Command & Conquer - Red Alert 3 Command & Conquer: Red Alert 3 FAQ/Walkthrough by Baruraga Version 1.4 ----------------- Table of Contents ----------------- Campaign Walkthrough [CW000] Soviets 1: Leningrad [CW101] Soviets 2: Krasna-45 [CW102] Soviets 3: Vladivostok [CW103] Soviets 4: Geneva [CW104] Soviets 5: Mykonos [CW105] Soviets 6: Von Esling Airbase [CW106] Soviets 7: Mt. Fuji [CW107] Soviets 8: Easter Island [CW108] Soviets 9: New York City [CW109] Allies 1: Brighton Beach [CW201] Allies 2: Cannes [CW202] Allies 3: Heidelberg [CW203] Allies 4: Gibraltar [CW204] Allies 5: North Sea [CW205] Allies 6: Mt. Rushmore [CW206] Allies 7: Tokyo Harbor [CW207] Allies 8: Havana [CW208] Allies 9: Leningrad [CW209] Empire 1: Vorkuta [CW301] Empire 2: Stalingrad [CW302] Empire 3: Odessa [CW303] Empire 4: Pearl Harbor [CW304] Empire 5: Pacific Ocean [CW305] Empire 6: Santa Monica [CW306] Empire 7: Yokohama [CW307] Empire 8: Moscow [CW308] Empire 9: Amsterdam [CW309] Factions [FA000] Allies [FA010] Buildings [FA011] Units [FA012] Empire of the Rising Sun [FA020] Buildings [FA021] Units [FA022] Soviets [FA030] Buildings [FA031] Units [FA032] Credits [CR000] Version History [VH000] -------------------- Campaign Walkthrough [CW000] -------------------- There are many ways to complete the campaign missions and experimenting is part of the game's appeal. The methods detailed here definitely do work, but there is no reason to follow them slavishly. This walkthrough is based on playing Solo on Hard difficulty by a player of no great skill. This guide does not stress secondary objectives. It may not have a complete list since some need to be triggered, and it does not give advice on clearing them unless they make the mission easier or are trivial to complete. The PC version does not have achievements, after all. ======================== Soviets 1: Leningrad [CW101] The Shrike and the Thorn ======================== Starting Resources: 0 Starting Buildings: None Starting Units: Natasha Produceable Buildings: None Produceable Units: Conscript Flak Trooper Top-Secret Protocols: Magnetic Satellite Objective 1: Secure the Fortress Objective 2: Train 5 Flak Troopers Objective 3: Protect the Fortress Objective 4: Destroy the Battleships Secondary Objective 1: Save the Hermitage Walkthrough: This mission is essentially a tutorial, so follow the prompts. Kill the infantry 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 gate and takes out the Tankbusters outside it. After Kenji arrives, Tsunami Tanks and Striker-VXs start attacking from the southeast and southwest. Flak Troopers should prioritize Chopper-VXs since Natasha cannot call air strikes on those. When Conscripts become available for production, build 4-5 of those to kill the Tankbusters 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 on that 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 Tengu escorting each Battleship pair. Buy the Magnetic Satellite protocol when prompted and take out a pair of Battleships with it. ==================== Soviets 2: Krasna-45 [CW102] Circus of Treachery ==================== Starting Resources: 0 Starting Buildings: None Starting Units: Sickle (3) Produceable Buildings: None Produceable Units: None Top-Secret Protocols: Magnetic Satellite Orbital Drop Super-Magnetic Satellite Objective 1: Get Natasha to the K-45 Launch Facility Objective 2: Eliminate the Imperial Ambush Division Secondary Objective 1: Assist the Tesla Troopers Secondary Objective 2: Rescue the Tesla Troopers Walkthrough: Natasha belongs to the co-commander. The AI will keep her near your troops. March forward, jump over the river, and gun down the Imperial Warriors before they reach Natasha. Kill the Warriors straight ahead to free 4 War Bears. Kill Tankbusters to the northwest and southeast to free two pairs of Tesla Troopers. Head east to continue the mission. There are 3 Tsunami Tanks there already and Mecha Tengu show up when you attack. Use the Magnetic Satellite to suck up as many vehicles as you can and have the Tesla Troopers immobilize where possible. Clear out the Tankbusters and Shinobi behind the Tsunamis and proceed into the main circus area. There are groups of Imperial Warriors and a couple patrolling Striker-VXs, but the Strikers will transform and flee when you approach. Eradicate the Warriors and proceed to the launch facility. It is guarded by 2 Mecha Tengu, 2 Striker-VXs, and 4 Tsunami Tanks, so wait for the Super-Magnetic Satellite to recharge then take them out. The tents reveal an Instant Dojo, Instant Generator, Construction Yard, Yuriko Omega, and assorted escorts. March to the targets and kill the infantry while dodging balloon bombs. Get close enough to the buildings that Natasha attacks them. When you see Yuriko, concentrate fire on her (including Orbital Drop). ====================== Soviets 3: Vladivostok [CW103] Taking back Ice-Harbor ====================== Starting Resources: 10,000 Starting Buildings: None Starting Units: Bullfrog (3) Conscript (7) Flak Trooper (6) War Bear (2) Produceable Buildings: Barracks Flak Cannon Naval Yard Ore Refinery Reactor Sentry Gun Produceable Units: Bullfrog Conscript Engineer Flak Trooper Ore Collector Stingray War Bear Top-Secret Protocols: Magnetic Satellite Orbital Drop Orbital Dump Super-Magnetic Satellite Objective 1: Clear the Island of Enemy Forces Objective 2: Construct a Barracks and Naval Yard Objective 3: Destroy the Imperial Scout Base Objective 4: Destroy the Imperial Naval Base Objective 5: Destroy the Imperial Military Admin Secondary Objective 1: Set Up Base Defenses Secondary Objective 2: Destroy the Generators Walkthrough: The island is guarded by a few Imperial Warriors and Mecha Tengu along with 2 Defender-VXs. Drop your troops in the center of the island and take out the troops there, then destroy the Instant Generators. Dispatch all traces of the enemy 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 5 Stingrays to destroy the Tengu and finish cleansing the island. When your MCV arrives, unpack it on the north side of the island and build a Reactor and 2 Ore Refineries. Next build another Reactor, a Barracks, a Naval Yard, and a few turrets to defend your base. Spam Stingrays and build a few Engineers to be loaded in the Bullfrogs. When the map is expanded, sail your fleet east to take out the naval base. It is guarded by Defenders, so eject your Engineers to the Instant Generators. Capturing those cuts power to the Defenders, allowing you to destroy the base easily. Doing so liberates 2 Dreadnoughts 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 least the Dry Dock. Sail your fleet to the northwest part of the map and destroy the Mecha Tengu and 2 Shogun Battleships. Raze the Docks and Construction Yard so your Dreadnoughts can bombard land forces with impunity. There is a Barracks on the pier you can repair and use to build Engineers who can capture Imperial buildings 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 your bombardment proceeds. Destroy all the bases to receive the final objective. A force of Tsunamis and Chopper-VXs counterattacks your co-commander, but with the help of your turrets they should do little damage. Dreadnoughts can hit most of the Empire's defenses, clearing a path for your Stingrays to march in and dispatch the few remaining Warriors and Tsunamis. When the Admin comes under attack, a Nanoswarm Hive 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: 3,000 Starting Buildings: Construction Yard Naval Yard Ore Refinery (2) Reactor (2) Super-Reactor Starting Units: Stingray (2) Produceable Buildings: Barracks Battle Lab Flak Cannon Fortress Wall Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil War Factory Produceable Units: Bullfrog Conscript Combat Engineer Flak Trooper Ore Collector Sputnik Stingray War Bear Top-Secret Protocols: Cash Bounty Grinder Treads Magnetic Satellite Orbital Drop Orbital Dump Super-Magnetic Satellite Toxic Corrosion Objective 1: Destroy the Allied Supply Port Objective 2: Destroy the Allied Army Base Objective 3: Destroy the Allied Command HQ Objective 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 out the Dolphins. The Allies use the Chronosphere to teleport in an Aircraft Carrier and Assault Destroyer, so sink those (or, ideally, use the Magnetic Satellite). In response to the Chronosphere use, you are granted 4 Akula Subs and the ability to build more at the Naval Yard. Keep reinforcing the Stingrays and sail east. The naval base is defended by Dolphins, Riptide ACVs, and 2 Multigunner Turrets. Use the Akula Ultratorpedoes to wreck the turrets with minimal losses. Watch out for teleported reinforcements as you raze the naval base and the Allied Supply Port behind it. Build a Barracks in your co-commander's base and train Engineers to capture the banks 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 with Orbital Drop, but be careful not to hit the bank. With the Tower gone, march into the Allied base and neutralize it. Try to capture the Armor Facility and Construction Yard so you can put Ore Refineries here and build Guardian Tanks. The battlefield is expanded. Have your Akulas sail east and destroy the Seaport quickly. You are granted 2 V4 Rocket Launchers. If you captured the Allied army base, fortify it with Tesla Coils and build Ore Refineries. The Allies 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 bombardment range of the Spectrum Towers guarding the Allied HQ. Destroy them and raze the base. ================== Soviets 5: Mykonos [CW105] The Science of War ================== Starting Resources: 11,000 Starting Buildings: Airfield Construction Yard Naval Yard Ore Refinery (2) Reactor Super-Reactor Starting Units: None Produceable Buildings: Airfield Barracks Battle Lab Barracks Crusher Crane Flak Cannon Fortress Wall Naval Yard Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil War Factory Produceable Units: Akula Sub Bullfrog Combat Engineer Conscript Dreadnought Flak Trooper Hammer Tank MiG Fighter MCV Natasha Ore Collector Sickle Sputnik Stingray Tesla Trooper Twinblade V4 Rocket Launcher War Bear Top-Secret Protocols: Cash Bounty Grinder Treads Magnetic Satellite Orbital Drop Orbital Dump Super-Magnetic Satellite Toxic Corrosion Objective 1: Expand to the Islands Objective 2: Capture the Allied Science Facility Objective 3: Destroy the Allied Naval Base Objective 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 Tesla Coil near the beach leading into your base. Send to the Twinblades to the Tech Inhibitor's island and bomb the Seaport, then start attacking the Spectrum Towers. Retreat when Javelin Soldiers approach. Use Orbital Drop to help. When all the Spectrum Towers are gone, bring Stingrays to the island to kill the Javelins, then level the Tech Inhibitor. You can now build a Barracks and Combat Engineers as well as Bullfrogs, so use those to capture the Construction Yard and Ore Refinery on the Tech Inhibitor island. Build more Akulas and a few Dreadnoughts and use those to achieve naval superiority. Bombard the island bases as well and expand there (with the Allied MCV if you captured it). Continue building Twinblades and use them to destroy Seaports. Bombard the mainland base and expand there when it is gone. Take out the science facility's Multigunner Turrets with Dreadnoughts. Delay capturing the facility; build a War Factory on the ruins of the Allied Base and churn out Hammers, Sickles, and a couple V4s. Build Ore Refineries on the mainland to finance this. Capture the facility when you are ready. The Allies establish a new base north of the facility. It has Multigunner Turrets and cranks out Guardian Tanks, Riptide ACVs, Peacekeepers, Javelin Soldiers, and Vindicators, but starts out with little defense. Storm the base and eliminate some of the buildings immediately. If you raze it entirely, the mission ends right away regardless of the timer's status. Build MiGs and have them defend the science facility from Vindicators. ============================= Soviets 6: Von Esling Airbase [CW106] No Traitors Tomorrow ============================= Starting Resources: 3,000 Starting Buildings: Construction Yard Ore Refinery (2) Reactor (2) Super-Reactor Starting Units: Conscript (2) Flak Trooper War Bear (2) Produceable Buildings: Airfield Barracks Battle Lab Crusher Crane Flak Cannon Fortress Wall Iron Curtain Naval Yard Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil War Factory Produceable Units: Akula Sub Bullfrog Combat Engineer Conscript Dreadnought Flak Trooper Hammer Tank Kirov Airship MCV MiG Fighter Natasha Ore Collector Sickle Sputnik Stingray Tesla Trooper Twinblade V4 Rocket Launcher War Bear Top-Secret Protocols: Cash Bounty Grinder Treads Magnetic Satellite Magnetic Singularity Orbital Drop Orbital Dump Super-Magnetic Satellite Toxic Corrosion Ultra-Magnetic Satellite Objective 1: Destroy Both Allied Forward Bases Objective 2: Eliminate Krukov Objective 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 a large cash infusion you need to spend as quickly as possible. Build a Battle Lab, a couple Airfields, a couple Naval Yards, and the Iron Curtain. Build Flak Cannon at the northeast edge of your base. Build some MiGs and Bullfrogs, then Dreadnoughts and a few Akulas. Have the Dreadnoughts bombard the Airbases at the eastern Allied base, then the base, then the western base. Build 2 Sputniks and a Twinblade, then use those to expand to the former Allied bases. Sometime during 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 else as 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 Allied buildings and a Proton Collider. Push northeast with Akulas and destroy the Dolphins, then use Dreadnoughts to destroy the Collider and wreck the remaining 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: None Starting Units: Conscript Produceable Buildings: Airfield Barracks Battle Lab Crusher Crane Flak Cannon Fortress Wall Iron Curtain Naval Yard Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil War Factory Produceable Units: Akula Sub Apocalypse Tank Bullfrog Combat Engineer Conscript Dreadnought Flak Trooper Hammer Tank Kirov Airship MCV MiG Fighter Natasha Ore Collector Sickle Sputnik Stingray Tesla Trooper Twinblade V4 Rocket Launcher War Bear Top-Secret Protocols: Cash Bounty Desolator Airstrike Grinder Treads Magnetic Satellite Orbital Drop Orbital Dump Super-Magnetic Satellite Toxic Corrosion Ultra-Magnetic Satellite Objective 1: Create a Diversion Objective 2: Assassinate the Emperor Objective 3: Destroy Shinzo's Base Objective 4: Destroy Naomi's Base Objective 5: Destroy Kenji's Base Objective 6: Destroy the Emperor's Palace Objective 7: Kill the Emperor Secondary Objective 1: Destroy the Generators Secondary 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 shoot the diversionary barrel, back northwest, northeast to the garden, west to finish the job. Now you have 15,000 credits, 2 Apocalypse Tanks, a Construction Yard, and 2 Ore Refineries. Build a Reactor followed by a Super-Reactor. Put up an Airbase and a Tesla Coil. Produce 4 MiGs and begin spamming Twinblades. Build another Airfield and 4 more MiGs, then proceed Twinblade spamming there as well. Build a War Factory and a Sputnik to expand to the northwest mine. Build a Sentry Gun and Tesla Coil there when the Outpost is done. Have your Twinblades attack the Defender-VXs in Shinzo's base while the MiGs escort them. Build a Crusher Crane and retreat your aircraft there when they take heavy damage. Keep defending your base and attacking Shinzo's while your Twinblade count rises. It soon 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 still has nothing that can stop a Twinblade swarm. Build more Airfields to keep production even with income. Fly to the northeast and northwest to complete the bonus objectives if you wish, then destroy the palace. The Emperor confronts you in his modified King Oni, but is helpless against Twinblades. ======================== Soviets 8: Easter Island [CW108] The Stone-Faced Witness ======================== Starting Resources: 10,000 Starting Buildings: Construction Yard Starting Units: None Produceable Buildings: Airfield Barracks Battle Lab Crusher Crane Flak Cannon Fortress Wall Iron Curtain Naval Yard Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil War Factory Produceable Units: Akula Sub Apocalypse Tank Bullfrog Combat Engineer Conscript Dreadnought Flak Trooper Hammer Tank Kirov Airship MCV MiG Fighter Natasha Ore Collector Sickle Sputnik Stingray Tesla Trooper Twinblade V4 Rocket Launcher War Bear Top-Secret Protocols: Cash Bounty Desolator Airstrike Desolator Dual-Airstrike Grinder Treads Magnetic Satellite Magnetic Singularity Orbital Drop Orbital Dump Super-Magnetic Satellite Toxic Corrosion Ultra-Magnetic Satellite Objective 1: Destroy the Allied Emissary and his Escort Objective 2: Stop the Allied Counter-Offensive Objective 3: Destroy the Vacuum Imploder Before It Fires Objective 4: Destroy the Premier's Volcano Fortress Walkthrough: Build a Reactor and a Crusher Crane. Erect 2 Ore Refineries first and a Super-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 to the naval ore mine. Build five or so Akula Subs and spam Twinblades. When the order to attack comes, use Magnetic Satellite on the Allied Assault Destroyers and Hydrofoils while Twinblades attack the Aircraft Carrier. Start building MiGs and a few more Akulas. The battlefield expands to reveal an Allied base to the west. Send all Akulas there immediately to take out the naval defenses and destroy the Seaports and Airbases around the island. Defend your base against the initial Allied offensive with MiGs and Twinblades, then send the helicopters to destroy the land-based buildings on the island. Build a second Airbase and fill it with MiGs before spamming Twinblades from it as well. Expand to the island with your MCV. Crush the initial push of Apocalypse Tanks and infantry with Twinblades. Fly around east then north to assault the Crusher Crane, Naval Yards, and Super-Reactor there. Use Orbital Drop or Dump to damage the 2 Flak Cannon on the east side of the Vacuum Imploder, then have Twinblades finish 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 a little-defended base with a Barracks and War Factory on the west side to destroy. 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 fortress buildings. ======================== Soviets 9: New York City [CW109] Blight on the Big Apple ======================== Starting Resources: 0 Starting Buildings: None Starting Units: Terror Drone (8) Produceable Buildings: Airfield Barracks Battle Lab Crusher Crane Flak Cannon Fortress Wall Iron Curtain Naval Yard Ore Refinery Reactor Sentry Gun Super-Reactor Tesla Coil Vacuum Imploder War Factory Produceable Units: Akula Sub Apocalypse Tank Bullfrog Combat Engineer Conscript Dreadnought Flak Trooper Hammer Tank Kirov Airship MCV MiG Fighter Natasha Ore Collector Sickle Sputnik Stingray Terror Drone Tesla Trooper Twinblade V4 Rocket Launcher War Bear Top-Secret Protocols: Cash Bounty Desolator Airstrike Desolator Delta-Airstrike Desolator Dual-Airstrike Grinder Treads Magnetic Satellite Magnetic Singularity Mass Production Orbital Downpour Orbital Drop Orbital Dump Super-Magnetic Satellite Terror Drone Surprise Toxic Corrosion Ultra-Magnetic Satellite Objective 1: Eliminate Ft. Bradley's Prospectors Objective 2: Destroy Ft. Bradley Objective 3: Destroy the Statue of Liberty Secondary Objective 1: Eliminate Agent Tanya Secondary 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 and Prospectors. You now have 4 Tesla Tanks (which you can use in this mission only, barring mods), 2 Kirov Airships, and 4 Twinblades in addition to the remaining Terror Drones. Head into the Allied Base. Use Terror Drones to kill infantry and IFVs. Destroy the Athena Cannon as quickly as possible. Send the Kirovs and Twinblades to the far east side of the map while the Tesla Tanks finish off the base. You receive 10,000 credits and a base on the east side with a Construction Yard, 2 Ore Refineries, and 2 Reactors. Fly the aircraft there while getting a Flak Cannon in your base. Build a Crusher Crane. Next build a Barracks and an Airfield along with a Sentry Gun on the southeast side and a Tesla Coil on the northeast. Train a couple Conscripts and garrison the nearest building. Put a couple War Bears in your base as well. Fill the Airfield with MiGs and start building Kirovs. Put up another Airfield and get MiGs. Select the Magnetic Satellite and use it when you see an opportunity, probably to help your co-commander. Select Orbital Drop when available. After amassing 4 Kirovs, send them northeast with a full MiG escort. Group up at a point directly southeast of 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. Send MiGs just in front to down Apollos and absorb damage. Use Orbital Drop or Dump on the Statue as well. ======================== Allies 1: Brighton Beach [CW201] Ride of the Red Menace ======================== Starting Resources: 0 Starting Buildings: None Starting Units: Attack Dog (2) Peacekeeper (4) Produceable Buildings: Armor Facility Boot Camp Multigunner Turret Ore Refinery Power Plant Produceable Units: Attack Dog Engineer Javelin Soldier Multigunner IFV Peacekeeper Top-Secret Protocols: Cryoshot Objective 1: Eliminate the Soviets in Brighton Objective 2: Hold Out Against the Incoming Soviets Objective 3: Repel the Soviet Navy Objective 4: Eliminate the Remaining Soviets Secondary Objective 1: Garrison Four Civilian Structures Secondary Objective 2: Capture the Hospital Secondary Objective 3: Repair the Coastal Guns Secondary Objective 4: Train 5 Javelin Soldiers Secondary Objective 5: Build 5 Multigunner IFVs Walkthrough: The map is littered with War Bears and Conscripts, but they are no match for veteran Peacekeepers. March northeast to kill some Bears and get 2 more Peacekeepers, then go southeast for a similar situation. Kill all the hostiles. You are given a Construction Yard, Ore Refinery, 2 Power Plants, a Boot Camp, and 500 credits. Train an Engineer and more Peacekeepers. Garrison the highlighted buildings when prompted. Have the Engineer capture the Hospital and train 2-4 more. When the timer expires, Conscripts parachute in front of the garrisoned buildings, and another group follows up soon after. Annihilate them. After the cutscene, send the Engineers you have to the coastal guns. Instruct the co-commander to repair those on his side if you do not have 4 Engineers. When Javelin Soldiers become available, start training them. Build as many as you can afford, not just 5. The Soviet Navy attacks with Bears, Conscripts, and Stingrays, so take the infantry with your Peacekeepers and the ships with your Javelins. For the last wave, you are cleared to build and Armor Facility, Multigunner IFVs, and Multigunner Turrets. If you do build IFVs, load them with Javelins. When the Soviets attack, ignore the Dreadnoughts and use Javelin Soldiers (and IFVs if applicable) to down the Kirov Airships. ======================= Allies 2: Cannes [CW202] The Shark and the Lure ======================= Starting Resources: 7,000 Starting Buildings: Boot Camp Command Hub Power Plant Starting Units: Spy (3) Tanya Produceable Buildings: Armor Facility Boot Camp Ore Refinery Power Plant Produceable Units: Guardian Tank MCV Multigunner IFV Prospector Riptide ACV Spy Tanya Top-Secret Protocols: Cryoshot Objective 1: Get Spies into the Port Buildings Objective 2: Save the Allied Leaders Objective 3: Get Tanya into the Port Authority Building Objective 4: Sink the Soviet Dreadnoughts Objective 5: Wipe Out the Soviet Base Secondary Objective 1: Neutralize the Defenses Guarding the Vindicators Walkthrough: The co-commander will save the Allied leaders. Train a fourth Spy. Send Tanya to the far southeast island to destroy the Reactors; this gives you the Airbase and 4 Vindicators. Use the Vindicators to destroy the Tesla Coils guarding the port buildings, then start bombing the Dreadnoughts. When the Coils are gone, Tesla can easily dispatch the War Bears and Conscripts on the islands as well as the Reactors and Barracks. Send the Spies to their stations when the way is clear and have Tanya follow suit. You are assigned an MCV, an Ore Refinery and an Armor Facility. Build another Armor Facility and spam Guardians. Finish