Game Boy Wars 3 Tutorial FAQ Version 1.0 By Juigi Table of Contents 1. Introduction 2. Version Notes 3. Tutorial General 4. Tutorial Solutions 5. Loose Ends 6. Credits ======================================== 1. Introduction ======================================== Hello. In case you don't go to the GameFAQ Boards and haven't seen my contributor info or Fire Emblem FAQs, I am Juigi, elder half of the Kario Brothers, who are ripoffs of the Mario Brothers (from the Mario series). My email address is juigikario@yahoo.com . But enough of that. Game Boy Wars 3 is the 4th Game Boy (Color) installment of the Wars series. There have been 9 installments for the Wars series: Famicom Wars (the very first one, for the NES/Famicom), Super Famicom Wars (for the SNES/SFC), Game Boy Wars 1 through 3, Game Boy Wars Turbo (which is the actual 2nd or 3rd GB(C) installment), Advance Wars 1 & 2, and DS Wars (which actually isn't out yet as this FAQ has been written). Of course, most of the Wars series has gone even more unnoticed to most Americans than Fire Emblem, especially the GBW installments, which had various differences from the more normal half of the Wars series. So you want to know why I'm writing this FAQ? This is my answer: GBW3 has so far proven to be pretty good for the GBW half of the Wars series. Of course, there's a problem: the tutorial is in Japanese, which left Kotetsu stumped enough to stop playing it. I may or may not do a full walkthrough. I just got the DS as of November 21, 2004 (which is the day this FAQ has been started) so I'm leaning on no on a full walkthrough. Besides, somebody else may work on it. Oh yeah, about me: *RN: Not publically disclosed *A/S/L: 18 as of July 9/M/San Pablo (SF Bay Area), CA *How to contact me: -Email: juigikario@yahoo.com -AOL: Juigi Kario -YIM: Not disclosed -MSN: figaro_brothers@hotmail.com -ICQ: Not used *Major GameFAQ contributions: Fire Emblem 1 FAQs (3-part Walkthrough, Basic and Mechanics FAQ, Character FAQ, Class FAQ, Item/Weapon FAQ, Shop/Arena FAQ, and Talis Quest Walkthrough) and the FE Series FAQ And by the way, DO NOT SEND THE FOLLOWING TO MY EMAIL ADDY OR IM ME WITH THE FOLLOWING: *Anything over half a Megabyte without me approving of it first. My box is already using almost half of the space, and I constantly get spam too. *ANYTHING answered in my Fire Emblem Series FAQ. Effectively, this means asking anything about characters being defeated, Marth and Roy, and Marcus (who is a JEIGAN) is grounds for getting blocked IMMEDIATELY with NO chance of being an exception, not even if the email was a joke email. (Effective as of first release for Fire Emblem 7 Weapons/Items FAQ.) *Flames. They will not be tolerated. You will instead get counterflamed AND blocked. *Criticism unless it is good enough. It won't be tolerated either, but you'll just be blocked. *Spam. I get enough of it already. You'll be counterspammed, flamed, AND blocked all at once, and if you think of blocking me first, I'll report you to your email service if you do this. *Prejudice. Yes, I am listing this and I'm sick of it to no end. Long story. If you decide to be prejudiced, you'll be reported. *Any information I find/know to be false. You will be malleted as a warning, and if you continue, you'll be blocked as well. *Any unreasonable attempts to be funny. This includes but is not limited to "I can't get in the FAQ. Get in it for me, Juigi", "I have a suggestion: EVERYBODY dies", and such. None of that is funny, and instead, you will be blocked on the spot if you even try. ======================================== 2. Version notes ======================================== Version 1.1 (5/26/2005) - fixes here and there. The Practice 7 and 11 Objectives are on target now, and Practice 13's Concept is renamed. Version 1.0 (11/30/2004) - tee hee. A little over one week after this FAQ is created, it is already officially completed. Now all that's left is the Loose Ends section. Version 0.3 (11/22/2004) - this FAQ's creation. Plenty of things done. I'm feeling too lazy right now, so that's why there is still quite a bit more work to be done, thus making sure this is a Version 0.3 update. ======================================== 3. Tutorial General ======================================== ---------------------------------------- Map 1 ---------------------------------------- *Objective: Capture Enemy HQ *Time Limit: 4 Days *Introduced units: -Infantry (must deploy 1) *Concepts: -Unit Deployment -HQ Capturing -Mission Review *Information: Welcome to the easiest map in the whole game. Neither side has anything predeployed, and there are no Cities or Factories. However, you can deploy units from the HQ (or any properties near the HQ but there aren't any on this map). Of course, if one side's HQ is Captured by an enemy Infantry, then that side loses automatically, with no ifs, ands, or buts about it. One more thing: if you try deploying a Bazooka Infantry, you may notice that you can't even though you have 200G. That's because you also need something else