Army Men: RTS for Nintendo GameCube
FAQ/Walkthrough by Zero Kirby
Copyright 2007 Billy Kirby

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Units---------------------------------------------------------------------------

*Sarge*

Sarge is basically a super-powered Grunt. He's strong and can take quite a bit
of damage.

Benefits: He's a good unit to send into battle, and can dole out some damage.

Weakness: He's still just a Grunt, so later on you'll only want to send him out
with an army to back him up. Also, as a Hero, if he dies, he cannot be replaced.

*Hoover*

Poor Hoover. He doesn't even want to be in the war yet he's stuck here. He's a
mine-sweeper that is extremely useful because mine-sweepers are very tedious to
create as such.

Benefits: Knocks out mines, and he's really funny to quote out.

Weakness: He can't fight back, and as a Hero, he's irreplacable.

*Thick*

Thick, Thick, Thick. He's so dumb he doesn't know how dumb he truly is. However,
as a powerful Machine-Gunner he can really pound out the damage.

Benefits: Extremely powerful. A front-line soldier through and through.

Weakness: As a Hero, he can't be replaced.

*Riff*

Boom may well be Riff's favorite word. The blazing bazooka-man can dole out
serious punishment to your armored foes.

Benefits: Can seriously put the hurt-down on armored and aerial foes. Strong
against buildings too.

Weakness: Mere grunts can give him a bit of trouble, and like all other Heroes,
he cannot be replaced.

*Scorch*

This guy's pretty cool under heat... and he packs a lot of it. His flamethrower
skills will seriously damage enemies like you've never seen.

Benefits: His weapon fires continuous streams, so he's strong against nearly
all ground units and buildings.

Weakness: Aerial foes give him trouble, and he's a Hero, so guess what? He's
irreplacable.

*Bullseye*

One seriously cool dude. He's constantly calm even when under fire. But he's at
his best when he can see what other's don't... as a sniper.

Benefits: He has the best line-of-sight for all ground units, and can kill
Grunts in one shot. Lots of health, too.

Weakness: His shots are slow, and he can only fire on soldiers. Under fire, he
needs to escape as soon as possible. Also, he's an irreplacable Hero.

*Grunt*

A simple war-machine of brainlessness.

Benefits: Quick, easy, and cheap to create. Armies in minutes. Just add water!

Weakness: Very weak and are killed easily.

*Grenadier*

A more powerful soldier packing a little more heat.

Benefits: More bang for your buck.

Weakness: Slow and close-range. Usually some of the first to get killed in
battle. Ineffective against them durn flyin' foes.

*Mine Sweeper*

Not the game, the soldier unit that wipes out mines.

Benefits: Costs the same as a grunt, kills mines. Fast, too.

Weakness: No way to defend themselves. Follows orders to the bone, even when
under fire. Lacks real common sense. Also it's just a pain to make them. 50
Plastic down the drain just to kill mines.

*Machine Gunner*

Fast firing rate means these guys dole out damage.

Benefits: Can shoot more bullets in less time. Great frontliners.

Weakness: Slow and expensive to make. Also a little slow on the field.

*Bazooka Man*

These guys mean buisness; would you tick someone off who had a big gun?

Benefits: Takes care of armored, aerial, and buildings in no time flat. A little
splash damage as well to hurt surrounding units.

Weakness: Shots are slow and don't really hurt soldiers that well. Also really
expensive and slow to create.

*Sniper*

They can take out tans before they know what hit 'em.

Benefits: A single, powerful, long-range shot will take care of most soldiers.
Great line-of-sight, and react to things before most soldiers.

Weakness: Extremely exspensive, slow to create, and can only attack soldiers.
Not an ideal frontliner.

*Mortar Men*

Shoots up, comes down, big bangs. What more do you want?

Benefits: Super-powerful against buildings. Always have a few in a seperate,
yet following squad to take care of buildings. Make sure they're in the back of
the line, however.

Weakness: Slow, ineffective, and generally bad to use. It's good to have a few
when raiding bases, but otherwise, ignore them.

*Flamethrowers*

If you need to kill something fast, these are your men.

Benefits: Takes out most early buildings quickly and effectively. Great against
soldiers, okay against armored.

Weakness: Aerial foes once again really pose a difficult problem here. Also,
range is terrible; they need to be in the frontline.

*Mine Layer*

They lay mines. That kill Tans. Fun, eh?

Benefits: Can lay deadly stealth mines under the Tan's nose.

Weakness: When will you need to lay mines? Tans will always send out solo sweeps
to take care of any "anomalies" so these units are useless.

