Advance Wars S-Rank Campaign FAQ Final Revision (1/20/2001) By Matthew Emirzian This guide is not for beginners, and I assume you understand basic tactical battle skills (i.e. training room and some general skill). By the way, webmasters are not allowed to post this FAQ on their web site without my permission. If you wish to contact me, you can post a message in the gamefaqs.com Advance Wars message board, and leave your contact info if you wish. I have finished working on this guide. I am fairly confident that most of the information in the guides are correct, however, the day-by-day guides are often very precise and I can't guarantee they'll work. There are random elements in the game, and if there are problems with you playing the game and the CPU moving, you'll just have to use your own head and cope with it. Sections: Section 1: Miscellaneous Section 2: Normal Campaign Guide Section 3: Advanced Campaign Guide Section 4: War Room Guide Section 1: Miscellaneous 1.1: Level Completion Statistics The level completion statistics are based on the following attributes. The power and technique stats are based on hit point damage, not actual destruction of a unit. Speed - Number of rounds taken to complete the map. Power – Enemy damage dealt, based on how much you should accomplish. This score will increase based on the enemy being damaged. For example, damaging a mid tank will award you with more points than the points from damaging an infantry. I don't know if there's an extra bonus for destroying the unit, although there may be. Technique - Damage taken, based on how little you should take. This score will decrease based on your unit being damaged. Each unit you create increases this stat by 3 points, according to merklin@concentric.net. I have added my own difficulty meter for the levels, from one to six stars. One Star (private) - This map is easy to complete and easy to get an s-rank on with basic tactical skills. Two Stars (lieutenant) – This map requires some intelligent battle planning and general unit movement along with basic tactical skills. Three Stars (captain) – This map usually has fog of war, requires one or two reattempts, requires CO specific strategies, intelligent battle planning, battle on two terrains (sea, land, or air), and tactical skills. The most common level in normal campaign. Four Stars (colonel) – This map is common in advanced campaign. Requires a great deal of battle experience and mastery of common forms of battle, fog of war tactics, and CO intelligence. Five Stars (lieutenant general) – A common advance campaign level, requiring deep knowledge, dedication, power, and extensive experience. Six Stars (general) – A map of unusual difficulty, requiring masterful planning and execution. Only three levels are this difficult. 1.2: Play All Levels Trick I have found a technique to play almost all the levels with a recorded score on one play through the game. First, make sure you have an in-battle save of the level you want to replay (with a different character). Complete that level and choose not to save the game. Now go to the next level, and exit the map. Come back to your previous in-battle save, yield the battle, and you'll be back on that level, with your rank for defeating it already recorded. This way, you can enjoy all the levels without having to replay some of them. Whichever level you choose last before progressing is the one that will determine the final battle selection. For example if you choose Sami last out of the four Drake battle series, you'll get Eagle as the CO. This trick is especially useful in the Captain Drake/Naval Clash/Wings of Victory series of battles. However, you won't be able to do this with the early Andy route beginning with Max Strikes, since the paths are separate from each other. 1.3: Dogfights in Two Days I thought I'd just throw this in for fun. It's possible to win the training level 'Dogfights' in two days. That's all you have to do, and Nell will give you a big butt kissing for playing so well. Give it a try! Section 2: Normal Campaign Guide Normal Campaign Briefing: The normal campaign levels are often a balance between speed, power, and damage. You are given enough time to move through the levels at a leisurely pace, but you must also play them well in terms of taking too much damage and dishing it out. Finding the balance between the two can be a little tricky, especially getting perfect s-rank scores, but is possible with a little effort. Almost every level is an easy one, ranging from one to three stars in difficulty on average, with two four star maps. You'll need to understand basic strategy for turn based strategy tactical games, and much of it is taught in the training mode levels. If you find yourself struggling, try replaying those levels, taking notes, and concentrating on using your units wisely. Keep practicing, it takes accumulated experience to figure out some of the maps challenges, although none of them are very difficult, with few exceptions. It is slightly more difficult to get 'perfect' (990-999) S- rank scores as opposed to flawed (950-990) S-rank scores, and when I update the normal campaign, I'll change the strategies around to reflect that. Level 1 - It's War! Difficulty: ** It's possible to get an s-rank with a flawed technique simply by splitting your units along the north and south areas of the map, but you can get a perfect score by playing a bit smarter. To get the perfect score, you'll have to move all of your units along the northeast path, except the mid tank and a mech. You'll have an ample amount of units to do so, and the key here is blockading your weaker units (and your APC) from enemy attack. Don't take unnecessary risks by placing your units in distance firing range or in vulnerable positions against stronger units. You can lose a few units, but a massacre is out of the question. You must complete the map by day ten(possible by day 8), so you can rest your APC behind unit lines for a few turns. For days 1-8, progress your way up north, while blockading and protecting your weak units, although you should still let them attack enemies. When encountering stationary enemies, bait them with units that are near death, so you won't lose technique points. Make a solid offense and leave no room for vulnerable attacks, for example enemy anti-air/tank against your artillery, recon, infantry, or mech units. Stay out of the enemy rocket launcher range until you can destroy it with your mid tank. On day eight, drop your infantry off and allow the enemy mid tank to attack your APC unit, distracting it, while attacking the enemy rocket launcher with a tank. To the south on days 1-8, with your mid tank and mech you've left behind, take care of the enemy tank, artillery, and anti-air chasing after you from your base position. After that, move your mid tank east and destroy the rocket launcher, then move it further up to destroy the enemy mid tank as it attacks the empty APC. Ignore the enemy infantry to the south, but kill the infantry to the north. Make a passing attempt of baiting the stationary units, distracting the mid tank with your empty APC, and blockading your vulnerable units while putting up a good offense, and you'll win with a perfect s-rank. Level 2 – Gunfighter Difficulty: ** This map is easy to complete with a perfect S-rank score. You have more than enough income to work through the level, and there are very few enemy units in your way. You can spend 9 days, so it's not a huge rush, but there's no slacking off or cowering in the corner. You can take a moderate amount of damage, but not too much. You only need to create tanks and recon units, in a ratio of two recon units per one tank. You don't need to make any more infantry, though. Don't get too beat up, and be especially careful just before Grit's CO attack. To start out, move close to the enemy tanks firing range, and when it moves to you, destroy it with the artillery and tank. Capture the neutral base to the east after destroying the tank. Next, bait the enemy recon with your APC and destroy it. You should now have a couple of recons and two tanks to move in on the enemy distance units. Position a recon on the neutral city to the east to bait the enemy tank, then destroy it. When Grit uses his CO attack, prepare beforehand by making sure you're far out of his range. Once the eastern area is cleared, use your recons long movement range to your advantage and immediately execute the enemy rocket launcher near the base. You should have your APC in position to drop the infantry off on day seven. By day seven you should also destroy the second enemy rocket launcher to the west. The enemy mid tank will come after your empty APC, so position it on the city southeast of the enemy base so it won't be destroyed. On day eight, begin claiming the base and blockade (surround) the enemy tank and mid tank with your units. Day nine, you can finish the map. Level 3 - Air Ace Difficulty: ** This is a speed level, you need to race the air transport to capture the enemy base by day 6. It's not very difficult, all you need to do is play fairly well. You are supplied with huge amount of anti-air firepower, so taking care of the small amount of air units is not a problem. You have to protect your transport copter by surrounding it with units as it passes over the ground. Make sure to keep moving your helicopter and transport as far as safely possible. When moving forward, give your anti-air units the right of way. Your transport copter should be in these spots each day. Day one, one step north of the middle of the bridge. Day two, one step south of the factory. Day three, four steps south of the enemy base. Day four, dropping the infantry off onto the base from the north. A major obstacle in the level is the northeast bomber, which will only attack if a unit is in it's range. Since you need to bait and destroy it ASAP, you should create a recon unit on the first turn, move your ground units along with it, and sacrifice the recon unit so that the bomber comes down in range of your anti-air guns. When you've defeated the bomber, move the helicopter towards the tank in front of the base, and drop the infantry off onto the enemy base. In the last two turns, destroy the tank with the helicopter, and pick off the infantry in front of your ground troops. You must complete the map within 6 days. Level A4 – Max Strikes! (Andy – select Andy to have Max in the final battle) Difficulty: * You won't even need to make any units on this map. Force your ground units forward on day two and crack some enemy heads. Load an infantry onto the transport, and keep moving it forward out of enemy battleship range (including right next to the northeast battleship on day 3). Olaf will stupidly move his ground units away from his base, making it ripe for conquest. When the coast is clear, drop your infantry off and nab the base by day five. Level M4 – Max Strikes! (Max - select Max to have Grit in the final battle) Difficulty: * This is a joke of a level and it could easily be a training mission. Just send Max's units out in full force, avoiding distance range but using your APC & lander as decoys, and smash the enemy to bits. Use the skimpiest of naval skill and you can crush Olaf's battleships. Finish the map up by day 4 for a perfect s-rank. Level A5 – Max's Folly? Difficulty: ** You've got to stop Grit's infantry from stomping on your base, but you can't let your units get trashed in the process. You have way more units than you need to finish this map, so you only want to move a few of them (your tanks and a md tank) along the road and keep the rest safely out of fire range. You have to make sure not to destroy so many units that Grit uses his CO attack on day two. That way, you can continue to move your tanks down and take out a good portion of Grit's distance attack units along the southern road, which otherwise would have a good shot at your units to the left. When he does use his CO attack on day three, he shouldn't be able to hit more than one or two of your units at most. On day four, use your CO attack and send a tank to crush the infantry on your base. The infantry will be injured and your tank will be busted, but it won't be able to finish capturing in time anyway. Level M5 – Sniper! (Andy/Max) Difficulty: ** You have to slip your transport copter under the south part of this map to capture Grit's base. This level requires some basic fog of war knowledge, such as hiding in forests and knowledge of hidden stationary distance units. Luckily, you are provided with a staggering number of troops that can easily dominate the map without much effort. Use your APC as a decoy for the rocket launchers in the level, one in the southwest forest and one on the mid-level city. You can lose a few units in the process, but don't let your helicopter get blasted or you'll lose technique points. Keep the anti-air unit further up the road busy while your transport copter nabs the base. Avoid moving your helicopters to the north & northeast part of the map, as there's two missile launchers waiting for you. Level A6 - Olaf's Navy! (Andy/Max) (Destroy all of Olaf's units to replace Max with Olaf in the final battle and gain access to level A7 - Sea Strike) Difficulty: *** To destroy all of Olaf's units and still get a perfect s-rank requires some tactical ability, using Andy. It may be possible for an imperfect s-rank with Max by day 8. You must eliminate the last unit by day 7 while taking minimum damage to avoid a technique penalty. Of course, this means you'll get him in the final battle. If you want, you can always just capture the base by day 6 or 7, which makes the level easier. The general strategy is to send your distance units & a recon up to the shoreline, use the lander as bait, then demolish Olaf's battleships. After that, surface your sub as bait, upon which all three enemy subs (rising from lack of fuel) & cruisers will chase after your sub. The winning tactic to use is to injure the enemy units down to 1-2 HP, so that they join together in the next round, giving you less units to annihilate in less time. The best part about joining together, is that if there's a dived enemy sub, and a risen enemy sub joins with it, the sub automatically rises. This is good if your sub gets attacked by an enemy sub that remains dived. Your sub and lander will definitely be destroyed in the process, but it doesn't matter. I had my artillery below the forest next to the shore, and the rocket launcher southwest of it. By land, you'll have to attack the tank on the south road with one tank, and move your recon, mid tank, and other tank north to destroy the two approaching tanks, the missile launcher, and the tank on Olaf's base. You can use the APC as fodder if you like, but don't even think about letting the rocket launcher get a shot on your units. The best bet is to move the APC near the launcher to bait the tank, then attack it with your mid tank and tank within the blind spot of the rocket launcher, then execute the rocket launcher itself. Level M6 – Blizzard Battle! (Andy/Max) Difficulty: *** This is a fun 6 day speed map, where you need to capture your cities/factories plus the two cities close to Olaf's side. Either Max or Andy will do well here, although Max is the better choice due to his vehicle movement range and power. You'll have to use your units carefully, since you won't be able to deploy anything but infantry from your bases. Since I've heard a lot of people have trouble with this map, I've provided a day by day walkthrough here. Day one, load an infantry into the APC and drive it up to the city by the south bridge, dropping the infantry east (after that, capture the city to the left). Move your mid tank to the left of the APC. Move your other units north, create two infantry. Day two, begin capturing the south bridge city with your mech, and move your mid tank to the right of it. Move your APC one step southwest of the factory, and your tank north of it. Move your other infantry/mechs north and create two infantry. Day three, destroy the enemy tank with your mid tank. Begin capturing the eastern city of the north most cities. Attack the enemy tank with your tank from the north, move your APC south of the artillery, and attack the enemy tank with your mech from the west. Move your remaining infantry/mechs north. Create two infantry. Day four, begin capturing the cities close to your base with your newest infantry. Move your mid tank west, move an infantry into your APC and drop it off into the forest west of the north bridge city, move your mech northeast. Move your tank east of the dropped-off infantry. Destroy the enemy artillery with your two mechs. Move your remaining infantry two east, one north. Create two infantry. Day five, begin capturing all the available bases. Move your mech east, and attack the infantry close to your north bridge infantry with your tank. Attack the mid tank with your mid tank. Day six, finish off the mid tank & finish capturing all the bases. Level A7 – Olaf's Sea Strike! (Andy/Max) Difficulty: ** This is a very easy level. Use the reefs for cover and dive your subs. You should easily be able to paste Olaf's "Sea Strike" fleet into the sea floor with basic naval tactics. The most difficult part of the level is invading Olaf's territory, but even that is pretty easy. You must complete the map by day 8 for a perfect s-rank score – but by the time you do this, you can do an elimination as well. Doesn't matter either way. Of course, the best part about this map is having Olaf in The Final Battle! Starting off, move your units forward into reefs & dive the subs. Move the north sub northeast and head for the reef that's directly northwest of Olaf's north shore, it has an enemy battleship in it. Get close but don't attack until after day two. On day one, load a tank and mid tank into one lander, and an infantry & recon into the other lander, moving them forward out of battleship range. Tear Olaf's sea units apart on day two. On day three-five, clean up the sea area, move your battleships close to shore, injure the infantry and destroy the lander, and move the lander to the north bit of the southern shore, dropping the mid tank south and tank east. The tank will be destroyed, but now the enemy tanks are close to the shore for your battleship to destroy. Move a cruiser up to the reef for vision and smash 'em. For your base capture party, move your infantry lander to the north shore and drop the two units off. The rocket launcher will destroy your lander, but you've got the upper hand now. Begin by moving the recon to the eastern forest, exposing the nasty rocket launcher and smashing it with the mid tank. Do the same with the artillery in the other forest and the map's all over. Your infantry can also sit pretty on the base, or whatever. Level M7 – History Lesson! Difficulty: ** This is a 5 day speed map, you won't be encountering much opposition, you have an extremely powerful force, and the tactics are basic FOW and avoiding Grit's distance units. Load a transport with two mechs and use that as your landing force. Use the remaining ground troops (two mid tanks!) to eliminate the enemies to the north on your land mass, especially the two artillery units, one of which is hidden in the forest near the very top of the stretch of land. Try to punch through the front lines with your mid tanks, then move your APC up to the forest to reveal the artillery and smash it with your battleship. If you position your units correctly at sea and destroy the artillery, there shouldn't be any units attacked except your lander as you drop the mechs off on day three. There is a battleship in the northeast waters, so you'll want to race two subs there to eliminate it. Otherwise, the only sea resistance is a lone sub that you can eliminate with your cruiser very easily. On day three, move your battleship east towards the invasion shore, instead of attacking any ground units on your side of the map. On day four use your CO power, destroy the enemy tank with your battleship & mech, begin claiming the base, destroy the enemy battleship, and finish the level off by day five. Level 8 - Sami's Debut! (Andy/Max/Sami) Difficulty: *** You have a tremendous amount of anti-air firepower and two transport copters, one of which can be used as a decoy. Eagle has two fighters, two bombers, and three helicopters. Don't let your units get too damaged, for the technique score, just play safe and strategically. Any character here will work fine. Begin by moving your APC north along the road as a decoy for the bomber to the east. Attack the enemy helicopters with your fighter and helicopters, hide your anti-air units in the closest forests, and move your other units north along the road. On day two, move fighter back to the main group, and move the anti-air southwest across the bridge. Retreat your helicopters and fighter to the west past the south bridge. Basically keep your ground troops