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Walkthrough

by MJEmirzian

Advance Wars Guide
Revision: Final
By Matthew Emirzian ([email protected])


Sections:

Introduction
Commanding Officers
Scoring System
Enemy AI
Difficulty Ranking
General Intelligence

Campaign Briefing
Campaign Walkthrough

Advance Campaign Briefing
Advance Campaign Walkthrough


Introduction:

	Advance Wars is a difficult and rewarding game.  The levels are 
well designed, and the scoring system adapts to players of all skill 
levels.  I will try my best to assist you in completing campaign and 
advance campaign mode.  If you are fresh out of training mode, or need 
some general assistance, I suggest you read the sections on commanding 
officers, the scoring system, the enemy AI, and the campaign briefing.
	This guide is written for each campaign level in three distinct 
parts.  First, there is the level name, my difficulty rating for 
getting a perfect S-rank score, perfect speed score requirement, and 
perfect technique score requirement.  If the speed score is variable, 
that means you can finish it faster than the perfect speed score 
requirement.  Second there is a strategy briefing, where I�ll give you 
the intelligence and basic tactical knowledge in order to complete the 
level successfully.  Third, there is the full walkthrough, where I 
attempt to navigate you through the level day by day for a perfect 
score.  Players who want to get a heads up before going into battle 
will find the briefing useful, while players who want to complete the 
level can use the day by day walkthrough.
	I have tried my best to eliminate errors and mistakes in my 
instructions.  Please understand that Advance Wars is a very difficult 
game to write a walkthrough for, since the movements are very precise, 
and the enemy AI behaves randomly.  The walkthroughs are not guaranteed 
to work, and I have tried to note where the computer will act 
differently than how I described it.  Advance Wars is a complex game, 
and writing full walkthroughs is difficult, to say the least.  You 
should not expect to be carried off through the game with complete 
accuracy while following the walkthroughs in this guide.  Even with the 
full walkthrough, at some point you will come across a situation where 
you will have to use your brain and improvise.  As a final note, I have 
taken the time to complete each level to the best of my ability.  You 
may find it useful to learn from some of the walkthroughs.

Walkthrough Rules

1.	When I instruct you to move a unit in a certain direction, I 
expect you to move it as far as it can go in that direction.  
For example, if I say to move the unit north, you should move 
it straight north as far as possible.
2.	When I instruct you to move a unit �west of� or �northwest of� 
an object, I mean to move the unit right next to the object 
I�m describing.
3.	When I instruct you �move east along the road�, I mean you 
should move in east as a general direction, but keep on the 
road doing it, including over bridges and buildings.
4.	Often times I will give directions like �three south two east�.  
When I say this, I mean to move your cursor that number of 
spaces away from the unit I�m instructing you to move.  Even 
if your cursor moves over an obstacle or if the arrow moves in 
a different direction, you should end up in the spot that is 
�three south two east� of the unit I�m instructing you to move.


Commanding Officers:

Andy
	Andy is the baseline CO throughout the game.  All of his units do 
the normal amount of damage without any bonuses or penalties.  Being 
the average CO, all the other officers� variations in power and defense 
can be compared to his.  His CO power heals units by 2 HP.  He is 
average in all abilities, so you need to exploit the enemy CO instead 
of using any sort of special trick that Andy has available to him.  
Andy�s great rival in the game is Eagle, both of whom you will have to 
learn very well.  Andy will face some very difficult levels, especially 
early on in the game.
	In versus mode, Andy is better off focusing on exploiting the 
enemy�s weaknesses and a building well rounded attack force to fit the 
situation he�s in.  Andy�s strength is in being able to adapt well to 
almost all battle situations, since his units have no imbalances.   
When in doubt, use Andy.

Max
	Max gets a +50% offense bonus to his direct combat units, but his 
distance units have one less attack range and have a -10% penalty to 
offense.  Remember that direct units comprise not only the ground units 
like tanks and recons, but also fighters, bombers, cruisers, and subs.  
When he uses his CO power, he gains a 25% increase in direct unit 
strength, and all direct units including transports gain one extra 
movement.  Max has his day in the sun with several brutally tough 
levels that require his expert smashing abilities.
	Max is a versus mode favorite, due to his high attack 
capabilities.  When playing as Max, use cheap recons to soften up the 
enemies distance units when moving in for an attack.  Max is better 
rounded when you factor in air and sea units, since all of his direct 
units are immensely powerful.  Max�s distance units present a huge 
problem for him, though.  Even with the extra power, any other CO 
besides Max has a distance unit advantage over him, so his distance 
units are almost worthless.  If the map has defensive terrain with 
forest cover and mountains, Max will have a hard time maneuvering his 
troops in to attack with, while his opponent pummels him.

Sami
	Sami gets a +20% offense and +10% defense bonus to her infantry 
and mechs, but her direct combat units have -10% offense.  Her CO power 
can be triggered faster than any other CO.  All of her transports have 
one extra movement by default.  When using her CO power, her infantry 
and mechs gain one extra movement, can ignore all terrain penalties 
including snow, and gain a 30% offense and +20% defense bonus.  With 
Sami, you can expect to play some of the most difficult levels in the 
entire game, focusing on her capture abilities.
	Her infantry and mechs have the ability to capture cities at 50% 
normal speed.  If she begins capturing a city with full health, her 
infantry or mech takes down 15 of the 20 required capture points.  That 
infantry must then be injured down to 3HP in order to not be able to 
capture on the next day.  She can capture a city in two days with a 7HP 
infantry, and three days with a 6HP infantry.
	In versus mode, Sami has one of the cheapest tricks in the game.  
This cheap technique, known as the �Sami mech flood� can be performed 
with land based combat and an equal or same number of factories as her 
opponent.  Just produce and outnumber your opponents land units with 
masses of mechs.  For more realistic players, Sami is a difficult CO to 
use.  You should rely more on her distance units which do not have an 
attack penalty.  She is best in city capture situations, and can 
perform a well planned base capture in fog of war.

Olaf
	Olaf�s units are average like Andy, except that he can use his CO 
power to slow his opponents units down.  In the rain, his units are 
penalized as if it were snowing on him, while in the snow he has no 
penalties at all.  When Olaf battles Andy and Max, expect to have to 
work around his CO power, which will often cripple your advances and 
reduce your speed score.
	In versus mode, Olaf is generally ignored.  While most players 
expect to use their CO power to rush in and clobber their opponent, 
Olaf�s CO power is used to slow the opponent down, leading to a variety 
of difficult but possibly rewarding tactics.  For example, he can use 
his CO power to immobilize the enemy and move in for a crucial first 
strike on the next turn.

Grit
	Grit is the opposite of Max.  His distance units have an extra 
range of attack, while his direct units, infantry and mechs have a -20% 
offensive penalty.  When he uses his CO power, his distance units gain 
another two ranges of attack, and a 65% offensive bonus.  While you 
won�t battle him very much, you always need to be careful of his 
distance range and CO power.  One wrong move could easily erase your 
chances of a high score.
	In versus mode, Grit should focus on his distance units, 
including missile launchers if there are air units around.  Use your 
distance unit range to intimidate the other COs distance units.  The 
opponent can either attack and risk being smashed, or retreat.  Most of 
Grit�s strategies come from his extra square of distance range, so use 
it well.  His distance units can dominate any other CO in the game, 
especially Max�s distance units.  Make good use of the terrain to keep 
direct units from reaching your distance units, and place cheap ground 
units or APCs as blockades.  Grit is one of the most deadly COs 
available.

Eagle
	Eagle�s premiere ability is his CO power, enabling him to use all 
of his units except infantry and mechs again, on the same turn.  The 
catch is that once his CO power is enabled, all of his units are 
weakened by 20% offensively and 30% defensively, making him a 
vulnerable target to his opponent on the next turn while his units are 
still under the CO power effect.  His air units have 10% offense and 
10% defense, and use two less fuel per turn.  His sea units have a -20% 
offensive penalty.
	In versus mode, Eagle is efficient at land and air combat, but he 
will have trouble at sea.  Eagle�s CO power is incredibly powerful, 
especially with a combined air and land force.  Be very careful when 
you use his CO power, since it could leave you open and vulnerable to a 
sharp counterattack.  Eagle is a great CO for all types of maps except 
sea based maps.  Since his ground units are average like Andy and Olaf, 
he can hold his own against most other COs by land, and use his CO 
power for even more devastation.  Also, since Eagle�s CO power allows 
him to move units that he�s just created, he can produce twice as many 
units in one turn.

Kanbei
	All of Kanbei�s units have a +20% offense and +20% defense bonus, 
and gain an additional +20% offense and defense when he uses his CO 
power.  The catch is that his units cost 20% more than usual.  
Otherwise he doesn�t have any special tricks up his sleeve.  Luckily 
for you, he�s a tactical dunce in campaign mode.
	In versus mode, Kanbei�s biggest concern is finding enough 
resources to pay for his expensive units.  If there are many unit 
production sites and the map is large enough, it�s possible to begin by 
capturing a good amount of cities and then begin building a large force.  
In smaller, tighter maps, Kanbei will have trouble keeping up with an 
opponent that can outnumber Kanbei with cheaper units, especially Max�s 
direct units.  Use with caution.

Sonja
	Sonja�s units are average like Andy, except in versus mode her 
units are �unlucky�, often doing 10% to 20% less damage than they 
should.  When you fight Sonja in campaign mode, she doesn�t have an 
�unlucky� weakness.  Since the computer is allowed to see everything 
except forest and reef squares in fog of war maps, Sonja�s CO attack in 
campaign mode allows Sonja to see into every forest and reef square, 
regardless of whether her units are anywhere near them.  All of Sonja�s 
units hit point values are hidden.
	Sonja is the most difficult versus mode CO to use.  In versus 
mode, her units have one extra vision range and her CO power increases 
that vision range by two, plus allows her to see into forest and reef 
squares as if they were normal terrain, so she doesn�t have to move a 
unit right next to them to see what�s hiding inside.
	Sonja�s tactics are all psychological and tactical, and can be 
used to great effect by a well trained player.  She is best in fog of 
war maps.  Her hidden unit hit points can easily befuddle a poor human 
player by moving units of the same type around and attacking with fresh 
units.  This is most effective when battle animations are turned off.  
Even the damage her units do is unpredictable, meaning the opponent 
can�t readily deduce whether Sonja�s attacking unit is healthy or not.  
Her CO power is best used for exposing her opponents units in forests 
and reefs, so that she can immediately begin attacking without having 
to expose the hiding enemy unit.

Drake
	Drake�s sea units gain a +20% defensive bonus, while his air 
units have -20% offense.  His CO power reduces all the enemy unit hit 
points by one, but can�t kill any units.  This can be aggravating, but 
is often useless in the battles you face him in, since he never has 
time to do it twice.  His presence will often cause rain, which will 
reduce his opponents vision by one and slow down tires and treads over 
field and forest terrain.  All of his sea units have one extra movement 
range.
	Drake is a decent CO to use on land and sea battles, but like 
Olaf, his abilities do not easily lead to mass destruction.  His CO 
power, while seemingly unfair, is actually very difficult to use 
effectively.  Since the damage is spread out so far, it�s difficult to 
get a good use out of the power unless his opponent is already weakened 
or Drake can manage to use his power twice.  In base capture maps, 
Drake can easily hamper a capture effort by reducing mech or infantry 
HP, unless he�s playing against Sami.
	Drake�s prime advantage is his sea defense.  Two average level 
subs can rarely destroy one of Drake�s battleships or subs, so they�ll 
be exposed for Drake�s cruisers to attack.  His extra movement range 
means he has a higher attack range than any other sea unit, enabling 
him to get the first strike under most circumstances.

Sturm
	Sturm is also different between versus and campaign mode.  All of 
his units gain a +20% offense bonus and a -20% defense penalty, making 
it important for you to get the first strike on him and demolish his 
units.  None of his units have any terrain penalties, except in snow.  
His CO power can damage a group of units extending out two spaces from 
the focal point.  The damage brings the units down to two hit points, 
but can�t kill any units.  His CO power will damage his own units.
	The Sturm in versus mode gains a +20% defense bonus and a -20% 
offense penalty.  His CO power only damages for 4 HP, and the player 
can�t aim it.  He has high defense but low offense all around.  Versus 
mode Sturm must concentrate on his terrain and defensive abilities.  
Moving him quickly over protective terrain can give him a huge boost in 
defense.  A mid tank on Sturm�s cities, factories or base is 
practically invincible.  Use his CO power when his opponent has a large 
bunch of units together, hopefully away from his units.  In ground maps 
with a forest �shortcut�, Sturm can cut through the forest terrain 
twice or three times faster than normal and deliver a massive force 
right to his opponents� doorstep.  His defensive abilities are also 
great for blockading against powerful units, clogging up the opponents 
attack from his essential APC or distance units.

Nell
	Nell is an average CO like Andy and Olaf.  However, her units 
tend to be �lucky�, doing more damage than they should when attacking.  
Her CO power allows her units to be even luckier, often destroying 
units that should only have been slightly damaged.  Nell�s luck usually 
outweighs Andy�s repair capabilities, and her CO power can quickly turn 
the tides of an evenly matched battle.

Unlocking the COs:

	When you start the game, you can only use Andy, Max, Sami, and 
Olaf in versus mode and war room.  To unlock the other COs, you need to 
play through campaign or advance campaign mode and choose certain paths 
or meet certain requirements.  In order to unlock every CO, you must 
play through campaign at least twice.

Olaf � Choose Andy at level 4, Max Strikes!
Grit � Choose Max at level 4, Max Strikes!
Kanbei � In the first Kanbei level, defeat him by at least 8 days, 
second level 10 days, and third level 12 days.
Sonja � When you defeat Kanbei with the right time requirements, you 
will get Sonja once you complete the three missions against her.
Drake � Choose Andy for all four Green Earth Missions (against Drake & 
Eagle)
Eagle � Choose Sami for all four Green Earth Missions (against Drake & 
Eagle)
Sturm � Unlock every other COs besides Nell.
Nell � Unlock Sturm.

The Final Battle:

	Your team in The Final Battle is determined by meeting certain 
requirements while playing through campaign mode.  Here is the list of 
available COs on either side of Andy, and what you need to do to get 
them on your team.  Some COs override other COs, and I�ve made note of 
it here.

Left Side:

Max � Choose Andy in level 4, Max Strikes!
Olaf � Destroy all of Olaf�s units in level 6A Olaf�s Navy (Overrides 
Max)
Grit � Choose Max in level 4, Max Strikes!

Right Side:

Kanbei � In the first Kanbei level, defeat him by at least 8 days, 
second level 10 days, and third level 12 days. (Overrides Drake and 
Sami)
Sami � Don�t choose either all Andy or all Sami for all four Green 
Earth Missions
Drake � Choose Andy for all four Green Earth Missions
Eagle � Choose Sami for all four Green Earth Missions (Overrides Kanbei)

CO Powers:

	The CO power is an important part of the game, and you need to be 
able to manipulate them intelligently for yourself and your opponent in 
order to succeed in some levels.  The CO meter is based on the amount 
of damage you�ve taken or given out.  Each unit has a value that�s 
equal to their cost to create, so an infantry has a value of 1000.  
When your infantry gets damaged by 5 hit points, your CO meter rises by 
500 points.  When you are damaging an enemy unit, your CO meter rises 
by 1/4 of the damage you�ve done, plus whatever damage you take when 
attacking.  When your CO power is enabled, your CO meter will not rise 
at all until the next day, when your units have stopped flashing and 
are back to normal.  By default, all COs except Eagle gain at least 10% 
to their units� offense and defense while their CO power is active.
	Each CO has a different point requirement in order to use their 
CO power.  Sami needs 25,000 points of damage; Andy, Max, Sonja, Grit, 
and Olaf need 30,000 points of damage; Drake needs 40,000 points of 
damage, and Eagle and Kanbei need 50,000 points of damage.  After 
you�ve used your CO power, the amount of points needed to use it again 
increases by 1/5 of the original required points.

Enemy AI:

	You must have a thorough knowledge of the computer AI and its 
weaknesses.  All of the techniques in this briefing are absolutely 
essential to acquiring the highest advance campaign scores in the 
most difficult levels.  You�ll need to know most of them fairly well 
to get perfect scores in normal campaign.

1.	The AI will almost always attack an APC over any other unit.  In 
the absence of an APC, the AI looks for a lander and then the 
weakest unit on the least terrain cover.  Fighters and copters 
units will target transport copters over APCs and landers, while 
ground units will target APCs over landers and transport copters.  
For example, in level two, the AI will attack an infantry with a 
recon if the infantry is on a road, but not if the infantry is on 
a city.

2.	The AI is random, and will behave differently.  The most frequent 
random actions of the AI are whether or not to move into a 
dangerous units attack range, such as a battleship or fighter 
attack range.  If you want to change that behavior, you have to 
yield or quit and start over again, or restore a save from at 
least two days back.  The best solution is to use APCs or 
transport copters to guarantee that the enemy unit will move in 
and attack.  In fog of war maps, a good solution to this problem 
is to hide your units.  In the case of air units, move them away 
from the battle, and allow the enemy to move into a hidden units 
distance range instead, such as a battleship or rocket launcher.

3.	Learn to manipulate the enemy CO power meter, triggering it only 
when you want to, and learn to use your own CO meter defensively 
as well as offensively.

4.	The AI will move its distance units back in reaction to a long 
moving unit such as the recon.  Use this technique to keep 
distance units away while you destroy the direct units.

5.	Even when there is a clear advantage to retreat a damaged unit 
and attack with a more powerful unit, the AI will stupidly keep 
the weakened unit in place and not move in it�s powerful unit, or 
may even move in a weakened unit instead of a powerful one.  A 
very misplaced sense of priority, to say the least.

6.	The AI distance units will almost always attack a unit if there 
is one in range.  You can use this to your advantage to keep a 
distance unit in place so that you can move in to destroy it.

7.	In Fog of War maps, the AI can see everywhere except your units 
hidden in a forest or reef, and your dived subs.  In Fog of War 
maps with Sonja, her CO power allows her to see into every reef 
and forest.

8.	Pay attention to the orders of movement that the AI uses for its 
units, it is essential in some levels.

9.	Take advantage of the enemy AI combining its weakened units 
together, also an essential technique in fast elimination levels.

10.	Risen enemy subs will dive at first, but will then 
inexplicably rise on the next day when chasing after a target.  
Use this to your advantage to mangle the exposed sub with your 
distance units.

11.	The AI has a small amount of intelligence, where it will 
attack your units in a logical sequence in order to reach a unit 
(usually an APC or transport) behind several of your other units.  
You can use this against the AI, though, by placing a decoy under 
expendable units, making the AI dig in for your decoys, leaving 
your stronger, more necessary units alone.

12.	Enemy units will almost always chase after a target, for 
example, a cruiser will always chase air units or subs.  Use this 
to your advantage by manipulating your target unit in a way that 
the enemy unit will move in range of your attacks.

Scoring System:

	Each level has predefined requirements for a perfect score based 
on three factors: speed, technique, and power.  Depending on how well 
you did when you complete the level, you will get a score that equals 
the three factors combined.  The highest possible score is 999, but you 
will not see the actual number in campaign mode, unlike war room.  If 
all three bars are full, then you�ve got a perfect score.

Speed Score:
	Your speed score depends on how many days you�ve taken to 
complete a level, versus how many you should have taken for a perfect 
score.  The grade is scaled, so if you take 11 days to complete a 10 
day map, you will not get a perfect score, but you will still get an S-
rank.

Technique Score:
	Your technique score depends on how many units you�ve lost versus 
how many units you�ve had during the course of the level.  Basically, 
let as few units die as possible, even if it means letting a larger 
number of units get injured.  As long your unit isn�t destroyed, it 
won�t count against your technique score.  The technique score ratio 
for campaign mode is approximately 20% units lost.  For example, if 
you�ve had 10 units total during the course of the level, you can only 
lose 2 of those 10 units, if you have 15 units, then you can only lose 
3, and if you have 20 units, then you can only lose 4.  The number 
jumps to 24 for 5 units lost, then 29 for 6, and so on.  In war room, 
the technique ratio is slightly less than 10%, so if you have 10 units, 
you can only lose one.

Power Score:
	Your power score depends on how many of the enemies units you�ve 
killed in a single turn versus how many units the enemy has had during 
the course of the level.  Basically, take one turn (usually the last 
turn) to destroy as many units as possible in order to get a full power 
stat.  The requirements are usually low enough that there are only a 
few levels where you need to go out of your way to get a perfect power 
score.

Difficulty Levels:

	In this guide I have given each campaign level a difficulty 
ranking, based on how difficult it is to achieve a perfect S-rank score.  
The level of difficulty ranges from one to six stars, with one star 
being �training mode� and six stars being �extremely challenging�.  To 
judge your ability in Advance Wars you must also consider how quickly 
in game time it took you to finish a level.

One Star:    * (Novice)
	A one star map is easy to complete and easy to get an S-rank on 
with basic tactical skills.  You can consider it a training room map.

Two Stars:   ** (Beginner)
	This map requires some intelligent battle planning and general 
unit movement along with basic tactical skills.  It�s still not much 
more difficult than a training room map, though.  If you have trouble 
with this type of map, go back to training mode.  Two star maps make up 
the majority of normal campaign maps. 

Three Stars: *** (Intermediate)
	This type of map varies in its challenges, but common elements 
are fog of war, CO specific strategies, intelligent battle planning, 
and battle on two types of terrain.  You will need to know common 
campaign tactics moderately well in order to succeed.  There are 
several three star maps throughout normal and advance campaign.

Four Stars:  **** (Advanced)
	This type of map is a fair challenge for an advanced player to S-
rank.  You�ll need to have honed your battle skills considerably from 
an average three star map.  You should know the technical attributes of 
each CO, how to manipulate the computer AI reasonably well, advanced 
fog of war tactics, and everything a lesser map would contain in terms 
of challenge.  There are a few maps scattered around the game of this 
difficulty.

Five Stars:  ***** (Veteran)
	Five star maps are brutal.  You will not be able to achieve an S-
rank on a five star map by stumbling around blindly for a tactical 
solution; you must actively devise a level-specific solution and apply 
it with near perfect execution.  This is where the real life time 
factor comes into play.  If you can S-rank a map like this in less than 
5 hours play time (using an emulator), consider yourself a great player.  
You will need intelligence, power, dedication, a mastery of AI 
manipulation, and sometimes even luck.  Levels of this skill include 
the �suicide speed� levels.  I recommend using an emulator (legally!) 
with save states to solve these levels faster, but it�s still possible, 
if slower and more aggravating due to AI mishaps, if you�re seeking 
perfect scores.

Six Stars:   ****** (Master)
	There are a few levels that I consider difficult enough to earn a 
six star difficulty rank.  Six star maps are special in that they 
present a huge amount of difficulty, and then add a cruel twist that 
takes the challenge over the top.  Only masters will be able to S-rank 
them without help and in a relatively short amount of time.  These are 
some of the best levels in the game, don�t pass them up!  Good luck!  
Use an emulator (legally!) if you can.

General Intelligence:

	In this section, I�ll supply various game play tips that you may 
find useful.

1.	Mechs and infantry fight each other with machine guns. Machines 
like tanks, and mid tanks will use their machine guns instead of 
their cannons to attack infantry and mechs, making them less 
effective.  The best ground unit to use against infantry is the 
anti-air, since it can only use its powerful Vulcan cannon to 
attack with. The best ground unit against mechs is the mid tank, 
although anti-airs are also moderately effective.

2.	You can get funds back from combining your units if their 
combined HP is over 10.  For every HP over 10, you will get 1/10 
of the original unit cost back in funds.

3.	A CO�s special defenses and strengths may occasionally fail.  For 
example, Drake�s sea units will sometimes take an extra hit point 
of damage.

4.	Each star of terrain equals roughly 10% (or one hit point) of 
defense against attacks.  The amount of damage dealt on high 
defensive terrain can be random at times.

5.	You can check the enemy CO�s power meter while it�s your turn by 
going into the menu, selecting Intel, then CO.  Very useful in 
some situations.

6.	Try combining units if they are both about to die, to save your 
technique score.

7.	Insulate and protect your transport with units while it passes 
through a dangerous area.

8.	In some advance campaign levels it�s impossible to get a perfect 
speed score due to the five or six day speed requirements.  
Therefore, it�s impossible to get a perfect 999 average score in 
advance campaign.

9.	Try completing the field training level �Dogfights� in two days!

10.	You can make the menus in the main menu flash by meeting 
certain requirements.
	Field Training � A-ranks in all field training levels.
	Campaign � Complete campaign mode once.
	Stats, Records & War Room � S-ranks in all war room levels.
	Rank � Achieve rank 1 in your player ranking.
	Battle Maps � Purchase everything, including all COs and maps.

11.	Consider the campaign maps like puzzles, where each unit 
has a specific purpose that you need to figure out.  Once you 
start putting the pieces in place, you can bring the rest of the 
level together.

Campaign Briefing:

	Campaign levels are a balance between speed, technique, and power.  
You are given enough time to move through the levels at a leisurely 
pace, and the number of enemies range from medium to small forces.  
Finding the balance between speed, technique and power can be tricky in 
a few levels, but often if you play the level well, you will get a good 
score.  Moderately skilled players should be able to complete campaign 
without any problems.  It is slightly more difficult to get 'perfect' 
(999) S-rank scores as opposed to flawed (950-998) scores.
	Campaign levels come in several general types.  The most common 
type is the base capture map, where you move a soldier in a transport 
and drop it off to capture the enemy base.  The second type is the 
elimination map, where you�ll have to destroy all of the enemy units to 
succeed.  There are also some survival maps where you must last a 
certain number of days.
	If you�re having problems with a level, listen to what the 
characters say before and during the battle.  They will often reveal 
the key strategy you need to win right there in front of you.  If you 
are stuck, yield and listen to what Nell has to say.  Use your game 
save wisely, it will come in handy often.
	Much of the basic strategy you�ll need to know is taught in the 
field training levels.  If you find yourself struggling with the easier 
levels, try replaying the field training levels while taking notes and 
concentrating on what each level is trying to teach you.  Each level is 
unique and has a different tactic you need to use to win.
	You can complete many of the campaign levels even faster than the 
highest speed requirements, and still get perfect power and technique.  
If you are bored with campaign, give it a try, or go for advance 
campaign.  Some decent challenges are Level 4M 3 days, Level 6A 6 day 
elimination, level 9 4 days, level 13 5 days, level 14 6 days, level 
16A 8 day elimination, level 18S 5 day base capture, level 20 9 day 
elimination, and level 21 6 day elimination.



Level 1 - It's War!
Difficulty: **
Days: 8-10
Technique Limit: 2

Briefing:

	Fresh out of field training, you�re now put in control of guiding 
Andy�s units against Olaf.  You must load the APC with the infantry, 
and move the APC along the north side of the river, capturing Olaf�s 
base by day ten, losing only two units.  You should move all of your 
units north along with the APC, except for the mid tank and mech, which 
should stay near Andy�s base and take care of the enemies coming in 
from the south.
	You don�t have to rush to complete this map, so move forward with 
caution.  Concentrate on taking as little damage as possible, shielding 
your weaker units with your tanks or anti-air.  Maneuver your force so 
that one or two units gets picked on, while the others remain 
relatively healthy.  You should lose only one unit getting up to the 
base, and lose your APC to the enemy mid tank while your infantry 
captures the base.