*Medic*

Heals any units and buildings around ya. Nice accents as well.

Benefits: Will heal any units around them. Great for making sure your soldiers
last longer to deal more damage before a horrible and melted death. Fast, too.

Weakness: Cannot defend or heal themselves; they should travel in pairs. Also
expensive and like all Garage units, slow to make.

*Half Track*

Super-fast armored machine gun. Great fun, twice the run. Also really hyper. I
mean really REALLY hyper.

Benefits: These seriously are super-powered Machine Gunners that are great
against ALL units. Essential for all armies. Also, they can fire WHILE MOVING.
The perfect soldier!

Weakness: Unfortunately, they are expensive and like all other Garage units,
slow to make. Electricity is usually in short supply, too, so that's another
problem. Take the time, though, and you can build up a strong army with these.

*Tank*

Solves nearly all problems. Plus, when are you gonna have so much fun?

Benefits: Will eliminate any problem on the field really quickly, and can take
out buildings in a flash.

Weakness: Slow for a vehicle, expensive, slow to make, and cannot attack aerial
foes for some reason. Otherwise, very solid.

*Helicopter*

The king of kings, the unit of units, this baby knows everything to deal quick
damage.

Benefits: Flies over anything on the field. Very quick, very strong, and can
eliminate anything by itself quickly. If you have an army of Helicopters, well,
you have a pretty good army.

Weakness: Anti-Aircraft Guns really take it out of these guys. Also, they are
very expensive and slow to create.

*Barbed Wire Post*

Sets up an obstuction your foes will need to beat.

Benefits: Blocks foes. Set up a series of them, and they create fences that
can actually be dislinked and relinked if you want to. Very useful feature. Also
very sturdy. And cheap. God, these are nearly universal, huh?

Weakness: Must be placed at the most 5 squares away to link up. Also cannot
defend themselves.

*Guard Tower*

If you need quick, cheap protection, happy birthday.

Benefits: Quick to build and defend themselves. Basically Barbed Wire Posts that
fight back, as they can also link up to other Towers and Posts. Cheap, too.

Weakness: Very weak.

*Pillbox*

Very deadly. Very quick. Very powerful. Very cool.

Benefits: Will take out armored foes fast and soldiers faster. Killer.

Weakness: Cannot link fences and are expensive. Also cannot strike at aerial
foes.

*AA Gun*

Anti-Aerial Guns (AA Guns) will destroy anything that flies in an instant.

Benefits: Absolutely murders Helicopters. Essential to any base.

Weakness: Cannot link fences, and also only strike at aerial foes.

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Creating an Effective Base======================================================

Later missions will have you construct a base from scratch, with only a few
Heroes and a Bulldozer to your name. Here are some key tips to building an
effective base...

*Build the Resource Depot first.*

Sounds stupid right? "Don't we need an HQ?" Well... yeah. You do need an HQ. But
it is very wise to begin saving resources as soon as possible. You need the
extra edge.

*Build the HQ next.*

Believe it or not, but mostly you only need the HQ to create the other buildings
essential to your campaign. Sometimes you'll need another Dump Truck or two,
but otherwise, it just sits there.

*Build your Barracks.*

You need to create an army quickly and effectively. Build the Barracks.

*Set up Guard Towers and Barbed Wire Posts.*

You also need a first line of defense. Set them up in alternating order and so
they link together, then put your Heroes up near the Towers so they can help
weaken anyone who comes near.

*Wait a moment.*

You need to build resources. While in later missions you need to skip this step,
early on you can fight off most invaders with what you already have.

*Build a Mine Sweeper, then a bunch of Grunts.*

The Mine Sweeper will eliminate any mines (if Hoover's around, skip the Sweeper
step). The Grunts are just cheap and easy to make, so create a short army.

*Wait some more.*

The current army should be able to stave off most assaults for a while as you
gather resources. Just wait until you can act some more.

*Upgrade your HQ and Barracks.*

Your army is not truly effective without some high-power soldiers. Upgrade the
buildings.

*Wait.*

*Build a more powerful army with Bazookas and Machine Guns.*

Now start building the big hitters. These will back up your Grunts and provide
more muscle. A few Snipers wouldn't hurt either if you want them.

*Wait.*

*Build a Garage.*

Quickly too. After building it, create a Medic. Stand by to see if you need more
militia.

*Build pillboxes and AA Guns near the fences.*

By now, the Guard Towers have taken much damage. Melt them and replace them with
just Posts, and create a line of alternating Pillboxes and AA Guns. These will
eliminate nearly anything that comes near the base, so it's well guarded.

