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Introduction ......................................4
Welcome toAdvance Wars! ............................4
How to Use This Guide .......................................5
Naval Units ....................................................... 32
Battleship (B Ship) .................................................. 32
Carrier ..........................................................................33
Cruiser ..........................................................................33
Gunboat (G Boat) .....................................................33
Lander ...........................................................................34
Submarine ....................................................................34
Commanding Officers ....................35
Will ..................................................................... 35
Brenner ............................................................ 36
Lin ....................................................................... 37
Isabella ............................................................. 38
Tasha ................................................................. 39
Gage ...................................................................40
Forsythe ............................................................ 41
Waylon .............................................................. 42
Greyfield ........................................................... 43
Penny .................................................................44
Tabitha .............................................................. 45
Caulder ..............................................................46
Campaign Walkthrough ................ 47
Chapter 1: Days of Ruin ..................................48
Chapter 2: A Single Life ................................. 50
Chapter 3: Freehaven .................................... 52
Chapter 4: Moving On .................................... 54
Chapter 5: New Allies ..................................... 56
Chapter 6: Fear Experiment......................... 58
Chapter 7: A Kind of Home ............................ 60
Chapter 8: A New Threat ............................... 62
Chapter 9: The Beast ..................................... 64
Chapter 10: Almost Home ..............................66
Chapter 11: A Storm Brews ........................... 68
Chapter 12: History of Hate .........................70
Chapter 13: Greyfield Strikes ...................... 72
WagingAdvance Wars .....................6
Overview..............................................................6
Flow of Battle .....................................................6
Post-Mission Breakdown ...............................6
Unit Interactions ...............................................8
Funds Management ......................................... 16
Battlefield Conditions .................................... 16
Terrain ............................................................... 18
Structures ........................................................22
Units.................................................. 24
Ground Units .................................................... 25
Anti-Air .........................................................................25
Anti-Tank .......................................................................25
Artillery ........................................................................26
Bike ................................................................................26
Flare ...............................................................................26Infantry .........................................................................27
Mech ..............................................................................27
Medium (Md) Tank ...................................................27
Missiles ........................................................................28
Recon .............................................................................28
Rig ...................................................................................28
Rockets .........................................................................29
Tank ................................................................................29
War (W) Tank ............................................................29Air Units ............................................................ 30
Battle (B) Copter .....................................................30
Bomber ..........................................................................30
Duster ............................................................................31
Fighter ............................................................................31
Seaplane ........................................................................31
Transport (T) Copter ..............................................32
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Chapter 14: A Heros Farewell ......................74
Chapter 15: Icy Retreat .................................76
Chapter 16: Hope Rising ................................78
Chapter 17: The Creeper ............................... 80
Chapter 18: Panic in the Ranks .................... 82
Chapter 19: Salvation .....................................84
Chapter 20: Waylon Flies Again ................... 86
Chapter 21: Lins Gambit ................................ 88
Chapter 22: The Great Owl ............................90
Chapter 23: Sacrificial Lamb ....................... 92
Chapter 24: Crash Landing ...........................94
Chapter 25: Lab Rats .....................................96
Chapter 26: Sunrise ....................................... 98
Campaign Trials .............................100
Trial 1: Extreme Edge ......................................101
Trial 2: Shade Coast .......................................102
Trial 3: Feline Basin .......................................103
