Академический Документы
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Культура Документы
Stephen Stratton
™ & © 2007 Nintendo. All Rights Reserved.
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countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States.
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Introduction ......................................4 Naval Units ....................................................... 32
Battleship (“B” Ship) .................................................. 32
Welcome to Advance Wars! ............................4
Carrier .......................................................................... 33
How to Use This Guide.......................................5
Cruiser .......................................................................... 33
Waging Advance Wars.....................6 Gunboat (“G” Boat) ..................................................... 33
Overview..............................................................6 Lander ...........................................................................34
Flow of Battle .....................................................6 Submarine ....................................................................34
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Chapter 14: A Hero’s Farewell...................... 74 Trial 24: Wedding Ring ..................................124
Chapter 15: Icy Retreat ................................. 76 Trial 25: Land’s End........................................ 125
Introduction
Chapter 16: Hope Rising ................................ 78 Trial 26: Bounty River ...................................126
Chapter 17: The Creeper ............................... 80 Trial 27: Time Map..........................................127
Chapter 18: Panic in the Ranks .................... 82 Trial 28: Plasma Bubble ................................128
Chapter 19: Salvation ..................................... 84 Trial 29: Triangle Lake ..................................129
Units
Trial 1: Extreme Edge......................................101 Trial 38: Whirl Peaks ....................................138
Trial 2: Shade Coast.......................................102 Appendices.....................................139
Trial 3: Feline Basin .......................................103 Unit Matrix .....................................................139
Commanding Officers
Trial 4: Metro Island .....................................104 Terrain Matrix ...............................................140
Trial 5: Eerie Lake ..........................................105 CO Unlocks & Comparison Chart .................141
Trial 6: Clear Island .......................................106 History Medals ...............................................141
Trial 7: Tatter River ......................................107
Trial 8: D-Island ..............................................108
Trial 9: Hourglass ..........................................109
Campaign Walkthrough
Trial 10: Blade Isles .........................................110
Trial 11: Star Islands ........................................111
Trial 12: Intricate Map ...................................112
Trial 13: V for Victory! ....................................113
Trial 14: Fragment Isles .................................114
Trial 15: Jay Islands ........................................115 Campaign Trials
3
Waging
Advance Wars
If you’re feeling overwhelmed by the vast array of command options and choices presented to you in Advance Wars: Days of
Ruin, then you’ve come to the right place! This chapter is dedicated to teaching the fine art of tactical combat and strategic
generalship. Even the most seasoned generals are sure to find a few gems of wisdom here!
We begin with a global overview of Advance Wars, describing just what it takes to win a battle and giving tips on how to
achieve the highest ratings from single-player missions. Following that, we provide thorough details on the fundamentals of
commanding your forces about the battlefield—things like acquiring funds, attacking, leveling up, and the use of COs. The
chapter concludes with insightful looks at the various forms of terrain and battlefield conditions you’re apt to encounter. In
short, the following pages are packed with all manner of Advance Wars know-how—better start reading!
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Fog of War Hiding Places action for the remainder of the turn. A unit can be surprised
by an enemy lurking in a hiding place or by moving into any
Unit Type Hiding Places
distant foe that’s simply been concealed by the fog.
Introduction
Ground Ruins, woods, all neutral or captured structures
Naval Mist, reefs, all neutral or captured ports and temp ports Try to position your units in narrow or high-traffic areas,
Air All of the above or any place where you think they’ll have the best chance
at surprising rival invaders. Likewise, avoid ordering your
Your adversaries are certain units to move through hiding places you suspect might be
to use hiding places to their occupied by the enemy. Being surprised not only forfeits a
advantage during Fog of unit’s turn, it also makes it visible, exposing it to potential
War battles, so make sure retaliation!