stationary, although you can smack the enemy tank along the road with your mid tank if you get the chance. Day three, move all of your anti-air units against Eagle's vulnerable forces, using each unit to it's fullest potential. Eagle's air force will be in shambles and his CO attack will be useless. Day four, go on the offensive, moving your units across the east road, and moving your anti-air units across the south bridge. Leave a transport copter and helicopter open as vulnerable bait to Eagle's fighter & helicopter, but in a southward position so that your anti-air units can reach them afterwards. Day five, either blockade or destroy the enemy fighter and helicopter, and proceed to capture the base with no other resistance by day 8. Your air units and missile launcher can get a little banged up in the process, by the way. Level 9 - Kanbei Arrives! (Andy/Max/Sami) Difficulty: ** (*** if aiming for 4 days) It's easiest to play this level with Max, since he's got the power advantage. You must go on the offensive and wipe his units out by day 5, although it's possible to do it by day 4 with Max only. With Sami or Andy, you won't be able to perform at day 4, but you can still get a perfect victory in 5 or 6 days. You can't allow any units to start fleeing, or you won't finish in time. You do want to move everything forward, except the distance units. Begin by executing the two rocket launchers with your mid tanks, and moving your other units forward, but not in the enemy tank range. You can move your tanks out into the northern mountain corner and still be out of range. Drop a mech onto the outward mountain range, also. Day two, crush the enemy tanks with all you've got, artillery, rocket launchers, tanks, everything. Move your APC out to the south to take the heat off your mid tank, and move your mech out as well. Day three, smash the mid tanks with your rocket launchers then your mid tanks. The secret to winning by day four is to injure the enemy units down to 1-2 HP each so that they join together and give you less units to destroy. They also won't attempt to attack your distance units, then. You'll have to have a target for your distance units on every turn(except the artillery on day three), so if they don't have a target, try to start again. You'll have to stretch the efficiency of your units to their fullest extent, and only lose a mech and APC. Winning by day 6 or 5 is easier, of course, and you'll still get a perfect score. Level 10 - Mighty Kanbei! (Andy/Max/Sami) Difficulty: ** (*** if aiming for 7 days) This is an easy map that you'll be playing defensively on two fronts. The east front is the most intense, while the southern front is less dangerous. Andy is the best character to use here, Sami will do ok, and Max is the worst, due to his distance unit range. Finish the map by day 7 for a full speed score, day 8-9 for imperfect s-rank. A perfect score on this level requires a much greater amount of skill. You need to hold back the enemy on the east and south bridges. As in the previous level, weakening the enemies so that they join together is vital for a quick victory. So, here's a day by day walkthrough for 7 days, which is pretty tough for normal campaign. I divided the tasks into the north and south bridge, starting with the north then south. Day one, attack the enemy rocket launcher with your rocket launcher and attack the enemy tank with your mid tank. Create an infantry (with it, capture a neutral city). Move your infantry towards the neutral cities to capture one. To the south, attack the enemy tank with your rocket launcher. Day two, finish off the enemy rocket launcher, move your mid tank one step back, move your mech north, and create a rocket launcher. To the south, attack the tank with your rocket launcher and the artillery with your tank. Day three, attack the enemy tank with your mid tank, attack the mid tank with your new rocket launcher, and attack the tank two steps right of your mid tank with your city rocket launcher. To the south, attack the enemy mid tank with your rocket launcher and create a recon. Day four, move your western infantry two east, one south and your eastern infantry south, destroy the enemy tank with your mid tank, attack the enemy mid tank with your city rocket launcher, move your other rocket launcher one step south and two east, and create a mid tank. To the south, attack the new, healthy enemy artillery to the south of your rocket launcher. Day five, retreat your weakened mid tank to the city next to the factory, move your infantry into the forest and south of the forest. Attack the enemy tank with your healthy tank, attack the healthy tank then the north most infantry with your two rocket launchers. To the south, attack the enemy artillery with your tank, move the recon north of the tank, and create a rocket launcher. Day six, start with the south bridge first – attack the healthy enemy mid tank with both of your rocket launchers. Back to the north, use your CO power. Attack the front tank with your rocket launcher, attack the other tank with your city mid tank, attack the infantry with your other mid tank, attack the mid tank with your rocket launcher, create a tank, and move your infantry/mech forward. Day seven, attack the front most mid tank with your rocket launcher, the other mid tank with your weakened mid tank, the artillery with your healthy mid tank and rocket launcher, and the two infantry with your tank and infantry. To the south, finish off the enemy mid tank and move your recon south to pick off Kanbei's last unit. Level 11 - Kanbei's Error? (Andy/Max/Sami) Difficulty: ** (*** for perfect score) You'll be capturing bases here, and Kanbei can't really do anything at all to stop you. Any character is fine here, but Max is the best due to his strength. Start with the north island, then middle, then the northeast island. You must complete the map by day 10, which isn't tough at all. If you're just passing through this level, you can easily get an s-rank, and there's not much to say. The sticking point that makes getting a perfect s-rank a little more difficult here is the power stat, which will be imperfect unless you do some serious smashing on days 8-10. You'll need to capture the cities ASAP for income, and build two bombers to stomp on some anti-air units, have your fighter destroying the transport copters, and the helicopter attacking some other units. If your air units get massacred, you'll lose technique points, so it's a tricky balance to maintain between the three stats to get a perfect score. You can use an empty transport as a decoy, but you can only let one get killed. The technique score is quite demanding. Anyway, the key to balancing out the stats is psyching out Kanbei's anti- air units, making them gather around the tiny corner of his land, then moving your helicopter in and smashing his missile launcher, retreating it, then placing a transport copter on the other side to draw them over there again. By that time, it should be day 10 and you should slam two of the anti-air units with your bombers and attack the missile launcher again with your helicopter. If you do this, you'll be sure to get a perfect score as long as you haven't taken too much damage. Level 12 - Divide and Capture! (If you reach these maps, you'll have Kanbei in the final battle if you don't play 15, 16, 17, and 18 w/ all Andy or all Sami) Difficulty: *** This is a FOW map that has several hidden units behind the mountain ranges. It does warrant one or two serious retries to get a perfect score and know how to deal with the day by day situations. However, it's not very difficult, as there is little opposition to your huge force. The map must be played slowly and carefully, so that you don't take too much damage from being reckless. The long time limit of 13-14 days will give you plenty of time to stop and reposition your troops before moving on upwards to the base. It's not really necessary, though, as the map can be finished by day 8 if you know what's going on. When you start off and face the two tanks, take cover and let them drive down into your distance unit & mid tank range. To execute the first rocket launcher, move your mech north and blast it away. For the second one, drive two tanks up the road through forest cover, then approach the west mountain range to reveal and strike. Try to take cover at all possible times unless it's to make a move on a threatening distance unit, such as the rocket launchers. Once you can execute the rocket launchers, the map is much easier to manage. Ignore the artillery, avoid the western road until you can execute the second rocket launcher, don't let any units get into a vulnerable position, and demolish the tanks with your superior numbers. After destroying most of the ground opposition you should move two tanks, a mid tank, and your APC deep into Sonja's territory, destroy the rocket launcher & tank, and claim the base. If your units get slaughtered, you'll lose in technique, so try to limit the damage to only one or two units lost, if any at all. Level 13 - Sami Marches On! Difficulty: *** Sonja has a small amount of troops waiting to resist your takeover of the two islands, but your huge forces practically guarantees a victory if you use your units correctly and efficiently. On the north island, the primary concern is destroying the artillery in the northeast forest and the battleship to the east of the island, so that your infantry can begin capturing the bases. On the south island, you only have to fend off a few measly tanks with your mid tank and continue capturing bases with a mech or infantry. By sea, you'll have to eliminate the sub, cruiser, and battleship with your sea units, and use your battleship to reinforce your land domination. You have bases and a sea port at your disposal, but you won't need to create anything except infantry and possibly a lander. With so little opposition, the map is relatively easy to complete. Here's a brief rundown of where to use your units when. Constantly create infantry, that's all you need to create until the end of the map, besides a battleship in the south island port to kick some ass. Day one, move a mid tank and mech onto the south island, and move an infantry and a tank onto the north island. Move your battleship, sub & cruiser forward. Use the mid tank and mech to dominate the southern island, bringing in the rocket launcher and recon in days 6-8 to do some head busting. Destroy the enemy tank on day two with your tank and rocket launcher, and move your battleship forward into the reef. Day two, move your sub forward and your cruiser into position to accept the enemy sub attacking you without exposing your subs location to the enemy cruiser, but also so that when you retaliate with your cruiser you can simultaneously reveal the enemy cruiser in the southeast reef for your battleship to blast so that it won't attack your sub when your sub attacks the cruiser on day three. My cruiser died due to an artillery near the south island bridge, but it didn't affect my technique score, so it's safe to let it die. Move your injured infantry north. On day three, attack the enemy battleship, attack the enemy sub with your cruiser & expose the enemy cruiser, and attack the enemy cruiser with your battleship. Move your injured infantry east and expose the enemy artillery, and attack it with your tank. Transport two loads of infantry to the northwest shore and south shore of the north island. Day four-seven/eight, finish off the enemy artillery and battleship, begin capturing the areas on the north island, bring your rocket launcher & recon onto the south island, create a battleship in the south sea port, destroy landers with your sub, and finish the map up. You may have to fiddle around with destroying units to get a full power score. The map can be completed within 6-7 days, if you're good, but the power requirement is set so that you have to spend a little extra time busting some units up before proceeding to capture the last base. This can be accomplished mostly by destroying the landers around Sonja's sea port and eliminating the sound island invasion force with your sea units, rocket launcher & mid tank. By day 7 you will have tons of money to spend on units, so build an armada and blow some stuff up. The interesting part about this map is that it seems you lose power as the days go on, so try to finish up by 8, making a good showing by blowing up a tank, mid tank on the south, a lander or two by the port, etc. to get the perfect power stat. Although I'm not sure, it may mean that the power stat is days taken divided by enemy unit damage dealt. Level 14 - Sonja's Goal Difficulty: *** The goal of this map is to destroy the air and sea units while moving your lander & transport copter northeast up towards the base. Sonja has a sub to the northwest, and a cruiser, battleship, helicopter, and bomber to the northeast, a fighter near the base, and some assorted ground units & a helicopter coming for your land troops. Starting out, dive your sub one step north and destroy the enemy sub. Load an infantry into the transport copter & an infantry and mid tank into the lander. Use your air & sea units strategically to destroy Sonja. Use the APC and move it two steps east of the mountain to bait the enemy bomber & battleship. On day three, destroy the enemy helicopter, bomber, and cruiser, and move your helicopter northeast to be bait for the enemy fighter for your cruiser to attack. The enemy battleship will be in the southeast, so just let it finish off the APC while your other units escape northeast, but beware of the rocket launcher in the middle of Sonja's eastern land strip, below the mountain. On day four, attack the fighter with your cruiser and move your units north, surfacing your sub as bait for the enemy rocket launcher. Retreat your ground units away from the battleship range. Day five-seven, move your units north, land your invasion party and destroy/blockade/whatever the two wimpy tanks, and the map is yours. Just make sure not to get too brutalized by the rocket launcher. You shouldn't even take a scratch with your ground units back at home base, your transport copter will get attacked, your sub will be smashed, but try not to take any more injury. On the other hand, you can probably take much more time than 7 days on the map, so if you feel the need to slow down and execute the rocket launcher and or battleship go ahead. Level A15 - Captain Drake! (Andy - select Andy for 15, 16, 17, and 18 to have Drake in the final battle) Difficulty: ** You'll be capturing bases here while fending off Drake's weak land and sea forces. Constantly create infantry each day and whenever your lander is empty after depositing, move it back to shore for reloading. Day one move your land units south except for your lander, and your subs east/northeast around the mid island. Day two, move your units south, with your mid tank in front, and your rocket launcher two steps south of the road, destroy the sub with your subs, and drop two infantry onto the northeast island. Day three, begin capturing the cities north of your base, load an infantry into the APC and send it south, and move your subs after the battleship. Destroy the enemy tank with your rocket launcher, but move your other units back out of enemy battleship range. Day four, drop the infantry off on the mid island, move your subs after the battleship again, retreat your ground units back a bit more, making sure your artillery & rocket launcher can hit the space in front of your mid tank. Move your rocket launcher one step northeast from the start of the bridge. Day five, move your APC into battleship range. Bust up the enemy tank, rocket launcher, artillery, and battleship. Day six, destroy the battleship, drop the infantry onto the southwest island city with your APC, drop off more infantry onto the mid island. Day seven-nine, hold off the enemy at the southwest bridge, and finish capturing the cities. Level M15 - Captain Drake! (Max – select Max/inconsistent characters to have Sami in the final battle, or remain with Kanbei if you finished the Sonja levels) Difficulty: * Max's level is easy to complete with basic naval tactics. Advance your units and dive your subs. The main opposition is pretty weak, afterwards, just gather your units and move them southwest to take out Drake's remaining cruiser and battleship. Don't put your battleships or subs at serious risk, or you'll lose technique points. Use your lander as a decoy, the ground units don't matter. Level S15 - Captain Drake! (Sami - select Sami for 15, 16, 17 and 18 to have Eagle in the final battle) Difficulty: *** In this level, you'll need to capture all of the locations on your side of land and one city on Drake's side. Some of the tactics and units to use are FOW, infantry on the mountain, recon, distance units, and mid tanks. You'll want to move quickly in capturing your factories first in order to start producing invasion units. Day one, load the mid tank and rocket into the lower transport, and the small tank and an infantry into the upper transport. Drop the rockets off on the southwest city and tank to the north, and drop the infantry and tank off close by. Day two, move your transports back and reload the rest of the troops. Position your tanks in the forest and your rockets to be able to fire into the forest. This will provide you with a safe boundary for several rounds while you capture the factories. Being a complete idiot, Drake will churn out anti-air units, tanks, and not much else. Use this to your advantage to muscle your way into his territory. Once your factories are set, start churning out mid tanks and capture enough space to allow an infantry to capture one of the cities past the mountain range. There is an enemy battleship that you should decoy/distract, over to the right. If you want to, you can create some sea forces to eliminate it, but be careful, there's an enemy sub in the reefs also. Taking care of the enemy sea units is pretty easy. First, send them as far as they can go south (move the cruiser to the left, not by the shore). Next turn, hide the subs in the reef and move the battleship to the left so it can hit the enemy cruiser. Keep your cruiser put. The enemy will line his units up vertically, from cruiser, to submerged sub, to battleship. Third round, attack the enemy cruiser with your battleship, move your cruiser out of enemy battleship range, and stay the subs. On the fourth round, the enemy sub will attack your cruiser. Attack the enemy cruiser with your battleship, and attack the enemy sub with your cruiser. Move your subs in for the kill on the enemy battleship. Drakes units should be in shambles and you should take only minimal damage. Position your battleship to take out enemy troops as you see fit. Level A16 – Naval Clash! Difficulty: *** You have to retreat with your units and missile launcher in tow to win this level. Load up your mid tank, tank, rocket launcher, and missile launcher into the transports and begin the retreat. The rocket launcher will pose a problem to your sea units. Once it's visible, try to stay out of it's range, and hide the battleship in the reefs so that the rocket launcher will move into your range. Only move the transports into the reefs if necessary, if not, move forward as much as possible, or else the enemy subs will catch up to you. Once you reach the shore, unload your mid tank, tank into forest, and rocket launcher into forest. Then, move the transports to the far corner of the waters. Surface your subs to conserve fuel and use the reefs to hide instead. After that, hide or dive the two subs and hold back the enemy sea units. Many of the enemy subs will surface with low fuel. Use your battleship, rockets and subs to toast them as they surface. It's a little tough to get by this level with a perfect technique score. You can barely take any damage at all, so be careful, especially near the end of the ten days. Don't expose your sea units to any serious damage, or you won't make it. Level M16 - Naval Clash! Difficulty: ** This is an easy elimination level, you'll be smashing your way up to Drake's base. By sea, start by destroying the battleship (from the west and north) and moving your units forward, the enemy sub, the southern battleship, the cruiser, then the northern battleship. Use your lander & APCs as decoys instead of splitting your subs up. By land, position your units so that you can move the recon forward to expose the units on the road, then move your mid tank forward to destroy them. Once you reach the bridge position, you can use your lander as bait for the enemy rocket launcher. Use your CO power at an opportune moment to perform a major smashing on Drake's units. You can let your battleship get a little busted up, but try not to let any ground units die or you'll lose momentum. Finish up the map by day 8. Level S16 – Naval Clash! Difficulty: *** Your mission here is to land your