Command and Conquer Red Alert 3 Walkthrough

On this page you will find a complete campaign walkthrough for Command and Conquer Red Alert 3, a real-time strategy game with an alternate history setting, campy tone and emphasis on powerful units and action-based gameplay. There is a detailed reference guide to every unit and structure in the game, with additional pointers about their special abilities and various strengths and weaknesses. The missions are listed in order of appearance for the respective faction. Use the Table of Contents below to jump to a factions campaign summary, then navigate to the particular mission you are looking for.

Command and Conquer Red Alert 3 Units

Units are the backbone of Command and Conquer Red Alert 3's gameplay, with each faction getting its own unique set of units. Soviet Union units include armored attack bears, amphibious boats, tanks that can leap over terrain, and land-and-water transport units that launch their passengers using a "man cannon". Allied units include a unit for main character Tanya that allows her to travel backwards in time and space by a few seconds, allowing her to regain health and her former position, and granting the player a do-over on potential mistakes. Other new Allied units include a helicopter that can fire freeze and shrink rays. The Empire of the Rising Sun, meanwhile, has giant robot suits, psychic schoolgirls, ninjas and more.

Written by Nathaniel Croce

  • This is a detailed guide for the PC game Command and Conquer Red Alert 3. In it, you will find strategies and tactics for all three single player campaigns, and breakdowns of individual units and structures for each faction to help put the walkthrough in context.

  • It is strongly recommended that you review the game's tutorial first, as this is a unique game even by RTS standards. It is also recommended that you start with the Soviet campaign, as it is the most straightforward and traditional in terms of unit capabilities and build order. You should leave the Empire campaign to the end, as it requires much more micro management of the units special abilities to win the battles, and is better for more experienced players.

  • NOTE: This walkthrough was written while playing on the normal difficulty level. While higher difficulty levels will require more micro management, the overall strategies will still apply.

  • NOTE: This game's single player campaign can be played in Co-Op mode with a human Co Commander. This walkthrough was written for the Co Commander as an Ai controlled force. The Co Commander will be referenced as "CC" throughout the walkthrough.

Faction Summaries

  • In this section, you will find summaries of each unit and structure in the game.

Soviet Union Faction

Infantry

  1. Conscript: Alone, the Conscript is a weak unit when compared to it's equivalent in the other factions. En mass, it can be quite effective. It serves an anti-infantry role, but is extremely ineffective against vehicles and structures.
    • Special Ability: The Molotovs are useful for clearing out enemy infantry garrisoned in structures. It does more damage to vehicles and structures than the Conscripts primary weapon, but even this deals little damage to them.
  2. War Bear: The Soviet War Bear is a quick water/land light recon unit. It is effective against infantry, but must get in close to take them out. This is a task it often cannot do without support or distraction, as they have weak armor. They also have the unique ability to detect enemy spies if they are near them.
    • Special Ability: Only effective at close range. This ability stuns enemy infantry, making them unable to move or attack, leaving them vulnerable to the Bear's claws.
  3. Flak Trooper: Slow but powerful, Flak Troopers are an anti-vehicle/anti-air infantry unit. They are almost useless against infantry.
    • Special Ability: Flak Troopers carry mines with them. This is a short range ability. When enemy tanks move in too close to them, this ability is most useful. The mines deal deadly damage.
  4. Combat Engineer: Used to capture enemy structures and civilian structures such as Hospitals and Oil Derricks. This infantry unit can travel on water. They also carry a pistol for very limited defense against aggressive units. It is extremely useful against other engineers, who are not offensively armed however.
    • Special Ability: Their special ability allows them to build a bunker for friendly infantry to garrison.
  5. Tesla Trooper: Extremely tough anti-vehicle/structure infantry. They can take a beating, and only real weakness is against air units (and water units that aren't within range).
    • Special Ability: The Tesla Troop's special ability disables nearby enemy vehicles - and themselves - for a limited time.
  6. Natasha: The commando unit for the Soviet forces. She can kill infantry units with one shot from a great distance. If other infantry happen to be behind the infantry she shoots, the bullet will pass through them all in a straight line. She can target enemy vehicles and structures from afar and call in a 1-hit knockout air strike on them. Only one of her can be on the battlefield per commander at any one time.
    • Special Ability: Natasha can snipe out the driver of any vehicle. Once this is done, use any infantry unit to capture it, and the vehicle will join your forces.

Vehicles

  1. Terror Drone: One of the fastest units in the game, the Terror Drone is fast on both land and water. It can quickly kill infantry, or, when asked to attack a vehicles, will bore into it, causing damage over time. The Drone can only be defeated once it is inside a vehicle by repairing the vehicle.
    • Special Ability: It is able to stop vehicles from moving with this ability, but they can still shoot.
  2. Sickle: Light and quick anti-personnel vehicles. They are terrible against other armored units. Three guns mounted on it allow it to attack more than one opponent at a time.
    • Special Ability: These units can leap great distances, and over any terrain with this ability. If they land on infantry, they will kill them.
  3. Hammer Tank: This is the main armored fighting vehicle for the Soviets. It is well balance in offense and defense, and offers a decent amount of speed. It is useful against structures or vehicles.
    • Special Ability: This ability leeches health from an enemy vehicle or structure slowly. Once the vehicle is destroyed, and the Hammer is using this ability when it happens, the Hammer Tank will add that vehicles primary weapon to itself.
  4. Apocalypse Tank: The most powerful single vehicle the Soviets have to offer, but also their slowest. They can take a punishing beating from just about anything, and can crush other smaller vehicles underneath their treads. Great against other vehicles and structures.
    • Special Ability: Pulls in other vehicles with a magnet to be slowly damaged by grinders on the front of the tank. The Apocalypse may move over the unit to crush it once it has lured it in with this ability.
  5. V4 Rocket Launcher: Powerful long range units. Great for taking out base defenses. These units cannot survive direct combat, however, and cannot fire at units that are too close to it. They also have a hard time hitting fast moving targets.
    • Special Ability: V4's can fire missiles that, when detonated, spread with a large area of effect. They are less powerful than their primary weapon.
  6. Sputnik: These units can be deployed far from Soviet bases. Once they do, they allow for structures to be built around them. These units are unarmed, and can traverse water.
  7. Ore Collector: These units collect Ore and bring it back for refining, which in turn creates cash for the Commander.
    • Special Ability: When under attack, these units can dump their load and shield themselves with very thick armor. They cannot harvest in this state.
  8. Mobile Construction Vehicle: The main unit in Red Alert 3. These units can unpack on land or water, and allow the construction of every structure in the game, and a wide build radius.

Aircraft

  1. Twinblade: An extremely well-rounded unit. It can take out infantry, vehicles or structures on the ground or sea (the latter two require it to recharge its missile payload after each volley is fired).
    • Special Ability: It can transport up to five infantry or one vehicle. It can move almost any vehicle, including the mighty Apocalypse Tank.
  2. MIG Fighter: MIGs are fast anti-air units. Their missiles make them the premiere air-to-air combatant in Red Alert 3.
    • Special Ability: If the going gets tough, the MIG can use this ability to return back to base at breakneck speed.
  3. Kirov Airship: The Apocalypse of the skies. Very slow moving, but extremely powerful, Airships can obliterate anything on the ground. Fast moving units are harder to hit for this aircraft. It cannot attack enemies in the air, which leaves it vulnerable to other aircraft.
    • Special Ability: At the cost of its health, they can gain a speed boost.