Units
alike, so conceal them in suitable hiding places, using them
Station indirect attackers close to hiding places to monitor and defend structures you intend to capture.
you’ve occupied so that enemies advancing Though traveling through
to scout these locations can be punished hiding places puts your units at
accordingly. high risk of being surprised by
lurking hostiles, moving a unit
Dealing with Scouts past such areas is a great way
Commanding Officers
You can’t attack what you to see if anything’s skulking
can’t see, and units must first within. Wherever a unit travels
be made visible before they during its turn, all surrounding
can be attacked in Fog of War. squares are revealed in Wonder who’s hiding
Utilizing scouts and destroying accordance with its vision around here?
those employed by the enemy rating. You can therefore reveal a great deal of the battlefield
are therefore key strategies simply by moving a highly mobile unit with good vision (such
in Fog of War scenarios. It’s as a recon or fighter) about the map. Plot out paths of travel
unwise to assault any enemy Wipe out those scouts! that you believe will reveal hidden units, passing near (but
Campaign Walkthrough
unit with a direct attacker (such as a tank) and not destroy not through) hiding places to scan them for activity.
it, however. Even a crippled unit will be able to sight your
Another cost-effective way of
attacker, exposing it to retaliation by other nearby hostiles
cutting through the fog involves
on your rival’s next turn.
stationing infantry and mech
In short, always, always, always look to use the fog to units atop mountains. Doing
your advantage. Keep your units well hidden, and when you so broadens the vision range of
do lash out, coordinate your strikes to ensure your victims these units from two squares
are utterly destroyed. You can never tell what else may to five, helping them identify
be hiding in the fog, and you don’t want an injured hostile threats while remaining in good
sighting your forces on your rival’s next turn!
Campaign Trials
What a view! cover. Mechs are particularly
Surprise Encounters handy during mountainous Fog of War battlefields, as they
can navigate such terrain better than infantry—and also
Fog of War isn’t just useful for
deliver punishing bazooka blasts to enemy scouts they
concealing your units; it’s also
detect.
a great way to ambush enemy
invaders and force them to lose
their turn. Any unit that moves
into direct contact with an
enemy it couldn’t see becomes
surprised and is forced to stop
Appendices
17
Meteor Mountain
Like fire, Defense: Income: Repairs: Mountains Defense: Income: Repairs:
meteors cannot
be navigated
— — — provide
fantastic
**** — —
offers a bit more protection Mech — but offer little Move Cost
compared to the naked Tire A — in the way of defense. Move Type Cost
sea. Tire B — Rigs can construct temp Infantry 1
Mech 1
Tank — airports on plains.
Air 1 Tire A 2
Ship 1 Tire B 1
Transport 1 Tank 1
Air 1
Ship —
Transport —
Plasma
Plasma Defense: Income: Repairs:
is totally — — —
impassable
and blocks all Move Cost
unit movement. However, it Move Type Cost
Infantry —
can usually be banished if
Mech —
its meteors are destroyed.
Tire A —
Sometimes it’s tactically
Tire B —
sound to leave meteors
Tank —
and plasma be in order to
Air —
slow the enemy advance, Ship —
though. Transport —
Prima Official Game Guide
20 primagames.com
Introduction
Ground units form an army’s backbone. All ground units are produced at factories. Most ground units are quite versatile
and fairly inexpensive. There are more ground units than air or naval units, and they each fall into one of two basic classes:
vehicles,, which roll about on tires or tank treads, and infantry, which traverse terrain on foot (with the exception of bikes).
Most vehicle-class ground units enjoy a high mobility, making them able to cross a battlefield with impressive speed.
Those with lower mobility, such as anti-tanks and war tanks, often enjoy great firepower and durable armor. Vehicles
commonly see more frontline action than any other class of unit.
