Red Alert 3 Walkthrough

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    version does not have achievements, after all.

    ========================Soviets 1: Leningrad [CW101]The Shrike and the Thorn========================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Natasha

    Produceable Buildings: NoneProduceable Units: Conscript

    Flak Trooper

    Top-Secret Protocols: Magnetic Satellite

    Objective 1: Secure the FortressObjective 2: Train 5 Flak TroopersObjective 3: Protect the FortressObjective 4: Destroy the Battleships

    Secondary Objective 1: Save the Hermitage

    Walkthrough:This mission is essentially a tutorial, so follow the prompts. Kill theinfantry outside, call an air strike on the gate, and kill the infantry inside.Do not waste time attacking Tankbusters until they surface.

    After the cutscene, train 5 Flak Troopers while Natasha destroys the north gateand takes out the Tankbusters outside it. After Kenji arrives, Tsunami Tanksand Striker-VXs start attacking from the southeast and southwest. Flak Troopersshould prioritize Chopper-VXs since Natasha cannot call air strikes on those.When Conscripts become available for production, build 4-5 of those to kill theTankbusters the enemy Sudden Transports will soon be dropping at the gates.

    When the secondary objective appears, use the Bullfrog to transport Natasha

    across to the Hermitage. Have her wipe out the infantry and use the Bullfrog onthat side of the river to send her back to the fortress.

    Train as many Flak Troopers as possible. When the 8 Shogun Battleships appear,use Natasha to destroy them while the rest of your army defends the fortress.She should be in little danger as long as she steers clear of the Mecha Tenguescorting each Battleship pair. Buy the Magnetic Satellite protocol whenprompted and take out a pair of Battleships with it.

    ====================Soviets 2: Krasna-45 [CW102]Circus of Treachery====================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Sickle (3)

    Produceable Buildings: NoneProduceable Units: None

    Top-Secret Protocols: Magnetic SatelliteOrbital Drop

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    Objective 2: Construct a Barracks and Naval YardObjective 3: Destroy the Imperial Scout BaseObjective 4: Destroy the Imperial Naval BaseObjective 5: Destroy the Imperial Military Admin

    Secondary Objective 1: Set Up Base DefensesSecondary Objective 2: Destroy the Generators

    Walkthrough:The island is guarded by a few Imperial Warriors and Mecha Tengu along with 2Defender-VXs. Drop your troops in the center of the island and take out thetroops there, then destroy the Instant Generators. Dispatch all traces of theenemy now that the Defenders are unpowered. When a wing of Sky Tengu arrives,retreat as many of your infantry units as possible. You are assigned 5Stingrays to destroy the Tengu and finish cleansing the island.

    When your MCV arrives, unpack it on the north side of the island and build aReactor and 2 Ore Refineries. Next build another Reactor, a Barracks, a NavalYard, and a few turrets to defend your base. Spam Stingrays and build a fewEngineers to be loaded in the Bullfrogs. When the map is expanded, sail yourfleet east to take out the naval base. It is guarded by Defenders, so ejectyour Engineers to the Instant Generators. Capturing those cuts power to theDefenders, allowing you to destroy the base easily. Doing so liberates 2Dreadnoughts which can easily destroy the Mecha Bay on the east side of the

    map. Capture the Hospital and Dry Dock on the east side as well, or at leastthe Dry Dock. Sail your fleet to the northwest part of the map and destroy theMecha Tengu and 2 Shogun Battleships. Raze the Docks and Construction Yard soyour Dreadnoughts can bombard land forces with impunity. There is a Barrackson the pier you can repair and use to build Engineers who can capture Imperialbuildings should you want Imperial Warriors or Mecha Tengu for some reason.Build more turrets on the co-commander's side of the island base while yourbombardment proceeds.

    Destroy all the bases to receive the final objective. A force of Tsunamis andChopper-VXs counterattacks your co-commander, but with the help of your turretsthey should do little damage. Dreadnoughts can hit most of the Empire'sdefenses, clearing a path for your Stingrays to march in and dispatch the few

    remaining Warriors and Tsunamis. When the Admin comes under attack, a NanoswarmHive activates and a King Oni appears, so destroy the Oni and finish the job.

    =====================Soviets 4: Geneva [CW104]March of the Red Army=====================

    Starting Resources: 3,000Starting Buildings: Construction Yard

    Naval YardOre Refinery (2)Reactor (2)

    Super-ReactorStarting Units: Stingray (2)

    Produceable Buildings: BarracksBattle LabFlak CannonFortress WallOre RefineryReactorSentry Gun

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    Super-ReactorTesla CoilWar Factory

    Produceable Units: BullfrogConscriptCombat EngineerFlak TrooperOre CollectorSputnikStingrayWar Bear

    Top-Secret Protocols: Cash BountyGrinder TreadsMagnetic SatelliteOrbital DropOrbital DumpSuper-Magnetic SatelliteToxic Corrosion

    Objective 1: Destroy the Allied Supply PortObjective 2: Destroy the Allied Army BaseObjective 3: Destroy the Allied Command HQObjective 4: General Krukov's HQ Must Survive

    Secondary Objective 1: Capture All Six Swiss Banks

    Walkthrough:Begin building Stingrays. Sail northeast when you have six or so and take outthe Dolphins. The Allies use the Chronosphere to teleport in an AircraftCarrier and Assault Destroyer, so sink those (or, ideally, use the MagneticSatellite). In response to the Chronosphere use, you are granted 4 Akula Subsand the ability to build more at the Naval Yard. Keep reinforcing the Stingraysand sail east. The naval base is defended by Dolphins, Riptide ACVs, and 2Multigunner Turrets. Use the Akula Ultratorpedoes to wreck the turrets withminimal losses. Watch out for teleported reinforcements as you raze the navalbase and the Allied Supply Port behind it.

    Build a Barracks in your co-commander's base and train Engineers to capture thebanks and any other neutral buildings the co-commander has not yet seized.There is a Spectrum Tower guarding the last bank; you can destroy it withOrbital Drop, but be careful not to hit the bank. With the Tower gone, marchinto the Allied base and neutralize it. Try to capture the Armor Facility andConstruction Yard so you can put Ore Refineries here and build Guardian Tanks.

    The battlefield is expanded. Have your Akulas sail east and destroy theSeaport quickly. You are granted 2 V4 Rocket Launchers. If you captured theAllied army base, fortify it with Tesla Coils and build Ore Refineries. TheAllies attack with Guardians and Athena Cannon, so use Stingrays, Guardians,and protocols to destroy the Athenas. After the Allied attack is repulsed, have

    the Stingrays (and Guardians if available) escort the V4s into bombardmentrange of the Spectrum Towers guarding the Allied HQ. Destroy them and raze thebase.

    ==================Soviets 5: Mykonos [CW105]The Science of War==================

    Starting Resources: 11,000

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    Starting Buildings: AirfieldConstruction YardNaval YardOre Refinery (2)ReactorSuper-Reactor

    Starting Units: None

    Produceable Buildings: AirfieldBarracksBattle LabBarracksCrusher CraneFlak CannonFortress WallNaval YardOre RefineryReactorSentry GunSuper-ReactorTesla CoilWar Factory

    Produceable Units: Akula SubBullfrog

    Combat EngineerConscriptDreadnoughtFlak TrooperHammer TankMiG FighterMCVNatashaOre CollectorSickleSputnikStingrayTesla Trooper

    TwinbladeV4 Rocket LauncherWar Bear

    Top-Secret Protocols: Cash BountyGrinder TreadsMagnetic SatelliteOrbital DropOrbital DumpSuper-Magnetic SatelliteToxic Corrosion

    Objective 1: Expand to the Islands

    Objective 2: Capture the Allied Science FacilityObjective 3: Destroy the Allied Naval BaseObjective 4: Hold the Science Facility

    Secondary Objective 1: Destroy the Tech Inhibitor

    Walkthrough:Begin building Twinblades, a few Stingrays, and a few Akulas. Build a TeslaCoil near the beach leading into your base. Send to the Twinblades to the TechInhibitor's island and bomb the Seaport, then start attacking the Spectrum

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    Towers. Retreat when Javelin Soldiers approach. Use Orbital Drop to help. Whenall the Spectrum Towers are gone, bring Stingrays to the island to kill theJavelins, then level the Tech Inhibitor. You can now build a Barracks andCombat Engineers as well as Bullfrogs, so use those to capture the ConstructionYard and Ore Refinery on the Tech Inhibitor island.

    Build more Akulas and a few Dreadnoughts and use those to achieve navalsuperiority. Bombard the island bases as well and expand there (with the AlliedMCV if you captured it). Continue building Twinblades and use them to destroySeaports. Bombard the mainland base and expand there when it is gone. Take outthe science facility's Multigunner Turrets with Dreadnoughts. Delay capturingthe facility; build a War Factory on the ruins of the Allied Base and churn outHammers, Sickles, and a couple V4s. Build Ore Refineries on the mainland tofinance this. Capture the facility when you are ready.

    The Allies establish a new base north of the facility. It has MultigunnerTurrets and cranks out Guardian Tanks, Riptide ACVs, Peacekeepers, JavelinSoldiers, and Vindicators, but starts out with little defense. Storm the baseand eliminate some of the buildings immediately. If you raze it entirely, themission ends right away regardless of the timer's status. Build MiGs and havethem defend the science facility from Vindicators.