units by the closest piece of shore, and later on drop an infantry by the shore nearest the base. The map calls for some FOW tactics, and landing & invasion tactics. The enemy has a paltry amount of sea units, a cruiser left, battleship east, and sub northeast. Take out the sub first, then cruiser, and wait for the battleship to approach you before attacking it. Move your land units west to avoid the battleship attack range. Drop off the recon & mid tank, then rocket launcher & APC, etc. Once you're finished unloading the ground units, load a transport with two infantry and use it to drop infantry off by the shore. Finish in day 8-10. You can expect your ground units to get a little beat up, but don't let them get slaughtered. Play the map carefully with your battleship & rocket launcher, supporting your land troops, using your APC as a bait and to reveal hidden units, etc. Keep your tanks healthy, and your battleship doing some serious damage, and everything should be OK. Around day 6, drop the two infantry off by the base and clean up the rest of the units from Drake's area. He has a battleship & lander in the northeast corner of the sea, but they won't do anything. Level A17 – Wings of Victory! Difficulty: ** Since Andy's Eagle level has no FOW and there are less enemy units, it's easier overall than Sami's level. There's no missile launcher, no northeast bomber, and only one measly anti-air unit. You can take up to 9 days to complete it. Starting out, move your units north, Eagle will have his two fighters much closer together, so pound them with your anti-air & fighters, and hold the bombers back from your ground troops (bait them with an APC to keep away from your anti-air). After that, erase the last fighter, bomb the anti-air, and your air units will own the map. Just cause general carnage & destroy the southeast bomber while your transport copter safely lands and captures the base. Level M17 - Wings of Victory! Difficulty: * Max has a relaxing level, where he can easily crush Eagle between his fist. Just start out by baiting the air units on day one, and destroying as much as you can on day two. Eagle will use his CO attack and his units will be all over your forces, doing some damage, but you'll still easily have enough firepower to crush all of his air units and spend a few more rounds cleaning up the rest of the trash around the level. Level S17 – Wings of Victory! Difficulty: **** This is one of the most difficult levels in the normal campaign mode, and will test the ability of any moderately skilled player. Eagle will attack you with two fighters, two bombers, and has anti-air units waiting in the middle passage forests. You need to destroy those air units, pass by the anti-air units, destroy the two bombers in the far northeast and southeast corners of the map, destroy the missile launcher that's two steps below Eagle's base, and land & capture Eagle's base by day 7-9. This small day-by-day is a 7 day walkthrough and will not get a perfect score. To start off, you'll want to move all your units north, except your mechs, which you want to move east across the mountains. Eagle will have a fighter close by at the forest entrance, a bomber a little farther to the east, and a fighter to the east as well. Destroy the fighter with your anti-air unit and fighter, and move your helicopter forward to reveal the enemy bomber and damage it with your fighter. Hide your bomber and transport copter. Move your other ground units up to the forest entrance. Move your APC up north and drop the infantry east onto a northern piece of mountain range, for the bombers. Eagle will attack your APC, helicopter, and anti-air unit. Day three, destroy the tank with your rocket launcher & bomber, use your CO power, attack the fighter with your anti-air unit & fighters, and attack the healthy bomber with your missile launcher. Move your transport copter forward to the east. Day four, move your air units forward and retreat your land units back to hold out the enemy at the forest entrance. Day five, attack the northeast bomber, move the transport copter near the base to expose the missile launcher and attack it with your bomber, and drop the infantry off. Day six- seven, finish bombing the missile launcher and claim the base. For those going for a perfect score, here's a different strategy. To get a perfect score, you need to play it safe and complete the map by day 8 instead of 7, using blockades instead of fodder and decoys. On day two, build a blockade, then day three let it all out, making sure to do maximum air unit damage, while blockading your transport copter from damage. Leave two weak bombers & fighters alive so that Eagle will combine them then use his CO attack. Try to let your APC and helicopter get smacked, or even your transport copter if it survives. If your fighter or more expensive unit gets damaged, it's worse on your technique. Jam up the two mountain points of the forest entrance with your mid tank and attack the tank and anti-air units that come up to you with your rocket launcher. Escape with your air units and proceed as normal, except the cool thing is that you can destroy the anti-air unit in one turn w/ helicopter & bomber, then cover your infantry w/ the fighters to save time. Make sure you destroy enough units to get the power stat up, you will need to go after the southeast bomber for that reason, and be a bit more aggressive at the forest entrance. Move your helicopter and bomber back to get some hits off, as well. Level A18 – Battle Mystery! Difficulty: ** There will be a cruiser coming from the south and a sub, cruiser and battleship from the east. The enemy transport is located in the southernmost reef, but you'll have to work your way around to get there. Complete the map by 10 days. It's really very easy, just give Drake a serious smashing all around. Use the landers as battleship bait while your navy proceeds along the sea lane. Use your mid tank & rocket launcher to reveal and smash the lander. Move your battleship south into the reef range, so that when you expose the lander you can destroy it quickly and easily. Your subs don't have enough fuel to reach the lander, you'll have to move your tank and rocket launcher south along the road, reveal it, and smash it up. There is also a sub in the reef northwest of the lander reef. Day one, drop off the mid tank and rocket launcher. Move your sea units east, battleship south, etc. Day two, reveal the enemy sub with a lander and destroy it with sub & cruiser. Use your rocket launcher, mid tank, and battleship to quickly clear out the south road and move your way to the lander. Day three, attack the enemy battleship to the east, and move a cruiser ahead of your sub so that the enemy cruiser can't reach your sub. Move another lander forward as bait. Day four-seven move a cruiser down and reveal the lander, taking care of the sub on the way, and position your distance units to destroy it. Level M18 - Battle Mystery! Difficulty: *** This is another Max level with no fog of war. Time to kick some ass and take names. You need to finish the level within 10 days. First, load a mid tank and tank into the left transport and drop only the mid tank off. This will bait the enemy into attacking your transport for 1 HP instead of clobbering your tank. Use the battleship to attack the anti-air unit, and with the sub and cruiser, wait for the sea units to approach you by getting just out of the subs attack range, then finding it with your sub and destroying it with your cruiser. Kill the tank with your mid tank, and attack the anti-air with your battleship again. It should now be fairly safe to deposit your rocket launcher, tank, and other infantry. When you're finished unloading, use one lander to hold a APC with infantry inside and an infantry, and use that to drop off near the base for a quicker capture. Continue to destroy the enemy battleships, while providing occasional support to your land troops with your battleship. After you're finished with the landers, use them as decoys for the battleship and blockades against the enemy cruiser. Take on the enemy cautiously on land, taking the opportunity to attack from city positions whenever possible. Once the initial enemy forces have been destroyed, there is only some artillery left. Make sure to soften up the mid tank with your battleship & rocket launcher. You will probably lose a unit, but don't get your mid tank beat up. Level S18 – Battle Mystery! Difficulty: *** In this level, you need to keep your single infantry protected, by moving a transport copter and rescuing it, bringing it across the waters to your base. Drake has three cruisers, a battleship, and two subs. It isn't necessary to battle the enemy units to the north, so just leave and let the lone mech you left behind die. Use the landers as decoys and the helicopters as 'distance bait', to lure the enemy away or closer into your range or out of striking distance. Starting out, attack the enemy sub with a cruiser from the north and sub from the west, move the other cruiser southwest of the sub, move the battleship southeast, and move the rocket launcher two east, one south. Move your helicopters west, retreat one transport copter w/ a mech, and move one forward to rescue the infantry. Day two, attack the cruisers with your rocket launcher, battleship, helicopter, sub, etc. Move your cruisers and sub into position to hamper the cruisers movement northward, and move a lander forward as battleship bait. Day three, move your helicopters & infantry transport copter west, destroy more sea units. Attack the battleship with your sub, but cover it with a lander. Your sea units will get roughed up, but none of them should die. Just use standard naval tactics & baiting/decoys. Level 19 - Andy Times Two! (Andy/Max/Sami) Difficulty: ** You have to race to capture the base here, an easy speed level. Sami is the best here due to her transport copter range, CO power and infantry capture abilities. There are two situations that Eagle will leave you in, depending on how you've moved your units. He will either destroy most of the air units, or leave some air units left and destroy both battleships. You'll have to change your strategy to reflect this. Move the mid tank and rocket launcher north with the lander and have them jam up the road for Sturm, killing most of his units there. Use your lander as bait for the battleship, move your transport copter east, northeast, north, then north again and drop the infantry off inside the rocket launcher blind spot, use the CO power and then start capturing the base. Either your transport copter or infantry will get it from a mid tank, but it doesn't matter either way. Make sure to destroy both battleships with your sub, and don't let your mid tank & rocket launcher get creamed or you'll lose in technique and power. Level 20 – Enigma! (Andy/Max/Sami) Difficulty: *** I feel Max is the best character for this level, due to his strength and extra machine movement. Since Sturm has +20% offense and –20% defense, his units are paper compared to Max's +50% direct combat offense bonus. You can even knock a whole tank out with one of your tanks in one hit! To win, you'll have to beat Sturm back from invading, immediately go on the offensive up the road, and build a naval invasion force to drop fresh mid tanks and an APC with infantry just as your slightly weary ground troops are approaching Sturm's base. On the northern front, move an infantry and anti-air onto the transport and drop them off. Move your sub forward and dive, waiting for the enemy sub to move forward next to you, so you can destroy it on day 3. Take over the factory with your infantry, and move your anti-air gun south enough to slam the bomber when it approaches your forces. When the battleship attempts to get close enough to hit your infantry, move in for the kill with your sub. After you take over the factory, the enemy may send a recon and mech after you, so create a tank or mid tank to clean the mess up. Start claiming the sea port ASAP. At the same time, on the southern front, move your units south and bait the enemy fighters with your blockaded transport copter. In the two turns before the enemies are upon you, create one anti-air unit and a tank. That should be enough to eliminate the fighters, assuming they've flown close enough to your anti-air unit and missile launcher. If they haven't, just fly your transport away and pursue with your anti-air unit & missiles. The enemy will immediately begin to conquer the territory, but don't worry about that for now, concentrate on beating the stronger units back to the bridge and holding them off there for a few rounds. After you have generally secured the area, start capturing the cities and factory. Once you've got an established force, go on the offensive and beat Sturm's units back across the bridge and along the road. Continue to move your land forces aggressively against the enemy's weak anti-air, artillery, and rocket launcher units, but don't risk getting in the way of his long distance attacks. You will want to make a few tanks in the process, as well as infantry and APCs to transport your units for a quick takeover of cities. You should also take an APC along with your ground forces to re-supply your tanks when they start running low. If the distance units are really posing a roadblock, or you want to speed up, make a few cheap decoy APCs to throw into enemy range and move your forces in for a faster kill. Using cheap recon units will also make the enemy distance units retreat from your presence, since they have a very long movement range. The sea is the key to S-Rank victory in this map, and it's very easy to claim with your one sub. After your sub has taken care of the enemy sub and battleship that approaches you, you'll want to refuel at the sea base, or use an APC, and head out to destroy the enemy sub and battleship that are stationary. The enemy sea base will create a cruiser, but just keep submerged and you shouldn't run into any trouble. You'll want to make another lander, and fill the two transports with an APC (infantry inside), and three mid tanks. By this point, you should have moved your army far up the road towards Sturm's base. Keep the pressure up on him, and you'll be able to close in on him around day 12, where your original ground troops will have made it past the second bridge and your invasion forces are now landing. In order to make the invasion easier, position troops along the southern mountains to lure a few enemy units away. Also, since your money isn't as important now, you can build a battleship and cruiser just to clean up the sea area for good. You have to finish within 16-19 days. You can get an S-rank without using any air units, and it's just as well, because Sturm loves making plenty of anti-air guns and missiles, along with the fighter jet hanging around, which you'd have to make a cruiser or land missiles next to in order to take care of. Stupidly, he doesn't make any mid tanks or other strong ground units to hold back your attacks, so you can rip him to shreds by land if you play skillfully with a few tanks and a mid tank. Also stupidly he won't attempt to relocate you with his battleship or cruiser after you sink his sub. Take advantage of his stupidity at all opportunities. As a final note, for those going for a perfect score, you can't lose too many units, so keep your units safe and alive instead of in distance unit range. Level 21 – The Final Battle! Difficulty: **** The final battle is an enjoyable challenge, and gives the player a bit more meat to chew on in terms of strategy, a harbinger to come of Advance Campaign. You have to manage your troops very well, make very few tactical mistakes, and add several new layers of difficulty in terms of getting the S- rank. I completed the level with Grit and Eagle, so I'll be writing this section with those characters in mind. My second time through I completed it for Olaf & Kanbei. The scoring of the level is interestingly distributed, and will shape how the level must be played to achieve the S-rank. Most importantly, the only character who matters in terms of power and technique is Andy. This means that whoever your allies are, they must act as cannon fodder in front of Andy's units, they must take all of Sturm's CO attacks, they must allow Andy to get most of the kills, and they must allow Andy to capture some of their bases so that he can build powerful units of his own. Sturm's CO attack is nasty, and you must divert it to Andy's allies every time. The damage Andy takes from a CO attack will not count against the technique stat, but it will damage his troops considerably, especially in the front lines, and cripple your advance. You can always check Sturm's CO power meter by going into the Intel menu then checking the COs status. You need to work around his attack timing, and if there's an instance where he's right over the edge but not quite there yet, and you don't have your allies units amassed together for Sturm to target, then hold off and wait till the next turn, even if it means not hitting a few of his units. With the general tone of the level set, let's proceed. Starting out, move most of your units northward out of enemy range, preparing the ally to the west to take the first CO attack. In the next few days taking care of Sturm's invasion force, mostly attack his tanks, helicopters, and anti-air units, don't bother with the mid tanks yet. Do not put your helicopters into danger of dying, they are useful for Andy later in the level. You'll want Andy to be constantly capturing neutral cities around him while making most of the kills on the front lines. Have him make mostly MD tanks, mechs, and several anti-air units. The MD tanks will destroy the enemy MD tanks and anti-air units, your infantry can take care of enemy infantry and occasionally enemy anti-air units if you've got some mechs, and your anti-air units can take care of the enemy helicopters. With Grit's heavily damaged troops, send them up north to the frontlines as cannon fodder. Same with any of Eagle's units, send them in. It's best to make waves of Recon units for Eagle, because they can move very quickly into the frontlines to beat up a few infantry and take a lot of the heat off of Andy's units. Be daring with Eagle's initial air units, and smash Sturm's bombers. You can also create some helicopters and infantry with Eagle and bait enemy fire that way. Use every scrap of allied units to fearlessly charge into enemy territory and get the crap blown out of them. You really have nothing to lose by doing it. Don't be afraid to take out some of the enemy's units with your allied troops, because you're going to have to, but just allow Andy to get 70- 80% of the kills. By the way, it's the number damage given to an enemy unit (depending on the unit) that increases the power stat, not killing the unit. MD tanks give the highest power boost; so let Andy take care of most of those (you'll notice that killing MD tanks, fighters, battleships, powerful units, etc. raises the CO power meter faster than other units). The battle is going to be messy, and you'll have to use strong organizational skills simply to not lose focus on performing multiple tasks at once. You'll have to launch a wide city capture campaign, manage creating Andy's units in response to Sturm's units, manage creating moving enemy units up as decoys and cannon fodder, manage grouping together allied units as bait for Sturm's CO attack, and use your accumulated battle skills to push Sturm back and capture his base (trying to kill all units usually takes a day or two longer, and may result in a speed penalty). You must complete the map around 15-17 days. Level 22 – Rivals! (Only if you selected Sami for mission 15, 16, 17, and 18) Difficulty: *** This level is a conflict of resources, and you'll have to manage your troops in a clever manner to succeed. The key to victory is ruling the skies with fighters. Don't even bother with helicopters or even bombers, because all you need to win is fighters, two mid tanks, and a transport unit. First turn, create a transport and send an infantry on it. Second turn, move the infantry over and on turn three begin capturing the island cities (the northwest one first). Continue to move the transport until you have two infantry on the island and the last one in the transport ready to capture the base. What you'll want to do is bait and keep away from the enemy until you have at least three fighters. At this point, the enemy bomber, fighter, and some helicopters will eagerly crowd around the island, coming after your infantry. Clean up this trash, and create a fourth fighter. Remember that if you destroy Eagle's bomber, he will definitely be able to use his CO power the next round, as opposed to simply destroying more helicopters. Make sure to keep your transport copter out of the way in some safe place at sea. When it comes time to capture the