Navy

  1. Stingray: These units can move over land and water. They are much better suited for water travel, as they are faster and can use their special ability there. They are effective against most medium armored units and structures.
    • Special Ability: Stingrays can discharge electricity that damages any units around them. This only works in the water.
  2. Bullfrog: An anti-air land/sea unit, Bullfrogs serve as the APC for the Soviets. They cannot attack units on the ground or in the water.
    • Special Ability: They can hold up to five infantry. To deploy them, they can fire them great distances over terrain and obstacles out of their Man Cannons.
  3. Akula Sub: When they are not attacking, they are invisible, retreating under water. They are very effective (and only effective) against units and structures at sea.
    • Special Ability: Fires missiles that travel straight ahead, and pick up speed as they move forward. They cause great damage, but do not track enemy units. These are best used against structures.
  4. Dreadnought: These heavy cruisers are the water counterpart of the Kirov and Apocalypse. They can fire over great distances, and can take down any ground or water unit or structure with a handful of missiles.
    • Special Ability: Dreadnoughts can increase their rate of fire, but loose health in the process.

Structures

  1. Construction Yard: Once the MCV had deployed, it turns into this structure. This structure gives the commander access to the Protocol Powers, and can build every structure. They are heavily armored.

  2. Barracks: Create the infantry for the Soviets. These structures have weak armor.

  3. Reactor: Provide power for Soviet bases.

  4. War Factory: Produces vehicles for the Soviets.

  5. Naval Yard: Produces the Soviets navy.

  6. Airfield: Creates aircraft for the Soviets. They can produce and maintain only four MIGs at a time.

  7. Ore Refinery: Converts harvested ore from Collectors into money. They can produce an Ore Collector unit.

  8. Super Reactor: This structure both gives great amount of power to the Soviet base and unlocks more advanced units and structures for production. When destroyed, it takes out most things that are nearby.

  9. Battle Lab: Unlocks the highest level technology and units for the Soviets to use.

  10. Crusher Crane: These give commanders an extra build queue, allowing them to build extra structures at the same time. These structures also repair nearby vehicles, and can also be sent vehicles to crush, which will generate a small amount of cash.

  11. Sentry Gun: These are anti-infantry guns. They are still useful against vehicles, much less effective.

  12. Flak Cannon: These are anti-aircraft guns. They cannot fire on anything on land or at sea.

  13. Tesla Coil: The Soviets most powerful base defense. Can take out most units in one to two shots. They cannot fire at aircraft.

  14. Iron Curtain: Grants Soviet commanders use of the Iron Curtain, which makes vehicles and structures invincible for a limited time. This Protocol does not work on infantry, and instead kills them.

  15. Vacuum Imploder: The super weapon of the Soviets. This will destroy almost any and all things caught in its radius. This Protocol can be used on parts of the map that aren't currently revealed.

  16. Fortress Wall: Very weak against anti-structure units, but useful against anti-infantry units. If two sections are build in a line, they automatically build the walls in between, though all walls that are built cost money.

Allied Faction

Infantry

  1. Peacekeeper: The basic infantry of the Allied forces. They are effective vs. infantry, but do little damage against vehicles or structures.
    • Special Ability: The Peacekeepers arm themselves with riot shields. This greatly increases their defense, but they cannot fire their shotguns in this state and move very slowly. They can clear buildings of garrisoned enemy infantry with their riot shields equipped, but sacrifice themselves in the process.
  2. Attack Dog: The Allied Attack Dog is a quick water/land light recon unit. It is effective against infantry, but must get in close to take them out. This is a task it often cannot do without support or distraction, as they have weak armor. They also have the unique ability to detect enemy spies if they are near them.
    • Special Ability: Only effective at close range. This ability stuns enemy infantry, making them unable to move or attack, leaving them vulnerable to the Dogs jaws.
  3. Engineer: These units capture enemy structures and civilian structures to aid in the Allied war effort. Engineers can travel over land and water. They are unarmed, however.
    • Special Ability: They can build a tent to heal Allied infantry on the battlefield.
  4. Javelin Soldier: Slow but powerful anti-armor/anti-air units. They are also effective against structures.
    • Special Ability: While it takes longer to fire, once they do in this state, they rapidly loose several destructive missiles at the target.
  5. Spy: An infiltration unit that can travel on land or water. Spies, after taking on another enemy infantry's appearance, can sneak past enemy front lines and enter any structure, causing various amounts of havoc. These men of mystery cannot fool Bears, Dogs, or Burst Drones, however.
    • Special Ability: They can bribe enemy units for the low cost of $1000 to join your forces.
  6. Tanya: The Allies water/land commando unit. She can make quick work of any infantry unit, tank or structure. In order for her to take down a vehicle or structure, she needs to go inside it to destroy it, which may put her in a dangerous position.
    • Special Ability: Tanya can jump back in time several seconds to regain health she had, and to quickly escape a situation gone bad.

Vehicles

  1. Riptide ACV: The Allied's APC. It can travel on water and on land. In the water, in addition to its anti-personnel machine gun, it can fire torpedoes.
  2. Multigunner IFV: This light and fast vehicle is a great infantry support vehicle. It starts off with basic rockets that can fire on aircraft, but its weapon load out changes, depending on the type of infantry you garrison in the vehicle.
  3. Guardian Tank: A well-rounded vehicle. It can dish out and take punishment. It's effective against structures and vehicles, and can run down infantry with relative ease.
    • Special Ability: A laser that greatly drops enemy vehicles defenses.
  4. Mirage Tank: Lighter armor than it's Guardian counterpart, the Mirage Tank however is much more powerful. It appears to its opponents as a tree when idle.
    • Special Ability: It can generate a field to hide all Allied units nearby.
  5. Athena Cannon: A long range, powerful artillery unit. After locking on, it fires a blast from above. In order to fire at a target, it must have a direct line-of-sight.
    • Special Ability: It can shield itself temporarily.
  6. Prospector: This unit collects Ore for refining.
    • Special Ability: It can deploy into a Command Post to allow the Allies to build elsewhere on the map, away from their base.
  7. Mobile Construction Vehicle: The main unit in Red Alert 3. These units can unpack on land or water, and allow the construction of every structure in the game, and a wide build radius.

Aircraft

  1. Vindicator: Tactical bombers. Very effective at taking out enemy vehicles with ease.
    • Special Ability: Quickly returns to base to refuel and repair.
  2. Cryocopter: An excellent support unit with no damaging attacks. This unit can freeze targets on the ground. Once they are caught in the ray for a short period of time, they are frozen. In this state, the target is easily destroyed.
    • Special Ability: The Cryocopter can also shrink enemy units, reducing their offensive, defensive, and range capabilities.
  3. Apollo Fighter: A fast air-to-air offensive unit. It's ammunition is limited, and must land to recharge at an Airbase.
    • Special Ability: Quickly returns to base to refuel and repair.
  4. Century Bomber: A powerful bomber. These units drop their payload in a straight line as they fly by. Their ammo is limited, and must recharge while landed at an air base.
    • Special Ability: These bombers can carry infantry. Infantry can only get inside them while they are landed at an Airbase.

Navy

  1. Dolphin: Allied scout units of the seas. In groups, they can be effective against most enemy vessels.
    • Special Ability: The Dolphin can leap out of water to avoid any enemy attacks, or jump over enemy units.
  2. Hydrofoil: A light and quick watercraft built to escort fleets and for base defense. It is equipped with an anti-air cannon.
    • Special Ability: They can stop enemy units from firing.
  3. Assault Destroyer: A well-balanced unit. It is effective on both land and sea against vehicles, watercraft, and structures.
    • Special Ability: This ability pulls all enemy fire caught within its radius and pulls it toward itself, protecting other Allied units, and taking one for the team.
  4. Aircraft Carrier: An extremely long range unit. It uses tiny aircraft to fire on its targets. They can be shot down, but they take a lot of damage.
    • Special Ability: The Carrier can launch a missile that disables all vehicles and watercraft caught within the blast radius.

