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Managed By: bernices
Managed Since: 08/22/2009
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Managed Since: 08/22/2009
Views: 95
Money Earned: M$0.20
Page revenue is subject to change as we obtain data from our partners
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Chapter Fourteen - A Hero's Farewell
- Hopefully you enjoyed the last few easy wins - this map is tricky. It's possible to win within 15 days, but you should plan to take 20 or so to be on the safe side.
- Meteor terrain makes it's first appearance here, which can block the movement of both your troops and your enemy's. This can work in your favor, or against it. Take two Battle Copters and place one on the west and one on the north sides of the meteor to the north.
- Bring your Cruiser and Sub as far west and north as they can go, then submerge your Sub. Use the Artillery to attack the meteor blocking your path to the airport, then move an Infantry to attack the meteor as well. Use your other Infantry to start capturing the building to the northeast of its position.
- Load a Mech into the Rig, then move the Rig to the tile south of the neutral factory in the west. Drop the Mech off at the factory, then use your Rocket unit to attack the enemy Tank on the other side of the mountains.
- Move your Tank to the space on the road to the left of your Infantry capturing the building - move another Tank south of the Md Tank on the road, then move the other Tank to the space east of that.
- Move your Missile unit to the left of the Bike, then move your Bike up due south of the mountains and west of the Md Tank. End your turn.
- On Day Two, watch and see how far the enemy Cruiser moved - stay out of range and bait the Battleship to enter your submerged Submarine's attack range. Start your Mech capturing the factory, and your Infantry southwest of there finish capturing the building.
- Two spaces north of the Infantry capturing the building is another neutral building - send your Bike there and begin capturing. Keep attacking the meteor blocking the airport with your Artillery and the Infantry unit you used earlier.
- Send your Md Tank three spaces north and one west to the grass, north of the road. Move your Rocket unit up north as far as it can go along the road, then move your Tank on the right to the space on the road under the Md Tank.
- Your last Tank should move to a spot two spaces west of where you placed the last Tank, just east of the neutral port.t Move the Copter on the right to the west, and send the other Copter one space south and as far east as it can go. Finally, take your Missile unit and move them as far northeast as they can reach, then end your turn.
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Stage I - A Hero's Farewell
- On the third day, build a Battleship to attack the ground units around the inlet, and use your Artillery to destroy the meteor. Send an Infantry unit to capture the airport. Send the Infantry near your Mech east to capture the next neutral building.
- Bring the Missiles unit north a bit and make it wait directly behind the defensive perimeter you've established. Use it to fend off the enemy air units that will try to edge in from here, and protect it with your other units.
- Send the Copters around the right-hand edge of the Plasma barrier, and when you gain control of the east send a Bike in to capture the port there. You'll want to start production there.
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Stage II - A Hero's Farewell
- There are lots of choke points in this map that allow you to use a mix of turtle defense and spamming to push forward and root out the enemy forces. You'll want to use Battleships to fight for your front line while you build up some forces - you only have two factories, and one is far away from the main action.
- Continue capturing buildings to increase your revenue, and keep cranking out Battleships. Use your Copters to attack the enemy Rocket unit on the other side of the Plasma barrier.
- You'll want to destroy the Plasma barrier by destroying the meteors on either side - this will allow you to push across a narrow bridge to capture the enemy base. It's the only way to finish the level quickly. If you mess up, block or capture the factory just south of the bridge, and bring your Battleships up to attack units on the island where the enemy HQ is situated while you push forward with your ground troops.
- It may take a few tries, but you can get an S-rank by base capture on this difficult level.
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Stage I - Icy Retreat
- Move the anti-air unit furthest to the right to destroy the enemy Battle Copter. Have your Tank attack the Rocket to the southwest, then move the Rig one space east and load the Mech into it.
- Move the Infantry one space west, and move your unused anti-air unit as far to the southwest as it can go. Bring your Artillery as far west as you can, then end your turn.
- Your Infantry will get hit by the enemy Rocket unit, but you're otherwise unharmed. Kill off the Rocket unit with your Tank, then move your Artillery down two spaces and west one space - it should be two spaces from the meteor.
- Move the Rig as far west as it can go, then move one of your anti-air units to the spot due north of your Tank. Move the unused anti-air unit and your Infantry as far west as they can go, then end your turn.
- On Day Three, attack the meteor with your Tank and Artillery. Move the anti-air units southwest, away from the range of the enemy Artillery. Move the Rig west again, and move your Infantry onto the building nearby to let it heal, then end your turn.
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Stage II - Icy Retreat
- It's Day Four - one more hit from the Artillery ought to destroy the meteor. Move your Tank in to attack the enemy Artillery, followed by one of the anti-air units to finish it off. Use the other anti-air unit to destroy the enemy Infantry that's closing in on the Lazurian Recon unit.