Walkthrough:

	Day one, attack the north tank with your tank from the south and 
anti-air from the west.  Load your APC with the infantry and move the 
APC north.  Move your north mech northeast, your recon north, your 
north artillery south of your anti-air, your remaining artillery north, 
your infantry east of your APC, your tank west of your north artillery, 
and your recon north.  Move your other mech one west, and your mid tank 
onto the base.
	Day two, attack the north tank with your mech from the west, the 
west infantry with your anti-air from the west and weakened tank from 
the south, the artillery with your artillery and tank from the west, 
and the south tank with your mid tank from the north and mech from the 
west.  Move your APC south of your anti-air, your infantry west of your 
APC, and move your remaining artillery west and recon south of your 
north artillery.
	Day three, attack the anti-air with your healthy tank from the 
south and injured tank from the east, and attack the infantry with your 
anti-air from the east and infantry from the west.  Move your APC west 
of your anti-air, your mech northeast, your two artillery south of your 
APC and south of your anti-air, and recon west of your healthy tank.  
To the south, attack the anti-air with your mid tank from the west, and 
artillery with your mech from the west. 
	 Day four, attack the anti-air with your west artillery and 
healthy tank from the east, and the tank with your east artillery and 
mech from the west.  Move your APC one northeast, your damaged tank 
northeast of your healthy tank, and your recon one east.  To the south, 
attack the artillery with your mech from the west, and move your mid 
tank four east.
	Day five, move your APC four east, your healthy tank northeast of 
your APC and your damaged tank north of your APC.  To the south, attack 
the rocket launcher with your mid tank from the south.
	Day six, use your CO power.  Attack the rocket launcher with your 
healthy tank from the north.  Move your APC west of the rocket launcher 
and drop your infantry north.
	Day seven, begin capturing the base.  Attack the rocket launcher 
with your tank from the east.  Move your damaged tank west of your 
infantry.  Day eight, finish capturing. 

Level 2 � Gunfighter!
Difficulty: **
Days: 9-10
Technique Limit: 4

Briefing:

	In this map against Grit, you must attack quickly and damage 
Grit�s distance units before he can use his CO attack.  You must take 
your APC along and capture Grit�s base by day ten.  Build a force of 
recons and tanks and forge ahead, making sure to build at least 20 
units and lose at most 4.  In order to rush ahead, you will have to 
lose recons as you progress, but you should still have enough to 
overpower Grit�s measly forces.
	Remember to keep an eye on Grit�s CO meter.  You do not want to 
trigger it until you�ve attacked and destroyed all of his distance 
units except the rocket launcher on the city.  Keep creating units, 
even when you are about to finish the map, to increase your technique 
limit to 4.  You need 20 total units in order to get a perfect 
technique score while losing at most 4 units.

Walkthrough:

	Day one, move your artillery one east, your tank two east, and 
load your south infantry into the APC and move it two east.  Create two 
recons.
	Day two, attack the tank with your artillery and tank from the 
south.  Move your APC two east, begin capturing the city with your 
infantry, and move your two recons west of your APC and west of your 
tank.  Create a tank in the north factory and an infantry in the south 
factory.
	Day three, attack the recon with your artillery and your south 
recon from the north, and attack the mech with your tank from the south.  
Move your other recon three east, finish capturing the city, move your 
new infantry onto the base, your APC southwest on to the city, and move 
your new tank east.  Create two recons.
	Day four, attack the mech with your infantry from the south, and 
attack the artillery with your two recons from the west and south.  
Move your east tank east onto the neutral city, move your artillery 
between the two mountains on the road, your APC west of your artillery, 
your tank north of your APC, your two new recons east, and your 
infantry on the base north onto the city.  Create a tank in the north 
factory and an infantry in the south factory.
	Day five, attack the artillery with your recon from the west, the 
tank with your tank on the city from the west and south recon from the 
south, and attack the infantry near your base with your two infantry 
from the east and south.  Move your remaining recon east onto the 
neutral city, your artillery east, your remaining tank south of the 
neutral city, your APC south of the damaged recon, and your new tank 
east.  Create two recons.
	Day six, attack the artillery with your damaged tank from the 
north, the tank with your remaining tank from the north, the rocket 
launcher with your two healthy recons from the south and west, and take 
care of the infantry near your base with your infantry and recons.  
Move your damaged recon to the city southwest of the base, your 
artillery to the city northeast of the bridge, your APC two  south of 
the bridge, and your new tank east.  Create two recons.
	Day seven, attack the tank with your tank from the south, and the 
rocket launcher with your two recons from the west and south.  Move 
your APC onto the city southwest of the base and drop the infantry off 
east, move your healthy tank south of your infantry and damaged tank 
east of the healthy tank.  Finish off the mech by your base and create 
two recons.
	Day eight, use your CO power, and begin capturing the base.  
Attack the rocket launcher with your recon, and the tank with your 
healthy tank from the north.  Move the remaining recon and two tanks to 
blockade the mid tank from attacking your infantry.
	Day nine, finish capturing.

Level 3 � Air Ace!
Difficulty: **
Days: 6
Technique Limit: 3

Briefing:

	In your first fight against Eagle, you must rush your transport 
copter across the map to capture Eagle�s base.  You will have to use 
your ground units to protect and insulate your transport copter from 
harm.  Fortunately, you have a huge anti-air force to deal with Eagle�s 
scant number of air units.
	Eagle has a trick up his sleeve, though.  There is a bomber 
stationed near Eagle�s base, waiting to attack your infantry or any 
ground unit in range.  To destroy the bomber, you will have to rush a 
unit up to the bomber�s attack range, allowing your anti-air units to 
destroy it before you land your infantry.  When the bomber attacks, 
Eagle will have built enough damage points up to use his CO attack, so 
make sure your APC is slightly farther away, so that the bomber will 
move right into your anti-air range.
	The air units in this level can act different than what�s in the 
walkthrough.  The main factor in victory is protecting your transport 
copter while attacking full force with your anti-air and missile 
launcher units.  You shouldn�t lose more than two units, but you can 
create enough that your technique limit is 3.

Walkthrough:

	Day one, attack the copter with your north anti-air, and the tank 
with your mid tank from the west and copter from the north.  Move your 
other anti-air south of your anti-air, your missile launcher east, and 
your artillery east along the bridge.  Load your two infantry into your 
APC and transport copter, and move the transport copter north of your 
missile launcher, and your APC east of your tank.
	Day two, attack the copter with your missile launcher, and 
destroy the south fighter with your anti-air units from the west and 
south.  If neither of the fighters has moved into your anti-air range, 
then yield and start over.  As long as one fighter moves into both 
anti-air units range, you�re ok.  Move your transport copter south of 
the neutral factory, your APC west of your transport copter, dropping 
the infantry south, your copter east of your transport copter, your mid 
tank southeast of your copter, and your artillery north of your 
transport copter.
	Day three, destroy the fighter with your two anti-air units, move 
your APC four  east (or east in general), your mid tank north onto the 
bridge, your transport copter east, and your copter north.
	Day four, destroy the bomber with your anti-air units, move your 
transport copter north and drop your infantry south onto the base, and 
move your copter north of your transport copter.
	Day five and six, begin and finish capturing.

Level 4A � Max Strikes!
Difficulty: **
Days: 5
Technique Limit: 2

Briefing:

	This is a very easy level.  Just destroy the battleships as they 
charge you, land an infantry near Olaf�s base, and capture.  Make sure 
to destroy two units on one of your turns.

Walkthrough:

	Day one, attack the battleship with your battleship and sub from 
the west.  Load an infantry into the lander, then load another infantry 
into the APC and move the APC into the lander, then move the lander two  
south four east.
	Day two, attack the south battleship with your battleship and sub 
from the west.  Move your lander south of the remaining battleship.
	Day three, move your battleship east, and dive your sub east.  
Move your lander to the north part of the shore and drop the infantry 
east and APC south.
	Day four, begin capturing the base, and move your APC south of 
the bridge and drop the infantry north onto the bridge.  Attack the 
battleship with your sub from the north, and move your battleship east.
	Day five, use your CO power.  Destroy the two landers with your 
sub and battleship, and finish capturing the base.

Level 5A � Max�s Folly?
Difficulty: **
Days: 6
Technique Limit: 2

Briefing:

	You must stop Grit from capturing your city, but can only lose 
two units in the process.  You have far more units than you need, so 
you need to keep most of them in the northwest corner of the map, away 
from attack.  The trick here is to speed your rocket launcher into 
position to blast the infantry by day 4.  With your tanks behind your 
rocket launcher, Grit will keep his distance units safely away from 
your rocket launcher, allowing you to keep him put while you destroy 
the infantry.  Do not let him use his CO power until after you�ve 
destroyed the infantry.

Walkthrough:

	Day one, move your APC one southeast.  Move your north rocket 
launcher north, attack the artillery with your west most tank from the 
west, move your remaining two tanks east of your rocket launcher and 
east of your tank, move your artillery into firing range of the nearby 
enemy rocket launcher, and move your remaining rocket launcher north.  
Move all three mid tanks northwest, west, and south of the north rocket 
launcher, and move your west mech north and your east mech west.
	Day two, attack the rocket launcher with your two artillery, 
attack the tank with your south rocket launcher then tank from the west, 
move your other tank onto the city, move your north rocket launcher 
northeast of the city, and move your south mech one north.
	Day three, move your east rocket launcher two south.
	Day four, attack the infantry with your rocket launcher.
	Day five, attack the infantry with your rocket launcher.

Level 6A � Olaf�s Navy!
Difficulty: ***
Days: 6-7
Technique Limit: 3

Briefing:

	In Olaf�s Navy, you can either attempt to capture the base, or 
eliminate all of Olaf�s units.  Olaf�s units can be eliminated by Max 
in six days, using some advanced techniques.  Send your recons, tanks, 
and mid tanks north to execute the three tanks and rocket launcher, and 
use your mechs to destroy the tank coming across the bridge.  With the 
rest of your distance and sea units, pulverize Olaf�s navy with 
tactical sea maneuvers.
	In this level, you are expected to exploit the AI�s weakness of 
combining units.  Destroy a unit down to 2HP, and it almost always 
joins with another injured unit.  Another important tactic is drawing 
the enemy sea units towards your lander, moving them into position to 
be attacked by your distance units and sub.  The trick is to move the 
lander so that it avoids attack from the enemy subs for two days so 
that the enemy subs come into exposed range of your distance units.  
You must do the same with your sub and the enemy cruisers, carefully 
positioning your sub so that a battleship finds it, but the cruisers 
cannot attack.  The AI will never search for your dived sub, so as long 
as you keep it undetected for the rest of the level, the cruisers and 
subs will not move to find it.  If all that just flew over your head, 
try for a seven day elimination or a much easier base capture instead.  
If you eliminate all of Olaf�s units, you will get Olaf in the final 
battle and can challenge the Olaf�s Sea Strike level next.

Walkthrough:

	I have divided the walkthrough into your northern invasion team 
instructions and your sea elimination team instructions.  The northern 
invasion team instructions are first, followed by the sea elimination 
team instructions.

	Using Max.  Day one, move your tanks and mid tank north, and your 
two recons north and northeast along the road.  Back at base, move your 
mechs north, your rocket launcher two south two east, your APC four 
east one north, your lander one south, your artillery south of your APC, 
your battleship south, and dive your sub one south.
	Day two, attack the tank with your tank.  Surround that tank from 
the north and west with your two recons, from the south with your tank, 
and move your mid tank between your recon and tank.  Back at base, 
attack the northeast battleship with your sub, and the northwest 
battleship with your battleship.  Move your artillery two north one 
east, your lander northeast of your artillery, your APC two north, and 
your rocket launcher one east.
	Day three, move your damaged tank one northwest, attack the tank 
with your mid tank, and move your other tank east of your mid tank.  
Back at base, attack the tank with your two mechs, attack the southeast 
cruiser with your battleship, the north battleship with your artillery 
and sub from the east, the center sub with your rocket launcher, and 
move your lander south of your artillery.
	Day four, use your CO power.  Move one recon north of the forest, 
then attack the rocket launcher with your mid tank from the west, the 
damaged tank with your recon from the north, and the tank on the base 
with your tank from the west.  Back at base, attack the battleship with 
your sub from the east, the northeast cruiser with your battleship, the 
south sub with your rocket launcher, and the north sub with your 
artillery.
	Day five, destroy the tank with your tank.  Back at base, destroy 
the two subs with your rocket launcher and artillery, destroy the 
damaged cruiser with your sub, and attack the remaining cruiser with 
your battleship.
	Day six, finish off the last cruiser.

Level 7A � Olaf�s Sea Strike!
Difficulty: ***
Days: 7-8
Technique Limit: 3

Briefing:

	In this level, Max leads an invasion into Olaf�s small island.  
His �sea strike� force is pitiful and easily demolished in a few turns, 
but invading the island brings the level to moderate difficulty.  There 
are several key objectives you need to complete before invading Olaf�s 
island.  First, you must eliminate the two subs and two battleships 
that charge after you.  Second, you must destroy the battleship that is 
hiding in the reef which is three west, two north of Olaf�s base.  
After eliminating the main sea force, use your CO power on day four to 
reach up to the battleship and smash it.
	Olaf has a rocket launcher in the forest east of his base, an 
artillery unit in the southeast forest, and a recon in the south forest.  
To properly invade his territory, you need to load one lander with a 
mid tank and tank, and the other with a tank and recon.  Drop the mid 
tank off first on day three, and use it to destroy the two tanks and 
recon.  Use your battleships to destroy the infantry, and then drop off 
the recon and tank on the north shore.  Use your cruiser to expose the 
rocket launcher from the north (you can reveal forest with sea units), 
and blast both the artillery and rocket launcher away.

Walkthrough:

	Using Max.  Day one, move your south battleship east into the 
reef, your south cruiser southeast into the reef, your north cruiser 
east into the reef, dive your south sub to the east, dive your north 
sub east of your north cruiser, and move your north battleship 
northeast into the reef.  Load a mid tank and tank into the south 
lander, and load a recon and tank into the north lander.  Move your 
north lander three east, and your remaining lander north of that lander.
	Day two, destroy the sub with your north cruiser from the south, 
attack the south battleship with your south sub from the east and south 
battleship, attack the newly exposed sub with your cruiser from the 
east, and attack the north battleship with your sub from the east and 
north battleship.  Move your north lander east, and your remaining 
lander west of that lander.
	Day three, move your east lander to the north piece of the south 
shore and drop the mid tank south.  Move your south battleship north, 
your north battleship east, your two subs north, your north cruiser one 
north, and your south cruiser two north.
	Day four, use your CO power.  Move your south cruiser one east 
and then north to the reef to expose the enemy battleship, then attack 
the battleship with your north sub from the west, attack the lander 
with your sub from the west, and the recon with your mid tank.  Move 
your damaged lander two west, and move your north battleship north and 
your south battleship east of your damaged lander.
	Day five, attack the tank with your mid tank from the south, the 
north infantry with your south battleship, the cruiser with your north 
battleship and south sub from the east, and the battleship with your 
sub from the west.  Move your north cruiser one northeast.
	Day six, move your cruiser southeast next to the forest, exposing 
the rocket launcher, then destroy the rocket launcher with your mid 
tank from the south.  Attack the north infantry with your south 
battleship and the tank with your north battleship.  Move your healthy 
lander to the north part of the north shore and drop the tank east, 
recon south.  Move your injured lander to the south part of the south 
shore and drop the tank north into the forest.
	Day seven, attack the infantry with your recon and tank, move 
your tank northeast to expose the artillery in the forest and destroy 
it with your battleships, and destroy the tank with your mid tank.

Level 4M � Max Strikes!
Difficulty: **
Days: 3-4
Technique Limit: 3

Briefing:

	In this level, you�re given a demonstration of Max�s immense 
direct combat power.  There�s not much strategy here, only the 
opportunity to paste Olaf�s units to the floor.  Immediately take the 
initiative with your ground units and don�t let up, while trashing 
Olaf�s battleships and keeping away from his attack range.  This is 
like a training level for Max, so use it as a chance to check out Max�s 
strength.  The shortest time possible to complete the map is 3 days, 
which adds a bit of strategy to the level.  Can you do it?

Walkthrough:

	Day one, attack north tank with your north tank, the south tank 
with your south tank, the mid tank with your mid tank, and the 
battleship with your sub.  Your south tank must damage the south enemy 
tank down to 3HP to complete the map in 3 days.  If you didn�t do that, 
you can still finish in 4 days for a perfect score.  Dive your sub east, 
load your west mech into your APC and move the APC east, dropping the 
mech north, move your artillery and rocket launcher east, your two 
infantry and mech east, your other mid tank east, your lander southeast, 
and your battleship east.
	Day two, attack the east healthy battleship with your battleship, 
the middle healthy battleship with your risen sub, the west healthy 
battleship with your dived sub, and move your lander two  south.  
Destroy the artillery with your mech from the north and south tank from 
the south, the infantry on the road with your west mid tank, the tank 
on the road with your mid tank from the west, and the mid tank on the 
city with your tank from the west.  Move your artillery and rocket 
launcher east along the road, move your APC south of your rocket 
launcher, move your mech east, and move your infantry east along the 
road.
	Day three, use your CO power.  Finish off the battleships at sea.  
Attack the infantry with your two infantry, the tank with your mech, 
the artillery and rocket launcher with your two tanks, the tank with 
your mid tank, and the mid tank with your rocket launcher and mid tank.

Level 5M � Sniper!
Difficulty: **
Days: 5
Technique Limit: 3

Briefing:

	This is a fog of war map involving hidden distance units, where 
you must move your transport copter along the south part of the map to 
capture Grit�s base.  Since you can easily lose many units due to mis, 
you will have to learn where Grit�s distance units are hiding and 
prepare beforehand by staying out of their range.  There are two rocket 
launchers on the map, one of which is in the last forest directly south 
of your transport copter, and the other of which is on the city inside 
the curved mountain range.  Grit also has anti-air units coming down 
the road and missile launchers in the north and northeast sections of 
the map.  You can only lose three units, so I recommend you play 
through the level once, and try again once you know what to expect in 
the fog.  Fortunately, the level is made easier by the massive amount 
of troops in your command.
	In order to finish the map by day five, your transport copter 
needs to be able to move one extra space to drop the infantry directly 
on to Grit�s base.  To do this, you need to deliberately allow your 
units to be damaged enough so that you can use your CO power on day 
three to get the extra movement space.  You must also bring the anti-
air unit within your rocket launcher and copter attack range on day 
four, to destroy it.  You need to be careful, though, since you can 
only lose three units.

Walkthrough:

	  Using Max.  Day one, move your rocket launcher southeast onto 
the road, and attack the infantry with your mid tank from the south, 
move your two tanks east and northeast of your mid tank, and attack the 
artillery and tank with your two copters from the west.  Load your two 
mechs into your APC and transport copter, and move your APC south on 
the road, dropping the mech south into the forest, and move your 
transport copter south, dropping your mech south.  Move your south 
infantry south.
	Day two, attack the rocket launcher with your mechs, the recon 
with your mid tank, and the tank with your north tank.  Move your 
remaining tank northeast along the road, load the infantry into your 
transport copter and move it one south then east below the forest, move 
one copter east of your transport copter, then your other copter 
northeast of that copter, move your rocket launcher east along the road, 
and your APC east.
	Day three, attack the anti-air with your rocket launcher, use 
your CO power, then attack the anti-air with your copter from the south.  
Move your transport copter east and drop the infantry east onto the 
base.
	Day four, begin capturing.  Move your rocket launcher west.
	Day five, finish capturing.

Level 6M � Blizzard Battle!
Difficulty: ***
Days: 6
Technique Limit: 2-4

Briefing:

	Blizzard Battle is the first capture map, where you must rush 
your infantry and mechs forward to capture 12 cities in 6 days.  Max is 
the best CO to use here, due to his strength.  The level is based 
around distracting and blocking Olaf�s advance into your territory, 
while creating infantry and capturing the cities at lightning speed.  
In order to reach the city by the north bridge, you�ll need to use your 
APC.  You must also use your APC as a target for the enemy units, but 
can�t let it get destroyed until you�ve dropped off the infantry.  
	Use your mid tank and tank to deal with the force invading from 
the north.  You only need to create four infantry to win.
	It may seem impossible to capture so many cities in such a short 
time.  You must think ahead and plan out which infantry will be 
capturing which cities.  A frequent mistake players often make is 
trying to capture the cities directly north of the factories on day one.  
You want to move all of your infantry forward, and continue making new 
infantry.  Use one of the initial infantry to capture the northwest 
cities, use the other infantry to capture the north bridge city with 
your APC, use one of the mechs to capture the factory and city, and use 
one of the mechs to destroy the tank at the south bridge city. Use the 
infantry you create on day two to capture the south bridge cities, and 
the infantry you create on day three to capture the cities near your 
base.

Walkthrough:

	 Using Max.  Day one, move your east mech northeast, your two 
infantry north, load your APC with your mech and move it northeast into 
the forest and drop the mech north, and move your tank and mid tank 
north along the road.  Create two infantry.
	Day two, move both mechs northeast, and begin capturing the 
factory.  Attack the artillery with your mid tank and tank with your 
tank from the west.  Load your west infantry into the APC and move it 
north of your mid tank, dropping the infantry north.  Move your 
remaining infantry north and create two infantry.
	Day three, attack the tank with your mech from the west, the mid 
tank with your mid tank from the west, and the tank with your tank from 
the east.  Finish capturing the factory and begin capturing the 
northwest city with your infantry, move your infantry by the APC east, 
your second set of infantry (the ones north of the factory) to the east, 
and your factory infantry north.
	Day four, attack the tank with your mech from the south, the mid 
tank with your mid tank from the east, and the tank with your tank.  
Begin capturing the city next to the factory with your mech, finish 
capturing the first northwest city, and begin capturing the north 
bridge city.  Move your two east most infantry to the north and west of 
your mech, and begin capturing the cities near your base with your 
remaining infantry.  Move your APC south.
	Day five, continue capturing all cities, and begin capturing the 
second northwest city and the two south bridge cities.  Move your APC 
east.
	Day six, finish capturing.

Level 7M � History Lesson!
Difficulty: **
Days: 5
Technique Limit: 3

Briefing:

	Ignore what Max says, you don�t have time to creep up on Grit.  
You need to rocket forward and capture his base by day 5.  Luckily, you 
have a huge force to kick Grit�s behind inside out with.  Load the 
south transport with two mechs for your landing force, and use the rest 
of your ground troops to move along the left island, crushing all the 
opposition.  There is a second artillery hidden in the north most 
forest, so try to reach it ASAP to destroy it.  Grit also has a 
battleship posted in the northeast section of the waters, so you need 
to race a sub there to eliminate it.  Otherwise, the only sea 
resistance is a lone sub.

Walkthrough:

	Day one, move your mid tanks north along the road, your recon 
north of your mid tank, load your west infantry into your APC and move 
northeast of the recon, dropping the infantry east, load your two mechs 
into the lander and move it north, dive your three subs northeast, move 
your cruiser three north four east, and your battleship three east one 
north.
	Day two, attack the sub with your cruiser from the west (if the 
sub doesn�t move or dive, attack it from the south in the reefs), the 
tank with your south mid tank, the south infantry with your mid tank, 
and load your infantry back into the APC, moving onto Grit�s city and 
dropping the infantry east to expose the artillery, then attack the 
artillery with your recon and battleship.  Continue moving your subs 
northeast, and move your lander east.
	Day three, move your recon one east and attack the artillery with 
your mid tank from the south.  Move your lander to the north piece of 
the shore by Grit�s base, and drop your mechs off.  Move your 
battleship and subs northeast.
	Day four, destroy the battleship with your subs, use your CO 
power, destroy the tank near Grit�s base with your battleship then 
injured mech, and begin capturing the city.
	Day five, finish capturing.

Level 8 � Sami�s Debut!
Difficulty: ***
Days: 7-8
Technique Limit: 3

Briefing:

	Sami makes her first appearance in this level, although the best 
character to use is Max.  Eagle is back again with a large air force 
heading towards you, and you must bust him up and capture his base 
using your transport copter.  Thankfully, Max�s power combined with the 
generous amount of air and anti-air units makes the level a bit easier.  
Since you can only lose three units, you need to take the level 
steadily instead of rushing forward.
	Eagle has one fighter, two bombers, and two copters coming after 
you, and one fighter and copter stationary near his base.  Eagle will 
keep his air units away from your range of attack unless you hide your 
anti-air units in forests, and provide bait in the form of APCs, and 
transport copters.  On day three, you must be able to destroy the two 
bombers and the fighter in order to render his CO attack useless.  From 
day four onward, destroy the copter then stationary fighter, then 
capture the base.  There isn�t any ground resistance besides a tank.
	When Eagle�s units stay away from your attack range, they are 
reacting to your fighter, not any hidden units.  The key to making sure 
that all of Eagle�s air units will come into your attack range is by 
keeping your fighter away from the battle, up in the northwest corner.  
In order to move your fighter far away enough, you can�t use it to 
attack the copter, so you need to use an anti-air unit and protect the 
anti-air unit from bomber attack with your transport copters and 
copters.  After you�ve overcome that hurdle, bait the north bomber with 
your APC, and the fighter and south bomber will come into your hidden 
anti-air unit range, provided that your fighter is far away enough.  
Sometimes you may get lucky and the AI will move their air units into 
your fighters range anyway � but don�t count on it reliably.

Walkthrough:

	Using Max.  Day one, attack the west copter with your west anti-
air from the west, and the remaining copter with your two copters from 
the north and east.  Load your two infantry into your two transport 
copters and move them north and east of your anti-air that just 
attacked the copter.  Load your mech into your APC and move it onto the 
north bridge, move your mid tank southeast of your APC, your fighter 
south of your mid tank, your missile launcher one east, your remaining 
mech one north, your remaining anti-air southeast of the south bridge, 
your tank north, and your artillery south of your tank.
	Day two, move your APC northeast onto the east city and drop your 
mech east.  Move your copters west, your fighter northwest into the 
corner, your north anti-air two north, and your transport copters west 
and south of your APC.  Move your mid tank southeast of your APC, and 
attack the tank if it has moved forward.  If not, move your tank four 
east and your artillery west of your tank.
	Day three, attack the north bomber with your fighter from the 
east, the remaining bomber with your anti-air, and the fighter with 
your missile launcher and remaining anti-air.  If you did execute the 
tank, move your APC east onto the bridge and drop the mech north, and 
move your copters south of each transport copter.
	If you didn�t execute the tank, you must do it on this turn.  If 
it�s right in your mid tanks face, blow it away then follow the normal 
instructions.  If it�s past the west side of the bridge, spot it with 
your tank and execute it with your mid tank.  If it�s past the east 
side of the bridge, blockade it with your mid tank.  Then move your APC 
east onto the bridge and drop the mech north, move your transport 
copters one west, move your copters south of each transport copter, and 
move your artillery east of your east most transport copter.  If your 
tank is in the way of your artillery or copters, move the tank out of 
the way.
	Day four, destroy the copter with your fighter, move your APC 
mech north, and move your two transport copters east.
	Day five, use your CO power.  Attack the fighter with your 
fighter from the east, and move your transport copter east, dropping 
the infantry north.
	Day six, begin capturing.
	Day seven, finish capturing.

Level 9 � Kanbei Arrives!
Difficulty: ***
Days: 4-6
Technique Limit: 2

Briefing:

	This is your first of three battles against Kanbei.  In all of 
them, the tactics to use should be fairly obvious, since Kanbei is such 
a tactical dunce.  Just listen to the characters conversation before 
the battle and you�ll know what to do.  In this level, you have to rush 
forward and crush Kanbei�s incoming units by day six.
	Considering Kanbei�s massive strength, Max is the best choice 
here.  Even though Max�s distance range is shorter, he can still make 
up for it and crush Kanbei faster than any of the other COs.  While you 
can get a perfect score by eliminating Kanbei in five or six days, Max 
is able to do it in four days.  To do this, you will need to place your 
units carefully and make Kanbei�s units move into the correct position 
for optimal smashing on day 2.  Your distance units should have attacks 
almost every day, and you should only lose your APC and an infantry.  
Remember that weakened units will always try to combine together, 
leaving you with only one unit to destroy, not two.  The elimination 
tactics can be complicated, so if it�s over your head, just try for 
five or six days.

