FAQ/Walkthrough - Guide for Advance Wars 2: Black Hole Rising
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=============================================================================== Advance Wars 2: Black Hole Rising FAQ/Walkthrough By: Kenny Taylor (A.K.A Cooldude345) =============================================================================== ______ _____ .___ ______ / \ / _ \ __| _/__ _______ ____ ____ ____ / \ / /¯¯\ \ / /_\ \ / __ |\ \/ /\__ \ / \_/ ___\/ __ \ / /¯¯\ \ | | \ \/ | \/ /_/ | \ / / __ \| | \ \__\ ___/ / / | | | | | \____|__ /\____ | \_/ (____ /___| /\___ >___ >_/ | | | ¯¯ | \/ \/ \/ \/ \/ \/ | ¯¯ __ | __ __ ________ | __ | | | ___/ \ / \_____ _______ ______ \_____ \ /\ | | | | | / / \ \/\/ /\__ \\_ __ \/ ___/ / ____/ \/¯¯¯\ \ | | \ \__/ / \ / / __ \| | \/\___ \ / \ /\ \ \__/ / \ / \__/\ / (____ /__| /____ > \_______ \ \/ \ / ¯¯¯¯¯¯ \/ \/ \/ \/ ¯¯¯¯¯¯¯ ____ _ _ _ _ _ ____ _ _ | __ )| | __ _ ___| | __ | | | | ___ | | ___ | _ \(_)___(_)_ __ __ _ | _ \| |/ _` |/ __| |/ / | |_| |/ _ \| |/ _ \ | |_) | / __| | '_ \ / _` | | |_) | | (_| | (__| < | _ | (_) | | __/ | _ <| \__ \ | | | | (_| | |____/|_|\__,_|\___|_|\_\ |_| |_|\___/|_|\___| |_| \_\_|___/_|_| |_|\__, | |___/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This document is copyright 2003 Kenny Taylor. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If permission is given to use this FAQ, credit to the Author must be given. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The most recent version of this document can only legally be found at GameFAQs (http://www.gamefaqs.com). This guide cannot be used for personal profit. You can contact me at firstname.lastname@example.org for questions, comments, or things you may want to see. Please no flaming, bashing etc for I will delete your e-mails immediately. All trademarks and copyrights within this document belong to their respective holders. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +-------------------------------------------------+ | Game: Advance Wars 2: Black Hole Rising | | Platform: GameBoy Advance [SP] | | Subject: Gameplay | | Guide Type: FAQ/Walkthrough | | Author: Kenny Taylor | | Created: 6/04/03 | | Last Updated: 6/04/03 | | Version: 0.1 | +-------------------------------------------------+ ~~~~~~~~~~~~~~~~ Version History ~~~~~~~~~~~~~~~~ _____________________ _/ 6/04/03 Version 0.1 \_______________________________________________________ I created the guide today. I have laid out the format by using information given in Volume 169 of Nintendo Power. I have no idea what to expect from this hopefully great game, but with only a few weeks until release, we won't have to wait long. The announced release date is June 24, 2003. _____________________ _/ 6/25/03 Version 0.2 \_______________________________________________________ I got the game today. I've played through the first couple missions and have found that there are TONS of changes. I made the Table of Contents, Introduction, CO's, Units and Terrain, and Thanks sections to the guide. =================== Table of Contents =================== I. Introduction II. Commanding Officer's III. Units and Terrain IV. Walkthrough V. Thanks ================ I. Introduction ================ Once again, War Worlds is under attack from Black Hole forces. Sturm has come back stronger and smarter then he was before, and now he means business. But don't worry! Nell, Andy, Sami, and Max along with other CO's from Blue Moon, Yellow Comet, and Green Earth are on your side. Let the new war begin. --------- Controls --------- L Button: Move cursor to units awaiting your orders. R Button: Display intel on units and terrain features. A Button: Confirm selections, Display map menu, Display movement range, Scroll through text. B Button: Cancel selections, Display attack range, Highlight all units. Control Pad: Move cursor, Make menu selections, Move units. Start Button: Begin game, Display overview map, Skip cinema scenes and dialogue. Select Button: Display intel on units and terrain features. - The game offers three different play modes: Campaign, War Room, and Versus. Each mode contains a series of battles and options for single players. Versus mode allows for up to four players to battle. - The Commanding officers are pre-assigned in some battles. In others, you have the option of choosing your CO. Each CO has two special CO powers which can be used after they take so much damage. Your choice will affect the units, movement, and strategy that needs to be used during each battle. - You can use each unit once per turn. Direct-firing units can fire after moving. Indirect-firing units must be stationary in order to use their weapon. - Use the Control Pad to move your cursor over the terrain, then press the R Button to access vital information of that piece of land. Know where and when to fight, always. - Its important to know where your opponents can fire or move so you can efficiently maneuver your troops to the enemy base. By blindly running into combat, you risk being attack and fired upon by units you didn't even know were there. - In addition to influencing how units move, capture, and attack, all CO's have two special powers that they can use when their CO Power Meters are full. You can fill up your meter by defeating enemy units and taking damage your self. When CO Power Bars are half-full, they