
 Advance Wars 2 S-Rank Walkthrough Guide
 By Clark James (translucent_air@yahoo.com)
 Copyright 2003 Clark James
 Version 0.05




 Table of Contents
 -----------------

        I.      Introduction & Current Status
        II.     General Tips & Strategies
        III.    Campaign
        IV.     Hard Campaign
        V.      War Room
        VI.     Version History
        VII.    Copyright Information


 I. Introduction & Current Status
 --------------------------------

    The purpose of this guide is to help the player achieve the fastest 300pt.
 S-Rank possible, which usually goes hand-in-hand with keeping a maximum of
 able units on the field. However, performing and documenting the work that
 provides the information for such a walkthrough is a grueling and meticulous
 task - meaning that progress of this guide will continue a snail's pace and
 may possibly never be completed. Additionally, this guide will make an effort
 to never deploy neotanks, as players may not have access to such units.

    As for general layout, each mission has three sections: a documention of
 the earliest day a mission can be completed with a 300pt. S-Rank (a.k.a. the
 time to tie or, possibly, beat), a list of strategies that will help in
 completing the mission with the "earliest perfect S-Rank," and a day-by-day
 walkthrough that implements those strategies.

 The following lists missions for which documentation has been completed:

    Campaign
    --------
       Cleanup
       Border Skirmish
       Orange Dawn
       Andy's Time
       Lash Out
       Flak Attack
       Test of Time
       Liberation (Andy, Sami, Max)
       Toy Box
       Tanks!!!
       Reclamation
       Neotanks!? (Colin)

    Hard Campaign
    -------------
       Orange Dawn
       Andy's Time
       Sea for All
       Drake's Dilemma

    War Room
    --------
       Spann Island


 II. General Tips & Strategies
 -----------------------------

 -Talk is boring-

 If you'd like to skip all the incessant talking of the COs, use the Start
 button instead of the A button.


 -Don't know your CO's strengths and weaknesses? Find out!-

 Instead of using the in-game menu for solely saving and ending your turn,
 check out the "CO" and "Intel" options. The "CO" option specifically
 explains the statuses of units, powers, and personailities for both
 allied and enemy CO's during a mission. Additionally, if you're unsure
 as to which units have been upgraded or degraded (in relation to firepower,
 movement range, and attack range), scroll all the way down, past the CO
 description, to find a chart detailing each unit's penalties and bonuses
 for the chosen CO.


 -Finding lab maps grants access to missions that, upon completion, will allow
  deployment of neotanks-

 Careful attention to game dialogue will often reveal missions in which
 specific neutral cities can be captured, allowing access to lab maps and,
 in consequence, hidden missions.

 Lab Map Missions:

    Orange Star - Flak Attack (Campaign)/Andy's Time (Hard Campaign)
    Blue Moon - Toy Box 
    Yellow Comet - Show Stopper
    Green Earth - Sinking Feeling

 Specific locations have not been listed to ensure enjoyment and fustration
 of a hunt. Nevertheless, information on the specific locations can be found
 elsewhere. Additionally, failure to capture the specific city in "Flak Attack"
 is overlooked by the Campaign - the lab map and hidden mission will be
 granted upon completion of "Flak Attack."


 -Keep units from damage in direct combat by placing them next to enemy units
  that cannot effectively attack-

 This technique is useful in blocking the AI's advance through "choke points," 
 such as bridges or passes between mountains. Once a direct-combat enemy unit
 is adjacent to an allied unit, it will attack. However, the AI is unwilling to
 lose or severely damage a unit in a skirmish that heavily favors the player.
 Therefore, if an enemy unit cannot attack without taking severe damage, has
 more than 2HP, and cannot join with another unit, the AI will command it to
 wait, prohibiting a stronger enemy unit from taking its place and attacking.
 Use this to you advantage to halt the AI's advance while amassing a force to 
 win the battle. Be wary, however, of long-range unit movements.


 -Limit enemy deployment by sending crippled enemy units packing home-

 As an alternative to using your own allied units for prohibiting deployment
 from bases and other deployment structures, let enemy units that have 
 relatively low offense and defense capacities (such as infantry) with less
 than 3HP return to repair and supply at deployment structures. Of course, 
 enemy cities provide an alternative to bases for enemy land units, so try
 to limit the enemy's access to his own cities. Additionally, discern which
 types of units (air, land, or sea) can be repaired. If there's an enemy
 transport copter but no enemy airport to limit deployment from, go ahead
 and finish it off when it's beneficial or convenient!


 -Prohibit deployment of expensive enemy land units by cutting down
  enemy infantry-

 The AI strives to have a minimum of 5 infantry-class units. Therefore,
 if the total of enemy infantry and mech units combined is less 5, enemy
 bases will be used to deploy infantry-class units. Exploit this by
 eliminating enemy infantry with spare firepower to greatly decrease
 the strength of the opposing army and the difficulty of the mission.
 If possible, attack while the enemy army is still developing for
 greater potential. (This is the underlying basis for the so-called "mech
 flood" that players often experience when attempting to rout the AI in
 deployment maps.)


 -Perfect S-Rank Scoring-

 The following, unfortunately, may become somewhat technical due to the
 calculations for the power, technique, and speed aspects. The speed
 aspect is detailed last as calculations for it are the most complex and
 the required information is usually unknown to the player.
  
 Power:

    Minimum ratio - 10% or 1:10 (*:**)
    *  Number of enemy units destroyed in a single day
    ** Net total of enemy units deployed on day of completion

 If the perfect power ratio of 1:10 is not met, then the floor
 percentage multiplied by 10 is taken to represent the power score.
 A 1:15 ratio (approx. 6.67%) becomes a power score of 66 points.
 The "Status" chart (under the "Intel" menu) contains the net total
 (enemy "Units") for quick reference.

 On maps with enemy deployment structures (bases, ports, airports, and
 factories), the power aspect potentially becomes more difficult to
 obtain, as the enemy can theoretically keep increasing the net total by
 deploying additional units. Thus, speed can become a determining factor
 for power difficulty in deployment maps.

