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The title features a unique (to video games) art deco style that sets it apart from most titles I have encounted, which is probably its most distinctive characteristic. As of this writing, the title costs 800 Microsoft Points. ********************* * Table of Contents * ********************* [MOD] Gameplay Modes [UNS] Regular Units [CMT] Commander Units [CPN] Standard Campaign [C00] Training [C01] Baptism of Fire [C02] Birth of a Warrior [C03] The First Fight [C04] Abducted [C05] Stolen Plans [C06] The Turning Point [C07] A New World [C08] Betrayed [C09] The Big War [C10] The Hunt [C11] Caught! [C12] Behemoth [C13] Unfinished Business [C14] The Fort [C15] Phoenix Reborn [ADV] Advanced Campaign [BTL] Battle Mode [B01] Island Warfare [B02] Deserted Tactics [B03] Airstruck [B04] Sand Divided [B05] U Turn [B06] Coal Labryinth [B07] Sand Land [B08] Missile Plains [B09] Crossroads [B10] Battle Royale [AGP] Achievements [CLS] Closing This guide supports the search function (Ctrl+F). Simply type in the code for the desired section above and skip straight to it. Be sure to include the brackets as well as the three digit code (i.e. [0G4] could be a hypothetical code. The ASCII above was created with ASCII Generator by Jonathan Matthews Software. Version History - Version 0.12 - Initial release of this guide - Version 0.26 - Added U Turn, Coal Labrinth, Sand Land, Birth of a Warrior - Version 0.48 - Added Missile Plains, Crossroads, Battle Royale - Version 0.60 - Added The First Fight, Abducted, Stolen Plans - Version 0.76 - Added The Turning Point, A New World, Betrayed, The Big War - Version 0.92 - Added The Hunt, Caught!, Behemoth, Unfinished Business - Version 1.00 - Added The Fort, Phoenix Reborn - Version 1.04 - Updated Achievements ************************ * [MOD] Gameplay Modes * ************************ Commanders: Attack of the Genos offers four different modes. Multiplayer is a hotseat or online match between two to four players. Standard Campaign is the basic story campaign. Advanced Campaign is a second campaign available after you have completed standard campaign. Lastly, Battle Mode offers ten maps that somewhat recreate the multiplayer mode for a single player. *************** * [UNS] Units * *************** The basic units are the crux of any strategy game. Below are descriptions of each of the fifteen basic units available in Commanders. All factions command the same units, but not all units are always available in all modes. Light Infantry () Cost: 750 () Armor: 2 () Speed: 2 () Firepower: 4 () Description: Light Infantry are the most basic units at your disposal, and one of only two units that can capture cities and factories. They are the cheapest units in the game, which logically means they are also the weakest units. They have greater range than their heavy counterparts, however this can be negated with the use of transports. Heavy Infantry () Cost: 1000 () Armor: 2 () Speed: 1 () Firepower: 4 () Description: A slower, but stronger, version of the light infantry. Although they can take more punishment than the light infantry, their reduction in range is killer. It is best to avoid building these units unless you are also making use of transport units. Transport Unit () Cost: 1000 () Armor: 2 () Speed: 4 () Firepower: 0 () Description: Transports are armored vehicles that can carry up to three heavy or light infantry. Their range is much greater than either of those units, and their armor is vastly superior as well. Radar Unit () Cost: 1500 () Armor: 1 () Speed: 2 () Firepower: 0 () Description: The Radar Unit allows you to see really far, but has no attack and very low defense. Spend your money on something of a little more value, unless of course you are in the campaign and need them for certain missions discussed in this walkthrough. Scout () Cost: 1500 () Armor: 2 () Speed: 4 () Firepower: 3 () Description: Scouts have a very high range of movement and surprisingly decent attack and armor. They also can see a very great distance, drastically reducing the fog of war around your units. For scouting and taking on infantry, scouts have the best benefit-cost ratio of any unit. Repair Truck () Cost: 1500 () Armor: 1 () Speed: 1 () Firepower: 0 () Description: Repair Trucks cannot attack, but can repair any of your units for a good deal of health. Given their cost, this is a very good unit to have one of with any of your major attack groups in missions with limited resources and production points. Anti-Air () Cost: 1750 () Armor: 3 () Speed: 5 () Firepower: 3 () Description: Only available in missions with air support, Anti-Air is your means of eliminating air threats from the ground. These units can easily shoot down any air threat in the skies over your territory, although they can be destroyed by the most basic of ground units very easily. Keep a repair truck with them or position them near natural boundaries to keep your skies free of pests. Light Tank () Cost: 2000 () Armor: 3 () Speed: 3 () Firepower: 3 () Description: Light Tanks are your basic armored cavalry, offering decent range with a generally good defense and attack. The comparison between light and heavy tanks is much the same as between light and heavy infantry. If you like to rush, light tanks are for you. If instead you prefer to move in slowly with larger units, than go for the heavy tanks. Heavy Tank () Cost: 3000 () Armor: 4 () Speed: 2 () Firepower: 4 () Description: Slower, but more armored and powerful than a light tank, Heavy Tanks are the heavy cavalry of Commanders. Build them in maps where the fighting is isolated to confined areas. Light Artillery () Cost: 3000 () Armor: 1 () Speed: 2 () Firepower: 4 () Description: Light Artillery offers a ranged attack against any foe for a good deal of damage that is not open to counterattack. You will learn to love artillery for these reasons, although the upgraded heavy artillery is ultimately the better buy for your money. Heavy Artillery () Cost: 4000 () Armor: 1 () Speed: 2 () Firepower: 5 () Description: Heavy artillery does slightly more damage than its light cousin, but costs slightly more. All in all, however, heavy artillery is the better deal of the two. Super Unit () Cost: 10000 () Armor: 4 () Speed: 3 () Firepower: 4 () Description: The dreaded Super Unit. Don't let its mediocre stats fool you, the super unit can deal more damage and take more punishment than any other unit in the game. They cost a bundle and are locked on most missions, but expect to see a lot of them on any mission where they are featured. Gunship () Cost: 3000 () Armor: 2 () Speed: 5 () Firepower: 3 () Description: One of three air units that you won't see until later in the game, the Gunship is the basic offensive air unit. It can attack other air units and land units, although it is not very effective against ground forces, making it more of a bodyguard for bombers and air transports, but with its long movement range it also makes an excellent scout for eliminating that pesky fog of war. Transport () Cost: 3500 () Armor: 2 () Speed: 5 () Firepower: 0 () Description: Just like its land-bound cousin, the Transport is used to move infantry units about, only now without regard to the terrain below the aircraft. Bomber () Cost: 5000 () Armor: 2 () Speed: 3 () Firepower: 4 () Description: As the name would suggest, the Bomber is used for launching bombing strikes against enemy land units. Unfortunately you get more bang for your buck from heavy artillery in most situations, save those where a major terrain obstacle prevents your artillery from accessing an area. ************************* * [CMT] Commander Units * ************************* Commander units are akin to the generals of Advance Wars or the hero units of Warcraft III. Your commander is picked for you in some of the campaign missions, but in both multiplayer and battle mode you chose who you want. In this guide I make a recommendation for each mission, but ultimately it is up to you to decide which commanders fit your particular playstyle. Although the commanders all have different abilities, one thing in common they share is their unit cost and stats. All commander units cost $5000, while