FAQ #21


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                          a.k.a. Nectaris

                          The Walkthrough!
             For the Turbograpx-16 and Wii Virtual Console
                Author: Cedric Cooks/Oda (Psychopulse)
                 E-mail address: [email protected]

Man, I haven't wrote anything in so long.  I'm starting to get back
into the groove, starting with this game.  I've been addicted to this
for quite some time, and as one of the first Virtual Console releases,
I'd say it's well worth the price.  Plus, there's not real complete
guides for it, either.  I love filling in gaps for games like these.
If you have alternate straegies for some of the levels, feel free to
tell me.


Update History: 8/20/2008

First release.

1. Controls
2. Gameplay Basics
3. Units
4. Walkthrough
5. Cheats
6. Credits
7. Disclaimer
                            -----------
                           (1. Controls)
                            -----------

Turbograpx-16:

Control Pad: Move cursor
Button I: Select
Button II: Cancel
Start: Pause
Select: Switch between "Fight and "Surrender" while paused

Wii Remote (Hold it sideways):

Control Pad: Move cursor
2: Select
1: Cancel
+: Pause
-: Switch between "Fight and "Surrender" while paused

Wii Classic Controller

Control Pad: Move cursor
A: Select
B: Cancel
+: Pause
-: Switch between "Fight and "Surrender" while paused

Gamecube controller:

Control Stick: Move cursor
A: Select
B: Cancel
Start: Pause
Z: Switch between "Fight and "Surrender" while paused


                         ------------------
                        (2. Gameplay basics)
                         ------------------


------------
GENERAL IDEA
------------

There are two ways to win a map in Military Madness.  The first way is
to capture the enemy's prison camp with infantry units, or you can
destroy every enemy unit on the map.  In this turn based strategy game,
you always go first.  You play the Allied forces, and all of your
units, factories, and prison camp is in blue.  Your enemies, the Axis,
own everything in green.  All units are in a group of 8.  Each side has
a offensive and defensive turn per round of rotation.  All maps end
after 50 turns, so if you don't beat it by then, you're units will
rebel against you and you'll lose automatically.

-------------
SHIFT COMMAND
-------------

This is your movement command.  Select the unit you wish to move and a
hexagonal grid will spread out, indicating how far you can move it.
How far you move depends on the unit, as well as the surrounding
terrain.  Select the hexagon you wish to move to and it'll go to that
spot.  Select it again to confirm or press button II to cancel it.  You
can move as many units as you wish, but you can only move your unit
once a turn.

--------------
ATTACK COMMAND
--------------

There are two types of attacking in this game.  Direct attacks, and
indirect attacks.  For direct attacking, you have to move next to an
enemy unit first, and if you move to an enemy, the attack command will
automatically follow, and you can choose which enemy to battle.
Enemies you can attack will have a hexagon around them.  However, if
you move to an enemy and you choose not to attack, that unit's turn
ends.  If you're next to an enemy already, you can attack right away if
you want.

Indirect attacking is different.  Some units can attack from a
distance, allowing you to pick off enemies as they get close to you.
If any units are within range, select attack and the enemies that are
within range will have a hexagon around them.  The minimal distance is
two hexagons for each unit, but the maximum range varies depending on
what you're using.

-------------
GUIDE COMMAND
-------------

This tells you general info about a unit, as well as it's stats.  But
that's what this guide is here for, so only use this as a quick
reminder if you want to.

-----------
END COMMAND
-----------

Ends your offensive turn and passes it to the enemy.  Make sure you've
done everything worth doing before selecting it.

---------------
TERRAIN EFFECTS
---------------

The ground you move on will effect how fast you move, as well as how
much protection it can give you.  These terrain effects do not apply to
air units.

Roads and Bridges: All units move at maximum speed, but you get no
defense bonuses.  Bridges are built over valleys and follow the same
rule.

Flat land:  The Panther and Mule lose some mobility as there's no
pavement.  You get a 5% defense bonus.

Hills: Movement for all ground units is reduced as you travel along
them.  You do get a 20% defense bonus, though.

Harsh land:  The Mule, Panther, and Giant cannot enter this very rocky
area.  Movement is greately reduced, but you get a 30% defense bonus.

Prison camp: This doesn't affect you movement, but you get a 35%
defense bonus if you leave any of your units on top of it.

Mountains: Only the Charlie and Kilroy can enter here.  Movement is
severly reduced, but they get a whopping 40% defense bonus!

Valley: When in the center of the valley, you get no protection.  Only
the Charlie and Kilroy can enter a valley, but the can go no further
than the valley's edge and wait until the next turn to cross it.
Everyone else must cross a bridge or go around it.

---------
FACTORIES
---------

On many maps, you and the enemy will have a factory.  Factory allow you
to store and repair units.  To take out a unit from a factory, move the
cursor over any factory you own and select it.  You'll see all the
units inside.  Then select the untit you want to take out, and then
you'll see hexagons nearby, allowing you to unload it anywhere you want
to.  Units can only be unloaded on roads or flat land, and you can only
take out so many units at a time.  Also, any units that are unloaded
can't be used until the next turn.

For repairing units, select a unit and if the hexagon is over the
factory, move it there and it'll get repaired.  Repairs take a full
turn to complete, so you can't take it out until then.

The yellow buildings are neutral factories.  If you can capture one,
it'll change to your color and you'll own all of the units inside.  If
the enemy captures one, it'll change to green.  Plus, you can take over
factories owned by the enemy, but beware, they can do this to you too.

Finally, you can even see what's in an enemy factory as well as a
neutral one.  You can't use the units, but you can see what you'll have
on hands on or what you'll be up against.