    =============================Soviets 6: Von Esling Airbase [CW106]

    No Traitors Tomorrow=============================

    Starting Resources: 3,000Starting Buildings: Construction Yard

    Ore Refinery (2)Reactor (2)Super-Reactor

    Starting Units: Conscript (2)Flak TrooperWar Bear (2)

    Produceable Buildings: Airfield

    BarracksBattle LabCrusher CraneFlak CannonFortress WallIron CurtainNaval YardOre RefineryReactorSentry GunSuper-ReactorTesla CoilWar Factory

    Produceable Units: Akula SubBullfrogCombat EngineerConscriptDreadnoughtFlak TrooperHammer TankKirov AirshipMCVMiG Fighter

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    NatashaOre CollectorSickleSputnikStingrayTesla TrooperTwinbladeV4 Rocket LauncherWar Bear

    Top-Secret Protocols: Cash BountyGrinder TreadsMagnetic SatelliteMagnetic SingularityOrbital DropOrbital DumpSuper-Magnetic SatelliteToxic CorrosionUltra-Magnetic Satellite

    Objective 1: Destroy Both Allied Forward BasesObjective 2: Eliminate KrukovObjective 3: Destroy the Allied Strategic Airbase

    Secondary Objective 1: Build an Expansion Base

    Walkthrough:Build a Crusher Crane right away. Soon after the mission begins, you get alarge cash infusion you need to spend as quickly as possible. Build a BattleLab, a couple Airfields, a couple Naval Yards, and the Iron Curtain. Build FlakCannon at the northeast edge of your base. Build some MiGs and Bullfrogs, thenDreadnoughts and a few Akulas. Have the Dreadnoughts bombard the Airbases atthe eastern Allied base, then the base, then the western base. Build 2 Sputniksand a Twinblade, then use those to expand to the former Allied bases. Sometimeduring this, Krukov arrives and takes most of your money.

    When the Premier orders you to kill General Krukov, build a few Kirovs and

    bombard his shore defenses. Destroy the targeted buildings and as little elseas possible, since the rest of his forces join you when that is accomplished.Use the Kirovs to do the job. The battlefield expands to reveal more Alliedbuildings and a Proton Collider. Push northeast with Akulas and destroy theDolphins, then use Dreadnoughts to destroy the Collider and wreck theremaining Allies. Redirect your Kirovs to help when they are done with Krukov.

    ====================Soviets 7: Mt. Fuji [CW107]To Tame a Living God====================

    Starting Resources: 0

    Starting Buildings: NoneStarting Units: Conscript

    Produceable Buildings: AirfieldBarracksBattle LabCrusher CraneFlak CannonFortress WallIron Curtain

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    Naval YardOre RefineryReactorSentry GunSuper-ReactorTesla CoilWar Factory

    Produceable Units: Akula SubApocalypse TankBullfrogCombat EngineerConscriptDreadnoughtFlak TrooperHammer TankKirov AirshipMCVMiG FighterNatashaOre CollectorSickleSputnikStingrayTesla Trooper

    TwinbladeV4 Rocket LauncherWar Bear

    Top-Secret Protocols: Cash BountyDesolator AirstrikeGrinder TreadsMagnetic SatelliteOrbital DropOrbital DumpSuper-Magnetic SatelliteToxic CorrosionUltra-Magnetic Satellite

    Objective 1: Create a DiversionObjective 2: Assassinate the EmperorObjective 3: Destroy Shinzo's BaseObjective 4: Destroy Naomi's BaseObjective 5: Destroy Kenji's BaseObjective 6: Destroy the Emperor's PalaceObjective 7: Kill the Emperor

    Secondary Objective 1: Destroy the GeneratorsSecondary Objective 2: Rescue the Captured Conscript and Bear

    Walkthrough:

    Your co-commander has a War Bear that will follow you. There is a linear path:southeast, southwest, southeast down the stairs, northeast, southeast to shootthe diversionary barrel, back northwest, northeast to the garden, west tofinish the job.

    Now you have 15,000 credits, 2 Apocalypse Tanks, a Construction Yard, and 2 OreRefineries. Build a Reactor followed by a Super-Reactor. Put up an Airbase anda Tesla Coil. Produce 4 MiGs and begin spamming Twinblades. Build anotherAirfield and 4 more MiGs, then proceed Twinblade spamming there as well. Builda War Factory and a Sputnik to expand to the northwest mine. Build a Sentry

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    Gun and Tesla Coil there when the Outpost is done. Have your Twinblades attackthe Defender-VXs in Shinzo's base while the MiGs escort them. Build a CrusherCrane and retreat your aircraft there when they take heavy damage. Keepdefending your base and attacking Shinzo's while your Twinblade count rises. Itsoon becomes a critical mass, allowing you to destroy the Imperial commanders'bases and expand there with impunity.

    The battlefield expands when the commanders are defeated, but the Empire stillhas nothing that can stop a Twinblade swarm. Build more Airfields to keepproduction even with income. Fly to the northeast and northwest to completethe bonus objectives if you wish, then destroy the palace. The Emperorconfronts you in his modified King Oni, but is helpless against Twinblades.

    ========================Soviets 8: Easter Island [CW108]The Stone-Faced Witness========================

    Starting Resources: 10,000Starting Buildings: Construction YardStarting Units: None

    Produceable Buildings: AirfieldBarracks

    Battle LabCrusher CraneFlak CannonFortress WallIron CurtainNaval YardOre RefineryReactorSentry GunSuper-ReactorTesla CoilWar Factory

    Produceable Units: Akula Sub

    Apocalypse TankBullfrogCombat EngineerConscriptDreadnoughtFlak TrooperHammer TankKirov AirshipMCVMiG FighterNatashaOre CollectorSickle

    SputnikStingrayTesla TrooperTwinbladeV4 Rocket LauncherWar Bear

    Top-Secret Protocols: Cash BountyDesolator AirstrikeDesolator Dual-Airstrike

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    Grinder TreadsMagnetic SatelliteMagnetic SingularityOrbital DropOrbital DumpSuper-Magnetic SatelliteToxic CorrosionUltra-Magnetic Satellite

    Objective 1: Destroy the Allied Emissary and his EscortObjective 2: Stop the Allied Counter-OffensiveObjective 3: Destroy the Vacuum Imploder Before It FiresObjective 4: Destroy the Premier's Volcano Fortress

    Walkthrough:Build a Reactor and a Crusher Crane. Erect 2 Ore Refineries first and aSuper-Reactor and Naval Yard second. Next build a Barracks and an Airfield.Train 2 Engineers and capture the Oil Derricks. Produce a Sputnik and expand tothe naval ore mine. Build five or so Akula Subs and spam Twinblades.

    When the order to attack comes, use Magnetic Satellite on the Allied AssaultDestroyers and Hydrofoils while Twinblades attack the Aircraft Carrier. Startbuilding MiGs and a few more Akulas.

    The battlefield expands to reveal an Allied base to the west. Send all Akulasthere immediately to take out the naval defenses and destroy the Seaports andAirbases around the island. Defend your base against the initial Alliedoffensive with MiGs and Twinblades, then send the helicopters to destroy theland-based buildings on the island. Build a second Airbase and fill it withMiGs before spamming Twinblades from it as well.

    Expand to the island with your MCV. Crush the initial push of Apocalypse Tanksand infantry with Twinblades. Fly around east then north to assault the CrusherCrane, Naval Yards, and Super-Reactor there. Use Orbital Drop or Dump to damagethe 2 Flak Cannon on the east side of the Vacuum Imploder, then have Twinbladesfinish the defenses and raze the structure itself. MiGs defend the Imploder,

    so keep your own MiGs ready and back the Twinblades away when attacked.

    Now you can dismantle the Premier's forces at your leisure. There is alittle-defended base with a Barracks and War Factory on the west side todestroy. Work up from there and level the Super-Reactor and Ore Refineries.Take out the Flak Cannon on the rim one at a time and destroy the fortressbuildings.

    ========================Soviets 9: New York City [CW109]Blight on the Big Apple========================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Terror Drone (8)

    Produceable Buildings: AirfieldBarracksBattle LabCrusher CraneFlak CannonFortress Wall

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    Iron CurtainNaval YardOre RefineryReactorSentry GunSuper-ReactorTesla CoilVacuum ImploderWar Factory

    Produceable Units: Akula SubApocalypse TankBullfrogCombat EngineerConscriptDreadnoughtFlak TrooperHammer TankKirov AirshipMCVMiG FighterNatashaOre CollectorSickleSputnik

    StingrayTerror DroneTesla TrooperTwinbladeV4 Rocket LauncherWar Bear

    Top-Secret Protocols: Cash BountyDesolator AirstrikeDesolator Delta-AirstrikeDesolator Dual-AirstrikeGrinder TreadsMagnetic Satellite

    Magnetic SingularityMass ProductionOrbital DownpourOrbital DropOrbital DumpSuper-Magnetic SatelliteTerror Drone SurpriseToxic CorrosionUltra-Magnetic Satellite

    Objective 1: Eliminate Ft. Bradley's ProspectorsObjective 2: Destroy Ft. BradleyObjective 3: Destroy the Statue of Liberty

    Secondary Objective 1: Eliminate Agent TanyaSecondary Objective 2: Capture the New York Stock Exchange

    Walkthrough:Take the Terror Drones north and destroy the Multigunner IFV and Prospector.Continue to the northern ore mines and take out the Guardian Tank andProspectors.

    You now have 4 Tesla Tanks (which you can use in this mission only, barring

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    mods), 2 Kirov Airships, and 4 Twinblades in addition to the remaining TerrorDrones. Head into the Allied Base. Use Terror Drones to kill infantry and IFVs.Destroy the Athena Cannon as quickly as possible. Send the Kirovs andTwinblades to the far east side of the map while the Tesla Tanks finish off thebase.

    You receive 10,000 credits and a base on the east side with a ConstructionYard, 2 Ore Refineries, and 2 Reactors. Fly the aircraft there while gettinga Flak Cannon in your base. Build a Crusher Crane. Next build a Barracks and anAirfield along with a Sentry Gun on the southeast side and a Tesla Coil onthe northeast. Train a couple Conscripts and garrison the nearest building. Puta couple War Bears in your base as well. Fill the Airfield with MiGs and startbuilding Kirovs. Put up another Airfield and get MiGs. Select the MagneticSatellite and use it when you see an opportunity, probably to help yourco-commander. Select Orbital Drop when available. After amassing 4 Kirovs, sendthem northeast with a full MiG escort. Group up at a point directly southeastof the Statue of Liberty over land. Send the Kirovs straight at the statue;they should ignore defenses and bomb the capitalism out of the target. SendMiGs just in front to down Apollos and absorb damage. Use Orbital Drop or Dumpon the Statue as well.

