Command & Conquer: Red Alert 3 - Uprising manual

The following article serves as a partial transcript† of the Command & Conquer: Red Alert 3 - Uprising manual. All material written in this article is of copyright ©2009 by Electronic Arts, Inc. The author of this article claims no right of the material written.
† The following sections were removed to preserve only or mostly the lore-related information:
* Installing the Game
* Starting the Game
* Complete Controls
* Playing the Game
* Gameplay Basics
* Intermediate Tactics
* Skirmish
* Performance Tips
* Customer Support
* Credits
==All War is Deception==
The Allies' decisive victory at Leningrad has led to the end of major military operations in Europe and Asia. The war is over ... but the problems are just beginning. Now both victors and vanquished are secretly maneuvering to take advantage of the new world order. Allied forces race to secure hard-won Japan against treacherous foes, assisted by an ambitious former enemy. An illegal Allied operation deep inside Russian territory faces a lesson in Soviet aggression. The crushed Imperial armies fend off a new threat to their shores, with the unwitting "help" of their Western conquerors. And in a hidden laboratory, Empire scientists turn a young, frightened schoolgirl into something everyone will fear. As these new conflicts flair up across the globe, one thing becomes very clear: the war hasn't ended. It's simply changed.
==Factions==
===Allies===
A coalition of Western countries, bound together in defense of the free people of the world. The Allies are quickly learning that victory doesn't mean peace, and some of their own member states aren't helping the situation.
===Soviets===
A totalitarian regime currently picking up the pieces after their defeat by Allied forces. Even in their broken state, they stand ready to field armies of conscripts and poorly-trained grunts with the aim of achieving a global communistic state.
===Empire of the Rising Sun===
An ancient land of strict tradition and futuristic technologies. Their failed bid to capture the world has left them an occupied-but no less proud-nation of selfless warriors, waiting for a chance to redeem themselves.
==Commander's Challenge==
Crushing the enemy into a fine powder isn't always a straight-forward task. Take the Commander's Challenge and face fifty unique scenarios, each with special rules and conditions for victory.
Beat the circle challenges to advance through the critical path, and take on triangle side-missions to unlock new units and superweapons. Clear each challenge under the par time to prove your skills in adaptive warfare.
Resources are limited, so use whatever forces you're handed and learn to turn limitations into advantages. Skilled commanders earn a credit stash bonus for clearing difficult scenarios quickly and efficiently.
==Yuriko Omega==
The Empire's top scientists wanted to breed a corps of psychic warriors, able to unleash the power of their minds against the Emperor's enemies. Instead, they created a monster. And then they drove her insane.
Guide young schoolgirl Yuriko Omega as she embarks on a campaign of terror, without the worries of base building or resource management. Upgrade Yuriko's devastating psionic abilities as you unlock the secrets of her past, and exact a bloody vengeance on her creators.
==Units==
You'll have a wide array of forces at your command, each with their own unique function and special abilities. The key to victory is knowing when, where, and-most importantly-how to deploy them.
===Allies===
====Infantry====
	Attack Dog: Specially trained German Shepherds, Attack Dogs excel in sniffing out ambushes during field recon, guarding important locations, and light combat. Allied sonic technologies have amplified their bark to stun enemy soldiers.
	Engineer: Engineers look unarmed, but their briefcases are full of gadgets perfect for fixing or commandeering various technologies, and building medic tents to triage wounded troops. Top Engineers can take over an enemy factory singlehandedly in seconds, but they rarely get far without armed escort.
	Peacekeeper: The frontline soldiers of the Allied military, Peacekeepers are equipped for defensive postures first, but don't lack for aggressive moves. Their combination of shotguns and riot shields often prove decisive in combat.
	Javelin Soldier: Heavy support troopers operating specially designed missile systems good for surface-to-air and anti-vehicle use. Devastating as their weapons are, Javelin Soldiers can "paint" enemy targets for even more damage.