for deploying units: Materials. You have only 10, which is the bare minimum for ONE Infantry, and Bazooka Infantry need 12 each. Also, HQs and Cities don't give off Materials; they just give off Money instead (at a rate of 10G per Strength point). Since the opposition doesn't have any Materials at the start, they can't deploy ANYTHING, so don't worry about your Infantry suddenly meeting with some annoying AA Tank. One more thing: Mission Review is referring to the mission information you get at the beginning. To see it after starting the misison, you have to hold Start and press B. Of course, it does you little good if you can't read Japanese and aren't playing a translation patch. One more thing: (/Uncle) this is the Map Menu: -Units -Stats -Config -Action Anime -Battle Anime -Auto Supply (although you can Supply just certain units, but only manually) -Superiority (allows enemy surrendering) -"Uncle" (IE, Surrender) -Map -Reset (reset the Practice session; only available in Tutorial) -Phase End ---------------------------------------- Map 2 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 2 Days *Introduced units: -Combat Buggy (get 1) -Battle Car (get 1) -Armored Personnel Carrier (enemy gets 1) -Transport Truck (enemy gets 1) *Concepts: -Combat -Target organization *Information: Update: as it turns out, if you press Start while targeting, then you'll see the battle stats. They are, from top to bottom: -Attack (attack order) -Attack Power -Defense Power -Terrain Effect -Rank Effect -Siege Effect -Total Attack -Total Defense You'll get to use two cars against a truck and a war vehicle. But wait! Wouldn't cars get steamrolled by trucks and tanks? Well, not in this case. You see, the cars are armed, so now they have a fighting chance. Of course, you might not know what they can do well against. This is where you press Select, which will bring up a list of unit statistics. Press A on whichever unit you want to review to see its stats. Of course, since the names are in Japanese, you'd have to bring up a units stats so that you can see the picture and then scroll through units with Left and Right on the D-Pad. There's an alternative to this though: just press Select on whichever unit you want to review. This is how the unit information is organized: -Name -General Unit Type (Land non-War, Land War, Air, Sea, and Submarine) -Movement Power -Maximum Fuel -Weapon 1 -Weapon 2 -Initiative -Loading -Promote -Defense Power -Supply & Repair Note that Name and General Unit Type are both to the right of the portrait of the unit, so you can't check General Unit Type, but it's easy to tell which units fall under which General Unit Type anyway. Regardless, placing the cursor next to one of the following commands and pressing A will give you information whether you can read Japanese or not: -Portrait - gives price of deploying unit in both Money and Materials -Movement Power - shows Movement Costs, allows you to see Terrain details by moving the cursor next to the Terrain square you want to see and pressing A -Weapon 1 - shows weapon 1 attack stats and cost in gold for resupplying -Weapon 2 - shows weapon 2 attack stats and cost in gold for resupplying -Initiative - shows unit's Initiative Decrease Rate -Loading - shows which units can be loaded onto the unit if any -Defense Power - shows how well the unit fends off each General Unit Type -Supply & Repair - shows which units/properties can supply the unit and which properties can repair the unit Of course, the B Button is for moving back a screen per press until you're on the map. Anyway, when you're done, you'll see that the Combat Buggy can take down non-War land troops, while the Battle Car blows away the weaker War vehicles. This means that the Combat Buggy should attack the Transport Truck while the Battle Buggy concentrates on the Armored Transport. On Day 2, you may notice that if you try moving the Combat Buggy (assuming you had it attack the Transport Truck) that two commands will appear. The top one is Movement and the bottom one is Attack. I bring this up so that you can tell which is which later on. ---------------------------------------- Map 3 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 4 Days *Introduced units: -Rockets (get 1 at 1 shot left) -Artillery (get 1 at 1 shot left) -Supply Truck (get 1) -Large Tank (enemy gets 1) *Enemy units: -Combat Buggy x 1 -Battle Car x 1 *Concepts: -Ranged combat -Supplying *Information: Remember that in the non-GBW installments of the Wars series ranged-combat units couldn't move and attack on the same phase? That rule doesn't apply here. You may have ranged-combat units move and attack on the same turn. In fact, you have to have them move and attack on the same turn to get rid of the Large Tank and the 2 cars with 8 attacks total. If you didn't know, the Large Tank is the most powerful direct-attack Land unit besides the Employed Large Tank. That means it can take a LOT of punishement AND dish it out too. Fortunately, it can't cross the "sea" (which is really