 Additionally, perfect power can be achieved on any day - not neccessarily
 the day of completion. However, to maintain perfect power throughout the
 final day, the enemy net total must not exceed 10 times the maximum amount
 of enemy units destroyed in a single day. If a maximum of 3 enemy units
 destroyed in one day was performed, the net total of enemy units deployed
 must not exceed 30 units upon the day of completion.

 Technique:

    Maximum ratio - 20% or 2:10 (*:**) [Campaign/Hard Campaign]
                  - 10% or 1:10 (*:**) [War Room]
    *  Total number of allied units destroyed
    ** Net total of allied units deployed on day of completion

 If the perfect technique ratio is surpassed, then the floor percentage
 deducted from 120 (for Campaign modes) or 110 (for War Room) is taken
 to represent the technique score. A 2:7 ratio (approx. 28.5%) becomes
 a technique score of 92 points for Campaign and 82 points for War Room.
 The "Status" chart contains both totals for allied units for quick
 reference ("Lost":"Units").

 Problems with technique can be countered by deploying additional units
 using non-essential deployment structures and extras funds during the
 course of the mission or on the day of completion in order to raise the
 net total.

 A joined unit, if destroyed, will count as only a single addition to
 "Lost" while, towards the net total, it will still count as however
 many units were used to comprise the joined unit. This makes it possible
 to rout or be routed with the "Lost" total less than the "Units" total
 for the same army.

 As a final note on power and technique, the allied army that is given
 the first move on any specific day will be the army that determines
 these two aspects.

 Speed:

    Maximum Limit - Mission dependent

 If the perfect speed limit is exceeded for a specific mission, deductions
 from the speed score are dependent on the speed limit for that mission and
 the total number of days over the limit. The 'base deduction value' for any
 mission will always be 100 divided by 3 times the speed limit. To calculate
 a speed score of less than 100 for a mission, multiply the total number of
 days exceeding the limit by the 'base deduction value' for that mission and
 then take the floor of that product and deduct it from 100. Completing the
 mission on or later than 4 times its speed limit will result in a speed
 score of 0.

 If the mission "Cleanup" (with a limit of 8 days and a 'base deduction
 value' of approx. 4.167) is completed on Day 15, the attempt will result
 in a speed score of 71. If completed on Day 32 or later, the attempt will
 yield 0 points for the speed score.

 The speed calculations are next to useless as the 'base deduction value'
 cannot be determined without information of the maximum limit or multiple
 trials for a specific mission. Therefore, there is ideally no other way
 to improve speed scores than to improve in skill and strategy.
 
 Finally, Advance Wars 2 has done away with any mission rank below a C-Rank.
 The following details the new rank stratifications.

 Mission Rank Strata:

     S-Rank - {280-300} points
     A-Rank - {250-279} points
     B-Rank - {200-249} points
     C-Rank - {001-199} point(s)


 III. Campaign
 -------------

 --Cleanup--

 Earliest Perfect S-Rank Time: 4 Days

 Strategy: Use APC to blunt attack and lure infantry into range of your own
    infantry

 Day 1:

    -Move all infantry and APC as far east as possible

 Day 2:

    -Head two northernmost infantry all the way east
    -Load remaining infantry into APC and place east of northernmost infantry,
       dropping south

 Day 3:

    -Destroy northern infantry with northern infantry from eastern forest
       and western infantry from west
    -Attack eastern infantry with remaining infantry

 Day 4:

    -Destroy remaining infantry with infantry


 --Border Skirmish--

 Earliest Perfect S-Rank Time: 5 Days

 Strategy: Use mech and tank as main direct-combat attack force; place
    artillery close enough to enemy units; use infantry to defend artillery

 Day 1:

    -Destroy tank with mech then tank
    -Place APC within movement range of mech
    -Move artillery as far east as possible
    -Capture neutral city with infantry

 Day 2:

    -Finish capturing of neutral city
    -Load mech into APC, place north of infantry, and drop north into
       allied city
    -Place tank behind mech
    -Move artillery to corner of land next to river

 Day 3:

    -(Note: Enemy APC must not move behind (east of) mountain range)
    -Destroy western enemy tank with artillery then tank
    -Attack remaining tank with mech
    -Move APC north of (next to) enemy tank
    -Place infantry next to artillery

 Day 4:

    -Attack southern infantry with yours
    -Destroy tank with artillery
    -Destroy northern infantry with tank from north and mech from west

 Day 5:

    -Kill final infantry
    -Destroy APC with mech then tank


 --Orange Dawn--

 Earliest Perfect S-Rank Time: 4 Days

 Strategy: Weaken medium tanks with battle copters; make use of Max's
    artillery; use transport copter as lure, finish infantry last

 Day 1:

    -Destroy battle copter with both of yours
    -Load infantry into transport copter and place 2 spaces west of 
       northern battle copter
    -Move northern tank into woods next to bridge
    -Place all remaining units adjacent to northernmost tank

 Day 2:

    -(Note: Both enemy tank units must be east of the easternmost enemy city,
       at the very least; it is preferrentional that all units are east of
       the city)
    -Attack easternmost tank with damaged battle copter from south
    -Attack medium tank next to easternmost enemy city with final battle copter
    -Head transport copter 3 spaces north, then 2 east, next to easternmost 
       northern bridge
    -Place tank with units adjacent into northern forest next to neutral city
    -Move artillery onto neutral city
    -Place final tank east of artillery and medium tank south of artillery

 Day 3:

    -(Note: Enemy medium tanks must be within joining distance, disregarding
        allied battle copter prohibitions)
    -Destroy easternmost tank with artillery then tank
    -Destroy final tank with your own
    -Attack (destroying is not preferred) medium tank on forest with
       medium tank
    -Attack remaining medium tank with both battle copters from positions
       allowing enemy medium tanks to join
    -Place transport copter and drop infantry in a way that enemy infantry
       cannot both attack allied infantry if possible (moving transport copter
       5 spaces west and dropping west into forest is usually an option)

 Day 4:

    -Destroy medium tank with your own or, if out of range, use both
       battle copters
    -Destroy both infantry with remaining available units