base, there is a key factor to victory. You'll want to move your fighters forward in a way that none of Eagle's anti-air units could possibly attack (i.e. at sea, on rivers). This befuddles the dumb computer AI, and Eagle will not send his anti-air units back to his base to pick on your fighters. Land your transport and capture that base. Eagle will still be creating some air units and ground units if you don't plug up his airports and factories, so be cautious and safe. You may make a bomber unit if you want to, but I didn't find it necessary. If Eagle by chance makes an anti-air unit by his base, surround it with fighters so that your infantry can continue for one or two more rounds as necessary, or use your bomber if you built one. As you'll notice, the enemy land invasion takes a long time, and you can wait for quite a while before actually having to do anything. You can wait until the enemy units are on top of your base before creating two mid tanks and pulverizing them, because by this point your fighters will have destroyed the enemy helicopters, fighter, and bomber, and can continue forward. Eagle creates units at random, but if you have no ground units to attack, he'll generally make anti-air units that will be paper compared to your mid tanks. Be careful not to make air units that Eagle could rush his anti-air units upon with his CO power. As long as there's no enemy infantry stomping on your base, you'll be ok in terms of ground defense. You must complete the level in 15-17 days. Section 3: Advanced Campaign Guide Advance Campaign Briefing Advance Campaign is the real challenge for strategy tactics players. Getting S-ranks on these levels requires a higher level of skill and awareness than any of the normal campaign levels do. The advanced campaign levels are really only for the true strategy tactics fan, since they can be completed rather easily (with the exception of 'Kanbei's Error?') simply by playing defensively and spending a lot of time on a level. However, add s-ranks into the mix, and you are in a whole other level of game play, challenge, and difficulty. For example, levels 1 and 3 can be completed rather easily by shelling up and playing defensively, but to get the s-rank, you must race madly for the enemy base, turning them into massacres that you must survive in one piece to win. There are several new techniques you must learn in order to win S-ranks in advanced campaign. Although some of the techniques appear in the normal campaign levels, they are essential to winning s-ranks in the advanced campaign mode. First, the emphasis in scoring is placed more on speed than on power or technique in advanced mode. Usually your units will get trashed and they are expected to do so. I have yet to encounter a level where power or technique was a problem in advanced campaign, only speed. Second, there is distracting enemies. This means luring them away with a group of decoys so that your other units can escape, which is essential in the speed levels. Third, there is the transport and infantry decoy. The enemy AI loves attacking transports of any kind, they'll always attack your transport first, whether there's something in it or not. Entire levels are based on using APCs to distract all sorts of enemies, so much that it's obviously been a conscious decision on the designers part to keep the 'flaw' intact. The enemy will also attack your infantry over your other units in some cases. Fourth, you must know through experience, intuition, or even chart memorization (not necessary) what units do to what units on what terrain. Terrain and unit damage is important, because every little damage point helps one step closer to victory, especially because you now have weaker units and less of them. You must master beginner (1-2 stars), intermediate(3 stars), and the above listed advanced tactical skills (4-5 stars). If you are looking for a good, worthy challenge, advanced campaign is your ticket. But if you just want to get Nell in your party, what are you doing reading this guide? With that said, on with the show. Level 1 - It's War! Difficulty: ***** In this first level, you must make a mad dash up north to conquer the enemy HQ. This is the first level of what I call the suicide speed levels. Speed is very important, and you must sacrifice most of your units. You need to complete the map within 6 days, which is no easy feat. Your infantry must be dropped off by day 4, and take day 5 and 6 to capture the base. This basically means you'll be moving your APC forward as far as it can go each turn, trying to protect it with your other units (read: cannon fodder). You can lose pretty much almost every unit you have, because as long as you win the speed bonus you're guaranteed the S-rank. Impossible, you say? Welcome to the real Advance Wars. To accomplish this task, you must protect your transport at all times, blocking any enemy access at just about any cost. You should generally allow your artillery to be damaged over your tanks, if given the opportunity. The tanks will be more useful because they can take more damage. Don't get in the way of the southern rocket launcher, try to work your strategy around it's range of fire, because it is deadly and will attack first. For a basic strategy briefing, on day one move your units forward, day two move it forward and protect it, day three protect it again, day four blockade or distract the enemy units to the left from reaching your transport moving across the bridge, and day five and six, capture the base while distracting the enemy mid tank near the base and holding back the rest of the enemies to the left. On day one, attack the enemy tank with your tank and move the rest of the units forward, making sure to yield your units to the transport. Move an artillery in the range of the attacked tank so that your tank won't be attacked. On day two, destroy the enemy artillery and move a tank in its place, making sure not to get in the range of the enemy rocket launcher. On day three, you'll confront the mid tank, just surround your transport with units and let the mid tank strike. On the next turn, you'll have to keep the beast away and allow one small tank and your transport to escape. It's imperative that you move the transport as far as possible each turn. If you've managed to escape with those two units by day four and you have all of your other units left, you're home free. You're going to get your ass kicked, and you'll only barely scrape by, but you can do it. First off, your transport will only be able to reach a step beyond the bridge, so you need to drop the infantry off to the left. That means you'll have to distract the enemy forces to the left of the bridge to keep them away from your infantry. Your units there will get totally trashed. I suggest saving here and reloading to experiment with a situation where the enemy will not attack your infantry, to save some sanity. Second, you should move your tank to the right of the transport. Day five, hopefully your infantry is still okay. The mid tank next to you will attack your transport and destroy it. Replace it with the small tank. Keep the enemy units at the bridge at bay/distracted, and keep the mid tank from cutting through to your infantry. You'll be lucky if you have more than 4 units left on the map. With some practice and reattempts, you can get the S-rank. Level 2 – Gunfighter! Difficulty: **** This map is a little easier than the previous one, if you play your cards right. First off, you'll have to build a force from scratch to take out Grit's overpowering army. You need to get set up on the right foot to proceed to victory, so if you work things out right, everything else will fall into place for an almost (gasp) easy victory. You must complete the level by day 14. There are several key strategies to keep in mind on this map. First of all, you'll want to manipulate Grit's CO attack and prepare beforehand when you know he's going to use it. All of his distance units gain two extra range points, so make sure you're not going to get blasted away by his attacks when he uses his CO power, or you will not get the S-rank due to delays. You should be good at measuring distances and adding and subtracting range points hypothetically. Second, you need to be able to manipulate the AI to your advantage, especially with Grit's distance attack units. In that vein, there are two essential strategies to winning the map quickly. First off in your arsenal are the recon units. These units are excellent against distance attacks for three reasons, first because they have the highest terrain movement range and can deal 50-60% damage to rockets and artillery, and second because their mere presence causes the AI to retreat their distance attack units in fear of being attacked, giving you breathing room to continue a sustained and healthy assault on other ground units, and third, they are cheap, disposable, and can easily move quickly in swarms to injure and destroy a group of enemy artillery and rocket launchers. The second strategy is using APCs to bait the enemy distance fire. When you get to the mountain pass and you're trying to move your army through, putting a cheap, empty APC decoy in the enemy fire range will draw most of the attacks away from your real forces, allowing you to barge through and flatten Grit's distance units. Starting off, move your two infantry west, and create a tank in the lower east factory. Second turn, move your northern infantry up and begin attacking the enemy artillery (continue doing so until you've killed it or it retreats), and move your tank and infantry back to the west again to bait the enemy tank. Third turn, attack the enemy tank with your tank on the square below it, and attack the enemy tank with your infantry to the right of it. Fourth turn, move your tank north to finish off the enemy tank, move your infantry directly east in front of the factory, and create a mid tank in the factory behind your infantry, and a recon unit in the other factory. Fifth turn, attack the enemy recon unit with your tank, attack the enemy mid tank with your mid tank (on the forest square), attack an infantry with your recon unit, and create two more recon units. Notice how the enemy AI has retreated their distance attack units in response to your recon units. Day six, create a recon and your decoy APC. Day seven, you should now have a mid tank, a tank, four recon units, and the decoy. Position your units around the enemy range of fire, making sure that the decoy APC can move in with full exposure, and create your real APC and an infantry. Day eight, rush your units in(including your real APC), attacking as many distance units as possible. Make sure to bait the enemy mid tank into range of your own mid tank, and try not to let it move onto a city area, or you'll have delays killing it. Day nine, your decoy APC will be destroyed and the enemy mid tank will attack your recon bait. Now the situation is going to get messy. In order to capture the base within 13-14 days, you need to rush your APC through the mass of half dead enemy distance units and the enemies mid tank while you create more recons. A good technique is to move the APC next to the healthiest enemy distance unit, so that it won't attack you, and concentrate your efforts on the other units. In one or two days, once recon reinforcements arrive, move your remaining recon, tank, and mid tank forces north to destroy the enemy tank and rocket launcher. Block them off as cannon fodder if you have to, just like in level one. Once you nab that base, you'll win with an S-rank. Level 3 - Air Ace! Difficulty: ***** The air ace level is back with a vengeance, and Eagle has a whole fleet of air units ready to turn your army and air force into Swiss cheese. This is the second suicide speed level, you must complete it by day 6. That means your transport copter can't stop to hide at all. You must drop the infantry off by day 4, and the pressure is on to keep your transport copter from being destroyed (although it will certainly be injured and destroyed after dropping the infantry off). Your transport copter literally doesn't have a square to spare when it comes to charging full speed ahead towards the enemy base. There's little chance you'll have any units left to speak of by the end of the level. For a strategy briefing, you need to first move your units forward, move your transport one step north of the middle of the bridge, second day you need to move your transport forward on land, cover it with anti-air units and a tank in front, create distractions for Eagle's units to the west, and make sure he uses his CO power, third day you need to move your transport forward out to the east sea and blockade the enemy fighters while simultaneously destroying any helicopters, baiting the enemy bomber for the next turn, and positioning two anti-air units to attack the baited bomber, fourth day you need to destroy the baited bomber, and drop the infantry off, finally on day five & six you can capture the base in peace. Turn one, move your units forward, giving your missile and anti-air units the right of way. Load your transport copter and place it above the middle part of the bridge and load your transport with an infantry. Turn two, move your helicopter forward in the way of enemy fire. Move your transport copter forward, and surround it with anti-air units to the north, west, and south. Place an MD tank to the east of the transport copter. Move your artillery two steps past the bridge, this will distract the bomber(make sure there is nothing north of the artillery, or the bomber will not attack it). Make a missile unit in your factory. Move your APC forward past the missiles and drop an infantry off next to it. Make sure you can attack Eagle enough so that his CO attack will be triggered the next turn. You must also make sure that by next turn you have units that can move forward to bait the enemy bomber. The key to winning the map is distracting Eagle's helicopters and bomber towards your APC, missiles, and infantry to the west. Since Eagle will use his CO attack, his units to the west will be separated far enough so that for the rest of the level they won't be able to reach your transport. You should distract at least three helicopters and the bomber. This will give your units to the east much less units to fight with. Make sure you have as many surviving units to the east as possible. On turn three, destroy the enemy small tank and whatever helicopters you didn't distract. Destroying the enemy fighters is not your priority, but blocking them, while destroying the helicopters and simultaneously positioning to destroy the baited enemy bomber is essential. Move a unit to the northeast forest before the bridge, to bait the enemy bomber. Move your transport copter east out to sea, and use the rest of your units to blockade against the fighters from reaching your transport copter. Make sure you have at least two anti-air units in position to destroy the baited enemy bomber when it arrives. Watch out for the enemy tank that will come down from the north. Turn four, destroy the enemy bomber with your anti-air units. Move your transport copter onto the space above the enemy base, and drop your infantry off at the base. Turn five, the enemy fighters will reach your transport copter and destroy it. The enemy attackers to the west should have finished up with your decoys and whatever ground troops you had left are probably getting pummeled. However, it doesn't matter, since nothing can reach your infantry in time for day six, when you can finally capture the base. Level A4 – Max Strikes! Difficulty: ***** This level is a much more sinister version of the normal Andy Max Strikes, and the third suicide speed level. Olaf isn't too stupid this time around, and has placed a rocket launcher and a mid tank to defend his base. However, in order to get the s-rank, you have no time or money to build a land invasion force, so you have to evacuate immediately. You must land your infantry by day four and capture the base by day six. Winning the level is exact and precise down to each unit movement. This level took me quite a while to complete due to it's very precise nature. There really is only one way to win. While the actual routine isn't so difficult, I gave it five stars because of the difficulty it takes just to figure out how to complete the map with the s-rank. The key to winning the level is placating the enemy battleships with plentiful APCs coming from your factories, giving you enough time to rush your sea units past them and taking the base. You'll want to have APCs constantly coming out of your bases whenever you have the money to do so. You'll want to have APCs one step east and north of the factory closest to the shore, one step east and south of the factory, and on the factory itself. Keep the weakened APCs on the south east target spot. Don't screw this up or your sea units will be toasted by the enemy battleships looking for some fresh targets. You must also hold back the land invasion from screwing up your APCs, so here's what to do. Day one, move your artillery forward one space, and your other tank in front of it. Move your infantry north. Day two, attack the enemy mid tank with your artillery and tank, and move your infantry between your two units. Day three, just hold the enemy back at the bridge as long as you can. Those are just supporting goals, though. The major goal of the level is the sea battle and base capture. Day one, load an infantry into your lander and move it south two spaces. Move a tank as far south as it can go. Dive your sub at the north most reef, and move your battleship south one step. Day two, load the tank you had moved south on day one into the lander, move the battleship forward between the two enemy battleships, and move your lander behind your battleship. Move your sub forward and attack the north east most battleship (from the left side). Day three, attack the north east most battleship with your battleship, move your transport two steps away from the shore, and rise your sub far east near the bridge. Day four, move your lander onto the southern part of the shore and drop your infantry to the north and tank to the east. Move your sub north one space. Move your battleship east. Day five, move your infantry onto the pot and start squatting. Yes, that's my new nickname for the base on this level, the pot. Now get on it. On the next turn, the pot will be ripe for the picking. Level M4 – Max Strikes! Difficulty: *** This is an elimination level, and you must destroy all of Olaf's forces by day 5. It doesn't require a great amount of skill, but you do need to know when to retreat and when to advance. You need to have your land tactics down cold to be able to mash Olaf's units. By sea, move your battleship two steps east and one step north of the southwest reef. Move your first sub onto the north most reef, and your second sub as far as it can go east. Day two, move your APC onto the southern most piece of land as bait. Attack the battleship farthest to the east and destroy it, and attack the north east battleship. Day three, move your lander southeast as bait, attack the two remaining healthy battleships, and move your battleship north onto the reef. Day four, finish off the last of the sea units, and move your battleship further northeast to the coast to get an aim on any enemies in your range on day five. The real action of this level is of course by land. On day one, you'll want to stay your artillery and move your tanks back behind the artillery. Olaf will rush his units towards you, and you can take the initiative to trash his forces. Make sure you destroy the mid tank, don't let it get away, or it'll run back to repair itself. There should only be one weak tank left. Make sure to cover up your artillery with infantry fodder. On day three, Olaf will use his CO power, bang up a tank or two, and you'll be able to use your CO power – so use it. The combination of roads and increase tank movement will allow you to punch another serious hole through Olaf's units. Make sure to target the enemy rocket launcher, and don't let either enemy mid tank attack your mid tank. Distract or barricade the enemy mid tanks with weak small tanks or infantry. On day four, Olaf should only have his two mid tanks and a few infantry and artillery left. Throw all the force you have left into the subsequent day four and five attack, including luring the enemy mid tank in range of your battleship, and you should come out victorious by day five. The win is almost always down to the last unit, so don't take anything for granted or leave any unit behind. Level A5 – Max's Folly? Difficulty: ** This is a very easy level. All you have to do is keep the enemy infantry off of your base, and you're home free. Day one, move your infantry onto the mountains to the south east. Surround it with artillery. Attack the enemy rocket launcher with your rocket launcher. Move