Complete Walkthrough of Command and Conquer 4 Tiberian Twilight

Command and Conquer 4 Tiberian Twilight is the 17th and last Command and Conquer in the Command and Conquer series.  Due to its incredibly poor reception the precepts of the gameplay were completely abandoned, no DLC or expansions were made and the 18th Command and Conquer, which was set to be a free to play title, was cancelled.  A lot has been blamed on the shoulders of Command and Conquer 4.  Did it deserve it?  Who knows.  This is a walkthrough.  At the end of this walkthrough will be my final thoughts on the game.

The format of this walkthrough is pretty simple.  The first three missions will explain how each Mobile Construction Vehicle (which will here on out be referred to as Crawlers) works and then it will follow up on how to quickly get through the objectives.

This walkthrough assumes you are playing the hardest difficulty of the game and thus can be used at any difficulty.  It also assumes you are playing solo.  You can play with another person and the community is large enough for you to find someone to play with.

The Story Up Until Now

Kane is the son of Adam and Even who killed his brother and was cursed to forever roam the Earth.  Kane uses his immortality to try and bring humanity from the caves into modernity acting as a shadow in the background guiding it to fruition.  He starts up a secret society called The Brotherhood of Nod.  Nod is a reference to the Desert of Nod  he was forced to walk.

In Command and Conquer Red Alert, The Brotherhood of Nod have been standing behind Joseph Stalin’s push into Europe.  Here Kane was working under Stalin feeding him essential and vital information that was always tinged to cause a predictable reaction from Stalin.  When Stalin was successful in conquering all of Europe he was immediately assassinated by a Nod sleeper agent.  This was followed up by Kane revealing himself to the world with those iconic words “I am the future.”

What we heard was that the world would have to be reset and allow for the Brotherhood to grow in strength and numbers through this chaotic world.

This opportunity came with meteors crashing to Earth.  These meteors planted seeds that would create a new resource, tiberium.  Kane began harvesting this tiberium and used the profits from it and his new tiberium related inventions to fund the growth of a Brotherhood of Nod army.  The existing world army, The Global Defense Initiative was a shadowy black ops group that Nod exposed.  The two forces eventually clashed in the First Tiberium War in which the GDI won.  They also fired an ion canon at Kane that would horribly scar him.  He was presumed dead.

In the Second Tiberium War, Kane re-emeges to go to war with the GDI.  This time around he is trying to contact the aliens (The Scrin) that infused the meteor with stuff that creates tiberium.  The GDI are successful in stopping him and it appears that Kane dies.

Kane however doesn’t die, but he nearly does.  Instead he is placed in a machine to regenerate over a few decades.  When he re-emeges the Brotherhood of Nod has splintered into many factions and he seeks to re-unite them under his thumb.  All the while GDI was weakening having seen all threats removed.  During this time GDI had to re-draw the world map to indicate tiberium infected zones.  Tiberium extraction had a significant effect on the planet in which 30% of it was habitable by aliens, but not humans.

GDI created a blue zone to indicate civilized world and yellow zone where decades of unrest and civil war were.  Because GDI abandoned these zones and controlled the blue zones, it allowed for a place for the Brotherhood to fester.

When not expected all of the GDI bases were attacked at once. When GDI retaliated a lab they found in Brazil had a Liquid Tiberium Bomb, a weapon equivalent to 20 nuclear bombs.  The GDI pushed back Nod one last time and thought they were done.

However the Scrin arrived and were invading in full force.  The Scrin emerged from a Relay Tower which later becomes known as the Scrin Tower.  The GDI were successful in pushing back the Scrin, but not indefinitely.  Since then GDI has been planning its defenses not just for regional threats, but now galactic threats.

Introduction

1. Beginning of the End

For the intro all of your forces will be GDI.  As a GDI commander you have access to a distinct set of units from NOD.  Both sides are balanced assymetricly, which means different but equal.

The first Crawler you will be introduced to is the Offensive Kit.  If you however over the portrait of each unit it will indicate what it is strong against as well as what it is weak against.  As well when you however over an enemy portrait it will name what units can be best used against them.  Each unit costs a certain amount of population indicated  by the stick figure in the bottom right of the UI.

Unlike in previous Command and Conquer titles, the Crawler is a mobile vehicle that will supply every single unit you want.  You do not need to build any static structures and will not need to gather any resources.  Your only concern is fielding appropriate counters to what the enemy has.  If you feel like you are missing so much of each unit, you can simply delete a unit by pressing the Delete key.  This is also how you can change one Crawler for another.

1. Rendezvous with the VIP Convoy

Kane is in the convoy and needs to be brought to safety.  First things first drop your crawler in the green hexagon.  Once deployed rally out the Wolf unit.  The Wolf is an anti-light unit with anti-air capabilities.  As you rally them out focus your attacks on a cluster of rocks to the east that is blocking your path.  Upon doing this you will be able to rendezvous with Kane’s convoy.

2. Defend the VIP Convoy

Kane’s vehicle will project a red shield around it protecting it from damage.  This means that it cannot die.  Focus all of your wolves on attacking one target at a time.

In between fights begin rallying out Hunters.  Hunters are an anti-medium armor unit.  These will be necessary for killing enemy stealth tanks.

Follow the road until you get to a ramp in which you will find a Nod roadblock.

3. Destroy the Nod Roadblock

You will gain extra population.  With this rally out Shockwaves.  Shockwaves are anti-building units.  Focus them on the obelisks of light ahead.  You can bring your other units and crawler up to help support this attack.

Once you have destroyed most of them GDI ships will come and finish off the last one.  This will also signal you losing the convoy and the mission complete.

2. Bad to Worse

The second Crawler introduced is the Defensive Kit.  The Defensive Kit is one of the two crawlers that will use energy.  Defensive Kit can deploy turrets to deal with multiple types of threats.  However once energy is capped old turrets and bunkers have to be destroyed to make way for new ones.  All of the units in this kit are infantry and because of this can make great use of garrisons.  On the downside this makes them very slow and very vulnerable to anti-light units.

1. Build and deploy a missile turret at the objective marker

So as the description says, build a missile turret at the green marker.  Missile turrets are found in the Structure Tab in your build menu in the bottom right.  The missile turret is the only turret currently available.

2. Build and deploy a bunker at the objective marker

Bunkers are garrisonable buildings that you can put infantry units in.  They are very good at keeping your infantry alive against overwhelming odds and give the defensive kit most of its strength.  Place it at the objective market.  The bunker will now appear in your Structure Tab in the Build Menu.

3. Collect Upgrade Crystal

Upgrade crystals come in two colors.  Green ones can be exploded for massive AOE damage, however they damage the person holding them.  Red ones allow you to get generic upgrades for all of your units through the upgrade menu.

There are also round globes on the map.  Green globes give a full vet and blue ones give a half vet.  Veterancy makes your units stronger, they will fight harder, faster, and take more hits.

This globe is a green one meaning that whichever unit gets it will gain one Veterancy.  Veterancy is important in units as it allows them to fire faster, deal more damage, take less damage, and have more health.  Higher vetted units perform far better than lesser ones.

The crystal you need to pick up is to the north and is a red one.

To pick up the crystal build a unit and move it over the crystal.

Now if you move into the Upgrade Tab in the Build Menu, you will have various upgrades you can get.

4. Scout TCN Node Location

As you move north to scout the TCN Node there will be two tunnels, one to the left and one to the right.

This is a Nod unique structure that allows them to quickly deploy units from one location to another.  In the campaign this allows the computer to rally out units.  Quickly destroy these tunnels so that you do not have to deal with any Nod units.

As you move north you will find there is a Nod Crawler defending the node.

5. Capture the TCN Node

The fastest way to capture a node is simply to move all of your units on top of it.  Any units you destroy on the node will make it move down faster.  The enemy is also using a defensive kit meaning that this will be far harder.

Deploy bunkers and turrets around the node as you push forward.  Your focus should be on destroying the crawler to prevent any future build ups.

With your bunkers deployed man them with your units.  Engineers can heal inside the bunkers as well.  Surround the node with your structures until all enemy signs are destroyed.  After this simply wait for it to be captured.

Once you capture the TCN Node an EMP will go off and all of your units will be destroyed.

3. Hard Choices

In this mission you will be forced to use the Support Crawler.  The Support crawler is an airborne crawler which creates mostly air units.  This means they will not be able to pick up ground based upgrades.  The support crawler also has abilities that it can use against enemies or to support your forces.  Some of these abilities can include missile strikes, healing, and scouting.  Each ability will cost energy.  Energy will regenerate over time very slowly.  This means abilities have to be well timed to be worthwhile.

1. Repair Defense Base

One of your abilities is Repair Zone.  You can find this in the Support Tab of the building menu.  Hover it over the base defenses (two turrets) and repair that area.

2. Help Colonel James Destroy Nod Tunnel Network

The Support Crawler will normally have aggressive units.  In this case you are being given three spanners which are healing units.  You will have to win entirely with abilities.  Follow James to the three Nod tunnels.

You can use Repair Zone over Colonel James’ clumped units so that less of them die.  You can use the air strike over groups of units and the enemy base.  The airstrike will stay around for quite a while so make sure it’s something that has a lot of health.

3. Eliminate Remaining Nod Forces

You will now be able to build Orcas build as many of them as you can and send them on the enemy Avatar.  It’s the very tall unit.  Once it is destroyed you will unlock the Engineer which can be used to take over the Avatar.  Any unit that is a “husk” can be captured by an engineer.  Some of these husks are more useful than others.  This Avatar is strong vs medium vehicles and can be used against air units.

4. Redeploy as GDI Defense Crawler to reinforce the area

Select your Support Crawler and hit Delete.  A light blue bar will show how the crawler is destroyed.

Re-click on your crawlers.  Note there is a number on it.  This acts as your number of lives.  For every crawler destroyed you lose a life.

5. Construct bunkers at designated locations

Drop your crawler near the green markers.  Plant a bunker at each market.  After you build each bunker units will automatically rally into them.  They will defend the area and the mission will be complete.

This will lead you into deciding what path you will go for, GDI or Brotherhood of Nod.  Scroll down further for the Brotherhood of Nod walkthrough because this walkthrough starts with GDI.

GDI Campaign

1. Spontaneous Outbursts

Use the Offensive crawler for this.  Immediately rally out one engineer and use it to collect the red crystals around the map.  This will give you very early upgrades and a huge advantage moving forward.

1. Secure Evacuation Centers

For most of this walkthrough you will be using three units, Wolves (anti-infantry units), Titan MK 2s (anti-heavy armor), and Avengers (anti-armor).  You will want to get three wolves initially as there are a lot of infantry units on this map.  Wolves will eradicate Nod Separatists very quickly.  Armor should be used to demolish any buildings that are fortified.

Worth mentioning the Titan Mk 2 is an anti-air unit as well.  There will be very large air units (The Basilisk) which it can be deployed against.

Clearing out the three zones is a linear progression from east to west.  Go to each location, clear out units using effective counters and move on to the next one.  As you clear each you will be given free units that will put you over unit cap.

2. Defend the Feeling Refugee Trucks

You will get an unlimited number of refugee trucks that will come by, so there is no time limit on this.  They will move east through the center of the map and then south through the center of the map.

There will be two enemy crawlers that can be deployed.  Any combination of Offensive, Defensive, and Support can be deployed here.  The offensive crawler is still the best bet.  Killing crawlers sets a time limit for when they can re-emerge, so killing crawlers is a huge priority.  Use whatever units you can counter with to counter enemy units while using the remainder to target down the crawler.

Once you can squeeze through 12 of them, you win.

2. Cold Hard Truth

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and as many more Titan MK 2s as you can get.  The two computers will deploy a large number of Massive units in this mission, so the Titans will be essential.

1. Secondary Objective: Stop dig teams

There is an injured mammoth tank to the north and south.  Directly to the west of the northern mammoth tank is a mastadon husk.

Move all your forces to each of the secondary objective.  Focus down the engineers first and then the other units.  Put an engineer in each mammoth tank and take them.  The computer will deploy commanders so watch for them getting stolen.

2. Get an Engineer into Satellite Relay

Bring your army and all of the massives past the enemy crawler in the south.  Don’t even worry about destroying it, just leave.  It will almost instantly respawn making it almost entirely pointless engaging them.

When you are in front of the steps for the relay send the mastadon in to destroy all of the stationary defenses.

Once all the stationary defenses are down send the engineer to take the satellite relay.  The remainder of your forces and your crawler should move up with him to support.

3. Defend Satellite Relay

Send your mastadon on the enemy crawler.  Use your Titan MK 2s to take out all enemy massives, including the air ones.  Use your engineers to keep everything alive.  Engineers can also be used to repair the array.  Use the wolves to wipe out light units and air units.  Use your avenger to take out enemy mediums.

If you’re really getting desperate you can use your engineers to capture enemy Avatars to do extra medium damage.

There is no reason for the array to get destroyed as an engineer can bring it to 100% health.

3. Transport Down

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and Titan MK 2s.

1. Secure the Escape Pod Crash Sites.

There are three points that you will have to attack.  Each has a mutant army waiting for you.  Along the way there are three places that will spawn “the locals.”  These Mutant Hovels can be used to spawn useful units when your population cap isn’t maxed and you’re looking to get a lot of units.  The more of these you capture the better.

With each drop pod you save secure you will gain extra units, which will put you over the population cap.  To this end it is invaluable to keep your units alive.

Along the way you will also find a mastadon husk. It’s best to just rally this to home base because it is very very slow and you’ll be done before it gets to any of the points.

2. Capture the Tiberium Control Nodes

So now you need to capture the Tiberium Control Nodes, and the Nod have arrived.  Dash to one of the two possible landing zones and quickly dispatch one of the two crawlers.  Once you’ve done that make your move towards one of the control nodes.  You can send a single unit off to capture the most northern one.  Once you’ve captured one of the two southern control points head south and dispatch the other crawler.  Cap that final control node and head back to your ship for a defense.

3. Protect the Global Stratosphere Ship

This one is pretty simple.  Head back to base with your forces and surround the GST.  Send your mastadon on suicide runs to take out enemy crawlers while your forces tangle with theirs.

The only unit you need to pay attention to are Stealth Tanks.  They can spawn directly next to the GST to take shots at it.  Once the repair total hits 100%, you win.

4. Insurrection

Use the offensive crawler on this mission.  You will want to get a couple of wolves, four engineers, an avenger, and Titan MK 2s.  In case you are wondering this has been copy and pasted throughout the guide.

1. Destroy 1 or More Defense Crawlers Before the Strike Team Arrives

So we’re going to destroy, all of them.  Every single time you destroy one you will get extra units, it’s a win win win.  Your avengers will take care of all tanks.  Your wolves will take care of all infantry (of which the map is polluted with infantry).  If there is no unit that your unit type is not optimum against, that unit should be used against the defense crawler.  In this case it will mostly be your Titan Mk2s and your Avengers that will be destroying them.

When attacking plant your crawler directly next to the enemy’s crawler.  Your crawler will add vast amounts of healing to keep your units up as well will add a lot of damage on its own.

Destroying the southwest crawler will get you refractor which is a heavy anti-heavy tank that can be used against buildings.

Destroying the northwest crawler will get you zone lancers and zone captains.  The zone captains will be very good for wiping out the high numbers of infantry.

