Advance Wars Guide
Revision: Final
By Matthew Emirzian (
[email protected])
Sections:
Introduction
Commanding Officers
Scoring System
Enemy AI
Difficulty Ranking
General Intelligence
Campaign Briefing
Campaign Walkthrough
Advance Campaign Briefing
Advance Campaign Walkthrough
Introduction:
Advance Wars is a difficult and rewarding game. The levels are
well designed, and the scoring system adapts to players of all skill
levels. I will try my best to assist you in completing campaign and
advance campaign mode. If you are fresh out of training mode, or need
some general assistance, I suggest you read the sections on commanding
officers, the scoring system, the enemy AI, and the campaign briefing.
This guide is written for each campaign level in three distinct
parts. First, there is the level name, my difficulty rating for
getting a perfect S-rank score, perfect speed score requirement, and
perfect technique score requirement. If the speed score is variable,
that means you can finish it faster than the perfect speed score
requirement. Second there is a strategy briefing, where I’ll give you
the intelligence and basic tactical knowledge in order to complete the
level successfully. Third, there is the full walkthrough, where I
attempt to navigate you through the level day by day for a perfect
score. Players who want to get a heads up before going into battle
will find the briefing useful, while players who want to complete the
level can use the day by day walkthrough.
I have tried my best to eliminate errors and mistakes in my
instructions. Please understand that Advance Wars is a very difficult
game to write a walkthrough for, since the movements are very precise,
and the enemy AI behaves randomly. The walkthroughs are not guaranteed
to work, and I have tried to note where the computer will act
differently than how I described it. Advance Wars is a complex game,
and writing full walkthroughs is difficult, to say the least. You
should not expect to be carried off through the game with complete
accuracy while following the walkthroughs in this guide. Even with the
full walkthrough, at some point you will come across a situation where
you will have to use your brain and improvise. As a final note, I have
taken the time to complete each level to the best of my ability. You
may find it useful to learn from some of the walkthroughs.
Walkthrough Rules
1. When I instruct you to move a unit in a certain direction, I
expect you to move it as far as it can go in that direction.
For example, if I say to move the unit north, you should move
it straight north as far as possible.
2. When I instruct you to move a unit ‘west of’ or ‘northwest of’
an object, I mean to move the unit right next to the object
I’m describing.
3. When I instruct you ‘move east along the road’, I mean you
should move in east as a general direction, but keep on the
road doing it, including over bridges and buildings.
4. Often times I will give directions like ‘three south two east’.
When I say this, I mean to move your cursor that number of
spaces away from the unit I’m instructing you to move. Even
if your cursor moves over an obstacle or if the arrow moves in
a different direction, you should end up in the spot that is
‘three south two east’ of the unit I’m instructing you to move.
Commanding Officers:
Andy
Andy is the baseline CO throughout the game. All of his units do
the normal amount of damage without any bonuses or penalties. Being
the average CO, all the other officers’ variations in power and defense
can be compared to his. His CO power heals units by 2 HP. He is
average in all abilities, so you need to exploit the enemy CO instead
of using any sort of special trick that Andy has available to him.
Andy’s great rival in the game is Eagle, both of whom you will have to
learn very well. Andy will face some very difficult levels, especially
early on in the game.
In versus mode, Andy is better off focusing on exploiting the
enemy’s weaknesses and a building well rounded attack force to fit the
situation he’s in. Andy’s strength is in being able to adapt well to
almost all battle situations, since his units have no imbalances.
When in doubt, use Andy.
Max
Max gets a +50% offense bonus to his direct combat units, but his
distance units have one less attack range and have a -10% penalty to
offense. Remember that direct units comprise not only the ground units
like tanks and recons, but also fighters, bombers, cruisers, and subs.
When he uses his CO power, he gains a 25% increase in direct unit
strength, and all direct units including transports gain one extra
movement. Max has his day in the sun with several brutally tough
levels that require his expert smashing abilities.
Max is a versus mode favorite, due to his high attack
capabilities. When playing as Max, use cheap recons to soften up the
enemies distance units when moving in for an attack. Max is better
rounded when you factor in air and sea units, since all of his direct
units are immensely powerful. Max’s distance units present a huge
problem for him, though. Even with the extra power, any other CO
besides Max has a distance unit advantage over him, so his distance
units are almost worthless. If the map has defensive terrain with
forest cover and mountains, Max will have a hard time maneuvering his
troops in to attack with, while his opponent pummels him.
Sami
Sami gets a +20% offense and +10% defense bonus to her infantry
and mechs, but her direct combat units have -10% offense. Her CO power
can be triggered faster than any other CO. All of her transports have
one extra movement by default. When using her CO power, her infantry
and mechs gain one extra movement, can ignore all terrain penalties
including snow, and gain a 30% offense and +20% defense bonus. With
Sami, you can expect to play some of the most difficult levels in the
entire game, focusing on her capture abilities.
Her infantry and mechs have the ability to capture cities at 50%
normal speed. If she begins capturing a city with full health, her
infantry or mech takes down 15 of the 20 required capture points. That
infantry must then be injured down to 3HP in order to not be able to
capture on the next day. She can capture a city in two days with a 7HP
infantry, and three days with a 6HP infantry.
In versus mode, Sami has one of the cheapest tricks in the game.
This cheap technique, known as the ‘Sami mech flood’ can be performed
with land based combat and an equal or same number of factories as her
opponent. Just produce and outnumber your opponents land units with
masses of mechs. For more realistic players, Sami is a difficult CO to
use. You should rely more on her distance units which do not have an
attack penalty. She is best in city capture situations, and can
perform a well planned base capture in fog of war.
Olaf
Olaf’s units are average like Andy, except that he can use his CO
power to slow his opponents units down. In the rain, his units are
penalized as if it were snowing on him, while in the snow he has no
penalties at all. When Olaf battles Andy and Max, expect to have to
work around his CO power, which will often cripple your advances and
reduce your speed score.
In versus mode, Olaf is generally ignored. While most players
expect to use their CO power to rush in and clobber their opponent,
Olaf’s CO power is used to slow the opponent down, leading to a variety
of difficult but possibly rewarding tactics. For example, he can use
his CO power to immobilize the enemy and move in for a crucial first
strike on the next turn.
Grit
Grit is the opposite of Max. His distance units have an extra
range of attack, while his direct units, infantry and mechs have a -20%
offensive penalty. When he uses his CO power, his distance units gain
another two ranges of attack, and a 65% offensive bonus. While you
won’t battle him very much, you always need to be careful of his
distance range and CO power. One wrong move could easily erase your
chances of a high score.
In versus mode, Grit should focus on his distance units,
including missile launchers if there are air units around. Use your
distance unit range to intimidate the other COs distance units. The
opponent can either attack and risk being smashed, or retreat. Most of
Grit’s strategies come from his extra square of distance range, so use
it well. His distance units can dominate any other CO in the game,
especially Max’s distance units. Make good use of the terrain to keep
direct units from reaching your distance units, and place cheap ground
units or APCs as blockades. Grit is one of the most deadly COs
available.
Eagle
Eagle’s premiere ability is his CO power, enabling him to use all
of his units except infantry and mechs again, on the same turn. The
catch is that once his CO power is enabled, all of his units are
weakened by 20% offensively and 30% defensively, making him a
vulnerable target to his opponent on the next turn while his units are
still under the CO power effect. His air units have 10% offense and
10% defense, and use two less fuel per turn. His sea units have a -20%
offensive penalty.
In versus mode, Eagle is efficient at land and air combat, but he
will have trouble at sea. Eagle’s CO power is incredibly powerful,
especially with a combined air and land force. Be very careful when
you use his CO power, since it could leave you open and vulnerable to a
sharp counterattack. Eagle is a great CO for all types of maps except
sea based maps. Since his ground units are average like Andy and Olaf,
he can hold his own against most other COs by land, and use his CO
power for even more devastation. Also, since Eagle’s CO power allows
him to move units that he’s just created, he can produce twice as many
units in one turn.
Kanbei
All of Kanbei’s units have a +20% offense and +20% defense bonus,
and gain an additional +20% offense and defense when he uses his CO
power. The catch is that his units cost 20% more than usual.
Otherwise he doesn’t have any special tricks up his sleeve. Luckily
for you, he’s a tactical dunce in campaign mode.
In versus mode, Kanbei’s biggest concern is finding enough
resources to pay for his expensive units. If there are many unit
production sites and the map is large enough, it’s possible to begin by
capturing a good amount of cities and then begin building a large force.
In smaller, tighter maps, Kanbei will have trouble keeping up with an
opponent that can outnumber Kanbei with cheaper units, especially Max’s
direct units. Use with caution.
Sonja
Sonja’s units are average like Andy, except in versus mode her
units are ‘unlucky’, often doing 10% to 20% less damage than they
should. When you fight Sonja in campaign mode, she doesn’t have an
‘unlucky’ weakness. Since the computer is allowed to see everything
except forest and reef squares in fog of war maps, Sonja’s CO attack in
campaign mode allows Sonja to see into every forest and reef square,
regardless of whether her units are anywhere near them. All of Sonja’s
units hit point values are hidden.
Sonja is the most difficult versus mode CO to use. In versus
mode, her units have one extra vision range and her CO power increases
that vision range by two, plus allows her to see into forest and reef
squares as if they were normal terrain, so she doesn’t have to move a
unit right next to them to see what’s hiding inside.
Sonja’s tactics are all psychological and tactical, and can be
used to great effect by a well trained player. She is best in fog of
war maps. Her hidden unit hit points can easily befuddle a poor human
player by moving units of the same type around and attacking with fresh
units. This is most effective when battle animations are turned off.
Even the damage her units do is unpredictable, meaning the opponent
can’t readily deduce whether Sonja’s attacking unit is healthy or not.
Her CO power is best used for exposing her opponents units in forests
and reefs, so that she can immediately begin attacking without having
to expose the hiding enemy unit.
Drake
Drake’s sea units gain a +20% defensive bonus, while his air
units have -20% offense. His CO power reduces all the enemy unit hit
points by one, but can’t kill any units. This can be aggravating, but
is often useless in the battles you face him in, since he never has
time to do it twice. His presence will often cause rain, which will
reduce his opponents vision by one and slow down tires and treads over
field and forest terrain. All of his sea units have one extra movement
range.
Drake is a decent CO to use on land and sea battles, but like
Olaf, his abilities do not easily lead to mass destruction. His CO
power, while seemingly unfair, is actually very difficult to use
effectively. Since the damage is spread out so far, it’s difficult to
get a good use out of the power unless his opponent is already weakened
or Drake can manage to use his power twice. In base capture maps,
Drake can easily hamper a capture effort by reducing mech or infantry
HP, unless he’s playing against Sami.
Drake’s prime advantage is his sea defense. Two average level
subs can rarely destroy one of Drake’s battleships or subs, so they’ll
be exposed for Drake’s cruisers to attack. His extra movement range
means he has a higher attack range than any other sea unit, enabling
him to get the first strike under most circumstances.
Sturm
Sturm is also different between versus and campaign mode. All of
his units gain a +20% offense bonus and a -20% defense penalty, making
it important for you to get the first strike on him and demolish his
units. None of his units have any terrain penalties, except in snow.
His CO power can damage a group of units extending out two spaces from
the focal point. The damage brings the units down to two hit points,
but can’t kill any units. His CO power will damage his own units.
The Sturm in versus mode gains a +20% defense bonus and a -20%
offense penalty. His CO power only damages for 4 HP, and the player
can’t aim it. He has high defense but low offense all around. Versus
mode Sturm must concentrate on his terrain and defensive abilities.
Moving him quickly over protective terrain can give him a huge boost in
defense. A mid tank on Sturm’s cities, factories or base is
practically invincible. Use his CO power when his opponent has a large
bunch of units together, hopefully away from his units. In ground maps
with a forest ‘shortcut’, Sturm can cut through the forest terrain
twice or three times faster than normal and deliver a massive force
right to his opponents’ doorstep. His defensive abilities are also
great for blockading against powerful units, clogging up the opponents
attack from his essential APC or distance units.
Nell
Nell is an average CO like Andy and Olaf. However, her units
tend to be ‘lucky’, doing more damage than they should when attacking.
Her CO power allows her units to be even luckier, often destroying
units that should only have been slightly damaged. Nell’s luck usually
outweighs Andy’s repair capabilities, and her CO power can quickly turn
the tides of an evenly matched battle.
Unlocking the COs:
When you start the game, you can only use Andy, Max, Sami, and
Olaf in versus mode and war room. To unlock the other COs, you need to
play through campaign or advance campaign mode and choose certain paths
or meet certain requirements. In order to unlock every CO, you must
play through campaign at least twice.
Olaf – Choose Andy at level 4, Max Strikes!
Grit – Choose Max at level 4, Max Strikes!
Kanbei – In the first Kanbei level, defeat him by at least 8 days,
second level 10 days, and third level 12 days.
Sonja – When you defeat Kanbei with the right time requirements, you
will get Sonja once you complete the three missions against her.
Drake – Choose Andy for all four Green Earth Missions (against Drake &
Eagle)
Eagle – Choose Sami for all four Green Earth Missions (against Drake &
Eagle)
Sturm – Unlock every other COs besides Nell.
Nell – Unlock Sturm.
The Final Battle:
Your team in The Final Battle is determined by meeting certain
requirements while playing through campaign mode. Here is the list of
available COs on either side of Andy, and what you need to do to get
them on your team. Some COs override other COs, and I’ve made note of
it here.
Left Side:
Max – Choose Andy in level 4, Max Strikes!
Olaf – Destroy all of Olaf’s units in level 6A Olaf’s Navy (Overrides
Max)
Grit – Choose Max in level 4, Max Strikes!
Right Side:
Kanbei – In the first Kanbei level, defeat him by at least 8 days,
second level 10 days, and third level 12 days. (Overrides Drake and
Sami)
Sami – Don’t choose either all Andy or all Sami for all four Green
Earth Missions
Drake – Choose Andy for all four Green Earth Missions
Eagle – Choose Sami for all four Green Earth Missions (Overrides Kanbei)
CO Powers:
The CO power is an important part of the game, and you need to be
able to manipulate them intelligently for yourself and your opponent in
order to succeed in some levels. The CO meter is based on the amount
of damage you’ve taken or given out. Each unit has a value that’s
equal to their cost to create, so an infantry has a value of 1000.
When your infantry gets damaged by 5 hit points, your CO meter rises by
500 points. When you are damaging an enemy unit, your CO meter rises
by 1/4 of the damage you’ve done, plus whatever damage you take when
attacking. When your CO power is enabled, your CO meter will not rise
at all until the next day, when your units have stopped flashing and
are back to normal. By default, all COs except Eagle gain at least 10%
to their units’ offense and defense while their CO power is active.
Each CO has a different point requirement in order to use their
CO power. Sami needs 25,000 points of damage; Andy, Max, Sonja, Grit,
and Olaf need 30,000 points of damage; Drake needs 40,000 points of
damage, and Eagle and Kanbei need 50,000 points of damage. After
you’ve used your CO power, the amount of points needed to use it again
increases by 1/5 of the original required points.
Enemy AI:
You must have a thorough knowledge of the computer AI and its
weaknesses. All of the techniques in this briefing are absolutely
essential to acquiring the highest advance campaign scores in the
most difficult levels. You’ll need to know most of them fairly well
to get perfect scores in normal campaign.
1. The AI will almost always attack an APC over any other unit. In
the absence of an APC, the AI looks for a lander and then the
weakest unit on the least terrain cover. Fighters and copters
units will target transport copters over APCs and landers, while
ground units will target APCs over landers and transport copters.
For example, in level two, the AI will attack an infantry with a
recon if the infantry is on a road, but not if the infantry is on
a city.
2. The AI is random, and will behave differently. The most frequent
random actions of the AI are whether or not to move into a
dangerous units attack range, such as a battleship or fighter
attack range. If you want to change that behavior, you have to
yield or quit and start over again, or restore a save from at
least two days back. The best solution is to use APCs or
transport copters to guarantee that the enemy unit will move in
and attack. In fog of war maps, a good solution to this problem
is to hide your units. In the case of air units, move them away
from the battle, and allow the enemy to move into a hidden units
distance range instead, such as a battleship or rocket launcher.
3. Learn to manipulate the enemy CO power meter, triggering it only
when you want to, and learn to use your own CO meter defensively
as well as offensively.
4. The AI will move its distance units back in reaction to a long
moving unit such as the recon. Use this technique to keep
distance units away while you destroy the direct units.
5. Even when there is a clear advantage to retreat a damaged unit
and attack with a more powerful unit, the AI will stupidly keep
the weakened unit in place and not move in it’s powerful unit, or
may even move in a weakened unit instead of a powerful one. A
very misplaced sense of priority, to say the least.
6. The AI distance units will almost always attack a unit if there
is one in range. You can use this to your advantage to keep a
distance unit in place so that you can move in to destroy it.
7. In Fog of War maps, the AI can see everywhere except your units
hidden in a forest or reef, and your dived subs. In Fog of War
maps with Sonja, her CO power allows her to see into every reef
and forest.
8. Pay attention to the orders of movement that the AI uses for its
units, it is essential in some levels.
9. Take advantage of the enemy AI combining its weakened units
together, also an essential technique in fast elimination levels.
10. Risen enemy subs will dive at first, but will then
inexplicably rise on the next day when chasing after a target.
Use this to your advantage to mangle the exposed sub with your
distance units.
11. The AI has a small amount of intelligence, where it will
attack your units in a logical sequence in order to reach a unit
(usually an APC or transport) behind several of your other units.
You can use this against the AI, though, by placing a decoy under
expendable units, making the AI dig in for your decoys, leaving
your stronger, more necessary units alone.
12. Enemy units will almost always chase after a target, for
example, a cruiser will always chase air units or subs. Use this
to your advantage by manipulating your target unit in a way that
the enemy unit will move in range of your attacks.
Scoring System:
Each level has predefined requirements for a perfect score based
on three factors: speed, technique, and power. Depending on how well
you did when you complete the level, you will get a score that equals
the three factors combined. The highest possible score is 999, but you
will not see the actual number in campaign mode, unlike war room. If
all three bars are full, then you’ve got a perfect score.
Speed Score:
Your speed score depends on how many days you’ve taken to
complete a level, versus how many you should have taken for a perfect
score. The grade is scaled, so if you take 11 days to complete a 10
day map, you will not get a perfect score, but you will still get an S-
rank.
Technique Score:
Your technique score depends on how many units you’ve lost versus
how many units you’ve had during the course of the level. Basically,
let as few units die as possible, even if it means letting a larger
number of units get injured. As long your unit isn’t destroyed, it
won’t count against your technique score. The technique score ratio
for campaign mode is approximately 20% units lost. For example, if
you’ve had 10 units total during the course of the level, you can only
lose 2 of those 10 units, if you have 15 units, then you can only lose
3, and if you have 20 units, then you can only lose 4. The number
jumps to 24 for 5 units lost, then 29 for 6, and so on. In war room,
the technique ratio is slightly less than 10%, so if you have 10 units,
you can only lose one.
Power Score:
Your power score depends on how many of the enemies units you’ve
killed in a single turn versus how many units the enemy has had during
the course of the level. Basically, take one turn (usually the last
turn) to destroy as many units as possible in order to get a full power
stat. The requirements are usually low enough that there are only a
few levels where you need to go out of your way to get a perfect power
score.
Difficulty Levels:
In this guide I have given each campaign level a difficulty
ranking, based on how difficult it is to achieve a perfect S-rank score.
The level of difficulty ranges from one to six stars, with one star
being ‘training mode’ and six stars being ‘extremely challenging’. To
judge your ability in Advance Wars you must also consider how quickly
in game time it took you to finish a level.
One Star: * (Novice)
A one star map is easy to complete and easy to get an S-rank on
with basic tactical skills. You can consider it a training room map.
Two Stars: ** (Beginner)
This map requires some intelligent battle planning and general
unit movement along with basic tactical skills. It’s still not much
more difficult than a training room map, though. If you have trouble
with this type of map, go back to training mode. Two star maps make up
the majority of normal campaign maps.
Three Stars: *** (Intermediate)
This type of map varies in its challenges, but common elements
are fog of war, CO specific strategies, intelligent battle planning,
and battle on two types of terrain. You will need to know common
campaign tactics moderately well in order to succeed. There are
several three star maps throughout normal and advance campaign.
Four Stars: **** (Advanced)
This type of map is a fair challenge for an advanced player to S-
rank. You’ll need to have honed your battle skills considerably from
an average three star map. You should know the technical attributes of
each CO, how to manipulate the computer AI reasonably well, advanced
fog of war tactics, and everything a lesser map would contain in terms
of challenge. There are a few maps scattered around the game of this
difficulty.
Five Stars: ***** (Veteran)
Five star maps are brutal. You will not be able to achieve an S-
rank on a five star map by stumbling around blindly for a tactical
solution; you must actively devise a level-specific solution and apply
it with near perfect execution. This is where the real life time
factor comes into play. If you can S-rank a map like this in less than
5 hours play time (using an emulator), consider yourself a great player.
You will need intelligence, power, dedication, a mastery of AI
manipulation, and sometimes even luck. Levels of this skill include
the ‘suicide speed’ levels. I recommend using an emulator (legally!)
with save states to solve these levels faster, but it’s still possible,
if slower and more aggravating due to AI mishaps, if you’re seeking
perfect scores.
Six Stars: ****** (Master)
There are a few levels that I consider difficult enough to earn a
six star difficulty rank. Six star maps are special in that they
present a huge amount of difficulty, and then add a cruel twist that
takes the challenge over the top. Only masters will be able to S-rank
them without help and in a relatively short amount of time. These are
some of the best levels in the game, don’t pass them up! Good luck!
Use an emulator (legally!) if you can.
General Intelligence:
In this section, I’ll supply various game play tips that you may
find useful.
1. Mechs and infantry fight each other with machine guns. Machines
like tanks, and mid tanks will use their machine guns instead of
their cannons to attack infantry and mechs, making them less
effective. The best ground unit to use against infantry is the
anti-air, since it can only use its powerful Vulcan cannon to
attack with. The best ground unit against mechs is the mid tank,
although anti-airs are also moderately effective.
2. You can get funds back from combining your units if their
combined HP is over 10. For every HP over 10, you will get 1/10
of the original unit cost back in funds.
3. A CO’s special defenses and strengths may occasionally fail. For
example, Drake’s sea units will sometimes take an extra hit point
of damage.
4. Each star of terrain equals roughly 10% (or one hit point) of
defense against attacks. The amount of damage dealt on high
defensive terrain can be random at times.
5. You can check the enemy CO’s power meter while it’s your turn by
going into the menu, selecting Intel, then CO. Very useful in
some situations.
6. Try combining units if they are both about to die, to save your
technique score.
7. Insulate and protect your transport with units while it passes
through a dangerous area.
8. In some advance campaign levels it’s impossible to get a perfect
speed score due to the five or six day speed requirements.
Therefore, it’s impossible to get a perfect 999 average score in
advance campaign.
9. Try completing the field training level “Dogfights” in two days!
10. You can make the menus in the main menu flash by meeting
certain requirements.
Field Training – A-ranks in all field training levels.
Campaign – Complete campaign mode once.
Stats, Records & War Room – S-ranks in all war room levels.
Rank – Achieve rank 1 in your player ranking.
Battle Maps – Purchase everything, including all COs and maps.
11. Consider the campaign maps like puzzles, where each unit
has a specific purpose that you need to figure out. Once you
start putting the pieces in place, you can bring the rest of the
level together.
Campaign Briefing:
Campaign levels are a balance between speed, technique, and power.
You are given enough time to move through the levels at a leisurely
pace, and the number of enemies range from medium to small forces.
Finding the balance between speed, technique and power can be tricky in
a few levels, but often if you play the level well, you will get a good
score. Moderately skilled players should be able to complete campaign
without any problems. It is slightly more difficult to get 'perfect'
(999) S-rank scores as opposed to flawed (950-998) scores.
Campaign levels come in several general types. The most common
type is the base capture map, where you move a soldier in a transport
and drop it off to capture the enemy base. The second type is the
elimination map, where you’ll have to destroy all of the enemy units to
succeed. There are also some survival maps where you must last a
certain number of days.
If you’re having problems with a level, listen to what the
characters say before and during the battle. They will often reveal
the key strategy you need to win right there in front of you. If you
are stuck, yield and listen to what Nell has to say. Use your game
save wisely, it will come in handy often.
Much of the basic strategy you’ll need to know is taught in the
field training levels. If you find yourself struggling with the easier
levels, try replaying the field training levels while taking notes and
concentrating on what each level is trying to teach you. Each level is
unique and has a different tactic you need to use to win.
You can complete many of the campaign levels even faster than the
highest speed requirements, and still get perfect power and technique.
If you are bored with campaign, give it a try, or go for advance
campaign. Some decent challenges are Level 4M 3 days, Level 6A 6 day
elimination, level 9 4 days, level 13 5 days, level 14 6 days, level
16A 8 day elimination, level 18S 5 day base capture, level 20 9 day
elimination, and level 21 6 day elimination.