a River, but regular Tanks can cross "rivers", albeit at the cost of 4 Movement Power per space), so your ranged-combat units can tear it apart while it can do nothing to fight back. Of course, if you attack it twice with the Rockets and twice with the Artillery, then it will survive. Since each car can withstand one Rockets shot apiece, you have to concentrate Artillery shots onto the Large Tank but apply at least one to one of the cars. (Note that Rockets smack non-War Land units better while Artillery blows away War Vehicles.) BTW, if the Supply Truck is next to other commanded units at the beginning of your Phase, then you can have those units Refuel a/o Reload by having them select the bottom option in their current position. Do not worry, because it won't use up units' turns to resupply. If Auto-Supply is off, then units on properties will be able to use the Supply command for repairs. ---------------------------------------- Map 4 ---------------------------------------- *Objective: Capture Neutral Cities *Time Limit: 3 Days *Introduced units: None *Non-introduced ally units: -Infantry x 3 at 2 HPs apiece -Infantry x 1 at 4 HPs *Enemy units: -Infantry x 1 *Concepts: -Joining -City Capturing *Information: Now you have multiple units of the same type. If you try moving them, you'll have to choose between two commands: Movement (top) and Join (bottom). Joining is different from in the normal installments of the Wars series. First off, you have to have your troops adjacent to each other, instead of moving them on top of each other. Secondly, you can choose how many HPs each of the two troops has. And by the way, the two units automatically use up their turns if they haven't already, although you can still use the Join command on any units that already used up their turn. Oh yeah. Join still appears below Standby. Don't forget that. Besides that, there's not much except Capturing the neutral Cities (done the same way as with HQs, only they each have 10 Strength points instead of the 20 that an undeveloped HQ has). ---------------------------------------- Map 5 ---------------------------------------- *Objective: Capture Enemy HQ *Time Limit: 4 Days *Introduced units: -Transport Truck (has to be Deployed for completion) *Non-introduced ally units: -Infantry x 1 *Enemy units: None *Concepts: -Distant Property Capturing in minimal time *Information: You'll notice that you have only 4 Days to Capture White Moon's HQ. But wait! Your Infantry is all the way on the other side. He has to move 13 spaces forward along the Road within 3 Days so that he can take the HQ. This actually had me puzzled for a while, partially due to the fact that you start with enough Materials and nearly enough Money for a Large Tank. And yes, I even tried the one option for fulfilling the objective: transporting the Infantry with a Transport Truck. The usefulness of Transports is more noticeable with Bazooka Infantry, who have the poorest Movement Power in the ENTIRE Wars series but are pretty dang strong on the offensive. However, in this case, you have an Infantry who can't reach the HQ quickly enough to meet the time limit. Of course, it is best to deploy a Transport Truck over the other two Land transports when there is no danger (and there isn't any), because the Transport Truck has higher Movement Power and lower costs. But even after Loading the Infantry onto the Transport Truck, there's still a problem: on Day 3, the Transport Truck will be two spaces away from the White Moon HQ. Fortunately, even after having moved the Transport Truck, if you Loaded the Infantry on an earlier Phase, then you may bring it out (by selecting the Transport Truck; a command will appear even if you already moved it) and still use its full Movement ability AND attack or whatever. Sorry if this sounded like a rant. This practice session just had me stuck before. ---------------------------------------- Map 6 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 1 Day *Introduced units: -Construtor (get 1) -AA Tank (get 1) *Non-introduced ally units: -Infantry x 1 *Enemy units: -Transport Truck x 1 *Concepts: -Bridge Building *Information: You see that you have only ONE Day to destroy the Transport Truck across the river. But wait. Only your Infantry can cross the river, and it would be defeated anyway. (That is, of course, considering both are battling on even ground and then not considering the time limit.) So clearly, you need to create a way to allow something stronger (namely the AA Tank) to get over it. (Ironically, "get over it" is one of my pet peeves, particularly because of the way most people say it.) The solution is to build a Bridge. I'm being literal, people. The unit that can take care of that task is none other than the Constructor, which is on the HQ. It uses the bottom option to Build any of the following (with the terrain it can be Built on and the costs): -Bridge - Rivers - 2 Construct -Special Airport - Plains or any terrain that can become Plains - 3 for the former, 4 for the latter -Plains - Forest or Wasteland - 1 for any of those Note that Construct is the Constructor's primary "weapon." So it can use up only 5 Construct points before having to restore itself at a Factory. I'll get to the other two options in the later maps. They're covered there anyway. But anyway, once you Built the Bridge, the AA Tank can get over it and tear the Transport Truck to shreds. (Seriously, people. The AA Tank is strong vs. Cars, Trucks, and Infantry. And again, I'm being literal, though in a joking kind of way.) ---------------------------------------- Map 7 ---------------------------------------- *Objective: Increase Materials Income to 20 *Time Limit: 2 Days *Introduced units: None *Non-introduced ally units: -Constructor x 1 -Infantry x 1 *Enemy units: None *Concepts: -Factory Developing *Information: You have only 2 Factories to develop, but one isn't yours yet. So you send the Infantry to get it for you. Great. Now you have both Factories. But now what? You still need to Develop them so that your Materials Income reaches the requirement. Well, this is another job for....THE CONSTRUCTOR! You use the top command (besides Movement but the Constructor is on the HQ and needs to be moved to the Factory anyway) to Develop a property. The property gets Developed by 1 Strength Point per HP. Of course, your Constructor is at full health so the Factory will be developed enough in one Phase. Repeat this process on either Factory and you will have completed this practice session. So what's the point of developing Factories? Well, you get more Materials, at a rate of 1 per 2 Strength points. And your units that sit on developed Factories recover HPs faster. Oh yeah. The game tells you that properties within 3 spaces of your HQ may be used for deploying units. So be sure to be careful when Developing them. ---------------------------------------- Map 8 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 3 Days *Introduced units: None *Non-introduced ally units: -Artillery x 1 at 2 shots left -Constructor x 1 *Enemy units: -APC x 1 *Concepts: -Factory Repairing *Information: Looks like I goofed, because the game tells you about the shortcut for checking unit traits on THIS map's mission review. Oh well. It's still better this way. Anyway, again, the Constructor is playing an important role. See that beaten up property? Well, the Constructor's role here is to repair it with the Develop command. Hold on. The objective is to destroy the Armored Transport, which only the Artillery can even attack. Well, here's the problem: the Artillery needs THREE shots to destroy it, and the only property that is on the same island got trashed. Of course, it's naturally the same Factory you sent the Constructor to repair. So on Day 2, you'd have to move the Artillery there. That way, it gets more ammo including the needed third shot for completing this. (Don't worry, because resupplying on properties is automatic.) ---------------------------------------- Map 9 ---------------------------------------- *Objective: Capture Enemy HQ *Time Limit: 4 Days *Introduced units: None *Non-introduced ally units: -Infantry x 1 -Transport Truck x 1 -Constructor x 1 *Enemy units: None *Concepts: -Viewing map without units getting in the way (Up/Down while holding Start) -Road Paving -Terrain Leveling *Information: First off, if you hold Start and either Up or Down on the D-Pad, you can see the map without the units obstructing your view. Now, if you haven't noticed, you have to get your Transport Truck to the other side of this ring-shaped island. Of course, both paths consist of rough terrain, so you'd get there too slowly either way. Here's one less thing to worry about: Loading the Infantry onto the Transport Truck will NOT use up the Transport Truck's turn. I brought this up because Loading in Super Famicom Wars would use up the transport's turn, and Super Famicom Wars was the most popular installment of the Wars series besides Advance Wars 1 and 2. But I digress. The Transport Truck STILL won't exactly be able to get to the HQ in the blink of an eye. So you need to get rid of part of the terrain roughness. With what, you may ask? With none other than the Constructor. You can have it Pave a Road, which can only be used on the Constructor's initial position for the turn, makes the initial position a Road if possible, uses up 1 Construct point per Plains space converted (with Desert, Wasteland, and Forests, of course, needing 2), and cannot convert Properties into Roads. Wait a minute! The Constructor is in the middle of the Wasteland path. That means it needs 4 Construct points to Pave the space it is on and whichever space you want it to Pave. So you have the Constructor build Plains (bottom option both times) on top of whichever space that was next to the Constructor that you didn't pave. Of course, you have to make sure the Constructor is NOT in the Transport Truck's way. Once you have managed to get the Transport Truck across the Wasteland, the rest should be