bombing the Dreadnoughts, then roll over the Soviets with tanks. ===================== Allies 3: Heidelberg [CW203] The Famous Liberation ===================== Starting Resources: 5,000 Starting Buildings: None Starting Units: Hydrofoil (4) Produceable Buildings: Airbase Armor Facility Boot Camp Fortress Wall Multigunner Turret Ore Refinery Power Plant Produceable Units: Attack Dog Engineer Guardian Tank Javelin Soldier MCV Multigunner IFV Peacekeeper Riptide ACV Spy Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoshot Surveillance Sweep Objective 1: Escort the MCVs Objective 2: Destroy the Iron Curtain Objective 3: Destroy the Four Super-Reactors Objective 4: Destroy the Soviet Headquarters Secondary Objective 1: Assist Agent Tanya Walkthrough: Sail northwest and destroy the 4 Twinblades guarding the first beach. Continue and switch 2 Hydrofoils to weapon jamming, then jam the Tesla Coils guarding the second beach. You now have 2 Riptides, 2 Dogs, 4 Peacekeepers, 4 Javelin Soldiers, and a Construction Yard. Build a Power Plant and 2 Ore Refineries. Build another Power Plant and an Airbase, then order up 4 Vindicators. Purchase Advanced Aeronautics and start bombing the base north of you when the first Vindicator finishes. Garrison some of the northern buildings with Peacekeepers and Javelin Soldiers. Bomb the enemy Barracks and the Super-Reactor, then keep bombing farther and farther away. Build a Boot Camp and a few Peacekeepers so they and the Riptides can push forward and kill Flak Troopers. Build another Airbase and more Vindicators. Destroy the 2 Super-Reactors on your side of the base. Erect an Armor Facility and get Heightened Clearance so you can build a few Guardians to defend your base, then start bombing the Barracks, War Factory, and Construction Yard holding Tanya. Build more Airbases when you can afford it. Destroy the Iron Curtain. The battlefield expands and the enemy now has Apocalypse Tanks, but you can simply bomb the HQ without engaging them. =================== Allies 4: Gibraltar [CW204] Enemy of Our Enemy =================== Starting Resources: 10,000 Starting Buildings: None Starting Units: Tanya Produceable Buildings: Airbase Armor Facility Boot Camp Fortress Wall Multigunner Turret Ore Refinery Power Plant Seaport Produceable Units: Assault Destroyer Attack Dog Cryocopter Dolphin Engineer Guardian Tank Hydrofoil Javelin MCV Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryoshot Surgical Strike Surveillance Sweep Objective 1: Destroy the Hangars Objective 2: Recover the Assault Destroyers Objective 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 kill the numerous Imperial Warriors. Use the Timebelt liberally. Continue northwest and slaughter more Imperial Warriors and Tankbusters. A few Tsunami Tanks come up the road behind them. Head up the mountain to destroy the King Oni, then return. March northwest and let Natasha call an air strike on the garrisoned building. Enter a building northwest of that and kill infantry, but exit before Tankbusters level it. Finish off the hostiles and destroy the Instant Dojo. Proceed northwest and shoot the landed Sky Tengu to clear the runways. Polish off the few remaining Tankbusters and raze the base. You now have a Construction Yard. Use Tanya to defend the base while you put up a Power Plant and 2 Ore Refineries. You soon receive reinforcements of 3 Cryocopters. Build an Airbase and another Power Plant, and place a Multigunner Turret on the northwest side of your base as well. Produce Vindicators and move your Construction Yard closer to the sea. Build a Seaport and get out a few Hydrofoils. Bomb the Docks to the west while Hydrofoils take out Sky Tengu and Cryocopters freeze and shrink Tsunamis for the convenience of your co-commander. Build another Airbase with Vindicators and bomb the 4 Defenders guarding the Assault Destroyers after your co-commander attacks, putting the turrets in anti-ground mode. You now have Assault Destroyers and can build there. Take out the base there and expand. There is another ore mine east of the former base guarded by 2 King Oni, which you can bomb safely. Expand there as well. Build Assault Destroyers, replace any lost Cryocopters, and make sure you have a few Hydrofoils set to weapon jamming. An Imperial force soon attacks from the south and attempts to establish a base. It has Yari Mini-Subs, Naginata Cruisers, and Shogun Battleships, so shrink, freeze, and jam as many ships as possible while bombing them. After crushing this attack, a swarm of Tsunamis will probably come from the north, so dispatch it similarly. Reinforce your army and build another Multigunner Turret or two to defend your base. Bomb the Docks in the north. Once those are destroyed, move your Assault Destroyers with Cryocopter support onto the mainland and advance into the eastern side of the Imperial base. The Mecha Bays there churn out Tsunamis. Assign one Cryocopter to freeze the closest Bay while the rest of your force fights off the Tsunamis. Shatter the Bay when it is frozen and continue to the next. Use Vindicators to bomb the Defender-VXs and Cryoblast the Striker-VXs. Once the Mecha Bays are gone, eliminate the Construction Yard. ========================= Allies 5: North Sea [CW205] The Unfathomable Fortress ========================= Starting Resources: 0 Starting Buildings: None Starting Units: Dolphin (4) Hydrofoil (4) Produceable Buildings: Airbase Armor Facility Boot Camp Fortress Wall Multigunner Turret Ore Refinery Power Plant Seaport Produceable Units: Aircraft Carrier Apollo Fighter Assault Destroyer Attack Dog Century Bomber Cryocopter Dolphin Engineer Guardian Tank Hydrofoil Javelin MCV Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryoshot Surgical Strike Surveillance Sweep Time Bomb Objective 1: Protect the Salvage Ship Objective 2: Destroy the First Radar Ship Objective 3: Destroy the Second Radar Ship Objective 4: Capture Both Fortress Power Cores Secondary Objective 1: Destroy the Generators Secondary Objective 2: Capture the Generators Walkthrough: Naginatas and Chopper-VXs attack alternately. Switch 2 Hydrofoils to weapon jamming and wipe out all comers. You now have 4 Spies while your co-commander has Natasha. Use the Imperial Warrior to the north for a disguise. Send one Spy to infiltrate the first Instant Generator and wait for Natasha to destroy it. Do the same for the second and third Generators. Finally, order Natasha to call an air strike on the Imperial Radar Ship. For the second ship, you have Tanya and your co-commander has 4 Combat Engineers. 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 to the Generator east of that, then to the final Generator. Destroy the Imperial Radar Ship. You receive 10,000 credits, a Construction Yard, and 2 Ore Refineries. Build a Power Plant. Float an Airbase and start filling it with Vindicators, then a second Airbase, then a third. Select Advanced Aeronautics. As soon as you have 2 Vindicators, start bombing the Defenders guarding the naval ore mines, then the Ore Collectors. Keep sending Vindicators out in pairs against the Defenders guarding 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 head for your base. Bomb the Naginatas. Bomb everything. Meanwhile, erect a Multigunner 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. Place the Command Hub somewhere that allows you to build a Barracks on land and train Engineers to capture the Oil Derricks. Tech to Max Clearance and build a few Aircraft Carriers when they become available. Produce more Hydrofoils to escort your Carriers and start bombarding the fortress. Eliminate all hostile presence between you and the Power Cores. Load Engineers on 2 Riptides and send them to the targets. The Power Cores do not stay captured permanently, so move the 2 Engineers in simultaneously. ====================== Allies 6: Mt. Rushmore [CW206] A Monument to Madness ====================== Starting Resources: 0 Starting Buildings: None Starting Units: Tanya Produceable Buildings: Airbase Armor Facility Boot Camp Defense Bureau Fortress Wall Multigunner Turret Ore Refinery Power Plant Spectrum Tower Produceable Units: Apollo Fighter Attack Dog Century Bomber Cryocopter Engineer Guardian Tank Javelin MCV Mirage Tank Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryoshot High Technology Paratroop Team Surveillance Sweep Objective 1: Destroy the Com Tower Objective 2: Destroy the Rushmore Firebase Objective 3: Eliminate the President of the United States Secondary Objective 1: Destroy the Power Plant Secondary Objective 2: Capture the Boot Camp Secondary Objective 3: Capture the Jefferson Head Control Center Secondary Objective 4: Capture the Lincoln Head Control Center Secondary Objective 5: Capture the Washington Head Control Center Walkthrough: You control Tanya while your co-commander had 3 Spies and 3 Engineers. Move north and kill all the dogs. Order the co-commander to infiltrate the Power Plant. Destroy the Multigunner Turret while it is unpowered and kill the Peacekeepers. Destroy the Power Plant and order the co-commander to capture the Boot 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, a Barracks, and an Ore Refinery. Train an Engineer to capture the Oil Derrick and several Javelin Soldiers to garrison nearby buildings. Build another Power Plant, an Airbase, and a couple Multigunner Turrets on the north side of your base. Train a couple Vindicators and 3 Engineers while buying Heightened Clearance and Max Clearance. Have the Vindicators start bombing the Spectrum Tower guarding the west ramp into the enemy base, followed by the Multigunner Turrets inside. Issue Take Position orders to your co-commander to prevent him from sending his forces on suicide missions against Spectrum Towers. Build Centuries when available and have them carry Engineers along the edges of the map to the 3 control buildings. Capture those buildings. Build another Airbase and train some Apollo Fighters. Get an Armor Facility as well. When you are granted Mirage Tank reinforcements, send them up the western ramp while escorted by Apollos and assisted by bombers to destroy all the Power Plants. After cutting power to the base defenses, destroy the enemy production buildings and raze the Firebase. Bomb the President's Limo. ====================== Allies 7: Tokyo Harbor [CW207] Forever Sets the Sun ====================== Starting Resources: 12,000 Starting Buildings: Airbase (2) Armor Facility Boot Camp (2) Construction Yard Ore Refinery Power Plant (4) Seaport Starting Units: None Produceable Buildings: Airbase Armor Facility Boot Camp Chronosphere Defense Bureau Fortress Wall Multigunner Turret Ore Refinery Power Plant Seaport Spectrum Tower Produceable Units: Aircraft Carrier Apollo Fighter Assault Destroyer Athena Cannon Attack Dog Century Bomber Cryocopter Dolphin Engineer Guardian Tank Hydrofoil Javelin MCV Mirage Tank Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryoshot High Technology Paratroop Team Surgical Strike Surveillance Sweep Time Bomb Objective 1: Hold out for Soviet Reinforcements Objective 2: Transport an MCV Across the Harbor Objective 3: Take Out the Imperial Military Objective 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 to laser guidance and take out the nanocores coming from the northeast. Select Advanced Aeronautics and have the Vindicators start bombing the Defender-VXs and 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. This section ends when the timer expires or you destroy the blockade. You are left with your Construction Yard and some surviving ground forces. Pack up the Yard and use the Chronosphere you are sent to teleport the MCV and as many tanks as you can fit across to the designated area on the mainland. You receive 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 destroy the superweapon farm, then return to base. Meanwhile, get up Ore Refineries, an Armor Facility, another Airbase, and a couple Multigunner Turrets. Build more Mirages and push into the base directly southwest. Expand there when it is gone. Begin constructing Century Bombers and attack vulnerable production buildings 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 