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    FAQ/Walkthrough by YoyoYoshi

    Version: 2.8 | Updated: 02/06/06 | Search Guide | Bookmark Guide

    ADVANCE WARS
    FAQ, GENERAL GUIDE, & WALKTHROUGH
    Version 2.8
    
    Advance Wars Guide by YoyoYoshi
    
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    (m0)
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    ---- 0 > GUIDE SUMMARY ----
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    To go directly to a chapter, type the text between the  
    brackets (), including the brackets, in the Search window. 
    You can usually press CTRL+F to bring the Search window. 
    
     1 - Version History              (m01)
     2 - Copyright Notes              (m02) 
     3 - About Me                     (m03)
     4 - Introduction to Advance Wars (m04)
     5 - Game Controls                (m05)
     6 - Advance Wars Basics          (m06)
     7 - Field Training               (m07)
     8 - Normal Campaign              (m08)
     9 - Advance Campaign             (m09)
    10 - War Room                     (m10)
    11 - Versus Mode                  (m11)
        11.1 - VS                     (m11.1)
        11.2 - 3 Players              (m11.2)
        11.3 - 4 Players              (m11.3)
        11.5 - Classic                (m11.4)
        11.6 - Predeployed            (m11.5)
    12 - Design Maps                  (m12)
    13 - Secrets                      (m13)
    14 - CO Guide                     (m14)
        15.1 - Orange Star COs        (m14.1)
        15.2 - Blue Moon COs          (m14.2)
        15.3 - Yellow Comet COs       (m14.3)
        15.4 - Green Earth COs        (m14.4)
        15.5 - Black Hole COs         (m14.5)
    15 - Unit Guide                   (m15)
    16 - Advanced Techniques          (m16)
    17 - My Progress                  (m17)
    18 - Credits                      (m18)
    
    
    
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    (m01)
    -----------------------------
    ---- 1 > VERSION HISTORY ----
    -----------------------------
    
    February 6th, 2006 (Version 2.8) - Guide reformatted. 
    157KB. 
    
    August 4th, 2003 (Version 2.7) - Field Training updates to 
    newer format. 
    
    July 15th, 2003 (Version 2.6) - Campaign update. Format 
    update, as well as some new sections. Added about About Me 
    with more. 
    
    June 10th, 2003 (Version 2.5) - All missions now has at 
    least something on them in NC and AC, even the GE missions. 
    Format improved for NC and AC as well. 142KB. 
    
    May 27th, 2003 (Version 2.4) - Field Training has a little 
    more, so does NC and AC which both have introductions and 
    better look to it. COs section updated as well. My Progress 
    section added. Numbering fixed. 
    
    May 26th, 2003 (Version 2.3) - Field Training has more as 
    well. Field Training Mission 14 written in full detail. 
    Field Training 1-8, 14 with charts showing units and Basic 
    Concept. 9 just shows units. Ranks Chart added. 116KB, first 
    version on GameFaqs. 
    
    May 25th, 2003 (Version 2.2) - Campaign chart added, 
    Campaign sections reformatted! TFB FAQ improved as well. 
    Field Training Missions 1+2 improved with FULL DETAIL! Also, 
    tables for It's War!, Gunfighter! and The Final Battle! of 
    NC. 
    
    May 24th, 2003 (Version 2.1) - Took out Section 4 Copyrights 
    because it was listed twice, combined the three unit 
    sections and made a full-fledged chart on every single unit, 
    combined Terrain and Weather Effects sections, Advance Wars 
    Secrets & Choices taken out, so is FAQ Contributions. Total 
    7 sections taken out. Advance Wars Controls, Modes, Combat 
    Field Menu, Commanding Officers, Units, and VS. Mode Guide 
    Updated. Full-fledged VS. Mode Guide chart created as well. 
    Probably biggest update ever. 95KB. Ridge Island FAQ 
    written. 
    
    May 20th, 2003 (Version 2.0) - FAQ reformatted to 79CPL.
    
    March 2nd, 2003 (Version 1.9) - CO percentages, bonuses, 
    weaknesses, and the like updated with perfect %s and 
    strengths/weaknesses missed! Best update for a while. 
    
    December 26th, 2002 (Version 1.8) - Change from .doc format 
    to .txt format, so reading format improved greatly. 
    
    November 21st, 2002 (Version 1.7) - All major categories 
    (anything that has already been updated/started before) has 
    been updated. Also, text mix-up fixed! Most of the update 
    was on Advance Campaign. The last 3 of the 4 Green Earth 
    meetings I will put in later (NC and AC). War Room scores 
    placed in War Room section (not too shabby but not too good 
    either). 7 999s, 6 other S ranks, 6 A-ranks, 1 B-rank (Darn 
    Terra Maw!)  
    
    August 13th, 2002 (Version 1.6) - I wish I was still on 
    vacation... Ok, anyway, I started sections 10, 12-16, 18-19, 
    21, 23, and 24. Have fun... 
    
    August 4th, 2002 (Version 1.5) - Completed basic Normal 
    Campaign mode guide (missions 7A-18), as well as 
    contact/copyright information. I also updated introduction, 
    Commanding Officers, and "Five Countries". Copyright to 
    2003.  
    
    December 27th, 2001 (Version 1.4) - Small updates everywhere 
    (including lettering layout), but mainly copyright info 
    change and a War Room section addition! (I wrote FAQs for 
    some War Room maps for lars' FAQ at GameFaqs as YoyoYoshi) 
    Last Copyright section is now 25th, as I've added Vs. Mode 
    as 23rd. Not up yet though. 
    
    December 22nd, 2001 (Version 1.3) - Small update on the 
    Campaign Mode  section, including a much more detailed "The 
    Final Battle" FAQ. 
    
    December 20th, 2001 (Version 1.2) - Added back lines onto 
    the FAQ, fixed a few mistakes, and started the Campaign Mode 
    FAQ! (Section 20) It'll be more complicated and 
    more...informative soon! missions 1-7, 19-22 FAQs complete. 
    
    December 16th, 2001 (Version 1.1) - That's it! 11th and 17th 
    sections started! (23rd changed to 24th). 
    
    December 14th, 2001 (Version 1.0) - Started the Advance Wars 
    FAQ! Completed sections 1 through 9 plus 23rd! All 
    completed, too! Sweet, eh? Good start? 
    
    
    
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    (m02)
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    ---- 2 > COPYRIGHT NOTES ----
    -----------------------------
    
    2006 YoyoYoshi.
    
    Copyrighted 2006, YoyoYoshi. All rights reserved. No part of 
    this document may be reproduced or transmitted in any form 
    or by any means, electronic, mechanical, photocopying, 
    recording, or otherwise, without prior written permission of 
    YoyoYoshi. Full credit must also be given. Should you do 
    anything of the kind, you will be sued, and you will lose. 
    Good day. 
    
    The only site that can host this guide is:
    - GameFAQs (http://www.gamefaqs.com)
    
    
    
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    (m03)
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    ---- 3 > ABOUT ME ----
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    Name: YoyoYoshi
    Location: Santa Clara, California, United States of America
    
    Favorite Game series(es): Advance Wars, Mario Kart, NBA 
    Live, StarCraft 
    
    Webmaster of two websites: 
    
    Advance Wars Revolution ( http://www.awrev.com )
    Yoyo Revolution ( http://www.yoyorevolution.com )
    
    
    
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    (m04)
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    ---- 4 > INTRODUCTION TO ADVANCE WARS ----
    ------------------------------------------
    
    The Advance Wars series that Americans have known to love 
    has a far longer history in Japan, where it originated. 
    
    FAMICOM WARS (1988) by Intelligent Systems - The first game 
    in the Wars series came on the Japanese version of the 
    Nintendo Entertainment System (NES), the Famicom system. It 
    utilized a similar play style to Advance Wars but featured 
    just two armies, Red Star and Blue Moon, fewer maps, and 
    obviously not as good graphics. It was a Japan-only 
    release. 
    
    GAME BOY WARS (1991) by Intelligent Systems - Game Boy Wars 
    released as the second Wars game, and unlike Famicom Wars, 
    it uses an unusual diagonal grid system rather than a 
    straight up grid. It still has two armies and unlike Famicom 
    Wars, plays in black and white since Game Boy Color would 
    not be released for a good several years. It was a 
    Japan-only release. 
    
    GAME BOY WARS TURBO (1997) by Hudson Soft - Hudson Soft took 
    over the reigns of the Game Boy Wars series, and added a few 
    more maps to the original version. Like the first two games, 
    it was a Japan-only release. 
    
    GAME BOY WARS 2 (1998) by Hudson Soft - Hudson Soft creates 
    the Game Boy Wars series in color for the first time, with 
    the release of Game Boy Color. It was a Japan-only release. 
    
    SUPER FAMICOM WARS (1998) by Intelligent Systems - The most 
    well-known of the pre-Advance Wars games, it is the closest 
    to the Advance Wars series and features four armies, though 
    still no campaign mode, and was released on May 1st, 1998. 
    There are a lot of units, including many that don't have a 
    counterpart until the release of Advance Wars: Dual Strike 
    (like four types of tanks), and many of its maps are shown 
    on the Advance Wars game pack. It was a Japan-only release. 
    
    64 WARS by Hudson Soft - Hudson Soft originally wanted to 
    make a N64 version of its Game Boy Wars series and make it 
    compatible with Game Boy Wars 2 but the plan fell through 
    and the game was cancelled. 
    
    GAME BOY WARS 3 (2001) by Hudson Soft - Hudson Soft improves 
    the graphics of the Game Boy Wars series even further on the 
    Game Boy Color. It was a Japan-only release. 
    
    ADVANCE WARS (2001) by Intelligent Systems - Advance Wars 
    for the Game Boy Advance system went into stock in stores on 
    September 9th, 2001 in the United States and was released to 
    the public on September 11th, 2001, and was nearly pulled 
    off the shelves because of the terrorist attack on America 
    the same day. However, it did make it to the USA, and was 
    the first of the series from Japan to reach America. It 
    released in Europe four months later, on January 11th, 2002, 
    and was pulled off the shelves in Japan. It is the first to 
    include a campaign mode and follows the Orange Star Army as 
    they fight across Wars World to defend their homeland. Japan 
    would not get the game until Game Boy Wars Advance 1+2 was 
    released in 2004. 
    
    ADVANCE WARS 2: BLACK HOLE RISING (2003) by Intelligent 
    Systems - The Advance Wars sequel continues on Advance Wars' 
    storyline, as Black Hole returns to take revenge on the 
    Allied Nations and conquer their territories. It was 
    released on June 23rd, 2003 in the US and followed in Europe 
    on October 3rd of the same year. It was never released in 
    Japan because they did not get Advance Wars prior to this. 
    
    GAME BOY WARS ADVANCE 1+2 (2004) by Intelligent Systems - 
    Japan decided to pull off Advance Wars off their shelves on 
    September 12th, 2001 after the terrorist attacks on the 
    United States, and did not get Advance Wars or its sequel. 
    Three years later, on November 25th, 2004, Intelligent 
    Systems released a combination game of both Advance Wars and 
    Advance Wars 2, with both campaign modes intact. Users may 
    then switch between AW and AW2 modes. It was a Japan-only 
    release. 
    
    ADVANCE WARS: DUAL STRIKE (2005) by Intelligent Systems - 
    Known as Famicom Wars DS in Japan, AWDS features yet another 
    Black Hole invasion, with the Allied Nations trying to fight 
    the invaders. It was released on June 23rd, 2005 in Japan, 
    and was be released on August 22nd in the US, and September 
    30th in Europe. It became the first game in the entire 
    series to be released universally. 
    
    
    The Advance Wars series is like chess played to a global 
    scale. With a compelling story, various commanding officers 
    and terrific music add to the reason why you'd want this 
    game.  As the advisor of a fighting force,  you maneuver 
    allied units into position, capture cities and bases, and 
    attack the enemy units while avoiding threats like the Black 
    Cannon and carrying  your plan to eliminate the enemies. 
    Every unit under your control have weaknesses  and strengths 
    with movement, hit points, attack restrictions, ammunition 
    and fuel that you must monitor often in order to defeat your 
    enemy. You can repair and supply battle units, deploy new 
    units, and use the special powers  of your commanding 
    officer to gain the upper hand on the enemy. Every mission 
    is an epic struggle that requires a firm grasp of the battle 
    tactics to win. 
    
    
    
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    Ranks Chart
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    While you play through Advance Wars, you'll find that you 
    increase ranks after missions. Here's a list of all the 
    ranks that you can get as you move your way up. 
    
    Rat
    
    Grey Rat #96
    Opal Rat #95
    Jade Rat #94
    Ebon Rat #93
    Rose Rat #92
    Gold Rat #91
    
    Hen
    
    Grey Hen #90
    Opal Hen #89
    Jade Hen #88
    Ebon Hen #87
    Rose Hen #86
    Gold Hen #85
    
    Hare
    
    Grey Hare #84
    Opal Hare #83
    Jade Hare #82
    Ebon Hare #81
    Rose Hare #80
    Gold Hare #79
    
    Cat
    
    Grey Cat #78
    Opal Cat #77
    Jade Cat #76
    Ebon Cat #75
    Rose Cat #74
    Gold Cat #73
    
    Dog
    
    Grey Dog #72
    Opal Dog #71
    Jade Dog #70
    Ebon Dog #69
    Rose Dog #68
    Gold Dog #67
    
    Ape
    
    Grey Ape #66
    Opal Ape #65
    Jade Ape #64
    Ebon Ape #63
    Rose Ape #62
    Gold Ape #61
    
    Ram
    
    Grey Ram #60
    Opal Ram #59
    Jade Ram #58
    Ebon Ram #57
    Rose Ram #56
    Gold Ram #55
    
    Topi
    
    Grey Topi #54
    Opal Topi #53
    Jade Topi #52
    Ebon Topi #51
    Rose Topi #50
    Gold Topi #49
    
    Steed
    
    Grey Steed #48
    Opal Steed #47
    Jade Steed #46
    Ebon Steed #45
    Rose Steed #44
    Gold Steed #43
    
    Wolf
    
    Grey Wolf #42
    Opal Wolf #41
    Jade Wolf #40
    Ebon Wolf #39
    Rose Wolf #38
    Gold Wolf #37
    
    Bull
    
    Grey Bull #36
    Opal Bull #35
    Jade Bull #34
    Ebon Bull #33
    Rose Bull #32
    Gold Bull #31
    
    Puma
    
    Grey Puma #30
    Opal Puma #29
    Jade Puma #28
    Ebon Puma #27
    Rose Puma #26
    Gold Puma #25
    
    Bear
    
    Grey Bear #24
    Opal Bear #23
    Jade Bear #22
    Ebon Bear #21
    Rose Bear #20
    Gold Bear #19
    
    Tiger
    
    Grey Tiger #18
    Opal Tiger #17
    Jade Tiger #16
    Ebon Tiger #15
    Rose Tiger #14
    Gold Tiger #13
    
    Lion
    
    Grey Lion #12
    Opal Lion #11
    Jade Lion #10
    Ebon Lion #9
    Rose Lion #8
    Gold Lion #7
    
    Dragon
    
    Grey Dragon #6
    Opal Dragon #5
    Jade Dragon #4
    Ebon Dragon #3
    Rose Dragon #2
    Gold Dragon #1
    
    
    
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    (m05)
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    ---- 5 > ADVANCE WARS CONTROLS ----
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    These are the controls in Advance wars:
    
    A: Use A to confirm a selection, select a unit on the map, 
    or activate the menu when it's not on a unit. 
    
    B: Use B to cancel a selection. Holding B will also show you 
    an indirect unit's attack range. 
    
    L: This lets you see what unit you missed moving.
    
    R: Use R to check how your units are faring. This also 
    checks terrain information. 
    
    Start: Press Start after a mission briefing to enter a 
    Campaign Mission. This shows a mini-map in battle, and also 
    skips dialogue in Campaign Mode. 
    
    Start+Select+A+B: This resets your game. This isn't 
    suggested...so don't do it! The only time you should need to 
    reset your game to delete all saved data is if you have an 
    old game already played by someone else and you want to 
    change your name to start all over. 
    
    
    
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    (m06)
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    ---- 6 > ADVANCE WARS BASICS ----
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    Modes of Advance Wars:
    
    ~ Mode Select Menu ~
    
    VS Mode - This Versus mode lets you battle your friends or 
    the computer(s). You take turns passing around the Game Boy 
    Advance. 
    
    Link Mode - This Linking mode lets you battle your friends 
    in challenges where you use a Link Cable to link up your 2-4 
    GBAs. This can also link to people without the game and play 
    a certain few maps against them. 
    
    Campaign Mode - Here's the real fun! Play out the storyline 
    of Advance Wars. Can be saved...but only one slot at a time. 
    You can also play the Advance Campaign by pressing SELECT. 
    
    War Room Mode - Here, you hone your skills against the 
    computer. 20 maps in all, this tests your skills and gives 
    you a rating and a score for how well you do. 
    
    Stats Mode - This mode shows you your current stats and 
    records. 
    
    Stats - This shows you your current rank, and your scores in 
    Campaign Mode and Advance Campaign Mode. 
    
    Records - This shows your top five War Room records in every 
    War Room map. 
    
    Design Maps Mode - This lets you design your own map. Limits 
    to 60 properties, 30x20 screen, and no diagloue, but lets 
    you do everything else to make your own map. There are THREE 
    save slots that you can name. 
    
    Design Maps Controls:
    
    A - Place the terrain or unit at a certain place.
    B - Select the terrain or unit.
    L - Open the unit selection menu.
    R - Open the terrain selection menu.
    Start - Display overhead map.
    Select - This displays the menu.
    
    Menu 
    
    - File: Here, you Load, Save, or Name the map!
    - Help: This displays a basic Help screen for Design Maps 
    mode. 
    - Intel: This displays the total properties and units 
    already on the map. Note that you may not have over 60 
    properties or 50 units per army. 
    - Fill: This selection fills the map with a selected 
    terrain: Random, Plains, Mountains, Sea, or Forest. 
    - End : You can end map editing here.
    
    Battle Maps Mode - You might be asking...what do you do with 
    those coins you get in Campaign and War Room modes? Well, 
    here you buy maps with those hard-earned coins, as well as 
    COs for VS. and War Room modes. Hachi will give you some 
    tips and talk to you. 
    
    
    In the main gaming menu, you have some options:
    
    Unit - View every single unit's status you have on the 
    field. 
    
    *Intel Terms - For Campaign Missions only, this shows you 
    the terms you must accomplish to win. 
    
    Status - This shows your units, properties, incoming, and 
    available funds. 
    
    CO - This shows both your CO information and your opponent 
    COs'  
    information.
    
    Power - Use your CO Power! Only available when your CO Power 
    is activated. 
    
    Save - Save your current status in the game.
    
    Options:
    
    Music - ON/OFF. Do you want music on while you play? Make a 
    choice. Default is on. 
    
    Visual - A/B/C. Do you want animation on? Do you want 
    animation on only when your units are in battle? Or do you 
    want no animation on? 
    