cake. ---------------------------------------- Map 10 ---------------------------------------- *Objective: Capture Enemy HQ *Time Limit: 4 Days *Introduced units: -Transport Copter (get 1 at 20 Fuel) *Non-introduced ally units: -Infantry x 1 -Constructor x 1 *Enemy units: None *Concepts: -Transport Copter Usage -Special Airport Building *Information: Now you are introduced to using a Transport Copter. Its objective is to deliver Infantry without terrain hinderance. So Load the Infantry onto the Transport Copter and you're all set. Well, not really. If you didn't notice, a Transport Copter uses 10 Fuel if it uses all of its Movement Power, and it needs 3 turns to get to the White Moon HQ. Unfortunately, your Transport Copter has only 20 Fuel, so you need it to refuel at an Airport. Except there's no Airport around. The solution to this is sending your Constructor to build a Special Airport as a checkpoint. Then your Transport Copter can be moved onto it. For best results, you build it closer to the enemy, who would become even easier to attack. In any case, Transport Copters are otherwise used the same way as Transport Trucks. :) ---------------------------------------- Map 11 ---------------------------------------- *Objective: Reduce Enemy Army's Materials Income to 0 *Time Limit: 2 Days *Introduced units: -Bomber (get 1) *Non-introduced ally units: -Infantry x 3 *Enemy units: None *Concepts: -Making cursor auto-move to ally units -Terrain Bombing *Information: Here's something that may interest you: you can have the cursor toggle between units by holding Start and pressing Left and Right on the D-Pad. Of course, it may be easy to know that, so let's get onto the Bomber information. With a Bomber, you can devastate terrain. Just have it move to the center of the group of 7 spaces you want to tear apart and Bomb (with the command below Standby) away. Here are the effects on whatever it hits: -Properties - lose 15 Strength points, following effects for all Strength points lost this way: -HQ - cannot hit 0 Strength points this way -City, Factory, Airport, and Harbor - becomes Ruined property -Radar Station - cannot hit 0 Strength points this way -Special Airport - becomes Plain -Forest - becomes Plain -Plain - becomes Wasteland -Wastelands, Desert, Mountains, and Watery terrain - no change -Ground troops that get hit - lose 2 HP If you want to attack the enemy's HQ, feel free to do so. You're still able to Bomb the Factories regardless of where you bomb the enemy's HQ from anyway. Update: I found out that you just need to kill the Enemy Army's Materials Income, not destroy of the Factories. The smart thing if you were assuming this was in normal conditions would be to take 3 of the Factories and destroy the other 4. ---------------------------------------- Map 12 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 1 Day *Introduced units: None *Non-introduced ally units: -Combat Buggy x 2 -Battle Car x 1 *Enemy units: -Battle Car x 1 -Rocket Launcher x 1 *Concepts: -Passage blocking obstacle *Information: This isn't terribly difficult. At all. So what's the point of this? Well, notice that your units can't attack the Rocket Launcher yet? This is because the Battle Car is in the middle of your path. Even though every space adjacent to it is Plains, you can't pass it. The problem is that if there's an enemy unit sitting in a position where there's only a one space wide passage between it and either another enemy or terrain that is too rough, than the passage is unuseable. This is attributed to the fact that moving onto a space adjacent to an enemy would use up any remaining Movement Power, although it won't use up more Fuel than necessary for getting on the space to begin with. There is, however, the simple solution to this: destroying the enemy unit. Of course, you're supposed to destroy the enemy unit most of the time anyway, and this is just one more reason to do so. Not much else to this practice session. ---------------------------------------- Map 13 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 1 Day *Introduced units: -Artillery S (enemy gets one) *Non-introduced ally units: -Infantry x 1 -Battle Car x 1 *Enemy units: See above *Concepts: -Siege Attack *Information: You'll see that you have an Infantry and a Battle Car up against a measly Artillery. However, without additional power, they still can't destroy it in a single day. But there's a way to gain that additional power: attacking as the two units are on opposite sides of the Artillery. This means that one unit needs to be 1(N/S)E of the Artillery and the other unit has to be 1(S/N)W of it. The Complete Siege Attack will cause an ! mark to appear and make the enemy take more damage and keep them from dealing as much damage even if they have the Initiative. The rule is this: if you have multiple units adjacent to an enemy unit, you'll activate a Siege Attack with any direct attack. It's stronger if your units have made sure that there are fewer spaces that the enemy unit can move on that aren't next to your own