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    War Room Guide by Lars

    Version: 2.0 | Updated: 06/16/03 | Printable Version | Search This Guide

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    Advance Wars War Room Guide.
    
    
    This is made by Lars, but I haven't done much of it I got help from many
    others.
    If you got anything I don't have email me lbarl1@yahoo.com.
    
    If you don't have all the maps in War Room you can by them at Battle Maps
    for some Advance Wars coins.
    You get Advance Wars coins for completing Campaign missions or
    completing War Room missions.
    
    =====================================================================
    
    
      T  A  B  L  E    O  F    C  O  N  T  E  N  T  S
    
    
    =====================================================================
    
    
    
    1. General Knowledge
       1.1 Difficulty Meter Explanation
       1.2 Requirements Explanation
       1.3 Advance Wars
    
    2. Version History
    
    3. Strategies
       3.1 Spann Island
          3.1.1 CO Max S-rank 999 points
          3.1.2 CO Sami S-rank 999 points by day
       3.2 Moji island
          3.2.1 CO Max S-rank
       3.3 Duo Falls 999 points S-rank
          3.3.1 CO Sami 999 points S-rank
          3.3.2 CO Max S-rank
          3.3.3 CO Max S-rank day by day
       3.4 Sole Harbour
          3.4.1 CO Max S-rank
          3.4.2 CO Grit S-rank day by day
       3.5 Pivot Isle
          3.5.1 CO Andy S-rank
          3.5.2 CO Max S-rank
       3.6 Land's End
          3.6.1 CO Max S-rank day by day
       3.7 Kita Straight
          3.7.1 CO Max S-rank
          3.7.2 CO Grit S-rank day by day
       3.8 Point Stormy
          3.8.1 CO Max A-rank
       3.9 Ridge Island
          3.9.1 CO Sami S-rank 999 points day by day
       3.10 Mial's Hope
          3.10.1 CO Sami S-rank
       3.11 Bounty River
          3.11.1 CO Grit A-rank
          3.11.2 CO Eagle B-rank day by day
       3.12 Toil Ferry
          3.12.1 CO Eagle S-rank day by day
          3.12.2 CO Max S-rank day by day
       3.13 Twin Isle
          3.13.1 CO Sami S-rank day by day
       3.14 Dire Range
          3.14.1 CO Sami B-rank
       3.15 Egg Island
          3.15.1 CO Sami S-rank day by day
          3.15.2 CO Grit S-rank day by day
       3.16 Terra Maw
          3.16.1 CO Max A-rank
       3.17 Stamp Island
          3.17.1 CO Sami S-rank
          3.17.2 CO Eagle S-rank day by day
       3.18 Rivers Four
          3.18.1 CO Max A-rank day by day
       3.19 Ring Islands
          3.19.1 CO Drake S-rank
       3.20 Last Mission
          3.20.1 CO Sami S-rank 999 points
          3.20.2 CO Max S-rank 999 points
    
    4. Tips & Tricks
       4.1 Formations
          4.1.1 Flying Column
          4.1.2 Circled Wagon
          4.1.3 Leapfrogging Units
       4.2 Tips
       4.3 Tricks
       4.4 Units Tactics
          4.4.1 General
          4.4.2 Sea Units
          4.4.3 Indirect Units
          4.4.4 Ground Units
       4.5 Winning a map
    
    5. Secrets
       5.1 Unlocking War Room Characters
       5.2 Making War Room Flash
    
    6. Other Things
       6.1 Do you got something?
       6.2 Contributors
          6.2.1 Contributors
          6.2.2 Removed contributions
       6.3 Legal
    
    
    =====================================================================
    
    
      1. G  E  N  E  R A  L      K  N  O  W  L  E  D  G  E
    
    
    =====================================================================
    
    
    
    This general knowledge of how this guide and the War Room in Advance
    Wars works.
    
    
    ---------------------------------------------------------------------
     1.1  Difficulty Meter Explanation
    ---------------------------------------------------------------------
    
    
    
    * - This is a VERY easy level, it's not hard to get 999 points either.
    ** - This is a easy/normal level, but if you want S-rank you will have to
    think.
    *** - This is a normal/hard level, can be difficult.
    **** - Very hard only experts gets good ranks on these.
    
    
    ---------------------------------------------------------------------
     1.2  Requirements Explanation
    ---------------------------------------------------------------------
    
    Please e-mail me (lbarl1@yahoo.com) if you know any requirements that are not
    posted (technique or power!
    
    Power - How many units you have killed.
    Technique - How many units can be killed.
    Speed - How many days you spent on the map.
    
    For every day extra, unit not destroyed, or unit killed/not built your meters
    at the screen after you finished the battle will go down, if they are at max
    you will get 999 points
    
    999-950 S-rank 12 coins
    949-850 A-rank 8 coins
    849-700 B-rank 6 coins
    699-500 C-rank 4 coins
    499-300 D-rank 3 coins
    299-000 E-rank 1-2 coins
    
    I'm not quite sure about the points/rank/coins system please confirm/unconfirm
    
    
    ---------------------------------------------------------------------
     1.3 Advance Wars 2
    ---------------------------------------------------------------------
    
    If any of you reading this guide has got hold of a catridge of Advance Wars 2:
    Black Hole Rising please note that this guide and the strategies within are made
    for the first Advance Wars and will probably not work as well on the sequal because
    the COs have been tweaked to close perfection...
    
    If you're wondering, yes, the original War Room maps are available in the sequal with
    additional ten maps. Maybe I'll make a seperate guide for the sequal, eho knows.
    
    
    
    =====================================================================
    
    
      2. V  E  R  S  I  O  N    H  I  S  T  O  R  Y
    
    
    =====================================================================
    
    
    ---------------------------------------------------------------------
    Version 2.0: 06.16.03
    ---------------------------------------------------------------------
    Updates are now changed with the newest one being on top, and not the opposite.
    Changed the layout
    Added loads of YoYoYoshi's strategies (formerly known as MarioKartYoshi)
    Changed the whole apperance of the guide, so that it would be easier to read.
    Added notes about Advance Wars 2.
    
    
    ---------------------------------------------------------------------
    Version 1.4: 08.20.02
    ---------------------------------------------------------------------
    Added Power and Technique rating on Spann Island and Ridge Island from Vigama.
    
    
    ---------------------------------------------------------------------
    Version 1.3: 04.09.02
    ---------------------------------------------------------------------
    Added all speed S-ranks 999 requirements by ericku. This can now be found on
    three sites. Look at the bottom of the page.
    
    
    ---------------------------------------------------------------------
    Version 1.2: 02.08.02
    ---------------------------------------------------------------------
    Added Moji island s-rank strategy, Sole Harbour S-rank strategy, Egg Islands
    999 S-rank.
    Fixed the "War Room" at the top, and added "Guide".
    Added requirements for S-ranks (999 on some) (Thanks for the idea Kesuki).
    Please help me out with the ones you know
    Added Tips & Tricks, Units. Check it out it might have something you don't
    know, but it's pretty general.
    
    
    ---------------------------------------------------------------------
    Version 1.1: 02.06.02
    ---------------------------------------------------------------------
    Added Duo Falls S-rank 999, Kita Straight S-rank Land's End S-rank and Twin
    Isle S-rank all from Kesuki!
    
    
    ---------------------------------------------------------------------
    Version 1.0: 01.27.02
    ---------------------------------------------------------------------
    Added Stamp Island S-rank strategy, Egg Islands S-rank strategy, Terra Maw
    A-rank strategy, Dire Range B-rank strategy and Rivers Four A-rank strategy.
    
    
    ---------------------------------------------------------------------
    Version 0.3: 01.18.02
    ---------------------------------------------------------------------
    Added Ridge Island S-rank Day by Day strategy, Bounty River Grit B-rank and
    explanations to the difficulty meter.
    
    
    ---------------------------------------------------------------------
    Version 0.2: 01.06.02
    ---------------------------------------------------------------------
    Added Land's End strategy, Pivot Isle Andy strategy, difficulty meter, days
    and ranks in MarioKartYoshis (now known  as YoYoYoshi) strategies and
    Tips & Tricks.
    
    
    ---------------------------------------------------------------------
    Version 0.1: 12.20.01
    ---------------------------------------------------------------------
    First version.
    
    
    
    =====================================================================
    
    
    1. S  T  R  A  T  E  G  I  E  S
    
    
    =====================================================================
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.1 Spann Island
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty:*
    
    Opponent: Olaf
    
    Requirements for S-rank 999
    
    Power: Any two enemy units destroyed in one turn.
    Technique: 1 unit destroyed, 2 if you make 8-10 extra infanties
    Speed: 10
    
    
    ---------------------------------------------------------------------
    1.1.1 Spann Island: CO Max S-rank 999 points
    ---------------------------------------------------------------------
    
    By: Pygmyhippo
    
    CO: Max
    Rank: S
    Days: 10
    Points: 999
    
    Make 3 infantry first day and a tank the next. use your northern most infantry
    to capture
    the lone upper city and the infant. beneath captures the two top ones. use your
    bottom one
    to get the nearby southern base and the other one east. Do not worry about the
    little island
    south east! This is crucial to remember! Make a recon then make as many tanks
    as you can each
    day. use them to blitz artillery and block bases and kill things as they are
    made.
    
    
    ---------------------------------------------------------------------
    1.1.2 Spann Island: CO Sami S-rank 999 points day by day
    ---------------------------------------------------------------------
    
    By: Lars
    
    CO: Sami
    Rank: S
    Days: 8
    
    ------
    Day 1:
    ------
    Build 4 infantries.
    
    ------
    Day 2:
    ------
    Move top infantries to top cities and capture.
    Move bottom right infantry to city between mountains and capture.
    Move bottom left infantry under city left of small lake.
    
    ------
    Day 3:
    ------
    Continue capturing cities.
    Capture city left of small lake with infantry.
    Build two recon units at lower bases.
    
    ------
    Day 4:
    ------
    Finish capturing city with infantry.
    Move recon units as far east as they can go.
    Move infantry on right city up the road North east.
    Move infantry on city between mountains east.
    Build APC on top base.
    Build APC on right base.
    Build Infantry on left base.
    
    ------
    Day 5:
    ------
    Capture city with infantry 1 west of city.
    ROUTE 1 999 points: Attack artillery with infantry on road.
    ROUTE 2 950+ points: Move infantry east.
    Load left north infantry in top APC and move 1 north then as long as it goes
    east.
    Load left infantry on base in APC and move all the way east.
    Move infantry on city west of APC.
    Attack infantry on road with recons from road and plains.
    Build tank from south east base.
    