    Yield - You surrender with this option. You lose the game.
    
    Exit Map - You exit the map by doing this. You do not see 
    end game results unlike with Yield. It quits your current 
    battle without saving. 
    
    End - This ends your turn and lets your opponent move.
    
    ~ Unit Menu ~
    
    Capture - This option lets you capture an enemy or neutral 
    property. Only infantry and mechs can capture any property. 
    
    Fire - For every unit but transports, this lets you fire on 
    the enemy within attack range. 
    
    Load - Load units into a transport!
    
    Drop - Drop units from a transport!
    
    Supply - Supply adjacent units with fuel, rations, and 
    ammo. 
    
    Wait - Tell the unit to wait to next turn to do more.
    
    Dive - Dive a submerged submarine so that only cruisers and 
    other submarines can attack it even after it's found. Costs 
    more fuel. 
    
    Rise - Rise a dived submarine for fuel purposes.
    
    
    The five Advance Wars countries are all unique in their own 
    ways, and are probably based off of real-world nations from 
    World War II. Here is information about all these five 
    powers. 
    
    -----------
    Orange Star
    -----------
    
    Color: Red
    
    Training Missions: Controlled
    Campaign Mode: Controlled
    War Room Mode: Controlled
    Versus Mode: 1st Army
    
    Resemblance To: United States of America
    Headquarters: American Skyscraper
    
    Orange Star CO Leader: Nell
    Available Commanding Officers: Andy, Max, Nell, Sami
    
    Brief Bio: Early in history, the Orange Star forces clashed 
    with Blue Moon rebel forces which seized the eastern end of 
    the Orange Star, with forces commanded by some poor 
    commanders. The arrival of Commander Olaf from the Orange 
    Star to the Blue Moon, as well as Grit's support, surprised 
    the Orange Star. Blue Moon forces were now commanded by a 
    former Orange Star commander, Commander Olaf from Macro 
    Land. Eventually, Olaf's forces entered Orange Star and 
    Orange Star, led by Commander Nell, drove them out. Weeks 
    later, Olaf invaded again, this time with a full-fledged 
    force, except for the defenders on the Green Earth border. 
    Blue Moon forces swept to the capital, but the entrance of 
    you, the advisor, in Advance Wars 1, along with Commander 
    Andy, forced Olaf and Grit's forces reeling back into Blue 
    Moon. On Olaf's tail, Orange Star forces swept into Yellow 
    Comet and Green Earth, eventually figuring out that Black 
    Hole was their real enemy. 
    
    Orange Star is also known as Red Star in the Japanese 
    version; Red Star was renamed Orange Star when the Advance 
    Wars series came to Nintendo to avoid American negativity 
    from associating red with Communism. 
    
    ---------
    Blue Moon
    ---------
    
    Color: Blue
    
    Training Missions: Enemy
    1st Enemy (Controlled in final mission)
    War Room: Main Enemy
    Versus Mode: 2nd Army
    
    Resemblance: Russia
    Headquarters: Russian palce
    
    Blue Moon CO Leader: Olaf
    Available Commanding Officers: Grit, Olaf
    
    Brief Bio: Blue Moon separatist forces managed to achieve a 
    great victory over the Orange Star forces after Olaf and 
    Grit joined their ranks. Olaf's forces invaded Orange Star 
    the first time with minor forces but failed to penetrate 
    Nell. They tried again with their entire forces, but Andy 
    stopped them, along with the Advance Wars 1's advisor. 
    Olaf's forces were forced to flee through Yellow Comet and 
    Green Earth after Orange Star was on its tail, betrayed by 
    Sturm's promised support for Blue Moon. After learning this 
    betrayal, Olaf joins the Allied forces invading Sturm's 
    homeland, defeating him in the Cosmo Land War. 
    
    -----------
    Green Earth
    -----------
    
    Color: Green
    
    Training Missions: Enemy
    Campaign Mode: 2nd Enemy (Controlled in final mission)
    War Room: 2nd Enemy
    Versus Mode: 3rd Army
    
    Resemblance: Germany
    Headquarters: German Castle
    
    Green Earth CO Leader: Eagle
    Available Commanding Officers: Drake, Eagle
    
    Brief Bio: Green Earth forces existed farther back than the 
    Blue Moon forces, but their major wars did not begin until 
    Black Hole forces, commanded by a Clone Andy, attacked Green 
    Earth. Believing it was Commander Andy of Orange Star, Eagle 
    launched blitzkrieg campaigns on Orange Star on the southern 
    island of Orange Star and southeast Blue Moon, losing both 
    times. With the Orange Star forces arriving from the east, 
    Drake and Eagle fails to take out the advancing Orange Star 
    forces until new intel from Commander Sonja of Yellow Comet 
    gives them an alliance against Sturm. Sturm is defeated in 
    the Cosmo Land War. 
    
    ------------
    Yellow Comet
    ------------
    
    Color: Yellow
    
    Training Missions: Nonexistent
    Campaign Mode: 3rd Enemy (Controlled in final mission)
    War Room Mode: 3rd Enemy
    Versus Mode: 4th Army
    
    Resemblance: Japan
    Headquarters: Japanese Palace
    
    Yellow Comet CO Leader: Kanbei
    Available Commanding Officers: Kanbei, Sonja
    
    Brief Bio: Yellow Comet forces were inactive in wars until 
    Black Hole forces struck Green Earth. With forces on alert, 
    Orange Star forces invaded Yellow Comet to chase Olaf, 
    leaving a devastated Yellow Comet army in its midst. Kanbei 
    and Sonja were defeated, and the Orange Star forces moved 
    into Green Earth, where Sonja figured out Sturm was the real 
    enemy. The Allied forces, including Yellow Comet forces, 
    defeated Sturm. 
    ----------
    Black Hole
    ----------
    
    Color: Black
    
    Training Missions: Nonexistent
    Campaign Mode: 4th Enemy
    War Room Mode: Nonexistent
    Versus Mode: Nonexistent
    
    Resemblance: Alien Country
    Headquarters: Something that shoots up to the heavens
    
    Black Hole CO Leader: Sturm
    Available Commanding Officers: Clone Andy, Sturm
    
    Brief Bio: As the most technologically advanced and most 
    powerful army, Black Hole is quite a force to deal with. 
    Forging an alliance with Blue Moon to create conflict in 
    Cosmo Land, Sturm led Blue Moon forces to attack Orange Star 
    while he attacked Green Earth, failing. Sturm's strategy was 
    dealt a great defeat when Yellow Comet intelligence figured 
    out the real cause of the war, and Sturm was defeated 
    quickly by the Allies. 
    
    
    
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    (m07)
    ----------------------------
    ---- 7 > FIELD TRAINING ----
    ----------------------------
    
    Welcome to Advance Wars Field Training! Here, you'll learn 
    how to play Advance Wars! Along with Nell, I will help you 
    beat these missions. Good luck to all! 
    
    
    Mission 1: Troop Orders
    -----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Olaf's Blue Moon forces have been spotted 
    inside Orange Star! Defeat them! 
    
    
    Mission Terms: This Field Training mission teaches you how 
    to move units, attack, and end your turn. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     0  0  0
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 2 Infantry
    BM: 2 Infantry
    
    
    General Strategic Checklist:
    
    1. Use two infantry to kill one infantry a turn.
    
    
    Blue Moon Strats: Olaf isn't too smart and will run his 
    infantry strange into your infantry's range to be fired 
    upon. Kill them! 
    
    Nell Day 1: OK, so you have 2 infantry, but so does Olaf. 
    Nell will start FORCING you to move these well...horrible 
    moves. But ironically they do work. Move the bottom infantry 
    3E, it's a compulsory move. Now, move the top infantry 3E, 
    as it is also a compulsory move. Open the main menu and End 
    your turn! 
    
    Olaf Day 1: Olaf moves his top infantry 3W and his bottom 
    infantry 1W (on the mountain) and ends his turn. 
    
    Nell Day 2: Use your bottom infantry to move 3E and attack 
    his infantry that is 4 away from you. You should do 5 damage 
    to it, bringing it down 
    to 5 HP, while it retaliates and does 2 to your infantry, 
    pushing your infantry's HP down to 8. How bloody! Send your 
    top infantry 2E 1S to kill off the last 5 HP off of the Blue 
    Moon infantry. 
    
    Olaf Day 2: He moves his infantry two west out of the 
    mountains and onto the plain. 
    
    Nell Day 3: Move your NE infantry 1E 2S to attack the BM 
    infantry and take 2 damage on your own, while the BM 
    infantry takes 5. Finish it off with your other infantry by 
    moving it 1E 2S. You are now victorious and that saves Andy 
    an extra five minutes before being recruited! 
    
    
    Victory! A-Rank!
    
    
    Mission 2: Terrain Intel
    -----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Olaf's Blue Moon forces have been spotted 
    again inside Orange Star! Defeat them! 
    
    
    Mission Terms: This second Field Training mission teaches 
    you how to use terrain to your advantage even against 
    stronger units. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     0  0  0
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry
    BM: 4 Infantry, 2 Mech
    
    
    General Strategic Checklist:
    
    1. Use the mountain's terrain cover to attack enemy mechs.
    
    
    Blue Moon Strats: Olaf isn't too smart again, but he has 
    more units. He doesn't really use mountains to his 
    advantage, but you can, so do so. 
    
    
    Nell Day 1: Move your second to the north infantry 3E to 
    attack the blue infantry there, and take it down to 5 HP 
    while it inflicts 2 on you. Use the infantry north of it and 
    move it 3E to destroy the blue infantry that you attacked 
    before. Now go to the two infantry you haven't moved yet. 
    Move the top one 2E onto the mountain and attack the 
    infantry. With the mountain's higher defense bonus, you only 
    take 1 damage rather than the 2 you usually take on plains. 
    With that infantry down to 5, send your last red infantry 2E 
    and kill the blue infantry. Now you are left with two mechs 
    to deal with. End your turn. 
    
    Olaf Day 1: With only two units left, he sends out his two 
    mechs, two units you haven't seen yet. He moves his northern 
    mech 2W to deal 6 damage on your top infantry, while taking 
    in one. In the south, he sends his mech two west on the 
    mountain to strike your infantry, dealing 4 damage and 
    taking 2 damage. He ends his turn. 
    
    Nell Day 2: Time for the four infantry to go in action! In 
    the north, use your bottom of the two infantry and move it 
    2E onto the mountain to attack the mech, which deals him a 
    major four damage while you only take two due to your 
    mountain combat bonus. With your other infantry in the north 
    move it 1N and then 1E into the forest. The forest gives you 
    a smaller bonus but is nethertheless a bonus. Attack the 
    mech to brings its HP down two to 3, while taking out one on 
    your infantry. In the south, use your top infantry and move 
    it 2E onto the mountain. Now attack the mech from the north 
    on the mountain, which 
    deals it 4 damage to 4 HP while you only take 1. With your 
    remaining infantry in the south, keep it there to deal it 3 
    damage to 1 HP while taking in none. 
    
    Olaf Day 2: He can't do anything with those injured mechs. 
    He goes idle. 
    
    Nell Day 3: On the northern part of the map, use your 
    infantry on the mountain, which has 6 HP, to do 3 damage and 
    kill the blue infantry in the north. In the south, use the 
    infantry to the north with 8 HP to destroy the 1 HP mech to 
    the south. And you've won mission 2! 
    
    Defeat those two infantry and then engage the two mech 
    infantry. Stand  on a mountain when you fire at the mechs. 
    Simply attack with all four infantry on mountains when you 
    arrive at the mechs. Use both on one and then it's victory! 
    
    
    Victory! A-Rank!
    
    
    Mission 3: Base Capture
    -----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Olaf's Blue Moon forces have been spotted 
    again inside Orange Star! Defeat them! 
    
    
    Mission Terms: In Field Training mission 3, you learn how to 
    capture enemy properties and how to use properties to heal. 
    You will also learn to kill tanks with healed mechs. Capture 
    all the cities in the western half of the map. Wait for the 
    infantry and mechs to approach, then defeat them using your 
    superior power. After killing them, move south, then east to 
    capture the enemy HQ. Do so without bothering the tanks, 
    since the tanks can't reach the HQ because of the river and 
    mountains. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     0  4  3
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech
    BM: 2 Infantry, 2 Mech, 4 Tank
    
    
    General Strategic Checklist:
    
    1. You can capture the HQ by sneaking around so that tanks 
    can't kill them. 
    
    2. You can also kill the tanks with healing mechs.
    
    
    Nell Day 1: OK, so you have two extra infantry but Olaf has 
    an extra FOUR tanks. This can take a while, just know that. 
    Move your eastern infantry 3E, which is a compulsory move, 
    to capture the neutral city. Move your northern mech 2E like 
    Nell instructs you, and then move every other unit (the two 
    infantry 3E and the mech 2E) as far east as you can, and end 
    your turn. 
    
    Olaf Day 1: He moves his two infantry and two mechs W2. His 
    tanks do not move, you'll have to lure them later. 
    
    Nell Day 2: Finish capturing the neutral city with your 
    infantry, and move your bottom mech 2E to capture the enemy 
    city when you have the choice, since it hurts them more than 
    if you capture a neutral city first. Move your southern mech 
    2E, your bottom infantry 1E 2S to capture the neutral city 
    your mech didn't get, your middle infantry 3E to capture the 
    other enemy city, and your top infantry to capture the 
    neutral city. You'll need them when you battle those tanks. 
    
    Olaf Day 2: He moves his bottom infantry and mech 2W, his 
    upper mech 2W, and his upper infantry 2W 1N. Tanks don't 
    move. 
    
    Nell Day 3: Finish capturing cities with your units that are 
    capturing cities, and move your remaining infantry 1S 2E and 
    your other mech 2E. End turn. 
    
    From now forth, kill all the infantry and mechs. From there, 
    you'll have two paths: kill the tanks or go around the tank 
    area to capture the HQ. 
    
    
    Victory! A-Rank!
    
    
    Mission 4: Unit Repair
    -----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Olaf's Blue Moon forces have been spotted 
    again inside Orange Star! Here, you'll learn how to heal 
    your units at cities and join units together. You will also 
    learn how to draw a line, and put units in a defensive 
    formation.  
    
    
    Mission Terms: First, withdraw your tanks to your nearest 
    city. Join the two tanks afterwards so you can get ready to 
    fight at the bridge. Block the bridge with a mech, which can 
    stand against tanks. Use another mech on the next turn to 
    prevent the enemy from crossing the bridge. Move all other 
    infantry south to defend enemy infantry that cross the 
    river. By turn 3, use your tank is to take out the enemy 
    tanks by using terrain defense bonuses. Advance your mechs 
    and  
    infantry to defeat the enemy.
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     2  4  2
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 2 2HP Tank
    BM: 2 Infantry, 2 Mech, 2 Tank
    
    
    Victory! A-Rank!
    
    
    Mission 5: APC ABCs
    -------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Olaf's Blue Moon forces have been spotted 
    once again inside Orange Star! Here, you'll learn how to 
    supply units with fuel and ammo using the APC. You will also 
    learn how to use the APC to transport infantry, hence its 
    double purpose. You will also use the artillery, an indirect 
    unit, for the first time. 
    
    
    Mission Terms: Follow the instruction to load ammo to the 
    artillery so that you could use it. Move the tank and a mech 
    to the east side, blocking the bridge so your tank can 
    defeat three tanks. Move other units south to prevent your 
    enemy from capturing any neutral city. Check the enemy 
    artillery's attack range so none of your infantry get hit. 
    Move the artillery to the east so that it could help you to 
    take out those tanks. After clearing all infantry and tanks, 
    take out that artillery with your advancing tank. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     4  4  2
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 1 Tank, 1 APC, 1 Artillery
    BM: 3 Infantry, 1 Mech, 3 Tank, 1 Artillery
    
    
    Victory! A-Rank!
    
    
    Mission 6: Tank Ops
    -------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: You had tanks before, but did you use them 
    properly? You only get one here while Olaf gets THREE. You 
    must learn to use your units wisely and how to either kill 
    the Medium Tank or capture Olaf's headquarters. This also 
    emphasizes use of mech power as a substitute for tanks. 
    
    
    Mission Terms: Follow the instruction to load ammo to the 
    artillery so that you could use it. Move the tank and a mech 
    to the east side, blocking the bridge so your tank can 
    defeat three tanks. Move other units south to prevent your 
    enemy from capturing any neutral city. Check the enemy 
    artillery's attack range so none of your infantry get hit. 
    Move the artillery to the east so that it could help you to 
    take out those tanks. After clearing all infantry and tanks, 
    take out that artillery with your advancing tank. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     1  3  5
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Artillery
    BM: 2 Infantry, 2 Mech, 2 Tank, 1 Artillery, 1 Medium Tank
    
    
    Nell Day 1: Attack enemy tank with opposing tank. Move 
    artillery 1N 5E. Move bottom two infantry south toward 
    bottom cities like Nell instructed. Move top mech into APC, 
    move it north of the tank and drop left. Move remaining mech 
    and two infantry towards artillery. 
    
    Olaf Day 1: Captures neutral city with infantry, attacks APC 
    with tank, moves units. 
    
    Nell Day 2: Start capturing the bottom neutral cities with 
    your two infantry. Attack artillery with artillery. Finish 
    off artillery with mech. Finish off tank with tank from 
    north. Move remaining units towards battle in the middle. 
    Move APC south of tank so it won't get attacked. 
    
    Olaf Day 2: Finish capturing city, start capturing another 
    one, attack APC with tank down to 1 HP. 
    
    Nell Day 3: Finish capturing neutral cities, move APC all 
    the way west into forest. Move mech 2E to attack blue tank. 
    Attack infantry with tank. Move remaining units forward. 
    
    Olaf Day 4: Continue capturing cities, attack artillery with 
    tank, move mechs from back. 
    
    Nell Day 4: Move western mech to kill blue tank. Use 
    artillery to kill infantry on city. Kill remaining troops 
    with remaining forces, and move whatever is needed eastward. 
    He should be down with one mech and one medium tank. 
    
    Olaf Day 4: Screwed he is...he moves mech 2W.
    
    Nell Day 5: Kill the mech and start marching towards the HQ. 
    Be sure to STAY OUT OF RANGE OF THE MD TANK! 
    
    Olaf Day 5: Wait.
    
    Nell Day 6: Get into better formation before you charge 
    forth. 
    
    Olaf Day 6: Does nothing.
    
    Nell Day 7: Send infantry towards HQ. Place mech into APC 
    and drop the mech south of the APC on the bridge to block 
    the MD Tank. Send remaining forcesin blocking formation so 
    you can block the MD Tank. 
    
    Olaf Day 7: MD tank kills your APC.
    
    Nell Day 8: Attack the MD Tank with your artillery. Continue 
    blocking HQ, and start capturing the HQ. 
    
    Olaf Day 8: Attack the blocking unit.
    
    Nell Day 9: Kill the MD Tank if possible, or capture the HQ. 
    Either way, here's your A-Rank! 
    