Structures

  1. Construction Yard: Once the MCV had deployed, it turns into this structure. This structure gives the commander access to the Protocol Powers, and can build every structure. They are heavily armored. This structure provides Allied commanders with tech upgrades, unlocking more powerful units and structures. Structures must be nearby the Construction Yard in order to use its upgraded abilities.

  2. Boot Camp: Create the infantry for the Allies. These structures have weak armor.

  3. Power Plant: Provides power for Allied bases.

  4. Armor Facility: Produces vehicles for the Allies.

  5. Seaport: Produces the Allies navy.

  6. Airbase: Creates aircraft for the Allies. They can produce and maintain a maximum of four Apollos, Century Bombers, or Vindicators at a time.

  7. Ore Refinery: Converts harvested ore from Collectors into money. They can produce an Ore Collector unit.

  8. Command Hub: Allows bases to be built within its vicinity. This is the unpacked version of the Prospector. This structure can be Teched Up to unlock new units for nearby structures.

  9. Defense Bureau: Unlocks the highest level base defenses and super weapon for the Allies.

  10. Multigunner Turret: Effective against land, sea, or air targets in its basic form. Its weapons can be changed by placing an infantry unit in the structure.

  11. Spectrum Tower: Can destroy any and all land forces within several shots. If several of these are placed near each other, their firepower is increased.

  12. Chronosphere: Can instantly teleport any kind of ground or sea vehicles from one place on the battlefield to another. This is lethal if used on infantry, however.

  13. Proton Collider: The super weapon of the Allies. This will destroy almost any and all things caught in its radius. This Protocol can be used on parts of the map that aren't currently revealed.

  14. Fortress Wall: Very weak against anti-structure units, but useful against anti-infantry units. If two sections are build in a line, they automatically build the walls in between, though all walls that are built cost money.

Empire of the Rising Sun Faction

Infantry

  1. Imperial Warrior: Excellent anti-infantry units. They are ineffective against structures and armored vehicles.
    • Special Ability: Unsheathing the Katana, they gain a speed boost to close in on infantry and cut them down with the sacred blade. With Katana in hand, they can clear garrisoned structures of enemy infantry, but sacrifice themselves in the process.
  2. Burst Drone: The Burst Drone are the scout infantry unit for the Empire. They can latch on to enemy vehicles on land, sea, or in the air to slow them down significantly.
    • Special Ability: The Drones can self destruct to cause respectable damage.
  3. Engineer: These units capture enemy structures and civilian structures to aid in the Empire's war effort. Engineers can travel over land and water. They are unarmed, however.
    • Special Ability: They can quickly sprint over the battlefield, but after the short burst must stop and catch their breath.
  4. Tankbuster: The anti-armor/anti-structure infantry unit for the Empire. Their guns are very effective, but cannot shoot at air units, unlike their counterparts in the other factions.
    • Special Ability: They can bury themselves in the ground, preventing vehicles from running them over, and increasing their defense. They cannot shoot or move in this state, however.
  5. Shinobi: Quick anti-infantry units. They can kill effectively both up close and from afar. When asked to attack a structure, they will infiltrate it and cause various types of interference.
    • Special Ability: They can use their smoke bombs to become invisible for a limited time.
  6. Rocket Angel: One of the best well-rounded units in the game. These infantry are considered flying, so are immune to most vehicle, infantry, and base defenses. They have powerful missiles that can punish all forms of units, land, sea, and air, and structures, and can travel over water.
    • Special Ability: They can completely stop an enemy vehicle in its tracks. It cannot move or fire while caught by the Angel's special ability.
  7. Yuriko Omega: The Empire's commando unit. She can destroy any one vehicle/infantry/aircraft in a matter of seconds, but can only attack one at a time.
    • Special Ability: If she becomes overwhelmed, this ability kills all infantry within a radius surrounding her.

Vehicles

  1. Mecha Tengu: Anti-personnel vehicle. It has very weak armor, but it can travel over water as well.
    • Special Ability: It can turn into a Jet with its special ability, and becomes an air-to-air fighter. Unlike its counterparts, it does not have to return to base to reload its ammunition, however, it is much weaker because of this.
  2. Sudden Transport: This APC can hold five infantry units and transport them over land or sea. It can disguise itself as an enemy vehicle.
  3. Tsunami Tank: A water/land tank. It is significantly weaker than its counterparts in both offense and defense.
    • Special Ability:Can temporarily deflect incoming attacks.
  4. Striker-VX: A fast and excellent anti-air mech unit.
    • Special Ability: Can transform into a powerful anti-ground helicopter.
  5. King Oni: Powerful against most ground units and structures. It is also heavily armored.
    • Special Ability: It can ram through enemy vehicles and structures. Without this ability activated, Onis cannot crush lesser enemy vehicles by walking over them.
  6. Wave-Force Artillery: It charges up a devastating long range blast. It must have clear line-of-sight to fire on its target, however any units caught between it and the target will fall to its awesome cannon.
    • Special Ability: Allows the Wave-Force to fire instantly instead of waiting for a charge, but as a result the blast is much weaker. This is useful against infantry.
  7. Ore Collector: Gathers Ore for the Empire.
    • Special Ability: If it falls under attack, it can dump its load and fire cannons to defend itself. It cannot gather Ore in this mode.
  8. Mobile Construction Vehicle: The main unit in Red Alert 3. These units can unpack on land or water, and allow the construction of every structure in the game, and a wide build radius. This structure also gives commanders access to Protocols.
  9. Nanocore: These vehicles can unpack and move over all kinds of terrain. These produce the structures for the Empire. Be warned, as they have relatively light armor and low speed, they are vulnerable to enemy attack.

Navy

  1. Yari Minisub: Light subs used for naval battles. They are invisible to most attacks as they lay submerged, when not firing.
    • Special Ability: They can destroy themselves by ramming into an enemy vessel or structure, causing great damage.
  2. Sea-Wing: These subs are also invulnerable when submerged and not attacking. They raise out of the water to fire at enemy aircraft, loosing a deadly salvo of missiles.
    • Special Ability: They can transform into the anti-infantry aircraft Sky-Wing.
  3. Naginata Cruiser: The main battleship of the Imperial navy, they are well balanced in speed, firepower, and defense.
    • Special Ability: It can fire a spread of torpedoes that fire in an arc, but travel in a straight path. Use with caution, as they can damage friendly vessels as well.
  4. Shogun Battleship: The Empire's most powerful sea unit. They can take a beating and deal out a beating from afar. Great for taking out bases that are far inland. They are relatively quick for their firepower.
    • Special Ability: The Battleship can ram into an enemy vessel or structure on the water, causing great damage.

Structures

  1. Construction Yard: Once the MCV had deployed, it turns into this structure. This structure gives the commander access to the Protocol Powers, and can build every structure. In the case of the Empire, the structures are deployed as Nanocores, which themselves must be unpacked. They are heavily armored.

  2. Instant Dojo: Create the infantry for the Empire. These structures have weak armor.

  3. Instant Generator: Provides power for Imperial bases.

  4. Mecha Bay: Produces vehicles for the Empire.

  5. Imperial Docks: Produces the Empires navy.

  6. Ore Refinery: Converts harvested ore from Collectors into money. They can produce an Ore Collector unit.

  7. Nanotech Mainframe: Grants commanders access to the highest level structures and units for the Empire.

  8. Defender-XV: Has an anti-infantry mode and an anti-air mode, both of which must be selected manually.

  9. Wave-Force Tower: Can destroy any and all land forces within several shots.

  10. Nanoswarm Hive: Can instantly deploy a shield around the selected area. Nothing can enter or leave while it is deployed. It stops all firepower that attempt to pass through it.

  11. Psionic Decimator: The super weapon of the Empire. This will destroy almost any and all things caught in its radius. This Protocol can be used on parts of the map that aren't currently revealed.

