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    FAQ/Strategy Guide by threetimes

    Version: 1.3 | Updated: 09/07/11 | Search Guide | Bookmark Guide

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                          S T R A T E G Y  G U I D E / F A Q
                                Written by threetimes
    Platform : PS3/X360                         Submission : January 31st 2011
    Developer: Stainless Games                  Version    : 1.3
    Publisher: Electronic Arts                  Update     : September 2011
    Released : 2010 (online)
    Although this FAQ is written for the PS3 version of the game it can also be
    used to complete the X360 version.
    Updated to include AI strategies (Command Tips section).
    TABLE OF CONTENTS ................................................ SEARCH CODE
    To find a section of the guide select the Edit option on your toolbar and then
    Find and type the code. Or use Ctrl +F, (it's the Apple button for Macs +F)
    to bring up a box where you can type in the code.
       I. Introduction .................................................... *INTRO
      II. Controls ........................................................ *CONT
     III. Main Menu ....................................................... *MENU
      IV. How to Play ..................................................... *PLAY
       V. Objectives ...................................................... *OBJECT
      VI. Rewards ......................................................... *REWARD
     VII. Command Tips .................................................... *TIPS
    VIII. Campaign Mode Walkthrough ....................................... *WALK
          Chapter 1 ....................................................... *WKC1
          Chapter 2 ....................................................... *WKC2
          Chapter 3 ....................................................... *WKC3
          Chapter 4 ....................................................... *WKC4
          Chapter 5 ....................................................... *WKC5
      IX. Trophies ........................................................ *TROPH
       X. Custom Games .................................................... *CUST
      XI. F.A.Q.S. ........................................................ *FAQS
     XII. Credits, Legal and Contact ...................................... *CLC
    I.  I N T R O D U C T I O N ............................................*INTRO
    Risk - Factions is based on the traditional board game of Risk and also
    features the 2008 updated rule set that makes the game much faster to play.
    It offers a campaign mode, complete with a storyline involving five factions
    that can then be played as many times as you like. But the real attraction is
    the online play and the trophies. The basic concept (if anyone doesn't already
    know) is that you use dice to play against a number of opponents and the aim is
    to win territories on a world map or, for the Factions game, to win 3
    Objectives and claim various rewards on a range of different maps.
    This FAQ explains:
    * - how to play the game, and all the new features of the Command mode
    * - how to complete the campaign mode
    * - how to gain all trophies
    II.  C O N T R O L S ................................................... *CONT
    The Help and Options menu allows you to change the Volume of sound and music
    and to choose to keep Game Tips on (good idea) and Vibration on or off.
    For the PS3:
    * L2 shoulder button - gives Game Info - shows details of opponents and player
    * L1 shoulder button - gives Map Info - this includes the names of the
                           continents and any map bonuses for holding a continent
    * R2 shoulder button - zoom in or out of the map
    * R1 shoulder button - press to finish a turn
    * Triangle           - shows the objectives and rewards for that match
    * Circle             - cancel or go back/retreat
    * X button           - confirm an action/launch an attack
    * Square button      - finish an attack/fast battle
    * Left Stick/D Pad   - navigate from one part of the map to another, select
                           number of dice to use for an attack
    * Right Stick        - not used
    * START              - Exit a game to the menu with these options:
                           Resume Game
                           Help and Options
                           Save and Exit Game
                           Exit Game
    III. M A I N  M E N U  ................................................. *MENU
    Play through the Single Player campaign missions.
    Create a customized game to play on your own or with friends. (Progress is
    saved for you so you can start a game, leave it and go back to it later.)
    Log in to the PSN and play a multiplayer game online.
    See your player stats for:
    - Games Won
    - Hours Played
    - Games Played
    - Games Lost
    - Favorite Faction
    - Overkill Total
    - Super Overkill Total
    - Objectives Earned
    - Humans Destroyed
    - Cats Destroyed
    - Robots Destroyed
    - Zombies Destroyed
    - Yetis Destroyed
    - 1's Rolled
    - 2's Rolled
    - 3's Rolled
    - 4's Rolled
    - 5's Rolled
    - 6's Rolled
    Online Rating and Rank
    View the PSN leaderboards that list these modes separately for the overall
    Rank and Rating:
    - Command Room
    - World Conquest
    - Classic
    Accumulated totals are listed for:
    - Overkills
    - Troops Destroyed
    - Territories Conquered
    Change the sounds and game options and learn how to play.
    IV.  H O W  T O  P L A Y ............................................ *BASIC
    I'll explain the significance of all the features even though the game Help
    does a perfectly good job of that, because this is a FAQ and that's what FAQs
    There are three basic types of games:
    This is Risk with a twist and utilises the 2008 rule change. The first player
    to complete 3 Objectives (randomly generated) AND control their capital, wins
    the game.
    This game uses the Objectives and Rewards feature of the updated game but
    doesn't end until one player controls all the territories. It can be played on
    the Classic Risk map or the new maps.
    The original Risk game with accumulating troop cards. Play until one player
    controls all the territories.
    Objectives are goals that players will attempt to achieve. You can only collect
    ONE objective per turn, so if you win more than one you have to choose. If you
    eliminate another player you take over that player's objectives (although not
    the rewards) and all their troop cards.
    Each objective comes with a reward. (Also randomly generated, although usually
    the harder to achieve objectives reap the better rewards.) If you eliminate
    another player you do NOT get their rewards.
    At the end of your first successful attack on an enemy territory you'll receive
    a Star card. Each one gives you 1 or 2 stars and you can trade these in for
    additional troops at the start of your turn. (During the "draft" stage.)
    Note: In a game with 5 players star cards are awarded at the start of the game.
    The third and fourth player get 1 card and the 5th gets 2, although that might
    work out differently if someone is given a 2 starred card.
    Each player has a capital and you can choose where to place it in online games,
    although this is predetermined in the campaign mode. For every capital you
    control you draft one troop per turn in addition to the normal draft. YOU MUST
    Some territories contain a city and each city is added to the number of
    territories you control when drafting. That means that cities are useful to
    have, (especially in the Classic Risk map using Objectives). They also might be
    subject to particular objectives.
    There are three stages to each turn:
    At the start of your turn there is a draft, and you must place all the troops
    in your draft on any of your territories. The number of troops is based on
    various conditions.
    1. The number of territories you control divided by 3. (If you have 21, then
    you'd get 7 troops.) But even if you only have 1 territory left you'll still
    get a minimum of 3 troops.
    2. Cites are valuable and territories with a city count double when allocating
    troops. For example: if you have three cities you'll get an additional 3
    points, and that gets an additional 1 troop.
    3. The number of capitals you control: each capital adds 1 troop.
    4. Any continent bonus: Press the L1 button to see the bonuses for each
    continent on the map. Larger ones usually get more troops added.
    5. If you have the Reward of "2 Troops" you'll get an additional 2 on every
    6. Cashing in your star cards. The more cards you have, the more troops you
    Drafting Troops
     2 Cards -  2 troops
     3 Cards -  4 troops
     4 cards -  7 troops
     5 Cards - 10 troops
     6 Cards - 13 troops
     7 Cards - 17 troops
     8 Cards - 21 troops
     9 Cards - 25 troops
    10 Cards - 30 troops
    To attack another territory you must have at least 2 troops on an adjacent
    territory. Some have water between them but you'll see a dotted line on the
    Faction maps showing which areas connect to each other. If you defeat all the
    troops on that area you will invade, but must leave at least 1 troop behind.
    All your troops are moved onto the new territory you won, but you have the
    choice of leaving some behind (press Circle to subtract and X to add troops) or
    moving them all.
    You cannot attack with 1 troop. If you attack with 2 troops you will only be
    able to use 1 dice, and with 3 you can use 2, and 4 or above you can choose to
    use the maximum of 3 dice (or less if you wish).
    You can attack as few or many territories as you want, but remember that you
    won't receive a star card if you don't win any new territory!
    After you finish your turn you get the option to move troops from any
    connected territory to another one. Territories are connected if you control
    all the land between them. (This is only possible in the Command mode and in
    classic Risk you can only move troops to adjacent territories.)
    At the end of your turn you will see a message: "Conquer a Territory" and can
    choose to take an Objective (if you won one) and the corresponding Reward OR a
    Star Card, but not both. This means that if you take the Objective you won't
    get a Star Card on that turn (unless it's the Guaranteed Card reward).