    
    Victory! A-Rank!
    
    
    Mission 7: Copter Tactics
    -------------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Stop Olaf's copter advance by capturing 
    the HQ! 
    
    
    Mission Terms: Learn how to capture the HQ via new unit aid, 
    including a T-Copter loaded with infantry and the B-Copter. 
    This is the toughest Field Training mission if you go for 
    destroying all enemy units. This shows the power of a battle 
    copter against a regular tank. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     3  8  0
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Artillery, 1 
    T-Copter, 1 B-Copter 
    BM: 2 Infantry, 2 Mech, 2 Tank, 1 Artillery, 3 Medium Tank, 
    1 B-Copter 
    
    
    Victory! A-Rank!
    
    
    Mission 8: Air Assault
    ----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Stop Olaf's air assault! 
    
    
    Mission Terms: This Field Training mission teaches you the 
    power of aerial units such as fighters and bombers, and how 
    not to let any unit run out of fuel, especially air units. 
    This also will teach you to use the Anti-Air unit to fight 
    airplanes and force you to rush to get the A-Rank that you 
    want. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     5  2  3
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 1 APC, 2 Tank, 2 Medium Tank, 1 
    A-Air, 1 T-Copter, 2 B-Copter 
    
    BM: 2 Infantry, 2 Mech, 2 Tank, 1 Medium Tank, 1 Artillery, 
    2 B-Copter, 1 Fighter, 1 Bomber 
    
    
    Nell Day 1: There is no Nell Day 1. But you do have more 
    unit power...don't you? 
    
    Olaf Day 1: Olaf destroys your battle copter with his 
    fighter, your Md Tank with his bomber, and your damaged tank 
    with his battle copter, hence the Air Assault. 
    
    Nell Day 2: This is actually your first turn, but you're 
    damaged. But note that his fighter and bomber are running 
    out of fuel and he has no APC or airport nearby...finish the 
    rest of the units off in a few more days! 
    
    
    Victory! A-Rank!
    
    
    Mission 9: Air Defense
    ----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Mission Briefing: Stop Olaf's next air assault! 
    
    
    Mission Terms: This Field Training mission will teach you 
    how to use a missile and an A-Air to rid of enemy aerial 
    units. This is also the first mission you get access to a 
    rocket, which is basically a stronger, longer ranged, and 
    less defensive artillery. It fires farther but has less 
    defenses and can't cover shorter distances. Down those air 
    units and speed towards the HQ for an A-Rank! You have four 
    days for the special ending sequence. 
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities     4  6  2
    Factories  0  0  0
    Airports   0  0  0
    Seaports   0  0  0
    
    
    Predeployed Units:
    
    OS: 4 Infantry, 2 Mech, 1 APC, 1 Tank, 1 Medium Tank, 1 
    A-Air, 1 Artillery, 1 Rocket, 1 Missile, 1 T-Copter, 1 
    B-Copter 
    
    BM: 2 Infantry, 2 Mech, 2 Tank, 2 Medium Tank, 2 B-Copter, 2 
    Bomber 
    
    
    Victory! A-Rank!
    
    
    Mission 10: Dogfight
    --------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    COMING SOON!
    
    
    Mission 11: Naval Forces
    ------------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    COMING SOON!
    
    
    Mission 12: Climate Status
    --------------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    COMING SOON!
    
    
    Mission 13: Fog of War
    ----------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    COMING SOON!
    
    
    Mission 14: Special Intel
    -------------------------
    Nell vs. Olaf
    Difficulty: *
    
    
    Starting Properties:
    
              OS BM Neutral
    Cities    17  3  0
    Factories  1  1  0
    Airports   1  1  0
    Seaports   1  1  0
    
    
    Predeployed Units:
    
    OS: 1 Fighter
    
    BM: 1 Infantry
    
    General Strategy: The Special Intel mission deals with 
    learning how to deploy units from bases, airports, and 
    ports, as well as how to avoid units in FOW by moving around 
    them with the arrow.  
    
    Nell Day 1: Move your fighter 2E, 1N, 3E, and then 1S. You 
    can now deploy anything you want from the base, the airport, 
    and the port. If you enter the Main Menu, she teaches you 
    about the other options, such as Unit and Options. End Day 1 
    and you'll get the A-Rank for victory! 
    
    Victory! A-Rank!
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m08)
    -----------------------------
    ---- 8 > NORMAL CAMPAIGN ----
    -----------------------------
    
    OK, so you've mastered all the units from Field Training and 
    learned how to deploy bases. It is now time to take it a 
    step farther through the 22 missions in Normal Campaign. 
    Your paths will vary due to your decisions and playing style 
    in the game. Your Field Training skills should prove handy 
    in this campaign as it's usually common sense in NC. 
    
    Campaign Missions are rated under a point system which is 
    hidden, unlike for War Room. Out of 999 (but is really 1000, 
    but the last point won't count), 500 goes to Speed, 200 goes 
    to Power, and 300 goes to Technique. 
    
    The objective of this Normal Campaign Mode Guide is to help 
    you to get past the mission you're stuck on, but still keep 
    some replay value so you don't completely look at a guide to 
    beat the game. Have fun! 
    
    |-------------------|----|------|----------|---------------------------|
    |Mission Name       | CO | Enemy|Difficulty|Allies OR Basic Strategy   |
    |-------------------|----|------|----------|---------------------------|
    |It's War!          |Andy|  Olaf|        **|Divide and Conquer         |
    |Gunfighter         |Andy|  Grit|        **|Draw a Line                |
    |Air Ace!           |Andy| Eagle|        **|Lightning Strike           |
    |Max Strikes  (A)   |Andy|  Olaf|        **|Lightning Strike           |
    |Max Strikes! (M)   |Max |  Olaf|        **|Lightning Strike           |
    |Max's Folly?       |Max |  Grit|        **|Take Territory             |
    |Sniper!            |Max |  Grit|        **|Draw a Line                |
    |Olaf's Navy        |Any |  Olaf|       ***|Lightning Strike           |
    |Blizzard Battle    |Max |  Olaf|       ***|Capture and Hold           |
    |Olaf's Sea Strike  |Any |  Olaf|       ***|Divide and Conquer         |
    |History Lesson     |Max |  Grit|        **|Draw a Line                |
    |Sami's Debut       |Any | Eagle|      ****|Draw a Line                |
    |Kanbei Arrives     |Any |Kanbei|       ***|Lightning Strike           |
    |Mighty Kanbei      |Any |Kanbei|       ***|Fortify and Contain        |
    |Kanbei's Error?    |Any |Kanbei|        **|Capture and Hold           |
    |Divide and Conquer |Max | Sonja|       ***|Draw a Line                |
    |Sami Marches On!   |Sami| Sonja|       ***|Divide and Conquer         |
    |Sonja's Goal       |Andy| Sonja|       ***|Draw a Line                |
    |Captain Drake (A)  |Andy| Drake|        **|Lightning Strike           |
    |Captain Drake (M)  |Max | Drake|         *|Lightning Strike           |
    |Captain Drake (S)  |Sami| Drake|       ***|Lightning Strike           |
    |Naval Clash    (A) |Andy| Drake|        **|Draw a Line                |
    |Naval Clash    (M) |Max | Drake|        **|Draw a Line                |
    |Naval Clash    (S) |Sami| Drake|       ***|Draw a Line                |
    |Wings of Victory A |Andy| Eagle|        **|Lightning Strike           |
    |Wings of Victory M |Max | Eagle|        **|Lightning Strike           |
    |Wings of Victory S |Sami| Eagle|      ****|Lightning Strike           |
    |Battle Mystery  (A)|Andy| Drake|        **|Draw a Line                |
    |Battle Mystery  (M)|Max | Drake|       ***|Draw a Line                |
    |Battle Mystery  (S)|Sami| Drake|       ***|Draw a Line                |
    |Andy Times Two     |Any |  Andy|        **|Eagle, Lightning Strike    |
    |Enigma             |Any | Sturm|       ***|Divide and Conquer         |
    |The Final Battle   |Andy| Sturm|      ****|??, ??, Divide and Conquer |
    |Rivals             |Andy| Eagle|      ****|Lightning Strike           |
    |-------------------|----|------|----------|---------------------------|
    
    
    #################
    ## ORANGE STAR ##
    #################
    
    Prologue
    --------
    
    Olaf mutters to himself about defeating the Orange Star 
    forces led by a new commander, as he doesn't seem to have 
    much troops guarding the capital. Andy meets you, the 
    advisor, and "It's War!" is your first mission.  
    
    
    Mission 1: It's War!
    --------------------
    Andy VS. Olaf
    Difficulty: **
    Days for S-Rank: 10
    Perfect Technique: 2
    Usable CO: Andy
    Enemy CO: Olaf
    
    
    Mission Briefing: You must defend the Orange Star capital 
    from the hordes of Blue Moon forces led by Olaf. Nell talks 
    to you about using your CO power to heal units, the Terms of 
    Victory, and Intel. Good luck to you! 
    
    
    Starting Properties:
    
                   OS BM Neutral
    Cities          3  4  0
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 2 Infantry, 2 Mech, 1 APC, 2 Tank, 1 Md Tank, 1 A-Air, 2 
    Artillery 
    
    BM: 4 Infantry, 2 Mech, 3 Tank, 1 Md Tank, 3 A-Air, 2 
    Artillery, 2 Rocket 
    
    
    General Strategic Checklist:
    
    1. Split your units into both fronts and advance.
    
    
    Blue Moon Strats: Some units will move towards you, others 
    will wait for you to arrive. Use that to your advantage. 
    
    
    To S-Rank: As you have 10 days, it's a lenient time to S 
    this map. Good luck! 
    
    
    General Strategy: As CO Andy, you now fight in the real 
    Normal Campaign. There are two ways to win here. One 
    requires you to send a loaded APC with an infantry, capture 
    Olaf's HQ, and lose a maximum of two units. The other way is 
    simply eliminate the enemy from both sides. Move all but a 
    medium tank and mech up with the APC to protect it and 
    attack with it if you go for HQ, and have the other two 
    protect your southern front. You don't have to rush, but 
    don't lose much to get a S-rank on this map. Don't go too 
    slow either, since you have 10 days. Good luck! 
    
    
    Andy Day 1: Starting in the north, attack the tank with your 
    tank from the  west. Attack the same tank with your A-Air to 
    the south. Move artillery 2N 3E. Move mech 1NE. Move 
    infantry 2E 1N. In the south, attack tank with medium tank. 
    Move recon below that medium tank, artillery 4E 1N, tank to 
    the west of the artillery, infantry 1S 2E, mech into APC, 
    and move APC to the west of the medium tank, dropping 
    south. 
    
    Olaf Day 1: Attack A-Air with weakened tank, flee weakened 
    tank, move  other units west (noticeably, four infantry, two 
    mechs, a tank, two artillery, and three A-Air). 
    
    Andy Day 2: In the north, move tank 1N to attack infantry. 
    Finish off tank with mech. Destroy artillery with artillery 
    and A-Air. Move infantry 1E 2N. 
    In the south, attack the artillery with artillery. Attack 
    rocket with medium tank, finish artillery from the east with 
    recon, and weaken A-Air with tank from the north. Move mech 
    2E, infantry into APC, move APC to the left of tank. 
    
    Olaf Day 2: Blizzard. Destroys mech with A-Air, attacks 
    artillery with infantry, attacks recon with A-Air, attacks 
    tank with A-Air. Retreat others. Starts 
    capturing southeast cities.
    
    Andy Day 3: In the north, kill infantry with infantry. 
    Destroy artillery with artillery, A-Air to the east, and 
    tank to the south. In the south, move medium tank 2E to 
    attack mech, tank 1SE to attack A-Air, recon 7E to attack 
    infantry, mech 1NE to destroy A-Air, APC 1NE, dropping to 
    the east, and move artillery in-between mech and tank. 
    
    Olaf Day 3: Continue taking cities, attack APC with A-Air.
    
    Andy Day 4: In the north, move infantry 1W 2N to attack 
    infantry. Move tank all the way east, then artillery, then 
    move the A-Air 3E. In the south, move medium tank 2NE into 
    forest to destroy rocket. Move infantry 1SE to destroy mech, 
    then artillery 1E 2N to let the mech move 1E and destroy the 
    A-Air. Move APC 2N 1E. Use Hyper Repair, then attack mech 
    with tank from the left, and continue attacking that 
    infantry with recon.  
    
    Olaf Day 4: Continue taking cities, attack A-Air with tank, 
    APC with medium tank, and join two infantry. 
    
    Andy Day 5: In the north, destroy tank with tank from the 
    north after firing on it with artillery. Move A-Air 1E 2N 
    and continue attacking infantry with infantry. In the south, 
    move medium tank 2NE, attack medium tank with artillery, 
    move APC 2W, and destroy the mech with tank. Move recon 1SE 
    to attack infantry still taking city. 
    
    Olaf Day 5: Continue taking cities, destroy APC with medium 
    tank. 
    
    Andy Day 6: In the northwest, destroy infantry with 
    infantry. In the northeast, move tank all the way east to 
    destroy the tank healing, then destroy the rocket with your 
    medium tank and A-Air. In the south, destroy the infantry 
    with recon. Destroy the medium tank with both of your 
    artillery. 
    
    End:
    
    "I win!"
    
    Victory! S-Rank! 
    
    
    Mission 2: Gunfighter!
    ----------------------
    Andy VS. Grit
    Difficulty: **
    Days for S-Rank: 10
    Perfect Technique: 4
    Usable CO: Andy
    Enemy CO: Grit
    
    
    Mission Briefing: You must defend the Orange Star capital 
    from the hordes of Blue Moon forces led by Olaf. Nell talks 
    to you about using your CO power to heal units, the Terms of 
    Victory, and Intel. Good luck to you! 
    
    
    Starting Properties:
    
                   OS BM Neutral
    Cities          3  4  0
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 2 Infantry, 1 APC, 1 Tank
    
    BM: 2 Infantry, 2 Mech, 1 Recon, 3 Tank, 1 Md Tank, 2 
    Rocket 
    
    
    General Strategic Checklist:
    
    1. Build tanks fast and advance.
    
    
    Blue Moon Strats: Some units will move towards you, others 
    will wait for you to arrive. Use that to your advantage. 
    
    
    To S-Rank: As you have 10 days, it's a lenient time to S 
    this map. Good luck! 
    
    General Strategy: After a victory against Olaf, Grit 
    arrives. You have two deployment bases, but he doesn't. 
    However, you must bring recons and bring in an APC with an 
    infantry to the HQ quickly if you want an S-rank, and you 
    must rush to destroy Grit's indirect units quickly or else 
    you'll suffer and be stuck on this map for quite a few days. 
    Go fast, for you only have 10 days. And don't lose more than 
    four units! 
    
    S-Rank!
    
    
    Mission 3: Air Ace
    ------------------
    Andy VS. Eagle
    Difficulty: **
    Days for S-Rank: 6
    Perfect Technique: 3
    Usable CO: Andy
    Enemy CO: Eagle
    
    
    With Blue Moon out of the way temporarily, in comes some 
    Green Earth forces. Eagle has air forces to smash you, plus 
    he has a bomber that would kill any infantry trying to take 
    the HQ. Luckily though, you have a sizeable force that can 
    destroy Eagle's aerial forces. Use your anti-aircraft, 
    missile, and battle copter to pulverize his air to dust, and 
    use that medium tank to turn the tank to rubble. Lure the 
    bomber down, leaving your transport copter alive, and send 
    it to the HQ with an infantry or mech. Capture the HQ by Day 
    6 for a S-rank victory. 
    
    S-Rank!
    
    
    Mission 4: Max Strikes! (Andy)
    -----------------------
    Andy VS. Olaf
    Difficulty: **
    Days for S-Rank: 5
    Perfect Technique: 2
    Usable CO: Andy
    Enemy CO: Olaf
    
    
    This is one of the easier levels, as all you do is send all 
    your land forces east and use your superior tank forces to 
    destroy everything to the east, using your sub and 
    battleship to destroy all in the waters, diving if you need 
    to. Capture Olaf's HQ with landers to it if you want, but 
    you shouldn't need to. Use your other units to distract the 
    enemies. 
    
    S-Rank!
    
    
    Mission 4M: Max Strikes!
    ------------------------
    Max VS. Olaf
    Difficulty: **
    Days for S-Rank: 5
    Perfect Technique: 2
    Usable CO: Max
    Enemy CO: Olaf
    
    
    Use medium tanks and medium tanks, diving submarines versus 
    battleships, and tanks versus everything else! Winning in 4 
    days by complete destruction is possible. 
    
    S-Rank!
    
    
    Mission 5: Max's Folly? (Andy)
    -----------------------
    Max VS. Grit
    Difficulty: **
    Days for S-Rank: 6
    Perfect Technique: 2
    Usable CO: Max
    Enemy CO: Grit
    
    
    Though this is really Andy's path and therefore should have 
    Andy by default fighting Grit, Max charges in. You must not 
    let Grit's infantry take your HQ or you will lose. However, 
    you have many units and you can destroy the HQ-bound 
    infantry through tanks or rockets. Just sweep through Grit's 
    weak tanks with yours, and stop the ONE infantry unit from 
    reaching your HQ and capturing it. 
    
    S-Rank!
    
    
    Mission 5: Sniper! (Max)
    ------------------
    Max VS. Grit
    Difficulty: **
    Days for S-Rank: 5
    Perfect Technique: 3
    Usable CO: Max
    Enemy CO: Grit
    
    
    Kill every unit after finding them through fog of war. Make 
    sure to capture the HQ after taking down the artillery east 
    of the HQ as well as the artillery far north. Win after 
    taking down the rocket on the city east of the mountain! 
    
    S-Rank!
    
    
    Mission 6: Olaf's Navy (Andy)
    ----------------------
    Max VS. Olaf
    Difficulty: ***
    Days for S-Rank: 7
    Perfect Technique: 3
    Usable CO: Max
    Enemy CO: Olaf
    
    
    In this mission, you can eliminate all units in six days or 
    go for the safer route of taking Olaf's HQ through the 
    southern bridge with forests. Eliminating all units will 
    give you Olaf's Sea Strike and Olaf in the Final Battle 
    instead of Max or Grit. Send your land units north to 
    destroy the three tanks and one rocket, then smash eastward 
    from the north and south, where the south should bring an 
    APC with an infantry to the HQ, to capture it while you 
    destroy the units guarding it, including a hidden rocket in 
    forest west of it. In the seas, you'll want to injure a unit 
    one on one, use your lander as bait so their subs come 
    towards you. Destroy all sea units to get Olaf's Sea 
    Strike. 
    
    S-Rank!
    
    
    Mission 6: Blizzard Battle (Max)
    --------------------------
    Max VS. Olaf
    Difficulty: ***
    Days for S-Rank: 8
    Perfect Technique: 3
    Usable CO: Max
    Enemy CO: Olaf
    
    
    In this mission, you must capture 12 cities in 6 days. Max 
    has direct power, which is what you need for a faster 
    victory here. You'll want to move infantry northward and 
    take as much ground as you can, then taking the cities. 
    You'll want an APC to journey to the northern city besides 
    the river, and taking the base to make tanks will be very 
    helpful. If you can distract Olaf enough with tanks, and a 
    medium tank, and secure the two bridges, you will win in no 
    time. 
    
