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    FAQ/Walkthrough by BSulpher

    Version: 1.7 | Updated: 01/18/13 | Search Guide | Bookmark Guide

    Advance Wars 2 FAQ
    Copyright Nintendo 2003
    Written By Brian P. Sulpher
    E-mail: briansulpher@hotmail.com
    Version 1.7
    Dates Written: June 23rd to June 25th, 2003
    
    I dedicate this to Steven Ng for being a good dude who hooks me up with some
    games!  I appreciate it and I appreciate you suggesting this gem for my next
    FAQ!
    
    Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
    it up in the afterlife as you did in this world.  You will always be in my 
    memories, and you will never be forgotten.
    
    If you enjoy this FAQ and want to give back, you can click the Donate button
    by my author name above, and send some money my way (via Paypal). I have no 
    set amount or minimum, so feel free to donate as little as you like (this is
    simply a from the bottom of your heart deal). Thanks for your consideration,
    now on with the FAQ!
    
    -----------
    Version 0.6
    -----------
    
    -Submitted FAQ on June 23, 2003
    -Done Walkthrough to end of Yellow Comet with some Green Earth Missions done
    -Units section complete
    -Terrain section complete
    -Started CO Section
    -Started Black Hole Installations sections
    
    -----------
    Version 1.0
    -----------
    
    -Submitted FAQ June 25, 2003
    -Done walkthrough
    -Black hole Installations section added in Deathray
    -CO Section added in Sturm info & added in Nell info
    
    -----------
    Version 1.5
    -----------
    
    -Submitted FAQ February 26th, 2007
    -Altered format
    -Added in other sites that are now allowed to use this FAQ
    -Added in the stats for the offensive/defensive abilities of each unit
    
    -----------
    Version 1.6
    -----------
    
    -Submitted FAQ January 6th, 2010
    -Fixed up some CO inaccuracies (thanks to Treven Phipps for the corrections)
    
    -----------
    Version 1.7
    -----------
    
    -Submitted FAQ January 18th, 2013
    -Sinking Feeling Map fixed up (thanks to Caleb Hitchcock)
    -Added a map of where the rocks fall on Rain Of Fire (thanks to Nathan 
     Klippenstein)
    
    ----------------------------------------------------------------------------
    -----------------------------Table Of Contents------------------------------
    ----------------------------------------------------------------------------
    
    1) Introduction
    2) Units
    3) Terrain
    4) Walkthrough
    5) Commanding Officers
    6) Black Hole Installations
    7) Final Word
    
    ----------------------------------------------------------------------------
    -------------------------------Introduction---------------------------------
    ----------------------------------------------------------------------------
    
    1) After initially pushing Sturm of the Black Hole back from Wars Land, he 
       returned to his origin of Macro Land where Black Hole ruled with an iron
       fist.  Sturm recruits Hawke, a fellow Black Hole CO to help him with the 
       invasion of Wars Land, as well as some lesser CO's named Flak, Lash, and
       Adder.  They will be coming in full force this time, fighting the Orange
       Star, Blue Moon, Yellow Comet, and Green Earth with all of their special 
       weaponry and installations.  Do you think you can assist the CO's of the
       various nations of Wars Land to once again repel the dark intentions of
       the Black Hole!?
    
    ----------------------------------------------------------------------------
    ----------------------------------Units-------------------------------------
    ----------------------------------------------------------------------------
    
    2) This section will give information on each type of unit, what their 
       weaponry is and what units they can fight.
    
       The stats will be based on both units being at full power (both have full
       Hit Points), the Defensive Terrain being a value of 0, and this will not 
       take into account CO bonuses/penalties on the attacks.  It should be 
       useful as a quick reference for offensive and defensive abilities of each
       unit type.  Also note that any attack listed as 0% means that the unit 
       type can not attack that unit type.  Al so note that any defense listed 
       as 0% means that the unit type can not be attacked by the unit listed.
    
    
                            o------------------------o
                            | Short Range Land Units |
                            o------------------------o
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Infantry ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 1000
    Movement Points : 3 (1 in mountains)
    Vision          : 2
    Primary Weapon  : None
    Secondary Weapon: Machine Gun
    
    These are the lighter foot soldiers in your army.  They are only good for 
    fighting other Infantry and Mech units when it comes to battling, but they
    are also useful for expanding your territory by capturing new cities.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  55%
    Mech      :  45%
    Recon     :  12%
    APC       :  14%
    Anti-Air  :   5%
    Tank      :   5%
    Md Tank   :   1%
    Neotank   :   1%
    Artillery :  15%
    Rocket    :  25%
    Missile   :  25%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :  30%
    B Copter  :   7%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  55%
    Mech      :  65%
    Recon     :  70%
    APC       :   0%
    Anti-Air  : 105%
    Tank      :  75%
    Md Tank   : 105%
    Neotank   : 125%
    Artillery :  90%
    Rocket    :  95%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  75%
    Fighter   :   0%
    Bomber    : 110%
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Mech ~~~~
                                    ~~~~~~~~~~
    
    Cost            : 3000
    Movement Points : 2 (2 in mountains)
    Vision          : 2
    Primary Weapon  : Bazooka (3 Rounds)
    Secondary Weapon: Machine Gun
    
    Mechs move slightly slower than other foot soldier counterparts, but this is
    due to their Primary Weapon the Bazooka.  They have 3 rounds  of the tank
    missile ammo before running dry, which means they will use their secondary
    weapon (Machine Gun) for all battles.  They are slightly more powerful than
    Infantry with the Machine Gun in battle, and they can stand against Tanks 
    and Recon units fairly well.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  65%
    Mech      :  55%
    Recon     :  85% (18% without Bazooka)
    APC       :  75% (20% without Bazooka)
    Anti-Air  :  65% ( 6% without Bazooka)
    Tank      :  55% ( 6% without Bazooka)
    Md Tank   :  15% ( 1% without Bazooka)
    Neotank   :  15% ( 1% without Bazooka)
    Artillery :  70% (32% without Bazooka)
    Rocket    :  85% (35% without Bazooka)
    Missile   :  85% (32% without Bazooka)
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :  35%
    B Copter  :   9%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  45%
    Mech      :  55%
    Recon     :  65%
    APC       :   0%
    Anti-Air  : 105%
    Tank      :  70%
    Md Tank   :  95%
    Neotank   : 115%
    Artillery :  85%
    Rocket    :  90%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  75%
    Fighter   :   0%
    Bomber    : 110%
    
    
                                    ~~~~~~~~~~~
                                  ~~~~ Recon ~~~~
                                    ~~~~~~~~~~~
    
    Cost            : 4000
    Movement Points : 8 (3 per non-Road surface)
    Vision          : 5
    Primary Weapon  : None
    Secondary Weapon: Machine Gun
    
    These guys are essentially Infantry with wheels.  They have high-powered
    Machine guns for weapons, so they are ideal for taking on foot soldiers.
    Add in the fact that their vision is so great (a real asset in Fog Of War
    situations), and you have an unique and useful unit.  However, these 
    fellows can not capture cities or traverse across non-Road areas quickly, 
    so be wary of this when moving out with them.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  70%
    Mech      :  65%
    Recon     :  35% 
    APC       :  45%
    Anti-Air  :   4%
    Tank      :   6%
    Md Tank   :   1%
    Neotank   :   1%
    Artillery :  45%
    Rocket    :  55%
    Missile   :  28%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :  35%
    B Copter  :  10%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  12%
    Mech      :  85% (18% without Bazooka)
    Recon     :  35%
    APC       :   0%
    Anti-Air  :  60%
    Tank      :  85% (40% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (65% wihtout Cannon)
    Artillery :  80%
    Rocket    :  90%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  55%
    Fighter   :   0%
    Bomber    : 105%
    
    
                                     ~~~~~~~~~
                                   ~~~~ APC ~~~~
                                     ~~~~~~~~~
    
    Cost            : 5000
    Movement Points : 6
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    No weaponry for this baby as the APC (Armored Personnel Carrier) is intended
    for primary use as a transport for foot soldiers.  
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  14%
    Mech      :  75% (20% without Bazooka)
    Recon     :  45%
    APC       :   0%
    Anti-Air  :  50%
    Tank      :  75% (45% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (45% without Cannon)
    Artillery :  70%
    Rocket    :  80%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  60% (20% without Missile)
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Anti-Air ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 8000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : Vulcan (9 Rounds)
    Secondary Weapon: None
    
    These treaded terrors are a fairly good investment as they can take down any
    flying units Hit points super fast.  They also have great success against foot
    soldiers and moderate success against lighter armored vehicles.  They are 
    susceptible to explosive rounds though, so be especially wary of the Tanks in
    the game.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 105%
    Mech      : 105%
    Recon     :  60%
    APC       :  50%
    Anti-Air  :  45%
    Tank      :  25%
    Md Tank   :  10%
    Neotank   :   5%
    Artillery :  50%
    Rocket    :  55%
    Missile   :  55%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  : 120%
    B Copter  : 120%
    Fighter   : 100%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   5%
    Mech      :  65% ( 6% without Bazooka)
    Recon     :   4%
    APC       :   0%
    Anti-Air  :  45%
    Tank      :  65% ( 6% without Cannon)
    Md Tank   : 105% ( 7% without Cannon)
    Neotank   : 115% (17% without Cannon)
    Artillery :  75%
    Rocket    :  85%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  85%
    T Copter  :   0%
    B Copter  :  25% ( 6% without Missile)
    Fighter   :   0%
    Bomber    :  95%
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Tank ~~~~
                                    ~~~~~~~~~~
    
    Cost            : 7000
    Movement Points : 6
    Vision          : 3
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: Machine Gun
    
    These are the weakest of the Tank family, but they still deal decent damage
    to other Tanks and lightly armored units (like Recon and Anti-Air units).  
    The secondary weapon (Machine Gun) is fairly powerful (even better than a
    Recon's), so turning it loose on foot soldiers and even lightly armored
    vehicles if you have no more Cannon rounds.  A fairly cheap hard hitter that
    is fairly susceptible to explosive rounds.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  75%
    Mech      :  70%
    Recon     :  85% (40% without Cannon)
    APC       :  75% (45% without Cannon)
    Anti-Air  :  65% ( 6% without Cannon)
    Tank      :  55% ( 6% without Cannon)
    Md Tank   :  15% ( 1% without Cannon)
    Neotank   :  15% ( 1% without Cannon)
    Artillery :  70% (45% without Cannon)
    Rocket    :  80% (55% without Cannon)
    Missile   :  80% (30% without Cannon)
    Lander    :  10% ( 0% without Cannon)
    Cruiser   :   5% ( 0% without Cannon)
    Submarine :   1% ( 0% without Cannon) (only if Sub is on the surface)
    Battleship:   1% ( 0% without Cannon)
    T Copter  :  40%
    B Copter  :  10%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   5%
    Mech      :  55% ( 6% without Bazooka)
    Recon     :   6%
    APC       :   0%
    Anti-Air  :  25%
    Tank      :  55% ( 6% without Cannon)
    Md Tank   :  85% ( 8% without Cannon)
    Neotank   : 105% (10% without Cannon)
    Artillery :  70%
    Rocket    :  80%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  55% ( 6% without Missile)
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Md Tank ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 16000
    Movement Points : 5
    Vision          : 1
    Primary Weapon  : Cannon (8 Rounds)
    Secondary Weapon: Machine Gun
    
    These are the middle of the Tank family power wise, they pack harsh damage
    to anything with metal coating 9exceptions being sea vessels and Neotanks).  
    The secondary weapon (Machine Gun) is fairly powerful (even better than a
    Tank's), so turning it loose on foot soldiers and even lightly armored
    vehicles if you have no more Cannon rounds.  A fairly expensive hard hitter 
    that is only susceptible to long range attackers as well as Md Tanks or 
    Neotanks.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 105%
    Mech      :  95%
    Recon     : 105% (45% without Cannon)
    APC       : 105% (45% without Cannon)
    Anti-Air  : 105% (10% without Cannon)
    Tank      :  85% ( 8% without Cannon)
    Md Tank   :  55% ( 1% without Cannon)
    Neotank   :  45% ( 1% without Cannon)
    Artillery : 105% (45% without Cannon)
    Rocket    : 105% (55% without Cannon)
    Missile   : 105% (35% without Cannon)
    Lander    :  35% ( 0% without Cannon)
    Cruiser   :  45% ( 0% without Cannon)
    Submarine :  10% ( 0% without Cannon) (only if Sub is on the surface)
    Battleship:  10% ( 0% without Cannon)
    T Copter  :  45%
    B Copter  :  12%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   1%
    Mech      :  15% ( 1% without Cannon)
    Recon     :   1%
    APC       :   0%
    Anti-Air  :  10%
    Tank      :   1%
    Md Tank   :  55% ( 1% without Cannon)
    Neotank   :  75% ( 1% without Cannon)
    Artillery :  45%
    Rocket    :  55%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  55%
    T Copter  :   0%
    B Copter  :  25% ( 1% without Missile)
    Fighter   :   0%
    Bomber    :  95%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Neotank ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 22000
    Movement Points : 6
    Vision          : 1
    Primary Weapon  : New Cannon (9 Rounds)
    Secondary Weapon: Machine gun
    
    This unit is not available until the plans for it have been "liberated" from
    Black Hole labs that are in each country.  Neotanks are the top of the line 
    in power for land units, dealing incredible damage to almost everything they 
    fire on.  
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 125%
    Mech      : 115%
    Recon     : 125% (65% without Cannon)
    APC       : 125% (45% without Cannon)
    Anti-Air  : 115% (17% without Cannon)
    Tank      : 105% (10% without Cannon)
    Md Tank   :  75% ( 1% without Cannon)
    Neotank   :  55% ( 1% without Cannon)
    Artillery : 115% (65% without Cannon)
    Rocket    : 125% (75% without Cannon)
    Missile   : 125% (55% without Cannon)
    Lander    :  50% ( 0% without Cannon)
    Cruiser   :  50% ( 0% without Cannon)
    Submarine :  15% ( 0% without Cannon) (only if Sub is on the surface)
    Battleship:  15% ( 0% without Cannon)
    T Copter  :  55%
    B Copter  :  22%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   1%
    Mech      :  15% ( 1% without Bazooka)
    Recon     :   1%
    APC       :   0%
    Anti-Air  :   5%
    Tank      :  15% ( 1% without Cannon)
    Md Tank   :  45% ( 1% without Cannon)
    Neotank   :  55% ( 1% without Cannon)
    Artillery :  40%
    Rocket    :  50%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  50%
    T Copter  :   0%
    B Copter  :  20%
    Fighter   :   0%
    Bomber    :  90%
    
    
                            o-----------------------o
                            | Long Range Land Units |
                            o-----------------------o
    
                                 ~~~~~~~~~~~~~~~
                               ~~~~ Artillery ~~~~
                                 ~~~~~~~~~~~~~~~
    
    Cost            : 6000
    Movement Points : 5
    Vision          : 1
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: None
    
    A rather inexpensive long range attacker, it can fire on any enemy (excluding
    air units) within the range of 2-3 spaces.  It deal fairly heavy damage, even
    to armored vehicles.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  90%
    Mech      :  85%
    Recon     :  80%
    APC       :  70%
    Anti-Air  :  75%
    Tank      :  70%
    Md Tank   :  45%
    Neotank   :  40%
    Artillery :  75%
    Rocket    :  80%
    Missile   :  80%
    Lander    :  55%
    Cruiser   :  65%
    Submarine :  60% (only if Sub is on the surface)
    Battleship:  40%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  15%
    Mech      :  70% (32% without Bazooka)
    Recon     :  45%
    APC       :   0%
    Anti-Air  :  50%
    Tank      :  70% (45% without Cannon)
    Md Tank   : 105% (45% without Cannon)
    Neotank   : 125% (65% without Cannon)
    Artillery :  75%
    Rocket    :  80%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  80%
    T Copter  :   0%
    B Copter  :  65% (25% without Missile)
    Fighter   :   0%
    Bomber    : 105%
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Rocket ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 15000
    Movement Points : 5 (3 per non-Road surface)
    Vision          : 1
    Primary Weapon  : Rockets (6 Rounds)
    Secondary Weapon: None
    
    An expensive but deadly long range attacker, it can fire on any enemy 
    (excluding air units) within the range of 3-5 spaces.  It deals spectacular
    damage, even to the toughest of armored vehicles.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  95%
    Mech      :  90%
    Recon     :  90%
    APC       :  80%
    Anti-Air  :  85%
    Tank      :  80%
    Md Tank   :  55%
    Neotank   :  50%
    Artillery :  80%
    Rocket    :  85%
    Missile   :  90%
    Lander    :  60%
    Cruiser   :  85%
    Submarine :  85% (only if Sub is on the surface)
    Battleship:  55%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  25%
    Mech      :  85% (35% without Bazooka)
    Recon     :  55%
    APC       :   0%
    Anti-Air  :  55%
    Tank      :  85% (55% without Cannon)
    Md Tank   : 105% (55% without Cannon)
    Neotank   : 125% (75% without Cannon)
    Artillery :  80%
    Rocket    :  85%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  85%
    T Copter  :   0%
    B Copter  :  65% (35% without Missile)
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Missile ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 12000
    Movement Points : 4 (3 per non-Road surface)
    Vision          : 5
    Primary Weapon  : Missiles (6 Rounds)
    Secondary Weapon: None
    
    An expensive but deadly long range attacker, it can fire on any air unit
    within the range of 3-5 spaces.  It deals spectacular damage, even 
    destroying B Copters and T Copters in one round with full Hit Points.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  : 120%
    B Copter  : 120%
    Fighter   : 100%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  25%
    Mech      :  85% (35% without Bazooka)
    Recon     :  28%
    APC       :   0%
    Anti-Air  :  55%
    Tank      :  85% (35% without Cannon)
    Md Tank   : 105% (35% without Cannon)
    Neotank   : 125% (55% without Cannon)
    Artillery :  80%
    Rocket    :  90%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:  90%
    T Copter  :   0%
    B Copter  :  65% (35% without Missile)
    Fighter   :   0%
    Bomber    : 105%
    
