watching a familiar scene. but will also attack the Fort Bradley island and the Green Base! As for the assault on the Statue of Liberty. Defend this island with a pack of War Bears against the Paratroopers. and wipe out every single Power Plant in order to deactivate the Defences. so make enough Akulas to repel the Destroyers. Primary Objectives: -Eliminate Fort Bradley's Prospectors. Opponent: Ackerman (Blue). use the Twinblades instead). Tear apart any Guardian Tanks in the northern part of the city. The Terror Drones provided will pop out of the unlucky Guardian Tanks. and construct a Crane. Use the Terror Drones to roughen up the Armour in the Base. Secondary Objectives: -Eliminate Tanya. Ackerman's not pleased at this. Use them to destroy the Guardian Tanks ahead. By invading New York. Use Akulas to harass the Allied Prospectors in the Northeast. with the US Army being led by Ackerman himself. the Allies will also send in Ships. Be sure to destroy any IFVs and Anti-Air Turrets to allow the Twinblades and Kirovs destroy anything else in the Base. the Armour Facilities. transport any remaining Tesla Tanks to the new Base. Natasha can also snipe the Ships. Target the Airbases. 4 Tesla Tanks. Unfortunatley.

Opponent: Krukov (Red). Secondary Objectives: -Garrison Four Civilian Structures." Putting Heads Together: -Plan carefully while attacking Fort Bradley.20 >Allied Campaign< ====================== Although the Allies are about to lose Europe. Difficulty: Easy. It's time to rule Russia as the new Premier! Here's a tip by ba12348: "I used 4 Akulas to destroy the Refineries and Command HUB behind the Statue of Liberty. the United Kingdom stands as the last major nation in Europe from the Soviet invaders (kind of sounds like World War 2). I sent 3 Engineers from a Bullfrog and a Hammer Tank on a Twinblade to capture the Chronosphere. the Greens must fight off Allied Ships. Co-Commander: Giles. I used the Chronosphere to bring in 4 Apocalypse Tanks to smash their ground forces and used a Bullfrog to launch Natasha to destroy the statue. so the only threat are the Allied Navals. used the Collder on the Airbases and sold it with the other buildings after using them (the whole island is a no-build zone so I couldn't set up Defences with a Sputnik). Primary Objectives: -Eliminate the Soviets in Brighton. -Repel the Soviet Navy. Moskvin decides to "celebrate" in New York for this great victory. -Hold out against the invading Soviets. Defence Bureau and Proton Collider (use the Tank to knock down the fence around to Collider). the other army can use their Twinblades to transfer the Tesla Tanks to the bases.21 >Ride of the Red Menace< ----------------------------Location: Brighton Beach. The Greens are on an island. ====================== 3. Try not to lose those Tesla Tanks! -While the Reds will have to deal with the Chronosphere attacks. and the Vacuum Imploder desroyed ALL of their power. Take out those Seaports ASAP! -If one army loses all of its Twinblades. With the Defences down. -Both armies should use Tesla Tanks against the incoming Paratroopers near their own bases. Fun Factor: 7. -Eliminate the remaining Soviets.legions of Conscripts entering the island via Bullfrogs. or an armada of Kirov Airships waiting to drop their payloads)! Or just send Natasha to where the Allied Ore Nodes are and have her laser-paint the Statue (be sure to have Aircraft near the Statue to allow her to actually see the Statue!). Two Dreadnoughts destroyed the Construction Yard along with the replacement one they sent. . It's time to strike back at those Commies! ----------------------------3.

The last major assault on Brighton is made up of Dreadnoughts and Kirov Airships (the Century Bombers will blow up the Dreadnoughts). and Multigunner IFVs are introduced. Have the Peacekeepers Garrison the indicated Structures. Opinion: Although it may seem like the Battle of Britain. They won't be any match for the Peacekeepers! Krukov's sending in more of his elite troops. This coast must be defended in order to prevent all of Europe from falling into Red hands. Capture the Coastal Guns on the western side and have Giles Capture the ones on the east. Overview: The Soviets are about to invade England through Brighton Beach. Giles arrives to assist in the defence of the beach. Put the Javelins into the IFVs. Century Bombers make a cameo. . One of these locations is next to an Allied MCV. ----------------------------3. There are more Peacekeepers pinned down all over the city. Multigunner IFVs. In response to this. Co-Commander: Warren. and Garrison them inside the Structures with the Peacekeepers. Notes: Peacekeepers. Opponent: Moskvin (Red). Javelin Soldiers. Difficulty: Medium. Krukov's forces consist of Infantry and Stingrays. Javelin Soldiers can now be trained. Javelin Soldiers. Attack Dogs. Once the city's clear. Have an Engineer Capture the Hospital to the south (it won't be attacked). Instead. Rescue them and they'll help fight back the Reds." Multigunner IFVs are now available.-Capture -Capture -Train 5 -Build 5 the Hospital. Fun Factor: 5. Train lots of them. it involves urban combat and coastal fights! With the provided Peacekeepers and Attack Dogs. Train as many as there are Javelins.22 >The Shark and the Lure< ----------------------------Location: Cannes. the MCV will deploy. Once the timer runs out. the Coastal Guns. flush out the Russians in the city. Use the IFVs and Javelins to bring down those Bombers! Putting Heads Together: -The Green and Blue armies will be provided with their own squad of Peacekeepers and Attack Dogs to liberate the town at the start. Train another pair of them. Engineers. the Soviets will send in their Paratroopers. -Try not to divert attention to each other's sides. 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. Have the Peacekeepers shoot up the Infantry and target the Stingrays with the Javelins (they'll be at the Guns). this is hardly an Air Battle.

it's up to the Green batallion to save the hostages in the Conference. Overview: In Cannes. There. -When Tanya is done destroying the first island. Once all buildings are infiltrated. so Tanya can swim north and send the Dreadnoughts to the bottom of the sea. Opinion: The first half of the mission is a Commando-Style mission. Guardian Tanks. The Vindicators can bomb the Defences if need be. The second half is pretty much destroying the enemy base. Tanya and the Spies should swim to the southeast island. 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. Riptide ACVs. Once the "island" objectives are completed. At the western island. Secondary Objectives: -Disable the Defences around the Airbase. Build up some Guardian Tanks and IFVs to take out the enemies patrolling the area. Send in a Spy in each docking building to have them set up the trap. -Get Tanya into the Port Authority Building. Spies. With Infantry. France. 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. Dreadnoughts are bombarding the city! The Soviets need to be driven out of this area.23 >The Famous Liberation< . Garrison the nearby buildings for protection. send in an Engineer to Capture the Naval Yard. These planes can bomb the Coils on the other two islands. have Tanya enter the Port Authority Building. -Wipe Out the Soviet Base. This will allow the production of Vindicators. While Warren targets the Conference Centre. Tanya should destroy the Reactors to the south of the island to disable the Tesla Coils surrounding the Airbase. where special forces need to sabotage small enemy compounds. Allied leaders are trapped inside the conference building because of Soviet occupants. Repeat the same for the eastern island. and Vindicators are introduced. The Akula Subs protecting the north Dreadnoughts are no more. Notes: Tanya. a Spy should infiltrate the Reactor so that Tanya can take out the Coil safely. -Secure the nearby Ore Nodes and Capture the Observation Post for further advantages. Also. Build up an MCV and use the extra Soviet technology against Moskvin (use the Bullfrog to transfer some Infantry to the islands to help out Tanya). the full Allied Arsenal will be available for use to take out Moskvin's Base.Primary Objectives: -Get Spies into the Port Buildings. -Save the Allied Leaders. ---------------------------3. and be on the lookout for any Crates. -Sink the Soviet Dreadnoughts. -Watch out for Terror Drones! Use IFVs with Engineers to root them out of any vehicles.

Notes: Dolphins and Hydrofoils are introduced. Have two Hydrofoils arm the Weapon Jammer. Tanya's trapped in the village to the southwest. Here's a tip from TeeWrench: "After destroying the first 2 Super Reactors there is also another one behind the War Factories. this is hardly a Naval battle at all! Instead. Establish a Base (and maybe some Walls). Take out the Super Reactor to the north. Tanya will be available for combat. Overview: The Soviets' HQ in Western Europe is in Heidelberg. Germany. Co-Commander: Lissette. Use Vindicators to bomb the Tesla Coils. Take this out to force the Soviets to sell their Flak Cannons and save you money on re-building Vindicators. Build a sizeable armada of Vindicators to bomb the Soviet Production Structures next to the Iron Curtain. Secondary Objectives: -Assist Agent Tanya. With the Iron Curtain gone. Bribe them with Spies to turn the battle around (or use Vindicators when there are no Spies available). and on the shores of the village. -Destroy the Iron Curtain. Fun Factor: 8. the HQ is vulnerable to attack. next to the base. it consists of a decisive land and air assault on the HQ. This will destroy the outer Defences of Oleg's main base. Advance and use the Weapon Jammers to disable the Tesla Coils. The best way in is through the river. and use them to destroy (or Capture) the Buildings around the place to save Tanya. -Destroy the Soviet Headquarters. Difficulty: Medium. the Soviets have an Iron Curtain in the region! Opinion: Although some important Allied Naval Units are introduced. they can still contribute . Opponent: Oleg (Red). -Destroy the Four Super Reactors. then send in all available troops to level the lower portion of the base. but she cannot be replaced in this mission. Unfortunatley. and the closest Super Reactor available." While this is going on. March up to the HQ and flatten it! Putting Heads Together: -Wait for the Hydrofoils to disable the Coils. -Although the Greens won't be able to control Tanya.---------------------------Location: Heidelberg. Have Lissette's Dolphins destroy them permanently. then use the Dolphins to destroy them. with many troops inside the walls. The Iron Curtain itself is heavily guarded. Primary Objectives: -Escort the MCVs. Send them in to destroy the Twinblades over the river with ease. Send in some Spies to bribe the enemies there. there are Apocalypse Tanks in the way. Beware though.

it'll come down to say hi to your new base. Here's a tip by Ryozo: "If you don't have Tanya and Natasha destroy the King Oni prowling the Rock of Gibraltar. the Empire of the Rising Sun has secretly been preparing for war! It seems that they're targeting both the Allies and the Soviets. Opinion: This and the following missions are joint Allied-Soviet missions. as well as the hangars to the west. Fun Factor: 7. Secure the Ore Nodes to the north and south (in the former Imperial Bases) to secure more funds.. Level the rest of this portion. Overview: While the Allies were fighting the Red Menace. use the Cryocopters to freeze them. Difficulty: Medium. The northern edge of the map is the Imperial Airfield. your initial trio of Cryocopters will arrive in time to put him on ice. you won't get the bonus objective until it falls to enemy fire. If you choose to subvert it with a Spy. When the Imperial Docks at Yoshiro's base have been destroyed. Notes: Cryocopters and Assault Destroyers are introduced. Send Tanya north and dispatch the many Imperial soldiers present. and use the Destroyers to sink her buildings. Ackerman's not willing to accept a "truce" with the Soviets. -Recover the Assault Destroyers. Opponents: Yoshiro (Orange). Use the Destroyers to level Kenji's base to the southwest. Primary Objectives: -Destroy the Hangars. so shoot the downed Jets to deal some damage to the base. Co-Commander: Moskvin. Level Yoshiro's northwest base with any forces available. To rescue the trapped Assault Destroyers (and Akula Subs). Secondary Objectives: -Eliminate the King Oni. Build up a few Defences. Kenji (Orange). DO NOT destroy the 'guard detail' yet. The city has some Garrisoned Structures.. -Destroy the Imperial Base. putting Tanya and a couple of Peacekeepers in the building at the bottom of the cable car run will put paid to the wave of infantry that'll show up. and bombing the Defences. and erect a Seaport next to Moskvin's Naval Base. Naomi (Orange). so order Natasha to bomb them. ------------------------3.24 >Enemy of our Enemy< ------------------------Location: Gibraltar. then attack them with any Units Bribing the enemies. more on this in a bit. so they have no choice to to team up with the Empire. making them fun to play on Co-Op. Either way. -Set Up an Expansion Base in the Southwest. Head up north to destroy the King-Oni Unit in the mountains. This is a joint Allied-Soviet mission. Fortunately. Naomi will ambush our heroes from the southeast! Use the Cryocopters to freeze any dangerous Units and Structures. .

build an Imperial MCV and set up nearby. Build 8 Striker-VXs and send these to hang out near the Soviet base with the remaining Cryocopters. back this up with a Turret. -Along with the Assault Destroyers. so use them wisely. Consider trading some of the Cryocopters positioned to bushwhack Naomi's task force for a Spy or two (disguised. the defence force you've set up should be able to handle most incursions. three Generators). If you followed my playbook and appropriated the base associated with the 'jail'. if he survived) in the nearest building. then slipping Tanya and some Javelin troopers into said area is easy: load them into a Sudden Transport." Putting Heads Together: -When controlling Natasha. keep in mind that the turret in the midst of the power farm is in AA mode. but having a Spy standing by to cause a temporary blackout can make things easier. The Imperials' attention will be mostly on your 'stolen' base. Garrison 4 Tankbusters. disguise it. you can train additional Engineers to claim everything else.Behind the imprisoned Akulas and Assault Destroyers is a small Imperial base (Mecha Bay. just keep in mind that if left alone they'll wander back to their original positions. you might be able to sieze the Dock before the Soviets wreck it. she does so with no anti-air assets. the patrolling Strikers did not go airborne. 3 Warriors. Use them (and the Ultratorpedoes) against Naomi's strike force. If you try to sneak in Strikers and/or Cryocopters to support them. Once everything is set. That Shogun will come in quite handy for decimating the outer defences of Yoshiro's base. and slip into Yoshiro's base via the eastern entrance. you'll end up having to send it on a suicide run for the bonus objective. whoever is subbing for Moskvin can try having Natasha. and a Shinobi (or the Spy. When Naomi comes to say hi. You can bribe these as well. of course). and on Hard the ones near the Refineries might switch over as well. Oddly. Should you have opted to subvert the first King Oni. but having some Tengu flying top cover is wise. -------------------------------- . Those same aircraft can also wreck the objective Structures in the main base (watch for enemy Strikers and any Turrets which actually switch to AA mode). use her to take out any Garrisoned Buildings. If you're playing co-op. uh. Clever use of a Spy will net you a couple of Tsunamis and three Tengus. these should be able to suppress this base until you can bring an engineer to capture the Dojo. along with some Tsunami and Tengus. Upgrade everything. Refinery. Moskvin fails to do this. Dojo. have the Cyrocopters freeze the Shogun before it causes too much grief while your choppers lay out the unwelcome mat. Docks. Bring over one of your Cryocopters to help. If you're quick. stage the jailbreak. These are the only Akula Subs available. the Akula Subs will also be rescued when the Defences are gone. Notes: If you captured the Docks (or felt like building your own) feel free to have 4 Naginatas added to the abovementioned unwelcome mat. Yoshiro does not seem to pay much attention to rear-area security. Bonus objective #2 is guarded by two more King Onis. From there. make the battleship available. -Be sure to build a Barracks and a War Factory to provide ground support.

Do the same for the northern island. Co-Commander: Zhana.3. and Century Bombers are introduced. Keep an eye out for Cash and Health Crates. Aircraft Carriers will also be available for production. -Capture the Generators. Opinion: Another Allies and Soviets mission. Once the Salvaging is finished. sink the second Radar Ship. use the Aircraft Carriers to bomb the Defences surrounding the two Cores. Secure it once it's safe. Apollo Fighters. Secondary Objectives: -Destroy the Generators. Have two Hydrofoils switch to Weapon Jammer mode. Here's another tip by Ryozo: . Tanya needs to clear the way for the Engineers to Capture the Generators. Escort her to the Radar Ship and have her sink it. 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. and have the Century Bombers drop in some Engineers next to them. -Capture Both Fortress Power Cores. the Spies must deactivate the Generators so that Natasha can get close enough to them to destroy them. Capture the two Cores simultaneously (or almost. this battle focuses primarily on the waters. Primary Objectives: -Protect the Salvage Ship. and start pumping out Hydrofoils and Assault Destroyers. Build some Defences around the Base. Difficulty: Medium. Overview: The Japanese have a floating fortress in the waters. Build a Boot Camp and Armour Facility on the island and secure its resources. Notes: Aircraft Carriers. Together.25 >The Unfathomable Fortress< -------------------------------Location: North Sea. Here's a tip from TeeWrench: "If you don't build a Seaport." For the Floating Fortress. so let them do some work too). the Allies and the Soviets can work together to bring it down. Fun Factor: 8. Use the Navals and Aircraft to destroy the Imperial forces near the eastern island. Opponent: Naomi (Orange). When all of the Generators are Captured. -Destroy the Second Radar Ship. -Destroy the First Radar Ship. blocking out access. at least). Don't worry about the rest of the fort's inhabitants unless it's for fun. This is a joint Allied-Soviet mission. the empire will not attack you with Shogun Battleships. Another similar situation occurs with Tanya and four Combat Engineers. 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.

another nasty trick is to park a Spy next to each of the pair of Shoguns standing guard. -Wait for the Spies to disable the Generators. -The Soviets have all of their technologies (minus the Apocalypse Tanks. -Try to Snipe the Naginatas with Natasha. then spend $2000 in a highly amusing fashion (be sure to clear the area of Burst Drones with Apollo Fighters). Instead." Putting Heads Together: -Use the Bullfrogs to attack Aircraft."It might be worth the effort to systematically eliminate all the Imperial mining operations. -Go ahead and Snipe the Radar boat. and the Stingrays against the Cruisers. Primary Objectives: -Destroy the Com Tower. Opponent: Ackerman (Purple). Kirov Airships. If you capture this. so you'll have to guide the raid force the long way around to circumvent the defences. Secondary Objectives: . This includes Allied Armour as well. ---------------------------3. -Keep in mind that Twinblades can carry Armour to the front. Destroy the nearby Turrets. Moving your construction yard onto land at the earliest opportunity is a good idea. -Destroy the Rushmore Firebase. Once the Spies have gotten you your new battleships. thus vastly cutting their income. Use the Dreadnoughts to bombard the enemy Defences and use the Bullfrogs to launch some Infantry into the Fortress. Two of these are 'behind' the fortress. you can produce all sorts of Imperial naval units (save for the MCV). so feel free to transfer any Guardian Tanks if need be. Co-Commander: Warren. it's possible to be swarmed by Yaris. then smash it with Natasha (she'll get killed if she tries to take out the Generators before sabotage). -The aforementioned Spies can take control of the Naginatas. Difficulty: Hard. Consider sparing one of the Docks (eliminate any nearby Turrets and be sure to account for all roaming Imperial assets).26 >A Monument of Madness< ---------------------------Location: Mount Rushmore. redisguise them so they can proceed 'inland' to act as forward observers. Warning: If you're not careful. Try it out! -Don't rely on using the Combat Engineers in actual Combat. allow Tanya to clear the way. -Try securing the island to the northwest as the Soviets. If the Allies happen to run out of Spies. more will come to Natasha's aid. Fun Factor: 8. -Eliminate the President. and Superweapons). With all roaming Imperial assets out of the way.

Ackerman's Limo is guarded by a squad of his Apollo Fighters. This will allow Tanya to blow up that pesky Turret (along with the Peacekeepers). Also. The Captured Boot Camp will be under Blue Control while Warren takes the Base to the east. so approach the Centres once he's far away from them. The Centres need to be Captured (after Ackerman's reached them) to prevent the heads from firing lethal lasers across the map! Use the Century Bombers to drop in Engineers to the Centres. but at least now the alliance between Allied and Soviet nations still stands. and is attempting to escape! His Limo will head to the nearby helipad next to those two pesky Turrets (or where they used to be). Secure the nearby Oil Derrick. Notes: Mirage Tanks are introduced. Use Vindicators to blow up the Turrets at the helipad between the Blue and Green bases. A helicopter will pick him up and carry him away! Use Mirage Tanks to ambush his Limo. Mirage Tanks are also available. President from a'firin' his lazor! Ackerman's Limo is heading to the fire base (he'll have to circle the map twice to get there). Have the Spies deactivate the Power so that the Centuries can fly safely. Be aware that when Ackerman climbs into his chopper. Blow up the Power Plant and have Warren Capture the Boot Camp. so it's up to the Allies to prevent Mr. With the Power Plant down. so have Tanya flush out the enemy guards and topple the Tower. and he's telling his men to fire the weapon anyways if he gets killed. Don't try to blow it up just yet. Ackerman's reached the first Control Centre. Try destroying every single Power Plant in the base to shut off the base's Power permanently. Overview: It seems that Mr. Once the area is clean of Production Structures. since there's a lethal Turret next to it. Instead. Build a group of Century Bombers and have the Spies hang out next to the Fire Base's Ore Refineries. At this time. When all the Dogs are dead. Co-ordination is key to completing this mission! Have Tanya kill the Attack Dogs patrolling the Radar Tower. some Javelin Soldiers will appear on the helipad (eliminate them with Attack Dogs or Tanya).-Destroy -Capture -Capture -Capture -Capture the the the the the Power Plant. have Warren send in a Spy to infiltrate the Power Plant. Beware. The Boot Camp is outside the Construction Yard bounds. The Spies can steal the Resources from the Refineries or deactivate the Power in the northwest portion of the Base. there isn't any water here. destroy the Fire Base! The President's not pleased. He needs to be stopped before he breaks the alliance! Opinion: I never would have thought Allied forces would fight each other. President has targeted Moscow with a huge weapon in Mount Rushmore. the Turret next to the Tower is no longer a threat. he's heading there in person. head to the Power Plant in the north. so build another one next to it in order to produce more advanced Infantry. or use Apollo Fighters to shoot his helicopter down. Since Ackerman cannot transmit the launch code to the base. Have them sabotage the Power so that the Century Bombers can blow up parts of the Fire Base. and kill the Attack Dogs patrolling that area. Lincoln Head Control Centre. so a mass attack can be conducted when the Power is out (the Spectrum Towers will go offline as well). A giant lazer cannon is popping out of Rosevelt's hair. It's a tragic day for the President. so forget about Naval combat. Jefferson Head Control Centre. Boot Camp. Washington Head Control Centre. .

You can build on your ally's territory. build an Airbase and upgrade to Heightened Clearance. dont waste time trying to destroy Airbases to stop the Apollos from guarding the President. This means you have all the time in the world to harvest loads of ore. Be sure to destroy any Power Plants being rebuilt within the other areas of the fire base. so place a line of anti-air Turrets a bit away from the Limo. 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. and just 2 chunks of Debris will kill it.Here's an alternate strategy from Caael: "Basically. However there's a drawback. build 2-3 Cyrocopters and send them over and freeze the President's Limo. build an Armour Facility and create an MCV. Send these Vindicators east to destroy the 2 Turrets. a fleet of Mirage Tanks on aggressive stance and turn that place into rubble. fill the Airbase with Apollo Fighters. You'll need about 20 of them to destroy any Fighters that come near before reaching the Limo. the mission should be very easy because you dont have pressure on you because the Limo is frozen. The guarding Apollos are a scripted event that come from outside the map. the only place where they have any power facilities. One last tip. because you'll have reached the stage with the frozen Limo around the area of the map where your allies are. destroying Airbases won't do anything. So now you'll be wanting to build some anti-air turrets of your own. If the Limo isn't frozen by the time the Limo has reached the first control centre. as it's a smaller target for debris to hit. 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. If I've taken long enough or teched up fast enough. This means that you have as long as you like to complete the mission. Also. Send over the Apollo fighters to the Cyrocopters and place them just in front. and build another Airbase with some Vindicators. this tactic eliminates the time limit. and place it somewhere near your current base. and keep building anti-air Turrets until enemy Apollos dont even reach the Copters. it helps to use one Cyrocopter to shrink the Limo as well. I then send many bombing runs to annihilate these Power Plants as quickly as I can. Once you've finally build up all of this. make a huge army and go and destroy the base. The reason for this being that every so often. instead of being fried by lasers. This is just me being paranoid though. I tend to take out the first two Turrets near Ackerman's Helicopter landing pad . because if any debris from destroyed Apollo fighters or Copters falls on the Limo. As soon as you can." Another tip by Krall: "After forcing Ackerman to have to manually drive to the control base and the second part of the mission begins. so you wont need that many. While building up anti-air Turrets. they damage it. Once this is done. You want to keep the Fighters quite a distance from the Copters. While Heightened Clearance is researching. It then leads the way for you to crush the main base with little worry of the Defences coming back online. Ackerman sends out his own Apollo Fighters to protect the limo. Keep repairing your Fighters in your ally's Airbase. Use the extra production tab to make some Spectrum Towers to keep away any enemy raids on your base.

but the thing comes to a dead stop for a good 15-30 seconds. Send some of them north to Capture the Oil Derricks. The final strike against the Empire. Difficulty: Hard. Fun Factor: 9. and I'm honestly surprised why it hasn't. -Take Out the Imperial Military. --------------------------3. At this phase. If the major facilities in Tokyo are destroyed. It's best to have them waiting to be deployed well before Ackerman gets there. Primary Objectives: -Hold out for Soviet Reinforcements.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. the key factor in this entire strategy that can be introduced to an existing strategy for this level." Putting Heads Together: -When controlling the Spies and Engineers.27 >Forever sets the Sun< --------------------------Location: Tokyo. Notes: Athena Cannons and the Chronosphere are introduced. Capture the Boot Camp when this is done. It's quite simply the best way to buy you time in this mission. The same 'internal timer' glitch may happen as well. but make sure to NOT have the Bomber close enough to blow up the Limo from simply getting to close to it. -Try to use Cryoshots whenever possible (but not at the same time). Keep hammering that Limo with it! You do zero damage. Finally. try to Capture the nearby Oil Derrick as well. You can also potentially "'glitch' the limo if you fire it right when he's already paused to activate a Control Tower. -Use the Engineers to Capture the nearby Structures in the abandoned Base. since the Allies need to harvest as much time as they can before the . Secondary Objectives: -Destroy the Imperial Blockade. Opinion: Don't bother trying to complete the Secondary Objective in this mission. Tatsu (Orange). Opponents: Shinzo (Orange). -Transport an MCV Across the Harbor. then infiltrate the Power Plant so that she can get close enough to blow it up. This sometimes counter-glitches and an internal timer takes over rather than Ackerman actually needing to physically reach the site. Cryocopters are also a valid strategy to buy some time. -Sink Prince Tatsu's Fleet. The game will remember the last command 'forward' and he'll beeline himself into a wall. Overview: This is it. The Allies must hold off their position until the Soviets arrive. the Empire will be powerless. wait for Tanya to dispatch the Dogs. The Cryoblast. but they'll get shot down pretty quickly. though. Co-Commander: Lissette. I then simply use that same bomber and have him return immediately then send another Engineer to begin circling the next Control Centre.

While this is all going on. 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 SkyWings and have the Cryocopters freeze the Naginatas for a quick kill). so use the Athena Cannons and Vindicators to topple the Wave-Force Towers. 8 put paid to a Dock). the Japanese fire their Psionic Decimator. The last target is the Mecha facility island. so stay alert. Use Vindicators to annihilate the cursed structure. Once time runs out. Be sure to have the Vindicators and Apollos fly to the northern edge of the island with the rest of the troops. The Military Headquarters in the west is the next target. 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. as well as Peacekeepers and an Engineer. Again. take them out first). Hold off against the Imperial invaders until time runs out. A ground assault should be able to flatten this area. and send in Tanya to wipe out the base (watch out for the Towers to the south of the base. Once you've dealt with nearby Turrets and Burst Drones. Use the Chronosphere to transfer the MCV and as many other Armoured Units on the island to the northeastern corner of the map. 3 will do a Turret.timer stops. Leave the Cryocopters behind. Those rotten Soviet cowards didn't decide to come after all! It's up to the Allies to deal with the Japanese. do so. Build up two Airbases on the new Base and fly the Vindicators and Apollos to this new location ASAP. Build up some Defences on this location. and putting it out of commission. The next-highest threat is the training facility to the south. and a pair of Cryocopters. perhaps the most elegant way to destroy the Superweapon farm is to send a Spy over to bribe the two King Onis on guard duty (don't let it wander too far southwest!). Now here's why I'd sell my Structures. as well as any key Structures in this base. Lissette's glad to be part of this operation. Here's a tip by Ryozo: "Aside from the Turrets. Yes. destroying almost everything on the island (hopefully. If you can put up a third Airbase (for 12 Aircraft total) quickly. use a combined force of ground and Air units against this fortification. the Imperials try to set up Dojos and Mecha Bays on your starting island. Destroy all of the Imperial forces arriving on the island. One stays inside the perimeter. Lissette should remain on the island. deploy it near the Ore Node. Priority two is blowing up the Imperial Docks to the south. This will be one of the hardest missions yet. Use the Century Bombers to annihilate the docks. Build a fleet of Vindicators and Apollo Fighters. as the Japanese will send in their strike forces. Taking out the Naval base to the far south should be performed by Air forces. you can destroy the naval blockade with Vindicators alone (with the Aeronautics upgrade. Taking down the Superweapons to the west is priority one. Once you reestablish your base. Train some Guardian Tanks and Javelin Soldiers. sell all Structures (except for the Construction Yard) after building a sufficient amount of Riptide ACVs. If the Prospector survived. you'll want your Spy to grab the two . feel free to capture these if you can. all ground troops survive this attack). but you have get on this right away and keep at it. the other tends to make circuits with occasional trips inside.

Upon capturing enough Imperial structures. If you've done this. Difficulty: Hard. so it's worthwhile to have enough extra power for all three so you can stagger them. and use Aircraft. -------------------------3. Co-Commander: Giles. For holding off the island. and strike in this direction first. Alternatively. -Destroy the Soviet Base. -Locate a Soviet Base. as noted. Yes.battlewalkers when they're close together. . avoid using Naval forces until the Naval base to the east is destroyed. Rocket Angels. especially when holding off on the island. the Allies can create their own Navy without any pesky Imperial vessels! -Be aware of the wall of Wave-Force Towers guarding the coast near the Training Dojos. Primary Objectives: -Investigate Havana for Soviet Activity. the AI forces [do] use their support abilities. Relieve the farm of its turrets and [capture] one of the Psionic Decimators (if you have the juice to support the other two as well. -The Docking base in the southeast is a high-priority target. After capturing the Decimator. play it defensive. Without it. Fun Factor: 8. There's a few Shogun Battleships stationed near the Docks in the southeast. the only things left will be the Sea-Wings! -When on the island. Secondary Objectives: -Bribe 10 Soviet Units." Putting Heads Together: -Decide who will transfer to the island. all of them willing to 'fight for the winning team'. Capturing the superweapon farm is very possible. build lots of extra Power Plants in addition to everything else. -Destroy the Kirov Launch Facilities. watch for 'unwelcome mats' in the form of Final Squadrons.28 >The Great Bear Trap< -------------------------Location: Havana. note that Imperial tier-3 tech is unavailable. but. Just remember that the Psi Decimator cooldown is a whole ten minutes. Opponent: Oleg (Red). Notes: The Apocalypse Mirage Tank can be used. of course you'll have to sell them off after destroying all other objective targets. capture the Nanoswarm Hive (taking the Nanoswarm Hive first will prevent the Decimator from being used). go for it!). and Balloon Bombs. you can always capture the one situated to the west of the superweapon farm. You can't produce Imperial MCVs either. -Do Not Let a Kirov Leave Havana. -Cryocopters can make defending the island much easier! -If both armies use their Chronosphere on Tatsu's fleet. Bomb them. even if you have all the prerequisites.

Bribe the Infantry divisions ahead. use Cryocopters to freeze the facility. 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. -Secure the Resources to the northwest. then Bribe the Apocalypse Tanks when ready.Overview: According to Dr. and only move when the Blue forces are ready. then Bribe the Infantry blockade on the road. the Allies will win. time traveling caused Castro to become a Dominican insurance salesman. the Soviets were planning to betray the Allies after all! They're setting up a base in Cuba. build a fleet of MiGs to accompany the Apollos while they hunt down the Kirovs.29 >The Moon shall never have them< ------------------------------------Location: Leningrad. When using its Gap Generator. along with the next mission. In this position. then secure the Nodes. the Carriers might as well bomb the rest of the Soviet Base. Eventually. Capture the Construction Yard and start repairing it ASAP (or sell it for additional funds). and Capture the Crane and War Factory with the Engineers. ------------------------------------3. Giles certainly had fun playing around today! For the steamrolling type. Zelinsky's information. and then build a Seaport. it is automatically disguised as an enemy Unit. then sell them (or ignore them). then bomb it (or just have a single unit keep attacking it once the area is completely empty)! Have Giles clear out the base in the northwest. then secure its resources. Kirov Airships have been smuggled on the island instead of nukes. so use it wisely. Putting Heads Together: -With the Mirage Tank. is guaranteed to have players on their toes. Beware of any Dreadnoughts and Akula Subs that attack the Green Base. At the Soviet Base. Due to the Soviets erasing Einstein. . have a fleet of Destroyers and Aircraft Carriers target the Naval Base to the north to prevent any pesky Soviet fleets from attacking. Stick together. With the Soviet Technology. Additionally. If any Combat Engineers are left after examining the base. -Use Hydrofoils to keep the Kirovs out of the skies. -The Soviet Naval Yards are a high-priority target. Bomb the Refineries in the sea to the south. Garrison any combat Infantry inside the nearby buildings to take out that pesky Bear. bring them back to the Blue base and construct some Battle Bunkers. putting Oleg in charge of Cuban operations. Avoid the incoming Hammer Tanks. Giles will make sure that no Kirovs ever escape Havana. Only the best can pass these two missions! Have the Spies bribe the Engineers and Bullfrog while the Attack Dogs stay inside the cover of the Mirage Tank. Once the Anti-Air on the southeastern island is absent. Use the Apocalypse Tanks and all other Units to fire upon the rest of the base. take it slow. Opinion: This. Keep sending in Century Bombers to bomb the facilities one by one. Build a fleet of Apollo Fighters and Vindicators.

Be sure to deploy WITHIN THE CIRCLE OF BEACONS. The city's fort must be destroyed to bring defeat to the Soviets! Opinion: This may very good reason why! There around! The time limit mission in the game is well be the hardest mission in the game. and the Soviets aren't planning to play depends on the difficulty. and then teleport some Tanks or Engineers there (if the Collider is not available. Or try using IFVs. or use Athena Cannons to blast the buildings down! The former can also be used to destroy the Super Reactor without many casualties. Beware! He'll send in a group of Terror Drones to that location when he's building the Imploder! Bomb. and make a fleet of Vindicators. and Riptide ACVs filled with various types of Infantry. 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. Overview: The Soviets have retreated to the one place they think is inpenetrable: Leningrad. use a Time Bomb on the Tanks. Use the Mirage Tanks to clear up this area (if any of them get badly injured. Use the Bombers to help the ground forces level the bases to the east. Warren will take on the bases to the west. -Clear the Plateau of Soviets. It may be a good idea to garrison some Javelin Soldiers in the other buildings. Build up a sizeable force for defence (or use the Mirage Tanks provided in the start of the level to level the War Factories to the east to prevent the Soviets from constructing overwhelming armies!). and there's a is a time limit. Along with these targets. the Airfields are completely vulnerable to an attack by some Mirage Tanks! The only threat that remains are the Twinblades. or capture the two Superweapons. The Chronosphere can be used to teleport Mirage Tanks. Krukov (Red). Avoid any Hammer Tanks and deploy it. What resembles the first now the hardest! Escort the tiny MCV to the open space to the east. The Airfields to the mideast is one of the biggest threats. Secondary Objectives: -Destroy the Vacuum Imploder. It needs to be destroyed. Opponents: Cherdenko (Red). -Unpack MCV 2 at Chrono Drop Zone 2. Co-Commander: Warren. Use the Proton Collider and the Chronosphere as many times as possible. Order Warren to fire his Collider on the base. be sure to have a squad of Apollo . Beware of Natasha hoping to get the jump on our heroes on the eastern end! Use the Mirage Tanks to kill her off with prejudice.Difficulty: Insane! Fun Factor: 8. try to give them a bit more experience in order for them to heal). One of the Iron Curtains is guarded by Flak Troopers sitting inside the surrounding buildings. -Destroy All Seven Iron Curtains. so have the Tanks remove those Flak Cannons and have the Apollo Fighters down the helicopters (be aware of those MiGs!). ambush. and then use a Surgical Strike on the Apocalypse)! Other than the Tanks. Primary Objectives: -Unpack MCV 1 at Chrono Drop Zone 1. Notes: The Proton Collider is introduced. Apollo Fighters. and Century Bombers. -Destroy the Leningrad Fortress. Krukov will deploy his Vacuum Imploder in the northeast next to the nearby Iron Curtain. so they need to be destroyed.

as they might be sneaking to the Allied bases without warning! Try to destroy the Naval yards to the north whenever possible. chrono her onto the island. etc). any reminder might be able to slide out the eastern exit and attack the airbase from 'behind'. this is almost certainly a suicide run." Here's even more tips by Ryozo: " * Teleport a Riptide full of Engineers instead of a pack of Mirage Tanks to the 'rear' Iron Curtain right after the Vacuum Imploder comes online . the Construction Yard and Imploder. Then quickly build an Armour Facility to repair them. Keep in mind that you still have to sell it later on as it is part of the objective to destroy all Iron Curtains.Fighters to fight off those cursed Kirov Airships. 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). I suggest using the Collider or Time Bomb to soften them up. Here are some tips from TeeWrench: "Try to save the Mirage Tanks you get early in the game. you can put Tanya in an IFV. 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. and let her out to C4 the shuttle for a quick finish!" Here's another tip by ba12348: "After I built the Chronosphere I used it to send 6 Mirage Tanks to the base on the far side of the map (where Krukov builds the Vacuum Imploder). and can be destroyed by a fleet of Century Bombers. 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. * If you opted to send a Mirage pack to deal with the 'rear' Iron Curtain and Vacuum Imploder (you might want to have them kill off the Apocalypse first!). If you are a Co-Commander (or you want to help out Warren). . Swapping out one of the Engineers for a Spy (make sure to Disguise him before embarkation) will allow you to subvert the Apocalypse. 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. and watch for Dreadnaughts in the harbor that will destroy your tanks. Time Bomb.the idea being to capture and immediately sell the Superweapons and Construction Yard. destroyed the Iron Curtain. 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. though with all the Twinblades about. 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. almost before it was done building. they are near the docks. If you try this. For the shuttle.

