Games Nintendo DS Advance Wars - Dual Strike
Developed by Intelligent Systems - Nintendo of America (2005) - 2D Turn-Based Strategy - Rated Everyone
Marching behind the GBA sequel (and in step with the GameCube's Battalion Wars), Dual Strike drafts the DS for service in Nintendo's anime-inspired Advance Wars brand of turn-based combat. The game presents overviews and air battles in the upper display, with ground movements and interactive tactical maps in the lower touch screen. Multiplayer warfare is supported wirelessly. A single-player campaign follows a storyline involving both new and familiar "Commanding Officer" chara... Read more
Platform: Nintendo DS
Developer: Intelligent Systems
Publisher: Nintendo of America
Release Date: August 23, 2005
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Games Nintendo DS Advance Wars-dual Strike, size: 3.3 MB
Games Nintendo DS Advance Wars - Dual Strike
Advance Wars: Dual Strike Black Hole Super Power Theme
User reviews and opinions
|CoryB||1:46am on Monday, August 30th, 2010|
|To play Advance Wars: Dual Strike, you must be skilled and talented. to command armies of the masses is the greatest thing ever,Game play is great.|
|dafletcha||2:34pm on Wednesday, July 28th, 2010|
|I found Advance Wars: Dual Strike very addictive, takes some time to get used to the controls but once you grasp it everything is spot on. Advance Wars is the award winning strategy game from Nintendo. It is essentially a turn based RPG.|
|jkflipflop||9:52am on Saturday, July 17th, 2010|
|I got Mega Man Star force Leo a few weeks ago when I found it used at gamestop. It took me a while to catch on to the MegaMan series but when I did I loved the games.|
|migo||4:37pm on Sunday, April 18th, 2010|
|My DS Lite rocks, and this game is sweet. Life is good. This game has loads of wi-fi options available. The one thing that I would have loved to see is this game on Wi-Fi. Granted that could be difficult.|
|Paragon4||1:25pm on Tuesday, March 30th, 2010|
|This is the ninth game in the Nintendo wars series but only the third to be released outside of Japan. Is slightly like the first Advance Wars rank system. Like the other games theres still the War Room, Versus and Design Room. Arent quite as crisp as advance wars 2 (my favourite of the series!) - a bit of a letdown, but the new units and COs more than make up for it!|
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Experience and Wars Points
Each time you clear a map in the Campaign, War Room, Survival, or Combat modes you earn Wars Points, the currency in Wars World. Any COs you used in the battle also earn experience points. A COs rank increases by one level each time his experience-point total hits 1000.
Soldiers, vehicles, and artillery that appear on the map represent entire units. Each unit starts with a total of 10 HP (hit points). Unit Production
You can manufacture units in factories, airports, ports, and other production bases controlled by your army. Simply touch the facility to view the production window, where you can use your war funds to produce another unit. The unit produced will be ready for action the following turn.
After a unit moves, the command menu appears. Touch a command on the menu to issue it to the unit. The available commands change depending on the situation.
The Capture command becomes available when you move an infantry or mech unit onto a neutral or enemy property. Each property has a capture number, which drops each turn by the number of HP the capturing unit has. An infantry or mech unit with 10 HP can capture a property with a capture number of 20 in two days. Once a property is secured, it turns the color of the army that captured it.
The Fire order appears in the Command menu when a unit is able to attack an enemy. Once you have selected an enemy target, touch the unit again to confirm your choice. Your unit will immediately open fire on the enemy. When a units HP is reduced to zero, it is destroyed and will be removed from the map. Direct Attacks Indirect Attacks A direct attack occurs when a unit attacks an adjacent unit. Units can move and attack in the same turn, but they cant return fire against units attacking indirectly. An indirect attack occurs when a unit attacks another unit from a distance. Units with indirect attack capabilities can either move or attack in a turn, but not both. They also cant return fire against units attacking them directly. The range of fire of indirect-combat units differs between unit types.
When you touch a unit, its range of movement will appear highlighted on the map. To move it, touch the position you want to move the unit to. Next, a command menu will appear. Issue a command to the unit by touching the command on the menu. Once a command is issued, the unit is darkened and cannot be moved. Until a command is issued, movement can be canceled by pressing the B Button.
All units burn fuel when they move. Air and sea units also burn fuel when they stay in place, and they will crash or sink if they run out of fuel. Be sure to check their fuel status on the intel window. You can supply units with their maximum amount of fuel and ammo by moving APCs (Armored Personnel Carriers) adjacent to them. Units can also replenish their fuel and ammo by stopping on secured properties. They will also recover 2 HP every turn they remain on a property. Air and naval units can load up on supplies and replenish hit points only by resting in airports and ports, respectively. These conditions may change depending on the map or the game mode.
You can join two units of the same type into one unit if both units have been damaged. The newly formed unit has the combined amount of fuel and ammo of the individual units, but that number cannot exceed the maximum amount for that unit type.To join units, move one unit onto a space occupied by a unit of the same type and touch Join on the command menu. Joining ends the turn for both units.
Stealth fighters are the only units with cloaking technology that allows them to hide. When cloaked, stealth fighters can only be attacked by other fighter jets.
Transport units have the ability to carry other units. They can carry units with low movement ranges farther than normal, even allowing them to cross otherwise impassable terrain. To load a unit, select it and move it onto a space occupied by a transport unit. Next, touch Load on the command menu. You can place the cursor on a transport vehicle to view intel on the units being carried. Units being transported are not damaged if the transport vehicle is fired upon. However, if a transport is destroyed while carrying another unit, that unit is also destroyed. Transports can continue to load units even after they have been ordered to Wait. Black boats are units that are capable of using war funds to repair damaged units in the field of battle. They also simultaneously supply those units with fuel and ammo.
Black bombs are the only units capable of exploding. The bombs explode upon command, damaging all units within the blast radius.
Loaded units can, of course, be unloaded. First, use the cursor to move the transport unit to the desired location. If the transport unit stops in terrain that allows for the unloading of troops, Drop will appear in the command menu. When you touch Drop, a cursor will appears that will allow you to choose where you want to unload a unit. If the transport is carrying two units, you must choose which unit youll unload.
The send command is used in dual-front DS Battles to transfer units from bases and factories on the main front to the secondary front. Units are typically sent to the vicinity of the secondary front HQ. If a unit cant be sent to the secondary front, a notice will appear. In some DS Battles, the area of the secondary front that units are sent to can vary.
Submarines are the only units with the ability to dive. The only units that can attack submerged submarines are cruisers and other submarines.
Choose this command when you do not want the unit to take any action.
Touch the A Menu icon to display the map menu. Touch commands to issue them.
The commands that appear vary depending on the mode
Choose this option to view detailed information on all the COs engaged in the battle.
Use the Intel menu to view information about the current battle.
Choose the CO youll send into battle with your forces.
Status displays the current map name, the number of units each side has deployed, the number days the battle has been waged, the number of bases held by each army, and information on each armys funds.
The CO selection screen allows you to choose the COs you want to use in battle. If you want to change the CO you will field, touch the name of the CO that is currently slated to enter battle and then touch the face of the CO you want to send. Note: in some modes, the CO you use will be decided for you.
Terms (Appears in Campaign Mode Only)
Check the victory conditions for your current battle here.
This screen displays vital intel on your troops. Touch headers to sort by data. Touch a unit to switch to the map screen and highlight it with the cursor.