Walkthrough:

	Using Max.  Day one, attack the north rocket launcher with your 
north mid tank from the west, and the remaining rocket launcher with 
your south mid tank from the north.  Move your north tank north into 
the forest above the city, your remaining tank east of that tank, move 
your artillery one south, your south rocket launcher one northeast, 
your remaining rocket launcher one east, your north mech one southeast, 
load your remaining mech into the APC and move it northeast of the 
artillery, dropping the mech north, move your south infantry east, and 
your remaining infantry west of your artillery.
	Day two, attack the north tank with your rocket launcher and mech 
from the west, the south tank with your rocket launcher and mech from 
the west, the tank next to the river with your north mid tank from the 
north, the tank next to the damaged tank with your two tanks from the 
north and west, and the tank with your remaining mid tank from the 
north.  Move your south infantry east, your artillery north of that 
infantry, and load your remaining infantry into the APC, moving one 
north two east and dropping the mech north.
	Day three, attack the north mid tank with your rocket launcher, 
your north mid tank from the north, and your mech from the west.  
Attack the south mid tank with your rocket launcher, artillery, and 
mech from the west.  Attack the artillery with your remaining mid tank 
from the north, the infantry with your healthy tank from the north and 
infantry from the west, and the north mech with your remaining tank 
from the north.
	Day four, use your CO power.  Attack the south infantry with your 
south mid tank from the north, the mid tank with your rocket launcher, 
the damaged tank with your damaged tank, the south mech with your mid 
tank, and the remaining mech with your tank.


Level 10 � Mighty Kanbei!
Difficulty: ***
Days: 7
Technique Limit: 2

Briefing:

	This time instead of playing offensively, you�ll have to use 
distance units to defend your territory from Kanbei�s invasion.  
Luckily, Kanbei is an idiot and crams his units around your east and 
south bridges for your distance units to demolish.  Since you�ll be 
playing defensively with distance units, Max is a poor choice here, so 
go with Andy.  Remember that weakened units will always try to combine 
together, leaving you with only one unit to destroy, not two.  In order 
to get a perfect S-rank score, you�ll need to finish the level by day 
seven, so you�ve got a lot of blowing up to do!
	The east front is the most intense, so concentrate most of your 
firepower there.  You will want to keep a unit defensively at the 
chokehold until it starts weakening, and then replace it with another 
healthier unit.  Don�t let your chokehold unit get killed, or Kanbei 
will have a field day rushing into your territory, which spells failure 
for you.  Pay attention to which units Kanbei moves first: he moves his 
tanks before he moves his mid tanks.  Continue damaging the tanks to 
4HP so that whichever one moves in front of your mid tank, it won�t 
even attack.

Walkthrough:

	I have divided the walkthrough into east and south bridge 
instructions.  The east bridge instructions are first, followed by the 
south bridge instructions.

	Day one, attack the rocket launcher with your rocket launcher, 
and the tank with your mid tank.  Move your infantry northwest, and 
create an artillery unit in the east factory.  To the south, attack the 
tank with your rocket launcher, move your tank one east, and your mech 
one southwest.
	Day two, attack the rocket launcher with your rocket launcher.  
Move your mid tank one west, your artillery west of the mid tank, and 
begin capturing the east neutral city.  To the south, attack the tank 
with your mech, the artillery with your tank, and the mid tank with 
your rocket launcher.
	Day three, attack the tank with your mid tank, the tank two  east 
of your mid tank with your artillery, and the north tank with your 
rocket launcher.  Finish capturing the city and create a rocket 
launcher in the east factory.  To the south, attack the artillery with 
your tank, and the mid tank with your rocket launcher and mech.
	Day four, attack the tank with your mid tank, the mid tank with 
your west rocket launcher and artillery, and the healthy tank with your 
east rocket launcher.  Begin capturing the west neutral city and create 
two tanks in the west and southwest factories.  To the south, attack 
the mid tank with your rocket launcher, and move your tank one north.
	Day five, use your CO power.  Attack the infantry with your west 
rocket launcher, the tank with your mid tank, the tank two east of your 
mid tank with your artillery, and the mid tank with your east rocket 
launcher.  Finish capturing the neutral city and move all three tanks 
east along the road.  To the south, attack the mid tank with your 
rocket launcher.
	Day six, attack the infantry with your west rocket launcher, the 
tank with your artillery, the east infantry with your west tank, the 
mid tank with your mid tank from the east, the artillery with your east 
rocket launcher and west tank, and the healthy artillery with your 
remaining tank from the north.
	Day seven, attack the artillery with your tank, the mid tank with 
your east rocket launcher and artillery, and the infantry with your 
west rocket launcher.


Level 11 � Kanbei�s Error?
Difficulty: **
Days: 8-10
Technique Limit: 2-3

Briefing:

	This is another capture map, but it�s easier than Blizzard Battle.  
This is one of the few maps where you need to go out of your way to 
increase your power score, by destroying three units in one day.  Max 
is the best character to use here, since he can finish in nine days 
with a perfect speed score, and can easily destroy enough of Kanbei�s 
units to reach a full power score.
	Begin by destroying the small number of air units coming after 
you, and then spend the rest of your time capturing the cities as fast 
as possible.  Once you�re finished building all the transports and 
infantry that you need, build two bombers.  On day nine before the last 
capture, move your air units in and destroy at least three units.

Walkthrough:

	Day one, attack the bomber with your fighter from the south, load 
the infantry into your transport copter and drop the infantry onto the 
northwest island, and begin capturing the southeast city.  Create two 
infantry.
	Day two, attack the copter with your copter from the west, and 
the fighter with your fighter from the west.  Move your transport 
copter north of the east factory, your anti-air unit one southwest.  
Begin capturing the north and southwest cities, finish capturing the 
southeast city, and create a transport copter and an infantry in the 
east factory.  Begin capturing the cities on the northwest island, and 
continue to do so through the rest of the level.
	Day three, attack the fighter with your missile launcher, the 
copter with your anti-air unit, and the north tank with your copter.  
Finish capturing the north and southwest cities, load the transport 
copters up and move the damaged transport copter south of the airport, 
dropping the infantry north, and the remaining transport copter 
northeast.  Move your fighter onto your airport.
	Day four, move your damaged transport copter north of the east 
factory and load it with an infantry.  Begin capturing the airport on 
the middle island, attack the tank with your copter from the west, move 
your transport copter south of the tank, and move your fighter 
northeast.
	Day five, attack the tank with your copter from the west, finish 
capturing the airport, move your damaged transport copter northeast, 
move your transport copter northeast and drop the infantry onto the 
north city.
	Day six, begin capturing the middle island city and northeast 
island city that your infantry is standing on, move your healthy 
transport copter onto the neutral city, move your damaged transport 
copter east and drop off your infantry on the northeast island.  Attack 
the infantry with your copter, and create a bomber in the middle island 
airport.
	Day seven, finish capturing the cities, move your transport 
copter north and begin capturing the neutral northeast island city, and 
attack the infantry with your bomber.
	Day eight, finish capturing the northeast island city, and begin 
capturing the last northeast island city.  Create a bomber.
	Day nine, attack the tank with your bomber, the recon with your 
bomber, and the transport copter with your fighter.  Finish capturing 
the last city.

Level 12 � Divide and Capture!
Difficulty: ***
Days: 6-13
Technique Limit: 2

	This is another fog of war level with distance units hidden along 
the map.  You can either take your time and clear out the distance 
units, or rush up and capture the base by day six.  Your main 
opposition will be three tanks, with several distance units around the 
map.  Use the forest cover carefully and take the tanks by surprise.  
Once you�ve executed the two tanks, rush a tank and APC north, destroy 
the rocket launcher, and then drop the infantry off, taking care of the 
tank near Sonja�s base with your tank as it attacks your APC.
	Sonja has a rocket launcher in the lower west mountain range, in 
the forest next to the city.  She has an artillery unit in the lower 
east mountain range, in the forest north of the city.  She has a rocket 
launcher in the west mountain range, in the forest northwest of the 
city.  She has a rocket launcher in the upper west mountain range, in 
the forest two east and one north of the city.  And finally she has an 
artillery unit in the upper east mountain range, in the forest 
northwest of the city.

Walkthrough:

	Day one, move your APC northeast of the neutral city, and attack 
the rocket launcher with your two mechs.  Move your two east tanks 
south of your APC and northeast of your APC, your remaining tank around 
the mountain and into the forest, and your rocket launcher and mid tank 
east.
	Day two, load your south mech into your APC and move your APC one 
east three north, your east tank two north three east, your mid tank 
two  north, and your remaining mech west.
	Day three, attack the east tank with your rocket launcher and 
your east tank from the south, and the remaining tank with your mid 
tank from the south.  Move your APC two east four north and drop your 
mech west, then attack the rocket launcher with your tank from the east.
	Day four, attack the tank with your tank from the north, reload 
your APC and drop your mech off by the base.
	Day five, begin capturing, destroy the tank with your tank from 
the north.
	Day six, finish capturing.

Level 13 � Sami Marches On!
Difficulty: ***
Days: 5-7
Technique Limit: 3-4

	You�ve got to capture cities again, but this time you�ve got Sami, 
the infantry specialist.  She hasn�t been very useful in the past few 
levels, but here�s a chance for you to see what she�s good at.  Sonja 
only has a few units guarding the north and south islands, so it�s ripe 
for your units to stomp over.   Remember that Sami can capture cities 
in two turns even if her infantry and mechs are injured, since she has 
a 50% faster property capture rate.  With some fast moves, Sami can 
take this map down in five days.
	On the north island, Sonja has a tank and an artillery unit in 
the forest two northwest of the factory.  On the south island, Sonja 
will be moving a tank in to attack you with.  At sea, she has a sub, a 
cruiser, and a battleship stationary in the northeast corner of the 
waters that can reach most of the north island in attack range.  Land a 
mid tank and infantry on the south island to deal with the tank and 
capture the cities, and land an infantry and APC the north island.  
Damage the north island tank with your rocket launcher, and move your 
APC up to expose the artillery and blast it with your battleship.  
After that, make it your top priority to attack the battleship with 
your sub, and to eliminate the artillery with your battleship.  Keep 
capturing the cities with your troops.  Remember to drop off infantry 
on the northwest shore of the north island; most players fail to notice 
that it�s even there.
	To get the power score, you must destroy three units in one day, 
which isn�t very easy on this map.  Try to keep an injured unit around 
for one day, if it means you can destroy all three on the next day.

Walkthrough:

	Day one, load your mid tank and mech into the south lander, load 
your remaining mech into the APC and move the APC and an infantry into 
the north lander.  Move your south lander to the west part of the south 
island shore, dropping your mid tank east and your mech south, and move 
your north lander to the west part of the north island shore and drop 
the APC north, infantry east.  Move your rocket launcher one east, your 
battleship south of your north island infantry, your cruiser southeast 
into the reef, and dive your sub north of your cruiser.  Create two 
infantry.  In order for you to finish the map in 5 days, the tank must 
damage your APC to 4 or 5HP, not 3HP.  Save before finishing the day 
and keep retrying until you get it.
	Day two, move your APC north of the forest that�s northwest of 
the factory, and drop the mech east, then attack the artillery with 
your battleship.  Attack the tank with your rocket launcher.  Move your 
cruiser east of your battleship, and your sub one south four east.  
Move your north island infantry north and begin capturing the city, 
begin capturing the sea port with your south island mech, move your 
landers to the south and northwest of your rocket launcher, load the 
south lander with two infantry, move your remaining infantry north, and 
create an infantry in the east factory.
	Day three, attack the artillery with your battleship, and the 
tank with your mid tank from the west.  Move your sub onto the neutral 
sea port and your APC onto the factory.  Finish capturing the sea port 
and cities, move your north island mech south and begin capturing the 
city, load your two infantry into your north lander then move your 
north lander to the northwest shore of the north island, dropping the 
infantry into the two forests, and move your south lander to the east 
part of the north island shore, dropping the two infantry off.
	Day four, attack the north tank with your battleship, the sub 
with your cruiser, and the tank with your mid tank from the north.  
Attack the battleship with your sub from the north, and move your 
lander west of the battleship.  Begin capturing the properties, using 
the damaged infantry to capture the north island factory and healthy 
infantry to capture the north island sea port.
	Day five, finish capturing.

Level 14 � Sonja's Goal!
Difficulty: ***
Days: 6-8
Technique Limit: 3

Briefing:

	This is a speed map with Andy, and you�ll be working with land, 
air, and sea units.  Move your transport copter, lander, and other air 
and sea units northeast up to capture Sonja�s base.  There isn�t much 
opposition, but you have to play the level carefully, since you need 
almost all of your sea and air units to survive.  Sonja has a cruiser, 
a sub, two copters, a bomber, and a battleship coming after you.  She 
also has a fighter stationary near her base, and a rocket launcher 
stationary in the middle forest south of the mountain.
	Once again, when you�re dealing with enemy units rushing into 
your attack ranges, the AI behaves randomly as to whether to rush into 
harms way.  When Sonja uses her CO attack, she can see all of your 
units hidden in forest and reef, so her units will also react to those 
attack ranges as well.  Try to play it as safe as possible for more 
reliability.
	In order to capture the base in six days, you�ll have to work 
very quickly.  Start out by triggering Sonja�s CO power on day two 
instead of three by attacking the copter with your recon and tank 
before attacking with the anti-air.  Rush your units northeast, ignore 
the battleship, but destroy the copter, bomber, and cruiser.  You will 
have to move your cruiser and lander around the edges of the enemy 
battleship range.  On day four, use your CO power and move both air 
units into fighter range.  Then on day five, begin landing, and capture 
the base on day six.
	Feel free to take the level at your own pace, though.  If you 
want to do a normal capture, trigger Sonja�s CO attack on day three, 
after she�s moved all of her units into your hidden distance unit range, 
and blast them all to bits, including the battleship.  Use your CO 
power on day five when you move your transport copter and copter up 
north, to survive the fighter attack.  If you want to see exactly how 
to land your units successfully, please see the walkthrough.

Walkthrough:

	Day one, dive your sub one north and destroy the sub with your 
battleship, and make sure it�s destroyed!  Move your anti-air east into 
the forest, your APC three east, your copter north, your cruiser 
northeast to the east of the shore, your tank, recon, and your missile 
launcher east, and your rocket launcher east along the road.  Load an 
infantry into your transport copter and an infantry and mid tank into 
your lander and move the transport copter north and lander northeast 
along the coast, north of the mountain.
	Day two, move your APC east of your anti-air, then attack the 
copter with your recon from the west, tank from the south, then anti-
air from the east.  Move your missile launcher one east two north, and 
your rocket launcher one east.  Move your battleship east, your sub 
north of your lander, your lander one northeast, your cruiser one east 
four north, your transport copter one northeast, and your copter north 
of your transport copter.
	Day three, attack the bomber with your anti-air then missile 
launcher, and move your tank and recon two east.  Attack the copter 
with your cruiser from the east (or from the south, the point is to 
attack from the reef to remain hidden), and the cruiser with your 
battleship and sub from the west.  Move your lander one east five north, 
your copter four east two north, and your transport copter south of 
your copter.  Use your CO power.
	Day four, attack the tank with your rocket launcher and tank from 
the south.  Move your anti-air and missile launcher west.  Attack the 
fighter with your cruiser from the east, move your transport copter 
northeast into the forest and drop the infantry east onto the city by 
the road, move your lander up to the shore and drop the infantry east, 
mid tank north, move your copter north of your lander infantry, and 
surface your sub.
	Day five, begin capturing the base.  Move your damaged infantry 
northeast into the forest, attack the tank with your mid tank from the 
north, move your copter one east, and dive your sub.
	Day six, finish capturing.

Level 15A � Captain Drake!
Difficulty: **
Days: 8
Technique Limit: 2-3

Briefing:

	This is Andy�s first battle against Drake, where you�ll be 
capturing properties.  Drake has very little in the way of defenses, so 
you can walk right up and take most of the cities while he scrambles to 
reach your units.  Use your subs to destroy his sub and battleship, jam 
up the southwest island bridge, and capture the cities as fast as 
possible.  You will have to keep Drake from using his CO power on day 
three if you want to finish in eight days.
	One of the biggest problems in the Captain Drake maps are the 
changing weather conditions.  It randomly snows and rains, which can 
really screw up any strategy you�d planned.  Try reloading a day 
earlier and trying again.  Since there�s no fog of war on the map, rain 
shouldn�t affect any of your units on this level.

Walkthrough:

	Day one, dive your west sub one north three east, and your 
remaining sub three east two south.  Move your APC two south one east, 
and your mid tank, rocket launcher, tank, and artillery south along the 
road.  Create two infantry.
	Day two, attack the sub with your east sub from the north and 
remaining sub from the north.  Move your mid tank four south, your tank 
northwest of your mid tank, your artillery south, and your rocket 
launcher north of your artillery.  Load your west infantry into your 
APC and move it south along the road, and load your remaining infantry 
into the lander and drop it off on the northeast island.  Create two 
infantry.
	Day three, attack the battleship with your damaged sub from the 
east, move your healthy sub north of the battleship, and attack the 
tank with your rocket launcher.  Move your damaged tank north of your 
rocket launcher, your mid tank one north, and move your APC west of 
your mid tank, dropping the infantry north.  Move your lander back to 
shore, begin capturing the west most city on the northeast island, and 
begin capturing the city near your base with your infantry.  Create an 
infantry.
	Day four, move your damaged sub south and attack the lander, and 
attack the battleship with your healthy sub from the east.  Attack the 
tank with your artillery and mid tank from the east, move your rocket 
launcher south of your mid tank, your tank south of your rocket 
launcher, your APC east along the bridge, and begin capturing the 
southwest island city.  Load your two infantry into the lander and move 
the lander south to the middle island shore, and drop the infantry off.  
Finish capturing the two cities.
	Day five, attack the healthy lander with your damaged sub, and 
the battleship with your healthy sub from the east (if you destroyed 
the battleship on day four, just leave it put) Use your CO power, begin 
and continue capturing the northwest, northeast and southwest island 
cities.  On the middle island, capture the two northern cities.
	Day six, destroy both landers with your subs and attack the 
infantry with your mid tank from the south.  Move your rocket launcher 
one west, your tank one northeast, and begin capturing the remaining 
southwest island city.  Finish capturing all four cities.
	Day seven, attack the infantry on the northeast island city with 
your infantry, begin capturing the middle island city, and finish 
capturing the remaining southwest island city.
	Day eight, finish capturing the middle island city.

Level 15M � Captain Drake!
Difficulty: *
Days: 4
Technique Limit: 2

Briefing:

	�We need to smash every enemy unit to win.�  With Max giving you 
the heads up, you should know what to do.  Max has the easiest levels 
in the Green Earth series of battles.  The �downside� is that you will 
have Sami in The Final Battle, one of the weakest allies.  This is like 
a field training map for naval fog of war tactics.  There is a 
battleship stationary in the southwest corner of the map, so aim your 
subs for that area.  Don�t let any of your subs get caught; destroy any 
battleship your sub attacks so you aren�t exposed.  If it snows, you 
will be in trouble.

Walkthrough:

	Day one, load your rocket launcher into the lander and move the 
lander south, your west battleship north of your lander, your remaining 
battleship two west three south, dive your sub in the reef one east 
four south, dive your remaining three subs south, and attack the sub 
with your cruiser.
	Day two, move your east sub four south one west, then attack the 
exposed sub with your cruiser from the north, and attack the west 
battleship with your two subs from the south and east.  Move your 
lander southwest to the shore and drop the rocket launcher south, move 
your remaining sub two south three east, your east battleship three 
south one east, and your remaining battleship northwest of that 
battleship.
	Day three, attack the cruiser with your two battleships, the 
battleship with your two subs from the north and east, use your CO 
power and attack the sub with your cruiser from the north, and the 
remaining battleship with your sub from the north.  Move your remaining 
sub south.
	Day four, attack the battleship with your sub, and the cruiser 
with your rocket launcher and two subs.

Level 15S � Captain Drake!
Difficulty: ***
Days: 7
Technique Limit: 2-3

Briefing:

	Sami has a hard row to hoe in the Green Earth maps, and this 
capture map is one of the difficult ones.  Thankfully, her infantry 
capture abilities can easily shrug off Drake�s CO power, and he will 
only take enough damage to do it once.  The key to winning this map 
quickly is to land a mech on the southwest shore of Drake�s side of the 
island, capturing the city by the shore.  This way, you don�t have to 
get into a long and protracted battle at the midway point between the 
two territories, and can focus on capturing the cities on your side.
	The map tends to get messy later on in the level, since Drake�s 
units will usually never behave the same way twice.  To alleviate this, 
hide your units in the forest and reefs and use APCs and landers.  
Thankfully there isn�t much in the way of land force coming into your 
base, so you can just fend off whatever comes in with your initial 
ground forces.  If you�re quick about it, you can finish the map in 7 
days, but make sure to destroy at least three units in one day for the 
power score.  The weather is a menace in this level, so reload if it 
snows.

Walkthrough:

	Day one, dive your two subs south, move your battleship south, 
and move your cruiser five south one west.  Load an infantry and your 
west mech into the north lander, and load the remaining infantry into 
your APC and load the APC and your mid tank into the lander.  Move your 
north lander west of the mountain and drop the infantry east, mech 
south, and move your remaining lander north of that lander and drop the 
APC north, mid tank east.  Move your remaining mech south.
	Day two, move your west sub south and your remaining sub north of 
that sub.  Move your cruiser four south, two west, and your battleship 
two west, three south.  Move your two landers southwest and north of 
your mech on the base island, and load the mech into the south lander 
and rocket launcher and tank into the north lander.  Move your APC four 
east and drop the infantry north, move your remaining mech south and 
begin capturing the city, and begin capturing the factory with your 
infantry.  Move your mid tank into the forest west of the factory (if 
its raining, move one east into the forest, then move into the forest 
west of the factory on day three).
	Day three, attack the sub with your cruiser from the north, and 
the cruiser with your battleship.  Move your subs south and southeast 
of the enemy cruiser (do not attack it!), and your south lander north 
of your battleship.  Finish capturing the factory and city, and move 
your remaining infantry northeast to capture the city.  Move your APC 
south, and move your north lander three south three east and drop the 
tank north and rocket launcher east into the forest.
	Day four, attack the sub with your cruiser from the south, and 
the cruiser with your damaged sub from the north.  Move your healthy 
sub east, and move your lander southeast to the shore, dropping the 
mech south.  Attack the tank with your rocket launcher and mid tank 
from the north.  Move your mech northeast, finish capturing the city, 
and begin capturing the remaining factory.  Create an infantry.
	Day five, attack the battleship with your 9HP sub, and begin 
capturing the city by Drake�s southwest shore.  Finish capturing the 
factory, and begin capturing the three neutral cities (not the one that 
your APC is on).  Create an infantry.
	Day six, finish capturing all four cities, move your APC one west 
and begin capturing the remaining city and sea port.
	Day seven, finish capturing.

Level 16A � Naval Clash!
Difficulty: **
Days: 8-10
Technique Limit: 2

Briefing:

	This is the second of three survival maps in the campaign.  Load 
your units into the landers and escape around the north portion of the 
waters.  Unfortunately, you have two units too many, so two will have 
to die, meaning you can�t lose any more units in order to retain a 
perfect technique score.  Drake has four battleships, two cruisers, 
three subs, two tanks, a mid tank, and a rocket launcher coming after 
you, and two tanks stationary to the east and west of the northern 
shore.  When running for it, use the reefs to hide your sea units from 
battleship range, and make sure to move farther north than east when 
applicable, to stay away from any potential attacks.  Move into the 
reefs if they�re available, even if you can�t move as far as you�d like 
to.  When you reach the far shore, drop your units off to attack the 
two tanks, and position your distance units to blast the subs as they 
surface near you before time is up.
	It is possible to not only stay your ground, but eliminate every 
last one of Drake�s units by day 8 with a perfect score.  There�s 
nothing special if you win.. Nell just �arrives� a bit earlier.  The 
first trick is that whenever the AI spots your sub after moving one of 
it�s units, it will retreat it�s battleships.  The second trick is that 
the AI will surface its subs when chasing after one of your sea units 
that it can�t reach.  Keep the battleships away with tactical 
maneuvering and execute the cruisers and subs as soon as they arrive.  
Send a tank and recon in one of the landers up to the northeast shore 
and destroy the two tanks.  The biggest reason why the elimination is 
so difficult is that since Drake has a high sea unit defense, you will 
often not be able to do as much damage as you need to in order to 
destroy his units and keep your subs hidden.  Without an emulator, 
doing the right damage will take far longer than it�s worth, and the AI 
will behave very randomly due to your battleship and rocket launcher 
attack ranges.  Recommended for experts only.  For the rest of you� run 
for it!

Walkthrough:

	Day one, load your north tank and mid tank into the south lander, 
and the missile launcher and rocket launcher into the north lander.  
Move your north sub four east one north, move your south lander south 
of that sub, your remaining lander west of that sub, your battleship 
north, and move your remaining sub three west two north.
	Day two, move your east sub four east one north, and move your 
two landers west and northwest of that sub.  Move your battleship two 
north two east, and your remaining sub three north one east.
	Day three, move your battleship one east, dive your west sub four 
east one north, move your remaining sub one southeast, move your 
healthy lander east, and your damaged lander west of it.
	Day four, move your damaged lander one northeast and drop the 
rocket launcher north into the forest.  Move your remaining lander 
three east one north and drop the mid tank north, tank east.  Move your 
battleship one south three east, and surface your west sub two east two 
north.
	Day five, move your mid tank west along the road, your east 
lander one south four east, your tank one northwest, your rocket 
launcher southwest onto the city, your remaining lander southeast into 
the reef, dive your east sub one south, move your battleship one north 
three east, and dive your remaining sub north of your battleship.
	Day six, destroy the sub with your rocket launcher and west sub 
from the east, the cruiser with your battleship and remaining sub from 
the east, and the tank with your tank.  Move your mid tank west.
	Day seven, use your CO power.  Attack the tank with your tank, 
the tank with your mid tank, and the sub with your rocket launcher and 
east sub from the east.  Move your battleship east into the reef.
	Day eight, attack the battleship with your rocket launcher, 
battleship, and east sub from the east, and attack the tank with your 
tank.  Move your mid tank north into the forest.
	Day nine, attack the northeast battleship with your battleship 
and two subs.

Level 16M � Naval Clash!
Difficulty: **
Days: 6
Technique Limit: 3

Briefing:

	This is another easy level for Max where you�ll be crashing and 
trashing Drake�s party.  Use standard naval tactics to crush Drake at 
sea, while moving your ground forces around the land to pulverize 
Drake�s weak opposition.  You can lose the APC and lander plus another 
unit, so the technique score is pretty generous.  Once again, when 
dealing with distance units, the AI will behave randomly when deciding 
whether to move into your attack range or not.  However, the 
walkthrough is written so that it will work almost 100% of the time.  
Even if the screenshots differ from what the enemy does, it should 
still work if you follow the instructions.

Walkthrough:

	Day one, load a tank and mech into the lander and move it up to 
the east part of the north shore, dropping the tank north, mech west.  
Attack the battleship with your west sub from the west, and dive your 
remaining sub two south two east.  Move your battleship one south four 
east, and your cruiser one north five east.  Move your rocket launcher, 
mid tank, and recon east along the road, move your tank southwest of 
your mid tank, move your APC north of your rocket launcher, and move 
your north infantry one east two north, and your remaining mech north.
	Day two, attack the north tank with your tank from the east and 
mech from the south, the sub with your cruiser from the north, the 
battleship with your battleship, and the south tank with your mid tank 
from the west.  Move your south sub southeast, dive your north sub four 
north one east, move your rocket launcher south of your mid tank, your 
recon west of your mid tank, and your tank east of your rocket launcher.  
Move your lander south to shore and load in your infantry and mech.
	Day three, attack the south battleship with your south sub from 
the south and rocket launcher, and then use your CO power.  Attack the 
mid tank with your mid tank from the south and tank from the east, the 
rocket launcher with your tank from the west, and the battleship with 
your north sub from the west.  Move your cruiser north, your battleship 
three east one north, and your recon northeast along the road.  Move 
your lander one east four north, and drop your mech north into the 
forest.
	Day four, attack the mech with your recon from the south, the 
battleship with your rocket launcher (or your sub), move your lander 
one east then attack the tank with your battleship and mech, and the 
battleship with your sub.  Move your south tank northeast along the 
road, and your cruiser two east two north.
	Day five, attack the cruiser with your battleship and sub, the 
tank with your tank, the mech with your recon and the infantry with 
your tank.
	Day six, move your cruiser east, attack the tank with your tank, 
the cruiser with your sub, and the infantry with your recon.

