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duminică, 27 martie 2011

Sondaj

Cati dintre voi joaca jocuri de strategie ,dar de actiune,dar shooter:

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vineri, 25 martie 2011

Red alert 3 walkthrough


Soviets 1: Leningrad
The Shrike and the Thorn
========================

Objective 1: Secure the Fortress
Objective 2: Train 5 Flak Troopers
Objective 3: Protect the Fortress
Objective 4: Destroy the Battleships

Secondary Objective 1: Save the Hermitage

Walkthrough:
This mission is essentially a tutorial, so follow the prompts. Kill the
infantry outside, call an air strike on the gate, and kill the infantry inside.
Do not waste time attacking Tankbusters until they surface.

After the cutscene, train 5 Flak Troopers while Natasha destroys the north gate
and takes out the Tankbusters outside it. After Kenji arrives, Tsunami Tanks
and Striker-VXs start attacking from the southeast and southwest. Flak Troopers
should prioritize Chopper-VXs since Natasha cannot call air strikes on those.
When Conscripts become available for production, build 4-5 of those to kill the
Tankbusters the enemy Sudden Transports will soon be dropping at the gates.

When the secondary objective appears, use the Bullfrog to transport Natasha
across to the Hermitage. Have her wipe out the infantry and use the Bullfrog on
that side of the river to send her back to the fortress.

Train as many Flak Troopers as possible. When the 8 Shogun Battleships appear,
use Natasha to destroy them while the rest of your army defends the fortress.
She should be in little danger as long as she steers clear of the Mecha Tengu
escorting each Battleship pair. Buy the Magnetic Satellite protocol when
prompted and take out a pair of Battleships with it.

====================
Soviets 2: Krasna-45
Circus of Treachery
====================

Produceable Buildings: None
Produceable Units: None

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

Secondary Objective 1: Assist the Tesla Troopers
Secondary Objective 2: Rescue the Tesla Troopers

Walkthrough:
Natasha belongs to the co-commander. The AI will keep her near your troops.
March forward, jump over the river, and gun down the Imperial Warriors before
they reach Natasha. Kill the Warriors straight ahead to free 4 War Bears. Kill
Tankbusters to the northwest and southeast to free two pairs of Tesla Troopers.
Head east to continue the mission. There are 3 Tsunami Tanks there already and
Mecha Tengu show up when you attack. Use the Magnetic Satellite to suck up as
many vehicles as you can and have the Tesla Troopers immobilize where possible.
Clear out the Tankbusters and Shinobi behind the Tsunamis and proceed into the
main circus area. There are groups of Imperial Warriors and a couple patrolling
Striker-VXs, but the Strikers will transform and flee when you approach.
Eradicate the Warriors and proceed to the launch facility. It is guarded by 2
Mecha Tengu, 2 Striker-VXs, and 4 Tsunami Tanks, so wait for the Super-Magnetic
Satellite to recharge then take them out.

The tents reveal an Instant Dojo, Instant Generator, Construction Yard, Yuriko
Omega, and assorted escorts. March to the targets and kill the infantry while
dodging balloon bombs. Get close enough to the buildings that Natasha attacks
them. When you see Yuriko, concentrate fire on her
======================
Soviets 3: Vladivostok
Taking back Ice-Harbor
======================
Objective 1: Clear the Island of Enemy Forces
Objective 2: Construct a Barracks and Naval Yard
Objective 3: Destroy the Imperial Scout Base
Objective 4: Destroy the Imperial Naval Base
Objective 5: Destroy the Imperial Military Admin

Secondary Objective 1: Set Up Base Defenses
Secondary Objective 2: Destroy the Generators

Walkthrough:
The island is guarded by a few Imperial Warriors and Mecha Tengu along with 2
Defender-VXs. Drop your troops in the center of the island and take out the
troops there, then destroy the Instant Generators. Dispatch all traces of the
enemy now that the Defenders are unpowered. When a wing of Sky Tengu arrives,
retreat as many of your infantry units as possible. You are assigned 5
Stingrays to destroy the Tengu and finish cleansing the island.

When your MCV arrives, unpack it on the north side of the island and build a
Reactor and 2 Ore Refineries. Next build another Reactor, a Barracks, a Naval
Yard, and a few turrets to defend your base. Spam Stingrays and build a few
Engineers to be loaded in the Bullfrogs. When the map is expanded, sail your
fleet east to take out the naval base. It is guarded by Defenders, so eject
your Engineers to the Instant Generators. Capturing those cuts power to the
Defenders, allowing you to destroy the base easily. Doing so liberates 2
Dreadnoughts which can easily destroy the Mecha Bay on the east side of the
map. Capture the Hospital and Dry Dock on the east side as well, or at least
the Dry Dock. Sail your fleet to the northwest part of the map and destroy the
Mecha Tengu and 2 Shogun Battleships. Raze the Docks and Construction Yard so
your Dreadnoughts can bombard land forces with impunity. There is a Barracks
on the pier you can repair and use to build Engineers who can capture Imperial
buildings should you want Imperial Warriors or Mecha Tengu for some reason.
Build more turrets on the co-commander's side of the island base while your
bombardment proceeds.