  12. Fortress Wall: Very weak against anti-structure units, but useful against anti-infantry units. If two sections are build in a line, they automatically build the walls in between, though all walls that are built cost money.

Campaign Summaries

Soviet Union Campaign

Soviet Mission 1

  1. Move Natasha forward to take out infantry. After breaching the wall, move her into the court.
  2. Get Natasha to garrison the structures close to enemy infantry. This will prevent her from taking damage while she easily eliminates the enemy.
  3. When Co Commander (CC) comes into the fray, leave them to guard the South West gate.
  4. Build infantry to garrison the structure in the South corner of the court between your units and the CC's. From this vantage point, they will defend both your forces and the CC's.
  5. NOTE: Keep forces within the square. This makes it easier to defend, and easier to protect your units.
  6. There are several units that will soon emerge from the northeast gate. Station half a dozen conscripts here, set their stance to attack, and they will take care of the issue.
  7. Load up the Bullfrog with Natasha and a mix of Conscripts and Flak Troopers.
  8. Launch them into the south east corner of your objective, behind enemy troops. Ignore the enemy troops in the northeast that aren't attacking your units or objective.
  9. Once you have eliminated these forces, return to the square. Enemies will not spawn and attack until your soldiers have returned.
  10. Use Natasha and your Magnetic Protocol to destroy the cruisers while building more infantry for defense. Make sure Natasha survives.

Soviet Mission 2

  1. Use War Bears to eliminate anti-vehicle infantry north of your spawn point.
  2. Rescue northwest forces first. Send in your Bears to clear the way.
  3. Mass your units and move to the south east to liberate the other Tesla Troops. You will need them to take out the tanks you will encounter as you push north. While you do this, tell your CC to take position where the secondary objective is.
  4. Move north. Use your newly acquired Tesla Troops to kill the tanks, while you keep your Sickles away from them.
  5. Move as far north as possible. Once you have, move to the east. As you move east, order your CC in the south to move east as well, parallel to you, flanking the enemy.
  6. In the way of your primary objective sits a mass of enemy vehicles. Send a Tesla to use it's secondary ability to disable them, then move your units in to destroy them.
  7. Use your Space Dump protocol on the group of infantry and their Boot Camp.
  8. Draw tanks out in the open with Tesla Troops, then get Sickles to jump over the tanks to attack the now-vulnerable infantry. NOTE: If possible, get Sickles to land on infantry when they jump.
  9. NOTE: There is a +1 rank crate on the northwest island of the map on a raised plateau. Use a Sickle and it's jump ability to acquire it.
  10. As the MCV retreats, do not follow it. The Rising Sun hero unit will crush your forces. Attack her simultaneous with your CC for the best effect. Once she is down, mop up remaining enemy forces.

Soviet Mission 3

  1. Land forces in the middle of the island, between the two outposts. From here, attack the power generators.
  2. Keep your Bears at bay, while using your soldiers as your primary offensive. Leave one structure intact, as destroying it will trigger enemies to come.
  3. Move your units to the location of the outpost you destroyed. You can now eliminate the last structure.
  4. Mechs will arrive and wipe out your units. Do not give up, as powerful Stingray units will arrive just in time.
  5. Get your CV to unpack in the water where your forces came from, behind the island and out of harm's way.
  6. Build two refineries and a naval yard first.
  7. Once naval yard is up and running, construct a mixture of Stingrays and Bullfrogs. While you are doing this, move the reinforcement Stingrays you got earlier to the front of your base (in between your base and the island.)
  8. Once you are assigned the base defenses bonus objective, build two anti-air turrets and two anti-infantry turrets. This will achieve the objective and provide a solid base defense.
  9. Prepare a force with Stingrays and Bullfrogs loaded with soldiers. Move east, but make sure the Stingrays are in front of the Bullfrogs.
  10. Take out the turrets first. NOTE: Have Stingrays created to guard the front of your base. Enemies will be attacking there soon.
  11. Land troops on south eastern part of the island and get them to destroy the objective here. NOTE: Just north of here lies a hospital. Capture it and your infantry all over the battlefield will automatically regenerate health. There is also a building east of here that, once captured, can automatically repair your vehicles in the same manner.
  12. Gather forces and rendezvous back in front of your base. Continue to move west, as far as possible, then move north. Use your Dreadnoughts to attack the turrets from afar at this location. NOTE: Unless you control them, CC forces will move and attack on their own, and get slaughtered. Tell them to take position in the middle of the water until your units are all built.
  13. Prepare Bullfrogs with infantry in them. Attack up the middle of the map with CC and Stingrays, then launch infantry from Bullfrogs onto outstretched dock.
  • Command and Conquer: Red Alert 3 Soviet Mission 3, Step 13
  1. Move infantry north from here.
  2. Liberate the engineer by moving units near him. Use him to capture the nearby barracks.
  3. Once you finish off the last visible objective, enemy craft and vehicles will assault your base form the south east. Build defenses before they attack.
  4. Around this time, if you have not already done so, gain Magnetic Satellite protocol.
  5. Once first four objectives are complete, use fast units (i.e. Bear) to reveal the map, allowing the Dreadnoughts to attack units and structures from afar. Guard your Dreadnoughts with several Bullfrogs.
  6. Do not attack the final objective (Palace) until magnetic satellite is ready. Once you attack the Palace, the Empire will send reinforcements to protect it. They will appear and walk out from behind it in a line. Use the Magnet in front of where they're walking to suck them up.
  7. The shield that appears around the Palace is invincible. Don't worry, it will fade after a short period of time. Once it's down, use Orbital Dump to send those units you sucked up crashing into the Palace, and attack it until it is destroyed.

Soviet Mission 4

  1. Build a barracks on the island to your north. Create several Flak Troopers and two engineers. At the same time, create Stingrays and set the rally point of the Naval Yard on the northern island (click on Naval Yard, then with it selected right-click location). Eliminate the light resistance, and capture the structures.
  2. Move Stingrays into the middle of the waters. Enemy ships will attack and crush your forces, but subs will soon come to your aid form the north. Use them to kill the enemy vessels.
  3. Make sure CC holds position and does not stray too far into enemy territory.
  4. Build a force of Stingrays and Akula Subs. Send them to destroy the naval base in the northeast corner of the map.
  5. Construct a War Factory and Barracks in CC's base. Build up forces to deal with enemy base. Hammer Tanks and Flak Troopers are your best friend here.
  6. Move these new units along the bottom of the map to your objective(the center holds devastating Spectrum Towers).
  7. Build a War Factory in Krukov's base. Deploy V4 rockets and Hammer Tanks form it. Send these units north to the enemy base, stopping outside of base defense range. Destroy the base defenses with the V4's, while the Hammer Tanks defend them.
  8. Use your forces from the CC base to cut up the middle of the map.
  9. Acquire Orbital Dump protocol.
  10. Send Bears to the northeast section of the enemy base, to scout and reveal their power plants. Use Orbital Dump on them.
  11. Move all forces ("Q" key on keyboard) in to mop up the base.

