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    FAQ/Walkthrough by YoyoYoshi

    Version: 1.5 | Updated: 08/20/05 | Printable Version | Search This Guide

    Advance Wars 2 Guide by YoyoYoshi
    Version 1.5
    
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    Contents
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    01. Introduction to Advance Wars 2
    02. Copyright Rights
    03. Updates 
    04. Advance Wars 2 Controls 
    05. Advance Wars 2 Modes 
    06. Combat Field Menu 
    07. The Five Countries 
    08. Commanding Officers
    09. Campaign Mode
       - Normal Campaign
         - Orange Star Mini-Campaign
         - Blue Moon Mini-Campaign
         - Yellow Comet Mini-Campaign
         - Green Earth Mini-Campaign
         - Green Earth Campaign
         - Coalition Mini-Campaign
       - Hard Campaign
         - Orange Star Mini-Campaign
         - Blue Moon Mini-Campaign
         - Yellow Comet Mini-Campaign
         - Green Earth Mini-Campaign
         - Green Earth Campaign
         - Coalition Mini-Campaign
    10. Units
    11. Effects & Strategies
    12. Secrets
    13. War Room Mode Guide 
    14. VS. Mode Guide 
    15. Design Maps Mode 
    16. Credits
    
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    01. Introduction to Advance Wars 2
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    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 will be released on August 22nd in the US, and September 30th in 
    Europe. It will become 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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    02. Copyright Rights
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    ©2003 YoyoYoshi.
    
    Copyrighted 2003, 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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    03. Updates
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    Version 1.5 - August 20th, 2005 - The Introduction, About Me, and CO sections 
    have been revamped, particularly the CO section. Other sections also received 
    updates. 428KB. 
    
    Version 1.4 - May 13th, 2004 - Hard Campaign GE missions updated (all). FAQ 
    also reformatted. 417KB. 
    
    Version 1.3 - May 10th, 2004 - Hard Campaign and Format update. Movement charts 
    have been added, as well as strategies for a lot of parts, mainly in HC. 
    
    Version 1.2 - August 22nd, 2003 - Format reorganized, all sections partially 
    updated. 394KB. 
    
    Version 1.1 - Summer 2003 - Completed Hard Campaign.
    
    Version 1.0 - June 21st, 2003 - Normal Campaign Guide completes with Mission 
    34. Hard Campaign started. 
    
    Version 0.9 - June 20th, 2003 - Campaign Guide completes Mission 33.
    
    Version 0.9 - June 19th, 2003 - Campaign Guide completes Mission 32.
    
    Version 0.8 - June 18th, 2003 - Campaign Guide to about 1/3 through Mission 32. 
    283KB. 
    
    Version 0.7 - June 17th, 2003 - Finished two Green Earth missions, Missions 
    29-30. War Room and CO guide sections updated (AW2ized). 264KB. 
    
    Version 0.6 - June 16th, 2003 - Missions 25-28 missions, all Green Earth 
    Campaign missions, are complete. Battle Maps section added. 244KB. 
    
    Version 0.5 - June 15th, 2003 - Yellow Comet Campaign FAQ complete.
    
    Version 0.4 - June 14th, 2003 - Missions 8-18 complete, started Mission 19 FAQ. 
    Blue Moon Campaign FAQ complete. Yellow Comet Campaign FAQ started. 166KB.  
    
    Version 0.3 - June 13th, 2003 - Orange Star Campaign FAQ just about complete. 
    102KB. 
    
    Version 0.2 - May 25th, 2003 - Big Bang Charge to Jess. Other small updates.
    
    Version 0.1 - May 24th, 2003 - Advance Wars 2 FAQ started. 65KB. Controls, 
    Modes, Combat Field Menu, The Five Countries, Commanding Officers, War Room 
    Mode Guide, VS. Mode Guide mostly completed tentatively. 
    
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    04. Advance Wars 2 Controls
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    - Controls -
    
    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. I don't know why you'd want to 
    do it, but should you want to, this is how to do it. 
    
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    05. Advance Wars 2 Modes
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    Mode Select Menu
    ----------------
    
    VS. Mode: The versus mode allows you to battle against your friends and/or the 
    computer. You will take turns using the same DS, so you'll need to pass it 
    around. 
    
    Link Mode: The linking mode allows you to battle against your friends where you 
    use a Link Cable to link up your 2-4 Game Boy Advances, and allows for quicker 
    battles. If the other players do not have AWDS, then they can play a few 
    limited maps, but if they have the full version game, anything can be played. 
    
    Campaign Mode: You can't go without this mode. Campaign mode plays out the 
    storyline of Advance Wars 2: Black Hole Rising, and you can save up to three 
    slots. If you beat Normal Campaign mode, you will be able to access Hard 
    Campaign mode. After each mission, you will get coins in which you can buy maps 
    from Battle Maps. 
    
    War Room Mode: Want a challenge? War Room's got it, and AW2 has brought brand 
    new maps to the mix! From easy 1v1 to hard 1v3 maps, you will be tested, given 
    a score, and given coins for your efforts. 
    
    Design Room: Contains Design Maps and Design CO modes.
    
      - Design Maps Mode: Design Maps mode lets you create your own map, and as 
    usual, there's a limit of 60 properties. The maximum size the map can be is 
    20x30, like the old games. Have fun! You have three save slots that you can 
    also name. 
    
    Design Maps Controls:
      A - Use A to choose and place a unit or terrain on a certain square.
      B - Use B to cancel your selection of the unit or terrain.
      L - Use L to open the unit selection menu.
      R - Use R to open the terrain selection menu.
      Start - Display overhead map. Press again to close it.
      Select - Displays the Design Maps menu.
    
    Design Maps Menu:
      - File: Use File to load, save, or name your design maps.
      - Help: Use Help to enter a Help screen for Design Maps, if you need it.
      - Intel: Use Intel to show how many properties and units are already on the 
    map for each army. 
      - Fill: Use Fill to fill up the entire design map with a specific terrain.
      - End : Use End to exit Design Maps mode.
    
      - Design CO Mode: Like in Advance Wars 2, you can edit the colors of your 
    favorite (or least favorite) COs.  
    
    Battle Maps Mode: You might be asking...what do you do with those coins you get 
    in Campaign and War Room modes? Enter Battle Maps mode to buy maps, COs, and 
    edits with your coins! Hachi will also give you some tips and talk to you. 
    
    Sound Room Mode: Unlocked near the end, this gives you full access to all the 
    music AWDS has to offer. 
    
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    06. Combat Field Menu
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    In the main 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.
    
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    Options
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    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.
    
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    Unit Menu
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    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.
    
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    07. The Five Countries
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    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 (Enemy if player controls a Blue Moon CO)
    Versus Mode: 1st Army
    
    Resemblance To: United States of America
    Headquarters: American Skyscraper
    
    Orange Star CO Leader: Nell
    Available Commanding Officers: Andy, Hachi, 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. With CO Sturm defeated in Cosmo Land, the area 
    was freed once more, but as Advance Wars 2 rises, CO Sturm is back. You, 
    controlling the Orange Star forces in Advance Wars 2' campaign mode, must send 
    Flak packing from Orange Star, and aid your allies against the Black Hole 
    threat. 
    
    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. 
    
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    Blue Moon
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    Color: Blue
    
    Training Missions: Nonexistent
    Campaign Mode: Controlled
    War Room: Main Enemy (Controlled if player controls a Blue Moon CO)
    Versus Mode: 2nd Army
    
    Resemblance: Russia
    Headquarters: Russian palce
    
    Blue Moon CO Leader: Olaf
    Available Commanding Officers: Colin, 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. In Advance Wars 2, CO Sturm is back. He has sent Commander Lash to 
    seize Blue Moon from Olaf. You, controlling the Blue Moon forces, must liberate 
    your country and launch an invasion of Black Hole's main island. 
    
    -----------
    Green Earth
    -----------
    
    Color: Green
    
    Training Missions: Nonexistent
    Campaign Mode: Controlled
    War Room: 2nd Enemy (Controlled if player controls a Green Earth CO)
    Versus Mode: 3rd Army
    
    Resemblance: Germany
    Headquarters: German Castle
    
    Green Earth CO Leader: Eagle
    Available Commanding Officers: Drake, Eagle, Jess
    
    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. In 
    Advance Wars 2, Sturm is back, dealing the greatest damage on Green Earth. With 
    its allies victorious on all fronts, Eagle, Drake, and Jess are still left 
    dealing with a surprising commander, Commander Hawke. Liberate your country and 
    attack the lair of Sturm. 
    
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    Yellow Comet
    ------------
    
    Color: Yellow
    
    Training Missions: Nonexistent
    Campaign Mode: Controlled
    War Room Mode: 3rd Enemy (Controlled if player controls a Yellow Comet CO)
    Versus Mode: 4th Army
    
    Resemblance: Japan
    Headquarters: Japanese Palace
    
    Yellow Comet CO Leader: Kanbei
    Available Commanding Officers: Kanbei, Sensei, 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. In Advance Wars 2, Commander 
    Adder of Black Hole has invaded Yellow Comet. Repel their advances and attack 
    the citadel of Black Hole! 
    
    ----------
    Black Hole
    ----------
    
    Color: Black
    
    Training Missions: Main Enemy
    Campaign Mode: Main Enemy
    War Room Mode: Controlled if player controls a Black Hole CO
    Versus Mode: Nonexistent
    
    Resemblance: Alien Country
    Headquarters: Something that shoots up to the heavens
    
    Black Hole CO Leader: Sturm
    Available Commanding Officers: Adder, Flak, Lash, Hawke, 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. In Advance Wars 2, Sturm has 
    returned, with four new commanders, underlings. With the entry of Flak into 
    Orange Star, Adder into Yellow Comet, Lash into Blue Moon, and Hawke into Green 
    Earth, they drew big defeats against the Allies and lost much of its territory 
    until Sturm was betrayed by Hawke. The remainder of Black Hole is rebuilding 
    again, but there's a suspicion that they might be back for even more. 
    
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    08. Commanding Officers
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    There are even more playable Commanding Officers (COs) in Advance Wars 2 than 
    in the first game, and most have to be unlocked through playing through Normal 
    Campaign mode once. 1 strength means average, or compared to Andy, who is 
    average. 
    
    -----------
    ORANGE STAR
    -----------
    
    Andy (Orange Star CO):
    To Be Unlocked By: Default
    
    Hit: Mechanics
    Miss: Waking up early
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 100%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    CO Power: Hyper Repair (3 bars) - Repairs all of his units by 2 health points 
    and gives them all a slight battle bonus (10%) for the rest of the round on 
    defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Super CO Power: Hyper Upgrade (6 bars) - Restores five HP and gives his units 
    even greater firepower than with Hyper Repair. Also gives Andy's units +1 
    movement.
    
    Infantry Offense: 120%, +1 movement
    Infantry Defense: 120%
    
    Direct Offense: 120%, +1 movement
    Direct Defense: 110%
    
    Indirect Offense: 120%, +1 movement
    Indirect Defense: 110%
    
    Strengths/Weaknesses: None, unless you count his awesome healing abilities when 
    a lot of units are on the field. 
    
    Andy Strategy: Andy, when with large armies, is the best CO in the game. Say if 
    he has all medium tanks versus Max's...he'll still win. Why? His power charges 
    up well enough to actually bet Max. Andy is also 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 even less 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 easy victories. 
    
    
    
    Max (Orange Star CO):
    To Be Unlocked By: Default
    
    Hit: Weight Training
    Miss: Studying
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 120%
    Direct Defense: 100%
    
    Indirect Offense: 90%, -1 attack range
    Indirect Defense: 100%
    
    CO Power: Max Force (3 bars) - All direct types (from submarines to tanks to 
    battle  copters) get +40% offense. All units including direct units also get 
    +10% defense and +1 movement. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 140%. +1 movement
    Direct Defense: 110%
    
    Indirect Offense: 90%, -1 attack range
    Indirect Defense: 110%
    
    Super CO Power: Max Blast (6 bars) - +2 movement and increases firepower for 
    direct units. +2 movement for all units. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 160%, +2 movement
    Direct Defense: 110%
    
    Indirect Offense: 90%, -1 attack range
    Indirect Defense: 110%
    
    Strength/Weakness: Direct units deal +20% damage, but indirect units do -10% 
    damage and -1 range. 
    
    Max Strategy: 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 hole 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):
    To Be Unlocked By: Default
    
    Infantry Offense: 130%, 150% capture rate
    Infantry Defense: 100%
    
    Direct Offense: 90%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    Note: Sami's transports also get +1 movement.
    
    CO Power: Double Time (3 bars) - All of her Infantry/Mech/Transport units get 
    +1 movement and her infantry group movement cost is 1 in every terrain and 
    every weather condition, including snow. 
    
    Infantry Offense: 150%, +1 movement, 150% capture rate
    Infantry Defense: 110%
    
    Direct Offense: 90%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Super CO Power: Victory March (8 bars)- Units can capture any property in one 
    turn regardless of HP. Her infantry also get +2 movement. 
    
    Infantry Offense: 180%, +2 movement, can capture any property instantly 
    regardless of health 
    Infantry Defense: 110%
    
    Direct Offense: 90%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Strength/Weakness: + Infantry better + Infantry capture buildings 50% faster + 
    Transports move faster, but Direct Fire worse for non-Infantry/Mechs.  
    
    Sami Strategy: 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. Massed mechs are 
    still very effective, so don't count them out, even against Grit, Max, and 
    Kanbei. 
    
    
    
    Nell (Orange Star CO):
    To Be Unlocked By: Beat Normal Campaign with an A-rank or above.
    
    Hit: Willful students
    Miss: Downtime
    
    Infantry Offense: 100%, chance of dealing +1-2 damage
    Infantry Defense: 100%
    
    Direct Offense: 100%, chance of dealing +1-2 damage
    Direct Defense: 100%
    
    Indirect Offense: 100%, chance of dealing +1-2 damage
    Indirect Defense: 100%
    
    CO Power: Lucky Star (3 bars) - This allows her units to be extremely lucky in 
    her units' attack power, occasionally dealing 50% or even 100% extra damage! 
    Also, they get a plain attack bonus added to their dmg%. It also damages a few 
    enemy units. 
    
    Infantry Offense: 100%, chance of dealing +1-7 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance of dealing +1-7 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance of dealing +1-7 damage
    Indirect Defense: 110%
    
    Super CO Power: Lady Luck (6 bars) - Nell's EVEN luckier. Damages more enemy 
    units than Lucky Star. 
    
    Infantry Offense: 100%, chance of dealing +1-9 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance of dealing +1-9 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance of dealing +1-9 damage
    Indirect Defense: 110%
    
    Strength/Weakness: - Her units are slightly more lucky than every other CO. 
    
    Nell Strategy: 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. 
    
    
    
    Hachi (Orange Star CO):
    To Be Unlocked By: Beat Hard Campaign.
    
    Hit: Tea
    Miss: Medicine
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 100%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    Note: All units cost 90% of their regular price.
    
    Power Meter: xxxXX
    Barter: All units 100/110, all units cost 50%
    Merchant Union: All units 100/110, all units cost 50%, ground units can be 
    deployed from 
    cities you control
    
    CO Power: Barter (3 bars) - All units receive +10% defense and cost just 50% 
    this turn. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Note: All units that Hachi deploys this turn are at half-price.
    
    Super CO Power: Merchant Union (5 bars) - Hachi's units receive +10% defense, 
    cost just 50% this turn, and ground units can be deployed from cities. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Strength/Weakness: Cheap Hachi. :P
    
    Hachi Strategy: N/A
    
    ---------
    BLUE MOON
    ---------
    
    Olaf (Blue Moon CO):
    To Be Unlocked By: Beat Blue Moon missions.
    
    Hit: Warm boots
    Miss: Rain clouds
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 100%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    Note: Olaf's units can move normally in snow, like in clear weather, but has 
    snow-related effects when it rains. 
    
    CO Power: Blizzard (3 bars) - 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. Olaf also gets +10% defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Note: It will snow this turn.
    
    Super CO Power: Winter Fury (7 bars) - Inflicts two damage points to enemy 
    units as well as usual Blizzard. Enemy units with 2 or 1 HP will drop to 1 HP. 
    Also snows for one day like Blizzard. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Note: It will snow this turn and all enemy units will lose 2 HP.
    
    Strength/Weakness: - Units are unaffected by snow, but units are greatly slowed 
    down by rain.  
    
    Olaf Strategy: 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! However, his Super CO Power 
    does damage as well, which makes him useful if you use it.  
    
    
    
    Grit (Blue Moon CO):
    To Be Unlocked By: Beat Blue Moon missions.
    
    Hit: Cats
    Miss: Rats
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 80%
    Direct Defense: 100%
    
    Indirect Offense: 120%, +1 attack range
    Indirect Defense: 100%
    
    CO Power: Snipe Attack (3 bars) - Indirect units get +1 attack range and +50% 
    offense. All units get +10% defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 80%
    Direct Defense: 110%
    
    Indirect Offense: 150%, +1 attack range
    Indirect Defense: 110%
    
    Super CO Power: Super Snipe (6 bars) - Indirect units get +2 attack range and 
    +50% offense. All units get +10% defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 80%
    Direct Defense: 110%
    
    Indirect Offense: 150%, +2 attack range
    Indirect Defense: 110%
    
    Strength/Weakness: - Indirect fire is stronger (especially when CO Power is 
    used) but direct fire is weaker.  
    
    Grit Strategy: 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. 
    
    
    
    Colin (Blue Moon CO):
    To Be Unlocked By: Beat Blue Moon missions.
    
    Hit: Olaf and Grit
    Miss: Black Hole
    
    Infantry Offense: 90%
    Infantry Defense: 100%
    
    Direct Offense: 90%
    Direct Defense: 100%
    
    Indirect Offense: 90%
    Indirect Defense: 100%
    
    Note: Colin's units are deployed at 80% of the normal cost.
    
    CO Power: Gold Rush (2 bars) - Colin's funds are multiplied by 1.5 so Colin may 
    spend more money during this turn. All units also get +10% defense. 
    
    Infantry Offense: 90%
    Infantry Defense: 110%
    
    Direct Offense: 90%
    Direct Defense: 110%
    
    Indirect Offense: 90%
    Indirect Defense: 110%
    
    Note: Colin's funds are multiplied by 1.5.
    
    Super CO Power: Power of Money (6 bars) - All units gain 0.9% for each 300G 
    Colin has and +10% defense. 
    
    Infantry Offense: 90%
    Infantry Defense: 110%
    
    Direct Offense: 90%
    Direct Defense: 110%
    
    Indirect Offense: 90%
    Indirect Defense: 110%
    
    Strength/Weakness: - Colin's units are weaker but cheaper, somewhat like the 
    opposite of Kanbei's units. 
    
    Colin Strategy: N/A
    
    -----------
    GREEN EARTH
    -----------
    
    Eagle (Green Earth CO):
    To Be Unlocked By: Beat Green Earth missions.
    
    Hit: Lucky goggles
    Miss: Swimming
    
    Air Offense: 115%, 2 less fuel used each day
    Air Defense: 110%
    
    Sea Offense: 70%
    Sea Defense: 100%
    
    Other Offense: 90%
    Other Defense: 100%
    
    CO Power: Lightning Drive (3 bars) - Lightning Drive increases Eagle's air unit 
    stats to +30% offense and +30% defense, plus all other units get +10% defense. 
    
    Air Offense: 130%, 2 less fuel used each day
    Air Defense: 130%
    
    Sea Offense: 70%
    Sea Defense: 110%
    
    Other Offense: 90%
    Other Defense: 110%
    
    Super CO Power: Lightning Strike (9 bars) - Once the CO power of the original 
    Advance Wars, it's now the Super CO Power. Unlike the original Advance Wars, 
    Lightning Strike gives Eagle's air units +30% offense and +30% defense, and all 
    other units +10% defense. This power also allows all units except for infantry 
    to move and/or attack again as if it were a second turn. 
    
    Air Offense: 130%, 2 less fuel used each day, can attack again
    Air Defense: 130%
    
    Sea Offense: 70%, can attack again
    Sea Defense: 110%
    
    Other Offense: 90%, can attack again
    Other Defense: 110%
    
    Note: Infantry and mechs cannot be commanded twice in the same turn.
    
    Strength/Weakness: Air units are better and have +15% offense, +10% defense, 
    and use -2 fuel each day. However, his naval units have -30% offense.  
    
    Eagle Strategy: 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. However, don't take it that Eagle is an unstoppable 
    CO. Many COs can beat him if you use them right. Eagle is not necessarily the 
    best CO, despite Lightning Strike. Know that. 
    
    
    Drake (Green Earth CO):
    To Be Unlocked By: Beat Green Earth missions.
    
    Hit: Open sea
    Miss: High places
    
    Air Offense: 70%
    Air Defense: 100%
    
    Sea Offense: 100%, +1 movement
    Sea Defense: 130%
    
    Other Offense: 100%
    Other Defense: 100%
    
    Note: Drake is not affected by rain.
    
    CO Power: Tsunami (4 bars) - Drake's Tsunami deals all enemy units one damage, 
    and also zaps enemy units' fuel in half. If an enemy unit is at 1 HP, it cannot 
    lose any health. All units also get +10% defense. 
    
    Air Offense: 70%
    Air Defense: 110%
    
    Sea Offense: 100%, +1 movement
    Sea Defense: 140%
    
    Other Offense: 100%
    Other Defense: 110%
    
    Note: Enemy units get -1 HP (except for 1 HP units) and lose half fuel.
    
    Super CO Power: Typhoon (7 bars) - Drake's Typhoon deals all enemy units two 
    damage, plus loss of half fuel. Hinders enemy unit movement for one turn.  
    
    Air Offense: 70%
    Air Defense: 110%
    
    Sea Offense: 100%, +1 movement
    Sea Defense: 140%
    
    Other Offense: 100%
    Other Defense: 110%
    
    Note: Enemy units get -2 HP (except for 1 and 2 HP units) and lose half fuel. 
    It will also rain this turn. 
    
    Strength/Weakness: Drake's air units are -30% offensively weaker, but his sea 
    units have +30% defense and +1 movement range. Drake's units also are not 
    affected by rain.  
    
    Drake Strategy: 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). 
    
    
    
    Jess (Green Earth CO):
    To Be Unlocked By: Beat Green Earth missions.
    
    Hit: Dandelions
    Miss: Unfit COs
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Ground Offense: 110%
    Ground Defense: 100%
    
    Air/Sea Offense: 90%
    Air/Sea Defense: 100%
    
    Note: Ground units do not include infantry units.
    
    CO Power: Turbo Charge (3 bars) - All vehicles have +1 movement and +20% 
    offense. All units get fuel replenished and +10% defense.  
    
    Infantry Offense: 100%
    Infantry Defense: 110%, Fuel replenished
    
    Ground Offense: 130%, +1 movement
    Ground Defense: 110%, Fuel replenished
    
    Air/Sea Offense: 90%
    Air/Sea Defense: 110%, Fuel replenished
    
    
    Super CO Power: Overdrive (6 bars) - All vehicles have +1 movement and +40% 
    offense. All units get fuel replenished and +10% defense.  
    
    Infantry Offense: 100%
    Infantry Defense: 110%, Fuel replenished
    
    Ground Offense: 150%, +1 movement
    Ground Defense: 110%, Fuel replenished
    
    Air/Sea Offense: 90%
    Air/Sea Defense: 110%, Fuel replenished
    
    Strength/Weakness: - Ground vehicles have increased attack power (like Max but 
    only ground). All air and sea units are weakened. 
    
    ------------
    YELLOW COMET
    ------------
    
    Kanbei (Yellow Comet CO):
    To Be Unlocked By: Beat Yellow Comet missions.
    
    Hit: Sonja
    Miss: Computers
    
    Infantry Offense: 130%
    Infantry Defense: 130%
    
    Direct Offense: 130%
    Direct Defense: 130%
    
    Indirect Offense: 130%
    Indirect Defense: 130%
    
    Note: All of Kanbei's units cost 120% of the regular price.
    
    CO Power: Morale Boost (4 bars) - All of Kanbei's units get +20% offense and 
    +10% defense. 
    
    Infantry Offense: 150%
    Infantry Defense: 140%
    
    Direct Offense: 150%
    Direct Defense: 140%
    
    Indirect Offense: 150%
    Indirect Defense: 140%
    
    Super CO Power: Samurai Spirit (7 bars) - All of Kanbei's units get +20% 
    offense and +30% defense. When being attacked, Kanbei's units also have +150% 
    attack on counterattacks. 
    
    Infantry Offense: 150%
    Infantry Defense: 160%, counterattack strength 150%
    
    Direct Offense: 150%
    Direct Defense: 160%, counterattack strength 150%
    
    Indirect Offense: 150%
    Indirect Defense: 160%, counterattack strength 150%
    
    Strength/Weakness: - All of Kanbei's units have +30% offense and +30% defense, 
    but are +20% more expensive. 
    
    Kanbei Strategy: 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
    All units 100/100, +1 vision, HP hidden from enemies, chance to deal -1-2
    Power Meter: xxxXX
    Enhanced Vision: All units +1 more vision, can see through woods and reefs, and 
    +10% defense 
    Counter Break: Sonja's units attack before the enemy's, all units +1 more 
    vision, can see 
    through woods and reefs, and +10% defense
    
    
    Sonja (Yellow Comet CO):
    To Be Unlocked By: Beat Yellow Comet missions.
    
    Infantry Offense: 100%, chance of dealing -1-2 damage
    Infantry Defense: 100%
    
    Direct Offense: 100%, chance of dealing -1-2 damage
    Direct Defense: 100%
    
    Indirect Offense: 100%, chance of dealing -1-2 damage
    Indirect Defense: 100%
    
    Note: All of Sonja's units have +1 vision in Fog of War.
    
    CO Power: Enhanced Vision (3 bars) - In Fog of War, Enhanced Vision will allow 
    Sonja to see units otherwise hidden in forests and reefs. Her units have +1 
    vision and +10% defense, as well. 
    
    Infantry Offense: 100%, chance of dealing -1-2 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance of dealing -1-2 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance of dealing -1-2 damage
    Indirect Defense: 110%
    
    Super CO Power: Counter Break (5 bars) - Sonja's units have +1 vision and +10% 
    defense, and can see through woods and reefs. Also, Sonja's units attack before 
    the enemy's even if Sonja is attacked first. 
    
    Infantry Offense: 100%, chance of dealing -1-2 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance of dealing -1-2 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance of dealing -1-2 damage
    Indirect Defense: 110%
    
    Strength/Weakness: The HP of her units is hidden to the enemy outside of battle 
    and farther vision in Fog of War. She also has strong counterattack power. 
    Still a little weaker overall, but better than in AW. 
    
    Sonja Strategy: Sonja's improved from Advance Wars. Her HP is still hidden to 
    foes, she still has better vision in FOW maps, and has better counterattack. 
    Sonja does extremely well in Fog of War stages, yes. What about non-FOW stages? 
    She's still not as horrible here than in AW, but she still won't do as well 
    there. She still gets her counterattack and hidden HP bonus, though. Her units 
    are always marked with ? HP to the enemy, meaning no one will ever known how 
    many Sonja's units' HP is, unless it's an infantry or mech taking a property or 
    you have Visuals on when playing against her or using her against another 
    person. 
    
    
    
    Sensei (Yellow Comet CO):
    To Be Unlocked By: Beat Yellow Comet missions.
    
    Hit: Lazy, rainy days
    Miss: Busy malls
    
    Infantry Offense: 140%
    Infantry Defense: 100%
    
    Copter Offense: 150%
    Copter Defense: 100%
    
    Ground/Sea Offense: 90%
    Ground/Sea Defense: 100%
    
    Air Offense: 100%
    Air Defense: 100%
    
    Note: Transports get +1 movement.
    
    CO Power: Copter Command (2 bars) - 9HP infantry spawn on all of Sensei's 
    unoccupied cities. Sensei's battle copters get +25% offense, and all units get 
    +10% defense. 
    
    Infantry Offense: 140%
    Infantry Defense: 110%
    
    Copter Offense: 175%
    Copter Defense: 110%
    
    Ground/Sea Offense: 90%
    Ground/Sea Defense: 110%
    
    Air Offense: 100%
    Air Defense: 110%
    
    Note: 9HP infantry show up on every unoccupied city for Sensei.
    
    Super CO Power: Airborne Assault - 9HP mechs spawn on all of Sensei's 
    unoccupied cities. Sensei's battle copters get +25% offense, and all units get 
    +10% defense. 
    
    Infantry Offense: 140%
    Infantry Defense: 110%
    
    Copter Offense: 175%
    Copter Defense: 110%
    
    Ground/Sea Offense: 90%
    Ground/Sea Defense: 110%
    
    Air Offense: 100%
    Air Defense: 110%
    
    Note: 9HP mechs show up on every unoccupied city for Sensei.
    
    Strength/Weakness: - As the new Yellow Comet CO, Sensei has superior skill with 
    infantry and choppers. His battle copters are the best of the field. He suffers 
    from vehicle and naval disadvantages, though. 
    
    Sensei Strategy: N/A
    
    ----------
    BLACK HOLE
    ----------
    
    Sturm (Black Hole CO):
    To Be Unlocked By: Beat Normal Campaign with a S-Rank overall.
    
    Hit: Invasions
    Miss: Peace
    
    Infantry Offense: 120%
    Infantry Defense: 120%
    
    Direct Offense: 120%
    Direct Defense: 120%
    
    Indirect Offense: 120%
    Indirect Defense: 120%
    
    Note: Movement cost is always 1 for Sturm unless it snows.
    
    CO Power: He is so powerful he doesn't need a CO Power.
    
    Super CO Power: Meteor Strike (10 bars) - 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 at the most 
    expensive group of units automatically, and centers 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 will get damaged. All units also get +20% offense and +30% 
    defense. 
    
    Infantry Offense: 140%
    Infantry Defense: 150%
    
    Direct Offense: 140%
    Direct Defense: 150%
    
    Indirect Offense: 140%
    Indirect Defense: 150%
    
    Strength/Weakness: He's rigged. Let's put it at that.
    
    Sturm Strategy: N/A
    
    
    
    Flak (Black Hole CO):
    To Be Unlocked By: Default
    
    Hit: Meat
    Miss: Veggies
    
    Infantry Offense: 100%, chance to deal -1 to +1 damage
    Infantry Defense: 100%
    
    Direct Offense: 100%, chance to deal -1 to +1 damage
    Direct Defense: 100%
    
    Indirect Offense: 100%, chance to deal -1 to +1 damage
    Indirect Defense: 100%
    
    CO Power: Brute Force (3 bars) - Strengthens his firepower further. However, 
    his units will now either do super strong blows or deal less damage, by dealing 
    -3 to +5 damage. All units also get +10% defense. 
    
    Infantry Offense: 100%, chance to deal -3 to +5 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance to deal -3 to +5 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance to deal -3 to +5 damage
    Indirect Defense: 110%
    
    Super CO Power: Barbaric Blow (6 bars) - Strengthens his firepower even 
    further. In contrast to Brute Force, now his forces will do either even more 
    damage or do even less damage.  
    
    Infantry Offense: 100%, chance to deal -5 to +7 damage
    Infantry Defense: 110%
    
    Direct Offense: 100%, chance to deal -5 to +7 damage
    Direct Defense: 110%
    
    Indirect Offense: 100%, chance to deal -5 to +7 damage
    Indirect Defense: 110%
    
    Strength/Weakness: Flak is similar to Max...he has brute strength. His units 
    rely on luck just like Nell and Sonja. 
    
    Flak Strategy: N/A
    
    
    
    Adder (Black Hole CO):
    To Be Unlocked By: Beat Normal Campaign.
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 100%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    CO Power: Sideslip (2 bars) - All units gain +1 movement and +10% defense.
    
    Infantry Offense: 100%, +1 movement
    Infantry Defense: 110%
    
    Direct Offense: 100%, +1 movement
    Direct Defense: 110%
    
    Indirect Offense: 100%, +1 movement
    Indirect Defense: 110%
    
    Super CO Power: Sidewinder (5 bars) - All units gain +2 movement and +10% 
    defense. 
    
    Infantry Offense: 100%, +2 movement
    Infantry Defense: 110%
    
    Direct Offense: 100%, +2 movement
    Direct Defense: 110%
    
    Indirect Offense: 100%, +2 movement
    Indirect Defense: 110%
    
    Strength/Weakness: - Adder is fast. He builds up his CO power faster than any 
    other CO, and his movement gets increased with CO powers. 
    
    Adder Strategy: N/A
    
    
    
    Lash (Black Hole CO):
    To Be Unlocked By: Beat Normal Campaign.
    
    Infantry Offense: 100%
    Infantry Defense: 100%
    
    Direct Offense: 100%
    Direct Defense: 100%
    
    Indirect Offense: 100%
    Indirect Defense: 100%
    
    Note: Every defense star gives Lash +10% offense.
    
    CO Power: Terrain Tactics (4 bars) - Decreases movement cost to 1 unless it's 
    snowing. Lash also gets +10% defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Note: Movement cost is 1 for all units.
    
    Super CO Power: Prime Tactics (7 bars) - Decreases movement cost to 1 unless 
    its snowing. It also doubles the usual offense and defense bonuses. Lash also 
    gets +10% defense. 
    
    Infantry Offense: 100%
    Infantry Defense: 110%
    
    Direct Offense: 100%
    Direct Defense: 110%
    
    Indirect Offense: 100%
    Indirect Defense: 110%
    
    Movement cost is 1 for all units.
    
    Strength/Weakness: - Lash uses defensive terrain to a greater advantage than 
    other COs. 
    
    Lash Strategy: N/A
    
    
    
    Hawke (Black Hole CO):
    To Be Unlocked By: Beat Normal Campaign.
    
    Infantry Offense: 110%
    Infantry Defense: 100%
    
    Direct Offense: 110%
    Direct Defense: 100%
    
    Indirect Offense: 110%
    Indirect Defense: 100%
    
    CO Power: Black Wave (5 bars) - All of Hawke's units get +1 HP and +10% defense 
    while enemy units lose 1 HP (1 HP units don't lose anything). 
    
    Infantry Offense: 110%
    Infantry Defense: 110%, +1 HP
    
    Direct Offense: 110%
    Direct Defense: 110%, +1 HP
    
    Indirect Offense: 110%
    Indirect Defense: 110%, +1 HP
    
    Super CO Power: Black Storm (9 bars) - All of Hawke's units get +1 HP and +10% 
    defense while enemy units lose 1 HP (1 HP units don't lose anything). 
    
    Infantry Offense: 110%
    Infantry Defense: 110%, +2 HP
    
    Direct Offense: 110%
    Direct Defense: 110%, +2 HP
    
    Indirect Offense: 110%
    Indirect Defense: 110%, +2 HP
    
    Strength/Weakness: - Hawke's units have stronger offense than other COs' units, 
    but his CO powers take longer to charge than most other COs. 
    
    Hawke Strategy: N/A
    
    -----------------------------------------------------------------------
    09. Campaign Mode
    -----------------------------------------------------------------------
    
    -----------------------------------------------------------------------
    Normal Campaign
    -----------------------------------------------------------------------
    
    Whether you're new to Advance Wars in general, came out of Advance Wars knowing 
    only some things, or are a veteran, you will start your Field Training (whether 
    new or once again) in the first mini-campaign of Advance Wars 2 Normal Campaign 
    in Orange Star. Players new to Advance Wars in general may find it a bit 
    overwhelming to go through eight missions knowing everything about the game, so 
    this is where the mini-campaign guide is for. However, the Campaign steps up 
    its difficulty fast, and your paths will vary due to your decisions through the 
    game. A new unit is hidden, as well. 
    
    
    Campaign missions are rated under a point system just like War Room. Out of 300 
    points, 100 each goes to Speed, Power, and Technique. 
    
    
    The objective of this Normal Campaign Mode Guide is to help you to get past the 
    scenario 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! 
    
    Caution: Though these guides have been researched extensively for your viewing, 
    and we have tried our best to bring you information that is accurate, we will  
    not assume any liability for any troubles you may encounter on the way through 
    using the guides. Game play tactics, as well as hints and strategies, have been 
    included, but we do not assure complete success. Questions should be directed 
    elsewhere. Some mission tactics require perfect timing and may force you to 
    repeat countless attempts before results are achieved. We are also not 
    responsible for the randomness of the AI which may in turn destroy or alter 
    mission strategies. The AI in Advance Wars 2 is also much more randomized and 
    stronger than in the original Advance Wars 2, and will use its intelligence to 
    fight you. It is far more unpredictable than in Advance Wars, so it will be 
    troublesome to know what will happen next, though expert players will have a 
    general idea. The strategies provided by us are simply guidelines to help you 
    through Campaign Mode and War Room mode. No turn-by-turn strategy can be 
    followed perfectly, and that's where you step in, to beat it for yourself. 
    
    Welcome to the Normal Campaign!
    My scores for these guides ($ means 300pts S-Rank):
    
    Cleanup 300$ 4
    Border Skirmish 300$ 6
    Orange Dawn 300$ 5
    Flak Attack 300$ 4
    Lash Out 300$ 7
    Andy's Time 300$ 9
    Test of Time 300$ 4
    Liberation 300$ 9
    »»»Total: 8$
    
    Reclamation 300$ 15
    Tanks!!! 300$ 8
    Toy Box 285S 18
    T Minus 15 300$ 14
    Neotanks!? 300$ 13
    Nature Walk 290S 8
    Two-Week Test 295S 14
    Factory Blues 300$ 10
    »»»Total: 5$, 3S
    
    Silo Scramble 300$ 20
    Sensei's Return 296S 19
    Show Stopper 275S 22
    Duty & Honor 300$ 14
    Foul Play 300$ 10
    A Mirror Darkly 300$ 11
    Sea of Hope 300$ 17
    The Hunt's End 300S 19
    »»»Total: 5$, 3S
    
    Sea Fortress 300$ 9
    Sinking Feeling 278A 14
    Drake's Dilemma 222B 12
    Rain of Fire 277A 21
    Danger x9 280S 9
    To The Rescue 286S 11
    Navy vs. Air 300$ 22
    Great Sea Battle 236B 22
    »»»Total: 2$, 2S, 2A, 2B
    
    Hot Pursuit 268A 18
    Final Front 229B 19
    »»»Total: 1A, 1B
    
    Campaign Total: 20$, 8S, 3A, 3B
    
    
    
    How to use this campaign guide:
    
    This is a turn-by-turn guide. Since you move units around, here's what certain 
    examples mean: 
    
    1S - Move this unit 1 square south.
    5SE - Move this unit 5 squares south and 5 squares east.
    4NE - Move this unit 4 squares north and 4 squares east.
    2N - Move this unit 2 squares north.
    3W - Move this unit 3 squares west.
    6E - Move this unit 6 squares east.
    3NW - Move this unit 3 squares north and 3 squares west.
    3SW - Move this unit 3 squares south and 3 squares east.
    
    Literally, N is north, S is south, E is east, and W is west. Have fun!
    
    Key for ASCII maps:
    
    A - Airport
    B - Base
    * - Black Hole Installation
    C - City
    % - Forest
    H - Headquarters
    L - Lab
    $ - Lab Map City
    M - Missile Silo
    ^ - Mountain
    - - Pipe Seem
      - Plain
    P - Port
    R - Road
    S - Shoal
    V - Volcano
    ~ - Water
    i - River
    X - Reef
    
    Categories under each mission:
    
    COs in Combat
    Difficulty
    ASCII Map
    Mission Briefing
    Mission Terms
    Starting Properties
    Predeployed Units
    General Strategic Checklist
    General Strategy
    Black Hole Strats
    To S-Rank
    General Strategy Day
    CO Day
    End
    
    
    
    --------
    Prologue
    --------
    
    
    
    Sturm is back in Macro Land.
    
    Hawke and Sturm ramble onward on taking Macro Land and Wars World.
    Cosmo Land was taken in the past, but this is different.
    
    Andy, Sami, and Max (in that order) talk about Black Hole's return
    Andy and Max argue over the fact that Wars World has more than one
    continent, and that Macro Land is not on the same continent. The other
    armies have also spotted Black Hole forces in their country. Andy seems
    to like this war to bring the four countries together. Andy runs to
    the first campaign battle. Here is your first training mission!
    
    
    
    -------------------------
    ORANGE STAR MINI-CAMPAIGN
    -------------------------
    
    
    
    Mission 1: Cleanup
    ------------------
    Andy VS. Flak
    Difficulty: *
    
    ~~~%     %  = 
    ~X~iiii%   %= 
    ~~~   ii%  H= 
    ^%%    iii  =%
    %   ^  % i  = 
    === ^%  %iii=i
    ^ =      %  = 
      =         = 
    ==H=======%== 
       % % % %%% %
    
    
    Mission Briefing: Flak and a space infantry talk on about their failed advance. 
    OS soldier and Nell talk awhile about the OS victory there, and then for Andy 
    to clean up the remaining BH forces. "Take out Black Hole's troops!" 
    
    
    Mission Terms: After Nell's near-victory against Flak, it's time for Andy to 
    gain some experience once more and get used to fighting another war. Take out 
    the two infantry or the HQ to win! 
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          0  0  0
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 3 infantry, 1 APC
    
    BH: 2 infantry
    
    
    General Strategic Checklist:
    
    1. Don't let Black Hole beat you with HQ capture.
    
    Although it might seem unlikely, watch out for HQ capture. If you're a new 
    gamer, remember that if your HQ is captured, you will lose. 
    
    2. Advance twice as fast with loaded APC.
    
    APCs travel twice as fast as any infantry, so you should load an infantry in to 
    move units east faster. 
    
    3. Use forest defensive advantage.
    
    Woods squares (or forest) have more defensive stars and cover than regular 
    roads or even plains. Use them to your advantage when attacking or defending. 
    
    4. Attack in numbers.
    
    You usually can't kill a unit in a single turn unless it's a lot more powerful. 
    In this case, it's an infantry clash so you should attack from two or even 
    three sides against one infantry. 
    
    
    Black Hole Strats: Flak is not very smart...yet, so he will rush his infantry 
    at you. You should be able to take out both one by one. 
    
    
    To S-Rank: Make sure you attack first by staying out of infantry range, and 
    hurry on with speed and don't take more than 5 days. 
    
    
    General Strategy Day 1: Move everything east.
    
    Andy Day 1: Here, you'll have to learn to move units, capture the HQ, and kill 
    infantry, and also how to use an APC. Of course, to AW fans this will be easy, 
    but new AW2 players will need it. Move every infantry 3E. Move APC 3SE. End 
    turn. Nell talks on and on, don't you think? Nell is too overly excited... 
    
    Flak Day 1: He moves his infantry down to meet yours.
    
    General Strategy Day 2: Move everything east.
    
    Andy Day 2: Nell rambles on about how infantry attack. Move all three infantry 
    3E. Move APC 6E and end turn. 
    
    Flak Day 2: Flak moves his two infantry down.
    
    General Strategy Day 3: Take out one BH infantry.
    
    Andy Day 3: OK, now you can surround that front infantry with all three 
    infantry, but do this, so move everything 3E and kill the infantry. 
    
    Flak Day 3: Flak is pathetically screwed. He moves his infantry 2W to attack 
    your 8HP infantry and deal 6. 
    
    General Strategy Day 4: Destroy the last BH infantry.
    
    Andy Day 4: Flank and kill the final BH infantry to win!
    
    
    End: Andy has taken back a part of Orange Star captured by Black Hole!
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank!
    
    
    
    Mission 2: Border Skirmish
    --------------------------
    Sami vs. Flak
    Difficulty: *
    
    %%~~~~~~%^^   %
    %%  i^%  %%HC==
        i%   %%    
        i     %^   
     % %iiii   C^  
    %=====C=    ^  
     = %   iiii%%%%
    %~    c   i ^^%
    =H        i%^^%
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    Mission Briefing: Flak now has tanks against you. You have one of five units. 
    You can take them! Flak talks about how to capture cities. If you're new to 
    AW/AW2, this will help. Nell talks about defensive cover. 
    
    
    Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange 
    Star. He now has tanks, so you'll want to take them out and set up a defensive 
    position at the bridge. 
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          1  2  1
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 1 Infantry, 1 Mech, 1 APC, 1 Artillery, 1 Tank
    
    BH: 2 Infantry, 1 APC, 3 Tanks
    
    
    General Strategic Checklist:
    
    1. Destroy anything that directly threatens you.
    
    The first tank should be weakened by the mech first time, else you want to get 
    some damage. At the bridge, you'll want to use both artillery and tank, and 
    perhaps your mech, to defend. 
    
    2. Use allied cities as defensive cover and to heal.
    
    Allied cities, when you station units on them, gain +2HP each turn, as they 
    heal. You might even want to take the neutral city for another healing place. 
    
    3. Hold the bridge!
    
    If you can't hold the bridge, you'll be flanked. You must hold it with a tank 
    on the allied city. 
    
    
    Black Hole Strats: Flak, as he is the enemy AI, will not look for a nice 
    defensive position, but rather, tries to advance. If you can even hold the 
    bridge, you win. 
    
    
    To S-Rank: Hold your position at the bridge, and use tank and artillery to 
    weaken forces on the bridge. Do not lose a single unit. 
    
    
    General Strategy Day 1: Take out the tank and move east.
    
    Sami Day 1: Click the mech and move it 2N to attack the tank, dealing it 7 and 
    taking 1. Move your tank 2NE to finish it. Move your artillery 3E 2N. Move your 
    infantry 3E and begin capturing the city. Sami's infantry are stronger than 
    anyone else's, so she can capture faster. Nell rambles on again. Move your APC 
    3E 4N. As you see, APCs seem to have gained another square now... 
    
    Flak Day 1: He moves in to start capturing your city, and moves in his tank and 
    other infantry units. 
    
    General Strategy Day 2: Set up a defensive formation with your tank in front 
    and an artillery in the back, with mech support. 
    
    Sami Day 2: Sami and Nell talk about how to heal units in friendly cities. 
    Finish capturing the city, and the crowd goes into uproar. Move your tank 2E 
    and your mech 1NE. Move your artillery 1E to keep a defensive formation at the 
    bridge. 
    
    Flak Day 2: BH forces take one of your cities, and his tanks, APC, and infantry 
    come rolling west. 
    
    General Strategy Day 3: Deal damage to the front tank.
    
    Sami Day 3: Ok, here's where you use your artillery, don't move it but still 
    click it, and click Fire to take 6 damage on that tank. Move your APC 1S and 
    move your mech 1E. 
    
    Flak Day 3: His tanks and infantry move in, but they can't attack as you're in 
    too strong a defensive position. 
    
    General Strategy Day 4: Take out two tanks with your artillery and tank.
    
    Sami Day 4: Fire away! Kill the tank with your tank, attack the other tank with 
    your artillery, and finish it by moving your mech 2E. Move your infantry into 
    the APC and move it 1N 3E. Drop south and end. 
    
    Flak Day 4: He's screwed. He attacks your infantry on the river which takes 5 
    damage. The other infantry attacks your mech. 
    
    General Strategy Day 5-7: Take out infantry and last APC.
    
    Sami Day 5: Use your artillery to kill the infantry in the east. Move your tank 
    2E 1N to finish the other one. Move the rest towards last APC. 
    
    Flak Day 5: Do nothing.
    
    Sami Day 6: Attack the APC with your tank and infantry.
    
    Flak Day 6: Do nothing.
    
    Sami Day 7: Finish off the APC with your artillery. Good job!
    
    
    End:
    
    Sami has the exact opposite attitude for Flak as for Eagle in AW here.
    But you won, so who cares? :)
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now total at 600 points.
    
    
    
    Mission 3: Orange Dawn
    ----------------------
    Max vs. Flak
    Difficulty: *
    
         % % %~~~~~
    C=H=C====%==% ~
              ~~C ~
    ^        ~~~=~~
    ^% ~~~~~~~~~=~~
    ~~~~      ~%%C~
    ~~~       %%% ~
    ~%            ~
    ^            ^~
    ^^%  H      ^^~
    
    
    Mission Briefing: Advancing back through Orange Star on Macro Land against 
    heavy Black Hole forces, Flak and Max call each other apes and gorillas. Max is 
    furious and Nell convinces Max to calm down. 
    
    
    Mission Terms: Sami is told by Nell to plan an operation against Flak in Orange 
    Star. He now has tanks, so you'll want to take them out and set up a defensive 
    position at the bridge. 
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          1  2  1
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 1 Infantry, 1 Artillery, 2 Tanks, 1 Medium Tank, 1 Transport Copter, 2 
    Battle Copters 
    
    BH: 2 Infantry, 2 Tanks, 2 Medium Tanks, 1 Battle Copter
    
    
    General Strategic Checklist:
    
    1. Seize the small four-square island.
    
    The island gives you a lot of manuevering room, plus bridge, forest, and city 
    defensive advantage. 
    
    2. Transport Copter should be used for HQ capture if you don't manage to kill 
    all units or see HQ wide open. 
    
    On this mission, later on, Flak will leave his HQ wide open. Therefore, it'd be 
    useful to go for it. 
    
    3. Take out the battle copter!
    
    Taking out the battle copter will give you total aerial control.
    
