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User manual NINTENDO ADVANCED WARS- DUAL STRIKE

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User guide NINTENDO ADVANCED WARS- DUAL STRIKE

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Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com 58292A PRINTED IN USA INSTRUCTION BOOKLET OUTSIDE BACK COVER OUTSIDE FRONT COVER 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 WARNINGS 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 don't 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. Controls SELECT ·Display Map Menu Getting Started START ·Skip dialogue and cinema scenes ·Display overhead map Top screen POWER Button L Button ·Move cursor to next unit R Button ·Display intel windows Confirm that your Nintendo DS is turned off. Insert your Advance Wars: Dual Strike Game Card and turn the power on. Read the screen pictured to the right when it appears, then touch the screen when you are ready to proceed. · Press and hold the POWER Button to turn the power off. On the Nintendo DS system menu, touch the Advance Wars: Dual Strike panel. After a brief cinema scene, the title screen will appear. · If your system start up has been set to Auto Mode, you can skip this step. See the Nintendo DS hardware instruction booklet for more information. When Touch to Start appears on-screen, simply touch the Touch Screen to begin. There are 11 different modes to choose from on the modeselection screen. Touch the Turn icon to turn the page. · See page 18 for information on each mode. X Button ·Turn Page (during map selection) + Control Pad ·Move cursor ·Make selections A Button ·Confirm selections ·Select a unit ·Display map menu (when terrain or a nonproduction property is selected) Touch Screen ·All touch-screen control Y Button ·Turn page when selecting maps B Button Sleep: Close your Nintendo DS to activate Sleep Mode. Open it to resume playing. ·Cancel selections Reset: Press and hold START, SELECT, and the L and R Buttons to reset the game. ·Display attack range (when unit is selected) Touch Controls ·Make units transparent (when terrain is selected) Touch controls typically take effect once you lift the stylus off the screen. 4 In this instruction booklet, screen shots with a red border represent the top screen and screen shots with a blue border represent the Touch Screen. 5 Saving There are two ways to save game data: completing a mission or selecting Save from the map menu during a mission. Completing a Mission When you finish a mission, you will have the option of saving your progress. Rules of Engagement The game screen is divided into a grid of square-shaped spaces that represent HQs, bases, properties, and terrain like mountains and seas. Take these features into account when you move your units. The objective of the game is to complete your mission on each map. If you fail to complete your mission, the game is over. Game Screen In DS Battle maps, the top screen will show a second map, called the secondary front. Unit Window ·This window appears when you move the cursor over a unit. Touch the R Info icon on the touch screen to get additional intel. Map Menu Select the Save command from the Map Menu. Terrain intel ·Displays terrain intel on currently selected space. CO power meter Your CO Current funds Cursor window Your unit Factory Enemy unit Clear All Saved Game Data If you want to delete all of your saved data, press and hold SELECT, the L Button, and right on the + Control Pad when you touch the Advance Wars: Dual Strike panel on the Nintendo DS system menu. You will be given the option to erase all saved data. Cursor Your HQ Unit Unit HP Unit Fuel Ammunition Terrain type Terrain Terrain Cover Capture number FPO 7 6 Victory and Defeat There are units from five different nations in all. Battles consist of a CO issuing orders (fire, move, capture, etc.) to her troops, then waiting while the enemy CO does the same. When both COs are finished, the day ends. The cycle continues until a victor emerges. Mission Complete (Victory) Capture Enemy HQ / All Enemies Defeated Mission Failure (Defeat) HQ Captured by Enemy / All Troops Defeated / Surrender ·These conditions may change depending on the map or the game mode. Orange Star Blue Moon Yellow Comet Green Earth Black Hole Tag Battles Tag Battles allow you to use two different COs in a single battle. At the end of your turn, touch Change to pass command to the other CO. By building up both CO Power meters and using the Dual Strike power, both COs can attack and use their Super CO Powers in a single turn. Fog of War Each unit has a vision range. In missions with Fog of War enabled, anything that falls beyond that range of vision is obscured by the Fog of War and cannot be seen. Vision ranges vary for each unit. You cannot attack units that are not within your vision range. Setup Before beginning a battle, you must deploy your troops. After making your adjustments, touch Deploy. Note: not all missions and modes require setup before deployment. Infantry and Mech Vision Ranges Infantry and mech units normally have a vision range of 2. This means they can scout two spaces around them. When these units climb a mountain, their vision range expands to five spaces. Ambushes In Fog of War battles, a unit moving to a space outside its vision range may encounter a hidden enemy unit. When this happens, that unit is ambushed--it stops immediately and cannot accept any commands until the next turn. War Funds DS Battle Some battles feature action on both the top screen and the Touch Screen. These missions are called DS Battles. In a DS Battle, the Touch Screen is the main front and the top screen is the secondary front. ·In these battles, touch the X Swap icon on the Touch Screen to switch the top-screen display between the secondary front and the intel screen. ·Use the cursor to select units, and then touch the R Info icon to get more detailed intel on the selected unit. At the start of each turn, war funds are collected from properties (bases, cities, HQ, etc.) controlled by your army. These funds are added to your total and can be used to produce more units. Note: war funds carry over from turn to turn but not from one mission to the next. 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 CO's rank increases by one level each time his experience-point total hits 1000. 8 9 Units 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. Command Menu 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. Capture 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. Fire 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 unit's 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 can't 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 can't return fire against units attacking them directly. The range of fire of indirect-combat units differs between unit types. Unit Movement 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. Supply Gas 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. 10 11 Join 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. Hide 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. Repair Load 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. Explode Black bombs are the only units capable of exploding. The bombs explode upon command, damaging all units within the blast radius. Drop 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 you'll unload. Send 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 can't 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. Second Front Send Primary Front Dive Submarines are the only units with the ability to dive. The only units that can attack submerged submarines are cruisers and other submarines.. Wait Choose this command when you do not want the unit to take any action. 