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(@@{@@| [@@ @$@$$v || A Gameplay Guide || ------------------------------------------------------------------------------- =============================================================================== ::::::::::::::::::: CONTENTS :::::::::::::::::::::::::::::::::::::::::::::::::: This guide has been designed to allow you to access the information you need as easily as possible. Each section has been allocated a code, as listed in the table of contents below; just copy it into your browser's - or text editor's - search function, parentheses and all, and it will get you directly to the relevant section. If you are looking for help with a general issue, start with Section IV - it has a quick rundown of some of the most common problems people are likely to run into during the course of playing the game. I. REVISION HISTORY >>>>>>>>>>>>>> (GHI) II. TRANSLATION NOTES >>>>>>>>>>> (GHII) III. GAMEPLAY BASICS >>>>>>>>>>> (GHIII) IV. BASIC FAQ >>>>>>>>>>>>>>>>>>> (GHIV) V. IN-GAME MENUS >>>>>>>>>>>>>>>>> (GHV) VI. CONTROLS >>>>>>>>>>>>>>>>>>>> (GHVI) VII. GENERAL GAMEPLAY HINTS >>>> (GHVII) VIII. EQUIPMENT >>>>>>>>>>>>>>> (GHVIII) WANZER TYPES ===================== (WZR) FN-8G "Harby-G" ----------------- (WZR1) SW-46A "Stinger" ---------------- (WZR2) SW-54S "Silver Fang" ------------ (WZR3) SW-58K "Knight Master" ---------- (WZR4) X-D "Dragoon" ------------------- (WZR5) PRIMARY WEAPONS ================== (PRW) 25mm Vulcan (VG) ---------------- (PRW1) 35mm Shotgun (SG) --------------- (PRW2) Laser (LG) ---------------------- (PRW3) Napalm Gun (NG) ----------------- (PRW4) UPGRADES ========================= (UGR) SPECIAL WEAPONS ================== (SPW) Bounce Shot (BNC) --------------- (SPW1) Bazooka (BZS) ------------------- (SPW2) Decoy (DCY) --------------------- (SPW3) Armor Plate (EAP) --------------- (SPW4) Flamethower (FBG) --------------- (SPW5) Grenade Launcher (GRL) ---------- (SPW6) Homing Missile (HMS) ------------ (SPW7) Hard Knuckle (HNP) -------------- (SPW8) Mine Sprinkler (MIN) ------------ (SPW9) Missile Pod (MSP) -------------- (SPW10) Paralyzer (PAL) ---------------- (SPW11) Repair Field (REP) ------------- (SPW12) Ground Seeker (SEK) ------------ (SPW13) Spark Shot (SPS) --------------- (SPW14) Upward Vulcan (UVG) ------------ (SPW15) Wireless Gunpod (WGP) ---------- (SPW16) WANZER ADD-ONS =================== (WAD) GEAR ============================= (GER) OTHER ============================ (OTR) SUPPORT ========================== (SPT) Brenda Lockheart ---------------- (SPT1) Lt. Clark Wilson ---------------- (SPT2) Emil Szynskii ------------------- (SPT3) Luven "Bomber" Al-Habi ---------- (SPT4) Axel Bongo ---------------------- (SPT5) Dr. Akihiko Sakata -------------- (SPT6) Rook, "The Detonator" ----------- (SPT7) Anita Diamonte ------------------ (SPT8) TRANSPORTATION =================== (TRN) IX. WALKTHROUGH >>>>>>>>>>>>>>>>> (GHIX) BERGEN ========================== (O100) Ertothal Harbor ----------------- (O1MA) Arun Mountains ------------------ (O1MB) Orobos -------------------------- (O1MC) Gromund ------------------------- (O1MD) Riese --------------------------- (O1ME) Beeg Army Base ------------------ (O1MF) Bergen Army HQ ------------------ (O1MG) CENKTRICH ======================= (O200) Army HQ ------------------------- (O2MA) Alpine Forests ------------------ (O2MB) Ruben Woods --------------------- (O2MC) Hollen Facility ----------------- (O2MD) Facility Interior --------------- (O2MX) Hierrer Hill -------------------- (O2ME) Ilantz Forest ------------------- (O2MF) Osten Village ------------------- (O2MG) Duerr Facility ------------------ (O2MH) Facility Interior --------------- (O2MY) Ehren Hill ---------------------- (O2MI) Ventt Base ---------------------- (O2MJ) Arms Factory -------------------- (O2MZ) BORUKTA ========================= (O300) Radar Site ---------------------- (O3MA) Mount Bartov -------------------- (O3MB) Mount Erskaia ------------------- (O3MC) Mount Malyukin ------------------ (O3MD) Bechua Bridge ------------------- (O3ME) Resistance HQ ------------------- (O3MF) Shadak -------------------------- (O3MG) Kafsa Highlands ----------------- (O3MH) Mount Gorcha -------------------- (O3MI) Narodoschka Mts. ---------------- (O3MJ) Bolsai -------------------------- (O3MI) AL HARI ========================= (O400) ARS Headquarters ---------------- (O4MA) Eastern Desert ------------------ (O4MB) Sunset Hill --------------------- (O4MC) Nafud Dunes---------------------- (O4MD) Sunset Hill -------------------- (O4MC2) Western Desert ------------------ (O4ME) Prison Carrier "Galeon" --------- (O4MX) Galeon Exterior ---------------- (O4ME2) Dahana Highlands ---------------- (O4MF) Cliff Garrison ------------------ (O4MG) Mount Howler -------------------- (O4MH) Mount Umtarl -------------------- (O4MI) Fort Navaru --------------------- (O4MJ) Fortress Interior --------------- (O4MY) ARS Headquarters --------------- (O4MA2) BERGEN 2 ======================== (O500) Emingen ------------------------- (O5MA) Gromund ------------------------- (O5MB) Bergen Capitol ------------------ (O5MC) Gwain --------------------------- (O5MD) Riese --------------------------- (O5ME) Beeg Army Base ------------------ (O5MF) Bergen Army HQ ------------------ (O5MG) Ministry Interior --------------- (O5MX) ZAMBOLA ========================= (O600) Zamboli Forest ------------------ (O6MA) Kushasa Heights ----------------- (O6MB) Malapa Forest ------------------- (O6MC) Road to Janga ------------------- (O6MD) Janga Village ------------------- (O6ME) Nmakuba Heights ----------------- (O6MH) Mount Garal Path ---------------- (O6MI) Lhasu Woods --------------------- (O6MJ) Encampment ---------------------- (O6MF) Mercenary Bunker ---------------- (O6MX) Eminka Heights ------------------ (O6MG) Garal Caves --------------------- (O6MK) Tangany Diet -------------------- (O6ML) SIBIRSKA ======================== (O700) Oil Platform -------------------- (O7MA) Riyohov Coast ------------------- (O7MB) Moruvsk ------------------------- (O7MC) Levi Bridge --------------------- (O7MD) Red Shark Fleet ----------------- (O7ME) Kara Sea ------------------------ (O7MF) Vayachev Coast ------------------ (O7MG) Ice Wall 202 -------------------- (O7MH) Kovskaia Bay -------------------- (O7MI) Gilka Iceberg ------------------- (O7MJ) Launch Tunnel ------------------- (O7MK) Red Shark Base ------------------ (O7ML) INTERLUDE: AL HARI ============== (O7IL) Dahana Highlands --------------- (O4MF2) SIBIRSKA ======================== (O701) Red Shark Base ----------------- (O7ML2) INTERLUDE: BORUKTA ============== (O8IL) Mount Malyukin ----------------- (O3MD2) MACHU PICCHU ==================== (O800) Jose's Mansion ------------------ (O8MA) Cuzco Village ------------------- (O8MB) Ancient Ruins ------------------- (O8MC) Madios -------------------------- (O8MD) Radar Site ---------------------- (O8ME) Cuzco Village 2 ---------------- (O8MB2) Jose's Mansion 2 --------------- (O8MA2) Underground Complex ------------- (O8MX) Jose's Airfield ----------------- (O8MF) ESPORTE ========================= (O900) Esporte ------------------------- (O9MA) Viatses ------------------------- (O9MB) Indico -------------------------- (O9MC) Sumerio ------------------------- (O9MD) San Colte ----------------------- (O9ME) Colgare ------------------------- (O9MF) Colgare Interior ---------------- (O9MX) Galtsa -------------------------- (O9MG) Rio De Sambo -------------------- (O9MH) Via Blanca ---------------------- (O9MI) INTERLUDE: MACHU PICCHU ========= (O9IL) Madios 2 ----------------------- (O8MD2) SENTINEL ======================= (O1000) Escort Fleet ------------------- (O10MA) Sentinel Wing ------------------ (O10MB) Sentinel Command --------------- (O10MC) The Controller's Domain -------- (O10MX) ATLAS ========================== (O1100) ATLAS Foundations -------------- (O11MA) Area 101 ----------------------- (O11MB) Area 102 ----------------------- (O11MC) ATLAS Summit ------------------- (O11MD) The Fires of ATLAS ------------- (O11MX) X. LEVELLING GUIDE >>>>>>>>>>>>>>> (GHX) Albert Grabner ------------------ (LVAG) Clark Wilson -------------------- (LVCW) Emil Szynskii ------------------- (LVES) Luven Al-Habi ------------------- (LVLA) Axel Bongo ---------------------- (LVAB) Dr. Akihiko Sakata -------------- (LVAS) Rook ---------------------------- (LVRK) Anita Diamonte ------------------ (LVAD) XI. ENEMY GUIDE >>>>>>>>>>>>>>>>> (GHXI) Operation 1 Enemies ------------ (O1ENM) Operation 2 Enemies ------------ (O2ENM) Operation 3 Enemies ------------ (O3ENM) Operation 4 Enemies ------------ (O4ENM) Operation 5 Enemies ------------ (O5ENM) Operation 6 Enemies ------------ (O6ENM) Operation 7 Enemies ------------ (O7ENM) Operation 8 Enemies ------------ (O8ENM) Operation 9 Enemies ------------ (O9ENM) Operation 10 Enemies ---------- (O10ENM) Operation 11 Enemies ---------- (O11ENM) XII. SHOP GUIDE >>>>>>>>>>>>>>>> (GHXII) Bergen (1) -------------------- (SHPBE1) Bergen (2) -------------------- (SHPBE1) Cenktrich --------------------- (SHPCNK) Borukta ----------------------- (SHPBRK) Al Hari ----------------------- (SHPALH) Bergen (3) -------------------- (SHPBE3) Zambola ----------------------- (SHPZMB) Sibirska ---------------------- (SHPSIB) Macchu Pichu ------------------ (SHPMCH) Esporte ----------------------- (SHPESP) Sydney ------------------------ (SHPSYD) New York ---------------------- (SHPNEW) XIII. CHEAT CODES >>>>>>>>>>>>> (GHXIII) XIV. SOUNDTRACK >>>>>>>>>>>>>>>> (GHXIV) XV. ACKNOWLEDGEMENTS >>>>>>>>>>>> (GHXV) _ |*| |*| |*| ::::::::::::::: REVISION HISTORY ::::::::::::::::::::::::::: (GHI) :::::::: |*| |*| o ¯ v 1.00 -- First release of this guide to coincide with the release of the AGTP translation patch. v 1.01 -- Implemented some formatting fixes. v 1.02 -- Minor content fixes, including some non-functioning reference codes. Added some additional comments on IPS patching, courtesy of AGTP's Gideon Zhi. v 1.03 -- More content fixes. Added two new questions to the Basic FAQ; hints and clarifications on how to level Emil Szynskii; cash values for the Via Blanca Base Commander and Missile Launcher. v 1.04 -- Added cheat codes; additional strategies for Via Blanca. Added link to SNESAmp in the Soundtrack section. _ _ |*||*| |*||*| |*||*| :::::::::::: TRANSLATION NOTES ::::::::::::::::::::::::: (GHII) :::::::: |*||*| |*||*| o ¯ ¯ This guide is based on the English translation patch released by Aeon Genesis Translations, available at (agtp.romhack.net). While it is still 99% compatible with an unpatched Japanese ROM, you'll find the going easier if you apply the patch. If you've never patched a ROM before, you'll need to download an IPS patcher from Zophar's Domain (www.zophar.net/utilities/patchutil.html). Note that IPS Win has been known to cause some problems when patching ROMs - consider yourself forewarned. Some differences exist between the Japanese and English version in terms of names used - these changes were made primarily due to space issues. JAPANESE ================ ENGLISH ============ Midgardsomr ------------> Jormungand Federation Army HQ -----> Army HQ Bechua River Bridge ----> Bechua Bridge East Al Hari Desert ----> Eastern Desert West Al Hari Desert ----> Western Desert G-Cliff ----------------> Cliff Garrison Presidential Residence -> Bergen Capitol Sibirska Platform ------> Oil Platform Ruins of Machu Picchu --> Ancient Ruins Although it is possible to rename your character, this walkthrough uses the 'default' name, Albert Grabner, throughout. _ _ _ |*||*||*| |*||*||*| |*||*||*| ::::::::: GAMEPLAY BASICS :::::::::::::::::::::::::: (GHIII) :::::::: |*||*||*| |*||*||*| o ¯ ¯ ¯ o GUN HAZARD is a side-scrolling shooter with RPG elements. The basic concept is simple: shoot everything on the screen. Each destroyed enemy has a value in cash and experience points (XP), both of which allow you to get better equipment as the game progresses. o You guide your character, Albert Grabner, through a non-linear sequence of 91 missions across 10 geographic locations; each mission has its own objectives which you must fulfill in order to proceed. o Each 'operation' has its own boss which must be defeated in order to move on to the next location. o Albert is not alone in his missions. Throughout the course of the game, you encounter a motley ensemble of pilots, Wanzer and otherwise, who will can be used to help you out; in some cases, your progress depends on them. o Albert typically begins missions in his Wanzer, but may choose to exit it at an point and continue on foot. While able to access areas the Wanzer can't, and given a jetpack with unlimited capacity, Albert himself is only armed with a handgun and grenades. Furthermore, while Albert is on foot, his Wanzer can still be damaged by enemy fire; if his Wanzer is destroyed, he must purchase a replacement after the mission is over. _ ___ ___ |*|\**\ /**/ |*| \**\ /**/ |*| \**\/**/ :::: BASIC FAQ ::::::::::::::::::::::::::::::::: (GHIV) ::::::::: |*| \****/ |*| \**/ o ¯ ¯¯ Q: I'm stuck in the fourth mission. I've reached the end of the level, but it doesn't fade out like the first two did. Am I missing something? A: Most missions in the game are ones you'll have to exit on your own accord. Walk until you see a flashing arrow, then press down and B while under it to exit the current area. In indoor missions, you may need this to pass between areas. Q: I can't seem to repair my Wanzer at the Launch screen any more. A: Chances are that you're out of Fuel - buy more at the nearest convenient Shop. Q: How do I select allies once I've acquired them? A: Head to the Setup screen and press 'R'. The Friend menu should come up. Q: I just bought a new weapon, but its stats are worse than my currently equipped one. What gives? A: Your weapons, Vernier Unit, and Wanzer improve with usage - the more you use them, the better their stats will be. Don’t be discouraged if an upgraded weapon seems to be less powerful than the one you’re currently using - you just need to build up some experience with it to unfold its maximum potential. Q: How do you level things, then? A: For weapons - primary and secondary - it's down to the amount of damage you inflict with it. Wanzers - and the EAP series - gain percentage points as they take damage from opponents; damaging yourself through explosives, the after- effects of an enemy Wanzer detonating, or dashing into walls does not count towards this. The DCY series gains percentage points based on the total amount of damage it absorbs. Verniers gain percentages based on total flight time - one reason why you'll find the VU-10 absolutely impossible to level. A useful thing to note when levelling weapons - inflicting many relatively insignificant hits on a tougher opponent is ultimately better for levelling than taking out several weaker opponents with a handful of shots. Q: I've got my weapon up to 100%, but it doesn't seem to be levelling any more. How do I get it up to 120%? A: The thing to note with the 120% status is that it doesn't occur in an incremental fashion - you won't ever see your weapon go to 101%, for instance. Instead, it'll suddenly jump from 100% to 120% after you've used the weapon - or item - in question enough. Q: What do the numbers by the enemy life meter mean? A: Armor level. In a nutshell, how resistant they are to damage. As a rule of thumb, you'll want a weapon of equal or greater level to the opponent's armor level - for instance, a VG-01 would be acceptable against an opponent with armor level 1, but have a hard time taking down an opponent with armor level 2. Note that armor level and HP aren't synonymous; enemies with the same armor level can and will have different amounts of HP. Q: What's the best main weapon in the game? A: In terms of sheer damage output, the hidden Napalm Guns - but in practical terms, you'll find the Shotgun to be the most useful all-rounder. Q: What's the best secondary weapon in the game? A: The Spark Shot, although until you get your hands on the later models, you'll find yourself getting a fair amount of use out of the Armor Plate and the Hard Knuckle. ___ ___ \**\ /**/ \**\ /**/ \**\/**/ ::::::: IN-GAME MENUS :::::::::::::::::::::::::::::: (GHV) :::::::: \****/ \**/ o ¯¯ ======== BATTLE CARRIER MENU ================================================== > Launch > Map > Save > Outfit > Settings ======== LAUNCH MENU ========================================================== > Resupply > Deploy > Cancel ======== SETUP MENU =========================================================== > Change Name --- Body Equip --------- > Body (Wanzer) > Vernier Unit (VU) > Shield Unit (SHD) > Dash Unit (RD) --- Arm Equip ---------- > Primary Weapon > Special Weapon --- Human Equip -------- > Pilot Suit (HAV) > Handgun (HHG) > Grenade (HGR) ======== SHOP MENU (1) ======================================================== > Buy > Sell > EXIT ======== SHOP MENU (2) ======================================================== > Wanzer > Primary > Special > Gear > Items > Support > Other > Upgrade ======== CMD MENU ============================================================= > Friend Option [Sakata and Brenda only] > Order Retreat > Computer Data ___ ___ _ \**\ /**/|*| \**\ /**/ |*| \**\/**/ |*| ::: CONTROLS ::::::::::::::::::::::::::::::::::: (GHVI) ::::::: \****/ |*| \**/ |*| o ¯¯ ¯ All given control schemes are for the game's default settings. Settings can be changed in the Battle Carrier's 'Settings' Menu. ======== MAP CONTROLS ========================================================= D-Pad - Select location. A - Go to Base Carrier Screen/move to selected location. If held down while carrier is moving from one location to another, carrier speed increases. B - Cancel selected location; cursor returns to current location. X - Go to Base Carrier Screen/move to selected location. Y - Go to Base Carrier Screen/move to selected location. Start - Skip pre-mission/post-mission dialogues. ======== BASE CARRIER MENU CONTROLS =========================================== D-Pad - Cycle through available options. A - Select/Accept. B - Cancel/Exit. Y - Select/Accept. L - SETUP ONLY: View Base Carrier details. R - SETUP ONLY: Select Friend. ======== SHOP SCREEN CONTROLS ================================================= D-Pad - Select item/browse. A - Confirm purchase/enter listing. B - Cancel purchase/exit listing. X - Get Shopkeeper's comments on selected item. Y - Confirm purchase/enter listing. ======== BATTLEFIELD CONTROLS (WANZER) ======================================== D-Pad - Left and Right move your Wanzer. Tapping Left or Right twice will dash if an RD is equipped. Up and Down raise and lower the angle of elevation for your primary weapon while stationary. A - Fires your secondary weapon, provided you have selected one and it has ammunition available. B - Jump. Keep B pressed to engage your VU if you have one. X - Switches the secondary weapon currently equipped with the next one in queue. Y - Fires your primary weapon. L - Raises your shield. R - Raises your shield. Select - Exit your Wanzer. Start - Calls up the menu, where you can change your secondary armament, use items, access the automap and the CMD menu. Pressing Start again exits the menu. You can also use this to skip through dialogues in- game, provided the dialogue scene prevents you from moving. Down-B - Exit the current level when positioned under a flashing arrow. ======== BATTLEFIELD CONTROLS (ALBERT) ======================================== D-Pad - Left and right move Albert. Holding Up while walking makes Albert run Down allows Albert to crouch. A - Throw grenades, provided they have been equipped. B - Jump. Keep B pressed to engage Albert's jet pack. Y - Fires your handgun. L - Crouch. While crouched, Albert takes no damage from enemy fire. R - Crouch. While crouched, Albert takes no damage from enemy fire. Start - Calls up the menu, where you can use items and access the automap. Down-B - Exit the current level when positioned under a flashing arrow. ___ ___ _ _ \**\ /**/|*||*| \**\ /**/ |*||*| \**\/**/ |*||*| GENERAL GAMEPLAY HINTS ::::::::::::::::::::: (GHVII) :::::: \****/ |*||*| \**/ |*||*| o ¯¯ ¯ ¯ o This is a typical Square game, despite the fact that it’s presented as a side-scrolling shooter. Building levels is essential to your success, as it not only allows you to gain more HP, but also to access new weapons, Wanzers and upgrades. Take advantage of areas where you can make large amounts of EXP for relatively little risk and don’t hesitate to repeat a few missions to gain experience if you find the going tough. Like most Square games, GUN HAZARD assumes you to be at a certain level at key stages in the game. o It’s possible to skip missions that are too tough for you simply by charging through the level and ignoring the enemies. You may not get any EXPs, but you’ll progress regardless. As this game allows you to revisit completed missions, you’ll be able to return later to play through the level 'properly'. o All levels only have a limited supply of enemies. No matter what the type of enemy is, once you've reached your quota of kills, no further opponents are spawned. You can use this to your advantage in levels with both easy and tough enemies by concentrating exclusively on the weak opponents until the quota is filled. Alternatively, you may want to bear this in mind when repeating missions for EXP only, and leave the less valuable opponents alone to maximise your gains. o Percentages gained in any piece of equipment apply to all equipment of that type; if you have 20% in a WGP-30, all other WGP-30s you buy will be at 30% as well. As such, you can sell back special weapons without forfeiting the amount of time you've invested in levelling them - take advantage of this if you're short on cash and won't be needing a particular weapon for a mission or two. ___ ___ _ _ _ \**\ /**/|*||*||*| \**\ /**/ |*||*||*| \**\/**/ |*||*||*| EQUIPMENT ::::::::::::::::::::::::::::::: (GHVIII) ::::: \****/ |*||*||*| \**/ |*||*||*| o ¯¯ ¯ ¯ ¯ ======== WANZER TYPES =============================================== (WZR) === HP = Hit Points. The amount of damage the Wanzer can take before being destroyed. DEF = Defensive Value. The amount of damage nullified by the Wanzer's armor. Values in brackets indicate the given attribute's value at 120%. =============================================================================== :: FN-8G "Harby-G" ::::::::::::::::::::::::::::::::::::::::::::::::: (WZR1) ::: Available: Start Secondary Weapons: 1 Start HP: 250 Max HP: 500 (549) Start DEF: 0 Max DEF: 2 Albert begins the game in this Wanzer. :: SW-46A "Stinger" :::::::::::::::::::::::::::::::::::::::::::::::: (WZR2) ::: Available: Lvl. 7 Secondary Weapons: 2 Start HP: 500 Max HP: 1000 (1097) Start DEF: 0 Max DEF: 5 (6) The first Wanzer upgrade, made available in Operation 3, gives Albert the ability to carry multiple Secondary Weapons. :: SW-54S "Silver Fang" :::::::::::::::::::::::::::::::::::::::::::: (WZR3) ::: Available: Lvl. 14 Secondary Weapons: 3 Start HP: 1000 Max HP: 2000 (2194) Start DEF: 0 Max DEF: 28 (10) The second Wanzer upgrade, available in Operation 5. :: SW-58K "Knight Master" :::::::::::::::::::::::::::::::::::::::::: (WZR4) ::: Available: Lvl. 22 Secondary Weapons: 4 Start HP: 2000 Max HP: 4000 (4390) Start DEF: 0 Max DEF: 17 (20) The third Wanzer upgrade, available in Operation 8. :: X-D "Dragoon" ::::::::::::::::::::::::::::::::::::::::::::::::::: (WZR5) ::: Available: Lvl. 35 Secondary Weapons: 6 Start HP: 4000 Max HP: 8000 (8781) Start DEF: 0 Max DEF: 33 (40) Otherwise known as the 'Dragon Wanzer'. GUN HAZARD's ultimate fighting machine. ======== PRIMARY WEAPONS ============================================ (PRW) === MG = Magazine. How many shots the weapon can fire before being out of ammo. AP = Attack Power. How much damage the weapon does with each hit. ST = Shot Time. How much of a delay is placed between each shot fired. RT = Reload Time. How long it takes to reload the weapon once all ammo is gone. =============================================================================== :: 25mm VULCAN (VG) :::::::::::::::::::::::::::::::::::::::::::::::: (PRW1) ::: A cannon that fires solid projectiles at a moderate rate of fire and slowly regenerates ammunition over time. Your starting weapon. Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - VG-01 40/50/51 14/11/10 8/16/23 VG-02 50/62/64 12/9/9 16/32/47 VG-03 60/75/77 10/8/8 32/64/95 VG-04 70/87/90 8/6/6 64/128/191 VG-05 80/100/103 6/5/5 128/256/383 :: 35mm SHOTGUN (SG) ::::::::::::::::::::::::::::::::::::::::::::::: (PRW2) ::: A spread-fire cannon that fires powerful, solid projectiles at a moderate rate of fire. Hampered by extensive reload times, but nonetheless the best 'regular' weapon in GUN HAZARD. Type --- MG/Max/120% - RT/Max/120% - AP/Max/120% - SG-01 20/25/25 128/96/90 12/24/35 SG-02 25/31/32 122/92/86 30/72/107 SG-03 30/37/38 117/88/83 60/120/179 SG-04 35/43/45 112/84/79 108/216/323 SG-05 40/50/51 106/80/75 204/408/610 :: LASER (LG) :::::::::::::::::::::::::::::::::::::::::::::::::::::: (PRW3) ::: A laser weapon. Fires a continuous beam which passes through shields. Type --- MG/Max/120% - RT/Max/120% - AP/Max/120% - LG-01 70/87/90 72/54/51 6/14/20 LG-02 75/93/97 70/53/50 16/32/47 LG-03 80/100/103 70/53/50 35/70/104 LG-04 85/106/110 68/51/48 63/126/188 LG-05 90/112/116 68/51/48 119/238/356 :: NAPALM GUN (NG) ::::::::::::::::::::::::::::::::::::::::::::::::: (PRW4) ::: Fires napalm blasts at a slow rate of fire. Causes the most damage of all weapons, but is also the most unwieldy to use, particularly as the shots 'bounce' on even terrain. Not found in normal stores; cannot be upgraded. Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought ------------ NG-01 20/25/25 48/36/34 28/56/83 Mount Bartov*, Sydney NG-02 24/30/31 46/35/33 70/140/209 Nmakuba Heights*, Sydney NG-03 28/35/36 44/33/31 140/280/418 Sydney NG-04 32/40/41 42/32/30 252/504/754 Madios*, Sydney NG-05 36/45/46 40/30/29 504/1008/1508 Area 102*, Sydney ======== UPGRADES =================================================== (UGR) === Each of the three main weapon series has three upgrades available: MG, AP and RT. The MG upgrade increases the magazine size, allowing you to fire more shots before you have to reload. The AP upgrade increases the weapon's attack power, increasing damage output. The RT upgrade decreases the reload time of the weapon. These upgrades are labelled corresponding to the weapon they apply to - the LG-01's MG upgrade in the game is LG1-MG; the LG-02's is LG2-MG, and so forth. ======== SPECIAL WEAPONS ============================================ (SPW) === In addition to your primary weapon, you can also mount a number of special weapons. How many you can have on your Wanzer depends on the Wanzer model. Reloads for these weapons can be bought at Shops, and are marked BL, followed by the series abbreviation; WGP reloads would thus be BL-WGP. The amount of reloads for each weapon you can have at a time is determined by the size of your Base Carrier. Each special weapon has been been rated out of 10 for overall usefulness. Ratings follow each weapon's description. MG = Magazine. How many shots the weapon can fire before being out of ammo. AP = Attack Power. How much damage the weapon does with each hit. TM = Duration. How long the weapon's effects last. ST = Shot Time. How much of a delay is placed between each shot fired. RG = Range. How far away the weapon's effect reaches. =============================================================================== :: BOUNCE SHOT (BNC) ::::::::::::::::::::::::::::::::::::::::::::::: (SPW1) ::: Fires a large projectile which causes moderate damage when it strikes an enemy. It also rebounds off walls and solid surfaces. [6/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- BNC-10 50/62/64 28/21/20 24/48/71 Cenktrich, Bergen (3) BNC-20 55/68/71 27/21/19 72/144/215 Base Interior*, Cenktrich, Bergen (3) BNC-30 60/75/77 26/20/19 120/240/359 Cenktrich BNC-40 65/81/84 25/19/18 216/432/646 Via Blanca*, Cenktrich, New York BNC-50 70/87/90 24/18/17 408/816/1220 Cenktrich, New York :: BAZOOKA (BZS) ::::::::::::::::::::::::::::::::::::::::::::::::::: (SPW2) ::: Fires a powerful but unguided missile directly ahead of your Wanzer. Unlike other missiles, you can’t fire downwards or upwards with this weapon, and trying to hit a moving target can be more than a little frustrating. [7/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- BZS-10 15/18/19 24/18/17 60/120/179 Fortress Interior*, Cenktrich, Borukta, Al Hari, Bergen (3) BZS-20 15/18/19 28/21/20 120/240/359 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska BZS-30 15/18/19 28/21/20 240/480/718 Zambola, Sibirska BZS-40 15/18/19 28/21/20 480/960/1436 Machu Picchu, Esporte, New York BZS-50 15/18/19 30/23/22 960/1920/2872 Machu Picchu, Esporte, New York :: DECOY (DCY) ::::::::::::::::::::::::::::::::::::::::::::::::::::: (SPW3) ::: Fires a sphere which stays in mid-air for a limited time, projecting a gravity well which attracts bullets shot by enemies. Use it close to an opponent to direct their fire away from you. [2/10] Type --- MG/Max/120% - TM/Max/120% --- Found/Bought --------------------------- DCY-10 15/18/19 360/720/790 Prison Carrier "Galeon"*, Zambola DCY-20 15/18/19 420/840/922 Zambola DCY-30 15/18/19 480/960/1053 Zambola DCY-40 15/18/19 540/1080/1185 Sentinel Command*, Zambola, New York DCY-50 15/18/19 480/960/1053 Zambola, New York :: ARMOR PLATE (EAP) ::::::::::::::::::::::::::::::::::::::::::::::: (SPW4) ::: Equipping an EAP as a secondary weapon raises your Wanzer's maximum HP; a useful purchase if you're behind in your levelling. [9/10] Type ----- HP/Max/120% -- Found/Bought ---------------------------------------- EAP-10 48/96/105 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska EAP-20 96/192/210 Zambola, Sibirska, Machu Picchu EAP-30 192/384/421 Underground Complex*, Machu Picchu, Esporte, New York EAP-40 384/768/843 Area 102*, Esporte, New York EAP-50 768/1536/1686 Sydney :: FLAMETHROWER (FBG) :::::::::::::::::::::::::::::::::::::::::::::: (SPW5) ::: Fires a stream of blue flame a short distance away. [7/10] Type --- MG/Max/120% - AP/Max/120% - RG/Max/120% - Found/Bought --------------- FBG-10 100/125/129 12/24/35 10/12/12 Al Hari FBG-20 90/112/116 24/48/71 10/12/12 Al Hari FBG-30 80/100/103 48/96/143 10/12/12 Al Hari FBG-40 70/87/90 96/192/287 11/13/14 Al Hari, New York FBG-50 60/75/77 192/384/574 11/13/14 Al Hari, New York :: GRENADE LAUNCHER (GRL) :::::::::::::::::::::::::::::::::::::::::: (SPW6) ::: Lobs a large bomb a distance away. The bomb’s flight path can be adjusted by using your Wanzer’s primary weapon to angle your fire up or down. [6/10] Type --- MG/Max/120% - AP/Max/120% - RG/Max/120% - Found/Bought --------------- GRL-10 16/20/20 16/32/47 32/40/41 Bergen (1), Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3) GRL-20 18/22/23 48/96/143 36/45/46 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska GRL-30 20/25/25 96/192/287 40/50/51 Zambola, Sibirska, Machu Picchu GRL-40 22/27/28 192/384/574 44/55/57 Machu Picchu, Esporte, New York GRL-50 24/30/31 384/768/1149 48/60/62 Esporte, New York :: HOMING MISSILE (HMS) :::::::::::::::::::::::::::::::::::::::::::: (SPW7) ::: Fires a homing missile at the nearest enemy. The guidance system is initially fairly weak, but drastically improves with later versions. [9/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- HMS-10 20/25/25 40/30/29 33/66/98 Installation Interior*, Bergen (1), Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3) HMS-20 20/25/25 40/30/29 82/164/246 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska HMS-30 20/25/25 42/32/30 165/330/493 Zambola, Sibirska HMS-40 20/25/25 44/33/31 330/660/987 Machu Picchu, Esporte, New York HMS-50 20/25/25 48/36/34 660/1320/1974 Machu Picchu, Esporte, New York :: HARD KNUCKLE (HNP) :::::::::::::::::::::::::::::::::::::::::::::: (SPW8) ::: Throws out a punch. You can’t direct it upwards or downwards, or punch in mid-air, which limits its use somewhat; on the plus side, it doesn’t require ammo. Later versions extend the reach of the punch. [8/10] Type --- ST/Max/120% --- AP/Max/120% --- Bought/Found ------------------------- HNP-10 36/27/26 22/44/65 Bergen (1), Bergen (3), Cenktrich, Borukta, Al Hari, Bergen (3) HNP-20 36/27/26 44/88/131 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska HNP-30 36/27/26 88/176/263 Zambola, Sibirska HNP-40 36/27/26 176/352/526 Machu Picchu, Esporte, New York HNP-50 36/27/26 352/704/1053 Machu Picchu, Esporte, New York :: MINE SPRINKLER (MIN) :::::::::::::::::::::::::::::::::::::::::::: (SPW9) ::: Lobs a mine that explodes when an enemy moves near it. Mines will explode of their own accord after a while; you can adjust their flight path when firing by using your Wanzer’s primary weapon to angle your fire up or down. They also latch onto a target, making them modestly useful against flying targets. [6/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- MIN-10 15/18/19 32/24/23 40/80/119 Mount Bartov*, Bergen (3) MIN-20 20/25/25 32/24/23 120/240/359 Bergen (3), Zambola, Sibirska MIN-30 25/31/32 32/24/23 200/400/598 Zambola, Sibirska MIN-40 30/37/38 32/24/23 360/720/1077 Sentinel Command*, Machu Picchu, Esporte, New York MIN-50 35/43/45 32/24/23 680/1360/2034 Machu Picchu, Esporte, New York :: MISSILE POD (MSP) :::::::::::::::::::::::::::::::::::::::::::::: (SPW10) ::: Fires four unguided missiles in a spread pattern, covering a fair portion of the screen. [6/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- MSP-10 22/27/28 31/24/22 16/32/47 Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3) MSP-20 24/30/31 31/24/22 32/64/95 Riese*, Nmakuba Forest*, Eminka Heights*, Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska MSP-30 26/32/33 31/24/22 64/128/191 Zambola, Sibirska MSP-40 28/35/36 32/24/23 128/256/383 Machu Picchu, Esporte, New York MSP-50 20/25/25 34/26/24 256/512/766 Sentinel Command*, Machu Picchu, Esporte, New York :: PARALYZER (PAL) :::::::::::::::::::::::::::::::::::::::::::::::: (SPW11) ::: Fires a paralysing blast at the enemy. If struck, they are unable to move or fire for a certain period of time. Inability to affect certain types of opponent limits its usefulness. [5/10] Type --- MG/Max/120% - ST/Max/120% - TM/Max/120% - Found/Bought --------------- PAL-10 10/12/12 36/27/26 120/240/263 Borukta, Bergen (3) PAL-20 15/18/19 36/27/26 150/300/329 Borukta, Bergen (3) PAL-30 18/22/23 36/27/26 210/420/461 Borukta PAL-40 22/27/28 36/27/26 270/540/592 Area 101*, Borukta, New York PAL-50 24/30/31 36/27/26 330/660/724 Borukta, New York :: REPAIR FIELD (REP) ::::::::::::::::::::::::::::::::::::::::::::: (SPW12) ::: Creates a large sphere that replenishes your health when you come into contact with it. [7/10] Type --- MG/Max/120% - TM/Max/120% -- HP - Found/Bought ----------------------- REP-10 1/1/1 500/1000/1097 1 Encampment*, Bergen (3) REP-20 2/2/2 500/1000/1097 2 Moruvsk*, Bergen (3), Zambola, Sibirska REP-30 2/2/2 333/666/731 6 Zambola, Sibirska REP-40 3/3/3 333/666/731 12 Machu Picchu, Esporte, New York REP-50 4/5/5 250/500/548 32 Machu Picchu, Esporte, New York :: GROUND SEEKER (SEK) :::::::::::::::::::::::::::::::::::::::::::: (SPW13) ::: Fires a homing bomb that drops to the ground, then roams on ground level until it finds a target. If it encounters a wall en route, it will climb up the wall and onto the ceiling. Explodes automatically after a given period of time. [5/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- SEK-10 40/50/51 28/21/20 24/48/71 Kafsa Highlands*, Sibirska SEK-20 40/50/51 26/20/19 48/96/143 Sibirska SEK-30 40/50/51 24/18/17 96/192/287 Sibirska SEK-40 40/50/51 22/17/16 192/384/574 Colgare Interior*, Sibirska, New York SEK-50 40/50/51 20/15/15 384/768/1149 Sibirska, New York :: SPARK SHOT (SPS) ::::::::::::::::::::::::::::::::::::::::::::::: (SPW14) ::: Fires a beam which latches onto the nearest Wanzer or vehicle, damaging them over time. As it only uses ammunition when actually damaging an opponent, you can continually charge it as you move through a given level. It bypasses shields, to boot - hands-down the best special weapon in the game. [10/10] Type --- MG/Max/120% - AP/Max/120% - RG/Max/120% - Found/Bought --------------- SPS-10 150/187/194 4/8/11 16/20/20 Sydney SPS-20 210/262/272 10/20/29 19/23/24 Dahana Highlands*, Sydney SPS-30 240/300/311 24/48/28 22/27/28 Sydney SPS-40 270/337/350 60/120/179 25/31/32 Sydney SPS-50 300/375/389 148/296/442 28/35/36 Sydney :: UPWARD VULCAN (UVG) :::::::::::::::::::::::::::::::::::::::::::: (SPW15) ::: Fires vulcan shots directly upwards at a moderate rate of fire. Vaguely useful for catching flying enemies, but otherwise of limited utility. [2/10] Type --- MG/Max/120% - ST/Max/120% - AP/Max/120% - Found/Bought --------------- UVG-10 80/100/103 8/6/6 32/64/95 Duerr Facility*, Bergen (1), Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3) UVG-20 90/112/116 9/7/7 64/128/191 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska UVG-30 100/125/129 10/8/8 128/256/383 Mount Garal Path*, Zambola, Sibirska, Machu Picchu UVG-40 110/137/142 11/9/8 256/512/766 Machu Picchu, Esporte, New York UVG-50 120/150/155 11/9/8 512/1024/1532 Machu Picchu, Esporte, New York :: WIRELESS GUNPOD (WGP) :::::::::::::::::::::::::::::::::::::::::: (SPW16) ::: Launches a VG-armed weapon drone that follows you around, firing at any enemy that comes close. The number of drones you can launch depends on the version equipped. [7/10] Type --- MG/Max/120% - AP/Max/120% - TM/Max/120% - Found/Bought --------------- WGP-10 8/10/10 12/24/35 480/960/1053 Zambola WGP-20 10/12/12 24/48/71 540/1080/1185 Zambola WGP-30 12/15/15 48/96/143 600/1200/1317 Zambola WGP-40 14/17/18 96/192/287 660/1320/1448 Zambola, New York WGP-50 16/20/20 192/384/574 720/1440/1580 New York ======== WANZER ADD-ONS ============================================= (WAD) === :: VERNIER UNIT (VU) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Works similarly to Albert's jet pack - keep the B button pressed while jumping, and the vernier engages. However, unlike Albert's jet pack, verniers only keep you airborne for a limited amount of time, depending on the type of unit you have equipped. Absolutely essential to progressing in the game. VUs have three attributes - TM is the amount of time you can spend airborne before the unit cuts out; PW is the power of the unit, or how quickly you'll ascend, while AL measures the maximum height you can reach with the unit. Type --- TM/Max --- PW/Max --- AL --- Found/Bought ---------------------------- VU-10 12/?? 120/??? 32 Mount Erskaia*, Bergen (2), Cenktrich, Borukta, Al Hari, New York VU-20 180/202 41/51 40 Base Interior*, Borukta, Al Hari, Bergen (3), Zambola, Sibirska VU-30 240/270 43/53 48 Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte VU-40 300/337 45/56 56 Machu Picchu, Esporte VU-50 480/540 46/58 68 Area 102*, Esporte, New York :: DASH UNIT (RD) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Allows you to dash by tapping left or right twice. The dash doesn't damage enemies, can damage you if you run into anything while moving, and generally isn't long-lived enough to make much of a difference in gameplay early on. Buy into it once you qualify for the RD-200. Type --- Duration --- Found/Bought -------------------------------------------- RD-100 +120 Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3), Zambola, Sibirska RD-200 +240 Red Shark Base*, Borukta, Al Hari, Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte RD-300 +480 Machu Picchu, Esporte RD-400 +960 Esporte, New York :: SHIELD UNIT (SHD) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: A worthwhile thing to upgrade every so often. You deploy your Wanzer's shield by hitting the L or R button; while you're shielded, shots don't have any effect on you. Upgrading shields increases your coverage and resistance to certain types of attacks. Type ----- Found/Bought --------------------------------------------------- SHD-01 Arms Factory*, Bergen (1), Bergen (2), Cenktrich, New York SHD-02 Borukta, Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte SHD-03 Al Hari, Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte SHD-04 Esporte, New York ======== GEAR ======================================================= (GER) === :: HANDGUN (HHG) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Upgrading Albert's handgun increases the amount of damage he does with each shot. Type ----- Found/Bought ------------------------------------------------------ HHG-01 Bergen (1), Bergen (2), Cenktrich, Borukta, Al Hari HHG-02 Cenktrich, Borukta, Al Hari, Bergen (3), Zambola HHG-03 Radar Site*, Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte HHG-04 Sibirska, Machu Picchu, Esporte HHG-05 Esporte, New York :: ARMOR VEST (HAV) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Increases Albert's HP while on foot. Type --- HP Bonus -- Found/Bought --------------------------------------------- HAV-01 +120 Bergen (1), Bergen (2), Cenktrich HAV-02 +240 Bergen (2), Cenktrich, Borukta, Al Hari, Bergen (3) HAV-03 +480 Encampment*, Borukta, Al Hari, Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte HAV-04 +960 Zambola, Sibirska, Machu Picchu, Esporte HAV-05 +1920 Esporte, New York :: GRENADES (HGR) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: These can be lobbed a short distance by hitting the 'A' button. Invaluable for tackling enemy Wanzers and gun emplacements on foot - upgrade them when you can. Type ----- Found/Bought ------------------------------------------------------- HGR-01 Bergen (1), Bergen (2), Cenktrich, Borukta, Al Hari HGR-02 Facility Interior*, Cenktrich, Borukta, Al Hari, Bergen (3), Zambola HGR-03 Bergen (3), Zambola, Sibirska, Machu Picchu, Esporte HGR-04 Sibirska, Machu Picchu, Esporte HGR-05 Esporte, New York ======== ITEMS ================================================================ :: REPAIR KIT (REP) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Replenish Wanzer HP; the amount recovered depends on the type of REP. Each Wanzer can carry only limited numbers of each type of REP. Type --- HP Restored --- REP-1 320 REP-2 640 REP-3 1280 REP-4 2560 REP-5 5120 :: FIRST AID (AID) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Replenish Albert's HP during battle. The amount recovered depends on the type of AID used. Type --- HP Restored --- AID-1 320 AID-2 640 ======== OTHER ====================================================== (OTR) === :: FUEL ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Used to replenish Wanzer HP between missions. One unit of Fuel recovers 250 HP; the amount of Fuel that can be carried at any one time depends on the type of transport used (see below). :: SPECIAL WEAPON AMMO (BULLET) ::::::::::::::::::::::::::::::::::::::::::::::: Reloads your currently equipped special weapon to full capacity. One-shot item. :: SPEED BOOSTER (BOOST) :::::::::::::::::::::::::::::::::::::::::::::::::::::: Doubles your movement - and dash - speed for a brief period of time. One-shot item. :: TARGETING SYSTEM (AUTOAIM) ::::::::::::::::::::::::::::::::::::::::::::::::: Automatically aims your weapon at the nearest opponent. One-shot item. :: CHAFF DISPENSER (CHAFF) :::::::::::::::::::::::::::::::::::::::::::::::::::: Decreases enemy accuracy; not much practical use due to short duration. One- shot item. ======== SUPPORT ==================================================== (SPT) === :: BRENDA LOCKHEART :::::::::::::::::::::::::::::::::::::::::::::::: (SPT1) ::: Brenda pilots your various carriers, bringing you to and from missions. However, she can also deliver limited covering fire to support you if chosen as a Friend; as she takes no damage