    
                                  o-------------o
                                  | Water Units |
                                  o-------------o
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Lander ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 12000
    Movement Points : 7
    Vision          : 1
    Primary Weapon  : None
    Secondary Weapon: None
    
    No weaponry here as the Lander is intended solely for transporting land 
    units from one shore to another.  It can transport up to two units at a 
    time, but it can only land on a shore where there are Shallows or at a Port
    (does not need to be under your control).
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :  10% ( 0% without Cannon)
    Md Tank   :  35% ( 0% without Cannon)
    Neotank   :  50% ( 0% without Cannon)
    Artillery :  55%
    Rocket    :  60%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :  95%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  25%
    Fighter   :   0%
    Bomber    :  85%
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Cruiser ~~~~
                                  ~~~~~~~~~~~~~
    
    Cost            : 18000
    Movement Points : 7
    Vision          : 3
    Primary Weapon  : Missiles (9 Rounds)
    Secondary Weapon: Anti-Air Gun
    
    A jack-of-all-trades on the sea, this vessel is very adept at bringing down
    Submarines (using the Primary Weapon) and air force units (really effective
    on both Helicopter types and fair against both Plane types).  It can also
    carry up to two Helicopters (both types) on it's deck at one time.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :  90%
    Battleship:   0%
    T Copter  : 115%
    B Copter  : 115%
    Fighter   :  55%
    Bomber    :  65%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :  10% ( 0% without Cannon)
    Md Tank   :  35% ( 0% without Cannon)
    Neotank   :  50% ( 0% without Cannon)
    Artillery :  65%
    Rocket    :  85%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :  25%
    Battleship:  95%
    T Copter  :   0%
    B Copter  :  55%
    Fighter   :   0%
    Bomber    :  85%
    
    
                                   ~~~~~~~~~~~~~~~
                                 ~~~~ Submarine ~~~~
                                   ~~~~~~~~~~~~~~~
    
    Cost            : 20000
    Movement Points : 6
    Vision          : 5
    Primary Weapon  : Torpedoes (6 Rounds)
    Secondary Weapon: None
    
    Subs can fire on naval units only, and they do very poorly against Cruisers 
    while great against other Subs and Battleships.  They will burn either one
    unit of fuel (on the surface) or five units of fuel (submerged) at the 
    beginning of each turn.  However, submerged Subs can not be detected by
    units unless they are right beside the unit.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :  95%
    Cruiser   :  25%
    Submarine :  55%
    Battleship:  55%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   1% ( 0% without Cannon) (only if Sub is on the surface)
    Md Tank   :  10% ( 0% without Cannon) (only if Sub is on the surface)
    Neotank   :  15% ( 0% without Cannon) (only if Sub is on the surface)
    Artillery :  60% (only if Sub is on the surface)
    Rocket    :  85% (only if Sub is on the surface)
    Missile   :   0%
    Lander    :   0%
    Cruiser   :  90%
    Submarine :  55%
    Battleship:  95% (only if Sub is on the surface)
    T Copter  :   0%
    B Copter  :  25%
    Fighter   :   0%
    Bomber    :  95% (only if Sub is on the surface)
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Battleship ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Cost            : 28000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : Cannon (9 Rounds)
    Secondary Weapon: None
    
    A floating armada of pain, these Cannons can attack any unit (except air 
    units) within a range of 2-6 spaces.  They deliver devastating damage to 
    even the largest of units and they have the potential to wipe out a lot of 
    units in a hurry.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  95%
    Mech      :  90%
    Recon     :  90%
    APC       :  80%
    Anti-Air  :  85%
    Tank      :  80%
    Md Tank   :  55%
    Neotank   :  50%
    Artillery :  80%
    Rocket    :  85%
    Missile   :  90%
    Lander    :  95%
    Cruiser   :  95%
    Submarine :  95% (only if Sub is on the surface)
    Battleship:  50%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   1% ( 0% without Cannon)
    Md Tank   :  10% ( 0% without Cannon)
    Neotank   :  15% ( 0% without Cannon)
    Artillery :  40%
    Rocket    :  55%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :  55%
    Battleship:  50%
    T Copter  :   0%
    B Copter  :  25%
    Fighter   :   0%
    Bomber    :  75%
    
    
                                   o-----------o
                                   | Air Units |
                                   o-----------o
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ T Copter ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 5000
    Movement Points : 6
    Vision          : 2
    Primary Weapon  : None
    Secondary Weapon: None
    
    The "T" is for Transport, and that is what this whirlybird does for your
    forces.  It can carry one foot soldier at a time and it can load/unload
    only when it is over solid ground itself.  Useful for sneaking by the 
    front lines to snake a property or even the Enemy Headquarters.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :  30%
    Mech      :  35%
    Recon     :  35%
    APC       :   0%
    Anti-Air  : 120%
    Tank      :  40%
    Md Tank   :  45%
    Neotank   :  55%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 120%
    Lander    :   0%
    Cruiser   : 115%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :  95%
    Fighter   : 100%
    Bomber    :   0%
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ B Copter ~~~~
                                  ~~~~~~~~~~~~~~
    
    Cost            : 9000
    Movement Points : 6
    Vision          : 3
    Primary Weapon  : Missiles (6 Rounds)
    Secondary Weapon: Machine Gun
    
    A real good addition to your armies, B Copters can use their Missiles to
    fight armored foes and they can use their Machine Guns to take down other
    units.  They can really hurt Infantry, Mech, B Copters, and Tanks or lower
    in the armored units.  However, they are quite weak to any Anti-Air units
    and they should be used as support attackers instead of being your front 
    line attackers.  They do not do well vs. Navy (except Cruisers) and they 
    can attack Helicopters only in the air (both kinds, but very well).
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :  75%
    Mech      :  75%
    Recon     :  55% (30% without Missile)
    APC       :  60% (20% without Missile)
    Anti-Air  :  25% ( 6% without Missile)
    Tank      :  55% ( 6% without Missile)
    Md Tank   :  25% ( 1% without Missile)
    Neotank   :  20% ( 1% without Missile)
    Artillery :  65% (25% without Missile)
    Rocket    :  65% (35% without Missile)
    Missile   :  65% (35% without Missile)
    Lander    :  25% ( 0% without Missile)
    Cruiser   :  55% ( 0% without Missile)
    Submarine :  25% ( 0% without Missile) (only if Sub is on the surface)
    Battleship:  25% ( 0% without Missile)
    T Copter  :  95%
    B Copter  :  65%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   7%
    Mech      :   9%
    Recon     :  10%
    APC       :   0%
    Anti-Air  : 120%
    Tank      :  10%
    Md Tank   :  12%
    Neotank   :  22%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 120%
    Lander    :   0%
    Cruiser   : 115%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :  65%
    Fighter   : 100%
    Bomber    :   0%
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Fighter ~~~~
                                   ~~~~~~~~~~~~~
    
    Cost            : 20000
    Movement Points : 9
    Vision          : 2
    Primary Weapon  : Missiles (9 Rounds)
    Secondary Weapon: None
    
    Purely an air unit fighter, these guys are made to stop charging Helicopters
    in one volley of Missiles, as well as badly crippling other Fighters and 
    Bombers.  Expensive to deploy, they can be taken down but Anti-Air units and
    Missiles fairly easily, so keep an eye out for those units when moving.  
    Still a useful unit to have, especially when the enemy likes to bring the 
    air units after your forces repeatedly.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :   0%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   :   0%
    Lander    :   0%
    Cruiser   :   0%
    Submarine :   0%
    Battleship:   0%
    T Copter  : 100%
    B Copter  : 100%
    Fighter   :  55%
    Bomber    : 100%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :  65%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 100%
    Lander    :   0%
    Cruiser   :  55%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :  55%
    Bomber    :   0%
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Bomber ~~~~
                                   ~~~~~~~~~~~~
    
    Cost            : 22000
    Movement Points : 7
    Vision          : 2
    Primary Weapon  : Bombs (9 Rounds)
    Secondary Weapon: None
    
    A devastating sight to any ground unit that hears their jet engine whine as 
    it approaches, these behemoths can only be fired on by a select few units as 
    they bring their hard hitting payload.  Anti-Air and Missiles are the only
    ground units that can fire on them Cruisers are on the only sea units to 
    fire on them, and Fighters are the only air unit to fire on them.  However,
    Bombers are an excellent way to remove heavily armored land units and they
    are worth the price that they boast.
    
    ===================
    Attacking Abilities
    ===================
    
    Infantry  : 110%
    Mech      : 110%
    Recon     : 105%
    APC       : 105%
    Anti-Air  :  95%
    Tank      : 105%
    Md Tank   :  95%
    Neotank   :  90%
    Artillery : 105%
    Rocket    : 105%
    Missile   : 105%
    Lander    :  95%
    Cruiser   :  85%
    Submarine :  95% (only if Sub is on the surface)
    Battleship:  75%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   :   0%
    Bomber    :   0%
    
    ===================
    Defending Abilities
    ===================
    
    Infantry  :   0%
    Mech      :   0%
    Recon     :   0%
    APC       :   0%
    Anti-Air  :  75%
    Tank      :   0%
    Md Tank   :   0%
    Neotank   :   0%
    Artillery :   0%
    Rocket    :   0%
    Missile   : 100%
    Lander    :   0%
    Cruiser   :  65%
    Submarine :   0%
    Battleship:   0%
    T Copter  :   0%
    B Copter  :   0%
    Fighter   : 100%
    Bomber    :   0%
    
    ----------------------------------------------------------------------------
    ---------------------------------Terrain------------------------------------
    ----------------------------------------------------------------------------
    
    3) This section will give you the heads up on how to use the terrain to your
       advantage when battling the opposition.
    
    
                                  o------------o
                                  | Land Types |
                                  o------------o
    
                                    ~~~~~~~~~~
                                  ~~~~ Road ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 0
    
    Since there is no cover when using the road, your units are extremely 
    vulnerable to damage.  However, it is the best movement place for wheeled
    vehicles.
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Plains ~~~~
                                   ~~~~~~~~~~~~
    
    Defense Rating: 1
    
    With minimal cover, your troops will still be rather open to being hit hard
    by the opposition.  Wheeled vehicles will use two movement points per Plain
    crossed.
    
    
                                   ~~~~~~~~~~~~
                                 ~~~~ Forest ~~~~
                                   ~~~~~~~~~~~~
    
    Defense Rating: 2
    
    The trees afford the unit residing within some coverage from fire.  Wheeled
    vehicles use 3 movement points through these woods.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ City ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding a City and still take very 
    little damage.  If the City is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged.
    
    
                                     ~~~~~~~~~
                                   ~~~~ Lab ~~~~
                                     ~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding a City and still take very 
    little damage.  
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Base ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding a Base and still take very 
    little damage.  If the Base is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is a ground unit).  Also,
    if the Base is unoccupied by an unit, you can purchase a new ground unit to
    appear there.
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Airport ~~~~
                                   ~~~~~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding an Airport and still take very 
    little damage.  If the Airport is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is an air unit.  Also, if 
    the Airport is unoccupied by an unit, you can purchase a new air unit to 
    appear there.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Port ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding a Port and still take very 
    little damage.  If the Port is controlled by that unit, at the start of 
    their next turn they will be re-supplied and have up to 2 Hit Points
    recovered if they are damaged (provided the unit is a water unit).  Also, if
    the Airport is unoccupied by an unit, you can purchase a new air unit to 
    appear there.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Silo ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 3
    
    An unit can take a good beating while holding a Silo and still take very 
    little damage.  A great attacking building, it can be fired (only one time 
    though) by an Infantry or a Mech.  They have unlimited range and a large 
    splash damage area, but both sides in the conflict can be hurt by it.
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Headquarters ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Defense Rating: 4
    
    An unit can take a good beating while holding Headquarters and still take 
    very little damage.  This building is the nerve centre of each army, and if 
    it is captured, the side that lost their Headquarters loses the battle.
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Mountain ~~~~
                                  ~~~~~~~~~~~~~~
    
    Defense Rating: 4
    
    An unit can take a good beating while holding a Mountain and still take very 
    little damage.  Only Infantry and Mech units may enter mountains, giving them
    the upper hand in battles with stronger foes.  They also experience increased
    vision during Fog Of War maps from these locales.
    
    
                                  o-------------o
                                  | Water Types |
                                  o-------------o
    
                                    ~~~~~~~~~~~
                                  ~~~~ Shoal ~~~~
                                    ~~~~~~~~~~~
    
    Defense Rating: 0
    
    An unique land type in that both land and water units can set foot on.
    No cover to be found, so maximum damage will be taken when in a fight.
    
    
                                     ~~~~~~~~~
                                   ~~~~ Sea ~~~~
                                     ~~~~~~~~~
    
    Defense Rating: 0
    
    Sea going vessels only here, with no cover what so ever.  Units here are
    completely open to damage.
    
    
                                    ~~~~~~~~~~
                                  ~~~~ Reef ~~~~
                                    ~~~~~~~~~~
    
    Defense Rating: 1
    
    The lone place on the sea where an unit can have some protection from 
    attack, albeit a very small amount of protection.
    
    ----------------------------------------------------------------------------
    -------------------------------Walkthrough----------------------------------
    ----------------------------------------------------------------------------
    
    4) This section will give maps, statistics, and strategies to get through
       each map in the game.  This includes the hidden lab areas as well, which
       will be placed at the very end of a country's region of the walkthrough.
    
    
                             o----------------------o
                             | Orange Star Missions |
                             o----------------------o
    
    
                                  ~~~~~~~~~~~~~
                                ~~~~ Cleanup ~~~~
                                  ~~~~~~~~~~~~~
    
    Orange Star CO: Andy
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------
    |WWWF     F  R |
    |WXWwwwwF   FR |
    |WWW   wwF  ER |
    |MFF    www  RF|
    |F   M  F w  R |
    |RRR MF  FwwwRw|
    |M R      F  R |
    |  R         R |
    |RRHRRRRRRRFRR |
    |   F F F FFF F|
     --------------
    
    A very simple map to start you off on, you will need to accomplish one to of
    two things to be victorious: eradicate the troops Flak has OR capture his
    Headquarters.
    
    ----------------
    No Quarter Given
    ----------------
    
    If you choose to slaughter his troops, stroll forward with your Infantry
    following behind your APC.  When the opponent is close enough that they 
    could walk into range of your APC, send your APC into their range to bait 
    them forward, and then charge in and shoot them after they have attacked 
    your APC first (the APC will survive easily).  Then just repeat on the 
    second Infantry member for the victory!
    
    ----------------
    Headquarter Raid
    ----------------
    
    The second option has one Infantry loading into the APC, the other two 
    Infantry marching east to engage the charging Black Hole Infantry, and your
    APC should head towards the Enemy Headquarters.  Once the APC nears the 
    river, let the Infantry out to march across the river and then capture the
    Enemy Headquarters!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ Border Skirmish ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~
    
    Orange Star CO: Sami
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |FFWWWWWWFMM   F|
    |FF  wMF  FFECRR|
    |    wF   FF    |
    |    w     FM   |
    | F Fwwww   CM  |
    |FRRRRRCR    M  |
    | R F   wwwwFFFF|
    |FW    c   w MMF|
    |RH        wFMMF|
    |         FwFFMF|
     ---------------
    
    Start Day One by sending your Mech Unit up to attack the Tank, followed by 
    using your Tank to destroy the Tank completely.  Then send your remaining 
    forces towards the bridge, making sure your Infantry starts capturing the 
    neutral city.
    
    Day Two brings the re-organizing of your troops so your APC or Tank holds 
    the city short of the bridge while your Artillery sets up behind the tougher
    unit for protection so it can deliver it's deadly payload.  Finish capturing
    the neutral city and start your Mech Unit to go there and recover.
    
    Day Three will dawn with the enemy having drawn close enough for your 
    Artillery to blast a Tank (do so).  You then have the option of sending your
    Tank across the bridge to blow the hurt Tank up or damage the remaining 
    unhurt Tank.  Your Infantry can start to go towards the river and your Mech
    unit can stop in the captured town to recover it's Hit Points.
    
    Day Four onwards has your Artillery, Tank, and Mech Unit mopping up the 
    remnants of the enemy Tanks, followed by the enemy Infantry to finish the 
    map.  You can also use your APC after the Tanks are gone to carry an 
    Infantry to the Enemy Headquarters to capture it!
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Orange Dawn ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Orange Star CO: Max
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |     F F FWWWWW|
    |CRERCRRRRFRRF W|
    |          WWC W|
    |M        WWWRWW|
    |MF WWWWWWWWWRWW|
    |WWWW      WFFCW|
    |WWW       FFF W|
    |WF            W|
    |M            MW|
    |MMF  H      MMW|
     ---------------
    
    Max has some great units with him, including some direct combat units (his 
    specialty).  You have two choices on how to win, both of which will be 
    covered below:
    
    ----------------
    No Quarter Given
    ----------------
    
    Day One has your Helicopters double-teaming there counterpart Helicopter as
    an Infantry loads to the T Copter to fly northwards.  Have your 2 Tanks and 
    Md Tank move up to the bridge along with your Artillery.
    
    Day Two has the enemy coming for you, so move up to the next island to set 
    your defenses properly, and have your Helicopters harass the Infantry or 
    Tank (leave the Md Tanks alone though).  Have your T Copter either drop the 
    Infantry off, or if you did so last turn, move and capture the city.
    
    Day Three has your Tanks and Md Tank moving out to intercept the charging
    enemies as your Helicopters put the finishing touches on the Infantry.
    
    Day Four and onwards involves a simple mop-up up of the remaining forces 
    (use your Md Tank and Helicopters on their Md Tank).  You will soon be 
    victorious!
    
    ----------------
    Headquarter Raid
    ----------------
    
    Day One has your Helicopters double-teaming there counterpart Helicopter as
    an Infantry loads to the T Copter to fly westwards.  Have your 2 Tanks and 
    Md Tank move up to the bridge along with your Artillery.
    
    Day Two has the enemy coming for you, so make your defenses by the bridge, 
    and have your Helicopters harass the Infantry or Tank (leave the Md Tanks 
    alone though).  Have your T Copter fly further into the bay, but stay away
    from the shoreline yet.
    