Destroy all the bases to receive the final objective. A force of Tsunamis and
Chopper-VXs counterattacks your co-commander, but with the help of your turrets
they should do little damage. Dreadnoughts can hit most of the Empire's
defenses, clearing a path for your Stingrays to march in and dispatch the few
remaining Warriors and Tsunamis. When the Admin comes under attack, a Nanoswarm
Hive activates and a King Oni appears, so destroy the Oni and finish the job.

=====================
Soviets 4: Geneva
March of the Red Army
=====================
Objective 1: Destroy the Allied Supply Port
Objective 2: Destroy the Allied Army Base
Objective 3: Destroy the Allied Command HQ
Objective 4: General Krukov's HQ Must Survive

Secondary Objective 1: Capture All Six Swiss Banks

Walkthrough:
Begin building Stingrays. Sail northeast when you have six or so and take out
the Dolphins. The Allies use the Chronosphere to teleport in an Aircraft
Carrier and Assault Destroyer, so sink those (or, ideally, use the Magnetic
Satellite). In response to the Chronosphere use, you are granted 4 Akula Subs
and the ability to build more at the Naval Yard. Keep reinforcing the Stingrays
and sail east. The naval base is defended by Dolphins, Riptide ACVs, and 2
Multigunner Turrets. Use the Akula Ultratorpedoes to wreck the turrets with
minimal losses. Watch out for teleported reinforcements as you raze the naval
base and the Allied Supply Port behind it.

Build a Barracks in your co-commander's base and train Engineers to capture the
banks and any other neutral buildings the co-commander has not yet seized.
There is a Spectrum Tower guarding the last bank; you can destroy it with
Orbital Drop, but be careful not to hit the bank. With the Tower gone, march
into the Allied base and neutralize it. Try to capture the Armor Facility and
Construction Yard so you can put Ore Refineries here and build Guardian Tanks.

The battlefield is expanded. Have your Akulas sail east and destroy the
Seaport quickly. You are granted 2 V4 Rocket Launchers. If you captured the
Allied army base, fortify it with Tesla Coils and build Ore Refineries. The
Allies attack with Guardians and Athena Cannon, so use Stingrays, Guardians,
and protocols to destroy the Athenas. After the Allied attack is repulsed, have
the Stingrays (and Guardians if available) escort the V4s into bombardment
range of the Spectrum Towers guarding the Allied HQ. Destroy them and raze the
base.

==================
Soviets 5: Mykonos
The Science of War
==================
Objective 1: Expand to the Islands
Objective 2: Capture the Allied Science Facility
Objective 3: Destroy the Allied Naval Base
Objective 4: Hold the Science Facility

Secondary Objective 1: Destroy the Tech Inhibitor

Walkthrough:
Begin building Twinblades, a few Stingrays, and a few Akulas. Build a Tesla
Coil near the beach leading into your base. Send to the Twinblades to the Tech
Inhibitor's island and bomb the Seaport, then start attacking the Spectrum
Towers. Retreat when Javelin Soldiers approach. Use Orbital Drop to help. When
all the Spectrum Towers are gone, bring Stingrays to the island to kill the
Javelins, then level the Tech Inhibitor. You can now build a Barracks and
Combat Engineers as well as Bullfrogs, so use those to capture the Construction
Yard and Ore Refinery on the Tech Inhibitor island.

Build more Akulas and a few Dreadnoughts and use those to achieve naval
superiority. Bombard the island bases as well and expand there (with the Allied
MCV if you captured it). Continue building Twinblades and use them to destroy
Seaports. Bombard the mainland base and expand there when it is gone. Take out
the science facility's Multigunner Turrets with Dreadnoughts. Delay capturing
the facility; build a War Factory on the ruins of the Allied Base and churn out
Hammers, Sickles, and a couple V4s. Build Ore Refineries on the mainland to
finance this. Capture the facility when you are ready.

The Allies establish a new base north of the facility. It has Multigunner
Turrets and cranks out Guardian Tanks, Riptide ACVs, Peacekeepers, Javelin
Soldiers, and Vindicators, but starts out with little defense. Storm the base
and eliminate some of the buildings immediately. If you raze it entirely, the
mission ends right away regardless of the timer's status. Build MiGs and have
them defend the science facility from Vindicators.

=============================
Soviets 6: Von Esling Airbase
No Traitors Tomorrow
=============================
Objective 1: Destroy Both Allied Forward Bases
Objective 2: Eliminate Krukov
Objective 3: Destroy the Allied Strategic Airbase

Secondary Objective 1: Build an Expansion Base

Walkthrough:
Build a Crusher Crane right away. Soon after the mission begins, you get a
large cash infusion you need to spend as quickly as possible. Build a Battle
Lab, a couple Airfields, a couple Naval Yards, and the Iron Curtain. Build Flak
Cannon at the northeast edge of your base. Build some MiGs and Bullfrogs, then
Dreadnoughts and a few Akulas. Have the Dreadnoughts bombard the Airbases at
the eastern Allied base, then the base, then the western base. Build 2 Sputniks
and a Twinblade, then use those to expand to the former Allied bases. Sometime
during this, Krukov arrives and takes most of your money.