As COs gain rank levels they can use up to four different special skills. On the CO selection screen, touch the X Skill icon to access the skill selection screen. The available skills will appear under the COs name on the Touch Screen. Simply touch a skill icon to equip your CO with that skill. When a skill is equipped, an E will appear next to it. Touch the X icon on the bottomright corner of the screen to remove the selected skill.
Rules (Appears Depending on Mode)
Confirm the rules for the current battle. Note: you cannot change the rules here.
Hint (Appears in Survival Mode Only)
Choose this option to get a hint about the current map.
Extras (Appears Only on Certain Campaign Mode Maps)
Turn the secondaryfront control on to allow the CPU to control the action or off to control it manually.
Surrender the current battle.
Turn the music on or off.
AI (Appears Only in DS Battles)
Choose a strategy type for your CPU ally. General Defense Standard Tactics Defensive Tactics Assault Offensive Tactics Strike All-Out Offensive Tactics
Change the in-game animations by simply touching your preferred option. Visual A Visual B Visual C Display both battle and capture animation Display all animation, fast unit speed Display battle animation, fast unit speed Visual D No Visual No CPU battle animation, fast unit speed Display no animation, fast unit speed
Note: when Extras are set to off, the AI option will not appear.
CO Power & Super CO Power
These two options only appear on the menu when the CO Power meter is sufficently full. Select them to use special CO powers.
CO Power Super CO Power Dual Strike Usable when all small stars are filled Usable when all stars are filled Usable in tag battles when both COs meters are completely filled
Choose this option to save your progress during a battle.
CO Power Meter Select End when you finish issuing commands to end your turn.
Use the options menu to change game sounds, animations, and other settings. Touch a menu item to change its settings.
Change (Appears Only in Tag Battles)
Select Change in a tag battle to switch to your other CO. Doing so will end your turn. When using a Dual Strike power, both COs can attack in a single turn.
Use this option to remove units from the field of battle. Touch a unit to delete it. Touch any area where there are no units to finish deleting.
Deploy your troops with your current setup.
Campaign mode is a long series of missions that follows an exciting storyline. Touch New Game to begin the campaign starting with the prologue. When the region map appears, touch the Mission 01 icon to begin your first mission. Rachel will offer you some advice on the coming battle.
Up to four players can take turns battling using one Nintendo DS and one Game Card. Choose New Game, then touch Normal Battle or DS Battle. When the map-selection screen appears, touch a map name to begin. Map Types
Deployed 2 COs 3 COs 4 COs Maps that provide you with a set type and number of pre-deployed units Maps designed for two players Maps designed for three players Maps designed for four players War Room Maps that originally appeared in the War Room Classic Design Maps Maps that originally appeared in Advance Wars Custom maps that have been designed with the map editor
Battle against computer-controlled opponents and earn points based on your strategy. Touch New Game to access the map selection screen, where you can choose the map you want to play, how many COs to use, and whether or not to use CO skills. Touch the X Page and Y Page icons to flip pages. Touch a map to proceed to the map screen. Battle Type
2 COs 3 COs 4 COs DS Face one computer opponent Face two computercontrolled opponents Face three computercontrolled opponents Fight against the computer in a two-front battle
You can purchase more maps using points you earn in Campaign and the War Room play. See page 21 for more information. You can set the teams on the teamselection screen. Use the Touch Screen to select COs and set them to a human or CPU player, then touch the A Next icon. When three or more players play, designate teams using letters.
Human Icons Indicates either a single CO or tag battle Skills Exp Choose to play with skills on or off Display how many bonus points it is possible to earn After using the Touch Screen to set rules on the ruleselection screen, touch the A Next icon to proceed. Rule explanations can be viewed on the top screen.
*In DS Battles, the secondary front can be set to CPU control or player control.
There are three ways to play Survival mode: Money, Turn and Time. Touch New Game, then choose the mode you want to play. Choose the way you want to play, then touch Basic Course, choose a CO, and proceed to battle. Touch the R Info icon on any screen to get additional information.
+ Control Pad Touch Screen A Button Move unit Fire in direction touched Fire L Button START Use CO Power Pause game Choose Continue or Quit
Move your unit onto neutral or enemy properties to begin the capture countdown. When the countdown reaches zero, the property is captured. Rest your unit on an allied property to recover HP. When you capture a factory, an additional unit of the kind that captured the factory will be added to your units. Touch Manual on the Combat menu to see descriptions of the items and the victory conditions.
Clear a series of maps using only a preset amount of money.
Clear a series of maps using only a preset number of turns.
Visit the Battle Maps store to buy new maps, outfits for your COs, and other useful information. Touch an item on the shop screen to purchase it. You can earn more points to buy items by playing Campaign, Versus, Survival, and Combat modes.
Clear a series of maps within a given time limit.
Combat is a fast-paced, real-time action mode in which you engage enemy units over six different maps. Touch New Game to start a new Combat game. Next, choose your CO and purchase units. Select the unit you want to use on the top screen and touch the A Go! icon to begin the battle. If you need help, touch Manual on the Combat menu to learn more about the game rules and controls.
View your detailed gameplay stats here. On the Touch Screen, tap All, Units, Foes, or Items to see detailed information for those subjects. Keep playing to build up your stats and earn medals!
Before playing, read pages 2627 about DS Wireless Play for Normal Battle, DS Battle, Trade Maps and Combat modes. Read pages 2829 about DS Download Play and Download mode.
Combat (2-8 Players)
One Nintendo DS system and one Advance Wars: Dual Strike Game Card is required for each player. Up to eight players can simultaneously engage in combat. Choose settings on the map selection screen before entering battle.
Use the wireless functionality of the Nintendo DS to send Combat to up to seven other Nintendo DS systems. Each player must have their own system to play, but only one Game Card is required. Up to eight players can play Combat together simultaneously. Parent System (System Sending Data) Follow the instructions listed on page 28 for the Parent System. Touch Download when you are ready to download data. Child Systems (Systems Receiving Data) Follow the instructions on page 28 for the Child Systems. Once the download is complete, the mode-selection screen will appear. Touch a mode and confirm settings before heading to the map screen. Parent System Screen
Wireless mode allows two or more Nintendo DS units to connect wirelessly so you can battle against your friends or trade maps you created with the map editor. Touch the mode you want to play on the Wireless selection screen.
* Note: if wireless communication fails, a communication error will appear and you will have to reconnect and start over.
Follow the following steps for Normal Battle, DS Battle, Trade Maps, and Combat Modes: once all players appear on the screen, player one should touch New Team and the other players should choose their teams by touching the icons. After player one confirms all the teams, touch the A Next icon.
Child System Screen
Normal Battle (2-4 Players)
One Nintendo DS system and one Advance Wars: Dual Strike Game Card is required for each player. Choose settings on the map-selection screen before going into battle.
Use the map editor to create your own original map. The maps you create can be played in Versus, Wireless, and Trade Maps modes.
Requirements for Creating Vs. Maps
* Maps must have at least two different-colored HQs. * Each army must have at least one unit or one factory in addition to its HQ.
New wallpaper is earned based on how you cleared Campaign mode. Choose display to change the games visuals using those wallpapers.