    ------
    Day 6:
    ------
    Finish capturing city with infantry
    Move APC 2 under base and drop infantry under base.
    Move APC north west under mountain and drop infantry east
    Move tank one north then east all the way.
    Move damaged recon unit west tank, if it's still there.
    Attack infantry/mech on base with good recon.
    Move infantry south under tank.
    ROUTE 1: Attack artillery again.
    ROUTE 2 Move infantry east.
    Build a tank.
    
    ------
    Day 7:
    ------
    Capture enemy HQ with infantry.
    Move your units east, west, south and north of enemy base enemy
    base to protect your infantry (Don't attack anything around the HQ).
    Attack infantry/mech with tank then infantry on city.
    Move new tank were the last one were last round.
    Build four infantries from bases.
    
    ------
    Day 8:
    ------
    Try to kill as much as possible.
    Build Md. tank, mech and infantry from bases.
    Finish capturing enemy HQ.
    
    999 points if you were lucky or 12 coins.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.2 Moji Island
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:**
    
    Opponent: Grit
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 14
    
    
    ---------------------------------------------------------------------
    1.2.1 Moji Island: CO Max S-rank day by day
    ---------------------------------------------------------------------
    
    By: Miles A. Matthias
    
    CO: Max
    Rank: S
    Days: 15
    
    I took a day or two more than allowed or it would have been a perfect 999.
    
    ------
    Day 1:
    ------
    Create 2 infantry and an APC in the base below your HQ.
    
    ------
    Day 2:
    ------
    Move your infantry from your right base into the APC, move the APC as far right
    as it can go into the forest and unload (he should be able to start capturing
    the base next day). Move your other infantry along the left road. Create more
    infantry and another APC, this time on the base left of your HQ.
    
    ------
    Day 3:
    ------
    Move your infantry from your right base into the APC and move it as far down
    the road as you can (do not unload it, you're taking this one down towards the
    base by the bridge), and move your other infantry down the road. Keep your
    other APC 3 spaces away from your infantry who should be capturing the base in
    the forest, so when he's done you can reload and transport him the other
    direction. Create 2 recons for moving down the road.
    
    --------------
    Next few days:
    --------------
    You'll spend the next several days capturing cities. The goal is to clog up the
    bridge so they can't get past it, but use recon to chase away distance units.
    You need a rather large force of tanks and 1-2 Mid tanks by the bridge. In the
    forest, Create a Mid tank first (it moves the slowest through the forest), then
    a tank, then an Anti-Air, then tanks from there on out. By day 9-10 you need to
    have several tanks by the bridge and at least the Mid tank and one tank at the
    edge of the forests (avoiding distance range).
    
    Grit would build more artillery than rockets luckily and station those by the
    bridge. Use recon to keep them at a distance until you have enough units to
    storm the bridge. When you do, use an empty APC or a tank to move everything in
    range. Load up your other APC and keep it out of range. If you have a lot of
    money (and space) to spare, you can build another APC and load it up. Next day,
    take out as many units as you can, avoiding missile fire when possible (he
    should have a rocket towards the back that will shoot something of yours,
    probably your Mid Tank). Attack anything in range with your units from the
    forest (probably infantry), but keep them out of the rocket's range by his HQ.
    
    ---------
    Clean-up:
    ---------
    Be careful what you put in range of the
    missiles. Try for a capture win (probably faster if you play your cards right)
    but you may not have a choice but to go for elimination. Don't use your CO
    power until you can take out several units in the process (mainly it should be
    used the day before you can wrap up the map, if for nothing else for power).
    Rid Grit of his missiles ASAP if you can avoid their range; before his CO power
    would help more.
    I completed this map in 15 days in a situation where I could have won by
    capture or elimination (I used elimination since I wasn't sure of the scores).
    15 days does not give you a perfect speed score though. I'm not sure now
    lenient the Technique score is since I didn't lose many units, so do as much
    damage as fast as you can, but don't keep too many units in a position where
    they can be slaughtered by the few Mid tanks Grit may have built.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.3 Duo Falls
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty:**
    
    Opponent: Kanbei
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 13
    
    
    ---------------------------------------------------------------------
    1.3.1 Duo Falls: CO Sami 999 points S-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Sami
    Rank: S (999)
    Days: 6
    
    Send infantry on transports to mad-rush the HQ, with a fighter and battle
    copter to back them and get full speed.
    
    
    ---------------------------------------------------------------------
    1.3.2 Duo Falls: CO Max S-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Max
    Rank: S
    Days: 13
    
    Start building infantries and one APC, get the APC with an infantry to the
    base,
    and use others to get the ones near your base. save up money and build an air
    fleet of about 3 bombers with maybe 1 or 2 fighters to kill copters.
    You should also make some a-air and tanks and occasionally a md tank.
    Move your air fleet with a loaded t copter. Kill off kanbei's units in the
    middle.
    If you can destory his a-air and other units that may mess you up.
    When you get to his base he we be distracted in the middle.
    The only thing that might be in his base could be a tank, a-air, or b copter.
    Most of them should have moved into the middle. Capture as normal.
    If you can get your bombers to fight in the middle while you capture his hq.
    Just kill most of the enemies in the middle to get full power.
    
    
    ---------------------------------------------------------------------
    1.3.3 Duo Falls: CO Max S-rank day by day
    ---------------------------------------------------------------------
    
    By: Kesuki
    
    CO: Max
    Rank: S
    Days 13-15
    
    ------
    Day 1:
    ------
    Build 1 APC (SE factory) build 3 Infantry
    
    ------
    Day 2:
    ------
    Load the APC with the Southwest infantry move the APC 3 north/up, 3 east/right drop infantry east/right
    (or north/up) Move the other two Infantry 3 east/right each and use the one to capture a
    city Build APC at NorthEast/UpRight and AA at NorthWest/UpLeft factory
    
    ------
    Day 3:
    ------
    Finish capture, the Infantry you dropped last turn should capture the northeast
    city on the north side of the road (not the northwest city because the infantry
    that just captured a city is in range of that city) Load the APC with the
    infantry next to your NE base and use the just built infantry to capture the
    city there. Move the AA NE along the road. Move the loaded APC 1n,5e and drop
    the infantry south in the forest there. Build Medium tank
    
    ------
    Day 4:
    ------
    Finish city captures, use the Infantry in the captured city to capture the
    neutral city 3 north/up, Use the infantry in the forest to capture the factory 3S. Move
    APC 4 west/left,1 south/down. Move AA 6 east/right. Move medium tank 2 north/up, 3 east/right Build tank
    
    ------
    Day 5:
    ------
    Save. Finish Captures. Load APC with the infantry on the SouthWest/Down/Left city by your
    factory move the APC by the forest just east of the river and drop the infantry
    there again. move the other infantry 2e onto the river. Move AA 2 east/right, 4 south/down. Move
    medium tank 5 east/roght. Move tank 2 north/up, 4 east/right. (optional) Build 2 B-copters.
    
    ------
    Day 6:
    ------
    If you didn't build the B-copters there is a chance that Kanbei will move
    his b-copter in range of your AA If you're no good with B-copters you should
    try to get this 'lucky move' and build a bomber instead (when it won't
    interfear with building medium tanks a few turns later) Personally I have
    little difficulty S-ranking, so I will play without the 'lucky' move from here
    on. Start the 2 city captures you can. Move both B-copters 6 east/right. Move AA 3 south, 3 east/right.
    Infantry on base 2s, other infantry move in range of APC. Move Med. tank 1 east/right and 4 south/down.
    move tank 5e,1s. Build Medium tank at East factory(new)
    
    ------
    Day 7:
    ------
    Finish captures. Check ranges. Load APC move loaded APC onto forest south of
    newly captured city (within b-copter range) Move AA onto a forest due south of
    APC. Blockade road with Med tanks but stay out of artilary range. Use tank to
    blockade B-copter from infantry on forest Move B-copters behind medium tanks
    out of B-copter range. Build Medium Tank at East Factory.
    
    ------
    Day 8:
    ------
    Laugh at Kanbei's military formation I count 5 confirmed kills for me and zero
    kills for Kanbei next turn. Kill 1, AA kills the b-copter that attacked APC on
    forest. Kill 2 Medium tank on city kills AA on road. Kill 3 Med. tank from
    factory kills Artillary. Kill 4 B-copters kill Infantry capturing city. Kill 5
    Med. tank on road kill AA on plain. Medium tank wait on south city All infantry
    move south one on forest goes 2s,1e Move APC onto city near river (the one
    outside his rocket range) Build Anti-air or medium tank your choice at east
    base. If you build an AA you may choose to build a T-copter and infantry or
    mech at the southeast factory/airport or a B-copter or if you didn't build
    b-copters before (because you don't like them) you can build a bomber.
    
    ------
    Day 9:
    ------
    Use wounded B-copter to wound an infantry (leave it over the water though.) Use
    AA to kill his B-copter. Use full B-copter and tank to kill infantry south of
    Rockets. Use medium tanks to kill South infantry, rockets, and wound the tank
    on top of airport. Move APC up to next city in range, Start 2 city captures.
    Move whichever unit(s) you opted to build last time east. move remaining
    infantry 3s (just south of factory) build your favorite Max unit at east base
    (mine are Med. tanks but I always try to have 2 AA )
    
    -------
    Day 10:
    -------
    Laugh at Kanbei using his power up. Use intel to ensure you've lost 0 units and
    save. Finish captures. Kill wounded tank with tank, kill T-copter with AA. Kill
    9hp infantry trying to city capture with AA and wounded b-copter (Anti-Air
    should use the east forest so it's in a good position.) Check range on his AA
    and use your medium tanks to kill his infantry and wound his mech. move the
    other medium tank onto the city. move B-copter over the sea close to Kanbei's
    HQ but out of AA range. Move units east. You can Probably stop building at this
    point too, but If you find yourself short build air units.
    
    -------
    Day 11:
    -------
    You have max force but I prefer to save it for the final blow to Kanbei. Kill
    his wounded AA with your farthest away unit (mine was my secondary AA) Kill his
    wounded Mech with your wounded tank. Use farthest med. tank to kill nearby
    artillery. next farthest to kill APC and nearest to kill farther artillery. Use
    AA and wounded b-copter to kill infantry he built. block his factory but leave
    his airport open (if you have 2 full AAs) use B-copter to kill T-copter.
    Seriously this fight is over STOP BUILDING you loose points for building at
    this point.
    
    -------
    Day 12:
    -------
    Do any captures, use an AA to kill his b-copter and capture his airport and
    stuff I combine my wounded B-copters and move stuff forward. be careful about
    how you kill off his stuff you want to loose the least amount of life from your
    units as possible.
    
