____                                          _    ___   
 / ___|___  _ __ ___  _ __ ___   __ _ _ __   __| |  ( _ )  
| |   / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` |  / _ \/\
| |__| (_) | | | | | | | | | | | (_| | | | | (_| | | (_>  <
 \____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_|  \___/\/
                                                           
  ____                                            ____          _ 
 / ___|___  _ __   __ _ _   _  ___ _ __          |  _ \ ___  __| |
| |   / _ \| '_ \ / _` | | | |/ _ \ '__|  _____  | |_) / _ \/ _` |
| |__| (_) | | | | (_| | |_| |  __/ |    |_____| |  _ <  __/ (_| |
 \____\___/|_| |_|\__, |\__,_|\___|_|            |_| \_\___|\__,_|
                     |_|                                          
    _    _           _     _____ 
   / \  | | ___ _ __| |_  |___ / 
  / _ \ | |/ _ \ '__| __|   |_ \ 
 / ___ \| |  __/ |  | |_   ___) |
/_/   \_\_|\___|_|   \__| |____/ 
                                 
Author: Warfreak
Version: 0.9
Date Started: 21/12/08

NOTE: These statistics are based on the Vanilla unpatched version of the game
so any recent changes that may effect the game will not be taken into 
consideration in the making of this guide. 

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

Table of Contents
Introduction
    [1.01] Introduction
    [1.02] Version History

Campaign

Soviet Campaign

    [2.01] The Shrike and the Thorn
    [2.02] Circus of Treachery
    [2.03] Taking Back Ice-Harbour
    [2.04] March of the Red Army
    [2.05] The Science of War
    [2.06] No Traitors Tomorrow
    [2.07] To Tame a Living God
    [2.08] The Stone-Faced Witnesses
    [2.09] Blight on the Big Apple

Allied Campaign

    [3.01] Ride of the Red Menace
    [3.02] The Shark and the Lure
    [3.03] The Famous Liberation
    [3.04] Enemy of Our Enemy
    [3.05] The Unfathomable Fortress
    [3.06] A Monument to Madness
    [3.07] Forever Sets the Sun
    [3.08] The Great Bear Trap
    [3.09] The Moon Shall Never Have Them

Empire of the Rising Sun Campaign

    [4.01] The Death of Father Frost
    [4.02] To Conquer Shattered Spirits
    [4.03] Behold the Mighty Saint of Swords
    [4.04] Graveyard of a Foolish Fleet
    [4.05] Assault on the Black Tortoise
    [4.06] Rage of the Black Tortoise
    [4.07] Barbarians at the Bay
    [4.08] Crumble, Kremlin, Crumble
    [4.09] The Last Red Blossom Trembled

The Soviet Union
Soviet Buildings
    [5.01] Airfield
    [5.02] Barracks
    [5.03] Battle Bunker
    [5.04] Battle Lab
    [5.05] Construction Yard
    [5.06] Crusher Crane
    [5.07] Naval Yard
    [5.08] Ore Refinery
    [5.09] Outpost
    [5.10] Reactor
    [5.11] Super Reactor
    [5.12] War Factory
Soviet Support Structures
    [6.01] Flak Cannon
    [6.02] Fortress Wall
    [6.03] Iron Curtain
    [6.04] Sentry Gun
    [6.05] Tesla Coil
    [6.06] Vacuum Imploder
Soviet Infantry
    [7.01] Combat Engineer
    [7.02] Conscript
    [7.03] Flak Trooper
    [7.04] Natasha
    [7.05] Tesla Trooper
    [7.06] War Bear
Soviet Vehicles
    [8.01] Apocalypse Tank
    [8.02] Bullfrog
    [8.03] Hammer Tank
    [8.04] MCV
    [8.05] Ore Collector
    [8.06] Sickle
    [8.07] Sputnik
    [8.08] Terror Drone
    [8.09] V4 Rocket Launcher
Soviet Naval Units
    [9.01] Akula Sub
    [9.02] Dreadnaught
    [9.03] Stingray
Soviet Air Force
    [10.01] Kirov Airship
    [10.02] MiG Fighter
    [10.03] Twinblade


The Allied Nations
Allied Buildings
    [11.01] Airbase
    [11.02] Armour Facility
    [11.03] Boot Camp
    [11.04] Command Hub
    [11.05] Construction Yard
    [11.06] Defence Bureau
    [11.07] Ore Refinery
    [11.08] Power Plant
    [11.09] Seaport
Allied Support Structures
    [12.01] Chronosphere
    [12.02] Fortress Wall
    [12.03] Multigunner Turret
    [12.04] Proton Collider
    [12.05] Spectrum Tower
Allied Infantry
    [13.01] Attack Dog
    [13.02] Engineer
    [13.03] Javelin Soldier
    [13.04] Peacekeeper
    [13.05] Spy
    [13.06] Tanya
Allied Vehicles
    [14.01] Athena Cannon
    [14.02] Guardian Tank
    [14.03] MCV
    [14.04] Mirage Tank
    [14.05] Multigunner IFV
    [14.06] Prospector
    [14.07] Riptide ACV
Allied Naval Units
    [15.01] Aircraft Carrier
    [15.02] Assault Destroyer
    [15.03] Dolphin
    [15.04] Hydrofoil
Allied Air Force
    [16.01] Apollo Fighter
    [16.02] Century Bomber
    [16.03] Cyrocopter
    [16.04] Vindicator Bomber


The Empire of the Rising Sun
Empire Buildings
    [17.01] Construction Yard
    [17.02] Docks
    [17.03] Instant Dojo
    [17.04] Instant Generator
    [17.05] Mecha Bay
    [17.06] Nanotech Mainframe
    [17.07] Ore Refinery
Empire Support Structures
    [18.01] Defender VX
    [18.02] Fortress Wall
    [18.03] Nanoswarm Hive
    [18.04] Psionic Decimator
    [18.05] Wave Force Tower
Empire Infantry
    [19.01] Burst Drone
    [19.02] Engineer
    [19.03] Imperial Warrior
    [19.04] Rocket Angel
    [19.05] Shinobi
    [19.06] Tankbuster
    [19.07] Yuriko Omega
Empire Vehicles
    [20.01] King Oni
    [20.02] MCV
    [20.03] Mecha Tengu
    [20.04] Nanocore
    [20.05] Ore Collector
    [20.06] Striker VX
    [20.07] Sudden Transport
    [20.08] Tsunami Tank
    [20.09] Wave Force Artillery
Empire Naval Units
    [21.01] Naginata Cruiser
    [21.02] Sea-Wing
    [21.03] Shogun Battleship
    [21.04] Yari Mini-Sub


Neutral Buildings
    [22.01] Airport
    [22.02] Dry Dock
    [22.03] Garage
    [22.04] Hospital
    [22.05] Radar Tower
    [22.06] Oil Derrick
    [22.07] Veteran Academy


Support Powers

Soviet Powers
    [23.01] Cash Bounty
    [23.02] Desolator Airstrike
    [23.03] Grinder Treads
    [23.04] Iron Curtain
    [23.05] Magnetic Singularity
    [23.06] Magnetic Satellite
    [23.07] Mass Production
    [23.08] Orbital Drop
    [23.09] Terror Drone Surprise
    [23.10] Toxic Corrosion
    [23.11] Vacuum Imploder

Allied Powers
    [24.01] Advanced Aeronautics
    [24.02] Chrono Rift
    [24.03] Chrono Swap
    [24.04] Chronosphere
    [24.05] Cyroshot
    [24.06] Free Trade
    [24.07] High Technology
    [24.08] Paradrop
    [24.09] Proton Collider
    [24.10] Surgical Strike
    [24.11] Surveillance Sweep
    [24.12] Time Bomb

Empire Powers
    [25.01] Advanced Rocket Pods
    [25.02] Balloon Bomb
    [25.03] Emperor's Rage
    [25.04] Final Squadron
    [25.05] Fortified Fleet
    [25.06] Honourable Discharge
    [25.07] Nanoswarm Hive
    [25.08] Point-Defense Drones
    [25.09] Psionic Decimator
    [25.10] Robotic Assembly
    [25.11] Sleeper Ambush

Commanders
    [26.01] Allied - Giles Price
    [26.02] Allied - Lissette Hanley
    [26.03] Allied - Warren Fuller
    [26.04] Empire - Kenji Tenzai
    [26.05] Empire - Naomi Shirada
    [26.06] Empire - Shinzo Nagama
    [26.07] Soviet - Nikolai Moskvin
    [26.08] Soviet - Oleg Vodnik
    [26.09] Soviet - Zhana Agonskaya

Other Things
    [27.01] Crates
    [27.02] Ranks

[A] Contact Information
[B] Webmaster Information
[C] Credits
[D] Sites FAQ is on
[E] Copyright

------------------------------------------------------------------------------
[1.01] Introduction

This is my 42nd guide and the third for the Command and Conquer series. This 
is for Red Alert 3, which is the newest installment in the Red Alert series
that has been alive for a long period of time, overtaking the previous 
installment of Red Alert 2, one of the best RTS games that has been released 
this decade, in my opinion anyway. Anyway, this features the Soviets and the
Allies, and a new empire, the Empire of the Rising Sun. Lets Go!

------------------------------------------------------------------------------
[1.02] Version History

Version 0.0 [21/12/08]
Start of this guide and start of the basic template. 

Version 0.1 [11/1/08]
Finished Harvest Moon so started this. 2 missions done. 

Version 0.2 [12/1/08]
4 more missions complete.

Version 0.3 [13/1/08]
Soviet Campaign Done.

Version 0.4 [14/1/08]
Allied Campaign Complete. 2 Japanese Missions Complete.

Version 0.5 [15/1/08]
Completed ALL Missions. Units, Protocols and Neutral Buildings to go before
this guide is finished as well. 

Version 0.6 [16/1/08]
Completed a bit here and there. 

Version 0.7 [17/1/08]
Completed the Soviet's Base, ToC complete.

Version 0.8 [18/1/08]
Allies are complete. Missing the Empire, Neutral Buildings, Support Powers and
Commanders.

Version 0.9 [19/1/08]
Completed this Guide, and it is completed, unless something comes up.

------------------------------------------------------------------------------
[2.01] The Shrike and the Thorn

Location - Leningrad

Co-Commander - Oleg
Enemy Commander - Kenji

Primary Objectives

1 - Secure the Fortress
2 - Train 5 Flak Troopers
3 - Natasha must Survive
4 - Destroy the Shogun Battleships


Secondary Objectives

1 - Save the Hermitage

--==Walkthrough==--

As always, this is again the tutorial mission for the Soviet forces. Generally
speaking, all campaign missions are tutorials. Any, use Natasha, who is your
commando unit, and use her to kill all the infantry. Target the gate, and 
notice the air strike is called in. All non-infantry targets are going to be 
hit with an air strike, which cannot be stopped by anti-air.

Move inside, near the fortress, and take out all infantry. Wait for the 
Tankbusters to surface on the ground before you decide to knock them out with
Natasha. Wipe them all out, then the cutscene.

Immediately train a small army of Flak Troopers. The game says 5, I suggest
around 10, since they will be extremely useful against enemy vehicles as well
as the choppers. Your flak troopers will need to take down all the enemy 
choppers, since Natasha cannot take them down, only the Tsunami Tanks.

When you are able to, train a few conscripts, not for comedic relief, but to
take down the enemy tank busters. Conscripts are better against infantry, but
do not place them against Tanks, they don't stand a chance, without molotovs.

When you have the objective to save the Hermitage, pop Natasha into the 
Bullfrog and cannon her to the other island. Wipe out all the infantry, which
should be a breeze, save the building, then cannon her back to the starting
island. That is the easy part.

The hard part is taking out the Battleships. You need Natasha to air strike
all the battleships, while you can use the Magnetic Satellite protocol to 
beam up some of the Battleships. Take the rest of them out to finish this
relatively easy mission. 

------------------------------------------------------------------------------
[2.02] Circus of Treachery

Location - Krasna-45

Co-Commander - Moskvin
Enemy Commander - Shinzo

Primary Objectives

1 - Get Natasha to the K-45 Launch Facility
2 - Eliminate the Imperial Ambush Division


Secondary Objectives

1 - Assist the Tesla Troopers
2 - Rescue the Tesla Troopers

--==Walkthrough==--

You need to protect Natasha this mission, but it is controlled by Moskvin, so
you need to do the scouting and the ambushing this mission. You have some 
Sickles, so move ahead and take down the infantry ahead, which should be 
no problem. That would rescue the bears for you. 

Use your new bears to head down and take down the Tankbusters, since they will
do a fair amount of damage to your Sickles and that will free up some of the
Tesla Troopers. They will be useful. Move and follow the path, and you will
see some enemy tanks. This is where the Magnetic Satellite will be extremely
handy, since it will take care of them for you. Tesla Troopers will take 
care of the leftovers. 

Keep pushing and take down the Mecha Tengus with your troops before you move
on, and keep taking the bonus crates as you head along to heal up your
troops. 

Head towards the circus area, and you meet some resistance, infantry and
helis. Luckily, the helis fly away, which saves you a lot of trouble. Make
sure that you have saved all possible Tesla Troopers, and start your siege
on the facility.

Use your magnetic satellite to take out the armour in the area, which will
be a problem, and using all your forces, take them all out. After that,
wait for your Satellite and your new Orbital Dump, and soon, you will 
face an enemy base.

The problem here is Yuriko. She is the enemy commando and she is more than
capable of wiping out all your troops. When you see her, target all your
troops at her, and hopefully, one of the bears will bite her. Dodge the 
nasty balloon bombs, and using your Satellite and Orbital Dump, target the
base and destroy it. Target the Dojo first to ensure no further reinforcements
from the enemy. That should end this mission. 

------------------------------------------------------------------------------
[2.03] Taking Back Ice-Harbour

Location - Vladivostok

Co-Commander - Zhana
Enemy Commander - Prince Tatsu

Primary Objectives

1 - Clear the Island of Enemy Forces
2 - Construct a Barracks and Naval Yard
3 - Destroy the Imperial Scout Base
4 - Destroy the Imperial Naval Base
5 - Destroy the Imperial Military Admin


Secondary Objectives

1 - Set Up Base Defences
2 - Destroy the Generators

--==Walkthrough==--

First of all, you have your Bullfrog transports, and cannon all your troops to
the middle of the island to take out the enemy. It should be that hard, given
the forces of bears, flak troopers and conscripts, but some Mengus, in their
sky mode, will drop in. When they do, see if you can hit them with the 
Bullfrog before they transform. 

You will get some Stingrays, which are Tesla boats, which are quite fun to
play around with. You still need your infantry, since there isn't much for
you to with on this level, so make sure as many survive as possible. Tesla
Boats are much better on water however, so keep that in mind. Take out all
the enemy troops, and your MCV arrives.

Unpack, and start building your Refineries, which are your source of income,
and get ready to build to the ore mines. Then pump up some defences, which
are going to be needed, and build the barracks and the naval yard as 
requested, and start building a lot of Stingrays, because you will 
definitely need them.

Now, load up your bullfrogs, get more if you need them, and load up on your
infantry. Engineers would be best to launch into the generator area, and take
down, or destroy, or capture (best) the generators to power down the base.
With your Stingrays, take down the defences, and rescue the Dreadnaughts, 
which are extremely useful in this battle.

Now, build up your defences near Zhana's base. Put a lot of Stingrays and
base defences near her base and have the Magnetic Satellite ready to rock
and roll. You will definitely need it later.

Now, destroy the Scout Base for good. Now, with your stingrays and your
Dreadnaughts, take down the naval base. Hit the yards and the construction
yard, but before you completely destroy the base, move all your dreadnaughts
back towards Zhana's base, where all your Stingrays and Magnetic Satellite
is ready to go.

Take down the naval base, and the Empire will send a ambush force towards
Zhana's base. You have so many units there, overwhelming force will easy
smash through the mere ambush force. At the naval base, take down the defences
guarding the barracks and the engineers and release them from their 
oppressors. Finish off the naval base, and you get your final orders.

Now, move all your Stingrays towards the Admin building. There is so much 
strength there alone that it would crush anything, but when you start
dishing out the damage to the Admin building, a King Oni comes in. With so
many stingrays, it is overpowered, so defeat it, and kill the Admin 
building with overwhelming force.

------------------------------------------------------------------------------
[2.04] March of the Red Army

Location - Geneva

Co-Commander - Oleg
Enemy Commander - Lissette

Primary Objectives

1 - Destroy the Allied Supply Port
2 - Destroy the Allied Army Base
3 - Destroy the Allied Command HQ
4 - General Krukov's HQ Must Survive


Secondary Objectives

1 - Capture the Six Swiss Banks

--==Walkthrough==--

It seems that the US has decided to help out and enter the war on the side of
the Allies. Ackerman is a staunch Anti-Communist, so you will be facing the
Allies for a fair amount of time. The idea is to attack Genava before the US
reinforcements arrive.

You start on the water, while Oleg is on the ground. You want to build up your
base on the water, and defend the outside entrance to your base with the new
Tesla coils. That will stop the pesky dolphins. You build up your Stingrays
in the water, while you can build a Barracks and War Factory where Oleg's base
is, since you can share the area. 

Lissette will start to send her forces in via the Chronosphere, so that is 
what your Tesla Coils and Stingrays are for, defence. After that is done, she 
will send in some quite powerful forces, so some Subs arrive to reinforce your
position, and after that you can produce them. Produce them whilst your 
Stingray attacks and little island with the Hospital. Send the Engineers over
and capture them. 

With a small army of Subs and even more Stingrays, move towards the naval base
that Lissette has set up, and destroy them. Use their massive secondary 
ability when possible, since it will go through ANYTHING. Except Concrete. 
Take down this base.

Meanwhile, build up a small ground force, and take down the Supply Port. Move
your Stingrays to land if you need some extra firepower. Capture all the 
banks for the credits, and build a large force of Hammer Tanks. Use 
overwhelming force to take down the Spectrum towers. Take down all the enemy
base structures and last units, and what will expand the battlefield.

Krukov has taken his bittersweet time to arrive, and you get to build V4 
rocket launchers, so build them and make them join up with your Hammer Tank
force, and reinforce with Stingrays. Use your Subs to take out the new naval
base, using the nice Ultra Torps to clear the base. That would make it easier
on you while you move your V4s into place.

Krukov continues to capture all buildings, you move your V4s into place. Use
them to take down the Spectrum Towers since it is better than sending in all
your tanks and having reduced to bits of scrap metal. Take down the Towers and
the send in your ground force. Nothing too hard about it.

------------------------------------------------------------------------------
[2.05] The Science of War

Location - Mykonos

Co-Commander - Zhana
Enemy Commanders - Giles, Warren

Primary Objectives 

1 - Expand to the Islands
2 - Capture the Allied Science Facility
3 - Destroy the Allied Naval Base
4 - Hold the Science Facility


Secondary Objectives

1 - Destroy the Tech Inhibitor

--==Walkthrough==--

Off to the islands, and it appears that the Allies have developed some new
superweapon technology, so you decide to go ahead and steal it. This is a 
fun mission, because you finally get an air force. 

Build up your base, and this is where you get the Airfield. Build a massive
force of Twinblades. Meanwhile, on the sea, build some Subs, and a fair 
amount of Stingrays, because they will be your ground support. Your workhorse
will be the Twinblades. Dreadnaughts, about 4, will be needed as well.

Slowly, scout the area with Twinblades. First is the Tech Inhibitor island.
Using your Twinblades, scout the area, and then move in your Stingrays and
your Dreadnaughts. The main aim is to use your Dreadnaughts to pound all the
Anti-Ground and Anti-Air defences, and your Stingrays, along with your
Twinblades, wreck total havoc on the ground. Since Twinblades are aircraft
and fast, you can use them as a defence force as well. 