herself, she's one of the most useful supporting characters early in the game. However, do note that Levelling her up has no beneficial effects; the only way to improve her attack is to get a better Base Carrier. Type ----- MG --- Tadpole 10 Ballarat 12 Phaedroth 16 Capricorn 20 :: Lt. CLARK WILSON :::::::::::::::::::::::::::::::::::::::::::::::: (SPT2) ::: Clark is a workmanlike support character, largely because he pilots the exact same Wanzer types you do. His main weapon is a Vulcan Gun - which automatically upgrades every time he gets a new Wanzer - but his almost total inability to hit anything smaller than another Wanzer can cause trouble in some missions. Type ----- MG -- HP/Max/120% --- Found/Bought ----------------------------- FN-8GL 300 300/600/658 Cenktrich, Bergen (3) SW-46L 340 600/1200/1316 Cenktrich, Bergen (3), Zambola, Sibirska SW-54L 380 1200/2400/2634 Mercenary Bunker*, Zambola, Sibirska, Machu Picchu, Esporte SW-82L 400 2400/4800/5265 Machu Picchu, Esporte X-DL 410 4800/9600/9999 Esporte :: EMIL SZYNSKII ::::::::::::::::::::::::::::::::::::::::::::::::::: (SPT3) ::: Emil fixes your Wanzer when its HP drops below 50% at regular intervals, though the amount he repairs depends entirely on the Wanzer he's piloting at the time. Occasionally useful, though it's easier to just load up on more REPs. NOTE: Unlike all other allies, Emil's Wanzer only gains percentage points based on the number of HP he has repaired. This makes Emil simultaneously easier and more difficult to level than his counterparts. The most convenient way to do so is to avoid resupplying between missions; if you start a mission with less than 50% of your maximum HP, he'll automatically step into action. Type ----- HP/Max/120% -- HP --- Found/Bought ------------------------------ EPI4-R1 200/400/439 750 Borukta, Bergen (3) EPI4-R2 400/800/878 1000 Borukta, Zambola, Sibirska EPI4-R3 800/1600/1756 1250 Colgare*, Zambola, Sibirska, Machu Picchu, Esporte EPI4-R4 1600/3200/3512 1500 Machu Picchu, Esporte EPI4-R5 3200/6400/7025 1750 Esporte :: LUVEN "BOMBER" AL-HABI :::::::::::::::::::::::::::::::::::::::::: (SPT4) ::: Luven's Wanzer, the Jester, lobs 'mines' at short distances, though these are technically just time-delayed bombs. Unfortunately, there's no discrimination between friend or foe; more often than not, Luven's attack will just end up taking a nice chunk off your own life bar. Possibly the worst character in the entire game; avoid like the plague. Type ---- MG ----- HP/Max/120% --- Found/Bought ------------------------------ DF4B2-1 42 250/500/549 Al Hari, Bergen (3) DF4B2-2 52 500/1000/1097 Al Hari, Bergen (3), Zambola, Sibirska DF4B2-3 62 1000/2000/2194 Moruvsk*, Zambola, Sibirska, Machu Picchu, Esporte DF4B2-4 72 2000/4000/4390 Machu Picchu, Esporte DF4B2-5 120 4000/8000/8781 Esporte :: AXEL BONGO :::::::::::::::::::::::::::::::::::::::::::::::::::::: (SPT5) ::: Axel's Squirrel is a fairly decent piece of equipment; other than having a lower profile than Albert and respectable weapons, Axel also fights highly defensively. A good all-rounder. Type --- MG ------ HP/Max/120% --- Found/Bought --------------------------- YN6-R1 210 250/500/549 Zambola YN6-R2 240 500/1000/1097 Zambola YN6-R3 360 1000/2000/2194 Zambola, Machu Picchu, Esporte YN6-R4 390 2000/4000/4390 Machu Picchu, Esporte YN6-R5 400 4000/8000/8781 Esporte :: Dr. AKIHIKO SAKATA :::::::::::::::::::::::::::::::::::::::::::::: (SPT6) ::: Dr. Sakata's custom shield Wanzer is the most useful ally you could hope for; though it has no weapons of its own, the Sakata Shield can absorb any attack whilst active, greatly reducing the overall amount of damage you sustain during the course of a mission. Moreover, he's invincible for as long as the shield remains in effect, allowing you to go about your business without having to keep constant tabs on his health. Type --- TM --- HP/Max/120% --- Found/Bought ---------------- SVK-R1 240 100/200/219 Sibirska SVK-R2 260 200/400/439 Sibirska SVK-R3 280 400/800/878 Sentinel Command*, Sibirska SVK-R4 240 800/1600/1756 Sibirska SVK-R5 240 1600/3200/3512 Sibirska :: ROOK, "THE DETONATOR" ::::::::::::::::::::::::::::::::::::::::::: (SPT7) ::: Consider Rook to be Clark on steroids; while his Wanzer shares Clark's singular inability to target anything smaller than another Wanzer, it has enough firepower to seriously endanger the opposition. Type ---- MG ------ HP/Max/120% ----- Found/Bought ---------------- DC3L-R1 62 250/500/549 Machu Picchu DC3L-R2 72 500/1000/1097 Machu Picchu DC3L-R3 82 1000/2000/2194 Machu Picchu, Esporte DC3L-R4 92 2000/4000/4390 Sentinel Command*, Esporte DC3L-R5 102 4000/8000/8781 Esporte :: ANITA DIAMONTE :::::::::::::::::::::::::::::::::::::::::::::::::: (SPT8) ::: Member of the Guardians, and your last ally. Anita's attack ship, the Espada, is a small and maneuverable craft, armed with cannons as well as a highly powerful bomb. Her lack of size means that she generally can escape most fire, but her damage output tends to be erratic at best. Furthermore, the Espada's low HP doesn't lend itself well to intense firefights. Type ---- MG ---- HP/Max/120% --- Found/Bought -- HC-2R1 180 150/300/329 n/a HC-2R2 200 300/600/658 Esporte HC-2R3 220 600/1200/1316 Esporte HC-2R4 260 1200/2400/2634 Esporte HC-2R5 290 2400/4800/5265 Esporte ======== TRANSPORTATION ============================================= (TRN) === --- VT248 “Neiden” Top Speed: 120 KM/H Length: 8.8 M Mass: 10 tons Fuel Capacity: 10 Secondary Weapon Reloads: 20 Your support for the first Operation is this supply truck. --- MCC220 “Tadpole” Top Speed: 850 KM/H Length: 24.6 M Mass: 52 tons Fuel Capacity: 30 Secondary Weapon Reloads: 20 Brenda’s ship, the Tadpole, is your transportation method for Operations 2 through 4. --- EAA-48 “Ballarat” Top Speed: 880 KM/H Length: 40.0 M Mass: 230 tons Fuel Capacity: 50 Secondary Weapon Reloads: 40 Safad grants you use of the Ballarat after completing Operation 4. --- SCV-60 “Phaedroth” Top Speed: 1020 KM/H Length: 48.2 M Mass: 310 tons Fuel Capacity: 70 Secondary Weapon Reloads: 60 This top-of-the-line Base Carrier is 'liberated' by Albert and crew from the Red Sharks in Operation 7. --- GC-4 “Capricorn” Top Speed: 2840 KM/H Length: 64.6 M Mass: 575 tons Fuel Capacity: 99 Secondary Weapon Reloads: 80 This space-capable Base Carrier, courtesy of the Guardians, is the only conveyance capable of reaching ATLAS. _ ___ ___ |*|\**\ /**/ |*| \**\/**/ |*| >****< :::: WALKTHROUGH :::::::::::::::::::::::::::::: (GHIX) ::::::::: |*| /**/\**\ |*|/**/ \**\ o ¯ ¯¯¯ ¯¯¯ ======== 1 - BERGEN ========================== (O100) :: 6 Missions =========== A surprise coup by Colonel Ark Hellbrand, leader of the Emingen military, targets Emingen's President. Despite the errant officer's best efforts, President Orwen manages to escape with the help of Albert Grabner, one of the few soldiers still loyal to him. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - F -- Missions * * S -- Shop * * * ********************* | | G F | |-| | | S | | |---| | | |-- E |----| |-- D -------| | | | |----- B --| |---| |-------| | | |-- C ---- S ---| | |--| | A ---| (A) ERTOTHAL HARBOR (O1MA) ============================================================================== ITEMS: n/a ENEMIES: FN-8H (Olive) ============================================================================== As an introductory mission, this one is fairly straightforward. Head right; eventually, you'll encounter your friend Leros and President Orwen, and almost immediately come under missile attack. Leros takes a missile hit for you and goes down; then Ark Hellbrand enters the scene. The President heads off to the left - follow him. Eventually, he'll hijack a Neiden supply truck. Keep going left; you’ll be periodically attacked by FN-8H Wanzers, but a few shots - or punches - will take care of them. ****** MINI-BOSS ************************************************************** * ARK HELLBRAND (1) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 300 Cash: 2000 * ******************************************************************************* When you’ve reached the beginning of the level, Ark drops down and attacks you with his Wanzer - keep attacking and he’ll retreat, allowing you to complete the mission and start the game proper. ******************************************************************************* * * * After this mission, you’ll have access to a Shop. There isn’t much you can * * afford at the moment, so leave it for later. * * * ******************************************************************************* (B) ARUN MOUNTAINS (O1MB) =============================================================================== o ITEMS: n/a o ENEMIES: Attack Wanzer (Grey), Soldier (1) =============================================================================== Keep heading right. When you reach the end of the level, Orwen will show up to pick you up - at which point you’ll be attacked by Brenda, an opportunistic mercenary with a bellyful of explosives. ****** MINI-BOSS ************************************************************** * BRENDA LOCKHEART * * Armor Level: N/A Weapon: Bombs * * Experience: 100 Cash: 1000 * ******************************************************************************* The Tadpole's only means of attack is the bombs it drops. Jump back and forth to avoid them; after a while, Brenda retreats, allowing you to complete the mission. (C) OROBOS (O1MC) =============================================================================== o ITEMS: n/a o ENEMIES: FN-8H (Olive) =============================================================================== Your opposition in this level consists of more FN-8Hs - they shouldn’t pose too much of a threat, though they are now equipped with VUs to keep pace with you. Dig that beautiful lens flare effect while you're at it. Keep heading right - at the end, you’ll run into Ark and his Wanzer again. ****** MINI-BOSS ************************************************************** * ARK HELLBRAND (2) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Ark will attack you, flying around the screen firing shots at you every so often. There's enough time between shots to allow you to dodge them with a bit of practice - do so and keep hammering him with either your VG or your HNP-10. After you’ve dealt enough damage, Orwen takes over for you, ending the mission. (D) GROMUND (O1MD) =============================================================================== o ITEMS: HP +1/2 o ENEMIES: Attack Wanzer (Grey), Flea Wanzer (Grey), Bombardier Wanzer (Grey) =============================================================================== Use the platforms to get you through the level - near the end, you’ll find a crate containing a health boost, so take advantage of it to save some of your precious Fuel. ******************************************************************************* * * * Since this mission is easier on your Fuel than most, take advantage to gain * * a Level or two and enough cash to afford an SG-01. Having this weapon - and * * powering it up in turn - will make the next few missions far easier. * * * ******************************************************************************* (E) RIESE (O1ME) =============================================================================== o ITEMS: HP +1/2 o ENEMIES: Gunship (Grey), Attack Wanzer (Grey), Flea Wanzer (Grey) =============================================================================== If you haven’t already done so, feel free to invest in an SG-01 weapon - the added firepower will help you here. The Gunships are worth 40 EXP apiece, but once you’ve severely damaged them, they’ll try to escape - stay on them to make sure you get the credit for destroying them. Otherwise, just head to the end of the level. ******************************************************************************* * * * After this mission, you’ll have access to another Supply Center. * * * ******************************************************************************* (F) BEEG ARMY BASE (O1MF) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== Nothing much to say here. Just head right after the President leaves and let events take their course. (G) BERGEN ARMY HQ (O1MG) =============================================================================== o ITEMS: n/a o ENEMIES: Soldier (1), Gun Emplacement (1), Bombardier Wanzer (Grey) =============================================================================== Go over and talk to Brenda. After she blows the cell door open, check the dead guard for an HHG-01. Now exit the jail area and follow Brenda’s lead - you’ll run into a few Soldiers, but they can be easily avoided. Eventually you’ll reach your Wanzer. Get in and exit the area. Once outside, follow Brenda again. You’ll run into Bombardier Wanzers and Gun Emplacements, which absorb a fair bit of damage and deal a fair bit in return. If you’re packing an SG-01, you may want to take a few on; otherwise, keep going right. You’ll eventually get to Brenda’s ship, ending the mission. ******************************************************************************* * * * Now you’ll have access to a world map. Head to New York, where you’ll meet * * Richard Millman, your new boss. Returning to the map screen, you’ll have * * access to three new areas. Head to Cenktrich, first of the three. * * * ******************************************************************************* ======== 2 - CENKTRICH ========================== (O200) :: 10 Missions ======= In his first mission for the Kernelight Association, Albert is dispatched to Cenktrich to assist the local military against a guerrilla incursion. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - J -- Missions * * S -- Shop * * * ********************* |----- F |--------| | J E --- D -| | | |--| | I | | S |----| | |--------| | | | |---- G | |--- C ------- H --| | | | | |--| |--| |------| | | | | |----- B ---| | | | | | |---------| | |--| | | |---- A --------- ******************************************************************************* * * * You'll have Brenda available to support you at the start of this Operation. * * Supporting units can be selected from the Equip screen by hitting the 'R' * * button. While Brenda cannot directly cover your back, she unleashes a * * moderatedly powerful aerial barrage on command. * * * ******************************************************************************* (A) ARMY HQ (O2MA) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Grey) =============================================================================== Assign Brenda as your cover before getting started. Just head right - you’ll eventually meet up with your allies for this operation, Major Randolph and Lieutenant Clark Wilson, another Wanzer pilot. After a brief conversation, you’re set on by Commando Wanzers from either side. Get Brenda to bomb as many as possible and attack the rest; once you've destroyed enough, the mission ends. (B) ALPINE FORESTS (O2MB) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Grey), Transport Wanzer =============================================================================== Head right until you find the crashed transport and two canisters of nerve gas. You'll be set on by guerrillas in a matter of seconds. The main threat comes from the transport Wanzers trying to make a grab for the nerve gas - destroy them as they come in, or gun them down before they have a chance to escape. Once you've taken out enough opponents, the mission ends. You'll get 1500 Dollars and 150 EXP for each canister recovered. (C) RUBEN WOODS (O2MC) =============================================================================== o ITEMS: n/a o ENEMIES: Hoverbike (Grey), Soldier (1), TOW Trooper (1), Commando Wanzer (Grey) =============================================================================== Most of the opposition here is little better than cannon fodder, so proceed right to the end of the level. (D) HOLLEN FACILITY (O2MD) =============================================================================== o ITEMS: Bullet +1/2 o ENEMIES: Soldier (1), Gun Emplacement (1), Mine =============================================================================== Be sure you have a VU-10 by now - without it, you’ll be unable to make some of the jumps in this level. You'll run into mines for the first time here; the best way of dealing with them is to shoot them from a distance, though if you're a little less patient, the one-second delay between when the mine is triggered and when it explodes gives you enough time to dodge out of the way. Upon entering the installation, head up and right, and then drop down when you get the chance. You should reach a narrow passage protected by three mines and a Gun Emplacement. Continue through, and you should find an open area with some small structures. Head up and right again, and you'll find a doorway you can enter. FACILITY INTERIOR (O2MX) =============================================================================== o ITEMS: 300 Dollars x 2, HP +1/2, 500 Dollars, HGR-02, ID-01 o ENEMIES: Gun Emplacement (1), Spreadfire Wanzer (Grey), Mine =============================================================================== Ignore the first drop-off and head to the far left first - on the bottom you'll find 500 Dollars and an HGR-02. Now head back up, go right, and drop down the first chance you get. Follow this path to the left, and you’ll eventually find a crate containing an item called ID-01. Picking it up allows you to end the mission. ******************************************************************************* * * * After this mission, you’ll have access to a Shop. Be sure to stock up on * * Fuel if you haven’t done so yet, as the Tadpole can carry more than the * * Neiden. * * * ******************************************************************************* (E) HIERRER HILL (O2ME) =============================================================================== o ITEMS: n/a o ENEMIES: Spreadfire Wanzer (Grey), Flea Wanzer (Grey), Juggernaut Wanzer =============================================================================== The Juggernaut Wanzers take huge amounts of damage, but if you succeed in destroying them before they can get to the end of the level and escape, they’re worth quite a bit of EXP and cash. Otherwise, just head right to the end. (F) ILANTZ FOREST (O2MF) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Grey), Spider Wanzer (Grey) =============================================================================== Routine stuff. Keep going and you’ll reach the end of the level soon enough. (G) OSTEN VILLAGE (O2MG) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Grey) =============================================================================== Exit the Wanzer at the start of the level and keep heading right. Eventually, you'll run into a villager who alerts you to the presence of terrorists on the village outskirts. Follow him to the nerve gas canister, and once the gas has been released, run all the way back to your Wanzer. Once inside your Wanzer, head back right again. You’ll have to destroy several Commando Wanzers to complete the mission, after which the nerve gas will subside. (H) DUERR FACILITY (O2MH) =============================================================================== o ITEMS: REP-1, HP +1/2, UVG-10 o ENEMIES: Gun Emplacement (1), Commando Wanzer (Grey) =============================================================================== You need the ID-01 from Mission D. Head up after you enter the installation and go left the first chance you get - you’ll find a REP-1 in a crate waiting at the end of a short passage. Now go up the second level, head right, and go up at the first opportunity to find a UVG-10 to the top-left of the map. Keep heading right now - you’ll enter a large area with numerous gantries. Head up and left to find the entrance to the base interior. INSTALLATION INTERIOR (O2MY) =============================================================================== o ITEMS: HP Full, 500 Dollars, 1000 Dollars, HMS-10, ID-02 o ENEMIES: Gun Emplacement (1), Laser Wanzer (Grey), Laser Wanzer (Olive) =============================================================================== You’ll be faced with a gun emplacement first thing off the bat, so be prepared. Head to the top-left of the map from your starting position and you’ll find 500 in cash in a crate. Now head back down and go right - you’ll run into the new, but less-than-formidable Laser Wanzers sooner or later. When you’ve reached the right-hand side of the map, you’ll see a passage set in the wall, guarded by a a tougher olive-colored Laser Wanzer. Take him out, drop down to the bottom to snag the 1000 cash and HMS-10 in crates, then go back up and enter the passage - at the end of it you’ll find the crate containing the ID-02. ******************************************************************************* * * * You’ll open up an alternative route to the Shop once you complete this * * mission. * * * ******************************************************************************* (I) EHREN HILL (O2MI) =============================================================================== o ITEMS: n/a o ENEMIES: Laser Wanzer (Grey), Commando Wanzer (Grey) =============================================================================== By now, these enemies shouldn’t give you any problems, so keep heading right. You’ll eventually encounter a soldier in an olive-colored Commando Wanzer. ****** MINI-BOSS ************************************************************** * ELITE COMMANDO WANZER * * Armor Level: 2 Weapon: Rapid-Fire Cannon; Shield * * Experience: 48 Cash: 360 * ******************************************************************************* This mini-boss is supported by a steady stream