    -------
    Day 13:
    -------
    I generally break down and "maxforce" by this turn even though I can't kill him
    yet You need to kill him today for a Perfect 999 S-rank though. Day 14 If you
    did it right you were Just able to kill him today. for a 990-point S-rank! If
    you were a better tactician than I was you killed him a turn before for a 999
    S-rank!
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.4 Sole Harbour
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Drake
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 18
    
    
    ---------------------------------------------------------------------
    1.4.1 Sole Harbour: CO Max S-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Max
    Rank: S
    Days: 18
    Points: 985
    
    Build infantry to capture cities southwest and east. Send middle tanks,
    regular tanks, and a few rockets as well as infantry to capture cities
    and the eastern port. Keep on making middle tanks to attack. Once you
    defeat those, go for the win by capturing the enemy HQ.
    
    
    ---------------------------------------------------------------------
    1.4.2 Sole Harbour: CO Grit S-rank day by day
    ---------------------------------------------------------------------
    
    By: Miles A Matthias
    
    CO: Grit
    Rank: S
    Days: 22
    
    What made this funny was I used an incredibly basic strategy and got an S-Rank
    out of it. Hey, it works, why complain I guess. One Thing I will say, either
    this mission is very harsh on the technique score, or Drake's CO power counts
    against it, because I lost two units, APCs, and that's it. I never even took
    any other real damage save Drake's CO and it wasn't perfect. At least the
    speed's rather lenient.
    
    ------
    Day 1:
    ------
    Create an APC in the base second farthest from the road, infantry in the
    others.
    
    ------
    Day 2:
    ------
    Move the far infantry into the APC, drive it down towards the western cities
    (unload when it will put your infantry close enough to start capturing the next
    day. Start capturing cities with the other infantry. Create the same units
    again.
    
    -------------------------------
    Day three and from here on out:
    -------------------------------
    You'll be making NOTHING but rockets (with one exception, will get to later).
    Continue to capture cities with your infantry (using your APCs as faster
    transports) until you get to the forest. Don't head into the forest, nor should
    you head to the northern cities. When making your rockets, do NOT move them
    into range of enemy vehicles, especially tanks, and again don't go into the
    forest or move up north yet. The goal is to create a ton of rockets and get
    them right outside the forest so they can take down anything coming through it.
    If anything's in range, kill it, rather than moving your units. You need to
    build up your CO power. The destroyer he'll build to the south is an exception,
    leave that alone for a while since it won't do anything.
    
    The other key to this mission is APCs. Because you can't always have your
    missiles on cities, you'll need to refuel ammo, so have at least 2 APCs around,
    and if you ever have less, spend a day and build more rather than missiles.
    Also towards the beginning of the mission when you don't have a lot of missiles
    to deal damage with, his units will get near yours and you need something to
    take the damage away from your missiles. They make great blockades and decoys,
    but if you're going for S-Ranks you should already know that.
    
    Drake's CO power is the biggest annoyance on this level. It weakens your
    Missiles and slows down the pace. For this reason I keep as many Missiles on
    cities for repairing, and get others repaired when possible. Using this guide
    he'll have to deal with it at least 4 times while only getting 1, maybe 2 CO
    powers yourself (I finished the mission using my second), so be prepared.
    When the North clears and you can protect the path from anything getting up
    there, get an infantry to capture the Seaport ASAP (He may not make anymore
    units even if you don't capture it, but best not to chance it) and destroy the
    Sub he created. Also destroy the destroyer at this point. From there, it's just
    killing off anything he creates and avoiding damage to your Missiles (VERY
    IMPORTANT!!!)
    
    As a last note, I took 22 days on this mission because I wanted to be a bit
    conservative, I don't suggest taking any more than that, or you risk losing the
    S-Rank and having to settle for an A.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.5 Pivot Isle
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty:**
    
    Opponent: Eagle
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed:15
    
    
    ---------------------------------------------------------------------
    1.5.1 Pivot Isle: CO Andy S-rank
    ---------------------------------------------------------------------
    
    By: z_osu
    
    CO: Andy
    Rank: S
    Days:13-15
    
    The basic strategy is to build 2 infantries and an APC. Ignore the center isle,
    since it's completely useless in this mission let Eagle waste time taking it
    over.
    Move the infantry and APC (carrying the other infantry) to the factory below
    ASAP.
    Day 2 create a tank and infantry. Move all troops below and try to capture
    factory and city. Day 3 create anti air gun. Day 4 one more anti air gun +
    infantry.
    Day 5 you should have factory below and you'll meet the wave of Eagle first
    troops from his base.
    
    Just continue to crank out tanks anti air in the factory below
    (do not produce anything at your old base anymore) and move your troops east.
    Eagle should be distracted capturing the middle isle. So after you clear out
    the wave of enemy on the bottom of the path to Eagle's base should be clear.
    Load you're APCs with infantries and move everything you have towards
    Eagle's base. Create a medium tank and block the bridge from the middle isle,
    since Eagle doesn't have bombers at this point he can't do anything about it.
    At this point your infantry should be capturing his base, his 4 factory
    around base should be occupied by your APC, 2 anti-airs and a tank and
    surrounded by other troops you brought.
    
    
    ---------------------------------------------------------------------
    1.5.2 Pivot Isle: CO Max S-rank
    ---------------------------------------------------------------------
    
    By: The True DMage
    
    CO: Max
    Rank: S
    Days: 12
    
    Build a couple of APCs and infantries, and while your infantries
    capture the base/air etc, use your APCs as cannon fodder.
    Build an anti air at your base for defense, and rush his HQ with some tanks,
    an anti air and a medium tank, along with the infantry to capture it
    (an APC for drawing attacks it nice to). You want to do this
    while he is still concentrating on the "pivotal island". Using that strategy,
    I got a 997 S. I might have got the 999, but messed up a bit on the positions
    during the raid.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.6 Land's End
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Olaf
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 12
    
    
    ---------------------------------------------------------------------
    1.6.1 Land's End: CO Max S-rank day by day
    ---------------------------------------------------------------------
    
    By: Kesuki
    
    CO: Max
    Rank: S
    Days: 14-15
    Points: 960
    
    ------
    Day 1:
    ------
    Build APC (west) 3 Infantry
    
    ------
    Day 2:
    ------
    Load east infantry into APC. North Infantry move 3w South
    infantry move 3s. APC move 2n,4w Drop Infantry west.
    Build nothing.
    
    ------
    Day 3:
    ------
    start the 2 city captures that you can. Then load the
    APC with the other infantry. Move APC 1w,3n Drop
    Infantry west.
    Build medium tank at North or west base.
    
    ------
    Day 4:
    ------
    Finish captures. Begin base capture. Move Med. tank up
    the road. move APC back and build an infantry at the
    north base.
    
    ------
    Day 5:
    ------
    Olaf should have retreated with his med. tank Save,
    otherwise reset. Finish Base capture. Move medium tank
    up the road. move infantry towards cities (2) move the
    other one up the road and position APC 3 away from it
    up the road.
    Build AA (south) and Recon (west)
    
    ------
    Day 6:
    ------
    Start City captures (3). Load APC. AA Kill T-copter.
    Move Med. tank up road (2 west of base) APC moves up
    road, drop west. move recon up road. Build med. tank
    at new base.
    
    ------
    Day 7:
    ------
    Yet another lucky save point If there is a Tank 1 N of
    the forest Save.
    Finish Captures (3). Move infantry 2w,1n. AA kill
    infantry. Medium tank wounds B-copter from west.
    Other Med. Tank moves onto road outside Rocket range.
    (check range first).
    Move APC onto forest square north of a Med. tank and
    3n of an infantry. Move recon up road. Build AA at
    base that is next to a B-copter. If you're short on
    money build a tank instead -- This can happen if his
    B-copter hits your med. tank with a lucky blow.
    
    ------
    Day 8:
    ------
    With AA kill B-copter (B-copter should be north of forest.)
    ?9 HP med. tank (if it took a HP damage wounding
    B-copter) should kill the APC from the south. Other
    med. tank kills Rockets from west. Start city capture
    (east city.) Load APC then move 5w and drop west. Move
    recon onto City. move Infantry 2 n to road, other infantry
    2w,1n. Move AA up road and rest on a city.
    Build recon at 'seaside' base. Build APC at south
    base. Build recon at N base
    With Tank
    
    Medium tank kills the AA in front of Rocket within the
    rocket's 'blind spot.' Load APC move 5w drop infantry w.
    Form blockade with Tank and medium tank the tank rests
    on city medium tank 1e,1s on T-intersection of road.
    Recon rests on city w of tank. Capture West city (out
    of B-copter range) move Infantry 1 N to Mountain. Move
    AA up road rest on city. move remaining inf. 1n,2w
    Build Tank at Seaside base APC at West base.
    
    ------
    Day 9:
    ------
    Finish captures. Start Base Capture. Load south APC,
    move up road.  AA kills baited B-copter wounded
    Infantry rests on city 2n,1e.  Wounded Med. tank kills
    rockets. Other kills AA on base. one Tank wounds or
    kills Artillery from south other kills APC from east.
    Recon wounds Infantry capturing city.
    Build AA east base and at seaside.
    
    -------
    Day 10:
    -------
    Snow day... but to what end? Max's Victory!  Luck is
    again on your side if a Mech loaded T copter is 2e of
    your base Save.
    
    Lets use our AA to kill that loaded T-copter 2e of
    seaside base.  Move south AA 1s,2e. Anti-air on seaside is
    used to kill the Infantry trying to capture a city.
    Finish Base capture.  Wounded medium tank kills the
    tank on the road. Full med. tank wounds his med tank to
    2hp.  your power meter is full and I recommend
    tripping it now even though only 5 units can benefit.
    Use tanks and recon to kill his infantry.  Make sure
    the recon and tanks are in a formation like Tanks n and
    south of road recon west on road and med tank 2 east
    of recon and other med. tank west of recon.
    Load wounded APC and move as far up the road as it can
    go.  move south APC up the road.
    Build AA at north base and tank at Seaside.
    
    -------
    Day 11:
    -------
    south AA kill B-copter. wounded tank kills wounded
    artillery on base. Far Med. tank kills Artillery from
    north other tank kills wounded tank from east. Recon
    should wound Mech.  move the rest of your units up but
    DON'T cover his bases.  build Med. tank at seaside.
    
    -------
    Day 12:
    -------
    Olaf should have built a tank and AA NOT a Med. tank.
    save.  It took a bit of luck but we're close very
    close to a 975 point S-rank.  your wounded APC should
    move 1s,1w of his 'healing' med. tank. behind it your
    8hp recon. your med. tanks should kill the AA he built.
    your anti-air should move as far east. your tanks should
    Wound his tank to 1 hp or preferably kill it and kill
    his 5hp mech.  Move some units forward.  near your HQ
    place an AA on the forest by your HQ leave the other
    one on the city it's on and build an new one south.
    
