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Command & Conquer: Red Alert 3

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Command & Conquer:
Red Alert 3
DeveloperElectronic Arts Los Angeles
PublisherElectronic Arts
SeriesRed Alert Universe
Release DatePC:
NA28 October 2008

EU31 October 2008
March 2009
Xbox 360:
NA11 November 2008
EU13/14 November 2008
PlayStation 3:
NA23 March 2009
EU27 March 2009

GenreReal-time strategy
ModesSingleplayer, multiplayer
RatingsESRB: T

PEGI: 16+

PlatformsPC, Mac, Xbox 360, PlayStation 3
InputKeyboard, mouse, microphone (optional), controller (PS3/X360)

Command & Conquer: Red Alert 3 is a 2008 real-time strategy game developed by Electronic Arts Los Angeles. It is the third major installment in the Red Alert series and features the original two factions, Allies and Soviets, joined by the newly introduced Empire of the Rising Sun, a high-tech fictionalized Japanese army. Although co-op campaigns were not new to Command & Conquer games, as special co-op missions existed in Red Alert 2 and Yuri's Revenge, Red Alert 3 was the first (and currently only) Command & Conquer game to exclusively use co-op mechanics in the main singleplayer campaign.

The PlayStation 3 version was released later than the PC/X360 versions, and was titled Command & Conquer: Red Alert 3: Ultimate Edition.

Uprising is the game's standalone expansion on the PC, while Commander's Challenge, a stripped version of Uprising was released for the PlayStation 3 and the Xbox 360. Both were released in 2009.


Main article: War of the Three Powers

The introduction features Moscow in turmoil, following what appears to be the Allies' eminent victory over the Soviet war machine, as seen in Red Alert 2, with Premier Romanov having fled the country. With the USSR at death's door, Anatoly Cherdenko and his commanding officer, General Nikolai Krukov take a secret elevator to a laboratory beneath the Kremlin. Cherdenko reveals to his superior that he was put in charge of a top secret project a year prior to the fall of the USSR, stating that "time is on [their] side."

In the secret laboratory, Dr. Zelinsky has been commissioned to create a time machine (similar to how the Allies defeated Yuri in Yuri's Revenge). Cherdenko, Krukov and Dr. Zelinsky enter the machine and go back to 1927, where Cherdenko "erases" Albert Einstein from existence, in a similar way to how Einstein erased Adolf Hitler in Red Alert 1.

Upon return to the present, it is revealed that the USSR is victorious, having conquered most of Western Europe. Oddly enough, though, the chain of command has been broken and Cherdenko is now premier, much to General Krukov's dismay. Suddenly, a message appears from Soviet bases in the east: a new enemy has arisen, the Empire of the Rising Sun, a technological super-power bent on achieving its "divine destiny" of world conquest. Krukov orders a nuclear strike on the Allies and the Empire, but is met with blank stares. Apparently, Einstein's removal from the timeline has made nuclear weapons nonexistent. Dr. Zelinsky comments: "Who knows what nightmares we have created?"


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Red Alert 3 was first announced on 8 December 2004 by Mark Skaggs, the executive producer at the time.[1] However, the game did not enter a more serious development stage, as Electronic Arts Los Angeles was working on The Lord of the Rings: The Battle for Middle-Earth series.

On 14 February 2008, executive producer Chris Corry announced the development of Red Alert 3 in a special report edition of Battlecast Minute.

Boxes of Command & Conquer 3: Kane's Wrath contained beta keys for Red Alert 3.


Wikipedia-logo-v2 This page uses Creative Commons Licensed content from Wikipedia (view authors).

Red Alert 3 retains the core RTS mechanics of the Command & Conquer series. Warring factions harvest resources using vulnerable collectors and then use those resources to construct military bases and forces on-site. Structures form a shallow but wide tech tree with a variety of units and elusive superweapons. Weapon types are specialized to the point where a rifleman can withstand direct hits from an anti-armor tanks etc. Red Alert 3's major refinements are the addition of the Empire of the Rising Sun to the factions of the sub-series, similar to what Tiberium Wars did with the Scrin faction, a co-operative campaign, and expanded naval warfare.

The "single-player" campaign is now fully co-operative, with each mission being played alongside an ally. When played online (but not in LAN; GameSpy was the only platform that natively supported co-op until its inheritance by C&C:Online), this is another human player. If played offline, one of several computer-controlled characters acts as the player's ally. Teams share income and generally start with the same forces. Computerized characters can be given extremely simple commands, such as an order to take a specific position or to strike a specific target. The campaign has nine missions for each side (see Co-Commanders). Each side's plotlines are mutually exclusive, in contrast to Tiberium Wars, but alike the previous Red Alert titles.

Naval warfare is emphasized as another front. Many units are now amphibious, trading effectiveness for increased flexibility. Buildings and entire bases can be constructed on water, save for such structures as ground unit production facilities. According to executive producer Chris Corry, players who "ignore the ocean [are] likely forfeiting a significant part of their potential economy to their opponents." Further stressing this is the fact that, despite some campaign maps being entirely land based, most multiplayer maps have significant bodies of water in them. The use of naval units and various unit abilities attempted to diversify the gameplay and add variety to build orders compared to previous games in the series.