When the Premier orders you to kill General Krukov, build a few Kirovs and
bombard his shore defenses. Destroy the targeted buildings and as little else
as possible, since the rest of his forces join you when that is accomplished.
Use the Kirovs to do the job. The battlefield expands to reveal more Allied
buildings and a Proton Collider. Push northeast with Akulas and destroy the
Dolphins, then use Dreadnoughts to destroy the Collider and wreck the
remaining Allies. Redirect your Kirovs to help when they are done with Krukov.

====================
Soviets 7: Mt. Fuji
To Tame a Living God
====================
Objective 1: Create a Diversion
Objective 2: Assassinate the Emperor
Objective 3: Destroy Shinzo's Base
Objective 4: Destroy Naomi's Base
Objective 5: Destroy Kenji's Base
Objective 6: Destroy the Emperor's Palace
Objective 7: Kill the Emperor

Secondary Objective 1: Destroy the Generators
Secondary Objective 2: Rescue the Captured Conscript and Bear

Walkthrough:
Your co-commander has a War Bear that will follow you. There is a linear path:
southeast, southwest, southeast down the stairs, northeast, southeast to shoot
the diversionary barrel, back northwest, northeast to the garden, west to
finish the job.

Now you have 15,000 credits, 2 Apocalypse Tanks, a Construction Yard, and 2 Ore
Refineries. Build a Reactor followed by a Super-Reactor. Put up an Airbase and
a Tesla Coil. Produce 4 MiGs and begin spamming Twinblades. Build another
Airfield and 4 more MiGs, then proceed Twinblade spamming there as well. Build
a War Factory and a Sputnik to expand to the northwest mine. Build a Sentry
Gun and Tesla Coil there when the Outpost is done. Have your Twinblades attack
the Defender-VXs in Shinzo's base while the MiGs escort them. Build a Crusher
Crane and retreat your aircraft there when they take heavy damage. Keep
defending your base and attacking Shinzo's while your Twinblade count rises. It
soon becomes a critical mass, allowing you to destroy the Imperial commanders'
bases and expand there with impunity.

The battlefield expands when the commanders are defeated, but the Empire still
has nothing that can stop a Twinblade swarm. Build more Airfields to keep
production even with income. Fly to the northeast and northwest to complete
the bonus objectives if you wish, then destroy the palace. The Emperor
confronts you in his modified King Oni, but is helpless against Twinblades.

========================
Soviets 8: Easter Island
The Stone-Faced Witness
========================
Objective 1: Destroy the Allied Emissary and his Escort
Objective 2: Stop the Allied Counter-Offensive
Objective 3: Destroy the Vacuum Imploder Before It Fires
Objective 4: Destroy the Premier's Volcano Fortress

Walkthrough:
Build a Reactor and a Crusher Crane. Erect 2 Ore Refineries first and a
Super-Reactor and Naval Yard second. Next build a Barracks and an Airfield.
Train 2 Engineers and capture the Oil Derricks. Produce a Sputnik and expand to
the naval ore mine. Build five or so Akula Subs and spam Twinblades.

When the order to attack comes, use Magnetic Satellite on the Allied Assault
Destroyers and Hydrofoils while Twinblades attack the Aircraft Carrier. Start
building MiGs and a few more Akulas.

The battlefield expands to reveal an Allied base to the west. Send all Akulas
there immediately to take out the naval defenses and destroy the Seaports and
Airbases around the island. Defend your base against the initial Allied
offensive with MiGs and Twinblades, then send the helicopters to destroy the
land-based buildings on the island. Build a second Airbase and fill it with
MiGs before spamming Twinblades from it as well.

Expand to the island with your MCV. Crush the initial push of Apocalypse Tanks
and infantry with Twinblades. Fly around east then north to assault the Crusher
Crane, Naval Yards, and Super-Reactor there. Use Orbital Drop or Dump to damage
the 2 Flak Cannon on the east side of the Vacuum Imploder, then have Twinblades
finish the defenses and raze the structure itself. MiGs defend the Imploder,
so keep your own MiGs ready and back the Twinblades away when attacked.

Now you can dismantle the Premier's forces at your leisure. There is a
little-defended base with a Barracks and War Factory on the west side to
destroy. Work up from there and level the Super-Reactor and Ore Refineries.
Take out the Flak Cannon on the rim one at a time and destroy the fortress
buildings.

========================
Soviets 9: New York City
Blight on the Big Apple
========================
Objective 1: Eliminate Ft. Bradley's Prospectors
Objective 2: Destroy Ft. Bradley
Objective 3: Destroy the Statue of Liberty

Secondary Objective 1: Eliminate Agent Tanya
Secondary Objective 2: Capture the New York Stock Exchange

Walkthrough:
Take the Terror Drones north and destroy the Multigunner IFV and Prospector.
Continue to the northern ore mines and take out the Guardian Tank and
Prospectors.

