Feral's Guide to Conflict (NES)


                     || Search Shortcuts ||
Introduction...................................................[FG00]
Menu Summary...................................................[FG01]
Game Mechanics.................................................[FG02]
Tips...........................................................[FG03]

General Single-Player Strategies
 1 The Tale of Mid Cities......................................[FG04]
 2 The Arch of Battle..........................................[FG05]
 3 Cross Fire..................................................[FG06]
 4 Cats & Dogs.................................................[FG07]
 5 Bridging the Gap............................................[FG08]
 6 Crossing the Barrier........................................[FG09]
 7 The Heat of War.............................................[FG10]
 8 Screaming Eagles............................................[FG11]
 9 Rolling Thunder.............................................[FG12]
 10 The Link of Destruction....................................[FG13]
 11 North & South..............................................[FG14]
 12 Channeling the Forces......................................[FG15]
 13 The Desert Snake...........................................[FG16]
 14 The Wing of No Return......................................[FG17]
 15 Facing the Truth...........................................[FG18]
 16 The Final Conflict.........................................[FG19]

Units..........................................................[FG20]
 Blue Ground Units.............................................[FG21]
 Blue Air Units................................................[FG22]

 Red Ground Units..............................................[FG23]
 Red Air Units.................................................[FG24]

Defense & Retreat Commands.....................................[FG25]
Terrain........................................................[FG26]

The Small Print................................................[FG27]

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                         INTRODUCTION [FG00]
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Conflict is a turn based strategy game focused on combat that was made
in the late eighties. If you're interested in retro gaming and like
strategy games then you should consider playing this game. It has good
mechanics and a unique feeling which lasts even to this day.

This guide is written for single player strategies and applies to those
playing on Blue Level 1. Included in the guide are appendices for unit
information, terrain specifics and some general tips to help you out. I
hope this guide will be useful to you one way or another.

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                         MENU SUMMARY [FG01]
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You can choose from either 1 or 2 players. After choosing how many
players you will have two options: 3 Units or All Units. This is how
many units each player is allowed to use before their turn ends.

Now you will choose your difficulty level. Blue Level 1, 2 or 3. Blue
Level 1 is the easiest, and allows you to start with 5000 Fame Points.
Blue Level 2 allows you to start with 2500 Fame Points. For Blue Level
3, the hardest difficulty, you will not start with any Fame Points.

From there you will pick which map to play. There are fifteen to start
with, and sixteen total. Whenever you play 1 player you will be
controlling Blue, and your enemy will start with significantly more
Fame Points than you.

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                        GAME MECHANICS [FG02]
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Conflict is a turn based strategy game, where the objective is to
destroy your enemy's flag tank (the unit with an "H" in the corner of
it), which is an M1A1 for Blue and a T-80 for Red.

To achieve victory you will need to capture cities and airstrips to gain
Fame Points. With your Fame Points you can produce more units while you
undertake the task of defeating your enemy's army. Defeating enemies
also yields Fame Points, while simultaneously taking them away from your
enemy. In addition, a player will lose Fame Points whenever one of their
units retreats from battle.

You move varying units across the hexagon tiles and stop when adjacent
to an enemy in order to initiate a battle. Battles are basically a
sequence of turns where you can choose which weapon to attack with, or
what defensive maneuvers you will execute. Additionally, you can retreat
from battle in a variety of ways. If your base is attacked and
there are no units defending it you will be forced to try and defend
with Commandos.

When battling enemy units be sure to pay attention to the picture you
are shown. This picture denotes your position in combat. When you're
looking at the enemy's back then you're behind them, seeing their flank
denotes being to their side, and viewing the enemy head on means you're
likely able to be attacked as well. If the screen is blank then the
enemy is either at one of your sides, too far away to see, or to your
rear. Utilize turning, looping and moving to get a better position in
combat. If five attacks occur in battle and there is no victor then the
battle is considered a draw, it's best to try and evade attacks for five
turns than to retreat and lose Fame Points (unless you're battling with
your flag tank, a base or an extremely expensive unit).

Defeating different units will deduct different amounts of Fame from the
owner's stock. Retreating from battle will always lose you 1,000 Fame
Points. If one of your bases is destroyed then you will also lose 1,000
Fame Points, as well as the ability to produce the appropriate units for
the rest of the battle. Also note that when you produce a unit it does
not deduct the required Fame from your stock, it simply requires you to
have that much Fame. Cities and airstrips will gain you 100 Fame Points
per turn. When you destroy the enemy flag tank you will receive 900 Fame
Points while the enemy loses 10,000; this is redundant though, since it
will always be the end of the battle. You will gain 300 Fame Points when
defeating an enemy unit. Sometimes you will receive 600 for not being
damaged during battle.

Ending a unit's turn while on a city (for ground units) or an airstrip
(for air units) will allow them to re-supply. You will slowly repair any
damage you've taken, as well as re-arm your weapons that have been
depleted. You can also re-supply a unit by positioning it adjacent to a
Supply Truck and selecting Supply from the menu.

While the game is fairly more complicated than that, it's pretty much
the basics of things. Find out which units are good at what tasks to
defeat your enemy, and weave a good strategy to emerge victorious.

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                             TIPS [FG03]
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Enemy Out of Range: Try using Turn, Look or Desc.

Produce Units Early in the Turn: Your turn automatically ends when all
your units (or 3 if it's set to 3) finish moving. If you haven't began
producing a unit by this time you won't be able to produce one at all
that turn.

Resupply: Don't forget to resupply units when they're low on ammo or
health. It's especially important to resupply aircrafts, or they won't
be able to do anything once they're out of fuel (which isn't displayed).

Use Your Big Guns: It's best to always use your best weapons against a
target. Even if you're killing Infantry/Commandos you should try to hit
them with Bombs, TOW ATMs or whatever else. Small arms are a last resort
that should only be used when you're out of other ammo.

Turn: When using helicopters don't forget that the Turn command can be
very useful, especially when enemies are to your rear. Not only will you
get a chance of evading their attack but you will usually locate their
position.

Smoke: Only M1A1s and T-80s can use smoke. It's very awesome. If your
heavy tank is really damaged then either use smoke to evade attacks or
retreat from battle.

Water: Utilize any water that isn't adjacent to land when you're using
aircrafts. It's a great advantage so you won't have to worry about AA
vehicles. Just keep your eyes peeled for enemy fighter jets.