they share the same armor rating (2), speed (4), and firepower (3). This means that no matter which commander you face, their basic attacks, movement range, and defense will remain constant. Below is a list of all the commanders to be found in Commanders: Attack of the Genos, along with some brief descriptions of their abilities. Alec Falcon () Active Power: (Firing Frenzy) Commander unit attacks all nearby units with a wave of bullets. () Passive Power: (Defense) All nearby units get some extra defense. () Description: Alec Falcon is the first commander you will have access to and is not all that exciting. His defense bonus is fairly limited, but his active power is a very nice ability. Essentially Alec attacks all enemy units within two squares of him and they are not able to counter. This is especially helpful if you have reduced the strength of nearby enemies to almost destroyed and want to finish them off all at once. General Regina () Active Power: (Full Action) Restore all action points of nearby units. () Passive Power: (Artillery) All nearby artillery gets an increased firing range. () Description: General Regina has one of the best active powers in the game at her disposal. The range of the restoring action is surprisingly far and allows for additional attacks and movements on your turn. General Veers () Active Power: (Afterburner!) All nearby air units can move farther for one round. () Passive Power: (Air) Heals all nearby air units. () Description: The air unit commander. Sadly, there really aren't a lot of maps that have a heavy reliance on air power. As such, General Veers is not the best pick in most any situation where he is available. Lareina Creed () Active Power: (Invincible) All nearby units become invulnerable for one round. () Passive Power: (Heal) All nearby units are slowly healed. () Description: Lareina Creed is a solid commander. Both her active and passive powers can tip a match in your favor in just one turn, making her a possible game-breaker. However, due to these advantages she offers no offensive advantage. Use her in a four-way multiplayer match for the best results. Professor Zane () Active Power: (Clone) The strongest nearby unit is cloned! () Passive Power: (Damage) All nearby units take damage. () Description: The infamous Professor Zane. Being the "boss" commander, Professor Zane is extremely broken. His active power allows you to clone a unit, preferably one of your super units, while his passive power just sucks the life out of his enemies. Much like Strum in Advance Wars, Zane is, in my opinion, best kept out of multiplayer. Raven () Active Power: (Sabotage) All nearby units are sabotaged and freeze for one round. () Passive Power: (Vision) All nearby units can see farther. () Description: Seeing further is a distinct advantage in some missions, but most likely you will be playing Raven for her ability to effectively shut down a chunk of the enemy army for a turn. Sabotage is best used, obviously, when the enemy has surrounded your forces. Some playstyles may find this advantageous, but personally I have never found it that useful and have easily recovered from her attacks when facing her. Striker Alden () Active Power: (Reinforcements) Commander is surrounded by infantry reinforcements. () Passive Power: (Tank Attack) All nearby tanks shoot farther. () Description: Striker Alden is one of the best commanders available to you early game. His passive ability equates to one extra square range, which can make or break an attack, while his active power creates two light infantry and two heavy infantry around him. This latter ability can help you easily take the buildings in an enemy base during a major assault on said base for obvious reasons. Striker Kaden () Active Power: (Missile Rain) A rain of missiles hits all nearby enemy units. () Passive Power: (Power) Nearby units do more damage. () Description: You will fight Striker Kaden several times before you can actually play with him, unless of course you skip straight to multi- player. His active power allows him to make an artillery attack against any units he can see, which can be devestating if used properly. He is an invaluable choice for the quintessential "rusher." *************************** * [CPN] Standard Campaign * *************************** * [C00] Training * ****************** I have lumped my introduction to campaign mode and the training mission into the same spot on this guide as I do not intend to offer a walkthrough of the training mission since Raven literally tells you every move to make. I do, however, recommend that you run through it quickly as it gives you a feel for the basics of the game. Further, if you want all of Commanders: Attack of the Genos' achievements, you need to complete training to grab the Scholar achievement. It only takes about ten minutes, so enjoy. Once you have completed training, you are ready to jump into the campaign. Campaign mode offers two difficulties (although you must complete the entire campaign on standard to unlock the advanced difficulty) and fifteen missions. ************************* * [C01] Baptism of Fire * ************************* Objectives: () At least one infantry must survive () Capture the enemy factory () Destroy all enemy units Available Commanders: () Alec Falcon Enemy Commander: () Striker Alden The first mission, as one would expect, is not terribly trying. Although you have three seperate mission objectives, the first and third objective will be completed through the course of trying to achieve the second. There is only one route through this mission, so I will forgo specific directions at this point in the walkthrough. You begin the mission with five units: a commander, a transport, a scout, and two light infantry. Immediately within sight is a single Genos light infantry. Begin by loading your infantry into the transport and moving your commander to the front of your lines. Take out the light infantry on your next turn with your commander, then continue moving forward. You will spot a second Genos light infantry not very far ahead. Take it out with either your commander or your scout, then continue along the path. () Secret Token () Just to the northeast of the second Genos light infantry is your first secret token. Send your scout there and Raven will pop up to explain a little about secret tokens. Claim it by having your unit end its turn atop the token. A third Genos light infantry awaits just before the enemy base. Take him out with your commander while your scout claims the secret token. With him out of the way, move your commander so that Alec is lodged between the opening of the base. The remaining two Genos units will attack next turn and more than likely be destroyed. (If not, they can be mopped up without incident at the beginning of your next turn.) () Secret Token () Just over the east wall of the enemy base is this map's other secret token. Swoop in and claim it with your scout. Once all the enemy units are destroyed, send your transport in and unload an infantry unit right on to the base square. End your turn to finish the mission. You also should have not lost any units, so you will claim the Survivor achievement along with your victory. **************************** * [C02] Birth of a Warrior * **************************** Objectives: () Capture research facility () Capture all enemy factories Available Commanders: () Alec Falcon Enemy Commander: () Striker Alden After Raven explains the situation, you will have a factory at your disposal to build units to battle the Genos with here. Build an infantry unit for now and head east. Seize the first two oil wells and eliminate the minor enemy resistance. The road splits here. Directly south is your main objective. At your factory construct scouts, as they can catch up with your forces, and move south once you take the oil wells. You will hit the enemy factory in short order where Striker Alden awaits. He will summon four infantry units and attack. Hide your forces north of the first buidling and let them come one at a time to you, taking them out as they do. Once you take out a unit or two, the main enemy force will be upon you. Move south along the eastern side of the