Level 1 - It's War!
Difficulty: **
Days: 8-10
Technique Limit: 2
Briefing:
Fresh out of field training, you’re now put in control of guiding
Andy’s units against Olaf. You must load the APC with the infantry,
and move the APC along the north side of the river, capturing Olaf’s
base by day ten, losing only two units. You should move all of your
units north along with the APC, except for the mid tank and mech, which
should stay near Andy’s base and take care of the enemies coming in
from the south.
You don’t have to rush to complete this map, so move forward with
caution. Concentrate on taking as little damage as possible, shielding
your weaker units with your tanks or anti-air. Maneuver your force so
that one or two units gets picked on, while the others remain
relatively healthy. You should lose only one unit getting up to the
base, and lose your APC to the enemy mid tank while your infantry
captures the base.
Walkthrough:
Day one, attack the north tank with your tank from the south and
anti-air from the west. Load your APC with the infantry and move the
APC north. Move your north mech northeast, your recon north, your
north artillery south of your anti-air, your remaining artillery north,
your infantry east of your APC, your tank west of your north artillery,
and your recon north. Move your other mech one west, and your mid tank
onto the base.
Day two, attack the north tank with your mech from the west, the
west infantry with your anti-air from the west and weakened tank from
the south, the artillery with your artillery and tank from the west,
and the south tank with your mid tank from the north and mech from the
west. Move your APC south of your anti-air, your infantry west of your
APC, and move your remaining artillery west and recon south of your
north artillery.
Day three, attack the anti-air with your healthy tank from the
south and injured tank from the east, and attack the infantry with your
anti-air from the east and infantry from the west. Move your APC west
of your anti-air, your mech northeast, your two artillery south of your
APC and south of your anti-air, and recon west of your healthy tank.
To the south, attack the anti-air with your mid tank from the west, and
artillery with your mech from the west.
Day four, attack the anti-air with your west artillery and
healthy tank from the east, and the tank with your east artillery and
mech from the west. Move your APC one northeast, your damaged tank
northeast of your healthy tank, and your recon one east. To the south,
attack the artillery with your mech from the west, and move your mid
tank four east.
Day five, move your APC four east, your healthy tank northeast of
your APC and your damaged tank north of your APC. To the south, attack
the rocket launcher with your mid tank from the south.
Day six, use your CO power. Attack the rocket launcher with your
healthy tank from the north. Move your APC west of the rocket launcher
and drop your infantry north.
Day seven, begin capturing the base. Attack the rocket launcher
with your tank from the east. Move your damaged tank west of your
infantry. Day eight, finish capturing.
Level 2 – Gunfighter!
Difficulty: **
Days: 9-10
Technique Limit: 4
Briefing:
In this map against Grit, you must attack quickly and damage
Grit’s distance units before he can use his CO attack. You must take
your APC along and capture Grit’s base by day ten. Build a force of
recons and tanks and forge ahead, making sure to build at least 20
units and lose at most 4. In order to rush ahead, you will have to
lose recons as you progress, but you should still have enough to
overpower Grit’s measly forces.
Remember to keep an eye on Grit’s CO meter. You do not want to
trigger it until you’ve attacked and destroyed all of his distance
units except the rocket launcher on the city. Keep creating units,
even when you are about to finish the map, to increase your technique
limit to 4. You need 20 total units in order to get a perfect
technique score while losing at most 4 units.
Walkthrough:
Day one, move your artillery one east, your tank two east, and
load your south infantry into the APC and move it two east. Create two
recons.
Day two, attack the tank with your artillery and tank from the
south. Move your APC two east, begin capturing the city with your
infantry, and move your two recons west of your APC and west of your
tank. Create a tank in the north factory and an infantry in the south
factory.
Day three, attack the recon with your artillery and your south
recon from the north, and attack the mech with your tank from the south.
Move your other recon three east, finish capturing the city, move your
new infantry onto the base, your APC southwest on to the city, and move
your new tank east. Create two recons.
Day four, attack the mech with your infantry from the south, and
attack the artillery with your two recons from the west and south.
Move your east tank east onto the neutral city, move your artillery
between the two mountains on the road, your APC west of your artillery,
your tank north of your APC, your two new recons east, and your
infantry on the base north onto the city. Create a tank in the north
factory and an infantry in the south factory.
Day five, attack the artillery with your recon from the west, the
tank with your tank on the city from the west and south recon from the
south, and attack the infantry near your base with your two infantry
from the east and south. Move your remaining recon east onto the
neutral city, your artillery east, your remaining tank south of the
neutral city, your APC south of the damaged recon, and your new tank
east. Create two recons.
Day six, attack the artillery with your damaged tank from the
north, the tank with your remaining tank from the north, the rocket
launcher with your two healthy recons from the south and west, and take
care of the infantry near your base with your infantry and recons.
Move your damaged recon to the city southwest of the base, your
artillery to the city northeast of the bridge, your APC two south of
the bridge, and your new tank east. Create two recons.
Day seven, attack the tank with your tank from the south, and the
rocket launcher with your two recons from the west and south. Move
your APC onto the city southwest of the base and drop the infantry off
east, move your healthy tank south of your infantry and damaged tank
east of the healthy tank. Finish off the mech by your base and create
two recons.
Day eight, use your CO power, and begin capturing the base.
Attack the rocket launcher with your recon, and the tank with your
healthy tank from the north. Move the remaining recon and two tanks to
blockade the mid tank from attacking your infantry.
Day nine, finish capturing.
Level 3 – Air Ace!
Difficulty: **
Days: 6
Technique Limit: 3
Briefing:
In your first fight against Eagle, you must rush your transport
copter across the map to capture Eagle’s base. You will have to use
your ground units to protect and insulate your transport copter from
harm. Fortunately, you have a huge anti-air force to deal with Eagle’s
scant number of air units.
Eagle has a trick up his sleeve, though. There is a bomber
stationed near Eagle’s base, waiting to attack your infantry or any
ground unit in range. To destroy the bomber, you will have to rush a
unit up to the bomber’s attack range, allowing your anti-air units to
destroy it before you land your infantry. When the bomber attacks,
Eagle will have built enough damage points up to use his CO attack, so
make sure your APC is slightly farther away, so that the bomber will
move right into your anti-air range.
The air units in this level can act different than what’s in the
walkthrough. The main factor in victory is protecting your transport
copter while attacking full force with your anti-air and missile
launcher units. You shouldn’t lose more than two units, but you can
create enough that your technique limit is 3.
Walkthrough:
Day one, attack the copter with your north anti-air, and the tank
with your mid tank from the west and copter from the north. Move your
other anti-air south of your anti-air, your missile launcher east, and
your artillery east along the bridge. Load your two infantry into your
APC and transport copter, and move the transport copter north of your
missile launcher, and your APC east of your tank.
Day two, attack the copter with your missile launcher, and
destroy the south fighter with your anti-air units from the west and
south. If neither of the fighters has moved into your anti-air range,
then yield and start over. As long as one fighter moves into both
anti-air units range, you’re ok. Move your transport copter south of
the neutral factory, your APC west of your transport copter, dropping
the infantry south, your copter east of your transport copter, your mid
tank southeast of your copter, and your artillery north of your
transport copter.
Day three, destroy the fighter with your two anti-air units, move
your APC four east (or east in general), your mid tank north onto the
bridge, your transport copter east, and your copter north.
Day four, destroy the bomber with your anti-air units, move your
transport copter north and drop your infantry south onto the base, and
move your copter north of your transport copter.
Day five and six, begin and finish capturing.
Level 4A – Max Strikes!
Difficulty: **
Days: 5
Technique Limit: 2
Briefing:
This is a very easy level. Just destroy the battleships as they
charge you, land an infantry near Olaf’s base, and capture. Make sure
to destroy two units on one of your turns.
Walkthrough:
Day one, attack the battleship with your battleship and sub from
the west. Load an infantry into the lander, then load another infantry
into the APC and move the APC into the lander, then move the lander two
south four east.
Day two, attack the south battleship with your battleship and sub
from the west. Move your lander south of the remaining battleship.
Day three, move your battleship east, and dive your sub east.
Move your lander to the north part of the shore and drop the infantry
east and APC south.
Day four, begin capturing the base, and move your APC south of
the bridge and drop the infantry north onto the bridge. Attack the
battleship with your sub from the north, and move your battleship east.
Day five, use your CO power. Destroy the two landers with your
sub and battleship, and finish capturing the base.
Level 5A – Max’s Folly?
Difficulty: **
Days: 6
Technique Limit: 2
Briefing:
You must stop Grit from capturing your city, but can only lose
two units in the process. You have far more units than you need, so
you need to keep most of them in the northwest corner of the map, away
from attack. The trick here is to speed your rocket launcher into
position to blast the infantry by day 4. With your tanks behind your
rocket launcher, Grit will keep his distance units safely away from
your rocket launcher, allowing you to keep him put while you destroy
the infantry. Do not let him use his CO power until after you’ve
destroyed the infantry.
Walkthrough:
Day one, move your APC one southeast. Move your north rocket
launcher north, attack the artillery with your west most tank from the
west, move your remaining two tanks east of your rocket launcher and
east of your tank, move your artillery into firing range of the nearby
enemy rocket launcher, and move your remaining rocket launcher north.
Move all three mid tanks northwest, west, and south of the north rocket
launcher, and move your west mech north and your east mech west.
Day two, attack the rocket launcher with your two artillery,
attack the tank with your south rocket launcher then tank from the west,
move your other tank onto the city, move your north rocket launcher
northeast of the city, and move your south mech one north.
Day three, move your east rocket launcher two south.
Day four, attack the infantry with your rocket launcher.
Day five, attack the infantry with your rocket launcher.
Level 6A – Olaf’s Navy!
Difficulty: ***
Days: 6-7
Technique Limit: 3
Briefing:
In Olaf’s Navy, you can either attempt to capture the base, or
eliminate all of Olaf’s units. Olaf’s units can be eliminated by Max
in six days, using some advanced techniques. Send your recons, tanks,
and mid tanks north to execute the three tanks and rocket launcher, and
use your mechs to destroy the tank coming across the bridge. With the
rest of your distance and sea units, pulverize Olaf’s navy with
tactical sea maneuvers.
In this level, you are expected to exploit the AI’s weakness of
combining units. Destroy a unit down to 2HP, and it almost always
joins with another injured unit. Another important tactic is drawing
the enemy sea units towards your lander, moving them into position to
be attacked by your distance units and sub. The trick is to move the
lander so that it avoids attack from the enemy subs for two days so
that the enemy subs come into exposed range of your distance units.
You must do the same with your sub and the enemy cruisers, carefully
positioning your sub so that a battleship finds it, but the cruisers
cannot attack. The AI will never search for your dived sub, so as long
as you keep it undetected for the rest of the level, the cruisers and
subs will not move to find it. If all that just flew over your head,
try for a seven day elimination or a much easier base capture instead.
If you eliminate all of Olaf’s units, you will get Olaf in the final
battle and can challenge the Olaf’s Sea Strike level next.
Walkthrough:
I have divided the walkthrough into your northern invasion team
instructions and your sea elimination team instructions. The northern
invasion team instructions are first, followed by the sea elimination
team instructions.
Using Max. Day one, move your tanks and mid tank north, and your
two recons north and northeast along the road. Back at base, move your
mechs north, your rocket launcher two south two east, your APC four
east one north, your lander one south, your artillery south of your APC,
your battleship south, and dive your sub one south.
Day two, attack the tank with your tank. Surround that tank from
the north and west with your two recons, from the south with your tank,
and move your mid tank between your recon and tank. Back at base,
attack the northeast battleship with your sub, and the northwest
battleship with your battleship. Move your artillery two north one
east, your lander northeast of your artillery, your APC two north, and
your rocket launcher one east.
Day three, move your damaged tank one northwest, attack the tank
with your mid tank, and move your other tank east of your mid tank.
Back at base, attack the tank with your two mechs, attack the southeast
cruiser with your battleship, the north battleship with your artillery
and sub from the east, the center sub with your rocket launcher, and
move your lander south of your artillery.
Day four, use your CO power. Move one recon north of the forest,
then attack the rocket launcher with your mid tank from the west, the
damaged tank with your recon from the north, and the tank on the base
with your tank from the west. Back at base, attack the battleship with
your sub from the east, the northeast cruiser with your battleship, the
south sub with your rocket launcher, and the north sub with your
artillery.
Day five, destroy the tank with your tank. Back at base, destroy
the two subs with your rocket launcher and artillery, destroy the
damaged cruiser with your sub, and attack the remaining cruiser with
your battleship.
Day six, finish off the last cruiser.
Level 7A – Olaf’s Sea Strike!
Difficulty: ***
Days: 7-8
Technique Limit: 3
Briefing:
In this level, Max leads an invasion into Olaf’s small island.
His ‘sea strike’ force is pitiful and easily demolished in a few turns,
but invading the island brings the level to moderate difficulty. There
are several key objectives you need to complete before invading Olaf’s
island. First, you must eliminate the two subs and two battleships
that charge after you. Second, you must destroy the battleship that is
hiding in the reef which is three west, two north of Olaf’s base.
After eliminating the main sea force, use your CO power on day four to
reach up to the battleship and smash it.
Olaf has a rocket launcher in the forest east of his base, an
artillery unit in the southeast forest, and a recon in the south forest.
To properly invade his territory, you need to load one lander with a
mid tank and tank, and the other with a tank and recon. Drop the mid
tank off first on day three, and use it to destroy the two tanks and
recon. Use your battleships to destroy the infantry, and then drop off
the recon and tank on the north shore. Use your cruiser to expose the
rocket launcher from the north (you can reveal forest with sea units),
and blast both the artillery and rocket launcher away.
Walkthrough:
Using Max. Day one, move your south battleship east into the
reef, your south cruiser southeast into the reef, your north cruiser
east into the reef, dive your south sub to the east, dive your north
sub east of your north cruiser, and move your north battleship
northeast into the reef. Load a mid tank and tank into the south
lander, and load a recon and tank into the north lander. Move your
north lander three east, and your remaining lander north of that lander.
Day two, destroy the sub with your north cruiser from the south,
attack the south battleship with your south sub from the east and south
battleship, attack the newly exposed sub with your cruiser from the
east, and attack the north battleship with your sub from the east and
north battleship. Move your north lander east, and your remaining
lander west of that lander.
Day three, move your east lander to the north piece of the south
shore and drop the mid tank south. Move your south battleship north,
your north battleship east, your two subs north, your north cruiser one
north, and your south cruiser two north.
Day four, use your CO power. Move your south cruiser one east
and then north to the reef to expose the enemy battleship, then attack
the battleship with your north sub from the west, attack the lander
with your sub from the west, and the recon with your mid tank. Move
your damaged lander two west, and move your north battleship north and
your south battleship east of your damaged lander.
Day five, attack the tank with your mid tank from the south, the
north infantry with your south battleship, the cruiser with your north
battleship and south sub from the east, and the battleship with your
sub from the west. Move your north cruiser one northeast.
Day six, move your cruiser southeast next to the forest, exposing
the rocket launcher, then destroy the rocket launcher with your mid
tank from the south. Attack the north infantry with your south
battleship and the tank with your north battleship. Move your healthy
lander to the north part of the north shore and drop the tank east,
recon south. Move your injured lander to the south part of the south
shore and drop the tank north into the forest.
Day seven, attack the infantry with your recon and tank, move
your tank northeast to expose the artillery in the forest and destroy
it with your battleships, and destroy the tank with your mid tank.
Level 4M – Max Strikes!
Difficulty: **
Days: 3-4
Technique Limit: 3
Briefing:
In this level, you’re given a demonstration of Max’s immense
direct combat power. There’s not much strategy here, only the
opportunity to paste Olaf’s units to the floor. Immediately take the
initiative with your ground units and don’t let up, while trashing
Olaf’s battleships and keeping away from his attack range. This is
like a training level for Max, so use it as a chance to check out Max’s
strength. The shortest time possible to complete the map is 3 days,
which adds a bit of strategy to the level. Can you do it?
Walkthrough:
Day one, attack north tank with your north tank, the south tank
with your south tank, the mid tank with your mid tank, and the
battleship with your sub. Your south tank must damage the south enemy
tank down to 3HP to complete the map in 3 days. If you didn’t do that,
you can still finish in 4 days for a perfect score. Dive your sub east,
load your west mech into your APC and move the APC east, dropping the
mech north, move your artillery and rocket launcher east, your two
infantry and mech east, your other mid tank east, your lander southeast,
and your battleship east.
Day two, attack the east healthy battleship with your battleship,
the middle healthy battleship with your risen sub, the west healthy
battleship with your dived sub, and move your lander two south.
Destroy the artillery with your mech from the north and south tank from
the south, the infantry on the road with your west mid tank, the tank
on the road with your mid tank from the west, and the mid tank on the
city with your tank from the west. Move your artillery and rocket
launcher east along the road, move your APC south of your rocket
launcher, move your mech east, and move your infantry east along the
road.
Day three, use your CO power. Finish off the battleships at sea.
Attack the infantry with your two infantry, the tank with your mech,
the artillery and rocket launcher with your two tanks, the tank with
your mid tank, and the mid tank with your rocket launcher and mid tank.
Level 5M – Sniper!
Difficulty: **
Days: 5
Technique Limit: 3
Briefing:
This is a fog of war map involving hidden distance units, where
you must move your transport copter along the south part of the map to
capture Grit’s base. Since you can easily lose many units due to mis,
you will have to learn where Grit’s distance units are hiding and
prepare beforehand by staying out of their range. There are two rocket
launchers on the map, one of which is in the last forest directly south
of your transport copter, and the other of which is on the city inside
the curved mountain range. Grit also has anti-air units coming down
the road and missile launchers in the north and northeast sections of
the map. You can only lose three units, so I recommend you play
through the level once, and try again once you know what to expect in
the fog. Fortunately, the level is made easier by the massive amount
of troops in your command.
In order to finish the map by day five, your transport copter
needs to be able to move one extra space to drop the infantry directly
on to Grit’s base. To do this, you need to deliberately allow your
units to be damaged enough so that you can use your CO power on day
three to get the extra movement space. You must also bring the anti-
air unit within your rocket launcher and copter attack range on day
four, to destroy it. You need to be careful, though, since you can
only lose three units.
Walkthrough:
Using Max. Day one, move your rocket launcher southeast onto
the road, and attack the infantry with your mid tank from the south,
move your two tanks east and northeast of your mid tank, and attack the
artillery and tank with your two copters from the west. Load your two
mechs into your APC and transport copter, and move your APC south on
the road, dropping the mech south into the forest, and move your
transport copter south, dropping your mech south. Move your south
infantry south.
Day two, attack the rocket launcher with your mechs, the recon
with your mid tank, and the tank with your north tank. Move your
remaining tank northeast along the road, load the infantry into your
transport copter and move it one south then east below the forest, move
one copter east of your transport copter, then your other copter
northeast of that copter, move your rocket launcher east along the road,
and your APC east.
Day three, attack the anti-air with your rocket launcher, use
your CO power, then attack the anti-air with your copter from the south.
Move your transport copter east and drop the infantry east onto the
base.
Day four, begin capturing. Move your rocket launcher west.
Day five, finish capturing.
Level 6M – Blizzard Battle!
Difficulty: ***
Days: 6
Technique Limit: 2-4
Briefing:
Blizzard Battle is the first capture map, where you must rush
your infantry and mechs forward to capture 12 cities in 6 days. Max is
the best CO to use here, due to his strength. The level is based
around distracting and blocking Olaf’s advance into your territory,
while creating infantry and capturing the cities at lightning speed.
In order to reach the city by the north bridge, you’ll need to use your
APC. You must also use your APC as a target for the enemy units, but
can’t let it get destroyed until you’ve dropped off the infantry.
Use your mid tank and tank to deal with the force invading from
the north. You only need to create four infantry to win.
It may seem impossible to capture so many cities in such a short
time. You must think ahead and plan out which infantry will be
capturing which cities. A frequent mistake players often make is
trying to capture the cities directly north of the factories on day one.
You want to move all of your infantry forward, and continue making new
infantry. Use one of the initial infantry to capture the northwest
cities, use the other infantry to capture the north bridge city with
your APC, use one of the mechs to capture the factory and city, and use
one of the mechs to destroy the tank at the south bridge city. Use the
infantry you create on day two to capture the south bridge cities, and
the infantry you create on day three to capture the cities near your
base.
Walkthrough:
Using Max. Day one, move your east mech northeast, your two
infantry north, load your APC with your mech and move it northeast into
the forest and drop the mech north, and move your tank and mid tank
north along the road. Create two infantry.
Day two, move both mechs northeast, and begin capturing the
factory. Attack the artillery with your mid tank and tank with your
tank from the west. Load your west infantry into the APC and move it
north of your mid tank, dropping the infantry north. Move your
remaining infantry north and create two infantry.
Day three, attack the tank with your mech from the west, the mid
tank with your mid tank from the west, and the tank with your tank from
the east. Finish capturing the factory and begin capturing the
northwest city with your infantry, move your infantry by the APC east,
your second set of infantry (the ones north of the factory) to the east,
and your factory infantry north.
Day four, attack the tank with your mech from the south, the mid
tank with your mid tank from the east, and the tank with your tank.
Begin capturing the city next to the factory with your mech, finish
capturing the first northwest city, and begin capturing the north
bridge city. Move your two east most infantry to the north and west of
your mech, and begin capturing the cities near your base with your
remaining infantry. Move your APC south.
Day five, continue capturing all cities, and begin capturing the
second northwest city and the two south bridge cities. Move your APC
east.
Day six, finish capturing.
Level 7M – History Lesson!
Difficulty: **
Days: 5
Technique Limit: 3
Briefing:
Ignore what Max says, you don’t have time to creep up on Grit.
You need to rocket forward and capture his base by day 5. Luckily, you
have a huge force to kick Grit’s behind inside out with. Load the
south transport with two mechs for your landing force, and use the rest
of your ground troops to move along the left island, crushing all the
opposition. There is a second artillery hidden in the north most
forest, so try to reach it ASAP to destroy it. Grit also has a
battleship posted in the northeast section of the waters, so you need
to race a sub there to eliminate it. Otherwise, the only sea
resistance is a lone sub.
Walkthrough:
Day one, move your mid tanks north along the road, your recon
north of your mid tank, load your west infantry into your APC and move
northeast of the recon, dropping the infantry east, load your two mechs
into the lander and move it north, dive your three subs northeast, move
your cruiser three north four east, and your battleship three east one
north.
Day two, attack the sub with your cruiser from the west (if the
sub doesn’t move or dive, attack it from the south in the reefs), the
tank with your south mid tank, the south infantry with your mid tank,
and load your infantry back into the APC, moving onto Grit’s city and
dropping the infantry east to expose the artillery, then attack the
artillery with your recon and battleship. Continue moving your subs
northeast, and move your lander east.
Day three, move your recon one east and attack the artillery with
your mid tank from the south. Move your lander to the north piece of
the shore by Grit’s base, and drop your mechs off. Move your
battleship and subs northeast.
Day four, destroy the battleship with your subs, use your CO
power, destroy the tank near Grit’s base with your battleship then
injured mech, and begin capturing the city.
Day five, finish capturing.
Level 8 – Sami’s Debut!
Difficulty: ***
Days: 7-8
Technique Limit: 3
Briefing:
Sami makes her first appearance in this level, although the best
character to use is Max. Eagle is back again with a large air force
heading towards you, and you must bust him up and capture his base
using your transport copter. Thankfully, Max’s power combined with the
generous amount of air and anti-air units makes the level a bit easier.
Since you can only lose three units, you need to take the level
steadily instead of rushing forward.
Eagle has one fighter, two bombers, and two copters coming after
you, and one fighter and copter stationary near his base. Eagle will
keep his air units away from your range of attack unless you hide your
anti-air units in forests, and provide bait in the form of APCs, and
transport copters. On day three, you must be able to destroy the two
bombers and the fighter in order to render his CO attack useless. From
day four onward, destroy the copter then stationary fighter, then
capture the base. There isn’t any ground resistance besides a tank.
When Eagle’s units stay away from your attack range, they are
reacting to your fighter, not any hidden units. The key to making sure
that all of Eagle’s air units will come into your attack range is by
keeping your fighter away from the battle, up in the northwest corner.
In order to move your fighter far away enough, you can’t use it to
attack the copter, so you need to use an anti-air unit and protect the
anti-air unit from bomber attack with your transport copters and
copters. After you’ve overcome that hurdle, bait the north bomber with
your APC, and the fighter and south bomber will come into your hidden
anti-air unit range, provided that your fighter is far away enough.
Sometimes you may get lucky and the AI will move their air units into
your fighters range anyway – but don’t count on it reliably.
Walkthrough:
Using Max. Day one, attack the west copter with your west anti-
air from the west, and the remaining copter with your two copters from
the north and east. Load your two infantry into your two transport
copters and move them north and east of your anti-air that just
attacked the copter. Load your mech into your APC and move it onto the
north bridge, move your mid tank southeast of your APC, your fighter
south of your mid tank, your missile launcher one east, your remaining
mech one north, your remaining anti-air southeast of the south bridge,
your tank north, and your artillery south of your tank.