Compared to vehicles, infantry-class ground units have a low
Anti-Air
Most ground units are easy prey for enemy aircraft, but not the versatile anti-air unit. This agile mini-tank
comes armed with two powerful surface-to-air cannons capable of shredding through airborne hostiles
Units
with ease. When foot soldiers threaten to invade, the anti-air’s twin cannons can be turned against them
for devastating results as well. Vehicles with little armor, like rockets and recons, are also suitable first-
strike targets for anti-air fire. Heavily armored ground forces should
be avoided at all costs, however—the anti-air’s cannons have a tough Combat Breakdown Cost: 7,000
time puncturing their durable plating. Target Class Effectiveness Class: Vehicle
Infantry Strong Against: Aircraft,
With their low production cost and high versatility, anti-airs make helicopters, infantry
Vehicle
for ideal purchases throughout many battles. They’re especially useful
Commanding Officers
Aircraft Weak Against: Most other
when aerial units are a factor, of course, and they make great base vehicles
Helicopter
defenders, readily thwarting enemy transport copters and infantry- Beware: War tanks, medium
Ship —
class units aiming to score a quick win via HQ capture. tanks, first-strike bombers
Sub —
Anti-Tank
Campaign Walkthrough
Anti-tank vehicles are some of the most fearsome indirect-attack units a general can deploy. While their
range is on par with that of the more-affordable artillery unit, anti-tanks can fire on adjacent enemies as
well as those up to three squares away. They’re also the only indirect-attack units capable of responding
with a counterattack when assaulted by direct-attack fire.
Designed to inflict heavy damage against armored ground units, anti-tanks can also target low-flying helicopter units
such as battle and transport copters. Their armor is so thick that even bombers are unable to obliterate them in one strike,
which helps anti-tanks hold their position when the going gets tough. Unfortunately, anti-tanks tie with war tanks for
having the lowest mobility rating of all vehicle-class ground units. This makes it tough for anti-tanks to maneuver into firing
position, particularly on larger maps that lack forward production factories.
Campaign Trials
When your adversary is throwing armored ground units your way, Combat Breakdown
anti-tanks are a natural choice to help even the odds. Position one Target Class Effectiveness Cost: 11,000
of these powerful indirect attackers just behind your front line and Infantry Class: Vehicle
watch as your rival’s assault force shrinks back. When Fog of War is a Vehicle Strong Against: All ground
units
factor, station anti-tanks in strategic hiding places, such as cities and Aircraft —
Helicopter Weak Against: Helicopters
woods, to surprise your adversary’s ground forces with devastating
Ship — Beware: Bombers
anti-armor bombardments.
Sub —
Movement Class: Mobility: Gas: Vision: Attack Type: Main Weapon: Sub Weapon: Ammo: Range:
Tire B 4 50 2 Indirect Cannon None 6 1–3
25
Commanding Officers
General, sir, please review these officers’ profiles carefully before choosing which CO to bring with you into the field. Each
Introduction
has his or her own strengths, and some will serve you better in certain scenarios than others. Ten hut, COs!
When a CO Power is used, the CO’s Command Zone benefits are spread to Spoiler Alert! This chapter reveals all hidden
all friendly units across the entire battlefield. See the CO Abilities section in COs, including info on how to unlock them. Stop
the “Waging Advance Wars” chapter for more info on the uses of COs. reading if you don’t want to spoil the surprise!
Units
Will’s Abilities
Will’s powers revolve around enhancing the effectiveness of
direct-attack ground units, such as tanks, anti-airs, recons,
and infantry-class units. Few COs can match his ability to
advance ground forces toward victory!
Commanding Officers
Command Zone: 2-square radius
Boosts: All direct-attack ground units
Effect: Attack +2
CO Power: Rally Cry
Effect: Boosts the mobility of all direct-
attack ground units by 2
Campaign Walkthrough
How to Unlock: Available from start
Campaign Trials
Appendices
35
Chapter 2:
A Single Life
Mission Intel
Armies: 2
Your CO: Brenner
Enemy CO: The Beast
Pre-Deploy: Confirmed
Fog of War: No
Weather: Fine
Terms
Victory:: Wipe out all
enemy units.
Defeat:: Lose all of your
units.