    -------
    Day 13:
    -------
    Snow day 2.
    you should be able to block his north base with your
    infantry. your recon should wound his artillery.  move
    your AA forward. Kill anything he built. kill his
    loaded APC. move stuff forward.  unload your other APC
    and move units forward.  Kill his t-copter and
    infantry.
    
    -------
    Day 14:
    -------
    If you're lucky you can destroy everything he built
    today. then you get a 975 point S-rank
    this is depend on how many times you left 1 hp units
    of his on the factories. If not you start capturing
    his HQ and defend your infantry from any threat.
    
    -------
    Day 15:
    -------
    Capture his HQ for a 960 point S-rank.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.7 Kita Straight
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:****
    
    Opponent: Drake
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 25
    
    
    ---------------------------------------------------------------------
    1.7.1 Kita Straight: CO Max S-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Max
    Rank: S
    Days: 23
    
    Send infantry through APCs south to capture factories and ports while
    defending against Drake's invasions. Once you've secured the territory, send
    in landers to the eastern half of Drake's island with middle tanks and
    infantry while defending the sea with a few battleships. Work your way west
    after sending in more and more troops through landers, weakening Drake until
    you can take out his headquarters.
    
    
    ---------------------------------------------------------------------
    1.7.2 Kita Straight: CO Grit S-rank day by day
    ---------------------------------------------------------------------
    
    By: Kesuki
    
    CO: Grit
    Rank: S
    Days: 25-29
    
    I'm only going to give you the first 15 days because that's all you need IMO.
    Some things to keep in mind while playing as grit. Don't use your CO power
    unless you've positioned your units for maximum kill zone. This is a long
    battle but grit should only get his CO power twice, and Drake should only get
    his 2-3 times. Use intel to watch where drake's CO is at. Grit's strength on
    this map is speed and technique. Once you've got enough ranged units build some
    Medium Tanks and get his power filled. I consider 5 battleships, 5 rockets and
    3-4 artillery 'enough' ranged units it's amazing how fast you can get this, if
    you time your CO power usage to overlap with drake when his units are flashing.
    The second best time is when his meter has tripped on his turn, and if that
    happens it's almost always better to use your CO power than to 'wait'.
    
    ------
    Day 1:
    ------
    Build 1 APC and 1 infantry.
    
    ------
    Day 2:
    ------
    If you're trying for a 999 point s rank you'll want to save here, you'll need
    to reset a few times to make sure Drake plays the right moves for a 999 point.
    If you're just going for 950+ you don't need to save. Load your APC move it
    3e,2s. Build lander (east) and 2 infantry at the east side.
    
    ------
    Day 3:
    ------
    Load Lander and go 6s. Capture city. Move APC 1n,1w. Build 2 infantry and 1 APC
    The eastern most base should be an Infantry and the one that is 1n,1w of that
    should be the APC. the western most base isn't used to build.
    
    ------
    Day 4:
    ------
    999 point players should start watching what Drake builds and making sure it's
    a. expensive and b. ineffective against grit. Ranged units and landers are the
    ideal, subs other than the first one are your bane. Finish capture. Move lander
    into neutral port and drop infantry, if you drop one south that one must begin
    capture on the port next time otherwise it's not important which infantry does.
    Load APCs the one father back should go as far as it can and unload south. The
    other APC should go to the maximum movement range of the dropped infantry and
    drop within range of a city. build 1 infantry and 2 Artillery.
    
    ------
    Day 5:
    ------
    Start Captures of 3 Cities and 1 port(move lander 1w,5n.) Load southern APC,
    and move 3s and drop infantry south. Move remaining infantry 2s,1e and position
    north apc 2e,1s of that position. move Artillery as far along road as they go.
    Build Artillery at eastern most base.
    
    ------
    Day 6:
    ------
    Finish captures (4) Start Base Capture. Load North APC, move 2s,4e drop south.
    Move the other APC 2s,2e. Move Artillery along road. Move lander to port. build
    nothing.
    
    ------
    Day 7:
    ------
    Finish base capture, Start 2 city captures. Load 2 APCs, North APC drives 5s
    and drops East or north, the other one drops next to it and drops south. Move
    Artillery to the spot 2N and 3N and 3n,1e of the newly captured Base Build
    Cruiser at West Side seaport (new capture)
    
    ------
    Day 8:
    ------
    Finish captures(2). Start capture of port and use west infantry to start a city
    capture. The other infantry that can capture should attack the infantry
    capturing a city south. Load APC and move it to the southern most city block,
    drop on infantry. Move artillary into spaces 1s an 1e and 2w of new base .
    Recharge Artillary 1s of base with remaining APC. Move cruiser 1w. move lander
    6s build battleship at west port.
    
    ------
    Day 9:
    ------
    Use 1e Artillery to kill his 7 hp infantry, then Finish captures (2) start
    captures (4). Wounded Cruiser(8/7hp) wounds to 1 or 2 hp Drake's Sub.
    Battleship wounds medium tank. North APC moves 2 west to city within Med Tank
    fire range. Artillery 1s moves 2s,1w, Artillery 2w moves 1w to city. South APC
    recharges Artillery in forest, but stays out of med. tank range. move lander
    4s. Build rocket at central base.
    
    -------
    Day 10:
    -------
    Finish captures (3) 2/3 capture (1) start capture (1). Move unwounded APC to
    city near east side seaport and load infantry. Use artillery on forest to
    wound/kill Med. tank. Move Battleship 2w,3s. move 7hp cruiser to port. Move
    rockets and artillery towards southwestern shore. Move lander 2s,1e. move
    wounded APC to SW city. I Build a cruiser at east side sea port, to combat any
    subs he may build in future turns.
    
    -------
    Day 11:
    -------
    From this point on Drake is pretty chaotic, sometimes he'll try send 1 unit up
    at a time sometimes 2 units but in any case he's pretty easy. What you're
    looking for is that he sends up expensive units that you can pulverize while
    still in the landers. you're also watching out for subs. Finish Captures(2)
    start capture(1). Wound tank with artillery. load west APC (mine is full hp)
    move to blockade tank from damaging your rocket. Position artillery and rockets
    for maximum coverage of the south western coast--avoid drake's rocket range
    though. Position lander out of sub and rocket range, but towards drake. Make
    sure Battleship is out of sub attack range but don't attack. Move east cruiser
    south then Build lander at east port load APC and move infantry in loading
    range. Drake should be at a hair shy of CO power just where you want him.
    
    -------
    Day 12:
    -------
    What you're looking for here is that your rocket is at least at 9 hp. Finish
    city capture. Kill his tank and medium tank with artillery today, and wound a
    transport of his with another one. Move your Rocket onto your southern most
    city in range of his rocket. You can ignore his rocket in preference for a
    lander this turn. It's lucky to get the lander to 2 hp. Move your west side
    cruiser near your B-ship. Move lander out of rocket range. I move my east side
    cruiser onto the reef. Build a B-ship at your eastern port.
    
    -------
    Day 13:
    -------
    Use Battleship to wound his rockets. use cruiser and land units to form a
    blockade, my blockade went as follows from west to east Bship,cruiser,10hp
    artillery,(jags along coast)Infantry, APC, Infantry, Infantry, lander. My
    rockets wounds his rockets(to 2 hp), my battleship wounds his AA, and I put my
    Lander 1n,1e of my cruiser. my wounded artillery rest on cities one on the
    southernmost city next to my rockets. The other artillery should be on the
    eastern city in it's block. build artillery at central base.
    
    -------
    Day 14:
    -------
    This day takes a little luck. you should have enough to build a battleship and
    a rocket, this won't happen if the anti-air attacked your rockets. Save your
    power and Don't trip drake into his CO power, just kill his landers and wound
    his sub and do clean up. You should be able to land 2 loaded APC and an
    infantry on his continent as well. Move your cruiser into the shadow of his 3hp
    rocket. move your east side Battleship in range of his seaport. If you have a
    choice between destroying a 1hp lander with 2 infantry or a 3 hp rocket take
    the 3 hp rocket. Build a Battleship on West side, and a rocket at your central
    base.
    
    -------
    Day 15:
    -------
    Drake is close enough, use your CO power now. You should be able to destroy a
    lot. Don't unload your APCs. If you have an artillery that can't fire load it
    in your transport. also load any 10 hp infantry. you should be able to start
    capturing the east seaport on drake's island too. You have a huge money
    advantage over Drake.
    
    You must finish Drake off by your day 25 turn (before you 'end' day 25) if you
    use a HQ capture for a perfect 999 point score, or by before day 26 for victory
    by destroying all his troops. and you need to kill 5-6 units with direct combat
    to get max power. It's pretty easy from here though. I have two branches from
    day 5 this one is better suited for 999 point s-rank, if you can't S-rank from
    here the other branch from day 5 might be a little easier to S-rank with, but
    you'll have lower speed or power because of all the Rockets built early on.
    
    The other strategy I also only wrote out to day 11 because my power was so low
    that I only got a 956. You also have to get 'lucky' if you are the first sub he
    builds will go after the lander near your HQ ignoring the Battleship
    
    ------
    Day 5:
    ------
    Start Captures of 3 Cities and 1 port(move lander 1w,5n.) Load southern APC,
    and move 3s and drop infantry south. Move remaining infantry 2s,1e and position
    north apc 2e,1s of that position. move Artillery as far along road as they go.
    build nothing.
    
    ------
    Day 6:
    ------
    Finish captures (4) Start Base Capture. Load North APC, move 2s,4e drop south.
    Move the other APC 2s,2e. Move lander to port. Move Artillery along road. Build
    Rocket at eastern most base.
    
    ------
    Day 7:
    ------
    Finish base capture, Start 2 city captures. Load 2 APCs, North APC drives 5s
    and drops East or north, the other one drops next to it and drops south. Move
    Artillery the the spot 3N and 2N of the newly captured Base, move Rocket along
    road 5 spaces. Remaining Infantry moves 1e,2s. Build Cruiser at northwest port.
    
    ------
    Day 8:
    ------
    Finish captures(2). Start capture of port and use west infantry to start a city
    capture. The other infantry that can capture should attack the infantry
    capturing a city south. Load APC and move 2w of enemy infantry and drop south
    onto city. Move north artillery 1s of new base and move the other artillery
    next to it. Move rocket 5 spaces along road, build rocket at new base. Recharge
    one of your Artillery with remaining APC. Move cruiser 2 south of lander.
    
