![]() |
Until a future game comes out and says otherwise, all Red Alert 3 - Uprising missions are treated as canon. |
---|
A Much Brighter Future is the third mission of the Soviet campaign in Uprising. The Commander is sent to Mexico and destroy Rupert Thornley's FutureTech headquarters after the underground resistance had expelled him from Siberia.[1]
Background[]
The Soviet Underground had destroyed FutureTech's military at Murmansk in northern Russia. Dasha informs the Commander that they traced Thornley's forces to a base in Mexico, well under the Allies' radar. The Commander is then sent there to destroy the base and set back FutureTech's plans.
New additions[]
![]() |
Events[]
Soviet forces had succeeded in sending a small task force from Cuba. This will include Sickle, infantry, and introducing the not so all new Reaper detachments. The battle takes place on an archipelago offshore near Mexico. A group of Twinblade helicopters will also be slated to your command.
Clearing the Lookout Posts[]
Mobilize your transports to the nearby island. Be advised not to use a Proto Jump from your Reaper unit as it wastes down your precious anti-armor and anti-air resource. Place some parties to locate hostiles and plan ahead using resources at hand (for example Terror drone's disabling beam for anti-vehicles to destroy). Locate the outpost and destroy it.
The Prospectors[]
“ | You would probably need more funds, that I'm working on it. It should be a matter of time. - Dasha Fedorovich awaiting for enemy convoys for additional resources |
” |
Mobilize your forces again to the next island, but don't forget to split the task force in two, so that the enemy won't stab you from behind. Utilize the Twinblades to locate and destroy the Prospector. Make use of Terror drones again and back them up with a Reaper (share it on both islands) to counter the air threat. When its over, an MCV will be allocated to its command. Deploy it immediatelly and send in Sputnik vehicles to a nearby island with resources for the economy.
Engaging FutureTech Assault[]
“ | You just don't know how do you keep your nose out of other people's business, do you?! Well now, I'm going to have to show you what happens to those who are just a little too nosey! - Rupert Thornley, in a transmission to the Soviet Commander |
” |
FutureTech at this time will engage you with standard Allied forces. But, they will also willing to demonstrate their latest experimental gunship, using your units as target practice. In order to defend the base, a good idea is to deploy a Barracks and unleash the mighty infantry hordes. Crusher crane can also be built to repair your units. However, offense is the best defense. Use your Twinblades and Terror drones for recon and locate FutureTech's main base along with their lavish officers. You may sneak some Engineers on the Twinblade and deliver them to the top right position of the enemy base to retake their Airfield. Build your maritime siege engine and cover them with your units. A best bet is that an Allied Aircraft carrier is recommandered using Natasha sniping its naval leader. Lay siege to the base and demonstrate the motherland's will to the corporation.
From the ruin of the base, you will have an intel on their core-of-the-problem's location. Dasha will to muster any available forces to the area. And as the bulk of their forces are in a vegetative state, the mission will be completed since you destroyed your enemy and Rupert Thornley contacting you in the middle of this battle.
Aftermath[]
The Soviets were nearly on the verge of liberating the Soviet Union and had become aware of a irresponsible new weapon that could freeze time. They then raced to Sigma Island in hopes of permanently putting it down before it could spell their doom.
Walkthrough[]
During the infiltration phase, it is vital to keep at least one unit intact at all costs, as the loss of all forces will cause the mission to fail. Even after that, proper resource management remains critical.
The starting forces generally consist of Sickles and later Terror Drones. Sickles can defeat enemy infantry, and while they don't work well against structures, they can simply shoot explosive barrels conveniently placed nearby or jump across gaps. Terror Drones, being amphibious, are best used to damage certain enemy vehicles that are difficult to reach. After claiming each island, a Sputnik is deployed to establish an Outpost, but they won't be useful until the MCV arrives later on after taking the third island.
The Reaper walkers will typically be the only source of air defense against the two Harbinger gunships at the beginning. Move them around to minimize losses.
Attacking the enemy prospectors is simply a matter of deploying Terror Drones to infect them, provided if no other enemy units are in the way. It isn't necessary to catch all of them - Having enough resources to build three refineries and some extra will suffice.
The Infiltration phase ends the moment the last prospector is destroyed or despawns on its own. FutureTech's forces will prolifically abuse aircraft, primarily Apollos and Vindicators. While there are no direct ground routes to the base, there is indeed a Chronosphere to warp large groups of Mirage Tanks/Athena Cannons/Guardian Tanks/Multigunner IFVs. Hydrofoils, Riptide ACVs and sometimes Aircraft Carriers will occasionally show up, with the latter often being a priority target as the Sky Knight UCAVs are difficult to destroy.
The three other marked FutureTech facilities conceal 4 crates of $1000 each, which can be collected by any infantry. They have little to no means of air defense (unless there is a Multigunner Turret or the Chronosphere warps a group of Multigunner IFVs there, since Cryo Legionaries and Spectrum Towers cannot target air), so it may be worthwhile to claim them with a strike force. The only other source of funding is an oil derrick just off to the south.
A proper assault involves initially defending with Flak Troopers while building a Naval Yard for Akula Subs and Dreadnoughts, as it is the easiest way to escort a Sputnik. The Akulas can take out amphibious units while Dreadnoughts bombard enemy defenses from afar, such as Spectrum Towers. It may be necessary to deploy the Sputnik on water and build another Naval Yard nearby to prevent FutureTech from easily destroying it, as the Naval Yard can produce more Sputniks.
Groups of Hammer Tanks should suffice against most vehicles, but V4 Rocket Launchers are needed to deal with defenses, and enemy Athena Cannons can deal serious damage to them. It's best for Terror Drones to tag along, as they can potentially burrow into one and destroy it from the inside.
Eventually, FutureTech's Ore Mines will deplete as they expend and exhaust their resources rapidly, leaving their structures easy pickings for V4s.
Trivia[]
- The grinder is introduced in the next mission but first available in this mission.
Videos[]
References[]
- ↑ Electronic Arts Los Angeles, Command & Conquer: Red Alert 3 - Uprising. Soviet mission 3: "A Much Brighter Future".