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    FAQ/Walkthrough by Baruraga

    Version: 1.4 | Updated: 06/26/09 | Search Guide | Bookmark Guide

    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
    

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