    4. Block bridges!
    
    Don't let Flak's units swarm you! Guard the bridges!
    
    5. Have your medium tank in front.
    
    Your medium tank can withstand more damage than any other of your tanks, so use 
    that. 
    
    
    Black Hole Strats: Flak will move his blundering forces east to meet you. Kill 
    him. 
    
    
    To S-Rank: Take out his battle copter quick and don't lose any units, and use 
    your battle copters to weaken his units. 
    
    
    General Strategy Day 1: Move all units north, taking out the battle copter.
    
    Max Day 1: You've got medium tanks, battle copters, and transport copters now. 
    Max is strong with direct units but weak with indirect, so your artillery can 
    be a bit useless here. You have the upper hand here. Click the SW battle copter 
    and attack the enemy battle copter to the south to deal MAJOR damage. Use your 
    other battle copter to finish it off. Click your artillery and move it 3N 1E. 
    Move your medium tanks 1E 2N. Move your two small tanks to the west and south 
    one square of the medium tank, next to it. Move your infantry into the 
    transport copter and move it 2E 4N onto the sea. 
    
    Flak Day 1: Flak says Max reminds him of himself. He moves all his units east.
    
    General Strategy Day 2: Injure a medium tank with your battle copters, and move 
    your land forces past the bridge. 
    
    Max Day 2: Nell talks about how to heal battle copters and how to join units, 
    and when to do so. Move in your battle copters to target the eastern medium 
    tank and take off 5HP. Move your medium tank 4N. Move your other small tanks to 
    the south and SE 1 square of it. Move your artillery to the south of that, and 
    end. 
    
    Flak Day 2: BH forces move east except for the damaged medium tank.
    
    General Strategy Day 3: Take out a medium tank and a tank.
    
    Max Day 3: Attack with your medium tank the tank left of it and kill it in one 
    move. Move in your left small tank to attack his. Finish off the 5HP medium 
    tank with your two battle copters, move your small tank and artillery 1N, and 
    end turn. 
    
    Flak Day 3: He moves his medium tank east.
    
    General Strategy Day 4-5: Destroy the last medium tank to effectively cripple 
    Flak, and then finish the last small tank and infantry. 
    
    Max Day 4: With your small tank, finish off the tank next to you, and attack 
    the infantry with your medium tank. Move both battle copters 3E to deal 6 
    damage on the medium tank. Move your transport copter all the way west. Move in 
    your small tank to attack the infantry, and move your artillery 1N. 
    
    Flak Day 4: His medium tank attacks your small tank. You deal 2 damage like he 
    does. 
    
    Max Andy 5: Finish off his last two units any way you like.
    
    
    Max and Flak continue to bicker at each other. Nell talks about how to use the 
    points you get in Campaign Mode into buying maps from Battle Maps with Hachi. 
    Nell talks about Speed, Power, and Technique as well. Max yells that Flak is a 
    dumb name. 
    
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now total at 900 points.
    
    
    OK, from here, you get to choose which part of OS you want to recover. You have 
    three here, all rated **. Move in west (southernmost battlefield). 
    
    
    Mission 4: Flak Attack
    ----------------------
    Max vs. Flak
    Difficulty: **
    
      ========C C%%
     H~~~~~~~~~~~%%
    ~~~~~~~~~~~~~=~
    ~~~~~~~~~~~~~=~
    ~~~~~~~~~~~~~=~
    ~~~~~~~~~  %%$%
    ~~~~~~~~~%  %=%
    ~~~ % %      = 
    ~~%          = 
    ~%          CHC
    
    
    Mission Briefing: With bombers and fighters on his side, Flak has a big air 
    force at you. Remember though, you have some anti-aircraft gunners and missiles 
    to down them, and power isn't everything... 
    
    
    Mission Terms: The Orange Star and Black Hole war sets up into the skies above, 
    as Max and Flak's aerial forces clash. Flak arms up his air force with stronger 
    attackers, while Max gets stronger defenses. Make sure that you can repel it 
    and grab the lab map from the neutral city on your island by capturing it. 
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          2  2  1
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 1 Infantry, 1 Mech, 1 A-Air, 1 Rocket, 1 Missile,
    1 Transport Copter
    
    BH: 1 Infantry, 1 Tank, 4 Battle Copters, 1 Fighter, 2 Bombers
    
    
    General Strategic Checklist:
    
    1. Protect your missile Day 1 with surrounded A-Air.
    
    Your missile has some range that your A-Air will never get in taking
    down planes. Make sure you keep it safe, then move out on Day 2.
    
    
    2. Check aerial force range.
    
    Remember, if you're out of Flak's range he can't attack you...
    
    3. Grab the lab map!
    
    The lab map is located on your island's neutral city. Capture it
    with an infantry or mech and enter the hidden mission of Orange Star!
    
    4. Take out anything in your path, but aim for bombers first.
    
    Bombers deal the greatest damage of all of his units, and he has two.
    Weaken those first, then move on to battle copters, and then, fighters.
    
    
    Black Hole Strats: Flak will move all his air units south on Day 1 and
    attack. Make sure you are ready, and counter it with your 4 A-Air and
    one missile.
    
    
    To S-Rank: Go defense Day 1, then counterstrike on Day 2 and give
    yourself a pronounced advantage.
    
    
    General Strategy Day 1: Take out the battle copter and injure a 2nd one,
    making sure the A-Air protect the missile and that your other planes are
    out of range.
    
    Max Day 1: Down the battle copter with your missile. After this, Sami
    will note the new CO Power star chart, instead of a bar for CO powers.
    Your battle copter in the sea is doomed. Move it 1W and attack the
    battle copter to do damage. Move mech 2N to capture city. Move rocket
    and infantry all the way up.
    
    Flak Day 1: Flak explains how to use stronger aerial units like the
    fighter and bomber. His fighter takes out your battle copter. His
    bomber comes in to bomb your anti-air. His other battle copter finishes
    it. He moves the rest towards you.
    
    General Strategy Day 2: Injure his air force with your four A-Air
    and one missile.
    
    Max Day 2: Finish capturing the city with your mech as defense against
    the tank later on, which turns out to be a Black Hole lab that
    researches new weapons like...*shhh*. Yeah. Move your southern A-Air
    to take 9 damage off of the bomber and get your CO power ready. You
    could do that and get the CO Power Max Force or save up for the
    Super CO Power Max Blast. Save up for now. Take out the battle copter
    with an A-Air, and down the other bomber. With your missile, down his
    battle copter.
    
    Flak Day 2: His air force is half down in one day! Flak uses
    Super Power, Super CO Power Barbaric Blow! His fighter moves towards
    your battle copter, his bomber does nothing to your missile, and his
    weakened battle copter does ONE damage to your rocket. Apparently, you
    took out so much his Super CO Power is useless. His tank moves in to
    deal 3 damage to your mech, which you deal back. His infantry moves
    forward.
    
    General Strategy Day 3-4: Use Max Blast and destroy all remaining
    units with your now superior numbers.
    
    Max Day 3: Max now has his Super Power. Go to the main menu and go down
    to a 3-star icon called Super. Use Max Blast! Move his A-Airs east and
    destroy the bomber, the fighter, AND the battle copter. If you must,
    use your missile to finish the fighter. Destroy the tank with your
    battle copter. Move everything else north.
    
    Flak Day 3: Do nothing.
    
    Max Day 4: Finish off the last infantry with your battle copter and
    infantry.
    
    
    End:
    
    Flak still points to the upcoming Black Hole invasion as moral
    support, and says Sami is Max's girlfriend. Max and Sami argue that
    Black Hole has no respect.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now have 1,200 points.
    
    With your victory, a new mission opens up for you on the island
    far off. It is a *** mission, so don't go just yet. Instead, move to
    the mission farthest south and west. This one deals with sea units as
    well.
    
    
    
    Mission 5: Lash Out
    -------------------
    Sami vs. Lash
    Difficulty: **
    
    ~~~~~~~% %~~ %~
    ~ B%=== H ==C ~
    ~ %~~~~% %~~~=~
    ~=~~~~~SSS~ % C
    ~=~~~~~~~~~ ==C
    ~= % ~~~~~~==SS
    %=  %~~~~~~~~~~
    %=======%%S~~~~
    ^^^=^^%^%%S~~~~
    ^^%=^%%^  S~~~~
     C =C C %%S~~~~
     ==H==  %%S~~~~
     =~SSSSSS~~~~~~
     =~~~~~~~~~~~~~
    
    
    Mission Briefing: Lash has appeared! She taunts Nell, who tells Sami to
    bring her prisoner alive.
    
    
    Mission Terms: This is your first timed mission, and you must eliminate
    Lash's forces through HQ capture or by elimination. Though you may not
    have Victory March quickly, you should care to advance from both the
    western and eastern fronts, advancing most forces at the base but keeping
    an eye towards the HQ.
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          3  0  3
    Factories       0  0  1
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 3 Mechs, 1 APC, 1 Artillery, 2 Tanks, 1 Rocket, 1 Lander, 1 Sub,
    1 Cruiser, 1 Battleship
    
    BH: 3 Infantry, 2 A-Air, 1 Rocket, 1 Sub, 1 Cruiser
    
    
    General Strategic Checklist:
    
    1. Don't let BH beat you with base-built units.
    
    The bulk of your land forces should take care to eliminate anything
    Lash builds from this base.
    
    
    2. Don't lose your transport copter. You can send it into your cruiser
    for safety.
    
    The transport copter is required to be saved, and it might even be
    useful if you use it right...
    
    3. Win the naval war.
    
    You can seize naval advantage early by destroying the sub, cruiser, and
    even the rocket in the first few days to give your lander a bit of room
    to land later.
    
    4. Land forces on the eastern shore to march towards the HQ.
    
    You can win by HQ capture. Sami has Victory March, and you might even
    activate it. You'll need to win the naval war before you can do this,
    though...
    
    
    Black Hole Strats: Lash will focus early attacks on your transports
    unless you keep them out of range, so their forces will go and seize
    power near the base.
    
    
    To S-Rank: Take out their navy first, then advance on both fronts with
    superior numbers. Lash just can't deploy fast enough...
    
    
    General Strategy Day 1: Take out Lash's entire useful naval force but
    her cruiser. Move remaining units north. Save your T-Copter.
    
    Sami Day 1: Nell notes that a deployment base is near Lash. Nell notes
    Sami's infantry and transport power as well. You spot that you have
    a lander here, and a transport copter in trouble. Click the battleship
    and Nell gives you a short brief. Fire on the rocket to the north and
    deal it 8 damage. Click your cruiser to get a short brief, then attack
    Lash's sub. Move your sub 4N 1W and dive after that brief. Move the
    bottom tank and an APC with a mech into the lander. Click the lander
    to get a description, then move the lander 5E 2N. Move your other mechs
    2N, your tank 5W 1N. Click your rocket and move it 1E 3N. Move your
    artillery 1W 4N. Remember that you now only have 7 days left to beat
    this mission. Move your transport copter into your cruiser. End.
    
    Lash Day 1: Lash tells Sami that Flak will be coming on Day 7 to kill
    Sami's forces. This is the reason why you must win quickly. Lash moves
    in infantry to capture a base and a city. His A-Air move eastward.
    
    General Strategy Day 2: Move everything north.
    
    Sami Day 2: Nell talks about how sea units sink if they don't have
    enough fuel. Move your battleship 5N. Move your cruiser 4E...don't
    drop the transport copter! Move your sub 1NW to finish off hers. Move
    your lander 1E 3N. Move both mechs 1NW. Move your tank 4N 1W. Move the
    artillery 2W 3N. Move the rocket 2NW. End turn.
    
    Lash Day 2: She finishes capturing the base and city, and deals 1
    damage to your battleship with the rocket. Her A-Air comes west.
    
    General Strategy Day 3: Land on the eastern shore and advance north.
    
    Sami Day 3: Take out the rocket with your battleship, then move your
    lander 2N 1W. Drop your APC west, and drop your tank north. Rise your
    sub. In the west, attack the infantry with your tank from the south,
    move the northern mech 2N, the southern one 2W, and the artillery AND
    rocket 2N. End turn.
    
    Lash Day 3: She uses her CO Power Terrain Tactics. Her A-Air comes in
    to attack your artillery. She takes a city in the east and builds an
    infantry.
    
    General Strategy Phase 4: Advance north on both fronts, using your
    battleship to help take out the infantry in the east, and your
    artillery and rocket in the west.
    
    Sami Day 4: Use your rocket to attack the western A-Air, move your
    artillery 4S, and bring up your mech to take it out. In the east,
    attack the cruiser with your battleship and finish it with your sub.
    Drop the transport copter from your cruiser north. Move your tank north
    to attack the infantry from the north, then move up your APC 1E 4N and
    drop the mech north. In the west, move your mech 2N and attack the
    infantry with your tank from where you are.
    
    Lash Day 4: She finishes capturing a city and kills your mech with her
    A-Air. One infantry moves west, one east to HQ.
    
    General Strategy Day 5-7: Sweep entire BH forces in east and west.
    West with more firepower, east because there's no BH base there.
    
    Sami Day 5: Use your battleship to attack the infantry blocking the
    way to the HQ and finish it with your tank. Move your mech back into
    the APC, and move it onto the HQ, dropping the mech north. In the
    west, attack the A-Air with your rocket, and use your tank and mech to
    finish off the infantry. Move your artillery 1N. Move your T-Copter
    towards HQ. End.
    
    Lash Day 5: Continuing to take cities, the AI takes another one and
    attacks the APC with her infantry, dealing none.
    
    Sami Day 6: You only have 2 days left, or as Nell says, tomorrow! In
    the west, take out the Anti-Air with your artillery, and with your
    rocket and mech, take out the infantry north of you. Attack the
    infantry with your tank. With your battleship, attack the infantry
    near you. Take out the infantry next to the HQ by using your tank,
    and move your APC 5W to block the infantry from going east. Move your
    mech to start capturing the HQ.
    
    Lash Day 6: The infantry attacks your APC, so she can't build! The
    other one continues to take a city.
    
    Sami Day 7: You can actually go for elimination now! Take out the
    infantry with your battleship. Attack the infantry on the deployment
    base with your rocket, and finish him with your tank.
    
    
    End:
    
    Sami drags a dummy of Lash over. Lash apparently escapes. You won!
    
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now have 1,500 points.
    
    
    With your victory, Orange Star has only two more provinces for you
    to take back. Select the mission to the southeast (not on the island).
    
    
    
    Mission 6: Andy's Time
    ----------------------
    Andy vs. Flak
    Difficulty: **
    
    %C *** B      B %%
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    ^C *** % C=C   C= 
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    ~~C  ============%
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    Mission Briefing: Lash tells Flak about her new invention, the Black
    Cannon. Hawke urges Flak to complete his conquest of Orange Star, but he
    seems be reeling backwards, eh? Commander Andy and Nell notices the
    giant cannon, and Max argues Andy can't take it, he can with his
    strength. Andy still is confident, however, and will do it himself.
    
    
    Mission Terms: Andy's Time introduces you to Lash's new invention, the
    Black Cannon, which deals five damage to the strongest unit with the most
    HP in its range, which covers some 82 squares and has 99HP. Ignore it if
    you can until you attack it.
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          3  1  8
    Factories       2  1  3
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 1 Infantry, 1 Transport Copter
    
    BH: None
    
    
    General Strategic Checklist:
    
    1. Stay out of Black Cannon range until you attack it, and when you do,
    attack from range.
    
    Although the Black Cannon on this first mission will only attack every
    few turns, it's to your best interests to stay out of the way, as you
    can capture the middle base out of Black Cannon range, as well as send
    rockets to smash it from afar.
    
    
    2. Capture the middle and northwest factories.
    
    Flak is slow and won't reach either base in time if you use your
    transport copter. It's also a nice way to flank him.
    
    3. Occupy Flak's factory within several days.
    
    With your superior property advantage, you should be able to seize
    control of it so Flak doesn't go slapping you when you attack Lash's
    Black Cannon.
    
    
    Black Hole Strats: Flak doesn't get much, so he'll build infantry and
    small vehicles to attempt to match your superior forces. Chances are
    he won't last...
    
    
    To S-Rank: Take both neutral factories over ASAP, and also neutralize
    Flak's deployment base. Smash BH's small force quickly.
    
    
    General Strategy Day 1: Move toward central island.
    
    Andy Day 1: You notice you only have 1 infantry and 1 transport copter,
    but you do get deployment bases to deploy new units. Nell talks on
    about how to make units. Look around on the map. BH has a base north of
    you, east of the cannon. The cannon has 99HP and can destroy practically
    everything; it takes out 5HP from any unit it attacks. Watch out with that.
    It takes as much damage as a Md Tank, so attacking it with a Md Tank will
    mean 55% damage, that will take out 55HP from it (so it's not that difficult
    to eliminate!). There are three bases to the west of both of you. Move the
    infantry into the transport copter and move it all the way west.
    Deploy two infantry.
    
    Flak Day 1: The cannon will fire starting Day 2, and Lash tells Flak
    to advance south.
    
    General Strategy Day 2: Land on central island to grab that base, and
    move infantry north.
    
    Andy Day 2: Check out the cannnon's range, which seems to cover a
    massive range of about 82 squares! The best you can do right now is
    avoid being fired upon. Move your T-Copter all the way up and drop to
    the south onto the base. Move your western infantry to capture the
    city, and move the other one 3N. Build an infantry in the left base
    and tank in the right base.
    
    Flak Day 2: An infantry moves SE to take a city. He builds another one.
    
    General Strategy Day 3: Move units north and take middle base.
    
    Andy Day 3: Nell informs you to attack the Black Cannon door. By the
    looks of it, it's best if you attack with an indirect unit or you'll
    get blasted. Start capturing base on middle island. Finish capturing
    other city. Move left infantry 3N, right infantry 2N 1W. Move tank
    6N. Make another infantry and another tank. Move T-Copter 2S 4E.
    
    Flak Day 3: He finishes capturing a city, moves infantry, and makes
    yet another one. Poor guy with no money :)
    
    General Strategy Day 4: Take central island, strike BH units from
    the south.
    
    Andy Day 4: Finish capturing the base on the central island. Move your
    northernmost infantry 3N to start capturing the city. Move up your tank
    5N 1W to attack the infantry on the city. Move your infantry from 3S of
    the transport copter and move it 3N into the copter, and move it 3NW.
    Move your two infantry 3N and tank 6N. Build an APC on the left base
    and an infantry on the right base.
    
    Flak Day 4: He begins capturing a neutral city, backed by two other
    infantry. He makes a mech.
    
    General Strategy Day 5: Seize control of the left base to surround
    the remaining BH forces.
    
    Andy Day 5: Move your transport copter 1W 5N and drop the infantry to
    the left. Move your northern tank 3W to kill the infantry. Move your
    other tank 6N. Finish capturing the neutral city on the right side with
    your infantry. Move the infantry on the central island 3N. Move your
    left infantry (that is left) 3N and the one east of it 2N 1W. Move your
    infantry on the right base 2W into the APC. Move the APC 1E 5N, and
    drop your infantry north. Build nothing.
    
    Flak Day 5: BH units capture ONE city, and another infantry unit is
    built.
    
    General Strategy Day 6: Close in on the last base and build a rocket.
    
    Andy Day 6: OK, you've at a clear advantage now. Move your infantry
    west of the T-Copter 2W to begin capturing the base. Move your left
    tank 1N to attack the infantry on the city, and move your infantry
    on the middle island 2N to finish that one off. Move your other tank
    3W 2N to deal damage to the mech to the left. Build a rocket on the
    middle island base. Move all infantry except the one just above the APC
    3N. Move that last infantry into the APC 5N and drop east. End turn.
    
    Flak Day 6: BH infantry moves 3S to attack your infantry. Another one
    moves onto a city and attacks another one. A mech moves west and fails
    to kill your T-Copter.
    
    General Strategy Day 7: Move rocket up, surround BH base with anything
    you can muster.
    
    Andy Day 7: Move your rocket 3N. Move the infantry above the rocket
    1NE to finish off the mech. Finish capturing the top base. Move your
    bottom 9HP tank 1SE and deal that infantry 6 damage. Finish it with
    your 4HP infantry without moving from below. Move the infantry below it
    3N to attack the infantry on the city. Move the infantry east of the
    APC 2N to finish it. Attack the infantry on the base with your tank.
    Move your APC 4N, and your T-Copter 4E 1S. Move your other infantry
    3W. Create an artillery on the middle island base.
    
    Flak Day 7: He's doomed. His infantry on the base attacks your T-Copter
    and does three damage.
    
    General Strategy Day 8: Effectively take the surrounded BH base and
    build a rocket.
    
    Andy Day 8: Move your rocket 2N 1W. Move your artillery 4N. Your tank
    west of that enemy infantry should attack it and bring it to 2HP. Move
    your T-Copter 6W. Move your full health infantry 2W 1N and finish that
    infantry off. Move your 9HP infantry 2N and capture that enemy base.
    From your northwest base, move that infantry 1W 2S and build a rocket
    from there. Move your APC 6W, your 4HP infantry 2N 1W, your other 9HP
    tank 5W, your 5HP infantry 3W, and your full health infantry 1S to
    capture the BH city.
    
    Flak Day 8: He has no base or units. Do nothing.
    
    General Strategy Day 9: With your two rockets, destroy the 99HP cannon.
    
    Andy Day 9: With your rocket on the base, attack the cannon down to
    44HP. Finish it off with your other rocket. You win!
    
    
    End:
    
    Andy and Flak have a clash of words and then Andy spots Max's tank
    force. Maybe it'll be helpful?
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now have 1,800 points.
    
    With most of Orange Star now secure, you have to hop to the last
    island. Andy will provide you assistance in marching into the
    mountains to take out that final Black Hole lab.
    
    
    
    Mission 7: Test of Time
    -----------------------
    Andy vs. Flak
    Difficulty: ***
    
    ^^^^^^%^% % ^^^=
    ^^   ========^^=
    ^    = C  C = ^=
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    Mission Briefing: This is the first FOW map, but the last Training-type
    mission. Andy will come here and wipe out Flak's remaining units and
    lab. You have 7 days to complete this mission. Run like the wind, Andy!
    
    
    Mission Terms: Now that you've found Black Hole's lab inside Orange Star,
    you have one week to penetrate it and seize the plans for the new Black
    Hole unit, the Neotank. This is your first FOW mission.
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          3  4  3
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    Predeployed Units:
    
    OS: 1 Infantry, 1 Mech, 1 APC, 1 Recon, 1 A-Air, 1 Tank, 1 Medium Tank,
    1 Artillery, 1 Rocket
    
    BH: 2 Infantry, 1 Recon, 1 APC, 1 A-Air, 1 Artillery, 1 Rocket, 1 Lander
    
    
    General Strategic Checklist:
    
    1. Remember Black Hole has a lander, artillery, and rocket that hides
    in forest on the eastern half of the map.
    
    They can snipe you if you don't take them out (exception: lander), and
    they're just plain annoying...
    
    
    2. Infantry on mountains give you +3 vision.
    
    Your recon can't do all vision...your infantry and mech can give you
    extra vision.
    
    3. Move in groups.
    
    One unit can't take out any unit or army, even your medium tank, as
    you may be sniped. Move units up together.
    
    4. Capture the secret lab or destroy all units.
    
    Instead of taking out all units, you may want to capture the secret
    lab instead, since you have a time limit...but destroying all units
    can be easier.
    
    
    Black Hole Strats: Flak has forces in the north that will attack you,
    but he'll leave his artillery, rocket, and lander hidden from view and
    snipe you when he has the chance. Find them and kill them. One is in
    the north, one is next to the HQ.
    
    
    To S-Rank: Fog of War makes the mission somewhat more difficult, but
    you should be able to take out the northern forces with ease and move
    on.
    
    
    General Strategy Day 1: Use FOW tactics to uncover the area, then
    take out an infantry, an APC, and an artillery.
    
    Andy Day 1: Nell rambles on about FOW tactics, and you find yourself
    spotting only ONE artillery of BH. Select your infantry and move it
    2N onto the mountain. Move your A-Air 1E 5N and take out the infantry
    to the north. In the east, move your mech 1NE. Move your medium tank
    3N 2W to weaken that APC 9 damage. Move your tank 1W 4N and attack
    the artillery from the east. Kill the artillery with your artillery.
    Move your recon 3NE. Move your APC 2N. Move your rocket 1E 3N. End.
    
    Flak Day 1: His recon attacks your infantry on the mountain, and moves
    his A-Air to the east of your recon to attack it. His APC moves south.
    
    General Strategy Day 2: Take out remaining unhidden units except a
    recon.
    
    Andy Day 2: You are informed by Sami that an indirect unit hides in
    the forest. Nell also points out the reef that you can hide in FOW in.
    Move your 6HP infantry 1S to kill the 1HP APC. Move your A-Air 1S to
    attack the recon. Move your recon 2W 1N and move your medium tank 3E
    2S to destroy the A-Air. Move your artillery 3E 2N. Move your tank 1S
    4E with 5 damage. Finish off that infantry with your rocket. Move your
    mech into the APC and move your APC 1W of the HQ, and drop your mech
    on the HQ.
    
    Flak Day 2: Your mech will be attacked by a rocket.
    
    General Strategy Day 3-4: Uncover hidden units, then kill them.
    
    Andy Day 3: Move your mech 2E to reveal the rocket. Move your tank
    1S 3E to deal 6 damage to the rocket. Move your A-Air 3S to finish
    off that recon. Move the damaged infantry 1E 2N. Move your recon 1E 5N
    into the forest. Move your APC 6N. Move your medium tank 2E 3N. Destroy
    the lander with your artillery and rockets.
    
    Flak Day 3: He can't do anything.
    
    Andy Day 4: Finish off the rocket with your damaged mech. If it isn't
    finished, use your tank. Move your mech 2E. Move your medium tank 1E
    2N and recon 3E to destroy the last artillery to win!
    
    
    End:
    
    Flak urges everyone into the factory. With the shutting of the final
    lab and you learning about the new Black Hole unit, the Neotank,
    
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank! You
    now have 2,100 points.
    
    
    
    Mission 8: Liberation
    -----------------------
    Andy, Max, or Sami vs. Flak
    Difficulty: ****
    
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    Mission Briefing: Flak is surprised by the sight of Adder, who was
    supposed to invade Yellow Comet. With his wordplay, he angers Flak.
    Here is a factory and base that is the center of the BH war on OS. If
    you can take this out, victory on BH will be a reality, at least in
    OS, for now. You have the base advantage here.
    
    
    Mission Terms: Entering the final mission of the Orange Star Campaign,
    you hold a disadvantage due to Black Hole's factory, which is given
    units through a pipeline. You'll want to seize the neutral airport early
    and smash the pipeline seem.
    
    
    Starting Properties:
    
                   OS BH Neutral
    Cities          2  2 11
    Factories       3  1  2
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    General Strategic Checklist:
    
    1. Destroy the pipeline seem for a quicker and easier victory.
    
    See the weak spot, the pipeline seem, in the pipeline? That's where
    you should hit it to break the pipeline connection and stop the
    factory from building more, as well as win the mission.
    
    2. Take the neutral airport away from BH hands.
    
    The lone airport is vital if you want to take out the seem fast.
    Capture the base below it, too, if you don't plan on taking Flak
    down within first 10 days.
    
    3. Take lone eastern cities if you have the time.
    
    The eastern cities will supply that extra 2000 a day you could use.
    
    4. Block factory from producing units.
    
    The BH factory can be blocked from cranking any more units out, by
    blocking the three doors.
    
    5. Produce an APC and infantry early.
    
    Use both units to speed to the airport/base.
    
    6. Seize the west as a diversion.
    
    This won't really help speed or technique, but if this mission is a
    bit rough, marching units west and taking that SW neutral base will
    be useful.
    
    
    Black Hole Strats: Flak's forces have stepped up a notch, and now
    uses more indirect units to throw mushrooms on your head. Block
    the bridges with anything you can, and you'll want to seize the skies
    even with A-Air and missiles threatening you.
    
    
    To S-Rank: You'll want to rush and crush the pipeline seem while keeping
    some strong attacks on units at and near the factory for power.
    
    
    Sami Strategy:
    
    Sami Day 1: Build an infantry from the SW base and an APC from NW base.
    
    Flak Day 1: Build an infantry from base and mech from factory, which
    shifts west.
    
    Sami Day 2: Move infantry 2N 1W into APC, then move APC 2N 5W and drop
    infantry north onto the river. Build a mech from NW base.
    
    Flak Day 2: Start capturing cities with infantry and mech, and build an
    infantry.
    
    Sami Day 3: Move infantry 2N to start capturing the airport, move mech
    2W, and move APC 1SE.
    
    Flak Day 3: Finish taking both cities with infantry and mech, move
    units, build an infantry. Factory produces recon.
    
    Sami Day 4: Move mech 1NW into APC, then move APC 4W 3N. Finish
    capturing airport.
    
    Flak Day 4:	Finish taking city, and surround base with his units.
    Build infantry, factory produce an artillery.
    
    Sami Day 5: Move infantry 2N off airport. Move APC 2NE and drop
    north. Create a bomber from new airport.
    
    Flak Day 5: Finish taking city, attack infantry with artillery,
    create APC from base, make missile and mech from weird-looking
    factory.
    
    Sami Day 6: Move bomber 4W 1N to attack mech, move infantry 1SW
    into APC, attack artillery with mech, and move APC 2NW. Drop
    infantry to the east.
    
    Flak Day 6: Attack APC with artillery, and build a tank. All
    other units move south except for a few that move east.
    
    Sami Day 7: Move infantry 1SW and attack the artillery to your
    right. Move mech 1NW. Move bomber 3E 1N. Move APC 2SW. Build
    a battle copter.
    
    Flak Day 7: Build a rocket. Move most units south to neutral
    zone.
    
    Sami Day 8:	Move battle copter 4W 1N to attack mech, then move
    bomber 2E 3N to attack pipeline seem. Build a battle copter. Move
    APC 1E 2N.
    
    Flak Day 8: Continue seizing neutral base and cities nearing your HQ.
    
    Sami Day 9: Move newly built southern battle copter 5W to attack missile.
    Move APC 1E. Move mech 2W to kill mech. Kill artillery with infantry.
    Using other battle copter, finish off missile. Use bomber to finish off
    pipeline seem.
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    
    You have beaten the Orange Star Campaign!
    
    
    
    BLUE MOON
    
    
    
    Olaf informs Grit that Black Hole forces have attacked Blue Moon. Grit
    argues that they're only losing the countryside wastelands, which makes
    Olaf furious. Colin arrives to tell Olaf that he is the new BM CO.
    Colin seems to call everyone "sir", so Grit tells him not to get worked
    up. Olaf is furious.
    
    Choose the top mission first with Colin.
    
    
    
    Mission 9: Reclamation
    -----------------------
    Colin vs. Lash
    Difficulty: **
    
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    Mission Briefing: Olaf hears about the Black Hole invasion on the
    northern frontier, the border with Orange Star. Colin volunteers to
    go, while Grit doesn't seem to care as much, just like in the past
    war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf
    lets him. Grit gives him a little advice. Lash is informed that
    Colin leads the Blue Moon army, though she wanted "the bearded
    geezer, or at least the scarecrow", pointing to Olaf and Grit. She
    orders a retreat because Colin will be boring, but decides to
    attack anyway.
    
    
    Mission Terms: With your first Blue Moon mission comes a new CO,
    Colin. His units are weaker than everyone's, but they're
    cheaper. You'll want numbers early on, especially with infantry.
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          0  0  6
    Factories       3  3  1
    Airports        0  0  3
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    General Strategic Checklist:
    
    1. Seize the middle airport.
    
    The middle airport gives you a place to build cheap battle copters
    to aid your cause. They will be helpful for when you are unable to
    kill a certain unit in one hit.
    
    2. Take the neutral factory.
    
    It's highly unlikely you will want to build units from your HQ bases,
    so you'd better take one closer to the enemy.
    
    3. Produce infantry early game.
    
    As Lash will have lots of infantry as well, beat her with numbers
    before you move on to tanks and copters.
    
    
    Black Hole Strats: Lash will build APC and infantry early on. She'll
    also rush for both airports and eventually build tanks. You should have
    the upper hand.
    
    
    To S-Rank: You may want to build a medium tank or two to destroy those
    pesky A-Airs and tanks, but add battle copters as well. This should be
    quite easy.
    
    
    Colin Day 1: Build three infantry.
    
    Lash Day 1: Build three infantry.
    
    Colin Day 2: Move the right one 1W 2S, and the left two 1N 2W. Build
    three more infantry.
    
    Lash Day 2: She builds two more, and moves two east towards you, one
    towards the airport.
    
    Colin Day 3: Move your southern infantry 3S, your uppermost infantry
    2W, the one just below it 2W 1S to capture that city, and move the
    infantry on the right base 3W. Move the other two 1N 2W. Build an APC
    from the northern base.
    
    Lash Day 3: BH begins capturing a city and builds an APC.
    
    Colin Day 4: Move your southern infantry 1S to start capturing the
    airport. The infantry capturing the city should move 2S to start
    capturing the base. Your NW infantry near the cities should move 2W
    to take that one. The infantry on the road should move 2W 1S to capture
    the city. The one on the forest should move 2W, and the last one should
    move 1E 2N into the APC. Move the APC 1S 5W and drop to the left. Build
    an A-Air from the northern base.
    
    Lash Day 4: She finishes capturing one city, starts another, and begins
    capturing the airport. He moves east and builds an artillery.
    
    Colin Day 5: Finish capturing the airport and three cities. Move the
    infantry on the mountain 3W. Move the infantry not doing anything 1W
    to capture that city. Move the APC 2W, and the A-Air 1S 5W. End turn.
    
    Lash Day 5: She finishes capturing a city and an airport and moves east
    without building anything.
    
    Colin Day 6: Your westernmost infantry should move 1N and grab that
    airport. Finish capturing the other city. The one on the other airport
    should move 3N. Now that you have a western base, build a Medium Tank
    from it after moving the infantry 2W from it. Move your other two
    infantry 2W as well. Move your A-Air 4W. End.
    
    Lash Day 6: BH starts capturing a city and attacks your infantry on
    the bottom mountain. He moves his artillery east and builds a tank.
    
    Colin Day 7: Finish capturing the airport with your infantry. East of
    the river, move that infantry 3N. Move your A-Air 3S and attack north.
    Move your 5HP infantry 2N 1E. Move the top one on the city 2S. Move
    down your medium tank 2S 1W. Move the infantry near the airport 1S.
    Make nothing.
    
    Lash Day 7: Her forces move north. She builds another tank.
    
    Colin Day 8: Move your medium tank 1S 3W to severely damage that tank.
    Your infantry right of the airport should move 2S 1W to kill the 4HP
    infantry and relieve your A-Air. Move your A-Air 3N 1E to damage the
    artillery. Move the infantry on the airport 3S and attack east. Move
    the one 2E of the artillery 1W and deal it 1 damage. Move the 5HP one
    1W, and the last one west of the river 2W into the APC. Move the APC
    2W 3S and drop east. Move that infantry east of the river 1N 2W. Build
    a tank from the western base and a battle copter from the airport.
    
    Lash Day 8: Her 5HP artillery deals damage to your damaged infantry on
    the city. Her tank moves up, and her combined infantry assault yours
    and take out your infantry on the neutral city. She builds a mech.
    
    Colin Day 9: Move your medium tank 2W to deal that tank 7 damage. Move
    your A-Air 1W 2S and attack left on the infantry. Move your battle
    copter 1SE to finish off the artillery. Move your infantry besides the
    APC 2W to finish off the 3HP infantry. Move your full health infantry
    1W to kill the weakened one. Move 5HP infantry 1W. Move your 4HP
    infantry 2S into the APC. Move your tank 3SW. Build another fighter
    and another tank. Move the infantry east of the river 3W.
    
    Lash Day 9: She joins her two tanks to 7HP and kills your 5HP infantry.
    Your APC gets attacked as well. She builds two mechs.
    
    Colin Day 10: Attack east with your medium tank to eliminate the tank.
    Move the tank 1N 4W to attack the APC. Move your A-Air 1NW to attack
    the infantry. Move your other battle copter 4W 1S to attack the
    transport copter. Move your 5HP infantry on the mountain 1S 2W to
    finish off that one, and then move your battle copter 3SW and deal the
    other infantry damage. Move your APC 4S 1W and drop the infantry east.
    Move your infantry west of the mountains 1W 2S and finish that
    infantry. Move your tank 3SW and your eastern infantry 1W 2S. Build a
    medium tank.
    
    Lash Day 10: He moves his mechs, transport copter, and builds a mech,
    an infantry, and an artillery.
    
    Colin Day 11: Move your A-Air 4S. Move your top battle copter 3S to
    take out that transport copter. Move your other battle copter 1S 4W to
    attack the mech. Move your back tank 1S 4W. Move your medium tank 2W.
    Move your 4HP infantry 1W into the APC. Move your other tank 1S. Move
    your 5HP infantry 2W and full health infantry 1N to capture that city.
    Move that last infantry 3S. Move your medium tank 2W 3S. Build a
    transport copter.
    
    Lash Day 11: Move up units, build two more mechs.
    
    Colin Day 12: Move transport copter 4W 1S. Finish the mech below with
    your battle copter, then use your other one to attack the mech at
    the bridge. Finish it with your medium tank. Take out the artillery
    with two tanks, capture the city, and stay out of range of the two
    mechs. The first is fine.
    
    Lash Day 12: She attacks a tank with a mech, and builds a mech
    and infantry.
    
    Colin Day 13: Hit mechs with battle copters, then finish the mechs
    but the top one with your A-Air and tanks. Build a bomber. Block
    two bases and let only an infantry and mech alive.
    
    Lash Day 13: Use Prime Tactics and nearby destroy your A-Air with
    his mech. He builds an infantry.
    
    Colin Day 14: Sweep down the last mech with two battle copters and
    a medium tank. Attack the infantry on the base with all you've got.
    
    Lash Day 14: Move infantry to attack transport copter, build a mech.
    
    Colin Day 15: Use Gold Rush and kill the mech with two medium tanks.
    Use your bomber to bomb the final infantry, you win!
    
    Later on I was able to beat this in 13 days...just move for
    elimination with battle copters and tanks.
    
    
    End:
    
    Lash retreats and Colin has won his first battle!
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    At this point, select Mission 10 to be the bottom Grit one.
    
    
    
    Mission 10: Tanks!!!
    -----------------------
    Grit vs. Adder
    Difficulty: **
    
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    Mission Briefing: Grit wakes up to find an angry Olaf asking him to
    seize a victory over the Black Hole forces in the south because it
    was his duty to defend the mountains. Grit seems to take it lightly
    as always but still goes before Olaf can say more. Grit spots the
    vast number of medium tanks even in Fog of War and decides not to
    fight them head on. Adder says that he went to offer a proposition
    to Grit, that they want Grit to join the Black Hole Army. Adder
    seems to say Grit's feelings about protecting Blue Moon, which
    wasn't much, but Grit doesn't respond. Grit agrees that Adder is
    correct, but that Adder has no call to treat the civilians and
    people in Blue Moon as they pleased. Adder had destroyed whole
    cities, and Grit finds Adder his #1 enemy.
    
    
    Mission Terms: With Grit's first mission an indirect combat one, it
    shows his power with rockets. Use recon and Super Snipe to your
    advantage.
    
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          0  3  0
    Factories       0  0  0
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  4
    
    
    Predeployed Units:
    
    
    BM: 2 Infantry, 4 Recon, 2 Artillery, 4 Rockets
    
    BH: 4 Mech, 4 Recon, 12 Medium Tanks
    
    
    General Strategic Checklist:
    
    1. Missile silos are your friend.
    
    The missile silos are on your side, so they will be you that fires
    them as long as the infantry survive going east. Use them to hone
    down on enemy medium tanks. They have the impact of Sturm's Meteor
    Strike, except they only do 3 damage. Aim carefully, they'll even
    injure your units. No unit will have lower than 1HP, however.
    
    2. The mountains are your friend, too.
    
    The mountains will keep your rockets safe from all but mechs, and
    your recon will be as well.
    
    3. Weaken advancing units.
    
    By Day 2, let your rockets fly some damage onto the medium tanks that
    advance. When mechs arrive, take them out first, as they can kill your
    rockets easier.
    
    
    Black Hole Strats: Adder's medium tanks are hindered by mountains and
    are forced to go all the way around to hit anything of yours that they
    see, so the only thing that will do big damage is mechs and the few
    medium tanks that may make it to the end.
    
    
    To S-Rank: Have your recon as far as you can without being hit, so they
    can be spotters for your rockets and artillery. Missiles will aid the
    attack on clustered medium tanks as well.
    
    
    General Strategy: You have rockets. Grit is awesome with rockets. They
    fall in a single turn to medium tanks, though. Luckily, the mountains
    will protect you for a while, so take out ALL you can so he doesn't
    advance too far and take them out. Also note that in the east you have
    missile silos, the new property. They don't do much damage but they can
    be useful on medium tanks that really need to be weakened.
    
    Grit Day 1: With your left rocket, attack the middle medium tank. Move
    your rocket on your HQ 2W. Move your top and bottom rockets to the 1E
    and 2E of those two that are already used. Move both infantry 1E. End.
    
    Adder Day 1: His 2 recon moves in to attack your 2 infantry. His medium
    tanks all move east.
    
    Grit Day 2: Here, you're taught from Olaf that you can use missile silos
    to hone missiles on Adder's forces. Use the back rocket to take out the
    northern recon. With your second to back rocket, injure his bottom
    recon. With the one left of that, attack the middle of the three top
    medium tanks you see. With your front recon attack to the 4S 1W, the
    medium tank closest to your southern forces. End.
    
    Adder Day 2: His second recon attacks your infantry on the top. His
    bottom one moves up and his 1HP one flees. More medium tanks move up
    in the south, and your infantry is taken out in the south.
    
    Grit Day 3: OK, so you're overwhelmed. Don't worry just yet. In the
    south, use your artillery to take out the medium tank. In the north,
    attack the medium tank with your artillery. Move your 1HP infantry 2E.
    Use your CO Power Snipe Attack. Move your middle two recons 4W (the
    top one 4W 1N). Kill the recon with your HQ rocket, the 5HP medium tank
    with your next one, going left, weaken the bottom medium tank that you
    spot with your next one, and with the front one, weaken the full health
    medium tank in the north. End turn.
    
    Adder Day 3: Adder uses Super CO Power Superwinder to move units
    even faster. His mech moves 4 squares to capture your city. His recon
    and medium tanks move in on both fronts. Your rocket is destroyed by
    mechs (the front one).
    
    Grit Day 4: Move your 1HP infantry 1S 2E. With your northern artillery,
    attack the medium tank furthest right. Continue hitting medium tanks
    with your rockets, the ones with most HP. With the front rocket though,
    use it to kill the mech on the road. Move a recon in the middle to
    leftmost city without attacking, right one back to the eastern forest,
    but take the NE one. In the south, move artillery 2W.
    
    Adder Day 4: BH takes one of your cities, northern artillery injured
    by weakened medium tank, two mechs completely rid your next two rockets
    ineffective.
    
    Grit Day 5: Use Snipe Attack. Injure the mech with your southern
    artillery, take out the front 5HP medium tank with your northern
    artillery, and weaken the mountain mech with your non-injured rocket.
    With your 2-HP rockets, take out a recon. With your last recon, take
    out an infantry as well. Move 1HP infantry 3E. End.
    
    Adder Day 5: Sideslip. He captures your buildings but this time doesn't
    attack with those crazy mechs. Your northern artillery is injured.
    
    Grit Day 6: With northern artillery, weaken a medium tank. Move 1HP
    infantry 3E and target just east of the artillery and mech, taking
    down the 3-10-2 HP medium tanks to 1-7-1 HP. With your full HP rocket,
    attack the mech taking your city. With your other two, take out the
    2HP mech and injure the southern recon. In the east, move your lone
    recon in forest 3S 1W to attack the enemy recon and to protect your
    last infantry. In the south, move your artillery 1N 4E and your recon
    3E 1N. End.
    
    Adder Day 6: He continues to capture the city and in the east, the
    recon wars continues. In the north, he combines his 1+7+1 medium tanks
    to form 9HP and also moves up his 6HP and 5HP medium tank.
    
    Grit Day 7: Move your full HP rocket 3N. Move your 1HP infantry 2S.
    Take out the recon with your two recon. Move your front 2HP rocket 2E
    onto the HQ. Move your other 2HP rocket 2E. Move your middle recon 2NW
    to finish off the final mech. With your northern artillery, attack the
    6HP medium tank. Move southern artillery 1E 2N.
    
    Adder Day 7: His medium tanks move in and hide in forest except the
    9HP one.
    
    Grit Day 8: With your full health rocket, deal 6 damage to the rocket.
    Move your 1HP infantry 1S to launch a missile. Center it on the 3HP
    medium tank. Move everything else to take out the last medium tank!
    
    
    End:
    
    With Adder's medium tank brigade routed, he retreats! Grit doesn't seem
    to care what Olaf says, but who cares?
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Three new missions open up here. Take the middle Olaf mission.
    
    
    
    Mission 11: Toy Box
    -----------------------
    Olaf vs. Lash
    Difficulty: ***
    
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    Mission Briefing: Olaf prepares his forces to enter his hometown and
    liberate his hometown from Black Hole forces. Olaf and Lash have some
    talk about what happened to his hometown due to Lash. Olaf is furious
    and demands to take Lash 1 on 1 for his hometown back and to find
    what Lash has hidden, a lab map.
    
    
    Mission Terms: As Olaf has turned Olaf's hometown into near-rubble,
    Olaf is prepared to send his forces to liberate it and hopefully, find
    it not as damaged as he thinks it is...
    
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          0  0  7
    Factories       2  2  1
    Airports        0  0  0
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    General Strategic Checklist:
    
    1. Guard the mountain passes.
    
    If you guard the mountain passes, then Lash is unable to get past.
    This includes the northwest neutral city with that river pass.
    
    2. The secret lab map must be taken.
    
    The secret lab map is found on that small SW island area, the neutral
    city there in the southwest and closest to enemy HQ other than the one
    directly above it. Take it to get the hidden Blue Moon mission.
    
    3. Take the east fast.
    
    Your side of the map should be taken ASAP so that you have enough cities
    to solidify your advance towards the neutral middle base.
    
    4. Smash Lash's units with power.
    
    When you have more money and props than her, and with the neutral base,
    start building some stronger units like massed tanks.
    
    
    Black Hole Strats: Lash will be crossing rivers and mountains to sneak
    up on your unguarded cities. She'll also build mechs, artillery, and
    tanks.
    
    
    To S-Rank: Take the middle factory early and win in 20 or less days
    to seize a S-Rank, or at least in speed. Don't lose too many units.
    
    
    General Strategy (300-Pt.):
    
    You'll want to beat it in just 16 days. Build infantry only from the right 
    two bases to take cities. Combine when necessary, you don't want to lose more 
    than two units for full technique. Advance with an A-Air and LOTS of tanks. 
    This is very effective because Lash builds slow, and you can outnumber them. 
    Just remember to take that southwest city on the island-ish area for the lab 
    map.
    
    
    Turn-by-turn, 285 Pt. S-Rank:
    
    Olaf Day 1: Build two infantry.
    
    Lash Day 1: Build two infantry.
    
    Olaf Day 2: Send both infantry 3W and build two more.
    
    Lash Day 2: BH starts capturing two cities and builds two more infantry.
    
    Olaf Day 3: Move both northern infantry 3W. In the south, move the
    front one 3N and the back one 3W. Build two more infantry.
    
    Lash Day 3: Lash takes two cities and builds two more infantry after
    moving the other two east.
    
    Olaf Day 4: ANY infantry in range should capture a city, and the one
    close to the base should capture the base. The remaining infantry
    should move 3W. Make a recon on the northern base and an infantry on
    the southern base.
    
    Lash Day 4: Her infantry move west. Your northern infantry is fired
    upon but the city's defensive power leads you well. She builds a recon
    and an APC.
    
    Olaf Day 5: Capture three cities and the base. Continue capturing the
    northwest city. Move other two infantry 3W. Move recon 3W. Build
    nothing.
    
    Lash Day 5: His forces move eastward. The infantry in the north
    resumes attacking your infantry. She builds nothing either.
    
    Olaf Day 6: Finish capturing northern city. Move infantry on central
    base 1SW to attack that infantry. Move infantry on northeast city
    2S 1W as well as the one west of it. Move recon 5W. Make tank in
    central base. Move infantry (in terms of closest to middle base) in
    this order: 2N 1W, 2N, and 3W. End turn.
    
    Lash Day 6: Recon moves up, two infantry combined kill yours on the
    southern front. In the north, the city/river fighting continues.
    
    Olaf Day 7: Retreat your 4HP infantry from the northern city 3E and
    move your recon 1W to finish off that infantry. Move tank 1SW and
    finish off 6HP infantry. In the south, move the northernmost
    infantry 1W to east of tank, and the other two 2N 1W. The other two
    northern infantry should move 1SW. Build an artillery.
    