------------------
TRANSPORTING UNITS
------------------

The Mule and Pelican has the ability to trasnport units from one place
to another.  You need to select the unit you wish to load onto the the
transport first, then have it move there.  Transports can only carry
one unit at a time.  Units can board transports, even if they've
already been moved.  However, you can't enter and exit transports in a
single turn, you must wait until the next one.  And if the transport
gets attacked, whatever it's carrying blows up along with it.  As with
factories, the unit that's unloaded must wait until the the next turn
to do anything.  The Trigger and Atlas units can only be moved by
transport, and once unloaded, it can't move again.

---------------
ZONE OF CONTROL
---------------

The Zone of Control (Z.O.C.) is an area where six hexagons surround a
unit.  A unit has force in this area.  If you go into an enemy's
Z.O.C., you can go no farther than one hexagon per turn unless the unit
is destroyed.  A unit can always move at one hexagon if it's surrounded
by enemy Z.O.C.

----------------------------
SUPPORT AND SURROUND EFFECTS
----------------------------

Support effects increase either attack or defense, depending on the
turn.  For support effects to happen, any of your fellow units within
the enemy's Z.O.C. will give you half of their attack power to your
attacking unit, or half or their defense if your unit is being
attacked.  It's always a good idea to use support units whenever
possible, as they can give you the upper hand in combat.

Surrounding is totally different.  To do this, you must surround an
enemy on opposite sides.  This will cause the enemy's attack and
defense power in half, and their movement will be reduced since your
zone of control will override theirs.

Support and surround effects do NOT apply to ranged attacks.

-----------------
BATTLE EXPERIENCE
-----------------

Battle experience is represented as stars.  As a unit fights more and
more it'll gain more stars, making it fight and defend better.  The
most stars a unit can have is 8, and it turns into a big star, meaning
it's maxed out.  Here's how experience is earned:

No stars are earned if the enemy destroys your unit and/or your attack
completly misses the enemy.

A star is earned if your unit takes some losses but survive and/or you
destroy some of the enemy unit.

Two stars are earned if an enemy unit is completely destroy an enemy
unit and/or an enemy attack completly misses you.

Four stars are given to infantry units for capturing a factory.

--------------------
MISCELLANEOUS ADVICE
--------------------

1. While many levels have factories you and the enemy can take over
with ease, there may be moments were taking over a factory you weren't
meant to have can help you.  If you can intercept an enemy infantry
from taking over a factory, you can then take over all the units the
enemy would've had.  You can even capture enemy factories if the forces
are cluttered up nearby.  Be careful, sometimes the enemy will
sacrifice a lot of units to try and take it back.

2. The enemy rarely, if at all, supports their units, so always keep
your units together so they benefit from support.  If they do, they're
either focusing their attack on one unit, or they're trying to squeeze
units through an area.  However, they can definitely use the surround
effects to their advantage, especially if Hunters are involved.  The
whole point of surrounding is the kill the unit completely.  Be aware
that any enemies within your Z.O.C. can still support the unit you're
attacking defensively.  Also, if it survives, the values will revert to
normal, and it may attack the weaker units surrounding it.  But if you
can't kill the unit, the fact it's mobility will be limited can give
you time to have a couple of forces get rid of the enemy.

3. As far as supporting goes, you'll need to take how they attack into
account.  For example, if an Eagle attacks a Bison, and a Falcon is
supporting it, the Eagle's attack won't increase, as the Falcon is for
air combat only.  On the other hand, replace the Falcon with a fellow
Hunter or a Grizzly for support.  Since the Eagle is attacking a ground
unit, and both units attack land units, it'll increase it's attack
power.  Or replace the enemy Bison with a Hunter.  The Falcon will
increase the Eagle's weak attack power to help fight it.  Make sure the
units attack the same type of attack to make the most of it.  This rule
also applies to surrounding enemies.

4. A cheap, but effective trick to preserve your units is to stay near
a factory and when they take too much damage, send them in for repairs
for a turn and take them out on the next one.  It'll almost be
invincible.

5. Transports carrying units can enter factories, so both units can get
them repaired.  However, you'll need to load it onto the transport
again like you normally would.

6. Some enemies can be used as bait to lure enemies to you.  Infantry
units, artillery units, and transports carrying something are a fine
example.  However, don't try to sacrifice too many units unless you
know you'll get them right where they want you, or the map is certianly
yours.  Remember, nurturing your units instead of mindlessly sacrifing
them will help you win a map.

7. Don't pick fights you can't win.  If the attack power is low, but
defense is high, don't even think abot attacking, as it'll either miss
or do minor damage.  A perfect example is that the computer has a bad
habit of having weak anti-air units like the Rabbit and Falcon fire at
enemies, and they miss almost everytime.

8. Every battle seems to have moments of where winning and losing is
simply a matter of luck involved.  This can either work with you or
against you.  Here's some examples:

A. My group of Polars took on a group of Slaggers, and both had no
experience.  My Polars took out every single one of the Slaggers with
no damage and got 2 stars.

B. My Seeker was battling a Hunter, again, with no battle experience,
and my Seekers killed every single hunter with little or damage to
them.

C. Two Bisons fight with no experience.  A few times, the enemy Bisons
blew my unit away, while other times it's the opposite.

D. You surround an enemy and it still survives when it could've just as
easily been blown up (Slaggers are infamous for this).

Since the element of luck happens from time to time, this may affect
how your strategy will go for the rest of the level.  You can always
restart the level if you don't like the way things are going for you.

9. Don't stress with capturing the prison camp.  Try to plan all
victories on each level by getting rid of all enemy presence.  On the
other hand, if you're desperate, have a fullproof plan, or see an
opportunity, go for it, but be sure you know what you're doing.

                                  --------
                                 (3. Units)
                                  --------


--------------
INFANTRY UNITS
--------------

These units are best used for capturing factories and, if nescessary,
the prison camp.  They're also great bait units, but make sure it's a
sacrifice worth making. Try to keep them out of combat as often as
possible.  On the flip side of the coin, try to stop them from taking
over your factories or the prison camp.