    ========================Allies 1: Brighton Beach [CW201]Ride of the Red Menace

    ========================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Attack Dog (2)

    Peacekeeper (4)

    Produceable Buildings: Armor FacilityBoot CampMultigunner TurretOre RefineryPower Plant

    Produceable Units: Attack Dog

    EngineerJavelin SoldierMultigunner IFVPeacekeeper

    Top-Secret Protocols: Cryoshot

    Objective 1: Eliminate the Soviets in BrightonObjective 2: Hold Out Against the Incoming SovietsObjective 3: Repel the Soviet NavyObjective 4: Eliminate the Remaining Soviets

    Secondary Objective 1: Garrison Four Civilian Structures

    Secondary Objective 2: Capture the HospitalSecondary Objective 3: Repair the Coastal GunsSecondary Objective 4: Train 5 Javelin SoldiersSecondary Objective 5: Build 5 Multigunner IFVs

    Walkthrough:The map is littered with War Bears and Conscripts, but they are no match forveteran Peacekeepers. March northeast to kill some Bears and get 2 morePeacekeepers, then go southeast for a similar situation. Kill all the hostiles.

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    Destroy the Iron Curtain.

    The battlefield expands and the enemy now has Apocalypse Tanks, but you cansimply bomb the HQ without engaging them.

    ===================Allies 4: Gibraltar [CW204]Enemy of Our Enemy===================

    Starting Resources: 10,000Starting Buildings: NoneStarting Units: Tanya

    Produceable Buildings: AirbaseArmor FacilityBoot CampFortress WallMultigunner TurretOre RefineryPower PlantSeaport

    Produceable Units: Assault DestroyerAttack Dog

    CryocopterDolphinEngineerGuardian TankHydrofoilJavelinMCVMultigunner IFVPeacekeeperProspectorRiptide ACVSpyTanya

    Vindicator

    Top-Secret Protocols: Advanced AeronauticsCryoblastCryoshotSurgical StrikeSurveillance Sweep

    Objective 1: Destroy the HangarsObjective 2: Recover the Assault DestroyersObjective 3: Destroy the Imperial Base

    Secondary Objective 1: Eliminate the King Oni

    Secondary Objective 2: Set Up an Expansion Base in the Southwest

    Walkthrough:You control Tanya while your co-commander controls Natasha. Head north and killthe numerous Imperial Warriors. Use the Timebelt liberally. Continue northwestand slaughter more Imperial Warriors and Tankbusters. A few Tsunami Tanks comeup the road behind them. Head up the mountain to destroy the King Oni, thenreturn. March northwest and let Natasha call an air strike on the garrisonedbuilding. Enter a building northwest of that and kill infantry, but exit beforeTankbusters level it. Finish off the hostiles and destroy the Instant Dojo.

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    JavelinMCVMultigunner IFVPeacekeeperProspectorRiptide ACVSpyTanyaVindicator

    Top-Secret Protocols: Advanced AeronauticsCryoblastCryoshotSurgical StrikeSurveillance SweepTime Bomb

    Objective 1: Protect the Salvage ShipObjective 2: Destroy the First Radar ShipObjective 3: Destroy the Second Radar ShipObjective 4: Capture Both Fortress Power Cores

    Secondary Objective 1: Destroy the GeneratorsSecondary Objective 2: Capture the Generators

    Walkthrough:Naginatas and Chopper-VXs attack alternately. Switch 2 Hydrofoils to weaponjamming and wipe out all comers.

    You now have 4 Spies while your co-commander has Natasha. Use the ImperialWarrior to the north for a disguise. Send one Spy to infiltrate the firstInstant Generator and wait for Natasha to destroy it. Do the same for thesecond and third Generators. Finally, order Natasha to call an air strike onthe Imperial Radar Ship.

    For the second ship, you have Tanya and your co-commander has 4 CombatEngineers. Kill the infantry near the first Generator and order an Engineer to

    capture it. Clear a path to the westernmost Generator and do the same, then tothe Generator east of that, then to the final Generator. Destroy the ImperialRadar Ship.

    You receive 10,000 credits, a Construction Yard, and 2 Ore Refineries. Build aPower Plant. Float an Airbase and start filling it with Vindicators, then asecond Airbase, then a third. Select Advanced Aeronautics. As soon as you have2 Vindicators, start bombing the Defenders guarding the naval ore mines, thenthe Ore Collectors. Keep sending Vindicators out in pairs against the Defendersguarding the Docks in front of the fortress, then bomb the Docks themselves.Bomb the 2 Shoguns at the entrance to the fortress, ideally before they headfor your base. Bomb the Naginatas. Bomb everything. Meanwhile, erect aMultigunner Turret or two in your base and build a Seaport. Get out a few

    Hydrofoils and Riptides, then build a Prospector and expand to the east. Placethe Command Hub somewhere that allows you to build a Barracks on land and trainEngineers to capture the Oil Derricks. Tech to Max Clearance and build a fewAircraft Carriers when they become available. Produce more Hydrofoils to escortyour Carriers and start bombarding the fortress. Eliminate all hostile presencebetween you and the Power Cores. Load Engineers on 2 Riptides and send them tothe targets. The Power Cores do not stay captured permanently, so move the 2Engineers in simultaneously.

    ======================

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    Allies 6: Mt. Rushmore [CW206]A Monument to Madness======================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Tanya

    Produceable Buildings: AirbaseArmor FacilityBoot CampDefense BureauFortress WallMultigunner TurretOre RefineryPower PlantSpectrum Tower

    Produceable Units: Apollo FighterAttack DogCentury BomberCryocopterEngineerGuardian TankJavelin

    MCVMirage TankMultigunner IFVPeacekeeperProspectorRiptide ACVSpyTanyaVindicator

    Top-Secret Protocols: Advanced AeronauticsCryoblastCryoshot

    High TechnologyParatroop TeamSurveillance Sweep

    Objective 1: Destroy the Com TowerObjective 2: Destroy the Rushmore FirebaseObjective 3: Eliminate the President of the United States

    Secondary Objective 1: Destroy the Power PlantSecondary Objective 2: Capture the Boot CampSecondary Objective 3: Capture the Jefferson Head Control CenterSecondary Objective 4: Capture the Lincoln Head Control CenterSecondary Objective 5: Capture the Washington Head Control Center

    Walkthrough:You control Tanya while your co-commander had 3 Spies and 3 Engineers. Movenorth and kill all the dogs. Order the co-commander to infiltrate the PowerPlant. Destroy the Multigunner Turret while it is unpowered and kill thePeacekeepers. Destroy the Power Plant and order the co-commander to capture theBoot Camp. Clear out the Com Tower's meager defenses and flatten the tower.

    You receive 10,000 credits and a Construction Yard. Build a Power Plant, aBarracks, and an Ore Refinery. Train an Engineer to capture the Oil Derrick and

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    several Javelin Soldiers to garrison nearby buildings. Build another PowerPlant, an Airbase, and a couple Multigunner Turrets on the north side of yourbase. Train a couple Vindicators and 3 Engineers while buying HeightenedClearance and Max Clearance. Have the Vindicators start bombing the SpectrumTower guarding the west ramp into the enemy base, followed by the MultigunnerTurrets inside. Issue Take Position orders to your co-commander to prevent himfrom sending his forces on suicide missions against Spectrum Towers. BuildCenturies when available and have them carry Engineers along the edges of themap to the 3 control buildings. Capture those buildings. Build another Airbaseand train some Apollo Fighters. Get an Armor Facility as well. When you aregranted Mirage Tank reinforcements, send them up the western ramp whileescorted by Apollos and assisted by bombers to destroy all the Power Plants.After cutting power to the base defenses, destroy the enemy productionbuildings and raze the Firebase. Bomb the President's Limo.

    ======================Allies 7: Tokyo Harbor [CW207]Forever Sets the Sun======================

    Starting Resources: 12,000Starting Buildings: Airbase (2)

    Armor FacilityBoot Camp (2)

    Construction YardOre RefineryPower Plant (4)Seaport

    Starting Units: None

    Produceable Buildings: AirbaseArmor FacilityBoot CampChronosphereDefense BureauFortress WallMultigunner Turret

    Ore RefineryPower PlantSeaportSpectrum Tower

    Produceable Units: Aircraft CarrierApollo FighterAssault DestroyerAthena CannonAttack DogCentury BomberCryocopterDolphinEngineer

    Guardian TankHydrofoilJavelinMCVMirage TankMultigunner IFVPeacekeeperProspectorRiptide ACVSpy

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    TanyaVindicator

    Top-Secret Protocols: Advanced AeronauticsCryoblastCryoshotHigh TechnologyParatroop TeamSurgical StrikeSurveillance SweepTime Bomb

    Objective 1: Hold out for Soviet ReinforcementsObjective 2: Transport an MCV Across the HarborObjective 3: Take Out the Imperial MilitaryObjective 4: Sink Prince Tatsu's Fleet

    Secondary Objective 1: Destroy the Imperial Blockade

    Walkthrough:Build Vindicators, a few Guardians, and a few Javelins. Switch the Javelins tolaser guidance and take out the nanocores coming from the northeast. SelectAdvanced Aeronautics and have the Vindicators start bombing the Defender-VXsand Docks that make up the blockade. Take circuitous routes to avoid Sea Wings.

    Purchase Max Clearance and build Mirage Tanks to defend the eastern shore. Thissection ends when the timer expires or you destroy the blockade.

    You are left with your Construction Yard and some surviving ground forces. Packup the Yard and use the Chronosphere you are sent to teleport the MCV and asmany tanks as you can fit across to the designated area on the mainland. Youreceive 2 Athena Cannon and 3 Multigunner IFVs as well as about 19,000 credits.Build an Airbase and fill it with Apollos. Send your forces west to destroythe superweapon farm, then return to base. Meanwhile, get up Ore Refineries, anArmor Facility, another Airbase, and a couple Multigunner Turrets. Build moreMirages and push into the base directly southwest. Expand there when it isgone. Begin constructing Century Bombers and attack vulnerable productionbuildings such as the Docks south of your base. When your army is replenished,

    advance on the westernmost base. Distract its defense forces and bomb the MechaBay and Dojo there. At this point the Empire cannot stop you from bombing allthe critical targets, so build your Century count and do so. When Prince Tatsubrings in his fleet and his Shogun Battleships start bombarding yourco-commander, use the Chronosphere to teleport them onto land.