Now, the next thing is to take down Warren's base. Use your Dreadnaughts
to bombard the crap out of the island, get a Sputnik ready to deploy, and
then use the Twinblades to clear out the island. That will get rid of the
enemy base, and build an expansion base there. Build as many airfields as
you can. 

Get your Twinblades, Stingrays and Engineers ready, Head to the Science
Facility and capture the Science Facility. Once you capture the Science
Facility, Giles will enter the fray and start to send ground and air
forces at your Science Facility. You can build Migs, so build the Migs
and send them towards your Science Facility.

Using all your Migs, take down enemy aircraft, whilst you send in your
Twinblades to take down enemy ground forces. Stingrays are there as a backup
if the enemy sneaks through the Twinblade onslaught. Build more troops if
you need to if you need them to hold the enemy back.

------------------------------------------------------------------------------
[2.06] No Traitors Tomorrow

Location - Von Esling

Co-Commander - Oleg
Enemy Commanders - Giles, Krukov

Primary Objectives 

1 - Destroy both Allied Forward Bases
2 - Eliminate Krukov
3 - Destroy the Allied Strategic Base


Secondary Objective

1 - Build an Expansion Base

--==Walkthrough==--

Another airbase, and don't bother with a strong air force this time, Giles
is ready for you. First of all, you need to build a lot of AA defences on
the northern beachhead of your island, since the enemy will send in 
Vindicators from that direction. Build a Crusher as well, you will really
need it.

Dasha sends in bonus credits. 99999 Credits. Spend as much as you can, build
another Crusher to build as much production structures, and spend as much as
you possibly can. Build Natasha as well. You will need her. You should be
able to spend at least 10000 Credits before Krukov arrives and decides to 
take all the credits for himself. 

Now, you will need some Dreadnaughts, and some Twinblades. Twinblades, or
Migs if you want, are used to suicide scout into the airbases, while the
Dreadnaughts bombard them when they can see. Hit the airfields if you
can, since he won't rebuild. Continue to hit both of the airbases, but
don't completely destroy them.

You need to send Natasha into Krukov's base, and force fire on the defences
next to his HQ building. Take them all out, power as well. The defences are
the most important, make sure you destroy them. Keep Natasha there, out of
range of enemy units, but near Krukov's HQ building.

Build Twinblades, and continue to hit the enemy Airbases. Dreadnaughts 
should be able to take them down, and after you completely destroy both of
the airbases, start to build Bullfrogs, you will need them. Now, your 
Premier reveals that you need to eliminate Krukov, since he was nearly
assassinated by him. 

This is the reason I told you to attack his base with Natasha. Now, with
her in range, simply target the HQ to take out the General, and the rest
of his forces will join you. Now you get access to the Kirov Airships, 
which is nice to play with. 

Now, using your Dreadnaughts and the Bullfrogs as the escorts, attack
the enemy Proton Collider and destroy it. AA from Bullfrogs is needed 
against the Cyrocopters. Move your Dreadnaughts, and all your forces,
to attack the enemy base. Watch out for Tanya, so make sure Natasha is
ready with her sniper rifle.

With Natasha, since there is a land path, use her to move and deal as 
much damage as you can, whilst your Naval and Air force deal as much
damage and wipes out the enemy base. Krukov's Kirovs and your own should
be enough to make mince meaet of the enemy.

------------------------------------------------------------------------------
[2.07] To Tame a Living God

Location - Mount Fuji

Co-Commander - Moskvin
Enemy Commanders - Shinzo, Naomi, Kenji, Yoshiro

Primary Objectives

1 - Create a Diversion
2 - Assassinate the Emperor
3 - Destroy Shinzo's Base
4 - Destroy Naomi's Base
5 - Destroy Kenji's Base
6 - Destroy the Emperor's Palace
7 - Kill the Emperor


Secondary Objectives

1 - Destroy the Generators
2 - Rescue the Captured Conscript and Bear

--==Walkthrough==--

We start off fighting the battle with a MASSIVE army dropping in on the 
Emperor's Palace. Out of all the possible troops, the only survivors number
to a single Conscript, under your control, and a War Bear. That is the best
the Soviet Union has to offer. 

Move along the path, and create a diversion when ordered to by blowing a nice
barrel up. Follow the path to the Emperor and kill him. As you would expect,
this is far too easy a mission, and you need to fight not one, not two, not
three, but four armies. This is a painful mission.

What you need when you start up a base is structures. Don't worry about 
Moskvin, the Subs that he builds will secure that area, and he has a fair
amount of firepower on land. Meanwhile, you need to repair your new Apocalypse
Tanks, and even without AA support, they are quite powerful. 

Although you may sport a massive army, you will need the following. You need
a ground force of Apocalypse Tanks and Bullfrogs, which are needed in case
the Choppers attack. Twinblades are also extremely useful against base 
defences. After that, you need to head to Moskvin's base and build some 
Dreadnaughts to take down some reactors. 

Now, you need to use your air power to take down their Wave-Force defences,
which will crush even your Apoc tanks, which is a mean feat. That is what the
Twinblades are for, to take them all down. Meanwhile, when the base defences
are down, move in with your ground forces and pound the enemy base. Keep the
bullfrogs at the rear, you don't want them destroyed. 

The problem with attacking the enemy's base is the fact that they will have
access to Yuriko, which will demolish all your units with ease. If you see
her, make sure you target her, else you will be losing units.

Take down Shinzo's base first with your ground and air force, whilst Naomi 
can be dealt with using Moskvin's Subs and your dreadnaughts, using your
Twinblades to attack targets outside the range of the dreadnaughts. That
should take care of her, while you have time to repair your Apoc tanks, and
reinforce their numbers.

Next, it is an uphill battle, so you need the Twinblades to take down the
defences, and pounding Kenji's base like no tomorrow with cannons and bullets.
That would be the end of it, but guess what, you need to actually take down
the Emperor himself. This won't be easy.

This is the reason you need the dreadnaughts. Use Moskvin's sub army to take
down the naval defences near the new Generators, and use your Dreadnaughts to
take them all down. That will shut down the defences for the palace. Now, move
your Apoc tanks towards the war heroes, the conscript and bear, and rescue the
heroes of the Union. 

Now, move all your ground and air forces towards the palace, and given that
the defences are down, you can easily crush and destroy the enemy base with
ease. Now, if you think that was over, the Emperor comes out in a massive
Mechanised Walker, not the Shogun Executioner per se, but more along the lines
of a massive King Oni. Attack it with everything you have, and given the 
strength of your forces to destroy 4 bases, the King Oni should be no problem
at all.

------------------------------------------------------------------------------
[2.08] The Stone-Faced Witnesses

Location - Easter Island

Co-Commander - Zhana
Enemy Commanders - Bingham, Cherdenko

Primary Objectives 

1 - Destroy the Allied Emissary and his Escort
2 - Stop the Allied Counter-Offensive
3 - Destroy the Vacuum Imploder Before It Fires
4 - Destroy the Premier's Volcano Fortress


Secondary Objectives

NONE

--==Walkthrough==--

This is a nice place we are going to demolish. Anyway, you will need to 
build up a nice force to play with, so a Naval Force with Dreadnaughts and
some Twinblades, as well as Apoc Tanks with some Bullfrogs to escort your
forces. But concentrate on the naval force, and leave the Apocs till last.
You will also need some Subs as well.

Now, you need to wait for the Emissary to arrive. What you need to do is
to have a Magnetic Satellite ready to rock and roll. When you reveal it is
all a trap, use the Magnetic Satellite to lift off all the Allied escorts
while your own forces, preferably Twinblades, take out the Emissary himself.
But that isn't all, after all, you shouldn't trust the Allies not be to
safe than sorry.

Governor Swann, I mean Bingham reveals himself and there happens to be an
Allied base nearby. You need to move your Subs, Bullfrogs and the Dreadnaughts
as well as the Twinblades to attack the enemy base. But do not completely
destroy the base until you have built up more Dreadnaughts, Twinblades,
Bullfrogs, and more importantly, Apocalypse Tanks and V4 Rockets. I generally
don't like the V4, but you will need them. When you have built the force as 
I told you to, destroy the Allied Base.

Like the enemy Commanders list tells you, you are going to be fighting 
Cherdenko, the Premier, and your boss. This is the reason you need the 
Dreadnaughts and all the forces. The Dreadnaughts, with the Subs and the
Bullfrogs need to take out the Vacuum Imploder, else your base is going to
be demolished. 

Now, you need to take down the base. The hard part is that you need to
be fighting uphill, which is where your V4s come in. There are too many
Mig fighters to use Twinblades effectively without suffering too many
casualties, so use your V4s to break the ground defences, and push
forwards with your Apoc tanks with Bullfrogs in rear.

With access to the base through the front, V4s will be able to wreak 
havoc whilst you are fending the enemy off with Apocs. That should end
this mission. You have defeated the Soviets and the Empire, now the 
Allies. 

------------------------------------------------------------------------------
[2.09] Blight on the Big Apple

Location - New York

Co-Commander - Moskvin
Enemy Commander - President Ackerman

Primary Objectives

1 - Eliminate Fort Bradley's Prospectors
2 - Destroy Fort Bradley
3 - Destroy the Statue of Liberty


Secondary Objectives

1 - Eliminate Agent Tanya
2 - Capture the New York Stock Exchange

--==Walkthrough==--

Ah, Fort Bradley, the scene of the first Allied mission in Red Alert 2. For
some reason, the rest of the US is unable to fight and this is the last
Allied stronghold. I would have thought the US would put up a bigger fight
than that. Anyway, you start off with a small force, so use your Terror
Drones to destroy the Guardian tanks. Use them also to take out all the
lingering IFVs and the Prospectors, before we get the chance to take down
Fort Bradley. 

Now, your Kirovs arrive. Use the Tesla Tanks to attack the AA structures,
letting your Kirovs to take down the rest of the enemy base. That is the
easy part of the mission, soon you will need to face the hard part. That
Anti-Communist president will really be hard to beat.

Now, you get to build a base, and do what the original Soviets failed to
do in the Allies campaign in Red Alert 2, destroy the Statue of Liberty. You
build a base, but set up a few Tesla coils to the water entrance to your
base since it will be open to enemy invaders, and to the entrance north of
your base. 

Keep a few anti-infantry units around the base, the Allies will use their
Century Bombers not to bomb you, but to drop in some paratroops, Peacekeepers
and Javelin Soldiers. Natasha and War Bears should be enough to keep them at
bay.

Now, you need the Superweapon as well as the best Orbital Drop that you
can get. Meanwhile, on the island that used to contain Fort Bradley, drop
in some troopers to wipe out the defences, and capture the Stock Exchange,
which gives 100 credits every few seconds. Keep the troopers there to defend
the position. Build a base at the refineries if you want to get some more
money, but defend it well.

Now, the biggest problem facing you is the Naval base, as well as the 
Proton Collider. What you should do is to attack and quickly destroy the Naval
base, probably with Subs and Dreadnaughts, Twinblades, through you risk the
AA boats shooting them down. But what is important is that you need to take
down the Naval Base, and you will need the Dreadnaughts, or the Vacuum
Imploder ready to go.

What you need to do is to sneak to the left side of the island, to destroy
all the power plants there. That is important for the mission. Very important
that you take down all the power plants, because Ackerman won't rebuild them.
Take down the power, and that makes the mission a lot easier. 

Now, there are a few options up to you. Mass a land force to take over the
island. Or you can use your Dreadnaughts or Twinblades to knock it over. Or
you can do the symbolic thing and get Natasha to call an air strike on it. It
should be easy since there are no defences online, man-cannon her to the 
statue, and that should be it. 

Congratulations Premier, you are now in control on the world. Hurray!

------------------------------------------------------------------------------
[3.01] Ride of the Red Menace

Location - Brighton Beach

Co-Commander - Giles
Enemy Commander - Krukov

Primary Objectives

1 - Eliminate the Soviets in Brighton
2 - Hold Out Against the Invading Soviets
3 - Repel the Soviet Navy
4 - Eliminate the Remaining Soviets


Secondary Objectives

1 - Garrison Four Civilian Structures
2 - Capture the Hospital
3 - Repair the Coastal Guns
4 - Train 5 Javelin Soldiers
5 - Train 5 Multigunner IFVs


--==Walkthrough==--

You start this mission with Peacekeepers and Attack Dogs, which are the 
president's favourite, and they are on the heroic level, so they are pretty
damn powerful. Keep moving through the city, since there are more Peacekeepers
out there. Peacekeepers are pretty much the elite cops for the Allies. Clear
out the city of the Russians, taking the civilian structures for some cover
if need be.

Now, start up your base and train some more peacekeepers. You will need a 
fair few of them, so put them near the beach. The Soviets will send in some
more paratroopers, so use the Peacekeepers to keep the peace. Obviously, the
paratroopers are ruining nap time.

Anyway, their infantry doesn't work, so Kurkov sends in some better troops in
the form of Stingrays. Now you get some explosives in the form of Javelin
Troopers, and you can blow those boats to bits and pieces. Put them in the
Civilian structures for protection, and capture the Hospital, though you 
need to clear the troops. With that, capture the Coastal Gun, Giles will take
the rest, and start to defend the homeland.

Now, you need to put some Javelins next to the coastal guns, with some 
Peacekeepers for the infantry and they should be able to deal with the threat
but you can have some more Javelins in the buildings as a backup.

Now, with that done, yous hould be able to take out the threat, but the 
Dreadnaughts and the Kirovs come in. The Century Bombers take out the enemy 
Dreadnaughts with easy, but the Kirovs are yours, so use your Javelins. Now,
the Multigunner IFVs are available so build as many as possible, and then
shove the Javelin troopers inside them in order to make the most of what you
have. That should end the Soviets ambition to take down England. 

------------------------------------------------------------------------------
[3.02] The Shark and the Lure

Location - Cannes

Co-Commander - Warren
Enemy Commander - Moskvin

Primary Objectives

1 - Get Spies into the Port Buildings
2 - Save the Allied Leaders
3 - Get Tanya into the Port Authority Building
4 - Sink the Soviet Dreadnaughts
5 - Wipe Out the Soviet Base


Secondary Objective

1 - Neutralise the Defences Guarding the Vindicators


--==Walkthrough==--

The first part is quite simple, use your Spies and Tanya to take out all the
infantry, infiltrate the buildings and get the job done. This is quite easy
if you follow the prompts. Knock out the power, that will lower the defences,
rescue the airbase and you get 4 Vindicators. These are going to be handy 
since they can knock down the Tesla coils easily without taking any damage.

Keep moving on, with the islands and such, taking out the war bears since they
uncover your Spies, whilst Warren gets to work on the leaders. You can easily
do this if you take down their power, or infiltrate them, or bomb them to 
hell.

Now, with that part done, you need to do some actual work. You can easily to
this with Tanya and your Vindicators, though you should get some armoured 
units to have a little fight with. Move Tanya to the Dreadnaughts to blow them
up, which is simple, and then, attack the enemy's base from the water 
entrance, which is protected by Tesla Coils. Vindicators will be useful to 
take them out.

Now, build an army of Guardian Tanks and IFVs and that will be needed to 
attack the front of the base, whilst Tanya will attack from the back. Whilst
your armoured units are engaging the enemy units, Tanya will sneak behind
and take down the enemy production structures, of course, the Con Yard and
the War Factory. Vindicators doing their bombing runs will also be nice to
take down and assist your armoured forces. That should finish the mission 
rather easily.

------------------------------------------------------------------------------
[3.03] The Famous Liberation

Location - Heidelberg

Co-Commander - Lissette
Enemy Commander - Oleg

Primary Objectives

1 - Escort the MCVs
2 - Destroy the Iron Curtain
3 - Destroy the four Super Reactors
4 - Destroy the Soviet Headquarters


Secondary Objectives

1 - Assist Agent Tanya

--==Walkthrough==--

Move in your units, the little units that you have, and take down the enemy
Twinblades, and using the Hydrofoils, disable the Tesla Coils and take them
down. That will actually start the mission.

This mission will be done best if you have a large amount of Vindicators. 
Group them into teams of 4, but if you think you can handle it, groups of 2
will be even better. Now, place some defences around your base, so the 
enemy's attack will be taken away. Now, get the Vindicators ready to rock 
and roll. 

The reason for the Vindicators will be to take out the Super Reactors. They
will explode and hit any units near it when it blows, so you want to take
them down with air units. Four Vindicators will need to be used to take down
AA guns that the enemy has, but they won't take too much damage, and most of
the time, they will survive.

Soon, Tanya will appear, but she is trapped in the South. Use all your 
Vindicators to bomb the structures into the ground, and that should be able
to save her. Should she come under attack, shove her into a building to let
it take some damage whilst you can easily bomb the Soviets into rubble.

Now, build a nice Ground Force that will support your air strikes. Unlike
wanton Carpet Bombing, this is direct hitting so use the Vindicators to take
down all the enemy structures whilst you use the ground forces to take down
the enemy AA guns. Soon, all four Superreactors will be nohing but burning
rubble.

That will disable the defences for the enemy base. Move all your ground forces
in and take out the base below the hill. That should finish off the enemy
base, so you are clear to take down the Iron Curtain, and then, the HQ.

However, Oleg sends in the Apocalypse tanks and that would be some trouble
for your ground force. So, use the Cryoshot ability, freeze the enemy, and
use the Vindicators to bomb them. Once you take down the advance guard the
enemy has, take down the enemy HQ and that should finish this mission. 

------------------------------------------------------------------------------
[3.04] Enemy of Our Enemy

Location - Gibraltar

Co-Commander - Moskvin
Enemy Commanders - Kenji, Naomi

Primary Objectives

1 - Destroy the Hangars
2 - Recover the Assault Destroyers
3 - Destroy the Imperial Base


Secondary Objectives

1 - Eliminate the King Oni
2 - Set Up an Expansion Base in the South West

--==Walkthrough==--

It looks like the Soviet and Allies are together. Well, you start off 
controlling Tanya, the AI takes Natasha and off you go, destroying the 
Empire's base. There are fair amount of infantry present, but for two
women who have Desert Eagles and Sniper Rifles. A deadly combination.

Now, there is a King Oni unit somewhere, so take that out as well, but
that should be too hard with a laser pointer and a nice air strike that
can literally bomb anything. Anyway, move towards the Japanese airbase
and level it, destroy the jets there and that will start a chain reaction
that will take out most of the other jets. Demolish all of them, and the
MCV comes in.

Build up a base, and start training more Vindicators. The reason you should
use the air force with the Allies a lot is that they have an extremely good
air force, and the Empire has an extremely poor AA system. Other than the 
Jet Tengus and the Strikers VX units, there is no AA for them.

Now, its time to rescue the Assault Destroyers. Note that this unit can 
move onto ground as well, so that makes them a powerful attack unit, but
they are quite slow and take time to reload. Use them, as well as the
new subs that you have rescued to crush the Japanese base to the south.

However, Naomi joins the fray, entering from the South Eastern side of the
map, trying to establish a foothold or base as you will call it. Using your
Destroyers and the Vindicators, level that to the ground as well as any
forces that are there, and remove her from the equation. You still need to
level the enemy base that is still there, armed with a fair amount of 
firepower, enough to defeat the destroyer.

Vindicators should be there to take down the enemy ground defences, whilst
your Destroyers and the IFVs level the base with relative ease. You might
need a bit more than 4 destroyers to level a base through, there are quite
a few obstacles that you need to face, in particular, the Chopper VXs, which
is why I told you to bring in some IFVs.

You can expand to another base as specificed as the objectives says, but
that isn't really necessary, just destroy the base with everything you have.