CHARLIE GX-77

Shift: 3
Attack Land: 10
Attack Air: 10
Range: 1
Defense: 4

This unit is the weakest in the game, but it's seen on pretty much
every map.  For that reason, you should keep it away from the enemy, or
support it so they don't die as quickly.  The computer has a nasty of
habit of trying to sneak one past the action to capture your prison
camp, so keep your eyes peeled.

KILROY GX-87

Shift: 2
Attack Land: 40
Attack Air: 10
Range: 1
Defense: 10

Replace the puny rifles with rocket launchers and you basically have
the Kilroy.  They're better at attacking ground units at least, but
they just can't take a lot of damage, and if you have to attack with
them, use them as a finishing move.  They come in a tie with Giant
tanks for the slowest units in the game, so move them in a transport if
you can.

PANTHER CBX-1

Shift: 9
Attack Land: 10
Attack Air: 10
Range: 1
Defense: 8

This is the fastest infantry unit.  It better be, because it sucks at
attacking and defending like the others.  It's best use is on maps with
lots of roads, allowing you to quickly seize factories.  Everywhere
else, not so much.  They can't go into harsh land or mountains or
valleys like the Charlie and Kilroy, so you can't take as many detours.
Plan their movements carefully.  Later, they make great bait units.

------------
GROUND UNITS
------------

These are the main units you'll be doing battle with, and you'll need
to make the most of the terrain and support to keep them alive.
They're basically just for ground-to-ground combat.  Some are good for
front-line battles, others are better for supporting.  Regardless,
keeping your ground units alive and making the most of what each one
does will ultimately decide whether you win lose.


BISON S-61

Shift: 6
Attack Land: 50
Attack Air: N/A
Range: 1
Defense: 40

The basic battle tank of the game.  It's about as average as you can
get with this thing.  Try to support it with other units early on, then
when it's experienced, it can play with the big boys.  It's also a good
bait unit if you want to keep your stronger units alive.

LENET TT-1

Shift: 5
Attack Land: 45
Attack Air: N/A
Range: 1
Defense: 30

This is easily the worst tank in the game and the stats do little to
cover this up.  Neither side gets a lot of this tank, and for good
reason.  It can barely put up a fight, and stronger or experienced
units will easily blow it to chunks.  Definitely support it or have it
fire at weak units or ones that don't fire back.  You can also use it
for bait to keep your stronger units.

POLAR PT-6

Shift: 4
Attack Land: 60
Attack Air: N/A
Range: 1
Defense: 60

Here's a tank you'll learn to love.  It has good attack power and
defense, and when the experience is maxed out, it's nearly unstoppable.
The only downside is that it's fairly slow, but it holds it's own in
combat pretty good.  You'll see this tank a lot in your forces, so use
it for front-line battles.

GRIZZLY T-79

Shift: 4
Attack Land: 70
Attack Air: N/A
Range: 1
Defense: 50

This is another tank that'll see some frequent use by you.  It has good
attack power, but the armor is average at best.  But it's a great
support unit to help increase the attack power of other units, and it
doesn't do too badly in combat.

SLAGGER GS-81

Shift: 7
Attack Land: 50
Attack Air: N/A
Range: 1
Defense: 50

For a tank with above average stats, it has an annoying habit of
surviving tough firefights and dishing it out with the best of them.
It's also surprisingly fast, too.  The enemy will use this tank often,
making it all the more annoying.  If you do get one, use it for a
primary attack.  Otherwise, try to surround it and be done with it
ASAP.

TITAN GT-86

Shift: 5
Attack Land: 60
Attack Air: N/A
Range: 1
Defense: 50

The computer will get to use this tank a lot, too.  It has better
attack power, but is thankfully slower.  Even so, this can be a
formidable powerhouse, and can just as easily survive tough battles.
especially against weak units.  Again, try to surround it to put it
away quickly.  This tank is also a good frontline unit, but is just as
good as supporting other units as well.

GIANT HMB-2

Shift: 2
Attack Land: 90
Attack Air: 40
Range: 1
Defense: 80

This is arguably the most powerful unit in the game as far as attack
and defense.  It's tough to take down and a can easily plow through
enemies with exterme prejudice.  It even does a decent job at attacking
aircraft.  But all that power and defense comes at a price.  It moves
very slowly, taking it forever to get to the action unless you move it
in a Pelican.  Furthermore, it's weakness is being surrounded.  That's
the best way to take down one of these units if you're fighting it.

--------------
AIRCRAFT UNITS
--------------

Having a strong aircraft is just as good as having ground units.  They
can fly anywhere on the map and the are the fastest units in the game,
but they get no attack bonuses from the terrain below them.  Gaining
control of the skies as quickly as possible is another key to victory.

EAGLE AX-87

Shift: 10
Attack Land: 70
Attack Air: 20
Range: 1
Defense: 30

This unit is best suited for bombing, and great for surrounding enemy
tanks and Atlas guns.  They're not too good at air combat unless
powerful aircraft or anti air is supporting them, and they can't take a
lot of damage.  It's a good idea to keep them in a factory until the
other enemy planes are destoryed, this way, they can easily bomb
everything from below.

FALCON FX-1

Shift: 12
Attack Land: N/A
Attack Air: 90
Range: 1
Defense: 30

You'll learn to rely on this plane as much as the Eagle.  It's the
fastest unit in the game, and the best for attacking aicraft.  It still
can't take too much damage, but it's speed can get you out of tight
spots unless you're surrounded, and it should stay away from Hawkeyes
and Seekers at all times.  The Falcon is mortal enemies with the
Hunter, and will mainly be used for taking them down.

HUNTER EF-88

Shift: 11
Attack Land: 70
Attack Air: 70
Range: 1
Defense: 50

This is the most versatile aircraft in the game, and one you'll learn
to hate throughout the campaign.  The enemy has lots of this aircraft
while you'll rarely get to use it.  If you do have one, try to make the
most of it's ablities, but you'll mostly fight against it.  Definitely
surround it or weaken it with Hawkeyes before finishing it with a
Falcon.  Surrounding it is also very helpful.