Level 16S � Naval Clash!
Difficulty: ***
Days: 6-8
Technique Limit: 3

Briefing:

	This is a base capture map with Sami, where you�ll have to invade 
Drake�s territory and capture his base.  You can�t lose your landers, 
but Drake has very little in the way of sea defenses, so it shouldn�t 
be a problem.  Drake does have a decent amount of land units waiting 
for you, so you need to use the forest cover and eliminate the units 
carefully.  Expose Drake�s distance units in the forests and execute 
them quickly before they have a chance to trash your units.  Use your 
landers and APC to take the heat off your ground units while they move 
in and attack Drake.  Use your battleship to provide fire support for 
your ground units, while destroying Drake�s other sea units.  Drake has 
two artillery, a rocket launcher, two tanks, a mid tank, a battleship 
from the southeast, a cruiser from the northwest, and a sub from the 
northeast.

Walkthrough:

	Day one, load a tank and mid tank into the east lander and move 
it to Drake�s south shore, dropping the tank north and mid tank west.  
Move your remaining lander one northeast and load it with your rocket 
launcher and remaining tank.  Dive your sub north, move your battleship 
one southwest of your sub, and move your cruiser one north, five east.  
Move your two infantry south into the forests.
	Day two, attack the sub with your cruiser from the south and sub 
from the north (if the sub did not move next to your sub, then start 
over).  Move your mid tank north, and your tank north of your mid tank.  
Move your empty lander south to the shore, and load it with an APC and 
mech.  Move your remaining lander to the east part of the south shore 
and drop your rocket launcher north, tank west.  Move your battleship 
one northeast.
	Day three, attack the lander with your sub, the tank with your 
mid tank from the west and tank from the north, and the rocket launcher 
with your battleship.  Move your empty lander west of your sub, your 
remaining lander northeast of your rocket launcher, your rocket 
launcher north, and your remaining tank north of your rocket launcher.
	Day four, attack the lander with your sub, the tank with your 
rocket launcher and tank from the west, move your full lander northeast 
of your sub and drop your mech north, APC west, attack the artillery in 
the forest with your battleship, and the artillery on the road with 
your mid tank from the north.
	Day five, attack the artillery with your battleship and begin 
capturing.  Attack the mid tank with your mid tank from the north, and 
the rocket launcher with your tank from the west.
	Day six, finish capturing.

Level 17A � Wings of Victory!
Difficulty: **
Days: 6-8
Technique Limit: 3

Briefing:

	Andy�s Wings of Victory is just like Sami�s stage, except Eagle 
has less units, and there isn�t any fog of war.  There�s no missile 
launcher, no bomber in the northeast corner, and only one anti-air unit.  
Your massive amount of units can easily own the map, so you can enjoy 
an easy ride.  Since there is no fog of war, your anti-air and missile 
launcher units can�t hide in the forests, so Eagle�s air units will 
have even more attack ranges to randomly stay away from or move in to.  
Still, the map is easy enough that whatever Eagle does, you are almost 
guaranteed a victory if you play well.  The two fighters are especially 
random, although when they do decide to move into your attack range, 
they will chase after your transport copter.

Walkthrough:

This walkthrough is written under the conditions that both fighters 
will move up close into your attack range on day one.  If they don�t, 
start over.

	Day one, move your fighters, bomber, copter, and anti-air north.  
Move your APC east, load an infantry into your transport copter and 
move it north, and move your missile launcher north.
	Day two, attack the west fighter with your anti-air from the west 
and fighter from the north, the remaining fighter with your remaining 
fighter from the east, and the north tank with your bomber from the 
east.  Move your transport copter five east, the copter east of your 
anti-air unit, your APC south of your anti-air unit, and your missile 
launcher northeast along the road.
	Day three, attack the fighter with your healthy fighter from the 
east, the east bomber with your fighter from the east, the tank with 
your bomber from the north, move your copter one north five east, your 
transport copter east, your missile launcher one west, and attack the 
west bomber with your anti-air from the west (if it has moved forward 
into your missile launcher range, blast it instead).
	Day four, attack the west bomber with your anti-air from the east 
(if you haven�t already destroyed it) and remaining bomber with your 
healthy fighter from the west.  Move your transport copter one east 
three south and drop your infantry south, your bomber west of your 
transport copter.
	Day five, begin capturing.  Move your transport copter south and 
bomber east of your infantry.
	Day six, finish capturing.

Level 17M � Wings of Victory!
Difficulty: **
Days: 4
Technique Limit: 2

Briefing:

	As you might have guessed, this Max level is easy and offers 
plenty of units to smash.  Move on the offensive and smash Eagle�s 
units to bits on day one, but do not trigger his CO attack.  Do not 
move your ground units along the north area of the map, since Eagle�s 
bomber and copters will attack hard along that area when he uses his CO 
attack.  Keep your ground units at a good distance when he uses his 
power on day two.  On day three, use your CO power and do insane damage 
on Eagle�s poor units.  This is far beyond overkill!
	Your primary targets are Eagle�s two fighters and anti-air unit, 
and secondary targets are bombers and copter.  If Eagle doesn�t move 
his second fighter into your fighters attack range, you will run into 
trouble when he uses his CO attack.

Walkthrough:

	Day one, attack the fighter with your fighters from the north and 
west, the mid tank with your bomber from the south, and the tank with 
your mid tank.  Move your APC three south one east, your copter south 
of your APC, and your south anti-air east along the bridge.
	Day two, attack the bomber with your missile launcher and north 
anti-air unit, the copter with your copter from the east and mech from 
the south, the anti-air with your bomber, the fighter with your two 
fighters, and the infantry with your remaining anti-air unit (if the 
north bomber can hit your anti-air unit, then keep it away, you won�t 
be able to finish in 4 days).  Move your mid tank southwest along the 
road, your APC north of your mid tank, and your rocket launcher east 
along the bridge.
	Day three, use your CO power.  Attack the infantry with your 
south anti-air unit, the bomber with your remaining anti-air unit, the 
west copter with your copter from the south, the two bombers with your 
fighters, and tank with your bomber. Move your rocket launcher one west, 
your mid tank northeast along the road, your infantry northwest onto 
the neutral city, and your missile launcher one southeast.
	Day four, attack the copter with your missile launcher, the 
remaining copter with your anti-air unit, the tank with your mid tank, 
and the infantry with your bomber.

Level 17S � Wings of Victory!
Difficulty: ***
Days: 5-8
Technique Limit: 3

Briefing:

	Sami�s Wings of Victory is difficult mostly for the fog of war 
and unpredictable air units zipping around the map.  Eagle has two 
fighters, two bombers, several anti-air units, and two bombers 
stationary in the northeast and southeast corners of the map, waiting 
to attack your hapless infantry coming to capture Eagle�s base.  Move 
your units north along the road to confront Eagle�s units, using every 
air and anti-air unit you�ve got.  You must neuter Eagle�s CO attack 
before he can do any serious damage, and destroy three units in one day.  
You can take up to eight days, but you can also zip through the map in 
five.
	Since Eagle�s air units will react randomly as to whether to move 
into your attack range or not, it�s difficult to write an effective 
walkthrough.  The fog of war will complicate your vision range, and it 
will be tough to see what�s going on ahead of you, such as the random 
movement of the bomber and tank.

Walkthrough:

	This walkthrough is written under the conditions that both 
fighters will move into your attack range and the bomber will move west, 
not stay put.

	 Day one, move your fighters, bomber, copter, and anti-air north, 
load an infantry into your transport copter and move it six north one 
east, move your APC east, your missile launcher north, your recon one 
east two north, your rocket launcher north, your mid tank two east two 
north, and your tank one north two east.
	Day two, move your copter one south five east, attack the west 
fighter with your anti-air unit from the west and fighter from the 
north, and attack the remaining fighter with your fighter from the east, 
move your bomber six east one north, your rocket launcher two east one 
north, your missile launcher southwest of your rocket launcher, your 
recon south along the road, your mid tank north, your APC south of your 
anti-air unit, and move your transport copter east.
	Day three, attack the bomber with your missile launcher, use your 
CO power, attack the fighter with your healthy fighter from the east, 
and the east bomber with your remaining fighter from the east.  Move 
your tank east of your missile launcher, your copter one north five 
east, your bomber six east, and your transport copter four east three 
south, dropping the infantry south.
	On day four or five, you need to destroy at least 3 units.  While 
the ground units will act erratically, you can almost always find 
enough to destroy on day five.  There will be two tanks, an anti-air, 
the bomber, and the missile launcher.  The tank may or may not come out 
and attack on day four.  If it does, destroy it along with the two 
bombers for three kills.  If it doesn�t, get three kills on day five 
following the instructions.  You may have to improvise.
	Day four, move your copter northeast, attack the two bombers with 
your missile launcher and fighter, begin capturing the base, and move 
your remaining fighter and bomber south and southeast of your infantry.
	Day five, attack the missile launcher with your bomber and copter, 
the tank with your rocket launcher and tank, and the anti-air unit with 
your mid tank and anti-air unit.  Finish capturing.



Level 18A � Battle Mystery!
Difficulty: **
Days: 4-5
Technique Limit: 3

Briefing:

	This is a unique level where you have to reveal the lander in the 
south most reef and destroy it.  The easiest and fastest way to go 
about it is to land troops on the shores next to your base and reveal 
the lander with a land unit.  At the same time, move your battleship 
south to provide fire support for your ground units and to blast the 
lander when it�s revealed, and use your cruiser for vision support.  
The land enemies are two tanks, a recon, and two infantry.  They may 
try to keep away from your distance ranges, but it shouldn�t be a 
problem to smash them.  Don�t bother sending your subs and cruiser 
northeast along the sea passage, since the sub and battleship will come 
to you and will be easy to execute.

Walkthrough:

	On day two, Drake will either move his recon into your battleship 
& rocket launcher attack range, or keep it away.  If he moves it in 
your way, you will have to finish on day five.  If he keeps it away, 
you can finish in four days.  Either way is a perfect score.

	Day one, load a recon and mid tank into the south lander, and a 
tank and rocket launcher in the east lander.  Move your south lander to 
the west part of the south shore, dropping your recon east, mid tank 
south, and move your east lander three east to the shore, dropping the 
tank east, rocket launcher south.  Dive your sub in the reef at its 
current position, dive your remaining sub north of your north cruiser, 
move your north cruiser two east, move your battleship one east four 
south, and move your remaining cruiser south of your battleship.
	Day two, move your tank south along the road, your rocket 
launcher south along the road, your cruiser four south, one east, and 
your recon and mid tank south along the road.  Attack the tank with 
your battleship.
	Day three, attack the recon with your tank and move your rocket 
launcher south, move your battleship four south, your cruiser west of 
your battleship, and move your mid tank southeast along the road, and 
your recon west of your mid tank.  
	Day four, attack the infantry with your mid tank, move your recon 
seven east, then attack the lander with your rocket launcher and 
battleship.

	If the recon moves in your tanks way on day two, follow this 5 
day alternate ending, which is still a perfect score.

	Day three, attack the recon with your tank and rocket launcher, 
the east infantry with your recon, and move your battleship south and 
mid tank southeast along the road.
	Day four, attack the infantry with your tank, move your recon 
four east, and attack the lander with your battleship.  Move your mid 
tank east.
	Day five, attack the lander with your battleship.

Level 18M � Battle Mystery!
Difficulty: ***
Days: 7
Technique Limit: 2

Briefing:

	As you may have guessed by now, Max�s levels are all about 
smashing and trashing everything in his path.  The main objective here 
is capturing Drake�s base, although you will still get to cause plenty 
of mayhem and destruction.  Since you are outnumbered and at a 
disadvantage, you will need to play carefully when moving up to capture.  
Don�t let either your tank or mid tank get seriously damaged, and keep 
away from the distance units.  The sea units are easy enough to trash, 
but by land the going will be difficult, due to the large amount of 
tightly packed forest terrain and distance units.
	You can�t afford to lose any units except your transports, so use 
your landers and APC to take the heat off your other units.  Depending 
on how the AI is feeling today, it will move or not move it�s east tank 
and recon unit westward.  It�s very difficult to write a walkthrough 
for this level, due to the higher chances of random behavior.  However, 
I can still walk you through most of it.

Walkthrough:

	Day one, load a mid tank and tank into your west lander and move 
it north to the shore, dropping the mid tank north.  Load your east 
infantry into the APC, and load the APC and the east mech into the 
remaining lander.  Move your remaining lander east of your other lander, 
your battleship two east two north, dive your sub south of your 
battleship and move your cruiser east of your battleship.
	Day two, attack the tank with your mid tank from the north, the 
sub with your cruiser from the west, and the artillery with your 
battleship.  Drop the tank off north with your damaged lander at its 
current position, and move your healthy lander and sub east.
	Day three, attack the anti-air unit with your mid tank from the 
east, the artillery with your battleship, and the battleship with your 
sub from the south.  Move your tank northeast of your mid tank, and 
your cruiser south and healthy lander west of your sub.
	On day three, Drake will either keep his tank by the shore, or 
move it west into your attack range.  If he moves it into your range, 
then follow the day four instructions.  If he keeps it away, you will 
have to move your full lander to the west of the enemy lander, dropping 
your mech north and APC west.  Destroy the tank with your tank and mech, 
and then move your APC east along the shore to drop off and capture.
	Day four, attack the mid tank with your battleship then mid tank 
from the west attack the tank with your tank from the east, and attack 
the battleship with your sub from the south.  Move your full lander 
east of the enemy lander and drop the APC north.
	Day five, use your CO power.  Attack the tank with your tank, the 
artillery with your mid tank, and move your APC two north, two east, 
dropping the infantry east.  Drop your mech off east with your lander 
at its current position.
	Day six, move your mech north and begin capturing.
	Day seven, finish capturing.

Level 18S � Battle Mystery!
Difficulty: ***
Days: 5-8
Technique Limit: 3

Briefing:

	In this survival map, you must escape with your infantry in a 
transport copter over the waters filled with Drake�s units.  Drake has 
three cruisers, a sub, a battleship, a mid tank, three anti-air units, 
and a missile launcher.  Just get your units out of there and destroy 
the cruisers with your rocket launcher and battleship.
	If you�re a good player, you can capture the base by day 5 or 6.  
If you capture Drake�s base, Drake will say the standard defeat line, 
but Sami will not ask him any questions, and the level will end without 
any further conversation.

Walkthrough:

	Day one, move your essential infantry north, your north transport 
copter five east, your west copter west, your remaining copter one 
south five west, your north mech west, load your remaining mech into 
your remaining transport copter and move it two east one south.  Attack 
the sub with your cruisers from the west and north.  Dive your sub 
three south two east, move your battleship one south four east, move 
your recon west, your tank north, your mechs west, and your rocket 
launcher two north.  Move your east lander three east four south and 
your remaining lander north of that lander.
	When Drake attacks your landers, it doesn�t matter if they are 
destroyed or are only injured to 1hp.  If the battleship doesn�t attack 
and moves out of the way instead, destroy the sub with your cruisers, 
then attack the battleship with your sub.  You don�t need your landers 
for anything else but fodder, so move them out of the way if they�ve 
survived and are blocking your attacks.  You may have to do something 
different to destroy two units in one day, though.
	Day two, attack the sub with your cruiser(s), move your west 
transport copter south, attack the battleship with your sub, use your 
CO power, attack the middle cruiser with your rocket launcher, and the 
south cruiser with your battleship.  Load your infantry into your 
remaining transport copter and move it west, your mech west, move your 
copter south of your mech and your remaining copter west of that copter.
	Day three, attack the healthy cruiser with your battleship (and 
rocket launcher, if possible), the battleship with your sub, the sub 
with your cruiser (if it�s alive), join your two cruisers if one has 
been seriously damaged.  Move your transport copter three east four 
south and drop the mech east.  Move your remaining transport copter 
west, your mech north into the forest, and your copters south.
	Day four, begin capturing the base, attack the two cruisers with 
your rocket launcher and battleship, and the battleship with your sub.
	Day five, finish capturing.

Level 19 � Andy Times Two!
Difficulty: **
Days: 5
Technique Limit: 2

Briefing:

	This level is twice as annoying as it should be, since you have 
to rely on a computer controlled Eagle to help you out.  Eagle will 
attack randomly, and Evil Andy will also be moving around randomly.  
However, it�s still pretty easy to get through.
	To complete the map in five days, use Sami and blitz your 
transport copter east, northeast, and north, dropping off the infantry 
next to the rocket launcher then using your CO power to begin capturing 
the base on day 4.  Move your battleship and sub north to attack and 
provide support for your ground units.  Use the lander to bring your 
mid tank and rocket launcher up close to the west side of the bridge to 
attack enemy units and block up the passage.  Thankfully, Sami�s 
infantry can take a hit or two from enemy units and still capture the 
base in time.  The only other catch is that you must destroy three 
units in one turn, so make sure your mid tank, rocket launcher, sub, 
and battleship are put to good use.  Use your lander and APC to take 
the heat off your other units as necessary.
	The biggest pain about this level is that if you yield, you must 
wait for Eagle�s units to run out of gas and crash, which can take a 
long time.  To alleviate this, don�t save during the level, so you can 
exit the map and come back through the main menu.  It�s a pretty short 
level, after all.

Walkthrough:

	Using Sami.  Day one, dive your sub one east four north, move 
your battleship north, load an infantry into the transport copter and 
move it east, load the rocket launcher and mid tank into the lander and 
move it five north one west, dropping the rocket launcher north, mid 
tank west.  Load a mech into the APC and move it north of the neutral 
city.
	Day two, move your transport copter four east three north, your 
sub north (attack a battleship if you can), your battleship north, your 
lander five east, your mid tank north of your rocket launcher, and move 
your APC southwest of your rocket launcher, dropping your mech north.  
Attack the tank with your rocket launcher.
	Day three, attack the tank with your mech, the south mid tank 
with your battleship and rocket launcher, the battleship with your sub 
(if available), and the infantry with your mid tank.  Move your 
transport copter north and drop your infantry north.
	Day four, attack the sub with your battleship, use your CO power, 
and begin capturing the base.  If you weren�t able to kill the sub on 
day three, then destroy the sub and two infantry units for three kills.
	Day five, finish capturing.


Level 20 � Enigma!
Difficulty: ***
Days: 9-16
Technique Limit: 2-4

Briefing:

	This is your first fight against the enigmatic Sturm.  The level 
is longer than usual, and is a test of endurance and unit management.  
His CO meter is thankfully not active, and the best CO for the job, Max, 
is all set to mash Sturm�s units into paste.  Since the computer Sturm 
has +20% offense and -20% defense, Sturm�s units are like paper 
compared to Max�s massive offensive direct bonus.  On road terrain, one 
of Max�s tanks can take out an entire one of Sturm�s tanks in one 
attack!  With this kind of firepower, you can easily tear Sturm�s units 
apart.
	To win the level most efficiently, move your units along the road 
towards Sturm�s base, capture the sea port, and land three to four 
ground units to eliminate the last of Sturm�s resistance.  Ignore the 
air port; just concentrate on muscling your way into Sturm�s territory.  
By land, bait and eliminate the air units, capture the cities, 
factories and sea port, and move up the road to Sturm�s base.  By sea, 
eliminate the sea units with your lone sub and begin building landers 
and tanks to send over to the shore by Sturm�s base.  To eliminate the 
fighter, bait it with your transport copter and destroy it with your 
anti-air or a newly created cruiser.
	A point of contention is whether the fighters will move into your 
attack range while chasing after your transport copter.  If one of the 
fighters stays away, you will have to blockade your transport copter 
from attack, or start the level over.  After day four the enemy will 
behave very erratically, and there are a number of scenarios.
	When you are attacking progressively up the road, use your tanks 
and anti-air units in the back first, and then use your units in the 
front last, so that you can move farther to attack the enemies in back.  
If you�re an expert player, try eliminating Sturm by day 9.  It�s not 
as easy as it sounds!

Walkthrough:

	Using Max. Day one, load your north infantry and mid tank into 
the lander and move it east to the shore, dropping the infantry east 
and mid tank south.  Load your north mech into the APC and move the APC, 
tank, and rocket launcher south along the road.  Move your missile 
launcher one southwest, your remaining infantry east of the rocket 
launcher, your anti-air south, load your mech into your transport 
copter and move it four south, two east, dropping the mech off, and 
dive your sub three east one south.  Create a tank.
	Day two, move your APC south and drop your mech south, move your 
transport copter east of your missile launcher and load it with the 
infantry, and begin capturing the northeast factory and middle city.  
Move your tank on the factory four south two east, and your remaining 
tank east of that tank, move your missile launcher, anti-air, and 
rocket launcher south along the road, and move your mid tank three 
south one west.  Create a tank.  The fighters should move into your 
missile launcher and anti-air attack range.  If they didn�t, start over.
	Day three, attack the north fighter with your missile launcher, 
and the remaining fighter with your anti-air from the east, the recon 
with your east most tank from the west, the infantry with your mid tank 
from the east, and the sub with your sub from the north.  Move your APC 
one south five east, your south tank one south, your remaining tank 
four south two east, your rocket launcher southeast along the road, 
your lander to the west of the enemy battleship, and move your 
transport copter four south two east and drop the infantry south.  
Finish capturing the factory and city, begin capturing the southwest 
city with your mech, and create a tank.
	From day three on, the AI will behave erratically with it�s tank, 
artillery, and whatever units it creates.  Either it will move it�s 
units forward to be attacked, such as the tank, APC, anti-air unit and 
artillery, or it will keep them away, making your advance more 
difficult.  I am going to write based on the tank and anti-air unit 
moving forward.  Since the chances of everything going through exactly 
as I wrote the walkthrough are small, you will have to adjust your 
strategy.  Remember that you can take up to 16 days and still have a 
perfect speed score.
	Day four, move your lander four steps west, attack the battleship 
with your sub from the north, the tank with your rocket launcher and 
infantry, then use your CO power.  Attack the bomber with your anti-air 
from the west, the mech with your mid tank from the east, the infantry 
with your tank that�s northeast of the rocket launcher, the anti-air 
with your tank that�s east of the rocket launcher, and the rocket 
launcher with your remaining tank.  Finish capturing the southwest city, 
and begin capturing the sea port and second middle city with your mech.  
Move your transport copter three steps east, your missile launcher 
southeast along the road, your tank on the factory four south three 
east, and create a tank in the northeast factory.
	Day five, attack the mid tank with your mid tank and west tank, 
the infantry with your next west tank, the missile launcher with your 
next west tank, and the tank with your remaining tank.  Finish 
capturing the city and sea port, begin capturing the second southwest 
city, begin capturing the southeast city, move your transport copter 
two east two north, move your missile launcher then rocket launcher 
east along the road, your anti-air unit east, move your sub one south 
four east, load your tank into your lander, and create a mid tank in 
the northeast factory.
	Day six, attack the anti-air unit with your center tank from the 
west and damaged tank from the north, and attack the sub with your sub 
from the south.  Move your tanks, anti-air unit, and mid tank east and 
northeast along the road, and your missile launcher east and rocket 
launcher south of the infantry on the city.  Load your mech into the 
transport copter and move it five east dropping the mech east, finish 
capturing the two cities, move your remaining infantry west, load the 
mid tank into the lander and move it one south five east, and create a 
lander.  The AI will act unpredictably on this day.  	If the enemies 
diverged and you weren�t able to follow all the way through, you should 
still be able to barge through and finish before day sixteen for a 
perfect speed score.
	Day seven, attack the battleship with your sub, the tank with 
your mech, the artillery with your tank that�s northeast of your anti-
air unit, and move your anti-air, tanks, and mid tank northeast along 
the passage.  Move your damaged tank east, missile launcher one south, 
begin capturing the factory with your infantry, move your rocket 
launcher one north, your loaded lander five east one south, begin 
capturing the northeast city, move your transport copter one northeast 
and create a tank.
	 Day eight, move your damaged tank one north, attack the 5HP 
anti-air with your mech, the APC with your tank that�s east of your 
anti-air, the missile launcher with your east tank, the infantry with 
your rocket launcher, and the transport copter with your missile 
launcher.  Finish capturing the city and factory, load your tank into 
your lander and move it five east one south and drop the tank south, 
move your anti-air southwest of your mech, your remaining tank north of 
your anti-air, your mid tank northeast, move your remaining lander one 
east five south and drop your tank west, mid tank south, and create a 
cruiser.
	Day nine, use your CO power.  Attack the fighter with your 
cruiser, the infantry with your mid tank, the mid tank with your mid 
tank from the east and 3HP tank from the west, the rocket launcher with 
your anti-air unit from the north and 1HP tank from the west, the 
infantry with your tank, the tank with your tank, and the anti-air unit 
with your tank.

Level 21 � The Final Battle!
Difficulty: ***
Days: 6-15
Technique Limit: 2-5

Briefing:

	The Final Battle is a unique level in the campaign, where you 
control three separate COs against Sturm.  It�s also one of the most 
difficult to write a guide for, since you have a large combination of 
COs, some COs and CO teams are better than others in this level, Sturm 
acts very randomly, you have to manage all three COs one turn at a time, 
and the battle can end up being long and drawn out.  In this briefing, 
I will describe all of the COs and how to use them appropriately, as 
well as all the tactical intelligence you need to win.
	Let me start out by saying that The Final Battle is not a 
difficult level.  The primary difficulty of the level is managing a 
large number of units over three COs.  In terms of fighting Sturm 
effectively, you may be hindered by a weaker CO.  Whether you want to 
take the map slowly or tear into Sturm, the map is lenient with the 
speed score and your forces can easily take it to Sturm, with his -20% 
defensive penalty.  The scoring of technique and power only count for 
Andy, so you must make sure to destroy a large amount of units with 
Andy on one day, and must not lose too many of Andy�s units.  On the 
other hand, your team mates units can be used to protect Andy�s units.
	The key to moving aggressively and defeating Sturm quickly is 
mobilization.  Don�t bother creating infantry or capturing far off 
cities and factories.  By the time you have them, the map will be 
almost over.  If you�re going for a six day victory, just produce tanks 
and anti-air units.  By day five, tanks you create in the factories of 
your left and right hand teammates will be at Sturm�s bridge.  Whatever 
initial forces you have are the forces you need to keep alive and 
healthy through the six or seven days you�ll be pounding Sturm into the 
ground.
	Take all of your units into consideration when moving forward, 
planning out tactical strategies, attacking, and building units.  If 
you put a weak unit up front, a stronger unit of another CO may not be 
able to move as far ahead as they could have.  If you attack an enemy 
with a weak or ineffective unit, you may have blocked off an attack for 
another of your CO�s stronger units.
	Sturm�s initial air rush can be eliminated on day two, depending 
on whether all of the units move into your attack range (you should try 
to make them all move into range, if you want to finish quickly).  
After you execute his mid tanks, fighters, and bombers he will rarely 
create any more.  His CO attack location is decided by the total cost 
of a group of units together, so he will attack two fighters and a mid 
tank over a group of infantry.
	If you want to finish the level quickly with less hassle, keep 
trying to get Sturm to move all of his bombers and fighters into your 
attack range.  What I recommend is that you save your game on day one 
with your right hand teammate and keep moving your units north in 
different positions, which will cause the AI to recalculate what it�s 
doing for the next turn.  It does require a bit of luck for the AI to 
move all of it�s air units into position and move the ground units so 
that the mid tanks aren�t able to attack on day two.
	Keep in mind that Sturm�s units have no terrain movement 
penalties unless there�s snow.  Also, he moves his bombers & fighters 
first, then tanks, then anti-air, then copters, then mid tanks, 
followed by any other units he creates.  Unless you�re planning for a 
long battle, don�t bother making infantry and APCs and etc, since they 
aren�t worth it by the time they actually do something.  Remember, 
depending on your team you�ll want to build different units to make up 
for any imbalances you have.