If you've captured one of the eastern War Factories.along with an Air Field. -The western bases hardly have any Anti-Air weaponry! -Like the Blue boys. A man resembling David Hasslehoff becomes the new President (and he misses good old Ackerman). If you move quickly (and this is hard to do while pressing on the eastern front) you can purge the nearby canal of Dreadnoughts. Ore Refinery. with the Vacuum Imploder right behind them. Take out those Kirov Airships defending the Fortress with Apollo Fighters. do so. * Contrary to TeeWrench's strategy of using your initial Mirage Tanks to eliminate all four War Factories to the east of your base. and Airships. both units' constant fire will come in quite handy for cancelling the Soviet leadership's jaunt into the Big Black. consider pressing forward under good AA cover (Bullfrogs and garrisons) to capture the nearby Air Field (mentioned in tip #2). If you can build an MCV from it. warp in the IFVs and Riptide. and it's heavily guarded by Cherdenko's finest ships. and Super Reactor . seed the buildings to the east of your base with Javelin or Flak Troopers to supplement your Apollo Fighters (this also sets up a nice trap MiGs can be drawn into). * There's no good reason to let the Soviets have all the fun with Twinblades and Kirovs. Nabbing the Battle Lab as well should make Apocalypse Tanks available for production as well.has no ground access and only three Flak Turrets in the way of fixed Defences. Battle Lab. and bomb this location. raze his Air Fields first. the latter can be dealt with by a couple of Cryocopters and a sole Vindicator). so freeze it with some Cryocopters. there are some powerful Tesla Tanks in the way. While it's not as heavily guarded as the eastern side. Yes. Or try using Tanya and have her demolish the structure with a single entry! Do whatever it takes to destroy that shuttle! Warren salutes and says goodbye. It's a happy ending! Putting Heads Together: -The Green army should focus on the west side of the map. In addition to the former being good for hunting down the Dreadnoughts (don't forget to clear the skies of MiGs!). you'll want the Crane as a forward repair point." Once the Iron Curtains are destroyed. vehicles.* Combining both of the above makes it [capture] the entire 'rear' base! With nearby to keep them in shape!). * If you're playing co-op here's something for the chap filling Warren's shoes to consider: the minibase containing the northwest Iron Curtain . they can hurt!). and claim everything so you can slide Twinblades along the north edge of the map and have them in position to bushwhack Krukov. so watch out. the Fortress can be damaged. . the biggest threats to your starting base will be (again) the Soviet air forces and the occasional Dreadnought. For the former. it's very possible to chrono in a Riptide full of Engineers along with some IFVs to deal with said turrets and any Kirovs which happen to be about (I've never seen Twinblades here). The major threats to this the odd Dreadnought. and Eva and Tanya ask out for a date. capturing one will let you bolster the ground assault with Hammer Tanks and Bullfrogs. the Chronosphere can be used to harass the western bases (beware of those Tesla Coils though. * With the War Factories accounted for. It's still strong without the Iron Curtains. secure position are the Soviet air forces and theoretically possible to actually an Apocalypse and Mirages (build a Crane both bridges. Should you accomplish this setup.

getting destroyed. -Destroy the Soviet Navy at Harbor. However. this time carrying Tankbusters (Imperial Warriors for Shinzo's forces). Primary Objectives: -Destroy the Reactors. so try not to lose too many Units! Be sure to find the Shinobi! Before rushing in and Bullfrog on the river the Imperial Warriors to the Reactor on the other Reactor. ======================== 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. -Capture the Hospital. and Yari Mini-Subs are introduced. Use Final Squadron to take out the Another Transport arrives. Find and destroy the Barrackses. Difficulty: Easy. -Destroy the Statues around the Square. Send it in and unload to the west. Opponent: Oleg (Red). Avoid the Desolator Strikes on the rivers while doing so! -The Iron Curtain field around the fortress can also apply to any ground unit that comes into that field. Sudden Transports. a . Ambush the guards and escort the Tankbusters hill to the west. Fun Factor: 6. Capture the Hospital in the middle of the village. Tankbusters. Some Engineers will arrive. Garrison a building for cover.31 >The Death of Father Frost< -------------------------------Location: Vorkuta. Notes: Imperial Warriors. -Bring Down the Tesla Coils.-The Green base is closer to the shores. disguise the Sudden Transports as the (be sure it's disguised first!). then explore the village. Blow up the Coils and Bullfrogs for fun. Co-Commander: Shinzo. including Allied ones! Aircraft Carriers can easily bombard the Soviet Naval Yards from that position! -Try sending in a group of Mirage Tanks via the Chronosphere to take out any inaccessible bases. Engineers. When encountering a Tesla Trooper. There's no bases to control. Overview: While the Soviets are celebrating New Year's Eve. and destroy all the Statues in this area. the real meaning of this year's celebration will be the invasion of the Japanese! Opinion: The first Imperial Campaign. allowing the Allies to build Naval forces if they so desire. Shinobi. The Shinobi are hiding in a building next to the western bridge. Secondary Objectives: -Destroy all of the Barrackses.

avoiding Bears. and target the Reactors to bring those guns offline. Use them to destroy the first Reactor. Here's a tip by Ryozo: "As you know. Bring a small force to suppress the base. Establish a Base and destroy the Monument to the west. The Mini-Subs will arrive once the Coils are down. Secondary Objectives: -Destroy All Soviet Monuments. Opinion: In the entire game. so use them on the other Soviet Structures! There's a Super Reactor in the southeast. It is heavily guarded by Sentry Guns (they are more lethal than they look) and Aircraft. The basic Armoured forces of the Empire are introduced. with a couple of Engineers to sieze the Construction Yard and Barracks. WARNING: you [must] capture the Super Reactor before the War Factory . Mecha/Jet Tengu. They can be toppled to bring down the Russians' morale. the Soviet base can be easily approached by following the train line along the northern edge of the map. Deploy the MCVs at the indicated location on the Radar. Destroy it and the nearby Monument. this is the ONLY mission where we fight Zhana (excluding Skirmish games). Putting Heads Together: -The Green squad will start off with Tankbusters and will get Imperial Warriors after destroying the Reactors. More can then be trained to take the rest of the base. Use them to finish off the Soviet Navy.. Notes: Burst Drones. as well as the Coils and Bullfrogs. Transform them to shoot down the Twinblades.32 >To Conquer Shattered Spirits< ----------------------------------Location: Stalingrad. Zhana's Base is to the northwest. The Volga River is also needed for the Japanese to transport some mysterious cargo to Odessa. Fun Factor: 5. Send in all forces to clean up the enemy ground Soviets. so a Sudden Transport ambush is the way to go! Flank around. Overview: The Russian city of Stalingrad holds many Soviet monuments. Opponent: Zhana (Red). Collect the nearby Crates and do the same for the Monuments to the northeast. ----------------------------------3. Co-Commander: Kenji.when you capture the War . and Tsunami Tanks are introduced. which isn't really doing anything. Use the Mecha Tengu to shoot down the Flak Troopers at the edges of the river. Primary Objectives: -Establish a Base.. -Defend the Transports. Difficulty: Medium. -Destroy the Mother Russia Statue.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. -Try capturing some of the Soviet Structures for extra cash and troops.

and you can't build the Super Reactor. Fun Factor: 5. The Executioner has been unleashed! It feeds off of the Tesla Weapons for health. . When all of those targets are destroyed. Krukov (Purple). Once they get there. just work together and try out Ryozo's tip with less pressure. Use the Chopper VXs to take down any marauders attacking the Transports (these include Stingrays and Akulas). the Soviets sell everything else off. the Ultimate Weapon of the Empire will be unleashed! Opinion: With the Executioner. Difficulty: Medium. Breach the wall and demolish all of his Production Structures. so defend it well. Use it to annihilate the Artillery Bases and Landmarks as well. Putting Heads Together: -There isn't many unique things the Green team can do. Overview: The Transports from the last mission are shipping their goods to the Japanese warehouse in Odessa. -Actually. this mission is pathetically easy. -Destroy the Artillery Bases.Factory." Secure all of the Ore Nodes on the Map. head for Krukov's Purple Base to the northeast. -Destroy the Soviet Bases. as Zhana will send in Apocalypse Tanks and Twinblades. but cannot attack Aircraft. Once all the Transports are through the river. Co-Commander: Kenji. use it to destroy all of Moskvin's Red Bases on the lower portion of the map. assemble a group of Hammer Tanks. The Shogun Executioner can also be used. The Transports will travel through the northern river. especially if they can all leech a second weapon off of one of the Apocalypse Tanks. ---------------------------------------3. then his HQ. the mission is won. Make them land near the warehouse to take down the Twinblades. Before destroying the key monument nearby. Notes: Striker/Chopper VXs are introduced. Opponents: Moskvin (Red).33 >Behold the Mighty Saint of Swords< ---------------------------------------Location: Odessa. Build lots of Tsunami Tanks and Tengu. Primary Objectives: -Escort the Transports. as well as other dangerous Units for revenge on assaulting her home city. Putting Heads Together: -While escorting the transports. they'll come in handy to help deal with Zhana's interceptor force. While Kenji provides support. Secondary Objectives: -Destroy the Landmarks. The only hard part is escorting the Transports. be sure to build up additional Chopper VXs.

The Allies will be using Naval city. The Allies will set up some MCVs at the doorstep of the island. the map. -Try not to get in the way of the Executioner's legs. This bonus objective should not come online until all the arrays are captured. Use the Tengu to shoot down any the Naval Units. Build up Tanks and Tengu. * The two 'ports' in your area of responsibility each come with a complement of repair drones. After some time. as well as some Subs. -Secure any Oil Derricks. . 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. Ore Nodes. some Naginatas will arrive. Keep defending against the enemy. consider leaving them alone until you have appropriate Defences in their vicinity (in the interim. Their primary task is to destroy any Aircraft attacking the Executioner. ----------------------------------3.34 >Graveyard of a foolish Fleet< ----------------------------------Location: Pearl Harbor. Difficulty: Hard. Use them to help beat back the invaders. Opponent: Warren (Blue). -When controlling the Executioner. Opinion: Another side effect of Zelinsky's time machine. Here's some tips by Ryozo: " * If you're having trouble with defending the long-range sensor arrays. Fun Factor: 5. the Green guys have a functional Base. Notes: Naginata Cruisers and Shogun Battleships are introduced. so build up some Striker VXs and Jet Tengu. and have the Subs attack western entry points on the island. Secondary Objectives: -Capture the Long Range Radar Towers. Co-Commander: Naomi. -While the Orange army only controls the well as Tengu to take down the Twinblades. save the Cash Crates for the Green army. Fire at them before they deploy. 2-4 disguised Sudden Transports make handy 'cameras'). and Cash Crates. -Destroy the Allies' Assault Base. -Defend the Long Range Radars. Many of the Empire's finest Naval Units are introduced. Deploy the Defender Cores near the a sizeable ground force of Tsunami Capture the Radar Towers to reveal Forces and Air Drops to attack the Aircraft. Primary Objectives: -Defend Pearl Harbor.

By using disguised Suddens as forward observers. Secondary Objectives: -Escort the Engineers to the Power Cores in 3 Minutes. they were also attacking the Black Tortise Fortress near Japan. The Rocket Angels' Paralysis Whips will be able to stop the MCVs while the Naginatas blow them up. * Naomi will take two of the arrays. * Warren makes good use of Cryocopters . even if Naomi found herself being roughly handled. Fun Factor: 7. Use the forces provided to stop any MCV convoys from getting off the map. which will be of great help in dealing with the Cryocopters Warren will field in quantity to make life for your Navy miserable (besides. for if they do. Use them to destroy the Allied forward base in the northeast from afar. Warren paid the monuments scant attention. -Repair the Fortress Power Cores. -Protect the Fortress Power Cores. Notes: Rocket Angels and Sea/Sky Wings are introduced. ----------------------------------3. the weapon jammer is always handy). Tengu are capable of doing that.this is why you delay sending in your Shoguns until you can add Hydrofoils to their escorts (this is why I opted to steal the Construction Yard he sets up on your doorstep). Co-Commander: Naomi. Oddly enough. but will get swiss-cheesed by the Apollos which tend to show up as top cover." The Battleships have arrived. Difficulty: Medium. Primary Objectives: -Stop the Allied MCVs. Giles will start sending in his own ships to stop the marauders. -Destroy the Allied Assault Forces. Apparently Nippon's 'Queen of the Seas' was more appetizing. so be sure to shoot down any Cryocopters with the Rocket Angels. and have the Rocket Angels blow up the . Utilizing these tips I was able to make a clean sweep of this mission. you can leave the third alone until very late in the mission (getting both bonus objectives in short order).35 >Assault on the Black Tortise< ----------------------------------Location: Pacific Ocean. Why? So you can build a Shipyard and get your own Hydrofoils. Transform the Sea-Wings and make them shoot down all the Allied Infantry on the Fortress.* You'll want to [capture] the MCV Warren tries to set up on your doorstep. despite having firepower to spare. so this will be a Naval mission. Japan will be vulnerable to an assault. To liberate the Black Tortise. Opponent: Giles (Blue). Opinion: The only piece of land in this mission is the Black Tortise Fortress. The Allies must not sink this fortress. Putting Heads Together: -The Green army must defend the east side of the island. Overview: While the Allies were attacking Pearl Harbor.

Capture the Media Stations to force the Californians to submit to Japan. as well as their own group of Sea Wings and Rocket Angels. Opponent: Tanya (Blue). Send in a strike force to the Airport to the south as soon as possible. build up a Naval force (the Naval Forces from the last phase will join in as well).Riptides. Co-Commander: Naomi. -Decide who will defend the Island and who will go after the enemy Bases. Difficulty: Hard. -Destroy the Amusements. Meanwhile. -Capture the Media Centres. Establish a functional Base on the Fortress and secure all the Ore Nodes. the Green army only has Yari Mini-Subs and Tsunami Tanks along with three Rocket Angels. and the Amusements to the west. use a Sudden Transport to take them. Have Naomi use her forces to take out the Observatory Cannon. Once these bonus Objectives are completed. -While liberating the Black Tortise. Notes: Wave-Force Artilleries are introduced. Fun Factor: 5. Primary Objectives: -Clear a Landing Zone. consider sending in a Sudden Transport filled with Engineers to Capture the majority of the Structures in that base. Beware of any Allied Ambushes near the Centres. Try to prevent the Allies from destroying the Structures on the fortress as soon as possible. then Capture the Media Centres. smash up the main Allied Base to the east. -Destroy the Observatory Cannon. the opponent of this mission is not a Commander. Alternatively. and Capture the tower. Putting Heads Together: -The Green forces start in the north. Use this position to take out the . There's a bunch of Cash Crates near the Spectrum Towers below the Observatory. Opinion: Naomi's fighting with us yet again! Also. Use a Shogun Battleship to tear apart the nearby Allied Base to the north. and build some Imperial Docks. and take on Giles' Bases one by one! Putting Heads Together: -While stopping the MCVs.36 >Rage of the Black Tortise< -------------------------------Location: Santa Moncia. Use the Tricannons to smash apart the Athena Cannons and the nearby Buildings. Establish a Base with the Construction Yard. Overview: It's time to secure the Pacific by seizing the American city of LA. Secondary Objectives: -Capture the International Airport. but a Unit. order the Engineers to repair the Power Cores (make them Sprint when they're near the Cores). the Greens control the remaining troops on the Fortress. While Naomi defends the Fortress. -------------------------------3.

Notes: Yuriko Omega and King Oni are introduced. -There's no Cash Crates in any of the houses in the Green base. . destroy the bridge to kill them quickly. so use the Wave-Force Artillery Units to take out the Turrets. Follow the road to the Walls where the King Onis smash it up. the Orange army is responsible for producing Naval and Armoured Units. It's President Ackerman! Or. -Hold Out for Reinforcements. Secondary Objectives: -Capture the Nanoswarm Hives. Opinion: This mission's intro is likely the highlight of this mission. Overview: In what seems to be the most bizzare cutscene in the game. and how they never existed with Einstein around! Emperor Yoshiro's lost his marbles. using her Psionic Burst against the Infantry hordes. a robot using his identity. at least. Build up some Naginatas. Difficulty: Hard. the Allies and Soviets are attacking. and is sending in Dreadnoughts! Sink the ships and bombard Lissette's and Krukov's bases. When an Allied Infantry brigade try to sneak up on the Yurikos from behind. the mission itself mirrors Allied mission 7. -Consider sending in Final Squadrons to destroy the Observatory. The Psionic Decimator can also be used. and Ackerman the Robot. Krukov's Elite Forces have arrived to help Lissette. Krukov (Purple). and Sea-Wings to defend this position. so this might be the safest way to take it out! ---------------------------3.37 >Barbarians at the Bay< ---------------------------Location: Yokohama. By now. Fun Factor: 8. Also. the Soviets actually do stay to their commitment. the identity of Tatsu's Spy is revealed. -Destroy the Soviet Forces. It's heavily guarded. Co-Commander: Shinzo. Primary Objectives: -Retake the Forward Bases. Consider harassing the Allied Base's Seaports to hamper their offencive capabilities. which spells bad news for the Empire! Escort Yuriko along the linear path. his divine beliefs.Observatory Cannon. The more important thing to know is that the Empire now knows about Zelinsky's Time Machine. It seems that the President's been kidnapped by the Japanese. Battleships. build up any missing Production Structures and set up Refineries to the nearby Ore Nodes. Also. Have Shinzo Capture the eastern Bases. Opponents: Lissette (Blue). -Use Chopper-VXs to fly over the hills leading to the Observatory. -Destroy the Allied Relay Stations. When the Construction Yards arrive. This time. It's heavily defended. where the Allies and Soviets plan to attack the Japanese mainland together. While he can produce Infantry. Head to the Infantry barricade to see the Shinobi slice up the occupants.

Bunkers.38 >Crumble. -Destroy All Soviet Forces and the Kremlin. 2. -Destroy the Time Machine. Difficulty: Insane! Fun Factor: 7. Make sure that each army gets a base on the edges of the map (as they both have Nanoswarm Hives and Docks). 3. and Sky-Wings to flatten the invaders' base. Destroy it.There isn't much time. so use the Nanoswarm Hives to block out the Relay Stations in order to buy some more. 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. -Beware of any Athena Cannons. Opponents: Cherdenko (Red). despite the presence of the Executioner. Use Tsunami Tanks. Kremlin.P. -The Shogun Executioner Must Survive. Opinion: This won't be easy. The Shogun Executioner can also be used. Overview: With Tatsu in charge. Crumble< -------------------------------Location: Moscow. Go to the middle of the enemy base (it includes 4 Power Plants and 2 Turrets). Notes: The Psionic Decimator is introduced. Secondary Objectives: -Capture the Soviet V." Putting Heads Together: -Both armies start with their Yuriko. lure it towards the Battleships by retreating or use the Nano Shield. Tips: -You can destroy the Turrets without taking any damage by attacking it with Yuriko. Wipe out the enemy base with Yuriko (and destroy the Chronosphere). By far . Primary Objectives: -Await the Shogun Executioner. making sure that they aren't used at the same time! -Whoever is controlling the Dojo should produce Rocket Angels to fight off the Aircraft. Don't forget to Capture the Oil Derricks! -------------------------------3. The Soviets will build a base there next to the Chronosphere. 5. Krukov (Purple). 4. There's nothing worse than having an extra Nanoswarm Hive in such a condition! -Be sure to alternate using the Nanoswarm on the Relay Stations. Build 3 Shogun Battleships ASAP. Here's a strategy by oStRicH-EgReT: "After capturing the bases. Use the Battleships for bombardment. Order the Battleships to destroy the western area and the MCV.I. Co-Commander: Kenji. Tengu. VXs. Yuriko. -Decide who Captures which Bases. do these steps: 1.

either one of those with VXs). then smash up the Structures there! Save the Kremlin for last. Zelinsky (Red). use the Executioner to take out the Airfields.the biggest threat is the Soviet Air forces. Alternatively. Try not to accidentally destroy them with the Executioner! The Soviets will launch numerous attacks from the sky and from the waters. If enough of the Structures are destroyed. but that's because they don't need it! The Green base is already well defended. unlike the Orange base. however. Escort the Executioner to the indicated locations. -Destroy the Final Allied Base. -The Green army doesn't start off with a Sudden Transport with Warriors in it. . if there's not enough time. Consider destroying all the Barrackses to prevent any more of those damn Bears from sniffing out the Transports. -Try to plant the Green Defences near the road to prevent the Soviets from flanking the Orange Base! -----------------------------------3. use the Executioner's Special Ability to annihilate the Flak Cannons. Use the Sudden Transport's passengers to Garrison the buildings to the North. Keep an Air armada ready to deal with these many threats. Send in a Sudden Transport full of Engineers to Capture the first Bunker (remember that it can Disguise itself). When the Kremlin falls. Destroy them all to bring those Flak Cannons offline. and build up a Psionic Decimator ASAP. Try to Capture the Garage and Hospital in the plaza. as there will be many Infantry (including Bears) hoping to rush the Imperials out of Moscow. Feel free to use the Psionic Decimator on the Soviet Refineries at any time! There's a whole bunch of Super Reactors spread across the map. The Soviets must not be allowed to produce any more Aircraft! Build up Tengus and VXs to fight off the enemy Aircraft. Fun Factor: 9. Primary Objectives: -Destroy the Allied Advance Base. or destroy the Tesla Coils. When the first two Bunkers are done for. use the Executioner to flatten it. -Destroy the Allied Air Base. Opponents: Bingham (Blue). Krukov will send in some of his ground troops! Do the same for the next Bunker. Establish the Base. and destroy the Bridges leading to the southern end of the map to prevent access. the Executioner falls under Green control.39 >The Last Red Blossom Trembled< -----------------------------------Location: Amsterdam. Capture the Oil Derricks to the southeast if possible (consider destroying the Barracks near the shores to prevent any Bears from finding the Transport. 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 will arrive near the Derricks on the river. Dreadnoughts and Kirovs are especially dangerous. Difficulty: Hard. Co-Commander: Shinzo. Sell all Captured Buildings.

2. 9. then set up the Nanocores. Zelinsky's arrived to defend the FutureTech HQ with the Soviet remnants. Destroy the Soviet base (Don't destroy the FutureTech HQ now!). 8. Garrison the Infantry into the nearby Structures for ground defence. Send Yurioko alone to Allied Air Base. Go back to the Air Base and cross the bridge over the river. then advance to the HQ (and the Soviet Base) and damage it (after destroying the Iron Curtain). put her inside the nearby buildings to destroy the Multigunner Turret. 10. 5. The Empire is free to exist and control Earth. 4. Destroy the Allied MCV and Armour Facility. Destroy the last Allied base. 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. Notes: Mecha Tengu. Destroy the Power Plants to deactivate the Spectrum Towers. 7. it's still just as exciting! Smash the Advance Base with ease. and Sea-Wings cannot Transform until the Allied Air Base is destroyed. Smashing this field will likely shut off the Allied defences. 6. Secondary Objectives: -Neutralize the Proton Colliders. Place the Defenders near the river to the north to fight off the Air forces. so make them fall! Opinion: The enemy is once again a mix of Allied and Soviet armies. Try to avoid the Spectrum Tower by flanking to the east. 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 FutureTech HQ cannot be harmed. Try to take it out along with the bridges connecting to the other side to prevent any enemy flank attacks. As long as his Iron Curtain stays up. -If an Athena Cannon is about to shoot you when Yuriko is inside the building. Take the east bridge. King Onis. Advance and take out the main Allied Base. 11. Destroy the Air Base's buildings. 3. as promised! Here's a strategy by oStRicH-EgReT: " 1. . There's an enormous Allied Power Plant field to the northwest. Go up and destroy the field of Power Plants to the northwest. Although this mission isn't as hard as the other two finales. and use multiple save games. and you won't lose even if Shinzo is low on credits. Use the Final Squadron Abilities against the Power Plants adjacent to the Proton Colliders to shut them down. Zelinsky's blown up almost all of Amsterdam! With the small force provided. Burst Drones and Rocket Angels are unavailable until the Allied Air Base is destroyed. Tips: -Save a lot. Striker VXs. and Wave-Force Artillery to attack the Air Base. Build up a force consisting of Striker VXs.-Destroy the FutureTech HQ. Don't destroy all of the Allied Structures in the southwest (spare the Power Plant) so that your MCV won't come out.

====================== 4. Difficulty: Medium. get the Docks Breakthrough at the Dock and build 1 or 2 Shogun Battleships. Secondary Objectives: -Safely Rescue all 3 Scientists. Notes: Desolator Troopers are introduced. For this battle take your Rocket Angels as far east as they can go. set up your base. build a Dock and a Nanotech Mainframe. towards the FutureTech HQ. The FutureTech Corporation was mainly responsible for the success of the Allies. It will ignore the other objectives and go to the final battle then and there. This mission must be completed in order to unlock the Allied and Imperial . These are the walkthroughs for the small Campaigns in Red Alert 3: Uprising. -If any Commandos appear. send them up into the corner and destroy the HQ without the Soviets so much as moving. -Safely rescue at least one Scientist. so the Soviet resistance is going to take them down! -------------------------4. Dasha and some other Russian Generals have escaped in exile from the Allies. After smashing the small Allied base at the beginning. The FutureTech corporation has also been the subject of attention. quickly go inside building to defeat them safely. Fun Factor: 7. Send them with Yuriko up along the east waterway. Lt. Soviet Scientists can also be used." Putting Heads Together: -The Greens start off with a pair of Naginata Cruisers and Shogun Battleships. as well as a group of Shinobi. use the Battleships to destroy the Spectrum Towers and have Yuriko damage the HQ to make Zelinsky panic in about a second.11 >Raid on Lost Castle< -------------------------Location: Romania. -Free the Scientists. the Green army can use their Shogun Battleships to fire upon the Soviet Base next to the FutureTech HQ before even touching the main Allied base! ==================================== 4.10 >Soviet Campaign< ====================== While Premier Cherdenko and General Krukov have been captured. Primary Objectives: -Rendevous with the Soviet recon squads. -With a good enough navy. Set the Dock up by your ally and the Mainframe anywhere.00 >Uprising Campaign Walkthrough< ==================================== Despite the defeat of the Soviet Union and the Empire of the Rising Sun.just evacuate her to destroy it. -The first step is critical!" Here's another strategy by ba12348: "This is a tactic I found to win this quickly and without losses. Opponent: FutureTech Guards (White). there are still pockets of resistance on both sides.

Campaigns. Overview: Although most of the Soviet leaders have been captured by the Allies after their defeat in Leningrad, some managed to escape. Some Russian scientists were recently captured by the Allies, so the Soviet guerilla forces must rescue them. Opinion: Although it is the first mission in Uprising, it is surprisingly hard compared to most introductory missions. Micromanagement is key to passing this mission. A squad of Conscripts arrive by boat and ambush the unlucky Engineers at the docks (notice how they wear White instead of Blue). Head northeast, eliminating the patrols. Go up the ramp, and flush those Javelin Soldiers from their buildings. Garrison the Buildings in order to fight against the incoming Peacekeepers. Before crossing the bridge, keep an eye out for any enemies below. On the other side of the bridge, flush out any Infantry in the nearby buildings. Head to the first Soviet outpost. Instead of using the new Flak Troopers on the Assault Destroyer, use the Conscripts' Molotovs on the Javelin Soldier and the IFVs. Then smash up the Assault Destroyer (it has its Black Hole Armour on, so it's defenceless without the extra troops nearby). Breach the wall after this. Grab the Health Crate if necessary. The Athena Cannon ahead will only use its shield, so charge in and take down the Peacekeepers next to it. Then take down the Athena Cannon. Cross the bridge. Like before, use Conscripts to bomb the Javelin Soldiers and IFVs around the Assault Destroyer before taking it down. Break the wall. A Century Bomber will drop some reinforcements. Use the Flak Troopers to kill the paratroopers before they land. The Health Crate on the cliff will be guarded by a paradropping Attack Dog, so have the Flak Troopers take the animal out. There's a pair of Athena Cannons ahead, using their shields. Advance and smash up those positions. Rendevous with the Tesla Troopers at the building. The Tesla Troopers should advance to the ravine where some Guardian Tanks are watching on the cliffs. Use their EMP attacks to disable the Guardian Tanks so that the remaining Troopers can take them out with ease. Try not to let anyone get run over by their treads. Don't be afraid to grab the Health Crates in this area. Meet up with the Desolator Troopers to the north. Have them dispatch the incoming Infantry wave coming from the castle. Move into the castle, making sure everyone got through. The castle doors close, so there's no going back! Head southwest down the ramp, ignoring the Tech Buildings on the upper levels. Use the Desolator Troopers to weaken any armoured forces in this base, and take out the Boot Camp. Blow up the Barrels to free the Scientist. If anyone's hurt, have the Scientist patch them up. Destroy any remaining Structures in this base (the Defence Bureau is worth a lot of experience), then head to the camp to the east. Likewise, destroy anything in the way, and blow up the barrels next to the walls that are keeping the Scientist in captivity. Go back to the previous base and head southwest from there. Clear out the tower and annihilate the Structures in this region. Free the Scientist after all of

the FutureTech guards are no more. The Castle doors open (but not the one the Soviets just went through). The Soviets must make a break for the docks! Go through the door to the northeast, but send only a Tesla Trooper. The Pacifier FAV up ahead is causing trouble, so use the Tesla Trooper's EMP attack to disable the cursed tank (be sure to dodge its artillery fire). Then send in the rest of the crew to blow it to pieces. There's another FAV guarding the door on the other side, capable of firing on the path leading to the docks. Likewise, use the Tesla Trooper's EMP attack on it in order to take it out safely. Head to the Power Plants to the southwest. It looks like FutureTech's up to no good. Blow up the Power Plants for extra experience, and keep going southwest. The ramps leading down below are being monitored by a third FAV, so send in a Tesla Trooper to disable it. Avoid the Paratroopers coming in while on the run. Once the FAV is powered down, send in everyone to take it out. Head to the docks, eliminating any opposition on the way. The Soviets manage to make it out alive! ------------------------------4.12 >Schemes on the Intruders< ------------------------------Location: Murmansk. Difficulty: Medium. Fun Factor: 8. Opponent: Allied Guards (Blue), Thornley (White). Primary Objectives: -Scout out the FutureTech base. -Fall back to the village. -Hold out until reinforcements arrive. -Destroy the FutureTech base. Secondary Objectives: -Free the prisoners. Notes: Mortar Cycles are introduced. Overview: Another FutureTech base has been located. This time, it's in Russia. The Soviets plan to take a look at what the FutureTech forces are doing in this area. Opinion: There's a lot of enemy resistance in this area, so be sure to build up big armies and secure as many resources as possible. Head to the bridge, avoiding the platoon of Peacekeepers. Go across the bridge, and move east. There's a patrol with a Cryo Legionnaire. Use the Bears to stun him, then take him out, along with his friends. Have a single Unit go up the cliff to observe the base. The research centre is studying Cryo Legionnaires, and they just killed two unlucky Conscripts! Kirovs are on the way, but they get frozen by the Cryo Legionnaires in the Turrets (Cryo Legionnaires can't normally attack Aircraft). Fall back to the village before the FAVs in the base bomb the cliffs! The village is in the southwest corner of the map. Garrison the nearby buildings and repair any Structures. A pack of Mortar Cycles will come in to help in the defence of this town. Use them to soften up

the Cryo Legionnaires that attack the base. If the structures in the town are no longer strong enough to hold troops, have some Engineers make some Bunkers. Eventually, reinforcements will arrive and will donate some extra funds. Secure the resources in the river and head to the hill to the east. Destroy the outpost and Capture the nearby Tech Structures. With a big enough force, destroy the Allied military base to the southeast corner of the map (next to the detention camp). Secure the resources there and rescue the Hammer Tanks (the Tanks are souped up with upgrades). Go across the bridge in the centre of the map and head to the military base to the northwest. Build up a sizeable navy and use the Dreadnoughts to soften up the Structures in the base, as well as liberating the prisoners with ground troops. Head back to the previous Allied position and go north from there. Liberate the last few Hammer Tanks in the northeastern camp. The FutureTech base may build a Proton Collider on the hill, so use ground troops to level the Superweapon. When ready, send all available troops at the FutureTech base. Use Dreadnoughts to bombard the Structures. Thornley will send in reinforcements, but that won't be enough to stop the Soviets from reaching their goal! Keep smashing up the place until there's nothing left! ----------------------------4.13 >A Much Brighter Future< ----------------------------Location: Yucatan. Difficulty: Hard. Fun Factor: 6. Opponent: Thornley (White). Primary Objectives: -Clear the islands. -Destroy the Prospectors. -Destroy the FutureTech base. Secondary Objectives: -Destroy the FutureTech labs. Notes: Reapers are introduced. Grinders are also available. Overview: The source of the reinforcements from the last mission came from the Yucatan. The Soviets must investigate whatever's going on in this region. Opinion: This mission is reminiscent of a mission in Command and Conquer: Generals. Micromanagement and careful planning are essential in completing this mission. With only two Sickles, use them to clear the island ahead. Leap onto the island and on any Javelin Soldiers nearby, and make good use of the Health Crates on this island. Avoid the Century Bombers above, and shoot the Barrels next to the Airbase. Twinblades will arrive to drop off some Terror Drones. Use them to destroy the IFVs on the next island. Grab the crates and use the Terror Drones to destroy the Guardian Tanks on the island north of here. Be sure to zap them with the Terror Drones to prevent them from falling back to the Armour Facilities (which will destroy any Terror Drones inside the tanks). Use the Sickles to flush out

any Infantry on this island, as well as annihilating the Armour Facilities. New forces compose of a Bullfrog. Head north. To deal with the Aircraft Carrier in the lake, send in a Terror Drone (avoid any Infantry along the way). Use the Sickles to eliminate any guards, and go up the mountains to destroy the Structures. An MCV will arrive, along with three groups of Reapers. Place to the northern part of the map and start building a Reactor. will arrive shortly after, so use the Terror Drones to infect easy cash. More will arrive to the western edge, so send more last group of Prospectors will come from the southeast. Avoid Gunships that arrive to protect the Ore trucks. the Terror Drones The Prospectors the trucks for Drones there. The the Harbinger

Be sure to build Refineries in the southern islands in order to reap as many resources before they are lost. Build up an Airfield and produce a squad of MiGs and Twinblades. Use the Twinblades to destroy the Lab to the south, and have an Engineer collect the Cash Crates, as well as Capturing the Oil Derrick. Build up a sizeable Navy also. Use Dreadnoughts to bomb the Lab in the centre of the map, and collect the prizes. Use the rest of the Navy to destroy that pesky FutureTech Seaport, as well as roughening up the majority of the FutureTech base. Use more Twinblades to destroy the last two FutureTech labs. From there, seek and destroy any remaining FutureTech buildings. If there's any problem regarding the lack of funds, destroy the FutureTech Seaport, and then secure the two islands to the south if they are lost. -------------------------4.14 >As Time Stood Still< -------------------------Location: Sigma Island. Difficulty: Insane! Fun Factor: 7. Opponent: Thornley (White). Primary Objectives: -Deploy the MCV. -Destroy the FutureTech production facility. -Destroy the Sigma Harmonizer. Secondary Objectives: -Destroy the Airbase. -Capture the Cooling Towers. Notes: Grinders are introduced. Overview: Thornley mentioned the Sigma Harmonizer in the last mission. He plans to use this against the Soviets, so they take action and go to Sigma to annihilate whatever this thing is. Rumor has it that it can stop time... Opinion: This mission is harder than the last missions so far in this Campaign. FutureTanks and Harbinger Gunships protect this place, and the Sigma Harmonizer doesn't make things much easier... Launch the passengers in the Bullfrogs to the buildings to the northeast. Have the Conscripts barricade themselves in the buildings to eliminate the Peacekeepers. Fortify the factory buildings with Flak Troopers, and try to build a "wall" of

the Sigma Harmonizer is now vulnerable to an attack (to the northeast). freezing the Soviet army. The Allies must stop these rebels in order to maintain a foothold in the region.21 >End of Tradition< ----------------------Location: Sin Iga. Go after the Cooling Towers. -Freeze Shinzo's Transport. the Sigma Harmonizer will activate. Primary Objectives: -Escort the MCV to the drop-off point. Archer Maidens and Shinobi can also . The Airbase in the northeast is a major threat. Moments later. Crush them and secure the Resources there. several renegade Imperial armies have made a stand in their homeland. Produce a naval fleet consisting of four Bullfrogs. Smash the rest of the base on the island. The southwest island is occupied by some Turrets and Power Plants. so send in the navy to take it out (the Dreadnoughts should annihilate any Spectrum Towers protecting the Airbase while the Bullfrogs cover the ships against those pesky Gunships. and crush both the Seaports and the Construction Yard. -Destroy Shinzo's loyalist forces. Notes: Harbinger Gunships are introduced. Build a Super Reactor and a Battle Lab.Tesla Coils near the ramp. and Capture the Oil Derrick to the west. Send in an Engineer escorted by an army to disable the Future Tanks for a period of time. With Tatsu's help and the addition of FutureTech prototypes.20 >Allied Campaign< ====================== Although Japan is under Allied control. ====================== 4. Now that the base's production structures are finished. Secondary Objectives: -Capture the Nagama Dojos. so build up an Air Force to destroy the Sigma Harmonizer once and for all! Use the MiGs to destroy the Apollo Fighters and use Kirov Airships and Twinblades to level the Structures. and a Dreadnought or two. Train a few Tesla Troopers. -Freeze the House of Nagama. It cannot be accessed by land. Use Dreadnoughts and Akulas to annihilate the Seaports as well. Fun Factor: 10. the Allies decide to take on this task! ----------------------4. and take it out. and the Soviets are one step closer to redeeming Russia to its former glory. Difficulty: Medium. Erect another Tesla Coil next to the Refineries. Thornley's sending in FutureTanks to protect the Sigma base! Use the Tesla Troopers to stop the Tank in its tracks. Thornley's plans are foiled. Grinder Tanks will now be available for crushing those monstrosities. Send the navy to the northwestern island. Opponent: Shinzo (Orange). two Stingrays. Build up a base where the Airbases used to stand (reasons for this will be explained four paragraphs below).

A pair of Harbinger Gunships fly above the island. don't lose any units!). revealing the position of the Nagama House. Take the base's Ore Node. They should have little trouble gunning down the Archers there. Failing that. so make good use of them! Proceed to the ramp. While the MCV crushes all of the Tengus ahead. forcing our troops to take the detour.22 >A House Unfit for Rebels< ------------------------------- . Get the Engineers out of the IFVs and Capture two of the Observation Posts on this island. Shinzo is attempting to escape in his Transport! Unfortunately. simply freeze one Tank at a time until his Transport is frozen. Use the Apollos to cover them from the Jet Tengu and Rocket Angels. Put the Javelin Soldiers into the building nearby for protection as they fire upon the Chopper-VXs and the Burst used. although difficult. Send the Gunships to annihilate the Archer camp in the northwest. The Imperials will detonate the bridge. Go up the ramp and shoot the squad of Infantry to the north (be sure to repair the IFVs. There are some Health Crates to the north. and then freeze the Nagama House. and Shinzo's base. Be sure to build up a Proton Collider and lots of Cryocopters. A Century Bomber will drop off some Peacekeepers and more Javelin Soldiers. Overview: Although the Allies were victorious in the war. keep repairing it until it reaches its destination. and the Javelin Soldiers should be able to take down any Aircraft. The Dogs can be used to stun the Infantry if need be. send in a Prospector to secure the camp's Ore Node (and Capture the Nagama Dojo there as well). Use the Gunships to eliminate any Imperial resistance left in the map. ------------------------------4. Use the Peacekeeper IFVs to blast away any Infantry and Tengus. Destroy everything except for the Nanotech Mainframe in the base. Capture the Hospital and the Dojo in that region. Build up a fleet of Apollo Fighters. Search for the Tank that moves slightly faster than the other ones. The battlefield expands. Build a War Factory and send one of the Gunships to the western camp. and Capture/Destroy the Nanotech Mainframe when ready. The other Gunship should defend against any Imperial forces trying to take down the Allied base (the Battleships in particular). Opinion: A truly entertaining mission. several of the Imperial Shogunates have rebelled. and Capture the Dojo. Send the Gunships to destroy the Imperial Docks and any other Imperial production Structures in the southeast base. and use the Gunships to finish them off. When the western camp is destroyed. and then the rest of the Structures and Units. Blow up the bridge to the east. Blow up every single Imperial Structure in the vicinity. shooting down the Tsunami Tanks below. The music in this level is among the best in Uprising. Fire the Proton Collider on the production Structures (they're on the southern end of the castle). Use its machine gun to gun down any Archers in that area. he also Disguises the Transport as one of the Tsunami Tanks escorting him. and bomb the Defender Turrets. Shinzo's traditionalist forces need to be pacified to prevent the majority of Japan from falling into anarchy. Use the Engineer IFVs to repair any other IFVs and the MCV if necessary.