---------------
ARTILLERY UNITS
---------------

These units attack from a distance, allowing you to pick off oncoming
enemies.  However, you'll need to learn that they can only move or
attack in a given turn.  They can't do both, so plan ahead when using
them.  The minimum range of attack is two hexagons, so if any enemies
are next to them, they can't attack.  Keep them behind your tanks at
all times.  These units described below are for ground targets.

HADRIAN SG-4

Shift: 4
Attack Land: 45
Attack Air: N/A
Range: 5
Defense: 30

While this unit has a good attack range, it's easily the weakest, and
should be used to attack weaker enemies in the beginning.  When it has
better experience, then you can help it take out the tanks and do some
good damage.  It's slow speed means it can take a while to get into
position.

OCTOPUS MR-22

Shift: 4
Attack Land: 60
Attack Air: N/A
Range: 4
Defense: 30

It has better attack power, but it's range is shortened to balance it
out.  It may have to get a little more closer than the Hadrian as a
result, but not too close.  Still it's better suited for stronger units
that the Hadrian can't handle early on, and very formidable.

ATLAS SS-80

Shift: N/A
Attack Land: 90
Attack Air: N/A
Range: 6
Defense: 20

This is the most powerful artillery unit in the game, and has the
longest range.  It'll max out it's attack power long before it reaches
a full star, and the computer tends to have them out in advance, and in
numerous spots (This is more common on the advanced campaign).  The
Atlas will instantly blast any ground unit to nothingness, if not do
severe damage.  It only moves via transport, and once set down, it
can't be moved again.  Aircraft can bomb it from below, since it can't
attack aircraft, and when an enemy gets close to it, it's pretty much
doomed.

---------------
MISSILE BUGGIES
---------------

These units have a trick up their sleeve-they can move again after
attacking an enemy.  This makes them the ideal units for hit and run
attacks.  Try to use your shift points wisely, or you might not get
away as far, or worse, not move at all until the next turn.  They have
weak defense too, so support them if you can.

RABBIT MB-5

Shift: 8
Attack Land: 70
Attack Air: 10
Range: 1
Defense: 20

This can be one of your best units to use effectively.  This packs
great attacking power (Except for aircraft) and it's speed is very
fast.  Since it has weak defense, you're best bet is to use it for
surrounding or finishing units off, otherwise, it'll take as much
damage as it dishes out.  Support them defensively if you can, or set
them on hills or harsh to help keep them alive.

LYNX MB-4

Shift: 6
Attack Land: 40
Attack Air: 10
Range: 1
Defense: 20

It's not as fast or powerful as the Rabbit, and it behaves like a
indirect unit.  It's a good hit and run unit, but try to keep it close
to your forces as often as possible, and use it for finishing blows.
It has to be close to an aircraft to attack it, but it's not
recommended or really worth it in the long run.

--------------
ANTI-AIR UNITS
--------------

These are land units that attack aircraft from the ground.  It's great
to have them on hand in case you don't have any planes, or if they need
extra assistance in taking the enemy's air force down.

SEEKER-AAG-4

Shift: 6
Attack Land: 30
Attack Air: 65
Range: 1
Defense: 30

This loves to shoot at aircraft, particularly ones that don't fire back
(The Falcon and Pelican).  Unless you're going to surround, be careful
when attacking Eagles and Hunters, since their bombs can do major
damage to you.  It also attack ground units, but it doesn't do a good
job against them and they'll easily be blown to bits thanks to it's
less than impressive armor.

HAWKEYE MM107

Shift: 5
Attack Land: N/A
Attack Air: 85
Range: 5
Defense: 30

It's the only anti-air artillery unit in the game, but it's definitely
powerful and accurate most of the time.  Any planes that wander into
it's range will pretty much be wiped out or greatly weakened.  Aircraft
will go far out of their way to stay out of it's range, so lure them
with a bait unit they can't resist for best results.

--------------------
TRANSPORTATION UNITS
--------------------

Obivously, they transport units from one place to another. However,
their crappy defense means they should be supported or kept out of
combat.  They are best used for carrying infantry, the Atlas guns, or
the Trigger mines.

MULE NC-1

Shift: 6
Attack Land: 10
Attack Air: 10
Range: 1
Defense: 10

This ground based transport only moves fairly fast on roads, but
everywhere else will slow it down.  It can't go into harsh land either.
For the most part, it needs to be supported most of the time, and it's
very poor combat unit.  If it's transporting a unit somewhere, it can't
attack unless it's being attacked.

PELICAN C-61

Shift: 9
Attack Land: N/A
Attack Air: N/A
Range: N/A
Defense: 10

It's a far better transportation unit than the mule, as it's air based
and much faster.  It's size also allows it to transport the Giant tank.
However, it cannot attack at all, so you must keep it away from combat.
Falcons, Hunters, and Seekers can easily shoot down a sqaudron with
ease.

-----
MINES
-----

There is only one type of this unit, used as support for other units or
to block areas.

TRIGGER M-77

Shift: N/A
Attack Land: N/A
Attack Air: N/A
Range: N/A
Defense: 80

This unit can only be transported in a transport, and when unloaded,
you can't place again.  It has ridiculosly high defense, making it hard
to take down, and a great unit to support with during your defensive
turn.  Only powerful units should try to attack it head on.  The
problem is that it may be hard to try to find an appropriate place to
block advancing enemy units, and if it's surrounded, major damage will
be done to it.  Of other note, you don't need to destroy every Trigger
mine, just the ones in your way.

                             --------------
                            (4. Walkthrough)
                             --------------

---------------
NORMAL CAMPAIGN
---------------

This is where it all begins.  The real levels don't get hard until
about the halfway mark, and this is where you'll to make the most of
what you know in order to win.  For this and the advanced campaign,
I'll give you a general idea of what to do on each level.