building and seize the enemy factory, taking out the stragglers as you do. Begin producing light tanks and finish off the enemy forces that remain. () Secret Token () This mission's secret token is southwest of the research station at the foot of the mountains. Send a unit as far into that southwest corner as you can to find it. Once you have an infantry unit claim the research facility, victory is yours. ************************* * [C03] The First Fight * ************************* Objectives: () Take out all enemy units () Commander must survive Available Commanders: () Alec Falcon () Raven Enemy Commander: () Striker Alden Raven's increased sight range makes her ideal for this mission, so I give her my recommendation for your commander unit here. Take out the light infantry unit immediately in front of your forces, but do not move forward yet. Let the other enemy forces move in, then hit them first on your next turn. Move slowly forward until you get a small scene stating that artillery is just up ahead. As the enemy light artillery can move and shoot on the same turn, be especially careful. Stay just out of range until it Raven's power charges, then rush in and use it to disable the artillery. Move your units forward, then crush it on the next turn. () Secret Token () Behind where the artillery was is a short path offroad. Follow it to reach a secret token. Remember that these things do random stuff, such as giving you health but also possibly destroying your unit. Move around the bend, taking out the tank and infantry. Around the second bend is Striker Alden, who will most likely summon reinforcements before you can actually properly see him. Let them come to you. By now you should have your power full again, so use it when they get close to take them out with minimal damage. Once Alden and his bodyguards are destroyed, you win. ****************** * [C04] Abducted * ****************** Objectives: () Destroy all enemy transport units Available Commanders: () Alec Falcon () Raven Enemy Commander: () Striker Alden Alec Falcon is the best choice for this mission as his special power can save you in a pinch. Quickly move south and take the neutral base. Start building light artillery and place them along the edge of the canyon. Send Alec to the east and down to the convoy's path, while sending your tank west to take out two Genos units moving on you that way. () Secret Token () This mission's secret token is to the west of the neutral pass through the mountain pass. If your tank survives against the scout and the tank the enemy has (which is unlikely) you can claim it with that. If not, just send an infantry unit after it while you're bombarding the convoy later in the mission. Using Alec to see incoming units, take them out one at a time as they try to rush past and to the east. Finish off weaker units with Alec if your artillery is not enough. If any of the transports make it by, you lose, so they are the primary targets for your attacks. After two transports and three light artillery, Striker Alden will show up with his usual bag of tricks. You should have about four artillery now, so you can make short work of him and his goons yet again. Once Striker Alden has been made short work of, three more transports will come all at once. You may need to rely on Alec to finish these off, but you should have five or six artillery by now and they won't be a problem. Once all three are destroyed, victory is yours. ********************** * [C05] Stolen Plans * ********************** Objectives: () Capture all enemy factories Available Commanders: () Alec Falcon, Lareina Creed, Raven Enemy Commander: () Striker Kaden With Striker Alden out of action for a while, Striker Kaden will try to thwart you in this mission. He brings land mines which become the focus of this battle. With an emphasis on building otherwise largely useless radar units, none of the commanders have a distinct advantage here, so use whichever one suits your playstyle. Move forward slowly with your radar unit. Once it detects a land mine, you can see it forever, so there is no reason to "plant" them anywhere to detect them. The road splits just north of your base. Striker Kaden is waiting to the north with some enemy units, so head east to bypass him for now. Heading south on this easterly road will bring you to the first enemy factory. Claim it and start building from here from now on. Begin producing units and move north against Striker Kaden. Luckily he's bottled in a narrow path by his own mines, so you can take out his forces one at a time as they try to move on you. (Do not take the westerly path north as it is blocked off by these same mines.) Kaden likes to use artillery... a lot. It is a guarantee that his base will be filled with it. Heavy tanks and light artillery are about all you have to counter this at this time, so produce a few of both for your final push into the enemy base. Eventually, you will either push in or Kaden will run out of forces. In either scenario, once you claim the factory in his base you win. () Secret Token () Down the road past Kaden's factory leads to a series of oil wells. Keep following this road as it winds and heads north to find the secret token at the very end. *************************** * [C06] The Turning Point * *************************** Objectives: () Capture the 3 power generators () Destroy all enemy units () Capture the enemy portal Available Commanders: () Alec Falcon, Lareina Creed, Raven Enemy Commander: () Striker Kaden A three-tiered mission, although really it is very similar to the previous mission. () Secret Token () Send your scout directly south of its starting location. The secret token is in the clearing in the southeast. Move your forces to the north, eliminating the few enemy units present, and towards the three circles marked on the map. You want to head for the two north of the first crossroads you come to (slightly northeast of your base). These two power generators are lightly guarded and are easy enough to claim, although be aware that the enemy units will tend to target your infantry over other units since they are the only ones who can take these buildings. You can go either north or east as both roads lead to the same two power generators. Once you take these power generators, move east and claim the enemy factory. Use this as your new base of operations and construct units for the next big push to the north. Striker Kaden is waiting just to the north in front of the last power generator, so be prepared for an artillery attack as you approach. With the third power generator taken, move further down the road and towards the enemy base. As you near it, enemy units will appear from the portal and pour towards you. Thankfully they are mostly scouts and infantry and should be easy pickings. () Secret Token () Before completing the mission, send a unit to the north of the enemy base. Behind the trees and slightly west is this mission's second secret token. Mop up what is left of Kaden's forces and claim the portal to end the mission and move on to the next. ********************* * [C07] A New World * ********************* Objectives: () Survive for 18 rounds Available Commanders: () Alec Falcon, Lareina Creed Enemy Commander: () General Veers At least you won't have to worry about your speed rating here. There's a couple different ways to go about this mission, each with its own merits and drawbacks. The most obvious course of action is to hunker down and produce units, fending off attacks from the three fronts from the base. This can be accomplished by building lots of little units and holding out by sheer numbers; losing a lot of troops, but lasting out by the enemy's limited ability to attack. Believe it or not, this is a generally better idea than building a few bigger units as that means less targets for your enemy units to hit. The other course of action is to take the fight to the enemy by building units and sending them down the three paths. The biggest advantage this provides is it forces the other two enemy squads to chase you, but is more difficult late in the mission when you no longer have a base to operate from. You can also do a combination of the two, mostly