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    FAQ/Walkthrough by The Return of Hylian

    Version: 1.10 | Updated: 07/10/08 | Search Guide | Bookmark Guide

    Advance Wars 2: Black Hole Rising Campaign Guide 6/13/08
    Copyright 2008 Ross Ramsey
    Version 1.00
    The following guide may not be reproduced under any circumstance for 
    commercial use.  Permission to use the guide on a web site may be obtained by 
    email at the address listed above.  Any unauthorized use of this guide is 
    strictly prohibited and a violation of copyright. 
    Version History
    1.00 - Finished the main campaign. Final Continent missions coming soon and
    possibly some information about alternate modes of play. Also a General
    FAQ section as questions come in.
    Table of Contents
    i.	Orange Star Campaign
    	a.	Cleanup 		[osm1]
    	b.	Border Skirmish		[osm2]
    	c.	Orange Dawn		[osm3]
    	d.	Flak Attack		[osm4]
    	e.	Lash Out		[osm5]
    	f.	Andy's Time		[osm6]
    	g.	Test of Time		[osm7]
    	h.	Liberation		[osm8]
    ii.	Blue Moon Campaign
    	a.	Reclamation		[bmm1]
    	b.	Tanks!!!		[bmm2]
    	c.	T Minus 15		[bmm3]
    	d.	Nature Walk		[bmm4]
    	e.	Toy Box			[bmm5]
    	f.	Neotanks?!		[bmm6]
    	g.	Two-Week Test		[bmm7]
    	h.	Factory Blues		[bmm8]
    iii.	Yellow Comet Campaign
    	a.	Silo Scramble		[ycm1]
    	b.	Sensei's Return		[ycm2]
    	c.	Show Stopper		[ycm3]
    	d.	A Mirror Darkly		[ycm4]
    	e.	Duty & Honor		[ycm5]
    	f.	Foul Play		[ycm6]
    	g.	Sea of Hope		[ycm7]
    	h.	The Hunt's End		[ycm8]
    iv.	Green Earth Campaign
    	a.	Sea Fortress		[gem1]
    	b.	Drake's Delimma		[gem2]
    	c.	Sinking Feeling		[gem3]
    	d.	Navy vs. Air		[gem4]
    	e.	To the Rescue		[gem5]
    	f.	Rain of Fire		[gem6]
    	g.	Danger X9		[gem7]
    	h.	Great Sea Battle	[gem8]
    v.	Final Continent Campaign
    	a.	Hot Pursuit		[fcm1]
    	b.	Final Front		[fcm2]
    Orange Star Campaign
    [osm1] Mission 01 - Cleanup
    The Orange Star Campaign is basically one big tutorial campaign, with 
    cleanup being the most basic mission.  Through a series of dialogue, Nell 
    will tell you how to move/attack/etc.   You probably already know how to do
    all this anyway.  The mission is pretty simple.  Three of your infantry 
    versus two of Flak-s.
    To begin, move all units as far right as possible. On your next turn, load 
    the southernmost Infantry into the APC and drop him off into a forest by the
    river, preferably where only one of Flak's Infantry can attack him. 
    Hopefully this will induce Flak to attack from the river, giving you a 
    decided advantage. 
    On your next turn, attack whichever Infantry Flak used to attack you. Do
     this with one of your completely healthy Infantry.  You should be able 
    to do this from a forest because Flak generally attacks from the corner
    of the river.  Then finish that Infantry off with your wounded Infantry.
    That should leave you a three on one scenario which I imagine you can handle
    yourself.  Try not to attack from the road, as it leaves you defenseless. 
    Instead, use forests and even plains for cover. You can also use your APC
    to block Flak in. Remember that you can combine injured units if you need
    [osm2] Mission 02 - Border Skirmish
    This mission is also an easy one.  Start by attacking Flak's Tank with your 
    Mech unit then finish him off with your Tank. Move the rest of your units 
    closer to the bridge where all the fighting will go down. Go ahead and take
    the neutral city if that floats your boat. It will give you an extra place
    to heal if you need it.
    On the next turn, move your APC to the grassy plain one space to the right
    of the bridge. It will take all kinds of damage before it is destroyed.  
    Move your Artillery onto the bridge and move your Tank onto the city by 
    the bridge.  Finish capturing that other city and move your Mech closer 
    to your other units.
    Your APC will likely be destroyed by the two tanks, but it doesn't really 
    matter.  Bombard one of the Tanks with your Artillery and finish it off 
    with a tank of your own.  Move your Mech into the city to heal and move 
    your infantry one space below the bridge.
    Flak should attack your Tank with his.  This will give you an opportunity
    to strike him with your Artillery again.  Finish him off with a Mech or a
    Tank.  From there, just try to keep your Infantry alive while your Tank and
    Artillery take care of Flak's Infantry.  Do it quickly for more points.  
    Typically Flak's APC will run away and it may be faster if you just go 
    ahead and take his HQ.  He might block his HQ with the APC, which is just
    annoying more than anything. 
    [osm3] Mission 03 - Orange Dawn
    The first semi-difficult mission.  Well, not really. Less difficult than it 
    was for Paul Pierce to come back from that fake injury in Game 1 of the 
    Destroy Flak's Battlecopter (Bcopter) with both of yours.  Move your Md. 
    Tank to the woods south of the bridge. Move the other Tanks and Artillery 
    around it.  Load your Infantry into the Transportcopter (Tcopter)
    and move as far to the left as possible. 
    On your next turn, move the Md. Tank to the woods north of the neutral city.
     Move the Artillery onto the city and put the smaller Tanks around it.  
    Now pick one of Flak's Md. Tanks and attack it with your Bcopters.  Move 
    your Tcopter into the ocean directly south of Flak's HQ but stay closer to 
    your side of the ocean so he can't attack you.
    On Day 3, you should be able to do some damage with your Artillery and 
    Tanks.  Hopefully Flak will have moved his injured Md. Tank farther away 
    from his HQ.  If that is the case, go ahead and drop your Infantry off at
    his HQ from your transport copter.  Counter his other Md. Tank with your 
    Bcopters so that he can't hurt your Infantry too much.  Your ultimate goal
    will be to capture his HQ in three more turns (assuming he does decide to 
    attack you there).   If he doesn't attack you, then it's your lucky day.
    Keep protecting your Infantry with your Tcopter and picking on Flak's Md. 
    Tanks with your Bcopters.  Remember to do a lot of damage to his units 
    before you capture his HQ so you can maximize the points you receive from 
    this mission.
    [osm4] Mission 04 - Flak Attack
    To start, move you Bcopter away from Flak's air units so that it can be 
    protected by your Anti-Air (AA) units. Eliminate Flak's (Bcopter) with your
    Missiles.  Then form a defensive setup with your AA units protecting your
    Missiles from Flak's units in the north. Load your Infantry into the 
    Tcopter and drop it off by the Missiles. The Tcopter and Infantry can be
    used to take some blows because they're not important to your cause unless
    you're going for S-rank. Take the neutral city with your Mech, follow it 
    with your Rockets, and end the turn.
    On Day 2, attack Flak's Fighter with your Missiles. This should almost
    eliminate it. At this point you may be able to use your Power. Do so as
    soon as you can, though I'm not sure what difference it makes.  Take out 
    the Bomber with an AA and use the other AAs and your Bcopters to take out 
    Flak's Bcopters.  You can also load your infantry into the Tcopter and 
    start heading to Flak's HQ if you've taken out Flak's Bcopters and injured
    his fighter. Finish capturing the city with your mech and move your Rockets
    into the woods.
    Flak will use his Super Power (Barbaric Blow) but it shouldn't really affect
    you. Clean up the remainder of his troops on your next couple turns.
    [osm5] Mission 05 - Lash Out
    This mission entails a vareity of units. Load a Tank and a Mech into your
    Lander and move as far as you can along the coast. Attack Lash's Sub with
    your Cruiser and protect your Lander on the other side with your Sub. Place
    your Battleship next to her Rockets. Move your Tcopter back to your side 
    of the map so that you can eventually load a Mech into it. Move the 
    remaining Rocket, Artillery, Tank, APC and Mech towards the bridge. 