    These features appear on the various maps for the Command Mode.
    The player who controls the missile rolls a Bonus Die when attacking and
    defending territories within the missile's range. It only covers areas in a
    circle around the lake on which it is situated and you must control a minimum
    of 3 Barracks in order to activate and control the missile. You can only roll
    ONE Bonus Die.
    Control any three Barracks (there are 5 on the map) and you control the
    The Dam is situated between two territories and a player who controls BOTH of
    these (they are not connected to each other and in different continents)
    controls the Dam. It is only traversable if both sides are controlled.
    If you're in control of the Dam at the start of your turn you have the option
    to "flood" Kokta, the continent below the Dam. If this option is activated then
    ALL troops except one, from all the territories in Kokta, are killed.
    The idea is to control a mining territory to gather Mineral Deposits which are
    sometimes (not always) the goal for an Objective. At the start of your turn you
    collect a Mineral Deposit for every additional troop you have on the territory
    (over and above the obligatory one troop). If you have 2 troops you'll collect
    1 deposit, for 3 you get 2, 4 nets you 3 and so on.
    Control a Geothermal Plant (only found next to the Volcano) and you'll harvest
    energy in the same way as with the Mines. The drawback here is that the volcano
    erupts at random times at the start of each round of play and that will wipe
    out all troops, except for one, on the three surrounding territories.
    The volcano may or may not erupt between each round of turns. If it does all
    troops but one on the three surrounding territories are killed.
    Solar Arrays are only found on the same map as the Volcano and have no purpose
    other than to achieve an Objective. Control some or all of the maximum of 5
    Solar Arrays to achieve a specified Objective.
    The Temple is situated on three territories (making up a single continent) and
    to control the Temple all three territories must be in possession of the
    player. If the Temple is under control at the start of their turn the player
    can choose an enemy territory to convert. They take over that territory and all
    enemy troops are changed to the player's colour and faction. You can convert
    the last territory held by an opponent to obtain a total defeat, and you can
    convert a frozen territory, although you cannot add troops to it or use
    it to attack while it's still frozen.
    If a player has control (or takes over control) of three Crypts on their turn,
    they can freeze another territory. This is done at the end of their turn and
    ANY territory can be frozen, an enemy territory, one of their own, or even a
    crypt. A territory that has been frozen cannot have troops added to it or be
    attacked in any way during the next round. (That includes being converted by
    the Temple.)
    This is a reward for achieving a particular objective and can be placed on any
    territory controlled by the player. When you attack or defend in this
    territory, or any adjoining one, you get +1 bonus on your highest die. In other
    words, if a 4 was your highest throw you'll see a +1 added to it, making it a
    5. Lose control of the territory that the Airfield is on and you lose the
    Airfield and its effects. If you place two Airfields so they affect the same
    territory, you only get the bonus for one.
    If you roll a double six either as defender or attacker this is called an
    Overkill. Your troops defeat twice as many enemy troops and there's a special
    animation to accompany this feat!
    Roll a triple six and this triggers the Super Overkill! All defending enemy
    troops are defeated for an instant victory.
    Conquer at least one territory to earn a card. Cards are shown with Infantry (a
    figure with a gun), Cavalry (a horse), or Artillery (a cannon), and each card
    also depicts a territory from the world map.
    If you own the territory shown on a card that you trade in, you get 2 extra
    troops in addition to the amount for the traded cards and these are placed on
    that territory automatically.
    Collect cards and trade in 3 of them at the start of your turn for additional
    troops. A set of cards consists of 3 of one type or one of each type, or any 2
    cards and a Joker.
    The maximum number of cards you can hold is 5 and when you have that many you
    MUST trade them in, like it or not! If you conquer an enemy, removing their
    last territory from the map then you take their cards, and that might mean that
    you have to trade them in at that point if you have the maximum of 5, giving
    you an additional draft of troops at that point.
    Trade in your cards for additional troops, but how many you get is dependent on
    how many sets of cards have been traded.
    1st Set = 4 troops
    2nd Set = 6 troops
    3rd Set = 8 troops
    4th Set = 10 troops
    5th Set = 12 troops
    6th Set = 15 troops
    7th Set = 20 troops
    8th Set = 25 troops
    and so on, with an increase of 5 troops each time a set is traded.
    After you have finished your turn you get the option to move troops from any
    territory you control to another one, but it must be next door, directly
    V.  O B J E C T I V E S .............................................. *OBJECT
    Objectives are randomly generated for each Command game and it's important to
    check exactly what they are and what you have to do to earn them. Usually the
    better rewards are linked to the harder objectives. The Objectives are ranged
    across the top of the screen with the name of each one, and the locations of
    features, such as capitals, barracks, crypts, solar arrays and cities are
    highlighted on the map when you select an objective. When you scroll through
    them you'll see an icon in the top left corner showing the type of objective.
    Globe Icon    - Control of a named continent
                    Control of any 2/3/4 continents
                    Control of a specified number of territories
    Capital Icon  - Control an Enemy Capital
                    Control 2 or 3 Enemy Capitals
    2 Yellow Huts - Control of 3/4/5 Barracks
    Rock Icon     - Mine 10 (number varies) Minerals (Kokta and Dam map)
    Power Plant   - Harvest 12 (number varies) Energy Resources (Volcano map)
    Red Flower    - Control 3/4/5 Solar Arrays (Volcano map)
    Crypt Icon    - Control 3/4/5 Crypts (Temple map)
    City Tower    - Control 3/4 Connected Cities
                    Control a specified number of cities on the Classic Risk map
    What this means is that if you win more than one, choose which one you want and
    if the same conditions apply on your following turn, then you'll receive the
    second objective you won. For example: if you obtained two enemy capitals and
    there was an objective to win 1 enemy capital and another to win 2 enemy
    capitals, take the second one (which is harder to get) and if you still have
    one capital on your next turn, you'll win that objective by default. Another
    example is if you've mined the number of minerals and won that objective, but
    on the same turn you also gain control of 2 continents. Take the latter
    (because it's something you could lose) and you'll still have the minerals'
    objective to claim on the next turn.
    Watch out if someone wins two objectives in one turn because they will have
    only been able to claim one of them and the other will still be up for grabs.
    Check out which one they took and act to prevent them from getting the second
    one, which they will do on their next turn if they still meet the conditions.
    However, if you don't take the reward it's still available for someone else to
    claim so it's nearly always essential to take the reward.
    When a Faction fulfils the conditions of an objective and takes the reward
    their colour will show on the shield for that objective. Keep checking to see
    the progress of your opponents and what objectives there might be left if they
    already have two. Do everything you can to prevent them from taking it or it's
    game over.
    Often you can gain an Objective in the early stages of the game, such as to
    take an enemy capital. or control a particular named continent. Sometimes you
    might even get an Objective by default thanks to the random selection of
    territories - you might already control 3 barracks, or solar arrays.
    Look for easily guarded continents and those with a small number of territories
    to defend to get the objective of controlling two or three continents.
    Sometimes this is very easy to do and you'll get the objective on that turn,
    even if you lose control before your next go.
    VI. R E W A R D S .................................................... *REWARD
    Each Objective wins you a corresponding (but randomly generated) reward so you
    need to check up on which gets what for each game.
    2 TROOPS
    You get 2 additional troops every turn while drafting.
    A nice reward to get as it adds 2 troops to your stock at the start of
    each turn, regardless of your entitlement. The more troops you have to play
    with the longer you can hold onto your cards.
    You get an additional troop maneuver during your maneuver phase at the end of
    your turn. This is not a bad reward as it allows you to move troops twice
    during the maneuver phase.
    Airfields are placed in any territory you control adding 1 to your highest die
    rolled for any battle (whether you are the attacker or defender) waged in that
    territory or any adjacent territory. If you lose control of the territory
    containing the airfield, the airfield is destroyed.
    You'll be asked to place the airfield at the end of the turn in which you win
    the reward: if you choose to accept it. You can have two airfields in one
    continent (although not on the same territory) but the effects DO NOT stack up
    as you can only roll one Bonus die. The main drawback of airfields is that you
    can lose them if you lose the territory on which you placed one.
    When attacking, you now roll the bonus attack die in addition to the normal
    dice. The extra die will give you a greater chance to roll higher dice than
    your opponent.
    An excellent reward to get as it lasts for the rest of the game and you cannot
    lose it once you get it! Every time you attack you throw one extra die. This
    can also be stacked along with the extra die for controlling the missile, so
    you could throw a total of 5 dice if you have both!