DS Wireless Play
Establishing a DS Wireless Link This section explains how to establish a link for wireless play. What You Will Need: Nintendo DS Advance Wars: Dual Strike Game Card
One for each player One for each player
Steps 1. Make sure that all DS systems are turned off, then insert a Advance Wars: Dual Strike Game Card into each system. 2. Turn on the power of all the systems. The DS menu screen will appear. 3. Touch the Advance Wars: Dual Strike panel. 4. Now follow the instructions on page 22.
DS Download Play
Establishing a DS Wireless Link This section explains how to establish the link for DS Download play. What You Will Need: Nintendo DS One for each player Advance Wars: Dual Strike Game Card One You can enjoy Advance Wars: Dual Strike even if you do not have enough Game Cards for all players Steps for the Parent system 1. Make sure that all DS systems are turned off, then insert an Advance Wars: Dual Strike Game Card into the system. 2. Turn on the power of all the systems. The DS menu screen will appear. 3. Touch the Advance Wars: Dual Strike panel. 4. Now follow the instructions on page 23.
Steps for the receiving systems 1. Turn on the power of all the systems. The DS menu screen will appear. 2. Touch the DS Download Play panel. The gameselection screen will appear. 3. Touch the Advance Wars: Dual Strike panel. The game-confirmation screen will appear. 4. When the correct software appears, touch Yes. P1 will start the download process. 5. Please follow the instructions on page 23.
Cost Ammo Vision 1 Cost Ammo Vision 1 Cost Ammo Vision 1 Cost Ammo 2 Cost Cost Ammo Vision Weapon Two Move 9 Fuel Weapon Two Move 4 Fuel 9 Weapon Two Move 6 Fuel 6 Weapon Two Move 5 Fuel 9 Weapon Two Move 5 Fuel Weapon Two Move 6 Fuel
5,000 These units can transport infantry and mech 70
Unit and Terrain Intel
Learning the advantages of each unit in your arsenal and every terrain type you may encounter will greatly enhance your performance on the battlefield. Study the information below to brush up on the latest intel.
Note: when units have two types of weapons, the appropriate weapon type will be used automatically during battles.
Weapon One Fire Weapon One Fire
Artillery Cannon 2-3
units. They can also deliver fuel and ammo to other units. APCs are not armed and therefore cant fire on enemy units. inexpensive. They pound enemy units from a distance.
6,000 These basic indirect-combat units are relatively 50 15,000 These Powerful units are capable of firing on 50
Infantry Weapon One Fire Weapon One Fire Weapon One Fire Weapon One Fire 1 Mech Bazooka 1 Recon 1 Tank Tank Cannon 1 Ammo Vision 3 Cost Cost Ammo Vision 1 Cost Ammo Vision Weapon Two Move 9 Weapon Two Move Weapon Two Move Ammo Vision 5 Cost 9 Weapon Two Move Ammo Vision 2 Cost Weapon Two Move Ammo Vision 2 Cost 3 Weapon Two Move Cost Weapon Two Move 1,000 These units are the cheapest units to deploy. Machine Gun 3 Fuel 99 3,000 These units are able to capture bases and have Machine Gun 2 Fuel 70 4,000 These units are designed for reconnaissance. Machine Gun 8 Fuel 80 7,000 These small, inexpensive tanks have a large Machine Gun 6 Fuel 70 16,000 These tanks have high offensive and defensive capabilities. 50 22,000 A unit based on tank technology originally Machine Gun 6 Fuel 99
Rocket Launcher Weapon Rockets One Fire 3-5 Anti-Air Weapon One Fire
both ground and naval units from a great distance. Their range of fire is better than standard artillery units. units, infantry, and mech units. Theyre ineffective against tanks, though.
They can capture new bases, but they lack firepower.
8,000 These specialized units are strong against air 60 12,000 These powerful units wreak havoc on air units.
Vulcan Cannon 1
high attack power. They are also effective at moving through difficult terrain.
Missile Launcher Weapon Surface-to-Air Ammo One Missiles Fire 3-5 Vision Pipe Runner Weapon One Fire Pipe Cannon 2-5
Their vision range on Fog of War maps is also quite large.
50 20,000 These devastating indirect-combat units were
They are effective against infantry units and have a large movement range.
developed by the Black Hole army. They can only move along pipes and factories.
range of movement, making them easy to deploy in large numbers.
Fighter Weapon One Fire Weapon One Fire Missiles 1 Bomber Bombs 1 Ammo Vision 2 Cost Weapon Two Move Ammo Vision 2 Cost 9 Weapon Two Move 7 Fuel 99 9,000 These copters can fire on many types of units, Machine Gun 6 Fuel 99 Cost 9 Weapon Two Move 9 Fuel 99 22,000 Bombers can inflict heavy damage to both 20,000 Fighters rule the skies, inflicting heavy damage
Medium Tank Medium Tank Weapon Ammo Cannon One Fire 1 Vision Neotank Weapon One Fire Weapon One Fire Neocanon 1 Megatank Megacannon 1
Machine Gun 5 Fuel
on other air units.
developed by the Black Hole Army, the Neotank is significantly more powerful than a Medium Tank. ever developed. It was designed by the Green Earth army. Its size makes it the slowest of the tanks.
ground and naval units.
28,000 The megatank is the most powerful land unit Machine Gun 4 Fuel 50
Battle Copter Weapon Air-to-Surface Ammo Missiles One Fire 1 Vision
which makes them invaluable in the field.
Transport Copter Weapon One Fire 0 Stealth Fighter Weapon Missile One Fire 1 Black Bomb Weapon One Fire 0
Cost Ammo Vision 2 Cost Ammo Vision 4 Cost Ammo Vision Weapon Two Move 9 Fuel 6 Weapon Two Move 6 Fuel 0 Weapon Two Move 6 Fuel
5,000 These copters can transport both mech and 99 24,000 When cloaked, these planes can only be 60
infantry units. They carry no weapons, though, and cannot fire on enemy units.
Plains Roads Woods
Plains were the most common type of terrain found in Advance Wars 2: Black Hole Rising. They provide only minimal defensive cover. Roads allow units to move rapidly across maps, but they offer no other terrain benefits. When Fog of War is present, units deployed in woods can only be seen by units adjacent to them and air units. Woods provide above-average defensive cover. Air units cannot hide in woods during Fog of War. Only mech, infantry, and air units can travel over mountains. In Fog of War, mech and infantry units increase their vision range by 3 when theyre in the mountains. Mountains also offer excellent defensive cover. Pipes are indestructible tubes that can't be passed by any unit.
attacked by fighters and other stealth fighters. They can only be detected if a unit is directly adjacent to it. developed by the Black Hole army. When they explode, all units within three spaces take damage.
25,000 These unmanned aerial weapons were 45
Battleship Weapon One Fire Weapon One Fire Weapon One Fire Weapon One Fire Weapon One Fire Cannon 2-6 Cruiser Anti-Sub Missiles 1 Lander 0 Submarine Torpedo 1 Black Boat 0 Ammo Vision 1 Cost Ammo Vision Weapon Two Move 5 Fuel 99 Ammo Vision 5 Cost 0 Weapon Two Move 6 Fuel 60 Ammo Vision 1 Cost 6 Weapon Two Move 5 Fuel 60 7,500 Designed by the Black Hole army, this ship can Ammo 3 Cost 0 Weapon Two Move 6 Fuel 99 20,000 Submerged subs can only be attacked by Ammo Vision 2 Cost 9 Weapon Two Move Cost 9 Weapon Two Move 5 Fuel 99 28,000 These powerful ships have a tremendous range
of fire. Their cannon does enormous amounts of damage to other naval units.