fortifying your base, while sending out a few units (heavy tanks work best) to battle one or two of the enemy squads as they approach. This also gives you the opportunity to fall back out of the base down one of the routes if need be late in the mission. () Secret Token () To effectively get this mission's secret token, you need to focus your forces directly south of your base. It is in a small clearing all the way at the bottom of the map, so you need to completely destroy the forces around General Veers in order to get by to get to it. Regardless, listen to Lareina and build some anti-air if you want to survive the bomber onslaught late in the mission. Once eighteen turns pass, you can move on to the next mission. ****************** * [C08] Betrayed * ****************** Objectives: () Make your way through the snowy landscape () Commander must survive Available Commanders: () Alec Falcon, Lareina Creed Enemy Commander: () Striker Alden If you ever played Warcraft III, you probably will be used to this sort of mission. Although you only start out with your commander, you will gain more units as the mission progresses, so bear that in mind when chosing your commander. The ability to make units invincible is almost a necessity here, so go with Lareina. Carefully move forward and capture the pillbox, making sure to stay out of its range until you finally move in with your light infantry to claim it. Let the Human and Genos forces ahead of you kill each other, then move in to mop up the side that wins. () Secret Token () North of where the first Human unit you encounter are two pillboxes on a mesa. The secret token is just to the northeast of them. You can either move on them and capture them slowly, or sacrifice your gunboat and just rush it. I recommend the former. Move forward to the fork in the road. East is the secret token as described above, while to the west is a pillbox guarded by two ground units and an anti air unit on the ridge. Position your gunboat and commander so they are on either side of the pillbox (and thus out of its range) and so that the gunboat is on the southside (to avoid the anti air unit). Destroy it and move to the west to get two more units. () Secret Token () A second secret token waits behind the two pillboxes, to the northwest, just north of where you get your second batch of troops. To get it, you need to use Lareina's power and claim/destroy the pillboxes in a turn or two, otherwise they will quickly tear apart anything you try and send by them. Continue north, noting that a heavy tank waits just behind the first turn you come to. Move your commander to the front and take out the anti air unit waiting for you just beyond the tank. Once he's done, move further north to face Striker Kaden one last time. After a quick conversation, however, he will defect to your side, allowing you to move on. ********************* * [C09] The Big War * ********************* Objectives: () Capture Human capitol () Capture Genos capitol Available Commanders: () Alec Falcon, Lareina Creed, Striker Alden Enemy Commander: () General Regina () General Veers We're transitioning to the point where the campaign missions become more like battle mode. If you played battle mode first (like I did) then this will not be a problem. If not, basically from this point on missions are less "puzzle" oriented and more set up where you follow a general strategy each time. You have three commanders to choose from and should be familiar with each by now, so pick your poison. () Secret Token () Southeast of your base is a small island. Send an air unit there to claim the secret token. Immediately west of your base is a small island with some oil wells that you should claim as soon as possible. This extra income boost can be a real life saver late in the mission. General Veers relies on air units. His base is in the northeast. Your best bet for approaching him is by land, accompanied by anti air units. His ground forces are minimal, but he will target your most valuable units without fault. General Regina uses a lot of ground forces. Her base is in the northwest. As you may guess, it is best to approach from the air and drop infantry directly into her base. Moving by land can be done, but is slower and more difficult. Both enemy commanders will attack one another, which helps. You should focus on one over the other initially. I think it is easier to take out Regina first by filling an air transport with infantry and flying in to drop them directly on her buildings. You can supplement this with a small ground force, especially if you are using Alden as he can summon four more infantry for you to use. My specific strategy for this mission is to use Alden and begin by building a heavy tank and a gunship. Load your infantry into your air transport and began moving on Regina. As you do, build a second gunship and an anti air unit and follow after. Leave the anti air unit near the crossroads (to fend off Veers) and send your ground forces up the pass to Regina. Build another air transport next and fill it with heavy infantry. Meanwhile, send your fliers all the way west and move on Regina from behind. Swoop in and attack as your ground forces push on. Use Alden's ability as soon as it is full (you will not have trouble filling it back up) and keep pushing. You should break into her base in about ten turns and claim the capitol. Once you have two bases, you will have far more resources than General Veers and can beat him through sheer numbers. He does not have many ground units, instead relying on his airpower, so soften him up with some gunships and anti air, then claim his capitol for the win. ****************** * [C10] The Hunt * ****************** Objectives: () Commander must survive () At least 1 infantry unit must survive () Take out all enemy units Available Commanders: () Alec Falcon, General Regina, Lareina Creed, Striker Alden Enemy Commander: () Raven This mission really isn't as bad as it seems at first. You might want to leave one of your infantry units in the rear, ensuring you don't lose the whole mission if the enemy decides to just target them. Follow the road south. Around the bend is a light tank and a heavy artillery, as well as a mine right in front of them. Take them out as you did when Kaden sent similar units at you. There is also a mine right behind them, in the middle of the road, so be aware. Continue onwards to run into two heavy infantry and a heavy artillery hiding behind one of the trees west of the road. Move your commander in on the heavy artillery (close enough so it cannot attack) and use your own artillery to take out the other two nuisances. South of them is another heavy tank and another heavy artillery (the tank on the left, artillery on the right). It is very difficult to navigate this area without taking losses, but do not worry as there is a empty base for you just beyond them. Take the base as soon as you can and began building air transports to move troops (and gunships to protect them). Directly across the ravine is Raven, a few units to guard her, and some pillboxes. You need to land troops there to, essentially, act as meat shields while you attack with your gunships to take out the pillboxes and Raven's followers. If you position yourself correctly you might also be able to take one of the pillboxes, assuming Raven doesn't focus on that unit (which she usually will). () Secret Token () East of your new base is a plateau. Send a gunship over to it to find the secret token. Raven will use her sabotage ability as soon as you move in on her, so negate it by sending a gunship along the eastern edge of her plateau the turn before you attack. She will waste her ability disabling it, where none of her units can hit it, allowing you an easy insertion on the next turn. If you have four full air transports and one or two gunships you can sweep her forces and get one step closer to the end of the campaign. ***************** * [C11] Caught! * ***************** Objectives: () Capture or destroy all 6 missile silos () Commander must survive () Infantry must survive Available Commanders: () Alec Falcon, General Regina, Lareina Creed, Striker Alden Enemy Commander: () Raven Unfortunately