-->
-
- This walkthrough is for 100% completion of Days of Ruin on the Nintendo DS. In it you will find all the information needed to complete the game, as well as strategies to help you achieve S-rank in all 26 Chapters, as well as offensive and defensive strategies for use in Free Battle mode or against another player via Wi-Fi.
-
Fast Facts
- Release date: January 21, 2008
- 12 different COs available
- A darker take on the Advance Wars series
- Available for the Nintendo DS handheld
-
-
Related Pages on Mahalo
New Video Games | Alpha Protocol | Batman Arkham Asylum Bane | Batman Arkham Asylum Harley Quinn | Batman Arkham Asylum Joker DLC | BioShock 2 Big Daddy | BioShock 2 Big Sisters | BioShock 2 Multiplayer | Call of Duty Modern Warfare 2 Special Forces Mode | Call of Duty Modern Warfare 2 Videos | Final Fantasy 13 Battle System | Final Fantasy 13 Characters | Final Fantasy 13 Snow Villiers | God of War 3 Sex Minigame | StarCraft II | The Beatles Rock Band Instruments | Uncharted 2 Among Thieves Multiplayer
Categories
Entertainment
|
Products
|
Games
|
Video Games
|
Ds Games
|
Strategy Games
|
Turn Based Strategy Games
|
Video Game Walkthroughs
Managed By: bernices
Managed Since: 08/22/2009
Views: 99
Money Earned: M$0.00
Page revenue is subject to change as we obtain data from our partners
Managed Since: 08/22/2009
Views: 99
Money Earned: M$0.00
Page revenue is subject to change as we obtain data from our partners
- View History

- Discuss on the Message Board

- Embed this Page

-
Share this page
-
-
-
Battle Controls
- Directional Pad(D-Pad): Move cursor; highlight selection
- A Button: Confirm selection; select unit; open Map Menu
- B Button: Cancel selection; display attack range(unit selected); make units transparent(terrain selected)
- X Button: Voice chat(Friend Mode only during Multiplayer)
- Y Button: Toggle between unit and terrain information
- L and R Buttons: Select next unused unit, zoom in and out respectively
- Start Button: Display overhead map
- Select Button: Display Map Menu
-
-
Map Design Controls
- Directional Pad(D-Pad): Move cursor; highlight selection
- A Button: Confirm selection; set unit/terrain
- B Button: Copy current selection
- X Button: Delete unit/terrain selected; change unit color in list
- Y Button: Fill area with terrain; set unit AI; change unit color in list
- L and R Buttons: Opens list, zoom in and out respectively
- Start Button: Open Design Menu
- Select Button: Switch between terrain and unit placement
- NOTE: If you close the Nintendo DS during gameplay, it will automatically enter Sleep Mode. To resume playing from Sleep Mode, just open the DS.
-
Advance Wars: Days of Ruin Overview
- Here you'll find information on the various concepts and game mechanics used in Advance Wars: Days of Ruin, such as Gas, HP, and the difference between ground units, naval units, and air units. If you want to know the difference between main and sub weapons, or what Mob, Vis, and Rng stand for, you'll find it here.
-
HP, Gas and Amu
- HP: HP stands for "Hit Points", and represents the health of your units. If a unit loses all of its HP, it will die.
- Gas: Gas represents the total number of spaces a unit can move before it needs to be resupplied. For every space a unit moves, it uses up Gas. If a unit has no Gas, it won't be able to move. Some units, like helicopters and airplanes, will crash if they run out of Gas, so be sure to resupply them as necessary.
- Amu: Amu is short for ammunition, and represents how many times a unit can fire until they need to be resupplied. If a unit has both a main and a sub weapon, they will revert to their sub weapon after running out of ammunition. Sub weapons are typically less effective than main weapons, so be sure to resupply any units running low on ammunition.
-
Mob, Vis, and Rng
- Mob: Mob is short for mobility, and represents how many spaces a unit can move during its turn. The lower the number, the fewer the spaces a unit will be able to move. Larger units like Tanks will typically have less mobility than Cycles or air units.