50 primagames.com
Positioning Artillery Sure enough, Will
discovers a young woman
Ground
Units
lying in the ruins. She’s
Introduction
Last, move your artillery
unit behind your tank so been badly injured, most
it can bombard anything likely during the tragic
that dares to approach meteor shower. Will tells
from the road. Artillery are the young woman she’ll be
powerful indirect attackers, all right and carefully lifts
but they cannot move her into his arms.
and fire on the same turn.
Assaulting the Raiders
Units
know when to quit; they other recon to the north
advance their units, sending a recon to fire on your with your artillery unit.
infantry in the mountains. Your foot soldiers take a bit of Remember that artillery
damage, but they’re far from defeated! can’t move and fire, so just
leave it in place and order
Air
the attack. The assault Units
Commanding Officers
is devastating, and the
Though vehicles can’t traverse mountains, enemy recon is utterly destroyed.
they can still fire on infantry units stationed
near the edges of a range. Beware such
maneuvers!
It’s typically best to fire with your indirect
attackers first, following up with your direct-
attack units afterward to finish the wounded.
This prevents your direct attackers from
Campaign Walkthrough
Many forms of terrain offer defensive benefits. suffering damage in counterattacks. However,
Mountains provide exceptional cover, which is in this case, we didn’t want the nearby enemy
why your infantry didn’t suffer more damage tank to advance and fire on yours, so we Naval
at the hands of the enemy recon. Refer to allowed the recon in front of your tank to live. Units
each terrain’s info to see how much defense it
provides, and always look to position your units Now to finish off these
where they can receive the greatest cover. savages. End your turn
to allow the enemy units
Strange Survivor to advance. Their tank
positions itself directly
At the start of your next in range of your artillery.
Campaign Trials
turn, Will notices a body How convenient! Cripple
lying in a pile of ruins in the the tank with a long-range
center of the mountains. artillery bombardment, then wipe out the enemy recon
Move your wounded with your tank’s machine gun. The rest of this battle
infantry unit to the is a breeze: leave your infantry unit sheltered by the
indicated spot to inves- mountains and simply wipe out the remaining raiders
tigate. with your superior forces.
Author Commentary
Appendices
This was a straightforward mission designed to teach the basics of Advance Wars
combat. I had forgotten how flimsy those indirect-fire units can be! Take this lesson
to heart and always look to protect your indirect attackers.
51
Chapter 3:
Freehaven
Mission Intel
Armies: 2
Your CO: Brenner
Enemy CO: The Beast
Pre-Deploy: Confirmed
Fog of War: No
Weather: Fine
Terms
Victory:: Wipe out all enemy units.
Defeat:: Lose all of your units.
52 primagames.com
Your rival advances
his units once more, still Ground
unable to execute an Units
Introduction
attack. Time to inflict some Joining units prevents your forces from
pain on these cretins. suffering too many casualties in the field,
Strike at the nearest vehicle which helps boost your end-of-battle Tactics
with a tank, following up score and overall rating. See the “Waging
with a bazooka blast from Advance Wars” chapter of this guide for a
one of your mechs to send it to the scrapyard. Do the complete breakdown of the game’s rating
same to another vehicle. We were able to annihilate The system.
Beast’s tank and one of the recons in this turn; see if
Units
one of your tanks for
use against the enemy
If you haven’t used your artillery, rushing forward
artillery yet, make your last to inflict severe damage
move that of advancing to the weakly armored
it as close as possible unit. Mechs can also do Air
to defend your front line. great damage to artillery if Units
Commanding Officers
This is the primary usage you’ve got one in range. Remember that wounded units
of indirect attackers: to have greatly reduced attack power, though.
defend frontline units,
simultaneously using these units as blockers to defend You likely weren’t able to
themselves. We decided to stick our artillery right in the destroy the artillery in your
small nook of the nearby mountain range, where we initial strike, which means
knew it’d be safe from attack. the unit remains in place
blocking the road. Send
your mechs across the
mountains to pummel the
Campaign Walkthrough
artillery with their heavy
Beware The Beast’s artillery unit! View its payloads. You need not fear any sort of counterattack Naval
attack range with 2 and try not to leave any of from these indirect attackers! Units
your units exposed to its fire if you can avoid it.