    Day Three has the enemy charging forward, so engage and destroy as your T 
    Copter drops the Infantry off.
    
    Day Four and Day Five are a simple matter of holding the enemy back as you
    capture the Headquarters.
    
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Flak Attack ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Orange Star CO: Max
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |  RRRRRRRRC CFF|
    | EWWWWWWWWWWWFF|
    |WWWWWWWWWWWWWRW|
    |WWWWWWWWWWWWWRW|
    |WWWWWWWWWWWWWRW|
    |WWWWWWWWW  FFCF|
    |WWWWWWWWWF  FRF|
    |WWW F F      R |
    |WWF          R |
    |WF          CHC|
     ---------------
    
    Flak has gained ahold of some serious firepower here, using 3 Helicopters,
    2 Bombers, and a Fighter to go with his Infantry and his Tank!  Max is no
    slouch either with some great air defenses in Anti-Air units and a Missile
    battery as well as a couple Helicopters.  The best route to victory is to 
    fight for the complete annihilation of Flak (he comes at you full force 
    anyway).
    
    Day One starts out with your Helicopter near the enemy attacking one of 
    their Helicopters since the Fighter will hunt your Helicopter down 
    regardless of what you do.  Then you need to move the left-most Anti-Air 
    unit down one space and the top Anti-Air unit one space to the right so the
    Bombers will be unable to reach them.  Now use your Missile unit on the 
    Helicopter nearby to destroy it, send your Mech unit up to start capturing
    the neutral city, and then position your Rockets behind that city.  Then 
    check where the Fighter can attack your remaining flying units and position
    your Helicopter just out of range of the Fighter.
    
    Day Two has the enemy aircraft much closer to your troops, so use your 
    appropriate units to take them down quickly.  Try to protect your Helicopter
    so the Fighter can not hit it next turn, and try to do the same for your
    Missiles and Rockets as well.  Finishing capturing that neutral city to find
    the map to a secret weapons lab (this will be covered at the next to last of
    the Orange Star Missions sub-section, so go there after this map if you 
    choose to play it next [the title: Test Of Time])!
    
    Day Three has max putting the finishing touches on as many of the enemy 
    units as possible.  If you are a little lucky and highly effective in your
    use of units, you will finish the battle by this point.  Otherwise, mop-up
    the remnants on Day Four for the victory!
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Lash Out ~~~~
                                  ~~~~~~~~~~~~~~
    
    Orange Star CO: Sami
    Allied CO.....: None
    Enemy CO......: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |WWWWWWWF FWW FW|
    |W BFRRR E RRC W|
    |W FWWWWF FWWWRW|
    |WRWWWWWSSSW F C|
    |WRWWWWWWWWW RRC|
    |WR F WWWWWWRRSS|
    |FR  FWWWWWWWWWW|
    |FRRRRRRRFFSWWWW|
    |MMMRMMFMFFSWWWW|
    |MMFRMFFM  SWWWW|
    | C RC C FFSWWWW|
    | RRHRR  FFSWWWW|
    | RWSSSSSSWWWWWW|
    | RWWWWWWWWWWWWW|
     ---------------
    
    Lash has set up here with the intent of holding Sami at bay for 7 days, at
    which point Flak will appear to decimate Sami's forces.  This means you have
    till Day Seven to take Enemy Headquarters, so let's get to work!
    
    Day One will start by moving your T Copter out of the enemies reach.  Next 
    up, use your Battleship to blast the Rockets to the north, have your Cruiser
    badly damage the Sub, and then move your own Sub to the space to the 
    southwest of your Battleship to preserve it from the enemy Cruiser.  Next 
    are the land units, so move a Mech and a Tank onto the Lander, followed by 
    moving up beside the west side of the Battleship.  Then start sending your 
    remaining forces north to start the assault on the Base on the next island.
    
    Day Two has you finishing off the remaining aquatic forces of the enemy as 
    you move your main land force across the bridge to the small island.  Your
    T Copter AND Lander will now continue forward towards the Enemy 
    Headquarters.
    
    Day Three requires nothing more than doing any moves you feel necessary 
    (like continuing to attack the northeast island) while waiting for the enemy
    to finally clear out of the island with their headquarters.
    
    Day Four is the invasion, so continue to decimate their forces where ever 
    you can and land the troops to take the Enemy Headquarters on Day Five and
    Day Six!
    
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Andy's Time ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Orange Star CO: Andy
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------
    |FC *** B      B FF|
    |RRR***RRRRRRRRRRRF|
    |MC *** F CRC   CR |
    |MM  R     F     RF|
    |MMMRR FWWWRWWW  R |
    | CFRFF WWWRWWWF RF|
    |BRRRFFFWWF WWW CR |
    |  FF  WWW BWWWF RF|
    |F FF FWWWC WWW  RF|
    |WWRWWWWWWWWWWW  RF|
    |WWRWWWWWWWWWWW CR |
    |WWFW WWFF  FF   RF|
    |WW  FW         CR |
    |WWC  RRRRRRRRRRRRF|
    |WWWWWW  C C   BHBF|
     ------------------
    
    You will see the large Cannon right off the start, but you already know it
    fires every third turn thanks to this FAQ.  Be sure to check it's impressive
    range immediately and then set out to destroy it!
    
    Day One has your lone Infantry loading into the T Copter to go to the city 
    in the north while buying two more Infantry.
    
    Day Two has those Infantry moving out (one to start capturing a city, one 
    straight north), and then move the T Copter into the range of the 
    non-capturing Infantry for the next turn.  Have the Infantry in the north
    start capturing the City there.  Buy an Anti-Air or Tank unit too.
    
    Day Three has two Infantry finishing the capture of two Cities, the loading 
    of a T Copter to go to the centre island to drop the Infantry off, and the 
    moving of your killing unit northward.  Make sure to buy anything you want,
    but consider saving money from here on out to buy a heavy hitter like a Md
    Tank.
    
    Day Four brings the migration of your troops northward while starting to 
    capture the Base on the centre island.  Continue this trend for Day Five as 
    you really bring your forces to bear on Flak's Infantry.  Do not buy 
    anything on these days to save up for a Md Tank.
    
    Day Six will dawn with enough money for the Md Tank (or even a Neotank if 
    you have done the lab map already), so buy it for your charge at the Cannon.
    Continue to liberate and destroy the Flak's forces.
    
    Day Seven onwards will be moving your Md Tank to bust the door on the Cannon
    (it is on the south side of the Cannon complex) while your troops continue 
    to make Flak suffer for his lack of quantity and quality in his units.  Once
    you have destroyed the Cannon, the map will be finished!
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Test Of Time ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Orange Star CO: Andy
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |MMMMMMFMF F MMM|
    |MM   RRRRRRRRMM|
    |M    R C  C R M|
    | F   R  SSS R M|
    |C    RRMSXS R M|
    |MF    RMSSS R F|
    |MM MMMRCRRRCDC |
    |      RMWWW R F|
    |   F  RMWWWCRC |
    |HCRRRRRMWWW R F|
     ---------------
    
    It is Fog Of War here, so be ready to use your units effectively so you can
    see into the darkness to avoid the traps set by the enemy while springing 
    your own onto the enemy!  Remember you have 7 days to find those plans!  
    You can also attack and kill every unit on the map to achieve the same goal,
    it just requires the additional hunting down of the Transport in the Reef 
    and the Artillery in the northern Forest to be successful if you prefer that
    method.
    
    Day One starts with an Artillery blast to their Artillery, followed by 
    sending your Recon unit to dust it.  Now you will be able to see more 
    enemies, so send your Anti-Air unit up to hit the Infantry, your Md Tank to
    take Flak's Anti-Air unit, and then load your Mech into the APC to go 
    towards the bridge.  Now move your Rockets into the woods to the west and 
    your lone Infantry to the mountains in the north.
    
    Day Two has your Infantry attacked by the enemy Recon, so use your Rockets
    to soften it up before using your Infantry to dust it.  Now wipe out the 
    remaining attackers on this side of the bridge as you charge across with a
    Tank, a Recon, and your APC.  Go as far right as possible and DO NOT unload
    the APC.
    
    Day Three will have brought a Rocket attack, so move a unit to stand beside
    the middle of the three Forest areas stacked to the right of the City and
    Enemy Headquarters area to see the Rockets, followed by blasting it with
    your remaining troops.  Now spend the next two days liberating the Enemy
    Headquarters to gain the use of Neotanks for the orange Star CO's!
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Liberation ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Orange Star CO: Andy OR Sami OR Max
    Allied CO.....: None
    Enemy CO......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------
    |FFF FF F F F F F F F|
    |CRR  *******|*******|
    | BR ***             |
    |CRR ***    C C      |
    | C C***C          FF|
    |   C***C   FFwwRwwww|
    | F      FwRwwwFF CFF|
    |wRwwwwwwww A wwwwwww|
    | R  MFFw FFMMFF CF F|
    |MR MFFFwRwwwwwwwwwww|
    |FR      B F      FF |
    |BR               FFF|
    | RC          C B   M|
    |CRRRRRRRRRRRRRRRRC M|
    |  F F F F F F F BHBM|
     --------------------
    
    Your choice in CO will effect how quickly the map ends for you, and you need
    to be quick because of the Black Hole's factory (it produces a unit per 
    turn that is ready to attack THAT turn).  The following can be applied for 
    any of the CO's, but the speed (days) it goes at will vary.  Max is a good
    choice since he gets additional power in direct combat situations (which is 
    required to win), but Sami's City capturing and extra transport movement is 
    great as well.
    
    Day One is a simple matter of buying an APC with the left-most base and an
    Infantry from the middle of the three bases.
    
    Day Two is moving the APC northwest so it is positioned south of the neutral
    Airport, where the APC should unload the Infantry into the river.  Buy three
    more Infantry.
    
    Day Three is the first round of capturing the Airport, the two right-most 
    Infantry will march north, and the lone remaining Infantry should move 
    west to allow the positioning of the APC three steps away for the next turn.
    
    Day Four is the finishing of the Airport capture and the continuation of the
    Infantry moving out to get more territories (the APC should go for the base 
    southwest of the Airport).
    
    Day Five onwards is just using your troops to continue capture and hold the 
    enemy back until a Bomber is constructed so it can be sent to destroy the 
    Pipe Seam to finish the map!
    
    Please note that you may wish to make a Tank before the Bomber so you can 
    destroy a unit or two to give yourself the Power Rating necessary for the
    "S Rank".
    
    
                              o--------------------o
                              | Blue Moon Missions |
                              o--------------------o
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Reclamation ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Colin
    Allied CO...: None
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -------------------
    |FFMMMwMMF CCFwFF R |
    |  FMMwMAF   FwF BRH|
    |   AMwM   MRRRRRRRR|
    |  FMMwF  MMRCwwFBRB|
    | FMMMwFC MMR Mw  R |
    |  FFMwF  MMRBMwF R |
    |   Fww   MFR MwF R |
    |B   w    MRRMMwF R |
    | BRRRRRRRRRMMMwMFRF|
    |E B wF CCFMMMMwMMAM|
     -------------------
    
    Colin is a brand new CO to learn for everyone, so be sure to check out the
    Commanding Officers section to learn more about him.
    
    You will have a few objectives for this map, and they will gain Colin the
    massive funding he needs to flood the enemy with his troops.  Start off Day
    One with three Infantry, followed by two Infantry and an APC on Day Two.
    
    Day Three is the continuation of the Infantry marching out to capture every
    installation they can, so make use of your APC to get an Infantry really far
    out.  Buy a Recon to go start softening up Lash's scouts.
    
    Day Four onwards is just to continue capturing areas while sending Recons,
    Tanks, and Anti-Air units to the south to clear the two Cities there so your
    Infantry can claim them.  Make use of Helicopters as well for relatively 
    cheap but effective units.  You can either decimate lash's entire force or 
    hold them off long enough so an APC can get an Infantry to the Enemy 
    Headquarters to capture it.
    
    
                                  ~~~~~~~~~~~~~~
                                ~~~~ Tanks!!! ~~~~
                                  ~~~~~~~~~~~~~~
    
    Blue Moon CO: Grit
    Allied CO...: None
    Enemy CO....: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |  wFMMFMMFMMFMM|
    |  RFRRRRRRRRRFF|
    |  wFRMMMMMMMRFF|
    |  wFRRRMFMRRRFL|
    |  w   RMCMRMMFF|
    |RRRRRRRMRMRRRRF|
    |  wRFMMMRMMMFRF|
    |  wRMCRRHRRRRRL|
    |  wRMMMMRMMMFRF|
    |RRRRRRFMRMRRRRF|
    |  w RMFMCMRMMMM|
    |  wFRMRMFMRRRRL|
    |  wFRMRMMFMMMRF|
    |  wFRRRRRRRRRRF|
    |  wFFFFFFFFFFLF|
     ---------------
    
    You will be greeted with the site of seven Md Tanks!  In the Fog Of War that
    covers the area, they also have some Recons, Mechs, and some more Md Tanks
    to come after you with!  You have your Rockets, Recons, Artillery, and 
    Infantry to use against this foe, so be ready for a knock them down slug it
    out with Grit's long distance accuracy!
    
    Day One has your left-most Rockets shooting at an Md Tank, followed by 
    moving the north and south Rockets into the cities.  Next you need to move
    your Infantry to the road below, and send your Mechs around the Artillery 
    forward while staying concealed in the woods.
    
    Day Two has one Infantry stepping onto the mountains so your Rockets can see
    the approaching Tanks and blast them.  have your Artillery and Recons 
    continue to try and position themselves to blast the incoming enemy, and 
    send your remaining Infantry marching east towards the Missile Silos.
    
    Day Three onwards is made up of your Rockets continuing to blast way (make 
    sure to kill the Mechs as they can come over the mountains), your Artillery 
    should continue to play hide in the woods and shoot with aid of your Recons
    for sight, and your one Infantry should keep marching to Missile Silos to 
    blast groups of the enemy.  If you are fast Day Seven is a good time for 
    this map (although going higher is acceptable for still getting the "S 
    Rank").
    
    
                                   ~~~~~~~~~~~~~
                                 ~~~~ Toy Box ~~~~
                                   ~~~~~~~~~~~~~
    
    Blue Moon CO: Olaf
    Allied CO...: None
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |B FRwC RR   F B|
    |RwwRwwM SSCRSww|
    |    MwR   RwwS |
    |CFMFRF MW RRR M|
    |wwRR MMB  wwwFM|
    |C  WRRF   wRF  |
    |  MRRR W R  RWM|
    |B wwwRwWWR FBCw|
    | SWCR FRWMF    |
    |ESWRWMWWWCFMSSH|
     ---------------
    
    Lash has decimated this area with her "tests", so Olaf needs to put her in
    her place.  There is a map to a weapons lab here as well, so be sure to grab
    all of the Cities as you move towards the Enemy Headquarters.
    
    Day One Day Two are buying two Infantry and moving to claim the 
    properties in the middle of the map as well as the ones near the 
    headquarters.
    
    Day Three is the beginning of Recon and Tanks for Olaf as he pushes towards 
    the west side of the map.
    
    Day Four onwards is to either kill every enemy unit off (make use of Rockets
    or Artillery behind your wall of steel you have been creating beforehand) OR
    keep the northwest area of the map contained (a lot of Infantry and Mechs 
    units) while you push through the small mountain pass to take the Enemy
    Headquarters.  Either way, be sure to capture the City on the small island
    just to the east of the Enemy Headquarters before finishing the mission as 
    it holds the map to the enemy's weapon lab in Blue Moon (this will be 
    covered at the next to last of the Blue Moon Missions sub-section, so go
    there after this map if you choose to play it next [the title: Neotanks!?]).
    
    
                                ~~~~~~~~~~~~~~~~~~~
                              ~~~~ Two-Week Test ~~~~
                                ~~~~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Colin
    Allied CO...: None
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------
    |B B CFSWWWWWWWWWWWWW|
    | HRR  SWWWWWWXWWWWWW|
    |B BRCMWWWWWWWWWXWWWW|
    | B RFFWWWWWWWWWWWWWW|
    |F FC WWWWWWWWWWWWWWX|
    |SSW C  C  F FC C CWW|
    |WWW   MF   C B C CWW|
    |WWWC        RRRRR WW|
    |XWWC M   C BRBRARBWW|
    |WWW  F      RRRRRRWW|
    |WWWFF    C CRARERCWW|
    |WXWFF       RRRRRRWW|
    |WWWW     C CRBRCRBWW|
    |WWWWWWWWWWWWWWWWWWWW|
    |WWWWWWWWWWWWWWWWWWWW|
     --------------------
    
    Colin has been left behind to guard the area, but Lash has shown up with 
    superior troops and properties!  Survive until Day 15 to become victorious
    (just do not lose your Headquarters!).
    
    Day One is simple with buying two Infantry.  Day Two through Day Five has
    your Infantry move to take some properties (one of which should be the 
    Cities near the bottleneck the landform has), and the purchasing of more 
    Infantry as well as APC's, Tanks, and Artillery.
    
    Day Six is when the first Tanks will start to roll towards your roadblock
    in the bottleneck, so make sure to have your Tanks and APC's forming the 
    first wall of defense with Artillery using their support fire to suppress the
    enemies strength.
    
    Day Seven onwards is just replacing the injured units while adding on more
    Rockets and Artillery to weaken the incoming ground forces (these include
    Neotanks!!) while putting an Anti-Air unit or two along with a Missile
    unit to stop the attacks of Helicopters and Bombers when they come to put 
    the hurt on your units.  Also note that if you leave an injured unit in the
    front of their forces instead of finishing it off, that unit will either not
    attack or just attack and get killed itself!
    
