*********************** ~~~~~ ADVANCE CAMPAIGN MODE ~~~~~ *********************** *=novice **=beginner ***=intermediate ****=advanced *****=Verean *****1/2=Verean master ******=MASTER ******1/2=super MASTER *******=ULTRA MASTER Yes we got it the legendary guide on how to beat ADVANCE campaign mode. Lets just get right to the point from the line on is the guide.Enjoy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ *************************************************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Advance Campaign S-Rank Guide Level 1 - It's War! Difficulty: *** Days: 6 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. Here is the full walkthrough. Day one, move your mech northeast, attack the tank with your tank from the south, move your northern infantry northeast (two steps south of your mech), move your northern artillery west of your north, load up the transport and move it north, move your second 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 then your wounded tank from the north. Move the transport where the enemy artillery just was, and drop your infantry off to the east. Move your tank north above the infantry you just dropped off. Move your other infantry east next to the river, move your other artillery east of your damaged artillery, and your recon west of your damaged artillery. Day three, load the infantry into the transport and move it four steps west of the mid tank. 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 step southwest of your damaged artillery. Attack the tank with your mech from the east. Day four, move your transport 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. Your other units are now irrelevant. 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. Use your CO power, if you feel like it. On day six, you can capture the base just in time for Christmas, with two fully healthy tanks and the transport unit surviving! Let it snow, Olaf. Level 2 - Gunfighter! Difficulty: **** (13 days) ***** 1/2 (10 days) Days: 10-13 You have to build a force from scratch to take out Grit's overpowering army in this level. You must complete the level between 10 and 13 days. There are several key strategies to keep in mind on this map. Manipulate Grit's CO attack and prepare beforehand when you know he's going to use it. All of his distance units gain two extra range points, so make sure you're not going to get blasted away by his attacks when he uses his CO power. You should be good at measuring distances and adding and subtracting range points hypothetically. Second, you need to be able to manipulate the AI to your advantage, especially with Grit's distance attack units. In 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. Get out there and bust Grit's chops! Finishing in 10 days makes the level into a semi-suicide speed challenge. Basically, you must charge the base a day early, with one less recon and one less tank. 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. Good luck! Day one, move both infantry northwest, create two recons. Day two, attack the artillery with your infantry(keep doing it), move the other infantry west to the city, move your two recons back, one step behind the factory and one step behind the HQ. Day three, move your two recons to the farthest east cities, create a mid tank in the east factory, and move your infantry one step behind the west factory. This step will often screw up. What you want to have happen is the recon attacks your recon to the northeast, the tank attacks the infantry in the stream, and the mid tank moves in the mountain corner. If this didn't happen, turn on-off the game and try again with a fresh start. Day four, attack the mid tank with your mid tank, move your southeast recon ahead and attack the rocket launcher, attack the recon with your recon from the east and infantry from the north. Create an infantry and recon. Day five, attack the mid tank with your mid tank from the south, move your 1hp infantry north next to the artillery, destroy the recon with your recon sitting on the city, move your factory recon two steps east, move your infantry one step south of your recon, and create two APCs. Day six, this is the big day! Load your infantry into the undamaged APC, move your mid tank forward, your empty APC to the left of it, your recon above it. Move your other recon above the empty APC and your full APC below it. Create a recon and infantry. (Yes, Grit's infantry is bopping on your base). Day seven, use your CO power. Attack the infantry stomping on your base with your recon from the north and infantry from the south. Attack the rocket launcher with your mid tank, attack the rocket launcher and recon pair you're your two recons from the west, move your full APC west of the city, move your empty APC on to the city. Create two more recons. Day eight, move your APC up and drop the infantry off to the north. Move your recon up and attack the rocket launcher, move the other recon south of the APC, and move your mid tank south of your recon. Move your two recons forward, finish off the infantry, and create a recon and infantry. Day nine, attack the rocket launcher to the south with your two recons from the north and east, and the rocket launcher to the north with your mid tank. Begin capturing the base. Day ten, finish! How d'ya like them grits? Level 3 - Air Ace! Difficulty: ***** Days: 6 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 6. That means your transport copter can't stop to hide at all. You must drop the infantry off by day 4, and the pressure is on to keep your transport copter from being destroyed (although it will certainly be injured and destroyed after dropping the infantry off). Your transport copter literally doesn't have a square to spare when it comes to charging full speed ahead towards the enemy base. There's little chance you'll have any units left to speak of by the end of the level. Here's the strategy briefing. You need to destroy four helicopters and the tank 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 three, so that you will have less units to deal with in the final stretch on day four and five. Also on day three, protect your transport on all four sides by land while he uses his CO power. On day four, you must lure the bomber up in the north and destroy it, and also blockade any remaining air units from reaching your transport copter. Your execution must be perfect. Unfortunately it's difficult to write a day by day for this level, since the enemies will act so randomly. For example, just on day one the enemy helicopter formation can be completely different depending on random factors (similar to Rivals Advance, sneaky helicopters!). Day one, 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 north of the middle part of the bridge. Attack the helicopter with the anti-air by the factory. Attack the enemy tank with your helicopter from the north and mid tank from the west. Move forward your missile launcher and APC, move your tank south of the anti-air that attacked the helicopter, and fill in the rest of the gaps with anti-air. Finally, move your artillery one step east and infantry south. In some cases Eagle's helicopters will shy away from your missile launcher. If this is the case, you can either try to play through it, or turn off-on the game and try again. It's easier to just turn off-on, but I have completed the level with the helicopters shying away, by getting in a hit on a jet with an anti-air to trigger Eagle's CO power. On day two, destroy any helicopter blocking the road with an anti-air from the south. Use your judgment as to what anti-airs to move and use, based on how far back they are, and what helicopters they can damage. Move your transport copter south of the factory, and surround it with the tank to the north, the mid tank to the east (can be switched with mid tank), an anti-air to the south, and move the APC to the west, dropping the mech north into the mountains. Move your artillery as far as it can go on the road, and use the missile launcher to destroy any helicopter north of the artillery. Move your second APC south of the artillery and drop the infantry east, and move your infantry northeast. Create another APC. If you haven't quite gotten Eagle's CO meter full, it will get there after he finishes attacking your units. When he attacks, you'll want to make sure that at least three helicopters 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 way 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. It's just one of those facts of random AI. Sometimes all it takes is switching the mid tank with the tank in position. Day three, use some fancy footwork to accomplish your tasks. 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, then take out the jet 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. Ok, so it does have one square to spare, but you should be moving as fast as possible! To the west, keep distracting Eagle's bomber and copters, and make another APC. The rest of the level is straight forward. Day four, destroy the bomber you've baited, fly the transport copter north of the base and drop the mech south on to the base. Days five and six, capture the base, the rest of your units are irrelevant. Level A4 - Max Strikes! Difficulty: ***** (6 days) Days: 6 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 key to winning the level is placating the enemy battleships with plentiful APCs coming from your factories, giving you enough time to rush your sea units past them and taking the base. You'll want to have APCs constantly coming out of your bases whenever you have the money to do so. You'll want to have APCs one step northeast of the factory closest to the shore, one step 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. That is just a supporting goal, though. The major goal of the level is the sea battle and base capture. Day one, load an infantry into your lander and move it south two spaces. Move the southern tank as far south as it can go. Dive your sub at the north most reef, and move your battleship south one step. Up north, move your artillery forward one space, and your northern tank in front of it. Move your northern infantry north. Day two, load the tank into the lander, move the battleship forward between the two enemy battleships, and move your lander west of your battleship. Attack the north east most battleship with your sub from the west. Up north, attack the enemy mid tank with your artillery and tank, and move your infantry between your two units. Day three, attack the north east most battleship with your battleship, move your transport two steps away from the shore, and rise your sub east next to the bridge. Up