Soviet Mission 5

  1. Build Stingrays, Twinblades, a Sputnik and a Sub.
  2. Build a second Airfield to double your production speed.
  3. Move your new units east. Send Twinblades first to take out the barracks and rocket troopers on the southernmost island. Once they have done this, get them to take out Spectrum Towers.
  4. Eliminate Tech Inhibitor. Move Twinblades north to destroy their base defenses. Send a Sub or two to assist the CC.
  5. Deploy Sputnik on center island. Build Tesla Coils as close to the water as possible here, and build an Ore Refinery.
  6. Create Subs and place them between middle and top island.
  7. Build a barracks and place infantry in Twinblades. After the Twinblades have taken out the base defenses, drop troops in enemy base.
  8. Attack enemy bases from a safe distance with Dreadnoughts, using the Twinblades to reveal enemy locations for them. Stingrays should be escorts for the Dreadnoughts.
  9. Once the facility is clear of nearby enemies, move in an engineer to capture it.
  10. Build a barracks and War Factory northeast of the facility. Build a crane near the facility to repair vehicles and quickly build base defenses around it.
  11. Deploy Hammer Tanks and Flak Troopers to defend the facility from your newly built structures.
  12. Build two Tesla Coils and some Sentry Guns around the facility.
  13. Get MIGs to scout northeast section of enemy base. Find a cluster of power plants. Use Orbital Dump to take them all out in one shot.
  14. Bring in MIGS to defend your skies around the facility.

Soviet Mission 6

  1. Build a Naval Yard. From it, construct Bullfrogs. Set up Flak Cannons in the water.
  2. Capture Oil Derricks just south of your starting point.
  3. Build the Battle Lab. Once built, build Dreadnoughts to attack enemy air outposts nearby from a safe distance. Always have a fresh set of Bullfrogs to defend the Dreads.
  4. Once Krukov is revealed as the traitor, use the same strategy against his forces: Dreadnoughts attack form afar, while defended by Stingrays and Bullfrogs. NOTE: ONLY destroy Krukov's buildings that are labeled as the objectives, if possible. The moment you take out just these structures, you are given control of what remains of the base.
  5. Build Kirov Airships and MIG's to assist your CC in eliminating enemy forces in the south west. Once this is done, deploy a Sputnik to this location to achieve the secondary objective. From this point on, Krukov's destruction is of utmost importance, so focus on him.
  6. From the new outpost, capture refineries. Then, mass Flak and Tesla Troopers, and create Natasha. Move them East, protected by Twinblades and a MIG or two.
  7. Move in from north of Krukov's base with Dreadnoughts, using your units form the east to reveal targets for them. If enemy MIGs become too much of a problem, use Bullfrogs to escort your units.
  8. Strike remaining marked structures with Dreadnoughts and Kirov Airships to complete the mission.

Soviet Mission 7

  1. Move south from insertion point. Move to the central pathway (the one that sticks out south the farthest on the map.) The pathway/ramp directly to the south of your starting point, while there is an open wall to the emperor, is a trap.
  2. NOTE: While there are guards at various ramps and checkpoints, they will conveniently move form their posts as you approach. DO NOT ATTACK ANY ENEMIES. Also, if you see any enemy units that are constantly moving back and forth, wait until they are moving away from where you are heading before you move.
  3. Once you've passed through the southern ramp, move east, staying as far away as possible from enemy units while moving. Stick to the walls opposite the enemy units.
  4. Once you have moved far enough to the east, you will be asked to create a distraction. Move south to the specified location and shoot the barrel closest to you.
  5. Once you shoot it, run directly north. Make sure your Bear does not get run over by any of the Defense Cores that are deployed at this moment. You will come across a hole in the wall of the Emperor's garden, which now lies undefended. Move in through here, and attack the Emperor.
  6. First build a barracks. Build an engineer to capture the nearby Oil Derrick, east of your current location. Build several Flak Troopers.
  7. Send Apocalypse Tanks to defend north part of your base.
  8. Build a War Factory next. Create a Sputnik and Hammer Tanks from it. Send the Sputnik to deploy near the Ore Mine northwest of your base.
  9. Once Sputnik is deployed, build a refinery there.
  10. Build a Crusher Crane in the north/northeast section of your base to repair your tanks on the front line while they are fighting.
  11. With your new construction queue from the Crane, quickly expand. Start by building a Rector and Airfield. Then, fortify this base; it will be the shield to protect you throughout the mission while you assault the Rising Sun from the sea.
  12. NOTE: A good mix of unit types is the key to a successful base defense here. Use Natasha and Twinblades to take out the enemy commando when she arrives. Walls on your base's west side are also recommended.
  13. Build a Naval Yard, and from it Dreadnoughts. If your CC is starting to look like they're in trouble, build a Tesla Coil and War Factory in their base to help defend them.
  14. Acquire Magnetic Satellite protocol to handle the enemy heavy ships in the north east.
  15. Push a naval force of Bullfrogs, Subs, and Dreadnoughts up the east river.
  16. Create V4 Rockets at your base. They can almost fire from your base and over the wall of the enemy base in the east. Use this to your advantage and harass the enemy with it. Make sure to pull back your V4's into the center of your base when the enemy attacks you.
  17. Use Airships escorted by MIGs to move east, past your CC's base. From here, get them to move north to attack clusters of Power Plants.
  18. After you have taken out all three generals and the battlefield expands, deploy a Sputnik north of your base where the old enemy base stood, and harvest the Ore there.
  19. Move Airships to the northwest corner of the map. There should be little resistance here. Take out the Power Plants, and then destroy everything in your path.
  20. When the Emperor appears in the red King Oni, Use Apocalypse Tanks magnetic beam ability. This will render him helpless and exposed. Fire on him with other units while he is trapped in this state, and he will quickly fall.

Soviet Mission 8

  1. Build two Refineries for the two mines. Build a Super Reactor.
  2. Build a Naval Yard, Air Field, and War Factory next.
  3. Deploy Sputnik to the south in the water for a more forward base, then sell the War Factory.
  4. Create Subs, Bullfrogs, and Twinblades.
  5. Rebuild the War Factory and create Bullfrogs from it as well.
  6. Send Subs and Dreadnoughts along the south boarder of the map and move west to take out structures.
  7. Load Bullfrogs with infantry, and put Apocalypse Tanks into Twinblades. Send the Bullfrogs in first to take out aerial threats and find anti-air defenses. Destroy these next.
  8. After enemy anti-air has been softened, bring your loaded Twinblades and Bullfrogs to Allied staging grounds on the west Island, and deploy your land troops.
  9. After completing objective 2, regroup at your original base.
  10. Build a force and push up the center of the island with your CC once CC has secured the east shore. Steamroll through (use a mass of strong units to move through) the heavy enemy force northeast and destroy third objective.
  11. Deploy Sputnik to the west island, former staging ground of the Allied forces. Build a Tesla Coil and Flak Cannon and two Refineries here.
  12. Use V4 rockets and Orbital Dump powers to hit objectives at the top of the volcano.

Soviet Mission 9

  1. Use Terror Drones special ability to disable enemy vehicles, while other Drones move in to rip apart vehicles. NOTE: Stasis Ray only stops enemy vehicles from moving; they will still be able to fire.
  2. Take out Harvesters to complete this objective.
  3. Bring Drones back to your spawn point. Send in Tesla Tanks first to clear anti-air defenses. Once these are down, send in Airships and Twinblades.
  4. NOTE:As you build your base, your initial forces will come under attack from the sides and from behind.
  5. If you are desperate, you can bring an Airship to your base to destroy the invading enemy units.
  6. Build a Sputnik, and use a Twinblade to transport him to the island in the south west. Build refineries, anti-air defenses, and a Barracks with several Flak Troopers. NOTE: You can create an Engineer from here to capture the Stock Exchange on this island.
  7. Quickly build a navy and take control of the central waters.
  8. The President will soon notify you that he is raising the threat level. Immediately after this, enemy forces will teleport onto the east island (where your base is) on the north section. Use Flak Troopers to defend against them.
  9. Once you have successfully defended your base, move your navy up the east side of the enemy fortification. Order the CC at the same time to move up the opposite side. Your objective is to eliminate the enemy water forces. Once this is done, pull back into the central waters again. Try to destroy the enemies coastal defenses with Dreadnoughts.
  10. NOTE: Make sure the back of your base is well defended.
  11. Build a Vacuum Imploader Super weapon. Fortify your positions as best you can until the weapon is charged. While you wait for it to charge, build an assortment of infantry, load them into Bullfrogs, and build Tanks to load onto Twinblades.
  12. Drop Vacuum Imploader into the center of the island, destroying the enemy Power Plants.
  13. Bring in Bullfrogs and Twinblades and land your forces in the middle of the island.
  14. Attack all defensive structures and unit production structures once you land on the island. Once this is done, you are safe to destroy the Statue of Liberty.