your tanks and your other rocket launcher north as far as possible. Move your other infantry to the right. Keep your APC put. Day two, your APC will be destroyed, your infantry will draw the enemy mid tank, and then it will be destroyed. Clobber the mid tank with your artillery and move your small tanks around the curve to the south. Keep your mid tanks put and rocket launcher. Grit will use his CO attack and kill your artillery and southern rocket launcher. Day three, rush your tanks up and around to damage the enemy infantry. Move your surviving rocket launcher into position to blast the enemy infantry the next turn. Move your mid tanks south down the road. Day four and five, blast the enemy infantry with your rocket launcher, and move your mid tanks down to give the enemy infantry and distance units some serious hurting. After that, you've won an easy victory. Level M5 – Sniper! Difficulty: *** Like most Advance Campaign maps, this one wouldn't be nearly as hard if you didn't have to complete it by day five. However, it is still a rather easy level to complete. You must have mastered fog of war tactics to get through this level. I also recommend Max here, for his power. Let's start with the hidden unit locations. In the forest two steps south of your tank is an infantry, in the fourth forest south of your tank is a rocket launcher, in the fourth forest from the left is an artillery, on the mid-north city is a missile launcher, on the city surrounded by mountains is a rocket launcher, in the forest next to the enemy base is a rocket launcher, and on the northeast island are a rocket launcher and missile launcher. There are two anti-air units, a mid tank, a tank, and several artillery. Since your transport is your main concern, you must first eliminate or distract the anti-air units (they are both heading towards you) and definitely distract the artillery from firing on your infantry as it captures the enemy base. You'll want to move your transport along the southern part of the map, as the north part contains missiles and the anti-air units, among other enemies. You must rush forward to engage the enemy ASAP to allow your transport copter to work without being assaulted. This means that your units must essentially survive until round three, upon which you should recklessly cram them up the northern part of the road to distract the enemy units. On day one, move your rocket launcher as far forward as possible, same with APC, and transport copter. Move your infantry forward to reveal the infantry in the forest, then move your recon unit around to blast it. Hide your mid tank in the forest where the infantry was, hide your tank in the forest that it can reach, and move your other units forward. Do not move your helicopter to it's farthest reach south, because the anti-air unit will destroy it. Instead move it above the transport copter. Grit will attack your APC and a small tank will attack your transport copter. On day two, destroy the small tank with your rocket launcher and helicopter, destroy the anti-air unit with your mid tank, move your APC to the southern forest to reveal the rocket launcher and then destroy it with your small tank. Move your artillery as forward as possible, because it will be the next fodder piece. Move your transport copter as far forward as possible (after clearing out the anti-air unit and tank). Your artillery will be attacked, and your APC will be destroyed for good (or some other unit, depending on where the hidden enemy artillery has fled from it's previous location). On day three, destroy the revealed enemy anti-air unit with your mid tank, and rush your units forward. It doesn't matter what happens to them now, they're only going to be fodder to distract the enemy from your transport copter. Move your helicopter up northeast to threaten the artillery from moving back towards the base, but not too far northeast, or it'll be shot down by the missiles in the northeast island. Move your transport copter forward, drop your infantry off to the east (the rocket launcher can't touch it). Day four and five, just rush your units in to be mashed to paste. Nab that base and the s- rank is yours, an easy win for an Advance Campaign level. Level A6 - Olaf's Navy! Difficulty: *** An easy speed level compared to other challenges. I recommend Max here, because his units will withstand more damage. As usual, finish the level in 6 days to win. Day one, load an infantry into your APC, and place the loaded APC into your lander and your other infantry into the lander. Move the transport to the northeast, next to the artillery. Move your other units northeast towards the southern bridge. Day two, drop your APC off into the forest to the east, and drop your infantry off to the west. Destroy the enemy artillery with your rocket launcher, attack the enemy mid tank with your mid tank, and move your artillery forward behind the mid tank. Retreat the recon and tank units to the left near the city spaces. Olaf will destroy one of your infantry, your artillery, begin moving his northern units south after you, and use his CO power. For the rest of the level, use your rockets, tank, infantry, and recon units as fodder to distract the enemy. For the base capture force on day three, move your mid tank to the right, and move your APC two steps above the mountain close to it. Move your infantry forward. Your mid tank will be damaged, and the enemy mid tank will leave it's base to attack your APC down to 1 hp. Day four, move your APC forward and drop your infantry off, and block the bridge off with your mid tank, to stop the enemy mid tank. Move the infantry in front of the enemy mid tank. Your APC will be destroyed, and your infantry will be damaged or destroyed. Next turn, there's nothing Olaf can do to stop you, so take that base. By sea, hide your battleship in the south reefs and dive your sub to the south. Destroy the south east one on day two, and whichever one you want afterwards, and don't let your subs location be known. If you destroy Olaf's navy units in this level you can have him in the final battle and you get to play level A7, Olaf's Sea Strike. As far as I can tell, it's impossible to get both the S-rank and Olaf's recruitment at the same time, because destroying the navy would require special effort and take more than six days time, since you must wait for the enemy subs to run out of fuel. Level M6 – Blizzard Battle! Difficulty: *** Capture twelve bases in eight to nine days. This is a fun level, I always liked it, and the new hot spot you get put into makes it even better, although not incredibly difficult, once you know the basic tactics needed to win. Max is the best character here, obviously. Once again, the key to a quick victory is to move your initial infantry forward and create new ones to grab the secure land around the base. This time, Olaf is dangerously close to winning. If he captures even one city on your side, which he is about to do, you're going to lose. You need to immediately respond to the emergency threat of enemy forces coming from above. Once again, your APC will become a decoy/transport. Day one, move your tank and mid tank northeast. Load your transport with a mech and drop it off two steps below the factory. Move your two infantry north, and move your other mech northeast. Create two infantry. Day two, attack the enemy mech on the city with your mid tank. Attack the other enemy mech with your small tank. Begin claiming the factory with your mech. Move your APC decoy onto the city next to your mech. Your mech and APC will both be damaged. Day three, attack the enemy tank coming over the southern bridge with your mech. Create a tank to send over and defend the area, and move one of your infantry to the east to help with the southern bridge, and the other north. What you want to do on the southern bridge area is move your small tank in front of the eastern city to hold off attacks while your infantry works on the cities. The best way to keep the heat off of your tank is to wait for the enemy infantry to show up, because it won't attack your tank, it will just sit there. Keep the enemy stalemated there if you can. Up north, move the APC off of the city, and kill the enemy mech with your mech. Destroy the enemy rockets with your tank, and destroy the enemy artillery with your mid tank. Begin claiming the two northwest cities with your two infantry. The enemy tank will finish your APC off and the enemy mid tank will clobber your tank. Day four, attack the enemy mid tank with your mid tank. Move your weakened tank onto the northeast city, to stop any infantry from stepping there. Finish claiming the northwest cities. Move your weakened mech in front of the enemy tank but don't attack it. Finish off the enemy tank on the southern bridge and move your newly created tank & infantry closer to the space. After this, it's just a matter of holding back the enemy and taking the rest of the territory while finishing off the rest of the enemy forces. Olaf will not send any more invasion forces to the northern bridge, only lots of infantry that you can clobber with your mid tank (it's essential that you keep your mid tank healthy). Create infantry, APCs, and maybe some more attacking force. You can leave the enemy mid tank hanging around if it's only got 4 HP, it won't be able to stop any of your infantry from claiming bases. Just distract it with an APC and destroy it when you have time. Nab all those cities and you'll get the s-rank. Level A7 – Olaf's Sea Strike! Difficulty: Not completed. Level M7 – History Lesson! Difficulty: **** A pretty rough five day speed level, but not so bad as to be a suicidal five stars. Grit has distance units tucked away all over the map, and you'll have to deal with all of them in one way or another. Let's start with the unit locations. On your land, there's a rocket launcher hidden in the north most forest. On Grit's land, there's an artillery in the southeast most forest, that can only hit his base area when he's using his CO attack. On the middle island, there's an artillery in the southeast forest. And once again, most annoyingly, there is the battleship in the northeast corner of the sea. You must race your subs to the enemy battleship, and race your lander to land by day three while providing decoys, taking non-fatal damage, and hiding in the reefs. Day one, load two infantry into the upper lander, and load two mechs into the other lander. Move the infantry transport into the northeast reefs, move the battleship into the southwest reefs, move the mech transport below the infantry transport, move the cruiser below the battleship, dive both subs and send them as far as they can go to the northeast, move your two tanks as far north as they can go, and move your recon next to the tank farthest north. Grit will not be able to touch any of your units. Day two, move your mech transport to the closest piece of shore and drop the mechs, which will simultaneously reveal the hidden enemy sub. Move your cruiser up and blast it to bits. Move your subs as far forward as they can go northeast once again. Move your transport far east, and move your battleship two steps into the northeast reef. Move your tank forward and attack the enemy infantry, move your recon forward and attack the enemy artillery, and move your other tank north onto the city. Grit will attack your mech transport (really just a decoy) and destroy your cruiser, which is no big deal. Day three, do not use your CO attack just yet. Attack the remaining enemy infantry with your tank, move your recon unit next to the forest with the rocket launcher, and move your damaged tank up to attack the rocket launcher. Move your subs forward again, move your battleship two steps north and two steps east, move your mech transport northwest as bait, move your infantry transport onto the north part of the shore, dropping the infantry off, move your mech units in the line of artillery fire. Day four use your CO power. Move your farther away sub forward and attack the enemy battleship, then move your other closer sub and finish it off. Clean up the rest of the trash on your land space, begin capturing the base, and attack the enemy tank with your battleship. On the next turn, the base is yours. Level 8 - Sami's Debut! Difficulty: ***** The designers have decided to turn a slightly difficult level in normal campaign into a nasty, ball busting level for advanced campaign. You'll be absolutely swamped with enemy air units and you're as blind as a bat to boot. There's an enemy mid tank and bomber sitting around the base, not to mention stationary helicopters & a fighter positioned mid way across the map. Add Eagle's CO attack into the mix and you're in for plenty of map retries (unless you use the FAQ, of course). This is not a speed map, however. You can spend plenty of time on the map, I had a full speed score finishing on day 12, so I'm sure there's some leniency here. You'll want to use Max. Let's start with some unit statistics and battle strategy. Eagle has five bombers in transit, one fighter in transit, two helicopters in transit, one bomber stationary by the base, and one fighter & two helicopters stationary near the northeast bridge. You're going to have to eliminate the fighters and the helicopters as the primary targets, but keep your anti-air units long enough to be able to handle the northeast road portion of the map, including eliminating almost all of the bombers and air units. This means the rest of your units will act as bomber and helicopter fodder to allow your anti-air units and air units to survive. With that said, let's get to the meat of the battle. By the way, as you progress 'forward', it means going along the north road and then along the east road, not cutting through the plains/forest to the east road. Day one, load a mech into your transport and send it as far as it can go across the bridge, dropping the mech to the right. Move your mid tank under the transported mech. Move your missile launcher, tank, and artillery as far north as possible. Move your anti-air unit left. With your fighter, attack the northwest copter from the left, and attack the other copter with your copter from the left also. Move your infantry north. Load a mech into your transport and send it behind the infantry on the river. Day two, Eagle's two bombers will destroy your mech and transport. Move your artillery forward, move your anti-air north and attack the bomber on the left, and move your fighter and attack the other bomber from the south. Move your copter northwest and cover it's back and right side with infantry. Move your missile launcher forward behind your fighter, move your mid tank forward in front of your artillery. Move your transport to the northwest city next to your anti-air unit. Move your tank south of your transport. Eagle will use his CO attack, destroy your infantry, your artillery, and your helicopter. Day three, kill the fighter with your anti-air unit, kill one of the bombers with your fighter, kill the 2hp helicopter with your small tank. Move your transport northeast onto the mountain to reveal the enemy small tank. Destroy it with your mid tank. Move your missile launcher forward to expose the enemy bombers and kill the south west one. Move your small tank forward. Eagle will now kill your missile launcher, and move his mid tank forward. Day four, use your CO power. Destroy Eagle's mid tank, move your fighter to the right of the enemy bomber and kill it, revealing the two infantry. Kill the left infantry with your anti-air, and the right infantry with your small tank from the north. Two enemy helicopters will destroy your small tank and the 1 hp helicopter will come back for a beating. Day five, kill the helicopter with your mid tank. Move your anti-air forward and kill the helicopter. Move your fighter forward and kill the other helicopter. Eagle will use his CO power for naught. Day six, move your fighter, mid tank, and anti-air forward. The bomber will kill your mid tank and the fighter will take a nasty chunk out of your fighter. Kill the fighter with your anti-air, and move your fighter forward one step below the enemy base. Move your transport forward also. The bomber will hurt your anti-air unit, but it doesn't matter anymore. You have now eliminated all anti-air resistance on the map! Winning the rest of the map requires some tricky thinking. On day eight, attack the enemy bomber near the base with your fighter. Move your damaged anti-air unit to the left to draw away the other bomber from your transport & fighter. Day nine, finish off the enemy bomber. Move your transport left of the north most mountains, and drop your mech onto the mountains. The mid tank will go after your transport. Day ten, move your fighter to the right of the mid tank, pinning the beast down between the mountains and checkmating Eagle's last resistance. Nab that base and bask in the glory that is the s-rank. An alternate (faster) way to play the map is to not move the small tank in front of the transport copter when Eagle is about to use his CO attack on day two. That way, his CO powered fighter will attack your transport and bring it's HP to one, but leave your helicopter alive. This means you can use the helicopter to bait the enemy fighter to the right instead of using your fighter to bait it. That means you can have a full health fighter that can destroy the enemy bomber near the base in one turn instead of two. You can also try to use an infantry instead of a mech into the transport, and allow your helicopter to become wounded in the CO attack. Both of those would shave two turns off your speed and make the level more dangerous, but since 12 days is a perfect score anyway, only the speed freaks should give it a try. Level 9 - Kanbei Arrives! Difficulty: ***** This level is the fourth suicide speed level, following levels 1, 3, and A4. It's just as vicious as the other ones, so be prepared for a struggle. You must complete the level by day 5 and use Sami. The key to completing the level, in short, is first move all of your units except infantry, mech, rocket launcher, and transport to the northeast. This will bait almost every enemy up there, leaving the south bridge somewhat vulnerable. Day two, move your northeast units to the middle of the map, blocking enemy access to your transport. Day three, move your transport across the bridge and drop your infantry off. Move your units southwest and your spare infantry/mechs forward. Day four & five, take the base, using the APC as spare bait for the mid tank that's chased you. Now for the full day by day walkthrough. Day one, load your southwest infantry into the transport and move it above the southeast city. Move your rocket launcher forward one step. Move your other mechs/infantry forward. Move your upper mid tank forward and attack the enemy rocket launcher. Move your upper tank above the enemy artillery and attack. Move your lower tank next to the enemy artillery, but don't attack it. Move your lower mid tank to the left of your other mid tank. Day two, move your transport as far forward as possible. Attack the lower enemy tank with your mech and your healthy tank. Move your damaged tank south and attack the artillery from the right. Attack the damaged rocket launcher with your mid tank from the south, and attack the tank to the right of it with your other mid tank. Move your damaged artillery where the rocket launcher used to be. Attack the 6hp enemy artillery with your artillery. Move your other mechs/infantry forward. Day three, move your remaining tanks southwest, and use your CO power, moving your mechs/infantry forward. Just get them in the general mess, and use your mech to destroy the enemy artillery just for fun. Drop your infantry off beneath the city that's southwest of the enemy base. Hopefully next turn only the enemy mid tank has chased you. If more than one unit has chased you, try again, because you've lost. Day four, begin claiming the base. By day five, even though the only unit you'll have left is your 4hp infantry, you've won the level once you claim that base. Level 10 - Mighty Kanbei! Difficulty: ** Come on now, this level is just silly. You need to take over the base by day 6, and use Sami. It should be incredibly obvious what you're supposed to do, but here's a guide anyway. Day one, attack the enemy rocket launcher with your rocket launcher, and finish it with your infantry. Attack the enemy tank with your other rocket launcher, create an infantry in the east and west factory, create an APC in the southwest factory, move your mech north, and move your tank east. Day two, attack the enemy tank with your tank to the south. Create two decoy APCs, and begin capturing the two cities to the north with your infantry & mech. Move your damaged infantry behind your tank, and begin churning out decoy APCs to satiate Kanbei's bloodthirsty invasion. Load your real APC up and move it one step south. Day three, destroy the