    ------
    Day 9:
    ------
    If sub surfaced next to your port attack with cruiser. Move rocket on road 5
    spaces along road. Move one APC onto a city (forest for 999 point wanna bes)
    within range of medium tank that was dropped (he shouldn't have dropped an AA
    if he did you won't get a 999 point S-rank.) The remaining APC should recharge
    the rocket that just came down the road. Move newly built rocket 2s and build a
    new rocket. Use an Artillery to kill his 7 hp infantry and move the other on on
    a forest 1 space away from Med. tank range as far s,w as possible. Finish
    captures (2) start captures (4).
    
    -------
    Day 10:
    -------
    Finish captures (3) 2/3 capture (1). use artillery and rocket south of mid
    island base to wound/kill medium tank. Move infantry towards cities, move
    rockets along road, move other artillery to southwest of island. If you're
    going for 999 points you should have enough to build a Battleship now. If not I
    recommend building a cruiser at the east side seaport.
    
    -------
    Day 11:
    -------
    Finish capture, kill sub Build Battleship at west side port, move wounded APC
    out of artillery range move full life APC into it's range (on city) weaken tank
    with Artillery. Start city capture, move infantry towards cities, leave road
    open. Move Rockets and artillery towards south-western shore. leave cruiser in
    port. Do obligatory city captures. Make sure you didn't loose an APC and try to
    reposition units for maximum repair next turn. Build lander at east port.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.8 Point Stormy
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Olaf
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 15
    
    
    ---------------------------------------------------------------------
    1.8.1 Point Stormy: CO Max A-rank
    ---------------------------------------------------------------------
    
    By: BH Panzer
    
    CO: Max
    Rank: A
    Days: 20+
    
    What you should do is create two Anti-Air units near your HQ,
    because Olaf will keep sending infantry on Transport Copters,
    or even a bomber or two. Also, once you've reached the eastern end of the map,
    start cranking' out Medium Tanks, Bombers, and Infantry on APCs.
    I also highly recommend Anti-Airs to go along with that force.
    Also watch out for when Olaf uses the Blizzard Power
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.9 Ridge Island
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Grit
    
    Requirements for S-rank 999
    
    Power: Any two units destroyed in one turn.
    Technique: 1 unit destroyed, 2 if you make 10-12 extra infanties
    Speed: 9
    
    
    ---------------------------------------------------------------------
    1.9.1 Ridge Island: Sami S-rank 999 points day by day
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Sami
    Rank: S
    Days: 7
    
    =-=-=-
    Day 1:
    =-=-=-
    
    -----
    Sami:
    -----
    Build APC in northwestern base, infantry base below it.
    
    --------------
    Opponent Grit:
    --------------
    Build four infantries.
    
    
    =-=-=-
    Day 2:
    =-=-=-
    
    -----
    Sami:
    -----
    Load infantry into APC, move APC 2E 5N onto a plain. Do not
    drop infantry. Build two recon.
    
    --------------
    Opponent Grit:
    --------------
    Move infantry. Build two infantries, APC, and a rocket.
    
    
    =-=-=-
    Day 3:
    =-=-=-
    
    -----
    Sami:
    -----
    Move APC southeast just above blue city. Drop infantry onto
    blue city. Move both recon northeast. Build infantry and APC.
    
    --------------
    Opponent Grit:
    --------------
    Move everything, build tank and artillery in southeastern
    bases.
    
    
    =-=-=-
    Day 4:
    =-=-=-
    
    -----
    Sami:
    -----
    Load infantry into APC, move APC two below BM HQ between
    artillery and tank. Move eastern recon and attack blue infantry to 4
    HP. Move western recon just to the west of the recon. Move infantry
    at OS HQ into APC, and move it same as 1st APC 2nd day but drop
    infantry east. Build two recon in the same bases...always should be
    western two.
    --------------
    Opponent Grit:
    --------------
    Capture city with infantry, attack loaded
    APC with small tank, move units, and build medium tank.
    
    
    =-=-=-
    Day 5:
    =-=-=-
    
    -----
    Sami:
    -----
    Move damaged APC 1W 3N, drop infantry north. Move eastern
    recon southeast onto northern blue base. Move other recon near BM onto
    western blue base. Use infantry next to other APC to attack other
    infantry. Send APC to the eastern double city. Move recons up. Build
    recon in NW base, infantry in all other three.
    
    --------------
    Opponent Grit:
    --------------
    Finish capturing city with infantry, captures another city
    in the south with infantry, destroys damaged APC with small tank,
    attacks other APC with medium tank, moves units, and builds a recon
    and an artillery in SE bases
    
    
    =-=-=-
    Day 6:
    =-=-=-
    
    -----
    Sami:
    -----
    Capture HQ with infantry, attack recon with both recons.
    Load infantry to the left into APC and move it just north of the
    western base and drop infantry onto western base. Use rest of units to
    attack. Build three infantries and a recon, this time in eastern base.
    
    --------------
    Opponent Grit:
    --------------
    Capture cities with infantries, attack infantry with
    small tank, build a rocket.
    
    
    =-=-=-
    Day 7:
    =-=-=-
    
    -----
    Sami:
    -----
    Do whatever damage possible, finish capturing HQ!
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.10 Mial's Hope
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:**
    
    Opponent: Eagle
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 14
    
    ---------------------------------------------------------------------
    1.10.1 Mial's Hope: CO Sami S-rank
    ---------------------------------------------------------------------
    
    By: LoZDude985
    
    CO: Sami
    Rank: S
    Days: 8
    
    Move infantry forward with t copters and capture cities
    with infantry on the ground and beware of battle copters
    that eagle will make so they don't shoot down your copters
    w/infantry in them... build some anti air units and use them
    to shoot down battle copters, t copters, and bombers that
    will try to take out infantry units near the bridge by the airport and base...
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.11 Bounty River
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Sonja
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 22
    
    
    ---------------------------------------------------------------------
    1.11.1 Bounty River: CO Grit A-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Grit
    Rank: A
    Days: 35
    
    Create lots of infantries and three APCs. Use three infantries to capture
    southern cities while your other infantry capture northern cities. Build a
    few battleships, one cruiser, and three landers. Build a few middle tanks
    and infantry to place into your landers once you beat back submarine
    advances, using infantry to block the shoal areas so no one can invade.
    Add battleships and rocket power, as Grit is awesome with them. Now
    continue your small naval combat force, which would still overwhelm Sonja,
    since her CO power is useless. Now invade the land sticking out, and move
    east. Once you reach the enemy HQ, capture it!
    
    
    ---------------------------------------------------------------------
    1.11.2 Bounty River: C-rank
    ---------------------------------------------------------------------
    
    Use this if you don't have Drake or Grit. See secrets section if you want them.
    
    By: Pygmyhippo
    
    CO:
    Rank: C
    Days:30+
    
    Make an APC and infantry to capture bases to the east. Ignore southern bases.
    Once you get the seaport make a lander with men another one with MD tanks and a
    battleship.
    Advance with the battleship and the landers following. make a sub to cathch up
    to the
    battleship and clear the way of subs. continue with ships (don't use cruisers)
    until
    you capture the port on the overhanging peninsula. from there get a base and
    overwhelm.
    It has flaws cause I only got a C-rank but oh well.
    
    Hint:
    Put APCs on the shoals on your island. you can refuel your ships AND prevent
    enemy landers.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.12 Toil Ferry
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Grit
    
    Requirements for S-rank 999
    
    Power:
    Technique: 0
    Speed: 17
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.12.1 CO Eagle S-rank day by day
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    By: YoYoYoshi
    
    CO: Eagle
    Rank: S
    Days: 16
    
    Send infantry to secure properties east of the HQ, then send infantry
    through transport copters to capture the northwest island and the island east
    of it. Send in a few fighters and many bombers, as well as a lander with
    infantry to fight for the eastern island, and take control of it. Once you're
    ready, send in all your bombers to overwhelm the little land troops on Grit's
    eastern land. Use lightning strike if needed.
    
    
    ---------------------------------------------------------------------
    1.12.2 Toil Ferry: CO Max S-rank day by day
    ---------------------------------------------------------------------
    
    By: COAndy (http://www.marioworldhq.cjb.net)
    
    CO: Max
    Rank: S
    Days: 17
    
    
    ---------------------------------------------------------------------
    WARNING! THIS ONLY WORKS ONCE! IF YOU CAPTURE THE HQ, NEXT TIME YOU PLAY, GRIT
    WILL PLUG UP THE HQ WITH TANKS AND ROCKETS, SO IF YOU MESS UP, DON'T SAVE!
    ---------------------------------------------------------------------
    
    ------
    Day 1:
    ------
    Build two infantry
    
    ------
    Day 2:
    ------
    Build a transport copter, and a infantry. send the two infantry capture citys,
    and the airport, and the harbor, and the rest of the citys.
    
    ------
    Day 3:
    ------
    Build another transport copter, and a infantry. continue capturing
    propierities.
    
    ------
    Day 4:
    ------
    Continue building transport copters and infantry, and loading them into one
    another. Keep going untill you have 5 transport copters filled with infantry.
    
    ----------
    Next days:
    ----------
    When you have 5 transport copters and infantry in them: You should have
    captured most of the properties by now. Save up for a bomber. Send your
    transport copters all the way north, AND STAY IN FORMATION! ALWAYS HAVE YOUR
    COPTERS CLUSTERED AS CLOSE TOGETHER AS POSSIBLE!
    
    When you have a bomber: Go after landers and infantry on the middle island, to
    build up your power rating. Wacth out though, Grit may build a fighter, so
    start saving for a fighter. Send your copters all the way to the right, and, as
    always, keep them in tight formation.
    
    When you have a figher: Partroll the area for copters and fighters and bombers,
    shoot them down when you have the chance. Build battle helicopters from now on.
    
    Next Turn: Move your copters to the enemy HQ, dropping the infantry on the
    bases, and one of them on the HQ. Use your battle helicopters, fighters, and
    bombers to wreck havoc on anything south of the area. REMEMBER: LEAVE THEM IN
    THE SOUTH AREA OF THE MAP, DO NOT ENGAGE ANYTHING UP NORTH, UNLESS ITS A ENEMY
    BOMBER!
    
    Start capturing the enemy HQ, but grit probably attacked it with a long range
    weapon, so capture the HQ, then combine the infantry with a fresh one. Attack
    rockets and mechs, if grit has any in the area, but do not leave the bases
    open. Make sure to have a copter or something sit on them.
    
    Now repeat the above step for 1 or 2 days, and walla! You get a 999 point
    score! NOTE: YOU CANT LOSE A SINGLE UNIT TO GET A 999 score, so if something
    gets into trouble, combine it with a another unit, or retreat! You can always
    heal that unit.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.13 Twin Isle
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:****
    
    Requirements for S-rank 999
    
    Opponent: Kanbei
    
    Power:
    Technique:
    Speed: 20
    
    
    ---------------------------------------------------------------------
    1.13.1 Twin Isle: CO Sami S-rank day by day
    ---------------------------------------------------------------------
    
    By: Kesuki
    
    CO: Sami
    Rank: S
    Days: 9-12
    
    For a really quick win you need a little luck --
    Kanbei should build all his tanks on the left side and
    send the only one he built on the right side across to
    the left behind the mountain range.
    