    Lash Day 7: Her recon attacks your infantry. She doesn't dare attack
    anything else but does move in.
    
    Olaf Day 8: Move your tank 3W 1N to attack the enemy tank. Use your
    artillery to attack the enemy recon. On the northern front, keep your
    recon's guns firing at the infantry left of you. Move your 3HP
    infantry next to the recon 1N 2E and move the 4HP infantry 1W 2S.
    Move BM infantry in to surround the BH infantry and kill it. Move
    other infantry west.
    
    Lash Day 8: Recon attacks 4HP infantry to 2HP. Builds mech and
    artillery. Moves units east.
    
    Olaf Day 9: Continue dealing damage with recon on northern front. Kill
    enemy tank with yours. Move everything from southern front west,
    including artillery. Attack the recon from the south with a full
    health infantry. Build a medium tank. Move 3HP infantry southeast.
    
    Lash Day 9: An infantry comes in to down your 2HP infantry.
    
    Olaf Day 10: Destroy enemy APC with tank and artillery. Capture
    southwest neutral city. Attack anything in sight but stay away from
    enemy artillery range except for that tank. Use the 3HP infantry to
    take out the 1HP recon. Move medium tank 1S 2W. Create an artillery.
    
    Lash Day 10: Destroys tank with artillery, infantry with infantry.
    
    Olaf Day 11: Finish capturing the southwest neutral city. It is a map
    that pinpoints to the hidden enemy lab. You will now unlock the hidden
    Blue Moon lab mission. Continue taking out units with northern recon,
    and use that near-full health northern infantry to chase hers. Move
    medium tank to take out infantry in the way to the northwest and
    southwest. Move front infantry north of the medium tank, and use an
    infantry to attack her mech and block your artillery. Build a rocket.
    
    Lash Day 11: Her recon and infantry attack your artillery, and the
    mech kills your infantry.
    
    Olaf Day 12: Use Blizzard. Send infantry from SW city northeast.
    Weaken recon with medium tank. Move up rocket. Kill wandering Lash
    infantry in the east. Build a tank. Injure APC. End.
    
    Lash Day 12: Advance troops east.
    
    Olaf Day 13: Move Rocket 1S 2W. Take out APC with southern artillery.
    Take out mech next to northern recon with artillery and recon. Finish
    infantry with medium tank. Move the rest up and build a tank.
    
    Lash Day 13: Advance and build an infantry and mech.
    
    Olaf Day 14: With your southern artillery, attack the mech. With your
    rocket, attack the infantry on the base. Kill another infantry with
    medium tank. Finish the southern mech with your tanks. Advance toward
    SOUTHWEST base. Build a tank.
    
    Lash Day 14: Mech attacks northern recon. Move infantry up in the
    south. Build two mechs.
    
    Olaf Day 15: Continue sweeping units with indirect units first, aiming
    for mechs first. With your tanks, you should be able to take out the
    mech and infantry defending SW base...as the artillery is out of the
    way. Use your infantry as well to help. By end this should be cleared
    all but 3HP artillery. Finish off mech in the north with medium tank.
    Build a rocket.
    
    Lash Day 15: Build an infantry and mech.
    
    Olaf Day 16: Take out the final artillery and infantry in the southwest
    with two tanks and a rocket. Use your infantry to capture the SW base.
    Take out the 5HP recon with your artillery, and injure a mech in the
    NW. Move up units to NW and end.
    
    Lash Day 16: She uses Prime Tactics. Unit movement cost goes to 1, but
    she only has 3 full mechs even after building one. She doesn't attack.
    
    Olaf Day 17: Start capturing HQ. Attack mechs with medium tank and
    a tank. Finish the 2HP mech with your 5HP infantry, and with an
    artillery and infantry, take out the mech in front of your tank. Move
    tank to cover SW base, and move all other units towards NW base.
    
    Lash Day 17: Take out an infantry with a mech, advance mech, and use
    mech.
    
    Olaf Day 18: In the northwest, kill front two mechs with rockets and
    artillery. Use the medium tank and a tank to finish that final mech.
    
    
    End:
    
    Lash leaves and you've won. Olaf's memories come back to him as he
    looks at his shattered hometown. He promises to avenge Black Hole's
    actions.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    This victory opens up a mission on the island. Anyhow, move to the
    northwest flag to Mission 12.
    
    
    
    Mission 12: T Minus 15
    -----------------------
    Olaf and Andy vs. Flak
    Difficulty: ***
    
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    Mission Briefing: The Blue Moon COs spot a giant missile silo being
    operated by the Black Hole Army. Surprisingly, Andy comes with a
    small air force to aid you in Olaf's fight to take out the giant
    missile silo. In 15 days, your forces will be blown up along with
    the missile silo.
    
    
    Mission Terms: Andy joins Olaf in this 15-day mission to neutralize
    the giant missile silo by taking over 8 cities surrounding it to
    take it. Destroying the pipelines will help for the central and
    southern fronts.
    
    
    Starting Properties:
    
                   BM OS BH Neutral
    Cities          2  0  8  5
    Factories       0  0  1  0
    Airports        0  0  0  1
    Seaports        0  0  0  0
    Missile Silos   0  0  0  0
    
    
    Predeployed Units:
    
    Northern Front:
    
    OS: 1 APC, 4 Battle Copters, 1 Fighter, 1 Bomber
    BM: 2 Infantry, 2 Mechs, 2 APCs, 2 Tanks, 2 A-Air, 1 Artillery, 1 Rocket
    BH: 1 Infantry, 1 Mech, 1 Recon, 1 APC, 1 Artillery
    
    Central Front:
    
    BM: 2 Tanks, 4 Medium Tanks, 1 Rocket, 1 Missile
    BH: 4 Tanks, 4 Medium Tanks, 4 A-Air, 3 Rockets, 2 Missiles
    
    Southern Front:
    
    BM: 2 Mech, 3 A-Air, 1 Rocket
    BH: 1 Rocket, 2 Medium Tanks, 2 Neotanks, 5 Battle Copters, 3 Bombers
    
    
    General Strategic Checklist:
    
    1. Destroy both pipeline seems in the east to provide some aid to the
    south with Andy's aerial forces.
    
    2. Save your Blue Moon infantry and mechs and leave them unhurt before
    you start taking the eight cities.
    
    3. Use your northern forces to boost the central front forces.
    
    
    Black Hole Strats: Flak has powerful units, but doesn't seem to know
    how to use them. He will move it east, but since he only has three
    rockets even near the silo, he doesn't really have that much of
    a chance.
    
    
    General Strategy: An even quicker way to do it in Day 11 is to advance
    in the middle while staying out of rocket range. Use the medium tanks
    and tanks' major powers to strike through the middle, while using
    most of Andy's forces in the SOUTHERN front to go for total elimination
    in just 10 days (dominating the middle in seven). Taking over 8 cities
    should be done in 11 days. Easy 300 points.
    
    
    To S-Rank: In the south, you'll want to block those Neotanks and medium
    tanks from getting through with Andy's fighter or bomber. Sweep the
    middle with your northern two fronts' forces of Olaf's. For power rating,
    eliminate most of the southern front, if not all.
    
    
    Olaf Day 1: Send all your forces as far west as possible.
    
    Andy Day 1: Move the bomber SE as far as possible. Move your back
    battle copters all the way west to attack the APC and mech. Send the
    fighter to the bomber. Send other two battle copters northwest,
    avoiding the missile range. Send APC 2SE.
    
    Flak Day 1: He attacks Andy's APC. His forces move east. He builds
    an infantry.
    
    Olaf Day 2: Grit informs Olaf that Olaf needs to capture the 8
    cities in the middle to deactivate the tower. Andy reminds Olaf to
    destroy the pipes. Capture cities in northwest, as much as you can.
    Advance toward pipes on the Northern Front but do not attack it.
    In the Central Front, attack as far west as you can, injuring both
    rockets. Move everything as far west as well except for one medium tank
    which should attack the southern pipeline and deal it 55 damage. In the
    south, start capturing the airport with one mech and keep A-Air out of
    bomber range.
    
    Andy Day 2: In the west, stay out of missile range and take out an APC,
    recon, and mech. Use the bomber to bomb the northern pipeline and deal
    it a massive 95 damage. Move APC 2E, end turn.
    
    Flak Day 2: Brute Force. Advance units east. Rockets attack your
    attacking tanks in the middle. All units move east. Infantry built.
    
    Olaf Day 3: Use your 5HP tank to blow up the northern pipeline and
    send units over. Finish capturing cities. In the south, capture the
    airport and attack two bombers with two A-Air. Destroy a battle copter
    with the other one. Try to keep your rocket protected, as he has
    Neotanks coming at you. Destroy two rockets with your small tank and
    medium tanks in the center, then use big bad medium tanks to take damage
    next turn while dealing heavy on those pesky BH A-Air. Send all units
    possible from northern front down to central except for one APC. End.
    
    Andy Day 3: Move Andy's bomber 5S to destroy that pipeline. The missile
    will destroy it, but you have to blow it up anyway...move your fighter
    3S. Move your battle copters all east except one which should start
    blowing up the northwest scorched pipeline to deal 25 damage. Move APC
    down.
    
    Flak Day 3: Your medium tank is bombarded by his remaining rocket and
    medium tank in the north, and his missile downs your only bomber. In
    the south, you lose an A-Air to a bomber while your mechs and rocket
    get random hits as well.
    
    Olaf Day 4: Winter Fury! That Super CO Power unleashes slow AND deals
    2 damage to all enemy units AND boosts your power. Weaken the near
    full-health bomber in the south, and take out a battle copter. In the
    north, use your rocket to knock hit points off of the medium tank.
    Use your artillery to take that out. Bring up a full health medium tank
    to take out a small tank in the north of the Central Front. Use a tank
    to clear the tank in the southern half, then finish off the A-Air with
    your medium tank. Bring in your last one to form a solid medium tank
    line and injure the tank. Send all units west (or southwest from
    Northern Front). Remember to capture that last city up there...
    
    Andy Day 4: Continue giving a smack on that pipeline. Move other
    battle copters east. Move APC south. Keep fighter out of missile range.
    
    Flak Day 4: Barbaric Blow. A rocket attacks northern medium tank. A
    mech falls to battle copter fire on the Southern Front and together,
    the air force wipes out a lot of your weakened army. The northern
    medium tank is finished by another medium tank. He still makes another
    infantry.
    
    Olaf Day 5: On the Southern Front, wipe out a battle copter and a
    bomber. On the Central Front, use your northern rocket to take 5HP off
    of the northern medium tank. With your southern rocket, attack the
    missile. Finish off the 3HP small tank with your medium tank in the
    south. Wipe out the missile with your other medium tank. Send two tanks
    there to weaken the A-Airs. Finish capturing last city in the Northern
    Front and send everything southwest.
    
    Andy Day 5: Send fighter south to the Southern Front to wipe out the
    bomber. Continue to kill the pipeline seam. Move battle copters down
    to Central Front.
    
    Flak Day 5: Infantry and rocket destroyed on southern front with battle
    copters. A tank is attacked on the central front by another one.
    
    Olaf Day 6: On the Southern Front, take out both battle copters with
    your A-Air. Build a bomber. With the rocket, weaken the small tank in
    the north and finish it with your tank. Send up a high-HP tank to
    attack the medium tank in the north and deal it 1 damage. Add an A-Air
    to finish it from the north. Send an artillery there to get ready to
    attack down that final rocket. In the south, take out an A-Air and
    weaken the other one with two tanks. Move up a medium tank to attack
    his. Move units west, south from northern front.
    
    Andy Day 6: Move battle copters as far west as possible without getting
    them in missile range. Take out the seam with the battle copter in the
    west. Move APC west. Move fighter west to the forest to block ANY unit
    from passing, so the Neotanks won't make it.
    
    Flak Day 6: Brute Force. Your A-Air is weakened by the rocket, and his
    medium tanks weaken a tank and destroy a medium tank. He builds an APC.
    
    Olaf Day 7: Day 7 now. You have 8 days to clear BH forces from Central
    Sector and take cities. Hurry! Use an artillery and 2 tanks to take
    out the northern rocket. Winter Fury. Use your medium tank to attack
    his higher-HP one. With a tank, finish off his 1HP one. Use another
    tank to finish off his A-Air. Have the mech start capturing a city.
    Move rocket up so you can kill the medium tank next turn. On the
    Southern Front, move your bomber and A-Air forward.
    
    Andy Day 7: Move south towards Southern Front, but avoid missile range!
    
    Flak Day 7: An artillery nearly kills your tank. His medium tank
    strikes your A-Air. He advances pointlessly on Southern Front.
    
    Olaf Day 8: Destroy the medium tank with your rocket. Send units to
    attack missile. Send the rest to Southern Front. Move infantry and
    mechs to capture the cities ASAP. Bomb down one Neotank. Make another
    bomber.
    
    Andy Day 8: Use battle copter to attack missile as well. Send other
    battle copters to Southern Front along with APC. Move fighter west
    to block units from getting through.
    
    Flak Day 8: Attack your A-Air. Advance.
    
    Olaf Day 9: Finish capturing THREE cities. Attack missile. Move units
    to Southern Front. On Southern Front, destroy a Neotank and a Medium
    Tank with your bombers.
    
    Andy Day 9: Take out an infantry on Southern Front with battle copters.
    Continue moving them south. Move battle copter north on Central Front
    to chase artillery.
    
    Flak Day 9: Advance, move up A-Air, build mech.
    
    Olaf Day 10: Finish off missile, continue capturing cities, bomb
    out a medium tank and rocket. Move units to Southern Front.
    
    Andy Day 10: Chase artillery on Northern Front. Eliminate two infantry
    on Southern Front.
    
    Flak Day 10: Barbaric Blow. He's pissed. He advances and builds a mech.
    
    Olaf Day 11: Blizzard. Finish capturing 5 cities. Advance to Southern
    Front. Bomb the A-Air with both bombers. Take out a single infantry
    unit with your A-Air. No need to move anything else. Build a bomber.
    
    Andy Day 12: On the northern front, deal 4 damage to that artillery.
    Weaken a tank with battle copters.
    
    Flak Day 12: Advance mechs, make another one.
    
    Olaf Day 13: Finish capturing 6th city, start capturing 7th and 8th
    cities. Send a tank up to the artillery on Northern Front. Wipe out
    the tank with your rocket from Central Front. Bomb an APC and a mech.
    
    Andy Day 13: Hyper Repair. Take out a mech and APC on the Southern Front
    and weaken a second mech. Attack the artillery from the west on Northern
    Front.
    
    Flak Day 13: Move up mechs, build another one.
    
    Olaf Day 14: Victory day, here it is! On the northern front, take out
    the artillery with your tank. In the south, weaken a mech and kill one.
    Capture the last two properties. You win by neutralizing the missile
    silo!
    
    
    End:
    
    Olaf downplays the role of Andy, but he was quite useful, eh?
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    This victory opens up a mission to the northeast province with a star.
    Go to the southeast island flag for Mission 13!
    
    
    
    Mission 13: Neotanks!?
    -----------------------
    Olaf, (Grit), or Colin vs. Flak
    Difficulty: ***
    
    ^^^%%%%%w % %   %
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    Mission Briefing: Olaf gets furious over Black Hole forces using
    Blue Moon to do whatever they want. This is their laboratory base.
    Choose Grit. You have bases, but you only have 15 days to win or Lash
    will self-destruct everything.
    
    
    Mission Terms: As you took the Toy Box secret city's lab map, you have
    only 15 days to seize the lab and its Neotank plans. Attack with rockets
    and medium tanks in the east while firing missiles at enemy forces near the
    lab.
    
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          0  1 13
    Factories       3  2  3
    Airports        0  0  1
    Seaports        0  0  0
    Missile Silos   0  0  8
    
    
    Predeployed Units:
    
    BH: 2 Medium Tanks, Rocket
    
    
    General Strategic Checklist:
    
    1. Missile power is important. Send missiles raining down on troops near
    the lab and in the northwest, and don't let the enemy take one.
    
    2. Seize that neutral base halfway to the lab. It's useful for when you make
    forces from there.
    
    3. Make APCs to send infantry to take properties fast.
    
    4. Take the lab with advancing tank and indirect forces.
    
    
    Black Hole Strats: Lash will take properties in the northwest, then advance 
    from 
    the southwest towards your HQ while sending a few units to stop you from 
    taking 
    the lab.
    
    
    To S-Rank: Remember, you only have 15 days. Move quickly through the east,
    and with missile help, use tanks and rockets to smash the lab defenses.
    
    
    General Strategy: Very easy mission...missiles to hit everything at the lab 
    area, 
    then just send a few units over along with an infantry to capture the lab.
    Piece of cake to win in 13 days.
    
    
    Grit Day 1: Build three infantry.
    
    Lash Day 1: Build two infantry.
    
    Grit Day 2: Move western infantry 3N, and the other two 3E. Build three
    infantry.
    
    Lash Day 2: Start capturing two bases. Build two infantry.
    
    Grit Day 3: Unleash a missile silo in the west, target center on the
    rocket/lab. Start capturing a city. Move east. Build an APC.
    
    Lash Day 3: Finish capturing two bases. Start capturing another city.
    Build a tank and infantry.
    
    Grit Day 4: Target a second missile at lab. Capture a city and start
    capturing another. Move everything else towards lab. Build nothing.
    
    Lash Day 4: Continue capturing, make two more units.
    
    Grit Day 5: Move infantry in west toward next missile silo. In the
    east, activate one that hits the lab again so they're all down to 1HP.
    Finish capturing a city, move infantry north to grab base.
    
    Lash Day 5: Take practically every city. Join two medium tanks to 2HP,
    move 1HP rocket left. Build recon.
    
    Grit Day 6: Move western infantry toward next silo. Have eastern
    infantry launch missile at center on capturing infantry in west, which
    will hit tank, artillery, and infantry. Start capturing eastern base.
    Move units north in the east. Build nothing.
    
    Lash Day 6: Finish capturing cities, defensive position in her area.
    Build an A-Air.
    
    Grit Day 7: Capture cities next to eastern base. Finish capturing
    eastern base. Send infantry north. Prepare to use another missile silo
    in west.
    
    Lash Day 7: Finish capturing three cities, sending army south (which is
    good).
    
    Grit Day 8: Finish capturing in east. Move APC and infantry up but not
    to range of medium tank. Build a medium tank in eastern base. Launch
    a missile just below the A-Air to hit 3 infantry and the A-Air, using
    western infantry.
    
    Lash Day 8: Advance to the south.
    
    Grit Day 9: Build a medium tank in your HQ area's western base. Back to
    the east, advance your medium tank and infantry inside APC. Prepare to
    seriously go for the lab in a day or two. In the west, launch a final
    missile at the artillery, rocket, and tank at the base area of BH.
    Weakening the tank will help for later.
    
    Lash Day 9: She starts capturing the airport in the west and attacks
    your infantry with a tank. The other tank moves towards the lab.
    
    Grit Day 10: In the east, use your medium tank to destroy the tank
    there. Move up your APC and infantries. Keep APC out of BH infantry
    range, medium tank range is fine. Advance medium tank in the west. Make
    a rocket in eastern base (near lab). End turn.
    
    Lash Day 10: Attack APC with medium tank, continue taking airport down
    there, advance in the west.
    
    Grit Day 11: Send infantries and rocket north towards lab. Drop
    infantry 2E of lab. Kill enemy medium tank with yours. Kill artillery
    on western front with your other medium tank.
    
    Lash Day 11: Finish capturing airport, finish capturing city next to
    lab, advance to HQ in west, move artillery towards lab.
    
    Grit Day 12: Use your medium tank and one infantry to take out the
    infantry next to the lab. Send infantry to start capturing lab. Advance
    rocket, retreat infantry from artillery. Take out an infantry with a
    medium tank on western front. Build a medium tank in western HQ base.
    
    Lash Day 12: Unknowing of the lab, Lash advances.
    
    Grit Day 13: Take out an artillery with your rocket, finish capturing
    city next to lab, and wipe out an A-Air and tank with two medium tanks.
    
    
    End:
    
    With your victory here, the Blue Moon forces will now be able to deploy
    Neotanks in upcoming missions.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    This victory opens up a mission to the northeast province with a star.
    Go to the southeast island flag for Mission 14!
    
    Left with only three Blue Moon missions left, all of which are ****,
    these are going to really test you. Choose the southwest mission to
    Mission 14!
    
    
    
    Mission 14: Nature Walk
    -----------------------
    Grit vs. Lash
    Difficulty: ****
    
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    Mission Briefing: It appears to Grit that while Olaf is inspiring
    his troops, he notices THREE black cannons aiming fire on you
    through the forests in FOW. Lash seems to be the other Sonja of the
    BH universe, knowing all the intel and now having THREE Black
    Cannons against you. Grit accepts the challenge. You must reach the
    HQ with ANY unit to win. Your goal here is to keep everything in
    forest or out of range of the Black Cannons so they won't kill you.
    
    
    Mission Terms: Lash has created three Black Cannons in Blue Moon territory,
    and has a stronghold at the HQ. Lash has infantry coming up towards your
    
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          0  1 13
    Factories       3  2  3
    Airports        0  0  1
    Seaports        0  0  0
    Missile Silos   0  0  8
    
    
    Predeployed Units:
    
    BM: Two Infantry, 1 Mech, 2 Recon, 2 APC, 1 A-Air, 4 Tank, 1 Medium Tank,
    4 Artillery, 2 Rocket
    
    BH: 2 Infantry, 2 Mech, 4 Recon, 6 Tank, 1 Medium Tank, 1 A-Air, 3 Artillery, 1 
    Rocket 
    
    
    General Strategic Checklist:
    
    1. Black Cannons have heavy firepower. Take cover in forests and make sure no 
    enemy 
    unit sees you.
    
    2. Use forests to avoid enemy units and Black Cannons.
    
    3. Advance slowly.
    
    4. Keep forces together.
    
    5. Take back HQ building with any unit.
    
    
    Black Hole Strats: She will use her overpowering laser cannons and units that
    also hide in FOW to smash you. She will also try to take your HQ with infantry
    that move up and attempt to smash anything that gets close.
    
    
    To S-Rank: Advance north with everything together, using recons for vision
    and other units. Have forests with units pushing forward to save your HQ.
    
    
    General Strategy 300-pt strategy: As long as you keep your units out 
    of sight, Black Cannons can never attack you and the enemy will have to 
    find you first. Kill the few units at first, but save your artillery and 
    rockets as well as tanks on the final assault on the units at the city. 
    Sneak a recon towards the HQ through the forests and make it.
    
    
    Turn-by-turnish 290-pt strategy:
    
    
    Grit Day 1: Weaken the tank and recon you see at first sight with your
    two artillery. Send the bottom tank of both sides to finish them off
    from the side. With your right rocket, kill the artillery. Move up both
    other tanks 3N. Move up your left rocket 3N. Move up your two infantry
    2N and 2N 1W into the forest. Move everything as north as you can,
    preferably in forest. Don't go past the road though...
    
    Lash Day 1: The right Black Cannon fires and deals 5 damage to your
    medium tank. Units move north and towards HQ.
    
    Grit Day 2: Advance north everything through the forest, and take out
    a tank in the west with your rocket. Weaken that recon with a tank.
    End.
    
    Lash Day 2: Black Cannon hits your left tank.
    
    Grit Day 3: Finish the recon with your weakened tank.
    
    Lash Day 3: Infantry and mechs continue to move up.
    
    Grit Day 4: Move up units.
    
    Lash Day 4: Get owned if you hit ambushes and lose a few units...
    
    Grit Day 5: Advance north fast to take out his infantry/mechs.
    
    Lash Day 5: Black Cannons will hit you, but you must sacrifice some
    units for speed here. You'll lose a few more units here.
    
    Grit Day 6: Fire back with Snipe Attack and all your direct units.
    
    Lash Day 6: Prime Tactics.
    
    Grit Day 7: Kill infantry, mechs, artillery, and tanks in your way.
    Sneak recon and APC with mech toward HQ and maybe a few other units
    just in case like a tank.
    
    Lash Day 7: Advance north.
    
    Grit Day 8: Take out a mech, move APC to 1S of HQ and land the mech
    to win!
    
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Your victory brings you down to two missions. Go to the southern
    white flag one!
    
    
    
    Mission 15: Two-Week Test
    -------------------------
    Colin vs. Lash
    Difficulty: ****
    
    B B C%S~~~~~~~~~~~~~
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    ~~~~~~~~~~~~~~~~~~~~
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    Mission Briefing: Colin must guard certain properties for 14 days.
    Protect your base for 14 days! Lash may have a lot but you can do it!
    
    
    Mission Terms: In this 14-day defensive mission, you must keep Lash out for
    the entire time with your cheaper but weaker units.
    
    
    Starting Properties:
    
                   BM BH Neutral
    Cities          1  8 11
    Factories       2  4  5
    Airports        0  0  2
    Seaports        0  0  0
    Missile Silos   0  0  0
    
    
    General Strategic Checklist:
    
    1. Guard the chokepoint by taking the neutral cities nearby,
    
    2. Take out all you can, but Lash has too many units and too many bases to
    deploy from. Do not worry about pushing her back, just take out everything at
    the chokepoint.
    
    3. Establish a strong defensive force of direct units in the front and 
    indirects 
    in the back that smashes all that come to you.
    
    
    Black Hole Strats: Lash will capture all the neutral bases and properties near
    her, and advance with all air and ground units that rush forward to destroy 
    you. 
    
    
    To S-Rank: After a few days, be ready for her first forces. By the end of the
    first week, you must be ready for everything, as her second week's attack is
    fierce...
    
    
    Colin Day 1: Build two infantry.
    
    Lash Day 1: Build four infantry and a transport copter.
    
    Colin Day 2: Send both infantry to capture northern bases. Build two
    more infantry.
    
    Lash Day 2: Start capturing city, move infantry west with a transport
    copter, build two infantry, tank, and artillery.
    
    Colin Day 3: Finish capturing northern bases. Move infantry on western
    base 1SE to capture base, infantry on eastern base 1E 2S to capture
    that city. Create two infantry.
    
    Lash Day 3: Start capturing even more cities, make Medium Tank.
    
    Colin Day 4: Move units southeast to capture cities unless they are
    already capturing. Create two artillery.
    
    Lash Day 4: With her high funds, she builds an A-Air and battle copter.
    Her tank and medium tank come near you.
    
    Colin Day 5: Capture properties to 12. Block entrance to HQ area with
    infantry. Reinforce them with two artillery. Build four more infantry.
    
    Lash Day 5: Tank and medium tank weaken two infantry.
    
    Colin Day 6: Use two artillery to destroy the tank. Take out weakened
    infantry and replace the front line with full health ones. Build an
    artillery.
    
    Lash Day 6: Medium tank attacks infantry, battle copter and everything
    else advance.
    
    Colin Day 7: Attack medium tank with artillery. Create an A-Air.
    Retreat and advance whichever infantry is necessary. Retreat to your
    square base, though.
    
    Lash Day 7: Battle copter attacks your artillery, A-Air destroys your
    infantry, medium tank attacks your artillery. She creates a Neotank.
    
    Colin Day 8: A nervous Colin convinces himself to stay alive for another
    week. Kill the battle copter with your A-Air. Use Gold Rush! Create TWO
    Neotanks. Deal damage all the way to 1HP on the medium tank with your
    artillery.
    
    Lash Day 8: BH forces advance as they take most of the cities on their
    side of the isle. A tank comes in to attack your infantry. His Medium
    Tank runs.
    
    Colin Day 9: Send your Neotank to severely damage the tank, then kill
    it with your artillery. Weaken other units with your other artillery.
    End.
    
    Lash Day 9: BH forces start to take cities right next to you. A battle
    copter takes out an artillery. A rocket moves forward.
    
    Colin Day 10: Take out the battle copter with your A-Air, then kill
    the tank with both artillery. Take out an infantry with both Neotanks
    taking the neutral city. Build a rocket and an A-Air.
    
    Lash Day 10: Lash takes more cities, and a rocket takes out an
    artillery. A bomber bombs an infantry. Her Neotank attacks one of yours.
    
    Colin Day 11: Gold Rush! With your rocket, injure the Neotank. Injure
    the bomber with an A-Air. Build a Neotank. Use your current full
    health Neotank to take out hers.
    
    Lash Day 11: Prime Tactics. She takes yet another of your cities and
    attacks your infantry with a rocket. A bomber kills one of your 1HP
    infantry. A tank takes out your 2HP infantry, and an A-Air takes another
    one.
    
    Colin Day 12: Attack the advancing A-Air with your Neotank, and finish
    it with the rocket. Move your A-Air out to finish off the bomber, and
    use the Neotanks to take out the tank. It's also good as defense for
    your back line. With your artillery, hit an infantry. Build 4 infantry.
    
    Lash Day 12: A rocket strikes your infantry on the mountain, and his
    medium tank attacks your weakened Neotank. Her infantry advance.
    
    Colin Day 13: Use a rocket to injure the medium tank, and an artillery
    to finish it. Use Gold Rush! Take out an infantry with one of your
    Neotanks, and weaken one with another one. Build a rocket.
    
    Lash Day 13: Lash's infantry comes up to take your city, and a battle
    copter injures one of your infantry at the shore that is at full
    health. The rocket moves up.
    
    Colin Day 14: Destroy two infantry, a mech, a battle copter,
    a transport copter, and a rocket with what you have left. It looks like
    you're about to advance, eh?
    
    Lash Day 14: She sends units up that do nothing. You win!
    
    
    End:
    
    Lash loses again, and she "Toodles" away again.
    
    Victory! 100 Speed + 100 Power + 95 Technique = 295 Pts. = S-Rank!
    
    Your victory brings you down to the final mission! Good luck, Commander!
    
    Choose the red star flag to enter Mission 15!
    
    
    
    Mission 16: Factory Blues
    -------------------------
    Grit and Max vs. Lash
    Difficulty: ****
    
    ^^%  % %*% %%   %%
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    Mission Briefing: Flak, Lash, and Adder talk about how to save the
    remainder of their holdings in Blue Moon, the factory. Olaf and Grit
    say they're ready for this challenge, when Nell pops up under Grit's
    request. Grit's help turns out to really be useful when an OS-BM
    alliance is helpful in defeating BH. Choose BM Olaf and Sami. Olaf
    has the bases while Sami has the predeployed units. You'll want Olaf
    to get the two bases.
    
    
    Mission Terms: In this 14-day defensive mission, you must keep Lash out for
    the entire time with your cheaper but weaker units.
    
    
    Starting Properties:
    
                   BM OS BH Neutral
    Cities          1  0  4 13
    Factories       3  0  2  2
    Airports        0  0  0  2
    Seaports        0  0  0  0
    Missile Silos   0  0  0  3
    
    
    General Strategic Checklist:
    
    1. Block factory doors when you get there to prevent more factory-produced 
    units. 
    
    2. Take airports and missiles and fire missiles on Lash's concentrated forces.
    
    3. Attack north with Sami early to reduce the enemy's forces early on, then 
    come 
    in with Olaf.
    
    4. Control the middle with your units.
    
    5. Bring in forces with Olaf like tanks and then smash the pipeline seem with 
    them. 
    
    
    Black Hole Strats: Lash will capture all the neutral bases and properties near
    her, then take control over the airports on both sides. She aims to take out 
    Orange 
    Star early so you lose. Her factory also produces many units that will try to
    kill you. If you have any units blocking her factory doors, she will aim for 
    those 
    first.
    
    
    To S-Rank: If you can block her factory doors, you will have the advantage as 
    Lash 
    can't build much. Take the left side and smash the pipeline seem.
    
    
    Olaf Day 1: Build three infantry.
    
    Sami Day 1: Move mech 2N to capture city. Move infantry 2E into APC, and
    shift that APC 4E 3N. Move both tanks 2N 4E. Move recon 2NE. Move
    artillery 1N 4E. Move A-Air 3NE.
    
    Lash Day 1: Factory-produce a mech and start capturing a city. Build two
    infantry.
    
    Olaf Day 2: Move SW infantry 2W to take city, move northern infantry 3E to
    take city, and move SE infantry 2E 1N. Build a tank from northern base.
    
    Sami Day 2: Finish capturing city. Move both tanks 4N. Move infantry 3N and
    fire a missile at the capturing city mech. Move A-Air 3NE. Roll recon 2NE.
    Transfer artillery 1E 3N. Move APC 1W 4N.
    
    Lash Day 2: Capture city with mech. Factory-produce three recons and move
    those and infantry south. Build APC.
    
    Olaf Day 3: Move tank 5N 1W. Finish capturing base and city. Move SE infantry
    1E 2N to take city. Build recon from northern base.
    
    Sami Day 3: Move mech 1E to take city. Move tanks 4N. Move A-Air 2E 3N to
    attack recon. Move recon and artillery 3N. Move infantry 1W into APC and move
    it 4N, dropping to the left.
    
    Lash Day 3: Attack APC with infantry, start capturing city, make a tank, move
    units down.
    
    Olaf Day 4: Move tank 1E 3N to attack recon. Finish taking city. Move left
    infantry 2N 1E to take city, right infantry 3N. Construct a tank from
    northern base.
    
    Sami Day 4: Shift infantry 3N. Transfer APC 3E. A-Air 3N 2W to kill mech.
    Shift southern tank 3N to attack infantry, then northern tank 1E 3N to
    destroy it. Move recon 1NE to attack recon. Move artillery 2N 1E.
    
    Lash Day 4: Factory-produce artillery and move it east. Attack APC with recon.
    Attack recon with recon. Move units down. Build mech and infantry.
    
    Olaf Day 5: Move southern tank from base 1W 5N to destroy recon and give
    yourself one of those boring points for CO power :P Finish capturing base.
    Move middle infantry 3N and fire a missile at an infantry and APC in the
    northwest. Move eastern infantry 3E to capture city. Build tank from northern
    base. Move recon 2N to destroy recon. Shift northern tank 1W 2N to destroy
    recon.
    
    Sami Day 5: Move artillery 1N 2E. Move A-Air 1N 2E. Move SW tank 3N to
    destroy APC. Move recon 2NE. Move APC 1E. Move other tank 1W 3N. Move
    infantry 2E.
    
    Lash Day 5: Factory-produce mech that destroys A-Air after artillery gives it
    a bang. Infantry attacks unloaded APC. Move units down. Make A-Air and APC.
    
    Olaf Day 6: Move northern tank 1NE to weaken mech. Move northern infantry 1N
    2W to take city. Move left infantry 3N, right infantry 2N. Move recon 1E 3N.
    Move 2nd to north tank 3N 1E. Move new tank 5N. Build two infantries from NW
    and NE bases. Make a tank from northern (or northern-central) base.
    
    Sami Day 6: Move southern tank 1NE to attack APC, then move northern tank 1N
    to kill APC. Move infantry 2N to capture base. Move recon 1NW to kill mech.
    Move artillery 2N to block pesky factory door.
    
    Lash Day 6: Destroy tank with artillery and infantry. Move units south. Build
    APC.
    
    Olaf Day 7: Finish taking city. Move 2nd to north tank 4N to attack infantry.
    Move northern tank 3E to injure tank. Shift recon 1N 2E to swipe the 
    artillery. 
    Move all other units north.
    
    Sami Day 7: Finish capturing base. Attack seem with tank. Take out infantry
    with tank, infantry with recon.
    
    Lash Day 7: Destroy recon with tank and mech. Move units south.
    
    Olaf Day 8: Destroy mech and tank with three tanks. Move units up.
    
    Sami Day 8: Shift infantry 1SW and take city. Attack seem with tank. Build
    artillery.
    
    Lash Day 8: Attack infantry with A-Air. Move units southeast. Build infantry.
    
    Olaf Day 9: Destroy A-Air with two tanks.
    
    Sami Day 9: Strike seem with artillery.
    
    Lash Day 9: Move units southeast. Build infantry.
    
    Olaf Day 10: Sleep.
    
    Sami Day 10: Destroy pipeline seem with artillery.
    
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank
    
    Your victory brings you final victory in Blue Moon! Now it's off to
    clear Yellow Comet from enemy intruders!
    
    
    
    YELLOW COMET
    
    
    
    Prologue
    --------
    
    Sonja calls Kanbei over, who was looking for his sock. Sonja is unsure
    of what the forces have, but she is sure it is all over Wars World.
    Sonja thinks they're Black Hole forces, but Sensei interrupts that they
    are hostile. Sensei joins the Yellow Comet Army to aid Sonja who
    gathers intel and Kanbei who controls Yellow Comet land.
    
    OK, so you've now beaten the Blue Moon Campaign. Take the southeast
    mission.
    
    
    
    Mission 17: Silo Scramble
    -------------------------
    Kanbei vs. Flak
    Difficulty: **
    
    ~~~~~~~~%%  %%       
    ~~XX~~~~%%C       CHC
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    H=B=B======%~~XXX~~X~
    
    
    Mission Briefing: Sonja informs Kanbei they installed missile silos
    to protect Yellow Comet. With the Black Hole attack, the missile
    silos are unguarded and Kanbei rushes off with Sonja's intel help
    to take on Flak. Sonja informs Kanbei on how to use the missile silos.
    
    
    Mission Terms: The missile silos in the middle are up for grabs for both 
    sides. 
    Whoever speeds to the middle and grabs them and the bases will have a 
    noticeable 
    advantage over the enemy. Take the island and charge southwest.
    
    
    Starting Properties:
    
                   YC BH Neutral
    Cities          1  2  8
    Factories       2  2  2
    Airports        0  0  0
    Seaports        0  0  3
    Missile Silos   0  0 10
    
    
    General Strategic Checklist:
    
    1. Secure the silos in the middle with fast troops, along with the bases 
    there. 
    
    2. Build island forces and fire missiles on massed enemy forces.
    
    3. When you reach the HQ, camp on enemy bases.
    
    
    Black Hole Strats: Flak will take a seaport and build a lander, but his 
    primary 
    forces will either be in the north or the east, depending on how long it takes 
    to 
    launch two missiles and take those properties.
    
    
    To S-Rank: For the first few days, race to the middle to launch those missiles
    while taking properties and silo attacks on the way.
    
    
    General Strategy: If you build tanks earlier, you can even beat this in 18 
    days. 
    
    
    Kanbei Day 1: Make two infantry.
    
    Flak Day 1: Flak seems to be everywhere, eh? He makes two as well.
    
    Kanbei Day 2: Move the left infantry 1S 2W, and move the right one 3S.
    Create two more infantry.
    
    Flak Day 2: He moves his left infantry 3N and his right one 2N 1E. He
    makes two more infantry.
    
    Kanbei Day 3: Finish capturing city with your infantry, then move your
    southeast one 1SW to take that city. Move infantry on bases 3W. Build
    an APC in the western base and an infantry in the eastern base.
    
    Flak Day 3: Start capturing port. Make Kanbei look stupid by also
    making an APC and infantry.
    
    Kanbei Day 4: Finish capturing city. Move eastern base infantry into
    APC. Move APC 1S 5W and drop the infantry west. Move other three
    infantry 3W. Build nothing.
    
    Flak Day 4: Finish capturing a port, fire missile on units centered on
    APC, make a tank.
    
    Kanbei Day 5: Move infantry closest to port to take it 1S. Move
    easternmost infantry 3W. Move infantry 1NE of APC into the APC and move
    it 4W 2S. Drop south. Send the northern of the two remaining infantry
    2W to capture city, and the other one 3W. Build nothing.
    
    Flak Day 5: Fire a missile at the APC and two infantry near it. Start
    capturing two cities. Build nothing.
    
    Kanbei Day 6: Continue capturing properties. Move easternmost infantry
    3S towards missile silo. Move other infantry near other port to take it
    (4HP). Move APC 2N 4E. Create two infantry. Move last 4HP infantry 3S
    to deal a missile that hits two infantry and a tank near being taken
    cities.
    
    Flak Day 6: Builds a lander and keeps taking cities. Thanks for the
    lander, stupid Flak! :)
    
    Kanbei Day 7: Move 4HP infantry in silo territory 1E 2S to fire it at
    4 infantry and 1 tank...Flak seems to be tired today, eh? That deals
    an overall 15 damage. Move your full-health infantry on the other shore
    1S to fire another missile at the same area to deal another 15. Continue/
    finish taking properties. Move both newly made infantries 3W. Make two
    tanks.
    
    Flak Day 7: Infantry on bridge nearly takes out your infantry on silo.
    He builds a mech and infantry.
    
    Kanbei Day 8: Move the 1HP infantry 1N onto that missile silo and fire
    it at a tank, a mech, an APC, and an infantry (HQ area) and deal it 9
    damage. Move your infantry on the opposing shore on a silo 2S 1E. Move
    everything as far to the silos as you can, using APC and dropping as
    help. Move tanks 6W, infantry following the road except for the one
    full-health one near the APC who should hop it, follow the road, and
    drop south.
    
    Flak Day 8: Fire a missile at two tanks and two infantry. FINALLY finish
    capturing two buildings after joining infantry. Move APC with infantry
    east. Make an artillery.
    
    Kanbei Day 9: Follow the road as far as you can with all units in the
    north. Continue capturing with 4HP infantry. Move your two infantry
    near remaining missile silos in the middle to use them, both on the
    mech, artillery, and tank to deal some 14 damage overall. Move APC
    1S. Move infantry near final missile silo 1E 2S.
    
    Flak Day 9: Infantry in the middle starts taking the right base. A
    second one via an APC comes as well. He builds a tank.
    
    Kanbei Day 10: Move your infantry on the east coast 1S onto the
    missile silo to fire it on the two tanks, artillery, and mech to deal
    10 damage overall. Move the back tank 6S. Move the other one 3S 2E to
    attack the infantry taking the base. Move the 9HP infantry 3S, and the
    full health infantry 2S 1W to start taking the base. Finish taking the
    city with the 4HP infantry and continue along road with infantry. Move
    medium tank 5W.
    
    Flak Day 10: Create an artillery and capture cities. Continue to
    capture middle base.
    
    Kanbei Day 11: Wipe those out with tanks and start capturing eastern
    base. Move everything south along the road.
    
    Flak Day 11: Move artillery and tank up, make a mech.
    
    Kanbei Day 12: Finish off the enemy infantry in the middle and continue
    to take cities. Create a medium tank in the middle cause you'll be hit
    later...move up the infantry from now on from eastern shore all the way
    over slowly.
    
    Flak Day 12: Take out an infantry with the advancing tank in the middle.
    Start moving APC and artillery over as well.
    
    Kanbei Day 13: Send your northern medium tank all the way south and
    attack the tank, then use yours from the north to finish it off. Move
    your other medium tank and tank along the road, making sure your
    medium tank is in front. Continue taking cities in the middle. Build
    a rocket in the middle base. Move infantry 3N on eastern shore.
    
    Flak Day 13: Move up tank, infantry, APC, and artillery.
    
    Kanbei Day 14: Take out 7HP APC with your medium tank from above. Move
    your other one 1E 3S to take out the artillery. Move your rocket 2E 1S.
    Move in formation to attack, without having tanks in front of medium
    tanks. Make a tank and an infantry in two bases on the middle island.
    
    Flak Day 14: He moves his tanks up to you.
    
    Kanbei Day 15: Take out the tank just below you with your medium
    tank. Move your other one 3S. Move everything south but not farther
    than medium tanks.
    
    Flak Day 15: Move units east.
    
    Kanbei Day 16: Use rocket to kill mech. Move front medium tank 1S 3W to
    take out that small tank. Move your other one 4S 1W to take out the APC.
    Move your forces forward, staying out of range of the two enemy tanks.
    Make two APCs and fill them with two full health infantry.
    
    Flak Day 16: Move units forward, move infantry to deal 1 damage to
    rocket. Build two mechs.
    
    Kanbei Day 17: Take out the infantry with your tank, and move your
    right medium tank 1NW to weaken the tank to the east. Move the other
    medium tank 1W to take out that tank. Use the rocket to take out an
    infantry. Send everything else southwest that still avoids mech/artillery
    fire and takes out the small tank at 1HP. Send APCs down too. Build
    another medium tank.
    
    Flak Day 17: Barbaric Blow. Moves units east, makes two mechs. See why
    to keep out of range?
    
    Kanbei Day 18: Take out a mech with a medium tank. Weaken one on base
    with the other one. Have the rocket attack the lander. Move everything
    down...stay out of range of the mechs. Build another rocket.
    
    Flak Day 18: Move mechs out, make a mech and APC.
    
    Kanbei Day 19: Move rocket on base 1S. Attack lander with rocket. Take
    out two mechs with two medium tanks. Take out another two with three
    small tanks. Move APCs west, making sure to drop one on the eastern base
    which is now empty of units. Move the rest down.
    
    Flak Day 19: Attack an infantry with an artillery, attack APC with
    mech.
    
    Kanbei Day 20: Destroy two mechs, artillery, and APC. You win!
    
    With a Kanbei victory, apparently Flak is one of the greatest losers of
    all time, losing to Orange Star, Blue Moon, AND Yellow Comet. And
    Kooper says he most likely smells too. Sonja hurries to tell Kanbei an
    apology for the silos, but Kanbei refuses to accept it, as it helped
    him more.
    
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Take the mission on the western isolated island for Mission 18.
    
    
    
    Mission 18: Sensei's Return
    ---------------------------
    Sensei vs. Adder
    Difficulty: ***
    
    M  BB% % % % %%
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    Mission Briefing: Sonja informs Kanbei they installed missile silos
    to protect Yellow Comet. With the Black Hole attack, the missile
    silos are unguarded and Kanbei rushes off with Sonja's intel help
    to take on Flak. Sonja informs Kanbei on how to use the missile silos.
    
    
    Mission Terms: The missile silos in the middle are up for grabs for both 
    sides. 
    Whoever speeds to the middle and grabs them and the bases will have a 
    noticeable 
    advantage over the enemy. Take the island and charge southwest.
    
    
    Starting Properties:
    
                   YC BH Neutral
    Cities          1  2  8
    Factories       2  2  2
    Airports        0  0  0
    Seaports        0  0  3
    Missile Silos   0  0 10
    
    
    General Strategic Checklist:
    
    1. Secure the silos in the middle with fast troops, along with the bases 
    there. 
    
    2. Build island forces and fire missiles on massed enemy forces.
    
    3. When you reach the HQ, camp on enemy bases.
    
    
    Black Hole Strats: Flak will take a seaport and build a lander, but his 
    primary 
    forces will either be in the north or the east, depending on how long it takes 
    to 
    launch two missiles and take those properties.
    
    
    To S-Rank: For the first few days, race to the middle to launch those missiles
    while taking properties and silo attacks on the way.
    
    
    General Strategy 300 Pter: To beat it even faster, use only tanks,
    recons, lots of infantry, and of course, battle copters for speed.
    Have two transport copters around and win in 16 days.
    
    Turn-by-turn Strategy 296 Pter:
    
    
    Sensei Day 1: Build two infantry.
    
    Adder Day 1: Build two infantry.
    
    Sensei Day 2: Move both infantry 3E to capture those cities. Create
    a recon from the top base and an infantry from the bottom base.
    
    Adder Day 2: Move infantry, build two new infantry.
    
    Sensei Day 3: Make a transport copter. Move the newly built infantry
    into it. Finish capturing other two cities. Move recon 6W.
    
    Adder Day 3: Move all four infantry, build two new units.
    
    Sensei Day 4: Move transport copter 6N 1W. Drop the infantry west.
    Build two infantry from bases, move other two infantry 2W. Move recon
    3W 1N.
    
    Adder Day 4: ?
    
    Sensei Day 5: Start capturing that base in the middle by moving your
    infantry 1W. Move transport copter 5S. Create another transport copter.
    Move all infantry 3W, even if it goes into the copter. Move recon 2N
    1W.
    
    Adder Day 5: Capture cities, move infantry south to your recon.
    
    Sensei Day 6: Move northern transport copter 7W and drop infantry east.
    Move the other one 3N 2E and drop infantry east. Finish capturing base
    in the middle. Move other two infantry west. Attack infantry with
    recon. Build a battle copter.
    
    Adder Day 6: Move infantry and tread units.
    
    Sensei Day 7: Capture any property near any infantry, which should be
    two cities and an airport. Make a recon on the middle penninsula. Kill
    the infantry with your recon in the west. Make two infantry from your
    HQ bases. Move your other two infantry west. Move your transport copters
    to the 3 west of both of the newly made infantry. Move your battle
    copter 6W.
    
    Adder Day 7: Move in tank to attack your airport-taking infantry.
    Artillery moves down as well.
    
    Sensei Day 8: Finish capturing whatever city you are taking. Continue
    taking the airport as well. Move your recon in the middle 3E. Build a
    tank from that middle base. The base infantry should move 3W into the
    T-Copters. Move up your battle copter 5N 1W to attack the infantry.
    Finish it with your recon. Move your other two infantry 1W 2N. Move
    your bottom transport copter 7N and drop south. Move your top
    transport copter 7N and drop north to surround the BH tank. End turn.
    
    Adder Day 8: Capture neutral city near you in the middle, kill airport
    infantry with tank, bring up A-Air, move back forces in the west.
    