Be sure to fix the Bridges and collect any Cash Crates/Capture any Oil Derricks on the other side after the reinforcements get through. Use their laser-guided missile attack on the Generator. Then destroy or capture the Structure. use the Spies to deactivate the Power Generators. Build up some Spectrum Towers to guard both the Bridge and the ramp leading to the water. and be sure that every unit is NOT in aggressive mode! Send in Tanya to destroy the Tech Inhibitor once . and he will use the latest Imperial technology to stand up to the Allies! Opinion: Although this mission may seem like one that relies on Navy. There's tons of action in this level! Use the Javelin Soldiers provided to bombard the Rocket Angels guarding this Nanoshield Generator. Archer Maidens and King Oni can also be used. Overview: Kenji's forces have taken over Osaka. and. build up some Harbinger Gunships to eliminate any Imperial Units hiding in the city. Kenji knows the ways of modern warfare. When ready.Location: Osaka. allowing Tanya (or even a single Peacekeeper) to dispatch them with little difficulty! Use the Cryo Legionnaires to freeze Kenji's Oni. Unlike Shinzo. Build up a squad of Apollo Fighters and a Riptide ACV. then send in the Javelin Soldiers' laser attack on the Generator before the Defenders come back online. along with several more Cryo Legionnaires. set up the base and Capture both the Oil Derrick and the Observation Post here. The Cryo Legionnaires should be able to freeze them all in seconds. Fun Factor: 8. use the Engineers to heal the Peacekeepers as they fight the Imperial forces guarding it. when ready. Primary Objectives: -Destroy the Nanoshield Generators. Now that the Nanoshield is gone. send in the troops! Use the Gunships to annihilate any Anti-Air forces in the base. Bomb the Defenders around the outpost near the bridge leading to the Imperial base. destroy Kenji's HQ. -Destroy the Tech Inhibitor and Freeze Kenji's Mech. which means that the Infantry will need to bring him to justice! Tanya arrives. For the third Generator. this is hardly the case. Secondary Objectives: -Fix the Bridges. In this area. along with the Cash Crates. and use the Javelin Soldiers to bomb the Tankbusters from afar. as well as destroying any Defences in the area. Keep training Peacekeepers and Cryo Legionnaires. Put some Engineers in it and Capture the Oil Derrick to the east. Notes: Cryo Legionnaires are introduced. Kenji has a Tech Inhibitor. Meanwhile. -Capture the outpost's Dojo and Mecha Bay. Use them and any existing Infantry in the area to battle the hordes of Infantry Kenji sends. -Destroy Kenji's HQ. Be sure to collect the Cash Crate to the south. and then Capture both the Dojo and the Mecha Bay. Difficulty: Medium. Opponent: Kenji (Orange).

Build two Airbases. Secondary Objectives: -Capture the communications post. does not pass Go. Blow up the Bridge to the northeast. -Defeat Tatsu. and blow up the bridge! From this position. Notes: Pacifier FAVs are introduced. Blow up the bridge so the Imperials cannot get across. Meanwhile. so build up a Proton Collider and more Gunships! When ready.23 >The True Shogun's Stand< -----------------------------Location: Miyako. and Capture the communications post to the northwest. Use the Pacifier FAVs to bomb the Tanks from afar. Head to the western mountain. When ready. When ready. Overview: The last of the Imperial renegades has been located in Miyako. Fun Factor: 7. be sure . King Oni can also be used. send one of the Pacifiers to the northern mountain. Takara is the last remaining rebel. Calm down. and bomb the rest of the Structures with ease. so take her down! Opinion: Naturally. this mission is the hardest in the Allied Campaign. and fill them up with Apollo Fighters. Now that Takara is on the run. level Takara's HQ. -----------------------------4. as priority one. Tatsu now has the power all to himself. and does not collect 200 dollars. Primary Objectives: -Set up the MCV at one of the two possible locations. As always. build up a few Defences at the northeast Allied base. Unfortunately. Secure the Ore Node to the east as well for additional resources. Set up the MCV at the mountain. Difficulty: Hard. and set up a few Pacifier FAVs there. while the Apollo Fighters can keep the Tengu and Rocket Angels at bay. Secure the resources here. Secure the Ore node to the southwest. Spare her Headquarters. -Defeat Takara. Repair the bridge connecting this base to the main base. and destroy any Imperial forces. Secure the resources in Takara's former base. and then retreat. send in the air fleet! The Gunships should be able to take down Tatsu's forces with ease. and use the Apollo squad to gun down the Giga Fortress head. and bomb the Imperial outpost. Tatsu (Purple). and send in the Gunships to destroy the Imperial Docks in the river to the east. Opponents: Takara (Orange). and use their machine guns to eliminate any Infantry. Planning will be required for success.Kenji is frozen. and use the Pacifier FAVs to bombard the Imperial forces advancing on the path north of here. and turns on the Allies! Fight off the Imperial forces for as long as possible in the northern base. Tatsu has a Chronosphere. Kenji gets teleported directly to jail. Use a few Harbinger Gunships to bomb Takara's Base. Be sure to Capture the Oil Derrick to the east. use the Pacifiers to bomb the Imperial Docks on the river.

and fill it with Combat Engineers. Difficulty: Medium. the Soviets have used this opportunity to seize some Japanese territories. Fun Factor: 7. Opponent: Oleg (Red).31 >Greed of the Vanquished< -----------------------------Location: Sakhalin Island. Send them to the Air base.. Primary Objectives: -Sneak to the Soviet Air base. Send it to the Oleg's Ore Nodes to the east. send them back to base. send in an Engineer to take the VIP Bunker! Build up an Airfield and build up a fleet of MiGs and some Twinblades. and keep the . Opinion: Because this mission is basically a Soviet mission. then west. Send it to the Air base to the northwest. Drop off the passengers and use the Shinobi to take out those pesky Bears! When the way is clear. Now that the Airfields are gone. The Transport will be picked up by one of the Twinblades. disguise the Transport again. proving that the Allies cannot be taken off guard! ======================== 4. Use the Flak Troopers to destroy any Bullfrogs or Flak Cannons nearby. Notes: The Soviet Arsenal is mainly used in this mission instead of the usual Imperial one. A sneak attack will be necessary. -Destroy Oleg's base. and drop them target any Anti-Air forces first. along with the Super Reactor. and now he has bupkiss. The Allies won't help. Disguise the Transport again and bring it back home. there are only two true Imperial missions as a result! Disguise the Transport as one of the Bullfrogs fighting the Imperials on the map. Secondary Objectives: -Destroy the Air Base.. but he will need help driving the Soviets back to Russia. Overview: The Soviets have made a daring assault on Sakhalin Island. -Destroy Oleg's Grinders. and unload! Send in the Engineers to take the Refineries as soon as possible. and will be dropped off in the main base. and use the Twinblades to deal with the Airfields themselves. Tatsu planned this for so long. As for the Air base. To cripple Oleg's production.30 >Imperial Campaign< ======================== Because the Imperial forces are now crippled. -Capture the VIP Bunker. fill up the Twinblades with Conscripts and Flak Troopers. Send the Transport north. Kenji is holding them off. this time as one of the Ore Collectors. so drive the Soviets back! -----------------------------4.

Use the Tankbusters to blow up the wall and destroy the Power Plant. Primary Objectives: -Take the Pacifier FAVs. and the Iron Curtain to take from behind! Build up a few Tesla Coils to the entrance of to the south. Pacifier FAVs can also be used. position the FAVs in the spots indicated. To the south is a . where the tomb of Emperor Yoshiro is held. ------------------------------4. Be sure to east. -The Emperor's tomb must survive. send the fleet to the western island.32 >Before the Hallowed Tomb< ------------------------------Location: Oki Island. Meanwhile. Overview: The Soviets are making another attack on Oki Island.Twinblades on the Apocalypse Tanks. Build up a sizeable fleet of Yari Subs and Naginata Cruisers to defend the Nodes. bringing the Turrets offline. When a sizeable fleet of Naginatas and Shogun Battleships has been produced. Target the Dreadnoughts first travel through the river and will then attack Ronin to dispatch any Naval Units that try to activate the Steel Ronin on the island to the in position and all Ronin have with the FAVs. Difficulty: Hard. -Destroy the Soviet fleet. Use the emerge on the ground. out the main Base the captured base western coast in case of a Dreadnought attack. Send a Dojo Core and a Mecha Bay Core to the tomb. send them to Moskvin's base to the north. secure the Ore Node to the east. Opinion: The first true Imperial mission. Notes: Archer Maidens and Steel Ronin are introduced. Use the Archers to take down the Cryocopters. -Activate the Steel Ronin. Opponent: Moskvin (Red). Transport any remaining Infantry to the island to the west. The Soviet Navy will arrive once all FAVs are been activated. Once Oleg's base is no more. Eliminate any Structures there. Now that the first Soviet fleet has been taken care of. Meanwhile. and he calls it quits. deploy the MCV and secure the two Ore Nodes in the water to the west. and set up the Imperial Docks near the Ore Nodes. this will be primarily a Naval mission. and activate the Steel Ronin hanging about around the tomb. When that base is no more. Destroy everything else and then take the unmanned FAVs and IFVs. he will send in some Grinders as a surprise attack! Take them down. Use a mix of V4 Rocket Launchers. -Take the Observation Posts (or destroy Moskvin's forces). Bullfrogs. Fun Factor: 7. Secondary Objectives: None. The Imperials must prevent the Soviets from destroying the tomb. -Deploy the Pacifier FAVs at the cliffs. The Soviets will the tomb from the south.

33 >Blood in the Water< ------------------------Location: Vladivostok. and keep producing Giga Fortresses. Overview: The Soviets have been driven back to Russia. When he does. Send them to the docks. Secondary Objectives: -Defeat Giles. When enough time passes. and eliminate Oleg's three bases. Difficulty: Hard. and annihilate Oleg's Naval Yards. The Giga Fortresses should be able to send him running in fear. ------------------------4. Notes: Giga Fortresses are introduced. or if his Structures are destroyed. Although . feel free to Capture any of the Observation Posts on the island. intending to crash this party. When ready. and Tengu will be able to break through the Soviet outposts on the western island. While this is going on. The Giga Fortresses are now available. Secure the Ore Nodes in the southeast. Oleg's putting the blame for this on Moskvin. head over to Moskvin's purple base in the northeast. Moskvin (Purple). The Giga Fortresses on the water can easily dispatch any other enemy ships in the area. Giles' troops will arrive in the southeast corner. overlooking the entire map. this mission consists of powerful Units smashing their way through Soviet forces. When ready. Fun Factor: 10. so feel free to take it. but apparently that isn't enough for the Japanese. Opponents: Oleg (Red). and plant some Defences there. focus back on the Soviets. Kremlin. -Defeat Oleg. West of this position is the Soviet Naval Yard. A ground assault consisting of Wave-Force Artillery.Soviet base that has taken a foothold on the island. Giles (Blue). There's another Ore Node on the eastern island. Set up shop here and secure the Ore Node to the north. For defence. and take its Ore Nodes. keep producing Jet Tengu to cover the Giga Fortresses while they annihilate everything in their path. use any Navals that aren't Giga Fortresses to defend any Structures. Finish off what's left of the Soviet base. transform it into Sky mode. from the south. secure the Ore Node in the southwest corner and build up a Dojo and a Mecha Bay here. Meanwhile. so blow it up. Crumble". Go south and bombard the Soviet Defences in the south. Steel Ronin. Destroy it. -Defeat Moskvin. Build up some Naginatas and Shogun Battleships. When Oleg's bases are no more. Moskvin will be defeated once all Observation Posts are Captured. then send them north. Primary Objectives: -Destroy the Soviet Outpost. and three have been sent to reinforce the invasion. The Imperials plan to attack Vladivostok (again) and destroy Oleg and Moskvin once and for all! Opinion: Much like "Crumble.

but will deflect those attacks on the enemy! Pressing 4 (Telekinetic Slam) acts like a Gravity Gun. ======================== 4. head back to the blockade. Use the Terminal to unlock the Mind-Control ability. At the end of the infirmary is another Terminal.40 >Yuriko's Campaign< ======================== Unlike the other campaigns. Information Terminals will give her credits to improve her abilities and stats (similar to that of the Support Powers). She's much more powerful in this campaign. and hence. so go southwest into the infirmary. Primary Objectives: -Access Secret Files to become stronger. the only controllable Unit available is Yuriko. Annihilate the Tengu that pop out of the hole in the corner. she suddenly becomes unstable. having FOUR abilities at her disposal! Left or Right clicking on areas moves Yuriko. Now that Yuriko has her "Gravity Gun". Opponent: Shimada (Orange). Pressing 3 will activate her Psionic Shield. At the blockade. Follow the linear path. and wants out of the facility! Opinion: Who knew Yuriko could be THIS strong? This is a very easy mission.he has lots of Units produced. Feel free to pause any time to see the map in case Yuriko gets lost. Smash away through the hallways and check the next Terminal. Kill anyone inside and make good use of those Health Stations. ----------------4. Fun Factor: 7. throw away the tables and go through the door. Destroy the Reinforcement Elevator also. Reinforcement Elevators should be destroyed as soon as possible. and the Imperials don't stand a chance! Break out of the room and kill the Warriors behind the tables. Use it on the Imperials ahead. Use the Psionic Shield against the Tengu ahead. Psionic Inhibitors will prevent Yuriko from using her Special Abilities when she is in the red area. . Yuriko's Campaign revolves around Yuriko. Kidnapped as a child. and take out the Imperials attempting to ambush Yuriko. destroying any hostile units in the way. Overview: Yuriko finds herself in the Shiro facility. -Escape from Shiro Psychic Research. Pressing 1 will activate her trademark Psionic Scream (which can also disable Armour and Defences).41 >Final Exam< ----------------Location: Shiro Psychic Research Centre. Health Stations will replenish her health when she stands in the green field. Pressing 2 will mind-control a few enemy Units in an area. most of them aren't even Anti-Air! Dispatch his Structures and Units with ease. Select an object. and any Units under her control become free again. and throw it somewhere! There are also certain items of note. Difficulty: Easy. and the mission is done! Moskvin is blaming the late Oleg for this. which will not only protect her against attacks. There's no way to bypass the barricade blocking the doors.

When all the Structures area are no more. On this side of the bridge.42 >The Traceless Massacre< ----------------------------Location: Detention Camp Dakota. Throw any explosive Barrels if necessary.. a handful of Terminals here. . so rescue him and bring him under Yuriko's control (don't forget about the Terminals!). -Utterly Destroy the Detention Camp. Fun Factor: 8. Primary Objectives: -Escape from Cryo-Statis. head back south to the prison area. Yuriko was captured by the Allies in Tokyo. Difficulty: Medium. Make good use of the Medical Stations. A Desolator is being frozen. Read the Terminal in the middle of this area. Overview: After the outcome of the war. Free a few more prisoners in the cells north of where Yuriko was held. Keep heading north and go to the dead end for another Terminal. The path leads back to the main hall. -Head back to the Empire. and destroy the Elevators as soon as possible! When everyone and everything in the room is no more. FutureTech Guards (White). Don't worry. and try not to get overwhelmed.Feel free to take the detour to the south. and then head north when Yuriko's finished. Level it and search for more Terminals. The path ahead is quite linear. Opponents: Allied Guards (Blue). -Sink the Carrier Strike Groups. Opinion: This mission stands out from the rest of the missions in the campaign. Then head north. and use the Psionic Scream when overwhelmed by the bad guys (it even works on the Oni!). head to the exit. the Production Structures in this area. Yuriko is caught off guard by Shimada. After all FutureTech Structures are destroyed. as Yuriko fights the Allies rather than the Imperials. Mind-Control the guards outside of Yuriko's cell and destroy all the Turrets freezing the rest of the prisoners (they will draw fire away from Yuriko and distract the Allies). Destroy Destroy There's in this any Mirage Tanks hiding in the shadows when heading to the north. There are also numerous Soviet and Imperial Units in the area that won't want to harm Yuriko! Use the Psionic Shield to freeze the Turrets. so take a path and go! The room before the exit is heavily guarded. then head into the ocean.. There's a FutureTech base to the north before the bridge. Yuriko isn't too pleased. then destroy them. Head to the dead end for another Terminal. go across the bridge (be sure to check this side of the bridge for any Terminals Yuriko might have missed before crossing). the mission is still won for now! ----------------------------4. and his Rocket Angels paralyze her. and was put into Cryo-Statis with the rest of the vanquished prisoners. so check them out. check out the Terminals and destroy any Allied guards here (beware of the Spy that tries to bring back any forces Yuriko brought with her).

and when it's active. along with using the Psionic Shield for protection. Now enter the Nanotech Labratories by going south. Fun Factor: 8. as well as disabling them with the Psionic Burst. destroying Elevators.. Before attempting to get into the Elevator to the northwest. Once all the guards in the intersection are dead. Shimada.. head to the Detention & Duplication Quadrant (northwest). Difficulty: Hard. Overview: Izumi is being held by Shimada at the Shiro Centre. or so it may seem. this one takes place in the research centre. One of the rooms has a Terminal. Check out the Terminal and use the Health Stations whenever possible. Primary Objectives: -Kill everyone in the room. Yuriko will make it out of the prisons and will head back to the Shiro Centre to exact her revenge. a place full of linear and narrow corridors. Yuriko plans to kill Shimada and bring the Centre to ruins.. followed by Mind-Controlling some of the Warriors. following the corner. as well as rescuing Izumi. Opponents: Shimada (Orange). -Kill Dr. etc). Try lifting and throwing them. Go southwest and turn the tide of the ambush in this room. but the Destroyers cannot be lifted. Go southeast and try not to get overwhelmed by the Ore Collectors in the Ore room (they have guns).. First use the Psionic Burst. Behind the late Elevator is a room with another Terminal. Go back northwest and try to get into the Elevator. Check out the Terminal in this room. go southeast and clear the room.43 >Ruin and Reunion< ----------------------Location: Shiro Psychic Research Centre. attack the Carriers! If Yuriko's health runs low. the other is a trap full of Transports. The Dolphins and the Cryo Legionnaires in the water can be mind-controlled. Advance through the hallway and put the Elevator out of commision. Trash the Tengu and check out the rooms in the south end of this hallway. Izumi (Red). and then destroy the Psionic Inhibitor in the hallway to the northeast. head back to the shores and use the First-Aid Station nearby.. Be sure to use the Psionic Shield whenever the guards attack Yuriko. destroy the Turret and head north. Go further southwest and see the Elevator get blown up by Shimada. ----------------------4. Throw some explosive barrels at the Collectors too. Read the Terminal and use the Health Station. checking the rooms on the sides for anything of interest (checking Terminals. -Gain access to the lower level. Eventually. then northwest. It seems that he'll try anything to avoid Yuriko's wrath! Go through this hallway. and use the Telekinetic Slam on a Warrior and send him flying.This is the hard part. At the T-cross.. Yuriko will have to search her way through this level. Shimada's done it again! It seems that Yuriko must now return back to the place . Use the Psionic Shield whenever possible. -Kill Izumi. Opinion: Like the first mission.

a long. Should these strategies be of insufficient assistance. Yuriko will eventually make it to the last Eleavator (Shimada isn't willing to trap himself). go southwest and destroy that pesky Reinforcements Elevator. any of the three Arsenals can be used to complete any mission. Elevators. Note that this will cause the current time spent in the match to 99:59 minutes. the Red Alert Button becomes available. use the Psionic Shield to protect Yuriko while she makes the Elevators. be sure to check out any Terminals or Elevators on the side areas. completely voiding any chance of getting under-par in that match. she must use her special abilities. Although FutureTech is stuck with only the base Tier 1 Units. Take a look in the infirmary to the southwest. He's quite fit for a scientist. The final area Yuriko will visit is the Security & Administration Sector. While storming through the hallway. First. Each Challenge has a Technology to unlock upon completion. It also costs 10.000 Credits are collected.. plus Tanks and Fighter Aircraft. This is it! The final showdown! Before trying to kill Shimada. or approach him quietly. razattack1337 has an abundance of Commander's Challenge video walkthroughs that tackle most of the missions under the Par time! His channel and videos can be found here: . Use the Psionic Shield and Psionic Burst against the Shinobi for protection. and enemy Units kill Shimada. It will also reduce the Threat Meter to Zero.000. though. Izumi cannot be killed with Yuriko's conventional skills. Learn a thing or two in the Terminal and prepare to get ambushed by some Shinobi! Fill the infirmary with bodies. but linear hallway to the northeast. and grants the army $50.she started. Psionic Inhibitors and Reinforcement Elevators first.000 Credits. and requires the threat meter to be full before use. so go back to the crossroads. Check the Terminals and go southeast. however. Izumi is no more. When the down. towards the elevator. During Commander's Challenge. then southeast. and Yuriko goes off into the distance.. then head back to where Yuriko started in this mission. Shimada's destroyed all but one Elevator leading to his room. then attack take out the Inhibitors are quick work of are destroyed.000 >Commander's Challenge< ============================= The Commander's Challenge is a series of Skirmish games in Uprising with various perks. Follow the hallways southwest. The FutureTech Corporation is out to complete all of these games and come out on top of the competing Commanders. ============================= 5. and annihilate the Reinforcement Elevator. Beware of any Psionic Inhibitors that may be in the way. The Red Alert Button causes all of FutureTech's Units to become Heroic. and she's dispatched a group of Shinobi to kill her! MindControl some of the Shinobi. Avoid the many Oni and make a break for the northeast. of the him! This is it! The final FINAL showdown! It seems that Izumi was jealous of Yuriko's success. When at least 10. so make good use Telekinetic Slam ability. First. When all Inhibitors. Credits can also be collected by completing Challenges. Go to the Oni Testing & Coronation Chambers (southeast). FutureTech's army is always Yellow. and a par time to beat for the professionals. she should take a detour of the Nanotech Labs. wondering what she should do next. and use the Telekinetic Slam to throw the tables at Izumi in order to defeat her. arsenals are expanded by completing certain Challenges and unlocking technologies.

are required for a promotion at FutureTech. Fun Factor: 7. As the Soviets: -Use Sickles.http://www.101 >Dead Meat< ----------------Location: Soundless Hill. Try to build up Refineries for the two Ore Nodes. -Make good use of the Guardian Tank's Laser pointer. -The Bullfrog can launch some Engineers past Hill's Infantry division. They also tend to unlock lots of Side Challenges then make a War Factory and a Barracks. Requires: Available at Start. then sell it when it is no longer needed. ======================= 5. . The key to victory here is simply not to use any Infantry. As the Imperials: -Use Mecha Tengu and make them fly over Hill's base. and can capture his base in no time! -Build up a Crane first for faster Structure production. Sell it and to capture another one of Hill's buildings! Then simply smash the Tanks when there aren't any Peacekeepers around. Opponent: Hill (Blue). Now head over to Peacekeepers and use the Engineer Hill's base with Hill's base in the northeast. Recommended Arsenal: Soviets. Unlockable Challenges: Blood Feud. Twists: There are hordes of Attack Dogs swarming the map. To fight off the Dogs. Par Time: 4:30. along with some Tanks. As the Allies: -The Riptide ACV doubles as a Transport as well as an Infantry-killer. Here's a strategy by JB: "Suggested Faction: Imperials. Difficulty: Easy. When ready. Then let them fall to the ground and take out Hill's forces from behind. when beaten. One of them can get an Engineer to Hill's base while the others suppress his troops. use Anti-Infantry Armour Units.100 >Main Challenges< ======================= These are the Main Challenges. ----------------5. the Dogs will make infiltration difficult. Opinion: The first Challenge. -Try not to use the subtletey of the Sudden Transport. Main Challenges are indicated by a crosshair icon. A lot. Sneak the Transport past the use the Engineer to capture his Construction Yard. train an Engineer and build a Transport. Their pouncing ability can make even quicker work of those Dogs! -The Cash Bounty can be used on the Dogs for easy money. Unlockable Technology: Attack Dog.

There's no turning back! Destroy every last one of Shinzo's Structures! If any of his Structures are on the water. Anti-Infantry Armour." Here's another tip by VX4: "Suggested Faction: Imperials. one crushes all his Dogs and camps at his Boot Camp. You can sell the captured Construction Yard for another free Engineer. You will need about 5 Dojos. then east to get past Kenji's base without harm). Kenji (Green)." -----------------5.Use several Dojo cores to crush Hill's infantry and build a dojo inside Hill's base. but it can be taken down with a large enough force. When ready. and you should use Engineers to capture buildings. and Infantry. Also. Because Shinzo and Kenji are busy fighting each other at the beginning. Kenji's base is more heavily guarded than Shinzo's. Note: Hill won't run away with his Construction Yard. If you're fast. build up a Naval Yard and send in ships to destroy them. Secure the Ore Nodes east and north of the Yellow base. cross the Bridge and secure the Ore Node on the other side. charge into Shinzo's weak base. Take the detour by avoiding the bases (go north. Recommended Arsenal: Soviets. Unlockable Technology: Archer Maiden. Opinion: Another fairly tame level. Unlockable Challenges: Defence of the Archipalego. Difficulty: Medium. you're done below 2 mins. and use waypoint mode to run over Infantry that try to come out of the Barracks. and capture the Oil Derrick. Easy. 4 Dojo Cores to his base. Fun Factor: 8. then the Boot Camp. Then capture that Oil Derrick on the opposite side and use the Infantry to blow up the Bridge. Twists: Shinzo and Kenji will only fight each other until FutureTech gets involved. ." Here's a tip by Subk123: "You can crush any Dogs along the way. neither from Engineeres nor from huge damage. Opponents: Shinzo (Orange). Just keep charging at his base. the rest deploy and pump out Engineers. Send a Transport filled with an Engineer and some Support Infantry and send it to the other side of the map. There is no Fog of War. Begin by securing the Ore Nodes here. Requires: Dead Meat. Then head over to Kenji's base. Creeping Death. Par Time: 10:15. Build up a sizeable force of Tanks. Train Engineers and capture all the buildings beginning with the Construction Yard.102 >Blood Feud< -----------------Location: Honour Bound. a steamroller tactic is necessary to completing this mission.

Allied Engineers will have to walk all the way from your base. Send an Engineer to Capture each of the Oil Derricks visible from the mountain summit. go into planning mode. Recommended Arsenal: Soviets/Allies. Opponent: Moskvin (Red). Difficulty: Medium. Twists: Moskvin's forces become stronger every time one of his bases get destroyed. Send 7 Engineers to each base." ---------------------------------5. Here's a tip by VX4: "Note: Both Kenji and Shinzo won't pack up their Construction Yards from Engineers. Anti-Infantry weapons will help win the day! Start off by building a Barracks. -The Desolator Airstrike can pin down the Imperials' production Structures. As the Soviets. one parked right at the end of the bridge leading to the Shinzo and at the ramp to the Kenji's base. saving significant time. So. Requires: Blood Feud. -The ACVs can hop onto water as well as land. Par Time: 11:15. However.As the Soviets: -The Bullfrog can launch Infantry to the opposite corner. Easy too. -The Sickles can also leap onto Shinzo's base without having to go up his ramp. since they don't consider Engineers a fighting unit. all you have to do is to capture all their buildings simultaneously. you could pack 7 Engineers in 2 Bullfrogs and launch them into the bases. then take the three Ore Nodes. order them to enter. Fun Factor: 8. and viola! Instant win. as the Imperials. use 2 Dojo Cores. they will attack you. As the Allies: -The Javelin Soldiers can make quick work of the Imperial Structures. Then Build Anti-Infantry Defences. . Opinion: This is a surprisingly difficult mission. As the Imperials: -Try to avoid using Jet Tengu. thus a reason to open attack on you. -A Sudden Transport can easily sneak through the Imperial Defences and capture the bases with Engineers. There are many Archers in this map. if you attempt to move a Dojo Core inside their base. but that works too. Crate and Red Barrel. Anyways. Unlockable Challenges: Where Satellites go to die. Unlockable Technology: Tesla Trooper.103 >Defense of the Archipalego< ---------------------------------Location: Apocalypse Mountain. Since they won't attack you unless you do. just make sure to set the Engineers to passive mode so they don't start shooting. position them next to the buildings.

build 5 Engineers. -If. You'll need heavy micromanagement. In the last base. a Super Reactor is destroyed. although it takes time to set up. Build 2 Barrackses. Moskvin's last base will fight to the death. Then annihilate his Construction Yard to force him to withdrawl. build lots of Peacekeepers and Attack Dogs to keep Moskvin's forces at bay. then some Tanks. use the Leech Beam to repair the Hammer Tanks. train 5 Dogs/Bears and park them in front of all the hostile Barrackses. Also. so build up a force of Infantry to battle Moskvin's forces.The biggest threats are coming from the east.104 >Where Satellites go to die< ---------------------------------- . -The Sickle comes out on top as the Infantry-Killer thanks to its leaping ability. Tanya can massacre the mass attacks. -A Sudden Transport full of Tankbusters or Engineers can sneak past Moskvin's troops and take his bases by surprise (be sure to have some Aircraft to allow the Transport to Disguise itself as an Ore Collector)! Here's a tip from VX4: "Note: Moskvin doesn't run with his MCV from Engineers. The first four bases will then give up and sell all buildings. Are you ready? Good. After the scouts. but the reward is to finish below 4 mins. Just remember to be fast. then the eastern outposts. Only in the northern base. Head for the southwest outpost first. you will have to use additional Engineers to capture the rest. and capture the respective Barrackses with the Engineer you get from the sale. As the Allies: -The Multigunner Turret won't do well. It is rather helpful to have Bears or Dogs in this mission. That should be relatively easy. Repeat the same for the northwest outpost. build up some Anti-Infantry Armour. As the Imperials: -The Defender-VX will do fine. The Leech Beam also outranges the blast radius of the Super Reactor. else he will get up Super Reactors and start building Tesla Troopers. secure the Ore Nodes he once had. Two should be able to hold out on each end. sell the Construction Yard. the Barracks is so close to one Refinery. then destroy his Barracks. -When available. When any of his outposts are destroyed." ---------------------------------5. Instead. damaging Units. -The Engineer can Heal any wounded soldiers. so finish off every last Structure! As the Soviets: -The Sentry Gun is the premiere weapon against Moskvin's raiders. that the Collector will come to crush your Bear/Dog. Use the Armour to break through Moskvin's forces. Accompany each Defender with a few Imperial Warriors. for any reason. which your Dogs/Bears cannot handle any more. these animals run fast enough to reach their destinations before Mosvkin has built too many Conscripts. and will rank up fast. send them into all 5 Construction Yards. and can lay waste to Moskvin's outposts! -Cyro Legionnaires can also be used to severely weaken Moskvin's militia.

Fun Factor: 8. one of them can use its Laser. -The Javelin's Laser Missiles can also deal tons of damage to Vera's Structures. The Orbital Drops here are deadly. so avoid them whenever possible. -Vindicators. When a sizeable force has been made. then go north. Unlockable Technology: Mortar Cycle. Try to Capture the Oil Derick nearby. as there are Sentry Guns around. . Recommended Arsenal: Allies. Caught in the Crossfire. Twists: Orbital Drop is used frequently in certain areas of the map.Location: Mir's Landing. Cat Fight. Unlockable Technology: Steel Ronin. As the Soviets: -The Hammer Tank's Leech Beam can be used to repair any damaged Hammer Tanks when they are under fire by those pesky Sentry Guns. it will indicate when the Orbital Drops arrive. ------------------------5. she doesn't have any Bears! -VX4 says to use a Dojo Rush. can easily bypass the orbital drops and bombard Vera's base into submission. Recommended Arsenal: Soviets. -Launching people from the Bullfrog is risky. Difficulty: Hard. Keep an eye on the radar. When the Orbital Drop between this part of the island and Vera's base has stopped. Unlockable Challenges: Athena's Wrath. -The Chrono-Rift can prevent Vera from building Defences while the rest of her base is being destroyed. Fun Factor: 7. -Be sure to build lots of Guardian Tanks. Par Time: 6:00. -The Hammer Tanks can also take the weapons from the Mortar Cycles. head into her base and destroy her Construction Yard to prevent her from building any Defences. Requires: Defense of the Archipalego. Opponent: Kenji (Orange). Dirty Tricks. Opinion: The best way around this mission is to simply flank around the centre of the map and take out Vera's base.105 >Symphony of Steel< ------------------------Location: Shogun's Alley. Unlockable Challenges: Symphony of Steel. As the Allies: -The IFV can repair damaged vehicles when there's an Engineer inside. Difficulty: Hard. Build up and make some Defences to hold off the Mortar Cycles. As the Imperials: -The Chopper-VX will make things much easier to take out Vera's Base. Be sure to eliminate any of her production Structures first as well. -A Sudden Transport can cause trouble right inside Vera's base. when unlocked. Opponent: Vera (Red). Build a few Tanks for good measure. flank east. There is no Fog of War.

Opponent: Lydia (Blue). do NOT sell your MCV. As the Imperials: -Try not to rely on Aircraft too much. build up a squad of Tanks.Gosh Darn Mongolians! Requires: Where Satellites go to die. A big mix of diverse troops will be needed to overcome Kenji's legion. Do the same for the rest of Kenji's Bases. Par Time: 11:00. just watch out for the Ronin. and use the Infantry to smash up his Ronin. Feel free to capture a Hospital to lenghten the lifespan of your men and the Veteran Academy in the middle. Easiest is to rush two of the bases with 2 Dojos each. Feel free to secure an extra Ore Node or two. . Twists: Kenji will mass-produce Steel Ronin and Archers. Fun Factor: 6. As the Soviets: -The Tesla Trooper can make things much easier. Establish some Defences. As the Allies: -Multigunner Turrets can help fend off the Steel Ronin and Archers. Should the Tanks ever meet any fierce resistance. In the meanwhile. send in some Infantry and Support Armour to help them out. 3-4 Refineries. which should deploy at their ramps. thanks to their EMP field. Difficulty: Medium. the Archer can take them down quickly. -Yuriko can take on the Steel Ronin one by one. rally them in front of the third one and level it. Use any special abilities to help them smash up the compound. -Engineer Battle Bunkers can be used for extra protection. Opinion: Kenji makes this mission difficult by mixing Archers with Ronin.000 credits. Warriors can kill the Archers easily with swords and the Tankbusters should be able to hande Steel Ronins. The Tanks can also run over the Archers if need be. and build up Anti-Armour Infantry and Anti-Infantry Armour. -The Sickle can leap onto Archers. You have 3 enemy bases and 20.106 >Athena's Wrath< ---------------------Location: Corporate Warfare. so use the Armour against his Archers. killing them quickly. instead have 2-3 Generators. along with a VX ambush from the rear. and start with a Mecha Bay to produce VXs for extra security. -A Sudden Transport can (yadda yadda yadda). They can disable any Ronin that come across (just beware of any Archers). -The Hammer Tank can steal the glaives off of the Ronin. Recommended Arsenal: Soviets. Why? Kenji will send in his fearsome Archers and large Ronin. When your 2 Infantry armies are done with 2 of Kenji's bases." ---------------------5. When ready. Here's a strategy by VX4: "Suggested Faction: Imperials. then send them to Kenji's northern base.

and send them to Lydia's outpost to the east. and blow up the bridge! Now is the time for Air power. so you might have to micro a bit now and then. There's a wall of Athena bombardment in between. Send one Dojo Core to the nearest base. build up some Tactical Aircraft.. So. -The Twinblade here is a godsend. Unfortunately. They can be used to quickly secure the resources to the north AND annihilate Lydia's northern bases! As the Allies: -Vindicators can be used to take out all of Lydia's bases. so avoid those lasers! Be sure to secure the Resources to the north. sell the Construction Yard." Another strategy by VX4: "Suggested Faction: Imperials. so keep some anti-armour aircraft (i. Once you feel safe. Requires: Symphony of Steel. Note: Lydia does not run from Engineers. Striker VXs alone can do the job as they can easily avoid the lasers. watch out for Tanya. the Athena bombardments make a ground assault difficult. -Steel Ronin can smash up Lydia's outpost with ease. Also. Just be sure to build lots of them to prevent Lydia from rebuilding. capture the Construction Yard. build up your army and attack as you would. Build up a small force. -A Prospector can be shrunk to bypass the Athena walls and secure the northern Resources. Spam Striker VXs and send all of them to Lydia's nearest base to anniliate it before moving up to the north east and finally north west. e. this is gonna be a Dojo rush similar to the mission with Hill's dogs. Par Time: 12:00. The Rocket Pods and Honourable Discharge upgrades will help a lot. As the Soviets: -Mortar Cycles can be used to destroy Lydia's outpost. Here's a tip by ArabianSharkCT: "Remember: The enemy Athena Cannons outranges even your tier II base Defences. use . Destroy it and take the area's resources. They don't communicate with each other." Here's a strategy by JB: "Suggested Faction: Imperials. deploy. either Chopper-VXs or Twinblades) in the air around your base. Opinion: This is another fairly straightforward Challenge. Be sure to target any Anti-Air first. Unlockable Challenges: Scavenger. Air Superiority is essential to beating this mission. Twists: Athena Bombardments constantly target certain areas of the map.Unlockable Technology: Athena Cannon. and use them to bypass the Athena bombardments and take out Lydia's two bases. As the Imperials: -Nanocores can be transported to secure the northern Resources. There should be one group attacking while a small group of about 5 VXs defending against Armour and Tanya attacks. Ready to Roll Out. she'll try to drop by more than once.

the other two unpack and produce Engineers. There is no Fog of War. Fun Factor: 9. Avoid Vera's Magnetic Satellite! As the Soviets: -Conscripts are cheaper than most Infantry. Engineers will have to be used to take the Armour on the water. Unlockable Challenges: Offshore Killing. Since Vera and Takara are not allies. Do the same to Vera. Then take the rest of the Armour near the FutureTech base. Requires: Athena's Wrath. another 3 Dojo cores move towards the northwest base. Send in Infantry to seize the empty vehicles. King Oni. and any other heavy Armour in the map before the enemy does. but they can take more of a beating. One core crushes Infantry. Here's a strategy from ArabianSharkCT: "Suggested Faction: Imperial. Par Time: 13:30. -Pacifier FAVs can be used to bombard the crap out of the enemy bases. which already has Athena Cannons at this point. At the same time.107 >Scavenger< ----------------Location: Sniper's Hollow. When ready. Watch out for Vera's forces if they try to flank to the rear." ----------------5. As the Allies: -Peacekeepers are more expensive. You . When this base is no threat any more. Hopefully. Opponents: Vera (Red). As the Imperials: -The Warrior's Banzai charge gives them speed advantages. Tesla Tanks. Build a Barracks ASAP. Build your Instant Dojo first. Difficulty: Hard. Feel free to sell everything here. and your Warriors should slash the hostile Infantry with ease. Try not to let either of the two ladies build up. but it simply needs coordination. Secure the Ore Node to the east. Make sure to capture the Armour Facility first. Twists: Empty Vehicles are scattered throughout the map. Your Gold Mine has Collapsed. then the Instant Reactors and Refineries.Engineer to capture the rest of that base. IFVs are to Tankbusters like butter to a knife. this turns out to be a battle of attrition (props to Hezzara helping me out with his strategy). Opinion: This mission may seem impossible. Takara (Orange). she only has her Imperial-built Tanks available. start pumping out Infantry to level the last base. Unlockable Technology: Natasha. Recommended Arsenal: Allies. but they can only target one soldier at a a time. Be sure to take the Apocalypse Tanks. send in the massive force to take out Takara's base. and wait for Vera and Takara to exhaust their captured Tanks on each other (only used the salvage force for self-defence).