------------------------------------------------------------------------------
[3.05] The Unfathomable Fortress

Location - North Sea

Co-Commander - Zhana
Enemy Commander - Naomi

Primary Objectives

1 - Protect the Salvage Ship
2 - Destroy the First Radar Ship
3 - Destroy the Second Radar Ship
4 - Capture Both Fortress Power Cores


Secondary Objectives

1 - Destroy the Generators
2 - Capture the Generators

--==Walkthrough==--

We start off protecting a Salvage Ship from Japanese forces, in the form of
the Chopper VX, taken down with the Hydrofoil, and the Cruisers as well, best
done if you disable the enemy Choppers quickly. Now, the secondary part of 
this mini mission is to take down the defences. Use your spies to infiltrate
and take down the defences, which allows Natasha to destroy the generators,
whilst on the second island, take down the defences to capture the generators
and that will finish that part, provided both Natasha and Tanya destroy their
Radar Ships. 

Now, we need to take down that massive fortress. It is massive. You need to
do this, you can build the Aircraft Carriers, which are best used as a form of
advanced defence, as well as your normal naval craft, but the battle will be
won from the air.

Why? You now have Century Bombers, massive, get lost carpet bombers which
literally bomb anything. 4 Bombers can take out ANYTHING. So all you need 
are a fair amount of base defences, and a whole horde of Century Bombers, I
had 16, and managed to carpet bomb the floating fortress into submission.

Anyway, use your Century Bombers to bomb down all the enemy defences and
production structures, leveling the island over time. You want to start with
their navy, since that is the single biggest threat, and once you level that,
you can level their base. Of course, Vindicators are good bombers, but since
the enemy has clustered their base as such, you need carpet bombing to take
down since bombs don't exactly fall at once, rather, several bombs drop in a
line.

Anyway, Carpet Bomb the enemy base, and that should easily pave the way for 
your units to move in to mop up the mess. There are defences there around the
core, so bomb them into bits and pieces. Just don't destroy the core and it
will be alright.

Now, that hardest part of this mission is capturing the cores. You need to
capture both around the same time, since there is a reset function or 
something like that in the cores or whatever. Just capture them by placing
a engineer next to each of them, then send one in, move to next core, send
the place engineer in.

Oh, and the reason for getting you to carpet bomb the island into a bloody
submission? Well, it is a lot easier than building a massive invasion force,
only to lose 75% of the force, and struggle to get the engineers to capture
the place. You're choice, bombing or invasion? 

------------------------------------------------------------------------------
[3.06] A Monument to Madness

Location - Black Hills, Mt Rushmore Complex

Co-Commander - Warren
Enemy Commander- President Ackerman

Primary Objectives

1 - Destroy the Comm Tower
2 - Destroy the Rushmore Firebase
3 - Eliminate the President of the United States


Secondary Objectives

1 - Destroy the Power Plant
2 - Capture the Jefferson Head Control Centre
3 - Capture the Lincoln Head Control Centre
4 - Capture the Washington Head Control Centre

--==Walkthrough==--

Wait, if we are fighting the President, and even though the US Troops are 
part of the Allies, who the hell is fighting for the president. Given that
the US Army is part of the Allied Nations, as seen with Warren here, then
who is protecting the president? The National Guard? What? If the US broke 
off, when why is Warren here to fight his own President?

Anyway, we start off this mission with an infiltration mission. Tanya needs
to take down everybody, and then send in James Bond, I mean spies, to 
infiltrate and lower the defences so Tanya can blow them up, and then you
can blow everything into smitheereens. That is the easy part, it really 
isn't hard, but the actual mission itself is.

Now, you have a base, but you need to protect it. You need to build the
required amount of refineries, and you want to tech up really fast. You
want Century Bombers, but that is the last thing you need. You really need
Cyrocopters and Spectrum Towers as defence. You need the Cyrocopters and
Apollo Fighters, 8 of them, and you need them now.

Ackerman will be in his limo, circling the map twice. Now, let him circle
the map ONCE, but once he is past the bridge that is just northwest of your
base, you need to use the Cyrocopters to freeze his Limo there, using your
Apollos to take down the enemy. Keep the Apollos there, the enemy will
send them to take down your Cyrocopters. This is necessary for a reason, it
will prevent the president from escaping, and you make sure that he cannot
send reinforcements. This also makes the mission a hell of a lot easier.

Now that the president is taken care of, you need to take down the base. You
don't need to worry about the control centres, I prefer the carpet bomb
those to death anyway. Now, taking out the enemy base is going to be a 
complete pain since there are heads with lasers pointing at you, and a large
amount of defences. However, if you can sneak either your Century or 
Vindicator Bombers on the left side, past the refineries, at the back are
a large number of Power Plants.

Blow them up. Backdoor the enemy base, steal their funds, blow up their
refinery, and then, their airbase. That will stop them from having an
effective counter to your air force that is still alive. Use Vindicators
to target IFV turrets, since the Century Bombers are too slow, while
you use the Century to bomb large targets. 

Now, don't bother with a ground force, it will be literally, hammered by
the enemy forces. Use your air force and it will hammer the enemy into
the ground after you take down their power. 

Alternatively, if you want to use a ground force, use Century Bombers to
drop down Engineers to capture the control towers, and that will allow
your Mirage Tanks, which are a mix of the old RA2 Mirage Tank and the
Prism tank, and use them to demolish everything. They are so damn powerful
in this game, since they can demolish EVERYTHING except air. 

Now, after you have eliminated the Rushmore complex, whether you do it 
through the air force or the ground pounding force, you need to do one
more thing, kill the president. Now, since you have him all frozen in
his limo by the Cyrocopter, you can kill him any way you want. The 
most ironic I would find is the wreckage of the enemy's Apollo fighter
that you kill hits the president and destroys the limo. Or carpet bomb
him. I also like that solution. Or Tanya, his own secret Commando killing
the boss. Or a time bomb. However you like, just kill him and finish the
mission. 

------------------------------------------------------------------------------
[3.07] Forever Sets the Sun

Location - Tokyo

Co-Commander - Lissette
Enemy Commanders - Shinzo, Prince Tatsu

Primary Objectives

1 - Hold Out for Soviet Reinforcements
2 - Transport an MCV Across the Harbour
3 - Take Out the Imperial Military
4 - Sink Prince Tatsi's Fleet


Secondary Objectives

1 - Destroy the Imperial Blockade.

--==Walkthrough==--

This mission requires a fair amount of effort, or if you are like me, just 
mindless carpet bombing after carpet bombing. Anyway, you start off on an
island, and you should build it up, but don't. Just build enough to hold
off the enemy, whilst providing support to Lissette, who will need it. 

Soon, the Japanese superweapon fires, destroying the base, but the MCV
somehow manages to survive. This is the point after the Soviets asshats
decide not to arrive and save you, and then the superweapon fires, so you
start from scratch. Use the Chronosphere to warp YOUR MCV to the part 
designated on the map, and not Lissette, who will guard the island.

Now, there is the hard part. You need to build up a base, but you need to
do it quickly and efficiently. Tech up to get the Spectrum Towers to place
them at the front of your new base, to stop the enemy from sending in their
troops, and some IFV turrets to take down their Chopper VX units. 

While this is going on, build up an Airbase and train 4 Century Bombers. You
need them immediately before the enemy can launch another superweapon attack
on your base. That is the first job, out of many, for the Century Bombers.
Now, build a few more airbases, and some on Lissette's island as well, and
place them full of Century Bombers. It is time to carpet bomb Tokyo. 

Now, group all your carpet bombers into groups of 4, and set them to first
target the civilian structures guarding all the valuable structures the
Empire has set up, their designated or elite buildings. Now, carpet bomb the
civilian buildings, BUT make sure that after they hit their target, they
head back to base, because if they have 1 bomb left, they will circle the
area and that isn't a good idea if enemy AA decides to have a visit. Of
course, there are three main structures, an elite Dojo, Mecha Bay and
Docks. Since you are on the top, use your bombers to hit the Dojo first.

You need your bombers to slowly work their way inside. With several group
of bombers, you can chip your way in. Don't forget that you bombers can take
a fair beating if need be.

Soon, after blowing up some of the targets and reducing Tokyo into rubble, 
the Prince decides to bring in his fleet. To prepare for this nice event, have
most of your Century Bombers ready in the air, hovering, fully armed, over a
safe area, Chronosphere ready to be used. Now, the Prince will come along with
his Cruisers and Battleships, so teleport the Battleships onto land, where 
they are instantly destroyed. Now for the rest of his fleet, carpet bomb the
fleet. Even though you are fighting mobile units, the good thing is that the
bombs drop BEFORE they reach the target, so even if the enemy is moving 
forwards, they are moving forwards to the first few bombs.

The next problem are their air units. You need either Hydrofoils which work
excellent under these conditions, or Apollo fighters to take them down, but
make sure you protect them, lest they be wasted to a couple of AA units. 
Now, with that fleet gone, you are easily able to take down the rest of 
Tokyo and the Imperial Military. 

If you want to do is another method, instead of blatant carpet bombing, you
can build up a force of Athena Cannons and Mirage Tanks, coupled in with some
IFV units. Now, the Mirage Tanks are going to be the frontline units, killing
everything in their path, while the Athena Cannons take down the base
defence structures, such as their Wave-Force Artillery, their Towers and
such. The Athena Cannons will be behind the Mirage Tanks, but out of range of
the defences, hopefully.

Take them down and move on. Let the Mirage Tanks handle whatever they can 
possible handle, because this will level them up, removing the need to head
back to base for repairs. Vindicators will also be useful for tactical 
strikes. Shame for not using carpet bombing. 

All in all, the most important target after you get your new base is the
Superweapon, then the rest of the mission. After all, you don't want your
new base to be destroyed as well, do you?

------------------------------------------------------------------------------
[3.08] The Great Bear Trap

Location - Havana

Co-Commander - Giles
Enemy Commander - Oleg

Primary Objective

1 - Investigate Havana for Soviet Activity
2 - Locate a Soviet Base
3 - Destroy the Soviet Base
4 - Destroy the Kirov Launch Facilities
5 - Do Not Let a Kirov Leave Havana


Secondary Objective

1 - Recruit a Force of 10 Soviets

--==Walkthrough==--

Now, this is an interesting start. You need to start to bribe the enemy
forces. Of interest are the Apocalypse Tanks and the Engineers. You should
bribe them. Capture the buildings at the Soviet Base and then decide to
sell them, destroying the rest with the Apoc tanks. Now that puts things into
perspective.

Now, Oleg reveals all the Kirovs, and I find it rather interesting that he
has hidden them all under sporting grounds. Now that you have a new base,
build up, and protect your base with Spectrum Towers and IFV Turrets. Now,
build up some Century Bombers.

Since the Kirovs are going away, Giles will be building a MASSIVE fleet of
Hydrofoils, so build some defence at his base, or have some units that
can take down Subs and Dreadnaughts, probably a few Carriers, at his base
to prevent the enemy from destroying him. He will target all Kirovs once they 
head off land and above water. However, just to be sure, have 8 Apollo
ready to rock and roll, as insurance.

Now, there are several launch facilties. The ones that are closest to you,
the one at the pool and soccer/football stadium are the easiest targets since
they are not heavily armed, so Mirage Tanks can crush the defences, making
way for the Bombers to bomb them. The little island that is south of your
position is a good target as well, since there is little AA there. 

There is a Soviet Base south of your position, on the water, so bomb it 
and take control of the money there, and the real estate, for more Bombers
to do their stuff. More Mirage Tanks will be needed as well, as you clear
all the other launch sites, slowly but surely, with Mirages advancing and
the Bombers taking them out with ground cover.

Now, the facility inside the Soviet base is a little harder. You might
want to bring along some Athena Cannons to attack, since there is no room
for Carpet Bombing, given that the Soviets, unlike the Empire, actually
have some decent AA to face.

Now, attack the base, place a few time bombs inside the base, well next
to the Superreactor, and wait for it to blow. If you can Chronosphere
the Mirage Tanks next to the launch facility for a little backdoor
surprise to the Soviets. Take out the final launch facilities, and you
should win, as long as Giles is able to hold up to his end of the deal
which is to stop all the Kirovs leaving the island. Too bad there isn't
any nuclear missile to blow up the US this time. 

------------------------------------------------------------------------------
[3.09] The Moon Shall Never Have Them

Location - Leningrad

Co-Commander - Warren
Enemy Commanders - Krukov, Cherdenko

Primary Objectives

1 - Unpack MCV 1 at Chrono Drop Zone 1
2 - Unpack MCV 2 at Chrono Drop Zone 2
3 - Destroy all Seven Iron Curtains
4 - Destroy the Leningrad Fortress


Secondary Objectives

1 - Destroy the Vacuum Imploder

--==Walkthrough==--

The last of the Allied missions, and it isn't easy, with a time limit to play
with, so you don't have time to do whatever you want. Now, you have a limited
amount of time to get down 8 structures, so you really need the Century 
Bombers now.

Clear up the area with Mirage Tanks and deploy your MCV. You really need to
tech up fast to the Vacuum Imploder and the Chronosphere so you can teleport
your forces next to the enemy Iron Curtains fast. But that makes it sound
so simple, when it isn't.

Now, one of the prime targets are the Airfields next to one of the Iron 
Curtains, which requires you to have either Mirage Tanks chrono next to
them to destroy them, or Superweapon them. The reason is that they will
spawn more and more Twinblades, which are a pain and quite deadly against
your Mirage Tanks. 

The other reason for the Chronosphere is that Krukov will deploy the Vacuum
Imploder, which requires you to get rid of it before it gets rid of you. 
Send in the Mirage Tanks, even if on a suicide mission, to get rid of the 
Vacuum Imploder and the Iron Curtain, since Krukov builds it there. All you
need to do is to have some ground forces to take down the AA defences, and
call in an air strike. Superweapons and Time Bombs are going to be handy. A
Level 3 Time Bomb will do some serious damage, and then you can send in a few
units to get rid of it. Rinse and repeat. 

Of course, there is going to be a lot of enemy units that want you dead, so 
make sure that you don't die. If you act fast, you will need to assist 
Warren take down the enemy Iron Curtains on his side. Weaken the defences,
send in some units to mop up the rest.

Once the Curtains are complete, you can use the Bombers to zoom over and
give that HQ a nice whack, and demolish it. And with that, the Allied 
Campaign is over. A new president, lets just say a famous singer on the
non-existant Berlin Wall. And Eva and Tanya want you. Man, aren't you
famous.

------------------------------------------------------------------------------
[4.01] The Death of Father Frost

Location - Vorkuta

Co-Commander - Shinzo
Enemy Commander - Oleg

Primary Objectives

1 - Destroy the Reactors
2 - Destroy the Statues Around the Square
3 - Bring Down the Tesla Coils
4 - Destroy the Soviet Navy at the Harbour


Secondary Objectives

1 - Destroy all the Barracks
2 - Capture the Hospital

--==Walkthrough==--

Looks like another training mission for the Empire this time round. You get
the Sudden Transport, which is like the vehicle version of the Spy. You
disguise it as another vehicle, and sneak it into another base. Use it to
kill the enemy guards in the west, and then destroy the Reactor. You get to
use the Final Squadron power to destroy the next reactor. And that is the 
first part done.

More units arrive as reinforcements, so plow forwards, using the civilian 
structures to cover your units to ensure they don't take damage because there
isn't a way to get more units. Capture the Hospital when you can, that will
make all your units regain their health, which would be more than useful.

Just keep moving on, taking down the Reactors with your Tankbusters, falling
back when you start to take some heavy damage, which would be a problem. Pull
them out, and wait, move back in and take down the reactors, using your 
support powers when they are reacy and be reused.

After taking down all the reactors, you are ready to go and sink the Soviet
Navy. It is rather lax, having all those Dreadnaughts there, not even trying
to escape. I mean, people in Russia drink Vodka like water, but not on this
level. Clean up the Dreadnaughts whilst they are sleeping at their port and
finish this intro mission. 

------------------------------------------------------------------------------
[4.02] To Conquer Shattered Spirits

Location - Stalingrad

Co-Commander - Kenji
Enemy Commander - Zhana

Primary Objectives

1 - Establish a Base
2 - Destroy the Mother Russia Statue
3 - Defend the Transports


Secondary Objectives

1 - Destroy All Soviet Monuments

--==Walkthrough==--

Move your units through the river passage using what units you have to defend
them to set up a base which we will need. Your Mecha Tengus are best against
enemy infantry, so use them well. They can transform, Transformer style into
a better Sky Tengu unit which is designed for air battles and air battles 
only. Deploy the MCV and set up a base.

Get your Mecha Bay ready, making Tengus and Tsunami Tanks. You need a nice
balance of them, and make sure that all units are protected from ground and
air. Move a few of your units to all the statues and destroy them, making
sure that there are no survivors.

Move quickly and destroy them all, before moving in with Tsunami tanks and
blowing up Zhana's base. Leave a single structure standing, and start building
a base where her old base was, building a lot of Tsunami Tanks and Mecha 
Tengus because you will need them.

Now, the whole point of the mission was to transport some cargo to another
city, so when Zhana sends the entire Soviet army at you, you need to hold
them off as long as you can. The Tsunami Tanks, en mass, will be able to
inflict some pain on them. All you need to do is to provide enough cover
so hold them off as long as you can, so the cargo can get through. The cargo
is important indeed...

------------------------------------------------------------------------------
[4.03] Behold the Mighty Saint of Swords

Location - Odessa

Co-Commander - Kenji
Enemy Commanders - Moskvin, Krukov

Primary Objectives

1 - Escort the Transports
2 - Destroy the Artillery Bases
3 - Destroy the Soviet Bases


Secondary Bases

1 - Destroy the Landmarks

--==Walkthrough==--

All you need to do throughout the first part of the mission is to escort the
transport ships. You need to make sure that the enemy, in the form of Subs
and Stingrays don't destroy your transport column. With the Chopper VX units,
this shouldn't be too hard if you make sure that the Chopper units move 
ahead of the column to take out the threats before they will be able to even
touch your transports.

When your transports are finished assembling their masterpiece, you will get
to play with the Shogun Executioner. This is a massive mech that will demolish
any ground or naval unit with extreme easy, demolishing the most powerful of
units with a single stroke. However, the doesn't have any air support, they
should install stuff like lasers into the eyes or something, that would be
totally awesome.

Now, use the massive Shogun Executioner to attack everything, but you want to
target the Artillery Bases first, since they can do a fair amount of damage.
When you head near a Tesla Coil, make sure it doesn't attack it. Why? Because
the best way to heal this machine is using Tesla power. So the Soviets are 
actually helping you with so many Tesla Coils. 

Move through the city, taking down the Artillery Bases since that can wound
the Executioner quite easily, while your ally takes down any enemy air threat
because the Executioner doesn't fight air. This is such a simple mission, all
you need to do is to march the Executioner through the city, let him do all
the work with the massive tri-sword and the Tesla Shockwave attack that he
has as a secondary ability. 

When entering the enemy base, unlike conventional forces who require you to
demolish defences, this guy just walks all over them, which makes it a lot
easier than destroying them. Destroy Moskvin's base, then move onto Krukov.
If only I could step on his house. 

------------------------------------------------------------------------------
[4.04] Graveyard of a Foolish Fleet

Location - Pearl Harbour

Co-Commander - Naomi
Enemy Commanders - Warren

Primary Objectives

1 - Defend Pearl Harbour
2 - Destroy the Allies' Assault Base


Secondary Objectives

1 - Capture the Long Range Radar Towers
2 - Defend the Long Range Radar Towers

--==Walkthrough==--

Wow, this is interesting, the Japanese control Pearl Harbour, and the US is
launching a surprise attack. Anyway, we need to defend all the strategic 
targets here, and at least three must survive, or you fail the mission. 

The problem with the Allied assault is that you have very little time to 
build up defences. You can deploy your towers that you possess in the
beginning, but that isn't going to be enough. You need to build some Tsunami
Tanks and Mini Subs as many as you can, and use them to protect the 
two structures on the left side. 

You also need to build a fair amount of Jet Tengus. The enemy sends a fair 
amount of Riptide ACVs, Dolphins and Century Bombers at your structures, so
let the Tengus take down the Century Bombers, the Tanks and the Subs to take
down the ACVs and the Dolphins. 