 --Andy's Time--

 Earliest Perfect S-Rank Time: 7 Days

 Strategy: Capture base nearest Black Cannon and neutral city as soon as
    possible; deploy artillery on Day 1, moving it towards Black Cannon Days
    2-6 while protecting it from "hostile" infantry; deploy rockets on captured
    base by Day 6; use recon to take care of infantry on and from enemy base;
    block enemy base with transport copter early

 Day 1:

    -Deploy artillery in western base
    -Load infantry into transport copter and head all the way west

 Day 2:

    -Move artillery as far north as possible
    -Deploy recon in eastern base
    -Deploy infantry in western base
    -Move transport copter as far north as possible

 Day 3:

    -Head transport copter 5 spaces north and drop infantry west
    -Move artillery and recon as far north as possible
    -Capture neutral city with infantry
    -Deploy recon from eastern base

 Day 4:

    -Capture western neutral base with northern infantry
    -Move transport copter 4 spaces east, 1 south (between enemy infantry
       on city and enemy infantry on plain)
    -Place artillery as far west as possible
    -Attack eastern infantry (on city) with recon from south
    -Head recon as far north as possible
    -Finish capture of neutral city
    -Deploy recon from eastern base

 Day 5:

    -Finish capture of neutral base
    -Head artillery as far west as possible
    -Destroy infantry (or mech) on enemy base with recon east of neutral city
        then northern remaining recon
    -Place transport copter onto enemy base
    -Move remaining recon and infantry all the way north

 Day 6:

    -(Note: Transport copter should survive)
    -Capture neutral city with southern infantry
    -Attack southern infantry with southern recon from north
    -Destroy infantry with a recon (stronger one if enemy mech was faced)
       from south then final recon from west
    -Move artilery 2 spaces east
    -Head remaining infantry 1 space south, north of forest
    -Deploy rockets from northern base

 Day 7:

    -Destroy southern infantry with southern recon
    -Finish capture of neutral city
    -Destroy final infantry with recon (stronger one if enemy mech was faced)
       then either final recon or infantry
    -(Optional: Deploy either missles or anti-air from a southern base to
       receive Nell's spiel on the specific unit)
    -Destroy Black Cannon with rockets and artillery


 --Lash Out--

 Earliest Perfect S-Rank Time: 4 Days

 Strategy: Use mechs and and long-range weaponry to destroy infantry capturing
    base and anti-air units; use APC to choke northernmost eastern bridge and
    block enemy base; attack rockets with battleship Day 1 only, then move
    north to do more vital damage to infantry; drop tanks on westernmost shore
    to cleanup rockets and attack infantry; drop mechs near tanks with
    transport copterto destroy infantry on most defensive terrain
   

 Day 1:

    -Load transport copter into cruiser
    -Attack sub with cruiser
    -Attack rockets with battleship
    -Dive sub north of battleship
    -Move lander 2 spaces south of cruiser, then load both tanks
    -Load southern mech into APC, move 4 spaces north and 1 west
    -Move eastern mech as far east as possible
    -Place rockets as far north as possible
    -Move artillery next to rockets
    -Head remaining mech all the way north

 Day 2:

    -Move lander to shoal northeast of enemy cruiser and drop both tanks
    -Place battleship next to enemy rockets
    -Move cruiser halfway between battleship and sub, and drop copter west
       above shoal
    -Attack sub with yours
    -Move eastern mech all the way east
    -Head APC as far north as possible and drop mech north onto bridge
    -Place rockets into forest two spaces north
    -Head artillery next to APC
    -Place final mech next to artillery

 Day 3:
  
    -Kill infantry on base with rockets and mech
    -Load remaining northern mech into APC, move onto enemy base, and drop
       either west or south but not east
    -Place artillery next to both mechs
    -Load mech into transport copter, move next to both tanks, and drop north
    -Destroy rockets with a tank
    -Attack infantry with final tank
    -Attack remaining infantry (on city) with battleship

 Day 4:

    -Kill eastern infantry with tank
    -Kill final infantry with mech
    -Destroy cruiser with battleship and sub if necessary
    -Place APC next to artillery
    -Destroy western anti-air with artillery then mech
    -Destroy final anti-air with rockets then mech


 --Flak Attack--

 Earliest Perfect S-Rank Time: 3 Days

 Strategy: Lure air units into anti-air range by destroying initial
    battle copter with anti-air unit; protect initially vulnerable
    battle copter by surrounding it with anti-air type units to 
    deal more damage; build up CO power by Day 2 by destroying a
    tank and a battle copter with anti-air and attacking enemy fighter
    unit with missles; use CO power on Day 2 to destroy bombers and
    cripple battle copters with your own; capture neutral city if you
    desire for dialogue about neotank labs early

 Day 1:

    -Destroy southern battle copter with western anti-air
    -Place southern anti-air east of and beside western anti-air
    -Head northern anti-air into forest 1 space north
    -Move final anti-air 1 space north
    -Place northern battle copter into space enclosed by anti-air and missles
    -Head infantry all the way north
    -Capture (or wait on) neutral city with mech
    -Place rockets just south of mech

 Day 2:

    -(Note: All enemy air units must move within range of anti-air units and
       only enemy attack should be enemy bomber unit attacking, not destroying,
       allied anti-air unit on plains; additionally, enemy tank must move
       within range of rockets and enemy infantry north of enemy tank)
    -Destroy tank with rockets and mech
    -Capture neutral city with infantry
    -Attack fighter with missles
    -Destroy westernmost accessible battle copter with westernmost anti-air
    -Use CO Power
    -Destroy western bomber with eastern anti-air
    -Attack/destroy fighter with damaged anti-air
    -Destroy final bomber with remaining anti-air from east
    -Attack/destroy western battle copter with your own from south
    -Attack/destroy eastern battle copter with your own from east

 Day 3:

    -(Note: If loss of no units whatsoever is desired, allied mech must
        survive attack, if any, from enemy infantry; lost of mech will
        not affect technique score)
    -Finish capture of neutral city
    -(Note: Capture of this city is optional, Orange Star will still find
        the map for the neotank lab at the end of the mission)
    -Destroy infantry with rockets and nearest battle copter
    -Destroy fighter, if it still lingers, with any able units
    -Destroy battle copter, if one exists, with any able units


 --Test of Time--

 Earliest Perfect S-Rank Time: 3 Days

 Strategy: Use infantry as lure, take out potentially severe damaging units
    on Day 1 (anti-air and artillery); mop up units near allied HQ with
    infantry, medium tank, and artillery; destroy infantry advancing on bridge
    with rockets; uncover and destroy long-range units with recon, anti-air,
    tank, and mech with APC; use tank to uncover lander in reef and destroy
    with long-range units

 Day 1:

    -Destroy artillery with recon from north and tank from east
    -Destroy anti-air with medium tank
    -Place artillery in space enclosed by recon, tank, and medium tank
    -Move rockets next to tank
    -Load mech into APC and place 2 spaces east of rockets, beside neutral city
    -Head infantry 1 space east then 2 north between moutains
    -Attack APC with anti-air from south

 Day 2:

    -(Note: Enemy APC must not move; additionally, it is recommended that
        allied infantry have at least 3HP after attack from enemy recon)
    -Kill eastern infantry with rockets (bridge must be cleared of
        enemy infantry)
    -Move APC 5 spaces east and drop east or south
    -Head anti-air east onto bridge
    -Destroy APC with artillery
    -Destroy recon with medium tank from north
    -Move infantry 1 space west then 1 north into forest (if necessary,
        finish recon)
    -Move recon as far northeast along road as possible (uncover artillery
        in forest)
    -Place tank adjacent to reef

 Day 3:

    -Destroy lander with rockets and artillery
    -Destroy artillery with tank and recon
    -Destroy rockets with mech and anti-air
    -Use CO Power
    -Kill infantry with medium tank then infantry


 --Liberation-- (Andy)

 Earliest Perfect S-Rank Time: 7 Days

 Strategy: Capture airport and deploy bomber by Day 5; prevent missles and
    anti-air from moving into attack position; deploy a battle copter on
    Day 6; attack and destroy enemy mech and artillery units near factory
    with infantry and bomber

 Day 1:

    -Deploy APC from northern base
    -Deploy infantry from western base

 Day 2:

    -Load infantry into APC, head 4 spaces west then 2 north,
       and drop north into river
    -Deploy infantry from northern base

 Day 3:

    -Capture airport
    -Move remaining infantry 1 space east then 2 north
    -Deploy infantry from northern base
    -Place APC west of westernmost allied city, within movement range of
       deployed infantry

 Day 4:

    -(Note: Enemy recon must have moved into city next to factory)
    -Finish capture of airport
    -Capture neutral city
    -Load infantry into APC and head onto neutral base

 Day 5:

    -(Note: Enemy artillery must have moved onto eastern enemy city
       next to factory)
    -Finish capture of neutral city
    -Move infantry west into river
    -Deploy bomber
    -Move APC 2 spaces north then 2 east, into forest

 Day 6:

    -Attack mech with infantry
    -Head APC into enemy city and drop infantry east
    -Attack pipe seam with bomber
    -Deploy battle copter

 Day 7:

    -Destroy artillery with bomber (artillery must be destroyed)
    -Move APC into neutral city
    -Finish mech with northern infantry and injured infantry if needed
    -Destroy pipe seam with battle copter


 --Liberation-- (Sami)

 Earliest Perfect S-Rank Time: 7 Days

 Strategy: Capture airport and deploy bomber by Day 5; prevent missles and
    anti-air from moving into attack position; deploy a battle copter on
    Day 6; attack and destroy enemy mech and artillery units near factory
    with infantry and bomber

 Day 1:

    -Deploy APC from northern base
    -Deploy infantry from western base

 Day 2:

    -Load infantry into APC, head 4 spaces west then 2 north,
       and drop north into river
    -Deploy infantry from northern base

 Day 3:

    -Capture airport
    -Move remaining infantry 1 space east then 2 north
    -Deploy infantry from northern base
    -Place APC west of westernmost allied city, within movement range of
       deployed infantry

 Day 4:

    -(Note: Enemy recon must have moved into city next to factory)
    -Finish capture of airport
    -Capture neutral city
    -Load infantry into APC and head as far north as possible

 Day 5:

    -(Note: Enemy artillery must have moved onto eastern enemy city
       next to factory)
    -Finish capture of neutral city
    -Move infantry west into river
    -Deploy bomber
    -Move APC as far north as possible

 Day 6:

    -Attack mech with infantry
    -Head APC into enemy city and drop infantry east
    -Attack pipe seam with bomber
    -Deploy battle copter

 Day 7:

    -Finish mech with injured infantry (mech must be killed)
    -Destroy artillery with bomber and northernmost infantry
    -Destroy pipe seam with battle copter

   
 --Liberation-- (Max)

 Earliest Perfect S-Rank Time: 6 Days

 Strategy: Capture airport and deploy bomber by Day 5 (before enemy missles
    have a chance to move into position); eliminate mech unit

 Day 1:

    -Deploy APC from northern base
    -Deploy infantry from western base

 Day 2:

    -Load infantry into APC, head 4 spaces west then 2 north,
       and drop north into river
    -Deploy mech from northern base

 Day 3:

    -Capture airport
    -Move mech west onto allied city
    -Place APC 2 spaces west of mech

 Day 4:

    -(Note: Enemy recon must have moved into western enemy city
       next to factory)
    -Finish capture of airport
    -Load mech into APC, head as far north as possible, and drop north

 Day 5:

    -(Note: Enemy artillery must have moved onto eastern enemy city
       next to factory)
    -Move infantry west into river
    -Deploy bomber

 Day 6:

    -Eliminate mech with mech from south and infantry from east
       (mech must be killed)
    -Destroy pipe seam with bomber