    (Your other Mech will be loaded into the Tcopter on the next turn)
    Lash will probably attack your Lander with her Rockets. No harm done 
    though.  Finish off her Sub with your Cruiser then eliminate her Cruiser 
    with your Battleship.  Move your Lander out of the range of Lash's Rockets
    (this can be done by putting it right next to the Rockets). On the left 
    side of the map, move your Rocket so that it can eventually attack the 
    Infantry that is currently capturing that factory.  Do the same with the
    other nearby units.
    On Day 3, use your Rockets and Tank to destroy the Infantry on the northern 
    factory. If possible, move your APC on top of the factory so that Lash 
    can't generate more units.  Position your Battleship so that it can fire 
    on Lash's Rockets on the next turn and possibly protect any units you'll 
    have next to Lash's HQ. Get your Lander and Tcopter ready to make a push 
    to the HQ on the next turn.
    Day 4 is typically when you can put your Mech units right on top of Lash's
    HQ. Only do this if Lash has moved her AA units off of that island to 
    attack your units in the west. If she has, block them with your Tcopter.
    Attack Lash's Rockets with your Battleship. Do as much damage as you can
    to the AA units with your Rockets, Artillery and Tank to make it harder 
    for Lash to retreat back to her HQ.
    You should be able to capture Lash's HQ before Flak's troops arrive.
    [osm6] Mission 06 - Andy's Time
    This one doesn't take as long as you'd think. Load your Infantry into your 
    Tcopter and take it towards the factory in the middle of the map.  Build 
    a Recon in the factory on the corner of the road and an Infantry in the 
    other. Flak can't use that Cannon of his for a couple days I believe. 
    On Day 2, drop your Infantry off at the factory. Take your Recon as far 
    north as possible and capture the city near your HQ with your Infantry. 
    Build another Recon and another Infantry. 
    On your next turn, start capturing that factory and finish capturing the 
    city. Attack the Infantry nearest your Recon unit.  Send your remaining 
    units north. Move your Tcopter back towards land so that it can pick up 
    your newest Infantry unit on the next turn. Build a Tank.
    Come Day 4, use your Tcopter to drop off an Infantry near Flak's northern
    factory. Finish off his Infantry with your Recon units.
    Day 5 is when you seal your victory. Flak will likely have built another 
    infantry in his factory. Use your Recon units to eliminate it and the place
    either your Infantry or Tcopter on top of it so that he can't make any more
    units. Once you've done that, attack Flak's cannon until it has no more 
    [osm7] Mission 07 - Test of Time
    This is the first Fog of War scenario. It's pretty annoying but you can 
    easily take advantage of the game's poor AI here.
    Hit Flak's Artillery with yours to begin with. Finish it with a small Tank.
    Move your Recon to the middle of the bridge to reveal an Infantry in a 
    nearby city. Hit it with your Md. Tank. Load up your APC with a Mech and 
    move behind the Recon unit. Move your Rockets to the neutral city by 
    the bridge. Back by your HQ, you have one Infantry and an AA. Move the
    Infantry directly north into the mountains to reveal more of Flak's 
    reinforcements. If you see his Infantry, attack it with your AA. He also 
    has a loaded APC, Recon, and AA. There are also long-range units along the
    northernmost forest. Just avoid that part of the map.
    On Day 2, use your Rockets to eliminate the Infantry blocking the bridge. 
    Flak may have hit your Md. Tank with his Rocket already. Move your Recon 
    unit as far to the east as possible to reveal the Rockets hiding in the 
    forest. Hit the Rockets with your Md. Tank. Using your APC, drop a Mech 
    unit close to Flak's HQ and where his Rockets can't attack you (the city
    to the east of his HQ is normally a good place).  Bring your small Tank 
    to the bridge so that Flak's AA unit can't hit your Mech from behind.
    Flak will most likely use his power but it will be of little consequence.
     Finish off his Rocket and capture his HQ by Day 4 (four days before time 
    runs out).
    [osm8] Mission 08 - Test of Time
    The last mission for the Orange Star campaign. This one can be a little 
    tricky. I chose Max for this one but any CO will do. Your goal will be to 
    destroy the weak point in the pipe to the north.
    Flak's strategy for this mission is a little unpredictable so you may need
    to modify your builds a little. Your first objective should be to obtain 
    the Air Port in the center of the map. From there, you can conduct a series
    of Bcopter raids on the pipeline until it is completely destroyed. 
    To start, build an APC in the northernmost base and an Infantry nearby. On 
    your next turn, load the infantry into the APC and head towards the Air 
    Port. Build a Recon and two more Infantry.
    On Day 3, take your APC back to your new Infantry. Send one infantry north 
    to capture the cities across the river. Load the other Infantry into the 
    APC when you can and head towards the factory in the west. Send your Recon
    west as well. Build another Recon and an Infantry
    in your northernmost base.
    On the next day, take your loaded APC and drop the Infantry off by the
    factory near the Air Port. Make your newest infantry head towards or get 
    into the APC now. Keep sending the Recon units west. Begin capturing the
    Air Port. Build a Tank.
    Use your Recons to stall Flak in the west. Hopefully you will be able to 
    capture the buildings over there before he gets his main force to that 
    area. Save your money for a Bcopter (you can build one on Day 5). Flak may
    build Missles or AAs near your Air Port. If that is the case, make sure that
    any air units you make are out of his way. Build an Md. Tank in the 
    nearby factory to take it out if need be.
    Continuing stalling in the west by using your Recons, Tank and APC while 
    your Infantry captures cities. Don't forget about your Infantry in the 
    east. Keep pushing north from your Air Port and factory. It will take 3 
    or 4 Bcopter strikes to destroy the pipeline, depending on if you
    can use Max Blast or not.
    Blue Moon Campaign
    [bmm1] Mission 09 - Reclamation
    The first mission with the acclaimed Colin, weakest of all COs with his 
    bargain-brand units and meak stature. No worries. Build a Recon and an 
    Infantry to start. Send the Recon straight at Lash to block her advance.
    Do the same on your next two turns. Send your Infantry to the Air Port in 
    the east (the one on your side of the river). Send another Infantry to 
    the factory in the center of the map. Build more Infantry to take the 
    remaining cities.
    Save up for a Bcopter and a Tcopter. The opportunity should arise when you 
    will be able to block Lash's factories with your Recon units. It all depends
    on how Lash goes about building her units. If you see her build a weaker 
    unit like a Mech, cover two of the factories with your Recons.
    If you have an injured Recon, send it to the HQ for protection. She'll 
    attack one of your Recons (hopefully the one on her HQ). She'll attack with 
    her Mech and you'll be able to move your units around to kill the Mech while
    maintaining position on her factories. Like I said, this is just
    an example. The basic strategy is to be able to paralyze her unit 
    production. Remember that she has an Air Port as well. Typically she won't 
    build much more than a Tcopter, but cover that with one of your units if 
    you get the opportunity.
    While all this is going on, you should be able to obtain map control with 
    your Ifantry and Bcopter. Once you've covered at least two of Lash's 
    factories, send a loaded Tcopter to her HQ for the easy capture. Again, 
    use your Tcopter to shield the Infantry while you make the capture.
    [bmm2] Mission 10 - Tanks!!!
    More fog of war but at the very least you get to use the coolest CO. To 
    start, move your Infantry units onto the road between the mountains to 
    avoid Adder's tanks. Move all of your Rockets so that they are positioned
    in cities. Move your Recon units into woods along the road. They'll be 
    the eyes for your Rockets and Artillery.
    Your main focus should be on Adder's Md. Tanks, but if you get the chance 
    to destroy a Recon unit then do so.  It will reduce his attack to a literal
    "shot in the dark".  Placing your Recons along the woods will trap his 
    units, stifling his chance to attack. There are a couple areas on the map
    whith a forest surrounded by mountains on three sides and a road on the 
    other.  These are good spots to place your Infantry if you want to "trap" 
    Adder's units.
    Be wary of Mech units crossing the mountains. If your Rockets are on cities,
    they'll be decently defended and will heal on your next turn. Use one of 
    your Infantry to activate the Missile Silos. Use the other to help defend 
    your Rockets. You may need to pull back a couple Recon units to help
    defend as well.  