north, just hold the enemy back at the bridge as long as you can. Day four, move your lander onto the southern part of the shore and drop your infantry to the north and tank to the east. Move your sub north one space. Move your battleship east. Day five, attack the rocket launcher with your tank from the east, start squatting on the pot, and on day six, relieve yourself of this map. I've tried to complete the map on 5 days, and experimented with it. The problem is that the mid tank won't get off the base unless you rise your sub near it without any other targets. Since the lander and battleship both must take a hit on the way there, you need to have your land units destroyed to bring your CO meter high enough to use. I've also experimented with combining the tanks to provide extra income to buy more APCs, or buy a lander. With a cargo of two infantry, I've managed to get the infantry capturing the base on day four. Unfortunately, there is nothing to protect it against the rocket launcher, mid tank, battleships, and mid tank approaching from the road. Level M4 - Max Strikes! Difficulty: *** Days: 5 This is an elimination level, and you must destroy all of Olaf's forces by day 5. It doesn't require a great amount of skill, but you do need to know when to retreat and when to advance. You need to have your land tactics down cold to be able to mash Olaf's units. By sea, move your battleship two steps east and one step north of the southwest reef. Move your first sub onto the north most reefs, and your second sub as far as it can go east. Day two, move your APC onto the southern most piece of land as bait. Attack the battleship farthest to the east and destroy it, and attack the north east battleship. Day three, move your lander southeast as bait, attack the two remaining healthy battleships, and move your battleship north onto the reef. Day four, finish off the last of the sea units, and move your battleship further northeast to the coast to get an aim on any enemies in your range on day five. The real action of this level is of course by land. On day one, you'll want to stay your artillery and move your tanks back behind the artillery. Olaf will rush his units towards you, and you can take the initiative to trash his forces. Make sure you destroy the mid tank, don't let it get away, or it'll run back to repair itself. There should only be one weak tank left. Make sure to cover up your artillery with infantry fodder. On day three, Olaf will use his CO power, bang up a tank or two, and you'll be able to use your CO power - so use it. The combination of roads and increase tank movement will allow you to punch another serious hole through Olaf's units. Make sure to target the enemy rocket launcher, and don't let either enemy mid tank attack your mid tank. Distract or barricade the enemy mid tanks with weak small tanks or infantry. On day four, Olaf should only have his two mid tanks and a few infantry and artillery left. Throw all the force you have left into the subsequent day four and five attack, including luring the enemy mid tank in range of your battleship, and you should come out victorious by day five. The win is almost always down to the last unit, so don't take anything for granted or leave any unit behind. Level A5 - Max's Folly? Difficulty: ** Days: 6 This is a very easy level. All you have to do is keep the enemy infantry off of your base, and you're home free. Day one, move your infantry one step southeast onto the mountains. Surround it with artillery. Attack the enemy rocket launcher with your rocket launcher. Move your tanks and your other rocket launcher as far north and round the corner as possible. Move your other infantry to the right. Keep your APC put. Day two, your APC will be destroyed, and your infantry will draw the enemy mid tank. Clobber the mid tank with your artillery and move your small tanks around the curve to the south (avoid Grit's potential attack range), and move your rocket launcher one step northwest of the city. Keep your mid tanks put. Grit will use his CO attack and kill your artillery and southern rocket launcher. Day three, rush your tanks up and around to damage the enemy infantry. Move your surviving rocket launcher into position to blast the enemy infantry the next turn. Move your mid tanks south down the road. Day four and five, blast the enemy infantry with your rocket launcher, and move your mid tanks down to give the enemy infantry and distance units some serious hurting. After that, you've won an easy victory. Level M5 - Sniper! Difficulty: *** Days: 5 Like most Advance Campaign maps, this one wouldn't be nearly as hard if you didn't have to complete it by day five. However, it is still a rather easy level to complete. You must have mastered fog of war tactics to get through this level. I also recommend Max here, for his power. Let's start with the hidden unit locations. In the forest two steps south of your tank is an infantry, in the fourth forest south of your tank is a rocket launcher, in the fourth forest from the left is an artillery, on the mid-north city is a missile launcher, on the city surrounded by mountains is a rocket launcher, in the forest next to the enemy base is a rocket launcher, and on the northeast island are a rocket launcher and missile launcher. There are two anti-air units, a mid tank, a tank, and several artillery units. Since your transport is your main concern, you must first eliminate or distract the anti-air units (they are both heading towards you) and definitely distract the artillery from firing on your infantry as it captures the enemy base. You'll want to move your transport along the southern part of the map, as the north part contains missiles and the anti-air units, among other enemies. You must rush forward to engage the enemy ASAP to allow your transport copter to work without being assaulted. This means that your units must essentially survive until round three, upon which you should recklessly cram them up the northern part of the road to distract the enemy units. On day one, move your rocket launcher as far forward as possible, same with APC, and transport copter. Move your infantry forward to reveal the infantry in the forest, then move your recon unit around to blast it. Hide your mid tank in the forest where the infantry was, hide your tank in the forest that it can reach, and move your other units forward. Do not move your helicopter to its farthest reach south, because the anti-air unit will destroy it. Instead move it above the transport copter. Grit will attack your APC and a small tank will attack your transport copter. On day two, destroy the small tank with your rocket launcher and helicopter, destroy the anti-air unit with your mid tank, move your APC to the southern forest to reveal the rocket launcher and then destroy it with your small tank. Move your artillery as forward as possible, because it will be the next fodder piece. Move your transport copter as far forward as possible (after clearing out the anti-air unit and tank). Your artillery will be attacked, and your APC will be destroyed for good (or some other unit, depending on where the hidden enemy artillery has fled from its previous location). On day three, destroy the revealed enemy anti-air unit with your mid tank, and rush your units forward. It doesn't matter what happens to them now, they're only going to be fodder to distract the enemy from your transport copter. Move your helicopter up northeast to threaten the artillery from moving back towards the base, but not too far northeast, or it'll be shot down by the missiles in the northeast island. Move your transport copter forward, drop your infantry off to the east (the rocket launcher can't touch it). Day four and five, just rush your units in to be mashed to paste. Nab that base and the S-rank is yours, an easy win for an Advance Campaign level. Level A6 - Olaf's Navy! Difficulty: *** (6 day base capture) ****** (6 day elimination) Days: 6 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 an elimination S-rank in 6 days 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. It's frustrating, trying to stretch my limited units to the absolute extreme, and then getting caught up on having to run up to nail the rocket launcher and mid tank up in the corner. Well, it's possible with Max. It took me even longer than Rivals Advance. 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 strike team, and the southern defense team. 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. Max 6 day walkthrough. Day one, attack the artillery with your recon, move your tank east into the forest, move your mid tank east of the neutral city, and move your rocket launcher and APC northeast along the road. Move your infantry/mechs north. Move your lander one step south, your battleship south into the reef, dive your sub one step south, and move your artillery straight east. Day two, attack the artillery with your recon, attack the mid tank with your mid tank. Move your rocket launcher behind your recon, then your APC behind your rocket launcher, then your tank north of your APC. Move your east most mech northeast, your other mech east, your infantry on the road behind your APC, and your other infantry southeast. Move your lander south of your recon, and your artillery southwest of your lander. 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 mid tank with your mid tank from the south, and move your APC east along the road. Attack the mid tank with your rocket launcher. Move your mech in the forest east, and your other mech north into the forest. Move your infantry on the road behind your rocket launcher, and your other infantry one step east. 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 east to the corner of the road, move 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. Attack the two tanks with your mechs from the mountain positions, then attack the west most tank with your infantry from the east. Move your recon southwest into the forest. 