Preparing for Combat
Insert the *ADVANCE WARS 2: Black Hole Rising* Game Pak into your Game Boy Advance and turn the power ON. The GAME BOY logo appears, followed by a Language Selection Screen. •
Use the Control Pad to select a language (English, Français, Deutsch, Español, or Italiano).
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Press START on the Title Screen to move to the Select Mode Screen.
Select Mode Screen
*ADVANCE WARS 2: Black Hole Rising* offers six game modes. •
Use the Control Pad to select a mode.
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Press the A Button to confirm your choice.
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A sub-window with further choices may be displayed depending on the mode.
Note: In some sub-windows, you can only select NEW when starting the game for the first time.
Saving
There are two ways to save game data: by completing a mission or by selecting SAVE from the Map Menu during a mission.
Completing a Mission
When you finish a mission, you will be asked if you want to save your game data.
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Use the Control Pad to select YES.
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Press the A Button to confirm your choice.
Map Menu
You can save your game data at any point during a battle.
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Select the SAVE command from the Map Menu.
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Press the A Button to confirm.
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Restore your game by selecting CONTINUE from the Select Mode Screen.
Note: Games played in Link Mode cannot be saved.
Combat Mechanics
Battles consist of Commanding Officers (COs) issuing orders to their troops, followed by the enemy CO doing the same. A day ends when all COs are finished. This process continues until a victor emerges.
Armies
Five separate armies appear in *ADVANCE WARS 2*: Orange Star, Blue Moon, Yellow Comet, Green Earth, and Black Hole (enemy). You give orders to all soldiers, except the enemy army, via your Commanding Officers. Battle Outcome
Mission Complete (Victory)
There are two main ways to win a mission: HQ Capture or Enemy Rout.
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HQ Capture: Move an INFANTRY or MECH unit onto the enemy field HQ and select CAPT.
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Enemy Rout: Defeat all deployed enemy units.
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Base Capture: Depending on rule settings and the map, you may win by capturing a pre-determined number of properties.
Mission Failure (Defeat)
There are three ways to lose: HQ Capture, Rout, and Surrender.
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HQ Capture and Rout: Conditions are the same as for victory.
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Surrender: Choose YIELD from the Options Menu on the Map Menu.
Note: The terms for victory vary between game modes.
Units and Resources
Soldiers, vehicles, and artillery on the map represent entire units. Each unit starts with 10 HP (Hit Points).
War Funds
War funds are collected from properties (bases, cities, HQ, etc.) controlled by each army.
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Funds are added to your total at the start of every turn.
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Unused funds carry over to the next turn.
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Funds do not carry over from map to map.
Unit Deployment
Units can be deployed from bases, airports, or ports.
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Press the A Button to display the Deployment Menu.
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Use Up and Down on the Control Pad to select a unit.
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Press the A Button to confirm.
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The unit appears on the property and can receive orders on the next turn.
Movement and Orders
Each unit can move once per turn.
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Use the cursor to select a unit and press the A Button.
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The movement range appears; place the cursor on the destination.
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A red arrow traces the unit's path.
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After moving, the Command Menu appears.
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Note: Two units cannot occupy a single space at the same time.
Available orders in the Command Menu include: CAPT (Capture), WAIT, FIRE, SUPPLY, JOIN, LOAD, and DROP.
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Use Up and Down on the Control Pad to select an order.
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Press the A Button to confirm.
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Once a unit is ordered to WAIT, it cannot receive further orders until the next turn.
Gas
Fuel consumption rules vary by unit type:
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Ground units: Burn fuel only when ordered to move.
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Air and naval units: Consume fuel every turn.
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Check the fuel status on the Cursor Intel Window to prevent crashes or sinking.
Cancelling Movement Orders
You can cancel movement orders until you give secondary orders from the Command Menu.
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Normally, units do not consume fuel if movement orders are cancelled.
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In FOG OF WAR, units consume fuel even if movement orders are cancelled.
Specific Commands
Capture (CAPT)
The Capture command appears when you move an infantry or mech unit onto a neutral or enemy property.
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Confirm with the A Button to begin securing the property.
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Each property has a capture number, reduced each turn by the HP of the capturing unit.
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An infantry or mech unit with 10 HP captures a property with a capture number of