can use normal power. When they are completely full, CO's can use incredibly strong powers that can change the tide of battle for either side. - After each campaign victory, you'll earn a rank depending on how you scored in three categories: Speed, Power, and Technique. Speed depends on how many days it took you to complete the mission, the fewer the better. Power is affected by how many enemy units you destroyed, while Technique is scored by hom many allied units you lost. S Rank is the highest honor, followed by A, B, and C ranking. Depending on how many points you got, you can use your total amount of credits to buy maps and CO's in the Battle Maps mode. ======================== II. Commanding Officers ======================== Also known as CO's, they are basically generals of the battle, each with their strengths and weaknesses. Who you use may ditermine the winner of the battle. Use CO's like Max when you need to crush the opponents land forces, or Grit when you want to just sit back and snipe the enemy. Commanding Officers come for four different continents all over War World. These Continents include Orange Star, Blue Moon, Yellow Comet, and Green Earth. More information will soon be available! ------------ Orange Star ------------ An experienced crew of CO's commands Orage Star forces. The campaign begins in Orange Star territory, and Orange Staf CO's play major roles throughout the story. Andy's, Sami's, and Max's abilities affect their units directly, making them tougher and more durable for any battle situation. ---------- Blue Moon ---------- The Blue Moon forces are vairied in their specialties. Olaf hardens his units for any weather situation. Grit is make his long distance units impossible to hit by increasing their firing range. Colin uses his economic interest to make his units more cheaply, unfortunately, he gets what he pays for. ------------- Yellow Comet ------------- Carful planning makes the Yellow Comet forces near unstoppable in any situation. Yellow Comet CO's always go into battle prepared for the worst. Kanbei marches into battle with confidence, Sonja leads her forces with intelligence, and Sensei commands with experience. ------------ Green Earth ------------ Green Earth CO's dominate the air, sea, and land with their specialties. Eagle is a master with air forces, Drake is unparalled in naval combat, and Jess is an expert with tanks. Eagle and Jess dont always get along that well, but Drake manages to keep the Grren Earth forces united as one to fight their common enemy. ----------- Black Hole ----------- Brains and Brawn drive the the Black Whole Army's CO's. Lord Sturms underlings are new to the Advance Wars universe. Flak bring blind strength to the mix, Lash adds wit, Adder slinks in with cunning, Hawke rules with pure power, and Sturm, of course, is a class by himself. ======================= III. Units and Terrain ======================= ****** Units ****** By knowing your units strengths, weaknesses, and specialties you stand a better chance of winning the war. Every piece of the puzzle has a purpose. Examine the stats for every unit and weigh the costs against the benefits as you build your force. Move: The move stats reflects the number of spaces a unit can move in one turn with no terrain resistance. Fuel: The fuel stat is mainly a factor on only large maps. If your units are low on fuel, have them retreat to the nearest allied base or APC. Range: The range stat matters for only indirect combat units. All other units must be beside their targets to attack. Vision: The vision stat is only important for missions involving fog of war. Units with high vision rating can spot units from far diatances to prepare your attack. --------- Anti-Air --------- Description: The units name also suggests its use, build one of these to stop air units in their tracks. Anti-air units also work well against and infantry units. When you intend to capture an enemy airport, send one of these as back-up. Built At: Factory Cost: 8,000 Move: 6 Range: 1 Fuel: 60 Vision: 2 ---- APC ---- Description: APCs play a big role in the transportation of your land units. Use these to move your mech and infantry units to remote bases for effective capturing methods or to refuel your vehicle units. Built At: Factory Cost: 5,000 Move: 6 Range: - Fuel: 70 Vision: 1 ---------- Artillery ---------- Description: Artillery units are weaker than rockets, but are good long-range units when your on a budget. Put them behind strong direct-fire units at key positions such as bridges. Built At: Factory Cost: 6,000 Move: 5 Range: 2-3 Fuel: 50 Vision: 1 --------- Infantry --------- Description: Inexpensive foot soldiers that are great for capturing unguarded properties. They cost 1/3 the price of mech units and can move 1.5 times farther, though they lack the power of mechs. Not good for attacking anything other than enemy infantry units. Built At: Factory Cost: 1,000 Move: 3 Range: 1 Fuel: 99 Vision: 2 ------------ Medium Tank ------------ Description: Medium (Md.) Tanks are the most powerful unit that can be used in every mission. If you can pump out a medium tank early in the battle, your opponent won't be able to forge a strong attack. Built At: Factory Cost: 16,000 Move: 5 Range: 1 Fuel: 50 Vision: 5 -------------- Mech Infantry -------------- Description: Mech units move much slower than infantry