    S-Rank!
    
    
    Mission 7: Olaf's Sea Strike (Andy)
    ----------------------------
    Max VS. Olaf
    Difficulty: ***
    Days for S-Rank: 8
    Perfect Technique: 3
    Usable CO: Max
    Enemy CO: Olaf
    
    
    If you took out Olaf's entire navy in Olaf's Navy, Olaf has 
    a new one waiting. However, his sea strike forces are small 
    and you can destroy them in days. As you move northeast, 
    you'll meet some small opposition from the two battleships 
    and two subs, but when you land on his island with the HQ, 
    you'll find some tougher challenge, as he has a hidden 
    artillery and rocket. Once you win, you will get Olaf at the 
    Final Battle. 
    
    S-Rank!
    
    
    Mission 7: History Lesson (Max)
    -------------------------
    Max VS. Grit
    Difficulty: **
    Days for S-Rank: 5
    Perfect Technique: 3
    Usable CO: Max
    Enemy CO: Grit
    
    
    You can creep up on Grit like Max says, but you'll lose some 
    valuable speed. Instead, send a medium tank, two mechs, and 
    an infantry over through the landers to attack towards the 
    HQ, and smash his navy with yours. Cruisers should kill the 
    sub coming, the two northern subs should take down the 
    battleship northeast of the HQ. Use the battleship to stop 
    the tank from attacking a mech when you capture the HQ. With 
    your medium tanks, APC, and recon, attack to the north and 
    wipe out all, including a hidden artillery as well as the 
    one you already see.  
    
    S-Rank!
    
    
    Mission 8: Sami's Debut
    -----------------------
    Max VS. Eagle
    Difficulty: ****
    Usable CO: Max
    Enemy CO: Grit
    
    
    This being the 4th hardest mission in Normal Campaign Mode, 
    chances are Eagle's planes will really bring the heyday of 
    you if you don't learn how to take down his planes. Your 
    land units should follow the road the entire time, while 
    keeping your transport copters alive so you can take Eagle's 
    headquarters. Don't lose your medium tank, either. 
    
    S-Rank!
    
    
    Mission 9: Kanbei Arrives
    -------------------------
    Andy VS. Kanbei
    Difficulty: ***
    Usable CO: Andy
    Enemy CO: Kanbei
    
    
    Kanbei's off against you because of your invasion of Yellow 
    Comet, and it seems he has a lot of defense. Use the 
    mountains as a barrier, and use your Indirect units to 
    attack their tanks. If you can keep the mountain barrier, 
    you will beat Kanbei.  
    
    S-Rank!
    
    
    Mission 10: Mighty Kanbei
    -------------------------
    Andy VS. Kanbei
    Difficulty: ***
    Usable CO: Andy, Max, Sami
    Enemy CO: Kanbei
    
    
    Andy is the best for this one, since he can use his Indirect 
    units. Again, use Indirect units, but use your tanks to 
    defend the bridges while you destroy their invasion force 
    one by one. In 7-8 days, you should wipe them out. If you 
    let him leak units in, you're doomed to die, so you have to 
    block the bridge.  
    
    S-Rank!
    
    
    Mission 11: Kanbei's Error?
    ---------------------------
    Max VS. Kanbei
    Difficulty: **
    Usable CO: Andy, Max, Sami
    Enemy CO: Kanbei
    
    
    You must get 15 properties before Kanbei does. That means 
    you must kill his entire air force, and grab properties on 
    your own island as well as the two islands above you. You 
    will also need to stop Kanbei from getting the island east 
    of the two, the one with one tank and one infantry. Good 
    luck! 
    
    S-Rank!
    
    
    Mission 12: Divide and Conquer
    ------------------------------
    Max VS. Sonja
    Difficulty: ***
    Usable CO: Max
    Enemy CO: Sonja
    
    
    Looks like you beat the Kanbei missions in 8-10-12 days, 
    respectively. This is a Fog of war map that places some of 
    Sonja's units behind the mountain range. So if you're being 
    fired on, it's likely Sonja's units are in the forest. Keep 
    a little army at your headquarters, but keep the rest 
    charging north toward Sonja's HQ. 
    
    S-Rank!
    
    
    Mission 13: Sami Marches On
    ---------------------------
    Sami VS. Sonja
    Difficulty: ***
    Usable CO: Sami
    Enemy CO: Sonja
    
    
    You now have a big army, so if you use it right you will 
    win. You must capture the big island to the northeast and 
    the small island to the southeast to capture enough 
    properties. Most of the time you should be building infantry 
    and landing them with your landers. That's really all you 
    need, but you may need a few tanks to back them up. 
    
    S-Rank!
    
    
    Mission 14: Sonja's Goal
    ------------------------
    Andy VS. Sonja
    Difficulty: ***
    Usable CO: Andy
    Enemy CO: Sonja
    
    
    Your objective here is to destroy Sonja's entire air and 
    naval force. This revolves against a big lake. You'll want 
    to take out the sub and rocket in the north before your 
    naval force heads east to destroy the cruiser and 
    battleship. On dry land, advance to the east with your A-Air 
    leading the way to destruction of a bomber and battle 
    copter. As you close in northward, watch out for 
    forest-hidden units and capture the HQ. 
    
    S-Rank!
    
    
    Mission 15: Captain Drake! (Andy)
    --------------------------
    Andy VS. Drake
    Difficulty: **
    Usable CO: Andy
    Enemy CO: Drake
    
    
    To get CO Drake, you must play through all 4 Green Earth 
    missions (15-18) with Andy. You will need to capture many 
    properties quickly, so you'll want to win the submarine war 
    by diving those subs, and keeping your lander alive. Use 
    your lander to transport material to the middle island and 
    take those cities, while sending your medium tank, 
    artillery, and rocket south to stop Drake's attack there. In 
    that area, you should capture those two neutral cities, as 
    well as the two near your HQ. A bit later, send a few 
    infantry to the northeast and grab those two. They will be 
    enough, if you can manage to hold them. Go tanks and 
    indirect units, and sink that battleship to help. You will 
    win. 
    
    S-Rank!
    
    
    Mission 15: Captain Drake! (Max)
    --------------------------
    Max VS. Drake
    Difficulty: **
    Usable CO: Max
    Enemy CO: Drake
    
    
    This is not only the easiest mission of the campaign mode, 
    but this is practically Field Training. Makes Drake even 
    scarier, doesn't it? Send in two infantry onto your lander, 
    thensend everything down. Dive all FOUR subs. On Day 2, 
    destroy the sub onthe right with your cruiser and your 
    battleship. With your middle two subs, take out the left 
    battleship. Move everything down, with the other battleship 
    and cruiser onto reefs. On Day 3, complete your devastation 
    of Drake's forces by moving your western battleship down and 
    then killing the battleship with your two subs. On Day 4, 
    damage the cruiser in the left and kill the cruiser in the 
    right, leaving just a weakened battleship in the east. Kill 
    it Day 5. 
    
    S-Rank!
    
    
    Mission 15: Captain Drake! (Sami)
    --------------------------
    Sami VS. Drake
    Difficulty: ***
    Usable CO: Sami
    Enemy CO: Drake
    
    
    To get CO Eagle, you must play through all 4 Green Earth 
    missions (15-18) with Sami. The island east of you is an 
    important expansion for you. Land all but 1 of your units(to 
    defend your HQ) to the island. You will need to take all of 
    the properties on your side of the mountain range, plus one 
    on Drake's side. Go tanks and artillery. Naval units are 
    pointless to build because you want to break through the 
    mountain range, not take naval superiority. If Drake gets 
    one  
    city on your side, you will lose, so don't even give up 
    one. 
    
    S-Rank!
    
    
    Mission 16: Naval Clash! (Andy)
    ------------------------
    Andy VS. Drake
    Difficulty: **
    Usable CO: Andy
    Enemy CO: Drake
    
    
    This pits Andy versus Drake in a mission where you must keep 
    a missile unit from being killed for 10 days. With your 
    rocket, battleship, and sub, kill the enemy battleship on 
    Day 1. On Day 2, retreat your sea units, dive your subs, and 
    kill the small tank near you with your rocket and medium 
    tank. Move your subs west and dive, and move your battleship 
    north. On Day 3, put your units into landers and kill a 
    green small tank with your rocket and small tank, while 
    moving everything else northward. Kill the green sub with 
    your two dived subs. Attack the cruiser with your 
    battleship. Flee your other units into landers. On Day 4, 
    retreat your navy north, and your landers east. You will 
    lose your rocket and small tank, but that's fine. Use your 
    CO power Day 4, as well. On Day 5, take out a sub, land a 
    medium tank and a small tank on the northern shore, and move 
    your other lander with the tank and missile east along the 
    reefs. On Day 6, take out the small tank on the northern 
    shore, and move landers east. Move remaining navy east. 
    Missile must land in forest on Day 7, though, or it'll die. 
    Take out another small tank, and move navy east. By Day 10, 
    you will win! 
    
    S-Rank!
    
    
    Mission 16: Naval Clash! (Max)
    ------------------------
    Max VS. Drake
    Difficulty: **
    Usable CO: Max
    Enemy CO: Drake
    
    
    This mission forces you to use your direct units wisely. 
    With your two subs, take down the battleship and move your 
    sea units east. Send an APC with a mech, as well as a mech, 
    into the lander and send it to the coast, landing. Move your 
    land units a bit right. Your APC will get attacked. Day 2, 
    destroy the small tank with your battleship and mech, his 
    sub by cruiser, and injure the battleship with your other 
    sub. Move rocket into APC and send it to the northern shore, 
    then move rest of units eastward. On Day 3, destroy the 
    second small tank on the northern shore and take out the 
    enemy battleship, and move towards 
    HQ. Kill the rocket on the western front, the cruiser in the 
    sea with your battleship, and simply send up your tank units 
    from the east to seize victory over the lowly Green Earth 
    forces. 
    
    S-Rank!
    
    
    Mission 16: Naval Clash! (Sami)
    ------------------------
    Sami VS. Drake
    Difficulty: ***
    Usable CO: Sami
    Enemy CO: Drake
    
    
    Land on the northern island and make your sea advance to the 
    east while sending your land forces north. Tanks should make 
    quick work out of those enemy forces, as well as your navy. 
    
    S-Rank!
    
    
    Mission 17: Wings of Victory (Andy)
    ----------------------------
    Andy VS. Eagle
    Difficulty: **
    Usable CO: Andy
    Enemy CO: Eagle
    
    
    This is the non-FOW version of Andy's Wings of Victory map. 
    Keep your transport copters alive to capture the HQ later. 
    
    S-Rank!
    
    
    Mission 17: Wings of Victory (Max)
    ----------------------------
    Max VS. Eagle
    Difficulty: **
    Usable CO: Max
    Enemy CO: Eagle
    
    
    Here is Max's final battle against Eagle, come what be. Your 
    fronts are already split into north and south, so keep that. 
    In the north, kill Eagle's small tank with your medium tank 
    and move other units in defensive formation next to it. In 
    the south, bomb his medium tank to shreds and send down his 
    bomber with your fighter, while damaging the other with your 
    other fighter. Move remaining forces eastward onto bridge. 
    On Day 2, use Max Force and on the southern front, down his 
    entire air force, and on the northern front, take out the 
    bomber. Move everything eastward. Keep advancing with your 
    now superior forces and take out everything by Day 5. 
    
    S-Rank!
    
    
    Mission 17: Wings of Victory (Sami)
    ----------------------------
    Sami VS. Eagle
    Difficulty: ****
    Usable CO: Sami
    Enemy CO: Eagle
    
    
    Second hardest NC map, FOW version of Andy's Wings of 
    Victory map. Keep your transport copters alive to capture 
    the HQ later. 
    
    S-Rank!
    
    
    Mission 18: Battle Mystery! (Andy)
    ---------------------------
    Andy VS. Drake
    Difficulty: **
    Usable CO: Andy
    Enemy CO: Drake
    
    
    This is a FOW map, and the lander is hidden a reef next to a 
    bridge near the end of the island. This is a fun mission 
    where you advance southeast with landed forces and advance 
    through the sea with your navy. Take them out, then advance 
    to the lander at the reef and destroy it. 
    
    S-Rank!
    
    
    Mission 18: Battle Mystery! (Max)
    ---------------------------
    Max VS. Drake
    Difficulty: ***
    Usable CO: Max
    Enemy CO: Drake
    
    
    Here, you'll once again have to take a two-front war, one on 
    the northern island, and one on the sea/southern island. Hit 
    the green A-air with your battleship, and send landers full 
    of armored vehicles over to the northern island (mech into 
    APC). Move eastward on southern island. On Day 2, take out 
    the A-air and tank, and then land while loading the back 
    lander with two infantry northward and sending the remaining 
    mech eastward. With your medium tank on Day 3, take out the 
    artillery and move your navy up. On Day 4, pulverize Drake's 
    tank power, and on Day 5, use Max Power to bring death to 
    Drake's navy. By Day 7, you should start capturing his HQ 
    and by Day 8, you will win. 
    
    S-Rank!
    
    
    Mission 18: Battle Mystery! (Sami)
    ---------------------------
    Sami VS. Drake
    Difficulty: ***
    Usable CO: Sami
    Enemy CO: Drake
    
    
    This mission pits you to rescue infantry on the other shore. 
    Simply fly them west to your island to win. That is all to 
    it! 
    
    S-Rank!
    
    
    Mission 19: Andy Times Two
    --------------------------
    Sami OR Andy and Eagle VS. Andy
    Difficulty: **
    Usable COs: Andy, Max, Sami
    Allied CO: Eagle
    Enemy CO: Andy
    
    
    Sami Strategy:
    
    Use Sami to move all units forward, and use a transport 
    copter with a mech to move east, north, north, north, and 
    then land next to the enemy HQ to capture it, while you halt 
    the Black Hole's forces in Blue Moon territory. Eagle should 
    wipe out most of Sturm's air for you.  
    
    Andy Strategy:
    
    This is a whole different story. You can actually wipe out 
    the entire Black Hole armed force, if your timing is right. 
    Your sub (plus Eagle's bombers) can take down his 
    battleships, while his air force should wipe out his. 
    Meanwhile you should send all your land units forward to 
    defeat the incoming Black Hole forces.  
    
    S-Rank!
    
    
    Mission 20: Enigma
    ------------------
    Max VS. Sturm
    Difficulty: ***
    Usable COs: Andy, Max, Sami
    Enemy CO: Sturm
    
    
    Use your Max +50% advantage to deploy as many tanks (and if 
    you're smart, a little anti-air and infantry) as possible, 
    and use a sub and a cruiser to take out all sea units (sub 
    must refuel once). Send as many tanks as you can (along with 
    a few infantry in APCs) and you should win in around 20 days 
    or less! 
    
    S-Rank!
    
    
    Mission 21: The Final Battle!
    -----------------------------
    3 COs vs. Sturm
    Difficulty: ***
    Usable COs: All but Sonja
    Days for S-Rank: 6-15
    Perfect Technique: 2-5
    Left: Max, Olaf, Grit
    Center: Andy
    Right: Sami, Eagle, Drake, Kanbei
    Enemy CO: Sturm
    
    
    This is it, everyone! Will you finally defeat Sturm and his 
    evil Black Hole army? Your COs may vary depending on what 
    you did during the campaign. 
    
    Left Side: You get Max if you followed campaign order and 
    chose Andy and jumbled up Green Earth missions, you get Olaf 
    if you went Andy's path and beat Olaf's Navy by elimination, 
    and you get Grit if you went through Max's path. 
    
    Right Side: You get Sami by default, but if you play through 
    the FOUR consecutive Green Earth missions with Sami, you get 
    Eagle and the mission after TFB. You get Drake if you played 
    as Andy for the FOUR missions, and you get Kanbei if you 
    reach the three Sonja missions but do not go through the GE 
    missions with just Andy or just Sami. 
    
    Basic Strategy: Time Sturm's Meteor Strikes on Andy's 
    mechs...you should 
    build some!
    
    In the middle:
    
    Andy Day 1 - Stay out of range the first day, and build 
    mechs to take damage. Also build regular tanks, a-air and 
    medium tanks as needed. He must survive or you will lose. 
    Andy is the most vital CO in the map. 
    
    On the left side:
    
    Max - Build tons of medium tanks and a few anti-aircraft to 
    aid Andy! Remember that Max can beat Sturm alone if Sturm is 
    distracted, take advantage of it. 
    OR
    Grit - Build anti-aircraft and infantry to let him be a 
    sitting duck so meteor strikes hit him. That'll relieve 
    pressure off of Andy and your right CO, which will be your 
    major offensive force.  
    OR
    Olaf - Olaf on the left is basically Max with more Indirect 
    units, but anti-aircraft would be the best. Andy needs a-air 
    D. But there is one major thing: NEVER USE BLIZZARD. 
    Blizzard really hits you harder than Sturm because your 
    allies get hit as well. 
    
    On the right side:
    Kanbei - Build medium tanks and a few anti-aircraft to aid 
    the offensive! He is the 2nd strongest tank user to Max.  
    OR
    Drake - Use Tsunami all the time to exhaust Sturm's funds, 
    build anti-aircraft and medium tanks! 
    OR
    Eagle - Use his aircraft to overwhelm at first, then use  
    anti-aircraft and medium tanks to aid Andy's offensive! 
    Eagle's air force is not very useful due to the huge amount 
    of a-air Sturm builds but is nethertheless somewhat useful. 
    OR
    Sami - Build tons of mechs and anti-aircraft for her to aid 
    Andy! If Max is on the left side, use her as the sitting 
    duck (a.k.a. the target of meteor strikes.) Mass mechs are 
    excellent for Sami, you've got nothing to lose and much to 
    gain! 
    
    S-Rank!
    
    
    Mission 22: Rivals
    ------------------
    Andy VS. Eagle
    Difficulty: ****
    Usable CO: Andy
    Enemy CO: Eagle
    
    
    Fight Eagle. Build as many fighters as you can, along with 
    two middle tanks to guard the northern bridge and one for 
    the southern bridge. Remember to build a few transport 
    copters and infantry to capture bases and airports on the 
    way. Using your superior air power, land at the enemy HQ and 
    capture it within 20 days or so! 
    
    S-Rank!
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m09)
    ------------------------------
    ---- 9 > ADVANCE CAMPAIGN ----
    ------------------------------
    
    Advance Campaign can be unlocked by beating Normal Campaign 
    once, buying it for 1 coin at the Battle Maps, and holding 
    on select when you enter Campaign mode till the words 
    "Advance Campaign" show up. Most of these missions are MUCH 
    harder than their "Normal Campaign" counterparts and need a 
    lot more strategy. Good luck, advisor! You will need to take 
    far more risks in Advance Campaign. Getting S-ranks on these 
    missions are far harder, and even good players will have 
    trouble even beating most missions.  
    