Retaliation: Retaliation occurs when the enemy has you in their sights
but you can't see them. You'll usually evade an attack and switch places
with the enemy, allowing you to attack them while they can't attack
back. Sometimes if your retaliation is very effective the enemy won't be
able to break from your pursuit, allowing you several chances to attack
them without consequence.

Good Ways to Retaliate: If you're in a jet and being pursued by an
aircraft use Loop for a good chance of retaliating. Using Turn when
you're a chopper being pursued by just about anything is a good chance
of retaliation. Turn is also good for retaliating against ground
vehicles when using ground vehicles yourself.

Bombers: Bomber jets are very useful. Not only can they destroy most
ground units without taking much or any damage, but they can usually
take out AA vehicles without being destroyed. If you try to do this, be
aware that you might die, but will usually take just enough damage where
you can scrape out of it with one or two health left.

Retreating: It's not usually a good idea to retreat, but sometimes
choosing to retreat with a unit becomes the most pivotal part of the
mission. If you'll lose too much Fame from losing your unit you might
consider retreating. If your unit is vital to the mission then you
should also consider retreating. A lot of the time when your base is
under attack it is best to retreat, as well.

Fame: Fame is important to have, but since your enemy always starts with
more Fame than you it becomes more important to deplete your enemy's
Fame than to boost your own. This should always be your first objective
in a mission. The best way to deplete your enemy's Fame is to create
choppers and anti-air units. To destroy your choppers the enemy will
likely produce expensive fighter jets, which you can bait with your
chopper and destroy with your AA units. This will deplete the enemy's
Fame exceedingly fast.

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                   1 THE TALE OF MID CITIES [FG04]
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You start off with control of an Infantry, Commandos, M151, Supply
Truck, AH-1S, and your flag tank (M1A1). The enemy starts with their
version of the same units. Controlling the air space will be the focus
of your attention on this map.

Send your Supply Truckor an Infantry/Commando to capture the airstrip
and city to your north and begin producing an M48. The rest of your
units will want to make their way towards the center island, leaving
your flag tank and an Infantry/Commando to capture the two cities near
your bases. It's best to keep your chopper near the southern end of the
map.

Chances are that the enemy has tried to produce a Mig. Send your M151 to
the center island to start capturing cities, and advance with the rest
of your troops but your flag tank (which should stay near your bases)
and your chopper. Make sure your chopper is out of the range of their
Mig if they started producing one. Don't forget to resume capturing the
northern city and airstrip. Make another M48.

Now you pretty much have to play it by ear. Your objective here is to
destroy so many of the enemy Migs (which they love to produce here) that
they can no longer afford to produce them. This requires many M48s. It's
nice if you can hold the center island for the duration, but destroying
the enemy's Fame takes precedence. Eventually you can destroy their Migs
easy enough once you can make F-16Cs. That's the point you want to get
to.

Once the enemy can no longer afford Migs just send all your units to
capture the center island. Try to keep your expensive units protected so
you can make A-7s and eventually M1A1s if the battle goes on that long.

After the center island is conquered you should send some aircrafts over
to capture the enemy's southern city and airstrip. Then it's just a
matter of going in and cutting the snake's head off. A-7s are good for
taking out their bases or the T-80. Either way, it's all downhill from
here.

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                     2 THE ARCH OF BATTLE [FG05]
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You start with an Infantry, two M60A3s, two M48s and your flag tank. The
enemy starts with the equivalent.

Start production on an AH-64, which you'll be using to destroy tanks and
capture structures. Move one or both of your M48s to the north, trying
to make your way past the mountains in order to advance further towards
the enemy. If you keep one near your base you should start capturing the
city or airstrip. Chances are they'll begin by producing aircrafts
(probably an SU-25). Move the rest of your units (except your flag tank)
towards the enemy.

Now you'll want to make an M48 or M247 on your second turn so that you
can defend your airstrip and bases. Try to keep your ground units a
couple tiles east of the city on the northern side of the map. Just have
them wait there until you regroup. It's not a bad idea to leave your
chopper and AA vehicle on your bases until the SU-25 is gonzo (if the
enemy made one). As an alternative, you can move your chopper out into
the middle of the map (above the water) and try to get the initiative on
the enemy bomber.

You can either make more AA vehicles, AH-64s, an A-10 otherwise whatever
you think you'll need. There's a good chance that any SU-25s coming your
way will try to bomb your bases. Do your best to either block them or
retreat with your base Commandos. Otherwise, assuming your units are
positioned properly, you can block the SU-25 in with Infantry, tanks and
your chopper, getting started on killing him with your chopper.

If you damaged the SU-25 enough but didn't kill it then it might head
back to the airstrip to resupply, you should do the same if you're
messed up. Whatever you have left in the area (which should be
everything) should start cleaning out the enemy's T-62, Infantry and
SA8s. While doing this you should be heading forward to capture the
enemy's next city. If you made an aircraft then move that to the center
of the map (unless Red made a Mig). If you can afford to I recommend
making an F-16C to hasten to destruction of enemy aircrafts.

By this point you should have destroyed enough enemies so they can't
produce anymore expensive aircrafts. It's pretty much a done deal. Just
move everyone in, trying to keep casualties to a minimum and make some
A-10s to take out the enemy flag tank.

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                         3 CROSS FIRE [FG06]
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You start out with two M247s, an Infantry, Commandos, and three M1A1s
(including your flag tank). The enemy starts with equal forces.

Start by making another M247 and having your Infantry capture the
nearest city. Send everything else east, except for your flag tank,
which should head over towards your bases, capturing any cities along
the way. The enemy will likely make an SU-25.

You'll want to try and rendezvous at the northern center airstrip (north
of the mountains). Using your tanks and Commandos you should be able to
take out the enemy's ZSUs, and hopefully you can take out the enemy
bomber with the combined forces of all three of your M247s. From here on
out you'll probably want to start pumping out choppers to take out the
enemy's southern advance, which includes two T-80s.

If you're lucky, the enemy flag tank will come and destroy one of your
M247s. Start clobbering him with your M1A1s and get your AH-64s over
there ASAP. Hit him fast and hard and the battle will be over. If you
can't finish him off, or he didn't recklessly attack you then you could
be in for some nasty. The alternate strategy is to push your way to his
bases and destroy them, eventually winning by way of attrition.