Destroying the northeast crawler will get you mastadons which are heavy anti-building weapons.

Destroying the southeast crawler will get you thunderheads which are long range artillery units.

The optimal way to do this is go to clockwise as the last two tend to have heavier defenses.

2. Guide Strike Team to GDI Central Command

A new unit will appear in the south, move this with your army.  It’s an empty carrier unit.

Have your mastadons, thunderheads and refractors clear all of the buildings out while your other units deal with enemy units.

Once those defenses are down move the transport next to GDI Central Command and you will have won the mission.

5. Lockdown

1. Capture Uplink Tower

You will have a few units and the enemy will keep sending infantry at you.  Slowly creep your units forward while killing theirs until you can get the uplink tower.  Once nearby just sit your units on top.  If you don’t make a move you can be killing the enemy for days and having nothing.  Once the tower is yours bring out an Offense Crawler

2. Use Engineers to Deactivate Tractor Beam Power Generators

There are three of them total.  One is very near you.  It’s worth clearing out the enemy infantry just south of you, there are two red upgrade crystals here.

Anyway get out the old mixture, wolves, Titan MK2s, Avengers, and some engineers.  As you move use your Titans to kill buildings while other units support.  The first one you want to kill is to the east.  There will be an enemy crawler here.  If you destroy it, it will just instantly spawn.  So instead just distract it and rush your engineer into the power generator before making a hasty retreat.

Head back away from that area to the west.  There is a secondary objective to kill all of the vehicles in an area.  None of them are functional, so it’s very easy.  This is also a good opportunity to get your veterancy levels up.

Once at the final one, once again distract the defenses and send in your engineer.  Oddly the building will begin leaking nod separatists, not even sure if this event is related to anything.

6. To Kill a Prophet

Use the assault crawler.  Your unit composition should be composed Titan Mk2s, Avengers, Wolves, and engineers.

1. Escort Colonel James to Sniper Spot

As you move you’ll be ambushed by spiders and scorpions.  Kill the spiders with wolves and have everything else on the scorpions.

Eventually you will run into an enemy crawler, except this one is different.  It produces units faster than normal.  Colonel James will destroy it for you.  All you have to do here is survive.  Try to get slightly more avengers out as the enemy will only ever use tanks on you.  You can place your Titan Mk2s on it when you get a chance to speed things up.

2. Protect Base

As you move forward you will find a base with mostly offline equipment.  Make sure you are unit capped with a lot of engineers.  The enemy will attack you with some massive units that can be stolen via engineer for later use.  Colonel James will eventually turn on turrets that will fire on the enemy.  She tells you to stay behind them but really your best bet is to push out instead of fighting inside the choke point.

The enemy will throw a lot of units at you in various types, the avengers and Titan MK2s will be able to deal with most of them.

3. Escort Colonel James to Second Sniper Spot

Quickly get through a tiberium field.  If you wait too long the computer may grab some and try and implode your army.  As you walk towards the mine field there will be a large number of Mantises and Stealth tanks waiting, hopefully you have some massive units with you.  Push on through and there will be Nod tunnels, focus them down as they will eventually produce units.

As they die Colonel James will get to the second sniper location

4. Activate TCN Node

Colonel James will feel like you’re massively out gunned and send down 5 crawlers to help you.  Each crawler will move north and assault the base.  Bypass all of them and move to the far east where there are some turrets, a single crawler and some units.

Use your Titan MKs and your massives to quickly wipe out the buildings as your avenger tanks and wolves clear out enemy units.  There should be a decent number of enemy light units due to a defense crawler being in play.

Once you’ve destroyed most of the stationary defenses move everything north to the TCN Node and sit on it.  Activating it will win the mission.

7. For All Humanity

Use the assault crawler.  Your unit composition should be composed Titan Mk2s, Avengers, Wolves, and engineers.

1. Capture the Deploy Zones

Move along to west via a southern path for the first deploy zone.

Along the way are artillery and anti-air towers.  You should capture all of these.  They will be critical in the latter half of the mission.

You will also run into crawlers.  Target your Titan Mk2s on them and destroy them as soon as possible.  You can use engineers to capture any towers that happen to be off level ground.

Each deploy zone you capture means the enemy cannot deploy from that location (but you can).  In a very linear manner you will push the enemy back to the final deploy zone.

2. Deploy your MCV at the base of the Scrin Tower and Remain There

Once you have set your MCV at the Scrin Tower you will gain a new objective.

3. Survive until the timer expires

Nod will send three crawlers at you.  One of each type.  The support one will fly and try and flank you.  The defense and offense will try and push your front.

Your absolute best bet is to meet them about half way and try and destroy them quickly.  You can send your wolves to try and keep the support crawler at bay.  You can send a lot of units on suicide missions as you can just replace them with more appropriate units for whatever crawler is closest.  If you’re getting overwhelmed move back to the next tower until you’re at the Scrin tower, which is where you will have to make your last stand.

Preventing the enemy from capturing deploy zones is important.  With them they will deploy right next to you.  Only having one far away means they will be building units a very long distance and sending them at you with no support.

Survive the timer, and the campaign is over.

Brotherhood of Nod Campaign

1. Things Fall Apart

Deploy the offensive crawler.  Get out some Scoripon tanks and avengers to take out all of the units towards the south.  The forces to the south won’t activate until you activate the southern tower.  Get out bulldogs to deal with infantry.  Bulldogs are very fast high damage low health units.

Once you’ve taken down the gate you can walk through with your bulldogs and kill off nod separatists for a lot of very easy and fast veterancy.  If you are patient you can rank up every single one of your units here.

There is also a mastodon planted down the ramp and a little to the northwest.  This can be captured with an engineer.  Mastodons are anti-building massive units.  But they do move very slowly.  You can close the gate by clicking on the gate (next to the point) so that the rebels don’t come take that place over.

1. Capture TCN Hub

The secondary objective is to bypass the enemy game.  Simply destroy the tower in order to lower it.  Upon moving closer to the tower you can capture it and close the gate behind you.

After this simply move your forces to the red point where you will have tonnes of enemy defenses.  Kill them with the mastodon and the scorpion tanks.  Once they’re all destroyed use your bulldogs to clean up the infantry units and capture the TCN Hub.

Once you capture it you’ll move on to the next half of the mission.

2.  Escort Refugees

The refugees won’t move until your crawler moves in front of them.  This means you can control its pacing using your crawler.  It also means you won’t have healing available for your units other than the engineers.

To the south is going to be an enemy crawler, destroy it.  The enemy will respawn where you started.

This crawler will put out a lot of armor, so Avengers will be very powerful here.  Use your scorpions and mastodons to attack the crawler.  Once it’s wiped out push the refugees forward fast.  You can wipe out the nod forces with your bulldogs while they follow together.

Remember to open up the gate and get them in the zone.

2. Further Complications

Deploy the offensive crawler.  Use avengers, scorpion tanks, bulldogs, and engineers.

1. Capture TCN Hub

The secondary objective is to destroy the enemy crawler.

Move north with your army wiping out all enemies along the way.  You will find one enemy crawler here.  Focus your scorpion tanks on the base, tanks on tanks, and bulldogs on light units.  This isn’t the separatist crawler you’re looking for, but destroy it anyway.

Continue pushing north capturing points as you go.  If your crawler dies you can redeploy it at these points.

There will be a TCN dampener to the northeast. Destroy it.

As you move up the steps you’ll notice the purple crawler is on the move.  Send scorpions on a suicide run after it.  The purple crawler will continue to send forces to attack the front line and attack you.  With the GDI forces sort of helping you destroy it, it will go down relatively easy.

Once it’s down move your crawler up to the TCN Hub and move your forces up with it.  You will need high numbers of avengers to deal with enemy armor.  Destroy the GDI crawler and capture the point.  Once the enemy crawler is down it cannot be redeployed.  Capture the zone for the win.

3. The Harder They Fall

Deploy the offensive crawler.

1. Prepare for GST Fly Over

So rally out engineers, bulldogs, scorpion tanks and a flame tank.  The goal is to clear out the path of the enemy ship.  Attack directly to the north, move to the east, and move to the south.  Destroying crawlers or even engaging them is mostly pointless because they respawn too quickly.  Instead focus on clearing out all of the extra units from the map so that they will not interfere.

Once you have cleared out all of these extra units evacuate the remainder of your units back to the most northern anti-air tower.  Destroy your crawler and rally out a defensive crawler.

Place your defensive crawler by this anti-air tower and begin rallying out a lot of turrets.  You will need some turrets for anti-ground and you will need some for anti-air.  But make sure you max out on turrets, no bunkers.

You will also want to rally out as many Reapers as you can.  Fill in with Ascended as you begin to cap out.  Reapers deal high damage vs heavy meaning, almost every unit coming your way and the actual ship.  You will need some ascended for other units that come with it.

2. Eliminate GST

Make sure to focus down the Spanners.  Spanners are small healing units, they will out heal a lot of your damage.

All of your reapers should be targeted on the GST.  Select few bulldogs and reapers can be pulled to repel enemy attacks.

Once the GST has flown past this point pack up, move your crawler south  (but north above the enemy crawler) and setup shop near the artillery turret away from any enemy attacks.  Begin deploying your reapers again and focus down the GST.  Note the GST can get new spanners at some point so you will have to deal with that.

4. Reversal of Fortune

Guess what?  Deploy the support crawler.  Yeah, not the offensive one.  Rally out marauders, cobras, engineers and scalpel.

1. Protect the Nod Shuttle

The shuttle needs to be protected for 4 minutes.  It doesn’t really matter what units you focus on, just get rid of anything attacking the shuttle.  Make sure to emphasize for the best possible match ups.  If a unit is low on health, bring it in for heals, otherwise just keep it chasing around the shuttle picking them off.  You also have abilities that will allow you to heal, use them to keep your damage time up.

There are two anti-air turrets.  They are invisible until something hovers over them.  They can be killed for the bonus objective, rather easily.

2. Use Crawler to Hack Gideon’s Command Crawler

This is the main reason why you are using the support crawler.  With the support crawler you can just have your’s follow his around in a circle.  Any time he lands his, you can land yours to get out more units.  Keep your crawler in the circle of his.  The longer you keep it in the purple circle, the easier you will win.  If your crawler is getting low on health you can just refocus your engineers to healing it.

5. Heresy’s Reward

Deploy he offensive crawler.  Your units will be 2x bulldog, 1x engineer, 1x scorpion tank, 2x avenger, 1x spider, and 1x mantis, 1x flame tank and 1x cyborg commander to start.  Try and get whichever units you need as units are dying.

1. Infiltrate Gideon’s Compound

There are two infiltration locations east and west.  For maximum experience you should back track and go for both.  This also means clearing out stationary defenses which will become enormously valuable in the future if your crawler was to be destroyed

There is a secondary objective to save people from prison.  They are spread throughout the map.  After you’ve released all of them they will come back and provide aid against Gideon.

So head north to the first gate and then the second.  Clear both of them out and then make the breach.  It’s easier to start on the eastern side of the map.

2. Attack Gideon’s Crawler until He Submits

Gideon’s crawler is the purple one, it is super charged by three other crawlers in the area.  For every crawler you destroy, Gideon’s Crawler will lose some special ability.  Gideon’s crawler has one default ability, it can magically teleport to a random location and drop a few infantry.  Gideon will activate a self destruct node in which if all of them are activated, you lose.  Engineers can be used to disable them.

Your strategy will be to clear out stationary defenses and mobs, destroy crawlers, and get your engineers to the nodes after Gideon leaves that place.

From the eastern gate head along the narrow path to the northwest.  There will be a crawler here.  It is the easiest one to destroy.

After it is destroyed head down into the pit next to it and there will be another crawler here.

After hat’s destroyed head west and there you will find your third crawler.

Once they’re all destroyed it becomes rather easy.  You chase down Gideon with your crawler and units while sending engineers off to recapture the self destruct devices.

When Gideon is roughly down to 20% health, he will tap out.

6. Bleed Out

1. Repair the GDI MCV

You will only be able to use the offense GDI crawler for this mission.  You will start off with defensive units.  You will have one of each unit, two reapers and a large cache of engineers.  Use your reapers against anything tank like and use everything else against light.  You have only a few minutes to get to this crawler so you need to be efficient with your match ups.  While you are fighting you should be slowly creeping up all of your units.

2. Deploy the GDI MCV Next to Kane

With the MCV captured the timer isn’t gone.  Now you need to deploy it next to Kane.  Simply manually click deploy it on Kane’s location.  You can build units in the crawler while it is moving and have your other units follow closely on foot.  Wolf units will be very good given your lack of anti-infantry at the moment.

3. Get Kane to the Extraction Zone

Once you have Kane you need to get him to an area that is surrounded by purple structures.

Move to the east and clear out the units here.  There will be an artillery turret there, capture it and make it yours.

A secondary objective will appear to kill the sniper, we know this is Colonel James.  Use cliff jumpers to track her down and kill her.

As you climb up the ramp with your main army there will be a mamoth in the way.  Now it’s time for that standard GDI pack of Wolves, Titan MK 2s and tanks.  These will allow you to clear out those heavies as well as quickly push through the defensive turrets and buildings.  You can use your engineers to capture the mammoth tank.

The enemy will also pull out a mastadon.  You can also capture this one as it will be very valuable in destroying enemy buildings.

If you move all the way to the west you will find a secondary objective to capture the Mutant Hovel.  This will allow you to build some mutant units.    The Ironback can make for quite a good tank in the upcoming battle.

Push up the ramp into the main compound.  Send your crawler directly to the location.  Use your forces to take down enemy units and towers while your engineers follow along the crawler healing it up.  Once it’s there, the mission is complete.

7. The End of All Things

Deploy the offensive crawler.  Build bulldogs, avenger tanks, scorpion tanks and engineers.

1. Gain Control of the TCN

So with this mission you have a signal that shifts to whoever has the most TCN hub control.    You will have some forces that will defend you, but are not as good as the GDI forces and will inevitably lose.

Your goal will be to capture the point on the blue side in the north.  There will be a crawler south of there, it should be destroyed.

This crawler also holds a point.  Once you capture it you will gain all the points you need.  You can move south to get the other one but you do not need it.  Their respawn point is just to the north so you will constantly be contesting the north base.  The advantage here is that they cannot push any of your other bases and your computer AI can focus on defending against just one crawler.

Once you have the signal at 99% delete your offensive crawler and rally out a defensive one.

2. Gain Control of the TCN

Destroy the Bomber would losing TCN Control

This bomber will move around from point to point recapturing them and dropping infantry units there.  To take care of those infantry build enlightened.  As well building defensive structures will make it much harder to build a foothold.  The bomber does excessive amounts of damage so you will need these defensive structures mostly to stop him from landing infantry in that area.

The unit of choice for taking out the bomber is going to be the reaper.  It is very high in damage and is highly mobile.  Your goal is to more or less guess where the bomber will go and intercept it.  Maintaining at least 50% of the points should be a priority as this will prevent losing.

Once the bomber’s health hits 0%, you win.

Final Thoughts

Did Command and Conquer 4 deserve all the grief it was given?  Probably not.

Command and Conquer 4 was built in an RTS genre that had become stagnant and dominated by online MOBAs.