Trial 4: Metro Island .....................................104
Trial 5: Eerie Lake ..........................................105
Trial 6: Clear Island .......................................106
Trial 7: Tatter River ......................................107
Trial 8: D-Island ..............................................108
Trial 9: Hourglass ..........................................109
Trial 10: Blade Isles .........................................110
Trial 11: Star Islands ........................................111
Trial 12: Intricate Map ...................................112
Trial 13: V for Victory! ....................................113
Trial 14: Fragment Isles .................................114
Trial 15: Jay Islands ........................................115
Trial 16: Pentagram ........................................116
Trial 17: Coast Assault ...................................117
Trial 18: Cat Island ...........................................118
Trial 19: Ground Clash ....................................119
Trial 20: Slime Cove........................................120
Trial 21: Duo Falls ............................................. 121
Trial 22: Peril Maze .......................................122
Trial 23: Metro Map ...................................... 123
Trial 24: Wedding Ring ..................................124
Trial 25: Lands End ........................................125
Trial 26: Bounty River ...................................126
Trial 27: Time Map ..........................................127
Trial 28: Plasma Bubble ................................128
Trial 29: Triangle Lake ..................................129
Trial 30: Destiny Ocean ................................130
Trial 31: Comb Map ..........................................131
Trial 32: Resistance ......................................132
Trial 33: Missile.............................................. 133
Trial 34: Web River ........................................134
Trial 35: Center River ................................... 135
Trial 36: Mountain Pass ...............................136
Trial 37: Fire & Water ...................................137
Trial 38: Whirl Peaks ....................................138
Appendices .....................................139
Unit Matrix .....................................................139
Terrain Matrix ...............................................140
CO Unlocks & Comparison Chart .................141
History Medals ...............................................141
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If youre feeling overwhelmed by the vast array of command options and choices presented to you inAdvance Wars: Days of
Ruin, then youve come to the right place! This chapter is dedicated to teaching the fine art of tactical combat and strategic
generalship. Even the most seasoned generals are sure to find a few gems of wisdom here!
We begin with a global overview ofAdvance Wars, describing just what it takes to win a battle and giving tips on how to
achieve the highest ratings from single-player missions. Following that, we provide thorough details on the fundamentals of
commanding your forces about the battlefieldthings like acquiring funds, attacking, leveling up, and the use of COs. The
chapter concludes with insightful looks at the various forms of terrain and battlefield conditions youre apt to encounter. In
short, the following pages are packed with all manner ofAdvance Wars know-howbetter start reading!
OverviewAdvance Wars: Days of Ruin is a turn-based strategy
game. You command one army of combat-ready units,
which you must use to outmaneuver and crush the
opposition. Battles can be waged between two, three,
or four armies inAdvance Wars, with each force fighting
against one another in a tactical struggle for dominance.
Forces can also team up and work together, coordinating
their efforts to outwit and annihilate their foes.
Because its a turn-based game, razor-sharp reflexes
arent a requirement inAdvance Wars. This is a thinking
gamers gamefeel free to take as long as you like to review
the current scenario and plot out your moves. Generals who
digest all available information and carefully develop wily
tactics will have the best chance of seizing the day.
Flow of Battle
Battles are broken down into
days inAdvance Wars. Each
army is granted one turn perday. During your turn, you may
move and position your units,
attack enemy units, capture
structures, and so on.
Win Conditions
So how does one achieve
victory on the battlefield? By
crushing enemies, of course!
Oftentimes, the easiest way
to defeat your adversariesis by simply overwhelming
their forces with superior
tactics. Wipe out all of their
units to claim total battlefield
dominance!
Seizing the day can also
be achieved through the
capture of your rivals HQ.
This is usually tough to pull
off, however, as wise generals
will be on the lookout for such
maneuvers. Still, theres no
faster way to achieve victory!
Victory!
Their HQ is ours!
In single player battles that feature three or four
armies, an armys entire force is destroyed the
moment its HQ is captured. In addition, once an army
has been wiped out, all structures that had previously
been under its control revert to a neutral state.
To view a battles win conditions, press 3 and
choose Mission Info, then terms from the menu.
And for handy tactical breakdowns during
Campaign missions, choose tactics and make a
quick trip to the war room. There, your allies (and
sometimes your enemies) will give hints on how to
best claim victory.
Post-Mission Breakdown
Devising top-notch tactics
not only makes each conflict
easier, it also helps you earnhigh marks when the smoke
finally clears. Claiming victory
from single-player Campaign
battles always lands you a
letter grade rating of C, B, A, or
S for that scenario. Pat yourself
on the back if you scored a B
or higher: You did very well!
The coveted S rating isyours!
Its your turn. Make themost of it!