You now have 4 Tesla Tanks (which you can use in this mission only, barring
mods), 2 Kirov Airships, and 4 Twinblades in addition to the remaining Terror
Drones. Head into the Allied Base. Use Terror Drones to kill infantry and IFVs.
Destroy the Athena Cannon as quickly as possible. Send the Kirovs and
Twinblades to the far east side of the map while the Tesla Tanks finish off the
base.

You receive 10,000 credits and a base on the east side with a Construction
Yard, 2 Ore Refineries, and 2 Reactors. Fly the aircraft there while getting
a Flak Cannon in your base. Build a Crusher Crane. Next build a Barracks and an
Airfield along with a Sentry Gun on the southeast side and a Tesla Coil on
the northeast. Train a couple Conscripts and garrison the nearest building. Put
a couple War Bears in your base as well. Fill the Airfield with MiGs and start
building Kirovs. Put up another Airfield and get MiGs. Select the Magnetic
Satellite and use it when you see an opportunity, probably to help your
co-commander. Select Orbital Drop when available. After amassing 4 Kirovs, send
them northeast with a full MiG escort. Group up at a point directly southeast
of the Statue of Liberty over land. Send the Kirovs straight at the statue;
they should ignore defenses and bomb the capitalism out of the target. Send
MiGs just in front to down Apollos and absorb damage. Use Orbital Drop or Dump
on the Statue as well.

========================
Allies 1: Brighton Beach
Ride of the Red Menace
========================
Objective 1: Eliminate the Soviets in Brighton
Objective 2: Hold Out Against the Incoming Soviets
Objective 3: Repel the Soviet Navy
Objective 4: Eliminate the Remaining Soviets

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

Walkthrough:
The map is littered with War Bears and Conscripts, but they are no match for
veteran Peacekeepers. March northeast to kill some Bears and get 2 more
Peacekeepers, then go southeast for a similar situation. Kill all the hostiles.

You are given a Construction Yard, Ore Refinery, 2 Power Plants, a Boot Camp,
and 500 credits. Train an Engineer and more Peacekeepers. Garrison the
highlighted buildings when prompted. Have the Engineer capture the Hospital and
train 2-4 more. When the timer expires, Conscripts parachute in front of the
garrisoned buildings, and another group follows up soon after. Annihilate them.

After the cutscene, send the Engineers you have to the coastal guns. Instruct
the co-commander to repair those on his side if you do not have 4 Engineers.
When Javelin Soldiers become available, start training them. Build as many as
you can afford, not just 5. The Soviet Navy attacks with Bears, Conscripts, and
Stingrays, so take the infantry with your Peacekeepers and the ships with your
Javelins.

For the last wave, you are cleared to build and Armor Facility, Multigunner
IFVs, and Multigunner Turrets. If you do build IFVs, load them with Javelins.
When the Soviets attack, ignore the Dreadnoughts and use Javelin Soldiers (and
IFVs if applicable) to down the Kirov Airships.

=======================
Allies 2: Cannes
The Shark and the Lure
=======================
Objective 1: Get Spies into the Port Buildings
Objective 2: Save the Allied Leaders
Objective 3: Get Tanya into the Port Authority Building
Objective 4: Sink the Soviet Dreadnoughts
Objective 5: Wipe Out the Soviet Base

Secondary Objective 1: Neutralize the Defenses Guarding the Vindicators

Walkthrough:
The co-commander will save the Allied leaders. Train a fourth Spy. Send Tanya
to the far southeast island to destroy the Reactors; this gives you the Airbase
and 4 Vindicators. Use the Vindicators to destroy the Tesla Coils guarding the
port buildings, then start bombing the Dreadnoughts. When the Coils are gone,
Tesla can easily dispatch the War Bears and Conscripts on the islands as well
as the Reactors and Barracks. Send the Spies to their stations when the way is
clear and have Tanya follow suit.

You are assigned an MCV, an Ore Refinery and an Armor Facility. Build another
Armor Facility and spam Guardians. Finish bombing the Dreadnoughts, then roll
over the Soviets with tanks.

=====================
Allies 3: Heidelberg
The Famous Liberation
=====================
Walkthrough:
Sail northwest and destroy the 4 Twinblades guarding the first beach. Continue
and switch 2 Hydrofoils to weapon jamming, then jam the Tesla Coils guarding
the second beach.

You now have 2 Riptides, 2 Dogs, 4 Peacekeepers, 4 Javelin Soldiers, and a
Construction Yard. Build a Power Plant and 2 Ore Refineries. Build another
Power Plant and an Airbase, then order up 4 Vindicators. Purchase Advanced
Aeronautics and start bombing the base north of you when the first Vindicator
finishes. Garrison some of the northern buildings with Peacekeepers and Javelin
Soldiers. Bomb the enemy Barracks and the Super-Reactor, then keep bombing
farther and farther away. Build a Boot Camp and a few Peacekeepers so they and
the Riptides can push forward and kill Flak Troopers. Build another Airbase and
more Vindicators. Destroy the 2 Super-Reactors on your side of the base. Erect
an Armor Facility and get Heightened Clearance so you can build a few Guardians
to defend your base, then start bombing the Barracks, War Factory, and
Construction Yard holding Tanya. Build more Airbases when you can afford it.
Destroy the Iron Curtain.

