=============================================================================
The Perfect General FAQ and Walkthrough for the 3DO
Copyright 2007 Arguro DeXill (Sam McRae-Skinner)
www.gamefaqs.com is the only website allowed to host this guide
Version 0.30 Finished 08-22-07
Version 0.40 Finished 08-24-07
Version 0.50 Finished 08-25-07
Version 0.60 Finished 08-25-07
Version 0.70 Finished 08-26-07
Version 0.75 Finished 08-26-07
Version 0.80 Finished 08-27-07
Version 0.85 Finished 08-28-07
Version 0.90 Finished 08-29-07
Version 1.00 Finished 09-01-07
Version 1.10 Finished 09-01-07
Any comments, questions or corrections should be directed to me e-mail
My e-mail address is Arguro at Hotmail.com
Feedback is welcome!
The Perfect General is Copyright of Kirin Entertainment, 1996.
=============================================================================



Table of contents

Introduction (PGINT)
Controls (PGCON)
Units (PGUNT)
Walkthrough (PGWT)
 -- Canolia Map 1 (PGCM1)
 -- Canolia Map 2 (PGCM2)
 -- Canolia Map 3 (PGCM3)
 -- Canolia Map 4 (PGCM4)
 -- Canolia Map 5 (PGCM5)
 -- Marapos Map 1 (PGMM1)
 -- Marapos Map 2 (PGMM2)
 -- Marapos Map 3 (PGMM3)
 -- Marapos Map 4 (PGMM4)
 -- Marapos Map 5 (PGMM5)
 -- Dominia Map 1 (PGDM1)
 -- Dominia Map 2 (PGDM2)
 -- Dominia Map 3 (PGDM3)
 -- Dominia Map 4 (PGDM4)
 -- Dominia Map 5 (PGDM5)
Secret Maps (PGSEC)
 -- Secret  Map 1 (PGSM1)
 -- Secret  Map 2 (PGSM2)
Frequently Asked Questions (PGFAQ)
Version History (PGVH)
Copyright information (PGCPW)


Press ctrl and F and enter the characters in parentheses ( )to jump to that 
section.




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Introduction (PGINT)
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  This guide is intended to cover the game The Perfect General for the 3DO.  
When I first started playing this game, I had immense difficulty with it.  I 
quickly found that very little literature existed on the internet regarding 
this game and that it was in fact often confused with a different game with a  
similar title (Panzer General).  As I have in the past, especially with 3DO 
games, when I come across one that has nothing about it available to the 
general public on the internet, I create something.  This guide, once 
completed, will hopefully give the reader an in depth analysis of every level 
in the game with strategies on how to win.  You may find my methods different 
from yours and that is fine.  You have to remember that the computer AI in 
this game does things differently every time you play a level as well.  If my 
strategy doesn't work for you, let me know what does work for you and I will 
include it along with mine.  It is always best to have two or three different 
ways to go about anything in life, this game included.  Shoot me an e-mail at 
Arguro AT hotmail.com and let me know what you think.  Thanks for looking!




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Units (PGUNT)
-----------------------------------------------------------------------------

  The units in Perfect General are not always available on every map.  You 
have to get deep into the game before you will even have a chance to use 
every unit at least once.  This is a not so perfect list of the cots of every 
unit, their movement points and in time, their armor, attack, and range.

  Remember that movement is doubled when navigating on roads.  For instance, 
a movement of 5 will actually go 10 spaces if traveled all on a road.  Trees 
and debris cut movement in half.  If you have 4 movement points, you can only 
move two spaces on either one.  



Name              Cost       Movement
Light Tank         $6          6
Medium Tank        $8          5
Heavy Tank         $12         4
Armored Car        $5          9
Bazooka*           $3          1
Infantry*          $1          2
Engineer*          $5          2
Mobile Artillery   $14         4
Light Artillery*   $9         N/A
Heavy Artillery*   $20        N/A
Land Mine          $3         N/A


  An * denotes that the unit can be transported by another.  Loading a unit 
and unloading a unit each cost one movement point, no matter the terrain.  A 
carrier unit must have enough movement points to move away from the unload 
site.  Two units cannot occupy the same space unless one is boarded by 
another.  Only one unit may be carried by another unit at a time.  





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Controls (PGCON)
-----------------------------------------------------------------------------

A: Selects target and menu options
B: Brings up in game menu
C: Skips to the next unit when in phases 4, 5, 6, and 7
X: Skips past Full Motion Video sequences
P: Finalizes all action for selected unit on current phase.
Left  Shift: Shows reconnaissance photo of the current map
Right Shift: Changes music in Bonus Game



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Walkthrough (PGWT)
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-----------------------------------------------------------------------------
Canolia
-----------------------------------------------------------------------------


Canolia -- Map 1 (PGCM1)
"Take the Airfield"

Length = 10 turns

Attacker Money = $90

Defender Money = $90

Weather = night on turn two

Factory = $25 for the occupier starting on turn 3

Map size = 30 x 30 hexagonal

Neutral country invasion provides $100 for the other army.

  In the first map, you have three areas where your army will land  Focus 
most of it on the south west while putting a medium tank or two on the north 
east.  Make two infantry units, one for two of the three towns in your 
landing sites and focus the rest of your money on tanks and artillery.  Move 
your forces towards the munitions factory while your tanks in the north 
attack the artillery in the air port.  If you keep Sergio's army occupied in 
the south, you can take the air port by turn 6.

  Try to take the city in the south by the fourth and fortify your forces 
around it.  You can try to take the factory but there aren't enough turns to 
keep it and the city.  Since the city is worth more points, keep your forces 
occupied here and ward off any attacks from the north and east.  This map 
goes pretty fast.




Canolia -- Map 2 (PGCM2)
"Run for the Boarder"

Length = 10 turns

Attacker Money = $30

Defender Money = $130

Weather = night on turn 1, storm on turn 4

Factory = $25 for occupying army 

Map Size = 40 x 40 Hexagonal

Neutral Country invasion provides $1 for the other army.  

  Start out with one armored car and a couple of tanks.  You can build more 
but your main goal is to take the munitions factory as fast as possible.  Use 
your armored car and move it along the road to take advantage of one hexagon 
taking only half a move point and you should be able to get there in two 
turns.  Leave your tanks to guard two different towns (or more, depending on 
how many you made).  Once you can build, keep building tanks.  Build one 
infantry unit and have him occupy the munitions factory and take your armored 
car off to fortify the city north and west of the factory.  Use your tanks 
and keep them south and west of the factory.  Take the city there and hold.  
You can move north and west from here and take the city up there if you have 
enough turns.

  Since you can't build artillery in this level, keep building tanks every 
turn you get.  Make sure you have something occupying the factory at all 
times as well as every city you can.  If you take the city south and west of 
the factory in 5 turns, you should be able to hold out and win by a few 
victory points.  The more tanks you build, the better your chances are.

  Holding the munitions factory is key to winning this map.  Try to take at 
least two cities that Sergio holds and do not let him take the 100 point city 
north and west of the factory.





Canolia -- Map 3 (PGCM3)
"A good Defense is a Better Offense"

Length = 12 turns

Attacker money = $150

Defender money = $80

Weather = Fog on turn 5

Factory = None

Map Size = 50 x 50 Hexagonal

On turn 6, the defender receives $100 to bring in reinforcements. 
Neutral country invasion provides $100 for the other army.



  On this map, you can place your army in two locations: south west and north 
parts of the map.  Put an armored car and one infantry unit in the south west 
and everything else in the north.  Place two more infantry unit near the town 
at the bottom, one by the city in the middle and one near the town on the top.  
Invest in three engineers and place two where the bridges need to go on the 
far right of your invasion area and one in the trees a few steps back as a 
back up if one dies.  Invest in one mobile artillery unit and spend the rest 
of your money on heavy tanks.  Any leftovers should be spent on bazookas and 
additional infantry units.