    Sensei Day 9: Use your recon and battle copter to finish off that next
    infantry in the west. Move infantry up there. In the middle, move your
    tank 1NE to attack his. Build another tank in the middle base. Move your
    two infantry back into the transport copters, and move them both 1N
    4W. Move up that infantry at the edge of the penninsula 2W 1N.
    
    Adder Day 9: Take other city, move up mech and infantry in west,
    A-Air, infantry, mech, and tank in the middle.
    
    Sensei Day 10: Move up your battle copter 2N to attack the mech. Finish
    it with your recon. Attack the next infantry with your next one. Move
    the rest up. Move your full-health tank 2E in the middle to take out
    his tank, and your 9HP tank 1N to attack the A-Air. Move the other
    infantry 1NW. Create an infantry on the middle base.
    
    Adder Day 10: Sideslip. His infantry moves in to capture airport,
    his A-Air attacks your infantry on base, and another infantry
    effectively besieges your infantry on base.
    
    Sensei Day 11: Move your battle copter 1N to take out that infantry,
    then use an infantry to attack the mech. Move up your recon to spot
    Adder's tank. Your battle copter will deal with that..heh heh...
    Build another battle copter from the airport, and attack the two
    infantry besieged your middle base with all you've got to take out
    one infantry and hurt the other.
    
    Adder Day 11: He continues to capture airport, and takes out infantry
    on base. His tank moves up and he builds another infantry.
    
    Sensei Day 12: Attack north with your battle copter to hurt that tank.
    Finish the A-Air and infantry in the middle with your two tanks, and
    advance recon 2NE into the forest to spot Adder's tank, artillery, APC,
    and missile. Move your other infantry north. Move your other battle
    copter north and build yet another one. Move up another infantry to hit
    the mech in the west. End.
    
    Adder Day 12: Move units ahead.
    
    Sensei Day 13: Copter Command. This gives you 4 infantry for the 4
    cities you have with 9HP. Finish off the tank above you with that battle
    copter, and attack the mech with an infantry. Move up tanks in middle,
    and recon 2NE to discover a tank. Start capturing neutral airport. Move
    other battle copters 6N. Move other infantry up to front lines. Build
    a medium tank from the middle base.
    
    Adder Day 13: In the middle, his tank injures your recon. His units
    move up in the west and he builds a rocket!
    
    Sensei Day 14: Finish capturing that airport. Move northeast battle
    copter 1E to deal 9 damage on that missile. Move recon 1S. Use 7HP
    tank to take out missile. Use 10HP tank to attack his tank in the
    forest. Attack a mech with your battle copter in the west, and send
    over your 3rd one 6W as well. Move up infantry on all fronts. Make
    another battle copter.
    
    Adder Day 14: Rocket nearly kills an infantry on western front. Tank
    clash in the middle.
    
    Sensei Day 15: Use your top battle copter in the west to deal
    6 damage to the rocket, then move up your other one 4N to take out
    the mech on one shot. Now your transport copters can do something.
    Move both 1W 5N and drop both infantries west. In the middle, take
    out the tank with your medium tank and weaken the artillery with your
    tank(s). Take out the back artillery with your back artillery. Move
    up your infantry and other battle copter 6N. Make yet another battle
    copter from northern airport.
    
    Adder Day 15: Sidewinder.
    
    Sensei Day 16: In the middle, take out an artillery with two tanks
    and move in your medium tanks. The back infantry and battle copters
    should head for HQ. The infantry on middle island near BH cities should
    take them. In the west, use your battle copters to take out a mech with
    infantry help that is on the western base, the rocket, and an infantry
    so your western units can seize temporarily control over the SW BH
    base and weaken an infantry.
    
    Adder Day 16: Attack an infantry with the last 3HP tank, clear a 6HP
    infantry on the SW BH base with an A-Air, and take out 5HP infantry
    with mech. Build two mechs.
    
    Sensei Day 17: Move back the 4HP tank to attack the 3HP tank and
    trap it in the forest. Move up medium tank to attack infantry on HQ.
    With massive battle copter help, take out two infantry and two mechs,
    blocking all three bases with transport copters or a recon (SW base).
    In the middle, use 9HP infantry to take out tank.
    
    Adder Day 17: With only one A-Air left, he takes out a battle copter.
    
    Sensei Day 18: Use a medium tank and then a battle copter to finish off
    that final A-Air. Send battle copters east, as he is hiding a unit there.
    
    Adder Day 18: Sideslip. The APC moves out of the forest in the northeast.
    
    Sensei Day 19: Take out the APC with two battle copters to win.
    
    
    End:
    
    Adder remembers that Yellow Comet once boasted a CO that was unbeatable,
    which turns out to be Sensei. Even Sonja was surprised. Adder leaves.
    A different victory screen showing infantry forces shows up here. Good
    job!
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pt. S-Rank
    
    Your victory opens three new missions. Now all your choices are ****.
    Take the southernmost one.
    
    
    
    Mission 19: Show Stopper
    ---------------------------
    Sonja vs. Adder
    Difficulty: ****
    
       %^^^% %S~~~~~~~~~~~~~~~~~~~
     HC ^^%   %SSSSSSS~~~~~~~~~~~~
     C==%^     %%   CC    %PSS~~~~
    %  =   %%=*==*=        =  SSSS
    ^% =^ %% ******   ^    =%     
    ^^%=     =****=  ^%    = %  ^^
    %  =%%   =****= ^^ %   B     %
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    ~~~~~~~~~~~~~~~~^%        =B B
    ~~~~~~~~~~~~~~~~~B========= ==
    ~~~~~~~~~~~~~~~~~~~~~P   C=B=H
    
    
    Mission Briefing: Sonja's intel shows that the Black Hole forces
    are encamped there. Sonja spots the stronghold but Kanbei refuses to
    let her go. Sensei convinces Kanbei to let her go. Sonja spots the
    8 cannons surrounding the fortress and knows to kill all 8 to win
    or capture the HQ. Adder laughs, and Sonja quickly notices that
    it's CO Adder. There is a hidden map to the secret lab here, which
    is the southwesternmost neutral city. It's in FOW, so it's Sonja's
    specialty. It'll still annoy you a bit though...
    
    Predeployed Units:
    
    BH: 1 Infantry, 2 Mechs, 4 Recon, 2 Tank, 1 Medium Tank, 1 A-Air, 1 APC,
    1 T-Copter, 2 Artillery, 4 Rocket, 5 Battle Copter, 2 Bomber
    
    
    General Strategy 297 Pt Strategy: Do a bit of the same as the other one,
    but read my strategy for Hard Campaign of this mission. You basically
    build a wall of infantry in front, then have tanks, A-Airs, a recon,
    and artillery behind it for the initial attack. Defeat them and then
    hit the minicannons. You can take your time, but technique is major
    so you must build infantry or other units every turn. 23 days will do.
    
    Turn-by-turn 275 Pt Strategy:
    
    Sonja Day 1: Build an APC from NW base and infantry from other two
    bases.
    
    Adder Day 1: He moves two or so bombers, 3 indirect units, 2 medium
    tanks, 3 tanks, two copters, 4 infantry, and an A-Air (estimate, as
    this is FOW) east. That's all with my ears...
    
    Sonja Day 2: Move southern infantry 3W. Move northern infantry 2W into
    APC, which should move 4N 2W and drop west. Build a tank from NW base,
    infantry from NE base.
    
    Adder Day 2: Move almost everything at you (a few indirects, a medium
    tank, and a few battle copters stay back, as well as an APC).
    
    Sonja Day 3: Move top infantry 2N 1W to capture base. Move NE base infantry
    1N 2W. Move southern infantry 3W to capture port. Move tank 2W 4N.
    Shift tank 2W 4N. Roll APC 1W 4N. Build a tank from NW base.
    
    Adder Day 3: Again, most units move for Sonja.
    
    Sonja Day 4: Finish capturing base and port. Move SE infantry 1N 2W
    to capture city. Move northern tank 3N. Move southern tank 2W 4N. Build
    an A-Air from NW base.
    
    Adder Day 4: Advance all units, letting you see a copter and two tanks.
    
    Sonja Day 5: Finish taking city. Move southern tank 5W 1N to give a whack
    to that tank, then move the northern one 3W to attack the other one.
    Move top infantry 1W. Move APC 2W. Build A-Air from new northern base.
    Move southern A-Air 2W 4N. Shift northern infantry 1W. Move SW infantry
    3E. Build an A-Air from SW HQ base, NW base, an infantry.
    
    Adder Day 5: Start taking cities, destroy infantry with bomber
    and artillery, weaken APC with recons, attack A-Air with tank, destroy
    tank with battle copters. Move other units east.
    
    Sonja Day 6: Move northern A-Air 2W to destroy battle copter. Move tank 2S
    1W to destroy tank to the east. Move southern A-Air 4W to weaken battle
    copter. Shift NW infantry 1N 2W. Move southern infantry 3W. Move bottom
    A-Air 1N 4W to attack invading bomber. Move APC 5S and make an A-Air from
    northern base.
    
    Adder Day 6: Sidewinder. Attack infantry with bomber, finish taking city
    with mech, move units east, attack A-Air with A-Air, infantry with tank.
    Attack infantry with battle copter that destroys itself. Destroy A-Air
    with mech, APC with recon. Move all other units east.
    
    Sonja Day 7: Counter Break. Move northern A-Air 3N to attack infantry
    taking a neutral port. Move NW infantry 2S to attack tank. Destroy bomber
    with A-Air in the south. Move SE infantry 1NE onto city to attack tank.
    Move next-to-north A-Air 2S to destroy mech to the left. Move tank 2S 1W
    of the A-Air and weaken it. Build a tank from northern base, a tank
    from NW HQ base, and two more infantry.
    
    Adder Day 7: Continue taking northern port, and destroy both infantry
    that attacked the tank with two recon. Move other scattered forces at you.
    
    Sonja Day 8: Move northern tank 4N 1W to destroy infantry. Move northern
    A-Air 2SW to take out T-Copter. Move southernmost A-Air 5W 1N to destroy
    tank. Move 2nd to north tank 2E to eliminate A-Air. Move 2nd to north A-Air
    1N 2W to weaken mech. Roll southern tank 2W 1N to weaken recon. Move NE
    base infantry 2N, SW base infantry 2E. Make two APCs from western two HQ
    bases.
    
    Adder Day 8: Start taking another city with mech, and attack both APCs
    with all three recons.
    
    Sonja Day 9: Move northern tank all the way south to destroy mech. Move 2nd
    to north tank 4E 2S to attack recon. Move southern tank 2S 1E to destroy
    weakened recon. Move northern A-Air 3S to attack recon. Move western A-Air
    2S 1E to destroy recon. Move SW A-Air 6E. Move northern infantry 3W. Move
    northern APC 2NW. Move HQ infantry 2W into APC, and move APC 1N 5W. Build
    infantry from way northern base, A-Air from NW base.
    
    Adder Day 9: Sideslip. Attack western APC with recon.
    
    Sonja Day 10: Move southernmost tank 5W 1S to attack recon. Move northern
    infantry 2N 1E. Move 2nd to northern infantry now 1W into APC and move APC
    1N 3W, dropping to the west. Move northern tank 2W 3N. Move northern A-Airs
    1N 4W. Move SW APC 4W 2N and drop to the south. Move SE A-Air 1S 5W to
    destroy recon to the south. Move southern tank 5W 1S to destroy other recon.
    Move last A-Air 5W 1N. Build infantry from northern base.
    
    Adder Day 10: Move down artillery. Gets bored :)
    
    Sonja Day 11: Move northern infantry 1W 2N to take neutral port. Move next
    to top infantry 2W 1S. Move next to the top infantry 2W 1N to take BH city.
    Move both top A-Air 1S 2W to destroy artillery and reveal a rocket. Shift
    SW infantry 1SW to take city. Move next to west A-Air 2N 4W. Move SW APC
    3N 2W. Move eastern APC all the way north. Move tanks northwest as well
    as SE A-Air.
    
    Adder Day 11: Attack A-Air with rocket.
    
    Sonja Day 12+: Continue sending your forces to eliminate the minicannons
    and the units near it.
    
    End:
    
    Adder is surprised, but still blames it on bad luck. Adder is forced to
    retreat, and you win by clearing the fortress! Kanbei is impressed with
    Sonja's ability as well. "Perfect planning wins the day!"
    
    Victory! 100 Speed + 100 Power + 97 Technique = 297 Pts. S-Rank
    
    Now with three missions with ****, and a lab with ***** in the
    northeast, you have little options. Choose the southeast mission.
    
    
    
    Mission 20: Duty & Honor
    ---------------------------
    Kanbei vs. Adder
    Difficulty: ****
    
    
    Mission Briefing: The laser cannon has been deployed for Adder on a
    mountain. Flak doubts YC will actually go up it, but Adder replies
    that he'd siege YC cities if they don't. Flak helps him deploy
    infantry. The cities are for bait, it turns out... So Kanbei wants
    to fight, but Sonja notices the trap and notes that the cities
    aren't too important. Kanbei replies that they are YC COs and
    can't let more of Yellow Comet be taken. Look around the map to find
    two Laser Cannons that fire like a cross...so the early roads are
    covered.
    
    
    Kanbei Day 1: Move left APC and infantry 1N. Move bottom 2 mechs
    2E. Move other three 1SE. Move other infantry 1NE and other APC 1N 2E.
    Move the southern medium tank 5N, and the other two 2N 3E. Move tanks 1E
    4N. Move left rocket 1E 3N and the right rocket 1NE. Move left
    artillery 2E 3N. Move right artillery 4E 1N.
    
    Adder Day 1: Move up forces from the southwest, southeast, send
    infantry and mechs toward YC cities, move APC back, move up tank
    and artillery.
    
    Kanbei Day 2: Sonja tells Kanbei what the laser cannons do. They can't
    fire all the time, but if you get 10 YC cities taken, you lose. Move
    units in this formation (northeast tank takes out enemy recon):
    
    Move SE tank 2N 4E to destroy recon. Move eastern medium tank 2N. Move
    middle medium tank 1E 2N. Move left medium tank 1NE. Move western tank
    2N 1E. Move western three mechs 2N. Move eastern two 1NW respectively.
    Move western artillery 2N and eastern artillery 1W 3N. Move both rockets
    1NE. Move western APC and infantry 1N each. Move eastern infantry and APC
    1NW.
    
    Infantry APC   Md Tank Md Tank Tank
             Artly Md Tank Tank
             Mech  Inf     Mech
             Mech  Mech    Mech
                   Artly   APC
    
    Your other rockets should move 2N as well.
    
    Adder Day 2: Sonja notices Adder fire with laser cannons, which hits a tank.
    Tank weakens tank. Move units forward.
    
    Kanbei Day 3: Move 1HP tank 2W. Move left medium tank 1N 4E to take out tank.
    Move eastern medium tank 1N 4E to take out artillery. Move full health tank
    1S 5E. Move western medium tank 2E 1N. Shift all mechs 2E. Move western rocket
    3N. Move eastern rocket 2N. Move western artillery 3E. Move eastern artillery 
    2N. 
    Move eastern infantry 1SE into APC. Move APC 5N 1W and don't drop. Move other
    infantry in the west 2E 1N and APC 3E.
    
    Adder Day 13: Sideslip. He will move more units towards you, and attack a mech
    with a tank from the south.
    
    Kanbei Day 4: Move left medium tank 3E 1N to destroy the tank. Your objective 
    here 
    is to stay clear of the laser cannons. Move eastern medium tank 2NE. Move 
    other 
    medium tank 3E 2N. Move eastern full HP tank 1E 2N. Move loaded APC 5E 1N. 
    Move 
    1HP tank 5E 1N. Move left rocket 1NE. Move NW injured mech 1SW to attack tank. 
    Move 
    next NW mech 1W to destroy tank. Move left artillery 1S, rocket 1NE. Move last
    infantry into APC. Move eastern three mechs 2E.
    
    Adder Day 4: Fire laser cannons that hit nothing! :) Move up tanks, medium 
    tanks, 
    artillery, rockets, mechs and infantry from SE corner. Attack mech with 
    artillery 
    in the southwest.
    
    Kanbei Day 5: Attack NW laser cannon with left rocket. Move SW medium tank 2NW
    to destroy it. Move eastern medium tank 2NE onto your city. Move middle medium
    tank 1N 3E. Move eastern loaded APC 4N 2E and drop north. Move 1HP tank 1NE.
    Move full HP tank 1N 3E. Move SE mech on mountain 2S to deal with the 
    artillery. 
    Move all other mechs 2E. Move eastern rocket 1N 4E. Move left artillery
    2N 3E. Move right artillery 1N 4E. Move left loaded APC 3E 1S and supply the 
    mech. 
    
    Adder Day 5: Move up everything, and blocks his front medium tank from
    easy attack with tank backup. Artillery in the southwest runs for dear life.
    
    Kanbei Day 6: Move all mechs 2NE. Move eastern rocket 2E 1N. Move western 
    rocket 2S 
    1E. Move left loaded APC 1N and drop east. Move left artillery 2E 3N. Move SE
    medium tank 2N 3E to kill the tank. Move eastern medium tank 1N 4E to weaken 
    medium 
    tank. Move full HP tank 2N 3E. Move 1HP tank 2N 3E. Move left medium tank 5E. 
    Load 
    APC 1S with infantry, then move it 4N and drop west. Move other artillery 3N 
    2E. 
    
    Adder Day 6: Laser cannon wastes energy firing at nothing. Sideslip. Three 
    mechs 
    start taking YC cities. Artillery in SW moves west. Other units move up as 
    well. 
    
    Kanbei Day 7: Fire on laser cannon with eastern rocket. Attack it also with 
    your 
    NE mech by moving it 1NE. Move all other mechs 1NE. Move western rocket 2S. 
    Move 
    left infantry 1W into APC and move APC 3NE, dropping to the east. In the east,
    destroy medium tank with medium tank. Move next to east medium tank 2E to 
    destroy 
    tank to the east. Move full HP tank 4E 1N to attack tank. Move eastern infantry 
    2N 
    1E. Move eastern APC 2N 1E. Move left medium tank 2N 3E. Move 1HP tank 1S. Move 
    left 
    artillery 5E, right artillery 3E 2N.
    
    Adder Day 7: Finish taking three cities with mechs. Destroy tank with two 
    medium 
    tanks (bait for your medium tanks).
    
    Kanbei Day 8: Move western rocket 2W. Move NE mech 1NE to destroy laser cannon. 
    Move 
    all other mechs 1NE after you move the eastern rocket 2N 3E. In the east, 
    attack east 
    with eastern medium tank against medium tank to injure it. Move middle medium 
    tank 1N 2E 
    to also attack to the eastern medium tank. Move western medium tank 3E 1N to 
    destroy 
    weakened tank. Move eastern artillery 3E 1N. Move eastern APC 1W. Move western 
    artillery 
    2NE. Move left infantry into APC 1W, then move APC 1N 5E. Drop west.
    
    Adder Day 8: Sideslip. Attack medium tank with artillery. Move up rockets and 
    infantry. 
    Start taking LAST four cities.
    
    Kanbei Day 9: Samurai Spirit. Destroy both medium tanks with both artillery.
    Move NE medium tank 3E and attack mech taking that city. Move SW medium tank 5E 
    to 
    destroy it. Move 7HP NW medium tank 1SE to weaken artillery. Move western 
    rocket 
    2S. Move all mechs 1NE. Move right infantry 1SW into APC, then move that APC 6E 
    and 
    drop east. Move left infantry 1S into left APC and move that 2N 4E, dropping 
    north. 
    Move eastern rocket 2NE.
    
    Adder Day 9: Finish taking 7-9 cities. Attack infantry with tank.
    
    Kanbei Day 10: Use northern artillery to blast tank, then use eastern rocket to 
    blast 
    artillery. Use far western rocket to move 2E. Move eastern medium tank 2E to 
    attack 
    infantry. Move eastern infantry 1E to finish off artillery. Attack left mech 
    with middle 
    medium tank. Move left medium tank 2S 3E to attack infantry. Move all mechs 2N. 
    Move left 
    APC 5W. Move artillery 2E. Move partially healed tank 1N 4E. Move right APC 1N 
    3E to supply 
    medium tank.
    
    Adder Day 10: As you have the final yellow city completely blocked, his 
    infantry attacks 
    your infantry and tank heals. He just can't take it...also moves western 
    artillery east. 
    
    Kanbei Day 11: Move western rocket 1SW. Move southernmost mech 2S. Move other 
    mechs 2E, 
    the SE one taking out a 1HP artillery. Move right rocket 5E. Use NW medium tank 
    to destroy 
    mech to the left. Destroy both infantry next to other two medium tanks. Move 
    9HP eastern 
    infantry 1N. Move left injured tank 6E to destroy 2HP tank. Use SE artillery to 
    destroy 
    infantry. Move left infantry 4E. Move weakened left infantry 2E. Move left APC 
    1E. 
    
    Adder Day 11: Attack nothing.
    
    Kanbei Day 12: Move western rocket 1SE. Move mech nearby 1SW. You'll use that 
    to take 
    out that artillery. Move eastern tank 2E to attack APC. Move right infantry 2S 
    1E to 
    attack that as well. Attack mech with northern artillery. Move eastern two 
    mechs 
    2S. Move eastern rocket 3S. Move SW medium tank 2SW. Move easternmost medium 
    tank 
    2S 3W to destroy the mech. Move top medium tank 2W 3S. Move southern artillery 
    1E 3S. 
    Shift APC 3W 1S to refuel artillery. Move other two mechs 1NE, one into APC. 
    Move 
    that APC 6E and drop south.
    
    Adder Day 12: Sideslip. Destroy rocket with both rockets.
    
    Kanbei Day 13: Destroy artillery with western rocket which is also now out of 
    fuel. 
    Move mechs on river 1SE, one attacking a rocket. Use artillery to destroy that 
    rocket. 
    Move southern medium tank 1S to attack rocket.
    
    Adder Day 13: Attack artillery with rocket.
    
    Kanbei Day 14: Take out APC on city with a medium tank. Destroy rocket with 
    medium tank 
    to win!
    
    
    End:
    
    
    Flak tells the bad news back to Adder that the laser cannons have been smashed. 
    Victory 
    for Kanbei! "No enemy can stand before Kanbei!"
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    A red star mission opens up, the first ***** mission. Choose the
    Sensei mission, the middle one.
    
    
    
    Mission 21: Foul Play
    ---------------------------
    Sensei vs. Adder
    Difficulty: ****
    
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    Mission Briefing: Black Hole seems to be ready to sign a peace
    treaty with Yellow Comet with their heavy losses in the country,
    and are giving a favorable proposal to Yellow Comet. Sonja
    believes it's a trap, Kanbei still wants to hear out. They reach the
    peace treaty location and it seems Adder is clearing obstacles on the
    road to reach YC. Sensei accepts the challenge. Sonja tells Sensei
    the pipe is indestructible but that the seam can be broken. Sensei
    knows this battle as only a skirmish in comparison to the past.
    Sensei must destroy the three minicannons to win. Look around, the
    map is big. Take out the seams to bring reinforcements from the
    south to the north. Also you don't have allied cities in the NE
    corner for no reason. You will get soldiers from there when you use
    the CO Power or the Super Power.
    
    
    Predeployed Units:
    
    YC: 3 Infantry, 3 T-Copter, 3 B-Copter, 5 Bomber
    
    BH: 3 Infantry, 4 Mech, 2 APC, 1 Recon, 6 Tank, 3 A-Air, 6 Medium Tank,
    1 Neotank, 3 Artillery, 4 Rocket, 3 Missile
    
    Sensei Day 1: In the north, move your medium tank 2W 3N, move tank 1N
    5E, and move artillery 2N 3W. Note this will play a lot like Mighty
    Kanbei! from AW, so you should know to defend the choke points with
    style. Build an artillery from the right base. In the south, move all
    bombers 3E 4N. Move battle copters 2E 4N. Build two infantry from both
    remaining bases. Move all 3 infantry into transport copters 3W and move
    them 6E. Drop east.
    
    Adder Day 1: Send everything recklessly against you.
    
    Sensei Day 2: In the north, move regular tank 1E 2N. Move artillery on
    eastern base 3N 2E. Infantry in the west 1W 2N. Move medium tank and
    artillery 1NW. Build two artillery in northern bases. In the south, use
    your SE bomber and move it 7E to bomb Adder's A-Air. Use top two bombers
    to bomb the two seems above you. Move one bomber in between them, and
    the other one to severely injure the infantry next to it. Move your
    battle copters east and have one take it out. Send all transports and
    one infantry to airport. Use the other three to capture cities near
    base. Create another infantry.
    
    Adder Day 2: Move down vast army.
    
    Sensei Day 3: Finish capturing two cities and start capturing the
    airport. Use the bomber that attacked before to attack the other A-Air
    and take 3 damage while dealing another 8. Blow up the seems with the
    same bombers, then send the other two to bomb the next two seems. Use
    your battle copters to weaken the medium tank nearing the airports,
    take out a 2HP A-Air, and nearly kill an artillery. Use T-Copters to
    surround the medium tank and use infantry. In the north, attack
    the mech with your artillery and medium tank to attack tank in the
    left, while finishing the A-Air with artillery and tank in the right.
    Send another artillery to both sides. Build an artillery in the left
    and an infantry in the right.
    
    Adder Day 3: Move down massive army. In the south, attack infantry
    with tank and attack transport copter with medium tank. In the north,
    advance and use some mechs to cross mountains. Also attack right tank
    with medium tank.
    
    Sensei Day 4: In the north (right), attack the medium tank with both
    artillery. Move the tank 1S from the city. Move the infantry from the
    eastern base 3N and build another one. In the west, move the left
    artillery 1W. With the right one, injure the full-health tank. In
    the south, finish capturing the airport and move ALL infantry off
    cities. Use CO power Copter Command! Back to the north (left), take out
    the tank above your medium tank with it. Take out the mech with your
    infantry, and then move your 9HP infantry up to attack the 4HP one.
    Move other artillery 1W 3N onto city. Do not move infantry to the right.
    In the south, finish the next seems with your two bombers and move up
    your other two to start blowing up the next two. Use three battle
    copters to kill a mech, injure a recon, and injure a tank. Use your
    last bomber to finish off that other medium tank. Move infantry from
    there northeast to take out tank, and surround other medium tank with
    two transport copters. Move other one to infantry on airport. Build
    infantry from bottm base. In the top left one, build an infantry as
    well.
    
    Adder Day 4: Two cannons fire at that first infantry you have, now down
    to 2HP. Sidewinder. In the north, take out 2HP infantry with artillery,
    attack your infantry in northeast corner you recently got but didn't
    move, and a Neotank attacks your medium tank in northwest. A tank takes
    out an infantry in northeast. Nearly take out artillery with mech and
    infantry. Move down units.
    
    Sensei Day 5: Use infantry now that you got from northeast 3S. In the
    south, bomb the medium tank with your bomber. In the north, move your
    artillery on western city 1S and your other infantry 1N to attack the
    mech. Use Copter Command! With infantry in the northeast, attack the
    rocket and missile. Also start taking the city and base there. With
    your southern battle copter, injure the medium tank there to 1HP. Move
    infantry north towards the broken pipeline seems. Build an infantry in
    the bottom base. Move your battle copters up to weaken a missile and
    take out a damaged recon. With bombers, destroy the two seems again and
    use your other two to damage again. Move infantry on eastern base 1SW
    to attack the seem. With your western two artillery, attack the Neotank
    and deal it 6 damage. Move infantry on western base 2N. Make a medium
    tank from that base. In the east, injure mech with artillery, move 1HP
    artillery 2S, and use tank and two infantry to finish BH infantry and
    mech. Build infantry from right base.
    
    Adder Day 5: Move units down. Neotank and Tank moves into west to attack
    infantry and artillery. In the east, an infantry is destroyed. Three
    total infantry taken down all over.
    
    Sensei Day 6: In the southeast, take out 1HP artillery with infantry,
    and medium tank with battle copter. In the northeast, use weakened
    battle copter to take out missile and use full HP battle copter to
    weaken 4HP A-Air to 1. Take out missile with two infantry in very
    northeast, and weaken rocket to 1HP with infantry. Continue to attempt
    to take city and base. With your infantry near missile silos, aim a
    missile at that hits most units on the western front: A Neotank at
    the bottom, a medium tank, three tanks, an APC, 1 infantry, and 1 mech
    to deal it a massive 24 damage overall. Use the other one to aim a
    little higher, aiming one with top at rocket and hitting 8 units again,
    to deal 22 damage. With western artillery and two infantry, take out
    two tanks, kill an infantry, and weaken a mech. In the east, the medium
    tank came in, but ignore it for now. With your front two bombers,
    destroy the seems. Move in your right back bomber 6N 1E to severely
    weaken that medium tank. Start capturing base below first seem with
    that infantry, and move your other bomber 7N. Build a medium tank from
    left base. End after killing the medium tank in the right and attacking
    rocket with tank. Move two infantry to cities next to bottom seem.
    Move bomber up as well.
    
    Adder Day 6: Sidewinder. Kill one artillery with tank. Take out
    another infantry. Also, weakens like half your units on western front.
    
    Sensei Day 7: Capture cities and bases at pipeline seems. Move 2HP
    artillery down. Move medium tanks up to attack his. With your other
    medium tank, attack the tank on the yellow city. Take out the rocket in
    the right with your bomber. Copter Command. Use northeast infantry and
    battle copters to slowly eliminate those units. In the north, move
    bombers up and attack anything in sight but don't go into missile/A-Air
    range. Attack anything in sight, as this is the turning point. Build
    medium tank from left base.
    
    Adder Day 7: Attack infantry with cannons. Attack a few units, feel
    doomed. Build an infantry.
    
    Sensei Day 8: Copter Command, thought you won't get units. Move up
    units but still stay out of range of A-Air/bombers. Blow up eastern
    seem. Move everything else up! That, and continue taking properties.
    
    Adder Day 8: Attacks bombers with cannons :P
    
    Sensei Day 9: Send EVERYTHING up to destroy cannons. And the units
    near them. You can hit the missile/A-Air, but it won't matter too
    much here.
    
    Adder Day 9: Attack bombers. Attack everything else in sight. Feel
    doomed.
    
    Sensei Day 10: Finish off all three cannons to win! Victory for Sensei!
    Sensei scares away Adder :) .
    
    End:
    
    Victory! 100 Speed + 100 Power + 95 Technique = 295 Pts. = S-Rank!
    
    See the peninsula that sticks out in the southwest? Go there for
    Sonja's war on Lash.
    
    
    
    Mission 22: A Mirror Darkly
    ---------------------------
    Sonja vs. Lash
    Difficulty: ****
    
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    Mission Briefing: Sonja and Kanbei notices no one at the battlefield
    once again but they move onward. Lash notices no one as well. The clash
    of Lash and Sonja comes when Sonja arrives. Sonja told Lash that
    Sonja's army had moved on, which turns out to be fake intel, getting
    even Kanbei and Sensei to agree. Sonja trapped Lash, it turns out.
    Artillery and rockets for you, but Lash has a huge army. Both noticing
    each other's weaknesses and attacking them, the battle begins.
    
    General Strategy:
    
    1. Always have a unit on the HQ. If your rocket is weakened, run it into forest 
    and let 
    tank guard it.
    
    2. Attack stronger units first like medium tanks. The others you can match with 
    your tanks. 
    
    3. You'll want to have your indirects firing as much as you can, so move them 
    whenever they don't hit anything. 
    
    4. Don't advance in the middle till she only has a few units left or looks like 
    she has no chance of taking 
    your HQ, which should be somewhere 7+ days.
    
    
    Predeployed Units:
    
    YC: 5 Mech, 2 Recon, 2 APC, 3 Tank, 4 Artillery, 9 Rocket
    
    BH: 3 Infantry, 3 Mech, 2 Recon, 2 APC, 4 Tank, 9 Medium Tank, 2 Neotanks,
    2 Artillery, 2 Rockets, 2 A-Air
    
    
    Sonja Day 1: Look at the map. You surround the enemy who is situated in
    the middle. Let's divide this into three fronts to make it easier for
    both of us:
    
    Western Front: Move recon 2S 3E. Move mechs 2E. Southern artillery 4S
    1E. Top two rockets 2E. Top artillery 4S. Bottom rocket 2S 1E. Last
    rocket 1SE. APC 5S 1E.
    
    Eastern Front: Bottom mech 1NW to spot a mech, an APC, a recon, and
    an A-Air. Move top two rockets 1NW. Move recon 1N 2W. Move other two
    mechs 2W. 3rd to the top rocket 2N. Southern artillery 4N. Last rocket
    2W. APC 4N 2W. Top artillery 4S.
    
    Central Front: Do nothing.
    
    Lash Day 1: Capture city, move MASSIVE army up.
    
    Sonja Day 2: Current units you should see for Lash: 3 Infantry, 1 Mech,
    1 Recon, 2 Tanks, 1 Artillery, 2 A-Air, 2 APCs, and 6 medium tanks, as
    well as a Neotank.
    
    Western Front: With second highest rocket, attack Neotank. Move
    bottom mech 2S to spot another Neotank and two more mechs. Use bottom
    artillery to attack mech. Use 2nd rocket to attack Neotank. Use 3rd
    rocket to attack medium tank. Move recon 1E. Move APC 2E. In the north,
    move rocket 1S, artillery 2S, and top mech 2S.
    
    Eastern Front: With your top rocket that can fire anything, hit the
    A-Air. The bottom one should hit the A-Air closest to you. Move APC
    1W. Move recon 1E. Move northern artillery 3S 1W.
    
    Central Front: Do nothing...
    
    Lash Day 2: Annoy you to hell by taking cities and moving units up.
    Huge, isn't it?
    
    Sonja Day 3: OK, that's a lot of units, isn't it?
    
    Western Front: Top rocket to finish Neotank. Next rocket to attack next
    Neotank. 3rd rocket to attack medium tank. Last rocket to attack APC.
    Artillery 4N 1E. Bottom mech 1NE to finish off APC. Top artillery 1NE.
    2nd to the top of top 2 mechs 1E.
    
    Eastern Front: Top rocket kills A-Air. Next rocket and artillery finish
    medium tank. Next rocket injures medium tank. Last one injures another
    one. Top mech 1NW. Bottom two, move 1W to injure tank. APC 2E 3N.
    
    Central Front: Do nothing.
    
    Lash Day 3: Prime Tactics. Artillery and rockets, as well as recon
    and A-Air, kills your mechs. Continue moving units up.
    
    Sonja Day 4: Counter Break.
    
    Western Front: Top rocket to injure top Neotank, artillery to attack
    mech. 2nd rocket to injure injured medium tank, 3rd rocket to injure
    tank, final rocket on recon. Move recon 2N. Artillery 2NE. Lower
    mech 2S to weaken mech. APC 2NE. Top mech 1NE.
    
    Eastern Front: Top rocket on tank, mech 1NW to take out 1HP tank,
    2nd rocket on medium tank, APC 1SW, lower artillery to weaken weakened
    medium tank, 3rd rocket to weaken medium tank, bottom rocket to weaken
    A-Air.
    
    Central Front: Rocket to attack recon, right tank 4S to take out
    recon, central tank 1SW to take out Neotank, western tank 5S to take
    out that tank.
    
    Lash Day 4: Continue taking cities, move up tank towards HQ, attack
    mech and western tank with medium tanks, continue moving up with units
    like rockets you haven't seen before.
    
    Sonja Day 5:
    
    Central Front: Attack tank with rocket that is closing in. Send 6HP
    tank 1W 3N to take out 2HP tank. With mech, attack west and take out
    4HP A-Air left of you.
    
    Western Front: Top rocket and top artillery to attack medium tank. Move
    5HP bottom mech 1NE to deal it an extra damage. Move recon 1W 2S.
    Attack APC with bottom rocket. With rocket above it, destroy 4HP tank.
    With rocket, take out 1HP medium tank. With artillery, take out 3HP
    APC. Refuel indirect units if needed.
    
    Eastern Front: Top rocket weakens medium tank. Move recon 4S 1W. Weaken
    medium tanks with bottom two rockets. Refuel if needed.
    
    Central Front: Move central tank back 1NE and right tank back up 4N.
    
    Lash Day 5: Move up medium tanks, join 1+5=6 medium tank, move up
    remainder of destroyed army forward.
    
    Sonja Day 6:
    
    Eastern Front: Top rocket attacks top medium tank. Artillery attacks
    injured medium tank. Enhanced Vision. 2nd rocket finishes 5HP medium
    tank. 3rd rocket finishes 2HP medium tank. Last rocket injures mech.
    APC to refuel if needed. Move recon and APC 1W.
    
    Western Front: 3rd to top rocket to kill recon, APC to refuel if needed,
    3rd rocket to kill mech, 4th one 1E.
    
    Central Front: Move 6HP tank 1NE. Move other two tanks 1S.
    
    Lash Day 6: Prime Tactics. Move up infantry to capture YC cities,
    medium tank attacks middle tank in Central Front. Two artillery, rockets,
    and infantry also moves up.
    
    Sonja Day 7:
    
    Central Front: Attack medium tank with rocket. Move 6HP tank 2S and
    every other tank to take out medium tank from all directions BUT south.
    
    Western Front: 2nd to top rocket attacks infantry taking city. Recon
    1N. Move bottom two rockets 1NE. Top rocket and artillery attack
    infantry on city.
    
    Eastern Front: Rocket attack infantry on city, move bottom rocket 1NW.
    
    Lash Day 7: Take cities, attack APC on western front with rocket, move
    up.
    
    Sonja Day 8: Just a little more left!
    
    Western Front: Move recon 2S. Use top rocket to take out infantry
    taking city. Take out another infantry taking city with 2nd rocket.
    Attack rocket with 4th rocket. Move APC 1N.
    
    Eastern Front: Do nothing. NOTHING. You can't do anything anyway...
    
    Central Front: Move full health tank 2W 4S to attack infantry. Move
    another one to finish it. Move down the other one as well. Move rocket
    1W 4S.
    
    Lash Day 8: Attack recon with rocket, move 2 artillery and mech.
    
    Sonja Day 9: Use bottom western front rocket to attack western
    artillery. Use bottom eastern front rocket to kill the mech. Use 4HP
    tank to kill rocket. Move down other two tanks and rocket.
    
    Lash Day 9: Pathetically beaten by indirect units, she takes out your
    two low HP tanks.
    
    Sonja Day 10: Move eastern front recon 1S 2W. Move western front recon
    1S 2E to spot that rocket. Use bottom western front rocket to take out
    4HP artillery. Use your central front rocket to deal 8 damage on
    artillery. Move tank west/south to attack that final rocket to 5HP on
    city.
    
    Lash Day 10: Move 2HP artillery 1NW to city.
    
    Sonja Day 11: Finish artillery with rocket, rocket with tank.
    
    
    End:
    
    Lash regards war as a game, and says that she has more pieces to play
    with even with Sonja's victory. Sonja is shocked that Lash believes so
    and says Sonja is similar to her. Lash feels joy in war in the way
    chess is played. "Tee hee hee! Toodles!" Sonja doesn't want to be like
    Lash.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Here, you move on to either the hidden lab mission or the final mission
    with the red star flag. If you go to the final mission now you will miss
    it... so go onward to the lab mission. It's CO Selecting vs. Adder!
    
    
    
    Mission 23: Sea of Hope
    -----------------------
    Sami and Kanbei, Sonja, or Sensei vs. Adder
    Difficulty: *****
    
    XX~~~~~~~~~~~X~
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    Mission Briefing: Sonja finds the Black Hole lab on the map and intel
    shows that Black Hole has been researching a new tank there. Calculating
    on Adder's skill, Sonja believes you will have a 18-day limit. Sensei
    notices the war between Sami and Adder, and YC joins them. Choose
    Kanbei. Sami and Kanbei begin their attack.
    
    Kanbei Day 1: Build three infantry and a T-Copter from eastern airport.
    
    Sami Day 1: Destroy rocket with two battleships, weaken tank with other
    one.
    
    Adder Day 1: Sideslip. Move units in an odd position: some south, some
    north.
    
    Kanbei Day 2: Move SW infantry 2E to start capturing city. Move easternmost
    infantry 2S to capture airport. Move last infantry 2E into T-Copter, then
    move that 6N and drop east. Build a tank from eastern base.
    
    Sami Day 2: Use three battleships to weaken mech and destroy APC.
    
    Adder Day 2: Attack transport copter with cruiser on neutral port. Start
    capturing city with port, move down aerial and naval units. Tank moves down.
    
    Kanbei Day 3: Move tank 1SW to take out his tank. Finish taking airport and
    neutral city. Start taking neutral city on small island. Move T-Copter 5S.
    Build an A-Air from eastern base.
    
    Sami Day 3: Use any battleship to destroy mech. Do not move anything else yet.
    
    Adder Day 3: Attack infantry taking airport with bomber. Move battle copter
    south to near Sami's navy.
    
    Kanbei Day 4: Continue taking neutral airport. Move A-Air 6N. Move tank 1E 5N.
    Move SW infantry into T-Copter and move it 4N 2E. Move eastern infantry 1NE to
    take city. Build an APC from eastern base.
    
    Sami Day 4: Move cruiser 2W to take out battle copter. Move southern 
    battleship 
    3W, and the top two 1N. Out of rocket range.
    
    Adder Day 4: Bomber destroys infantry taking airport (buys you time).
    
    Kanbei Day 5: Move T-Copter 4E 2N. Move A-Air 3NW. Move tank 5N 1W. Finish 
    taking 
    neutral city.
    
    Sami Day 5: Move all battleships 1N 2W into ONE rocket range but not the 
    other. 
    Basically, 1N 2W will do. Move cruiser 1W.
    
    Adder Day 5: Bomber hits battleship next to bridge, rocket attacks battleship.
    Nice bait for Kanbei's A-Air. Cruiser moves west.
    
    Kanbei Day 6: Move A-Air 1W to eliminate the bomber. Move tank 5W 1N. Move
    infantry near APC 1NW into APC, then move that 6N and drop north. Move
    T-Copter 6N. Build a bomber from westernmost airport. Build infantry from NE 
    of 
    two HQ bases.
    
    Sami Day 6: With middle full HP battleship, attack the rocket. Use the bottom
    3HP one to finish it off. Use the top 5HP battleship to attack the missile.
    Move cruiser 2NW.
    
    Adder Day 6: SUPER POWER. Sidewinder. Move down navy. Start taking NW island
    port.
    
    Kanbei Day 7: Move bomber 6N to destroy lander. Move infantry from SW HQ area
    base 3E. With infantry next to APC, move infantry 2N to take city. Move A-Air
    3NW. Move tank 4N to take out missile. Move T-Copter 4W 2S and drop west.
    Shift APC 3N 2W.
    
    Sami Day 7: Move cruiser 1S. Move bottom two battleships 2W, top battleship
    3W.
    
    Adder Day 7: Finish taking port. Move up cruisers, move down
    battleships.
    
    Kanbei Day 8: Move bomber 6N to destroy sub. Make bomber from
    western airport again. Move infantry from southern island 3N to
    start taking neutral airport next day. Finish taking neutral
    city. Move other infantry 2W 1N to take that city. Move APC 5W 1N.
    Move tank 3W 2N to attack rocket. Move A-Air 3NW to finish it off.
    
    Sami Day 8: Attack APC with northern battleship.
    
    Adder Day 8: Sideslip. Destroy A-Air with both battleships. Move APC
    down. Move one cruiser up to BH port, other one down.
    
    Kanbei Day 9: Move northern bomber 1NE to destroy cruiser. Move
    southern bomber 7N. Move southern infantry 3N to start taking neutral
    airport. Finish taking city. Move last infantry 3W into T-Copter and
    move it 6N, dropping to the east. Move tank 1S 5E.
    
    Sami Day 9: Use battleships to destroy APC.
    
    Adder Day 9: Finish taking another city, do nothing.
    
    Kanbei Day 10: Samurai Spirit. Move southern bomber 6N to destroy
    battleship. Move northern bomber 3N to destroy battleship. Finish
    taking neutral airport. Make bomber from southeast airport. Move
    NE infantry 2E to start taking city. Move last infantry 1S to take
    city. Move tank 3E 2N. Move T-Copter 2E 1N.
    
    Sami Day 10: ...
    
    Adder Day 10: Move units up.
    
    Kanbei Day 11: Finish taking neutral cities. Move infantry on new
    airport 1NW to take port. Move eastern bomber 7N. Move western two
    bombers 6E 1N. Move tank 2N, T-Copter 1N.
    
    Sami Day 11: ...
    
    Adder Day 11: Finish taking "ANOTHER" city.
    
    Kanbei Day 12: Move eastern bomber 7N. Move T-Copter 3N in range of
    A-Air and tank. Move western two bombers 4E 3N. Finish taking neutral
    port. Move infantry near APC into APC and move it 5N 1W, dropping to
    the west. Move NE infantry 1W 2N. Build bomber from south middle island
    airport that you haven't used yet and you just captured.
    
    Sami Day 12: ...
    
    Adder Day 12: Attack transport copter with tank. Move units to surround
    pesky missile.
    
    Kanbei Day 13: Move northern bomber 1W 6N to destroy sub. Move 2nd
    to north bomber 1E 5N to destroy tank. Move 3rd and 4th ones 7N. Move
    infantry near neutral airport 1SW to start taking airport. Move APC
    5E 1N. Move infantry just above it 1N.
    
    Sami Day 13: ...
    
    Adder Day 13: Sidewinder. Move A-Airs up to bomber but DOES NOT attack.
    
    Kanbei Day 14: Destroy tank with tank. Finish taking airport. Attack
    A-Airs, taking out one with bomber.
    
    Sami Day 14: ...
    
    Adder Day 14: Finish taking city.
    
    Kanbei Day 15: Destroy A-Air and cruiser with front three bombers. Move
    up 4th and build a bomber from new closest airport. Use T-Copter to block
    medium tank.
    
    Sami Day 15: ...
    
    Adder Day 15: Destroy missile on lab with bomber, weaken lander with bomber,
    destroy sub, and weaken medium tank with bomber. Move up back eastern bomber.
    Continue taking nearby cities.
    
    Sami Day 15: ...
    
    Adder Day 15: Sidewinder. Deal little resistance by just moving ONE infantry.
    
    Kanbei Day 16: With bomber fleet, destroy lander, rocket, medium tank,
    artillery, and infantry, leaving one recon. Build a bomber and take cities.
    Move infantry into T-Copter to land at lab later if you aren't at this 
    position. 
    
    Sami Day 16: ...
    
    Adder Day 16: Build a cruiser.
    
    Kanbei Day 17: Kanbei exclaims you have two days left. Destroy the
    recon and cruiser with three bombers.
    
    End:
    
    Sonja finds out about the Neotank plans, and Sami thanks Kanbei quickly
    and leaves without revealing herself. Victory it is!
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    
    
    Mission 24: The Hunt's End
    ---------------------------
    Sensei and Max vs. Adder
    Difficulty: *****
    
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    Mission Briefing: Hawke arrives to ask how Adder is doing. Adder 
    becomes very self-conscious at his losing streak and promises that 
    they will take YC soon. Adder knows that Hawke is there to replace 
    him in conquering the allied missions, so he has to win. You as YC 
    shall not let him. Sonja finds the BH factory there and promises to 
    take it down. Olaf arrives to YC to bring his army to aid Kanbei in 
    the fight against Adder. OS also joins with a CO. Choose Sensei and 
    Max. 
    
    
    General Strategy: Look around the map here. There's three minicannons 
    on one island. A minicannon guards the pipeline seem. Adder has 3 
    bases and close to 4. He also has a pesky factory. You have small 
    places out of nowhere...
    
    
    Sensei Day 1: Build three infantry.
    
    Max Day 1: Build one infantry. 
    
    Adder Day 1: A battleship, transport copter, and infantry appear.
    Damned factories...he also builds three infantry. 
    
    Sensei Day 2: Move top two infantry 3E. Move the other one 2E to begin
    capturing a city. Build 3 infantry. 
    
    Max Day 2: Move infantry 1SE to take that factory. Make another 
    infantry.
    
    Adder Day 2: Infantry and APC built. City captured, transport copter
    east.
    
    Sensei Day 3: Move NE infantry 1E 2S to take that city. Finish capturing
    other city. Move all other infantry 3E. Make APC in SE base.
    
    Max Day 3: Finish capturing base, have other infantry capture the city.
    Build an infantry.
    
    Adder Day 3: Battle copter and transport copter appears from factory.
    Build a tank.
    
    Sensei Day 4: Finish capturing city. Move infantry 2E of APC into APC,
    then move APC 1N 5E and drop east. Move everything else 3E. Build a
    cruiser from the port to combat the coming battle copter.
    
    Max Day 4: Finish capturing city. Move other two infantry 3N.
    
    Adder Day 4: Move units down.
    
    Sensei Day 5: Move infantry on allied city 3E to capture that city.
    Move all other infantry east of the APC 3E. Move that last infantry
    into the APC and move it 7E, dropping east. Move cruiser 1N 5E. Create
    an A-Air from NE base.
    
    Max Day 5: Capture port with any infantry.
    
    Adder Day 5: Medium tank from factory. Battle copter attacks cruiser.
    Move units down. Make infantry and tank.
    