    When defending, you now roll the bonus defense die in addition to the normal
    dice. The extra die will give you a greater chance to roll higher dice than
    your opponent.
    This is probably the most valuable reward and you retain it for the rest of
    the game. Every time someone attacks your troops you will add another die to
    your roll. So, if you had 3 troops and rolled 2 dice, you'll actually roll 3
    dice. If you only have 1 troop, you'll roll 2 dice instead of 1. Not only does
    it aid your chances of resisting attack, but other players might be wary of
    attacking you if they can attack someone else instead!
    You are guaranteed 1 card at the end of your turn, whether you conquer a
    territory or not, or if you take an objective.
    This is a very handy reward to get as it means that you can gain an objective
    and take that reward AND get a star card on the same turn. It also allows you
    to play a defensive game, building up stocks of troops and not attacking anyone
    (yet still getting that star card) while you wait for the right time to launch
    a powerful strike.
    You get a troop maneuver at the start of your turn, after you're placed troops
    but before you make your first attack. This gives you the chance to move troops
    from territories that you might not have added any troops to. It's the least
    useful reward, but even so, it's still worth having if only to add another
    objective to your tally.
    VII.  C O M M A N D  T I P S  .......................................... *TIPS
    Keep a close watch on the progress of other players to see how close they are
    to winning the game. At any time during a game (except when someone is
    controlling the draft or in the middle of an attack) you can check up on
    everyone's progress by pressing the L2 button to see their names. Scroll
    through each one for a running score.
    * The Shield icon at the top left shows how many objectives they have.
    * The upper area shows the precise rewards they've won.
    * The left coloured circle shows their colour and the number next to it shows
      the current tally of troops deployed on their territories.
    * The Star shows their number of star cards.
    * The row of 4 large coloured stars shows which capitals they control.
    Under this is a scrolling score that fills in the other details. The list
    changes according to the map you're playing on. It shows:
    Cities     : Number/Total
    Crypts     : Number/Total
    Minerals   : Number/Total Number required for Objective
    Barracks   : Number/Total
    Territories: Number/Total
    Don't attempt to control the temple (unless it's for an objective) unless you
    can defend it easily until your next turn. You'll waste troops in the meantime
    because everyone else will attack you, and can find yourself at a disadvantage.
    Also note that if you're going after an objective such as "Control 3
    Continents*, the temple can be an easy continent to win as it only has 3
    territories, and you don't have to defend it to win the objective.
    However, if you CAN take and control the temple it's a very powerful tool,
    allowing you to gain capitals or convert territories with many troops on them
    to your colour.
    Watch out for who has control of the dam. If you control it, don't agree to
    flood Kokta if you have troops there! (Easily done...) Move your troops off
    those territories if you intend to flood it on the next turn. Controlling the
    dam is never an objective, but conquering Kokta often is one, and mining
    minerals is usually one, so being able to control the dam is highly
    advantageous. If you freeze a mining territory the troops on it will still mine
    Always remember that whoever controls the dam cannot flood Kokta until their
    next turn.
    Control at least 3 crypts (on some maps there are 5 of them) and you can freeze
    almost any territory, including those of other Factions. But you cannot freeze
    a player's last territory, no matter how much you might want to! If you use
    this feature to protect one of your territories from attack it means that you
    can leave it with no additional troops and it's safe for the whole of the next
    round, even if you lose a crypt. Think carefully about how you use this feature
    and don't waste it!
    Possible targets for freezing are:
    - your capital or one of the crypts (if it might be in danger of attack)
    - an enemy territory with many troops (preventing the opponent from making use
      of their troops on the next turn)
    - an enemy capital (preventing other players from attacking it, perhaps for an
    - a territory that blocks access to a part of the map (preventing attack)
    Placing of Capitals
    This is a crucial decision. Generally go for a territory that has the highest
    concentration of troops, but that's not always possible. Check the order of
    play and be careful not to place your capital where it can be easily captured
    by someone who has a turn before you. Choose somewhere close to players whose
    turn is after yours, if you can. Also, bear in mind what goals the other
    players are likely to have at the start of the game, since they will probably
    be trying to take over a continent.
    Taking Capitals
    When playing online intimidate other players early on by taking their capital,
    (if at all feasible and especially if it's an objective). That can often result
    in a panic slash and burn response where the player attacks everything in sight
    and quits after losing most of their troops. Gaining a capital is also
    advantageous as you gain an additional troop when drafting.
    If your capital is taken early on, don't worry. It's not the end of the game
    for you, so long as you stay calm and fight for things you can achieve. If you
    can get it back quickly then do so, but otherwise it can be something to keep
    in mind for later in the game. Retaliate by taking someone else's capital.
    In general, do not attack a territory unless you have more troops than the
    place you're attacking. If someone has the Defense Die, an Airfield, or
    controls the missile then, remember that they have a greater advantage and
    you'll need even more troops if you're to win.
    Sometimes it's better to stack troops to defend an attack you know is imminent
    and NOT attack. Obviously that is a better strategy if you have the Defense Die
    or other bonus like an airfield, but always remember that the defender has the
    Don't spread yourself too thin, making yourself vulnerable, or you could find
    that opponents quickly take over your territories. You have to judge whether to
    go after an objective that you might be able to achieve now, or wait and build
    up troops before doing so, but in the meantime someone else might have taken
    At other times it might be worth attacking even with very few troops if there's
    the chance to gain a valuable objective (for example, one where you need a set
    number of territories (often 18 or 22) or to take over a number of territories
    (anything from 7 - 10) in one turn. Take the risk for greater rewards!
    You must win a territory on your turn or you won't get a troop card (unless you
    already have the reward of a guaranteed card). Be careful and cautious in your
    placement of troops because sometimes the dice won't roll your way. Sometimes
    it's best to opt for a slow battle so you can retreat if you're losing. The
    Fast Battle option won't let you quit until you've won, or lost all your
    Knowing when to use your star cards and when to hold onto them makes a big
    difference. Sometimes it's best to use two early on in the game to get a quick
    advantage if it means the difference between winning an objective and not
    winning one. Watch out for how many cards your opponents hold and if they are
    planning to use them before your turn. Save yours so you can mop up any damage
    after that, OR use yours before they get a chance to do much with theirs. If
    you completely defeat an opponent you get their cards and any objectives they
    have won (although not their rewards). This is a quick way to win a game if you
    target a player who has a number of star cards or who has already won one or
    two objectives, if you can manage it!
    If you defeat opponents with lots of cards you can hold more than 10, although
    10 is the maximum that can be traded for troops. This is more likely to occur
    in a world conquest game.
    There's no point hanging onto your star cards if you see that someone is close
    to achieving three objectives. Use them and do everything in your power to stop
    When you win the third Objective the game doesn't end until you take that
    Objective. (Don't bother to keep attacking other players once you have
    fulfilled the requirements for the objective, but finish your turn quickly and
    grab the reward.) You'll see your name on the winner banner and streamers and
    fireworks will go off, confirming your win. Your name appears first on the
    roster of players, and the rest of the players are ranked according to their
    achievements in the game. If someone has 2 objectives and control of their
    capital they might be second, third could be a player with 1 Objective. Note
    that you can still win points when playing online even if you are placed
    To some extent the AI opponents' strategies can be predicted, and if you know
    their patterns this can help you towards victory.
    They are programmed to retake a lost capital. That usually means that they will
    charge through the opposition to try and get back a capital, but it also means
    that they assume you'll do the same so they often don't take a capital even if
    it's not that well-defended. You can leave your capital relatively lightly
    defended (with 4 troops) for quite a while, especially in the early stages of
    the game. If you take their capital they will attempt to retake it immediately
    so don't waste your troops on a big effort unless you can defend that capital
    OR wish to take it for an objective.
    They go after cities on a map with those, even if the cities are not subject to
    an objective. This is especially noticeable on the Classic Risk map. They also
    go after barracks, crypts and mines even if it looks like they don't have much
    of a chance of obtaining an objective, and even if someone has already won the
    related objective. Stack your troops on territories adjacent to these features
    if you want to avoid being the target of their attacks.
    If a player has the defense die they ignore that fact. They don't notice if
    someone is about to get an objective, or what it is. They also fail to notice
    if someone is about to win, and won't act to prevent that.