After a while, the reinforcement of Naginata Cruisers will arrive, and you
can build them, so build as many as you can, and use them to hold off the
enemy. Remember, the best thing about the Empire is that their navy is so
damn powerful.

Hold the ground, and then wait for the Shogun Battleships to arrive. They
will arrive, with more Cruisers and that should be more than enough to make
sure that the surprise that Warren decided to send doesn't make it past the
memorials. 

------------------------------------------------------------------------------
[4.05] Assault on the Black Tortoise

Location - Pacific Ocean

Co-Commander - Naomi
Enemy Commander - Giles

Primary Objectives

1 - Stop the Allied MCVs
2 - Repair the Fortress Power Cores
3 - Protect the Fortress Power Cores
4 - Destroy the Allied Assault Fortress


Secondary Objectives

1 - Escort the Engineers to the Power Core in 3 Minutes

--==Walkthrough==--

Now, you start off this mission with the Rocket Angels, and you will use them
to paralyse the MCVs while the rest of your forces get their lasers and zap
the crap out of the defenseless MCVs, which will piss Giles off for attacking
defenseless MCVs, and he will send in some troops to defend them, which you
should destroy as well. Make sure none pass, and move on. 

Now, you need to move your Rocket Angels to attack the fortress, and move your
engineers. Send the engineers straight away whilst your Angels will attack the
enemy ACVs whilst you can make the Sea Wings into Sky Wings and attack 
infantry with it.

Quickly capture the cores, and you start to build a base. You need more and 
more Rocket Angels, so level up and train some. Build up a nice navy, with 
Cruisers and Battleships, covered in the sky with Rocket Angels.

One by one, just move your army towards Giles' bases and taken them down. Use
the Rocket Angels top defend against air, the Battleships to bombard the 
bases and the Cruisers to take down close-ranged threats, since the 
Battleships aren't very good at all when they are in close range. That 
shouldn't be too hard, because even though there are three bases, they aren't
very strong bases.

------------------------------------------------------------------------------
[4.06] Rage of the Black Tortoise

Location - Santa Monica

Co-Commander - Naomi
Enemy Commander - Tanya!?!

Priary Objectives

1 - Clear a Landing Zone
2 - Capture the Media Centres


Secondary Objectives

1 - Capture the International Airport
2 - Destroy the Observatory Cannon
3 - Destroy the Amusements

--==Walkthrough==--

Now, you have a floating fortress next to land, and you get the nice cannon
on it. It will clear the landing zone for you, just take out the Athena
Cannons and you will have some room to play with. Build up a base, but you
don't really need a navy on this level, the enemy will be on land for the
better part, and Naomi will cover the sea for you.

First of all, get 3 Striker VX units, transform them into Choppers, and have
them turn back into Striker units on the runway of the International Airport.
Here, you need to move the Strikers to take down the Apollos that are hovering
there whilst they are in Striker form. After the Apollos are down, get back
into Chopper form, and send in an Engineer to capture it. Use a Sudden 
Transport if necessary.

Now, get either the Balloon Bombs or the Final Squadron and use them twice
to take out the Observatory, which you want out if you don't want your ground
forces taking heavy damage. Next, train some Wave-Force Artillery units, and
some Tsunami Tanks and some Striker VX units to cover your Artillery whilst
they start to move towards the Amusements. Destroy them, and show the Emperor
that the amusement at Santa Monica is nothing compared to Disneyland Tokyo.

With the Bonus Objectives complete, you need to concentrate on the enemy.
The Media Centre that is north of the International Airport is a rallying
zone for enemy units trying to enter your base, so the best method is to
build some defences to fend them off whilst you take down the enemy. 

Move towards the enemy base just north of your base, and destroy it. The
real problem here aren't the bases, it is the Athena Cannon since it will
destroy your Escorts, so train some Rocket Angels and they can take care of
them, whilst your own Wave-Force Artillery provides some support.

Move towards the main Allied base, and take it down, getting more units to
reinforce your attack group. The main Allied base is quite hard to defeat
so you might need to bring in some support powers, and get your ally to
help since this isn't going to be an easy mission. 

After the main base is down, send in the Chopper VX units to scout the
area for any Allied Survivors before you send in your engineers to capture
the media centres.

As a little side note, just North of your base is the EA LA centre. That
is, that is the Los Angeles studio for Electronic Arts. It is there that
this game was produced, so keep that in mind. Note that they have a pirate
flag over them, or whatever it is. So in that case, you can either keep
it there, or just blow it up, like I did. Not out of spite, but hey, I
like demolishing all the buildings. 

------------------------------------------------------------------------------
[4.07] Barbarians at the Bay

Location - Yokohama

Co-Commander - Shinzo
Enemy Commanders - Krukov, Lissette

Primary Objectives 

1 - Retake the Forward Bases
2 - Hold Out for Reinforcements
3 - Destroy the Allied Relay Stations


Secondary Objectives

1 - Capture the Nanoswarm Hives
2 - Destroy the Soviet Forces

--==Walkthrough==--

This missions starts off demonstrating the power of Yuriko. Move ahead and
clear the path to the bases with Yuriko, slowly retreating backwards if she
takes too much damage, and once you get to the base, use the Psionic Blast to
take out all the infantry and hold them off.

Take back the base, and start building up a fleet of Battleships, Cruisers and
Rocket Angels. Now, this is the problem, the Soviets actually turn up, and 
General Krukov decides to bring in his best Dreadnaughts. Sink them with your
Rocket Angels and the Battleships, and clear out the rest of the Dreadnaughts.

Now, build up your support powers, using the Final Squadron to take out the
power in the enemy base. Your Battleships are necessary here, you need the 
long range to take them out. On the west side of their island is a small 
Allied base, so take it out. In the two inlets, there are Soviet structures
there, so take them out before they can churn out any units.

Now, use the Rocket Angels to scout the enemy base. Use them as spotters for
your Battleships, so they can take out the enemy. When the defences are clear,
send in Yuriko and let her demolish all the enemy buildings. Don't forget, 
she can take down air units as well, she can take down anything, even 
buildings with relative ease.

If you are trouble with the timer, use your Nanoswarm ability on the relay
stations to freeze the timer, which will give you that much more time, which
you really will need in this mission.

------------------------------------------------------------------------------
[4.08] Crumble, Kremlin, Crumble

Location - Moscow

Co-Commander - Kenji
Enemy Commanders - Krukov, Cherdenko

Primary Objectives

1 - Await the Shogun Executioner
2 - Destroy All Soviet Forces and the Kremlin
3 - The Shogun Executioner Must Survive
4 - Destroy the Time Machine


Secondary Objectives

1 - Capture the Soviet VIP Bunkers

--==Walkthrough==--

Deploy your defences, and get ready. Your enemies will arrive from the west
entrance, via the road, so that is where you want to deploy your Wave Force
Cannon. Set them up, and hold on for the Executioner. You need to have your
Superweapons, the Psionic Dominator ready to go, as well as a fleet of Jet
Tengus ready to rock and roll.

When the Executioner arrives, you can capture the buildings on that little
island next to the Executioner. The VIP bunkers are there, and when you
capture them, you control the local Soviet buildings, which you can sell. Or
you can just kill them, doesn't matter anyway.

Move the Executioner along, destroying anything that is in his path. How hard
can that be, just demolishing everything. Now, just demolish everything, and
move towards the Kremlin, but make sure that everything is demolished. And
ensure that your Tengus are covering for air support, the easiest way for the
Executioner to die is to get killed off by Twinblades. Don't worry about the
ground defences, the Executioner has get that under control...

Move towards the Kremlin, and you will see the airbases there. Those really
need to be destroyed, so fire your Superweapon on it, as well as all the
offensive support powers that you have in the way of Final Squadron and the
Balloon Bomb abilities.

After the airfield is down, move the Executioner slowly towards the Kremlin,
but don't take it down yet, take down EVERYTHING ELSE, except the Kremlin,
and you need to move your Jet Tengus into place.

Now, destroy the Kremlin, get the Tengus into place. As the Soviets try to
escape with the Time Machine on a Twinblade, shoot it down, and end this.

------------------------------------------------------------------------------
[4.09] The Last Red Blossom Trembled

Location - Amsterdam

Co-Commander - Shinzo
Enemy Commanders - Bingham, Zelinsky

Primary Objectives

1 - Destroy the Allied Advance Base
2 - Destroy the Allied Air Base
3 - Destroy the Final Allied Base
4 - Destroy the FutureTech HQ


Secondary Objectives

1 - Neutralise the Proton Colliders

--==Walkthrough==--

This is the final mission, so start off using Yuriko to take out the Advance
Base, which is quite easy, and start building up a base. Use Yuriko to defend
against the Vindicators and the Century Bombers the Allies will send at you,
since she can take down all aircraft in a single shot.

Now, you need to build up some Striker VX units, King Onis and Wave-Force
Artillery on this map, and invest in the Final Squadron abilities. You
really need those. Now, when the Proton Colliders come online, use the
Final Squadron ability to hit the reactor that is targetable on the map next
to the Collider, and that will disable it. Disable both of them. Meanwhile,
let Shinzo build up a fleet that will aid you.

To attack the Allied Air Base, you need King Onis to take most of the damage,
Wave-Force Cannons to do the damage and some Striker VX units for AA. You 
might need to bring Yuriko, because the biggest problem here are the damn
Athena Cannons that the enemy will be using.

While you build up your force, get the Psionic Dominator, because that will
be needed. Now, with you have about 6 King Onis, 6 Strikers and 4 Wave Force
Artillery units, target the air base. Bring Yuriko if things get grim, and
keep building those units to reinforce your assault group.

You will, slowly, take down the defences, and that leaves the enemy air
base. That isn't hard. When you have taken out the air base, Sea Wings,
Tengus and VX units can all transform into their aerial forms. 

Now, when the Superweapon is ready, target the reactor farm. The reactor
farm is directly north of your base, at the very top of the map. There are
about 15 reactors there, so target them all and blow as many up as you
can, because that will disable the defences of the Allies. If you can, blow
them up before you hit the Air base to make your life a whole lot easier.

Proceed forwards, with your Onis and your Artillery, and destroy everything
that is in your path. Without power, the final Allied Base is quite easy
to take out, but once you start moving to the FutureTech HQ, things take a 
little dive.

Zelinsky arrives, using the Orbital Dump to destroy all of Amsterdam, as well
as your base. Dammit. He has set up shop near the HQ with an Iron Cannon and
some heavy firepower. With your Rocket Angels and your Support Powers, take
down the enemy. Your King Oni is a prime target to take the damage should
the enemy attack. Tengus take down infantry, Oni takes down building and
Angels take down anything that moves.

After destroy the enemy and the Iron Curtain, destroy the HQ, and finish the
last of the campaign missions. If you have played them in order, you have
now finished all the missions, all 27 of them. 

------------------------------------------------------------------------------
[5.01] Airfield

As an overview, the Soviets have their building method there they need to be
placed before they can be built. That is, their construction takes place on
the battlefield, which is a major disadvantage. However, their power on the
ground is excellent.

Cost           - 1000 Credits
Power Required - 50
Building Time  - 10 Seconds
Built on Water - Yes
Requires       - Super Reactor

The airfield is necessary to produce the most dangerous weapon, the Kirov
Airship. They also produce Twinblades, and they will only have room for four
MiG Fighters, since they will be needed to rearm when they run out of ammo. 

------------------------------------------------------------------------------
[5.02] Barracks

Cost           - 500 Credits
Power Required - 25
Building Time  - 10 Seconds
Built on Water - No
Requires       - None

The Barracks is going to be an important structure early on in the game since
it does produce infantry which are nice counters to spam, but later on, unless
you can use Natasha well, it is worthless.

------------------------------------------------------------------------------
[5.03] Battle Bunker

Cost           - 500 Credits
Power Required - 0
Building Time  - 10 Seconds
Built on Water - No
Requires       - Combat Engineer

A Battle Bunker is the secondary ability that your Engineer can produce, which
will produce a bunker that can be used by up to 5 infantry units which can
be the make or break early on with your Flak Troopers. Have them sit inside,
pound the enemy, and when the bunker falls, they are on full health, ready to
fight still. 

------------------------------------------------------------------------------
[5.04] Battle Lab

Cost           - 3000 Credits
Power Required - 75
Building Time  - 60 Seconds
Built on Water - Yes
Requires       - Super Reactor

This isn't a very useful building, and is expensive, but the thing is, it is
needed for a lot of buildings and units. It is important that you build this
to tech up.

------------------------------------------------------------------------------
[5.05] Construction Yard

Cost           - 5000 Credits
Power Supplied - 50
Building Time  - 60 Seconds
Built on Water - Yes
Requires       - MCV Deployment

This is the most important building for the Soviets, since it is the one that
produces other buildings. It can redeploy into an MCV when you are in some
trouble.

------------------------------------------------------------------------------
[5.06] Crusher Crane

Cost           - 1500 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - None

This is the Crane, from Tiberium Wars, which allows you to build extra 
structures from the Crane. It can build almost everything, except itself
of course. Also, it will repair vehicles with its drones when they are 
within the radius of repair and to top it off, it can remove your existing
units and crush them into credits. No one wants a Hammer Tank when you can
have the Apocalypse.

------------------------------------------------------------------------------
[5.07] Naval Yard

Cost           - 1000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - Yes (Only Water)
Requires       - Ore Refinery

The Naval Yard plays an important role in this game, more than Red Alert 2 
since a lot of the battles are going to be played on the water than the
ground. This is needed for a lot of battles, so you want this early.

------------------------------------------------------------------------------
[5.08] Ore Refinery

Cost           - 2000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Reactor

Well, build them next to the designated nodes. This is changed from the 
previous games. You need to head to an ore mine, which is indicated on the
map and place them where the game suggests that you place them. A tutorial
is there for this. You get a free Ore Collector as well. 

------------------------------------------------------------------------------
[5.09] Outpost

Cost           - 1200 Credits
Power Required - 0
Building Time  - 5 Seconds
Built on Water - Yes
Requires       - Sputnik

This is an outpost that allows you to have a build radius around the area
which it is deployed. Useful, but without defences, make sure you have
some defences.

------------------------------------------------------------------------------
[5.10] Reactor

Cost           - 800 Credits
Power Supplied - 100
Building Time  - 10 Seconds
Built on Water - Yes
Requires       - Construction Yard

The Power Plant, necessary for production. 

------------------------------------------------------------------------------
[5.11] Super Reactor

Cost           - 2000 Credits
Power Supplied - 500
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Ore Refinery

This might be more bang for your buck, but there is a problem for this to go
up. If it blows up, it will create a big explosing for the area around the
reactor, which isn't nice. 

------------------------------------------------------------------------------
[5.12] War Factory

Cost           - 2000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - No
Requires       - Ore Refinery

The most important building for the Soviets, it is important because it makes
all the tanks, for which without, the Soviets won't survive. 

------------------------------------------------------------------------------
[6.01] Flak Cannon

Cost           - 800 Credits
Power Required - 25
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Reactor

The AA gun for the Soviets, this is important against the Allies because they
have a fairly big air force, and they are the traditional allies, aren't 
they?

------------------------------------------------------------------------------
[6.02] Fortress Wall

Cost           - 10 Credits per Segment
Power Required - 0
Building Time  - 5 Seconds
Built on Water - No
Requires       - None

Walls are back, and back to prevent the Engineer rushes. Walls are important
early on to protect your structures, and now, Ore Nodes because all that needs
to be protected is the area around the node and refinery. Good against enemy
spies as well.

------------------------------------------------------------------------------
[6.03] Iron Curtain

Cost           - 3000 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Super Reactor

Again, the Iron Curtain is back, and it protects your armour, whilst killing
enemy infantry. Of course, it will be listed below in the support powers 
section. 

------------------------------------------------------------------------------
[6.04] Sentry Gun

Cost           - 800 Credits
Power Required - 25
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Reactor

The Sentry Gun is back, and back in its anti-infantry role, even though it
is used against all ground units, it is best against enemy infantry. Wait for
the Tesla Coil for the heavy firepower. 

------------------------------------------------------------------------------
[6.05] Tesla Coil

Cost           - 1500 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Super Reactor

This is an important piece of concrete since it is the building that literally
demolishes all the units on ground and sea. Use it wisely, but make sure that
it has enough power.

------------------------------------------------------------------------------
[6.06] Vacuum Imploder

Cost           - 5000 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Battle Lab

The Superweapon, and the first C&C game without the infamous Nuke, since 
Einstein was removed, permanently. Again, it is listed below as a support 
power. 

------------------------------------------------------------------------------
[7.01] Combat Engineer

Cost              - 500 Credits
Building Time     - 10 Seconds
Secondary Purpose - Battle Bunker
Purpose           - Captures Building
Requires          - Barracks
Movement on Water - Yes

The Combat Engineer is different from the other Engineers, since he does on
water as well, as well as being armed with a pistol. Of course, he can take
over buildings, but that is obvious.

His secondary ability is useful, since it produces a 5 man bunker for the 
price of 500 credits, which is nice at the start where you can place your
troops. Even though he has a pistol, he isn't armed with a Rocket Launcher or
an assault rifle, so be careful and protect him. 

------------------------------------------------------------------------------
[7.02] Conscript

Cost              - 100 Credits
Building Time     - 4 Seconds
Secondary Ability - Molotov Cocktails / Assault Rifle
Purpose           - Anti-Infantry
Requires          - Barracks
Movement on Water - No

The Conscript is back, and again, he is the cheap trained peasant who traded
a pitchfork for a gun. They are essentially, cannon fodder for the Soviet
Troops.

His secondary ability is the molotov cocktail, which is effective against
enemy vehicles and buildings, and can clear garrisoned structures with his
molotovs. Used in large numbers to be remotely effective.

------------------------------------------------------------------------------
[7.03] Flak Trooper

Cost              - 300 Credits
Building Time     - 5 Seconds
Secondary Ability - Magnetic Mine / Flak Cannon
Purpose           - Anti-Vehicle, Anti-Air
Requires          - Barracks
Movement on Water - No

Another old RA2 unit. The Flak Troopers, dug out from the gulags, are armed
with a massive, f off gun and they are actually decent against enemy
vehicles and air units. 

Their secondary ability is the magnetic mine. If an enemy vehicle were to 
run over the mine, they would be taking a heap of damage as a result. It is
a mine. Lucky this isn't BF2, else it would be anything that dies. Imagine the
horror of a player who sends 100 Apocalypse Tanks, only to have them destroyed
while moving over terrain.

------------------------------------------------------------------------------
[7.04] Natasha

Cost              - 2000 Credits
Building Time     - 30 Seconds
Secondary Ability - Pilot Snipe
Purpose           - Anti-Infantry, Anti-Vehicle, Anti-Structure
Requires          - Battle Lab
Movement on Water - Yes

The Commando unit for the Soviets, she is armed with a sniper rifle as well
as a laser guider. The sniper rifle allows her to take down infantry from a
decent range, and the laser finder allows her to acquire targets for an 
air strike that will automatically demolish the target. She can also swim and
target on water. Her sniper rifle will kill all infantry in a single shot, but
she is infantry though, and so are enemy commandos. 

Her secondary ability is the Pilot Snipe, where she can target any naval or
ground vehicle and take out the crew of the vehicle, until it is recaptured
by any infantry, bar animals, and it will be under the control of the owner of
the infantry. It is like the Jarmen Kell ability from Generals. 

------------------------------------------------------------------------------
[7.05] Tesla Trooper

Cost              - 750 Credits
Building Time     - 10 Seconds
Secondary Ability - EM Disruptors / Tesla Coilguns
Purpose           - Anti-Infantry, Anti-Vehicle
Requires          - Super Reactor
Movement on Water - No

The Tesla Trooper is back, and with his power with Tesla is back, though he
can't seem to charge the Coils anymore. Anyway, his electric guns will kill
most infantry in a single shot, except the heavy infantry. He is also quite
powerful against enemy vehicles, basically making him a stronger Flak Trooper,
except he can't target air units at all.