- Vis: Vis is short for visibility - it represents how far a unit can see. During Fog of War scenarios, Visibility is your best weapon - using a unit that can see further than the enemy will let you attack them without them being able to see you. Visibility can be increased by certain units if they are higher up, like on a mountain.
- Rng: Rng means Range, and represents how far a unit can shoot. If the Rng of a unit is 1, they need to be right next to an enemy unit to deal damage to them - if it's higher up, the attacking unit can be that many spaces away from the enemy and still inflict damage. Some units have a high range, but can not attack within a certain number of spaces close to itself.
-
Main/Sub, Red/Blue Arrows
- Main: Main is your main weapon - not every unit has a main weapon. Main weapons are specific to certain units, and deal good damage against a specific type of enemy unit. They require ammunition to fire.
- Sub: Sub is your secondary weapon. Sub weapons are not as effective against specific enemy units, though they are usually still effective against Infantry.
- Red Arrow: Red arrows in unit descriptions mean that the selected unit is effective against the type of unit the arrow is next to. If a selected unit is good against Infantry, for example, there will be a Red Arrow next to the word Infantry.
- Blue Arrow: Blue arrows in unit descriptions mean that the selected unit is not effective against the type of unit the arrow is next to, and may be weak to that unit's weapon type. If a selected unit is weak against Tanks, for example, there will be a Blue Arrow next to the word Tanks.
-
Unit Types
- Units are categorized into three distinct groups - Ground, Air, and Naval. The difference between the three is detailed below.
- Ground Units: can move along the ground, and includes vehicles and Infantry groups. Infantry can move into mountains, while vehicles can not. Ground units can not cross Sea Terrains without the help of specific naval units.
- Air Units: Air units include any flying units, like helicopters and planes. They can cross any type of terrain except for the Special Terrains like Meteors, Fire Pillars, and Plasma. Certain air units can also be used to transport ground units long distances.
- Naval Units: Naval units can traverse the Sea Terrain, and include submarines and other boats. Some naval units can be used to transport ground units. Naval units can not cross Ground Terrains.
-
Terrain Types
- There are a few different types of terrain in Days of Ruin. Terrain plays a vital role in battle - certain terrain provides extended visibility, and others provide a boost to that unit's defense. If two of the same units are fighting each other, and one is in a terrain type that provides a boost to defense, that unit will win. Use terrain to your advantage whenever possible. The different types of terrain are listed below, as well as what effects they have on your units:
-
Ground Terrains
- Plain: +1 defense. Tire A requires 2 gas to move on Plain terrain.
- Road: No defense bonus.
- Bridge: No defense bonus.
- Wood: +3 defense. Tire A and Tire B require 3 gas; Tanks require 2 gas to move on Wood terrain. Woods also provide cover during Fog of War missions - only adjacent units can see you.
- Mountain: +4 defense. Infantry require 2 gas to move on Mountain terrain. Mountains increase vision range by 3 for Infantry and Bazooka units during Fog of War missions.
- Wasteland: +2 defense. Tire A and Tire B require 3 gas; Tanks require 2 gas to move on Wasteland terrain.
- Ruins: +1 defense. Tire A requires 2 gas to move on Ruins terrain. Work like Woods in Fog of War missions.
- River: No defense bonus. Infantry require 2 gas to move on River terrain.
- Shoal: No defense bonus. Tire A and Tire B require 2 gas to move on Shoal terrain. Shoal works as drop-off points for Landers and Missile Boats.
-
Sea Terrains
- Sea: No defense bonus. Ground units can not cross - air and naval units only.
- Rough Sea: +2 defense. Naval units require 2 gas to move on Rough Sea terrain.
- Sea Fog: +1 defense. In Fog of War missions, Sea Fog hides your units from all enemy units except for those on adjacent tiles.
- Reef: +2 defense. Naval units require 2 gas to move on Reef terrain. Work like Sea Fog during Fog of War missions.
-
Special Terrains
- Fire Pillar: No defense bonus. Fire Pillars prevent all unit movement(ground, naval, and air). Illuminates Fog of War missions in a 5 tile radius from the Fire Pillar.