for you, all six of the missile silos in question are under enemy control and will fire at you as you approach. You probably want to go with Striker Alden on this map because of his ability to produce more infantry. The factory immediately to the east of your starting point is essential for victory, but it is also in range of a missile silo (as is the oil well to the north of it). Carefully take out the two enemy units around the missile silo just northwest of the factory. Load your transport with two infantry and rush in to drop them off for the capture. Move east, destroying the steady flow of infantry as you do, and rush the next missile silo with Alden. Dump your four infantry on it and take it the next turn. Use it to destroy the artillery unit to the north that is now in sight. Once you have this plateau, take the capitol city just south of it. Build a heavy artillery and a heavy tank at your factory and send them, along with a heavy infantry, towards the southern missile silo you were shown in the opening sequence. Meanwhile send the bulk of your forces northeast towards the next silo on that route. Take care, as you did before, with approaching. These two are now more lightly guarded, so they should be easier than the first two. In the canyon pass to the east of the capitol you captured is an air base. If you like, you can capture it and build gunships in place of land units for the duration of this mission. From here you can just send those gunships to take out the remaining missile silos from the air. () Secret Token () South of the easternmost missile silo is a small clearing with the secret token. Use a gunship to take it easy. If you want a speed rating, however, you will need to pursue some of the silos from the ground simultaneously. If that is your goal, just repeat the same basic tactics to take another one or two nearby silos. Once all six are captured or destroyed Raven will be forced to land and surrender. ****************** * [C12] Behemoth * ****************** Objectives: () Survive for 25 rounds Available Commanders: () Alec Falcon, General Regina, Lareina Creed, Striker Alden Enemy Commander: () Striker Kaden Another survival mission. Each of the commanders has their own readily obvious advantages here. This mission is not as hard as A New World, but you do need to last longer than that mission. Regardless of who you pick, you want to just crank out heavy infantry and heavy tanks. Your heavy infantry will take care of the air threats that come along, as well as light tanks and scouts, while your heavy tanks can destroy the artillery, heavy tanks, and light infantry that flood in. () Secret Token () Almost directly south of your factory along the river bed is this mission's secret token. Send a scout down to get it. About turn eighteen Striker Kaden and his super units will arrive along the northern roads into your base. Your best bet is to cluster some of your heavy tanks and infantry around the northern oil well, just out of initial attacking range of the super units. To effectively deal with these intruders you need to get the first hits in. Otherwise they will roll through up to two of your units a turn. If you can take out the first super unit, you should be able to last until turn twenty-five regardless of how many forces pour into your base at that point. Once the time limit is up, victory is yours. ***************************** * [C13] Unfinished Business * ***************************** Objectives: () Capture enemy capitol () Capture all factories Available Commanders: () General Regina, General Veers, Lareina Creed, Striker Alden Enemy Commander: () Striker Kaden Although you finally have access to General Veers, there are only two airports late in this mission, so instead stick with whichever of the other three commanders you are most comfortable with and begin. Split your initial forces, sending two tanks and some infantry to the west and your commander, super unit, and some more infantry to the east. The first of the factories to the northeast appears unguarded, but has a super unit hiding just behind the oil well and a bomber just over the central ridge. Take out the bomber with your heavy infantry, then move slowly with your super unit to get the first strike on the enemy super unit. The factory to the northwest also has a super unit lurking about. This one is a little harder to deal with given your starting units, but if you can hold it off while you capture the factory it will make your life a lot easier. Once you have the first eastern factory, redirect some of your forces to take the airport on the eastern ridge overlooking it to stop Kaden's supply of bombers that keep coming at you. If you have the funds, you might also build some gunships to send his way once it is under your control. () Secret Token () East of the eastern airport, along the map's edge, is this mission's sole secret token. Grab it while you take the airport from the enemy. Once you have both of the initial factories, move on the capitol and factory in the central north area of the map. Striker Kaden is waiting for you there, but thankfully his bodyguards are somewhat thin in the ranks. Take him out and claim these last two spots to finally best the self-important Kaden. ****************** * [C14] The Fort * ****************** Objectives: () Capture all factories () Capture all capitols () Capture all airports Available Commanders: () General Regina, General Veers, Lareina Creed, Striker Alden Enemy Commander: () Professor Zane The dreaded mission fourteen. Seems every message board I frequent has people seeking help on this mission (and probably a good number of people who load up this guide are coming here for help on it). Thankfully, at least, Professor Zane does not show up in person just yet. I highly recommend using Striker Alden since he can produce infantry on the fly. Probably the best way to approach this mission is to move systematically, focusing all your forces on each of the mission objectives one at a time. For starters, move south and take the capitol below your base with everything you have. As you do, save your money up and buy a super unit when you have enough. Move to the base to the immediate northwest of yours next. Attack with your super units and quickly take out the enemy forces. Do not begin pulling anyone out until you have completely taken the base, and do whatever you can to stop the enemy super units from leveling up. Once they hit level two they are essentially unstoppable (although your super units at even level three are much easier for them to take out). Also be aware that the enemy has a seemingly endless supply of money and will crank out super units and heavy artillery every turn until you take their factory. () Secret Token () In the southern corner of the second base you move on is this mission's first secret token. There is another later on, so do not think you are done with them yet. When both of these areas are yours, move a unit beyond the wall in the south leading out of this initial area. You will be immediately attacked by a tank and some gunships, so do it with an infantry unit. Once the enemy reveals themselves, send your super units in and destroy them. A lone super unit will then emerge from the south. Take it out as well, then move to the south. Do not go west. You will run into another super unit and a bomber, so be prepared for them. Loop around the turn and back up north, taking the buildings as you do. Once you meet up with where the road originally split a portal will be revealed and enemy tanks and infantry will pour out. Infantry will emerge from the portal every turn, so take it as soon as possible. () Secret Token () Beyond the wall to the north of the portal lies the second secret token of the mission. Once you have secured the area, move on the next factory in the canyon to the west of the portal. The enemy will have a heavy artillery and another random ground unit, so it should not be too much trouble. Once you claim the factory you will move on to the final mission of the standard campaign. ************************ * [C15] Phoenix Reborn * ************************ Objectives: () Defeat Professor Zane () Capture enemy capitol Available