- Move the Rig over to the bridge and drop off the Mech so it can attack the enemy Recons there. On Day Five, you might spot an enemy Copter getting near the Lazurian Recon - use an anti-air unit to take it out, then move everything west, over the bridge if you can.
- Take the offense on Day Six and destroy the two Recons in the west. Keep one Tank on the enemy Recon, and the rest of your units lined up on the bridge in another convoy as the Lazurian unit moves in. You should finish up on Day Eight, with an S-rank for your troubles.
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Stage II - Hope Rising
- Use a Flare unit to illuminate the Fog of War, and follow it up with Md Tanks and Bombers. Use a Bike or Infantry unit loaded on a Transport Copter to start capturing the enemy base.
- Move your Tanks on top of enemy factories to prevent them from building any new units, as well as protect the four sides of the unit you're using to capture the base. An easy win, especially considering Chapter Fourteen wasn't that long ago.
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Stage I - Hope Rising
- First things first, capture the factory as soon as possible. You'll get the chance to promote a unit with CO powers - do it to the War Tank, and defend your base with Rocket units and Artillery.
- Start capturing the buildings in the southeast, including the factories and airport in the southwest in your troop movements. You can hold the front line easily enough while you do this, and after you finish capturing the buildings, your revenue should be excellent for unit production.
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Stage I - The Creeper
- Notice the large mountain range - there's two choke points you can use. One's up north, and the other is down south. Load an Infantry unit into a Transport Copter and use it to capture the factory in the mountains up north.
- After you capture the factory, use it to produce anti-air units, Tanks, and any other cheap units you can to hold that ground, as well as Missile units to repel any enemy air forces.
- Take some Rocket units to the southern choke point and place two Missile units so that they provide moderate cover. Keep some Md Tanks there to repel any advances by fast ground forces, and work towards capturing the airport and some buildings to build revenue.
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Stage II - The Creeper
- When you've got some good revenue coming in, begin producing Bombers. After you get two, place them both in the mountains, out of range of the enemy Missiles, and dive in on the next turn to destroy their advancing troops.
- After you destroy the War Tank, pick apart the Missile units. Make another Bomber, and upgrade it with your CO power - it can destroy the Superweapon in one hit as long as the Bomber hasn't taken any damage. Enjoy the S-rank for Chapter Seventeen.
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Stage I - Panic in the Ranks
- Get your War Tank to the blue Comm Tower to rally some support from the troops. This takes two turns, and during these turns, you need to head south and west to take out some easy enemies for rank.
- Along the way, capture a building or two if you can spare the units - it isn't necessary to win, but it can help.
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Stage II - Panic in the Ranks
- Order your units to fall back to surround the War Tank at the tower on the second turn and fight alongside the allies in blue - now they will help you. Don't be too aggressive, or you'll get destroyed early on.
- Use your units effectively, and protect weaker units with the bait and lure routine. Use the terrain for defensive bonuses, and you should be able to finish the battle within six turns to earn an S-rank for Chapter Eighteen.
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Stage I - Salvation
- Silos are introduced here - you send an Infantry unit into one and you can launch an attack on a 3x3 area. You can reach two of them in the first turn - launch them both two tiles north of the enemy War Tank to hit as many soldiers as possible as well as the War Tank.
- Silos won't kill the enemy, but it does weaken them dramatically. Capture a few buildings to support units as necessary for repairs, and move your Tank away from the other units, because the enemy will use two silos to attack it.
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Stage II - Salvation
- After you have a few buildings captured and heal your Tank back to full HP, use your Infantry to thin out the enemy forces and continue using silos to blast them. After you beat them away from their base, place a Bike on their tower to capture.
- Keep a second Bike or Recon nearby to make this capture easier - chances are you won't need it, but better safe than sorry. After you capture their tower, you'll complete Chapter Nineteen with an S-rank.
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Stage I - Waylon Flies Again
- Don't be too aggressive - this can't be stressed enough. Retreat all of your Infantry into the mountains, and bring your anti-air units up north. Capture the factory to the north, but leave the airport be for now.
- You need to capture the factory to the south as well - having these two factories on opposite ends of the map is your top priority.
- Waylon's side of the map has three paths to reach the center, while you only have two. Since you want to get to the center, but start with just a handful of units, turtle up and build some anti-air units - Waylon uses tons of air forces.
- After you capture both the factories, make two Missile units and a few anti-air units. Place the Missile units so that they cover your side of the mountains adequately enough to repel Waylon's air units from entering your territory.
- Build Bikes to capture the buildings surrounding you for extra revenue to build more units - specifically anti-air units. They have great mobility through Wasteland terrain, so spam them through the northern choke point to the center of the field, and build some Mech units in the south.