units. Confused? Here are the examples you'll want to go by: Weak Siege Attack: U x U E x x x Moderate Siege Attack: U x x E x U x Complete Siege Attack: x x U E U x x U x x E U U x Key: U = Your Unit E = Enemy Unit x = empty space I hope that clears things up. Oh yeah: Siege Attacks will be less effective if the enemy unit has less HPs, which is why you don't even bother attacking with the Infantry. (Heh.......basically the inverse of the terrain boosts.) ---------------------------------------- Map 14 ---------------------------------------- *Objective: Destroy enemies without letting ally units losing any HPs *Time Limit: 1 Day *Introduced units: None *Non-introduced ally units: -Combat Buggy x 1 -Battle Car x 1 *Enemy units: -APC x 1 *Concepts: -Checking terrain info -Taking advantage of terrain *Information: This. Map. Could. Be. A. Pain. Why? Well, it DOES tell you that you have to destroy the Armored Transport, but there's an additional condition: your units must not lose ANY HPs. That's right. Any damage to them and you have to reset the practice session, whether or not you turn the APC into scrap. Since the APC will retaliate when attacked by the Battle Car anyway, you need to maximize its defense. This is where the terrain comes in. To view info on terrain of a space, you just have to put the cursor on the space, hold Start, and press Select. Voila! You can now see details on the terrain. As you can see, the terrain can boost your units' defenses among other things. If you check all the terrains around the APC, you'll see that the one that gives the highest defense boost is the Mountain. Good. You found out which terrain gives the best defensive boost. But now we have another problem that had me stuck: even with the defense boost, the Battle Car STILL takes damage. The Complete Siege Attack, however, would stop that from happening. The Combat Buggy does NOT need to attack, because the Battle Car would instantly destroy the APC with a Complete Siege Attack anyway. ---------------------------------------- Map 15 ---------------------------------------- *Objective: Destroy enemies without letting ally units losing any HPs *Time Limit: 1 Day *Introduced units: None *Non-introduced ally units: -Battle Car x 2 *Enemy units: -APC x 1 *Concepts: -Initiative system *Information: This is basically similar to Map 14. However, the concept you have to learn is Initiative. If the 10s digit of your unit's Initiative is higher than the enemy's, then your unit will attack first. This applies for your enemy too. Beware, however: if your unit is the one initiating the attack, then for each space your unit has to move, its Initiative will decrease for the attack by Initiative Cost, which is shown below the unit's Initiative if you view Initiative info. That's about it, really. (Really, the Battle Car will always damage APC before they can counterattack as long as they don't move.) ---------------------------------------- Map 16 ---------------------------------------- *Objective: Destroy enemies *Time Limit: 1 Day *Introduced units: -Infantry Fighting Vehicle (get 2) *Non-introduced ally units: -Combat Buggy x 2 *Enemy units: -Large Tank x 1 -Battle Car x 1 *Concepts: -Applying the teachings of war and then some *Information: Say hello to a test of how well you learned some things. Of course, not all of the things you learned will need to be used here. But you DO need to make use of a few things at once. Of course, while the game will give you a couple of hints that would help you, whether or not you can read Japanese, that's all you're getting. Okay, I'll post the solution in the Tutorials solutions section, but you better know how the solution applies. Remember: the purpose of this FAQ is supposed to be telling players how to get started on the game. Once you complete all 16 practice sessions, you get the Graduation Medal and a promotion from Cadet to Ensign. :) ======================================== 4. Tutorial Solutions ======================================== WARNING: this secion has the solutions for each of the tutorials. If you want to get the practice for playing the game, then I advise against viewing this section unless necessary. ---------------------------------------- Map 1 ---------------------------------------- -Day 1 -Deploy Infantry -Day 2 -Move Infantry 2SE+1E -Day 3 -Move Infantry 2E+1NE and Capture HQ -Day 4 -Have Infantry finish HQ Capture ---------------------------------------- Map 2 ---------------------------------------- -Both Days -Combat Buggy attacks Transport Truck -Battle Car attacks APC ---------------------------------------- Map 3 ---------------------------------------- -Day 1 -Move Supply Truck 4NE -Move Rockets 4E and attack Battle Car -Move Artillery 3E and destroy Battle Car -Day 2 -Both Rockets and Artillery Supply (with bottom command) -Move Supply Truck 2NW+1NE -Move Rockets 3NW+1NE and attack Large Tank -Move Artillery 3NW and attack Large Tank -Day 3 -Send Artillery to attack Large Tank -Move Rockets 1SE and attack Combat