    ------
    Day 1:
    ------
    Nothing
    
    ------
    Day 2:
    ------
    Build APC (south) and Infantry (north)
    
    ------
    Day 3:
    ------
    Save
    Send APC and Infantry SE to a forest.
    Build Infantry
    
    ------
    Day 4:
    ------
    Kanbei sent the tank he built west behind the mountain
    range, if not restart. If he built a Medium tank or
    tank on the east side Restart.
    Move your APC to the east side on the plains outside
    his range.
    Start building mechs and Artillery
    
    ------
    Day 5:
    ------
    you can probably only move your APC a little it's
    okay though
    keep cranking out mechs and capturing nearby cities.
    
    ------
    Day 6:
    ------
    Kanbei sent the tank he built west behind the mountain
    range, if not restart. If he built a Medium tank or
    tank on the east side Restart.
    Move your APC to the east side on the plains outside
    his range.
    Wow -- He just Ignored your APC what an idiot.  move
    it in range of his east factories and drop your
    infantry east.
    If you haven't got an artillery yet you'll want one.
    you should have at least 2 mechs too.
    
    ------
    Day 7:
    ------
    Okay your infantry was dropped next to his factory,
    but does he build anything? NO does he move any tanks
    in? NO. take over his factories to teach Kanbei a
    lesson and use the APC to block the other one.
    Oh what does he think he's doing sending an artillery
    and a tank into your territory anyways? Hit his tank
    in the artillery's blind spot make sure your artillery
    is on your HQ and build some mechs -- outside the
    artillery range.
    
    ------
    Day 8:
    ------
    Finish off his tank and his Artillery if you can
    Finish taking his factory
    Build more mechs.
    
    ------
    Day 9:
    ------
    Well you Could take his HQ now but you only killed 2
    units so far you're better off going to day 12 and
    trying to kill 6 of his units.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.14 Dire Range
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent: Eagle
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 14?
    
    
    ---------------------------------------------------------------------
    1.14.1 Dire Range: CO Sami B-rank
    ---------------------------------------------------------------------
    
    By: Richard Sanderson
    
    CO: Sami
    Rank: B
    Days 11
    
    Build an  some APCs and load them with infantry. Send them to the
    right and
    capture the bases half way along the east-west road. Defend your
    territory
    by building units there, your opponents forces will advance along that
    road
    from the right. At the same time, and as early as possible build one
    T-Copter and load it with an infantry unit. Move it as far as it
    will
    go every turn toward the enemy HQ, dodging any fighters and B-Copters
    that
    get near you. Once you get near the HQ you may find a few units lurking
    about, but these will ignore you and move off along the north-south
    road on
    the east side of the map.
    Once all is clear (or before if you're brave!) land your copter and
    capture
    the base!
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.15 Egg Islands
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:***
    
    Opponent:  Drake
    
    Requirements for S-rank 999
    
    Power: 6-7 Direct combat units with kills (or 2 med. tanks 4 tanks and an AA --
    not 100%)
    Technique: 5 infantry must be alive This is an ultra cheap strategy for an
    11-day 999 point S-rank you don't even care what units he builds It's THAT
    cheap.
    Speed: 22
    
    ---------------------------------------------------------------------
    1.15.1 Egg Island: CO Sami S-rank day by day
    ---------------------------------------------------------------------
    
    By Kesuki
    
    CO Sami
    Rank: S 999
    Days: 22
    
    ------
    Day 1:
    ------
    Build 2 infantry near west sea port.
    
    ------
    Day 2:
    ------
    Build Lander at west seaport and load infantry.
    
    ------
    Day 3:
    ------
    Lander 1 moves 2w,5s, and drops one infantry. Build Lander and 2 infantry from
    west port area.
    
    ------
    Day 4:
    ------
    Capture base, Lander one moves 7s. lander 2 loads infantry and then drops them
    from shoal 5w of port. Build nothing. Note: you don't have to play my way for
    999 This is just easier to repeat, although I think I saved it after
    'combining' units or something as I'm not getting full power this way. It isn't
    really dependant on what drake builds or where he moves it.
    
    ------
    Day 5:
    ------
    Finish capture, retreat the infantry on the other base, and send the south one
    to capture the city 2 south. Move lander 2 5e to port. Move lander 1 5s,2w.
    Build a rocket at your western base and an infantry near your transport.
    
    ------
    Day 6:
    ------
    Finish Capture. If you see any unit in range of the rockets make it sorry.
    Attack the infantry near your new base with the infantry there. Move lander 2
    3e,4s. Move lander 1 7w or 2w. Winners don't get hit by battleships. Build
    Rockets on home island.
    
    ------
    Day 7:
    ------
    Position Rockets so that his mid. tank is blasted if it tries to follow your
    units. Move lander 1 7w. Use lander 2 to either a. psudobait a battleship to
    keep it from your base on the mainland or b. to drop units on the neutral
    Island. move infantry out of harms way, build a tank.
    
    ------
    Day 8:
    ------
    Make his medium tank sorry. Make his full like AA sorry. Kill Infantry (1
    confirmed kill) Move lander 1 7 west. move lander 2 towards HQ/continue baiting
    battleship. Capture cities if applicable.
    
    ------
    Day 9:
    ------
    Drop infantry in range of HQ if possible. Kill his Anti Airs (3 confirmed
    kills). use rockets as border patrol. make sure his med. tank (1 hp) can't run
    far. finish captures.
    
    -------
    Day 10:
    -------
    Kill his AA and med-tank (5 confirmed kills) start HQ capture and continue
    rocket brigade. Build a tank or medium tank. Start HQ capture (if applicable)
    
    -------
    Day 11:
    -------
    Go ahead kill 2 things. I know you want to. Finish HQ capture (or start it).
    Don't forget to build infantry you need 6 or seven total for max technique.
    
    
    ---------------------------------------------------------------------
    1.15.2 Egg Islands: CO Grit S-rank day by day
    ---------------------------------------------------------------------
    
    By: MewtwoSama
    
    CO: Grit
    Rank: S
    Days: 22
    
    -------
    Day 1:
    ------
    Build two infantry on eastern bases, 1 on an eastern base
    
    -------
    Day 2:
    -------
    Build lander on west port, load with two infantry
    send other infantry to HQ
    
    -------
    Day 3:
    -------
    Send infantry to NE Australia and drop 1 on base, other
    to south, build Rockets on east most base
    
    -------
    Day 4:
    -------
    Send lander back to port, begin capture or port and base,
    move rockets 1N,2W
    
    -------
    Day 5:
    -------
    Move lander as far east as possible and load infantry,
    finish captures, build more rockets on west most base
    
    -------
    Day 6:
    -------
    Move new rocket 1W, move base infantry 3S, move port
    infantry to base, move lander 1E,5S and drop off infantry
    
    -------
    Day 7:
    -------
    Move forest infantry into city and begin capture, move
    base inf. to forest next to city infantry, over on New Zealand,
    begin capture of base and move lander 2N,5W next to reef, build
    a battleship on Australia port
    
    -------
    Day 8:
    -------
    Use rockets to kill infantry on your base, shoot anything
    with your battleship, move your forest infantry E to sea
    
    -------
    Day 9:
    -------
    Use weakened lander to save wounded inf. on Aus.  Move NZ
    inf. 3E.
    Use battleship and south Rocket to kill infantry invading your
    base, then build an Mid. tank there.  Use the other rocket to kill
    biggest threat to your MD tank.  finally, build an APC and
    another infantry with west bases.
    
    --------
    Day 10:
    --------
    Laugh if you see land units attack your battleship.  NZ
    infantry should start capturing cities moving southward.  Move your
    lander straight north (should be north of a rocket).  Ready
    your fresh infantry to board it.  Build a 3rd rocket and recharge
    your rockets with APC.  shoot what you want with your other
    units.
    
    From here on, defend your MD tank with your long range units.
    Load your lander, use the APC to fuel it and send it along the
    North coast.  Keep capturing cities on New Zealand.  1st priority is to
    build another battleship to attack Drake's battleship (build it
    out of range and attack with CO power).  Attack any subs that
    come north, but don't kill them.  4 units or less will do
    laughable damage to your battleships.  Towards the end, build
    Rockets on New Zealand.  Around day 20, your CO meter should be full
    again, but save it for the day you capture Drake's HQ.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.16 Terra Maw
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:****
    
    Opponent: Sonja
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 19
    
    
    ---------------------------------------------------------------------
    1.16.1 Terra Maw: CO Max A-rank
    ---------------------------------------------------------------------
    
    By: MewtwoSama
    
    CO: Max
    Rank: A
    Days: 26
    
    That after about 40 tries was my best score.
    I don't think Max can pull an S-rank.
    
    Capture the nearby factory first.  build anti-air on day two
    
    
    The day Sonja builds her first battleship save.  Do random stuff until you
    see her ship go straight North.  If you're lucky she MIGHT go south of your
    island, but most of the time she goes straight towards your HQ.
    
    She'll send a steady stream of copters to your HQ.  I kept 2 anti-air nearby.
    
    When your inf. are near the port, she'll send her battleship to get you.
    Distract her with a supply of APCs.  You can try to use artillery to take the
    battleship out.
    
    You'll need an invasion force to take the airport.  I used 3 MD tanks,
    3 anti-air, 1 artillery and a bunch of APCs.  When the airport was mine,
    I had about $40000 to spend.
    
    I built a bomber, T copter, then Jet, in that order.
    
    At the port, I built a sub, then a transport.  That was enough to stop Sonja's
    navy. My bomber took out her anti-air boat, my sub and artillery took out her
    battleship. My lander was attacked at a reef (sometimes it wont survive, i.e.
    save at the reef) Next turn, I used Max power to injure her sub.  By then it
    was running low on fuel, so it didn't bother to finish my lander off.
    
    When I invaded, I had to keep resetting until the only threat to me was some
    missiles. Take advantage of their firing range.  You can land or attack under
    its range.
    
    In the meantime, I had my original MD tanks hold off the eastern end of my
    island.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.17 Stamp Island
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:**
    
    Opponents: Kanbei and Olaf
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 14?
    
    
    ---------------------------------------------------------------------
    1.17.1 Stamp Islands: CO Sami S-rank
    ---------------------------------------------------------------------
    
    By: YoyoYoshi
    
    CO: Sami
    Rank: S
    Days: 14
    
    Send transport copters to capture the island east of your island, and capture
    the two islands south of your island, while sending fighters out so no CO
    can reach the central island. Capture the central island while defending
    attacks from Kanbei against the island east of your main island. Now use
    bombers to get through both enemies, attacking quickly. If you have a lot,
    you can overwhelm them and win without HQ capture. It's that easy!
    