	Andy is the central player on the map, and his units have the 
shortest path into Sturm�s territory.  Since the technique and power 
score rests on him, don�t let him lose too many units, and make sure he 
gets to destroy a large amount of units in one day.  Andy should 
generally build tanks and anti-air units.
	The teammate on the left hand side is a minor one, since they 
have a long path to reach the main battle area in front of Andy�s 
territory.  Use them to take the first meteor strike hit, and then 
rebuild and send what�s left up to support the final push into Sturm�s 
territory.  Try to capture the airport and factory before the cities in 
the middle, in order to produce units that will get to Sturm fast 
enough.
	Max is a smash hit on the battlefield against Sturm.  The only 
problem is that his units will take a while to reach the front lines, 
and unless you have Sami as your right hand teammate, he will be the 
one taking the first meteor strike.  Try to get his units up into 
Sturm�s face as fast as possible, and create tanks and anti-air units 
to move up and support Andy at the bridge.  In the final stretches of 
the level, Max and Kanbei combined can provide the firepower to really 
rip Sturm a new one.
	Grit is a good teammate, and works well with Eagle and Kanbei.  
Since it takes him so long to get up into attack range, the best place 
to attack from is the mountains to the left of Sturm�s territory.  If 
you�re going to create any units, make artillery and anti-airs.
	Olaf is a decent teammate, but his CO attack is worthless, since 
it slows down his teammates as well as Sturm.  Since his units are all 
average like Andy, it�s best to just move whatever he�s got north and 
at Sturm as fast as possible to provide late game relief.
	The teammate on the right hand side will be a major assistant to 
Andy, and will have to use their units to protect Andy�s units from 
attack.  They can immediately move up and combine with Andy�s forces to 
provide much needed support.
	Sami is unfortunately the weakest of the teammates on the map, 
and she will make the map much more difficult to win.  Then again, if 
you didn�t fill any of the requirements to get at least Kanbei or Drake, 
you were pretty much asking for her by playing so poorly.  Her mechs 
are too slow to reach the front lines fast enough, her infantry are 
near worthless, and all of her direct combat units are weakened.  You 
should try to build distance units which are not penalized, and APCs & 
mechs.
	Kanbei is a good teammate, and he comes with a massive amount of 
expensive and powerful units.  Since his mid tanks are a bit slow, he 
may take an extra day moving in to support Andy.  Use his superior unit 
strength just like you would with Max, and don�t bother building much, 
since he has all he needs to help Andy out.
	Drake is a decent teammate.  His CO attack is mostly useful 
because it drains Sturm�s funds away when his units are automatically 
repaired.  Stay away from air units, obviously, and support Andy with 
well rounded tactics, since he average with all ground units.
	Eagle is the best teammate to have on the right hand side.  He 
can almost immediately move in with powerful air units and his CO 
attack can easily rend Sturm apart.  His ground units are average like 
Andy, but the real advantage are the air units he has immediately at 
the start of the level.  While other COs will have to capture the 
airport and build air units, Eagle has two fighters, two copters and a 
bomber all ready to move out and trash Sturm, as well as two helpful 
mid tanks.  His initial unit costs combined are worth more than 125,000 
funds.  With Eagle on your team, it�s best to focus on destroying the 
copter and anti-air units, so that Eagle can move his air units in with 
maximum force without being quickly destroyed.

Walkthrough:

	Day one, Andy, begin capturing the air port and factory, move 
your APC one north two east, your transport copter two east, your 
missile launcher north, your west anti-air three north two west, your 
east anti-air three north two east, your mid tanks east and north of 
your missile launcher, and your copters two north.
	Day one, left hand teammate, move your anti-air and missile 
launcher units north, followed by the other ground units, and create a 
tank.
	Day one, right hand teammate, move your units north, create a 
tank.

	Day two, calculate which air units can be destroyed by each 
character and proceed with that plan, maximizing the destruction.  It�s 
better to leave a bomber alive than a fighter.  When destroying the air 
units, try to clear up the road between Andy and his right hand 
teammate, so that his units can move through to attack on day three.  
Sturm will move his tanks, anti-air units, copters, and mid tanks in a 
random position at the bridge.
	Day two, Andy, destroy the air units with your anti-air units and 
missile launcher.  Move your APC two east one north, and your mid tanks 
to the north and east of your missile launcher.  Move your two infantry 
south to begin capturing the south cities.  Create a tank.  Depending 
on how Sturm moves his units at the bridge, you may have to adjust the 
APC and transport copter, but it should almost always work out ok.
	Day two, left hand teammate, destroy the air units and position 
your units to take the first meteor strike.  Remember that you don�t 
need to jam every single unit together, just enough so that Sturm picks 
the left hand teammates� units to be attacked.  You should be able to 
take the hit and still have two or three units not in the meteor strike 
range, and don�t waste your infantry needlessly by throwing them in the 
mess.  If you have about 50,000 funds worth of units packed together 
and keep your other units spread out, Sturm will go for it.
	Day two, right hand teammate, destroy the air units and try to 
move your ground units into position to attack some of Sturm�s units on 
day three.  Do not jam the units together or combine them with Andy�s 
units, or you may risk a meteor strike hit.  Use your APC to zip north 
and begin capturing the factory and air port.

	Day three, hopefully Sturm has struck the left hand teammate with 
the meteor strike, and done almost no damage to Andy.  This is the big 
day for Andy and the right hand teammate to stick it to Sturm.  If you 
have Eagle, concentrate on destroying the copters and anti-air units so 
Eagle can move in safely, and if you have anyone else, just do as much 
damage as possible.  With good tactical skills, you can wipe out almost 
every unit in Sturm�s invasion force, leaving only a few units left.
	Day three, Andy, give Sturm a massive pounding, and don�t let up 
for a second.  You should be able to destroy three copters, a tank, and 
two anti-air units.  Leave the units to the right to your right hand 
teammate.  Save your CO power until day four.
	Day three, left hand teammate, move your damaged units north as 
cannon fodder for Sturm�s units, to make some small distractions.
	Day three, right hand teammate, get in as many hits as possible 
through the small passageway.  If you have Eagle, slam two tanks, an 
anti-air, and a bomber.  Sturm should have nothing left but two mid 
tanks and a bunch of units in his territory.

	Day four, from this point on you have to invade past the bridge 
and destroy Sturm.  The situation can get very messy, and Sturm has the 
terrain advantage on city and forest area.  Try to block up the 
factories as best you can.  If you linger too long and keep destroying 
too many of Sturm�s units, he will use his CO attack on day six and 
ruin your invasion units.  
Sturm has created an inordinate amount of infantry and he has two anti-
air units and a mid tank stationary by his base, along with a copter 
and an anti-air or some other weak unit.  
	Day four, Andy, use your CO power and start wiping out the 
infantry.  You need to do this quickly to get into Sturm�s base ASAP.
	Day four, left hand teammate, keep moving those busted units up 
to distract the enemy.
	Day four, right hand teammate, give Sturm a light pounding, and 
do not trigger his CO attack.

	Day five, this is the day where you�ll be making in roads to 
Sturm�s base.  He�ll also be using his CO power, so watch out!  Try not 
to let your front line units get smashed, instead move a group of units 
together that are farther behind, so you can continue making in roads 
to Sturm�s base.
	Day six � onward, you have plenty of time to force your way into 
Sturm�s territory and eliminate his forces.  Depending on your CO, use 
their units to your advantage and move in fresh units.  Don�t let your 
units get too crowded, and block up Sturm�s production capabilities so 
he won�t be able to use his CO attack from all the units you�re 
destroying.  

Level 22 � Rivals!
Difficulty: **
Days: 11-19
Technique Limit: 1-3

Briefing:

	This is an easy map where you�ll be ruling the skies and kicking 
poor Eagle�s butt.  The key to winning the map is building fighters and 
a transport copter, and not bothering to build any ground troops.  
Depending on what Eagle ate for breakfast this morning, he will build 
his air units in either the airports near his base, or the air port in 
the middle of the map.  As usual, you can expect Eagles units to behave 
randomly when moving into your attack ranges.
	He will build bombers and fighters, so stay alert.  You can take 
plenty of time on this map, as well.  Eagle will have an APC on his 
base for approximately eight days, but he will move it eventually.  The 
best way to jam up the air ports is by injuring one of Eagle�s copters 
or bombers to 1hp, so they will sit on the air port until they�re fully 
repaired.  All you need to build are fighters and the transport copter.  
Since you have so few units, you will have to build more if you expect 
to lose more than one or two units for a perfect technique score.  When 
triggering Eagle�s CO attack, make sure he doesn�t have any copters or 
fighters that can destroy your transport copter after being able to 
move again, or try not to leave him with any decent air units at all.  
He may build anti-air units once your fighters are on his land mass, so 
be careful.  Whatever Eagle has near his base, he won�t be fooled by 
your transport copter.  He�ll attack your infantry with whatever he�s 
got.  Near the end of the level, start building ground units so you can 
get off three kills in one day, or you can just try it with multiple 
fighters.  You should have at least four by the time the map is over.

Walkthrough:

	Due to Eagle�s unit building randomness, it�s almost impossible 
to write a reliable walkthrough.  The map is like a War Room map in 
that both Eagle and Andy start out with basically nothing but factories 
and air ports, so the chance for random behavior is much higher.  Build 
plentiful fighters and a transport copter.  When a fighter is far away 
from your fighters, wait for it to approach you.  Still a very easy map 
to complete successfully.


Advance Campaign Briefing:

	Here you are, ready to try out the real challenge that Advance 
Wars has to offer.  Forget the normal campaign; it was just an extended 
training mode.  Getting perfect scores in advance campaign levels often 
require the abilities of an expert player.  Even players simply trying 
to pass through the levels will face a number of difficult challenges.
	The most important factor in advance campaign scores is time.  As 
the time limit for a perfect S-rank decreases, you are forced to use 
your units with higher efficiency to accomplish the task.  Not only are 
you under pressure, but you usually have half as many units, and the 
enemy twice as more!
	There are two special types of levels in advance campaign.  The 
first is the suicide speed level, in which you are given 5 or 6 days to 
capture an enemy base, using your units as cannon fodder to protect the 
transport and infantry.  The second type are slightly longer semi-
suicide speed maps where you have to rush to capture a base, but must 
also use your units with a higher level of tactical skill before using 
them as cannon fodder.  There are a couple of easy survival maps, and 
some deadly elimination maps.
	Since only the speed stat matters, your units now take on an 
increased role as decoys, bait, and insulation.  Especially in the 
suicide speed levels, you will have to trick the enemy AI and give them 
no opportunities to break through your defenses and destroy your 
transport that�s racing towards the enemy base.  In order to get S-
ranks in most advance campaign levels, you will have to work with less 
than optimal conditions.  You will have to ignore enemies and allow 
them to attack you while you accomplish some other task, and take 
damage while still completing what you have to do.
	You must be familiar with all COs, but especially with the Orange 
Star team, since you�ll be playing as them.  Use terrain cover to your 
advantage, and have a good knowledge of all units and how to use them 
well.  Know the AI and its behaviors and preferences like a book.
	For those of you planning to try for high scores, I think that 
the most respectable high score in advance campaign is by taking the 
two most difficult paths in the game.  These two paths are the Olaf 
route, levels A4, A5, A6, and A7, and the Eagle route, levels S14, S15, 
S16, S17, and 22.  Each Orange Star CO will be faced with the most 
difficult levels in the game.  The maximum score for the Olaf and Eagle 
route is 991 points.
	Please remember that the walkthroughs are based on getting 
perfect S-rank scores on each level, so the difficulty is decreased if 
you plan on taking your time in the level instead of trying for a high 
score.  The advance campaign guide is not written for players who want 
to finish the levels and �get Nell�.  I assume if you are going to play 
Advance Campaign that you are interested in the challenges that it 
offers and are competent enough to follow some of the more advanced 
strategies necessary to obtain the highest scores.  Even with the 
walkthroughs, you can�t get through Advance Campaign without using your 
brain at least once.

Level 1 - It�s War!
Difficulty: *****
Days: 6

Briefing:

	Advance Campaign opens up with a suicide speed level, where you 
must rush your transport full speed ahead to capture the base on day 
six.  You can lose every unit except your infantry and a tank, as long 
as you capture the base in time.  Impossible, you say?  Welcome to the 
real Advance Wars.
	To accomplish this task, you must protect your transport at all 
times, blocking any enemy access at just about any cost.  Allow your 
other units to be damaged over your tanks.  Don�t get in the way of the 
southern rocket launcher; try to work your strategy around its range of 
fire.  For a basic strategy briefing, on day one move your units 
forward, day two move the APC forward and protect it, day three protect 
it again, day four blockade or distract the enemy units to the left 
from reaching your transport moving across the bridge, and day five and 
six, capture the base while distracting the enemy mid tank near the 
base and holding back the rest of the enemies to the left.

Walkthrough:

	Day one, attack the tank with your tank from the south.  Move 
your mech northeast, your north infantry one north two east, your north 
artillery west of your north tank, load an infantry into the APC and 
move it north, move your remaining tank south of your north artillery, 
your recon north, and your artillery north of your recon.
	Day two, destroy the tank with your mech, attack the artillery 
with your artillery and damaged tank from the north.  Move the 
transport south of your damaged tank and drop your infantry off to the 
east.  Move your remaining tank two north three east, your remaining 
infantry east, your remaining artillery west of your APC, and your 
recon west of your damaged artillery.
	Day three, load the infantry into the APC and move it three north 
two east.  Surround the transport with artillery from the south, 
healthy tank from the east, and damaged tank from the north.  Move your 
damaged artillery west of your healthy artillery, and move your recon 
one southwest of your damaged artillery.  Attack the tank with your 
mech from the east.
	Day four, move your APC east and drop the infantry west onto the 
bridge.  Attack the rocket launcher with your healthy tank from the 
north.  Move the damaged tank west of your infantry.
	Day five, begin capturing the base.  Attack the rocket launcher 
with your healthy tank from the south.  Move your damaged tank east of 
the mid tank.
	Day six, finish capturing just in time for Christmas.  Let it 
snow, Olaf.

Level 2 � Gunfighter!
Difficulty: ***** 1/2
Days: 10

Briefing:

	In this difficult level, you must build a force from scratch to 
crush Grit and capture his base by day ten for a perfect score.  This 
is a semi-suicide speed level, where you will have to accommodate to 
enemies running around in your territory while you focus on other areas 
of attack.  
	Manipulate Grit�s CO attack and prepare beforehand when you know 
he�s going to use it.  Manipulate the AI to your advantage, especially 
with Grit�s distance attack units.  In your arsenal are the recon units.  
These units are excellent against distance attacks for three reasons, 
first because they have the highest terrain movement range and can deal 
50-60% damage to rockets and artillery, and second because their 
presence causes the AI to retreat their distance attack units in fear 
of being attacked, giving you breathing room to continue a sustained 
and healthy assault on other ground units.  Third, they are cheap, 
disposable, and can easily move quickly in swarms to injure and destroy 
a group of enemy artillery and rocket launchers.  Creating decoy APCs 
is a good idea, as well.  When rushing your APC through the east 
portion of the map, use the distance unit blind spots to your advantage.
	Completing the level is complex and difficult.  You must build 
the APC on day 5 and have a force of two recons, a mid tank, and two 
APCs by day 6 to launch off with, and then drop off on day 8 to capture 
at 10.  You do not have enough time or resources to attack the tank or 
build a tank of your own.  The tank will be rampaging around your HQ 
throughout the level.  You can solve this by creating infantry decoys 
and using strategic blockades with your other units.  Not being able to 
kill the tank causes a further problem in that you cannot build Grit�s 
CO meter high enough to trigger its use on day 6 while your units are 
safely out of range.  To solve this problem, you need to send in a 
recon to attack one of the rocket launchers early on to increase Grit�s 
CO meter.  Use master AI manipulation to keep the enemies attacking 
decoys, manipulate the distance units into an acceptable formation, 
manipulate Grit�s CO meter, avoid Grit�s distance attacks, and rush 
through the level.  There seems to be a problem with Grit�s distance 
units not attacking your units and remaining paralyzed, or fleeing.  
This is generally a good thing, but you will have to figure out what to 
do afterwards on your own.  Get out there and bust Grit�s chops!

Walkthrough:

	Day one, move both infantry two west one north, and create two 
recons.
	Day two, attack the artillery with your north infantry, move your 
remaining infantry two west, move your north recon one west and your 
remaining recon three west.
	Day three, move your south recon two north five east and your 
remaining recon five east one south, create a mid tank in the east 
factory, move your south infantry one south, and attack the artillery 
with your remaining infantry from the south.  On day three, Grit may 
not behave properly.  Grit should attack your north recon with his 
recon from the west, his tank should attack the infantry on the river, 
and he should move his mid tank two south three west, in the mountain 
corner.  If he didn�t do that, start over.
	Day four, attack the mid tank with your mid tank, the rocket 
launcher with your south recon, the recon with your recon from the east 
and south infantry from the south, and the artillery with your 
remaining infantry from the south.  Create a recon in the west factory 
and an infantry in the east factory.
	Day five, attack the mid tank with your mid tank from the south, 
and the recon with your east recon from the east.  Move your damaged 
infantry one east two north, move your remaining recon two steps east, 
move your remaining infantry one east and create two APCs.
	Day six, move your mid tank east along the road, load your 
infantry into your healthy APC and move both APCs east, and move your 
two recons north of your mid tank and north of your damaged APC.  
Create a recon in the west factory and an infantry in the east factory.
	Day seven, use your CO power.  Attack the infantry on your base 
with your recon from the north and infantry from the south, the rocket 
launcher with your mid tank, and the remaining rocket launcher and east 
artillery with your two recons.  Move your damaged APC five east one 
north, and your remaining APC two north four east.  Create two more 
recons.  Grit may destroy your empty APC, but this is OK.
	Day eight, move your APC northeast along the road and drop the 
infantry north.  Attack the north rocket launcher with your north recon, 
move your remaining recon south of the APC, and move your mid tank 
south of your recon.  Move your two new healthy recons east along the 
road, attack the infantry on the base with your recon from the north, 
and create a recon and infantry.
	Day nine, attack the south rocket launcher with your two recons 
from the north and east, and the north rocket launcher with your mid 
tank from the south.  Begin capturing the base.
	Day ten, finish capturing.  How d�ya like them grits?

Level 3 - Air Ace!
Difficulty: *****
Days: 6

Briefing:

	The Air Ace level is back with a vengeance, and Eagle has a whole 
fleet of air units ready to turn your army and air force into Swiss 
cheese.  This is the second suicide speed level, and you must complete 
it by day six.  That means your transport copter can�t stop to hide at 
all.  You must drop the infantry off by day four, and the pressure is 
on to keep your transport copter from being destroyed.  Your transport 
copter has barely any movement to spare when it comes to charging full 
speed ahead towards the enemy base.  There�s little chance you�ll have 
any units left to speak of by the end of the level.
	You need to destroy four copters and the tank by day two in order 
to trigger Eagle�s CO power by day two.  On day two, you must also be 
simultaneously arranging your units to Eagle�s air units west past your 
transport copter while he uses his CO power on day two, so that you 
will have less units to deal with in the final stretch on day four and 
five.  Protect your transport on all four sides by land while he uses 
his CO power on day two.  Day three, use your CO power; with Eagle�s CO 
power-weakened units and your CO power-strengthened units, you should 
be able to pulverize his jets and tank.  Clear the road of any 
obstacles.  If your tank is weak, retreat it and use the mid tank in 
its place to destroy the tank, and then take out the fighter blocking 
the road.  Reload an infantry/mech into your APC, and drive it up in 
front of the bridge up ahead, dropping the infantry/mech to the east.  
This is bait for the bomber up north.  Use the rest of your units to 
blockade or destroy any air units that are threatening to attack your 
transport copter.  Move your transport copter out of any air-unit range, 
but remember it must be moving full speed ahead, whether to the east or 
northeast.  To the west, keep distracting Eagle�s bomber and copters, 
and make another APC.  On day four, you must destroy the bomber, and 
also blockade any remaining air units from reaching your transport 
copter.  Your execution must be perfect and leave no opportunities for 
Eagle to destroy your copter.  As usual, Eagle may or may not move his 
air units into your attack range.  But remember that you must trigger 
his CO attack on day three.

Walkthrough:

	Day one, attack the copter with your north anti-air unit, and the 
enemy tank with your copter from the north and mid tank from the west.  
Load a mech into the transport copter and a mech into the APC, then 
create an APC and load it up with an infantry.  Move the transport 
copter one south four east, your missile launcher and APC east along 
the road, your tank one east five south, move your two remaining anti-
air units east along the road, your artillery one east and infantry 
south.
	Day two, attack the east copter with your missile launcher, move 
your mid tank three east, attack the middle copter with your west anti-
air, and the healthy copter with your east anti-air from the east.  
Move your transport copter south of the factory, your tank north of 
your transport copter, your remaining anti-air south of your transport 
copter, your south APC to the east dropping the mech north, your 
artillery east along the road, your remaining APC south of the 
artillery and drop the infantry east, move your infantry northeast, and 
create an APC.
	Eagle�s CO meter will be full after he finishes attacking your 
units, so don�t worry if he doesn�t have a full bar at the start of his 
day.  When he attacks, you�ll want to make sure that at least two 
copters and the bomber are distracted to the west by your artillery, 
missile launcher, infantry, and APCs.  Hold out the fort, and the path 
should be relatively clear for the next step.  If there are too many 
units in your way, or your transport copter was injured or destroyed, 
then you�ll have to play around with the arrangement around the 
transport copter to fit the situation you�re in.  Sometimes all it 
takes is switching positions of the mid tank and tank.
	Day three, use your CO power.  Retreat your tank if it�s still 
alive, and attack the tank with your mid tank.  Destroy the fighter 
that�s on the road with two of your anti-air units and damage the 
remaining fighter with your remaining anti-air unit.  Load your 
infantry or mech into the APC and move it northeast along the road, 
dropping the mech east.  Move your transport copter east and move your 
APC one west, and create an APC.
	Day four, move your APC and infantry southwest along the road, 
attack the east copter with your anti-air unit, and the bomber with 
your remaining two anti-air units.  Move your transport copter north of 
the base and drop the mech south.
	Day five, begin capturing.
	Day six, finish capturing.

Level A4 � Max Strikes!
Difficulty: *****
Days: 6

Briefing:

	This level is a much more sinister version of the normal Andy Max 
Strikes, and the third suicide speed level.  You must capture the base 
on day five.  Olaf isn�t stupid this time around, and has placed a 
rocket launcher and a mid tank to defend his base.  However, in order 
to get the S-rank, you have no time or money to build a land invasion 
force, so you have to evacuate immediately.  You must land your 
infantry by day four and capture the base by day six.  Winning the 
level is exact and precise down to each unit movement.  There really is 
only one way to win.  While the actual routine isn�t so difficult, I 
gave it five stars because of the difficulty it takes to figure out how 
to complete the map with the S-rank.
	The major goal of the level is the sea battle and base capture.  
You have to move your sub, battleship and lander into precise locations 
to manipulate how Olaf will move his battleships, and distract his mid 
tank on his base with your risen sub.
	The key to winning the level is placating the enemy battleships 
with plentiful APCs coming from your factories, giving you enough time 
to rush your sea units past them and taking the base.  You�ll want to 
have APCs constantly coming out of your bases whenever you have the 
money to do so.  You�ll want to have APCs one northeast of the east 
factory, one southeast of the factory, and on the factory itself.  Keep 
the weakened APCs on the south east target spot.  Don�t screw this up 
or your sea units will be toasted by the enemy battleships looking for 
some fresh targets.
	
Walkthrough:

	Day one, load an infantry into your lander and move it south two 
spaces.  Dive your sub three east one north, and move your battleship 
south one step.  Move your artillery one east, your northern east of 
your artillery, your remaining infantry north, your remaining tank 
south, move your APC two south two east and create an APC.
	Day two, move your battleship one south three east, and load the 
tank into your lander and move your lander west of your battleship.  
Attack the east battleship with your sub from the west.  Attack the 
enemy mid tank with your artillery and tank, move your infantry 
northeast along the road, move your west APC one southeast and create 
an APC.
	Day three, attack the east battleship with your battleship, move 
your transport four east one south, and rise your sub to the east, next 
to the bridge.  Move your west APC one northeast and create two APCs.
	Day four, move your lander to the south part of the shore and 
drop your infantry north and tank east.  Move your sub north one space.  
Move your battleship east.  Move your west APC east, and your remaining 
APC one southeast.  Create an APC.
	Day five, attack the rocket launcher with your tank from the east, 
start squatting on the pot with your infantry.
	Day six, relieve yourself of this map.

Level A5 � Max's Folly?
Difficulty: **
Days: 6

Briefing:

	Back in Max�s Folly, Grit has even more distance units and his 
tank coming towards you has been upgraded to a mid tank.  Since you 
have no technique to worry about, you can get ripped up and still win 
the map with a perfect score as long as you stop the infantry from 
capturing your base.  Use your tanks to zip up and give that infantry 
what it has coming.

Walkthrough:

	Day one, move your east infantry one southeast, and move your two 
artillery units to the west and south of it.  Attack the artillery with 
your east tank from the south, move your remaining tank northeast along 
the road, and attack the rocket launcher with your rocket launcher.
	Day two, attack the mid tank with your rocket launcher and 
artillery, the south rocket launcher with your artillery, and the north 
rocket launcher with your tank from the north.  Move your remaining 
tank south of that tank.
	Day three, attack the mid tank with your tank from the west, and 
move your remaining tank east of that tank.
	Day four, use your CO power.  Attack the infantry with your two 
tanks.
	Day five.

Level A6 - Olaf's Navy!
Difficulty: ******
Days: 6

Briefing:

	Olaf�s Navy requires you to finish the level by day 6 to get an 
S-rank.  The level is not difficult if you attempt to capture the base, 
but elimination in 6 days for a perfect score is almost impossible.  
The increase in difficulty comes from the huge force of troops 
approaching from the north and east, your decreased forces (one less 
infantry, tank, and recon), and even less time to complete the level in.  
The real crux of the difficulty in eliminating all of Olaf�s units in 
six days is the rocket launcher and tank stationary by Olaf�s base.
	Let�s look at Olaf�s units.  For the land battle, Olaf has units 
in several directions.  From the north, 2 mid tanks, 2 tanks, and 1 
artillery, from the east, 1 artillery, and 1 mid tank.  His stationary 
units are 1 mid tank on base, 1 rocket launcher in forest left of base.  
By sea, Olaf has 3 battleships, 3 subs, and 3 cruisers.  In total, Olaf 
has 4 mid tanks, 2 artillery, 2 tanks, 1 rocket launcher, 3 battleships, 
3 subs, and 3 cruisers.  You have to eliminate all of them by day 6 
with a tiny number of units, and barely take any damage!
	The battlefield is separated into three zones, and you must 
separate your units into three teams to deal with the enemy forces.  
The three teams you have are the sea team, the base strike team, and 
the southern defense team.  Partition your units carefully, there�s 
only one right way to do it!  The level is extremely precise; you need 
to think from day one to day six with all of your units all the way 
through.  Since you�ll be smashing Olaf�s units every which way but 
right, his CO meter will fill up at every opportunity.  He�ll use his 
power on day one, three, and five.  It�s helpful to draw a chart as you 
work your way through the level.