12 13 Map Menu Touch the A Menu icon to display the map menu. Touch commands to issue them. · The commands that appear vary depending on the mode CO Choose this option to view detailed information on all the COs engaged in the battle. Intel Use the Intel menu to view information about the current battle. Setup Choose the CO you'll send into battle with your forces. Status 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 army's funds. CO Selection 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. XXXXXXXXX Unit 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. Skills 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 CO's 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. XXXXXXXX Hint (Appears in Survival Mode Only) Choose this option to get a hint about the current map. 14 15 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. Yield Surrender the current battle. Music 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 Visuals 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 Save Choose this option to save your progress during a battle. End CO Power Meter Select End when you finish issuing commands to end your turn. Options 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. Delete 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 Deploy your troops with your current setup. 16 17 Game Modes Campaign 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. Versus 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 War Room 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. Skills 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. 18 *In DS Battles, the secondary front can be set to CPU control or player control. 19 Survival 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. Controls + 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 Rules 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. Money Clear a series of maps using only a preset amount of money. Turn Clear a series of maps using only a preset number of turns. Battle Maps 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. Time Clear a series of maps within a given time limit. Combat 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. History 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! 20 21 Wireless 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. Download 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. DS Battle (2 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. Messages You can assign personal messages to each of the system buttons and send them to opponents during battle. On the message screen, touch a message, then input whatever text you want. Trade Maps One Nintendo DS system and one Advance Wars: Dual Strike Game Card is required for each player. This mode allows you to send an original map created in the map editor to one other player. On the map­trading screen, player one must choose who will send the map. The sender must then touch a map to send. The player receiving the map must choose a place to save the map. Sound Room Go to the sound room to listen to all the different sounds and music used in the game. This menu appears after you clear Campaign mode and purchase the Sound Room at Battle Maps. Touch a song name to hear the song. 22 23 Gallery This menu appears after you clear Campaign mode and purchase the Gallery at Battle Maps. Here, you can view the art used in the game. Flip between illustrations or touch the R Info button to hide menu displays. Place Unit Delete Unit Copy Unit Touch the Select Unit icon and touch any unit in the list. Next, touch the Place Unit icon, then touch a location on the map where you want it placed. To place terrain, use the Select Terrain and Place Terrain icons. Touch the Delete Unit icon, then touch the unit you want to delete. Touch the Copy Unit icon. Next, touch the unit you want to copy, then touch where you'd like to place the unit. To copy terrain, use the Copy Terrain icon. Design Room Enter the Design Room to change CO clothing designs, create original maps, or change in-game wallpapers. Touch an option to access its features. Menu Window File Help Fill Load: Load a saved map. Save: Save the current map. Up to three maps can be saved. Enter Name: Name the map you've created. Get information on using the editing tools. Write over the entire map with the chosen terrain. You can also choose random terrain. Return to the mode selection screen. CO Choose this option to change CO hair and clothing color using color options purchased at Battle Maps. Just choose a CO, then touch a color number. Map Use the map editor to create your own original map. The maps you create can be played in Versus, Wireless, and Trade Maps modes. Exit 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. Display 24 Copy Unit Place Unit Delete Unit Select Unit Copy Terrain Place Terrain Select Terrain New wallpaper is earned based on how you cleared Campaign mode. Choose display to change the game's visuals using those wallpapers. 25 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. 26 27 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. Game-Selection Screen 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. Game-Confirmation Screen 28 29 APC Cost ­ Ammo Vision 1 Cost Ammo Vision 1 Cost Ammo Vision 1 Cost Ammo 2 Cost 5 5 Cost Ammo Vision 4 9 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 can't 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 Land Units 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 8 1 Cost Ammo Vision 1 Cost Ammo Vision 1 9 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. They're 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 Vision 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. 99 range of movement, making them easy to deploy in large numbers. Air Units Fighter Weapon One Fire Weapon One Fire Missiles 1 Bomber Bombs 1 Ammo Vision 2 Cost 6 3 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 30 Battle Copter Weapon Air-to-Surface Ammo Missiles One Fire 1 Vision which makes them invaluable in the field. 31 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 1 0 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. Terrain Intel 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 they're 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 Naval Units 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 4 9 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 Vision 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 32 Fire 3-8 units at a time, resupplying them in the process. It also boasts extremely long-range indirect attack capabilities against air units. Shoals 33 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 enemy's HQ. CO Dossier Likes Dislikes 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. Rachael 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 Jake A young, energetic CO who is also a top-notch tank commander. He fights best on wide-open plains. Clubbing Easy listening 34 35 Max 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. Sami 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 Grit 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 Sensei 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 Moon's rich boy CO and Sasha's 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 Colin's 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 Grimm 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 Kanbei's 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 36 37 Javier 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 Eagle Green Earth's daring pilot hero. Air units use less fuel and have superior firepower, but naval units have weaker firepower. Koal 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 Hawke 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 Jess 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 Jugger 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 Lash Kindle Jugger and Koal's commanding officer. Has a blunt, queen-like personality. Excels at urban warfare. Anything chic Anything passé The wunderkind of the Black Hole forces. She invented most of the Black Hole's new weapons. Skilled at taking advantage of terrain features. Getting her way Not getting her way 38 39 Important Legal Information REV­D Warranty & Service Information REV­P 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.

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