    ---------------------------------------------------------------------
    1.17.2 CO Eagle S-rank
    ---------------------------------------------------------------------
    
    By: Lars
    
    CO: Eagle
    Rank: S
    Days: Around 15
    
    -------
    Day 1:
    -------
    Skip/Build Nothing
    
    -------
    Day 2:
    -------
    Build one bomber
    
    -------
    Day 3:
    -------
    Move bomber east. Build infantry, t-copter and b-copter.
    
    -------
    Day 4:
    -------
    Load infantry to t-copter and move it east with b-copter and bomber
    
    -------
    Day 5:
    -------
    Build fighter on south base, move air units east
    
    -------
    Day 6:
    -------
    Build an other fighter on south base. Move fighter south-east and bomb APC on
    Kanbei's HQ with bomber
    Move t-copter and b-copter east.
    
    -------
    Day 7:
    -------
    Destroy APC on HQ with bomber. Move infantry in t-copter to HQ, move b-copter
    to a base.
    Move fighters to destroy Olaf's air units.
    
    -------
    Day 8:
    -------
    Capture Kanbei's HQ with infantry, destroy new unit with bomber and b-copter
    
    -------
    Day 9:
    -------
    Finish capture of Kanbei's HQ, you will now have his bases.
    
    Now start to build a lot of bombers from little island and Kanbei's HQ island.
    Start killing to get the power score up.
    Continue to use your two fighters to kill Olaf's air force.
    I killed all of his units. I you don't load t-copter with infantry on day 11-13
    and move south towards Olaf's
    HQ and capture it, have bombers guard the t-copter.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.18 Rivers Four
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:****
    
    Opponents: Grit and Max
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 20
    
    
    ---------------------------------------------------------------------
    1.18.1 Rivers Four: CO Max A-rank day by day
    ---------------------------------------------------------------------
    
    By: Kesuki
    
    CO: Max
    Rank: A
    Days: 23
    
    -------
    Day 1:
    -------
    Save prior to building it makes resetting faster...
    Build 3 Infantry 1 Recon (recon at NE factory)
    
    -------
    Day 2:
    -------
    Move the Recon as far NE as possible (end of the road).
    Move the north infantry 3 east and the other two south
    to the river ignore the city for now you want the
    factories south of the river.
    Build 4 infantry
    
    -------
    Day 3:
    -------
    cross the river with two infantry
    send the other old infantry 3 more east ignore those
    cities you'll get them soon
    send the SW Infantry to capture the city by your HQ.  Move
    the other three as far east as they can (almost a
    Tetris L shape formation)
    send the recon on top of the factory
    Build a tank at your NE factory
    
    -------
    Day 4:
    -------
    Blue Max should have kept his tank near his base If
    not you're hosed.  If he did Save then use the recon
    to attack it from the forest south of it
    your infantry should move as follows. Finish the city
    capture, start getting the two south factories the one
    in the forest should go 3 north and the Tetris
    formation should become a bracket where that infantry
    was positioned start the capture of those cities
    move your tank to the spot east of the end of the
    road.
    Build a tank at your NE factory
    
    -------
    Day 5:
    -------
    Blue max should have kept his tank back again if so
    save.
    Infantry should finish captures and start on the
    factory on the road to blue max.  The infantry that is
    in the forest should move 1s2e the one in the city
    should cross the river south.  Use one tank to kill
    Blue Max's APC and move the other one where it is.
    Build a recon at NE base
    
    -------
    Day 6:
    -------
    Finish Factory capture and start 4 city captures north
    side you should have an infantry ready to move 1s2e
    and south side one ready to go 2s Move your new recon
    4 east.
    Combat moves are pretty simple wound his AA in with
    your tank (staying in the rockets no-fire zone) and
    use your recon to kill his 2 hit infantry move your
    other tank to the plain near your factory there
    Build a tank on the south side
    
    -------
    Day 7:
    -------
    Finish all captures. Combat moves are to kill(or
    wound) Blue Max's rocket with a tank then use your
    recon and wounded infantry to kill his infantry. You
    should be able to use the forest to wound max's tank
    to 1 hp without taking any damage on your tank.  Your
    second recon should be moved as far southeast as it
    can go. You should move the infantry nearby 3 east
    On the south side move your tank one east and your
    infantry 3 east.  Build one medium tank at your
    north-central factory (on the road to Blue max)
    -------
    Day 8:
    -------
    On the north side Blue max just wasted his overdrive
    if you were lucky his rocket survived and just drained
    his cash pretty hard you want to hit his rocket with
    your 1 hp tank so that you can make sure he Never has
    the cash to build a medium tank, without losing too
    many HP from your medium tank If you're really lucky
    he's using 60% of his daily income on unit repairs
    this is going to really hurt him and let you kill him
    by day 13 leave your south formation alone except
    moving an infantry off a city that Isn't in grits
    rocket range you want to get hit by a rocket to
    ensure you can use a power up next turn. Wound Max's
    APC with your tank and his infantry with your recon.
    Block grit's northward incursion by capturing cities
    and factories and moving your recon in place to repel
    his infantry.
    
    Kill max's tank with your medium tank.  Today you
    build a medium tank and an APC the medium tank at your
    North central factory and the APC at your NE HQ
    factory. Start capturing that other neutral city and
    send your 4 or 5 hp infantry to heal
    
    -------
    Day 9:
    -------
    Let blue max heal again this time he should be using
    72% of his income 'healing' and use the shadow of his
    rocket to kill his full life tank and move towards his
    base. Finish captures and use your recon to hit grit's
    infantry. On the south side move your wounded infantry
    out of the line of fire and move your tank into it
    killing an infantry build a medium tank and leave a
    full life infantry where it will draw grit's tank fire
    safely.
    Move APC towards max
    
    --------
    Day 10:
    --------
    Grit should build an infantry not a rocket on the
    factory closest to you Save if this happens.
    Save your max force because it's more needed on day
    11.
    
    On the north side my basic strategy is pretty simple
    kill his AA (with 8 hp med. tank) and kill his mech
    with my full med. tank I use my tank to cripple his
    mech on a factory.  then I weaken his rocket  with my
    1 hp tank from the road and I move my empty APC as far
    east the infantry is of course that 8 hp one I put it
    on my factory and by next turn it'll be ready for
    action.  I move my 7 hp recon into the shadow of the
    rocket so it can be used for rocket cleanup next turn.
    in the middle area I use my recon to wound the
    infantry in front of it and move the wounded infantry
    back and use the one on the factory to wound the one
    in the river (in front of it)
    
    On the south side I try to move my infantry out of
    harms way as well as the wounded tank and use my
    medium tank to kill one of his tanks and build a
    second medium tank
    I also send the full HP infantry south across the
    river
    
    --------
    Day 11:
    --------
    If Max builds an Anti-air SAVE this is the best possible
    thing!
    Max Force! Combat
    South side I send my wounded infantry north use my new
    medium tank to kill his infantry and my wounded medium
    to kill his wounded tank.  In the center I use my
    recon to make sure grit can't get a foot hold and
    finish sending my 6 hp infantry to heal and use my 10
    hp (from the north) infantry to capture that last
    neutral city. The other infantry kills/wounds grits
    6/7 hp infantry
    
    North side I use my medium tank to kill the AA he
    just built and the full HP mech I use the recon to
    clean up the 5hp mech and use my 9 hp tank to wound
    the infantry he built I then the 1 point to finish the
    kill.
    
    --------
    Day 12:
    --------
    South side I like to move a medium tank on the city in
    range of grit's rockets so I know what grit will do
    with it I put my wounded tank on the city that isn't
    in range of grits weapons and build TWO medium tanks
    down south
    
    North Side if he put his tank in range of you kill it
    and his rockets too if he's running scared ignore
    them. And focus on making sure that your infantry can
    capture his HQ uncontested and that max is unable to
    wound you.  From this point he's officially out of the
    game, because you have a half captured HQ of his and
    he has nothing that can touch you...
    I try to make sure that I'm still good in the central
    by moving wounded infantry and building a mech.
    
    From this point on there is no challenge in winning,
    only in getting a good rank, I recommend saving on
    turns you know are 'golden' and trying again and again
    until you can figure out a way to win with Zero unit
    loss, within the 20-22 day S-rank time limit for this
    map
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.19 Ring Islands
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    Difficulty:**
    
    Opponents: Drake and Sonja
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 26
    
    
    ---------------------------------------------------------------------
    1.19.1 CO Drake S-rank
    ---------------------------------------------------------------------
    
    By: Lars
    
    CO: Drake (If you have him see Secrets section If you don't have him use
    Olaf if you don't have him see Secrets section).
    Rank: S
    Days: 16
    
    This one is really easy. First go for drake with on lander and couple
    infantries sail it towards his HQ and drop them when you get there
    and capture the HQ. Now you will get loads of money. You should already
    have started sailing your lander towards Sonja's HQ. Capture some
    bases and build loads of medium tanks and battleships to get your
    power-score up. Then capture the HQ around day 13-15.
    
    You can also sail two landers almost simultaneously to
    each sides and capture both HQs for a B (Because you
    don't kill any units, but does it in max speed and don't loose any units.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    1.20 Last Mission
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Difficulty:**
    
    Opponents: Eagle and Sami
    
    Requirements for S-rank 999
    
    Power:
    Technique:
    Speed: 30
    
    
    ---------------------------------------------------------------------
    1.20.1 Last Mission: CO Sami S-rank 999 points
    ---------------------------------------------------------------------
    
    999 Points
    
    By: YoYoYoshi/LoZoDude
    
    CO Sami
    Rank: S
    Days: 16
    
    Build four infantry on the first turn, then immediately build a
    transport copter and all the infantry you can on the 2nd.
    Send your transport copter east a few turns to Eagle's enemy
    HQ while avoiding the fighter and anti-aircraft.
    Once you reach the HQ, capture it. In the meantime,
    capture all the bases near your HQ with infantry.
    After you capture all of Eagle's bases and buildings,
    use your superior power to build more bombers, one fighter,
    and the rest mid-tanks with a few anti-aircraft.
    
    LoZoDudes words of advice:
    
    Here's how to do it much quicker. Once you have all of Eagles cities and bases
    to just destroy a few units for power and just try to capture Sami HQ...
    you don't need to build tons of units to destroy Sami's... just distract her
    with t copters and mech units while you try to capture her HQ
    I finished the level in 8 days with an S-Rank (this is a very easy level)...
    