- Meteor: No defense bonus. Meteors prevent all unit movement(ground, naval, and air). Can be destroyed to eliminate connecting Plasma - then becomes Plains or Sea terrain.
- Plasma: No defense bonus. Plasma prevents all unit movement(ground, naval, and air). Disperses if connected Meteor terrain is destroyed - then becomes Plains or Sea terrain.
-
Property Terrains
- HQ: +4 defense. If your HQ is captured, you lose. HQs can provide supplies and repair any ground unit stationed on it.
- City: +2 defense. Cities can provide supplies and repair any ground unit stationed on it.
- Comm Tower: +3 defense. Captured Comm Towers increase attack and defense of all units.
- Radar: +3 defense. Captured Radars in Fog of War missions increases vision range by a radius of 5 tiles from the Radar.
- Factory: +3 defense. Produces ground units. Can provide supplies and repair any ground unit stationed on it.
- Airport: +3 defense. Produces air units. Can provide supplies and repair any air unit stationed on it.
- Port: +3 defense. Produces naval units. Can provide supplies and repair any naval unit stationed on it.
- Temporary Airport: +1 defense. Constructed by Rig/Mobile Workshop. Repairs and resupplies air units.
- Temporary Port: +1 defense. Constructed by Rig/Mobile Workshop. Repairs and resupplies naval units.
- Silo: +2 defense. Contains a single-use missile that can be launched by Infantry armor units. Range is unlimited - causes 3 HP damage to all units in a 2 tile radius around point of impact. Missile can not destroy a unit.
-
Weather
- Days of Ruin has four types of weather, with different effects caused by each. These are listed below, along with their effects:
- Normal: Standard, no effect.
- Rain: Battlefield is covered in Fog of War regardless of whether or not Fog of War is turned on. All units have a vision range of 1, and bases have no vision range. All other Fog of War conditions apply.
- Sandstorm: Reduces attack of all units by 30%.
- Snow: All units lose 1 point of mobility.
-
Offensive Strategies
- Spamming: Spamming means making a lot of offensive units and attacking en masse. It costs a lot of money, and is only worthwhile if you can afford to mass produce units of at least anti-tank ability. The basics of the strategy are to capture a lot of factories, ports, and airports, then continuously produce hard-hitting units and sending them to break through the enemy lines.
- Defense against spamming: If your foe has lots of vehicles, spam anti-tank units. If the foe has lots of air units, produce anti-air units. Naval spammers are more difficult to deal with, so look at which units they're making and produce the unit it is weak against.
- Multiple Attacks: This strategy works wonders if you're playing on a level with lots of mountains. For example, if they've hidden their long-range units behind a defensive barrier(mountains) to avoid a direct attack from tanks, produce lots of long-range units of your own. Get them close to the enemy long-range, and surround them with tanks or similar ground unit. After their attack, the tanks surrounding their unit can't hit your long-range because of the ground units surrounding it. Finish their protected unit off with indirect attacks on the next turn.
- Defense against multiple attacks: Make a wall of units on the outside edge of a rocket unit's range, and use them to destroy the units surrounding the long-range enemy unit before firing rockets on it. Layering your rocket units and their walls also works wonders.
-
Defensive Strategies
- Hiding Long-Range: Make long-range units, like the rocket unit, and place them in the gaps of a mountain range or plasma(depending on the map). When an enemy unit gets within range, blast them.
- Offense against hiding long-range: Use the Multiple Attacks offensive strategy to tear this defensive measure apart.
- Turtle Up: To "turtle up" means to layer specific units around your base or territory to prevent the enemy units from progressing into it. For example, at a choke point leading to an area you want to hold, place a row of War Tanks, then a row of anti-tank units, and have a row of rocket units behind them. Any unit trying to enter through the choke point will be torn apart.
- Offense against turtle up: Use the Spamming offensive strategy with War Tanks, and place your CO in one of the them. Attack like mad, and fill any gaps that appear from defeated enemy units with your own - the middle layer of a turtle defense is the weakest by nature.