of regular Commando Wanzers; his attacks veer between firing off a few rounds from his cannon, jumping around, and taking refuge behind his shield. Keep pummeling him and he’ll go down, allowing you to proceed to the level exit. Note that this character regenerates when you replay the mission - a glutton for punishment if ever there was one. (J) VENTT BASE (O2MJ) =============================================================================== o ITEMS: HP +1/2, Bullet o ENEMIES: Flea Wanzer (Grey), Gun Emplacement (1) =============================================================================== You can’t progress in this mission without the ID-02. Sweep across the top level if you’re short on health, as you’ll find a HP +1/2 in a crate there. A Bullet item awaits one level down to the far right. Otherwise, head to the bottom level and go right across the gantry. On the far right of the map, you’ll be able to go up and left to reach the entrance to the base interior, guarded by two Gun Emplacements. ARMS FACTORY (O2MZ) =============================================================================== o ITEMS: SHD-01, HP +1/2, Bullet +1/2, VG1-MG o ENEMIES: Spider Wanzer (Grey), Gun Emplacement (1), Spreadfire Wanzer (Olive), Soldier (1) =============================================================================== Keep going left and down - you’ll run into a health boost along the way in case you take too much damage. Follow the path until you run into a olive- colored Spreadfire Wanzer - he’s worth 80 EXP but takes a fair bit of damage. Continue up from the Wanzer and you’ll find the entrance that leads you to the boss. There's some loot dotted around the level, but most of it's fairly useless, so don't break your neck going after it. Once inside the next area, just head left until you run into the boss. ****** BOSS ******************************************************************* * GUERILLA * * Armor Level: 2 Weapon: BNC Cannon; Minelayer * * Experience: 344 Cash: 1000 * ******************************************************************************* The first proper boss pilots a Battletank Wanzer which drives back and forth, dropping off circular mines and firing reflective blasts - an attack pattern that's extremely easy to exploit. Get airborne immediately, fire downwards, and you'll be able to avoid most of his attacks if you switch altitude every so often to avoid his shots. You'll take some damage, but the tank isn't too resilient - if you've got at least one REP-1 spare in case of an emergency, you should be fine. Once the Guerilla goes down, keep going right. You'll see a large reactor-type affair surrounded by four turrets - this is the factory's control system. ****** MINI-BOSS ************************************************************** * CONTROL SYSTEM * * Armor Level: 2 Weapon: None * * Experience: 200 Cash: 4000 * ******************************************************************************* You can either target the turrets or take on the control system directly - either way, you'll be finished soon enough, ending the operation. ******************************************************************************* * * * After this mission Clark Wilson will be available to support you. However, * * you'll have to buy him a Wanzer first. * * * ******************************************************************************* ======== 3 - BORUKTA ============================ (O300) :: 11 Missions ======= Once again, rebel forces are engaged with government Wanzers - only this time, Albert's on the side of the rebels... =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - K -- Missions * * S -- Shop * * * ********************* K -| | |-| | J -- I | |------| | |--- G -- H | | | F --| | |----- | |---| |-| | |---- E ---| C --| | | |-| | | | | | | |--- B --- D | | |-------- A | | | (A) RADAR SITE (O3MA) =============================================================================== o ITEMS: n/a o ENEMIES: Flea Wanzer (Grey), Hover Wanzer (Grey) =============================================================================== The Tadpole drops you off in the middle of a raging storm. Head right - you’ll run into enemies fairly quickly, as well as making your very first encounter with Genoce, a man you'll be seeing a lot of from here on out. Keep going and eventually, you'll reach a series of radar emplacements. After a few seconds, you're forced into a standoff against three soldiers in powered-up Hover Wanzers. ******* MINI-BOSS ************************************************************* * ELITE WANZER TRIAD * * Armor Level: 2 Weapon: Rapid-Fire Cannon * * Experience: 96 x 3 Cash: 400 x 3 * ******************************************************************************* A bit of luck and a good supply of HP should see you through the encounter. Keep concentrating your fire on one until he is destroyed and ignore the remainder - it’ll greatly reduce the amount of damage you take in the long run. (B) MOUNT BARTOV (O3MB) =============================================================================== o ITEMS: NG-01, Bullet, 1000 Dollars, HP +1/2, REP-3, F o ENEMIES: Flea Wanzer (Grey), Transport Helicopter (Grey), Mine =============================================================================== Johansen sends you out to destroy three Transport Helicopters which drop off a limitless supply of Flea Wanzers, in addition to their more easily-avoidable Napalm weapons. Unfortunately, chances are you’ll be too wrapped up dodging the Wanzers to be able to evade the blasts, so this mission will be fairly HP- intensive. Bring at least one REP-1 along in case things get too dangerous. You cannot complete the mission until all three Helicopters have been wiped out. Scour the caves - on top of the one of the hillocks, you’ll find a crate containing an NG-01, a primary weapon you will not be able to purchase in stores until the end of the game. Two hillside caverns also contain a valuable REP-3 and a MIN-10 respectively. After the third transport has been destroyed, head for the level exit. (C) MOUNT ERSKAIA (O3MC) =============================================================================== o ITEMS: n/a o ENEMIES: Gunship (Blue), Hover Wanzer (Grey), Mine =============================================================================== This level is constantly auto-scrolling, forcing you to keep on the move at all times. This makes the numerous mines dotted around the level more deadly than usual, so beware. Your main worry will be the Gunship; chances are you won’t be able to take it down before you reach the end of the level, but it’s worth a considerable amount of EXP if you do manage it; you also gain a 1000 Dollar, 500 EXP bonus for destroying it. (D) MOUNT MALYUKIN (O3MD) =============================================================================== o ITEMS: VU-10 o ENEMIES: Rocket Wanzer (Grey), Flea Wanzer (Beige) =============================================================================== You’ll have to go through the caves to get to the end of the level. Straightforward otherwise. (E) BECHUA BRIDGE (O3ME) =============================================================================== o ITEMS: n/a o ENEMIES: Flea Wanzer (Grey), Hover Wanzer (Grey), Rocket Wanzer (Grey) =============================================================================== Head right - you’ll eventually run into a young rebel, Emil, and his repair Wanzer. After the conversation wraps up, you'll be set upon by enemies; destroy enough of them, and the mission ends. Note that you may run into Rocket Wanzers if you decide to replay this one. (F) RESISTANCE HQ (O3MF) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== You’ll exit your Wanzer at the start of the level. Head right, and you’ll find Emil facing a firing squad under Johansen's command. Walk into him to free him and end the mission. ******************************************************************************* * * * After this mission, you’ll have access to a Shop. Be sure to upgrade to the * * SW-46S if you have enough money to do so at this point. * * * ******************************************************************************* (G) SHADAK (O3MG) =============================================================================== o ITEMS: n/a o ENEMIES: Flea Wanzer (Grey), Soldier (1) =============================================================================== Keep going right, and you’ll run into a kid who starts chucking rocks at your Wanzer. After things have been cleared up, you’ll exit your Wanzer. Follow Mikhail to the bank - you’ll see the rebels busily carting off all the gold they can carry. After you confront them, you'll be set on by opponents; race back to your Wanzer and start taking down the opposition. Once you've destroyed enough of them, Mikhail's father will show up, allowing you to complete the mission. (H) KAFSA HIGHLANDS (O3MH) =============================================================================== o ITEMS: HP +1/2, Bullet, SEK-10 o ENEMIES: Hover Wanzer (Grey), Shield Wanzer (Grey), Minelaying Wanzer (Olive) =============================================================================== You may want to return to this mission a few times before you tackle the next operation, as it's possible to rack up 4000 Dollars and 946 experience at no cost to your HP. Get to the hillock above the crate containing the HP boost - roughly one-fourth of the way through the level - angle your weapon slightly downwards (LGs work best here), and the second a Hover Wanzer spawns and attempts to scale the hill, vape it. The attackers will come at a leisurely pace, but won't fire at you until they get to the other side of the hill, meaning that with a bit of practice you'll be able to avoid taking any damage at all. Stay there and keep blasting away until the attackers stop coming; now drop down, top up your HP back up to maximum, and head to the end of the level. A side from three Shield Wanzers, you won't encounter any more enemies, allowing you to come out of this one fresh as a daisy. (I) MOUNT GORCHA (O3MI) =============================================================================== o ITEMS: 300 Dollars, Autoaim, AID-1, REP-2 o ENEMIES: Mine, Gun Trap, Drone Trap =============================================================================== Avoid the caves; they're loaded with nasty gun traps which can take a chunk out of your health if you make one wrong turn. Just stick to the high ground, take it slowly, and you should get through this one with your HP relatively intact. ******************************************************************************* * * * After this mission, you can use Emil and his Wanzer to support you. * * * ******************************************************************************* (J) NARODOSCHKA MTS. (O3MJ) =============================================================================== o ITEMS: n/a o ENEMIES: Gunship (Olive), Soldier (1), Tank (Olive) =============================================================================== More of detour than an actual mission. Note that Tanks are almost invincible if you tackle them head-on, but by leaping over them and attacking them from behind, you can polish them off relatively quickly - just watch out for their laser attack. The Gunships are worth 160 EXPs apiece, though if you want to build levels, there are far less risky ways to doing it (read: Mission H). (K) BOLSAI (O3MK) =============================================================================== o ITEMS: n/a o ENEMIES: Hover Wanzer (Grey), Flea Wanzer (Grey) =============================================================================== Don't waste much time getting bogged down in combat - you're going to need most of your HP for the boss. Your best investment at this point is the VU-20, which you will hopefully have spent some time levelling up. ****** BOSS ******************************************************************* * TCHERNENKO * * Armor Level: 2 Weapon: Punch, Drop Kick, Seeking Blast * * Experience: 640 Cash: 2400 * ******************************************************************************* The ultimate boss in Borukta is a fairly tough nut to crack if you've been neglecting your levelling, less so if not. In his first stage, the Tchernenko will roam around the screen, occasionally throwing a punch at your Wanzer. These punches cause a lot of damage, but can be simply avoided by jumping over the boss as he makes his attack. His other main attack in this form is a drop kick in which he leaps into the air before dropping directly on your Wanzer. These also can be avoided with a bit of practice; simply stay in the air as long as your VU allows it, and be ready to start dodging the second you hit the ground again. Once you've taken off half of the big guy's life bar, he splits into two components - an airborne torso and a tank. The torso section flies around the screen, throwing punches at you, while the tank fires its cannon. Ignore the torso for now and concentrate your fire on the tank section - you'll inevitably take damage from the torso, but if you stay a certain distance from the tank, his cannons will simply pass over you. Once the tank section is disposed of, you're facing the torso alone. The punches are a little more difficult to avoid now that he's airborne, so be ready to drop out of the sky as soon as you see him draw level with you - that indicates he's about to launch an attack. Alternate between dashing and jumping while on the ground. If you're still struggling, spend time getting Albert up to Level 10 or higher. Once both parts go down, this operation is officially ended. ======== 4 - AL HARI ============================ (O400) :: 10 Missions ======= For years, the battle between the Alliance of the Red Sea and the Zohar Alliance has raged on, devastating a once-peaceful area and consuming an entire generation in the process. With rumors of a secret Zohar superweapon circulating, Albert is sent in to investigate. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - J -- Missions * * S -- Shop * * * ********************* J | I | H - G -| | |-- F ----| | |--| |--- S | | | |- E --| | |-- B ------| | | |--------------- C ----| | | | | | | | D | |--| | | |---- A | | | (A) ARS HEADQUARTERS (O4MA) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== Not much to say here. Just enter the ARS compound and keep going left until you find Safad. (B) EASTERN DESERT (O4MB) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Gray), Grenadier Wanzer (Gray) =============================================================================== Fairly straightforward for the most part. Close to the end of the level, you'll be forced into a stand-off. ****** MINI-BOSS ************************************************************** * COMMANDO ELITE / AEGIS * * Armor Level: 2 Weapon: Rapid-Fire Cannon * * Experience: 96 x 2 Cash: 360 x 2 * ******************************************************************************* Take out the two Shield Wanzers first - with a souped-up LG-01 or LG-02, vaping them and the Commando Wanzers they protect shouldn't be much of a challenge. The group is also supported by a stream of regular gray Commando Wanzers, though these should not prove too much of a challenge. The end of the level is just a little distance from the stand-off. (C) SUNSET HILL (O4MC) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Gray), Guidance Wanzer (Olive) =============================================================================== Try to avoid as much combat as possible, though; you'll want to save your HP and REPs for the mini-boss. Once you reach the end of the level, Albert will be confronted by a Zohar soldier in an attack ship. ****** MINI-BOSS ************************************************************** * CAMILLA * * Armor Level: 2 Weapon: Vulcan Gun; Electron Ram; Crush Attack * * Experience: 400 Cash: 400 * ******************************************************************************* Camilla's initial pattern is to hover overhead, firing several shots from her Vulcan before opening up, exposing her weak spot. Fire at the green area until she closes up again; she'll switch sides and repeat the process again. After the second run, get airborne - she'll swoop down and attempt to mow down your Wanzer with the Electron Ram on the front of her ship. Provided you time the jump right, you'll simply pass over the attack, and then can drop down again. For best results, get on the middle hill on the screen, go down the slope a little opposite to the direction she's attacking from, and put up your shield to block her fire, dropping your defences only to blast her weak spot. Between the hill and your shield - upgrading to SD-02 is recommended at this stage - she won't be able to do you much damage. After you've taken off half of Camilla's life bar, her attack pattern gets a lot more difficult to anticipate. For one thing, she's no longer stationary - she'll frequently change positions, meaning that you'll end up taking damage no matter what. More importantly, after exposing her weak spot, she'll frequently drop down on you. Try to get near the middle or end of the ship sprite as it drops, as only the section with the Electron Ram does any damage. She'll repeat the fire/expose pattern twice more, and then start another swoop attack, which you can simply jump over. Provided you stay away from the ram and have enough HP to afford the odd mistake, you'll be able to take her down in good time. (D) NAFUD DUNES (O4MD) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Gray), Jeep (Olive) =============================================================================== Nothing special here - just get to the end of the level. (C) SUNSET HILL (O4MC2) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Gray), Commando Wanzer (Gray) =============================================================================== After finishing Mission D, head back to Mission C and proceed right. You'll eventually run into Camilla again, now under attack by her own forces. Here, you're forced into a standoff; just keep destroying opponents until the mission ends. (E) WESTERN DESERT (O4ME) =============================================================================== o ITEMS: n/a o ENEMIES: Security Gun Emplacement =============================================================================== You can't finish this mission until you rescue Camilla in Mission C. You’ll be on foot for part of this, so you may want to seriously consider upgrading Albert’s equipment. You begin outside the Galeon; destroy the emplacements until you get to the end of the vehicle, then jump up onto the platforms to reach the roof. Destroy the dome-structure you find there. You'll now be able to access the interior. PRISON CARRIER "GALEON" (O4MX) =============================================================================== o ITEMS: 1000 Dollars, AID-1 x 3, VG-02, Bullet +1/2, HP Full, 100 Dollars, REP-2 x 2, HP +1/2 x 4, DCY-10 o ENEMIES: Soldier (1), Sweeper Drone (Beige), Small Gun Emplacement (1), Commando Wanzer (Gray) =============================================================================== Once inside, you will find a number of doors leading to different parts of the carrier's interior. There's a lot of possible paths here, so it's fairly easy to get lost or repeat certain sections after making a wrong turning. As a rough guide, your ultimate goal is to get to Area 26; you begin in Area 1. Each door leads to a different corresponding Area. Here’s how to get through with a minimum of hassle. [Area 3] ====================================================================== First thing off the bat, head over to door marked ‘Area 3’ - you’ll end up in Area 15. Keep going right; there are three different paths you can take - one leads to Area 25, which contains a crate with 100 Dollars; one leads to Area 23, which contains a HP Full, and the topmost path leads to Area 22, containing a doorway which allows you to get to Area 11. [Area 11] ===================================================================== You’ll see a gantry right above you when you exit the doorway. Jump up and head left through the Sweeper Drones and up until you reach Area 5. A little to the right is a doorway that allows you to get to Area 20. [Area 20] ===================================================================== You can find a AID-1 if you drop down and head right until you find a small room. Otherwise, head up and right, past the Small Gun Emplacement, then down into Area 21 and another doorway. If you want, get out of your Wanzer, go through the small passage, and drop down - you'll find a DCY-10 and a health bonus waiting at a drop-off at the end of the next level. Otherwise, proceed to Area 13. [Area 13] ===================================================================== Head right immediately, being mindful of the Emplacements and Sweeper Drones, and then up. You’ll be faced with a Commando Wanzer and some Emplacements. Head right until you drop down into Area 14, then enter the doorway. Voila - you’ve reached Area 26. [Area 26] ===================================================================== Getting close to the end here. You must exit your Wanzer to proceed. Two possible paths - the lower takes you to Area 27, which contains one mysterious yellow Wanzer (pilotless), a Small Gun Emplacement, and not much else. The upper lets you reach Areas 28 and 29. Head right towards Area 28 - the crate contains a health bonus. Then head up to Area 29 and right again; you’ll find an AID-1 item in another crate. Now keep going up. At the very top level, head left for yet another health boost, then right to Area 30. Enter the doorway. [Luven's Cell] ================================================================ You’ll find Luven