  Place all of your tanks on the far right so you can quickly take the city 
across the river once your engineers build bridges.  Bridge building occurs 
on the 6th phase and completes at the start of the next turn.  Use your first 
turn to attack Sergio's army in the city across the river and have your 
engineers build bridges immediately.  Once the bridges are built, move across 
the river and surround the city with your tanks.  You should be able to 
remove Sergio's forces in two turns with minimal damage to your own army.

  While on phase 6 of the first turn, be sure you move your infantry into the 
towns and cities you placed them next to.  The tank at the bottom should be 
moved towards the city to the north and east of it.  Be sure not to go in to 
the neutral zone.  The neutral zone is surrounded by a fence and entering 
here will give Sergio $100 to place forces any where he chooses within the 
neutral zone, rendering him the winner in the end.  

  Your main forces should continue to the east while you leave your engineers 
behind to occupy the first city worth 50 points.  By turn four you should be 
able to over take the next city with most of your forces still alive.  After 
that, move down and take over the city worth 75 points.  Be sure to do this 
by turn 6.  On turn 6, Sergio brings in reinforcements, including a lot of 
artillery.  Fortify your tanks just to the right (east) of the city worth 75 
points and make sure you have someone in every city and town that you can 
reach.  From here you just have to survive an onslaught of Sergio's army.  By 
occupying all these cities, you will have about 2000 victory points by the 
end of the map.  

  Sergio's artillery won't be able to reach further than the first city you 
occupy so everything else will be safe with just one person occupying it.  
Keep two engineers near the first city and one engineer and a bazooka near 
the second city.  Keep them a few paces apart but close enough so the backup 
can take over if the occupying force dies.  Keeping them apart allows for 
less likely hood of both dying at once.

  There is no munitions factory on this map so be sure you don't loose all 
your forces.  If you take the city worth 75 points by turn 6 and hold it, you 
will win.  
  
  
  

Canolia -- Map 4 (PGCM4)
"Dilemma"

Length = 10 turns

Attacker Money = $150

Defender Money = $70 to start, $200 on turn 4, $84 on turn 5

Weather = None

Factory = None

Map size = 55 x 60 Hexagonal


  This is a very difficult map.  You start out with your troops concentrated 
in the southern part of the map with a small portion going up the west coast.  
There is one 50 point city in your placement area and one 10 point town one 
space away.  To the east is a 40 point town that can be taken in a single 
turn.  The cities worth the most are in the north with one exception.  In the 
south, there are three 75 cities surrounded by trees.  Sergio goes for this 
immediately starting on turn 4, so you need to fortify this and fast.

  With four engineers and three armored cars you can.  Place your armored 
cars as close as you can get them.  In the first movement phase of turn one, 
all three can reach each 75 point destination.  Sergio's army starts in the 
south, directly in the middle of the map.  Have your engineers fortify the 
choke point (the small area between the two forests leading up to the city) 
with land mines.  Engineers build land mines on their movement phase as long 
as they have at least 0.5 movement points left.  Ignore the games instruction 
to build mines in the east and west.  

  Funnel the rest of your money into tanks.  You should be able to get 
between 12 and 16 tanks, depending on how many engineers you build.  You can 
try some artillery and place it on the left city and right city (when you 
liberate it) but the artillery has weak armor and will be destroyed in one 
hit.   Set three tanks as far north and west as you can, just under the 10 
point village and put the rest on the east side, by the 40 point town.  If 
you have a dollar remaining, use it on an infantry man so he can fortify the 
city while your tanks push north.  Sergio will not get to him until the 9th 
turn.  

  After liberating the city in the east and the 10 point town in the north, 
move all your tanks further north.  Make sure your armored cars have the 
three spots in the 75 point city occupied.  Each car gains you 75 points at 
the end of every turn they are there so keep them there as long as you can.

  Move your west tanks towards the center to meet up with your east tanks.  
You should be able to take the 20 point city in the middle of the map by turn 
3.  Keep them moving north and take every city you can.  Remember to leave 
one behind in every city to gain the points.  After taking out Sergio's 
artillery in the 20 point city on the bay, move them west.  There are two 50 
point cities and one 60 point city in the northwest.  You can have three 
tanks in the 60 point city and two each in the 50 point cities.  Remove all 
the forces and occupy the cities.  You should be able to take them by the end 
of turn 8.  It takes 11 tanks to fortify all the cities between the two 
mountain ranges.  If you have additional tanks, move west and take the 30 
point city in the northwestern most point of the map.  You should have enough 
points to win at this stage.

  Around turn 5 or 6, Sergio will have the upper hand in the south.  He will 
take the three 75 point locations and the 50 point city in the west.  So long 
as you can fortify all northern cities by this time, you will be able to hold 
out and win in points.  Sergio will use his mobile artillery to attack your 
mines.  The shrapnel and indirect hits from these attacks will damage his 
troops.  You should be able to beat him by 350-500 points, giving you a bonus 
at the end of the map.  

  Remember, the more engineers you have build land mines on their movement 
turn, the longer it will take for Sergio to take the middle city.  Conversely, 
the more engineers you have, the fewer tanks you have for the advancement 
north.  YOU NEED 12 TANKS TO HOLD ALL CITIES IN THE NORTH!!  Be sure you take 
a couple extra with you so you can withstand a casualty or two.  

  Also, you can occupy a city in the north at the same time as Sergio so do 
not be afraid to move into the boundary of a city even if Sergio has a unit 
in there.  You cannot win without destroying all of Sergio's forces in 
between the two mountain ranges.  If you can take the point lead by the end 
of turn three, you will be in good shape to hold onto it.

  Your engineers in the south will probably die once Sergio brings in his 
reinforcements unless you bus them out of there on an armored car.  An 
additional armored car costs money so choose wisely.  Fire power in the north 
is crucial to winning.




Canolia -- Map 5 (PGCM5)
"Showdown in Central Canolia"

Length = 10 turns

Attacker Money = $250

Defender Money = $275

Weather = None

Factory = None

Map Size = 60 x 60 Hex


  This is the biggest map yet.  You will notice that in the opening video, 
the requirements to win state that you must destroy 80% of Sergio's army 
while the advisor who gives you strategic options says you need to destroy 
90%.  You in fact only need to destroy 80%.  This map is only about 
destruction and Victory points will do nothing but give you an added bonus at 
the end, should you finish with 50 more than Sergio.  If you have any bonus 
money, go ahead and spend some of it, because this map is tough and requires 
a lot of fire power.  DO NOT SPEND ALL OF IT!!!  You will quite a bit in two 
maps.  If you use it all here, you cannot beat Marapos Map 2.

  Your forces come into the map in the north while Sergio occupies everything 
else on the map.  He will place many tanks at the top to try and destroy you 
from the get go.  To avoid instant destruction, build as many heavy tanks as 
you can.  Do not bother with artillery.  Artillery has weak armor, 
inconsistent attacks, and is the first thing Sergio attacks.  Don't bother 
with light or medium tanks either, unless you have six or eight dollars left 
after buying all the heavy tanks you can.  Heavy tanks may be slower but can 
take a lot of punishment and dish put even more, making them last through the 
end of the map.

  You will notice a path through the forest that leads to a small 25 point 
town.  This is the best route to go as it is the fastest to the central city.  
Place the majority of your tanks around here to quickly defeat the enemy's 
forces and advance south.  Place between six and eight tanks on the other 
side of the forest to advance south over the bridges.  A majority of Sergio's 
forces will be here and the game cannot be won unless they are destroyed.  
These forces will either circle around behind your western forces of go south 
and defend the 40 point city south of the forest if not occupied by your 
forces.