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                         4 CATS & DOGS [FG07]
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You start out with an Infantry, Commandos, a Supply Truck, M48, M151,
and three M1A1s (including your flag tank). As always, the enemy starts
with the equivalent.

As usual you should start off by making an M48. Begin capturing
buildings with your Infantry and flag tank. Send the rest of your units
up the western side of the map, capturing anything as you pass it. Like
usual, the enemy will probably produce a bomber (SU-17).

Keep moving up the west side, arranging your units in an intelligent
fashion for the enemies you will be facing in the field. Keep your M48s
guarded good so they can take out the bomber once it comes in. Now you
should either produce another M48 or start pumping out AH-1Ss.

Once you meet the enemy in the field, you should be able to deal such a
devastating blow to their forces that they have either one or two units
left, and barely any Fame Points to speak of. When I did this I even had
a mis-click and wasted one of my M1A1s turns, so you shouldn't have
problems wiping out their forces if you don't mess up like I did.
Regardless, this is the point where you make the final push towards
their base.

Destroy anything left in the field and head to their bases, either
taking them out or putting focus directly on destroying the enemy flag
tank. Make some A-7s if you want to be sure the job is done right, but
choppers or M1A1s can get it done.

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                      5 BRIDGING THE GAP [FG08]
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This is a pretty cool map. You start out with an Infantry, M60A3, M247,
AH-1S, F-16C and your flag tank. The enemy has the equivalent, but they
start with 20,000 Fame Points instead of 10,000.

Start what will be your non-stop flow of M48s. You'll want to leave your
Infantry and flag tank behind to capture buildings while your army heads
to the island to your north (try to keep your M247 in front of your
tank), trying to capture the airstrip and city there. The enemy has a
good chance of producing a second Mig.

Now you can send your F-16C up to take out their Mig and eventually
their chopper and second Mig if you're lucky. Keep your chopper back a
bit though, since it's more vulnerable than your F-16C. Start capturing
the airstrip and city, and begin moving your M48 to the front. You can
either make more AA vehicles or pump out a few AH-64s.

As the battle plays out you'll likely be fighting around the airstrip
and city you should have captured earlier. You might lost a lot of Fame
Points and you might not. Just keep producing anything you can, even
M151s or AH-1Ss. I'd try to make a lot of M48s and choppers though. Use
the choppers to take out enemy T-80s and the M48s to (obviously) take
out any and all enemy aircraft. This will put a serious dent in their
Fame Points, even if you lose a lot of units.

By this point, which takes a long time to get to, you'll basically be
done with the battle. If you've managed to keep your units alive while
eliminating the enemy forces then you'll have plenty of firepower to
surround and slaughter the enemy flag tank. If you lost most your units
don't fret, just pop out some choppers or A-10s and rain Hell down on
the poor fool.

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                    6 CROSSING THE BARRIER [FG09]
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You start out with three M60A3s and three M1A1s (including your flag
tank) on this one. It's not a friendly map for ground units, but air
units can really raise some Hell here. The enemy starts with the
standard 10,000 Fame Points this time around, but you'll only start with
3,000 Fame Points.

Send your M60A3s up north and capture the two cities and the airstrip
with your M1A1s. Producing an M247 isn't a bad idea, even if it is a
piece of crap you'll need something to use against aircrafts. The enemy
will probably start off making another T-80.

Keep heading towards the airstrip in the northwest corner with your
whole army while you continue making M247s until you can afford AH-64s.
Once you get to the airstrip you'll be in for an interesting battle.
Movement is really congested, and you'll likely be facing a bomber
(SU-25) or two. Just think carefully before moving each of your units.
Try to keep your M1A1s in good condition for killing any T-80s the enemy
has. Also, it's important to get your M247s in there to take out the
bomber, or he'll tear your whole army apart and destroy your Fame.

After you've cleaned out the little island start capturing everything
and resupplying your units. Hopefully the enemy won't have any Fame left
(he shouldn't) to fight you with. Either way, be ready for a lot of
frustration. For some reason when I went to destroy the flag tank he was
magical. He evaded about 80% of my attacks even when I had him dead to
rights, and had about a 90% hit rate against me, regardless of any
evasive maneuvers I executed. I shot off about 17 shells and over 10
missiles to kill him when he didn't resupply a single time. Yeesh. Bad
luck or bad math, who knows?

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                       7 THE HEAT OF WAR [FG10]
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You'll start off with Commandos, two A-7s, a Supply Truck, F-4E, and
your flag tank. Fame Points are standard on this map. Your opponent
starts with Commandos, an SA-8, ZSU-23, a MIG-23 and two T-80s
(including his flag tank).

It's not a bad idea to head towards the enemy SA-8. Ignore the airstrip
to the east, that's just bait for you to suicide with. With two bombers,
your flag tank and the F-4E to defend against MIGs you should be able to
take out the SA-8 and Commandos then head east, taking out the enemy
T-80. Start getting that done while you begin producing M48s or F-4Es.
Leave your Commandos or Supply Truck to capture any structures near your
bases. The enemy will likely make an SU-27.

Now, depending on how the enemy moves their Mig and SU-27 you can do two
things: Be careful or be reckless. The don't call me FeralBerserker for
nothing, so of course I go with reckless. I sent both my F-4Es to take
the eastern airstrip, and kept my A-7s up top to deal with the T-80 and
any anti-air vehicles that were around. Just hit the enemy with a
furious blitzkrieg, disregarding the well-being of your units.

You should be able to take out the T-80, an SU-27, SA8, Commandos, and
possibly the enemy MIG-23. If you can do this then they'll be out of
Fame. You might be as well, but assuming you were fairly successful with
your push you should still have enough firepower left to finish them
off. Just resupply and head in for the flag tank. Don't forget to keep
your flag tank safe after the blitzkrieg.

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                      8 SCREAMING EAGLES [FG11]
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You've got two F-4Es, an A-7, M48, Commandos and your flag tank. This is
exclusively an air battle, so get ready for some nasty. Like usual, your
main objective is to destroy enough enemies so that Red loses so much
fame they can no longer produce aircrafts.

Move your aircrafts towards the city and airstrip on the southern side
of your island, as well as your M48. Have your Commandos and flag tank
capture the structures near your bases. Start production on your
non-stop flow of F-4Es.