    If they have control of the temple they will convert the territory with the
    largest number of troops, and the other AI players don't seem to realise this!
    So long as you have a lower number of troops on any territory you can let them
    control the temple without risking conversion. Although that's not something to
    allow for too long!
    They will often engage in a slug-fest over particular territories: those that
    control the dam, barracks, the temple, and the continent of Warpaw in the Big
    Ice map are particular favourites! Warpaw only has two territories and yields
    two troops if controlled, and two AI opponents will often place their capitals
    on, or next to, that continent. Avoid getting drawn into this endless jostling
    for control as you'll waste troops.
    Sometimes they will stack large numbers of troops on one territory and do
    nothing with them. Of course, they will use them eventually, but they rarely do
    so to gain one of the objectives involving taking over 8/9/10 territories in
    one turn. I think this might be to allow you time to build up your strength so
    you can defeat them or maybe it's just evidence for my final point about the
    Don't assume that the AI will behave sensibly. It rarely does!
    VIII. C A M P A I G N  M O D E  W A L K T H R O U G H .................. *WALK
    Complete each chapter to unlock the next, and to gain access to all the command
    maps. You'll be given an optional tutorial on the new features of the game and
    introduced to each Faction in turn. You have as much time as you require for
    each game, and troops and capitals are placed at set positions at the start.
    You always get the first turn.
    The Factions are: Green  - Human
                      Yellow - Cats
                      Red    - Robots
                      Black  - Zombie
                      Blue   - Yeti
    CHAPTER 1. ALL QUIET ON THE HUMAN FRONT ................................ *WKC1
    Peace time is no time to get soft. While the world is busy holding hands and
    sharing their feelings, one man is preparing for war. From a secret military
    base he readies his troops for the impending threat posed by...peace?!
    * The player who controls the Missile rolls the Bonus die when attacking or
      defending territories within range.
    * Control any 3 barracks to activate and control the missile.
    This mission gives you a tutorial about the new features of the command mode of
    Risk and introduces the Human Faction using the green colour. The map is a
    small one with 4 barracks situated in the territories of:
                     Killoofs in Black Fort
                     Vanguard in Outpost
                     Boot Camp in Headquarters
                     Fox Hole in Garrison.
    Three of these are close to the lake and the missile, and the fourth is at the
    south west corner of the map.
    Control Garrison .................... Guaranteed Card
    Control Outpost ..................... Airfield
    Control 4 Barracks .................. Starting Maneuver
    Control 2 complete continents ....... Airfield
    Take over 7 territories in 1 turn ... Defense Die
    Black Fort   - 2      - 6
    Outpost      - 3      - 9
    Warpaw       - 1      - 4
    Headquarters - 1      - 5
    Garrison     - 2      - 5
    Opponent - Major Nolens - Blue
    Check the objectives and where your opponent's troops are placed. Actually,
    they are always in the same place, although it took me a while to realise that,
    but the objectives and rewards will vary a little  If they can easily achieve
    an objective on their next turn then act to prevent that, or maybe concentrate
    on getting one for yourself. If none of that seems feasible, then try and gain
    control of one of the smaller continents so you have the chance to draft more
    troops on the next turn.
    You'll see that blue controls 4 out of 5 of the territories in Garrison, and
    his capital is there, although with only one troop on it. One way to start is
    to attack his captial and obtain that as well as the barracks next to it.
    Another way is to leave that for now and take over the 3 territories that are
    blue in the continent of Outpost, giving you control of that area, especially
    if it means achieving an objective. I prefer to play it safe and defeat the
    three two territories near to the green capital, taking control of
    You could add 2 troops to the barracks in Outpost and take the barracks at Boot
    Camp which gives you both control of the missile, and only one territory to
    defeat to give you control of Headquarters. On your next turn attack the fourth
    barracks for a probable objective, and finish gaining control of a continent.
    With the missile your opponent will have a harder job trying to defeat your
    Attempt to control the missile as soon as possible to boost your attack and
    defense power. Also, gaining control of the Black Fort continent is often a
    very useful strategy as this can be easily defended from Rottendale territory,
    and it gives you safe control of 1 barrack as well as 2 troops for owning the
    Notice how your opponent plays: if he's not doing too well, he tends to stack
    troops on one territory and only attack once to get a star card. This is a good
    strategy to copy if you're in difficulties.
    CHAPTER 2. A BRIDGE TOO FUR ............................................ *WKC2
    Accidents during military training can happen, but from the deafening clamour
    of a thousand angry mews, one cat realised he would not be bale to sleep in
    peace until retribution was given to his people. They want McGutterpants' head
    on a post...a scratching post.
    * If a player controls the dam at the start of their turn they may flood
    * If flooded, all troops but one in this area are killed.
    * Hold a Mine to receive Mineral Deposits. If you have 4 troops in the
    territory, you collect 3 Mineral Deposits each turn.
    This mission introduces the Cat Faction and you control the yellow colour.
    Again, the map is a small one and features the dam with the continent of Kotka
    on an island below the dam. There are also three cites on the map and you'll
    notice that the land at the far east of Warpaw (Yaowin) connects directly to
    the southern territory of Kotka (Colocolo) which means that attacks can be made
    between these two areas.
    Mining minerals has no other purpose but to gain an objective and you won't get
    additional troops or any other benefit. Watch out for who has control of the
    dam as that player is given the option to flood Kotka at the start of their
    turn and that will kill of any troops you have left in the island. Of course,
    if you control the dam you can use this feature to kill remove enemy troops and
    then sweep through Kotka fast and take control of the whole continent! The two
    mining territories are:
                     Meowping in Kokta
                     Tigercat in Kokta
    The dam is controlled by owning two territories, one on each side:
                     Birman in Simmas
                     Sire in Silvestris
    There's often an objective to control connected cities. These are not the
    Faction capitals, but a territory with a small group of towers on it. To
    connect them you must be in control of a line of areas that link up all three,
    and that includes crossing the lake. These are at set locations:
                     Meow's Corner in Next Gen Bay
                     Skogkatter in Warpaw
                     Kattepus in Silvestris
    Control an Enemy Capital ............ Additional Maneuver
    Control 3 Connected Cities .......... Guaranteed Card
    Control Warpaw ...................... Starting Maneuver
    Mine 10 Minerals .................... Attack Die
    Control 2 complete continents ....... Airfield
    Take over 7 territories in 1 turn ... 2 Troops
    Kotka        - 3      - 6
    Simmas       - 1      - 4
    Next Gen Bay - 3      - 5
    Warpaw       - 3      - 10
    Silvestris   - 1      - 4
    Opponent - Major Nolens - Blue
    Usually the objective to control an enemy capital is an easy one to fulfil,
    especially since you have the first turn in this game. Always defend your
    capital and don't leave it unguarded because you cannot win a game without your
    capital! (Actually, you can, during online play if someone quits and you get
    default win but it's best to try and keep hold of your capital.)
    Your capital is situated at Yarn Yard in Next Gen Bay, and you only have 1
    troop on it, so the first thing is to defend it! Green's capital is at the east
    of the map on Yaowin which connects directly to Kokta. Gain that capital if
    it's an objective, and even if it isn't as it will add to your troop draft. Of
    course, you'll have to defend it and defend your own capital, so that's
    probably all you can do for the first turn. You might consider attacking green
    on Korat from the dam territory of Birman. Once you have control of Next Gen
    Bay put all your troops on Korat to defend it. Next Gen Bay gives a grand
    total of 3 additional troops as a continent bonus which gives you a great
    Then, try and take over Simmas continent which only has one green territory and
    that gives you two continents. Take over the other side of the dam and that
    effectively prevents green from doing much mineral gathering. After that, it
    depends on your success and the objectives, but the one to connect cities often
    appears and that's going to a quick one to achieve by controlling linked areas
    between the three cities.
    If green seems to be mining a lot of minerals, then act to prevent them from
    achieving an Objective for that, if there is one. Often, the opponent will
    stack a lot of troops on a mining territory to gain that Objective quickly. Try
    and control the dam so you can prevent that, or attack them directly.
    CHAPTER 3. THE RED BADGE OF STORAGE .................................... *WKC3
    Since the Feline Nation were driven out of households around the world, feline
    allergies in humans have risen to astronomical proportions. In their weakened
    state, the humans must now rely on their technology to win this war.
    * Between each round of turns the Volcano may or may not erupt. If it does,
      all troops but one in this area are killed.