Allied Campaign

Allied Mission 1

  1. Get Dogs to take out infantry, and Peacekeepers to take out Bears.
  2. NOTE: Garrison your infantry with caution. The Soviet Conscripts can toss Molotovs which can clear the structures of your forces.
  3. Keep your infantry in a close group, as you attack the enemies en mass.
  4. Once you gain access your base, build two engineers and several infantry units and move them south. to secondary objective.
  5. Capture coastal guns and hospital with engineers.
  6. NOTE: If infantry are giving you a hard time, get Peacekeepers to attack the enemy directly. Then, get Dogs to rush in from behind Peacekeepers. Use their bark ability to stun enemy infantry.
  7. Mass Javelin and Peacekeepers on the southern section of the beach. Tell CC to rally there as well.
  8. Once the southern coast is clear of enemies, move your forces and the CCsto the northern section of the coast.
  9. Build an Armor Facility and five IFVs to get secondary objective.
  10. NOTE: Infantry getting mauled by Bears? Put Peacekeepers into the IFVs to change the vehicle into an anti-infantry vehicle. This is a great counter to enemy War Bears.
  11. Mass IFVs. Fill them with Javelin soldiers to double their missile payloads. Use them against the incoming Airships. Make sure to keep them moving to avoid the slow but powerful Airship bombs. After killing enough of them, you will emerge victorious.

Allied Mission 2

  1. Move Tanya and Spies south. Create a few more than you start with and send them as well, just in case.
  2. Get Tanya to take out the Naval Yard.
  3. While in the water, get Spies to take on disguise.
  4. Keep Tanya in the water, away from the Tesla Coils. Move Spies into the enemy base. The entrance is on the west side of the island. The Tesla will not kill them. NOTE: Bears can sniff out Spies. Keep them away from them.
  5. Move a Spy into the Reactor. By this time, the CC should complete the objective in the north.
  6. While the power is out, quickly move Tanya onto the island, and get her to destroy the Tesla. The blackout is only temporary.
  7. Kill the infantry and move her inland to take out the Bears.
  8. Move Spy into south port building.
  9. Move Tanya first north. Make sure to stay close to the fence, lest you get zapped by the Tesla Tower.
  10. Get Tanya to kill Bears/Infantry, and destroy the Barracks.
  11. Move Spies in to infiltrate the port.
  12. Move spies east into the water between the two islands. Beware of Bear patrols. Create and send a few more spies to rendezvous with them here.
  13. Move Tanya back west off the island and around, regrouping with spies.
  14. Get Tanya to kill the Bears patrolling in the water.
  15. Use same tactic and order of operation as you did to infiltrate the last island.
  16. Once on the island with Tanya and spies, infiltrate the port nearest them.
  17. Move north, taking the left path around a fence in the shape of a triangle.
  • Command and Conquer: Red Alert 3 Allied Mission 2, Step 17
  1. Get Tanya to kill Bears, then infiltrate last port building.
  2. Get Tanya to enter the port authority building.
  3. Move Tanya back east off of the island, then north to eliminate Dreadnoughts.
  4. Bring Tanya and any remaining Spies back to your base
  5. Make several Guardian Tanks, and several Riptides. Fill Riptides primarily with Javelin Soldiers and a few Peacekeepers.
  6. Move them north close to the beach towards enemy base. At the same time, order CC to move north first, then east to attack the base at the same time that you come in from the south to attack the enemy base. Repeat this process until the base falls.
  7. NOTE: If you are being attacked as you make your way north, get infantry to garrison the structures on the way temporarily to fight off the waves of enemies, then put them back into the Riptides and push on.

Allied Mission 3

  1. Keep Hydrofoils together. Use one of them to disable the enemy Twinblades with special ability, while the other ones take them down.
  2. Send Attack Dogs north. Their long range of sight will reveal enemy locations while they stay at a safe distance.
  3. Build Armor Facility and two Refineries.
  4. Create tanks to crush enemy infantry, and create a barracks to produce Peacemakers.
  5. NOTE: When attacking targets outside of the Soviet base, make sure you stay away from the Teslas: attack at the front of the base to avoid this problem.
  6. NOTE: Stay away from the Super Reactors when you destroy them. They will take out most things that are near them when they blow up.
  7. After clearing out the enemy's nearest location, get your ground forces to hold their ground. If you venture too far into the base, Tesla Coils will decimate your forces. Kill any enemy units that leave the security of their base.
  8. At this point, build three Airfields. Construct four Vindicators at each Airfield. Use them to bomb the secondary objectives in the southwest, and the base to the north. Also use them to destroy the Tesla Coils.
  9. Move Tanya to regroup with your forces in the northeast.
  10. Next, take out the Iron Curtain.
  11. Once the Tesla Coils are down, move your ground forces in for the kill.
  12. Use a mass of Vindicators to take down the final building objective.

Allied Mission 4

  1. This first part of the mission is very straight forward. Move to objectives and kill anything in sight.
  2. Once enemy infantry garrison, keep Tanya away from that building, and get Natasha to take it out.
  3. Place Tanya north of your base. Enemy infantry will soon arrive there. It will be a cakewalk for her.
  4. Destroy turrets defending the cruisers with bombers.
  5. Build anti-infantry units/defenses at northwest section of your base.
  6. Send naval units south to defend CC.
  7. Create Riptides to escort newly acquired cruisers north. Use them to destroy naval opposition.
  8. Send Tanya with a Prospector south. There will be two King Oni waiting there. Send in Tanya to kill them first, then build your base there.
  9. Build anti-tank defenses in northwest section of new base.
  10. Most attacks will come at you from the area north of your base. Build up forces here.
  11. Build up land and air forces on southwest island.
  12. Once your two armies are built, order the CC to storm the center, from the water. Move your units you've prepared up both sides of his flanks, and collapse upon the enemy base at once. NOTE: While this fighting is going on, sneak Tanya in a Riptide up along the northwest side of the enemy's base and into the back. The chaos at the front of the base should allow her to walk in and take out primary objective structures to win the battle quicker.

Allied Mission 5

  1. Use Hydrofoil's special ability on enemy vehicles, and allow the Soviets to shoot them down while they are defenseless. Always keep at least one Hydrofoil for this purpose with the Soviet ships.
  2. Keep the majority of your forces in the east. The Soviets will handle the north and west.
  3. After taking on disguises, get one spy to knock out one Power Plant each. NOTE: Wait for Natasha to stop running forward, so she is as close to the Power Plant as possible when you disable it.
  4. To destroy the Radar Ship, select it. Then, click on the "execute" button that appears in the pop-up window.
  5. Move west, and kill the infantry. When the infantry are dead, click on a Power Plant and click "execute" to get an engineer to turn it off.
  6. Move south to take out the next Power Plant. In the trees by the Power Plant, there is a cash crate. Get Tanya to walk over it to collect it.
  7. Move east and capture that Power Plant.
  8. Once the two generators in the south are captured, move north and repeat the same process you used for the other Power Plants.
  9. Before taking out the second radar ship, move east. In the trees here there is another cash crate.
  10. Order Tanya to destroy the Radar Ship to complete the objective.
  11. Build a force to defend the front of your base from attacks from the north. NOTE: Use Destroyers special ability while they are within the repair radius of the Seaports. This will allow the unit to absorb incoming fire from those around him, but then immediately repair this sustained damage.
  12. Create a force to attack enemy ships in the east. Do not worry about the guns on the island that you can see: they are still disabled from the last part of the mission.
  13. Deploy a Prospector and escorts with it and expand onto the eastern island.
  14. Strike defensive installations on the fortress with Aircraft Carriers. Make sure to have plenty of escort ships to protect them, as they harass the base from a safe distance.
  15. Once the main base defenses have been obliterated by the Aircraft Carriers, move all units into the center of the arms of the fortress in the north, choking the waterway.
  • Command and Conquer: Red Alert 3 Allied Mission 5, Step 15
  1. Order CC to expand onto the carrier. Bring in Destroyers, which can roll up and onto the fortress itself to escort the CC in this process.
  2. To complete the final objective, you must capture both Reactors at the same time. Have one engineer stationed at each Reactor, then capture them.