Mecha Bay and Dojo there. At this point the Empire cannot stop you from bombing all the critical targets, so build your Century count and do so. When Prince Tatsu brings in his fleet and his Shogun Battleships start bombarding your co-commander, use the Chronosphere to teleport them onto land. =================== Allies 8: Havana [CW208] The Great Bear Trap =================== Starting Resources: 5,000 Starting Buildings: None Starting Units: Attack Dog (2) Spy (2) Produceable Buildings: Airbase Armor Facility Boot Camp Defense Bureau Fortress Wall Multigunner Turret Ore Refinery Power Plant Seaport Spectrum Tower Produceable Units: Aircraft Carrier Apollo Fighter Assault Destroyer Athena Cannon Attack Dog Century Bomber Cryocopter Dolphin Engineer Guardian Tank Hydrofoil Javelin MCV Mirage Tank Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryogeddon Cryoshot Deluxe Time Bomb High Technology Free Trade Paratroop Platoon Paratroop Squad Paratroop Team Surgical Strike Surveillance Sweep Time Bomb Objective 1: Investigate Havana for Soviet Activity Objective 2: Locate a Soviet Base Objective 3: Destroy the Soviet Base Objective 4: Destroy the Kirov Launch Facilities Objective 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 bribe forces 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. Make your way to the base and destroy it. You receive 5,000 credits, a Construction Yard, 2 Ore Refineries, and 2 Power Plants. Move your remaining ground forces to the northwest of the stadium near them and destroy it. Build an Armor Facility and an Airbase. Build a few Riptides to defend your base against infantry coming from the northwest. Build Apollos 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 northern base, then raze production buildings. The Airfields are especially important as the enemy will accumulate MiGs and Twinblades. Keep an eye out for Kirovs and shoot them down with Apollos as necessary. Build 2 more Airbases; fill one with Apollos and the other with Century Bombers. Bomb all the launching pads and keep downing enemy aircraft. ============================== Allies 9: Leningrad [CW209] The Moon Shall Never Have Them ============================== Starting Resources: None Starting Buildings: None Starting Units: MCV Produceable Buildings: Airbase Armor Facility Boot Camp Chronosphere Defense Bureau Fortress Wall Multigunner Turret Ore Refinery Power Plant Proton Collider Seaport Spectrum Tower Produceable Units: Aircraft Carrier Apollo Fighter Assault Destroyer Athena Cannon Attack Dog Century Bomber Cryocopter Dolphin Engineer Guardian Tank Hydrofoil Javelin MCV Mirage Tank Multigunner IFV Peacekeeper Prospector Riptide ACV Spy Tanya Vindicator Top-Secret Protocols: Advanced Aeronautics Cryoblast Cryogeddon Cryoshot Deluxe Time Bomb High Technology Free Trade Paratroop Platoon Paratroop Squad Paratroop Team Supreme Time Bomb Surgical Strike Surveillance Sweep Time Bomb Objective 1: Unpack MCV 1 at Chrono Drop Zone 1 Objective 2: Unpack MCV 2 at Chrono Drop Zone 2 Objective 3: Clear the Plateau of Soviets Objective 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 the Hammer 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 the nearby Oil Derricks. Fill the Airbase with Apollos and send them across the river. Try to get Soviet forces to follow them so your Mirages can tear them apart on the bridge. Produce a Riptide and fill it with Engineers, then make 6 or so Multigunner IFVs. Purchase Heightened Clearance and start building Guardians as well as more IFVs. After you have dragged the bulk of the Soviet armor across the bridge to destruction, head into the enemy base. Capture the War 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 followed by a Proton Collider. March north when you have many IFVs and 1 or 2 Airbases full of Apollos. Use the Iron Curtain on your Mirages and Guardians to take out the tanks and Airfields quickly while your IFVs and Apollos shoot down Twinblades. Capture the Iron Curtain and sell it or the one you already have. Employ the Iron Curtain to prevent damage while you destroy the garrisoned buildings around the easternmost Iron Curtain, then capture and sell it. Tech up to Max Clearance. When Krukov brags about his new Vacuum Imploder, he gives you vision of a spot between it and his Iron Curtain. Teleport a Riptide loaded with Engineers to capture and sell them both as well as anything else you can manage. Assist your co-commander destroy any remaining Iron Curtains with your Proton Collider, Surgical Strikes, Supreme Time Bombs, and some Century Bombers if necessary. Gather your ground forces and put Tanya in a Riptide or IFV. When the last Curtain falls, send this force next to the shuttle pad via Chronosphere, unload Tanya, and destroy the shuttle. ========================= Empire 1: Vorkuta [CW301] The Death of Father Frost ========================= Starting Resources: 0 Starting Buildings: None Starting Units: Imperial Warrior (5) Sudden Transport Produceable Buildings: None Produceable Units: None Top-Secret Protocols: None Objective 1: Destroy the Reactors Objective 2: Destroy the Statues around the Square Objective 3: Bring Down the Tesla Coils Objective 4: Destroy the Soviet Navy at Harbor Secondary Objective 1: Destroy All of the Barracks Secondary Objective 2: Capture the Hospital Walkthrough: Disguise your Sudden Transport as a Bullfrog and head towards the western reactor. If your co-commander is AI, he will unload his Tankbusters near the first Conscript guarding the shore, so unload your Warriors and kill the Conscripts first. Escort the Tankbusters to the Reactor. Once it is gone, head to the eastern Reactor and use the Final Squadron X you are granted for destroying Reactors to level it. You receive another Sudden Transport and 5 Tankbusters as reinforcements. The city is filled with Conscripts, Tesla Troopers, and a Hammer Tank, none of which can challenge your forces. If you approach the bridge at the north side of the map, you get 5 Shinobi. Approaching the Hospital between the southern monuments activates the second bonus objective; you receive a Sudden Transport loaded with 2 Engineers to accomplish it. Destroy all the targets. Soon after the third objective is assigned, the fog of war over the docks area lifts. This allows you to use Final Squadrons on all 3 Reactors powering the Tesla 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: 8,000 Starting Buildings: None Starting Units: Mecha Tengu (4) MCV Produceable Buildings: Defender-VX Fortress Wall Instant Dojo Instant Generator Mecha Bay Ore Refinery Produceable Units: Burst Drone Engineer Imperial Warrior Mecha Tengu Ore Collector Shinobi Sudden Transport Tankbuster Tsunami Tank Top-Secret Protocols: Emperor's Rage Final Squadron Objective 1: Establish a Base Objective 2: Destroy the Mother Russia Statue Objective 3: Defend the Transports Secondary Objective 1: Destroy All Soviet Monuments Walkthrough: Move east and kill the Flak Troopers. Switch to Sky Tengu and fly east to shoot down the Twinblades. Revert to Mecha Tengu and wipe out the Conscripts. Unpack your MCV in the designated area. Set up an Instant Generator and 2 Ore Refineries. Build another Generator, a Mecha Bay, and a Dojo. Begin spamming Mecha Tengu. Train an Engineer and a few Tankbusters. Move your Mecha Tengu west to clear a path while the Engineer capture the Oil Derrick and the Tankbusters wreck the monument. Return the Tengu and Tankbusters to base to regroup before pushing north. Clear a path to the ore mine and expand there. Fortify the mine with a Defender. Head northeast and destroy the monuments with Tankbusters while the Tengu pick up all the cash crates. Tech up the Mecha Bay and start building Tsunami Tanks. Convert four or so Tengu to Sky mode because of upcoming Twinblades and push to the Soviet base. When you reach the triple Sentry Guns, bring up Tsunamis and activate Emperor's Rage on them to break through. Take the base apart and continue reinforcing. Build another Mecha Bay to keep up production. Do not destroy the Mother Russia statue right away. Instead, continue increasing the army and spread 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 Tanks first, then Bullfrogs loaded with troops, then Twinblades. The mission ends when all the Transports exit. Transports sometimes get stuck on units in the river, so move your amphibious units out of the way when required. ================================= Empire 3: Odessa [CW303] Behold the Mighty Saint of Swords ================================= Starting Resources: 0 Starting Buildings: None Starting Units: Chopper-VX (4) Produceable Buildings: None Produceable Units: None Top-Secret Protocols: Emperor's Rage Final Squadron Point-Defense Drones Objective 1: Escort the Transports Objective 2: Destroy the Artillery Bases Objective 3: Destroy the Soviet Bases Secondary Objective 1: Destroy the Landmarks Walkthrough: Immediately fly to the nearest group of Stingrays and start bombing them. Take out the nearest 4 Stingrays and send one Chopper to get the next pair, after which 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, sinking Akulas. When you are about halfway across the sea, have the lone Chopper land on the platform and send another to join it. After destroying the westernmost Akula, have them land on the platform as well. Twinblades come in to destroy the transports. This section is incredibly time-sensitive and may take several tries to get the Akula positions and timing down. 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 destroy the giant artillery pieces quickly. Using Hold Fire Stance is helpful so the Executioner does not destroy the Stingrays and Tesla Troopers attacking it; their Tesla weapons recharge the Executioner's health faster than Twinblades can reduce it. ============================ Empire 4: Pearl Harbor [CW304] Graveyard of a Foolish Fleet ============================ Starting Resources: 1,000 Starting Buildings: Construction Yard Defender-VX (2) Docks Instant Dojo Instant Generator (5) Mecha Bay Nanotech Mainframe Ore Refinery (2) Starting Units: Defender Core (5) Engineer (2) Imperial Warrior (2) Mecha Tengu (2) Striker-VX (2) Tankbuster Tsunami Tank (2) Yari Mini-Sub (2) Produceable Buildings: Defender-VX Docks Fortress Wall Instant Dojo Instant Generator Mecha Bay Nanoswarm Hive Ore Refinery Produceable Units: Burst Drone Engineer Imperial Warrior Mecha Tengu Ore Collector Naginata Cruiser Shinobi Sudden Transport Striker-VX Tankbuster Tsunami Tank Yari Mini-Sub Top-Secret Protocols: Emperor's Rage Emperor's Revenge Final Squadron Honorable Discharge Point-Defense Drones Objective 1: Defend Pearl Harbor Objective 2: Destroy the Allies' Assault Base Secondary Objective 1: Capture the Long Range Radar Towers Secondary Objective 2: Defend the Long Range Radars Walkthrough: Capture the Radar Towers. Build a few extra Mecha Tengu and Striker-VXs and spread them around the map. Set up the Defender Cores at the inlet. Build a Sudden Transport and put an Engineer in it. Start spamming Yaris. When the Allies 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 some of its navy nearby it. Use your Yaris to back up the Defenders against the initial Hydrofoil and Dolphin push. Afterward, push forward and have the Yaris (with help from Final Squadron) destroy a Seaport or three and retreat. The enemy begins airdropping forces, so be ready with Striker/Choppers and Tengu to take out small detachments around the harbor. Reinforce your Yaris and sink more buildings when it seems feasible. When you receive a flotilla of Naginatas and the ability to build more, push in and take out any remaining Seaports and the Construction Yard which are out of the range of the Spectrum Towers and Multigunner Turrets. Withdraw and build up your anti-air, both Tengu and Strikers, and defend until the timer expires. The fleet arrives with several Naginatas and Yaris along with 5 Shogun Battleships. Combine this force with your existing navy and crush the Allies. ============================= Empire 5: Pacific Ocean [CW305] Assault on the Black Tortoise ============================= Starting