    Sensei Day 6: A-Air 1S 4E. Finish capturing city. Move infantry left of
    base to take it. Move infantry north of neutral city to take it. Move
    every other infantry 3E (one into APC). Attack south with the cruiser
    to finish off the battle copter. Move APC 5E 1N and drop north.
    
    Max Day 6: Finish capturing port.
    
    Adder Day 6: Tank and medium tank move down towards Sensei as well as
    other lesser troops.
    
    Sensei Day 7: Finish capturing city and base. Start capturing base.
    Move APC 1NE. Move A-Air 5E. Move infantry SW of that 2N 1E. Move other
    two 3E. Cruiser back into port to heal.
    
    Max Day 7: Move infantry off port, build a lander. Fill with two
    infantry. Build two infantry.
    
    Adder Day 7: Take southern cities, take port in the west with A-Air
    support, move down units.
    
    Sensei Day 8: Finish capturing base. Move two infantry near that
    infantry 2E. Move A-Air 6E. Move other three infantry 3E. Build a
    medium tank in central base (your new central base, the other one will
    be called eastern base), the closest base you can deploy out of.
    
    Max Day 8: Move lander 1E 4N and drop both infantry. Move up infantry
    on HQ island without getting onto port. Create a medium tank.
    
    Adder Day 8: Battle copter and transport copter produced by the
    factory. Finish capturing western port and southeastern cities. Finish
    APC with tank. Move medium tank, tank, and artillery west. Make a
    missile.
    
    Sensei Day 9: Move infantry on city 2E. Copter Command. Move infantry
    next to one that just moved 2N. Move infantry east of that one 2W. Also
    move infantry near enemy tank 1W. Build a medium tank from eastern
    base. Move A-Air 2N. Move medium tank 4E 1N. Move all 9HP infantry 3E.
    
    Max Day 9: Move lander back to port. Load a medium tank and an
    infantry. Capture airport and a city on northern shore.
    
    Adder Day 9: Move A-Airs in north, tanks, medium tanks, and copters
    in south. Build artillery in northwest base.
    
    Sensei Day 10: Move cruiser 1N 5E. Attack east with medium tank on
    base. Move other medium tank 1S 2E. Build another medium tank from
    central base. Move back infantry 3E except one near base who moves 2E.
    
    Max Day 10: Move lander to only shoal available and drop medium tank
    west. Finish capturing city and airport.
    
    Adder Day 10: Sideslip. Against Max, A-Air attacks infantry. Against
    Sensei, battle copter attacks cruiser, two infantry take out one, 
    transport copters fly over sea. Neotank built from factory. Build a
    rocket in NW base.
    
    Sensei Day 11: Attack battle copter with cruiser. Finish tank next to
    medium tank in the north. Move infantry off any city. Copter Command!
    In the south, attack infantry with medium tank. Use A-Air and infantry
    to wipe out two more infantry. Move infantry in front of medium tank
    in south. Move back infantry eastward. Build a rocket in central base.
    Move infantry to take damage for medium tank in north as well.
    
    Max Day 11: Move medium tank 2N to kill A-Air. Have full HP infantry
    capture other city. Move lander back to port. Move one infantry in.
    Build one infantry.
    
    Adder Day 11: Take out infantry with artillery and infantry in south,
    finish infantry with infantry and medium tank in north. (Sensei)
    Lose infantry to A-Air (Max). Build infantry and A-Air.
    
    Sensei Day 12: Finish battle copter with A-Air. Move cruiser back into
    port. Attack medium tank with medium tank in south. Move rocket east.
    Attack tank with medium tank in north. Just note that behind the
    artillery, tank, and medium tank, he has nothing. Advance infantry
    east! Build a medium tank from central base. 
    
    Max Day 12: Move lander 2S 4E and drop both infantry north and east.
    Move medium tank 2E and finish off A-Air. Finish capturing the city.
    Build a bomber. Move up newly built infantry.
    
    Adder Day 12: Sideslip. Kill infantry with artillery, tank, AND medium
    tank. Move units west and south. Move threatening battleship south.
    
    Sensei Day 13: Move cruiser 1N. Make sub from port. Take out infantry
    with two infantry. Move medium tank 2E to weaken artillery by attacking.
    Move everything else east/northeast. 
    
    Max Day 13: Kill infantry with medium tank. Move infantry on northern
    shore northeast. Move bomber 7E. Start capturing port and city with
    landed infantry. Move lander back to port and send in two infantry.
    
    Adder Day 13: Battleship, artillery, medium tank fire on various
    infantry. 
    
    Sensei Day 14: Use A-Air to wipe out artillery, medium tanks to take
    out medium tank and tank. Copter Command. Sweep ALL infantry eastward.
    Move sub 1N 4E. Move up medium tank and rocket. Build an artillery in
    eastern base. Move cruiser into port. 
    
    Max Day 14: Move bomber 5E 1S to kill the infantry. Move medium tank
    east to kill artillery, and move infantry northeast. Finish capturing
    port and city. Move lander southeast. Build a bomber.
    
    Adder Day 14: Attack bomber with cannon. Move A-Air and units down
    to Sensei. Attack rocket with battleship.
    
    Sensei Day 15: Move sub 2W of battleship and dive. Join two infantry
    with low HP (2+7=9). Have A-Air attack his A-Air. Move up medium tanks
    and start capturing southeast BH cities. Move up artillery and rocket
    to be able to attack battleship next turn. Move all infantry east.
    Build a rocket from eastern base.
    
    Max Day 15: Move bomber 3S 1E to begin bombing the NW cannon. Continue
    taking cities on that Africa-shaped island. Move 2nd bomber 7E. Move
    medium tank and infantry in the north east but out of rocket range.
    Move lander southeast.
    
    Adder Day 15: Sideslip. Take out weakened rocket with battleship. 
    Weaken two infantry. Move missiles and artillery forward.
    
    Sensei Day 16: Use sub and rocket to finish off battleship. Attack
    both A-Airs with a medium tank and take out the northern one. Use
    artillery, A-Air, and infantry to take out an APC, and move the other
    medium tank east towards missile. Continue moving infantry east and off
    any allied cities. Copter Command for random new infantry. Combine them
    for some extra cash since you don't need that many infantry any way,
    while moving them east. 
    
    Max Day 16: Finish NW cannon with 7HP bomber. Move other bomber 5E 2S.
    Build a third bomber. Move lander east all the way. Continue capturing
    infantry on island. End.
    
    Adder Day 16: Cannon hits back bomber to 7HP. Move units west/south.
    
    Sensei Day 17: Move sub northeast. Take out missile with medium tank.
    Attack A-Air with other medium tank. Send A-Air to attack A-Air later.
    Continue taking cities that you can. Combine 9+9 infantry. Build a
    rocket from eastern base. 
    
    Max Day 17: Take out SW cannon with both bombers. Move 3rd bomber 7E.
    Move lander 4E 1N.
    
    Adder Day 17: Attack bomber with cruiser, infantry with battleship, 
    medium tank with Neotank. Move units forward.
    
    Sensei Day 18: Attack southeast A-Air with 5HP medium tank and 8HP
    A-Air. Move rockets east/northeast. Attack battleship with dived sub.
    Create a rocket in eastern base. Move units back to lure Neotank into
    artillery and rocket range. Move cruiser northeast and infantry east/
    north.
    
    Max Day 18: Max finally gets his first CO power...move all three
    bombers onto the western island so you can take out the cruiser next
    day. Move lander a little east. Build a 4th bomber.
    
    Adder Day 18: Attack medium tank with cannon that you move up because
    the rocket gets moved back. Start taking middle airport. Neotank kills
    infantry. Attack infantry with infantry. Set up defensive formation in
    the east.
    
    Sensei Day 19: Move infantry off cities. Copter Command! Do the
    combining of every single combo infantry you can now as this will give
    you more money and less units, since you don't need so many anyway,
    usually 9+9 infantry. Kill A-Air with medium tank and A-Air, kill 7HP
    infantry with full-health infantry, kill baited Neotank with artillery,
    rocket, and medium tank. Kill battleship with sub. Move cruiser north.
    Move east rockets, other units north/east but out of artillery range.
    Build a medium tank.
    
    Max Day 19: The cruiser seems to have moved east. Move all four bombers
    as far east as you can without hitting anything and without being in
    range of anything. Move medium tank back north. Move lander northwest
    but do not land.
    
    Adder Day 19: SIDEWINDER! Take out 1HP bomber with cruiser *phew?*.
    Attack artillery with tank, sweep an infantry with A-Air. Move up
    artillery.
    
    Sensei Day 20: Finish off tank with medium tanks, move everything else
    up. Build a medium tank.
    
    Max Day 20: Max Force! The extra square will have your last bomber have
    enough range to kill the cruiser. Move the last bomber you made 4SE to
    take out cruiser. Use your other two bombers to attack both cannons
    from the right, taking out the NE cannon. Build a bomber and move your
    lander 2N to avoid rocket range. Move medium tank forward to attack,
    too, now that the NE cannon is gone. Move down infantry toward port.
    
    Adder Day 20: Cannon attack your lander. Counterattack in southeast.
    
    Sensei Day 21: Build a lander. Use your rockets and artillery to
    eliminate two tanks and weaken an A-Air. Finish off the A-Air with your
    other medium tank. Move up medium tanks. Move up infantry.
    
    Max Day 21: Move newest bomber 7E and create yet another bomber. Take
    out SE cannon with 7HP bomber. Move lander SW. Use full health bomber
    that took out NE cannon to move onto BH base and take out the cannon in
    front of the pipeline. Move in the other one to the right of the A-Air
    and take out the A-Air.
    
    Adder Day 21: Keep defensive formation.
    
    Sensei Day 22: Attack with all you can. Move lander east. Move cruiser
    1E. Build battleship.
    
    Max Day 22: Move bomber from base 1N to take out pipeline seem. 
    
    
    End:
    
    You win, and Adder blames the weather. YC COs talk about their victory,
    and thanks Olaf..."with some help from Orange Star". Nell tells Kanbei
    that Hawke, the last Black Hole new CO, has Green Earth near defeat,
    and ask of Blue Moon and Yellow Comet to aid Green Earth. 
    
    Victory! 99 Speed + 76 Power + 100 Technique = 275 Pts. = A-Rank
    
    This concludes the Yellow Comet Campaign, but the hardest has yet to
    come.
    
    
    
    GREEN EARTH
    
    
    
    Drake seems to have a face problem here...even after hearing Allied
    victories over Black Hole in western countries, Green Earth is still
    half occupied by Black Hole forces under their best commander, Hawke.
    Jess comes in and asks if they're counterattacking. Eagle and Drake
    are not land masters, so Jess's return from training is much needed
    for GE. Eagle doesn't care for "Red"'s help and would rather do it
    himself, but Drake notices that with all three fronts covered as them
    three, they can take back GE. Choose the northwest mission with Eagle
    versus Hawke first.
    
    
    
    Mission 25: Sea Fortress
    ---------------------------
    Eagle vs. Hawke
    Difficulty: ****
    
    ~~~~~~~~~~~~~X~X~~~~~~~~~~~~~~~~
    ~~~~~~~X~~~~XX~~~~~~*~~~SSSS~~*~
    ~~~~~~~~~~~~X~~~~~~~~~~SC  CS~~~
    ~~~~~~~~~~~~~~~~~~~~~~S******S~~
    ~~~~~~~~~~~~~~~~~~~~~~C **** C~~
    ~~~~~~~~~~X~~~~~~~~~~~C **** C~~
    ~~~~~~~~~X~~~~~~~~~~~~S******S~~
    ~~~~~~~~~~~~~~~~~~~~~~~SC  CS~~~
    ~~~~~~~~~X~~~~~~X~~~*~~~SSSS~~*~
    ~~~~~~~~~~X~~~~~~~~~~~~~~~~~~~~~
    
    
    Mission Briefing: Hawke asks Adder if the fortress is readying, along
    with minicannons. Adder says it's true. Hawke also learns that only a
    GE air force is coming. Eagle asks all to take out the fortress. A GE
    pilot reports that it is no good cause Hawke has too much A-Air. Eagle
    learns that Black Hole knew about him coming, and notes that they
    could let BH take the factory, or suffer heavy casualties taking it.
    The GE pilot decides to go, as he remembers Eagle told him that they
    mustn't lose. Another pilot agrees. Aim for the minicannons and
    "Let's give them a show of power they won't soon forget!"
    
    
    Eagle Day 1: Look east. You have eight battle copters, four fighters,
    and six bombers. He has six battle copters, four fighters, two cruisers,
    four A-Air, and four missiles, as well as eight minicannons. Move middle
    two battle copters 5E. Move all other battle copters 6E. Move middle
    four bombers 7E. Move the side two 6E. Move top and bottom fighters 8E.
    Move next to top fighter 7E 2N, and the next to bottom fighter 7E 2S.
    
    Hawke Day 1: Send front fighters 9W, send front battle copters 6W,
    send back fighters and battle copters in a crazy 1N, all the way W
    formation. Cruisers move 6W.
    
    Eagle Day 2: Here, the fighters are nearby. Move top fighter
    5E and take out the battle copter south of you. Move bottom fighter 4E
    and take out the battle copter to the north. Move 2nd to top fighter
    2E 1S to attack that fighter, and move the 2nd to bottom fighter 2E
    1N to do the same. Move bottom two copters to take out Hawke's copter,
    then use the 2nd and 3rd highest copters to take out his northern one.
    With your remaining 4 battle copters, surround the four fighters so
    they can't get out. Move your non-middle 2 bombers 7E except for the
    north one which should move 6E 1N. Move the last two bombers 5E.
    
    Hawke Day 2: Attack battle copters to the left with both fighters
    to deal 4 damage each. Fighters, battle copters, and the bombers
    move up westward.
    
    Eagle Day 3: Use top and bottom bombers to bomb down both front cannons
    from the left. (Northern one 7E, southern one 1S 6E) Finish off both
    weakened fighters with same fighters from the right. Move northern
    no damaged fighter 5E 1S to attack it. Move your southern fighter 5E
    to attack his. Move the now southern bomber 1E. Move the top one 2N 1E,
    and the middle two 3E. Move middle two battle copters 5E. Move top battle
    copter 4E 1N. Move the left remaining top copter 5E 1N. Move the one
    directly right 5E 1S. Move the bottom copter 4E 1N. You have two battle
    copters to move. Move the left one 6E and the east one 5E 1N. End.
    
    Hawke Day 3: Cannons hit closest bombers to 7HP. Black Storm, dealing 4
    damage this first time. Fighter moves to take out one battle copter and
    injure the other. Your battle copters move up, one injuring another
    copter. Northern cruiser takes out bomber, southern cruiser takes out
    battle copter. Take out the northern cruiser
    
    Eagle Day 4: You now have an air force of (and HPs at):
    
    Battle Copters: 2, 3, 4, 4, 8, 8
    Fighters: 6, 6, 6, 7
    Bombers: 5, 8, 8, 8, 8
    
    Send top two fighters to take out top fighter, then use one fighter
    to attack the bottom fighter. Bomb the northern cruiser with your
    8HP bomber, staying out of range. In the south, use two 8HP bombers
    to take out the cruiser. Move up remaining fighter to attack the full
    health battle copter in the north instead of finishing 1HP on the final
    fighter, and use a 4HP copter to weaken that to 1HP. Use your two 8HP
    battle copters to finish off the bottom one. Move your other forces
    out of missile, A-Air, and cannon range and prepare to advance now
    that you have Lightning Strike, but don't actually use it yet.
    
    Hawke Day 4: With fighter, deal 1 damage to battle copter. Send 3HP
    cruiser down to take out 3HP battle copter. Move up northern missile.
    
    Eagle Day 5: Move units in this formation:
    
    North: 8HP bomber, 7HP bomber, 8HP battle copter, 4HP battle copter,
    3HP battle copter, 7HP fighter, 5HP fighter
    
    South: 8HP bomber, 7HP bomber, 5HP bomber, 6HP battle copter, 2HP
    battle copter, 6HP fighter, 6HP fighter
    
    Eagle Day 6+: Prepare to launch your attack in this order in upcoming days:
    Take out western A-Air, missiles, then western cannons, then move
    to back cannons, take out those, and take out A-Air. Then take out
    the cannons near them to win.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Move to the eastern mission with Jess.
    
    
    
    Mission 26: Sinking Feeling
    ---------------------------
    Jess vs. Lash
    Difficulty: ******
    
    ~~~~~~~~~~S ========
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    ~~~~~~~~~~~~~~~= %%=
    ~~~~~~~~~~~~~~~= ^^=
    ~~~~~~~~~~~X~~~=%^=B
    ~~~~~~~XX~~~~~S=^^= 
    ~~~XX~~~~X~~~~ =%%= 
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    % % ~~~~~~       =^^
      C C C P C C iii=ii
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    Mission Briefing: Hawke wants Lash to finish repairs on the
    battleships within 30 days. Lash says it'll take 17 days. The
    southernmost city on the western island contains the lab map.
    Jess notes that although she has few troops, she can't lose time
    before the repairs are complete.
    
    
    Jess Day 1: Move NE mech 1NE to take port. Move western infantry 2W 1N
    into APC and move APC 5E, drop south. Move other infantry 3E, and
    southern mech 2E. Move northern medium tank 5E, southern medium tank
    1N 4E. Move western artillery 1N 4E. Move eastern artillery 5E. Move
    rocket 1N 4E. Move northern tank
    1N 4E. Move recon 3E. Move western A-Air 4E 2N. Move southern tank
    1N 4E. Move last A-Air 1NE.
    
    Lash Day 1: Lash and her lieutant talk, and Lash declares a counterattack
    despite repairs going on without hurting repairs. Move down 2 infantry,
    mech, 4 tanks, artillery, A-Air, 2 medium tanks, and rocket. Move 2
    infantry on northeast island 3W.
    
    Jess Day 2: Finish capturing port with your northern mech. Move NE
    medium tank 1N 3E, and other medium tank 1N 4E. Move southern mech 2E.
    Move eastern infantry 1S. Move
    northern tank 2E, southern tank 3E. Move recon 2E. Move left artillery
    2E. Move northern A-Air 1E. Move southern A-Air 1SE.
    
    Lash Day 2: Move down entire land unit force, then start capturing
    NE airport. Start taking GE city with infantry.
    
    Jess Day 3: Move southern mech 2N to attack tank. Use rocket to attack
    medium tank. Southern medium tank 2N to take out medium tank. Move
    unmoved medium tank 2NE to weaken tank. Move northern mech 2E to attack
    tank. Move top A-Air 5E 1N to take out mech to east. Move northern tank
    5E 1N to attack A-Air. Move other A-Air 1N 5E to attack infantry. Build
    a battleship from port. Move both artillery 2E 1N. Move southern infantry
    2E. Move southern tank 3N 1E to take out tank. Move northern infantry
    2E. Move recon 3N 2E to take out infantry. Move APC 4E 2S.
    
    Lash Day 3: Finish taking cities in south, move down tanks to attack
    A-Air, tank, and recon. Move down medium tank, rocket, infantry
    towards base.
    
    Jess Day 4: Move up battleship 3N 2E. Move rocket 5E. Build a lander.
    Move full HP northern mech 2W into lander. Move left tank 1S 2E to attack 
    tank. 
    Attack 4HP tank with tank to the right. Move northern medium tank 1N 2E to 
    weaken 
    tank. Move southern medium tank 1N 3E to destroy tank to the right. Move 3HP
    A-Air 1N. Move southern full HP A-Air 2N to destroy tank to the right.
    Move 6HP southern mech 1E to destroy A-Air. Move recon 2E 3N. Move northern
    artillery 2NE. Move southern artillery 3E 2N. Move bottom infantry 1E into 
    APC, 
    and move APC 3E 2N and drop west. Move top infantry 2E.
    
    Lash Day 4: Prime Tactics. Lash will now start taking cities, move infantry
    to take base, move rocket 1E, and threaten you with medium tank that destroys
    2HP tank.
    
    Jess Day 5: Move battleship 5N. Attack medium tank with rocket. Destroy it 
    with 
    other two artillery. Move northern medium tank 4E 1N. Move southern medium 
    tank 
    5E. Move recon 5E. Move lander 3NW. Move full HP southern A-Air 5E 1S. Move 
    8HP 
    tank 2N 4E. Move 3HP A-Air 5E 1S. Move southern infantry 1SE. Move 6HP mech
    1N. Move APC 1E 2S.
    
    Lash Day 5: Finish taking two cities and factory. Destroy 8HP recon.
    
    Jess Day 6: Overdrive. Lander 6N. Attack NE battleship with battleship.
    Move 8HP tank 3N 1E to weaken rocket. Move 3HP A-Air 3N 2E to attack rocket.
    Move full HP A-Air 1E 3S to weaken artillery. Move southern medium tank 4N
    to destroy infantry that took base. Move APC 6N 1E. Move northern artillery 1N
    6E. Move rocket 4N. Move northern medium tank 2N 1E. Move southern artillery
    1N 5E. Move mech 2E. Move bottom infantry 3E to take city, top infantry 2E to
    take base.
    
    Lash Day 6: Attack tank with minicannon. Make battle copter and move battle
    copter. Build bomber.
    
    Jess Day 7: Weaken NE battleship to 1 with battleship. Move lander 2N 4W
    to drop mech north. Continue taking base and finish taking city. Destroy
    artillery with A-Air. Move eastern medium tank 5N. Move western medium tank
    1E 4N. Move 3HP A-Air 5N. Move 5HP tank 3N. Move APC 3N 1E onto base. Shift
    both artillery 1E 3N. Move rocket 2E 1N. Move mech 1NE. Build a battleship.
    
    Lash Day 7: Move down battle copter and bomber.
    
    Jess Day 8: Finish taking SE base. Move southern infantry 2E to take that
    city. Move bottom full HP A-Air 4N. In the northwest, move mech that landed
    1N to capture port. With 1st battleship, attack NW battleship. Move lander 6E.
    Move southeast map mech 2N. Attack minicannon with rocket. Move southern
    medium tank 1S 3W to destroy minicannon. Transfer northern medium tank 2N 3W
    to attack minicannon. Move 3HP A-Air 4N 2W. Move APC 2W 4S. Move southern
    artillery 1N onto base. Move tank 2W 3N. Move last artillery 2N. Move newly
    built battleship 3N 2E.
    
    Lash Day 8: Northern minicannon attacks southern medium tank, battle copter
    destroys tank, bomber attacks northern artillery. Joins NW and NE battleships
    to form 6HP.
    
    Jess Day 9: Attack NE joined battleship to 2HP with northern battleship. 
    Finish 
    capturing NW port. Move lander 4S 2E. Finish taking SE city. Move southern
    battleship 4N 1E. Move rocket 4N. Destroy northern minicannon with northern
    medium tank. Move 7HP medium tank 5W to attack SC (south-central) battleship.
    Move 8HP mech 2N. Move other infantry 3N into APC. Move northern artillery 3W 
    1N. 
    Shift southern artillery 5N. Move APC 4N 2E and drop south. Move A-Air 4N. 
    Move 
    3HP A-Air 1E 3S and deal a few damage on the bomber before falling. Build a
    battleship from southern port.
    
    Lash Day 9: Prime Tactics. Move down new bomber to destroy northern
    medium tank. Destroy artillery with battle copter, move
    loaded transport copter down, destroy other artillery with bomber
    and battle copter.
    
    Jess Day 10: Attack SE battleship with rocket. Overdrive. Move NW island
    mech 1SW to start capturing lab city. Move 7HP medium tank 1E 4N to attack
    NE battleship to 1HP. Destroy SE battleship with SE battleship. Attack SW
    battleship with NW battleship. Move lander 1N 5E. Move southern battleship
    3N 2E. Move A-Air 4N to destroy 8HP bomber. Move APC 1N. Move northern
    infantry 1N to start taking base. Move SE infantry 2N to take city in the
    southeast. Build A-Air from SE base. Move way eastern mech 2N.
    
    Lash Day 10: Destroy rocket with bomber and battle copter. Weaken APC with
    battle copter. Join battleships to 6 left.
    
    Jess Day 11: Move northern A-Air 3W to weaken bomber. Finish taking BH base.
    Finish taking lab city and SE city. "Hm? A lab..." Move southern A-Air 5N 1E.
    Move southernmost battleship 4N. Weaken SW battleship with one battleship.
    Attack NC battleship with another battleship and 7HP medium tank 1W. Move mech 
    1N. 
    
    Lash Day 11: Move 2HP bomber up. Destroy mech. Attack infantry that took BH
    base, move transport copter with infantry to SE base.
    
    Jess Day 12: Move mech on NW island 2N to grab that final city. Build a 
    battleship 
    from that port on the island. With THREE full HP battleships, destroy SW and 
    CW 
    (central-west, the one above SW battleships) with 7HP medium tank help, which 
    moves 
    2SW to wipe it out. Move northern A-Air 3N to wipe out fleeing bomber. Move 
    southern 
    A-Air 1W 3S to eliminate T-Copter. Move SE infantry 1W to attack infantry on 
    your 
    base. Move 7HP infantry 1N into APC and move APC 6N, dropping north. Build an 
    A-Air 
    from new base taken from BH.
    
    Lash Day 12: Prime Tactics. Start taking base, destroy SE infantry and weaken 
    a 
    battleship with two battle copters. Build T-Copter and prepare to load it with
    infantry.
    
    Jess Day 13: On NW island, finish taking city with mech. Move that NW island 
    port 
    battleship 5E. As Lash only has three battleships left, prepare to win in two 
    more 
    days. Destroy NE battleship with both full HP battleships and 7HP battleship. 
    Move 7HP 
    medium tank 2SE to attack SC battleship. Move southeast A-Air 1S to weaken 
    infantry 
    taking base. Move newly built A-Air from eastern base 2W 4S. Build A-Air from 
    eastern 
    base. Move 8HP northern A-Air 6S.
    
    Lash Day 14: Weaken 7HP battleship to 4HP, load T-Copter with infantry 
    southward. Build 
    a bomber.
    
    Jess Day 14: Overdrive! With SE A-Air, destroy infantry just below. Use
    the one just 2N from it 3S 2E to destroy battle copter. Move eastern base
    A-Air 4W 2S. Move 8HP A-Air 6N to destroy T-Copter with infantry. Move 4HP
    APC 1N 4W. Move NW battleship 2E 3S. Destroy central battleship with other
    two full HP battleships in range. Attack SC battleship to 6HP with 4HP
    battleship and 7HP tank. Build two A-Air and one cruiser from NW port.
    
    Lash Day 14: Attack APC with bomber (bait), attack battleship with battle
    copter. Build a T-Copter.
    
    Jess Day 14: Move northern 8HP A-Air 1N to weaken bomber. Destroy last
    battleship with any combo.
    
    End:
    
    "Commander, the enemy battleships have all been sunk." Jess tells everyone
    to retreat after their victory because more BH forces will win. Nice
    going...victory! Lash no longer feels it's like a game, so it's time
    you take her seriously? "They just sank my boats and took off? I...am...
    so...angry!!!"
    
    
    End:
    
    Victory! 100 Speed + 100 Power + 78 Technique = 278 Pts. = A-Rank
    
    Four new missions open up here. Move to the southern mission with Drake.
    
    
    
    Mission 27: Drake's Dilemma
    ---------------------------
    Drake vs. Hawke
    Difficulty: ****
    
    %==================%
    ==C     B  C    MC==
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    Hawke has a Black Cannon now, and Hawke seems to be the only one that
    takes any allied country seriously. Drake, who is spotted with his
    navy at a small southern island, debates whether to take out the Black
    Cannon head-on or to seize the HQ. Eagle comes in through a transmitter
    and learns of Drake's dilemma, but that Yellow Comet troops are on their
    way, led by Kanbei. Take out both Black Cannons here with Kanbei's aid.
    Drake and Kanbei together shall take out Hawke, right?
    
    
    Black Hole units to beware of:
    
    Western side of Lake: Recon, Rocket
    Northern side of Lake: 2 Recon, Artillery
    Northeast side of Lake: Artillery, 2 Rockets, Recon
    
    
    Drake Day 1: Move bottom sub 1E 5S and dive to spot one infantry, two
    artillery, and two rockets. With northeast battleship, attack the
    rocket you spot to the east. Move southern battleship 1S. Move subs
    all the way south and dive. Move everything else either south and out
    of range (do not venture out of central of lake as you will be sniped
    on), or onto reefs. So cruisers should all be on subs, while
    battleships are just around lake. Build an infantry in SE base near
    Kanbei. End.
    
    Kanbei Day 1: Build two infantry.
    
    Hawke Day 1: Move infantry east to take city, move units south. From
    the south, move units north.
    
    Drake Day 2: Move dived subs down. Hawke has no navy. Start sending
    battleships into reefs over to cannon. Must be in reef or don't go
    into cannon change, except for dived subs. Move battleships down.
    Don't worry about air either, he only has a few battle copters. Move
    bottom infantry 1N 2E to take base. Make a recon.
    
    Kanbei Day 2: Move both infantry 2N to take two cities. Build two more
    infantry.
    
    Hawke Day 2: Hawke notices the YC Army and reminds you of missile
    targetting cannons, which could be useful. Move land units up, which
    don't do a damn to you.
    
    Drake Day 3: Move down subs. Continue moving battleships down with
    reefs. Finish capturing southeast base. Move recon 1N 5E. Build another
    infantry.
    
    Kanbei Day 3: Finish capturing two cities. Move other two infantry 1E
    2N. Build a tank in left base, infantry in right base.
    
    Hawke Day 3: Move around pointless land units. One recon manages to hit
    YC infantry.
    
    Drake Day 4: Move bottom dived sub west. Move sub spotting rocket to
    the left on forest 2S. Move lowest battleship 1W 5S. With next two
    battleships, take out western rocket. In southeast, move recon 2E 5N
    to attack his recon. Move infantry east.
    
    Kanbei Day 4: Move tank up to kill weakened recon. Get missile and fire
    at rocket and units nearby, using eastern rocket as leftest target.
    Move up infantry, start taking another city.
    
    Hawke Day 4: Attack GE recon, fire missile at YC forces, move forces
    south at Kanbei, attack infantry with recon, all other actions unknown.
    
    Drake Day 5: Build APC in SE base. With bottom battleship, fire at the
    eastern cannon and deal it 55% damage. Weaken artillery, finish off
    eastern rocket with back battleships. Move up recon into forest. Move
    infantry east. Move running out of fuel subs to shoal of GE SE island.
    
    Kanbei Day 5: Build tank from western base. Weaken recon with tank.
    Finish capturing city. Build recon from eastern base.
    
    Hawke Day 5: Black Wave. -1HP on all enemy units. Kill 2HP infantry
    with 3HP recon. Watch eastern cannon get destroyed.
    
    Drake Day 6: Destroy eastern cannon with battleship. Heal two dived
    subs at bottom with APC. Move down all fuel-dying dived subs down
    except for top one which moves north. Can't fire with no subs with
    top battleships. Move 4HP recon in the east to 1E of attacking
    battleship, 2E of evil rocket. Move fueled dived sub up.
    
    Kanbei Day 6: With two tanks, kill and weaken recon. Bring up other
    recon. Start capturing another city.
    
    Hawke Day 6: Destroy a YC infantry, weaken a GE infantry.
    
    Drake Day 7: Move bottom battleship 4S 1E into reef. Fuel two more
    dying dived subs in bottom. Fuel dying sub in north. Keep moving that
    one oldest fueled dived sub north. Take out one artillery and weaken
    the other with battleships. Move down top battleship but keep out of
    cannon/artillery range. Build rocket from NE base from bottom.
    
    Kanbei Day 7: Combine 1+1=2HP infantry. Finish capturing city. Take out
    two recon with two tank. Build tank in eastern base.
    
    Hawke Day 7: Move down recon, surprise Kanbei with medium tank attacking
    tank, A-Air to surround it. Move random other land units.
    
    Drake Day 8: Move bottom battleship 6W. Move subs for vision. Take out
    recon with one battleship. Move other two south but out of range of
    artillery fire. Move rocket east onto YC HQ.
    
    Kanbei Day 8: Look at newly built Hawke Neotank. Retreat all you can
    into forest or south. Build nothing.
    
    Hawke Day 8: Continue taking south. Recon takes out GE infantry.
    Neotank takes out tank. A-Air takes out GE infantry, moving it on
    eastern YC base.
    
    Drake Day 9: Attack western cannon with southern battleship. Move
    northern battleship east. Use other two battleships to weaken a
    medium tank and artillery. Attack A-Air with rocket. Use Tsunami.
    Move recon 3N to take out artillery.
    
    Kanbei Day 9: Use 6HP tank to take out A-Air on base. Move up tank
    to take out 9HP recon. Build a medium tank from eastern base.
    
    Hawke Day 10: Take out recon, weaken northern battleship, move Neotanks
    at Kanbei and attack a tank with Neotank.
    
    Drake Day 11: Attack western cannon to 1HP. Use battleship to weaken
    medium tank. Build rocket in NE base.
    
    Kanbei Day 11: Move 8HP tank 2E into forest.
    
    Hawke Day 11: On his last day, he uses Black Wave. -1HP on all your
    units. Continue taking props, advancing at Kanbei with Neotanks and
    taking out rocket on YC HQ. Continue making useless units.
    
    Drake Day 12: Kill the western cannon with your battleship to win!
    
    
    End:
    
    Hawke seems to not care too much about the Black Cannons, but suggests
    a retreat. Drake thanks Kanbei for the reinforcements, although Kanbei
    really didn't matter on this mission except for some power. Kanbei and
    Drake agree to work together when they storm Black Hole.
    
    Victory! 100 Speed + 22 Power + 100 Technique = 222 Pts. = B-Rank
    
    You now have four missions to choose from. Three are *****, one is
    ****. Take the northeast **** one with Jess.
    
    
    
    Mission 28: Rain of Fire
    ------------------------
    Jess vs. Hawke
    Difficulty: ****
    
     C iB C  %% %  C %%i  B  
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    Lash tells Hawke that Flak wants to talk to him about launching an
    attack at a volcano, with Hawke annoyingly finishing all of Flak's
    comments about it being dangerous and it's why they're doing it.
    The new volcano terrain disrupts air currents. Lava pours out as well.
    Flak questions Hawke to save himself as the mission begins with "The
    lava's going to make little people pancakes! Tee hee hee!" Maybe like
    Lash herself? :P Anyway, go on into the mission. Green Earth notices
    they can't go air with the volcano nearby, so Jess takes the ground
    combat forces, even with Eagle's yelling. Drake defends Jess, and
    Eagle blames "letting off steam".
    
    
    Jess Day 1: Look around map. There are bases in northwest and southeast
    you can take. Make APC in SE base, infantry in NE base.
    
    Hawke Day 1: Make four infantry.
    
    Volcano Day 2: "It seems that the lava falls in a set pattern." It sure
    does. The lava spews all over. 4-5 volcano blasts hit all four corners
    of map.
    
    Jess Day 2: Move infantry into APC and move APC 1N 5E. Build APC from NW
    base, infantry from NE base.
    
    Hawke Day 2: Move four infantry, build one. Make APC.
    
    Volcano Day 3: Burn nothing with randomish blasts, hitting one of
    Hawke's infantry 5HP.
    
    Jess Day 3: Move NE base infantry into APC. Move that APC 1E 5N. Drop
    infantry north. Move eastern APC 6E. Build three infantry from three
    bases. Start capturing enemy city.
    
    Hawke Day 3: Capture one city, move infantry down, make tank.
    
    Volcano Day 4: Hit nothing.
    
    Jess Day 4: Move top GE infantry 2N 1E to capture base. Move APC 3S.
    Move NW infantry into APC. Move NE infantry 3E to capture city. Move
    other infantry 3E. Move eastern APC 6E and drop east.
    
    Hawke Day 4: Move down infantry, tank, and APC. Move artillery down
    too.
    
    Volcano Day 5: Hits nothing.
    
    Jess Day 5: Move eastern infantry 1SW to take base. Move APC 3E 1N.
    Have 2 infantry finish capturing base/city. Move western APC 6N and
    drop north. Move last infantry 1N 2E. Build nothing.
    
    Hawke Day 5: Move down 2 infantry to attack APC. Move other infantry,
    tank, and APC down, as well as artillery. Builds an A-Air in northern
    base.
    
    Volcano Day 6: Strikes some four spots that hit nothing.
    
    Jess Day 6: Finish capturing SE base. In NW front, move NW infantry
    to capture the city. The other one should hop into the APC, move it
    3NE, and land on the base. From HQ, move top infantry 2E. Move bottom
    infantry 3E. Don't move APC in SE.
    
    Hawke Day 6: Move units south, keep stabbing away at APC with infantry
    on all sides but left. Move artillery down too.
    
    Volcano Day 7: Volcano hits nothing.
    
    Jess Day 7:
    
    Southeast Front: Move 4HP APC 5W 1S, move infantry on base into APC.
    Build a medium tank.
    
    HQ Front: Move both infantry 3E.
    
    Northwest Front: Finish taking city, start taking base, move APC 2E
    1N onto city.
    
    Hawke Day 7: Advance A-Air, infantry, and recon west toward NW front.
    Infantry start taking bases in SE front.
    
    Volcano Day 8: Burns nothing.
    
    Jess Day 8:
    
    NW Front: Capture other city, take base.
    
    SE Front: With two infantry from HQ front, capture cities. Move medium
    tank 1N. Build artillery.
    
    Hawke Day 8: Attack artillery with artillery. Move down units to SE
    front.
    
    Jess Day 9:
    
    NW Front: APC 4W. Finish capturing city. Move other infantry 2E to
    capture city. Build medium tank from easternmost NW front base.
    
    SE Front: Finish capturing both cities. Move artillery 2N. Take out
    infantry with medium tank moving east. Build A-Air from base.
    
    Hawke Day 9: Attack artillery and A-Air in SE with artillery and
    infantry, and attack infantry in NW. Move units mostly south, but a few
    west. Build A-Air.
    
    Volcano Day 10: Hit 4HP artillery of yours to 1HP, hit 10HP artillery
    of his to 1HP.
    
    Jess Day 10:
    
    SE Front: Move artillery 2SW. Move A-Air 1NE and attack infantry to the
    east. Move medium tank 1N to take out infantry. Build tank. Move other
    two infantry 3E (one to capture city). Drop infantry east from APC.
    
    NW Front: Move medium tank 1S 3E to take out recon. Keep capturing
    city. Create A-Air in same base you did with medium tank. Move infantry
    into APC. Move APC 1S 4E.
    
    Hawke Day 10: Kill A-Air with tank, injure infantry with tank, move
    units west and south.
    
    Volcano Day 11: Hit infantry taking city of yours.
    
    Jess Day 11:
    
    SE Front: Attack south with medium tank against tank. Use 1HP artillery
    to finish it. Attack east with tank on base. Move APC 2E to block
    bridge. Continue taking city. 2HP infantry 1S. Full health infantry 2E
    1S.
    
    NW Front: Medium tank 3E to take out A-Air. APC 6E. Continue taking
    city. A-Air 5E. Build medium tank from you-know-what-base.
    
    Hawke Day 11: Artillery takes out APC, tank attacks infantry. Move
    west/south units.
    
    Volcano Day 12: Hit medium tank to 5HP.
    
    Jess Day 12:
    
    SE Front: Finish capturing city with infantry. Join 2+2HP infantry
    south. Attack with medium tank from north, then use tank 1NW to finish
    off tank. Attack infantry with 1HP artillery. Build A-Air from base.
    
    NW Front: Move medium tank 4E. Move APC 1W. Move A-Air 2E. Finish
    capturing city. Move back medium tank 1S 4E.
    
    Hawke Day 12: Attack A-Air with A-Air. Mech to attack medium tank.
    Black Wave. -1HP on all units but 1HP artillery.
    
    Volcano Day 13: Hit Hawke's artillery and tank on northern front.
    
    Jess Day 13: Your Super CO Power is nearing! :)
    
    Northern Front: Attack north with front medium tank to kill 5HP tank,
    then move A-Air 1E. Move 2nd medium tank 4E. Move 5HP infantry 3E. Don't
    move APC.
    
    Southeast Front: Use tank to attack A-Air to the right, then use 1HP
    artillery to finish it. Move your 2HP medium tank 2W. Move your A-Air
    2N to take out the mech. Build a medium tank. Move 3HP infantry 2W.
    
    Hawke Day 13: Artillery attacks tank from 9 to 1HP. Infantry and tanks
    move up in the south. Units move up in the north, too.
    
    Volcano Day 14: Hit A-Air from 8 to 3HP.
    
    Jess Day 14: Overdrive.
    
    Northern Front: Back medium tank 3E to take out recon. Front medium
    tank 5E 2S to take out A-Air. A-Air 3E 2S to take out infantry on city.
    Move APC 6E and drop north. Move 5HP infantry 3E.
    
    Southeast Front: Use 3HP A-Air to attack 6HP infantry. Use 1HP artillery
    to finish it. Move medium tank 1N to take out artillery. Move up
    weakened medium tank to attack APC. Build an A-Air. Move both 3HP
    infantry east.
    
    Hawke Day 14: Mech to kill weakened medium tank, move up other mech to
    take out weakened A-Air in the southeast. Move rocket and artillery
    down. Move tank west on Northeast Front. Build A-Air and infantry on NE
    front.
    
    Volcano Day 15: Hits 5HP artillery to 1HP of Hawke's.
    
    Jess Day 15: You have 13 units. He has 11. You've lost 4. He's lost 14.
    
    Northeast Front: Move left medium tank 3E to weaken tank on bridge.
    Move 5HP infantry 3E to capture city. Move A-Air 3E 2N. Move other
    medium tank 1N.
    
    Southeast Front: Use medium tank to attack east and kill the infantry.
    Move A-Air 1NE to take out mech that's above you. Build another A-Air.
    
    Hawke Day 15: Move up artillery. Retreat 2HP tank, move down A-Air,
    Two mechs in south to take out A-Air. Move rocket south.
    
    Volcano Day 16: Attacks your top medium tank.
    
    Jess Day 16:
    
    Northeast Front: Move 9HP medium tank 3E 2N to attack artillery. Move
    4HP medium tank 3E 1S to take out tank. Move A-Air 1S 4E to take out
    artillery. Continue capturing with 5HP infantry. Move full health
    infantry into APC. Move it 2E and don't drop. Make medium tank.
    
    Southeast Front: Move medium tank 1N to take out 7HP mech. Move A-Air
    1NE to take out mech. Make medium tank.
    
    Hawke Day 16: Rocket to kill 3HP infantry. Move down recon. Attack
    A-Air with A-Air. Mech attacks A-Air. Black Wave. -1HP all units.
    
    Volcano Day 17: Hits no one.
    
    Jess Day 17:
    
    Northeast Front: Move very back medium tank 1N 4E. Continue capturing
    BH city with 4HP infantry. Move strong medium tank 2SE to attack A-Air,
    and other medium tank and A-Air to weaken it to 1HP. Move APC 5E 1S,
    and drop full health infantry.
    
    Southeast Front: Move A-Air 3W. Move new medium tank 1NE to take out
    APC. Move 9HP medium tank 1S 2E to take rocket to 1HP. Move everything
    1W out of mech range if they are in mech range. Build medium tank.
    
    Hawke Day 17: Move back rocket to healing city, attack APC, weakened
    medium tank, and A-Air in north. Move up mechs too in southeast.
    
    Volcano Day 18: Hits nothing.
    
    Jess Day 18:
    
    Northeast Front: Start capturing HQ. Move back medium tank 5E. Continue
    taking city with 4HP infantry. Move A-Air to NE corner of map. Move
    1HP medium tank just west of that WITHOUT firing at base-made tank.
    Move 8HP medium tank 1N. This should effectively block all hopes of
    hitting infantry except through APC.
    
    Southeast Front: Move base medium tank 2N to take out mech. Have 9HP
    medium tank take out infantry to the right. Move next medium tank 2E
    to injure mech to 1HP. Build an A-Air. Turbo Charge! Move 2HP A-Air to
    take out 1HP mech.
    
    Hawke Day 18: Finish APC with recon. Attack 8HP infantry on HQ. Take
    out 1HP medium tank with tank.
    
    Volcano Day 19: Attacks nothing.
    
    Jess Day 19:
    
    Northeast Front: Capture HQ to 2/20 left. Don't move anything else.
    Finish capturing city with 4HP infantry. Bring left medium tank 5E
    towards HQ area.
    
    Southeast Front: Use medium tanks to weaken APC and two mechs, and use
    2HP A-Air to finish off one. Use newly made A-Air to take out rocket.
    Build a medium tank.
    
    Hawke Day 19: Take out 2HP A-Air with mech in southeast. In northeast,
    take out 1HP A-Air with tank, and attack infantry to 2HP with A-Air.
    
    Volcano Day 20: Hit 10HP medium tank in NE to 5HP.
    
    Jess Day 21:
    
    Northeast Front: Use 8HP medium tank in northwest to take out 7HP A-Air.
    
    Southeast Front: Take out mech on base with newly made medium tank.
    Sweep a recon with another medium tank. Take out artillery with another
    medium tank.
    
    Northwest Front: Finish capturing HQ to win!
    
    
    End:
    
    Hawke notes that they made it this far so he retreats. Jess tells a
    soldier in the field that she is proud of their efforts to take out
    BH there. Eagle snaps at Jess and leaves. Drake talks to Jess for a
    little. "Looks like I survived another day."
    
    Victory! 100 Speed + 100 Power + 77 Technique = 277 Pts. = A-Rank
    
    Your victory opens up the final mission of the Green Earth campaign,
    but don't go there yet, of course. You'd skip a lot...so choose the
    northeast mission with CO select. This is the GE NeoTank mission.
    
    
    
    Mission 29: Danger x9
    ------------------------
    (Jess), Eagle, or Drake vs. Hawke
    Difficulty: *****
    
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    GE COs talk about taking the lab, and notice huge BH contingent. You
    must take enemy lab in a 10-day limit, which means you must win in 9.
    
    Jess Day 1:
    
    Northern Sea: Move battleship 3N 1E. Move cruiser 3N 1E.
    
    Western Front: Move western recon 5N. Move medium tank 5N. Move eastern
    recon 4N. Move A-Air 5N. Make tank.
    
    Central Front: Make one infantry.
    
    Eastern Front: Make one recon.
    
    Hawke Day 1: Move mech 1NE out of view, move up tank and recon on western
    front, move up tank and A-Air on eastern front, move up battle copters.
    
    Jess Day 2:
    
    Western Front: Move up medium tank 3N 1E to attack tank. Move western
    recon 3N 1E. Move eastern recon 2N. Move A-Air 1N 2E to attack mech.
    Move base-built tank 3N 1E to take out 1HP tank. Make infantry.
    
    Northern Sea: Move battleship 2E into other reef. Move cruiser 1SE into
    reef.
    
    Central Front: Start capturing airport.
    
    Eastern Front: Move recon 1NW into forest. Build a medium tank.
    
    Hawke Day 2: Move 1HP recon north, attack recon with recon, move up
    A-Air and tank scarred by view of medium tank, move battle copters to
    attack medium tank and tank, take out recon with 3rd battle copter,
    4th attacks infantry on base. Move down medium tank on eastern front.
    
    Jess Day 3:
    
    Central Front: Finish taking airport.
    
    Northern Sea: Move cruiser 2E 1S to take out battle copter to the east.
    Attack recon from 9 to 1HP with battleship.
    
    Western Front: Use A-Air to attack up to take out the battle copter.
    Move recon 1E 2N to take out the mech. Move medium tank 2NE. Move 6HP
    infantry 1NE to take out 1HP recon. Move 5HP tank 3E 2N to attack APC.
    Build A-Air.
    
    Eastern Front: Move medium tank 1W 2N to attack his medium tank from
    the west. Move recon 3N. Build an APC.
    
    Hawke Day 3: Black Wave. -1HP off all units, healing 1HP on his. Finish
    infantry with battle copter, weaken recon with other. Move tank. Attack
    medium tank with medium tank from 1S. Move medium tank to recon. Move
    west/east artillery and rocket.
    
    Jess Day 4:
    
    Northern Sea: Attack tank with battleship. Move cruiser 2N 3E.
    
    Western Front: Move newly built A-Air 3N 1E to take out battle copter.
    Move medium tank 2E to take out tank. Attack APC with weakened tank.
    Move recon 1E 2N to attack the same one. Move other A-Air 2N to take
    out final battle copter.
    
    Eastern Front: Move APC 1N. Attack weakened medium tank with weakened
    medium tank. Move recon 2SE. Build medium tank.
    
    Hawke Day 4: Attack APC with A-Air and weakened medium tank. Take out
    recon with medium tank. Move down units.
    
    Jess Day 5: Overdrive.
    
    Southeast Front: Take out 2HP medium tank with 3HP medium tank from
    north. Move APC 2N 1E to spot medium tank. Move full health medium tank
    1N to take out medium tank. Build APC.
    
    Northern Sea/Land Fronts: Move battleship 1N 4E. Move cruiser 3E. Move
    top A-Air 6E 2S. Move 6HP medium tank 2E 3S to weaken rocket. Move
    other A-Air 5E. Take out APC to the west with tank. Move recon 2S 3E.
    