 --Toy Box--

 Earliest Perfect S-Rank Time: 10 Days

 Strategy: Cripple enemy infantry closest to base nearest enemy HQ by attacking
    with allied tank while it is on road - then let it return to enemy base to
    limit enemy deployment and weaken defense near HQ; infiltrate and capture
    enemy HQ with infantry; capture neutral city with lab map for neotanks; 
    destroy at least two enemy units in a single day

 Day 1:

    -Deploy infantry from both bases

 Day 2:

    -Head both infantry all the way west

 Day 3:

    -Move southern infantry 2 spaces north then 1 west
    -Deploy tank from southern base
    -Capture neutral city with remaining infantry

 Day 4:

    -Finish capture of neutral city
    -Move remaining infantry all the way west
    -Place tank where aformentioned infantry was situated

 Day 5:

    -Cripple southernmost enemy infantry so only 2HP remaining with tank (enemy
       infantry cannot have 3HP remaining)
    -Place southern infantry 1 space south next to tank
    -Head final infantry 2 spaces south then 1 west

 Day 6:

    -(Note: All enemy infantry must move east, except capturing infantry which
       will complete capture and crippled infantry which must head west towards
       enemy base; additionally, enemy APC should tail eastbound infantry)
    -Head eastern tank 1 space north, then 4 west, and finally 1 north again
    -Capture/wait on base with northern infantry
    -Move remaining infanty west of western tank
    -Attack infantry with tank from south (3HP should remain so as to hinder
       possibility of joining)

 Day 7:

    -(Note: Enemy infantry near neutral base must move south of mountains near
       neutral base)
    -Attack APC with western infantry from south
    -Cripple recon with western tank (only 2HP should remain so as to limit
       possiblity of it attacking allied infantry headed toward enemy HQ)
    -Kill injured infantry with infantry from west
    -Attack infantry east of western tank with eastern tank from south
    -Deploy anti-air from northern base

 Day 8:

    -Kill infantry on shoal with anti-air
    -Attack tank with southern tank
    -Kill injured infantry with remaining tank
    -Head both infantry as far south as possible

 Day 9:

    -Attack infantry on newly captured enemy city with anti-air
    -Destroy tank with your own
    -Capture neutral city with eastern infantry
    -Capture enemy HQ with western infantry
    -Attack anything else with final tank

 Day 10:

    -Destroy infantry with anti-air
    -Destroy whatever else that can be destroyed with tanks
    -Finish capture of neutral city
    -Finish capture of enemy HQ


 --Tanks!!!--

 Earliest Perfect S-Rank Time: 5 Days (6-day walkthrough)

 Strategy: Make medium tanks chase south on Day 1 then north on Day 2 by 
    disclosing and hiding closest recons; destroy mechs during Days 2-3; use
    missle silos to damage enemy units (mainly medium tanks); move rockets into
    positions to attack enemy medium tanks if necessary; focus on joining enemy
    medium tanks; move recons back and forth to enhance vision accordingly;
    (if striving for 5 days, the central missile silo coupled with rockets and
    northern artillery must be used to fullest extent to allow maximum joining
    of medium tanks; be mindful of enemy recons, too)

 Day 1:

    -Attack northern medium tank on road with western rockets
    -Move infantry onto enclosed roads
    -Place both easternmost recons onto allied cities
    -Place southern recon 2 spaces west of southern rockets, next to forest
    -Move artillery next to southern recon

 Day 2:

    -Move southern recon 2 spaces south, then 3 west (Note: An enemy recon must
       appear 2 spaces west and 1 space south of western rockets; also, only
       one mech should be visible in the south)
    -Head artillery 2 spaces south and 2 west into forest southeast of recon
    -Kill southern mech with southern rockets
    -Move northern recon 1 space north, then 5 east onto darkened road
    -Destroy northern mech with northern rockets
    -Destroy northern mech with western rockets
    -Move recon on southern city next to western rockets
    -Attack northernmost undamaged medium tank
    -Head both infantry as far east as possible

 Day 3:

    -(Note: Final enemy mech must have moved onto mountain with two recons
       advancing onto roads)
    -Destroy mech with artillery and western rockets
    -Destroy southern recon with southern rockets
    -Move southern recon 1 space north
    -Destroy northern recon with northern rockets
    -Attack north(east)ernmost undamaged medium tank with central rockets
    -Hide damaged recon in forest south of northern artillery
    -Move both infantry all the way east

 Day 4:

    -Launch missle from silo with western infantry, concentrating on joining
       enemy medium tanks
    -Move remaining infantry 2 spaces south of infantry on missle silo
    -Move southern artillery into a forest next to southern recon
    -Attack a medium tank with northern artillery, concentrating on joining
       enemy units
    -Attack destroy medium tank next to artilery and recon if it has more than
       2HP with northern rockets; otherwise, attack medium tank furthest along
       road toward HQ, concentrating on joining enemy units
    -Move southern rockets all the way north
    -Attack medium tanks furthest along road toward allied HQ with western
       rockets and rockets on HQ, concentrating on joining enemy units; if
       rockets on HQ cannot attack, move as north as possible, moving recon on
       northern city if needed

 Day 5:

    -Launch missle from silo with southern infantry, concentrating on joining
       enemy medium tanks
    -Destroy northern recon with western rockets
    -Attack final recon with southern artillery
    -Move a recon near rockets next to northern infantry
    -Attack medium tanks with remaining rockets and artillery, if possible,
       concenrtrating on joining enemy units; if rockets are unable, move as
       far north as possible
    -Head final infantry all the way north, towards missle silo
   
 Day 6:

    -Use Super CO Power
    -Launch missle from silo with southern infantry, weakening any undamaged or
       strong medium tanks
    -Destroy recon with southern artillery
    -Destroy remaining medium tanks with nearest long-range units
    -If a medium tank is not visible, move northern recon west to uncover any
       western units and eastern recon north to uncover eastern units


 --Reclamation--

 Earliest Perfect S-Rank Time: 8 Days

 Strategy: Use recon unit to plow through the enemy's infantry defenses
    while transporting infantry unit to the enemy HQ in APC; kill enemy
    infantry unit

 Day 1:

    -Deploy recon from either western base
    -Deploy infantry from remaining western base

 Day 2:

    -Move recon as far south along road as possible
    -Deploy APC from unoccupied western base and load infantry

 Day 3:

    -Move APC all the way west
    -Head recon as as far west as possible

 Day 4:

    -Attack infantry on bridge with recon
    -Move APC 5 spaces south then 1 west

 Day 5:

    -(Note: Enemy APC must not move onto enemy HQ; additionally, the roads
       and bridge must not be block by enemy units)
    -Move APc as far west as possible
    -Attack artillery from south with recon

 Day 6:

    -Place APC on southernmost enemy base and drop west

 Day 7:

    -(Note: Injured infantry must be within range of recon; it is preferable
       that specified enemy unit attacked allied APC)
    -Move APC onto central enemy base
    -Kill injured infantry from enemy base, if possible
    -Capture enemy HQ

 Day 8:

    -Finish capture of enemy HQ


 --Neotanks!?-- (Colin)

 Earliest Perfect S-Rank Time: 8 Days 

 Strategy: Deploy four infantry - three to use missle silos on strategic days
    and one to capture lab; use APC to transport infantry to missle silos and
    lab; destroy rockets and both medium tanks, using tank and recon coupled
    with missle silo launches; (Colin is only CO that can perform in 8 day
    because of lower units costs; however, Olaf and Grit can follow same basic
    strategy)

 Day 1:

    -Deploy infantry form all bases

 Day 2:

    -Place eastern infantry on allied HQ
    -Move both remaining infantry all the way north
    -Deploy APC from northern base
    -Deploy infantry from eastern base

 Day 3:

    -Head northern infantry onto missle silo (do not launch missle)
    -Launch missle from either western missle silo, attacking four enemy
       infantry
    -Load infantry on HQ into APC, move all the way east, and drop north
    -Move final infantry as far east as possible
    -Deploy recon from eastern base

 Day 4:

    -Head recon northeast along road, next to eastern infantry
    -Load southern infantry into APC and head as far north as possible, onto
       bridge
    -Move eastern infantry all the way east
    -Launch missle from northernmost missle silo across mountains, attacking
       rockets and both medium tanks
    -Deploy tank from northern base

 Day 5:

    -Move tank as far east as possible
    -Launch missle from either eastern missle silo, attacking rockets and
       both medium tanks
    -Head recon all the way north
    -Move APC as far north as possible, onto road

 Day 6:

    -Launch missle from any silo, attacking enemy medium tank next to APC and
       being careful not to damage any allied units
    -Launch missle from any silo, attacking same enemy medium tank next to APC
       and being careful not to damage any allied units (attack may not have
       any apparent effect; however, enough substantial damage is done)
    -Destroy medium tank with recon from west
    -Launch missle from final available silo, attacking rockets and remaining
       medium tank
    -Head APC 5 spaces north then 1 east, and drop north onto neutral city
    -Place tank as far north as possible onto bridge

 Day 7:

    -Capture lab
    -Move APC 4 spaces west, blocking entrance to bride and probibiting
       escape of crippled medium tank
    -Place recon on road south of infantry capturing lab
    -Head tank as far north as possible, onto road

 Day 8:

    -Destroy medium tank with tank
    -Destroy rockets with recon
    -Finish capture of lab


 IV. Hard Campaign
 -----------------

 The Hard Campaign of Advance Wars 2 is very different from the Advanced
 Campaign of the original Advance Wars. While many missions have additional,
 more powerful enemy units (as in Advanced Campaign of Advance Wars), the
 Hard Campaign of Advance Wars 2 often gives the player additional, more
 powerful units to combat those of the enemy - instead of downgrading
 allied units. Also different from Advanced Campaign, map layouts of
 Campaign missions are often subject to rearrangement and change in Hard
 Campaign. Complete missions have also been discarded and others inserted,
 specifically those on the Orange Star continent. Finally, the Power and
 Technique categories can no longer be taken for granted.


 --Orange Dawn--

 Earliest Perfect S-Rank Time: 15 Days

 Strategy: Capture nearest two ports quickly, deploy lander then battleship
    from easternmost port; use lander to transport tank and infantry in APC
    from allied HQ area to enemy HQ territory; use battleship and tank to
    destroy two units on same day; avoid laser fire whenever possible
    

 Day 1:

    -Deploy infantry from both bases

 Day 2:

    -Move eastern infantry all the way east
    -Deploy APC from eastern base

 Day 3:

    -Load western infantry into APC, and head as far east as possible
    -Move final infantry as far east as possible

 Day 4:

    -Move APC all the way east
    -Head infantry 2 spaces north then 1 east onto bridge

 Day 5:

    -Move infantry all the way east
    -Place APC east onto bridge and drop east

 Day 6:

    -Capture eastern port with eastern infantry
    -Capture southern port with remaining infantry
    -Place APC 1 space east then 1 north into forest

 Day 7:

    -Finish capture of both ports

 Day 8:

    -Head eastern infantry as far west as possible
    -Deploy lander from eastern port
    -Move final infantry 2 spaces west then 1 north

 Day 9:

    -(Note: Enemy rockets must be deployed from eastern base)
    -Move lander 3 spaces north then 3 west, north of reef
    -Deploy battleshipfrom eastern port
    -Load eastern infantry into APC, head all the way west, and drop south
    -Load remaining infantry into APC
    -Deploy infantry from eastern base

 Day 10:

    -Move westernmost infantry 2 spaces north, into range of enemy rockets
    -Deploy tank from eastern base
    -Place lander into westernmost reef
    -Attack infantry on neutral port with battleship, if possible (if not
       possible, attack on earliest available day; however, do not kill
       infantry until Day 14)

 Day 11:

    -(Note: Enemy rockets must attack or destroy western allied infantry;
       additionally, enemy tank must be deployed from eastern base)
    -If western infantry survives, most 1 space south
    -Head lander 5 spaces west then 1 south onto shoal
    -Load tank and APC into lander
    -(If unable to attack infantry on neutral port with battleship yesterday,
       attack if able; port must not be captured by Day 13)

 Day 12:

    -(Note: Enemy tank must not attack allied tank and must move east instead;
       in addition, enemy artillery must be deployed from eastern base)
    -Move lander onto shoal south of enemy city and drop tank north, onto enemy city,
       and APC west
    -(If unable to attack infantry on neutral port with battleship yesterday,
       attack if able; port must not be captured by Day 13)

 Day 13:

    -Attack western artillery with tank
    -Place APC north of tank, onto enemy city, and drop west, north of artillery
    -Move lander as far west as possible
    
 Day 14:

    -(Note: Enemy artillery must not move onto HQ)
    -Destroy artillery with tank (artillery must be destroyed)
    -Kill infantry capturing neutral port with battleship
    -Capture enemy HQ

 Day 15:

    -(If two units were lost, deploy 3 units from port and both bases)
    -Finish capture of HQ


 --Andy's Time--

 Earliest Perfect S-Rank Time: 8 Days (9-day walkthrough)

 Strategy: Deploy bomber and, in 2 days, advance towards Black Cannon, keeping
    sure to be out of Cannon range and killing  enemy infantry on southern
    bridge leading toward central neutral base from north in process; (if
    aiming to obtain lab map, deployment of bomber will be delayed by one day,
    resulting in 9-day walkthrough; otherwise, ignore any transport copter and
    infantry orders and move all bomber orders up one day)

 Day 1:

    -Deploy transport copter
    -Deploy infantry from either base

 Day 2:

    -Load infantry into transport copter and move 2 spaces north the 1 west, 
       north of northwesternmost allied city

 Day 3:

    -Move transport copter as far north as possible and drop north

 Day 4:

    -Capture neutral city 2 spaces north of western Minicannon with infantry

 Day 5:

    -Finish capture of neutral city
    -Deploy bomber

 Day 6:

    -Move bomber 3 spaces west then 3 north
    -Load infantry into transport copter and head 3 spaces west then 1 south

 Day 7:

    -(Note: Enemy infantry should attack transport copter from southern bridge
       and northern bridge should be clear of any enemy units)
    -Move transport copter 1 space east, outside enemy attack range
    -Kill infantry on bridge with bomber from north

 Day 8:

    -Attack Black Cannon with bomber

 Day 9:

    -Destroy Black Cannon with bomber


 --Sea for All--

 Earliest Perfect S-Rank Time: 6 Days

 Strategy: Take down Hawke's battle copter and fighter units with cruiser and
    two fighters; (interesting note: Andy's and Hawke's HQ territories are
    shaped in the form of their respective army crests; press R button before
    finalizing mission selection for clearer view)

 Day 1:

    -Accumulate funds (pass)

 Day 2:

    -Deploy cruiser from eastern port

 Day 3:

    -Destroy battle copter with cruiser from south
    -Deploy fighter from airport on smallest island

 Day 4:

    -(Note: Enemy fighter must move southeast of cruiser, within range of
       both allied units)
    -Destroy fighter with cruiser from north and fighter from west
    -Deploy fighter from airport on smallest island    

 Day 5:

    -Destroy battle copter with southern fighter from north
    -Attack fighter with remaining fighter (enemy fighter must have only
       4HP remaining)
    -Place cruiser beside enemy city, evenly between both allied fighters

 Day 6:

    -Use CO Power
    -Destroy battle copter with cruiser
    -Destroy fighter with undamaged fighter then final fighter, if necessary
    


 --Drake's Dilemma--

 Earliest Perfect S-Rank Time: 8 Days

 Strategy: Head two battleships down to take down Black Cannons using reefs
    as cover and hide remaining battleships in reefs of strategic locations
    for attacking; use subs for vision; make cruisers useful by relegating
    them as cannon fodder for Hawke's rockets to fill up Drake's CO Power bar;
    attack a unit with a battleship for to completely fill CO Power bar;
    use Typhoon and destroy two units near Kanbei's territory with a couple of
    Drake's land units and three others with battleships while making sure
    to make additions to Hawke's CO power bar minimal; use Kanbei's units
    as early lures in addition to deploying a small force to attack units
    near Hawke's captured base and prohibit deployment from base; attack
    Black Cannons at least once before allowing Hawke to use Black Storm
 
 Day 1:

    --(Drake)--
    -Deploy infantry from base
    -Hide southern battleship in southern reef
    -Dive southern sub 3 spaces west of southern battleship
    -Dive western sub 4 spaces west then 1 south
    -Move southern cruiser 2 spaces north then 1 west
    -Hide western battleship in southern reef
    -Head remaining western cruiser 3 spaces west
    -Place both remaining battleships inside western reefs
    -Hide northern sub in reef 3 spaces east 
    -Dive final sub north 2 spaces east then 4 south
    -Move northern cruiser 1 space south next to missle silo
    -Place final cruiser east of aformentioned cruiser

    --(Kanbei)--
    -Deploy infantry from both bases

 Day 2:

    --(Drake)--
    -Capture neutral bases with infantry
    -Deploy tank from base
    -Head southern battleship 2 spaces east then 1 south into reef
    -Hide remaining southern battleship in southern reef
    -Attack northern rockets with northern battleship
    -Move final battleship into southern reef
    -Hide western cruiser in reef 4 spaces east
    -Join all remaining cruiser with cruiser in reef
    -Rise eastern sub in reef 1 space south

    --(Kanbei)--
    -Capture neutral cities with both infantry
    -Deploy recon from eastern base

 Day 3:

    --(Drake)--
    -Move tank all the way east
    -Deploy recon from base
    -Finish capture of neutral base
    -Head southern battleship south into reef
    -Hide remaining southern battleship in southern reef
    -Place northern battleship into reef 1 space south then 1 west
   
    --(Kanbei)--
    -Finish capture of both neutral cities
    -Hide recon in forest beside missle silo
    -Deploy recon from eastern base
    
 Day 4:

    --(Drake)--
    -Place tank between Kanbei's infantry
    -Move recon all the way east
    -Place infantry south onto plains
    -Head southern battle ship as far south as possible, next to forest
    -Hide remaining southern battleship into southern reef
    -Dive eastern sub as far south as possible