    Take note of Adder's power. He obtains it almost every other turn, allowing
    him to move an extra space with every unit.
    As the mission progresses, some of Adder's tanks will move forward while 
    others remain behind. Those that are advancing on your position are your 
    first priority. Some people like to injure every unit possible or take out 
    those that are already injured. Ignore whichever tendency is yours and 
    just focus on the units coming around the road or over the mountains. Keep
    trapping his units with your Recons and clean up with your Rockets and 
    I find that Adder typically focuses on the south road. Once you finish his 
    forces in the north, bring your Artillery and whatever else to the southern 
    side. Adder's Mechs are the only units that may cause you trouble.
    [bmm3] Mission 11 - T Minus 15
    You're given 15 days to stop Black Hole from launching a missile that 
    apparently has the ability to wipe out half of Blue Moon's troops. For this 
    particular mission, you get to use Average Andy and Old Man Winter. Brute 
    force plays more of a role here than strategy, though there are a few things
    you can do to make it easier on yourself.
    Ignore Flak's troops in the north for now. Focus on getting your forces in 
    the north (Olaf's and Andy's troops) together with Olaf's units in the 
    center of the map. In the south, don't worry about breaking through the 
    pipe on that side. Just stall those Bcopters and Bombers.
    In the center, send your smaller Tanks ahead to hit Flak's rockets. Use an 
    Md. Tank to start breaking through the pipeline. Finish the breakthrough 
    with Andy's units and overload Flak in the center. Your goal is to capture 
    all eight cities around the silo. Keep your Infantry at full health to make 
    capturing easier. Md. Tanks should be taking the blunt of Flak's attack.
    In the south, make sure that your AA units can't be attacked by Flak's 
    Bombers on Day 3. Position your units so that you can counter Flak's 
    advance on Day 4. The first strike is very important in AA/Bomber battles. 
    Finish off Flak's rockets in the center. Blow your way through with Md. 
    Tanks and Bcopters. Move your Missiles and AA units in the center so that 
    they are closer to the south side of the map. This way you can pick off 
    Flak's air units as they advance on your position. Use your Mechs and 
    Rocket to lure Flak into range of your Missiles. Also save up for Olaf's 
    Super Power because it will deal 20% damage to all of Flak's units. You 
    should be able to use it in about 5 turns.
    As you move Andy's Bcopters closer, take notice of where Flak places his 
    missiles. You don't want to unnecessarily lose one of them.
    Once you take out Flak's air units in the south, you can block the entrance 
    to the center with your Fighter. Flak's Neotanks can't attack it, completely
    off-setting his advantage on that side.
    When you have cleared out Flak's units in the center of the map, remember 
    that you can use your APC to carry your units from city to city. You can 
    capture all eight cities faster if you have  Infantry on the east and west
    of the silo as opposed to taking one side at a time.
    [bmm4] Mission 12 - Nature Walk
    This can be a ridiculously easy mission. Use your Rockets and Tanks to take 
    out the Black Hole units nearest to you. Send two of your tanks all the 
    way north along the western side of the map. Move from one forest to 
    another, keeping them hidden from the Black Hole army. All you need to do 
    is touch your HQ and you win.
    Lash will occassionally throw a wrench into this strategy. She typically 
    has two Recons, an AA, a Tank and Rockets guarding the cities around your
    HQ. She may even place one of her units (an AA) on your HQ. If that is the 
    case, you're not going to be able to regain your HQ with just one or two 
    Bring your other units through the map as well, keeping to the forests and 
    avoiding roads. This may be a little time consuming given the limited 
    mobility of your Rockets and Artillery, but Lash's cannons will pick you 
    off if you stick to the road.
    Use your APCs to transport your Infantry and Mechs, but I would avoid 
    keeping them loaded when you end your turn.  You probably won't know what 
    units are coming so it's safer to drop them off after you have transported 
    them, unless of course there are no forests to drop them into. In fact, you
    could keep the APC loaded to save a forest for more important units. Just 
    make sure that the APC is in a relatively safe position.
    One item of importance regarding touching your HQ: On the northernmost part 
    of the map, you will see two cities across the road from your base to the 
    west (I'm not referring to the cities directly next to the HQ).  Of these 
    two cities, look at the one closer to your HQ (i.e. the one closer to the 
    center of the map). One space east and two spaces south of this city is a 
    forest. I have found that this forest is the best place to position your 
    tank before you advance to your HQ. Otherwise, Lash might spot you and 
    nullify your hard work.
    [bmm5] Mission 13 - Toy Box
    What an awful map. Barely navigable at all. You can only reach Lash's HQ 
    through a very narrow path unless you take your Infantry across the 
    mountain. You can't even do that until you've blasted your way through.
    Start by making two Infantry. Send the Infantry in the south to the center
    of the map to capture the factory.  Send the other one to capture the city
    nearest to him. Build a Recon. You'll send it directly west to keep Lash 
    from capturing that city.  Build two more Infantry. Send one to help your
    Recon and another to capture the cities by your HQ. Build one more Infantry
    in the south.
    You should now have two Infantry in the south. One will take both of those 
    neutral cities and one will head to the city south of the factory (on that 
    little island).  Build a Tank in the south. You may need to do a little 
    fighting to get to that city.  Once you've finished capturing all the 
    cities on your side, send your Infantry there. Use your Tank to clear a 
    path.  Capturing the city will unlock a bonus for you.
    Build a Mech in the center. On your next turn, build a Tank. Once you get 
    an Infantry on that city on the island, start blasting through the path to
    Lash's HQ. She should have a Tank by this point so counter that with your 
    Mech and Tanks. Keep defending the city in the north by rotating your Recon
    and one Infantry.
    Build an Artillery in the center to support your Tanks. Remember to combine
    injured units if necessary. A good place for your Artillery to set up shop 
    is next to the mountain by Lash's HQ. You can place an Infantry on the 
    mountain to protect it while it clears the way for your Tanks.
    Keep building Tanks in the center or save up for an Md. Tank if you feel 
    like it. You gained map control in the first few turns so do whatever it 
    takes to keep Lash on her heels. She may break through your forces in the 
    north. By that time, you have probably made too much progress towards her
    HQ for that to even matter. If not, send a Tank up there to stall her.
    Once you've reached her HQ with your Tanks, follow them with your Infantry
    (either over that mountain or via APC). You can use your extra Infantry 
    and APCs as buffers.
    [bmm6] Mission 14 - Neotanks!?
    I chose Colin for this mission, partly because of Grit's glaring weaknesses
    in direct combat and Olaf's lack of noticeable advantages.
    Build three Infantry to begin with. Send one to the neutral factory across
    the bridge. Send another to the neutral air port in the west (you'll be 
    able to launch a missile on your way there). Send the other to launch the
    set of missiles near the center of the map (you can come back to the others
    later). Build an APC to help you capture that factory and one more Infantry
    to capture the cities around your base.
    As you get to the missile silos, launch the missiles at Lash's Infantry in 
    the northwest. This will delay her production of more units.
    Build one more Infantry to help you capture the cities around the factory. 
    Use your APC to bring one of your extra Infantry to the factory. Now save 
    up for an Md. Tank and a Bcopter. 
    You'll eventually reach the other missile silos. Launch those missiles at 
    Lash's Rockets and Md. Tanks near the lab you're trying to capture. This 
    will weaken them and leave your Md. Tank and Bcopter for cleanup duty.
    Build a Tank to back up your Md. Tank. Lash's Md. Tanks should be down to 
    10% of their health. She'll likely combine them. You'll have more than 
    enough to clear them out. You should also have one missile left when Lash's 
    Md. Tanks are down to 10% each. Launch it at whatever units Lash is sending
    over the bridge. If your lucky, she'll have an unnecessary amount of units
    on the western side of the map. She'll focus on your Air Port. Just ignore
    her altogether on that side.
    Keep building Tanks and Md. Tanks in the center to help protect your 
    Infantry. Use your APC to carry your Infantry to the lab. Capture it for 
    the win. You can use your Bcopter to block the northern bridge if there are
    no AAs present. She'll cross the river with Infantry but they're no problem.