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Nature Walk ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Grit
    Allied CO...: None
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |FFF  RRRRR F FF|
    |RRRRRRCCCRRRRRR|
    | C C RCHCR C CF|
    |FF   RRRRR     |
    |FF  F  FM M ***|
    |    FFMMMFF ***|
    | FFF FF  FF ***|
    |FFF RRFCFCRRRFF|
    |  F RFFF FFMFMM|
    |*** FFFF FF MFF|
    |***FRFCMM FFFF |
    |*** C FCCFCFFFF|
    |MRRRRFF F FFFF |
    |MMMFRRRNRRF ***|
    |MMMMFMFRFFF ***|
    |FF FFFFR F  ***|
    |FFRRRRRRMMFRRFM|
    |FRRFRFFRRFMFMMM|
    | RF FFF R FRFMM|
    |FRRRRRFRRRRR  F|
    | RF FFRFFRFFFFF|
    |FRFFF RFFRF  FF|
    |MRRRRRRRRRF MMM|
    |MMMFRF  FRFMMMM|
    |MFF FRFF FRF FM|
    |FFF FRR  FR   F|
    |     FRFFFR    |
    |RRRRRRRRRRRRRRR|
    |F F F F F F F F|
    |RRRRRRRRRRRRRRR|
     ---------------
    
    Your goal is to get ONE unit to touch your own headquarters here.  However,
    you are racing the Infantry of the Black Hole there as the Infantry are 
    trying to capture it first.  To further complicate thing, the Fog Of War
    will impede your vision of where these Infantry are.  To make matters worse,
    THREE Cannons are set-up here, each of which can fire ONCE EVERY TURN!  The
    good news is that the Cannon can not fire on what it can not see, so stick 
    your troops in the Woods as you head north to be protected.
    
    This is a very open-ended map as it goes for strategies, but the following
    points will help you organize your attack.
    
    Stick to the woods as much as possible.  If you do this, the hard hitting
    Cannons will not be able to get a shot off.  However, be wary of staying in
    the open or parking beside an enemy when in the Woods as the Cannons can 
    then pinpoint your position to fire!
    
    Use your long range attackers to your advantage.  Whether they are clearing 
    enemies form the paths ahead as they are spotted, or picking off Infantry,
    they can knock a lot of units out in a hurry.  Another good tactic is to get
    these long range attackers close enough to the Cannons so they can bomb the 
    offending attackers until they meltdown (clearing a large area of the map 
    for travel in safer conditions).
    
    If you wish to see far ahead and your Recons are gone, use an APC and 
    Infantry combo with the mountains to be able to see the plains/roads/etc.
    ahead.  This will only lead to your Infantry dying most likely, so only use
    if you really need a sneak peak ahead.
    
    Remember that you can send your Tanks north through the Woods around many of
    the enemies to reach the Headquarters rather easily, so start to race for 
    the building if you are starting to take unacceptable casualties.
    
    Just touch those Headquarters once to beat Lash and send her packing!
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ T Minus 15 ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Olaf
    Allied CO...: Andy
    Enemy CO....: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -------------------------
    |MMF  FF   FMMMM  R  FF  F|
    |MFF        FMMM CRC      |
    |FFF        FF  CRRF      |
    |        F FFMF CRRRRRRRRR|
    |      ********  C C      |
    |F     *      *F      FF F|
    |***|*|* CRRC **|*********|
    |       C****C            |
    |       R****R            |
    |       R****R            |
    |       C****C            |
    |***|*|* CRRC **|*********|
    |BFFF C*      *FF F     FF|
    |FFFFF ********FF    MF   |
    |FFFFFFMFFMFFF      FMM C |
    |FFFFFFMFFFFMRRRR   FMMRRR|
    |   FFFFFFMMMFF RFF  FMRFM|
    |   F FMMMMMMFF RRARRRRRMM|
     -------------------------
    
    That is one massive Missile Silo!  As the title suggests, you have 15 days
    to put that monstrosity out of commission, so your goal is to capture the
    eight City properties around the Silo to take away it's power supply to win.
    This is the first map you get to control two different CO's, so remember to
    make moves with them while thinking ahead to the moves of your partner CO.
    
    Day One for Olaf in the top section is marching your Infantry and APC riding
    your Mechs to the Cities to start the capturing process.  The vehicles you 
    have should also be sent towards that city with the intention of busting the
    pipe seam below.  The middle section should move the line forward while 
    staying clear of the enemy Rockets range.  The bottom section has a Mech 
    marching to take the Airport, followed by the three Anti-Air units to park 
    nearby.  Send the other Mech and Rocket towards the pipe so they can start 
    towards the pipe seam.
    
    Day One for Andy is a simple matter of using his Helicopters and Bomber to 
    decimate the forces to the west while sending the Fighter to the east in
    preparation for the pipe seam being busted open.
    
    Day Two for Olaf is the continuation of capturing properties by his foot
    soldiers and the continued unit movement to get ready to blast the pipe seam
    wide open on the next day.  Be sure to get that Airport on the bottom 
    section going and position your Anti-Air units just out of range of the 
    streaking Bombers and Helicopters from the enemy.
    
    Day Two for Andy is the continuation of the pounding on the forces in the 
    top section while jockeying the Fighter into position to make a fly through
    the opened pipe seam.
    
    Day Three for Olaf is to take down the Bombers and Helicopters he can as he 
    captures the Airport in the bottom section.  The middle section may want to 
    send some units to take the Rockets out as the reinforcements arrive.  The
    top section should knock the pipe seam out to start flooding the troops 
    through to the middle section.
    
    Day Three for Andy is regrouping the Helicopters back to the east to get in 
    line for the pipe seam passing as well as sending your Fighter that was 
    waiting patiently for the pipe seam to disappear through to the bottom 
    section to assist with the air attackers there (just be sure to not get
    yourself in the range of a Missile unit).
    
    Day Four onwards for Olaf is to always buy a Helicopter/Bomber (depending on
    your cash flow) to help stem the charging Neotanks, Md Tanks, Rockets, and
    foot soldiers in the bottom section.  The top section should continue to 
    stream through the pipe to join the battle there (keep the foot soldiers 
    healthy for the capturing of the eight Cities powering the Silo).  The 
    middle section should pound the enemy and start to clear the way for the
    foot soldiers from top and bottom sections.
    
    Day Four onwards for Andy is to assist Olaf in the middle section until the 
    enemy are gone, and then move to the bottom section to help quell the enemy
    forces that keep being produced here.
    
    Capture those eight City properties before the Day 16 arrives and you will
    be victorious!
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Neotanks!? ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Olaf OR Grit OR Colin
    Allied CO...: None
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -----------------
    |MMMFFFFFw F F   F|
    |MBFB C CwF F CDC |
    |MFRRRRRRRRRRRRRRR|
    |FBRBRC Cw   R   F|
    |F R R   w   R   F|
    |FCRCR   w      FM|
    |F R R  Rw   R  FM|
    |FCRCRF Fw   RF MM|
    |M RRR FMwF  FMFMM|
    |MFMF MMMwFM    FM|
    |MFMMLMMFwF  B    |
    | AMMMLF ww CRC  F|
    |MFMF    FwwwRwwFF|
    |MFFM        RFwww|
    |F           R   F|
    |ML      FF  R   L|
    | L      FF FR   L|
    |F    B      R   F|
    |FF  RRR     R  FF|
    |RRRBRHRBRRRCRCFMM|
     -----------------
    
    You must choose your CO for this map, so you need to decide between Olaf's
    balanced attack, Grit's long range specialty, and Colin's quantity of units.
    Remember that you only have 15 Days to capture their headquarters (you will
    NOT be able to wipe out all the forces here in that time).
    
    Day One you will buy three Infantry.  Day Two is the two on the left
    marching north (one to go to the double Silo set, one to go to the Silo on
    the enemies side of the mountains), and the remaining Infantry starts east.
    You should also buy two more Infantry (one to join the double Silo set and 
    one to go east to help Capture Cities).
    
    Day Three will bring some of the Infantry to the Silos (do not fire just 
    yet), and continue with their marching otherwise.  Buy an APC.  Day Four has
    your Infantry cross the mountains to shoot the Silo there at the two Md 
    Tanks and Rocket units in the northwest.  Continue with your capturing ways
    elsewhere.
    
    Day Five through Day Ten is the using the APC to get foot soldiers to the 
    two City and one Base area just south of the Enemy Laboratory while 
    purchasing new units to send to that area.  Make sure to take the Airport in
    the woods to send a B Copter to join your armada massing for their attack.
    
    Day Eleven onwards is to send your main force up to take out most of the 
    enemy (after using your Missile Silos to knock them down to 1 Hit Point 
    each), followed by an APC carrying your Infantry/Mech unit to capture the
    Enemy Laboratory before time runs out.  If you fail, simply try again and
    change your tactics slightly to put more troops on one side of the map 
    instead of the other to try and get the proper balance.
    
    
                                ~~~~~~~~~~~~~~~~~~~
                              ~~~~ Factory Blues ~~~~
                                ~~~~~~~~~~~~~~~~~~~
    
    Blue Moon CO: Olaf OR Grit OR Colin
    Allied CO...: Andy OR Sami OR Max
    Enemy CO....: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------
    |MMF  F F*F FF   FF|
    |MF  F B - B  F FFF|
    |F    C *** C   FFF|
    |  MMFFM***MMM M  F|
    |M  FFFC***CMFF FFF|
    |MM  FF ***  FFFFF |
    | M FFFCFFFC FFFFFF|
    |C MFFF  FF FFFFF  |
    |RRC FFF F FFFFF  A|
    |ARRFFRFFRFFFRRFRRR|
    | MFFF LF CF FF F C|
    |MMFFF F FFFLFFFFFF|
    |MFFF FFCFFF   FFFF|
    |MFF FF     F   F M|
    |F  FF  F      F MM|
    |FCCFF        FRRRR|
    |F            CR LF|
    |     BRRBRRB  RF  |
    |F F   RC CR  FR  M|
    |RRRRCRBRHRBRCRRFMM|
     ------------------
    
    Another allied CO map to play, but this time you get to customize the two
    CO's you use to your liking!  This is a tough map, so you will need to pick
    CO's that you can use effectively while still being able to pack enough 
    power to go after the seam on the pipe behind the factory.  Sami is the only
    CO not suited for this mission at all, so avoid using her.  Otherwise, pick
    your CO's and get ready to bash heads with Lash over the control of Blue
    Moon!
    
    You will have a general strategy for your troops as how you fight each step 
    is up to you.  However, there are a few things that need to be remembered 
    for your troops to succeed in this endeavor.
    
    The first week of combat for Orange Star should consist of getting one Base
    at the start, the two Cities on the southwest side of the battlefield,
    and to garrison the Missile Silos for your troops (they will be unable to
    launch until the foot soldiers are done capturing property).  They should
    also hold the enemy back while the Blue Moon CO builds his forces for the
    first week as well as capturing a pile of properties (they will be doing 
    more of the fighting).
    
    The second week will have some fierce fighting in the centre, so get your 
    main bulk of Blue Moon forces there to contend with the enemies troops.  
    However, the map becomes much easier when you get your APC's carrying foot
    soldiers to the west or the east side of the battlefield to take more 
    property (including an Airport for each country).  Start to push towards the
    Factory doors and park right in front of them if possible to block new units
    from coming out.
    
    The third week should be the time that you are able to break the enemy's
    lines and make headway for the pipe.  If you are using Grit, place a Rocket
    right tight to the factory to lob your heavy ordinance into the seam as you
    push up there with Md Tanks, Neotanks, B Copters, and Bombers.  Remember 
    that support vehicles like T Copters and APC's can prove invaluable as well 
    as long range attackers like Artillery or Rockets.
    
    
                             o-----------------------o
                             | Yellow Comet Missions |
                             o-----------------------o
    
                                ~~~~~~~~~~~~~~~~~~~
                              ~~~~ Silo Scramble ~~~~
                                ~~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Kanbei
    Allied CO......: None
    Enemy CO.......: Flak
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------------
    |WWWWWWWWFF  FF       |
    |WWXXWWWWFFC       CHC|
    |WXXWWWWWPRRRRRRRRRRRR|
    |WWWWWWWWWRWWWW   CRCR|
    |WWWWWXWWWRWWWWP   RRR|
    |   WWWWXWRWWWWW    C |
    |F  WWWWXWRWWWWWW F   |
    | CFFWWXWSL SWWWW FMF |
    | FFFWWWWCLLBWWXW  MF |
    | C  WWWWBLLCWWXWL FM |
    |    L WWS LSWWWWFFFM |
    |FC   LWWWWRWWXWWFF   |
    | RFMF WWWWRWXXWWWW  F|
    |FRFMMF  WWRWXWWWWW FF|
    |FR FMM PWWRWWWWWWWLFF|
    | R     R  R WWWWWWWWW|
    | C C F R  RFWWWXWWWWW|
    |ERBRBRRRRRRFWWXXXWWXW|
     ---------------------
    
    The winner of this map will receive a huge boost by gaining control of the
    centre island where the majority of the Missile Silos are located.
    
    Day One through Day Three will be Infantry and an APC moving out to take
    Cities, Ports, and Bases under control.  Day Four should bring a Recon to 
    your side as the capturing continues.
    
    Day Five onwards is the buying of Tanks and Artillery while taking over the
    centre island.  When you have the number of Tanks you want, use your Missile
    Silos to weaken their troops and then charge into them to wipe them out with
    extreme prejudice.  You may also want to decimate their forces as an APC
    moves to capture their Headquarters (with the Infantry inside).
    
    
                              ~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ Sensei's Return ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Sensei
    Allied CO......: None
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |M  BBF F F F FF|
    | ERRRRRRRRRRCFW|
    |  F WWWWWW   WW|
    |BF WWWWWW  FWWW|
    |  WWWWWW CFWWWW|
    |C WWWWW CFWWWWW|
    |CWWWWW  FWWWWWW|
    |CWWWW A WWWWWXW|
    | WXWWB  FWWWWWW|
    |FWWWWWWW FWWWWW|
    |FWWWWWWWW FWWWW|
    |FFWWWXWWWW CWWW|
    | FFWWWWWWWWWWWW|
    |FCRFFRRRHRRRRC |
    |  F     A B  C |
     ---------------
    
    Sensei will make his debut here, so check the Commanding Officers section 
    for all of his details.  He is an Infantry and Helicopter specialist, so 
    make good use of these traits to win!
    
    On Day One buy two Infantry, followed by buying a T Copter on Day Two as 
    well as an Infantry.  Day Three has your T Copter and newest Infantry going 
    to the peninsula above, and your Infantry finishing their capturing.
    
    Day Four through Day Six continues your expansion to the peninsula north of
    your Headquarters as well as the City in the west.  Start to invest in some 
    B Copters for your forces as your Recons and Tanks hold the front lines for 
    the rest of the coming Days.  An excellent idea is to send a T Copter with
    an Infantry to take the Enemy Headquarters while the Black Hole Forces are
    occupied with your B Copter attacks.
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Show Stopper ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Sonja
    Allied CO......: None
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------------------
    |   FMMMF FSWWWWWWWWWWWWWWWWWWW|
    | EC MMF   FSSSSSSSWWWWWWWWWWWW|
    | CRRFM     FF   CC    FPSSWWWW|
    |F  B   FFR*RR*R        R  SSSS|
    |MF RM FF ******   M    RF     |
    |MMFR     R****R  MF    R F  MM|
    |F  RFF   R****R MM F   B     F|
    |   RFF   ****** MF     R      |
    |   RRRCC R*RR*R F  CRCRRRRRMMM|
    |                      FF  R MM|
    |   SSSSS    CC M         CC CF|
    |WWWWWWWWS  F FMMF        CCRRR|
    |WWWWWWWWWWWWWWWWMF        RB B|
    |WWWWWWWWWWWWWWWWWBRRRRRRRRR RR|
    |WWWWWWWWWWWWWWWWWWWWWP   CRBRH|
     ------------------------------
    
    You will have to either capture the Enemy Headquarters OR take out all 8
    Mini-Cannons.  The Mini-Cannons will remove 3 Hit Points per shot landed and
    they can shoot once per turn.
    
    This is a Fog Of War map, so sticking to the Woods as you travel will 
    greatly help you get by the small but deadly range of the Mini-Cannons.  
    
    In the first week you need to get a couple Infantry out, followed by a 
    some Tanks and some Anti-Air units.  This will allow your forces to handle
    the charging B Copters, Anti-Airs, Recons, Infantry, Mechs, and a Bomber that
    will flood into your area.  Keep your containment area to your main group of
    Cities as you move north to take the Base the enemy is producing units from.
    
    The second week will be mopping up the enemy with your replacement units as
    you start to build a force of Md Tanks and Anti-Air units to go after the 
    Mini-Cannons.  Just note that each group of Cities around the Fortress 
    contain a Rocket battery.  Also note that once you move around to the west 
    side of the fortress, a group of Helicopters will come screaming at you, so
    have those Anti-Air units handy to send them packing.
    
    The third week will be more Mini-Cannon killing (you may wish to leave the
    southern set for a Battleship you can buy from the Port to take out the 
    Mini-Cannons from the safety of the water.  If the battle spills over into a
    fourth week, this is not a big deal as it is a tough fight (you will miss 
    your "S Rank" though).
    
    Just remember to capture the City on the left of the two that are located 
    just to the southwest of the Fortress and Mini-Cannon combo.  The map to
    locating the secret Weapon Lab of Black Hole in Yellow Comet is attained 
    here.
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Duty & Honor ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Kanbei
    Allied CO......: None
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------------------------
    |Map Not Available At Current Time|
     ---------------------------------
    
    Kanbei has to get his forces to wipe out Adder's boys BEFORE Adder can 
    capture the ten Cities grouped in the northeast segment of the level.  To
    complicate matters, Black Hole has deployed two prototype Lasers that fire
    every second Day (starting on Day Three).
    
    Start off by sending a Rocket set up north to get close enough to fire on
    the northern Laser over the mountains and send a Mech or two that way as 
    well to assist.  Day Two will require your troops to clear off the pathways
    from the lasers (they shoot in four straight directions) as they continue to
    fight the enemy.  To handle the Laser in the east, send an Md Tank with some
    Mechs to start after it.
    
    Day Three onwards is just your troops smacking the Lasers as they progress,
    keeping the Md Tanks and Artillery safe as they cruise up the highway to
    crush the Tanks and Md Tanks that come after them.  
    
    Once you are over the bridge, send your troops after the foot soldiers 
    capturing the Cities to remove them form play (making it impossible for 
    Adder's troops to win the day) and then head south to mop up the remnants of
    the opposition for the victory!
    