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 most tank with your mech, the north most mid tank with your rocket launcher, the artillery with your recon from the east, move your infantry north, and attack the tank with your mech from the east. Attack the west most sub with your artillery, the south most sub with your sub from the north, and the west most cruiser with your battleship. Day six, take out the trash! Expose the rocket launcher with your APC and attack it with your mid tank, attack the mid tank with your tank from the east, attack the other mid tank with your rocket launcher and mech from the east, attack the artillery with your recon, the cruiser with your battleship, and the last sub with your artillery and sub. It is possible to finish this level in 7 days with Andy. Completing the level in this short amount of time is incredibly difficult, and it can only be accomplished down to the very last unit, down to the very last hit point. You may enjoy the challenge, if you're looking for one. Those of you who are sane, I wouldn't recommend it! And yes, it's still an A-Rank. To complete Olaf's Navy with Andy in 7 days, you will need to use the tank, mid tank, and recon to move east and north up to the mid tank and rocket launcher. Use the APC, and sea units for the sea battle. Use the infantry, mechs and rocket launcher to handle the two mid tanks, two tanks, and artillery. You will have to use the rocket launcher and artillery to attack both land and sea units throughout the game. Move the rocket launcher on to the bridge, and the artillery southeast by the shore. Good luck! Andy 7 day walkthrough. Day one, attack the artillery with your tank, and move your mid tank, recon, and rocket launcher east along the road. Move your infantry/mechs north. Move your lander one step northeast, move your battleship into the reefs, and dive your sub two steps west. Move your artillery south of the shore forest, and your APC to the left of it. Day two, destroy the artillery with your tank, and the mid tank with your rocket launcher then your mid tank. Move your recon forward one step southeast of the bridge, on the west part of the shore. Move your mechs/infantry east. Move your lander south of your APC, your sub one step east of your APC. Destroy the northwest battleship with your artillery then your battleship. Day three, move your recon three steps east of the city, next to the road, move your mid tank onto the city, and your tank west of your mid tank. Move your rocket launcher three steps east. Move your mech on the shore one step north onto the mountain, and your infantry on the road one step east. Destroy the southwest sub with your artillery and then sub, and attack the west most sub with your battleship. Day four, move your tank three steps east of the city, then attack the mid tank with your mid tank from the east. Move your weakened infantry south onto the shore, attack the two tanks with your mechs, from the mountain south and from the road east, attack the tank with your infantry from the south, and attack the east most mid tank with your rocket launcher. Destroy the southern cruiser with your battleship, then destroy the east most battleship with your sub. Move your artillery two steps north. Finally, use your CO power at the end of the turn. Day five, destroy the mid tank with your mid tank, and move your tank north on to the base. Attack the healthy mid tank with your artillery, the sub with your rocket launcher, the 3HP tank with your mech, and then the remaining tank with your infantry from the east. Move your remaining mech east into the forest. Destroy the battleship with your battleship and sub. Day six, move your tank north of the forest to expose the rocket launcher, and attack it with your mid tank. Attack the left most mid tank (6HP) with your artillery. Attack the cruiser with your rocket launcher, the other cruiser with your battleship, and the healthy sub with your healthy sub from the west. Move your two mechs south of the two mid tanks. Day seven, finish up the rest of the trash. Use your CO power. Destroy the mid tank with your artillery, the artillery with your mech and rocket launcher, and finally destroy the sub, cruiser, tank, and rocket launcher. Massacre! Poor Olaf's never had it this bad. Note the lack of ammo in your units. Level M6 - Blizzard Battle! Difficulty: *** Days: 8-9 Capture twelve bases in eight to nine days. This is a fun level, I always liked it, and the new hot spot you get put into makes it even better, although not incredibly difficult, once you know the basic tactics needed to win. Max is the best character here, obviously. Once again, the key to a quick victory is to move your initial infantry forward and create new ones to grab the secure land around the base. This time, Olaf is dangerously close to winning. If he captures even one city on your side, which he is about to do, you're going to lose. You need to immediately respond to the emergency threat of enemy forces coming from above. Once again, your APC will become a decoy/transport. Day one, move your tank and mid tank northeast. Load your transport with a mech and drop it off two steps below the factory. Move your two infantry north, and move your other mech northeast. Create two infantry. Day two, attack the enemy mech on the city with your mid tank. Attack the other enemy mech with your small tank. Begin claiming the factory with your mech. Move your APC decoy onto the city next to your mech. Your mech and APC will both be damaged. Day three, attack the enemy tank coming over the southern bridge with your mech. Create a tank to send over and defend the area, and move one of your infantry to the east to help with the southern bridge, and the other north. What you want to do on the southern bridge area is move your small tank in front of the eastern city to hold off attacks while your infantry works on the cities. The best way to keep the heat off of your tank is to wait for the enemy infantry to show up, because it won't attack your tank, it will just sit there. Keep the enemy stalemated there if you can. Up north, move the APC off of the city, and kill the enemy mech with your mech. Destroy the enemy rockets with your tank, and destroy the enemy artillery with your mid tank. Begin claiming the two northwest cities with your two infantry. The enemy tank will finish your APC off and the enemy mid tank will clobber your tank. Day four, attack the enemy mid tank with your mid tank. Move your weakened tank onto the northeast city, to stop any infantry from stepping there. Finish claiming the northwest cities. Move your weakened mech in front of the enemy tank but don't attack it. Finish off the enemy tank on the southern bridge and move your newly created tank & infantry closer to the space. After this, it's just a matter of holding back the enemy and taking the rest of the territory while finishing off the rest of the enemy forces. Olaf will not send any more invasion forces to the northern bridge, only lots of infantry that you can clobber with your mid tank (it's essential that you keep your mid tank healthy). Create infantry, APCs, and maybe some more attacking force. You can leave the enemy mid tank hanging around if it's only got 4 HP, it won't be able to stop any of your infantry from claiming bases. Just distract it with an APC and destroy it when you have time. Nab all those cities and you'll get the S-rank. Level A7 - Olaf's Sea Strike! Difficulty: *** Days: 9 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 is so easy, it doesn't need a full day by day walkthrough. It's a walk in the park. 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. For a briefing, 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! For the north shore invasion force, use an infantry and tank, and for the south shore invasion force, use a tank and mid tank. The first target is the battleship in the northeast corner, execute it so that you can land your troops. Once the sea opposition has been eliminated, cram the sea units around the island to distract the rocket launchers (except your battleships!), destroy the landers and infantry, land your invasion force, and execute/distract/block the mid tanks. Level M7 - History Lesson! Difficulty: **** Days: 5 A pretty rough five day speed level, but not so bad as to be a suicidal five stars. Grit has distance units tucked away all over the map, and you'll have to deal with all of them in one way or another. Let's start with the unit locations. On your land, there's a rocket launcher hidden in the north most forest. On Grit's land, there's an artillery in the southeast most forest, that can only hit his base area when he's using his CO attack. On the middle island, there's an artillery in the southeast forest. And once again, most annoyingly, there is the battleship in the northeast corner of the sea. You must race your subs to the enemy battleship, and race your lander to land by day three while providing decoys, taking non-fatal damage, and hiding in the reefs. Day one, load two infantry into the upper lander, and load two mechs into the other lander. Move the infantry transport into the northeast reefs, move the battleship into the southwest reefs, move the mech transport below the infantry transport, move the cruiser below the battleship, dive both subs and send them as far as they can go to the northeast, move your two tanks as far north as they can go, and move your recon next to the tank farthest north. Grit will not be able to touch any of your units. Day two, move your mech transport to the closest piece of shore and drop the mechs, which will simultaneously reveal the hidden enemy sub. Move your cruiser up and blast it to bits. Move your subs as far forward as they can go northeast once again. Move your transport far east, and move your battleship two steps into the northeast reef. Move your tank forward and attack the enemy infantry, move your recon forward and attack the enemy artillery, and move your other tank north onto the city. Grit will attack your mech transport (really just a decoy) and destroy your cruiser, which is no big deal. Day three, do not use your CO attack just yet. Attack the remaining enemy infantry with your tank, move your recon unit next to the forest with the rocket launcher, and move your damaged tank up to attack the rocket launcher. Move your subs forward again, move your battleship two steps north and two steps east, move your mech transport northwest as bait, move your infantry transport onto the north part of the shore, dropping the infantry off, move your mech units in the line of artillery fire. Day four use your CO power. Move your farther away sub forward and attack the enemy battleship, then move your other closer sub and finish it off. Clean up the rest of the trash on your land space, begin capturing the base, and attack the enemy tank with your battleship. On the next turn, the base is yours. Level 8 - Sami's Debut! Difficulty: ***** Days: 9-? The designers have decided to turn a slightly difficult level in normal campaign into a nasty, ball busting level for advanced campaign. You'll be absolutely swamped with enemy air units and you're as blind as a bat to boot. There's an enemy mid tank and bomber sitting around the base, not to mention stationary helicopters & a fighter positioned mid way across the map. Add Eagle's