nAdvance Wars S-Rank Campaign FAQ 
Revision 10 (11/6/2001)

By Matthew Emirzian
mtemisan@kannonews.com

Please do not email asking for advice or help.  This guide is not for 
beginners, and I assume you understand basic tactical battle skills (i.e. 
training room and some general skill).  However if you find some kind of stupid 
error I've made, please let me know.  By the way, webmasters are not allowed to 
post this FAQ on their web site without my permission.

Sections:

Section 1: Miscellaneous
Section 2: Normal Campaign Guide
Section 3: Advanced Campaign Guide
Section 4: War Room Guide

Section 1: Miscellaneous

1.1: Level Completion Statistics

The level completion statistics are based on the following attributes.  
The power and technique stats are based on hit point damage, not actual 
destruction of a unit.  

Speed - Number of rounds taken to complete the map.
Power  Enemy damage dealt, based on how much you should accomplish.  This score 
will increase based on the enemy being damaged.  For example, damaging a mid 
tank will award you with more points than the points from damaging an infantry.  
I don't know if there's an extra bonus for destroying the unit, although there 
may be.
Technique - Damage taken, based on how little you should take.  This score will 
decrease based on your unit being damaged.  Each unit you create increases this 
stat by 3 points, according to merklin@concentric.net.

	I have added my own difficulty meter for the levels, from one to seven 
stars.

One Star (private) - This map is easy to complete and easy to get an s-rank on 
with basic tactical skills.
Two Stars (lieutenant)  This map requires some intelligent battle planning and 
general unit movement along with basic tactical skills.
Three Stars (captain)  This map usually has fog of war, requires one or two 
reattempts, requires CO specific strategies, intelligent battle planning, battle 
on two terrains (sea, land, or air), and tactical skills.  The most common level 
in normal campaign.
Four Stars (colonel)  This map is common in advanced campaign.  Requires a 
great deal of battle experience and mastery of common forms of battle, fog of 
war tactics, and CO intelligence.
Five Stars (lieutenant general)  A common advance campaign level, requiring 
deep knowledge, dedication, power, and extensive experience.
Six Stars (general)  A map of unusual difficulty, requiring masterful planning 
and execution.  Only three levels are this difficult.

1.2: Play All Levels Trick

I have found a technique to play almost all the levels with a recorded 
score on one play through the game.  First, make sure you have an in-battle save 
of the level you want to replay (with a different character).  Complete that 
level and choose not to save the game.  Now go to the next level, and exit the 
map.  Come back to your previous in-battle save, yield the battle, and you'll be 
back on that level, with your rank for defeating it already recorded.  This way, 
you can enjoy all the levels without having to replay some of them.  Whichever 
level you choose last before progressing is the one that will determine the 
final battle selection.  For example if you choose Sami last out of the four 
Drake battle series, you'll get Eagle as the CO.  This trick is especially 
useful in the Captain Drake/Naval Clash/Wings of Victory series of battles.  
However, you won't be able to do this with the early Andy route beginning with 
Max Strikes, since the paths are separate from each other.

1.3: Dogfights in Two Days

	I thought I'd just throw this in for fun.  It's possible to win the 
training level 'Dogfights' in two days.  That's all you have to do, and Nell 
will give you a big butt kissing for playing so well.  Give it a try!


Section 2: Normal Campaign Guide

Normal Campaign Briefing:

The normal campaign levels are often a balance between speed, power, and 
damage.  You are given enough time to move through the levels at a leisurely 
pace, but you must also play them well in terms of taking too much damage and 
dishing it out.  Finding the balance between the two can be a little tricky, 
especially getting perfect s-rank scores, but is possible with a little effort.  
Almost every level is an easy one, ranging from one to three stars in difficulty 
on average, with two four star maps.
You'll need to understand basic strategy for turn based strategy tactical 
games, and much of it is taught in the training mode levels.  If you find 
yourself struggling, try replaying those levels, taking notes, and concentrating 
on using your units wisely.  Keep practicing, it takes accumulated experience to 
figure out some of the maps challenges, although none of them are very difficult, 
with few exceptions. It is slightly more difficult to get 'perfect' (990-999) S-
rank scores as opposed to flawed (950-990) S-rank scores, and when I update the 
normal campaign, I'll change the strategies around to reflect that.

Level 1 - It's War!
Difficulty: **

	It's possible to get an s-rank with a flawed technique simply by splitting 
your units along the north and south areas of the map, but you can get a perfect 
score by playing a bit smarter.  To get the perfect score, you'll have to move 
all of your units along the northeast path, except the mid tank and a mech.  
You'll have an ample amount of units to do so, and the key here is blockading 
your weaker units (and your APC) from enemy attack.  Don't take unnecessary 
risks by placing your units in distance firing range or in vulnerable positions 
against stronger units.  You can lose a few units, but a massacre is out of the 
question.  You must complete the map by day ten(possible by day 8), so you can 
rest your APC behind unit lines for a few turns.
	For days 1-8, progress your way up north, while blockading and protecting 
your weak units, although you should still let them attack enemies.  When 
encountering stationary enemies, bait them with units that are near death, so 
you won't lose technique points.  Make a solid offense and leave no room for 
vulnerable attacks, for example enemy anti-air/tank against your artillery, 
recon, infantry, or mech units.  Stay out of the enemy rocket launcher range 
until you can destroy it with your mid tank.  On day eight, drop your infantry 
off and allow the enemy mid tank to attack your APC unit, distracting it, while 
attacking the enemy rocket launcher with a tank.  To the south on days 1-8, with 
your mid tank and mech you've left behind, take care of the enemy tank, 
artillery, and anti-air chasing after you from your base position.  After that, 
move your mid tank east and destroy the rocket launcher, then move it further up 
to destroy the enemy mid tank as it attacks the empty APC.  Ignore the enemy 
infantry to the south, but kill the infantry to the north.  Make a passing 
attempt of baiting the stationary units, distracting the mid tank with your 
empty APC, and blockading your vulnerable units while putting up a good offense, 
and you'll win with a perfect s-rank.

Level 2  Gunfighter
Difficulty: **

	This map is easy to complete with a perfect S-rank score.  You have more 
than enough income to work through the level, and there are very few enemy units 
in your way.  You can spend 9 days, so it's not a huge rush, but there's no 
slacking off or cowering in the corner.  You can take a moderate amount of 
damage, but not too much.  You only need to create tanks and recon units, in a 
ratio of two recon units per one tank.  You don't need to make any more infantry, 
though.  Don't get too beat up, and be especially careful just before Grit's CO 
attack.  
To start out, move close to the enemy tanks firing range, and when it 
moves to you, destroy it with the artillery and tank.  Capture the neutral base 
to the east after destroying the tank.  Next, bait the enemy recon with your APC 
and destroy it.  You should now have a couple of recons and two tanks to move in 
on the enemy distance units.  Position a recon on the neutral city to the east 
to bait the enemy tank, then destroy it.  When Grit uses his CO attack, prepare 
beforehand by making sure you're far out of his range.  Once the eastern area is 
cleared, use your recons long movement range to your advantage and immediately 
execute the enemy rocket launcher near the base.  You should have your APC in 
position to drop the infantry off on day seven.  By day seven you should also 
destroy the second enemy rocket launcher to the west.  The enemy mid tank will 
come after your empty APC, so position it on the city southeast of the enemy 
base so it won't be destroyed.  On day eight, begin claiming the base and 
blockade (surround) the enemy tank and mid tank with your units.  Day nine, you 
can finish the map.


Level 3 - Air Ace
Difficulty: **

This is a speed level, you need to race the air transport to capture the 
enemy base by day 6.  It's not very difficult, all you need to do is play fairly 
well.  You are supplied with huge amount of anti-air firepower, so taking care 
of the small amount of air units is not a problem.  You have to protect your 
transport copter by surrounding it with units as it passes over the ground.   
Make sure to keep moving your helicopter and transport as far as safely possible.  
When moving forward, give your anti-air units the right of way.
Your transport copter should be in these spots each day.  Day one, one 
step north of the middle of the bridge.  Day two, one step south of the factory.  
Day three, four steps south of the enemy base.  Day four, dropping the infantry 
off onto the base from the north.
A major obstacle in the level is the northeast bomber, which will only 
attack if a unit is in it's range.  Since you need to bait and destroy it ASAP, 
you should create a recon unit on the first turn, move your ground units along 
with it, and sacrifice the recon unit so that the bomber comes down in range of 
your anti-air guns.
	When you've defeated the bomber, move the helicopter towards the tank in 
front of the base, and drop the infantry off onto the enemy base.  In the last 
two turns, destroy the tank with the helicopter, and pick off the infantry in 
front of your ground troops.  You must complete the map within 6 days.

Level A4  Max Strikes! (Andy  select Andy to have Max in the final battle)
Difficulty: *

	You won't even need to make any units on this map.  Force your ground 
units forward on day two and crack some enemy heads.  Load an infantry onto the 
transport, and keep moving it forward out of enemy battleship range (including 
right next to the northeast battleship on day 3).  Olaf will stupidly move his 
ground units away from his base, making it ripe for conquest.  When the coast is 
clear, drop your infantry off and nab the base by day five.

Level M4  Max Strikes! (Max - select Max to have Grit in the final battle)
Difficulty: *

	This is a joke of a level and it could easily be a training mission.  Just 
send Max's units out in full force, avoiding distance range but using your APC & 
lander as decoys, and smash the enemy to bits.  Use the skimpiest of naval skill 
and you can crush Olaf's battleships.  Finish the map up by day 4 for a perfect 
s-rank.

Level A5  Max's Folly?
Difficulty: **

	You've got to stop Grit's infantry from stomping on your base, but you 
can't let your units get trashed in the process.  You have way more units than 
you need to finish this map, so you only want to move a few of them (your tanks 
and a md tank) along the road and keep the rest safely out of fire range.  You 
have to make sure not to destroy so many units that Grit uses his CO attack on 
day two.  That way, you can continue to move your tanks down and take out a good 
portion of Grit's distance attack units along the southern road, which otherwise 
would have a good shot at your units to the left.  When he does use his CO 
attack on day three, he shouldn't be able to hit more than one or two of your 
units at most.  On day four, use your CO attack and send a tank to crush the 
infantry on your base.  The infantry will be injured and your tank will be 
busted, but it won't be able to finish capturing in time anyway.

Level M5  Sniper! (Andy/Max)
Difficulty: **

	You have to slip your transport copter under the south part of this map to 
capture Grit's base.  This level requires some basic fog of war knowledge, such 
as hiding in forests and knowledge of hidden stationary distance units.  Luckily, 
you are provided with a staggering number of troops that can easily dominate the 
map without much effort.  Use your APC as a decoy for the rocket launchers in 
the level, one in the southwest forest and one on the mid-level city.  You can 
lose a few units in the process, but don't let your helicopter get blasted or 
you'll lose technique points.  Keep the anti-air unit further up the road busy 
while your transport copter nabs the base.  Avoid moving your helicopters to the 
north & northeast part of the map, as there's two missile launchers waiting for 
you.

Level A6 - Olaf's Navy! (Andy/Max) (Destroy all of Olaf's units to replace Max 
with Olaf in the final battle and gain access to level A7 - Sea Strike)
Difficulty: ***

   To destroy all of Olaf's units and still get a perfect s-rank requires 
some tactical ability, using Andy.  It may be possible for an imperfect s-rank 
with Max by day 8.  You must eliminate the last unit by day 7 while taking 
minimum damage to avoid a technique penalty.  Of course, this means you'll get 
him in the final battle.  If you want, you can always just capture the base by 
day 6 or 7, which makes the level easier.
The general strategy is to send your distance units & a recon up to the 
shoreline, use the lander as bait, then demolish Olaf's battleships.  After 
that, surface your sub as bait, upon which all three enemy subs (rising from 
lack of fuel) & cruisers will chase after your sub.  The winning tactic to use 
is to injure the enemy units down to 1-2 HP, so that they join together in the 
next round, giving you less units to annihilate in less time.  The best part 
about joining together, is that if there's a dived enemy sub, and a risen enemy 
sub joins with it, the sub automatically rises.  This is good if your sub gets 
attacked by an enemy sub that remains dived.  Your sub and lander will 
definitely be destroyed in the process, but it doesn't matter.  I had my 
artillery below the forest next to the shore, and the rocket launcher southwest 
of it.
By land, you'll have to attack the tank on the south road with one tank, 
and move your recon, mid tank, and other tank north to destroy the two 
approaching tanks, the missile launcher, and the tank on Olaf's base.  You can 
use the APC as fodder if you like, but don't even think about letting the rocket 
launcher get a shot on your units.  The best bet is to move the APC near the 
launcher to bait the tank, then attack it with your mid tank and tank within the 
blind spot of the rocket launcher, then execute the rocket launcher itself.


Level M6  Blizzard Battle! (Andy/Max)
Difficulty: ***

	This is a fun 6 day speed map, where you need to capture your 
cities/factories plus the two cities close to Olaf's side.  Either Max or Andy 
will do well here, although Max is the better choice due to his vehicle movement 
range and power.  You'll have to use your units carefully, since you won't be 
able to deploy anything but infantry from your bases.  Since I've heard a lot of 
people have trouble with this map, I've provided a day by day walkthrough here.
	Day one, load an infantry into the APC and drive it up to the city by the 
south bridge, dropping the infantry east (after that, capture the city to the 
left).  Move your mid tank to the left of the APC.  Move your other units north, 
create two infantry.  Day two, begin capturing the south bridge city with your 
mech, and move your mid tank to the right of it.  Move your APC one step 
southwest of the factory, and your tank north of it.  Move your other 
infantry/mechs north and create two infantry.
	Day three, destroy the enemy tank with your mid tank.  Begin capturing the 
eastern city of the north most cities.  Attack the enemy tank with your tank 
from the north, move your APC south of the artillery, and attack the enemy tank 
with your mech from the west.  Move your remaining infantry/mechs north.  Create 
two infantry.  Day four, begin capturing the cities close to your base with your 
newest infantry.  Move your mid tank west, move an infantry into your APC and 
drop it off into the forest west of the north bridge city, move your mech 
northeast.  Move your tank east of the dropped-off infantry.  Destroy the enemy 
artillery with your two mechs.  Move your remaining infantry two east, one north.  
Create two infantry.
	Day five, begin capturing all the available bases.  Move your mech east, 
and attack the infantry close to your north bridge infantry with your tank.  
Attack the mid tank with your mid tank.  Day six, finish off the mid tank & 
finish capturing all the bases.  

Level A7  Olaf's Sea Strike! (Andy/Max)
Difficulty: **

	This is a very easy level.  Use the reefs for cover and dive your subs.  
You should easily be able to paste Olaf's "Sea Strike" fleet into the sea floor 
with basic naval tactics.  The most difficult part of the level is invading 
Olaf's territory, but even that is pretty easy.  You must complete the map by 
day 8 for a perfect s-rank score  but by the time you do this, you can do an 
elimination as well.  Doesn't matter either way.  Of course, the best part about 
this map is having Olaf in The Final Battle!
	Starting off, move your units forward into reefs & dive the subs.  Move 
the north sub northeast and head for the reef that's directly northwest of 
Olaf's north shore, it has an enemy battleship in it.  Get close but don't 
attack until after day two.  On day one, load a tank and mid tank into one 
lander, and an infantry & recon into the other lander, moving them forward out 
of battleship range.  Tear Olaf's sea units apart on day two.  On day three-five, 
clean up the sea area, move your battleships close to shore, injure the infantry 
and destroy the lander, and move the lander to the north bit of the southern 
shore, dropping the mid tank south and tank east.  The tank will be destroyed, 
but now the enemy tanks are close to the shore for your battleship to destroy.  
Move a cruiser up to the reef for vision and smash 'em.  For your base capture 
party, move your infantry lander to the north shore and drop the two units off.  
The rocket launcher will destroy your lander, but you've got the upper hand now.  
Begin by moving the recon to the eastern forest, exposing the nasty rocket 
launcher and smashing it with the mid tank.  Do the same with the artillery in 
the other forest and the map's all over.  Your infantry can also sit pretty on 
the base, or whatever.
	