    
                              ~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ A Mirror Darkly ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Sonya
    Allied CO......: None
    Enemy CO.......: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------
    |MMFwMM  MMFR RFMFF|
    |MF wMM  MM RHR MFF|
    |MFwwM  FMM R R M F|
    |F wFM  FMF R R M  |
    |RRwFM FFM  RCR M  |
    |CRwMF FFM CRRRFM  |
    | RwM  FMFRRRM MM  |
    | RwF  MF RC   MF C|
    | RR  FM  R   FM RR|
    |CRw  MM RRMM MM R |
    |wRw FM  RCM  MFMR |
    |    MM CMMM MM MR |
    |   FM   RM  MM FRF|
    |   MM MCRM  M  FR |
    | M MM RRR  MM   RF|
    | MMMF R    MF   RM|
    |FMMF       M   RRF|
    |MMF   R   MM  CRFM|
    |MMF       MM  RRMM|
    |MMF       MM  RFMM|
     ------------------
    
    Sonja has trapped Lash here, but Lash has superior forces.  Your job is to
    completely dismember her troops before they can even TOUCH Sonja's 
    Headquarters.  The following edicts will make the battle swing in your 
    favour.
    
    Move your Headquarter Rocket battery to the woods in the southeast (just 
    east of the City south of your Headquarters).  This  will not only conceal
    your Rockets, but they will be able to shoot at the incoming enemy sooner.
    Your Tanks should also be placed in the Woods where they can remain 
    undetected until needed for finishing the enemy off.
    
    Place your Mech units in the mountains to be lookouts.  However, try to put
    them on Mountain tops that can not be reached by direct vehicle attacks.  
    This will keep your sitting units in good health while keeping the vehicle 
    enemies useless.
    
    Be sure to keep your Artillery and Rockets well supplied.  You have an APC 
    on both sides of the enemy funnel for doing just this, so keep that unit
    moving to restock the ammo of the heavy hitting long range units.
    
    An excellent way to slow the enemy is to partially damage each unit as 
    opposed to wiping out each one right away.  As their Hit Points drop, the 
    similar units will join together to combine their strength, so force them
    to waste their turn doing so before blasting the new incarnation.
    
    Be sure to blast ANY Mechs you see coming towards the Mountains as THEY CAN
    cross over to attack your forces.  Take them out quickly to keep your troops
    at full strength.
    
    These strategies will save you lots of aggravation and get you the "S Rank".
    
    
                                 ~~~~~~~~~~~~~~~
                               ~~~~ Foul Play ~~~~
                                 ~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Sensei
    Allied CO......: None
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------
    |FFF BFF  FF  *    R |
    |FF FFFF  FF  *   CRC|
    |  FFF        *    R |
    |FF     FF    *   CRC|
    |FF     FF    *    F |
    | F*F*F*F     - B C C|
    |   M M   F   *   FF |
    |          ** *F  FF |
    |F   FFMM F** *F L L |
    |MF MMMMMF ** **  RRR|
    |  MMF FFM **  * CRCF|
    |FCRRRRRRRC*** *  RRR|
    |    R    F*** * ARCF|
    |    R     *** *  RRR|
    |RRBRHRB FF*** * CRCF|
    |       FFF*** *F RRR|
    |*****|*|***** *FFL F|
    |F A   B F F** *FF   |
    |*****|*|***** *F   F|
    |*****|*|***** *   MM|
    |              *    M|
    |*****|*|*******   FF|
    |FF FCCF          MMM|
    |FF                FM|
    |F    FF            F|
    |MF   FF          FMM|
    |MMM       F M  MMMMM|
    |MM           FMMF FF|
    |M                FAF|
    |RRRRRRRCRCRBRRRRRRRR|
     --------------------
    
    Your crew will be in a tight spot here with minimal forces remaining at your
    Headquarters.  Use what you have to hold the enemy off until reinforcements
    arrive to alleviate the pressure.
    
    Day One begins with your Md Tank and the Artillery hitting the seam on the
    pipe for some nice damage.  Buy an Artillery and APC before turning to your
    units in the south.  Here you find an Infantry that should hop a T Copter to 
    go north to the dual cities.  Now move your Bombers and B Copters to the 
    east to ready them to engage the enemy.
    
    Day Two has the Artillery blow the pipe apart, have your Md Tank go attack 
    the next seam (have your new Artillery move down into range of the seam for
    next turn).  Now move your APC up to occupy the city on the right of the
    mountain range while your Tank remains your defender on the left side.  Buy
    an APC and an Artillery before turning attention to the south.  Have your
    Infantry continue to capture as you get one Bomber to attack the seam (the
    left one).  Have a Bomber lead the attack on the Anti-Air unit and then have
    a B Copter finish it off before bringing the rest of your air force east to
    prepare to attack the enemy (set a staggered wall so the enemy can not slip 
    through.
    
    Day Three has you attack their Tank with yours, have your two Artillery move
    (one just above the Base it spawned from, the other up beside the APC on the
    right side).  Have your southern Artillery hit the pipe before having your
    Md Tank pop the seam.  Have your first Bomber pop the seam it started, have
    another Bomber pass through to bomb the next seam, and then have another 
    Bomber join them.  Now continue your capturing and then use the same attack 
    methods on the Anti-Air unit and Md Tank (does not matter which order).  Buy
    a Tank and a Mech before ending your turn.
    
    Day Four sees your southern Artillery pop the final seam, so bring your Md 
    Tank and Bombers north to help out at the Headquarters area.  Hit the 
    Anti-Air unit with an Artillery blast (this will weaken it enough that it 
    can never kill your APC, thus blocking that entrance to your Headquarters
    area).  Now continue to capture and destroy the enemy in the southern area
    as you have so far for this map.
    
    Day Five brings the beginning of the end for the enemy when you use your
    Super CO Power (the meter should definitely be full by now).  This will 
    cause Mech units to appear in each City you possess that is not occupied 
    (move any occupants out of the way first to get extra troops).  Now you have
    a force in the northeast section of the map, which should concentrate on
    using these Mechs to hit the Rocket, Tank, and Missile units up north to 
    clear the way for your allies.  Now go to the south and finish off the 
    remaining troops before sending the air force to just outside the Missile
    battery's range (check the Missile battery for specific locations).  Now go
    to the Headquarters area to attack the enemy while being wary of Rockets and
    Missiles (check their ranges and do not put your units into harms way 
    because losing good units is counter productive).  Also be sure to bring up
    new or out of the way units to help
    
    Day Six, Day Seven, and Day Eight have your southern air force advancing 
    north (take out the Missile), your northern forces finishing off the troops 
    there as they move to use the Missile Silos on the enemy, and the 
    Headquarter troops will continue to exploit the enemy when possible and even
    start to destroy the enemy.
    
    Day Nine onwards will concentrate on the seam being destroyed and having 
    your Bombers and Helicopters spill through while your Bombers come from 
    below at Headquarters to destroy the three Mini-Cannons for the victory!
    
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Sea Of Hope ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Kanbei OR Sensei OR Sonja
    Allied CO......: Sami
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------
    |XXWWWWWWWWWWWXW|
    |XWXWWWC C WWWWW|
    |WWWWWP D    CWW|
    |WXWWWWC C  WRWW|
    |WXXWWWWWWWWWRWW|
    |WWXXXWWWWWWWRWX|
    |WWWWWXWWXWWWRWX|
    |WWWWWWWWWXXWRWW|
    |XXWF SWWWWWW FF|
    |WXW C   RRR  C |
    |WWWF A  SWWWWWW|
    |WWWSF C SWWWWWW|
    |XWWWWS SWWWXWWW|
    |XWXWWWRWWWWWWWW|
    |WXWWWS CWWWWWWW|
    |WWWWWSC RRR  CW|
    |WXWXWWWWWWWWWRW|
    |WWWWWWWWWWWWWRW|
    |WXWWWWWWP WWWRW|
    |WWXXWWWW AWWWRW|
    |XXWWWWXWWRWWWRW|
    |WWWWWWWWWRWWWRW|
    |WWWWWWWWWRWWWRW|
    |WWWWWWWWWRWWSRW|
    |WWSSSSSSSRSSFBF|
    |SSFF  FF FFFC C|
    | A  C B A FF A |
    |   H B C C C   |
     ---------------
    
    Choose your Yellow Comet CO wisely here.  Sonja will not be of any help here
    due to a lack of Fog Of War to take advantage of.  So you will need to 
    choose between Kanbei or Sensei to have a reasonable chance of succeeding.
    Strategies for both will be outlined in the following walkthrough.
    
    ------
    Kanbei
    ------
    
    Kanbei's Strategy revolves around using Sami's Battleships to clear the 
    islands between him and Adder so he can get his T Copters and Infantry to 
    take these properties.  Kanbei will need to have one or two Tanks and 
    possibly an Artillery for his land attacks, which will be drawing the enemy
    away from his main attack with B Copters and Bombers.  Although his units  
    are expensive to deploy, they pack a powerful punch, making for the need for
    few units.
    
    When you assault Adder's Lab island (the latest you can start the actual 
    attack is with 5 Days left), you need to draw his units out.  Start your 
    Tanks and Artillery towards the bridge to his island, which will bring his
    Anti-Air, Tank, Md Tank, and Artillery to meet you.  On the same turn, 
    position a T Copter within the range if the remaining Cruiser (to sacrifice
    it), and then position your B Copters and Bombers JUST out of the range of
    the Missile battery.
    
    Start the attack by removing all threats of Air units (this includes 
    Missiles, Cruisers, Anti-Air), followed by anything else that threatens
    ground units.  Also bring your T Copter with the Infantry inside once it is 
    safe (DO NOT drop the Infantry yet unless you can guarantee it will not be 
    attacked).  The next turn is finishing off the enemy forces on the island,
    which then allows the capturing of the Enemy Lab!
    
    However, Kanbei has so much power to his attacks, you can also go on an 
    extermination mission with his troops and just wipe the area clean of 
    Adder's Black Hole forces instead.
    
    ------
    Sensei
    ------
    
    Sensei's Strategy revolves around using Sami's Battleships to clear the 
    islands between him and Adder so he can get his T Copters and Infantry to 
    take these properties (especially the Airport located there for quicker 
    engagement of the enemy, which means more units in the fight).  Sensei will 
    need to have one Tank and possibly an Artillery for his land attacks, which 
    will be drawing the enemy away from his main attack with B Copters and 
    Bombers.  Sensei rules with B Copters, so he needs to use them to rid of 
    himself of near everything he sees.
    
    When you assault Adder's Lab island (the latest you can start the actual 
    attack is with 5 Days left), you need to draw his units out.  Start your 
    Tanks and Artillery towards the bridge to his island, which will bring his
    Anti-Air, Tank, Md Tank, and Artillery to meet you.  On the same turn, 
    position a T Copter within the range if the remaining Cruiser (to sacrifice
    it), and then position your B Copters and Bombers JUST out of the range of
    the Missile battery.
    
    Start the attack by removing all threats of Air units (this includes 
    Missiles, Cruisers, Anti-Air), followed by anything else that threatens
    ground units.  Also bring your T Copter with the Infantry inside once it is 
    safe (DO NOT drop the Infantry yet unless you can guarantee it will not be 
    attacked).  The next turn is finishing off the enemy forces on the island,
    which then allows the capturing of the Enemy Lab!
    
    Totaling annihilating the enemy requires some good use of the Bombers on
    Cruisers and careful clearing of the Enemy Lab island.  However, he too can
    achieve this feat.
    
    Either way you go, Neotanks now belong to the Yellow Comet!
    
    
                               ~~~~~~~~~~~~~~~~~~~~
                             ~~~~ The Hunt's End ~~~~
                               ~~~~~~~~~~~~~~~~~~~~
    
    Yellow Comet CO: Kanbei OR Sensei OR Sonja
    Allied CO......: Andy OR Sami OR Max OR Olaf OR Grit OR Colin
    Enemy CO.......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------------------
    |FF  RRRRRRR M*F FF          B |
    |A CSWWWWWWW M*F**|********   C|
    | CSWWXWWXWWF ***F*WWWWW *** B |
    |WWWWXWWWWWW PF   BRRRRR ***  C|
    |WWXXWWWWWWWWWWWWSSWWWWW ***   |
    |SWWWWP  WWWWWWWWWWWXWXWB***  F|
    | PWW  M CWWXW**WWWWWWWWWWW   F|
    |C WW MMM SWWW**WWSSSSWXWWWSCCF|
    |HCWWSSSFC SWWWWWWCMM WWWXXWRRW|
    |B WWWWS   SWWWWWW MMAWWWWWWRRW|
    | BWWWWWWC SWWWWWWSSSSWWW FF  W|
    |SWWWWWWWF SWWXWWWWWWWWXW     W|
    |WWWWWWWWWWWWWWXWWWXWWWWWC   CW|
    |WWWWWWWWWWWWWWWWWXWWWXWWRRWWRW|
    |WWWWWWWWWWWWWWWWWWWWWWWWRRWWRW|
    |WWWWWWWWWWWWWWWWWWWWWW FF    F|
    |   WWWWWWWFF FP   FFB  FFMFF  |
    |CB B FFFF     R      MM MFFF M|
    |RRRRRR RF R RRRRR RMMMFFF   FM|
    |H CB C CFFC  B  C F FFFFRRCCRM|
     ------------------------------
    
    You will have to choose one Yellow Comet CO for this mission (again, Sonja 
    is not recommended and Sensei is not a very good choice either) as well as 
    one of the Orange Star OR Blue Moon CO's to assist your cause to send Black
    Hole packing from Yellow Comet.  Choose wisely as their assistance is rather
    vital to your cause.
    
    Your goal here is to bust the seam on the factory pipe here to gain the
    victory for your side.  However, you will need to battle past the impressive
    weaponry of your foe to do so.  It will require some fancy work to win this 
    one.
    
    -------------
    Kanbei & Grit
    -------------
    
    This combo allows for Kanbei to muscle the strong units streaming down to
    attack him and Grit to pick off the enemy from a distance along the northern
    route.
    
    Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
    and Anti-Air.  However, his first few turns will be spent saving money for a
    Submarine so he can send it to scuttle the Battleship is coming southward.
    Following that send out your Anti-Air units and Tanks to deal with the 
    oncoming B Copters and Tanks.  Continue your push east as best you can, and
    once you get the Base in the far east, you will be able to start pushing 
    northwards and you can even produce a Battleship from your port to assist
    Grit on the northern route.
    
    Grit's main job is to take the properties on his small island, make a 
    Lander, and then send his Infantry across to the northern shore.  Follow 
    this up with a Rocket and a Tank to port across to face the incoming troops
    across the northern bridge.  Continue to push east with the Tank and Rockets
    while making a Rocket or two to send to the island east of Grit's 
    Headquarters.  Use these Rockets to blast away at the Mini-Cannons so the
    one shooting north will be knocked off-line, and continue to throw Tanks and
    Rockets to the northern route.  Once you have cleared enough room, get a 
    Rocket situated in the Woods just to the northwest of the Port by the pipe,
    allowing your Rocket to blast the pipe seam for the next two rounds for the 
    victory!
    
    -------------
    Kanbei & Andy
    -------------
    
    This combo allows for Kanbei to muscle the strong units streaming down to
    attack him and Andy will be able to plow the northern route while getting
    either a strong Navy or Air Force.
    
    Kanbei will extend his reach east by using his Infantry, Artillery, Tanks,
    and Anti-Air.  However, his first few turns will be spent saving money for a
    Submarine so he can send it to scuttle the Battleship is coming southward.
    Following that send out your Anti-Air units and Tanks to deal with the 
    oncoming B Copters and Tanks.  Continue your push east as best you can, and
    once you get the Base in the far east, you will be able to start pushing 
    northwards and you can even produce a Battleship from your port to assist
    Grit on the northern route.
    
    Andy should claim the properties on his island, the northern route, and then
    the island to the east of his headquarters.  He should push across the 
    bridge while building up an Air Force (Bombers and B Copters) and/or a Navy
    (Battleships and Submarines).  Take down the Mini-Cannon aiming northward as
    the land forces move through the newly weapon-cleared area to destroy the
    Mini-Cannon blocking the seam so Andy can get at it with ground forces.  You
    may also wish to use Rockets and Battleship attacks to bust the seam WIHTOUT
    removing the Mini-Cannon in front of the seam.
    
    Please note that it is possible to do this map with ANY CO combination 
    (Colin's cheaper units are a great way to overwhelm the enemy), but some 
    CO's do not lend themselves very well to this map (Sami is so-so and Sonja 
    is just not useful unless Fog Of War is in play).
    
    
                             o----------------------o
                             | Green Earth Missions |
                             o----------------------o
    
                              ~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ Drake's Dilemma ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Drake
    Allied CO.....: Kanbei
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------
    |FRRRRRRRRRRRRRRRRRRF|
    |RRC     B  C    LCRR|
    |RF F  F  FF    F  AR|
    |CRR  WWWWWWWWWS F RC|
    |FFR WWWWWWWWWWWS  R |
    |FFRFWWWWWWWWWXWWSFRM|
    |  R WWWXWWXWWWWWS RF|
    |F RWWWXWWWWWWWWWSRRM|
    |  RWWWWWWWWLFSWWSF M|
    |  RWWWWWWWPLASWWSRMM|
    | FRFWXWWXW LSWWWSRMM|
    | FRFWWWWWWSSWWWWSF M|
    | MR WWXWWWWWWWXWSR F|
    |FMRRWWWWWWWWWWWWSR M|
    | MFRWWWWXWWWWWWSFRF |
    | FMRMWWWWWXWSSSFCR C|
    |FRRRMMF WWWSRRRRRFF |
    | RFMMMC  WW RFF BFFC|
    |CRC FMRRRWWWRMM   F |
    |RRRRRRR WWXWP MMM  L|
    |F       WWWWFF MM  B|
    |  C   C  WSRFF  MF R|
    | ***C*** WSR  C FM R|
    | *** ***SWSRRCRRRRRR|
    | ***C***FWS    CR  F|
    |  CMMMCMFWWSS   R  L|
    |  FFFFFFFWXWWS CRC F|
    | FSSSSSSSWWXWS  R   |
    |FPWWWWWWWWXXWS BRB  |
    |SWWWWXXWWWWWWWW R  F|
    |WWWWXWWWS   BRR H  M|
    |WWWXWWWS HBC WWC CFM|
     --------------------
    
    Drake is in a tough spot, but Kanbei will provide some relief for him on
    land.  Your job is to destroy the Black Cannons that are pointed northward 
    towards the lake that Drake is based in while dealing with the Fog Of War.
    