REVOLT

Pretty easy, but this is the first level, after all.  Set your Bisons
near the edge of the bridge.  This way, they can only deal with one
enemy Bison at a time, and the support effects will help crush them.
The Charlies are really nothing to worry about, as you can capture the
prison camp long before they do.

ICARUS

Set your Bisons in a line while your Charlies stay behind them for
cover.  Your remaining Bison on the far left should head towards the
lone Charlie.  Again, you should easily plow through the enemy forces
and capture the prison camp with little trouble.

CYRANO

I usually use my tanks to surround 2 of the enemy Bisons to crush them,
while my infantry head towards the enemy Charlie trying to capture the
camp.  Your Bison near the top should go after the Charlie by
surrounding it, while the Bisons deal with the remaining tank, and the
Kilroy and the Hadrian.  The Kilroy is usually nothing to worry about,
so rush at the Hadrian before it does too much damage.

RAMSEY

Starting with this map, you'll need to scroll to see the whole
battlefield.  Send your Charlie to capture the factory north of your
base.  It's also possible to capture the other factory in the center,
though the enemy usually gets it.  One of the Kilroys should act as
bait for the lone Eagle the enemy has, so you can surround it with a
Seeker to easily kill it.  A Slagger and Bison will come from the
southeast, everyone else from the northwest.  Set your tanks on the
hills in the south to get the advantage, while your Hadrian moves
towards the mountains surrounding the center factory.  This way, only
the enemy Hadrian can reach it.  Your tanks should rush the remaining
forces from here, though it may take a while to get through the harsh
land.

NEWTON

Both sides will easily capture their respective factories with no
trouble at all.  Use your Seeker and Hawkeye to put away the lone
Hunter before it causes too much trouble.  The rest of your ground
forces should sit on the hills near the bottom factory.  This way, the
enemy will sit on the road with no protection.  Camp near the factory
you just captured to take out and repair your units.

SENECA

The Giant tank debuts here, and you get it if you're quick enough.
Surround the Hunter on the far end of the map with your Eagle and
Hunter.  Don't let the Eagle attack, just get it into position and let
the Falcon handle the rest.  If Hawkeye and Hunter destroy it, the
Eagle should be able to finish the Hunter off, as it'll be weak.
Meanwhile, load the Charlies onto the Mules and have them go along with
your forces to the 3 factories in the northeast corner.  Capture the
left and bottom factories to quickly overwhelm the enemy.  The one on
the right has a Lynx, but you most likely won't need it.

SABINE

Load the Triggers onto the Mules and take out your Giant, too.  Have
them move towards the two factories in the center and try to capture
the top factory.  Your Giant will take a while to get to the action,
but move it to the bottom road so it can deal with one unit at a time.
Your Mules ahould unload both triggers, one for the top road and the
other for the bottom.  Defend the top factory for the remainder of the
fight.  However, if you can stop the Charlie from capturing the factory
below, quickly send your Charlie in and capture it for an absolute
victory.

ARATUS

Using your Pelicans, have them carry a Charlie and an Atlas to the
neutral factory in the top center.  Group your forces and have them
stay behind while you throw out a Panther in front and support it with
your two Seekers.  Your Hawkeyes, Falcons and Seekrs should finish them
off and you can easily take over the factory and let the Atlas gun
protect it.  Have your ground forces guard it so it doesn't get blown
up.  The rest of your forces should advance forward, plowing through
the enemies.

GALIOS

Send a Mule with a Kilroy to the southwest corner.  Your Charlie along
with your forces should advance to the two factories in the center.
Protect it, as a Hunter will harass it (And should be finsihed with the
Hawkeye and Falcon).  Have it capture the top factory.  Now, try to
have your Eagle get rid of the Charlie trying to take over the Factory
below.  Punch a hole in the ground defenses and try to let your Rabbit
or any ground unit close by try to finish it off.  Then capture the
factory below that and overwhelm them.  Your forces from the southwest
factory will take a while to get there, though.

If they do capture it, retreat to the other factory you captured and
guard it and the prison camp.  Set the Atlas gun nearby and have your
forces protect it.  If you want to capture the factory, lure as many of
the ground forces to you as possible, then ship a Pelican with an
infantry unit and speed it to the factory before they can intercept
you.

DARWIN

Your first Panther will get dibs on the top center factory, the other
Panther captures the other factory in the southwest.  A Mule should
carry the Charlie to the left factory in the center.  Have your forces
stick together while your Hawkeyes and Falcons down the incoming
Hunters.  Defend the top center factory, as most of the action wil take
place here.  Your forces from the southwest factory will take a while
to get there, but you can let some of them take care of the enemies
emerging from the factory on the right in the center.

As for the other factory you own, take out the Trigger so the enemy
can't capture your factory.  You won't be able to use any of your
units, but it's better than letting the enemy have them.

PASCAL

Send your first Charlie in a Pelican to the northwest factory.  The
other Pelican should carry another Charlie to the two factories in the
southeast.  Try to off the Rabbit and Hawkeye with your ground forces
so they don't hassle the second Pelican on the way.  The Hunter should
perish with your usual Hawkeye and Falcon combo so it doesn't get to
either of your Pelicans.  Once you drop off your Pelican at the two
factories, capture the bottom one first, then the one at the top to get
a sure victory.  The Giant will most likely stay behind and guard the
factory to stop you from capturing it, so save it for last.

HALLEY

A Pelican needs to carry a Charlie to the southwest factory, and a
Panther goes to the one in the northeast.  Support your Panther and try
to down one of the Hunters with your Falcons.  When both are captured,
try to bring your forces together to the center and keep them
supported.  Use your Hawkeyes and Falcons to fend off the onslaught of
Hunters while your ground forces focus on weaker units or anti air.
Try to make good use of the Hunter you'll get from one of the
factories.