    ===================Allies 8: Havana [CW208]The Great Bear Trap===================

    Starting Resources: 5,000Starting Buildings: None

    Starting Units: Attack Dog (2)Spy (2)

    Produceable Buildings: AirbaseArmor FacilityBoot CampDefense BureauFortress WallMultigunner TurretOre Refinery

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    Power PlantSeaportSpectrum Tower

    Produceable Units: Aircraft CarrierApollo FighterAssault DestroyerAthena CannonAttack DogCentury BomberCryocopterDolphinEngineerGuardian TankHydrofoilJavelinMCVMirage TankMultigunner IFVPeacekeeperProspectorRiptide ACVSpyTanyaVindicator

    Top-Secret Protocols: Advanced AeronauticsCryoblastCryogeddonCryoshotDeluxe Time BombHigh TechnologyFree TradeParatroop PlatoonParatroop SquadParatroop TeamSurgical StrikeSurveillance Sweep

    Time Bomb

    Objective 1: Investigate Havana for Soviet ActivityObjective 2: Locate a Soviet BaseObjective 3: Destroy the Soviet BaseObjective 4: Destroy the Kirov Launch FacilitiesObjective 5: Do Not Let a Kirov Leave Havana

    Secondary Objective 1: Recruit a Force of 10 Soviets

    Walkthrough:You must stay near the co-commander's Mirage Tank. Travel with it and bribeforces as you see fit. The Combat Engineers can capture the Crusher Crane and

    War Factory if bribed. The 2 Apocalpyse Tanks that pass by are good targets.Note that infantry can be crushed by enemy tanks even under the mirage. Makeyour way to the base and destroy it.

    You receive 5,000 credits, a Construction Yard, 2 Ore Refineries, and 2 PowerPlants. Move your remaining ground forces to the northwest of the stadium nearthem and destroy it. Build an Armor Facility and an Airbase. Build a fewRiptides to defend your base against infantry coming from the northwest. BuildApollos and tech to Max Clearance. Get 2 Athena Cannon and a few Mirage Tanks.March them north under Apollo cover and destroy the Sentry Guns guarding the

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    northern base, then raze production buildings. The Airfields are especiallyimportant as the enemy will accumulate MiGs and Twinblades. Keep an eye out forKirovs and shoot them down with Apollos as necessary. Build 2 more Airbases;fill one with Apollos and the other with Century Bombers. Bomb all thelaunching pads and keep downing enemy aircraft.

    ==============================Allies 9: Leningrad [CW209]The Moon Shall Never Have Them==============================

    Starting Resources: NoneStarting Buildings: NoneStarting Units: MCV

    Produceable Buildings: AirbaseArmor FacilityBoot CampChronosphereDefense BureauFortress WallMultigunner TurretOre RefineryPower Plant

    Proton ColliderSeaportSpectrum Tower

    Produceable Units: Aircraft CarrierApollo FighterAssault DestroyerAthena CannonAttack DogCentury BomberCryocopterDolphinEngineerGuardian Tank

    HydrofoilJavelinMCVMirage TankMultigunner IFVPeacekeeperProspectorRiptide ACVSpyTanyaVindicator

    Top-Secret Protocols: Advanced Aeronautics

    CryoblastCryogeddonCryoshotDeluxe Time BombHigh TechnologyFree TradeParatroop PlatoonParatroop SquadParatroop TeamSupreme Time Bomb

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    Surgical StrikeSurveillance SweepTime Bomb

    Objective 1: Unpack MCV 1 at Chrono Drop Zone 1Objective 2: Unpack MCV 2 at Chrono Drop Zone 2Objective 3: Clear the Plateau of SovietsObjective 4: Destroy All Seven Iron Curtains

    Secondary Objective 1: Destroy the Vacuum Imploder

    Walkthrough:Hurry northeast and unpack. Use the 5 Mirage Tanks teleported in to destroy theHammer Tanks and Sickles, then the War Factory, then everything else.

    You are given 15,000 credits. Set up a Power Plant, Barracks, 2 Ore Refineries,Power Plant, Airbase, and Armor Facility. Train 2 Engineers to capture thenearby Oil Derricks. Fill the Airbase with Apollos and send them across theriver. Try to get Soviet forces to follow them so your Mirages can tear themapart on the bridge. Produce a Riptide and fill it with Engineers, then make 6or so Multigunner IFVs. Purchase Heightened Clearance and start buildingGuardians as well as more IFVs. After you have dragged the bulk of the Sovietarmor across the bridge to destruction, head into the enemy base. Capture theWar Factories and sell them. Destroy the Sentry Guns and Reactors and capture

    all the other buildings. Sell all except the Iron Curtain and Super-Reactor.Use the money to build a Chronosphere, more IFVs, and a Defense Bureau followedby a Proton Collider. March north when you have many IFVs and 1 or 2 Airbasesfull of Apollos. Use the Iron Curtain on your Mirages and Guardians to takeout the tanks and Airfields quickly while your IFVs and Apollos shoot downTwinblades. Capture the Iron Curtain and sell it or the one you already have.Employ the Iron Curtain to prevent damage while you destroy the garrisonedbuildings around the easternmost Iron Curtain, then capture and sell it. Techup to Max Clearance. When Krukov brags about his new Vacuum Imploder, he givesyou vision of a spot between it and his Iron Curtain. Teleport a Riptide loadedwith Engineers to capture and sell them both as well as anything else you canmanage. Assist your co-commander destroy any remaining Iron Curtains with yourProton Collider, Surgical Strikes, Supreme Time Bombs, and some Century Bombers

    if necessary. Gather your ground forces and put Tanya in a Riptide or IFV. Whenthe last Curtain falls, send this force next to the shuttle pad viaChronosphere, unload Tanya, and destroy the shuttle.

    =========================Empire 1: Vorkuta [CW301]The Death of Father Frost=========================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Imperial Warrior (5)

    Sudden Transport

    Produceable Buildings: NoneProduceable Units: None

    Top-Secret Protocols: None

    Objective 1: Destroy the ReactorsObjective 2: Destroy the Statues around the SquareObjective 3: Bring Down the Tesla CoilsObjective 4: Destroy the Soviet Navy at Harbor

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    Secondary Objective 1: Destroy All of the BarracksSecondary Objective 2: Capture the Hospital

    Walkthrough:Disguise your Sudden Transport as a Bullfrog and head towards the westernreactor. If your co-commander is AI, he will unload his Tankbusters near thefirst Conscript guarding the shore, so unload your Warriors and kill theConscripts first. Escort the Tankbusters to the Reactor. Once it is gone, headto the eastern Reactor and use the Final Squadron X you are granted fordestroying Reactors to level it.

    You receive another Sudden Transport and 5 Tankbusters as reinforcements. Thecity is filled with Conscripts, Tesla Troopers, and a Hammer Tank, none ofwhich can challenge your forces. If you approach the bridge at the north sideof the map, you get 5 Shinobi. Approaching the Hospital between the southernmonuments activates the second bonus objective; you receive a Sudden Transportloaded with 2 Engineers to accomplish it. Destroy all the targets.

    Soon after the third objective is assigned, the fog of war over the docks arealifts. This allows you to use Final Squadrons on all 3 Reactors powering theTesla Coils.

    Afterwards you receive 6 Yari Mini-Subs. The only threat to them are land-bound

    Flak Troopers, so keep them away from the shore and sink the Soviet fleet.

    ============================Empire 2: Stalingrad [CW302]To Conquer Shattered Spirits============================

    Starting Resources: 8,000Starting Buildings: NoneStarting Units: Mecha Tengu (4)

    MCV

    Produceable Buildings: Defender-VX

    Fortress WallInstant DojoInstant GeneratorMecha BayOre Refinery

    Produceable Units: Burst DroneEngineerImperial WarriorMecha TenguOre CollectorShinobiSudden TransportTankbuster

    Tsunami Tank

    Top-Secret Protocols: Emperor's RageFinal Squadron

    Objective 1: Establish a BaseObjective 2: Destroy the Mother Russia StatueObjective 3: Defend the Transports

    Secondary Objective 1: Destroy All Soviet Monuments

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    Walkthrough:Move east and kill the Flak Troopers. Switch to Sky Tengu and fly east to shootdown the Twinblades. Revert to Mecha Tengu and wipe out the Conscripts. Unpackyour MCV in the designated area.

    Set up an Instant Generator and 2 Ore Refineries. Build another Generator, aMecha Bay, and a Dojo. Begin spamming Mecha Tengu. Train an Engineer and a fewTankbusters. Move your Mecha Tengu west to clear a path while the Engineercapture the Oil Derrick and the Tankbusters wreck the monument. Return theTengu and Tankbusters to base to regroup before pushing north. Clear a path tothe ore mine and expand there. Fortify the mine with a Defender. Head northeastand destroy the monuments with Tankbusters while the Tengu pick up all the cashcrates. Tech up the Mecha Bay and start building Tsunami Tanks. Convert four orso Tengu to Sky mode because of upcoming Twinblades and push to the Sovietbase. When you reach the triple Sentry Guns, bring up Tsunamis and activateEmperor's Rage on them to break through. Take the base apart and continuereinforcing. Build another Mecha Bay to keep up production. Do not destroy theMother Russia statue right away. Instead, continue increasing the army andspread Defender-VXs along the river. Station Mecha Tengu, Sky Tengu, Tsunamis,and Tankbusters all along the river as well. Destroy the statue when ready.

    10 Transports must reach the west side. The Soviets send Apocalypse Tanksfirst, then Bullfrogs loaded with troops, then Twinblades. The mission ends

    when all the Transports exit. Transports sometimes get stuck on units in theriver, so move your amphibious units out of the way when required.

    =================================Empire 3: Odessa [CW303]Behold the Mighty Saint of Swords=================================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Chopper-VX (4)

    Produceable Buildings: None

    Produceable Units: None

    Top-Secret Protocols: Emperor's RageFinal SquadronPoint-Defense Drones

    Objective 1: Escort the TransportsObjective 2: Destroy the Artillery BasesObjective 3: Destroy the Soviet Bases

    Secondary Objective 1: Destroy the Landmarks

    Walkthrough:

    Immediately fly to the nearest group of Stingrays and start bombing them. Takeout the nearest 4 Stingrays and send one Chopper to get the next pair, afterwhich it should head west to sink 2 more. Have the remaining 3 hunt Akulas,starting with the second one from the east. Have these continue west, sinkingAkulas. When you are about halfway across the sea, have the lone Chopper landon the platform and send another to join it. After destroying the westernmostAkula, have them land on the platform as well. Twinblades come in to destroythe transports. This section is incredibly time-sensitive and may take severaltries to get the Akula positions and timing down.