The enemy might move most their aircrafts to the north in order to
capture several airstrips. Just adjust your flow of units accordingly.
Make sure to always keep at least one F-4E and A-7 on the southern end
of the map. Swarm any Migs that are on the north side with your non-stop
flow of F-4Es. You shouldn't be further into the battle than the second
or third turn when you'll have the opportunity to take out a MIG-33 and
two or three MIG-23s. If you take them all out then Red will be at the
end of their rope already.

From that point, just start capturing all the airstrips, possibly making
a KC135 and putting it on an airstrip so you can resupply six jets at a
time. Make sure you pump out a bunch of A-7s for the final push. When
ready just head in and bomb the living bejeepers out of those forces.

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                       9 ROLLING THUNDER [FG12]
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You start off with ttwo M60-A3s, an AH-1S, Infantry, Commandos and your
flag tank. The enemy will start with three T-62s, some Commandos, an
MI-24 and their flag tank.

Have your Infantry capture the city near them, then move all your troops
but your flag tank and chopper to the east. Use the flag tank and
chopper to capture the structures near your bases. Start producing an
M247.

Once you get near the enemy you'll hopefully be able to take out the
enemy chopper without consequence. Pull your chopper back in an effort
to bait their fighter jet. Now just start smashing your tanks and
anything else towards the four cities that are clumped together. The
forest can cause problems, so it's best if you get through it as fast as
possible (at the top, where you'll only have to pass through 1 tile of
forest). By this point in time you should be producing your third M247,
or instead start making AH-64s or A-10s to deal with tanks (if you think
you've got the air space under control).

You'll be fighting pretty much the duration of the mission in the
aforementioned area. When you're finished, so is this map. As usual,
head to the enemy flag tank and blast him to oblivion. This was a pretty
easy one.

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                  10 THE LINK OF DESTRUCTION [FG13]
========================================================================

This is the most joyless, unbalanced, drawn out and overall terrible
mission in the game. You start out with Commandos, an M151, A-7, AH-1S,
and two M1A1s (including your flag tank). The enemy starts with a BDRM2,
MI-24, SA-8, Commandos and two T-80s (including their flag tank).

Start off by making an M48. Capture the structures near your bases with
your aircrafts and send everyone else through the winding islands. So
you know, you'll be making a ton of M48s for this map because of the
terrible terrain layout.

Just try to make your way to the second bridge with all your ground
units, including any M48s you produce. Keep your aircrafts near your
bases, and maybe you should consider making a couple M48s to guard your
air units and bases after you have three M48s (minimum) on your way to
the front line. Start making F-16Cs instead of M48s as soon as you can.

When you finally get to the second bridge (which takes forever...
fricken crap map) either cross over it and defend that area, or defend
on your side of it. You'll want to focus on killing enough units to
deplete the enemy's Fame, like usual. You'll cost the enemy a lot of
Fame by taking out their Migs with your M48s or F-16Cs. The rest is
downhill from there.

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                       11 NORTH & SOUTH [FG14]
========================================================================

You start with an Infantry, M247, M60-A3, two AH-1S choppers and your
flag tank. The enemy starts with equal forces this time. Notice that
your bases are really far apart.

Capture the southern city with your flag tank, the airstrip with your
southern chopper and the city by the airstrip with your Infantry. Now
send your northern chopper west to capture that city. Produce an M247
and proceed west with any units that haven't been used yet.

Now send your western chopper even further west to capture the next
airstrip over, send your M60-A3 that way too. Produce another M247. Move
both your M247s around the city just west of your base. Keep your
remaining chopper and flag tank away from combat. If you move your
Infantry as far west as it can go there is a good chance the enemy
chopper will come in and annihilate them, allowing you to in turn take
out the chopper with an M247.

If you moved your Infantry west, then take out the chopper (assuming he
took the bait) with the M247 you just produced. Leave your northern
chopper as bait for the enemy fighter jet. Finish capturing the
structures on the west side and send an M247 over there. Now it's wise
to either produce another M247 or an A-10.

The enemy fighter jet will either go for your chopper or your base. He
went for my base; if he goes for yours then it's time to decide whether
you'll try to flee and keep your base, or fight with the risk of losing
your base and the opportunity to make the enemy lose 3500 Fame. I fought
and killed the fighter. Now, I made an A-10 the previous turn, if you
did so then move it towards the western structures. Start producing an
F-15E (if you have the Fame) and wipe out as many enemies advancing on
your western structures as possible.

You should have most the enemies cleaned up by now, and the enemy's Fame
should be fairly devastated. Stock up on whatever you prefer for taking
out the flag tank and head in to finish him off.

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                   12 CHANNELING THE FORCES [FG15]
========================================================================

You'll start with an Infantry, M60-A3, AH-1S, two M247s and your flag
tank. The enemy starts on equal grounds all around (except Fame, of
course).

Start by producing an M48, capturing every structure within range of
your units (5 of them) and moving your chopper up by your other units.
On your second turn you should move everyone forward but your flag tank,
as well as produce another M48.

The enemy will have had a chance to attack a few of your units, or they
will be just a few tiles away depending on how far east you went. Now
you just clobber them. Take out their MIG-29 that they probably
produced, their chopper if it's in the right spot, probably their T-62
and possibly a ZSU-23 if you're lucky and moved your units
appropriately. Worst case scenario: You lose two or three units that are
cheap. Best case scenario: You lose none.

That will have been your third turn, and the last turn the enemy has any
Fame. That was a quick easy battle. Just head east with some big hitters
and take out the flag tank.

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                     13 THE DESERT SNAKE [FG16]
========================================================================

You'll start out with two Commandos, an M151, and three M1A1s (including
your flag tank). The enemy starts with an Infantry, BRDM2, ZSU-23 and
three T-80s (including their flag tank).

Produce an M48 or F-4E. Capture the two cities and airstrip with your
Commandos and flag tank. Start advancing with everything else. Next turn
you should advance with everything but your flag tank, just leave that
behind by your bases.

Now, on the first turn when I played the enemy made a bomber jet (I made
an M48). If he did the same for you then leave him some worthless bait,
like your M151 or Commandos, but keep your M1A1s out of the bomber's
reach. You should have an F-4E close enough to whack him when he comes
in for the bait if you made one on the second turn. Either way, I'd pump
out F-4Es until the enemy can't produce aircrafts anymore, upon which I
like to pump out bombers.