CO attack into the mix and you're in for a world of pain. This is not a speed map, however. You can spend plenty of time on the map, I had a full speed score finishing on day 9, so I'm sure there's some leniency here. You'll want to use Max. Let's start with some unit statistics and battle strategy. Eagle has five bombers in transit, one fighter in transit, two helicopters in transit, one bomber stationary by the base, and one fighter & two helicopters stationary near the northeast bridge. You're going to have to eliminate the fighters and the helicopters as the primary targets, but keep your anti-air units long enough to be able to handle the northeast road portion of the map, including eliminating almost all of the bombers and air units. This means the rest of your units will act as bomber and helicopter fodder to allow your anti-air units and air units to survive. When I say 'move a unit forward', I mean along the road, not through the field. Nine day walkthrough with Max. Day one, load a mech into your APC and move it forward, dropping the mech to the right. Move your mid tank south of the mech, and your tank, artillery(keep it on the road), missile launcher, and anti-air forward. Move your infantry north. Load a mech into your transport copter and move it east of your missile launcher. Attack the west most copter with your fighter from the west, and the other copter with your copter from the west. Day two, attack the bomber with your anti-air from the west, and your fighter from the south. Move your artillery east of your fighter, your missile launcher west of your fighter, your mid tank east of your artillery, your tank one step west, and your transport copter west of your anti-air. Move your copter northwest, and move an infantry south of your missile launcher and south of your copter. Eagle some times acts erratically, but I think this is the safest and most reliable method. Day three, use your CO power. Attack the fighter with your missile launcher, the bomber with your anti-air from the west, and the tank with your tank from the west. Move your transport south of the tank and drop the mech off east. Attack the bomber with your fighter from the north. Move your infantry north of your tank, and move your mid tank northeast into the forest by the city. Day four, move your missile launcher forward, destroy the mid tank with your mid tank from the east and tank from the north, attack the infantry with your anti-air from the west, load your mech into the transport copter and move it between the four units. Attack the copter with your infantry, and move your fighter east of your tank. Day five, attack the fighter with your missile launcher, and the copter with your anti-air from the east. Move your tank east, your mid tank south of your tank, and your missile launcher east. Move your transport far northeast, and move your infantry west of your missile launcher. Day six, use your CO power. Attack the bomber with your anti-air from the east, and the copter with your fighter from the east. Move your tank east by the river, and your transport copter east by the river. Move your infantry and missile launcher forward. Day seven, move your infantry east to expose the bomber then destroy it with your anti-air, destroy the copter with your fighter. Move your transport copter east on to the mountain northwest of the base, dropping the mech east. Day eight, begin capturing the base. Move your fighter south of the same mountain. Day nine, finish capturing. Level 9 - Kanbei Arrives! Difficulty: ***** Days: 5 This level is the fourth suicide speed level, following levels 1, 3, and A4. 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 5. It's just as vicious as the other ones, so be prepared for a struggle. The key to completing the level, in short, is first move all of your units except infantry, mech, rocket launcher, and transport to the northeast. This will bait almost every enemy up there, leaving the south bridge somewhat vulnerable. Day two, move your northeast units to the middle of the map, blocking enemy access to your transport. Day three, move your transport across the bridge and drop your infantry off. Move your units southwest and your spare infantry/mechs forward. Day four & five, take the base, using the APC as spare bait for the mid tank that's chased you. Now for the full day by day walkthrough. Day one, attack the north rocket launcher with your north mid tank, attack the north artillery with your north tank from the north. Move your other mid tank west of your mid tank, and your other tank west of the enemy artillery (do not attack it). Move your two artillery forward next to your tanks. Move your rocket launcher one step east. Load your southwest infantry into the APC and move it north of the southeast city. Move your mechs east/northeast, and your infantry west of your rocket launcher. Day two, move your APC forward. Attack the southern tank with your healthy tank, rocket launcher, then mech. Attack the weakened artillery with your healthy artillery. Attack the damaged rocket launcher with your mid tank from the south, and attack the tank that is one step east of where the rocket launcher used to be with your mid tank from the south. Move your damaged artillery where the rocket launcher used to be. Attack the artillery with your remaining tank from the east. Move your mech and infantry east, and move your APC one step northeast of the rocket launcher. Day three, move your APC forward and drop the infantry south of the southwest city by the base. Attack the 1hp tank with your mech that's right next to it, move your other mech east and destroy the artillery, and move your infantry east. Day four, begin capturing the base and move your APC onto the southwest city. Day five, finish capturing. Level 10 - Mighty Kanbei! Difficulty: ** Days: 6 Come on now, this level is just silly. You need to take over the base by day 6, and use Sami. It should be incredibly obvious what you're supposed to do, but here's a guide anyway. Day one, attack the enemy rocket launcher with your rocket launcher, and finish it with your infantry. Attack the enemy tank with your other rocket launcher and tank, create an infantry in the east and west factory, create an APC in the southwest factory, move your mech north, and move your eastern tank east on to the bridge. Day two, attack the enemy tank with your tank to the south. Create two decoy APCs, and begin capturing the two cities to the north with your infantry & mech. Move your damaged infantry behind your tank, and begin churning out decoy APCs to satiate Kanbei's bloodthirsty invasion. Load your real APC up and move it one step south. Day three, destroy the enemy artillery to the south with your tank and start moving your APC towards Kanbei's base. Don't block up Kanbei at the bridge, let him into your territory, spreading your decoy APCs around to draw him further into your territory. Day four, continue the same, and drop the infantry off. Day five, use your CO power and capture. A stupidly easy win. The developers are just trying to catch you off guard for Kanbei's Error. Level 11 - Kanbei's Error? Difficulty: ***** Days: 9-11 At first glance, this level seems unfair. Moving your air units anywhere gets you clobbered, bombers, fighters and helicopters storm your base and annihilate your units, and by day six, Kanbei captures his last city. However, with the right technique and understanding, the level is difficult but not impossible. Kanbei's Error consists of three stages. The first stage is holing up and destroying the invading air forces while decoying fighters with some transport copters, the second stage is damaging and destroying the infantry on the northeast island by day 6 with your helicopter, and the third is actively capturing the bases with clear skies. All of these will be overlapping in terms of completion and execution, so you'll be performing several activities at once. You must capture the cities in 9 to 11 days, and use Max. For a perfect S-rank, you need to finish in a speedy 9 days. Nine day walkthrough, Max. Day one, move your units into a 3x3 formation around your base: Infantry (create), infantry, infantry (create) Transport, missile launcher, anti-air Fighter, helicopter, infantry Day two, attack the northern enemy bomber with your fighter from the south, and the enemy fighter with your anti-air and missile launcher. Move your northwest infantry into the transport, and drop it off at the northwest island (use it to capture the cities there throughout the level). Move your northeast infantry onto the north city and begin capturing. Move your remaining infantry north one step, create an infantry on the right factory, and create an transport copter on the airport. Move your helicopter far north. Day three, attack the copter with your fighter from the east, and the fighter with your missile launcher, the other fighter with your anti-air. Create two infantry, finish capturing the north city. Move the two transport copters west and south of the north city. Move your copter northeast into the forest. Day four, use your CO power. Attack the northwest fighter with your missile launcher. Load your healthy infantry into your transport copters, and move them to the middle island, dropping your infantry north at the northern corners. Attack the copter with your fighter from the north, and the other fighter with your anti-air from the south. Move your copter southeast next to the northeast island forest. Create two infantry and a transport copter. Day five, begin capturing the mid island bases. Attack the tank with your helicopter from the west, and move your fighter south of the tank. Move your middle island transport copters in the two north spots above the infantry. Move your missile launcher one step south and attack the bomber. Load up the transport copter on the air port and move it north. Begin capturing the southwest city. Create an infantry in the east factory and use it to capture the southeast city. Day six, finish capturing the mid island cities. Finish off the bomber with your anti-air from the east. Attack the infantry with your copter from the south, and move your fighter east of your copter. Move your loaded copter east, close to the northeast island. Day seven, finish off the infantry with your copter from the east. Load the two infantry into your transport copters. With the closest transport copter, drop the infantry north on to the northeast city. Move the other two transport copters north and east of the forest, dropping the infantry units east onto the two cities. Day eight, destroy the tank with your copter from the south, begin capturing the cities, and move your surviving transport copter north of the anti-air. Day nine, finish capturing. Level 12 - Divide and Conquer! Difficulty: *** (9 days) **** (7 days) Days: 7-9 This is a fog of war memorization level. However, you still have to play it well to get an S-rank, no matter how well you know the terrain. You need to complete it by days 7-9, which means things are going to get a little hairy near the end of the level. Let's start with the unit locations. Inside the first mountain curve you start out at, there are two rocket launchers in the southeast and middle forests. On the second mountain curve to the east, there is an artillery 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. Completing the map by day 7 turns the map into a fairly difficult challenge. 