What they were trying to do was create something that was different and co-op friendly.  They couldn’t help but look at successful franchises like Dawn of War and think that this might just be the future of RTS games.

Their mistake was the presumption that people no longer wanted to play games with base building, that we all wanted to play co-op games.  In attempting to build something distinct they lost out on what made the Command and Conquer series great.

Like many series titles that make too many changes to the equation that worked in the past, Command and Conquer 4 might have been better off as a full new franchise.  Although it is lacking in depth in terms of tactics and style, it is refreshing to have an RTS game that is trying to be micro focused.

Red Alert 3 Uprising Challenges Guide

This guide is for Red Alert 3 expansion called “Uprising.”  There are twelve time challenges in the game.  This is how you do them.

Challenge #1: Dead Meat

This is the easiest of the challenges to complete (time wise) and is facing off against a general whose very description is old and aged.

Pick Allied for this one.

The build order for this is as follows:
Barracks
Power Generator
Refinery

This barracks-first play is so you can rush out units.  Get 15 Peacekeepers and queue up as many javelins as you can.

Once you get all 15 peacekeepers march forward with them.  Every time you see a dog stop, they will automatically kill it at max range.

As you get near to the base continue doing this micro technique until you are at their door.

Once you have 4-5 javelins bring them along too, and from here just rally your javelins forward.

You can use your javelins and peacekeepers to kill off the buildings, although your peacekeeper’s main focus should be other infantry.

My best time using this tactic was 4 minutes.

Challenge #2: Blood Feud

There are two enemies facing off against each other in a skirmish.  They will not attack you unless you attack them.

So this is a great opportunity to stage some engineers.  Pick Empire of the Rising Sun for this one.  It can also be done effectively with Allied.

Build order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mech Bay Core
Generator Core

So as soon as you get a Dojo setup make sure to build a lot of engineers.  You can capture the Oil Derrick near you and directly across from you.  The two in the middle you cannot touch without the computer’s turning on you.

Now make six more engineers and stage them near enemy buildings.  The priority buildings are going to be the two Construction yards and the four refineries.  Capturing dojos would be amazing however it is almost impossible as they almost always have enemy’s around there.

When the time is right you will be able to take over the two construction yards before their units can even respond.  You should be able to capture at least 3/4 of the refineries… if not all of them.  This means the computer will build no more units… and won’t have enough money to build any more units.  It means when your army shows up all you have to do is click on the buildings.

You should upgrade your Mecha Bay as soon as you put it down.  You want Tsunami Tanks with you.  Since you have a Dojo you might as well use it.  Build tank busters and some imperial warriors.

Hit the southern base first.  Wipe it out for maximum effect split up your troops.  The newer ones should start pushing the northern one.  Because all the enemy really makes is archers you can mostly ignore his army (with your tanks) and just push into the base.  He will produce some tank busters but most of these can just be run over.

My best time using this strategy was 10 minutes.

Challenge #3: Creeping Death

The gimmick to this mission is that the enemy will constantly send turrets at you and slowly creep them up towards your base.  You will pick Soviet for this one.

The build order for this challenge is:
Barracks
Reactor
Refinery
Refinery
Super Reactor
War Factory

You will want to get the upgrade for your war factory asap.

So to start as soon as you barracks is up build 4-5 flak troopers and send them forward immediately.  The map has a middle elevated part.  Two entrances, one to your base and one to their base.  Go to the enemy’s entrance and stage your flak troopers here.  Hit any of the cores that will come forward and don’t let any plant down.

Next up build two engineers, take the two oil rigs for extra cash.  After that continue to build nonstop flak troopers.  Their high damage will be insanely valuable to you.

Once you have your war factory upgraded you should build only hammer tanks.  You can build a couple of sickles just so you’re producing from it, but the main focus is the hammer tank.

Fun fact, the hammer tank’s leach beam can actually out range the standard turret.  So turn it on and go to town on their basic turrets.  Once each turret is destroyed use all but 4 of your flak troopers to destroy all of the buildings around.  Keep your tanks on destroying the turrets however.

Your remaining flak troopers (and any you rally to this location) should be eliminating any cores heading to your base.  These flak troopers can re-join your army once the construction vehicle is destroyed.

You should make one engineer.  Around when the construction vehicle is destroyed you should queue it up.  The enemy always builds a refinery to the northeast in the ocean.  The engineer can take this over very quickly.  The better you time this engineer the better your time for this challenge will be.

My best time for this challenge using this tactic is 7:00.

Challenge #4: High-Water Mark

This challenge has you face off against three enemies in which two of them are allied and one is not.  The one that is not (the hasbeen general) will be gifted with aircraft carriers later to balance things out.

This challenge is done using The Empire of the Rising Sun.

Build Order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Generator Core
Generator Core
Generator Core
Mecha Bay Core
Refinery Core

Yep that is a lot of refinery cores.. but you will need that sort of money to do this.

You will also want to get out 3 engineers.  One for the oil derrick, one for the garage and one for the hospital.  The garage will heal up your vehicles as they take damage.  In the middle of the map is a veteran’s facility that makes all units veterans.  You’ll have to ignore or destroy this as it is too hard to hold on to.

With your mecha bays upgrade them immediately and start pumping out Striker/Chopper VX’s.  These units are very fast, skirmish and allow you to ignore the sea battle.

Attack your opponent to the west first.  He will go down very easily.  Take out his naval abilities and then his construction yard.  Slowly get rid of the remainder of his facilities.  This enemy will be defeated faster than any of the others.

Next you need to look at the battlefield and decide who has the advantage.  Whichever opponent seems to be stronger should go first.  Note the general usually has less anti-air and is also usually easier to kill.

In the last you can destroy both side’s mobile command vehicles and start working out both side’s refineries and production.  Fight the side that seems to be stronger each time and you should be able to wipe out both bases  with relative ease and without having to use any naval units.

My best time using this tactic is 14:30.

Challenge #5: Defense of the Archipelago

In this mission your opponent will have five bases of which he will rush you from.  His army will be composed of conscripts, flak troopers, tesla troopers, and a few terror drones.

This challenge is done using Allies.

The build order is as follows:
Barracks
Power Plant
Refinery
Refinery
Barracks

From both barracks build only peacekeepers.  These units will counter all of the enemy units.  When you get 12 peacekeepers march out in one of the five directions.

Note that north, northeast and southeast are all linked by a common path.  The west and northwest bases are on separate paths.  So your first group of 12 should always be sent first to either north, northeast or southeast.  I always send mine southeast or northeast.

The second wave should be sent to the west and your third to the northeast or southeast.

After this continue to send new waves to different bases and use the remainder of your army from an old base to reinforce your new army.

Each army is built in groups of 12+ and are sent in the various directions.

For micro move them slowly, they out range all of the enemy units and will kill them in a single shot.  You will need to get used to using control groups (Ctrl + an a number for a control group).

When attacking you should destroy the barracks first and then the construction yard.  Once you do this he will sell the remainder of his base structures… except for the fifth base you destroy.  You will have to destroy every single structure.

There are some hazards to worry about.  The biggest is the enemy Prospectors (harvesters).  They will try and run down your infantry.  You will need to dodge them with your infantry and try and kill them.  If these things run over your infantry too much and gain a star they will become completely unkillable.

To make things even easier you can add an engineer into your mix and have him take over the mobile command vehicle while your main force deals with the barracks and its units.  When selling a command vehicle you will get an enemy engineer to use and it will also destroy the base.

The other hazard is super reactors.  These things have an insanely high blast area and will kill any infantry caught in it… best if possible to leave this to last.

Challenge #6: All Guns Blazing

This is quite the challenge to hit.  Dealing with 12 wave force cannons is bad enough… but you also have three enemies and a 10 minute timer.

For this challenge you will need to use Empire of the Rising Sun.

The build order for this is:
Generator Core
Dojo Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

So you will want to build a few imperial warriors for defense purposes.  Your towers will handle most of it though.

Your mecha bay core should be upgraded as soon as possible.  Rally out 4 Jet Tengu and spam Strike/Chopper VXs.

Use the Jet Tengus to deal with the enemy’s jet tengus.  Use your chopper VXs to wipe out buildings.  The key destruction order is Mecha Bay, Dojo, Mobile Command Vehicle, then clear out all refineries and generators.

Make sure to clear out every single base as you go.

Do this to all three bases.  You can ignore the wave force tricannons.  Once all of the non-tricannons structures are gone the tricannons will go.

Challenge #7: The Omega Program

This one is a toughy.  The computer will be able to make infinite numbers of Yuriko Omega.  She starts off with three bases and will begin production of the clones very quickly.

This strat is done using Allied faction.

The build order for this mission is as follows:
Power Plant
Refinery
Refinery
Barracks
Barracks
Power Plant
War Factory
Turret

To the east of your base is your back door.  The clones can (and will) come up with ramp.  Place a turret here and have a Peacekeeper inside of it.

You will have two barracks building nothing but endless peacekeepers.  I’m not sure why so many of my strats involve mass peacekeepers… but they are are cost effective.

From the war factory build nothing but Riptides.  The riptides will deal with the Yuriko clones insanely well.

Once you get a couple riptides bring all of the peacekeepers and the riptides to the northern most base.  The Yuriko has to either juggle the Riptide or use an area of effect attack on infantry, she has no other attacks.  If she is juggling a riptide however she is very open to attack… and will die.

The riptides of course can attack while moving meaning that if Yuriko runs you can just move command and she will die.

Target down the barracks first to get rid of Yuriko production and then go after MCV with your Tanya (yes you have a free Tanya) and use your peacekeepers and riptide to get rid of the refinery vehicles.

Move on to the next base to the west and do the exact same thing.

You can make a second army to deal with the base to the south of the same unit make up.

You should also make sure to have a few riptides at your back door.  Yurikos will build up fast and left unchecked can ravage your base from the backdoor.

My fastest time using this strat was 10:20.

Challenge #8: Where Satellites Go to Die

This is an insanely hard and very tight challenge.  It needs to be done in 6:00.  The entire middle of the field will be spammed with Orbital Drops.  The signal for this will be a smoke flare just before it drops.  In order to meet the time goal you will have to go through the middle.

This challenge is best done as Soviet.

The build order for this mission is:
Reactor
Refinery
Refinery
War Factory
Super Reactor

As soon as your war factory is up start making sickles, three will be more than enough.

Once your super reactor is up make nonstop hammer tanks.

Once you get 3 hammer tanks push out with this mech ball.  This is one of the most cost effective armies in the game.  The sickles will be dealing with all of the infantry and the hammer tanks can deal the damage.  You should also note all of these units can attack on the move meaning that they can avoid the mortar damage.

Moving through the middle carefully get your army to the front and wipe out unit producing structures first (War Factory+Barracks) and then the Mobile Command vehicle.  Rally all of your hammer tanks through the middle from here on out.  They can take three hits before they die so there’s a strong chance of a lot of them getting through.

If you are strong with micro you can individually move through all through.

It’s worth noting that you should target down reactors first and then refineries.  This will eliminate the stationary defense threat (which you don’t actually have to destroy).

My best time using this tactic is 5:40.

Challenge #9: Crate and a Red Barrel

In this channel there are barrels spread throughout the map that will chrono in.  As well you will see Veterancy boxes, health boxes, and money crates.

This scenario is best done as Soviet.

Build order for this scenario:
Reactor
Refinery
Refinery
War Factory
Super Reactor

You will want to build 3 sickles and non-stop hammer tanks.  Hammer tanks will be able to beat IFVs very easily as well they will also be able to deal with the normal allied tanks and be able to simply run over infantry.  With the grinder treads upgrade they will heal from running over infantry.

While you are waiting to build a nice sized army (minimum 3 sickles and 3 hammer tanks) you should crawl around the map trying to pick up money crates and upgrades.  The enemy will send attack dogs around the map collecting veterancy and money crates.

Simply rush this army south through the middle and target down structures.  A single hammer tank will be able to defend your base  from any flanking maneuver.

Target down unit producing structures first, then the Mobile Command Vehicle and then clean up the remainder of the structures.

If you hammer tanks get weak switch to the leach beam to heal up.

My best time using this strat is 5:50

Challenge #10: Show of Force

The gloves come off in this challenge.  One enemy will sit back while your main opponent takes damage.  Once your main enemy takes enough damage he will join the fray.. having built up a giant army over the whole time you are fighting this enemy.

For this challenge you should play Empire of the Rising Sun.

Build Order:
Dojo Core
Generator Core
Generator Core
Refinery Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Refinery Core
Refinery Core
Mecha Bay Core
Mecha Bay Core
Mecha Bay Core

So you are looking  at a lot of refineries.  You should take your own two nodes, the two to the southeast, and the two to the northeast.

One mecha bay will build only jet tengu to fend off air units and all others will upgrade and make Striker/Chopper VXs exclusively.

As for your opener make sure your Dojo Core is pretty far ahead.  Have it build some imperial warriors and use these to fend off the first few bits of infantry the enemy sends.  By hitting your F key and switching to sword mode you can kill them very quickly and potentially make them retreat.

You will need to balance between having imperial warriors and tank busters.  The tank busters are needed for destroying vehicles and buildings, the imperial warriors are needed to defend them from enemy imperial warriors.

Once you get 10 troops you can head north (avoiding any buildings with infantry in them) and slowly try and wipe out the mecha bay and the dojo.  Make sure your tank busters immediately kill jet tengu and the imperial warriors immediately kill infantry.

You can take out the north base with very few units.

You should get engineers to take over the two refineries (instead of destroying them) as to get extra income.  Bonus if you can capture the harvesters, if you can’t, oh well extra 1000 creds.

Once you have your three mecha bays producing choppers make sure you have a lot of them (like 24+).

When the time is right, move on the western base and attack in.  Make sure you have tones of choppers queued up.

When you have the base half destroyed the other enemy will declare war on you and send a huge army of anti-tank and artillery at you.

The targets for the main base should be the mecha bays and the mobile command vehicle.  Getting all three as soon as possible is a huge priority as the mecha bays will re-build the mobile command vehicle if you let it.  If you can’t get all three in one attack make sure to do another all in strike to hit it.

Once you get these three down it’s simply a matter of removing their anti-air vehicles and going in hard with your chopper VXs.  The enemy will not attack you as long as you are attacking him, so don’t worry about having too many defenses.

My best time with this strat is 13:20

Challenge #11: Symphony of Steel

The enemy will make nothing but archers and the new steel ronin.  There are three of them but you only have one entrance way.

This challenge is done with the Soviet.

The build order for this is as follows:
Barracks
Reactor
Refinery
Refinery
Super Reactor
War Factory

From the barracks initially produce engineers.  You will want to gain the veteran’s academy in the middle of the map, the two derricks to the northwest of your base, the garage in the same area, and the hospital northeast of your base.  If you can’t get them all right away it is worth while gaining these later.  The garage will heal your tanks, the hospital will heal your infantry, and the veteran’s academy will give all of your units a 1 veterancy to start.

After this make tesla troopers (your reactor should be up).  These are a direct counter unit to the steel ronin and will stop them in their tracks before they can do any damage.  They will also one shot all archers.

From your war factory build hammer tanks.  They are insanely cost effective and deal a good amount of damage, they can also attack while moving and run over enemy infantry, quite helpful.

You will want to get a small group of tanks and tesla troopers.  Every single time you see a steel ronin move your tanks backwards and have your tesla coils use their F to trap them.  The first time there shouldn’t be too many.