  Continue to move your forces south, destroying everything Sergio sends at 
you.  Remember that victory is determent on how much of Sergio's army you 
destroy, as well as liberation of the Canolian capitol.  If you destroy all 
the tanks and artillery he has on the east and inside the city, you will win, 
but just barely.  Keep in mind that once inside the capitol, many buildings 
and forts block your sight.  You have to continue to move next to each tank 
in the city so you can have a chance to attack it.

  Remember that you get two turns for direct fire, assuming you have units 
that did not fire in the first round.  Check the damage of each and every 
unit you have left once you get to the city and use the one with the lowest 
damage to move next to Sergio's unit because they attack on sight.  A big 
circle appears over units that have already fired earlier in the turn (phase 
5) so use this to your advantage.  Move your forces that have not fired 
towards Sergio's forces that have fired.  You should be able to clear the 
city by the end of turn 10.  
 
  Should you manage to clear the city before turn 10, you can advance south 
and take out forces down there if everything north of the city is destroyed.  
Make sure the northern forces of Sergio are completely eradicated before 
advancing south of the capitol  Keep at least one unit in the city to hold it.  
This map will take a couple of tries to finish.  Sergio's artillery fire may 
destroy bridges so look for alternative routs around and do not waste money 
on engineers that will be killed in one hit.  
  
  

  
  
-----------------------------------------------------------------------------
Marapos
-----------------------------------------------------------------------------


Marapos -- Map 1 (PGMM1)
"Meet the Natives"

Length = 10 turns

Attacker Money = $110

Defender Money = $30, $40 on turn 5

Weather = Night on turn 5

Factory = $6 for occupier 

Map Size = 40 x 30 hexagonal

To win, score more victory points than Vasamir.

Available units:  Light Tank, Medium Tank, Heavy Tank, Bazooka man, Infantry 
Man, Engineer.


This is a simple map once you start to understand the game.  You face a new 
general in Marapos so the tactics are slightly different.  General Vasamir 
only has bazookas and infantry available to him while you have tanks, in 
addition to infantry and bazookas.  Artillery is not available to you in this 
map.  The reasoning is that you are trying to liberate Marapos and by 
launching artillery on the cities, it would be too hostile.  Frankly, that 
reason is stupid since you could have it when you first landed on Canolia.  

Before you build any units you need to look at the map.  Since there is no 
way to do this, you would be screwed if it wasn't for this guide.  There are 
two places where there is no bridge across a river.  While infantry and 
bazooka men can cross this, tanks cannot.  It might be wise to build an 
engineer to allow tanks to cross.  It is not necessary though.  If you can 
take all the cities south and east of the river and hold them, you will win 
by 10-40 points.  However, since reinforcements are coming on turn 5, it 
would be nice to get some tanks across the river since the forces hid behind 
forests and forts.

Heavy tanks will do the job just fine, but it might be wiser to go with 
medium tanks.  They have weaker armor and attack, but can travel further per 
turn and cost $4 less so you can have several more than you could of Heavy 
Tanks.  Do not waste money on armored cars because they will be destroyed by 
one hit from a bazooka.  Spend all extra money on infantry men or bazookas.  
Use these units to hold cities after clearing them so you can move all your 
tanks onto the next city.  

Victory points determine the winner on this map so you must move quickly in 
order to take the first couple of cities.  Within your landing zone there is 
a city infested with Vasamir's forces.  Place all your tanks around it so 
once phase 5 comes, you can liberate the city first.  Move some tanks north 
and a few tanks east.  Liberate all the cities south and east of the river by 
the end of turn 4.

Reinforcements come in at this time and will mostly be concentrated in the 
northwest.  Keeping one unit in each city (including the small 10 point on in 
the far northeast), bring all available units to the center of the map.  Hide 
behind the center city's fort so you can focus on the north and the western 
flank won't get attacked.  If you hold all cities, you can hold out and win 
by a few points.  However, you can go for broke and try and gain all cities.  
There will be a vast number of forces to overcome and it may not work in your 
favor though.  Make sure your engineer builds bridges before turn 5 starts, 
because he is toast once the reinforcements come.  

Keep pressing north and use LOS to your advantage.  Remember that the factory 
in the far north provides $6 on every turn for the other side until you can 
overtake it so forces will continue to pour out.  Attack bazookas first since 
they have long range capabilities while infantry men do not.   This map isn't 
difficult and can be won in one try.




Marapos -- Map 2 (PGMM2)
"Jungle Fun"

Length = 10 turns

Attacker Money = $140 for southern units, $5 for central units, $5 on turns 2, 
3, and 4.

Defender Money = $40, $50 on turn 2

Weather = None

Factory = $12 starting on turn 4 for occupier

Mega Factory = $100 on turns 2, 5, and 8 for occupier

Map Size = 60 x 50 hexagonal

To win, liberate the 275 point city in the north central part of the map.

Available units:  Light Tank, Medium Tank, Heavy Tank, Bazooka man, Infantry 
Man, Engineer.

Map:  http://www.gamefaqs.com/console/3do/file/584452/49906


On this map, if you do not have additional bonus money earned from previous 
maps, you will have a very difficult time.  Because the Mega Factory in the 
center of the map gives $100 for the occupying army at the start of turn 2, 
if you don't occupy it immediately, you cannot win.

Assuming that you have additional money, go ahead and spend all of it on this 
map.  Do not worry.  You can easily max it out by the end of the map.  You 
have two locations where you place units on this map and have two purses from 
which you draw money to spend on each.  You cannot transfer money from one to 
the other.  On the first spending, you are allotted $5, so go ahead and use 
your bonus money on the first time around.  Use it on Heavy tanks, preferably 
three if you can afford it.  If this is not an option, go with light tanks.  
Spend any extra on bazookas and finish it off with infantry units.  Money 
here does not transfer over to the next turn.  If you don't have additional 
money, go with a bazooka and two infantry and hope for the best.  Place 
everything as close as you can to the city.  This is the mega factory and it 
is essential to win.

For the second round of spending, you place units in the south, just like the 
preview of the map tells you.  You will need an engineer here if you were not 
able to purchase tanks for the central location.  Spend the rest on tanks.  
Heavy tanks work fine.  You'll want to sack the 75 point city first so place 
the units as close as you can to that city.  Any left over money should be 
spent on infantry units to leave at cities and towns worth points.  

On your first movement phase, bring everything you got in the north into the 
Mega Factory.  Vasamir only places 2-3 units in the city to start.  A couple 
of heavy tanks can take everything out in one round.  You won't get to fire 
until phase 7 because of LOS.  Move in close and kill.  You can kamikaze 
everything if you so choose by selecting the enemy unit you want to kill on 
your movement turn.  It asks you to verify so you have to select it twice.  I 
recommend against this because the other unit isn't guaranteed to die.  
However, if you have heavy tanks, the likely hood is better if Vasamir's 
units are armored cars or infantry men.

If you could not afford to buy tanks, you are pretty much screwed.  The best 
course of action is to prepare a sneak attack o the western flank of the mega 
city in the north.  Keep in mind that there is a second factory south and 
west of the mega factory that provides $12 per turn.  If you can take this 
factory by the end of the third turn, you can crank out a few small tanks to 
kamikaze the mega factory in the north and hope for the best.  You must do it 
before turn five though.  On turn five, the occupier of the Mega Factory gets 
another $100.  

After taking the 75 point city in the south, keep your units moving north.  
Branch three to five units off to the west (3 if they are heavy tanks, five 
if medium or light) to move north and west to liberate the 75 point city 
located in the middle of the map.