Day two, move your APC northeast onto the east city and drop your
mech east. Move your copters west, your fighter northwest into the
corner, your north anti-air two north, and your transport copters west
and south of your APC. Move your mid tank southeast of your APC, and
attack the tank if it has moved forward. If not, move your tank four
east and your artillery west of your tank.
Day three, attack the north bomber with your fighter from the
east, the remaining bomber with your anti-air, and the fighter with
your missile launcher and remaining anti-air. If you did execute the
tank, move your APC east onto the bridge and drop the mech north, and
move your copters south of each transport copter.
If you didn’t execute the tank, you must do it on this turn. If
it’s right in your mid tanks face, blow it away then follow the normal
instructions. If it’s past the west side of the bridge, spot it with
your tank and execute it with your mid tank. If it’s past the east
side of the bridge, blockade it with your mid tank. Then move your APC
east onto the bridge and drop the mech north, move your transport
copters one west, move your copters south of each transport copter, and
move your artillery east of your east most transport copter. If your
tank is in the way of your artillery or copters, move the tank out of
the way.
Day four, destroy the copter with your fighter, move your APC
mech north, and move your two transport copters east.
Day five, use your CO power. Attack the fighter with your
fighter from the east, and move your transport copter east, dropping
the infantry north.
Day six, begin capturing.
Day seven, finish capturing.
Level 9 – Kanbei Arrives!
Difficulty: ***
Days: 4-6
Technique Limit: 2
Briefing:
This is your first of three battles against Kanbei. In all of
them, the tactics to use should be fairly obvious, since Kanbei is such
a tactical dunce. Just listen to the characters conversation before
the battle and you’ll know what to do. In this level, you have to rush
forward and crush Kanbei’s incoming units by day six.
Considering Kanbei’s massive strength, Max is the best choice
here. Even though Max’s distance range is shorter, he can still make
up for it and crush Kanbei faster than any of the other COs. While you
can get a perfect score by eliminating Kanbei in five or six days, Max
is able to do it in four days. To do this, you will need to place your
units carefully and make Kanbei’s units move into the correct position
for optimal smashing on day 2. Your distance units should have attacks
almost every day, and you should only lose your APC and an infantry.
Remember that weakened units will always try to combine together,
leaving you with only one unit to destroy, not two. The elimination
tactics can be complicated, so if it’s over your head, just try for
five or six days.
Walkthrough:
Using Max. Day one, attack the north rocket launcher with your
north mid tank from the west, and the remaining rocket launcher with
your south mid tank from the north. Move your north tank north into
the forest above the city, your remaining tank east of that tank, move
your artillery one south, your south rocket launcher one northeast,
your remaining rocket launcher one east, your north mech one southeast,
load your remaining mech into the APC and move it northeast of the
artillery, dropping the mech north, move your south infantry east, and
your remaining infantry west of your artillery.
Day two, attack the north tank with your rocket launcher and mech
from the west, the south tank with your rocket launcher and mech from
the west, the tank next to the river with your north mid tank from the
north, the tank next to the damaged tank with your two tanks from the
north and west, and the tank with your remaining mid tank from the
north. Move your south infantry east, your artillery north of that
infantry, and load your remaining infantry into the APC, moving one
north two east and dropping the mech north.
Day three, attack the north mid tank with your rocket launcher,
your north mid tank from the north, and your mech from the west.
Attack the south mid tank with your rocket launcher, artillery, and
mech from the west. Attack the artillery with your remaining mid tank
from the north, the infantry with your healthy tank from the north and
infantry from the west, and the north mech with your remaining tank
from the north.
Day four, use your CO power. Attack the south infantry with your
south mid tank from the north, the mid tank with your rocket launcher,
the damaged tank with your damaged tank, the south mech with your mid
tank, and the remaining mech with your tank.
Level 10 – Mighty Kanbei!
Difficulty: ***
Days: 7
Technique Limit: 2
Briefing:
This time instead of playing offensively, you’ll have to use
distance units to defend your territory from Kanbei’s invasion.
Luckily, Kanbei is an idiot and crams his units around your east and
south bridges for your distance units to demolish. Since you’ll be
playing defensively with distance units, Max is a poor choice here, so
go with Andy. Remember that weakened units will always try to combine
together, leaving you with only one unit to destroy, not two. In order
to get a perfect S-rank score, you’ll need to finish the level by day
seven, so you’ve got a lot of blowing up to do!
The east front is the most intense, so concentrate most of your
firepower there. You will want to keep a unit defensively at the
chokehold until it starts weakening, and then replace it with another
healthier unit. Don’t let your chokehold unit get killed, or Kanbei
will have a field day rushing into your territory, which spells failure
for you. Pay attention to which units Kanbei moves first: he moves his
tanks before he moves his mid tanks. Continue damaging the tanks to
4HP so that whichever one moves in front of your mid tank, it won’t
even attack.
Walkthrough:
I have divided the walkthrough into east and south bridge
instructions. The east bridge instructions are first, followed by the
south bridge instructions.
Day one, attack the rocket launcher with your rocket launcher,
and the tank with your mid tank. Move your infantry northwest, and
create an artillery unit in the east factory. To the south, attack the
tank with your rocket launcher, move your tank one east, and your mech
one southwest.
Day two, attack the rocket launcher with your rocket launcher.
Move your mid tank one west, your artillery west of the mid tank, and
begin capturing the east neutral city. To the south, attack the tank
with your mech, the artillery with your tank, and the mid tank with
your rocket launcher.
Day three, attack the tank with your mid tank, the tank two east
of your mid tank with your artillery, and the north tank with your
rocket launcher. Finish capturing the city and create a rocket
launcher in the east factory. To the south, attack the artillery with
your tank, and the mid tank with your rocket launcher and mech.
Day four, attack the tank with your mid tank, the mid tank with
your west rocket launcher and artillery, and the healthy tank with your
east rocket launcher. Begin capturing the west neutral city and create
two tanks in the west and southwest factories. To the south, attack
the mid tank with your rocket launcher, and move your tank one north.
Day five, use your CO power. Attack the infantry with your west
rocket launcher, the tank with your mid tank, the tank two east of your
mid tank with your artillery, and the mid tank with your east rocket
launcher. Finish capturing the neutral city and move all three tanks
east along the road. To the south, attack the mid tank with your
rocket launcher.
Day six, attack the infantry with your west rocket launcher, the
tank with your artillery, the east infantry with your west tank, the
mid tank with your mid tank from the east, the artillery with your east
rocket launcher and west tank, and the healthy artillery with your
remaining tank from the north.
Day seven, attack the artillery with your tank, the mid tank with
your east rocket launcher and artillery, and the infantry with your
west rocket launcher.
Level 11 – Kanbei’s Error?
Difficulty: **
Days: 8-10
Technique Limit: 2-3
Briefing:
This is another capture map, but it’s easier than Blizzard Battle.
This is one of the few maps where you need to go out of your way to
increase your power score, by destroying three units in one day. Max
is the best character to use here, since he can finish in nine days
with a perfect speed score, and can easily destroy enough of Kanbei’s
units to reach a full power score.
Begin by destroying the small number of air units coming after
you, and then spend the rest of your time capturing the cities as fast
as possible. Once you’re finished building all the transports and
infantry that you need, build two bombers. On day nine before the last
capture, move your air units in and destroy at least three units.
Walkthrough:
Day one, attack the bomber with your fighter from the south, load
the infantry into your transport copter and drop the infantry onto the
northwest island, and begin capturing the southeast city. Create two
infantry.
Day two, attack the copter with your copter from the west, and
the fighter with your fighter from the west. Move your transport
copter north of the east factory, your anti-air unit one southwest.
Begin capturing the north and southwest cities, finish capturing the
southeast city, and create a transport copter and an infantry in the
east factory. Begin capturing the cities on the northwest island, and
continue to do so through the rest of the level.
Day three, attack the fighter with your missile launcher, the
copter with your anti-air unit, and the north tank with your copter.
Finish capturing the north and southwest cities, load the transport
copters up and move the damaged transport copter south of the airport,
dropping the infantry north, and the remaining transport copter
northeast. Move your fighter onto your airport.
Day four, move your damaged transport copter north of the east
factory and load it with an infantry. Begin capturing the airport on
the middle island, attack the tank with your copter from the west, move
your transport copter south of the tank, and move your fighter
northeast.
Day five, attack the tank with your copter from the west, finish
capturing the airport, move your damaged transport copter northeast,
move your transport copter northeast and drop the infantry onto the
north city.
Day six, begin capturing the middle island city and northeast
island city that your infantry is standing on, move your healthy
transport copter onto the neutral city, move your damaged transport
copter east and drop off your infantry on the northeast island. Attack
the infantry with your copter, and create a bomber in the middle island
airport.
Day seven, finish capturing the cities, move your transport
copter north and begin capturing the neutral northeast island city, and
attack the infantry with your bomber.
Day eight, finish capturing the northeast island city, and begin
capturing the last northeast island city. Create a bomber.
Day nine, attack the tank with your bomber, the recon with your
bomber, and the transport copter with your fighter. Finish capturing
the last city.
Level 12 – Divide and Capture!
Difficulty: ***
Days: 6-13
Technique Limit: 2
This is another fog of war level with distance units hidden along
the map. You can either take your time and clear out the distance
units, or rush up and capture the base by day six. Your main
opposition will be three tanks, with several distance units around the
map. Use the forest cover carefully and take the tanks by surprise.
Once you’ve executed the two tanks, rush a tank and APC north, destroy
the rocket launcher, and then drop the infantry off, taking care of the
tank near Sonja’s base with your tank as it attacks your APC.
Sonja has a rocket launcher in the lower west mountain range, in
the forest next to the city. She has an artillery unit in the lower
east mountain range, in the forest north of the city. She has a rocket
launcher in the west mountain range, in the forest northwest of the
city. She has a rocket launcher in the upper west mountain range, in
the forest two east and one north of the city. And finally she has an
artillery unit in the upper east mountain range, in the forest
northwest of the city.
Walkthrough:
Day one, move your APC northeast of the neutral city, and attack
the rocket launcher with your two mechs. Move your two east tanks
south of your APC and northeast of your APC, your remaining tank around
the mountain and into the forest, and your rocket launcher and mid tank
east.
Day two, load your south mech into your APC and move your APC one
east three north, your east tank two north three east, your mid tank
two north, and your remaining mech west.
Day three, attack the east tank with your rocket launcher and
your east tank from the south, and the remaining tank with your mid
tank from the south. Move your APC two east four north and drop your
mech west, then attack the rocket launcher with your tank from the east.
Day four, attack the tank with your tank from the north, reload
your APC and drop your mech off by the base.
Day five, begin capturing, destroy the tank with your tank from
the north.
Day six, finish capturing.
Level 13 – Sami Marches On!
Difficulty: ***
Days: 5-7
Technique Limit: 3-4
You’ve got to capture cities again, but this time you’ve got Sami,
the infantry specialist. She hasn’t been very useful in the past few
levels, but here’s a chance for you to see what she’s good at. Sonja
only has a few units guarding the north and south islands, so it’s ripe
for your units to stomp over. Remember that Sami can capture cities
in two turns even if her infantry and mechs are injured, since she has
a 50% faster property capture rate. With some fast moves, Sami can
take this map down in five days.
On the north island, Sonja has a tank and an artillery unit in
the forest two northwest of the factory. On the south island, Sonja
will be moving a tank in to attack you with. At sea, she has a sub, a
cruiser, and a battleship stationary in the northeast corner of the
waters that can reach most of the north island in attack range. Land a
mid tank and infantry on the south island to deal with the tank and
capture the cities, and land an infantry and APC the north island.
Damage the north island tank with your rocket launcher, and move your
APC up to expose the artillery and blast it with your battleship.
After that, make it your top priority to attack the battleship with
your sub, and to eliminate the artillery with your battleship. Keep
capturing the cities with your troops. Remember to drop off infantry
on the northwest shore of the north island; most players fail to notice
that it’s even there.
To get the power score, you must destroy three units in one day,
which isn’t very easy on this map. Try to keep an injured unit around
for one day, if it means you can destroy all three on the next day.
Walkthrough:
Day one, load your mid tank and mech into the south lander, load
your remaining mech into the APC and move the APC and an infantry into
the north lander. Move your south lander to the west part of the south
island shore, dropping your mid tank east and your mech south, and move
your north lander to the west part of the north island shore and drop
the APC north, infantry east. Move your rocket launcher one east, your
battleship south of your north island infantry, your cruiser southeast
into the reef, and dive your sub north of your cruiser. Create two
infantry. In order for you to finish the map in 5 days, the tank must
damage your APC to 4 or 5HP, not 3HP. Save before finishing the day
and keep retrying until you get it.
Day two, move your APC north of the forest that’s northwest of
the factory, and drop the mech east, then attack the artillery with
your battleship. Attack the tank with your rocket launcher. Move your
cruiser east of your battleship, and your sub one south four east.
Move your north island infantry north and begin capturing the city,
begin capturing the sea port with your south island mech, move your
landers to the south and northwest of your rocket launcher, load the
south lander with two infantry, move your remaining infantry north, and
create an infantry in the east factory.
Day three, attack the artillery with your battleship, and the
tank with your mid tank from the west. Move your sub onto the neutral
sea port and your APC onto the factory. Finish capturing the sea port
and cities, move your north island mech south and begin capturing the
city, load your two infantry into your north lander then move your
north lander to the northwest shore of the north island, dropping the
infantry into the two forests, and move your south lander to the east
part of the north island shore, dropping the two infantry off.
Day four, attack the north tank with your battleship, the sub
with your cruiser, and the tank with your mid tank from the north.
Attack the battleship with your sub from the north, and move your
lander west of the battleship. Begin capturing the properties, using
the damaged infantry to capture the north island factory and healthy
infantry to capture the north island sea port.
Day five, finish capturing.
Level 14 – Sonja's Goal!
Difficulty: ***
Days: 6-8
Technique Limit: 3
Briefing:
This is a speed map with Andy, and you’ll be working with land,
air, and sea units. Move your transport copter, lander, and other air
and sea units northeast up to capture Sonja’s base. There isn’t much
opposition, but you have to play the level carefully, since you need
almost all of your sea and air units to survive. Sonja has a cruiser,
a sub, two copters, a bomber, and a battleship coming after you. She
also has a fighter stationary near her base, and a rocket launcher
stationary in the middle forest south of the mountain.
Once again, when you’re dealing with enemy units rushing into
your attack ranges, the AI behaves randomly as to whether to rush into
harms way. When Sonja uses her CO attack, she can see all of your
units hidden in forest and reef, so her units will also react to those
attack ranges as well. Try to play it as safe as possible for more
reliability.
In order to capture the base in six days, you’ll have to work
very quickly. Start out by triggering Sonja’s CO power on day two
instead of three by attacking the copter with your recon and tank
before attacking with the anti-air. Rush your units northeast, ignore
the battleship, but destroy the copter, bomber, and cruiser. You will
have to move your cruiser and lander around the edges of the enemy
battleship range. On day four, use your CO power and move both air
units into fighter range. Then on day five, begin landing, and capture
the base on day six.
Feel free to take the level at your own pace, though. If you
want to do a normal capture, trigger Sonja’s CO attack on day three,
after she’s moved all of her units into your hidden distance unit range,
and blast them all to bits, including the battleship. Use your CO
power on day five when you move your transport copter and copter up
north, to survive the fighter attack. If you want to see exactly how
to land your units successfully, please see the walkthrough.
Walkthrough:
Day one, dive your sub one north and destroy the sub with your
battleship, and make sure it’s destroyed! Move your anti-air east into
the forest, your APC three east, your copter north, your cruiser
northeast to the east of the shore, your tank, recon, and your missile
launcher east, and your rocket launcher east along the road. Load an
infantry into your transport copter and an infantry and mid tank into
your lander and move the transport copter north and lander northeast
along the coast, north of the mountain.
Day two, move your APC east of your anti-air, then attack the
copter with your recon from the west, tank from the south, then anti-
air from the east. Move your missile launcher one east two north, and
your rocket launcher one east. Move your battleship east, your sub
north of your lander, your lander one northeast, your cruiser one east
four north, your transport copter one northeast, and your copter north
of your transport copter.
Day three, attack the bomber with your anti-air then missile
launcher, and move your tank and recon two east. Attack the copter
with your cruiser from the east (or from the south, the point is to
attack from the reef to remain hidden), and the cruiser with your
battleship and sub from the west. Move your lander one east five north,
your copter four east two north, and your transport copter south of
your copter. Use your CO power.
Day four, attack the tank with your rocket launcher and tank from
the south. Move your anti-air and missile launcher west. Attack the
fighter with your cruiser from the east, move your transport copter
northeast into the forest and drop the infantry east onto the city by
the road, move your lander up to the shore and drop the infantry east,
mid tank north, move your copter north of your lander infantry, and
surface your sub.
Day five, begin capturing the base. Move your damaged infantry
northeast into the forest, attack the tank with your mid tank from the
north, move your copter one east, and dive your sub.
Day six, finish capturing.
Level 15A – Captain Drake!
Difficulty: **
Days: 8
Technique Limit: 2-3
Briefing:
This is Andy’s first battle against Drake, where you’ll be
capturing properties. Drake has very little in the way of defenses, so
you can walk right up and take most of the cities while he scrambles to
reach your units. Use your subs to destroy his sub and battleship, jam
up the southwest island bridge, and capture the cities as fast as
possible. You will have to keep Drake from using his CO power on day
three if you want to finish in eight days.
One of the biggest problems in the Captain Drake maps are the
changing weather conditions. It randomly snows and rains, which can
really screw up any strategy you’d planned. Try reloading a day
earlier and trying again. Since there’s no fog of war on the map, rain
shouldn’t affect any of your units on this level.
Walkthrough:
Day one, dive your west sub one north three east, and your
remaining sub three east two south. Move your APC two south one east,
and your mid tank, rocket launcher, tank, and artillery south along the
road. Create two infantry.
Day two, attack the sub with your east sub from the north and
remaining sub from the north. Move your mid tank four south, your tank
northwest of your mid tank, your artillery south, and your rocket
launcher north of your artillery. Load your west infantry into your
APC and move it south along the road, and load your remaining infantry
into the lander and drop it off on the northeast island. Create two
infantry.
Day three, attack the battleship with your damaged sub from the
east, move your healthy sub north of the battleship, and attack the
tank with your rocket launcher. Move your damaged tank north of your
rocket launcher, your mid tank one north, and move your APC west of
your mid tank, dropping the infantry north. Move your lander back to
shore, begin capturing the west most city on the northeast island, and
begin capturing the city near your base with your infantry. Create an
infantry.
Day four, move your damaged sub south and attack the lander, and
attack the battleship with your healthy sub from the east. Attack the
tank with your artillery and mid tank from the east, move your rocket
launcher south of your mid tank, your tank south of your rocket
launcher, your APC east along the bridge, and begin capturing the
southwest island city. Load your two infantry into the lander and move
the lander south to the middle island shore, and drop the infantry off.
Finish capturing the two cities.
Day five, attack the healthy lander with your damaged sub, and
the battleship with your healthy sub from the east (if you destroyed
the battleship on day four, just leave it put) Use your CO power, begin
and continue capturing the northwest, northeast and southwest island
cities. On the middle island, capture the two northern cities.
Day six, destroy both landers with your subs and attack the
infantry with your mid tank from the south. Move your rocket launcher
one west, your tank one northeast, and begin capturing the remaining
southwest island city. Finish capturing all four cities.
Day seven, attack the infantry on the northeast island city with
your infantry, begin capturing the middle island city, and finish
capturing the remaining southwest island city.
Day eight, finish capturing the middle island city.
Level 15M – Captain Drake!
Difficulty: *
Days: 4
Technique Limit: 2
Briefing:
“We need to smash every enemy unit to win.” With Max giving you
the heads up, you should know what to do. Max has the easiest levels
in the Green Earth series of battles. The ‘downside’ is that you will
have Sami in The Final Battle, one of the weakest allies. This is like
a field training map for naval fog of war tactics. There is a
battleship stationary in the southwest corner of the map, so aim your
subs for that area. Don’t let any of your subs get caught; destroy any
battleship your sub attacks so you aren’t exposed. If it snows, you
will be in trouble.
Walkthrough:
Day one, load your rocket launcher into the lander and move the
lander south, your west battleship north of your lander, your remaining
battleship two west three south, dive your sub in the reef one east
four south, dive your remaining three subs south, and attack the sub
with your cruiser.
Day two, move your east sub four south one west, then attack the
exposed sub with your cruiser from the north, and attack the west
battleship with your two subs from the south and east. Move your
lander southwest to the shore and drop the rocket launcher south, move
your remaining sub two south three east, your east battleship three
south one east, and your remaining battleship northwest of that
battleship.
Day three, attack the cruiser with your two battleships, the
battleship with your two subs from the north and east, use your CO
power and attack the sub with your cruiser from the north, and the
remaining battleship with your sub from the north. Move your remaining
sub south.
Day four, attack the battleship with your sub, and the cruiser
with your rocket launcher and two subs.
Level 15S – Captain Drake!
Difficulty: ***
Days: 7
Technique Limit: 2-3
Briefing:
Sami has a hard row to hoe in the Green Earth maps, and this
capture map is one of the difficult ones. Thankfully, her infantry
capture abilities can easily shrug off Drake’s CO power, and he will
only take enough damage to do it once. The key to winning this map
quickly is to land a mech on the southwest shore of Drake’s side of the
island, capturing the city by the shore. This way, you don’t have to
get into a long and protracted battle at the midway point between the
two territories, and can focus on capturing the cities on your side.
The map tends to get messy later on in the level, since Drake’s
units will usually never behave the same way twice. To alleviate this,
hide your units in the forest and reefs and use APCs and landers.
Thankfully there isn’t much in the way of land force coming into your
base, so you can just fend off whatever comes in with your initial
ground forces. If you’re quick about it, you can finish the map in 7
days, but make sure to destroy at least three units in one day for the
power score. The weather is a menace in this level, so reload if it
snows.
Walkthrough:
Day one, dive your two subs south, move your battleship south,
and move your cruiser five south one west. Load an infantry and your
west mech into the north lander, and load the remaining infantry into
your APC and load the APC and your mid tank into the lander. Move your
north lander west of the mountain and drop the infantry east, mech
south, and move your remaining lander north of that lander and drop the
APC north, mid tank east. Move your remaining mech south.
Day two, move your west sub south and your remaining sub north of
that sub. Move your cruiser four south, two west, and your battleship
two west, three south. Move your two landers southwest and north of
your mech on the base island, and load the mech into the south lander
and rocket launcher and tank into the north lander. Move your APC four
east and drop the infantry north, move your remaining mech south and
begin capturing the city, and begin capturing the factory with your
infantry. Move your mid tank into the forest west of the factory (if
its raining, move one east into the forest, then move into the forest
west of the factory on day three).
Day three, attack the sub with your cruiser from the north, and
the cruiser with your battleship. Move your subs south and southeast
of the enemy cruiser (do not attack it!), and your south lander north
of your battleship. Finish capturing the factory and city, and move
your remaining infantry northeast to capture the city. Move your APC
south, and move your north lander three south three east and drop the
tank north and rocket launcher east into the forest.
Day four, attack the sub with your cruiser from the south, and
the cruiser with your damaged sub from the north. Move your healthy
sub east, and move your lander southeast to the shore, dropping the
mech south. Attack the tank with your rocket launcher and mid tank
from the north. Move your mech northeast, finish capturing the city,
and begin capturing the remaining factory. Create an infantry.
Day five, attack the battleship with your 9HP sub, and begin
capturing the city by Drake’s southwest shore. Finish capturing the
factory, and begin capturing the three neutral cities (not the one that
your APC is on). Create an infantry.
Day six, finish capturing all four cities, move your APC one west
and begin capturing the remaining city and sea port.
Day seven, finish capturing.
Level 16A – Naval Clash!
Difficulty: **
Days: 8-10
Technique Limit: 2
Briefing:
This is the second of three survival maps in the campaign. Load
your units into the landers and escape around the north portion of the
waters. Unfortunately, you have two units too many, so two will have
to die, meaning you can’t lose any more units in order to retain a
perfect technique score. Drake has four battleships, two cruisers,
three subs, two tanks, a mid tank, and a rocket launcher coming after
you, and two tanks stationary to the east and west of the northern
shore. When running for it, use the reefs to hide your sea units from
battleship range, and make sure to move farther north than east when
applicable, to stay away from any potential attacks. Move into the
reefs if they’re available, even if you can’t move as far as you’d like
to. When you reach the far shore, drop your units off to attack the
two tanks, and position your distance units to blast the subs as they
surface near you before time is up.
It is possible to not only stay your ground, but eliminate every
last one of Drake’s units by day 8 with a perfect score. There’s
nothing special if you win.. Nell just ‘arrives’ a bit earlier. The
first trick is that whenever the AI spots your sub after moving one of
it’s units, it will retreat it’s battleships. The second trick is that
the AI will surface its subs when chasing after one of your sea units
that it can’t reach. Keep the battleships away with tactical
maneuvering and execute the cruisers and subs as soon as they arrive.