Level M7  History Lesson!
Difficulty: **

	This is a 5 day speed map, you won't be encountering much opposition, you 
have an extremely powerful force, and the tactics are basic FOW and avoiding 
Grit's distance units.  Load a transport with two mechs and use that as your 
landing force.  Use the remaining ground troops (two mid tanks!) to eliminate 
the enemies to the north on your land mass, especially the artillery.  If you 
position your units right at sea and destroy the artillery, there shouldn't be 
any units attacked except your lander as you drop the mechs off on day three.
	There is a battleship in the northeast waters, so you'll want to race two 
subs there to eliminate it.  Otherwise, the only sea resistance is a lone sub 
that you can eliminate with your cruiser very easily.  On day three, move your 
battleship east towards the invasion shore, instead of attacking any ground 
units on your side of the map.  On day four use your CO power, destroy the enemy 
tank with your battleship & mech, begin claiming the base, destroy the enemy 
battleship, and finish the level off on day five.

Level 8 - Sami's Debut! (Andy/Max/Sami)
Difficulty: ***

Next update, folks.

Level 9 - Kanbei Arrives! (Andy/Max/Sami)
Difficulty: **

	You'll be playing defensively here, but I still recommend Max.  First, 
move out your mid tanks and destroy the rockets, then position your distance 
weapons securely behind the mountains, and move your small tanks in the two 
mountain forest paths.  The next turn, enemy tanks will come after you, but 
won't attack.  Use this opportunity to retreat your mid tanks behind the small 
ones, and allow the small tanks to be destroyed.  Continue firing your distance 
weapons while pummeling the enemies mid tanks, and they'll go down rather 
quickly.  Don't be afraid to whack a mid tank with your mech infantry units, if 
it's got 4 or less HP.  Make sure you don't let any enemies start to retreat, or 
the time it takes you to chase it will cost you a speed penalty.  You must 
complete the level within 6 rounds, so dispose of the infantry ASAP.

Level 10 - Mighty Kanbei! (Andy/Max/Sami)
Difficulty: **

	You'll be playing defensively here, and I recommend Andy.  Start off by 
attacking the enemy rockets with yours, and then move the infantry to bring it 
down to 1 hp.  Hire an infantry in the upper right hand factory.  Move the mech 
infantry north to the city.  Use the rockets liberally, and be careful of enemy 
artillery, however, don't be too scared of them, or you'll run out of time.
	With those two infantry, take the two neutral cities.  The rest of the map 
is basically continuing to create tanks to replace the damaged front line units, 
and create artillery/rockets to take care of any artillery the enemy moves too 
close to you.  You must complete the level within 8 rounds.

Level 11 - Kanbei's Error? (Andy/Max/Sami)
Difficulty: *

	You won't be doing too much fighting here, just taking over a bunch of 
bases.  The air combat here is pretty standard, but forget about trying to get 
on to the enemies main land mass or his factory, as it's swarming with anti air 
units.  Just concentrate on the isolated islands, including the northeast one.  
After grabbing enough cities, you should win; it's not too difficult.  Just stay 
out of Kanbei's anti-air unit range.

Level 12 - Divide and Capture! (If you reach these maps, you'll have Kanbei in 
the final battle if you don't play 15, 16, 17, and 18 w/ all Andy or all Sami)
Difficulty: ***

	This is another annoying fog of war map.  There are hidden rockets and 
artillery behind just about every mountain curve.  Use the transport to drive up 
to a mountain range and drop an infantry unit on the mountain, so you'll see the 
enemy immediately and can move in for the kill.  Use the forest coverage, and 
try to remember where the enemies are when you play the map the second or third 
time.  You can spend plenty of time on this map, up to 13 rounds.

Level 13 - Sami Marches On!
Difficulty: ***

	This map takes preparation and playing the map a few times.  If you manage 
to take the north and south islands, you'll win.  However, there are some 
impediments in your way.  Any enemy cargo ships will be empty, so don't 
prioritize killing them, and the enemy will rarely create units from her base.
	The north island is difficult to gain access to, since there's a 
battleship in the northeast corner of the water that won't do anything but fire 
if you're in range.  Plus there's artillery hidden in the northeast forest of 
the island.  You won't be able to gain much ground until you destroy the 
battleship.
	On the south island, you'll be subject to a stream of enemies crossing the 
bridge.  It's difficult to block the bridge, because there are positioned 
distance units ready to shoot you down.  However, you shouldn't worry too much 
about staying strong in the island, as long as you aren't wiped out you'll be ok.  
	The sea passage is difficult to traverse.  There'll be a sub and a cruiser 
to your right.  I recommend staying your ground until you can safely kill the 
cruiser and sub without losing your sub.  To defeat the battleship and gain 
access to the rest of the island, you can try to sneak your sub up and destroy 
the battleship.  This takes two turns and is risky.  You can also take two 
rocket launchers and bring them to the north island.  Move them in range of the 
battleship - it will damage one, but the combined rocket attack will be enough 
to kill it for good.  The downside to the rocket attack is that you'll be short 
on funds to combat the enemies on the south island, so you'll have to make do 
with what you've got down there for at least one turn before being able to 
create small tanks and send them down.
	So the overall strategy is to hold your ground to the south and capture 
the bases there.  To the north, destroy the artillery cannon hidden in the NE 
woods, and destroy the battleship before capturing the eastern side of the 
island.  On the seaway, hold your position and kill anything that comes within 
range, and try to sneak a sub up to the battleship for the kill.  Use your own 
battleship wisely, as it's an excellent unit.

Level 14 - Sonja's Goal
Difficulty: ***

	Just barrel your way through to the east with your ground troops.  On sea, 
be careful, there are plenty of enemies floating around and air units will try 
to ambush you, especially with the CO power.  Use the reefs to hide your ships, 
but when the CO power is about to strike, move out of range of the enemy.  After 
level 13, this one should seem easier to manage.
	Starting out, move your sea units north to destroy the enemy sub and 
rockets.  Move them back and far away next turn, because the CO power will be 
used on Day 3, afterwards, traverse the reefs and destroy the remaining sea 
units.  There will be a bomber, two helicopters, and other air units coming 
after your party, so keep your missiles and anti-air units ready at all times.  
You can spend quite a bit of time on this map, around 13 days. 

Level A15 - Captain Drake! (Andy - select Andy for 15, 16, 17, and 18 to have 
Drake in the final battle)
Difficulty: **

	On the first turn, create two infantry.  By sea, send them after the 
battleship by the lower left route.  Send your ground troops south along the 
bridge.  The enemy will send a tank after you.  Destroy it with the rockets & 
artillery, then move the mid tank forward and destroy the enemy's rockets.
	Second turn, position your ground troops in this way front to back, with 
the first unit on the bridge (away from the battleship fire): mid tank, 
artillery, rockets, tank.  Dive your subs close to the battleship, and proceed 
to destroy it.  Land your two infantry onto the island w/ the transport (away 
from battleship fire).  Create more infantry.
	Third turn, move your transport away from the approaching sub, destroy the 
enemy battleship, destroy the small tank with your distance, and destroy the 
rocket launcher with your mid tank.
The rest of the level is straightforward.  Hunt down the sub, hold your 
ground at the bridge, drop off an infantry at the upper right (the mid tank 
won't attack you), and possibly drop more off at the island.  You must complete 
it within 9 days.
	

Level M15 - Captain Drake! (Max  select Max/inconsistent characters to have 
Sami in the final battle, or Kanbei if you finished the Sonja levels 11, 12 & 13)
Difficulty: *

Max's level is easy and straightforward.  Advance your units and dive your 
subs in front.  Move the subs on the sides to the center.  You will invariably 
take some damage, but otherwise this map is a walk in the park if you follow 
basic naval tactics.
	You should try to keep hidden at all times, even if it means losing a few 
units.  If the enemy detects you they will quickly pounce on the opportunity.  
Use the reefs carefully and dive your subs.  You don't even need to use the 
transport or the ground troops, just eliminate the last battleship to the left 
of the enemy's base.  This is an easy S-Rank.

Level S15 - Captain Drake! (Sami - select Sami for 15, 16, 17 and 18 to have 
Eagle in the final battle)
Difficulty: ***

	This map requires a bit of foreknowledge.  First, load the mid tank and 
rocket into the lower transport, and the small tank and an infantry into the 
upper transport.  Drop the rockets off on the southwest city and tank to the 
north, and drop the infantry and tank off close by.
	Second round, move your transports back and reload the rest of the troops.  
Begin capturing the cities, and make sure to capture the factories quickly.  
Position your tanks in the forest and your rockets to be able to fire into the 
forest.  This will provide you with a safe boundary for several rounds while you 
capture the factories.  Being a complete idiot, Drake will churn out anti-air 
units, tanks, and not much else.  Use this to your advantage to muscle your way 
into his territory.
	Once your factories are set, start churning out mid tanks and capture 
enough space to allow an infantry to capture one of the cities past the mountain 
range.  There is an enemy battleship that you should divert, over to the right.  
If you want to, you can create some sea forces to eliminate it, but be careful, 
there's an enemy sub in the reefs also.
	Taking care of the enemy sea units is pretty easy.  First, send them as 
far as they can go south (move the cruiser to the left, not by the shore).  Next 
turn, hide the subs in the reef and move the battleship to the left so it can 
hit the enemy cruiser.  Keep your cruiser put.  The enemy will line his units up 
vertically, from cruiser, to submerged sub, to battleship.  Third round, attack 
the enemy cruiser with your battleship, move your cruiser out of enemy 
battleship range, and stay the subs.  On the fourth round, the enemy sub will 
attack your cruiser.  Attack the enemy cruiser with your battleship, and attack 
the enemy sub with your cruiser.  Move your subs in for the kill on the enemy 
battleship.  Drakes units should be in shambles and you should take only minimal 
damage.  Position your battleship to take out enemy troops as you see fit.

Level A16  Naval Clash!
Difficulty: ***

	You're supposed to head for the hills in this level.  Load up your mid 
tank, tank, rocket launcher, and missile launcher into the transports, and move 
the transports away, but not in the way of the battleships fire.  Move your 
other sea units away also.  Your two units left are going to be destroyed, so 
move them to the right  the battleships will kill them, which stalls their 
movement.
	The rocket launcher will pose a problem to your sea units.  Once it's 
visible, try to stay out of it's range, and hide the battleship in the reefs to 
the right.  Then on the next turn, it will move forward and you can attack it.  
Only move the transports into the reefs if necessary, if not, move forward as 
much as possible.  Unload the mid tank and tank, and hold out on the launcher 
and rockets until the enemy tank on the shore is killed.  Move the transports to 
the far corner of the waters.  After that, hide or dive the two subs and hold 
back the enemy sea units.  Many of the enemy subs will surface with very low 
fuel.  Use your battleship and rockets to toast them as they surface.
	As a final note, you have to make sure to kill enough units to get the 
power stat.  Try to encounter some tanks after landing.  Also, you can only lose 
about 3 units.

Level M16 - Naval Clash!
Difficulty: **

	You have to kill all the enemy units here.  First, start by diving your 
subs forward.  Move your units back out of range of the two battleships (in 
front, southeast, and northeast) that are near your base.  The next turn, the 
battleship in the southeast will emerge.  Destroy that, then next turn, destroy 
the one in front, and last go after the one in the northeast (be careful of the 
cruiser there also).  Also, an enemy sub will come chasing after your battleship.  
Stop it with your cruiser/battleship.
	On land, use normal tactics, and be careful of the bridge, because the 
rocket launcher can pose a serious problem.  After you dispose of that, you can 
force your way through.  There is a tank sitting by the base that you have to 
clear out, also.  You won't really need to use the transport, so just let it 
stay there.  Finish the map in approximately 8 rounds.

Level S16  Naval Clash!
Difficulty: **

	There's a cruiser to the left, and a battleship & sub to the right.  Move 
your battleship to the left and take out the cruiser, then remain to support 
your landing troops.  Move your sub into the reefs and leave your cruiser 
exposed.  Move all of your land units to the left, to bait the battleship into 
moving closer to your units.  The sea units will attempt to rush your transports, 
so use that to your advantage to bait them into a trap.  Once again, you may 
take some damage from an injured enemy sea unit, but it won't matter.
	By land, unload the mid tank and rockets first, then a tank and infantry 
next (on the coast closest to you).  Keep building up your forces, but don't 
move forward until you've got a sizable amount of troops and have taken care of 
the enemy sea units.  There is an enemy rocket launcher and artillery hidden in 
the forests leading up to the base, so be careful.
	You can spend a while (10 or so rounds) and get pretty trashed and still 
walk away with an S rank.  The enemy's long-range attacks beat up my land 
invasion on the first try, but I still managed to get by pretty well.

Level A17  Wings of Victory!
Difficulty: **

	 There's no fog of war on this map, so baiting the enemy is much easier to 
do.  You'll want to make a ground blockade around your air units and let the 
enemy air units get close, and then destroy them.  Keep your air & land forces 
concentrated to the north, don't send them off on their own.  Most of your land 
units are irrelevant except for the anti-airs.  Hold back the enemy's advance 
across the mountains with infantry and through the forest with some tanks and 
artillery.  You have to win by day 9.
	You will probably lose some air units, like the helicopter, but it's not a 
big deal.  If you are running out of time, you can have the transport drop the 
infantry off by the forest next to the base, where the enemy bomber can't reach.  
That will give your fighter an extra turn to kill it before it can reach you and 
cause damage/delay taking over the base.

Level M17 - Wings of Victory!
Difficulty: *

	This map is different from Andy & Sami's stage.  It's very easy to 
complete.  Just start out by baiting the air units, and destroying them.  Eagle 
will do his CO attack and his units will be all over your forces.  At this point, 
you'll still easily have enough firepower to crush them and spend a few more 
rounds cleaning up the rest of the trash around the level.

Level S17  Wings of Victory!
Difficulty: ****

	This map is the difficult version of Eagle's level.  The enemies are 
nastier and there's a fog of war.  You'll need to keep baiting the enemy and 
luring them in closer for an attack, playing very defensively.  Make good use of 
blockades to lure enemies.  Use the forests to your advantage with your land 
units, by hiding your anti-air and missile units.  Blockade your missile unit 
with infantry if it's in danger of being attacked.  Use every trick in the book 
to keep the enemy units from damaging you while luring them close enough to 
cause destruction and injury.  There will be two fighters and two bombers coming 
for you.
Once the initial bombardment is finished, you will have to start fighting 
the ground invasion and scramble your air units to finish the level ASAP.  There 
are two anti-air guns on the ground, so be careful with your air units flying on 
the upper side of the map.  There is also a bomber lying in wait by the waters 
to the north.  During the ground attack there will be infantry scaling the 
mountain, trying to take your cities and base.  Stop them with your ground 
troops.  There are also some artillery and tanks that will come out to attack.  
Try to block off the anti-air units from moving past the chokepoint between the 
forests and mountain so that your air units can pass.
The enemy has two bombers and a missile launcher near it's base, so you'll 
need to take your fighters, kill the bombers, and use your bomber to kill the 
missile launcher before safely landing your infantry to take the base.  One 
bomber is in the farthest upper right corner, and the other is in the lower 
right area.  The missile launcher is two steps south of the base.  Eagle is the 
only CO that has weakened units after he uses his CO power, so take advantage of 
that by manipulating when he'll use it.  That way you can kill his bombers in 
the corners in one turn instead of two.  You'll need to complete the map within 
9 rounds.

Level A18  Battle Mystery!
Difficulty: **

	There will be a cruiser coming from the south and a sub, cruiser and 
battleship from the east.  The enemy transport is located in the southernmost 
reef, but you'll have to work your way around to get there.  Position your sea 
units to intercept the enemy units at the chokeholds, and beware of the 
battleship.
Deposit your troops up on the northeast shoreline, starting with the mid 
tank and rocket launcher.  The rocket launcher will be useful in taking out the 
ships that will come after you, but be aware of the battleship.  After you've 
taken care of the sea fleet, you can head after the transport and end the level.  
There is a sub waiting in the reef next to the transport reef, so be careful.  
You can approach that sub by the road south of the drop off point.  You have to 
finish the level within 10 days.