Manually controlled secondary abilities are common to each and every unit in the game. How each ability is employed varies: some are toggled on or off, others are targeted, and still others are triggered the instant one presses the button. An Imperial constructor might be able to deploy once at a specified location, a Soviet conscript can switch weapons at will, or an Allied artillery piece can engage its shields with a button press but with a cool-down that requires a period of time to pass before the ability can be activated again are such examples of secondary abilities. All abilities are bound to the same key. The game also features experience points that are used to unlock upgrades to unit types as well as "commander abilities" used to call in air strikes, recon sweeps, magnetic satellite beams, etc.. Commander abilities have no resource costs but have significant cool-down periods.

Ore fields as resource sites have been removed. These originated in the first Red Alert as a functionally identical equivalent to Tiberium, in C&C similar to a strip mine. Gameplay mechanics haven't changed a great deal since fields have been replaced with stationary ore mines - although this does impact on strategic ore-refinery placement and covert refining to an extent.

Each of the three powers has something to boast at:

  • The Soviets gain supremacy of the land;
  • The Allies gain supremacy of the air;
  • The Empire of the Rising Sun gains supremacy of the sea.


AI-controlled co-commanders can be given the following orders in the campaign:

  • Strike Target
    • The co-commander will immediately send available forces to deal with the targeted unit/structure.
  • Take Position
    • The co-commander will immediately send available forces to the indicated location. These forces will only stay there for a short while after the position has been secured.
  • Plan Attack
    • The co-commander will begin to build up forces to attack the unit/structure. Should there already be enough forces, the co-commander will send the forces there immediately. This continues until the unit/structure is destroyed.
  • Keep command
    • The Co-commander will fend for himself. This also cancels the other orders listed above.
  • Co-commander Strike
    • Co-commander strikes appear halfway through the missions and have a short description of what they will do when activated.
    • To view the description, click on the Co-commander strike. The activate button will also appear under the description.

The first four orders, Strike Target, Take Position, Plan Attack and Keep Command can be found in the top-left hand corner of the screen. Beside this, there is a portrait of the co-commander and a status bar below. The status bar gives information on the co-commander's actions.

Note: In all the campaigns, the co-commander will always be assigned the green colour (except for the Allied joint operations with Soviet forces, where the co-commander's forces are red) and the player is always assigned a co-commander. In online co-op, the host is assigned the main player colour, while the joined player is assigned green.

Also, if the co-commander's army has been destroyed, the player can not command them and the mission will increase in difficulty to complete alone.


Soviet Union

Allied Nations

Empire of the Rising Sun

[UR] means this character also appears in Command & Conquer: Red Alert 3: Uprising.


See: List of Units in Red Alert 3


The tutorial feature is available to those who are beginners at Red Alert 3. A Tsunami tank, Hammer tank and Guardian Tank made a temporary truce to teach the Commander about the basics like simple commands, base building, special abilities and Co-Commanders. During the tutorial, the tanks often fire at each other when one says something ridiculous (mainly the Hammer Tank). In the final chapter of the tutorial, the Hammer tank switches to an Apocalypse tank. Upon the Commander's completion of the tutorial, the tanks withdraw their truce and begin firing at each other... this time for real.


The recommended campaign order is Soviet-Allied-Imperial, but they can be played in any order. They contain certain campaign-specific units like the Tesla Tank and Shogun Executioner.


Caution! May contain spoilers!

Allied ending

The Allied Campaign ends with the Statue of Lenin toppling and the Soviet leaders arrested and put in cryo prison. Tanya and Eva dress up in black and white respectively, wanting to date the Commander. This places the Commander in a rather interesting situation. The Commander does not get to choose, since it fades out there.

A new president of the United States gets elected (played by David Hasselhoff).

Soviet ending

RA3 USSR logo The following is based on the Soviet campaign of Red Alert 3 and contradicts canon sources.

The Commander takes control of the USSR and annihilates both the Empire and the Allies. The Statue of Liberty is destroyed and replaced with a statue of Lenin. The Commander, like in the Soviet campaigns of the first two Red Alert games, gains the rank of Premier. Dasha gives a toast to the Commander, and the new Premier steps onto the balcony to the cheering crowd outside the Kremlin waiting for a speech.

Imperial ending

RedAlert3RisingSun avatar The following is based on the Empire of the Rising Sun campaign for Red Alert 3 and contradicts canon sources.

The Empire of the Rising Sun campaign ends with a King Oni cutting down the Allied flag with its lasers and putting an Imperial flag in its place. Yoshiro and his son grant the Commander the rank of Supreme Shogun, while Suki is out at Hawaii and asks the Commander to join her.

Premier Edition

A special limited edition was also released: Red Alert 3 Premier Edition. This package includes a bonus DVD with behind-the-scenes footage, the soundtrack disc, posters of the female stars casted in the motion videos and a beta key for the later cancelled Command & Conquer: Arena. It comes packed in a tin can.

See also


  1. Red Alert 3 announcement. (archived) (December 8, 2004). Retrieved on 2012-09-15.
Command & Conquer series
Red Alert 3 Missions
RA3 Emblem Allies Allied War of the Three Powers Arsenal RA3 Emblem Allies
RA3 USSR logo Soviet War of the Three Powers Arsenal RA3 USSR logo
RedAlert3RisingSun avatar Imperial Red Alert 3 Arsenal RedAlert3RisingSun avatar
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