Walkthrough:

	Using Max.  Day one, attack the artillery with your recon, move 
your tank two east, move your mid tank two north three east, move your 
rocket launcher and APC northeast along the road, and move your 
artillery east.  Move your infantry/mechs north.  Move your lander one 
south, your battleship south, and dive your sub one south.
	Day two, attack the artillery with your recon, and attack the mid 
tank with your mid tank.  Move your rocket launcher west of your recon, 
your APC west of your rocket launcher, your tank north of your APC, 
your east mech northeast, your remaining mech east, your west infantry 
east, your remaining infantry one southeast, and your artillery two 
east one north.  Move your lander south of your recon.  Attack the 
northeast battleship with your sub from the north, and the northwest 
battleship with your battleship.
	Day three, move your tank east along the road, attack the damaged 
mid tank with your mid tank from the south, and move your APC east 
along the road, your north mech east, your remaining mech one north, 
your north infantry one east, and your remaining infantry one east.  
Attack the north mid tank with your rocket launcher.  Attack the 
southeast cruiser with your battleship, and the northern battleship 
with your artillery and sub.  Move your lander south of your artillery.
	Day four, move your APC five east, your mid tank north of your 
APC, and your tank west of your mid tank.  Attack the west most mid 
tank with your rocket launcher, the two tanks with your mechs from the 
mountain positions, then attack the west tank with your infantry from 
the east.  Move your recon two west one south.  Attack the battleship 
with your sub, the northeast cruiser with your battleship, and the west 
most sub with your artillery.
	Day five, use your CO power.  Attack the mid tank with your mid 
tank from the east, and your tank from the south.  Move your APC north 
onto the base.  Attack the north tank with your mech from the east, the 
north mid tank with your rocket launcher, and the artillery with your 
recon from the west.  Move your infantry north, and attack the 
remaining tank with your remaining mech from the east.  Attack the west 
sub with your artillery, the south sub with your sub from the north, 
and the west cruiser with your battleship.
	Day six, take out the trash!  Move your recon four west one south 
and attack it with your mid tank, attack the mid tank with your tank 
from the east, attack the remaining mid tank with your rocket launcher 
and east mech from the east, attack the artillery with your recon, the 
cruiser with your battleship, and the last sub with your artillery and 
sub.

Level A7 � Olaf�s Sea Strike!
Difficulty: ****
Days: 7-9

Briefing:

	After the incredible difficulty of Olaf�s Navy, you�d think that 
the �hidden� level of the game would be a deadly masterpiece.  
Unfortunately, it�s a tad on the easy side, with a leisurely 9 day 
requirement and a full armada to mash Olaf�s bath toys into sea debris.  
The level poses an above average level of difficulty, since it�s 
somewhat tougher than the normal campaign version.  Unlike most advance 
campaign levels, you can actually finish two days before the perfect 
speed requirement (what were they thinking??).
	You can picture this level as a Sonja fog of war level with sea 
units.  Olaf has added all manner of ships into the corners around the 
level, and has beefed up his island defense with rocket launchers and 
mid tanks.  At sea, he has two attack subs and one stationary in the 
northeast corner, three attack battleships and one stationary in the 
reefs northwest of the base, and three cruisers, one of them stationed 
northeast, one in the reefs south of the base, and one in the far 
northeast corner reef.  On his island, he has two infantry and a lander 
by the north shore, a mid tank on the city, a mid tank south of the 
curve in the road, a recon in the forest by the south shore, a rocket 
launcher in the east most forest, and a rocket launcher in the north 
forest.
	Move your units forward and turn Olaf�s Sea Strike force into sea 
kibbles.  You can use the APC to distract the battleships, destroy the 
two subs, bait the cruisers into range, and generally wreck mayhem on 
poor Olaf.  Revenge!
	When it comes time to invade Olaf�s territory, move a battleship 
into the nearby reef and attack the rocket launchers.  Expose the north 
rocket launcher with a cruiser and fire.  Use your mid tank and tank to 
clean up the rest of the units while your battleships tear apart the 
mid tanks and infantry. 

Walkthrough:

	Using Max.  Day one, move your south battleship east into the 
reef, your south cruiser southeast into the reef, your north cruiser 
east into the reef, dive your south one north four east, dive your 
north sub three south two east, and move your north battleship 
northeast into the reef.  Load a tank and recon into the south lander, 
and load a tank and mid tank into the north lander.  Move your north 
lander south of your north battleship and your remaining lander 
southeast of that lander.  Move your APC one south three east.
	Day two, attack the north sub with your north cruiser from the 
west, the east battleship with your south sub from the west, the 
remaining sub with your remaining cruiser from the south, the north 
battleship with your remaining sub from the east, and the cruiser with 
your south battleship.  Move your remaining battleship three east one 
south, and your north lander north and south lander east of that 
battleship.
	Day three, attack the damaged battleship with your south 
battleship, use your CO power, attack the cruiser with your remaining 
battleship and north sub from the north, the remaining battleship with 
your south sub from the east, and attack the sub with your cruiser from 
the west.  Move your south lander one east and your remaining lander 
one east two south.
	Day four, move your north cruiser two east four north, attack the 
north battleship with your north sub from the south, and attack the 
remaining battleship with your sub from the east.  Move your south 
battleship one east four north, your remaining battleship four east, 
your cruiser four east two north, and your damaged lander one southeast.  
Move your remaining lander to the north part of the south shore and 
drop the tank east, mid tank south.
	Day five, attack the battleship with your sub from the south, and 
the cruiser with your remaining sub.  Move your south cruiser two north 
two east, attack the north mid tank with your two battleships and the 
south mid tank with your mid tank from the west.  Move your remaining 
cruiser four east one south, and move your lander east, dropping the 
tank north.
	Day six, use your CO power.  Attack the recon with your tank from 
the west, mid tank with your mid tank from the east, and attack the two 
infantry with your two battleships.  Rise your north sub one east, move 
your cruiser one southeast, and your remaining sub north.
	Day seven, attack the two rocket launchers with your tank and mid 
tank, the lander with your south sub, and the two infantry with your 
two battleships.
	

Level M4 � Max Strikes!
Difficulty: ****
Days: 4

Briefing:

	With Max at the helm, you must destroy all of Olaf�s units by day 
four.  This time, you have no rocket launcher to play with, and several 
of Olaf�s units have been upgraded.  In order to complete the level in 
four days, charge full speed ahead and toast Olaf�s units with no 
hesitation.  Don�t retreat at all, use your units to their fullest 
extent.  Use the APC and lander as bait, and pulverize Olaf.  Use your 
units carefully on day two to charge ahead and punch through Olaf�s 
forces, then clean up the two mid tanks and assorted units.

Walkthrough:

	Day one, attack the north tank with your north tank and the mid 
tank with your mid tank.  Load your mech into your APC and move it four 
east one north and drop the mech east, your east tank one north four 
east, your two infantry and mech east, your remaining tank five east, 
your north artillery two east and your remaining artillery one south 
two east.  Move your battleship east, dive your subs east, and move 
your lander three south two east.
	Day two, attack the southwest battleship with your south sub from 
the north, attack the battleship that�s one east of your remaining sub, 
attack the southeast battleship with your battleship, and use your CO 
power.  Attack the west tank with your south artillery and south mech 
from the south, attack the artillery with your west tank from the north, 
the tank on the road with your healthy tank from the west, the tank on 
the city with your mid tank from the north, and the mid tank with your 
remaining tank from the east.  Load your APC with your mech and move it 
six east one south and drop the mech south, and move your remaining 
artillery and two infantry east.  
	Day three, attack the south mech with your south infantry from 
the north, the north mech with your artillery and 1HP tank, the north 
mid tank with your mid tank from the north, the artillery with your 
west tank and mech, and the rocket launcher with your remaining tank 
from the north.  Move your remaining artillery then remaining infantry 
east along the road, and move your remaining mech east.  Attack the 
south battleship with your south sub and the north battleship with your 
north sub and battleship.
	Day four, attack the battleship with your sub, the mid tank with 
your artillery, the mech with your remaining artillery, move your 1hp 
infantry west, and attack the remaining mech with your mech and 
remaining infantry.  Use your CO power, attack the mid tank with your 
mid tank, tank, then remaining mech.

Level M5 � Sniper!
Difficulty: **
Days: 5

Briefing:
	
	In this speed map, you must capture the base by day five, the 
same speed as normal campaign.  The level is actually easier than 
normal campaign, since Grit�s artillery near his base has been 
�upgraded� to a rocket launcher, so that you don�t need to use your CO 
power to drop the infantry directly on to the base, since the rocket 
launcher has an extra blind spot for your infantry to be safely dropped 
into.  Not only that, but you can lose as many units as you want and 
still get a full technique score.
	You must move your transport copter at full speed while engaging 
and distracting the ground units coming towards you.  You�ll want to 
move your transport along the southern part of the map, as the north 
part contains missiles and the anti-air units, among other enemies.  
You must rush forward to engage the enemy ASAP to allow your transport 
copter to zip forward without being attacked.	Avoid the missile 
launcher range when Grit uses his CO attack, and distract or destroy 
the two anti-air, mid tank, and two artillery coming south towards you.  
Ignore the rocket launcher on the middle city.

Walkthrough:

	Day one, move your rocket launcher southeast along the road, 
attack the infantry with your mid tank from the south, load your mechs 
into your APC and transport copter and move your APC one east five 
south and drop your mech south, and move your transport copter south 
and drop your mech south.  Move your south infantry south, your tank 
two south one east, your recon east of your transport copter, and 
attack the tank with your copter from the north.
	Day two, attack the rocket launcher with your mech and recon, the 
tank with your rocket launcher, the anti-air with your tank from the 
west, and the artillery with your mid tank from the east.  Move your 
APC east, your copter four south, and load your infantry into the 
transport copter and move it one south five east.
	Day three, move your transport copter east and drop your infantry 
east, and move your APC east.  Attack the anti-air with your mid tank 
from the west, and move your copter north of your APC.
	Day four, begin capturing.
	Day five, finish capturing.

Level M6 � Blizzard Battle!
Difficulty: ****
Days: 8

Briefing:

	The time limit for this level has been extended for you to deal 
with the increased number of units coming towards you.  Once again, the 
key to a quick victory is to move your initial infantry forward and 
create new ones to grab the secure land around the base.  This time, 
Olaf is dangerously close to winning.  If he captures even one city on 
your side, which he is about to do, you�re going to lose.  You need to 
immediately respond to the enemy forces coming from the north.  Once 
again, your APC will become a decoy/transport.
	You must not let your mid tank or tank be damaged at all.  Keep 
your units out of distance unit range.  The rocket launcher and 
artillery will attack your infantry and mech over your APC, so you 
aren�t safe there either.  You need to destroy the tank and rocket 
launcher, then the mid tank and artillery.  Remember that the mid tank 
on the bridge will not attack unless it can, so keep out of it�s way 
until you can safely execute it with your mid tank.  One of the reasons 
the time limit has been extended is because Olaf will be using his CO 
power earlier than day six, so keep that in mind when planning out the 
invasion.

Walkthrough:

	Day one, move your tank four north two east, your mid tank north 
of your tank, your two infantry and east mech north, and load your 
remaining mech into your APC and move your APC one east four north and 
drop your mech north.  Create two infantry.
	Day two, attack the west mech with your mid tank from the south, 
and the remaining mech with your tank from the south.  Move your north 
mech northwest, your remaining mech east, your east infantry north, and 
load your remaining infantry into the APC and move it two east four 
north and drop the infantry north.  Move your two factory infantry 
north and create two infantry.
	Day three, attack the tank with your mid tank from the south, the 
mech with your north infantry from the north, the rocket launcher with 
your tank from the north, and the tank with your remaining mech from 
the west.  Begin capturing the northwest city with your mech, move your 
north infantry one north two east, the first two infantry you created 
east, and the infantry on the factory north.  Create two infantry.
	Day four, attack the mid tank with your mid tank from the west, 
the artillery with your tank from the north, and the tank with your 
mech from the west.  Move your first batch of infantry east, second 
batch of infantry north, and third batch of infantry north, finish 
capturing the northwest city and move your remaining infantry east.
	Day five, attack the mid tank with your mid tank from the east, 
move your tank two east one north, and attack the artillery with your 
infantry from the north.  Begin capturing the second northwest city, 
move your remaining mech east, move your east infantry east, begin 
capturing the west south bridge city, move your two north mechs north, 
and your two remaining mechs north.
	Day six, attack the recon with your mech, the infantry that�s 
west of the bridge with your mid tank from the west, the infantry on 
the bridge with your tank from the west, move your infantry on the 
south bridge north of your mech, and begin capturing all available 
cities and the factory.
	Day seven, attack the recon with your infantry and mech, begin 
capturing the east south bridge city and continue capturing all 
available cities.
	Day eight, finish capturing.

Level M7 � History Lesson!
Difficulty: ****
Days: 5

Briefing:

	This is a quick five day speed level, which is difficult, but not 
so bad that you�ll be wasting units left and right to reach the base.  
The level isn�t that much harder than normal campaign, so consider this 
level an easy ride.  Grit has distance units tucked away all over the 
map, and you�ll have to destroy most of them to progress safely.  Let�s 
start with the unit locations.  On your territory, there�s a rocket 
launcher hidden in the north most forest and an artillery moving around.  
On Grit�s territory, there�s an artillery unit in the forest southeast 
of Grit�s base, that can only hit his base area when he�s using his CO 
attack.  On the middle island, there�s an artillery unit in the 
southeast forest.  And once again, there is the battleship in the 
northeast corner of the sea.

Walkthrough:

	Day one, move your north tank north along the road, your recon 
east of your north tank, your remaining tank north, and load your two 
mechs into your south lander.  Dive your south sub one east, dive your 
remaining sub one north three east, move your north lander north, your 
remaining lander north, your battleship one north two east, and your 
cruiser one north.  Grit may retreat his artillery to the forest, but 
just follow the instructions.
	Day two, attack the south infantry with your recon, the remaining 
infantry with your south tank, move your north lander one north five 
east, your remaining lander three east two north, and attack the 
artillery with your south tank and battleship.  Move your north sub two 
north three east, and attack the sub with your cruiser from the west.
	Day three, move your recon two east two north and attack the 
rocket launcher with your tank.  Move your west lander to the south 
part of Grit�s base shore and drop off the two mechs.  Move your sub 
two north three east, and your battleship two north three east.
	Day four, use your CO power.  Attack the battleship with your sub, 
and the east tank with your battleship and damaged mech from the west.  
Begin capturing the base.
	Day five, finish capturing.

Level 8 - Sami's Debut!
Difficulty: *****
Days: 7-12+

Briefing:

	The designers have decided to turn a slightly difficult level in 
normal campaign into a nasty level for advanced campaign.  You�ll be 
swamped with enemy air units and you�re as blind as a bat to boot.  
There�s an enemy mid tank and bomber sitting around the base, not to 
mention stationary copters & a fighter positioned mid way across the 
map.  While you can take plenty of time on this map, it�s still 
difficult due to the massive amount of units under Eagle�s command.  
Combined with Eagle�s CO attack, this level can be very difficult, and 
many players become stuck on it for weeks.  Well, I didn�t give the 
level five stars of difficulty for nothing!
	Let�s start with some unit statistics and battle strategy.  Eagle 
has five bombers in transit, one fighter in transit, two copters in 
transit, one bomber and one fighter stationary by the base, and two 
copters and a mid tank stationary near the northeast bridge.  You�re 
going to have to eliminate the fighters and the copters as the primary 
targets, but keep your anti-air units long enough to be able to handle 
the northeast road portion of the map, including eliminating almost all 
of the bombers and air units.  This means the rest of your units will 
act as bomber and copter fodder to allow your anti-air units and air 
units to survive.  Your four most important units are your fighter, 
anti-air, and transport copter, and infantry to capture with.  Don�t 
let any of these units take a scratch.  Your other two important units 
are the copter, so that you can bait the stationary fighter to destroy, 
and the missile launcher, which will help you if you can keep it alive 
and healthy (very difficult to do).
	Since Eagle has so many bombers but only one fighter, the 
strategy of the map is all about using the forest cover to hide your 
ground units.  Destroy the two copters, and bait the two incoming 
bombers to be destroyed on day two.  Eagle will use his CO attack, and 
you will have to be prepared to handle it beforehand.  The strategy is 
complicated, and you can�t let your copter be destroyed by the fighter.  
On day three, destroy everything you can get your hands on.  Take out 
the fighter, two bombers, and the tank.  On days three to four, move 
your tank, copter, and artillery east along the road to bait the two 
copters, fighter, bomber, and mid tank, then destroy them all on days 
four and five.  For the rest of the map, continue moving east, destroy 
the bomber near Eagle�s base, bait the mid tank between the two 
mountains with your transport copter, block it in with your fighter, 
then capture the base.  You can take much longer than the fastest 
possible time for this map for a perfect score, I�ve tested up to 
twelve days, and the limit is probably longer.
	To finish the map in seven days, the level layout becomes a 
suicide speed challenge.  Use your copter to take the first fighter hit, 
then use it to bait the second fighter as well while also baiting the 
two copters and bomber on day three.  Use your CO power on day four, 
attack the fighter with your fighter, attack the copter, and blockade 
the remaining copter.  Drop your infantry into the forest east of 
Eagle�s base, let him use his CO power, then move in to destroy the 
bomber and block in the mid tank with your transport copter.
	Just like in normal campaign, the air units will either move 
forward or stay away from your attack range.  To solve this, hide your 
anti-air, and missile launcher units in the forest, keep your fighter 
away from the battle until an opportunity arises, and use the APC to 
guarantee a bomber or two will be lured into your attack range.  The 
tank is also still here and will move randomly units unless you hide 
your tanks.

Walkthrough:

	Using Max.  Day one, attack the west copter with your fighter 
from the west and the remaining copter with your anti-air from the west.  
Move your tank and artillery northeast along the road, your mid tank 
one north two east, your missile launcher north along the road, your 
east mech and east infantry north, and your copter four west two north.  
Load your remaining mech into your APC and move it one west five north, 
dropping the mech east, and load your remaining infantry into your 
transport copter and move it north of your copter.
	Day two, move your tank five east one north, and attack the tank 
with your mid tank from the west.  If it�s not there, start over.  
Attack the east bomber with your fighter from the south, and the 
remaining bomber with your missile launcher.  Move your copter 
northeast of your fighter, your artillery northeast of your copter, 
your anti-air two north, your mech west, your infantry two east, your 
APC south of your mech, your copter four north two east, and your tank 
five east one north.  When Eagle uses his CO attack, any number of 
screwy things can happen.  If it doesn�t look pretty much like the 
screenshot, then start over.
	Day three, move your copter east, then attack the mid tank with 
your mid tank, the fighter with your fighter from the east, the bomber 
with your anti-air (if available, if not, move it one west two north), 
and a bomber with your missile launcher.  Move your remaining ground 
units east along the road.  Move your copter one north five east.
	Day four, use your CO power.  Move your mech two east, attack the 
north copter with your anti-air from the south, and the fighter with 
your fighter from the east.  Move your transport copter east.
	Day five, attack the fighter with your fighter from the east, and 
the bomber with your anti-air from the south.  Move your transport 
copter four east and drop your infantry east into the forest.
	Day six, begin capturing the base.  Attack the bomber with your 
fighter and move your transport copter one south two west.
	Day seven, finish capturing.

Level 9 - Kanbei Arrives!
Difficulty: *****
Days: 5

Briefing:

	 The Yellow Comet missions open up with the fourth suicide speed 
level.  Kanbei is coming at you with a gigantic force, and you have to 
slip a transport by him with Sami, capturing the HQ on day five.  It�s 
just as vicious as the other ones, so be prepared for a struggle.  In 
order to complete the map, move almost all your units northeast so that 
Kanbei moves most of his units northwest towards them, leaving the 
south bridge vulnerable.  On day two, move your units south and 
blockade the enemies from reaching your APC as it moves east towards 
the bridge.  On day three, provide the mechs and infantry as targets 
while you drop your infantry off near Kanbei�s base.  Use your APC as a 
decoy for any units moving east towards your infantry.

Walkthrough:

	Using Sami.  Day one, attack the north rocket launcher with your 
north mid tank, and attack the north artillery with your north tank 
from the north.  Move your remaining mid tank west of your other mid 
tank, your remaining tank west of the enemy artillery (do not attack 
it), your north artillery west of your north tank, your remaining 
artillery west of your south tank, and your rocket launcher one east.  
Load your south infantry into the APC and move it two east one north.  
Move your north mech east and your remaining mech northeast, and your 
remaining infantry west of your rocket launcher.
	Day two, move your APC two south four east.  Attack the southern 
tank with your healthy tank from the east, rocket launcher, then mech 
from the west, the weakened artillery with your healthy artillery, the 
damaged rocket launcher with your mid tank from the south, attack the 
tank that is two steps west of your remaining mid tank with your 
remaining mid tank from the south, and the artillery with your 
remaining tank from the east.  Move your mech and infantry east, and 
your damaged artillery two south two east.
	Day three, move your APC one south five east and drop the 
infantry east.  Attack the damaged tank with your east mech from the 
west, attack the damaged artillery with your remaining mech from the 
south, and move your infantry east.
	Day four, begin capturing the base and move your APC one 
northeast.
	Day five, finish capturing.

Level 10 - Mighty Kanbei!
Difficulty: **
Days: 6

Briefing:

	You need to take over the base by day 6, and use Sami.  It should 
be obvious what you�re supposed to do.  Just bait Kanbei�s units along 
the north road and slip an APC along the south road to capture the base.  
Create APCs and welcome the enemies into your territory while you 
capture the base.

Walkthrough:

	Using Sami.  Day one, attack the south tank with your rocket 
launcher, and the rocket launcher with your rocket launcher and east 
tank from the north.  Create an APC in the southwest factory and an 
infantry in the west factory.  Move your infantry west along the road, 
and your remaining tank north of your infantry.
	Day two, move your east infantry west, your east tank west along 
the road, load your remaining infantry into your APC and move it two 
east one south, and create two APCs in the northwest and northeast 
factories.
	Day three, move your loaded APC five south, your west APC one 
east, create an APC in the northwest factory and move your remaining 
units west.  Create two infantry.
	Day four, move your loaded APC six east one south and drop the 
infantry east.
	Day five, use your CO power and begin capturing.
	Day six, finish capturing.

Level 11 - Kanbei's Error?
Difficulty: *****
Days: 9

Briefing:

	At first glance, this level seems unfair.  Moving your air units 
anywhere gets you clobbered, bombers, fighters and copters storm your 
base and annihilate your units, and by day six, Kanbei captures his 
last city.  However, with the right technique and understanding, the 
level is difficult but not impossible.  You have three objectives to 
complete in order to finish the map quickly.  The first is holing up 
and destroying the invading air forces while decoying fighters with 
some transport copters.  Since you can�t handle all of the air units at 
once, distract the bombers and copters with infantry while destroying 
the fighters and distracting them with transport copters.  The second 
is damaging and destroying the infantry on the northeast island by day 
six with your copter, which shouldn�t be difficult as long as you 
cleared the skies out.  The third objective is actively capturing the 
cities, including the three northeast island cities.
	

Walkthrough:

	Using Max.  Day one, move your units into a 3x3 formation around 
your base:
Infantry (create), infantry, infantry (create)
Transport, missile launcher, anti-air
Fighter, copter, infantry
	Day two, attack the north bomber with your fighter from the south, 
and the fighter with your anti-air and missile launcher.  Load your 
northwest infantry into the transport, and drop it off at the northwest 
island, and use the infantry to capture the cities there throughout the 
level.  Move your remaining infantry one north, your copter north, 
begin capturing the north factory with your infantry on the east 
factory, create an infantry in the east factory, and create a transport 
copter.
	Day three, attack the copter with your fighter from the east, the 
south fighter with your missile launcher and the north fighter with 
your anti-air from the south.  Create two infantry, and finish 
capturing the north city.  Move your north transport copter four south, 
your remaining transport copter one west two north, and your copter 
four north two east.
	Day four, use your CO power.  Attack the northwest fighter with 
your missile launcher.  Load your two healthy infantry into your two 
transport copters, then move your north transport copter three east 
four north and drop the infantry north, and move your remaining 
transport copter four east three north and drop the infantry north.  
Attack the copter with your fighter from the north, and the remaining 
fighter with your anti-air from the south.  Move your copter three 
south four east.  Create two infantry and a transport copter.
	Day five, begin capturing the mid island bases and the southwest 
city.  Attack the tank with your copter from the west, and move your 
fighter two north six east.  Move your missile launcher one south and 
attack the bomber with your anti-air from the east.  Load your 
remaining healthy infantry into your transport copter and move it north.  
Create an infantry in the east factory.
	Day six, finish capturing the mid island cities and southwest 
city and begin capturing the southeast city.  Finish off the bomber 
with your anti-air.  Attack the infantry with your copter from the 
south, and move your fighter east of your copter.  Move your loaded 
transport copter five east
	Day seven, attack the infantry with your copter from the east.  
Move your east transport copter four east two north and drop your 
infantry north.  Load the two mid island infantry into the two 
transport copter and move them north and east of the forest, dropping 
the infantry units east onto the two cities.  Finish capturing the 
southeast city.
	Day eight, destroy the tank with your copter from the south, 
begin capturing the three cities, and move your transport copter north 
of the anti-air.
	Day nine, finish capturing.


Level 12 - Divide and Conquer!
Difficulty: ****
Days: 6

Briefing:

	In this first Sonja level, you have to race your tank, mid tank, 
and APC north to capture the base.  Let�s start with the unit locations.  
Inside the first mountain curve you start out at, there are two rocket 
launchers in the southeast and middle forests.  On the second mountain 
curve to the east, there is an artillery unit in the forest to the 
north of the city.  On the third mountain curve above your party is a 
rocket launcher in the forest northwest of the city.  On the fourth 
mountain curve to the northeast of the third curve, there is a rocket 
launcher two steps east and one north of the city there in the forest.  
And behind the last mountain curve by enemy base, there is an artillery 
unit in the upper forest.  You must rush your infantry north to capture 
the base by day seven, ignoring or hiding from most of the enemy units.

Walkthrough:

	Day one, move your two infantry east.  Attack the rocket launcher 
with your northwest tank.  Move a mech north, then attack the rocket 
launcher with your remaining mech.  Move your remaining tank one west 
four north, and your mid tank and recon east along the road.  Move your 
APC one northeast, your artillery west of your recon, and your rocket 
launcher one east.
	Day two, attack the rocket launcher with your two infantry from 
the north and west.  Load your healthy mech into the APC and move it 
one east three north and drop the mech east, then attack the artillery 
with your tank from the north.  Attack the tank with your rocket 
launcher then mech.  Move your mid tank, and recon north, your 
artillery north along the road, and your remaining tank two east.
	Day three, move your mid tank one east two north, load an 
infantry into the APC and move it east of your mid tank, and your 
healthy tank south of your mid tank.  Move your west mech west, your 
artillery south, and your rocket launcher north along the road.
	Day four, use your CO power.  Move your APC north and drop your 
infantry east, move your tank north, and attack the rocket launcher 
with your mid tank from the south.
	Day five, begin capturing.  Attack the mid tank with your mid 
tank from the west and tank from the east.
	Day six, finish capturing.

Level 13 - Sami Marches On!
Difficulty: ***** 1/2
Days: 6

Briefing:

	Sonja has made this capture level more difficult for you, 
replacing the artillery in the northern island forest with a rocket 
launcher, sticking a mid tank on the north island, and adding a second 
battleship by the southern island.  Not only that, but she will 
actively create cruisers & subs and is right about to capture all of 
her bases.  All you need to win in terms of property is all the north 
and south island cities/factories/ports except one.  The clincher is 
that you must finish the level in six days, so you�ll have to race 
through the level like lightning the way only Sami�s troops can.  This 
isn�t a suicide map, though, since you�ll be trying to keep most of 
your units alive.  It�s a complicated, precise, and a very difficult 
level to figure out the S-rank strategy, so it gets a nasty five stars.  
You can�t miss a beat at all.  With that said, let�s get cracking.