Level M18 - Battle Mystery!
Difficulty: ***

	This is another Max level with no fog of war.  Time to kick some ass and 
take names.  First, load a mid tank and tank into the left transport and drop 
only the mid tank off.  This will bait the enemy into attacking your transport 
for 1 HP instead of clobbering you.  Use the battleship to attack the anti-air 
unit, and with the sub and cruiser, wait for them to approach you, by getting 
just out of the subs attack range.  Kill the tank with your mid tank, and attack 
the anti-air with your battleship again.  It should now be fairly safe to 
deposit your rocket launcher, tank, and other infantry.
	Continue to destroy the enemy battleships, while providing occasional 
support to your land troops with your battleship.  Take on the enemy cautiously 
on land, taking the opportunity to attack from city positions whenever possible.  
Once the initial enemy forces have been destroyed, there is only some artillery 
left.  You need to finish it within 10 rounds, if you're having trouble, try 
depositing infantry & troops off at the shore closer to the base, after you've 
cleared the battleships out.

Level S18  Battle Mystery!
Difficulty: ***

	There are three cruisers, a battleship, and two subs.  Attack the first 
sub with a cruiser and finish it off by moving your sub to the reef and 
attacking.  You need to move your ground units to the northern island and hold 
the enemy off at the bridge.  Move one of your helicopters just south of the 
bridge, to lure the cruisers.  Make sure that you land your rocket launcher to 
the eastern part of the shore.
	Once the cruisers are baited, fire the rockets at the northern unit.  Then 
damage another one with your battleship.  Move the exposed helicopter back on to 
land.  Make a barrier around your battleship (you can use your transports) to 
prevent the sub from attacking.  When you have to destroy the battleship, put 
your battleship in the reefs, send a submerged sub after it, and move a 
helicopter just close enough so that the battleship can be attacked.  It will 
move slightly, allowing you to pummel it with your battleship and sub.  Try to 
move your injured infantry directly to home base so it won't be in any danger of 
dying.  Your other infantry units are free to attack.  As long as you don't take 
too much damage, you should be ok.

Level 19 - Andy Times Two! (Andy/Max/Sami)
Difficulty: **

	You need to take over the enemy's base here within 6 rounds, I recommend 
Sami.  Block off the mountain path to the north and take care of the mid tanks 
one by one with your battleship and rockets as reinforcement.  Send the 
battleship to reinforce your troops, and send the sub to kill off the remaining 
battleship.  The enemy sub will generally act stupid; take care of it when you 
get the chance.
On turn three or four you should move your transport close to the enemy 
rockets.  A jet may attack you, but it won't kill your transport (it probably 
will be killed after dropping the infantry at the base).  Move it forward again 
and drop the infantry off at the base.  A mid tank will attack your infantry (or 
your transport).  Prepare for this by using your CO power before it attacks.  
Your infantry should only be damaged to 5 or 6, and you'll be able to take the 
base.

Level 20  Enigma! (Andy/Max/Sami)
Difficulty: ***

	I feel Max is the best character for this level.  His strength is an 
excellent factor in conquering Sturm quickly.  This is a little practice level 
for the final battle.  The key to winning is holding your portion of the western 
territory, and quickly building a naval invasion force.
	On the northern front, move a mech and anti-air onto the transport and 
drop them off.  Move your sub forward and dive.  Take over the factory with your 
mech, and move your anti-air gun south enough to slam the bomber when it 
approaches your forces (it will be killed by the enemy rocket launcher after 
killing the bomber).  When the battleship attempts to get close enough to hit 
your infantry, move in for the kill with your sub.  Have your lander flee behind 
your submerged sub, so that when the enemy sub chases it, it'll run into you, 
and you can decimate it.  After you take over the factory, the enemy will send a 
few units after your infantry and damage it.  Move your mech out of the way and 
build a mid tank or tank to clean up the small force.  You'll want to attack the 
recon unit first, create an infantry, then next turn destroy the enemy mech and 
begin taking over the sea port with the new infantry.
	At the same time, on the southern front, move your units south and bait 
the enemy fighters with your blockaded transport copter.  In the two turns 
before the enemies are upon you, create one anti-air unit and a tank.  That 
should be enough to eliminate the fighters, assuming they've flown close enough 
to your anti-air unit and missile launcher.  If they haven't, just fly your 
transport away and pursue with your anti-air unit & missiles.  The enemy will 
immediately begin to conquer the territory, but don't worry about that for now, 
concentrate on beating the stronger units back to the bridge and holding them 
off there for a few rounds.  Don't stall with conquering territory, but don't 
sacrifice the larger plan of beating the enemy back.  Once you've got an 
established force, go on the offensive and beat Sturm's units back across the 
bridge and along the road.  Continue to move your land forces aggressively 
against the enemy's weak anti-air, artillery, and rocket launcher units, but 
don't risk getting in the way of his long distance attacks.  You will want to 
make a few tanks in the process, as well as infantry and APCs to transport your 
units for a quick takeover of cities.  You should also take an APC along with 
your ground forces to re-supply your tanks when they start running low.  If the 
distance units are really posing a roadblock, or you want to speed up, make a 
few cheap decoy APCs to throw into enemy range and move your forces in for a 
faster kill.  Using cheap recon units will also make the enemy distance units 
retreat from your presence, since they have a very long movement range.
	The sea is the key to S-Rank victory in this map, and it's very easy to 
claim with your one sub.  After your sub has taken care of the enemy sub and 
battleship that approaches you, you'll want to refuel at the sea base, or use an 
APC, and head out to destroy the enemy sub and battleship that are stationary.  
The enemy sea base will create a cruiser, but just keep submerged and you 
shouldn't run into any trouble.  You'll want to make another lander, and fill 
the two transports with an APC (infantry inside), and three mid tanks.  By this 
point, you should have moved your army far up the road towards Sturms base.  
Keep the pressure up on him, and you'll be able to close in on him around day 12, 
where your original ground troops will have made it past the second bridge and 
your invasion forces are now landing.  In order to make the invasion easier, 
position troops along the southern mountains to lure a few enemy units away.  
Also, since your money isn't as important now, you can build a battleship and 
cruiser just to clean up the sea area for good.  You have to finish within 16-19 
days.
	You can get an S-rank without using any air units, and it's just as well, 
because Sturm loves making plenty of anti-air guns and missiles, along with the 
fighter jet hanging around, which you'd have to make a cruiser or land missiles 
next to in order to take care of.  Stupidly, he doesn't make any mid tanks or 
other strong ground units to hold back your attacks, so you can rip him to 
shreds by land if you play skillfully with a few tanks and a mid tank.  Also 
stupidly he won't attempt to relocate you with his battleship or cruiser after 
you sink his sub.  Take advantage of his stupidity at all opportunities.	
	

Level 21  The Final Battle!
Difficulty: ****

	The final battle is an enjoyable challenge, and gives the player a bit 
more meat to chew on in terms of strategy, a harbinger to come of Advance 
Campaign.  You have to manage your troops very well, make very few tactical 
mistakes, and add several new layers of difficulty in terms of getting the S-
rank.  I completed the level with Grit and Eagle, so I'll be writing this 
section with those characters in mind.  Since there's no fog of war on the map, 
you can see what Sturm is building on his bases.  Use this to your advantage and 
build appropriate units in response.
	The scoring of the level is interestingly distributed, and will shape how 
the level must be played to achieve the S-rank.  Most importantly, the only 
character who matters in terms of power and technique is Andy.  This means that 
whoever your allies are, they must act as cannon fodder in front of Andy's units, 
they must take almost all of Sturm's CO attacks, they must allow Andy to get 
most of the kills, and they must allow Andy to capture some of their bases so 
that he can build powerful units of his own.  Notice how Andy has the most 
factories and an airport by day three.  You must take advantage of Andy's 
increased production capabilities in order to conquer the map.  Also notice the 
two transports that Andy begins with.  They are to be used to capture the 
surrounding neutral cities.
	Sturm's CO attack is nasty, and you must divert it to Andy's allies almost 
every time.  The damage Andy takes from a CO attack will not count against the 
technique stat, but it will damage his troops considerably, especially in the 
front lines.  You can always check Sturm's CO power meter by going into the 
Intel menu then checking the COs status.  You need to work around his attack 
timing, and if there's an instance where he's right over the edge but not quite 
there yet, and you don't have your allies units amassed together for Sturm to 
target, then hold off and wait till the next turn, even if it means not hitting 
a few of his units.  With the general tone of the level set, let's proceed.
	I'll start with describing obtaining the neutral cities with the 
characters.  You'll want Andy to take the lion's share of the cities and 
factories.  Use transport copters to capture the factory and airport to the 
northwest, the cities to the west, south, and east.  You can allow Andy's allies 
to capture a small amount of cities, but only one or two.
	On day one with Andy, begin capturing the factory and airport, and move 
your units forward but out of enemy fire.  For Grit, move his anti-air unit and 
missiles north, and the rest of the units into a small group as a target for 
Sturm's upcoming CO attack.  Remember that the attack has a 5 height and 5 width 
range, like so:

  X
 XXX
XXXXX
 XXX
  X

Day two, once Sturm's units move forward, take out a good chunk of his air 
force.  Remember that fighters can kill bombers instantly, artillery can damage 
bombers to 1hp and fighters to 2hp, and missile launchers can kill both 
instantly.  Position Andy's troops carefully in front by moving your missile 
launcher next to the airport, your two mid tanks to the front and right of it, 
and the helicopters and bombers in behind.  Protect Andy's units from damage by 
sending Eagle's units into enemy range.  The enemy should move forward without 
doing too much damage, although it's guaranteed he'll do a CO attack.  Try to 
arrange Grit's units so that Sturm will CO attack him instead of Andy.
You'll want Andy to be constantly capturing neutral cities around him 
while making most of the kills on the front lines.  Have him make mostly MD 
tanks, waves of infantry, and several anti-air units.  The MD tanks will destroy 
the enemy MD tanks and anti-air units, your infantry can take care of enemy 
infantry and occasionally enemy anti-air units if you've got some mechs, and 
your anti-air units can take care of the enemy helicopters.
With Grit's heavily damaged troops, send them up north to the frontlines 
as cannon fodder.  Same with any of Eagle's units, send them in.  It's best to 
make waves of Recon units for Eagle, because they can move very quickly into the 
frontlines to beat up a few infantry and take a lot of the heat off of Andy's 
units.  Be daring with Eagle's initial air units, and smash Sturm's bombers.  
You can also create some helicopters and infantry with Eagle and bait enemy fire 
that way.  Use every scrap of allied units to fearlessly charge into enemy 
territory and get the crap blown out of them.  You really have nothing to lose 
by doing it.  Don't be afraid to take out some of the enemy's units with your 
allied troops, because you're going to have to, but just allow Andy to get 70-
80% of the kills.  By the way, it's the number damage given to an enemy unit 
(depending on the unit) that increases the power stat, not killing the unit.  MD 
tanks give the highest power boost; so let Andy take care of most of those 
(you'll notice that killing MD tanks, fighters, battleships, powerful units, etc. 
raises the CO power meter faster than other units).
	The battle is going to be messy, and you'll have to use strong 
organizational skills simply to not lose focus on performing multiple tasks at 
once.  You'll have to launch a wide city capture campaign, manage creating 
Andy's units in response to Sturm's units, manage creating moving enemy units up 
as decoys and cannon fodder, manage grouping together allied units as bait for 
Sturm's CO attack, and use your accumulated battle skills to push Sturm back and 
capture his base (trying to kill all units usually takes a day or two longer, 
and may result in a speed penalty).  You must complete the map around 15-17 days.

Level 22  Rivals! (Only if you selected Sami for mission 15, 16, 17, and 18)
Difficulty: ***

	This level is a conflict of resources, and you'll have to manage your 
troops in a clever manner to succeed.  The key to victory is ruling the skies 
with fighters.  Don't even bother with helicopters or even bombers, because all 
you need to win is fighters, two mid tanks, and a transport unit.
	First turn, create a transport and send an infantry on it.  Second turn, 
move the infantry over and on turn three begin capturing the island cities (the 
northwest one first).  Continue to move the transport until you have two 
infantry on the island and the last one in the transport ready to capture the 
base.  What you'll want to do is bait and keep away from the enemy until you 
have at least three fighters.  At this point, the enemy bomber, fighter, and 
some helicopters will eagerly crowd around the island, coming after your 
infantry.  Clean up this trash, and create a fourth fighter.  Remember that if 
you destroy Eagle's bomber, he will definitely be able to use his CO power the 
next round, as opposed to simply destroying more helicopters.  Make sure to keep 
your transport copter out of the way in some safe place at sea.
	When it comes time to capture the base, there is a key factor to victory.  
You'll want to move your fighters forward in a way that none of Eagle's anti-air 
units could possibly attack (i.e. at sea, on rivers).  This befuddles the dumb 
computer AI, and Eagle will not send his anti-air units back to his base to pick 
on your fighters.  Land your transport and capture that base.  Eagle will still 
be creating some air units and ground units if you don't plug up his airports 
and factories, so be cautious and safe.  You may make a bomber unit if you want 
to, but I didn't find it necessary.  If Eagle by chance makes an anti-air unit 
by his base, surround it with fighters so that your infantry can continue for 
one or two more rounds as necessary, or use your bomber if you built one.
	As you'll notice, the enemy land invasion takes a long time, and you can 
wait for quite a while before actually having to do anything.  You can wait 
until the enemy units are on top of your base before creating two mid tanks and 
pulverizing them, because by this point your fighters will have destroyed the 
enemy helicopters, fighter, and bomber, and can continue forward.  Eagle creates 
units at random, but if you have no ground units to attack, he'll generally make 
anti-air units that will be paper compared to your mid tanks.  Be careful not to 
make air units that Eagle could rush his anti-air units upon with his CO power.  
As long as there's no enemy infantry stomping on your base, you'll be ok in 
terms of ground defense.  You must complete the level in 15-17 days.


Section 3: Advanced Campaign Guide

Advance Campaign Briefing

	Advance Campaign is the real challenge for strategy tactics players.  
Getting S-ranks on these levels requires a higher level of skill and awareness 
than any of the normal campaign levels do.  The advanced campaign levels are 
really only for the true strategy tactics fan, since they can be completed 
rather easily (with the exception of 'Kanbei's Error?') simply by playing 
defensively and spending a lot of time on a level.  However, add s-ranks into 
the mix, and you are in a whole other level of game play, challenge, and 
difficulty.  For example, levels 1 and 3 can be completed rather easily by 
shelling up and playing defensively, but to get the s-rank, you must race madly 
for the enemy base, turning them into massacres that you must survive in one 
piece to win.
There are several new techniques you must learn in order to win S-ranks in 
advanced campaign.  Although some of the techniques appear in the normal 
campaign levels, they are essential to winning s-ranks in the advanced campaign 
mode.  First, the emphasis in scoring is placed more on speed than on power or 
technique in advanced mode.  Usually your units will get trashed and they are 
expected to do so.  I have yet to encounter a level where power or technique was 
a problem in advanced campaign, only speed.  Second, there is distracting 
enemies.  This means luring them away with a group of decoys so that your other 
units can escape, which is essential in the speed levels.  Third, there is the 
transport and infantry decoy.  The enemy AI loves attacking transports of any 
kind, they'll always attack your transport first, whether there's something in 
it or not.  Entire levels are based on using APCs to distract all sorts of 
enemies, so much that it's obviously been a conscious decision on the designers 
part to keep the 'flaw' intact.  The enemy will also attack your infantry over 
your other units in some cases.  Fourth, you must know through experience, 
intuition, or even chart memorization (not necessary) what units do to what 
units on what terrain.  Terrain and unit damage is important, because every 
little damage point helps one step closer to victory, especially because you now 
have weaker units and less of them.  You must master beginner (1-2 stars), 
intermediate(3 stars), and the above listed advanced tactical skills (4-5 stars).  
If you are looking for a good, worthy challenge, advanced campaign is your 
ticket.  But if you just want to get Nell in your party, what are you doing 
reading this guide?  With that said, on with the show.