    --------------
    Drake's Duties
    --------------
    
    He has a rather impressive force already assembled, but he has no real city
    basis for funds, so losing his troops are not really a good idea.  Take note
    of the firing range on the Cannons as you move two Battleships south into 
    the Reefs (parking just out of Cannon range to wait for a Reef to open the 
    next turn) along with a submerged Submarine to scout enemy locations.  Shoot
    the enemy forces as you see them.  Reorganize your remaining Battleships 
    into the Reefs spread around the lake, and use your Submarines dived under
    water to scout the enemy.  Just remember to send your Submarines back to 
    port to refuel before they become too low on fuel and explode.
    
    Once you have wrecked the southern end of the lake of the long range 
    weaponry, go down the narrow water corridor, blow out the first Cannon, and 
    then go west to get south of the second Cannon to blow it up.
    
    Give him an Infantry on the first day, and capture the base nearby.  Then 
    save money for a Md Tank, which you should follow with Artillery to support
    Kanbei in his ground fight.
    
    ---------------
    Kanbei's Duties
    ---------------
    
    He has the simple duty of having a few Infantry for capturing properties,
    some Recons and Tanks for direct attacking, and an APC for keeping the 
    troops well supplied.  Kanbei is there to push north through the Tanks, 
    Mechs, and Anti-Air units to find a Neotank and some Rockets (any that Drake
    misses).  Your Power total at the end of the map requires Kanbei and Drake
    to pound all the troops they can, so be aggressive as you go, but use the
    Woods for cover too.
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Sea Fortress ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Eagle
    Allied CO.....: None
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------------------
    |WWWWWWWWWWWWWXWXWWWWWWWWWWWWWWWW|
    |WWWWWWWXWWWWXXWWWWWW*WWWSSSSWW*W|
    |WWWWWWWWWWWWXWWWWWWWWWWSC  CSWWW|
    |WWWWWWWWWWWWWWWWWWWWWWS******SWW|
    |WWWWWWWWWWWWWWWWWWWWWWC **** CWW|
    |WWWWWWWWWWXWWWWWWWWWWWC **** CWW|
    |WWWWWWWWWXWWWWWWWWWWWWS******SWW|
    |WWWWWWWWWWWWWWWWWWWWWWWSC  CSWWW|
    |WWWWWWWWWXWWWWWWXWWW*WWWSSSSWW*W|
    |WWWWWWWWWWXWWWWWWWWWWWWWWWWWWWWW|
     --------------------------------
    
    A tough map for Eagle, even though he has a very strong air force, he faces
    strong anti-air units.  You will need to fight aggressively but 
    intelligently to get through this one.
    
    Day One has your two B Copters out front to move 5 spaces east, followed by 
    the rest of the B Copters going as far east as possible.  Move your Bombers
    east until they rest behind the B Copter line, and then put the very top and
    very bottom Fighters just in front of the B Copter directly east of them.
    This leaves the final two Fighters which should move east as well, but they
    should cut down (for the bottom one) and up (for the top one) when they 
    reach B Copter line.
    
    Day Two will have brought you some Fighters and B Copters to attack, so move
    your top Fighter and bottom Fighter go dismantle the farthest east B Copter
    in the group in front of them.  Next up are your remaining two Fighters 
    attacking one Fighter each, followed by the back two B Copters in the line on
    both top and bottom to go take out the B Copters remaining.  Now you need to
    contain the Fighters so they can not go after your Bombers by surrounding 
    them with your remaining B Copters.  Now advance your Bombers before ending
    your turn.
    
    Day Three will allow your top and bottom Bombers to go after the 
    Mini-Cannons AND destroy them because they are undamaged (so do it).  Next
    you will need to have your damaged Fighters finish off Hawke's damaged 
    Fighters, followed by tag teaming the closer Fighter with your two healthy
    Fighters.  Move your Bombers east until they are just outside the range of
    the lone Fighter, and then bring your B Copters up.
    
    Day Four will dawn with a Dark Storm having hit and the loss of your front
    two Bombers to attacks.  Attack the Fighter with your strongest Fighter 
    (stay out of Mini-Cannon range), and then bring your other Fighters up to
    stand nearby (combine if they are rather weak).  Use a Bomber on the 
    northern Cruiser, and use two B Copters to rid yourself of one of Hawke's
    B Copters.  Now finish off the Fighter with a Fighter of your own, and dust
    the northern Cruiser before setting the rest of your units up just out of the
    southern Cruisers range.
    
    Day Five will begin by flying your southern units straight towards the enemy
    island (ignoring the Cruiser) and attack the Mini-Cannons if you can draw 
    near enough to do so.  Now use your Super CO Power to get another round of
    attacks and destroy/damage the Missiles first, then the Anti-Air units 
    (Bombers preferred), and then the Mini-Cannons.
    
    Day Six onwards will be the removal of the Mini-Cannons on the island, then 
    the remaining two Anti-Air units, and then the two Mini-Cannons in the sea.
    Just remember to combine injured units to get a powerful enough unit to do 
    some damage, especially since the crippled unit is only good for taking hits.
    Also remember Fighters make good patsies to hem in the Anti-Air units to
    protect your ground attacking air units.
    
    
                              ~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ Sinking Feeling ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Jess
    Allied CO.....: None
    Enemy CO......: Lash
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------
    |WWWWWWWWWWS RRRRRRRR|
    |XWWWWWWWWWSCRC AF   |
    |WWWWWWXWWWSCRRRCRRRR|
    |WWWWXWWWWWWWSSSSW  F|
    |WWWWWWWWWWWWWWWWWSSS|
    |WWWWWWWWWWWWWWWWWWWW|
    | SWWWWWWWWWWWWWWSCRC|
    |C WWWWWWWWWWWWWS  R |
    | PWWWWWWWCRRRCR*RRRR|
    |# WWWWWWWR***RW   MR|
    | SWWWWWWWR***EW   FR|
    |WWWWWWWWWR***RW  MFR|
    |XWWWWWWWWCRRRCR*  FR|
    |WWWWWWWWWWWWWWWR FFR|
    |WWWWWWWWWWWWWWWR MMR|
    |WWWWWWWWWWWXWWWRFMRB|
    |WWWWWWWXXWWWWWSRMMR |
    |WWWXXWWWWXWWWW RFFR |
    |WWWWWWWWWWWWSS R  RM|
    |SSSWWWWWWWWS   RRRRM|
    |F F WWWWWW       RMM|
    |  C C C P C C wwwRww|
    |RRRRRRRRRRRRRRwC B C|
    |R  C C   FFwwRw  F F|
    |H   F F  FFwF  C C C|
     --------------------
    
    You have 17 Days to destroy the 9 Battleships sitting in drydock (marked on
    map as the 3X3 grid of Black Hole Installation).  However, the enemy will be
    bringing some air units once they take that Airport in the north, so you 
    will need to be able to fight those units off while getting some Artillery
    and Rockets to scuttle the Battleships.  Throw in a hidden map to the secret
    weapons lab of the enemy in Green Earth, and you have an exceptionally 
    difficult task!
    
    Your first task is to claim the Port with a foot soldier as the rest of your
    troops move east to engage the enemy.  Once the Port is captured, move the
    foot soldier off, buy a Lander, and then board your foot soldier to send him
    to the small island to the northwest.  Capture the southern City for the 
    map to the enemy's hidden lab.
    
    Continue to fight the enemy as you move north up the road on the right.  
    Have your foot soldiers continue to capture and have your Rockets take care 
    of the first Mini-Cannon.  In this time you should get a couple Cruisers in
    the water, followed by a Battleship.  Move the Cruisers to the north of the
    shipyard to take care of the air units coming from the Airport, and continue
    to smash the other Mini-Cannon, and then position your Artillery and Rockets
    around the shipyard (Battleships too) to start scuttling some Battleships.
    
    Continue to hold the Airport producers off as you buy more Rockets and 
    Artillery to assist with the sinking, and you will easily score the "S Rank"!
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Navy Vs. Air ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Drake
    Allied CO.....: None
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -----------------------------
    |MMF F FWWWWWWFAFWWWWWWF  FFMM|
    |MFF    WWWWWWF FWWWWWW ARRRFM|
    |FF R P WWXWWWFCFWWWWWWF  FRRM|
    | R  WWWWWWXWW   WWWXWWWWWWFRF|
    |BRB WWWWWWWXWW WWWWWWWWWWW A |
    | R  WWWWWWWWWWPWWWWWWWWWWWCRC|
    |BRB WXWWWWWWWWWWWWWWWWWWWW R |
    | R  WWWW P WWWWWWWFA SWWWSBRB|
    | H  WWW  R WWWWWWW R  WXWF R |
    |C C WWWFCRCWWWWWWWCRC WWWFFE |
    | P  WWWF R  MFMM F R FRRRFFFM|
    |WWWWWWW CRC   B   CRC WWWWWWW|
    |WWWWWWWF RRRRRRRRRRR  WWWWXWW|
    |WXWWWXW C C F B   C CFWWXWWXW|
    |WWWXWWWF M  FF MFMFF FWWWWWWW|
     -----------------------------
    
    Drake will have to battle the air force of Hawke with his Naval units!  This
    is a surprisingly easy map to win, so shall we get started?
    
    Spend your first three days getting your Cruisers out into the sea to 
    intercept the three northern B Copters while your Lander drops off an 
    Infantry and an Anti-Air unit on the main island.  Continue to capture the 
    bases by your Headquarters before moving to take the Port.  Your Lander 
    should be joined by a second Lander as soon as possible, this one taking an 
    APC with an Infantry inside and another Anti-Air to join the first one in 
    defending the land to the east.
    
    Continue expanding while getting at least two or three Cruisers in the water
    to handle any air threats.  Take the Bases on the land to start producing 
    Md Tanks/Neotanks and Rocket along with some Anti-Air units to push the 
    enemy back as your Infantry continue to capture properties.  Take the Port 
    to the north of that land mass to have a Port closer to the enemy and 
    produce a Battleship or two for helping the assault on Hawke's Headquarters.
    
    When you have amasses your troops, push across the bridge to clear a a space
    for an APC to drop off an Infantry and then capture the Headquarters while 
    holding the remaining troops at bay.
    
    
                                ~~~~~~~~~~~~~~~~~~~
                              ~~~~ To The Rescue ~~~~
                                ~~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Eagle
    Allied CO.....: Sami
    Enemy CO......: Adder
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ----------------------------
    |F F  w   FMMMMMMMMFRFMMw FFF|
    | ERB wFF C  FMMF RRRMMMw FFF|
    |FRRRRRFFRRRRRRRRRR     RBFF |
    | ARwwwF  R    R   M  FFwRRRF|
    |F Rw F   C    CFM    FFwC RF|
    |  RwF*FMM MMMMMMFMM  wwwwwR |
    |  Rw FMMMFMMMMMF*F   R FFwR |
    |  Rw MMMMFMMMMMMF   Fw FFwRC|
    |FFRw MMF       MM   Fw   wR |
    |FFRRCMM MRRRRC MM   wwC CwRC|
    |wwRw MM R  MMR MM C wRRA wR |
    |FFR FMM R MM R MMF  wRF  wRF|
    |FFRCMMM RMM  R MMM FWRMF wR |
    |RRRMMMM CRRRRC MMM wwRMM RRF|
    |RCRMFFFF      FMMM wFRMM wRF|
    |RARC MMMMMMMMMMMMF RRBMM wRF|
    |RRR FMMMMMMMMMMMF*Fw FMM wRF|
    |   F*FMFMMFMMMF FF w FMM wRF|
    |FM  F     ARRRRRRRRR MMF RR |
    |MMF                w MF  wRF|
    |MMF                w  F  wRF|
    |MFF     WW     FF  w  F  wR |
    |FRRRRRRRWWM    FFF w     wR |
    | RACFFBRWFMF       w C   wRw|
    |RRRRRRRR MMM CRRRRCRRRRRRRRR|
    | RCCFFCR FMMF      w C RBB A|
    |RRRRRRRR FMMM   M  w FFR RRR|
    | F F F F MMMM MFMMFw FFRARH |
     ----------------------------
    
    Sami is in a tough spot, so Eagle will have to bail her out by either 
    destroying all four Laser weapons (recommended) OR capture the enemy 
    Headquarters (much more difficult).  Please note that the Laser weapons fire
    EVERY turn here and they still deal up to 5 Hit Points of damage.
    
    Our goal is to pound the enemy's laser weapons in as few turns as possible,
    thus not allowing them to hit Sami's Orange Star troops too badly.
    
    Day One for Eagle has his southern Bomber flying straight north, his 
    northern Bomber flying north 5 spaces and turning west for two spaces.  Now
    move his southern Fighter straight west, and his northern Fighter north to
    stop beside the Bomber on the right.  Move your B Copters west (stopping by 
    the City across the bridge or on the river), move the eastern Anti-Air north
    to stop beside the bridge, and then send your western Anti-Air to park on 
    the bridge.  Send the Recon west to park behind the Anti-Air, move the 
    Infantry towards the closest City (the northern one of the two), and move 
    your T Copter and APC back towards the Headquarters to end your turn.
    
    Day One for Sami is to just end her turn.
    
    Day Two for Eagle in the south is moving your Fighter south to down a 
    Bomber, have two B Copters attack the northern B Copter of the two (have the
    first attack come from the eastern side of the B Copter), and then use your
    Anti-Air unit to hurt the remaining Bomber.  Attack the Tank to the north of
    your remaining B Copter, and then park your Recon to the south of the Tank.
    The northern area has your Fighter hurt the enemy's Bomber, have your 
    Anti-Air hurt his Fighter, and then have your southwest Bomber destroy the 
    Laser weapon as your northeast Bomber flies north.
    
    Day Two for Sami is to move her Missiles to the southwest City, and then 
    move her Anti-Air unit to park north of the Rockets.  Also move her two 
    east-most Mechs one step west.
    
    Day Three for Eagle has the southern area Fighter demolish the B Copter, 
    your northern B Copter goers after the Missiles, and then have your other
    B Copter take out the Tank.  Move your Recon back towards the Headquarters
    (if it lived), and then have your Anti-Air attack their Anti-Air as your
    Infantry capture more property.  Buy an Anti-Air unit before turning the 
    attention to the northern front to send your Fighter west towards Sami, your
    north Bomber goes northwest towards the Laser weapon, and your Southern
    Bomber goes west towards the laser weapon there.  if your Super CO Power is 
    not ready yet, send your Anti-Air to attack the Tank to fill it.  Now 
    activate the Lightning Strike, and then send both Bombers to destroy the
    Laser Weapons nearby (park them where no damage will come to them).  
    Continue your attack elsewhere and buy some Infantry before ending your 
    turn.
    
    Day Three for Sami is to use her Missiles and her Anti-Air to wipe out the
    two B Copters.
    
    Day Four for Eagle consists of fighting the enemy that is nearby and having 
    one of your Bombers (the undamaged one if one has damage) to move towards
    the Laser weapon in the northwest.
    
    Day Four for Eagle is to make any attacks he wishes to do on the enemy 
    (increase the Power score) and buy a couple more Infantry (increase the
    Technique score) before sending a Bomber to bust the Laser weapon to finish
    Adder off!
    
    
                                ~~~~~~~~~~~~~~~~~~
                              ~~~~ Rain Of Fire ~~~~
                                ~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Jess
    Allied CO.....: None
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -------------------------
    | C wB C  FF F  C FFw  B  |
    |CRRRRRRRRRRRRRRRRRRRRRRRE|
    | RFw    F MMMMC C  w  BRB|
    |wRww F  MMMMMMMFF  wF  R |
    |wRB FMMMMMMMMMMMM  wwwBRC|
    |wR  MMMMMMVVVVMMMMF  w R |
    |wRF MMMMMMVVVVMMMMMM w RC|
    |wRF FMMMMMVVVVMMMMM  w R |
    |wR   MMMMMVVVVMMMMMM w R |
    |wRF  MMMMMMMMMMMMMMM w RF|
    |wRFF   FMMMMMMMFMFMF w R |
    |wRwwwww FMMMMM      ww RF|
    |BRB CCw    C CC     w CR |
    | RRRRRRRRRRRRRRRRRRRRRRRF|
    |H B C w FF F FF FF BwC CF|
     -------------------------
    
    Here is the map with the locations of falling rocks marked (odd days are
    marked with a "1", even days are marked with a "2"):
    
     -------------------------
    | C wB1C  FF F2 C FFw  B2 |
    |C2RRRRRRRRRRRRRRRR1R2RRRE|
    | RFw  2 F MMMMC C  w  BRB|
    |wR1w F  MMMMMMMFF  wF  R |
    |wRB FMMMMMMMMMMMM  2wwBRC|
    |wR  MMMMMMVVVVMMMMF  w R |
    |wRF 2MMMMMVVVVMMMMMM w RC|
    |wRF FMMMMMVVVVMMMMM  w R |
    |wR 2 MMMMMVVVVMMMMMM w2R |
    |w2F  MMMMMMMMMMMMMMM w RF|
    |wRFF  1FMMMMMMMFMFMF w R |
    |wRwwwww FMMMMM   2  ww RF|
    |BRB CCw    C C2    1w CR |
    | RR1RRRRR2RRRRRRRRRRRRRRF|
    |H B C w FF F FF FF BwC CF|
     -------------------------
    
    The way to win is simple; beat all of Hawke's troops or capture his 
    Headquarters!
    
    Day One will have an APC and an Infantry purchased.  Day Two will see those 
    two move north (Infantry on board APC), and then the purchase of another APC
    and Infantry.  Day three will have the construction of an Infantry and a 
    Recon while your APC from the north returns as the Infantry there starts 
    capturing the Base there.
    
