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I have my finals in a week, but I could no longer contain the itch since I had these in mind for the past year already!! XD To explain... When doing practice runs, I usually save at a point right before the mission cutscene ends so I don't always have to wait the entire briefing before being able to play. In the process, I accidentally discovered that if you currently have battlefield control and load into a point where you're supposedly locked from control, you WILL have control. By having "battlefield control," I also mean SKIRMISH GAMES, so you can literally load a skirmish and then back into the mission to unlock battlefield control. As I stated in the video, this works for any and all missions in RA2 and will save IN-GAME time on all missions where you don't already have immediate battlefield control. However, there are two downsides to this glitch: 1) Some map elements will not load properly. If you try this save-load on the next mission (Red Revolution) for example, the healing crate you saw me take near the bridge on the right side of the map will not be there. 2) "Abusing" this multiple times in a single session of the game will eventually cause lag and repeated voice lines at the endings of missions. At one point, my game just froze, and force-quitting it just left me in a black screen. For that reason, employing this time-saving mechanic in a full campaign run must be strategic; it should only be used when it can actually save REAL time since that is the metric of the competition. As a reminder: real time for each mission begins when you have battlefield control—a good indicator of that is when your game cursor is visible; it ends upon seeing "Mission Accomplished." And in case you're still not up to speed on the amphibious transport glitch: you just need to face them toward the direction of the terrain you want them to climb then spam left click on a physically inaccessible location (in this case, the fog of war behind the prism tower) while holding the ALT key. The speed at which they're able to climb hinges on three factors; namely, the height of the terrain, the forward momentum you're able to give them right before attempting to glitch them, and your own APM. Just like in my Allied campaign run, you see me take a little extra time to position them properly before moving them forward to be most efficient. There is so much more I'd like to talk about with regard to these last three missions, but they'd be more a passion speech and less an explanation of the strategies. I will just save that for a future video, so until then, happy watching/Red-Alert'ing! :) Operation 10: Weathered Alliance Start: 00:35.94 End: 03:52.24 Real time — 03:16.30 In-game time — 03:26 Operation 11: Red Revolution Start: 04:16.12 End: 07:11.42 Real time — 02:55.30 In-game time — 03:18 Operation 12: Polar Storm Start: 00:07.63 End: 05:33.23 Real time — 05:25.60 In-game time — 05:44 All missions here were ran on EASY difficulty because difficulty is irrelevant in the speedrun.com leaderboards for the full campaign. For now, I will only play these individual levels on the difficulty I would play them on in a full run. I definitely prefer to play all RA2 missions on Hard, but until then, tough luck, yappers. If you're interested in similar, short speedruns of certain missions like this, check out my gaming channel: / @lollimegamer12 ! Check out my full, world record speedrun of the same campaign here: • [World Record] Command & Conquer: Red Aler... :)) speedrun.com leaderboards: https://www.speedrun.com/cncra2?h=Sov... 【红警2】红军10 3分26秒打通! 【红警2】红军11 3分18秒打通! 【红警2】红军12 5分44秒打通! #redalert2 #speedrun #worldrecord #speedrunworldrecord #redalert #commandandconquer #gaming #rts #speedrunner #speedrunners #allied #soviet