Level 1 - It's War!
Difficulty: *****

	In this first level, you must make a mad dash up north to conquer the 
enemy HQ.  This is the first level of what I call the suicide speed levels.  
Speed is very important, and you must sacrifice most of your units.  You need to 
complete the map within 6 days, which is no easy feat.  Your infantry must be 
dropped off by day 4, and take day 5 and 6 to capture the base.  This basically 
means you'll be moving your APC forward as far as it can go each turn, trying to 
protect it with your other units (read: cannon fodder).  You can lose pretty 
much almost every unit you have, because as long as you win the speed bonus 
you're guaranteed the S-rank.  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.  You should generally allow 
your artillery to be damaged over your tanks, if given the opportunity.  The 
tanks will be more useful because they can take more damage.  Don't get in the 
way of the southern rocket launcher, try to work your strategy around it's range 
of fire, because it is deadly and will attack first.  For a basic strategy 
briefing, on day one move your units forward, day two move it 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.
	On day one, attack the enemy tank with your tank and move the rest of the 
units forward, making sure to yield your units to the transport.  Move an 
artillery in the range of the attacked tank so that your tank won't be attacked.  
On day two, destroy the enemy artillery and move a tank in its place, making 
sure not to get in the range of the enemy rocket launcher.
On day three, you'll confront the mid tank, just surround your transport 
with units and let the mid tank strike.  On the next turn, you'll have to keep 
the beast away and allow one small tank and your transport to escape.  It's 
imperative that you move the transport as far as possible each turn.
	If you've managed to escape with those two units by day four and you have 
all of your other units left, you're home free.  You're going to get your ass 
kicked, and you'll only barely scrape by, but you can do it.  First off, your 
transport will only be able to reach a step beyond the bridge, so you need to 
drop the infantry off to the left.  That means you'll have to distract the enemy 
forces to the left of the bridge to keep them away from your infantry.  Your 
units there will get totally trashed.  I suggest saving here and reloading to 
experiment with a situation where the enemy will not attack your infantry, to 
save some sanity.  Second, you should move your tank to the right of the 
transport.  
  Day five, hopefully your infantry is still okay.  The mid tank next to you 
will attack your transport and destroy it.  Replace it with the small tank.  
Keep the enemy units at the bridge at bay/distracted, and keep the mid tank from 
cutting through to your infantry.  You'll be lucky if you have more than 4 units 
left on the map.  With some practice and reattempts, you can get the S-rank.  

Level 2  Gunfighter!
Difficulty: ****

	This map is a little easier than the previous one, if you play your cards 
right.  First off, you'll have to build a force from scratch to take out Grit's 
overpowering army.  You need to get set up on the right foot to proceed to 
victory, so if you work things out right, everything else will fall into place 
for an almost (gasp) easy victory.  You must complete the level by day 14.
	There are several key strategies to keep in mind on this map.  First of 
all, you'll want to manipulate Grit's CO attack and prepare beforehand when you 
know he's going to use it.  All of his distance units gain two extra range 
points, so make sure you're not going to get blasted away by his attacks when he 
uses his CO power, or you will not get the S-rank due to delays.  You should be 
good at measuring distances and adding and subtracting range points 
hypothetically.  Second, you need to be able to manipulate the AI to your 
advantage, especially with Grit's distance attack units.  In that vein, there 
are two essential strategies to winning the map quickly.  First off 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 
mere 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, and third, they are cheap, disposable, and can 
easily move quickly in swarms to injure and destroy a group of enemy artillery 
and rocket launchers.  The second strategy is using APCs to bait the enemy 
distance fire.  When you get to the mountain pass and you're trying to move your 
army through, putting a cheap, empty APC decoy in the enemy fire range will draw 
most of the attacks away from your real forces, allowing you to barge through 
and flatten Grit's distance units.
	Starting off, move your two infantry west, and create a tank in the lower 
east factory.  Second turn, move your northern infantry up and begin attacking 
the enemy artillery (continue doing so until you've killed it or it retreats), 
and move your tank and infantry back to the west again to bait the enemy tank.  
Third turn, attack the enemy tank with your tank on the square below it, and 
attack the enemy tank with your infantry to the right of it.  Fourth turn, move 
your tank north to finish off the enemy tank, move your infantry directly east 
in front of the factory, and create a mid tank in the factory behind your 
infantry, and a recon unit in the other factory.  Fifth turn, attack the enemy 
recon unit with your tank, attack the enemy mid tank with your mid tank (on the 
forest square), attack an infantry with your recon unit, and create two more 
recon units.  Notice how the enemy AI has retreated their distance attack units 
in response to your recon units.
	Day six, create a recon and your decoy APC.  Day seven, you should now 
have a mid tank, a tank, four recon units, and the decoy.  Position your units 
around the enemy range of fire, making sure that the decoy APC can move in with 
full exposure, and create your real APC and an infantry.  Day eight, rush your 
units in(including your real APC), attacking as many distance units as possible.  
Make sure to bait the enemy mid tank into range of your own mid tank, and try 
not to let it move onto a city area, or you'll have delays killing it.  Day nine, 
your decoy APC will be destroyed and the enemy mid tank will attack your recon 
bait.
	Now the situation is going to get messy.  In order to capture the base 
within 13-14 days, you need to rush your APC through the mass of half dead enemy 
distance units and the enemies mid tank while you create more recons.  A good 
technique is to move the APC next to the healthiest enemy distance unit, so that 
it won't attack you, and concentrate your efforts on the other units.  In one or 
two days, once recon reinforcements arrive, move your remaining recon, tank, and 
mid tank forces north to destroy the enemy tank and rocket launcher.  Block them 
off as cannon fodder if you have to, just like in level one.  Once you nab that 
base, you'll win with an S-rank.

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

	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, you must complete it by day 6.  That means your 
transport copter can't stop to hide at all.  You must drop the infantry off by 
day 4, and the pressure is on to keep your transport copter from being destroyed 
(although it will certainly be injured and destroyed after dropping the infantry 
off).  Your transport copter literally doesn't have a square to spare when it 
comes to charging full speed ahead towards the enemy base.  There's little 
chance you'll have any units left to speak of by the end of the level.
For a strategy briefing, you need to first move your units forward, move 
your transport one step north of the middle of the bridge, second day you need 
to move your transport forward on land, cover it with anti-air units and a tank 
in front, create distractions for Eagle's units to the west, and make sure he 
uses his CO power, third day you need to move your transport forward out to the 
east sea and blockade the enemy fighters while simultaneously destroying any 
helicopters, baiting the enemy bomber for the next turn, and positioning two 
anti-air units to attack the baited bomber, fourth day you need to destroy the 
baited bomber, and drop the infantry off, finally on day five & six you can 
capture the base in peace.
	Turn one, move your units forward, giving your missile and anti-air units 
the right of way.  Load your transport copter and place it above the middle part 
of the bridge and load your transport with an infantry.
	Turn two, move your helicopter forward in the way of enemy fire.  Move 
your transport copter forward, and surround it with anti-air units to the north, 
west, and south.  Place an MD tank to the east of the transport copter.  Move 
your artillery two steps past the bridge, this will distract the bomber(make 
sure there is nothing north of the artillery, or the bomber will not attack it).  
Make a missile unit in your factory.  Move your APC forward past the missiles 
and drop an infantry off next to it.  Make sure you can attack Eagle enough so 
that his CO attack will be triggered the next turn.  You must also make sure 
that by next turn you have units that can move forward to bait the enemy bomber.
	The key to winning the map is distracting Eagle's helicopters and bomber 
towards your APC, missiles, and infantry to the west.  Since Eagle will use his 
CO attack, his units to the west will be separated far enough so that for the 
rest of the level they won't be able to reach your transport.  You should 
distract at least three helicopters and the bomber.  This will give your units 
to the east much less units to fight with.  Make sure you have as many surviving 
units to the east as possible.
	On turn three, destroy the enemy small tank and whatever helicopters you 
didn't distract.  Destroying the enemy fighters is not your priority, but 
blocking them, while destroying the helicopters and simultaneously positioning 
to destroy the baited enemy bomber is essential.  Move a unit to the northeast 
forest before the bridge, to bait the enemy bomber.  Move your transport copter 
east out to sea, and use the rest of your units to blockade against the fighters 
from reaching your transport copter.  Make sure you have at least two anti-air 
units in position to destroy the baited enemy bomber when it arrives.  Watch out 
for the enemy tank that will come down from the north.
	Turn four, destroy the enemy bomber with your anti-air units.  Move your 
transport copter onto the space above the enemy base, and drop your infantry off 
at the base.  Turn five, the enemy fighters will reach your transport copter and 
destroy it.  The enemy attackers to the west should have finished up with your 
decoys and whatever ground troops you had left are probably getting pummeled.  
However, it doesn't matter, since nothing can reach your infantry in time for 
day six, when you can finally capture the base.

Level A4  Max Strikes!
Difficulty: *****

	This level is a much more sinister version of the normal Andy Max Strikes, 
and the third suicide speed level.  Olaf isn't too 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.  This level took me quite a while to complete due to 
it's very precise nature.  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 just to figure out how to complete the map with the s-rank.
	The key to winning the level is placating the enemy battleships with 
plentiful APCs coming from your factories, giving you enough time to rush your 
sea units past them and taking the base.  You'll want to have APCs constantly 
coming out of your bases whenever you have the money to do so.  You'll want to 
have APCs one step east and north of the factory closest to the shore, one step 
east and south 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.
You must also hold back the land invasion from screwing up your APCs, so 
here's what to do.  Day one, move your artillery forward one space, and your 
other tank in front of it.  Move your infantry north.  Day two, attack the enemy 
mid tank with your artillery and tank, and move your infantry between your two 
units.  Day three, just hold the enemy back at the bridge as long as you can.
	Those are just supporting goals, though.  The major goal of the level is 
the sea battle and base capture.  Day one, load an infantry into your lander and 
move it south two spaces.  Move a tank as far south as it can go.  Dive your sub 
at the north most reef, and move your battleship south one step.  Day two, load 
the tank you had moved south on day one into the lander, move the battleship 
forward between the two enemy battleships, and move your lander behind your 
battleship.  Move your sub forward and attack the north east most battleship 
(from the left side).  Day three, attack the north east most battleship with 
your battleship, move your transport two steps away from the shore, and rise 
your sub far east near the bridge.  Day four, move your lander onto the southern 
part of the shore and drop your infantry to the north and tank to the east.  
Move your sub north one space.  Move your battleship east.  Day five, move your 
infantry onto the pot and start squatting.  Yes, that's my new nickname for the 
base on this level, the pot.  Now get on it.  On the next turn, the pot will be 
ripe for the picking.

Level M4  Max Strikes!
Difficulty: ***

	This is an elimination level, and you must destroy all of Olaf's forces by 
day 5.  It doesn't require a great amount of skill, but you do need to know when 
to retreat and when to advance.  You need to have your land tactics down cold to 
be able to mash Olaf's units.
	By sea, move your battleship two steps east and one step north of the 
southwest reef.  Move your first sub onto the north most reef, and your second 
sub as far as it can go east.  Day two, move your APC onto the southern most 
piece of land as bait.  Attack the battleship farthest to the east and destroy 
it, and attack the north east battleship.  Day three, move your lander southeast 
as bait, attack the two remaining healthy battleships, and move your battleship 
north onto the reef.  Day four, finish off the last of the sea units, and move 
your battleship further northeast to the coast to get an aim on any enemies in 
your range on day five.
	The real action of this level is of course by land.  On day one, you'll 
want to stay your artillery and move your tanks back behind the artillery.  Olaf 
will rush his units towards you, and you can take the initiative to trash his 
forces.  Make sure you destroy the mid tank, don't let it get away, or it'll run 
back to repair itself.  There should only be one weak tank left.  Make sure to 
cover up your artillery with infantry fodder.  On day three, Olaf will use his 
CO power, bang up a tank or two, and you'll be able to use your CO power  so 
use it.  The combination of roads and increase tank movement will allow you to 
punch another serious hole through Olaf's units.  Make sure to target the enemy 
rocket launcher, and don't let either enemy mid tank attack your mid tank.  
Distract or barricade the enemy mid tanks with weak small tanks or infantry.  On 
day four, Olaf should only have his two mid tanks and a few infantry and 
artillery left.  Throw all the force you have left into the subsequent day four 
and five attack, including luring the enemy mid tank in range of your battleship, 
and you should come out victorious by day five.  The win is almost always down 
to the last unit, so don't take anything for granted or leave any unit behind.

Level A5  Max's Folly?
Difficulty: **

	This is a very easy level.  All you have to do is keep the enemy infantry 
off of your base, and you're home free.  Day one, move your infantry onto the 
mountains to the south east.  Surround it with artillery.  Attack the enemy 
rocket launcher with your rocket launcher.  Move your tanks and your other 
rocket launcher north as far as possible.  Move your other infantry to the right.  
Keep your APC put.
	Day two, your APC will be destroyed, your infantry will draw the enemy mid 
tank, and then it will be destroyed.  Clobber the mid tank with your artillery 
and move your small tanks around the curve to the south.  Keep your mid tanks 
put and rocket launcher.  Grit will use his CO attack and kill your artillery 
and southern rocket launcher.  Day three, rush your tanks up and around to 
damage the enemy infantry.  Move your surviving rocket launcher into position to 
blast the enemy infantry the next turn.  Move your mid tanks south down the road.  
Day four and five, blast the enemy infantry with your rocket launcher, and move 
your mid tanks down to give the enemy infantry and distance units some serious 
hurting.  After that, you've won an easy victory.

Level M5  Sniper!
Difficulty: ***
	
	Like most Advance Campaign maps, this one wouldn't be nearly as hard if 
you didn't have to complete it by day five.  However, it is still a rather easy 
level to complete.  You must have mastered fog of war tactics to get through 
this level.  I also recommend Max here, for his power.  Let's start with the 
hidden unit locations.  In the forest two steps south of your tank is an 
infantry, in the fourth forest south of your tank is a rocket launcher, in the 
fourth forest from the left is an artillery, on the mid-north city is a missile 
launcher, on the city surrounded by mountains is a rocket launcher, in the 
forest next to the enemy base is a rocket launcher, and on the northeast island 
are a rocket launcher and missile launcher.  There are two anti-air units, a mid 
tank, a tank, and several artillery.
	Since your transport is your main concern, you must first eliminate or 
distract the anti-air units (they are both heading towards you) and definitely 
distract the artillery from firing on your infantry as it captures the enemy 
base.  You'll want to move your transport along the southern part of the map, as 
the north part contains missiles and the anti-air units, among other enemies.  
You must rush forward to engage the enemy ASAP to allow your transport copter to 
work without being assaulted.  This means that your units must essentially 
survive until round three, upon which you should recklessly cram them up the 
northern part of the road to distract the enemy units.
	On day one, move your rocket launcher as far forward as possible, same 
with APC, and transport copter.  Move your infantry forward to reveal the 
infantry in the forest, then move your recon unit around to blast it.  Hide your 
mid tank in the forest where the infantry was, hide your tank in the forest that 
it can reach, and move your other units forward.  Do not move your helicopter to 
it's farthest reach south, because the anti-air unit will destroy it.  Instead 
move it above the transport copter.  Grit will attack your APC and a small tank 
will attack your transport copter.
	On day two, destroy the small tank with your rocket launcher and 
helicopter, destroy the anti-air unit with your mid tank, move your APC to the 
southern forest to reveal the rocket launcher and then destroy it with your 
small tank.  Move your artillery as forward as possible, because it will be the 
next fodder piece.  Move your transport copter as far forward as possible (after 
clearing out the anti-air unit and tank).  Your artillery will be attacked, and 
your APC will be destroyed for good (or some other unit, depending on where the 
hidden enemy artillery has fled from it's previous location).
	On day three, destroy the revealed enemy anti-air unit with your mid tank, 
and rush your units forward.  It doesn't matter what happens to them now, 
they're only going to be fodder to distract the enemy from your transport copter.  
Move your helicopter up northeast to threaten the artillery from moving back 
towards the base, but not too far northeast, or it'll be shot down by the 
missiles in the northeast island.  Move your transport copter forward, drop your 
infantry off to the east (the rocket launcher can't touch it).  Day four and 
five, just rush your units in to be mashed to paste.  Nab that base and the s-
rank is yours, an easy win for an Advance Campaign level.

