Fear Experiment
Mission Info
Game Mode Campaign
Term(s) Wipe out all enemy units
Properties 6 Neutral Cities, 1 Neutral Factory
Weather Clear
Fog of War No
Commanding Officers
CO 1 Will
12th Battalion, Player
CO 2 Penny,
IDS, Enemy

Fear Experiment is the sixth mission in Advanced Wars: Days of Ruin.


After Dr. Morris and the rest of New Wolfington join the 12th Battalion, the group plans their next move for survival. Dr. Morris brings up the dinosaur extinction theory and how they became extinct due to the initial impacts of the meteors and the lack of vegetation. Fortunately, he knows of an automated crop factory that will help them produce enough food for a good amount of time, unlike the luckless dinosaurs. Their search for the factory is interrupted by a group of unknown military personel who move in to attack.

Following the battle, the group makes an unsettling discovery that further endangers them.

New Units






Your first priority should be to capture the cities and factory as quickly as possible. Since are the sole owner of a factory, you have the advantage. Create units depending on the situation, though you'll likely be making a mech, tank, or additional artillery. Let the enemy come to you, and set your tanks out with your artillery guarding them. Destroy the tanks and recons first, and then eliminate the infantry and bike without getting in range of the mechs. You'll likely be fighting in two different areas: at the cities near the factory, and the cities at the bottom. Try not to let your units get damaged too much and make sure to have 11000 funds ready by the next turn, because once all enemies have been destroyed, Penny will be given reinforcements, and you will be given the ability to create Anti-tanks. These units are extraordinary for their cost and capabilities. As the name suggests, they can easily eliminate tanks and hold their own against direct attacks, albeit do not let a mech have the first strike on them. At this point, make sure no units are too close to the east side of the map when your turn ends. Pull them back and make an artillery/anti-tank killzone and force the enemy into it, allowing for a relatively easy victory.

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