Commanders: () General Regina, General Veers, Lareina Creed, Striker Alden Enemy Commander: () Professor Zane The final mission of the standard campaign awaits. There is not any real good way to do this mission, but it is beatable. Overall you want to build strong units and march slowly. Heavy artillery and super units should compose most of your ranks. The areas to the northeast and southeast of you should be your first targets. Claim the oil wells in both areas for some much needed cash. Once these are yours, move along the southern route and take out the artillery and other enemy units blocking your path. Now move towards the east central region and claim the factory as you do. Once you have secured this area, you are ready to move on Professor Zane and his bodyguard super units. This is the hardest part of the mission and there are no real good ways to deal with the troops he throws at you, or his very ridiculous commander power. Your own super units and heavy artillery are about all you have to counteract him. () Secret Token () North of Professor Zane is the final secret token to be found. With the patch update, this will now unlock the Explorer achievement for you assuming you have followed this guide thus far. If you want to get the good ending, you need to finish this mission in less than forty turns. To do this, the same general strategy above is what you want to do, you just need to move quickly, meaning you will be moving with less units and taking more risks. This isn't necessarily extremely bad, but a few glacing hits from your end and some critical hits from the enemy end can ruin an entire movement if you only have a few units. *************************** * [ADV] Advanced Campaign * *************************** Upon completion of the Standard Campaign, the Advanced Campaign will be unlocked. The Advanced Campaign features ten missions from the Standard Campaign with increased difficulty. The same general strategies apply to these missions as the original, the enemy forces are just more competent than before. ********************* * [BTL] Battle Mode * ********************* Battle Mode offers ten maps that offer differing challenges. Astute observers will note these ten maps are the ten multiplayer maps. These are, in essence, rehashes of multiplayer mode by yourself, but they do restrict the commanders you can utilize. Completing battle mode also nets an achievement, so if you want to catch them all you need to go through it. ************************ * [B01] Island Warfare * ************************ Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Lareina Creed, Striker Alden Enemy Commander: () Striker Kaden You begin this mission with two light infantry, a scout, and your chosen commander. I recommend using Alec Falcon as your commander for this battle and have written this walkthrough with him. Your first order of business should be to move your scout to the east (the center of the map) as far as possible. From the central region of the map you can see almost two-thirds of the map with one scout alone. Next, send each of your light infantry to the northeast and southeast, respectively. Your goal with them is to claim the oil wells along the north and south. Send your commander towards the center of the map. You also begin with $6900. I recommend purchasing a light infantry from the capital and a heavy artillery from the factory. Both will be sent to the central portion of the map on your next turn. After that, use your money on either light infantry, artillery, or light tanks depending on what units the enemy produces. On turn three you should be placing your first two light infantry on the oil wells adjacent to your base. You should also be able to move your scout and commander against the enemy's own scout and commander. Alec Falcon can eliminate the scout with a single hit. Most likely the enemy will also have an artillery unit, so be mindful of potential long-range hits. Meanwhile, move your scout either to the north or south and take out the enemy light infantry there. The main enemy force should be bottled along the high path into the central region from their base. Damage the commander with your own commander, then use your heavy artillery to take out the enemy artillery unit, and more than likely the enemy commander as well. Swoop in with your infantry and claim the oil wells in the center. From the first oil wells, move your light infantry slowly, keeping them out of range of the enemy infantry. Once the enemy infantry moves into your range, take them out. By the next turn, their oil wells should be yours. This strategy may cost you your commander unit, but you will take out many more of the enemy. You can also rebuild your commander, which I recommend doing as well if you lose him. Keep your artillery in the central crossroads of the central sector. If you also keep your scout somewhere near the east side of this area (it does not need to be on the raised section) you can see anything that comes up the road at you and can pick it off with your artillery. By now the enemy should be hurting pretty bad. Once you can, send in your tanks and your commander to the enemy base proper. You will have much greater resources than them, and most likely the computer will spend its money on a new commander, and you should be able to pick off their remaining units and claim victory. ************************** * [B02] Deserted Tactics * ************************** Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Alden Enemy Commander: () Striker Kaden By now you should have the basics of the game down and can begin trying out different things. At this point none of the commanders offer a major strategic advantage over the others, so try whichever of the three sounds most interesting. When you find the one that matches your playstyle, you will be more easily able to move through these challenges. Load your infantry into each of the transports and head north right off the bat. Your goal with these units is to first take the factories on both sides of the map in the middle. Move your other units north along with them. Do not build anything in the south, except infantry. For the rest of the battle you will be building from the factories in the north. Once the factories are yours, enemy forces should start to appear. Use your armor to hold them on the outskirts of the map while your infantry and transport units move to the center to take the oil wells. Striker Kaden will begin heavily relying on artillery on this map, so be prepared for some long distance strikes (as well as his own commander ability to hit you with them) as you try to manuever to take the oil wells. While you claim the center, build some heavy artillery and move it into the center. Once you begin your push on the enemy base, you will want to move these units along the north wall and launch attacks. Do not do it too early, however, as Striker Kaden's artillery will not hesitate to hit any targets of opportunity they can. I would also recommend that you build one repair truck. It will save you money in the long run to repair your damaged armor instead of just buying new units all the time. And don't think you can just outlast the computer because you have more resources than it does: It definately cheats as it will produce units every turn even without any oil wells. Regardless, once the center is yours the enemy forces can be quickly routed and you can move north. Striker Kaden will likely send light tanks and infantry against you, but with just a little supplement from your factories, you should be able to mop up his remaining forces with your starting units. Do remember to pick off units as they spawn with your artillery as well and this will be a quick battle. ******************* * [B03] Airstruck * ******************* Objectives: () Destroy all enemy units Available Commanders: () Raven, Striker Alden, Striker Kaden Enemy Commander: () General Regina A very odd map, here you have two bases, divided only by a single wall with three openings. Build one heavy arillery on your first turn, then move your commander to the center opening and your infantry to either side opening. Due to the close-quarters and the need for