When you get into the enemy base you should focus down the dojo and the mecha bay first.  If you place a tesla trooper in front of the mecha bay with his EMP (F) on anything that comes out will do no harm to you.  After you kill these two structures start focusing on generators and refineries.

Once you have destroyed both all of the other units on the map from this base will vanish.

Reinforce this army with all of the tanks from your base and if you need more tesla coils re-fill it with some of those.

Move to the western base and do the same thing here.  There will be far more steel ronins… but you will also have more tanks.  Make sure they are snared in the tesla trooper EMP and just focus them down.  Target down these buildings in the exact same order.

As you start have it nearly destroyed take all of the units in your base and head south with them.  Your first army should just be targeting down buildings (no units).

This second army needs to be microed to defeat the final groups of steel ronin.  Once again once you’re in the base focus on the mecha bay and dojo.

Bring down the remainder of your first army to support as you wipe out the remainder of the buildings.

Challenge #12: Cat Fight

The three female AIs are at each other’s throats, one from each faction.  They are in close range of each other and are consistently at war with each other… but never with you.  You have a very short time to wipe out all three AI.

This challenge is best done as Empire of the Rising Sun.

The builder order for this one is:
Reactor Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core
Reactor Core

Once your dojo core is up build a single engineer… and sell the dojo core.  Use the engineer to take the oil derrick to the southwest.

Upgrade your mecha bay core so you can build Chopper VXs.  The only enemy that will build any anti-air units is the Soviets (flak troopers)…. but not many.

Move to the Empire base and destroy the dojo, the mecha bay, the command and then the rest of the base.  Do the same to the Soviets next, give attention to flak troopers as they can destroy your army very quickly.  Finally do the same thing to the Allied, they will have little to no anti-air so you will kill off their few structures very quickly.

You should make sure to reinforce every single

Challenge #13: Two Sides of Everything

In this mission the enemy defends with infantry and attacks with sea wings.  It means for the first time you have to mix in some anti-air.

This challenge is done with Soviet.

Build order:
Barracks
Reactor
Refinery
Refinery
War Factory
Super Reactor

With your barracks build two engineers.  Send one north and one east to pick up the two oil derricks. After this sell the barracks for some extra cash.

From your war factory build three bullfrog transports for your anti-air.  Nonstop build hammer tanks and rally them to your target.

The bullfrogs will provide anti-air.  Your hammer tanks will be responsible for keeping your bullfrogs safe while doing all of the damage.  The hammer tanks won’t take much air damage and can just run over infantry, so they are insanely cost effective in this situation.

Focus down dojos first to stop the infantry.  Then target down the mobile command vehicle.  The computer will sell all of the generators and the seaport… except one generator.  Which you will have to destroy.  Save the seaport for last always as without any other structures he will almost definitely sell the seaport.

You should make sure to rally your hammer tanks to the front always.  Next base to hit is northeast, rally your hammer tanks in here.  Do the same thing again.

On the final base you should have so many hammer tanks that you can mostly just ignore infantry and just rush in and kill all of the structures.

My best time using this strat is 8:45.

Challenge #14: Are You Experienced

Both sides have access to three veterans academies.  The end result is that every unit that comes out has full veterancy, as long as you hold all three veteran academies.  You are facing fully vetted units with fully vetted units, pretty scary.

For this challenge play as Empire of the Rising Sun.

The build order for this is:
Generator Core
Refinery Core
Mecha Bay Core

Upgrade your mecha bay core.  We’re getting Striker/Chopper VXs

You can use your first few to wipe out a veteran’s academy.

Once you have five you can run to his base and all in.  Go for the barracks first, then the war factory, then the mobile command, then the seaport and finally the refineries.

It’s a very quick challenge.

My best time using this strategy is 5:40.

Challenge #15: Dirty Tricks

The enemy has the power of desolator air strikes and will send terror drones at you.  This means vehicles are out!

Choose Allied for this

The build order for this is:
Power Plant
Boot Camp
Boot Camp
Boot Camp

Have two of the boot camps only making javelins and one making only peacekeepers.  Sell your mobile command and you will get a lot of extra money and an engineer.  Sell a boot camp as you run low on income, then the next one, and then the power plant.

Take your army across the map.  Make sure to not be standing in green stuff.  There will be some terror drones coming forward, your peacekeepers can deal with them.

Move to the enemy’s base and destroy all buildings left to right.

You can use the engineer to take over one of the first few buildings which will speed up your time ever so slightly.  You can also use it to heal up your army.

Save the super reactor to last because when it explodes it will deal a lot of damage to you.

My best time using this strategy is 4:35.

Challenge #16: Caught in the Crossfire

You are between two powers who are fighting an air war.  They’ll mostly leave you alone… but you won’t leave them alone.

For this challenge play as Soviet

Build Order:
Reactor
Barracks
Barracks
Barracks

Have one barracks building conscripts and one barracks building flak troopers.

Once you get 20 infantry units select them and march south.  Kill off any infantry resisters, have your flak troopers target down the twin blades and focus down buildings.  For the mobile command vehicle you can toggle flak troopers to hand mines to burst it down very quickly.

Once this base is near being destroyed select your units at your base and head north with them, once again destroying army first and then buildings second.  You should sell off your construction yard for extra money.

The enemy will use six paradrops of troops in your base. He will try and destroy your MCV, sell it.  He will then send his army to defend his base.  It’s a race against the clock, destroy his base before his army can come destroy you.  The longer you take at this the longer your time will be.

My best time using this strategy was 5:35.

Challenge #17: Athena’s Wrath

Random athena canon beams hit all over the map creating a gating mechanism for forces to pass through.  As well this enemy seems to be pretty dead set on building athena cannons.

This challenge is played as Soviet.

Build order:
Barracks
Reactor
Refinery
Refinery
Super Reactor
Airfield

From your barracks build 2 conscripts and 2 flak troopers.  Garrison the building directly to the east of you, it is near the enemy base.

All the while once your air field comes along “crank” out twin blades nonstop.

The enemy will build anti-air turrets so you will need to keep an eye out for them, they are very tiny.

Destroy boot camps first so he can’t build any javelins.  Then focus on getting rid of power plants so any stationary defenses he builds will have no power.  Then go for the Command and then wipe the remainder out.  As you build more twin blades this will get easier and easier.

Do this to the other two bases.  The enemy will send a twin blade and some peacekeepers to your base, have a twin blade on hand to deal with this (just one).  Don’t send too many to deal with this or it will slow down your time.

My best time using this strat was 8:40

Challenge #18: Gosh Darn Mongolians!

There are a large number of indestructible walls between you and the enemy.  The only thing that can knock them over is the King Oni charge cooldown.  It’s a race against the clock as soon the King Oni’s will move on your base.  At the enemy’s base is a special King Oni that can hit air and ground and also has higher amounts of health.

This challenge is done with Soviet.

So this is going to be a basic infantry rush, all flak troopers.  The enemy will produce nothing but mech so flak troopers will be insanely cost effective against them.

You will sell your construction yard.  This will give you an engineer and some extra cash.  Use the engineer to repair the bridge to the east.

Once you almost have all the possibly flak troopers move the army along the east and then to the north.  The King Onis in the middle will actually full on ignore your army.

Killing the mega King Oni will not be easy.  You can switch some of your flak troopers to hand mine mode (F key) so they do more damage.  It takes a lot to kill this thing.

After this clear out the construction vehicle, the mecha bays and then… everything else.  Be careful of the infantry that come out of the buildings and of the jet tengus, both are very brutal to deal with.

My best time using this strat is 5:00

Challenge #19: Behind the Iron Curtain

In this mission there are four iron curtains located in the middle of the map.  There are four players, you are one.  As long as the iron curtains are up all of the buildings on the main land will have permanent iron curtain power.

This challenge is done as Empire of the Rising Sun.

Build order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core

Build a sudden transport and five engineers.  Load them up and send them to the southwest.  Use them to take over the iron curtain.

Use a group of striker VXs to wipe out the southern base.  There are tones of anti-air threats to deal with.  Wipe out unit producing structures first and then the construction vehicle.  If they make just one bullfrog you are in a world of hurt.

From this point out the middle bases have to have all of their defenses taken out before your engineers can take them out, so do that.  Send in the engineers, take them out and sell them all off.

Continue to clear out bases to the east and southeast with striker VXs and it will be over in no time.

My best time for this challenge using this strat is 14:00

Challenge #20: Number One Threat to America

Bears, giant green bears!  The Russians have come to America for the superior bear size they have.  To this extent the entire map is polluted with giant bears that can kill tanks of all sizes.

This challenge is done using Soviet units

Build order:
Reactor
Refinery
Refinery
Naval Yard
Barracks

So the unit for this mission will be the stingray.  It is one of the few units that can traverse across this lake with relative ease.  You will want to get about 4-5 stingrays before you move out.  Rally the rest forward.  You should also make sure to kill the bears in the middle.  The stingrays F can be terribly effective at killing them very quickly.  The burstiness of their damage is also so high that it will wipe out the three bears very easily.

Charge them across the way and work on destroying unit producing facilities and then the mobile command.  Note these units can attack on the move so use this to your advantage when avoid terror drones.

My best time completing this challenge using this strat is 6:40

Challenge #21: Kill-A-Ton

Many super reactors have exploded leaving behind desolator radiation that only a desolator can walk through safely.  It fluxuates off and on all the time.  In the middle is also an easter egg, A desolator and a shrunk hero… likely to be a Big Daddy and a Little Girl from Bioshock.

This challenge is completed using Empire of the Rising Sun.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

This is a very quick challenge.  Build three dojo cores and rally them along the western front to the second hump (which is southwest of the enemy’s base).  Build some imperials warriors and then focus almost entirely on tank busters.  Try to get down his super reactor first.  This will destroy a lot of things in the area (including stationary defenses) and it will also stop the enemy from building any desolators.

Next up get rid of the construction yard.  After that simply clean up shop of whatever remains, including the barracks.

My best time using this strat is 4:30

Challenge #22: Dangerous Skies

Former enemies have teamed up against you and are now using their combined air power against you.  A Brit and a Soviet working together, whoda thunk it?

This challenge is done using Soviet units

Build Order:
Crane
Reactor
Refinery
Refinery
Reactor
Flak Turret x 4
Barracks
Barracks
Super Reactor
Airfield

To start spam infantry.  You will want mostly flak troopers but mix some conscripts in there.  You will want a large blob for this so you won’t get moving until the 6 minute marker.  You can delay your super reactor and airfield until you begin pushing north.

Move your blob forward and wipe out the buildings one by one.  After you’ve destroyed all (or most) unit producing structures target down their construction yard, finish off their buildings and march the remnants of this blob west.

You’ll note that the computer has already setup expansions at the top left sea base corner of the map.  By this point you should be nonstop cranking out twin blades as you will need them to destroy unreachable areas.  You can load some of the twin blades with some infantry to transport them across as well.  Use the twin blades and your army to target down airfields primarily (so the enemy can’t build apollo fighters)  After this simply clean up the construction yard and the remnants of his base.

Special note, the crane can build buildings by itself and thus doesn’t require a command.  All you lose from selling your command are general powers which are mostly useless here.

My best time using this strat is 12:50

Challenge #23: Ready to Roll Out

The enemy has two island bases and will be sending out almost non-stop Pacifier APVs.  These bad boys are insanely long range but their attacks can be dodged.  But don’t think so fast because sometimes their attacks will just hit.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Generator Core
Dojo Core
Refinery Core
Refinery Core
Mecha Bay Core

With your dojo build one engineer to take over the oil derrick and then sell this building.  You won’t need it.

With the mecha bay get the upgrade immediately and pump out four Striker VXs.  Around the same time as your first one popping out the enemy will have a Pacificer coming from the southwest, kill it.

Queue up 8 Mecha Tengus after your Strikers.  Take your first four strikers and move across the map to the east.  Take out the enemy’s airfield and then their construction yard…. and then the remainder of the buildings.  The enemy will try and all in you so try and clean up as many Pacifiers as you can along the way to his base.

With your Jet Tengus move north  to wipe out the final base.  He will have some apollo fighters so use your jet tengus to take them out.  Once again take out the airfield first and then focus down the construction yard.  Back at home make sure to crank out striker VXs and use them to defend your base.  The enemy will all in once again with whatever remaining Pacifiers are on the map.

My best time using this strat is 7:30

Challenge #24: Scavenger

Natasha got a little over zealous and killed the drivers of a very large number of vehicles.  The vehicle are spread around the map and still fully functional.  Any infantry can be used to acquire any of these vehicles.

This challenge is done as Soviet

Build Order:
Barracks
Barracks

This one is pretty simple.  You need to build non-stop conscripts from both barracks.  Note you won’t have refineries so when the time comes sell off your command vehicle to get even more conscripts.

Conscripts enter vehicles by right clicking on them.  Your goal is to get to the mammoth tanks, king oni, and artillery as soon as possible.  Rally your units to them and pick them up stat.  From here once you have two mamoth tanks on either side (there are two flanks you should be rallying for), right click on the enemy’s command vehicle and destroy it.  Great performance is based on how quickly you can get units into valuable vehicles and send them in to aid.  There are eight mammoth tanks on the map, they are your priority.

After this get the King Onis.  Both of these vehicles are massive (like construction vehicles)  and because of this they can run over anything (including tanks).  Next on the list is the artillery units, they deal very high bursty damage… but are slow.  Click them on a building to kill it fast.  After this it is simply a matter of destroying all of the unit producing structures, refineries, and power plants/reactors.

The better you can “micro manage” both sides the better you will do.

My best time using this strat is 8:05.

Challenge #25: King of the Monsters

The Shogun Executioner is back, and this time he is against everyone!  There is an Allied enemy to the east and a Soviet one to the South.  The Shogun Executioner walks around in a circle and kills any units that are near it.

This challenge is done with Soviet units

Build Order:
Reactor
Refinery
Refinery
Super Reactor
War Factory

There are a lot of random things on this mission.  The computer’s build order seems to be mostly random.  If the Soviets are able to attack your base you can use a Collector to wipe out their infantry.  Another thing that can happen is the Shogun Executioner can walk into the Soviet base and wipe out a large chunk of their buildings forcing the construction vehicle to re-locate outside of the base.  It’s even possible for the Shogun Executioner to wipe out the majority of his base.

So our strategy is balanced for the worst possible scenario, the Soviets invade your base and the Shogun has not touched the Soviet base.  We’re going to do a hammer tank rush!

As soon as your war factory is up begin making hammer tanks.  As soon as the Shogun Executioner is in a position where he won’t attack your attack path for a while move your tanks in (they’ll be very few at first) into the Allied base to the east.  Set your rally here right up until the Shogun Executioner starts getting dangerously close.

With grinder treads you can just run over infantry to get your health back up.  But do switch to the leach beam on any tank that is getting low.  You should destroy the war factory, boot camp and airstrip first.  After this you should have enough hammer tanks around to take out the mobile command vehicle.  Finish up this computer and then head south.

Rally your new hammer tanks to the south.

Once again same ordering.  Make sure to take out super reactors last….. dire consequences.

My best time using this strat is 7:15

Challenge #26: Reap What You Sow

You are face to face with the enemy and this time around they get the reaper, one of the most devestated anti-air anti-infantry units in the game…. also really the only one that specializes in those two…. but all the same.