Send a tank and recon in one of the landers up to the northeast shore
and destroy the two tanks. The biggest reason why the elimination is
so difficult is that since Drake has a high sea unit defense, you will
often not be able to do as much damage as you need to in order to
destroy his units and keep your subs hidden. Without an emulator,
doing the right damage will take far longer than it’s worth, and the AI
will behave very randomly due to your battleship and rocket launcher
attack ranges. Recommended for experts only. For the rest of you… run
for it!
Walkthrough:
Day one, load your north tank and mid tank into the south lander,
and the missile launcher and rocket launcher into the north lander.
Move your north sub four east one north, move your south lander south
of that sub, your remaining lander west of that sub, your battleship
north, and move your remaining sub three west two north.
Day two, move your east sub four east one north, and move your
two landers west and northwest of that sub. Move your battleship two
north two east, and your remaining sub three north one east.
Day three, move your battleship one east, dive your west sub four
east one north, move your remaining sub one southeast, move your
healthy lander east, and your damaged lander west of it.
Day four, move your damaged lander one northeast and drop the
rocket launcher north into the forest. Move your remaining lander
three east one north and drop the mid tank north, tank east. Move your
battleship one south three east, and surface your west sub two east two
north.
Day five, move your mid tank west along the road, your east
lander one south four east, your tank one northwest, your rocket
launcher southwest onto the city, your remaining lander southeast into
the reef, dive your east sub one south, move your battleship one north
three east, and dive your remaining sub north of your battleship.
Day six, destroy the sub with your rocket launcher and west sub
from the east, the cruiser with your battleship and remaining sub from
the east, and the tank with your tank. Move your mid tank west.
Day seven, use your CO power. Attack the tank with your tank,
the tank with your mid tank, and the sub with your rocket launcher and
east sub from the east. Move your battleship east into the reef.
Day eight, attack the battleship with your rocket launcher,
battleship, and east sub from the east, and attack the tank with your
tank. Move your mid tank north into the forest.
Day nine, attack the northeast battleship with your battleship
and two subs.
Level 16M – Naval Clash!
Difficulty: **
Days: 6
Technique Limit: 3
Briefing:
This is another easy level for Max where you’ll be crashing and
trashing Drake’s party. Use standard naval tactics to crush Drake at
sea, while moving your ground forces around the land to pulverize
Drake’s weak opposition. You can lose the APC and lander plus another
unit, so the technique score is pretty generous. Once again, when
dealing with distance units, the AI will behave randomly when deciding
whether to move into your attack range or not. However, the
walkthrough is written so that it will work almost 100% of the time.
Even if the screenshots differ from what the enemy does, it should
still work if you follow the instructions.
Walkthrough:
Day one, load a tank and mech into the lander and move it up to
the east part of the north shore, dropping the tank north, mech west.
Attack the battleship with your west sub from the west, and dive your
remaining sub two south two east. Move your battleship one south four
east, and your cruiser one north five east. Move your rocket launcher,
mid tank, and recon east along the road, move your tank southwest of
your mid tank, move your APC north of your rocket launcher, and move
your north infantry one east two north, and your remaining mech north.
Day two, attack the north tank with your tank from the east and
mech from the south, the sub with your cruiser from the north, the
battleship with your battleship, and the south tank with your mid tank
from the west. Move your south sub southeast, dive your north sub four
north one east, move your rocket launcher south of your mid tank, your
recon west of your mid tank, and your tank east of your rocket launcher.
Move your lander south to shore and load in your infantry and mech.
Day three, attack the south battleship with your south sub from
the south and rocket launcher, and then use your CO power. Attack the
mid tank with your mid tank from the south and tank from the east, the
rocket launcher with your tank from the west, and the battleship with
your north sub from the west. Move your cruiser north, your battleship
three east one north, and your recon northeast along the road. Move
your lander one east four north, and drop your mech north into the
forest.
Day four, attack the mech with your recon from the south, the
battleship with your rocket launcher (or your sub), move your lander
one east then attack the tank with your battleship and mech, and the
battleship with your sub. Move your south tank northeast along the
road, and your cruiser two east two north.
Day five, attack the cruiser with your battleship and sub, the
tank with your tank, the mech with your recon and the infantry with
your tank.
Day six, move your cruiser east, attack the tank with your tank,
the cruiser with your sub, and the infantry with your recon.
Level 16S – Naval Clash!
Difficulty: ***
Days: 6-8
Technique Limit: 3
Briefing:
This is a base capture map with Sami, where you’ll have to invade
Drake’s territory and capture his base. You can’t lose your landers,
but Drake has very little in the way of sea defenses, so it shouldn’t
be a problem. Drake does have a decent amount of land units waiting
for you, so you need to use the forest cover and eliminate the units
carefully. Expose Drake’s distance units in the forests and execute
them quickly before they have a chance to trash your units. Use your
landers and APC to take the heat off your ground units while they move
in and attack Drake. Use your battleship to provide fire support for
your ground units, while destroying Drake’s other sea units. Drake has
two artillery, a rocket launcher, two tanks, a mid tank, a battleship
from the southeast, a cruiser from the northwest, and a sub from the
northeast.
Walkthrough:
Day one, load a tank and mid tank into the east lander and move
it to Drake’s south shore, dropping the tank north and mid tank west.
Move your remaining lander one northeast and load it with your rocket
launcher and remaining tank. Dive your sub north, move your battleship
one southwest of your sub, and move your cruiser one north, five east.
Move your two infantry south into the forests.
Day two, attack the sub with your cruiser from the south and sub
from the north (if the sub did not move next to your sub, then start
over). Move your mid tank north, and your tank north of your mid tank.
Move your empty lander south to the shore, and load it with an APC and
mech. Move your remaining lander to the east part of the south shore
and drop your rocket launcher north, tank west. Move your battleship
one northeast.
Day three, attack the lander with your sub, the tank with your
mid tank from the west and tank from the north, and the rocket launcher
with your battleship. Move your empty lander west of your sub, your
remaining lander northeast of your rocket launcher, your rocket
launcher north, and your remaining tank north of your rocket launcher.
Day four, attack the lander with your sub, the tank with your
rocket launcher and tank from the west, move your full lander northeast
of your sub and drop your mech north, APC west, attack the artillery in
the forest with your battleship, and the artillery on the road with
your mid tank from the north.
Day five, attack the artillery with your battleship and begin
capturing. Attack the mid tank with your mid tank from the north, and
the rocket launcher with your tank from the west.
Day six, finish capturing.
Level 17A – Wings of Victory!
Difficulty: **
Days: 6-8
Technique Limit: 3
Briefing:
Andy’s Wings of Victory is just like Sami’s stage, except Eagle
has less units, and there isn’t any fog of war. There’s no missile
launcher, no bomber in the northeast corner, and only one anti-air unit.
Your massive amount of units can easily own the map, so you can enjoy
an easy ride. Since there is no fog of war, your anti-air and missile
launcher units can’t hide in the forests, so Eagle’s air units will
have even more attack ranges to randomly stay away from or move in to.
Still, the map is easy enough that whatever Eagle does, you are almost
guaranteed a victory if you play well. The two fighters are especially
random, although when they do decide to move into your attack range,
they will chase after your transport copter.
Walkthrough:
This walkthrough is written under the conditions that both fighters
will move up close into your attack range on day one. If they don’t,
start over.
Day one, move your fighters, bomber, copter, and anti-air north.
Move your APC east, load an infantry into your transport copter and
move it north, and move your missile launcher north.
Day two, attack the west fighter with your anti-air from the west
and fighter from the north, the remaining fighter with your remaining
fighter from the east, and the north tank with your bomber from the
east. Move your transport copter five east, the copter east of your
anti-air unit, your APC south of your anti-air unit, and your missile
launcher northeast along the road.
Day three, attack the fighter with your healthy fighter from the
east, the east bomber with your fighter from the east, the tank with
your bomber from the north, move your copter one north five east, your
transport copter east, your missile launcher one west, and attack the
west bomber with your anti-air from the west (if it has moved forward
into your missile launcher range, blast it instead).
Day four, attack the west bomber with your anti-air from the east
(if you haven’t already destroyed it) and remaining bomber with your
healthy fighter from the west. Move your transport copter one east
three south and drop your infantry south, your bomber west of your
transport copter.
Day five, begin capturing. Move your transport copter south and
bomber east of your infantry.
Day six, finish capturing.
Level 17M – Wings of Victory!
Difficulty: **
Days: 4
Technique Limit: 2
Briefing:
As you might have guessed, this Max level is easy and offers
plenty of units to smash. Move on the offensive and smash Eagle’s
units to bits on day one, but do not trigger his CO attack. Do not
move your ground units along the north area of the map, since Eagle’s
bomber and copters will attack hard along that area when he uses his CO
attack. Keep your ground units at a good distance when he uses his
power on day two. On day three, use your CO power and do insane damage
on Eagle’s poor units. This is far beyond overkill!
Your primary targets are Eagle’s two fighters and anti-air unit,
and secondary targets are bombers and copter. If Eagle doesn’t move
his second fighter into your fighters attack range, you will run into
trouble when he uses his CO attack.
Walkthrough:
Day one, attack the fighter with your fighters from the north and
west, the mid tank with your bomber from the south, and the tank with
your mid tank. Move your APC three south one east, your copter south
of your APC, and your south anti-air east along the bridge.
Day two, attack the bomber with your missile launcher and north
anti-air unit, the copter with your copter from the east and mech from
the south, the anti-air with your bomber, the fighter with your two
fighters, and the infantry with your remaining anti-air unit (if the
north bomber can hit your anti-air unit, then keep it away, you won’t
be able to finish in 4 days). Move your mid tank southwest along the
road, your APC north of your mid tank, and your rocket launcher east
along the bridge.
Day three, use your CO power. Attack the infantry with your
south anti-air unit, the bomber with your remaining anti-air unit, the
west copter with your copter from the south, the two bombers with your
fighters, and tank with your bomber. Move your rocket launcher one west,
your mid tank northeast along the road, your infantry northwest onto
the neutral city, and your missile launcher one southeast.
Day four, attack the copter with your missile launcher, the
remaining copter with your anti-air unit, the tank with your mid tank,
and the infantry with your bomber.
Level 17S – Wings of Victory!
Difficulty: ***
Days: 5-8
Technique Limit: 3
Briefing:
Sami’s Wings of Victory is difficult mostly for the fog of war
and unpredictable air units zipping around the map. Eagle has two
fighters, two bombers, several anti-air units, and two bombers
stationary in the northeast and southeast corners of the map, waiting
to attack your hapless infantry coming to capture Eagle’s base. Move
your units north along the road to confront Eagle’s units, using every
air and anti-air unit you’ve got. You must neuter Eagle’s CO attack
before he can do any serious damage, and destroy three units in one day.
You can take up to eight days, but you can also zip through the map in
five.
Since Eagle’s air units will react randomly as to whether to move
into your attack range or not, it’s difficult to write an effective
walkthrough. The fog of war will complicate your vision range, and it
will be tough to see what’s going on ahead of you, such as the random
movement of the bomber and tank.
Walkthrough:
This walkthrough is written under the conditions that both
fighters will move into your attack range and the bomber will move west,
not stay put.
Day one, move your fighters, bomber, copter, and anti-air north,
load an infantry into your transport copter and move it six north one
east, move your APC east, your missile launcher north, your recon one
east two north, your rocket launcher north, your mid tank two east two
north, and your tank one north two east.
Day two, move your copter one south five east, attack the west
fighter with your anti-air unit from the west and fighter from the
north, and attack the remaining fighter with your fighter from the east,
move your bomber six east one north, your rocket launcher two east one
north, your missile launcher southwest of your rocket launcher, your
recon south along the road, your mid tank north, your APC south of your
anti-air unit, and move your transport copter east.
Day three, attack the bomber with your missile launcher, use your
CO power, attack the fighter with your healthy fighter from the east,
and the east bomber with your remaining fighter from the east. Move
your tank east of your missile launcher, your copter one north five
east, your bomber six east, and your transport copter four east three
south, dropping the infantry south.
On day four or five, you need to destroy at least 3 units. While
the ground units will act erratically, you can almost always find
enough to destroy on day five. There will be two tanks, an anti-air,
the bomber, and the missile launcher. The tank may or may not come out
and attack on day four. If it does, destroy it along with the two
bombers for three kills. If it doesn’t, get three kills on day five
following the instructions. You may have to improvise.
Day four, move your copter northeast, attack the two bombers with
your missile launcher and fighter, begin capturing the base, and move
your remaining fighter and bomber south and southeast of your infantry.
Day five, attack the missile launcher with your bomber and copter,
the tank with your rocket launcher and tank, and the anti-air unit with
your mid tank and anti-air unit. Finish capturing.
Level 18A – Battle Mystery!
Difficulty: **
Days: 4-5
Technique Limit: 3
Briefing:
This is a unique level where you have to reveal the lander in the
south most reef and destroy it. The easiest and fastest way to go
about it is to land troops on the shores next to your base and reveal
the lander with a land unit. At the same time, move your battleship
south to provide fire support for your ground units and to blast the
lander when it’s revealed, and use your cruiser for vision support.
The land enemies are two tanks, a recon, and two infantry. They may
try to keep away from your distance ranges, but it shouldn’t be a
problem to smash them. Don’t bother sending your subs and cruiser
northeast along the sea passage, since the sub and battleship will come
to you and will be easy to execute.
Walkthrough:
On day two, Drake will either move his recon into your battleship
& rocket launcher attack range, or keep it away. If he moves it in
your way, you will have to finish on day five. If he keeps it away,
you can finish in four days. Either way is a perfect score.
Day one, load a recon and mid tank into the south lander, and a
tank and rocket launcher in the east lander. Move your south lander to
the west part of the south shore, dropping your recon east, mid tank
south, and move your east lander three east to the shore, dropping the
tank east, rocket launcher south. Dive your sub in the reef at its
current position, dive your remaining sub north of your north cruiser,
move your north cruiser two east, move your battleship one east four
south, and move your remaining cruiser south of your battleship.
Day two, move your tank south along the road, your rocket
launcher south along the road, your cruiser four south, one east, and
your recon and mid tank south along the road. Attack the tank with
your battleship.
Day three, attack the recon with your tank and move your rocket
launcher south, move your battleship four south, your cruiser west of
your battleship, and move your mid tank southeast along the road, and
your recon west of your mid tank.
Day four, attack the infantry with your mid tank, move your recon
seven east, then attack the lander with your rocket launcher and
battleship.
If the recon moves in your tanks way on day two, follow this 5
day alternate ending, which is still a perfect score.
Day three, attack the recon with your tank and rocket launcher,
the east infantry with your recon, and move your battleship south and
mid tank southeast along the road.
Day four, attack the infantry with your tank, move your recon
four east, and attack the lander with your battleship. Move your mid
tank east.
Day five, attack the lander with your battleship.
Level 18M – Battle Mystery!
Difficulty: ***
Days: 7
Technique Limit: 2
Briefing:
As you may have guessed by now, Max’s levels are all about
smashing and trashing everything in his path. The main objective here
is capturing Drake’s base, although you will still get to cause plenty
of mayhem and destruction. Since you are outnumbered and at a
disadvantage, you will need to play carefully when moving up to capture.
Don’t let either your tank or mid tank get seriously damaged, and keep
away from the distance units. The sea units are easy enough to trash,
but by land the going will be difficult, due to the large amount of
tightly packed forest terrain and distance units.
You can’t afford to lose any units except your transports, so use
your landers and APC to take the heat off your other units. Depending
on how the AI is feeling today, it will move or not move it’s east tank
and recon unit westward. It’s very difficult to write a walkthrough
for this level, due to the higher chances of random behavior. However,
I can still walk you through most of it.
Walkthrough:
Day one, load a mid tank and tank into your west lander and move
it north to the shore, dropping the mid tank north. Load your east
infantry into the APC, and load the APC and the east mech into the
remaining lander. Move your remaining lander east of your other lander,
your battleship two east two north, dive your sub south of your
battleship and move your cruiser east of your battleship.
Day two, attack the tank with your mid tank from the north, the
sub with your cruiser from the west, and the artillery with your
battleship. Drop the tank off north with your damaged lander at its
current position, and move your healthy lander and sub east.
Day three, attack the anti-air unit with your mid tank from the
east, the artillery with your battleship, and the battleship with your
sub from the south. Move your tank northeast of your mid tank, and
your cruiser south and healthy lander west of your sub.
On day three, Drake will either keep his tank by the shore, or
move it west into your attack range. If he moves it into your range,
then follow the day four instructions. If he keeps it away, you will
have to move your full lander to the west of the enemy lander, dropping
your mech north and APC west. Destroy the tank with your tank and mech,
and then move your APC east along the shore to drop off and capture.
Day four, attack the mid tank with your battleship then mid tank
from the west attack the tank with your tank from the east, and attack
the battleship with your sub from the south. Move your full lander
east of the enemy lander and drop the APC north.
Day five, use your CO power. Attack the tank with your tank, the
artillery with your mid tank, and move your APC two north, two east,
dropping the infantry east. Drop your mech off east with your lander
at its current position.
Day six, move your mech north and begin capturing.
Day seven, finish capturing.
Level 18S – Battle Mystery!
Difficulty: ***
Days: 5-8
Technique Limit: 3
Briefing:
In this survival map, you must escape with your infantry in a
transport copter over the waters filled with Drake’s units. Drake has
three cruisers, a sub, a battleship, a mid tank, three anti-air units,
and a missile launcher. Just get your units out of there and destroy
the cruisers with your rocket launcher and battleship.
If you’re a good player, you can capture the base by day 5 or 6.
If you capture Drake’s base, Drake will say the standard defeat line,
but Sami will not ask him any questions, and the level will end without
any further conversation.
Walkthrough:
Day one, move your essential infantry north, your north transport
copter five east, your west copter west, your remaining copter one
south five west, your north mech west, load your remaining mech into
your remaining transport copter and move it two east one south. Attack
the sub with your cruisers from the west and north. Dive your sub
three south two east, move your battleship one south four east, move
your recon west, your tank north, your mechs west, and your rocket
launcher two north. Move your east lander three east four south and
your remaining lander north of that lander.
When Drake attacks your landers, it doesn’t matter if they are
destroyed or are only injured to 1hp. If the battleship doesn’t attack
and moves out of the way instead, destroy the sub with your cruisers,
then attack the battleship with your sub. You don’t need your landers
for anything else but fodder, so move them out of the way if they’ve
survived and are blocking your attacks. You may have to do something
different to destroy two units in one day, though.
Day two, attack the sub with your cruiser(s), move your west
transport copter south, attack the battleship with your sub, use your
CO power, attack the middle cruiser with your rocket launcher, and the
south cruiser with your battleship. Load your infantry into your
remaining transport copter and move it west, your mech west, move your
copter south of your mech and your remaining copter west of that copter.
Day three, attack the healthy cruiser with your battleship (and
rocket launcher, if possible), the battleship with your sub, the sub
with your cruiser (if it’s alive), join your two cruisers if one has
been seriously damaged. Move your transport copter three east four
south and drop the mech east. Move your remaining transport copter
west, your mech north into the forest, and your copters south.
Day four, begin capturing the base, attack the two cruisers with
your rocket launcher and battleship, and the battleship with your sub.
Day five, finish capturing.
Level 19 – Andy Times Two!
Difficulty: **
Days: 5
Technique Limit: 2
Briefing:
This level is twice as annoying as it should be, since you have
to rely on a computer controlled Eagle to help you out. Eagle will
attack randomly, and Evil Andy will also be moving around randomly.
However, it’s still pretty easy to get through.
To complete the map in five days, use Sami and blitz your
transport copter east, northeast, and north, dropping off the infantry
next to the rocket launcher then using your CO power to begin capturing
the base on day 4. Move your battleship and sub north to attack and
provide support for your ground units. Use the lander to bring your
mid tank and rocket launcher up close to the west side of the bridge to
attack enemy units and block up the passage. Thankfully, Sami’s
infantry can take a hit or two from enemy units and still capture the
base in time. The only other catch is that you must destroy three
units in one turn, so make sure your mid tank, rocket launcher, sub,
and battleship are put to good use. Use your lander and APC to take
the heat off your other units as necessary.
The biggest pain about this level is that if you yield, you must
wait for Eagle’s units to run out of gas and crash, which can take a
long time. To alleviate this, don’t save during the level, so you can
exit the map and come back through the main menu. It’s a pretty short
level, after all.
Walkthrough:
Using Sami. Day one, dive your sub one east four north, move
your battleship north, load an infantry into the transport copter and
move it east, load the rocket launcher and mid tank into the lander and
move it five north one west, dropping the rocket launcher north, mid
tank west. Load a mech into the APC and move it north of the neutral
city.
Day two, move your transport copter four east three north, your
sub north (attack a battleship if you can), your battleship north, your
lander five east, your mid tank north of your rocket launcher, and move
your APC southwest of your rocket launcher, dropping your mech north.
Attack the tank with your rocket launcher.
Day three, attack the tank with your mech, the south mid tank
with your battleship and rocket launcher, the battleship with your sub
(if available), and the infantry with your mid tank. Move your
transport copter north and drop your infantry north.
Day four, attack the sub with your battleship, use your CO power,
and begin capturing the base. If you weren’t able to kill the sub on
day three, then destroy the sub and two infantry units for three kills.
Day five, finish capturing.
Level 20 – Enigma!
Difficulty: ***
Days: 9-16
Technique Limit: 2-4
Briefing:
This is your first fight against the enigmatic Sturm. The level
is longer than usual, and is a test of endurance and unit management.
His CO meter is thankfully not active, and the best CO for the job, Max,
is all set to mash Sturm’s units into paste. Since the computer Sturm
has +20% offense and -20% defense, Sturm’s units are like paper
compared to Max’s massive offensive direct bonus. On road terrain, one
of Max’s tanks can take out an entire one of Sturm’s tanks in one
attack! With this kind of firepower, you can easily tear Sturm’s units
apart.
To win the level most efficiently, move your units along the road
towards Sturm’s base, capture the sea port, and land three to four
ground units to eliminate the last of Sturm’s resistance. Ignore the
air port; just concentrate on muscling your way into Sturm’s territory.
By land, bait and eliminate the air units, capture the cities,
factories and sea port, and move up the road to Sturm’s base. By sea,
eliminate the sea units with your lone sub and begin building landers
and tanks to send over to the shore by Sturm’s base. To eliminate the
fighter, bait it with your transport copter and destroy it with your
anti-air or a newly created cruiser.
A point of contention is whether the fighters will move into your
attack range while chasing after your transport copter. If one of the
fighters stays away, you will have to blockade your transport copter
from attack, or start the level over. After day four the enemy will
behave very erratically, and there are a number of scenarios.
When you are attacking progressively up the road, use your tanks
and anti-air units in the back first, and then use your units in the
front last, so that you can move farther to attack the enemies in back.
If you’re an expert player, try eliminating Sturm by day 9. It’s not
as easy as it sounds!
Walkthrough:
Using Max. Day one, load your north infantry and mid tank into
the lander and move it east to the shore, dropping the infantry east
and mid tank south. Load your north mech into the APC and move the APC,
tank, and rocket launcher south along the road. Move your missile
launcher one southwest, your remaining infantry east of the rocket
launcher, your anti-air south, load your mech into your transport
copter and move it four south, two east, dropping the mech off, and
dive your sub three east one south. Create a tank.
Day two, move your APC south and drop your mech south, move your
transport copter east of your missile launcher and load it with the
infantry, and begin capturing the northeast factory and middle city.
Move your tank on the factory four south two east, and your remaining
tank east of that tank, move your missile launcher, anti-air, and
rocket launcher south along the road, and move your mid tank three
south one west. Create a tank. The fighters should move into your
missile launcher and anti-air attack range. If they didn’t, start over.
Day three, attack the north fighter with your missile launcher,
and the remaining fighter with your anti-air from the east, the recon
with your east most tank from the west, the infantry with your mid tank
from the east, and the sub with your sub from the north. Move your APC
one south five east, your south tank one south, your remaining tank
four south two east, your rocket launcher southeast along the road,
your lander to the west of the enemy battleship, and move your
transport copter four south two east and drop the infantry south.
Finish capturing the factory and city, begin capturing the southwest
city with your mech, and create a tank.
From day three on, the AI will behave erratically with it’s tank,
artillery, and whatever units it creates. Either it will move it’s
units forward to be attacked, such as the tank, APC, anti-air unit and
artillery, or it will keep them away, making your advance more
difficult. I am going to write based on the tank and anti-air unit
moving forward. Since the chances of everything going through exactly
as I wrote the walkthrough are small, you will have to adjust your
strategy. Remember that you can take up to 16 days and still have a
perfect speed score.
Day four, move your lander four steps west, attack the battleship
with your sub from the north, the tank with your rocket launcher and
infantry, then use your CO power. Attack the bomber with your anti-air
from the west, the mech with your mid tank from the east, the infantry
with your tank that’s northeast of the rocket launcher, the anti-air
with your tank that’s east of the rocket launcher, and the rocket
launcher with your remaining tank. Finish capturing the southwest city,
and begin capturing the sea port and second middle city with your mech.