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

	An easy speed level compared to other challenges.  I recommend Max here, 
because his units will withstand more damage.  As usual, finish the level in 6 
days to win.  Day one, load an infantry into your APC, and place the loaded APC 
into your lander and your other infantry into the lander.  Move the transport to 
the northeast, next to the artillery.  Move your other units northeast towards 
the southern bridge.  Day two, drop your APC off into the forest to the east, 
and drop your infantry off to the west.  Destroy the enemy artillery with your 
rocket launcher, attack the enemy mid tank with your mid tank, and move your 
artillery forward behind the mid tank.  Retreat the recon and tank units to the 
left near the city spaces.  Olaf will destroy one of your infantry, your 
artillery, begin moving his northern units south after you, and use his CO power.  
For the rest of the level, use your rockets, tank, infantry, and recon units as 
fodder to distract the enemy.  For the base capture force on day three, move 
your mid tank to the right, and move your APC two steps above the mountain close 
to it.  Move your infantry forward.   Your mid tank will be damaged, and the 
enemy mid tank will leave it's base to attack your APC down to 1 hp.  Day four, 
move your APC forward and drop your infantry off, and block the bridge off with 
your mid tank, to stop the enemy mid tank.  Move the infantry in front of the 
enemy mid tank.  Your APC will be destroyed, and your infantry will be damaged 
or destroyed.  Next turn, there's nothing Olaf can do to stop you, so take that 
base.
By sea, hide your battleship in the south reefs and dive your sub to the 
south.  Destroy the south east one on day two, and whichever one you want 
afterwards, and don't let your subs location be known.  If you destroy Olaf's 
navy units in this level you can have him in the final battle and you get to 
play level A7, Olaf's Sea Strike.  As far as I can tell, it's impossible to get 
both the S-rank and Olaf's recruitment at the same time, because destroying the 
navy would require special effort and take more than six days time, since you 
must wait for the enemy subs to run out of fuel.

Level M6  Blizzard Battle!
Difficulty: ***

	Capture twelve bases in eight to nine days.  This is a fun level, I always 
liked it, and the new hot spot you get put into makes it even better, although 
not incredibly difficult, once you know the basic tactics needed to win.  Max is 
the best character here, obviously.  Once again, the key to a quick victory is 
to move your initial infantry forward and create new ones to grab the secure 
land around the base.  This time, Olaf is dangerously close to winning.  If he 
captures even one city on your side, which he is about to do, you're going to 
lose.  You need to immediately respond to the emergency threat of enemy forces 
coming from above.  Once again, your APC will become a decoy/transport.
	Day one, move your tank and mid tank northeast.  Load your transport with 
a mech and drop it off two steps below the factory.  Move your two infantry 
north, and move your other mech northeast.  Create two infantry.
	Day two, attack the enemy mech on the city with your mid tank.  Attack the 
other enemy mech with your small tank.  Begin claiming the factory with your 
mech.  Move your APC decoy onto the city next to your mech.  Your mech and APC 
will both be damaged.
	Day three, attack the enemy tank coming over the southern bridge with your 
mech.  Create a tank to send over and defend the area, and move one of your 
infantry to the east to help with the southern bridge, and the other north.  
What you want to do on the southern bridge area is move your small tank in front 
of the eastern city to hold off attacks while your infantry works on the cities.  
The best way to keep the heat off of your tank is to wait for the enemy infantry 
to show up, because it won't attack your tank, it will just sit there.  Keep the 
enemy stalemated there if you can.  Up north, move the APC off of the city, and 
kill the enemy mech with your mech.  Destroy the enemy rockets with your tank, 
and destroy the enemy artillery with your mid tank.  Begin claiming the two 
northwest cities with your two infantry.  The enemy tank will finish your APC 
off and the enemy mid tank will clobber your tank.
	Day four, attack the enemy mid tank with your mid tank.  Move your 
weakened tank onto the northeast city, to stop any infantry from stepping there.  
Finish claiming the northwest cities.  Move your weakened mech in front of the 
enemy tank but don't attack it.  Finish off the enemy tank on the southern 
bridge and move your newly created tank & infantry closer to the space.
	After this, it's just a matter of holding back the enemy and taking the 
rest of the territory while finishing off the rest of the enemy forces.  Olaf 
will not send any more invasion forces to the northern bridge, only lots of 
infantry that you can clobber with your mid tank (it's essential that you keep 
your mid tank healthy).  Create infantry, APCs, and maybe some more attacking 
force.  You can leave the enemy mid tank hanging around if it's only got 4 HP, 
it won't be able to stop any of your infantry from claiming bases.  Just 
distract it with an APC and destroy it when you have time.  Nab all those cities 
and you'll get the s-rank.

Level A7  Olaf's Sea Strike!
Difficulty: 

Not completed.
	
Level M7  History Lesson!
Difficulty: ****

	A pretty rough five day speed level, but not so bad as to be a suicidal 
five stars.  Grit has distance units tucked away all over the map, and you'll 
have to deal with all of them in one way or another.  Let's start with the unit 
locations.  On your land, there's a rocket launcher hidden in the north most 
forest.  On Grit's land, there's an artillery in the southeast most forest, that 
can only hit his base area when he's using his CO attack.  On the middle island, 
there's an artillery in the southeast forest.  And once again, most annoyingly, 
there is the battleship in the northeast corner of the sea.
	You must race your subs to the enemy battleship, and race your lander to 
land by day three while providing decoys, taking non-fatal damage, and hiding in 
the reefs.  Day one, load two infantry into the upper lander, and load two mechs 
into the other lander.  Move the infantry transport into the northeast reefs, 
move the battleship into the southwest reefs, move the mech transport below the 
infantry transport, move the cruiser below the battleship, dive both subs and 
send them as far as they can go to the northeast, move your two tanks as far 
north as they can go, and move your recon next to the tank farthest north.  Grit 
will not be able to touch any of your units.
	Day two, move your mech transport to the closest piece of shore and drop 
the mechs, which will simultaneously reveal the hidden enemy sub.  Move your 
cruiser up and blast it to bits.  Move your subs as far forward as they can go 
northeast once again.  Move your transport far east, and move your battleship 
two steps into the northeast reef.  Move your tank forward and attack the enemy 
infantry, move your recon forward and attack the enemy artillery, and move your 
other tank north onto the city.  Grit will attack your mech transport (really 
just a decoy) and destroy your cruiser, which is no big deal.
	Day three, do not use your CO attack just yet.  Attack the remaining enemy 
infantry with your tank, move your recon unit next to the forest with the rocket 
launcher, and move your damaged tank up to attack the rocket launcher.  Move 
your subs forward again, move your battleship two steps north and two steps east, 
move your mech transport northwest as bait, move your infantry transport onto 
the north part of the shore, dropping the infantry off, move your mech units in 
the line of artillery fire.
	Day four use your CO power.  Move your farther away sub forward and attack 
the enemy battleship, then move your other closer sub and finish it off.  Clean 
up the rest of the trash on your land space, begin capturing the base, and 
attack the enemy tank with your battleship.  On the next turn, the base is yours.
	
Level 8 - Sami's Debut!
Difficulty: *****

	The designers have decided to turn a slightly difficult level in normal 
campaign into a nasty, ball busting level for advanced campaign.  You'll be  
absolutely swamped with enemy air units and you're as blind as a bat to boot.  
There's an enemy mid tank and bomber sitting around the base, not to mention 
stationary helicopters & a fighter positioned mid way across the map.  Add 
Eagle's CO attack into the mix and you're in for plenty of map retries (unless 
you use the FAQ, of course).  This is not a speed map, however.  You can spend 
plenty of time on the map, I had a full speed score finishing on day 12, so I'm 
sure there's some leniency here.  You'll want to use Max.
	Let's start with some unit statistics and battle strategy.  Eagle has five 
bombers in transit, one fighter in transit, two helicopters in transit, one 
bomber stationary by the base, and one fighter & two helicopters stationary near 
the northeast bridge.  You're going to have to eliminate the fighters and the 
helicopters as the primary targets, but keep your anti-air units long enough to 
be able to handle the northeast road portion of the map, including eliminating 
almost all of the bombers and air units.  This means the rest of your units will 
act as bomber and helicopter fodder to allow your anti-air units and air units 
to survive.  With that said, let's get to the meat of the battle.  By the way, 
as you progress 'forward', it means going along the north road and then along 
the east road, not cutting through the plains/forest to the east road.
	Day one, load a mech into your transport and send it as far as it can go 
across the bridge, dropping the mech to the right.  Move your mid tank under the 
transported mech.  Move your missile launcher, tank, and artillery as far north 
as possible. Move your anti-air unit left.  With your fighter, attack the 
northwest copter from the left, and attack the other copter with your copter 
from the left also.  Move your infantry north.  Load a mech into your transport 
and send it behind the infantry on the river.
	Day two, Eagle's two bombers will destroy your mech and transport.  Move 
your artillery forward, move your anti-air north and attack the bomber on the 
left, and move your fighter and attack the other bomber from the south.  Move 
your copter northwest and cover it's back and right side with infantry.  Move 
your missile launcher forward behind your fighter, move your mid tank forward in 
front of your artillery.  Move your transport to the northwest city next to your 
anti-air unit.  Move your tank south of your transport.  Eagle will use his CO 
attack, destroy your infantry, your artillery, and your helicopter.
	Day three, kill the fighter with your anti-air unit, kill one of the 
bombers with your fighter, kill the 2hp helicopter with your small tank.  Move 
your transport northeast onto the mountain to reveal the enemy small tank.  
Destroy it with your mid tank.  Move your missile launcher forward to expose the 
enemy bombers and kill the south west one.  Move your small tank forward.  Eagle 
will now kill your missile launcher, and move his mid tank forward.
	Day four, use your CO power.  Destroy Eagle's mid tank, move your fighter 
to the right of the enemy bomber and kill it, revealing the two infantry.  Kill 
the left infantry with your anti-air, and the right infantry with your small 
tank from the north.  Two enemy helicopters will destroy your small tank and the 
1 hp helicopter will come back for a beating.
	Day five, kill the helicopter with your mid tank.  Move your anti-air 
forward and kill the helicopter.  Move your fighter forward and kill the other 
helicopter.  Eagle will use his CO power for naught.  Day six, move your fighter, 
mid tank, and anti-air forward.  The bomber will kill your mid tank and the 
fighter will take a nasty chunk out of your fighter.  Kill the fighter with your 
anti-air, and move your fighter forward one step below the enemy base.  Move 
your transport forward also.  The bomber will hurt your anti-air unit, but it 
doesn't matter anymore.  You have now eliminated all anti-air resistance on the 
map!
	Winning the rest of the map requires some tricky thinking.  On day eight, 
attack the enemy bomber near the base with your fighter.  Move your damaged 
anti-air unit to the left to draw away the other bomber from your transport & 
fighter.  Day nine, finish off the enemy bomber.  Move your transport left of 
the north most mountains, and drop your mech onto the mountains.  The mid tank 
will go after your transport.  Day ten, move your fighter to the right of the 
mid tank, pinning the beast down between the mountains and checkmating Eagle's 
last resistance.  Nab that base and bask in the glory that is the s-rank.
	An alternate (faster) way to play the map is to not move the small tank in 
front of the transport copter when Eagle is about to use his CO attack on day 
two.  That way, his CO powered fighter will attack your transport and bring it's 
HP to one, but leave your helicopter alive.  This means you can use the 
helicopter to bait the enemy fighter to the right instead of using your fighter 
to bait it.  That means you can have a full health fighter that can destroy the 
enemy bomber near the base in one turn instead of two.  You can also try to use 
an infantry instead of a mech into the transport, and allow your helicopter to 
become wounded in the CO attack.  Both of those would shave two turns off your 
speed and make the level more dangerous, but since 12 days is a perfect score 
anyway, only the speed freaks should give it a try.

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

	 This level is the fourth suicide speed level, following levels 1, 3, and 
A4.  It's just as vicious as the other ones, so be prepared for a struggle.  You 
must complete the level by day 5 and use Sami.  The key to completing the level, 
in short, is first move all of your units except infantry, mech, rocket launcher, 
and transport to the northeast.  This will bait almost every enemy up there, 
leaving the south bridge somewhat vulnerable.  Day two, move your northeast 
units to the middle of the map, blocking enemy access to your transport.  Day 
three, move your transport across the bridge and drop your infantry off.  Move 
your units southwest and your spare infantry/mechs forward.  Day four & five, 
take the base, using the APC as spare bait for the mid tank that's chased you.
	Now for the full day by day walkthrough.  Day one, load your southwest 
infantry into the transport and move it above the southeast city.  Move your 
rocket launcher forward one step.  Move your other mechs/infantry forward.  Move 
your upper mid tank forward and attack the enemy rocket launcher.  Move your 
upper tank above the enemy artillery and attack.  Move your lower tank next to 
the enemy artillery, but don't attack it.  Move your lower mid tank to the left 
of your other mid tank.
	Day two, move your transport as far forward as possible.  Attack the lower 
enemy tank with your mech and your healthy tank.  Move your damaged tank south 
and attack the artillery from the right.  Attack the damaged rocket launcher 
with your mid tank from the south, and attack the tank to the right of it with 
your other mid tank.  Move your damaged artillery where the rocket launcher used 
to be.  Attack the 6hp enemy artillery with your artillery.  Move your other 
mechs/infantry forward.
	Day three, move your remaining tanks southwest, and use your CO power, 
moving your mechs/infantry forward.  Just get them in the general mess, and use 
your mech to destroy the enemy artillery just for fun.  Drop your infantry off 
beneath the city that's southwest of the enemy base.  Hopefully next turn only 
the enemy mid tank has chased you.  If more than one unit has chased you, try 
again, because you've lost.  Day four, begin claiming the base.  By day five, 
even though the only unit you'll have left is your 4hp infantry, you've won the 
level once you claim that base.

Level 10 - Mighty Kanbei!
Difficulty: **

	Come on now, this level is just silly.  You need to take over the base by 
day 6, and use Sami.  It should be incredibly obvious what you're supposed to do, 
but here's a guide anyway.  Day one, attack the enemy rocket launcher with your 
rocket launcher, and finish it with your infantry.  Attack the enemy tank with 
your other rocket launcher, create an infantry in the east and west factory, 
create an APC in the southwest factory, move your mech north, and move your tank 
east.  Day two, attack the enemy tank with your tank to the south.  Create two 
decoy APCs, and begin capturing the two cities to the north with your infantry & 
mech.  Move your damaged infantry behind your tank, and begin churning out decoy 
APCs to satiate Kanbei's bloodthirsty invasion.  Load your real APC up and move 
it one step south.
	Day three, destroy the enemy artillery to the south with your rockets and 
start moving your APC towards Kanbei's base.  Don't block up Kanbei at the 
bridge, let him into your territory, spreading your decoy APCs around to draw 
him further into your territory.  Day four, continue the same, day five drop 
infantry off.  Now some enemy distance units might come at you, but just move 
your APC into the enemy range of fire and you'll be ok.  A stupidly easy win.  
The developers are just trying to catch you off guard for Kanbei's Error.