    * Control a Geothermal Plant to harvest Energy. These work the same way as
    This mission introduces the Robot Faction (red) as well as the volcano. It's
    impossible to predict when the volcano will erupt and so you have to take your
    chances with leaving troops on the Geothermal Plants to gather energy. There is
    usually an objective regarding this and it can be a tricky one to win, or it
    might be easy if the volcano stays dormant for many turns. Sometimes it will,
    sometimes it won't! There are three areas where you can harvest energy, and
    they are all adjacent to the volcano and at the mercy of its eruption:
                     Ash Slip
    You'll also find Solar Arrays on the map, and these have no benefit other than
    to fulfil a particular objective. They are found scattered around the map at:
                     Tigris in Smilodon
                     Waren in Death's Door
                     Cybern in Black Fort
                     Hardwaren in Garrison.
                     Felidale in Warpaw
    For this match there are two opponents, MC GutterPants (Green) and Generlissimo
    Meow (Yellow) and many more objectives to choose from.
    Control 4 Solar Arrays .............. Guaranteed Card
    Control an Enemy Capital ............ Additional Meneuver
    Control Next Gen Bay ................ Airfield
    Control Warpaw ...................... Starting Maneuver
    Take over 9 territories in 1 turn ... 2 Troops
    Control 2 complete continents ....... Attack Die
    Control 2 Enemy Capitals ............ Defense Die
    Harvest 12 Energy resources ......... Airfield
    Smilodon     - 1      - 4
    Next Gen Bay - 2      - 8
    Death's Door - 1      - 3
    Black Fort   - 1      - 4
    Garrison     - 1      - 5
    Warpaw       - 2      - 8
    Mt Magma     - 3      - 7
    Opponents - MC GutterPants (Green)
                Generlissimo Meow (Yellow)
    Since you always get the first turn on the Campaign mode, look for the easiest
    objectives to achieve and the ones that give the best rewards. In this case
    it's usually the control of one or two enemy capitals. If you can manage both
    of them, take that reward and you might still control one capital at the start
    of the next turn. (Make sure to protect any gains and your own capital!)
    Be aware that there's a good chance that the volcano will erupt before you get
    your next turn, so use up any troops placed on the adjacent areas before they
    get melted. This is one map that you can win very fast in just a couple or
    maybe three turns with a favourable arrangement of starting territories.
    Usually it's not worth bothering with the energy resources objective.
    Note that the three continents with the least territories are Smilodon (which
    is easiest to defend) Death's Door and Black Fort. Gain control for extra
    troops at the drafting stage and to help with the objective of controlling 2 or
    3 continents.
    Your capital is on Oncilla in Smilodon so the best start you can have is to
    take control of that continent and the Solar Array there. It's also possible to
    control those other two continents with a lot of luck with the dice, and take
    over green's capital on Back Bone. Or even, go for one or two enemy capitals
    since yellow also only has 2 troops on his, and you have a handy 3 troops on
    the adjacent area of Carpal Coast. The other three Solar Arrays only have 1
    troop on them, so that's another option for attack. However, the best plan is
    to get control of a continent first.
    A lot depends on the objectives and the rewards. For example: one time I
    targetted yellow's capital to win the reward of an Airfield which I placed on
    my capital (after adding some troops to it) and didn't attack the other two
    territories of Smilodon until the next turn.
    You'll find that your opponents seems to spend most of the time messing around
    with the volcano territories, leaving you to chase the objectives.
    CHAPTER 4. A FAREWELL TO BRAINS ........................................ *WKC4
    As the "Breathers" realised they have a common enemy in the "Box Heads" they
    made an unwritten pact to quell the android threat. So, to avoid disassembly,
    Commandant SixFour must take drastic action...the Undead Nation, they came in
    * The temple has the most powerful Ability. If a player Holds the temple for a
    full round they are rewarded with the Convert Army Ability.
    * If a player controls 3 Crypts at the end of their turn they may choose to
    Freeze a territory until their next turn.
    You're playing as black, and against three other foes this time, as Commandant
    SixFour has been added to the roster. There are 8 objectives and the missile is
    on this map, together with four barracks, as well as the temple and crypts.
    (You'll see that the missile map at the start of the campaign mode is now
    included in this larger map.)
    Both of these features add a lot more strategy to the game. The temple has
    three sections (the Earth, Fire and Water Altars) and all must be guarded well
    if you're to stand a chance of retaining control until the start of the next
    round, since other players will do everything in their power (at least, they
    should do everything in their power) to take control away from you. If you
    control the temple you will be able to select any territory not your own and
    change the troops to your colour. It's a quick way to conquer other capitals or
    gain additional troops if someone was foolish enough to stack a lot on one
    The Crypts allow you to freeze an area at the end of your turn and that
    territory cannot be attacked or have troops added to it. You could freeze your
    capital if it is in danger, or an enemy territory that might be a base for an
    attack on the next round, or even freeze an area that blocks access for other
    players. Crypts are found on four territories:
                     Darkhill in Next Gen Bay
                     Boneyard in Skullshire
                     Gutter's Corner in Gutterin
                     Hollow Hill in Black Fort
    Barracks are situated on:
                     Killoofs in Black Fort
                     Vanguard in Outpost
                     Boot Camp in Headquarters
                     Fox Hole in Garrison
    SAMPLE OBJECTIVES AND...................... REWARDS - TOTAL 8
    Control 4 Barracks ........................ Starting Maneuver
    Control 4 Crypts .......................... Additional Maneuver
    Control Outpost ........................... Airfield
    Control Death's Door ...................... Airfield
    Control Black Fort ........................ Guaranteed Card
    Take over an Entire Continent in 1 Turn ... Airfield
    Control 2 Enemy Capitals .................. Defense Die
    Control 22 Territories .................... 2 Troops
    Take over 8 territories in 1 turn ......... Attack Die
    Control 3 complete continents ............. Attack Die
    Note that you won't see duplicated rewards apart from the Airfield: this is
    just an example!
    Gutterin     - 1      - 4
    Skullshire   - 3      - 5
    Next Gen Bay - 1      - 3
    Death's Door - 2      - 4
    Von's Temple - 1      - 3
    Black Fort   - 4      - 10
    Outpost      - 3      - 9
    Warpaw       - 1      - 4
    Headquarters - 1      - 5
    Garrison     - 1      - 5
    Opponents - MC GutterPants (Green)
                Generlissimo Meow (Yellow)
                Commandant SixFour (Red)
    Take your time to check out everything before deciding where to place your
    troops. See which objectives might be the easiest to obtain and which
    continents you might be able to conquer and defend. Defence is key on this map
    as you have many different areas to watch. Is someone close to getting control
    of the missile over at the east side of the map, or about to take control of
    the temple or 3 of the crypts?  And that's not considering the objectives!
    Try and take control of one small continent early on so you have a steady
    source of troops on each turn. The obvious one is Next Gen Bay where you
    already control two territories. Take Fate Alley and keep troops on the
    adjacent Eye Gorge and Darkhill (your capital) to defend them.
    Watch out for the connecting pathways between territories. You can attack
    Horden at the north east of Gutterin from Stale Bridge at the north west corner
    of Outpost, for example. Don't try to do too much at once and spread yourself
    thin. If someone controls a continent that gives more than one troop extra
    (Skullshire for example, where green is likely to dominate) try and attack them
    to win a territory so they cannot get these additional troops.
    Capitals are less of a target this time as they all start with three troops.
    Your best bet is probably to go for Deaths' Door next as you already have one
    territory there and connecting ones on Black Fort continent. Watch out for
    green attacking you from his base on Skullshire, and for yellow taking over the
    small continent of Warpaw.
    If all else fails, remember that an opponent without control of their capital
    cannot win, no matter how many objectives they accumulate! (Green tends to
    forget about his capital situated all the way up at the north east on Derson in
    Headquarters.) But unfortunately, the AI doesn't seem to think that way, so
    you're likely to be on your own in trying out anything sneaky. Your opponents
    will try to control the temple and if they do so they normally target either a
    capital or the area with the largest concentration of troops.
    CHAPTER 5. AVALANCHE NOW ............................................... *WKC5
    Hidden far away in the Himalayas, the solitary Yeti Nation has shied away from
    the world and the politics of its unenlightened nations. Though with the war
    encroaching on Yeti borders, it's time for these friendly giants to bare their
    * This is the last chapter of the Campaign!