Mountains Pipes Pipe Joints Rivers Seas
18,000 Cruisers can do heavy damage to both submarines and air units. They can also Anti-Air transport up to two copters at a time. Machine Guns 6 Fuel 99 12,000 These transport units can carry up to two
ground units at a time.
Pipe Joints are sections of pipe that can be destroyed, allowing units to pass through. Rivers cross much of the terrain. They can only be traversed by infantry, mech, and air units. Rivers offer no defensive cover. Seas can be crossed only by naval and air units. Seas offer no terrain benefits. Shoals provide loading and unloading points for landers. Almost all units can travel over shoals, but shoals provide no defensive cover.
cruisers and other subs, and the only way to find a submerged sub is to run into it.
not only carry two infantry or mech units, it can also repair damaged units, replenishing 1 HP and resupplying the unit in the process.
Aircraft Carrier Weapon Missiles One
30,000 This humongous ship can shelter up to two air
units at a time, resupplying them in the process. It also boasts extremely long-range indirect attack capabilities against air units.
Reefs Bridges Missile Silos
When Fog of War is present, units deployed in reefs can only be seen by adjacent units and air units. Aside from this benefit, reefs offer few other advantages. Air units cannot hide in reefs during Fog of War. Bridges are essential: they allow ground units to cross bodies of water. Bridges provide no other terrain benefits. Missile silos can be used by infantry and mech units. Move one of these units onto a missile silo to fire a single missile with an unlimited range of fire and a blast radius of two spaces. Each silo contains one missile. Each army in the field has a headquarters that acts as its base of operations. An for all ground units. Victory is yours if you can capture your enemys HQ.
Headquarters (HQ) HQ can supply ammo and fuel, restore HP, and provide superior defensive cover Cities Bases Airports Ports Communication Towers
Cities can be allied, neutral, or controlled by the enemy. Both infantry and mech units can capture neutral and enemy cities, which can then provide ground units with supplies and HP. Bases are the deployment points for all ground units. In addition to providing supplies and HP to these units, they also provide excellent defensive cover. Air units enter the field of battle from these air bases. They also receive supplies and regain HP here. They offer excellent defensive cover. Naval bases are the deployment points for all naval units. They also provide them with ammo, fuel, and repairs. Ports are safe havens for ships and subs because of their excellent defensive cover. Capture these properties to improve communication between your units, thereby improving their attack power.
A young Orange Star CO. She strives to follow in the footsteps of her big sister, Nell. Her troops work hard, increasing base repairs by one. Hard work Excuses
A young, energetic CO who is also a top-notch tank commander. He fights best on wide-open plains. Clubbing Easy listening
A brave and loyal friend, not to mention a strong fighter. Max is a strong direct-combat fighter, but his indirect-combat units have reduced range and firepower.
A strong-willed Orange Star special forces captain. Her foot soldiers do more damage and capture faster, but non-infantry units have weaker firepower. Chocolate Cowards
A laid-back style masks his dependability. He is a peerless marksman who is devastating with indirect-combat units, but his non-infantry direct-attack units are less potent. Cats Rats
A former paratrooper rumored to have been quite the CO back in the day. Great with Copters and infantry, but his naval units have weaker attacks. Lazy, rainy days Busy malls
Weight training Studying
Sonja Sasha Colin
Blue Moons rich boy CO and Sashas little brother. A gifted CO with a sharp, if insecure, mind. He purchases troops at lower prices, but they are slightly less effective. Olaf and Grit Black Hole Colins wealthy sister. She is normally ladylike, but she becomes daring when she gets angry. She earns an additional 100 funds from allies bases. Truffles Pork rinds
A Yellow Comet CO with a dynamic personality. He could care less about the details. His units have strong firepower, but their defense is a little weak. Donuts Planning
Kanbeis cool and collected daughter. She excels in information warfare. Her units have extended vision range in Fog of War and hide their HP info. Computers Bugs
A Green Earth CO who values chivalry and honor above all else. Excellent defense vs. indirect attacks. Defense increase when he captures com towers. Honor Retreating
Green Earths daring pilot hero. Air units use less fuel and have superior firepower, but naval units have weaker firepower.
A CO of the Black Hole Army who is always planning his next destructive act. Charges his CO Power meter at a fast rate than other COs and is a master of road-based battles. Proverbs, ramen Fondue
A CO of the Black Hole Army who will stop at nothing to achieve his goals. All units possess superior firepower, but his CO Power builds up more slowly than those of other COs. Black coffee Incompetence
Lucky goggles Swimming
A gallant tank-driving CO who excels at analyzing information. Vehicular units have superior firepower, but air and naval units are comparatively weak. Dandelions Unfit COs
A robot-like CO with the Black Hole Army. No one knows his true identity. High firepower, but his shoddy technique sometimes reduces the damage his units deal. Energy Static electricity
Jugger and Koals commanding officer. Has a blunt, queen-like personality. Excels at urban warfare. Anything chic Anything pass The wunderkind of the Black Hole forces. She invented most of the Black Holes new weapons. Skilled at taking advantage of terrain features. Getting her way Not getting her way
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Warranty & Service Information
Copying of any video game for any Nintendo system is illegal and is strictly prohibited by domestic and international intellectual property laws. Back-up or archival copies are not authorized and are not necessary to protect your software. Violators will be prosecuted. This video game is not designed for use with any unauthorized copying device or any unlicensed accessory. Use of any such device will invalidate your Nintendo product warranty. Nintendo (and/or any Nintendo licensee or distributor) is not responsible for any damage or loss caused by the use of any such device. If use of such device causes your game to stop operating, disconnect the device carefully to avoid damage and resume normal game play. If your game ceases to operate and you have no device attached to it, please contact Nintendo Customer Service (see below). The contents of this notice do not interfere with your statutory rights. This booklet and other printed materials accompanying this game are protected by domestic and international intellectual property laws. For further information or assistance, please contact: Nintendo Consumer Service www.nintendo.com or call 1-800-255-3700 (U.S. and Canada)
You may need only simple instructions to correct a problem with your product. Try our website at www.nintendo.com or call our Consumer Assistance Hotline at 1-800-255-3700, rather than going to your retailer. Hours of operation are 6 a.m. to 7 p.m., Pacific Time, Monday - Sunday (times subject to change). If the problem cannot be solved with the troubleshooting information available online or over the telephone, you will be offered express factory service through Nintendo. Please do not send any products to Nintendo without contacting us first. HARDWARE WARRANTY Nintendo of America Inc. ("Nintendo") warrants to the original purchaser that the hardware product shall be free from defects in material and workmanship for twelve (12) months from the date of purchase. If a defect covered by this warranty occurs during this warranty period, Nintendo will repair or replace the defective hardware product or component, free of charge. The original purchaser is entitled to this warranty only if the date of purchase is registered at point of sale or the consumer can demonstrate, to Nintendo's satisfaction, that the product was purchased within the last 12 months. GAME & ACCESSORY WARRANTY Nintendo warrants to the original purchaser that the product (games and accessories) shall be free from defects in material and workmanship for a period of three (3) months from the date of purchase. If a defect covered by this warranty occurs during this three (3) month warranty period, Nintendo will repair or replace the defective product, free of charge. SERVICE AFTER EXPIRATION OF WARRANTY Please try our website at www.nintendo.com or call the Consumer Assistance Hotline at 1-800-255-3700 for troubleshooting information and repair or replacement options and pricing. In some instances, it may be necessary for you to ship the complete product, FREIGHT PREPAID AND INSURED FOR LOSS OR DAMAGE, to Nintendo. Please do not send any products to Nintendo without contacting us first. WARRANTY LIMITATIONS THIS WARRANTY SHALL NOT APPLY IF THIS PRODUCT: (a) IS USED WITH PRODUCTS NOT SOLD OR LICENSED BY NINTENDO (INCLUDING, BUT NOT LIMITED TO, NON-LICENSED GAME ENHANCEMENT AND COPIER DEVICES, ADAPTERS, AND POWER SUPPLIES); (b) IS USED FOR COMMERCIAL PURPOSES (INCLUDING RENTAL); (c) IS MODIFIED OR TAMPERED WITH; (d) IS DAMAGED BY NEGLIGENCE, ACCIDENT, UNREASONABLE USE, OR BY OTHER CAUSES UNRELATED TO DEFECTIVE MATERIALS OR WORKMANSHIP; OR (e) HAS HAD THE SERIAL NUMBER ALTERED, DEFACED OR REMOVED. ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED IN DURATION TO THE WARRANTY PERIODS DESCRIBED ABOVE (12 MONTHS OR 3 MONTHS, AS APPLICABLE). IN NO EVENT SHALL NINTENDO BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY IMPLIED OR EXPRESS WARRANTIES. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU. This warranty gives you specific legal rights. You may also have other rights which vary from state to state or province to province. Nintendo's address is: Nintendo of America Inc., P.O. Box 957, Redmond, WA 98073-0957 U.S.A. This warranty is only valid in the United States and Canada.
Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A.
PRINTED IN USA
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PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING W ARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES.
WARNING - Repetitive Motion Injuries and Eyestrain
Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: Avoid excessive play. It is recommended that parents monitor their children for appropriate play. Take a 10 to 15 minute break every hour, even if you dont think you need it. When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor.
WARNING - Seizures
Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. Parents should watch when their children play video games. Stop playing and consult a doctor if you or your child have any of the following symptoms: Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 2. Play video games on the smallest available television screen. 3. Do not play if you are tired or need sleep. 4. Play in a well-lit room. 5. Take a 10 to 15 minute break every hour.
WARNING - Battery Leakage
The Nintendo DS contains a rechargeable lithium ion battery pack. Leakage of ingredients contained within the battery pack, or the combustion products of the ingredients, can cause personal injury as well as damage to your Nintendo DS. If battery leakage occurs, avoid contact with skin. If contact occurs, immediately wash thoroughly with soap and water. If liquid leaking from a battery pack comes into contact with your eyes, immediately flush thoroughly with water and see a doctor. To avoid battery leakage: Do not expose battery to excessive physical shock, vibration, or liquids. Do not disassemble, attempt to repair or deform the battery. Do not dispose of battery pack in a fire. Do not touch the terminals of the battery, or cause a short between the terminals with a metal object. Do not peel or damage the battery label.
WARNING - Radio Frequency Interference
The Nintendo DS can emit radio waves that can affect the operation of nearby electronics, including cardiac pacemakers. Do not operate the Nintendo DS within 9 inches of a pacemaker while using the wireless feature. If you have a pacemaker or other implanted medical device, do not use the wireless feature of the Nintendo DS without first consulting your doctor or the manufacturer of your medical device. Observe and follow all regulations and rules regarding use of wireless devices in locations such as hospitals, airports, and on board aircraft. Operation in those locations may interfere with or cause malfunctions of equipment, with resulting injuries to persons or damage to property.
Important Legal Information
This Nintendo game is not designed for use with any unauthorized device. Use of any such device w ill invalidate your Nintendo product warranty. Copying of any Nintendo game is illegal and is strictly prohibited by domestic and international intellectual property laws. Back-up or archival copies are n ot authorized and are not necessary to protect your software. Violators will be prosecuted.
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THIS GAME CARD WILL WORK ONLY WITH THE NINTENDO DSTM VIDEO GAME SYSTEM.
Wireless DS Multi-Card Play
THIS GAME ALLOWS WIRELESS MULTIPLAYER G AMES WITH EACH DS SYSTEM CONTAINING A SEPARATE GAME CARD.
Our world is destroyed. fire rained from the sky.
the land burned the earth shook the oceans raged
NEED HELP PLAYING A GAME?
Recorded tips for many titles are available on Nintendos Power Line at (425) 885-7529. This may be a long-distance call, so please ask permission from whoever pays the phone bill. If the information you need is not on the Power Line, you may want to try using your favorite Internet search engine to find tips for the game you are playing. Some helpful words to include in the search, along with the games title, are: walk through, FAQ, codes, and tips.
The devastation was total. dust covered the earth, blotting out all traces of the sun. It seems impossible that anything could survive. But amid the destruction, there is hope
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There are three ways to save your game progress.
Make sure your Nintendo DS is off, then insert the Advance Wars: Days of Ruin Game Card into the DS Game Card slot until it clicks into place and turn the power on. Read the information on the Start-up Screen and tap it to access the DS Menu Screen.
After Clearing a Map
Your game will automatically save after you clear a map.
On the DS Menu Screen, tap the Advance Wars: Days of Ruin panel. If your Nintendo DS Start-up Mode is set to Auto, the DS Menu Screen will not appear. See your Nintendo DS Instruction Booklet for more details.
On the World Map
In Campaign mode, you can save on the world map by pressing p. 21 .
You can save your progress midbattle by selecting Save from the Map menu p. 18 . Data saved midbattle will overwrite the current saved data file. There is only one save slot available in Free Battle p. 22 . Saving in Free Battle will automatically overwrite existing save data.
When the title screen appears, tap the screen to access the main menu.
In the main menu, touch the mode you want to play.
Delete All Data
Select Reset All in the Records menu p. 35 to delete all data except Nintendo WFC related data (friend codes and friend roster) on the DS Game Card. Deleted data cannot be restored, so be careful!
See pp. 21- 35 for mode explanations.
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Terrain and unit intel are displayed here. Basic terrain intel Terrain defensive ratings Number of units Number of bases CO CO Gauge Funds
Move your units across battlefield maps to engage enemy forces and win battles.
Viewing the Game Screens
The top screen displays map and unit intel, while the Touch Screen shows maps. Maps are divided into a grid and made up of various terrain types including mountains, seas, factories, HQs, and more. Your units move along the grid.
Basic unit intel Movement type Unit type Unit condition Equipped weapons Unit stats Attack ratings Dangerous enemies CO Power
Tap this to change the information shown on the top screen. Tap this to display the Map menu p. 18 .
Tap this to zoom in and out.
Days Passed Your Units / Bases Unit Status
Displays unit level, remaining fuel, ammo, and health.
Unit Unit name Unit HP Terrain Terrain name Terrain defensive rating Base capture number Damage percentage Damage percentage can be displayed by tapping units.
Enemy Units / Bases
Cursor Window Cursor
Unit fuel Unit ammo
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Battles consist of a CO issuing orders to his or her units, then selecting End Turn p. 20 to complete their actions for the day. When all COs have finished issuing orders, the entire day will end. This process repeats until one army emerges victorious.