Resources: 0 Starting Buildings: None Starting Units: Naginata Cruiser (5) Shogun Battleship (2) Produceable Buildings: Defender-VX Docks Fortress Wall Instant Dojo Instant Generator Mecha Bay Nanoswarm Hive Ore Refinery Produceable Units: Burst Drone Engineer Imperial Warrior Mecha Tengu Naginata Cruiser Ore Collector Rocket Angel Sea Wing Shinobi Shogun Battleship Sudden Transport Striker-VX Tankbuster Tsunami Tank Yari Mini-Sub Top-Secret Protocols: Emperor's Rage Emperor's Revenge Final Squadron Final Squadron X Fortified Fleet Honorable Discharge Point-Defense Drones Objective 1: Stop the Allied MCVs Objective 2: Repair the Fortress Power Cores Objective 3: Protect the Fortress Power Cores Objective 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 your own. They are more useful in whip mode for now. When the fleet of Assault Destroyers and Riptides accompanied by Cryocopters comes in, make sure to down the Cryocopters first and use the Naginata special ability when it will not hit friendlies. You lose your Naginatas and Shoguns but gain Engineers, Sky Wings, and 5,000 credits. Rush the Engineers toward the Power Cores. Swiftly fly the Sky Wings and Rocket Angels to the hostiles and kill them. Ideally, the Angels take on Riptides while the Sky Wings handle infantry. If you lose your Engineers, you get 4 more. You now have an Instant Dojo, Mecha Bay, Docks, and 2 Ore Refineries. Start building 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 one soon arrive as well. Unpack the MCV, Generator, and Mainframe where they are and send the Refinery Core to an open spot on the fortress. Sail on the westernmost Allied base immediately. Have the Shoguns fire on the Multigunner Turrets and use the Naginata spread torpedoes on the Assault Destroyers while Sea Wings wreck the Cryocopters. Flatten the base and expand there while building 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: 10,000 Starting Buildings: None Starting Units: Wave-Force Tricannon (2) Produceable Buildings: Defender-VX Docks Instant Dojo Instant Generator Fortress Wall Mecha Bay Nanoswarm Hive Nanotech Mainframe Ore Refinery Wave-Force Tower Produceable Units: Burst Drone Engineer Imperial Warrior MCV Mecha Tengu Naginata Cruiser Ore Collector Rocket Angel Sea Wing Shinobi Shogun Battleship Sudden Transport Striker-VX Tankbuster Tsunami Tank Wave-Force Artillery Yari Mini-Sub Top-Secret Protocols: Balloon Bombs Emperor's Rage Emperor's Revenge Final Squadron Fortified Fleet Honorable Discharge Point-Defense Drones Objective 1: Clear a Landing Zone Objective 2: Capture the Media Centers Secondary Objective 1: Capture the International Airport Secondary Objective 2: Destroy the Observatory Cannon Secondary 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, and Instant Generator. Train 6 Engineers and have the first pick up the nearby cash crate 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 and drop off one Engineer at the Oil Derrick, then continue east. Capture the MCV and an Ore Refinery or Airbase. Build a Barracks there and train Engineers to capture all the buildings, which you then sell. Capture the International Airport tower as well. Meanwhile, build a few Mecha Tengu and another Sudden Transport, then tech up the Mecha Bay. Disguise the Sudden Transport, train more Engineers and pick them up, and take the Transport to the northeast where the main Allied base is. Capture some Ore Refineries or production buildings and sell them. Meanwhile, build a few Tsunami Tanks and erect a Nanotech Mainframe. Tech up the Mecha Bay again. Keep sending out Sudden Transports with Engineers to gut the Allied infrastructure and use the money to buy a couple Wave-Force Towers and Defender-VXs for your base. Build a Wave-Force Artillery when the Mecha Bay is able and take out the defenses and Seaports of the Allied base directly north. Capture the Construction Yard and Ore Refinery there and fortify it with turrets. Build up a force of Tsunamis and Mecha Tengu to escort a couple Wave-Force Artillery around the map to destroy the Spectrum Towers guarding the Media Centers. Once the Towers are gone, shuttle Engineers to the Centers and capture them. ===================== Empire 7: Yokohama [CW307] Barbarians at the Bay ===================== Starting Resources: 3,000 Starting Buildings: None Starting Units: Yuriko Omega Produceable Buildings: Defender-VX Docks Instant Dojo Instant Generator Fortress Wall Mecha Bay Nanoswarm Hive Nanotech Mainframe Ore Refinery Psionic Decimator Wave-Force Tower Produceable Units: Burst Drone Engineer Imperial Warrior King Oni MCV Mecha Tengu Naginata Cruiser Ore Collector Rocket Angel Sea Wing Shinobi Shogun Battleship Sudden Transport Striker-VX Tankbuster Tsunami Tank Wave-Force Artillery Yari Mini-Sub Yuriko Omega Top-Secret Protocols: Advanced Rocket Pods Balloon Blowout Balloon Bombs Emperor's Rage Emperor's Revenge Final Squadron Fortified Fleet Honorable Discharge Point-Defense Drones Objective 1: Retake the Forward Bases Objective 2: Hold Out for Reinforcements Objective 3: Destroy the Allied Relay Stations Secondary Objective 1: Capture the Nanoswarm Hives Secondary Objective 2: Destroy the Soviet Forces Walkthrough: The path is linear, so follow it. 2 King Oni join you at the wall and 6 Shinobi at the infantry barricade. At the bases, send in the King Oni first to soak up damage and follow with Yuriko to use Psychokinetic Burst. Free the bases from west to east and assign your co-commander one of the eastern bases. Start building 2 Shoguns, 3-4 Naginatas, and a large number of Sea Wings as soon as you free the Docks. When all 4 bases are clear, move your fleet out with Yuriko and sink the Aircraft Carriers and Seaports. Withdraw to the north after destroying the Seaports and bombard Allied targets within reach. When you receive a Construction Yard, Dojo Core, and Refinery Core, expand to the western ore mines. A small Soviet fleet comes in from the northwest. Sink it. There are Soviet Naval Yards now, so destroy them. Keep bringing in more Sea Wings while bombarding the enemy buildings. When the hostile air presence falters, start building more Shoguns and send Yuriko up on land to finish off the stations. ========================= Empire 8: Moscow [CW308] Crumble, Kremlin, Crumble ========================= Starting Resources: 6,000 Starting Buildings: Construction Yard Instant Dojo Instant Generator (2) Mecha Bay Ore Refinery (2) Starting Units: Defender Core (2) Imperial Warrior (5) Sudden Transport Tower Core Produceable Buildings: Defender-VX Docks Instant Dojo Instant Generator Fortress Wall Mecha Bay Nanoswarm Hive Nanotech Mainframe Ore Refinery Psionic Decimator Wave-Force Tower Produceable Units: Burst Drone Engineer Imperial Warrior King Oni MCV Mecha Tengu Naginata Cruiser Ore Collector Rocket Angel Sea Wing Shinobi Shogun Battleship Sudden Transport Striker-VX Tankbuster Tsunami Tank Wave-Force Artillery Yari Mini-Sub Yuriko Omega Top-Secret Protocols: Advanced Rocket Pods Balloon Bombs Balloon Bomb Barrage Balloon Bomb Blowout Emperor's Rage Emperor's Retribution Emperor's Revenge Final Squadron Final Squadron X Fortified Fleet Honorable Discharge Point-Defense Drones Robotic Assembly Sleeper Ambush Objective 1: Await the Shogun Executioner Objective 2: Destroy All Soviet Forces and the Kremlin Objective 3: The Shogun Executioner Must Survive Objective 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 road immediately. 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 for War Bears. Capture the Bunker and sell your new Soviet buildings. Meanwhile, build a Nanotech Mainframe, tech up the Dojo, and train Yuriko Omega. Start spamming Mecha Tengu and later Rocket Angels. Use Take Position orders to stop your 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 nearby Soviet ground forces as well as the Tesla Coils guarding the ramps. Use your Sudden Transport (build a new one if necessary) to take more Engineers to capture the second V.I.P. Bunker. Sell your new buildings. Rampage across the map with the Shogun Executioner escorted by Sky Tengu and Rocket Angels. Use Yuriko to defend your base. Continue to the Kremlin and destroy it. When the helicopter carrying the Time Machine flies out, shoot it down. ============================= Empire 9: Amsterdam [CW309] The Last Red Blossom Trembled ============================= Starting Resources: 5,000 Starting Buildings: None Starting Units: Imperial Warrior (6) King Oni (2) Tankbuster (4) Yuriko Omega Produceable Buildings: Defender-VX Docks Instant Dojo Instant Generator Fortress Wall Mecha Bay Nanoswarm Hive Nanotech Mainframe Ore Refinery Psionic Decimator Wave-Force Tower Produceable Units: Burst Drone Engineer Imperial Warrior King Oni MCV Mecha Tengu Naginata Cruiser Ore Collector Rocket Angel Sea Wing Shinobi Shogun Battleship Sudden Transport Striker-VX Tankbuster Tsunami Tank Wave-Force Artillery Yari Mini-Sub Yuriko Omega Top-Secret Protocols: Advanced Rocket Pods Balloon Bombs Balloon Bomb Barrage Balloon Bomb Blowout Emperor's Rage Emperor's Retribution Emperor's Revenge Final Squadron Final Squadron Omega Final Squadron X Fortified Fleet Honorable Discharge Point-Defense Drones Robotic Assembly Sleeper Ambush Objective 1: Destroy the Allied Advance Base Objective 2: Destroy the Allied Air Base Objective 3: Destroy the Final Allied Base Objective 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 the troops. Unpack the MCV and unfurl the nanocores right away. Build a couple Defender-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 and capture 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 Mainframe and tech up again. Build a Wave-Force Artillery and more King Oni. Use the Artillery 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 sure to 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 base while your remaining forces head north. There is a Power Plant farm guarded by Spectrum Towers. Destroy the nearest Tower, either with Wave-Force Artillery if you still have one or the King Oni's rush if you don't. Head around to the north side and destroy all the Power Plants. The Allies are effectively crippled at this point. Repair and rebuild your base while doing this and build more King Oni and Wave-Force Artillery. Take out the Proton Collider with Artillery and continue to the final Allied base. It has little defense, so roll over it. Continue to the FutureTech HQ and attack it. You now have 2 Mecha Tengu, 5 Rocket Angels, and 1 King Oni. Join your co-commander and fight. Use all your top-secret protocols and micromanage Rocket Angels using the whip to wipe out the enemy. Raze the HQ. -------- Factions [FA000] -------- ========= Allies [FA010] ========= The Allies revel in their air power and disabling abilities. Their navy is somewhat pathetic and must be supported by air. Their tech and building methods are moderately inconvenient. Buildings [FA011] --------- Allied buildings spawn a Peacekeeper when sold or destroyed unless the building is on water (in which case it spawns nothing) or it is the Construction Yard, which spawns an Engineer (whether it is on water or land). --Airbase-- produces Allied aircraft. It has pads to repair and rearm 4 planes. Credits: 1,000 Build Time: 0:15 Power: 50 Requirements: Power Plant Amphibious: Yes Builds: Vindicator Apollo Fighter Cryocopter Century Bomber --Armor Facility-- produces and repairs Allied land vehicles. Credits: 2,000 Build Time: 0:20 Power: 50 Requirements: Ore Refinery Amphibious: No (land only) Builds: Prospector Riptide ACV Multigunner IFV Guardian Tank Athena Cannon Mirage Tank MCV --Boot Camp-- builds Allied infantry. Credits: 500 Build Time: 0:10 Power: 25 Requirements: None Amphibious: No (land only) Builds: Attack Dog Peacekeeper Javelin Soldier Engineer Spy Tanya --Chronosphere-- can teleport all the units in a large area to another part of the map. It has a 3-minute cooldown. Credits: 1,500 Build Time: 0:30 Power: 75 Requirements: Defense Bureau Amphibious: Yes Builds: Nothing --Command Hub-- creates a construction radius to establish expansions. It can be upgraded with Heightened 