" -----------------------5. you can just destroy them and never worry again. train a handful of Imperial Warriors and send them into the most powerful vehicles in the middle of the map (i. Once your refineries are set up. You can neglect the rest of your economy if you're fast and need to concentrate on that micromanagement. Vera and Tanaka should give each other enough trouble that you only need worry with the occasional fledgling units coming your way. you can pull back. Once you have five or six Striker-VXs. Slyly cripple them.. . Hill (Blue). With barely anything else to make on this map. you can play defence for a while. Set them to aggresive and send them in two groups to the two enemy bases. Only threat at this time will be the Athena Cannons the enemy has captured up till now. the rest will be crushed with ease. Stingrays and the Athena Cannon by your base. otherwise she might deploy Giga Fortresses) and Vera's Airfield (and she'll be left weeping into her handkerchief. That's your cue to start taking Hammer Tanks. Opponents: Vera (Red). they won't be used against you. sneak behind them and take out their Construction Yards. Robots and Ninjas. Par Time: 9:00. If you capture the Assault Destroyers west of your base (you'll need Engineers. call up the mates and bet which of the ladies will lose first. e. Each core pumps out 7-8 Warriors. so don't muck about. The other Commanders will chase you off soon enough. Kenji (Orange). for when the dust settles and the winner of the two comes after you. Requires: Scavenger. Luke) and send them in an 'Attack Move' down to the winner's base. 2 Tesla Tanks and 2 Wave Force Artilleries. Tanaka's Docks (very important. taking out her rag-tag army on the way. Tesla Tanks." Another strategy by VX4: "Suggested Faction: Imperials. send some Final Squadrons at Tanaka's Instant Dojo (she usually has two). Apocalypse Tanks. highly debilitated vehicles. Remember to take your Chopper-VXs to the strike points by sea. Difficulty: Medium. really). build a Mecha Bay and start pumping out Striker-VXs. she'll likely have loads of infantry and a few. King Oni and WaveForce Artillery. but. they're the only amphibian infantry you're likely to have at this point). Capturing the Mecha Tengus just south of you Construction Yard can't hurt. which can capture the 2 Apocalypse Tanks. Meanwhile. the ladies around you will most likely have begun taking Oil Derricks.108 >Offshore Killing< -----------------------Location: Oil Slick. Fun Factor: 8. As you collect security points.can set the rally point for the Instant Dojo to the centre of the map. build up un your Mecha Tengus. with the rather large initial sum. build some Defender-VX towers and set them in Air Destroyer mode. their War Factories. 2 Onis. focus on greater ranks of Final Squadron. You can even send your whole army (use the 'Q' key. Once you've done that. 3 Dojo cores. even while the Dojo is in construction. Recommended Arsenal: Allies. Unlockable Challenges: Chrono you didn't. You can take them back. As soon as you're allowed. You could be done under 3 mins that way. Unlockable Technology: Akula Sub. Meanwhile. deploy them near the 3 nodes in the middle.

As the Imperials: -Like the Soviets. Not only that. Instead. the Empire only has access to smaller ships at this point. Notice the Oil Derricks in the centre of the map. the mighty Naginatas and Shoguns will be capable of decimating all three Commanders (the Giga Fortress can also raise hell on any of them). I have found that on the whole you do not get attacked very much in this map. -If Akula Subs and Dreadnoughts are available. Keep capturing and build up your base to get a Striker-VX to defend against a occasional Stingray attack. Then attack Vera's Base. he doesn't have much in the way of infantry or tengus. one of the Commanders has been sent packing. My first playthrough I next targeted Hill and took a long time even with a combined Yuriko and Striker rush to finish him off and by the time I was wiping up Vera the par time was just exceeded. Opinion: This mission isn't particularily difficult. as their ships can be unlocked early. especially try to grab 1 or 2 in the centre by sending a Dojo north to the south end of the middle island at the start. Use Chopper-VXs to do the dirty work. -Vindicators can be used for additional Support. so use it to kill off enemy Engineers and bomb any Structures. use the Akula Subs and Stingrays to keep the Engineers away from the Oil Derricks. -Later.Twists: The amount of Oil Derricks controlled by each Commander is indicated. Here's a strategy by Helix25: "Suggested Faction: Imperial. they are likely now in the control of the enemy. When ready. build up an armada of Twinblades. Once you have a good defence get a Sudden Transport/Yuriko combo and head for Kenji's base. By this point in the map things can get weird. and spearhead all the Naval Production Structures. Begin pumping out Engineers and take those Oil Derricks! Be sure to take the Dry Dock also. and make a decent Naval Force. decisiveness will be required to win the day! A Naval or Air army is essential.. Thus. By now. Make landfall and wipe out his base. Keep holding out. unfortunately my experience has shown that 1 or 2 is all you get because Vera rushes in a Stingray. So taking Vera out right after using sudden-Yuriko and VXs was easy and under par. . Sell the Dojo and move on. try not to rely on a Naval force too much. My second try when I got to Hill's base Vera had levelled it and his MCV was escaping east toward Kenji's former base where somehow he had already set up a Refinery. Next build up a large Tengu/VX squad. However. As the Allies: -The Allied Navy is the most accessible Navy. but the Pacifier FAV may also be available.. keeping any of the nearby Oil Derricks out of the wrong hands. Destroy them to harass the enemy's economy. send in a Naval Force at either Kenji's or Hill's base (depending on who's left standing). As the Soviets: -The absence of Akula Subs and Dreadnoughts leaves the Soviets only Stingrays. For Offshore Killing capture as many Oil Derricks possible.

and be fast before he gets Apollos). If this is done correctly." ------------------------5. then Airfields. Naginatas destroy everything on sea while the Battleships attack his MCV and Boot Camp. Use Alt & Click to queue attacks on Kenji's base with Yuriko. Kenji will sell his Generators and Refinery and the Warriors will attack Yuriko. then tech up your Docks to tier 3 and build 5 Shogun Battleships. At the same time tech up the Docks to tier 2 and build 3 Naginata Cruisers to ward off Hill's ACVs if he sends any (using the 'Torpedo Type-s'." Here's another strategy by K-Dub: "Suggested Faction: Imperials. If you have Yuriko there. Use the Naginatas to do the same to Hill as Kenji. In this process. Best arsenal here would be the Imperials. but if she built it on sea don't use the Naginatas. then use her to destroy the Twinblades. move her and the Naginatas away from it and use the Battleships to destroy it. as it saves a lot of time). Set up 2 Generators and set up a Dojo and create 8-10 Engineers and capture the Derricks quickly (I captured 4 on the left and 4 on the right). you might want a Tengu escort against MiGs. By this time. For the last one. capture as many Derricks as possible using 2 Barrackses. Hill's base should be free of Infantry so Yuriko can get there safely on her own. using a VX rush to defeat Kenji. so hold out until Yuriko finishes off Hill. hold production of Engineers to save credits and use your Ore Collector to chase it away and resume production.109 >Chrono you didn't< . set up an Imperial Docks and a Nanotech Mainframe tech up your Dojo to tier 3 and train Yuriko once your Engineers are finished training. If you feel confident. Same as before. Be careful of the Super Reactor. Always target the Naval Yards first. This time destroy her Airfield first as she will produce Twinblades. Yuriko should have been created. then send your Naginatas and Battleships to Hill's base. I could have completed it under 8 minutes but Vera had built a Reactor where Kenji's base used to be. If this happens. Once that is done. Also make sure your Transport is disguised as Kenji has lots of subs. you can also go after the collector first to make them sell off stuff. Alt & Click to prevent too much micromanagement. if she built it on land then it's fine. while doing this send your navy to Vera and do the same. so don't leave her alone). the Naginatas must destroy everything on sea and the Battleships destroy everything on land. and use an Air force to avoid suicidal Yaris and powerful Akulas. especially his Docks. so send her to destroy the remains of Hill's base using the same method. she might get away with producing one or two but your Battleships can take the beating. After that send the Naginatas back to your base to save time. then Hill (watch out for that one Hydrofoil. Vera might send a Bear down to your base. you should completed it under 8 mintues. Overall you don't get attacked much. and lastly the Construction Yard. then the Barracks. so watch out for that. send her to destroy the remains of Kenji's base (keep an eye out for Yuriko here. then Vera. Yuriko should have destroyed Kenji.All I can say is beware because in both scenarios that Hill will set up an expansion where Kenji used to be. What I did to wait while the Shogun Battleships were creating was send my 3 Naginatas to Kenji's base and destroy all production buildings he had on the water." Here's a tip by VX4: "Not much to say here.

As the Allies: -An Aircraft Carrier should be able to make quick work of Lydia's bases. 4 dojos. Recommended Arsenal: Imperial. so hurry! As the Soviets: -Battle Bunkers should be able to keep Lydia's forces away. There is no Fog of War. Difficulty: Medium. Unlockable Challenges: Tesla's Castle. Unlockable Technology: Chronosphere. Establish a decent amount of Defences to keep Lydia's reinforcements at bay. Requires: Offshore Killing. one Generator Core to the middle of the lake. -Use some Akula Subs against Lydia's Navy. Classic Dojo rush brings you through this easily. two in front of the southwest base. Lydia will receive reinforcements. some of which are Soviet. Here's a strategy by VX4: "Suggested Faction: Imperials. Support them with Assault Destroyers.------------------------Location: Blitzen's Back. Fun Factor: 7. King Oni. Unlockable Technology: Tesla Coil. A ground assault should be able to take out Lydia's bases. Destroy the Bridge in the middle of the lake. Focus on one base at a time. Fun Factor: 10. Recommended Arsenal: Allies. As the Imperials: -Steel Ronin. Lydia's reinforcements will be stronger every time the Chronosphere is activated. Par Time: 14:00. Opinion: This mission isn't too hard. the other two to the northeast base." ---------------------5. Opponent: Moskvin (Red). then sell the MCV to capture an Oil Derrick or a Hospital. She may even get a Future Tank. -The Wave-Force Tower and Artillery can also annihilate Lydia's forces. . Level those two enemy bases and heckle the remain base with your surviving forces. Twists: Enemy reinforcements will teleport throughout the map. and Tankbusters are very effective against Lydia's Structures. Difficulty: Medium. just so long as this mission is finished fast. Support them with some Naval units as well. and capture the nearby Tech Structures.110 >Tesla's Castle< ---------------------Location: Bear Zamok. Shrink Zone. Opponent: Lydia (Blue).

Note: with the Pacifier. kill the Tesla Troopers with the Peacekeeper. Superb Commander. Feel free to build a Multigunner Turret in the meanwhile too. -Use the Mortar Cycles as cheap Artillery. their Pacifier FAV more than makes up for this loss. Build a Pacifier FAV at Heightened Clearance and use it to destroy the Super Reactors right outside your base. Heightened Clearance." Here's another strategy by VX4: "Suggested Faction: Allies. Armour Facility. Airbase. Then do this build order: Power Plant. They can also be used to shatter Moskvin's bases from beyond the walls. First build up two or three Multigunner Turrets. Here's a strategy by Skyfortress: "Suggested Faction: Allies. so don't bother trying a Twinblade/Chopper-VX attack here. then secure the prizes he leaves behind. Take out the Tesla Troopers in the base by any means necessary. Instead. Use the Pacifier to take out the other two Super Reactors (and the War Factory if Moskvin built one there) and use the other tanks to destroy what's left of Moskvin's base. As the Imperials: -A Sudden Transport may be able to make its way into Moskvin's territory (think of the possibilities!). Twists: Aircraft is unavailable. and can turn the Tesla Troopers into swiss cheese! -Protect the FAVs with Mirage Tanks (or Future Tanks when they are available). Use Artillery to bomb the crap out of the Super Reactors in the middle of the castle. Neutralize any of Moskvin's forces to the south. Make sure to build Walls around the spots for the Refineries to prevent Tesla Troopers standing there and blocking the way. Use Artillery against them. Moskvin's bases are to the north. Beware of Moskvin's Tesla Tanks. Power Plant. As the Allies: -Although playing as the Allies without Aircraft seems like blasphemy. this can be one easy mission. sell the Airbase. Requires: Chrono you didn't. use Artillery and Armour. 2 Refineries. then build an Armour Facility and an Airbase for the Choronosphere. As the Soviets: -Natasha can be used to capture some of Moskvin's Tesla Tanks. Par Time: 13:30. Opinion: There's no Aircraft.Unlockable Challenges: Double-Barreled. . Then build some Defences at the entrance to this section of the castle. Then build one or two Future Tanks(or a group of Guardians and IFVs) and teleport them and the Pacifier to Moskvin's base with the help of Surveillance Sweep. Defence Bureau. It can barrage Moskvin's helpless Structures in the castle.

Now once you've got Heightened Clearance. and whatever is left. Come and get it. it's hardly guarded) and deploy them in the middle of the map. Here's a strategy by UltimateBladez: "Suggested faction: Soviets. the 3 Pacifiers. As the Soviets: -Natasha can neutralize an Apocalypse Tank. build base and bombard the two Super the Tesla Troopers. Par Time: 13:00. As the Allies: -Use Tanya on the Apocalypse Tanks (provided that Oleg doesn't have the Terror Drone Surprise!). Recommended Arsenal: Imperial. Twists: Aircraft is unavailable. Difficulty: Hard. As the Imperials: -Yuriko works best against the Apocalypse tanks. Be sure to take out Oleg's Defences first with Tanks or Artillery. Then. -Use the Oni to break through Oleg's Defences. then the 2 Refineries. pack up. so keep an eye out for Oleg's attacks. Get a Commando and use her against Oleg's base (when she's escorted by some powerful Tanks). Use some Anti-Armour Infantry against Oleg's incoming Apocalypse Tanks. Fun Factor: 7. Kill off the MCV with ease. Try to secure the resources to the east. the third one moves outside to kill kill the 3 elite Tesla Tanks in the middle by deployed artillery. -Pacifier FAVs can bombard Oleg's base. Unlockable Technology: Apocalypse Tank. deploy the first two inside your Reactors. you could win in less than 6 minutes. move your Pacifiers around your base to the middle (use the southern path. It's recommended to build two Sentry Guns on the edges of your base (for killing Oleg's Infantry ONLY). Thanks to Lellouch for helping me get through this one. Note: READ THE ENTIRE GUIDE BEFORE STARTING THE MISSION! First build a Crusher Crane followed by two Reactors and two Refineries. After . Unlockable Challenges: Out of the Blue.111 >Double-Barreled< ----------------------Location: Grinder Gulch. Opponent: Oleg (Red). Faciliity. Requires: Tesla's Castle. and the Bureau. Bombard the other 2 Super Reactors and the other buildings near them. Opinion: The fog of war is gone here. Done quickly. Also try to aiming in front of them with your Next. Red Crush. There is no Fog of War. deploy them in a line in front of the wall to Moskvin's main base. Escort her with some King Oni." ----------------------5. Then start building a Super Reactor and War Factory. -Use V4 Rocket Launchers to smash Oleg's Structures.

(because of the Garage). Set ALL Terror Drones on stun mode. send more Mortar Cycles to kill his Garage. This makes an excellent defence. send them to attack his MCV right away. Once we have built a sizeable army and Armoured force. Keep a constant flow of Terror Drones.. Remember. that's good. Armour Facility is a must to keep those Terror Drones at bay. causing his MCV eventually die. First build a Power Plant. build a Barracks to produce about 10 Mortar cycles. There's almost no way in making it through par time with this. Just make sure your first line of attackers are Warriors. But don't go for his base yet.000 credits to spare. Once his War Factories are gone (he won't build another MCV).that's done. During this entire process. Kept about 27 at the end for me. Spies can also be used to bribe Oleg's Apocalpse Tanks. you can garrison Natasha in one of the buildings. proceed to wipe out Oleg's base. because they have more HP than Tankbusters. That way he can't unpack anywhere. Spies can be trained to infiltrate Oleg's Refinery that is built far away from his main base for money. The Mortar Cycles can wait a little bit." Here's a bit more informatio by VX4: "Although Oleg's base starts with 2 Sentry nests to each entrance. and once it's blown up. As soon as you can. You can also use V4 Rockets instead of Mortars. but make sure you have at least 1-2. go and kill off Oleg's Ore Refineries that he has around. You can also capture a Hostpital. Use the Desolator Strike to kill his garrisoned Infantry and his wandering ones. he's rendered useless. KEEP THE TDs COMING! When you have about 5. If you can take it out. you should have about 10-20 TDs on each side." Here's another strategy by JB: "Suggested Faction: Allies. It's kinda funny. Build up about 10 more Mortar Cycles. After clearance is completed. The majority of the TD (Terror Drones) should be at the edges. and 4 in the middle). Blehhh! Finish him off however you like. Kill off his Super Reactor and War Factory with Mortars as well. Next is to harass his base a little.. While building the Terror Drones. The Iron Curtain will come in handy later (NOT NECESSARY). then a Defence Bureau and Heightened Clearence for the Pacifier which can be used to keep those Tanks and Infantry away. Once you have your V4s set up (about 3 for each side. Train Natasha as well as a few V4 Rocket Launchers. So what should happen is. get an Engineer and make a Bunker for Natasha. this one could take a while. he's done for. the Terror Drones stun the Apocalypses and the Mortar Cycles can move from each side of the base to kill the stunned Apocalypses. Engineers should be trained in order to secure all civilian buildings in the map. So. If you feel like it. He'll start pulling out Apocalypses soon. (Oleg's too stupid to build a Crusher Crane). This strategy is only if you really have no other choice. place your Dojos near the western Oil Derrick and wait until you . Send a couple extra Terror Drones to go into his moving MCV. build about 10 Terror Drones. if you have about 10 Mortar Cycles. followed by a Boot Camp and a Refinery before applying for clearance.. Build Airbases next. Eventually. Though the MCV won't die from Terror Drones. this mission still can be Dojo rushed. Then avoid the raging Apocalypses and kill off the Sentry Guns with the Mortar Cannons. you can destroy his Apocalypses with Terror Drones too. By the end you should have build about 30-40 Terror Drones. but space them out. it's okay. If not.. Line up your Terror Drones evenly at the edges a little behind the Sentry Guns. build a Battle Lab. Keep pumping them out and ALL on stun.

have a respectable force before you charge. Oleg's build order is really slow here, he'll first build a Super Reactor, then a Battle Lab, then two War Factories, and only then will start sending Apocalypse Tanks. In the meanwhile, all he has is some Infantry and those Sentry Guns. Should be easy to overrun with a large enough Infantry army. Alternatively, and much more fun but also much slower will be using the Soviets. You will need Terror Drones for this one. Basically it's gonna be the same as already described in UltimateBladez's strategy, just that you'll be doing exactly this: 1. Build a Barracks, a bear and two Engineers, then sell it again. Send the Bear to the far Oil Derrick (but not too close, else he escorts his otherwise lonely Engineer). 2. In the meanwhile, build a Crane near one of the Ore Nodes. The Engineers go for the two Oil Derricks, the Bear kills that enemy Engineer at the far Oil Derrick when he has come close, then retreats. 3. Once the Crane is done, have the Crane build a Reactor near the other Ore Node. The MCV should pack up and go to deploy at the 2 Ore Mines in the northwest. 4. The Crane builds a Refinery, then a Super Reactor, then another Refinery. 5. When the MCV arrives, simultaneously build 2 Refineries at the new location too. 6. Build a War Factory and Barracks at the new location (right in front of Oleg's base) By now he should have started producing Apocalypse Tanks. 7. Build 3-4 Bears, 3-4 Terror Drones, 4-5 Mortar Cycles and up to 8 Hammer Tanks, in that order. You can also have two Engineers first to capture the Hospital and Garage. 8. When Oleg starts to move his forces towards you, you root his Apocalypse Tanks with the Drones, leech their cannon with the Hammers, and deal damage with the Mortars, and kill his Infantry with your Bears. 9. When you have 5-6 double-barreled Hammer Tanks, start attacking. Bombard his Defences with your bikes, then just take out whatever comes into your way. 10. Always handle his Apocalypses from afar, using the superior range of Stasis Beam, Leech Beam and Mortars. 11. Target his Battle Lab first; no Lab = no Apocs. Garrisioned Infantry is no problem for Molotovs from your bikes. Don't hesitate to retreat single Hammers if they get under heavy apoc fire. 12. Profit." ----------------------5.112 >Out of the Blue< ----------------------Location: Canals of Carnage. Difficulty: Hard. Fun Factor: 5. Opponent: Giles (Blue). Recommended Arsenal: Imperial. Unlockable Technology: Century Bomber.

Unlockable Challenges: Fury of the Empire. Requires: Double-Barreled. Par Time: 15:00. Twists: Giles sends in Paradrops every few minutes. The amount of time between Paradrops is indicated. Opinion: Get some Anti-Infantry forces ready for this mission; the Paradrops are quite deadly if not attended to. A sneak attack will need to be used. Props to Lellouch for the strategy for beating this mission. Get some Infantry to fight off the Paratroopers. Secure the Ore Node to the east and protect that too. Giles has some Power Plants in the middle of the map. Feel free to take those out. Use Artillery to break through Giles' Defences and annihilate his base to the northeast. Use Commandos for maximum efficiency. As the Soviets: -Use Desolators, V4 Rocket Launchers, and Natasha to deal with the primary threats here. As the Allies: -Use Apollo Fighters to shoot down the Century Bombers whenever possible. -Have Pacifier FAVs deal with both Infantry and Structures. As the Imperials: -Send in a Burst Drone to Giles' base, avoiding any Apollo Fighters along the way. Then make a Transport and disguise it as one of Giles' Prospectors. -Put Yuriko, a Shinobi, and some Tankbusters in the Transport, then sneak it along the east side of the map. -Avoid any Dogs, and then unload the Transport in Giles' base! Use Yuriko to destroy all the Power Plants to neutralize the Defences. -Destroy the Armour Facility and Construction Yards first. -Use Shinobi and Warriors to fight off the Paratroopers. Here's a strategy by FlareBladeLord: "Suggested faction: Allies. Start by building two barracks, and start spewing out Infantry. When you've got enough, say; 30 Peacekeepers and 15 Javelin Soldiers (feel free to add more units, the more the merrier), send them north to the two Power Plants and take them out along with the Defences. Keep reinforcing your army as your progress, until your money is no more. But you probably won't have that much time, so just keep progressing. When you reach the outskirts of Giles' base, you should have about the same number of Peacekeeperss as you started with, and at least 20 Javelin Soldiers. Then, send them towards Giles' base, and watch out for his Century Bombers. This should be fairly easy. Also, if you want more money, build a Power Plant and sell the Construction Yard. If you want the Construction Yard safe, send it out on the northern waters, but make sure you have a Power Plant set up before you do so. But as for the Engineer you'll get, you can use him to capture one of the Power Plants to gain some more money." Here's a tip from VX4: "Bla, Dojo rush. Remember to place the Generator in the water. Crush Giles' base, and don't forget the 4 Power Plants in the middle of the battlefield."

-------------------------5.113 >Fury of the Empire< -------------------------Location: Rival Schools. Difficulty: Insane! Fun Factor: 6. Opponent: Takara (Orange). Recommended Arsenal: Imperial. Unlockable Technology: Giga Fortress. Unlockable Challenges: Future Warfare. Requires: Out of the Blue. Par Time: 16:00. Twists: Takara has some Giga Fortresses patrolling the map. The Fog of War near the Giga Fortresses are removed. Opinion: Fly under the radar in this mission; the Giga Fortresses are too strong to be dealt with directly. Secure the Oil Derrick and Ore Node to the west, and build up a sizeable Air force. One of Takara's Giga Fortresses is patrolling the waters, so avoid it. When it's at the west end of the map, send in the Air force northeast, avoiding any Anti-Air Takara has in this region. Destroy Takara's Docks, then the rest of her production Structures. Hunt down every last one of her Structures before she can send in the Giga Fortresses, essentially ending the game. As the Soviets: -Escort the Twinblades with MiGs. As the Allies: -Use Harbingers and Apollos (maybe a few Cyrocopters too). As the Imperials: -Use the good old fashioned VX/Tengu strike. Here's a strategy by Manuras: "Suggested Faction: Allies. 1. Build a Power Plant, an Ore Refinery, and an Airbase. 2. Get the Surveillance Sweep ability. 3. Build 4 Appollos and a Boot Camp. 4. Train 2 Spies and disguise them as one of Takara's soldiers (you can see them with the Surveillance Sweep). 5. Bring a Spy to the northwest corner and the other to the southeast. 6. Position 2 Apollos near each Spy but don't let them be engaged with the Giga Fortresses. 7. Once you have $2000, bribe the 2 Giga Fortresses (and maybe the Naginatas near them at the same time). Also, start pumping out lots of Javelins for base protection. Not that necessary on offence, but it can save your life. 8. Get your Apollos near your Fortresses and switch the Fortresses to Sky Mode. 9. Rush to Takara's base by shooting down every Jet Tengu with your Apollos. At this time, your base may be under attack by some Tsunami Tanks and Sky Wings, but the Javelins will hold them off long enough. Also, try to destroy Takara's Nanocores ASAP." Here's more input by Ace_Strife:

"Suggested Faction: Empire. This mission can be beaten with just Yuriko, but the trick is sneaking her into the enemy base quickly and undetected. Here's how you do it: Quickly build three Generator cores and three Refineries; the third ore mine lies on the southeastern edge of your starting island. While the refineries set up, build a Dojo and another Generator. When one Refinery is operational, upgrade your Dojo and build a Mecha Bay, a Mainframe, and three Defender cores. Set up the Defenders to the east where your lone Refinery lies, with one set as an Anti-Air defence. When the Mainframe is up and running, upgrade your Dojo one last time, and build a Sudden Transport and train Yuriko. You may sell your Construction Yard now for a quick 2500 credits. Now, disguise the Transport as any enemy vessel (you can do that, even if it's a naval-only unit), and stick Yuriko inside. Takara's base lies to the northeast, and if you didn't waste any time, she shouldn't have expanded into the sea. She'll have a Docks, but ignore that, and make a beeline right for her base. Avoid the base Defences and unload Yuriko near the Construction Yard. Take down any enemy threats (Tanks and Imperial Warriors deal damage fast) and then take down the Dojo and Mecha Bay. Save Yuriko's special ability because an Infantry division is coming to Takara's aid from the west. Remember to juggle the enemy if there's too many, but use her ability on the Infantry division once they arrive. Now, take down Takara's Power and her Construction Yard, and then everything else, including the Docks just off the island's south coast. If you haven't won, that's because she has one more Refinery to the northwestern section of her island; similar to your own third Refinery. You should have completed in seven minutes tops." Here's another tip by VX4: "This one is surprisingly easy to Dojo rush, just lead your Dojo Cores between the Sky Fortresses and safely deply them at the southern beach of Takara's territory. Don't be afraid if she has a Defender VX in her base. Just move a Burst Drone near it, but out of its range and it will go into anti-air mode, rendering it useless against your Infantry." Here's another strategy by Pac Nether: "Suggested Faction: Allies. The three Giga Fortresses in the water are basically begging to be bribed. To sum up what I did, I spread out my base as much as possible at the beginning (i.e. a Power Plant as far northeast as possible, 2 Refineries south west and a Boot Camp south east). This prevents the Sea Wings which attack the base later from destroying all the buildings because the other buildings are out of their vision zone. Build 6 Spies and use Surveillance Sweep to give the Spies something to imitate. I sent two Spies to each water Giga Fortress, placing one Spy between the Giga Fortress and a Naginata Cruiser so that all three would be converted at the same time. The Giga that patrols the enemy coast requires a bit of timing in order to prevent the Spy being crushed. Before the southeast Fortress was converted, I had already moved my Construction Yard between the two Ore Mines, leaving the buildings behind. Now all was left was to make all 3 Giga Fortresses airborne and make mincemeat of Takara's buildings."

======================= 5.200 >Side Challenges< ======================= There are numerous Side Challenges to complete. Some Side Challenges unlock more Side Challenges. Side Challenges are indicated by triangle icons. ---------------------5.201 >Creeping Death< ---------------------Location: Infinity Isle. Difficulty: Easy. Fun Factor: 6. Opponent: Kenji (Orange). Recommended Arsenal: Soviets. Unlockable Technology: Striker/Chopper-VX. Unlockable Challenges: All Guns Blazing, High-Water Mark. Requires: Blood Feud. Par Time: 9:00. Twists: Kenji mass-produces Defender-VX Cores. Opinion: A fairly easy map. Kenji attempts to use the Dojo-Rush, hence, turtling is essential to survival. Build up, securing the Ore Nodes. Then make a Barracks and send two Engineers to Capture the Oil Derrick and Observation Post. Send some Support Infantry to hold off against the Nanocores. Secure the Ore Nodes in the water and next to the Oil Derrick for extra cash. Erect a War Factory and start pumping out Tanks. When possible, build an Airfield and make a squad of Fighter Jets. When enough Tanks are produced, send them to raid the Defences. When all the Defences around the southern Ore Node are destroyed, take it and build some Defences to shoot at the incoming Nanocores. Try to produce an army before Kenji can build his Wave-Force Towers. Send in the Tanks to smash everything up! If Kenji has some Chopper-VXs in his base, use the Fighters to bring them down. Kenji may also expand to the water. Should this happen, use a Naval fleet to hunt his forces down. As the Soviets: -The Engineer's Battle Bunker is a godsend. A single Bunker full of Flak Troopers should be more than enough to keep the Nanocores away. -The Hammer's Leech Beam allows the Hammer Tanks to last much longer against Defences. As the Allies: -The Allies can expand far earlier in the game thanks to the Prospectors. Use them to gain a quick hold of the various Ore Nodes. -The Apollo Fighters can be used to distract the Defender-VXs if necessary. -Allied Engineers can heal the wounded Infantry whenever need be. As the Imperials: -Follow suit to Kenji's strategy. Rush some Defender Nanocores to protect the Observation Post. -Build the Dojo right next to the Observation Post. -The Tsunami Tanks can hunt down Kenji's forces, even if they go to the waters.

As the Allies: -Prospectors can get an early hold of the isolated Ore Nodes in the area. Twists: Explosive Barrels and Bonus Crates appear throughout the map. Unlockable Challenges: Are you Experienced. The amount of Barrels is indicated. and Capture every Tech Building in the vicinity. Requires: Crate and Red Barrel. upgrade it and send in Use the Tsunamis to take out the Cores and Striker VXs. Recommended Arsenal: Imperial. Once the Mecha Bay the Tsunami Tanks to take out the enemy base. Try to secure the resources east and south of this position. Training 5 Archer out those annoying Cores. --------------------------5. the middle of the map. -Chopper-VXs can provide support. Requires: Defense of the Archipalego. Unlockable Challenges: Number One Threat to America. Two Sides to Everything. Opponent: Hill (Blue).Here's a strategy by JB: "Suggested Faction: Imperials. Just try to break through his troops and annihilate his structures. be sure to collect any of the Crates whenever possible. Unlockable Technology: Assault Destroyer. Difficulty: Medium. Build a Dojo Core and send it to Maidens can be helpful in taking is built.202 >Crate and Red Barrel< ---------------------------Location: Quad Damage." ---------------------------5. Destroy the Bridge leading to the centre island. Just watch out for the Barrels that pop out everywhere. Try to flank to Hill's base in either direction. whenever Hill's forces get near any Barrels. Opponent: Hill (Blue). Difficulty: Medium. shoot them to dispatch his troops quickly.203 >Are you Experienced< --------------------------Location: Hard Lesson. Recommended Arsenal: Imperial. Fun Factor: 9. Fun Factor: 8. As the Imperials: -Tankbusters can eliminate Hill's IFVs with ease. As the Soviets: -Flak Troopers are effective against Hill's IFVs. Defender VXs and have the Archers take out the . Opinion: This is a straightforward mission. Par Time: 7:30. Here comes the tricky part. Also. Unlockable Technology: Multigunner IFV.

Remember to wail on his MCV as he packs it up. Instead. garrison any of the nearby Structures. being sure that all Academies are being defended and maintained. Attempt a Dojo Rush against Hill. you can place a Refinery there as well. You start out with three. For extra defence. As the Imperials: -The Chopper-VX can make quick work of Hill's Structures. they can be taken back. Because he's relying so much on Peacekeepers and Riptide ACVs. Hill's forces should fall quickly. Opinion: Units are even more deadly thanks to the Veteran Academies. Send two Dojo Cores to Hill's base and start an Infantry spam. have some Engineers make some Battle Bunkers for even more protection. You probably can't avoid Hill taking over one of your Academies. just in case. Same goes for any academies he takes from you." ------------------------------5. Without his Academies. -Steel Ronin can easily annihilate any Armour or Structures (including Hill's Academies)." Here's another strategy by Subk123: "Suggested Faction: Imperials. go to his Academies and blow them up. Then build your Super Reactor and Airfield. you can just leave them be and take out his Assault Destroyers first. Don't worry if Hill manages to capture an extra Veteran Academy. ignore everything else and destroy it and the Armour Facility. You'd be better off razing Hill's Academies than taking them.Par Time: 6:30. Build up a sizeable force. The amount of Academies for each side is indicated. he might be discouraged. If you see Riptides. Remeber the Ore Mine on the water just south of your Construction Yard is borderline within your reach. Now you can just spam Twinblades. The Ore Nodes in the water to the southeast can be taken.204 >Caught in the Crossfire< ------------------------------- . Twists: Each army starts out with three Veteran Academies. Mop up and you're done. you might lose some. in case they try to get to your base. As the Soviets: -If any of the civilian Structures are destroyed in the firefights. Place two Sentry Turrets next to your northern Ore mine. damaging the morale of his troops. As the Allies: -IFVs can help repair any damaged troops. both of which fall easy prey to your Sentries (you might need to build a couple more for the Riptides). Here's a strategy by ArabianSharkCT: "Suggested Faction: Soviets. Don't stress over the Veteran Academies. but if you shoot the dogs near the other two. two on the flank of your base towards Hill's base and one or two covering your rear flank. Hill's needs to be destroyed to get the upper hand. then attack Hill's troops. with the Empire's cheap Infantry. that's alright. or can transfer any Engineers to take some of Hill's Academies in seconds.

so send in a small Infantry division to smash up his base (use a squad of Fighter Aircraft to fight off his). -Tankbusters can smash up the Bases with little difficulty. As the Imperials: -When the Airfields are destroyed. you can capture the Oil Derrick closer to his base. Opponents: Giles (Blue). Then recall your surviving tanks and repair them. Then send a handful of Hammer Tanks. Par Time: 10:00. When one Commander is defeated. build some Flak Turrets facing Giles's base first and a few facing Vera's. Fun Factor: 7. plop down some Sentry Guns facing Vera. When one of the Commanders is defeated. Requires: Symphony of Steel. -Battle Bunkers can be used to replace the civilian Structures in the base. Giles. -Javelin Soldiers can rip apart Giles' base. Destroy both Commanders before they can retaliate! As the Soviets: -MiGs can destroy clusters of Aircraft. Secure the Ore Nodes in Giles' late base if necessary. Vera (Red). and make a War Factory to produce Tanks and Armour. Giles offers not to attack you if you can keep Vera off his base. It might take more than one wave. they'll just get blown apart. Once Giles is done. attack Vera. Twists: There is no Fog of War. the other will send in their Bombers. Difficulty: Medium. Unlockable Challenges: Dangerous Skies. build a Barracks and garrison the Structures towards the two enemy bases. the Jet Tengu can return back into Mecha Tengu to add more damage the Chopper-VXs are already creating. Opinion: Two of the finest Air Force Generals fight against each other. Instead. As the Allies: -A squad of Apollo Fighters can singlehandedly annihilate any Air force Giles or Vera can produce. Resist the temptation to capture the Oil Derricks near by. is a bigger threat than Vera. Don't be encouraged to favor one of them over the other. Here's a strategy by ArabianSharkCT: "Sugested Faction: Soviets. Ignore the Fighter Aircraft blowing each other to bits over the base. with his Vindicators. Build up two squads of Fighter Aircraft. so use some Fighter Aircraft to send them to the ground. When Giles is sent packing.Location: Islandgrad. Start building Bullfrogs. it's all a matter of basic fighting. . they must both go down. the other sends in bombers. to pound on Giles' base. as soon as you can. Also. Instead. Don't trust him. After that. Recommended Arsenal: Allies. as she'll sent the odd few soldiers on foot your way. He has virtually no ground forces. Unlockable Technology: Twinblade. She has a ton of Twinblades at her disposal. -Riptide ACVs can pursue Giles or Vera if they ever think about retreating into the water.

my structures were never attacked!" Here's a tip by Subk123: "A Tanya IFV will be able to destroy both bases easily. When you're ready to attack. The bombers were sent in to the centre of the map. Secure the Ore Nodes on the island to the west whenver possible. Be sure to have enough defences to fight off both the Vindicators and the Soviet Infantry. The Allies defeated the Soviets while I was attacking the Allies. If you have V4 Rocket Launchers. . then the Airfield just beyond it. Twists: None. Recommended Arsenal: Imperial. but I had destroyed their Construction Yard and their War Factory. so beef up your anti-air defences. to the corner of the map with 2 Ore Nodes. I immediately packed up my MCV and moved into the water. Requires: Caught in the Crossfire. Difficulty: Hard. I sent 2 Refinery cores to the opposite side of the map (by sneaking around the Soviets hugging the side of the map) and had 4 Refineries running the entire game." Here's another strategy by bGate: "Suggested Faction: Imperials." ----------------------5. I did not have to set up a single defensive structure. The allies got the upper hand against the Soviets while I massed my Sea Wings. Unlockable Technology: Vindicator. But most importantly. I then set up 2 Docks and upgraded them to give me Sea Wings.205 >Dangerous Skies< ----------------------Location: Repair Bay. Just destroy Giles' base first so he doesn't send Century Bombers at you. Par Time: 21:00. send some bullfrogs ahead to deal with Vera's Twinblades and some tanks just behind them to deal with the structures. I then pumped out Sea Wings non-stop. Build up two fleets of Fighter Jets. Fun Factor: 6. over on the water. I set my Sea Wings into flying mode and began my assault on the Allies. Unlockable Challenges: Viscious Circle.Vera will get some Kirovs for her birthday. Kirovs are less deadly. Opinion: This mission WOULD be easy if it weren't for one thing: MONEY! Heavy micromanagement is required to completing this mission. and that upgrade path also gave me increased naval strength. Opponents: Vera (Red). I used the Final Squadron ability to help pick off weaker buildings. My squadron of Sea Wings was destroyed. After setting up 2 Refineries at my Construction Yard in one corner of the map. You might even want to send your MCV over to the site of Giles's former base so it'll take the Kirovs longer to reach you. As soon as the mission started. and I was nowhere to be found and I was never attacked. one for each of the Commanders. Giles (Blue). so it was only a matter of time for me to beat them down. have them prioritize her Super Reactor. and not me. The Allies and the Soviets attacked each other.