an artillery unit, I recommend using Striker Kaden for this mission. You need to be the first person to strike in this map in order to gain the advantage, so if need be let the enemy come to you. Maintaining more units than the enemy is the single biggest factor in this map given the close proximity between you. That is to say, quantity is its own quality, or more directly, build lots of cheap units instead of big expensive ones. General Regina is almost certain to build an artillery unit herself, which works both ways. While she will pelt you as you enter the enemy base, she will be unable to clear her factory and will not be building any other armor with which to accost you, so long as you remain in range. If General Regina routes your forces, do not hesitate to hide behind your wall and regroup. Building a second heavy artillery and just producing a steady stream of light infantry for a massive rush can be a life-saver. A steady flow of light infantry into the enemy base will win you this map. The enemy will waste its time trying to launch an offense against you before defending its own territory. A torrent of light infantry will allow you to seize the enemy structures one-by-one. Once you claim all three, General Regina can no longer rebuild and can be mopped up in a turn or two. ********************** * [B04] Sand Divided * ********************** Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Alden Enemy Commander: () General Veers Alec Falcon or Striker Alden are the better choices for commander here as you will rather easily see the enemy. This battle is your first taste of air units in battle mode, although the mission can be won without their use just as easily. Begin by building an anti-air unit, then on the next turn position it in the center of your plateau as far east as you can (just off the road in the center). Meanwhile load up your infantry and send them along the north and south route, respectively. The enemy will focus their forces on one or the other, so one will not be likely to get through, but the other will allow you to start seizing enemy structures right away. For air support, build a bomber and use it to harass the units General Veers produces in his factory just across the canyon. When the General builds a gunship, do not follow suit with your own. The enemy gunships will go after your anti-air, so save some money and just replace that unit if it is killed. Once whichever of your infantry and transports makes it to the enemy base, unload and seize his capital. From here you will begin cranking out light infantry every turn to seize General Veers' structures as quickly as you can manage. Most likely General Veers will have only built heavy infantry, giving you the advantage. Kill the infantry, as they are General Veers' only way of getting his capital back. Meanwhile, along whichever route the enemy force is moving on your base, build and send scouts down the path and target the infantry. Once the enemy loses his infantry here and at the base, the victory is yours, it just may take a while. From here on out, the enemy cannot retake anything, so you will win eventually if you just wear down the enemy. Your immediate goal is to get two units on his airport and factory (you don't need to take them, just block future production). Once his last unit is destroyed, you win again. **************** * [B05] U Turn * **************** Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Kaden Enemy Commander: () General Regina (Red) () General Veers (Green) The first truly challenging mission of battle mode. Enemy forces appear both north and south of you. Thankfully they will attack one another, but unfortunately they have to pass through your territory to get to each other. They also will utilize large numbers of super units, which will dominate this battle. Striker Kaden is the best choice for this battle because of the presence of these particular enemy fighters. I do not know if this is a glitch, but it seems if you do not try and take either of the airports, than the enemy commanders will refrain from building air units. This has worked for me a couple of times, so try and avoid those buildings if you want the battle to go a little quicker. The enemy super units are the main threat you will face here. The only units that will even put a dent in these enemies are heavy artillery and other super units. Striker Kaden can make these units do more damage, being an invaluable benefit. Right off the bat seize the oil wells and the missile silos as soon as you can. Send the bulk of your forces either north or south (I prefer south as General Veers is the stronger commander), leaving only the light infantry taking the production facilities behind. Build two heavy artillery, sending one after your main force and leaving the other behind. Also be sure to build a heavy infantry to take on the enemy commander unit that will no doubt arrive from the enemy base you are not attacking. Do not attack a super unit with anything but one of the three units I mentioned above. The key to victory here is the ability to take out the enemy super units with your artillery and bombers. You also want to save your resources and buy your own super unit as soon as you safely can. Do not forget to utilize your missile silos every turn as well. They may not do a lot of damage, but every little bit helps on this mission. Once you get a super unit out you can really start a push into an enemy base. With an artillery unit and your missile silos you should be able to hold the center by that point without too much effort. When the first enemy commander goes down things become a lot easier. You can claim the defeated commander's oil wells and other buildings, then push on the other enemy camp. Redirect all your forces at them and they should fall within short order. ************************ * [B06] Coal Labryinth * ************************ Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, General Regina, Raven Enemy Commander: () Striker Alden This mission is a lot like Airstruck. The only really difference here is that the enemy will build super units to send at you very early on. The walls here cut back on even their effectiveness, however, making this a surprisingly easy mission. Use the same general stratgey you used on Airstruck to make short work of this map. I would offer a full walkthrough, but trust me, if you have gotten this far then you should have no trouble here. A few general tips, however, to consider. Remember, here and on any mission, that if you take the enemy capitals and destroy all their infantry they will be unable to take back any buildings from you. Also be aware of enemy units that have leveled up. In all liklihood you will find yourself on this map facing nothing but a level two super unit in short order if you do not take deliberate efforts to eliminate the original super unit that the enemy sends after you on turn two or three. If that happens you will know victory is yours, but you'll end up spending six or seven turns trying to stop a nigh unstoppable menace. ******************* * [B07] Sand Land * ******************* Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Alden Enemy Commander: () Striker Kaden Another tight fit, although ironically there is no sand to be found here. The enemy base is within sight of yours, with some additional oil wells to the east of both bases. Striker Alden makes a good choice for this map since he can summon infantry when you assault the enemy base. Believe it or not you can get really lucky and win this map in five turns, but more than likely you will find yourself facing down a super unit by that time. Begin by moving east with all your forces. Build a heavy artillery piece, then a scout. Take the northern oil well, then move south and attack the enemy main force. While you fight, seize their newly acquired oil well. If you attack first, you will be able to decimate their forces in two turns. When the super unit gets in range, take it out with your artillery. Meanwhile move your commander into the enemy base and use his power to drop four more infantry. Take the buildings like its Christmas. By turn ten, this battle will be over and another