languishing in a jail cell here. Throw grenades at the wall of his prison until it breaks down. Now head back out and to your Wanzer, keeping an eye out for the newly-regenerated Light Gun Emplacements. You’re bound for the exit now, so retrace your steps all the way back to Area 1 - if you need more HPs, the health powerup in Area 23 will have regenerated by now. Once you’re healed up, jump up the central shaft you started from. GALEON EXTERIOR (O4ME2) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Gray), Drop Drone (Olive) =============================================================================== Head to the left quickly to get to the boss, the Carrier’s main defence system. ****** MINI-BOSS ************************************************************** * GALEON BRIDGE * * Armor Level: 2 Weapon: Auto-Tracking Guns; Tri-Laser; Drone Launcher * * Experience: 800 Cash: 850 * ******************************************************************************* The Bridge's defense system consists of three elements: (1) four auto-tracking guns that fire at regular intervals (2) three cannons that fire beams covering the entire bottom level (3) bomb-dropping drones All of these can cause you quite a bit of grief, so take it a step at a time. Get airborne and unload everything you’ve got into the upper portion of the system (the auto-tracking guns) first thing off the bat. Keep shifting positions to avoid being nailed by the guns, keeping an eye on the cannons at the bottom when your vernier runs out. Once you’ve vaped the auto-trackers, fly to the leftmost portion of the screen and drop down. You’ll end up right behind the cannons, meaning you only have to worry about the drones. Take them out when they appear, unload the rest of your arsenal into the cannons, and you’ll have things sorted out in no time. ******************************************************************************* * * * After this mission, you can use Luven and his Wanzer to support you in your * * missions. * * * ******************************************************************************* (F) DAHANA HIGHLANDS (O4MF) =============================================================================== o ITEMS: SPS-10 o ENEMIES: Mongoose Wanzer (Gray), Guidance Wanzer (Olive) =============================================================================== The missilers are worth 120 EXP apiece, so take the time to waste a few. You'll find an SPS-10 in a crate near one of the dropoffs; otherwise, keep on heading right. ******************************************************************************* * * * You’ll now have access to a Shop on the map. There’s a few upgrades to be * * had here, including a better shield (SHD-03) and a better dash unit, so * * stock up before you head into the next mission. Be sure you've got your * * maximum of REP-1 and REP-2s - you’re going to need them. * * * * Note that all goods sold there are 90% of their normal price. Take * * advantage. * * * ******************************************************************************* (G) CLIFF GARRISON =============================================================================== o ITEMS: n/a o ENEMIES: Grenadier Wanzer (Gray), Commando Wanzer (Gray), Gun Emplacement (1) =============================================================================== You'll need a VU-20 to proceed here, so make sure you've got one equipped. Just keeping heading up and try to avoid fighting - you’ll need your HP in a bit. Once you reach the top of the mountain, head right. You'll encounter the boss soon enough. ****** BOSS ******************************************************************* * VULTURE * * Armor Level: 2 Weapon: Handgun; Grenade Spray; Unguided Missile * * Experience: 400 Cash: 400 * ******************************************************************************* Not as tough as some of the other bosses in the game, but still enough of a challenge to demand a few tries. His typical opening gambit is to lob a Grenade Spray at you and then charge a short distance. One salvo can wipe you out with ease, so you’ll be tempted to jump over the grenades - at which point you’ll run into the boss’ chopper blades and take even more of a beating. Instead, back off when he fires, then let rip with everything you have. His charge passes right through you if you’re on the ground, so you don’t need to worry about that. After a while, he becomes airborne, occasionally dropping an unguided missile. Your best approach is to stick to the ground and fire up, rather than risk being caught between the cannons and his rotor blades. Dodging the missiles shouldn’t be a problem, though they inflict massive damage when they do hit. Keep in mind that the only vulnerable part of the boss is his legs, which he'll retract while in helicopter mode, making them hard to reach unless you’re right behind him. It is actually possible to destroy his rotors, but the hassle and damage you’ll incur as a result aren’t really worth the trouble. Keep pummeling him and heal up when your health gets too low to avoid being taken out by a lucky missile or grenade salvo, and he’ll be gone in no time. (H) MOUNT HOWLER (O4MH) =============================================================================== o ITEMS: n/a o ENEMIES: Attacker Wanzer (Olive), Gun Emplacement (1), Small Gun Emplacement (1), Sweeper Drone (Olive) =============================================================================== A plethora of targets awaits you here. Just blast what you can and head for the end of the level. (I) MOUNT UMTARL (O4MI) =============================================================================== o ITEMS: HP +1/4, Bullet +1/4, HP +1/2 o ENEMIES: Guidance Wanzer (Olive), Mongoose Wanzer (Olive), Small Gun Emplacement (1), Mine, Gun Trap =============================================================================== Much like Mission H, except now the screen auto-scrolls to force you to move along with the level. There’s two HP boosts located in crates along the way - grab them, take advantage of the gantries to avoid running into the mines, and you’ll get through this one in one piece. (J) FORT NAVARU (O4MJ) =============================================================================== o ITEMS: n/a o ENEMIES: Small Gun Emplacement (1), Gun Emplacement (1), Commando Wanzer (Gray) =============================================================================== Stock up on REP-1 and REP-2s before tackling this level - you’ll find the going much easier, especially near the end. You begin this level outside the base. Keep going right and destroy the large air duct structures when you see them - the third duct should allow you to gain access to the interior of the base. FORTRESS INTERIOR (O4MY) =============================================================================== o ITEMS: 1000 Dollars, HP +1/2, BZS-10 o ENEMIES: Mongoose Wanzer (Olive), Gun Trap, Sweeper Drone (Olive), Commando Wanzer (Gray), Wall Drone (Olive) =============================================================================== This place is swarming with enemies. Just keeping going up; you’ll eventually hit the roof of the base. ****** MINI-BOSS ************************************************************** * PARTICLE CANNON * * Armor Level: 2 Weapon: None * * Experience: 400 Cash: 400 * ******************************************************************************* Your aim is to destroy the large laser weapon you see on the rooftop - get behind it and keep firing until it’s destroyed. The swarms of Mongoose and Commando Wanzers that assault you while you’re doing this don’t make life easier, especially if you already took a beating going through the base to begin with, but concentrate on your objective. Once the cannon gets slagged, the base will start to self-destruct - head right and enter the doorway. ****** BOSS ******************************************************************* * BASE COMMANDER * * Armor Level: 2 Weapon: Siege Shotgun; Missile Spread * * Experience: 400 Cash: 400 * ******************************************************************************* You’ll be forced into a battle with a large hovering Wanzer along a moving tunnel. This guy’s attack pattern is fairly simple to suss out - he’ll begin by firing a few shots at the floor, back off to the left, then launch three unguided missiles that cover the top, middle and bottom of the screen. Get airborne behind him to avoid his main attacks, direct all your fire on the torso portion of the Wanzer, then drop down when he backs to the left to launch his missiles. Jump up as soon as the missiles enter the screen, and if you time it well, you should be able to use your VU to clear the gap between top and middle missile. You'll take damage one way or another, but with enough REPs in reserve, it shouldn't be a problem. (A) ARS HEADQUARTERS (O4MA2) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== You’ll find Safad at the top level. After a brief conversation, follow Safad onto the launch platform to end the mission. ======== 5 - BERGEN ============================= (O500) :: 7 Missions ======== Albert returns to Emingen to rescue President Orwen - and face down Ark Hellbrand... =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - G -- Missions * * S -- Shop * * * ********************* G ----| | | | F -| |-| | S | | | | | | |--| | C --| | | D -| | |--- E ------| |----| | |------- A ------ | B (A) EMINGEN (O5MA) =============================================================================== o ITEMS: n/a o ENEMIES: FH-8H (Olive) =============================================================================== You’ll start this mission outside your Wanzer. Head right until you run into Rinker, Albert's old next-door neighbor. After he's had a chance to tell you what's happened since your escape, a Jet Wanzer will make an untimely appearance. ****** MINI-BOSS ************************************************************** * JET WANZER ELITE * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Run back to your Wanzer - the Jet Wanzer will chase you, but you’ll have enough time to get in before he closes in on you. Lay into him with your arsenal; he'll retreat once you've inflicted enough damage. Now head right again. At the end of the level, you’ll run into Genoce. ****** MINI-BOSS ************************************************************** * GENOCE (1) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* Genoce's GS-4X Heulenwolf is exceptionally agile, leaping, dashing and flying around you while firing sporadic salvos. He takes a lot of punishment before he'll withdraw, so your best bet is to use a souped-up HNP to hammer him as he passes you and then fire at him once he's out of range. Keep at it, and eventually you'll drive him off. (B) GROMUND (O5MB) =============================================================================== o ITEMS: n/a o ENEMIES: Jet Wanzer (Olive), Grenadier Wanzer (Olive) =============================================================================== A time-waster mission - the layout of this level is exactly the same as in Operation 1. Take out a few Jet Wanzers if you get the chance; they're worth 64 EXP apiece. (C) BERGEN CAPITOL (O5MC) =============================================================================== o ITEMS: n/a o ENEMIES: Soldier (2), SW-462 =============================================================================== Your initial opposition consists of some particularly resilient Soldiers. Waste them as you see fit, and head for the second level of the building - to your left, you’ll find the President's office. After a brief conversation, you'll be set on by an enemy Wanzer ace. ****** MINI-BOSS ************************************************************** * SW-462 ELITE * * Armor Level: 3 Weapon: Rapid-Fire Cannon * * Experience: 192 Cash: 640 * ******************************************************************************* This tough opponent leads the defensive forces here, though he himself doesn't do too much damage. Take him out and head back to the right. You’ll be set on by several SW-462s; they’re fairly easy to take out, so rack up a couple of kills before heading back to the beginning and exiting the mission. (D) GWAIN (O5MD) =============================================================================== o ITEMS: n/a o ENEMIES: Brawler Wanzer (Olive), Grenadier Wanzer (Olive), Bombardier Wanzer (Olive) =============================================================================== Another new opponent makes his debut here: the Brawler Wanzer. These guys are nothing short of brutal, dishing out considerable damage as well as taking soaking up plenty of firepower before going down. On the other hand, they're worth 114 EXPs, making them a worthwhile kill; provided you keep your distance, they shouldn’t be able to do too much damage to you. Be careful, though - Brawler Wanzers usually attack in packs, so it's easy to get overwhelmed. If you decide to tackle this level again after beating the Mini-Bosses, you'll also have to deal with Grenadier and Bombardier Wanzers, so be prepared. Keep heading right - at the end of the level, you’ll run into Ark again. ****** MINI-BOSS ************************************************************** * ARK HELLBRAND (3) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Fighting Ark is an absolute joke - he only occasionally bothers to fire a shot at you, allowing you to pummel him with impunity. Unfortunately, once he goes down, Genoce enters the fray. ****** MINI-BOSS ************************************************************** * GENOCE (2) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* Genoce uses more or less the same attack pattern as in your last encounter. Don’t worry too much about avoiding damage; just keep firing and eventually he’ll make his retreat. (E) RIESE (O5ME) =============================================================================== o ITEMS: MSP-20 o ENEMIES: Attack Wanzer (Olive), Minelaying Wanzer (Olive) =============================================================================== After the tough opponents in the last few levels, this mission should come as welcome relief. When you get to the end of the level, there’ll be a multistorey building in the background - jump up to the top level and clear out all enemies in the immediate area, then move to the far right edge of the screen. Eventually Rook, one of Genoce's lieutenants, will make an appearance... ****** MINI-BOSS ************************************************************** * ROOK (1) * * Armor Level: N/A Weapon: High-Bore Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* ...unfortunately, he can’t seem to figure out how to reach your position, so he’ll charge back and forth on the bottom level, occasionally jumping. Just relax and pump him full of lead at your leisure. Once he’s beaten, Genoce shows up to help his lieutenant out. ****** MINI-BOSS ************************************************************** * GENOCE (3) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* Drop down at this point and let him have it; his attacks will hit you even on your elevated position. Genoce attack pattern is the same as in your two previous encounters. After you've inflicted enough damage, Genoce will retreat, allowing you to finish the mission. ******************************************************************************* * * * After finishing Mission E, you’ll have access to a Shop. There’s quite a * * few desirable upgrades to be bought here, so be sure to stock up on cash. * * * * Among other things, you should definitely buy the new SW-54S Wanzer, * * upgrade your vernier to a VU-30, and invest in a few of the MG, AP and RT * * upgrades for the level 2 weapons before tackling the next mission. Albert’s * * Handgun and Grenades can also be upgraded, but you won't be needing them * * for the next few missions. * * * ******************************************************************************* (F) BEEG ARMY BASE (O5MF) =============================================================================== o ITEMS: n/a o ENEMIES: Brawler Wanzer (Olive), Flea Wanzer (Olive), Gun Emplacement (2) =============================================================================== Stock up on REPs before tackling this level. This mission is absolutely crowded with opponents, so move quickly and don’t let yourself get overwhelmed. There's actually a convenient spot for tackling your foes right near the beginning of the level - head right and fall down the first drop, then back up against the small tunnel at the bottom and fire. You'll face a steady stream of Brawler Wanzers, but since you are sheltered by the gantries and the wall, they will not be able to use their drop kick attacks. Sit tight and keep firing - once you’ve destroyed the level's quota of Wanzers, you’ll finish the mission. The final confrontation with Ark Hellbrand is at hand... (G) BERGEN ARMY HQ (O5MG) =============================================================================== o ITEMS: n/a o ENEMIES: Bombardier Wanzer (Olive), Gun Emplacement (2), SW-462 =============================================================================== This is the place the coup began; appropriately enough, it will be the place where it ends as well. Head left from the start. You’ll find the Colonel in his Wanzer, still grievously damaged. ****** MINI-BOSS ************************************************************** * ARK HELLBRAND (4) * * Armor Level: 3 Weapon: Rapid-Fire Cannon * * Experience: 256 Cash: 800 * ******************************************************************************* Seems Ark’s not had the chance to repair the damage you inflicted on him back in Mission D, so keep firing and his Wanzer will explode. Ark will escape on foot, leaving a pair of SW-462s to cover his tracks. Destroy them, then head left. At the far left of the level, there’ll be an entrance you can use. BASE INTERIOR (O5MX) =============================================================================== o ITEMS: HP +1/2, REP-1, VU-20, BNC-20 o ENEMIES: Soldier (2) =============================================================================== On one of the top levels, you can find a VU-20 in a crate. Keep heading left and drop down. Just before you reach Ark, there is a passage small enough to accommodate Albert - head through it to get a crate containing a BNC-20. Then head left again until you reach Ark's lair. Fun fact - the rebels *still* haven't found the time to repair Albert's cell, six months after Brenda first blew it up. ****** BOSS ******************************************************************* * SLEIPNIR * * Armor Level: N/A Weapon: Guided Missile; Napalm Gun; Vulcan Gun * * Experience: 3248 Cash: 3360 * ******************************************************************************* Ark’s 'borrowed' Wanzer starts out by launching Guided Missiles at you while moving back and forth in the available area. The Guided Missiles are hard to dodge, especially if you’re airborne, but evade them long enough and their guidance systems will give out. The only problem is that by the time that has happened, Ark will have launched another salvo which is almost guaranteed to hit you. Once you’ve inflicted enough damage, the Sleipnir’s head will detach and fly around, firing Vulcan shots while the body launches Guided Missiles and Napalm blasts. Both of these do a lot of damage, so watch your health meter. Concentrate all your fire on the head, and Ark will be finished for good. On that note, the mission and operation end. ******************************************************************************* * * * Taking out Ark gives you quite a bit of cash to play with, so buy a * * few more upgrades before continuing to the next Operation. Then head back * * to New York; you'll have access to two more Operations now. * * * ******************************************************************************* ======== 6 - ZAMBOLA =========================== (O600) :: 12 Missions ======== Back with the Association, Albert is tasked with locating Zambolan Prime Minister Elgar, MIA after a mysterious plane crash in the middle of the jungle. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - L -- Missions * * S -- Shop * * * ********************* L ---| | | K | | |--| | |- I ---- J --------| |-| | | | | |----| H |--| | | | |-------| S ---| |----| | | | | |- E ----- D ---| |---| |----| | | | | | | |------- F -| | |-------| | |--| | |--| | | | |--| |--| G |----| C | | | | | B -| | | |----| |-| | | | | |---- A -| | | (A) ZAMBOLI FOREST (O6MA) =============================================================================== o ITEMS: n/a o ENEMIES: Spider Wanzer (Olive), Flea Wanzer (Olive), Marauder Wanzer (Olive), Flea Wanzer (Blue) =============================================================================== You won’t have any opposition until you reach the crash site. Keep going right, and eventually you’ll reach a parachute. At this point, a mercenary in an Artillery Wanzer shows up. ****** MINI-BOSS ************************************************************** * ARTILLERY WANZER * * Armor Level: 3 Weapon: Vulcan Gun, Napalm Blast * * Experience: 640 Cash: 2560 * ******************************************************************************* Get airborne to avoid the Napalm Blasts - you'll still take damage from the Vulcan Gun, but you'll be able to evade at least part of the Marauders' attacks. Note the Artillery Wanzer can't be attacked directly from ahead - his weak spot is the large green ammo compartment in the back. Keep pummeling the big guy until he goes down. Note that if you decide to redo this mission for additional experience, you will face another type of enemy, the powerful blue Flea Wanzer. (B) KUSHASA HEIGHTS (O6MB) =============================================================================== o ITEMS: n/a o ENEMIES: Spider Wanzer (Olive), Flea Wanzer (Olive), Marauder Wanzer (Olive), Targeting Drone (Olive) =============================================================================== Head right - you'll encounter another mercenary character, this one piloting a Spreadfire Wanzer. ****** MINI-BOSS ************************************************************** * SPREADFIRE WANZER ELITE * * Armor Level: 3 Weapon: Split Shot * * Experience: 320 Cash: 1280 * ******************************************************************************* You’ll get hit one way or the other, so just keep firing at the Wanzer and keep a REP or two handy in case things get a little troublesome. Once he’s taken care of, head right to the end of the level. (C) MALAPA FOREST (O6MC) =============================================================================== o ITEMS: n/a o ENEMIES: Targeting Drone (Olive), Soldier (2), TOW Trooper (2), Jeep (Olive), Hover Bike (Olive) =============================================================================== You’ll run into the Targeting Drones again here, but fortunately the opposition is fairly light. Just use your VUs to pass over the drones’ lasers, and fire at whatever crosses your scopes. (D) ROAD TO JANGA (O6MD) =============================================================================== o ITEMS: n/a o ENEMIES: Flea Wanzer (Olive), Bomb Drone, Transport Helicopter (Purple), Spider Wanzer (Olive) =============================================================================== This level auto-scrolls, so you’ll be forced to think on your feet. Aside from sporadic Flea Wanzers, your main opposition here is a Transport Helicopter which drops autonomous Bomb Drones at a steady pace to slow you down. Use your VU to get airborne right at the start and let the Helicopter have it - you’ll avoid the bombs altogether and be in a prime firing position. By the time it goes down, you'll be close to the end of the level. (E) JANGA VILLAGE (O6ME) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== The first thing you’ll notice is the abundance of dead bodies and ruined buildings. Keep heading right, and you’ll find the man responsible. ****** MINI-BOSS ************************************************************** * BISHOP (1) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Together with Rook, Bishop is second-in-command in Genoce's little mercenary troupe. As you'll discover within, oh, ten seconds of meeting him, Bishop is *also* a violent psychopath who only revels in destruction for destruction's sake. Fortunately, his GS-3 Blutduft's not too tough - engage your VU and keep firing. He'll occasionally put up a shield or sling a Vulcan shell your way, but hardly offers much resistance. Once you've inflicted enough damage, Bishop departs. (H) NMAKUBA HEIGHTS (O6MH) =============================================================================== o ITEMS: MSP-20, 1000 Dollars, VG-02, REP-1, NG-02, o ENEMIES: Flea Wanzer (Blue), Marauder Wanzer (Blue), Shell Wanzer (Olive) =============================================================================== This is another mission you’ll want to return to a few times before you leave Zambola, as the blue Marauder Wanzers roaming around here clock in at a respectable 320 EXP apiece. Keep racking up kills, and you’ll finish the level with more than 18,000 cash and 6000 EXP. You need to go underground to complete the mission, but don’t just yet - instead, keep heading right until you reach the end of the map, and then drop down into the last cavern. Inside, you’ll find the rare NG-02 weapon. Then head back left, dropping down to the main cavern to collect the rest of the swag lying around the burrows before exiting the level to the far right. (I) MOUNT GARAL PATH (O6MI) =============================================================================== o ITEMS: 1000 Dollars x 2, UVG-30, 500 Dollars x 3, Autoaim, 2000 Dollars o ENEMIES: Marauder Wanzer (Olive) =============================================================================== Follow Bongo through the burrows until you surface again. If you're feeling adventurous, there's a few crates dotted around the level containing cash. Problem is, Bongo won't wait for you, so you'll have to find your way back on your own. When you reach the surface, you’ll run straight into a signal flare - your cover is blown. ****** MINI-BOSS ************************************************************** * BISHOP (2) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Bishop’s attack style is exactly the same as in your last encounter. Keep firing and he’ll go down easily. Now head right and back underground. You'll face Marauder Wanzers in this section, so be prepared. Due to the size of your Wanzer, you won’t be able to follow Bongo's route exactly - just take alternative routes and keep heading right and down to find the exit to the level. While you're here, head up; at the top, you'll find a crate containing an AUTOAIM item. There's more cash to be found further down, too. (J) LHASU WOODS (O6MJ) =============================================================================== o ITEMS: BSZ-20, Chaff, 2000 Dollars, HP +3/4 o ENEMIES: Marauder Wanzer (Olive), Flea Wanzer (Blue), Rocket Wanzer (Olive), Gun Trap, Mine, Drone Trap =============================================================================== Another underground mission. Your main worry here will be the mines and traps that litter the passageways. Take out the enemies and use your minimap to locate the crates. At some point, you’ll find a passageway that takes out back out into the open again - walk a little right to reach the end of the level. ******************************************************************************* * * * Now you have access to a Shop; be sure to stock up. * * * ******************************************************************************* (F) ENCAMPMENT (O6MF) =============================================================================== o ITEMS: REP-10, 500 Dollars, 1000 Dollars x 2, HAV-03, Boost o ENEMIES: Soldier (3), Marauder Wanzer (Blue), APC (Blue) =============================================================================== Lots of stuff to be grabbed here, so search high and low for crates. Take out the APCs whenever they appear - they soak up a lot of damage, but they can’t deal much in return. More importantly, they’re worth 384 EXP apiece. Otherwise, proceed to the bunker interior. MERCENARY BUNKER (O6MX) =============================================================================== o ITEMS: AID-01, SG-02, HP +1/2, 500 Dollars, SW-54L, N-Scope o ENEMIES: Rocket Wanzer (Olive), Gun Emplacement (2), Gun Trap =============================================================================== The Rocket Wanzers you run into here are nice little earners as far as EXP goes - 120 EXP for a practically effortless kill. Take as many out as you can. Otherwise, head up and left - there’s a SG-02 in a crate near the top, and a few Gun Emplacements to sour your day. Head down until you reach a doorway and enter it. In this section of the base, you run into Emplacements and Gun Traps - watch your step and take it slow. Keep heading right, taking advantage of the HP +1/2 when you find it. Eventually, you’ll reach another doorway. Enter it. Head left, taking out the Gun Emplacements and Rocket Wanzers as they approach. To your far left is a crate containing 500 Dollars. Once you’ve snagged the money, head back right and drop down to reach another doorway. In this section, you’ll encounter several Gun Traps. Drop down and head left until you run into a crate containing SW-54L parts. Get them, head back right and up. Run the gauntlet of Gun Emplacements, and blast the crate at the end of it. It contains the Noctoscope needed to complete the mission. ******************************************************************************* * * * This mission also gives you access to the Supply Center, but if you've * * already finished Mission J, this is a bit of a moot point. * * * ******************************************************************************* (G) EMINKA HEIGHTS (O6MG) =============================================================================== o ITEMS: REP-2, MSP-20, HP +1/4, Bullet +1/2, 1000 Dollars, REP-1 o ENEMIES: Bomb Drone, Rocket Wanzer (Olive), Flea Wanzer (Blue), Marauder Wanzer (Olive) =============================================================================== You can bypass most of the level simply by not heading underground until the very end; most of the swag hidden in the tunnels isn't worth the effort it takes to locate. (K) GARAL CAVES (O6MK) =============================================================================== o ITEMS: n/a o ENEMIES: Gun Trap, Mine, Fire Curtain =============================================================================== Bring plenty of REPs. You'll need the Noctoscope in order to be able to proceed to the caves proper. For the first section, follow Bongo's lead to the cave entrance - after that, you’re on your own. Aside from the usual plethora of traps, you'll find an all-new obstacle: a stationary curtain of fire which takes the best part of a life bar off if you so much as touch it. For this reason, you'll want to keep your partners at home; their half-baked AI usually plants them right in the middle of the flames until they're destroyed. You can’t bypass Fire Curtains, so don’t waste your HP trying. Keep pushing to the bottom left of the map until you reach a flooded section; now head right to reach the cavern where Axel is hiding. Unfortunately, you're not the first man on the scene. ****** MINI-BOSS ************************************************************** * GENOCE (4) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* You’ll have to battle Genoce again, but his attack pattern is much simpler than before - simply charging back and forth with the occasional salvo from his cannons. After he’s taken enough damage, Rook will show up again and the two of them beat a retreat. ******************************************************************************* * * * After this mission, you’ll be able to use Axel to support you. * * * ******************************************************************************* (L) TANGANY DIET (O6ML) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== You’ll be on foot at the start of the mission. After Keel tries to shoot Elgar and gets blasted by Balming for his troubles, you'll be left racing for your Wanzer. ****** BOSS ******************************************************************* * BALMING * * Armor Level: 3 Weapon: Plasma Pulse; Drop Kick * * Experience: 1600 Cash: 1660 * ******************************************************************************* Balming has two attacks: a powerful Plasma Pulse which he fires at irregular intervals, and a Drop Kick similar to those used by the Brawler Wanzers. His shield is capable of blocking even LG weapons, but he doesn’t employ it often enough to make much of a difference. If you're feeling cocky, stick as close to him as possible until your Wanzer sprite almost overlaps with his; neither his Plasma Pulse nor his shield will work if you keep within a certain distance. Otherwise, stay airborne to avoid both of his attacks - you’ve got a large area to roam around in, so make maximum use of it. After you’ve taken him down to half health, he launches a Guardian Drone; this'll just regenerate if you destroy it, so don’t waste your time trying to take it down. Just keep your sights on the Wanzer, and he’ll go down without too much trouble. ======== 7 - SIBIRSKA ========================== (O700) :: 12 Missions ======== Albert and company battle against the Red Sharks, a group of pirates and terrorists menacing the local population - and find themselves fighting alongside Genoce again. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - L -- Missions * * S -- Shop * * * ********************* L ------| J ---| |-| | |------------- I | | K ---- H -----------| | | | |------------------| | | | |----- G | F -- E --| | | | | | | | | | | |-- A ------ | |---- D ---| | | |--| |-------------------- B | S C --| (A) OIL PLATFORM (O7MA) =============================================================================== o ITEMS: n/a o ENEMIES: Seeking Wanzer =============================================================================== For plot points, you may want to take Axel along as a Friend here. You can complete this mission without rescuing any workers, but let's be thorough here. Pull up your minimap and use it to get to the blue squares - these indicate workers. Move over them to 'free' them, then continue on; if you follow the trail of hostages, you'll eventually reach the end of the level. The Seeking Wanzers are worth 288 EXP apiece, so rack up some kills if you can spare the HP. Once you hit the end of the map, you’ll run into Shivaltz, leader of the Red Sharks. ****** MINI-BOSS ************************************************************** * SHIVALTZ (1) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* Shivaltz really isn’t much of a challenge - just keep firing and avoiding the occasional shot he takes at you. Once he's taken enough damage, one of his soldiers takes control of the installation's defence system to cover his escape. After a spectacular display of pyrotechnics, you’re forced to battle a boss. ****** BOSS ******************************************************************* * DEFENCE SYSTEM * * Armor Level: 3 Weapon: Napalm Blast * * Experience: 1600 x 6 Cash: 1600 x 6 * ******************************************************************************* The boss consists of two flexible arms topped by gun turrets - just target the turrets to destroy the arms. Once you destroy a pair of arms, they will regenerate. Destroy three pairs, and the main structure of the defence system will go down with them, ending the level. You'll get a 600 Dollar, 500 EXP bonus for each hostage you've rescued. (B) RIYOHOV COAST (O7MB) =============================================================================== o ITEMS: n/a o ENEMIES: APC (Blue), Gun Emplacement (3), Soldier (4) =============================================================================== This level is crawling with tough foes in considerable numbers, so don't get too stuck into combat here; kill what you can and head for the exit once your health starts dropping. You'll need at least a VU-30 to clear the last slope, so you may find yourself exiting your Wanzer to complete this mission. (C) MORUVSK (O7MC) =============================================================================== o ITEMS: 2000 Dollars, 100 Dollars, DF4B2-3, HP +1/2, REP-20, Autoaim, 300 Dollars, SPS-10, AID-1 o ENEMIES: Laser Wanzer (Olive), Commando Wanzer (Blue) =============================================================================== At the start of the mission, drop down into the sewers and start pushing along to the right. After some time, you’ll run into a Red Shark piloting a Tank Wanzer. ****** MINI-BOSS ************************************************************** * TANK WANZER * * Armor Level: N/A Weapon: Comet Shot, Minelayer * * Experience: 6400 Cash: 6400 * ******************************************************************************* This treaded Wanzer has two attacks - its Comet Shot, which is fired at regular intervals and can easily be jumped over, and a minelaying rush, in which it moves from one side of the screen to the other, dropping three mines as it goes along. You can slug it out if you've got the HP to spare, but you'll want to conserve some of your health for the next part. Instead, have an HNP-30 equipped and jump to the extreme left or right of the screen, depending on which side the mini-boss is currently occupying. You should end up overlapping with the boss's sprite and thus be out of his range of fire. Punch vigorously, then switch positions when he moves to the other side of the room. It may take time to wear his health bar down, but this tactic seems to keep him off his minelaying. Once the explosive charges go off, you'll find the Moruvsk sewers rapidly collapsing. Leap up onto the gantry above to avoid taking damage, then follow the course of the fire as it destroys the sewer system, taking care never to spend more than a few seconds down in the sewers themselves - the fire will inflict serious damage on your Wanzer otherwise. Keep heading left, blasting through the masonry to clear the way. You don't have much time, so you may want to ignore the crates; most of their contents aren't anything you wouldn't be able to get in any store of your choice. After a while, you’ll run into Rook, now pinned by a fallen piece of masonry. One good turn deserves another, so blast the rock to free Rook's Wanzer, then follow him back to the beginning of the level and end the mission. ******************************************************************************* * * * After this mission, you have access to a Shop. There’s not too much in the * * way of upgrades on offer yet, though you can buy both the HHG-04 and an * * HGR-04 if you think Albert needs the added firepower. Also available are * * the RT, MG and AP upgrades for the SG-03 and LG-03. * * * ******************************************************************************* (D) LEVI BRIDGE (O7MD) =============================================================================== o ITEMS: n/a o ENEMIES: Gunship (Blue), Commando Wanzer (Olive) =============================================================================== Albert is assigned as an escort to a small convoy. Head straight to the first truck and sweep up and down the length of the convoy, taking out opponents when they appear. As long as you keep moving and don't keep any one truck on the screen for longer than a few seconds, you shouldn't have any problems bringing all four trucks home safely. After you’ve taken out enough of the attack force, you’ll be confronted by a Red Shark crony in a blue Commando Wanzer. ****** MINI-BOSS ************************************************************** * COMMANDO WANZER ELITE * * Armor Level: 4 Weapon: Vulcan Gun * * Experience: 768 Cash: 5760 * ******************************************************************************* He doesn’t have much of a health bar, so pour as much fire into him as it takes to bring him down and feel free to dodge or take the few attacks he does manage to send your way. Once he goes down, the mission ends. You'll get a 1500 cash, 700 EXP bonus for every truck you managed to save here. (E) RED SHARK FLEET (O7ME) =============================================================================== o ITEMS: n/a o ENEMIES: Seeker Wanzer =============================================================================== Your objective here is to disable the attacking fleet by destroying the parts with the large green area. Sweep across the top first, jumping from sub to sub and taking out the objectives. Once you reach the end of the area, dive underwater and swim under the submarines back to the start, repeating the process with the targets on the underside. Once everything's destroyed, you’ll have finished the mission. You’ll be pestered by a constant stream of enemies in the process of this; nail a few if they get too overwhelming, but don’t worry about taking them all out. (F) KARA SEA (O7MF) =============================================================================== o ITEMS: n/a o ENEMIES: Polar Wanzer, Gun Emplacement (3) =============================================================================== You’ll spend the majority of this mission underwater, which prevents a few of your allies from joining you. Keep moving right and avoid confrontations - after a while, you’ll enter a large basin and are forced into a stand-off with a boss. ****** MINI-BOSS ************************************************************** * ALBION * * Armor Level: 5 Weapon: Seeking Blast; Minelayer * * Experience: 4864 Cash: 23,040 * ******************************************************************************* Aside from periodically firing homing blasts, Albion also leaves a trail of mines in its wake which explode on contact. You have a lot of vertical freedom here, so keep to the surface to avoid the mines, then let loose when the Albion enters your sights. It take a lot of punishment, but if you keep out of its way, you’ll be able to get through relatively unscathed. Once the Albion goes down, continue heading right. After a little while, you’ll find the exit to the level, protected by several Gun Emplacements. Take them out and finish the mission. (G) VAYACHEV COAST (O7MG) =============================================================================== o ITEMS: n/a o ENEMIES: Laser Wanzer (Olive) =============================================================================== Take Axel along for some plot points here, as Bishop shows up again. After the mercenary makes his departure, head right and take out the Laser Wanzers. After a while, you’ll come under fire from off-shore. Avoid the shells, but don’t jump over them - the pillar of flame which comes up when they land will easily catch your Wanzer and do a fair bit of damage. Instead, dash to avoid; after a while, the bombardment stops and you can continue your mission. You’ll now come across a landing craft - vape the Small Gun Emplacements and then attack the ship's conn tower to destroy it. (H) ICE WALL 202 (O7MH) =============================================================================== o ITEMS: n/a o ENEMIES: Seeking Wanzer =============================================================================== With the Red Sharks' fleet broken and their invasion forces withdrawing, the opportunity is ripe for a counterattack. You'll be