	Cryo Legionnaire: Cryo Legionnaires arc their freeze rays to immobilize multiple enemies, then use their cryo-propulsion packs to leap up and shatter them on impact.
	Spy: The Spy is a tuxedo-clad master of disguise, able to camouflage himself as the enemy and infiltrate their bases of operation with ease. Spies go into the field unarmed, but their abilities to steal enemy intel, sabotage bases and bribe enemy troops into changing sides are invaluable.
	Tanya: When it absolutely, positively has to be destroyed, the Allies send Tanya. Her liberal use of machine pistols and C4 explosives makes her more than a match for nearly any opponent-land, sea, or air-and a time belt allows her to jump back 10 seconds in time... in case of accidents.
====Vehicles====
	Riptide ACV: A small and maneuverable hovercraft good for troop transport and fire support, thanks to a mounted machine gun and dual torpedo tubes.
	Multigunner IFV: The Infantry Fighting Vehicle is a robust armored car featuring variable weaponry; its standard rocket launcher adapts to whatever weaponry its passengers are carrying.
	Pacifier FAV: The Pacifier doesn't move very fast, but twin anti-infantry guns take care of business until it's ready to deploy into a stationary siege unit, hitting entire areas with artillery barrages.
	Guardian Tank: The backbone of Allied armored units. If its 90mm cannon can't solve a problem, the Guardian can easily designate targets for bigger Allied weapon platforms to obliterate.
	Mirage Tank: A scalpel to the Guardian's club, the Mirage is a stealth-active tank sporting a spectrum-dispersion cannon that boils metal. Its active camouflage can be redirected to hide nearby forces.
	FutureTech X1 Tank: FutureTech's crowning achievement is a stone killer sporting neutron scramblers that annihilates the targeted unit and everything around it, and a death ray that more than lives up to the name.
	Athena Cannon: Linking to orbital laser satellites, the Athena can paint targets and rain down fire to spectacular-and devastating-effect. The satellites can also temporarily shield the Athena from attack.
	Prospector: This unassuming, unarmed workhorse keeps the Allied forces functional. Prospectors endlessly gather ore and deliver it for processing. They can also deploy into a self-sufficient outpost for base expansions.
	Mobile Construction Vehicle: Tough, amphibious, and versatile, the MCV is vital to setting up forward bases, gathering resources, manufacturing support craft and training Allied forces. Protecting their MCV is always a commander's highest priority.
====Aircraft====
	Vindicator: Medium-range bombers specializing in tactical strikes on ground forces using two laser-guided bombs.
	Cryocopter: An experimental light helicopter armed with the latest in non-lethal weaponry: a freeze ray as its primary option, and a highly impressive shrink ray for special occasions.
	Apollo Fighter: A superior air-to-air fighter armed with beam weaponry, Mach-3 capabilities, and piloted by the best hotshots in the Allied nations.
	Harbinger Gunship: When called into action, the Harbinger Gunship does only two things: circles the designated target and bombards it with artillery shells and an unending stream of bullets.
	Century Bomber: Made in the U.S.A., these sturdy planes can carpet-bomb fortified enemy compounds into dust, then deploy paratroopers to mop up.
====Navy====
	Dolphin: Trained, weaponized dolphins capable of scouting enemy fleets or engaging them with anti-ship sonic disruptors.
	Hydrofoil: A light skiff made for surveillance and defense, but carrying two nasty stings: a 20mm Icarus cannon and a weapon jamming system.
	Assault Destroyer: The Allies' fearsome amphibious warship, featuring a powerful gauss cannon, depth charges, and magnetic armor for drawing fire away from unprotected friendlies.
	Aircraft Carrier: A floating fortress capable of deploying squadrons of shortrange Sky Knight fighter drones and devastating Blackout missiles that fry all electrics in the blast radius.
==External links==
* Command & Conquer: Red Alert 3 - Uprising Game Manual direct mirror
* Command & Conquer: Red Alert 3 - Uprising Game Manual at replacementdocs.com
Category:Uprising