    
    ---------------------------------------------------------------------
    1.20.2 CO Max S-rank
    ---------------------------------------------------------------------
    
    By: YoYoYoshi
    
    CO: Max
    Rank: S
    Days: 15
    
    Build four infantry on the first turn, then immediately build a transport
    copter and all the infantry you can on the 2nd. Send your transport copter
    east a few turns to Eagle's enemy HQ while avoiding the fighter and
    anti-aircraft. Once you reach the HQ, capture it. In the meantime, capture
    all the bases near your HQ with infantry. After you capture all of Eagle's
    bases and buildings, use your superior power to build more bombers, one
    fighter, and the rest mid-tanks with a few anti-aircraft. In the south, use
    a mid-tank, a few infantry, and one a-air. Use the same in the north and
    capture back the bases the enemy Sami took over. Move west in all
    directions, using mid-tanks as the front line and bombers to aid the attacks
    along with anti-aircraft. Once you continue your movement west, use your
    northern line to take the HQ with a transport copter with an infantry or
    mech.
    
    
    
    
    =====================================================================
    
    
      4. T  I  P  S    A  N  D    T  R  I  C  K  S
    
    
    =====================================================================
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    4.1 Formations
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    These formations are from the official Advance Wars website.
    
    
    ---------------------------------------------------------------------
    4.1.1 Flying Column
    ---------------------------------------------------------------------
    
    *Tank* *Artillery* *Rockets* *APC*
    
    The first formation called a flying column backs a Tank/Mid. Tank with two
    indirect units and
    an APC. The tank/Mid. Tank takes the enemy fire, while rockets and artillery
    clear the way.
    Use the APC to refuel as needed
    
    
    ---------------------------------------------------------------------
    4.1.2 Circled Wagon
    ---------------------------------------------------------------------
    
           *Tank*
    *Tank* *APC* *Infantry*
         *Infantry*
    
    Once a unit is surrounded on all four sides it can be attacked only by either
    eliminating
    a guard unit or using long range weapons. Using circled wagons is a handy way
    to protect APC's
    missiles, rockets and even your bases and HQ
    
    You can also surround an enemy fighter with four ground units or an enemy
    ground unit
    (not Anti-Air) with four fighters
    
    
    ---------------------------------------------------------------------
    4.1.3 Leapfrogging Units
    ---------------------------------------------------------------------
    
                           *Mid. Tank*
    *Recon* *Blank* *Blank* *Recon*
    
    Don't get ahead of yourself while advancing. Make sure speedy units, like
    recons, stay in
    range of other units for protection. If you leave an unprotected unit in the
    open, it will
    be destroyed in a matter of moments
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    4.2 Tips
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ---------------------------------------------------------------------
    * Use the L button to see if you got any units you haven't moved.
    ---------------------------------------------------------------------
    * A+B+Start+Select restarts your game and deletes all NOT saved data.
    ---------------------------------------------------------------------
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    4.3 Tricks
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ---------------------------------------------------------------------
    If you don't want opponent to build more units place a strong unit on top
    of the base and then he can't build anything on that base.
    ---------------------------------------------------------------------
    You can also capture your opponents bases.
    ---------------------------------------------------------------------
    If you capture a HQ when there are more then two players you get all that
    teams bases and money, so when there are a map with three COs go for one HQ,
    the strongest CO first then you get a lot of money to battle the other
    opponent.
    ---------------------------------------------------------------------
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    4.4 Units Tactics
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ---------------------------------------------------------------------
    4.4.1 General
    ---------------------------------------------------------------------
    
    Buy different units!
    
    When playing against Grit or in Fog of War you should have recons because they
    are fast and has good vision range.
    
    Battle Copters are good against Mid. Tanks so use them wisely, and watch out
    for them.
    
    ---------------------------------------------------------------------
    4.4.2 Sea Units
    ---------------------------------------------------------------------
    
    Sub attacks Battleship.
    Battleship attacks Cruisers.
    Cruisers attacks Subs.
    
    Battleships can also attack subs, but when they are dived they can't be
    attacked by indirect combat units.
    
    Subs can also attack Cruisers, but they usually loose more than they gain.
    
    Cruisers can't attack battleships. Cruisers are good against air units and can
    be very dangerous because they are hard to kill, need battleship or other
    indirect unit. Battleships costs 28 000 and it can take a while to save up.
    
    ---------------------------------------------------------------------
    4.4.2 Indirect Units
    ---------------------------------------------------------------------
    
    Rockets should have an APC with them to refuel with rockets, they get empty
    fast.
    
    Indirect units should be behind a line of Tanks/Mid. Tanks/APC/Mechs (while
    playing with Sami).
    
    You know that Max isn't very good with indirect units but you should by some on
    or two artilleries, only 6 000, just keep them safe they can be usefull.
    
    Unless you really need a rocket I think two artilleries are better (at least
    with Grit) They only have one square less attacking range and is a lot cheaper
    only 6 000 compared to rockets 15 000. Two for 12 000, 3 000 extra for you!
    
    Missiles can be useful, but they only work against air units and gets fast
    useless, you might want to go with anti airs instead, unless you are Grit.
    
    ---------------------------------------------------------------------
    4.4.3 Ground Units
    ---------------------------------------------------------------------
    
    Sami is pretty good if you have a lot of mechs, but you should have a couple of
    APCs to refuel (only 3 rockets)
    
    Mid. Tanks are good but buy different units!
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    4.5 Winning a map
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    There are several ways of winning a map:
    ---------------------------------------------------------------------
    You can rush to the HQ as fast as possible, this will give you good speed and
    technique score but you will have low power score if you don't kill any units.
    ---------------------------------------------------------------------
    You can take your time and kill all of your opponents units but your speed
    score will be low.
    ---------------------------------------------------------------------
    
    
    
    =====================================================================
    
    
      5. S  E  C  R  E  T  S
    
    
    =====================================================================
    
    
    
    All the secrets are confirmed by myself except the last one.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    3.1 Unlocking Commanding Officers (COs) in War Room and vs. mode
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Drake:
    Finish Captain Drake, Naval Clash, Wings of Victory and Battle Mystery with
    Andy
    Costs 50 coins
    ---------------------------------------------------------------------
    
    Grit:
    Finish mission four with max.
    Costs 50 coins
    ---------------------------------------------------------------------
    
    Kanbei:
    Complete campaign.
    Costs 50 coins
    ---------------------------------------------------------------------
    
    Sonja:
    Finish Kanbei Arrives! in 8 or less days, Mighty Kanbei! in 10 or less days and
    Kanbei's Error? in 12 or less days.
    Costs 60 coins
    ---------------------------------------------------------------------
    
    Eagle:
    Finish Captain Drake, Naval Clash, Wings of Victory and Battle Mystery with
    Sami.
    (You will play Rivals against Eagle after The Final Battle.)
    Costs 80 coins
    ---------------------------------------------------------------------
    
    Sturm:
    By all the other COs except Nell.
    Costs 100 coins
    ---------------------------------------------------------------------
    
    Nell:
    Finish Advance Campaign. ( Unlocked after beating campaign mode once,
    then bought for 1 coin at Battle Maps.)
    Costs 100 coins
    ---------------------------------------------------------------------
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    5.2 Making title screen flash (only War Room related)
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ---------------------------------------------------------------------
    You can make "Records" flash if you complete all of the War Room maps,
    ---------------------------------------------------------------------
    if youget rank 1 you make "Rank" flash.
    ---------------------------------------------------------------------
    When you have both of the above flashing,"Stats" flash.
    ---------------------------------------------------------------------
    It is possible to make "War Room" flash if you get S-ranks on all 20 missions,
    Confirmed by MewtwoSama
    ---------------------------------------------------------------------
    
    
    
    =====================================================================
    
    
      6. O  T  H  E  R    T  H  I  N  G  S
    
    
    =====================================================================
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    6.1 Do you know something?
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    If you got any good strategies that I don't have e-mail me (lbarl1@yahoo.com)
    them and I will probably include them. I will give you full credit.
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    6.2 Contributors
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    
    Thanks to all contributors!!
    
    ---------------------------------------------------------------------
    YoYoYoshi:
    Duo Falls: CO Sami 999 points S-rank
    Duo Falls: CO Max S-rank
    Sole Harbour: CO Max S-rank
    Kita Straight: CO Max S-rank
    Ridge Island: Sami S-rank 999 points day by day
    Bounty River: CO Grit A-rank
    Toil Ferry: CO Eagle S-rank day by day
    Stamp Islands: CO Sami S-rank
    Last Mission: CO Sami 999 points
    Last Mission: CO Max S-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Kesuki:
    Duo Falls: CO Max S-rank day by day
    Land's End: CO Max S-rank day by day
    Kita Straight: CO Grit S-rank day by day
    Twin Isle: CO Sami S-rank day by day
    Egg Island: CO Sami S-rank day by day
    Rivers Four: CO Max A-rank day by day
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Pygmyhippo:
    Spann Island: CO Max S-rank 999 points
    Bounty River: C-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    MewtwoSama:
    Egg Islands: CO Grit S-rank day by day
    Terra Maw: CO Max A-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Miles A Matthias:
    Moji Island: CO Max S-rank day by day
    Sole Harbour: CO Grit S-rank day by day
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    LoZDude985:
    Mial's Hope: CO Sami S-rank
    Last Mission: CO Sami S-rank 999 points
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    The True Dmage:
    Pivot Isle: CO Max S-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    z_osu:
    Pivot Isle: CO Andy S-ran
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    COAndy (http://www.marioworldhq.cjb.net):
    Toil Ferry: CO Max S-rank day by day
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    BH Panzer:
    Point Stormy: CO Max A-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Richard Sanderson:
    Dire Range: CO Sami B-rank
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Ericku: All speed requirements.
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    Vigama: Power and Technique rating on Spann Island and Ridge Island.
    ---------------------------------------------------------------------
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    6.2.1 Removed contributions
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    These strategies were removed from the guide to make way for new ones,
    I still want to thank the people who sent them in.
    
    ---------------------------------------------------------------------
    Bublim: Ridge Island
    ---------------------------------------------------------------------
    
    ---------------------------------------------------------------------
    DeathscytheH2: Bounty River
    ---------------------------------------------------------------------
    
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    6.3 Legal
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    You can print this guide for own use if you want to it's now about 35 pages
    long. Not sell it.
    
    All this is copyrighted Lars and the contributors.
    Do not copy anything from this whiteout my or contributors permission.
    
    This Walkthrough is currently only on:
    
    Http://www.GameFAQs.com: The latest version can be found here.
    Http://www.advance-wars.de: Jorg's German site.
    No URL: Luke Herbold's site
    
    If you want this on your site or found it elsewhere e-mail me at
    lbarl1@yahoo.com