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{{Header Nav|game=Command & Conquer: Red Alert 3}}
{{Header Nav|game=Command & Conquer: Red Alert 3}}
==Structures==
==Structures==
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to recieve encrypted signals, which allows the production of higher tier units.  
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to receive encrypted signals, which allows the production of higher tier units.  


===Construction Yard===
===Construction Yard===
*Costs 5000.
{{CnC unit
|image=
|requirements=Deploy an MCV
|role=Command Center
|abilities=Unpack itself
|upgrades=
|build=instant
|dtype=
|cost=5000
|power=Provides 150
}}


The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.
The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.
{{-}}


===Boot Camp===
===Boot Camp===
*Costs 750.
{{CnC unit
|image=
|requirements=Conyard
|role=Train infantry
|abilities=
|upgrades=
|build=0:10
|dtype=
|cost=500
|power=Takes 25 power
}}
 


Produces Allied infantry. Can only be built on land.
Produces Allied infantry. Can only be built on land.
{{-}}


===Power Plant===
===Power Plant===
*Costs 800.  
{{CnC unit
|image=
|requirements=Conyard
|role=Provides power
|abilities=
|upgrades=
|build=0:10
|dtype=
|cost=800
|power=Provides 150
}}
 
Grants 150 Power.


Grants 100 Power.
{{-}}


===Armor Facility===
===Armor Facility===
*Costs 2000.
{{CnC unit
|image=
|requirements=Conyard+Refinery
|role=Repair and build tanks
|abilities=Repair Tanks
|upgrades=
|build=0:20
|dtype=
|cost=2000
|power=Takes 50 power
}}


Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.
Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.
{{-}}


===Seaport===
===Seaport===
*Costs 1000.
{{CnC unit
|image=
|requirements=Refinery
|role=Build and repair ships
|abilities=Repair ships
|upgrades=
|build=0:20
|dtype=
|cost=1000
|power=Takes 50 power
}}


Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.
Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.
{{-}}


===Airbase===
===Airbase===
*Costs 1000.
{{CnC unit
|image=
|requirements=Power Plant
|role=Repair and build Aircraft
|abilities=Call back all jets to base
|upgrades=
|build=0:15
|dtype=
|cost=1000
|power=Takes 50 power
}}


Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Crypcopter.
Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Cryocopter and the Harbinger Gunship.
 
{{-}}


===Ore Refinery===
===Ore Refinery===
*Costs 2000.
{{CnC unit
|image=
|requirements=Power Plant
|role=Makes cash out of ore
|abilities=Build Prospector
|upgrades=
|build=0:15
|dtype=
|cost=2000
|power=Takes 50 power
}}


Turns Ore collected by Prospectors into usable credits. Produces Prospectors.
Turns Ore collected by Prospectors into usable credits. Produces Prospectors.
{{-}}


===Command Hub===
===Command Hub===
*Costs 1200.
{{CnC unit
|image=
|requirements=Deploy Prospector
|role=Base Expansion
|abilities=Upgrade itself
|upgrades=Heightened Clearance
|build=0:20
|dtype=
|cost=
|power=Doesn't take power
}}


Expands the field of construction, allowing for base expansions.
Expands the field of construction, allowing for base expansions.
{{-}}


===Defense Bureau===
===Defense Bureau===
*Costs 1500.
{{CnC unit
|image=
|requirements=Airbase
|role=Tech Structure
|abilities=
|upgrades=
|build=1:00
|dtype=
|cost=1500
|power=Takes 75 power
}}
 


Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.
Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.
{{-}}


==Support Structures==
==Support Structures==


===Multigunner Turret===
===Multigunner Turret===
*Costs 800.
{{CnC unit
*Role:Anti-infantry, anti-Tank and anti-air base defense.
|image=
|requirements=Conyard
|role=All purpose base defense
|abilities=Release passenger
|upgrades=
|build=0:20
|dtype=Missiles, weapon changes depending on infantry inside it
|cost=800
|power=Takes 25 power
}}


Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.
Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.
Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear infantry out of these structures.
{{-}}


===Spectrum Tower===
===Spectrum Tower===
*Costs 1400
{{CnC unit
*Anti-infantry, anti-armor base defense.  
|image=
|requirements=Defense Bureau
|role=Anti Surface Base Defense
|abilities=
|upgrades=
|build=0:20
|dtype=Spectrum
|cost=1200
|power=Takes 75 power
}}
 
Spectrum Towers are strong base defenses that can easily dispatch enemy vehicles, ships and infantry. Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.
 
'''Weaknesses'''
 
This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.


Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output.
{{-}}


===Chronosphere===
===Chronosphere===
*Costs 3000  
{{CnC unit
*Role: Superweapon
|image=
|requirements=Defense Bureau
|role=Superweapon
|abilities=
|upgrades=
|build=1:00
|dtype=Kills Infantry
|cost=3000
|power=Takes 75 power
}}
 
The Chronosphere is able to transport vehicles and ships in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.


The Chronosphere is able to transport vehicles in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.
{{-}}


===Proton Collider===
===Proton Collider===
*Costs 5000  
{{CnC unit
*Role: Ultimate Weapon
|image=
The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will recieve significantly more damage.
|requirements=Defense Bureau
|role=Ultimate weapon
|abilities=
|upgrades=
|build=1:00
|dtype=Explosive
|cost=5000
|power=Takes 75 power
}}
 
The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will receive significantly more damage. Any units in the blast radius excluding aircraft will increase damage as chain reaction. Lethal when use with Nanoswarm.
 
{{-}}


===Base Wall===
===Base Wall===
{{CnC unit
|image=
|requirements=Conyard
|role=Block movement
|abilities=
|upgrades=
|build=
|dtype=
|cost=10
|power=
}}
*Costs 10 per segment.  
*Costs 10 per segment.  


Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.
Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.


{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Soviet Structures|nextpage=Cheats|nextname=Appendices}}
{{-}}
 
{{Footer Nav|game=Command & Conquer: Red Alert 3|prevpage=Allied units|nextpage=Allied Characters}}

Latest revision as of 21:05, 6 December 2013

Structures[edit]

All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to receive encrypted signals, which allows the production of higher tier units.

Construction Yard[edit]

Cost5000
RequirementsDeploy an MCV
AbilitiesUnpack itself
RoleCommand Center
Build Timeinstant
PowerProvides 150

The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.

Boot Camp[edit]

Cost500
RequirementsConyard
RoleTrain infantry
Build Time0:10
PowerTakes 25 power


Produces Allied infantry. Can only be built on land.

Power Plant[edit]

Cost800
RequirementsConyard
RoleProvides power
Build Time0:10
PowerProvides 150

Grants 150 Power.

Armor Facility[edit]

Cost2000
RequirementsConyard+Refinery
AbilitiesRepair Tanks
RoleRepair and build tanks
Build Time0:20
PowerTakes 50 power

Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.

Seaport[edit]

Cost1000
RequirementsRefinery
AbilitiesRepair ships
RoleBuild and repair ships
Build Time0:20
PowerTakes 50 power

Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.

Airbase[edit]

Cost1000
RequirementsPower Plant
AbilitiesCall back all jets to base
RoleRepair and build Aircraft
Build Time0:15
PowerTakes 50 power

Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Cryocopter and the Harbinger Gunship.

Ore Refinery[edit]

Cost2000
RequirementsPower Plant
AbilitiesBuild Prospector
RoleMakes cash out of ore
Build Time0:15
PowerTakes 50 power

Turns Ore collected by Prospectors into usable credits. Produces Prospectors.

Command Hub[edit]

RequirementsDeploy Prospector
AbilitiesUpgrade itself
UpgradesHeightened Clearance
RoleBase Expansion
Build Time0:20
PowerDoesn't take power

Expands the field of construction, allowing for base expansions.

Defense Bureau[edit]

Cost1500
RequirementsAirbase
RoleTech Structure
Build Time1:00
PowerTakes 75 power


Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.

Support Structures[edit]

Multigunner Turret[edit]

Cost800
RequirementsConyard
AbilitiesRelease passenger
RoleAll purpose base defense
Build Time0:20
Damage typeMissiles, weapon changes depending on infantry inside it
PowerTakes 25 power

Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.

Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear infantry out of these structures.

Spectrum Tower[edit]

Cost1200
RequirementsDefense Bureau
RoleAnti Surface Base Defense
Build Time0:20
Damage typeSpectrum
PowerTakes 75 power

Spectrum Towers are strong base defenses that can easily dispatch enemy vehicles, ships and infantry. Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.

Weaknesses

This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.

Chronosphere[edit]

Cost3000
RequirementsDefense Bureau
RoleSuperweapon
Build Time1:00
Damage typeKills Infantry
PowerTakes 75 power

The Chronosphere is able to transport vehicles and ships in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.

Proton Collider[edit]

Cost5000
RequirementsDefense Bureau
RoleUltimate weapon
Build Time1:00
Damage typeExplosive
PowerTakes 75 power

The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will receive significantly more damage. Any units in the blast radius excluding aircraft will increase damage as chain reaction. Lethal when use with Nanoswarm.

Base Wall[edit]

Cost10
RequirementsConyard
RoleBlock movement
  • Costs 10 per segment.

Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.