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Stage II - Waylon Flies Again
- If you stay turtled for too long, Waylon can get aggressive and start pushing in on your territory. If you don't stay turtled long enough, you'll have to deal with the large force he's amassed. Once you have around ten anti-air units, go ahead and start pushing towards the center.
- Send your Infantry in the mountains over to reclaim any buildings that Waylon's forces captured for use as resupply and repair areas, as well as the extra cushion to your funds. Keep your anti-air units posted on these buildings to keep the enemy air force from winning any incursions.
- After you thin out the enemy air units, build Bombers. Shield them with sacrificial units if you can afford it, and go through the middle to push into enemy territory rather than use the north or south choke points. You should be able to finish it off easily at this point for a win in Chapter Twenty.
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Stage I - Lin's Gambit
- Load an Infantry into the Gunboat, another Infantry in the Lander, and move one to each of the two islands that have a neutral port. Capture these ports, and build temporary ports to aid in resupplying your naval units. The best place to build a temporary port is on the north or east edge of the western island.
- Capture the buildings at the southern most portion of the map for a boost in revenue, and keep your ground units on defense. Use a Flare unit to illuminate the fog obscuring the bridge, then send Tanks and Rocket units to defend the bridge, a little less than halfway across.
- Submerge your Submarines and start moving them to the north and west with your Cruiser units - keep them in a tight formation, using the submerged Subs to shield them on the west side.
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Stage II - Lin's Gambit
- When you reach the enemy Battleships, get aggressive - you don't get to do that too often, so enjoy it. Take out the Battleships and Carriers quickly, and you'll effectively cripple the enemy naval armada.
- Start building Battleships and ground units to push across the bridge - use Flares to illuminate the Fog of War, and Battleships to destroy any enemy unit within range. Let your ground units mop up the mess.
- Use Landers to transport units from the island factories you captured earlier, and you'll overwhelm the enemy base. Leave ground units on top of enemy factories to halt their production abilities, and destroy the remaining enemy units to win Chapter Twenty One.
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Stage I - The Great Owl
- To the south is the main artery of unit movement to reach the enemy - a long choke point. Amass a large ground force that includes at least a few War Tanks and several Artillery, with Bikes following behind to capture buildings as you travel.
- The bomb being dropped each turn won't kill any units down to their last hit point, but it will severely weaken them. Because capturing buildings is based on unit HP, trying to capture the buildings in the center is a slow, tedious process that isn't required or recommended.
- Keep an anti-air unit up near the north - only Infantry can pass, but the enemy may move aggressively through there anyway. Defend it, but don't bother using the airport - it's in range of enemy Missile units for the most part of this mission.
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Stage II - The Great Owl
- Send the convoy as far over as you can, capturing buildings to serve as repair and resupplying stations. Head through the southeast side, and leave a unit on the factory to halt its production. As soon as you can, get a Bike on top of it to capture the factory.
- Once you capture the factory, us it turtle some defense up while you take over the buildings here, repair any weakened units, and spam some Rocket units and War Tanks.
- For the final push, send your War Tanks first, followed by Rocket units as your primary form of offense. Build a second string of War Tanks to switch out with the first string when they get damaged so you can repair them. Save the anti-air unit guarding the river until last, since it won't bother trying to attack you first.
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Stage I - Sacrificial Lamb
- The northeast and southwest corners of the map hold Silos - get to them using your pre-loaded Landers and use the Battleships to destroy the meteor that forms the barrier around the Silos in the northwest. Build Gunships to repel enemy Cruisers.
- Don't use the Silos yet, but keep your units nearby and ready. Don't unload your Landers yet, either - on Day Two, bombing begins that, while it wouldn't destroy your units, would make it more difficult for them to capture and makes them easier to pick off. If you need to, unload your Landers on Day Four to avoid getting snagged by enemy Submarines.
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Stage II - Sacrificial Lamb
- The bombing ends on Day Five - as soon as it does, unload your forces, and start building the next rushing wave at both factories. Attack using your Silos, then attack aggressively while the enemy units are weakened.
- Capture the neutral factory while your busy rushing the enemy to provide another build queue. There's a meteor blocking the path to the enemy base - bombard it with Artillery and Rocket units as well as direct attacks from Tanks and War Tanks.
- When the meteor is destroyed, start sending in a convoy - War Tanks, then other units. When you get to the enemy base, stay on top of their factories to prevent them from building new units, and get a Bike on top of the enemy base for an easy capture win to beat Chapter Twenty Three.
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Stage I - Crash Landing
- Use your Artillery and anti-Tank units to destroy the enemy War Tank in the center, and avoid getting in range of the Rocket units and enemy Artillery. Use a Mech to attack the anti-Tank unit from the bottom, then use your Rocket unit in the east to attack the enemy Tank up north.