    You'll be happy to know that you automatically get full 
    technique points. You can lose every single unit but one and 
    still get a full 300. However, speed is a bigger factor now. 
    The time limits are very tough to beat and in AC your enemy 
    gets more units. Harder? You bet! 
    
    With AC's speed tightening, the full score also does. It was 
    possible to get a 999 on NC, but the limit is 991 on AC. You 
    also must know your COs VERY WELL, especially the three 
    you'll be playing almost throughout the entire campaign. 
    Note that even with this FAQ, you will need to come up with 
    your own strategies many times, as the AI does things 
    randomly and you'll have to make up from what you have. 
    
    The objective of this Advance Campaign Mode Guide is to help 
    you to get past the mission you're stuck on, but still keep 
    some replay value so you don't completely look at a guide to 
    beat the game.  
    
    |-------------------|----|------|----------|---------------------------|
    |Mission Name       | CO | Enemy|Difficulty|Allies OR Basic Strategy   |
    |-------------------|----|------|----------|---------------------------|
    |It's War!          |Andy|  Olaf|     *****|Divide and Conquer         |
    |Gunfighter         |Andy|  Grit|     *****|Draw a Line                |
    |Air Ace            |Andy| Eagle|     *****|Lightning Strike           |
    |Max Strikes! (A)   |Andy|  Olaf|     *****|Lightning Strike           | 
    |Max Strikes! (M)   |Max |  Olaf|      ****|Lightning Strike           |
    |Max's Folly?       |Max |  Grit|        **|Take Territory             |
    |Sniper!            |Max |  Grit|        **|Draw a Line                |
    |Olaf's Navy!       |Andy|  Olaf|    ******|Lightning Strike           |
    |Blizzard Battle!   |Max |  Olaf|      ****|Capture and Hold           |
    |Olaf's Sea Strike  |Andy|  Olaf|      ****|Divide and Conquer         |
    |History Lesson     |Max |  Grit|      ****|Draw a Line                |
    |Sami's Debut       |Any | Eagle|    ******|Draw a Line                |
    |Kanbei Arrives!    |Any |Kanbei|     *****|Lightning Strike           |
    |Mighty Kanbei!     |Any |Kanbei|        **|Fortify and Contain        |
    |Kanbei's Error?    |Any |Kanbei|     *****|Capture and Hold           |
    |Divide and Conquer!|Max | Sonja|      ****|Draw a Line                |
    |Sami Marches On!   |Sami| Sonja|     *****|Divide and Conquer         |
    |Sonja's Goal       |Andy| Sonja|     *****|Draw a Line                |
    |Captain Drake  (A) |Andy| Drake|     *****|Lightning Strike           |
    |Captain Drake  (M) |Max | Drake|       ***|Lightning Strike           |
    |Captain Drake  (S) |Sami| Drake|    ******|Lightning Strike           |
    |Naval Clash!   (A) |Andy| Drake|         *|Draw a Line                |
    |Naval Clash!   (M) |Max | Drake|      ****|Draw a Line                |
    |Naval Clash!   (S) |Sami| Drake|      ****|Draw a Line                |
    |Wings of Victory A |Andy| Eagle|      ****|Lightning Strike           |
    |Wings of Victory M |Max | Eagle|      ****|Lightning Strike           |
    |Wings of Victory S |Sami| Eagle|    ******|Lightning Strike           |
    |Battle Mystery! (A)|Andy| Drake|       ***|Draw a Line                |
    |Battle Mystery! (M)|Max | Drake|      ****|Draw a Line                |
    |Battle Mystery! (S)|Sami| Drake|       ***|Draw a Line                |
    |Andy Times Two!    |Any |  Andy|       ***|Eagle, Lightning Strike    |
    |Enigma!            |Any | Sturm|      ****|Divide and Conquer         |
    |The Final Battle!  |????| Sturm|    ******|??, ??, Divide and Conquer |
    |Rivals!            |Andy| Eagle|   *******|Lightning Strike           |
    |-------------------|----|------|----------|---------------------------|
    
    Advance Campaign Mission 1: It's War!
    -------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Olaf
    
    |-------------------|------------------|
    |Your Units         |Enemy Units       |
    |-------------------|------------------|
    |2 Infantry         |4 Infantry        |
    |1 Mech             |2 Mech            |
    |1 APC              |2 Rockets         |
    |1 Recon            |3 Tank            |
    |2 Tank             |1 Md Tank         |
    |2 Artillery        |3 Anti-Air        |
    |                   |2 Artillery       |
    |-------------------|------------------|
    
    Welcome to the first Advance Campaign mission...stay calm 
    and win! Now, you may seem heavily outnumbered, but he 
    attacks with split-off units so if you stay together, you 
    will win. Send all but your medium tank north, take down the 
    units using common sense while in the south, your medium 
    tank destroys the rocket, the artillery, and one to two 
    mechs. Go for a HQ capture, using your APC as bait. An 
    alternate way (and more secure) is to send most of your 
    units SOUTH instead of NORTH, where you can hit from below. 
    Much nastier than the Normal version though, may take you a 
    few tries.  
    
    
    Advance Campaign Mission 2: Gunfighter
    --------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Grit
    
    Use your bases to your advantage to overwhelm them with 
    tanks. At first you'll need to use recons and tanks 
    DEFENDING first. Don't even bother attacking, and use your 
    high number of bases against his none. Hold on and you will 
    win because Grit STILL has no deploying base in this Advance 
    Campaign version.  
    
    
    Advance Campaign Mission 3: Air Ace
    -----------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Eagle
    
    Use your anti-aircraft to take down all planes, while 
    protecting your transport copter on all sides, as you go for 
    a Day 4 landing onto the enemy HQ and a S-rank win by Day 6. 
    Again, do not let any fighter/battle copter get to your 
    transport, and don't let the bomber hit your infantry/mech 
    when it lands on HQ. Lure the bomber! 
    
    
    Advance Campaign Mission 4: Max Strikes! (Andy)
    ----------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Olaf
    
    Send your lander to the enemy HQ and capture it without 
    opposition, while avoiding battleship fire. Use your other 
    units to distract the enemies. Not easy to do in AC. 
    
    
    Advance Campaign Mission 4: Max Strikes! (Max)
    ----------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Olaf
    
    Use medium tanks and medium tanks, diving submarines versus 
    battleships, and tanks versus everything else! Winning in 5 
    days by complete destruction is possible, but it's still 1 
    day more than Normal Campaign.  
    
    
    Advance Campaign Mission 5: Max's Folly? (Andy)
    ----------------------------------------
    Difficulty: **
    CO to Use: Andy
    Enemy CO: Grit
    
    This is really Max's mission although you chose Andy, just 
    like in NC. Just sweep through Grit's weak tanks with yours, 
    and stop the ONE infantry from reaching your HQ and 
    capturing it. Remember that you get less for your buck, but 
    for AC you still only need to INJURE the infantry to win! 
    Don't lose too much technique (units) for good rating, not 
    easy to do though.  
    
    
    Advance Campaign Mission 5: Sniper! (Max)
    -----------------------------------
    Difficulty: **
    CO to Use: Max
    Enemy CO: Grit
    
    Kill every unit after finding them through fog of war. Make 
    sure to capture the HQ after taking down the artillery east 
    of the HQ as well as the artillery far north. Win after 
    taking down the rocket on the city east of the mountain! 
    
    
    Advance Campaign Mission 6: Olaf's Navy! (Andy)
    ----------------------------------------
    Difficulty: ******
    CO to Use: Max
    Enemy CO: Olaf
    
    Send troops east, APC with mech to capture APC. Lander can 
    be of some use if you attack from bottom, but either way 
    chances are you will barely hold on even if you capture the 
    HQ. This is one of the "terror" missions of AW, one that you 
    may not be able to beat without outside help unless you 
    spend hours of dedication. 
    
    Advance Campaign Mission 6: Blizzard Battle! (Max)
    --------------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Olaf
    
    Send all troops to guard bridges, make sure a tank is near 
    the northeast city west of the river so no infantry captures 
    it. Secure the southern bridge and capture all cities west 
    of the river, then capture one east of the southern bridge! 
    
    
    Advance Campaign Mission 7: Olaf's Sea Strike (Andy)
    ---------------------------------------------
    Difficulty: ****
    CO to Use: Andy
    Enemy CO: Olaf
    
    For the people who destroyed Olaf's entire navy, this will 
    be the next mission. It's slightly harder on AC, but again, 
    just send your navy eastward and destroy him. You will get 
    Olaf at the Final Battle. 
    
    
    Advance Campaign Mission 7: History Lesson (Max)
    ------------------------------------------
    Difficulty: *****
    CO to Use: Max
    Enemy CO: Grit
    
    Send medium tanks, APC, and recon north, others through 
    landers. Ships should avoid Indirect fire and subs should 
    dive. Cruisers should kill the sub coming, the two northern 
    subs should take down the battleship northeast of the HQ. 
    Use the battleship to stop the tank from attacking your mech 
    when you capture the HQ. Remember that you're in FOW, so 
    keep your ONLY recon alive. 
    
    
    Advance Campaign Mission 8: Sami's Debut
    ----------------------------------------
    Difficulty: ******
    CO to Use: Max
    Enemy CO: Eagle
    
    This is the 3rd hardest mission in Advance Campaign Mode, 
    and the second "terror" mission. Chances are Eagle's planes 
    will snipe you down. Use the road the entire time, and fight 
    your way through. Keep your transport copter alive so that 
    you can grab Eagle's headquarters. And don't lose your 
    medium tank! By the time you cross the second bridge in the 
    north you should have at least one anti-air, a medium tank, 
    and a t-copter with an infantry alive. If you don't have an 
    infantry, at least have an a-air and a Medium Tank. This 
    level is nasty and took me quite a few tries. Eagle acts so 
    randomly it's so  
    hard to beat it in NC, let alone AC! 
    
    
    Advance Campaign Mission 9: Kanbei Arrives!
    -------------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Kanbei
    
    Kanbei's off against you because of your invasion of Yellow 
    Comet, and it seems he has a lot of defense. Use the 
    mountains as a barrier, and use your Indirect units to 
    attack their tanks. If you can keep the mountain barrier, 
    you will beat Kanbei. The alternate way to beat this is just 
    madly rushing them, and it works on AC. You MUST get your 
    APC to Kanbei's HQ though, because then your infantry can 
    capture the HQ while Kanbei is distracted. 
    
    
    Advance Campaign Mission 10: Mighty Kanbei!
    -------------------------------------------
    Difficulty: **
    CO to Use: Andy
    
    Andy is the best for this one, since he can use his Indirect 
    units. Again, use Indirect units, but use your tanks to 
    defend the bridges while you destroy their invasion force 
    one by one. In about 8-9 days, you should wipe them out. If 
    you let him leak units in, you're doomed to die, so you have 
    to block the bridge. Bit harder than NC, but not by much.  
    
    
    Advance Campaign Mission 11: Kanbei's Error?
    --------------------------------------------
    Difficulty: *****
    CO to Use: Max
    Enemy CO: Kanbei
    
    You must get 15 properties before Kanbei does. That means 
    you must kill his entire air force, and grab properties on 
    your own island as well as the two islands above you. You 
    will also need to stop Kanbei from getting the island east 
    of the two, the one withone tank and one infantry. Good 
    luck! Work on taking down Kanbei's air units first though, 
    because in FOW it is vital. Then use your battle copter to 
    kill the infantry on the north-central island, so then 
    Kanbei will not be a threat on the island and you can work 
    on capturing the island.  
    
    
    Advance Campaign Mission 12: Divide and Conquer!
    ------------------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Sonja
    
    Looks like you beat the Kanbei missions in 8-10-12 days, 
    respectively, even on AC. This is a Fog of war map that 
    places some of Sonja's units behind the mountain range. So 
    if you're being fired on, it's likely Sonja's units are in 
    the forest. Keep a little army at your headquarters, but 
    keep the rest charging north toward Sonja's HQ. Much harder 
    again, due to all of Sonja's FOW and increased strength in 
    Advance Campaign.  
    
    
    Advance Campaign Mission 13: Sami Marches On!
    ---------------------------------------------
    Difficulty: *****
    CO to Use: Sami
    Enemy CO: Sonja
    
    You now have a big army, so if you use it right you will 
    win. You must capture the big island to the northeast and 
    the small island to the southeast to capture enough 
    properties. Most of the time you should be building infantry 
    and landing them with your landers. That's really all you 
    need, but you may need a few tanks to back them up. In this 
    AC one Sonja will have more units on both of the islands in 
    the middle, so watch out and play smart. 
    
    
    Advance Campaign Mission 14: Sonja's Goal
    -----------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Sonja
    
    Objective is to destroy Sonja's entire air and naval force. 
    If you use units intelligently you will win this easily. 
    Again it is one that revolves around a lake. In the AC 
    version, they get a few more units, but not significantly.  
    
    
    Advance Campaign Mission 15: Captain Drake (Andy)
    ------------------------------------------
    Difficulty: *****
    CO to Use: Andy
    Enemy CO: Drake
    
    To get CO Drake, you must play through all 4 Green Earth 
    missions (15-18) with Andy. You will need to capture as much 
    bases as you can, which means you build mostly infantry. 
    Since Drake has weak naval forces, you can safely go tanks 
    and some Indirect units. Slightly harder, but still not by 
    much in this AC version. 
    
    
    Advance Campaign Mission 15: Captain Drake (Max)
    ------------------------------------------
    Difficulty: ***
    CO to Use: Max
    Enemy CO: Drake
    
    This is still too easy. You send your naval units down, 
    sinking your subs, and sending your lander with two infantry 
    to capture Drake's headquarters. Just use common sense. Even 
    on AC you should get your infantry to Drake's HQ easily. AC 
    version is no different from NC in difficulty. 
    
    
    Advance Campaign Mission 15: Captain Drake (Sami)
    ------------------------------------------
    Difficulty: ******
    CO to Use: Sami
    Enemy CO: Drake
    
    This is the 3rd "terror" mission of AC in difficulty-wise. 
    To get CO Eagle, you must play through all 4 Green Earth 
    missions (15-18) with Sami. The island east of you is an 
    important expansion for you. Land all but 1 of your units 
    (to defend your HQ) to the island. You will need to take all 
    of the properties on your side ofthe mountain range, plus 
    one on Drake's side. Go tanks and artillery. Naval units are 
    pointless to build because you want to break through the 
    mountain range, not take naval superiority. If Drake gets 
    one city on your side, you will lose, so don't even give up 
    one. Much harder to do because Drake now has faster units 
    that move to a northern city a lot quicker. 
    
    
    Advance Campaign Mission 16: Naval Clash! (Andy)
    -----------------------------------------
    Difficulty: *
    CO to Use: Andy
    Enemy CO: Drake
    
    This pits Andy versus Drake in a mission where you must keep 
    a missile unit from being killed for 10 days. With your 
    rocket, battleship, and 
    sub, kill the enemy battleship on Day 1. On Day 2, retreat 
    your sea units, dive your subs, and kill the small tank near 
    you with your rocket and medium tank. On Day 3, put your 
    units into landers and kill a green small tank with your 
    rocket and small tank, while moving everything else 
    northward. From here, you lose your rocket and small tank, 
    but flee across the sea eastward, take out a few green sea 
    units, land your lander to the north, and take out the small 
    tanks there to win! This mission is actually the easiest AC 
    mission, because all you have to do is kill a few units and 
    keep your missile alive. That is ALL! 
    
    
    Advance Campaign Mission 16: Naval Clash! (Max)
    -----------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Drake
    
    This mission forces you to use your direct units wisely. 
    With your two subs, take down the battleship and move your 
    sea units east. Send an APC with a mech, as well as a mech, 
    into the lander and send it to the coast, landing. Move your 
    land units a bit right. Your APC will get attacked. Day 2, 
    destroy the small tank with your battleship and mech, his 
    sub by cruiser, and injure the battleship with your other 
    sub. Move rocket and the APC and send it to the northern 
    shore, then move rest of units eastward. On Day 3, destroy 
    the second small tank on the northern shore and take out the 
    enemy battleship, and move towards HQ. Kill the rocket on 
    the western front, the cruiser in the sea with your 
    battleship, and simply send up your tank units from the east 
    to seize victory over the lowly Green Earth forces. 
    
    
    Advance Campaign Mission 16: Naval Clash! (Sami)
    -----------------------------------------
    Difficulty: ****
    CO to Use: Sami
    Enemy CO: Drake
    
    Land on the northern island and make your sea advance to the 
    east while sending your land forces north. 
    
    
    Advance Campaign Mission 17: Wings of Victory (Andy)
    ---------------------------------------------
    Difficulty: ****
    CO to Use: Andy
    Enemy CO: Eagle
    
    This is the non-FOW version of Andy's Wings of Victory map. 
    Keep your transport copters alive to capture the HQ later. 
    
    
    Advance Campaign Mission 17: Wings of Victory (Max)
    ---------------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Eagle
    
    Here is Max's final battle against Eagle, come what be. Your 
    fronts are already split into north and south, so keep that. 
    In the north, kill Eagle's small tank with your medium tank 
    and move other units in defensive formation next to it. In 
    the south, bomb his medium tank to shreds and send down his 
    bomber with your fighter, while damaging the other with your 
    other fighter. Move remaining forces eastward onto bridge. 
    On Day 2, use Max Force and on the southern front, down his 
    entire air force, and on the northern front, take out the 
    bomber. Move everything eastward. Keep advancing with your 
    now superior forces and take out everything by Day 5. 
    
    
    Advance Campaign Mission 17: Wings of Victory (Sami)
    ---------------------------------------------
    Difficulty: ******
    CO to Use: Max
    Enemy CO: Eagle
    
    Second hardest AC map, FOW version of Andy's Wings of 
    Victory map. Keep your transport copters alive to capture 
    the HQ later. This is the fourth of the 5 "terror" missions. 
    The AC FOW version is nasty and their forces beat you in 
    quantity and quality. You will want to take their HQ with 
    your only t-copter, so don't lose it... 
    
    
    Advance Campaign Mission 18: Battle Mystery! (Andy)
    --------------------------------------------
    Difficulty: ***
    CO to Use: Andy
    Enemy CO: Drake
    
    This is a FOW map, and the lander is hidden a reef next to a 
    bridge near the end of the island. This is a fun mission 
    where you advance southeast with landed forces and advance 
    through the sea with your navy. Take them out, then advance 
    to the lander at the reef and destroy it. 
    
    
    Advance Campaign Mission 18: Battle Mystery! (Max)
    --------------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Drake
    
    Here, you'll once again have to take a two-front war, one on 
    the northern island, and one on the sea/southern island. Hit 
    the green A-air with your battleship, and send landers full 
    of armored vehicles over to the northern island (mech into 
    APC). Move eastward on southern island. On Day 2, take out 
    the A-air and tank, and then land while loading the back 
    lander with two infantry northward and sending the remaining 
    mech eastward. With your medium tank on Day 3, take out the 
    artillery and move your navy up. On Day 4, pulverize Drake's 
    tank power, and on Day 5, use Max Power to bring death to 
    Drake's navy. By Day 7, you should start capturing his HQ 
    and by Day 8, you will win. 
    