    * The temple has the most powerful Ability. If a player Holds the temple for a
      full round they are rewarded with the Convert Army Ability.
    * If a player controls the dam at the start of their turn they may flood
    * If flooded, all troops but one in this area are killed.
    On this final map you play as Blue, against the other four Factions. There's
    the temple again, the crypts and Kokta. As before, the crypts are situated on
    these four territories (one is different from the previous map):
                     Darkhill in Next Gen Bay
                     Boneyard in Skullshire
                     Gutter's Corner in Gutterin
                     Margay in Smilodon
    As before, the two mining territories are:
                     Meowping in Kokta
                     Tigercat in Kokta
    The dam is controlled by owning two territories, one on each side:
                     Birman in Simmas
                     Sire in Silvestris
    What this means is that you will already be familiar with how the features
    work, although the arrangement of the continents is different.
    SAMPLE OBJECTIVES AND...................... REWARDS - TOTAL 7
    Control 3 Crypts .......................... Guaranteed Card
    Control an Enemy Capital .................. Additional Maneuver
    Capture Von's Temple ...................... Starting Maneuver
    Control 3 complete continents ............. Airfield
    Control 26 Territories .................... Attack Die
    Mine 12 Minerals .......................... Airfield
    Take over 10 territories in 1 turn ........ 2 Troops
    Take over 9 territories in 1 turn ......... Airfield
    Control 2 Enemy Capitals .................. Defense Die
    Black Fort   - 1     - 4
    Gutterin     - 1     - 4
    Skullshire   - 2     - 5
    Death's Door - 2     - 4
    Von's Temple - 1     - 3
    Smilodon     - 1     - 4
    Next Gen Bay - 3     - 13
    Warpaw       - 2     - 2
    Silvestris   - 1     - 4
    Simmas       - 1     - 4
    Kotka        - 2     - 6
    Opponents - MC GutterPants (Green)
                Generlissimo Meow (Yellow)
                Commandant SixFour (Red)
                Col. Stiffenberg (Black)
    This time you are the blue player and all four adversaries are in the game.
    Your capital (blue) is situated on Black Forest in Black Fort and you're
    probably going to want to take control of that continent from the start. You
    will also have control of one crypt in Skullshire, one third of the temple and
    with other territories scattered around the map.
    Order of play is: Blue, Yellow, Green, Red, Black. The first two places have no
    cards, the third and fourth have 1 each and the last to go has two cards as
    One way to start is to attack Horden, held by black on Gutterin, and that gives
    a little additional protection to your capital. Take over the rest of Black
    Fort too. If capturing the Temple is an objective (which is usually is) then
    consider taking it on your first turn as you have two territories adjacent to
    it and one section already with 2 troops on it. Of course there's no guarantee
    that you'll win all battles and you might end up weakened with the rest of your
    opponents given free reign. Be careful and opt for slow battles rather than
    fast ones. I would go for control of Black Fort and defend your capital after
    you've finished your turn.
    Watch out for black who starts with control of the dam at Kokta and don't leave
    any troops there (you only have one on one territory to start with so it's not
    really an issue). On your second turn you could take over Silvestris in the
    north east above Kokta, and prevent black from controlling the dam. There are
    also two enemy capitals close by: green is on Korat in Next Gen Bay, and black
    is inside Kokta on Rufus. If their troops are low, then maybe you can take one
    or both of these. The yellow enemy capital is on Tigris in Smilodon, and the
    red is on Strench in Skullshire, and both can be vulnerable by the time of your
    second turn.
    If someone controls a continent then it's always a good idea to attack them and
    take over at least one territory. You don't have to defend it, as the purpose
    is just to lessen their draft of troops. Save up your troops so you can attack
    weak territories for an objective that requires you to take over many
    territories at once, or place a large number on a mining area for a quick
    accumulation of minerals.
    There's a lot to watch out for this time and you need to keep a close eye on
    what your foes are doing and planning to do to gain objectives. If someone is
    mining away, attack them to remove their troops or gain control of the dam and
    wash them away. If someone leaves their capital with poor defence or gains a
    continent then you might want to attack them. Watch for the number of cards
    held by opponents as they might be saving them up for a mighty onslaught. Check
    up on who holds the crypts and which territory is being frozen by them if they
    have three. You might have to change your strategy according to the way the
    others implement theirs, but keep a close watch on the objectives, and remember
    that you only need to win three of them!
    IX.  T R O P H I E S (AND ACHIEVEMENTS) ............................... *TROPH
    Be the first to get an objective in a game.
    Easy enough to achieve this one without even trying. At some point you should
    be the first to win any objective: usually the one to take an enemy capital is
    easy to achieve when you have the first turn in the Campaign games.
    Kill 100 human, cat, robot, yeti and zombie units.
    Check up on your War Record to see the progress of your kills. Play more on a
    Campaign map where you're the colour you have most kills for, or play on any
    map and choose your colour and Faction. You should gain this trophy with ease,
    especially if you go for the 5 Star General one, or start playing online.
    Complete the human, cat, robot, yeti and zombie campaigns.
    Simply finish the Campaign mode: although of course this means that you have to
    win all five games.
    Control 5 capitals.
    On a map with 5 players you must conquer all four capitals and keep control of
    your own. Probably the easiest way to do this is on a map with the Temple. Gain
    control of it and you can convert enemy capitals one by one. (Maps with 5
    players and the Temple are Limbo and Big Ice.)
    Defend a minimum of 5 attackers with one defender.
    This trophy is easier to get than you might expect, especially if you always go
    for the Defense Die reward. But it's not something you can control. Just try
    and get the Defense Die and "encourage" someone to keep attacking your
    territories by placing only 1 troop on them.
    Achieve 10 super overkills.
    The easiest way to achieve this is to play a map that has the missile. Take
    over three barracks so you have control of the missile and that gives you an
    extra dice on every throw. Try and obtain a reward that gives you the airport
    as well and place this on a territory controlled by the missile. Attack
    territories within range of the missile and and you'll throw 4 dice, giving you
    a better chance of throwing three sixes. With the airport as well, the highest
    throw will have +1 added to it, boosting your chances of getting a 6.
    Alternatively, hope that there's an Attack Die reward for an objective and get
    this too, and you will roll 4 dice on any territory. (You cannot throw 5 dice,
    even if you have both the missile and the Attack Die.) Of course you also need
    to have the minimum of 4 troops so you can use 3 dice for the attack.
    You will get this trophy if you just play for long enough, but it might take a
    while without using this method. You can also play any kind of game to get this
    trophy, apart from the Classic Risk. The maps with the Missile are: Down Range,
    Miltize and Proving Ground.
    Earn 10 stars and trade them for 30 troops.
    During any Command game you'll be awarded a star card at the end of each turn
    so long as you conquer at least one territory, and the idea is to save up your
    star cards until you have the maximum of 10. However, the game might end before
    you get the chance to do that, or you might risk defeat if you don't employ
    additional troops. One way to manage this trophy is to win the reward of a
    guarantee card so you don't have to attack anyone, and can sit tight on your
    capital until you've got enough cards. Of course, it helps if you have control
    of a continent that you can easily defend and it would help if you played with
    a friend who let you alone while you waited.
    You'll usually get one or more 2 star cards in a game and that helps accumulate
    the star cards faster. If you make a game with the manual placement of troops
    this is easier to achieve on a map with a small and easy to defend continent
    where you can wait it out.
    Another way to get this trophy is to defeat opponents that have hung onto
    their cards. It's especially easy if you play the World Conquest option which
    lasts until everyone is defeated, but still has the objectives and rewards.
    Win a game on each map.
    After completing the Campaign mode you'll be able to play a whole range of maps
    featuring a different number of opponents. Win them all!
    Play 5 games on PlayStationNetwork.
    This is easy enough as all you have to do is play 5 matches and there's no
    requirement to win! These games can be any combination of Classic, Factions,
    World Conquest, Command Room style, as well as any number of players for Player
    created or Ranked matches.
    Win a 5 player ranked Command Room game on PlayStationNetwork.
    Okay, slightly tougher because you've got to win a 5 player ranked match.
    Either create a match that allows 5 players, or join one already on offer. You
    can go for the Classic Risk Map as well as the other 5 player maps, but it must
    be a command room match which means that there will be Objectives to fulfil. If
    you're having difficulties winning a game then consider roping in friends to
    play with you and opt for the Manual arrangement of troops.