This challenge is done with Allied units.

Build Order:
Boot Camp
Boot Camp

Build 5-6 peacekeepers from your first boot camp and then only build javelins.  Your peacekeepers will beat the conscripts very very easily.  Your javelins can focus on destroying the barracks.  Make sure both boot camps rally into the enemy base.

Next up switch the javelins to aimed mode and target the command, it will die very very quickly.  Kill off the power plants and then the refineries, once again in target mode.

My best time using this strat is 2:42

Challenge #27: No Place to Hide

There is a giant pond in between you and your opponent.  On top of this he can now build spies… lots of spies.  Spies can take over your army AND shut down production from buildings… rather nasty buggers.

This challenge is done with Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core
Generator Core

Okay, time for a “dojo rush.”  It’s likely the only possible way to beat this challenge on par.  To do a dojo core move your dojos near his base and land them.  Immediately start making units.  As for a position make it slightly north of it.  Look at the very bottom and count five houses off the coast.  Just north of that fifth building is where you plant yourself.

You should make some infantry, but mostly tank busters.  Once you get a nice ball move your army south and destroy their army.  I would get one Burst Drone for detection just so you can kill spies before they get a chance to take over your army.

You should sell your construction vehicle as soon as you have a generator up and use the engineer to take over an oil derrick for extra income.  As you run low on income sell off your dojos and your extra generator core for more units.

My best time using this strat is 3:15

Challenge #28: Vicious Circle

Well the Brit is back… and he’s pissed.  You bested him so many times now that he is bringing out the ultimate allied device… the harbringer gunship.  He has an island base to the east hastily preparing this bastions while he has a tank base to the northeast preparing to stall you.

This challenge is done using Empire of the Rising Sun Units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core
Generator Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core
Generator Core

You will build your three dojos on the western coast of the island to the east.  Build only tank busters.  Queue 10 for each dojo.  When they are all done you will sell the dojos.

Build one dojo at your base.  Have it build six tank busters and put them in the buildings 3 to the east and 3 to the west.  This will stop any enemy attacks from the tank base.

As soon as you have three tank busters on the island move them into the buildings directly to the east of you.  Have them target down the spectrum tower from here.  Once destroyed have the tank buster army move east destroying the refinery and all power plants.

Once all but one power plant is down destroy the construction yard.  With only one power plant up the defenses are all de-powered.  Kill off the final one, the airbase, and the final refinery to clear out this island.  Sell your three dojos, you won’t need them anymore.  These units are all also mostly useless.

Back at home you should have your mecha bay down and should be able to upgrade it and start cranking out Striker VXs.  Yes it’s another air rush.  Once you have 6-7 strikers switch them to air mode and head to the enemy’s base.  Destroy his boot camp and war factory first followed by the construction yard and the remainder of his buildings.  This base doesn’t build too much anti-air other than a few javelins.

He may also build an expansion base in the most eastern part of the ocean.  Be wary it may add some seconds if he does.

My best time using this strat is 7:30

Challenge #29: Final Countdown

The Brit has come fully loaded, with five proton colliders!  And he’s not afraid to use them.

Build Order:
Boot Camp
Power Plant
Refinery
Refinery
Enhanced Clearance
Maximum Clearance
Shipyard

From the boot camp produce two engineers.  Send them off to the two oil derricks to the east and the northwest.

Once you have maximum clearance get a Tanya.

From your shipyard build 2 aircraft carriers and 7-8 hydrofoils.

How this will work is Tanya will destroy all of the buildings.  The aircraft carriers will destroy all of the static defense.

The hydrofoils will protect your aircraft carriers.

After you get your 8 hydrofoils crank out non-stop aircraft carriers, the more you get the faster this will go.

With Tanya try and destroy construction vehicles and airfields first.  You can “leap frog” from building to building with Tanya to hit this goal.

With your aircraft carriers simply destroy all ground based defenses and then move on to the next island.  The faster you can do this the better it will go.

Since this is a proton collider level it is also smart to spread out your buildings as much as humanly possible.

My best time using this strat is 12:05

Challenge #30: No Match for the Guardian

It’s an all out tank battle… you can only build tanks.  The enemy will make nonstop guardian tanks and it will be a total battle of micro as both of you have a garage.

Build Order:
Reactor
Refinery
Super Reactor
War Factory

After you have finished your war factory sell off your construction vehicle.  Use the engineer to take over the enemy’s garage for some mega heals.  You can also sell off your reactor (not the super one) for a conscript (switch him to throw molotov cocktails).

Rally forward, about the middle of the map.  Once you have three tanks attack in.  Switch to your heal beam on whichever tank is taking damage and move them away.  The heal beam can out range the enemy’s tank damage.  Continue to rally your tanks forward and take out the enemy’s refinery, war factories, construction yard… and then clean up shop.

Without the healing factor this computer player ends up being insanely weak.

My best time using this strat is 5:00

Challenge #31: Your Gold Mine Has Collapsed

Both you and your enemy have almost an infinite amount of money to spend… but the kicker is the map itself is pretty bleak.  You have to take your enemy head on in this one… the battle of cost effectiveness.

This challenge is done using Empire of the Rising Sun.

Build Order:
Dojo Corex1000
Generator Corex2

Rally out 4-5 dojo cores to the enemy’s base.  Build two generator cores at your base.

Place the dojo cores and start pumping out units.  Have one building only imperial warriors and the rest building tank busters.  You should be constantly rallying and setting up dojo cores and constantly setting a forward rally.  Your tank busters should focus down tanks and buildings.  This is a very challenging mission micro wise so it may take a few attempts to get the 3:00 par timing… as it is very strict.

For maximum results split up your forces to attack different structures.  The less moving your army has to do as a whole the better you will do as a whole.

My best time using this strat is 2:55.

Challenge #32: Offshore Killing

There be oil in there ocean!  The ocean is full of oil derricks and the man (or woman) who takes the most may just become the most powerful player on the map.  There is one player from each faction so expect to see some crazy naval battles!

This challenge is played as Empire of the Rising Sun.

Build Order:
Dojo Core
Generator Core
Generator Core
Refinery Core
Mecha Bay Core

From the dojo build nine engineers.  Send them out to the various derricks and take them.  The enemy will not destroy them, he will simply try and take them over with his engineers.

With the mecha bay get the upgrade and start making Striker VXs.  Since this is very navy focused the enemy won’t build too much anti-air.

First hit the allies to the east.  They are the most deadly with the hydrofoils.  Focus their construction yard down then take out any facility that can build one.  This means the shipyard and the war factory (if she even has one).

Next up hit the Empire to the west, same deal here.  Construction yard first, then shipyard.

Finally do in the Soviets.  This one is often more challenging because they will very quickly get out MiGs.  You will have to land and sacrifice a few Striker VXs to take out the MiGs.  Obviously the airfield should go first, then the construction yard, then the naval yard and then the rest.  As always super reactor goes last because of its… explosive attributes.

My best time using this strat is 6:52.

Challenge #33: Be Quick or Be Dead

The enemy has found your secret facility.. and they are coming in full power.  You have one advantage though, you get a full base with one of every single structure for your faction.  Which faction will you choose?

This challenge is played as Empire of the Rising Sun.

Build Order:
Refinery Core
Wave-Force Tower

There is a spot you can put your refinery to the northwest.  Build a wave force tower near there to protect it from enemy attacks.

Upgrade your Mecha Bay Core and get some striker VXs.  You will want to make your first three units mecha tengus.  After that just straight up striker VXs.

Attack the Empire to the southeast.  Make sure the mecha bay goes first and then the construction yard.  You will need those jet tengus in order to defeat a single jet tengu.

Continue to stockpile your striker numbers and finish off this base.

Next hit up the Soviet to the far east.  All unit producing facilities have to be destroyed.  As well if they put up any flak turrets they have to go as well.  After that construction vehicle and finish up the base.  Super reactor goes last.

Finally the allies.  They’ve had tones of time to expand and have refineries to the northwest and southeast.  Kill off their unit producing facilities, construction yard and then hunt for refineries.

You have two abilities.  The shield can be used to zone units out.  By placing them in a bubble they will be unable to respond effectively to your attacks.  The psionic decimator unfortunately will not be needed because the mission will be almost over before you can make use of it.

My best time using this strat is 8:10

Challenge #34: Chrono You Didn’t

Every so often the enemy will use the chronosphere to get some extra units in.  Talk about a cheater!  She has three bases surrounding a pond.

This challenge is played as Soviet.

Build Order:
Crane
Barracks
Reactor
Refinery
Refinery
Turretx2
Super Reactor
War Factory
Airfield

So you can probably tell by this build we are going for a hammer tank build.  From your barracks rally an engineer to all four oil derricks.  This will amount to a lot of extra income in the game.

Also build a few flak troopers to help defend your base.  The computer will constantly attack your northern flank and you will want to defend it.  You can also sell your crane after you finish building all of these buildings (the crane acts as a second construction yard so use the tab to get this build order done twice as fast).  This will give you an extra 750 credits and a conscript.

As soon as you get two hammer tanks run them to the west and rally all of your future ones there.  Run over all infantry, hopefully you have the grinder treads upgrade.  Target down the airfield, boot camp, the war factory a refinery and finally the construction yard.  You should hopefully have enough tanks to kill the construction yard.

If you don’t… build an airfield.  That airfield at the end is only needed if you let that first construction yard go.  Clean up the rest of this base and head north to deal with the next one.  From now on all new tanks in your base will stay in your base to defend.

Make sure to use leach beam when a tank is low on health.  This will make a world of difference.  Once you get northwest sector do the exact same priority list.

The final base to the northeast has the exact same situation.  Run over all infantry and obey the kill order.

My best time using this strat is 10:45

Challenge #35: Robots and Ninjas

Two enemies are using this area to train their shinobi ninjas.  A Soviet is using this area to test his terror drones.  It’s a crazy mixed up world of mass robot/ninja… and you’re just the man to stop them.

This challenge is completed as Empire of the Rising Sun.

Build Order:
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

Once you get up your generator core and refinery cores build walls around them so that they cannot be hit by the enemy.  It is also worth while to put one around your construction vehicle…. because it shuts down your radar map (which sucks for microing).

Upgrade your Mecha Bay Core and start pumping out striker VXs.  Send them to the east to take out the Empire base here… they will literally have no anti-air at all.

Second hit the Soviet base to the northeast.  Destroy the War Factory, the naval yard and then the construction vehicle.  He will produce bullfrogs and they are very dangerous.  Do not ignore them, kill them.  Finish off everything and as always, be cautious of those super reactors.

With the final empire base to the northwest the only thing to worry about are jet tengus.  You may have to land two strikers to deal with this (and hence sacrifice them).  There will be little to no resistance other than that.  Take out the mecha bay first and then the construction yard.

My best time using this strat is 8:22

Challenge #36: S.H.R.I.N.K. Z.O.N.E.

All units on this map have been shrunk down with the cryocopter and move super fast… but also die super easy!  The enemy has challenged you to a little people’s duel… and you accept!

This challenge is done using Empire of the Rising Sun units

Build Order:
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Dojo Core
Generator Core

So it’s going to be a dojo core rush.  With everything being shrunk down the dojo core can actually run over absolutely everything… including the enemy MCV.  When you make it unpack you can actually full on run it over.  From here you have options.  You can rally out engineers to take over all of the buildings.  You can rally out tank busters to destroy them.

The key here is to sell off your mobile command vehicle once your generator is built (near your base) and send the engineer to take the oil derrick.  The enemy will send his entire army off to kill it.

My best time using this strat is 3;10.

Challenge #37: Tesla Castle

The enemy has a giant collection of tesla tanks, tesla troopers, tesla coils and stingrays… which have teslas on their back.  This is absolute tesla madness with you having a completely under-developed fortress and him having one defended with everything.

This challenge is completed using Allied units.

Build Order:
Power Plant
Refinery
Refinery
Power Plant
Multigunner Turret
Power Plant
Airfield
Defense Bureau
War Factory
Maximum Clearance
Boot Camp

After you take your first refinery you should wall off access to the second one.  The enemy often sits a tesla trooper here and doesn’t move it.

Make sure the multigunner turret is out front, it will kill all of the tesla troopers and any invasion force.

After you get the defense bureau down you can sell the airfield.  You can’t use air units so… the airfield is useless to you.

Once you have maximum clearance pump out the only unit you will need for a while, the Pacifier ACV.  Set it up into artillery mode and have it kill the super reactors outside of your base.  Once the second one is close to falling put out a boot camp and crank out a bunch of javelins.  You will need these javelins to deal with the shock tanks.

Have your Pacifiers leading the way as you march out, they will kill the tesla troopers insanely quickly.  Have your ball of units pick off the three shock tanks which patrol around the north.

There are two super reactors one to the east and one to the north.  Kill both of them.

Setup your Pacifiers outside of his base to the northeast and target down the construction yard… then the refineries, then the war factory, then the barracks.  You may have to move around the side and kill off some super reactors.  Move your pacifiers and whatever infantry you have left around the side to kill these.

My best time using this strat is 18:20

Challenge #38: Battle Royale

It’s a Battle Royale of the Japanese powers.  All three Japanese AI are at each other’s throats for control of the island…. and it just so happens that you are in their way too.

This challenge uses Empire of the Rising Sun units.

Build Order:
Dojo Core
Generator Core
Refinery Core
Refinery Core
Mecha Bay Core

Upon getting your mecha bay core upgrade it.  We will be getting Striker VXs.

Rally your dojo core to the middle and get one engineer.  Have him take the oil derrick closest to you.  Sell the dojo core.

Hit the base to the east first, they will have very little anti-air.  Then hit the base to the south.  Finally take out the base to the southeast.

This map is quite random in many ways.  One base more often than not will be completely taken out by one of the computers.

The enemy’s also have their own “types”.  The red southeast base more often than not builds only infantry.  The base to the east builds static defenses and a navy.  The base to the south builds mech.

This means for the base to the south you will need to micro your strikers against jet tengu having some land and some stay to take out ground forces.

My best time using this strat is 9:45

Challenge #39: Ice Breaker

The enemy is going to freeze you to death… or die trying… or something similarly crazy.  Yes this is a freeze focused level with tones of freeze technology.

This challenge is completed using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Rally the three dojo cores to the enemy.  Place them slightly to the west of the enemy’s base.  Once your generator is up and running sell your construction yard for an engineer and some more cash.

The main unit to make here will be the tank buster, but add in a few imperial warriors to deal with the initial infantry.

Move your tank busters forward wiping out the boot camp, the construction yard, the airfield, and then everything else that remains.  Overwhelmingly very easy challenge to complete.

My best time using this strat is 3:55

Challenge #40: Double-Barreled

The enemy is making apocalypse tanks… tones of them.  He is showing them in insanely high numbers and you have to shut him down.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yes you guessed it, it’s time for another dojo core rush.  Move all of the dojos near the enemy’s base on the eastern flank and start making tones of tank busters and a few imperial warriors.

Once you have a nice clump rush them forward and wipe out the two turrets.  After this rush down the construction yard.  Destroy unit producing structures and then finish off the remaining structures.

There is a reactor near two turrets.  You can angle in such a way that none of the turrets hit it.