The battlefield expands and the enemy now has Apocalypse Tanks, but you can
simply bomb the HQ without engaging them.

===================
Allies 4: Gibraltar
Enemy of Our Enemy
===================
Objective 1: Destroy the Hangars
Objective 2: Recover the Assault Destroyers
Objective 3: Destroy the Imperial Base

Secondary Objective 1: Eliminate the King Oni
Secondary Objective 2: Set Up an Expansion Base in the Southwest

Walkthrough:
You control Tanya while your co-commander controls Natasha. Head north and kill
the numerous Imperial Warriors. Use the Timebelt liberally. Continue northwest
and slaughter more Imperial Warriors and Tankbusters. A few Tsunami Tanks come
up the road behind them. Head up the mountain to destroy the King Oni, then
return. March northwest and let Natasha call an air strike on the garrisoned
building. Enter a building northwest of that and kill infantry, but exit before
Tankbusters level it. Finish off the hostiles and destroy the Instant Dojo.
Proceed northwest and shoot the landed Sky Tengu to clear the runways. Polish
off the few remaining Tankbusters and raze the base.

You now have a Construction Yard. Use Tanya to defend the base while you put up
a Power Plant and 2 Ore Refineries. You soon receive reinforcements of 3
Cryocopters. Build an Airbase and another Power Plant, and place a Multigunner
Turret on the northwest side of your base as well. Produce Vindicators and
move your Construction Yard closer to the sea. Build a Seaport and get out a
few Hydrofoils. Bomb the Docks to the west while Hydrofoils take out Sky Tengu
and Cryocopters freeze and shrink Tsunamis for the convenience of your
co-commander. Build another Airbase with Vindicators and bomb the 4 Defenders
guarding the Assault Destroyers after your co-commander attacks, putting the
turrets in anti-ground mode.

You now have Assault Destroyers and can build there. Take out the base there
and expand. There is another ore mine east of the former base guarded by 2 King
Oni, which you can bomb safely. Expand there as well. Build Assault Destroyers,
replace any lost Cryocopters, and make sure you have a few Hydrofoils set to
weapon jamming. An Imperial force soon attacks from the south and attempts to
establish a base. It has Yari Mini-Subs, Naginata Cruisers, and Shogun
Battleships, so shrink, freeze, and jam as many ships as possible while bombing
them. After crushing this attack, a swarm of Tsunamis will probably come from
the north, so dispatch it similarly. Reinforce your army and build another
Multigunner Turret or two to defend your base. Bomb the Docks in the north.
Once those are destroyed, move your Assault Destroyers with Cryocopter support
onto the mainland and advance into the eastern side of the Imperial base. The
Mecha Bays there churn out Tsunamis. Assign one Cryocopter to freeze the
closest Bay while the rest of your force fights off the Tsunamis. Shatter the
Bay when it is frozen and continue to the next. Use Vindicators to bomb the
Defender-VXs and Cryoblast the Striker-VXs. Once the Mecha Bays are gone,
eliminate the Construction Yard.

=========================
Allies 5: North Sea
The Unfathomable Fortress
=========================
Objective 1: Protect the Salvage Ship
Objective 2: Destroy the First Radar Ship
Objective 3: Destroy the Second Radar Ship
Objective 4: Capture Both Fortress Power Cores

Secondary Objective 1: Destroy the Generators
Secondary Objective 2: Capture the Generators

Walkthrough:
Naginatas and Chopper-VXs attack alternately. Switch 2 Hydrofoils to weapon
jamming and wipe out all comers.

You now have 4 Spies while your co-commander has Natasha. Use the Imperial
Warrior to the north for a disguise. Send one Spy to infiltrate the first
Instant Generator and wait for Natasha to destroy it. Do the same for the
second and third Generators. Finally, order Natasha to call an air strike on
the Imperial Radar Ship.

For the second ship, you have Tanya and your co-commander has 4 Combat
Engineers. Kill the infantry near the first Generator and order an Engineer to
capture it. Clear a path to the westernmost Generator and do the same, then to
the Generator east of that, then to the final Generator. Destroy the Imperial
Radar Ship.

You receive 10,000 credits, a Construction Yard, and 2 Ore Refineries. Build a
Power Plant. Float an Airbase and start filling it with Vindicators, then a
second Airbase, then a third. Select Advanced Aeronautics. As soon as you have
2 Vindicators, start bombing the Defenders guarding the naval ore mines, then
the Ore Collectors. Keep sending Vindicators out in pairs against the Defenders
guarding the Docks in front of the fortress, then bomb the Docks themselves.
Bomb the 2 Shoguns at the entrance to the fortress, ideally before they head
for your base. Bomb the Naginatas. Bomb everything. Meanwhile, erect a
Multigunner Turret or two in your base and build a Seaport. Get out a few
Hydrofoils and Riptides, then build a Prospector and expand to the east. Place
the Command Hub somewhere that allows you to build a Barracks on land and train
Engineers to capture the Oil Derricks. Tech to Max Clearance and build a few
Aircraft Carriers when they become available. Produce more Hydrofoils to escort
your Carriers and start bombarding the fortress. Eliminate all hostile presence
between you and the Power Cores. Load Engineers on 2 Riptides and send them to
the targets. The Power Cores do not stay captured permanently, so move the 2
Engineers in simultaneously.