Buggy -Day 4 -Send Artillery to destroy Large Tank -Send Rockets to destroy Combat Buggy ---------------------------------------- Map 4 ---------------------------------------- -Day 1 -Move frontmost Infantry 2E+1SE and Capture City -Move all 3 back Infantry next to frontmost Infantry and give all HPs to him -Day 2 -Finish Capturing City -Day 3 -Move Infantry 1E+2SE and Capture City ---------------------------------------- Map 5 ---------------------------------------- -Day 1 -Deploy Transport Truck -Move Infantry 3W and Load onto Transport Truck -Day 2 -Move Transport Truck 7E -Day 3 -Move Transport Truck 3SE+3SW+1W -Move Infantry out of Transport Truck, 2W, and Capture HQ -Day 4 -Finish HQ Capture ---------------------------------------- Map 6 ---------------------------------------- -Day 1 -Move Constructor 2E and Build Bridge on River 1E of Infantry -Move AA Tank 1SE+4E and destroy Transport Truck ---------------------------------------- Map 7 ---------------------------------------- -Day 1 -Move Infantry 1SE+2SW and Capture Factory -Move Constructor 1W and Develop Factory -Day 2 -Move Infantry off Factory -Move Constructor 1SE+2SW and Develop Factory ---------------------------------------- Map 8 ---------------------------------------- -Day 1 -Move Constructor 2E and Develop Destroyed Factory -Have Artillery attack APC -Day 2 -Move Constructor off Factory -Move Artillery move 1SW and attack APC -Day 3 -Have Artillery destroy APC ---------------------------------------- Map 9 ---------------------------------------- -Day 1 -Move Infantry 1W and Load into Transport Truck -Move Transport Truck 2NE+1E+1NE -Have Constructor Pave 1SE -Day 2 -Move Constructor Move 1NW and Build Plains 1W -Move Transport Truck 1E+1NE+1E+1SE -Day 3 -Move Transport Truck 1E+1SE+1E+2SE -Move Infantry out of Transport Truck, 2SW+2W, and Capture HQ -Day 4 -Finish HQ Capture ---------------------------------------- Map 10 ---------------------------------------- -Day 1 -Move Infantry 2NE and Load into Transport Helicopter -Move Transport Helicopter 7SE -Have Constructor Build Special Airport 1E -Day 2 -Move Transport Helicopter 2E -Day 3 -Move Transport Helicopter 7SE -Move Infantry out of Transport Helicopter, 1SE, and Capture HQ -Day 4 -Finish HQ Capture ---------------------------------------- Map 11 ---------------------------------------- (Bomb HQ's surrounding area + increase your Materials Income solution) -Day 1 -Move Bomber 7SE+2E and Bomb -Move SE Infantry 1SW+1SE and Capture Factory -Move SW Infantry 1SW+1SE and Capture Factory -Day 2 -Move SE Infantry 1SE and Capture Factory -Move Bomber 4NE+4E and Bomb ---------------------------------------- Map 12 ---------------------------------------- -Day 1 -Move each Combat Buggy 1E and attack Battle Car -Move Battle Car 3E and attack Rockets ---------------------------------------- Map 13 ---------------------------------------- -Day 1 -Move Infantry 3SE and attack Artillery S -Move Battle Car 2E+4SE and destroy Artillery S ---------------------------------------- Map 14 ---------------------------------------- -Day 1 -Move Combat Buggy 1SW -Move Battle Car 1NE+1E and destroy APC ---------------------------------------- Map 15 ---------------------------------------- -Day 1 -Move west Battle Car 1NE+3E -Have east Battle Car destroy APC ---------------------------------------- Map 16 ---------------------------------------- -Day 1 -Move north Battle Car 1E and attack Combat Buggy -Move south Battle Car 2E and destroy Combat Buggy -Move north IFV 2E+1SE and attack Large Tank -Move south IFV 2E and destroy Large Tank ======================================== 5. Loose Ends ======================================== ---------------------------------------- Unit information ---------------------------------------- *Infantry - special power is building capturing. Attack and Defense are terribly poor. *Missile Infantry - special power is building capturing. Attack vs. War Vehicles is good but Defense is terribly poor. Movement Power is also poor. *Special Infantry - special power is building capturing. Able to move onto Seas. Needs the Mobile System GB. *Constructor - able to build, strengthen, and restore buildings. Can build Special Airports, Cities, and Roads, an alter Forests and Wastelands to Plains. Poor Attack Power. Manufactured in Factories. *S-Truck - supplies land units, copters, and Attack Planes (B). No Attack. Manufactured in Factories. Can become Supply Truck (S). *S-Truck (S) - holds more supplies as a better Supply Truck. Cannot be manufactured. *T-Truck - carries Infantry one at a time. High Movement Power but poor Movement Type with wasteland. Attack and Defense are terribly poor. Can become Transport Truck (S). *T-Truck (S) - slightly better but still poor Attack as a better Transport Truck. Cannot be manufactured. *Combat Buggy - high Movement Power. Grenades work well against low-armor troops. However, Defense is poor. Can become Combat Buggy (S). *Combat Buggy (S) - better Attack Power as a better Combat Buggy. Does