Walkthrough:

	Day one, load your mid tank and south infantry into the south 
lander and move it to the west part of the south shore, dropping the 
infantry south, mid tank east.  Load your APC and infantry into the 
north lander and move it to the west edge of the north shore, dropping 
the APC north and infantry east.  Move your mechs and rocket launcher 
one east, and create two infantry.  Move your battleship two south, 
your cruiser two south one east, and dive your sub north of your 
cruiser.
	Day two, attack the mid tank with your rocket launcher, and move 
your north infantry north and begin capturing the city.  Move your two 
landers to the south and northwest of the rocket launcher.  Load the 
south mech and infantry into the north lander, then move your factory 
infantry one north two east and create two infantry.  To the south, 
attack the tank with your mid tank from the south, and begin capturing 
the factory.  Destroy the battleship with your battleship and sub, and 
move your cruiser three east.
	Day three, attack the mid tank with your battleship, and finish 
capturing the city with your infantry.  Load the south lander with a 
mech and infantry.  Move the north lander three north one east, and 
drop the mech north infantry east.  Move the south lander one north six 
east and drop the mech north infantry east.  Create a lander and load 
it with the two infantry.  Destroy the sub with your cruiser from the 
west, and move your sub two east two north.  To the south, attack the 
tank with your mid tank from the north, and finish capturing the 
factory.
	Day four, use your CO power.  Attack the battleship with your sub 
from the north, and move your cruiser three north three east.  Capture 
the factory with your mech, the sea port with your infantry, the city 
with your remaining infantry, and the two cities to the north with your 
infantry and mech.  To the south, move the lander to the west bit of 
south shore and drop the infantry off.  Attack the tank with your mid 
tank from the north and your damaged infantry from the east, then 
create a mech in the south factory.
	Day five, finish capturing the locations on the north island.  
Attack the battleship with your sub from the north.  To the south, 
attack the west tank with your mid tank from the east.  Begin capturing 
the sea port and city with your infantry and mech, and create a mech in 
the factory.
	Day six, finish capturing.


Level 14 - Sonja's Goal
Difficulty: ***** 1/2
Days: 7

Briefing:

	The final battle against Sonja is a difficult semi-suicide speed 
level, where you will have to rush up and capture the base by day seven.  
Sonja has two bombers, three copters, one stationary fighter & mid tank 
near the base, two rocket launchers to the mid left and mid right of 
the map, two subs, a cruiser, a battleship, and several small tanks 
running around the map.  
	Your first objective is handling the sea and air forces coming at 
you, and there are a lot of them.  Scramble your units northeast, 
speeding past the rocket launcher, copter, battleship, etc.  Use your 
land units as fodder to distract the copters, bomber, battleship, and 
whatever else you couldn�t destroy.  Gather your sea and air units 
together around the east rocket launcher, bait the fighter with your 
copter, land your troops, and capture the base.

Walkthrough:

	Day one, dive your sub one north and destroy the sub with your 
battleship (make sure it�s destroyed).  Move your cruiser five east one 
south, and move your copter four north two east.  Load a mid tank and 
infantry into the lander, and an infantry into the transport copter.  
Move your lander west of your copter, and your transport copter one 
southwest of your cruiser.  Move your anti-air three south one east, 
move your missile launcher, mechs, recon, and rocket launcher east, 
move your APC two north, and move your tank east along the road.
	Day two, attack the copter with your anti-air from the east, and 
the sub with your cruiser from the south.  Move your battleship two 
east, your lander one west, your sub one southeast, and your copter 
south of your lander.  Move your mechs, recon, and rocket launcher east, 
your tank north of your anti-air, and your missile launcher one east 
two north.
	Day three, attack the west bomber with your missile launcher, the 
east bomber with your anti-air, and the cruiser with your rocket 
launcher and sub from the north.  Move your four east one north, your 
cruiser three east one north, your battleship north of your sub, your 
transport copter north, your copter one east five north, and your mechs 
southeast, and your recon two south two east.
	Day four, use your CO power.  Move your transport copter four 
east, your cruiser north of your transport copter, your battleship 
south of your transport copter, your lander one northwest of your 
transport copter, and your copter north of your lander.
	Day five, move your lander to the west part of the shore and drop 
the mid tank north and infantry east, and move your copter north of 
your infantry.  Move your transport copter three north two east and 
drop the infantry east.  Attack the fighter with your cruiser from the 
south.
	Day six, begin capturing with your west infantry.  Depending on 
whether your transport copter was attacked to 1HP or your south 
infantry was attacked to 5HP, you will have to protect your infantry in 
different ways.  If the south infantry was attacked, move your 
transport copter two east and your copter one north.  If your transport 
copter was attacked to 1HP, surround your capturing infantry with 
infantry from the south, transport copter from the east, mid tank from 
the north, and copter from the west.  If it still isn�t working out for 
you, consider taking your sub along for the ride, and having the sub or 
the battleship take the rocket launcher hit instead of the cruiser, so 
you can destroy the fighter with your healthy cruiser on day six.
	Day seven, finish capturing.

Level A15 - Captain Drake!
Difficulty: *****
Days: 9

Briefing:

	Andy�s Captain Drake has become much more difficult than the 
original map.  Drake has added an extra battleship, and has a huge army 
of units proceeding west towards the southwest island.  The added 
difficulty comes from the need to capture a city on the southwestern 
island before Drake�s troops overwhelm the area, and finish the map by 
day nine.  Drop the tank off on the middle island destroy the infantry 
while staying out of battleship range.  Drop off your infantry on the 
east island first, then the middle island with your infantry.  Move 
your APC w/ infantry inside and artillery & mid tank to claim the city, 
and move your subs southwest to tackle the enemy battleship and act as 
decoys for the enemy rocket launcher.  There is an infantry moving 
towards the southwest island that will capture both cities by day nine 
unless you injure it.

Walkthrough:

	 Day one, load your tank into the lander and move it five south 
one west and drop the tank east.  Dive your north sub two west three 
south, your remaining sub two west three south, move your APC one west, 
your artillery and mid tank south along the road, and create two 
infantry.
	Day two, load the infantry into the APC and move it south, begin 
capturing the city near your base with your remaining infantry, move 
your lander one east five north, and create two infantry.  Move your 
mid tank two south, and your artillery four south.  Attack the 
battleship from the east with your sub, move your remaining sub two 
west three south, and attack the west infantry with your tank from the 
north.
	Day three, attack the tank with your mid tank from the west, the 
mid tank with your artillery, the battleship with your healthy sub from 
the north, and the west infantry with your tank from the north.  Move 
your APC three south and drop the infantry west, move your sub one west, 
load your two infantry into the lander and move it five east one north 
and drop the infantry off.  Finish capturing the city near your base 
and create an APC in the west factory.
	Day four, use your CO power.  Attack the tank with your mid tank 
from the south, the battleship with your healthy sub from the south, 
and the infantry with your tank from the east.  Move your artillery 
north, rise your sub west, move your lander one south five west, and 
your APC south along the road.  Begin capturing the southwest, 
northeast, and northwest (by your base) cities, and create two infantry.
	Day five, if it�s raining on this day, start over from day three.  
Attack the infantry with your mid tank from the south, the infantry 
with your tank from the north, and the battleship with your sub from 
the south.  Finish capturing the northwest, southwest, and northeast 
cities, load your two infantry into your lander and move it move one 
west five south and drop the two infantry off.
	Day six, attack the battleship with your sub from the south.  
Begin capturing the two middle island cities (doesn�t matter which 
ones).
	Day seven, finish capturing the two middle island cities.
	Day eight, begin capturing the remaining two middle island cities.
	Day nine, finish capturing.

Level M15 - Captain Drake!
Difficulty: ***
Days: 4

Briefing:

	Max has a very easy time compared to his comrades in this rainy 
level.  All you�ve got to do to win is smash up Drake�s naval force in 
four days, much like the normal campaign mode.  Just use fine tuned, 
battle worn sea tactics to win.  It�s a bit more difficult than normal 
campaign, but still very easy.  Drake has added a battleship in the 
reef south of the west island, but other than that the map is pretty 
much the same.
	It is possible to finish the map in four days, but there are a 
number of things that can go wrong.  Your lander could be blown up, or 
the enemy units could shy away from your attack range, or flee in some 
strange direction, and there�s always the random weather.

Walkthrough:

	Day one, dive all of your subs south except for the sub in the 
reef.  Dive your remaining sub one east four south, move your east 
battleship two west three south, your remaining battleship one east 
four south, attack the sub with your cruiser from the north, move your 
remaining cruiser four south two west, and load your rocket launcher 
into your lander and move it south.  When Drake attacks your lander, 
make sure it�s only injured to 1HP, not destroyed.  If it is destroyed, 
start the level over, or continue and finish the map in five days.
	Day two, attack the northeast battleship with your subs from the 
north and west, move your east sub four south one west, attack the 
exposed sub with your east cruiser from the north, move your remaining 
cruiser one southwest, and attack the exposed battleship with your 
battleship and sub from the west.  Move your lander three south three 
west and drop the rocket launcher west, and move your remaining 
battleship three south one east.
	Day three, use your CO power.  Attack the cruiser with your 
battleship and east sub from the west, the sub with your cruiser, the 
east battleship with your east sub from the north, and the west 
battleship with your subs from the north and east.  Move your 
battleship three south one west, your rocket launcher two south one 
east, and your cruiser south.  If the cruiser doesn�t move out into 
your rocket launcher and battleship attack range, try again from day 
two or finish in five days.
	Day four, attack the east battleship with your east sub from the 
north, the west battleship with your west sub from the north, the 
cruiser with your battleship, rocket launcher, then east sub from the 
north, and the west battleship with your remaining sub from the east.

Level S15 - Captain Drake!
Difficulty: ******
Days: 9

Briefing:

	Sami�s Captain Drake is my favorite Advance Campaign level in the 
game.  The level has added difficulty due to the randomness of the 
battle and weather, while still keeping an intelligent tactical 
strategy to follow.  If you want to challenge yourself to the best 
Advance Wars has to offer, this is the level to beat.
	Drake has added a rocket launcher, three mid tanks, infantry 
quickly invading your territory, and artillery posted around the forest.  
He has a new sea force to the east of your land mass in addition to his 
original forces (two battleships, a cruiser, and a sub), a battleship 
near his southeast port, and will create sea units as well.  You must 
scramble your cruiser & two subs northeast to take care of the 
battleships so you can begin capturing the factories, while dealing 
with the southwest fleet that will be coming north.  By land, you need 
to capture cities and the factories efficiently, use expert FOW tactics, 
hold off the enemy advance into your territory, and move as fast as 
possible to your goal, Drake�s northeast city.  This level is tough as 
it is, but the reason it gets six stars is because in addition to all 
this, you must capture the last city by day nine!
	 You�ll be performing several tasks at once here, taking care of 
the southwest and northeast fleets, landing your units and taking the 
factories and towns, holding back the enemy advance, managing your CO 
power, creating units, etc.  The factories are the first buildings you 
want to capture, and you�ll want to use APCs as decoys for the 
northeast battleships.  Once you�re finished with your sea units, use 
them all as fodder at the appropriate times.  Even with a walkthrough, 
this level is incredibly difficult, so I can only help out so far.  
When Sami says this level could be a tough nut to crack, this time she 
really means it.  Good luck!
	The AI in the level is very random, since there are so many units 
and it�s hard to see them and know what they�re doing.  You�ll also 
have to be dealing with random, changing weather conditions.  The 
weather seems to change as you continue to move your units on any given 
day.  It always helps to keep a few movements behind with your saves, 
always make sure you won�t get stuck with snow, which will easily 
cripple your nine day attempt. 
	The two battleships to the east will attempt to blast your units.  
You must send your subs and rocket launcher to take care of the cruiser 
and sub as they approach you from the east, and destroy the two 
battleships.  Even so, you will be dealing with the two battleships for 
the majority of the level.  Taking care of the cruiser here is the most 
annoying part of the level, since you will have to keep retrying the 
map until the cruiser doesn�t barge straight ahead, but keeps its 
distance.  Now, you don�t necessarily have to do this, but I would 
recommend it, because you�ll be able to move your subs farther.  You 
should dive one sub and keep one exposed to bribe the cruiser.  Unload 
your rocket launcher on the road and move it into the western piece of 
forest that�s on the north part of the land.  Once the cruiser is in 
view, blast it with your rocket launcher and subs.  After that you 
should dive your other sub as well.  The enemy battleships may move 
around in different spots, depending on the AI and what units you have 
available for the battleships to attack on the land mass.
	Instead of trying to barge into Drake�s territory, you must use 
your battleship, cruiser, and a lander to move south.  Drop a mech off 
on the southwest shore of Drake�s as yet unoccupied territory as fast 
as possible, and capture the city next to the shore.  There will be a 
sub, cruiser, and battleship to deal with.  What you should do is 
destroy the sub with your cruiser, keep the battleship without targets, 
and keep your battleship in the reef close to your starting island.  
Keep your lander safely away from all attacks.  It�s a basic naval 
exercise.
	Now, the largest part of the battle will be on your land mass.  
Capture the factories and cities as fast as possible.  The key to 
winning is decoys, strategic losses, being comfortable with enemies 
crawling all over your land mass, and using your capture abilities.  
Create only infantry and APCs to take the heat off your units, and try 
to keep your combat units alive as long as possible.  Provide range 
support with your battleship in the reef and your rocket launcher.  Pay 
attention to the enemy infantry and mechs trying to capture your cities, 
don�t let them capture anything.  Concentrate on the closest cities, 
and attempt to capture the city to the southwest on your land mass last.  
If you�ve finished the map the normal way, try capturing Drake�s base 
by day six!  Actually, this is an extremely easy way to wimp out of the 
level and still get a perfect score, but do whatever you like.

Walkthrough:

	Day one, dive your subs south, move your battleship south, and 
your cruiser one west three south.  Load your east infantry and east 
mech into your north lander and move it south.
	Day two, move your south lander one west four south, your 
remaining lander two east five south, your two subs west and south of 
your south lander, your battleship one west four south, and your 
cruiser three south two west.
	Day three, attack the cruiser with your battleship and west sub 
from the west, and the sub with your cruiser from the west and 
remaining sub from the north.  Move your south cruiser five south two 
east, and your remaining cruiser two west five south.
	Day four, move your lander east and drop your infantry east mech 
north.
	Day five, begin capturing with your infantry, and move your mech 
one northwest.
	Day six, finish capturing.

Level A16 � Naval Clash!
Difficulty: *
Days: 10

Briefing:

	This level is incredibly easy.  All you really need to do is flee 
your units around the northeast area, keeping them alive for 10 days.  
It doesn�t matter how many units you lose as long as you keep the 
missile unit alive and away from enemy attack.  Consider everything but 
the lander w/ the missile launcher in it as fodder.  This level doesn�t 
really need a walkthrough, all you need to do is steer clear of enemy 
attack range and near the end of the level use your units as fodder to 
protect your missile launcher lander.  Andy�s never had it this easy.
	Now it was possible to eliminate Drake�s units in normal campaign, 
but here Drake has three mid tanks and even more battleships, subs, and 
cruisers.  So if you want an extra challenge, just try to hold your 
ground and survive!

Walkthrough:

	Day one, load your missile launcher into the north lander and 
move it three north two east.
	Day two, move your north lander one south three east.
	Day three, move your north lander one north three east.
	Day four, move your lander three east.
	Day five, move your lander three east one north.
	Day six through nine, just keep ending your turn.

Level M16 - Naval Clash!
Difficulty: ****
Days: 6

Briefing:

	Max�s Naval Clash has become a bit tighter, since you need to 
destroy more units in the same amount of time.  You need to destroy all 
the units by day six, so you�ll have to begin rushing your units 
eastward by day two, using your lander and APC as decoys to allow your 
units to pass unharmed.  Use your recon effectively to view enemies in 
front of your land units, and then overtake them.  When you have the 
opportunity, use your CO power and smash the enemy units on the bridge, 
or launch the CO power with your units on the bridge.  Drake has a 
rocket launcher and three mid tanks, plus several smaller units along 
the way.  By sea, there is an extra battleship in the reef directly to 
the east of your sea units.  Destroy the closest battleship, then the 
southeast battleship, and finally the north one.  Land a mech and 
infantry and take out the mid tank on day two when it attacks your 
infantry.  Land the rocket launcher and a tank next, execute the tank 
and rocket launcher, and execute the cruiser with your battleship.
	This is another level where the AI will perform all sorts of 
screwy stunts, especially near the end of the level.

Walkthrough:

	Day one, move your mid tank, recon, and west tank east along the 
road, your APC one south four east, your rocket launcher one east three 
north, and your remaining tank north of your rocket launcher.  Dive 
your west sub four east one south, dive your remaining sub south of 
that sub, move your cruiser four east, and your battleship one south 
four east.  Load a mech and infantry into the lander and move it three 
north two east, dropping the mech north infantry west.
	Day two, attack the tank with your mid tank from the south, the 
sub with your cruiser from the east, the battleship with your subs from 
the east and south, and the mid tank with your battleship and mech from 
the north.  Move your recon five east one south, your east tank one 
east, your lander south, and load your lander with your rocket launcher 
and remaining tank.
	Day three, use your CO power.  Attack the mid tank with your mid 
tank from the north and tank from the east, the battleship with your 
subs, move your lander one east four north and drop the rocket launcher 
north tank south, and attack the mid tank with your battleship.  Move 
your recon two east five north.
	Day four, Drake�s tank may attack either your tank or lander.  If 
it attacked your tank, attack it with your rocket launcher and move 
your tank one north, then use it to destroy the rocket launcher to the 
north on day five.  If it attacked your lander, attack it with your 
tank and follow the instructions.  Attack the mech with your tank from 
the south.  Move your recon one south, your mid tank northeast along 
the road, your subs north, your battleship two east, and your lander 
one east.
	Day five, attack the cruiser with your battleship and two subs 
from the north and west, the mech with your tank, the infantry with 
your mid tank, move your lander two east four north, and attack the 
rocket launcher with your tank.  Move your recon north of your mid tank 
and your rocket launcher two west one south.
	Day six, attack the battleship with your subs, the tank with your 
tank, and the mid tank with your mid tank.  Use your CO power and 
attack the mid tank with your tank.

Level S16 � Naval Clash!
Difficulty: ****
Days: 6-10

Briefing:

	This map would be much harder if the developers forced you to 
speed your units up, but you can take a leisurely ten days invading 
enemy territory and capturing the base.  There are no air units, and 
only a battleship and sub coming after your landers.  The challenge 
here is taking out Drake�s land troops, which include two mid tanks, 
two rocket launchers, artillery, and mechs/infantry.  However, the 
invasion only needs some basic tactical skills, like using the APC, 
cruiser, battleship, and landers as decoys.  The faster you decide to 
pace yourself, the more difficult the level will be.
	Continually drop off your units at the shore with your landers, 
and drop two mechs off at Drake�s north shore to capture.  Start out 
with tank and mid tank, then tank and rocket launcher, then drop off an 
APC and recon.  Move slowly and carefully, and use the forest cover to 
your advantage.  If you send your units into forest instead of 
attacking the enemy units ahead of you, you can ambush them as they 
move towards you.  Use intelligent land tactics, FOW tactics, and 
Sami�s Mechs & CO power to your advantage.  If you want to finish the 
map in six days, you�ll have to drop off a tank and APC on day two at 
Drake�s north shore, and drop off two mechs on the north shore on day 
three.  The AI will behave randomly with its units, so you may have to 
devise a plan for your own situation.  If you feel uneasy, just take 
the level slowly.

Walkthrough:

	Day one, move your battleship four north one east, dive your sub 
three north, and move your cruiser one north five east.  Load your east 
tank and mid tank into your east lander, and load your APC and tank 
into your west lander.  Move your west lander one east six north, and 
your remaining lander five west two north, and drop the mid tank west 
tank north.  Move your rocket launcher one east, your east infantry 
south, and your remaining infantry two west one south.
	Day two, attack the lander with your sub, move your north lander 
three east four north and drop the APC north tank east, attack the 
rocket launcher with your battleship, move your mid tank north, your 
remaining tank one west four north, your cruiser two north, your 
remaining lander south, and load that lander with your two mechs.
	Day three, attack the sub with your cruiser and rocket launcher, 
and the lander with your sub.  Move your east tank three west one north, 
your north lander two south two west, your remaining lander one east 
six north, your mid tank three north one east, attack the tank with 
your battleship and the west rocket launcher with your remaining tank.
	Day four, move your west lander three east four north and drop 
your mechs off west and north.  Attack the west rocket launcher with 
your mid tank, the remaining rocket launcher with your tank, and the 
north mid tank with your battleship.
	Day five, use your CO power.  Attack the west mid tank with your 
battleship and mid tank, begin capturing, and move your north lander 
two south.
	Day six, finish capturing.

Level A17 � Wings of Victory!
Difficulty: ****
Days: 5-8

Briefing:

	This level is very similar to Sami�s Wings of Victory, with fog 
of war, and all of the extra units in Sami�s stage.  As Andy, you won�t 
have the advantage of capturing the base at lightning speed, or taking 
a bomber hit and still being able to capture Eagle�s base.  To 
compensate, there is no bomber in the northeast corner of the map, and 
the speed requirement is a lengthy eight days, even though you can 
still complete it in five days just like Sami�s stage.  Since your 
technique doesn�t matter, the point of the level is to distract the 
bombers with your ground troops while zipping your air units ahead, 
punching through the two fighters and anti-air units to capture the 
base.  As usual, the fighters and bombers will be behaving erratically.
	In order to finish the map quickly, you need both fighters to 
move up into the northwest mountain passage, and be able to destroy 
them quickly with your anti-air and fighters.  On day two, you should 
destroy one fighter and injure the second one, and hit an anti-air with 
your bomber.  Move your transport copter eastward and protect it with 
your units, making sure it can only be hit by at most two units.  On 
day three, drop your infantry off, destroy the fighter, attack the 
stationary bomber that is northwest of Eagle�s base, attack the second 
anti-air with your bomber, and damage as many bombers as possible with 
your anti-air and missile launcher.  Your drop off point is the forest 
northwest of Eagle�s base.  On day four, start capturing and blockade 
your infantry from the bomber in the southeast corner.  Day five, 
finish capturing.

Walkthrough:

	Day one, load your infantry into the transport copter and move it 
two north three east.  Move your fighters northwest and west of your 
transport copter, your bomber north, your copter one east five north, 
and your missile launcher and anti-air north.
	Day two, move your recon four east two north.  If both fighters 
haven�t moved close up into your attack range, start over.  Attack the 
west fighter with your anti-air from the west, and the east fighter 
with your two fighters from the south and east.  Move your transport 
copter three east, your copter five east one north, your missile 
launcher northeast along the road, your rocket launcher two north one 
east, your APC one north three east, and attack the anti-air with your 
bomber from the south.
	Day three, use your CO power.  Attack the anti-air with your 
rocket launcher, the fighter with your west fighter from the east, and 
the mech (if it�s in your way) with your bomber and copter from the 
north and east.  Move your transport copter five east and drop the 
infantry east, and move your remaining fighter five east.
	Day four, begin capturing.  Move your fighters south and 
southeast of your infantry.
	Day five, finish capturing.

Level M17 - Wings of Victory!
Difficulty: ****
Days: 4-6

Briefing:

	Eagle has added several air units and fog of war to this map, 
making it more difficult than before.  The real challenge is destroying 
all of Eagle�s units by day four to six.  Your elimination efforts will 
be hampered by the fog of war, as well as the huge number of units 
Eagle has been supplied with.  In order to finish the map by day six, 
you must rush your units out in full force, demolishing everything in 
your path.  To the north there are three copters, two bombers, two mid 
tanks, a tank, and two infantry.  To the south there are two bombers, a 
copter, two fighters, an infantry, a mid tank and a tank.  The two 
fighters and the anti-air unit in the south portion of the map are your 
primary targets.  To the north, hide your tank and mid tank in the 
forest along the north road, then come out on day three to destroy the 
infantry units, tank, and possibly anti-air.
	Just as a warning, the screw up potential on this level is very 
high.  Not only will Eagle�s units shy away from your attack range, but 
his fighters will attack different units randomly, and he will move 
some units like the anti-air either to the north or south.

Walkthrough:

	Day one, move your south fighter one north six east, and your 
tank three east three north.  Attack the north mid tank with your mid 
tank, the south mid tank with your bomber from the west, and the 
fighter with your remaining fighter from the north.  Move your copter 
two east, your missile launcher two north one west, your rocket 
launcher north, your infantry south, your mech one north, your APC 
three south one east, and your south anti-air one north four east.
	Day two, move your infantry east along the road.  Attack the 
copter with your missile launcher, the bomber with your north anti-air 
from the west, the copter with your damaged fighter from the north, the 
anti-air with your bomber from the west, use your CO power, attack the 
infantry with your copter from the west, the west fighter with your 
remaining anti-air, and the remaining fighter with your remaining 
fighter from the west.  Move your tank four east one north and your mid 
tank four east one north.
	Day three, move your tank four east one south and your rocket 
launcher northeast along the road.  Attack the bomber with your missile 
launcher, the copter with your anti-air from the north, the south tank 
with your bomber from the west, the remaining tank with your mid tank 
from the west, the bomber with your damaged fighter from the south, the 
copter with your remaining fighter, and the north infantry with your 
copter from the south.
	Day four, attack the fighter with your anti-air, the mid tank 
with your copter from the south, the infantry with your rocket launcher, 
the remaining infantry with your mid tank, move your bomber two south 
two east, and attack the bomber with your fighter.  The enemy could 
have done a number of things, so just try to work it out.  Finishing in 
five or six days is still a perfect score, so don�t worry if there�s 
one or two units you couldn�t get in time.

Level S17 � Wings of Victory!
Difficulty: *****
Days: 5

Briefing:

	In Sami�s Wings of Victory, you need to capture the base by day 
five in a quick suicide speed map.  It�s more difficult than Andy�s 
Wings of Victory, due to the addition of a bomber in the northeast 
corner of the map, and three tanks coming through the northwest 
mountain passage.  Even though your fighters need to destroy that 
bomber instead of protecting your infantry on day four, your infantry 
can still take a full bomber hit on Eagle�s base and finish capturing 
on day five.  Most often, players become tangled in what units to move 
where and what to do with them.  You don�t really have to do anything 
except eliminate the two tanks, the two fighters, cripple the anti-air 
unit, and block the northeast bomber.  The rest of your ground units 
will just distract the three bombers headed towards your forces from 
the east.  Read up on Andy�s Wings of Victory for more detail.

Walkthrough:

	Day one, load your transport copter with an infantry and move it 
two north three east.  Move your two fighters northwest and west of 
your transport copter, your bomber north, your copter east of your 
bomber, your anti-air and missile launcher north, your APC one north 
two east, your recon one east two north, your rocket launcher north, 
your mid tank two east two north, and your tank east of your rocket 
launcher.
	Day two, move your recon three east.  If both fighters haven�t 
moved close up into your attack range, start over.  Attack the west 
tank with your rocket launcher and tank from the north, the remaining 
tank with your mid tank from the south and copter from the east, the 
west fighter with your anti-air from the west, the east fighter with 
your two fighters from the east and south, and the anti-air with your 
bomber from the west.  Move your transport copter three east.
	Day three, move your transport copter one north six east and drop 
the infantry south.  Move your west fighter four north five east, and 
your remaining fighter east.
	Day four, use your CO power.  Move your damaged fighter two north, 
and attack the bomber with your remaining fighter from the west.  Begin 
capturing the base.
	Day five, finish capturing.