Take out the bomber with your fighter, regroup your other units around
the airstrip near the center of the map. Keep pumping out whatever you
prefer for the next turn or two, which is likely how long it will take
to engage the enemy's ground units. During this waiting period you
should try to keep your fighter jets out of the enemy SU-27's reach
(I'll assume they've produced one by now).

When the enemy SU-27 comes for you, you should begin your advance. Take
out the fighter jet with one or two of your own and start hammering
through the ground units with your M1A1s. The only real threat to you
during this is the enemy T-80s, which aren't much of a threat if you've
made an A-7 by now. Either way, you'll be deadlocked for a bit while
you're killing each other, and when the smoke clears either you'll both
be out of Fame or just the enemy will be. That's a done deal. The
availability of F-4Es made this battle a lot easier than it would have
been otherwise.

========================================================================
                   14 THE WING OF NO RETURN [FG17]
========================================================================

This is an unusual mission. You'll have three bases for this one, two of
which produce air units. You'll also see some unique terrain here. I'm
not sure but I think they're shoals, which can be moved upon by ground
units. You start off with two Commandos, two F-4Es, two M247s and your
flag tank. The enemy starts with equal firepower.

Kick things off by making an F-4E, capturing the airstrip by your flag
tank and north of it (with an F-4E), the airstrip between your two bases
which are near each other, and the two cities by your Commandos.

Chances are that a MIG-33 got in range for you to attack with one of
your F-4Es. You can either risk losing your Fame and your unit, or get
anything valuable out of his range and let him attack your base (which
produces ground units). I let him attack my base, and my base actually
killed him. If your base can just wound him that will be good enough for
an F-4E to scrape up. Send your F-4E on the west to the northwest corner
to capture that airstrip and produce another fighter jet.

Alright, now you probably have plenty of targets for your fighter jets
on the southern side of the map. Try to take out a MIG-33 and your
enemy's Fame will be crippled. Produce an F-16C and try to kill the
enemy Commandos with your Commandos.

Now, after that mess is cleaned up there's really just the two AA
vehicles and the flag tank. Hopefully you have some Fame left to make a
few A-7s. If so then produce them and ignore the AA vehicles. Head
straight for the flag tank and take it out. If you don't have enough
Fame then just capture anything the enemy controls and build up enough
Fame, then make your A-7 and bomb the flag tank.

========================================================================
                     15 FACING THE TRUTH [FG18]
========================================================================

You'll start off with an Infantry, M60-A3, two M247s, an M151 and your
flag tank. The enemy starts with equal forces.

Go ahead and capture the five nearest structures with your armor.
Produce an M48 and send your Infantry towards the enemy. The enemy may
move their T-62 for you and start producing a bomber. Just pull your
units back so the T-62 can't reach them, produce an AH-64 and send your
anti-air forward in a manner that the T-62 won't be able to hit them.

Now you should be able to take out the T-62 with your AH-64, and the
enemy BRDM2 with your M60-A3. Keep your AA back a little bit so the
enemy bomber will go for your tank, allowing your AA vehicles to take
out the bomber. Now just sit tight and make an F-16C.

Go take out the enemy bomber with any AA vehicles or your fighter jet.
You should be able to take out a ZSU-23 with your flag tank, or your
M60-A3 if it managed to retreat from the bomber. Otherwise your M151 and
an M247 might be able to get the job done. Either way, you'll want to
devastate the enemy Fame on this turn, destroying their bomber and a ZSU
ought to be good enough to bring them below 6,000. Make an A-10 if you
can, otherwise an AH-64 is a good bet.

The enemy MIG should move in close enough to be hit with some of your AA
vehicles as well as your F-16C. The T-80 should be close enough to be
hit by a couple choppers or bombers. All in all, this is the last real
turn of the mission. Just destroy their last two units and head for
their flag tank. They won't be able to produce anything capable of
stopping you, so it's another steam roller.

========================================================================
                    16 THE FINAL CONFLICT [FG19]
========================================================================

If you've beaten every map so far then you'll have received a letter
from each. These letters all form the password to play the last map of
the game, and in case you didn't write them down or didn't beat all the
missions, the password is as follows: HEXASOURYOKUSEN.

You'll start off with a fairly bad disadvantage here. You only have two
M60-A3s, an M48 and your flag tank; the enemy has two T-62s, two
ZSU-23s, and four T-80s (including their flag tank).

Get ready to hole up, since there's little chance of you successfully
assaulting the enemy on an even battlefield. Produce an AH-64 and
capture the two nearby cities. Just stick around your bases while the
enemy advances (probably capturing all the structures along the way).
Just keep making choppers, and be sure to ready for defense around your
two cities.

When the enemy advance is getting really close feel free to leave an
AH-64 in range of their nearest tank, hopefully you can destroy the tank
when it thoughtlessly attacks you and get an extra kill out of this
situation. Now, on your turn it's nice if you can wipe out all the
enemies, but that's very unlikely. Your main objective here is to
destroy their Fame. You should be able to take out the bomber with your
M48 (yeah it's risky, but no risk means no reward). Hit any tanks with
your choppers while simultaneously trying to leave your choppers out of
the range of enemy ZSUs.

I managed to take out a T-80 before the conflict began (counterattacked
it with a chopper). I weakened up another T-80 with a chopper then
finished it off with my flag tank, took out the bomber with my M48 (they
killed each other), destroyed a T-62 with two choppers, and finally took
out the last nearby T-62 with an M60-A3. This brought the enemy's Fame
down to zero, and left mine around 4,500 somewhere; as such I produced
an M247 to deal with the MIG that the enemy was currently producing.

While the enemy could have easily destroyed two of my three choppers on
their turn they didn't, I'm not exactly sure why. They fell back a bit
while they moved their MIG forward. This left me in a great condition,
with three choppers, two M60-A3s, an M247 (just produced) and my flag
tank. Try to form a line and hide your choppers behind it (use your
ground troop base to help with this), making the best AA unit you can
(fighters are preferred, but you'd be lucky to have enough Fame). I kept
my flag tank and a pristine M60-A3 out front to kill a ZSU and SA-8,
since they could only be attacked by the enemy MIG.

The MIG moved in to take out my base, like expected. I managed to wound
the MIG and retreat, allowing my AA units to easily kill the MIG on my
turn. Now you're pretty much done. Regroup, produce some strong tank
killing units and head in to finish off the final mission of this game.