    
    Advance Campaign Mission 18: Battle Mystery! (Sami)
    --------------------------------------------
    Difficulty: ***
    CO to Use: Sami
    Enemy CO: Drake
    
    This mission pits you to rescue infantry on the other shore. 
    Simply fly them west to your island. 
    
    
    Advance Campaign Mission 19: Andy Times Two!
    --------------------------------------------
    Difficulty: ****
    CO to Use: Sami or Andy
    Allied CO: Eagle
    Enemy CO: Andy
    
    Sami: Use Sami to move all units forward, and use a 
    transport copter with a mech to move east, north, north, 
    north, and then land next to the enemy HQ to capture it, 
    while you halt the Black Hole's forces in Blue Moon 
    territory. Eagle should wipe out some of Sturm's air, but 
    since Eagle is a lot weaker in AC you will have to rely on 
    some luck. 
    
    OR
    
    Andy: This is a whole different story. You can actually wipe 
    out the entire Black Hole armed forces, if the timing is 
    right. Your sub (plus Eagle's bombers) can take down his 
    battleships, while his air force should wipe out his. 
    Meanwhile you should send all your land units forward to 
    defeat the incoming Black Hole forces. Since this is AC this 
    may be very hard to accomplish.  
    
    Just do not use Max, direct units are not very good here.
    
    
    Advance Campaign Mission 20: Enigma!
    ------------------------------------
    Difficulty: ****
    CO to Use: Max
    Enemy CO: Sturm
    
    Use your Max +50% advantage to deploy as many tanks (and if 
    you're smart, a little anti-air and infantry) as possible, 
    and use a sub and a cruiser to take out all sea units (sub 
    must refuel once). Send as many tanks as you can (along with 
    a few infantry in APCs) and you should win in around 20 
    days! Just don't build air, in AC version it may take you a 
    while to take the island next to you, but once you do you're 
    on your way to victory.  
    
    
    Advance Campaign Mission 21: The Final Battle!
    ----------------------------------------------
    Difficulty: ***
    CO to Use: Andy and two allies
    Enemy CO: Sturm
    
    This is it, everyone! This is the last "terror" mission of 
    the game. Will you finally defeat Sturm and his evil Black 
    Hole army? Your COs may vary depending on what you did 
    during the campaign. 
    
    Left Side: You get Max if you followed campaign order and 
    chose Andy and jumbled up Green Earth missions, you get Olaf 
    if you went Andy's path and beat Olaf's Navy by elimination, 
    and you get Grit if you went through Max's path. 
    
    Right Side: You get Sami by default, but if you play through 
    the FOUR consecutive Green Earth missions with Sami, you get 
    Eagle and the mission after TFB. You get Drake if you played 
    as Andy for the FOUR missions, and you get Kanbei if you 
    reach the three Sonja missions but do not go through the GE 
    missions with just Andy or just Sami. 
    
    Basic Strategy: Time Sturm's Meteor Strikes on Andy's 
    mechs...you should build some! 
    
    In the middle:
    
    Andy Day 1 - Stay out of range the first day, and build 
    mechs to take damage. Also build regular tanks, a-air and 
    medium tanks as needed. He must survive or you will lose. 
    Andy is the most vital CO in the map. 
    
    On the left side:
    
    Max - Build tons of medium tanks and a few anti-aircraft to 
    aid Andy!  Remember that Max can beat Sturm alone if Sturm 
    is distracted, take advantage of it. 
    OR
    Grit - Build anti-aircraft and infantry to let him be a 
    sitting duck so meteor strikes hit him. That'll relieve 
    pressure off of Andy and your right CO, which will be your 
    major offensive force.  
    OR
    Olaf - Olaf on the left is basically Max with more Indirect 
    units, but anti-aircraft would be the best. Andy needs a-air 
    D. But there is one major thing: NEVER USE BLIZZARD. 
    Blizzard really hits you harder than Sturm because your 
    allies get hit as well. 
    
    On the right side:
    Kanbei - Build medium tanks and a few anti-aircraft to aid 
    the offensive! He is the 2nd strongest tank user to Max.  
    OR
    Drake - Use Tsunami all the time to exhaust Sturm's funds, 
    build anti-aircraft and medium tanks! 
    OR
    Eagle - Use his aircraft to overwhelm at first, then use 
    anti-aircraft and medium tanks to aid Andy's offensive! 
    Eagle's air force is not very useful due to the huge amount 
    of a-air Sturm builds but is nethertheless somewhat useful. 
    OR
    Sami - Build tons of mechs and anti-aircraft for her to aid 
    Andy! If Max is on the left side, use her as the sitting 
    duck (a.k.a. the target of meteor strikes.) Mass mechs are 
    excellent for Sami, you've got nothing to lose and much to 
    gain! 
    
    
    Advance Campaign Mission 22: Rivals!
    ------------------------------------
    Difficulty: *******
    CO to Use: Andy
    Enemy CO: Eagle
    
    This is the hardest mission in the entire game, since it is 
    AC, in FOW, and Eagle even gets some hidden predeployed 
    units. If there were five "terror" missions, this could go 
    to "horror". Hardest mission ever. Here, you fight Eagle 
    once again, and Eagle is very very unpredictable. Build as 
    many fighters as you can, along with two middle tanks to 
    guard the northern bridge and one for the southern bridge. 
    Remember to build a few transport copters and infantry to 
    capture bases and airports on the way. Using your superior 
    air power, land at the enemy HQ and capture it within 20 
    days or so! Remember that if you decide not to HQ capture, 
    you will probably be sitting near your HQ for a long time 
    trying to survive...but even a t-copter rush is risky, 
    especially on AC where there is FOW. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m10)
    -----------------------
    ---- 10 > WAR ROOM ----
    -----------------------
    
    Before I post any strategies, here's how I fare in War Room 
    (not the best but not too bad either): 
    
    $ = 999 Point S-Rank. Sami usually means I rushed for the 
    HQ. 
    
    |-------------|---------|---------|---------|---------|---------|-|----|
    |WAR ROOM MAP |TOP SCORE|2ND SCORE|3RD SCORE|4TH SCORE|5TH => RANK|DAYS|
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Spann Island |999 Max  |999 Max  |999 Nell |999 Sami |997 Max  |$| 10 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Moji Island  |999 Max  |997 Max  |994 Max  | ------- | ------- |$| 14 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Duo Falls    |999 Sami |894 Eagle|886 Max  |838 Max  |836 Max  |$|  6 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Sole Harbor  |985 Max  |982 Max  |952 Max  |952 Max  |937 Andy |S| 18 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Pivot Isle   |999 Sami |976 Eagle|976 Eagle|967 Max  |961 Andy |$| 10 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Land's End   |912 Sami |908 Max  |863 Max  |860 Max  |841 Andy |A| 15 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Kita Straight|955 Max  |937 Max  |850 Andy |814 Grit | ------- |S| 23 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Point Stormy |972 Max  |856 Max  |795 Max  |772 Andy | ------- |S| 16 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Ridge Island |999 Sami |982 Sami |829 Max  |814 Nell |776 Eagle|$|  7 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Mial's Hope  |991 Sami |938 Max  |815 Max  |809 Max  |773 Andy |S|  9 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Bounty River |887 Grit |839 Grit |823 Sami |801 Sami |757 Max  |A| 35 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Toil Ferry   |985 Max  |847 Max  |815 Eagle| ------- | ------- |S| 16 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Twin Isle    |973 Sami |924 Sami |909 Sami |883 Sami |856 Max  |S| 13 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Dire Range   |999 Sami |932 Sami |900 Sami |843 Sami |829 Sami |$| 11 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Egg Islands  |970 Sami |942 Sami |928 Sami |927 Sami |867 Grit |S| 12 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Terra Maw    |879 Sami |837 Max  |822 Max  |792 Max  |788 Max  |A| 17 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Stamp Islands|990 Sami |941 Sami |940 Max  |885 Max  |885 Max  |S| 14 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Rivers Four  |964 Sami |952 Sami |949 Sami |925 Sami |865 Max  |S| 18 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Ring Islands |999 Sami |964 Max  |932 Max  |927 Sami |910 Andy |$| 14 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    |Last Mission |997 Max  |979 Max  |970 Andy |913 Sami |895 Sami |S| 15 |
    |-------------|---------|---------|---------|---------|---------|-|----|
    
    Average Score: 974 S
    Total Score: 19453/19980 (97.36%)
    
    Old Strategies that I had on lars' FAQ on GameFaqs, somewhat 
    useful: 
    
    Note: I wrote many War Room FAQs for lars' FAQ at GameFaqs 
    as MarioKartYoshi (Mario Kart: Super Circuit was my favorite 
    game when I created that screen name), so I'll also put them 
    here. After all, I can't sue myself! :) Also, I will be 
    writing FAQs for most of the other War Room maps whenever I 
    can! 
    
    **Spann Island**
    CO: Max
    Rank: S (999)
    Days: 10
    
    Beat the map ASAP, 11 days full shutout. HQ capture will 
    take even longer unless you use Sami. 
    
    **Moji Island**
    CO: Max
    Rank: S (999)
    Days: 14
    
    **Duo Falls**
    CO: Sami
    Rank: S (999)
    Days: 6
    
    Send infantry on transports to mad-rush the HQ, with a 
    fighter and battle copter to back them and get full speed. 
    
    **Sole Harbor**
    CO: Max
    Rank: S (985)
    Days: 18
    
    Build infantry to capture cities southwest and east. Send 
    middle tanks, regular tanks, and a few rockets as well as 
    infantry to capture cities and the eastern port. Keep on 
    making middle tanks to attack. Once you defeat those, go for 
    the win by capturing the enemy HQ. 
    
    **Pivot Isle**
    CO: Sami
    Rank: S (999)
    Days: 10
    
    **Land's End**
    CO: Sami
    Rank: A (912)
    Days: 15
    
    **Kita Straight**
    By: YoyoYoshi
    CO: Max 
    Rank: S
    Days: 23
    
    Send infantry through APCs south to capture factories and 
    ports while defending against Drake's invasions. Once you've 
    secured the territory, send in landers to the eastern half 
    of Drake's island with middle tanks and infantry while 
    defending the sea with a few battleships. Work your way west 
    after sending in more and more troops through landers, 
    weakening Drake until you can take out his headquarters. 
    
    **Point Stormy**
    CO: Max
    Rank: S (972)
    Days: 16
    
    **Ridge Island**
    CO: Sami
    Rank: $ (999)
    Days: 7
    
    Sami Day 1: Build APC in northwestern base, infantry base 
    below it. 
    
    Grit Day 1: Build four infantries.
    
    Sami Day 2: Load infantry into APC, move APC 2E 5N onto a 
    plain. Do not drop infantry. Build two recon. 
    
    Grit Day 2: Move infantry. Build two infantries, APC, and a 
    rocket. 
    
    Sami Day 3: Move APC southeast just above blue city. Drop 
    infantry onto blue city. Move both recon northeast. Build 
    infantry and APC. 
    
    Grit Day 3: Move everything, build tank and artillery in 
    southeastern bases.  
    
    Sami Day 4: Load infantry into APC, move APC two below BM HQ 
    between artillery and tank. Move eastern recon and attack 
    blue infantry to 4 HP. Move western recon just to the west 
    of the recon. Move infantry at OS HQ into APC, and move it 
    same as 1st APC 2nd day but drop infantry east. Build two 
    recon in the same bases...always should be  western two. 
    
    Grit Day 4: Capture city with infantry, attack loaded APC 
    with small tank, move units, and build medium tank. 
    
    Sami Day 5: Move damaged APC 1W 3N, drop infantry north. 
    Move eastern recon southeast onto northern blue base. Move 
    other recon near BM onto western blue base. Use infantry 
    next to other APC to attack other infantry. Send APC to the 
    eastern double city. Move recons up. Build recon in NW base, 
    infantry in all other three. 
    
    Grit Day 5: Finish capturing city with infantry, captures 
    another city in the south with infantry, destroys damaged 
    APC with small tank, attacks other APC with medium tank, 
    moves units, and builds a recon and an artillery in SE 
    bases. 
    
    Sami Day 6: Capture HQ with infantry, attack recon with both 
    recons. Load infantry to the left into APC and move it just 
    north of the western base and drop infantry onto western 
    base. Use rest of units to attack. Build three infantries 
    and a recon, this time in eastern base. 
    
    Grit Day 6: Capture cities with infantries, attack infantry 
    with small tank, build a rocket. 
    
    Sami Day 7: Do whatever damage possible, finish capturing 
    HQ! 
    
    **Mial's Hope**
    CO: Sami
    Rank: S (991)
    Days: 9
    
    **Bounty River**
    By: YoyoYoshi
    CO: Grit
    Rank: A
    Days: 35
    
    Create lots of infantries and three APCs. Use three 
    infantries to capture southern cities while your other 
    infantry capture northern cities. Build a few battleships, 
    one cruiser, and three landers. Build a few middle tanks and 
    infantry to place into your landers once you beat back 
    submarine advances, using infantry to block the shoal areas 
    so no one can invade. Add battleships and rocket power, as 
    Grit is awesome with them. Now continue your small naval 
    combat force, which would still overwhelm Sonja, since her 
    CO power is useless. Now invade the land sticking out, and 
    move east. Once you reach the enemy HQ, capture it! 
    
    **Toil Ferry**
    By: YoyoYoshi
    CO: Eagle 
    Rank: S
    Days: 16
    
    Send infantry to secure properties east of the HQ, then send 
    infantry through transport copters to capture the northwest 
    island and the island east of it. Send in a few fighters and 
    many bombers, as well as a lander with infantry to fight for 
    the eastern island, and take control of it. Once you're 
    ready, send in all your bombers to overwhelm the little land 
    troops on Grit's eastern land. Use lightning strike if 
    needed. 
    
    **Twin Isle**
    CO: Max
    Rank: S (985)
    Days: 16
    
    **Dire Range**
    CO: Sami
    Rank: $ (999)
    Days: 11
    
    *Egg Islands**
    CO: Sami
    Rank: S (970)
    Days: 12
    
    **Terra Maw*
    CO: Sami
    Rank: A (879)
    Days: 17
    
    **Stamp Islands**
    By: YoyoYoshi
    CO: Sami
    Rank: S
    Days: 14
    
    Send transport copters to capture the island east of your 
    island, and capture the two islands south of your island, 
    while sending fighters out so no CO can reach the central 
    island. Capture the central island while defending attacks 
    from Kanbei against the island east of your main island. Now 
    use bombers to get through both enemies, attacking quickly. 
    If you have a lot, you can overwhelm them and win without HQ 
    capture. It's that easy! 
    
    **Ring Islands*
    CO: Sami
    Rank: $ (999)
    Days: 14
    
    **Last Mission**
    By: YoyoYoshi
    CO: Max
    Rank: S
    Days: 15
    
    Build four infantry on the first turn, then immediately 
    build a transport copter and all the infantry you can on the 
    2nd. Send your transport copter east a few turns to Eagle's 
    enemy HQ while avoiding the fighter and anti-aircraft. Once 
    you reach the HQ, capture it. In the meantime, capture all 
    the bases near your HQ with infantry. After you capture all 
    of Eagle's bases and buildings, use your superior power to 
    build more bombers, one fighter, and the rest mid-tanks with 
    a few anti-aircraft. In the south, use a mid-tank, a few 
    infantry, and one a-air. Use the same in the north and 
    capture back the bases the enemy Sami took over. Move west 
    in all directions, using mid-tanks as the front line and 
    bombers to aid the attacks along with anti-aircraft. Once 
    you continue your movement west, use your northern line to 
    take the HQ with a transport copter with an infantry or 
    mech. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m11)
    --------------------------
    ---- 11 > VERSUS MODE ----
    --------------------------
    
    (m11.1)
    
    VS. Maps:
    
    |--------------|------|-----|--------|-----|
    |      Map     |Cities|Bases|Airports|Ports|
    |--------------|------|-----|--------|-----|
    |Little Island |   8  |  4  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Sun Canal     |  18  |  7  |   0    |  4  |
    |--------------|------|-----|--------|-----|
    |Beaker River  |  12  |  8  |   6    |  0  |
    |--------------|------|-----|--------|-----|
    |Star Islands  |  14  | 10  |   8    |  8  |
    |--------------|------|-----|--------|-----|
    |Eon Springs   |  16  |  8  |   6    |  0  |
    |--------------|------|-----|--------|-----|
    |Portal Bridge |  12  |  8  |   4    |  0  |
    |--------------|------|-----|--------|-----|
    |Sabre Range   |   4  |  8  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Asphalt Maze  |   4  |  8  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Cog Isle      |   0  |  4  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Zero Wood     |   2  |  5  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Switchback    |  16  | 12  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Ruby Keys     |  19  |  8  |   4    |  4  |
    |--------------|------|-----|--------|-----|
    |Rainy Haven   |  18  |  5  |   4    |  6  |
    |--------------|------|-----|--------|-----|
    |Rail Strait   |  28  |  5  |   0    |  3  |
    |--------------|------|-----|--------|-----|
    |Tribe Islands |  28  |  8  |   0    |  6  |
    |--------------|------|-----|--------|-----|
    |Vision Bridge |  19  | 13  |   0    |  8  |
    |--------------|------|-----|--------|-----|
    |Piston Dam    |  20  |  6  |   8    |  0  |
    |--------------|------|-----|--------|-----|
    |Hat Harbor    |  16  |  9  |  10    |  0  |
    |--------------|------|-----|--------|-----|
    |Swan Cove     |  23  | 11  |   0    |  6  |
    |--------------|------|-----|--------|-----|
    |Go Islands    |  22  |  7  |   0    |  6  |
    |--------------|------|-----|--------|-----|
    
    (m11.2)
    