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

	At first glance, this level seems unfair.  Moving your air units anywhere 
gets you clobbered, bombers, fighters and helicopters storm your base and 
annihilate your units, and by day six, Kanbei captures his last city.  However, 
with the right technique and understanding, the level is difficult but not 
impossible.  Kanbei's Error consists of three stages.  The first stage is holing 
up and destroying the invading air forces, the second stage is damaging and 
destroying the infantry on the northeast island by day 6 with your helicopter, 
and the third is actively capturing the bases with clear skies.  All of these 
will be overlapping in terms of completion and execution, so you'll be 
multitasking several activities at once.  You must capture the cities in 10-11 
days, and use Max.  Let's begin, then.
	Day one, move your units into a 3x3 formation around your base, like so:
Infantry(create), infantry, infantry(create), transport, missile launcher, anti-
air, fighter, helicopter, infantry.
	Day two, attack the northern enemy bomber from the south.  Kill the enemy 
fighter with your anti-air and missile launcher.  Move your left infantry into 
the transport, go north and drop it off.  Move your right infantry onto the 
northwest city.  Move your infantry on the airport north one step, create an 
infantry on the factory to the right, and create an transport copter on the 
airport.  Move your helicopter far north.
	Day three, start capturing the bases with your infantry on the northwest 
island (keep doing so for the rest of the level), move your helicopter far east, 
move the transport you just used southeast.  Destroy the enemy helicopter with 
your fighter, create two infantry, finish capturing the northern city, attack 
the fighter with your missile launcher and attack the other one with your anti-
air unit.  Move your newly created transport copter behind your missile launcher.
	Day four, use your CO power, destroy the enemy bomber with your anti-air 
unit, move your missile launcher onto the northern city, destroy the enemy 
helicopter with your fighter, load your transport copter and move it northeast 
towards the enemy fighters, and move your helicopter four steps east (right at 
the opening from the river to the larger body of water, in the range of vision 
of the city that the infantry will move on to).  Create an transport copter and 
move your infantry on the factory around it, and create two more infantry.
	Day five, destroy the remaining two fighters with your missile launcher 
and fighter.  With your damaged transport copter, drop your infantry off at the 
mid-isle with the airport, and use that infantry to take the airport and city.  
Load an infantry into the new transport copter and send it north.  Claim the 
cities around your base with your infantry.  Day six, the enemy infantry will 
begin to claim the northeast island city in your helicopters range of vision.  
Attack the infantry from the south and move your fighter to the right of your 
helicopter.  Create more transport copters and keep loading them and bordering 
them around the limits of the northeast island, until you have four total 
transports, three of which are bordering the northeast island and ready to go.
	Day eight, attack the enemy tank with your helicopter, and move your 
fighter around and attack the enemy transport from the left.  Demolish the enemy 
infantry landing on your base island with your anti-air unit.  Move the damaged 
transport copter next to the tank and drop the infantry to the left.  Move a 
healthy transport copter to the left of the anti-air unit and drop infantry 
south, move the other transport to the south of the anti-air unit and drop the 
infantry east.  Day nine, move your surviving empty transport copter to the 
right of the anti-air unit, and move your other transport copter to the south 
and drop an infantry to the left.  Destroy the enemy tank with your helicopter.  
With your other three infantry, begin claiming the bases.  Day ten, finish 
claiming the cities.  By the way, you do not need a bomber to handle the anti-
air unit, since it's perfectly happy trashing your transport copters while you 
finish taking the cities.

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

	This is a fog of war memorization level.  However, you still have to play 
it well to get an s-rank, no matter how well you know the terrain.  You need to 
complete it by day 9, which means things are going to get a little hairy near 
the end of the level.  Let's start with the unit locations.  Inside the first 
mountain curve you start out at, there are two rocket launchers in the southeast 
and middle forests.  On the second mountain curve to the east, there is an 
artillery 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 above the second one, there is an artillery in the 
upper forest.  And behind the last mountain curve, there is a rocket launcher 
two steps east and one north of the city there in the forest.  For strategy, you 
basically have to hide in the forests when you can and bait the enemy mid tank 
near the end of the level.  This level isn't that tough.
	Day one, move your infantry right onto the mountain to reveal the enemy 
rocket launcher, and destroy it with your tank.  Move one of your mechs north to 
reveal the other rocket launcher, and destroy it with your other mech and your 
rocket launcher.  Move your APC where the rocket launcher just was.  Move the 
rest of your units forward to the east and north around the road, moving the 
other tank north into the forest.
	Day two, load your injured mech into the transport and deposit it next to 
the hidden artillery behind the second mountain curve, then move your tank to 
damage it.  Attack the enemy tank with your mech, then with your damaged tank, 
then finally with your infantry to finish it off.  Move your artillery where the 
enemy tank was.  Move your mid tank north in front of your transport.  Move your 
recon to the east to take care of the enemy infantry and move your rocket 
launcher forward.
	Day three, finish off the enemy artillery with your damaged mech.  Move 
your mid tank between the two enemy tanks and attack the northeast one, then 
attack the southeast one with your artillery and finish it off with your tank.  
Load an infantry into your APC and move it forward into forest.  Move your units 
forward.  Day four, continue to creep up on the rocket launcher behind the third 
mountain curve.  Keep your units under forest cover or out of long distance 
attack range.  Move your APC to the forest behind the last mountain curve.  Day 
five, move your small tank above the enemy rocket launcher, then smash it with 
your mid tank.  Move your APC one step north to reveal the enemy rocket launcher.
	Day six, attack the enemy tank with your mid tank, and move your tank 
forward into the blind range of the enemy rocket launcher.  Move your artillery 
behind your APC.  Move your infantry/mechs forward as fodder.  Day seven, move 
your mid tank forward, destroy the enemy rocket launcher with your artillery and 
tank, move your APC forward and drop your infantry off near the enemy base.  Day 
eight, begin capturing the base.  Use your CO power and destroy the enemy mid 
tank.  The enemy now has no resistance against you for the next turn, when you 
can capture the base.  Amusingly, the enemy has mechs about to capture your base, 
but you can do it just before they finish.

Level 13 - Sami Marches On!
Difficulty: *****

	Sonja has raised up the ante in this level, 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 7 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 or you'll be stuck in 
Day-eightville with that one infantry that *just* couldn't make it in time.  
With that said, let's get cracking.  Just a note, when I mention the 'north 
island shore', I mean the one directly to the right of your home island.
	For a strategy briefing, you need to use the reefs with your sea units 
strategically to knock Sonja's sea units out, including both battleships.  She 
has a cruiser, sub, and battleship, and will create more units as the level goes 
on.  You need to prioritize your landers, creating an extra one on day two, and 
use them constantly, especially the one drop off on the northwest shore of the 
north island.  On the south island use a mid tank, a tank, and two infantry.  On 
the north island, you need to use infantry as bait to keep the mid tank around 
long enough to destroy it with your rocket launcher, and you need to use the APC 
as bait while your sub attacks the northeast battleship, and use your cruiser to 
block the enemy cruiser from getting through to your sub.  By day seven, you 
should have five infantry all ready to claim their respective spots on the north 
island.  Don't underestimate the difficulty of this level, even though there's 
not many enemy units, it's the speed that counts the most.
Day one, load your tank and mid tank into a transport and drop them off on 
the south island.  Load a mech and infantry into the other transport and drop 
them off on the west side of the north island shore, infantry north, mech east.  
Move your recon forward a bit so it can reach the shore, move your APC back a 
bit, move your rocket launcher forward one step, move your infantry near the 
shore, and create two infantry.  Move your battleship into the first reef, your 
cruiser into the second reef, and dive your sub above your cruiser.
	Day two, create a lander in your sea port, and send the two new infantry 
into it.  Move back your two empty landers on the shores aside the rocket 
launcher and put an APC & recon into the one northwest of the rocket launcher 
and a mech & infantry into the other that's south of the rocket launcher.  
Destroy the enemy battleship with your battleship and sub, and move your cruiser 
forward into the next reef.  Move your mid tank one north east step away from 
the enemy tank, and move your tank into the neutral sea port.  Move your 
surviving infantry/mech into the left corner of the north island shore.  Attack 
the enemy mid tank with your rocket launcher.
	Day three, move your tank east of the neutral sea port, move your mid tank 
one step north east of the tank and attack the enemy tank, then move your sea 
port lander east and drop the infantry off there, protected by the two tanks.  
Move your north lander and drop the infantry and mech off to the far north shore 
of the north island (three steps north, one step east), dropping the mech to the 
east and infantry north.  Destroy the enemy sub with your cruiser, move your sub 
northeast into the neutral sea port, and move your battleship forward all the 
way.  Move your remaining lander forward and drop the recon unit left of the 
city by the north island shore, but don't drop the APC yet.  Create two infantry.
	Day four, move your APC lander forward one step and drop the APC off to 
the east.  Move your rocket launcher back (you're finished with it) and move 
your other two landers back to home island.  Move your newly created infantry 
forward and create two more infantry.  With your two infantry on the northwest 
side of the island, begin capturing the cities there.  Move your sub forward and 
attack the enemy battleship from the north.  Move your cruiser forward to the 
right of the neutral base.  Move your recon unit north to expose the rocket 
launcher (south of the strip of road), attack it with your battleship, and 
attack the enemy infantry on the city with your mech/infantry survivor.  On the 
south island, attack the northeast tank with your tank, then with an infantry 
from the east.  Attack the tank with your mid tank from the right, and move your 
other infantry into the forest.
	Day five, attack the enemy infantry with your battleship and attack the 
enemy rocket launcher with your recon.  Move your weakened mech/infantry, APC, 
and empty lander out of the way of the shore.  Use your CO power to load all 
four infantry into the two transports at your home island.  Move those two 
transports forward and with one lander drop the infantry off on the farthest 
east corner of the shore, with the second lander move to the right of the first 
lander and drop the infantry off.  Finish destroying the enemy battleship and 
move your cruiser to the right of your sub.  Finish capturing the two northwest 
cities.  On the south island, destroy the remaining tank and begin capturing the 
sea port and city with your infantry.
	Day six, finish capturing the south island cities, and move your infantry 
in their proper places to start capturing the other five cities.  Do whatever 
you like with your sea units, it doesn't matter.  Buy a battleship for all I 
care.  On day seven, you're home free!

Level 14 - Sonja's Goal
Difficulty: *****

	The final Sonja map is a difficult FOW tactical map, in the vein of Sami 
Wings of Victory and Sami's Debut, and knowing all the unit locations won't save 
you this time.  You have to complete the level by 8 days, so there's no time for 
leisurely playing the level.  Sonja has two bombers, three helicopters, one 
stationary fighter & mid tank near the base, two rocket launchers to the mid 
left and mid right of the map, two subs, a cruiser, a battleship, and several 
small tanks running around the map.  You can't rely on the reefs too often, 
because Sonja will use her CO power often, since you'll be destroying so many of 
her units during the level.
	Here's the strategy briefing.  You need to move your sea and air forces 
northeast and land on the shore near the base.  Your first objective is handling 
the sea and air forces coming at you, and there are a lot of them.  Make a 
blockade and use your anti-air ground forces, sea forces, air forces, and APC 
bait/decoy in combination to crush the enemy's advance.  Afterwards, you'll need 
to scramble your units northeast, speeding past the enemy rocket launcher to the 
east and the battleship (it doesn't need to be destroyed).  Most of your units 
will be either destroyed, injured (including transports) or made into fodder at 
some point in the map after their purpose has been served (cruiser, sub, 
helicopter, most ground units, etc).  You'll have to use almost every AI trick 
and strategy in the book to win.  Good luck!
	Day one, dive your sub north and reveal the enemy sub, destroy the 
revealed enemy sub with your battleship, and move your cruiser into the reef to 
the east of you.  Move your helicopter west of the cruiser.  Load your mid tank 
and an infantry into the lander(keep it put), and an infantry into the transport 
copter (move it south of the helicopter), move your APC north of the eastern 
city, hide your anti-air unit in the forest to the south, and move the rest of 
your land units east as far as possible.
	Day two, move your tank forward on the south piece of road, attack the 
revealed enemy helicopter with your anti-air unit, move your APC straight east 
to the edge of the land, move your rocket launcher to the left of the north 
mountain, move your missiles south of the north mountain, move your mechs as far 
east as possible, and move your recon south of the east most city.  By sea, 
attack the enemy bomber with your cruiser, move your sub east of your cruiser, 
your helicopter south of your cruiser, your battleship west of your helicopter, 
your lander south of your battleship, and your air transport west of your lander.  
Sonja's units will come charging at you.
	Day three, attack the enemy helicopter with your helicopter, and the enemy 
cruiser with your battleship & rocket launcher, then use your CO power.  Attack 
the enemy battleship with your sub, the bomber to the north of your missile 
launcher with your cruiser, and the other bomber with your missile launcher then 
anti-air unit.  Move your transports forward out of range of the copter and 
battleship.  Move your remaining ground troops east as far as possible.
	Day four, attack the enemy helicopter with your missile launcher and 
attack the other one with your anti-air unit.  Move your helicopter above the 
enemy sub, move your sub around behind the enemy battleship and attack, attack 
the enemy sub with your cruiser from the south, move your battleship northeast,  
move your lander west of your cruiser, and move your transport copter one step 
west and north of the lander.  The rest of your ground troops are irrelevant.  
The fighter will take your helicopter bait and move into range of your cruiser.
	Day five, move your lander far north and your transport copter east of it.  
Finish off the enemy battleship and attack the enemy fighter from the north.  
Move your battleship far north.  Day six, with your transport copter drop your 
infantry onto the forest southeast of the enemy base, and with your lander on 
the east part of the shore, drop off your infantry north and your mid tank east.  
Finish off the enemy fighter with your cruiser, and then use your CO power.  Day 
seven, with your lander infantry, start claiming the base.  Move your mid tank 
south of the enemy base.  Day eight, claim that base and finish Sonja off for 
good.

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

	A nasty Drake level that will take numerous reattempts, it's a very 
precise map and tough to figure out.  It's the same setup, except this time 
Drake has an extra battleship, and a huge army of units proceeding west along 
the road at you.  The clincher is that you need to capture a city on the 
southwestern island before Drake's troops overwhelm the area, and by day 9, as 
well.  You'll be creating mostly infantry from the factories, but once you have 
all your infantry set up, you can create recons and APC decoys for the 
approaching enemy invasion.  Go for the east island first, then the central 
island with your infantry.  Drop the tank off on the mid island and take care of 
the infantry, staying out of enemy fire.  Move your APC w/ infantry inside and 
artillery & mid tank to claim the city, and move your subs southwest to tackle 
the enemy battleship and act as decoys for the enemy rocket launcher.
	 Day one, load your tank into the lander and move it south, to the bit of 
shore away from enemy battleship fire, and drop the tank south.  Move your subs 
southwest, your APC one step west, your artillery and tank south as far as 
possible, and create two infantry.
	Day two, move an infantry into the APC and send it far south, move your 
other infantry into the lander and create two infantry.  Move your mid tank two 
steps south, and your artillery right behind it, attack the battleship from the 
east with your sub, and move your other sub forward.  Attack the eastern 
infantry from the north with your tank (out of battleship fire range).
	Day three, load a second infantry into the lander and drop them off on the 
east island, on the spot southwest of the west city on the island, and use them 
to capture the cities.  With your extra infantry left, use it to capture the 
cities near your base.  Create an infantry on the northeast factory and a recon 
on the southwest factory.  Finish off the damaged infantry with your tank, 
attack the enemy tank with your mid tank from the west, attack the enemy mid 
tank with your artillery, and move your APC south of your artillery and drop the 
infantry off west.  Attack the enemy battleship with your healthy battleship 
from the east.
	Day four, use your CO power.  Move your recon far south onto the road, and 
move your extra infantry onto the southeast shore, move your lander back and 
load it up with an infantry, then create two infantry.  Attack the enemy 
infantry with your tank, attack the enemy mid tank with your mid tank from the 
south, move your artillery in front of the other mid tank, begin claiming the 
city with your infantry, and rise your sub one step west(fodder).  Create two 
infantry.
	Day five, if it starts raining on this day, you're screwed, you'll have to 
exit the map and start all over.  Move your lander to the previous mid island 
drop off point, and drop the infantry off.  Finish claiming the southwest city, 
and attack the enemy infantry with your mid tank (bastard!).  Create two 
infantry.  Move your recon to the southern edge of the bridge.  Day six, 
continue to line your recon/infantry along the southeast shore as decoys for the 
enemy battleship.  Begin claiming the cities on the mid isle and keep going.  
Line your new infantry up along the southeast shore and create two more infantry.  
Day seven, continue to provide fodder for the enemy battleship and other units 
invading your territory, day eight and nine, take the last two mid island towns.

Level M15 - Captain Drake!
Difficulty: **

	Max has a very easy time compared to his comrades in this rainy level.  
All you've got to do to win is smash up Drake's naval force in 5 days, much like 
the normal campaign mode.  Just use fine tuned, battle worn sea tactics to win.  
This map is so easy and short that it doesn't really need a thorough day by day 
walkthrough, so I'll just give a summary here.  
Day one, move your units south, dropping the rocket launcher to the left 
island.  Day two, move the damaged transport south to the reef to reveal the 
battleship & destroy it w/ western sub & rockets.  Destroy the other northeast 
battleship with your two subs, and move your other units forward out of range of 
the southeast battleship (move the eastern cruiser & battleship closer to the 
attack limits near the mid-map square than to the southwest limits).  Day three, 
use your CO power and kick some ass, making sure to move three of your subs & 
your west battleship to the southwest corner of the map where a battleship and 
sub await you.  Use the eastern cruiser to dunk the sub to the southeast.  Day 
four & five, destroy the enemy cruiser & battleship to the southwest and the 
southeast battleship with one sub.  A slight relief from all the rough maps 
hanging around later in the game.