    The more exciting and honourable way is to test your skills against unknown
    players. It doesn't matter if someone quits so long as you stay the course (and
    someone else does too!) and you started with a 5 player ranked match. Maps with
    5 players are: Limbo, Big Ice and Down Range.
    Win 10 ranked games on PlayStationNetwork.
    This is by far the toughest trophy to get, and not just because you have to win
    10 games! The conditions for this trophy are that you win 10 ranked games (they
    can't be Player matches) but other than that they can be of any kind, with
    any number of players involved. Winning means seeing the Winner banner with
    your name and streamers flying with fireworks going off. Any other type of win
    doesn't count towards this trophy and it's possible to win many times but not
    witness this little display.
    You'll need to have some patience and determination to win this trophy (it took
    me over 40 wins before it popped up). The reason for this is that many players
    quit the match before the end. Some players will quit when they see you are
    about to win, depriving you of that essential winning banner. That won't matter
    in a game where at least one player has stayed to the end, but you'll find that
    many players, including the host of the match, quit early on,
    If the host quits the AI will take over, but sometimes that isn't successful
    and you'll find that the game ends before you even get much of a chance to do
    anything. Even though you'll win the game (if you're the last one standing)
    it's not counted for the trophy. The best way to ensure that the host stays to
    the end is to take that role yourself, but even so, you could find yourself
    hosting a ghost of a game if everyone else quits.
    In a random match players will quit the game if they don't like the troop
    deployment at the start. Other reasons for an early departure might be: if they
    lose their capital, fail to capture a territory, see that you (or someone else)
    obtained a powerful objective early on, or because they end up with few
    territories left and no cards to use and are about to suffer a total defeat.
    Their territories are now effectively "dead" zones as they won't be used to
    attack you. That means that you can use these territories as buffers for
    protection, or take them over knowing that no more troops will be added to
    them. However, that's not necessarily a good idea since they don't pose any
    threat and it's wiser to attack active opponents.
    It might not be as much fun playing a game when people quit, but so long as one
    opponent stays to the end you can still achieve a win. However, the worst kind
    of player is one who quits when you're about to win a match (let's hope that
    someone does the same to them when they are about to win). If you win a third
    objective there is still some time before you take the reward for that
    objective, while you complete your turn. That's the point at which a
    mean-spirited player will quit. Although you will win the game you won't get
    the *Winner* streamers needed for this trophy if that player was the only one
    left in the game.
    Don't be evil! Be gracious to other players and stay the course for them, even
    if you're losing, and you might make some RISK online friends who will do the
    same for you and help you achieve this trophy.
    Man Up! - 0 Points
    Defeat someone over Xbox LIVE who has earned the Man Up! achievement.
    First Strike - 5 Points
    Be the first to get an objective in game.
    Destroyer - 10 Points
    Kill 100 human, cat, robot, yeti and zombie units.
    Faction Specialist - 10 Points
    Complete the human, cat, robot, yeti and zombie campaigns.
    Capitalize This - 20 Points
    Control 5 capitals.
    Ironman - 20 Points
    Defend a minimum of 5 attackers with one defender.
    Demon Child - 30 Points
    Achieve 10 super overkills.
    Star Command - 30 Points
    Earn 10 stars and trade them for 30 troops.
    Soldier - 10 Points
    Play 5 games on Xbox LIVE.
    Master & Commander - 15 Points
    Win a 5 player ranked Command Room game on Xbox LIVE.
    Glory Hunter - 20 Points
    Win 10 ranked games on Xbox LIVE.
    Secret Achievement
    5 Star General - 30 Points
    You have won a game on each map in custom game.
    X. C U S T O M  G A M E S  ............................................. *CUST
    1. Command Room
    2. World Conquest
    3. Classic Risk
    4. Custom Games Online
    5. Online Etiquette
    Once you've completed the Campaign Node all maps are unlocked and you can
    create a Custom Game and play all maps to achieve the Trophy: Five Star
    General. The maps are divided by the number of players and you only have to
    play one of each type of map for the trophy.
    You can choose to play with the random selection of territories and troops at
    the start, or to place troops manually. Each player chooses where to place
    their capital on these maps. Turn order is random too, so you'll get experience
    playing games where you don't get the first turn. You can also select from a
    Normal game, Quick game (with fewer and easier objectives) or Epic game (with
    more difficult objectives). When playing a Custom game you can Save and Quit
    the game at any point (press Start) and finish the game later, or simply exit
    and cancel that game and make another one.
    | MAP NAME         | FEATURES             | 5 Play | 4 Play | 3 Play | 2 Play |
    | Classic Risk Map | World map            | Yes    | Yes    | Yes    | No     |
    | Limbo            | Temple and Crypts    | Yes    | Yes    | No     | No     |
    | Big Ice          | Temple, Crypts, Dam  | Yes    | Yes    | No     | No     |
    | Down Range       | Missile and Dam      | Yes    | No     | No     | No     |
    | Bitmap           | Volcano, Solar Arrays| No     | Yes    | Yes    | No     |
    | Miltize          | Missile (large map)  | No     | Yes    | Yes    | No     |
    | Tweety           | Dam (large map)      | No     | Yes    | Yes    | No     |
    | Quarantine       | Temple (medium map)  | No     | Yes    | Yes    | No     |
    | Proving Ground   | Missile (small map)  | No     | No     | Yes    | Yes    |
    | Catsmir          | Dam (small map)      | No     | No     | Yes    | Yes    |
    | Dead Central     | Temple (small map)   | No     | No     | Yes    | Yes    |
    | Planes           | Volcano (small map)  | No     | No     | Yes    | Yes    |
    Command Room Classic Risk features 42 territories and 15 cities, but the same
    rules apply to this map as to the rest of the Command maps. You'll choose the
    location for your capital, gain Objectives and Rewards, and be awarded a star
    card at the end of a successful attack on an enemy territory.
    Control an Enemy Capital .................. Starting Maneuver
    Control 2 Enemy Capitals .................. Airfield
    Control Asia .............................. Airfield
    Control Europe ............................ Guaranteed Card/Starting Maneuver
    Control 8 Cities .......................... Guaranteed Card/Additional Maneuver
    Control North America ..................... Additional Manuever/Airfield
    Take over an Entire Continent in 1 Turn ... Defense Die/2 Troops
    Take over 10 Territories in 1 Turn ........ Airfield/Attack Die
    Take over 4 Cities in 1 Turn .............. Guaranteed Card
    Control 11 Cities ......................... 2 Troops/Defense Die
    Control 2 Complete Continents ............. Attack Die/Defense Die
    Control 18 Territories .................... Attack Die/2 Troops
    Australia     - 2 troops  - 4   Indonesia, Western Australis, Eastern
                                    Australia, New Guinea
    South America - 2 troops  - 4   Brazil, Peru, Argentina, Venezuela
    Africa        - 3 troops  - 6   South Africa, Madagascar, East Africa, Central
                                    Africa, North Africa, Egypt
    Europe        - 5 troops  - 7   Iceland, Great Britain, Western Europe,
                                    Southern Europe, Northern Europe, Scandinavia,
    North America - 5 troops  - 9   Central America, Western United States,
                                    Alberta, Alaska, Northwest Territory, Greenland
                                    Ontario, Eastern Canada, Eastern United States
    Asia          - 7 troops  - 12  Middle East, India, Southeast Asia, China,
                                    Afghanistan, Ural, Siberia, Mongolia, Irkutsk,
                                    Yakutsk, Kamchatka, Japan.
    Much depends on initial troop placement of course (with the random option), but
    the best way to proceed is to attempt to control one of the smaller and easiest
    to defend continents so you are awarded additional troops for that continent.
    In order of the number of territories to defend they are:
                     Australia     (1 - Indonesia)
                     South America (2 - Brazil and Venezuela)
                     Africa        (3 - North Africa, Egypt, East Africa)
                     North America (3 - Central America, Alaska, Greenland)
                     Europe        (4 - Western Europe, Southern Europe, Russia,
                     Asia          (5 - Ural, Afghanistan, Middle East, Southeast
                                   Asia, Kamchatka
    A wise player will attempt to control either Australia or South America as soon
    as possible and defend it well. This guarantees those extra 2 troops which
    makes a huge difference early in the game.
    Another option is to control as many cities as possible (these are usually the
    subject for an Objective), and each set of 3 cities controlled will add 1 troop
    at the drafting stage. Cities are located randomly scattered around the map,
    and they might be none in a small continent such as South America, so you need
    to check on these for each game.