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    Now you have the Shogun Executioner, which means the mission is already over.Attack all the targets to win. Use the Executioner's special ability to destroythe giant artillery pieces quickly. Using Hold Fire Stance is helpful so theExecutioner does not destroy the Stingrays and Tesla Troopers attacking it;their Tesla weapons recharge the Executioner's health faster than Twinbladescan reduce it.

    ============================Empire 4: Pearl Harbor [CW304]Graveyard of a Foolish Fleet============================

    Starting Resources: 1,000Starting Buildings: Construction Yard

    Defender-VX (2)DocksInstant DojoInstant Generator (5)Mecha BayNanotech MainframeOre Refinery (2)

    Starting Units: Defender Core (5)Engineer (2)Imperial Warrior (2)

    Mecha Tengu (2)Striker-VX (2)TankbusterTsunami Tank (2)Yari Mini-Sub (2)

    Produceable Buildings: Defender-VXDocksFortress WallInstant DojoInstant GeneratorMecha BayNanoswarm Hive

    Ore RefineryProduceable Units: Burst DroneEngineerImperial WarriorMecha TenguOre CollectorNaginata CruiserShinobiSudden TransportStriker-VXTankbusterTsunami TankYari Mini-Sub

    Top-Secret Protocols: Emperor's RageEmperor's RevengeFinal SquadronHonorable DischargePoint-Defense Drones

    Objective 1: Defend Pearl HarborObjective 2: Destroy the Allies' Assault Base

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    Secondary Objective 1: Capture the Long Range Radar TowersSecondary Objective 2: Defend the Long Range Radars

    Walkthrough:Capture the Radar Towers. Build a few extra Mecha Tengu and Striker-VXs andspread them around the map. Set up the Defender Cores at the inlet. Build aSudden Transport and put an Engineer in it. Start spamming Yaris. When theAllies arrive, disguise the Sudden Transport and send it into the enemy base;the enemy has no detection but knows your Transport is a fake, so it keeps someof its navy nearby it. Use your Yaris to back up the Defenders against theinitial Hydrofoil and Dolphin push. Afterward, push forward and have the Yaris(with help from Final Squadron) destroy a Seaport or three and retreat. Theenemy begins airdropping forces, so be ready with Striker/Choppers and Tengu totake out small detachments around the harbor. Reinforce your Yaris and sinkmore buildings when it seems feasible. When you receive a flotilla of Naginatasand the ability to build more, push in and take out any remaining Seaports andthe Construction Yard which are out of the range of the Spectrum Towers andMultigunner Turrets. Withdraw and build up your anti-air, both Tengu andStrikers, and defend until the timer expires.

    The fleet arrives with several Naginatas and Yaris along with 5 ShogunBattleships. Combine this force with your existing navy and crush the Allies.

    =============================

    Empire 5: Pacific Ocean [CW305]Assault on the Black Tortoise=============================

    Starting Resources: 0Starting Buildings: NoneStarting Units: Naginata Cruiser (5)

    Shogun Battleship (2)

    Produceable Buildings: Defender-VXDocksFortress WallInstant Dojo

    Instant GeneratorMecha BayNanoswarm HiveOre Refinery

    Produceable Units: Burst DroneEngineerImperial WarriorMecha TenguNaginata CruiserOre CollectorRocket AngelSea WingShinobi

    Shogun BattleshipSudden TransportStriker-VXTankbusterTsunami TankYari Mini-Sub

    Top-Secret Protocols: Emperor's RageEmperor's RevengeFinal Squadron

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    Final Squadron XFortified FleetHonorable DischargePoint-Defense Drones

    Objective 1: Stop the Allied MCVsObjective 2: Repair the Fortress Power CoresObjective 3: Protect the Fortress Power CoresObjective 4: Destroy the Allied Assault Forces

    Secondary Objective 1: Escort the Engineers to the Power Cores in 3 Minutes

    Walkthrough:After destroying the first set of MCVs, you receive 3 Rocket Angels of yourown. They are more useful in whip mode for now. When the fleet of AssaultDestroyers and Riptides accompanied by Cryocopters comes in, make sure to downthe Cryocopters first and use the Naginata special ability when it will not hitfriendlies.

    You lose your Naginatas and Shoguns but gain Engineers, Sky Wings, and 5,000credits. Rush the Engineers toward the Power Cores. Swiftly fly the Sky Wingsand Rocket Angels to the hostiles and kill them. Ideally, the Angels take onRiptides while the Sky Wings handle infantry. If you lose your Engineers, youget 4 more.

    You now have an Instant Dojo, Mecha Bay, Docks, and 2 Ore Refineries. Startbuilding a few more Sea Wings and convert your Sky Wings to sub mode. An MCV,Generator Core, Refinery Core, Mainframe Core, and the fleet from section onesoon arrive as well. Unpack the MCV, Generator, and Mainframe where they areand send the Refinery Core to an open spot on the fortress. Sail on thewesternmost Allied base immediately. Have the Shoguns fire on the MultigunnerTurrets and use the Naginata spread torpedoes on the Assault Destroyers whileSea Wings wreck the Cryocopters. Flatten the base and expand there whilebuilding more Naginatas and Shoguns. Go straight to the next base, level it,and continue to the last.

    ==========================

    Empire 6: Santa Monica [CW306]Rage of the Black Tortoise==========================

    Starting Resources: 10,000Starting Buildings: NoneStarting Units: Wave-Force Tricannon (2)

    Produceable Buildings: Defender-VXDocksInstant DojoInstant GeneratorFortress Wall

    Mecha BayNanoswarm HiveNanotech MainframeOre RefineryWave-Force Tower

    Produceable Units: Burst DroneEngineerImperial WarriorMCVMecha Tengu

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    Naginata CruiserOre CollectorRocket AngelSea WingShinobiShogun BattleshipSudden TransportStriker-VXTankbusterTsunami TankWave-Force ArtilleryYari Mini-Sub

    Top-Secret Protocols: Balloon BombsEmperor's RageEmperor's RevengeFinal SquadronFortified FleetHonorable DischargePoint-Defense Drones

    Objective 1: Clear a Landing ZoneObjective 2: Capture the Media Centers

    Secondary Objective 1: Capture the International AirportSecondary Objective 2: Destroy the Observatory CannonSecondary Objective 3: Destroy the Amusements

    Walkthrough:You control the almighty Tricannon. Enjoy it while it lasts.

    You now have a Construction Yard. Build an Instant Generator, Instant Dojo, andInstant Generator. Train 6 Engineers and have the first pick up the nearby cashcrate and capture the Oil Derrick. Build 2 Ore Refineries and a Mecha Bay.Construct a Sudden Transport and load it with Engineers. Take it southeast anddrop off one Engineer at the Oil Derrick, then continue east. Capture the MCVand an Ore Refinery or Airbase. Build a Barracks there and train Engineers to

    capture all the buildings, which you then sell. Capture the InternationalAirport tower as well. Meanwhile, build a few Mecha Tengu and another SuddenTransport, then tech up the Mecha Bay. Disguise the Sudden Transport, trainmore Engineers and pick them up, and take the Transport to the northeast wherethe main Allied base is. Capture some Ore Refineries or production buildingsand sell them. Meanwhile, build a few Tsunami Tanks and erect a NanotechMainframe. Tech up the Mecha Bay again. Keep sending out Sudden Transports withEngineers to gut the Allied infrastructure and use the money to buy a coupleWave-Force Towers and Defender-VXs for your base. Build a Wave-Force Artillerywhen the Mecha Bay is able and take out the defenses and Seaports of the Alliedbase directly north. Capture the Construction Yard and Ore Refinery there andfortify it with turrets. Build up a force of Tsunamis and Mecha Tengu toescort a couple Wave-Force Artillery around the map to destroy the Spectrum

    Towers guarding the Media Centers. Once the Towers are gone, shuttle Engineersto the Centers and capture them.

    =====================Empire 7: Yokohama [CW307]Barbarians at the Bay=====================

    Starting Resources: 3,000Starting Buildings: None

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    Starting Units: Yuriko Omega

    Produceable Buildings: Defender-VXDocksInstant DojoInstant GeneratorFortress WallMecha BayNanoswarm HiveNanotech MainframeOre RefineryPsionic DecimatorWave-Force Tower

    Produceable Units: Burst DroneEngineerImperial WarriorKing OniMCVMecha TenguNaginata CruiserOre CollectorRocket AngelSea WingShinobi

    Shogun BattleshipSudden TransportStriker-VXTankbusterTsunami TankWave-Force ArtilleryYari Mini-SubYuriko Omega

    Top-Secret Protocols: Advanced Rocket PodsBalloon BlowoutBalloon BombsEmperor's Rage

    Emperor's RevengeFinal SquadronFortified FleetHonorable DischargePoint-Defense Drones

    Objective 1: Retake the Forward BasesObjective 2: Hold Out for ReinforcementsObjective 3: Destroy the Allied Relay Stations

    Secondary Objective 1: Capture the Nanoswarm HivesSecondary Objective 2: Destroy the Soviet Forces

    Walkthrough:The path is linear, so follow it. 2 King Oni join you at the wall and 6 Shinobiat the infantry barricade. At the bases, send in the King Oni first to soak updamage and follow with Yuriko to use Psychokinetic Burst. Free the bases fromwest to east and assign your co-commander one of the eastern bases. Startbuilding 2 Shoguns, 3-4 Naginatas, and a large number of Sea Wings as soon asyou free the Docks. When all 4 bases are clear, move your fleet out withYuriko and sink the Aircraft Carriers and Seaports. Withdraw to the north afterdestroying the Seaports and bombard Allied targets within reach.

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    When you receive a Construction Yard, Dojo Core, and Refinery Core, expand tothe western ore mines. A small Soviet fleet comes in from the northwest. Sinkit. There are Soviet Naval Yards now, so destroy them. Keep bringing in moreSea Wings while bombarding the enemy buildings. When the hostile air presencefalters, start building more Shoguns and send Yuriko up on land to finish offthe stations.