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: 0 Requirements: None Amphibious: No Builds: Nothing --Construction Yard-- constructs all other buildings except the Command Hub. It also provides 50 power. The Construction Yard can be upgraded with Heightened Clearance and Max Clearance, which allow the Yard and other buildings within its construction radius to produce higher tiers of buildings and units. Heightened Clearance costs 1,500 credits and takes 15 seconds to research. Max Clearance costs 3,000 credits and takes 1 minute to research. The Construction Yard can pack up into an MCV. Credits: N/A (5,000 for MCV) Build Time: 0:02 (1:00 for MCV) Power: 0 Requirements: None Amphibious: Yes Builds: Power Plant Boot Camp Ore Refinery Armor Facility Seaport Airbase Defense Bureau Fortress Wall Multigunner Turret Spectrum Tower Chronosphere Proton Collider --Defense Bureau-- is a prerequisite for the Spectrum Tower, Chronosphere, Proton Collider, and Tanya. Credits: 1,500 Build Time: 0:30 Power: 75 Requirements: Ore Refinery, Airbase Amphibious: Yes Builds: Nothing --Fortress Wall-- Credits: 10 (per segment) Build Time: 0:05 Power: 0 Requirements: None Amphibious: No (land only) Builds: Nothing --Multigunner Turret-- The Multigunner Turret fires rockets at land and naval units by default. It can house a single infantry unit, and doing so changes its behavior. A Peacekeeper improves its anti-infantry power and lets it hit all units in a small area. A Javelin Soldier allows it to attack air units. An Engineer converts the turret into a repair station for nearby vehicles. A Spy makes the turret into an anti-infantry sniper weapon. Tanya improves its anti-infantry performance. Credits: 800 Build Time: 0:20 Power: 25 Requirements: Power Plant Amphibious: Yes Builds: Nothing --Ore Refinery-- receives ore loads and converts them to credits. It comes with a Prospector when built and can produce more. Credits: 2,000 Build Time: 0:20 Power: 50 Requirements: Power Plant Amphibious: Yes Builds: Prospector --Power Plant-- provides 100 power. Credits: 800 Build Time: 0:10 Power: 0 Requirements: None Amphibious: Yes Builds: Nothing --Proton Collider-- destroys anything in the target area short of a Construction Yard. It has a 6-minute cooldown. Credits: 2,500 Build Time: 0:30 Power: 75 Requirements: Defense Bureau Amphibious: Yes Builds: Nothing --Seaport-- produces and repairs Allied naval units. Credits: 1,000 Build Time: 0:20 Power: 50 Requirements: Ore Refinery Amphibious: No (water only) Builds: Prospector Dolphin Riptide ACV Assault Destroyer Aircraft Carrier MCV --Spectrum Tower-- fires beams at land and naval units. Spectrum Towers built close together reinforce one another to increase firepower. Credits: 1,200 Build Time: 0:30 Power: 75 Requirements: Power Plant, Defense Bureau Amphibious: Yes Builds: 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: 2,000 Build Time: 0:30 Requirements: Max Clearance Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Blackout Missile Ability Effect: Launches a missile that disables all vehicles and buildings in a large area for 10 seconds. Ability Cooldown: 1:00 --Assault Destroyer-- is an anti-armor unit. Its Black Hole Armor reduces the damage it receives and redirects fire meant for nearby friendlies to itself. It cannot fire in Black Hole Armor mode. Building: Seaport Credits: 1,500 Build Time: 0:20 Requirements: Heightened Clearance Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Black Hole Armor / Main Gun Ability Effect: Toggles between normal mode and Black Hole Armor mode Ability Cooldown: 0:02 --Athena Cannon-- is an artillery unit which calls down a satellite laser which damages anything under it for a few seconds. Individual units are likely to move before taking full damage, but masses of units and especially buildings will take enormous damage. The Athena Cannon has far better range than turrets but is vulnerable to units because of its long minimum range. When it activates the Aegis Shield, it becomes disabled for the 20 seconds the shield is active. Building: Armor Facility Credits: 1,400 Build Time: 0:20 Requirements: Max Clearance Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Aegis Shield Ability Effect: Creates a shield with its own health that absorbs enemy fire Ability Cooldown: 0:20 --Attack Dog-- is a fast scout that sees through disguises and kills most infantry in one hit. Building: Boot Camp Credits: 200 Build Time: 0:02 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Amplified Bark Ability Effect: Stuns nearby enemy infantry Ability Cooldown: 1:00 --Apollo Fighter-- is a fast, powerful air-superiority fighter. It must return to its pad to refill its ammunition. Building: Airbase Credits: 1,000 Build Time: 0:10 Requirements: None Amphibious: No Flying: Yes Anti-Ground: No Anti-Air: Yes Ability Name: Return to Base Ability Effect: Returns to its pad by the shortest route Ability Cooldown: None --Century Bomber-- is a heavy bomber and infantry transport. It drops its bombs in a line, making it difficult to hit moving or spread out targets. It must return to its pad to rearm after dropping its bombs. It can transport up to 5 infantry units. It takes 15 seconds to reload its 5 bombs (10 seconds for its 9 bombs with the Advanced Aeronautics upgrade). Building: Airbase Credits: 2,000 Build Time: 0:20 Requirements: Max Clearance Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: No Ability Name: Paradrop Ability Effect: Passenger infantry parachutes to the ground below Ability Cooldown: None --Cryocopter-- is a special support unit. Its freeze ray does no damage but rather slows and eventually immobilizes its target. A completely frozen target can be destroyed by a single hit from almost any unit. A shrunken vehicle moves faster but has less firepower and durability and runs the risk of being crushed. Building: Airbase Credits: 1,600 Build Time: 0:15 Requirements: Heightened Clearance Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: No Ability Name: S.H.R.I.N.K. Beam Ability Effect: Shrinks target vehicle for 20 seconds Ability Cooldown: 0:10 --Dolphin-- is a naval scout. Its sonic weaponry is reasonably powerful against buildings. Building: Seaport Credits: 750 Build Time: 0:10 Requirements: None Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: High Jump Ability Effect: Leaps to designated point Ability Cooldown: 0:20 --Engineer-- is a support unit which enters neutral and enemy buildings to take them over or friendly buildings to repair them. The Engineer is lost when it performs one of these functions. In Skirmish and Multiplayer, capturing an enemy building is a 3-second process, but in the single-player campaign it is instant. When in First-Aid Tent mode, the Engineer becomes immobile and regenerates the health of friendly infantry over the radius of about 3 Peacekeepers. Building: Boot Camp Credits: 500 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: First-Aid Tent / Pack Up Ability Effect: Toggles between normal behavior and the first aid tent Ability Cooldown: None --Guardian Tank-- is an anti-armor tank. Its cannon is moderately effective against buildings but pathetic against infantry, so it normally crushes infantry instead. Its target painter increases the damage taken by the target and is useful in larger groups, such as four or more Guardians. Building: Armor Facility Credits: 950 Build Time: 0:10 Requirements: Heightened Clearance Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Target Painter / Main Gun Ability Effect: Toggles between firing its cannon and using a target painter Ability Cooldown: 0:02 --Hydrofoil-- is a naval anti-air and support unit. Its weapon jammer prevents one target from firing. The jammer works against naval and ground units in range as well as aircraft. Building: Seaport Credits: 900 Build Time: 0:10 Requirements: None Amphibious: No (water only) Flying: No Anti-Ground: No Anti-Air: Yes Ability Name: Weapon Jammer / AA Mode Ability Effect: Toggles between anti-aircraft weaponry and weapon jamming Ability Cooldown: None --Javelin Soldier-- is an anti-vehicle and anti-building unit. When in Laser-Guided Mode, the unit takes a couple seconds to aim at its target before firing but then launches an endless stream of rockets. This mode is useful for attacking tough targets with relatively low numbers of attackers, such as a Power Plant with one or two Javelin Soldiers. Building: Boot Camp Credits: 300 Build Time: 0:05 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: Yes Ability Name: Laser-Guided Mode / Self-Guided Mode Ability Effect: Toggles between normal fire and rapid fire Ability Cooldown: None --MCV-- is the mobile form of the Construction Yard. Building: Armor Facility Credits: 5,000 Build Time: 1:00 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unpack Ability Effect: Transforms into a Construction Yard after two seconds Ability Cooldown: None --Mirage Tank-- is a tank with energy weaponry devastating against all kinds of targets. It is camouflaged while standing still. Its secondary mode provides camouflage for friendlies but shuts down the Mirage's own camouflage and weaponry. Building: Armor Facility Credits: 1,600 Build Time: 0:15 Requirements: Max Clearance Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Gap Generator / Strike Mode Ability Effect: Toggles between camouflaging self and camouflaging nearby units Ability Cooldown: 0:02 --Multigunner IFV-- is a fast vehicle with mutable weaponry. It is initially equipped with weak rockets, but its weapon changes when it has a passenger. With an Attack Dog, it stuns infantry. With a Peacekeeper, it has a machine gun. With a Javelin Soldier, its rockets are improved. With an Engineer, it repairs friendly vehicles. With a Spy, it has a sniper rifle that kills even commandoes in one hit. With Tanya, it has rapid anti-infantry fire. Building: Armor Facility Credits: 800 Build Time: 0:10 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: Yes Ability Name: Evacuate Passenger Ability Effect: Disgorges the passenger Ability Cooldown: None --Peacekeeper-- is an anti-infantry foot soldier. Its shield reduces damage taken to a quarter but also slows the Peacekeeper and prevents shotgun use. The Peacekeeper can clear buildings of enemy garrisons by entering them with its riot shield up. Building: Boot Camp Credits: 200 Build Time: 0:05 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Riot Shield / Shotgun Mode Ability Effect: Toggles between carrying a shotgun or a shield Ability Cooldown: None --Prospector-- is an ore collector. It also unpacks to create the Command Hub building. Building: Armor Facility, Ore Refinery, Seaport Credits: 1,000 Build Time: 0:20 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unpack Ability Effect: Transforms Prospector into a Command Hub Ability Cooldown: N/A (activating Unpack eliminates the Prospector) --Riptide ACV-- is a transport hovercraft with a machine gun and torpedoes. It can transport up to 5 infantry. Building: Armor Facility, Seaport Credits: 750 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Evacuate Passengers Ability Effect: Disgorges passengers onto land Ability Cooldown: None --Spy-- is an infiltrator. It cannot attack; attacking infantry causes the Spy to disguise itself as the target unit. Building: Boot Camp Credits: 1,000 Build Time: 0:10 Requirements: Heightened Clearance Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Bribe Ability Effect: Converts nearby units to the Spy's side for 1,000 credits Ability Cooldown: 0:10 --Tanya-- is a commando. She attacks infantry with rapid-firing pistols. She attacks vehicles and buildings by entering them and setting explosives. Building: Boot Camp Credits: 2,000 Build Time: 0:30 Requirements: Max Clearance Defense Bureau Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Timebelt Ability Effect: Restores Tanya to her location and health as of a few seconds earlier Ability Cooldown: 0:30 --Vindicator-- is a bomber. It can hit moving targets and is effective against armor. It must return to its pad to rearm after dropping its bombs. It takes 10 seconds to reload its 2 bombs (7 seconds for