enemy artillery to the south with your rockets and start moving your APC towards Kanbei's base. Don't block up Kanbei at the bridge, let him into your territory, spreading your decoy APCs around to draw him further into your territory. Day four, continue the same, day five drop infantry off. Now some enemy distance units might come at you, but just move your APC into the enemy range of fire and you'll be ok. A stupidly easy win. The developers are just trying to catch you off guard for Kanbei's Error. Level 11 - Kanbei's Error? Difficulty: ***** At first glance, this level seems unfair. Moving your air units anywhere gets you clobbered, bombers, fighters and helicopters storm your base and annihilate your units, and by day six, Kanbei captures his last city. However, with the right technique and understanding, the level is difficult but not impossible. Kanbei's Error consists of three stages. The first stage is holing up and destroying the invading air forces while decoying fighters with some transport copters, the second stage is damaging and destroying the infantry on the northeast island by day 6 with your helicopter, and the third is actively capturing the bases with clear skies. All of these will be overlapping in terms of completion and execution, so you'll be multitasking several activities at once. You must capture the cities in 10-11 days, and use Max. Let's begin, then. Day one, move your units into a 3x3 formation around your base, like so: Infantry(create), infantry, infantry(create), transport, missile launcher, anti- air, fighter, helicopter, infantry. Day two, attack the northern enemy bomber from the south. Kill the enemy fighter with your anti-air and missile launcher. Move your left infantry into the transport, go north and drop it off. Move your right infantry onto the northwest city. Move your infantry on the airport north one step, create an infantry on the factory to the right, and create an transport copter on the airport. Move your helicopter far north. Day three, start capturing the bases with your infantry on the northwest island (keep doing so for the rest of the level), move your helicopter far east, move the transport you just used southeast. Destroy the enemy helicopter with your fighter, create two infantry, finish capturing the northern city, attack the fighter with your missile launcher and attack the other one with your anti- air unit. Move your newly created transport copter behind your missile launcher. Day four, use your CO power, destroy the enemy bomber with your anti-air unit, move your missile launcher onto the northern city, destroy the enemy helicopter with your fighter, load your transport copter and move it northeast towards the enemy fighters, and move your helicopter four steps east (right at the opening from the river to the larger body of water, in the range of vision of the city that the infantry will move on to). Create an transport copter and move your infantry on the factory around it, and create two more infantry. Day five, destroy the remaining two fighters with your missile launcher and fighter. With your damaged transport copter, drop your infantry off at the mid-isle with the airport, and use that infantry to take the airport and city. Load an infantry into the new transport copter and send it north. Claim the cities around your base with your infantry. Day six, the enemy infantry will begin to claim the northeast island city in your helicopters range of vision. Attack the infantry from the south and move your fighter to the right of your helicopter. Create more transport copters and keep loading them and bordering them around the limits of the northeast island, until you have four total transports, three of which are bordering the northeast island and ready to go. Day eight, attack the enemy tank with your helicopter, and move your fighter around and attack the enemy transport from the left. Demolish the enemy infantry landing on your base island with your anti-air unit. Move the damaged transport copter next to the tank and drop the infantry to the left. Move a healthy transport copter to the left of the anti-air unit and drop infantry south, move the other transport to the south of the anti-air unit and drop the infantry east. Day nine, move your surviving empty transport copter to the right of the anti-air unit, and move your other transport copter to the south and drop an infantry to the left. Destroy the enemy tank with your helicopter. With your other three infantry, begin claiming the bases. Day ten, finish claiming the cities. By the way, you do not need a bomber to handle the anti- air unit, since it's perfectly happy trashing your transport copters while you finish taking the cities. Level 12 - Divide and Conquer! Difficulty: *** This is a fog of war memorization level. However, you still have to play it well to get an s-rank, no matter how well you know the terrain. You need to complete it by day 9, which means things are going to get a little hairy near the end of the level. Let's start with the unit locations. Inside the first mountain curve you start out at, there are two rocket launchers in the southeast and middle forests. On the second mountain curve to the east, there is an artillery in the forest to the north of the city. On the third mountain curve above your party is a rocket launcher in the forest northwest of the city. On the fourth mountain curve above the second one, there is an artillery in the upper forest. And behind the last mountain curve, there is a rocket launcher two steps east and one north of the city there in the forest. For strategy, you basically have to hide in the forests when you can and bait the enemy mid tank near the end of the level. This level isn't that tough. Day one, move your infantry right onto the mountain to reveal the enemy rocket launcher, and destroy it with your tank. Move one of your mechs north to reveal the other rocket launcher, and destroy it with your other mech and your rocket launcher. Move your APC where the rocket launcher just was. Move the rest of your units forward to the east and north around the road, moving the other tank north into the forest. Day two, load your injured mech into the transport and deposit it next to the hidden artillery behind the second mountain curve, then move your tank to damage it. Attack the enemy tank with your mech, then with your damaged tank, then finally with your infantry to finish it off. Move your artillery where the enemy tank was. Move your mid tank north in front of your transport. Move your recon to the east to take care of the enemy infantry and move your rocket launcher forward. Day three, finish off the enemy artillery with your damaged mech. Move your mid tank between the two enemy tanks and attack the northeast one, then attack the southeast one with your artillery and finish it off with your tank. Load an infantry into your APC and move it forward into forest. Move your units forward. Day four, continue to creep up on the rocket launcher behind the third mountain curve. Keep your units under forest cover or out of long distance attack range. Move your APC to the forest behind the last mountain curve. Day five, move your small tank above the enemy rocket launcher, then smash it with your mid tank. Move your APC one step north to reveal the enemy rocket launcher. Day six, attack the enemy tank with your mid tank, and move your tank forward into the blind range of the enemy rocket launcher. Move your artillery behind your APC. Move your infantry/mechs forward as fodder. Day seven, move your mid tank forward, destroy the enemy rocket launcher with your artillery and tank, move your APC forward and drop your infantry off near the enemy base. Day eight, begin capturing the base. Use your CO power and destroy the enemy mid tank. The enemy now has no resistance against you for the next turn, when you can capture the base. Amusingly, the enemy has mechs about to capture your base, but you can do it just before they finish. Level 13 - Sami Marches On! Difficulty: ***** Sonja has raised up the ante in this level, replacing the artillery in the northern island forest with a rocket launcher, sticking a mid tank on the north island, and adding a second battleship by the southern island. Not only that, but she will actively create cruisers & subs and is right about to capture all of her bases. All you need to win in terms of property is all the north and south island cities/factories/ports except one. The clincher is that you must finish the level in 7 days, so you'll have to race through the level like lightning the way only Sami's troops can. This isn't a suicide map, though, since you'll be trying to keep most of your units alive. It's a complicated, precise, and a very difficult level to figure out the s-rank strategy, so it gets a nasty five stars. You can't miss a beat or you'll be stuck in Day-eightville with that one infantry that *just* couldn't make it in time. With that said, let's get cracking. Just a note, when I mention the 'north island shore', I mean the one directly to the right of your home island. For a strategy briefing, you need to use the reefs with your sea units strategically to knock Sonja's sea units out, including both battleships. She has a cruiser, sub, and battleship, and will create more units as the level goes on. You need to prioritize your landers, creating an extra one on day two, and use them constantly, especially the one drop off on the northwest shore of the north island. On the south island use a mid tank, a tank, and two infantry. Here, all you need to do is hold back the enemy advance against your tank and infantry units, hiding in the forest and striking when necessary. On the north island, you need to use infantry as bait to keep the mid tank around long enough to destroy it with your rocket launcher, and you need to use the APC as bait while your sub attacks the northeast battleship, and use your cruiser to block the enemy cruiser from getting through to your sub. By day seven, you should have five infantry all ready to claim their respective spots on the north island. Don't underestimate the difficulty of this level, even though there's not many enemy units, it's the speed that counts the most. I have heard that the south island part of the walkthrough doesn't work sometimes. I'm sorry, but all you need to do there is hold off the enemy tanks while your infantry work on two of the locations. It's the easiest part of the map to accomplish. Use your brain. Day one, load your tank and mid tank into a transport and drop them off on the south island. Load a mech and infantry into the other transport and drop them off on the west side of the north island shore, infantry north, mech east. Move your recon forward a bit so it can reach the shore, move your APC back a bit, move your rocket launcher forward one step, move your infantry near the shore, and create two infantry. Move your battleship into the first reef, your cruiser into the second reef, and dive your sub above your cruiser. Day two, create a lander in your sea port, and send the two new infantry into it. Move back your two empty landers on the shores aside the rocket launcher and put an APC & recon into the one northwest of the rocket launcher and a mech & infantry into the other that's south of the rocket launcher. Destroy the enemy battleship with your battleship and sub, and move your cruiser forward into the next reef. Move your mid tank one north east step away from the enemy tank, and move your tank into the neutral sea port. Move your surviving infantry/mech into the left corner of the north island shore. Attack the enemy mid tank with your rocket launcher. Day three, move your tank east of the neutral sea port, move your mid tank one step north east of the tank and attack the enemy tank, then move your sea port lander east and drop the infantry off there, protected by the two tanks. Move your north lander and drop the infantry and mech off to the far north shore of the north island (three steps north, one step east), dropping the mech to the east and infantry north. Destroy the enemy sub with your cruiser, move your sub northeast into the neutral sea port, and move your battleship forward all the way. Move your remaining lander forward and drop the recon unit left of the city by the north island shore, but don't drop the APC yet. Create two infantry. Day four, move your APC lander forward one step and drop the APC off to the east. Move your rocket launcher back (you're finished with it) and move your other two landers back to home island. Move your newly created infantry forward and create two more infantry. With your two infantry on the northwest side of the island, begin capturing the cities there. Move your sub forward and attack the enemy battleship from the north. Move your cruiser forward to the right of the neutral base. Move your recon unit north to expose the rocket launcher (south of the strip of road), attack it with your battleship, and attack the enemy infantry on the city with your mech/infantry survivor. On the south island, attack the northeast tank with your tank, then with an infantry from the east. Attack the tank with your mid tank from the right, and move your other infantry into the forest. Day five, attack the enemy infantry with your battleship and attack the enemy rocket launcher with your recon. Move your weakened mech/infantry, APC, and empty lander out of the way of the shore. Use your CO power to load all four infantry into the two transports at your home island. Move those two transports forward and with one lander drop the infantry off on the farthest east corner of the shore, with the second lander move to the right of the first lander and drop the infantry off. Finish destroying the enemy battleship and move your cruiser to the right of your sub. Finish capturing the two northwest cities. On the south island, destroy the remaining tank and begin capturing the sea port and city with your infantry. Day six, finish capturing the south island cities, and move your infantry in their proper places to start capturing the other five cities. Do whatever you like with your sea units, it doesn't matter. Buy a battleship for all I care. On day seven, you're home free! Level 14 - Sonja's Goal Difficulty: ***** The final Sonja map is a difficult FOW tactical map, in the vein of Sami Wings of Victory and Sami's Debut, and knowing all the unit locations won't save you this time. You have to complete the level by 8 days, so there's no time for leisure. Sonja has two bombers, three helicopters, one stationary fighter & mid tank near the base, two rocket launchers to the mid left and mid right of the map, two subs, a cruiser, a battleship, and several small tanks running around the map. You can't rely on the reefs too often, because Sonja will use her CO power often, since you'll be destroying so many of her units during the level. Here's the strategy briefing. You need to move your sea and air forces northeast and land on the shore near the base. Your first objective is handling the sea and air forces coming at you, and there are a lot of them. Make a blockade and use your anti-air ground forces, sea forces, air forces, and APC bait/decoy in combination to crush the enemy's advance. Afterwards, you'll need to scramble your units northeast, speeding past the enemy rocket launcher to the east and the battleship (it doesn't need to be destroyed). Most of your units will be either destroyed, injured (including transports) or made into fodder at some point in the map after their purpose has been served (cruiser, sub, helicopter, most ground units, etc). You'll have to use almost every AI trick and strategy in the book to win. Good luck! Day one, dive your sub one step north and reveal the enemy sub, destroy the revealed enemy sub with your battleship, and move your cruiser into the reef to the east of you. Move your helicopter west of the cruiser. Load your mid tank and an infantry into the lander(keep it put), and an infantry into the transport copter (move it south of the helicopter), move your APC north of the eastern city, hide your anti-air unit in the forest to the south, and move the rest of your land units east as far as possible. Day two, move your tank forward on the south piece of road, attack the revealed enemy helicopter with your anti-air unit, move your APC straight east to the edge of the land, move your rocket launcher to the left of the north mountain, move your missiles south of the north mountain, move your mechs as far east as possible, and move your recon south of the east most city. By sea, attack the enemy bomber with your cruiser, move your sub east of your cruiser, your helicopter south of your cruiser, your battleship west of your helicopter, your lander south of your battleship, and your air transport west of your lander. Sonja's units will come charging at you. Day three, attack the enemy helicopter with your helicopter, and the enemy cruiser with your battleship & rocket launcher, then use your CO power. Attack the enemy battleship with your sub, the bomber to the north of your missile launcher with your cruiser, and the other bomber with your missile launcher then anti-air unit. Move your transports forward out of range of the copter and battleship. Move your remaining ground troops east as far as possible. Day four, attack the enemy helicopter with your missile launcher and attack the other one with your anti-air unit. Move your helicopter above the enemy sub, move your sub around behind the enemy battleship and attack, attack the enemy sub with your cruiser from the south, move your battleship northeast, move your lander west of your cruiser, and move your transport copter one step west and north of the lander. The rest of your ground troops are irrelevant. The fighter will take your helicopter bait and move into range of your cruiser. Day five, move your lander far north and your transport copter east of it. Finish off the enemy battleship and attack the enemy fighter from the north. Move your battleship far north. Day six, with your transport copter drop your infantry onto the forest southeast of the enemy base, and with your lander on the east part of the shore, drop off your infantry north and your mid tank east. Finish off the enemy fighter with your cruiser, and then use your CO power. Day seven, with your lander infantry, start claiming the base. Move your mid tank south of the enemy base. Day eight, claim that base and finish Sonja off for good. Level A15 - Captain Drake! Difficulty: ***** A nasty Drake level that will take numerous reattempts, it's a very precise map and tough to figure out. It's the same setup, except this time Drake has an extra battleship, and a huge army of units proceeding west along the road at you. The clincher is that you need to capture a city on the southwestern island before Drake's troops overwhelm the area, and by day 9, as well. You'll be creating mostly infantry from the factories, but once you have all your infantry set up, you can create recons and APC decoys for the approaching enemy invasion. Go for the east island first, then the central island with your infantry. Drop the tank off on the mid island and take care of the infantry, staying out of enemy fire. Move your APC w/ infantry inside and artillery & mid tank to claim the city, and move your subs southwest to tackle the enemy battleship and act as decoys for the enemy rocket launcher. Day one, load your tank into the lander and move it south, to the bit of shore away from enemy battleship fire, and drop the tank south. Move your subs southwest, your APC one step west, your artillery and tank south as far as possible, and create two infantry. Day two, move an infantry into the APC and send it far south, move your other infantry into the lander and create two infantry. Move your mid tank two steps south, and your artillery right behind it, attack the battleship from the east with your sub, and move your other sub forward. Attack the eastern infantry from the north with your tank (out of battleship fire range). Day three, load a second infantry into the lander and drop them off on the east island, on the spot southwest of the west city on the island, and use them to capture the cities. With your extra infantry left, use it to capture the cities near your base. Create an infantry on the northeast factory and a recon on the southwest factory. Finish off the damaged infantry with your tank, attack the enemy tank with your mid tank from the west, attack the enemy mid tank with your artillery, and move your APC south of your artillery and drop the infantry off west. Attack the enemy battleship with your healthy battleship from the east. Day four, use your CO power. Move your recon far south onto the road, and move your extra infantry onto the southeast shore, move your lander back and load it up with an infantry, then create two infantry. Attack the enemy infantry with your tank, attack the