======================
Allies 6: Mt. Rushmore
A Monument to Madness
======================
Objective 1: Destroy the Com Tower
Objective 2: Destroy the Rushmore Firebase
Objective 3: Eliminate the President of the United States

Secondary Objective 1: Destroy the Power Plant
Secondary Objective 2: Capture the Jefferson Head Control Center
Secondary Objective 3: Capture the Lincoln Head Control Center
Secondary Objective 4: Capture the Washington Head Control Center

Walkthrough:
You control Tanya while your co-commander had 3 Spies and 3 Engineers. Move
north and kill all the dogs. Order the co-commander to infiltrate the Power
Plant. Destroy the Multigunner Turret while it is unpowered and kill the
Peacekeepers. Destroy the Power Plant and the Boot Camp for good measure. Clear
out the Com Tower's meager defenses and flatten the tower.

You receive 10,000 credits and a Construction Yard. Build a Power Plant, a
Barracks, and an Ore Refinery. Train an Engineer to capture the Oil Derrick and
several Javelin Soldiers to garrison nearby buildings. Build another Power
Plant, an Airbase, and a couple Multigunner Turrets on the north side of your
base. Train a couple Vindicators and 3 Engineers while buying Heightened
Clearance and Max Clearance. Have the Vindicators start bombing the Spectrum
Tower guarding the west ramp into the enemy base, followed by the Multigunner
Turrets inside. Issue Take Position orders to your co-commander to prevent him
from sending his forces on suicide missions against Spectrum Towers. Build
Centuries when available and have them carry Engineers along the edges of the
map to the 3 control buildings. Capture those buildings. Build another Airbase
and train some Apollo Fighters. Get an Armor Facility as well. When you are
granted Mirage Tank reinforcements, send them up the western ramp while
escorted by Apollos and assisted by bombers to destroy all the Power Plants.
After cutting power to the base defenses, destroy the enemy production
buildings and raze the Firebase. Bomb the President's Limo.

======================
Allies 7: Tokyo Harbor
Forever Sets the Sun
======================
Objective 1: Hold out for Soviet Reinforcements
Objective 2: Transport an MCV Across the Harbor
Objective 3: Take Out the Imperial Military
Objective 4: Sink Prince Tatsu's Fleet

Secondary Objective 1: Destroy the Imperial Blockade

Walkthrough:
Build Vindicators, a few Guardians, and a few Javelins. Switch the Javelins to
laser guidance and take out the nanocores coming from the northeast. Select
Advanced Aeronautics and have the Vindicators start bombing the Defender-VXs
and Docks that make up the blockade. Take circuitous routes to avoid Sea Wings.
Purchase Max Clearance and build Mirage Tanks to defend the eastern shore. This
section ends when the timer expires or you destroy the blockade.

You are left with your Construction Yard and some surviving ground forces. Pack
up the Yard and use the Chronosphere you are sent to teleport the MCV and as
many tanks as you can fit across to the designated area on the mainland. You
receive 2 Athena Cannon and 3 Multigunner IFVs as well as about 19,000 credits.
Build an Airbase and fill it with Apollos. Send your forces west to destroy
the superweapon farm, then return to base. Meanwhile, get up Ore Refineries, an
Armor Facility, another Airbase, and a couple Multigunner Turrets. Build more
Mirages and push into the base directly southwest. Expand there when it is
gone. Begin constructing Century Bombers and attack vulnerable production
buildings such as the Docks south of your base. When your army is replenished,
advance on the westernmost base. Distract its defense forces and bomb the Mecha
Bay and Dojo there. At this point the Empire cannot stop you from bombing all
the critical targets, so build your Century count and do so. When Prince Tatsu
brings in his fleet and his Shogun Battleships start bombarding your
co-commander, use the Chronosphere to teleport them onto land.

===================
Allies 8: Havana
The Great Bear Trap
===================
Objective 1: Investigate Havana for Soviet Activity
Objective 2: Locate a Soviet Base
Objective 3: Destroy the Soviet Base
Objective 4: Destroy the Kirov Launch Facilities
Objective 5: Do Not Let a Kirov Leave Havana

Secondary Objective 1: Recruit a Force of 10 Soviets

Walkthrough:
You must stay near the co-commander's Mirage Tank. Travel with it and bribe
forces as you see fit. The Combat Engineers can capture the Crusher Crane and
War Factory if bribed. The 2 Apocalpyse Tanks that pass by are good targets.
Note that infantry can be crushed by enemy tanks even under the mirage. Make
your way to the base and destroy it.