The rest of your units need to continue their assault north.  Make sure you 
have an engineer in a tank, preferably a small one.  A small tank can reach 
the location you need to bridge before heavy tanks can and because it takes 
an extra turn to unload your engineer and have him build a bridge, he will 
finish just in time for the rest of your units to reach the area.

Keep in mind that on turn 2, Vasamir gains an additional $50 for units.  If 
he has the mega factory, they will be placed in  between the city and factory.  
If you control the factory, they will all be placed in the city but will move 
east to intercept your units and attempt to take over the mega factory.  

If you are in control of the mega factory, use all $100 on heave tanks at the 
beginning of turn 2 and place them in the northern most region of placement.  
Have them all move towards the city, assaulting everything of Vasamir's along 
the way.  These units can reach the city by turn 5, and have it liberated by 
the end of turn five.  From here, continue to sack every 10 point town that 
Vasamir has a unit in.  Using small tanks is best because they can move 
farther and reach far away places first.  

If you cannot control the mega factory, you are probably boned.  However, 
after taking the small factory in the 75 point town in the center of the map, 
keep moving the rest of your troops north to where your engineer built the 
bridge.  Cross the bridge into the mega city and start firing on anything 
that doesn't belong to your army.  If you can liberate the city and occupy it, 
do so.  Use the forts to hide your units.  Keep in mind that Vasamir can 
build mobile artillery in the mega factory when you cannot.  Keep some units 
back incase the artillery destroys them all.  If you can hold the city 
through the end of turn 10, you will win, despite not holding the mega 
factory.  This is very tough to do however.  

If you do control the mega factory, by the end of turn 6, you should have all 
but a few stray units of Vasamir's killed.  From here continue to build small 
tanks and take over all cities and towns you can reach.  You can finish this 
map with as many as 2800 Victory Points more than Vasamir.  By doing this, 
you will max out the bonus money, giving you $50 of the $56 you earned.  
Every 50 Victory Points gives you $1 so 2550 will be enough to turn it over 
and max it.  

This is the easiest map to gain bonus money.  However, it only works if you 
have money to spend at the beginning.  Use your money wisely, and if you 
cannot beat this map, you will probably have to start over and try to gain 
that bonus money.



Marapos -- Map 3 (PGMM3)
"Move Quickly"

Length = 10 turns

Attacker money = $130 to start, $2 on every other turn (1, 3, 5, 7, 9)

Defender Money = $60, $70 on turn 3

Weather = None

Factory = $24 for occupying army

Map Size = 60 x 50 Hexagonal

Neutral Country provides $40 for other army

Map: http://www.gamefaqs.com/console/3do/file/584452/49907


On this map, you need to ignore what the preview tells you.  Your units are 
only positioned on the eastern half of the bottom portion of the map, and not 
across the entire southern plain.  You also get $2 to place units near New 
Vasamir, the 200 point city in the central part of the map.  DO NOT TRY AND 
TAKE THE FACTORY.  Attempting to take the factory will result in you losing 
the game.  The factory is out of the way, and cannot be reached easily by 
road.  It takes about 5 turns to get to it going through the forests and it 
is inside of the neutral country.  Once you enter the fenced off area, 
Vasamir gains $40 for units and he will place them all on the factory, giving 
it to him.  It takes you until turn 10 to get it away from him, and by that 
time you will not be able to gain enough Victory Points to defeat him.

Instead, spend all your money on small and medium tanks (make two infantry 
units in the north).  Place all your tanks on the right side to move north, 
around New Vasamir and into it from the north and east.  Use left over money 
for infantry men to occupy the cities as you liberate and pass them.  On turn 
3, Vasamir will place $70 worth of units in the far northeast corner of the 
map.  He will use a majority of these units to move south and into New 
Vasamir.  You will meet his units on turn 4, just east of the city.  

Remember that you can hide in forests and use LOS to your advantage if you 
only have a small amount of units left.  Try to get units into the city by 
turn 5.  Do not use heavy tanks because they will be beaten to the city, and 
Vasamir gets the points until you kill all the units within the city.

Do not go into the neutral territory.  It is not worth the extra $24, because 
you will be lucky to use it twice total.  It is best to keep out of it 
entirely, unless Vasamir enters first.  If he does, use the $40 on heavy 
tanks and kick him out and keep the factory.  

Don't forget about the two units you placed in the north.  Keep moving them 
north, into the 100 point city.  They should be able to reach it by turn 4 or 
5.  Vasamir only puts one infantry man in this city, so it is yours for the 
taking.  Grab it quickly, to keep the points on your side and away from 
Vasamir.  

After liberating the two biggest cities, Vasamir's forces will be weakened 
and almost gone.  He will only have a few units left, mostly in the western 
cities.  From here, you can begin to move west and liberate these cities.  
You probably won't have enough turns to take them all, but you can get a 
majority of them by the end of turn 10.  You should be able to win by 700-
1000 points, giving you some more bonus money.  If you already are maxed out 
at 50, then you won't actually earn any of this money.  However, it is always 
a good idea to assure yourself victory, so go ahead and take it.  This map is 
fairly easy if you do not follow the instructions at the beginning of the map.
 





Marapos -- Map 4 (PGMM4)
"Sneak Attack"

Length = 10 turns

Attacker Money = $110, $30 on turn 4

Defender money = $165

Weather = None

Factory = None

Map Size = 40 x 45 Hexagonal

To Win, finish with more victory points than Vasamir.

Available Units: Light Tank, Medium Tank, Armored Car, Bazooka, Infantry man.

Map:  http://www.gamefaqs.com/console/3do/file/584452/49908


This is a fairly simple match if you avoid conflict as much as possible.  You 
don't have very many unit types available to you.  Medium tanks are the 
strongest  units that you can buy.  Vasamir will have Heavy tanks available 
to him, so it is best to avoid conflict, for the most part.  

Spend most of your money on medium tanks.  Reserve $10 to buy two armored 
cars and another $5 for infantry units to hold cities as you advance south.  
Vasamir's units will stay in the south, so long as you hold the three 25 
point cities in the north and center of the map.  

Use your two armored cars, on eon each side of the lake, and take them down 
to the 25 point cities on the first movement phase.  Holding these cities is 
key to winning.  Start all your tanks on the trek south, taking half through 
each city.  Remember to load up your infantry units to take them along with 
you.  Make sure you have a unit in each city in the north.

On Turn 2, take the eastern Armored car and move it south and to the 10 point 
city on the peninsula in the south west.  Vasamir will not come after this 
and he will be safe by him self.  Bring your units down to the northern tip 
of the southern half of the map (just below the half way point).  Try and 
move at least three tanks to each 10 point city that is unoccupied.  The 
Hexagonal shape made by the road in the east is a place where you will need 
to attack Vasamir.  Try to at least remove his presence from the cities, even 
if you lose your units as well.  Keep the mentality that if you can't have 
the points, neither can Vasamir.

On turn 4, you will gain $30 to place near any city you wish.  Pick one of 
the 25 point cities in the far south, preferably the one with the least 
amount of Vasamir's forces in it.  You will need to attack to liberate this 
city.  If you can manage to do it in one turn, advance on another city.  If 
it takes you several turns, just hold the city.  Vasamir will probably not 
come after you.

By turn 8, you should be fairly close to Vasamir in Victory points, perhaps 
even a little ahead of him.  Hold out until the end.  He most likely will not 
move towards you.  You should hold your ground and not engage in battle with 
him unless he moves towards you.  You can win this map by 100-300 points if 
you do it in this manner.