    3P Maps:
    
    |--------------|------|-----|--------|-----|
    |      Map     |Cities|Bases|Airports|Ports|
    |--------------|------|-----|--------|-----|
    |Pyramid Cape  |  21  | 12  |    0   |  0  |
    |--------------|------|-----|--------|-----|
    |Bead Islands  |  35  |  9  |    0   |  6  |
    |--------------|------|-----|--------|-----|
    |Clover Keys   |  13  |  9  |    4   |  0  |
    |--------------|------|-----|--------|-----|
    |Keyhole Cove  |  24  | 15  |    9   |  9  |
    |--------------|------|-----|--------|-----|
    |Fork River    |  29  | 12  |    0   |  0  |
    |--------------|------|-----|--------|-----|
    |Mantis River  |  21  | 13  |    5   |  0  |
    |--------------|------|-----|--------|-----|
    |Channel City  |  21  | 10  |    0   |  3  |
    |--------------|------|-----|--------|-----|
    |Ink Canal     |  28  | 12  |    5   |  6  |
    |--------------|------|-----|--------|-----|
    |Shield Hills  |  22  | 11  |    0   |  0  |
    |--------------|------|-----|--------|-----|
    |Peril Maze    |  22  |  9  |   10   |  0  |
    |--------------|------|-----|--------|-----|
    |Gem Creek     |  30  |  6  |    4   |  3  |
    |--------------|------|-----|--------|-----|
    |Glass Heights |  24  | 12  |    0   |  0  |
    |--------------|------|-----|--------|-----|
    |Devil's Inlet |  23  | 12  |   10   |  0  |
    |--------------|------|-----|--------|-----|
    |Shear Port    |  26  | 15  |    0   |  6  |
    |--------------|------|-----|--------|-----|
    |Liar's Cove   |  26  | 13  |    4   |  4  |
    |--------------|------|-----|--------|-----|
    |Nail Canal    |  22  | 11  |    0   |  0  |
    |--------------|------|-----|--------|-----|
    |Atlas River   |  31  | 12  |    7   |  0  |
    |--------------|------|-----|--------|-----|
    |Eel Channels  |  23  | 13  |    0   |  7  |
    |--------------|------|-----|--------|-----|
    |Jab Peninsula |  20  | 12  |    5   |  6  |
    |--------------|------|-----|--------|-----|
    |Thorn Islands |  25  | 14  |    5   |  3  |
    |--------------|------|-----|--------|-----|
    
    (m11.3)
    
    4P Maps:
    
    |--------------|------|-----|--------|-----|
    |      Map     |Cities|Bases|Airports|Ports|
    |--------------|------|-----|--------|-----|
    |Four Corners  |  16  |  8  |   1    |  0  |
    |--------------|------|-----|--------|-----|
    |Rocket Cape   |  22  | 20  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Crop River    |  45  | 21  |  11    |  0  |
    |--------------|------|-----|--------|-----|
    |Tween Isle    |  28  |  8  |   0    |  6  |
    |--------------|------|-----|--------|-----|
    |Rival Islands |  20  | 20  |   8    |  8  |
    |--------------|------|-----|--------|-----|
    |Loop Road     |  22  | 12  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Plus Canal    |  24  | 16  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Islas Five    |  32  | 16  |  12    |  0  |
    |--------------|------|-----|--------|-----|
    |Patriot Cave  |  25  | 20  |   6    |  8  |
    |--------------|------|-----|--------|-----|
    |Web River     |  22  | 20  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Cap Narrows   |  18  | 16  |   6    |  0  |
    |--------------|------|-----|--------|-----|
    |Jay Islands   |  40  |  8  |   0    |  4  |
    |--------------|------|-----|--------|-----|
    |Chain Canal   |  32  | 18  |   6    | 10  |
    |--------------|------|-----|--------|-----|
    |Spring Lakes  |  29  | 15  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Tatter River  |  42  | 24  |  11    |  0  |
    |--------------|------|-----|--------|-----|
    |Island X      |  13  | 18  |   4    |  6  |
    |--------------|------|-----|--------|-----|
    |Alakule       |  30  | 19  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Traitor River |  29  | 21  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Fable Hills   |  14  | 26  |  12    |  0  |
    |--------------|------|-----|--------|-----|
    |South Cape    |  30  | 21  |   0    | 11  |
    |--------------|------|-----|--------|-----|
    |Glory Islands |  39  | 19  |  10    | 14  |
    |--------------|------|-----|--------|-----|
    
    (m11.4)
    
    Classic Maps:
    
    |--------------|------|-----|--------|-----|
    |      Map     |Cities|Bases|Airports|Ports|
    |--------------|------|-----|--------|-----|
    |Bean Island   |  18  |  8  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Crater Isle   |  19  | 10  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Triangles     |  18  |  8  |   4    |  0  |
    |--------------|------|-----|--------|-----|
    |Ball Islands  |  26  | 10  |   6    |  5  |
    |--------------|------|-----|--------|-----|
    |Coral Lagoon  |  12  |  8  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Puzzle Trio   |  31  |  6  |   6    |  7  |
    |--------------|------|-----|--------|-----|
    |Fist Peninsula|  20  |  6  |   0    |  0  |
    |--------------|------|-----|--------|-----|
    |Deer Harbor   |  47  |  8  |   6    |  4  |
    |--------------|------|-----|--------|-----|
    |Alara Range   |  22  |  7  |   7    |  0  |
    |--------------|------|-----|--------|-----|
    |Lost River    |  25  |  9  |   5    |  0  |
    |--------------|------|-----|--------|-----|
    |Volcano Isle  |  15  |  7  |   2    |  0  |
    |--------------|------|-----|--------|-----|
    |Turtle Atoll  |  37  |  7  |   0    |  4  |
    |--------------|------|-----|--------|-----|
    |Squash Island |  21  |  7  |   6    |  4  |
    |--------------|------|-----|--------|-----|
    |Cube Keys     |  22  |  9  |   7    |  0  |
    |--------------|------|-----|--------|-----|
    |Mirror Islands|  25  |  6  |   3    |  0  |
    |--------------|------|-----|--------|-----|
    |Shark Strait  |  56  | 10  |  14    |  8  |
    |--------------|------|-----|--------|-----|
    |Royal Channel |  59  | 10  |   9    |  8  |
    |--------------|------|-----|--------|-----|
    
    
    (m11.5)
    
    Predeployed Maps:
    
    |--------------|------|
    |      Map     |Cities|
    |--------------|------|
    |Brace Range   |   6  |
    |--------------|------|
    |River Range   |  11  |
    |--------------|------|
    |Moon Isle     |   8  |
    |--------------|------|
    |Mint Plateau  |   8  |
    |--------------|------|
    |Jewel Canal   |   8  |
    |--------------|------|
    |Wrench Island |  10  |
    |--------------|------|
    |Rapid Ferry   |   8  |
    |--------------|------|
    |Bundle City   |  58  |
    |--------------|------|
    |Scarab Road   |  14  |
    |--------------|------|
    |Pointing River|  12  |
    |--------------|------|
    |Liaison Wood  |   5  |
    |--------------|------|
    |Delta Heights |  11  |
    |--------------|------|
    |Poem Cape     |   6  |
    |--------------|------|
    |Blue Lake     |   6  |
    |--------------|------|
    |Coil Range    |  16  |
    |--------------|------|
    |Leaf Haven    |   0  |
    |--------------|------|
    |Battle Cube   |  16  |
    |--------------|------|
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m12)
    --------------------------
    ---- 12 > DESIGN MAPS ----
    --------------------------
    
    Want to design a map? You have 3 slots to save your maps. 
    This section will tell you how to make your custom maps the 
    best they can be! I personally have the best out of about 
    1200 maps at Advance Wars Network, and they grade quite 
    strictly. I'll give you the tips and tricks for making the 
    BEST AW map ever, and still keep it quite playable! Use 
    theseDesign Maps against your friends! 
    
    Design Map Mode Controls: 
    -------------------------
    
    This may be a bit confusing at first, so here we go!
    
    Control Pad - Move to another square of the map, hence the 
    cursor. Bit like regular gameplay except you're making a 
    map. 
    
    R - Access the terrains. Put mountains, properties, forests, 
    sea, it's all here. 
    
    L - Access the units you can place. Every unit is 
    available. 
    
    Start - This shows a mini map of your design map. It flashes 
    between terrain and units on it if you have units on your 
    design map. 
    
    Select - This access the menu, which in turn have its own 
    categories: 
    
    File - This lets you load, save, or name a map. Note that 
    there's a limit on how many letters you can use to save on a 
    map, and that you can only save three total maps. 
    
    Help - This shows the conditions of your design map that you 
    must follow (like 60 maximum properties, 50 maximum units 
    for each side), and instructions on how to design a map. 
    
    Intel - This tells you how many properties of each kind you 
    have for each army color, as well as neutral properties. 
    
    Fill - This lets you fill the map with plains, mountains, 
    forest, sea, or random terrain. This lets you fill a certain 
    terrain quickly so you don't have to enter everything from 
    hand. The random map option is useful, but not very useful. 
    It's better to fill it with, say, sea, and then add in 
    everything. It looks better that way. 
    
    End - This stops you from making any more Design Maps for 
    now. If you haven't saved, Nell will ask you if you want to 
    save. 
    
    Design Map Restrictions
    -----------------------
    
    You must have at least two HQs, and at least one unit or one 
    deploying base for each army. You may also put units without 
    a HQ but they won't attack anyone unless you attack them. 
    They're basically Andy without the attacking power or the CO 
    power. 
    
    The standard map's dimensions is 30x20, decent for most maps 
    unless you're planning to make like a perfect map of Europe 
    or something (I've gotten close, mind you). Make it a 
    mini-map in the middle or in a corner if you want and 
    surrounded it with sea or mountains or something, it will 
    still work (like making It's War! on DM). 
    
    You may not have more than 60 properties on your map at any 
    given time. This is decent for a 30x20 map, depending on how 
    your map goes. 
    
    You may not have more than 50 units of any army at once. 
    Besides, if you had 200 units Advance Wars would actually 
    lag. So don't put that much, and besides, it doesn't look 
    good in VS. Battles. 
    
    Terrain-wise, you must have roads on maps, or else you'll 
    slow down. Bridges are optional for sea/river maps, as with 
    shoals and reefs. In a sea map, make sure to have enough 
    shoal but not too much. You must have at least a fairly 
    decent percentage (like at least 5%) for mountains and 
    forest. So put about 30 squares each of mountains and 
    forest, cause they look good on maps, like my map Gift 
    River. You need the forest for FOW and/or defensive cover, 
    anyway, and it looks better than all plains. Just don't have 
    too much of that, that's standard. 
    
    Building-wise, put your city to deployment base ratio at 1:1 
    to 3:1, depending on what the map looks like. Don't have 
    less than 10 properties, cause that's not even a mini-map, 
    but don't go overboard. Look comes first, you can fix the 
    gameplay later. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m13)
    -----------------------------
    ---- 13 > SECRETS ----
    -----------------------------
    
    To get COs:
    
    Grit - Use Max when you get to choose between Andy and Max 
    (for 3-4 missions till you reach the 2nd Eagle encounter) 
    
    Eagle - Use Sami for the 4 consecutive Green Earth 
    missions. 
    
    Drake - To get Drake, use Andy for the 4 consecutive Green 
    Earth maps. 
    
    Kanbei - Beat Normal Campaign Mode.
    
    Sonja - Beat the 3 Kanbei battles in 8, 10, and 12 days 
    respectively.  
    
    Sturm - Get all COs above.
    
    Nell - Get all COs above and beat Advance Campaign once. To 
    get the COs above, you will need to buy them at Battle Maps 
    mode. 
    
    To get 999 on Spann Island (War Room): Beat the map ASAP, 11 
    days full shutout. HQ capture will take even longer. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m14)
    -----------------------------
    ---- 14 > CO Guide ----
    -----------------------------
    
    There are a lot of playable Command Officers (COs) in 
    Advance Wars. Despite the fact you can only play as Andy, 
    Max, or Sami in the campaign (exception is the "Final 
    Battle"), you can unlock the rest (other than Sturm) for War 
    Room maps. Sturm can only be used for versus mode maps. 1 
    strength means average, or compared to Andy, who is 
    average. 
    
    (m14.1)
    
    Andy (Orange Star CO):
    ----------------------
    
    Infantry Strength (Offense): 1.0
    Direct Strength   (Offense): 1.0
    Indirect Strength (Offense): 1.0
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Hyper Repair 
    
    Andy's Hyper Repair CO Power restores two HP to every one of 
    Andy's units up to 10 HP. Hyper Repair is a useful power in 
    that you can even add effectiveness back to a 1 HP unit 
    after you use Hyper Repair because it would be powered up 
    back again. All of Andy's units get a slight battle bonus 
    (10%) for the rest of the round for both offense and 
    defense. 
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: None
    
    Andy is a great overall CO and good in maps where it 
    requires different strategies all the time. Andy can also 
    survive long battles due to his CO power, so don't be afraid 
    to get in a big fight, you will win if you have at least 
    equal units. Remember to pay close, close attention to what 
    the enemy produces. Andy doesn't have any strengths, so he 
    must react well to what the enemy is using and find an 
    appropriate counter. For instance, Andy must always pack 
    rockets and any other long range unit against Max, always 
    use recons and tanks against Grit, and anti-aircraft and 
    fighters against Eagle. Only by countering his enemy's 
    strength or use the enemy's weakness to your advantage will 
    he win great victories. 
    
    
    Max (Orange Star CO):
    ---------------------
    
    Infantry Strength (Offense): 1.0
    Direct Strength   (Offense): 1.5
    Indirect Strength (Offense): 0.9, -1 attack range
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 0.9
    
    CO Power: Max Force 
    
    Max's Max Force CO Power increases the power of Max's Direct 
    units by +25% offense, +10% defense, and +1 movement. His 
    transports gain +1 movement, and his other units gain +10% 
    on offense and defense. 
    
    Max Force greatly increases the power of Max's Direct units, 
    and gives them an extra movement space. This includes his 
    Transports. 
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.25, +1 movement range
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: Non-Infantry/Mech Direct Fire units deal 
    +50% damage, but 
    Indirect Fire units -1 range and -10% damage.
    
    Max is good for aggressive players that love to use direct 
    forces, and a strong CO in almost every situation. Use him 
    on any flat maps that don't have many choke points or any 
    that direct forces are required for a win. Use his Max Force 
    CO power when you've popped a whole in the enemy line and 
    you have the chance to storm some tanks into the enemy base 
    are. Don't worry about losing that round, if you can get 
    several tanks to the enemy base, you will pull their force 
    in half (those stranded in the field and those contesting 
    with the invading tanks), and then your next wave of troops 
    will achieve victory. Max should always destroy all enemies 
    instead of trying to capture the enemy HQ, since it's just 
    so easy to do when direct forces are an advantage. 
    
    
    Sami (Orange Star CO):
    ----------------------
    
    Infantry Strength (Offense): 1.2, 1.5X capture rate on 
    properties (rounded down) 
    Direct Strength   (Offense): 0.9
    Indirect Strength (Offense): 1.0
    Infantry Strength (Defense): 1.1
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Double Time 
    
    Sami's Double Time CO Power gives all of her infantry, mech, 
    and transport units +1 movement as well as +30% offensively 
    and 20% defensively. Her other direct and indirect units 
    gain +10% respectively on offense and defense, and her 
    infantry and mech units have a movement cost of 1. 
    
    Infantry Bonus (Offense): 1.3, +1 movement range, movement 
    cost 1 
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.2
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: + Infantry better + Infantry capture 
    buildings 50% faster + Transports move faster, but Direct 
    Fire worse for non-Infantry/Mechs.  
    
    Sami is great for hilly/foresty/rivery terrain, obviously. 
    Sami will have problems against many of the enemy COs, 
    though. Grit, Max, and Kanbei all have extreme advantages on 
    her. The only way you can win against them (unless you're 
    unstoppable and your enemy sucks) is capturing the enemy HQ, 
    and to do so, it is hard unless you crank in as many mechs 
    as possible every turn, because they won't have enough time 
    to destroy all of them. Capture the HQ! Exception to rule: 
    In Rivers Four (War Room map), Sami's mechs can dominate 
    both Max and Grit at the same time! 
    
    
    Nell (Orange Star CO):
    ----------------------
    To Be Unlocked By: Beating Advance Campaign and having 
    bought the other COs. Last CO you will ever unlock on 
    Advance Wars. 
    
    Infantry Strength (Offense): 1.0 + 0-2 Lucky Damage
    Direct Strength   (Offense): 1.0 + 0-2 Lucky Damage
    Indirect Strength (Offense): 1.0 + 0-2 Lucky Damage
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Lucky Star 
    
    This allows her units to be extremely lucky in their attack 
    power, occasionally dealing 50% or even 100% extra damage! 
    Also, they get a plain attack bonus added to their dmg%. 
    
    Infantry Bonus (Offense): 1.1 + 0-10 Lucky Damage
    Direct Bonus   (Offense): 1.1 + 0-10 Lucky Damage
    Indirect Bonus (Offense): 1.1 + 0-10 Lucky Damage
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: - Her units are slightly more lucky than 
    every other CO.  
    
    That can determine a winning battle or a losing battle! You 
    can actually cheat with Nell: just save and then come back 
    until you get the maximum luck, so then you can win 
    extremely fast with Nell. Time-consuming but very effective. 
    I haven't personally tried it but it could be a new way to 
    get better ranks with her. 
    
    
    (m14.2)
    
    Olaf (Blue Moon CO):
    --------------------
    
    Infantry Strength (Offense): 1.0
    Direct Strength   (Offense): 1.0
    Indirect Strength (Offense): 1.0
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Blizzard 
    
    Covers the land in snow. All enemy units have big movement 
    penalties on snow, but his units are unaffected. Note that 
    roads and cities are unaffected by snow. It snows for one 
    turn only. Snow is like clear weather to Olaf, while rain is 
    like snow to him. 
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: - Units are unaffected by snow, but units 
    are greatly slowed down by rain.  
    
    Olaf is an unusual CO with an unusual power that changes the 
    weather, but even with that, it's a challenge. His CO power 
    won't help much unless you're playing some sort of custom 
    map without roads. Additionally, his power only really 
    delays a faraway enemy force, it won't help an ongoing 
    battle and it certainly doesn't help you get into the enemy 
    base faster. Small maps also make the CO power useless! 
    
    
    Grit (Blue Moon CO):
    --------------------
    
    To Be Unlocked By: Selecting Max for "Max Strikes", then 
    beating the Campaign and buying him at Hachi's (Battle 
    Maps). 
    
    Infantry Strength (Offense): 0.8
    Direct Strength   (Offense): 0.8
    Indirect Strength (Offense): 1.1
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Snipe Attack 
    
    All Indirect fire units get +2 range for the turn, as well 
    as +65% offense and +10% defense.  
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.65, +2 attack range
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: - Indirect fire is stronger (especially 
    when CO Power is used) but direct fire is weaker.  
    
    Grit is the opposite of Max. Use Grit on stages with lots of 
    choke points. Grit needs a lot of resources (to produce 
    Medium Tanks and of course his  
    Artillery/Rockets), so practice Infantry/APC deployment 
    before trying Grit. Grit should probably go for the capture 
    of the enemy HQ instead of destruction, but if he can find 
    enough sniper boosts he might be able to win via destruction 
    sometimes. 
    
    (m14.3)
    
    Eagle (Green Earth CO):
    -----------------------
    
    To Be Unlocked By: Selecting Sami for "Captain Drake", 
    "Naval Clash", "Wings of Victory", and "Battle Mystery". 
    Then beat the "Rivals" mission, and buying him at Battle 
    Maps. 
    
    Infantry Strength (Offense): 1.0
    Direct Strength   (Offense): 1.0
    Indirect Strength (Offense): 1.0
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Lightning Strike 
    
    All air and ground vehicles that were used this turn can be 
    used again, except for mechs and infantry because they are 
    capable of capturing the HQ in one day like that. That's 
    equivalent to two turns in one! However, defense goes down 
    for that same turn... 
    