You can also sell your engineering bay and use the engineer on an oil derrick.

My best time using this strat is 6:20

Challenge #41: Superb Commander

the enemy gets four bases, two per commander, a Soviet and a Rising Sun.  You get… five bases….. all by yourself…. dear lord the micro management.

Build Order:
Generator Core
Reactor
Barracks
Power Plant
Refinery
Barracks
Refinery
Refinery
Refinery
Refinery Core
Refinery
Refinery
Refinery
Super Reactor
Battle Lab
War Factory
War Factory
Airfield
Airfield

Trying to figure out what the build order is, is kind of hard.  Directly to the south the Soviets will begin attacking you immediately.  You will need to get down two barracks stat and repel it with one or two bears and a lot of conscripts.  Eventually you’ll have to start making flak troopers.

Up North I recommend having two tesla coils, one turret, and an Allied multi-turret to defend that position.

The Rising Sun construction yard is only needed to produce two refineries.  Once you have those sell it and the generator core.

Your big goal will be to get a clump of apocalypse tanks.  As soon as your first two come out move into the enemy’s base to the south and east.  Bring your infantry with you as this enemy likes to use terror drones.  After you have ten apocalypse tanks begin to rally your tanks to your north base.

Next up build two airfields up north.  They should each have eight MiGs and then begin building twin blades.

After your apocalypse tanks have destroyed the first base have them destroy the second.  This base may or may not have dreadnaughts.  Use the apocalypse tanks tractor beam (F key) to get rid of close ones.  The rest ignore… kill the command and all unit producing structures.  Anything that is left over can be cleaned up by your twin blades later.

Your first 4 apocalypse tanks up north should immediately move on the middle north base of the Rising Sun.  Once again march your apocalypse tanks across the north east vector wiping out everything in your path.  However when you get to the rising sun base you will be greeted by Giga Towers…. which of course are really overpowered.  Bring your MiGs in to fire on them.  In the mean time move your apocalypse tanks into the enemy’s buildings in order to get some bonus friendly fire.

Your twin blades and MiGs will be finishing up the rest.  Look for expansion spots and make sure to get rid of the enemy seaport immediately.

My best time using this strat is 17:00

Challenge #42: High Seas Duel

It’s time for a battle of the sea.  Only sea units will be allowed on this map, although seawings can be deployed too (technically a sea unit!).  There is no land so literally, only sea units can be used.

This challenge is done with Soviet Units.

Build Order:
Reactor
Refinery
Refinery
Naval Yard
Super Reactor

Once you get your naval yard up make a couple of stingrays.  You will need these early on to deal with the Yari subs.  After this make only Akula Subs.  Akula Subs F key is an underwater attack that doesn’t require them to reveal themselves.

The enemy will attack twice with Yari Subs.  These attacks are usually on your refineries, so be aware.  If you hear that you are under attack always check your production and have some Naginta Cruisers hotkeyed to deal with this.

The enemy will also attack with a few Naginta Cruisers of their own, demolish them.  The goal here is to lose few Akula Subs, just stockpile them until you have ten and then push out.

After that you can nonstop make Akula Subs.

Sail your Akula Subs north and wipe out the bases.  The enemy will mostly have seawings and although you have no anti-air…. the subs can wipe out the critical parts of the base.  Use the remaining subs to wipe out all other buildings.

Once the construction yard and the naval yard are down you have won, it’s merely a matter of cost effectively wiping out the remaining buildings… without taking too much damage to seawings.

Splitting up your units to attack on multiple flanks will give you many opportunities to attack without taking damage.

My best time using this strat is 12:00

Challenge #43: Come and Get It

The enemy will build multiple psionic decimators.  These things can just destroy.  But it takes a long time to build these up so the enemy throws up ridiculous amounts of defense.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yeah it’s another dojo core rush.  Move the dojo cores just south of the coast of the enemy’s base.  Build a couple of imperial warriors and tank busters.  Run into his turrets with a large clump of them and destroy them.

Move into his base and make sure none of the cores the enemy makes are leaving the base.

You can sell your construction yard for some extra money.

My best time using this strat is 4:20

Challenge #44: Out of Blue

The Brit is back… with a bomber!  He will drop two infantry drops every 3 minutes.  On top of this he will be building century bombers to take out your army.

This challenge is done using Soviet units.

Build Order:
Reactor
Refinery
Refinery
Turret
Turret
War Factory
Super Reactor

The two turrets need to be up front to deal with all of the infantry being deployed at various places.  They will always charge the front and will always get gunned down by these turrets.

From the war factory build 3 bullfrogs and 4 hammer tanks.  Push with this.  Build nothing but reapers out of the war factory.  These units deal with infantry very well and have anti-air to take out bombers.

The enemy will have two layers of defenses before his base.  Destroy the turrets and then the power plant.  Have whatever tank is taking damage on leach beam duty and micro him away.  Your reapers can join in but will take a lot of damage if they do.

Once you get to the enemy base plant your reapers in the enemy’s base to increase their range of attack.

He may also build an expansion to the west.  It’s very random.

My best time using this strat is 11:00

Challenge #45: Red Crush

The enemy will build nonstop grinders and bullfrogs to mow over any unit that you might possibly intend on using on the ground, sea, or air.

This challenge is completed using Empire of the Rising Sun units.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

By no surprise the best way to deal with this is a dojo core rush.  Send three dojo cores just outside of his base and rally out tankbusters.  Once you have spent all of your money on them send them into the enemy’s turret and kill his base.  This is an all in so if you lose too many units you just lose.

The grinders will run over your tankbusters but will slow down considerably after running over one.  So you can sacrifice a single tankbuster in order to slow down the grinders in order to have your remaining tankbusters kill it.

My best time using this strat is 4:35.

Challenge #46: Arms Race

In this challenge you gain general powers insanely quickly.  Within 3 minutes you will have 10 general points to spend on powers.

This challenge is completed using Empire of the Rising Sun.

Build Order:
Dojo Core
Dojo Core
Dojo Core
Generator Core

Yeah it’s another dojo core rush.  Once again build tank busters at a proxy location.  Wait until balloon bomb bust is a tier 2 power (which is the first power you will want to get) and drop it on top of the turrets at the front door.  Once they are down run in with your tank busters and destroy everything.  The second power you should work towards is emperor’s wrath.

Target down the mobile command vehicle first and then the war factory.  If you are lucky most of everything else will get sold.

My best time using this strat is 4:00.

Challenge #47: Battle Room

It’s an all out infantry war.  You face off against three opponents with three different bases (your bases).  Who will come out on top?

This challenge is completed using Soviet units.

Buid Order:
Barracks
Barracks
Barracks

Build three barracks using each of your construction vehicles (there are tabs for each one).  After you make all of them set the rally for each one to a different enemy base and rally out nothing but war bears.  Roughly 5 for the soviets and empire should be fine, for the Allied base bring out 8.

After this rally out engineers.  Use the engineers to take over the construction vehicles.  For whatever reason they don’t pack them up to leave.  Sell them off, take over the barracks as well so you can make more front line engineers.

Each bear has an F command that will give a roar which stuns opponents.  You will need to use this against the allies as their infantry being vastly superior to yours are brutal.  They will even bring out doggies to sacrifice to kill your bears off. So make sure to take over this barracks as soon as you can.

My best time using this strat is 4:47

Challenge #48: Fury of the Empire

The enemy has tones of giga fortresses.  More giga fortresses than ever before.  There are six giga fortresses sitting in the map and one patrolling around the river front.

This challenge is done using Empire of the Rising Sun units.

Build Order:
Generator Core
Refinery Core
Refinery Core
Refinery Core
Mecha Bay Core

So we’re going to do another Strike VX rush.  Once you have all the buildings completed sell off your construction yard.  Use that engineer to take over the oil derrick to the east.

After the enemy’s first push, destroy him.  Make sure to avoid the patrol as it has anti-air.  The rest do not.  He will not build any anti-air units other than the ones that are patrolling around.

Make sure to get the shipyard after the construction yard.  The shipyard can build another construction vehicle.

Despite having tones of scary units it is a relatively easy challenge.

My best time using this strat is 6:05

Challenge #49: The Motherland

the forces of the Soviet Union are upset with you.  All three commanders will be attacking you simultaneously… with kirovs!

This challenge is done using Allied units.

Build Order:
Power Plant
Refinery
Refinery
Turretx2
Power Plant
Maximum Clearance
Boot Camp
Airfield

You will need to build turrets almost nonstop and power plants.

From your barracks make Tanya.  From the airfield make a century bomber.  use the century bomber to drop off Tanya in the middle base.  Use Tanya to wipe out most of the buildings.  Most of the units are on the map.  Make sure to clear out all of the buildings in the base. Next up head east and clear out red’s other refinery.

Next up destroy the east base.  You can continue to build century bombers and use them to make this faster.  If you lose Tanya, no worries, make another one and drop her off in the middle of the base.

You will have tones of funds to build engineers, peacekeepers, and javelins to drop and help out.

My best time using this strat is 15:00

Challenge #50: Future Warfare

It is the mother of all challenges.  All four Allied powers are turning on you all at once.  You have two ground powers and two air powers.  They begin attacking almost immediately making it the hardest challenge in the game.  On the plus side you start off with four future robots.

This challenge is done using Soviet Units.

Build Order:
Reactor
Refinery
Flak Turret
Refinery
Flak Turret
Super Reactor
Flak Turret
Airfield
Flak TurretxInfinity

Take the two future robots to the north and move them north.  take the two future robots to the south and move them south.  In front of  each base is a ridge with a brick house.  Post your future robots over the ridge to wipe out the boot camps and war factories that spawn here.  If you can keep knocking them out the enemy will not build any units to attack your base (on land).

All the while at your base fortify with flak turrets and get that airfield quick.

Build four twin blades and send them northwest to wipe out the enemy’s airfields and construction yard.  Build 4 MiGs and send them north as soon as possible.  These will wipe out any air superiority fighters that show and your twin blades can get the remainder of the base.

Next up hit the base to the southeast.  This one will be much easier to kill… don’t even need the MiGs… they can help your base.

Next move your MiGs and your twin blades to the north east to wipe this base out.  Keep your MiGs over the airports to pick off any jet fighters as they come out.

Do the same thing to the one on the bottom.  You can sell off your flak turrets once you have the airfields down for some extra income.

My best time using this strat is 15:11

Red Alert 3 Uprising Complete Campaign Walkthrough

Following the events of Red Alert 3 comes Uprising.  The Soviets changed history by eliminating Albert Einstein.  Without a technological advantage the Allies are quickly demolished.  However without the threat of nuclear weapons a new power rose from the East… the Japanese.

This new timeline allowed for the Allies to dominate over the Soviets once again and eventually shutdown the Japanese juggernaut.  This game follows a timeline in which all nations still exist just under control of the European Union President Malcolm McDowell… sorry Rupert Thornly.

This walkthrough will go in order of Soviet, Allied, Empire, then Yuriko.  Each mission will be completed via a Youtube video which can show how you complete the mission.  These are all done on hard difficulty.

Soviet Mission 1: Raid on Lost Cattle – Romania

This is the first mission of the game (chronologically) and is a re-introduction to infantry.

You will land with a very large group of Conscripts.  Note that the Conscript F command will allow them to throw molotov cocktails which are stronger vs vehicles than rifles and can liberate buildings very quickly.

It’s also important to note how you micro in this game vs. say… Starcraft.  In this game a unit will focus down a single unit.  So if you pull back that unit he will continue to follow it.  To micro effectively move your injured units away from the group while the remainder of your group fires on the Peacekeeper that is chasing your unit.

As well it is important to kill Attack Dogs as fast as possible.  They will always run forward and try and stun your forces.

After your first encounter you will see all sorts of javelins.  Switch to molotovs to destroy them… then put your conscripts in the building as you will have to deal with a lot of waves of Peacekeepers (which are overwhelmingly stronger than conscripts).

After this proceed south where you will only run into javelins.  Move through the village killing some more javelins and you will find some Flak Troopers.

Flak Troopers are primarily an anti-air unit.  However if you hit “F” they transform into a melee unit that deal explosive damage to vehicles.  The next vehicle will require you to do just that as it is being repaired by four units.  Once it is destroyed you can switch back into the powerful ranged attack and have your conscripts deal with infantry.

All along the way there will be vehicles like this.  The Athena Cannons will create a shield around their allies.  You can use the normal flak attack to break this shield.  Once again using conscripts on infantry and flaks on the vehicles.

There is one group that is particularly deadly.  It’s 3 peacekeepers and a vehicle making them immune to damage.  Blitz down the vehicle as fast as possible than focus your attention to the peacekeepers.  Any heinous losses will be replaced with a free set of units.

After doing this micro technique you will run into tesla troopers.  Tesla troopers F key will EMP (shut down) any vehicles but they will not be able to do any damage to them.  This is very useful in the next section in which you have to deal with a large number of hammer tanks.  Move the tesla trooper up to the tank and then hit the F key and lock them down.  Then have the remainder of your units join in on destroying them.  You’ll be able to clear out the lot without taking any damage.

After you get through hammer tank valley you will run into your new unit, the Desolator Trooper.  These units spew acid in an area of effect decimating infantry and instantly removing them from buildings.  They are moderately effective against vehicles and unit producing buildings.

There will be a giant wave of infantry coming up.  You can place some conscripts in a forward building and have your desolator troopers completely destroy them from a distance.

Next up rescuing the scientists.  You can honestly take them in any order, just make sure the middle group is second.  I’d highly recommend having your flak troopers and tesla troopers in one group and have them deal with all tanks and vehicles.  Have your desolators and conscripts in another group and have them deal with all infantry.  When one group has no units to deal with have them destroy buildings.  Your scientists can be placed in their own group.

Don’t worry too much about them taking damage, they can regenerate it (at this phase).

Once you have liberated all three scientists you will need to race to the bottom.  Reticals (circles with a dot in the middle) will appear to show where the enemy’s artillery will be firing.  So this means you can avoid them completely.  You should have your army race through mostly ignoring these vehicles.  Since tesla troopers can be left behind to emp them and just shut them down.  But no massive military presence should worry about them because there are almost more of them than you have infantry.

The goal is to get one to the final line so just keep your scientists moving forward.  Once again they have high health pools so it’ll be very hard to kill them.  Your goal is to get to the docks.  You need to get any surviving scientists there.  So if only one scientists survives… that’s fine.

Soviet Mission 2: Schemes of the Intruders – Murmansk

You are given a hand full of troops to start off with.  Control your war bears, conscripts and flak troopers separately.  Your flak troopers are mostly useless here.  In the initial push use the war bears to stun groups of enemies and use the conscripts and flak troopers to use them.  You need to head to the northeast and spot a position.

The Ai will send in some kirov zeppelins which will do no damage and you will have to head back to the southwest where base waits for you.  Fill up the buildings with mixtures of flak troopers and conscripts… you will need both.  You can also put up a turret.

get down a barracks and a war factory.  You will need to get out hammer tanks as fast as humanly possible.  Hammer tanks are cheap and insanely effective.  When a hammer tank is low on health you can hit F to switch to a heal beam to get its health back up.  You can mix in some conscripts and flak troopers if you want.

Head east with this army and wipe out the base there.  Plant your own refineries here using a Sputnik base expander.  Make sure to have some static defenses setup to defend your refineries.