His secondary ability, besides forcing units to pay their electric bill, will
disable himself, as well as all enemy vehicles that are nearby, since they
are EM disruptors, which target electronics.

------------------------------------------------------------------------------
[7.06] War Bear

Cost              - 225 Credits
Building Time     - 2 Seconds
Secondary Ability - Amplified Roar
Purpose           - Anti-Infantry
Requires          - Barracks
Movement on Water - Yes

The best scout there is, a massive bear. He is the natural enemy of infantry
since all infantry suffer the one hit kill from him. The best thing is that
he can kill enemy spies in a single shot, which is quite handy against the
Allies. He also loves Engineers as well.

The secondary ability is a roar ability. After using this, nearby infantry
will be too stunned to move, which allows the bear to kill them off quite
quickly without having the enemy fight back. Best early on, when there are
actually infantry to fight. 

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[8.01] Apocalypse Tank

Cost              - 2000 Credits
Building Time     - 20 Seconds
Secondary Ability - Magnetic Grapple / Main Guns
Purpose           - Anti-Vehicle, Anti-Structure
Requires          - Battle Lab
Movement on Water - No

The Apocalypse Tank is back, but this time, a little nerfed compared with
their RA2 counterparts, where they had some AA rockets to fire. Now, without
their AA fire, they are more vulnerable to enemy bomber strikes. Several 
air units will be total phobias for any Apoc rusher.

The secondary ability is quite interesting. The grapple will launch a 
harpoon which grabs the targeted vehicle, which will push the target into
the grinders at the base of the Apoc Tank. With buildings, the Apoc tank
will drag itself to the building and slowly grind the building into dust.

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[8.02] Bullfrog

Cost              - 900 Credits
Building Time     - 10 Seconds
Secondary Ability - Eject Passengers
Purpose           - Anti-Air, Transport
Requires          - Naval Yard, War Factory
Movement on Water - Yes

Bullfrog is here for you! Anyway, this is the AA vehicle for the Soviets, and
it is quite powerful. It is similar to the Flak Truck, it can transport units
and take down air units. However, it can travel on water as well.

The Ejection technique for the Bullfrog is the Man Cannon. Basically, it 
allows you to target an area, and you will fire all the passengers from the
truck to the target area, via the man-cannon, and they will launch their 
chutes. Reminder that when infantry are in parachutes, they will still be able
to be hit by AA fire. 

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[8.03] Hammer Tank

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Leech Beam / Main Guns
Purpose           - Anti-Vehicle, Anti-Structure
Requires          - Super Reactor
Movement on Water - No

The Hammer Tank is one massive tank, and the strongest of the basic tanks
available to all factions. It is quite powerful on the ground, but cannot
take down infantry at all, and requires a bit of research before you can
build it.

The secondary ability is quite useful as well. It basically leeches the 
health and weapons from a target. When the target is destroyed while the
Hammer Tank is leeching it, the Hammer Tank gets an extra weapon to play
with, sort of like the GLA vehicles, salvaging parts off vehicles. 

------------------------------------------------------------------------------
[8.04] MCV

Cost              - 5000 Credits
Building Time     - 60 Seconds
Secondary Ability - Unpack
Purpose           - Support
Requires          - Naval Yard, War Factory
Movement on Water - Yes

The MCV is the Mobile Construction Vehicle, it whilst it is expensive, it does
give you something to fall back on if you lose your original one.

The secondary ability is to unpack into the MCV building, which isn't really
an important one at all.

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[8.05] Ore Collector

Cost              - 1400 Credits
Building Time     - 20 Seconds
Secondary Ability - Reactive Armour / Cargo Bay
Purpose           - Resource Gatherer
Requires          - Ore Refinery, Naval Yard, War Factory
Movement on Water - Yes

The Ore Collector, as you can guess, will collect ore. Nothing special.

The secondary ability is giving them the ability to have powerful armour. It
will increase their defence by 400%, which means they will only take a quarter
of the damage that they will normally take. 

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[8.06] Sickle

Cost              - 900 Credits
Building Time     - 10 Seconds
Secondary Ability - Flea Jump
Purpose           - Anti-Infantry
Requires          - War Factory
Movement on Water - No

The Sickle is the basic vehicle for the Soviets, and it is basically armed 
with a machine gun, making it very effective against enemy infantry and
sometimes, light vehicles, if used in packs.

The secondary ability will allow for the Sickle to jump into the air, and
land on a target location, and will damage all units that happen to be,
unfortunately, at the current location at that time. 

------------------------------------------------------------------------------
[8.07] Sputnik

Cost              - 1200 Credits
Building Time     - 20 Seconds
Secondary Ability - Unpack
Purpose           - Base Expansion
Requires          - Naval Yard, War Factory
Movement on Water - Yes

It is basically a base expander, which allows you to build in another location
which is a place of your choice.

The secondary ability is to unpack into another location into an Outpost. It
isn't anything special though.

------------------------------------------------------------------------------
[8.08] Terror Drone

Cost              - 600 Credits
Building Time     - 5 Seconds
Secondary Ability - Electro-Statis Ray / Dismantler Claws
Purpose           - Anti-Infantry, Anti-Vehicle
Requires          - War Factory
Movement on Water - No

The Terror Drone is back, and better than ever. Again, it can dismantle
infantry with ease, and infect vehicles, destroying the vehicle and surviving
unless it is removed via the repair drones or repair vehicles. Best for use
against enemy Harvesters, since they are normally far away from the action
or repairs, and they are expensive to replace.

Their secondary ability is a nice ability that will prevent a vehicle from
moving as long as the ray is firing on them. Not very effective, but it can
give some time for a V4 to take down the enemy vehicle.

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[8.09] V4 Rocket Launcher

Cost              - 1200 Credits
Building Time     - 15 Seconds
Secondary Ability - Multi-Warheads / Precision Warheads
Purpose           - Anti-Structure
Requires          - Battle Lab
Movement on Water - No

The V4 is the next edition of the V3, and the Artillery Weapon to boot. The
problem with it is, it isn't very good against moving units, but great 
against enemy bases since they don't tend to move ... much. Unlike RA2, their
rockets don't get taken down.

Their secondary ability are multi-warheads. The precision warheads are 
the single shot warheads, with deadly accurate co-ordinates when they are
launched. The Multi Warheads are ones that target an area, that is, they 
hit an area, not a specific square acre of land. Though the warheads that
are used in the Multi-Warheads are a tad weaker. 

------------------------------------------------------------------------------
[9.01] Akula Sub

Cost              - 1800 Credits
Building Time     - 20 Seconds
Secondary Ability - Ultratorpedoes
Purpose           - Anti-Ship
Requires          - Super Reactor
Movement on Water - Water Only

The Sub is one of the most powerful naval units in the game that isn't an
artillery unit. They are powerful with their torpedoes, and can give the
Empire of the Rising Sun naval units a run for their money.

Their Ultratorpedoes are the most powerful things ever. They will fire from
a straight line from the Sub, and they fire in a straight line, passing 
through anything they encounter, whilst dealing MASSIVE amounts of damage
on those targets, but they will hit friendly units, so be careful. 

------------------------------------------------------------------------------
[9.02] Dreadnaught

Cost              - 2000 Credits
Building Time     - 30 Seconds
Secondary Ability - Sacrifice Launchers / Safe Mode
Purpose           - Anti-Structure
Requires          - Battle Lab
Movement on Water - Water Only

The Dreadnaught is the naval artillery weapon, since it is best against 
stationary targets. It will dish out the damage, and the rockets, just like
that of the V4's, cannot be shot down at all. Of course, they can take down
enemy units, but they need to be stationary, and they need a fair bit of
range, since they do have a minimum range as well.

Also, they have a Sacrifice Launcher mode, in which they fire their same
rockets, but faster, but they will damage the missile launcher and that
would slowly drain the health of the Dreadnaught, but increase rate of
fire. 

------------------------------------------------------------------------------
[9.03] Stingray

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Tesla Surge
Purpose           - Anti-Ship, Anti-Infantry
Requires          - Naval Yard
Movement on Water - Yes

The Stingray is a naval ship that is good against enemy ships and infantry. It
can travel on land, but they will be much slower, and without their secondary
ability, but they are good against infantry, and vehicles and structures if
used en masse. 

The secondary ability is the Tesla Surge. It requires you to be in the water
for this to work. What it does is damage all nearby units, even more if 
they are infantry or weak naval units. Remember, you need water for this to
work, electricity doesn't flow on rock very well.

------------------------------------------------------------------------------
[10.01] Kirov Airship

Cost              - 2500 Credits
Building Time     - 25 Seconds
Secondary Ability - Gastroburners / Propellers
Purpose           - Anti-Structure
Requires          - Battle Lab
Movement on Water - Flying

The Kirov is back, and is meaner than ever. It does what it does, travel 
slowly but dropping bombs that are extremely powerful against anything that
isn't on the ground. However, given they are slow, they are only going to be
effective against structures, vehicles can move away quite quickly. Don't
worry, they have infinite bombs, which is why it is slow as hell.

The secondary ability is the Gastroburner, which damages the airship but
allows it to travel a lot faster, which is quite handy since it is so god
damn slow. Make sure that you turn it off when it is at the base, since by
then, it will go pass the enemy defences with speed.

------------------------------------------------------------------------------
[10.02] MiG Fighter

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Return to Base
Purpose           - Anti-Air
Requires          - Airfield
Movement on Water - Flying

The Soviet air fighter, but it doesn't match up with the Apollo Fighter. It
is stocked with bullets, and can stay still in the air, but when it runs out
of ammo, it will need to return to base to rearm and repair. It is basically
an interceptor, best and only good against air units.

Their secondary ability will allow it to return to base instantly, and they
will travel, from their current location, in a straight line back to base. 
Though it doesn't take into account anything that might be in the way. 

------------------------------------------------------------------------------
[10.03] Twinblade

Cost              - 1200 Credits
Building Time     - 15 Seconds
Secondary Ability - Evacuate Passengers
Purpose           - Anti-Infantry, Anti-Vehicles, Transport
Requires          - Airfield
Movement on Water - Flying

This Twinblade is a powerful helicopter, since it can machine gun the infantry
as well as using their rockets to take down their enemy's vehicles. That
makes them quite dangerous on the battlefield, but are air units, making them
quite vulnerable to MiGs, Apollos and Tengus. 

Their secondary ability is to drop off their passengers. That is done because
they can attack ANY unit on their cargo hold, which will stop them operating
their weapons, but can transport them to any location, like the Orca Carryall.
You use their secondary ability to drop them off, such as taking a nice Apoc
tank into the back of someone's base. 

------------------------------------------------------------------------------
[11.01] Airbase

The Allies have their building like that of previous games. You build the
structure and then you pop them up out of no where, which is great for the
ambushes or sudden defence. They also have a strange system of clearances, but
that is dealt with in the Con Yard section. 

Cost           - 1000 Credits
Power Required - 50
Building Time  - 15 Seconds
Built on Water - Yes
Requires       - Power Plant

The Airbase is the most important building for the Allies, given that they
need the air power to win any battle. Without air power, the Allies are quite
useless. They have 4 pads for rearming and repairing, and you might need to
count the squares, since it does take some space.

------------------------------------------------------------------------------
[11.02] Armour Facility

Cost           - 2000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - No
Requires       - Ore Refinery

Ther place where Allied firepower is born, the Armour Facility produces the
dangerous weapons of the Mirage Tank and Athena Cannon, as well as the quick
weapons such as the IFV and Guardian Tanks. 

------------------------------------------------------------------------------
[11.03] Boot Camp

Cost           - 500 Credits
Power Required - 25
Building Time  - 10 Seconds
Built on Water - No
Requires       - Power Plant

The birthplace of the Allied Infantry, they are highly trained infantry units
here, but they all meet the same fate when facing off with a vehicle. 

------------------------------------------------------------------------------
[11.04] Command Hub

Cost           - 1400 Credits
Power Required - 0
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Prospector

The Command Hub is the building that allows you to build in another area. This
is deployed using the Prospector, and is the Construction Yard of sorts in
another area, but not able to build. Note that they need to be upgraded with
clearances later on for their units.

------------------------------------------------------------------------------
[11.05] Construction Yard

Cost           - 5000 Credits
Power Supplied - 50
Building Time  - 60 Seconds
Built on Water - Yes
Requires       - MCV Deployment

This is the most important building for the Allies, since it is the one that
produces other buildings. It can redeploy into an MCV when you are in some
trouble.

The Allies have the worst tech system. They have the Clearance system, which
needs you to purchase clearance passes to access stronger and meaner units,
and one is needed for EVERY base, it isn't a universal system. You need it
if you want to win, but they are extremely expensive, but needed.

The Heightened Clearance costs 1500 credits to purchase and 15 seconds to
enable, whilst the best, Maximum Clearance costs 3000 credits to purchase and
takes 60 seconds to enable. 

------------------------------------------------------------------------------
[11.06] Defence Bureau

Cost           - 1500 Credits
Power Required - 75
Building Time  - 10 Seconds
Built on Water - Yes
Requires       - Ore Refinery, Airbase

This building doesn't actually do much, it only allows you to access the 
high end technology, such as the Proton Collider.

------------------------------------------------------------------------------
[11.07] Ore Refinery

Cost           - 2000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Power Plant

Well, build them next to the designated nodes. This is changed from the 
previous games. You need to head to an ore mine, which is indicated on the
map and place them where the game suggests that you place them. A tutorial
is there for this. You get a free Ore Collector as well. 

------------------------------------------------------------------------------
[11.08] Power Plant

Cost           - 800 Credits
Power Supplied - 100
Building Time  - 10 Seconds
Built on Water - Yes
Requires       - None

The basic power plant, it is larger than the Soviet one, yet does exactly
the same thing. Their power system, while worse than the Soviets, are a lot
better than the Empire's. 

------------------------------------------------------------------------------
[11.09] Seaport

Cost           - 1000 Credits
Power Required - 50
Building Time  - 20 Seconds
Built on Water - Water Only
Requires       - Ore Refinery

This is the home to the Allied Fleet, which may be weak, but has some fun 
units to play with. Large building though.

------------------------------------------------------------------------------
[12.01] Chronosphere

Cost           - 3000 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Airbase

The Chronosphere is back, used to teleport units between two locations within
a heartbeat, whilst taking out enemy infantry with relative ease. More on
this later in the section designated for it.

------------------------------------------------------------------------------
[12.02] Fortress Wall

Cost           - 10 Credits per Segment
Power Required - 0
Building Time  - 5 Seconds
Built on Water - No
Requires       - None

Walls are back, and back to prevent the Engineer rushes. Walls are important
early on to protect your structures, and now, Ore Nodes because all that needs
to be protected is the area around the node and refinery. Good against enemy
spies as well.

------------------------------------------------------------------------------
[12.03] Multigunner Turret

Cost           - 800 Credits
Power Required - 25
Building Time  - 20 Seconds
Built on Water - Yes
Requires       - Power Plant

The versatility of the IFV is in this little Turret. Alone, it can handle and
take down enemy aircraft, infantry and vehicles with ease, taking down naval
units if need be. However, you can add infantry inside to change its firing
pattern.

A Peacekeeper will take down enemy infantry with some explosive rounds. The
Javelin Soldier will improve the hitting power of the rockets, dealing out 
more damage from its rockets. The Spy will turn it into a sniper rifle, taking
out units from a range. Engineers turns the Turret into a repair bay, repairing
all allied vehicles and Tanya will lend her nice pistols to take down infantry. 

------------------------------------------------------------------------------
[12.04] Proton Collider

Cost           - 5000 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Defence Bureau

The superweapon for the Allies, it isn't exactly the nice Ion Cannon that we
all hoped for, or a weather control device, but none the less, it is since
superweapon, and it can totaly make sure an enemy will keep their mind off
attacking you for a while. 

------------------------------------------------------------------------------
[12.05] Spectrum Tower

Cost           - 1200 Credits
Power Required - 75
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Defence Bureau, Power Plant

the Spectrum is the most powerful defence structure in the game. Why, on its
own, it can hold up an enemy force, but with other towers, it is powerful. 
That is because other powers can powerful up, or pass their power to the 
Tower targeting the enemy. So if there is 1 Tower targeting the enemy, all
nearby towers will power up, charge their beams, fire it at the main tower,
which concentrates the power to deal out a hell of a lot of damage. Several
of these can eliminate even an Apocalypse Tank with a single shot.

------------------------------------------------------------------------------
[13.01] Attack Dog

Cost              - 200 Credits
Building Time     - 2 Seconds
Secondary Ability - Amplified Bark
Purpose           - Anti-Infantry
Requires          - Boot Camp
Movement on Water - Yes

The scout for the Allies, it is the best against infantry since he has a nice
one bite, one kill policy. This German Sheppard, endorsed by President 
Ackerman to guard the borders of the US, is a trained hunter.

The secondary ability is to stun all nearby infantry, as they tremble in 
fear from the dog who is about to bite and kill them, and whilst they are 
stunned, you can kill them.

------------------------------------------------------------------------------
[13.02] Engineer

Cost              - 500 Credits
Building Time     - 10 Seconds
Secondary Ability - First-Aid Tent / Pack Up
Purpose           - Capture Buildings, Healing
Requires          - Boot Camp
Movement on Water - Yes

The Engineer is back to capture buildings, as you would expect, and he has the
best line ever "I have the knowledge" from the RA2 game, for all those 
veteran players. 

The secondary ability is a nice one for infantry users. It will basically
create a tent on the battlefield, and has a small radius, where all infantry
units in that small radius will be healed back to full health over time. A
nice touch, better if you have a whole army of Javelin Soldiers and don't want
them to die. 

------------------------------------------------------------------------------
[13.03] Javelin Soldier

Cost              - 400 Credits
Building Time     - 5 Seconds
Secondary Ability - Laser Guided Mode / Self Guided Mode
Purpose           - Anti-Vehicle, Anti-Air
Requires          - Boot Camp
Movement on Water - No

The Javelin Soldier is the guy with the rocket launcher, and he is probably
the best mechanised soldier in the entire game, better than the Flak Trooper
and better than the Tankbuster. His normal missiles pack a punch, but...

The secondary ability of laser guided missiles is far more powerful. With 
this, the soldier will take aim with a laser guider, which requires him for
a few seconds to target his laser. But after that, once laser sight is active,
he will fire rockets continiously, without rest, until the enemy is dead or
laser guidance is lost. This makes a small group of soldiers take down an
army of tanks with ease.

------------------------------------------------------------------------------
[13.04] Peacekeeper

Cost              - 200 Credits
Building Time     - 5 Seconds
Secondary Ability - Riot Shield / Shotgun
Purpose           - Anti-Infantry
Requires          - Boot Camp
Movement on Water - No

The Peacekeeper is a trained cop. Even though he has a shotgun, he has a 
range of a normal soldier, so he is quite dangerous. He is a powerful unit
and one of the better infantry units.

His riot shield is quite interesting. It will increase his defence by 400%,
which means only a quarter of all damage dealt will actually hit him. This
is nice for getting up close and personal. Also, when he has his riot shield
active, he can enter an enemy garrisoned building and clear it. Its like a
mobile SWAT team. 

------------------------------------------------------------------------------
[13.05] Spy

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Bribe
Purpose           - Infiltrator
Requires          - Boot Camp, Heightened Clearance
Movement on Water - Yes

The Spy is basically the same unit as in RA2, the classic British, James
Bomb spy, without the firepower, but with double dosage of the charm. He
basically targets an enemy infantry unit to turn into them, allowing him to
sneak past all but Bears and Dogs. He will eneter enemy buildings, and 
depending on the building, reset queues and all production, shut down the
power or steal their money. 