Allied Mission 6

  1. Head for the North West Power Plant. Do not enter the fenced in area from the front of the turret, but from the northeast side.
  2. Once the power is out, take out the infantry but leave the Boot Camp. You will get a secondary objective to capture this very shortly.
  3. Kill the dogs first, then take out the Tank. Send her in to garrison the white building in the center, to safely take out remaining infantry.
  4. Once you have been given your base, prepare to defend the northwest section of it. most enemy attacks will be coming from here.
  5. Though it is a secondary objective, shutting down the laser-shooting heads should be your primary one. To shut off their power, have Engineers load into Century Bombers. They can only board them while they are landed on the Airbase.
  6. The best route to the power stations is along the edges of the map. Going through the center will spell certain death. Be warned: the President's limo moves around the boarders of the map, and is often protected by a pair of Apollo fighters. Create three or four Apollos of your own to escort your bombers to the secondary objectives.
  7. Once you reach an objective, order your Bombers to eject the engineers beside the structures on the raised ground.
  8. After you have done this for all three, now comes the time to deal the final blow. Create a massive amount of Guardian Tanks, IFV's, and Mirage Tanks. Also create Javelin Soldiers. Send them in first, because they are so slow, but attack it at the same time. NOTE: Get access to the Freeze protocols if you can. They will come in handy in buying you time during the final, desperate assault. Use it to freeze enemy vehicles, but make sure none of your own are caught in the radius.
  9. Destroy any Spectrum Towers in the immediate area, but ignore the other base defenses and enemy units. You must pour all of your firepower into the primary objective, and more than likely don't have time to waste. Order your CC to attack this target as well. If you still have them, don't forget to use your Century Bombers.

Allied Mission 7

  1. Rapidly build Javelin Soldiers, Guardian Tanks, and other anti-armor units and send them north to engage the enemy landing on your shore.
  2. Move a few Tanks to the east side of your CCs base, in case they get overwhelmed.
  3. Attack sea objectives one at a time, preferably with Aircraft Carriers.
  4. Use Chronosphere to teleport your MCV to the northeast corner of the map.
  5. With new reinforcements, use Mirage Tanks stealth ability to cover your Athena Cannons. Get them to move west, supported by Javelin Soldiers, eliminating King Onis and the enemy outpost (the one in the north, not northwest).
  6. Build a base defense along the land bridge at the southwest of your base. Athena Cannons can often take out enemies moving up here before they are a threat.
  7. NOTE: Keep moving your units, even the ones in your base. If they stay in the same spot for too long, they will get destroyed by Protocol powers. This applies to constructing your base as well; try to spread out the construction as much as possible.
  8. NOTE: If Athena Cannons are threatened, teleport them back to your base with the Chronosphere's ability, repair them, build escorts for them, then head back out west. Repeat this strategy until the northwest objective falls.
  9. Move south to take out the objectives on the island attached to your base by land. Have a good mix of infantry, vehicles, and aircraft to complete this objective.
  10. The ports to the south should be your next objective. Aircraft Bombers are your best bet here.
  11. Leave the base on the northwest island last. It is isolated, and not much of a threat. Get Century Bombers to attack this base at the same time as your CC.

Allied Mission 8

  1. NOTE:Make sure your units stay within the Mirage Tank's area of effect for the duration of this mission.
  2. With the Spy's special ability, try to bribe powerful enemy units, and units that are packed in relatively close. NOTE: This will work on enemy vehicles as well.NOTE: This ability can only be used as long as you have money, so watch your cash, or else you might not achieve the bonus objective.
  3. By the time you arrive at the gate, if you still have cash, bribe the enemy here. Otherwise, send in your Attack Dogs to kill the Conscripts first, then the other units in the way. Don't forget: Their bark is much worse than their bite!
  4. When the real Apocalypse Tanks appear, move your units to the east side of the road and of your Mirage Tank.
  5. Once you have acquired your base, build Airfields, Century Bombers, and Apollo Fighters. As soon as you can, get the Advanced Aeronautics Protocol.
  6. Build base defenses in the north section of your base and anti-air/anti-armor units. One or two Multigunner Turrets in the middle of your base should suffice.
  7. NOTE: A small Soviet base lies in the southeast corner of the map, behind your base. Take it out to stop the light harassment from behind.
  8. Focus your efforts on destroying the Stadiums. CC will focus on Airships, but help him if possible.

Allied Mission 9

  1. Move MCV up right side, staying as far as possible from the center to get to your first objective.
  2. Build an Armor Facility in front of the bridge in the east. Mass Athena Cannons, Guardian Tanks, and Mirage Tanks (at least one using it's special ability), and Javelin Soldiers. Keep your vehicles within the repair radius of the Armor Facility, and they will lock this area down.
  3. Century Bombers are your best friend in this mission. Use them to attack the Iron Curtain in the southeast first.
  4. NOTE: Capture Oil Derricks behind your and your CC's base as soon as possible. You'll need the extra cash.
  5. NOTE: Freeze Protocols can come in handy while defending the eastern bridge.
  6. NOTE: As you continue to assault the Iron Curtains, if MiGs are defending the airspace, send in Apollos to escort your bombers.
  7. Push your ground forces southeast and attack that base to slow attacks on your base.
  8. NOTE: Once you take out the Iron Curtain in the northeast, it will be replaced by a super weapon, which you will have to take out ASAP once it appears.
  9. NOTE: To avoid anti-air defenses surrounding the Iron Curtains, fly above the water first, then cut in tot he enemy base from here.
  10. Once all the objectives are destroyed, and the Iron Curtain falls, use as many Bombers as possible, along with your CC's forces, and offensive Protocols to bring it down once and for all.

Empire of the Rising Sun Campaign

Empire Mission 1

  1. Take out Power Plant in the west first.
  2. Use the newly granted Drone protocol to take out second Power Plant.
  3. Have Tankbusters attack structures while your Imperial Warriors and Shinobi defend them.
  4. NOTE: Your Drone protocol recharges within seconds in this mission. Use it with liberty to complete final objectives.

Empire Mission 2

  1. Pick one side of the river and stick with it. Only kill the infantry on this side, or else you risk loosing more units if you attack both.
  2. Build a Dojo near the Oil Derrick. Capture it, then build Walls around the Dojo and Derrick.
  3. Build a Mecha Bay in the north, between your and your CC's base.
  4. To the west of your base, there are several money crates.
  5. Move several Mecha Tengu to northeast objective. Once infantry are cleared, move in Tanks and Tankbusters to eliminate the statues.
  6. Move forces into northeast and southwest corners of the map. At the same time, more through the center with your CC and strike from all three side. NOTE: Garrison your Tankbusters in the buildings located near the statues, and tell them to fire from this garrison at the statues.
  7. Once the statues have fallen, choke the southern river with Tsunami Tanks and both forms of the Mecha Tengu. Spread your units along the river, moving the bulk of them back and forth around the units you must protect, until they have all passed through.