    Hawke Day 5: Attack A-Air with rocket, take out APC with medium tank
    in SE.
    
    Jess Day 6:
    
    Northern Sea: Move cruiser 1N, battleship 2E.
    
    Northern Front: Take out rocket with medium tank. Move recon 2SE. Move
    9HP A-Air 2S 3E to attack artillery. Move 4HP tank 3SE. Move other
    A-Air to south of artillery and attack it.
    
    Southeast Front: Attack medium tank with medium tank. Move 3HP medium
    tank 2NE. Move APC 2N 1W. Build infantry from base.
    
    Central Front: Move 9HP infantry 1N. Build a bomber.
    
    Hawke Day 6: Take out A-Air and recon.
    
    Jess Day 7:
    
    Central Front: Move bomber 1E 2N and bomb pipeline seem. Build a recon.
    
    Main Front: Move up 8HP medium tank to attack medium tank and
    weaken it to 1HP. Move 6HP medium tank 4E to attack infantry. Move 9HP
    A-Air 3W to attack seem. Move 3HP medium tank 2N to finish medium tank.
    Move 4HP tank 2S 3E. Move infantry 3N to capture city. Move APC 2NE.
    Build medium tank from SE base.
    
    Hawke Day 7: Black Wave. -1HP all units. Take out 4HP tank with rocket.
    Use other unit to attack medium tank. Move infantry into forest.
    
    Jess Day 8: Take out seem with A-Air. Move 3HP medium tank 1W. Move
    bomber 2N 4E. Move 6HP medium tank 2NE to attack rocket. Move 2HP
    medium tank 1S. Move recon 2NE. Move 8HP infantry 1NE. Move newly
    built medium tank 5N. Continue taking city with 9HP infantry. Build
    a rocket from SE base.
    
    Hawke Day 8: Kill 3HP medium tank with rocket, attack 4HP medium tank
    with artillery. Move 5HP infantry SE to attack 9HP infantry and get
    hurt.
    
    Jess Day 9: One day left, Jess! Use 4HP medium tank to finish off rocket
    above. Move recon 1N 3E. Defeat infantry with infantry. Move bomber 1NE
    to finish off bomber and win! GE forces discover plans for the Neotank.
    Eagle wants them, but Jess tells Eagle to let her have them as she is
    the ground expert of GE. An argument occurs between "Red" (Jess) and
    Eagle. "I'll be happy if these help allied lives."
    
    
    End:
    
    Victory! 100 Speed + 100 Power + 80 Technique = 280 Pts. = S-Rank
    
    Choose northeast mission with Eagle saving Sami from Adder.
    
    
    
    Mission 30: To The Rescue
    -------------------------
    Eagle vs. Adder
    Difficulty: *****
    
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    Predeployed Units:
    
    GE: 1 Infantry, 1 APC, 1 Recon, 2 A-Air, 1 Transport Copter, 3 Battle
    Copters, 2 Fighters, 2 Bombers
    
    OS: 3 Mechs, 1 APC, 1 A-Air, 1 Missile, 1 Rocket
    
    BH: 2 Infantry, Too many other units to name
    
    
    Lash builds another laser cannon for Adder, and with Flak's help,
    attempt to neutralize Orange Star forces in Green Earth diverting
    Black Hole forces and give Green Earth much needed supply. Adder
    remarks that they would ask Sami for a surrender first and convince
    Sami to join the dark side. Sami asks OS forces to hold on till Eagle
    arrives. OS soldier comes to Sami talking about the surrender, and
    Sami quickly rejects it out of hand. GE soldier tells Eagle about the
    OS surrender negotiation which Sami won't sign, and Eagle believes
    Sami is leading the OS forces. Sami's response seems to be what Eagle
    likes, and Eagle is ready to save Sami's flanked forces and take out
    Adder out of Green Earth once-and-for-all. Eagle asks to take the HQ
    or take out a cannon.
    
    Eagle Day 1: Move right fighter 5N. Move left fighter 9W. Move NE
    battle copter 5N. Move right bomber 4N 3W. Move eastern A-Air 6N.
    Move western A-Air 1N 5W. Move western bomber 7W. Move top of two
    unmoved battle copters 5N. Move last battle copter 6W. Move recon 2N
    4W. Build an infantry from NW base. Move APC 2W. Move infantry into
    T-Copter. Move T-Copter 5W 1S.
    
    Sami Day 1: Move nothing.
    
    Adder Day 1: Laser cannons fire. Battle copter hit. Move everything
    at you.
    
    Eagle Day 2:
    
    Southeast Front: Move fighter 2S to take out bomber. Move bomber 2N
    to take out A-Air. Move A-Air 3W 2S to weaken bomber. Move weakened
    battle copter 4N 2W. Move recon 4W 1S. Move transport copter 1N and
    drop east. Move infantry on western base 3W to start capturing city.
    Build an A-Air from western base. Move APC 2W.
    
    Northeast Front: Move bomber 3N 4W to take out minicannon. Move
    fighter 4N to weaken his fighter. Move A-Air 3N to attack bomber.
    Move eastern battle copter 4N 2E to weaken battle copter. Move
    western battle copter 3SW to weaken tank.
    
    Sami Day 2: Move A-Air 2NW. Move missile 1S 3W.
    
    Adder Day 2: Fire laser cannons. That don't hurt anything. Sidewinder.
    Move infantry to take bases, attack battle copter with fighter. Attack
    infantry with bomber. Attack recon with tank. Attack Sami's rocket with
    battle copter. Attack APC with other battle copter. Take out infantry
    with battle copters. Move down remaining units.
    
    Eagle Day 3:
    
    Northeast Front: Move fighter 1E 2N to take out fighter. Finish battle
    copter with battle copter from there. Finish bomber with A-Air from
    there. Move bomber 5W 2S to nearly take out missile.
    
    Southeast Front: Eastern A-Air from base 4W 1S to finish off weakened
    bomber. Move bomber 3NW to take out rocket. Move 5HP battle copter 2W
    1N to take out missile. Move fighter 2N 5E to take out battle copter.
    Move 8HP A-Air 3NE to take out battle copter to 1HP. Move 8HP infantry
    2N 1W to take it out. Move battle copter 3SW to take out tank. Move
    recon 1W 4N. Build two infantry in two bases. Move APC 2E. Move
    T-Copter 4E. Use Lightning Strike!
    
    Southeast Front: Move both bombers 7W. Move 5HP battle copter 6N. Move
    fighter 9W. Move full HP battle copter 6W. Move full HP battle copter
    2N 4W. Move 8HP A-Air 7W. Move recon 3NW.
    
    Northeast Front: Move fighter 2S 3W to take out battle copter. Move
    A-Air 6S. Move 5HP battle copter 6W. End.
    
    Sami Day 3: Take out battle copter with missile. Move A-Air 2W 1S
    to take out that battle copter. Move back two mechs 1W.
    
    Adder Day 3: Laser cannons attack. One attacks bomber and A-Air. Take
    out Sami's rocket, weaken Sami's missile. Move forces to invade Sami.
    Move forces down.
    
    Eagle Day 4: Move full-health bomber 3W 1N to take out cannon.
    Move weakened bomber 6N 1W to attack missile. Move recon 5W. Move
    northeast 9HP fighter 9W. Move full HP southern fighter 9N. Move 5HP
    fighter in Sami's base 3NW. A GE pilot points out that they've joined
    up with OS forces now. You must save OS now! Move both A-Air NW.
    Move full HP battle copter 6N. Move other A-Air from southeast base
    2SW. Capture city with 8HP infantry. Move other two into APC and
    Move APC 6W. Move T-Copter 6N. Build a tank in eastern base.
    Move last 5HP battle copter 6W.
    
    Sami Day 4: Move A-Air 1S to take out battle copter. Move missile
    1E.
    
    Adder Day 4: Laser cannon with north attacks. Attack GE A-Air in
    north, OS A-Air. Take out GE copter. Attack GE transport copter.
    
    Eagle Day 5: Move non-hurt western fighter 6N to take out the battle
    copter. Move full HP bomber 3N to take out missile. Move weakened
    bomber 4N 2E to attack infantry (bait to save other bomber). Move
    recon 3W. Move western two A-Airs west. Move transport copter 3N
    and drop west. Move other planes into Sami's base. Move APC west
    towards western airport. Build two infantry. Move tank up but out
    of enemy tank range.
    
    Sami Day 5: Move A-Air 1N. Move middle mech 2W to attack tank. Move
    northeast mech 1SW.
    
    Adder Day 5: Cannons fire at nothingness. Take out Sami's A-Air with
    tank. Attack green infantry in SE. Take out 5HP bomber. Move every
    unit up.
    
    Eagle Day 6: Attack tank, take cities in HQ area. Build nothing.
    Move APC northwest and drop infantry to take airport the next two
    days. With your western bomber, bomb down Adder's A-Air in the region.
    Move his weakened A-Airs and recons forward westward. Take base at
    transport copter. Move transport copter back down. In Sami base,
    retreat planes to behind mountains.
    
    Sami Day 6: Move mechs back into original starting position. Move
    missile to SE city to heal, APC east as well.
    
    Adder Day 6: Cannons fire at nothingness. Kill weakened A-Air with
    rocket in the southwest. Attack missile with tank. Kill GE infantry
    taking city in HQ area. Attack fighter with A-Air in Sami area
    (good for mechs). Attack recon with battle copter in SW. Finish it
    with infantry. Move down t-copters, artillery.
    
    Eagle Day 7: Start taking airport. Finish taking base. HQ area:
    Take out tank with tank. Continue taking cities. Build two infantry.
    Move A-Air towards taking down artillery at HQ. Move APC to 3W of
    infantry on airport until airport is taken. Weaken rocket with
    western bomber. Use planes in Sami area to take out transport
    copters. Move the others down toward APC.
    
    Sami Day 7: Double Time. Move mechs east to take out tank and A-Air
    with three mechs. Move APC to healing NE city.
    
    Adder Day 7: Cannon fire on nothing that's yours or his. Take out
    A-Air in west. Move down units. Start taking OS city for the hell of
    it.
    
    Eagle Day 8: Finish capturing airport. Send airplanes that are running
    out of fuel to the APC (should be most). Attack BH infantry taking OS
    city. Take out rocket with western bomber. Keep taking cities in
    the west. Keep attacking artillery in HQ area.
    
    Sami Day 8: Move any mech over 5HP back onto mountains. Move APC
    southwest. Move weakened mech onto NE city to heal.
    
    Adder Day 8: Cannon fire! Attack APC with battle copter (southwest),
    pester you with artillery. Move down units.
    
    Eagle Day 9: Move bomber 2E 5N to bomb down NW cannon. Take out
    artillery at your HQ. Continue taking cities. Move infantry on
    airport into APC. Build a bomber. Take out battle copter with fuel
    depleting fighter. Move APC 1W to fuel it. Move fueled battle copter
    east toward NE cannon but out of missile range.
    
    Sami Day 9: Move northwest mech toward BH city. Heal APC on city.
    
    Adder Day 9: Northeast cannon fire does nothing. Take out bomber in
    NW (supposed to happen). Bring down forces.
    
    Eagle Day 10: Move bomber 7N. Attack SE missile with full HP battle
    copter. Move APC and infantry to SW base. Move fighters/battle copters
    into Sami's base.
    
    Sami Day 10: Finish BH infantry with OS mech. Heal on cities.
    
    Adder Day 10: His last movement day. Whee! Black Cannon fires.
    Sideslip. Continue taking props, advance with medium tank and tank
    into Sami's base. Take out a mech with that pesky medium tank.
    
    Eagle Day 11: Move bomber 1E 6N to weaken A-Air. Take out missile
    with battle copter. Lightning Strike! Move bomber 6E to kill NE cannon.
    Eagle wins!
    
    End:
    
    It turns out Sami was trying to bring Green Earth supplies, but instead
    they get surrounded. Eagle doesn't blame Sami, as the OS-GE alliance
    boosted GE morale. Sami blushes a bit. "I will not permit the enemy
    a moment of rest!"
    
    Victory! 100 Speed + 100 Power + 86 Technique = 286 Pts. = S-Rank
    
    Choose southeast mission with Drake's peerless navy with Hawke's air
    force.
    
    
    
    Mission 31: Navy vs. Air
    ------------------------
    Drake vs. Hawke
    Difficulty: *****
    
    ^^% % %~~~~~~%A%~~~~~~%  %%^^
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    Predeployed Units:
    
    GE: 2 Infantry, 1 A-Air, 3 Cruisers
    BH: 6 Battle Copters
    
    
    Mission Briefing: Hawke asks if Lash has completed the airport.
    Lash has, but she wants to add extra options like a self-destruct
    system. Hawke doesn't care for one. "Tsk! Boooooring!" Hawke asks
    Lash if it's finished, and it is. Drake's navy is now ready to take
    on Hawke's air force, which will be quite a task. Drake is informed
    by a GE soldier that the airport is being finished by BH forces and
    was just recently known. Drake understands air power is over naval
    power, which is why Hawke has yet to see action with ANY navy so far
    except for two cruiers on Eagle's first mission, but the sea dog is
    ready!
    
    
    Drake Day 1: Move all three cruisers 4E 3N. Move LEFT infantry and
    A-Air into lander. Move lander 5E. Move RIGHT infantry 3N. Build two
    infantry.
    
    Hawke Day 1: Move southeast Hawke battle copters west, northeast Hawke
    battle copters southwest. Build two infantry.
    
    Drake Day 2: Move lander 4N 3E. Move northern two cruisers 3N 4E. Move
    bottom cruiser 4N 2E. Move up NE infantry 3N to within range of port
    for Day 3. Build infantry in left base, A-Air in right base.
    
    Hawke Day 2: Move battle copters west. Have two more infantry and one
    transport copter.
    
    Drake Day 3: Move lander 1S and infantry west and drop A-Air 1S. Move
    eastern cruiser 2E 3S. Move central cruiser 4E 2S. Move northern
    cruiser 4E 3S. Move infantry 3W of port 3E to take port, and finish
    taking both bases. Move other infantry 3S. Move A-Air 4S.
    
    Hawke Day 3: Move up battle copters. Build APC and infantry. Move
    infantry to take cities, etc.
    
    Drake Day 4: Move eastern A-Air 4S 2E to take out battle copter. Move
    left cruiser 2E to take out copter. Move once-right cruiser 2E to take
    out another battle copter.  Move last cruiser 2E to take out battle
    copter. Move lander 5W. Finish capturing port. Move eastern infantry
    on south central island 1E to capture port. Move northern two infantry
    3S. Move other infantry 1S. Build a lander. Move A-Air into lander.
    
    Hawke Day 4: Attack infantry taking port with A-Air, move up battle
    copter to A-Air, build artillery.
    
    Drake Day 5:
    
    South Central Island: Move southwest cruiser 3E 1N to take out battle
    copter. Move other cruisers 4E 3N. Move A-Air 2W 3N to take out final
    battle copter. Move 4HP infantry 3S.
    
    HQ Island: Move unfilled lander 4S 3W. Move bottom infantry 1E into
    the lander on the port and move that 5E. Move infnatry south towards
    bottom port.
    
    Hawke Day 5: Take cities with four infantry, and move them and the APC,
    artillery, and recon west.
    
    Drake Day 6:
    
    South Central Island: 4HP infantry 1S 2E. Move A-Air 3SE. Move southwest
    cruiser 2N 5E. Move northern cruiser 5E 1S to take out transport copter.
    Move last cruiser 6E.
    
    HQ Island: Move filled lander 4N 3E. Move other lander (1S of your
    GE port 1N). Move two infantry next to port into lander on port.
    Move other infantry down towards port.
    
    Hawke Day 6: Take city on south central island, move infantry and other
    units south. Build a transport copter.
    
    Drake Day 7: Move lander 1S onto neutral port and drop infantry south,
    A-Air east. Move 4HP infantry 3E to start taking neutral base. Move
    other A-Air 6E. On your HQ island, move the lander on the port 5E. Move
    other infantry south towards port. End without moving cruisers.
    
    Hawke Day 7: Advance units, take a city, build a battle copter from
    NW airport.
    
    Drake Day 8: Use eastern cruiser to kill transport copter. Move
    eastern A-Air 2NE to attack infantry. Keep taking base with 4HP
    infantry. Move full HP infantry on south central island 3S. Move western
    A-Air 4S 2E. Move empty lander 5W. Move infantry on HQ island to port.
    Build Neotank from SE base at HQ island. Move full lander 4N 3E to 1N
    of neutral port. Move western cruiser 3N. Move central cruiser 1N.
    
    Hawke Day 8: Move 5HP infantry to capture airport. Attack eastern
    cruiser with battle copter, dealing 5 damage to both. Move infantry
    and units west/southwest. Build an infantry.
    
    Drake Day 9: Move western A-Air 6E. Use 5HP cruiser to attack up and
    kill the 5HP battle copter. Move eastern A-Air 3N to take out infantry
    taking airport. Keep taking base with 4HP infantry. Move full HP
    infantry 3E. Move eastern lander 1S onto neutral port. Drop infantry
    west and east. Move empty lander 4S 3W. Move Neotank 3S. End.
    
    Hawke Day 9: Saving up for Black Storm. Take two cities. Move other
    units west. Build a mech and tank.
    
    Drake Day 10: Continue taking base with 4HP infantry. Move eastern
    full health infantry 2E 1S. Start taking cities with back two infantry.
    Move eastern lander 5W. Move western lander 1N. Fill it with a Neotank
    and infantry. Move western A-Air 1N to attack infantry, and eastern
    A-Air 3S to attack infantry. Move middle cruiser 2S to take out
    transport copter.
    
    Hawke Day 10: "This is the end." Black Storm. -2 off all units. Build
    mech, move other units west (south if from bases on BH HQ island).
    
    Drake Day 11: Take out both weakened infantry attacked by A-Air last
    turn with the same two A-Air. Continue taking base with 2HP infantry.
    Move 8HP infantry to join with 2HP infantry taking final base. Keep
    taking western cities. Move empty lander 4S 3W. Move full lander 5E.
    
    Hawke Day 11: Move west units.
    
    Drake Day 12: Finish taking base. Finish taking two western cities.
    Move full lander 4N 3E. Move eastern A-Air 1SW to attack infantry, and
    use western A-Air to finish it off. Move 8HP lander 1N into port. Build
    two tanks (regular).
    
    Hawke Day 12: Move units like the tank up.
    
    Drake Day 13: Your Typhoon is nearing, Drake! Move eastern lander 7E.
    Move central cruiser 1SW to weaken transport copter. Use infantry that
    captured base 2S to capture other base. Move both A-Air 2SW. Build
    Neotank from south central island base. Continue taking cities with
    western two infantry. Move tanks into western lander. Move western
    lander 5E.
    
    Hawke Day 13: Start capturing airport with mech. Move up other four
    mechs, tank, recon, artillery, APC, and transport copter. Build a
    battle copter.
    
    Drake Day 14: Move 3HP cruiser 2N to take out transport copter. Move
    central cruiser 2N. Move eastern lander 5E 1S onto the shoal. Drop the
    Neotank south, the infantry west. Move western Neotank 6W to injure
    the the tank to 1HP. Move SE A-Air 4E 2N to attack mech. Move other
    A-Air 3NE to attack mech taking airport. Build a Neotank from base
    there. Finish taking southern base. Finish taking cities in the west.
    Move western lander 4N 3E.
    
    Hawke Day 14: Move up units, attack infantry with artillery, move tank
    back, take out 3HP cruiser with battle copter, weaken A-Air with
    weakened mech. Move up T-Copter. Make an A-Air.
    
    Drake Day 15: Typhoon! -2HP off all enemy units but anything 2HP or
    less, rains begin. Move northwest 8HP cruiser 3E 1S to take out
    battle copter. Move other cruiser 1E to take out transport copter with
    mech. Use 3HP A-Air to take out 1HP mech above it. If it fails, send
    1HP infantry 3S to take it out. Take out 2HP mech on airport with 5HP
    A-Air. Use NE Neotank to take out artillery. Move next farthest east
    Neotank 1NE to take out 8HP mech. Move up next Neotank 6E. Continue
    taking cities with all other infantry. Make a Neotank from top base,
    APC from bottom base. Move western lander 7E.
    
    Hawke Day 15: Be shocked that you now have the advantage. Move up recon
    to Neotank, move everything else in a sort of bridge formation. Build
    two mechs as his empire in the east starts to crumble.
    
    Drake Day 16: Attack east with Neotank left of the 8HP recon to take it
    out on one blow. Move NE Neotank on NE part of south central island 2S
    1E to take out APC. Continue taking cities with infantry. Move eastern
    lander 1N. Move western cruiser 1N. Move western lander 7E. Heal A-Air
    fuel with APC. Move left Neotank east. Build two tanks.
    
    Hawke Day 16: Move 1HP tank north to heal, move A-Air to block Neotank,
    move both mechs 2S, build two mechs.
    
    Drake Day 17: Attack east with Neotank to weaken A-Air to 1HP. Advance
    Neotanks and tanks, APC, and both A-Air. Land a tank on BH HQ island
    shoal from lander.
    
    Hawke Day 17: Black Wave. -1HP. Take out tank with two mechs. Advance
    mechs. Build mech and T-Copter.
    
    Drake Day 18: Move Neotanks east to weaken two mechs and take out one.
    Drop another tank from lander. Move all but infantry east, which should
    continue taking cities. Build Neotank.
    
    Hawke Day 18: Move down mech, move other into transport copter and west
    into sea. Build one mech.
    
    Drake Day 19: Use every one of your Neotanks and tanks to steamroll
    Hawke's land forces down to one A-Air. Move Neotank left.
    
    Hawke Day 19: Build a battle copter, land mech with T-copter on your
    side.
    
    Drake Day 20: Take out Hawke's entire land forces in the east, and use
    a cruiser and weakened A-Air to take out transport copter. Block as
    many BH deployment bases as possible.
    
    Hawke Day 20: Attack cruiser with battle copter. Move transport copter
    east.
    
    Drake Day 21: Take out transport copter in the sea. Block all deployment
    bases other than the NW airport. Even use Neotanks to attack battle
    copter. Weaken battle copter with 2HP cruiser.
    
    Hawke Day 21: Move 1HP battle copter to airport.
    
    Drake Day 22: VOH Day! Victory over Hawke, indeed. Use almost any unit,
    like the 4HP A-Air, to take it out.
    
    
    End:
    
    "It seems that I underestimated my opponent." Hawke goes to prepare for
    the final battle against GE, which he says will win. GE soidier tells
    Drake of the victory, but Drake won somehow, Drake says. Eagle sent his
    air force, but it seems he sent it too late. Drake is modest and Eagle
    gives him credit anyway. "Blow me down...We finally won."
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts. = S-Rank!
    
    Select the red star mission to reach the final battle of the Green
    Earth Campaign!
    
    
    
    Mission 32: Great Sea Battle
    ----------------------------
    GE CO + OS CO + YC CO vs. Hawke
    Difficulty: ******
    
    ====== %M~~SB   MS~~~~~~^%      CAC   
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    "Lord" Hawke has been informed that GE forces are coming towards BH
    factory. "Hawke." Sturm has arrived in person to talk to Hawke about
    his companions' defeats throughout Macro Land. "And here you are,
    cringing like a dog with a tail between its legs." Sturm orders Hawke
    to save the factory or he will know no peace and no forgiveness.
    Hawke can't do much but agree. Eagle and Jess order an attack onto
    the factory, even with the entire BH forces there. Kanbei arrives to
    aid GE. Nell arrives as well to help GE. "Blue Moon can't send soldiers,
    but their support is unwavering." With three countries' forces
    prepared to liberate Green Earth, it's time you start taking this
    seriously once again, as this is a ****** mission. Choose Drake, Max,
    and Sonja, who will then decide on their roles.
    
    Drake Day 1: Build two infantry and a transport copter.
    
    Max Day 1: Make two infantry.
    
    Sonja Day 1: Make one infantry.
    
    Hawke Day 1: Create infantry and transport copter from factory. Moves
    it northwest. Builds an infantry.
    
    Drake Day 2: Move left infantry 2N 1W. Move right infantry 3E. Build
    two infantry. Move transport copter 2E 4N.
    
    Max Day 2: Move right infantry 1N 2E. Move left infantry 1W 2S. Build
    Build an APC from left base and infantry from right base.
    
    Sonja Day 2: Move infantry 2N to start taking city. Make another
    infantry.
    
    Hawke Day 2: Three battle copters from factory. Move them and infantry
    northwest. Build an infantry.
    
    Drake Day 3: Move NW infantry 1W to start capturing that city. Move
    infantry on western base 2N to take city. Move infantry on eastern
    base into transport copter, then move it 6N. Drop north. Move eastern
    infantry 1SE to target missile at two infantry, one transport copter,
    and three battle copters to deal a total of 18 damage. Build two
    infantry.
    
    Max Day 3: Move eastern infantry 3E to fire the missile on the same
    area as Drake did to deal another 18 damage. Move left infantry 3S.
    Move right infantry on eastern base 2W into APC on western base. Move
    APC 1W 2S and drop infantry south. Build two infantry.
    
    Sonja Day 3: Move infantry on base 1E 2N to start capturing that city.
    Finish capturing western city. Make one infantry.
    
    Hawke Day 3: Factory-produce a medium tank, move other units northwest.
    Build an infantry and a fighter.
    
    Drake Day 4: Finish capturing two western cities. Move infantry on
    eastern base 2N to capture city. Infantry on airport should move back
    into transport copter and move 6N, dropping to the north onto the base.
    Move infantry on western base 2E 1N. Move easternmost infantry 3N.
    
    Max Day 4: Move easternmost infantry 1S 2E towards neutral base. Move
    both infantry on southwest bridge 3S (one should be taking a neutral
    city). Move western base infantry into APC. Move APC 5E and drop east.
    Move eastern base infantry 1N 2E. Build two infantry.
    
    Sonja Day 4: Move NW infantry 3E to take city. Finish capturing city.
    Move base infantry 3E.
    
    Hawke Day 4: Happily make two artillery from the factory. Move
    copters, fighter, infantry, and tanks west. Artillery are moved
    northwest. Builds a mech.
    
    Drake Day 5: In the north, begin capturing base. Move T-copter 6S.
    Finish capturing city. Move western two infantry 3E. Move southernmost
    infantry 2E 1N. Move northeast infantry 2W 1N.
    
    Max Day 5: Move northeast infantry 2E 1N to begin taking the base. Move
    next to farthest esat infantry 2E 1S to start taking that city. Move
    the next east infantry (on eastern base) 1N 2E. Finish capturing city
    in group of cities. Move APC 5N. Move other two infantry in group of
    cities to take cities. Move western base infantry into APC. Build A-Air
    from eastern base.
    
    Sonja Day 5: Build a lander. Continue taking cities. Infantry not taking
    city should move into lander.
    
    Hawke Day 5: Move units west. Finish taking neutral base near him. Build
    APC. Does not manufacture anything from the factory for once.
    
    Drake Day 6: Finish taking northern base. Build a battleship. Move
    infantry north to take cities along bridge. Move T-Copter 1E.
    
    Max Day 6: Finish taking properties already taking. Use last infantry
    in group of cities to take southern city. Move APC 3NE and drop east.
    Use last infantry 1SE to take that city. Move A-Air 1N 4E. Make nothing.
    
    Sonja Day 6: Move another infantry into lander. Finish capturing city.
    Move lander 6E.
    
    Hawke Day 6: Cannon blast Drake's transport copter, which won't matter.
    Move planes southwest. Move new battle copters and transport copter
    from factory northwest. Move everything else west.
    
    Drake Day 7: Move northern infantry 1SW to fire a missile at a medium
    tank, infantry, tank, and two battle copters and deal some 15 damage.
    Build infantry from northern base. Move other infantry north, one into
    T-Copter to land on airport. Avoid cannon range now. Move battleship 5E
    1N.
    
    Max Day 7: In group of cities, take southern city and use other two
    infantry to take the top two. Finish taking NE city. Move NE infantry
    on NE base 3E towards missile silo. Move infantry on city just west
    of that 3E. Move last infantry into APC to the left and move APC 5E
    1S, dropping to the east. Move A-Air 1S 5E. Build an infantry from NE
    base.
    
    Sonja Day 7: Move lander 6E.
    
    Hawke Day 7: Move forces northwest/west. Advance first forces to near
    Max. Units he has at this point: 3 infantry, 2 artillery, APC with
    infantry, fighter, 5 battle copters, A-Air, transport copter, tank,
    medium tank, rocket, mech.
    
    Drake Day 8: Use battleship to attack NW cannon 55%. Take other two
    cities with two infantry at north base. Build a battleship. Move other
    infantry up. Stay out of cannon range. Build another infantry from
    northern base. Start taking airport.
    
    Max Day 8: Finish taking cities in group of cities. Start moving bottom
    infantry north. Move A-Air 4E to take out mech. Move infantry next to
    missile silo 1E onto it and launch one at a rocket, medium tank, two
    battle copters, and tank to deal 15 damage. Move infantry on eastern
    base 3S. Move other infantry east/southeast with APC help. Build a
    Neotank from NE base.
    
    Sonja Day 8: Move lander 1E to drop both infantry. Move infantry on
    HQ island towards port.
    
    Hawke Day 8: Attacks A-Air and infantry. Move units west. Build an
    infantry and lander.
    
    Drake Day 9: Destroy NW cannon with right battleship. Move left
    battleship 5E. Finish capturing airport and two cities. Move infantry
    one at a time north past the bridge as the cannon is in the way.
    
    Max Day 9: Move infantry on broken missile silo 1W. Move 2HP A-Air 1N
    to weaken battle copter. Move Neotank 2E. Build a Neotank from NE base.
    Move infantry to take another city, and move the few infantry from
    group of cities north.
    
    Sonja Day 9: Fire missile with infantry on missile silo. Aim missile
    at A-Air, two infantry, medium tank, battle copter, and lander, to deal
    18 damage. Move other infantry 1E to capture base. Move lander 6W. Make
    a battleship.
    
    Hawke Day 9: Move up forces. Move aerial forces south, land forces
    west. Paratroop onto island.
    
    Drake Day 10: Use both battleships to wipe out SW cannon. Continue
    moving infantry north/east. Build a third battleship.
    
    Max Day 10: Take out APC with Neotank. Build A-Air in NE base. Keep
    moving infantry up.
    
    Sonja Day 10: Battleship 5E. Lander 6W. Build an infantry. In the east,
    move southern infantry 1W to capture port, other infantry to finish
    capturing base.
    
    Hawke Day 10: Blast down one OS infantry. Move units west and take out
    2HP A-Air as well as infantry near it. Move aerial forces to middle of
    map.
    
    Drake Day 11: Use northern battleship to attack SE cannon. Move 2nd
    battleship 5E 1S. Move 3rd battleship 5E. Move infantry north/east.
    Build a rocket from northern base.
    
    Max Day 11: Use both Neotanks to take out an infantry and an artillery,
    having all units out of rocket range. Move A-Air 1S. Build a 3rd
    Neotank. Move infantry at HQ area north. Leave APC blocking entrance
    to northern part of Max's forces.
    
    Sonja Day 11: Move battleship 5E. Finish taking port. Move lander 1W.
    Move infantry into it, move other one toward it. Move last infantry
    (SE island) 2E to take city. Build rocket from SE island base.
    
    Hawke Day 11: Fighter, bomber, AND battle copter from factory. Move
    up all three northwest, and other units west.
    
    Drake Day 12: Bring his rocket 1N 3E. Move his infantry north/east.
    Use 1st battleship to finish off SE cannon. Use 2nd battleship to
    weaken NE cannon. Use 3rd battleship 4E.
    
    Max Day 12: Use eastern two Neotanks to eliminate rocket and A-Air.
    Move APC southwest. Move in Neotank east to take out recon. Build an
    A-Air. Move infantry in HQ area east.
    
    Sonja Day 12: Move battleship up 1E 4N. Move up rocket 2N. Move other
    infantry into landers. Move lander 6E. Finish taking SE island city.
    Move other infantry 1E 2N.
    
    Hawke Day 12: Black Wave. -1HP to all. Move airplanes to middle. Attack
    battleship (Drake's) with battle copter and take 1 damage. Move aerial
    and paratrooping forces to center, rest west.
    
    Drake Day 13: Move Drake's rocket 1E. Move infantry eastward. Use 8HP
    battleship to destroy NE cannon. Move other two battleships east. Build
    a fighter.
    
    Max Day 13: Use two Neotanks to take out a tank and an A-Air, STAYING
    OUT OF BOMBER RANGE. Move A-Airs behind Neotanks for the bomber later.
    Make A-Air. Move other infantry east.
    
    Sonja Day 13: Use Sonja's battleship to attack the large cannon. Use
    Sonja's rocket to weaken SE cannon. Use infantry on SE island to take
    another city and move to the missile silo. Move lander 6E.
    
    Hawke Day 13: Move air force west. Two battle copters knock 1HP off of
    two battleships.
    
    Drake Day 14: Use rocket to hit big cannon. Build a Neotank from the
    northern base. Move fighter east out of range of cannons. Move western
    two battleships north but out of big cannon range. Move other battleship
    east to aid Sonja's indirect units.
    
    Max Day 14: Move infantry east. Move a Neotank SW to take out main
    cannon. Use other one of the two to wipe out tank. Put A-Air in front
    of Neotanks cause of the bomber. Build an A-Air.
    
    Sonja Day 14: Use battleship to weaken Black Cannon to 1HP. Hit SE
    cannon with rocket to 1HP. Finish taking city, and launch a missile at
    Move lander 5N. Build A-Air in SE island base.
    
    Hawke Day 14: Cannonblast A-Air. Move aerial units south. Finish
    infantry with bomber (bait). Attack battleships with battle copters that
    do barely anything.
    
    Drake Day 15: Attack artillery with rocket, infantry killing 1HP
    infantry, and start capturing city next to squashed Black Cannon. Move
    all infantry and Neotank east. Use western two battleships to attack
    SW cannon of the next 4-cannon island. Use eastern battleship to attack
    infantry taking city. Move fighter a little east but out of enemy
    fighter range.
    
    Max Day 15: Attack bomber with A-Air. Use A-Air to take out mech.
    Finish off recon and APC with eastern two Neotanks. Move other two
    A-Air to finish off bomber and transport copter. Move other Neotank
    east, as well as all other infantry and the APC. Build another Neotank.
    
    Sonja Day 15: Finish blowing up Black cannon and SE cannon. Move
    lander 3NE and drop to the north and west. Take other city and missile
    on SE island. Fire the missile at two bombers and a lander. Move A-Air
    NE. Build another A-Air.
    
    Hawke Day 15: Cannon blast infantry. Black Wave. Take out two Neotanks
    with bombers. Move battle copters to weaken battlecruisers, weaken
    other infantry with other units.
    
    Drake Day 16: Finish off SW cannon with battleship, start weakening
    SE cannon. Take out artillery with rocket. Move Neotanks and artillery
    up. Make another Neotank. Move fighter 1E.
    
    Max Day 16: Max Blast! Take out western bomber with westernmost A-Air.
    Move next westernmost A-Air to take out next bomber. Move Neotanks
    all the way east. Move easternmost A-Air to take out battle copter. Move
    weakened infantry into APC and move APC east. Move other infantry east.
    Build an A-Air.
    
    Sonja Day 16: Attack SW cannon with battleship. Move lander 4S. Load it
    with rocket and A-Air. Move other A-Air NE. Continue taking SE island
    city. Move other two infantry on BH island north towards taking base.
    Build a cruiser from SE island port.
    
    Hawke Day 16: Factory-produce two Neotanks. Move aerial units south.
    Move new Neotanks west. Take out Drake's battleship with battle copter.
    Take out infantry with battle copter. Take out A-Air with medium tank
    of Max's. Build a sub.
    
    Drake Day 17: Take out undived submarine with both battleships. Move
    rocket SE. Move infantry and Neotanks east, staying out of range of
    minicannons. Build an A-Air.
    
    Max Day 17: Move western units east, eastern units into defensive
    formation with APC in front. Build Neotank.
    
    Sonja Day 17: Move lander 6N. Drop A-Air west, rocket south. Move
    infantry 1N 2W to fire a missile at two Neotanks, a tank, and a mech to
    deal 12 damage. Finish taking SE island city. Attack minicannon with
    battleship. Move cruiser northwest towards Hawke's air force. Build
    another cruiser.
    
    Hawke Day 17: Factory-produce a missile and a rocket. Attack Drake's
    fighter with Hawke's fighter. Take out APC with medium tank. Attack
    rocket/battleship with rockets. Take out A-Air with medium tank. Take
    out infantry with infantry. Move up units.
    
    Drake Day 18: Typhoon! This will -2HP off all units and reduce them to
    half fuel, which will help against his air/naval force. It also starts
    to rain. Attack fighter with fighter (you will lose it). Weaken SE
    cannon with both battleships. Move up Neotanks, A-Air, infantry, and
    rocket. Build a Neotank.
    
    Max Day 18: Move up full HP Neotank to take out 8HP medium tank to the
    east. Take out 5HP Neotank with 8HP Neotank. Attack A-Air with A-Air.
    Move units east. Build an A-Air.
    
    Sonja Day 18: Take out minicannon with battleship. Move both cruisers
    NW. Move infantry on northern island 2E to start taking base. Use A-Air
    to eliminate 4HP battle copter. Move rocket NW. Move lander back to SE
    island. Put full HP infantry and A-Air in it.
    
    Hawke Day 18: Move aerial/naval units north, land units northwest. Take
    out battleship of Drake's. Attack infantry taking base (Sonja). Attack
    A-Air with A-Air (Max). Attack Neotank with weakened Neotank.
    
    Drake Day 19: Move front Neotank northeast. Move battleship west. Move
    other units east, out of cannon range. Avoid cannon range. Build an APC.
    
    Max Day 19: Use 5HP Neotank to take out 3HP Neotank on city. Send full
    HP A-Air and weakened A-Air to take out A-Air. Move A-Air onto base
    there. Move full HP Neotank east to take out 7HP tank. Move other units
    east. Build a Neotank.
    
    Sonja Day 19: Move northern cruiser north to fighter on airport and
    weaken it from 8HP to 3HP. Move infantry taking base 1N. Move A-Air on
    base to take out battle copter. Move rocket northwest. Move lander all
    the way up and drop infantry to the north, A-Air to the west. Move other
    cruiser NW. Make an infantry. Move battleship east.
    
    Hawke Day 19: With his loss approaching, he slows it with Black Storm.
    -2HP, +2HP on his units. Move fighters, battle copters east (one
    attacking northern cruiser).
    
    Drake Day 20: Move northern Neotank to take out mech to the east. Move
    all other land units east. Move battleship SW to rest in port.
    
    Max Day 20: Move 8HP Neotank northeast onto airport. Attack APC with
    other units in the east. Weaken tank on base with another Neotank from
    the west. Build an A-Air.
    
    Sonja Day 20: Enhanced Vision. Move up southern cruiser. Use northern
    cruiser to take battle copter and cruiser to 2HP. On northern island,
    move A-Airs northwest. Start taking base with 8HP infantry. Join up
    with 3HP infantry. Move lander south. Move infantry into lander, other
    one north towards lander. Move battleship into port.
    
    Hawke Day 20: Lose a unit to fuel reasons. Take out 1HP A-Air of Max.
    Factory-build fighter, two battle copters. Move units, build a mech
    in western base.
    
    Drake Day 21: Attack rocket with Neotank. Move next to west Neotank to
    weaken tank to 1HP. Finish it with infantry. Move everything else east.
    
    Max Day 21: Use northeasternmost Neotank 3SE to attack pipeline seem.
    Attack mech with A-Air. Move up units east.
    
    Sonja Day 21: Weaken two fighters, continue taking base, take out
    battle copter with weakened cruiser, attack sub with cruiser.
    
    Hawke Day 21: Feel doomed. Take out 3HP Neotank with rocket. Attack
    infantry with mech. Move units.
    
    Drake Day 22: Destroy everything you can destroy. This should be one
    rocket and one mech.
    
    Max Day 22: Max Blast. Take out A-Air, missile, battle copter, mech,
    and then the pipeline seem. You have won! Hawke no longer gives any
    orders but lets the ground lieutenant choose what to do. Black Hole
    forces leave. Hawke feels there's still a chance left as he is still
    alive. The factory is captured, and Eagle is unable to capture Hawke.
    The Green Earth COs talk, and Nell congrats the GE forces for the
    victory, but the three countries talk about taking Black Hole's own
    country in order to win the war that they've finally counterattacked
    to match Black Hole in. "We did it!"
    
    End:
    
    Victory! 100 Speed + 36 Power + 100 Technique = 236 Pts. = B-Rank
    
    You have now won the Green Earth Campaign. From here, you move on into
    Black Hole itself.
    
    
    
    BLACK HOLE
    
    
    
    Mission 33: Hot Pursuit
    ----------------------------
    Any three COs vs. Sturm
    Difficulty: ******
    
    ~~~S * * *** *** *** * * ~~~~~
    ~X~S * * *** *** *** * * ~~X~~
    X~XS * * *** *** *** * * ~X~~X
    ~X~~~* **           ** * ~~XX~
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    X~~~~S*              **  S~X~X
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    ~~~~~~ ==CC       CC=== ~~X~~~
     P ~~  =    C A C    =  ~X~~ A
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    H=B=B=======B H B============H
    
    
    "Attack the Black Hole citadel!" Here is the first mission you fight
    Sturm in. Don't spell Strum, please...unless you think it's funny, haha.
    Sturm is informed by his lieutenant Allied force movements into Black
    Hole itself. Flak and Adder argue over taking command, but Sturm
    insists on taking command himself. "You wretches report to the missile
    platform and assist Lash." They leave, and Sturm is very disappointed
    with their losses. "When this is finished, I will make...adjustments."
    
    Max tells Sami that this is Sturm's citadel, and Sami says that they
    pillaged everything from allied countries and have them here. Jess
    agrees to that, and Andy argues to get back their money here. Nell
    thinks it got moved. Eagle and Olaf ask why, and Grit thinks the same
    as Nell. Kanbei comes and asks for a general assault to take out the
    cannons. Sonja says you must take out the 3 Black Cannons. They will
    run if you take them out. Sensei agrees, and then they'd find out if
    that was Sturm's HQ. "That's brilliant, Commander Sonja!" - Colin.
    Indirect fire is useful here, and using decoys, as well as what COs
    you use.
    
    I suggest a combo of Andy, Grit, and Jess. OS gets 12 properties, while
    BM and GE get 10. Don't use YC.
    
    Grit Day 1: Build two infantry.
    
    Andy Day 1: Build two infantry.
    
    Jess Day 1: Build two infantry.
    
    Sturm Day 1: Both laser cannons fire and miss. Move down sea units in
    the west and east (two battleships, two cruisers, two subs).
    
    Grit Day 2: Move both infantry 3N. Build infantry in western base,
    rocket from eastern base.
    
    Andy Day 2: Move western infantry 3E. Move eastern infantry 2E 1N. Build
    a rocket from eastern base and infantry from western base.
    
    Jess Day 2: Move both infantry 1S 2W. Build a rocket from western base,
    infantry from eastern base.
    
    Sturm Day 2: Laser cannon blasts miss. Move down sea units.
    
    Grit Day 3: Move northwest infantry 1N 2W, northeast infantry 1N 2E.
    Move rocket 4N. Move other infantry 3N. Build a rocket from western
    base, infantry from eastern base.
    
    Andy Day 3: Move your rocket 2NE. Move northeast infantry 3N to start
    taking base. Move eastern infantry 1NE, western infantry 3E. Build
    no more.
    
    Jess Day 3: Move your rocket 1S 4W. Move western infantry 2W 1N. Move
    central infantry 2W. Move eastern infantry 1S 2W.
    
    Sturm Day 3: Laser cannons miss as always. Move down naval forces.
    
    Grit Day 4: Move northwest infantry 1W to start capturing that base.
    Move the northeast infantry 1E to start capturing that base. Use top
    rocket to indirectly attack the minicannon. Move western rocket 4N.
    Move now northwest infantry 1N 2W. Move southeast infantry 3N.
    
    Andy Day 4: Finish capturing base. Move rocket 3N. Move other two
    infantry 2N. Build a rocket from western base.
    
    Jess Day 4: Move rocket 3N. Move infantry in the west 3N to take base.
    Move eastern infantry 3W. Move central infantry 1W 2N. Build a rocket
    from the eastern base.
    
    Sturm Day 4: Cannon blast nothing. Move down navies.
    
    Grit 5: Use eastern rocket to take out minicannon. Finish taking
    both bases. Move central infantry 2E 1N. Attack minicannon with
    left rocket. Build a rocket from left base.
    
    Andy Day 5: Use both rockets to weaken sub to 2HP. Move northeast
    bottom two infantry.
    
    Jess Day 5: Finish taking base. Attack cruiser with western rocket.
    Move eastern rocket 1S 4W, infantry 2N 1W.
    
    Sturm Day 5: Laser attack nothing. Take out Andy's 1HP rocket with
    battleship. Move cruisers south (one to attack T-Copter). Dive subs.
    
    Grit Day 6: With western rocket, destroy minicannon. Move infantry on
    NE base 1E. Build a rocket from NE base. Move medium tank 4N 1W.
    Move eastern rocket 4E.
    
    Andy Day 6: Attack cruiser with rocket. Move infantry on northern base
    1S. Build a rocket from that base.
    
    Jess Day 6: Move infantry on northern base 1W. Build a bomber. Move
    eastern rocket 1W 3N.
    
    Sturm Day 6: Cannons fire and miss. Move random sea units around, diving
    and rising subs.
    
    Grit Day 7: With eastern rockets, have one weaken the pipeline seem, the
    other, the minicannon. Build rocket from NW base. Start taking middle city
    with infantry. Move both other western rockets 2W.
    
    Andy Day 7: Use both rockets to blast the battleship into the ocean
    waters.
    
    All Day 7+: From here on, sweep all the way to about Day 18 and by then,
    devastate all Black Cannons with Grit's superior range when he gets Super
    Snipe and a ton of rockets.
    
    End:
    
    Victory! 100 Speed + 85 Power + 83 Technique = 268 Pts. = A-Rank
    
    
    OK, here we enter the last stage of the war, disarming and defeating
    Sturm. Move to the last mission, a ******* one.
    
    
    
    Mission 34: Final Front
    ----------------------------
    OS CO (Andy) + BM CO (Grit) + GE CO (Jess) vs. Sturm
    Difficulty: *******
    
     M **  %* M*=*C*****=*M *   ** M 
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    *****   **A=B=B===B=B=A**%  *****
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    "CO Select: The final conflict! Stop the enemy's missile from
    launching!" Sturm asks Lash how long it will take to build the missiles.
    Lash seems to have a weird mind and picks 3 or 40. Sturm demands it be
    done in 30 days. A Deathray is invented by Lash as well, which fires on
    enemy units every 7 days 5 damage on ALL allied troops in the path of the
    ray. Choose Colin, Eagle, and then Max, to have Colin in the middle,
    Eagle in the west, and Max in the east. The missile platform is spotted
    by Andy. "Look at what I've found!" "You...you're Sturm!" "And you're the
    little girl who likes playing with soldiers." Sturm notices Sonja
    again and acknowledges to Nell that they will see their world destroyed
    by his missiles. Allied forces and Black Hole forces finally meet in the
    final battle, and Colin is informed of a giant laser blocking the platform.
    Jess says to weaken his defenses, attack the platform, and stop the
    launch. Note that you actually have a 30-day limit...
    
    General Strategy:
    
    Make six infantry for each side to capture cities. Make bombers and
    fighters for everyone that will charge towards the Deathray after Day
    14's Deathray attack. ONLY build those until the last day when you should
    build technique. Do not need to defend base, go for Deathray as Sturm
    isn't fast enough anyway. Eagle and Max should primarily defend their
    bases, but Colin's bombers should sweep for the Deathray by Day 19 and win.
    
    An argument arises after the missile platform is inoperable, and Sturm says
    he will kill everyone there, including himself. Hawke betrays Sturm with
    Black Storm, and self-proclaims himself commander-in-chief of the Black
    Hole Army. Hawke wanted to test his power, it seems. Hawke doesn't really
    care about anything but to get himself something, but Eagle is furious at
    Hawke's invasion of Green Earth and refuses to let him go. Drake and Colin
    try to convince that the Allied forces are too weak right now to do anything.
    The Black Hole forces under new commander Hawke retreats. Andy says that
    what've been done to Macro Land was unforgiveable but killing Sturm saved 
    them. 
    The Allied forces will have to be prepared again if Black Hole invades
    again. But for now, Andy asks for a party and you've won the war-ridden
    campaign! "He can keep trying, but he will never beat us!" - Max
    
    End:
    
    Victory! 100 Speed + 36 Power + 93 Technique = 229 Pts. = B-Rank
    
    War World Paper: War is Over! Macro Land is free, but peace is fragile
    and can be broken again...and the staff credits roll. Good job!
    