    =========================Empire 8: Moscow [CW308]Crumble, Kremlin, Crumble=========================

    Starting Resources: 6,000Starting Buildings: Construction Yard

    Instant DojoInstant Generator (2)Mecha BayOre Refinery (2)

    Starting Units: Defender Core (2)Imperial Warrior (5)Sudden TransportTower Core

    Produceable Buildings: Defender-VX

    DocksInstant DojoInstant GeneratorFortress WallMecha BayNanoswarm HiveNanotech MainframeOre RefineryPsionic DecimatorWave-Force Tower

    Produceable Units: Burst DroneEngineerImperial Warrior

    King OniMCVMecha TenguNaginata CruiserOre CollectorRocket AngelSea WingShinobiShogun BattleshipSudden TransportStriker-VXTankbusterTsunami Tank

    Wave-Force ArtilleryYari Mini-SubYuriko Omega

    Top-Secret Protocols: Advanced Rocket PodsBalloon BombsBalloon Bomb BarrageBalloon Bomb BlowoutEmperor's RageEmperor's Retribution

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    Emperor's RevengeFinal SquadronFinal Squadron XFortified FleetHonorable DischargePoint-Defense DronesRobotic AssemblySleeper Ambush

    Objective 1: Await the Shogun ExecutionerObjective 2: Destroy All Soviet Forces and the KremlinObjective 3: The Shogun Executioner Must SurviveObjective 4: Destroy the Time Machine

    Secondary Objective 1: Capture the Soviet V.I.P. Bunkers

    Walkthrough:Unload the Sudden Transport and unpack the turret cores on the northwest roadimmediately. Build a few Engineers and load them in the Sudden Transport.Disguise the Transport and drive it to the Soviet V.I.P. Bunker; watch out forWar Bears. Capture the Bunker and sell your new Soviet buildings. Meanwhile,build a Nanotech Mainframe, tech up the Dojo, and train Yuriko Omega. Startspamming Mecha Tengu and later Rocket Angels. Use Take Position orders to stopyour co-commander's futile attacks on the Tesla Coil-guarded ramps. When the

    Shogun Executioner arrives, take it onto the high ground and destroy the nearbySoviet ground forces as well as the Tesla Coils guarding the ramps. Use yourSudden Transport (build a new one if necessary) to take more Engineers tocapture the second V.I.P. Bunker. Sell your new buildings. Rampage across themap with the Shogun Executioner escorted by Sky Tengu and Rocket Angels. UseYuriko to defend your base.

    Continue to the Kremlin and destroy it. When the helicopter carrying the TimeMachine flies out, shoot it down.

    =============================Empire 9: Amsterdam [CW309]The Last Red Blossom Trembled

    =============================

    Starting Resources: 5,000Starting Buildings: NoneStarting Units: Imperial Warrior (6)

    King Oni (2)Tankbuster (4)Yuriko Omega

    Produceable Buildings: Defender-VXDocksInstant DojoInstant Generator

    Fortress WallMecha BayNanoswarm HiveNanotech MainframeOre RefineryPsionic DecimatorWave-Force Tower

    Produceable Units: Burst DroneEngineerImperial Warrior

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    King OniMCVMecha TenguNaginata CruiserOre CollectorRocket AngelSea WingShinobiShogun BattleshipSudden TransportStriker-VXTankbusterTsunami TankWave-Force ArtilleryYari Mini-SubYuriko Omega

    Top-Secret Protocols: Advanced Rocket PodsBalloon BombsBalloon Bomb BarrageBalloon Bomb BlowoutEmperor's RageEmperor's RetributionEmperor's Revenge

    Final SquadronFinal Squadron OmegaFinal Squadron XFortified FleetHonorable DischargePoint-Defense DronesRobotic AssemblySleeper Ambush

    Objective 1: Destroy the Allied Advance BaseObjective 2: Destroy the Allied Air BaseObjective 3: Destroy the Final Allied BaseObjective 4: Destroy the FutureTech HQ

    Secondary Objective 1: Neutralize the Proton Colliders

    Walkthrough:Have Yuriko shatter the buildings while the rest of your forces take out thetroops. Unpack the MCV and unfurl the nanocores right away. Build a coupleDefender-VXs and station them on the north side of your base in anti-air mode.Build a Sudden Transport and a few Engineers. Disguise the Transport andcapture then sell the air base's Construction Yard. Watch out for Attack Dogs.Tech up the Mecha bay and build a few Striker-VXs. Build a Nanotech Mainframeand tech up again. Build a Wave-Force Artillery and more King Oni. Use theArtillery to take out the defenses on the bridges leading into the air base.Take out the base itself next. The major threat to your army throughout this

    mission is the Athena Cannon, so have King Oni rush them quickly. Make sureto destroy all the Power Plants. The Allies retaliate and cripple your base,but victory is easily achievable now. Try to expand to the former air basewhile your remaining forces head north. There is a Power Plant farm guardedby Spectrum Towers. Destroy the nearest Tower, either with Wave-Force Artilleryif you still have one or the King Oni's rush if you don't. Head around to thenorth side and destroy all the Power Plants. The Allies are effectivelycrippled at this point. Repair and rebuild your base while doing this and buildmore King Oni and Wave-Force Artillery. Take out the Proton Collider withArtillery and continue to the final Allied base. It has little defense, so roll

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    Power: 25Requirements: NoneAmphibious: No (land only)Builds: Attack Dog

    PeacekeeperJavelin SoldierEngineerSpyTanya

    --Chronosphere--can teleport all the units in a large area to another part of the map. It hasa 3-minute cooldown.

    Credits: 3,000Build Time: 0:30Power: 75Requirements: AirbaseAmphibious: YesBuilds: Nothing

    --Command Hub--

    creates a construction radius to establish expansions. It can be upgraded withHeightened Clearance and Max Clearance just like the Construction Yard.

    Credits: N/A (1,400 for Prospector)Build Time: 0:10 (0:20 for Prospector)Power: 0Requirements: NoneAmphibious: NoBuilds: Nothing

    --Construction Yard--constructs all other buildings except the Command Hub. It also provides 50power. The Construction Yard can be upgraded with Heightened Clearance and Max

    Clearance, which allow the Yard and other buildings within its constructionradius to produce higher tiers of buildings and units. Heightened Clearancecosts 1,500 credits and takes 15 seconds to research. Max Clearance costs 3,000credits and takes 1 minute to research. The Construction Yard can pack up intoan MCV.

    Credits: N/A (5,000 for MCV)Build Time: 0:02 (1:00 for MCV)Power: 0Requirements: NoneAmphibious: YesBuilds: Power Plant

    Boot Camp

    Ore RefineryArmor FacilitySeaportAirbaseDefense BureauFortress WallMultigunner TurretSpectrum TowerChronosphereProton Collider

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    --Defense Bureau--is a prerequisite for the Spectrum Tower and Proton Collider.

    Credits: 1,500Build Time: 0:10Power: 75Requirements: Ore Refinery, AirbaseAmphibious: YesBuilds: Nothing

    --Fortress Wall--

    Credits: 10 (per segment)Build Time: 0:05Power: 0Requirements: NoneAmphibious: No (land only)Builds: Nothing

    --Multigunner Turret--

    The Multigunner Turret fires rockets at land and naval units by default. It canhouse a single infantry unit, and doing so changes its behavior. A Peacekeeperimproves its anti-infantry power and lets it hit all units in a small area. AJavelin Soldier allows it to attack air units. An Engineer converts the turretinto a repair station for nearby vehicles. A Spy makes the turret into ananti-infantry sniper weapon. Tanya improves its anti-infantry performance.

    Credits: 800Build Time: 0:20Power: 25Requirements: Power PlantAmphibious: YesBuilds: Nothing

    --Ore Refinery--receives ore loads and converts them to credits. It comes with a Prospectorwhen built and can produce more.

    Credits: 2,000Build Time: 0:20Power: 50Requirements: Power PlantAmphibious: YesBuilds: Prospector

    --Power Plant--provides 100 power.

    Credits: 800Build Time: 0:10Power: 0Requirements: NoneAmphibious: YesBuilds: Nothing

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    --Proton Collider--destroys anything in the target area short of a Construction Yard. It has a6-minute cooldown.

    Credits: 5,000Build Time: 0:30Power: 75Requirements: Defense BureauAmphibious: YesBuilds: Nothing

    --Seaport--produces and repairs Allied naval units.

    Credits: 1,000Build Time: 0:20Power: 50Requirements: Ore RefineryAmphibious: No (water only)Builds: Prospector

    Dolphin

    Riptide ACVAssault DestroyerAircraft CarrierMCV

    --Spectrum Tower--fires beams at land and naval units. Spectrum Towers built close togetherreinforce one another to increase firepower.

    Credits: 1,200Build Time: 0:30Power: 75

    Requirements: Power Plant, Defense BureauAmphibious: YesBuilds: Nothing

    Units [FA012]-----

    --Aircraft Carrier--is a naval artillery unit. It launches drone bombers with an enormous range,though they have a long minimum range like other artillery weapons.

    Building: Seaport

    Credits: 2,000Build Time: 0:30Requirements: Max Clearance

    Amphibious: No (water only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Blackout Missile

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    Ability Name: Amplified BarkAbility Effect: Stuns nearby enemy infantryAbility Cooldown: 1:00

    --Apollo Fighter--is a fast, powerful air-superiority fighter. It must return to its pad torefill its ammunition.

    Building: AirbaseCredits: 1,000Build Time: 0:10Requirements: None

    Amphibious: NoFlying: YesAnti-Ground: NoAnti-Air: Yes

    Ability Name: Return to BaseAbility Effect: Returns to its pad by the shortest routeAbility Cooldown: None

    --Century Bomber--is a heavy bomber and infantry transport. It drops its bombs in a line, makingit difficult to hit moving or spread out targets. It must return to its pad torearm after dropping its bombs. It can transport up to 5 infantry units. Ittakes 15 seconds to reload its 5 bombs (10 seconds for its 9 bombs with theAdvanced Aeronautics upgrade).