At this point, you should be building a strong army and preparing for what's
ahead. Your base practically runs itself now, so eliminate any queues you have
and then start recon. Build a series of Mine-Sweepers for recon. Not only will
they charge in brainlessly, but they also get rid of mines. Plus they're cheap,
so you have quite a reprieve. This will help you know what's ahead so you can
plan properly.

================================================================================

Campaign************************************************************************

-Sarge walks up to the tent. "I hear you've been havin' some trouble."

"Oh, this is a bad one, sargeant," General Grimm says, heaving a huge sigh. "The
worst I've seen."

The soldier pipes up. "Not too long ago, we had this area secure under one
Colonel Blintz. But that all changed when Blintz was injured in the line of
duty. Medics did what they could..." The soldier grabs a photo and shows it to
Sarge, who gapes in horror and astonishment. "But he suffered a massive
disfiguring head wound."

"DISFIGURING?" Sarge yells. "He's lost his MIND!"

"And now, that was the last we saw or heard of him." Grimm suddenly has a
forlorn look on his face as he grabs the next photo. "Until... this."

Sarge can only stand in wonder as he sees Colonel Blintz... gone tan. "No..."

"'Fraid so. He's gone tan."

The soldier once again pipes up. "And he took his soldiers with him. Those who
did not turn were melted for scrap."

Grimm turns to Sarge and pulls down the yard schematics. "Your mission is to
proceed through the white picket fence and track down the colonel. When you
find him, eliminate all defenses and-"

"Terminate the colonel." Sarge says.

Grimm can only nod in confirmation. After the usual salutes, Sarge goes to his
men. "Well men... we got a job to do."-

----------------------Mission One: The Thin Green Line--------------------------

Medal Goals:
*Eliminate all Tans
*Finish in under 7 minutes

Silver Medal: *
Gold Medal: ***

Mission Difficulty: Easy

Sarge rallies up his troops and then you are in control for the mission. You
begin with Sarge and 12 Grunts ready for action like they'll never be.

To begin the mission, set up a queue in the Barracks for some Grenadiers and
then a few Grunts. You have 2000 plastic to spend, so spend it all. There is
no penalty for doing so.

Now, the problem is finishing in under seven minutes AND destroying all the Tans
in the area. This is a bit of a problem, but this is a real-time strategy game.
Here's how you can do this...

First off, start sending troops down the path, and remember to add any new
soldiers to the group. After making it to the fork in the road, split up into
three groups. Send one down the left path, another down the upper right, and
the final down the lower right. Send the lower right first, you'll see why.

*Lower Right Path*

Down that path, you'll find some Tans and a Weapon Boost. Grab it, then merge
the group with the other right path group to tackle the buildings up ahead.

*Upper Right Path*

You'll fight through a few Tannies then meet a few Guard Towers. Ouch.

The Tans were foolish enough to leave containers of explosives near the Towers.
Aim for the containers first, they'll deal splash damage to anything nearby,
INCLUDING troops. Then take care of the Towers. Then there are a few Tans up
ahead. Clear them out.

*Left Path*

It's very much like the Upper Right Path. You'll run into troops, then Towers.
Remember to clear the containers first so you can damage anything nearby.

Now, it took me some time to figure out what exactly "Eliminate all Tans" meant.
Was it all soldiers and structures, or just the ones that fight back? It is only
the ones that fight back. That includes Towers.

How can you tell if all Tans are eliminated, though? Well, usually there'll be
a trumpet sound. That means a goal has been met. So once you hear that sound,
make a break for the exit.

What if you don't hear it? Well, you can check "Medal Goals" under the Pause
Menu. You'll see a check mark if you've destroyed all Tans.

-------------------------MISSION ONE: COMPLETE----------------------------------

-----------------------Mission Two: Behind the Tan Curtain----------------------

Medal Goals:
*Destroy all mines
*Spend less than 4000 Plastic

Silver Medal: *
Gold Medal: **

Mission Difficulty: Easy

Well, now Blintz cannot ignore the fact that he is under seige. He is now
actively sending out troops to take care of you.

You start with two other Heroes: Riff and Scorch, the Bazooka and Flamethrower
Heroes, respectively. These guys are very strong additions to your army, and
are pretty regular: they appear in most missions from here.

First order of buisness, create a Base. You'll start with a free HQ. That's
good. Now, build a Resource Depot and a Barracks. You'll need them.

DO NOT BUILD A GARAGE! It costs a lot of Plastic and is unrequired to complete
the mission.

Now, if you want to get a Gold Medal, well, more power to ya. It's actually
very easy to do.