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

	Drake decides to devilishly up the ante in this level, adding 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 up north against your forces.  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 Drake's 
northeast city by day 11!  Not only that, you'll also have to be dealing with 
random, changing weather conditions (however, this walkthrough can be performed 
under any random conditions except maybe snow.. watch out for that!)
	 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!
	Day one, load an infantry into the APC, and load the APC & the rocket 
launcher into the southern lander, load an infantry and mid tank into the 
northern lander.  With the southern lander, move to the north most piece of 
shore and drop the rocket launcher east and APC south, with the northern lander 
move three steps below the other lander and drop the mid tank north and infantry 
east.  Move your cruiser and subs northeast, move your battleship southwest into 
the reef.
	Day two, drop your infantry east into the forest, and move your other 
infantry into the forest next to the factory.  Move your rocket launcher 
northeast into the forest, move your mid tank southeast into the forest below 
the mountain, move your landers back and load the other units up (two mechs in 
one, tank in the other), move your subs and cruiser northeast/east, and attack 
the enemy tank with your battleship.
	Day three, move your two infantry forward and begin capturing the 
factories.  Move your APC south of the southwest factory, move your mid tank 
east onto the city and attack the enemy artillery & w/ your battleship also.  
Move your lander west of the mountain and drop the mechs off east and south, 
then move your other lander north of the lander and drop the tank east.  Attack 
the enemy cruiser with your rocket launcher, then finish it off with your subs.  
Move your lander northeast into the reef.
	Day four, attack the enemy cruiser with your battleship, the enemy sub 
with your rocket launcher & cruiser, and move your subs forward, diving them.  
Attack the enemy tank from the east with your mid tank and from the north with 
your tank, move your mech on the shore east to the city, flee your landers far 
north, moving one of them to the northern reef and the other far northeast.  
Finish capturing the factories and move your APC east of the northeast factory.  
	 Day five, attack the enemy battleship with your two subs, move your 
cruiser west to the farthest reef, move your exposed lander west of the cruiser, 
and attack the enemy battleship with your battleship.  Move your tank one step 
east, then attack the enemy mid tank with your rocket launcher, your mid tank, 
and then your mech (from the north).  Move your mountain mech southeast and 
begin claiming the city, move your northeast factory infantry northeast to 
capture the city, and the southwest factory infantry north to capture the city 
there.  Create a recon in the southwest factory and an APC in the northeast 
factory.
	Day six, move your recon west to the forest south of the mountain, move 
your mid tank one step northeast, and move your rocket launcher southwest to the 
forest.  Continue capturing the cities with your infantry, finish capturing the 
city with your mech, and begin capturing the city southeast of your other mech.  
Attack the enemy battleship with your battleship, the southwest enemy battleship 
with your two subs, move your lander next to your cruiser south and attack the 
dived enemy sub with your cruiser.  Move your APC west of the southeast mech.  
Create an APC in the southwest factory and an infantry in the northeast factory.
	Day seven, load your new infantry into your new APC and drop it off west 
of the mountain.  Attack the enemy infantry with your battleship, finish off the 
two enemy battleships with your subs, finish off the enemy sub with your cruiser, 
attack the enemy mid tank with your rocket launcher, mid tank from the west, 
then mech from the east, move your two landers right next to the enemy 
battleship, and finish capturing the cities.  Create a mid tank in the southwest 
factory and an APC in the northeast factory.
	Day eight, use your CO power.  With your old infantry, move them onto the 
northeast city & onto the sea port and begin capturing.  Move your two subs one 
step north (finish off the enemy cruiser), then re-supply both of them with your 
APC.  Attack the enemy mid tank with your rocket launcher and new mid tank, 
attack the enemy infantry on the city with your recon from the east, the enemy 
artillery with your old mid tank, the enemy infantry in the forest with your 
northwest mech from the east, the enemy mech in the mountains with your mech on 
the city, and the enemy battleship with your battleship.  Move your infantry 
south and begin capturing the southwest town, move your healthier lander west of 
the infantry, your other lander far south to the mountains but in the enemy 
artillery range of fire, and move your cruiser far southwest/south.  Create two 
infantry.
	Day nine, move your southwest factory infantry south and attack the enemy 
mech, then attack with your mech from the south.  Attack the enemy artillery 
with your rocket launcher, the enemy infantry on the road with your mid tank, 
the enemy artillery with your mid tank from the west, and the enemy infantry on 
the city with your recon from the west.  Load your new infantry into the APC and 
drop it off west of your mech (this is the end game infantry).  Move your subs 
south and surface them, retreat your landers north (keep one in artillery range), 
and move your cruiser far south.  Continue capturing cities, and create two 
infantry.
	Day ten, use your CO power.  Move your battleship and sub south, move all 
infantry as south as possible (with your western infantry, move it south-south-
east-south to avoid the tank), and begin capturing the city with your end game 
infantry.  Your other units are now irrelevant.  Day eleven, wrap this evil map 
up for good.

Level A16  Naval Clash!
Difficulty: **

	An incredibly easy level.  All you really need to do is flee your units 
around the northeast area, keeping them alive for 10 days.  It doesn't matter 
how many units you lose as long as you keep the missile unit alive and away from 
enemy attack.  Consider everything but the lander w/ the missile launcher in it 
as fodder.  This level doesn't really need a walkthrough, all you need to do is 
steer clear of enemy attack range and near the end of the level use your units 
as fodder to protect your missile launcher lander.  Andy's never had it this 
easy.

Level M16 - Naval Clash!
Difficulty: ***

	Another fairly easy advance campaign level for Max.  You need to destroy 
all the units by day 7, so you'll have to begin rushing your units eastward by 
day two, using your lander and APC as decoys to allow your units to pass 
unharmed.  Use your recon effectively to view enemies in front of your land 
units, then overtake them.  When you have the opportunity, use your CO power and 
smash the enemy units on the bridge, or launch the CO power with your units on 
the bridge.  Drake has a rocket launcher and three mid tanks, plus several 
smaller units along the way.  By sea, have your subs dive and injure the two 
battleships to 4-5 HP on day two, and move your other units forward.  Afterwards, 
send one sub north to the remaining enemy battleship, raise one sub to the east 
to get a better view of the bridge and bait the enemy cruiser, and use your 
cruiser and lander as bait for the enemy rocket launcher or battleship.  The 
level is fairly straight forward and there shouldn't be a big problem completing 
it, even if it is down to the last unit.  Just use decoy and unit management 
tactics effectively.

Level S16  Naval Clash!
Difficulty: ***

This map would be much harder if the developers forced you to speed your units 
up, but you can take a leisurely 10 days invading the enemy territory and 
capturing the base.  There are no air units, and only a battleship and sub 
coming after your landers.  The challenge here is taking out Drake's land troops, 
which include two mid tanks, two rocket launchers, artillery, and mechs/infantry.  
However, the invasion only needs some basic tactical skills, like using the APC, 
cruiser, battleship, and even landers (not to be killed, obviously) as decoys.  
After taking care of the sea threat (don't bother with the enemy cruiser, keep 
your sub diven), move your battleship east along the invasion strip, to provide 
firepower support and scare the enemy rocket launchers out of hiding and away 
from your advancing troops.
When you start off the battle, keep your sea units put and wait for the 
enemy battleship and sub to approach you, then execute them.  If you have to, 
use your lander to reveal the sunken enemy sub and smash it with your cruiser.  
Continually drop off your units at the shore with your landers, with the mid 
tank, two tanks, rocket launcher, and APC going first.  Use intelligent land 
tactics, FOW tactics, and Sami's Mechs & CO power to your advantage.  If you 
need to use a CO power, consider throwing your cruiser to the enemy as bait, 
which will increase your CO power meter considerably.  You will definitely get 
beat up and lose units, but as long as you can stomp down the enemy base, it's 
not a big deal.

Level A17  Wings of Victory!
Difficulty: ***

	This level isn't too difficult, once you get past the initial air invasion.  
Eagle will send three bombers and two fighters after you, and they're all easy 
to bait into your hands.  On day one, you should hide your fighters behind the 
line of units, load & move your air transport & bomber north, and move your mid 
tank and rockets north (towards the forests).  On day two, move the air 
transport & bomber further north out of fighter range, hide the mid tank in the 
forest, and move the rockets forward.  Day three, attack the bombers with your 
fighters, the fighters with your anti-air and missile launcher, and the anti-air, 
tank, etc. with your bomber, mid tank, and rocket launcher.  Eagle will waste a 
turn combining his bombers & fighters, and then use his lightning strike.  If 
possible, surround Eagle's fighters with ground units so they can't cause any 
trouble.  Crush them afterwards.
	Since technique points don't matter here, you can just stuff up the 
mountain passage with fodder and allow your air units to pass by the north, 
destroying the bomber in the north sea area with a fighter.  When approaching 
the base, there will be a missile launcher in the forest two steps below the 
base, and a bomber in the southeast corner of the map.  You must finish the map 
by day 8-9.  To speed things up, use your CO power when you bomb the missile 
launcher and kill the southeast bomber with your fighter.  As long as you take 
care of Eagle's initial attack, the rest of the map is a piece of cake.

Level M17 - Wings of Victory!
Difficulty: ***

	This map is similar to Andy's level, except here you'll be sending out 
units in a search and destroy mission after baiting Eagle's units.  On day one, 
position all your units to strike, using all units to full advantage once Eagle 
is in your target sights, and then demolish him.  He will then send several more 
copters, a fighter, and a bomber (he can only reach you after using the CO power, 
though).  Afterwards, you need to rush out into the FOW to destroy the units 
left hanging around.  There is a tank and infantry on the north side, two 
bombers, one in the northeast and one in the southeast, and some other units 
hanging around.  The key to winning quickly is to ignore the infantry, tanks, 
etc. left over from the invasion and leave those to your ground troops, 
immediately launching your air units out to destroy the enemy units.  You must 
eliminate the units by day 7.

Level S17  Wings of Victory!
Difficulty: ******

	Once again, Sami is faced with a tough as nails battle against Eagle.  
This time the name of the game is suicide speed, a six day air rampage.  The 
level will test the strategy and thinking skills of any Advance Wars player 
worth their salt.  There are two fighters, four bombers, three anti-air units, a 
missile launcher two steps south of the base, an insurmountable number of ground 
units, and two more bombers in the northeast and southeast corners of the map.  
You've got an assortment of units, and most of them will be fodder.  The three 
units you want to keep alive by the end of the map are your two fighters and 
your infantry on the base.  I won't spoil the fun for anyone who wants to try 
this map on their own, but the full walkthrough is right here for anyone who 
thinks it's impossible or wants to try it out themselves.
	Day one, load the eastern infantry into your transport copter, and move it 
one step east, one step north, and one step east.  Load the eastern mech into 
the APC and drop it off in the mountains directly southwest of the transport 
copter.  Move your other units into this 5x5 formation, using the transport 
copter as a reference:

X,Tank,Recon,X,X
Mid Tank,Artillery,Fighter,X,X
X,Rocket,Fighter,X,X
Missile,Bomber,Infantry,Helicopter,Transport Copter
X,Mech,APC,Mech,X

	Day two, attack the northeast enemy tank with your rocket launcher and 
helicopter from the south.  Attack the closest enemy fighter with your anti-air 
unit from the west & southern fighter from the east.  Attack the enemy anti-air 
unit with your bomber from the west.  Move your missile launcher one step east, 
and move your remaining northern fighter far northeast.  With your transport 
copter, drop the infantry to the east, move the closest mech south of the 
transport copter, move the infantry to the west of the transport copter, and 
load the mech into the APC, dropping it off to the north of the transport copter.
	Day three, use your CO power.  Attack the fighter with your missile 
launcher, attack the anti-air unit with your bomber from the north.  Attack the 
other anti-air unit with your mech from the north.  Load the infantry into your 
transport copter and send it two steps east, one step north, and the rest east.  
Move your two fighters far east, making sure to move one of them into the range 
of the northeast bomber, and retreat your ground units southwest, making sure 
not to hide any in forests.
	Day four, drop your infantry off into the forest northwest of the base.  
Destroy the enemy bomber with one fighter, and send the second one far south to 
get the second southeast bomber into vision.  Day five, attack the southeast 
enemy bomber, and begin claiming the base.  Day six, Eagle is powerless to stop 
you!

Level A18  Battle Mystery!
Difficulty: ***

	A five day map that is still pretty easy.  Drake's units will generally 
act stupid, so just crush them as they approach you.  The goal is to move a 
cruiser to the north most reef in the small cove that you have to move east and 
back around to reach.  Use the landers as decoys for the enemy battleship to the 
northeast, allowing your cruiser to pass by and your sub & battleship to destroy 
it.  Once your cruiser is next to the lander, blast it away with your battleship 
& rocket launcher.
	On day one, load the mid tank and rocket launcher into a lander and drop 
them off to the east, dropping the rocket launcher south into the forest and mid 
tank east.  Move all of your sea units northeast or east along the passage, 
diving the subs.  Day two, move your empty lander northeast to expose the enemy 
sub.  Attack it with your cruiser from the east and sub from the west.  Move 
your cruiser south if you can't see the enemy battleship that's southwest of 
your rocket launcher.  Once you can see it, attack it with your rocket launcher, 
battleship, and sub.  Move your mid tank onto the city, and move your other 
lander onto the east shore.
	Day three, attack the enemy sub to the southwest with your cruiser and sub.  
Use your CO power.  Destroy the enemy mid tank with your rocket launcher & mid 
tank.  Move your lander and battleship far east, move your cruiser east and 
around the island (watch out for the battleship in the corner), attack the 
battleship with your sub, and move your tank just out of range of the artillery.  
Day four, finish the enemy battleship with your battleship and sub.  Continue 
moving your cruiser south, and move your rocket launcher east.  Day five, finish 
moving your cruiser next to the reef, expose the lander, and blow it to bits!
 

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

You're back trying to invade Drake's territory and claim his base, and 
he's made it more annoying for you to progress.  He has two battleships, a sub, 
two cruisers, two artillery, a rocket launcher, a mid tank, and other assorted 
units.  The key to winning is to place an infantry into an APC and load it into 
a lander that you can drop by the eastern shore to claim the base.  You must 
complete the level by day 8-9.
On day one, load the lander that can drop off with your mid tank and recon, 
and drop them off north, recon into the forest and mid tank to the left.  Move 
your battleship northeast into the reef, dive the sub south of the battleship, 
and move your cruiser northeast into the reef.  Load your other lander with the 
rocket launcher and tank and move it south of the sub.
Day two, destroy the enemy anti-air with your mid tank from the south, the 
enemy sub with your cruiser from the west, move your full lander northeast to 
the reef (from the south) to expose the enemy cruiser, and attack it with your 
battleship and sub (from the east).  Move your recon north into the forest.  
Move your empty lander back and load it with your APC (infantry inside) and mech.
Day three, move your rocket launcher lander to the previous lander point 
and drop off the rocket launcher north and tank west.  Move your cruiser north 
to the forest to expose the enemy artillery, and attack it with your battleship 
and recon from the west.  Attack the enemy tank with your mid tank from the west, 
finish off the enemy cruiser with your sub.  Move your APC lander northeast.
Day four, destroy the enemy tank with your tank from the south, destroy 
the enemy mid tank with your battleship and mid tank (from the east), move your 
rocket launcher north, move your two landers northeast into the battleship range.  
Move your cruiser below the enemy battleship, and attack it with your sub from 
the west.
Day five, use your CO power.  Attack the enemy tank with your rocket 
launcher, move your small tank to the north most forest to expose the rocket 
launcher, then demolish it with your mid tank.  Move your battleship northeast 
into the next reef, move your cruiser far east to the second battleship reef, 
move your sub far east, move your empty lander south of the battleship, and move 
your full lander to the east most part of the shore, dropping the APC north and 
mech east.
Day six, move your two landers to the south and east of the enemy cruiser, 
move your cruiser north of the second battleship, and move your sub forward and 
attack it.  Attack the enemy battleship with your battleship.  Move the APC one 
step northwest of the enemy base and drop the infantry to the north.  Day seven, 
destroy the second battleship and begin claiming the base.  Day eight, finish 
claiming the base.

