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1. Version History
2. General Knowledge
3. Frequently Asked Questions
4. General Strategies

5. Campaign
5.1 Orange Star 5.1.1 Cleanup 5.1.2 Border Skirmish 5.1.3 Orange Dawn
5.1.4 Flak Attack
5.1.5 Lash Out 5.1.6 Andy's Time
5.1.7 Test of Time
5.1.8 Liberation
5.2 Blue Moon
5.2.1 Reclamation 5.2.2 Toy Box 5.2.3 Tanks!!!
5.2.4 T Minus 15
5.2.5 Neotanks?!
5.2.6 Nature Walk
5.2.7 Two-Week Test (A rank) 5.2.8 Factory Blues
5.3 Yellow Comet
5.3.1 Silo Scramble 5.3.2 Sensei's Return
5.3.3 Show Stopper
5.3.4 Duty and Honor 5.3.5 Foul Play
5.3.6 A Mirror Darkly
5.3.7 Sea of Hope 5.3.8 The Hunt's End
5.4 Green Earth
5.4.1 Sea Fortress 5.4.2 Sinking Feeling
5.4.3 Drake's Dilemma
5.4.4 Rain of Fire 5.4.5 Danger X9
5.4.6 To the Rescue
5.4.7 Navy vs. Air 5.4.8 Great Sea Battle
5.5 Black Hole
5.5.1 Hot Pursuit
5.5.2 Final Front
6. Hard Campaign
7. War Room
7.01 Spann Island 7.02 Moji Island 7.03 Duo Falls
7.04 Sole Harbour
7.05 Pivot Isle
7.06 Land's End 7.07 Kita Straight 7.08 Point Stormy 7.09 Ridge Island
7.10 Mial's Hope
7.11 Bounty River 7.12 Toil Ferry 7.13 Twin Isle
7.14 Dire Range 7.15 Egg Island
7.16 Terra Maw
7.17 Stamp Island 7.18 Rivers Four 7.19 Ring Islands 7.20 Last Mission
7.21 Pay Dirt
7.22 Long Road 7.23 Nest Egg 7.24 The Trident 7.25 Banker Hills
7.26 missile Plains
7.27 Lost Basin 7.28 Risky Vale 7.29 The Ring 7.30 Strong Land
8. CO Tactics and Information
8.1 Orange Star COs 8.1.1 Andy
8.1.2 Sami
8.1.3 Max
8.1.4 Nell
8.1.5 Hachi
8.2 Blue Moon COs 8.2.1 Olaf
8.2.2 Grit
8.2.3 Colin
8.3 Yellow Comet COs 8.3.1 Kanbei
8.3.2 Sonja
8.3.3 Sensei
8.4 Green Earth COs
8.4.1 Eagle
8.4.2 Drake
8.4.3 Jess
8.5 Black Hole COs
8.5.1 Flak 8.5.2 Lash
8.5.3 Adder
8.5.4 Hawke
8.5.5 Sturm
9. Units tactics and information
9.1 Ground units 9.2 Sea units 9.3 Air units
10. Records
10.1 War Room Records
11. Secrets
11.1 Unlocking COs 11.2 Lab Map Locations 11.3 Flashing Menus
12. Other Things
12.1 Contacting Information/Contribute? 12.2 Thank you 12.3 Contributors 12.4 Legal Inforamtion

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Advance Wars 2: Black Hole Rising Complete Campaign Walkthrough

By: Lars Barlindhaug

5. Campaign

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5.5 Black Hole
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------ Index: ------
5.5.1 Hot Pursuit
5.5.2 Final Front

-------------------------------------------------------------------
5.5.1 Hot Pursuit
-------------------------------------------------------------------
Strategy no.1 by pugamber@yahoo.co.uk
-------------------------------------------------------------------
Rank: S
CO: Andy (Sami and Andy are not recommended) (right) Grit (Colin and Olaf are not recommended) (middle) Drake (Jess and Eagle are not recommended) (left) vs: Sturm
Level: ***** *
Speed: 83/100 32 days
Power: 100/100
Technique: 100/100
-------------------------------------------------------------------

General tactic was to build a couple of infantry units with Grit, then ONLY rockets, moving them up and taking out the cannons at the front. No units for Drake on the first go, Subs on the second, and sacrificing it, so that you gain the tsunami. Halves fuel, strands submarines and tanks. (You can do this again later, (move units into range of the black cannons. They never die, so you CO power just goes up) and then the enemy runs out of fuel just outside the outer ring of piping!) Eventually build B-ships, run them up the left and take out the lasers and rockets. But don't take the lasers out until you're ready with about 6-8 Grit-rockets by the exit... Andy's job is to take out the right hand side navy, right side laser, and DECOY! Once you've built a battleship to go up the right and take out the laser, build Neotanks and Bombers. Whenever Sturm looks like he's bout to use his meteor strike, bunch them all up so he hits them, and not Grit's amassed rockets. Use his CO power/cities to repair all the units, and wait for the hit.

To finish up, (having let the enemy out and blown them all up, either with Drakes B-ships off the west coast, or Grits Rockets out the centre...) move all your rockets (should have about 8 for Grit, extras from the other two if you had time/cash) right up to the outer pipe, using bombers and Neotanks as decoys for the Black Cannons. Once you have each opening jammed with 2 rockets, use Grit's Super Snipe (You DID save up the CO power, right? Well, you should read thru the whole help before you start!) and take out all the BC's in one turn!

I managed to do this with a ridiculous amount of cash left for each side (80k+), and was doodling around trying to get Sturm's units into the lasers (didn't work...)

Lost a rocket or two of Grit's (charging Sturm Med Tank), a Drake Sub (Trying to take out navy that way, don't bother... Build Rockets, and give the B-Ship too many targets) and an Andy Rocket or two...

-------------------------------------------------------------------
Strategy no.2
-------------------------------------------------------------------
Rank: A
CO: Max (Sami and Andy are not recommended) Grit (Colin and Olaf are not recommended) Eagle (Jess and Drake are not recommended) vs: Sturm
Level: ***** *
Speed: 96/100 24 days
Power: 68/100
Technique: 100/100
-------------------------------------------------------------------
In this map you'll have the most use for Grit and Eagle, so leave a lot of bases for them. Don't break the inner pipe seams, that will only make the enemy comes after you with a lot of neotanks. Take out the black cannons form between the pipes with Grit's rockets.

---- Max: ----
Don't capture too much cities as mentioned above. Concentrate your building on neotanks if you've got them. If not build md. tanks and tanks.

----- Grit: -----
Capture the two factories to the north-east of Grit's HQ. Start building rockets, leave one rocket near your HQ to take out the battleship, cruiser and sub (battleship first). Then take out the small cannons, then the pipe seam (out of the big cannon's fireing range, they overlap each other so be careful) When the small cannons are destroyed capture the cities that were in their fore range. Go through the pipe seam with your rockets and get help from Max to take out the west laser, then go for the black cannons.

------ Eagle: ------
As Eagle you'll need to be a bit clever to lure the cruiser. On the first day build an infantry and move it west towards the bases. Then build a t-copter on the second day and send it north to block the cruiser. Destroy the cruiser with a bomber you have to build the third day. Then continue making bombers. Go for the small cannon, then pipe seam, then finally the laser, missile, rocket, and two md. tanks.

If you feel like you have enough units you can break one of the inner pipe seams and try to increase your power score. Keep in mind this will most likely decrease your speed and Technique score.

 

  Advance Wars 2 - Black Hole Rising

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