Marapos -- Map 5 (PGMM5)
"Glorious Marapos City Capitol"

Length = 15 turns

Attacker Money = $120, $3 Every turn starting on turn 3

Defender Money = $100, $80 on turn 2

Weather = Storm on turn 5

Factory = None

Map Size = 50 x 50 Hexagonal

To win, destroy at least 80% of Vasamir's forces and liberate the 150 point 
city on the small island in the east.

Available Units: Light Tank, Medium Tank, Heavy Tank, Light Artillery, 
Bazooka man, Infantry man, Engineer.

This is the final show down with Vasamir.  His royal palace is the only city 
worth more than 20 on this man.  Since Victory Points do not help you win 
this map, you can ignore all the small 10 and 15 point cities on this map.

Focus all your money into heavy tanks.  Do not spend a single dollar on any 
thing else.  You can make 10 total tanks.  The best strategy is to move 
around the large lake on both sides, rather than just one.  Focus six tanks 
on the south and four in the north.  Vasamir has artillery and can cause 
serious damage to you if he hits.

Vasamir will try and stop your advancement in the south only.  He will meet 
your forces near the second bridge due south of his palace.  He will cause 
heavy casualties to your troops here and you probably won't be able to break 
his line.  This is where the northern forces come in.

Your northern forces will go mostly undetected.  You can bring them around 
and into the city by turn 8 or 9.  Remember that this is a 15 turn map so you 
have plenty of time.  Take out the artillery within the palace first.  Once 
Vasamir's artillery is gone, you will have an easier time taking the small 
cities and towns throughout the map.

Starting on turn 3, you get $3 from Canolia to build forces.  You should save 
this money until your units are closing in on the palace.  You will be able 
to use it to gain extra units if you suffer heavy casualties in both the 
north and south.  If you manage to make it without the need of extra units, 
use this extra money to build infantry men to hold each 10 and 15 point town.  
All the towns have landing points within two hexagonal spaces.  

After taking the palace, spread out and take every other city you can.  You 
should be able to destroy all of Vasamir's forces and take all of the cities 
by the end of turn 15.  You can probably beat this map without the need of 
your bonus money.  Overall, this map is fairly easy.  




-----------------------------------------------------------------------------
Dominia
-----------------------------------------------------------------------------


Dominia -- Map 1 (PGDM1)
"First Encounter"

Length = 12 turns

Attacker Money = $60, $50 on turns 2 and 4, $60 on turn 3

Defender Money = $140

Weather = None

Factory = None

Map Size = 45 x 45

To win, finish turn 12 with more victory points than Ghengis.  

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer.


The Dominian maps are different than the first two sets.  In the first 10 
maps, you played the attacker.  On Dominia you play the defender.  
Essentially, you switch from the red guy to the blue guy.  Here you battle 
Ghengis, a very old looking fellow who can't act to save his life.  The US 
ordered Alexander (you) to protect the oil fields from Ghengis.  This brings 
a completely different strategy to the game.

Ghengis selects his units first and will always fire and move first now that 
you are on the other side of the battles.  You get a majority of the map to 
place your units.  Select one or two heavy artillery and spend the rest on 
tanks.  Heavy tanks are best, but you won't be able to hold as many cities.

You can place your units all across the map.  It is best to choose the 
highest point cities and place one unit in each.  Place your artillery where 
it will be protected for as long as possible but also on a city.  Make sure 
you keep the 50 point city in the southeast.  Ghengis goes for this first if 
un-occupied.  You should be able to hold 150-200 points in the first round.

Ghengis' forces land first in the north east, so if you occupy the 20 and 25 
point cities with heavy tanks, you can do some damage to his troops.  Ghengis 
likes to take out your forces but doesn't necessarily take over the cities 
once he gets you out of them.  If you can keep him occupied in several 
different areas, his forces won't coagulate and you can hold out for the easy 
win.

Ghengis lands in the northwest on his second turn.  He approaches from the 
south on his third turn.  On his fourth and final turn, he will land in the 
center of the map, along the coast of the northern bay.  Keep your units 
spread out along the entire map and you can win.

Ghengis will attack you and you will lose units.  Heavy tanks can take the 
most damage and dish it out really well.  They kill Bazookas, Infantry, 
Armored Cars and Light Tanks in one hit, assuming they do not miss.  

This map is not too hard and can be won on the first try.  It takes some 
getting use to being on the other side of the fight, but this is good 
training.  On phase 6, use the P button to finalize all movement of the 
selected unit.  This is easier than pressing B and selecting Phase Complete.  
You should be able to get $20-$25 in bonus money in the end.


Dominia -- Map 2 (PGDM2)
"Onslaught"

Length = 10 turns

Attacker Money = $150, $60 on turns 3 and 5

Defender Money = $150, $80 on turn 7

Weather = Night on turn 3

Factory = none

Map Size = 50 x 40 Hexagonal

To win, finish with more victory points than Ghengis.  

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer.

This map is another fairly easy map.  The same concept applies here.  You are 
the defender and not the attacker.  This time you do not have as wide of an 
area to place your units.  Again, you should stick to tanks.  You can build 
several heavy tanks and have six dollars left.  You can use this money to 
build a light tank, two land mines or several infantry men.

If you select land mines, choose wisely where you place them.  You need to 
choose locations where Ghengis will travel and you will not.  Your units will, 
for the most part, stay stationary.  

Place all of your tanks and or infantry men on cities worth a lot of points.  
Be sure to take the 80 point city in the center and keep a few units around 
in the 10 point cities near it.  You will have to move these units along 
because you cannot place them there to start.  

There are some 20 point cities in the north east and some 30 point cites.  
The 30 point ones are in Ghengis' landing area so you cannot take them 
immediately.  Keep an extra tank or two near the north east to attempt to 
take the 30 point cities.  If your tanks can reach the 30 point cities but 
have to abandon the 20 point cities, go ahead and do it, since you will gain 
10 more points per turn.  

Ghengis will bring in a lot of armored cars.  He uses these to kamikaze your 
units as they fortify cities.  It takes between two and three armored cars to 
destroy a heavy tank, so keep your heavy tanks near where he lands.

Ghengis places his units along the coastline in the north on his first turn.  
He brings in reinforcements on turns 3 and 5.  These usually consist of a 
wide variety of units.  He will place them in the south on his third turn and 
northeast of the 80 point city on the 5th turn.

By the time turn 5 ends, Ghengis will have a lot more units than you do.  
Don't fret though.  Your reinforcements come in at the beginning of turn 7.  
Your placement area is very small and only available on sides of the map 
where roads are.  Place your units wherever you need the most reinforcement.  
Ghengis generally focuses his attack on the 80 point city in the south, so 
this is a good area for extra forces.  

For some reason, Ghengis doesn't take a city once he removes you from it, so 
there will be a huge gap in victory points.  You gain quite a bit over him 
and will win by as much as 2,000 at the end of turn 10.




Dominia -- Map 3 (PGDM3)
"Dawn to Dusk Battle"

Length = 12 turns

Attacker Money = $100, $70 on turns 4, 7, and 10

Defender Money = $15 to start, $100 on turn 2, $70 on turns 4, 8, and 12, $20 
on turn 6 and 9

Weather = night on turn 1

Factory = $100 on turn 2, $20 on every turn starting with turn 4

Map Size = 45 x 50 hexagonal

To win, collect more victory points than Ghengis

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer.


You start with very little on this map.  With only $15 at your disposal, you 
need to spend it wisely.  You need to capture the munitions factory before 
the start of turn 2.  Without the aid of the factory, it becomes very 
difficult to win.  