Once you have your fourth base setup start working on your Apocalypse tank production.  In the mean time head to the northeast base (from the southeast base) and wipe it out.  This will add an extra eight hammer tanks to your army.  These eight hammer tanks however have special abilities of which one will act like an Athena cannon.

Head up to he northwest corner with your army (including some apoc tanks).  This is a fully functional base and will have some artillery sea units you will need your athena canon hammer tanks to use on.  Use the remainder of your units to evaporate this base for another 4 tanks.

Head to the middle.  There is a proton collider accessible before getting into the base, destroy it.  If you do not destroy it the AI will use it to pummel your base and even worse your army.

Move into the enemy’s main base and focus your attacks on the artillery units using any general powers you can to give you an advantage.  Focus on destroying the buildings in the northeast corner of this base first as this is where the chrono troops will spawn to and you can wipe them out before you do any damage.

your apocalypse tanks with their self-healing will do insanely well in this mix and wipe out the base quickly.

Soviet Mission 3: A Much Brighter Future – Yucatan

This one is quite the toughy.  As is the theme you will start off with a small group of units.

use the F command to jump on enemy infantry to crush them and get through this with relative ease.

When you get your terror drones you will need to have one of each on the first set of units.  After this have one jump in the unit and have the others toggle with F key to snare the unit in place.

You will get a transport carrier which is mostly useless to you.  It will come in handy, keep it alive later.  On the final island you will need to use the terror drones perfectly wiping out two aircraft carriers.  The sickles can handle the rest.

Now you will gain access to more stuff, a brand new type of anti-armor unit.  It can be planted in the ground to create a new non-power using static defense.

In the next part there will be many floating collectors.  Use the terror drones on them and you should be able to get all of them relatively easy.

While you are doing this, start setting up your base.  You will need as many refineries as humanly possible.  As far as general powers go try to get Bounty first as this will be a very potent source of income for the rest of the game.

You will want to build a navy yard first (after your refineries) and get out some akula submarines to control the water way.

After this your next goal is to get as many twin blades as possible.  They are fast and can get to weird spots.  All of the yellow markers have very little anti-air.  You can wipe out most of these with little resistance.  As well if you load an infantry into the twin blades you can have them drop off an infantry when the coast is clear and collect the 4000 credits sitting on the ground.

Keep building up twin blades and picking off as many unit buildings and harvesting buildings as you can.  They will have very little anti-air and if you position your flak troopers and bullfrog properly you can pick off all or most of his apollo fighters.

Soviet Mission 4: As Time Stood Still – Sigma Island

One of the major mechanics of this mission is that time will randomly stop for you on and off.  It’s not a big deal for this tactic but it will make the mission slightly longer.

So to start setup a base defense against anti-air, that means tones of flak troopers.  You will want to get down a large power plant immediately so that you can get access to your main unit, the tesla trooper.  These units can be used to stun all tanks with their F key.  they are also immune to being run over… which is good.

Once you have your large power plant get down a naval yard.  You will want to get about six akula subs.  You will need these to take out the naval yards to the northwest.  Once they are wiped out you won’t have to worry about any aircraft carriers.

Next up expand to the east.  There are two resource gathering points here.  Make sure to set up tones of anti-air and a tesla coil on each base.

Your next step will be to get some dreadnaughts.  Use them to wipe out the air bases to the north east.  Make sure to bring some anti-air with you as they will be able to crash your dreadnaughts otherwise.  Getting rid of these airports also gets rid of their constant air strikes.

By doing these two things you are now open to move along the map without having too much to worry about.

Your next unit to be produced should be the Apocalypse Tank.  Build as many of these as possible missing in tesla troopers and flak troopers into the group.  Attack their main base. You can clean up all of the other objectives after.  Once again bring some AA with you because you will need it to take out a single ship.

While you are doing this lay down an air field and start cranking out kirov airships.

As you wipe out objectives on the map get engineers to take over anything you can.  Once you have the island cleared off send your kirovs to the northeast.

The map will expand and you will have a very large target.  Right click on the main objective and it should be destroyed by a small group (6-7) of kirovs.  You can use bullfrogs to supply anti-air and akula subs to take out the two new naval yards that have randomly shown up.

Allied Mission 1: End of Tradition – Shin Iga Province

The first part of this mission is kind of odd.  You get some javelins, a few attack dogs, and some Multi-IFVs, two of them repair, three of them have peacekeepers in them.  Any time there is infantry use the multis.  Any time there are vehicles use the multis and the javelins.

There’s actually no use for the dogs.  As you head to the base you will open up the map.

There is a base to the east and west you will have to destroy, luckily you will be given two harbringer gunships, which are insanely good.

You will want to initially use these harbringers to defend.  Build apollo fighters, eight of them is great.  They will provide the anti-air for your harbringers.  You can use your harbringers to take out the enemy base to the east, there is little to no anti-air turrets there… however there is a giant base to destroy.

You should try and build a lot of turrets to defend your base and pump out non-stop javelins and peacekeepers.  You will be using the harbringer bombers for the majority of your attacks.

You should get down a Defense HQ so you can build more of these bad boys.  The more the better.

Note the harbringer gunship can be toggled with F to use an anti-infantry gattling gun.

Once you have both of these bases destroyed send a collector to the west and build an expansion over there for extra resource.

Now get even more harbringer bombers.  The enemy’s base will be loaded with anti-air units.  You will need to swap to the anti-infantry turret (F key) to deal with most of them.  As well your apollo fights will need to gun down any Jet Tengus.

The final objective is to “freeze” the palace.  The easiest way to do this is wipe out all unit producing structures and send in Cryo Copters.

Allied Mission 2: A House Unfit for Rebels – Osaka

So you’ll need to wipe out some Nano Swarm Generators to get to the actual mission.  The first one can be accomplished by destroying the rocket angels and then the nano swarm generators.  The second one you can use spies (right click on their units to cloak them) and infiltrate the generator.  Have your javelins target down the nano swarm generator with the laser targeting (F key) as soon as the turrets are down.  Third one have one engineer turn into a healing tent while the peacekeepers kill off their infantry, use the other one to simply take over the building.

Okay now on to the next part, you get a base, you have to build up and you have to destroy the enemy.

Make some peacekeepers to deal with infantry and a lot of javelins to deal with their armor.  You will get some cryo troopers to deal with most things.

You should build down an airport pronto.  Build some intruders.  You can use these early on to deal with a lot of early attacks.

get down a Defense HQ and start pumping out those harbringer gunships.  Once you have 4-5 take them out and start bombing the enemy base from west (the seaports) to the west.  As they take too much damage pull them back.

Once you wipe out their resource production the computer will eventually stop making new units and you can simply push your main body forward and start attacking.  This is also a nice time to do all of the secondary objectives.

Allied Mission 3: The True Shogun’s Stand – Miyako

Well now for the really crappy mission.  This one is so poorly designed it’s not even funny.

You will start off with two new artillery units and your cryo troopers.  Have your cryo troopers freeze any enemies that come.  Note, the enemies actually out range this attack so sometimes you will have to move forward.  Use your artillery units on their normal firing mode to destroy them.  When you move forward set them up into artillery mode to take out all of the infantry.

Position your base and make sure to spread out your artillery on the two flanks, northeast and direct north.  You can use your cryo infantry to slow down early enemy infantry.

There is an oil derrick to the southeast, take it.  There is also a comm station to the west take it.  The comm station gives you four King Onis…. very very valuable.  Your army will be composed of javelins and tanks.  You will need a lot of both of these to defend pushes.

When there is a gap in the attack waves attack to the northeast and wipe out the island base.  You will be setting up shop there later.  The longer you take to wipe this out, the more developed it will be.

The next target is the enemy ultimate weapon.  She will either place it to the east or the south of her base.  Just make sure it dies, use General powers if you have to.  If it gets used, you almost certainly lose.

Once it is dead, all in her Construction Yard with whatever units you have and any General powers you have available.  You don’t want her re-building anything… and she will re-build that ultimate weapon if you let her.

After this it is just a matter of destroying all of the unit producing structures on the map and all of the units on the map.

DO NOT DESTROY THE VIP BUNKER.  This will trigger the next phase of the mission which… will otherwise not go well for you.

Expand with four refineries, two to the northeast and two to the northwest.

For the next phase you will want four airfields with apollo fighters.  You will want at least seven harbringer gunships.  You will want a ridiculous number of javelins, some tanks, and both ultimate weapons.

You will also want to have two collectors set to go to the east to setup a base there (it will expand later).  With everything set make sure you have surplus power and a Refinery already in post-production ready to be dropped.  Once the next phase begins you will expand to the east new bases and start building a second refinery to drop on the second point.  You should also potentially have a defensive structure ready for here as well since it will get struck by enemy ground and air units immediately.

You will be setting up a defensive line along the northeast flank with all of your javelins and artillery.

The enemy will show his new unit, the Giga Tower.  These mobile death balls have insanely high health and hit an in-line one shot attack… highly unfair.  You can wipe them out with your apollo fighters with ease.

Your harbringer warships should be moving along the west to enter the enemy’s base and take out his construction yard and any unit producing facilities you can destroy.  Use the Vacuum Imploder to destroy units and buildings quickly.  Use time bomb on a random building.  Use air strike on a random building.  Parachute in some troops.  Bring in some troops with the chronosphere.

Note, if you decide to get a chronosphere use it as soon as possible and then sell it off, otherwise the enemy will steal it from you.

After this it is simply a matter of widdling down this enemy.  Focus on getting harbringer gunships in the air and send them to destroy building after building.  As he sends more and more units into your defensive position his standing army will shrink.  Remember to pay attention to locations of Giga Towers on the map as they will decimate any position if left alone for too long.

This is a very challenging ending and is of course very unfair.  But alas, that’s the campaign.

Imperial Mission 1: Greed of the Vanquished – Sakhalin Island

This might be one of my favorite missions of the game.  In this you will take over a Soviet base and command a small Soviet base while supporting a giant Japanese army.  It puts you in the role of the computers in most of the Red Alert 3 games.

You will have a Sudden Transport with a lot of units.  Right click on any old enemy unit and then send the Sudden Transport to the Green Arrow to the northwest.

A Twin Blade will pick you up and bring you inside the enemy base.  Now move it to the small base to the northwest and take over the VIP Command Bunker.  This will give you full control of the base.

The first step in winning here will be to take out the island to the west.  Get down an air strip and crank out a few twin blades.  Have some engineers in the mix but make sure to bring tesla troopers and flak troopers in them.

You will move to the west with this group destroy a single anti-infantry turret and then land the whole.  Make sure to have your engineers immediately darting for the enemy air strips and sputnik.  You can sell these off immediately since you won’t need them.  With the remainder of your forces try and clear out as many of the structures as you possible can before you inevitably get destroyed.

You still have a sudden transport!

Load it with engineers and disguise it, send it over and take over whatever remains.  You can even take over some ship yards with him.  Fun fact, you don’t have to destroy everything, you are playing support and the more you disable and the more you support your ally, the more he will push forward.

Once this island is taken care of now bring your attention to the east.  It will be far easier to deal with now that your ally isn’t being hampered by random reinforcements.

Get down a battle lab and start making V2 rocket launchers.  Use them to wipe out the front stationary defenses.  These will need flak troopers watching over them as the enemy will try and send twin blades to pick them off.

Eliminate as many unit producing structures as humanly possible.  Once again your enemy will push forward with your help.  Push with your ally and wipe out the enemy’s base.

The last phase is to wipe out some units.  Simply send twin blades after them.  Your ally will wipe them out anyway so no biggie.

Overall very fun mission.

Imperial Mission 2: Before the Hallowed Tombs – Oki Island

You will get a large collection of units to start.  Simply have them all selected and right click on the two turrets.  Finish off the gyro copters and leave all of the buildings alone.  Select each to enter an Allied unit and you will gain control of them.  You can put the archers inside of the multigunners for some really really overpowered multi gunner units.

Next spread out your artillery as the game tells you to.  These exact position will wipe out most of the forces automatically with no micro.

Your command will enter the arena.  Make sure to build a generator on this island but build the barracks on the main island.

You will need to get down a ship yard as soon as possible to defend against the submarine attacks, they are brutal.

Try also to take four refinery locations.  That is, the two to the west of you, the one to the east (on your most eastern island) and the one to the southeast in the ocean.

Turrets will be your friends, make them often and almost nonstop as you will be able to plant them everywhere to defend everything.

Your composition to win this will be Naginta Cruisers, Shogun Battleships, and Seawings (for anti-air).  Bring this fleet to the northeast and wipe out this base.  This is also the main source of the computer’s income.  Make sure that only your battleships are firing on this location.

Once this is destroyed march to the west to wipe out that base.

Defending the tomb can be challenging.  Make sure to build a lot of archers and tankbusters.  You should also move your artillery back closer to the base.    This is a far more defensible location and they simply will last far longer.

For the east most island you can maintain it by having archers (that you put in IFVs) take over the bodies of some robots to the east to bulk up your army.  The computer will constantly send single vehicles and sputniks to this location to try and plant a foothold against you… don’t let them.

This is a far easier mission than we’ve seen so far but can offer a few hiccups… especially considering artillery does friendly fire damage.

Imperial Mission 3: Blood in the Water – Vladivostok

The first part of this mission is to create a beach head to establish what is kinda sorta your main base.  In reality you can have the sea be your main base.

You can get away with putting up all three refineries pretty easily.

Focus on getting a navy up initially.  You will want to destroy their sea port to the north east to limit any sea retaliation.  Start landing static defenses on the ground and use your sea wings and shogun battleships to support.  Move a barracks land it and get some archers and tank busters out.

You will also want to land machine factory so you can get some jet tengu out (for later). You can invade with a large group of infantry and clear it out fast.  Make sure to build refineries on the island to maximize your income.

Well next up you have to deal with the two enemy bases…. or do you?  You should make sure to get tones of tank busters and archers for your island and spread jet tengu everywhere.

You should also build three refineries to the south.  Add all sorts of static defenses and generators.  Giles will show up at this location once you deal so much damage to the enemy so you should wipe him out as soon as possible.  You should also think to bring some Naginta Cruisers (whatever ones you have left from the first part of the mission) to this area.  You can destroy most of the buildings very very quickly.  Once all the buildings are gone the remainder of his forces will just vanish.

Your new unit is a floating head.  It can be toggled from Sea to Air mode by pressing F.  But you almost never want it in sea mode.  Once you have wiped out 2/3 of the front base Giles will appear.

You should focus on destroying construction yards first and then focus on naval yards.  If you take out all of the naval yards you will not have to worry about Akula Subs and Dreadnaughts.

Continue to build Jet Tengu and spread them around.  They will intercept any zeppelins or twin blades.  With that just send endless Gigas at the enemy.  Giga Fortresses can be created at the naval yard.  With Oleg’s construction yard gone he won’t have rebuilt anything and you can wipe out the southern part of his base with ease.

Once again with the most north eastern base make sure to wipe out the construction yard first and then work down the other buildings.

The base to the north will have a lot more anti-air, including MIG fighters.  It will be very worthwhile to send a few Jet Tengus to help your Giga Fortresses as they will go down very very fast to Jet Tengus.