    -----------------------------------------------------------------------
    Hard Campaign
    -----------------------------------------------------------------------
    
    Hard Campaign is hard. Abbreviated HC, some may confuse it with "Hell
    Campaign". Are you up to the challenge? Hard Campaign can be unlocked by
    beating Normal Campaign once. Go into Hachi's Battle Maps to find Advance
    Campaign for 1000 coins. Buy it and press select when you reach the Campaign
    section and Hard Campaign shows up. Most of these missions are much harder
    than their Normal Campaign counterparts, need a lot more strategy, and in many
    cases, have more units and even sometimes have all-different maps. Getting
    S-ranks on these missions are is harder, and even good players will have
    trouble even beating some missions.
    
    You'll be happy to know that like in Advance Wars, you get more points towards
    Battle Maps for your efforts. However, unlike Advance Wars, you can't lose
    every single unit and still get full technique points. Speed is a smaller
    factor than its Advance Wars counterpart, but it's still much harder.
    
    With Hard Campaign's rougher battles, you must know how to use your COs 
    better. 
    Even with this FAQ, you will need to come up with your own strategies many, if
    not most of the time, due to the randomness of the AI, and you'll have to make
    up from what you have.
    
    
    The objective of this Hard Campaign Mode Guide is to help you to get
    past the scenario you're stuck on, but still keep some replay value so
    you don't completely look at a guide to beat the game.
    
    
    
    ORANGE STAR
    
    
    
    Prologue
    --------
    
    Sturm is back in Macro Land.
    
    Hawke and Sturm ramble onward on taking Macro Land and Wars World.
    Cosmo Land was taken in the past, but this time it's different.
    
    Andy, Sami, and Max (in that order) talk about Black Hole's return
    Andy and Max argue over the fact that Wars World has more than one
    continent, and that Macro Land is not on the same continent. The other
    armies have also spotted Black Hole forces in their country. Andy seems
    to like this war to bring the four countries together. Andy runs to
    the first campaign battle, which is a beefed up version of Border
    Skirmish on NC. Sami and Nell talk about the upcoming battle and that
    Sami will handle it. Flak agrees to send out his tanks against you.
    
    Mission 1: Border Skirmish
    --------------------------
    Sami vs. Flak
    Red Difficulty: ***
    
    OS: 3 Mechs, 1 APC, 1 Recon, 1 Tank, 1 A-Air, 2 Battle Copters, 1
    Artillery, 1 Medium Tank, 1 Rocket
    
    BH: ?
    
    Sami Day 1: Move Sami's tank 2N 4E. Move top and bottom mechs 2E (one
    to take city). Move battle copters 3NE. Move rocket up 4N 1E. Move up
    artillery 2N 3E. Move medium tank 5E. Move A-Air 3NE. Move recon 2E
    1N. Move last mech into APC and move it 3N, dropping east onto the
    river.
    
    Flak Day 1: Move up about 12 units, mostly tanks. A medium tank attacks
    the tank on the BH city.
    
    Sami Day 2: Use artillery and rocket to take out medium tank. Finish
    taking city. Move bottom mech 2E onto mountain to spot a mech on the
    opposing shore. Move northwest mech 1NW. Move 4HP tank 2S 1E. Move
    medium tank 3N.
    
    Flak Day 2: Move up two A-Airs in front of medium tank, move up three
    mechs. Other actions unknown as of now.
    
    Sami Day 3: Move northern mech 2N onto mountain. Move central mech
    2E to attack mech. Move southern mech 1NE to take it out and spot
    a recon, an APC, and two tanks. Move A-Air 1S 3E to take out mech.
    Finish front A-Air to 1HP with rocket, then send bottom battle copter
    2E to finish it. Move medium tank 1E and attack right, at the A-Air.
    Move top battle copter 1NE to attack the mech. Move artillery 2E. Move
    recon 1NE. Move APC 1S 2E.
    
    Flak Day 3: Attack A-Air with hidden artillery in forest. Attack north
    battle copter with medium tank. Move other units up, totally revealing
    a weakened mech, recon, tank, and medium tank.
    
    Sami Day 4: Use artillery to weaken medium tank. Attack right with
    northern battle copter to finish off the mech. Attack right with medium
    tank to weaken tank. Move southern battle copter 1E to finish it.
    Move A-Air 3W. Move APC 1S. Move rocket 3E.
    
    Flak Day 4: Barbaric Blow. Attack medium tank with recon (yes, he's
    insane, but it still does 3 damage). Attack battle copter with medium
    tank and lose 3HP.
    
    Sami Day 5: Have rocket fire on farthest tank you see. Finish off
    recon with southern battle copter. Finish off medium tank with northern
    battle copter. Move 9HP mech (central mech) 1NE to reveal a hidden tank.
    Attack it with artillery, then move medium tank 1E to finish it and
    reveal a tank above that. Move northern mech 2E. Move southern mech 2E.
    Move recon 1NE. Move APC 1E.
    
    Flak Day 5: Hit mech on river with hidden rocket to 1HP, destroy 1HP
    mech with full HP tank above medium tank 1SE. Move 4HP tank to above
    medium tank.
    
    Sami Day 6: Rocket fire on full HP tank to weaken it to 4HP. Use
    artillery fire to destroy the one above your medium tank. Finish that
    last 4HP tank with your medium tank. Move northern battle copter 5E 1S
    to reveal the hidden artillery and an APC. Move southern mech 1N to
    attack that artillery. Move bottom battle copter 4E to finish off the
    artillery. Move recon 3E to reveal an enemy rocket on the HQ. Move
    APC 1N 3E. Move A-Air 2E 3N. Move 4HP tank 1W onto allied city.
    
    Flak Day 6: Attack recon with rocket. Move APC north. He now has
    an APC, artillery, rocket, and an A-Air left.
    
    Sami Day 7: Move 3N into forest to reveal the 5HP A-Air, APC, and a
    rocket. Move eastern battle copter 1W 5N to attack the A-Air at 5HP.
    Move western battle copter 1E 3N to finish it to 1HP. Move APC 4N
    to spot a hidden artillery. Victory March! Move northern mech 3E
    to destroy the artillery. Move the southern mech 4N.
    
    Flak Day 7: Attack rocket with northern mech.
    
    Sami Day 8: Move southern mech 1N to attack rocket, then move northern
    mech 2E to finish off the rocket. Attack and destroy A-Air with both
    battle copters. Move APC 1N 3E to refuel both. Move recon 3E 2N to attack
    APC.
    
    Flak Day 8: Do nothing with APC.
    
    Sami Day 9: Move APC 1W to refuel mechs. Move southern full HP mech
    2N to attack APC to 1HP. Use recon to finish it off.
    
    End:
    
    "Grrr...Not bad, for a girl." Sami has the exact opposite attitude for
    Flak as for Eagle in AW here. But you won, so who cares? :)
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank!
    
    
    
    Mission 2: Orange Dawn
    ----------------------
    Max vs. Flak
    Red Difficulty: ****
    
    Advancing back through Orange Star on Macro Land against heavy Black
    Hole forces, Flak and Max call each other apes and gorillas. Max is
    furious and Nell convinces Max to calm down.
    
    Look around the map. This looks like the NC map on the western part
    of the screen except for bases, but look east and you can spot a
    laser cannon, four neutral ports, and a base in laser cannon range.
    
    Max Day 1: Build two infantry.
    
    Flak Day 1: Laser cannon fires down nothing. Make two infantry.
    
    Max Day 2: Move both infantry 3E. Make an infantry from the left
    base and an APC from the right base.
    
    Flak Day 2: Laser cannon hits nothing. Move infantry 3E. Make two
    infantry.
    
    Max Day 3: Move infantry on western base 2E into APC, then move the
    APC 2N 4E and drop east. Move other two infantry 1N 2E. Build a tank
    from eastern base.
    
    Flak Day 3: Laser cannon hits nothing. Start taking a city. Move
    infantry east. Make an APC and infantry.
    
    Max Day 4: Move SW infantry into APC and move APC 4E, dropping east.
    Move bottom infantry 1N 2E, top infantry 3E into APC. Move tank 2N
    4E.
    
    Flak Day 4: Laser cannon hits nothing. Finish taking city. Move units
    east. Build a tank from eastern base.
    
    Max Day 5: Move both infantry 2E 1S. Move APC 4E 2S and drop east.
    Move tank 4E.
    
    Flak Day 5: Laser cannon hits nothing. Move units east. Build artillery.
    
    Max Day 6: Move western infantry 2E 1S to start taking that port. Move
    eastern infantry 3E. Move last infantry 1SE into APC and move APC 5E,
    dropping east. Move tank 4E 2S.
    
    Flak Day 6: Laser cannon hits nothing. Start taking city, move all
    other units east. Make a tank.
    
    Max Day 7: Finish taking SW port. Move central infantry 1N to take
    port, eastern infantry 1E to take city. Move APC 3W. Move tank 5E.
    
    Flak Day 7: Move units east. Finish taking city. Make nothing.
    
    Max Day 8: Move infantry on SW port 3E into APC. Finish taking SE
    port and city. Move APC 3E 2N and drop infantry east. Move tank 6N.
    
    Flak Day 8: Fire at...nothing. Waste of precious laser. Start taking
    city, move units east. Build a rocket.
    
    Max Day 9: Move infantry on SE port into APC and move it 5N. Drop
    east. Move other two infantry 1W 2N. Build a battleship from SE port.
    
    Flak Day 9: Fire at nothingness. Attack APC with tank. Move east
    units, make a tank.
    
    Max Day 10: Blast laser cannon with battleship to 50%. Move tank 1W
    to attack tank. Move NE infantry 1E to take city. Move APC 1E, central
    infantry 3N.
    
    Flak Day 10: Attack his own APC to 5HP with laser cannon. Attack
    infantry with 3HP tank to 8HP and 2HP. Move units east.
    
    Max Day 11: Attack laser cannon with battleship to 1HP. Finish taking
    NE city.
    
    Flak Day 11: Laser cannon nothing.
    
    Max Day 12: Finish taking out laser cannon with battleship. Move
    southern infantry 1NE to start taking that crucial base. Move NE
    infantry on city 1S 2W.
    
    Flak Day 12: Move 2HP tank back east, move up infantry, full HP
    tank, and other units east. Build a lander and artillery.
    
    Max Day 13: Move battleship 4N 1W. Finish capturing base. Move 8HP
    infantry and tank to take out infantry. Move full health infantry 1NW.
    Move APC 1E to heal in city.
    
    Flak Day 13: Attack infantry. Move up units towards you. Build a mech
    in eastern base.
    
    Max Day 14: Move infantry on base 2N. Build a medium tank from that
    base. Move 2HP infantry 1E to join with 4HP infantry. Attack left
    tank with battleship. Move 9HP tank 1N to attack full health tank.
    
    Flak Day 14: Build a medium tank, move other units east.
    
    Max Day 15: Finish off left tank with battleship, right tank with
    7HP tank. Move medium tank 2NW. Move full HP southern infantry 1N 2W.
    Build another medium tank.
    
    Flak Day 15: Move units east.
    
    Max Day 16: Attack eastern infantry with battleship. Finish it off with
    7HP tank. Move NW medium tank 2NW to take out that infantry. Move full
    HP infantry 1W to start capturing that city. Move 2nd medium tank 2NW.
    Make a 3rd medium tank.
    
    Flak Day 16: Brute Force. Move units east. Make a mech from western
    base.
    
    Max Day 17: Finish taking NE port. Move battleship 1W out of rocket
    range. Take out infantry just left of 1st medium tank. Move 2nd
    medium tank 2N 3W. Move 3rd medium tank 2NW. Build a 4th one, you have
    the money!
    
    Flak Day 17: Move eastern units west, western units east.
    
    Max Day 18: Move battleship 1S 3W. Finish off loaded APC with front
    medium tank. Move 2nd to the left medium tank 2W. Move last two 2NW.
    
    Flak Day 18: Move indirect units west, direct units east.
    
    Max Day 19: Attack lander on port with battleship. Move front battleship
    1SW to attack tank to 1HP. Move 2nd to west medium tank 2W to finish off
    lander. Move 7HP tank 5W onto port to kill the 1HP tank. Move 3rd medium
    tank to the west 5W. Move 4th one 2N 3W. Move APC 4W. Move infantry on
    NE port into APC. Move 6HP infantry 1W. Build a battleship from NE port.
    
    Flak Day 19: Move up medium tanks and tanks, move back artillery. Build
    two tanks.
    
    Max Day 20: Move left battleship 4W 1S. Move easternmost medium tank
    3W 1S. Move NE medium tank 2SW, the one that was below it 1SW. Move 7HP
    tank 1SE. Move 6HP infantry 3W. Move APC 3W and drop west. Build
    battleship from NE port. Build medium tank from base.
    
    Flak Day 20: Move units up except for rocket.
    
    Max Day 21: Move medium tank directly east of mech 4W to attack and
    kill it. Move western battleship 2NW. Move bottom two medium tanks
    1NW. Move top medium tank 1S 2W. Start taking NW port with infantry on
    NW port. Move 7HP tank 2W 1S. Move 6HP infantry and APC 3W. Move eastern
    battleship 4W 1S. Move easternmost medium tank 2NW.
    
    Flak Day 21: Attack battleship with rocket. Move up units.
    
    Max Day 22: Attack rocket with battleship. Finish off infantry to the
    left of you with medium tank. Move easternmost medium tank near the
    enemy 4W to attack tank. Move eastern battleship 3W. Finish taking
    enemy port. Move medium tank near base 2N 3W. Build another medium
    tank.
    
    Flak Day 22: Attack battleship to 3HP with rocket. Attack medium tank
    with medium tank. Move up mechs. Build infantry and medium tanks.
    Move east other units as well.
    
    Max Day 23: Max Blast. Take out 5HP tank with eastern battleship.
    Send the easternmost of the 4 medium tanks near Flak 5W 1N to finish
    off the rocket. Move 2nd to west (westernmost full-HP medium tank
    not moved) 4W 2N to take out artillery. Move other full-HP medium
    tank 3W 1N to weaken medium tank to 1HP. Take out 1HP medium tank
    with 3HP medium tank. Attack eastern mech to 8HP with battleship.
    Move APC 3W. Move 7HP tank 1N 5W. Move both infantry 1S 2W. Move back
    medium tank just east of port 5W. Move medium tank on base 2W 4N. Make
    another medium tank.
    
    Flak Day 23: Barbaric Blow. Attack 2nd to west medium tank with artillery
    and tank, down to 4HP but dealing 5 damage to tank. Move units east.
    Build a tank.
    
    Max Day 24: Attack 5HP tank with 3HP battleship. Finish it off with
    4HP medium tank from the east. Move top 10HP medium tank 2W to take
    out artillery. Move other medium tank 2W that is at full health to
    deal 9 damage to deal loaded APC with mech. Move 7HP tank 1N. Move
    3HP medium tank 1W. Move APC 1S to fuel. Move next medium tank 3W.
    Move full HP infantry 2W, and eastern battleship 5W. Move easternmost
    tank 2NW, and medium tank above it 5W.
    
    Flak Day 24: Move units east, APC west to heal. Build artillery from
    western base.
    
    Max Day 25: Finish off 8HP mech with full HP battleship. Move medium
    tanks west and take out 2 mechs and a tank. Move other units west,
    and have full HP infantry take BH city. Build a medium tank.
    
    Flak Day 25: Attack and take out 7HP tank, his first kill in the game.
    Won't hurt you, though. Move artillery east. Make two mechs.
    
    Max Day 26: Finish taking BH city. Finish off full HP tank with
    battleships. Move medium tanks west and take out an artillery, infantry,
    and an APC with loaded mech. Move other units west any way you like.
    
    Flak Day 26: Take out 4HP medium tank with medium tank. Move mechs
    northeast. Build two more.
    
    Max Day 27: Move battleships west. Use Max Force. Take out medium
    tank with two full ones, then take out a mech. Have no non-full HP
    unit in mech range. Move other units west (medium tanks, infantry)
    except for APC.
    
    Flak Day 27: Move mechs southeast. Build two more to have 5 total.
    
    Max Day 28: Weaken mechs with battleships, take out 3 mechs and
    weaken one with medium tanks. Move units west, and APC cover
    eastern base.
    
    Flak Day 28: Attack mech with full HP mech, move 1HP mech onto HQ.
    Build a mech from western base.
    
    Max Day 29: Take the mechs out with battleships and medium tanks.
    "How's that, ape-man?!?"
    
    Max and Flak continue to bicker at each other. Nell talks about how to
    use the points you get in Campaign Mode into buying maps from Battle
    Maps with Hachi. Nell talks about Speed, Power, and Technique as well.
    
    End:
    
    "Flak, huh? Dumb name, tough CO."
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank!
    
    
    
    Mission 3: Andy's Time
    ----------------------
    Andy vs. Flak
    Red Difficulty: ***
    
    
    Lash tells Flak about her new invention, the Black Cannon. Hawke urges
    Flak to complete his conquest of Orange Star, but he seems be reeling
    backwards, eh? "Toodles!" Commander Andy and Nell notices the giant
    cannon, and Max argues Andy can't take it, he can with his strength.
    Andy still is confident, however. In this AC version, you will see that
    BH has two bases to start with that are NEXT to the cannon, as well as
    an extra two laser cannons. Also, the middle base is IN BLACK CANNON
    RANGE now. You can also get attacked from the left now due to bridges.
    
    
    Andy Day 1: Build two infantry.
    
    Flak Day 1: Build two infantry.
    
    Andy Day 2: Move both infantry 3W. Build two infantry.
    
    Flak Day 2: Start capturing a city, move other one east, make two
    infantry.
    
    Andy Day 3: Move western two infantry 3W to capture those cities.
    Move other two infantry on bases 3N. Build two infantry.
    
    Flak Day 3: Start taking two cities. Make an infantry.
    
    Andy Day 4: Finish taking western two cities. Move top two infantry 1E
    2N to start taking their cities. Move both base infantry 3N. Build a
    rocket from eastern base.
    
    Flak Day 4: Take more cities. Build nothing.
    
    Andy Day 5: Move up rocket 5N. Finish taking northern cities. Move
    western two infantry 1N 2W. Build a tank from eastern base. Move both
    SE infantry 1N.
    
    Flak Day 5: Finish taking cities, move infantry south to middle island
    to take base and east. Builds a tank from eastern base.
    
    Andy Day 6: Move infantry in the west 3W. Move easternmost infantry 1S.
    Move rocket 1E. Move tank 5N. Build a tank from eastern base.
    
    Flak Day 6: Start taking middle base and city. Move tank east. Makes
    an artillery in western base.
    
    Andy Day 7: Attack minicannon with eastern rocket. Move tank 2W. Move
    infantry on city in the north there 1S. Move newly made tank 5N. In
    the west, move the eastern infantry 3W to start taking city. Move the
    other one 1NW.  Build a rocket from western base.
    
    Flak Day 7: Move down infantry, tanks. Finish taking middle base and
    eastern city. Build A-Air. Capture central island base.
    
    Andy Day 8: Finish off eastern minicannon with eastern rocket. Move
    western rocket 3N.
    
    Flak Day 8: Move down tank and the like infantry, one to
    attack yours. Build an APC.
    
    Andy Day 9: Move injured infantry on city 1S. Move western tank 1E to
    destroy infantry. Move western rocket 2N. Move eastern tank 4N 1E. Move
    2nd to right infantry 1N. Build a medium tank from eastern base and a
    T-Copter.
    
    Flak Day 9: Move down units. Attack western rocket with infantry.
    
    Andy Day 10: Move western rocket 1E 2N. Move SW tank 1NE to attack
    infantry. Move eastern infantry 3N to destroy it. Move eastern rocket 1W
    3N. Move now eastern infantry 1NW to attack infantry. Move now western
    infantry 1N to destroy it. Move last infantry 2S into T-Copter and move
    T-Copter 6N, dropping north. Move medium tank 5N. Move NE tank 2NW and
    swipe at the minicannon.
    
    Flak Day 10: Minicannon fire on eastern rocket. Move units around.
    
    Andy Day 11: Move medium tank 5N to attack minicannon. Destroy it with
    eastern rocket. Move western rocket 1E 4N. Move eastern tank 6N. Move
    western and eastern infantry 3N. Move south central infantry 2N into
    T-Copter and move it 5W 1N, to block the newly built artillery. Move
    last infantry on the eastern front 3N to take BH lab city, and move
    western tank 2W. Build a medium tank from western base.
    
    Flak Day 11: Move most units southwest, but a few east. Builds a tank.
    Moves up an infantry to your tank.
    
    Andy Day 12: Move southern rocket 5N. Move T-Copter 5N 1W onto vacant
    BH base. Continue taking BH city, which is also the lab city. Move
    eastern tank 5W 1N to attack APC. Move western tank 2W to take out
    infantry to 4HP. Move western rocket 2N 3W. Move medium tank 1N 3W to
    take out infantry. Move last two infantry 3N. Remember, your far west
    two infantry still need not do anything. Shift new medium tank 5N.
    Build another one from western base.
    
    Flak Day 12: Move units around. Build a mech and A-Air. Attack T-Copter
    with tank.
    
    Andy Day 13: Roll medium tank 3W 2N to attack tank. Move southern tank
    3N to take out tank. Drop infantry 1E from T-Copter on base. Transfer
    northern tank 3N 1W to attack mech. Move eastern rocket 5W, western
    rocket 4W 1S. Finish taking lab city. Andy tells the lieutenant to tell
    Sami to take the attack on the lab. Move eastern (northern front)
    infantry 3W to attack APC, move other one 3W. Move 2nd to north medium
    tank 3N 1E. Move now bottom medium tank 1E 4N.
    
    Flak Day 13: Move units SW to take out units. Attack tank with mech on
    base, infantry with A-Air. Taking SW bases with army.
    
    Andy Day 14: Attack Black Cannon with western rocket to 55%. Move medium
    tank 1W 2S to weaken A-Air. Move eastern rocket 5W. Move eastern full HP
    tank 1S 4W to weaken mech to 1HP. Move eastern two infantry 3W. Move 5HP
    T-Copter 1NW and load 1HP infantry into it for technique reasons. Move 3HP
    tank 1SE to take out A-Air. Move 8HP infantry 2W to take out mech. Move
    SE medium tank 3N to destroy mech. Move medium tank just above it 1N to
    destroy APC.
    
    Flak Day 14: Finish taking one city, attack and destroy western rocket and
    3HP tank with two tanks.
    
    Andy Day 15: Hyper Repair. Weaken tank next to medium tank with it. Move tank
    3E 1S to destroy it. With rocket, destroy the Black Cannon.
    
    End:
    
    Andy's victory brings an argument between Andy and Flak. With their OS 
    victory, 
    BH retreats. Max arrives with tanks too late.
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank
    
    
    Four new missions open up! 4 Red difficulty missions await you. Choose
    the southwestern one with Andy.
    
    
    
    Mission 4: Sea for All
    -----------------------
    Andy vs. Hawke
    Red Difficulty: ****
    
    Hawke challenges Andy to a battle in western Orange Star where Black
    Hole forces have taken a strong position and Andy accepts. Hawke
    introduces himself to Andy and challenges him. "That's right. I hope
    you'd show me your tactical prowess." Hawke feels that Andy is the best
    for a challenge. Hawke asks Andy to learn from the battle. The rules
    are that both sides will only use aerial and naval units. If Andy wins,
    Hawke gives the territory back to Orange Star. If not, Hawke keeps the
    territory.
    
    Scout: The map is shaped with both sides' symbols, with their
    islands representing each country. You control the southwest portion of
    the map, Hawke controls the northeast. The HQs can't be captured as no
    one has any base. Both of you have three airports and two ports. You'll
    want to gain aerial advantage early, as whoever controls the air will
    win, as only cruisers from below can do anything to air, and air can fly
    anywhere. Hawke does have one more city, though...
    
    Andy Day 1: On the small island, build a battle copter.
    
    Hawke Day 1: He builds a battle copter from the small island airport.
    
    Andy Day 2: Move battle copter 6N. Build a fighter from small island
    airport.
    
    Hawke Day 2: Build a fighter from small island airport.
    
    Andy Day 3: Move battle copter 6E. Move fighter 3N.
    
    Hawke Day 3: Move fighter down to meet your fighter, move battle
    copter east to meet yours, and build a cruiser.
    
    Andy Day 4: Move battle copter 6S. Move fighter 1W to attack his.
    Build a fighter from middle island airport.
    
    Hawke Day 4: Attack fighter with fighter, move down cruiser and
    battle copter.
    
    Andy Day 5: With 4HP fighter, finish taking out 2HP fighter.
    Move newly built fighter 1S 4E and kill the battle copter, then move
    your battle copter 1N 5W. Build a bomber from same airport.
    
    Hawke Day 5: Attack fighter with cruiser. Build a fighter and battle
    copter.
    
    Andy Day 6: Move bomber 3E to finish cruiser to 1HP. Move battle
    copter 3E to finish it off. Move top 4HP fighter 1E 3S. Move bottom
    4HP fighter 1N 4W to join on airport.
    
    Hawke Day 6: Move down fighter and battle copter, build "ANOTHER"
    cruiser.
    
    Andy Day 7: Move fighter 3N 1W to attack the fighter. Move battle
    copter 2N. Move bomber 5N. Build another fighter.
    
    Hawke Day 7: Attack battle copter with fighter. Move down cruiser
    and battle copter. Build nothing.
    
    Andy Day 8: Hyper Upgrade! Move bottom fighter 8E 2N to take out
    battle copter. Move bomber 1N 2E to take out cruiser. Move battle
    copter 7N. Move NW fighter 5E to take out 5HP fighter. You win!
    
    End:
    
    "How was THAT, Hawke?!?" Hawke leaves with the deal, and Andy gets
    excited and asks for Nell. Nell doesn't really care and asks what
    Andy is doing, as Black Hole forces are where Nell are in doves.
    "They've advanced beyond the front you were supposed to be holding!"
    Andy is ordered to go back, as it was a trap. "If the continent falls,
    those islands mean nothing!!!" Andy orders his troops back to the
    mainland. "That creep! Next time I see him, there'll be trouble!"
    
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 = S-Rank!
    
    
    Pick the northeast one with Max vs. Adder!
    
    
    
    Mission 5: POW Rescue
    -----------------------
    Max vs. Adder
    Red Difficulty: ****
    
    Mission Briefing: Adder has captured some Orange Star POWs that have
    been taken to his HQ, which was intentionally leaked to Orange Star
    so that they could defeat the surprised Orange Star forces. Adder
    calls Max a fool for being trapped so easily. "It's time to teach
    that human battering ram a lesson." Adder says that Max will have
    nightmares about indirect units. Nell orders Max not to attack,
    but Max refuses, even with the little forces he has to cope with
    the indirects. Nell has doubts that it'll work but hopes it will.
    
    Scout: Your forces are in the southwest. You have cities everywhere.
    There are three BH minicannons. There are forests. Your HQ is in the
    northeast, where you spot an A-Air, rocket, and recon.
    
    Max Day 1: Move northern recon 1E 3N. Move western tank 6N. Move
    eastern tank 1W 5N. Move artillery 4N. Move A-Air 5N 1W. Move
    bottom two battle copters 6N. Move both infantry 2N. Move left mech
    1W into APC, and move the APC 2E 3N. Actuate your eastern mech 2N.
    Advance left medium tank 2N. Budge rocket 2N. Drift now-left battle
    copter 6N. Fly other battle copter 3NE. Push your other recon 3N.
    Send your eastern medium tank 1W 3N.
    
    Adder Day 1: Move units southwest, and gives you a look at his weird
    looking A-Air.
    
    Max Day 2: Put your forces in this formation under cannon:
    
    BCopter MTank  BCopter
    APC     Tank   A-Air   BCopter BCopter
            Recon  Tank    Mech
            MTank  Mech
            Artly  Recon   Inf
            Rocket Inf
    
    One A-Air should be destroyed in the process.
    
    Adder Day 2: Move down recon, start taking OS city, move down tanks.
    Other actions unknown, but do know that a medium tank and artillery are
    above you.
    
    Max Day 3: Move western battle copter 5N to attack minicannon to spot
    a medium tank. Move 2nd to west battle copter 2W 4N. Move 3rd one 2NE to
    spot rocket. Move northern medium tank 3E 2N to take out rocket. Move
    northeast mech 2N to attack recon. Move last battle copter 5N 1W to attack
    medium tank. Move other medium tank 3N to take out tank. Move NW tank 1NW.
    Move SW tank 2N to attack tank. Move rocket 4N. Move A-Air 2E 1N. Move other
    mech 2N. Move both infantry 2N. Move northern recon 3E 1N. Move artillery 3N
    1E. Move southern recon 1W 2N.
    
    Adder Day 4: Move units towards you. Finish taking city. Attack A-Air with
    medium tank.
    
    Max Day 4: Move western medium tank 4N to take out minicannon to 3HP.
    Attack medium tank with other medium tank. Take out recon with artillery.
    Take out tank with rocket. Move 9HP mech 1N to take out medium tank.
    Move southeast battle copter 5E 1N to spot an artillery, infantry, and
    recon. Move next-to-east battle copter 6E. Move southwest battle copter
    5E 1N. Move northwest battle copter 1N 5E. Move other mech 2N. Move 8HP
    (eastern) tank 5N to take out minicannon. Move western tank 5N 1E. Move
    APC 3NE to refuel mech. Move 3HP A-Air 2W 4N. Move eastern recon 3NW.
    Move western recon 5N 1E. Move western infantry 3N. Move eastern infantry
    2N.
    
    Adder Day 4: Sidewinder. Start taking two cities. Attack tank to 4HP. Move
    up another recon and tank.
    
    Max Day 5: Move 4HP tank 1N. Move northwest medium tank 1W 3N to weaken
    artillery to 1HP. Move northwest battle copter 1N 5E to attack minicannon.
    Move southwest battle copter 4E to attack artillery. Move now-northwest
    battle copter 1E to take out artillery. Move last battle copter 2N to attack
    minicannon. Move 8HP tank 3E 1N. Move 3HP A-Air 3NE. Move NE recon 2E 3N.
    Move other medium tank 2NW. Move both mechs 2N. Move SW recon 3N 4E. Move
    rocket 4N. Deploy artillery 3N 2W. Move both infantry 2N. Move APC with
    loaded infantry 3N 1E and drop south.
    
    Adder Day 5: Finish taking two cities. Move up recon and two tanks. A
    tank attacks southern recon.
    
    Max Day 6: Use battle copters next to minicannon to take it out. Move
    NW battle copter 1N 2E to bump into an artillery. Move southern battle
    copter 1W to attack tank. Use 4HP tank to take out artillery. Move 8HP
    eastern tank 1NE to attack recon. Move 3HP A-Air 1S to take it out. Move
    2HP recon 3E 2N. Move eastern medium tank 1N 3E to weaken the tank to 1HP,
    then move NE infantry 2E to finish it. Move recon 4E 1S. Both mechs should
    move 2N. Move SW infantry 1NE. Move APC 1S. Move rocket 2N 3E. Move
    artillery 1E 2N. Move left medium tank 2S 1E.
    
    Adder Day 6: Move A-Air 1N and units up.
    
    Max Day 7: Max Blast. Use battle copter above 4HP tank to take it out.
    Move eastern medium tank 4E 2S to take out the A-Air. Move northern
    battle copter 1E to attack artillery. Move rocket 4E 1N. Move eastern
    tank 3E 5S. Move now-northern battle copter 6S to attack medium tank.
    Move last battle copter 4S 1W to attack medium tank to 1HP. Move
    southern full HP recon 6S to spot an artillery, infantry, and rocket.
    Move eastern infantry 2E. Move western infantry 1NE into APC. Move
    artillery 1N 4E. Move western medium tank 7E. Move 3HP A-Air 5E to
    take out A-Air. Move northern 4HP recon 5S. Move APC 1N 5E and don't
    drop. Move northern 4HP tank 6E. Move both mechs 2E.
    
    Adder Day 7: Take out A-Air with rocket. Take out recon with rocket
    and hidden artillery. Move 1HP medium tank down. Continue taking
    your cities.
    
    Max Day 8: Move northern battle copter 5S 1W. Move next to top battle
    copter 1E 5S to take out medium tank and reveal hidden artillery.
    Move southern tank 3S to weaken infantry to 1HP, then move 4HP recon
    4S to take it out. Move both battle copters 3S, one to attack rocket,
    one to attack artillery. Move southern medium tank 4S 1W. Move northern
    medium tank 1E 4S. Move APC 5S and drop east. Move artillery 2E 3S.
    Move rocket 1E 4S. Move 4HP tank 2SW. Move other infantry 2S. Move mechs
    2E.
    
    Adder Day 8: Sidewinder. Finish taking another of your cities. Attack
    infantry with artillery, rocket with rocket, and SE battle copter by
    A-Air (which falls, but it's a bait). Flee southern artillery.
    
    Max Day 9: Move northern battle copter 1E 4S to take out artillery and
    spot infantry. Move APC 1E 2S to refuel battle copters. Move both other
    battle copters 4E to take out an infantry and reveal a hidden artillery.
    Move 4HP northern tank 6S to take out 3HP rocket. Move northern medium
    tank 5S to take out A-Air. Move 4HP recon 1E 7S to reveal an artillery.
    Move full HP tank 5S, and other medium tank 1E 4S. Move rocket 3S. Move
    artillery 4S 1E. Move 7HP (eastern) infantry 1SE. Move mechs 2E. Move
    western full HP infantry 3S.
    
    Adder Day 9: Attack tank with hidden artillery, take out recon with
    recon, battle copter taken by top A-Air.
    
    Max Day 10: Move northern medium tank 1E 4S to take out recon. Move
    4HP tank 6S. Move 2HP tank 4S 2W to reveal artillery that moved.
    Move southern medium tank 4S. Move rocket 2S, artillery 1SW. Move
    western infantry 2S. Move mechs 2S. Move both battle copters 2W 4S.
    Move 7HP infantry 1SW into APC and move APC 1W 5S, dropping west.
    
    Adder Day 10: Move a tread unit.
    
    Max Day 11: Move SW medium tank 1SE, other one 1S. Move western
    battle copter 1W 5S to attack (and trap) artillery. Attack it with
    2HP tank as well. Move 4HP tank 1E. Move both infantry and APC 3S.
    Move artillery and rocket 5S. Move eastern battle copter 3SE to spot
    APC and artillery.
    
    Adder Day 11: Attack infantry with 2HP artillery.
    
    Max Day 12: Move mechs 2S. Use 2HP tank to finish 2HP artillery to
    1HP. Move eastern battle copter 1N 2E to attack artillery. Move both
    medium tanks 4E, attacking an APC and minicannon. Move 4HP tank 3E.
    Move rocket 1S 3E. Move southwest battle copter 6E. Move artillery
    1S 3E. Move northern infantry 3S. Move southern infantry and APC 3E.
    
    Adder Day 12: Minicannon blast medium tank (southern). Sideslip.
    Hidden rocket kills rocket. Artillery weakens medium tank.
    
    Max Day 13: Max Blast! Use 2HP tank to finish off 1HP artillery.
    Move both mechs 1SE. Move southern battle copter 1S to take out
    minicannon. Move 4HP tank 2SE to take out APC. Move other battle
    copter 3W 2N to reveal rocket. Move 9HP northern medium tank 4N
    to take it out! Move 7HP medium tank 1NE to take out artillery.
    Move artillery 3E. Move both infantry 3E. Move APC 1N 2E.
    
    Adder Day 13: ...
    
    Max Day 14: Move western battle copter 6N. Move northern medium tank 4N
    to take out A-Air AND reveal hidden artillery. Move artillery 4N 1E. Move
    southern medium tank 4N 1E. Move southern battle copter 6N. Move 4HP tank
    5N 1W. Move 2HP tank 6E. Move both mechs 2E. Move 5HP infantry 1E 2N,
    full infantry 3E into APC. Move APC 3N and drop west.
    
    Adder Day 14: ...
    
    Max Day 15: Move northern battle copter 6N. Move southern medium tank
    4N to attack artillery. Move 4HP tank 5N 1E to kill artillery. Move
    southern battle copter 6N. Move mechs 1NE. Move both infantry 3N. Move
    artillery 5N. Move 9HP left medium tank 3N 1W. Move 2HP tank 2E 4N.
    Move APC 6N.
    
    Adder Day 15: ...
    
    Max Day 16: Move western medium tank 4N 1E to attack rocket on HQ.
    Move eastern medium tank 5N. Move tank 5N 1W. Move SE battle copter 4N
    to take out rocket. Move NW battle copter 2N to attack recon. Move
    everything else towards last recon.
    
    Adder Day 16: Sideslip. Attack artillery with recon.
    
    Max Day 17: Finish off the final recon any way you like, preferably with
    a medium tank. "Hsss...My perfect plan...It's not possible..." Max wins
    and Nell forgives Max's hotheaded attack. "Hah! It'll take more than that
    to beat me!"
    
    Victory! 100 Speed + 100 Power + 87 Technique = 287 = S-Rank
    
    
    
    Mission 6: Mountain Ops
    -----------------------
    Sami vs. Lash
    Red Difficulty: ****
    
    Mission Briefing: "Cross the mountains and destroy Lash's laboratory!" The
    Black Hole HQ is located in the mountains so that Lash's laboratory is shut
    down as she is making yet another invention. There are missile silos and
    intel to be taken there. Lash is told that OS forces are arriving to
    take her down. Lash tells her advisor to engage them while she takes
    care of her invention. "Once this is finished, I'll bathe all of Orange
    Star in a sea of fire..." Lash reluctantly accepts to battle.
    
    Sami Day 1: Build an APC from eastern base, infantry from western base.
    
    Lash Day 1: Build three infantry.
    
    Sami Day 2: Move infantry 3N, move APC 3N, and build two infantry.
    
    Lash Day 2: Move infantry towards you. Build two infantry and APC.
    
    Sami Day 3: Move NW infantry 1W 2N to take city. Move eastern base infantry
    3N into APC and move APC 5N 2E, dropping to the north. Move other infantry
    3N. Make infantry from left base and mech from right base.
    
    Lash Day 3: Move infantry and APC down. Make a recon.
    
    Sami Day 4: Move mech 2E. Move NE infantry 2E. Finish taking city. Move other
    two infantry 3E. Move APC 1W.
    
    Lash Day 4: Move everything west. Build an artillery.
    
    Sami Day 5: Move NE infantry 1NE to take base. Move mech 2E. Move NW infantry
    1E. Move other two infantry 3N, one into APC. Move APC 4E 1S.
    
    Lash Day 5: Move Black Hole forces west.
    
    Sami Day 6+: From here on, you'll want to grab two more bases and attack with
    pure infantry/mech, plus some tank numbers. Take some southern cities and move
    to the east to blast the Black Cannon and the BH forces in the way to shreds.
    Best way to blow up the Black Cannon is by afar with rockets, and some tanks
    and mechs to defend them. Win in 27 days.
    
    End:
    
    Victory! 95 Speed + 100 Power + 93 Technique = 288 S-Rank
    
    
    
    Mission 7: Test of Time
    -----------------------
    Andy vs. Flak
    Red Difficulty: *****
    
    General Strategy: On this map, you'll want to move up your units, using the red 
     
    city and the square 1NW of it as defensive formations. Use recon and 
    mechs/infantry for vision.Swipe the battleship and then the medium tanks, then 
     
    march towards the lab anddestroy the hidden rocket and capture the lab. Ignore 
     
    the northern two hidden artillery, it'll slow you down and hurt you.
    
    End:
    
    Victory! 100 Speed + 100 Power + 99 Technique = 299 S-Rank!
    
    
    
    Mission 8: Liberation
    ---------------------
    OS CO vs. Flak
    Red Difficulty: ********
    
    Mission Briefing: Flak is surprised by the sight of Adder, who was
    supposed to invade Yellow Comet. With his wordplay, he angers Flak.
    Here is a factory and base that is the center of the BH war on OS. If
    you can take this out, victory on BH will be a reality, at least in
    OS, for now. You have the base advantage here.
    
    General Strategy: Choose Max. You'll want to build infantry to seize the two 
    neutral bases and eventually, the airport near you. Move your tanks north and 
    blockade the factory and advance to the base at the seem. Grab it and build 
    from it, taking the seem down in 13 days. The enemy forces from the west will 
    be too big to fight, but you'll still win by destroying the seem.
    
    End:
    
    Victory! 100 Speed + 58 Power + 70 Technique = 228 B-Rank
    
    You have completed the Orange Star Campaign!
    
    
    
    BLUE MOON
    
    
    
    Mission 9: Reclamation
    -----------------------
    Colin vs. Lash
    Red Difficulty: *****
    
    Mission Briefing: Olaf hears about the Black Hole invasion on the
    northern frontier, the border with Orange Star. Colin volunteers to
    go, while Grit doesn't seem to care as much, just like in the past
    war. Grit acknowledges that Colin is now a full-fledged CO, and Olaf
    lets him. Grit gives him a little advice. Lash is informed that
    Colin leads the Blue Moon army, though "I wanted the bearded
    geezer, or at least the scarecrow", pointing to Olaf and Grit. She
    orders a retreat because Colin will be boring, but decides to
    attack anyway.
    
    Predeployed Units:
    
    BM: None
    
    BH: 1 Recon, 1 Tank, 1 A-Air, 1 Tank, 1 Medium Tank, 1 Artillery, 1 Rocket
    
    
    Colin Day 1: Make three infantry.
    
    Lash Day 1: Fire new laser cannon, move units east. Make two infantry.
    
    Colin Day 2: Move northern infantry 2W, other two 3S. Make an APC from SW
    base, infantry from other two.
    
    Lash Day 2: Fire at nothing, move units east. Move both infantry, build two
    infantry.
    
    Colin Day 3: Move bottom two infantry 3S. Move western infantry 2E.
    
    Lash Day 3: Move units eastward.
    
    Colin Day 4: Move bottom two infantry 1SW to start taking cities. Move APC
    1W. Build a tank from SW base.
    
    Lash Day 4: Attack infantry with recon.
    
    Colin Day 5: Move injured infantry 3S. Move tank 2N 3W to attack recon.
    Finish taking cities. Move SE infantry 3W into APC. Build tank from SW base.
    
    Lash Day 5: Attack nothing with laser cannon, injure APC and infantry.
    
    Colin Day 6+: Grab the southern airport and start sending units westward out
    of laser cannon range. Have three tanks to guide your advance to that neutral
    middle base. Destroy the artillery when you get to it, and capture the neutral
    base. Make two medium tanks and move them west, ready to slam the laser cannon
    together. Have two A-Air to swipe her air and infantry. Also start taking the
    neutral base a bit farther from you. On Day 13, destroy laser cannon with
    two medium tanks to 1HP, then destroy it with an infantry. Keep adding tanks
    and medium tanks and infantry and sweep to the west. Don't let the infantry 
    take 
    too many of the missile silos or the left neutral base, but Lash will have the
    southern base pumping units. Add a rocket and two A-Air to fight off Lash in
    those desperate situations, as well as some reinforced infantry from HQ bases.
    Once you reach the HQ area, you will find that the area is surrounded by
    some mountains for defensive protection. Note that this also works the other
    way around, as no units from the outside can get in. Use this to your 
    advantage 
    when you storm it by Day 27. Complete by Day 31 with HQ capture.
    
    End:
    
    Lash retreats. Colin shyly declares victory. "This is just the beginning!"
    
    Victory! 99 Speed + 100 Power + 100 Technique = 299 S-Rank
    
    
    Mission 10: Tanks!!!
    -----------------------
    Grit vs. Adder
    Red Difficulty: ****
    
    Mission Briefing: Grit wakes up to find an angry Olaf asking him to
    seize a victory over the Black Hole forces in the south because it
    was his duty to defend the mountains. Grit seems to take it lightly
    as always but still goes before Olaf can say more. Grit spots the
    vast number of medium tanks even in Fog of War and decides not to
    fight them head on. Adder says that he went to offer a proposition
    to Grit, that they want Grit to join the Black Hole Army. Adder
    seems to say Grit's feelings about protecting Blue Moon, which
    wasn't much, but Grit doesn't respond. Grit agrees that Adder is
    correct, but that Adder has no call to treat the civilians and
    people in Blue Moon as they pleased. Adder had destroyed whole
    cities, and Grit finds Adder his #1 enemy.
    
    Predeployed Units:
    
    BM: 4 Mechs, 4 Recon, 2 Artillery, 4 Rockets
    
    BH: 5+ Medium Tanks, 2+ Neotanks
    
    General Strategy: Your primary objective here is to bring up rockets to the 
    west.  
    Adder's forces come in more so in the north than south, so strike the north 
    first.  
    Missile silos will help clear those pesky Neotanks. Kill the mechs when they 
    come  
    to you. By the 6th day, move your rockets north to eliminate the few remaining 
     
    ones on Day 7.
    
    End:
    
    "This ain't for show."
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 Pts S-Rank!
    
    
    
    Mission 11: Toy Box
    -------------------
    Olaf vs. Lash
    Red Difficulty: ???
    
    Predeployed Units:
    
    BM: Mech, APC, Tank
    
    BH: Recon, Tank, Medium Tank, Artillery, Rocket
    
    General Strategy: From the right side, grab that neutral base to the west and 
    the cities nearby. Take down the two pipeline seems at the bottom with 
    artillery,  
    then march lots of infantry over tomow down units with artillery help and gain 
     
    the lab city, which is the SW one on a small 1-square island that links to 
    other  
    parts with two bridges, at around the same area as the NC version. In the 
    north,  
    sweep through with tanks and indirects. Take the western neutral base (which is 
     
    under BH control) by Day 18, the lab by Day 19, the SW and W base by Day 21,
    and the mission by Day 23. 
    
    End:
    
    "I'll continue fighting until my country is restored!"
    
    Victory! 100 Speed + 100 Power + 89 Technique = 289 Pts S-Rank!
    
    
    
    Mission 12: Two-Week Test
    -------------------------
    Colin vs. Lash
    Red Difficulty: ???
    
    Predeployed Units:
    
    BM: 2 Tank, Rocket
    
    BH: 2 Infantry, 2 Mech, 2 Recon, Tank, A-Air, 2 Medium Tank, Battleship
    
    General Strategy: Take the 3 bases and cities near you, and move out of your 
    isolated area to the cities west of the two mountains. Avoid indirect range 
    at all possible and defend there. Slowly retreat back on week two when you 
    will get overwhelmed. Add tanks and indirects, as well as infantry and A-Air, 
    to halt Lash's threat. The battleship will do nothing to you.
    
    End:
    
    "I'll continue to do my best!"
    
    Victory! 100 Speed + 97 Power + 59 Technique = 256 A-Rank
    
    
    
    Mission 13: T-Minus 15
    ----------------------
    Olaf vs. Adder
    Red Difficulty: ???
    
    General Strategy: On this mission, Andy should leave one bomber in the north 
    to wipe out everything on the western front, even the missile and artillery by 
     
    the end with a destroyed seem. Andy should break open the seems to the other 
    two fronts, and leave much of his aerial force bombarded Black Hole positions 
    on the southern front until Flak falls on Day 13. Meanwhile, Olaf should fly 
    an A-Air as well to the southern front and make a battle copter and some 
    bombers to eliminate the south, while keeping an eye on firing shots from 
    indirect units onto those Neotanks, with direct support. Take properties and 
    finish by Day 15.
    
    End:
    
    "I won! That is, we won!"
    
    Victory! 92 Speed + 74 Power + 90 Technique = 256 Pts A-Rank
    
    
    
    Mission 14: Nature Walk
    -----------------------
    Grit vs. Lash
    Red Difficulty: ********
    
    BM: Two Infantry, Mech, 2 Recon, 4 Tank, 2 APC, 4 Artillery, 2 Rocket, A-Air,
    2 Medium Tank
    
    BH: ??? (more units than you can count)
    
    General Strategic Checklist:
    
    1. Don't be stupid. Hiding all your units in the forest means they can never
    fire on you first unless they find you first, and that takes two units.
    
    2. Your indirects are powerful. Keep them alive.
    
    3. Remember, sneaking one unit to the HQ gives you an easy victory.
    
    Grit Day 1: Hide ALL your units in forest after taking out the front tank and
    recon. Load infantry into APCs so it will work.
    
    Lash Day 1: Move down all units but infantry which move up.
    
    Grit Day 2: Take out a Neotank, artillery, and tank with indirects. Move up
    everything up without being next to any one unit and in forest.
    
    Lash Day 2: Move down units and apparently is unable to destroy anything.
    
    Grit Day 3: Destroy A-Air, recon, and 2 tanks with indirects and direct help.
    Move up units through forest as always, and avoid any contact.
    
    Lash Day 3: PRIME TACTICS. Move down units. Start taking two of your cities 
    with 
    infantry.
    
    Grit Day 4: Move all units either out of enemy sight (north) or up through 
    forests 
    (south). As usual, never leave a forest.
    
    Lash Day 4: Destroy found mech, weaken APC.
    
    Grit Day 5: Weaken tank, medium tank, A-Air, and destroy tank with indirets,
    then destroy the medium tank with a rocket. Finish off tank and A-Air with any
    tank for both, so one tank will get hit by a Black Cannon, but at least your
    rocket doesn't take damage. Move remaining units up through forest.
    
    Lash Day 5: Two Black Cannons blast tank. Finish taking 2 cities, start taking
    4 other ones.
    