Build up a sizeable force and charge to her base (use the fleets of Fighters to shatter her Aircraft). In Mecha form. covered by your Mecha-Tengus. Vera's base is to the north. so a ground assault is possible. they can thwart any Air Attacks. -Hydrofoils can tear Giles' Vindicators to shreds. As the Allies: -The Assault Destroyer will be invaluable for destroying Giles' base. Unlockable Technology: Wave-Force Tower. First thing I did was pump out 2 Generators. and 2 Refineries. when fighting against Air units. I trained a group of Archer Maidens and another Refinery and escorted it up to the Ore Nodes to the north. destroying Vindicators. In Jet form. As the Soviets: -Now that the Twinblade is available. and the Maiden can take out everything else). covered by your Mecha Tengu to stop those pesky Twinblades. however." -----------------------5. After I set up two Refineries in the northern ore nodes.Again. Twinblades and Vera's Infantry attacking me until I managed to get a Defender Core set up. Giles is a greater threat than Vera. Difficulty: Easy. With the Maidens there. I built a Mecha Bay and pumped out a small group of Mecha Tengus. -A squad of Tengu and VXs should be enough to drive Giles and his cursed army out of the game. You COULD kill her with a VX rush. Vera hesitates to send any Twinblades against you. but you have the advantage of numbers. As the Imperials: -Build lots and lots of Tengu.206 >All Guns Blazing< -----------------------Location: Battlebase Quartus. I began to focus on Gile's base. they are. use them to shoot down both of the bases. a Dojo. but you might do a little better using Steel Ronin to do it. Vera will probably fair better against your VXs. they can fend off Vera's pesky Infantry. guarded by a healthy amount of Archer Maidens (amazing unit. Let's just face it. Here's a strategy by Hezzara: "Suggested Faction: Imperial. A simple VX rush. Vera doesn't use many tanks. Recommended Arsenal: Soviets. while tanks can beat them. With the skies around my base cleared. it's always the Allied Air units that gives the most grief. -Use Steel Ronin to deal with Vera's base. Pursue any of his forces until he gives up (and complains). Build up a Naval Yard and send some ships to destroy Giles' base. Produce some Anti-Air ships to fend off Giles' pesky Vindicators. though it might be worthwhile to send a few Tengu to destroy them every now and then. . Use an adequate Air Force or Naval Force to annihilate Giles' base. Apollos might be better than your Tengus. -Battle Bunkers are effective at protecting the Tech Structures. Opponent: Takara (Orange). Fun Factor: 7. as she has a lot of flak around her base. Once they were set up. which I used to patrol around. Secure any vacant Ore Nodes whenever possible. is more than enough to push Giles out of the game. Once again.

As the Soviets: -The Twinblade dominates the sky here. Shinzo will have Infantry guarding his bases too. Build up an Airfield and build a fleet of Fighter Aircraft. Build up a Naval Yard and start pumping out ships. As the Soviets: -The Stingrays are cheap amphibious Units that will fare well against the Sea- . just build a small Infantry force for defence. for some reason. Unlockable Challenges: Behind the Iron Curtain. Be sure to build lots of them to prevent Takara from rebuilding. so pump out some Tengu. When ready. and any sort of Helicopter or Bomber can make quick work of Takara's Bases. Opinion: With Tactical Aircraft. Requires: Crate and Red Barrel. A formidable Air force and Naval fleet will need to be used to get past this mission! Try to build up a fleet of Fighter Jets to fight off the Sky-Wings. The Tactical Aircraft will be able to make quick work of Takara's minions with ease. the use of Tactical Aircraft is limited. Do the same to the rest of his bases. Par Time: 10:00. Opinion: Shinzo doesn't make things easy with his Sea-Wings. then start mass-producing Tactial Aircraft. Unlockable Technology: Sea/Sky-Wing. Difficulty: Insane! Fun Factor: 5. so use any Amphibious units whenever possible. it also requires a Mecha Bay upgrade. Since this base is protected by Tri-Cannons. Par Time: 9:15. Shinzo's base to the east is a high threat. Opponent: Shinzo (Orange). attack any of Takara's bases. There is no Fog of War. so target that one first.207 >Two Sides to Everything< ------------------------------Location: Pool Party. Twists: The number of Shinzo's Sea-Wings is indicated. Requires: Creeping Death. which is heavily guarded by the Cannons. and build those choppers! ------------------------------5. If. and then send in a ground force to destroy Takara's defenceless Structures. Use the Fighter Aircraft to protect the Tactical Aircraft in case Takara builds Tengu.Unlockable Challenges: Show of Force. Recommended Arsenal: Allies. Twists: All bases are protected by Tri-Cannons. The only way to get to this base on land is the ramp. Secure the Ore Nodes in the water. use them to destroy Takara's Tri-Cannons. this mission is a joke. so don't stop building them! As the Allies: -Vindicators can be used for quick hit-and-run attacks. As the Imperials: -The Chopper-VX only requires a Mecha Bay. Takara virtually has no Anti-Air. Of course.

keeping them in the northwestern corner of YOUR starting landspread. since Shinzo's packing A LOT of Yaris. Now that you have expanded build up another Armour Facility and set them both to build LOTS AND LOTS AND LOTS of IFVs.. just send a few Prospectors round the map: -Shinzo's old base -Southern expansion points.208 >Ready to Roll Out< .. After the two Refineries were buit. here's how I did it: I immediatly. Escort them with Bullfrogs in case there are any Sky-Wings. since IFVs are very cheap. Then came 2 Ore Refineries. So. after I gained control. if you know your opponent's weakness. and Javelins do best) and leave a few ungarrisoned (like 20 . I started pumping out Riptides and Multigunner IFVs and overwhelmed the southeast base before he built a Sea-Wing. You can hopefully get it under par and really cheaply. Archer Maidens second. This is simple. build up another Turret at the north. Meanwhile. Meanwhile. built it near the Construction Yard. but don't let that fool you. keep producing IFVs and keep them. As the Allies: -The Assault Destroyer is good for destroying bases and Sea-Wings. I built a Multigunner Turret at the north entrance of my base. witch can be countered properly. Build a Boot Camp and train different types of Infantry to garrison the IFVs (Peacekeepers.Wings. You probably won't get attacked on your water expansions. set my Construction Yard to build a Power Plant. and set its rally point onto the small land spread east of me. and Imperial Warriors the last. just in case. defending your base with the original IFVs. Kill anything you see and proceed with the north western base and destroy it. They should be accompanied by Hydrofoils and Apollo Fighters to take down any Sky-Wings. I built an Armour Facility. It is REALLY easy. then built another one. When you kick the behind of his southeast base." ------------------------5. Shinzo will rely very heavily on his beloved Sky-Wings.40) so they kick the Sky-Wings. Send your IFV force north and kill all Infantry (Tankbusters first. and while the second one was building. Dogs. it's time to expand. Chase down his MCV if he tries to run. As the Imperials: -A Chopper-VX and Jet Tengu squad should be enough to destroy Shinzo. Here's a strategy by Jacobs 6 Geno: "Suggested faction: Allies. and send your likely heroic IFVs from the leveled base to keep the Sky wWings at bay.

This can be used to buy time for the construction of Striker VXs and Tengus. Fun Factor: 7. Wait for Hill's armour to damage the captured building while sneaking the Sudden Transport back to base. Here's a strategy by JB: "Suggested Faction: Imperials. Do the same to Hill's northwest base. As the Allies: -Vindicators won't work well. As the Soviets: -MiGs and Twinblades make a great pair for destroying Hill's bases. escorted by the Fighter Aircraft to Hill's eastern base. sell the building off for credits. The Rocket Pods upgrade and Honourable Discharge upgrades are recommended.209 >Dirty Tricks< . Disguise it as one of Hill's Pacifiers and head to the far end of Hill's base away from the Construction Yard. The Final Countdown. then everything else! Ensure that none of the Structures remain. Destroy the Airbase first. When ready. Build a Sudden Transport and garrison an Engineer into it. Recommended Arsenal: Imperial. Par Time: 13:00. Once the VXs and Tengus are ready. Erect a few AntiAir Defences to keep Hill's Apollo Fighters away. Opinion: This mission is tough. but the reward makes it all worthwhile! An Air force will be needed to fight off the FAVs. Be sure to have the Rocket Pods upgrade! -The Steel Ronin can help defend the base against the FAVs. as they need to return to base to reload. Build up a fleet of Fighter Aircraft and then build up some Tactical Aircraft. Opponent: Hill (Blue). Unlockable Challenges: No Match for the Guardian. Difficulty: Hard. and train a squad of AntiArmour soldiers to fight off any FAVs approaching (wait for them to switch to Seige mode). Twists: Pacifier FAVs may start popping out on the edges of the map. Unlockable Technology: Pacifier FAV. -Try bribing an FAV with a Spy." -------------------5.------------------------Location: Assassin's Road. Using Striker VXs and Tengus are great but there is a way to keep Hill busy while you destroy one of his bases. Build up. and secure the Oil Derrick and Ore Node to the west. send in the Tactical Aircraft. Capturing the Airbase. Once it is near destruction. send them to either base and destroy it before proceeding to the other. -Use a group of Tankbusters to destroy the FAVs when they are in Siege mode. A Pacifier just came through the western edge! Use the Tactical Aircraft to take it down (or a small Anti-Armour Infantry force). As the Imperials: -The VX/Tengu works wonders. Requires: Athena's Wrath. Refinery or Defence Bureau is helpful. -Tesla Troopers and their EMP surge can disable FAVs. and Flak Troopers with their Mines can finish them off quickly.

Aircraft will need to be used against Kenji . Unlockable Technology: King Oni. Recommended Arsenal: Soviets. so place them wisely. Difficulty: Hard. As the Allies: -The Pacifier FAV here is a gift from God. Opinion: Because of the many Onis. so you don't have to worry about your vehicles becoming infected. they'll stop the Terror Drones Moskvin keeps sending at you. and construct some Defences. preferably by air. As the Imperials: -When escorting a Disguised Transport. Unlockable Challenges: None. Par Time: 8:15. Twists: Kenji has a Greater King Oni. Fun Factor: 7. Then attack him as you would. Try to avoid the Desolator Airstrikes whenever possible. AntiInfantry Armour and Navals will be essential to completing this mission. Requires: Symphony of Steel. Their machine guns should be able to make quick work of his Terror Drones. Opponent: Moskvin (Red). before he can do the same. Twists: Desolator Airstrikes constantly bombard the map." ----------------------------5. Also. Build up a sizeable armoured force. Opinion: Because of all the Terror Drones and Desolator Airstrikes. Back them up by some more Defender-VX towers in Air Destroyer mode to deal with Moskvin's Twinblades and eventually put down some Wave-Force Towers in front of your Ore Mines to take down Moskvin's Reapers. Difficulty: Hard. Remember they can't shoot through each other or the Ore Mine or the Refinery. Par Time: 9:45. Use them to flank around the island and then bombard Moskvin's Structures. be sure to attack Moskvin's base as soon as possible.-------------------Location: Acid Rain. Requires: Symphony of Steel.210 >Gosh Darn Mongolians!< ----------------------------Location: Pure Oniage. Secure the Ore Node to the east. avoid the Desolator Airstrikes and flank around the island. Recommended Arsenal: Allies. Fun Factor: 7. Opponent: Kenji (Orange). Build up. Unlockable Challenges: Kill-A-Ton. Here's a tip from ArabianSharkCT: "Make sure to place Defender-VX towers close to your Ore Mines in Defender mode. and then send them to Moskvin's base. Unlockable Technology: Terror Drone. As the Soviets: -Hammer Tanks may be able to push through the Desolator Airstrikes.

The Onis are breaking down the city walls! Before they can reach the base. try to get an Air Force ready." Here's another strategy by Helix25: "Suggested Faction: Imperial. which can shoot down your Aircraft. Secure the isolated Ore Nodes throughout the map. instead crank out some Reactor Cores and tech your way up to Tower Cores. Keep mass-producing Aircraft! When ready. Prioritise his Construction Yard and his Mecha Bays in that order so he won't be able to rebuild at all. Infantry or amassing your army. Here's a strategy by ArabianSharkCT: "Suggested Faction: Imperial. Send her right close to the enemy base and garrison her in a structure just . Remember to send your Jet Tengus ahead to the front of the base to draw out his own Jet Tengus and give you room to maneuver. if you like air assaults. there are four King Onis poised to attack your base. Lay at least seven of those in front of your base so that the walls along the central lane are just outside of their reach. attack Kenji's base! Avoid the Greater King Oni. so forget about capturing Tech Buildings.. you'll be able to repell them without taking any damage. and finish him off for good. but if you don't. Right from the early start. he'll be left biding his time until you finally take down his Greater King Oni. These will eliminate the first 3 heroic Onis charging down the middle of the map and the one coming from the north-north east. sneak your main force around the island and through the back of Kenji's base. Remember. As the Allies: -The Pacifier FAV can be used to bomb Kenji's base from afar.. -Be sure to send any Refinery Cores to the Ore Nodes. be sure to capture any Tech Buildings in the area. Get some Mecha Tengus as well. As the Imperials: -Chopper VXs can use their rockets against the Oni. Keep VXs near your base as Kenji is rather stupid and won't send his tengus much father than mid way between your bases. Remember to put two of them far along towards the north so that the top of the ramp is in their range. To start build your base up with Generator cores and Refineries. If you can have eight or nine Towers up by the time the King Oni reach you. When they break through. When you're ready to or start building Tsunami Tanks. As the Soviets: -Twinblades and MiGs work like a charm in this map. use Tactical Aircraft to destroy the Onis safely. -Tesla Troopers may be used to disable any King Oni. Build a Yuriko and send her on the top road past where you killed the king oni. The get a Mecha Bay in production and quickly get 2 Strikers out. -Cryocopters can shrink the Onis to gain the upper hand. he'll just build an MCV and resume operation. if you leave a Mecha Bay standing. Then either tech up to Strixer VXs. If you have Yuriko this mission is super easy. -Natasha can snipe some of the Onis. as it can destroy Aircraft rather quickly. When the Onis arrive. so he won't be able to rebuild his base. and start hacking at his Construction Yard.

but do not enter. so freeze it with Rockte Angels and let Yuriko deal with it. the Mirages will turn the Tengu horde into scrap metal. but it will be slowed down when trying to ram over the walls. Then destroy Kenji's base. repeating what you did with the previous Rocket Angel. The moment you get Max Clearance. After that just a mop-up and your done and way under par time. If done correctly. but leave one to come to your base. get at least 4 Mirage Tanks out. Once the Rocket Angels destroy the fourth King Oni. freezing as many Tengus as you can whilst juggling the rest." And a fourth strategy from By N00bKefka: "Suggested Faction: Allies. see it fall so easily to Yuriko is just funny. The result his tengus and Greater Oni attacks the building. After taking down the Greater Oni. if you are not good with the Time Belt.overlooking the north-south road into Kenji's base. and with your spare Rocket Angel. move on to the next one. I won't recommend air units if you were to complete it under Par time. Once Yuriko destroys another Oni. as they are a huge threat to Yuriko.. attack the Oni on his own on the ledge to the northwest. Use a Rocket Angel to freeze a King Oni. In this mission. you can always have an Engineer nearby to heal.) and then ground the Tengus. Destroy the Greater Oni first (after trying a pure VX strategy and getting creamed by his super Oni's missiles. the rest of the strategy will be Tanya will destroy the Onis. Move Yuriko towards Kenji's base. While rushing for Max Clearance. she should have no problem in taking down the Greater Oni. she might need to race down for the Greater Oni which would be risky for your base and Mirage." Here's yet another strategy by Subk123: "Suggested Faction: Imperial. However." . build another Refinery and the Armour Facility. Start out with this build order: Power Plant > Boot Camp > Ore Refineries > rush for Max Clearance. if Tanya happens to be on top where the furthest Oni is. it should finished at about 6:30 or so. the Greater Oni will come charging at a very fast speed. Destroy it with Yuriko and release a King Oni. If Tanya is in the middle. Kenji's Greater Oni will advance towards your base and it doesn't need to Bull Rush. get 1 Javelin to destroy the wall and capture the closest Oil Derrick. Try not to get Tanya killed. then the 3 in the middle. Build and produce the Structures and Upgrades in this order: -Instant Generator -Dojo -Refinery -Refinery -Instant Generator -Dojo Upgrade -Nanotech Mainframe -Dojo Breakthrough Then sell the Mainframe. destroy the furthest King Oni first. This may take a few tries to get under par but it's very easy. Take note that the moment took out all of the heroic King Onis. due to the Greater Oni and Kenji being a die-hard fan for Tengus. As soon as you get Tanya out.

Fun Factor: 6. Unlockable Technology: War Bear. Opinion: Oleg puts up quite a defence here.212 >Number One Threat to America< -----------------------------------Location: Kodiak Lake. Be sure to destroy the civilian Structures around the base so that Oleg can't use them. Opponents: Takara (Orange). As the Soviets: -Twinblades and Mortar Cycles are incredibly effective here. Requires: Are you Experienced.----------------5. They can roughen up Structures and unguarded installations! As the Allies: -Vindicators and IFVs make a pretty good team. For defence. this isn't the hardest mission in the game. As the Imperials: -Chopper-VXs and Steel Ronin should be able to do some damage. Target the victor first. Par Time: 9:30. and capture the Oil Derrick to the south. . Recommended Arsenal: Imperial. It doesn't really matter that much which faction is being used. Unlockable Technology: Tanya. The Bears (Green). and who shall be the winner? FutureTech of course! Because the ladies will often divert their attention to one another. Difficulty: Medium. and the giant Bears don't make things much easier! A decisive Air attack will be needed to defeat Oleg. Be sure to secure the Ore Node in the southwest corner as well. Vera (Red). Requires: Where Satellites go to die. Par Time: 8:30. Capture the Oil Derrick to the north and reap its rewards. Lydia (Blue). Opinion: All the female Commanders in Red Alert 3: Uprising have all been put in one mission. Unlockable Challenges: No Place to Hide. -----------------------------------5. Recommended Arsenal: Soviets. Establish a base. Build up some Defences too. Notice how some of the ladies are being pounded by another. Unlockable Challenges: None. build a couple of basic Defences just in case. When ready. and then hunt down the weaker armies.211 >Cat Fight< ----------------Location: Florazon Basin. Fun Factor: 10. build up a sizeable force. Twists: There are giant Bears on the map. Difficulty: Hard. Twists: There is no Fog of War. Opponent: Oleg (Red).

are effective against armour as well. then send them east. With Tanya she can kill 2 Bears even at normal level just by using the attack move button. Build Vindicators if the enemy is at the base to take out Sickles and let Tanya kill the Bears on the lake and the Naval Yard if Oleg builds it. You don't have to absolutely rush this or even be under par time to catch Oleg with his guard lacking and have an easy time mopping up his buildings. which could allow them to take down your defences. making the pond in the middle a place you don't want to be. As the Allies: -Use the Vindicators to kill the Bears. but Oleg must have guessed my intentions and my Twinblades fell to his Bullfrogs.. -Mortar Cycles can be used to clear out the civilian Structures. Build up your Defences fast. Kill the Bears with Tactical Aircraft for free experience. if you're worried. Oleg will have his Airfield up and running. two next to either Ore Mine and a pair in between the other pairs. I tried this with Tsunami Tanks." Here's another strategy by Skyfortress: "Suggested Faction: Allies. Place them in pairs: two in front of your Construction Yard. Once clear bombard the base with Tanya and save the Super Reactor for last. I built a Power Plant than a Refinery and a Boot Camp. Still.if Oleg did not expand. Be sure to have the Rocket Pods Upgrade. A lot. At Max I trained Tanya and built another Refinery. Destroy the Civilian Buildings nearby so enemy infantry can't garrison in there. and secure the Ore Node. sacrifice one or two Chopper VXs and land them so they can take out the enemy aircraft. The end. Then build your Mecha Bay and tech up to Chopper VXs. I tried this with the soviets as well. Here's a strategy by ArabianSharkCT: "Suggested Faction: Imperial. Head north and avoid Oleg's forces. I then built a Multigunner Turrent for defence than started to upgrade Clearance. if you have them (or Advanced Rocket Packs) and send them across the world. so do it. targetting his Construction Yard first. Tanya) and some luck." Here's more input by Ace_Strife: "Each War Bear gives a whopping 2500 credits when killed after being marked by .. Smash up Oleg's base. Be sure to build lots of them since they must reload. bolster them with Point Defence Drones. Once you have about six or eight Chopper VXs. As the Soviets: -Use Twinblades. unlike their regular counterparts. but the giant bears. As the Imperials: -The Chopper-VX and Tengu pair work the best on this mission. then his power. Three Instant Generators and the base power from your Construction Yard are enough to power ten Defender Towers and two Refineries. but not many MiGs. By now the enemy should either be camping at his base or rushing attacks so build up Defences if they are at your base or an Airbase if they are camping WHEN Tanya is at the base (just to be sure). I did this under par time with just Tanya (that's right. -Stingrays are surprisingly effective against the Bears.Produce an Air Force.

Giles doesn't put up much of a fight here. Hill (Blue). and send a few Scouts to prevent the Spies from infiltrating any Structures. Fun Factor: 7. Opponents: Shinzo (Orange). Twists: None. As the Imperials: -Since Burst Drones cannot kill Infantry. Recommended Arsenal: Soviets. and secure the two Oil Derricks in this map. Meanwhile. Shinzo has more bases than Hill. They should be able to take out Giles' base with little difficulty. As the Allies: -The Dogs should be able to prevent those Spies from getting anywhere! -Vindicators will be effective against Giles' base. as he uses lots of Spies. Par Time: 4:00. -Send Dojo Cores to Giles' side of the town to get a jump on his forces." -----------------------5. Ensure neither of them overpowers each other.a Soviet Bounty. keep producing Mortar Cycles and Sickles. As the Soviets: -Use Bears for defence. Build up. Opinion: This is a battle of attrition. Difficulty: Easy. which can be easily dispatched by Scouts. Secure the Ore Nodes to the east. Unlockable Technology: Aircraft Carrier.214 >High-Water Mark< ----------------------Location: Last Resort.213 >No Place to Hide< -----------------------Location: Killington Cove. Unlockable Challenges: None. . Par Time: 22:30. completing this mission under par time is the hard part. You can take them down easily with a couple of Twinblades or some Stingrays. Unlockable Challenges: The Omega Program. use them with other Units. Opinion: Here's where those Bears from the last mission will come in handy. Opponent: Giles (Blue). Requires: Number One Threat to America. However. Difficulty: Hard. ----------------------5. Recommended Arsenal: Soviets. Fun Factor: 9. Requires: Creeping Death. Twists: There is no Fog of War. but Hill has the almighty Aircraft Carrier. Unlockable Technology: Spy. Make a small force.

If one of the Commanders are close to finishing the other.Secure all the resources on this island. In the time I did that I noticed the northern base had Shoguns. and I wanted them fighting as much as possible. then I used my powers on Hill. ASAP. Then. and watch as Hill and Shinzo fight each other. As the Soviets: -Twinblades and MiGs work well here. as well as 1 of the 2 water-based southern Refineries. beat them back! Also. much less so than the northern base who seemed to be dedicated to sending Defender and Tower cores to the Oil Derrick on my home island. Eventually I used a combined Tsunami. until the southern Shinzo is defeated. let the winning side move in to demolish the other's base. the Harbinger can lay waste to the enemy. and my VX to destroy his Shogun. which forced Hill off his island. build a few defences to block off Shinzo's Shinobi. While he did that. while you demolish his base in a sneak attack. and take the Ore Node to the southeast. I nabbed my Refineries. As the Imperials: -Again. By the time Hill was defeated. I destroyed them with my Subs 'till I managed to get a couple of Defender and Tower Cores up there myself (Defender cores proved useful. then destroy the rest of their Structures. he wasn't much of a threat for a while. Tengu and VX attack to destroy the southern base. I also noticed Hill was losing to the northern Shinzo base. Be sure to avoid any Hydrofoils! -Akula Subs and Dreadnoughts can smash up the bad guys when unlocked. the northern Shinzo base only had a handful of Infantry and a few Power Plants left. -When available. I sent my VX around to destroy Hill's base from behind. but it seems the best thing to do. while using Support Powers against the one who is currently winning. " . As I expected Shinzo was the real threat here. Unfortunantly this gave the southern island time to recover and build his Docks again. they send the occasional Shinobi attack). as well as 2 Docks Cores behind my base. I sent my Tsunamis to destroy his Docks. Destroy Shinzo's base to the west with an Air force. the Chopper-VX/Tengu squad work here. If either Hill or Shinzo attack FutureTech. so I was forced to use a bigger Naval fleet to defend my water Refinery and destroy his Docks again. Here's a strategy from Hezzara: "Suggested Faction: Imperial. This was definitely not under par time. giving me the 2 eastern water Ore Nodes free to claim without concern of Hill destroying them. then noticed Hill recovered and began bombarding Shinzo again. Destroy the Veteran Academy in the middle to prevent the enemy from getting the upper hand. attack the winning Commander while his forces are away from his base! Destroy any production Structures first to neuter the enemy. As the Allies: -Vindicators can bomb high-priority targets. and I'm sure you'd do better to go for a VX rush and wipe the southern island off the map ASAP. until Hill recovered and began fighting back. but after using a group of Yari Minisubs to destroy the southern base's docks. is to let Hill and Shinzo duke it out. so I began using my support powers on the northern Shinzo. so they remain busy until you are free from your closest concern. forcing them into a back and forth battle. -Assault Destroyers can pursue enemy forces should they retreat onto land.

All bases start out invulnerable until the Iron Curtain affecting that base is destroyed. The Iron Curtains are heavily guarded. since your base is invincible. Requires: Two Sides to Everything. Unlockable Technology: Iron Curtain. Tech up in order to get a sufficient Navy. opening the window for an Air assault. Twists: Each army starts out with an Iron Curtain and a Super Reactor. As the mission starts. When ready. Par Time: 19:00.------------------------------5. four Ore Refineries. As the Allies: -The Aircraft Carrier is available sooner than any other Artillery Naval. It will fall under attack soon. it will never come under attack and thus base Defences are unnecessary as long as your Iron Curtain still stands. Build a Naval Yard after building the essentials. Recommended Arsenal: Allies. Note that. To counter this in a very. so use the Navy to fend off Oleg's forces.215 >Behind the Iron Curtain< ------------------------------Location: Crimson Tide. Opinion: Artillery is a must in this mission. Obtain the Ore . and help defend the Yellow Iron Curtain. Use a Fighter Jet force to defend the Iron Curtain if necessary. but they must all be destroyed. Opponent: Oleg (Red). so open fire! As the Soviets: -A few Stingrays coupled with the Iron Curtain should be able to take down the Iron Curtains. Use the Iron Curtain to protect any Units attacking the enemy Iron Curtain if necessary. Here's a strategy from ZeroSasaki: "Suggested Faction: Imperials. simply build walls to block off the only land entrance to your Iron Curtain island. When all the Iron Curtains are no more. As the Imperials: -Don't be afraid to send Defence Nanocores to Oleg's Reactors. attack all of Oleg's Iron Curtains. they can be protected by the Iron Curtain. concentrate attacks on Oleg's bases. -The Assault Destroyer can climb onto land and finish off Oleg's Bases. Reap what you Sow. Fun Factor: 9. Difficulty: Hard. simply build two Power Plants. Target the Super Reactors to deal a LOT of damage to the Iron Curtains first. so use it! Its Blackout Missile can temporarily disable the Defences around the Iron Curtains. Unlockable Challenges: King of the Monsters. -The Pacifier FAV can provide even more support. Secure the Ore Nodes east and south of the base. cost-efficient manner. An even better tactic is to use Artillery to bomb the Iron Curtains from afar. They should now be vulnerable to an attack. and a Mecha Bay. Oleg will attempt to overwhelm the Iron Curtain with swarms of Stingrays.

you should have zero casualties or at the most. have them transform. . so make a decisive ground attack on both of his bases. Kenji (Green). Recommended Arsenal: Allies. Be sure that none of his Transports sneak into the base. The Iron Curtain will make the Chopper VXs immune to the Flak Cannons AND the explosion from the Super Reactor (which would normally annihilate a Chopper VX attack force). After the anti-air defences are down. Be prepared to defend against Kenji's forces. and destroy the Super Reactor of any of the adjacent islands and finish off the surviving Flak cannon. then Kenji. and destroy all of his Structures to kick him out of the game. he sends them one at a time. Assault Destroyers. -Use the Blackout Missile on the Wave-Force cannons and production Structures.Nodes to the South and East of your base then produce about four Jet Tengus and eight Chopper VXs. Requires: All Guns Blazing. This mission will take time.216 >Show of Force< --------------------Location: Jungle Stalkers. Difficulty: Hard. if at all and when he does. none of Oleg's bases have any anti-air defences and will fall quickly to your eight Chopper VXs. Now focus on Kenji. Use the Aircraft to shoot down Shinzo's Anti-Air. then north. Fun Factor: 7. Bullfrogs. Note that the Iron Curtain will only provide enough protection for the Chopper VXs to transform and attack Adjacent islands though the Point Defence Drones can provide additional protection until those Flak Cannons are dead. When ready. just build a squad of Apollo Fighters for defence. attack Shinzo first. and transform them into Striker mode next to the Flak Cannons. and start pumping out ships. Then. Build an Airfield and create a sizeable Air force. Rinse and Repeat. so be patient. As the Allies: -Instead of building an Air Force. Shinzo's base should now be in sight. and Stingrays. Unlockable Challenges: None. bring in the Tengus to defend against any Migs Oleg might send at you. Par Time: 23:00. have your Chopper VXs change into Chopper mode. From that point on. send the Navy and Air force west. Unlockable Technology: Wave-Force Artillery. one or two. Twists: Shinzo will not attack until Kenji is defeated. If done correctly. He's probably all beefed up now. and Aircraft Carriers. Secure the Ore Nodes to the southeast. Opinion: This mission revolves around doing things in reverse. wait for their transformation ability to cooldown and immediately use the Iron Curtain on them. and build a Naval Yard. Now the miracle of Transformer Technology comes into play. with precise timing. Oleg will rarely use Migs. -Focus on making Hydrofoils. Keep out of range of his Wave-Force cannons. As the Soviets: -Mix Twinblades with MiGs. Build plenty of Defences and units to prevent Kenji's troops from getting up to the hill. The only way up this hill is through the ramp to the northeast. Garrison the Structures on this ridge. fly them over to your Iron Curtain Island. Opponents: Shinzo (Orange)." --------------------5.

and switch them to Air Destroyer mode when Chopper-VXs start coming your way. please tell me how. This is a matter of going about things in reverse. if you were behind them. which you'll want to have in anti-air mode from the start. for some reason. Construction Yard. just cripple him and return to base..-For defence. If anyone can. my strategy is to build a large mixed force of Chopper-VXs and Jet Tengus. He'll attack as soon as you defeat either "incarnation" of Kenji. plus another DefenderVX just behind each one of the first four Defender-VX towers. go along the edge of the map like before. Here's a strategy by ArabianSharkCT: "Suggested Faction: Imperial. By this time your Ore Mines might have been depleted. but a tight cluster might be easier to defend. Whichever you choose. When all of them arrive (remember the Tengus fly much faster than the Choppers). repair and replenish. e. Build your Mecha Bay on the back of your base and upgrade. except for the four in the back. and your defences . As the Imperials: -Use the Chopper-VX/Tengu combo again. send the Jet Tengus in Aggressive Stance to attack-move (press "A". You'll want to keep the Defender-VX towers in Defender mode at first. Onwards. deal with the rest of his air force and land your Tengus. then eliminate all of his Instant Reactors and finally his Refineries. but don't go over the remnants of Shinzo's base. this is a bad idea. Shinzo says he won't attack until you've defeated Kenji. It doesn't take a genius to realise what you need to do is attack Shinzo first. but at least they won't bother your Chopper-VXs while they do their job. and keep those on anti-air mode. but then get inland before Shinzo's plateau. So set up a tight cluster of Reactors around your Construction Yard. As soon as you do. use Pacifier FAVs. They'll draw out Shinzo's own Jet Tengus and Rocket Angels. e. Return any survivors to your base. -Use Vindicators as spotters for the Aircraft Carriers. He'll even attack if you "cripple" both instances of Kenji (i. then right click on the destination or mini-map) to the forward edge of Shinzo's base. destroy their Construction Yard and all production structures). Usually. deploy a second Defender-VX tower in the tile just behind the first Defender-VX tower in the space between the first and the second Wave-Force Towers counting from the left. Shinzo's Striker-XVs will take off to deal with your Mecha Tengus. Replenish your forces and decide which of Kenji's base to attack next. At this point. he should still have active Defender-VX towers and remnants of an air force. Mecha Bay and Barracks. Immediately after. remember to slip in from behind. Instead. facing the ramp. but he won't retaliate until you've dealt with Kenji. Athena Cannons. send the Chopper-VXs to destroy key structures (i. Start by cripilling the base. If Shinzo has Striker-VX's. You don't need to defeat Shinzo. and likely destroy them. but that's not exactly accurate. and Apollo Fighters.. I'd like to notice I couldn't. As usual. all of his remaining (inactive) defences will blow up and his units will just drop dead. Build four Defender-VX towers right on the upper edge of the ramp leading up to the plateau your base sits upon with a WaveForce Tower in between each pair of Defender-VX towers. Send them along the very edge of the map to the upper left corner. in this order) as they become visible in the Jet Tengus' wake. as he will defend himself. Build an additional Defender-VX on each corner of your central cluster of buildings. you may need anotherDefender-VX tower on the westernmost corner.

flank the Tsunami Tanks on the water to avoid direct confrontation with Hill's Tanks. However. After your first War Factory. Opinion: This battle relies on the special abilities of the three main battle Tanks. since every Soviet building may expand on this area. strangely. look at your defences. so. Start with a Reactor. at about 60 credits per trip. the Hammer Tank's Leech Beam should help increase its survivability. Here's a strategy by ArabianSharkCT: "Suggested Faction: Soviets." --------------------------------5. The amount of Tanks on each side is indicated. As the Allies: -Use the Guardian's Laser pointer for extra damage. fly over the base you've just destroyed and attack the other. Unlockable Challenges: None. Shinzo will start sharing line of sight with you and will send all he has at you. While you wait for the credits to crawl in. Soviet War Factories won't repair damaged Vehicles. you should be more than prepared to take it on. It seems the Soviet Construction Yard has a smaller area of influence (the area on which you may build) than the Allied MCV. Fun Factor: 6. Recommended Arsenal: Soviets. which is fair enough. He'll have no Defences facing that way. Twists: Only Tanks are available. Eventually. Secure the Ore Nodes and make a War Factory. He'll most likely go to your base. so be prepared! Keep massproducing. and you can arrive smack dab on top of his Construction Yard. pumping out as many Tanks as possible. Concentrate fire on each of Hill's Tanks.prevent you from expanding. but don't worry. Furthermore. As soon as you destroy one base. you can send support powers at his Instant Reactors to mitigate your job once the last of Kenji's bases is destroyed. unlike the Allies. Difficulty: Medium. stop and get back in fear. when your forces are sufficient. Opponent: Hill (Blue). As the Soviets: -The Hammer beats the Guardian in this map. As the Imperials: -When ready. two Refineries and a War Factory. thanks to its Leech Beam! -Grinders are also available in this map. and then attack his base! Use the special abilities of the Tanks.217 >No Match for the Guardian< --------------------------------Location: Island Arena. Unlockable Technology: Spectrum Tower. -Get the Grinder Treads Upgrade. so get the Crusher Treads upgrade from the Top Secret Protocols menu. Requires: Ready to Roll Out. build your Super Reactor and . Par Time: 5:45. Hill will send some of his Guardian Tanks. your Ore Collectors will take some time to give you enough credits.

and Power Plants.another two Refineries. don't stop making. Note: While your Refineries are building get the Grinder Treads Upgrade." Here's another strategy by Lindley: "Suggested Faction: Soviets. keep smashing their tanks with your MCV while you demolish his Construction Yard. 2) Once the Refinery is finished. As soon as the upgrade to the next tier is finished just spam the button to create Guardian Tanks (I stacked 40 in the queue). then a Super Reactor. when that is about halfway done. after Hill. Once the War Factory is complete. maybe even three War Factories. your Guardian tanks should have almost destroyed Hills' Garage and maybe a few of his Tanks that came to try and stop you (ALWAYS kill Hills' Tanks first and remember to focus fire on one Tank at a time to maximize damage). they're no match. Armour Facilities. as four Refineries provide more credits than you can probably spend with two. I could have started sooner. and move any Grinders you have to attack move near the enemy base. start building your War Factory. 1) Start by building a Power Plant. Upgrade it to the next tier AS SOON AS THE ARMOUR FACILITY IS FINISHED so you are able to build Guardian Tanks. followed by a Refinery. start by killing the Prospectors closest to the Tanks to slow down his income. unpack your MCV and sell one of the Generators. When you have seven to ten. Use the Leech Beam whenever your Tanks start looking a bit under the weather and focus fire always. 5) By now. Build a Crane. while his tanks are shooting your Grinders. As soon as the Garage is destroyed head north into Hills' base (by now you should have 1-3 extra Guardian Tanks). Keep queueing the Tanks up. run over them all with your MCV." ------------------------- . Then all you have to do is focus fire on the rest of the building and you'll be done and under par (I completed with a minute and a half to spare). but it would not have been a steady supply). this is REQUIRED. As usual he'll pack his MCV up and try to escape. then 4 Refineries. start moving your MCV to the enemy base. but start advancing. If you take Hill's tanks one at a time. then send your Tanks to take out one of his Armour Facilities. 4) While your Tanks make their way over to Hills' Garage. Send them to destroy Hill's Garage to the East (by now Hill should have 3 Tanks). then set one of the Tanks to use its laser pointer. 3) Wait until you have 4 Guardian Tanks out. immediately build an Armour Facility. You'll be wreaking havoc through his base before you know it. then two Reactors. just focus fire on it and it'll be dead. build another Power Plant followed by a second Refinery and set the rally point of your Armour Facility to where Hills' Garage is. Your MCV should take little to no damage since the Grinder Treads Upgrade and the Garage should constantly repair it. put about 50 in the queue. start throwing out Grinders. followed by a couple of Power Plants and then take out his Construction Yard (remember to kill his Tanks first if they appear out of his Armour Facility)." Yet another strategy from Hunta: "Suggested Faction: Allies. then start pumping out tanks (again. put your War Factories' rally point near the enemy base.