You receive 5,000 credits, a Construction Yard, 2 Ore Refineries, and 2 Power
Plants. Move your remaining ground forces to the northwest of the stadium near
them and destroy it. Build an Armor Facility and an Airbase. Build a few
Riptides to defend your base against infantry coming from the northwest. Build
Apollos and tech to Max Clearance. Get 2 Athena Cannon and a few Mirage Tanks.
March them north under Apollo cover and destroy the Sentry Guns guarding the
northern base, then raze production buildings. The Airfields are especially
important as the enemy will accumulate MiGs and Twinblades. Keep an eye out for
Kirovs and shoot them down with Apollos as necessary. Build 2 more Airbases;
fill one with Apollos and the other with Century Bombers. Bomb all the
launching pads and keep downing enemy aircraft.

==============================
Allies 9: Leningrad
The Moon Shall Never Have Them
==============================
Objective 1: Unpack MCV 1 at Chrono Drop Zone 1
Objective 2: Unpack MCV 2 at Chrono Drop Zone 2
Objective 3: Clear the Plateau of Soviets
Objective 4: Destroy All Seven Iron Curtains

Secondary Objective 1: Destroy the Vacuum Imploder

Walkthrough:
Hurry northeast and unpack. Use the 5 Mirage Tanks teleported in to destroy the
Hammer Tanks and Sickles, then the War Factory, then everything else.

You are given 15,000 credits. Set up a Power Plant, Barracks, 2 Ore Refineries,
Power Plant, Airbase, and Armor Facility. Train 2 Engineers to capture the
nearby Oil Derricks. Fill the Airbase with Apollos and send them across the
river. Try to get Soviet forces to follow them so your Mirages can tear them
apart on the bridge. Produce a Riptide and fill it with Engineers, then make 6
or so Multigunner IFVs. Purchase Heightened Clearance and start building
Guardians as well as more IFVs. After you have dragged the bulk of the Soviet
armor across the bridge to destruction, head into the enemy base. Capture the
War Factories and sell them. Destroy the Sentry Guns and Reactors and capture
all the other buildings. Sell all except the Iron Curtain and Super-Reactor.
Use the money to build a Chronosphere, more IFVs, and a Defense Bureau followed
by a Proton Collider. March north when you have many IFVs and 1 or 2 Airbases
full of Apollos. Use the Iron Curtain on your Mirages and Guardians to take
out the tanks and Airfields quickly while your IFVs and Apollos shoot down
Twinblades. Capture the Iron Curtain and sell it or the one you already have.
Employ the Iron Curtain to prevent damage while you destroy the garrisoned
buildings around the easternmost Iron Curtain, then capture and sell it. Tech
up to Max Clearance. When Krukov brags about his new Vacuum Imploder, he gives
you vision of a spot between it and his Iron Curtain. Teleport a Riptide loaded
with Engineers to capture and sell them both as well as anything else you can
manage. Assist your co-commander destroy any remaining Iron Curtains with your
Proton Collider, Surgical Strikes, Supreme Time Bombs, and some Century Bombers
if necessary. Gather your ground forces and put Tanya in a Riptide or IFV. When
the last Curtain falls, send this force next to the shuttle pad via
Chronosphere, unload Tanya, and destroy the shuttle.

Dragon age origin walkthrough




Mages
Mages are the most powerful class in the game. Two mages (one for healing, one for damage) would be ideal, but some may opt for only one mage. If you don't have at least one mage, then Dragon Age is extremely difficult, if not impossible to beat.

As a corollary to "mages are great," enemy mages are incredibly dangerous. Always target and kill them first, ideally from a distance. They are weak enough that they will go down fast if every character focuses on them with arrows and magic.

Rogues
If you don't have a rogue in your party, you will miss a lot of treasure due to your inability to pick locks. It's not strictly necessary, but it's something to consider when building your party.

The characters who join your party all have certain specializations built in. Sten and Oghren are two-handed damage dealers, while Alistair is naturally a tank. Morrigan is a damage dealing mage, while Wynne heals. It's possible to shift their specializations somewhat and follow other skill trees, but you may find yourself with a weak, watered-down character.

Plan Ahead
Develop a plan for your character and stick with it. Review each skill tree, and jot down the ones that fit the best with your particularl strategy for that character. For instance, tanks will taunt, while mages will want spells that restore mana or unleash healing for the entire party. If you're aware of these abilities, you are less apt to make poor choices when building up.

Balanced Party
Try to build a balanced party. Three warriors with the same abilities don't really complement each other and will have a tough time in battle. Ideally, every party will have a healing mage, two damage dealers (DPS, or damage per second) and a tank to keep the bad guys busy while everyone else attacks.

Persuasion
Persuasion is incredibly useful. With a high enough cunning stat, and enough talent points in Coercion, you can avoid many fights and help yourself out a great deal. As an early example, enough cunning and persuasion will actually convince the brigands in Lothering to pay you, rather than the other other way around.