Now, how do you keep track of Plastic expenses? Like you did to figure out that
you killed all Tans, check under Medal Goals. There you see the Goals, time
spent during the mission, and resource expenses. Very simple to do, takes no
time at all.

Now, you will need to create an army. Set the current team near the path: if you
build it, Tans will come.

And like my bad Benchwarmers reference, a few Tans will come to muss up your
diabolical plans to overthrow Blintz. Defend the base and continue creating your
army. Create a Mine Sweeper as well to knock out mines.

After fending off a few assaults, you should be ready to start moving out into
the big bad world of Blintzland. Start the assault.

Now, to get rid of all the mines, you must check every pathway, every branch
off, EVERYWHERE to make sure you got all the mines. Reglarly check the Medal
Goals menu to see if you've cleaned house. Remember, you have no time limit
Goals for your mission, so feel free to take as long as you want.

The map is much larger than the first one, so it will take a while to get to
the Central Yard Base. In the meantime, you'll be losing more troops. HOWEVER
you will also be knocking off Tans that could make a break for your base, so
you don't have to worry about defending it.

Once you reach the fork in the road, take the LOWER PATH. Trust me on this one,
it's much easier to go down here.

You'll reach CYB soon. Once there, remember to take out containers to deal that
wonderful splash damage. Once the Towers are taken care of, ignore any remaining
Grunts (or set up a small group to take them out) and GO AFTER THE BARRACKS. Yes
the Tan Barracks will, in fact, pump out more troops, so take it out ASAP.

After that, you can focus on the remaining Tan troops. Then take out the Garage;
leave nothing to chance here. Elminate any Tans remaining, but leave the Tan HQ
alone for now.

Once you've cleaned house, all you need to do is sweep up the mines. It's not a
problem if you haven't wiped out Tan HQ. Check all paths and even within the
CYB for mines. Once all are gone, assault the Tan HQ to complete the mission.

-----------------------MISSION TWO: COMPLETE------------------------------------

------------------------Mission Three: A Few Green Men--------------------------

Medal Goals:
*Locate Reinforcements
*Finish in under 8 minutes

Silver Medal: *
Gold Medal: *****

Mission Difficulty: Moderate

Now the Tan really are aware of your presence. Well, a giant green helicopter
flying across the sky is really subtle, and we've destroyed a few bases, how
could they have figured out we're here? I mean, SERIOUSLY?

Anyway, you get no chance to make more men than you have (other than the found
reinforcements), so make every battle count and try not to lose anyone. This is
a truly covert mission. If you feel overwhelmed, retreat and recompose yourself.

However, you also need to finish in eight minutes to get a Gold Medal. The map
itself is rather small but there are multiple battles that take time. You need
to make every second count.

Anyway, you get Sarge, Scorch, Riff, Hoover and Thick. I really like Hoover.
He's absolutely hilarious.

Anyway, start headin' up and you'll find your first, to quote Thick, "Bad Guy."
Take him out then continue up.

Head left at the turn, and start going for the lower-left corner of the map.
This is where you'll find your reinforcements. Already you've got the Silver in
the bag. Now you need to hurry and get done in under 8 minutes.

Start running up. Then when you get to the flowerbox, go along the down side of
it (don't go in yet) to find a More Health bonus.

Get into the flowerbox and start rushing for the power supply. Take care of the
Tans, too, but get to the power supply as fast as you can. You only have a few
minutes left.

Once you've reached the supply, Sarge will set a bomb and patch HQ for an
extraction at the baseball. Ignore the Resource Depot and just get to the
baseball.

At the baseball, you'll have five more Tans to take care of before you can go
home. You do not have much time left; likely less than a minute. Use the lock
feature to take care of the Tans quickly and effectively, then break for the
baseball to get picked up and complete the mission.

------------------------MISSION THREE: COMPLETE---------------------------------

--------------------Mission Four: Full Plastic Jacket---------------------------

Medal Goals:
*Find all Bonuses
*Finish in under 30 minutes

Silver Medal: *
Gold Medal: ***

Mission Difficulty: Moderate-Hard

Uh-oh, the Tan base is gigantic. They've got the whole works ready. Of course,
Sarge understands if anyone wants to run. Hoover tips off, but Sarge stops him.

Well, you have a full half-hour to complete the mission and get a Gold Medal.
That's plenty of time to clean up Tans, get rid of mines, build a base, and
locate all the Bonuses on the map. So, let's quit hanging around and start
building our base.

Unlike the last base-building mission, there is no Limit Goal, so you can feel
free to build what you think you'll need. I reccomend the full works. You'll
need it all to assault the base.