Move your transport copter three steps east, your missile launcher
southeast along the road, your tank on the factory four south three
east, and create a tank in the northeast factory.
Day five, attack the mid tank with your mid tank and west tank,
the infantry with your next west tank, the missile launcher with your
next west tank, and the tank with your remaining tank. Finish
capturing the city and sea port, begin capturing the second southwest
city, begin capturing the southeast city, move your transport copter
two east two north, move your missile launcher then rocket launcher
east along the road, your anti-air unit east, move your sub one south
four east, load your tank into your lander, and create a mid tank in
the northeast factory.
Day six, attack the anti-air unit with your center tank from the
west and damaged tank from the north, and attack the sub with your sub
from the south. Move your tanks, anti-air unit, and mid tank east and
northeast along the road, and your missile launcher east and rocket
launcher south of the infantry on the city. Load your mech into the
transport copter and move it five east dropping the mech east, finish
capturing the two cities, move your remaining infantry west, load the
mid tank into the lander and move it one south five east, and create a
lander. The AI will act unpredictably on this day. If the enemies
diverged and you weren’t able to follow all the way through, you should
still be able to barge through and finish before day sixteen for a
perfect speed score.
Day seven, attack the battleship with your sub, the tank with
your mech, the artillery with your tank that’s northeast of your anti-
air unit, and move your anti-air, tanks, and mid tank northeast along
the passage. Move your damaged tank east, missile launcher one south,
begin capturing the factory with your infantry, move your rocket
launcher one north, your loaded lander five east one south, begin
capturing the northeast city, move your transport copter one northeast
and create a tank.
Day eight, move your damaged tank one north, attack the 5HP
anti-air with your mech, the APC with your tank that’s east of your
anti-air, the missile launcher with your east tank, the infantry with
your rocket launcher, and the transport copter with your missile
launcher. Finish capturing the city and factory, load your tank into
your lander and move it five east one south and drop the tank south,
move your anti-air southwest of your mech, your remaining tank north of
your anti-air, your mid tank northeast, move your remaining lander one
east five south and drop your tank west, mid tank south, and create a
cruiser.
Day nine, use your CO power. Attack the fighter with your
cruiser, the infantry with your mid tank, the mid tank with your mid
tank from the east and 3HP tank from the west, the rocket launcher with
your anti-air unit from the north and 1HP tank from the west, the
infantry with your tank, the tank with your tank, and the anti-air unit
with your tank.
Level 21 – The Final Battle!
Difficulty: ***
Days: 6-15
Technique Limit: 2-5
Briefing:
The Final Battle is a unique level in the campaign, where you
control three separate COs against Sturm. It’s also one of the most
difficult to write a guide for, since you have a large combination of
COs, some COs and CO teams are better than others in this level, Sturm
acts very randomly, you have to manage all three COs one turn at a time,
and the battle can end up being long and drawn out. In this briefing,
I will describe all of the COs and how to use them appropriately, as
well as all the tactical intelligence you need to win.
Let me start out by saying that The Final Battle is not a
difficult level. The primary difficulty of the level is managing a
large number of units over three COs. In terms of fighting Sturm
effectively, you may be hindered by a weaker CO. Whether you want to
take the map slowly or tear into Sturm, the map is lenient with the
speed score and your forces can easily take it to Sturm, with his -20%
defensive penalty. The scoring of technique and power only count for
Andy, so you must make sure to destroy a large amount of units with
Andy on one day, and must not lose too many of Andy’s units. On the
other hand, your team mates units can be used to protect Andy’s units.
The key to moving aggressively and defeating Sturm quickly is
mobilization. Don’t bother creating infantry or capturing far off
cities and factories. By the time you have them, the map will be
almost over. If you’re going for a six day victory, just produce tanks
and anti-air units. By day five, tanks you create in the factories of
your left and right hand teammates will be at Sturm’s bridge. Whatever
initial forces you have are the forces you need to keep alive and
healthy through the six or seven days you’ll be pounding Sturm into the
ground.
Take all of your units into consideration when moving forward,
planning out tactical strategies, attacking, and building units. If
you put a weak unit up front, a stronger unit of another CO may not be
able to move as far ahead as they could have. If you attack an enemy
with a weak or ineffective unit, you may have blocked off an attack for
another of your CO’s stronger units.
Sturm’s initial air rush can be eliminated on day two, depending
on whether all of the units move into your attack range (you should try
to make them all move into range, if you want to finish quickly).
After you execute his mid tanks, fighters, and bombers he will rarely
create any more. His CO attack location is decided by the total cost
of a group of units together, so he will attack two fighters and a mid
tank over a group of infantry.
If you want to finish the level quickly with less hassle, keep
trying to get Sturm to move all of his bombers and fighters into your
attack range. What I recommend is that you save your game on day one
with your right hand teammate and keep moving your units north in
different positions, which will cause the AI to recalculate what it’s
doing for the next turn. It does require a bit of luck for the AI to
move all of it’s air units into position and move the ground units so
that the mid tanks aren’t able to attack on day two.
Keep in mind that Sturm’s units have no terrain movement
penalties unless there’s snow. Also, he moves his bombers & fighters
first, then tanks, then anti-air, then copters, then mid tanks,
followed by any other units he creates. Unless you’re planning for a
long battle, don’t bother making infantry and APCs and etc, since they
aren’t worth it by the time they actually do something. Remember,
depending on your team you’ll want to build different units to make up
for any imbalances you have.
Andy is the central player on the map, and his units have the
shortest path into Sturm’s territory. Since the technique and power
score rests on him, don’t let him lose too many units, and make sure he
gets to destroy a large amount of units in one day. Andy should
generally build tanks and anti-air units.
The teammate on the left hand side is a minor one, since they
have a long path to reach the main battle area in front of Andy’s
territory. Use them to take the first meteor strike hit, and then
rebuild and send what’s left up to support the final push into Sturm’s
territory. Try to capture the airport and factory before the cities in
the middle, in order to produce units that will get to Sturm fast
enough.
Max is a smash hit on the battlefield against Sturm. The only
problem is that his units will take a while to reach the front lines,
and unless you have Sami as your right hand teammate, he will be the
one taking the first meteor strike. Try to get his units up into
Sturm’s face as fast as possible, and create tanks and anti-air units
to move up and support Andy at the bridge. In the final stretches of
the level, Max and Kanbei combined can provide the firepower to really
rip Sturm a new one.
Grit is a good teammate, and works well with Eagle and Kanbei.
Since it takes him so long to get up into attack range, the best place
to attack from is the mountains to the left of Sturm’s territory. If
you’re going to create any units, make artillery and anti-airs.
Olaf is a decent teammate, but his CO attack is worthless, since
it slows down his teammates as well as Sturm. Since his units are all
average like Andy, it’s best to just move whatever he’s got north and
at Sturm as fast as possible to provide late game relief.
The teammate on the right hand side will be a major assistant to
Andy, and will have to use their units to protect Andy’s units from
attack. They can immediately move up and combine with Andy’s forces to
provide much needed support.
Sami is unfortunately the weakest of the teammates on the map,
and she will make the map much more difficult to win. Then again, if
you didn’t fill any of the requirements to get at least Kanbei or Drake,
you were pretty much asking for her by playing so poorly. Her mechs
are too slow to reach the front lines fast enough, her infantry are
near worthless, and all of her direct combat units are weakened. You
should try to build distance units which are not penalized, and APCs &
mechs.
Kanbei is a good teammate, and he comes with a massive amount of
expensive and powerful units. Since his mid tanks are a bit slow, he
may take an extra day moving in to support Andy. Use his superior unit
strength just like you would with Max, and don’t bother building much,
since he has all he needs to help Andy out.
Drake is a decent teammate. His CO attack is mostly useful
because it drains Sturm’s funds away when his units are automatically
repaired. Stay away from air units, obviously, and support Andy with
well rounded tactics, since he average with all ground units.
Eagle is the best teammate to have on the right hand side. He
can almost immediately move in with powerful air units and his CO
attack can easily rend Sturm apart. His ground units are average like
Andy, but the real advantage are the air units he has immediately at
the start of the level. While other COs will have to capture the
airport and build air units, Eagle has two fighters, two copters and a
bomber all ready to move out and trash Sturm, as well as two helpful
mid tanks. His initial unit costs combined are worth more than 125,000
funds. With Eagle on your team, it’s best to focus on destroying the
copter and anti-air units, so that Eagle can move his air units in with
maximum force without being quickly destroyed.
Walkthrough:
Day one, Andy, begin capturing the air port and factory, move
your APC one north two east, your transport copter two east, your
missile launcher north, your west anti-air three north two west, your
east anti-air three north two east, your mid tanks east and north of
your missile launcher, and your copters two north.
Day one, left hand teammate, move your anti-air and missile
launcher units north, followed by the other ground units, and create a
tank.
Day one, right hand teammate, move your units north, create a
tank.
Day two, calculate which air units can be destroyed by each
character and proceed with that plan, maximizing the destruction. It’s
better to leave a bomber alive than a fighter. When destroying the air
units, try to clear up the road between Andy and his right hand
teammate, so that his units can move through to attack on day three.
Sturm will move his tanks, anti-air units, copters, and mid tanks in a
random position at the bridge.
Day two, Andy, destroy the air units with your anti-air units and
missile launcher. Move your APC two east one north, and your mid tanks
to the north and east of your missile launcher. Move your two infantry
south to begin capturing the south cities. Create a tank. Depending
on how Sturm moves his units at the bridge, you may have to adjust the
APC and transport copter, but it should almost always work out ok.
Day two, left hand teammate, destroy the air units and position
your units to take the first meteor strike. Remember that you don’t
need to jam every single unit together, just enough so that Sturm picks
the left hand teammates’ units to be attacked. You should be able to
take the hit and still have two or three units not in the meteor strike
range, and don’t waste your infantry needlessly by throwing them in the
mess. If you have about 50,000 funds worth of units packed together
and keep your other units spread out, Sturm will go for it.
Day two, right hand teammate, destroy the air units and try to
move your ground units into position to attack some of Sturm’s units on
day three. Do not jam the units together or combine them with Andy’s
units, or you may risk a meteor strike hit. Use your APC to zip north
and begin capturing the factory and air port.
Day three, hopefully Sturm has struck the left hand teammate with
the meteor strike, and done almost no damage to Andy. This is the big
day for Andy and the right hand teammate to stick it to Sturm. If you
have Eagle, concentrate on destroying the copters and anti-air units so
Eagle can move in safely, and if you have anyone else, just do as much
damage as possible. With good tactical skills, you can wipe out almost
every unit in Sturm’s invasion force, leaving only a few units left.
Day three, Andy, give Sturm a massive pounding, and don’t let up
for a second. You should be able to destroy three copters, a tank, and
two anti-air units. Leave the units to the right to your right hand
teammate. Save your CO power until day four.
Day three, left hand teammate, move your damaged units north as
cannon fodder for Sturm’s units, to make some small distractions.
Day three, right hand teammate, get in as many hits as possible
through the small passageway. If you have Eagle, slam two tanks, an
anti-air, and a bomber. Sturm should have nothing left but two mid
tanks and a bunch of units in his territory.
Day four, from this point on you have to invade past the bridge
and destroy Sturm. The situation can get very messy, and Sturm has the
terrain advantage on city and forest area. Try to block up the
factories as best you can. If you linger too long and keep destroying
too many of Sturm’s units, he will use his CO attack on day six and
ruin your invasion units.
Sturm has created an inordinate amount of infantry and he has two anti-
air units and a mid tank stationary by his base, along with a copter
and an anti-air or some other weak unit.
Day four, Andy, use your CO power and start wiping out the
infantry. You need to do this quickly to get into Sturm’s base ASAP.
Day four, left hand teammate, keep moving those busted units up
to distract the enemy.
Day four, right hand teammate, give Sturm a light pounding, and
do not trigger his CO attack.
Day five, this is the day where you’ll be making in roads to
Sturm’s base. He’ll also be using his CO power, so watch out! Try not
to let your front line units get smashed, instead move a group of units
together that are farther behind, so you can continue making in roads
to Sturm’s base.
Day six – onward, you have plenty of time to force your way into
Sturm’s territory and eliminate his forces. Depending on your CO, use
their units to your advantage and move in fresh units. Don’t let your
units get too crowded, and block up Sturm’s production capabilities so
he won’t be able to use his CO attack from all the units you’re
destroying.
Level 22 – Rivals!
Difficulty: **
Days: 11-19
Technique Limit: 1-3
Briefing:
This is an easy map where you’ll be ruling the skies and kicking
poor Eagle’s butt. The key to winning the map is building fighters and
a transport copter, and not bothering to build any ground troops.
Depending on what Eagle ate for breakfast this morning, he will build
his air units in either the airports near his base, or the air port in
the middle of the map. As usual, you can expect Eagles units to behave
randomly when moving into your attack ranges.
He will build bombers and fighters, so stay alert. You can take
plenty of time on this map, as well. Eagle will have an APC on his
base for approximately eight days, but he will move it eventually. The
best way to jam up the air ports is by injuring one of Eagle’s copters
or bombers to 1hp, so they will sit on the air port until they’re fully
repaired. All you need to build are fighters and the transport copter.
Since you have so few units, you will have to build more if you expect
to lose more than one or two units for a perfect technique score. When
triggering Eagle’s CO attack, make sure he doesn’t have any copters or
fighters that can destroy your transport copter after being able to
move again, or try not to leave him with any decent air units at all.
He may build anti-air units once your fighters are on his land mass, so
be careful. Whatever Eagle has near his base, he won’t be fooled by
your transport copter. He’ll attack your infantry with whatever he’s
got. Near the end of the level, start building ground units so you can
get off three kills in one day, or you can just try it with multiple
fighters. You should have at least four by the time the map is over.
Walkthrough:
Due to Eagle’s unit building randomness, it’s almost impossible
to write a reliable walkthrough. The map is like a War Room map in
that both Eagle and Andy start out with basically nothing but factories
and air ports, so the chance for random behavior is much higher. Build
plentiful fighters and a transport copter. When a fighter is far away
from your fighters, wait for it to approach you. Still a very easy map
to complete successfully.
Advance Campaign Briefing:
Here you are, ready to try out the real challenge that Advance
Wars has to offer. Forget the normal campaign; it was just an extended
training mode. Getting perfect scores in advance campaign levels often
require the abilities of an expert player. Even players simply trying
to pass through the levels will face a number of difficult challenges.
The most important factor in advance campaign scores is time. As
the time limit for a perfect S-rank decreases, you are forced to use
your units with higher efficiency to accomplish the task. Not only are
you under pressure, but you usually have half as many units, and the
enemy twice as more!
There are two special types of levels in advance campaign. The
first is the suicide speed level, in which you are given 5 or 6 days to
capture an enemy base, using your units as cannon fodder to protect the
transport and infantry. The second type are slightly longer semi-
suicide speed maps where you have to rush to capture a base, but must
also use your units with a higher level of tactical skill before using
them as cannon fodder. There are a couple of easy survival maps, and
some deadly elimination maps.
Since only the speed stat matters, your units now take on an
increased role as decoys, bait, and insulation. Especially in the
suicide speed levels, you will have to trick the enemy AI and give them
no opportunities to break through your defenses and destroy your
transport that’s racing towards the enemy base. In order to get S-
ranks in most advance campaign levels, you will have to work with less
than optimal conditions. You will have to ignore enemies and allow
them to attack you while you accomplish some other task, and take
damage while still completing what you have to do.
You must be familiar with all COs, but especially with the Orange
Star team, since you’ll be playing as them. Use terrain cover to your
advantage, and have a good knowledge of all units and how to use them
well. Know the AI and its behaviors and preferences like a book.
For those of you planning to try for high scores, I think that
the most respectable high score in advance campaign is by taking the
two most difficult paths in the game. These two paths are the Olaf
route, levels A4, A5, A6, and A7, and the Eagle route, levels S14, S15,
S16, S17, and 22. Each Orange Star CO will be faced with the most
difficult levels in the game. The maximum score for the Olaf and Eagle
route is 991 points.
Please remember that the walkthroughs are based on getting
perfect S-rank scores on each level, so the difficulty is decreased if
you plan on taking your time in the level instead of trying for a high
score. The advance campaign guide is not written for players who want
to finish the levels and ‘get Nell’. I assume if you are going to play
Advance Campaign that you are interested in the challenges that it
offers and are competent enough to follow some of the more advanced
strategies necessary to obtain the highest scores. Even with the
walkthroughs, you can’t get through Advance Campaign without using your
brain at least once.
Level 1 - It’s War!
Difficulty: *****
Days: 6
Briefing:
Advance Campaign opens up with a suicide speed level, where you
must rush your transport full speed ahead to capture the base on day
six. You can lose every unit except your infantry and a tank, as long
as you capture the base in time. 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. Allow your
other units to be damaged over your tanks. Don’t get in the way of the
southern rocket launcher; try to work your strategy around its range of
fire. For a basic strategy briefing, on day one move your units
forward, day two move the APC 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.
Walkthrough:
Day one, attack the tank with your tank from the south. Move
your mech northeast, your north infantry one north two east, your north
artillery west of your north tank, load an infantry into the APC and
move it north, move your remaining tank south of your north artillery,
your recon north, and your artillery north of your recon.
Day two, destroy the tank with your mech, attack the artillery
with your artillery and damaged tank from the north. Move the
transport south of your damaged tank and drop your infantry off to the
east. Move your remaining tank two north three east, your remaining
infantry east, your remaining artillery west of your APC, and your
recon west of your damaged artillery.
Day three, load the infantry into the APC and move it three north
two east. Surround the transport with artillery from the south,
healthy tank from the east, and damaged tank from the north. Move your
damaged artillery west of your healthy artillery, and move your recon
one southwest of your damaged artillery. Attack the tank with your
mech from the east.
Day four, move your APC east and drop the infantry west onto the
bridge. Attack the rocket launcher with your healthy tank from the
north. Move the damaged tank west of your infantry.
Day five, begin capturing the base. Attack the rocket launcher
with your healthy tank from the south. Move your damaged tank east of
the mid tank.
Day six, finish capturing just in time for Christmas. Let it
snow, Olaf.
Level 2 – Gunfighter!
Difficulty: ***** 1/2
Days: 10
Briefing:
In this difficult level, you must build a force from scratch to
crush Grit and capture his base by day ten for a perfect score. This
is a semi-suicide speed level, where you will have to accommodate to
enemies running around in your territory while you focus on other areas
of attack.
Manipulate Grit’s CO attack and prepare beforehand when you know
he’s going to use it. Manipulate the AI to your advantage, especially
with Grit’s distance attack units. 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
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. Third, they are cheap,
disposable, and can easily move quickly in swarms to injure and destroy
a group of enemy artillery and rocket launchers. Creating decoy APCs
is a good idea, as well. When rushing your APC through the east
portion of the map, use the distance unit blind spots to your advantage.
Completing the level is complex and difficult. You must build
the APC on day 5 and have a force of two recons, a mid tank, and two
APCs by day 6 to launch off with, and then drop off on day 8 to capture
at 10. You do not have enough time or resources to attack the tank or
build a tank of your own. The tank will be rampaging around your HQ
throughout the level. You can solve this by creating infantry decoys
and using strategic blockades with your other units. Not being able to
kill the tank causes a further problem in that you cannot build Grit’s
CO meter high enough to trigger its use on day 6 while your units are
safely out of range. To solve this problem, you need to send in a
recon to attack one of the rocket launchers early on to increase Grit’s
CO meter. Use master AI manipulation to keep the enemies attacking
decoys, manipulate the distance units into an acceptable formation,
manipulate Grit’s CO meter, avoid Grit’s distance attacks, and rush
through the level. There seems to be a problem with Grit’s distance
units not attacking your units and remaining paralyzed, or fleeing.
This is generally a good thing, but you will have to figure out what to
do afterwards on your own. Get out there and bust Grit’s chops!
Walkthrough:
Day one, move both infantry two west one north, and create two
recons.
Day two, attack the artillery with your north infantry, move your
remaining infantry two west, move your north recon one west and your
remaining recon three west.
Day three, move your south recon two north five east and your
remaining recon five east one south, create a mid tank in the east
factory, move your south infantry one south, and attack the artillery
with your remaining infantry from the south. On day three, Grit may
not behave properly. Grit should attack your north recon with his
recon from the west, his tank should attack the infantry on the river,
and he should move his mid tank two south three west, in the mountain
corner. If he didn’t do that, start over.
Day four, attack the mid tank with your mid tank, the rocket
launcher with your south recon, the recon with your recon from the east
and south infantry from the south, and the artillery with your
remaining infantry from the south. Create a recon in the west factory
and an infantry in the east factory.
Day five, attack the mid tank with your mid tank from the south,
and the recon with your east recon from the east. Move your damaged
infantry one east two north, move your remaining recon two steps east,
move your remaining infantry one east and create two APCs.
Day six, move your mid tank east along the road, load your
infantry into your healthy APC and move both APCs east, and move your
two recons north of your mid tank and north of your damaged APC.
Create a recon in the west factory and an infantry in the east factory.
Day seven, use your CO power. Attack the infantry on your base
with your recon from the north and infantry from the south, the rocket
launcher with your mid tank, and the remaining rocket launcher and east
artillery with your two recons. Move your damaged APC five east one
north, and your remaining APC two north four east. Create two more
recons. Grit may destroy your empty APC, but this is OK.
Day eight, move your APC northeast along the road and drop the
infantry north. Attack the north rocket launcher with your north recon,
move your remaining recon south of the APC, and move your mid tank
south of your recon. Move your two new healthy recons east along the
road, attack the infantry on the base with your recon from the north,
and create a recon and infantry.
Day nine, attack the south rocket launcher with your two recons
from the north and east, and the north rocket launcher with your mid
tank from the south. Begin capturing the base.
Day ten, finish capturing. How d’ya like them grits?
Level 3 - Air Ace!
Difficulty: *****
Days: 6
Briefing:
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, and you must complete
it by day six. That means your transport copter can’t stop to hide at
all. You must drop the infantry off by day four, and the pressure is
on to keep your transport copter from being destroyed. Your transport
copter has barely any movement 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.
You need to destroy four copters and the tank by day two in order
to trigger Eagle’s CO power by day two. On day two, you must also be
simultaneously arranging your units to Eagle’s air units west past your
transport copter while he uses his CO power on day two, so that you
will have less units to deal with in the final stretch on day four and
five. Protect your transport on all four sides by land while he uses
his CO power on day two. Day three, use your CO power; with Eagle’s CO
power-weakened units and your CO power-strengthened units, you should
be able to pulverize his jets and tank. Clear the road of any
obstacles. If your tank is weak, retreat it and use the mid tank in
its place to destroy the tank, and then take out the fighter blocking
the road. Reload an infantry/mech into your APC, and drive it up in
front of the bridge up ahead, dropping the infantry/mech to the east.
This is bait for the bomber up north. Use the rest of your units to
blockade or destroy any air units that are threatening to attack your
transport copter. Move your transport copter out of any air-unit range,
but remember it must be moving full speed ahead, whether to the east or
northeast. To the west, keep distracting Eagle’s bomber and copters,
and make another APC. On day four, you must destroy the bomber, and
also blockade any remaining air units from reaching your transport
copter. Your execution must be perfect and leave no opportunities for
Eagle to destroy your copter. As usual, Eagle may or may not move his
air units into your attack range. But remember that you must trigger
his CO attack on day three.
Walkthrough:
Day one, attack the copter with your north anti-air unit, and the
enemy tank with your copter from the north and mid tank from the west.
Load a mech into the transport copter and a mech into the APC, then
create an APC and load it up with an infantry. Move the transport
copter one south four east, your missile launcher and APC east along
the road, your tank one east five south, move your two remaining anti-
air units east along the road, your artillery one east and infantry
south.
Day two, attack the east copter with your missile launcher, move
your mid tank three east, attack the middle copter with your west anti-
air, and the healthy copter with your east anti-air from the east.
Move your transport copter south of the factory, your tank north of
your transport copter, your remaining anti-air south of your transport
copter, your south APC to the east dropping the mech north, your
artillery east along the road, your remaining APC south of the
artillery and drop the infantry east, move your infantry northeast, and
create an APC.
Eagle’s CO meter will be full after he finishes attacking your
units, so don’t worry if he doesn’t have a full bar at the start of his
day. When he attacks, you’ll want to make sure that at least two
copters and the bomber are distracted to the west by your artillery,
missile launcher, infantry, and APCs. Hold out the fort, and the path
should be relatively clear for the next step. If there are too many
units in your way, or your transport copter was injured or destroyed,
then you’ll have to play around with the arrangement around the
transport copter to fit the situation you’re in. Sometimes all it
takes is switching positions of the mid tank and tank.
Day three, use your CO power. Retreat your tank if it’s still
alive, and attack the tank with your mid tank. Destroy the fighter
that’s on the road with two of your anti-air units and damage the
remaining fighter with your remaining anti-air unit. Load your
infantry or mech into the APC and move it northeast along the road,
dropping the mech east. Move your transport copter east and move your
APC one west, and create an APC.