    [bmm7] Mission 15 - Two-Week Test
    This is one of my favorite missions. All you have to do is survive for 
    two weeks.
    Build two Infantry on each of your first three turns. You can have 
    everything around your base captured within five days. On that day, you 
    should be able to build a Neotank (assuming you've built nothing else).
    Take two of your Infantry units and capture cities farther into Lash's 
    continent. One of them will likely be destroyed first, but they'll be 
    well-defended in the cities. At the very least, they'll stall Lash for 
    another day.  Use your other Infantry as buffers to clog up the path 
    between continents.
    Get an AA out on your next turn. Put your Neotank on your southeast city 
    (to block the path). Build Rockets to give you some range and occasionally 
    throw out some more Infantry. If you feel your defenses wearing thin, Md. 
    Tanks are pretty cheap for Colin. Use whatever you have after that to build
    Infantry. You should be able to build an Md. Tank and three Infantry one 
    turn after you build that Rocket.
    Your Neotank will probably scare away a few of the Tanks and AAs. This will
    give you a couple turns to reinforce your defenses with whatever you feel 
    like building. Make sure to have a couple AAs out in order to repel the 
    Bombers and Bcopters.
    Colin's Power will give you a 50% bonus to your funds. When you are first
    able to use it, you may want to wait a turn to maximize that bonus. If you 
    think that you're going to need units right way, by all means, use it
    Once you get your power units out (Rockets, Neotanks, AAs), you can 
    overload your island with Infantry if you feel like doing so. It might 
    not be great for your power score but it'll make it impossible for you
    to lose.
    [bmm8] Mission 16 - Factory Blues
    I chose Colin and Max for this one, though you can also choose from the 
    Yellow Comet COs if you've already beaten the missions on that continent.
    All it takes is one of Max's Bombers to destroy the pipe. Regardless of 
    which ones you choose, I'll be referring to the COs as "Colin" and "Max".
    Naturally, you may need to make a few changes in the following plan if you
    pick someone else.
    Build lots of Infantry and an APC to begin with. You need to gain map 
    control early. Send a loaded APC to the air port in the east. You'll 
    probably need to protect it with a Tank, so build that on Day 3. Use your
    other Infantry to capture the cities nearest you. Keep sending Tanks to 
    the center of the map. They're cheap, but they'll allow you to protect the
    silos until your Infantry get there.
    Move all of Max's troops (or whichever CO you chose) to the north. Load 
    your Mech into the APC and send it to the air port in the west. Use the 
    Infantry to capture a couple cities on your way. You can really set up
    shop around the air port with the rest of Max's units.
    Most of the fighting will take place in the center of the map around the 
    silos. You should be able to generate some Neotanks with Colin's cheap 
    production costs. Combine your forces with Max's in order to control the 
    center. Basically you'll just be stalling until you have enough money for
    Max to build a Bomber. To do this quickly, you'll have to capture both 
    cities around the air port and hopefully another in the center of the map.
    I advise saving up for Colin's Super Power. If you've been building lots 
    of Tanks/Md. Tanks/Neotanks, you'll be able to do massive amounts of 
    damage on that turn. The more money you have, the better.
    Max's Power will help you take out Missiles or AA units in one turn if they
    are blocking your Bomber's path to the pipe. Do whatever it takes to get 
    the Bomber there with full health.
    [ycm1] Mission 17 - Silo Scramble
    Let's begin with this one because it's the easiest Yellow Comet mission. To
    start, build two Infantry on each of your first two turns. On Day 3, build 
    an APC and another Infantry. Use your APC to carry one of your Infantry to 
    the silos in the center. Follow it with two other Infantry and send the 
    other two to the south to capture buildings and set off the silos on your
    side of the map.
    Make sure to keep an Infantry inside your APC while Flak launches missiles
    from his silos. It will protect that Infantry so you'll be able to capture
    the factories in two turns once you reach them.
    Don't build anything on your next few turns. Wait until you have captured
    the factories in the center. Once you do obtain those, put out an Md. Tank.
    Given Kanbei's ridiculous strength, you'll be able to plow through
    the Black Hole defenses.
    While you're capturing the factories in the center, block the road with 
    your APC so Flak can't get his units in there. This will give you enough 
    time to get your Md. Tank ready.
    Flak typically builds a Lander in his port. Don't worry about it. Focus 
    your attacks on his land units, rendering his $12000 investment a complete
    Kanbei's Tanks and Md. Tanks make this an easy mission. Use them to slip a 
    loaded APC into Flak's HQ.
    [ycm2] Mission 18 - Sensei's Return
    Build two Infantry on your first turn. Then build a Tcopter and another 
    Infantry. Use the Tcopter to capture the air port in the center of the map. 
    Capture the cities around your HQ with leftover Infantry. On the third day,
     build another Infantry to be transported by your Tcopter. On your 5th day, 
    you should have enough money to produce a Bcopter. This will be vital as it 
    is able to keep Adder at bay while you gain map control.
    Don't bother with the cities in the west. Adder will already have them. 
    Once you capture the air port in the center, keep building Bcopters. You'll
    have to be wary of AA units but you'll plow through anything
    else that Adder throws at you.
    You should probably send a Tcopter and a couple Infantry to the city in the 
    southwest. Adder will send a significant amount of units there. Just make 
    sure he doesn't catch you by surprise and end up taking your HQ before you
    can do anything about it.
    There are a couple cities to the northeast of the air port in the center. 
    Place a Bcopter on the northern one to keep Adder from capturing it while 
    you build up your army. Get out a few tanks to clean up any AAs
    in the area. If your Tcopter dies, build another one and put an Infantry 
    in it so you will be able to capture a few cities on the way to Adder's HQ.
    Save up for your Super Power. You'll have more cities by then so it will be 
    much more effective than your Power.
    Adder typically builds ranged units (Artillery and Rockets) around his HQ, 
    so be prepared for them. A Recon will allow you to see deep into his 
    territory to make sure it's okay for your Bcopters to advance.
    You should have enough Bcopters to protect your Infantry while you take 
    Adder's HQ. It's another easy mission.
    [ycm3] Mission 19 - Show Stopper
    Before you begin, know that you can capture the southwestern city (across 
    the map) to unlock the bonus level.
    This mission can be a little difficult if you don't know what's coming. 
    Get three Infantry out there. On Day 2, get out a Tank and an AA. Don't 
    worry about taking that port to the west. Just get the lone neutral city
    next to the cities you already own. Place your other Infantry in the 
    forests nearby. They'll alert you to Adder's forces and take the blunt of 
    his attack. On Day 3, get out another AA.
    Produce another Tank at your convenience. By this time, Adder will be on 
    your doorstep. Put one more Tank out. You'll need it to take out Adder's 
    Tanks and Infantry. The big thing here is to take out his Bomber
    and Bcopters with your AAs.
    I know this tactic is a little different than what I've been telling you up
    until this point in the campaign. Usually we make a mad dash to grab the 
    middle of the map. If you try that here, you'll likely be torn to shreds.
    It's better to play defensively here. Once you repel the first wave of 
    attackers, Adder will leave you alone. It will make the mission much easier.
    One more thing before the fighting begins. Make sure your AA units are 
    safely behind the rest of your units. Don't let Adder's Bomber come out 
    of the fog and destroy them or you'll have a hard time repelling
    the invasion. Keep them on two of the cities in that cluster of four 
    just to be safe.
    Get an Md. Tank out on Day 6. Try not to let Adder capture the factory in 
    the center. If you can't kill the Infantry on it, at least injure it while
    you put out more units.
    Sonja's Power is pretty useless right now. Save up for her Super Power. 
    You'll probably obtain it by Day 9. Once you repel Adder, start capturing 
    all the cities on your side of the map.
    Adder will probably build a Lander in the northern port. Don't worry about 
    it. It can't hurt you and will only waste Adder's finances.
    Be careful about advancing on Adder's units. He has Rockets and Artillery 
    hidden all over the place. Get out a couple Recons to show you where they 
    are, though I can give you a relatively good idea.
    The following is a diagram of the fortress with each of the cannons 
    There is typically a Rocket next to 6 and 8. If not, Adder has moved it to 
    the city to the south of 8. To the northeast of #4 are two cities. There is 
    always a Rocket on one of them. There's an Artillery nearby as well.