    Day Four onwards is just the construction of Infantry to be ferried by your 
    APC's as Recons clear out the Infantry in the southwest corner.  Once you 
    have Hawke's capturing squads under control, start constructing Tanks and
    Anti-Air units to back the enemy up while continuing to grab properties.
    Push forward with your troops and keep constructing new ones (changing to Md
    Tanks, Anti-Airs, and Rockets as your bank roll increases from your 
    properties to smash into Hawke).
    
    Just remember that the Volcano can be predicted, so watch where the rocks 
    fall to figure the pattern out (I never did, but I got a 300 in 16 Days 
    here).  The Volcano removes up to 5 Hit Points per unit hit.
    
    
                                 ~~~~~~~~~~~~~~~~
                               ~~~~ Danger X 9 ~~~~
                                 ~~~~~~~~~~~~~~~~
    
    Green Earth CO: Eagle OR Drake OR Jess
    Allied CO.....: None
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     -----------------
    |WWWWWWWWWWW* *CMM|
    |WWWWWWWWWWW* * LM|
    |WWWWWWWWWWW* *C  |
    |WXWWWWWWWWW* *** |
    |WWXWXWSSSSS*     |
    |WWWWWSFF  M**C   |
    |WWWWFF     F-FF  |
    |WWWW   ***  *FF* |
    | P    F*F** **** |
    |FRA B  ** *      |
    | RRC MFF* *|* C M|
    |FFR   MF*   *   F|
    |FFR C   -B  *F FF|
    | RR     **A * C  |
    | RC C C  *  *F FM|
    |FRRRRR  M*  *F MM|
    |FRCRHRC M*CC*MBMM|
     -----------------
    
    Fog Of War is your treat here as you have nine days to either wipe the enemy
    out OR capture the Enemy Lab.  Choose between Jess, Eagle, or Drake for this
    mission, but Jess will have the easiest time due to the ground fightng
    involved in the scenario.
    
    Day one brings the Purchasing of an Infantry for the two east-most bases 
    (one in the pipes and the other on far side of pipes) as well as a Tank in 
    your remaining Base.  Now move your land units north as far as you can and 
    shift your sea units northeast.
    
    Day Two has your Infantry in the pipes to start capturing the Airport, the 
    Infantry in the far east to move east into the mountains, and then purchase
    a Md Tank at that base.  Now go to the western group of units to move a 
    Recon to park between two Woods patches beside the pipe to reveal a hiding
    Mech, so attack it with your Anti-Air unit.  Now use your Cruiser to attack 
    the visible B Copter (attack from the visible square), and then use your
    Battleship on the Tank.  Use your Md Tank to finish the Tank, have your 
    Recon move north, and then have your Tank cripple the enemy Recon.
    
    Day Three will dawn with your Cruiser attacking a B Copter, your Battleship 
    moving east, and then move your Recons forward and have your Md Tank finish 
    the Recon unit.  Capture the Airport, attack the Md Tank you see, and then
    purchase a Tank at that Base as well as a Tank at the western base.
    
    Day Four has your hurt Md Tank finish the enemy Md Tank, move your other Tank
    up to the Woods on the right, and then buy another Tank.  Now attack with 
    your Battleship to hit an enemy and use the Md tank to hit another unit.  
    Buy a Tank at the western Base.
    
    Day Five will follow a Super CO Power hit, so use your stronger Md Tank to
    attack the Md Tank, combine your weaker Md Tank into that one, and then take
    down the last B Copter with your Anti-Air.  Bring your Tank to attack their
    Tank, Battleship will hit the Anti-Air, and then have a Recon attack the
    same Anti-Air unit.  Buy a Rocket for the centre base.
    
    Day Six onwards will concentrate on your Battleship busting the pipe seam
    along with a Md Tank, your Tanks moving down to engage the enemy, and your
    southern Md Tanks and Tanks pouring north to attack the cornered enemy and
    destroying them.
    
    Capturing the enemy base is a much more difficult task that requires the 
    killing of the enemy through Day Three and then busting the Pipe Seam to 
    allow the APC with the Infantry through to capture the Lab on Day Nine.  
    Just be sure to stick to the Woods as you travel as much as possible or risk
    losing your APC.
    
    
                              ~~~~~~~~~~~~~~~~~~~~~~
                            ~~~~ Great Sea Battle ~~~~
                              ~~~~~~~~~~~~~~~~~~~~~~
    
    Green Earth CO: Eagle OR Drake OR Jess
    Allied CO.....: Andy OR Sami OR Max AND Kanbei OR Sensei OR Sonja
    Enemy CO......: Hawke
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     --------------------------------------
    |RRRRRR FLWWSB   LSWWWWWWMF      CAC   |
    |RBCBWWCCRRRRR*** RRRRRRRRRCRRR  ****  |
    |RCWWWWWWWWWSR***FRRRRRRRM B**R *** *  |
    |RHWWW CRRRRRR*** SWWWWWWWM **R *** *  |
    |RWWWFMFWWWWSC F CSWWFF WWMP**B ***C*|*|
    |RWWFLFWWXWWWWWWWWWWWFF WWWW**R ***R * |
    |RWWC WWWWWWWWWXWSSWWC C SWW**RRRRRR CC|
    |FSWWRWWWWMM SWWS**SWW   SWW***********|
    |C WWRWWWWM ASWWS**SWW CFSWW***********|
    |CCSS FFSWWP MWWWWSSWWWW FSWWWWWWW  ACB|
    |CCSSFAFSWW MMWWWWWXWWWWWWWWWWWWWWF   F|
    |C WWSFFSWWWWWWWWWWWWWWWWWWWXWWWWWWWRWW|
    |FSWWWWRWWWWWWWWWWWWWXWS WCSWXWSFF   WX|
    |WWWWWWRWWWWWWWWWWWWWXWAWWW WWWS LCB WX|
    |WXWWSCFSWWWWWWWWWWSSWW WWWAWXWWRWWRWWW|
    |WWWWWWRWXWWWWWWWWS**SWSCW SWWSF***FSWW|
    |FFFWWWRWWWWWWWWWWS**SXWWWWWWWSF***FSWW|
    |CRCRCRRRPWWWWWXWWWSSWWWWWWXWWSF***FSWX|
    | RRRRRF FWWWWWWWWWWWWWWXXWWWWS*FFF*SWW|
    |FRB B   FWWWWWWWWWWWWWWWWWWWWWSSSSSWWW|
    | R      LSWWWWWWWWWWWWWWWWWWWWWWWWWWSS|
    |FR A F FFSWWWWWWWWWXWWWWWWWWWWWWWWWSFC|
    |CRSSSSSSSWWWWWWWWWWWWWWWWWWWWWWWWWF CL|
    | HSWWWWWWWWXWWWSCCCCSWWWWWWWWWWWWF www|
    |CRSWWWXWWWWWWWSRRRRRFWWWWWWWWWWWW BRC |
    |FRSWWWWXWWXWWWSRBFHRPWWWWWWWWWWWWPLwFM|
     --------------------------------------
    
    Well you get to face one heck of a map here when you finally liberate Green
    Earth, and your decisions weigh heavy early on with having to pick a CO from
    Green Earth, Orange Star, and Yellow Comet to form your assault teams.  The
    following paragraphs will discuss the pros and cons of each country's CO's
    for this map.
    
    Orange Star has Andy, Sami, and Max available to assist here.  Andy has no
    weaknesses OR strengths, so that allows him to fight in any manner.  Sami is
    a capturing specialist who has strong Mechs, Recons, and extra transporter
    range.  Max has the incredible muscle with his indirect units, giving him 
    some extra muscle to attack the enemy with.  Orange Star will be placed in
    the northeast corner of the map, where they are on a direct land route for
    Hawke to bring his troops at, so some extra muscle in the form of Max or the
    well-rounded abilities of Andy are recommended.
    
    Yellow Comet has Kanbei, Sensei, and Sonja available to assist you here.  
    Kanbei has an increased attack and defense stats, but it comes at the 20%
    mark-up in price of his units.  Sensei is strong in Infantry, B Copters, and
    an extra T Copter movement range.  Sonja can not use her extended Fog Of War
    vision here, and she has the chance of delivering less damage than predicted
    due to her lack in battle situations.  Although Kanbei has some powerful
    attacks, his overly expensive units make him too unattractive to use for 
    this map. Sonja's average abilities make her attractive to use (even with 
    her potential firepower penalty) or Sensei's effective B Copter abilities 
    make them both excellent choices.
    
    Green Earth has Drake, Eagle, and Jess available to assist you here.  Drake
    is a naval specialist (attack and defense boost for sea units), but he has
    rather weak air units.  Eagle is an air specialist (attack and defense boost
    for air units), but he has rather weak sea units.  Jess is a vehicle expert
    for land warfare (attack and defense boost for vehicle units), but her air, 
    sea, and foot soldiers skills are sub par.  For this map, Drake's sea skills
    are a solid choice due to the large sea, Eagle is an excellent choice due to
    his range and ability to fight anywhere, while Jess's abilities are not 
    needed because land attacks are not the best idea for the positioning of the
    Green Earth forces.
    
    The following sections of this maps walkthrough will be divided into the
    required jobs that each country must play.
    
    -----------
    Orange Star
    -----------
    
    Orange Star will want to get two Infantry moving south to capture the six
    Cities down there for funding.  Also note that the first opportunity that 
    can be had to buy an Artillery should be taken so it can go east to park
    beside the Cannon to destroy it in the following rounds before the enemy
    arrives (removes one threat from your worries).  Following that, the 
    purchasing of Anti-Air, Tank, Md Tanks, and eventually Neotanks should be
    done as your orange Star CO expands their property capture around and past
    the Cannon that is along the northern route.
    
    Orange Star has the easiest job routine to follow, BUT they also face the
    majority of the troops as well.  Keep them healthy and well supplied to 
    essentially stalemate Hawke's forces until they can be saved by the charging
    Green Earth forces.
    
    -----------
    Green Earth
    -----------
    
    The furthest from Hawke's troops, they also begin with the largest supply of
    properties.  Quickly expand up the island's via APC's or T Copters to gain
    even more funding for more expensive sea/air units (depending on which CO 
    you chose).  As the funding comes in, send your forces north to assist the
    besieged Orange Star forces that will be bogged down by the Cannon in the
    north.  Use your Bombers to destroy the Mini-Cannon batteries, followed by 
    sending your Bombers and B Copters after the land forces (taking out 
    Anti-Airs and Missiles first) while your Fighters down the Bombers and B 
    Copters that will attack.
    
    Remember that as you near the enemy factory, watch for an opening in their 
    defenses that will allow your Bomber to pass by the enemy to slip through 
    the narrow opening above the pipe to get to the seam.  This is really easily
    done if the opening is there and Eagle has his Super CO Power (Lightning 
    Strike) primed to go as he can skip dealing with their forces to bust the 
    pipe seam in the next couple of turns to win the map.  This is the 
    recommended way to win the fight as it is the easiest way to get the perfect
    "S Rank" score.
    
    ------------
    Yellow Comet
    ------------
    
    They are located in the south across the sea from Mini-Cannons, along with
    a southeastern Cannon to deal with.  Start by capturing the Cities on their
    island before sending your Infantry east to the southeast corner to take the
    properties there.  Remember to get a Cruiser or two into the water to fight
    any air units that wander down to fight them (they see minimal action).
    
    Once that island in the southeast is captured, send a Lander to kill the
    Mini-Cannons and Cannon on the one island before continuing north with some 
    Rockets, Missiles, Anti-Airs, and Infantry to get to the position south of 
    the pipe by some properties.  Here is where your Rocket can shoot the 
    Mini-Cannon from just below the Airport before parking on the Airport to 
    shoot the Pipe Seam for the victory.  For this to work well, either Sonja's
    average abilities or Sensei's regularly priced troops will make it possible
    (Kanbei can not get the troops he needs out there fast enough).
    
    
                              o---------------------o
                              | Black Hole Missions |
                              o---------------------o
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Hot Pursuit ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Enemy CO......: Sturm
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ------------------------------
    |WWWS * * *** *** *** * * WWWWW|
    |WXWS * * *** *** *** * * WWXWW|
    |XWXS * * *** *** *** * * WXWWX|
    |WXWWW* **           ** * WWXXW|
    |XXXWW*  *|**|**|**|**  * WXXWX|
    |WXWXW***              ** SWWXW|
    |XWWWWS*              **  SWXWX|
    |XWWWWS****|**|**|**|***  SWWWX|
    |WSSWWS F  *  *  *  *  F  SWSSW|
    |WC SWW                  WWS CW|
    |W   WW  FRRRRRRRRRRR    WW  PW|
    |WSPBRRRRFRF    F   RFFRRRRB  W|
    |WWWWWW R R CCC CCCFR  R WWSSSW|
    |XWWWWWBRCBRRRRRRRRRBC RBWWWWWW|
    |WWWWWW RRCC       CCRRR WWXWWW|
    | P WW  R    C A C    R  WXWW A|
    |   WWCCCCCCRRRRRRRCCCCCCWWWBB |
    |HRBRBRRRRRRRB H BRRRRRRRRRRRRH|
     ------------------------------
    
    For this map, you will face supremely well guarded Cannons (three of them)
    that you must destroy to win.  You will have your choice of three CO's from
    three of the Wars Land countries you have used thus far.  The easiest trio 
    to use (and in the following order of being picked) are: Grit of Blue Moon,
    Drake of Green Earth, and Sensei of Yellow Comet.
    
    -------------
    Grit's Duties
    -------------
    
    He will have the largest Cash flow of the three nations, which is fine 
    because his long capabilities require a large bank roll.  After making two
    Infantry to take the two Bases in his own colour area, he will produce 
    Rockets to use on the Mini-Cannons first to get rid of them.  Have his 
    Infantry take the Cities that were under the Mini-Cannon fire, and then bust
    the Pipe Seams open (remember to keep making Rockets the whole time).  Now
    move north through the opening to bust the Laser weapons, followed by the
    enemies this will unleash.  Then use the Rockets superior range to break the
    Cannons and NOT the Md Tanks and Neotanks that are contained within (also do
    NOT break the pipe seams or the enemy will pour out).
    
    --------------
    Drake's Duties
    --------------
    
    Drake will want to get a Sub or two in the water right away (after buying
    an infantry to go claim a loose Base).  After sinking the enemy fleet (Grit
    may add a Rocket to help out), he will produce a Battleship so it can float 
    up the side of the map (out of range of the Cannons) to shoot the Laser 
    weapons.  After making the one battleship, start producing Md Tanks to join 
    Grit's charge into the Cannon range to take the damage (the Cannon's aim for
    the more expensive units and the one's with full life).
    
    ---------------
    Sensei's Duties
    ---------------
    
    Produce B Copter after B Copter to clear the water on his side, followed by
    making Md Tanks or Fighters to send into the Cannon range with Grit's forces
    (the Cannon's aim for the more expensive units and the one's with full 
    life).
    
    A rather easy map if played correctly, remember to scatter your troops if 
    you have killed enough of Sturm's troops to fill his CO Meter for him to use
    the devastating Meteor Strike.  He should only get the Meteor Strike off but
    once in this battle.
    
    
                                 ~~~~~~~~~~~~~~~~~
                               ~~~~ Final Front ~~~~
                                 ~~~~~~~~~~~~~~~~~
    
    Enemy CO......: Sturm
    
    ___________________________________
    Key                                |
                                       |
      - Plains                         |
    # - City With A Map                |
    * - Black Hole Installation        |
    | - Pipe Seam                      |
    - - Pipe Seam                      |
    A - Airport                        |
    B - Base                           |
    C - City                           |
    D - Laboratory                     |
    E - Enemy Headquarters             |
    F - Forest                         |
    H - Headquarters                   |
    L - Missile Silo                   |
    M - Mountains                      |
    P - Port                           |
    R - Road                           |
    S - Shoal                          |
    V - Volcano                        |
    W - Water                          |
    w - River                          |
    X - Reef                           |
    ___________________________________|
    
     ---------------------------------
    | L **  F* L*R*C*****R*L *   ** L |
    |   ** L *LR*R*C*****R*RL* L **   |
    | L F*   **R*R*C*****R*R**   *  L |
    |         *R*R*C*****R*R*   F     |
    |   *      R*R*R***R*R*R      *   |
    |   **   ****R*R***R*R****   **   |
    |   **FF ******R***R******   **   |
    |   **FF **RRRRRRRRRRRRR**   **   |
    |*****   **ARBRBRRRBRBRA**F  *****|
    |   **   **RRRRRRRRRRRRR**F  **   |
    |   **   --ARBRCRCRCRBRA--   **   |
    |   --F  **RRRRRRRRRRRRR**   --   |
    |   ** F **|****   ****|** F **   |
    |BRA**** **|****   ****|** ****ARB|
    | R ****   F***F   F***F   **** R |
    |FRRRR*    F***F   F***F    *RRRR |
    |FF  R  *  F***F   F***F  *  R   F|
    |*|**R **    C       C    ** R**|*|
    |C C*R ***|*|***   ***|*|*** R*C C|
    |   *R ***|*|***   ***|*|*** R*   |
    |   *RRRR                 RRRR* FF|
    |FF *FFBR FF    F   FF    RBF * FF|
    | F ***CR  FMFWWRWWF MF   RC***   |
    | F FFFF  FWWWWWRWWWWWMFF  FFF F  |
    |F F FFF   WWWWC C WWWW F   FF   F|
    |  FF      WWWW B BWWWWF  F       |
    |    F F FBFWWWRWRWWWWWFBFF     C |
    |A  C   F FF FWRWRWWWFF     FFFF A|
    | B  F  B     FF  FFFFFF  BF CRRB |
    |HRRRRFFFR   FFF FF FFFF RFFFFMFRH|
    | B CFFF R      C C      RF FFMFB |
    |A  FF FFRRFFFCFRRFRCRFRFF FF FF A|
    |MM   F FF  MF  BHB FF          MF|
    |FRRCRR   MFM    R  FF     FRRCRRM|
    |FR  FR   FMMF ARRRA  MFM   R  FR |
    |FC A C FFMMMF   R    FFMM FC A CF|
    | R   RRRRRRR RRCRCRRRRRRRRRR  FRF|
    | RRLRRF   FF  C R C F   FFFRRRRR |
     ---------------------------------
    
    Sturm has set up an impressive defense here with two Cannons, six 
    Mini-Cannons, and one Death Ray!  The Death Ray will fire every seven days,
    inflicting damage to all of your units in it's line for all but one of their
    Hit Points!  You will get to choose your CO's here, so choose wisely before
    going into the final battle (three CO's from the four different countries).
    Your goal is to hold back Sturm as you sneak some units into the main area 
    to destroy the Deathray!
    