About Fog of War
Fog of War is a condition in which enemy units outside the vision ranges of your own units cannot be seen. Vision ranges are different for each individual unit type. You cannot attack units that are outside your vision range. Units in woods, ruins, and reefs cannot be seen unless you are adjacent to them.
Defeat all enemy units, capture the enemy HQ p. 41 , or force the enemy to surrender. Lose all your units, lose your HQ, or surrender p. 19 .
Fog of War
Terms of victory and defeat differ depending on the current mode and rules.
Infantry and Mech Vision Ranges Expanding Vision Range Ambushes
Capture properties (airports, ports, cities, etc.) to take them over. Capturing properties is often essential to achieving victory. Properties under your control will be the same color as your army.
These units can normally see everything within a 2-square radius around them. If they climb into mountains, their vision range expands by 3 squares.
You can expand your vision range by capturing properties or by utilizing flare units p. 16 . Your Property Neutral Property Enemy Property
Units stopped on friendly properties will recover 2 HP for each day they remain there. They will also fully replenish their ammo and fuel. Units can recover HP, fuel, and ammo from allied properties as well as from their own. Recovering HP on one of your properties will cost funds. Funds are acquired at the beginning of each turn. The amount received depends on the number of properties controlled.
Recover and Supply
If a unit runs into an unseen enemy unit during Fog of War, the moving unit will be ambushed. It must then stop immediately, and it can accept no further commands until the next turn.
Dive / Surface
When youre on a combat map, tap to display the Map menu. Tap any item in the menu to select it. Menu items may differ depending on the situation.
Carrier units can produce and launch seaplanes. Select a carrier and tap Produce from the Command menu to begin assembling a seaplane. On the following turn, select Launch to send the seaplane skyward.
Produce / Launch
Check this to get valuable intel on any COs in the field. In Campaign mode p. 21 , this will become available as the story progresses.
You can have a CO travel with a unit by selecting the CO option while the unit is on a factory or your HQ. COs can use CO Powers once the CO Gauge is full. When a CO uses a CO Power, the CO Zone seen compasses the entire map for one full turn. Loading a CO onto a unit costs half as much as the unit itself. When a unit carrying a CO is defeated, the CO returns to camp. He or she can be loaded onto another unit during the following turn.
CO / Break
When a CO is traveling with a unit, he or she will affect units in the surrounding area. This area is called the CO Zone. Units in the zone will receive offensive and defensive boosts.
Loaded CO Icon
Select this command when you have no other orders to issue.
When units within the CO Zone damage enemies, the CO Gauge will gain whatever amount of HP the enemy units lose. As the gauge fills, the CO Zone will widen. When the gauge is completely filled, the CO Zone will expand 2 full squaresand the CO will be able to use a CO Power. After a CO Power is used, the CO Gauge will empty and the CO Zone will return to its original size.
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You can confirm game controls on the tutorial slides. The further you progress in Campaign mode, the more tutorial slides will be available.
Adjust a variety of game settings p. 35 .
Come here to confirm current conditions and view unit displays. Menu options will differ between modes and situations. Meet other characters and get strategic hints about the current map.
Exit the current map without saving. Progress on the current map will be lost.
View the victory requirements for the current map. Get the latest intel on the status of allied and enemy units. Check the rules of the current battle. View any units you have in the field. Destroy existing units that havent yet moved. Admit defeat and return to the World Map.
Terms Status Rules Chart Delete Unit Surrender
This only appears when you have Quick Save data available. If you choose to load Quick Save data, youll continue playing from the point the data was created and lose the game you are currently playing.
Stop your game and create Quick Save data p. 8 .
Finish issuing orders to your troops and end your turn. The CPU will take its turn next. If youre playing with a friend and a CPU, the order will be you, your friend, CPU.
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You can play versus matches with one Nintendo DS game system and one Advance Wars: Days of Ruin Game Card. You can play by yourself versus the CPU or pass one DS game system around with up to 4 people. Tap and to switch between map types, then tap the map you want to play. Cleared maps will display in white.
In Single DS Play you can choose between Campaign and Free Battle modes.
Make your way across a shattered planet in the single-player story. Select New Game to start from the beginning or Continue to resume a saved game. If you have Quick Save data, choose Quick Save Data to continue playing that game.
Delete Save Data
Here you can choose from two varieties of maps: Campaign maps take you through the story, and Trial maps test your strategic prowess. Trial maps become available as you play through Campaign mode.
2-player versus maps. 3-player versus maps. Team Battle is also available. 4-player versus maps. Team Battle is also available.
You must design maps in the Design Room before you can play them here p. 33 . Maps from previous Advance Wars games. These maps will become available as you proceed through Campaign mode.
Ranks earned on cleared maps.
On the CO Selection screen, players select their order and their COs. Once this is done, tap NEXT. When playing with 4 players, select teams and then tap NEXT again. The number of available COs will increase as you progress through Campaign mode. Set the terms of engagement on the Rules screen, then tap OK! to start the battle.
Take the field against an opponent from around the world on a random map with random rules. You can choose between two search options: Search for opponents with a similar level and Search for opponents regardless of level.
You have a time limit in Nintendo Wi-Fi Connection battles. If you fail to end your day before the time runs out, it will end automatically. Also, if you disconnect from Nintendo WFC by turning your Nintendo DS system off in midbattle, records will reflect that you lost the battle.
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You can choose between two modes: Battle and Trade Maps.
Use Nintendo Wi-Fi Connection to upload your own created maps or download other maps from around the world. Downloaded maps are available to play in Free Battle p. 22 and can be accessed by selecting Design. Once you clear a map, you can rank it. Upload your own created maps via Nintendo WFC. You can upload maps that meet the following requirements.
You can battle against people registered on your friend roster p. 31 . Both players must register the other on their respective friend rosters. For battle instructions, please see Multi-Card Play p. 23 .
You created the map and cleared it at least once. The map is no larger than 10x10. The map contains no more than 50 pre-deployed units.
Voice Chat Settings
If you choose Enable Chat, you will be able to speak to your opponents. During game play, press and hold and speak into the mic. If you choose Disable Chat, you will be unable to hear your opponents. You must exchange friend codes to chat with other players, and all players must choose to enable the Chat feature. When using voice chat, please do not use language that may offend your friends. Please do not give out any personal information such as last name, phone number, birth date, age, school, e-mail or home address when using voice chat.
Random Map Recommend Check Rating
Download a map chosen at random from the Map Center. Download a recommended map from the Map Center. Check to see how a map you uploaded to the Map Center is ranked.
Map names can be edited in the Design Room p. 33 . Map names will be seen by others and should not use personal information.
Place units and terrain to create your own original map.
Choose a map
Maps Received in Trade Number of Armies
Select a slot for your map from the map list. Information on maps in the list is shown on the top screen.
Clear Map Data
Save a created map.
Load a saved map.
Pre-Deployed Maps with units already in the field. With Rules
Maps with predetermined rules.
Edit Name Change the name of the map. Fill
Change Size Change the size of the map.
Fill the entire map with a specific terrain type. Choose Auto to create a random map.
If a map contains at least one unit, factory, port, or airport for each army, then it can be played.
Create a Map
Set Rules Set the map rules. End
Reset Rules Return rules to their default settings.