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 other mech. Move your southeast tank north into the forest, and your mid tank and recon east along the road. Move your APC one step northeast, your artillery west of your recon, and your rocket launcher north of your artillery. Day two, attack the rocket launcher with your two infantry. Load your healthy mech into the APC and drop it east on the mountain, exposing the enemy artillery behind the second mountain curve, then destroy it with your tank. Attack the tank with your rocket launcher then mech. Move your mid tank, recon, and artillery north. Move your remaining tank two steps east. Day three, move your mid tank to the forest that is the west most of the three pieces of forest. Move your APC east of your mid tank, and your healthy tank south of your APC. With the rest of your units, clean up the two tanks and the artillery, they won't be making the rest of the trip. Let them get mashed up so that your CO meter rises up. Day four, move your APC northwest into the forest piece inside the fourth mountain curve. Move your mid tank north of your APC, and your tank one step northwest. Day five, move your APC northeast on to the road and drop your infantry east. Destroy the rocket launcher with your tank, and move your mid tank north of your tank. Day six, begin capturing the base. Use your CO power and let the mid tank have it. Day seven, finish. Level 13 - Sami Marches On! Difficulty: ***** (7 days) ***** 1/2 (6 days) Days: 6-7 Sonja has made the 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 6 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. Just a note, when I mention the 'north shore', I mean the one directly to the right of your home island. The 'far north shore' is the shore running vertically on the north island. Six day walkthrough. Day one, load your south infantry and mid tank into the south lander and move it to 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 step east, and create two infantry. Move your battleship into the closest reef, and the cruiser into the reef, and dive your sub north of your cruiser. Day two, attack the mid tank with your rocket launcher, and move your infantry north and begin capturing the city. Move the two landers back to the south and northwest of the rocket launcher. Load a mech into each one, and an infantry into either one, then move your factory infantry forward 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 east into the next reef. Day three, destroy the mid tank with your battleship, and finish capturing the city with your infantry. Load the up lander that's missing the infantry. Send the north lander to the far north shore, between the two forests, and drop the mech east and infantry north. Send the south lander to the far east corner of the north shore, dropping the mech north and infantry west. Create a lander and load it with the two infantry. Destroy the sub with your cruiser from the west, and move your sub northeast on to the neutral sea port. 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 one step east of the neutral sea port. Capture the factory with your mech, the sea port with your infantry, the city with your other 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 weak infantry from the east, then create a mech in the factory. Day five, finish capturing the locations on the north island. Destroy the battleship with your sub. To the south, attack the west most 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: ***** (8 days) ***** 1/2 (7 days) Days: 7-8 The final Sonja map is a difficult FOW tactical map, in the vein of Sami Wings of Victory and Sami's Debut, and knowing all the unit locations won't save you this time. You have to complete the level by day 8, so there's no time for leisure. Sonja has two bombers, three helicopters, one stationary fighter & mid tank near the base, two rocket launchers to the mid left and mid right of the map, two subs, a cruiser, a battleship, and several small tanks running around the map. You can't rely on the reefs, because Sonja will use her CO power often, since you'll be destroying so many of her units during the level. Completing the level in 7 days for a perfect score is even more difficult. Your lander and transport copter have very little time to stop, and the map becomes a semi-suicide speed level with unit sacrifice and AI trickery. Here's the strategy briefing. You need to move your sea and air forces northeast and land on the shore near the base. Your first objective is handling the sea and air forces coming at you, and there are a lot of them. Scramble your units northeast, speeding past the rocket launcher, copter, battleship, etc. There are different ways to play the level, but this is a reliable method. You'll have to use almost every AI trick and strategy in the book to win. Day one, dive your sub one step north and destroy the sub with your battleship (make sure it's destroyed). Move your cruiser east and one step south, and move your copter one step northwest of your cruiser. 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 step southwest of your cruiser. Move your anti- air south into the forest, your missile launcher, mechs, recon, and rocket launcher east, move your APC two steps north, and move your tank west of your missile launcher. Day two, attack the copter with your anti-air from the east, and the sub with your cruiser from the south. Move your sub two steps east, your lander one step west, your sub one step 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 south of the north mountain. 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 lander east into the reef, your cruiser east into the reef, your battleship north of your sub, your transport copter and copter far north, and your mechs and recon southeast. Day four, use your CO power. Move your transport copter east, on the spot west of the forest, your cruiser north of your transport copter, your battleship south of your transport copter, your lander one step 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 infantry east and mid tank north, and move your copter north of your infantry. Move your transport copter northeast on to the forest and drop the infantry east. Attack the fighter with your cruiser from the south. Day six, move your transport copter east of your infantry and your copter one step north. Capture the base on day six & seven. Level A15 - Captain Drake! Difficulty: ***** Days: 9 A nasty Drake level that will take numerous reattempts, it's a very precise map and tough to figure out. It's the same setup, except this time Drake has an extra battleship, and a huge army of units proceeding west along the road at you. The clincher is that you need to capture a city on the southwestern island before Drake's troops overwhelm the area, and by day 9, as well. You'll be creating mostly infantry from the factories, but once you have all your infantry set up, you can create recons and APC decoys for the approaching enemy invasion. Go for the east island first, then the central island with your infantry. Drop the tank off on the mid island and take care of the infantry, staying out of enemy fire. Move your APC w/ infantry inside and artillery & mid tank to claim the city, and move your subs southwest to tackle the enemy battleship and act as decoys for the enemy rocket launcher. Day one, load your tank into the lander and move it south, to the bit of shore away from enemy battleship fire, and drop the tank south. Dive your subs southwest, your APC one step west, your artillery and mid tank south as far as possible, and create two infantry. Day two, move an infantry into the APC and send it far south, move your other infantry into the lander and create two infantry. Move your mid tank two steps south, and your artillery right behind it, attack the battleship from the east with your sub, and move your other sub forward. Attack the eastern infantry from the north with your tank (out of battleship fire range). Day three, load a second infantry into the lander and drop them off on the east island, on the spot southwest of the west city on the island, and use them to capture the cities. With your extra infantry left, use it to capture the cities near your base. Create an infantry on the northeast factory and a recon on the southwest factory. Finish off the damaged infantry with your tank, attack the enemy tank with your mid tank from the west, attack the enemy mid tank with your artillery, and move your APC south of your artillery and drop the infantry off west. Attack the enemy battleship with your healthy battleship from the east. Day four, use your CO power. Move your recon far south onto the road, and move your extra infantry onto the southeast shore, move your lander back and load it up with an infantry, then create two infantry. Attack the enemy infantry with your tank, attack the enemy mid tank with your mid tank from the south, move your artillery in front of the other mid tank, begin claiming the city with your infantry, and rise your sub one step west(fodder). Create two infantry. Day five, if it starts raining on this day, you're screwed, you'll have to exit the map and start all over. Move your lander to the previous mid island drop off point, and drop the infantry off. Finish claiming the southwest city, and attack the enemy infantry with your mid tank (bastard!). Create two infantry. Move your recon to the southern edge of the bridge. Day six, continue to line your recon/infantry along the southeast shore as decoys for the enemy battleship. Begin claiming the cities on the mid isle and keep going. Line your new infantry up along the southeast shore and create two more infantry. Day seven, continue to provide fodder for the enemy battleship and other units invading your territory, day eight and nine, take the last two mid island towns. Level M15 - Captain Drake! Difficulty: ** Days: 5 Max has a very easy