Here's where upgrades come in. The HQ, Barracks, and Garage can all be upgraded
at some point in the game. It's required to get some of the bigger guns in the
game such as Machine Gunners and Helicopters. So upgrade the buildings.

Now, you'll have three areas the Tans can attack you from: two up top and one
down low. Build Guard Towers and later AA Guns to defend these inlets.

To find the Weapon Boost Bonus, go down and to the right. You'll notice that
there's a path there. Follow it and keep going right to the blacktop. Fight off
the Tans and grab the Weapon Boost.

Now build two Guard Towers along this path to defend any Dump Trucks that come
down here to scavenge Electricity from the watch.

Now, you need to build your army. Create a diverse army of Medics, Half-Tracks,
Tanks, Machine Gunners, and Bazooka Men. A few Grunts wouldn't hurt either.
Once you have a good sized army, start heading up the path to the Tan Base.

Along the way, you'll run into some tough Tans. Take them out, and make sure the
Medic doesn't take any damage. Once you reach the actual base, it's guerilla
warfare, baby. Take EVERYTHING down. EVERYTHING. Go left into the base to find
the More Health Bonus. It's useful this late because it recovers all your units,
including the Medic, and boosts their health bars. So grab it, then start
tackling the Helicopters with your Half-Tracks.

You'll notice the front door is locked. Head right and you'll hit the blacktop
again. Here's where Tan Base is centered and where the most intense battle yet
will be held. Hold fast; keep on disassembling the Tans and soon, you'll reach
the basement window to end the mission.

---------------------------MISSION FOUR: COMPLETE-------------------------------

---------------------Mission Five: It Came From the Basement--------------------

Medal Goals:
*Keep all Heroes
*Find all Bonuses

Silver Medal: **
Gold Medal: ****

Mission Difficulty: Easy

Well, we're in the house, now. Good thing the place is dead... uh, yeah...

You get no reinforcements or extra soldiers in this battle; it's just you and
the Bravo Team Heroes.

Heading up will locate Bug-type enemies. They're weak against Fire and Grass
moves... oh, wait, wrong game. Anyway, these big bad bugs are easily killed by
Bullseye's single shots.

Keep going up (yes, past the freaky spider web with the spider on it), killing
more bugs, until you reach the Speed Boost Bonus. One down, one to go.

Go back down and visit your friend Spidey and head right. You'll notice Barbed
Wire Posts. That means only one thing: BLINTZ KNOWS YOU'RE IN THE HOUSE.

You need to escape the house, now. He's sent out a blitzkreig squad of Heli-
copters to take you out, so you need to escape before time's up.

Do not dilly-dally. The other Bonus is near the end, so just fight your way
onto the boxes. Once there, drop off the left side to find a few more enemies
and the other Bonus. Thank god it's the More Health one, too! Now your Heroes
have another chance.

Quickly reach the right side of the boxes and fight off any resistance you see,
bug or Tan. Reach the stairs, start climbing, and the mission is over.

-----------------------------MISSION FIVE: COMPLETE-----------------------------

----------------------Mission Six: Courage Under Groceries----------------------

Medal Goals:
*Destroy all Cockroaches
*Finish in under 35 minutes

Silver Medal: ***
Gold Medal: *****

Mission Difficulty: Hard

We've reached the kitchen! Blintz can't be too far now! Well, first we've gotta
help out our fellow Greens, whose base is under assault of the Tans. Let's move
out, soldiers!

First priority is to reach the table base and lend a helping hand. Get there,
and you'll see it's too late. We need to create a new base.

The HQ is heavily damaged, but still operational. Create a Bulldozer and start
building the nessessities of a base here. Also, create a Garage and Medic to
heal up the HQ.

Now it's time to upgrade. Melt a few of the Barbed wire posts, then create a
perimeter using the entirity of the table. Use only Barbed Wire.

Then set up Pillboxes and AA Guns around the inside of the fence. It will take
a lot of plastic, but it's worth it: you will be able to fight off most forces
with such an arrangement.

Now we build an army. More attackers will come, but the defenses will knock them
down really quickly. Do not worry too much. They will also supply more plastic
with their horrible deaths. As long as this keeps up, your Dump Trucks are
rather safe here.

Before taking care of the AA Guns, take care of what's around them. If you leave
only the AA Guns, you can take them out any time at your leisure. Use this time
to hunt for cockroaches.

HOWEVER it is very difficult to breach the defenses without losing a few troops
to get to the AA Guns. Just remember to be persistent and bring along a few
Medics.

This is probably the toughest mission to get a Gold Medal on. Good luck.

--------------------------MISSION SIX: COMPLETE---------------------------------