units, but they are able to hold their own against recon and tank units. Use them in the middle of the battle to capture properties. Built At: Factory Cost: 3,000 Move: 2 Range: 1 Fuel: 99 Vision: 2 --------- Missiles --------- Description: Although they are powerful and have a long attack range, missile units can only fire on air units. Use them to defend your base against oncoming air attacks. Built At: Factory Cost: 12,000 Move: 4 Range: 3-5 Fuel: 50 Vision: 5 ------ Recon ------ Description: These ground units have the longest movement and vision ratings of all ground units. USe them during fog of war missions to see the enemy from a distance, then attack with indirect or direct fire units before they can retreat. Built At: Factory Cost: 4,000 Move: 8 Range: 1 Fuel: 80 Vision: 5 -------- Rockets -------- Description: Rockets have the longest indirect fire range of any ground units. Put them behind your forces to soften up the enemy's units, then move in with tanks. Built At: Factory Cost: 15,000 Move: 5 Range: 3-5 Fuel: 1 Vision: 50 ----- Tank ----- Description: Standard tanks can move and see farther than medium tanks, but lack the punch they can provide. USe them in the beginning of a battle, then move onto heavier machinery. Built At: Factory Cost: 7,000 Move: 6 Range: 1 Fuel: 70 Vision: 3 -------- Neotank -------- Description: New to Advance Wars 2, Neotanks can only be used when you have completed certain objectives in campaign missions. They cost the same amount of money as a bomber, but neotanks can move farther, provide more power than medium tanks, and are nearly indestructible in combat. Built At: Factory Cost: 22,000 Move: 6 Range: 1 Fuel: 99 Vision: 1 ----------- Battleship ----------- Description: The long-range fire guardians of the sea. Battleships have the longest range of any unit and can be used to patrol the seas or destroy units on land is missions that are near a shore. Built At: Seaport Cost: 28,000 Move: 5 Range: 2-6 Fuel: 99 Vision: 2 -------- Cruiser -------- Description: Perfect for sea-air battles, cruisers can attack both subs and air units. They are also capable of carrying 2 copter units. Built At: Seaport Cost: 18,000 Move: 6 Range: 1 Fuel: 99 Vision: 3 ------- Lander ------- Description: The lander is the only transport unit that can carry vehicles, making it indespensible in missions that have islands without factories. You can load two land units onto a lander on the ' shoals or seaports near your base. Built At: Seaport Cost: 12,000 Move: 6 Range: - Fuel: 99 Vision: 1 ---------- Submarine ---------- Description: Submarine units are extremely effective against all sea units other than cruisers. When submerged, they are undectible, but use 5 fuel a day. If you're running low on fuel, retreat to the nearest seaport before it sinks. Built At: Seaport Cost: 20,000 Move: 5 Range: 1 Fuel: 60 Vision: 5 -------------- Battle Copter -------------- Description: The least expensive air-to-ground attacking unit is the battle copter. They are able to fire upon ground units and other copters, but not high-flying airplanes like the fighter and bomber. Built At: Airport Cost: 9,000 Move: 6 Range: 1 Fuel: 99 Vision: 3 ------- Bomber ------- Description: The most powerful air-to-ground unit is that bomber, although it does cost more than twqice as much as a battle copter. Keep these units well-beyond the range or all anti-air units and demolish enemy forces. Built At: Airport Cost: 22,000 Move: 7 Range: 1 Fuel: 99 Vision: 3 -------- Fighter -------- Description: When an air war is about to take place, make sure you have some fighters on your side. Fighters are the most powerful unit to use against air units, other than anti-air of course. The only drawback of fighters is their inability to attack ground and sea units. Built At: Airport Cost: 20,000 Move: 9 Range: 1 Fuel: 99 Vision: 2 ----------------- Transport Copter ----------------- Description: Transport copters are extremely useful in missions that require you to quickly carry infantry units to remote locations, such as places over mountains and water. They cost the same as an APC, but are much more versitile. Protect these units from any and all attack. Built At: Airport Cost: 5,000 Move: 6 Range: - Fuel: 99 Vision: 2 ******** Terrain ******** Terrain plays a major role in the damage and movement of your units. Use the following information to see where to go during certain offensive and defensive situations. You will win or lose battles depending on your ability to read the Advance Wars 2 map. -------------- Terrain Types -------------- The difference between terrain types is how they affect the movement of your units. Some terrain types also provide a defensive advantage of when and where to attack. Plains: The tall grass of the wide open plains hinders the movement of vehicles and provide minimal defensive cover. Roads and Bridges: Ground forces travel at top speed when on roads and bridges. They can easily be blocked by enemy units though. They provide no defensive cover. Woods: Offering twice as much cover as plains, thick woods slow down vehicles even more. Units can hide in forests during fog of war missions. Mountains: Only ground forces can move across mountain terrain. They offer twice as much protection as woods and can double the vision rating of units on them during fog of war missions. Reefs: Reefs provide