    Grit Day 6: Move all units up but in forest and out of enemy sight.
    
    Lash Day 6: Finish taking 4 cities, move units north.
    
    Grit Day 7: Super Snipe. Weaken eastern Black Cannon with eastern rocket to 
    17HP. 
    Destroy artillery with artillery. Destroy infantry with rocket. Move units 
    north 
    and start sneaking a recon up towards HQ from the west.
    
    Lash Day 7: Destroy something.
    
    Grit Day 8: Sneak recon towards HQ. Move units north and destroy a rocket with
    a medium tank, weakening a Neotank with a medium tank out of Black Cannon 
    range. 
    
    Lash Day 8: PRIME TACTICS. Destroy a tank and weaken medium tank with Neotank.
    Start taking two BM cities.
    
    Grit Day 9: Sneak recon towards HQ, through forest. Finish off Neotank with
    two medium tanks. Move units north but out of sight and in forest.
    
    Lash Day 9: Destroy tank, finish taking two cities.
    
    Grit Day 10: Snipe Attack. Destroy EVERYTHING YOU CAN. Go into enemy sight 
    even. 
    Move recon onto HQ and attack the rocket. You win! "I hope they don't come any
    tougher 'n that."
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Pts = 300 S-Rank!
    
    
    
    Mission 15: Neotanks!?
    ----------------------
    BM CO (Olaf) vs. Lash
    Red Difficulty: ???
    
    BM: 2 Tank
    
    BH: Mech, Tank, Artillery, 4 Battle Copter, Medium Tank, Neotank, Rocket
    
    
    Olaf Day 1: Move tanks 6E. Build three infantry.
    
    Lash Day 1: Move swarmed units south except for the three lab units.
    
    Olaf Day 2: Move western tank 1N, eastern tank 1W. Move western two infantry
    3N, eastern one 3E.
    
    Lash Day 2: Move massive force south, start taking cities in NW.
    
    Olaf Day 3: Move western infantry 2W 1N and fire missile on 4 battle copters,
    artillery, and mech. Do the same with northern infantry 3N. Build A-Air from
    eastern base, infantry from northern base. Move eastern infantry 3E to take
    city. Move tanks 1N.
    
    Lash Day 3: Finish taking two properties. Move up battle copters, two to 
    attack 
    infantry, one to attack tank.
    
    Olaf Day 4: Move western infantry 3N towards airport. Move SW infantry 3W. 
    Move 
    north-central infantry 1NW to fire a missile on mech, artillery, and tank.
    Finish taking city. Move tanks 2E 3N (north) and 1E 5N (south). Move A-Air 3NE
    to destroy battle copter. Build three infantry.
    
    Lash Day 4: Destroy infantry with three battle copters, move units.
    
    Olaf Day 5+: Fire last three missiles on three units at lab. Move all infantry
    eastward to take those missile silos and infantry, then move on to the neutral 
    base. 
    Destroy weakened tank, mech, and artillery with both tanks. Move A-Air 
    northwest to 
    rid battle copters. Speed things up with an APC. Move both tanks up to rid the
    weakened lab units quickly, taking a little damage on the way. Add an A-Air
    to the west against copters and A-Air/recon. Start taking neutral base and 
    cities 
    nearby, then move in some newly built medium tanks and tanks from new base to
    kill her units near the lab. The left can be held with one A-Air. Start 
    capturing 
    the lab ASAP. Hold the bridge to win! 
    
    End:
    
    "With this new weapon, no one's a match for us!"
    
    Victory! 100 Speed + 100 Power + 93 Technique = 293 S-Rank
    
    
    
    Mission 16: Factory Blues
    -------------------------
    BM CO (Grit) + OS CO (Max) vs. Lash
    Red Difficulty: *******
    
    OS: 3 Mech, A-Air, Tank, APC, Artillery, Rocket, Medium Tank
    
    BM: None
    
    BH: 2 Recon, Tank, 2 Artillery, 2 A-Air, Neotank, 3 Battle Copter
    
    General Strategy: Here is a nasty predeployed addition from NC, and the factory 
     
    boasts stronger units too. You'll want to give Max both bases and the cities 
    in 
    the left. You'll also want to keep a defensive wall, meaning that units can't
    just sneak around your defensive positions.
    
    General Strategy Day 1: Build two infantry for Grit (bottom two bases), while 
    Max goes to capture both bases and two cities. Max should move every unit to 
    the 
    middle except for the A-Airs which should get moved up.
    
    General Strategy Day 2: Attack the A-Air with Max's units but leave artillery
    and rocket of Max out of recon range. Same build as last time.
    
    General Strategy Day 3: Have Grit build an artillery and infantry, and keep
    capturing properties. Use Max's units to own the recon, anti-air, and two of
    the battle copters that get to you (A-Air positioning = awesome). Luring and
    waiting for the enemy is key on this mission.
    
    General Strategy Day 4: Have Grit build artillery from now on...they will 
    serve 
    as backup and the final assault. Max should build an infantry, and destroy the
    battle copter. Move your units in position for the BH assault.
    
    General Strategy Day 5: Counterattack with what you have, and destroy the BH
    Neotank in the west. Keep luring and waiting for them, Grit's artillery trap
    in the back should be powerful.
    
    General Strategy Day 6: Advance with direct units and use Grit's artillery
    whenever possible. Otherwise, move it up. Keep building artillery with Grit,
    and infantry with Max. You shouldn't even have lost more than one unit that is
    Grit's...Max should take the damage so you don't lose much technique.
    
    General Strategy Day 7: Keep getting cities with Max's and Grit's infantry,
    and build the same order. Keep advancing.
    
    General Strategy Day 8: Black Hole is weakened now. Use Max's infantry as bait
    as you reach the factory, while Max's tanks and Grit's artillery take care of
    the opposition.
    
    General Strategy 9-11: Grit is now the main attacker, and Max is bait. Use the
    artillery to destroy all in front of the factory, and block it. Remember to
    add in an A-Air or two so that BH can't put up air domination against you.
    
    General Strategy Day 12-18: Block the factory gates, build tanks and infantry
    for Max, focus your main Grit attack to the LEFT of the factory, clear
    everything, and fire away at the seem. Orange Star forces should attack to the
    right of the factory to keep Lash occupied. Victory is yours if you watch out
    for the left airport area, which Max should take with Grit's support.
    
    
    End:
    
    Victory! 100 Speed + 98 Power + 95 Technique = 293 S-Rank
    
    
    
    YELLOW COMET
    
    
    
    Mission 17: Silo Scramble
    -------------------------
    Kanbei vs. Flak
    Red Difficulty: ****
    
    Amazingly nearly as easy as its predecessor, this forces you to play more to 
    the sides 
    rather than the center. There are no bases in the middle, but now they are on 
    islands that 
    are actually in a nice position for you. Keep pumping infantry from all bases 
    for most of 
    the battle, and add in tanks and medium tanks to charge forward. Beat BH to the 
    middle to 
    fire off the silos, and attack from the north and the west to defeat Flak by 
    Day 19. 
    Though beating it by Day 20 like I did is fine too, you'll lose a few speed 
    points and 
    prevent you from taking that 300. "Raise your voices in victory!"
    
    Victory! 97 Speed + 100 Power + 100 Technique = 297 S-Rank
    
    
    
    Mission 18: Sensei's Return
    ---------------------------
    Sensei vs. Adder
    Red Difficulty: *****
    
    YC: 2 Infantry
    
    BH: 2 Cruiser, a lot of other units
    
    General Strategy: This is basically an enlarged version of the NC map. 
    There's an extra airport, and more room to manuever with. However, there are 
    two cruisers lurking around, and you'll use battle copters to oust them in 
    pure numbers. As they are also your offensive force, you should land infantry 
    in the eastern peninsula and inch up with battle copter help. Watch out for 
    missiles in the northeast. Your key in the land war in the south, is to grab 
    the neutral base, arm up a tank or two, as well as artillery, and advance 
    upward. Though those indirects and infantry hiding in the forest on the 
    western front will stall you, those battle copters will help again. Remember 
    to destroy those minicannons, too. The last unit is usually found hidden next 
    to the HQ or the northeastern corner of the map. Beat this in some 22 days. 
    Not very hard.
    
    End:
    
    "Ho ho! Guess that's that."
    
    Victory! 100 Speed + 100 Power + 89 Technique = 289 S-Rank
    
    
    
    Mission 19: Show Stopper
    ------------------------
    Sonja vs. Adder
    Red Difficulty: *******
    
    General Strategy: Unlike some other missions, this hasn't changed that much
    from its NC counterpart. Sure, there's more battle copters and bombers, but
    with a defensive wall and cheap units built (you should never build anything
    worth more than an A-Air on most maps), you should keep them at bay. Use tanks
    for anything that you can't reach, artillery to kill every land unit, two
    A-Airs to wipe out any sort of air, and infantry for a defensive boundary.
    Those early units will easily wipe out his early aerial and land forces, which
    leaves the small navies he has on both fronts. Use rockets to smash those
    minicannons from a distance. Just keep both eyes on the neutral bases and 
    don't let Addere take them...you shall take control. Shift your forces westward 
     
    by Day 12 and capture both ports, building subs to crash his sub-battleship 
    navy  
    on both fronts with help from indirects. Smash the minicannons with medium 
    tanks and  
    rockets, add an A-Air against his random battle copter encounters, and take
    the southwest city again, which is the lab city. Beat this in 26 days!
    
    End:
    
    Victory! 100 Speed + 100 Power + 92 Technique = 292 S-Rank
    
    
    
    Mission 20: A Mirror Darkly
    ---------------------------
    Sonja vs. Lash
    Red Difficulty: *****
    
    General Strategic Checklist:
    
    1. Always have a unit on the HQ, preferably your medium tank. If your rocket is 
     
    weakened, run it into forest and let medium tank guard it.
    
    2. Attack stronger units first like medium tanks and Neotanks. The others you
    can match with your medium tanks.
    
    3. You'll want to have your indirects firing as much as you can, so move them
    whenever they don't hit anything.
    
    4. Don't advance in the middle till she only has a few units left or looks 
    like 
    she has no chance of taking your HQ, which should be somewhere 7+ days.
    
    5. Use mechs for vision on mountains that aren't adjacent to fire, unless you
    really need it. This is so you don't lose technique points.
    
    Beat this in 11 days or less!
    
    End:
    
    Victory! 93 Speed + 100 Power + 100 Technique = 293 S-Rank
    
    
    
    Mission 21: Foul Play
    ---------------------
    Sensei vs. Adder
    Red Difficulty: *******
    
    General Strategy: Don't get fooled by the two-front war...there is only one. 
    You 
    want your air force to reach your home base ASAP to save it, which means your 
    entire air force except for a bomber should be blowing through the seems. 
    However, since you can't send everything at once, you can destroy some southern 
     
    units while you wait. In the north, don't even try defending at the forests. It 
     
    won't work. Instead, use artillery and medium tanks that you build to attack 
    the  
    seems...maybe even an infantry. In any case, after the arrival of the bombers 
    it's  
    really easy, and your Super CO Power gives you an edge in the northeast as you 
     
    take over a few areas with those mechs. Use those bombers to take out the 
    minicannons after those units are cleared. Do so in 11 days.
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 S-Rank
    
    
    
    Mission 22: Sea of Hope
    -----------------------
    YC CO (Sonja) + OS CO (Sami) vs. Adder
    Red Difficulty: ???
    
    I actually beat this mission faster on HC than on NC, due to predeployed
    units. For Sami, attack the strongest units you can, as you don't need to kill
    anything till the Neos come. Make sure that the bombers are baited to attack
    yellow infantry and APCs at the island with the airport and port. Build a tank
    in the right base and some infantry for first two days to take props and 
    defend 
    your island, but afterwards, build all bombers. Use your cruiser to destroy
    all subs and bombers except for the northern sub, and have Sami's aid along
    with your bombers to smash the battleships. Your battleship will be destroyed
    eventually, but you'll take out enough units. Grab the northern neutral 
    airport 
    and lure an A-Air with a T-Copter, then smash them with your bombers, out of
    missile range. If you can stay out, you will win. Just finish everything else
    off with reinforced bombers by Day 16 (Day 15 if luck goes well).
    
    End:
    
    Victory! 100 Speed + 100 Power + 95 Technique = 295 S-Rank
    
    
    
    Mission 23: Duty & Honor
    ------------------------
    Kanbei vs. Adder
    Red Difficulty: *****
    
    General Strategy: On HC, this mission still looks kinda bland, don't you 
    think? Anyway, this mission has gotten trickier, but the tactic remains the 
    same. Speed isn't on your side, so you'll want to win in 17 days. The trick 
    is to take out the laser cannons with rocket range, and possibly mechs to 
    finish  
    them off. Move those tanks as far as you can. Adder's infantry and mechs will 
    start capturing your cities on Day 5, and finish taking them on Day 11 if 
    you're not careful. Utilize those indirect units and the bridge to your 
    advantage...stay out of BH indirect range, and use your tanks and Super Power 
    to  
    mow through them when the time comes and you shouldn't really even lose many 
    units.  
    Remember to join units if the tanks get weakened...they are your major 
    offensive 
    weapon. Decimate those forces at the bridge, and then, after you've had the
    city situation under control, pull back some tanks to take care of that final
    Black Hole hold in the south-central portion of the map while also crushing
    those rockets with rapid-moving tanks. So, take out laser cannons in days 4 
    and 8, smash their forces from the back then march through and stop BH from 
    taking your final city on Day 11. Advance to the south and win by Day 17. 
    Tanks are your major offensive weapon...remember to join units if they get 
    weakened...piece of cake.
    
    End:
    
    "No enemy can stand before Kanbei!"
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 S-Rank
    
    
    
    Mission 24: The Hunt's End
    --------------------------
    YC CO (Kanbei) + OS CO (Max) vs. Adder
    Red Difficulty: *******
    
    
    Predeployed Units: 
    
    OS: 2 Infantry
    
    YC: 1 Infantry, 1 Recon, 1 APC, 1 Tank, 1 A-Air
    
    BH: 2 Mechs, 1 APC, 1 Recon, 3 Tanks, 2 Artillery, 3 Rockets, 2 Missiles,
    1 Medium Tank, 1 Neotank, 1 Submarine, 1 Cruiser
    
    
    General Strategy: Final mission of Yellow Comet...and this won't be easy. Your 
     
    primarily battle front doesn't even take place on land. As your objective is to 
     
    take out the seem, Max is the perfect one. With Max, you'll want to have 
    another  
    infantry built, to take the three properties on your island, then grab the 
    airport and the two cities near it ASAP. With it, use it to build a bomber when 
     
    you have the money, then a fighter to seize the air advantage, and then as many 
     
    bombers as you can make. Use these to destroy the four cannons in the middle, 
    as well as all naval units and any A-Airs that come by. With all this, you 
    should be easily able to prepare a bomber force of 2~4 to unleash an offensive 
     
    to hit the cannon in  front of the seem and then destroy it. You might lose a 
    bomber in the process, but so what? Technique won't be lost. For Kanbei, 
    you'll 
    want a national force of just about everything. First, put in three artillery 
    in  
    addition to a few infantry to take land, but your primary offensive force to 
    strike those indirects are tanks. And medium tanks. Use a lot of those, and 
    keep  
    one or two A-Airs around. You'll also want to put in a sub to lure those naval 
     
    units, and possibly kill a few with artillery backing. In any case, this 
    mission  
    should be easy...just watch out on power points and make sure to kill a lot of 
     
    units in one go.
    
    End:
    
    Victory! 100 Speed + 71 Power + 100 Technique = 271 A-Rank
    
    
    
    GREEN EARTH
    
    
    
    Mission 25: Sinking Feeling
    ---------------------------
    Jess vs. Lash
    Red Difficulty: *********
    
    Now in command of a shiny new navy and Neotanks, Lash has made the 17-day 
    limit 
    rougher. However, as long as you pay more attention to keeping your initial
    predeployed forces alive to lure aircraft to destroy, and keep on churning in
    aircraft, you will be able to sink the battleships fast enough. Remember to
    bring a lander to capture those northwest island properties, including the lab
    city that has stayed there. You'll want a cruiser to sink those subs...the
    two battleships you will build will be enough to take out those rockets on the
    side. On land, be in a defensive format with medium tanks in front and 
    artillery 
    plus rockets just behind for protection for the initial assault, then flank 
    and 
    take them out. Do not lose more than 6 units for full technique. Also remember
    to keep two A-Air at the top of the continental region to keep those damned
    bombers away. Building artillery makes things much easier...battleships,
    artillery, and your rocket will burn those ships in no time, but only if you
    take the two bases. Build units at the end so you don't lose technique.
    
    End:
    
    Victory! 98 Speed + 100 Power + 100 Technique = 298 S-Rank
    
    
    
    Mission 26: Sea Fortress
    ------------------------
    Eagle vs. Hawke
    Red Difficulty: *****
    
    
    Predeployed Units:
    
    GE: 10 Battle Copters, 4 Fighters, 8 Bombers, 2 Cruisers, 2 Battleships
    
    BH: 2 Artillery, 8 A-Airs, 4 Missiles, 2 Neotanks, 10 Battle Copters,
    2 Fighters, 2 Submarines, 4 Cruisers
    
    
    This HC mission has been flipped from horizontal to vertical, and you'll have
    to hit the cannons first again. However, there's more of everything here, for
    both sides, but to your greater disadvantage. On Day 1, move everything as far
    up as you can north, and then on the same day Hawke will run into your trap.
    Use fighters against fighters, cruisers and battle copters on battle copters
    (to weaken battle copters and kill two of them) on Day 2. Hawke then uses his
    Super CO Power. Prepare a formation outside submarine-cruiser range on Day 3
    for the assault on Day 4, in which you will use your Super CO Power. Have
    bombers in front, followed by battle copters and then fighters. Destroy the
    front four minicannons and with Super CO Power, weaken the front two minis
    on the island. Then pull back and combine two 5+5 HP minis. By now, 4 minis
    are destroyed, 2 are weakened (Day 4 and 5). On Day 5, aim your bombers ready
    to aim at the final minicannons. Kill the front ones, then the back ones.
    Victory is yours. Sneaky. Easy. Just don't lose more than 2 units. Win in 6
    days.
    
    End:
    
    Victory! 100 Speed + 100 Power + 100 Technique = 300 S-Rank
    
    
    
    Mission 27: Drake's Dilemma
    ---------------------------
    Drake + Kanbei vs. Hawke
    Red Difficulty: *****
    
    Mission Briefing: Drake is swept up in Hawke's assault. Will he survive? 
    Hawke understands that "it's too early to relax. Much could happen before 
    they are annihilated."
    
    
    Mission Terms: Your objective is to destroy the 2 Black Cannons. 
    
    
    Predeployed Units:
    
    GE: 1 Lander, 5 Submarines, 4 Cruisers, 4 Battleships
    
    YC: None
    
    BH: Too many to count (especially rockets)
    
    
    Black Hole Strats: Hawke doesn't really go on the offensive anywhere except
    against Kanbei...his large land force is eventually directed at Kanbei.
    
    
    General Strategy: Use all battleships, cruisers, and subs to attack units 
    around the sea except have one sub and two battleships move down to take out
    the Black Cannons. You can beat it in as fast as 8 Days, but you won't have
    enough power. The lander should carry a Medium Tank, Neotank, or Rocket to 
    take out the cannons, as the naval units should clear the sea shores for 
    power. Win in nine days...use Kanbei and Drake's built forces (tanks mainly) 
    in the east to deal as much power damage as you can get the power points.
    
    
    End:
    
    "That was some rough sailing!"
    
    Victory! 100 Speed + 40 Power + 100 Technique = 240 B-Rank
    
    
    
    Mission 28: Rain of Fire
    ------------------------
    Jess vs. Hawke
    Red Difficulty: *******
    
    The volcano returns! HC brings you a small predeployed force to face Hawke's
    mighty huge force. Unlike last time, your main focus of attack should be from
    the north, as the south will take longer to dislodge with all the mechs in 
    your 
    way early. Grab the northern bases ASAP, as well as killing those mechs that
    are up in the mountains. Use mostly tanks, adding in a couple of medium tanks.
    Build 4 infantry and one APC the first two days and watch for the volcano 
    pattern, which is the EXACT reverse of the NC one. Stall down the BH 
    forces at your HQ but make no major effort in the south...the north is where 
    you advance. Remember to capture the city on your home island. The initial
    two mechs and recon are killed/weakened with the A-Air and tank. Remember
    that you can manipulate the volcano pattern by luring units into the lava :D
    Anyways, the southern path should be void of any defense, owing to the fact
    Hawke sucks anyway and will take forever to advance there. The southern tank
    should actually retreat to the northwest base where a medium tank and tank
    can combat BH's on equal...ish ground. They might even retreat from lack of
    fuel...this is the best time to kill them. Join units if they get injured 
    badly, 
    and keep around an A-Air on the northern front to kill pesky mechs and 
    infantry. 
    Once you've reached the river in the north, use Overdrive and attack past it.
    TANKS are key, I repeat. Bring along that A-Air and the two APCs (and
    infantry) to capture cities and eventually, the bases and HQ itself. Continue
    making tanks or Medium tanks (depending on funds) every turn from the closer
    northwest base. By Day 15, start building infantry from other bases so you
    won't lose too much Technique points, and to defend your HQ island. Once you
    get the chance, make a major push with those tanks in the north and seize the
    HQ by blocking all the bases...advance at the bottom for more power. Hawke 
    will not be able to stem the invasion, and you can beat him in some 17-18 
    days. Win in 24 days for security.
    
    End:
    
    "Looks like I survive another day."
    
    Victory! 96 Speed + 100 Power + 100 Technique = 296 S-Rank
    
    
    
    Mission 29: Navy vs. Air
    ------------------------
    Drake vs. Hawke
    Red Difficulty: *******
    
    A rougher version than its NC counterpart, this version is completely 
    different 
    than its NC version. A-Air and cruisers should advance to meet the bombers and
    battle copters. Destroy them. Missiles from the northern island will also help
    soften those, so send a lander with an infantry to take those missiles. Also
    take the base, port and cities near you. Build only infantry from the two 
    bases 
    (one you take later) for the first seven days. After you had taken out those
    initial predeployed units, it's so much easier to advance from the middle
    though you have virtually nothing but A-Airs! Send that northern lander back
    to transport infantry to the middle to grab that neutral base. Remember!
    Missiles are ALWAYS aimed at air units on this map. Keep advancing with your
    two A-Airs (you build one more on Day 2)...and send a southern lander with
    infantry to grab the airport on the island. Take properties on both northern
    and southern islands, and do not let BH transport units to take the neutral
    "central" airport. Keep moving the missile east. Build a medium tank and
    transport the remaining units from the west eastward. With that new base of
    yours, and BH bomber healed, kill the bomber with the remaining A-Air, since
    your other one would have been killed. Keep churning in medium tanks from the
    central base after building an A-Air the very first time. After getting the
    bottom airport, build a fighter. "Victory goes to the better combatant", as
    Hawke says. Unfortunately for him, it's not him even as he closes in the
    neutral airport with more units. Regroup, then send those medium tanks. Add
    in a bomber and fighter from the bottom airport. Add an A-Air whenever 
    needed, but go tanks (7000G) ones now. Aim the central missile at land units 
    (or air, if they're more grouped together), and build infantry from two 
    western bases for technique reasons. The battle might cover the seas, but 
    the main war is on land on that isthmus. Add in an artillery or two. With
    fighters, try to neutralize the airports to the north and south. Long story
    short, advance on land with medium tanks and A-Air with an artillery, take
    out all air resistance with fighters, and use landers to send infantry to the
    HQ when the time comes, and to grab cities. In the west, build infantry for
    tech points. Once you capture the neutral airport, do whatever you want.
    Easy win here. Keep units out of range of the 2 infantry that try to take the
    HQ and you have it. Bringing two is better because Hawke uses his CO Powers...
    Simply surround the infantry on all four sides. "Naval units repelling a 
    superior air force? Quite a feat." Win in 23 days for full speed.
    
    
    End:
    
    Blow me down...We finally won."
    
    Victory! 100 Speed + 100 Power + 96 Technique = 296 S-Rank
    
    
    
    Mission 30: Danger x9
    ---------------------
    GE CO (Eagle) vs. Hawke
    Red Difficulty: *********
    
    Predeployed Units:
    
    GE: 1 Mech, 2 Battle Copters, 1 Rocket
    
    BH: 1 Recon, 2 Tanks, 2 Artillery, 1 A-Air, 1 Rocket, 2 Medium Tanks, 3 Battle 
     
    Copters
    
    In this HC counterpart, use Eagle for quick effiency as well as a lightning
    strike to eliminate the enemies quickly here. Piece of cake, but you don't 
    want 
    to lose more than 2 units or tech will drop (I lost 2 recons and a mech). Do 
    not 
    build from the right base till BH begins the collapse...there will be nothing
    defending the lab. Use mostly battle copters from the left side (plus one
    bomber) to wipe out everything...the two recons you build in left and central
    are for vision. Easy.
    
    End:
    
    "These tanks will cement our victory."
    
    Victory! 100 Speed + 100 Power + 97 Technique = 297 S-Rank
    
    
    
    Mission 31: To The Rescue
    -------------------------
    Eagle + Sami vs. Hawke
    Red Difficulty: ???
    
    This HC counterpart gives Adder even more units against you. You'll once again
    want your major air force in the north to eliminate those pesky airplanes,
    with a few in the south, and avoiding the laser cannons. Unlike in NC, you 
    must 
    race your planes to save Sami quickly, as she gets besieged by more forces...
    remember, bombers are the best to take out minicannons...you might actually
    want to them to suicide-kill the three farther ones with them. Win in less 
    than 
    8 days...13 will give you just 86 technique points.
    
    End:
    
    "I will not permit the enemy a moment's rest."
    
    Victory! 94 Speed + 86 Power + 86 Technique = 266 A-Rank
    
    
    
    Mission 32: Great Sea Battle
    ----------------------------
    Any Three COs (Jess, Max, Kanbei) vs. Hawke
    Red Difficulty: *********
    
    Use a team of Jess, Max, and Kanbei. Pure power. Let Max have the group of 
    cities,Jess the base, cities, andports next to it, and Kanbei having the 
    southeast island properties by sneaking a lander through the sub's range 
    without  
    going into it. Also have Kanbei take the properties on his home island. Build
    only infantries over the first three days for all COs. Attack northern units
    with Jess' and Max's missiles, which lures those units towards Max. 
    Afterwards, 
    have Jess build tanks until the neutral airport is taken (move infantry up, as
    with the tank). Go regular tanks with Max from the right base (one base as
    well), too. Kanbei's missile should pull those units down to just one HP. 
    Sneak 
    Kanbei's lander back out of sub range. Those forward BH units will retreat.
    Keep moving Jess' units up the bridge while Max gets easy money from the eight
    cities. After capturing the three neutral bases near your three COs, you're
    ready for Stage 2 of the battle. Build a rocket from the southeast Kanbei base
    to knock out that close minicannon early. After taking the base, Max will need
    to build two A-Airs to stem the battle copter threat. Jess should wait till 
    her 
    tanks smash through the three units guarding the neutral base, then use it to
    build Medium tanks and one bomber to help Max a bit. Bring back the lander to 
    Kanbei's southeast base, for you will want to launch an amphibious invasion 
    soon...add an A-Air to the rocket you send over. The Black Hole empire's 
    forces 
    may be rising in the north by Day 10, but Kanbei is the key to victory. Jess' 
    bomber should attack the A-Air in liberating that neutral base if you haven't 
    already. Once Max gets those A-Airs churned, build an artillery to hit the
    Black Cannon and then medium tanks or regular tanks (depending on whether you
    have the money) afterwards. 2-3 turns should kill the Black Cannon. Launch 
    Kanbei island and Jess area missiles at northern (Max front) units. Kanbei
    should launch the amphibious invasion (a rocket and an A-Air), but also create
    another A-Air and send another infantry to send over right after through
    lander. Your point is to pull off a land victory to take the base...medium
    tank will help, too. No need to destroy the western minicannon. When Max uses
    his super power, use that as an op to advance. Build a second medium tank for
    Kanbei in the invasion for the invasion, then bring along another infantry 
    with 
    it on the lander. By the time you capture that base with Kanbei, start using
    Medium and even Neotanks for Max and Jess. Kanbei should add in some A-Air for 
     
    cover in taking that base, as well as a rocket. With the base and airport on
    your side, rockets will come easily so you can easily destroy the minicannon
    and the seem. Victory is sweet...build as much units as you can at the end
    for technique. Win on Day 29. Major casualties, but "Is this the end?"
    You have captured the factory! Now it's time to advance into Black Hole
    itself...the score is counted for tech w/ Jess' units, not anyone else's.
    
    End:
    
    "We made it...I'm glad that's done."
    
    Victory! 88 Speed + 25 Power + 89 Technique = 202 B-Rank
    
    
    
    BLACK HOLE
    
    
    
    Mission 33: Hot Pursuit
    -----------------------
    Any Three COs (Grit, Andy, Eagle) vs. Hawke
    Red Difficulty: **********
    
    
    Mission Briefing: Attack the Black Hole citadel!
    
    
    Mission Terms: Destroy the three cannons with ranged units...the battle has
    begun on BH's turf.
    
    
    Use a combo of Grit in the middle, with Andy and Eagle in the left and right.
    This being one of the rougher missions, you'll need Grit to consistently build
    infantry or artillery (use up all funds each turn, or get close) if you want
    to survive. Infantry first turn, as you'll want all 5 bases churning 
    everything. 
    After you eliminate about half of the forces that fight Grit, have him a 
    medium 
    tank so he won't lose, that will stay out of artillery range, just in case you
    do lose all your units. Andy should take out everything below the Black 
    Cannons 
    on his side, including the navy. Eagle has an easier time as she has one more
    base. Mass artillery as well, and have a few tanks to eliminate Sturm's army
    there, ignoring his navy. Eagle' units should aid Grit after about 10 days and
    send him out of that miserable battle alive. If he wins, so does Jess. After 
    you're 
    ready, bombard those Black Cannons with all you have, may it be rockets,
    artillery, or air. Win in 23 days. 
    
    End:
    
    "This is the beginning of the end."
    
    Victory! 95 Speed + 62 Power + 91 Technique = 248 Pts. B-Rank
    
    
    
    Mission 34: Final Front
    -----------------------
    Any Three COs (Sensei, Drake, Max) vs. Hawke
    Red Difficulty: **********
    
    
    Mission Briefing: The final conflict! Stop the enemy's missile from launching!
    
    
    Mission Terms: Destroy the Deathray "plug" to win. You have a 30-day limit.
    
    
    Predeployed Units:
    
    OS: 2 Infantry, 1 APC
    
    GE: 2 Infantry, 1 APC
    
    YC: 2 Infantry, 1 APC
    
    BH: 2 Tanks, 2 A-Airs, 2 Medium Tanks, 2 Neotanks, 2 Submarines, 2 Cruisers,
    2 Battleships
    
    
    General Strategic Checklist:
    
    1. Hold out in the south and keep Sturm's forces pinned down.
    
    2. From the sides, defeat Sturm by cracking the seems and advance from the
    west and east.
    
    
    Black Hole Strats: Sturm's armies are deployed in an interesting fashion. He 
    focuses on Sensei (central) and Drake (left) to the point that neither can 
    pull off any major advances, but in the east, with Max, he puts up little 
    resistance. Eventually, his focus will be to take the neutral base near the 
    left Black Cannon, and he'll even pull in some air forces from the island 
    airport in the west, as well as land forces from the three bases near the 
    Deathray.
    
    
    General Strategy: Here, you'll want to use a combo of Sensei (center), Drake 
    (left), and Max (right). Sensei should send (in the first 3 turns) an 
    infantry with a T-Copter to capture the southeast base, and southwest airport 
    of Sturm's, respectively. You will succeed if you go in that order. The only 
    thing BH even builds from each side is an artillery (you can avoid it until 
    it goes away, then capture it...the transport copter will block the base), 
    and a T-Copter, which will leave, giving you an opening. Sensei at this point 
    should capture the cities around, mass mechs, and add a few tanks, A-Airs, 
    artillery, and eventually two rockets to take out the aggressors, then use 
    those to hit and destroy the two Black Cannons. Basically, Sensei takes 
    EVERYTHING south of the Black Cannons. Drake takes the somewhat small left 
    side. He can't do much with Sturm in the way, but that's why we're using 
    Drake...Drake has Typhoon, which will suck the seas dry of fuel and destroy 
    Black Hole's power in the air and sea in the west. By then, you'll be able to 
    advance a little and take that front...keep a few A-Air and artillery around 
    and take those properties. Finally, Max is the major offensive force. Quickly 
    grab the properties around...all COs should remember to use the silos to 
    weaken Black Hole power in the center. Take those neutral properties for all 
    COs nearby by Day 7. By Day 17, you'll want to have smashed the pipeline seem 
    to the middle with Max. Powerful Max, who actually controls the Technique 
    points you get, should take care to have four bombers, and Neotanks coming 
    every turn to break through the east's seems and minicannon. Move in with 
    your quick units, preferably with a Super CO Power, to destroy the minicannon 
    and Deathray by Day 25. The entire middle should have fallen...Max's direct 
    power is unmatched. Just remember that Sensei should avoid the Deathray on 
    Days 7, 14, and 21, since Sensei doesn't even need to advance anyway. 
    Remember that the Black Cannons should be neutralized by Sensei's rockets. 
    Breaking the seems TO the Black Cannon is unnecessary.
    
    
    End:
    
    "Attack the missile platform." (self-destruct device). "Chance is a fickle 
    thing. You never know when it will come your way. Sturm... it's time for you 
    to go! Black Storm!" "What you've done to Macro Land is unforgiveable! But... 
    You saved me... You saved all of us. Thanks." Eagle and Hawke argue again. 
    "Isn't that... Hey, it's Hachi! What brings you all the way out here?" 
    Olaf goes back to rebuild his hometown, Grit may or may not rejoin Orange 
    Star, 
    and they argue again a bit. But Andy starts the party! Of course, you did a
    great job too...celebrate before you watch the credits.
    
    Victory! 100 Speed + 38 Power + 100 Technique = 238 B-Rank
    
    
    10S
    28S
    15S
    15S
    11S
    30A
    29A
     7S
    24C
    
    »»»Total: 5S, 2A, 1C
    
    31B
     7S
    23S
    15A
    15A
    10S
    15S
    34C
    
    »»»Total: 4S, 2A, 1B, 1C
    
    21S
    26A
    32A
    13A
    12S
    16S
    17A
    28B
    
    »»»Total: 3S, 4A, 1B
    
    17A
    11B
    25B
     7A
    40B
    48C
    
    »»»Total: 2A, 3B, 1C
    
    22B
    25C
    
    »»»Total: 1B, 1C
    
    Campaign Total: 12S, 10A, 6B, 4C, ???$
    
    
    You have cleared Hard Campaign!
    
    -----------------------------------------------------------------------
    10. Units
    -----------------------------------------------------------------------
    
    
    FPT = Fuel 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|
    |--------|-----|---|---|---|---|-----|---|---|---|---|---|
    
    Sample Data:
    
    -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
    
    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
    
    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!
    
    -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
    
    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!
    
    -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!
    
    -----------------------------------------------------------------------
    11. Effects & Strategies
    -----------------------------------------------------------------------
    
    Weather/Movement Effects:
    
    Inf - Inftry (Infantry)
    Mec - Mech (Mech)
    Tre - Tread (Tank, Artillery, A-Air, Medium Tank, Neotank)
    Tir - Tires (Recon, Rocket)
    Mov - Move (Submarine, Cruiser, Battleship)
    Tra - Trans [Transports] (Lander)
    Air - Air (Battle Copter, Fighter, Bomber, Transport Copter)
    
    NORMAL WEATHER - MOVEMENT CHART
    
    |------|------|-----|-----|-----|----|-----|---|
    |      |Inftry|Mechs|Tread|Tires|Move|Trans|Air|
    |------|------|-----|-----|-----|----|-----|---|
    |Plains|  1   |  1  |  1  |  2  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Roads |  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Bridge|  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |City  |  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Forest|  1   |  1  |  2  |  3  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Mtns. |  2   |  1  |  -  |  -  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |River |  2   |  1  |  -  |  -  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Shoal |  1   |  1  |  1  |  1  | -  |  1  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Sea   |  -   |  -  |  -  |  -  | 1  |  1  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Reef  |  -   |  -  |  -  |  -  | 2  |  2  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    
    Weather effects in NORMAL weather: None
    
    RAIN WEATHER - MOVEMENT CHART
    
    |------|------|-----|-----|-----|----|-----|---|
    |      |Inftry|Mechs|Tread|Tires|Move|Trans|Air|
    |------|------|-----|-----|-----|----|-----|---|
    |Plains|  1   |  1  |  2  |  3  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Roads |  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Bridge|  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |City  |  1   |  1  |  1  |  1  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Forest|  1   |  1  |  3  |  4  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Mtns. |  2   |  1  |  -  |  -  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |River |  2   |  1  |  -  |  -  | -  |  -  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Shoal |  1   |  1  |  1  |  1  | -  |  1  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Sea   |  -   |  -  |  -  |  -  | 1  |  1  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    |Reef  |  -   |  -  |  -  |  -  | 2  |  2  | 1 |
    |------|------|-----|-----|-----|----|-----|---|
    
    Weather effects in RAIN weather: 1 less vision on Fog of War maps, 1 
    less movement in forest, shoal, and plains for tread/tire units.
    
    SNOW WEATHER - MOVEMENT CHART
    
    |------|------|-----|-----|-----|----|-----|---|
    |      |Inftry|Mechs|Tread|Tires|Move|Trans|Air|
    |------|------|-----|-----|-----|----|-----|---|
    |Plains|  2   |  1  |  2  |  3  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Roads |  1   |  1  |  1  |  1  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Bridge|  1   |  1  |  1  |  1  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |City  |  1   |  1  |  1  |  1  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Forest|  1   |  1  |  5  |  4  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Mtns. |  4   |  2  |  -  |  -  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |River |  2   |  1  |  -  |  -  | -  |  -  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Shoal |  1   |  1  |  1  |  1  | -  |  1  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Sea   |  -   |  -  |  -  |  -  | 2  |  2  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    |Reef  |  -   |  -  |  -  |  -  | 2  |  2  | 2 |
    |------|------|-----|-----|-----|----|-----|---|
    
    Weather effects in SNOW weather: Infantry slow down on plains and 
    mountains, mechs slow on the mountains, tread and tires run slower on 
    plains as much as rain, tires run as slow on forest as in rain but 
    tread are virtually stuck, and air units are slowed by 1 space, as 
    are sea and transport units.
    
    Terrain Effects:
    
    Shoal and forest both are able to hide your units in Fog of war maps. 
    
    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.
    
    Advanced Strategies:
    
    I use a strategy called the defensive wall strategy. The first line of
    units takes hits from direct fire, then the weakened units (5 or less
    HP) retreat and regroup, and then you bring in tanks and use indirect
    fire to defeat everything that reaches you. Very effective in campaign
    modes.
    
    -----------------------------------------------------------------------
    12. Secrets
    -----------------------------------------------------------------------
    
    Unlockable COs:
    
    
    Orange Star -
    
    Nell: Clear Normal Campaign with an A-rank or above.
    Hachi: Clear Hard Campaign.
    
    Blue Moon - 
    
    Olaf: Clear Blue Moon missions.
    Grit: Clear Blue Moon missions.
    Colin: Clear Blue Moon missions, and buy Olaf or Grit.
    
    Yellow Comet - 
    
    Kanbei: Clear Yellow Comet missions.
    Sonja: Clear Yellow Comet missions.
    Sensei: Clear Yellow Comet missions, and buy Kanbei or Sonja.
    
    Green Earth -
    
    Eagle: Clear Green Earth missions.
    Drake: Clear Green Earth missions.
    Jess: Clear Green Earth missions, and buy Eagle or Drake.
    
    Black Hole -
    
    Lash: Clear Normal Campaign.
    Adder: Clear Normal Campaign.
    Hawke: Clear Normal Campaign.
    Sturm: Clear Normal Campaign with an average rank of S.
    
    
    Lab Map Locations:
    
    NORMAL CAMPAIGN -
    
    Orange Star (Flak Attack): City north of HQ and just south of the bridge.
    Blue Moon (Toy Box): SW neutral city on a penninsula.
    Yellow Comet (Show Stopper): SW neutral city, right next to another city.
    Green Earth (Sinking Feeling): Southern city on northwestern island.
    
    HARD CAMPAIGN -
    
    Orange Star (Andy's Time) - NE neutral city.
    Blue Moon (Toy Box) - SW neutral city on weird penninsula area.
    Yellow Comet (Show Stopper): SW neutral city, right next to another city.
    Green Earth (Sinking Feeling): Southern city on northwestern island.
    
    
    Flashing Menus:
    
    Campaign - Clear all missions on Normal Campaign.
    Battle Maps - Buy everything from Hachi, including himself and his color
    edit.
    Design Room - Buy all CO Color Edits from Hachi.
    War Room - Get S-Ranks on every War Room mission in War Room mode.
    Versus - Play all maps.
    
    -----------------------------------------------------------------------
    13. War Room Mode Guide
    -----------------------------------------------------------------------
    
    In Advance Wars, it was fairly easy to get S-ranks, as long as you put
    your mindset into strategies. In Advance Wars 2, they're taken it up
    a notch. Although the first twenty War Room missions are the same, they
    have all-new computer opponents that have a stronger AI. Original
    strategies will more or less work less well here.
    
    War Room strategies coming soon!
    
    Columns include:
    
    Map
    Enemy or Enemies
    Cities (Ci)
    Bases (Ba)
    Silos (Si)
    Airports (Ai)
    Ports (Po)
    CO for highest score
    Days (Dy)
    Score 1 (Sc1)
    Score 2 (Sc2)
    Score 3 (Sc3)
    
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Map           |Enemy(ies)        |Ci|Ba|Si|Ai|Po|CO    |Dy|Sc1|Sc2|Sc3|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Spann Island  |Andy              |11| 8| 0| 0| 0|Max   | 9|300|300|300|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Moji Island   |Adder             |24| 8| 0| 0| 0|Sturm |13|300|300|298|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Duo Falls     |Max               |23|10| 0| 5| 0|Max   |14|300|295|294|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Sole Harbor   |Drake             |22| 8| 0| 0| 3|Grit  |17|300|299|283|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Pivot Isle    |Eagle             |17|10| 0| 4| 3|Max   |13|300|298|296|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Land's End    |Lash              |23|12| 0| 3| 0|Max   |17|296|290|280|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Kita Straight |Sami              |31| 9| 0| 0| 7|Sami  |16|300|287|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Point Stormy  |Olaf              |24|14| 0| 4| 4|Olaf  |19|292|292|290|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Ridge Island  |Grit              |17| 8| 0| 0| 0|Grit  |16|282|244|236|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Mial's Hope   |Sensei            |29|14| 0| 9| 0|Max   |19|297|297|239|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Bounty River  |Flak              |27|16| 0| 0| 8|Grit  |32|294|279|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Toil Ferry    |Hawke             |17| 8| 0| 8| 6|Max   |20|300|299|289|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Twin Isle     |Jess              |29| 8| 0| 0| 0|Grit  |21|299|263|225|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Dire Range    |Colin             |31|14| 0|10| 0|Sturm |22|298|276|250|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Egg Islands   |Kanbei            |26|18| 0| 0| 9|Grit  |23|289|276|265|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Terra Maw     |Sonja             |27|16| 0| 5| 5|Sturm |26|300|271|262|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Stamp Islands |Drake, Eagle      |26|19| 0|13|11|Sturm |23|283|280|256|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Rivers Four   |Sonja, Lash       |26|17| 0| 0| 0|Sturm |19|300|276|259|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Ring Islands  |Olaf, Grit        |43|24| 0| 0|15|Sami  |18|298|267|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Last Mission  |Andy, Nell        |31|20| 0|10| 0|Sami  |15|284|265|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Pay Dirt      |Colin             |14| 7| 7| 4| 0|Grit  |20|300|286|285|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Long Road     |Jess              |18|12| 2| 0| 0|Max   |21|300|285|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Nest Egg      |Sensei            |15|11| 4| 0| 0|Grit  |17|300|291|287|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |The Trident   |Nell              |13| 8| 5| 8| 5|Grit  |22|300|289|248|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Banker Hills  |Hachi             |13| 8| 8| 0| 0|Grit  |18|300|299|288|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Missile Plains|Sturm             |30|22|21| 0| 0|Grit  |12|300|276|273|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Lost Basin    |Sami, Sonja       |23|15| 6| 0| 0|Max   |19|300|295|???|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Risky Vale    |Max, Kanbei       |19|13| 0| 0| 0|Sturm |17|286|276|271|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |The Ring      |Eagle, Drake, Jess|33|14|12| 5| 5|Max   |20|300|294|280|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    |Strong Land   |Flak, Lash, Adder |26|19| 0|11|11|Hachi |21|293|291|287|
    |--------------|------------------|--|--|--|--|--|------|--|---|---|---|
    
    -----------------------------------------------------------------------
    Battle Maps
    -----------------------------------------------------------------------
    
    COs:
    
    Olaf   600
    Grit   600
    Colin  600
    Kanbei 600
    Sonja  600
    Sensei 600
    Eagle  600
    Drake  600
    Jess   600
    Lash  1000
    Adder 1500
    Nell  3000
    Hawke 3500
    Sturm 4000
    Hachi 5000
    
    
    Color Edits:
    
    Max            150
    Sami           150
    Olaf           150
    Grit           150
    Kanbei         150
    Sonja          150
    Sensei         150
    Eagle          150
    Drake          150
    Jess           150
    Flak           150
    Lash           300
    Adder          300
    Nell           300
    Hawke          300
    Sturm          300
    Hachi          300
    
    
    War Room Maps:
    
    Pay Dirt       500
    Long Road      500
    Nest Egg       500
    The Trident    500
    Banker Hills   500
    Missile Plains 500
    Lost Basin     500
    Risky Valley   500
    The Ring       500
    Strong Land    500
    
    
    VS. Maps:
    
    Hourglass Isle 500
    
    
    Predeployed Maps:
    
    Big Daddy      500
    Grid Assault   500
    Crossroads     500
    
    
    3P Maps:
    
    Portsmouth     500
    Archipelagos   500
    Wyrm's Eye     500
    Knotted Keys   500
    
    
    4P Maps:
    
    Pipe Maze      500
    Lock Ridge     500
    Heartlands     500
    Badlands       500
    
    -----------------------------------------------------------------------
    14. VS. Mode Guide
    -----------------------------------------------------------------------
    
    Classic Maps:
    
    |--------------|------|-----|--------|-----|---------------------------|
    |      Map     |Cities|Bases|Airports|Ports|   Best COs to Use On Map  |
    |--------------|------|-----|--------|-----|---------------------------|
    |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  |                           |
    |--------------|------|-----|--------|-----|---------------------------|
    
    VS. Maps:
    
    |--------------|------|-----|--------|-----|---------------------------|
    |      Map     |Cities|Bases|Airports|Ports|   Best COs to Use On Map  |
    |--------------|------|-----|--------|-----|---------------------------|
    |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  |                           |
    |--------------|------|-----|--------|-----|---------------------------|
    
    Predeployed Maps:
    
    |--------------|------|--------------------|---------------------------|
    |      Map     |Cities| General Strategy   |   Best COs to Use On Map  |
    |--------------|------|--------------------|---------------------------|
    |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  |                    |                           |
    |--------------|------|--------------------|---------------------------|
    
    3P Maps:
    
    |--------------|------|-----|--------|-----|---------------------------|
    |      Map     |Cities|Bases|Airports|Ports|   Best COs to Use On Map  |
    |--------------|------|-----|--------|-----|---------------------------|
    |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  |                           |
    |--------------|------|-----|--------|-----|---------------------------|
    
    4P Maps:
    
    |--------------|------|-----|--------|-----|---------------------------|
    |      Map     |Cities|Bases|Airports|Ports|   Best COs to Use On Map  |
    |--------------|------|-----|--------|-----|---------------------------|
    |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  |  Max, Grit, Sami, Eagle   |
    |--------------|------|-----|--------|-----|---------------------------|
    |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  |                           |
    |--------------|------|-----|--------|-----|---------------------------|
    
    Islas Five - This 4 player map is probably the one I've played the most.
    Best to worst on this map: Max, Grit, Sami, Eagle, Nell, Sturm, Kanbei, 
    Sonja, Andy, Drake, Olaf. Use what you're best at, and control the 
    bridges! Just don't use Olaf, Olaf's CO power is weak and also hits your 
    own allies (if you have any).
    
    -----------------------------------------------------------------------
    15. Design Maps Mode
    -----------------------------------------------------------------------
    
    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 these
    Design 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.
    
    -----------------------------------------------------------------------
    16. Contacts, Copyrights, Credits
    -----------------------------------------------------------------------
    
    Credits go to:
    
    - Gamefaqs for hosting this guide
    
    - Readers, for reading this guide
    
    
    Copyrighted 2003, 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~