enemy mid tank with your mid tank from the south, move your artillery in front of the other mid tank, begin claiming the city with your infantry, and rise your sub one step west(fodder). Create two infantry. Day five, if it starts raining on this day, you're screwed, you'll have to exit the map and start all over. Move your lander to the previous mid island drop off point, and drop the infantry off. Finish claiming the southwest city, and attack the enemy infantry with your mid tank (bastard!). Create two infantry. Move your recon to the southern edge of the bridge. Day six, continue to line your recon/infantry along the southeast shore as decoys for the enemy battleship. Begin claiming the cities on the mid isle and keep going. Line your new infantry up along the southeast shore and create two more infantry. Day seven, continue to provide fodder for the enemy battleship and other units invading your territory, day eight and nine, take the last two mid island towns. Level M15 - Captain Drake! Difficulty: ** Max has a very easy time compared to his comrades in this rainy level. All you've got to do to win is smash up Drake's naval force in 5 days, much like the normal campaign mode. Just use fine tuned, battle worn sea tactics to win. This map is so easy and short that it doesn't really need a thorough day by day walkthrough, so I'll just give a summary here. Day one, move your units south, dropping the rocket launcher to the left island. Day two, move the damaged transport south to the reef to reveal the battleship & destroy it w/ western sub & rockets. Destroy the other northeast battleship with your two subs, and move your other units forward out of range of the southeast battleship (move the eastern cruiser & battleship closer to the attack limits near the mid-map square than to the southwest limits). Day three, use your CO power and kick some ass, making sure to move three of your subs & your west battleship to the southwest corner of the map where a battleship and sub await you. Use the eastern cruiser to dunk the sub to the southeast. Day four & five, destroy the enemy cruiser & battleship to the southwest and the southeast battleship with one sub. A slight relief from all the rough maps hanging around later in the game. Level S15 - Captain Drake! Difficulty: ****** Drake decides to devilishly up the ante in this level, adding a rocket launcher, three mid tanks, infantry quickly invading your territory, and artillery posted around the forest. He has a new sea force to the east of your land mass in addition to his original forces (two battleships, a cruiser, and a sub), a battleship near his southeast port, and will create sea units as well. You must scramble your cruiser & two subs northeast to take care of the battleships so you can begin capturing the factories, while dealing with the southwest fleet that will be coming up north against your forces. By land, you need to capture cities and the factories efficiently, use expert FOW tactics, hold off the enemy advance into your territory, and move as fast as possible to your goal, Drake's northeast city. This level is tough as it is, but the reason it gets six stars is because in addition to all this, you must capture Drake's northeast city by day 11! Not only that, you'll also have to be dealing with random, changing weather conditions (however, this walkthrough can be performed under any random conditions except maybe snow.. watch out for that!) You'll be performing several tasks at once here, taking care of the southwest and northeast fleets, landing your units and taking the factories and towns, holding back the enemy advance, managing your CO power, creating units, etc. The factories are the first buildings you want to capture, and you'll want to use APCs as decoys for the northeast battleships. Once you're finished with your sea units, use them all as fodder at the appropriate times. Even with a walkthrough, this level is incredibly difficult, so I can only help out so far. When Sami says this level could be a tough nut to crack, this time she really means it. Good luck! Day one, load an infantry into the APC, and load the APC & the rocket launcher into the southern lander, load an infantry and mid tank into the northern lander. With the southern lander, move to the north most piece of shore and drop the rocket launcher east and APC south, with the northern lander move three steps below the other lander and drop the mid tank north and infantry east. Move your cruiser and subs northeast, move your battleship southwest into the reef. Day two, drop your infantry east into the forest, and move your other infantry into the forest next to the factory. Move your rocket launcher northeast into the forest, move your mid tank southeast into the forest below the mountain, move your landers back and load the other units up (two mechs in one, tank in the other), move your subs and cruiser northeast/east, and attack the enemy tank with your battleship. Day three, move your two infantry forward and begin capturing the factories. Move your APC south of the southwest factory, move your mid tank east onto the city and attack the enemy artillery & w/ your battleship also. Move your lander west of the mountain and drop the mechs off east and south, then move your other lander north of the lander and drop the tank east. Attack the enemy cruiser with your rocket launcher, then finish it off with your subs. Move your lander northeast into the reef. Day four, attack the enemy cruiser with your battleship, the enemy sub with your rocket launcher & cruiser, and move your subs forward, diving them. Attack the enemy tank from the east with your mid tank and from the north with your tank, move your mech on the shore east to the city, flee your landers far north, moving one of them to the northern reef and the other far northeast. Finish capturing the factories and move your APC east of the northeast factory. Day five, attack the enemy battleship with your two subs, move your cruiser west to the farthest reef, move your exposed lander west of the cruiser, and attack the enemy battleship with your battleship. Move your tank one step east, then attack the enemy mid tank with your rocket launcher, your mid tank, and then your mech (from the north). Move your mountain mech southeast and begin claiming the city, move your northeast factory infantry northeast to capture the city, and the southwest factory infantry north to capture the city there. Create a recon in the southwest factory and an APC in the northeast factory. Day six, move your recon west to the forest south of the mountain, move your mid tank one step northeast, and move your rocket launcher southwest to the forest. Continue capturing the cities with your infantry, finish capturing the city with your mech, and begin capturing the city southeast of your other mech. Attack the enemy battleship with your battleship, the southwest enemy battleship with your two subs, move your lander next to your cruiser south and attack the dived enemy sub with your cruiser. Move your APC west of the southeast mech. Create an APC in the southwest factory and an infantry in the northeast factory. Day seven, load your new infantry into your new APC and drop it off west of the mountain. Attack the enemy infantry with your battleship, finish off the two enemy battleships with your subs, finish off the enemy sub with your cruiser, attack the enemy mid tank with your rocket launcher, mid tank from the west, then mech from the east, move your two landers right next to the enemy battleship, and finish capturing the cities. Create a mid tank in the southwest factory and an APC in the northeast factory. Day eight, use your CO power. With your old infantry, move them onto the northeast city & onto the sea port and begin capturing. Move your two subs one step north (finish off the enemy cruiser), then re-supply both of them with your APC. Attack the enemy mid tank with your rocket launcher and new mid tank, attack the enemy infantry on the city with your recon from the east, the enemy artillery with your old mid tank, the enemy infantry in the forest with your northwest mech from the east, the enemy mech in the mountains with your mech on the city, and the enemy battleship with your battleship. Move your infantry south and begin capturing the southwest town, move your healthier lander west of the infantry, your other lander far south to the mountains but in the enemy artillery range of fire, and move your cruiser far southwest/south. Create two infantry. Day nine, move your southwest factory infantry south and attack the enemy mech, then attack with your mech from the south. Attack the enemy artillery with your rocket launcher, the enemy infantry on the road with your mid tank, the enemy artillery with your mid tank from the west, and the enemy infantry on the city with your recon from the west. Load your new infantry into the APC and drop it off west of your mech (this is the end game infantry). Move your subs south and surface them, retreat your landers north (keep one in artillery range), and move your cruiser far south. Continue capturing cities, and create two infantry. Day ten, use your CO power. Move your battleship and sub south, move all infantry as south as possible (with your western infantry, move it south-south- east-south to avoid the tank), and begin capturing the city with your end game infantry. Your other units are now irrelevant. Day eleven, wrap this evil map up for good. Level A16 – Naval Clash! Difficulty: ** An incredibly easy level. All you really need to do is flee your units around the northeast area, keeping them alive for 10 days. It doesn't matter how many units you lose as long as you keep the missile unit alive and away from enemy attack. Consider everything but the lander w/ the missile launcher in it as fodder. This level doesn't really need a walkthrough, all you need to do is steer clear of enemy attack range and near the end of the level use your units as fodder to protect your missile launcher lander. Andy's never had it this easy. Level M16 - Naval Clash! Difficulty: *** Another fairly easy advance campaign level for Max. You need to destroy all the units by day 7, so you'll have to begin rushing your units eastward by day two, using your lander and APC as decoys to allow your units to pass unharmed. Use your recon effectively to view enemies in front of your land units, then overtake them. When you have the opportunity, use your CO power and smash the enemy units on the bridge, or launch the CO power with your units on the bridge. Drake has a rocket launcher and three mid tanks, plus several smaller units along the way. By sea, have your subs dive and injure the two battleships to 4-5 HP on day two, and move your other units forward. Afterwards, send one sub north to the remaining enemy battleship, raise one sub to the east to get a better view of the bridge and bait the enemy cruiser, and use your cruiser and lander as bait for the enemy rocket launcher or battleship. The level is fairly straight forward and there shouldn't be a big problem completing it, even if it is down to the last unit. Just use decoy and unit management tactics effectively. Level S16 – Naval Clash! Difficulty: *** This map would be much harder if the developers forced you to speed your units up, but you can take a leisurely 10 days invading the enemy territory and capturing the base. There are no air units, and only a battleship and sub coming after your landers. The challenge here is taking out Drake's land troops, which include two mid tanks, two rocket launchers, artillery, and mechs/infantry. However, the invasion only needs some basic tactical skills, like using the APC, cruiser, battleship, and even landers (not to be killed, obviously) as decoys. After taking care of the sea threat (don't bother with the enemy cruiser, keep your sub diven), move your battleship east along the invasion strip, to provide firepower support and scare the enemy rocket launchers out of hiding and away from your advancing troops. When you start off the battle, keep your sea units put and wait for the enemy battleship and sub to approach you, then execute them. If you have to, use your lander to reveal the sunken enemy sub and smash it with your cruiser. Continually drop off your units at the shore with your landers, with the mid tank, two tanks, rocket launcher, and APC going first. Use intelligent land tactics, FOW tactics, and Sami's Mechs & CO power to your advantage. If you need to use a CO power, consider throwing your cruiser to the enemy as bait, which will increase your CO power meter considerably. You will definitely get beat up and lose units, but as long as you can stomp down the enemy base, it's not a big deal. Level A17 – Wings of Victory! Difficulty: *** This level isn't too difficult, once you get past the initial air invasion. Eagle will send three bombers and two fighters after you, and they're all easy to bait into your hands. On day one, you should hide your fighters behind the line of units, load & move your air transport & bomber north, and move your mid tank and rockets north (towards the forests). On day two, move the air transport & bomber further north out of fighter range, hide the mid tank in the forest, and move the rockets forward. Day three, attack the bombers with your fighters, the fighters with your anti-air and missile launcher, and the anti-air, tank, etc. with your bomber, mid tank, and rocket launcher. Eagle will waste a turn combining his bombers & fighters, and then use his lightning strike. If possible, surround Eagle's fighters with ground units so they can't cause any trouble. Crush them afterwards. Since technique points don't matter here, you can just stuff up the mountain passage with fodder and allow your air units to pass by the north, destroying the bomber in the north sea area with a fighter. When approaching the base, there will be a missile launcher in the forest two steps below the base, and a bomber in the southeast corner of the map. You must finish the map by day 8-9. To speed things up, use your CO power when you bomb the missile launcher and kill the southeast bomber with your fighter. As long as you take care of Eagle's initial attack, the rest of the map is a piece of cake. Level M17 - Wings of Victory! Difficulty: *** This map is similar to Andy's level, except here you'll be sending out units in a search and destroy mission after baiting Eagle's units. On day one, position all your units to strike, using all units to full advantage once Eagle is in your target sights, and then demolish him. He will then send several more copters, a fighter, and a bomber (he can only reach you after using the CO power, though). Afterwards, you need to rush out into the FOW to destroy the units left hanging around. There is a tank and infantry on the north side, two bombers, one in the northeast and one in the southeast, and some other units hanging around. The key to winning quickly is to ignore the infantry, tanks, etc. left over from the invasion and leave those to your ground troops, immediately launching your air units out to destroy the enemy units. You must eliminate the units by day 7. Level S17 – Wings of Victory! Difficulty: ****** Once again, Sami is faced with a tough as nails battle against Eagle. This time the name of the game is suicide speed, a six day air rampage. The level will test the strategy and thinking skills of any Advance Wars player worth their salt. There are two fighters, four bombers, three anti-air units, a missile launcher two steps south of the base, an insurmountable number of ground units, and two more bombers in the northeast and southeast corners of the map. You've got an assortment of units, and most of them will be fodder. The three units you want to keep alive by the end of the map are your two fighters and your infantry on the base. I won't spoil the fun for anyone who wants to try this map on their own, but the full walkthrough is right here for anyone who thinks it's impossible or wants to try it out themselves. Day one, load the eastern infantry into your transport copter, and move it one step east, one step north, and one step east. Load the eastern mech into the APC and drop it off in the mountains directly southwest of the transport copter. Move your other units into this 5x5 formation, using the transport copter as a reference: X,Tank,Recon,X,X Mid Tank,Artillery,Fighter,X,X X,Rocket,Fighter,X,X Missile,Bomber,Infantry,Helicopter,Transport Copter X,Mech,APC,Mech,X Day two, attack the northeast enemy tank with your rocket launcher and helicopter from the south. Attack the closest enemy fighter with your anti-air unit from the west & southern fighter from the east. Attack the enemy anti-air unit with your bomber from the west. Move your missile launcher one step east, and move your remaining northern fighter far northeast. With your transport copter, drop the infantry to the east, move the closest mech south of the transport copter, move the infantry to the west of the transport copter, and load the mech into the APC, dropping it off to the north of the transport copter. Day three, use your CO power. Attack the fighter with your missile launcher, attack the anti-air unit with your bomber from the north. Attack the other anti-air unit with your mech from the north. Load the infantry into your transport copter and send it two steps east, one step north, and the rest east. Move your two fighters far east, making sure to move one of them into the range of the northeast bomber, and retreat your ground units southwest, making sure not to hide any in forests. Day four, drop your infantry off into the forest northwest of the base. Destroy the enemy bomber with one fighter, and send the second one far south to get the second southeast bomber into vision. Day five, attack the southeast enemy bomber, and begin claiming the base. Day six, Eagle is powerless to stop you! Level A18 – Battle Mystery! Difficulty: *** A five day map that is still pretty easy. Drake's units will generally act stupid, so just crush them as they approach you. The goal is to move a cruiser to the north most reef in the small cove that you have to move east and back around to reach. Use the landers as decoys for the enemy battleship to the northeast, allowing your cruiser to pass by and your sub & battleship to destroy it. Once your cruiser is next to the lander, blast it away with your battleship & rocket launcher. On day one, load the mid tank and rocket launcher into a lander and drop them off to the east, dropping the rocket launcher south into the forest and mid tank east. Move all of your sea units northeast or east along the passage, diving the subs. Day two, move your empty lander northeast to expose the enemy sub. Attack it with your cruiser from the east and sub from the west. Move your cruiser south if you can't see the enemy battleship that's southwest of your rocket launcher. Once you can see it, attack it with your rocket launcher, battleship, and sub. Move your mid tank onto the city, and move your other lander onto the east shore. Day three, attack the enemy sub to the southwest with your cruiser and sub. Use your CO power. Destroy the enemy mid tank with your rocket launcher & mid tank. Move your lander and battleship far east, move your cruiser east and around the island (watch out for the battleship in the corner), attack the battleship with your sub, and move your tank just out of range of the artillery. Day four, finish the enemy battleship with your battleship and sub. Continue moving your cruiser south, and move your rocket launcher east. Day five, finish moving your cruiser next to the reef, expose the lander, and blow it to bits! Level M18 - Battle Mystery! Difficulty: **** You're back trying to invade Drake's territory and claim his base, and he's made it more annoying for you to progress. He has two battleships, a sub, two cruisers, two artillery, a rocket launcher, a mid tank, and other assorted units. The key to winning is to place an infantry into an APC and load it into a lander that you can drop by the eastern shore to claim the base. You must complete the level by day 8-9. On day one, load the lander that can drop off with your mid tank and recon, and drop them off north, recon into the forest and mid tank to the left. Move your battleship northeast into the reef, dive the sub south of the battleship, and move your cruiser northeast into the reef. Load your other lander with the rocket launcher and tank and move it south of the sub. Day two, destroy the enemy anti-air with your mid tank from the south, the enemy sub with your cruiser from the west, move your full lander northeast to the reef (from the south) to expose the enemy cruiser, and attack it with your battleship and sub (from the east). Move your recon north into the forest. Move your empty lander back and load it with your APC (infantry inside) and mech. Day three, move your rocket launcher