You can pick and choose what you buy, but make sure you pick mobile units 
that can easily reach the factory.  Your units are positioned around the 
factory on the towns.  I suggest two light tanks for $12 and 3 infantry men 
for $3.  You can try three armored cars or one medium tank and one light tank.  
Position your mobile units in the two closes cities to the factory, one on 
the 50 point city and other on the 15.  Use your other units to hold cities 
worth points in the north.  They will be relatively safe up there and you 
will have reinforcements come in that area later.  

On Ghengis' first movement phase, he generally shines away from holding the 
factory, which is great because he moves first.  If he takes the factory, the 
only thing you can do is kamikaze him with your units, so DO NOT FIRE ON 
PHASE FIVE!  If you fire, you cannot kamikaze and you will have no hope.  If 
he does not take it, then move the unit from the 15 point city onto the 
factory.  This will give you an additional $100 for troops around the factory.

Spend all your money on heavy tanks.  Heavy tanks have the longest range, 
toughest armor and strongest shield.  You will not need to move your units 
around much so their low movement points will not hinder you in any way.  
Spend leftovers on medium and light tanks and bazooka men.

You will also have another $100 for units in the east.  Buy three light tanks, 
one heavy artillery unit and spend the rest on heavy tanks.  Place one light 
tank in the south on the 5 point city and have the other two capture the 10 
point cities in the center of the map and in the northeast.  Load your 
artillery unit into one of the heavy tanks and bring everything up to the 
factory as quickly as possible.  

Ghengis will bring in reinforcements on turn 4 so be ready for this.  You 
will also get $70 for reinforcements on the same turn.  Use these to get a 
light artillery and keep it hidden behind the mountains in the north.  Spend 
everything else on heavy tanks and bring them south around both sides of the 
mountain.  Make sure you have an infantry man hold the two cities up here if 
they are not already fortified.  The artillery unit can also hold a city.

In the east, drop your heavy artillery unit off on the bridge so he will stay 
out of firing range.  Have him attack the coastline where Ghengis brings in 
his units.  Do not move your units over here because heavy artillery has a 
tendency to drift off target.

On every factory turn starting with turn 4, you get $20.  Buy one heavy tank 
and one medium tank.  Keep placing these units and positioning them along the 
road in the west to cut off Ghengis from having a direct line to the factory.  

By the time turn 8 comes, you should be able to defeat all of Ghengis' units.  
Hold out until turn 10 when he brings more in.  Your units should be so 
massive by this point that you can destroy everything he brings in by the end 
of the turn.  Ride the wave to the end and collect the victory points.

You should be able to win this map by as little as 2,500 points and as much 
as 3,000.  Whatever you do, do not invade the neutral country.  The 150 point 
city may look enticing for extra bonus money, but you do not need it.  So 
long as you win by 2,500, you will earn the maximum amount you can earn at 
one time.  Entering the neutral country provides $100 for Ghengis and can 
give him the upper hand, especially if you fail to take the munitions factory 
on the first turn.  Keep building the heavy tanks and surround the coast line 
and you will win with ease.



Dominia -- Map 4 (PGDM4)
"Invader Beware!"

Length = 10 turns

Attacker Money = $150, $50 on turn 5, $30 on turn 6

Defender Money = $125, $70 on turn 2, $50 on turn 7

Weather = None

Factory number 1 = $50  on turn 4 for occupying army
Factory number 2 = $100 on turn 2 for occupying army
Factory number 3 = $12  on turn 2 and 7 for occupying army
Factory number 4 = $20  on turn 7 for occupying army
Factory number 5 = $30  on turn 8 for occupying army

Map Size = 40 x 50 Hexagonal

To win, collect more victory points than Ghengis

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer


This map is fairly difficult.  There are five factories on this map, all 
giving different amounts of money at different times.  You can gain access to 
two of the factories at the start of the map and get a third one before the 
end of turn 1.  The other two you will have to fight Ghengis for.  One you 
can place a unit right next to and the other will be a fight for.

The factory in the northeast is the hardest one to get.  It also is the one 
that gives you $100 on turn 2.  Ghengis will most likely take control of this 
one.  You can try to attack it with kamikaze armored cars or light tanks, but 
it is best to take a defensive approach and let him have it.  Fortify the 90 
point city south of that factory, and make sure you take the other three 
factories.

The 30 point city that is directly next to a factory in the northern part of 
the map is factory number 5 and gives you $30 for turn 8.  Take this one on 
your movement phase as soon as you can.  You will be able to bring 
reinforcements from the west to help hold it later.

The 10 point factory on the island in the center of the map will give you $12 
on turns 2 and 7.  Use both turns to make heavy tanks and move them east.  

Ghengis brings his units in on the east.  Make sure the 90 point city is 
heavily guarded.  He will bring in artillery on the first factory turn he 
gets, so use your tanks to take it out as soon as you can.  

Your reinforcements come in from the west.  You get two chances to bring them 
in.  Go for heavy tanks and use leftovers for infantry men yet again to hold 
cites as you go east.  

Holding cities is key to winning, as Ghengis will take them if he liberates 
your presence from them.  Use all your reinforcements to help hold cities and 
take them back if necessary.  

On turn 5 Ghengis will bring in forces just north of the neutral country.  
Make sure you use your turn 7 reinforcements to travel down here and remove 
him.  On turn 6 he will bring forces in the central part of the map in the 
very north.  These are usually bazooka men and armored cars.  There will be a 
few mobile artillery units in here.  Take these out first and foremost.

If you hold onto the two 90 point cities, you will have a better chance of 
winning, so use your reinforcements to back up the western city.  Ghengis 
will spend his time trying to take factories and not cities so you can hold 
out and win by 2,500 points.



Dominia -- Map 5 (PGDM5)
"Show No Mercy!"

Length = 12 turns

Attacker Money = $150

Defender Money = $150, $100 on turn 5, $60 on turn 8, $100 on turn 10

Weather = none

Factory = $100 on turns 2, 7, and 12 for occupying army

Map Size = 50 x 50 Hexagonal

To win, destroy 80% or more of Ghengis' army.

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer


This is a challenging map, which is fitting considering it is the final 
regular map.  Ghengis' forces have heavily fortified the area and you must 
liberate everything.  This map is quite a bit different than the previous 4 
of this country because of this.  It is similar to the first 10, but you are 
still the defender on this map.

The factory is hidden inside the capitol city which is on an island covered 
in palm trees in the center of the map.  Ghengis will have unit here as well 
as in a few other cities around the map.  Your units will come in mostly from 
the west, but you can place 6 units in the east.

You will need artillery for this map, preferably heavy artillery.  Any bonus 
money can be spent now since it is the last map, but is best saved for turn 5 
when you bring in reinforcements.

Place your artillery on the east of the map and make sure it is protected by 
heavy tanks.  Cover all six spaces in the east and place everything else in 
the west.  Do not worry about fortifying the cities since victory points are 
not a factor in winning.

If you cannot liberate the factory by the end of turn 1 (which you probably 
won't be able to) do not worry.  However, you must attempt to do so.  Use 
your artillery and barrage the factory.  Since your artillery won't land 
until turn 2, you do not want to take anyone in.  Move them close though and 
attack everything you can.  Move your western forces east, taking three or 
four tanks south to kill all of the forces down there.  Keep in mind that you 
need to destroy as much as possible.  

Since Ghengis will build $100 of units on turn 2 because of the factory, you 
will have more work cut out for you.  Thankfully your artillery shell will 
land early in the turn and take some of it out.  If you still have your 
artillery, attack the same spot again  Try to bring your tanks up the center 
and whatever you have in the west, keep moving it east.  The southern units 
should be able to kill one area of units per turn.

Keep attacking in this manner.  By turn 5, you should be able to get some 
forces into the city and near the factory.  If you can take the factory, do 
it as soon as possible.  Remember that your artillery barrages have left 
volatile artillery shells around and traveling on them will result in loss of 
movement so do not attack with artillery on turn 5.  

