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) 
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|  |    /  /   \   \/\/   /\__  \\_  __ \/  ___/   /  ____/  \/¯¯¯\   \    |  | 
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  | |_) | | (_| | (__|   <  |  _  | (_) | |  __/ |  _ <| \__ \ | | | | (_| |
  |____/|_|\__,_|\___|_|\_\ |_| |_|\___/|_|\___| |_| \_\_|___/_|_| |_|\__, |
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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 
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

+-------------------------------------------------+ 
| 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
===============================================================================

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