Day four, move your APC and infantry southwest along the road,
attack the east copter with your anti-air unit, and the bomber with
your remaining two anti-air units. Move your transport copter north of
the base and drop the mech south.
Day five, begin capturing.
Day six, finish capturing.
Level A4 – Max Strikes!
Difficulty: *****
Days: 6
Briefing:
This level is a much more sinister version of the normal Andy Max
Strikes, and the third suicide speed level. You must capture the base
on day five. Olaf isn’t 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. 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 to figure out how
to complete the map with the S-rank.
The major goal of the level is the sea battle and base capture.
You have to move your sub, battleship and lander into precise locations
to manipulate how Olaf will move his battleships, and distract his mid
tank on his base with your risen sub.
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 northeast of the east
factory, one southeast 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.
Walkthrough:
Day one, load an infantry into your lander and move it south two
spaces. Dive your sub three east one north, and move your battleship
south one step. Move your artillery one east, your northern east of
your artillery, your remaining infantry north, your remaining tank
south, move your APC two south two east and create an APC.
Day two, move your battleship one south three east, and load the
tank into your lander and move your lander west of your battleship.
Attack the east battleship with your sub from the west. Attack the
enemy mid tank with your artillery and tank, move your infantry
northeast along the road, move your west APC one southeast and create
an APC.
Day three, attack the east battleship with your battleship, move
your transport four east one south, and rise your sub to the east, next
to the bridge. Move your west APC one northeast and create two APCs.
Day four, move your lander to the south part of the shore and
drop your infantry north and tank east. Move your sub north one space.
Move your battleship east. Move your west APC east, and your remaining
APC one southeast. Create an APC.
Day five, attack the rocket launcher with your tank from the east,
start squatting on the pot with your infantry.
Day six, relieve yourself of this map.
Level A5 – Max's Folly?
Difficulty: **
Days: 6
Briefing:
Back in Max’s Folly, Grit has even more distance units and his
tank coming towards you has been upgraded to a mid tank. Since you
have no technique to worry about, you can get ripped up and still win
the map with a perfect score as long as you stop the infantry from
capturing your base. Use your tanks to zip up and give that infantry
what it has coming.
Walkthrough:
Day one, move your east infantry one southeast, and move your two
artillery units to the west and south of it. Attack the artillery with
your east tank from the south, move your remaining tank northeast along
the road, and attack the rocket launcher with your rocket launcher.
Day two, attack the mid tank with your rocket launcher and
artillery, the south rocket launcher with your artillery, and the north
rocket launcher with your tank from the north. Move your remaining
tank south of that tank.
Day three, attack the mid tank with your tank from the west, and
move your remaining tank east of that tank.
Day four, use your CO power. Attack the infantry with your two
tanks.
Day five.
Level A6 - Olaf's Navy!
Difficulty: ******
Days: 6
Briefing:
Olaf’s Navy requires you to finish the level by day 6 to get an
S-rank. The level is not difficult if you attempt to capture the base,
but elimination in 6 days for a perfect score is almost impossible.
The increase in difficulty comes from the huge force of troops
approaching from the north and east, your decreased forces (one less
infantry, tank, and recon), and even less time to complete the level in.
The real crux of the difficulty in eliminating all of Olaf’s units in
six days is the rocket launcher and tank stationary by Olaf’s base.
Let’s look at Olaf’s units. For the land battle, Olaf has units
in several directions. From the north, 2 mid tanks, 2 tanks, and 1
artillery, from the east, 1 artillery, and 1 mid tank. His stationary
units are 1 mid tank on base, 1 rocket launcher in forest left of base.
By sea, Olaf has 3 battleships, 3 subs, and 3 cruisers. In total, Olaf
has 4 mid tanks, 2 artillery, 2 tanks, 1 rocket launcher, 3 battleships,
3 subs, and 3 cruisers. You have to eliminate all of them by day 6
with a tiny number of units, and barely take any damage!
The battlefield is separated into three zones, and you must
separate your units into three teams to deal with the enemy forces.
The three teams you have are the sea team, the base strike team, and
the southern defense team. Partition your units carefully, there’s
only one right way to do it! The level is extremely precise; you need
to think from day one to day six with all of your units all the way
through. Since you’ll be smashing Olaf’s units every which way but
right, his CO meter will fill up at every opportunity. He’ll use his
power on day one, three, and five. It’s helpful to draw a chart as you
work your way through the level.
Walkthrough:
Using Max. Day one, attack the artillery with your recon, move
your tank two east, move your mid tank two north three east, move your
rocket launcher and APC northeast along the road, and move your
artillery east. Move your infantry/mechs north. Move your lander one
south, your battleship south, and dive your sub one south.
Day two, attack the artillery with your recon, and attack the mid
tank with your mid tank. Move your rocket launcher west of your recon,
your APC west of your rocket launcher, your tank north of your APC,
your east mech northeast, your remaining mech east, your west infantry
east, your remaining infantry one southeast, and your artillery two
east one north. Move your lander south of your recon. Attack the
northeast battleship with your sub from the north, and the northwest
battleship with your battleship.
Day three, move your tank east along the road, attack the damaged
mid tank with your mid tank from the south, and move your APC east
along the road, your north mech east, your remaining mech one north,
your north infantry one east, and your remaining infantry one east.
Attack the north mid tank with your rocket launcher. Attack the
southeast cruiser with your battleship, and the northern battleship
with your artillery and sub. Move your lander south of your artillery.
Day four, move your APC five east, your mid tank north of your
APC, and your tank west of your mid tank. Attack the west most mid
tank with your rocket launcher, the two tanks with your mechs from the
mountain positions, then attack the west tank with your infantry from
the east. Move your recon two west one south. Attack the battleship
with your sub, the northeast cruiser with your battleship, and the west
most sub with your artillery.
Day five, use your CO power. Attack the mid tank with your mid
tank from the east, and your tank from the south. Move your APC north
onto the base. Attack the north tank with your mech from the east, the
north mid tank with your rocket launcher, and the artillery with your
recon from the west. Move your infantry north, and attack the
remaining tank with your remaining mech from the east. Attack the west
sub with your artillery, the south sub with your sub from the north,
and the west cruiser with your battleship.
Day six, take out the trash! Move your recon four west one south
and attack it with your mid tank, attack the mid tank with your tank
from the east, attack the remaining mid tank with your rocket launcher
and east mech from the east, attack the artillery with your recon, the
cruiser with your battleship, and the last sub with your artillery and
sub.
Level A7 – Olaf’s Sea Strike!
Difficulty: ****
Days: 7-9
Briefing:
After the incredible difficulty of Olaf’s Navy, you’d think that
the ‘hidden’ level of the game would be a deadly masterpiece.
Unfortunately, it’s a tad on the easy side, with a leisurely 9 day
requirement and a full armada to mash Olaf’s bath toys into sea debris.
The level poses an above average level of difficulty, since it’s
somewhat tougher than the normal campaign version. Unlike most advance
campaign levels, you can actually finish two days before the perfect
speed requirement (what were they thinking??).
You can picture this level as a Sonja fog of war level with sea
units. Olaf has added all manner of ships into the corners around the
level, and has beefed up his island defense with rocket launchers and
mid tanks. At sea, he has two attack subs and one stationary in the
northeast corner, three attack battleships and one stationary in the
reefs northwest of the base, and three cruisers, one of them stationed
northeast, one in the reefs south of the base, and one in the far
northeast corner reef. On his island, he has two infantry and a lander
by the north shore, a mid tank on the city, a mid tank south of the
curve in the road, a recon in the forest by the south shore, a rocket
launcher in the east most forest, and a rocket launcher in the north
forest.
Move your units forward and turn Olaf’s Sea Strike force into sea
kibbles. You can use the APC to distract the battleships, destroy the
two subs, bait the cruisers into range, and generally wreck mayhem on
poor Olaf. Revenge!
When it comes time to invade Olaf’s territory, move a battleship
into the nearby reef and attack the rocket launchers. Expose the north
rocket launcher with a cruiser and fire. Use your mid tank and tank to
clean up the rest of the units while your battleships tear apart the
mid tanks and infantry.
Walkthrough:
Using Max. Day one, move your south battleship east into the
reef, your south cruiser southeast into the reef, your north cruiser
east into the reef, dive your south one north four east, dive your
north sub three south two east, and move your north battleship
northeast into the reef. Load a tank and recon into the south lander,
and load a tank and mid tank into the north lander. Move your north
lander south of your north battleship and your remaining lander
southeast of that lander. Move your APC one south three east.
Day two, attack the north sub with your north cruiser from the
west, the east battleship with your south sub from the west, the
remaining sub with your remaining cruiser from the south, the north
battleship with your remaining sub from the east, and the cruiser with
your south battleship. Move your remaining battleship three east one
south, and your north lander north and south lander east of that
battleship.
Day three, attack the damaged battleship with your south
battleship, use your CO power, attack the cruiser with your remaining
battleship and north sub from the north, the remaining battleship with
your south sub from the east, and attack the sub with your cruiser from
the west. Move your south lander one east and your remaining lander
one east two south.
Day four, move your north cruiser two east four north, attack the
north battleship with your north sub from the south, and attack the
remaining battleship with your sub from the east. Move your south
battleship one east four north, your remaining battleship four east,
your cruiser four east two north, and your damaged lander one southeast.
Move your remaining lander to the north part of the south shore and
drop the tank east, mid tank south.
Day five, attack the battleship with your sub from the south, and
the cruiser with your remaining sub. Move your south cruiser two north
two east, attack the north mid tank with your two battleships and the
south mid tank with your mid tank from the west. Move your remaining
cruiser four east one south, and move your lander east, dropping the
tank north.
Day six, use your CO power. Attack the recon with your tank from
the west, mid tank with your mid tank from the east, and attack the two
infantry with your two battleships. Rise your north sub one east, move
your cruiser one southeast, and your remaining sub north.
Day seven, attack the two rocket launchers with your tank and mid
tank, the lander with your south sub, and the two infantry with your
two battleships.
Level M4 – Max Strikes!
Difficulty: ****
Days: 4
Briefing:
With Max at the helm, you must destroy all of Olaf’s units by day
four. This time, you have no rocket launcher to play with, and several
of Olaf’s units have been upgraded. In order to complete the level in
four days, charge full speed ahead and toast Olaf’s units with no
hesitation. Don’t retreat at all, use your units to their fullest
extent. Use the APC and lander as bait, and pulverize Olaf. Use your
units carefully on day two to charge ahead and punch through Olaf’s
forces, then clean up the two mid tanks and assorted units.
Walkthrough:
Day one, attack the north tank with your north tank and the mid
tank with your mid tank. Load your mech into your APC and move it four
east one north and drop the mech east, your east tank one north four
east, your two infantry and mech east, your remaining tank five east,
your north artillery two east and your remaining artillery one south
two east. Move your battleship east, dive your subs east, and move
your lander three south two east.
Day two, attack the southwest battleship with your south sub from
the north, attack the battleship that’s one east of your remaining sub,
attack the southeast battleship with your battleship, and use your CO
power. Attack the west tank with your south artillery and south mech
from the south, attack the artillery with your west tank from the north,
the tank on the road with your healthy tank from the west, the tank on
the city with your mid tank from the north, and the mid tank with your
remaining tank from the east. Load your APC with your mech and move it
six east one south and drop the mech south, and move your remaining
artillery and two infantry east.
Day three, attack the south mech with your south infantry from
the north, the north mech with your artillery and 1HP tank, the north
mid tank with your mid tank from the north, the artillery with your
west tank and mech, and the rocket launcher with your remaining tank
from the north. Move your remaining artillery then remaining infantry
east along the road, and move your remaining mech east. Attack the
south battleship with your south sub and the north battleship with your
north sub and battleship.
Day four, attack the battleship with your sub, the mid tank with
your artillery, the mech with your remaining artillery, move your 1hp
infantry west, and attack the remaining mech with your mech and
remaining infantry. Use your CO power, attack the mid tank with your
mid tank, tank, then remaining mech.
Level M5 – Sniper!
Difficulty: **
Days: 5
Briefing:
In this speed map, you must capture the base by day five, the
same speed as normal campaign. The level is actually easier than
normal campaign, since Grit’s artillery near his base has been
‘upgraded’ to a rocket launcher, so that you don’t need to use your CO
power to drop the infantry directly on to the base, since the rocket
launcher has an extra blind spot for your infantry to be safely dropped
into. Not only that, but you can lose as many units as you want and
still get a full technique score.
You must move your transport copter at full speed while engaging
and distracting the ground units coming towards you. 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 zip forward without being attacked. Avoid the missile
launcher range when Grit uses his CO attack, and distract or destroy
the two anti-air, mid tank, and two artillery coming south towards you.
Ignore the rocket launcher on the middle city.
Walkthrough:
Day one, move your rocket launcher southeast along the road,
attack the infantry with your mid tank from the south, load your mechs
into your APC and transport copter and move your APC one east five
south and drop your mech south, and move your transport copter south
and drop your mech south. Move your south infantry south, your tank
two south one east, your recon east of your transport copter, and
attack the tank with your copter from the north.
Day two, attack the rocket launcher with your mech and recon, the
tank with your rocket launcher, the anti-air with your tank from the
west, and the artillery with your mid tank from the east. Move your
APC east, your copter four south, and load your infantry into the
transport copter and move it one south five east.
Day three, move your transport copter east and drop your infantry
east, and move your APC east. Attack the anti-air with your mid tank
from the west, and move your copter north of your APC.
Day four, begin capturing.
Day five, finish capturing.
Level M6 – Blizzard Battle!
Difficulty: ****
Days: 8
Briefing:
The time limit for this level has been extended for you to deal
with the increased number of units coming towards you. 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 enemy forces coming from the north. Once
again, your APC will become a decoy/transport.
You must not let your mid tank or tank be damaged at all. Keep
your units out of distance unit range. The rocket launcher and
artillery will attack your infantry and mech over your APC, so you
aren’t safe there either. You need to destroy the tank and rocket
launcher, then the mid tank and artillery. Remember that the mid tank
on the bridge will not attack unless it can, so keep out of it’s way
until you can safely execute it with your mid tank. One of the reasons
the time limit has been extended is because Olaf will be using his CO
power earlier than day six, so keep that in mind when planning out the
invasion.
Walkthrough:
Day one, move your tank four north two east, your mid tank north
of your tank, your two infantry and east mech north, and load your
remaining mech into your APC and move your APC one east four north and
drop your mech north. Create two infantry.
Day two, attack the west mech with your mid tank from the south,
and the remaining mech with your tank from the south. Move your north
mech northwest, your remaining mech east, your east infantry north, and
load your remaining infantry into the APC and move it two east four
north and drop the infantry north. Move your two factory infantry
north and create two infantry.
Day three, attack the tank with your mid tank from the south, the
mech with your north infantry from the north, the rocket launcher with
your tank from the north, and the tank with your remaining mech from
the west. Begin capturing the northwest city with your mech, move your
north infantry one north two east, the first two infantry you created
east, and the infantry on the factory north. Create two infantry.
Day four, attack the mid tank with your mid tank from the west,
the artillery with your tank from the north, and the tank with your
mech from the west. Move your first batch of infantry east, second
batch of infantry north, and third batch of infantry north, finish
capturing the northwest city and move your remaining infantry east.
Day five, attack the mid tank with your mid tank from the east,
move your tank two east one north, and attack the artillery with your
infantry from the north. Begin capturing the second northwest city,
move your remaining mech east, move your east infantry east, begin
capturing the west south bridge city, move your two north mechs north,
and your two remaining mechs north.
Day six, attack the recon with your mech, the infantry that’s
west of the bridge with your mid tank from the west, the infantry on
the bridge with your tank from the west, move your infantry on the
south bridge north of your mech, and begin capturing all available
cities and the factory.
Day seven, attack the recon with your infantry and mech, begin
capturing the east south bridge city and continue capturing all
available cities.
Day eight, finish capturing.
Level M7 – History Lesson!
Difficulty: ****
Days: 5
Briefing:
This is a quick five day speed level, which is difficult, but not
so bad that you’ll be wasting units left and right to reach the base.
The level isn’t that much harder than normal campaign, so consider this
level an easy ride. Grit has distance units tucked away all over the
map, and you’ll have to destroy most of them to progress safely. Let’s
start with the unit locations. On your territory, there’s a rocket
launcher hidden in the north most forest and an artillery moving around.
On Grit’s territory, there’s an artillery unit in the forest southeast
of Grit’s base, that can only hit his base area when he’s using his CO
attack. On the middle island, there’s an artillery unit in the
southeast forest. And once again, there is the battleship in the
northeast corner of the sea.
Walkthrough:
Day one, move your north tank north along the road, your recon
east of your north tank, your remaining tank north, and load your two
mechs into your south lander. Dive your south sub one east, dive your
remaining sub one north three east, move your north lander north, your
remaining lander north, your battleship one north two east, and your
cruiser one north. Grit may retreat his artillery to the forest, but
just follow the instructions.
Day two, attack the south infantry with your recon, the remaining
infantry with your south tank, move your north lander one north five
east, your remaining lander three east two north, and attack the
artillery with your south tank and battleship. Move your north sub two
north three east, and attack the sub with your cruiser from the west.
Day three, move your recon two east two north and attack the
rocket launcher with your tank. Move your west lander to the south
part of Grit’s base shore and drop off the two mechs. Move your sub
two north three east, and your battleship two north three east.
Day four, use your CO power. Attack the battleship with your sub,
and the east tank with your battleship and damaged mech from the west.
Begin capturing the base.
Day five, finish capturing.
Level 8 - Sami's Debut!
Difficulty: *****
Days: 7-12+
Briefing:
The designers have decided to turn a slightly difficult level in
normal campaign into a nasty level for advanced campaign. You’ll be
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 copters & a fighter positioned mid way across the
map. While you can take plenty of time on this map, it’s still
difficult due to the massive amount of units under Eagle’s command.
Combined with Eagle’s CO attack, this level can be very difficult, and
many players become stuck on it for weeks. Well, I didn’t give the
level five stars of difficulty for nothing!
Let’s start with some unit statistics and battle strategy. Eagle
has five bombers in transit, one fighter in transit, two copters in
transit, one bomber and one fighter stationary by the base, and two
copters and a mid tank stationary near the northeast bridge. You’re
going to have to eliminate the fighters and the copters 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 copter fodder to allow your anti-air units and air
units to survive. Your four most important units are your fighter,
anti-air, and transport copter, and infantry to capture with. Don’t
let any of these units take a scratch. Your other two important units
are the copter, so that you can bait the stationary fighter to destroy,
and the missile launcher, which will help you if you can keep it alive
and healthy (very difficult to do).
Since Eagle has so many bombers but only one fighter, the
strategy of the map is all about using the forest cover to hide your
ground units. Destroy the two copters, and bait the two incoming
bombers to be destroyed on day two. Eagle will use his CO attack, and
you will have to be prepared to handle it beforehand. The strategy is
complicated, and you can’t let your copter be destroyed by the fighter.
On day three, destroy everything you can get your hands on. Take out
the fighter, two bombers, and the tank. On days three to four, move
your tank, copter, and artillery east along the road to bait the two
copters, fighter, bomber, and mid tank, then destroy them all on days
four and five. For the rest of the map, continue moving east, destroy
the bomber near Eagle’s base, bait the mid tank between the two
mountains with your transport copter, block it in with your fighter,
then capture the base. You can take much longer than the fastest
possible time for this map for a perfect score, I’ve tested up to
twelve days, and the limit is probably longer.
To finish the map in seven days, the level layout becomes a
suicide speed challenge. Use your copter to take the first fighter hit,
then use it to bait the second fighter as well while also baiting the
two copters and bomber on day three. Use your CO power on day four,
attack the fighter with your fighter, attack the copter, and blockade
the remaining copter. Drop your infantry into the forest east of
Eagle’s base, let him use his CO power, then move in to destroy the
bomber and block in the mid tank with your transport copter.
Just like in normal campaign, the air units will either move
forward or stay away from your attack range. To solve this, hide your
anti-air, and missile launcher units in the forest, keep your fighter
away from the battle until an opportunity arises, and use the APC to
guarantee a bomber or two will be lured into your attack range. The
tank is also still here and will move randomly units unless you hide
your tanks.
Walkthrough:
Using Max. Day one, attack the west copter with your fighter
from the west and the remaining copter with your anti-air from the west.
Move your tank and artillery northeast along the road, your mid tank
one north two east, your missile launcher north along the road, your
east mech and east infantry north, and your copter four west two north.
Load your remaining mech into your APC and move it one west five north,
dropping the mech east, and load your remaining infantry into your
transport copter and move it north of your copter.
Day two, move your tank five east one north, and attack the tank
with your mid tank from the west. If it’s not there, start over.
Attack the east bomber with your fighter from the south, and the
remaining bomber with your missile launcher. Move your copter
northeast of your fighter, your artillery northeast of your copter,
your anti-air two north, your mech west, your infantry two east, your
APC south of your mech, your copter four north two east, and your tank
five east one north. When Eagle uses his CO attack, any number of
screwy things can happen. If it doesn’t look pretty much like the
screenshot, then start over.
Day three, move your copter east, then attack the mid tank with
your mid tank, the fighter with your fighter from the east, the bomber
with your anti-air (if available, if not, move it one west two north),
and a bomber with your missile launcher. Move your remaining ground
units east along the road. Move your copter one north five east.
Day four, use your CO power. Move your mech two east, attack the
north copter with your anti-air from the south, and the fighter with
your fighter from the east. Move your transport copter east.
Day five, attack the fighter with your fighter from the east, and
the bomber with your anti-air from the south. Move your transport
copter four east and drop your infantry east into the forest.
Day six, begin capturing the base. Attack the bomber with your
fighter and move your transport copter one south two west.
Day seven, finish capturing.
Level 9 - Kanbei Arrives!
Difficulty: *****
Days: 5
Briefing:
The Yellow Comet missions open up with the fourth suicide speed
level. Kanbei is coming at you with a gigantic force, and you have to
slip a transport by him with Sami, capturing the HQ on day five. It’s
just as vicious as the other ones, so be prepared for a struggle. In
order to complete the map, move almost all your units northeast so that
Kanbei moves most of his units northwest towards them, leaving the
south bridge vulnerable. On day two, move your units south and
blockade the enemies from reaching your APC as it moves east towards
the bridge. On day three, provide the mechs and infantry as targets
while you drop your infantry off near Kanbei’s base. Use your APC as a
decoy for any units moving east towards your infantry.
Walkthrough:
Using Sami. Day one, attack the north rocket launcher with your
north mid tank, and attack the north artillery with your north tank
from the north. Move your remaining mid tank west of your other mid
tank, your remaining tank west of the enemy artillery (do not attack
it), your north artillery west of your north tank, your remaining
artillery west of your south tank, and your rocket launcher one east.
Load your south infantry into the APC and move it two east one north.
Move your north mech east and your remaining mech northeast, and your
remaining infantry west of your rocket launcher.
Day two, move your APC two south four east. Attack the southern
tank with your healthy tank from the east, rocket launcher, then mech
from the west, the weakened artillery with your healthy artillery, the
damaged rocket launcher with your mid tank from the south, attack the
tank that is two steps west of your remaining mid tank with your
remaining mid tank from the south, and the artillery with your
remaining tank from the east. Move your mech and infantry east, and
your damaged artillery two south two east.
Day three, move your APC one south five east and drop the
infantry east. Attack the damaged tank with your east mech from the
west, attack the damaged artillery with your remaining mech from the
south, and move your infantry east.
Day four, begin capturing the base and move your APC one
northeast.
Day five, finish capturing.
Level 10 - Mighty Kanbei!
Difficulty: **
Days: 6
Briefing:
You need to take over the base by day 6, and use Sami. It should
be obvious what you’re supposed to do. Just bait Kanbei’s units along
the north road and slip an APC along the south road to capture the base.
Create APCs and welcome the enemies into your territory while you
capture the base.
Walkthrough:
Using Sami. Day one, attack the south tank with your rocket
launcher, and the rocket launcher with your rocket launcher and east
tank from the north. Create an APC in the southwest factory and an
infantry in the west factory. Move your infantry west along the road,
and your remaining tank north of your infantry.
Day two, move your east infantry west, your east tank west along
the road, load your remaining infantry into your APC and move it two
east one south, and create two APCs in the northwest and northeast
factories.
Day three, move your loaded APC five south, your west APC one
east, create an APC in the northwest factory and move your remaining
units west. Create two infantry.
Day four, move your loaded APC six east one south and drop the
infantry east.
Day five, use your CO power and begin capturing.
Day six, finish capturing.
Level 11 - Kanbei's Error?
Difficulty: *****
Days: 9
Briefing:
At first glance, this level seems unfair. Moving your air units
anywhere gets you clobbered, bombers, fighters and copters 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. You have three objectives to
complete in order to finish the map quickly. The first is holing up
and destroying the invading air forces while decoying fighters with
some transport copters. Since you can’t handle all of the air units at
once, distract the bombers and copters with infantry while destroying
the fighters and distracting them with transport copters. The second
is damaging and destroying the infantry on the northeast island by day
six with your copter, which shouldn’t be difficult as long as you
cleared the skies out. The third objective is actively capturing the
cities, including the three northeast island cities.