Also on turn 5 you will gain troops in the west.  If you lost your artillery 
unit, build another one and unload the rest on heavy tanks.  If you still 
have your artillery unit, spend that money on additional tanks.  Place all 
your tanks as close as you can to the capitol city and bring them west as 
soon as you can.  Remember to take out all enemy artillery units first.

On turn 8, you get $30 in the northeast for some units.  This area is blocked 
off by rivers and cannot be escaped unless you build an engineer to make 
bridges.  It is best to build a heavy artillery unit here and either a light 
artillery or an engineer and armored car for transportation.  

Turn 10 provides you with $100 in the north for units.  Build al light tanks 
because they can travel the most.

Put 4-6 in the west along the road to travel down and take back any cities 
you may have lost over the past 10 turns.  Place the rest due north of the 
capitol city and bring them south to the river as fast as possible.  They 
will redirect any artillery fire away from your units trying to capture the 
factory and give you an easier time.

Under no circumstances should you allow Ghengis to hold the factory at the 
end of turn 11.  If he has it, he gets $100 more and will be able to bring in 
enough units that you cannot destroy 80%, no matter what you do.  You do not 
have to hold the factory either, just do not let him have it at any cost.

Defeating this map will bring you to the end of the game.  Credits will roll 
while videos play in the background.  Hold out to the end to get some cheat 
codes that will allow you to enter debug mode and give you extra maps.



-----------------------------------------------------------------------------
Secret Maps (PGSEC)
-----------------------------------------------------------------------------


  You will gain access to these secret maps only after defeating all 15 
campaign mode maps.  When you defeat the final map, the credits will come on 
screen.  After the credits are done, you will be presented with two cheat 
codes.  Using the second one will enter you into debug mode where you can 
play all the maps over again, and attempt to do better than before.  You will 
also have the option of selecting Weather Girl and Tom.  These are the two 
secret maps.  You will play the attacker in both.
  
  

Secret Map 1 (PGSM1)
"Weather Girl"

Length = 10 turns

Attacker Money = $110

Defender Money = $1

Reinforcements = none

Weather = Night on turn 1, Fog on turn 2, Storm on turn 3, Rain on turn 4, 
Storm on turn 5, Fog on turn 6, Storm on turn 7, Fog on turn 8, Night on turn 
9, and Mud on turn 10.

Factory = $135 on turn 2 for occupying army

To win, earn more victory points than the Weather Girl.

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer


In the first secret map, you face the weather girl.  While she seemed 
innocent and a terrible actress before, she is evil now and not half bad at 
delivering lines.  This is the simplest map in the game in terms of landscape.  
The entire map is a plus sign (+) with one city on each end of the road and a 
factory in the middle of the map.

Each city is worth 25 points and the factory nets 110 for the occupier.  You 
can occupy each city to start the map while the weather girl's only space is 
the factory its self.  She spends her 1 on an infantry unit and hides it well.  
You cannot attack it unless you are directly next to it.  

There are a couple of different approaches you can take to this map.  The 
best is probably to build light tanks and place them all around the map.  In 
phase 6, move them all into the center and have four right next to the 
factory.  If you can take the factory away from the weather girl before the 
start of turn 2, she will not be able to build any more forces.

If you want more of a challenge, build heavy tanks and place them all around 
the map.  You can move them in slightly but will not be able to make it to 
the factory and the weather girl will be able to build units on turn 2.  This 
makes it a little more even and provides somewhat of a challenge.  

The factory doesn't provide any additional money after turn 2, but because of 
the victory points, you need to take it to win.  You can easily take it by 
the end of turn 2, but holding it isn't easy.  What you need to do is keep 
your healthiest unit on it at all times.  When it comes to your movement 
phase, if the unit on it is heavily occupied, pull it and place a new one on 
it.

By doing this, you will quickly gain victory points, especially if you 
fortified the four cities with infantry men first.  You can easily win by 
3,600 points and get some sweet bonus cash which will be useful for the next 
map.



Secret Map 2 (PGSM2)
"Tom"

Length = 20 turns

Attacker Money = $150

Defender Money = $10

Reinforcements = none

Weather = none

Neutral Country invasion provides $50 for Tom's army.   

To win, collect more victory points than Tom

Available Units:  Light tank, medium tank, heavy tank, land mine, light 
artillery, heavy artillery, mobile artillery, bazooka, Infantry, engineer





-----------------------------------------------------------------------------
Frequently Asked Questions (PGFAQ)
-----------------------------------------------------------------------------
E-mail me some questions and I will include them here!

Q:  What is this game?
A:  This is a turn based strategy game that was adapted from an Amiga game of 
the same name.  Kirin Entertainment and Game Guild made it for the 3DO system 
and as far as I know, it is the only game for both companies.  The game 
incorporates Full Motion Video and some interesting concepts like weather 
variables to the battlefield to make the game challenging.  This is one of 
the harder games to figure out without any manual of any kind.


Q:  Where can I get this game?
A:  The only options in this day and age are the internet and thrift stores.  
The former will be easier than the latter.  This game sells for $5-$10 and is 
a little difficult to find.  Do not confuse this game with the easier to find 
Panzer General.  They are not the same game as some places will tell you.

Q:  How can I contact the author of this guide?
A:  I always welcome feedback, questions and comments to my e-mail.  My 
address is Arguro AT Hotmail.com  Feel free to contact me with any questions 
or comments you may have.  

Q:  What is your opinion of this game?  Should I buy it?
A:  For a fully detailed rendition of my thoughts on this game, check out my 
review on Gamefaqs.  To sum it up, I think it is an interesting twist on the 
strategy genera.  I have never been a fan of turn based strategy games and 
this is the first one I have ever played that kept my interest for more than 
20 minutes.  If you are really into the genera, I would suggest buying it.  
From what I understand, it is very similar to the original PC and Amiga game.  
There are some added Full Motion Videos with acting so bad it is comical.  I 
personally enjoy it more for the bad acting than anything else.  It certainly 
has a stiff learning curve, especially if you are like me and do not play the 
genera much.  

Q:  When I go to target an enemy that is not shaded, it says NO LOS.  What 
does that mean?
A:  No LOS stands for No Line of Sight.  It essentially means that while the 
particular unit you have selected cannot see an enemy, another one can.  You 
can press the C button to cycle through and find that unit to attack with.  
Things like forts, trees, mountains, and other enemies prevent your sight.  
Your own units do not get in your direct sight.

Q:  Why do my units look like they have a huge hole in them after they 
attack?
A:  The hole is actually a symbol designated to show that particular unit has 
already attacked in the current turn.  Because there are two direct fire 
phases in each turn (phase 5 and phase 7), the symbol is used to allow you to 
see which units of both armies have already fired.  This strategy comes in 
use when moving towards an enemy.  If it has already fired in phase 5, it 
cannot attack you as you move towards it.

Q:  Are there any cheats or secrets that make this game any easier?
A:  I am unaware of any at this time.  I have scoured the internet looking 
for such cheats but have not come up with any.  I have tried looking for some 
my self, but have been unsuccessful.  If you have any cheats or secrets, 
please let me know.  I will give you full credit.   

Q:  Is there a scan of the manual or any other FAQ available on the internet?
A:  As far as I know, this is the only thing of its kind available for 
Perfect General.  There are a few things for the PC version of the same game 
in which this game is a port of.  However, the differences between this game 
and that one are great enough to allow for many discrepancies within those 
files.  I believe that this is the first, and only guide on the internet to 
cover this game.  Considering that this game out 11 years before I began work 
on this FAQ, it is rather astonishing that nothing has been written for it in 
the past.