victory will be yours. ************************ * [B08] Missile Plains * ************************ Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Alden Enemy Commander: () Lareina Creed (Red) () Striker Kaden (Green) Another three-way battle. The two enemy bases are closer to each other than to you, resulting in two possible strategies here. In general, you can either rush or wait. To rush, move your tanks and infantry immediately on the factories on the east and west sides of the map. From here, build tanks and artillery and move on both enemy bases simultaneously. If you wish to utilize this strategy, then go with Striker Alden as your commander. His ability to create four infantry units will be extremely helpful. Use it in the center of the map to claim the four oil wells early on. To wait, do not initially move on the factories. Instead, wait at your base for a turn. Generally (but not always) the enemy will send the brunt of their forces at each other. After a turn, move on those positions and rush in to the enemy bases to seize their capitals. Without these, they will be unable to replace their infantry to reseize buildings. Hunt down their infantry, ensuring your eventual victory. For this strategy, use Raven as your commander. Either way, this map is not nearly as difficult as it might appear. The two enemy forces will spend a lot of time attacking one another in either scenario and are not overly concerned with you, even as you pour into their bases. Once you take out one of the enemy armies, the other will focus completely on you, but by then you should control all of the map except their base, meaning they will offer very little resistance. ******************** * [B09] Crossroads * ******************** Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Raven, Striker Alden Enemy Commander: () Lareina Creed (Red) () Striker Kaden (Green) () General Regina (Yellow) This battle is very similar to the last one, except now there are three enemy armies instead of two and waiting is no longer an option. I recommend using Striker Alden, again for his infantry producing effects. Begin by sending an infantry and a tank to the oil wells to the east and south of you, respectively. Pick a direction and send your commander after them. Whichever way you chose, that is your first target. Build an artillery unit and send it that way as well, then follow up with armor. Focus the bulk of your forces on the enemy base this leads to, not stopping until you have eliminated them. As you do this, send that infantry unit that went the other way to the center and build a second light infantry to send there as well. The oil wells in the center of the map will likely be ignored by the enemy for the first several turns, giving you an opportunity to get a financial advantage over them. When the enemy comes in force to fight over them, do not get involved. Let them battle each other, wasting valuable resources, and hang back to swoop in for some quick grabs when only one of them is left in the middle again. The single biggest heartache here is that the enemy will produce super units at an alarming rate. Thankfully they spend as much time using them on each other as they do on you, giving you some reprieve. Once you take out one of the enemy armies, solidify your position by claiming all of their resources. By now one of the other two armies should be in a dominant position, so push on the weaker one along with the other enemy forces. Focus more on taking their buildings than fighting their units (leave that to the other enemy army). You do not so much want to be the one to wipe them out as the one to come out financially ahead of the pack. Buying two super units at once late in the game is much better than buying a lot of light tanks early on. If you run short on units, do not panic. As long as there is at least two enemy armies left, they will lighten up on attacking you as you are weakened. Use these respites to save some funds and plan for a large-scale assault when the enemy forces are weakest. If you can manipulate the enemy players into attacking each other more than you, you will come out on top. *********************** * [B10] Battle Royale * *********************** Objectives: () Destroy all enemy units Available Commanders: () Alec Falcon, Lareina Creed, Striker Kaden Enemy Commander: () Professor Zane (Black) () Raven (Green) () Striker Alden (Yellow) This is an interesting place, and luck plays a bigger factor in your victory or defeat than on any other mission. Mostly you just need to survive and avoid the enemy forces early on. All three of them will have a super unit by turn three and it is best to just let them go at each other. Build a couple of infantry and send them to the center to try and get some of those oil wells. ********************** * [AGP] Achievements * ********************** As with all X-Box Live Arcade titles, Commanders: Attack of the Genos has a total of twelve achievements worth 200 points. Likewise, not all games are created equal in terms of achievements, and you will find (like it or hate it) that Commanders has some more challenging achievements than some titles. Regardless, here are the achievements with a brief description of how to unlock them. () Scholar (5 pts) "Finish Training." The simplest achievement to attain, simply load up the training mission and follow Raven's instructions to complete it. () Bravely Bold (5 pts) "Finish an online match." Another easy achievement, just join a ranked game on x-Box Live and play through to the end (i.e. don't quit early). () Explorer (15 pts) "Collect every secret token." The locations of all the secret tokens is outlined in the standard campaign walkthrough of this guide. () Tank Commander (10 pts) "Own 10 heavy tanks at the same time." The easiest way to get this one is to load up "Island Warfare" in battle mode and seize the majority of the oil wells, but do not finish the enemy off. Instead just hold back and build heavy tanks. () Officer (20 pts) "Complete the Standard Campaign." Fairly self-explanatory, simply work your way through the first fifteen missions of the campaign mode to net this achievement. () General (30 pts) "Complete the Advanced Campaign." After finishing the standard campaign and unlocking the advanced campaign, complete the ten missions of the advanced campaign for this achievement. () Warrior (15 pts) "Finish all Battlemaps." For this achievement, complete the battle mode missions (all ten of them). () Destroyer (15 pts) "Destroy 1000 enemy units." Your enemy kills are tracked across all modes, so this is a total kill count of 1000. If you are working toward getting the three single-player achievements above, you will likely claim this one in the process. If not, multiplayer kills count as well. () Winner (15 pts) "Win 50 missions." This too is counted across all game modes, although with only a total of 35 missions between the three single-player modes you will either need to gain the additional 15 victories in multiplayer or by replaying old missions. () Survivor (5 pts) "Win any campaign mission without casualties." If you follow my guide you will attain this achievement on the first standard campaign mission and gain five gamer points. () Perfectionist (40 pts) "Get 5 stars in every category on all Standard Campaign missions." This is an extremely difficult achievement to attain and really goes beyond the scope of this guide. In essence, your rating is based upon how many turns it takes you to complete a mission, how many of the higher cost units you produce, and how many enemy units you destroy versus your own losses. Attaining a five-star rating on some of the early missions is not overly difficult, but by about halfway through it will really start to strain you. Good luck to any who attempt this. () Supreme (25 pts) "Get the good ending in the Advanced Campaign." To get the good ending on the advanced campaign, you must get a five star speed rating on the final mission. This means you need to beat the mission in under forty turns. ***************** * [CLS] Closing * ***************** Advance Wars is (c) Nintendo Commanders: Attack of the Genos is (c) Sierra Warcraft III: Reign of Chaos is (c) Blizzard