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MountainMountains
provide
fantastic
defense for
ground and air units. Unfor-
tunately, the only ground
units that can navigate
mountains are foot soldiers
(infantry and mechs).
Send these units across
mountains to capture
nearby cities and the like.
Station these units atop
mountains to add a +3 bonus to their vision during Fog
of War scenarios.
Move Cost
Move Type Cost
Infantry 2
Mech 1
Tire A
Tire B
Tank
Air 1
Ship
Transport
Defense:
****Income:
Repairs:
PlainPlains are
easily traveled
by most units
but offer little
in the way of defense.
Rigs can construct temp
airports on plains.
Move Cost
Move Type Cost
Infantry 1
Mech 1
Tire A 2
Tire B 1
Tank 1
Air 1
Ship
Transport
Defense:
*Income:
Repairs:
PlasmaPlasma
is totally
impassable
and blocks all
unit movement. However, it
can usually be banished if
its meteors are destroyed.
Sometimes its tactically
sound to leave meteors
and plasma be in order to
slow the enemy advance,though.
Move Cost
Move Type Cost
Infantry
Mech
Tire A
Tire B
Tank
Air
Ship
Transport
Defense:
Income:
Repairs:
MistMist provides
ideal hiding
places for
naval units in
Fog of War battles. It also
offers a bit more protection
compared to the naked
sea.
Move Cost
Move Type Cost
Infantry
Mech
Tire A
Tire B
Tank
Air 1
Ship 1
Transport 1
Defense:
*
Income:
Repairs:
MeteorLike fire,
meteors cannot
be navigated
by any unit.
Instead, units must attack
meteors to destroy these
obstacles. Gunfire has
little effect on meteors,
while powerful, explosive
attacks have great impact.
Plasma is often generated
by meteors, and in these
cases, destroying the
meteor commonly shuts off the plasma.
Move Cost
Move Type Cost
Infantry
Mech
Tire A
Tire B
Tank
Air
Ship
Transport
Defense:
Income:
Repairs:
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Ground units form an armys backbone. All ground units are produced at factories. Most ground units are quite versatile
and fairly inexpensive. There are more ground units than air or naval units, and they each fall into one of two basic classes:
vehicles, which roll about on tires or tank treads, and infantry, which traverse terrain on foot (with the exception of bikes).
Most vehicle-class ground units enjoy a high mobility, making them able to cross a battlefield with impressive speed.
Those with lower mobility, such as anti-tanks and war tanks, often enjoy great firepower and durable armor. Vehicles
commonly see more frontline action than any other class of unit.
Compared to vehicles, infantry-class ground units have a low
mobility, weak armor, and are generally less effective in combat. Theyre
able to navigate terrain that vehicles cant, however, scaling mountains
and fording rivers to quickly reach remote destinations. The exceptions
are bikes, which have a high standard mobility but cannot cross the
aforementioned terrain. Infantry-class units are also the only ones
capable of capturing structures, such as cities and factories, to boost
their armys income and unit production capabilities.
When stationed atop mountains, infantry-
class units gain a +3 bonus to their vision
rating. This is a great advantage when
Fog of War is a factor in battle.
Most ground units are easy prey for enemy aircraft, but not the versatile anti-air unit. This agile mini-tank
comes armed with two powerful surface-to-air cannons capable of shredding through airborne hostiles
with ease. When foot soldiers threaten to invade, the anti-airs twin cannons can be turned against them
for devastating results as well. Vehicles with little armor, like rockets and recons, are also suitable first-
strike targets for anti-air fire. Heavily armored ground forces should
be avoided at all costs, howeverthe anti-airs cannons have a tough
time puncturing their durable plating.
With their low production cost and high versatility, anti-airs make
for ideal purchases throughout many battles. Theyre especially useful
when aerial units are a factor, of course, and they make great base
defenders, readily thwarting enemy transport copters and infantry-
class units aiming to score a quick win via HQ capture.
Anti-tank vehicles are some of the most fearsome indirect-attack units a general can deploy. While their
range is on par with that of the more-affordable artillery unit, anti-tanks can fire on adjacent enemies as
well as those up to three squares away. Theyre also the only indirect-attack units capable of responding
with a counterattack when assaulted by direct-attack fire.