the only defensive cover for naval units. When fog of war is on, naval units can use reefs like forests to hide. Rivers: Water runs through many of the maps in Advance Wars 2. Infantry and Mech units can wade across them while vehicles must use bridges. Seas: The seas are open to all naval units. They don't offer any defensive cover and don' thinder naval movement. Submarines can hide by diving underwater. ----------- Facilities ----------- Much of the strategy in Advance Wars revolves around the capturing and managing facilities. You must develop a strategy before you fight based on the location of the following properties. Factories: These structures produce all types of ground units, from Infantry to Neotanks. Keep them churning out units to increase your forces. Cities: Cities generate the money used for units and repairs. They privide a defensive advantage and repair 2 hit points per unit if it belongs to you. Headquarters: This structure provides as much defensive cover as mountains. If Advance Wars were to be a chess game, this would be the king. If you lose it, you lose the game. Seaports: These are naval bases, use them to build, repair, and refuel your ships. Airports: These structure produce air units. When one of these is on the battlefield, push foreward in attempt to capture it. Airports can produce two of the most powerful units in the game: the Bomber and the Fighter. Missile Silos: New to Advance Wars 2, Missile Silos lauch missiles that cause severe damage to all units in the blast radius. The blast will also hurt your units, so use with caution. Only mech and infantry units can operate them. The blast radious looks like this: O O O O O O O O O Each O standing for one square on the Advance Wars map. Pipelines: These pipes feed Sturm's army. They are indestructible, the only place they take damage is at the seems. They play a major role in some Campaign missions. ------------------------- Campaign-Only Structures -------------------------- The following structures can only be found in Campaign Missions. They are also only in Advance Wars 2, and some of the coolest buildings in the game. You can't use them in the Design Maps mode. Laboratories: Hidden research facilities that appear on the world map only after you find the map during certain missions in Campaign. By finding these labs and completing the mission, you can then use Neotanks for that part of the Campaign. Black Cannons: Special cannons with a large range and superior fire power. They can only be used by the enemy and are susceptible to attack. Mini-Cannons: While not as powerful as Black Cannons, they are still formidible in combat. They can only be used by the enemy and are susceptible to attack. Lasers: These four-directional laser cannons hit both friend and foe. They can only be used by the enemy and are susceptible to attack. Factories: These huge factories can be used used by Sturms army to produce three units at a time. The units made can also be used that same turn, unlike your factories. A supply pipe is connected to every one of these, which when destroyed, renders the factory useless. Volcano: One of the many volcanoes on War World, it sometimes erupts spewing chunks of molten magma. Any troops struck by this will take damage. Deathray: The Black Hole Army's pride and joy, this mammoth structure fires lasers in only one direction, but it is incredibly powerful and only hits enemy units. It uses so much energy to fire that it can't be used each turn. It can only be used by the enemy and are susceptible to attack. ================ IV. Walkthrough ================ The main part of Advance Wars 2 is the Campaign mode. You can use CO's coming from all four allied continents. The story slowly unravels showing CO friendships and rivalies. Use all that you have learned to defeat your opponent. You can not lose, the world's fate depends upon you to lead its forces to victory. -------------------- Mission 01: Cleanup -------------------- Following a a large battle with Flak's forces, only two enemy units remain. It's a good time for you to step in and show Nell what your made of. You'll finish quickly if you focus on the two enemies rather than capturing the HQ. Hit them hard, then move onto the next challenge. Commanding Officers: Orange Star: Andy Black Hole: Flak - Bridges are important strategic points. Units on tracks or wheels can only cross rivers at these points. If you protect all bridges, you can contain enemy forces. - Trees provide cover. By attacking from forests, your unit already has a defensive advantage. In Fog of War (FOW) missions, units can hide in woods without being seen. Move your units foreward and simply attack the enemy units. You out number them and can use the forests for cover. Attack them while they try to cross the bridge. This is the easiest mission in campaign, obviously. *************** More to come! *************** ========== V. Thanks ========== This section is devoted to those that made this guide and game what it is. Thanks! CJayC: The owner and operator of GameFAQs. Without him, you wouldn't be reading this write now. You: For reading this. Myself: For writing this. Nintendo: For making this great game. =============================================================================== -Cooldude345 ===============================================================================