    There is an Artillery south of #7.
    There is a Rocket in the forests to the west of #3.
    To be absolutely sure where Adder's units are, place your Recon units in 
    nearby forests to scout ahead. They'll be hidden from the cannons that way.
    Build Rockets to take out the cannons. They can attack from afar so you 
    won't have to sacrifice any units as you advance. Adder will eventually 
    bring out 3 or more Bcopters and at least one Md. Tank. I'm not sure what 
    else he has on reserve back there but be prepared for a fight if you venture
    forward. I'd stay back and pick off the cannons with Rockets, though.
    [ycm4] Mission 20 - A Mirror Darkly
    This is another Fog of War mission, war-room style. Lash has the superior 
    force and you need to use some strategy if you're going to win. Here's a 
    list of her units:
    2 AA
    4 Tanks
    4 Infantry
    3 Mechs
    2 Artillery
    1 Recon
    6 Md. Tanks
    2 Neotanks
    1 Rocket
    Move your Artillery and Rockets closer to the mountains on either side of 
    the map so that you can pick off her units as they advance. Move your Mechs 
    to the mountains but make sure that they can't be attacked by anything other
    than Lash's Infantry (i.e. mountains that are behind other mountains).
    Your Mechs and Recons should provide the line of sights for your Rockets 
    and Artillery. One technique you can use is to injure as many units as 
    possible. If you're fortunate, Lash will combine her units and give you 
    less to shoot at.
    Don't worry about capturing those cities. They're useless.
    Sonja's Power is just as effective in this situation as her Super Power is 
    so go ahead and use it as soon as you obtain it.
    Take out the Md. Tanks and Neotanks first. Your next priority is to clean 
    up the smaller Tanks. Keep your three Tanks and Rocket at your HQ. They'll
    be able to finish off anything that reaches that part of the map if you've
    injured as many units as possible.
    Lash will leave her Rockets and Artillery behind. Don't worry about them
    until you've eliminated her other units. 
    [ycm5] Mission 21 - Duty & Honor
    Your goal here is to prevent Adder from taking the 10 cities in the 
    northeast. You'll need to get your forces over there quickly and 
    Adder has a couple Lasers on this map which will fire every other day. 
    They fire in every direction in a straight line. Don't let your Md. Tanks 
    stand in their way. You'll need them. Avoid the road and the forest line to
    the east on even numbered days.
    Lead the attack with your Md. Tanks. Adder will probably charge you with a 
    Recon unit. Destroy it with a Rocket or Md. Tank. Move the rest of your 
    units northeast. Adder has a Tank and Artillery on the other side of the 
    mountains. He'll bring the Tank around so have a couple Mechs on hand to 
    destroy it. That Artillery will be a couple days behind. A single Mech can
    take it out.
    Move your Rockets north to take out that laser. They can eliminate it in 
    one turn if you attack with both of them.
    You should be able to reach the northern bridge by Day 5. Remember that 
    the Lasers can harm Adder's units as well. Use that to your advantage.
    Break through with your Md. Tanks. Make a path for your smaller Tanks so 
    that they can engage the Infantry in the northeast. Load up an APC and 
    take it through as well. You should have your Power by then. Use it to 
    clear out any remaining Md. Tanks. Get some units on those cities to 
    prevent Adder from taking them.
    Once you eliminate Adder's Md. Tanks, it's smooth sailing. Use whatever 
    cities you have left to heal your units. Clear the map of Adder's units 
    to win.
    [ycm6] Mission 22 - Foul Play
    Your objective in this mission is to destroy the 3 cannons in the north. 
    Move all your air units to the seam in the pipeline to begin with. Capture
    the nearby cities with your Infantry. Begin breaking through on the other 
    side with your Md. Tank and Artillery. Build two Infantry on Day 1*. Use 
    them to capture the air port and factory between the pipes.
    *You could wait until Day 2 and build a Neotank. Then on Day 3 build 
    Infantry to capture the factory and air port. Do what you prefer.
    In the south, load up one Tcopter and take an Infantry to the cities by 
    the pipe. Follow your other Infantry with Tcopters so that you can
    transport them when you finish capturing the cities to the very south.
    On Day 2, take out Adder's AA with a couple Bombers. You can also eliminate
    his Infantry with one Bcopter. Attack his Md. Tank as well.  Build an 
    Md. Tank. Start chasing Adder's Mech in the south, but watch out for the
    AAs. You'll need to take out the AAs and then the Mech so that Adder can't
    use the missile silos to his advantage.
    Bust through the southern pipeline with a Bomber and send another one 
    through to start breaking through the next one. In the north, keep 
    attacking the seam with your Md. Tank and Artillery. Follow with your
    Infantry so you can capture those buildings. 
    When you obtain your Power, use it. You'll gain five Infantry in the 
    northeast. Send two to the forests next to the silos (activate them on the 
    next turn). Order two of them to attack the Adder's Rocket. Use the 
    remaining Infantry to capture that city. In the west, move your new 
    Infantry back towards your HQ.
    By Day 4, you'll have broken all the way through the pipeline. Squeeze all 
    your air units through to protect your HQ. You may also be able to use
    your Power again.
    Once you get your Bombers to your HQ, take out Adder's Md. Tanks and 
    Neotank. When they are gone, he'll have nothing to stop you.
    Back in the northeast, Adder will probably bring a Tank to destroy your 
    Infantry. Remember to join injured units so that you can capture the cities
    and factories more easily.
    After you've successfully countered his first wave, replentish your army 
    and charge the cannons. Refuel your Bombers and Bcopters as they work
    nicely against the cannons. Adder is probably guarding them with Missiles 
    [ycm7] Mission 23 - Sea of Hope
    Sensei was my choice for this mission. His Bcopters are practically your 
    trump card and it is easier to capture nuetral buildings than it is with 
    Kanbei (less expensive units). I don't particularly care for Sonja.
    You also get to use Sami. She's not great but is necessary to turn the tide
    in this battle.
    Build a Tcopter and an Infantry to start. Using the Orange Star units,
    clean up Adder's Mech and Tank. Make sure his Rockets can't do too much
    damage. Move closer and closer to them but stay out of their range. Watch 
    out for Adder's Bomber as well. Keep it at bay with your Cruiser.
    Make a rush for the neutral air port. Use it to produce Bcopters as often
    as possible. Pave the way for whatever land units you decide to build. Once
    you have a firm hold on Adder's main island, squeeze in a loaded Tcopter or 
    APC for the win.
    [ycm8] Mission 24 - The Hunt's End
    Another CO select mission. I prefer Kanbei to Sensei here as there are no 
    air ports to capture (in the beginning). Max is a good choice for two 
    different reasons. You can try to sneak in a Bomber to the pipeline or you
    can just use his brute strength to forge a path through Adder's units. You 
    can also choose Grit and take out the pipe with a Battleship.
    I'll just refer to the COs as Kanbei and Red/Blue.
    Build as three Infantry on Day 1 for Kanbei and one more for Red/Blue. 
    Put out an APC on your next turn for Kangei. Build another Red/Blue 
    Infantry and then save up for a Lander. Use the APC to carry and Infantry
    to the factory in the southeast.
    Your objective on the first few days is to capture as many buildings 
    as possible. Don't worry about the neutral cities in the center of the 
    map yet. You'll be wasting units if you try to take them. Get out an AA 
    pretty quickly in case
    Adder puts out some Bcopters. You don't want him to delay your initial land
    Build a Lander with your Red/Blue units and take the buildings to the east.
    Get out an Md. Tank for Kanbei so you can partially repel Adder's forces.
    After you've transported that Red/Blue Infantry to the eastern island, build
    a Tank and transport it to the north to keep Adder from capturing those
    buildings. If you chose Grit in the beginning, you may just want to save
    up for a Battleship. If you chose Max, save up for a Bomber.
    What you decide to do with that Bomber is up to you. You could go for a
    sneak attack on the pipe or methodically make a path for your Tanks to
    blow through.
    In the south, two Md. Tanks, one AA and a Rocket should be enough to keep
    Adder at bay. Try to save up some money while you hold him off. If you can
    get out a Battleship then save up for your Super Power and take a shot at
    the seam in the pipeline. You may also need to build a Sub to protect
    your Battleship if Adder has a Battleship. 