its 3 bombs with the Advanced Aeronautics upgrade). Building: Airbase Credits: 1,200 Build Time: 0:15 Requirements: None Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: No Ability Name: Return to Base Ability Effect: Returns to its pad by the shortest route Ability 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. Its building method allows unusual freedom, but its tech method is atrocious. Buildings [FA021] --------- Empire buildings spawn an Imperial Warrior when sold or destroyed unless the building is on water (in which case it spawns nothing) or it is the Construction Yard, which spawns an Engineer (whether it is on water or land). --Construction Yard-- is the central building of the Empire, producing the nanocores which transform into the Empire's other buildings. It also provides 50 power. Credits: N/A (5,000 for MCV) Build Time: 0:02 (1:00 for MCV) Power: 0 Requirements: None Amphibious: Yes Builds: Generator Core Dojo Core Refinery Core Mecha Bay Core Docks Core Mainframe Core Fortress Wall Defender Core Tower Core Nanoswarm Core Decimator Core --Defender-VX-- is a defense turret with a special ability toggling it between anti-ground and anti-air duty. This ability has a 2-second cooldown. Credits: 800 Build Time: 0:15 (0:04 for Defender Core) Power: 25 Requirements: Ore Refinery Amphibious: Yes Builds: Nothing --Docks-- produces and repairs the Empire's naval units. It must purchase the Docks Upgrade (750 credits and 30 seconds) to produce Tsunami Tanks, Sea-Wings, and Naginata Cruisers. It must purchase the Docks Breakthrough (1,000 credits and 30 seconds, requires Nanotech Mainframe) to produce Shogun Battleships. These upgrades also increase the building's health. Credits: 1,000 Build Time: 0:18 (0:04 for Docks Core) Power: 50 Requirements: Ore Refinery Amphibious: No (water only) Builds: Ore Collector Yari Mini-Sub Tsunami Tank Sea-Wing Naginata Cruiser Shogun Battleship MCV --Fortress Wall-- Credits: 10 per segment Build Time: 0:05 Power: 0 Requirements: None Amphibious: No (land only) Builds: Nothing --Instant Dojo-- produces the Empire's infantry. It must purchase the Dojo Upgrade (500 credits and 30 seconds) to produce Shinobi. It must purchase the Dojo Breakthrough (750 credits and 30 seconds, requires Nanotech Mainframe) to produce Rocket Angels and Yuriko Omega. These upgrades also increase the building's health. Credits: 0 (500 for Dojo Core) Build Time: 0:08 (0:04 for Dojo Core) Power: 25 Requirements: None Amphibious: No (land only) Builds: Burst Drone Imperial Warrior Tankbuster Engineer Shinobi Rocket Angel Yuriko Omega --Instant Generator-- provides 100 power. Credits: 0 (800 for Generator Core) Build Time: 0:10 (0:04 for Generator Core) Power: 0 Requirements: None Amphibious: Yes Builds: Nothing --Mecha Bay-- produces and repairs the Empire's land vehicles. It must purchase the Mecha Bay Upgrade (750 credits and 30 seconds) to produce Tsunami Tanks and Striker-VXs. It must purchase the Mecha Bay Breakthrough (1,000 credits and 30 seconds, requires Nanotech Mainframe) to produce King Oni and Wave-Force Artillery. These upgrades also increase the building's health. Credits: 2,000 Build Time: 0:15 (0:04 for Mecha Bay Core) Power: 50 Requirements: Ore Refinery Amphibious: No (land only) Builds: Ore Collector Sudden Transport Mecha Tengu Tsunami Tank Striker-VX King Oni Wave-Force Artillery MCV --Nanoswarm Hive-- creates an impassable ring for 20 seconds. It has a 3-minute cooldown. Credits: 1,500 Build Time: 0:25 (0:04 for Nanoswarm Core) Power: 75 Requirements: Nanotech Mainframe Amphibious: Yes Builds: Nothing --Nanotech Mainframe-- is a prerequisite for several buildings and upgrades. Credits: 2,500 Build Time: 0:30 (0:04 for Mainframe Core) Power: 75 Requirements: Ore Refinery Amphibious: Yes Builds: Nothing --Ore Refinery-- receives ore loads and converts them to credits. It comes with an Ore Collector when built and can produce more. Credits: 2,500 Build Time: 0:20 (0:04 for Refinery Core) Power: 50 Requirements: Instant Generator Amphibious: Yes Builds: Ore Collector --Psionic Decimator-- does tremendous damage to everything within a large target area. It has a 6-minute cooldown. Credits: 2,500 Build Time: 0:25 (0:04 for Decimator Core) Power: 75 Requirements: Nanotech Mainframe Amphibious: Yes Builds: Nothing --Wave-Force Tower-- is a devastating anti-ground turret. Its special ability allows it to shorten its aim time to fire a less powerful shot. Credits: 1,400 Build Time: 0:40 (0:05 for Tower Core) Power: 75 Requirements: Instant Generator, Nanotech Mainframe Amphibious: Yes Builds: Nothing Units [FA022] ----- --* Core-- is the transit form of all Imperial buildings except the Construction Yard. These nanocores are weak and defenseless. Building: Construction Yard Credits: Varies Build Time: Varies Requirements: Varies Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unfurl Ability Effect: Transforms into relevant building Ability Cooldown: N/A (unit is lost after use) --Burst Drone-- is a flying scout. It can see through disguises. It cannot attack, but can attach itself to vehicles to slow them down. Building: Instant Dojo Credits: 300 Build Time: 0:05 Requirements: None Amphibious: No Flying: Yes Anti-Ground: No Anti-Air: No Ability Name: Self-Destruct Ability Effect: Explodes, causing area of effect damage Ability Cooldown: N/A (unit is lost after use) --Engineer-- is a support unit which can capture neutral and enemy buildings or repair friendly buildings. It is lost after performing one of these actions. In Skirmish and Multiplayer, capturing an enemy building is a 3-second process, but in the single-player campaign it is instant. The Engineer cannot move for 5 seconds after using Sprint. Building: Instant Dojo Credits: 500 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Sprint Ability Effect: Moves faster for 10 seconds Ability Cooldown: 1:00 --Imperial Warrior-- is an anti-infantry foot soldier. Building: Instant Dojo Credits: 150 Build Time: 0:05 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Banzai Charge Ability Effect: The Imperial Warrior moves faster and wields an anti-infantry beam katana for 10 seconds Ability Cooldown: 0:30 --King Oni-- is a resilient land unit that does respectable damage to all ground targets. Building: Mecha Bay Credits: 2,000 Build Time: 0:20 Requirements: Mecha Bay Breakthrough Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Bull Rush Ability Effect: Rushes straight toward the target, smashing everything in the way Ability Cooldown: 1:00 --MCV-- is the mobile form of the Construction Yard. Building: Mecha Bay, Docks Credits: 5,000 Build Time: 1:00 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unpack Ability Effect: Transforms into a Construction Yard Ability Cooldown: None --Mecha Tengu / Jet Tengu-- The Mecha Tengu is a hovering anti-infantry unit. The Jet Tengu is a flying anti-air unit. Building: Mecha Bay Credits: 800 Build Time: 0:10 Requirements: None Amphibious: Yes / No Flying: No / Yes Anti-Ground: Yes / No Anti-Air: No / Yes Ability Name: Jet Mode / Mecha Mode Ability Effect: Toggles between Mecha Tengu and Jet Tengu Ability Cooldown: 0:15 --Naginata Cruiser-- is a powerful naval superiority unit. Its Torpedo Type-S attack can hit friendlies. Building: Docks Credits: Build Time: Requirements: Docks Upgrade Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Torpedo Type-S Ability Effect: Fires a spread of 5 powerful torpedoes Ability Cooldown: 1:00 --Ore Collector-- harvests ore. Building: Ore Refinery, Mecha Bay, Docks Credits: 1,400 Build Time: 0:20 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Security System / Cargo Bay Ability Effect: Toggles between collecting ore and using a machine gun Ability Cooldown: 0:03 --Rocket Angel-- is a fast, versatile flying infantry unit. Building: Instant Dojo Credits: 900 Build Time: 0:10 Requirements: Dojo Breakthrough Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: Yes Ability Name: Paralysis Whip / Combat Mode Ability Effect: Toggles between firing rockets and disabling a single ground target Ability Cooldown: None --Sea-Wing / Sky-Wing-- The Sea-Wing is an anti-air submarine. The Sky-Wing is an anti-infantry aircraft. Building: Docks Credits: Build Time: Requirements: Docks Upgrade Amphibious: No (water only) / No Flying: No / Yes Anti-Ground: No / Yes Anti-Air: Yes / No Ability Name: Air Emerge / Sea Submerge Ability Effect: Toggles between Sea-Wing and Sky-Wing Ability Cooldown: 0:15 --Shinobi-- is an infiltrator. It attacks with infantry-killing shuriken. Building: Instant Dojo Credits: 1,000 Build Time: 0:10 Requirements: Dojo Upgrade Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Smoke Bomb Ability Effect: Becomes invisible for 10 seconds Ability Cooldown: 2:00 --Shogun Battleship-- is a naval artillery piece. It has a very long range but a long minimum range. Building: Docks Credits: 2,200 Build Time: 0:22 Requirements: Docks Breakthrough Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Ramming Speed Ability Effect: Increases speed and attempts to ram target Ability Cooldown: 2:00 --Striker-VX / Chopper-VX-- The Striker-VX is an anti-air vehicle. The Chopper-VX is a rocket bombardment aircraft. Building: Mecha Bay Credits: Build Time: Requirements: Mecha Bay Upgrade Amphibious: No (land only) / No Flying: No / Yes Anti-Ground: No / Yes Anti-Air: Yes / No Ability Name: Chopper Mode / Striker Mode Ability Effect: Toggles between Striker-VX and Chopper-VX Ability Cooldown: 0:15 --Sudden Transport-- is a stealth transport. It can carry up to five infantry units. It cannot attack, but it can target a vehicle to disguise itself as the target. Building: Mecha Bay Credits: 500 Build Time: 0:05 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Evacuate Passengers Ability Effect: Disgorges passengers and turns off disguise Ability Cooldown: None --Tankbuster-- is an anti-vehicle foot soldier. Building: Instant Dojo Credits: 300 Build Time: 0:05 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Spider-Burrow / Leave Burrow Ability Effect: Toggles between normal behavior and diving into the ground to reduce damage and avoid crushing Ability Cooldown: 0:01 --Tsunami Tank-- is an anti-vehicle unit. Building: Mecha Bay, Docks Credits: 1,000 Build Time: 0:10 Requirements: Mecha Bay Upgrade / Docks Upgrade Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Nanodeflectors Ability Effect: Reduces damage taken and grants health regeneration for 10 seconds but unit cannot fire Ability Cooldown: 0:30 --Wave-Force Artillery-- is a mobile artillery piece. It has a very long range but a long minimum range. Building: Mecha Bay Credits: 1,800 Build Time: 0:15 Requirements: Mecha Bay Breakthrough Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Premature Discharge Ability Effect: Reduces aim time to fire a less powerful shot Ability Cooldown: 0:01 --Yari Mini-Sub-- is a swift, lightly-armed submarine. Building: Docks Credits: 800 Build Time: 0:10 Requirements: None Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Last Voyage Ability Effect: The Yari rams its target and self-destructs Ability Cooldown: N/A (unit is lost after use) --Yuriko Omega-- is a commando. Yuriko attacks ground units by levitating them while reducing their health; she can only hurt one unit at a time but can keep several helpless in the air. She attacks air units by forcing them to crash, destroying them regardless of health. She shatters buildings with her mind. Building: Instant Dojo Credits: 2,000 Build Time: 0:30 Requirements: Dojo Breakthrough Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: Yes Ability Name: Psychokinetic Burst Ability Effect: Devastates nearby hostile infantry Ability Cooldown: 0:30 ======= Soviets [FA030] ======= The Soviets are capable in all areas, though their mobility and anti-air could be better. Their building method lacks both the freedom of the Empire and the ability to pop up defenses of the Allies. Their tech method is excellent as they enjoy universal coverage from only two buildings, one of which actually does 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: 1,000 Build Time: 0:30 Power: 