Empire Mission 3

  1. Grab all four units and immediately move them south to clear the Stingrays before the Transports arrive there
  2. Once the Transports are traveling west, along the southern part of the map, have two units move forward but leave two in the southwestern region; set them to aggressive stance. Subs will attack from behind soon, and these units will stop them.
  3. Once Transports begin arriving on the island, fly your units to intercept incoming Twinblades.
  4. After acquiring the Executioner, move him to the southwest corner of the map, to take out the landmark there.
  5. NOTE: Tesla-based attacks (electric attacks) that hit the Executioner heal him. Try to keep from destroying these units/structures until you are fully healed.
  6. Move north, taking out each objective. If V4 Rockets are giving you trouble, get your CC to attack them. NOTE: Use the Executioner's special ability to quickly destroy objectives that lay behind walls.
  7. NOTE: To destroy air hostiles, simply walk the Executioner into them.

Empire Mission 4

  1. Immediately send defense cores to unpack around objectives.
  2. Send Yuri Subs to the northwestern coastal defense spot.
  3. Send two or three Chopper VXs in helicopter mode to east ports to aid your CC in the defense of that spot.
  4. NOTE: For the duration of this mission, make sure the center waterway that cuts into the middle of the land and right to your base is clear of enemies at all times. If they breach this spot, your base, and therefore mission, have little chance of survival.
  5. Use Final Squadron Protocol on the Airbases in the northeast corner of the map, hitting more than one with the attack. Do this three times and their air dominance will be crippled.
  6. Once reinforcement fleet has arrived, send them directly south of where they enter from to destroy the target there, then east to attack the enemy base.
  7. Use Shogun Battleships to strike Spectrum Towers from afar.
  8. Finally, send your navy south to finish them off.

Empire Mission 5

  1. Destroy enemies as they appear.
  2. When enemy Chryocopters arrive, use the Angels offensive abilities to take them out, then use their special abilities to freeze enemy vessels.
  3. Send units to kill enemies attacking Cores, then clear out the rest of the enemy on board the fortress.
  4. Use engineers special ability to quickly get both cores for secondary objective.
  5. NOTE: Repair the Fortress's big guns constantly. They will go a long way in keeping enemy forces at bay.
  6. Unpack MCV on Fortress.
  7. Produce Mecha Tengus (in air mode) and VX's (in chopper mode). Get these units, together with your Angels, to take out northeast enemy Airbase/Refineries.
  8. Next, create a fleet of Shogun Battleships and send them south, destroying the heavy defenses from afar, then destroy the rest of the outpost.
  9. Assault the final enemy base from the west, while your CC comes from the north. Overwhelm them.

Empire Mission 6

  1. Get your fortress guns to target the Auroras on the beach.
  2. Destroy the homes surrounding your staging ground. Cash boxes are in some of them. NOTE: One of the trees to the right of the Oil Derrick is a Mirage Tank. Take it out with Tankbusters.
  3. Build Wave Force Artillery. Use them to destroy the nearby base from a safe distance. Until you have the ability to create these units, focus on defending your base. NOTE: Build Tech and Power structures on the water behind you to keep them out of harms way.
  4. NOTE: When attacking the northern base, make sure you attack Power Plants first, then the turrets.
  5. Build another outpost on the ashes on the Allied base just north of yours. Fire from here onto the enemy base east of this location.
  6. Next, move to capture the media center in the east. To counter the infantry, mass Shinobi and Mecha Tengu. Use your Artillery or VX against the Aurora Cannons and Spectrum Towers. Use this tactic to capture the other media centers, and LA will be yours.

Empire Mission 7

  1. Move along the linear path to your objective, using Yuriko's special ability if the becomes overwhelmed by infantry.
  2. Once you get your base, immediately repair your structures. Build VX's in ground mode to defend your airspace.
  3. NOTE: Do not forget, Yuriko can travel over water and destroy naval units.
  4. Once you acquire MCVs, take one of the center four spots, and order your CC to take the other center spot. set up two Refineries on either northwest or southeast island (whichever is closer to your base).
  5. The Russians will come from the northeast and southwest corners with a naval force. Yuriko assisted by Shoguns should do just fine against them.
  6. NOTE: Have Mecha Tengus in Jet form to patrol up and down your shores to defend against any bombers throughout this mission.
  7. Build a massive fleet of Shoguns and anti-air escorts for them. Push them as close to the enemy base on land as possible. From here, they can strike both the primary objectives and most other parts of the enemy base.
  8. NOTE: Use your air force to finish off Soviet forces on land.

Empire Mission 8

  1. Get turrets up ASAP, mainly on east side of your base.
  2. Create Mecha Tengus. You will mainly be fighting infantry, so create anti-infantry units.
  3. To achieve secondary objective: Put an engineer in a Sudden Transport. Make the transport camouflage itself as an enemy vehicle. Get VXs to take out Teslas on east entrance to enemy base (they can see through the disguise.) Also beware of enemy Bears. Finally, send the Transport through the enemy base and drop him off at objective to capture it.
  4. Once Executioner arrives, get it to destroy the unit-producing enemy structures, but leave at least one objective structure standing. You can use this time to build up your base and forces, and accumulate cash. You will not get attacked so long as you leave one objective standing.
  5. Build your super weapon. Also create several turrets, spread them throughout your base, and set them to anti-air mode.
  6. For a forward base, construct an Ore Refinery, Dojo, and Mecha Bay in the northeast section of the map near the ore refineries.
  7. Build an Imperial Dock. Begin to build Shogun Battleships and Seawings. Move them up the east river.
  8. Once you are satisfied with your base, destroy the last remaining structure.
  9. Mass Rocket Angels and keep them very close to the Executioner. They can take out any air or sea enemies you encounter, and can be quickly sent back to your base to defend it.
  10. Continue to send your navy north, to draw fire and help protect the Executioner. The Seawings should take care of most air units that fly overhead en route to your base or the Executioner.
  11. Once you have cleared all objectives, use Rocket Angles and MiGs to destroy the final flying objective.

Empire Mission 9

  1. Use all units to destroy unit producing structures first.
  2. Once you have your construction vehicles, deploy Mecha Bay and Dojo to the east on the south side of the two bridges. Get all of your current units to move here as well. Upgrade both to their top available level. NOTE: When Allied Bombers attack you, Yuriko is your best defense.
  3. Once the Mecha Bay is fully upgraded, create Wave Force Artillery.
  4. Begin to mass Tank Busters with several Imperial Warriors.
  5. Use your Artillery to take out base defenses just to the north from afar. While this is going on, create about six VXs and two to three more King Onis.
  6. Once those base defenses are gone, rush forward with King Onis and Yuriko. Garrison your newly created infantry in the structures surrounding the air base.
  7. Destroy the Airbase structures first, then take out that Power Plants to shut down the base defenses.
  8. NOTE: Use Final Squadron, it's upgraded form, and the Psionic Decimator to destroy the Proton Colliders and generally harass and strike at the enemy bases throughout the mission.
  9. After you have cleared the air base, deploy Ore Refineries, a Mecha Bay, and Dojo on top of its smoldering remains.
  10. Mass produce VX in helicopter form, King Oni, Tankbusters, Rocket Angels, and Artillery.
  11. With Artillery leading the way, move north to take out a massive cluster of Power Plants situated in the northeast most corner of the map.
  12. From here, move west, destroying everything in your path.
  13. Once you have taken care of your final objectives, one task remains. Use Rocket Angels special ability to disable the Apocalypse Tanks, then use the rest of your units to eliminate the active enemies. Finally, destroy the disabled tanks.
  14. Destroy the final structure to attain ultimate victory.

References

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