The secondary ability is to bribe enemy units. It will, for the price of 1000
Credits, bribe nearby units for fight on your side, which can be real nice
when you are in the middle of an enemy column. What is better than to have
the enemy fight themselves? But the spy will be seen as a spy when he bribes
the enemy, open to enemy fire. 

------------------------------------------------------------------------------
[13.06] Tanya

Cost              - 2000 Credits
Building Time     - 30 Seconds
Secondary Ability - Timebelt
Purpose           - Anti-Infantry, Anti-Vehicle, Anti-Structure, Anti-Ship
Requires          - Boot Camp, Max Clearance
Movement on Water - Yes

The Commando for the Allies, again, Tanya. With her pistols, she can take
down enemy infantry, and she can demolish all ships, vehicles and buildings
with her nice C4 blocks. Though I don't know how you demolish vehicles with
C4, you generally don't get close to them. 

The Secondary Ability of the Timebelt allows her to go back in time. When it
is activated, she will move back to her position several seconds ago, and this
will be rewinded back as well as the health of her, which is a nice touch to
get out of a firefight as well as regaining some health after finishing one.

------------------------------------------------------------------------------
[14.01] Athena Cannon

Cost              - 1400 Credits
Building Time     - 20 Seconds
Secondary Ability - Aegis Shield
Purpose           - Anti-Structure
Requires          - Max Clearance, Armour Facility
Movement on Water - No

The Artillery unit for the allies, this unit calls down a beam from a nearby
satellite, dishing massive damage. This is extremely dangerous against enemy
units that are stationary or buildings, even groups of enemy units, but it
is not as powerful against single units, since they can move out of range of
the laser attack.

The secondary ability is the Aegis Shield, it is a shield that will reflect
the enemy fire, rendering all units inside the Shield safe, but it is a nice
stationary shield, as well as disabling the Cannon itself. It is a nice tank
to play with though.

------------------------------------------------------------------------------
[14.02] Guardian Tank

Cost              - 950 Credits
Building Time     - 10 Seconds
Secondary Ability - Target Painter / Main Cannon
Purpose           - Anti-Vehicle
Requires          - Heightened Clearance, Armour Facility
Movement on Water - No

The Guardian Tank is a nice tank to play with as well. It does a fair amount
of firepower, as well as running over enemy infantry if need be. The work
horse of the Allied Army.

The Target Painter ability is to paint the enemy, so to speak. This will 
not allow the tank to fire, but it will increase the damage that the target
painted will take from other units, so when used in packs of Tanks, a 
painter will be extremely useful so other Tanks can target them. 

------------------------------------------------------------------------------
[14.03] MCV

Cost              - 5000 Credits
Building Time     - 60 Seconds
Secondary Ability - Unpack
Purpose           - Support
Requires          - Armour Facility, Seaport
Movement on Water - Yes

The MCV is the Mobile Construction Vehicle, it whilst it is expensive, it does
give you something to fall back on if you lose your original one.

The secondary ability is to unpack into the MCV building, which isn't really
an important one at all.

------------------------------------------------------------------------------
[14.04] Mirage Tank

Cost              - 1600 Credits
Building Time     - 15 Seconds
Secondary Ability - Gap Generator / Camouflage Mode
Purpose           - Anti-Infantry, Anti-Vehicle, Anti-Structure
Requires          - Max Clearance, Armour Facility
Movement on Water - No

The most powerful weapon in the Armour Facility, it is a mix of the old
Mirage Tank and Prism Tank of RA2. It is using the Camouflage ability as well
as Spectrum technology to make it powerful. Whilst it is a tree when it stays
still, it can destroy enemy tanks with ease, since it is a portable Spectrum
Tower. 

The Gap Generator basically allows it to be targeted when it is stationary 
instead of the tree it normally is, but it will hide all your friendly units
within the radius of the generator, which is great for the ambushes. You 
think that you only have a single Mirage Tank, when you have 8 others, ready
to fire. 

------------------------------------------------------------------------------
[14.05] Multigunner IFV

Cost              - 900 Credits
Building Time     - 10 Seconds
Secondary Ability - Evacuate Passenger
Purpose           - Anti-Vehicle, Anti-Air, Anti-Infantry, Transport
Requires          - Armour Facility
Movement on Water - No

The IFV is back. It is a fast transport, whilst it can target ground and air
units with some firepower. But with infantry inside, it will change that 
missile launcher. Peacekeepers give it a nice machine gun, Javelin Soldiers
improve the damage of the Rockets, Attack Dogs have a barking loudspeaker,
stunning infantry, Spies give it a sniper rifle, Engineers give it a repair
turret and Tanya gives it quick anti-infantry fire. 

The Secondary Ability is to evacuate the passenger inside, which is handy if
you need to switch infantry, or to get them out before it explodes.

------------------------------------------------------------------------------
[14.06] Prospector

Cost              - 1000 Credits
Building Time     - 20 Seconds
Secondary Ability - Unpack / Cargo Bay
Purpose           - Resource Gatherer, Command Post
Requires          - Ore Refinery, Armour Facility, Seaport
Movement on Water - Yes

The Prospector, as you can guess, will collect ore. Nothing special.

The Prospector however, will unpack into a command post if need be, since it
is the Command Post and Ore Harvester in one. Cheaper than the Soviet version
as well, since they are inefficient. 

------------------------------------------------------------------------------
[14.07] Riptide ACV

Cost              - 750 Credits
Building Time     - 10 Seconds
Secondary Ability - Evacuate Passengers
Purpose           - Anti-Infantry, Transport
Requires          - Armour Facility, Seaport
Movement on Water - Yes

This is the Hovercraft, with the ability to carry 5 infantry units as well as
using the nice machine gun that they are given to take out enemy infantry
should they post a threat, and en masse, sometimes light vehicles. 

The Secondary Ability is to remove the passengers from the ACV, which it can,
as I said, carry 5 of. 

------------------------------------------------------------------------------
[15.01] Aircraft Carrier

Cost              - 2000 Credits
Building Time     - 30 Seconds
Secondary Ability - Blackout Missile
Purpose           - Anti-Structure
Requires          - Seaport, Maximum Clearance
Movement on Water - Water Only

The Aircraft Carrier is back, but is significantly weaker than it was in 
RA2, since they are weaker and their aircraft that they use are a lot weaker
as well, compared to the Hornets used in RA2. Yes, they were apparently called
Hornets. 

The Blackout Missile is a nice powerful missile, that will take down and
disable all vehicles and structures in a large area. This is one of the best
support abilities since it can make an entire base defenceless against a 
massive or sneak attack. Nothing says I love you more than a Blackout Missile
and a Chronosphere load of 9 Mirage Tanks to blow up your base. 

------------------------------------------------------------------------------
[15.02] Assault Destroyer

Cost              - 1800 Credits
Building Time     - 20 Seconds
Secondary Ability - Black Hole Armour / Main Guns
Purpose           - Anti-Ship, Anti-Vehicle
Requires          - Seaport, Heightened Clearance
Movement on Water - Water and Ground

This is a nice support unit. It does a lot of damage to naval and ground units
with their powerful cannons, and they can go on ground, taking out units that
are out of range of your Aircraft Carriers. However, their main guns are quite
slow, so you need some more support.

Their secondary ability is the Black Hole Armour, which is quite interesting.
In this mode, they cannot fire, but they will draw all enemy fire, onto itself
whilst in this mode, for a small radius. In that radius, this armour will
redirect all enemy fire to itself, saving the other units. Make sure that you
repaiur the Destroyer after this if they are in a firefight. 

------------------------------------------------------------------------------
[15.03] Dolphin

Cost              - 750 Credits
Building Time     - 10 Seconds
Secondary Ability - High Jump
Purpose           - Anti-Ship
Requires          - Seaport
Movement on Water - Water Only

A nice vehicle to play with, the Dolphin is back, with their sonic blasts.
They will do some nice damage to naval units when used in groups, and given 
their price, that isn't unreasonable. They are however, quite weak, so you
don't want to win with the alone.

Their secondary ability is quite interesting, it allows them to jump to
another location, which is useful to avoid the range of the nearest Tesla
Coil, or to make some ambush spots against the enemy.

------------------------------------------------------------------------------
[15.04] Hydrofoil

Cost              - 900 Credits
Building Time     - 10 Seconds
Secondary Ability - Weapon Jammer / Anti-Air Mode
Purpose           - Anti-Air
Requires          - Seaport
Movement on Water - Water Only

The Caribbean are a nice place for fast boats, and this is not exception. The
Hydrofoil is a quick boat that does a hell of a lot of damage to any air unit
that wants to go past, making them the best AA unit on the sea. 

Their secondary ability, of the weapon jammer, will prevent all aircraft, 
ground and naval units firing when it is targeted, which allows your units
to target them without suffering the fear of being targeted for a hell of a
lot of damage. 

------------------------------------------------------------------------------
[16.01] Apollo Fighter

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Return to Base
Purpose           - Anti-Air
Requires          - Airbase
Movement on Water - Flying

The Apollo Fighter is the best Air to Air weapon in the game, they are vastly
superior to the Sky Tengu and the MiG Fighters. This makes them, or a group of
them, impossible to pass if you are an air unit. If you are playing the Allies,
I would avoid using air units when these guys are around.

The Secondary Ability forces them to return to be for repairs and rearming. 
This will make them take a most direct route from their position to their
base, taking nothing into account, such as enemy bases or fighters. 

------------------------------------------------------------------------------
[16.02] Century Bomber

Cost              - 2000 Credits
Building Time     - 20 Seconds
Secondary Ability - Paradrop
Purpose           - Anti-Vehicle, Anti-Structure
Requires          - Max Clearance, Airbase
Movement on Water - Flying

The Carpet Bomber, it carries a fair amount of bombs and carpet bombs the
target, which makes it extremely effective against a large group of enemy
units. Target the middle unit and it will drop bombs before, at, and after
the unit's position. However, it needs to manually be ordered to return to
base unless its bombs run out, and needs to head back to base for bombs. 

The Secondary Ability is to load up the plane with passengers, which are
infantry, and when you are over the target locaiton, you can drop them using
this ability, and they will paradrop onto the location, which is handy to
drop a few engineers into the back, unprotected area of the base. It can
hold up to 5 infantry units, and parachutes are free of charge. 

------------------------------------------------------------------------------
[16.03] Cyrocopter

Cost              - 1600 Credits
Building Time     - 15 Seconds
Secondary Ability - S.H.R.I.N.K. Beam
Purpose           - Support
Requires          - Airbase, Heightened Clearance
Movement on Water - Flying

The Cyrocopter is an interesting unit, since it doesn't bear any weapons at
all. Its main weapon is the freeze ray, which basically freezes the enemy 
unit, and over time, it will become frozen solid. When it is completely 
frozen, whatever the target is, it will be destroyed by a single shot. This
is best used with the Surgical Strike. 

The secondary ability is the Shrink Beam, which literally shrinks the enemy
unit into a tiny object. They will move faster, and the controller will have
them in a high pitched voice, which is extremely funny, but they will dish
out less damage and be a lot easier to destroy. They can also be crushed in
this state. It is fun to crush Apoc Tanks, isn't it?

------------------------------------------------------------------------------
[16.04] Vindicator Bomber

Cost              - 1200 Credits
Building Time     - 15 Seconds
Secondary Ability - Return to Base
Purpose           - Anti-Vehicle, Anti-Structure
Requires          - Airbase
Movement on Water - Flying

The smaller bomber, this is used for surgical strikes. Whereas the Century
Bomber is more of a carpet bomber, this is a lot better against a vehicle
since the bombs lead in, and are a lot faster, though weaker, than the 
Century Bomber. They are also cheaper and accessed earlier. They can carry
a maximum of three bombs.

The secondary ability is the Return to Base ability, which forces them to
head back to base, regardless of whatever they are doing, flying a direct
path back to base, without regard of what they are going past. 

------------------------------------------------------------------------------
[17.01] Construction Yard

The building pattern for the empires is different. When they are producing
a building, they produce a vehicle core. This will then be able to be 
deployed in any location you wish, without the need for expansion outposts.
All the cores take 4 seconds to build, but the deployment time varies. Also,
tech upgrades are done on the structures themselves, improving the building 
in order to access new units. 

Cost           - 5000 Credits
Power Supplied - 50
Building Time  - 60 Seconds
Built on Water - Yes
Requires       - MCV Deployment

This is the most important building for the Empire, since it is the one that
produces other buildings. It can redeploy into an MCV when you are in some
trouble.

------------------------------------------------------------------------------
[17.02] Docks

Cost           - 1000 Credits
Power Required - 50
Building Time  - 18 Seconds
Built on Water - Yes
Requires       - Ore Refinery

The Docks are the production structure for the best the Empire has, their
naval power. Their Docks Upgrade costs 750, allowing them to have Tsunami
Tanks, Naginata Cruisers and Sea Wings. Their Docks Breakthrough will cost
1000 credits, and takes 60 seconds, compared to the 30 for the upgrade, to be
complete, giving access to their Shogun Battleships, as long as the Nanotech
Mainframe is built.

------------------------------------------------------------------------------
[17.03] Instant Dojo

Cost           - 750 Credits
Power Required - 25
Building Time  - 8 Seconds
Built on Water - No
Requires       - None

The instant Dojo is the barracks for the Empire's forces. They will be 
upgraded with the Dojo Upgrade for 500 credits and 30 seconds, and that 
will allow you to train Shinobi. The Dojo Breakthrough costs 750 and takes
60 seconds, allowing you to train Rocket Angels and Yuriko Omega. You need
the Nanotech Mainframe for the last upgrade.

------------------------------------------------------------------------------
[17.04] Instant Generator

Cost           - 1000 Credits
Power Supplied - 100
Building Time  - 10 Seconds
Built on Water - Yes
Requires       - None

The worst of all the power plants, it is the most expensive and produces the
least amount of power to boot. Pretty pathetic, given the Japanese are 
supposed to be efficient. 

------------------------------------------------------------------------------
[17.05] Mecha Bay

Cost           - 2000 Credits
Power Required - 50
Building Time  - 15 Seconds
Built on Water - Mp
Requires       - Ore Refinery

The Mecha Bay is the home to all the Empire's weaponary on the ground, so
they also have upgrades. The Mecha Bay Upgrade, costing a total of 750
credits and taking 30 seconds, will allow the construction of Tsunami Tanks
and Striker VX units. The Mecha Bay Breakthrough, costs 1000 credits and take
60 seconds, as well as the Nanotech Mainframe, and you can build the King Oni
units and the Wave-Force Artillery.

------------------------------------------------------------------------------
[17.06] Nanotech Mainframe

Cost           - 3000 Credits
Power Required - 75
Building Time  - 15 Seconds
Built on Water - Yes
Requires       - Ore Refinery

This doesn't actually build anything at all, but it is necessary to access
all the high end weaponry that the Empire will need to win at the end of the
game, where weak units just don't cut the mustard.

------------------------------------------------------------------------------
[17.07] Ore Refinery

Cost           - 2500 Credits
Power Required - 75
Building Time  - 25 Seconds
Built on Water - Yes
Requires       - Instant Generator

Well, build them next to the designated nodes. This is changed from the 
previous games. You need to head to an ore mine, which is indicated on the
map and place them where the game suggests that you place them. A tutorial
is there for this. You get a free Ore Collector as well. 

------------------------------------------------------------------------------
[18.01] Defender VX

Cost           - 800 Credits
Power Required - 25
Building Time  - 30 Seconds
Built on Water - Yes
Requires       - Ore Refinery

The Defender VX is the platform for both Anti-Ground and Sea, or Anti-Air. 
The first form will be to attack ground and naval units, but you can chance
this to attack air, but you need to change its firing pattern, but you need
to wait 15 seconds until you can change it again. 

------------------------------------------------------------------------------
[18.02] Fortress Wall

Cost           - 10 Credits per Segment
Power Required - 0
Building Time  - 5 Seconds
Built on Water - No
Requires       - None

Walls are back, and back to prevent the Engineer rushes. Walls are important
early on to protect your structures, and now, Ore Nodes because all that needs
to be protected is the area around the node and refinery. Good against enemy
spies as well.

------------------------------------------------------------------------------
[18.03] Nanoswarm Hive

Cost           - 3000 Credits
Power Required - 25
Building Time  - 75 Seconds
Built on Water - Yes
Requires       - Nanotech Mainframe

The Nanoswarm Hive creates a nice area which nothing gets in or out of the
area. This is a mini-superweapon, like the Iron Curtain and the Chronosphere.

------------------------------------------------------------------------------
[18.04] Psionic Decimator

Cost           - 5000 Credits
Power Required - 70
Building Time  - 25 Seconds
Built on Water - Yes
Requires       - Nanotech Mainframe

The superweapon for the Empire, that is on par with the damage dealt by the
Vacuum Imploder and the Proton Collider. 

------------------------------------------------------------------------------
[18.05] Wave Force Tower

Cost           - 1400 Credits
Power Required - 75
Building Time  - 40 Seconds
Built on Water - Yes
Requires       - Nanotech Mainframe

The best anti-ground defence that the Empire has to offer, it is based on
the Wave-Force Artillery unit. It will charge up and fire, and it does a hell
of a lot of damage. There is a secondary ability where you can reduce the 
aiming time of the tower, but deal less damage to the target.

------------------------------------------------------------------------------
[19.01] Burst Drone

Cost              - 300 Credits
Building Time     - 5 Seconds
Secondary Ability - Self-Destruct
Purpose           - Scout, Leecher
Requires          - Instant Dojo
Movement on Water - Flying

It is a flying drone, and this is basically the scout unit for the Empire. 
It can see through spies, but it cannot actually attack enemy units. It will,
however, if attached to an enemy vehicle, it will slow them down, and that
will allow you to attack them as they struggle to move anywhere in a hurry.

The secondary ability is the self-destruct, where it will damage all units in
a small area, but at the cost of the unit itself. 

------------------------------------------------------------------------------
[19.02] Engineer

Cost              - 500 Credits
Building Time     - 10 Seconds
Secondary Ability - Sprint
Purpose           - Capture Buildings
Requires          - Instant Dojo
Movement on Water - Yes

The best impersonation of a Japanese nerd, no offense meant, but they are do
damn nerdy, its funny. Anyway, they can capture buildings, as all engineers 
do, and look like a geek at the same time.

Their secondary ability is to sprint for a short distance. That will allow
them to run faster than they already are, and will move further, but that is
at the cost of not moving after the sprint, as they catch their breath.

------------------------------------------------------------------------------
[19.03] Imperial Warrior

Cost              - 150 Credits
Building Time     - 5 Seconds
Secondary Ability - Banzai Charge
Purpose           - Anti-Infantry
Requires          - Onstant Dojo
Movement on Water - No

The Imperial Warrior is the basic infantry for the Empire, and they are 
quite interesting. They do have their normal guns, and act like any other
basic infantry, but their secondary ability...

Is the Banzai Charge. Here, they take out some Lightsaber-esque Katanas and
they charge at enemy units, moving faster for a period of 10 seconds, and
whilst in this move, they melee attack with their beam sword, which is deadly
against infantry. 

------------------------------------------------------------------------------
[19.04] Rocket Angel

Cost              - 900 Credits
Building Time     - 10 Seconds
Secondary Ability - Paralysis Whip / Combat Mode
Purpose           - Anti-Vehicles, Anti-Structure, Anti-Air, Anti-Ship
Requires          - Dojo Breakthrough
Movement on Water - Flying

The Rocket Angel is the Rocketeer of the sky, and they are quite dangerous,
for chicks as well. Anyway, they are flying infantry, and they are heavily
armoured. They have rockets to fire, which are good against buildings and
vehicles, ships as well. They can also hit enemy air units as well.

Their secondary ability is the Paralysis Whip, which will disable any
enemy vehicle of your choice, allowing the rest of your units to take down
that enemy vehicle with ease, since you have at least a group of these nice
angels.