    Infantry Bonus (Offense): 0.8
    Direct Bonus   (Offense): 0.8
    Indirect Bonus (Offense): 0.8
    Infantry Bonus (Defense): 0.7
    Direct Bonus   (Defense): 0.7
    Indirect Bonus (Defense): 0.7
    
    Strength/Weakness: Air units are better and have +10% 
    offense, +10% defense, and use -2 fuel each day. However, 
    his naval units have -20% offense.  
    
    Eagle is a very fun player to use, because his strength is 
    unusual and "breaks" most enemy strategies. Eagle, however, 
    needs a lot of resources to win, since air units cost a lot. 
    Just play using him, he's cool! Lightning Strike gives all 
    but infantry-type units one more turn but weakens units 
    during the same turn. 
    
    
    Drake (Green Earth CO):
    -----------------------
    
    To Be Unlocked By: Selecting Andy for "Captain Drake", 
    "Naval Clash", "Wings of Victory", and "Battle Mystery", 
    then beating the Campaign, then buying him at Battle Maps 
    for 50 coins. 
    
    Infantry Strength (Offense): 1.0
    Direct Strength   (Offense): 1.0
    Indirect Strength (Offense): 1.0
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Tsunami 
    
    Deals 1 damage to all enemy units. Units get an attack 
    bonus. 
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: Drake's air units are -20% offensively 
    weaker, but his sea  
    units have +20% defense and +1 movement range. 
    
    Drake owns water maps. His CO power is generally wasted 
    against Sami and Andy, but is reasonable against big Max or 
    Kanbei forces. Not much to say, really! He's just the man to 
    choose for water maps (without airport ones), because he 
    gets +1 movement AND +1 range (Battleship) with his CO 
    power! That covers + of the entire map! Only Max and Grit 
    can match his ranges (both direct and indirect combined). 
    
    
    (m14.4)
    
    Kanbei (Yellow Comet CO):
    -------------------------
    
    To Be Unlocked By: Beating the Normal Campaign once and 
    buying him for 50  
    coins at Hachi's Battle Maps.
    
    Infantry Strength (Offense): 1.2
    Direct Strength   (Offense): 1.2
    Indirect Strength (Offense): 1.2
    Infantry Strength (Defense): 1.2
    Direct Strength   (Defense): 1.2
    Indirect Strength (Defense): 1.2
    
    CO Power: Morale Boost 
    
    All units get an offensive/defensive boost of +20% for one 
    turn. 
    
    Infantry Bonus (Offense): 1.2
    Direct Bonus   (Offense): 1.2
    Indirect Bonus (Offense): 1.2
    Infantry Bonus (Defense): 1.2
    Direct Bonus   (Defense): 1.2
    Indirect Bonus (Defense): 1.2
    
    Strength/Weakness: - All units +20% offense/defense, but all 
    units +20%  
    Price. 
    
    For the Kanbei War Room stages, Kanbei is your best choice. 
    Max players  
    enjoy fighting Kanbei, because it is a great, challenging 
    battle. While  
    one might be tempted to roll over the enemy with Kanbei's 
    super power  
    tanks and Medium Tanks, remember that ALL of his units are 
    powerful,  
    and everything will work! (Max still has a slight edge on 
    Kanbei on open  
    maps however)
    
    
    Sonja (Yellow Comet CO):
    ------------------------
    
    To Be Unlocked By: Winning "Kanbei Arrives" in eight days, 
    "Mighty Kanbei" in 10 days, and "Kanbei's Error?" in 12 
    days, then buying her for 50 coins at Hachi's Battle Maps. 
    
    Infantry Strength (Offense): 1.0 - 0-2 Unlucky Damage
    Direct Strength   (Offense): 1.0 - 0-2 Unlucky Damage
    Indirect Strength (Offense): 1.0 - 0-2 Unlucky Damage
    Infantry Strength (Defense): 1.0
    Direct Strength   (Defense): 1.0
    Indirect Strength (Defense): 1.0
    
    CO Power: Enhanced Vision 
    
    In Fog of War, Enhanced Vision will allow Sonja to see units 
    otherwise hidden in forests and reefs. She can also see two 
    squares farther (a total of 3 more than any other CO). It 
    also gives her a +10% bonus on all units on offense and 
    defense. 
    
    Infantry Bonus (Offense): 1.1
    Direct Bonus   (Offense): 1.1
    Indirect Bonus (Offense): 1.1
    Infantry Bonus (Defense): 1.1
    Direct Bonus   (Defense): 1.1
    Indirect Bonus (Defense): 1.1
    
    Strength/Weakness: The HP of her units is hidden to the 
    enemy outside of battle and farther vision in Fog of War, 
    but unlucky units, since they deal less damage than normal. 
     
    
    Sonja does extremely well in Fog of War stages, but what 
    about non-FOW stages? I don't think she would do too well 
    there...but Sonja does have one thing that applies to both. 
    Her units are always marked with ? HP to the enemy, meaning 
    no one will know how much Sonja's units' HP is, ever, unless 
    it's an infantry or a mech capturing a property. 
    
    
    (m14.5)
    
    Campaign Sturm (Black Hole CO):
    -------------------------------
    
    To Be Unlocked By: Cannot be unlocked. You can fight him in 
    Campaign mode in Engima! or The Final Battle! on both Normal 
    Campaign and Advance Campaign. 
    
    Infantry Strength (Offense): 1.2
    Direct Strength   (Offense): 1.2
    Indirect Strength (Offense): 1.2
    Infantry Strength (Defense): 0.8
    Direct Strength   (Defense): 0.8
    Indirect Strength (Defense): 0.8
    
    CO Power: Meteor Strike 
    
    Drops a meteor from the sky, hitting the units in a diamond 
    pattern like this: 
    
    --X--
    -XXX-
    XXXXX
    -XXX-
    --X--
    
    It deals 8 damage to units in a 5x5 formation. It is 
    targeted to the most expensive group of units automatically. 
    If the unit has less than 8 HP, it will always reduce the 
    unit to 1. It can't kill units. His own units also won't get 
    damaged. 
    
    Infantry Bonus (Offense): 1.12
    Direct Bonus   (Offense): 1.12
    Indirect Bonus (Offense): 1.12
    Infantry Bonus (Defense): 1.12
    Direct Bonus   (Defense): 1.12
    Indirect Bonus (Defense): 1.12
    
    Sturm is not playable in Campaign Mode, but you can face him 
    in the last two missions before Rivals! on both Normal 
    Campaign and Advance Campaign. His terrain movement cost 
    will always be 1 unless it is snowing. 
    
    
    VS Sturm (Black Hole CO):
    -------------------------
    To Be Unlocked By: Buy every CO except Nell and get him at 
    Hachi's Battle Maps. 
    
    Infantry Strength (Offense): 0.8
    Direct Strength   (Offense): 0.8
    Indirect Strength (Offense): 0.8
    Infantry Strength (Defense): 1.2
    Direct Strength   (Defense): 1.2
    Indirect Strength (Defense): 1.2
    
    CO Power: Meteor Strike 
    
    Drops a meteor from the sky, hitting the units in a diamond 
    pattern like this: 
    
    --X--
    -XXX-
    XXXXX
    -XXX-
    --X--
    
    It deals 4 damage to units in a 5x5 formation. It is 
    targeted to the most expensive group of units automatically. 
    If the unit has less than 5 HP, it will always reduce the 
    unit to 1. Itcan't kill units, but his own units, if they 
    are next to the targeted group of units of enemies, WILL get 
    damaged. 
    
    Infantry Bonus (Offense): 1.12
    Direct Bonus   (Offense): 1.12
    Indirect Bonus (Offense): 1.12
    Infantry Bonus (Defense): 1.12
    Direct Bonus   (Defense): 1.12
    Indirect Bonus (Defense): 1.12
    
    Use Sturm against AI players, as they won't really know to 
    spread out their units. Sturm is strong, but that CO power 
    won't work too well if your enemy just uses infantry, it 
    only works when you want to attack the back lines, usually. 
    Remember that he still has the 1 movement on all terrain but 
    in snow. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m15)
    -------------------------
    ---- 15 > UNIT GUIDE ----
    -------------------------
    
    Welcome to the unit guide!
    
    Mov - Movement
    Vis - Vision
    Ran - Range
    Stars - How useful each unit is.
    FPT - Fuel used per Turn (Air+Sea Units only)
    
    Movement Cost:
    Pla - Plains
    River - River
    Mtn - Mountain
    For - Forest
    
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |Unit    | Cost|Mov|Vis|Ran|Gas|Stars|FPT|Pla|Riv|Mtn|For|
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |Infantry| 1000| 3 | 2 | 1 | 99|*    |XXX| 1 | 2 | 2 | 1 |
    |Mech    | 3000| 2 | 2 | 1 | 70|***  |XXX| 1 | 1 | 1 | 1 |
    |APC     | 5000| 6 | 1 | 1 | 70|***  |XXX| 1 |XXX|XXX| 2 |
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |Recon   | 4000| 8 | 5 | 1 | 80|**   |XXX| 2 |XXX|XXX| 3 |
    |Tank    | 7000| 6 | 3 | 1 | 70|**** |XXX| 1 |XXX|XXX| 2 |
    |Md Tank |16000| 5 | 1 | 1 | 50|*****|XXX| 1 |XXX|XXX| 2 |
    |Neotank |22000| 6 | 1 | 1 | 99|*****|XXX| 1 |XXX|XXX| 2 |
    |Anti-Air| 8000| 6 | 2 | 1 | 60|**** |XXX| 1 |XXX|XXX| 2 |
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |Artilery| 6000| 5 | 1 |2-3| 50|**   |XXX| 1 |XXX|XXX| 2 |
    |Rocket  |15000| 5 | 1 |3-5| 50|**** |XXX| 1 |XXX|XXX| 2 |
    |Missile |12000| 4 | 5 |3-5| 50|***  |XXX| 2 |XXX|XXX| 3 |
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |T-Copter| 5000| 6 | 2 | 1 | 99|***  | 2 | 1 | 1 | 1 | 1 |
    |B-Copter| 9000| 6 | 3 | 1 | 99|***  | 1 | 1 | 1 | 1 | 1 |
    |Fighter |20000| 9 | 2 | 1 | 99|*****| 5 | 1 | 1 | 1 | 1 |
    |Bomber  |22000| 7 | 2 | 1 | 99|*****| 5 | 1 | 1 | 1 | 1 |
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    |Lander  |12000| 6 | 1 | 1 | 99|**** | 1 |XXX|XXX|XXX|XXX|
    |Cruiser |18000| 6 | 3 | 1 | 99|***  | 1 |XXX|XXX|XXX|XXX|
    |Sub     |20000| 5 | 5 | 1 | 60|*****|1/5|XXX|XXX|XXX|XXX|
    |B-Ship  |28000| 5 | 2 |2-6| 99|*****| 1 |XXX|XXX|XXX|XXX|
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    
    How it works:
    
    -Name of Unit-
    Rating: Rating out of 10
    Cost: How many credits they cost
    Movement: How many squares they can move each turn
    Vision: How many square spaces they can see in Fog of War 
    conditions 
    Fuel: How much fuel or ammo the unit has left
    CO Powerup: What COs have those units strong
    CO Powerdown: What COs have those units weak
    What they look like: Self-explanatory
    
    Basic Info: What are they used for?
    
    -Infantry-
    Rating: *
    Cost: 1000 credits
    Movement: 3
    Vision: 2
    Fuel (Ammo): 99
    CO Powerup: Sami, Kanbei
    CO Powerdown: Grit, Sonja
    What they look like: Soldiers holding machine guns
    Best Counter: A-Air
    
    Basic Info: Infantry units have the lowest deployment cost. 
    They can capture bases but have low firepower. Infantry move 
    on foot. They can cross most terrain but only in short 
    increments. They gain 3 vision whenever climbing a mountain. 
    They can fire at infantry, vehicles, and battle copters. 
    Infantry are the backbone of any battling army. You need 
    them to capture cities, factories, airports, seaports, and 
    most importantly, the enemy HQ. Their vision increases to 
    five on mountains. Their main purpose, though, can be used 
    to overwhelm the enemy with loads of infantry. 
    
    -Mech-
    Rating: ***
    Cost: 3000 credits
    Movement: 2
    Vision: 2
    Fuel (Ammo): 70
    CO Powerup: Sami, Kanbei
    CO Powerdown: Grit
    What they look like: When against any of the 4 kinds of 
    tanks, infantry with  
    bazookas, when not, infantry with normal machine guns
    Best Counter: Medium Tank
    
    Basic Info: Mech units can capture bases, traverse most 
    terrain types, and have superior firepower. They can cover 
    most terrain at the movement cost of one. They also increase 
    vision by 3 whenever climbing a mountain. They can attack 
    for three rounds before recharging. The bazooka is effective 
    against  
    vehicles, especially with Sami. Plus, they have more 
    firepower, more defense, and the ability to take out an 
    Artillery or Rocket Launcher in one shot (if  
    Sami's CO power Double Time on)! They're also potent against 
    Tanks. They do have one drawback and that is that they're 
    really slow. They have all the  
    abilities of Infantry, including Capture and 
    mountain-climb-to-get-better-vision-in-Fog-Of-War. Also, 
    Infantry and Mechs are the only units that can get the 
    defense bonus for fighting in the mountains and are the only 
    units besides Air units that can get into mountains in the 
    first place! 
    
    -APC-
    
    Best Counter: Anything that attacks.
    
    -Recon-
    Rating: **
    Cost: 4000 credits
    Movement: 8
    Vision: 5
    Fuel: 80
    CO Powerup: Max, Kanbei
    CO Powerdown: Sami, Grit
    What they look like: A cube with a turret on wheels
    Best Counter: Medium Tank
    
    Basic Info: Recon units have high movement range and are 
    strong against infantry units. Recon units travel on tires. 
    This prevents them from crossing some types of terrain. 
    Recon units have a large vision range, making them 
    invaluable in Fog of War. Recon units use machine guns, and 
    are obviously best used for Fog of War conditions. They 
    can't really stand up to tanks and they don't have a lot of 
    firepower to their name. Not much to say! 
    
    -Tank-
    
    Best Counter: Medium Tank
    
    -Medium Tank-
    
    Best Counter: Rocket
    
    -Artillery-
    
    Best Counter: Recon
    
    -Rocket-
    
    Best Counter: Recon
    
    -A-Air-
    
    Best Counter: Tank
    
    -Missile-
    
    Best Counter: Medium Tank
    
    -Transport Copter-
    
    Best Counter: A-Air
    
    -Battle Copter-
    
    Best Counter: A-Air
    
    -Fighter-
    
    Best Counter: Missile
    
    -Bomber-
    
    Best Counter: Fighter
    
    -Lander-
    
    Best Counter: Sub
    
    -Cruiser-
    
    Best Counter: Battleship
    
    -Sub-
    
    Best Counter: Cruiser
    
    -Battleship-
    
    Best Counter: Bomber
    
    More to come up soon!
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m16)
    ----------------------------------
    ---- 16 > ADVANCED TECHNIQUES ----
    ----------------------------------
    
    Forest and shoals hide your units in FOW.
    
    Sunny - No changes.
    
    Rainy - 1 less vision in Fog of War maps, 1 less movement in 
    forest or shoal.  
    
    Snowy - 1-2 less vision in Fog of War maps, 1/2 movement for 
    planes and ships, 1-2 less movement in forest or shoal.  
    
    
    Terrain Advantages - Shoal and forest are places for your 
    units to hide out of vision on fog of war maps, so use them. 
    Also, friendly cities are even better than being on a 
    mountain, as you heal 2 HP per turn. 
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m17)
    --------------------------
    ---- 17 > MY PROGRESS ----
    --------------------------
    
    Rank 1 - Gold Dragon
    Campaign Mode: S-Rank, 986 Points
    Advance Campaign Mode: S-Rank, 953 Points
    Field Training: All A-Ranks
    Battle Maps: All COs, cases and maps unlocked
    
    War Room:
    
    $ = 999 Point S-Rank.
    |-------------|-----|----|----|----|
    |WAR ROOM MAP |SCORE|RANK|DAYS| CO |
    |-------------|-----|----|----|----|
    |Spann Island | 999 |  $ | 10 |Max*|
    |-------------|-----|----|----|----|
    |Moji Island  | 999 |  $ | 14 | Max|
    |-------------|-----|----|----|----|
    |Duo Falls    | 999 |  $ |  9 | Max|
    |-------------|-----|----|----|----|
    |Sole Harbor  | 999 |  $ | 17 | Max|
    |-------------|-----|----|----|----|
    |Pivot Isle   | 999 |  $ | 10 |Sami|
    |-------------|-----|----|----|----|
    |Land's End   | 920 |  A | 18 | Max|
    |-------------|-----|----|----|----|
    |Kita Straight| 955 |  S | 23 | Max|
    |-------------|-----|----|----|----|
    |Point Stormy | 972 |  S | 16 | Max|
    |-------------|-----|----|----|----|
    |Ridge Island | 999 |  $ |  7 |Sami|
    |-------------|-----|----|----|----|
    |Mial's Hope  | 991 |  S |  9 |Sami|
    |-------------|-----|----|----|----|
    |Bounty River | 887 |  A | 35 |Grit|
    |-------------|-----|----|----|----|
    |Toil Ferry   | 985 |  S | 16 |Grit|
    |-------------|-----|----|----|----|
    |Twin Isle    | 973 |  S | 13 |Sami|
    |-------------|-----|----|----|----|
    |Dire Range   | 999 |  $ | 11 |Sami|
    |-------------|-----|----|----|----|
    |Egg Islands  | 970 |  S | 12 |Sami|
    |-------------|-----|----|----|----|
    |Terra Maw    | 879 |  A | 17 |Sami|
    |-------------|-----|----|----|----|
    |Stamp Islands| 990 |  S | 14 |Sami|
    |-------------|-----|----|----|----|
    |Rivers Four  | 964 |  S | 18 |Sami|
    |-------------|-----|----|----|----|
    |Ring Islands | 999 |  $ | 14 |Sami|
    |-------------|-----|----|----|----|
    |Last Mission | 997 |  S | 15 | Max|
    |-------------|-----|----|----|----|
    *Also scored 999 with Sami and Nell
    
    Average Score: 974 S
    Total Score: 19475/19980 (97.47%)
    
    
    
    ===========================================================
    ===========================================================
    ===========================================================
    
    (m18)
    ----------------------
    ---- 18 > CREDITS ----
    ----------------------
    
    Credits go to:
    
    - Gamefaqs for hosting this guide
    
    - Readers, for reading this guide
    
    
    Copyrighted 2006, YoyoYoshi. All rights reserved. No part of 
    this document may be reproduced or transmitted in any form 
    or by any means, electronic, mechanical, photocopying, 
    recording, or otherwise, without prior written permission of 
    YoyoYoshi. Full credit must also be given. Should you do 
    anything of the kind, you will be sued, and you will lose. 
    Good day. 
    
    
    
    ~END OF FILE~

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