lander to the previous lander point and drop off the rocket launcher north and tank west. Move your cruiser north to the forest to expose the enemy artillery, and attack it with your battleship and recon from the west. Attack the enemy tank with your mid tank from the west, finish off the enemy cruiser with your sub. Move your APC lander northeast. Day four, destroy the enemy tank with your tank from the south, destroy the enemy mid tank with your battleship and mid tank (from the east), move your rocket launcher north, move your two landers northeast into the battleship range. Move your cruiser below the enemy battleship, and attack it with your sub from the west. Day five, use your CO power. Attack the enemy tank with your rocket launcher, move your small tank to the north most forest to expose the rocket launcher, then demolish it with your mid tank. Move your battleship northeast into the next reef, move your cruiser far east to the second battleship reef, move your sub far east, move your empty lander south of the battleship, and move your full lander to the east most part of the shore, dropping the APC north and mech east. Day six, move your two landers to the south and east of the enemy cruiser, move your cruiser north of the second battleship, and move your sub forward and attack it. Attack the enemy battleship with your battleship. Move the APC one step northwest of the enemy base and drop the infantry to the north. Day seven, destroy the second battleship and begin claiming the base. Day eight, finish claiming the base. Level S18 – Battle Mystery! Difficulty: *** This is a fun Sami level, where you get to thwart Drake's moves at every turn. Make good use of naval tactics here and you'll have the map wrapped up by day 5. To start out, you'll want to move one heli southeast to block off the passage, move your southern transport copter east, and your infantry in between the three mountains. Retreat your helicopter far west. By sea, don't destroy both subs or Drake will use his CO attack and it's game over for your infantry. Use the landers as decoy/blockade units, move the rocket launcher up close for some cheap shots at the cruisers, and bait the cruisers with far-away transport copters and helicopters then smash them to bits with your battleship & rocket launcher. Show Drake how to play a real naval battle. Even if you perform terribly, as long as you survive the eight days you'll get a perfect score, so don't worry if your units are getting trashed as long as you keep your transport copter w/ infantry safe. Level 19 - Andy Times Two! Difficulty: *** An easy 5 day speed level, even easier than normal campaign. It literally took me 10 minutes to beat it on my first try. Rocket your transport copter to the base with Sami, using decoys, blocking up the northwest passage, etc. Day one, load your mid tank and rocket launcher into the lander and send it five north, one west, dropping the rocket launcher south and mid tank north. Move your battleship east and dive your sub east, load an infantry into your transport copter and send it east. Day two, move your mid tank north and attack the enemy tank, and attack the other enemy tank with your rocket launcher. Move your transport copter northeast to reveal the enemy sub, then attack it with your sub from the west. Move your battleship north one step. Day three, continue to block the passage with your rocket launcher & mid tank. Move your lander northeast into the battleship target range. Move your transport copter far north and drop your infantry off north. Day four, use your CO power, and begin claiming the base with your infantry, then day five finish it off. Level 20 – Enigma! Difficulty: *** Sturm is back for Enigma, and the map is pretty much the same except for the fact that there is FOW, so you'll have to compensate with some new strategies, even though generally FOW makes the map even easier by crippling Sturm's view. First of all, you should read the entire guide for Enigma normal campaign, because almost all of the information still applies in terms of winning the map, with a few exceptions and new actions you'll need to take listed below. You must finish the map in approximately 16 days (my finishing time). If you use the FOW to your advantage, the map is even easier. For example, your anti-air unit will be hidden in the forest and so cannot be seen as you take out the different units. An even bigger bonus is that you can send your transport copter to the northeast portion of your land to lure the enemy fighter within striking distance of your still-alive anti-air unit, leaving your factory to create some other unit, possibly a recon (scare away distance units) or a tank. One of the sticking points of the map is barging your way up the road to Sturm's base. Since the path is riddled with forest, it becomes difficult to progress since your front line unit will usually be attacked and only that front line unit can attack the unit in front of it that's in the forest during that turn. To remedy this problem, create mechs and use the transport copter to drop them onto the river and forest areas to expose and attack the enemy units from the side, allowing you to bully your way through just like the normal campaign mode. The sea route is just as easy to land, and you can use the same sub tactics as before. Just make sure you have at least three healthy mid tanks to conquer Sturm's main base, or you won't be able to stem the tide of units being built and units already present. Sturm has added a rocket launcher hidden in the forest below his sea port, so be careful with your landers. He also has more mid tanks, so make sure to bring a strong force up the road with you to draw some forces away from your landing party. When invading, use FOW tactics carefully and don't let the enemy mid tanks start smashing your units around. Since Sturm has a +20% offense and –20% defense, it's best for you to charge ahead unless it risks being attacked by a mid tank, since your tanks can kill most of his units instantly unless they're in a city of forest. Level 21 – The Final Battle! Difficulty: ***** More units. The final battle against Sturm is all about more units, and he has a ton of them coming straight for you. This time around, the only factor that matters is speed, and you'll have to complete the level in 12-13 days. Once again, this guide is written for Grit and Eagle, which I admit is one of the best teams unless you prefer Max instead of Grit. This being the case, if you're stuck with Sami, Kanbei, or God forbid, Olaf, then it's going to be a rougher ride, and you may not be able to fully follow this guide. The first day, you'll want to move all your units forward just out of enemy attack range, giving your distance units priority. For Andy, move your units generally forward, except move your transport copter back. Create an infantry and mech. For Grit, move your units all north, cram them together, etc. Create an APC and infantry. For Eagle, move your fighters northwest and your other air units north. Create an APC and infantry. Day two, clobber Sturm's air forces with all of your might and tactical ability. Beat down his small forces to the left and right of Grit and Eagle. With Andy, try to take down a mid tank and some helicopters. Make sure to keep Grit's units all packed in together, to lure the first CO attack. If Eagle or Andy gets mashed, you won't be able to recover fast enough for a quick s-rank victory. Create APC & infantry for Grit & Eagle, and mechs for Andy. Day three, Sturm will barge into Andy's territory and start killing your units off. You'll want both of your MD tanks to have survived. Aim Andy and Eagle's units at Sturm's anti-air forces, including fighters & helicopters. This way, Eagle can move his units in and still survive. Continue creating mechs with Andy, and by day four Sturm should only have md tanks and some other units left, and Eagle will be able to use his CO attack to further decimate Sturm's invading forces. He should have very little left standing after your lightning strike. Day five, Sturm will drop a fat one on Eagle & Andy's forces, so make sure not to let him nail too many of your units at once. Try to keep your bomber alive out of the fray, since it's valuable for destroying the last few md tanks. When Sturm uses his CO attack, just use your weak units to take out Sturm's weak units, and proceed onward with the survivors. Continue to pump out mechs for Andy until you've got enough healthy ones to begin claiming the northern cities. By day six you should have completely eliminated Sturm's invasion force and are beginning to force some troops further north. Now for the invasion, you'll have to keep your efforts clean and intelligent. If you jam up the works you may end up wasting whole turns with units that are unable to get in a shot. Don't send in weak or worthless units, make each move and hit count, so that you don't reach a time-wasting stalemate. Use Grit's units to line up along Strums front for some back support, and have Andy & Eagle's forces barge their way in. Incidentally I noticed Sturm CO attacked my two fighters & a mid tank together instead of my frontline units, which really helped out. You probably won't be able to get an infantry onto Sturm's base before he uses his CO power, so just go for elimination, and swamp him with any units you've got available. I recommend making some recons, tanks, and transport copters earlier on just for stopping up his factories and airports. By day 13 he should be toast. Level 22 – Rivals! Difficulty: ****** 1/2 The Advance Campaign finishes with a big bang, a level that I believe is the most difficult in the entire campaign. The level is separated into two waves of attacks. In the first wave, Eagle will approach you with three helicopters, then four bombers by air, while by land sending an invasion on each side of one tank, one anti-air unit, and one mid tank. The second wave is a crushing blow as Eagle swarms your area with accumulated masses of land units and a new batch of helicopters. Eagle also has four fighters waiting to blast any air unit you create, a missile launcher northeast of his island airport, and will build fighters to stop you. To top it all off, the map has been changed to FOW and you start with only two mechs and an infantry. Trying to defend yourself by land is a battle of attrition at best, there's no way to win just by playing defensively, even though it's possible to survive for quite some before being completely swamped. It seems like Eagle has you completely sewn up. Advance Rivals took me the longest of all the campaign levels to play, and that was around 5-6 days of effort. Most of the time I just experiment and learn more about the level before giving it a 'serious' try. One of those serious tries I tried to survive by holding off Eagle's land and air invasion because I didn't know he'd never stop pounding my troops into a pulp by day 17. I mulled over the issue and eventually thought of the way it has to be completed eventually - with fighters and a transport copter. I would have to hold off the ground invasion, bait the four fighters, and destroy the helicopters & bombers as they come in. It takes expert skill to know how to manipulate the computer AI, exploit it's weaknesses, and hold off enemy ground units in tight spots initially, but there's so many variables and factors to consider that it really is one of the toughest levels not only to plan out the general strategy to but also execute it with attention to the minutest detail. I can only help you so far, the rest is up to you. However, all is not lost. The key strategy to winning is in this briefing, and I have also done a day by day walkthrough for 15 days, a perfect score. I'm not sure how lenient the speed score is, but I assume it is pretty lenient. The winning strategy is this: defend yourself against Eagle's helicopters & bombers with two anti-air units then a missile launcher on the SE factory (and absolute expert defensive, bait, decoy, and diversionary tactics), jam up the farthest north and closest south bridges with infantry, and use other infantry to protect your missile launcher. Once you've destroyed the last helicopter, build a transport copter, next turn send it in hiding and finish off the bombers, and make sure on the next turn that you trigger Eagle's CO attack. I recommend trying to injure one of the bombers to 1 hp so it will flee to an airport and take up space. Use your CO attack after him, and smash his fighters to bits, while trying to blockade one off with ground units. Do not let ANY of his fighters escape, or they will fly back to heal themselves and raise hell for you later, even if it means destroying a weak fighter vs. a fully healed one. Build your first fighter and keep your transport copter protected. Then, finish off the last of the fighters, send your transport copter east, and your fighter southeast to approach an enemy helicopter. Afterwards, you'll want to build one more fighter, and then your land mass is irrelevant, let them all die. Now for the sky battle, Eagle's second wave of copters will be zipping all around you, so be very cautious. If he creates a fighter, dispose of it ASAP, and use your CO power to attack it if possible. Allow injured helicopters to escape to air ports so that they jam up Eagle's production capabilities. Do not attack an injured air unit on an airport by any means – they will not chase after your transport copter until they're fully healed. Eagle will use another CO attack soon after your two fighters are available, and will have at least 3 helicopters closing in on your position. Try to destroy two of the copters and move the transport copter out of the range of the third. You may also try to hold off the enemy near your base and create empty transport copter decoys to satiate a couple helicopters and make your journey a bit easier. When approaching the missile launcher, move cautiously and stealthily, making good use of it's blind spot. The island north of the missile launcher has an anti-air unit on it, so avoid it at all costs. Once you approach Eagle's base, he will most likely create a fighter and continue to produce helicopters. Save your CO power for this moment when you can destroy the helicopter in one blow and injure the fighter. All you need to do is keep your fighters alive in order to swat the helicopters away from your infantry as it works on the base. There won't be any ground resistance to speak of, so all you have to do is capture the base and you're home free! Finally here's a rough day by day guide. You have to move your initial infantry north to block the north bridge (the long bridge, not the tiny one) and create new infantry to block the south bridge. On day one and two create an anti-air unit, and use them to destroy two of the three helicopters, then create a missile launcher in the southeast factory. On day three finish off the copter and injure the bomber with the missile launcher, then make sure you don't let Eagle get off his CO attack or you're screwed. Day four create a transport copter and kick Eagle's bombers around with your anti-air, day five hide your transport and allow the fighters to swarm your area when Eagle uses his CO attack. Day six, destroy Eagle's fighters and don't allow any to escape, try to blockade one with your ground units, create a fighter. Day seven, you should move your transport copter & fighter ahead. The rest of the map is holding off the ground unit invasion long enough to squeeze out another fighter and then using your fighters to navigate the map and eliminate threats for your transport copter as it makes it's way to the base. Unfortunately for this walkthrough, Eagle sometimes acts randomly and neurotically, so I'm sorry if things don't work out precisely correct. Try to cope with it. Day one, move your units north, create an anti-air unit in the northeast factory and three infantry. Day two, to the north, move your infantry onto the eastern city and move your mechs north. Move your new infantry south/southwest towards the bridge. Move your anti-air unit straight south, create an anti-air unit in the northeast factory, and two infantry in the western factories. Eagle will move his helicopters forward and I've noticed the patterns can be erratic and unpredictable. Just make sure you can kill two of them. Day three, to the north, move your infantry forward in front of the tank and move your mechs onto the two cities. Create a missile launcher in the southeast factory. Attack the two helicopters (there should be two of them in a row to the east of the southeast factory) with your anti-air units. If you have a choice, destroy the helicopters further north rather than south. Surround your missile launcher with infantry, move one onto the southwest factory, and any other extras to the HQ or close by. Eagle's helicopter should attack the infantry to the west of your missile launcher, and he should move his anti-air unit onto the south bridge. If he doesn't, it's guaranteed the walkthrough won't work hereafter. Day four, to the north, retreat your infantry southwest. At home base, move an anti-air unit onto the base, move the infantry that's south of the missile launcher northeast of it, attack the enemy helicopter from the east, move the injured infantry north of the south bridge, move the infantry north of the missile launcher east of the missile launcher, and move two infantry north and west of the injured infantry. Attack the enemy bomber with your missile launcher create a transport copter in the north factory, and three infantry. Eagle should be blowing your infantry up, but make absolutely sure he doesn't use his CO attack this round, or you'll be screwed. Day five, to the north, attack the northern bomber with your anti-air unit, and attack the tank with your injured mech. At home base, attack the northeast bomber with your missile launcher, attack the southern bomber with your anti-air unit from the north, move your transport copter west of the base, move your northwest factory infantry onto the base, northeast factory infantry one step south, southeast factory infantry one step east, weakened infantry one step west, and the last infantry north of the tank. Create three infantry. Eagle will now use his CO attack, his fighters will be all over your territory for smashing. Day six, attack the southern fighter with your anti-air that's right next to it. Use your CO power, attack the southwest fighter with your missile launcher. Attack the northwest fighter with your anti-air from the west, blockading in the remaining fighter. To the north, attack the enemy tank then anti-air unit. Create a fighter in the north airport. Day seven, destroy the southwest fighter with your missile launcher, move your infantry out of the way and destroy the bomber to the east of the transport copter with your anti-air unit, and destroy the weakened fighter with your other anti-air unit. Move your fighter onto the southeast neutral city on the island. Move your transport copter five east, one north. Move your infantry, making sure that fully healthy infantry are in front of the enemy units to the south, and create an infantry in the southwest factory. Keep your missile launcher protected and keep the enemy fighter blockaded. Day eight, finish off the barricaded enemy fighter and enemy bomber. Jam up the works one last time and create a fighter in the north airport. Attack the enemy helicopter from the north and move your transport copter to the west of it. Create two transport copter decoys. Day nine, the ground units are now irrelevant, so just let them get butchered. Move your new fighter three steps east of the northwest neutral city, move your transport copter two steps west of it, and your other fighter southeast of it. Move your copter decoys forward, and create two more, keep using them. Day ten, move your transport copter northeast, move your fighter north of the island airport, and destroy the enemy helicopter from the north. Day eleven, move your transport copter one step northeast of the missile launcher. Use your CO power and attack the enemy fighter from the north. Day twelve, finish off the enemy fighter from the west. Move your transport copter southeast (out of missile launcher range) to reveal the enemy helicopter and attack it with your other fighter from the south. Day thirteen, move your transport between the airports and drop the infantry off east. Attack the northern helicopter with your fighter and the western helicopter with your fighter. Day fourteen, begin claiming the base. Attack the two helicopters from the east and move your transport copter one step east. Day fifteen, finish claiming the base. When I first played the map I finished it in 16 days and it was a much nicer looking, cleaner victory. But I suppose this works too. If the guide fails you, I'm sorry, but the randomness in some parts is very destabilizing in this level. -- End