------------------------------------------------------------------------------
[19.05] Shinobi

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Smoke Bomb
Purpose           - Anti-Infantry
Requires          - Dojo Upgrade
Movement on Water - Yes

The Shinobi is the infiltrator unit, which means that if they sneak into 
buildings, they can shut it down, close production, shut down power or 
steal some money. They also have some nice Anti-Infantry weapons to play
with, their little shurikens, ninja style.

The Smoke Bomb is a nice weapon, which allows them to become invisible for
a period of 10 seconds, which is nice when you are want to get pass the
defences, and don't want to be caught by the enemy.

------------------------------------------------------------------------------
[19.06] Tankbuster

Cost              - 300 Credits
Building Time     - 5 Seconds
Secondary Ability - Spider Burrow / Leave Burrow
Purpose           - Anti-Vehicle
Requires          - Instant Dojo
Movement on Water - No

The Tankbuster is the worst of all mechanised infantry, since they lack the
ability to hit air units. The Empire has weak AA units. Anyway, they are
powerful against vehicles, and I guess that is what they are for.

Their secondary ability is interesting. It allows them to burrow into the
ground, so they cannot be targeted, and they remain in that position, given
that they cannot move, until they are ordered to leave the burrow, which
forces them to pop up, which is seriously a nice backdoor ability, just 
burrow, wait for the enemy to move past, then attack from behind. 

------------------------------------------------------------------------------
[19.07] Yuriko Omega

Cost              - 2000 Credits
Building Time     - 30 Seconds
Secondary Ability - Psychokinetic Burst
Purpose           - Anti-Infantry, Anti-Vehicle, Anti-Air, Anti-Ship, 
                    Anti-Structure
Requires          - Dojo Breakthrough
Movement on Water - Yes

Whatever misgivings you may have with their Empire's infantry, Yuriko surely
makes up for it. She can target infantry, ground vehicles and naval vessels 
by simply tossing them up into the air and making them take damage. She can
simply concentrate on the buildings, and they will take damage, and she will
be able to crash aircraft instantly, without the need to take damage. She is
powerful, but she can only focus on a single target at a time. 

Her secondary ability is only good against infantry. When there is a group
of infantry nearby, she can use this ability where she will have a burst of
energy and kill all nearby infantry. Not so useful since infantry aren't
used much.

------------------------------------------------------------------------------
[20.01] King Oni

Cost              - 2000 Credits
Building Time     - 20 Seconds
Secondary Ability - Bull Rush
Purpose           - Anti-Vehicle
Requires          - Mecha Bay Breakthrough
Movement on Water - No

The mech unit is back, and as badass as ever. It is a massive unit, and fires
massive lasers, which are punishing to enemy ground units. The mech can also
walk over enemy units, and crush them with extreme ease. It also packs a lot
of health, making it a fearsome unit ot face on the battlefield.

The secondary ability is a bull rush ability. It will find a target, one
that you should pick, and it will rush towards it, moving extremely fast and
it will damage anything that is on the way from its current position to the
target, damaging the target, as well as anything in the path of this massive
mech.

------------------------------------------------------------------------------
[20.02] MCV

Cost              - 5000 Credits
Building Time     - 60 Seconds
Secondary Ability - Unpack
Purpose           - Support
Requires          - Mecha Bay, Docks
Movement on Water - Yes

The MCV is the Mobile Construction Vehicle, it whilst it is expensive, it does
give you something to fall back on if you lose your original one.

The secondary ability is to unpack into the MCV building, which isn't really
an important one at all.

------------------------------------------------------------------------------
[20.03] Mecha Tengu

Cost              - 800 Credits
Building Time     - 10 Seconds
Secondary Ability - Jet Mode / Mecha Mode
Purpose           - Anti-Infantry / Anti-Air
Requires          - Mecha Bay
Movement on Water - No / Flying

The Mecha Tengu is a mech unit that is based on the ground, and they are 
pretty fast as well as pretty mean against enemy infantry, so they make good
early counters against enemy infantry.

Their secondary ability is to transform into the Jet Tengu, which is an 
Anti-Air, air based unit. They are similar to the Apollo and MiG fighter,
but are severely weaker, so if you want to take them down, you need to use
them en masse. They are decent units, early on, but it isn't very powerful
when you are facing Century Bombers and Kirov Airships. 

------------------------------------------------------------------------------
[20.04] Nanocore

Cost              - Varying Credits
Building Time     - 4 Seconds
Secondary Ability - Unfurl
Purpose           - Building
Requires          - Construction Yard, Various
Movement on Water - Yes

Basically, these are the units that are built from the Construction Yard
that will unpack into buildings. The good thing is that you can place them
wherever you want, which means you don't need to worry about base expansion.

------------------------------------------------------------------------------
[20.05] Ore Collector

Cost              - 1400 Credits
Building Time     - 20 Seconds
Secondary Ability - Security System / Cargo Bay
Purpose           - Resource Gatherer, Anti-Infantry
Requires          - Ore Refinery, Docks, Mecha Bay
Movement on Water - Yes

The Ore Collector, as you can guess, will collect ore. Nothing special.

The secondary ability is the security system, which deploys a nice minigun
that can actually do some damage against enemy infantry, but not to be used
as an actual attacker, rather as a last resort. 

------------------------------------------------------------------------------
[20.06] Striker VX

Cost              - 1200 Credits
Building Time     - 15 Seconds
Secondary Ability - Chopper Mode / Striker Mode
Purpose           - Anti-Air / Anti-Vehicle
Requires          - Mecha Bay Upgrade
Movement on Water - No / Flying

The Striker VX starts off as a ground vehicle that is built to fight enemy
air units, since it is an AA unit. That doesn't make it do much on the
battlefield, but the Striker is more than a AA vehicle.

The Secondary Ability for the Striker is to transform into a Chopper VX
unit, which is a flying unit, as you can guess, and what it does is that
it will attack any ground unit, and structures with relative ease. And should
those air superiority fighters come along, back to the Striker you go.

------------------------------------------------------------------------------
[20.07] Sudden Transport

Cost              - 500 Credits
Building Time     - 5 Seconds
Secondary Ability - Evacutate Passengers
Purpose           - Transport
Requires          - Mecha Bay
Movement on Water - Yes

The Sudden Transport is like a spy. It disguises the vehicle into any other
enemy vehicle, and it can carry up to five infantry units. When it disguises
itself as another vehicle, that can pretty much secure your units across the
battlefield where your enemy controls the area, since they would think it was
one of their units.

The secondary ability is to kick your units out, done so they can cause some
havoc. If you can manage to sneak Yuriko into the Transport and then sneak
the transport to the back of someone's base, well, they are screwed to say the
least.

------------------------------------------------------------------------------
[20.08] Tsunami Tank

Cost              - 1000 Credits
Building Time     - 10 Seconds
Secondary Ability - Nanodeflectors
Purpose           - Anti-Vehicle, Anti-Ship
Requires          - Mecha Bay Upgrade, Docks Upgrade
Movement on Water - Yes

The expense is based on the fact that it can go on water, but other than that,
it is quite weak, given the cost. It is both a nice attacker on the water and
the land, and if you are in a bit of trouble, just run into the water, the
other tanks just can't follow. Given that is can attack ships, this is quite
a nice vehicle.

The secondary ability is the deflectors, which will prevent the vehicle from
firing any shots at the enemy, but it will reduce the amount of damage that
it will take, making it a nice move whilst you try to retreat back to base
for some repairs. 

------------------------------------------------------------------------------
[20.09] Wave Force Artillery

Cost              - 1800 Credits
Building Time     - 15 Seconds
Secondary Ability - Premature Discharge
Purpose           - Anti-Structure
Requires          - Mecha Bay Breakthrough
Movement on Water - No

The artillery unit for the Empire on the ground, the Wave Force Artillery is
a powerful attacking unit, think of it as a Mirage Tank Artillery unit given
the power type, and has a very long range, but like the other artillery units,
it does take some time before it can fire, but the good thing is that unlike
the V4 and the Athena Cannon, it will keep its focus on the enemy, not their
position. 

The secondary ability is the discharge, which will reduce the aiming time of
the artillery unit, but it will have a much weaker shot, so it is more or
less designed to remove the weakened retreating units from the battle, rather
than having them come back to life. 

------------------------------------------------------------------------------
[21.01] Naginata Cruiser

Cost              - 1800 Credits
Building Time     - 20 Seconds
Secondary Ability - Torpedo Type-S
Purpose           - Anti-Ship
Requires          - Docks Upgrade
Movement on Water - Water Only

The Naginata Cruiser is basically a naval unit that is built to attack other
naval units, or if you think of it this way, an escort to the best naval
vessel in the game. However, it is rather pathetic for the price tag.

The secondary ability is having the Cruiser firing 5 torpedos in a random
directly, which randomly hit anything in sight, and that includes your own
units, so you really want this to be a last resort, or if you are in the 
middle of an enemy water base, a last resort move, especially if you are in
a group. 

------------------------------------------------------------------------------
[21.02] Sea-Wing

Cost              - 1100 Credits
Building Time     - 10 Seconds
Secondary Ability - Sky Mode / Sea Mode
Purpose           - Anti-Air / Anti-Infantry
Requires          - Docks Upgrade
Movement on Water - Water Only / Flying

The Sea Wing is designed as a submarine which is focused on taking down air
units, which is quite a problem for the Empire. They are rather fast and 
they are damn sneaky, so that is rather nice.

The secondary ability is to head into Sky mode, which turns them into the
Sky Wing. Although their attack in this mode is rather pathetic, 
considering that they are using only an anti-infantry gun, they are rather
fast and they are damn good scouts for your Battleships. That would be the
great strength of the Sea Wing

------------------------------------------------------------------------------
[21.03] Shogun Battleship

Cost              - 2200 Credits
Building Time     - 22 Seconds
Secondary Ability - Ramming Speed
Purpose           - Anti-Structure
Requires          - Docks Breakthrough
Movement on Water - Water Only

This is the best of the naval artillery units. It has a faster reload rate
and is far more dangerous, since unlike the dreadnaught, where you can 
avoid the missiles, and the aircraft carrier, where you can sort of avoid
the aircraft, the Battleships fire lasers, which you cannot stop. Though the
worst aspect is the minimum range.

The Battleship has the Ramming Speed ability, where it will increase the
speed and ram the target as it approaches, causing damage, best when you
need to take down some close ranged attack and where your escorts can't get
there in time. 

------------------------------------------------------------------------------
[21.04] Yari Mini-Sub

Cost              - 800 Credits
Building Time     - 10 Seconds
Secondary Ability - Last Voyage
Purpose           - Anti-Ship
Requires          - Docks
Movement on Water - Water Only

The Mini-Sub is the nastiest piece of work. It is a normal sub, waiting until
it has the right timing for an attack that will be sure to kill the enemy. It
makes a good scout, and packs a punch for its cost.

The secondary ability is the suicide option. It will ram into the target until
it reaches it, and explodes, which does a hell of a lot of damage, which makes
them good against packs of naval vessels. Use them wisely, and micromange them
and you can be rather good with them. 

------------------------------------------------------------------------------
[22.01] Airport

The next few buildings are Tech buildings. These are buildings that, when
captured by an Engineer, will provide some sort of benefit to your forces.
The effects are universal, and should your ally capture them, the effect
of the tech building will pass onto you.

The Airport, though it is a large building, will provide the benefit of having
all your air units repair over time, regardless of their current location.
This is useful for those using the Air Superiority fighters, such as Apollos
since they only need to return back to base to armed and reload on some ammo.
The airport is just a normal commerical airport, it is rather big and you
can't miss it.

------------------------------------------------------------------------------
[22.02] Dry Dock

The Dry Dock is only available on maps with some decent amount of water on
it. The Dry Dock will slowly heal your naval units over time. This is best
for players that use their Naval Artillery pieces, since they are more likely
to take damage from other naval units or aerial attacks. The Dry Dock is a
dock building and is found near the coastline of any map, if it is on the
map at all.

------------------------------------------------------------------------------
[22.03] Garage

The garage is one of the most common tech buildings, since this will allow 
for your ground forces to heal over time. This is best for the Soviets since
they rely more on their control of the ground more than any other faction.
Just look for a workshop with a wrench on it.

------------------------------------------------------------------------------
[22.04] Hospital

The Hospital is one of the more useless of the tech buildings, since it will
slowly heal infantry over time. The reason being that infantry isn't used 
much online or in the skirmish mode, people tend to use tanks. Anyway, this
heals infantry, and in principle, it is a good tech building since infantry
are extremely hard to heal. Only the Allies have the ability to heal infantry
with their engineers, but other than that, it isn't that easy to heal.

The Hospital looks like a massive Hospital, something that you can easily go
and look for in real life. 

------------------------------------------------------------------------------
[22.05] Radar Tower

The Radar Tower, or the Long Range Observation Posts as they call it in the
campaign are the second most, or maybe most common tech building in the game,
since all they do is remove the fog of war, and give you some view of the
area next to the radar tower. This is quite useful, if you manage to capture
one near the enemy since you can observe their movements.

In fact, if you manage to capture all of them that are on the map, it would
give you a lot of time to prepare your forces when the enemy attack forces
are visible. You might need to protect them, since the enemy is more than
likely than not to destroy them should they belong to you. 

------------------------------------------------------------------------------
[22.06] Oil Derrick

The most common of the tech buildings, the Oil Derricks are now not only found
on the land, like in RA2, but they are also found on the water, which should
make them called Oil Rigs, but thats just semantics. Anyway, these buildings
provide an income of 15 credits over a period of a few seconds, as well as a 
nice capturing bonus for the person who captures it first.

This is useful, since the harvesting method has changed in this game, and 
since it is only 250 credits per load that your harvesters bring in, the 15
every few seconds is more than helpful. Capture them, but they are among the
first targets to be picked for destruction by the enemy, and they are very
easy to destroy. 

------------------------------------------------------------------------------
[22.07] Veteran Academy

The rarest of the tech buildings, they are only on a few maps, and that is for
a very good reason as well. The Academy will do what the Spy did in RA2, it
will allow for ALL your forces, as well as the forces for all your Allies to
have increased rank. That is, all units produced will automatically be at the
rank of Veteran, which is the first word in the name of this tech building.

This is a large building, and this is one you really want to protect, since it
does give your forces a significant advantage on the battlefield, and the 
more expensive the unit, the better for you. 

------------------------------------------------------------------------------
[23.01] Cash Bounty

This is one of the stolen abilities from Generals. The Cash Bounty basically
targets an area where it will effect all enemy units in the area. This will
put a bounty on their heads, and for every unit that you kill with a bounty
on their head, you get a certain amount of money for it, and that seems to
be proportional to the cost of the enemy unit destroyed.

This is best used on an enemy force that is retreating, where you can destroy
with ease, or maybe the enemy defence force of weak units, where you can 
easily mop them up. Nice since it is for a quick cash boost.

------------------------------------------------------------------------------
[23.02] Desolator Airstrike

The Airstrike is best against enemy infantry and lightly armoured vehicles,
the Desolator strike basically sprays an area with some bio-hazard waste,
which will kill infantry and severely hinder enemy vehicles. This will take
some time to wear off, even if the enemy units decide to move away from
that area. 

Basically, it is used in the early part of the game, and done in order to
prevent enemy infantry from going anywhere you don't want to go. 

------------------------------------------------------------------------------
[23.03] Grinder Treads

This isn't one of the best upgrades, this is because all it does is allow 
for your vehicles to run over enemy infantry for a health boost. Do not ask
me how this works, probably the blood shines the treads or the bones sharpen
them, I have no idea. Quite pointless, if you ask me.

------------------------------------------------------------------------------
[23.04] Iron Curtain

The Iron Curtain is back, and the same as before. If it is used on infantry,
it will kill the infantry, and if it is used on any vehicle or building, it
will make that unit or structure so powerful that no damage will be taken by
said vehicle or building, which is quite useful if you need to protect a
certain structure from destruction, or as a cover for your army of Apoc tanks
to roll through the enemy base.

------------------------------------------------------------------------------
[23.05] Magnetic Singularity

A funny power, this will prevent all enemy armoured vehicles from moving at
all for a certain period of time. The reason this is a nice ability is that
whilst you are doing this, you can target them and make sure that they die.
This makes it useful for stopping an impending attack on your base, but it
is also good to stop the weakened enemy from fleeing back to their base for
any sort of repairs. 

------------------------------------------------------------------------------
[23.06] Magnetic Satellite

The best the Soviets have to offer, a Magnetic Satellite. This will drag up
all armoured units, including planes, ships and vehicles. This will pull them
all up into the sky, and the enemy loses their unit forever. 

The best thing about it is that you can move the unit around. What you can
do is click one of the arrows, and then control it like you would with a
normal unit. Given that this is part of a group, the higher the level, the
stronger the pull, the larger the field, and the longer the thing will last.
Don't worry, those units will come back. 

------------------------------------------------------------------------------
[23.07] Mass Production

Well, this basically means that you produce all your units on a factory
line, or mass production. So, all your armoured units become a fair bit 
cheaper, not a lot, but a nice difference, and that will be the end of it.
Nice if you play with a lot of armoured units.

------------------------------------------------------------------------------
[23.08] Orbital Drop

Remember the units from the Magnetic Satellite. Well the Orbital Drop is the
ability to drop junk from space to do damage, the bigger the level in the
series, the more junk and the more damage it will do. Sure, there is the
occasional rocket and satellite, but all the units from the Magnetic Satellite
will be brought back to Earth to dish out even more damage. 

Hey, the enemy does get their units back, eventually, and not in a fashion 
in which they can use the unit ever again. 

------------------------------------------------------------------------------
[23.09] Terror Drone Surprise

Well, when your armour units go to their doom, this upgrade, since it is a 
permanent effect, will have all your armour units sprouting up Terror Drones
when they die.

Given that the Soviets are reliant on their armour, a little extra bonus
won't go too far from the mark. If you don't want the drones, you can always
crush them for some money, so it is win win. Except for the crews of your
armoured vehicles, it probably more of a lose lose for them.

------------------------------------------------------------------------------
[23.10] Toxic Corrosion

This is more of use own unit as suicide. This is where you infect a friendly
or owned unit and have them leak acid everywhere. This will pretty much 
destroy them, but the acid is the good part.

The acid will be lethal to all infantry, and this ability is best used on the
cheaper units. Though this is rather weak against vehicles, you might as well
give the enemy a fear of lepers from now on. 

------------------------------------------------------------------------------
[23.11] Vacuum Imploder

The Superweapon for the Soviets, this is like a gasping black hole. All units
will eventually be sucked into it, and they will take massive amounts of 
damage. To be quite honest, there are no differences this time. Where there
used to be differences between Superweapons, there are no more, they are more
or less equal now. 

------------------------------------------------------------------------------
[24.01] Advanced Aeronautics

This is one upgrade that you must have when you play the Allies. This will
increase the maximum amount of ammunition for your Apollo fighters and 
for your Century Bombers and Vindicator Bombers, it will increase the amount
of bombs that they can carry.

They will also increase the maximum health that your aircraft will have as 
well as decreasing the reloading times for all your fighters and bombers. This
is one that all Allies' players must have when playing them, since the air
force is their greatest strength.

------------------------------------------------------------------------------
[24.02] Chrono Rift

This is an ability that mirrors the Nanoswirm Hive ability. It will stop all
units in a target area completely, and they cannot take any orders, but the
good thing is that they cannot be targeted.

This is good as a defensive ability since it will stop your units from being
attacked and give some time before the reinforcements arrive, which is rather
handy. A nice ability to play with.

------------------------------------------------------------------------------
[24.03] Chrono Swap

This is an interesting ability. It will swap the positions of two armoured
vehicles, and this makes it interesting to play with, to say the least.