BORMAN

Everyone starts in a factory for this one.  Have your Mules carry a
Trigger and an Atlas, and have your panther move toward the factory in
the southwest.  But it'll take a while to get there, and you'll need to
protect it so the Rabbit doesn't take it out.  When it captures the
factory, keep your forces split so they can easily defend the
factories.  Set the other Atlas guns from the other factory near the
route the Rabbit took and let your ground units protect it.  The enemy
will hesitate to advance, and the Atlas guns will easily dispatch
anything in it's range.

As for the enemy units coming from the top, they'll take a while to get
to where you are, so stick many of your units in harsh land and let
them come to you.  When all of the enemy forces are destroyed, repair
any damaged units and rush the Atlas guns to win.

APOLLO

For the first turn, your forces near the factory should go no farther
than the enemy factory below.  When the computer takes out its units,
it should only take out one Atlas gun.  If it took out two, you moved
too far.  Then you can move all of your units as far you can.  Well,
except the Giant, that should be placed on the prison camp so the enemy
doesn't take it over.  Your Charlie can easily capture the top center
factory.  Meanwhile, your forces from the factory on the east should
protect the Charlie so it captures the factory below the one you own.
Get your forces to safety and group them together.

When the rest of the units arrive, stay together and use the top
factory to take out and repair units.  Keep your Eagle inside the top
center factory until the Hunter is destroyed.  If you stand your
ground, the enemy will turn tail and try to capture your base.  I hate
to generalize this, but I've played this level a few times and it
usually happens most of the time.  If your Panther is still present,
take out the lone tank they left behind to guard it and send the
Panther in.

KAISER

Send the rabbit up the left side of the map and toward the Mule
carrying a Kilroy.  Send a Seeker and Hawkeye, as a Hunter will come
it's way.  A Pelican with a Charlie should be sent to the factory in
the upper left (Not the neighboring one on the right) and try to have
your ground forces (Or an Eagle) off the Kilroy so you can take over
the factory, giving you more than enough units to win.  Keep your
forces seperate for a while and have them protect their factories.  A
Pelican or two (Depending on whether or not you stopped the Kilroy)
will try to deploy Charlies to capture your base.  Keep the forces
split until they're dealt with, then merge your forces to overtake the
enemy.

NECTOR

This last level isn't hard, just time consuming.  Capture the bottom
center factory as quickly as possible while the rest of your forces
from the east factory head to where you are.  Group your forces and let
the enemy come to you.  This will make it easier to defend your base,
you'll stay near the factory for quick repairs, the enemy will be far
from it's factories, and the Atlas guns can't reach you.  Leave the
Eagle inside the factory until the Hunters are gone so they can bomb
the Atlas guns, and keep you eyes peeled for a Charlie coming from the
far left looking to capture your base.  When all the enemy forces are
gone, rush the remaining Atlas guns to clear the Normal campaign!

-----------------
ADVANCED CAMPAIGN
-----------------

The advanced campaign is basically harder versions of the 16 levels of
Military Madness.  While the maps are the same, the units and how many
each side starts out with are different, as well as where they are
placed.  Naturally, they'll require some clever thinking on your part.

MILTON

Ha!  You can easily capture the prison camp in three turns!  First,
have the Charlie board the Pelican.  The Hadrian and Eagle must focus
their fire on the Atlas gun.  It should be gone by two turns.  All of
your forces and the Pelican must group together in the center of the
map.  This will have all the enemies focus their attention on your
group.  Ship the Pelican to the camp and drop it off there.  Easy!

IRAGAN

Have all of your forces stay away from the Atlas guns and let the enemy
come to you, picking them off one by one.  When the enemy Hawkeye is
close enough, have the Eagle bomb it while your tanks finish it.  Then
bomb and rush the Atlas guns and surround the Giant tank for an easy
victory.

LIPTUS

Start this tricky stage off by having your Rabbit and Lynx units get
out of range of the Atlas guns.  Have them hide behind the Giants like
shields and them do all the work pulverizing the enemies.  However,
it's impossible to save the one in harsh land, so have it weaken one of
the Atlas guns.  The other Rabbit will have to fight a Kilroy before it
can reach your forces safely below.  One of your units should guard the
base, as a Pelican will send a Charlie to capture your prison camp.
Try to surround it and bring the Giant so it can finish it off.  All
that's left is the Atlas guns.  Your Giants should go first and the
other units stay behind and out of range.  When the Giants are close
enough, rush at the Atlas guns, destroying or weakening as many as
possible.  The less Atlas guns, the easier this will be.

INAKKA

There's not really much to say for this one, mainly as there isn't a
lot of units.  However, you're at a disadavantage since you'll start in
a factory.  Capture the factory above you and get them to the bottom of
the screen.  Defend here for the remainder of the battle, and lure them
off of the harsh land so they don't survive all of your attacks.  And
don't forget to use the factory to your advantage.

TETROS

Both Charlies should capture the factories close to them like last
time, but let your forces protect the Charlie at the bottom so the
ground forces don't annoy it on the way to the factory.  When both are
captured, take out your Giant Tank and let it deal with many of the
enemies, while the other units get to safety at the north end of the
map.  That Pelican will unload the Atlas gun either near your forces,
or in the center of the Trigger mines.  If it's near your forces, rush
it ASAP and have your Seekers kill it.

Let the enemy come to you and have your ranged units blast anything
coming your way.  Finish it with a tank if you have to.  The Atlas gun
from the top factory will be really helpful here.  All that's left is
an Atlas gun or two after you've killed the advancing enemies.  If you
still have some units left (About 10 or so), try to repair your units,
then blast only the Trigger mines that get in the way until you reach
the remaining Atlas gun(s).  If you're forces are almost gone, you'll
have to have one of your Charlies stick to the east side of the map and
out of range of the Atlas guns on the way to the factory.