- Use a Tank to attack the enemy Tank near the Rocket unit, and your Md Tank in the southwest of the map to attack the Tank to the south. Use your War Tank in the west to attack the enemy Md Tank, then use your anti-air units to attack the Infantry. Remember to keep your Recon units out of reach of the enemy Tanks.
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Stage II - Crash Landing
- From here, keep using your units efficiently against enemy units that are weak against them - Recon and anti-air against Infantry, Tanks against Recon, Md Tanks and War Tanks against Tanks.
- As soon as you defeat the last enemy, a wave of three Rocket units will appear to the east, and three Tanks to the west. Before you defeat the last enemy to start this wave, position your units so that the Tanks are met with an anti-Tank unit, a Md Tank, and a War Tank.
- For the Rockets that appear, be ready with enough units to destroy or weaken them - if you don't have enough, retreat and regroup.
- The next wave of reinforcements is three Rocket units to the west, and three Tanks to the east. Be prepared for them in the same fashion as the first wave, with the sides switched. The last wave of reinforcements consists of three Rocket units on either side - at this point you may have very few units, so retreat out of one side's range and focus on defeating one side at a time.
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Stage I - Lab Rats
- You'll be completely outnumbered from the start - retreat, but destroy the Missile units as you do. Use your units effectively, and you can destroy all three Missile units as you retreat, which will give you a large advantage early on.
- If you can, use a Mech to capture the airport for use as a forward base to send out Bombers from. Ignore the meteors for now, and on Day Three, you'll receive some reinforcements.
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Stage II - Lab Rats
- There are two barriers - one up north, and one down south. Destroy both, but leave the large barriers alone. Take your force east and begin capturing the neutral buildings and factories.
- Use a Transport Copter to bring an Infantry to capture the factory by the eastern barrier - this will become your front line of attack.
- Group your units on the front line, and when the enemy destroys the barrier, beat them down with your most powerful units before regrouping. Don't push forward, but don't let them drive your units out of the area or take away your factory.
- Build up War Tanks, Missiles, and Rockets. After you destroy the enemy air units, bring out some Bombers to wreak havoc on the enemy. If they get damaged, take them back to the airport for repairs.
- After you have a good-sized convoy, head east and take the next factory. Around ten or so powerful units should have no trouble getting there and repelling enemy attacks.
- After you capture the next factory, start producing War Tanks - when you have four factories, you'll be certain to win. Capturing the enemy base is the easiest method, as the airports are aggravating to reach.
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Stage I - Sunrise
- The lasers deal 8 HP worth of damage to any unit, including Caulder's. The two on the side can aim 45 degrees to either side - view their line of fire with B. Either side of the nest can fire mortars that deal 5 HP of damage to a blast radius somewhere in front of where it lands.
- There are two tubes to either side of the three lasers in the center - these produce units every turn unless you block them. The left tube produces ground units, and the right tube produces air units - use Rockets to guard the left one, and a Fighter or anti-air unit to guard the right one.
- On your first turn, have all of your Infantry begin capturing the factories, airports, and other buildings they can reach. Use your two active factories that you start with to make Bikes to aid in capturing buildings.
- Send your Rocket unit north, which gets it in range to attack the left laser. Send your Fighter unit northeast to repel the incoming air units. Use your Bomber effectively by sending it north and slightly west - in two turns, it will reach the laser left of the middle group of three.
- Spread out your units to avoid taking too much damage to too many units at once from a well-placed mortar bombardment. Alternatively, you can group some sacrificial units in the southwest to draw the mortar fire there, away from your other units.
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Stage II - Sunrise
- On your second turn, attack the left laser with your Rocket unit. The tubes begin their production for your Fighter/anti-air and Bomber to destroy for ranks. Keep your Infantry and Bikes busy capturing the buildings for revenue increases and repair/resupply points.
- Begin spamming Md Tanks from the factory in the southwest and keep them grouped tightly together to draw the mortar fire away from your other units. Build a Bomber at your airport, as well.
- From this point on, each turn you should make two or three anti-air units in the southwest, two in the north, and use your War Tank to defeat the newly-created ground units from the tubes. Enemy Missiles are built on Day Three, so stay on top of them.
- After your Rocket unit destroys the left laser, take the Rocket unit east to help defeat the enemies being produced in the left tube, which will free up your War Tank for use elsewhere.
- Keep the enemy Duster and other air units busy with your anti-air units, and use your Bombers to attack the lasers in the center. The three lasers there will fall quickly, but the laser to the right can be a bit more difficult.
- To destroy the last laser, take three Bombers with a Fighter escort and place them as far north as you can, out of the line of fire. If you can hit it with an undamaged Bomber and a Bomber with at least 5 HP, it's history.
- Congratulations! You've just completed Advance Wars: Days of Ruin!
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