Level A18 � Battle Mystery!
Difficulty: ***
Days: 5

Briefing:

	The mission to destroy Drake�s lander has become more difficult, 
since you have to finish in four days and Drake has added a good number 
of units to his force.  He has repositioned his lander to the reef in 
the middle of the waters, near the northeast and middle bridge island.  
You can�t expose it by land, so you have to move your cruiser to expose 
it on day four and destroy it.  He has added a sub in the southwest 
corner, and a battleship west of the middle bridge, along with numerous 
land units.
	Send your north cruiser and sub to eliminate the sub and 
battleship, and move your south cruiser full speed ahead.  Block off 
the middle bridge with your mid tank, nail the artillery on the 
northeast island with a tank, and use the battleship and rocket 
launcher to destroy the lander.  Unfortunately, it�s impossible to 
finish in 4 days for a perfect score, since the sub to the north blocks 
your cruisers path on day two.

Walkthrough:

	 Day one, move your north cruiser one north five east, move your 
remaining cruiser south, dive your north sub one north three east, dive 
your remaining sub two east, and move your battleship three north two 
east.  Load your mid tank and rocket launcher into the north lander and 
move it three east, dropping the mid tank east rocket launcher south.  
Load a tank into your remaining lander and move it four east two north.
	Day two, attack the sub with your cruiser from the east, the 
battleship with your sub from the north and rocket launcher, move your 
east lander one north five east, and attack the sub with your cruiser 
from the east and sub from the west.  Move your battleship four east 
one south, your mid tank one southeast, and your remaining lander one 
north three east, dropping the tank south.
	Day three, use your CO power.  Attack the mid tank with your 
rocket launcher and mid tank, move your east cruiser four east two 
south, and attack the battleship with your battleship and sub from the 
north.  Move your tank one south three east.
	Day four, attack the artillery with your tank from the north.  
Move your east cruiser three south, your rocket launcher east, and 
attack the battleship with your sub from the north.
	Day five, move your east cruiser one south four west, and attack 
the lander with your rocket launcher and sub.

Level M18 - Battle Mystery!
Difficulty: ****
Days: 7

Briefing:

	Drake has added fog of war to the map, has moved his east 
battleship in range of his base, added a rocket launcher in the forest 
at the west end of the road.  Despite these difficulties, you are still 
expected to complete the map in seven days for a perfect score.  In 
order to complete the map quickly, you can�t do a thorough elimination 
of Drake�s land units, and you need to destroy both battleships as fast 
as possible, using your battleship and sub with landers as decoys.  
Don�t bother with most of the land units, instead try to draw them away 
from Drake�s base so that you can capture safely.  Since you have no 
technique penalty, feel free to use your units as fodder.  Using the 
forest cover is essential to hiding your units while drawing the ground 
units towards your exposed bait.

Walkthrough:

	Day one, load your tank and mid tank into the west lander and 
move it one west five north then drop the tank north mid tank west.  
Load your west infantry into your APC and load your APC into the east 
lander then move it one west four north.  Move your battleship two east 
two north, dive your sub one east four north, and move your cruiser two 
east four north.
	Day two, attack the anti-air with your mid tank from the east, 
the tank with your battleship and tank from the east, and sub with your 
cruiser from the north.  Move your sub east, your east lander four east 
two north, and your remaining lander five south one east.  Load that 
lander with your recon and rocket launcher.
	Day three, attack the battleship with your sub from the south.  
Move your battleship east, your cruiser four east two north, your east 
lander two east, and your remaining lander one west five north then 
drop the recon north rocket launcher west.  Move your mid tank one east 
three north, and your tank two north two east.
	Day four, attack the battleship with your battleship.  Move your 
cruiser one northeast, your sub two north three east, and your east 
lander one east three north and drop the APC north.
	Day five, move your cruiser east, use your CO power, attack the 
battleship with your sub from the west, move your east lander one south 
five east, and move your APC two north two east and drop the infantry 
east.
	Day six, attack the battleship with your battleship and sub, and 
begin capturing.
	Day seven, finish capturing.


Level S18 � Battle Mystery!
Difficulty: ***
Days: 5-8

Briefing:

	Drake�s navy has increased by two subs, a battleship and a 
cruiser.  Since there�s no technique penalty in Advance Campaign, it�s 
still possible to capture Drake�s base in five days while taking plenty 
of hits.  The basic tactics are still the same: destroy and blockade 
the cruisers while baiting the enemy units away from Drake�s base.  
It�s actually easier since you don�t need to worry about keeping your 
units alive or destroying the subs and battleships.

Walkthrough:

	Day one, attack the sub with your two cruisers from the north and 
west, move your battleship east, and dive your sub three east two south.  
Move your infantry north, your north transport copter five east, load 
your south mech into your south transport copter and move it one south 
two east, move your north mech west, your south copter west, your 
remaining copter one south five west, your recon west, and your rocket 
launcher two north.
	Day two, attack the middle cruiser with your rocket launcher, and 
the south cruiser with your battleship and sub from the east.  Move 
your two cruisers south and east of the north enemy cruiser and attack 
the north enemy cruiser with your copters from the north and west.  
Move your west transport copter four south one east, load your infantry 
into your remaining transport copter and move it six west one north, 
and move your mech west.
	Day three, move your north transport copter west and your 
remaining transport copter south and drop the mech east.
	Day four, use your CO power and begin capturing.
	Day five, finish capturing.

Level 19 - Andy Times Two!
Difficulty: ***
Days: 5

Briefing:

	This is a five day speed map where you�ll have to use Sami to 
bolt towards the base.  The problem with this level, however, is that 
you must rely on Eagle�s units, which are always unpredictable.  The 
level is usually never the same twice.  There will be situations where 
five days is simply not possible and you�ll have to start the level 
over.  The success rate is much higher than the failure rate, though.
	Move your transport copter east, northeast, then north, dropping 
the infantry off on day three.  Use your CO power on day four to begin 
capturing, and finish on day five.  You need to destroy the missile 
launcher near Sturm�s base, in order for your infantry to move north to 
begin capturing on day four.  The safest and most reliable way to get 
rid of the missile launcher is by loading your lander with a mech and 
infantry, and moving your battleship, sub, and lander northeast to the 
shore by Sturm�s base.  Use some naval tactics, drop off the infantry 
and mech, then destroy the missile launcher with your battleship and 
landed units.  Make sure to draw away most of Sturm�s ground units away 
from his base in order to make a clean capture.
	Depending on what happens between Andy and Eagle, Eagle will be 
either left with three fighters, or two fighters & a bomber.  If Eagle 
is left with a bomber, he will more than likely destroy the missile 
launcher for you.  If not, though, prepare to take matters into your 
own hands.

Walkthrough:

	Using Sami.  Day one, load your lander with a mech and infantry 
and move it north, load your transport copter with an infantry and move 
it east, move your rocket launcher one west two north, your mid tank 
north, dive your sub four north, and move your battleship north.
	Day two, move your transport copter four east three north, attack 
the battleship with your sub, move your battleship four north, and your 
lander two east.
	Day three, move your transport copter north and drop your 
infantry north, attack the battleship with your sub, move your 
battleship two north three east, and move your lander two north five 
east then drop the mech east infantry north.
	Day four, attack the battleship with your sub and battleship, use 
your CO power, attack the missile launcher with your mech from the west, 
begin capturing the base, and move your remaining infantry two north 
(or block the bridge somehow).  Conditions on this day are the most 
random, so deal with them however you can.
	Day five, finish capturing.

Level 20 � Enigma!
Difficulty: ****
Days: 12-23

Briefing:

	Sturm has added two extra mid tanks, a rocket launcher, some 
infantry and mechs, and fog of war to the map.  The fog of war provides 
the greatest increase of difficulty, since the map is covered in forest 
terrain and it�s difficult to see far enough when closing in on Sturm�s 
base.  If you play the map well, you can complete it in twelve days, 
although the limit is a very long twenty three days.  Luckily, the AI 
is much less random, since it will move into forest with impunity and 
will not notice your units hidden in forests as much, so it won�t put 
more thought into whether to retreat or advance.  Max is still the best 
choice here.
	You should follow the same tactical strategy as you did in the 
original Enigma level, moving your forces at full speed up the road to 
Sturm�s base while simultaneously preparing and deploying a landing 
party by sea.  Elimination is the quickest way to end the level, 
although you certainly have time to stop up the bases and capture, or 
take time to build an enormous force for a guaranteed victory.
	When you start out, you won�t be able to punch through the enemy 
forces far enough to destroy the rocket launcher on day four.  Instead, 
load your anti-air into your transport, destroy the bomber with it, use 
the APC as bait for the tank, and then use the APC again as bait for 
the rocket launcher.
	As you move up the road towards Sturm�s base, use the transport 
copter and infantry to move next to the forest spaces in order to 
reveal the enemy units hiding in them.  This will make it much easier 
to punch through the area and avoid slowdowns.  When you reach the 
bridge leading into Sturm�s territory, you�ll have to face the two mid 
tanks and rocket launcher, which will slow you down by at least two 
days.  Do not land your units on Sturm�s closest shore until you�ve 
safely eliminated the extra forces on the road and your units are ready 
to move in with a joint effort.  Otherwise your landing party will be 
crushed before you can team up.  In other words, take your time until 
you�re sure you can move in for a victory, depending on your level of 
skill.  Three mid tanks and a group of three to four tanks and anti-air 
should be able to clean up the area fairly quickly.  There will be two 
infantry coming across the southwest portion of the mountains late in 
the level, so be ready to use your rocket launcher and idle infantry 
and mechs to blast them away.  As a final note, don�t move your tanks 
and mid tanks forward then cancel their movement, or else they will run 
out of fuel during the long trek to Sturm�s base.

Walkthrough:

		Using Max.  Day one, load your north infantry and anti-air 
into the lander and move it east to the shore, dropping the infantry 
east and anti-air south.  Load your north mech into the APC and move 
the APC, tank, and rocket launcher south along the road.  Move your 
missile launcher one southwest, your remaining infantry one west two 
south, your mid tank south, load your mech into your transport copter 
and move it four south two east and drop the mech off, and dive your 
sub three east one south.  Create a tank.
	Day two, move your APC south and drop your mech south, move your 
transport copter one north four west and load it with the infantry, and 
begin capturing the northeast factory and middle city.  Move your tank 
on the factory four south two east, and your remaining tank east of 
that tank, move your missile launcher, mid tank, and rocket launcher 
south along the road, and move your anti-air south.  Create an anti-air 
unit.  The fighters should move into your missile launcher and anti-air 
attack range.  If they didn�t, start over.
	Day three, move your west tank two east two south.  Attack the 
north fighter with your missile launcher, the remaining fighter with 
your anti-air from the north, the bomber with your anti-air from the 
north, and the sub with your sub from the north.  Move your remaining 
tank two east three south, your APC and rocket launcher east along the 
road, your mid tank two south three east, your transport copter four 
south two east, and your lander east.  Begin capturing the southwest 
city with your mech, and finish capturing the middle city and northeast 
factory.  Create a tank.
	Day four, move your lander four west, attack the battleship with 
your sub from the north, and use your CO power.  Move your transport 
copter four south three east and drop your infantry east, attack the 
tank with your south tank, the mid tank with your mid tank, the anti-
air with your tank, move your APC one east three south, attack the 
infantry on the factory with your west anti-air, and attack the 
infantry on the city with your remaining anti-air from the east.  Move 
your rocket launcher three east, your remaining tank on the factory 
four south three east, finish capturing the southwest city, begin 
capturing the second middle city, and begin capturing the sea port.
	Day five, move your transport copter one south three east, attack 
the mech with your rocket launcher, the infantry with your north anti-
air from the east, the remaining mech with your south tank, the rocket 
launcher with your mid tank, the missile launcher with your anti-air 
and infantry, and the transport copter with your tank.  Move your 
remaining tank two south three east, your sub one south four east, 
begin capturing the second southwest city, finish capturing the second 
middle city and sea port, and create a mid tank in the northeast 
factory.
	Day six, attack the transport copter with your infantry, the tank 
with your center tank, the artillery with your mid tank, and the sub 
with your sub from the south.  Move your east tank two east one north, 
your transport copter two north two east, and your remaining tank then 
west anti-air east along the road.  Finish capturing the southwest city, 
move your remaining mech south, move your missile launcher southeast 
along the road, your rocket launcher two east one south, move your 
remaining infantry west, your lander two east one south, load your mid 
tank into your lander, and create an APC in the northeast factory.
	Day seven, load your infantry into your APC and move it three 
east three north and drop the infantry north.  Attack the anti-air with 
your damaged tank, the artillery with your west tank, and the 
battleship with your sub from the north.  Move your mid tank one east 
two north, your remaining tank two east two north, your anti-air units 
northeast along the road, your missile launcher three east, and load 
your APC into the lander and move it four east one south and drop the 
mid tank south APC east.  Begin capturing the factory with your mech, 
the northeast city with your infantry, and create a mid tank in the 
northeast factory.
	Day eight, use your CO power.  Attack the south mid tank with 
your west mid tank from the west, the remaining mid tank with your 
remaining mid tank from the south, move your transport copter two north 
three east, and attack the anti-air with your northwest tank.  Move 
your east tank three east, your remaining tank two north three east, 
your north anti-air two east two north, your remaining anti-air one 
east three north, your missile launcher two east, your lander one north 
four west, load your mid tank into your lander, and rise your sub two 
south.  Finish capturing the factory and northeast city, and create a 
mid tank in the northeast factory.
	At this point, the computer will start to differ from the 
walkthrough.  With this head start, though, you�re practically 
guaranteed the game with a perfect score by day twenty three.  Load 
your mid tank into your lander and land near Sturm�s base, create a 
cruiser to handle the fighter, create anti-air and use the rocket 
launcher to attack the infantry and mechs coming from the west, and 
close in and eliminate the last of Sturm�s units with your forces.  
With three tanks, four mid tanks, and two anti-air units, you can 
easily turn the last of Sturm�s resistance into paste, and take much 
longer than twelve days doing it.
	

Level 21 � The Final Battle!
Difficulty: ***** 1/2
Days: 9-10

Briefing:

	The final battle against Sturm is all about more units, and he 
has a ton of them coming straight for you.  This level is different 
from the others in that you have to manage unit creation over time and 
continue a sustained multi character assault on Sturm.  The biggest 
factor in slowing players down in this map is the fact that all of your 
units can�t be controlled at once.  Although it is unique to this level, 
you have to be able to take all of your units into consideration when 
moving forward, planning out tactical strategies, attacking, and so on.  
If you put a weak unit in front, a stronger unit of another character 
may not be able to move as far ahead as they could have.  If you attack 
an enemy with a weak or ineffective unit, you may have blocked off an 
attack for another of your characters stronger units.  Always keep this 
in mind throughout the level, and especially when charging into Sturm�s 
territory, where you will have plenty of busted up units.
	The key to defeating Sturm is quickly demolishing his invasion 
and moving in for the kill.  He won�t make many units aside from his 
initial force.  You must be able to build more units in response to 
whatever he�s building on his base, in order to move in and defeat him.  
The battle is big and messy, but you need to know everything that�s 
going on several turns ahead of time.  The levels will always be 
different past day two, since Sturm will move his ground units and 
copters into different formations randomly each time you start the 
level, and he will build different units throughout the game depending 
on what he feels most threatened by.
	The guide is written with Olaf and Eagle as teammates.  Generally, 
the teammate on the left is only useful as a supporting role, so as 
long as you have Eagle, you should be able to handle the battle fairly 
well.  In order to get a perfect S-rank, you need to win by day 10, and 
perform almost flawlessly.  You should manipulate Sturm�s CO attack so 
that he uses it on days 3, 5, and 7 or 8.  Whenever he�s used his CO 
power, crush his units mercilessly.  Take a look at the normal campaign 
briefings for how to use each CO.
	It is not possible to get a perfect speed score with some CO 
combinations.  For example, Sami and Grit will need a miracle to be 
able to finish in ten days.  The best CO combinations for the job are 
Max/Olaf/Grit and Kanbei or Eagle.  If you�ve taken the most difficult 
path through the game, you will have Olaf and Eagle, which is a good 
combination, but not as good as Max and Kanbei.  Any team with Sami on 
it will have an incredibly difficult time, and if you were not good 
enough to get anyone but Sami, you will probably not be able to pull 
off a perfect score for this level, either.

Walkthrough:

	Day one, you need to move into position to attack Sturm�s air 
units.  It�s preferable that you have Sturm move almost every one of 
his air units into your attack range, especially his fighters.  With 
Andy, move the anti-airs to the northwest and northeast, cover the 
transport copter from the east and west with copters, move your mid 
tanks south of your copters, your APC a bit back, your transport copter 
forward one step, your missile launcher forward, begin capturing the 
city and factory, and create two infantry.  Don�t mess up the enemy 
mech formation; you�ll need it intact to survive.  With your teammates, 
move your units into formation, away from any potential attack, and 
create infantry and an APC for both.  I recommend saving at Eagle, with 
your copters and fighters unmoved.  Try experimenting with their 
position to get all of Sturm�s air units into your attack range.  I 
really need to stress this: if you can destroy his entire bomber and 
fighter fleet in one day, the map will be that much easier.
	 Day two, use your tactical ability to destroy as many air units 
as possible.  Arrange the units of the left teammate so that they will 
draw Sturm�s CO attack.  With Olaf, I was able to consistently draw 
attacks with a column of two rocket launchers, two missile launchers, 
and an APC.  Move your left teammates other units north for later use.  
	You need to wall up with Andy and keep his anti-air, mid tank, 
and copter units alive, using the enemy mechs as a buffer from attack.  
You need to use Sturm�s swarm of units against him, by jamming them up 
and making them unable to attack anything.  Destroy the mid tank with 
your mid tanks, move your copter into the empty space and attack the 
mech that isn�t on a city.  Move your other copter back, Begin 
capturing the airport, move your other infantry next to the missile 
launcher, create an anti-air west and infantry east. 
	Day three, give Sturm�s units a serious pounding.  Aim your 
sights at his copter and anti-air units.  Keep his mid tanks jammed up 
and distract the tanks with APCs, transport copters, and infantry.  
Sturm�s tanks will not attack your copters, and his anti-air will not 
attack your mid tanks, so use that to your advantage.  Pay attention to 
Sturm�s order of ground unit movement: mechs, tanks, anti-air, copters, 
then mid tanks last.
	Day four, Sturm�s CO meter is active again, so attack him with 
caution.  Don�t trigger his CO attack; hold back if you have to.  A CO 
attack now would be devastating to your combined forces.  Eagle�s units 
are just now able to move up for an attack on the next day.
	Day five, rip into Sturm.  Use Andy�s CO attack, and especially 
use Eagle�s CO attack.  This is the day where you should eliminate all 
of Sturm�s invasion force.  Arrange Eagle�s units so that his two 
fighters, a mid tank, and an APC get hit by the CO attack.
	Day six, start moving into Sturm�s territory.  Use Eagle�s 
smashed air units to pull attacks away from the bridge area, so that 
your units have some room to barge in.  Don�t let Sturm stalemate your 
units at the bridge, or you�ll waste too much time.  At this point you 
should have captured most of the cities.  Sturm shouldn�t have too much 
left except for anti-airs, missile launchers, a few mid tanks and tanks, 
and some air units.  Build recons, a few anti-air, and mid tanks.  If 
he has a number of missile launchers, build transport copters to move 
into their range, so they don�t try to flee from your ground units, 
which can end up costing you a day or more of wasted time.
	Day seven to ten, make it your priority to stop up Sturm�s 
factories and especially his air ports.  If he makes too many air units, 
you�ll end up triggering his CO power destroying them, which could 
cripple your frontline forces.  He really doesn�t have all that much 
left, the real tactical challenge here comes from managing your newly 
created units, moving in with effective kills, and blocking his 
airports.  This is the most difficult part of the level, because it�s 
hard to manage everything that�s going on at once, hard to measure what 
you need to build and move in to win, and hard to injure Sturm�s units 
that are on his cities and factories.  Prepare beforehand by measuring 
how long units will take to get into Sturm�s base.

Level 22 � Rivals!
Difficulty: ******
Days: 15+

	The Advance Campaign finishes with a big bang; a level that I 
believe is one of the most difficult in the entire campaign.  The level 
is separated into two waves of attacks.  In the first wave, Eagle will 
approach you with three copters, then four bombers by air, while by 
land sending an invasion on each side of one tank, one anti-air unit, 
and one mid tank.  The second wave is a crushing blow as Eagle swarms 
your area with accumulated masses of land units and a new batch of 
copters.  Eagle also has four fighters waiting to blast any air unit 
you create, a missile launcher northeast of his island airport, and 
will build fighters to stop you.  To top it all off, the map has been 
changed to FOW and you start with only two mechs and an infantry.  You 
must somehow build a transport and move it safely across the wide map 
to land and capture Eagle's base.
	Trying to play defensively by land is a battle of attrition at 
best, there�s no way to win just by playing defensively and hoping that 
Eagle will let up.  It seems like Eagle has you completely sewn up.  
Just listening to all of the copters, tanks and artillery rushing after 
me out there in the fog was enough to make my jaw drop in disbelief.
Advance Rivals took me the longest of all the campaign levels to play, 
and that was around 5-6 days of effort.  After some failed attempts at 
stalling out, I realized I would have to hold off the ground invasion, 
bait the four fighters, and destroy the copters & bombers as they come 
in.  It takes expert skill to know how to manipulate the computer AI, 
exploit it's weaknesses, and hold off enemy ground units in tight spots 
initially, but there's so many variables and factors to consider that 
it really is one of the toughest levels not only to plan out the 
general strategy to but also execute it with attention to the minutest 
detail.  I can only help you so far, the rest is up to you.
	You must defend yourself against Eagle�s copters & bombers with 
two anti-air units then a missile launcher on the SE factory (and 
expert defensive, bait, decoy, and diversionary tactics), jam up the 
farthest north and closest south bridges with infantry, and use other 
infantry to protect your missile launcher.  Once you�ve destroyed the 
last copter, build a transport copter, next turn send it in hiding and 
finish off the bombers, and make sure on the next turn that you trigger 
Eagle�s CO attack.  I recommend trying to injure one of the bombers to 
1 hp so it will flee to an airport and take up space.  Use your CO 
attack after him, and smash his fighters to bits, while trying to 
blockade one off with ground units.  Do not let any of his fighters 
escape, or they will fly back to heal themselves and raise hell for you 
later, even if it means destroying a weak fighter vs. a healthy one 
that will stick around.  Build your first fighter and keep your 
transport copter protected.  Then, finish off the last of the fighters; 
send your transport copter east, and your fighter southeast to approach 
an enemy copter.  Afterwards, you�ll want to build one more fighter, 
and then your land mass is irrelevant, let them all die.
	Now for the sky battle, Eagle�s second wave of copters will be 
zipping all around you, so be very cautious.  If he creates a fighter, 
dispose of it ASAP, and use your CO power to attack it if possible.  
Allow injured copters to escape to air ports so that they jam up 
Eagle�s production capabilities.  Do not attack an injured air unit on 
an airport by any means � they will not chase after your transport 
copter until they�re fully healed.  Eagle will use another CO attack 
soon after your two fighters are available, and will have at least 3 
copters closing in on your position.  Try to destroy two of the copters 
and move the transport copter out of the range of the third.  You may 
also try to hold off the enemy near your base and create empty 
transport copter decoys to satiate a couple copters and make your 
journey a bit easier.  When approaching the missile launcher, move 
cautiously and stealthily, making good use of it�s blind spot.  The 
island north of the missile launcher has an anti-air unit on it, so 
avoid it at all costs.  Once you approach Eagle�s base, he will most 
likely create a fighter and continue to produce copters.  Save your CO 
power for this moment when you can destroy the copter in one blow and 
injure the fighter.  All you need to do is keep your fighters alive in 
order to swat the copters away from your infantry as it works on the 
base.  There won�t be any ground resistance to speak of, so all you 
have to do is capture the base and you�re home free!
	Finally here�s a rough day by day guide.  You have to move your 
initial infantry north to block the north bridge (the long bridge, not 
the tiny one) and create new infantry to block the south bridge.  On 
day one and two create an anti-air unit, and use them to destroy two of 
the three copters, and then create a missile launcher in the southeast 
factory.  On day three finish off the copter and injure the bomber with 
the missile launcher, then make sure you don't let Eagle get off his CO 
attack or you're screwed.  Day four create a transport copter and kick 
Eagle's bombers around with your anti-air, day five hide your transport 
and allow the fighters to swarm your area when Eagle uses his CO attack.  
Day six, destroy Eagle's fighters and don't allow any to escape, try to 
blockade one with your ground units, create a fighter.  Day seven, you 
should move your transport copter & fighter ahead.  The rest of the map 
is holding off the ground unit invasion long enough to squeeze out 
another fighter and then using your fighters to navigate the map and 
eliminate threats for your transport copter as it makes it's way to the 
base.

Walkthrough:

	Day one, move your units north along the road.  Create an anti-
air unit in the northeast factory and three infantry.
	Day two, move your north infantry one northeast, your mechs north, 
your anti-air south, and your infantry south along the road.  Create 
two infantry in the two west factories, and an anti-air unit in the 
southeast factory.  Eagle should move a copter onto your south airport 
and a copter east of your south airport, if not start over.
	Day three, move your north infantry one east, and your mechs 
north to the two cities.  Attack the copter on your south airport with 
your anti-air from the north, and the copter east of your south airport 
with your anti-air from the west.  Move your south infantry one south, 
your northwest infantry one south two east, your west infantry one 
south two east, and your south infantry one south.  Create a missile 
launcher in the southeast factory.
	Day four, move your north infantry two west one south, your south 
infantry one northwest, your infantry that�s south of your missile 
launcher one west two south, attack the copter with your south anti-air 
from the north, move your remaining anti-air unit two west one north, 
your infantry that�s north of your missile launcher one east, and your 
infantry that�s west of your missile launcher one south.  Attack the 
bomber with your missile launcher, create three infantry, and create a 
transport copter in the southeast factory.
	Day five, attack the north bomber with your north anti-air, the 
center bomber with your missile launcher, the remaining bomber with 
your remaining anti-air from the north, and the tank with your mech.  
Move your remaining mech one south, and your transport copter one north 
three west.  Move your northeast, northwest, and south infantry to the 
east, north and west of your missile launcher.  Move your infantry on 
the southwest factory one northeast, your healthy infantry south, and 
your remaining infantry east.  Create three infantry.
	Day six, attack the north fighter with your north anti-air from 
the north, the southeast fighter with your fighter from the east, and 
the southwest fighter with your missile launcher.  Move your damaged 
infantry two east one north, and the infantry that�s north of your 
missile launcher one southwest.
	Day seven, use your CO power.  Attack the healthy fighter with 
your missile launcher, the north fighter with your north anti-air from 
the north, and the remaining fighter with your remaining anti-air from 
the east.  Load your northwest infantry into your transport copter and 
move it one north five east, move your infantry on the airport one 
southwest, your damaged infantry one west two south, and your remaining 
infantry north, west and east of your missile launcher.  Create an 
infantry in the southwest factory and a fighter in the north airport.
	Day eight, move your fighter three south six east, your transport 
copter four north one east, attack the bomber with your anti-air from 
the east, move your infantry on the south airport two north one west, 
and create a fighter.
	Day nine, move your west fighter five east two south, your 
transport copter two west, and attack the anti-air with your anti-air 
from the east.
	Day ten, attack the fighter with your fighters from the south 
then north.  There may be a transport copter to the east of the fighter, 
so move around it.  Create two infantry in the east factories, and 
create a fighter in the north airport.
	Day eleven onward � if you�ve reached this far, you�ve gotten to 
the easiest part of the level!  Carefully move your fighters and 
transport copter east to capture Eagle�s base.  Since the enemy AI is 
so random, there is no walkthrough for this part of the level.

-- END