========================================================================
                             UNITS [FG20]
========================================================================

Below is a quick reference chart of unit equivalents and availability.

------------------------------Ground Units------------------------------

Infantry:        1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16

Commandos:       1     3  4     6  7  8  9  10  11      13  14

M151/BRDM2:      1  2     4  5  6  7  8     10      12  13      15  16

Supply Truck:    1     3  4        7     9  10  11      13

M247/ZSU-23:        2  3     5  6  7  8  9      11  12  13  14  15  16

M60-A3/T-62:        2  3     5  6        9      11  12          15  16

M48/SA-8:        1  2     4  5  6  7  8     10      12  13  14  15  16

M1A1/T-80:       1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16

-------------------------------Air Units--------------------------------

AH-1S/MI-24:     1  2  3  4  5           9  10  11  12          15  16

KC135/IL-76:                          8                     14

A-7/SU-17:       1        4        7  8     10          13  14

AH-64/MI-28:        2  3     5  6        9      11  12          15  16

F-4E/MIG-23:                       7  8                 13  14

AV-8B/YAK-38:                   6

A-10/SU25:          2  3     5  6        9      11  12          15  16

F-16C/MIG-29:    1  2     4  5        8     10      12      14  15  16

F-15E/SU-27:                       7     9      11      13

F-23/MIG-33:                          8                     14


In the following sections is a list of the units that can be produced
and used. The top entry denotes the name of the unit and what letters
are displayed for the unit on the map screen. The Fame section lists the
amount of Fame Points required to produce a unit, as well as the bonus
and deduction for destroying or losing the unit. Movement is the amount
of movement points available to the unit. The weapons section shows both
the primary and secondary weapons, including ammo capacity and it's
ability to target air and ground units ("[AA]" means it can target
aircrafts, "[NG]" means it can't target ground units). The availability
area will list which battles the unit is available for production on, as
not all units can be used for all maps. The summary will include a brief
description of the unit, as well as it's strengths.

========================================================================
                       BLUE GROUND UNITS [FG21]
========================================================================


-[Infantrymen (FS)]-
Fame: Free (+300 | -100)
Movement: 4
Weapons: Carbine (Infinite [AA])
Availability: All Missions
Summary: The weakest, cheapest and most useless unit. They're only good
        for capturing structures or being fodder units.


-[Commandos (CS)]-
Fame: 800 (+300 | -400)
Movement: 4
Weapons: Carbine (Infinite [AA]), Stinger AT (4 [AA])
Availability: 1, 3, 4, 6, 7, 8, 9, 10, 11, 13, 14
Summary: An upgraded version of the Infantry. Good versus lightly
        armored ground vehicles and Infantry. They can damage
        helicopters a decent amount, but will likely die while doing
        so.


-[M151 (M151)]-
Fame: 1000 (+300 | -500)
Movement: 6
Weapons: Carbine (Infinite [AA]), TOW ATM (8)
Availability: 1, 2, 4, 5, 6, 7, 8, 10, 12, 13, 15, 16
Summary: Lightly armored, highly mobile jeep. Excels versus Infantry,
        Commandos, and Supply Trucks.


-[Supply Truck (Fuel)]-
Fame: 1600 (+300 | -800)
Movement: 6
Weapons: 12.7mm MG (Infinite [AA])
Availability: 1, 3, 4, 7, 9, 10, 11, 13
Summary: A lightly armored vehicle that can resupply your troops. Supply
        Trucks aren't good for combat, so protect them and keep them
        away from battle.


-[M247 (M247)]-
Fame: 3000 (+300 | -1500)
Movement: 5
Weapons: 40mm Machinegun (Infinite [AA])
Availability: 2, 3, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16
Summary: A medium armored anti-air vehicle. Excels versus Infantry,
        Commandos and fighter jets. This thing is a hunk of crap.


-[M60-A3 (M60A3)]-
Fame: 4200 (+300 | -2100)
Movement: 5
Weapons: 12.7mm Machinegun (Infinite [AA]), 105mm Tank Gun (14)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: Standard tank with medium armor. Excels versus lightly armored
        vehicles, Infantry and Commandos. Good versus armored vehicles
        (except T-80s).


-[M48 (M48)]-
Fame: 4600 (+300 | -2300)
Movement: 5
Weapons: Carbine (Infinite [AA]), SAM (4 [AA-NG])
Availability: 1, 2, 4, 5, 6, 7, 8, 10, 12, 13, 14, 15, 16
Summary: A lightly armored anti-air vehicle. Excels versus helicopters.
        Good versus jets.


-[M1A1 (M1A1)]-
Fame: 6000 (+300 | -3000)
Movement: 5 (6 for Flag Tanks)
Weapons: 12.7mm MG (Infinite [AA]), 120mm Tank Gun (14)
Availability: All Missions
Summary: A heavily armored tank. Excels against all ground units.


========================================================================
                        BLUE AIR UNITS [FG22]
========================================================================


-[AH-1S (AH-1S)]-
Fame: 2400 (+300 | -1200)
Movement: 7
Weapons: 20mm Machinegun (Infinite [AA]), TOW ATM (8)
Availability: 1, 2, 3, 4, 5, 9, 10, 11, 12, 15, 16
Summary: Lightly armored attack chopper. Excels versus lightly armored
        vehicles, Infantry and Commandos.


-[KC135 (KC135)]-
Fame: 3000 (+300 | -1500)
Movement: 8
Weapons: 20mm Machinegun (Infinite [AA])
Availability: 8, 14
Summary: A supply aircraft which can only resupply other aircrafts.
        Does not repair damages. Excels versus Infantry and Commandos.


-[A-7 (A-7)]-
Fame: 3400 (+300 | -1700)
Movement: 8
Weapons: M61 Vulcan (Infinite [AA]), MK83 Bomb (10)
Availability: 1, 4, 7, 8, 10, 13, 14
Summary: A mobile bomber jet with low defense. Excels versus all ground
        units except AA vehicles.


-[AH-64 (AH-64)]-
Fame: 3700 (+ | -)
Movement: 7
Weapons: 30mm Chaingun (Infinite [AA]), Fire Dart ATM (12)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: An improved version of the AH-1S attack chopper. Excels versus
        lightly armored vehicles, Infantry and Commandos. Good versus
        bomber jets.


