| Mission 26: Sunrise
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| Player
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Will
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| Enemy
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Caulder
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| Game Mode
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Campaign
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| Terms
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Destroy the Owl's Nest or all enemy units
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| Weather
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Clear
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| Fog of War
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Inactive
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Sunrise(Days of Ruin), or Beam of Light(Dark Conflict), is the twenty-sixth and final mission of Advance Wars: Days of Ruin. Upon completing this mission, Caulder is unlocked as a playable CO in Free Battle and multiplayer. It features the Owl's Nest, and is the only mission to do so.
In-Depth
The Owl's Nest
The Owl's Nest has seven total weapons, five of which are destructible cannons and two of which are indestructible mortars. Destroying all five cannons will destroy The Nest, winning the mission. Like the similar stationary weapons in the previous games, such as Lasers or Black Cannons, none of these weapons can destroy units, instead leaving them at the lowest possible HP.
Cannons
The Nest has five destructible cannons, three fixed cannons in the middle of the Nest and two rotating cannons on the outside that rotate each day. These cannons do 8 HP of damage to any unit they hit in a straight line. The fixed cannons will alternate each day, starting with the leftmost cannon, and will never fire out of turn. The rotating cannons will also attempt to alternate firing each day. If a rotating cannon does not fire on its turn, the other will fire instead if possible, and if a middle cannon does not fire on its turn, both rotating cannons may fire. Destroying all five cannons will destroy the Nest, winning the mission.
Mortars
The Nest has two indestructible mortars behind its rotating cannons. These mortars can fire a shot similar to a Missile Silo 3 tiles to either side and all the way down, dealing 5 HP of damage to the most expensive cluster of player units. They will attempt to alternate each day, but may attack out of term if the other mortar did not fire, similar to the rotating cannons.
Unit Deployment
At the beginning of each day, the Nest will produce a unit on each of the entrances on the columns near the middle in a set order. These entrance tiles are otherwise impassible, but the units built on them can stay on them if they wait or attack on them. The left entrance will always produce a ground unit, while the right entrance will always produce an air unit. If the tile is blocked when it would produce a unit, that unit will not be produced.
Pre-Deployed units