time compared to his comrades in this rainy level. All you've got to do to win is smash up Drake's naval force in 5 days, much like the normal campaign mode. Just use fine tuned, battle worn sea tactics to win. This map is so easy and short that it doesn't really need a thorough day by day walkthrough, so I'll just give a summary here. Day one, move your units south, dropping the rocket launcher to the left island. Day two, move the damaged transport south to the reef to reveal the battleship & destroy it w/ western sub & rockets. Destroy the other northeast battleship with your two subs, and move your other units forward out of range of the southeast battleship (move the eastern cruiser & battleship closer to the attack limits near the mid- map square than to the southwest limits). Day three, use your CO power and kick some ass, making sure to move three of your subs & your west battleship to the southwest corner of the map where a battleship and sub await you. Use the eastern cruiser to dunk the sub to the southeast. Day four & five, destroy the enemy cruiser & battleship to the southwest and the southeast battleship with one sub. A slight relief from all the rough maps hanging around later in the game. Level S15 - Captain Drake! Difficulty: ****** Days: 9-11 Sami's Captain Drake is my favorite Advance Campaign level in the game. Along with Rivals and Olaf's Navy, this is a masterpiece of a challenge, and only the best players will be able to figure it out on their own. Levels such as these elevate the Advance Wars level to it's highest point: as a complex tactical puzzle with only one solution. In this chess game, each game piece requires perfect use. When I first played through the level, I managed to complete it in 11 days, but a perfect score requires an incredible 9 days. 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 9! 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 aggravatingly random. I have no apparent explanation for it's erratic behavior. 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 a bad piece of weather. It's almost impossible to write a day by day for this level, because the AI loves acting erratically. Instead, I'll give a strategy briefing, plus the first few days of walkthrough. 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 last. Day one, load an infantry into the APC, and load the APC and rocket launcher into the southern lander. Load an infantry and mech into the northern lander. With the southern lander, move west of the north piece of road and drop the rocket launcher east, APC south. With the northern lander, move west of the mountain and drop the infantry east, mech south. Move your two subs northeast, and your battleship southwest into the reef. Day two, drop the infantry east into the forest, and begin capturing the factory with your infantry and the city to the east with your mech. Move your rocket launcher northeast into the forest. Move your subs northeast hugging against the land, diving the one farther ahead, and keeping the other one behind exposed. Move your landers back, and load a mech into the north one, and your mid tank and tank into the south one. Attack the tank with your battleship. Day three, attack the cruiser with your battleship and the other cruiser with your rocket launcher. Move your subs forward and attack the cruiser with your dived sub, and dive the other sub (this is assuming that the cruiser stayed back instead of rushed forward). Move your infantry forward and begin capturing the factory, finish capturing the city and factory (as a note, sometimes I have seen the artillery in the forest NOT attack the mech on the city. If this happens, I can't predict what will happen afterwards). Move your APC south of the southwest factory, move your tank lander west of the mountain and drop the tank north, mid tank south. Move your mech lander to the south bit of shore on your base island, and your cruiser one step southwest of your battleship. Day four, attack the sub with your rocket launcher and subs, attack the sub with your cruiser from the south, and attack the battleship with your battleship. Move your lander south into the reef. Move your tank into the forest next to the factory, and attack the tank with your mid tank from the north. Finish capturing the factory, and move your infantry north to begin capturing that city. Move your APC east of the northeast factory and create an APC. Move your cruiser by the shore one step north. Day five, attack the mid tank with your battleship and mid tank from the north, and attack the battleship with your two subs. Move your rocket launcher south into the forest, your infantry on the factory northeast to begin capturing the city, continue capturing the city with your other infantry, move your tank onto the southeast city, your APC onto the sea port, and create a mech in the southwest factory and an infantry in the northeast. Move your lander south to the shore and drop the mech south. Day six, attack the battleship with your battleship, destroy the other battleship with your west sub from the south, and move your other sub southwest. Continue capturing the cities, begin capturing the sea port, and the two cities with your mechs. Attack the tank with your mid tank from the west, and the artillery in the forest with your rocket launcher. Create an APC in the west factory and an infantry in the east factory. Day seven, continue capturing all locations. Load the infantry into the APC, move the APC to the city by the mountain, and drop the mech west into the forest. Attack the artillery with your rocket launcher and the battleship with your subs, move your cruiser next to the shore with the city to see the infantry on it, and attack with your battleship and mid tank from the east. Create two APCs. Day eight, finish the capturing infantry with your battleship, and begin capturing the city with your infantry. Attack the mid tank with your rocket launcher, the battleship with your sub, move your lander west of your infantry, your APCs north and east of your mid tank, and create two APCs. Continue capturing the northeast city. Day nine, if your infantry has at least 4HP, then capture that city, and the northeast city. Well, just like Rivals Advance, there is a good chance the AI will screw around and not act predictably. In fact, the map gets to be a real big mess. Just use your noggin! Level A16 - Naval Clash! Difficulty: ** Days: 10 An incredibly easy level. All you really need to do is flee your units around the northeast area, keeping them alive for 10 days. It doesn't matter how many units you lose as long as you keep the missile unit alive and away from enemy attack. Consider everything but the lander w/ the missile launcher in it as fodder. This level doesn't really need a walkthrough, all you need to do is steer clear of enemy attack range and near the end of the level use your units as fodder to protect your missile launcher lander. Andy's never had it this easy. Level M16 - Naval Clash! Difficulty: *** Days: 7 Another fairly easy advance campaign level for Max. You need to destroy all the units by day 7, so you'll have to begin rushing your units eastward by day two, using your lander and APC as decoys to allow your units to pass unharmed. Use your recon effectively to view enemies in front of your land units, then overtake them. When you have the opportunity, use your CO power and smash the enemy units on the bridge, or launch the CO power with your units on the bridge. Drake has a rocket launcher and three mid tanks, plus several smaller units along the way. By sea, have your subs dive and injure the two battleships to 4-5 HP on day two, and move your other units forward. Afterwards, send one sub north to the remaining enemy battleship, raise one sub to the east to get a better view of the bridge and bait the enemy cruiser, and use your cruiser and lander as bait for the enemy rocket launcher or battleship. The level is fairly straight forward and there shouldn't be a big problem completing it, even if it is down to the last unit. Just use decoy and unit management tactics effectively. Level S16 - Naval Clash! Difficulty: *** Days: 8-10 This map would be much harder if the developers forced you to speed your units up, but you can take a leisurely 8-10 days invading the enemy territory and capturing the base. There are no air units, and only a battleship and sub coming after your landers. The challenge here is taking out Drake's land troops, which include two mid tanks, two rocket launchers, artillery, and mechs/infantry. However, the invasion only needs some basic tactical skills, like using the APC, cruiser, battleship, and even landers (not to be killed, obviously) as decoys. After taking care of the sea threat (don't bother with the enemy cruiser, keep your sub dived), move your battleship east along the invasion strip, to provide firepower support and scare the enemy rocket launchers out of hiding and away from your advancing troops. When you start off the battle, keep your sea units put and wait for the enemy battleship and sub to approach you, then execute them. If you have to, use your lander to reveal the sunken enemy sub and smash it with your cruiser. Continually drop off your units at the shore with your landers, with the mid tank, two tanks, rocket launcher, and APC going first. Use intelligent land tactics, FOW tactics, and Sami's Mechs & CO power to your advantage. If you need to use a CO power, consider throwing your cruiser to the enemy as bait, which will increase your CO power meter considerably. You will definitely get beat up and lose units, but as long as you can stomp down the enemy base, it's not a big deal. Level A17 - Wings of Victory! Difficulty: *** Days: 8-9 This level isn't too difficult, once you get past the initial air invasion. Eagle will send three bombers and two fighters after you, and they're all easy to bait into your hands. On day one, you should hide your fighters behind the line of units, load & move your air transport & bomber north, and move your mid tank and rockets north (towards the forests). On day two, move the air transport & bomber further north out of fighter range, hide the mid tank in the forest, and move the rockets forward. Day three, attack the bombers with your fighters, the fighters with your anti-air and missile launcher, and the anti-air, tank, etc. with your bomber, mid tank, and rocket launcher. Eagle will waste a turn combining his bombers & fighters, and then use his lightning strike. If possible, surround Eagle's fighters with ground units so they can't cause any trouble. Crush them afterwards. Since technique points don't matter here, you can just stuff