Fun Factor: 7. Prioritise her Construction Yard and her War Factory. Use the main Infantry to deal with Vera's Infantry while the Support Infantry smash up her Structures (destroy her Construction Yard first. build two Defender Towers. then her Refineries. then go over the chasm to the former site of your base. You might want to soften them up with either Final Squadron or Balloon Bombs first. Just follow it around. If there are any inconveniently positioned Flak Towers or Reaper Turrets. next her production Structures. Mopping up after that only takes time. Twists: None. instead rejoice. That's almost as good as a Construction Yard. and you might lose nearby units. pack up your Construction Yard and go near either pair of Ore Mines on the corners of the map. and that spells bad news.5. Here's a strategy by ArabianSharkCT: "Suggested Faction: Imperials. Unlockable Technology: Reaper. one in front of each Refinery. -An Engineer can help heal any wounded Infantry. Par Time: 8:45. As the Allies: -Use the Javelin's Laser Missiles to tear Vera's Structures to bits. simply pump out Imperial Warriors and Tankbusters. Opinion: The key to this mission is rushing.218 >Reap what you Sow< ------------------------Location: Twisted Terrace. Don't let Vera build any Reapers! Build a Barracks and IMMEDIATELY send in a squad of Infantry to Vera's base. this battle will be over in minutes! Avoid those Ore Collectors! As the Soviets: -Use the Flak Trooper's Mines against Vera's Structures. if you don't build additional units. Requires: Behind the Iron Curtain. send small groups of Tsunami Tanks to spoil their day. If she packs up her MCV. As the Imperials: -A Dojo Rush may work against Vera. -Have an Engineer build a Bunker for extra protection within Vera's base. Now you can plainly avoid them when you send Sky-Wings to rain on Vera's parade. do so. Opponent: Vera (Red). don't despair. for she might try to run it into the water. followed by any other of Vera's Structures)." . build some Tsunami Tanks. From there on. If you can safely destroy the reactors with your Sky-Wings. away from any Flak Troopers and Reapers she might have on land. Recommended Arsenal: Allies. From the word go. Difficulty: Medium. that should protect you from any Terror Drones that come your way. Then put your Docks in between your Refineries and upgrade. she might have put a Crusher Crane there. Just remember that the Super Reactor explodes *violently* when it's destroyed. Now you're safe from this mission's trademark Reapers. eventually. Otherwise. Hopefully. Send them in to draw out the Reapers and make them leap and burrow. Unlockable Challenges: None. but they'll get it. They won't be the bulk of your assault force. the Sky-Wings don't pack enough of a punch to deal with a whole MCV quickly. but they'll have a job.

Unlockable Challenges: None. produce four Chopper VXs. -Use the Sickles to leap onto any Infantry. Twists: The map is infested with toxic Super Reactors. Par Time: 14:00. Recommended Arsenal: Soviets. This one is all about dissuasion. Fun Factor: 7. Unlockable Technology: Desolator Trooper. Build a War Factory. Should Moskvin produce any Kirov it down. So start by building a Reactor. then sell it upon building a War Factory and Super Reactor. then a Flak Cannon just behind the houses to the north of your Construction Yard. Here's a strategy by ArabianSharkCT: "Suggested Faction: Soviets. use anti-air units to bring Tanks. then a Refinery. use a Reaper to leap onto it. you'll have Kirovs raining bombs on your base before you can say "weaponised dirigibles". If you don't protect your flanks tightly with Flak Cannons. and obtain the Rocket Pods upgrade. then another . A lone Desolator walks around the map with what appears to be a tiny Yuriko. Opinion: Again.Here's another strategy by ZeroSasaki: "Suggested Faction: Imperials. destroying it instantly! Failing that. As the Imperials: -The Chopper-VX/Tengu pair may work if Moskvin doesn't build up an Airfield. then another Flak Cannon just north of the southern Ore Mine. As the Allies: -Vindicators may be able to bomb Moskvin's Base in time. As soon as her Reapers are dead. simply target her War Factory so that she cannot produce more Reapers and an MCV for when you obliterate her Construction Yard next.219 >Kill-A-Ton< -----------------Location: Desolation. As the Soviets: -Build up a Crusher Crane. She has no Airfield so there is no threat to your Chopper VXs once the Reapers are dead. and send in some of Moskvin's Structures before he can Armour to deal with Moskvin's lighter Airships. Difficulty: Hard. If you tech up a Mecha Bay to Tier 2. Crush any Infantry and destroy all produce more powerful units! Use Support Units. -If Moskvin tries to move his MCV. Requires: Dirty Tricks. the key to this mission is rushing. Ignore the Big-Daddy Desolator. use a Terror Drone to infect it." -----------------5. Opponent: Moskvin (Red). -Use Mortar Cycles to flush out Moskvin's garrisoned Infantry. then it's actually possible to overwhelm the Reapers (Vera will actually send them at you one by one) by having them all target one Reaper at a time.

That'll buy you all the time you need to overwhelm him. My MiGs never saw any more use than to serve as scouts. then deal with the Flak Troopers. you can think about getting some Oil Derricks. When your War Factory is built. so I taxied over and garrisoned five Flak Troopers in the house to the north of the Conscripts' house. but they'll speed up your economy. four to the east. I was still wary of the Kirovs. two just next to my Construction Yard and another two across my cluster of buildings from the previous two. and he probably already has at least one. and ignore your attacking forces. .220 >King of the Monsters< ---------------------------Location: Caldera of Calamity. Unlockable Technology: V4 Rocket Launcher. Meanwhile. to the far east.Refinery. From here on out. but none on the back." Here's another strategy by Hezzara: "Suggested Faction: Soviets. an Engineer and three Conscripts. the Barracks and the Construction Yard. This way Moskvin won't even try to take the Derrick back. they served as deterrents. Sell off the Reactors and Crane once those are done. Jump your Sickles up the cliff and start taking out his Ore Collectors. Recommended Arsenal: Imperial. Fun Factor: 9. He WILL build Kirovs. The Engineer's task is obvious enough. you should be able to destroy his base before the Kirovs reach yours. he might die on the way from the toxic fumes. None of these Infantry ever had to fire a single round. Killing the collectors will limit what he can do to defend. Opponents: Moskvin (Red). start by making a Twinblade. on the southernmost pier. The other Oil Derrick. then just pack up your MCV and send it out to sea. then garrison the Conscripts in the small house just north of the Oil Derrick. but it turned out that when I had four Flak Cannons to the north of my base. Build plenty of Twinblades (and I mean plenty. then another Reactor. until another Collector is up and running again. then two Reactors." ---------------------------5. Unload and return the Twinblade home. something along the numbers of twenty or so) and make your way north. but. Difficulty: Medium. For the one north of your base. all nine of them (one was shot down by Flak Troopers). I went ahead and built two of them. as he'll be too busy selling and building refineries to replace that barracks your Hammers just destroyed. If you aren't confident in this. limiting Flak Troopers. But these he will send at your base. so fly over them and start shooting up his Reactors and his Super Reactor until his Flak Cannons power down. Lydia (Blue). Since they are slow. from my previous attempts. You won't need them. then a War Factory and Super Reactor. then two Refineries. then double up on your Flak Cannons while you build your Airfield. Once the Collectors are dead you can use your Sickles against his Airfield. then go back and finish the job. Build a Crane. When you have at least one Airfield running. Because I had seen so many MiGs scouting about (not to mention Kirovs). and push through the front door once you have a few Hammer Tanks grouped up. you'd better fly your Engineer there. start building Hammer Tanks too. Load them into the Twinblade and taxi them to the Oil Derrick. The Shogun Executioner (Cyan). needs no protection. Moskvin didn't even consider building an Airfield of his own. build 5 Sickles and move them up the western side of the map and group up just south of his base. so chase it until it blows up. you're set. but if you want it. Moskvin has Flak Cannons scattered along the edge of his base. Moskvin will have it pack up like a big girl's blouse.

It can do much of the heavy lifting here! Just don't build too many Defences.221 >Your Gold Mine has Collapsed< -----------------------------------Location: Snow Bank. As the Imperials: -A Steel Ronin is fast enough to outrun the Executioner. Requires: Behind the Iron Curtain." -----------------------------------5. This challenge has a special guest participation from the Shogun Executioner. build a decent size swarm of Chopper VXs and wipe out Moskvin. Just leave it well alone and it will have no beef with you. -A Rocket Angel can freeze the Executioner. remember the only way he can deal with Aircraft is by bumping against them. and it can grab the Executioner's attention. -Use some Terror Drones to infect/paralyze the Executioner. As the Soviets: -A Mortar Cycle is sufficient in attracting the Executioner.Unlockable Challenges: None. waiting to pounce on any unnoticing units. Build up a sizeable Air force. Don't even worry about anti-air. Don't wait until the thing is down to go after the competition. Secure the Ore Node to the northwest. as they may bring the Shogun Executioner to the wrong place! Finish off what's left of the enemy with the Air force. When you're all alone with the Shogun Executioner. as the Shogun Executioner passes through this area. Don't go for the Ore Node south of this base. Meanwhile. Twists: The Shogun Executioner will walk around the map. The Fog of War around the Executioner is removed. Lydia will get her Proton Collider up and running and pointed at you long before the Shogun Executioner is even annoyed. Opinion: Try not to get intimidated by the Shogun Executioner. Here's a strategy by ArabianSharkCT: "Suggested Faction: Imperial. Don't forget to capture the Veteran Academy to the northeast! Produce a light. Just replace all instances of 'Chopper VX' with 'Twinblade' and 'Defender Tower' with 'Flak Tower'. As the Allies: -An IFV can transport the Engineers to the Oil Derricks. Par Time: 7:30. so as long as your air force is trailing behind him. you're not likely to be up against Apollos or MiGs. . you should be in the clear. Difficulty: Insane! Fun Factor: 5. fast unit. Moskvin and Lydia will do a rubbish job of softening it up for you. and capture the nearby Oil Derricks. Instead. You can do just as easily with the Soviets. then Lydia. and use it to bring the Executioner towards Moskvin's/Lydias base. it can still be pursuaded to destroy the enemy. but make sure you're protected from Moskvin's Twinblades with a few Defender Towers.

so here is how I did it Build 3 Dojo Cores and send them northeast towards Lydia's base. as soon as you deploy your first 2 Dojos use one and set it to build 20-30 Warriors (you are doing this while still Infantry crushing). As the Soviets: -Twinblades. Twists: All armies start out with lots of resources. and winning it under 3 min requires a carefully planned strategy and much reseting. deploy it and Tankbuster spam. Here's a strategy from Helix25: "Suggested Faction: Imperial. Then build 2-3 more Dojos and send them northeast. Requires: Scavenger. pound Lydia's forces. so use some Aircraft to strike her Construction Yard! Don't worry if Lydia packs up her MCV. The second should build just as many Tankbusters. This mission is nigh impossible to beat under par. It isn't easy. Opinion: This mission is all about rushing. 2. She will get a Superweapon or two up rather quickly.and you are done and . Here is where it gets more tricky. crushing the Javelins/Peacekeepers she is using to attack your two cores and then crush every soldier coming out of her barracks. 4. After everything is levelled finish the Construction Yard your with your 30-40 Tankbusters. Your other 2-3 cores should be deployed right in the middle of her base just above her Construction Yard. so be careful.. When ready. As the Imperials: -Build lots of Chopper-VXs and Tengu. Par Time: 3:00. -A Dojo Rush may be necessary. and Reapers are good hit and run units. 8 of them may be able to take out the Construction Yard in one run. Multi-tasking at this point is essential.. she has nowhere else to go. All Ore Nodes start off depleted. and Aircraft. Destroy everyhting in her base except the Construction Yard as if you try to destroy it first I find it has a nasty habit of quickly running away and is basically uncatchable within the par time. 3. The two top cores should also deploy nothing but Tankbusters. Don't stop building and producing! Make an abundance of Infantry. Recommended Arsenal: Allies. Use these Tankbusters to quickly wipe out her Armour Facility and Armour and use the Warriors to destroy her Infantry. Then build 2 Generator Cores and deploy them. from now on ignore your main base. Deploy 2 of the first three cores you sent just SE of the base. Unlockable Challenges: Be Quick or Be Dead. Use them to support your southeast force by destroying her Armour Facility and Boot Camp (along with the possible Airbase). Here is where it gets tricky and reseting is somewhat neccesary. Unlockable Technology: Mirage Tank. Armour.Opponent: Lydia (Blue). Provided your Infantry-crushing core is still alive. As the Allies: -Mass-produce Vindicators. Whatever you do. Mortar Cycles. Your third core should head straight into her base. do not try to Engineer spam at all in this map as her Construction Yard will run away. 1.

Advanced Aeronautics is a must. she sent it straight into my defences. Then. The amount of Yurikos Takara has is indicated. As she always does as she thinks is best to destroy you. because her first site was already ore-less.under 3 minutes. sneak them around the map. bless her little hard-coded heart. after you're done bombing the bolts out of Lydia's War Factory. Just bear in mind that she'll garrison civilian structures with Javelin Soldiers. When possible. Even if you're planning on a long-drawn engagement (like I do). then another Airfield and two more Multigunner Turrets. but they're not paramount. I even had her build another one of those and. Opinion: Although this mission encourages the use of mass-producing Commandos. and perhaps a few more Commandos.. Difficulty: Hard. Vindicator Rush Bonanza! I'm not much of a rusher. i. As soon as you have three or four Vindicators. and there's hardly anything they can do about it. The Yurikos will arrive soon. but I do like my Vindicators. a Boot Camp and two or three more Multigunner Turrets. Once you've dealt with the last of her vehicles. so maneuver carefully. you can't miss it.222 >The Omega Program< ------------------------Location: Battlebase Octopon. plop down a Power Plant and immediately place two Airfields. Unlockable Technology: Yuriko Omega. and Capture the Oil Derrick to the north. aligned with the others. produce Anti-Infantry Armour. then her War Factory. richest Ore Mines. e. straight at you. only Apollo Fighters. she'll never build bombers. When the second Airfield is done. build another power plant. it's not worth it. if she packs up her MCV and you lose sight of it. Twists: The limit to creating Commandos are removed. " Here's another strategy by ArabianSharkCT: "Suggested Faction: Allies. Crank out more Vindicatror Bombers. only use them for Defence. As for Top Secret Protocols. Also. don't worry. so mass-produce those Anti-Infantry vehicles! . Fun Factor: 8. Par Time: 12:30. As your Airfields become operational. Meawhile. about half their effective range apart. Anti-Infantry Armour is the way to go! Build a few Defences around the entrances to this base. Opponent: Takara (Orange). Don't wait for a massive fleet. Instead. Recommended Arsenal: Soviets. through Lydia's rear flank and bomb her Construction Yard. train Peacekeepers and garrison them in your Mutigunner Turrets. Unlockable Challenges: None. She'll try to send it to the best. Build another Defence to the south. Keep bombing her and rebuilding any lost Vindicator Bombers. so concentrate fire! The Yurikos can be overwhelmed by the Armour. so don't worry. place two Multigunner turrets in front of your base." ------------------------5. Requires: High-Water Mark. so don't even bother. then her Airfield. build a third Power Plant. I like Surgical Strike and Time bomb. start cranking out Vindicator Bombers. There's only 250 credits in the ore mine next to your Construction Yard.

Of the group of 4-5. by the end of the mission you should have built maybe 40-50 of them total. set the other 3 to attack move and she will be dead. maybe 6-7 Javelins. use Tanya to take them out as they make mincemeat of the Dogs you send against them. First send your starting Tanya to the Northeast Takara base and destroy it before she can produce a Yuriko. and fill them with Natashas. By this point you have killed at least 1 Yuriko who came across the water from the southwest and 1 from the central part of the map. You should have 15 or more Dogs at your base. at 200 a piece they are cheap and take 2 seconds to build. also Takara ususally build 4-5 Warriors. The first Boot Camp should produce nothing but Attack Dogs. You should keep building Dogs afterward. Keep building Dogs and send at least 7-8 to the destroyed based and link them up with Tanya. Here's a strategy by Helix25: "Suggested Faction: Allies. Build Javelins from the other Boot Camp and more Dogs. IMPORTANT: Yuriko > Tanya.. use time belt immediately after destroying them to restore some health. Repeat this paragraph for all of Takara's bases. -Reapers can land on Takara's retreating MCVs. This works to on multiple Yurikos (and if you have a slightly larger Dog attack force 6-7) as they both will use their attack even if only 1 Dog is coming. so don't let her get targeted.With a strong force of Armour. Immediately after she does that. As the Imperials: -The Defender VX is quite effective against the Yurikos. If Tanya's health is still low blow up everything except the last Refinery to get heroic status. send 4-5 of them west just outside your base and 4-5 more in the water southwest. the Pacifier FAV may be a better choice than the ACVs. This mission is easy so long as you can stem the tide of Yuriko coming toward you. -If possible. heal them with Engineers. so crush them all! The Armour should be able to take out her Structures as well. By this point the Yurikos are coming. Her only defences are her Infantry. Use the linked up Dog/Tanya force and move to destroy the western base using the same Dog tactics to kill whatever Yurikos are there. Yuriko will use her secondary attack and wipe out the 1st Dog. -Try not to put any Tanyas into the Riptide ACVs. Beware of the Collector as when you go to destroy the Refineries they will attack. As the Allies: -If any Tanyas get hurt." .. As long as you kept your other 3-4 well enough back they won't get hit. mission completed and way under par. Leap onto the Yurikos to gain the advantage. Build 8-10. send 1 Dog ahead. send them to one of Takara's bases. send this force and the Tanya force to the southwest base. and use the usual tactics to wipe it out. While doing this build up your base with 2 Boot Camps and then Refineries. -Use Engineers to build Battle Bunkers. At this point 2 bases are down and all the while you were still buillding more dogs. As the Sovites: -The almighty Sickle can easily dominate the likes of Yuriko. stupid AI. The best way to take out Yuriko is to sacrifice 1 Dog. If Yuriko can lock on to Tanya she is dead. but Takara still has 3-4 remaining.

Infantry cannot garrison Structures in this state." Here's another strategy by JB: . This is the first challege that I did using this tactic that got me under par time. Secure the Ore Nodes to the south as well. Unlockable Technology: Cryocopter. Difficulty: Medium. Here's a strategy by Skyfortress: "Suggested Faction: Imperial. Spies can also work. Twists: (Almost) All units are shrunk. provided that Lydia does not produce Attack Dogs (they can also Bribe Lydia's men for extra firepower). USE SHINOBI. Spam Twinblades and perform guerrilla warfare on Takara's base. Send Natasha to anniliate the base down south. all units start out small (even Infantry and Aircraft!). Make a reasonable amount of units to deal with Lydia's base. -Use a squad of Infantry to destroy Lydia's base." ------------------5. Keep doing this and Takara's base should fall.223 >Shrink Zone< ------------------Location: Wrong Steppe. Opponent: Lydia (Blue). use Chopper-VXs. -If Lydia tries to go into the water. Requires: Chrono you didn't. There is no Fog of War. As the Soviets: -Sickles and Hammer Tanks should be able to deal with Lydia's base. As the Allies: -Use Vindicators non-stop. Opinion: In what appears to be a replica of the third Allied mission in Red Alert 3. With the speed and agility. Fun Factor: 8. Recommended Arsenal: Imperial. Build Sentries to keep the Yurikos at bay. they should be able to infiltrate Lydia's base like a small fly and steal loads of money if you need it. retreat over water or places where Yuriko needs to take a big turn to get the Twinblades or just attack Yuriko when she is making a turn around. As the Imperials: -It seems that Lydia forgot to shrink one type of unit: The Nanocore! Use Dojo Cores to crush Lydia's Prospectors and Armour. Par Time: 7:00.Here's another strategy by JB: "Suggested Faction: Soviets. There isn't much I can say for this mission. Unlockable Challenges: Ice Breaker. Send two Engineers to the Oil Derricks to the east. as well as Infantry (information provided by Helix25). Twinblades should hit the Construction Yard and Dojo first and upon sights of Yuriko. Natasha should garrison into buildings whenever possible.

Once we capture all of Lydia's building. Spam Engineers to capture all of Lydia's buildings. one for Tengu and one for Ronin. Opponent: Giles (Blue). Difficulty: Insane! Fun Factor: 7. Deploy a Dojo next to the Construction Yard while using the one to crush Infantry by going to and fro at the entrance of the Boot Camp. The last Dojo Core is to be on standby next to Lydia's Construction Yard. Apollos. Use the Dojo Cores to crush Infantry and vehicles. Repair the Bridge if necessary. and hunt down Giles' forces to the last soldier. By the time the northern Giles base uses anything of any serious threat (that your Defender cores. we are victorious. Build 2 Generator Cores and 2 Refineries. you should have Steel Ronin. The Tengu I used to hold off the air attacks. and if need be your Tengu. Opinion: Giles doesn't make things easy. Build 3 Dojo Cores and send them rampaging into Lydia's base. Try destroying his base to the southeast before he can make any Gunships. the Gunship is well worth the trouble in this mission. . This may sound crazy but I actually did this in under 4 minutes. As the Soviets: -Use Twinblades and MiGs excessively. cannot handle). Unlockable Technology: Harbinger Gunship. Try destroying the Bridges leading to his northern base too. Unlockable Challenges: None. His Airbases to the southeast are a dangerous threat. As the Imperials: -Use Chopper-VXs and Tengus. Par Time: 19:00. Here's a strategy by Hezzara: "Suggested Faction: Imperials. while the Cores."Suggested Faction: Imperials. Use Aircraft or Artillery on his Defences." ----------------------5. and Aircraft Carriers. you'll need both. so build up an Air/Naval force. However. Twists: None. Build some Defences to the north to fight off Giles' ground troops. When Lydia packs her Construction Yard. attack Giles' ground base. a few I used to defend my base and one-two I used to defend my Oil Derrick and 3rd (and later 4th) Refinery. Requires: Dangerous Skies. Recommended Arsenal: Imperial. Hydrofoils. use a Dojo Core to crush it. I grabbed my Refineries and built Mecha Tengu and some Defender Cores ASAP. Once that base is gone. -Use Steel Ronin to fight off Giles' ground forces. I suggest building 2 Mecha Bays.224 >Viscious Circle< ----------------------Location: Fried River. As the Allies: -Use a mix of Vindicators.

deploy Yuriko and have her yank the Apollos out of the sky and destroy the Airbases while your Tengus destroy the nearby Harbingers. At this time. his southeastern base is deprived of any land defences save for the two Harbinger Gunships that patrol the area. but he will send LOTS of them accompanied by a mix of Infantry so have the Tsunami Tanks ready to crush any Javelin Soldiers and blow up the Riptides. covered by your Tengu. This time." Here's yet another strategy by Roundhouse: "Suggested Faction: Allies. train four Tankbusters and have them destroy the bridges to the north. waste his time attacking the Refinery thus buying you time." Here's another strategy by ZeroSasaki: "Suggested Faction: Imperials. Giles will only send Riptides in the early part of the game. You want this base dead. If you manage to avoid the garrisons and shoot down the Harbingers. and rush past any vehicle defences he has. any kind of tank attack should work. this guy is well defended with Harbingers and garrisoned Rocket Infantry. secure both Ore Nodes. however. Simply load her back onto the Sudden Transport and drive it towards Giles' Northeastern base. The one thing you HAVE to do. The computer will usually try to avoid air battles against larger groups. Once the Mecha Bay is up. move the Jet Tengus just barely out of the range of the patrolling Apollos. Then destroy the Power Plants one by one until the base is out of power. is to make sure that his MCV does not escape. and Ronin's secondary in large numbers can devestate enemy armies and buildings very quickly if used right. you can transform the Chopper VXs and use them as bait to draw out the Apollos then annihilate them with your larger force of Jet Tengus. Yuriko should be at Heroic status for having single-handedly obliterating an entire base by herself. for some odd least until your Sudden Transport can gain disguise. build six Jet Tengus to defend your base from air and build about four Tsunami Tanks. Once the Transport is inside this base. Once his anti-air defence is down. then you can destroy it. Make sure to take advantage of the base Defences being unable to shoot through their own Structures and take out his Construction Yard after the Airbases are down. take down any nearby Harbingers and deploy Yuriko again to unleash destruction upon this final stronghold. Make sure to let at least one Collector survive Yuriko's onslaught. Build two Generators. very quickly. As the Mecha Bay is under construction. but I just like the Tengu/Ronin combo because it tricks southern Giles to go mass Apollos.Once you have a fair sized army of both. Once your defence is set up.. At this point. then build a Mecha Bay ASAP. There is a strong chance that Giles has built a Refinery on each one. tech up to produce Yuriko and place her in a disguised Sudden Transport. have your Chopper VXs fly to each and every Ode Node seen on the map. As Yuriko is wrecking havoc upon this base. Then. . Since Giles is so heavily focused on his Air force. allowing you to kill off the defenders without them being rebuilt. Giles will. I'd suggest a combined Tengu/VX attack to kill him.. attack the northern base with Ronin. You could probably switch up the tactics for the northern base if you want. Southern Giles won't be an issue because he'll be air spamming with all the Mecha Tengu you have (he's coded that if you go mass air. but you should have enough Tengu to take down any apollos without too many casualties). Expect to lose a LOT of forces. he'll go mass Apollos. as long as they are covered by air. your Mecha Bay should be building at least eight Chopper VXs. you should be able to take out his Armour Facility and Boot Camp.

so it also buys you time to counter-attack. Any Apollos that are lost from here on out. While your Vindicators eliminate the base. Attacking forces will go after the refueling aircraft before attacking your base. here goes: Produce 4-5 Dojo cores. This mission can be Dojo rushed. send your Apollos to finish off the Harbingers. Set the rally point to the opposite side of the Airbases. . but I believe six is necessary for each. Barracks. so your path is clear to the south. Once you're ready. build a couple ACVs of your own. Send three Vindicators to each bridge. Anyways. and send 3 Tankbusters each into the two houses next to the Spectrum Tower. should be replaced with Vindicators. as attacking forces try to destroy these first. These will buy you time. The Airbase wall is a useful strategy on many missions. plus a couple extra Airbases. just out of reach of that Spectrum Tower. and then its just a matter of finishing off the stragglers. Then send the Vindicators at the Armor Facility and next the Airbase. By now. and once those are done. With no bridges. so first encounter them with your Apollos. Meanwhile. since the only aircraft left are those Harbingers. Next. The Harbingers won't attack unless provoked. Train 4 Tankbusters and 1 Warrior with each Dojo here. Use the Airbases as a makeshift wall along your northeastern side. If that doesn't do it. Armor Facility. the entire land forces of Giles should be camped out next to the destroyed bridge. even though the southeast Airbase starts right away with Spectrum Towers and whatnot. primarily to deal with any Infantry effectively. use your Apollos to watch the eastern border of your base. the biggest difficulty you'll have is ACVs. Garrison nearby structures. Four and four may do it. Construction Yard. follow the same strategy on the northern base. and get to building Guardian Tanks. don't get crushed by Collectors. A few seconds of laser light and that Tower is gone. You don't have to finish them off just yet. You should have at least three Airbases (four is ideal. and you should be able to shut down the defences and kill the rest of this base with ease. Be careful: Send your air fleet to the east before heading north to avoid unnecessary damages. Now build your Armor Facility.Quickly build the basics minus an Armor Facility and a Seaport. avoiding any anti-air (especially garrisoned buildings). Stock up on Javelin Soldiers and some Peacekeepers." And another strategy by VX4!: "Suggested Faction: Imperials. and unpack them there. send your air fleet to the east and lay waste to Giles' Airbase. especially the four along the water. Then work your way through the southern border of the Airbase. About eight should do fine. One Vindicator run should take down the Construction Yard. take down the two Harbingers hanging out over here with your Apollos. but you can if you wish. Surgical Strike it to smithereens. which are no problem for the Guardians. concentrating on Power Plants and the Construction Yard. While the Vindicators reload. Three should take out each bridge in a single sweep. so you can have eight Vindicators and eight Apollos). send 2 to the shore of the southeast airbase.

because if you take a bit more time. Fun Factor: 3. Ready? Attack Shinzo's base to the east. Once you've got a big enough zerg force here. Unlockable Technology: Shinobi. Altogether 4-5 minutes and you're through." ------------------------5. go for Moskvin and his pesky Terror Drones. Stingrays which attack everything. Since you start out with 20. just roll over the helpless northeast base. Twists: None. Opinion: This is a long and tedious mission. and of course. and Bullfrogs! Build some ground forces to fight them off if the Defences aren't enough. Unlockable Challenges: Battle Royale. Ensure that none of his Structures survive. the other 3 Dojo cores go to the Ore Node at the Hospital on the northeast of Giles' territory. As the Imperials: -A Dojo Rush may be able to take the enemy by surprise. I would not recommend the no-ecoconyard-sale strategy. The enemy will try to get past the Walls with Tankbusters.225 >Robots and Ninjas< ------------------------Location: Reef Madness. Walls will be needed here. As the Soviets: -Along with building Twinblades. have one hole in the Walls and defend it heavily. Kenji (Green). When Shinzo is out. Giles might have expanded to the Ore Nodes in the water. As the Allies: -The Harbinger is essential for an Allied victory. and use Akula Subs against enemy ships. Moskvin (Red). Try not to lose too many planes to Shinzo's Anti-Air. Here's a strategy by Helix25: "Suggested Faction: Imperial. Escort them with Apollos and prioritize their attacks. try to get an Air force ready. Alternatively. Par Time: 11:00. Stingrays. train a few troops to stuff into garrisons while you're busy with the southeast base. Surround this island with Walls. Difficulty: Hard. Recommended Arsenal: Allies. so having some docks for Yaris to mop up the rest is sure handy. Then attack Kenji when Moskvin is eliminated.In the meanwhile. Also. use Tesla Coils if available.000 credits. Terror Drones which target your collectors. Burst Drones which are just annoying and don't do . -The Pacifier FAV may be used to fight off enemies from a distance for defence. This mission is difficult due to the masses of ninjas which constantly harass your base. Requires: Offshore Killing. Make sure there isn't a single hole in it! Meanwhile. Opponents: Shinzo (Orange). build some Defences to kill off any intruders. along with Aircraft.

so move Yuriko and the Tengus briefly back to land (for 5-10 seconds). But beware.. 2. By this point your Tankbuster should already be taking down Shinzo's Dojo. The proceed to destory the Naval Yard and then everything else. the smoke from the explosion will camouflage enemy Akulas and Terror Drones. Use your transport to get Yuriko in range of Kenji's new base. the easiest to kill but not the first one you Steps 1. Capture everything and put 3 Tankbusters into the eastern garrisonable structure to ward off the Stingrays. begin pumping out Tankbusters and 1 Warrior to eliminate his northern Collector. At this point the northern Defender core will wipe out any of Moskin's Terror Drones coming for your Refineries and keep the Stingrays at bay. Upgrade northern Dojo to level 2 and train Yuriko. At your main base you should establish 2 Generators and 2 Refineries then build 2 Defender cores. finishing last with the MCV. 6. which is likely to the southeast and wipe our his Generators. put one beside your northern Refinery on the east side and beside the southeast Refinery on the north west side. Use her to take out any Stingrays/Terror Drones or Akulas incoming and destroy the Super Reactor at a safe distance. destroy his Dojo core fast. . 4. Then destroy Kenji's lone Dojo which should be slightly northeast from his waterbased expansion. it will come after you. Refineries and Construction Yard. To avoid all of this send build 4 Dojo cores. his MCV will get away but that is not a problem. 5. base and 2 southwest toward Shinzo's. Deploy 1st southwest Dojo core rusher directly west of Shinzo's base and begin by creating 1 Warrior and Tankbusters. 3. At Kenji's northern base right after you control Shinzo's island. if not than it is all good. Move the Sudden Transport quickly along with Tengus to northeast and use Yuriko to destroy the War Factory. After that Engineer rush his base. Deploy 1st north Dojo core on island just southeast of Kenji's base where he has built his Dojo core. Lastly Moskvin. Build 1 Sudden Transport and disguise it and build 2 Striker VXs. Deploy 2nd Dojo core at the southwest tip of Kenji's main island and leave it for now. If you lose a collector there is little hope of completing this under par. switch to Jet Tengus and re-disguise your Sudden Transport. when it is down to about half health use your Warrior's Katana and have him wait at the entrance to the Dojo in case a ninja pops out.anything. Anywhoo. This is done to prevent Moskin from sending Stingrays to kill your base. Build 1-2 Mecha Tengus from your Mecha Bay and upgrade to next level. Build 2 Tankbusters and then garrison them in the structure.. Land Tengus in northeast corner of base and destroy any Terror Drones. Then upgrade that Dojo to level 1 and deploy 1 Dojo core (optional)." send two north toward Kenji's main base deploy 2 refineries and Of all the commanders Shinzo is should. Destroy the Dojo and camp remaining forces in hold position just southwest of his Construction Yard so every time a new core appears your 5-6 Tankbusters will destory it. Before this send two Mecha Tengus to protect Yuriko from Terror Drones. a Mainframe core and 1 Mecha Bay core at your home island. Sell north Dojo and/or south dojo. At your 2 generators at the back of your base (west). Deploy 2nd south of the first one and then Tankbusters again. sell the Dojo and send the last Warrior into the structure. 2-3 each. 2 and 3 done simultaneously. Kenji is gone. Send the two Strikers to Shinzo's base and eliminate everything. 1.

you should be done after around 5-6 minutes. although they seem to have a handicap with Wall building. Fastest way is . 7. place them in a line behind the location of the upper Ore Node. If you were fast enough. then the Construction Yard. The first 2-3 VXs go to Mosvkin's base. Use Honourable discharge as the falling VXs can cause damage if they fall onto enemy units or buildings. Sell MCV. When the Refineries are ready and the Mecha Bay is still on the way. Flank around Moskvin's base by going east or north and destroy the War Factory and Naval Yard to halt the production of Bullfrogs. This is going to be a multi Bear/Engineer rush against both Imperial bases. Destroy the Construction Yard before the rest of Moskvin's base. The next VX squad goes to Kenji's base in the northest. then the Construction Yard. A huge force of Striker VXs will do just fine as the only complication are the Bullfrogs as Stringrays can't hit air. This can also stop them from producing Mecha Bay and Mecha Tengus. you can already start building Walls along the Generators. especially if you're not familiar where Kenji and Shinzo like to hide their Dojos. It requires quite some micromanagement. Suggested Faction: Soviets. ." Another couple of strategies from VX4: "Suggested Faction: Imperials. queue as many VXs as you like. First build a Generator followed by 2 Refineries and some Walls to protect them from Terror Drones and Shinobi. door facing northeast.Here's another strategy by JB: "Suggested Faction: Imperials. Build two Generator Cores. While your Refinery Cores still move to the unpack locations. 3. you should be done Walling too. But as a matter of fact they can have their VXs much earlier than the Soviets can pull out Twinblades. While they still (move to the) unfurl (location). where they target the Naval Yard. Using following build order may solve the walling problem (be sure to surround the area around the two Ore Nodes with Walls.surprisingly using the Empire. Quickly build a Mecha Bay and Upgrade it. just so it doesn't overlap with that line. and a regular Stingray/Akula attack against Moskvin. or the Allies getting Gunships. you can start Walling around the Refineries. then Kenji. 2. Pursue it and destroy the MCV before proceeding to annihilate their bases. Spam Striker VXs and send one (before sending in the remaining Striker Vxs) to Kenji and Shinzo's base and attack the Construction Yard first. 10. The next VX goes to Shinzo's base. by the time you can build VXs. 6. pack up your MCV and place it a tiny bit to the southwest. 4. but if done well. and does the same as to Kenji. Target the Dojo. then the War Factory. he has neither a Docks nor a Mecha Bay yet. 5. One Striker VX each will keep on attacking Shinzo and Kenji's Construction Yard before being reinforced might cause it to pack up and leave. then Shinzo. Don't forget to tech up the Mecha Bay for all the Walling. 8. 9. Kenji's Dojo should be located at the north edge of the map. 2-3 because you don't want a single or pair of VXs getting destroyed by a random Bullfrog. and then start over with Moskvin again. leaving space for the Mecha Bay): 1. The folling VXs go to Moskvin.

and you can dispose of Kenji's and Shinzo's bases any way you like. you are building up your base for a regular Naval attack (I sold the Barracks after recruiting another Engineer for the Dry Docks. maybe even drop an Engineer and a Terror Drone with a single Twinblade next to the Imperial Construction Yards first. Be careful with this one. then attack the War Factory with the Stingrays. and produced a little Stingray force to chase Mosvkin's sting rays away. and in the meanwhile your Bears should have long arrived. Have the Tesla Trooper goes into shutdown mode next to the Construction Yard. then built a Reactor. and start an aerial assault with Twinblades. Once both Refineries of an Imperial base are captured. the Drone will make it into the packing MCV. The one on water in the southeast base will get infested sooner or later though. The southeast base's Dojo is right next to the Construction Yard. let your Engineers go around the Construction Yard. Destroy Moskvin's Naval Yard using only the Akulas. 1st Barracks produces 2 Bears which will camp at the Dojos of both Imperial bases. and order the Flak guys mine that thing into oblivion. Once you have pulled out 2 Akulas. just be aware that for some reasons Grinders cannot attack buildings on sea. either shoot a new Engineer with a Bullfrog there. If you're lucky. you have to abandon the strategy above. so be careful and place the Bear in a safe distance to the trigger-happy Collector. If you want to keep the new Refineries. Risks: -Kenji and/or Shinzo do still have enough money to build a new Refinery Core. The northwest base usually has its Dojo on the island with the Dry Docks. Mosvkin should fall swiftly. while the Engineer will probably get mowed down by the Shinobi. but not too far from the Dojo. but then you'd rather choose to go with Imperial VXs since those can be built a bit earlier than Twinblades. Be sure to capture the Collectors along with the buildings. That would at least slow them down considerably. A Twinblade dropping a Grinder or Natasha would probably be the fastest way to kill the Construction Yards. Don't worry about Shinobi at the beginning. or send some Stingrays. but you want them crippled for good. So. and a Crane). which means Kenji and Shinzo's bases will be nothing more but a Construction Yard and a Generator for the rest of the match. it's rather close to one Ore Refinery. while the Stingrays fend off the Terror Drones. with one of them camping for newly built Drones. After that. it will sell off the remaining buildings in an attempt to scratch enough credits for a new Refinery. and Wall in your whole base. Of course you could just Wall in and go around with a huge Twinblade swarm. If not.Start off with 2 Barrackses. it's either right next to the Construction Yard or more seldomly on the small patch of land next to the ore mine east of that base. In this case. go attack his base. the Dojos first need quite a while to tech up before they can build Shinobi. else it might get scared and pack up. a Naval Yard. Wall them in against Terror Drones and Stingrays. but will usually fail. -Mosvkin's Stingrays will say hello to your Bears before you have captured both Refineries of an Imperial base. When capturing the northern base. a Superreactor. Or: Just build a Barracks next to the newly captured Refineries. build a Tesla Trooper and a couple Flak Troopers. have Walled in your own Refineries against Terror Drones. 2 Refineries. In the meanwhile. Then each of the Barrackses builds two Engineers (set them to passive) which go after the Refineries of both bases." .

same strat with Yuriko doing the majority of work. Difficulty: Easy. Takara (Random). Hopefully. Requires: Robots and Ninjas. Double back to your base and while retreating use VXs to destroy enemy Oil Derricks. Twinblades and Mortar Cycles can send the enemy packing in minutes! -Feel free to use any other forces available. As the Allies: -A Gunship may be able to take out the bases one by one. As the Soviets: -MiGs." ---------------------5. and protect it with fortified Infantry.226 >Battle Royale< --------------------Location: Hostile Hostel. he would be weakened by Takara's forces. Unlockable Technology: Shogun Battleship. Opponent: Takara (Orange). Difficulty: Hard. Manufacture a small force and send them to attack Kenji's base. Recommended Arsenal: Soviets. Kenji (Green). Opinion: Because the Imperial Shogunate cannot get along. -Natasha can mop up any remaining Structures. Recommended Arsenal: Soviets. Then with same force move south and crush Takara. Twists: Takara's colour may vary.--------------------5. Done. Fun Factor: 1. Opponents: Shinzo (Orange).227 >High Seas Duel< ---------------------Location: Trench Warfare. Unlockable Challenges: High Seas Duel. and then get a Sudden Transport with Yuriko inside. As the Imperials: -Fast units like the Steel Ronin and the Chopper-VX can put an end to this conflict swiftly. Par Time: 18:00. If any of them even think about building a Superweapon. if they get captured later it does not matter. target that Commander first. -Use Reapers to destroy any fleeing MCVs. Unlockable Technology: Naginata Cruiser. Build up your base constructing VXs/Tengus for protection against Shinzo/Kenji's Tengus. . Hunt down all the Imperial Structures. this is an incredibly easy mission! Some of the Commanders may do the dirty work! Secure the Ore Node on the mountain closest to the base. Fun Factor: 8. Rush Kenji with everything and he easily falls. Unlockable Challenges: None. Here's a tip by Helix25: "Send a Dojo core to middle and capture all 4 Derricks netting you 2000 credits plus extra. Then rush Shinzo.