This is because you can use it as a retreating and reinforcing power at the
same time. You can swap a dying Mirage Tank with a fresh one, much to the
distain of your enemy. This is also good as a swap for a slow unit to a new
one. Given that there are some units that are slow, you can put them into the
front for the extra miles whilst a fast unit can catch up. 

Imagine all the ways that you can use this ability. Such as transfering a 
strong unit into the middle of an enemy column, and some enemy units into a 
nice trap, in front of your Spectrum Towers.

------------------------------------------------------------------------------
[24.04] Chronosphere

The Chronosphere is back. This is where you transfer units from one area to
another area. You get target practice in the Campaign, but this is one of my
personal favourites. Putting ships onto land will destroy them, putting tanks
into water will sink them, infantry will be killed.

The best is teleporting your own units. This is best to transfer a group of
Mirage Tanks into the enemy base. Why? Why not, send about 9 Mirage Tanks into
an enemy base, destroy all their production structures before they can fight
back, and take down a defender.

The best is when the enemy has a Superweapon. I managed to beat a Brutal 
enemy by doing the following. Get 9 Mirage Tanks and Chronosphere-ing them to
the location of the Superweapon, since it is revealed on Fog of War. Promptly,
the nine of them destroyed the Superweapon, took down the Con Yard, War
Factory, Airfield and Barracks before they even fought back. By then, it was
too late. This is even better than the Proton Collider, might I dare say.

------------------------------------------------------------------------------
[24.05] Cyroshot

The Cyroshot is based on the Cyrocopter, and is rather fun to play with. It
basically freezes an area, and anything that happens to be there, units and
structures, will be frozen, and unable to move.

Since they are unable to move, you can move in and crush the enemy units and
buildings with extremely ease. They don't fight back, they don't even try
to run away. The trick is to get the enemy onto the Cyroshot. The higher the
level of the ability, the larger the field of target practice will be. 

------------------------------------------------------------------------------
[24.06] Free Trade

Free Trade basically increases the amount your Prospectors will bring in, and
although this is accessed late, this is good for the end game stalemates that
you will face. More money means more units, and that surely must be a good
thing. 

------------------------------------------------------------------------------
[24.07] High Technology

This basically will enhance the abilities of your Attack Dogs, the Destroyers,
Carriers and Cyrocopters. This isn't a very useful upgrade at all, and it is
your choice if you want to use it or not. 

------------------------------------------------------------------------------
[24.08] Paradrop

The Paradrop is the dropping of Peacekeepers, Attack Dogs and Javelin 
Troopers from a Century Bomber. This is only done as a reinforcement power,
and isn't anything that is breath-taking. 

------------------------------------------------------------------------------
[24.09] Proton Collider

The Superweapon for the Allies, this is the same as the Vacuum Imploder and
the Psionic Decimator. They are all the same, to be quite honest, but 
remember, Superweapons don't win matches by themselves. They never do. This
isn't the Carrier = Instant Win.

------------------------------------------------------------------------------
[24.10] Surgical Strike

This is just a small bombing of a target area. This calls in an Artemis 
Bomber and there they will call in a small attack. This is just used as a 
small bombing, taking out structures that are extremely weak, or used to
take out buildings that are frozen solid by the Cyrocopters. 

------------------------------------------------------------------------------
[24.11] Surveillance Sweep

This is a quick sweep of the battlefield, with an aircraft flying overhead
from the first area to the next, revealing everything in that area as well
as anything that is between the first area and second area in the form of a 
direct path. 

This is the best ability to use for targeting with your abilities. If you
were to plant a time bomb on the enemy base, you need to be able to see
their base, and a quick sweep will give you the look of their base as well
as a lot more information, such as their units being produced, and the
location of their units, and more importantly, power plants. 

------------------------------------------------------------------------------
[24.12] Time Bomb

The Time Bomb is a bomb, that has a timer on it, of 5, 10 or 20 seconds, 
depending on the level of the time bomb, the higer the level, the longer it
will take to explode. This causes massive damage, and on Level 3, it is a 
threat to be feared.

There really isn't anything to prevent this from killing your units, attacking
the bomb will make it go off, so you just move your units away, sell those
structures, or have engineers ready, and hope for the best.

There is a way to stop them though, and that is to freeze the Bomb, if you
play with the Allies. Freeze the bomb, and then you can attack the frozen 
bomb safely, without it exploding all over the place. 

------------------------------------------------------------------------------
[25.01] Advanced Rocket Pods

This is an upgrade to all your rocket forces, such as the Rocket Angels, and
all AA units, since they happen to use Rockets. These rockets are fired
more quickly and deal a bit more damage than their normal rockets, which
make them more dangerous. A nice upgrade since the Empire has a bit of
trouble fighting enemy air units. 

------------------------------------------------------------------------------
[25.02] Balloon Bomb

The Balloon Bombs are basically bombs that drop out of the sky to target
the enemy buildings. The more bombs that are dropped, the higher the level
needs to be.

It is best if you manage to shoot down the bombs, but they still will do
some more damage. This is one of the funniest abilities that you can see, 
what is more scary that a bunch of balloons falling out of the sky? 

------------------------------------------------------------------------------
[25.03] Emperor's Rage

This is an area ability, and a fun one as well. This basically makes all your
units a lot stronger, but less mobile. So, given that, you should use this 
when all your forces are in a massive battle, and a battle where a win or loss
can effect the direction of the game. It is then that you should use this to
get the upper hand.

------------------------------------------------------------------------------
[25.04] Final Squadron

The best ability that the Empire has to offer, the Final Squadron involves
a lot of Burst Drones crashing into buildings, dealing massive damage. The
Burst Drones will first fire lasers everywhere, which is strange since they
aren't armed normally, and then, they crash into the building. And they
are impossible to shoot down as well, which makes things a bit harder for you
to deal with if you are on the receiving end.

The higher the level, the more burst drones come down to their death. Don't
worry, they are only drones, they aren't actual fighter planes with actual
humans inside. 

------------------------------------------------------------------------------
[25.05] Fortified Fleet

The Fortified Fleet ability is the one that you want for your forces. This
will improve the firepower, the maximum health and maximum speed for all your
naval units, which is important.

Why? Because the Empire bases all their power from their navy, which is 
far superior to all the other races. This will make them far superior on the
water, but pretty much useless on land still.

------------------------------------------------------------------------------
[25.06] Honourable Discharge

This is one where your units will self-destruct when they have taken enough
damage, in sorts, a suicide attack. This is useful when you have an attack
force that has taken far too much damage, and this should be used in order
to make sure that your units don't get killed on the way back, not fighting,
this time, they go down fighting. 

------------------------------------------------------------------------------
[25.07] Nanoswarm Hive

This is the secondary Empire Superweapon, one before the Psionic Decimator.
This is also an ability that mirrors the Chrono Rift ability. It will stop all
units in a target area completely, and they cannot take any orders, but the
good thing is that they cannot be targeted.

This is good as a defensive ability since it will stop your units from being
attacked and give some time before the reinforcements arrive, which is rather
handy. A nice ability to play with.

------------------------------------------------------------------------------
[25.08] Point-Defense Drones

This drones are drones that surround all your naval and armoured units in a
certain area, and what this does is protect all your units from damage, which
is rather handy to say the least. This will last longer the higher the level
of this ability. 

------------------------------------------------------------------------------
[25.09] Psionic Decimator

The Superweapon for the Empire, this is the same as all the other Superweapons
like I said. Unlike the previous game, this game is all balanced already, so
there is a sort of fairness here.

------------------------------------------------------------------------------
[25.10] Robotic Assembly

As you can guess, this is where all your Cores for your buildings are going 
to be deployed a lot faster than usual. This is a good ability since all the
buildings take a fair time to deploy. Remember, not only do you need to have
the core move to the position it needs to be set up, it needs to be deployed,
which takes a fair amount of time. 

------------------------------------------------------------------------------
[25.11] Sleeper Ambush

The final support power, this is where a group of Tankbusters burrow in at
a position of your choice. They will slowly spin around and they will ab able
to attack the enemy. Best used if you have an enemy armoured column and they
pass a certain point, but other than that, in a safe area since they take 
some time to pop up, which is the downside of this ability. 

------------------------------------------------------------------------------
[26.01] Allied - Giles Price

There are 9 commanders in this game, so I've give a brief overview and how to
beat them.

Giles is a RAF commander, and as such, he will use a lot of aerial units to
crush his enemies. This makes him hard to face without sufficient air cover
since he will use his bombers to target down land targets and his Apollo
fighters to take down other air units.

Using Cyrocopters, he will shrink your units, and freeze them, sending in a 
small ground force to attack you. You shouldn't fight him in the air, and you
are going to face him on the ground. Have a large ground force, supported by
a lot of ground based AA cover since it will be impossible to use your own
fighters to take him down.

Watch out for Paradrops from Century Bombers since that is a tactic that he
will use as well. 

------------------------------------------------------------------------------
[26.02] Allied - Lissette Hanley

Lissette is an unpredictable commander, and as such, there isn't much you
can learn from her. What we all do know is that apparently, she is an expert
in intelligence, so you can expect her to be using a lot of scouts, spies,
and in the end, she will use Tanya. 

Her attack force will be based on extremely fast units, and a lot of support
units, such as the IFV and a lot of Cyrocopters. Given that large mix of 
units that she will use, you need a large ground and air force to take her
down. You don't know where she is coming from, and that makes it a lot 
harder. 

Note that she will never attack you full on, unless with overwhelming force.
She will attack with hit and run squads, and that makes it rather annoying if
you are trying to expand. Find her base, and attack from the rear, and hope
that she doesn't attack your base and destroy it first. 

------------------------------------------------------------------------------
[26.03] Allied - Warren Fuller

Warren is an American, and he is willing to use all three forces to attack
you. He will use the Navy, unlike the other two Allied Commanders, and he will
use a large ground force, supported by an air force, so you don't want to 
underestimate him. 

If you want to fight him, you need to be able to counter attacks from all
three domains. You need to fight him on the land, sea and air, making him one
of the harder Commanders that you will face. 

If you want to try, you can attack with overwhelming force from the sea, land
or air, and that should eliminate his ability to counter. It is up to you
how you want to face him, it isn't easy though.

------------------------------------------------------------------------------
[26.04] Empire - Kenji Tenzai

Kenji is one of the Empire's Commanders and the problem with him is that he
loves the transformer units. Obviously, we all know what he wasted his
childhood on. Anyway, from him, you will see a lot of Mecha Tengus, Striker
VX and Sea Wings. That makes it a hard fight. King Onis seem to be involved
as well.

The good thing about Kenji is that he doesn't seem to have a plan for a large
ground force. Using a large ground force as well as having some AA support
against the enemy Chopper VXs and Sky Wings, will ensure that you will be 
able to crush his base. If you need to go on land, build a naval force that
has a sizable element of AA, since you don't want Choppers taking out your
entire fleet. 

When you build a ground force, you need to be able to counter some of his
King Oni units that he is bound to build. You need to avoid being crushed
by them. The second method to beat him is to use a large air force. Bring in
a lot of Air Superiority fighters, Apollos or MiGs, and use them to take
down the Jet Tengus and Choppers, whilst your bombers go do their work. Don't
worry, the Empire has weak AA. 

------------------------------------------------------------------------------
[26.05] Empire - Naomi Shirada

Naomi is focused on one thing and one thing only, the navy. As such, she will
only concentrate on building the biggest navy that you will fight. She 
concentrates on Cruisers and Battleships, and if you are on the water, I
suggest that you keep a fair distance, else you are dead.

To take down her navy, you are probably going to need an air force, since
a navy would not be a good idea, and a ground force will just be Shogun
Battleshiped into the next century.

The air force will need the fast bomber / hit and run units. This is to take
out the big threats such as the Battleships and the Cruisers, and then using
the slower bombers to take out the rest. There are other ways, but this is
going to be the most effective.

------------------------------------------------------------------------------
[26.06] Empire - Shinzo Nagama

Shinzo is the final commander for the Empire, and as a traditionalist, he will
be using infantry, Yuriko if need be, and the traditional tanks approach. He
will be using his Tsunami Tanks and his Artillery units a lot more, and less
transforming units than his rival Kenji. 

However, what he does isn't exactly predictable. He will try to win at all
costs, and if that means some unconventional tactics, he will use them. Just
have a balanced ground, naval and air force,

Using the ground force, attack the base, using Naval Support to bombard the
base and air cover to support the ground force. This will be an effective
counter to Shinzo.

------------------------------------------------------------------------------
[26.07] Soviet - Nikolai Moskvin

Moskvin is a rusher, so you really want to fend him off early on since he
will use light vehicles or infantry to get his way. But sometimes, he won't
rush, and that means it is going to try to steamroll you.

What steamrolling is that he builds up a massive force and tries to overwhelm
you with it. It will use large numbers to get his way, so you are going to 
need to be able to counter this.

Area of effect units such as Century Bombers, Athena Cannons and the like
are going to be effective since they target a large area, compared to the
other units which target single units. So you need to defend early against
rushes, and defend late against steamrolling.

------------------------------------------------------------------------------
[26.08] Soviet - Oleg Vodnik

Oleg is a tank man through and through. He will use his ground force in an
attempt to take you out. And this makes it a lot easier, or harder, to take
him out.

Considering he only uses vehicles, there are going to be effective counters,
such as aircraft, other tanks and infantry. In the beginning, it will be 
Hammer Tanks supported by Bullfrogs, in the end, it will be Apocs supported
by Bullfrogs and V4s, so you really do need to find some ways to take him
out. 

Artillery units, in the form of the Wave-Force Artillery and Mirage Tanks are
decent counters to his tanks, the former because of the rank, the latter
because it can hide and do hit and runs. Athena Cannons are also decent 
choices, especially if he uses a large group of units.

Naval support is important against Oleg, since he doesn't have much of a 
navy to play with, he likes his tanks, so a navy is important if you want
him out strategically. Other than that, there isn't much you can do but to
build a stronger and better ground force. 

------------------------------------------------------------------------------
[26.09] Soviet - Zhana Agonskaya

Finally, Zhana. The female Commander loves using air units and infantry, so
you need effective AA to say the least. She will attack early on with her
Twinblade aircraft so you need to be able to counter them quite early on 
with your light vehicles and mechanised infantry. 

Infantry are always easy to take down, but it is her air power that makes it
a lot harder. You need complete dominance over the skies, you need to be able
to use Air Superiority fighters, and have ground based AA to take down her
MiGs, whilst your fighters take down her Twinblades. 

If you let her, she will send groups of 10 Twinblades, which is enough to
take down your base. The best tactic is to wait till she has those Twinblades
and have Air Superiority fighters ready. When the Twinblades attack, get your
ground force to move towards her base, whilst your fighters take down the
Twinblades. Have your Ground AA take down her MiGs, and if you have bombers,
now is the time to do some sorties over her base whilst she is rebuilding. 
She is one of the harder generals to face.

------------------------------------------------------------------------------
[27.01] Crates

There are three sorts of random crates that will appear on the battlefield.
These will help the person who has their units appear on the crates first, and
they provide some nice bonuses. 

The Cross will heal your units.
The Chevron will promote your units.
The Dollar Sign will give you 1000 Credits. 

These will disappear if you don't collect them over a certain period of time,
and given that all three are of benefit to your units, it is in your best
interests to collect them, and make sure that your enemy doesn't get them.

------------------------------------------------------------------------------
[27.02] Ranks

There are three ranks for all the troops, and this time round, it is quite
easy to figure out what level they are on. 

The ranking system is based on the damage dealt by the unit. To obtain a 
new rank, they need to destroy units and buildings equal to their value. So
if you want to get Level 1, you need to destroy items the value of the unit.
Level 2, you need to destroy items double the value of the unit, and for Level
3, it is triple the value. 

There are three ranks, and they each give a benefit. They will give a boost to
firepower, defence, hit points and speed, that makes the unit one that you will
keep on the battlefield. This is a game where units aren't meant to be sent and
forgotten, it isn't send and forget, unlike Starcraft. 

Anyway, theses are the ranks. Note that the Chevrons might not be to your
liking, due to keyboard restrictions.

^ = Level 1 (Increased Firepower, Increased Defence, Increased Speed, 
             Increased Max Hitpoints)

^ 
^ = Level 2 (Increased Firepower, Increased Defence, Increased Speed, 
             Increased Max Hitpoints)

* = Level 3 (Increased Firepower, Increased Defence, Increased Speed, 
             Increased Max Hitpoints, Self Healing)

Level 1 = Veteran
Level 2 = Elite
Level 3 = Heroic

------------------------------------------------------------------------------
[A] Contact Information

Hey, what do you know, it looks just like my previous legal things, cause I'm
too lazy to make another one. That block button is mighty fun to use.

******************************************************************************
Before you E-Mail me, read the guide first. If the answer is not in here, then
E-Mail me. If it is, don't bother as I won't reply.
******************************************************************************

To contact me, e-mail me at
hillsdragon13 [at] hotmail [dot] com

Replace at with @ and dot with .

Don't add me to MSN Messenger List because if I don't know you, I won't accept
you, simple as that. 

E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
we are living people like you. Have a title of what you are sending so I know
what is going on. If you try to send attachments, I won't open them so stick
the information in the E-Mail. 

Please write in English or anything close to it. It can't understand foreign
languages so please don't give me a page long quite in Mexican or Antarctic
penguin language cause I don't understand.

Don't write in sloppy English. I mean, who the hell would understand "Hwo Od 
Yoi Di Tjih Ni Rde Art 3?" Don' be too formal, a question is not a freakin
business agreement so don't say "Dear Sir, In accordance to your Walkthrough
to the PC Game, Red Alert 3" What am I? A walking business agreement?

I will credit you if your send me information about this game that is not in
the FAQ. I will also be grateful if you see this FAQ somewhere else other than
Gamefaqs or a site which has my permission. If you do, tell me so I can kick
their ass to Pluto and make them bounce off to the other side of the Universe.

I will not respond to:

* Spam
* Bill Gate's Spam (He gets spam of up to 4 million per day)
* Something not related with the this guide
* Something already covered
* Illegal stuff, like CD-Keys and Pirated Versions
* Technical Problems

Technical Problems will not be answer as they should be sent to EA not me.
I didn't design the game so I shouldn't know what's wrong with it, its your
game not MINE.

------------------------------------------------------------------------------
[B] Webmaster Information

ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED	BELOW
GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS

YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT.
YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT.

------------------------------------------------------------------------------
[C] Credits

This section is where you see your name. It will be long. The names are either
Board Names from the Boards or your e-mail so if your name is Bob Rob and 
another Bob Rob posted the message, the First Bob Rob will not be credited so
in short, someone around the world who shares the same name as you will not
be credited for your work.

CJayC, forever always
SBAllen for running the site
You, for reading it
EA for developing the game
Me for making it
Hotmail for giving me the e-mail account (Why is it even here?)
http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art

------------------------------------------------------------------------------
[D] Sites FAQ is on

Current FAQ is On
www.gamefaqs.com will always have the latest versions

May be outdated
www.neoseeker.com
www.supercheats.com

------------------------------------------------------------------------------
[E] Copyright

This game is Copyright 2008 Electronic Arts. All Rights Reserved

This document is copyrighted by US and Canadian and Australian Laws. This FAQ
is for personal use only. This is not to be used for commercial or personal
gain. Websites publishing this guide without permission will face punishment
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This document is protected by the copyright laws that were founded in the
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If you fail to follow the law, you will be indited for fraud and is a criminal
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more about this law as you don't believe that you are breaking copyright, 
feel free to do a google search on the Bernes Copyright Convention. 

You are not to sell this piece of work, claim it as your own, make any 
finanical gain out of this guide, or any other illegal activity. You are 
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Please abide with the terms. If not, you will be facing a lawsuit you cannot
win. Or I shutdown your website. Either way, I win you lose. Don't forget,
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internet is a big place. 

This document is copyright 2009. All Rights Were not totally destroyed by the
Mount Rushmore Complex.