-[F-4E (F-4E)]-
Fame: 5000 (+300 | -2500)
Movement: 10
Weapons: M61 Vulcan (Infinite [AA]), Sparrow AAM (8 [AA-NG])
Availability: 7, 8, 13, 14
Summary: Cheap mobile fighter jet capable of being mass produced.
        Excels versus aircrafts.


-[AV-8B (AV8B)]-
Fame: 5600 (+300 | -2800)
Movement: 8
Weapons: 25mm Machinegun (Infinite [AA]), MK-83 Bomb (8)
Availability: 6
Summary: A VTOL bomber jet with average properties. Excels versus all
        ground units, but is vulnerable to AA vehicles.


-[A-10 (A-10)]-
Fame: 5800 (+300 | -2900)
Movement: 8
Weapons: 30mm Gatling Gun (Infinite [AA]), MK83 Bomb (12)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: A powerful bomber jet with average defense. Excels versus all
        ground units, but is vulnerable to AA vehicles.


-[F-16C (F-16C)]-
Fame: 6200 (+300 | -3100)
Movement: 10
Weapons: M61 Vulcan (Infinite [AA]), Sidewinder AAM (6 [AA-NG])
Availability: 1, 2, 4, 5, 8, 10, 12, 14, 15, 16
Summary: A mobile fighter jet with great offensive power. Excels
        versus aircrafts, Infantry and Commandos.


-[F-15E (F-15E)]-
Fame: 7000 (+300 | -3500)
Movement: 10
Weapons: M61 Vulcan (Infinite [AA]), AMR AAM (8 [AA-NG])
Availability: 7, 9, 11, 13
Summary: A mobile fighter jet with moderate offensive power. Excels
        versus aircrafts, Infantry and Commandos.


-[F-23 (F-23)]-
Fame: 7800 (+300 | -3900)
Movement: 11
Weapons: M61 Vulcan (Infinite [AA]), AMR AAM (8 [AA-NG])
Availability: 8, 14
Summary: A highly mobile fighter jet with great offensive power. Excels
        versus aircrafts, Infantry and Commandos.


========================================================================
                       RED GROUND UNITS [FG23]
========================================================================


-[Infantrymen (FS)]-
Fame: Free (+300 | -100)
Movement: 4
Weapons: Carbine (Infinite [AA])
Availability: All Missions
Summary: The weakest, cheapest and most useless unit. They're only good
for capturing structures or being fodder units.


-[Commandos (CS)]-
Fame: 800 (+300 | -400)
Movement: 4
Weapons: Carbine (Infinite [AA]), RPG-7 (4 [AA])
Availability: 1, 3, 4, 6, 7, 8, 9, 10, 11, 13, 14
Summary: An upgraded version of the Infantry. Good versus lightly
armored ground vehicles and Infantry. They can damage helicopters a
decent amount, but will likely die while doing so.


-[BRDM2 (BRDM2)]-
Fame: 1000 (+300 | -500)
Movement: 6
Weapons: Carbine (Infinite [AA]), Swatter ATM (8)
Availability: 1, 2, 4, 5, 6, 7, 8, 10, 12, 13, 15, 16
Summary: Lightly armored, highly mobile tank. Excels versus Infantry,
        Commandos, and Supply Trucks.


-[Supply Truck (Fuel)]-
Fame: 1600 (+300 | -800)
Movement: 6
Weapons: 12.7mm MG (Infinite [AA])
Availability: 1, 3, 4, 7, 9, 10, 11, 13
Summary: A lightly armored vehicle that can resupply your troops. Supply
        Trucks aren't good for combat, so protect them and keep them
        away from battle.


-[ZSU-23 (ZSU-23)]-
Fame: 3000 (+300 | -1500)
Movement: 5
Weapons: 23mm Machinegun (Infinite [AA])
Availability: 2, 3, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16
Summary: A medium armored anti-air vehicle. Excels versus helicopters,
        Infantry and Commandos. Good versus jets.


-[T-62 (T-62)]-
Fame: 4200 (+300 | -2100)
Movement: 5
Weapons: 12.7mm Machinegun (Infinite [AA]), 115mm Tank Gun (14)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: Standard tank with medium armor. Excels versus lightly armored
        vehicles, Infantry and Commandos. Good versus armored vehicles
        (except M1A1s).


-[SA-8 (SA8)]-
Fame: 4600 (+300 | -2300)
Movement: 5
Weapons: Carbine (Infinite [AA]), Gecko SAM (4 [AA-NG])
Availability: 1, 2, 4, 5, 6, 7, 8, 10, 12, 13, 14, 15, 16
Summary: A lightly armored anti-air vehicle. Excels versus helicopters.
        Good versus jets.


-[T-80 (T-80)]-
Fame: 6000 (+300 | -3000)
Movement: 5 (6 for Flag Tank)
Weapons: 14.5mm Machinegun (Infinite [AA]), 125mm Tank Gun (14)
Availability: All Missions
Summary: A heavily armored tank. Excels against all ground units.


========================================================================
                         RED AIR UNITS [FG24]
========================================================================


-[MI-24 (MI-24)]-
Fame: 2400 (+300 | -1200)
Movement: 6
Weapons: 23mm Machinegun (Infinite [AA]), Swatter ATM (8)
Availability: 1, 2, 3, 4, 5, 9, 10, 11, 12, 15, 16
Summary: Lightly armored attack chopper. Excels versus lightly armored
        vehicles, Infantry and Commandos. Good against light choppers.
        Superior to the AH-1S.


-[IL-76 (IL-76)]-
Fame: 3000 (+300 | -1500)
Movement: 8
Weapons: 23mm Machinegun (Infinite [AA])
Availability: 8, 14
Summary: A supply aircraft which can only resupply other aircrafts.
        Does not repair damages. Excels versus Infantry and Commandos.


-[SU-17 (SU-17)]-
Fame: 3400 (+300 | -1700)
Movement: 8
Weapons: 30mm Machinegun (Infinite [AA]), Bomb (10)
Availability: 1, 4, 7, 8, 10, 13, 14
Summary: A mobile bomber jet with low defense. Excels versus all ground
        units except AA vehicles.


-[MI-28 (MI-28)]-
Fame: 3700 (+ | -)
Movement: 7
Weapons: 30mm Machinegun (Infinite [AA]), Spiral ATM (12)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: An improved version of the MI-24 attack chopper. Excels versus
        lightly armored vehicles, Infantry and Commandos. Good versus
        bomber jets.