ARBINE

Set the Hadrian on the road next to the one on harsh land and let them
bomb the Atlas guns from a distance.  All of your units should advance
forward, but your Charlie must stay out of the range of the Atlases.
While the Tanks Advance toward the Trigger mine, one should try to move
past it to set up a surround effect.  Once it's gone, both Atlas guns
should be destroyed by this point, so capture the factory for your
units.  Repair any damaged units and have your group advance toward the
bottom, blasting everything in their path.  You can even send in a
Charlie to capture the factory they took over.


RECTOS

You'll have some trouble starting off on the right foot at the
beginning.  Send your Mule to the closest Charlie and let it board the
transport.  Your Charlie at the Bottom should play bait for the Eagles
and your forces should support the Mule en route to the top factory in
the center.  Try to pin one of the Eagles or both with a Rabbit and use
a seeker to surround it.  If the Charlie lives, you're safe.  Your
infantry should be set on the mountains to get the attention of many of
the enemy  ground units, the others should protect the factory.  Try to
weaken the enemy forces and sneak your infantry units into the other
factory.  If you do, you'll be able to win this level by outnumbering
them.

YEANTI

Group your forces together and protect your base and factory.  If you
try to advance, the Hunters will make your life a living hell.  A
Falcon and even an Eagle from the factory they capture will come your
way as well.  Let them come to you, and let your Hawkeyes chew them to
bits.  Finish it with the Falcon and Hunter.  Just don't let them stray
too far from where the enemy is.  Set an Atlas gun and any other
indirect units in the center and protect them with your life.  The
ground forces will come a little later, and your Hunter and Eagle can
easily surround and bomb them, assuming they don't wander into the
range of your artillery.

MONOGA

Here's another evil level, and again, you'll start in a factory.  The
Mule should carry the Charlie all the way to the southwest factory and
capture it.  The enemy will just beat you to the others.  Set your
Polar on top of the prison camp while the rest of your forces head
south.  Once it captures the factory, take out the Seekers and Hawkeyes
for the incoming Hunters.  You do have an advantage, though.  Even
though they get the remainder of the factories, many for the forces are
far away from you, giving you time to get your forces ready and repair
any damaged units.  As long as you support your units and camp near the
factory, you'll be able to tough it out and turn the tables.

ATTAYA

This IMO the hardest stage in the game, so this strategy will be a
little more in depth than normal.  Okay, first have the mule with your
Charlie head toward the top center factory and have your Falcons
support it.  Take out a Seeker (And unload it on the hexagon east of
the factory) and two Hawkeyes.  For the next turn, your Mule should be
close enough to the factory, so unload the Charlie.  Have your Falcons
surround both the Charlie and the Mule.  The Hawkeyes and Seeker should
move as far east as they can.  Take out a Hawkeye (Again, unloading it
on the east hexagon, a Panther for bait, and any of your ground units
(Preferably a Polar).

Now, two Hunters should take the Seeker bait, making them fodder for
your Hawkeyes.  The others will make a futile attempt to get to your
poor Charlie.  Once the factory is captured, surround the Hunters and
destroy as many of them as you can.  The Giant should be taken out
first to deal with the enemies at the bottom, and a Falcon or two
should be put in the way of the enemy Slaggers so they don't get to
your forces (About a couple of hexagons away from them is fine).  Get
as many out of there as you can to your starting point.

Your Panther should be bait for the Slagger so your forces don't get
intecepted.  Use your ground forces to kill it (It doesn't matter what
you take out of your first factory now) and have your Hawkeyes and
Falcons deal with any remaining Hunters.  Any forces that survive
should form up with your forces to make a Giant group protecting your
factory and base.  Now you're all set.  Defend here for the remainder
of the battle as the enemies slowly but surely lose their numbers.
Good Luck.

DESHTA

Move all of your forces to the Trigger mine above the hills near the
factory so they can benefit from it's support.  Your Charlies should
capture the northwest factory before the enemy does, but try to stop it
before or after you capture it, because it'll move towards the base if
you don't.  The enemy will get the other factories, but again, you have
the advantage as they are far away from you.  This will give you more
time to get your forces out and get them in position.  I suggest
unloading the Hadrian and Octopus first, as the enemy will be more
cautious in coming your way.  But they'll come you sooner or later, so
let them have it when they do.

Once the forces are gone, intercept the lone Charlie so the enemy
doesn't capture your base.  Then repair your units and advance toward
the Trigger mines.  Try to have the artillery units get as close as
possible and blow up the Atlas guns, while one of your units try to get
through the Triggers and set up a surround effect to quickly destroy
them.  All that's left is the Giant, which you can easily surround now.

NEKOSE

A Pelican with a Panther should head to the southwest factory.  When
you unload it, a Seeker will try to stop you, but it won't do much
damage, and you can easily slip in.  The Mule should transport the
Charlie to northeast factory, but you'll need to protect it along the
way.  Your Giant should guard the prison camp and have it stay there.
Use your Hawkeyes, and Falcons to keep the Hunter and Eagle away from
your Mule.  Try to have one of your Falcons go after the Pelican stop
the it from unloading a Charlie at the northeast factory, and if it
does, hopefully your Rabbit and Eagles can reach it and kill it.  With
both captured, you'll have more than enough to beat the enemy.

ERATIN

Send a Pelican with Panther to the factory in the southwest so it can
capture it.  For most of the battle, keep your forces split so they
defend their factories.  The top half should have as many forces
benefit from the harsh land nearby so they can benefit from it, while
your Altas gun is set nearby.  The bottom half should set it's Atlas
gun near mountains with your forces protecting it.  Keep fighting thw
way for about 10 or more turns, and have a Pelican with a Panther or
another infatry unit on board ready to go.  When many of the forces are
close to where you are, zip around the enemy, away from the Hawkeyes, a
and towards the prison camp for an easy capture before they know what's
up.