Designed to inflict heavy damage against armored ground units, anti-tanks can also target low-flying helicopter units
such as battle and transport copters. Their armor is so thick that even bombers are unable to obliterate them in one strike,
which helps anti-tanks hold their position when the going gets tough. Unfortunately, anti-tanks tie with war tanks for
having the lowest mobility rating of all vehicle-class ground units. This makes it tough for anti-tanks to maneuver into firing
position, particularly on larger maps that lack forward production factories.
When your adversary is throwing armored ground units your way,
anti-tanks are a natural choice to help even the odds. Position oneof these powerful indirect attackers just behind your front line and
watch as your rivals assault force shrinks back. When Fog of War is a
factor, station anti-tanks in strategic hiding places, such as cities and
woods, to surprise your adversarys ground forces with devastating
anti-armor bombardments.
Combat Breakdown
Target Class Effectiveness
Infantry
Vehicle
Aircraft
Helicopter
Ship
Sub
Combat Breakdown
Target Class EffectivenessInfantry
Vehicle
Aircraft
Helicopter
Ship
Sub
Cost: 7,000
Class: Vehicle
Strong Against: Aircraft,helicopters, infantry
Weak Against: Most othervehicles
Beware: War tanks, mediumtanks, first-strike bombers
Cost: 11,000Class: Vehicle
Strong Against: All groundunits
Weak Against: Helicopters
Beware: Bombers
Movement StatsMovement Class:
TankMobility:
6Gas:60
Vision:3
Movement StatsMovement Class:
Tire BMobility:
4Gas:50
Vision:2
Combat StatsAttack Type:
DirectMain Weapon:
CannonSub Weapon:
NoneAmmo:
6Range:
1
Combat StatsAttack Type:
IndirectMain Weapon:
CannonSub Weapon:
NoneAmmo:
6Range:
13
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g
General, sir, please review these officers profiles carefully before choosing which CO to bring with you into the field. Each
has his or her own strengths, and some will serve you better in certain scenarios than others. Ten hut, COs!
Spoiler Alert! This chapter reveals all hidden
COs, including info on how to unlock them. Stop
reading if you dont want to spoil the surprise!
When a CO Power is used, the COs Command Zone benefits are spread to
all friendly units across the entire battlefield. See the CO Abilities section in
the WagingAdvance Wars chapter for more info on the uses of COs.
Will
Command Zone: 2-square radius
Boosts: All direct-attack ground units
Effect: Attack +2
CO Power: Rally Cry
Effect: Boosts the mobility of all direct-
attack ground units by 2
How to Unlock: Available from start
Never Give Up!A former Rubinelle military cadet, Will was rescued by Captain
Brenner shortly after surviving the meteor shower that devastated
much of the planet. A young man with a big heart, Will soon grows to
idolize Brenners courageous acts and selfless efforts to help those
he finds in need.
Wills AbilitiesWills powers revolve around enhancing the effectiveness of
direct-attack ground units, such as tanks, anti-airs, recons,
and infantry-class units. Few COs can match his ability to
advance ground forces toward victory!
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Mission IntelArmies: 2
Your CO: Brenner
Enemy CO: The Beast
Pre-Deploy: Confirmed
Fog of War: No
Weather: Fine
TermsVictory: Wipe out all
enemy units.
Defeat: Lose all of yourunits.
Ambushed by Raiders
Wills combat training session
is cut short when wasteland
raiders start to draw near.
Looks like you havent seen the
last of these guys!
Take Brenners advice to
heart and begin by moving
your tank to the right toblock the road. Wills training
exercises seem to have
drained the tanks main
weaponry of ammo, but it
can still fire on the advancing
hostile infantry with its heavy machine guns. Perform the
attack to weaken the foot soldiers and plug up the road with
your tank.