Build two Generator Cores. Build a few ships for good measure. because then it will build 10 Cruisers before it builds the Sea Wings). When ready. -Build lots of Twinblades. . Send the 10 to destroy the Construction Yard and the 6 to destroy the Imperial Docks at the same time. 5." Here's another strategy by Lindley: "Suggested Faction: Imperial. the Soviets will have the most success. use an Air Force in response. leaving the Empire Sky-Wings as their only Air Unit. then 5 Naginata Cruisers. Build a Docks and upgrade it to 2nd tier.Requires: Battle Royale. and Takara doesn't make things easy. Avoid her Sea-Wings and Turrets. you might need to use your airstrike to finish it off. 1. Twists: None. unpack one to the east on one of the Ore Nodes there. As the Imperials: -Try not to do this mission as the Empire. -Use Hydrofoils to render Takara's ships harmless. Build 3 Refineries. Build 5 Naginata Cruisers in queue then 3 Sea-Wings. 2. Use the Cruisers to repel any attacks and repair them using the Docks (don't build 10 Cruisers and then 6 Sea Wings. Use Air forces to deal with Takara's surprisingly lethal Yari Subs. If her Sea-Wings do pop up. attack Takara's base. The Chopper-VX and Tengu require the Mecha Bay. then 3 Sea-Wings. As the Allies: -If possible. sink them ASAP. Par Time: 17:00. Create a group of 10 Vindicators and a group of 6. 4. and there is no place to put it. 3. You will not need to worry about being attacked after that and can just concentrate on destroying the remaining structures. Build up an Airfield as soon as possible. repeat this a few times so you have about 15-20 Cruisers and 9-12 Wea-Wings in the queue. build some Harbinger Gunships for offence. Ensure that her MCV does not escape. Here's a strategy by Naranek Angmar: "Suggested Faction: Allies. Get the Fortified Fleet Upgrade (if you get a second point. Defend them also. -Use Akula Subs and Stingrays for defensive purposes only. and go after her Generators to shut down the Turrets. Use the Vindicators you have created to defend your base. use that on the Rocket Pods upgrade to improve the Sea Wings). This is an excruciating mission. Feel free to secure the Ore Nodes north and east of here. Opinion: Since Takara dominates the waters. As the Soviets: -With a good mix of auto-loading Aircraft and an Airfield. 2 for your base. Then shoot her production Structures. You need to build 4 Airbases and 16 Vindicators as quickly as possible (build Cryocopters after that with any spare cash). I recommend creating groups of 2 Vindicators.

Use the Cruisers' special ability as often as possible. then sell your Construction Yard. while you send the second one to deploy close (but not too close) to the single Ore Node southwest of Takara's base. Start with 2 Generators and 2 Refineries. that should be enough to finish Takara's base (destroy her Docks and Generators first). 5 from the one close to Takara's base. and even if they suicide. With 8-10 Cruisers. and then it's over. she'll start spamming suicide Yaris which will eventually exhaust your income with just One refinery. Your second fleet should be ready by then.Once the first 5 Cruisers and 3 Sea Wings are built. start attacking before Takara sets up too many defences. This wave will probably die. Start spamming Dolphins like there's no tomorrow and rally them northwest of Takara's base. When you have 5-6 Dolphins together. before you sell latter one. Suggested Faction: Imperials. High priority targets are the Docks. tech them up and start spamming Naginatas *only* from both Docks. Have the first Docks techs up and builds 3 Naginatas with the Fortified Fleet Upgrade. which is well under the 17 minute par time. the following two move to the location of the far Docks. you can sell the second Seaport and the Power Plant. make sure your Sea Wings don't go in front of the Cruisers. One ship stays in the base. one Refinery." Another few strategies from VX4: "Suggested Faction: Allies. two Seaports. so send that to attack too. put the Cruiser right in front of the target before using the ability. then another Refinery. I dare to say. Build one Power Plant. Deploy the first Docks Core in your base. If you fail to destroy the Docks fast enough. Don't worry about her Yaris. that means all the torpedos will hit the same target. which is very useful for destroying buildings. although you should be sending heavily damaged Cruisers back to your Docks to repair. It's some sort of weird wannabe Dojo Rush. then build 2 Docks Cores. the Cruiser won't die. then the Generators to shut down existing defences. But if you happen to be lucky. Or rather a Docks 'rush'. and be surprised by the spammability and damage dealing capacity of those otherwise useless Dolphins. the far Docks should have finished deploying. You just want many many dolphins ASAP. you might love the result. Like. and sell your Construction Yard. send them to the enemy base. early on she'll usually only send them after your Collectors. If you wait too long before attacking though. Her Yaris post the greatest threat. The stay-at-home Cruiser will easily dispose of them with the S-torpedoes. For maximum damage. you should be able . When you run low on credits. otherwise they will be destroyed. In the meanwhile. then the Construction Yard. and the wise use of the special attack. and 2-3 from the Docks at home. Takes quite a bit longer. she will have teched up to Naginata Cruisers. With this method I completed the mission in 11:42. In the meanwhile those 3 Yaris should have arrived at your base to harrass your economy. but is 100% safe.

-The Advanced Aeronautics Upgrade should greatly increase the efficiency of the mighty Allied Aircraft! As the Imperials: -Build Defences to fight off the invaders coming through the lake. Oh. They can be used to smash up the enemy bases as long as they're escorted by Apollo Fighters. Capture the Tech Buildings east of the Imperial Con Yard. Build up Refineries to secure all Ore Nodes within your reach (use Imperial Refineries for the ones in the western hills). and construct an Air Field in the middle Con Yard. -Build an Imperial Docks for extra defence. and build a Soviet Airfiled. very few Yaris. Allow the Soviet and . Use a big enough force to crush Moskvin's bases to the south. Difficulty: Insane! Fun Factor: 10. so mass-produce Tactical/Bomber Aircraft to take him out. Now have the Imperial base pump out Mecha Tengu for Anti-Air.228 >Superb Commander< -----------------------Location: Loch Mess. As the Soviets: -Build Tesla Coils for defence. As the Allies: -Mass-Produce Harbinger Gunships. Opponents: Moskvin (Red). Par Time: 20:00. and 2-3 minutess for the final battle. Should any of the Con Yards be under attack. Build up a Barracks for each tree. -Be sure to build lots of Super Reactors to keepall the Defences online. Requires: Tesla's Castle. and then a War Factory. That should be under par time. right?" -----------------------5. Here's a strategy by Skyfortress: "Suggested Faction: Any. and of course those Sea-Wings that barely scratch your ships with their Anti-Infantry weapon. Recommended Arsenal: Allies. Twists: FutureTech starts out with all 3 Construction Yards and extra resources. Pump out LOTS of units. as well as their default one. Kenji (Orange). the Allies building a Defence Bureau and obtaining Maximum Clearance. Using this method you'd be spending around 4 minutes preparing. and secure the Resources in all three locations. and some Tsunami Tanks. It won't be easy. Unlockable Challenges: Battle Room. Opinion: Ready for a micromanaging nightmare? Be sure to use the hotkeys for quicker building! Build Defences around all the Construction Yards. Do the same for Kenji. Try to flank around the defences if possible and go for her Docks and Generators. -Use Imperial Refineries to secure distant Ore Nodes. Unlockable Technology: beat her defending army (far less Cruisers than you have. have them fall back and try to restore the lost Defences.

and build a Super Reactor while setting up Defences. build three Airbases. If you have any superweapons. Keep on pumping units and swarm the enemy base. and the Harbingers as group three to micromanage them more efficiently. If you attack clock-wise. If you're running low on cash. Imperial Refinery cores can capture the Ore mine between both bases and to the south-east of the northern base. Place one in each base to make sure a Superweapon blast does not take out all your Power for your Defences." Here's another strategy by Ace_Strife: "Suggested Faction: Allies You have four bases. -Harbingers to wipe out any ground troops. in the sea in the centre as well. so try to get the Harbinger to enter first. build them as well. Beware lone Kirov airships that will target your southern base periodically. so pack up your Soviet and Imperial Construction Yards and retreat. Do this right and you should complete this mission in under 15 minutes. This one can be well rushed using a Dojo rush for Moskvin's bases and a Tengu/VX rush for Kenji's bases. Set up rRefineries including a Soviet one. so tech up in the northern Allied base. the Twinblades as group two. and have each field build two Harbingers. complete with a Construction Yard. but the south-eastern mine will get hit eventually. then the others as the Harbingers can take more heat. but expansion bases will be built. 4) Assign the Tengu as group one. Both Allied bases are easy to defend. Don't forget to purchase the Advanced Aeronautics upgrade and the Surveillance Sweep to see exactly where the enemy is if you need to. . and quickly set up Allied Turrets to the south of the southern base and to the south-east of your northern allied base." A third strategy from VX4: "Suggested Faction: Imperials. sell the Imperial and Soviet Construction Yards at this point if you decide not to use Superweapons. though it's not a loss if it falls. The Tengu and Twinblade move faster. I haven't had the enemy attack from east or south of the northern base. you can complete under par. Harbingers with an Apollo escort are the way to go. saving the Naval expansions for last.Allied bases to build Defences on the north and south bases to defend them against the enemy attacks. The enemy bases lie to the northeast and southeast on dry land. The only threat to your Harbingers are MiGs. 2) The Soviets' Super Reactor is good here. Send the Soviet Yard to the southern Allied base and the Imperial Yard to the northern Allied base. Those six mines should be enough. Here are some tips: 1) When moving from base to base be careful. or from north of the southern base. Once you get all of the above spam the following: -Mecha Tengu for Aircraft. charge at Moskvin's base (or Kenji's if you hate him more). which is why Apollos are necessary. 3) Use Multigunner Turrets/Sentry Guns and Tesla Coils for Defence. but it's insanely difficult to keep all of them. Now when you get 2-3 Harbingers and as many Wwinblade and Tengu. just in case. -Twinblades to support the Harbingers.

When you face Archers. Or at least not as much. and just let them attack move to Mosvkin's bases. sell the Allied and Soviet MCVs. Opinion: Oleg will use Grinders extensively. just land some of the Jet Tengus to deal with them. so use Aircraft. and garrison the Structures. Requires: Double-Barreled. -Use the Shogun Battleship's ram ability against the Grinders if need be. Twists: None. Secure the resources to the east. Use them and the Air armada to destroy Oleg's base. -Hydrofoils won't really work on the Grinders. First. As the Allies: -Vindicators and Harbingers are effective versus the Grinders. Twinblades. Unlockable Challenges: The Motherland. a couple of Refineries and 2 Mecha Bays in your central base. -Shrink those pesky Grinders with Cryocopters. Defences and Artillery are also necessary here. by the way. Use the Imperial faction for the Rocket Pods Upgrade. set them on aggressive mode. The key to a fast victory is very trivial. and then make a Naval fleet. -Don't bother building Apollo Fighters. set up 3-4 Dojos." ----------------5. not outside. the two Mecha Bays should produce about 6 Tengus and a huge horde of VXs which you send to kill off Kenji's bases. In the meanwhile. Fun Factor: 8. -The Iron Curtain can be used on Stingrays or Dreadnoughts for extra firepower. Then. Build up an Air Fleet to fight off Oleg's Grinders that arrive on the water.You also don't have to put up with the micromanaging nightmare this way. just overrun them with a huge zerg force before they can bring out serious threats. Par Time: 13:15.229 >Red Crush< ----------------Location: Au Revior Resevior. As the Soviets: -Twinblades. Grab any Tech Structures in the area whenever possible. and start to build up a large group of Warriors and even more Tankbusters. -Use Aircraft Carriers to shut down Oleg's Structures. Twinblades. Difficulty: Hard. Place two Defender Turrets at the chokepoint to the north. Here's a strategy by Shadowstalker7: . As the Imperials: -The VX should be able to do some damage against the Grinders. Oleg doesn't use Aircraft here. Opponent: Oleg (Red). Artillery may be needed to bypass or destroy Oleg's defences. Use Defences to help hold off Oleg's troops whenever he attacks. using the two Imperial MCVs. Recommended Arsenal: Allies. Unlockable Technology: Grinder.

you should easily have control of the lake. Oleg's pathing seems to always take the Grinders through the middle and they go in pairs. though. but it went for the lake expansion again (signaling his doom)) However. Once that's out. suicide a Yari into each one (from the side to minimize chance of being stopped by the grinder tread. a Mainframe Core and buy the Fortified Fleet Upgrade. he got an MCV out. get them by your Yari and take out the War Factory. In the mean time. build 4 Yari Subs. Instead."Suggested Faction: Imperial. which negates the suicide). the Shogun can hit almost anywhere on the map from the appropriate shore location. Next. Opponents: Oleg (Red). Par Time: 11:06. Try to focus on eliminating one Commander . Gun it down with the combined might of Yari and Shogun. Then build 2 Ore Refineries and get those up. When I did it. build a Dojo and begin leveling the rest of his base. Takara (Orange). Unlockable Challenges: None. Once the Imperial Docks are up. That's what the Strikers are insurance again. Then build 2 more Yari. trash the Crusher Crane and the Conyard." --------------------------5. Once a Refinery is up. Twists: FutureTech starts out with full technology. If you've been killing the Sputniks and preventing Oleg from taking the lake expansion. a Terror Drone or two). Requires: Your Gold Mine has Collapsed. try to level it before he gets out another MCV. Nonetheless. Recommended Arsenal: Soviets. Build 2 Generators and deploy them. you should be out of Yari. Difficulty: Insane! Fun Factor: 8.230 >Be Quick or be Dead< --------------------------Location: Isla Nooblar. Use your remaining Yari to scout if necessary (generally the only nonGrinder units Oleg will have will be Infantry. since Grinders take a bit of time to produce. I think it's probably possible for him to think about going after one of the land expansions. Build 4 more and tech up again. tech up the Docks. queue another Shogun or two and set the rally point to the middle of the lake.' I mean charge right into your army like his foolish Sputniks. At this point. get a naval yard up. Hill (Blue). sell your Nanotech Mainframe and buy a Shogun Battleship. the best way to complete this mission is to rush through it. Opinion: There's a good way to relieve the stress on this mission. Make sure to gun down any Sputniks that try to run past your Yaris to the lake expansion. Then build 2 more Yari and queue another Shogun. Once you have the two Shogun. Move the Yari subs to the centre of the lake. While you're doing this. By the time the upgrade finishes. He'll likely have an expansion going and may or may not have built another War Factory. if his Construction Yard packs up. Don't engage the Grinders directly. he'll likely 'get away'. Bullfrogs and on the odd occassion. If he has a War Factory up. In general. Capture the Oil Derrick to the south. Unlockable Technology: Rocket Angel. Build a Mecha Bay just in case and tech it up so you can build a few Strikers. Each Yari will kill a Grinder from full HP. And by 'get away. Build a pair of Burst Drones and head north to the expansion directly west of his base. courtesy of leo158.

Two down. -If any Burst Drones touch any Twinblades. 3. two Terror Drones. This mission is one of the toughest of them all to get under par and rushing is essential. The Tankbuster should be used to destroy the Derrick northwest of Takara's base as I find it is often captured by Oleg. After it is destroyed. and put a Drone and Engineer in each Twinblade. one to go. The Terror Drones will infect the MCVs. Use your Tankbuster force and destroy his Boot Camp and Armour Facility and the rest of his base. Hill's a time. Good use of the Nanoswarm Hive I find helps in stopping large rushes against your base. you are going to need them. -Use the Vacuum Imploder on Oleg's Barracks. I'll divide this start into 4 sections. Use one Engineer to Capture the Oil Derrick to the south. Set the Strikers to aggressive so they will chase away the anti-airless attacking force. As the Imperials: -Rush some Striker-VXs to the bases. Here's a strategy by Helix25: "Suggested Faction: Imperial. While your assaults of Hill and Takara are starting you should at your main base build 1 Engineer to capture the southern Oil Derrick. -Drop off the passengers. After their charge is finished quickly run them into a building as Hill has likely created an Armour Facility. but guard them with those 1-2 Warriors you sent from your main base as she has a bad habit of sending an Engineer to capture your newly formed expansion. I will create two posts for this one because I think this mission needs it. retry the mission. -Use Harbinger Gunships to kill off any Units. 1. Takara's base. To start you get a full made base with Superweapons and everything. As the Soviets: -Build three Engineers. -Send the first Twinblade over to Oleg's base. southeast toward Takara's base and the same north toward Hill's base. 1 Tankbuster and 1-2 Warriors using their Katanas. your base and finally endgame. At Takara's base. then what's left of Oleg and Takara. Destroy her Dojo first then her Mecha Bay core as it is either deploying or has deployed. Then tech up to level 2 at the Mecha Bay to get Strikers and eventually level 3 at your Dojo for Yuriko. As the Allies: -Send in a Pacifier FAV to bomb Takara's Base. Quickly wipe up the rest of her base. -Use the Engineer to capture Takara's Dojo. -Finish off Hill. deploy your cores right in her base just on the western edge. Attacking Hill's base early prevents him from expanding south. Bulld a force of Strikers to defend against Oleg's attacks which consist of Mortar Cycles (the most annoying unit ever) and Sickles/Stingrays. and two Twinblades. 2. They have a nasty habit of taking down your Defender and Wave Force cores. . Create 1-2 Warriors and then a bunch of Tankbusters. Steps 1-3 should be done at relatively the same time for best results. and send the second Twinblade to Takara's base. sell 1 Dojo and continue to destroy her base starting with her MCV. just make sure it doesn't escape. Start by sending two Dojo Cores. At the same time build Tankbusters at the Dojos near Hill's base and use your 1-2 Warriors to bushido charge Hill's infantry.

Hill favours light vechicles and infantry. Send your Twinblade back to base. Once the first Twinblade comes out. This mission was extremely tough because the first time I wiped out just Takara and ended up getting overwhelmed. even my Sudden Yuriko/Striker rush failed because he tends to build lots of IFVs and Dogs. Each general has a strategy and specific units they use. and make sure at least the Mecha Bay is captured. Drop the second twinblade's passengers next to the Construction Yard. right after the Barrackses finish construction. Create a Sudden Transport and disguise it and move it across the water to the back of Oleg's base (east side) to avoid Bears. The only thing I can suggest is a massive VX rush. Now is the time to strike. Send the first Engineer to capture the Oil Derrick to the south. And that is it. send your VX force east and use them as a distraction while Yuriko wipes their base out. and set out for Hill's Construction Yard right away. Hope this guide helped. Do NOT waste any time in this challenge. If both Engineers die. Train 3 Engineers in the first Barracks. Drop the third Twinblade's load next to Oleg's Construction Yard. Build 3 Twinblades and a MiG right after the Airfield is constructed. By this point you should have a Yuriko. and use the Engineers to capture the Mecha Bay and Dojo. Send the passengers down right next to the Construction Yard. takara massive Infantry and Oleg light vechiles only.4. Use the Twinblade to protect them. Leaving them alone for any period is suicide. first hill then Takara and then Oleg. If not. Make all of your production structures rally to the same spot. Put two Engineers and a Terror Drone into the second Twinblade. Once Hill's base is crushed do the same. Once Takara's base is destroyed. It will pack up and the Terror Drone will clog it. so it's better to restart). The enemy AI is ultra aggressive and seems to have almost unlimited credits. beating this mission under par is nigh impossible. As for those who can't rush. Tengus will mow down the Twinblades and the Apocalypses they're carrying. especially Sickles and Mortar Cycles." Here's another strategy by SoMeBoDy: "Suggested Faction: Soviets It's quite an easy challenge. restart (but chances are the Mecha Bay will be captured. don't worry about it (if you wasted no time. Use the Engineer to capture the Boot Camp if possible. First to take out Takara then Hill then Oleg as while Hill produces IFVs and Javelins. Send your . especially at the beginning. put an Engineer and a Terror Drone in it. Alternatively a good strategy is to play Soviets and just mass a large Apocalypse rush against each base. quikcly get your veteran troops the heck out of there and back to your main base for defence as Oleg will often send a Sickle force to wipe them out. Build 3 Terror Drones and a Sputnik and 4 Apocalypses right after the War Factory is constructed. Put one Engineer and a Terror Drone into the third Twinblade and send them to the Ore mine just outside Oleg's base (it's safe there). to beat it under par you will get at best 1 shot so make it count. Set all the Engineers to hold fire stance. Hill would NOT have an Armour Facility). and send it to Takara's Construction Yard. Careful use of your Superweapon is essential however. once you get the hang of it. against 9-10 Strikers even he will fall easily. and 2 in the second. Start off building a Barracks next to the Airfield right after you get battlefield control.

. and Oleg's. Here's a strategy by Raudence: "Suggested Faction: Imperials. drop the two Apocalypses down. Don't let Lydia create any freezers! Capture the Oil Derrick. so use the Iron Curtain if needed. and remember to crush over other things destroy the rest of the base if you can. There will be tons of Archers. Send 2 Apocalypses to Takara's base using Twinblades. if you haven't yet. Send an Orbital Drop to destroy the War Factory and Barracks.231 >Ice Breaker< ------------------Location: Spring Fever. Opponent: Lydia (Blue). -Use Tanya to wipe out the base. and destroy them. and crush all the Infantry. and rush some Infantry to Lydia's base. Send the second Apocalypse to Hill's base and crush over Infantry. As the Imperials: -Build a Dojo south of Lydia's base. Pick up the Apocalypse Tank with a Twinblade and send it to Oleg's base. Fun Factor: 5. -Use the Tankbusters to smash up Lydia's Structures. . though). -Use the Archers against Lydia's soldiers and Cryocopters. Use Support Infantry against her pesky Cryocopters. Use the Iron Curtain if your Apocalypse comes under heavy fire.Engineer to capture the War Factory. Twists: None. and the Terror dDrones won't destroy the Construction Yards (it will be clogged and can't unpack. If you lose any Twinblades throughout this challenge. and smash up her buildings. Destroy Takara's base." ------------------5. rebuild one or two.. Opinion: Rushing is essential to beating this mission. Sometimes there is a bug. As the Soviets: -Send in a Bullfrog full of Flak Troopers and Bears. Unlockable Challenges: None. Requires: Shrink Zone. and destroy the base. Unlockable Technology: Cryo Legionnaire. Once you see any Archer Maidens. and drop off the Apocalypse Tank as close to the War Factory as possible. Recommended Arsenal: Imperial. Par Time: 8:15. As the Allies: -Send in a Riptide ACV full of Javelin Soldiers and Peacekeepers. take a detour. and train some Archers and Tankbusters. Use Grinders and their boost of speed ability to catch up on MCVs. Difficulty: Hard. If you see any anti-air units. but ther's only a 1% chance you'll succeed.

Giles has an ample defence protecting his Proton Colliders. 2 Refineries. Par Time: 15:30. In fighter mode send your Tengu to the Lydia's Refinery and your Transport to her base at the same time. When you unpack that should send Lydia's MCV retreating to the North West. Opinion: Naval Artillery is almost a must here. feel free to have built more if you had the money. Read this through before you start so you don't waste time. There is no Fog of War.232 >The Final Countdown< --------------------------Location: Ring of Fire. and reap those resources. When you see her forces leave (this includes the Cryo Legionnaires may be behind the either the Bureau or Air Base. so keep bombing those bases! Secure the Ore Node to the east and southwest. then sell them. but if you were unlucky before this can help. Unlockable Technology: Proton Collider. Now that your Transport is at Lydia's base she should already have an Airbase and Defence Bureau. Twists: Giles will build multiple Proton Colliders. Your Tengu will likely die. When possible make a Mecha Bay and deploy it. the Construction Yard is able to take quite a beating. then disguise your Transport as one of Lydia's Prospectors. Recommended Arsenal: Allies. they too should leave eventually) unpack your Engineers and capture both the Defence Bureau and Air Base. Use the Artillery to shut off the power and use a Commando to finish off every last base. Now build a Tengu and a Sudden Transport and pack your Engineers into them. Start of with 2 Generators. Defence Bureau and Air Base gone all you have to worry about is her Infantry. Make 2 Engineers. Opponent: Giles (Blue). Requires: Ready to Roll Out. Do the same to each of Giles' islands. Unlockable Challenges: None. Activate the Iron Curtain on the Dreadnoughts to allow them to fire faster without harm. While this is happening upgrade your Mecha Bay and Build 3 Tengus and 5 Striker-VXs. -Use Natasha to bomb the high-priority Structures first. . Difficulty: Insane! Fun Factor: 7. As the Soviets: -Use the Dreadnoughts. With her MCV.It will take you a bit of luck." --------------------------5. This is where your Tengus and Strikers come in. Build a Naval Yard and build up some Anti-Air ships to protect the Artillery. Don't fret if Giles fires a Collider. 1 Dojo Core and deploy it. You may think you're lucky if there's only one of those built but her forces will not leave without the other up. which should include about 2 Cryo Legionnaires. whichever is further. Use your Strikers to destroy the MCV while it is in the water before it unpacks or builds a Turret and have them escorted by the Tengus to fend off against her Apollos.

Giles does not build much of anything in the way of attack units from my memory. but I still beat it under par.. But if you want to minimize the chances of Giles firing his weapons. if you keep the majority of your structures from the start. As the Imperials: -Sneak in a Transport with Yuriko in it. -Use Tanya to annihilate the bases once the Defences are no more. Giles might get off a single shot but don't worry. Capture the two Oil Derricks near your base and quickly tech up to get Yuriko. repeat this process. Giles will send Vindicators to try to level your garrison but Yuriko will ground them.As the Allies: -The Aircraft Carrier's Blackout Missile can deactivate each of the Colliders. Then started to tech up to Max Clearance to train Tanya. because aside from the Colliders I never really felt my base in this mission was threatened. keep going and destroy the remaining. By the time this is done you have probably wiped out 2-3 of Giles bases. Proceed to destroy the base then move to the next island in a clockwise pattern. Destroy the Power Plants to knock out power to the base and any base Defences and proceed to finish it off. Except for the thing with the destroyed with allowing Tanya base just north of this one I repeated this on the others. Use a Sudden-Yuriko and move to the first base northwest." ." Here's another strategy by Helix25: "Suggested Faction: Imperial. This mission was rather easy to beat under par though I did suffer 1 Proton collider hit which wiped out my Power Plants. then went with the 2 Refineries. What I did was starting by building a Boot Camp first and train 2 Engineers and send them to the 2 Oil Derricks in the vicinity islands while building a Power Plant. which I Vindicators that I build during the attack on the other bases. followed by an Airbase (Queuing 4 Apollos as soon as finished) and a Seaport building a Riptide. Each of Giles' islands has 2 garrisonable Structures. I attack that base from the eastern side (almost if not completely undefended) an let Tanya blow up everything in the island. Also as the mission progresses assemble a strike force consisting of VXs and Tengus. then catch Giles by surprise (after destroying the Defences with Battleships of course)! Here's a strategy by LexShine: "Suggested Faction: Allies.. another Power Plant. you won't lose the mission. I just used Yuriko and won because I kept a stash of credits to build more of her in case she got killed. The that particular base is that it has 2 Spectrum Towers. As soon as she is out I send her in the Riptide to the eastern base (which happens to be the first one that had a Proton Collider) escorted by Apollos in case Vindicators try to sunk it down . so when you land put Yuriko into 1 and redisguise the Transport. buying some time. -Use Spies to deactivate the Power if the Blackout Missiles are not available. to finish the job. create a strike force of 5-6 VXs and 3-4 Tengus and send them to the first base to the northest.

Fun Factor: 8." Here's yet another strategy by SoMeBoDy: "Suggested Faction: Imperials. this would make a good target). particularly the first 2 that appear. Opinion: Shinzo will take his time and camp at his base. and tech up to Shogun Battleships. Twists: None. launch the Engineers and Capture it! You will likely lose 1 or 2 Engineers to Vindicator bombing. Difficulty: Hard. Use Engineers to capture the Oil Derricks around you (remember to build as many Generators as you need). Unlockable Challenges: Arms Race. and when it reaches less then 20 seconds. Requires: Double-Barreled. Par Time: 16:00. Recommended Arsenal: Allies. they can't do much damage). and then one Refinery for all the Ore Nodes that you can mine.Here's a variation of the above strategy by Slipshod: "Suggested Faction: Imperial. a Dojo. Destroy the Bridge to prevent Shinzo from getting direct access for an assault. and 2 more Generators. you'll destroy him before he gets a chance to use his superweapon on you. but the first 2 bases to get Proton Colliders up will normally not have Defences in range of their Proton Collider. If you didn't waste much time. Build as many Battleships as you can. Don't worry if Shinzo gets his hands on them sooner or later." ----------------------5. Secure the resources west and east of this position.233 >Come and get it< ----------------------Location: Swimming Hazard. Then all you need to do is use the enemy superweapon on any of his bases that might have too many defences for Yuriko to handle (I find the one opposite of where you start on the map tends to have too many Spectrum Towers for Yuriko to handle alone. Go ahead and build a Generator. keep an eye on the countdown clock. a Mainframe. so it's safe. Build a Barracks and start pumping out Engineers to capture the Oil Derricks in the lake. . have a few Sudden Transports with Engineers (I suggest at least 3 in each) ready and waiting near the enemy Proton Colliders. Opponent: Shinzo (Orange). While you mop up the enemy bases with Yuriko. build 2 Docks. and send them to destroy Giles (don't worry about the Vindicators. While using Yuriko to clear out the bases. Take advantage of this and gather resources in order to defeat him. Unlockable Technology: Psionic Decimator. Giles doesn't usually attack with units. After this. as well as in the south end of the map.

Oleg's Construction Yard is a higher-priority target than ever before! Use those Support Powers. Flank around Oleg's defences. Finish off whatever's left of his forces. send in a Twinblade with an Engineer in it. and secure the Oil Derricks (escort the Engineers with some Infantry). -The Combat Engineer can kill off any of Shinzo's Engineers when they are near the Oil Derricks. Requires: Come and get it. Opponent: Oleg (Red). -If available. As the Imperials: -Go ahead and build some Docks to produce Sky-Wings as well as VXs and Tengu. Twists: Support Power credits are gained quickly. Be sure to have an ample defence to hold off against Oleg's thugs. Opinion: Because of all the Support Powers used in this mission. Meanwhile. -Use the Desolator Airstrike to erradicate Shinzo's Archers. Unlockable Technology: Vacuum Imploder. Difficulty: Insane! Fun Factor: 9. as well as any Anti-Air. use a Giga Fortress for extra brutality! ----------------5. As the Allies: -The almighty Harbinger can lay waste to all of Shinzo's forces when numerous. -Mass-Produce Twinblades and MiGs. Do whatever it takes to send them packing! As the Soviets: -Upon gaining Magnetic Singularity.Build lots and lots of Aircraft after securing every Ore Node in the southern half of this map.234 >Arms Race< ----------------Location: Power Play. build an Air force. be sure to reduce all of his Oil Derricks to rubble. Then use the Singularity on his retreating MCV. As the Soviets: -The Sputnik deploys fast. Be sure to destroy Shinzo's Generators and production Structures first. Recommended Arsenal: Allies. As the Allies: . they can turn the tide of the battle (thanks to Helix25 for helping me get through this one!). and blow up his War Factory (thus preventing him from getting another MCV). Use the almighty Air armada to annihilate Shinzo's forces. Unlockable Challenges: None. Also. before going for Shinzo's base. and then use the Magnetic Satellite! Use the Orbital Drop on his War Factory after this. Par Time: 17:00. -Pump out Prospectors from the Refineries to secure more Ore Nodes! -Use eight Apollo Fighters to shoot down any Aircraft (feel free to use more). and use the Aircraft to destroy Oleg's Construction Yard. Obliverate his Super Reactor to shut down his Defences. Secure the Ore Nodes to the southeast.

construct it at the eastern Ore Node within your base and have it queue up another Prospector. As the first Ore Refinery is under construction. construct another a Defence Bureau and upgrade your Construction Yard to Heightened Clearance. build a single Wall across the north entrance to your base and a single Wall block on the east entrance (Walls require two blocks to form a complete barrier). Support Power strikes and Decimator strikes. Oleg will never enter the ocean (at least not the east side). -The Nanoswarm can protect the base from Oleg's off-map attacks. you should have four Ore Refineries and a robust economy. two Refineries.-Use the Chrono-Rift on Oleg's Construction Yard to delay his powers. Oleg has no Airfield of his own so do not bother building Apollos. you should be investing your points into Chrono Rift Series to both temporarily nullify the existence of his Construction Yard and consequently his Support Powers and also to obtain the Free Trade Upgrade that will come into play soon. they will absolutely overwhelm Oleg's superweapon-blasted base. well off shore. a Mainframe and then the Decimator. Build a Power Plant. you're going to need every penny. you will be able to fire the Particle Collider at Oleg's base. As soon as the first Refinery is complete. aiming for his War Factory in the process. When the Decimator was ready. Sky-Wings. -Use a fleet of Vindicators to crush Oleg's Construction Yard and War Factory. Once the extra Prospector is built. -Have a group of Harbingers finish off the bulk of Oleg's base. so simply construct a single Spectrum tower right behind your northern barrier. do not hesitate to do so. build another Power Plant and begin construction of an Airbase. begin construction on your second Ore Refinery. Build a second Airbase and stock that one with more Vindicators. As the Imperials: -Feel free to build a Giga Fortress to destroy the majority of Oleg's base. then two Ore Refineries. you should have 4 or more Harbingers. As all of this is happening. so there is no need to worry about defending this location. Once the Prospector is outside of your base. As soon as the Construction Yard hits Maximum Clearance. and a Dojo. Oleg should only be sending Infantry at your base up to this point. Building as many Power Plants as necessary. At the same time. complete the Wall barrier you started earlier. At this point. After constructing the second Ore Refinery. I built 2 Generators. have the Airbases spam Harbingers while you use a combination of the eight Vindicators and Time Bombs to destroy Oleg's Vacuum Imploder. send it into the ocean toward the TWO Ore Nodes to the east. By now. build a Proton Collider in your defence Tab and upgrade the Construction Yard to Maximum Clearance. I just unleashed it on Oleg's base followed by Support Power strikes. have the Airbase being producing Vindicators. Soon enough. This tactic is very easy to follow . not the isolated one in the southeast corner. Then I quickly packed my base and moved it into water. After that it's just a matter of time before you wipe out his base with attacks from the Battleships. As soon as the Airbase is done. and let a third Refinery go to get one of the sea Ore Nodes. Now construct two Ore Refineries at the duo Ore Nodes you sent your Prospector to deploy into an Outpost at earlier. Now." Here's another strategy by Geo: "Suggested Faction: Imperial. Then I built two more Refineries. Here's a strategy by ZeroSasaki: "Suggested Faction: Allies. The Imperial Docks followed and I started upgrading it and produced Sky-Wings.