Level S18  Battle Mystery!
Difficulty: ***

	This is a fun Sami level, where you get to thwart Drake's moves at every 
turn.  Make good use of naval tactics here and you'll have the map wrapped up by 
day 5.  To start out, you'll want to move one heli southeast to block off the 
passage, move your southern transport copter east, and your infantry in between 
the three mountains.  Retreat your helicopter far west.  By sea, don't destroy 
both subs or Drake will use his CO attack and it's game over for your infantry.  
Use the landers as decoy/blockade units, move the rocket launcher up close for 
some cheap shots at the cruisers, and bait the cruisers with far-away transport 
copters and helicopters then smash them to bits with your battleship & rocket 
launcher.  Show Drake how to play a real naval battle.  Even if you perform 
terribly, as long as you survive the eight days you'll get a perfect score, so 
don't worry if your units are getting trashed as long as you keep your transport 
copter w/ infantry safe.

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

	An easy 5 day speed level, even easier than normal campaign.  It literally 
took me 10 minutes to beat it on my first try.  Rocket your transport copter to 
the base with Sami, using decoys, blocking up the northwest passage, etc.
	Day one, load your mid tank and rocket launcher into the lander and send 
it five north, one west, dropping the rocket launcher south and mid tank north.  
Move your battleship east and dive your sub east, load an infantry into your 
transport copter and send it east.  Day two, move your mid tank north and attack 
the enemy tank, and attack the other enemy tank with your rocket launcher.  Move 
your transport copter northeast to reveal the enemy sub, then attack it with 
your sub from the west.  Move your battleship north one step.  Day three, 
continue to block the passage with your rocket launcher & mid tank.  Move your 
lander northeast into the battleship target range.  Move your transport copter 
far north and drop your infantry off north.  Day four, use your CO power, and 
begin claiming the base with your infantry, then day five finish it off.

Level 20  Enigma!
Difficulty: ***

	Sturm is back for Enigma, and the map is pretty much the same except for 
the fact that there is FOW, so you'll have to compensate with some new 
strategies, even though generally FOW makes the map even easier by crippling 
Sturm's view.  First of all, you should read the entire guide for Enigma normal 
campaign, because almost all of the information still applies in terms of 
winning the map, with a few exceptions and new actions you'll need to take 
listed below.  You must finish the map in approximately 16 days (my finishing 
time).
	If you use the FOW to your advantage, the map is even easier.  For example, 
your anti-air unit will be hidden in the forest and so cannot be seen as you 
take out the different units.  An even bigger bonus is that you can send your 
transport copter to the northeast portion of your land to lure the enemy fighter 
within striking distance of your still-alive anti-air unit, leaving your factory 
to create some other unit, possibly a recon (scare away distance units) or a 
tank.
	One of the sticking points of the map is barging your way up the road to 
Sturm's base.  Since the path is riddled with forest, it becomes difficult to 
progress since your front line unit will usually be attacked and only that front 
line unit can attack the unit in front of it that's in the forest during that 
turn.  To remedy this problem, create mechs and use the transport copter to drop 
them onto the river and forest areas to expose and attack the enemy units from 
the side, allowing you to bully your way through just like the normal campaign 
mode.
	The sea route is just as easy to land, and you can use the same sub 
tactics as before.  Just make sure you have at least three healthy mid tanks to 
conquer Sturm's main base, or you won't be able to stem the tide of units being 
built and units already present.  Sturm has added a rocket launcher hidden in 
the forest below his sea port, so be careful with your landers.  He also has 
more mid tanks, so make sure to bring a strong force up the road with you to 
draw some forces away from your landing party.  When invading, use FOW tactics 
carefully and don't let the enemy mid tanks start smashing your units around.  
Since Sturm has a +20% offense and 20% defense, it's best for you to charge 
ahead unless it risks being attacked by a mid tank, since your tanks can kill 
most of his units instantly unless they're in a city of forest.

Level 21  The Final Battle!
Difficulty: *****

	More units.  The final battle against Sturm is all about more units, and 
he has a ton of them coming straight for you.  This time around, the only factor 
that matters is speed, and you'll have to complete the level in 12-13 days.  
Once again, this guide is written for Grit and Eagle, which I admit is one of 
the best teams unless you prefer Max instead of Grit.  This being the case, if 
you're stuck with Sami, Kanbei, or God forbid, Olaf, then it's going to be a 
rougher ride, and you may not be able to fully follow this guide.
	The first day, you'll want to move all your units forward just out of 
enemy attack range, giving your distance units priority.  For Andy, move your 
units generally forward, except move your transport copter back.  Create an 
infantry and mech.  For Grit, move your units all north, cram them together, etc.  
Create an APC and infantry.  For Eagle, move your fighters northwest and your 
other air units north.  Create an APC and infantry.
	Day two, clobber Sturm's air forces with all of your might and tactical 
ability.  Beat down his small forces to the left and right of Grit and Eagle.  
With Andy, try to take down a mid tank and some helicopters.  Make sure to keep 
Grit's units all packed in together, to lure the first CO attack.  If Eagle or 
Andy gets mashed, you won't be able to recover fast enough for a quick s-rank 
victory.  Create APC & infantry for Grit & Eagle, and mechs for Andy.
	Day three, Sturm will barge into Andy's territory and start killing your 
units off.  You'll want both of your MD tanks to have survived.  Aim Andy and 
Eagle's units at Sturm's anti-air forces, including fighters & helicopters.  
This way, Eagle can move his units in and still survive.  Continue creating 
mechs with Andy, and by day four Sturm should only have md tanks and some other 
units left, and Eagle will be able to use his CO attack to further decimate 
Sturm's invading forces.  He should have very little left standing after your 
lightning strike.
	Day five, Sturm will drop a fat one on Eagle & Andy's forces, so make sure 
not to let him nail too many of your units at once.  Try to keep your bomber 
alive out of the fray, since it's valuable for destroying the last few md tanks.  
When Sturm uses his CO attack, just use your weak units to take out Sturm's weak 
units, and proceed onward with the survivors.  Continue to pump out mechs for 
Andy until you've got enough healthy ones to begin claiming the northern cities.  
By day six you should have completely eliminated Sturm's invasion force and are 
beginning to force some troops further north.
	Now for the invasion, you'll have to keep your efforts clean and 
intelligent.  If you jam up the works you may end up wasting whole turns with 
units that are unable to get in a shot.  Don't send in weak or worthless units, 
make each move and hit count, so that you don't reach a time-wasting stalemate.  
Use Grit's units to line up along Strums front for some back support, and have 
Andy & Eagle's forces barge their way in.  Incidentally I noticed Sturm CO 
attacked my two fighters & a mid tank together instead of my frontline units, 
which really helped out.
	You probably won't be able to get an infantry onto Sturm's base before he 
uses his CO power, so just go for elimination, and swamp him with any units 
you've got available.  I recommend making some recons, tanks, and transport 
copters earlier on just for stopping up his factories and airports.  By day 13 
he should be toast.

Level 22  Rivals!
Difficulty: ****** 1/2

	The Advance Campaign finishes with a big bang, a level that I believe is 
the most difficult in the entire campaign.  The level is separated into two 
waves of attacks.  In the first wave, Eagle will approach you with three 
helicopters, then four bombers by air, while by land sending an invasion on each 
side of one tank, one anti-air unit, and one mid tank.  The second wave is a 
crushing blow as Eagle swarms your area with accumulated masses of land units 
and a new batch of helicopters.  Eagle also has four fighters waiting to blast 
any air unit you create, a missile launcher northeast of his island airport, and 
will build fighters to stop you.  To top it all off, the map has been changed to 
FOW and you start with only two mechs and an infantry.  Trying to defend 
yourself by land is a battle of attrition at best, there's no way to win just by 
playing defensively, even though it's possible to survive for quite some before 
being completely swamped.  It seems like Eagle has you completely sewn up.
Advance Rivals took me the longest of all the campaign levels to play, and 
that was around 5-6 days of effort.  Most of the time I just experiment and 
learn more about the level before giving it a 'serious' try.  One of those 
serious tries I tried to survive by holding off Eagle's land and air invasion 
because I didn't know he'd never stop pounding my troops into a pulp by day 17.  
I mulled over the issue and eventually thought of the way it has to be completed 
eventually - with fighters and a transport copter.  I would have to hold off the 
ground invasion, bait the four fighters, and destroy the helicopters & bombers 
as they come in.  It takes expert skill to know how to manipulate the computer 
AI, exploit it's weaknesses, and hold off enemy ground units in tight spots 
initially, but there's so many variables and factors to consider that it really 
is one of the toughest levels not only to plan out the general strategy to but 
also execute it with attention to the minutest detail.  I can only help you so 
far, the rest is up to you.
	However, all is not lost.  The key strategy to winning is in this briefing, 
and I have also done a day by day walkthrough for 15 days, a perfect score.  I'm 
not sure how lenient the speed score is, but I assume it is pretty lenient.  The 
winning strategy is this: defend yourself against Eagle's helicopters & bombers 
with two anti-air units then a missile launcher on the SE factory (and absolute 
expert defensive, bait, decoy, and diversionary tactics), jam up the farthest 
north and closest south bridges with infantry, and use other infantry to protect 
your missile launcher.  Once you've destroyed the last helicopter, build a 
transport copter, next turn send it in hiding and finish off the bombers, and 
make sure on the next turn that you trigger Eagle's CO attack.  I recommend 
trying to injure one of the bombers to 1 hp so it will flee to an airport and 
take up space.  Use your CO attack after him, and smash his fighters to bits, 
while trying to blockade one off with ground units.  Do not let ANY of his 
fighters escape, or they will fly back to heal themselves and raise hell for you 
later, even if it means destroying a weak fighter vs. a fully healed one.  Build 
your first fighter and keep your transport copter protected.  Then, finish off 
the last of the fighters, send your transport copter east, and your fighter 
southeast to approach an enemy helicopter.  Afterwards, you'll want to build one 
more fighter, and then your land mass is irrelevant, let them all die.  Now for 
the sky battle, Eagle's second wave of copters will be zipping all around you, 
so be very cautious.  If he creates a fighter, dispose of it ASAP, and use your 
CO power to attack it if possible.  Allow injured helicopters to escape to air 
ports so that they jam up Eagle's production capabilities.  Do not attack an 
injured air unit on an airport by any means  they will not chase after your 
transport copter until they're fully healed.  Eagle will use another CO attack 
soon after your two fighters are available, and will have at least 3 helicopters 
closing in on your position.  Try to destroy two of the copters and move the 
transport copter out of the range of the third.  You may also try to hold off 
the enemy near your base and create empty transport copter decoys to satiate a 
couple helicopters and make your journey a bit easier.  When approaching the 
missile launcher, move cautiously and stealthily, making good use of it's blind 
spot.  The island north of the missile launcher has an anti-air unit on it, so 
avoid it at all costs.  Once you approach Eagle's base, he will most likely 
create a fighter and continue to produce helicopters.  Save your CO power for 
this moment when you can destroy the helicopter in one blow and injure the 
fighter.  All you need to do is keep your fighters alive in order to swat the 
helicopters away from your infantry as it works on the base.  There won't be any 
ground resistance to speak of, so all you have to do is capture the base and 
you're home free!
	Finally here's a rough day by day guide.  You have to move your initial 
infantry north to block the north bridge (the long bridge, not the tiny one) and 
create new infantry to block the south bridge.  On day one and two create an 
anti-air unit, and use them to destroy two of the three helicopters, 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.
	Unfortunately for this walkthrough, Eagle sometimes acts randomly and 
neurotically, so I'm sorry if things don't work out precisely correct.  Try to 
cope with it.  Day one, move your units north, create an anti-air unit in the 
northeast factory and three infantry.  Day two, to the north, move your infantry 
onto the eastern city and move your mechs north.  Move your new infantry 
south/southwest towards the bridge.  Move your anti-air unit straight south, 
create an anti-air unit in the northeast factory, and two infantry in the 
western factories.  Eagle will move his helicopters forward and I've noticed the 
patterns can be erratic and unpredictable.  Just make sure you can kill two of 
them.
Day three, to the north, move your infantry forward in front of the tank 
and move your mechs onto the two cities.  Create a missile launcher in the 
southeast factory.  Attack the two helicopters (there should be two of them in a 
row to the east of the southeast factory) with your anti-air units.  If you have 
a choice, destroy the helicopters further north rather than south.  Surround 
your missile launcher with infantry, move one onto the southwest factory, and 
any other extras to the HQ or close by.  Eagle's helicopter should attack the 
infantry to the west of your missile launcher, and he should move his anti-air 
unit onto the south bridge.  If he doesn't, it's guaranteed the walkthrough 
won't work hereafter. 
	Day four, to the north, retreat your infantry southwest.  At home base, 
move an anti-air unit onto the base, move the infantry that's south of the 
missile launcher northeast of it, attack the enemy helicopter from the east, 
move the injured infantry north of the south bridge, move the infantry north of 
the missile launcher east of the missile launcher, and move two infantry north 
and west of the injured infantry.  Attack the enemy bomber with your missile 
launcher create a transport copter in the north factory, and three infantry.  
Eagle should be blowing your infantry up, but make absolutely sure he doesn't 
use his CO attack this round, or you'll be screwed.
	Day five, to the north, attack the northern bomber with your anti-air unit, 
and attack the tank with your injured mech.  At home base, attack the northeast 
bomber with your missile launcher, attack the southern bomber with your anti-air 
unit from the north, move your transport copter west of the base, move your 
northwest factory infantry onto the base, northeast factory infantry one step 
south, southeast factory infantry one step east, weakened infantry one step west, 
and the last infantry north of the tank.  Create three infantry.  Eagle will now 
use his CO attack, his fighters will be all over your territory for smashing.
	Day six, attack the southern fighter with your anti-air that's right next 
to it.  Use your CO power, attack the southwest fighter with your missile 
launcher.  Attack the northwest fighter with your anti-air from the west, 
blockading in the remaining fighter.  To the north, attack the enemy tank then 
anti-air unit.  Create a fighter in the north airport.
	Day seven, destroy the southwest fighter with your missile launcher, move 
your infantry out of the way and destroy the bomber to the east of the transport 
copter with your anti-air unit, and destroy the weakened fighter with your other 
anti-air unit.  Move your fighter onto the southeast neutral city on the island.  
Move your transport copter five east, one north.  Move your infantry, making 
sure that fully healthy infantry are in front of the enemy units to the south, 
and create an infantry in the southwest factory.  Keep your missile launcher 
protected and keep the enemy fighter blockaded.
	Day eight, finish off the barricaded enemy fighter and enemy bomber.  Jam 
up the works one last time and create a fighter in the north airport.  Attack 
the enemy helicopter from the north and move your transport copter to the west 
of it.  Create two transport copter decoys.  Day nine, the ground units are now 
irrelevant, so just let them get butchered.  Move your new fighter three steps 
east of the northwest neutral city, move your transport copter two steps west of 
it, and your other fighter southeast of it.  Move your copter decoys forward, 
and create two more, keep using them.
Day ten, move your transport copter northeast, move your fighter north of 
the island airport, and destroy the enemy helicopter from the north.  Day eleven, 
move your transport copter one step northeast of the missile launcher.  Use your 
CO power and attack the enemy fighter from the north.  Day twelve, finish off 
the enemy fighter from the west.  Move your transport copter southeast (out of 
missile launcher range) to reveal the enemy helicopter and attack it with your 
other fighter from the south.  Day thirteen, move your transport between the 
airports and drop the infantry off east.  Attack the northern helicopter with 
your fighter and the western helicopter with your fighter.  Day fourteen, begin 
claiming the base.  Attack the two helicopters from the east and move your 
transport copter one step east.  Day fifteen, finish claiming the base.  When I 
first played the map I finished it in 16 days and it was a much nicer looking, 
cleaner victory.  But I suppose this works too.  If the guide fails you, I'm 
sorry, but the randomness in some parts is very destabilizing in this level.


Section 4: War Room Guide

To be added in a future revision.

-- End