After you move your tank,
Brenner advises you to check
the attack range of enemies
with2. Highlight each enemy
unit and press@ to cause
a number of red squares to
light up around them. These
squares indicate the units
attack ranges; anything stationed on one of the red squares
can be attacked by the unit during its next turn. Notice
that the nearby recon is unable to progress past your tank
to assault your artillery. This is because vehicles cannot
traverse mountains; only foot soldiers and air units can
navigate them.
Lets put this fact to practice.
Since youve weakened that
enemy infantry unit, why not
finish it off with your own
infantry? Move your foot
soldiers into the mountains
and open fire on the enemy
troops. The attack is fatal, so
the enemy cant counterattack to score any damage on your
infantry.
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Mission IntelArmies: 2
Your CO: Brenner
Enemy CO: The Beast
Pre-Deploy: Confirmed
Fog of War: No
Weather: Fine
TermsVictory: Wipe out all enemy units.
Defeat: Lose all of your units.
Aiding the Ungrateful
Though Brenner and company
received less than a warm
welcome at a ruined city
populated by civilian survivors,
they still decide to come to the
peoples aid when The Beast
and his raiders come calling.
This time, the ruffians have
brought a significant force alongone easily capable of
seizing control of the town. Begin by advancing both of your
tanks to fire on the two hostile infantry units to the north.
Finish these wounded soldiers off with your nearby mechs.
If you advance your artilleryunit too far north, youll find
out the hard way that it cant
withstand much punishment;
the northeast enemy recon can
travel extremely far along the
northern road, and its heavy
machine gun is enough to
inflict severe damage on your artillery. Highlight the recon
and hold2 to view its attack range. Then scroll your view
back over to your forces to determine just how far north you
can move your artillery.
You can also view an enemy units maximum
potential movement by highlighting the unit and
pressing !.
Use 2 to view your own units attack ranges as
well. This helps you position your units more effec-
tively on the field.
Youve run out of units to
move, so its time to end yourturn. The Beast advances his
forces, but none of them can
move close enough to strike.
When you regain control,
bombard the nearest recon
with your artillery, then advance
one of your tanks to the nearby woods and finish the job.
Afterward, move the remainder of your forces as far north as
possible, being careful not to expose any of them to attack
from The Beast during his next turn.
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pg
g
Ground
Units
Air
Units
Naval
Units
Your rival advances
his units once more, still
unable to execute an
attack. Time to inflict some
pain on these cretins.
Strike at the nearest vehicle
with a tank, following up
with a bazooka blast from
one of your mechs to send it to the scrapyard. Do the
same to another vehicle. We were able to annihilate The
Beasts tank and one of the recons in this turn; see ifyou can accomplish the same.
Again, opening fire with your tanks ensures
your flimsy mech units wont suffer damage
in counterattacks. Tank armor can take a bit
more of a pounding than a soldiers clothing,
particularly when your tanks open fire from
high-cover terrain, such as woods.
North Road Showdown
If you havent used your
artillery yet, make your last
move that of advancing
it as close as possible
to defend your front line.
This is the primary usage
of indirect attackers: to
defend frontline units,
simultaneously using these units as blockers to defend
themselves. We decided to stick our artillery right in the
small nook of the nearby mountain range, where we
knew itd be safe from attack.
Beware The Beasts artillery unit! View its
attack range with2 and try not to leave any of
your units exposed to its fire if you can avoid it.
You wont be able to wipe
out The Beasts forces in one
strike, so the villain finally
gets a chance to retaliate
against you. Your units will
suffer some damage here,
particularly your mechs,along with anything youve
left in range of The Beasts artillery. Brenners second in
command, Lin, soon advises you on how to join wounded
units of the same type together to form a stronger single
unit. Consider doing so if one of your units is in dire straits.
Joining units prevents your forces from
suffering too many casualties in the field,
which helps boost your end-of-battle Tactics
score and overall rating. See the Waging
Advance Wars chapter of this guide for a
complete breakdown of the games rating
system.
Final Push
If you advanced your artillery
last turn, youll certainly
be able to use it against
one of the raiders vehicles
now. Open with an artillery
bombardment, then make
a strong eastward push
against your rivals line.