All four ore mines in the sea can be taken and won't fear any retribution. send Giles out of the game in a similar fashion. Beware of her Terror Drones that can pop out of her Ore Collectors. Commandos can make this mission a lot easier. -Avoid Vera's Collectors. Opinion: Having three Construction Yards doesn't make things a bit better. Recommended Arsenal: Allies. Vera (Orange). Deploy a couple Defender cores at each entrance to your base and quickly tech up to a Psionic Decimator and build about eight King Onis. and get some Infantry to defend it. so use that to your advantage. your offensive is fairly straightforward. Build up in the southern base. and get a Commando out. -Escort Natasha with Desolators.235 >Battle Room< ------------------Location: Battlebase Hexis. rush the Onis in and focus on Oleg's production structures and reactors. The Decimator only costs 1000 and will be ready in 3 minutes in this mission. Use the Commando and a few more soldiers to destroy Vera's base. then sell the northern two Construction Yards. As the Soviets: -Natasha can snipe the Ore Collectors. Opponents: Shinzo (Orange)." ------------------5. Finish off the enemy Power Plants with regular Infantry. this should be an easy feat. keep in mind that the production Structures and Refineries are high-priority targets that should be handled by the Commandos. Advance to Shinzo's base and kill all of his forces. Minor harrasment could be caused by an enemy Terror Drone or Commando (Sky-Wings handle both well). so concentrate on only one. there's not enough resources to maintain three bases. Unlockable Technology: Nanoswarm Hive. Difficulty: Insane! Fun Factor: 4. With such an incredible economy going. Since he won't expand to the sea. Once unleashed. When destroying the bases. . so do so. Giles (Blue). Lastly. Upgrade to the third tier ASAP. Twists: Only Infantry are available. and you should win well under par (nine minutes tops). and blow up his base. therefore ruining Vera's chance of using her Terror Drones. -Use Cyro Legionnaires to soften up enemy Infantry. As the Allies: -Tanya knows best when fighting directly. Par Time: 13:31.since there is no need to defend any ground structures." Here's even more help from Ace_Strife: "Suggested Faction: Imperial. You have enough dough to build up Generators and Refineries. so prepare to use it to soften up Oleg's base for your Onis. Unlockable Challenges: None. Build up the Refineries. Requires: Superb Commander.

it's time to Upgrade the level 2 Dojos to 3 and get Yuriko (also assign one Dojo to train Tankbusters). use the ones collecting Ore to kill the Commandos and rebuild those 2 Collecters. than a Psionic Decimator. These guys will send waves of Infantry. the computer will still treat those walls as 'your base' and attack them one section at a time. Imperial Warriors can also use their Katanas for quick kills. so just KEEP PUMPING out those ninjas (the 8 Refineries should deal with the economy). Remember to leave a pair of them back at each base as the enemy might send Commandos. From here on. Ore Collectors! Start by moving the 3 Construction Yards to the northeast. so move them to stop them from moving to their death). And even then. build Shinobi. than build up a force of Ore Collecters (10-12 Collectors should do it). Now if you are just sick and tired of trying and trying again. This is a great way to defend your base if you can remember to set up the same type of base defence at the rear of your base as well.e. then use the Refinery and pump out an additional Ore Collecter out in each base (to kill off the Scouts). the enemy will be delayed in attempting to destroy it. or even use the Magnetic Satellite on them. as are Burst Drones. Use them to secure the 2 Ore Nodes on the northwest." Here's a strategy by Skyfortress: "Suggested Faction: Imperial. Build up one Refinery in each base after getting a Generator going. If you barricade your other Construction Yards with Walls as well. Now build anther Refinery for all three bases and another Ore Collecter again and set all those not collecting Ore into Defence Mode (they WILL go inland to get the Ore. just rebuild them. You will even get the voice prompt 'Your base is under attack' if the enemy attacks your other Walls. They may have destroyed your Hospitals by now so pump out 2 more Refineries and 5-6 Dojo Cores. they will only blow a straight line through your barrier forming a choke point for themselves. not real Tanks. . then regardless of whether or not you sell the other two Construction Yards.As the Imperials: -Use Yuriko and Shinobi. Get the force going and swarm Shinzo's base first (he WILL get a Decimator running). Here are some tips by ZeroSasaki: "If you build Walls to blockade the front entrance to your base (i. When the waves are now smaller. If any Dojos go down. Got your force on the northwest going? Attack (the Defence Drones will come in handy)! Quickly set up all the Dojo Core and have one Upgrade while the rest pump out as many Warriors as possible. With your bases in water. No. building Wall after Wall). Since they are now advancing through a choke point that makes their vast numbers practically useless. they are at the mercy of 'Crowd Control' infantry such as Desolators and Cryo Legionnaires. build a Nanotech Mainframe. Use you OWN Decimator and soften him a little before charging in. -Rocket Angels are unavailable. southeast. When the first one is Upgraded. If they do. -Use the Archer's volleys to fight off the enemy soldiers from afar. it is time to dishonour yourself by using Tanks. and west all simultaneously (they may send forces). it gets tricky.

Train Natasha and five Desolators. Set all five Desolators to use their armour-corroding ability (which is also effective against Infantry) and level each base in any order you wish. Build two to three Defences on each ramp to this hill. Unlockable Challenges: None. and send your MCV out to the sea.Next is the magnetic Soviets. but nothing's stopping you from having Combat Engineers build Battle Bunkers! Train two more Engineers. and make some Support Infantry to keep the Aircraft at bay. Sell both Construction Yards in the abandoned bases and send the Engineers to your main base. You will constantly be attacked throughout. because the enemies attack almost immediately. focus on Giles. It may be considered cheating. . Twists: None. and have each Barracks pump out ten Conscripts and four War Bears. Recommended Arsenal: Allies. and then train eight Tesla Troopers. Par Time: 18:00. Take them out fast as the Allies are still going for your Dojo. Vera (Purple). however). Train a Commando and send her to Vera's base. Once Vera is down." ---------------------5. You can't keep all three bases up so pick one (I chose the centre) and build two Barrackses and a Power Plant. Opinion: This may very well be the hardest Challenge in the game! Careful planning and efficient strikes are essential to getting even past this mission! I am in debt to doom111 for helping me get through this escapade! For now. you can finish below par. but your Defences should be more than capable. That's what the War Bears are for. focus on defence. and build two Battle Bunkers to the north of your base and two to the south. however. Also. If you work quickly. Don't forget to build two Refineries while doing this. The toughest part of this mission is the very beginning when you're just setting up the Defences. one near each corner of your base (near the entrances). You may not be able to build base Defences conventionally from the Construction Yard. Place the Conscripts in each Bunker. place two Tesla Troopers in each. Requires: Red Crush.236 >The Motherland< ---------------------Location: Sub-Zero Hour. south of your position. but it works!" Another strategy by Ace_Strife: "Suggested Faction: Soviets. and then tech up on the sea. note that you should delegate each Construction Yard to either building a Barracks or a Reactor in the beginning and only selling the other two when this is done. Difficulty: Insane! Fun Factor: 7. Opponents: Moskvin (Green). even though you haven't attacked just yet. Oleg (Red). Build four more Battle Bunkers. Unlockable Technology: Kirov Airship. and this mission is practically finished. taking advantage of the chokepoints (they are somewhat wide. Build two Refineries.

there is a lesser chances of us getting Kirovs in our area Vera is the air force commander. Oleg used armour such as Mortar Cycles while supported by Bullfrogs and Infantry. Feel free to annihilate any other Structure (other than the Super Reactor). Here's a strategy by JB: "Suggested Faction: Imperials.) Build a force of Tengu and VXs before sending them against Vera. Use the Chopper VXs against him. Eliminating Vera is your top priority. snipe them. Warriors. Wall up the Refineries to avoid Terror Drones. Infantry and Terror Drones. Flank around Oleg's heavily guarded base from Vera's position then proceed to destroy Moskvin's base. Capture all 3 Veteran Academies in proximity and guard them with some Infantry (Tank Busters. As the Imperials: -Disguise a Transport and have it bring Yuriko into the bases. It's not that insane as claimed as we would have a rough knowledge on the enemies' strategy after a few tries. -Use Rocket Angels to destroy Kirov Airships or disable any ground units.Use the Commando to destroy the base. so with Moskvin and Vera out of the way. and lastly Moskvin. As the Soviets: -Put Natasha in a Bullfrog and Natasha while she blows things -Should Natasha ever encounter -Escort Natasha with some Flak use MiGs to keep the enemy airplanes away from up. Moskvin sends Infantry. and then the Barracks. and Archers. As the Allies: -Put Tanya in a Century Bomber. build a force and try to hold the middle of the map. Oleg's base is even more heavily guarded. The trick is to keep on spamming Tengus and VXs while guarding the base with Defender VXs. -Use the Chrono-Swap to bring Tanya back to base. The Veteran Academies are important. Troopers to destroy any Terror Drones. Use a Superweapon or Support Powers to roughen up Oleg's base. Go for Oleg next. Terror Drones and V4s more often while defending with MIGs. and send her to the bases. then the War Factory. so destroy them before Oleg can repair them. which means she sends out Twinblades. Do the same to Moskvin's base. Her Twinblades may attack in swarms. My first sucess got me under par time. MIGs and Kirovs more than the others while guarding her base with Bullfrogs and Flak Troopers. Once Vera is eliminated. some nasty vehicles. Drop her off and have her destroy everything! -Use Apollos to protect Tanya against the Twinblades. Target the Airfield first. -A good counter against the Kirov Airships are Cryo-Legionnaires in IFVs. Building a Refinery in the water will help as most of the attackers attack on land once Vera is taken out as she will send in Twinblades and Kirovs often while the other 2 usually send Migs and Flak forces. His Veteran Academies are highpriority targets. then the Construction Yard." . therefore Jet Tengus have an advantage against them.

and will most likely use Infantry and Tanks. First. I mean living capitalist foes in the castle! Use the Future Tanks only for defence. one Mecha Bay. they will pick apart their bases quite easily. as he is (again) the biggest threat on the arena. Tech up and start with 6 VXs followed by 4 Tengu. the other 3 to Mosvkin's base.Another strategy from VX4: "Suggested Faction: Imperials. Difficulty: Insane! Fun Factor: 8. and build some Anti-Air Defences beside them. then sell off the Construction Yard. Opponents: Hill (Green). use the Air fleet (coupled with a decent ground force) to destroy Lydia and Hill in no particular order. Hill will resort to old-fashioned tactics. target their Airfields. next the Barracks. When Giles is out. then again VXs and so on. uses his annoying Aircraft. 2 Tankbusters and a Warrior. Unlockable Technology: Future Tank X-1. If you are unlucky. Opinion: Fight off the living dead. . Get an Airfield up and start pumping out Fighter Jets. Send them to Giles' bases and destroy him before he becomes too powerful. When you're done with both Vera and Moskvin. Par Time: 22:17. do destroy them along the way. and use a formidable Air army to destroy Giles." ---------------------5. Just remember not to go straight from your base to his base. Recommended Arsenal: Soviets. each Dojo builds 1 Engineer. so land our elite Tengus to eradicate them somewhat easily. 2 Refineries (with Walls to counter Mosvkin's Terror Drones). Lydia (Purple). and lastly the Construction Yard. do what you always do for a VX rush . he will have spammed Bullfrogs or MiGs. Twists: FutureTech starts out with four Future Tanks.2 Generators. Use the Future Tanks's Riot Beams to make quick work of any Structures. If you see any captured Academies on your way to the northern bases. This can be quite easy with a VX & Tengu rush! Start off by sending 3 Dojo Cores to the three Academies on your side. Giles (Blue). Giles. then Tactical Aircraft. so take a detour over the lakes. Fastest I've had using this strategy was 6 Minutes. His main anti-air defence will be Tlak Trooper squads. Erect Ore Refineries. Unlockable Challenges: None. you can start to heckle Oleg. you can still catch him off guard. Leave the handful of soldiers right there to guard them. Requires: Fury of the Empire. as always. 3 should go to Vera's base (northwest). then the War Factory. then sell all Dojos. Since they start off as elite. but if you were fast enough. In the meanwhile.237 >Future Warfare< ---------------------Location: Holdout Keep. since his Tlak Troopers might have garrisioned buildings along the road.

Station the Tanks at the edge of the cliff so they can reach the Boot Camps below. as it seems he's only interested in flanking your base. it's great because she'll continue to build IFVs instead of building Vindicators and forcing you to garrison some AA troops in the nearby building. the Tanks and a few MiGs. the Armour Facility (if in range). -Transport the Future Tanks on the unguarded flanks of Hill's and Lydia's bases. I personally like playing as the Soviets. Be quick! Your primary offensive/defensive units will involve spamming a lot of Jet Tengu and VX Choppers. and any adjacent forces. then attack the ground so the splash damage affects where those buildings were and any nearby buildings. Make sure . so I would suggest that this be used only if you're really up to keeping track of multiple areas at once. First off: Select the Advanced Rocket Pods Upgrade. Take down the Boot Camp. Though sometimes annoying. -Build Tesla Coils to defend the ground entrances to the castle. and then gather up all your Future Tanks and send them over to stand just outside of the range of the Spectrum Towers standing guard over the entrance to Lydia's base. As the Imperials: -Use the Striker-VXs.Lydia will use her high-tech gadgets such as Athena Cannons and IFVs. Then a few Twinblades can take down the power from one of the other Commanders' base and it will easily be destroyed by the Future Tanks and their Air support. Without the other two. and sometimes base Defences near that spot. Also. A lot of them. As the Soviets: -Use Twinblades. but you Future Tanks will soon get veterancy and be able to easily deal with those." Here's a strategy by Galrun: "Suggested Faction: Imperials. Giles will be no longer a threat if your base is small and protected well enough. making 2 Refineries on the top part of the castle and have the base quite small and full of Flak Cannons. it may be a problem because some Riptide ACVs may lose target and go around the cliff requiring some more micromanagement. Giles will fall easily for the Twinblades. just be careful to not let Lydia's Javelin Soldiers injure one of the Tanks too badly. If it happens in Hill's base. and and the constant chipping may kill one of the tanks. Here's a tip by WolfSpam: "As the round starts (and the commanders are still talking) send two Future Tanks near each of the Derricks adjacent to Lydia and Hill's bases. If it happens in Lydia's base. The rest should be easy. Power Plants. Giles will not attack the Future Tanks. -Use the Twinblades to transport the Future Tanks to Giles' bases for extra damage. A few notable facts. Armour Facilities. This utilizes a lot of micromanagement. As the Allies: -Use a Vindicator rush on Giles' MCV. Sometimes the build patterns may vary and the Armour Facility will be out of reach of the Future Tanks in one of those bases. Both Commanders will continue to build Boot Camps.

Once the Towers are down. but don't let your VX Choppers stray from their Jet Tengu escorts. Replace it if necessary. Repeat this strategey for his southwestern airbase. Once your Future Tanks are back at base from their little jaunt through Lydia's territory. Ore Refineries. deal with it as a priority target for your VX Choppers after you've destroyed his Barracks. send in your Future Tanks to raze her base to the ground. Use Mecha Tengu or Defender VX towers to keep her at bay. Take out any Vindicator bombers you might come across on your way. They'll take some time getting over to her base. Once they're up in the air. be sure to build up additional Jet Tengu and VX Choppers to support and defend your base. Also. Then finish off her Airbases. station them near the southern entrance to help fend off Hill. Watch out for Tanya. start cranking out a trio of VX Choppers. Upgrade your Mecha Bay as soon as possible. so keep your eyes peeled and deal with attacking forces appropriately . or to help defend your Structures. While all this is going on. the Spectrum Towers might still kill one of your Future Tanks. and then crank out a Mecha Bay as soon as you can. Have the Jet Tengu shoot down any Cryocopters you might find. Cluster them near your Generators. and then stand guard over Giles' Airbases to keep Apollo fighters off your VX Choppers. preferably near your Mecha Bay to aid in repairs. and Mecha Bay. Remember to also keep producing Mecha Tengu and send them up into the skies as Jet Tengu to keep Giles off your back. Start producing Mecha Tengu and transform them into Jet Tengu. If he has already built a Proton Collider. your Future Tanks should be just outside Lydia's base. While all this is going on. Keep these defending Jet Tengu in "guard stance" only. Or in other words: One Riot Beam ability per Tower. destroy his Airbases and Defence Bureau. A note: I noticed that Giles' Vindicator Bombers get scared off by Jet Tengu standing right above their intended targets. there's only Hill to deal with. Deploy it in the middle of the castle courtyard. Deploy Sleeper Ambushes near your base to "distract" enemy support powers. Send them in together. The Construction Yard will pack up and attempt to run. but I prefer to send my Future Tanks back to base by this time in order to help fend off Hill's ground attacks. By the time the Mecha Bay Nanocore has finished unpacking. Generators. one Future Tank after another in quick succession. While your Mecha Tengu are being produced. so build up your basic infrastructure in the meantime. produce a Defender VX base defence tower and station it near your southern base entrance to defend against Hill's initial ground attacks.that those Future Tanks are out of range. send them over to Giles' northeastern Airbase with an escort of five Jet Tengu. Hill will start sending in Athena Cannons and Future Tanks of his own by this time. Three Jet Tengu standing guard over each structure is usually enough. Prioritize your targets. individually select each one of your Future Tanks and use their "Riot Beam" special ability on each one of the Spectrum Towers at Lydia's base. Station a Jet Tengu near each of your Ore Refineries. so be sure to keep your VX Choppers trained on the escaping MCV. Once Giles is effectively out of the picture. then Riot Beam her Construction Yard into ashes before it tries to pack up and escape. otherwise. You can choose to mop up after her Refineries and Generators as well. Take out her Infantry/Armour production facilities first. Once you get to Giles' northeastern base. They won't attack. lay waste to the Barracks first and then go after his Construction Yard. as well as Harbinger Gunships. Once this MCV is dealt with. Build three Instant Generators. two Ore Refineries. so long as the Jet Tengu are standing guard right over your Structures/Ore Collectors. and your Mecha Bay.

(VX Choppers for the Athena Cannons/FutureTanks. you shouldn't be overwhelmed with Apollos. 2 Refineries. Super Reactor. Once his power's out. there are indeed four Allied bases. and if you fell their respective bases quickly. send your Future Tank pairs to Hill and Lydia respectively. Some of the Commanders set up expansions on your island. By this time. Be quick about it! If you're fast enough. Tech up this entire time. When establishing your base. and then choose a base." Another strategy by Ace_Strife: "Suggested Faction: Allies. Don't disregard any notifications of attacks on your base. then do a reverse move to retreat from the remaining two Towers." A really intense strategy by VX4: "Suggested Faction: Soviets. each. Even though there are only three Allied Commanders. Send them to flank Hill's base from the sides. build more power. attack the Spectrum Towers like this: Go into planning mode. Note: Since the enemy Commanders attack your base with Vindicators. and build two or three Airbases. without AA support. Position them outside the reach of the Spectrum Towers. but keep an eye on your base. especially Javelins trying to go for a laser lock. Just south of your position within the walls are two Ore mines. You start off surrounded by indestructible walls and only two land entrances to your base. so keep a look out near you. There's no need to build anything more than just 9 Harbingers (not even defensive units). Airfield). and start attacking his Power Plants with your VX Choppers. so set up an expansion there. Quickly build a Power Plant and a Refinery. so felling one base will instantly kill all units that base controls. and a fleet of 6-9 (I prefer 9) can claim this mission alone. you should have built up enough Jet Tengu and VX Choppers to hold up as a sufficient strike force. When the first wave is over. After claiming the two extra ore refineries. so use that to your advantage. go after the MCV. . While you build up your base for an early Airfield (Reactor. Build three Prospectors. you'll have to jump between building up your base and your Future Tanks in two other bases back and forth almost all the time. as they will be hit be Vindicators and Cryocopters throughout the mission. replacing fallen turrets and repairing your base when needed. you shouldn't suffer any casualties. build up a stable power grid and start building Turrets like mad near the entrances and near your Ore mines. You will easily complete within par with plenty of room for error. Harbingers are perhaps the best units in the game. We're going to try something a little unconventional with the other two prospectors. and claim the second Node. feel free to add a lot of Flak Towers against Giles. you should have eliminated all three Allied commanders under the par time. This can be a walk in the park when you use your Future Tanks right. already guarded by two Future Tanks. This is somewhat micro-intensive. and Jet Tengu for the Harbinger Gunships). fend off the early Infatry they send. order each pair to Riot Beam two adjacent defence Towers. and then mop up after the rest of his structures and forces as appropriate. Build a Proton Collider. then give the start signal. Set one up near each entrance and use this extra control as a means of buffing up your base defences here.

Aim for the War Factory/Naval Yard next to prevent reproduction. the Challenges are all Skirmish games. TOTALLY) annihilate the Construction Yard in one go. -Destroy Bridges to block off access to certain areas. All of these tips can apply to all challenges. The Construction Yard will pack up and move to another location near ore. Armour Facility). It may describe what types of Units the enemy will be using. and voila! It is good for missions where you have to get through LOADS of obstacles (and helped me complete 'The Motherland' and helps in 'Dirty Tricks'). it stops all enemy base construction until the Construction Yard is redeployed . Build 3 Future Tanks and teleport them right beside the enemy Construction Yard. then just set them to aggressive and level Hill's and Lydia's bases. or for Commandos.300 >General Advice< ---------------------Basically. distract or kill the Apollos with your MiGs and drop the Future Tanks in Giles' bases. All enemy Structures must be destroyed to win the game. Drive it next to the enemy's Construction Yard and unload the Engineer. and 4 Twinblades at your Airfield. -Failing that. In the meanwhile. Make use of the Riot Beam on important buildings (Construction Yard. Use the Riot Beam and it will totally (yes. -Use number assignments for each squad of Aircraft. The exceptions were the challenges where you don't have access to a Mecha Bay. send your Twinblades to pick up the Future Tanks. Send two Twinblades escorted by 2 MiGs to each of the two Airbases." Here's another tip by Naranek Angmar: "My tip for the Commander's Challenges is that they can all be completed under par using just Jet Tengus and VX Choppers and sometimes an early mission Engineer rush to stop their build queue. then start getting Maximum Clearance. you're done within 6-7 minutes. -Try not to let any Commander build or use a Superweapon. -Analyse the briefing regarding the Challenge.The Future Tanks have enough health to take 2 hits from Spectrum Towers. do the same with the remaining two Towers. Build a Defence Bureau than an Armour Facility (with Power Plants for power in Defences of course). When the wrestler and the lady are gone. build 4 MiGs. When their special ability is ready again. -Garrison any Structures that can be used for Defence. At around 1:30 to Chronosphere activation (if you built an Armour Facility and Chronosphere at the same time) you get Maximum Clearance if your economy is good. This has two advantages. If you're fast. Here's a tip by Skyfortress called "The Riot Rush": "This tactic involves building an Airbase but not upgrading it yet as the Allies." ---------------------5. As fast as possible create an Dngineer and Transport. and Giles will complain about his inconsiderate dismissal. be sure to know what tactics each of the Commanders usually use. A few Riot Beams. Get a Chronosphere up and running.

maybe use Engineers to capture the Refineries (if you want to capture Collectors along with the building. Start with 2-3 Bears. There is a slight variation on that strategy if you are playing Rising Sun.and it often leaves the Construction Yard in a much more vulnerable position. and spam Infantry yourself. but with a 10k start up sum. he'll be constantly selling stuff to finance a new Refinery. but don't deploy it. your Engineer has to wait right next to it and start capturing when the Collector almost turned around towards the Refinery and starts driving towards it).400 credits to spam Infantry with. Some things are quite useful to know. leaving him vulnerable. if you destroy all your opponent's Collectors at once. You may even be able to destroy it while it is on the move." Here's some crazy tips by VX4: "Basically each challenge can be rushed. Watch out for Dog barks and Bear roars though. That is rouhly 10 Warriors and 25 Tankbusters in 1:30 minutes. Then deploy the other ones inside his base. Another good way to rush is the Bear-Engi-Flak rush. That way. Just make sure the other commander has no Oil Derricks. A variation is to move the Dojos all the way into the enemy base if it is not too far away and use one Nanocore to crush all his Infantry and move back and forth in front of his Barracks to crush any new soldiers. the Imperials could fly in Tengus from a flank. and make great hit & runs on Collectors. you'd be at 10. Twinblades that flank the base. One of the easiest and most despised rushes is the Imperial Dojo rush. park them right in front of the enemy Barracks (use Roars to get the upper hand on groups of enemy Infantry). he will sell off both Refineries and additional buildings to scratch the credits to build a new Refinery. the Imperials can send a group of Yaris.000 .(4 x 500 + 2 x 800) + 2500 [+ 500] = 9. against several opponents you'll need about 6 minutes max. He'll sell all his production buildings and tech buildings to try to rebuild his economy. For example. which only have the Barracks (Warrior sword attack against enemy Infantry) and bottom tier vehicles. that means you'd be done under 3-4 minutes. Yep. Just make sure your units do not get crushed by Collectors or the MCV. Some of my strategies will evolve around this fact. Run over any troops and then deploy it near their Construction Yard and create an Engineer. no income (except for the MCV Engineer capturing a Derrick maybe). quite enough to devastate any base early on. which are practically invulnerable when submerged. The first thing you should create is a Dojo. . If all the Refineries are on sea. deploy them just outside it while deploying 1-2 Generators and then selling the MCV. followed by 2-3 Engineers followed by a bunch of Flak Troopers. no economy. where you send 3-4 Dojo Cores towards your opponent's base. if you can deny his income. Against a single opponent. If you keep destroying the Collectors. else he'd rather wait for the +15 credits tickle to buy him new Collectors instead of selling his Refineries. You get similar results when capturing all of his Refineries. The Soviets could do this with early Terror Drones or later on. Send it towards the enemy base. If you get lucky the Engineer will appear before your Dojo is destroyed and the Construction Yard will pack up. and the Allies could use Vindicators early on. you can wear him down to just his Construction Yard and one Power Plant.

as close as possible to their Construction yard. These attacks are surprisingly powerful. the MCV cannot re-deploy. The first Barracks makes 2-3 Bears. a Bullfrog. But look out for Allied Armour Facilities. it's a very flexible tactic. the enemy MCV will still run for it. Their ability to repair vehicles will kill off any Terror Drones (this also applies to other Allied and Imperial production Structures. such as the Airbase and their Naval Yards). You can easily replace Bullfrogs with Twinblades. the overtaken Refineries will allow you to build nearby.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. Super Reactor.The key here is to capture both Refineries INCLUDING their Collectors. A Terror Drone will leap into the vehicle. Against a single opponent. load everyone into the Bullfrog. Sell off both Barrackses again if you want. and defeat cutscenes! . Getting 3 Engineers. while the other one can freeze it in place or slaughter low-level enemy Infantry attempting to follow their MCV." A versatile strategy from SovRaptor: "While playing Commander's Challenge as the Soviets. and 2 Terror Drones as quickly as possible. and go on with Reactor. Just don't bring your Engineers too close to the MCV. and need to wait longer between each attack. and they even provide their own unique intro. so they won't attempt to crush your other Infantry. victory. If you were quick building up your base in the meanwhile and have a Super Reactor already. even if the Terror Drones don't succeed either. another Refinery. but is still very useful. With the Terror Drone inside. Then drive over to the enemy base and launch the passengers into the enemy base. As you can see. if you don't let them get crushed. you can consider placing a Barracks next to these Refineires and pump out one Tesla Trooper to park in shutdown mode next to the MCV to prevent it from running away when packed. Even if they don't succeed in capturing anything. Imperial Mecha Bays. the mines of 3-4 Flak guys will kill it within seconds. Refinery. but Dogs don't even have half the HP of bears and die to a single shotgun/burst rifle hit from Peacekeepers and Warriors. you could open with 2 Barrackses. send your Flak Troopers on his MCV using their mines. The Allies could try the same with Dogs. then 2 Engineers and 3 Flaks. the second Barracks builds another 2 Engineers and 3 Flaks. Your third Engineer could either capture his Barracks to pump out even more Engineers to overtake the base. It doesn't work on all missions of course." ================= 6. or it will pack up and run away. (my favourite side) I found a great way to beat many of the missions. just proceed as normal. That way you have more troops in less time than with only 1 rax. the enemy is so crippled at this point. especially when the MCV tries to run. In addition. or Soviet Crusher Cranes. any other operations against it will be basically a mop-up. Once the Refineries are yours. preferably a War Factory or a Refinery. etc. If you're up against the Empire/Soviets. or have some Twinblades bring in a tank or Natasha. While your men are on the way. or his freshly built War Factory to prevent vehicular threats. The Engineers immediately upon landing can make a break toward the nearest enemy building. The AI without fail will pack up its Con yard and attempt to drive away when the Engineers get close.

2 >Maps< ---------This is the map list for Red Alert 3 in Multiplayer modes. and the Bonus Crates can also be available. The amount of Credits can be adjusted. Although the individual Nations for each faction are absent. the AI armies can be selected as the different Co-Commanders.-------------6. Red Alert 3 Maps: 2 Player: -Battlebase Beta -Cabana Republic -Canals of Carnage -Casual Encounter -Fire Island/Acid Rain -Industrial Strength/Power Play -Infinity Isle -Secret Shrine -Snow Plow/Snow Bank -Spring Fever -Temple Prime -Turtle Village 3 Player: -Caldera of Chaos/Caldera of Calamity -Hidden Fortress -Pyroclasm/Sniper's Hollow -Repair Bay 4 Player: -Battlebase Octopon -Blitzen's Back -Cold Showdown/Quad Damage -Death Aquatic/Crimson Tide -Hostile Hostel -Last Resort -Pool Party -Reef 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 .1 >Skirmish< -------------Ordinary practice for non-ordinary multiplayer matches. ---------6. Each Commander has his/her own unique strategy. Some of the maps in Uprising are exact copies of the ones in Red Alert 3 with different names.

3 >LAN< --------Simply search for a game on the list.-Swimming Hazard. -Clan Lobbies. such as: -Casual Lobbies. Log in to connect with other players. Follow the Versus details from here on. . -Co-Op Lobbies. -Foreign Language Lobbies. --------6. Uprising exclusive Maps: 2 Player: -Au Revior Reservior -Grinder Gulch -Hard Lesson -Island Arena -Killington Cove -Kodiak Lake -Mir's Landing -Pure Oniage -Rival Schools -Soundless Hill -Twisted Terrace -Wrong Steppe 3 Player: -Fried River -Islandgrad 4 Player: -Assassin's Road -Battlebase Quartus -Bear Zamok -Corporate Warfare -Desolation -Florazon basin -Honour Bound -Isla Nooblar -Jungle Stalkers -Oil Slick -Shogun's Alley -Trench Warfare 6 Player: -Apocalypse Mountain -Battlebase Hexis -Holdout Keep Additionally. -----------6. There are many Lobbies to chat with others in and search for players. there shouldn't be much.4 >Online< -----------Click on the Star to the top-right corner of the screen. there are many custom maps thanks to Worldbuilder. In most cases.

As for Versus. all players can pick their Faction. Colour. it's possible to teleport an MCV to a destination so hostile that it will wish to have not packed up at all! Such examples include next to Tanya or a bribe-happy Spy! -Always tired of having to chase down fleeing MCVs as the Soviets? Worry no more! A single Terror Drone can stop an MCV in its tracks. unpack it and run (or crush the Engineer)! Same goes for any conventional enemy assaults. press "Co-Op". . Alternatively. as they can be bombarded or avoided. ---------------------6. -If an Engineer is about to capture the MCV. -Use Scouts to take a peek at enemy bases (or harass their Infantry). Build 2 Ore Refineries whilst churning out roughly a dozen Infantry.To play a Co-Op Game with someone. and select "Invite". -Walls can also be used to keep out smaller units. -Always accompany Defences with units. and search for someone in the lobbies. -Defences can be used as a deterrent for smaller Units. or for certain infiltrators. The Host of the game can also set up the rules and settings of the bot players. press accept. leaving it vulnerable to the likes of another Terror Drone or Natasha! -Always tired of having to chase down fleeing MCVs as the Imperials? Worry no more! A single Rocket Angel can stop an MCV in its tracks. When this happens. start up a mission. 2. Build a Crane. Search for the player's name (after asking first) in the player list. and team of their choice. 3. or they can be used as an alarm whenever they are under attack. Build a Reactor & Barracks. It can also be used to crush most enemy units. -Skirmishes and Comp Stomp games are excellent ways of getting practice in Versus mode. -Use the MCV as a temporary expansion unit to build at Ore Nodes quickly.5 >Multiplayer Tips< ---------------------This section provides tips on how to defeat enemy commanders in Versus mode. leaving it vulnerable to the likes of Yuriko! Here's a Soviet tip provided by kpw: "1. the other player can set up the game and send an Invite of their own. Aircraft can do this just as well. and instead of clicking "Solo". right-click. -Want to spam certain types of units? Build additional production structures to pump them out even faster! -Always tired of having to chase down fleeing MCVs as the Allies? Worry no more! With the Chronosphere in hand. Don't rely too heavily on Defences.

about 5 Hammer Tanks and 2 or 3 Bullfrogs. constantly attack. Build a War Factory and a Super Reactor. you have $3000 extra to start with so use these for extra units that someone who might have a Crane at the start can't counter. building Twinblades. Airfield. build 4 Migs. 11. For no Crane start then just build more Infantry at the start while you build a base up slower. one to immobilise the miner so it can't repair itself and one to get inside and kill it. also make about another 10 Hammer Tanks and maybe 5 Bullfrogs. 5 Bullfrogs and maybe a couple of Hammer Tanks. 8. Also an Engineer to capture your Oil Derrick. Keep unit production on the go. Dreadnoughts. probably the nearest one. If your opponent is playing as Japan or Allies. then move your Infantry into an attacking position. building a Battle Lab as well if you haven't yet and then start producing Dreadnoughts and give them support from your Twinblades and Bullfrogs/Migs. more expensive and weaker than just building more units (Bullfrog vs. (optional) Build Terror Drones to attack ore miners. if they do and you fight and lose. attacking from multiple directions. if your opponent has no Infantry you can just charge their base and win the game then and there. you can not bother with one to immobilise. about 5 should do. Flak Cannon for example. Bullfrogs. Sentry vs. Once this is done get your Migs flying. a fixed structure can be avoided or destroyed. If you built a Battle Lab build 3 Apoc Tanks. 9b. If you're playing any other another 5 Apocs and Bullfrogs. or at least scout your enemies base for units. 7a. Now its time to chose. If your opponent is playing Soviets and dont have a crane. If you build an Airfield. If you're playing against Allies I'd recommend the Airfield as an attempt to stop Vindicator spam.probably a 3:1 mixture of Conscripts to Flak Troopers. and preferably not one in the direction of your enemies base. 5. 9a. escort your Engineer to his Oil Derrick. once its done return it to your base for protection. Again scout attack or not. If you built a Battle Lab now build an the Allies. fronts and unit types is always a strong way to put your opponent in disarray. and Apocs. Walls are really only any use against units without . I'd recommend building up a few more Infantry just to be safe. 4 Migs and a couple Twinblades and Bullfrogs. you need to send them in pairs. a moving unit can cover a larger area and avoid attacks while being unavoidable. You can start attacking now if you want to. and outnumber or position your enemy. rather than you having to set them to. this way they can attack Air units entering your base automatically. 4. 10 Conscripts). easier to destroy. take another Ore Node and now build a Naval Base. either build an Airfield or a Battle Lab. Best to escort your MCV with your units to keep it safe. If you built an Airfield now start producing Twinblades. 7b. if you're playing against should do and then a few more Apocs nation then about 10 Twinblades out your enemies base and decide to 10. pack up your MCV and send it off to build another ore miner at an ore node. 6. Base Defences are largely useless and generally slower to build. Now its time to expand. Expand again.

Completing all of the main Challenges unlocks a special movie. do I lose all my progress in the Commander's Challenge? Am I able to recover the data if I reinstall the game? A: I've been told that the data in the Commander's Challenge is recoverable. and only really slightly slow down anything else. Simple as dirt pie! Q: I can't produce high-tech units even though I've upgraded to Maximum Clearance as the Allies! A: The Allies upgrade their technologies at SEPARATE AREAS. completing all Campaigns plants a special star on the Campaigns tab. This also means that despite upgrading a Construction Yard to Maximum Clearance.1 >F. Q: Is it possible to play Co-op on LAN? A: No. ----------7.A. Imperial Warriors. Q: In Uprising. Multiplayer modes of any type are unavailable in Uprising (Skirmish mode is still available though). and yet another star for the Challenges tab. Q: Can I get a saved game file from you? A: Absolutely not. but there is a mod where two people can play Cooperatively on LAN. promotion.0 >And the Rest!< =================== The rest of the things in this guide. if I uninstall the game. any Production Structures that are far away from the Construction Yard must also upgrade to higher Clearance levels in order to produce better units at that location." Any more tips would be greatly appreciated. Completing all Challenges under the par time unlocks the third and final star for the Challenges tab. =================== 7. Conscripts.Q< ----------Q: How do I complete the secondary objective in "No Traitors Tommorow"? A: Just build a Sputnik Outpost in the southwest corner of the map next to the Ore Node. Q: Is there any sort of multiplayer mode in Uprising? A: No. Q: What do I get in return for completing the Campaigns and Commander's Challenge? A: In Red Alert 3. Sickle etc. Uprising is a stand-alone game (also meaning that the original Campaigns in Red Alert 3 cannot be played in Uprising). and world championship rights! It also makes stars fall in the main menu. only the various cutscenes are unlocked upon completing each mission. in Uprising. Q: BUT THAT'S NOTA: Calm down! . This means that the production Structures near certain aeras rely on the Tech level of the Construction Yard/Command HUB nearby.explosive attacks (Peacekeepers. However. Mecha Tengu. and star for the Challenges tab. Damn! Q: Do I require Red Alert 3 in order to use Uprising? A: No. Completing all of the side Challenges unlocks yet another special movie.) or against Terror Drones.

Don't forget to leave your nickname so that I can put it on the credits! Just give me these things if you want to contact me about the guide. I often hang around Coop Lobby 1 or in Casual Lobby 1. etc. please inform me of it immediatley. Other stuff to make this guide interesting. 2. but only in Co-op mode or in Comp Stomp matches. under the name "RainingMetal". 1. Spell correctly with good grammar. If there's an error or a vital note for the guide missing. 5. 4. 1. 4. ----------------7. please leave some constructive criticism. 3. Be free to e-mail me some more questions. Also. any kind of blogging websites (because I never use them) Also. and try to spell correctly (I CANNOT emphasise Rule # 1 .Q: Can I play with you Online? A: Sure. Additional FAQs. Then go to some other word document.). Don t ask something that s already inside this guide. Strategies on incomplete stuff. Here's a list of things not to send me (I will block whoever sends me the following): -Spam -Death Threats -Invitations to Facebook. Print away! Q: I want to contribute to this guide by writing some information for it! A: Go right ahead. Try to make your strategy neat. Notable glitches. spaces.)com (omit the brackets). Ever. right click. 2. 6. and paste (or press control V). Don't ever try to contact me through a messenger program. 7. Don t forget about the subject (Red Alert 3)! Then I will know what the topic is about. pressing enter at the end of each line would help. try to make each line of your contribution under 80 characters (letters. 3. because I will directly take your strategy from your E-mail. 8. 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).2 >Email Guide< ----------------Here are some ground rules for sending me e-mails. If you're going to criticize my guide. Rules for it are explained below. Myspace. E-mail me at boocatcher5(@)hotmail(.

the Author. -Ryozo for the various Campaign tips. -Caael and Krall. If you wish to get some information from this guide. -GameFAQs for uploading this guide. Hezzara. FlareBladeLord. Raining Metal. N00bKefka. Darkmoonbeam. K-Dub. Romaru21. Failure to comply with the above terms can result in a lawsuit. Jacobs 6 Geno. -kpw for the Soviet Multiplayer Strategy. -----------------7. Skyfortress. JB. Naranek Angmar. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. they must be confirmed and chosen by the author. indisputably prohibited. Lellouch. and SovRaptor for the additional Commander's Challenge strategies. It may not be placed on any web site or otherwise distributed publicly without permission before so. Pac Nether. UltimateBladez. Geo. If you do not agree with the terms here. Ace_Strife. Galrun. SoMeBoDy. -SuperCheats. -Icewind0123. doom111. and Skel1 for various tidbits. WolfSpam. -GameSpot. VX4. .3 >Website List< -----------------This is a list of the Websites that this guide is available to: -GameFAQs. for the "Monument of Madness" strategies.4 >Credits< -------------Me.5 >Legal Disclaimer< ---------------------Copyright 2010 Brett Sim This may be not rewritten under any circumstances except for personal. -EA Games for the game itself. Roundhouse. ------------7. Slipshod. and a violation of copyright. Subk123. -The Gamers Temple. Manuras.enough!). Lindley. Thank You. ---------------------7. -Neoseeker. -oStRicH-EgReT for the Imperial Campaign tips. Use of this guide on any other web site or as a part of any public display is strictly. ZeroSasaki. -ba12348 for the various Campaign tips. Hunta. -ArabianSharkCT. Shadowstalker7. Helix25. -Glass Giant for the ASCII art program. -razattack1337 for the Commander's Challenge videos. LexShine. leo158. -TeeWrench for the Allied Campaign tips. bGate. you should not use this guide any further. private use. Raudence.

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