    If you don't think that you can manage an attack using a Battleship with
    each CO, you may just need to push forward with Kanbei's land units. That
    method will take a while but is certainly possible with Kanbei's Md. Tanks.
    If you chose Max, it will be hard to get a Bomber to the pipeline because
    Adder will likely have it guarded by various Missiles and AA units.
    Hopefully you'll be able to open up a path to get a Bomber in there. If
    not, try taking in two Bombers at once. Don't get desperate though. You
    can work your way there slowly if necessary.
    The most efficient way to go about this mission, in my opinion, is to first
    take out the cannons with Max's Bombers. You can destroy them in one hit
    and it will make it much easier on you to get to that pipe.
    Green Earth Campaign
    [gem1] Mission 25 - Sea Fortress
    You're going to need your Fighters to lead the way for your Bombers in order
    to get to the Sea Fortress with enough firepower. On the first day, move
    your Fighters as far to the east as possible without being in range of
    Hawke's Fighters. You should be able to take out both of his Fighters and
    at least three of his Bcopters on Day 2. Move you Bombers as far ahead as
    possible so that you'll be able to hit the Sea Fortress on your next turn.
    Save up for your Super Power as well. It will win this mission for you.
    On Day 3, take out Hawke's remaining two Fighters. Move a couple Bombers
    forward to take out the nearest cannons (one Bomber for each cannon) but
    make sure that Hawke's Missiles can't destroy them. This next part is
    important. Attack Hawke's AA units with your Bombers to fill your Super
    Power meter. You should have it if you have destroyed all the Bcopters
    and Fighters that he sent at you in the beginning. 
    Use your Super Power to gain an extra turn and dominate Hawke's Missiles
    and cannons. Make sure to move your units as far to the east as possible
    before you use your Super Power in order to maximize its benefits.
    Use your Bcopters to take out his Cruisers. You'll need your Bombers for his
    ranged units and your Fighters for his Bcopters.
    Remember to combine your units if they are injured by cannon fire. One
    completely healthy Bomber can take out a cannon in one hit.
    [gem2] Mission 26 - Drake's Delimma
    This mission gave me a lot of trouble the first time around. Hawke has a lot
    of troops hidden in the fog of war and you'll need to find a way around
    Move one of your Battleships south into a reef for cover. Move the rest of
    your Battleships to the southwestern coast of that island (out of the way
    of Hawke's cannons). Move a sub as far south as possible and dive to reveal
    a number of ranged units waiting on the coast. Get the rest of your ships
    out of the way of Hawke's Rocket. Build an Infantry.
    When it's Kanbei's turn, build two Infantry.
    On Day 2, move two more Battleships into the reefs in that bay area (keeping
    the the Battleship and Sub you move on Day 1 in the same places). Capture
    the factory with your Infantry. You can use one of your Battleships to take
    a shot at Hawke's units if you feel like doing so. Get out a Tank as soon as
    you can to help Kanbei defend Hawke's first wave of troops.
    Use one of Kanbei's Infantry to capture a city and the other to launch 
    a missile at the area where Hawke has one Rocket and two Artillery.
    Move two more Subs forward and dive to maintain your range of vision while
    you move your southernmost Sub farther south. Move a Battleship into the
    passage between the two continents to where the reef is.
    On Kanbei's Day 3, build a Tank and launch that missile. 
    On Day 4, move a Sub so that it is directly east of the cannon's weakest
    point in order to reveal a Rocket. Move a Battleship close to the Rocket so
    that it can't attack you and move the rest of your navy south.
    Just keep stalling in the east while you get your Battleships through the
    strait. Hawke will have advanced very far into your territory and you'll
    have no chance at pushing north. Move your Infantry into forest so you can
    trap his units. A couple of Kanbei's Tanks will be enough to halt Hawke's
    Raise your Subs out of the water if they are out of harm's way. Otherwise
    you'll be wasting fuel. There's a cluster of reefs to the north of
    Drake's HQ from which you can fire at Hawke's cannons. Once you get a
    Battleship all the way to the other side of the strait, you have won.
    [gem3] Mission 27 - Sinking Feeling
    You get 17 days to destroy 9 Battleships. Easy enough, right? You'll need
    to capture the southernmost city on the island in the west in order to
    unlock the bonus mission.
    Begin by moving all your troops east and capturing the sea port. Lash will
    charge you with a Tank on Day 2 so make sure she can't do any damage with
    it. Once you take it out, move east but just out of the range of Lash's Md.
    Tank. You may want to take a Tank across the bridge in order to keep Lash
    from capturing those factories.
    On Day 3, clean up Lash Md. Tank with yours. Take out her smaller Tank as
    well. Get out a Battleship and start taking control of the buildings in the
    southeast. You should be able to use your Power by Day 4. 
    Use your Battleship to start taking out those in Lash's dock. Produce
    another one on Day 6. By then, you'll have captured most of the buildings
    in the southeast and have Lash on her heels. Push forward with your Md.
    Tanks. You may have to do this slowly as Lash will gradually move her
    Rocket and Artillery farther north.
    Keep your AA units handy as Lash may send a Bcopter your way. She may even
    get out a Bomber at some point. Get out another Md. Tank to help you 
    finish off Lash's land units.
    As you are picking off her Battleships with yours, make sure to injure
    them as opposed to finishing them off. Lash will combine her units and
    give you less targets to shoot at. This will help you complete the mission
    on time.
    You may choose to get out a Cruiser if you think Lash is going to send
    Bcopters at your Battleships. You may go another route and build up your
    land forces. You should decide which tactic will work better for you.
    Remember that your Super Power can help you reach Lash's docking bay from
    very far away. You can use it to sneak past her cannons or even destroy
    I find that even your Md. Tanks are pretty much ineffective against Lash's
    Battleships. You'll probably need probably three Battleships to safely
    eliminate her forces. Get those out when you can. You'll have enough pre-
    deployed units to take control of the eastern portion of the map.
    Fortunately, Lash's Super Power will not affect her Battleships because
    their terrain defense bonus will remain at 0.
    [gem4] Mission 27 - Navy vs. Air
    Load an Infantry and your AA into a Lander and head to the port just east
    of your HQ. Send your Cruisers with it. Build an Infantry and use your
    other predeployed Infantry to capture nearby buildings.
    Build an Md. Tank on Day 3 and get ready to repel Hawke's air forces with
    your Cruisers. Send your Lander to pick up your Md. Tank and Infantry.
    Once you've cleared out Hawke's Bcopters, send your Cruisers east to take
    out any loaded Tcopters that he might have. Send your AA east as well
    so that you can keep him from capturing buildings. Your Md. Tank
    should serve the same purpose while you gain map control with your
    Make sure to capture the factories in the center so that you can use them
    to to launch quick attacks. Save up for your Super Power because it will
    severely cripple Hawke's advance.
    Get out a Battleship if you choose to do so. It will provide cover for your
    land units and deal a significant amount of damage. You'll have nothing
    else to buy while you capture the factories in the center of the map.
    Hawke's Power and Super Power will make it harder to capture cities but you
    really don't have a choice except to brave through it. Once an Infantry
    is finished capturing a building, it will heal on its next turn anyway. It
    will just take an extra day to capture something.
    Once you take control of the factories in the center, get out some Md.
    Tanks. Use them to keep Hawke's Infantry from capturing those cities in
    the east. Your Cruisers will be nearly dead or out of fuel by now but keep
    injuring Hawke's Bcopters to the best of your ability.
    After you've taken that part of the map, send a couple Infantry to the
    northern island to take that air port, city and sea port.
    You should be able to capture Hawke's HQ pretty easily. He'll keep sending
    Bcopters at you so have a Missile or some AA units on hand to destroy them.
    [gem5] Mission 29 - To The Rescue
    Move one Bomber north and follow it with a Bcopter and both Fighters. Move
    your other Bomber west use the rest of your units to take out Adder's
    Bombers and Bcopters in the south. You'll need to use your Bomber to take
    out his AA on Day 2. Build an Infantry to help capture cities.