Q:  How do I play the Bonus game that is included on the disc?
A:  The game requires eight people to play fully.  While it can be played 
with less, there is no way to set the number of players to less so eight 
tanks appear on screen at once.  If there is a lot of interest, I will 
include the Bonus game in my FAQ or make a new FAQ to cover it.  At this time, 
I do not plan on covering it.  If you want me to cover it, please e-mail me.  

Q:  I just can't get the controls down!  Can I change them?
A:  I do not know of a way to change the controls from default, but you can 
view what each button does.  With an game, press the B button.  Cycle the 
yellow highlighted option up to Information/Help.  Press A.  This brings up 
another menu.  Cycle down to Options and press A again.  This brings up the 
options menu where you can view the controls, change the in game music, and 
turn off and on the sound.  Cycle down to the bottom and press A to escape 
from this menu.

Q:  I am getting tired of the in game music!  How do I turn it off?
A:  Just like in the previous question, press B and go to Help/Information 
and then select options.  The third option down allows you turn the music off.  
The second one allows you to change the tune.  There are six different songs.  
I suggest numbers four and six, as they sound like good, war-time beats.  The 
others are fairly up-beat and don't fit the mood that well.  I personally 
listen to my mp3 player while playing and only listen to the full motion 
video sequences and map previews.

Q:  Ok, so I followed all your advice and I still lost the map.  What did I 
do wrong?
A:  Like I stated at the beginning of my guide, this is the strategy I found 
to work.  The computer's movements change based on what you do.  If you do 
not do everything to the precise detail as I did, you may get a slightly 
different outcome.  Since placing every single detail I perform in this guide 
would not only take up several megabytes as well as 100 hours+ of my time, it 
would be terrible to read.  A couple of things you have to remember: While 
you and I both had a 70% chance to hit a target, just because I managed to do 
so does not mean you will be able to.  Use y strategies as a guide to develop 
your own.  I would love to hear how exactly you master a map.  Send it to me 
and I will include it, assuming it is well written with no grammatical or 
spelling errors.

Q:  Can I use this guide on my site?
A:  No.  I do not allow anyone to use my guides without permission.  I do not 
give permission unless I am asked, specifically, about this guide.  I do not 
like automated e-mails.  For more information, see the Copyright section of 
this guide, at the bottom.  Use of this guide without my permission is 
considered theft and will be reported to the proper authorities.  

Q:  Why do I only have $50 in bonus money?  I know I have earned more than 
that.
A:  $50 is the maximum you can earn.  If you are gaining a lot of points in 
every map, feel free to spend some of it to ensure an easier victory without 
worry.

Q:  HELP!  It is taking over 10 minutes for the computer to finish its 
movement phase!  What is going on??!?
A:  Don't worry.  This is normal.  When you make moves that the pre-
programmed computer was not anticipating (in other words, your strategy was 
not one that the game designers thought of) the computer will act out all 
possible scenarios with every unit moving in every possible way.  It takes a 
lot of calculations and does take a long time to complete.  If this happens, 
it is because it has to compensate for you doing something it did not expect.  
It should clear up in a turn or two.  Note that a lot of my strategies will 
experience this lag.  





-----------------------------------------------------------------------------
Version History (PGVH)
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Version 0.30 completed August 22nd at 11:57 pm Mountain Time
  Version included the first three levels of campaign mode walk through, 
copyright information, controls, FAQ and version history sections.  Four 
total pages when printed.  
  
  
Version 0.40 completed August 24th, 2007 at 12:47 am Mountain Time
  Version included the addition of --- between each section to make them 
easier to spot, I added a table of contents and ctrl + f codes, added 
walkthrough for Canolia Map 4 and statistics for map 5 of Canolia, added 
Units section and their cost and movement and I fixed a few typos including 
calling infantry units militia men.  Eight total pages when printed.

Version 0.50 completed August 25th, 2007 at 1:24 am Mountain Time
  Version included the addition of Canolia map 5 walk though as well as 
several questions added to the FAQ.  Changed all instances where I said the P 
button allowed you to skip full motion videos.  The correct button is X.  I 
also added the map statistics according to the map book that comes with the 
game.  These statistics may be incorrect and will be updated as I write the 
walkthroughs for the maps.  Fourteen total pages when printed.
  
Version 0.60 completed August 25, 2007 at 12:25 pm Mountain Time
Version included the walk through for Marapos map 1.  Fifteen total pages 
when printed.

Version 0.70 completed August 26th, 2007 at 12:59 am Mountain Time
Version included the addition of the walkthrough for Marapos Map 2, added 
Available units categories and how to win categories to all maps I could 
definitively remember.  Added several FAQ questions and answers and fixed a 
few typos.  I also made a map for Marapos 2 which can be found in a separate 
file on Gamefaqs.  Link will come once it is accepted.  I am currently 
updating faster than Gamefaqs posts my guide.  Eighteen total pages when 
printed.

Version 0.75 completed August 26th, 2007 at 4:28 pm Mountain Time
Version included the addition of Marapos Map 3 walkthrough and two more FAQS.  
I also fixed a couple of typos throughout the document.  Made a map for 
Marapos Map 3 that will be linked as soon as it is accepted.  Nineteen total 
pages when printed.  

Version 0.80 completed August 27th, 2007 at 5:12 pm Mountain Time
Version included the addition of Marapos Map 4 and Map 5 walkthroughs.  I 
also made a map for Marapos map 4 which will be linked as soon as it is 
accepted.  Twenty one total pages when printed.

Version 0.85 completed August 28th, 2007 at 1:26 am Mountain Time
Version included the addition of the walkthrough for the first map of Dominia 
as well as links to Marapos Maps 2-4.  I also made a map for Dominia map 1 
and will post a link as soon as it is accepted.  Twenty One total Pages when 
printed.  

Version 0.90 completed August 29th, 2007 at 6:38 pm Mountain Time
Version included the addition of Dominia map 2 and map 3 walkthroughs.  
Corrected some information on the statistics of Dominia map 3 regarding money 
allotment.  Expect next version to be complete.  Twenty four total pages when 
printed.

Version 1.00 completed September 1st, 2007 at 12:35 pm Mountain Time
Version included the addition of Dominia map 4 walkthrough and Dominia 5 
walkthrough.  Campaign mode from start to finish is now completed and secret 
maps have been discovered.  Expect these walkthroughs soon.  Twenty six total 
pages when printed.

Version 1.10 completed September 1st, 2007 at 11:11 pm Mountain Time
Version included the addition of the secret maps section and statistics for 
secret maps 1 and 2.  Walkthrough for secret map 1 also included.  Twenty 
eight total pages when printed.





-----------------------------------------------------------------------------
Copyright information (PGCPW)
-----------------------------------------------------------------------------

  This guide is the copyright of Sam McRae-Skinner (AKA Arguro DeXill) 2007.  
This guide may not be used on any website with the exception of 
www.gamefaqs.com.  If this guide is stolen and used without permission, I 
reserve the right to request monetary compensation for the illegal use of my 
guide.  If you want to use my guide, you must e-mail me at Arguro AT 
hotmail.com and request it.  I will only grant permission on the basis that 
you request it by name.  I wish to know that you want to use my guide because 
you like my work and not because I am reading an automated e-mail.  All 
automated e-mails will be deleted instantly and not replied to.  Users are 
herby granted the right to keep this guide in two formats.  The first may 
exist on the user's hard drive in its entirety.  The second may exist in 
print form in whatever content the user wishes to print, so long as my name 
appears somewhere within the document.  Any other use, including selling or 
paying for this guide is a violation of US copyright law and is subject to 
persecution.