up the mountain passage with fodder and allow your air units to pass by the north, destroying the bomber in the north sea area with a fighter. When approaching the base, there will be a missile launcher in the forest two steps below the base, and a bomber in the southeast corner of the map. You must finish the map by day 8-9. To speed things up, use your CO power when you bomb the missile launcher and kill the southeast bomber with your fighter. As long as you take care of Eagle's initial attack, the rest of the map is a piece of cake. Level M17 - Wings of Victory! Difficulty: *** Days: 7 This map is similar to Andy's level, except here you'll be sending out units in a search and destroy mission after baiting Eagle's units. On day one, position all your units to strike, using all units to full advantage once Eagle is in your target sights, and then demolish him. He will then send several more copters, a fighter, and a bomber (he can only reach you after using the CO power, though). Afterwards, you need to rush out into the FOW to destroy the units left hanging around. There is a tank and infantry on the north side, two bombers, one in the northeast and one in the southeast, and some other units hanging around. The key to winning quickly is to ignore the infantry, tanks, etc. left over from the invasion and leave those to your ground troops, immediately launching your air units out to destroy the enemy units. You must eliminate the units by day 7. Level S17 - Wings of Victory! Difficulty: ***** 1/2 Days: 5-6 Once again, Sami is faced with a tough as nails battle against Eagle. This time the name of the game is suicide speed, a five day air rampage. The level will test the strategy and thinking skills of any Advance Wars player worth their salt. There are two fighters, four bombers, three anti-air units, a missile launcher two steps south of the base, an insurmountable number of ground units, and two more bombers in the northeast and southeast corners of the map. You've got an assortment of units, and most of them will be fodder. The three units you want to keep alive by the end of the map are your two fighters and your infantry on the base. I won't spoil the fun for anyone who wants to try this map on their own, but the full walkthrough is right here for anyone who thinks it's impossible or wants to try it out themselves. Day one, load the eastern infantry into your transport copter, and move it one step east, one step north, and one step east. Load the mech into the APC and drop it off in the mountains one step southwest of the transport copter. Move your other units into this 5x5 formation, using the transport copter as a reference: X,Tank,Recon,X,X Mid Tank,Anti-Air,Fighter,X,X X,Rocket,Fighter,X,X Missile,Bomber,Infantry,Helicopter,Transport Copter X,Mech,APC,Mech,X Day two, attack the anti-air with your bomber from the north, destroy the northeast tank with your rocket launcher and tank from the north, the other tank with your mid tank from the east, and the southeast fighter from the east. Move your copter south of your anti- air, your transport copter east of your bomber, your fighter east of your transport copter, and your missile launcher east of your rocket launcher. Day three, attack and destroy the fighters with your anti-air and missile launcher. Move your transport copter forward and drop your infantry off into the northwest forest, move your bomber northeast of the enemy infantry, to expose the enemy bomber, then destroy the bomber with your fighters from the north and east. Day four, move your bomber northeast to expose the enemy bomber. Destroy it with your healthy fighter. Use your CO power, and begin capturing the base. Day five, finish capturing. Level A18 - Battle Mystery! Difficulty: *** Days: 5 A five day map that is still pretty easy. Drake's units will generally act stupid, so just crush them as they approach you. The goal is to move a cruiser to the north most reef in the small cove that you have to move east and back around to reach. Use the landers as decoys for the enemy battleship to the northeast, allowing your cruiser to pass by and your sub & battleship to destroy it. Once your cruiser is next to the lander, blast it away with your battleship & rocket launcher. On day one, load the mid tank and rocket launcher into a lander and drop them off to the east, dropping the rocket launcher south into the forest and mid tank east. Move all of your sea units northeast or east along the passage, diving the subs. Day two, move your empty lander northeast to expose the enemy sub. Attack it with your cruiser from the east and sub from the west. Move your cruiser south if you can't see the enemy battleship that's southwest of your rocket launcher. Once you can see it, attack it with your rocket launcher, battleship, and sub. Move your mid tank onto the city, and move your other lander onto the east shore. Day three, attack the enemy sub to the southwest with your cruiser and sub. Use your CO power. Destroy the enemy mid tank with your rocket launcher & mid tank. Move your lander and battleship far east, move your cruiser east and around the island (watch out for the battleship in the corner), attack the battleship with your sub, and move your tank just out of range of the artillery. Day four, finish the enemy battleship with your battleship and sub. Continue moving your cruiser south, and move your rocket launcher east. Day five, finish moving your cruiser next to the reef, expose the lander, and blow it to bits! Level M18 - Battle Mystery! Difficulty: **** Days: 8-9 You're back trying to invade Drake's territory and claim his base, and he's made it more annoying for you to progress. He has two battleships, a sub, two cruisers, two artilleries, a rocket launcher, a mid tank, and other assorted units. The key to winning is to place an infantry into an APC and load it into a lander that you can drop by the eastern shore to claim the base. You must complete the level by day 8- 9. On day one, load the lander that can drop off with your mid tank and recon, and drop them off north, recon into the forest and mid tank to the left. Move your battleship northeast into the reef, dive the sub south of the battleship, and move your cruiser northeast into the reef. Load your other lander with the rocket launcher and tank and move it south of the sub. Day two, destroy the enemy anti-air with your mid tank from the south, the enemy sub with your cruiser from the west, move your full lander northeast to the reef (from the south) to expose the enemy cruiser, and attack it with your battleship and sub (from the east). Move your recon north into the forest. Move your empty lander back and load it with your APC (infantry inside) and mech. Day three, move your rocket launcher lander to the previous lander point and drop off the rocket launcher north and tank west. Move your cruiser north to the forest to expose the enemy artillery, and attack it with your battleship and recon from the west. Attack the enemy tank with your mid tank from the west, finish off the enemy cruiser with your sub. Move your APC lander northeast. Day four, destroy the enemy tank with your tank from the south, destroy the enemy mid tank with your battleship and mid tank (from the east), move your rocket launcher north, move your two landers northeast into the battleship range. Move your cruiser below the enemy battleship, and attack it with your sub from the west. Day five, use your CO power. Attack the enemy tank with your rocket launcher, move your small tank to the north most forest to expose the rocket launcher, and then demolish it with your mid tank. Move your battleship northeast into the next reef, move your cruiser far east to the second battleship reef, move your sub far east, move your empty lander south of the battleship, and move your full lander to the east most part of the shore, dropping the APC north and mech east. Day six, move your two landers to the south and east of the enemy cruiser, move your cruiser north of the second battleship, and move your sub forward and attack it. Attack the enemy battleship with your battleship. Move the APC one step northwest of the enemy base and drop the infantry to the north. Day seven, destroy the second battleship and begin claiming the base. Day eight, finish claiming the base. Level S18 - Battle Mystery! Difficulty: *** Days: 8 This is a fun Sami level, where you get to thwart Drake's moves at every turn. Make good use of naval tactics here and you'll have the map 'wrapped up' by day 5. To start out, you'll want to move your east helicopter southeast to block off the passage, move your southern transport copter east, and your infantry in between the three mountains. Retreat your west helicopter, mechs, and north transport copter far west. By sea, don't destroy both subs on day one or Drake will use his CO attack and it's game over for your infantry. Use the landers as decoy/blockade units, move the rocket launcher up close for some cheap shots at the cruisers, and bait the cruisers with far-away transport copters and helicopters then smash them to bits with your battleship & rocket launcher. Show Drake how to play a real naval battle. Even if you perform terribly, as long as you survive the eight days you'll get a perfect score, so don't worry if your units are getting trashed as long as you keep your transport copter w/ infantry safe. Level 19 - Andy Times Two! Difficulty: *** Days: 5 An easy 5 day speed level. 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. You have to rocket your transport copter to the base with Sami using decoys, blocking up the northwest passage, and holding off enemy units from your infantry. 