    When it's Sami's turn, try to escape across the mountains towards Eagle
    with one of your Mechs. With the rest of the units, set up a formation
    that will maximize your survival time. Move your Missile east so that you
    can possibly pick off any Fighters or Bcopters that are in Eagle's way.
    On Day 2, use your Bomber to take out the southeast laser. Protect that
    Bomber from Adder's Fighter by shielding it with your Fighters and Bcopter.
    In the south, attack Adder's Bcopters with yours and move your ground units
    out of his Bombers' range. Take them out with your AA units on your next
    On your next turn, finish off Adder's Bcopters in the south. Your AA units
    should deal damage to his Bombers but they won't eliminate them. Keep
    moving one of your Bombers to the southwest laser. The only things you 
    need to worry about are Adder's Missiles.
    Back in the east, take out Adder's Fighter with yours and move your other
    Bomber closer to the northeast laser. Build a Bcopter or AA unit if you
    need help repelling Adder's units from your HQ.
    With Sami's Missile, you may be able to take out a Bcopter or Bomber. Do so
    if you can. Otherwise, keep moving one Mech across the mountain range and
    defending with your other units. Use your APC as bait.
    Use Eagle's Bcopters in the south to defend Sami. You'll need to keep at
    least one of her units alive to complete the mission.
    Once you've eliminated all of Adder's troops near your HQ, you may want
    to load up a Tcopter and head to the cluster of buildings in the southwest.
    You really won't need those unless something goes horribly wrong with
    your Bombers but it can't hurt.
    On Day 4, move your eastern Bomber north in order to take out Adder's
    Missile. Move your southern Bomber to the west so that you can attack that
    laser on your next turn. You should obtain your Super Power midway through
    Day 4. Save it for your next turn. Use your Fighters to help Sami's
    Mech cross the mountains safely.
    On Day 5, take out the northeast and southwest lasers. Take out any
    Bcopters that might threaten Sami's survival and use your Super Power
    to bring your Bombers closer to the last laser. Place them over the
    mountains so that they are not vulnerable to AA attacks. If all goes well,
    you'll be able to complete the mission on Day 6 with no trouble.
    [gem6] Mission 30 - Rain of Fire
    Build an APC and Infantry on Day 1. Send them north. Do the same on Day 2
    and move them to the east. Build a Recon and Infantry on Day 3 and follow
    your APC east. In the north, capture the factory on the Adder's side
    of the bridge first. That way you can put out units closer to his HQ and
    paralyze his assault early in the mission.
    Hawke will tell you that the volcano eruption follows a certain pattern.
    There's a screenshot by gauntletjackal that will show you where the lava
    falls. It's under the FAQ pages.
    You'll want to capture factories before neutral cities so that you can have
    a couple places to initiate your attack. Build a Tank and send it east as
    well. Bring your northern APC back to HQ to pick up another Infantry.
    Once you capture the factory in the north, build a Recon to keep Hawke
    from capturing the northeastern cities. Use your Recon and APC in the
    southeast to stall his forces until your Tank arrives. Send an Infantry to
    capture the cities to the south of the volcano as well.
    When you capture the southeast factory, get out an Md. Tank or two so that
    you can blow your way through Hawke's Infantry. It should only take a few
    turns to clear out that area. Use whatever spare money you have to make
    a push towards Hawke's HQ in the north. Your main focus should be in the
    south though.
    At some point you may have to just let Hawke advance in the north. Keep
    pumping out Md. Tanks in the south and charge his HQ. You'll eventually
    have enough to literally "cover all the bases" (lol I'm funny). Put an
    Md. Tank on each one to keep Hawke from producing units. Then sneak
    in an Infantry for the win.
    [gem7] Mission 31 - Danger X9
    You have nine days to eliminate the Black Hole army or capture the lab.
    You'll get to pick your CO and I went with Jess as sea/air units won't
    really give you an advantage on this mission.
    To begin, build an Infantry so that you can take the air port in the center
    of the map. Use it to pump out Md. Tanks. They'll be the key to busting
    through to the other side of the map.
    Move your Battleship and Cruiser into reefs so that the fog of war conceals
    them. Use your Recons to improve your line of sight and an Md. Tank to 
    lead the way. You'll be attacked by four Bcopters as well as a Tank and Mech
    initially. Use the AA units to your advantage and get in a couple hits
    with your Battleship.
    Once you eliminate that first Tank, use the forests to trap the Bcopters.
    They will probably attack your Recon units first. If this happens, combine
    them after you've cleared out the Black Hole units. You'll only need one
    when you have to squeeze through the area between the pipes. 
    Clean up any AAs with your Md. Tanks and use your Bcopters to take out
    anything else. You'll encounter a hidden Artillery and Rocket on the other
    side, so take them out as soon as possible.
    Finish off the rest of the enemy units or capture the lab for the win.
    [gem8] Mission 32 - Great Sea Battle
    This will be a long battle but probably my favorite mission in the entire
    game. I chose Sensei, Max and Eagle for sheer manliness. Hopefully this 
    part of the guide won't become to convoluted with different orders for 
    different COs. I'm going to use a different format.
    OS = Orange Star
    YC = Yellow Comet
    GE = Green Earth
    If you chose a Blue Moon CO then alter your strategy accordingly. Remember
    to check the line of sight for Hawke's cannon. Don't let him sneak a hit
    in with that thing.
    Day 1:
    GE - 1 Infantry, 1 APC
    OS - 2 Infantry
    YC - 1 Infantry
    Day 2: 
    GE - Send the loaded APC towards the air port in the north. You'll need
    it to help out your OS units. Build 2 more Infantry.
    OS - Send both Infantry east and build 1 more and an APC.
    YC - Build 1 more Infantry to help capture those buildings and save up
    for a Lander.
    Day 3
    GE - Capture two neutral cities and drop your Infantry off by the air port.
    Build two more Infantry and a Bcopter.
    OS - Send loaded APC to the east. Build two more Infantry to send
    south on your next turn.
    YC - When your first Infantry is finished capturing a city, send him to 
    capture the easternmost city. That way you'll be able to load him into
    the Lander before it leaves.
    Day 4:
    GE - Send Bcopter north. Take your APC back to pick up another Infantry.
    Finish capturing the neutral cities near your HQ and send an Infantry
    to launch the missile. Save up for a Fighter.
    OS - Launch the missile out Hawke's powerful units and capture a city 
    nearby. Send the loaded APC to the island southeast of your HQ to capture
    the factory. Build an AA if Hawke has a lot of air units. Get a Tank if
    he has more land units.
    YC - Build another Infantry so that you can load it into the Lander in a
    couple turns.
    Day 5:
    GE - Send all Infantry north except the one launching the missile and any
    who may still be capturing cities. Make sure you have enough money to build
    a Fighter on your next turn.
    OS - You should have two Infantry heading south of your HQ, two to the east
    and one to the southeast. Send your AA east and build a Tank if you can.
    YC - Build a Lander finally.
    Day 6:
    GE - Build a Fighter in your northern air port. Move everybody else north.
    OS - Save up for an Md. Tank. Keep capturing cities and factories. Head
    for the missile northeast of the cannon to launch it. Save up for a Neotank.
    YC - Send the loaded Lander east to capture cities. Capture the factory
    Day 7:
    GE - Build a Bcopter in your northern air port. Send your Fighter to where
    you'll need it (wherever Hawke's air units are).
    OS - Keep capturing cities. Build a Neotank on your next turn and prepare
    for Hawke's attack.
    YC - Take control of the southeastern island. No need to build anything yet
    unless you think Hawke is going to send his Bcopters at you. Send your
    Lander back to your HQ to pick up that last Infantry.
    Day 8:
    GE - Build a Bomber in your northern air port.
    OS - Build a Neotank in your southeastern factory.
    YC - Launch the missile on the southeastern island to weaken Hawke's troops.
    Day 9:
    GE - Save up for another Bomber. Use your other Bomber to start destroying
    the cannons. You could go into defensive mode if you wish because your
    Yellow Comet troops are going to accomplish the mission objective for you.
    OS - Finish capturing cities and build up your defenses.
    Day 10:
    GE - Build another Bomber unless you feel like you need a Fighter.