Quit and leave the Design Map mode.
AI / Paint
Switch unit / terrain lists
Change CO hair and clothing colors.
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In Records, you can view your play history, access the music player, and delete all of your game data. In Options, you can adjust different game settings.
Units equipped with two weapons will automatically switch between them.
Unit Data: Ground Units
Infantry None Vision: Cost: 1,500 Weapon One: Range: 1 Ammo: 0 Weapon Two: Machine Gun 2 Mobility: Cost: 3 2,500 Fuel: 99
The cheapest units to deploy. They can capture properties. Their vision increases by 3 in mountains. A somewhat powerful foot soldier. They can capture properties. Their vision increases by 3 in mountains.
Weapon One: Bazooka Ammo: 3 Weapon Two: Machine Gun Range: 1 Bike Vision: 2 Mobility: Cost: 2 2,500 Fuel: 70
View details of your combat history. Depending on your style of play, you may gain medals and titles.
Music Player Reset All
Weapon One: None Range: 1 Vision:
Ammo: 0 Weapon Two: Machine Gun 2 Mobility: Cost: 5 4,000 Fuel: 70
Infantry units with high movement range. They can capture properties.
You can hear music from the game. The music available will increase the farther you progress in Campaign mode p. 21 . Delete all of your saved game data p. 8 . Warning: Deleted game data is gone forever and cannot be restored.
Weapon One: None Range: 1 Vision:
Ammo: Weapon Two: Machine Gun 5 Mobility: Cost: 8 7,000 Fuel: 80
Designed for reconnoitering purposes. They have good movement and vision ranges.
Weapon One: Tank Gun Ammo: 6 Weapon Two: Machine Gun Range: 1 Vision: 3 Mobility: Cost: 6 Fuel: 70
Nimble, inexpensive tanks with a large movement range. They are a useful vehicle in nearly any circumstance. Midsize tanks with high offensive and defensive ratings.
Adjust various game settings like music volume, grid-line display, etc. Tap to check the mic. Tap to return game settings to their defaults.
Weapon One: Heavy Tank Gun Ammo: 5 Weapon Two: Machine Gun Range: 1 Vision: 2 Mobility: Cost: 5 Fuel: 50
Weapon One:Mega Gun Ammo: 5 Weapon Two: Machine Gun Range: 1 Vision: 2 Mobility: Cost: 4 6,000 None Fuel: 50 Fuel: 50
The strongest of all tanks. They possess the highest offensive and defensive ratings of any ground unit. Indirectcombat units that fire upon enemies from a distance. They cannot move and attack in the same turn.
Weapon One: Cannon
Ammo: 6 Weapon Two: 3 Mobility: 5
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7,000 None Fuel: 60
Weapon One: Cannon Range: 1 Vision:
Ammo: 6 Weapon Two: 3 Mobility: Cost: 6
Specialized units that are powerful against air units. They are vulnerable to tank attacks.
13,000 Weapon Two: 8 9,000 Fuel: None 99
Weapon One: Machine Gun Ammo: 9 Range: 1 Vision: 4
Unique air units that can fire on both ground and air units. They possess medium firepower.
11,000 None Fuel: 50
Weapon One: Cannon Range: 1-3 Rockets Vision:
Ammo: 6 Weapon Two: 2 Mobility: Cost: 4
Specialized units that are powerful against tanks. They can counterattack when fired upon by directcombat units. Indirectcombat units with a large range of fire. Theyre very powerful and can attack both land and naval units.
Weapon One: Air-to-Ground Missiles Ammo: 6 Weapon Two: Machine Gun Range: 1 Vision: 2 Mobility: Cost: 6 5,000 None Fuel: 99 Fuel: 99
Inexpensive air units that can fire on both ground and naval units.
15,000 None Fuel: 50
Transport Copter Weapon One: Range: 0 None Vision:
Weapon One: Rockets Ammo: 5 Weapon Two: Range: 3-5 Missiles Vision: 3 Mobility: Cost: 5
Ammo: 0 Weapon Two: 1 Mobility: 6
Specialized units that can carry one infantry or mech unit. They have no weapons and cannot fire.
Weapon One: Anti-Air Missiles Ammo: 5 Weapon Two: None Range: 3-6 Flare None Vision: Vision: 5 Mobility: Cost: 5 5,000 Fuel: 50
Indirectcombat units that can only fire on air units. They have a large attack range.
Unit Data: Naval Units
Battleship Cost: 25,000 None Fuel: 99 Weapon One: Cannon Ammo: 6 Weapon Two: 3 Mobility: Cost: None Vision: 5 Range: 3-5 Carrier Vision:
Weapon One: Range: 1 Rig
Ammo: 3 Weapon Two: Machine Gun 2 Mobility: Cost: 5 5,000 None Fuel: 99 Fuel: 60
Can fire flares that dispel Fog of War. The flare will reveal everything in a 2-square radius of the square where it lands. Can transport one infantry or mech units. Supplies all units in adjacent squares. Can build temporary ports and airports.
The only indirect-combat unit that can fire and move in the same turn. They possess a very large range of fire. Specialized unit that can transport up to two air units. Units recover HP while being transported. Carriers can also build seaplanes.
Weapon One: Range: 1 Sub Weapon One: Range: 0 None Vision: Ammo: 0 Weapon Two: 1 Mobility: 6
Ammo: 0 Weapon Two: Anti-Air Gun 4 Mobility: Cost: 5 Fuel: 99
20,000 None Fuel: 70
Weapon One: Torpedo Ammo: 6 Weapon Two:
Unit Data: Air Units
Fighter Cost: 20,000 Weapon One: Anti-Air Missiles Ammo: 6 Weapon Two: None Range: 1 Vision: 5 Mobility: Cost: 9 Fuel: 99
Naval units that can dive beneath the surface. When submerged, they can only be seen by adjacent units. Naval units effective against both subs
Direct-combat units that are very strong against other air units. They possess the largest movement range of all units. Powerful air units that can bomb both ground and naval units.
Weapon One:Anti-Ship Missiles Ammo: 9 Weapon Two: Anti-Air Gun and air units. They can transport up to two Range: 1 Vision: 5 Mobility: Cost: 6 6,000 Fuel: 99
20,000 None Fuel: 99
Weapon One: Bombs Range: 1 Vision:
Ammo: 6 Weapon Two: 3 Mobility: Cost: 7
Weapon One: Anti-Ship Missiles Ammo: 1 Weapon Two: None Range: 1 Vision: 2 Mobility: Cost: None Vision: 7 Fuel: 99
Ships that can fire on other naval units. They can carry one infantry or mech unit at a time.
15,000 None Fuel: 40
Weapon One: Missile Range: 1 Vision:
Ammo: 3 Weapon Two: 4 Mobility: 7
Versatile air units that can fire on all unit types. They are produced by carriers.
10,000 None Fuel: 99
Weapon One: Range: 0
Specialized naval units that cannot attack, but can transport up to two ground units at a time.
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The most common type of terrain. Its easy terrain for ground units to cross, but provides almost no defensive cover.
Wide, flowing bodies of water that crisscross the land. Infantry and mech units are the only ground units that can traverse them.
Paved pathways that provide ground units the means to traverse maps without hindrance. They provide no defensive cover.
Strips of land bordering seas where landers can load and unload units.