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 north to the shore by Andy's base. Use some naval tactics, drop off the infantry and mech, then destroy the missile launcher with your battleship and units. Move your transport copter east, northeast, then north, dropping the infantry off on day three, using your CO power on day four, and capturing the base on day 5. Make sure to use your tank and missile launcher to draw away the majority of the enemy units across the bridge, or else there will be too many to handle over by the base. Level 20 - Enigma! Difficulty: *** Days: 12-16 Sturm is back for Enigma, and the map is pretty much the same except for the fact that there is FOW, so you'll have to compensate with some new strategies, even though generally FOW makes the map even easier by crippling Sturm's view. First of all, you should read the entire guide for Enigma normal campaign, because almost all of the information still applies in terms of winning the map, with a few exceptions and new actions you'll need to take listed below. You must finish the map in 12-16 days. If you use the FOW to your advantage, the map is even easier. For example, your anti-air unit will be hidden in the forest and so cannot be seen as you take out the different units. An even bigger bonus is that you can send your transport copter to the northeast portion of your land to lure the enemy fighter within striking distance of your still-alive anti-air unit, leaving your factory to create some other unit, possibly a recon (scare away distance units) or a tank. One of the sticking points of the map is barging your way up the road to Sturm's base. Since the path is riddled with forest, it becomes difficult to progress since your front line unit will usually be attacked and only that front line unit can attack the unit in front of it that's in the forest during that turn. To remedy this problem, create mechs and use the transport copter to drop them onto the river and forest areas to expose and attack the enemy units from the side, allowing you to bully your way through just like the normal campaign mode. The sea route is just as easy to land, and you can use the same sub tactics as before. Just make sure you have at least three healthy mid tanks to conquer Sturm's main base, or you won't be able to stem the tide of units being built and units already present. Sturm has added a rocket launcher hidden in the forest below his sea port, so be careful with your landers. He also has more mid tanks, so make sure to bring a strong force up the road with you to draw some forces away from your landing party. When invading, use FOW tactics carefully and don't let the enemy mid tanks start smashing your units around. Since Sturm has a +20% offense and -20% defense, it's best for you to charge ahead unless it risks being attacked by a mid tank, since your tanks can kill most of his units instantly unless they're in a city or forest. Level 21 - The Final Battle! Difficulty: ****** (13 days) ****** 1/2 (10 days) Days: 10-13 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. Here's a 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 helicopters 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 helicopter 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 helicopters, 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, helicopters, 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: appx 16 The Advance Campaign finishes with a big bang; a level that I believe is the most difficult in the entire campaign. The level is separated into two waves of attacks. In the first wave, Eagle will approach you with three helicopters, then four bombers by air, while by land sending an invasion on each side of one tank, one anti-air unit, and one mid tank. The second wave is a crushing blow as Eagle swarms your area with accumulated masses of land units and a new batch of helicopters. Eagle also has four fighters waiting to blast any air unit you create, a missile launcher northeast of his island airport, and will build fighters to stop you. To top it all off, the map has been changed to FOW and you start with only two mechs and an infantry. You must somehow build a transport and move it safely across the wide map to land and capture Eagle's base. Trying to defend yourself by land is a battle of attrition at best, there's no way to win just by playing defensively, even though it's possible to survive for quite some before being completely swamped. It seems like Eagle has you completely sewn up. Just listening to all of the helicopters, 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 helicopters & bombers as they come in. It takes expert skill to know how to manipulate the computer AI, exploit it's weaknesses, and hold off enemy ground units in tight spots initially, but there's so many variables and factors to consider that it really is one of the toughest levels not only to plan out the general strategy to but also execute it with attention to the minutest detail. I can only help you so far, the rest is up to you. You must defend yourself against Eagle's helicopters & 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 helicopter, build a transport copter, next turn send it in hiding and finish off the bombers, and make sure on the next turn that you trigger Eagle's CO attack. I recommend trying to injure one of the bombers to 1 hp so it will flee to an airport and take up space. Use your CO attack after him, and smash his fighters to bits, while trying to blockade one off with ground units. Do not let ANY of his fighters escape, or they will fly back to heal themselves and raise hell for you later, even if it means destroying a weak fighter vs. a fully healed one. Build your first fighter and keep your transport copter protected. Then, finish off the last of the fighters, send your transport copter east, and your fighter southeast to approach an enemy helicopter. Afterwards, you'll want to build one more fighter, and then your land mass is irrelevant, let them all die. Now for the sky battle, Eagle's second wave of copters will be zipping all around you, so be very cautious. If he creates a fighter, dispose of it ASAP, and use your CO power to attack it if possible. Allow injured helicopters to escape to air ports so that they jam up Eagle's production capabilities. Do not attack an injured air unit on an airport by any means - they will not chase after your transport copter until they're fully healed. Eagle will use another CO attack soon after your two fighters are available, and will have at least 3 helicopters closing in on your position. Try to destroy two of the copters and move the transport copter out of the range of the third. You may also try to hold off the enemy near your base and create empty transport copter decoys to satiate a couple helicopters and make your journey a bit easier. When approaching the missile launcher, move cautiously and stealthily, making good use of it's blind spot. The island north of the missile launcher has an anti- air unit on it, so avoid it at all costs. Once you approach Eagle's base, he will most likely create a fighter and continue to produce helicopters. Save your CO power for this moment when you can destroy the helicopter in one blow and injure the fighter. All you need to do is keep your fighters alive in order to swat the helicopters away from your infantry as it works on the base. There won't be any ground resistance to speak of, so all you have to do is capture the base and you're home free! Finally here's a rough day by day guide. You have to move your initial infantry north to block the north bridge (the long bridge, not the tiny one) and create new infantry to block the south bridge. On day one and two create an anti-air unit, and use them to destroy two of the three helicopters, 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. Here's the day by day, up to day eight. Day one, move your units north, create an anti-air unit in the northeast factory and three infantry. Day two, to the north, move your infantry onto the east city, and your mechs north. Move your new infantry on the west factories south, your infantry on the southeast factory north of the bridge, your anti- air south. Create two infantry in the west factories and an anti-air in the northeast factory. You want Eagle to move two copters to the east of the southeast factory. Day three, create a missile launcher in the southeast factory, and surround it from the north, west, and south with infantry. Destroy the two copters, preferably the ones farther north than south. Move the other two infantry onto the base and southwest factory. You want Eagle's copter to attack the infantry west of your missile launcher from the south, the bomber to move into missile attack range, the anti- air to move onto the south bridge, and the tank not to move north of the anti-air. If one of these doesn't happen, start the level over. Yes its tedious, no you don't have a choice. Day four, to the north, move your infantry south of the west city. Back at base, move the anti-air that's northeast of the missile launcher to the north of the base, move the infantry that's south of the missile launcher northeast of it, attack the other copter with your anti-air from the east, move your injured infantry north of the anti- air, move the infantry that's north of the missile launcher to the east of the missile launcher, and move the remaining two infantry north and west of the injured infantry. Attack the bomber with your missile launcher. Create a transport copter in the north airport, and three infantry. You want Eagle to be attacking your infantry, obviously nothing vital, and do not let him use his CO power, or he'll toast you. Day five, to the north, attack the northern bomber with your anti-air unit, and attack the tank with your injured mech. Back at base, attack the northeast bomber with your missile launcher, and attack the southern bomber with your anti-air unit from the north. Move your transport copter west of the base, move your northwest factory infantry onto the base, northeast factory infantry one step south, southwest factory infantry one step east, weakened infantry one step west, and the remaining infantry that's next to the tank to the north of the tank. Eagle should use his CO attack and move his fighters into your general area. Make sure he has moved a fighter to the southwest that you can attack with your missile launcher. If the fighter isn't there, start over from day three. Day six, attack the southern fighter with your anti-air that's right next to it. Use your CO power, attack the southwest fighter with your missile launcher. To the north, attack the enemy tank then anti- air unit. Create a fighter in the north airport. Day seven, destroy the southwest fighter with your missile launcher, move your infantry two north, then destroy the bomber to the east of the transport copter with your anti-air unit, and destroy the weakened fighter with your other anti-air unit. Move your fighter onto the southeast neutral city on the island. Load your infantry east of the transport copter into it, and move it five east, one north. Move your infantry, making sure that fully healthy infantry are in front of the enemy units to the south, and create an infantry in the southwest factory. Keep your missile launcher protected and keep the enemy fighter blockaded. Day eight onward, you should use your tactical skills to navigate the fighters and transport copters/decoys towards the base. This part of the level is the most random, but it's also the easiest, so just use caution and you should be able to snag the base. Well thats about it for that thanks for coming!