SOLCIS

You start by capturing the enemy factory near you, getting it's units.
But once your turn ends, they capture your factory and take over what's
inside.  Take out a Hunter and a Giant, while the Charlie at the top
captures the factory in the top center of the map.  The other Charlie
should head for the one directly below the enemy factory you just
captured.  Your Giant will be overhwhelmed, but your Hunter may survive
the Hawkeye and Falcon.  Simply move it to a factory if it does.  For
the time being, leave your Eagle and Pelican inside the factory until
the aircraft is gone, then take them out and have the Pelican carry an
Atlas gun to where you captured the enemy factory.  Have it torture the
poor Trigger mine as well as any other units in range.

Your group from the top center should make their way to you at once, as
all of the enemies will be fighting you near the bottom.  Defend your
factories for the majority of the battle, then get rid of the Atlas gun
on the prison camp to win.

SAGINE

All of your forces except your two Giant should move towards the
southwest where the two factories are.  Send the Panther into one
factory, and the Mule with a Charlie into the other one while
supporting them from the enemy.  The Panther may look like it'll take
over the factory at first, but you need to get rid of it so it doesn't
happen.  When you capture both factories, you'll have a strong Falcon
and anti-air presence, perfect for the onslaught of Hunters coming your
way.  Your Eagles can help your ground units mop up the tanks and other
ground units.  As for your two Giants, one guards the factory, the
other guards the prison camp.  A Panther will head of either one of the
two, so keep your eyes peeled.

WINNER

This is it-the real last level of the game.  And you've got your work
cut out for you.  Have the Charlie capture the bottom center factory,
and take out the Rabbits and the Mule.  The first thing coming your way
is a lynx.  Rush it with the Seeker and have the Lynx blast it.  A
rabbit comes next, and it should take the Mule as bait.  Surround it to
quickly put it away.  Now the tricky comes up-a Rabbit, Slagger, and a
Pelican will carry a Charlie to the prison camp.  Your Seeker should
off the Pelican at once, your Lynx should pick off the Rabbit, and your
two Rabbits should surround the Slagger and put it away as quickly as
possible.  You Mule and Charlie will make great bait for the oncoming
units.

There's one more Pelican flying around, so stay frosty and try to
surround it.  Usually, it won't pick up any other infantry units, but
don't  be surprized it does.  Get rid of any remaining infantry units
after that and repair your units.  You should have both your Rabbits
(Though at least one should be alive, and the Lynx and the Seeker.  If
the Charlie and mule is there, have them play bait again.  You'll need
to off the Atlas guns.  Go to the northeast after your repairs, and
move northeast.  Your Rabbits and Lynx should reush them and try to off
both Atlas guns.  Don't try to get rid of the trigger mine, the Atlas
guns will wipe you out long before you destroy it.

And with that, you've cleared the advanced campaign and the game!


                            ---------
                           (5. Cheats)
                            ---------

I hardly, if at all, list cheats in my guides, but what the heck, here
they are.  Controls are from a Turbograpx-16 perspective, so if you're
playing on the Wii Virtual Console, you must keep in mind which button
does what action.

---------------
LEVEL PASSWORDS
---------------

All of the stage names are passwords.  In any event, here they are:

Normal campaign

Stage 1 REVOLT
Stage 2 ICARUS
Stage 3 CYRANO
Stage 4 RAMSEY
Stage 5 NEWTON
Stage 6 SENECA
Stage 7 SABINE
Stage 8 ARATUS
Stage 9 GALIOS
Stage 10 DARWIN
Stage 11 PASCAL
Stage 12 HALLEY
Stage 13 BORMAN
Stage 14 APOLLO
Stage 15 KAISER
Stage 16 NECTOR

Advanced

Stage 17 MILTON
Stage 18 IRAGAN
Stage 19 LIPTUS
Stage 20 INNAKA
Stage 21 TETROS
Stage 22 ARBINE
Stage 23 RECTOS
Stage 24 YEANTI
Stage 25 MONOGA
Stage 26 ATTAYA
Stage 27 DESHTA
Stage 28 NEKOSE
Stage 29 ERATIN
Stage 30 SOLCIS
Stage 31 SAGINE
Stage 32 WINNER

------------
PLAY AS AXIS
------------

Select 1P continue at the title screen while holding Select.  While
still holding Select enter the password of the level you want to play
on.  When the stage starts, you should be in control of the Axis forces
now.  Enjoy those Hunters.  ;)

----------------
WATCH CPU BATTLE
----------------

Select 2P continue at the title screen while holding Select.  While
still holding Select enter the password of the level you want to play
on.  When the stage starts, the computer should be fighting each other.

----------
SOUND TEST
----------

At the password screen, enter ONGAKU and you should be taken to the
sound test screen.


                               ----------
                              (6. Credits)
                               ----------

Myself: For writing this guide

CJayC: Former webmaster, but he got the ball rolling, so he's still
mentioned.

SBAllen: For Keeping this site alive

Kevin Lee: His guide for the game influnced me to write this one.

Hudson Soft: For making this game, obviously.

Nintendo: For putting this and other games from the past from various
systems for the Virtual Console.


                             -------------
                            (7. Disclaimer)
                             -------------

The lastest version of this guide is always found at GameFAQs first.
As of this writing, GameFAQs and Neoseeker are allowed to host my
guides.  Everyone else must ask first.  This guide is copyrighted to me
(Psychopulse) and I have no involvement with Nintendo or Hudson Soft in
the making of this game.  I will only accept corrections, praise, or
any additional info I may have missed.  Any negative E-mails will be
deleted.  You not sell this guide or steal it in way or I will take
legal action.  If anyone has altered the guide somewhere, let know at
once.

Until the next guide, everyone...

PEACE!

Copyright 2008 Cedric/Cooks Oda
All rights reserved


                 -"And that's the end of that chapter!"-