    General strategies include taking over opponents' capitals, especially if they
    are doing well and might win. Eliminating another player means that you gain
    their star cards and objectives. Try and attack anyone who has control of a
    continent and gain at least one territory (you don't have to defend it) to
    prevent them from gaining the continent troop bonus. This is especially
    important if it's one of the larger bonuses! Accumulate star cards, if you can,
    to give you plenty of troops, and try to manage the early part of the game
    without using them. Stack up troops on single territories (especially your
    capital) to give you protection and to intimidate other players so they might
    think twice before attacking you. Check up on your opponents' progress with
    objectives as usual, but also to see the number of cities under their and your
    control: there are so many of them it's harder to see just by looking at the
    There's a choice between random placement of troops or manually placing them,
    which takes a lot longer! Select the option and then pick from the command
    room maps. In this version you play until one player controls all territories.
    Other than that, the game is the same, with Objectives and Rewards, but your
    strategy needs to be different, since you're not just playing to win
    objectives. Building up concentrations of troops, saving up your star cards,
    going for rewards that bring permanent benefits such as the Attack and Defense
    Dice, the 2 Troops and Guaranteed Card will be priorities.
    Keep a watch weak opponents and attack all their territories to wipe them out,
    earning you their star cards.
    There are only two options here: Manual or Random. With the manual game players
    take it in turns to choose their troop deployments. All countries start with
    just one troop on each, and the selection of territories is random, as is the
    turn order. Every player begins with 8 or 9 territories: Random selection means
    that everything is done for you
    In classic risk there are no capitals or features besides the six continents.
    1 troop is awarded for every 3 territories, and additional troops are awarded
    for controlling a continent. The minimum number of troops is 3, even if a
    player only has one territory left. Troop allocation for control of a continent
    is the same as for the Factions Classic Risk game.
    All these varieties of games can be played online on the PSN. Sign in and
    select PlayStationNetwork from the main menu screen. You can choose from
    Classic Risk or Factions. Both options give you the further choice of an
    unranked Player Match or Ranked Match of three types: Quick, Custom or Create
    Game. In Ranked Matches your progress (or lack of it!) will be recorded for the
    If you wish to join a game, look at the Game Info at the right of screen to see
    exactly what kind of game you're joining:
    - Map type (Classic Risk Map/other named map)
    - Number of Players (5/4/3/2 - depending on map)
    - Match Type (Command Room/Classic Risk)
    - Random/Manual
    - Game Type (Normal/Epic/Quick)
    Click on the host's name to add your name to the roster and select a Faction
    colour. Then, click X to add a tick to your name indicating that you're ready
    to play and wait for the rest of the places to fill up. When the list is full
    the game will load.
    Whilst playing online, press Start to see the menu giving these options:
    - Resume Game
    - Help and Options
    - Leaderboards
    - Save and Exit Game (not accessible)
    - Concede Game
    Be aware that if you concede the game as host that might create problems for
    other players if the migration of host is not successful, which often occurs.
    DON'T just exit the game without using the concede option because that is
    likely to mess up the entire game for everyone else, and it also might result
    in the loss of your Leaderboard ranking for a Ranked match. (One time I had to
    reboot the PS3 because the game froze and that wiped out my ranking...)
    I'm not sure exactly how the ranking points are calculated and sometimes I've
    gained points for a loss when coming second (anything from +4 to +12). If you
    concede a game, obviously that's counted as a loss, but you lose less points
    than if you are completely defeated. I conceded once in a 4 player match that
    froze when the host quit and it was the only way to exit the game. That
    resulted in a loss of 11 points, but a total defeat netted a loss of 102 points
    so it's understandable that players prefer to quit than take such a heavy loss
    of points! However, I've also only lost 7 points for a total defeat, but lost
    61 when placed third, so it's pretty confusing.
    Points scored for a win vary according to the number of players in a match, and
    there may be other factors too, such as how many have quit and how many
    objectives other players have won, hence the variation in results for a win.
    The range of points is based on my own games and I'll update this if I get more
    5 player match: 20 - 59 points for a win
    4 player match: 18 - 38 points for a win
    3 player match: 10 - 18 points for a win
    XI. F. A. Q. S. ........................................................ *FAQS
    Just a few questions I've gleaned from the PS3 and X360 boards about this game.
    Q. The AI cheats so how the hell can I ever win?
    A. The AI doesn't cheat so you just need to hang in there. If you play for
       longer you'll see that the dice throws average out. Here are my stats at
       the 6000 mark.
    - 1's Rolled: 6000
    - 2's Rolled: 6050
    - 3's Rolled: 6042
    - 4's Rolled: 5958
    - 5's Rolled: 5948
    - 6's Rolled: 6151
    Q. Does it make any difference which Faction I play online?
    A: No. Just choose the colour and animations you like.
    Q: How are the rankings calculated for the online Leaderboards?
    A: I don't know exactly, but remember that you need to wait around 5-10 minutes
       after a match before there's a change. However, if you win a match (by
       whatever means) points are added, and if you lose, points are subtracted.
       You gain more points for a win in a match with more players. Sometimes a
       loss can gain you points, especially if you come second.
    Q. How do I know if I'm second?
    A: Look at the list of players at the end of the match and they are arranged in
       order of success. Winning more objectives than the rest might get you some
       points, even if you lose.
    Q. It's not fair, people keep taking my capital/ganging up on me/etc
    A. It's Risk, and all's fair in war. Teaming up to go after a stronger player
       to prevent them from winning, taking capitals, attacking a continent to
       prevent someone getting the troop bonus are all part of the game.
    Q. What should I do if my capital gets taken?
    A: Taking a capital is often an objective so it's going to happen a lot,
       especially if you have a later turn. Prevention is better than cure!
       Firstly, try and pick a spot for your capital that's not close to anyone who
       has a turn before you. Secondly, choose the territory with the most troops
       on it, or one that's defended by other territories you own. Avoid placing
       your capital too close to someone else's. If it still gets captured, take it
       back as soon as you can, or leave it and take someone else's capital.
       An anecdote: when playing Command Classic Risk my capital (Japan) was taken
       early on and heavily defended by an opponent In the end it was the final
       territory I captured, to win the game. Don't panic!
    Q. Which is the best objective to go for?
    A: Any objective is a good one since it counts towards the goal of getting
       three of them. A lot depends on the related reward and on what the other
       players might be trying to get before you do!
    Q. Which is the best reward to get?
    A..The Guaranteed Card is very useful because it allows you to get a card even
       if you don't attack, and you also get a star card when you take the reward
       for winning any objective. The Maneuver ones and Airfields are the least
       useful, and the 2 troops and Attack Die are both valuable, but the best of
       all is the Defense Die, at least, if you can get it before the final stages
       of the game.
    Q. Can I make alliances with other players online?
    A. Yes, you can. You can use the PS3 message box to offer a temporary truce so
       two players can work together to defeat a more powerful player that might
       win. Unspoken alliances can arise with the same aim in mind. However, don't
       play a Ranked match with a pre-set arrangement as that's unfair to other
    Q. What's going on? The game stopped and everyone left and I lost points
       despite being in a winning position!
    A. The online game is definitely glitched because someone quitting can halt the
       game, making it so no-one wins at all. If no winning banner appears then
       it's counted as a loss, even though you might have been about to win.
       It's happened to me a few times and it's very annoying to say the least...
    XII. C R E D I T S ,  L E G A L  B I T ,  C O N T A C T ..................*CLC
    Thanks to Stainless Games for making this excellent game.
    Thanks to GameFAQs for hosting my FAQs.
    Thanks to other players online for some un-looked for advice and help.
    Thanks to Saikyo Mog for at least trying out the demo. ;)
    This guide may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site other than
    those listed, or otherwise distributed publicly. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    This FAQ is copyrighted by threetimes on January 31st 2011.
    Updated: August 2011 to include other websites.
    The latest version will always appear on GameFAQs.com
    Other Allowed Websites:
    * Cheats de.com
    * Gamershell.com
    * supercheats.com
    * cheathappens.com
    I'd appreciate any comments on this FAQ, and if you find any errors or have any
    additional helpful strategies, please let me know.
    Emails must be titled RISK: FACTIONS FAQ and can be sent to me at:
    threetimes.ajh (@) gmail (dot) com

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