Walkthrough:
Using Max. Day one, move your units into a 3x3 formation around
your base:
Infantry (create), infantry, infantry (create)
Transport, missile launcher, anti-air
Fighter, copter, infantry
Day two, attack the north bomber with your fighter from the south,
and the fighter with your anti-air and missile launcher. Load your
northwest infantry into the transport, and drop it off at the northwest
island, and use the infantry to capture the cities there throughout the
level. Move your remaining infantry one north, your copter north,
begin capturing the north factory with your infantry on the east
factory, create an infantry in the east factory, and create a transport
copter.
Day three, attack the copter with your fighter from the east, the
south fighter with your missile launcher and the north fighter with
your anti-air from the south. Create two infantry, and finish
capturing the north city. Move your north transport copter four south,
your remaining transport copter one west two north, and your copter
four north two east.
Day four, use your CO power. Attack the northwest fighter with
your missile launcher. Load your two healthy infantry into your two
transport copters, then move your north transport copter three east
four north and drop the infantry north, and move your remaining
transport copter four east three north and drop the infantry north.
Attack the copter with your fighter from the north, and the remaining
fighter with your anti-air from the south. Move your copter three
south four east. Create two infantry and a transport copter.
Day five, begin capturing the mid island bases and the southwest
city. Attack the tank with your copter from the west, and move your
fighter two north six east. Move your missile launcher one south and
attack the bomber with your anti-air from the east. Load your
remaining healthy infantry into your transport copter and move it north.
Create an infantry in the east factory.
Day six, finish capturing the mid island cities and southwest
city and begin capturing the southeast city. Finish off the bomber
with your anti-air. Attack the infantry with your copter from the
south, and move your fighter east of your copter. Move your loaded
transport copter five east
Day seven, attack the infantry with your copter from the east.
Move your east transport copter four east two north and drop your
infantry north. Load the two mid island infantry into the two
transport copter and move them north and east of the forest, dropping
the infantry units east onto the two cities. Finish capturing the
southeast city.
Day eight, destroy the tank with your copter from the south,
begin capturing the three cities, and move your transport copter north
of the anti-air.
Day nine, finish capturing.
Level 12 - Divide and Conquer!
Difficulty: ****
Days: 6
Briefing:
In this first Sonja level, you have to race your tank, mid tank,
and APC north to capture the base. 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 unit 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 to the northeast of the third curve, there is a rocket
launcher two steps east and one north of the city there in the forest.
And behind the last mountain curve by enemy base, there is an artillery
unit in the upper forest. You must rush your infantry north to capture
the base by day seven, ignoring or hiding from most of the enemy units.
Walkthrough:
Day one, move your two infantry east. Attack the rocket launcher
with your northwest tank. Move a mech north, then attack the rocket
launcher with your remaining mech. Move your remaining tank one west
four north, and your mid tank and recon east along the road. Move your
APC one northeast, your artillery west of your recon, and your rocket
launcher one east.
Day two, attack the rocket launcher with your two infantry from
the north and west. Load your healthy mech into the APC and move it
one east three north and drop the mech east, then attack the artillery
with your tank from the north. Attack the tank with your rocket
launcher then mech. Move your mid tank, and recon north, your
artillery north along the road, and your remaining tank two east.
Day three, move your mid tank one east two north, load an
infantry into the APC and move it east of your mid tank, and your
healthy tank south of your mid tank. Move your west mech west, your
artillery south, and your rocket launcher north along the road.
Day four, use your CO power. Move your APC north and drop your
infantry east, move your tank north, and attack the rocket launcher
with your mid tank from the south.
Day five, begin capturing. Attack the mid tank with your mid
tank from the west and tank from the east.
Day six, finish capturing.
Level 13 - Sami Marches On!
Difficulty: ***** 1/2
Days: 6
Briefing:
Sonja has made this capture level more difficult for you,
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 six 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 at all. With that said, let’s get cracking.
Walkthrough:
Day one, load your mid tank and south infantry into the south
lander and move it to the west part of the south shore, dropping the
infantry south, mid tank east. Load your APC and infantry into the
north lander and move it to the west edge of the north shore, dropping
the APC north and infantry east. Move your mechs and rocket launcher
one east, and create two infantry. Move your battleship two south,
your cruiser two south one east, and dive your sub north of your
cruiser.
Day two, attack the mid tank with your rocket launcher, and move
your north infantry north and begin capturing the city. Move your two
landers to the south and northwest of the rocket launcher. Load the
south mech and infantry into the north lander, then move your factory
infantry one north two east and create two infantry. To the south,
attack the tank with your mid tank from the south, and begin capturing
the factory. Destroy the battleship with your battleship and sub, and
move your cruiser three east.
Day three, attack the mid tank with your battleship, and finish
capturing the city with your infantry. Load the south lander with a
mech and infantry. Move the north lander three north one east, and
drop the mech north infantry east. Move the south lander one north six
east and drop the mech north infantry east. Create a lander and load
it with the two infantry. Destroy the sub with your cruiser from the
west, and move your sub two east two north. To the south, attack the
tank with your mid tank from the north, and finish capturing the
factory.
Day four, use your CO power. Attack the battleship with your sub
from the north, and move your cruiser three north three east. Capture
the factory with your mech, the sea port with your infantry, the city
with your remaining infantry, and the two cities to the north with your
infantry and mech. To the south, move the lander to the west bit of
south shore and drop the infantry off. Attack the tank with your mid
tank from the north and your damaged infantry from the east, then
create a mech in the south factory.
Day five, finish capturing the locations on the north island.
Attack the battleship with your sub from the north. To the south,
attack the west tank with your mid tank from the east. Begin capturing
the sea port and city with your infantry and mech, and create a mech in
the factory.
Day six, finish capturing.
Level 14 - Sonja's Goal
Difficulty: ***** 1/2
Days: 7
Briefing:
The final battle against Sonja is a difficult semi-suicide speed
level, where you will have to rush up and capture the base by day seven.
Sonja has two bombers, three copters, 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.
Your first objective is handling the sea and air forces coming at
you, and there are a lot of them. Scramble your units northeast,
speeding past the rocket launcher, copter, battleship, etc. Use your
land units as fodder to distract the copters, bomber, battleship, and
whatever else you couldn’t destroy. Gather your sea and air units
together around the east rocket launcher, bait the fighter with your
copter, land your troops, and capture the base.
Walkthrough:
Day one, dive your sub one north and destroy the sub with your
battleship (make sure it’s destroyed). Move your cruiser five east one
south, and move your copter four north two east. Load a mid tank and
infantry into the lander, and an infantry into the transport copter.
Move your lander west of your copter, and your transport copter one
southwest of your cruiser. Move your anti-air three south one east,
move your missile launcher, mechs, recon, and rocket launcher east,
move your APC two north, and move your tank east along the road.
Day two, attack the copter with your anti-air from the east, and
the sub with your cruiser from the south. Move your battleship two
east, your lander one west, your sub one southeast, and your copter
south of your lander. Move your mechs, recon, and rocket launcher east,
your tank north of your anti-air, and your missile launcher one east
two north.
Day three, attack the west bomber with your missile launcher, the
east bomber with your anti-air, and the cruiser with your rocket
launcher and sub from the north. Move your four east one north, your
cruiser three east one north, your battleship north of your sub, your
transport copter north, your copter one east five north, and your mechs
southeast, and your recon two south two east.
Day four, use your CO power. Move your transport copter four
east, your cruiser north of your transport copter, your battleship
south of your transport copter, your lander one northwest of your
transport copter, and your copter north of your lander.
Day five, move your lander to the west part of the shore and drop
the mid tank north and infantry east, and move your copter north of
your infantry. Move your transport copter three north two east and
drop the infantry east. Attack the fighter with your cruiser from the
south.
Day six, begin capturing with your west infantry. Depending on
whether your transport copter was attacked to 1HP or your south
infantry was attacked to 5HP, you will have to protect your infantry in
different ways. If the south infantry was attacked, move your
transport copter two east and your copter one north. If your transport
copter was attacked to 1HP, surround your capturing infantry with
infantry from the south, transport copter from the east, mid tank from
the north, and copter from the west. If it still isn’t working out for
you, consider taking your sub along for the ride, and having the sub or
the battleship take the rocket launcher hit instead of the cruiser, so
you can destroy the fighter with your healthy cruiser on day six.
Day seven, finish capturing.
Level A15 - Captain Drake!
Difficulty: *****
Days: 9
Briefing:
Andy’s Captain Drake has become much more difficult than the
original map. Drake has added an extra battleship, and has a huge army
of units proceeding west towards the southwest island. The added
difficulty comes from the need to capture a city on the southwestern
island before Drake’s troops overwhelm the area, and finish the map by
day nine. Drop the tank off on the middle island destroy the infantry
while staying out of battleship range. Drop off your infantry on the
east island first, then the middle island with your infantry. 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. There is an infantry moving
towards the southwest island that will capture both cities by day nine
unless you injure it.
Walkthrough:
Day one, load your tank into the lander and move it five south
one west and drop the tank east. Dive your north sub two west three
south, your remaining sub two west three south, move your APC one west,
your artillery and mid tank south along the road, and create two
infantry.
Day two, load the infantry into the APC and move it south, begin
capturing the city near your base with your remaining infantry, move
your lander one east five north, and create two infantry. Move your
mid tank two south, and your artillery four south. Attack the
battleship from the east with your sub, move your remaining sub two
west three south, and attack the west infantry with your tank from the
north.
Day three, attack the tank with your mid tank from the west, the
mid tank with your artillery, the battleship with your healthy sub from
the north, and the west infantry with your tank from the north. Move
your APC three south and drop the infantry west, move your sub one west,
load your two infantry into the lander and move it five east one north
and drop the infantry off. Finish capturing the city near your base
and create an APC in the west factory.
Day four, use your CO power. Attack the tank with your mid tank
from the south, the battleship with your healthy sub from the south,
and the infantry with your tank from the east. Move your artillery
north, rise your sub west, move your lander one south five west, and
your APC south along the road. Begin capturing the southwest,
northeast, and northwest (by your base) cities, and create two infantry.
Day five, if it’s raining on this day, start over from day three.
Attack the infantry with your mid tank from the south, the infantry
with your tank from the north, and the battleship with your sub from
the south. Finish capturing the northwest, southwest, and northeast
cities, load your two infantry into your lander and move it move one
west five south and drop the two infantry off.
Day six, attack the battleship with your sub from the south.
Begin capturing the two middle island cities (doesn’t matter which
ones).
Day seven, finish capturing the two middle island cities.
Day eight, begin capturing the remaining two middle island cities.
Day nine, finish capturing.
Level M15 - Captain Drake!
Difficulty: ***
Days: 4
Briefing:
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
four days, much like the normal campaign mode. Just use fine tuned,
battle worn sea tactics to win. It’s a bit more difficult than normal
campaign, but still very easy. Drake has added a battleship in the
reef south of the west island, but other than that the map is pretty
much the same.
It is possible to finish the map in four days, but there are a
number of things that can go wrong. Your lander could be blown up, or
the enemy units could shy away from your attack range, or flee in some
strange direction, and there’s always the random weather.
Walkthrough:
Day one, dive all of your subs south except for the sub in the
reef. Dive your remaining sub one east four south, move your east
battleship two west three south, your remaining battleship one east
four south, attack the sub with your cruiser from the north, move your
remaining cruiser four south two west, and load your rocket launcher
into your lander and move it south. When Drake attacks your lander,
make sure it’s only injured to 1HP, not destroyed. If it is destroyed,
start the level over, or continue and finish the map in five days.
Day two, attack the northeast battleship with your subs from the
north and west, move your east sub four south one west, attack the
exposed sub with your east cruiser from the north, move your remaining
cruiser one southwest, and attack the exposed battleship with your
battleship and sub from the west. Move your lander three south three
west and drop the rocket launcher west, and move your remaining
battleship three south one east.
Day three, use your CO power. Attack the cruiser with your
battleship and east sub from the west, the sub with your cruiser, the
east battleship with your east sub from the north, and the west
battleship with your subs from the north and east. Move your
battleship three south one west, your rocket launcher two south one
east, and your cruiser south. If the cruiser doesn’t move out into
your rocket launcher and battleship attack range, try again from day
two or finish in five days.
Day four, attack the east battleship with your east sub from the
north, the west battleship with your west sub from the north, the
cruiser with your battleship, rocket launcher, then east sub from the
north, and the west battleship with your remaining sub from the east.
Level S15 - Captain Drake!
Difficulty: ******
Days: 9
Briefing:
Sami’s Captain Drake is my favorite Advance Campaign level in the
game. The level has added difficulty due to the randomness of the
battle and weather, while still keeping an intelligent tactical
strategy to follow. If you want to challenge yourself to the best
Advance Wars has to offer, this is the level to beat.
Drake has added 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 north. 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 the last city by day nine!
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!
The AI in the level is very random, since there are so many units
and it’s hard to see them and know what they’re doing. You’ll also
have to be dealing with random, changing weather conditions. The
weather seems to change as you continue to move your units on any given
day. It always helps to keep a few movements behind with your saves,
always make sure you won’t get stuck with snow, which will easily
cripple your nine day attempt.
The two battleships to the east will attempt to blast your units.
You must send your subs and rocket launcher to take care of the cruiser
and sub as they approach you from the east, and destroy the two
battleships. Even so, you will be dealing with the two battleships for
the majority of the level. Taking care of the cruiser here is the most
annoying part of the level, since you will have to keep retrying the
map until the cruiser doesn’t barge straight ahead, but keeps its
distance. Now, you don’t necessarily have to do this, but I would
recommend it, because you’ll be able to move your subs farther. You
should dive one sub and keep one exposed to bribe the cruiser. Unload
your rocket launcher on the road and move it into the western piece of
forest that’s on the north part of the land. Once the cruiser is in
view, blast it with your rocket launcher and subs. After that you
should dive your other sub as well. The enemy battleships may move
around in different spots, depending on the AI and what units you have
available for the battleships to attack on the land mass.
Instead of trying to barge into Drake’s territory, you must use
your battleship, cruiser, and a lander to move south. Drop a mech off
on the southwest shore of Drake’s as yet unoccupied territory as fast
as possible, and capture the city next to the shore. There will be a
sub, cruiser, and battleship to deal with. What you should do is
destroy the sub with your cruiser, keep the battleship without targets,
and keep your battleship in the reef close to your starting island.
Keep your lander safely away from all attacks. It’s a basic naval
exercise.
Now, the largest part of the battle will be on your land mass.
Capture the factories and cities as fast as possible. The key to
winning is decoys, strategic losses, being comfortable with enemies
crawling all over your land mass, and using your capture abilities.
Create only infantry and APCs to take the heat off your units, and try
to keep your combat units alive as long as possible. Provide range
support with your battleship in the reef and your rocket launcher. Pay
attention to the enemy infantry and mechs trying to capture your cities,
don’t let them capture anything. Concentrate on the closest cities,
and attempt to capture the city to the southwest on your land mass last.
If you’ve finished the map the normal way, try capturing Drake’s base
by day six! Actually, this is an extremely easy way to wimp out of the
level and still get a perfect score, but do whatever you like.
Walkthrough:
Day one, dive your subs south, move your battleship south, and
your cruiser one west three south. Load your east infantry and east
mech into your north lander and move it south.
Day two, move your south lander one west four south, your
remaining lander two east five south, your two subs west and south of
your south lander, your battleship one west four south, and your
cruiser three south two west.
Day three, attack the cruiser with your battleship and west sub
from the west, and the sub with your cruiser from the west and
remaining sub from the north. Move your south cruiser five south two
east, and your remaining cruiser two west five south.
Day four, move your lander east and drop your infantry east mech
north.
Day five, begin capturing with your infantry, and move your mech
one northwest.
Day six, finish capturing.
Level A16 – Naval Clash!
Difficulty: *
Days: 10
Briefing:
This level is incredibly easy. 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.
Now it was possible to eliminate Drake’s units in normal campaign,
but here Drake has three mid tanks and even more battleships, subs, and
cruisers. So if you want an extra challenge, just try to hold your
ground and survive!
Walkthrough:
Day one, load your missile launcher into the north lander and
move it three north two east.
Day two, move your north lander one south three east.
Day three, move your north lander one north three east.
Day four, move your lander three east.
Day five, move your lander three east one north.
Day six through nine, just keep ending your turn.
Level M16 - Naval Clash!
Difficulty: ****
Days: 6
Briefing:
Max’s Naval Clash has become a bit tighter, since you need to
destroy more units in the same amount of time. You need to destroy all
the units by day six, 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, and 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, there is an extra battleship in the reef directly to
the east of your sea units. Destroy the closest battleship, then the
southeast battleship, and finally the north one. Land a mech and
infantry and take out the mid tank on day two when it attacks your
infantry. Land the rocket launcher and a tank next, execute the tank
and rocket launcher, and execute the cruiser with your battleship.
This is another level where the AI will perform all sorts of
screwy stunts, especially near the end of the level.
Walkthrough:
Day one, move your mid tank, recon, and west tank east along the
road, your APC one south four east, your rocket launcher one east three
north, and your remaining tank north of your rocket launcher. Dive
your west sub four east one south, dive your remaining sub south of
that sub, move your cruiser four east, and your battleship one south
four east. Load a mech and infantry into the lander and move it three
north two east, dropping the mech north infantry west.
Day two, attack the tank with your mid tank from the south, the
sub with your cruiser from the east, the battleship with your subs from
the east and south, and the mid tank with your battleship and mech from
the north. Move your recon five east one south, your east tank one
east, your lander south, and load your lander with your rocket launcher
and remaining tank.
Day three, use your CO power. Attack the mid tank with your mid
tank from the north and tank from the east, the battleship with your
subs, move your lander one east four north and drop the rocket launcher
north tank south, and attack the mid tank with your battleship. Move
your recon two east five north.
Day four, Drake’s tank may attack either your tank or lander. If
it attacked your tank, attack it with your rocket launcher and move
your tank one north, then use it to destroy the rocket launcher to the
north on day five. If it attacked your lander, attack it with your
tank and follow the instructions. Attack the mech with your tank from
the south. Move your recon one south, your mid tank northeast along
the road, your subs north, your battleship two east, and your lander
one east.
Day five, attack the cruiser with your battleship and two subs
from the north and west, the mech with your tank, the infantry with
your mid tank, move your lander two east four north, and attack the
rocket launcher with your tank. Move your recon north of your mid tank
and your rocket launcher two west one south.
Day six, attack the battleship with your subs, the tank with your
tank, and the mid tank with your mid tank. Use your CO power and
attack the mid tank with your tank.
Level S16 – Naval Clash!
Difficulty: ****
Days: 6-10
Briefing:
This map would be much harder if the developers forced you to
speed your units up, but you can take a leisurely ten days invading
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 landers as decoys. The faster you decide to
pace yourself, the more difficult the level will be.
Continually drop off your units at the shore with your landers,
and drop two mechs off at Drake’s north shore to capture. Start out
with tank and mid tank, then tank and rocket launcher, then drop off an
APC and recon. Move slowly and carefully, and use the forest cover to
your advantage. If you send your units into forest instead of
attacking the enemy units ahead of you, you can ambush them as they
move towards you. Use intelligent land tactics, FOW tactics, and
Sami’s Mechs & CO power to your advantage. If you want to finish the
map in six days, you’ll have to drop off a tank and APC on day two at
Drake’s north shore, and drop off two mechs on the north shore on day
three. The AI will behave randomly with its units, so you may have to
devise a plan for your own situation. If you feel uneasy, just take
the level slowly.
Walkthrough:
Day one, move your battleship four north one east, dive your sub
three north, and move your cruiser one north five east. Load your east
tank and mid tank into your east lander, and load your APC and tank
into your west lander. Move your west lander one east six north, and
your remaining lander five west two north, and drop the mid tank west
tank north. Move your rocket launcher one east, your east infantry
south, and your remaining infantry two west one south.
Day two, attack the lander with your sub, move your north lander
three east four north and drop the APC north tank east, attack the
rocket launcher with your battleship, move your mid tank north, your
remaining tank one west four north, your cruiser two north, your
remaining lander south, and load that lander with your two mechs.
Day three, attack the sub with your cruiser and rocket launcher,
and the lander with your sub. Move your east tank three west one north,
your north lander two south two west, your remaining lander one east
six north, your mid tank three north one east, attack the tank with
your battleship and the west rocket launcher with your remaining tank.
Day four, move your west lander three east four north and drop
your mechs off west and north. Attack the west rocket launcher with
your mid tank, the remaining rocket launcher with your tank, and the
north mid tank with your battleship.
Day five, use your CO power. Attack the west mid tank with your
battleship and mid tank, begin capturing, and move your north lander
two south.
Day six, finish capturing.
Level A17 – Wings of Victory!
Difficulty: ****
Days: 5-8
Briefing:
This level is very similar to Sami’s Wings of Victory, with fog
of war, and all of the extra units in Sami’s stage. As Andy, you won’t
have the advantage of capturing the base at lightning speed, or taking
a bomber hit and still being able to capture Eagle’s base. To
compensate, there is no bomber in the northeast corner of the map, and
the speed requirement is a lengthy eight days, even though you can
still complete it in five days just like Sami’s stage. Since your
technique doesn’t matter, the point of the level is to distract the
bombers with your ground troops while zipping your air units ahead,
punching through the two fighters and anti-air units to capture the
base. As usual, the fighters and bombers will be behaving erratically.
In order to finish the map quickly, you need both fighters to
move up into the northwest mountain passage, and be able to destroy
them quickly with your anti-air and fighters. On day two, you should
destroy one fighter and injure the second one, and hit an anti-air with
your bomber. Move your transport copter eastward and protect it with
your units, making sure it can only be hit by at most two units. On
day three, drop your infantry off, destroy the fighter, attack the
stationary bomber that is northwest of Eagle’s base, attack the second
anti-air with your bomber, and damage as many bombers as possible with
your anti-air and missile launcher. Your drop off point is the forest
northwest of Eagle’s base. On day four, start capturing and blockade
your infantry from the bomber in the southeast corner. Day five,
finish capturing.
Walkthrough:
Day one, load your infantry into the transport copter and move it
two north three east. Move your fighters northwest and west of your
transport copter, your bomber north, your copter one east five north,
and your missile launcher and anti-air north.
Day two, move your recon four east two north. If both fighters
haven’t moved close up into your attack range, start over. Attack the
west fighter with your anti-air from the west, and the east fighter
with your two fighters from the south and east. Move your transport
copter three east, your copter five east one north, your missile
launcher northeast along the road, your rocket launcher two north one
east, your APC one north three east, and attack the anti-air with your
bomber from the south.
Day three, use your CO power. Attack the anti-air with your
rocket launcher, the fighter with your west fighter from the east, and
the mech (if it’s in your way) with your bomber and copter from the
north and east. Move your transport copter five east and drop the
infantry east, and move your remaining fighter five east.
Day four, begin capturing. Move your fighters south and
southeast of your infantry.
Day five, finish capturing.
Level M17 - Wings of Victory!
Difficulty: ****
Days: 4-6
Briefing:
Eagle has added several air units and fog of war to this map,
making it more difficult than before. The real challenge is destroying
all of Eagle’s units by day four to six. Your elimination efforts will
be hampered by the fog of war, as well as the huge number of units
Eagle has been supplied with. In order to finish the map by day six,
you must rush your units out in full force, demolishing everything in
your path. To the north there are three copters, two bombers, two mid
tanks, a tank, and two infantry. To the south there are two bombers, a
copter, two fighters, an infantry, a mid tank and a tank. The two
fighters and the anti-air unit in the south portion of the map are your
primary targets. To the north, hide your tank and mid tank in the
forest along the north road, then come out on day three to destroy the
infantry units, tank, and possibly anti-air.
Just as a warning, the screw up potential on this level is very
high. Not only will Eagle’s units shy away from your attack range, but
his fighters will attack different units randomly, and he will move
some units like the anti-air either to the north or south.
Walkthrough:
Day one, move your south fighter one north six east, and your
tank three east three north. Attack the north mid tank with your mid
tank, the south mid tank with your bomber from the west, and the
fighter with your remaining fighter from the north. Move your copter
two east, your missile launcher two north one west, your rocket
launcher north, your infantry south, your mech one north, your APC
three south one east, and your south anti-air one north four east.
Day two, move your infantry east along the road. Attack the
copter with your missile launcher, the bomber with your north anti-air
from the west, the copter with your damaged fighter from the north, the
anti-air with your bomber from the west, use your CO power, attack the
infantry with your copter from the west, the west fighter with your
remaining anti-air, and the remaining fighter with your remaining
fighter from the west. Move your tank four east one north and your mid
tank four east one north.