After removing the
artillery obstacle, your
You won’t be able to wipe tanks can advance on any
out The Beast’s forces in one lingering units. You likely
strike, so the villain finally only have a bike left to deal
gets a chance to retaliate with, which is an easy mark
against you. Your units will for any tank. Obliterate any
Campaign Trials
suffer some damage here, stragglers with vehicular
particularly your mechs, fire, polishing them off with your remaining mech if need
along with anything you’ve be. Wipe out all raider invaders to secure the battlefield
left in range of The Beast’s artillery. Brenner’s second in and emerge victorious.
command, Lin, soon advises you on how to join wounded
units of the same type together to form a stronger single
unit. Consider doing so if one of your units is in dire straits.
Author Commentary
Appendices
This short battle is a prime example of how superior tactics can outweigh inferior numbers. In Advance
Wars, you must draw upon whatever resources you’re given at the start of each scenario and develop your
strategy accordingly. There’s a way out of every thorny situation, so never give up!
53
Trial 12:
Intricate Map
Mission Intel Terms
Armies: 2 Victory: Wipe out all enemy units or capture HQ.
Your CO: Tasha Defeat: Lose all of your units or your HQ.
Enemy CO: Greyfield Battlefield Structures
Pre-Deploy: None
Type Amount Type Amount
Fog of War: No
2 2
Weather: Fine
23 4
112 primagames.com
®
Stephen Stratton
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100
Roseville, CA 95661
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc., registered
in the United States and other countries. Primagames.com is a registered trademark
of Random House, Inc., registered in the United States. Prima Games is a division of
Random House, Inc.
™ & © 2008 by Nintendo of America. All rights reserved. No part of this book may be
reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage or retrieval system without written
permission from Nintendo of America.
Product Manager: Mario De Govia
Editors: Shaida Boroumand and John Browning
Manufacturing: Stephanie Sanchez
Design & Layout: Calibre Grafix, LLC
All products and characters mentioned in this book are trademarks of their respective
companies.
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP”
are trademarks owned by the Entertainment Software Association, and may only be used with
their permission and authority. For information regarding whether a product has been rated by
the ESRB, please visit www.esrb.org.. For permission to use the Ratings icons, please contact
the ESA at esrblicenseinfo.com.
Special Thanks:
Steve would like to thank Seth McMahill, Yugo Sato, Damon Baker, Jeffrey Storbo, Michael
Keough, and Tomas Hertzog at Nintendo for once again offering their time, hospitality, and
exceptional support. Thanks also to Prima’s elite production/editorial squad: Mario De Govia,
Shaida Boroumand, and Jody Seltzer. Special thanks to my babykins, Julie Bean, for sticking
beside me through another crazy holiday rush. Merry Christmas Mom, Dad, Sarah, and Bryan!”
Important:
Prima Games has made every effort to determine that the information contained in this book
is accurate. However, the publisher makes no warranty, either expressed or implied, as to the
accuracy, effectiveness, or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that may result from using
the information in this book. The publisher cannot provide any additional information or
support regarding gameplay, hints and strategies, or problems with hardware or software.
Such questions should be directed to the support numbers provided by the game and/or
device manufacturers as set forth in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
ISBN: 978-0-7615-5903-0
Library of Congress Catalog Card Number: 2007942616
Printed in the United States of America
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Author Bio
Stephen Stratton has authored over 40 guides in his seven years with Prima. His
personal favorites include Resident Evil 4: Wii Edition, Mass Effect, and pretty
much every game with either Mario or Zelda in its title. Steve is a lifelong gamer
who attended the Rochester Institute of Technology in Rochester, NY. In addition
to his Prima Games guides, he also held a staff position with Computec Media and
managed the strategy section of their incite.com video game website.
We want to hear from you! E-mail comments and feedback to sstratton@primagames.com.