Battle Strategies
If an enemy's name is white, they are weak and susceptible to things like being frozen and shattered. If their name is yellow, they are a ranked leader, and much more resistant to various spells and abilities. Alphas are the strongest of the darkspawn mooks, and should be focused upon last. As a general rule, target the guys with the white names first.

Exceptions to the "target the weaker guys first" rule: Golems, Drakes, Dragons and Ogres are insanely dangerous, and will decimate your party if left alone. If you can't freeze them or keep them occupied with a tank, then focus fire on them to get them out of the way.

When fighting a horde, learn to lock down the strongest enemy characters. There are a variety of ways to do that -- Abilities Pommel Strike, Riposte and Dirty Fighting and spells like Winter's Grasp, Cone of Cold and Force Field all work very well. Without a powerful Alpha (or even a boss) in your hair, you're free to take down the lesser bad guys.

Occasionally, two groups of enemies will suddenly appear and rush from either side. At that point, find a wall or a corner as fast as posssible so that they can't attack from behind. This will enable you to direct spells and melee attacks much better, and keep them from overwhelming you. This is particularly important when facing rogues and assassins, both of whom are capable of dealing massive damage by sneaking up behind your characters and backstabbing them.

Area of Effect Spells
Area of Effect ("AoE") spells like Blizzard, Inferno, Cone of Cold and Fireball are your best friends. Fireball will knock everyone down and set them on fire, and deals devastating damage to archers in the rear (which are quite annoying in the later portions of the game). Blizzard freezes a massive group of bad guys and keeps them off-balance for a long period of time. Inferno does the same, but with fire.


The power of Cone of Cold

Cone of Cold is the best of them though. It will freeze any enemy (even the Archdemon!) for a period of time, and it makes unranked bad guys susceptible to being shattered with powerful attacks like Punisher and Assault or spells like Stone Fist. It can also be used to constantly lock down a powerful boss, allowing your characters to hammer on them while they can't move, or to focus on other bad guys. Best of all, it's recharge time is extremely quick!

One spell tree that isn't quite as helpful are the earth-based spells. Most foes resist Earthquake, and spells like Rock Armor only help the caster. Stone Fist is a good spell to have, but you're much better off focusing on fire and ice. Besides, Wynne -- who will probably be your main healing mage -- starts off with Stone Fist.

Quest Order

In general, you're free to do the main quests in which you recruit the armies in any order you'd like. However, leave Orzammar for last or second to last. It's not only incredibly long, it features two of the toughest boss battles in the game. In fact, the final boss battle in Orzammar is even tougher than the final battle with the Archdemon, even with good spells and abilities to back you up.

sâmbătă, 22 ianuarie 2011

Empire: Total War The Warpath Campaign



Empire Total War : The Warpath Campaign or ETW: TWC is an expansion for Empire Total War, this expansion is available only trough Steam. The expansion have 5 new American Indian factions, new technologies and new units. This game can be played in single player or multiplayer.

Game Features:

5 new Factions: You can play it trough multiplayer or trough Warpath Campaign, first you need to chose one of the 5 factions: Planis, Huron, Iroquois, Cherokee nations, Pueblo


New units: The game have new units, the units are specific to all of the factions including Cheyenne dog Soldiers, Mohawk Elite Warriors, Navajo Scout Warriors and many more units.

New Objectives: Each factions have their own objectives, for example if you play as Huron the objectives are different from the other faction.

The game is published by Sega and delevoped by The Creative Assembly, the game is created in Warscope engine. Empire Total War: The Warpatch Campaign is recommanded to be played by players over 16 years old.



Poker Night at the Inventory


Poker Night at the Inventory or PNI is a card game developed by Telltale Games. PNI is based on Texas Hold 'Em poker. The game gives the player the first $ 10,000.

Poker Night at the Inventory have four characters: - Tycho
- Max
- Strong Bad
- The Heavy

Poker Night at the Inventory lets you to bet how much money you want.

The release date is November 22, 2010

The platforms are: - Microsoft Windows
- Mac OS X
The game can be played by all ages, there is not a restriction for players.

vineri, 21 ianuarie 2011

Create

Create a kind of puzzle game is better to say a chain reaction game, the game is delevoped by EA Bright Light Studios. The player is in a fictional world and where you must place the objects to get a chain reaction like a domino effect.

The game was released in: November 16, 2010

The platforms of the game are: - Windows
- Mac OS X
- Wii
- PlayStation 3
- Xbox 360

Harry Potter and the Deathly Hallows

Harry Potter and the Deathly Hallows, this is an Third Person game and is published by EA ( Electronic Arts ) and delevoped by EA's Bright Light Studio.

The game is based on the film and on the book stories with the same title, the game follows protagonist Harry Potter, Hermione Granger and Ron Weasley, they will help you to defeat Lord Voldemort. The game can be played only in Single-player.

The platforms of the game are: - Microsoft Windows
- Nintendo DS
- PlayStation 3
- Xbox 360
- Wii

The designers are: - Darren Potter (producer)
- Kelvin Tuite (art director)
- Matt Birch (creative director)

The composer of the books is: - James Hannigan

The game is recommanded to be played by players over 12 years old.

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