If possible, try to reserve
one of your tanks for
use against the enemyartillery, rushing forward
to inflict severe damage
to the weakly armored
unit. Mechs can also do
great damage to artillery if
youve got one in range. Remember that wounded units
have greatly reduced attack power, though.
You likely werent able to
destroy the artillery in your
initial strike, which means
the unit remains in place
blocking the road. Send
your mechs across themountains to pummel the
artillery with their heavy
payloads. You need not fear any sort of counterattack
from these indirect attackers!
After removing the
artillery obstacle, your
tanks can advance on any
lingering units. You likely
only have a bike left to deal
with, which is an easy mark
for any tank. Obliterate any
stragglers with vehicular
fire, polishing them off with your remaining mech if needbe. Wipe out all raider invaders to secure the battlefield
and emerge victorious.
Author Commentary
This short battle is a prime example of how superior tactics can outweigh inferior numbers. In Advance
Wars, you must draw upon whatever resources youre given at the start of each scenario and develop your
strategy accordingly. Theres a way out of every thorny situation, so never give up!
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PRIMA Official Game GuideWritten by:
Stephen Stratton
The Prima Games logo is a registered trademark of Random House, Inc., registeredin the United States and other countries. Primagames.com is a registered trademarkof Random House, Inc., registered in the United States. Prima Games is a division ofRandom House, Inc.
& 2008 by Nintendo of America. All rights reserved. No part of this book may bereproduced or transmitted in any form or by any means, electronic or mechanical, includingphotocopying, recording, or by any information storage or retrieval system without writtenpermission from Nintendo of America.
Product Manager: Mario De GoviaEditors: Shaida Boroumand and John BrowningManufacturing: Stephanie SanchezDesign & Layout: Calibre Grafix, LLC
All products and characters mentioned in this book are trademarks of their respectivecompanies.
Please be advised that the ESRB Ratings icons, EC, E, E10+, T, M, AO, and RP
are trademarks owned by the Entertainment Software Association, and may only be used withtheir permission and authority. For information regarding whether a product has been rated bythe ESRB, please visit www.esrb.org. For permission to use the Ratings icons, please contactthe ESA at esrblicenseinfo.com.
Special Thanks:
Steve would like to thank Seth McMahill, Yugo Sato, Damon Baker, Jeffrey Storbo, MichaelKeough, and Tomas Hertzog at Nintendo for once again offering their time, hospitality, andexceptional support. Thanks also to Primas elite production/editorial squad: Mario De Govia,Shaida Boroumand, and Jody Seltzer. Special thanks to my babykins, Julie Bean, for stickingbeside me through another crazy holiday rush. Merry Christmas Mom, Dad, Sarah, and Bryan!
Important:Prima Games has made every effort to determine that the information contained in this bookis accurate. However, the publisher makes no warranty, either expressed or implied, as to theaccuracy, effectiveness, or completeness of the material in this book; nor does the publisherassume liability for damages, either incidental or consequential, that may result from usingthe information in this book. The publisher cannot provide any additional information or
support regarding gameplay, hints and strategies, or problems with hardware or software.Such questions should be directed to the support numbers provided by the game and/ordevice manufacturers as set forth in their documentation. Some game tricks require precisetiming and may require repeated attempts before the desired result is achieved.
ISBN: 978-0-7615-5903-0Library of Congress Catalog Card Number: 2007942616Printed in the United States of America
08 09 10 11 LL 10 9 8 7 6 5 4 3 2 1
Prima GamesA Division of Random House, Inc.
3000 Lava Ridge Court, Suite 100Roseville, CA 95661
www.primagames.com
Stephen Stratton has authored over 40 guides in his seven years with Prima. His
personal favorites includeResident Evil 4: Wii Edition, Mass Effect, and pretty
much every game with either Mario or Zelda in its title. Steve is a lifelong gamer
who attended the Rochester Institute of Technology in Rochester, NY. In addition
to his Prima Games guides, he also held a staff position with Computec Media and
managed the strategy section of their incite.com video game website.
Author Bio