    Building: AirbaseCredits: 2,000Build Time: 0:20Requirements: Max Clearance

    Amphibious: NoFlying: YesAnti-Ground: YesAnti-Air: No

    Ability Name: ParadropAbility Effect: Passenger infantry parachutes to the ground belowAbility Cooldown: None

    --Cryocopter--is a special support unit. Its freeze ray does no damage but rather slows andeventually immobilizes its target. A completely frozen target can be destroyed

    by a single hit from almost any unit. A shrunken vehicle moves faster but hasless firepower and durability and runs the risk of being crushed.

    Building: AirbaseCredits: 1,600Build Time: 0:15Requirements: Heightened Clearance

    Amphibious: NoFlying: Yes

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    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Target Painter / Main GunAbility Effect: Toggles between firing its cannon and using a target painterAbility Cooldown: 0:02

    --Hydrofoil--is a naval anti-air and support unit. Its weapon jammer prevents one targetfrom firing. The jammer works against naval and ground units in range as wellas aircraft.

    Building: SeaportCredits: 900Build Time: 0:10Requirements: None

    Amphibious: No (water only)Flying: NoAnti-Ground: NoAnti-Air: Yes

    Ability Name: Weapon Jammer / AA ModeAbility Effect: Toggles between anti-aircraft weaponry and weapon jammingAbility Cooldown: None

    --Javelin Soldier--is an anti-vehicle and anti-building unit. When in Laser-Guided Mode, the unittakes a couple seconds to aim at its target before firing but then launches anendless stream of rockets. This mode is useful for attacking tough targets withrelatively low numbers of attackers, such as a Power Plant with one or twoJavelin Soldiers.

    Building: Boot CampCredits: 400Build Time: 0:05Requirements: None

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: Yes

    Ability Name: Laser-Guided Mode / Self-Guided ModeAbility Effect: Toggles between normal fire and rapid fireAbility Cooldown: None

    --MCV--is the mobile form of the Construction Yard.

    Building: Armor FacilityCredits: 5,000Build Time: 1:00Requirements: None

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    Amphibious: YesFlying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: UnpackAbility Effect: Transforms into a Construction Yard after two secondsAbility Cooldown: None

    --Mirage Tank--is a tank with energy weaponry devastating against all kinds of targets. It iscamouflaged while standing still. Its secondary mode provides camouflage forfriendlies but shuts down the Mirage's own camouflage and weaponry.

    Building: Armor FacilityCredits: 1,600Build Time: 0:15Requirements: Max Clearance

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Gap Generator / Strike ModeAbility Effect: Toggles between camouflaging self and camouflaging nearby unitsAbility Cooldown: 0:02

    --Multigunner IFV--is a fast vehicle with mutable weaponry. It is initially equipped with weakrockets, but its weapon changes when it has a passenger. With an Attack Dog, itstuns infantry. With a Peacekeeper, it has a machine gun. With a JavelinSoldier, its rockets are improved. With an Engineer, it repairs friendlyvehicles. With a Spy, it has a sniper rifle that kills even commandoes in onehit. With Tanya, it has rapid anti-infantry fire.

    Building: Armor FacilityCredits: 800Build Time: 0:10Requirements: None

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: Yes

    Ability Name: Evacuate PassengerAbility Effect: Disgorges the passenger

    Ability Cooldown: None

    --Peacekeeper--is an anti-infantry foot soldier. Its shield reduces damage taken to a quarterbut also slows the Peacekeeper and prevents shotgun use. The Peacekeeper canclear buildings of enemy garrisons by entering them with its riot shield up.

    Building: Boot CampCredits: 200

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    Flying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: BribeAbility Effect: Converts nearby units to the Spy's side for 1,000 creditsAbility Cooldown: 0:10

    --Tanya--is a commando. She attacks infantry with rapid-firing pistols. She attacksvehicles and buildings by entering them and setting explosives.

    Building: Boot CampCredits: 2,000Build Time: 0:30Requirements: Max Clearance

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Timebelt

    Ability Effect: Restores Tanya to her location and health as of a few secondsearlierAbility Cooldown: 0:30

    --Vindicator--is a bomber. It can hit moving targets and is effective against armor. It mustreturn to its pad to rearm after dropping its bombs. It takes 10 seconds toreload its 2 bombs (7 seconds for its 3 bombs with the Advanced Aeronauticsupgrade).

    Building: AirbaseCredits: 1,200

    Build Time: 0:15Requirements: None

    Amphibious: NoFlying: YesAnti-Ground: YesAnti-Air: No

    Ability Name: Return to BaseAbility Effect: Returns to its pad by the shortest routeAbility Cooldown: None

    ========================Empire of the Rising Sun [FA020]========================

    The Empire prides itself on versatility, sea power, and to an extent mobility.Oh, and Yuriko Omega. Both its air power and anti-air capability are poor. Itsbuilding method allows unusual freedom, but its tech method is atrocious.

    Buildings [FA021]---------

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    MCV

    --Nanoswarm Hive--creates an impassable ring for 20 seconds. It has a 3-minute cooldown.

    Credits: 3,000Build Time: 0:25 (0:04 for Nanoswarm Core)Power: 75Requirements: Nanotech MainframeAmphibious: YesBuilds: Nothing

    --Nanotech Mainframe--is a prerequisite for several buildings and upgrades.

    Credits: 2,500Build Time: 0:30 (0:04 for Mainframe Core)Power: 75Requirements: Ore RefineryAmphibious: YesBuilds: Nothing

    --Ore Refinery--receives ore loads and converts them to credits. It comes with an Ore Collectorwhen built and can produce more.

    Credits: 2,500Build Time: 0:20 (0:04 for Refinery Core)Power: 50Requirements: Instant GeneratorAmphibious: YesBuilds: Ore Collector

    --Psionic Decimator--does tremendous damage to everything within a large target area. It has a6-minute cooldown.

    Credits: 5,000Build Time: 0:25 (0:04 for Decimator Core)Power: 75Requirements: Nanotech MainframeAmphibious: YesBuilds: Nothing

    --Wave-Force Tower--

    is a devastating anti-ground turret. Its special ability allows it to shortenits aim time to fire a less powerful shot.

    Credits: 1,400Build Time: 0:40 (0:05 for Tower Core)Power: 75Requirements: Instant Generator, Nanotech MainframeAmphibious: YesBuilds: Nothing

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    Ability Effect: Moves faster for 10 secondsAbility Cooldown: 1:00

    --Imperial Warrior--is an anti-infantry foot soldier.

    Building: Instant DojoCredits: 150Build Time: 0:05Requirements: None

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Banzai ChargeAbility Effect: The Imperial Warrior moves faster and wields an anti-infantrybeam katana for 10 secondsAbility Cooldown: 0:30

    --King Oni--

    is a resilient land unit that does respectable damage to all ground targets.

    Building: Mecha BayCredits: 2,000Build Time: 0:20Requirements: Mecha Bay Breakthrough

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Bull Rush

    Ability Effect: Rushes straight toward the target, smashing everything in thewayAbility Cooldown: 1:00

    --MCV--is the mobile form of the Construction Yard.

    Building: Mecha Bay, DocksCredits: 5,000Build Time: 1:00Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: UnpackAbility Effect: Transforms into a Construction YardAbility Cooldown: None

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    Anti-Air: No

    Ability Name: Spider-Burrow / Leave BurrowAbility Effect: Toggles between normal behavior and diving into the ground toreduce damage and avoid crushingAbility Cooldown: 0:01

    --Tsunami Tank--is an anti-vehicle unit.

    Building: Mecha Bay, DocksCredits: 1,000Build Time: 0:10Requirements: Mecha Bay Upgrade / Docks Upgrade

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: NanodeflectorsAbility Effect: Reduces damage taken but cannot fire for 10 secondsAbility Cooldown: 0:30

    --Wave-Force Artillery--is a mobile artillery piece. It has a very long range but a long minimum range.

    Building: Mecha BayCredits: 1,800Build Time: 0:15Requirements: Mecha Bay Breakthrough

    Amphibious: No (land only)Flying: NoAnti-Ground: Yes

    Anti-Air: No

    Ability Name: Premature DischargeAbility Effect: Reduces aim time to fire a less powerful shotAbility Cooldown: 0:01

    --Yari Mini-Sub--is a swift, lightly-armed submarine.

    Building: DocksCredits: 800Build Time: 0:10

    Requirements: None

    Amphibious: No (water only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Last VoyageAbility Effect: The Yari rams its target and self-destructsAbility Cooldown: N/A (unit is lost after use)

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    --Yuriko Omega--is a commando. Yuriko attacks ground units by levitating them while reducingtheir health; she can only hurt one unit at a time but can keep severalhelpless in the air. She attacks air units by forcing them to crash, destroyingthem regardless of health. She shatters buildings with her mind.

    Building: Instant DojoCredits: 2,000Build Time: 0:30Requirements: Dojo Breakthrough

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: Yes

    Ability Name: Psychokinetic BurstAbility Effect: Devastates nearby hostile infantryAbility Cooldown: 0:30

    =======

    Soviets [FA030]=======

    The Soviets are capable in all areas, though their mobility and anti-air couldbe better. Their building method lacks both the freedom of the Empire and theability to pop up defenses of the Allies. Their tech method is excellent asthey enjoy universal coverage from only two buildings, one of which actuallydoes something useful.

    Buildings [FA031]---------

    Soviet buildings spawn a Conscript when sold or destroyed unless the building

    is on water (in which case it spawns nothing) or it is the Construction Yard,which spawns a Combat Engineer (whether it is on water or land).

    ---Airfield---produces Soviet air units. It has pads to house and rearm 4 MiG Fighters.

    Credits: 1,000Build Time: 0:30Power: 50Requirements: Super-ReactorAmphibious: YesBuilds: Twinblade

    MiG Fighter

    Kirov Airship

    --Barracks--produces Soviet infantry.

    Credits: 500Build Time: 0:10Power: 25Requirements: None

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    Amphibious: No (land only)Builds: War Bear

    ConscriptFlak TrooperCombat EngineerTesla TrooperNatasha

    --Battle Bunker--can garrison up to five infantry units.

    Credits: 500Build Time: 0:10Power: 0Requirements: NoneAmphibious: No (land only)Builds: Nothing

    --Battle Lab--is a prerequisite for several buildings and units.

    Credits: 3,000

    Build Time: 1:00Power: 75Requirements: Super-ReactorAmphibious: YesBuilds: Nothing

    --Construction Yard--is the central Soviet building, producing all other buildings except theOutpost and Battle Bunker. It also provides 50 power. It can pack up into anMCV.