better vs. War Vehicles. Cannot be manufactured. *B-Car - rounded stats. Can become Battle Car (S). *B-Car (S) - does better vs. low-armor troops as a better Battle Car. Cannot be manufactured. *APC - carries Infantry one at a time. Moderate Defense and good Attack vs. low-armor troops, but poor Attack vs. War Vehicles. Can become Armored Transport (S). *APC (S) - better Attack vs. War Vehicles as a better APC. Cannot be manufactured. *Rocket Launcher - indirectly attacks land and sea units. Good vs. War Vehicles. Not able to fight in direct combat. Can become Rocket Launcher (S). *Rocket Launcher (S) - higher Range and Attack as a better Rocket Launcher. Cannot be manufactured. *AA Tank - strong Attack vs. Air units. Uses secondary weapon to tear apart low-armor troops. *Mercenary AA Tank - better AA Tank. Needs the Mobile System GB. *AA Missiles - indirectly attacks Air units. Cannot attack anything else. Can become AA Missiles (S). *AA Missiles (S) - higher Range and Attack as better AA Missiles. *Howitzer - indirectly attacks land and sea units. Good vs. War Vehicles. Not able to fight in direct combat. Can become Artillery (S). *Howitzer (S) - higher Range and Attack as a better Howitzer. Cannot be manufactured. *IFV - carries Infantry one at a time. Good Attack and Defense. Can become IFV (S). *IFV (S) - higher Range and Power as a better IFV. Cannot be manufactured. *Tank - cheaper but less powerful than Large Tank. Powerfully balanced vs. land units. Can become Tank (S). *Tank (S) - higher Range and Attack as a better Tank. Cannot be manufactured. *Large Tank - unquestionable ability vs. most Land units. However, it is vunerable to Air units. *Super Tank - stronger Large Tank. Needs the Mobile System GB. *Fighter (A) - great vs. Air units. Moderate at best vs. all else. High Movement Power and Incentive. *Fighter (B) - like Fighter (A) but weaker. Can become Fighter (S). *Fighter (S) - higher Range and Power as a better Fighter (B). Can only attack air units. Cannot be manufactured. *Attacker (A) - good vs. both Land and Air units, but loses vs. Fighter (A). High Movement Power and Incentive. *Attacker (B) - like Attacker (A) but weaker. Able to recieve supplies from Supply Trucks. Can become Attacker (S). *Attacker (S) - higher Attack as a better Attacker (B). Loses ability to attack air units. Can move directly past enemies. *Bomber - can attack terrain with Anti-Land Bombs. Damages any enemies caught within the attack. Poor defense for a sky unit. *Super Bomber - better Bomber. Can move directly past enemies. Needs the Mobile System GB. *T-Plane - able to carry 2 Land units. Defense is TERRIBLE. *S-Plane - can resupply any sky units except Attacker (B). Defense is, again, TERRIBLE. *B-Copter - good vs. Land units. Can become B-Copter (S). *B-Copter (S) - higher Range and Attack as a better B-Copter. Cannot be manufactured. *Anti-Sea Copter - uses Torpedoes to deep-six sea units. *T-Copter - carries Infantry one at a time. Attack and Defense are poor. Can become T-Copter (S). *T-Copter (S) - stronger and able to carry 2 Infantry as a better T-Copter. Cannot be manufactured. *Aegis Warship - indirectly attacks Sea units but can fight directly vs. Air units. Vunerable to Submarines. *Employed Missile Frigate - armed with ranged Vulcans. Also has Anti-Land Missiles. Needs the Mobile System GB. *Large Aircraft Carrier - able to hold 4 Air units and repair them. Good vs. Air enemies. Poor vs. Sea forces. *Small Aircraft Carrier - small version of the Aircraft Carrier; carries 3 Air units max instead of 4. *Lander - able to Load 3 Land units while on a Port or a Shoal. Poor Defense for a Sea unit. *Tanker - can refuel Sea ships. Unable to attack and has poor Defense. *Submarine - indirectly attacks sea units. Not able to fight in direct combat. Immune to everything but Torpedoes. Can become Submarine (S). *Submarine (S) - able to attack directly as a better Submarine. Has Anti-Land Missiles. Cannot attack indirectly or be manufactured. ---------------------------------------- Campaign notes ---------------------------------------- *For those who don't realize it, after clearing a map, the surviving units may be deployed for free. Although this might only apply to the map that was just cleared and any maps bordering it. I would have to look more into this. ======================================== 6. Credits ======================================== I give high thanks to Kotetsu213 for getting me to play this, albeit unwittingly. Also, Jeffrey's Japanasese TAF English Dictionary, at http://www.solon.org/cgi-bin/j-e , deserves credit for allowing me to translate some of the things. (FYI, TAF means To And From. If I typed TAF as the site's name said and somebody posted the name of the site because of my FAQ, then the HTML would consider it to be a - tag, which doesn't exist.) This is copyright 2004 Juigi and any of the sources. If I find out you've been copying or selling this without permission or doing any other illegal stuff involving this, you're gone!