    --(Kanbei)--
    -Head northern recon into other forest next to missle silo
    -Launch missle silo, targeting enemy recon, artillery, and mech
    -Capture neutral city with remaining infantry
    -Hide final recon in forest next to missle silo
    -Deploy tank from eastern base

 Day 5:

    --(Drake)--
    -(Note: Missle launched by enemy mech must have targeted lander and
       sub next to allied port)
    -Use Super CO Power
    -Destroy most damaged recon with recon (enemy recon must be destroyed)
    -Destroy remaining recon with tank
    -Move southern battleship 5 spaces south
    -Destroy rockets with remaining southern battleship
    -Destroy units that will add least amount to Hawke's CO Power bar
       (either recons or heavily damaged rockets)
    -Rise all dived subs in nearest reefs
    
    --(Kanbei)--
    -Move tank as far north as possible
    -Capture neutral city (optional)
    -Deploy tank from eastern base

 Day 6:

    --(Drake)--
    -Attack infantry with recon from west
    -Move southern battleship as far west as possible
    -Head remaining southern battleship all the way south, next to forest

    --(Kanbei)--
    -Capture neutral city (optional)
    -Destroy infantry with tank
    -Destroy/attack mech with southern recon
    -Attack artillery with final recon from missle silo, if possible
    -Move final tank north toward enemy base

 Day 7:

    --(Drake)--
    -(Note: Hawke must not (be able to) use Black Storm on this day)
    -Attack western Black Cannon with southern battleship
    -Attack remaining Black Cannon with remaining southern battleship

    --(Kanbei)--
    -Attack and destroy any enemy units; however, reside relatively
       undamaged unit on enemy base
    -Finish capture of neutral city (optional)

 Day 8:

    --(Drake)--
    -Destroy western Black Cannon with southern battleship
    -Destroy final Black Cannon with remaining southern battleship


 V. War Room
 -----------

 --Spann Island--

 Earliest Perfect S-Rank Time: 6 Days

 Strategy: Deploy recon and infantry on Day 1; move east and deploy APC on
    Day 2; move east, attack infantry, and deploy recon on Day 3; load and
    drop infantry so enemy HQ is within potential movement range on Day 4;
    start capture of HQ by Day 5 and prevent hostile units from attacking
    capturing infantry; finish capture by Day 6; (this strategy is potentially
    viable for any CO other than Kanbei, because of unit cost; however, Grit's
    recon units may not be able to do enough while those with above average
    recon units may deter required enemy attack for Day 5; additionally,
    Sami's capturing abilities allow enemy requirements to be less strict
    for Day 5; finally, with such universal capability, luck and saving
    before executing allied movement will be a necessary requirement)

 Day 1:

    -Deploy recon from northern base
    -Deploy infantry from eastern base

 Day 2:

    -Move recon northeast along road
    -Capture neutral city with infantry
    -Deploy APC from northern base

 Day 3:

    -Attack infantry on northern neutral city with recon from north (if using
       Sami or Colin, it is advised that allied recon take no damage or that
       only 5HP remain for enemy infantry)
    -Finish capture of enemy city
    -Place APC onto road 3 spaces north of infantry
    -Deploy recon from northern base

 Day 4:

    -(Note: Enemy APC must move south, just north of northern bridge)
    -Finish infantry with recon from east (infantry must be killed)
    -Load infantry into APC, head north of northern neutral city, and
       drop onto neutral city
    -Move recon northeast along road

 Day 5:

    -(Note: Northern enemy infantry must attack eastern recon from mountains coupled;
       additionaly, for any CO other than Sami, only single enemy mech unit must
       be deployed from western enemy base instead of tank and infantry units)
    -Capture HQ with infantry
    -Place APC west of capturing infantry
    -Head damaged recon north of capturing infantry (do not attack with recon)
    -Attack infantry on mountain with remaining recon from north
    -Deploy infantry from all bases

 Day 6:

    -(Note: If using Sami and enemy tank and infantry units attack capturing
       infantry, capturing infantry must have a minimum of 4HP remaining)
    -Deploy infantry from all bases
    -Kill injured infantry with remaining capable recon
    -Finish capture of HQ
    


 VI. Version History
 ------------------

 Version 0.05 - Appended 'Campaign' with "Neotanks!?" documentation
              - Appended 'Hard Campaign' with documentation for 
                   "Orange Dawn," "Andy's Time," and "Sea for All"

 Version 0.04 - Appended 'Hard Campaign' with "Drake's Dilemma"
                   documentation
              - Appended 'War Room' with "Spann Island"

 Version 0.03 - Appended 'General Tips & Strategies' with tactic to limit
                   deployment of expensive, more powerful, enemy land units
                   by eliminating enemy infantry
              - Updated 'Campaign' with new "Flak Attack" documentation
                   (walkthrough no longer requires loss of any allied unit),
                   "Test of Time" documentation (3 days [originally 4]),
                   and "Tanks!!!" earliest time (5 days; however, 6-day
                   walkthrough is still used for complexity issues)
              - Appended 'Version History' section

 Version 0.02 - Appended 'General Tips & Strategies' with scoring
                   formulae for speed, power, and technique; an
                   alternative to prohibiting deployment from enemy
                   deployment structures with allied units; and
                   information on CO unit charts
              - Appended 'Campaign' with "Toy Box" and "Reclamation"
                   documention

 Version 0.01 - Updated 'Campaign' with new "Liberation" documentation
                   (Max: 6 days; Andy & Sami: 7 days [originally 8;9])

 Version 0.00 - Appended 'General Tips & Strategies' with information on
                   lab maps, a procedure to bypass CO chatter, and a
                   technique to inhibit AI advancement
              - Appended 'Campaign' with documentation for all Orange Star
                   missions and "Tanks!!!"
              - Appended 'Table of Contents' section, 'Hard Campaign'
                   foreward, 'Introduction and Current Status' brief,
                   and 'Copyright Information'


 VII. Copyright Information
 -------------------------

 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. 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.

 All trademarks and copyrights contained within this document are owned by
 their respective trademark and copyright holders.