Adventures of Origin: A Story of Buyer’s Remorse

When Black Friday sales hit I’m a huge fan of the Steam sales.  I’ll jump on there and buy my games in a heart beat.  However Origin has a deal in which you can buy all of their Command and Conquer games for $20…. and at sale price you could get them all for $10. That’s just a steal to me.

So I did it.

I happily went to Command and Conquer: Tiberian Twilight, installed it… and it wouldn’t work.

I would get to the part where you put in a CD key, or registration code and it would clearly read “Key code already in use.”

So I went through EA’s terrible help situation and dropped a comment on their forums.  Their forum administrator indicated that we would have to go through their Help Situation.

The end of their help guide is to contact support directly if there is no answer.

So I get to support.  The first three agents I get simply say “Hi” and then are AFK and do not respond for minutes at a time.

Then I get this guy:

originsupport

I got that far before he randomly AFKed for no reason and never came back.

Finally I got this guy:

originsupport2

This one is absolutely bizarre. I mean, he’s at least polite to tell me he’s going AFK for an extended period of time… but put me on hold?

After getting through a few of these guys I had one guy tell me to completely uninstall the game, re-install it, restart Origin, re-install Origin, and finally he got rid of me but re-starting my computer… of course none of this worked.

So I did eventually figure out what the problem was and once I knew what it was and could tell the tech support chat guys, they could help me.

The problem is….. emails and accounts.

Origin and Electronic Arts have separate DRM for some of their games.  Command and Conquer 4 requires you to use Electronic Arts DRM.  Now I played one of their online games (C&C Tiberium Alliances) in the past which required me to sign up for an EA account.

I did so using a different e-mail than my Origin account.

So now when I get to this Electronic Arts launcher I have to use my EA login (which is once again different from my Origin one) and if I try to setup an account with EA DRM using my Origin name… it just tells me that it is already in use with EA.

So once I told the administrator this I just completely skipped this unusual part where I had to fill in any key code as he made the code associated with my Origin account now associated with my EA account.

This only took me about an hour and a half to do.

Red Alert 3 – Imperial Walkthrough

Through a fluke of time travel the Empire of the Rising Sun was created.  The Empire’s rulers unaware of this, believe they have a divine destiny to rid the world of both the allies and the soviets.  Fighting a war on two fronts these juggernauts have been preparing a long time for this very day.  Lead by George Tchai they are a force of absolute domination.

Mission 1 – Vorkuta – The Death of Father Frost

This first mission introduces you to the infantry of the Imperial forces.

the first are the Imperial Warriors.  These can switch to their sword and one-shot any infantry unit if you hit the F key.

You will start off with a “Sudden Transport” full of these imperial warriors.  Upon right clicking on a vehicle you can transform the Sudden Transport into a disguised version of one of theirs.  As you can tell it has very limited capacity compared to enemy transports.

Once you make land evacuate the sudden transport and kill all of the infantry.  Your ally will destroy the building.

Next up attack the power plant on the other side with your new power.  This ability will call upon a legion of planes to suicide the area.  You will need to use two of these (Alt + Q).

Next you will gain a squad of tank busters.  For now just mix them in with your infantry.  The tank busters do high damage to tanks and buildings.  You can use this army to move along the south and north taking out all of the buildings.  There are no defensive positions.  Simply make sure to focus fire down enemies as the tesla troopers can give you some problems.

When your engineers arrive you can order your commander to take over the hospital by left clicking on the hospital and Executing an order.

You can use your engineers to take over the enemy barracks and then sell it.  This will give you another infantry unit.

When you get to the bridge you will gain a group of Shinobi… they will mostly be useless to you.  They can be used to slice down any remaining infantry very quickly.  They also have a smoke bomb which makes them invisible for a very short time.

Once all buildings are destroyed you will gain access to the next area.

Smoke bomb with your shinobis and rush across the bridge.  You will have six general abilities available.  Use them all on the power plants.  This will shut down all of the tesla coils and now you will gain access to Yari Mini-Subs.

The Yari-Mini sub main ability is a suicide attack.  There is no resistance here, simply attack all of their ships and it will end.

Mission 2 – Stalingrad – To Conquer the Shattered Spirits

This is another relatively easy mission to accomplish, even on hard difficulty.

You are first introduced to the Mecha/Jet Tengu.  These are hybrid anti-air/anti-infantry units.  Have them go into ground mode by pressing F and have them deal with the infantry.  Air units will show up.  Hit F again to switch into air mode to take care of them.

Now place your base at one of the two points.  Doesn’t matter where you place it.

You can send your Mecha/Jet Tengu to the west to take out a statue.  This will also give you some early and easy extra income that you won’t have to share with your team mate.

Pump out tones of infantry.  You will also need to lay down mechanized factory to get some more Mecha/Jet Tengu.  You also have access to Tsunami Tanks when you get an upgrade.  You will want these for later.

When you have a decent ball of infantry move along the eastern part of the map to destroy all of those statues.  Once again this will give you access to more extra cash.  You can take these infantry and move them into the middle occupying buildings.

You should “prepare” for the next phase by placing turrets all along the river in the middle of the map.  You will want a large fleet of Jet Tengus, a lot of tank busters  and a few tanks.

When you march forward with your army make sure to destroy all buildings up north before taking out the statues.  If you don’t you will have a lot more to deal with later.

With all of them destroyed finish off the statues and move your forces towards the middle.  The more turrets you have deployed the easier this part will be.  Use your tank busters and tanks against apocalypse tanks.  Use your jet tengu against any air forces.  Make sure to clean up any of the vehicles and this will be a breeze.

Mission 3 – Odessa – Behold the Mighty Saint of Swords

This is easily one of the hardest missions in the game…. and then simultaneously becomes one of the hardest ones.

In order to beat this your ships cannot stop for a second.  This means that all of the stingrays have to die.  Clean up the first six from east to west and then destroy a few subs AS they spawn.  Skip the third one.  Have your team mate’s forces staged in that area and go ahead and kill off the remaining stingrays to the west.  Now simply work on killing the last few subs that you can.

You will now have to land your Strikes on the ground by hitting the F key.  The enemy will send in twinblades of which this ground mode will be able to deal with.

This will bring you into the next game mode which has you become a giant invincible machine monster.  The machine gains health from electrical charges from tesla coils and stingrays.  So if you’re ever low on health attack into some tesla coils for some free heals.

Otherwise just attack all of the targets freely using your general powers to protect yourself and eliminate any V4 rockets.

Mission 4 – Pearl Harbor – Graveyard of a Foolish Fleet

Two hard missions in a row!

Unlike the last one that is hard for a little bit… this one is mostly just really hard.

The Americans have done a sneak attack on Pearl Harbor.  And now you’re set defending it.  You have five defender cores.

It is almost certainly pointless to put these on the ocean.  The enemy’s navy will demolish them in seconds.  Their best feature is near the middle of the map and to the west on land as anti air-turrets.  These turrets can be switched between air and ground as you need it, but they will mostly be used for air.

You will need a small (8 or so) group of tank busters and warriors to send northwest to hold the furthest north building.  This will assure control of the area.

You will need to create a force of tsunami tanks and yari subs early on.  Add in some Jet Tengu as you will be insanely low on anti-air solutions.  The Jet Tengu can also double over as an anti-infantry tool.

With your navy patrol the seas and sea vehicles that come into your hemisphere of the map.  Your ally will take care of the east.  You can lend him a hand from time to time but he mostly can hold it himself.

At 10 minutes you will gain some very powerful ships, as well as the ability to make them.  Add them to your fleet and head to the enemy’s base and wipe out shipyards.  Don’t worry about the construction yard because honestly…. he will not use it.  You can try and bring an engineer along to take it.  Engineers ride jet skis to get to their location… but once again mostly just not worth worrying about.

Once your fleet shows up the enemy will start building aircraft carriers non-stop.  with less shipyards he will be able to build less.

Move your fleet up slowly allowing your long range weapons to hit.  But engage directly with other forces however, they are entirely for defending you.  Make sure to attack with your ally as well.  As he attacks from the front you will come in from the tear.

Try and focus on unit producing structures as your enemy will not rebuild them.  This also lowers the amount of resistance you will feel.

An odd thing the computer does is brings two MCVs near your base.  One is at the northeast corner and one is at the southeast corner.  he will try and build in your base.  Destroy yours first and worry about your ally’s after.

If you decide to build the nanoswarm hive use it on the enemy to isolate them so that you can destroy their structures easily.  If you’re like me you’ll get caught with tones of gyro copters shrinking and freezing everything.  If you focus on destroying the naval yards the enemy can deal no damage to you and you can just wittle him away with battleships.

Mission 5 – Pacific Ocean – Assault on the Black Tortoise

This mission on hardest difficulty is rather easy.

You start off with three units.  The Shogun Battleship, The Naginata Cruiser, and The Rocket Angel.  Bind each two a different key and get used to interacting them with each other.

The Battleship is a long range sea artillery piece.  It has battering ram… but I recommend never using it.

The Cruiser has a seven direction missile attack.  It deals high damage but also deals friendly fire damage.  So use it on forward ships only.

Finally the rocket angels will stop units completely. They can be toggled to deal damage.

For the first section have your rocket angels each targeting a different unit and have your units work on the enemies.  On the final wave remember to use your Cruiser multi rocket to wipe out large collections of dolphins and hydro foils.

Next you will be introduced to the Sea/Sky Wings.  Keep them in the air for this part.  They will act as an anti-infantry unit in the air.  Use your rocket angels to snare multi-gunners and the few javelin infantry in place.

You will also be given some engineers.  Have them repair the two generators.  This is relatively micro heavy as you will have to have the angels targeting different units while having sky wings kill off the units.

After you defend two waves of this you will gain back your old units, as well as the ability to lay down structures.

Get your refinery producing as soon as possible.  Lay down your MCV, a power generator et all.

Truthfully these structures will not be needed.  Focus on building up battleships in your shipyard, the more you have the better.

Have your fleet move to the west of the southern base and start attacking with your battleships on buildings.  Have your angels, sea wings (now in sea form), and your cruisers defending them as they do this.  Focus on unit producing buildings and make sure to get the construction yard down before destroying any defenses.

The enemy will otherwise be able to re-build defenses before you can destroy them.

Without the resources from this base the enemy will not be able to produce a lot of units.  Head to the next base and destroy it very quickly.  He will put up very little resistance.

The final base will give you no resistance.

Speed is important, the faster you can wipe out that first base, the less units they will have.

Mission 6 – Santa Monica – Rage of the Black Tortoise

This mission is one of the easiest ones.  The first part only requires you to fire things with the turrets… but they do this automatically…. so nothing.

The first thing you can/should do is destroy the buildings around you.  Some of these contain free money which will give you a much needed boost.  You can also place tank busters inside of the buildings to the north and use them to destroy turrets and some free buildings (including one ship yard).

Your next step is to destroy the base directly to the south.  It’s an air base and if left alone it can become very volatile very quickly.  Build an army of tsunami tanks and tank buster infantry and get to it.  There is little resistance to this push.  Clean out all of the airports and make sure it doesn’t exist.  You can take over the airport tower for an extra objective.  There is also an oil derrick to take as well as a new base you can settle (eventually)

Next destroy the base to the north of you.  Make sure to get at least one Wave Force Artillery to help you with this.  There is a second shipyard that will give you a little bit of trouble… but it can mostly be ignored until this push.  Clean up everything with these set of units.  The enemy will not have any/many bombers left without those airports to the south so just slow push along the southern flank and take out the remainder of the base.

There is a giant artillery cannon directly to the north. Taking this out is another bonus objective.  There is also a secret circus directly north of your base you can take out.

Mission 7 – Yokohoma – Barbarians at the Bay

The Allies and Soviets join forces for one attack against Japanese land.  Yokohoma Harbor is under siege and they are setting up a relay network that will wipe out all Japanese communications.  And what’s an army without the ability to communicate?

The first phase of this mission has you control Eureko.  Eureko is a super psionic soldier.  When she targets a unit they will float in the air, taking damage while in the air.  Her special ability gives a psionic scream that shuts down vehicles and instantly kills all infantry.

For the first part of the mission simply juggle the vehicles and allow your team mate to kill them.  When dealing with infantry just move close and special attack them.  Your team mate will help too.

You will gain access to King Onis which have a charge ability that will run over infantry and destroy things very quickly.  You will also gain ninjas to deal with infantry.  You should always keep your ninjas in buildings when you can, they will wipe out other infantry insanely fast.  Use Oni’s ability to crush through infantry and use his main attack on all vehicles.  Eureko can simply support whenever she can.

The battlefield will expand and you now have very little time to wipe out four relays.

Make sure to build a big army first.  Having a large mothball army will benefit you far better than just running in.

Your army should be composed of angels (for anti-air, crowd control and some anti-ground), shogun battleships (your main building damager), seawings (purely for anti-air), and cruisers for anti-sea support.

Keep this ball together and focus on destroying the construction yards, the naval yards, and the airports.  You can easily hit these all along the coasts.  Once these are wiped out

Mission 8 – Moscow – Crumble Kremlin, Crumble

The giant death machine is on its way and you have to wait for it to show up.

Build some tank busters and warriors to deal with everything that comes in.  you can also build a few Mech Tengus to deal with bears.  You can upgrade to get some XYs and use them to attack a few defensive positions.

Once the death machine shows up all you have to do is run it towards the objectives and use the F key.  Don’t attack things directly for the most part that is a bad idea.

You can use infantry to support.

The most important thing is to build up a fleet of Jet Tengus and eliminate as much of the anti air turrets on the map with your infantry.

As you move more of the map will reveal.  Eventually the Kremlin will be the target (it’s a castle).  As you head towards it the time machine will be put on a helicopter.  Use your giant army of Jet Tengus to take care of it with relative ease.

Mission 9 – Amsterdam – The Last Red Blossom Trembled

An attack on Amsterdam… who would think this is the headquarters of all Allied activity.

You will have to clear out the buildings, circle your units and focus fire everything.

Make sure to spread out your bases.  Have them spread as far apart as humanly possible.  The enemy will use a proton collider very often (has two of them).  So if you spread them apart they will be far less effective.  You should have some anti-air turrets available to deal with air bombers as they can ransack your buildings very easily.

You will be able to use air units once you destroy the base to the north.

It can be destroyed entirely with persistence.  The bulk of your army should be tank busters with some tanks involved.  These will take down buildings very quickly. You will start off with two King Onis as well which you can use massively in the assault.  You can use your hero entirely for crowd control.

After you wipe out this base (keep in mind, persistence) you can add two more refineries here for mega cash.

Your army will be composed of Wave King Oni and Tank Busters.

King Oni on tanks and step on infantry and Tank Busters to pad your army (makes for nice targets for their artillery).

You should use your commander powers wiping out the proton colliders.  There are two of them.  The one that is further away should be the focus of your powers.  The closer one can be wiped out by wave force artillery and/or king oni.

Your ally will support you with a navy.  You can push completely from east to west with your King Onis.  Remember your King Oni charge will stun an enemy, deal a tonne of damage… and usually one shot.

When you get to the Soviet base you will have to deal with air units.  You should bring some XYs to deal with them and support your Oni army.  Under estimating these units won’t lose you the game… but they certainly will prolong it.

You should also save as many of your general powers for the final battle as possible.  This will allow you to “cheat” the final battle.  Simply use your general powers on them and it will by easy.