    Credits: N/A (5,000 for MCV)

    Build Time: 0:02 (1:00 for MCV)Power: 0Requirements: NoneAmphibious: YesBuilds: Reactor

    BarracksOre RefineryWar FactoryNaval YardAirfieldSuper-ReactorBattle LabCrusher Crane

    Fortress WallSentry GunFlak CannonTesla CoilIron CurtainVacuum Imploder

    --Crusher Crane--is a support building which provides an extra build queue, repairs nearby

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    damaged vehicles, and can convert vehicles driven into it to credits.

    Credits: 1,500Build Time: 0:20Power: 50Requirements: NoneAmphibious: YesBuilds: Reactor

    BarracksOre RefineryWar FactoryNaval YardAirfieldSuper-ReactorBattle LabFortress WallSentry GunFlak CannonTesla CoilIron CurtainVacuum Imploder

    --Flak Cannon--

    is an anti-air defense turret.

    Credits: 800Build Time: 0:20Power: 25Requirements: ReactorAmphibious: YesBuilds: Nothing

    --Fortress Wall--Credits: 10 per segmentBuild Time: 0:05

    Power: 0Requirements: NoneAmphibious: No (land only)Builds: Nothing

    --Iron Curtain--kills all infantry and renders all vehicles and buildings in the target areainvulnerable for about twenty seconds. It has a 3-minute cooldown.

    Credits: 3,000Build Time: 0:30Power: 75

    Requirements: Super-ReactorAmphibious: YesBuilds: Nothing

    --Naval Yard--produces Soviet naval units.

    Credits: 1,000Build Time: 0:20

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    Build Time: 0:30Power: 0Requirements: Ore RefineryAmphibious: YesBuilds: Nothing

    --Tesla Coil--is a devastating anti-ground defense turret. Its firepower is increased iffriendly Tesla Troopers or Stingrays are nearby.

    Credits: 1,500Build Time: 0:30Power: 75Requirements: Super-ReactorAmphibious: YesBuilds: Nothing

    --Vacuum Imploder--destroys everything short of a Construction Yard in a large area. It has a6-minute cooldown.

    Credits: 5,000

    Build Time: 0:30Power: 75Requirements: Battle LabAmphibious: YesBuilds: Nothing

    --War Factory--produces Soviet land vehicles.

    Credits: 2,000Build Time: 0:20Power: 50

    Requirements: Ore RefineryAmphibious: No (land only)Builds: Ore Collector

    SputnikTerror DroneSickleBullfrogHammer TankV4 Rocket LauncherApocalypse TankMCV

    Units [FA032]-----

    --Akula Sub--is a sea-superiority submarine. Its Ultratorpedoes can hit friendlies.

    Building: Naval YardCredits: 1,800Build Time: 0:20Requirements: Super-Reactor

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    Amphibious: No (water only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: UltratorpedoesAbility Effect: Fires a pair of unusually powerful torpedoes in a straight lineAbility Cooldown: 1:00

    --Apocalypse Tank--has devastating firepower against all ground targets. It can also slowly crushvehicles and buildings.

    Building: War FactoryCredits: 2,000Build Time: 0:20Requirements: Battle Lab

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: M-Harpoon / Main GunsAbility Effect: Toggles between firing main cannon and dragging in vehicles ordragging itself to buildingsAbility Cooldown: None

    --Bullfrog--is an anti-air transport. It can carry up to five infantry units. It can fireits passengers to a distant location rather than simply unloading them.

    Building: War Factory, Naval YardCredits: 900

    Build Time: 0:10Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: NoAnti-Air: Yes

    Ability Name: Eject PassengersAbility Effect: Sends passengers to target location via man-cannon andparachuteAbility Cooldown: None

    --Combat Engineer--can take over neutral and enemy buildings or repair friendly buildings. Theunit is lost when it performs one of these functions. In Skirmish andMultiplayer, capturing an enemy building is a 3-second process, but in thesingle-player campaign it is instant. The Combat Engineer is armed with apistol.

    Building: BarracksCredits: 500

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    Credits: 300Build Time: 0:05Requirements: None

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: Yes

    Ability Name: Magnetic Mines / Flak CannonAbility Effect: Toggles between normal weaponry and thrown minesAbility Cooldown: None

    --Hammer Tank--is an anti-vehicle tank. It is moderately powerful against buildings and pooragainst infantry. If a unit is destroyed while a Hammer Tank is leeching it,the Hammer Tank adds that unit's weaponry to its own.

    Building: War FactoryCredits: 1,000Build Time: 0:10Requirements: Super-Reactor

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Leech-Beam / Main WeaponsAbility Effect: Toggles between firing main cannon and secondary weapon andleeching health and weapons from a targetAbility Cooldown: None

    --Kirov Airship--is a bomber with an infinite supply of powerful bombs. It is slow for an

    aircraft; its Gastroburners increase its speed but slowly reduce its health.

    Building: AirfieldCredits: 2,500Build Time: 0:25Requirements: Battle Lab

    Amphibious: NoFlying: YesAnti-Ground: YesAnti-Air: No

    Ability Name: Gastroburners / Propellers

    Ability Effect: Toggles between normal speed and increased speedAbility Cooldown: None

    --MCV--is the mobile form of the Construction Yard.

    Building: War Factory, Naval YardCredits: 5,000Build Time: 1:00

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    Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: UnpackAbility Effect: Transforms into Construction YardAbility Cooldown: None

    --MiG Fighter--is an air-superiority aircraft. It must return to its pad to rearm.

    Building: AirfieldCredits: 1,000Build Time: 0:10Requirements: None

    Amphibious: NoFlying: YesAnti-Ground: NoAnti-Air: Yes

    Ability Name: Return to BaseAbility Effect: Returns to its pad by the shortest routeAbility Cooldown: None

    --Natasha--is a commando. When attacking infantry, her sniper rifle can kill almost anyunit in one shot, including Tesla Troopers. When attacking vehicles andbuildings, she calls in an airstrike that destroys the target.

    Building: BarracksCredits: 2,000

    Build Time: 0:30Requirements: Battle Lab

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Pilot SnipeAbility Effect: Kills the driver of the target vehicle, disabling it until itis crewed by an infantry unitAbility Cooldown:

    --Ore Collector--harvests ore.

    Building: Ore Refinery, War Factory, Naval YardCredits: 1,400Build Time: 0:20Requirements: None

    Amphibious: Yes

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    Flying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: Reactive Armor / Cargo BayAbility Effect: Toggles between ore collection and being encased in armor thatreduces damage taken to a quarterAbility Cooldown: None

    --Sickle--is a highly mobile skirmish unit. It is especially effective against infantry.

    Building: War FactoryCredits: 900Build Time: 0:10Requirements: None

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Flea Jump

    Ability Effect: Leaps to target location, damaging units under itAbility Cooldown: 0:10

    --Sputnik--transforms into Outposts for expansions.

    Building: War Factory, Naval YardCredits: 1,200Build Time: 0:20Requirements: None

    Amphibious: Yes

    Flying: NoAnti-Ground: NoAnti-Air: No

    Ability Name: UnpackAbility Effect: Transforms unit into an OutpostAbility Cooldown: N/A (the unit is lost after unpacking)

    --Stingray--is an all-purpose attack vehicle. Its Tesla weaponry kills any unarmoredinfantry in one hit. Tesla Surge can only be used in water.

    Building: Naval YardCredits: 1,000Build Time: 0:10Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

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    Ability Name: Tesla SurgeAbility Effect: Damages all nearby hostilesAbility Cooldown: 1:00

    --Terror Drone--is a tiny, swift vehicle. It kills any infantry in one hit. It jumps intovehicles and slowly destroys them. It cannot attack buildings.

    Building: War FactoryCredits: 600Build Time: 0:05Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Electro-Stasis Ray / Dismantler ClawsAbility Effect: Switches between damaging weaponry and disabling a singletarget vehicleAbility Cooldown: None

    --Tesla Trooper--is an armored infantry unit with Tesla weapons that are decent against vehiclesand buildings and kill unarmored infantry in one hit.

    Building: BarracksCredits: 750Build Time: 0:10Requirements: Super-Reactor

    Amphibious: No (land only)Flying: NoAnti-Ground: Yes

    Anti-Air: No

    Ability Name: EM Disruptors / Tesla CoilgunsAbility Effect: Toggles between normal mode and immobilizing itself and nearbyvehiclesAbility Cooldown: 0:02

    --Twinblade--is a transport assault helicopter. It attacks with both machine guns and rockets. It can carry up to five infantry units or a single vehicle smaller than anMCV.

    Building: AirfieldCredits: 1,200Build Time: 0:15Requirements: None

    Amphibious: NoFlying: YesAnti-Ground: YesAnti-Air: No

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    Ability Name: Evacuate PassengersAbility Effect: Drops off its passengersAbility Cooldown: None

    --V4 Rocket Launcher--is a mobile artillery piece. It has a very long range but also a long minimumrange.

    Building: War FactoryCredits: 1,200Build Time: 0:15Requirements: Battle Lab

    Amphibious: No (land only)Flying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Multi-Warheads / Precision WarheadsAbility Effect: Toggles between single-target rockets and area-effect rocketsAbility Cooldown: None

    --War Bear--is a scout that can see through disguises and kill most infantry in one hit. Itcannot attack vehicles or Tesla Troopers.

    Building: BarracksCredits: 225Build Time: 0:02Requirements: None

    Amphibious: YesFlying: NoAnti-Ground: YesAnti-Air: No

    Ability Name: Amplified RoarAbility Effect: Stuns nearby enemy infantryAbility Cooldown: 1:00

    -------Credits [CR000]-------

    Thanks to "troytuhega20" for a secondary objective in Vorkuta.Thanks to "Merlins306" for a secondary objective in Mt. Rushmore.

    ---------------

    Version History [VH000]---------------

    1.0 - 11/23/08 - Initial Version1.1 - 12/05/08 - Updated for patch 1.05, added information1.2 - 3/10/09 - Updated for patch 1.08, added information1.3 - 4/22/09 - Corrected some inexplicable errors

    Email all questions and concerns to [email protected]

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