50 Requirements: Super-Reactor Amphibious: Yes Builds: Twinblade MiG Fighter Kirov Airship --Barracks-- produces Soviet infantry. Credits: 500 Build Time: 0:10 Power: 25 Requirements: None Amphibious: No (land only) Builds: War Bear Conscript Flak Trooper Combat Engineer Tesla Trooper Natasha --Battle Bunker-- can garrison up to five infantry units. Credits: 500 Build Time: 0:10 Power: 0 Requirements: None Amphibious: No (land only) Builds: Nothing --Battle Lab-- is a prerequisite for several buildings and units. Credits: 3,000 Build Time: 1:00 Power: 75 Requirements: Super-Reactor Amphibious: Yes Builds: Nothing --Construction Yard-- is the central Soviet building, producing all other buildings except the Outpost and Battle Bunker. It also provides 50 power. It can pack up into an MCV. Credits: N/A (5,000 for MCV) Build Time: 0:02 (1:00 for MCV) Power: 0 Requirements: None Amphibious: Yes Builds: Reactor Barracks Ore Refinery War Factory Naval Yard Airfield Super-Reactor Battle Lab Crusher Crane Fortress Wall Sentry Gun Flak Cannon Tesla Coil Iron Curtain Vacuum Imploder --Crusher Crane-- is a support building which provides an extra build queue, repairs nearby damaged vehicles, and can convert vehicles driven into it to credits. Credits: 1,500 Build Time: 0:20 Power: 50 Requirements: None Amphibious: Yes Builds: Reactor Barracks Ore Refinery War Factory Naval Yard Airfield Super-Reactor Battle Lab Fortress Wall Sentry Gun Flak Cannon Tesla Coil Iron Curtain Vacuum Imploder --Flak Cannon-- is an anti-air defense turret. Credits: 800 Build Time: 0:20 Power: 25 Requirements: Reactor Amphibious: Yes Builds: Nothing --Fortress Wall-- Credits: 10 per segment Build Time: 0:05 Power: 0 Requirements: None Amphibious: No (land only) Builds: Nothing --Iron Curtain-- kills all infantry and renders all vehicles and buildings in the target area invulnerable for about twenty seconds. It has a 3-minute cooldown. Credits: 1,500 Build Time: 0:30 Power: 75 Requirements: Battle Lab Amphibious: Yes Builds: Nothing --Naval Yard-- produces Soviet naval units. Credits: 1,000 Build Time: 0:20 Power: 50 Requirements: Ore Refinery Amphibious: No (water only) Builds: Ore Collector Sputnik Stingray Bullfrog Akula Sub Dreadnought MCV --Ore Refinery-- receives ore loads and turns them into credits. It comes with an Ore Collector when built and may produce more. Credits: 2,000 Build Time: 0:20 Power: 50 Requirements: Reactor Amphibious: Yes Builds: Ore Collector --Outpost-- provides a construction radius for expanding. Credits: N/A (1,200 for Sputnik) Build Time: N/A (5 seconds to unpack Sputnik) Power: 0 Requirements: None Amphibious: Yes Builds: Nothing --Reactor-- provides 100 power. Credits: 800 Build Time: 0:10 Power: 0 Requirements: None Amphibious: Yes Builds: Nothing --Sentry Gun-- is an anti-ground defense turret. Credits: 800 Build Time: 0:20 Power: 25 Requirements: Reactor Amphibious: Yes Builds: Nothing --Super-Reactor-- provides 350 power and is a prerequisite for several buildings and units. Credits: 2,000 Build Time: 0:30 Power: 0 Requirements: Ore Refinery Amphibious: Yes Builds: Nothing --Tesla Coil-- is a devastating anti-ground defense turret. Its firepower is increased if friendly Tesla Troopers or Stingrays are nearby. Credits: 1,500 Build Time: 0:30 Power: 75 Requirements: Super-Reactor Amphibious: Yes Builds: Nothing --Vacuum Imploder-- destroys everything short of a Construction Yard in a large area. It has a 6-minute cooldown. Credits: 2,500 Build Time: 0:30 Power: 75 Requirements: Battle Lab Amphibious: Yes Builds: Nothing --War Factory-- produces Soviet land vehicles. Credits: 2,000 Build Time: 0:20 Power: 50 Requirements: Ore Refinery Amphibious: No (land only) Builds: Ore Collector Sputnik Terror Drone Sickle Bullfrog Hammer Tank V4 Rocket Launcher Apocalypse Tank MCV Units [FA032] ----- --Akula Sub-- is a sea-superiority submarine. Its Ultratorpedoes can hit friendlies. Building: Naval Yard Credits: 1,800 Build Time: 0:20 Requirements: Super-Reactor Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Ultratorpedoes Ability Effect: Fires a pair of unusually powerful torpedoes in a straight line Ability Cooldown: 1:00 --Apocalypse Tank-- has devastating firepower against all ground targets. It can also slowly crush vehicles and buildings. Building: War Factory Credits: 2,000 Build Time: 0:20 Requirements: Battle Lab Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: M-Harpoon / Main Guns Ability Effect: Toggles between firing main cannon and dragging in vehicles or dragging itself to buildings Ability Cooldown: None --Bullfrog-- is an anti-air transport. It can carry up to five infantry units. It can fire its passengers to a distant location rather than simply unloading them. Building: War Factory, Naval Yard Credits: 900 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: Yes Ability Name: Eject Passengers Ability Effect: Sends passengers to target location via man-cannon and parachute Ability Cooldown: None --Combat Engineer-- can take over neutral and enemy buildings or repair friendly buildings. The unit is lost when it performs one of these functions. In Skirmish and Multiplayer, capturing an enemy building is a 3-second process, but in the single-player campaign it is instant. The Combat Engineer is armed with a pistol. Building: Barracks Credits: 500 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Battle Bunker Ability Effect: Builds a bunker for 500 credits which may be garrisoned by up to five infantry units Ability Cooldown: 2:00 --Conscript-- is a cheap yet versatile infantry unit. Its Molotov Cocktails can clear out garrisoned buildings. Building: Barracks Credits: 100 Build Time: 0:04 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Molotov Cocktails / Assault Rifle Ability Effect: Toggles between anti-infantry and anti-vehicle/building weaponry. Ability Cooldown: None --Dreadnought-- is a naval artillery piece. It has a very long range and a long minimum range. While in Sacrifice Launchers mode, it fires much faster but slowly loses health. Building: Naval Yard Credits: 2,000 Build Time: 0:30 Requirements: Battle Lab Amphibious: No (water only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Sacrifice Launchers / Safe Mode Ability Effect: Toggles between normal firing and rapid firing Ability Cooldown: None --Flak Trooper-- is anti-vehicle infantry. The Magnetic Mines used in its secondary mode do excellent damage but have almost no range. The Mine detonates if the Flak Trooper is crushed in this mode. Building: Barracks Credits: 400 Build Time: 0:05 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: Yes Ability Name: Magnetic Mines / Flak Cannon Ability Effect: Toggles between normal weaponry and thrown mines Ability Cooldown: None --Hammer Tank-- is an anti-vehicle tank. It is moderately powerful against buildings and poor against 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 Factory Credits: 1,000 Build Time: 0:10 Requirements: Super-Reactor Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Leech-Beam / Main Weapons Ability Effect: Toggles between firing main cannon and secondary weapon and leeching health and weapons from a target Ability 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: Airfield Credits: 2,500 Build Time: 0:25 Requirements: Battle Lab Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: No Ability Name: Gastroburners / Propellers Ability Effect: Toggles between normal speed and increased speed Ability Cooldown: None --MCV-- is the mobile form of the Construction Yard. Building: War Factory, Naval Yard Credits: 5,000 Build Time: 1:00 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unpack Ability Effect: Transforms into Construction Yard Ability Cooldown: None --MiG Fighter-- is an air-superiority aircraft. It must return to its pad to rearm. Building: Airfield Credits: 1,000 Build Time: 0:10 Requirements: None Amphibious: No Flying: Yes Anti-Ground: No Anti-Air: Yes Ability Name: Return to Base Ability Effect: Returns to its pad by the shortest route Ability Cooldown: None --Natasha-- is a commando. When attacking infantry, her sniper rifle can kill almost any unit in one shot, including Tesla Troopers. When attacking vehicles and buildings, she calls in an airstrike that destroys the target. Building: Barracks Credits: 2,000 Build Time: 0:30 Requirements: Battle Lab Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Pilot Snipe Ability Effect: Kills the driver of the target vehicle, disabling it until it is crewed by an infantry unit Ability Cooldown: --Ore Collector-- harvests ore. Building: Ore Refinery, War Factory, Naval Yard Credits: 1,400 Build Time: 0:20 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Reactive Armor / Cargo Bay Ability Effect: Toggles between ore collection and being encased in armor that reduces damage taken to a quarter Ability Cooldown: None --Sickle-- is a highly mobile skirmish unit. It is especially effective against infantry. Building: War Factory Credits: 900 Build Time: 0:10 Requirements: None Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Flea Jump Ability Effect: Leaps to target location, damaging units under it Ability Cooldown: 0:10 --Sputnik-- transforms into Outposts for expansions. Building: War Factory, Naval Yard Credits: 1,200 Build Time: 0:20 Requirements: None Amphibious: Yes Flying: No Anti-Ground: No Anti-Air: No Ability Name: Unpack Ability Effect: Transforms unit into an Outpost Ability Cooldown: N/A (the unit is lost after unpacking) --Stingray-- is an all-purpose attack vehicle. Its Tesla weaponry kills any unarmored infantry in one hit. Tesla Surge can only be used in water. Building: Naval Yard Credits: 1,000 Build Time: 0:10 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Tesla Surge Ability Effect: Damages all nearby hostiles Ability Cooldown: 1:00 --Terror Drone-- is a tiny, swift vehicle. It kills any infantry in one hit. It jumps into vehicles and slowly destroys them. It cannot attack buildings. Building: War Factory Credits: 600 Build Time: 0:05 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Electro-Stasis Ray / Dismantler Claws Ability Effect: Switches between damaging weaponry and disabling a single target vehicle Ability Cooldown: None --Tesla Trooper-- is an armored infantry unit with Tesla weapons that are decent against vehicles and buildings and kill unarmored infantry in one hit. Building: Barracks Credits: 750 Build Time: 0:10 Requirements: Super-Reactor Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: EM Disruptors / Tesla Coilguns Ability Effect: Toggles between normal mode and immobilizing itself and nearby vehicles Ability Cooldown: 0:02 --Twinblade-- is a transport assault helicopter. It attacks with both machine guns and rocket s. It can carry up to five infantry units or a single vehicle smaller than an MCV. Building: Airfield Credits: 1,200 Build Time: 0:15 Requirements: None Amphibious: No Flying: Yes Anti-Ground: Yes Anti-Air: No Ability Name: Evacuate Passengers Ability Effect: Drops off its passengers Ability Cooldown: None --V4 Rocket Launcher-- is a mobile artillery piece. It has a very long range but also a long minimum range. Building: War Factory Credits: 1,200 Build Time: 0:15 Requirements: Battle Lab Amphibious: No (land only) Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Multi-Warheads / Precision Warheads Ability Effect: Toggles between single-target rockets and area-effect rockets Ability Cooldown: None --War Bear-- is a scout that can see through disguises and kill most infantry in one hit. It cannot attack vehicles or Tesla Troopers. Building: Barracks Credits: 225 Build Time: 0:02 Requirements: None Amphibious: Yes Flying: No Anti-Ground: Yes Anti-Air: No Ability Name: Amplified Roar Ability Effect: Stuns nearby enemy infantry Ability 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 Version 1.1 - 12/05/08 - Updated for patch 1.05, added information 1.2 - 3/10/09 - Updated for patch 1.08, added information 1.3 - 4/22/09 - Corrected some inexplicable errors 1.4 - 6/26/09 - Updated for patch 1.11 Email all questions and concerns to Baruraga@gmail.com Copyright 2008 Andrew Moore