-[MIG-23 (MIG23)]-
Fame: 5000 (+300 | -2500)
Movement: 10
Weapons: 23mm Machinegune (Infinite [AA]), Affid AAM (8 [AA-NG])
Availability: 7, 8, 13, 14
Summary: Cheap mobile fighter jet capable of being mass produced.
        Excels versus aircrafts.


-[YAK-38 (YAK38)]-
Fame: 5600 (+300 | -2800)
Movement: 8
Weapons: 23mm Machinegune (Infinite [AA]), Bomb (8)
Availability: 6
Summary: A VTOL bomber jet with average properties. Excels versus all
        ground units, but is vulnerable to AA vehicles.


-[SU-25 (SU-25)]-
Fame: 5800 (+300 | -2900)
Movement: 8
Weapons: 30mm Machinegun (Infinite [AA]), Bomb (12)
Availability: 2, 3, 5, 6, 9, 11, 12, 15, 16
Summary: A mobile bomber jet with low defense and good evasion. Excels
        versus all ground units except AA vehicles. Good versus
        helicopters.


-[MIG-29 (MIG29)]-
Fame: 6200 (+300 | -3100)
Movement: 10
Weapons: 30mm Machinegun (Infinite [AA]), AA-11 AAM (6 [AA-NG])
Availability: 1, 2, 4, 5, 8, 10, 12, 14, 15, 16
Summary: A mobile fighter jet with great offensive power. Excels
        versus aircrafts, Infantry and Commandos.


-[SU-27 (SU-27)]-
Fame: 7000 (+300 | -3500)
Movement: 10
Weapons: 23mm Machinegun (Infinite [AA]), Alamo AAM (8 [AA-NG])
Availability: 7, 9, 11, 13
Summary: A mobile fighter jet with moderate offensive power. Excels
        versus aircrafts, Infantry and Commandos.


-[MIG-33 (MIG33)]-
Fame: 7800 (+300 | -3900)
Movement: 11
Weapons: 30mm Machinegun (Infinite [AA]), Alamo AAM (8 [AA-NG]))
Availability: 8, 14
Summary: A highly mobile fighter jet. Excels versus aircrafts, Infantry
        and Commandos.


========================================================================
                  DEFENSE & RETREAT COMMANDS [FG25]
========================================================================

Defense commands are designed to maneuver in order to get a better view
on your enemy or evade attacks. In addition, they will decrease the
amount of damage you take from sustaining a hit.

When you choose any retreat command in battle your unit will try to
retreat using the selected method. If you are hit by an attack when
retreating you will take extra damage.

-[GRND]-
Usable By: Infantry, Commandos
Effect: Allows you to go prone, attempting to evade or weaken various
       attacks. This doesn't work so good.


-[TURN]-
Usable By: All Ground Vehicles, Helicopters and VTOL Bomber Jets
Effect: Turns your unit to get a line of sight on your enemy or evade
       attacks. Good for evading jet attacks and getting behind a
       pursuer when using a helicopter. Also works well when the enemy
       is on your flank, regardless of what unit you're using.


-[MOVE]-
Usable By: All Ground Units
Effect: Moves to get closer to your enemy or evade attacks. Good at
       evading small arms fire and bombs, and usually the best form
       of evasion for Infantry and Commandos. Also good for retreating
       with mobile units.


-[ADJT]-
Usable By: All Ground Units
Effect: Adjust your position. Good for the dual purpose of evading
       machinegun fire and repositioning your unit for a better line
       of sight. Works good with Infantry.


-[HIDE]-
Usable By: All Ground Units
Effect: Attempts to hide from the enemy. Good for retreating with
       Infantry or Commandos. Also good for evading machinegun fire
       with slower units (AA vehicles).


-[LOOK]-
Usable By: All Units
Effect: Survey the area to get a line of sight on your enemy.


-[SMOKE]-
Usable By: M1A1, T-80
Effect: Deploys smoke to obstruct the enemy's view. Good for evading
       various attacks and retreating.


-[SWNG]-
Usable By: Helicopters and VTOL Bomber Jets
Effect: Swing is a basic evasion maneuver. Good against non-guided
       missiles.


-[ACEL]-
Usable By: All Air Units
Effect: Closes distance with enemy or increases distance from enemy.
       Good for retreating or outrunning helicopters when using a jet.
       Also good for evading machinegun fire.


-[DESC]-
Usable By: All Air Units
Effect: Descends to a lower altitude. Good for evading machinegun fire.


-[LOOP]-
Usable By: Supply Jets, Fighter Jets and Bomber Jets (no VTOL Bombers)
Effect: Does a loop-de-loop to evade attacks or get behind pursuers.


-[ROLL]-
Usable By: Supply Jets, Fighter Jets and Bomber Jets (no VTOL Bombers)
Effect: Do a barrel roll. Good at evading missiles.


-[CHAF]-
Usable By: All Fighter Jets except F-4E, MIG-23, F-23, & MIG-33
Effect: Deploys chaff for incoming missiles to collide with. Good for
       evading most missiles.


-[JAM]-
Usable By: F-23 & MIG-33
Effect: Jams enemy radar. More effective than chaff. Not good for
       retaliating.

========================================================================
                            TERRAIN [FG26]
========================================================================

Different terrain will alter how far you can move across the map. Air
units aren't affected by terrain, but all other units are. There isn't
much different terrain, but it's crucial to understand how it will
effect your movement.

Plains (All): Costs 1 Movement
Forests (All): Costs 2 Movement
Mountains (All): Costs 3 Movement
Desert/Rocky (4, 7, 9, 10, 11, 13, 15): Costs 2 Movement
Shoals (14): Costs 2 Movement

City (All): Costs 1 Movement
Airstrip (All): Costs 1 Movement
Bridge (All): Costs 2 Movement

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                        THE SMALL PRINT [FG27]
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Thanks should go to Vic Tokai for making this game, which is still fun
to this year. Thanks to GameFAQs for hosting this guide, and all the
guides I've ever used myself. Thanks to Nintendo, for being the host of
most of the greatest games ever made.

I have no contact information. If you somehow get ahold of it, please
don't contact me. Thankyou.

Copyright 2009, Anthony Forrestal

Do anything you want with this guide except profit off of it. It is
free, and always should be.

-Feral