Day three, move your tank four east one south and your rocket
launcher northeast along the road. Attack the bomber with your missile
launcher, the copter with your anti-air from the north, the south tank
with your bomber from the west, the remaining tank with your mid tank
from the west, the bomber with your damaged fighter from the south, the
copter with your remaining fighter, and the north infantry with your
copter from the south.
Day four, attack the fighter with your anti-air, the mid tank
with your copter from the south, the infantry with your rocket launcher,
the remaining infantry with your mid tank, move your bomber two south
two east, and attack the bomber with your fighter. The enemy could
have done a number of things, so just try to work it out. Finishing in
five or six days is still a perfect score, so don’t worry if there’s
one or two units you couldn’t get in time.
Level S17 – Wings of Victory!
Difficulty: *****
Days: 5
Briefing:
In Sami’s Wings of Victory, you need to capture the base by day
five in a quick suicide speed map. It’s more difficult than Andy’s
Wings of Victory, due to the addition of a bomber in the northeast
corner of the map, and three tanks coming through the northwest
mountain passage. Even though your fighters need to destroy that
bomber instead of protecting your infantry on day four, your infantry
can still take a full bomber hit on Eagle’s base and finish capturing
on day five. Most often, players become tangled in what units to move
where and what to do with them. You don’t really have to do anything
except eliminate the two tanks, the two fighters, cripple the anti-air
unit, and block the northeast bomber. The rest of your ground units
will just distract the three bombers headed towards your forces from
the east. Read up on Andy’s Wings of Victory for more detail.
Walkthrough:
Day one, load your transport copter with an infantry and move it
two north three east. Move your two fighters northwest and west of
your transport copter, your bomber north, your copter east of your
bomber, your anti-air and missile launcher north, your APC one north
two east, your recon one east two north, your rocket launcher north,
your mid tank two east two north, and your tank east of your rocket
launcher.
Day two, move your recon three east. If both fighters haven’t
moved close up into your attack range, start over. Attack the west
tank with your rocket launcher and tank from the north, the remaining
tank with your mid tank from the south and copter from the east, the
west fighter with your anti-air from the west, the east fighter with
your two fighters from the east and south, and the anti-air with your
bomber from the west. Move your transport copter three east.
Day three, move your transport copter one north six east and drop
the infantry south. Move your west fighter four north five east, and
your remaining fighter east.
Day four, use your CO power. Move your damaged fighter two north,
and attack the bomber with your remaining fighter from the west. Begin
capturing the base.
Day five, finish capturing.
Level A18 – Battle Mystery!
Difficulty: ***
Days: 5
Briefing:
The mission to destroy Drake’s lander has become more difficult,
since you have to finish in four days and Drake has added a good number
of units to his force. He has repositioned his lander to the reef in
the middle of the waters, near the northeast and middle bridge island.
You can’t expose it by land, so you have to move your cruiser to expose
it on day four and destroy it. He has added a sub in the southwest
corner, and a battleship west of the middle bridge, along with numerous
land units.
Send your north cruiser and sub to eliminate the sub and
battleship, and move your south cruiser full speed ahead. Block off
the middle bridge with your mid tank, nail the artillery on the
northeast island with a tank, and use the battleship and rocket
launcher to destroy the lander. Unfortunately, it’s impossible to
finish in 4 days for a perfect score, since the sub to the north blocks
your cruisers path on day two.
Walkthrough:
Day one, move your north cruiser one north five east, move your
remaining cruiser south, dive your north sub one north three east, dive
your remaining sub two east, and move your battleship three north two
east. Load your mid tank and rocket launcher into the north lander and
move it three east, dropping the mid tank east rocket launcher south.
Load a tank into your remaining lander and move it four east two north.
Day two, attack the sub with your cruiser from the east, the
battleship with your sub from the north and rocket launcher, move your
east lander one north five east, and attack the sub with your cruiser
from the east and sub from the west. Move your battleship four east
one south, your mid tank one southeast, and your remaining lander one
north three east, dropping the tank south.
Day three, use your CO power. Attack the mid tank with your
rocket launcher and mid tank, move your east cruiser four east two
south, and attack the battleship with your battleship and sub from the
north. Move your tank one south three east.
Day four, attack the artillery with your tank from the north.
Move your east cruiser three south, your rocket launcher east, and
attack the battleship with your sub from the north.
Day five, move your east cruiser one south four west, and attack
the lander with your rocket launcher and sub.
Level M18 - Battle Mystery!
Difficulty: ****
Days: 7
Briefing:
Drake has added fog of war to the map, has moved his east
battleship in range of his base, added a rocket launcher in the forest
at the west end of the road. Despite these difficulties, you are still
expected to complete the map in seven days for a perfect score. In
order to complete the map quickly, you can’t do a thorough elimination
of Drake’s land units, and you need to destroy both battleships as fast
as possible, using your battleship and sub with landers as decoys.
Don’t bother with most of the land units, instead try to draw them away
from Drake’s base so that you can capture safely. Since you have no
technique penalty, feel free to use your units as fodder. Using the
forest cover is essential to hiding your units while drawing the ground
units towards your exposed bait.
Walkthrough:
Day one, load your tank and mid tank into the west lander and
move it one west five north then drop the tank north mid tank west.
Load your west infantry into your APC and load your APC into the east
lander then move it one west four north. Move your battleship two east
two north, dive your sub one east four north, and move your cruiser two
east four north.
Day two, attack the anti-air with your mid tank from the east,
the tank with your battleship and tank from the east, and sub with your
cruiser from the north. Move your sub east, your east lander four east
two north, and your remaining lander five south one east. Load that
lander with your recon and rocket launcher.
Day three, attack the battleship with your sub from the south.
Move your battleship east, your cruiser four east two north, your east
lander two east, and your remaining lander one west five north then
drop the recon north rocket launcher west. Move your mid tank one east
three north, and your tank two north two east.
Day four, attack the battleship with your battleship. Move your
cruiser one northeast, your sub two north three east, and your east
lander one east three north and drop the APC north.
Day five, move your cruiser east, use your CO power, attack the
battleship with your sub from the west, move your east lander one south
five east, and move your APC two north two east and drop the infantry
east.
Day six, attack the battleship with your battleship and sub, and
begin capturing.
Day seven, finish capturing.
Level S18 – Battle Mystery!
Difficulty: ***
Days: 5-8
Briefing:
Drake’s navy has increased by two subs, a battleship and a
cruiser. Since there’s no technique penalty in Advance Campaign, it’s
still possible to capture Drake’s base in five days while taking plenty
of hits. The basic tactics are still the same: destroy and blockade
the cruisers while baiting the enemy units away from Drake’s base.
It’s actually easier since you don’t need to worry about keeping your
units alive or destroying the subs and battleships.
Walkthrough:
Day one, attack the sub with your two cruisers from the north and
west, move your battleship east, and dive your sub three east two south.
Move your infantry north, your north transport copter five east, load
your south mech into your south transport copter and move it one south
two east, move your north mech west, your south copter west, your
remaining copter one south five west, your recon west, and your rocket
launcher two north.
Day two, attack the middle cruiser with your rocket launcher, and
the south cruiser with your battleship and sub from the east. Move
your two cruisers south and east of the north enemy cruiser and attack
the north enemy cruiser with your copters from the north and west.
Move your west transport copter four south one east, load your infantry
into your remaining transport copter and move it six west one north,
and move your mech west.
Day three, move your north transport copter west and your
remaining transport copter south and drop the mech east.
Day four, use your CO power and begin capturing.
Day five, finish capturing.
Level 19 - Andy Times Two!
Difficulty: ***
Days: 5
Briefing:
This is a five day speed map where you’ll have to use Sami to
bolt towards the base. The problem with this level, however, is that
you must rely on Eagle’s units, which are always unpredictable. The
level is usually never the same twice. There will be situations where
five days is simply not possible and you’ll have to start the level
over. The success rate is much higher than the failure rate, though.
Move your transport copter east, northeast, then north, dropping
the infantry off on day three. Use your CO power on day four to begin
capturing, and finish on day five. You need to destroy the missile
launcher near Sturm’s base, in order for your infantry to move north to
begin capturing on day four. The safest and most reliable way to get
rid of the missile launcher is by loading your lander with a mech and
infantry, and moving your battleship, sub, and lander northeast to the
shore by Sturm’s base. Use some naval tactics, drop off the infantry
and mech, then destroy the missile launcher with your battleship and
landed units. Make sure to draw away most of Sturm’s ground units away
from his base in order to make a clean capture.
Depending on what happens between Andy and Eagle, Eagle will be
either left with three fighters, or two fighters & a bomber. If Eagle
is left with a bomber, he will more than likely destroy the missile
launcher for you. If not, though, prepare to take matters into your
own hands.
Walkthrough:
Using Sami. Day one, load your lander with a mech and infantry
and move it north, load your transport copter with an infantry and move
it east, move your rocket launcher one west two north, your mid tank
north, dive your sub four north, and move your battleship north.
Day two, move your transport copter four east three north, attack
the battleship with your sub, move your battleship four north, and your
lander two east.
Day three, move your transport copter north and drop your
infantry north, attack the battleship with your sub, move your
battleship two north three east, and move your lander two north five
east then drop the mech east infantry north.
Day four, attack the battleship with your sub and battleship, use
your CO power, attack the missile launcher with your mech from the west,
begin capturing the base, and move your remaining infantry two north
(or block the bridge somehow). Conditions on this day are the most
random, so deal with them however you can.
Day five, finish capturing.
Level 20 – Enigma!
Difficulty: ****
Days: 12-23
Briefing:
Sturm has added two extra mid tanks, a rocket launcher, some
infantry and mechs, and fog of war to the map. The fog of war provides
the greatest increase of difficulty, since the map is covered in forest
terrain and it’s difficult to see far enough when closing in on Sturm’s
base. If you play the map well, you can complete it in twelve days,
although the limit is a very long twenty three days. Luckily, the AI
is much less random, since it will move into forest with impunity and
will not notice your units hidden in forests as much, so it won’t put
more thought into whether to retreat or advance. Max is still the best
choice here.
You should follow the same tactical strategy as you did in the
original Enigma level, moving your forces at full speed up the road to
Sturm’s base while simultaneously preparing and deploying a landing
party by sea. Elimination is the quickest way to end the level,
although you certainly have time to stop up the bases and capture, or
take time to build an enormous force for a guaranteed victory.
When you start out, you won’t be able to punch through the enemy
forces far enough to destroy the rocket launcher on day four. Instead,
load your anti-air into your transport, destroy the bomber with it, use
the APC as bait for the tank, and then use the APC again as bait for
the rocket launcher.
As you move up the road towards Sturm’s base, use the transport
copter and infantry to move next to the forest spaces in order to
reveal the enemy units hiding in them. This will make it much easier
to punch through the area and avoid slowdowns. When you reach the
bridge leading into Sturm’s territory, you’ll have to face the two mid
tanks and rocket launcher, which will slow you down by at least two
days. Do not land your units on Sturm’s closest shore until you’ve
safely eliminated the extra forces on the road and your units are ready
to move in with a joint effort. Otherwise your landing party will be
crushed before you can team up. In other words, take your time until
you’re sure you can move in for a victory, depending on your level of
skill. Three mid tanks and a group of three to four tanks and anti-air
should be able to clean up the area fairly quickly. There will be two
infantry coming across the southwest portion of the mountains late in
the level, so be ready to use your rocket launcher and idle infantry
and mechs to blast them away. As a final note, don’t move your tanks
and mid tanks forward then cancel their movement, or else they will run
out of fuel during the long trek to Sturm’s base.
Walkthrough:
Using Max. Day one, load your north infantry and anti-air
into the lander and move it east to the shore, dropping the infantry
east and anti-air south. Load your north mech into the APC and move
the APC, tank, and rocket launcher south along the road. Move your
missile launcher one southwest, your remaining infantry one west two
south, your mid tank south, load your mech into your transport copter
and move it four south two east and drop the mech off, and dive your
sub three east one south. Create a tank.
Day two, move your APC south and drop your mech south, move your
transport copter one north four west and load it with the infantry, and
begin capturing the northeast factory and middle city. Move your tank
on the factory four south two east, and your remaining tank east of
that tank, move your missile launcher, mid tank, and rocket launcher
south along the road, and move your anti-air south. Create an anti-air
unit. The fighters should move into your missile launcher and anti-air
attack range. If they didn’t, start over.
Day three, move your west tank two east two south. Attack the
north fighter with your missile launcher, the remaining fighter with
your anti-air from the north, the bomber with your anti-air from the
north, and the sub with your sub from the north. Move your remaining
tank two east three south, your APC and rocket launcher east along the
road, your mid tank two south three east, your transport copter four
south two east, and your lander east. Begin capturing the southwest
city with your mech, and finish capturing the middle city and northeast
factory. Create a tank.
Day four, move your lander four west, attack the battleship with
your sub from the north, and use your CO power. Move your transport
copter four south three east and drop your infantry east, attack the
tank with your south tank, the mid tank with your mid tank, the anti-
air with your tank, move your APC one east three south, attack the
infantry on the factory with your west anti-air, and attack the
infantry on the city with your remaining anti-air from the east. Move
your rocket launcher three east, your remaining tank on the factory
four south three east, finish capturing the southwest city, begin
capturing the second middle city, and begin capturing the sea port.
Day five, move your transport copter one south three east, attack
the mech with your rocket launcher, the infantry with your north anti-
air from the east, the remaining mech with your south tank, the rocket
launcher with your mid tank, the missile launcher with your anti-air
and infantry, and the transport copter with your tank. Move your
remaining tank two south three east, your sub one south four east,
begin capturing the second southwest city, finish capturing the second
middle city and sea port, and create a mid tank in the northeast
factory.
Day six, attack the transport copter with your infantry, the tank
with your center tank, the artillery with your mid tank, and the sub
with your sub from the south. Move your east tank two east one north,
your transport copter two north two east, and your remaining tank then
west anti-air east along the road. Finish capturing the southwest city,
move your remaining mech south, move your missile launcher southeast
along the road, your rocket launcher two east one south, move your
remaining infantry west, your lander two east one south, load your mid
tank into your lander, and create an APC in the northeast factory.
Day seven, load your infantry into your APC and move it three
east three north and drop the infantry north. Attack the anti-air with
your damaged tank, the artillery with your west tank, and the
battleship with your sub from the north. Move your mid tank one east
two north, your remaining tank two east two north, your anti-air units
northeast along the road, your missile launcher three east, and load
your APC into the lander and move it four east one south and drop the
mid tank south APC east. Begin capturing the factory with your mech,
the northeast city with your infantry, and create a mid tank in the
northeast factory.
Day eight, use your CO power. Attack the south mid tank with
your west mid tank from the west, the remaining mid tank with your
remaining mid tank from the south, move your transport copter two north
three east, and attack the anti-air with your northwest tank. Move
your east tank three east, your remaining tank two north three east,
your north anti-air two east two north, your remaining anti-air one
east three north, your missile launcher two east, your lander one north
four west, load your mid tank into your lander, and rise your sub two
south. Finish capturing the factory and northeast city, and create a
mid tank in the northeast factory.
At this point, the computer will start to differ from the
walkthrough. With this head start, though, you’re practically
guaranteed the game with a perfect score by day twenty three. Load
your mid tank into your lander and land near Sturm’s base, create a
cruiser to handle the fighter, create anti-air and use the rocket
launcher to attack the infantry and mechs coming from the west, and
close in and eliminate the last of Sturm’s units with your forces.
With three tanks, four mid tanks, and two anti-air units, you can
easily turn the last of Sturm’s resistance into paste, and take much
longer than twelve days doing it.
Level 21 – The Final Battle!
Difficulty: ***** 1/2
Days: 9-10
Briefing:
The final battle against Sturm is all about more units, and he
has a ton of them coming straight for you. This level is different
from the others in that you have to manage unit creation over time and
continue a sustained multi character assault on Sturm. The biggest
factor in slowing players down in this map is the fact that all of your
units can’t be controlled at once. Although it is unique to this level,
you have to be able to take all of your units into consideration when
moving forward, planning out tactical strategies, attacking, and so on.
If you put a weak unit in front, a stronger unit of another character
may not be able to move as far ahead as they could have. If you attack
an enemy with a weak or ineffective unit, you may have blocked off an
attack for another of your characters stronger units. Always keep this
in mind throughout the level, and especially when charging into Sturm’s
territory, where you will have plenty of busted up units.
The key to defeating Sturm is quickly demolishing his invasion
and moving in for the kill. He won’t make many units aside from his
initial force. You must be able to build more units in response to
whatever he’s building on his base, in order to move in and defeat him.
The battle is big and messy, but you need to know everything that’s
going on several turns ahead of time. The levels will always be
different past day two, since Sturm will move his ground units and
copters into different formations randomly each time you start the
level, and he will build different units throughout the game depending
on what he feels most threatened by.
The guide is written with Olaf and Eagle as teammates. Generally,
the teammate on the left is only useful as a supporting role, so as
long as you have Eagle, you should be able to handle the battle fairly
well. In order to get a perfect S-rank, you need to win by day 10, and
perform almost flawlessly. You should manipulate Sturm’s CO attack so
that he uses it on days 3, 5, and 7 or 8. Whenever he’s used his CO
power, crush his units mercilessly. Take a look at the normal campaign
briefings for how to use each CO.
It is not possible to get a perfect speed score with some CO
combinations. For example, Sami and Grit will need a miracle to be
able to finish in ten days. The best CO combinations for the job are
Max/Olaf/Grit and Kanbei or Eagle. If you’ve taken the most difficult
path through the game, you will have Olaf and Eagle, which is a good
combination, but not as good as Max and Kanbei. Any team with Sami on
it will have an incredibly difficult time, and if you were not good
enough to get anyone but Sami, you will probably not be able to pull
off a perfect score for this level, either.
Walkthrough:
Day one, you need to move into position to attack Sturm’s air
units. It’s preferable that you have Sturm move almost every one of
his air units into your attack range, especially his fighters. With
Andy, move the anti-airs to the northwest and northeast, cover the
transport copter from the east and west with copters, move your mid
tanks south of your copters, your APC a bit back, your transport copter
forward one step, your missile launcher forward, begin capturing the
city and factory, and create two infantry. Don’t mess up the enemy
mech formation; you’ll need it intact to survive. With your teammates,
move your units into formation, away from any potential attack, and
create infantry and an APC for both. I recommend saving at Eagle, with
your copters and fighters unmoved. Try experimenting with their
position to get all of Sturm’s air units into your attack range. I
really need to stress this: if you can destroy his entire bomber and
fighter fleet in one day, the map will be that much easier.
Day two, use your tactical ability to destroy as many air units
as possible. Arrange the units of the left teammate so that they will
draw Sturm’s CO attack. With Olaf, I was able to consistently draw
attacks with a column of two rocket launchers, two missile launchers,
and an APC. Move your left teammates other units north for later use.
You need to wall up with Andy and keep his anti-air, mid tank,
and copter units alive, using the enemy mechs as a buffer from attack.
You need to use Sturm’s swarm of units against him, by jamming them up
and making them unable to attack anything. Destroy the mid tank with
your mid tanks, move your copter into the empty space and attack the
mech that isn’t on a city. Move your other copter back, Begin
capturing the airport, move your other infantry next to the missile
launcher, create an anti-air west and infantry east.
Day three, give Sturm’s units a serious pounding. Aim your
sights at his copter and anti-air units. Keep his mid tanks jammed up
and distract the tanks with APCs, transport copters, and infantry.
Sturm’s tanks will not attack your copters, and his anti-air will not
attack your mid tanks, so use that to your advantage. Pay attention to
Sturm’s order of ground unit movement: mechs, tanks, anti-air, copters,
then mid tanks last.
Day four, Sturm’s CO meter is active again, so attack him with
caution. Don’t trigger his CO attack; hold back if you have to. A CO
attack now would be devastating to your combined forces. Eagle’s units
are just now able to move up for an attack on the next day.
Day five, rip into Sturm. Use Andy’s CO attack, and especially
use Eagle’s CO attack. This is the day where you should eliminate all
of Sturm’s invasion force. Arrange Eagle’s units so that his two
fighters, a mid tank, and an APC get hit by the CO attack.
Day six, start moving into Sturm’s territory. Use Eagle’s
smashed air units to pull attacks away from the bridge area, so that
your units have some room to barge in. Don’t let Sturm stalemate your
units at the bridge, or you’ll waste too much time. At this point you
should have captured most of the cities. Sturm shouldn’t have too much
left except for anti-airs, missile launchers, a few mid tanks and tanks,
and some air units. Build recons, a few anti-air, and mid tanks. If
he has a number of missile launchers, build transport copters to move
into their range, so they don’t try to flee from your ground units,
which can end up costing you a day or more of wasted time.
Day seven to ten, make it your priority to stop up Sturm’s
factories and especially his air ports. If he makes too many air units,
you’ll end up triggering his CO power destroying them, which could
cripple your frontline forces. He really doesn’t have all that much
left, the real tactical challenge here comes from managing your newly
created units, moving in with effective kills, and blocking his
airports. This is the most difficult part of the level, because it’s
hard to manage everything that’s going on at once, hard to measure what
you need to build and move in to win, and hard to injure Sturm’s units
that are on his cities and factories. Prepare beforehand by measuring
how long units will take to get into Sturm’s base.
Level 22 – Rivals!
Difficulty: ******
Days: 15+
The Advance Campaign finishes with a big bang; a level that I
believe is one of 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 copters, 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
copters. 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. You
must somehow build a transport and move it safely across the wide map
to land and capture Eagle's base.
Trying to play defensively by land is a battle of attrition at
best, there’s no way to win just by playing defensively and hoping that
Eagle will let up. It seems like Eagle has you completely sewn up.
Just listening to all of the copters, tanks and artillery rushing after
me out there in the fog was enough to make my jaw drop in disbelief.
Advance Rivals took me the longest of all the campaign levels to play,
and that was around 5-6 days of effort. After some failed attempts at
stalling out, I realized I would have to hold off the ground invasion,
bait the four fighters, and destroy the copters & 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.
You must defend yourself against Eagle’s copters & bombers with
two anti-air units then a missile launcher on the SE factory (and
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 copter, 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 healthy one
that will stick around. 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 copter. 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 copters 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
copters 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 copters 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 copters. Save your CO
power for this moment when you can destroy the copter in one blow and
injure the fighter. All you need to do is keep your fighters alive in
order to swat the copters 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 copters, and 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.
Walkthrough:
Day one, move your units north along the road. Create an anti-
air unit in the northeast factory and three infantry.
Day two, move your north infantry one northeast, your mechs north,
your anti-air south, and your infantry south along the road. Create
two infantry in the two west factories, and an anti-air unit in the
southeast factory. Eagle should move a copter onto your south airport
and a copter east of your south airport, if not start over.
Day three, move your north infantry one east, and your mechs
north to the two cities. Attack the copter on your south airport with
your anti-air from the north, and the copter east of your south airport
with your anti-air from the west. Move your south infantry one south,
your northwest infantry one south two east, your west infantry one
south two east, and your south infantry one south. Create a missile
launcher in the southeast factory.
Day four, move your north infantry two west one south, your south
infantry one northwest, your infantry that’s south of your missile
launcher one west two south, attack the copter with your south anti-air
from the north, move your remaining anti-air unit two west one north,
your infantry that’s north of your missile launcher one east, and your
infantry that’s west of your missile launcher one south. Attack the
bomber with your missile launcher, create three infantry, and create a
transport copter in the southeast factory.
Day five, attack the north bomber with your north anti-air, the
center bomber with your missile launcher, the remaining bomber with
your remaining anti-air from the north, and the tank with your mech.
Move your remaining mech one south, and your transport copter one north
three west. Move your northeast, northwest, and south infantry to the
east, north and west of your missile launcher. Move your infantry on
the southwest factory one northeast, your healthy infantry south, and
your remaining infantry east. Create three infantry.
Day six, attack the north fighter with your north anti-air from
the north, the southeast fighter with your fighter from the east, and
the southwest fighter with your missile launcher. Move your damaged
infantry two east one north, and the infantry that’s north of your
missile launcher one southwest.
Day seven, use your CO power. Attack the healthy fighter with
your missile launcher, the north fighter with your north anti-air from
the north, and the remaining fighter with your remaining anti-air from
the east. Load your northwest infantry into your transport copter and
move it one north five east, move your infantry on the airport one
southwest, your damaged infantry one west two south, and your remaining
infantry north, west and east of your missile launcher. Create an
infantry in the southwest factory and a fighter in the north airport.
Day eight, move your fighter three south six east, your transport
copter four north one east, attack the bomber with your anti-air from
the east, move your infantry on the south airport two north one west,
and create a fighter.
Day nine, move your west fighter five east two south, your
transport copter two west, and attack the anti-air with your anti-air
from the east.
Day ten, attack the fighter with your fighters from the south
then north. There may be a transport copter to the east of the fighter,
so move around it. Create two infantry in the east factories, and
create a fighter in the north airport.
Day eleven onward – if you’ve reached this far, you’ve gotten to
the easiest part of the level! Carefully move your fighters and
transport copter east to capture Eagle’s base. Since the enemy AI is
so random, there is no walkthrough for this part of the level.
-- END