    OS - Build a Neotank if you have enough money. I find that more powerful
    units work better than numerous weaker units because Hawke will typically
    run from them.
    YC - Build an Rocket in your new factory. Keep capturing those cities.
    Day 11: 
    GE - Use your Bombers to take out those cannons when you get the 
    OS - Wait until the cannons are eliminated before you push forward with your
    Neotanks and whatever else you have.
    YC - If you are in no immediate danger, build a Battleship. Load your Rocket
    and an Infantry into your Lander when you get the chance and take them to
    the island north of your new base. Use your Battleship to take out that
    cannon while you use your Rocket to sneak an attack on the pipeline. Your
    Infantry should capture the closest factory. If you can't build a Battleship,
    get out some AA units to protect against Hawke's Bcopters and loaded
    Day 12:
    GE - You know the deal by now. Destroy cannons. Push forward. Repeat.
    OS - Keep using Eagle's air units as support while you advance. Repeat.
    YC - Get your Lander ready to drop your Rocket and Infantry off on the
    next turn. Get out an AA.
    Day 13:
    GE - You may want to get a Tcopter and capture the air port and sea port
    to your east.
    OS - Keep trucking.
    YC - Drop your units off. Head back to pick up your AA on the next turn.
    Start taking down the cannon with your Battleship.
    Day 14:
    YC - Hopefully Hawke won't have any Bombers or Bcopters in the east yet.
    You should have enough time to get your AA unit to the north before any
    harm is done. You may even want to bring Missiles over to that island.
    Protect your Rocket at all cost. You'll need it to beat the mission.
    Day 15:
    YC - After you destroy the cannon with your Battleship, send it north to
    take out the cannon next to the pipeline you're trying to destroy. Move
    your Rocket closer to the pipeline and watch out for any incoming air units.
    You may want to send one of Eagle's Fighters to help you out. You should
    be able to finish off the pipeline within a few days.
    Final Continent Campaign
    [fcm1] Mission 33 - Hot Pursuit
    This is an easy mission, despite the game's difficulty rating for it. Ranged
    units and Bombers will be your primary weapons here. Andy, Eagle and a random
    third CO would make a good combo. I'd pick Sensei because his CO power will
    distract Sturm's Meteor from your more powerful units and he can produce
    powerful Bcopters on every turn. Remember that the CO you choose first
    will start in the middle, your second CO will start on the left and your
    third will start on the right.
    Another great strategy to use is to choose Eagle, Max and Grit. Clear
    out Sturm's ships and allow Grit to capture a sea port on both sides of the
    map. Pump out a couple Battleships to take out the two outside cannons from
    long range. Then use a powerful combination of Eagle's Bombers and Max's
    Md. Tanks/Neotanks to break through the first wave of cannons. Sneak Grit's
    Rocket Launcher up the middle to take out the last cannon. This strategy
    works much better than the one below but I don't feel like re-typing
    The following strategy only works if you picked Andy, Eagle and Sensei in
    that order. Basic principles remain the same for whomever you chose though.
    Adjust your strategy accordingly. Keep your units out of the range of Sturm's
    cannons and lasers. His cannons will be more likely to attack your Bombers
    and Bcopters than your Infantry. One technique is to put your Tcopters
    in their way so that you can allow your Infantry to capture cities. A
    Tcopter with 10% health is just as good as a 100% Tcopter.
    Just as a side note: It is best to take out all the minicannons at 
    the same time
    Day 1:
    GE - Two Infantry
    OS - Two Infantry
    YC - Bcopter and Infantry
    Day 2:
    GE - Build a Bomber. Move Infantry to capture the factories nearby.
    OS - Build a Cruiser. Move Infantry to capture a factory and the buildings
    on the island north of your HQ.
    YC - Build a Bcopter and Infantry. Use your Bcopters to take out Sturm's
    ships (the Cruiser first). Make sure you get the first strike or his Cruiser
    will punish you for it.
    Day 3:
    GE - Build two more Infantry. Send your Bomber to help Andy.
    OS - Build nothing. Move your Cruiser so that it can't be attacked by
    Sturm's Battleship or Sub. Build nothing.
    YC - Two Bcopters should be enough to take out Sturm's Cruiser. Once it
    is destroyed, head for his Battleship. Build a Tcopter to carry one of
    your Infantry to the island with the neutral buildings. Don't get your
    Bcopters too close to Sturm's Missiles.
    Day 4:
    GE - Build another Bomber. Attack Sturm's Cruiser with your first Bomber
    if possible. Build two more Infantry.
    OS - Build a Sub. Attack Sturm's Sub with your Cruiser if you can. If not,
    avoid his Battleship.
    YC - You'll gain your CO Power after you attack Sturm's Cruiser or
    Battleship a couple times. Use it as soon as you get it. The Infantry you
    receive will help you capture the neutral cities in front of the cannons
    and will absorb any hits you take from Sturm's CO Power. Send one Bcopter
    to start taking out cannons. Bulid another Bcopter.
    Day 5:
    GE - Attack Sturm's Battleship with your Bomber. Send your second Bomber
    to start taking out cannons. Just keep pumping out Bombers when you can.
    OS - Take out Sturm's Sub with your Cruiser. You may also be able to finish
    off his Battleship or Cruiser. 
    YC - Start taking control of this side of the map and use your Bcopters to
    take out Sturm's cannons.
    After that:
    You'll just need brute force to break through the first line of cannons. 
    Whatever you do, don't break through the second pipeline. You can take out
    the cannon with a Rocket Launcher without having to fight Sturm's ridiculous
    [fcm2] Mission 34 - Final Front
    You have 30 days to send a Bomber to take out Sturm's death ray. It works
    best with Max, so I'd choose him, Eagle and Sensei. Feel free to choose who
    you want and remember that your first choice will be in the center, your
    second on the left and your third on the right.
    Day 1:
    OS - Build two Infantry. Send both north.
    GE - Build two Infantry. Send one south and one east.
    YC - Build two Infantry. Send one south and one west.
    Day 2:
    OS - Build two Infantry. Use them to take cities.
    GE - Build a Tcopter in the northern factory. Build another Infantry to
    take north on the next turn.
    YC - See GE strategy.
    Day 3:
    OS - Build two Infantry and two Tcopters. Send one Tcopter east and the
    other west on your next turn. You'll need Max to capture most of the
    buildings so that he can pump out Bombers almost every turn.
    GE - Build a Bcopter. Take a loaded Tcopter north.
    YC - See GE strategy.
    Day 4:
    OS - Take cities but save your finances.
    GE - Build a Bcopter if you can. Send your first Bcopter to the center of 
    the map.
    YC - See GE strategy.
    Day 5
    OS - Build a Bomber. Send your Tcopters back to pick up more Infantry.
    GE - From here, do what you need in order to stave off Sturm's attack.
    YC - See GE strategy. Bcopters are your main option if you chose Sensei.
    Day 6:
    OS - Send your Bomber forward. Build a Tank. You should have 15 bases by now.
    GE - Defend. Use your Tcopter to block Sturm's units from capturing the
    center factories.
    YC - Build another Bcopter unless Sturm has sent some AA units your way.
    If he has, build a Tank.
    Day 7:
    OS - Get your units out of the way of Sturm's Death Ray. If fires straight
    down the middle of the map.
    GE - Build whatever you think is necessary to defend against Sturm. AA units,
    Bcopters and Tanks are your best option. 
    YC - Keep pumping out whatever you need to defend against Sturm.
    Day 8:
    OS - You'll have to move your first Bomber to the
    northern part of the bridge on the right. Hopefully nothing will get in
    its way because you need to go directly north from there in order to
    avoid the cannons. 
    GE - Defend.
    YC - Send your Bcopters to the center to clear the way for Max's Bomber.
    Day 9 to whatever:
    OS - You may need to send a Fighter with your Bomber if Sturm has a Fighter
    blocking your path. You can build one with Eagle if you need to. Once you
    get your Bomber to the Death Ray, it will be eliminated in one hit. 
    Frequently Asked Questions
    None yet. If you have them, reach me at kakarulestheworld@gmail.com
    Author - The Return of Hylian
    SBallen and Gamefaqs
    gauntletjackal for Rain of Fire map

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