Small groups of surviving trees. They provide excellent cover in Fog of War. When Fog of War is present, ground units in woods can only be seen by units adjacent to them.
Turbulent waters traversable by air and naval units. Naval unit movement is decreased when traveling through these areas.
Mountains provide great vantage points for infantry and mech units. These units increase their vision ranges by 3 while in mountains.
Patches of dense sea fog that provide excellent hiding places for naval units. Naval units in mist can only be seen by units adjacent to them.
Areas of shattered earth. Only infantry and mech units can pass through them without hindrance.
Rock-filled stretches of sea that provide excellent hiding places for naval units in Fog of War. When Fog of War is present, naval units in reefs can only be seen by adjacent units.
The remnants of destroyed buildings. They provide excellent cover in Fog of War. When Fog of War is present, ground units in ruins can only be seen by units adjacent to them.
Places where people used to live. Cities captured by your army or an allied army can provide repairs and supplies to ground units that stop there.
Tall pillars of flame. Units cannot pass through them. They dispel Fog of War for a 5-square radius.
Facilities that can be used to increase your armys combat abilities. Capture them to boost your armys firepower.
Gentle, flowing oceans that can only be traversed by naval and air units.
Facilities that can be used to improve your armys intelgathering efforts. In Fog of War, a captured radar facility will increase your armys vision range.
Bridges provide ways for ground units to cross over bodies of water. If a bridge is built over a sea, naval units can pass beneath it.
Abandoned silos that can be captured by infantry units and used to fire a powerful missile. The missile will damage any unit within 2 squares of its landing space.
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A beam of unknown, impassable energy. Destroy one of the meteor shards adjacent to a beam to make it vanish.
Map Design TAKAYUKI NAKAYAMA (ENGINES Inc.) TOSE CO., LTD. Graphic Support HIROMI TANAKA TOSHITAKA MURAMATSU Sound Composition YOSHITO HIRANO Sound Effect MASANOBU MATSUNAGA Project Assistance MASAYUKI HORIKAWA TAKANORI HINO TSUTOMU KITANISHI Publicity YUSUKE KITANISHI RYUTA KAIMOTO Artwork SACHIKO NAKAMICHI AKI SAKURAI CHIHARU SAKIYAMA NOA Localization Management Leslie Swan Nate Bihldorff Bill Trinen NOA Localization Tim OLeary Alan Averill Erik Peterson Kevin Sullivan Gema Almoguera
Debug SUPER MARIO CLUB TAKUJI HOTTA MANABU MATSUMOTO YUKI TANIKAWA TOSHIYUKI KAWAGUCHI YONDO KANAYAMA DIGITAL Hearts Co.,LTD YUSUKE OZAWA HIROMI TANAKA Technical Support AKIRA KINASHI NORIHITO ITO RYO YAMAGUCHI Special Thanks TOSHIYUKI NAKAMURA KENJI NAKAJIMA KENJI YAMADA YURIE HATTORI SHINGO MATSUSHITA HIDEAKI ARAKI CHIKO BIRD NOA Treehouse JOHN MULLEN HITOMI NAITOH PATRICK SHIELDS MINORU NODA MAKOTO SHIMOJO Supervisor JEFF MILLER Executive Producer RYOUICHI KITANISHI SATORU IWATA
ALL RIGHTS, INCLUDING THE COPYRIGHTS OF GAME, SCENARIO, MUSIC AND PROGRAM, RESERVED BY NINTENDO ANDINTELLIGENT SYSTEMS.
The commander of the New Rubinelle Army. An arrogant authoritarian who believes himself a superior human being, his hunger for power knows no limits.
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WARRANTY & SERVICE INFORMATION
You may need only simple instructions to correct a problem with your product. Try our website at support.nintendo.com or call our Consumer Assistance Hotline at 1-800-255-3700, rather than goingto your retailer. Hours of operation are 6 a.m. to 7 p.m., Pacific Time, Monday - Sunday (times subject to change). If the problem cannot be solved with the troubleshooting information available online or over the telephone, you will be offered express factory service through Nintendo. Please do not send any products to Nintendo without contacting us first. HARDWARE WARRANTY Nintendo of America Inc. (Nintendo) warrants to the original purchaser that the hardware product shall be free from defects in material and workmanship for twelve (12) months from the date of purchase. If a defect coveredby this warranty occurs during this warranty period, Nintendo will repair or replace the defective hardware product or component, free of charge.* The original purchaser is entitled to this warranty only if the date of purchase is registered at point of sale or the consumer can demonstrate, to Nintendos satisfaction, that the product was purchased within the last 12 months. GAME & ACCESSORY WARRANTY Nintendo warrants to the original purchaser that the product (games and accessories) shall be free from defects in material and workmanship for a period of three (3) months from the date of purchase. If a defect covered by this warranty occurs during this three (3) month warranty period, Nintendo will repair or replace the defective product, free of charge.* SERVICE AFTER EXPIRATION OF WARRANTY Please try our website at support.nintendo.com or call the Consumer Assistance Hotline at 1-800-255-3700 for troubleshooting information and repair or replacement options and pricing.* *In some instances, it may be necessary for you to ship the complete product, FREIGHT PREPAID AND INSURED FOR LOSS OR DAMAGE, to Nintendo. Please do not send any products to Nintendo without contacting us first. WARRANTY LIMITATIONS THIS WARRANTY SHALL NOT APPLY IF THIS PRODUCT: (a) IS USED WITH PRODUCTS NOT SOLD OR LICENSED BY NINTENDO (INCLUDING, BUT NOT LIMITED TO, NON-LICENSED GAME ENHANCEMENT AND COPIER DEVICES, ADAPTERS, AND POWER SUPPLIES); (b) IS USED FOR COMMERCIAL PURPOSES (INCLUDING RENTAL); (c) IS MODIFIED OR TAMPERED WITH; (d) IS DAMAGED BY NEGLIGENCE, ACCIDENT, UNREASONABLE USE, OR BY OTHER CAUSES UNRELATED TO DEFECTIVE MATERIALS OR WORKMANSHIP; OR (e) HAS HAD THE SERIAL NUMBER ALTERED, DEFACED OR REMOVED. ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED IN DURATION TO THE WARRANTY PERIODS DESCRIBED ABOVE (12 MONTHS OR 3 MONTHS, AS APPLICABLE). IN NO EVENT SHALL NINTENDO BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY IMPLIED OR EXPRESS WARRANTIES. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATIONS MAY NOT APPLY TO YOU. This warranty gives you specific legal rights. You may also have other rights which vary from state to state or province to province. Nintendos address is: Nintendo of America Inc., P.O. Box 957, Redmond, WA 98073-0957 U.S.A. This warranty is only valid in the United States and Canada.
NTR_Advance Wars DoR_Manual.indd45-46 45-46
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Marching behind the GBA sequel (and in step with the GameCube's Battalion Wars), Dual Strike drafts the DS for service in Nintendo's anime-inspired Advance Wars brand of turn-based combat. The game presents overviews and air battles in the upper display, with ground movements and interactive tactical maps in the lower touch screen. Multiplayer warfare is supported wirelessly. A single-player campaign follows a storyline involving both new and familiar "Commanding Officer" characters, and a map editor is included for when the wars have all been won. Dual Strike also offers a real-time mode, designed to reward fast fingers and quick-thinking as well as solid strategy. ~ T.J. Deci, All Game Guide
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