    Sturm will concentrate his attack down the middle area as well as the 
    western area of the map.  Therefore, your ultimate battle plan is to have an
    ally on the west side who can make far reaching units relatively cheaply to 
    lead the way through the pipes (blowing pipe seams out) so a Bomber can 
    follow behind to get into the central area to hit the Death Ray with it's
    payload to end the fighting!
    
    I suggest Eagle as your first pick (his Bomber will be attacking the 
    Deathray), Max on the western front (his power will help stop the flow of
    big and nasty vehicles), and then Sensei OR Colin on the eastern front
    (Sensei has good B Copters and Colin can produce units cheaply, allowing him
    to send better units and more of them).  
    
    Have the three start off by capturing property, and after the first four 
    Infantry, have Eagle save for a Bomber, Max for a Md Tank (even a Neotank if
    you are really patient), and then B Copters galore for Sensei/Colin.  Have 
    the eastern B Copter go north to bust the pipe seam as Eagle carefully 
    maneuvers his Bomber northeast to pass through that seam.
    
    Keep the B Copters coming, but you should also invest in a Fighter at some 
    point to counteract the Fighter Strum will make as your Bomber passes 
    through.  If ANY type of danger to the Bomber appears, kill/block it off
    with your units, allowing your Bomber to keep going.  Now Bomb through the
    two pipe seams to gain access to the central Black Hole staging area, and 
    then send your bomber to hit the Death Ray to finish the game!
    
    Just remember that during these maneuvers for the Bomber/B Copter combo, you
    will have to fight the onslaught of the Black Hole army with Max and Eagle.
    The enemy tends to try and take the western front first, so have Eagle ship 
    some units to aid Max as he fights the onslaught.
    
    
    Congratulations on defeating the game!  Take a load off and enjoy the ending
    and credits!  You deserve it!
    
    ----------------------------------------------------------------------------
    ---------------------------Commanding Officers------------------------------
    ----------------------------------------------------------------------------
    
    5) This section will examine the special abilities that the CO's (Commanding
       Officers) of the game possess as well as examining their CO Power and 
       CO Super Power.
    
    
                              o------------------o
                              | Orange Star CO's |
                              o------------------o
    
    ====
    Andy
    ====
    
    With no Strengths OR Weaknesses to him, he gets a middle of the road effort
    from his troops.  Although this means he does not have some weak units to 
    hold him back, he also misses out on some powered-up units to help him make 
    a big push against the enemy.
    
    CO Power......: Hyper Repair
    Effect........: Restores 2 Hit Points to any of his damaged units.
    
    Super CO Power: Hyper Upgrade
    Effect........: Increases the attack power of his troops, restores a 
                    whopping 5 Hit points to damaged units, AND adds an extra
                    movement space to all of his units.
    
    
    ====
    Sami
    ====
    
    Sami is an Infantry specialist, causing her Infantry and Mech Units to fight
    with more effectiveness.  She also gets the added bonus of transport units
    gaining an extra movement point.  However, her direct combat units (such as 
    Tanks) are less effective under her leadership.
    
    CO Power......: Double Time
    Effect........: Infantry and Mechs gain 10% attack power AND 1 additional
                    movement space.
    
    Super CO Power: Victory March
    Effect........: Increases the movement spaces of Mechs and Infantry by two
                    additional spaces and allows a foot soldier to capture a 
                    City in one turn REGARDLESS of their Hit Point status.
    
    
    ===
    Max
    ===
    
    A direct combat specialist, he gains a 50% bonus on direct combat units.  
    However, his long range weaponry (such as Artillery, Rockets, and Missiles)
    are less effective in damage and their range is reduced by one.
    
    CO Power......: Max Power
    Effect........: His direct combat units gain 10% attack power AND gain one 
                    movement space.
    
    Super CO Power: Max Blast
    Effect........: His direct combat units gain 20% attack power as well as two
                    additional movement points.
    
    
    ====
    Nell
    ====
    
    The "Lady Luck" in the Orange Star army, she can unexpectedly damage an 
    enemy unit for far more damage than should be possible.  She is unlocked by
    winning the Campaign and getting the "A Rank".
    
    CO Power......: Lucky Star 
    Effect........: Increases the odds of her striking the enemy with extra 
                    force as well as allowing for multiple targets.  LUCKY!
    
    Super CO Power: Lady Luck
    Effect........: Further increases the odds (more so than Lucky Star) of her
                    striking the enemy with extra force as well as allowing for 
                    multiple Targets.  LUCKY!  LUCKY!
    
    
                                o----------------o
                                | Blue Moon CO's |
                                o----------------o
    
    ====
    Olaf
    ====
    
    He is the leader of Blue moon's forces who has no Strengths OR Weaknesses to 
    him, he gets a middle of the road effort from his troops.  Although this 
    means he does not have some weak units to hold him back, he also misses out 
    on some powered-up units to help him make a big push against the enemy.  
    Also note that his units will fight better in snow and fight worse in rain.
    
    CO Power......: Blizzard
    Effect........: While increasing his units attack power slightly, this will 
                    also cause the conditions to become snow (giving his troops 
                    an additional movement point).
    
    Super CO Power: Winter Fury
    Effect........: All enemy units will be hurt for 2 Hit Points as it cause 
                    the weather conditions to change to snow.
    
    
    ====
    Grit
    ====
    
    Grit is a laid back fellow, so it stand to reason his strength is long range
    attacks.  Therefore, his Rockets, Artillery, and Missiles all have increased
    power and range while his direct combat units are less powerful.
    
    CO Power......: Snipe Attack
    Effect........: Adds an extra range space to each of his long range units in
                    play as well as adding some extra power (10 %) to the shots.
    
    Super CO Power: Super Snipe
    Effect........: Adds two extra range spaces to each of his long range units 
                    in play as well as adding some extra power (20 %) to the 
                    shots.
    
    
    =====
    Colin
    =====
    
    A green CO that has just been promoted, his units lack the experience to be
    completely effective, meaning their attack power is 10% lower than the 
    normal power.  However, his cost for units is 20% less than the normal cost,
    making him able to get a large quantity of units out in a hurry.
    
    CO Power......: Gold Rush
    Effect........: When used, your current bank roll will be multipled by 1.5, 
                    increasing his purchasing potential or strength of his Super
                    CO Power.  EXAMPLE -> has 14000 when used, becomes 21000.
    
    Super CO Power: Power Of Money
    Effect........: Weaponry in all active units will be increased by the war
                    coffers Colin possesses.  The more money he holds in 
                    reserve, the more powered-up the weapons will be.
    
    
                              o-------------------o
                              | Yellow Comet CO's |
                              o-------------------o
    
    ======
    Kanbei
    ======
    
    The leader of Yellow Comet, he has the best trained troops around, which
    means they ALL gain 10% effectiveness in battle.  However, to train his 
    troops so well, it costs Kanbei an extra 10% to do so.
    
    CO Power......: Morale Boost
    Effect........: His units gain an additional 10% attack power.
    
    Super CO Power: Samurai Spirit
    Effect........: His units gain an additional 10% attack power and 10% 
                    defensive power,  Counter attacks by his units deal X 1.5
                    the normal amount.
    
    
    ======
    Sensei
    ======
    
    An old master of the game of war, he trained Kanbei on how to wage war.  He 
    is an old paratrooper who has especially effective Infantry and Helicopter
    units, but he is weak versus naval and vehicle units.
    
    CO Power......: Copter Command
    Effect........: B Copter attack power is raised by 10% and all of his empty 
                    Cities will gain an Infantry each with 9 Hit Points.
    
    Super CO Power: Airbourne Assault
    Effect........: B Copter attack power is raised by 20% and all of his empty
                    Cities will gain an Mech each with 9 Hit Points.
    
    
    =====
    Sonja
    =====
    
    Daughter to Kanbei, she is a master of intel.  Her units fight best in Fog
    Of War situations as they see an extra space over opponents, but her units 
    will be unlucky in scoring extra damage in attacks most of the time, even 
    losing a damage point they should deal.  However, enemies can not tell how 
    many Hit Points remain on her units, and her counter attacks are slightly
    above average.
    
    CO Power......: Enhanced Vision
    Effect........: Her units gain an extra vision space in Fog Of War 
                    situations and allows her units to see into the Woods and 
                    Reefs without being right beside them.
    
    Super CO Power: Counter Break
    Effect........:  Her units gain an extra vision space in Fog Of War 
                     situations and allows her units to see into the Woods and 
                     Reefs without being right beside them.  Her counter attacks
                     will be increased in power.
    
    
                               o------------------o
                               | Green Earth CO's |
                               o------------------o
    
    =====
    Eagle
    =====
    
    The wild man in the skies, Eagle gains an extra 10% battle ability with his
    airbourne units as well as less fuel consumption.  However, enemy naval 
    units hurt his units badly.
    
    CO Power......: Lightning Drive
    Effect........: All air units gain a 10% attack boost and a 10% defense 
                    boost.
    
    Super CO Power: Lightning Strike
    Effect........: All air units gain a 10% attack boost and a 10% defense 
                    boost, and all non-Infantry units can move once more.  This
                    means his CO Power should be used after a round of attacks
                    have already occurred.
    
    
    =====
    Drake
    =====
    
    Master of the seas, Drake has the ability to have an extra 10% battle 
    ability with his seafaring vessels.  However, his Air units are of a very
    poor quality.  He also gains an extra Defense point and an extra movement 
    space for his Sea units through his proficiency on the sea.  Rain does 
    not affect his unit's movements at all.
    
    CO Power......: Tsunami
    Effect........: This will remove 1 Hit Point from every enemy unit, and 
                    remove half of their total fuel.
    
    Super CO Power: Typhoon
    Effect........: This will remove 2 Hit Points from every enemy unit, and 
                    remove half of their total fuel.  This will also remove 
                    some of the enemy's movement spaces.
    
    
    ====
    Jess
    ====
    
    A vehicle specialist, she is the ground power of the Green Earth army.  
    However, her Infantry, air, and naval forces are slightly weaker due to
    her better vehicle knowledge.
    
    CO Power......: Turbo Charge
    Effect........: Vehicles gain one movement space, a 10% increase in 
                    firepower, and ammo and fuel are replenished completely.
    
    Super CO Power: Overdrive
    Effect........: Vehicles gain two movement spaces, a 10% increase in 
                    firepower, and ammo and fuel are replenished completely.
    
    
                                o-----------------o
                                | Black Hole CO's |
                                o-----------------o
    
    ====
    Flak
    ====
    
    A rather impatient and headstrong CO, he likes to attack, attack, attack.
    His attack power is stronger than the normal amounts, but his poor 
    leadership causes his units to cause less damage than they could.
    
    CO Power......: Brute Force
    Effect........: This allows his units a chance of inflicting a severe blow 
                    to the enemy, but it also carries the risk of causing less 
                    damage than normal.
    
    Super CO Power: Barbaric Blow
    Effect........: An increase in attack power of 20%, it still carries the 
                    risk of being less effective due to larger dispersion rate.
    
    
    ====
    Lash
    ====
    
    The brilliant mind behind many of the Black Hole installations, she is an 
    average CO with no strengths or no weaknesses.  Although this means she does
    have some weak units to hold her back, she also misses out on some 
    powered-up units to help her make a big push against the enemy.
    
    CO Power......: Terrain Tactics
    Effect........: By using the terrain defenses, lash will increase her 
                    offensive capabilities.  Additionally, all of her units will
                    be able to pass over any terrain tile at the cost of one 
                    movement space each, though only Infantry can cross 
                    mountains.
    
    Super CO Power: Prime Tactics
    Effect........: Doubles the defensive features of the terrain her units 
                    occupy for one full turn. Additionally, all of her units 
                    will be able to pass over any terrain tile at the cost of 
                    one movement space each, though only Infantry can cross 
                    mountains.
    
    
    =====
    Adder
    =====
    
    Very self-absorbed, Adder thinks himself truly great.  He tends to make good
    decisions, and he has no strength or weaknesses.  He also stores up his CO 
    Power faster than any other CO.
    
    CO Power......: Sideslip
    Effect........: His units gain a slight attack boost as well as an extra
                    movement space for each of his units.
    
    Super CO Power: Sidewinder
    Effect........: His units gain a slightly higher attack boost as well as two
                    extra movement space for each of his units.
    
    
    =====
    Hawke
    =====
    
    The top CO that Sturm has, he is also in charge of the three CO's below him.
    His units have an extra 10% attack boost, but his CO Powers take the longest
    of any CO to build up.
    
    CO Power......: Black Wave
    Effect........: All of his damaged units gain one Hit Point while enemy 
                    units lose one Hit Point (will not kill a one Hit Point 
                    unit).
    
    Super CO Power: Black Storm
    Effect........: All of his damaged units gain two Hit Points while enemy 
                    units lose two Hit Points (will not kill a two Hit Points 
                    unit or a one hit point unit).
    
    
    =====
    Sturm
    =====
    
    The Lord of the Black Hole CO's, he was behind the original invasion of 
    Macro Land that took place during the original Advance Wars.  His units have
    extra firepower in their attacks, their movement points cost one regardless 
    of terrain, but he is rather weak in snowy conditions.  He is unlocked by
    winning the Campaign and getting the "A Rank".
    
    CO Power......: None
    Effect........: He focuses so much on Super CO Power, he does not have one.
    
    Super CO Power: Meteor Strike
    Effect........: A massive meteor strikes a certain area of your troops for
                    as much as 8 Hit Points damage to the units within the 
                    radius.  His impressive troops gain a 10% attack bonus as
                    well.
    
    ----------------------------------------------------------------------------
    --------------------------Black Hole Installations--------------------------
    ----------------------------------------------------------------------------
    
    6) This section will look at how each special installation of the Black Hole
       Army works, and how to deal with them.
    
    
                                     o--------o
                                     | Cannon |
                                     o--------o
    
    Description: A Giant Cannon that covers a massive area with it's destruction
                 (one direction only).
    
    Power......: Removes up to 5 Hit Points, but it can not finish off an unit.  
                 Also, the number of turns it takes to power a shot is 
                 determined per area.
    
    Weakness...: The doors on the front of these installations can be attacked.  
                 After a total of at least 100% damage has been dealt, the 
                 Cannon will meltdown.
    
    
                                    o----------o
                                    | Deathray |
                                    o----------o
    
    Description: An GIGANTIC satelite dish on top is how the beam is gathered to
                 fire every 7 days.  it fires straight down the screen and is 
                 three squares wide.
    
    Power......: Any of your units in it's path will be smashed for all but ONE 
                 of their Hit Points.
    
    Weakness...: The doors on the front of these installations can be attacked.  
                 After a total of at least 100% damage has been dealt, the 
                 Deathray will meltdown.
    
    
                                     o---------o
                                     | Factory |
                                     o---------o
    
    Description: A massive structure that has numerous doors on front and piping
                 feeding into it from behind.
    
    Power......: One unit to be produced per Day, with that unit being able to 
                 move immediately instead of waiting.
    
    Weakness...: The actual Factory can not be attacked, as it is invincible.  
                 However, the pipes that supply the materials and resources for 
                 the units can be blown apart where ever a seam can be found.  At
                 least 100% damage will bust that seam open and render the 
                 Factory useless.
    
    
                                    o----------o
                                    | Fortress |
                                    o----------o
    
    Description: A large building that helps the Black Hole maintain their hold 
                 on an area.
    
    Power......: Does not attack, but it can not be directly damaged either.
    
    Weakness...: None since it can not be destroyed.
    
    
                                      o-------o
                                      | Laser |
                                      o-------o
    
    Description: A four-sided weapon that fires in four straight lines (north,
                 south, east, west) from it's position.
    
    Power......: Removes up to 5 Hit Points, but it can not finish off an unit.  
                 Also, the number of turns it takes to power a shot is 
                 determined per area.
    
    Weakness...: After a total of at least 100% damage has been dealt, the Laser
                 will meltdown.
    
    
                                   o-------------o
                                   | Mini-Cannon |
                                   o-------------o
    
    Description: A smaller version of the Cannon, it's range is considerably 
                 less, but it still packs a nasty punch (one direction only).
    
    Power......: Removes up to 3 Hit Points, but it can not finish off an unit.  
                 Also, the number of turns it takes to power a shot is 
                 determined per area.
    
    Weakness...: After a total of at least 100% damage has been dealt, the 
                 Mini-Cannon will meltdown.
    
    
                                    o----------o
                                    | Pipeline |
                                    o----------o
    
    Description: These will snake through a map, often channeling troops through
                 certain areas.  Some sections can be destroyed.
    
    Power......: They work as walls, not even allowing air  units to pass over
                 them.
    
    Weakness...: Anywhere a pipe seam can be attacked, at least 100% damage is 
                 required to break through.
    
    ----------------------------------------------------------------------------
    ---------------------------------Final Word---------------------------------
    ----------------------------------------------------------------------------
    
    7) As is the usual, this walkthrough is copyright property of Brian P. 
       Sulpher, 2003.  The only website, group, person, etc. to have access to
       post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and 
       www.honestgamers.com.  You must ask for permission before posting this, 
       as doing so without consent is a violation of international copyright 
       law.
    
       If you liked it, hated it, have anything to add, then please E-mail me at
       briansulpher@hotmail.com.  You can also contact me through MSN messenger
       through the same E-mail address.
    
       Great game!  Simply no other way to put it, and I hope this FAQ helped 
       some people out with their troubles!  Do keep in mind that these 
       strategies are rather general in the whole, and even the specific 
       strategies can be struck void by an enemy CO acting outside their regular
       behaviours.

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