attacked by Seeking Wanzers in their ones and twos - keep fighting, and after a little while, a massive beam vapes your accompanying air cover. Shortly thereafter, your landing craft will crash into a towering cliff and you’ll come under heavy fire from three powerful gun emplacements. You'll need to remotely trigger the explosives on board your landing craft to proceed; fire your weapons at the three areas designated by the arrows, and you’ll destroy the ship, taking the emplacements along with it. (I) KOVSKAIA BAY (O7MI) =============================================================================== o ITEMS: n/a o ENEMIES: Seeking Wanzer, Gun Emplacement (3) =============================================================================== Your objective here is to destroy ten Wanzer-sized entrances embedded in the ice shelves, sealing the Red Sharks' escape routes. Expect to take a lot of damage in this level, especially as it’s easy to get lost looking for your objectives; several REP-2s or REP-3s are recommended. Once all entrances have been taken out, the mission ends. (J) GILKA ICEBERG (O7MJ) =============================================================================== o ITEMS: n/a o ENEMIES: Polar Wanzer =============================================================================== Just keep going right. Once you’ve reached the ship, you’ll see two soldiers in Polar Wanzers. You’ll be forced into a stand-off again; destroy 14 Wanzers to complete the mission. You can also re-enter this mission to gain some extra EXPs and Dollars - destroy all the Polar Wanzers, and you can rack up more than 40,000 Dollars and 10,000 EXP in one run; useful for building levels and financing upgrades for your Wanzer. ******************************************************************************* * * * After this mission, you’ll have access to a new Carrier, the Phaedroth. * * It can carry far more Fuel than the Ballarat, so use it to your advantage. * * * ******************************************************************************* (K) LAUNCH TUNNEL (O7MK) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Blue), Grenadier Wanzer (Blue) =============================================================================== You’ll need Luven tagging along for this one; you may want to take the chance to level him up a little if you haven't done so already. Once inside, Luven starts placing explosive charges in key locations. Follow Luven and keep the Commando and Grenadier Wanzers off his back while he does his work. The easiest way to go about this is to cover his sprite with yours and then moving slightly to the left or right to absorb incoming fire. Once the last charge has been placed, jump up on the Wanzer train with him. The tunnel will now start to collapse, leaving you with just one small problem. ****** MINI-BOSS ************************************************************** * BRONTES * * Armor Level: 3 Weapon: Spreadfire Laser * * Experience: 1600 Cash: 1600 * ******************************************************************************* Just keep firing and he’ll go down. His only attack is a deadly spreadfire shot, but by now you should have enough HP to take the hit and keep going. (L) RED SHARK BASE (O7ML) =============================================================================== o ITEMS: Bullet, 2000 Dollars x 2, REP-2, PAL-30, AID-2, REP-3, HP +1/2, Boost, LG1-RT, RD-200, 1000 Dollars, o ENEMIES: Seeking Wanzer, Bombardier Wanzer (Blue), Gun Trap, Mine, Soldier (3), Drone Trap =============================================================================== Head right and enter the installation. Seek out the loot if you want to - we’re not going to be here long. Near the middle right of the map, you’ll find a long corridor which will take you to Shivaltz and his newest weapon, Jormungand. At this point, there’s nothing you can do against him; Brenda will tell you to get out of there while he’s still charging his microwave beam. Head out of the base and abort the mission. Brenda and Albert should be talking about Dr. Sakata from the Al Hari operation afterwards; if not, re-enter the mission and do it again - just remember to leave before Brenda’s third warning, or you'll get vaped. ======== INTERLUDE - AL HARI ==================== (O7IL) :: 1 Mission ========= Without some kind of shielding, tackling Jormungand would be tantamount to suicide. Fortunately, Albert knows just the man for the job. =============================================================================== (F) DAHANA HIGHLANDS (O4MF2) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Gray), Guidance Wanzer (Olive) =============================================================================== Head right. The opposition will have changed slightly, but shouldn't be a problem by now. You'll once again find yourself under missile attack; unsurprisingly, Dr. Sakata intervenes a second time to save your bacon. After a bit of nudging, Albert persuades him to join the cause. ******************************************************************************* * * * After this mission, you’ll be able to use Dr. Sakata and his Shield Wanzer * * to support you. * * * ******************************************************************************* ======== 7 - SIBIRSKA =========================== (O701) :: 1 Mission ========= With Dr. Sakata added to the roster, it's time to finish the job. =============================================================================== (L) RED SHARK BASE (O7ML2) =============================================================================== o ITEMS: Bullet, 2000 Dollars x 2, REP-2, PAL-30, AID-2, REP-3, HP +1/2, Boost, LG1-RT, RD-200, 1000 Dollars, o ENEMIES: Seeking Wanzer, Bombardier Wanzer (Blue), Gun Trap, Mine, Soldier (3), Drone Trap =============================================================================== Bring Dr. Sakata along for this mission. Now retrace your steps back to the Boss room, or feel free to explore - there are crates all around the level, but none of them contain anything particularly noteworthy. There’s a HP boost at the top right of the screen if you’re low on health; otherwise, head on to Shivaltz. ****** BOSS ******************************************************************* * JORMUNGAND * * Armor Level: 3 Weapon: Microwave Beam; Vulcan Gun * * Experience: 100 Cash: 100 * ******************************************************************************* A joke, if it weren’t for the fact that his main attack can kill you instantly. After his speech, Shivaltz starts backing up. You and Dr. Sakata follow - stay behind him until the boss has fired his first beam. Now two brown gun pods will open up on the boss’ body and fire homing blasts at you. Head for the top level, get over the Wanzer, and empty your arsenal into the pods. The second you see them close, however, dash back behind the Shield - it means Schivaltz is about to unleash his main attack. Dr. Sakata will keep changing levels every so often, so be sure you don’t get caught out when the beam comes around. The gun pods can’t take too much punishment, so it should only take you one or two passes to bring him down. ======== INTERLUDE - BORUKTA ===================== (O8IL) :: 1 Mission ======== Albert tracks down one of Dr. Sakata's missing creations. =============================================================================== (D) MOUNT MALYUKIN (O3MD2) =============================================================================== o ITEMS: VU-10 o ENEMIES: Rocket Wanzer (Grey), Flea Wanzer (Beige) =============================================================================== Bring Dr. Sakata along for this one. Pass through the first two caves as normal; on the third set of caves, take the bottom-most tunnel, and you'll see a small robot trundling around. This is Kagemitsu, one of Dr. Sakata's creations. ******************************************************************************* * * * Kagemitsu is one of the game's best-kept secrets. His functionality as a * * Friend is limited - he only projects an updating mini-map onto the main * * screen - but he cannot take damage and does not need to be levelled up. * * * ******************************************************************************* ======== 8 - MACHU PICCHU ======================= (O800) :: 6 Missions ======== Hired by Mayor Jose Abavu to eliminate a rebel army, Albert finds out the hard way that first appearances can be deceiving. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - F -- Missions * * S -- Shop * * * ********************* C ---------| | S D ------ E |-------| | |--| |---| | |----------------- B | | | F | | A -| | | (A) JOSE'S MANSION (O8MA) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Blue) =============================================================================== Head right until you reach Jose. After a brief conversation, you'll be set on by a horde of blue Mongoose Wanzers. Get busy taking them out; once you've destroyed enough of them, the mission will end. (B) CUZCO VILLAGE (O8MB) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Blue), Hoverbike (Blue), Small Gun Emplacement (2) =============================================================================== Opposition in this level is fairly light. At the end of the level, you’ll run into a man in a large Wanzer - this is Grant, the rebel lieutenant. ****** MINI-BOSS ************************************************************** * GRANT (1) * * Armor Level: N/A Weapon: Vulcan Gun * * Experience: 0 Cash: 0 * ******************************************************************************* Despite his size, Grant’s somewhat lacking in the offensive department. The only weak point on his Wanzer is the ammo chamber in the back, indicated by the green light, so just engage your VU and lay into him from above. The occasional shots he fires aren’t really worth dodging. After you've inflicted enough damage, the rebels will make a run for it, allowing you to finish the mission. (C) ANCIENT RUINS (O8MC) =============================================================================== o ITEMS: n/a o ENEMIES: Mongoose Wanzer (Blue), Hoverbike (Blue), Sweeper Drone (Blue) =============================================================================== Albert continues his pursuit of the rebels into the mountains. Keep heading right until you run into Grant again. ****** BOSS ******************************************************************* * GRANT (2) * * Armor Level: 3 Weapon: Vulcan Gun; Napalm Mines * * Experience: 0 Cash: 0 * ******************************************************************************* Grant has toughened up a little since you last saw him, but shouldn’t pose too much of a challenge if you're on your toes. Grant's attack pattern consists of roaming around the screen, lobbing a series of cannon shots at you every so often. He will also throw a pair of Napalm Mines on the ground - these project a curtain of napalm flame that can seriously damage your Wanzer. Stick to the right-hand corner of the area and keep airborne - you’ll avoid the vast majority of his attacks this way. ******************************************************************************* * * * You’ll now have access to a Shop. Be sure you upgrade to the new SW-58K * * Wanzer now that you have the opportunity. * * * ******************************************************************************* (D) MADIOS (O8MD) =============================================================================== o ITEMS: n/a o ENEMIES: Brawler Wanzer (Blue), Guidance Wanzer (Blue) =============================================================================== Following Anita's lead, Albert and Brenda investigate a supposed Society facility in the Madios district. Keep heading right. You’ll arrive just in time to see a massive battle-carrier lift off. Carry on to the right until you run into Jose's soldiers, who promptly scramble to take you out. Keep destroying enemy units until you’ve racked up enough kills, and the mission ends automatically. (E) RADAR SITE (O8ME) =============================================================================== o ITEMS: HHG-03 o ENEMIES: Marauder Wanzer (Purple), Guidance Wanzer (Purple), Gun Emplacement (4) =============================================================================== Strictly optional, but good for a few EXP. The area's swarming with tough opponents, including some extremely resilient Gun Emplacements; spend too much time dawdling, and you'll find your life-bar worn down to almost nothing. Just head right, avoid getting stuck in, and get ready to fight some mini-bosses. ****** MINI-BOSS ************************************************************** * EARTHWIND TWINS * * Armor Level: 5 Weapon: Hand Punch; Drop Kick * * Experience: 7168 x 2 Cash: 25600 x 2 * ******************************************************************************* If you’re low on health, break open a REP-3 immediately - these guys can cause some serious damage. The Twins use the typical Brawler Wanzer arsenal, but split it between them; the blue Twin will fly around and drop-kick you, while the purple Twin stays on the ground, punching. Both attacks take off practically a whole life bar, so get airborne and concentrate your fire on the blue Wanzer when he pops up. If you’re at the highest altitude possible, he won’t be able to catch you with his kick. Once he goes down, take down his compatriot - since he doesn't have a VU, avoiding his punches shouldn’t be a problem. (B) CUZCO VILLAGE (O8MB2) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== Returning to Cuzco, you find that Jose's troops have attacked in your absence, taking Anita prisoner. Head right to talk to Grant; after a short conversation, Albert offers to bail the rebel leader out of jail. (A) JOSE'S MANSION (O8MA2) =============================================================================== o ITEMS: n/a o ENEMIES: Secret Service, Brawler Wanzer (Blue) =============================================================================== You may want to bring Axel along for plot points here if he's got enough levels. Stock up on REP-2s and REP-3s before getting started; this mission is going to be a particularly HP-intensive one. Head right; you'll run into Jose and Genoce, who promptly pull out, leaving you to find Anita. Head far right and down, and eventually you’ll find a doorway you can enter. UNDERGROUND COMPLEX (O8MX) =============================================================================== o ITEMS: 5000 Dollars, 2000 Dollars, Bullet +1/2 x 2, FN-8G, SW-46S, SW-54S, 1000 Dollars x 2, EAP-30, REP-3, Boost, Autoaim, Chaff, HP +1/2, WGP-30. o ENEMIES: Brawler Wanzer (Blue), Brawler Wanzer (Purple), Guidance Wanzer (Purple) =============================================================================== Just rush through for the time being; head up top immediately and you’ll find 7000 Dollars waiting for you in two crates. Now head back down. At the bottom right of the map you’ll find a doorway which leads you to Anita's cell. You'll also find FN-8G, SW-46S and SW-54S parts if you head up just before the doorway, though there's really no point in getting them at this point in the game. Enter the cell and destroy the wall to free Anita, then exit. Continue left after leaving the cell and head on down. The opposition in this next section is a few degrees tougher; purple Guidance and Brawler Wanzers will assault you at every turn, so hurry on through. You'll find another 2000 cash guarded by two Guidance Wanzers in an Albert- sized passage not too far from the cell; further down is an EAP-30. There's another Albert-sized passage leading to a room containing BOOST, CHAFF and AUTOAIM items near the end, but keep going down. Eventually you’ll run into Bishop and Rook again, who've been dispatched by Genoce to delay you while he makes his escape. ****** BOSS ******************************************************************* * ROOK (2) * * Armor Level: 5 Weapon: High-Bore Cannon * * Experience: 0 Cash: 0 * * * * BISHOP (3) * * Armor Level: 4 Weapon: Vulcan Gun; Ion Pulse; Ion Discharge * * Experience: 6400 Cash: 6400 * ******************************************************************************* Bishop is now piloting a huge Wanzer which periodically lets loose a massive electrical discharge. Start dashing the second you see the compartment at the bottom of his Wanzer open up; the blasts can catch you virtually anywhere on the screen, so the only way you can avoid damage is to keep moving. The rest of the time Bishop floats up and down, firing semi-homing cannon shots at you. Rook will float up on the opposite side of Bishop, firing his weapon at you. Get under him or above him and let him have it - aside from Bishop's electrical attack, these two can’t hurt you that much. Once Rook gets vaped, Bishop adopts a new strategy, flying around the immediate area to lob shots at you before opening a port on his Wanzer. This is the only weak spot he has, so you can’t avoid taking damage one way or another. Just dodge the ordinary cannon shots and let him have it when he opens up - provided you keep away from Bishop, you’ll have enough space to dodge the Ion Pulses he launches and get a few licks in for good measure. Once both mercenaries are taken care of, head to your left, but don't drop down just yet. Up top are two crates; one containing a health boost, the other containing a WGP-30. Grab them, then go down and head right. You’ll reach Genoce and Jose soon enough. ******************************************************************************* * * * After this mission, Rook will be available to support you. You'll have to * * supply him with a Wanzer before he'll be of any use to you, however. * * * ******************************************************************************* (F) JOSE'S AIRFIELD (O8MF) =============================================================================== o ITEMS: n/a o ENEMIES: Jet Wanzer (Blue) =============================================================================== Again, bring REPS; you’re airborne here, which makes things a little more difficult than usual. Your initial opposition consists of blue Jet Wanzers, which you'll have to clear through to proceed to Jose's transport. Once there, Jose will order his escort to destroy you - you're now stuck facing one of the tougher bosses in the game. ****** MINI-BOSS ************************************************************** * NIGHT GAUNT * * Armor Level: 4 Weapon: Electrical Blast; Death Ray * * Experience: 6400 Cash: 15360 * ******************************************************************************* This large hovering Wanzer fires homing Electrical Blasts at you, stopping every so often to unleash his Death Ray. The beam can decrease your HP exponentially, so duck down when you see him back off to the very right of the screen. Dodging the Electrical Blasts is a little harder, but provided you keep your distance and have enough HP and REPs to spare, he’ll go down eventually. ****** MINI-BOSS ************************************************************** * JET DEFENCE SYSTEM * * Armor Level: 4 Weapon: Vulcan Gun * * Experience: 768 x 3 Cash: 3200 x 3 * ******************************************************************************* As a last resort, three Small Gun Emplacements on the aircraft try to take you out - compared to the guy you just faced, they’re easy meat. Destroy all three and the aircraft will go down with it. ======== 9 - ESPORTE ============================ (O900) :: 9 Missions ======== Jose is dead, but the Society is more active than ever. Albert's pursuit of the mysterious organisation takes him deep into enemy territory, where the Guardians are currently waging a desperate war against Society forces. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - I -- Missions * * S -- Shop * * * ********************* I | |---| |--- H S | | | | | G ----- D --| | | | E ----| | |----| | | | F |------- C --- B -----| | | | | |---- A | | (A) ESPORTE (O9MA) =============================================================================== o ITEMS: n/a o ENEMIES: Commando Wanzer (Purple), Spreadfire Wanzer (Purple), Rocket Wanzer (Blue) =============================================================================== Society forces are out in large numbers here. Don't get too stuck into combat, and keep an eye on your health at all times; the going will be extremely tough. Eventually, Anita will show up in a small attack ship, ending the mission. ******************************************************************************* * * * After this mission Anita will be available to support you. * * * ******************************************************************************* (B) VIATSES (O9MB) =============================================================================== o ITEMS: n/a o ENEMIES: Grenadier Wanzer (Purple), Mine-Laying Wanzer (Purple), Commando Wanzer (Purple) =============================================================================== Heavy opposition here. Keep pushing right - you’ll eventually run into a Society soldier piloting a Launch Wanzer. ****** MINI-BOSS ************************************************************** * LAUNCH WANZER * * Armor Level: N/A Weapon: Vulcan Gun; Missile Launch * * Experience: 5210 Cash: 23040 * ******************************************************************************* A combat Wanzer with a missile silo attached for added punch, this mini-boss is a little less impressive than his appearance would suggest. The Vulcan fires at such irregular intervals that dodging the shots is laughably easy - the only danger comes from the twin missiles he launches, which will drop down on your Wanzer and cause a fair amount of damage. Dash to avoid the launches and keep pummelling him until he goes down. Once that's done, you can head to the end of the level. (C) INDICO (O9MC) =============================================================================== o ITEMS: n/a o ENEMIES: APC (Purple), Jeep (Purple), Tank (Purple), Targeting Drone (Purple), Soldier (5) =============================================================================== Powered-up versions of many familiar enemies here. If the going gets too tough, duck into the water flowing under the bridges here - enemies will swarm above you, but the only ones that can actually attack you are the Drones, while you can fire back with absolute impunity. This area is a nice potential EXP trap (70,000+ per run if you get everyone including the Drones and keep blasting the Jeeps), so use it to your advantage. (D) SUMERIO (O9MD) =============================================================================== o ITEMS: n/a o ENEMIES: Attack Wanzer (Purple), Drop Drones (Purple) =============================================================================== Once again, a wealth of opposition awaits. Keep heading right - eventually, a Society warship will show up to bombard you. Genoce descends in his Wanzer and engages you in a hectic chase through the city. ****** MINI-BOSS ************************************************************** * GENOCE (5) * * Armor Level: N/A Weapon: N/A * * Experience: 0 Cash: 0 * ******************************************************************************* Not really a mini-boss in any sense in the word - you can shoot Genoce if you want to, but ultimately it doesn't matter. Dash through the open spaces to minimise the amount of damage you suffer going through this level - once enough time passes, the warship will stop its attack and the level ends. (E) SAN COLTE (O9ME) =============================================================================== o ITEMS: n/a o ENEMIES: Attack Wanzer (Blue), Spider Wanzer (Purple) =============================================================================== This level auto-scrolls, forcing you along with it. You're facing an odd mix of opponents this time around; take out as many you can, avoid the ones you can’t. When you reach the end of the level, a trio of Society goons in Hover Wanzers show up to complicate things. ****** MINI-BOSS ************************************************************** * METEOR STORM * * Armor Level: 5 Weapon: Rapid-Fire Cannon * * Experience: 6144 x 3 Cash: 25600 x 3 * ******************************************************************************* These fellows aren’t too bright - get airborne, and you’ll avoid most of their attacks. Just aim down and keep firing - they can’t dish out enough damage to seriously worry you. ******************************************************************************* * * * After this mission, you’ll have access to a Shop. Be sure to buy all the * * -04 weapon upgrades on offer here, as well as REP-5s, SHD-04, RU-400 and * * VU-50. You’ll have more than enough cash by now - if not, just give Mission * * C a few more rounds. Replenish your REPs before heading onwards - you'll be * * needing them. * * * ******************************************************************************* (F) COLGARE (O9MF) =============================================================================== o ITEMS: REP-1, EPI4-R3 o ENEMIES: Gun Emplacement (4), Laser Wanzer (Purple), Shell Wanzer (Purple) =============================================================================== Now it's time for an information raid. If you have a fully-powered up -04 weapon, you shouldn’t have too much trouble destroying the opposition here. Keep heading up - at the top-left of the map you’ll find an entrance to the base interior. COLGARE INTERIOR (O9MX) =============================================================================== o ITEMS: Chaff, SEK-40 o ENEMIES: Arsenal Wanzer (Purple), Soldier (4), Gun Emplacement (4), Sweeper Drone (Purple) =============================================================================== There are many entrances here, and most of them just end up taking you around in circles. First, head up and left for a CHAFF item and a SEK-40. Then head up to the top- rightmost entrance and enter it. You’ll end up in the bottom-right corner of a room shaped like an X, with five doorways. The center and top-left doorways just lead back to one another, so give them a wide berth. Instead, head for the top-right door. You’ll end up in a new area with one doorway on the bottom left. Drop down until you reach it and enter it. You’ll find a second door to your immediate right. Enter it, and you'll get to the data room. (G) GALTSA (O9MG) =============================================================================== o ITEMS: Bullet +1/2, HC-2R3, HP +1/2, Bullet, REP-3 o ENEMIES: Attack Wanzer (Purple), Gun Emplacement (4), Bombardier Wanzer (Purple) =============================================================================== Your objective here is to destroy all jamming devices in the level; these take the form of structures surrounded by a large blue sphere of interference, the first of which you’ll run into at the start of the level. There’s a literally unending stream of bad guys to play with here, so don’t skimp on the REPs. As with any mission of this type, the important thing is to keep moving, avoid getting bogged down in fighting, and focus on the objectives. Once all five structures are gone, the mission is over. Each of the generators is worth 1600 EXP and 1600 Dollars, on top of any other rewards you'll get from finishing the level. (H) RIO DE SAMBO (O9MH) =============================================================================== o ITEMS: n/a o ENEMIES: Jet Wanzer (Purple) =============================================================================== Your offensive against the Society now targets the carrier you encountered in Sumerio. ****** MINI-BOSS ************************************************************** * CARRIER "RIO DE SAMBO" * * Armor Level: 5 Weapon: Vulcan Gun * * Experience: 30720 Cash: 25600 * ******************************************************************************* It may be tempting to fire at the gun emplacements, but you have no chance of destroying them - instead, pour all your fire into the three jet nozzles at the back. Once all three have been destroyed, the carrier comes down with them. Stay away from the front of the ship, as going there will send Genoce after you. (I) VIA BLANCA (O9MI) =============================================================================== o ITEMS: VG-03, HP +1/2, REP-4, 5000 Dollars x 2, Autoaim, BNC-40 o ENEMIES: Flea Wanzer (Purple), Grenadier Wanzer (Purple), Hover Wanzer (Purple) =============================================================================== Before this mission begins, make sure you've equipped an HNP-40 and two or three WGP-40s; the going will be a lot easier. If you lack the cash or EXP, just repeat Indico a few times. This will be your last installation mission for the game, so take the chance to upgrade Albert's armor to HAV-05 and his weapons to HHG-05 and HGR-05 while you're at it, as well as purchasing a few AIDs. You'll have a Guardian tagging along to watch your back, but he doesn't do that much good in the long run. Head to the bottom right, where you’ll find 10,000 Dollars, an AUTOAIM, and a BNC-40. You’ll be able to enter a door here. VIA BLANCA INTERIOR (09MY) =============================================================================== o ITEMS: AID-1, AID-2 o ENEMIES: Soldier (3), Small Gun Emplacement (3), Arsenal Wanzer (Purple), Missile Launcher =============================================================================== You’ll find your progress blocked by a number of blast doors. Drop down and head left until you reach the first door, then move left until you can't go any further. Now punch with your HNP-40 - you should damage the door. Move back into position and punch again until the door is destroyed, then continue on. You'll eventually encounter another door; take it out the same way you did the first, then continue onwards. Eventually, you'll drop down to another blast door; exit your Wanzer here and climb into the air shaft closest to the door, then drop down, using grenades to destroy the air duct below you. Exit, then walk left and grenade the blast door until it's destroyed. Re-enter your Wanzer and head left. Eventually, you'll see a blast door overhead. Switch to a WGP-40 and start releasing gunpods whilst jumping up against the door; the gunpods will slowly wear down the door's HP, eventually destroying it. Now you can get to the end of the level. Keep going - eventually, you’ll run into the installation's commander. ****** BOSS ******************************************************************* * BASE COMMANDER * * Armor Level: 4 Weapon: Comet Shot, Bomb Drone * * Experience: 6400 Cash: 3760 * ******************************************************************************* He moves back and forth, firing powerful Comet Shots at you while releasing a steady supply of Bomb Drones. Unfortunately, he can’t take much punishment - just keep firing, and he’ll go down. Now head down the remaining hallway and enter the doorway to get to the data room. Sadly, you're not quite in the clear yet. ****** MINI-BOSS ************************************************************** * GENOCE (6) * * Armor Level: N/A Weapon: Rapid-Fire Cannon * * Experience: 0 Cash: 0 * ******************************************************************************* It seems he’s beefed up his weapon since your last engagement. His cannon does a fair amount of damage; with the limited room available and the wide spread of his shots, dodging is a fairly thankless exercise. Leap over him when he opens up and use your HNP to drive him against the left wall, using punches to pin him until he goes down. Once his Wanzer starts smoking, retreat again to allow him to return to his original position, finishing the fighter. Head over to talk, then return to the mainframe. Now it's time to get the hell out of Dodge. Ignore Genoce and exit to the right. The blast doors will have regenerated, but since you’re on the right side this time, you can just destroy them at your leisure. Once you've exited the base interior, just head back to the start of the level to finish things. ******************************************************************************* * * * Now that you're wrapped up the operation, head back to Machu Picchu. * * * ******************************************************************************* ======== INTERLUDE - MACHU PICCHU =============== (O9IL) :: 1 Mission ========= Albert returns to Machu Picchu to receive a special gift from the Guardians. =============================================================================== (D) MADIOS (O8MD2) =============================================================================== o ITEMS: NG-04 o ENEMIES: n/a =============================================================================== You can now access this mission again. Head right to meet up with the Guardian Commander-in-Chief, who'll hand over your new carrier. Be sure and head right to pick up the NG-04 at the far end of the landing site before the level ends. ******************************************************************************* * * * Before heading into the next Operation, return to New York. The armory * * offers upgrades for the -05 weapons. When you return to the map screen, * * you’ll see a black craft moving around - this is your next destination, * * the Sentinel. * * * ******************************************************************************* ======== 10 - SENTINEL ========================== (O1000) :: 3 Missions ======= Albert and company launch an attack on the Society's aerial fortress. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - C -- Missions * * * ********************* ------- A ------- B | C (A) ESCORT FLEET (O10MA) =============================================================================== o ITEMS: n/a o ENEMIES: Attack Craft (Purple), Jet Wanzer (Purple), Targeting Drone (Purple) =============================================================================== You’ll be airborne again for this mission. Opponents will show up in piecemeal fashion to pester you, but they’re too spread out to do much damage. Stay near the top to avoid the Targeting Drones’ lasers, and shoot everything else - the mission finishes very quickly. (B) SENTINEL WING (O10MB) =============================================================================== o ITEMS: n/a o ENEMIES: Jet Wanzer (Blue), Gun Emplacement (4) =============================================================================== Bring REPs along in abundance - this is going to be a long haul. Your main objectives are the engines; everything else can be destroyed as well, but doesn't count towards your final tally. There's a red herring here, in the form of two engines on the far left side of the map which require a Vernier to reach. These do not have to be destroyed in order to complete the mission, so don't bother; the only practical way to take them out is to exit your Wanzer and use grenades. Once everything’s been destroyed, head to the top right of the map and go into the entrance to proceed to the next mission. (C) SENTINEL COMMAND (O10MC) =============================================================================== o ITEMS: MSP-50, HP +1/2, Bullet +1/2, 1000 Dollars, 2000 Dollars, 5000 Dollars, 8000 Dollars, DC3L-R4, SVK-R3, DCY-40, MIN-40 o ENEMIES: Sentinel Guard =============================================================================== Drop straight down and blast the blockade away, then move ahead to enter Hangar 3; Royce promptly sics a welcoming committee on you. The pair of Sentinel Guards you run into first off shouldn’t be too much of a problem - just keep blasting and they’ll go down. On your left is another blockade; shoot it down and head left into Hangar 2, and you’ll find a boss. ****** BOSS ******************************************************************* * BALMING-TYPE WANZER * * Armor Level: 5 Weapon: Plasma Pulse; Drop Kick * * Experience: 25600 Cash: 5120 * ******************************************************************************* This is a toughened-up version of Balming's Wanzer from Operation 6. The same tactics still apply, but there are two crucial differences to this boss's attack pattern. Firstly, he’s clever enough to realise that when you’re airborne, the only thing that can hurt you is an accidental Drop Kick - as long as you’re up there, this will be the only attack he uses. Secondly, his Plasma Pulses fire more rapidly than before, so watch out when you touch the ground. As before, don't waste your firepower on the Guardian Drone he launches when you get him down to half-energy. It's also worth noting his shield is worthless against an LG-04. Once he’s destroyed, head left, take out the barriers blocking your way into Hangar 1, and run into... another boss? ****** BOSS ******************************************************************* * ARK-TYPE WANZER * * Armor Level: 5 Weapon: Rapid-Fire Cannon; Missile Spread * * Experience: 25600 Cash: 46080 * ******************************************************************************* This Ark knockoff roams the screen, firing semi-homing cannons and occasionally unleashing a salvo of homing missiles; both do plenty of damage and come at you rapidly enough to make dodging a living nightmare. Again, just keep firing to wear him down; stay on the ground to avoid his stationary fire, and dash past the missile spread and his jumping salvos. Save your REP-4s and REP-5s - there’s worse to come, hard as that may be to believe. Once the Ark-Type Wanzer goes down, exit Hangar 1 and go left. You'll face more Sentinel Guards. Avoid combat if at all possible - there’s plenty of stuff strewn around in crates only Albert can reach, but you’re better off ignoring it at this point. Head to the top left to reach Sentinel's command center; Genoce chooses this moment to make his entrance. Once the little brother-sister drama has been resolved, you'll be facing the Praetorian's souped-up Wanzer mano e mano. ****** MINI-BOSS ************************************************************** * EDELRITTER (1) * * Armor Level: 5 Weapon: Power Staff * * Experience: 0 Cash: 0 * ******************************************************************************* Stay at the far right corner of the screen and use your vernier to keep yourself up against the ceiling - you’ll dodge most of Edelritter's attacks this way. Just keep airborne and fire; he'll periodically come up behind you and dish out a few hits or put up a shield, but for the vast majority of the time, he’ll just take his punishment. Once you've done enough damage, Royce will order him to pull back. Head left and talk to the crippled Genoce, then head right after the Praetorian's lead to find an entrance. THE CONTROLLER'S DOMAIN (O10MX) =============================================================================== o ITEMS: n/a o ENEMIES: Praetorian, Marauder Wanzer (Purple) =============================================================================== You’ll end up in a palatial level. Press towards the down-right portion of the map - eventually, you'll find another entrance leading to the Praetorian's lair. ****** BOSS ******************************************************************* * EDELRITTER (2) * * Armor Level: 5 Weapon: Power Staff * * Experience: 24600 Cash: 25600 * ******************************************************************************* Edelritter will walk back and forth, occasionally spinning his staff or throwing up a barrier. Stay airborne here and pummel him - he’ll soon catch on and start leaping up with a charged staff, trying to knock you down. Move left or right to dodge his leaping attack and keep at it. In his second stage, Edelritter does an elaborate jump attack that takes off a bar and a half of your life every time it connects. Avoid this move at all costs and keep firing, and that's about it. You can buy some time by sticking to the top-right corner of the screen - it’ll take a while before he can target his leaping attack there - or using an AUTOAIM item, if you've got one handy. Once Edelritter's gone, head to the right to the innermost chamber for the final confrontation with Royce and the Controller... ******************************************************************************* * * * After you finish things up, replay Madios again, this time bringing Anita * * along; at the end of the landing site, you'll run into a guy who divulges * * the location of the Guardians' top-secret supplier. Exit to the world * * map and cycle through until you hit Sydney, then head there; you'll be * * magically transported to the Great White Emporium. Buy as many SPS-50s as * * your wallet can handle - you'll be needing them in just a bit. * * * * Before tackling the final missions, you will want to gain enough levels to * * gain access to all the -05 weaponry and the X-D Wanzer, if you haven't * * already. Level your SPS-50s up to 100%. * * * * On a side note, if you're in the mood for checking out the destructive * * effects of the ATLAS Weapon, head back to Cenktrich - you'll see a large * * crater where the blast hit on the map screen. * * * ******************************************************************************* ======== 11 - ATLAS ============================= (O1100) :: 4 Missions ======= With the Controller dead, ATLAS's hidden weaponry is now prepared to unleash destruction on the world. Using the Capricorn, Albert will have to enter the weapon and destroy it from the inside if there is to be any hope of survival. =============================================================================== +++ OPERATION MAP +++ ********************* * LEGEND * * A - D -- Missions * * * ********************* D | | | | | | C | | | B | | | | A | | | | (A) ATLAS FOUNDATIONS (O11MA) =============================================================================== o ITEMS: n/a o ENEMIES: Jet Wanzer (Blue), Laser Emplacement, Drop Drone (Black) =============================================================================== You’re riding the Capricorn upwards, with opponents attacking en masse. Stay on the carrier - the Capricorn won’t move unless you’re on it. There's a neat trick here that'll allow you to save a lot of hassle: move to the front of the carrier and enter the first alcove you find. Then turn around and start wasting the Jet Wanzers and Drop Drones until the level's enemy quota is filled. Now get back on the Capricorn and move to the far left of the craft; you'll be out of the range of all Laser Emplacements except the trio at the top of your ascent. Take them out, and your mission's as good as done. (B) AREA 101 (O11MB) =============================================================================== o ITEMS: REP-1 x 2, SPS-40, 5000 Dollars, VG-05, AID-02, PAL-40 o ENEMIES: ATLAS Wanzer, Sweeper Drone (Black), Wall Drone (Black), Gun Trap =============================================================================== Equip your SPS-50s here - they'll make the going much easier. The elevators here will drop back down if you jump off them, so keep your feet on the ground at all times. If you're feeling exceptionally brave, there are a number of ceiling passages and drops only accessible by Albert around the elevator areas, but the loot is so lousy that it's barely worth the effort. Otherwise, don’t waste time fighting the enemy; if you need EXPs, there are far easier ways to get them. Keep heading up and left until you rendezvous with the Capricorn again. (C) AREA 102 (O11MC) =============================================================================== o ITEMS: 8000 Dollars, 5000 Dollars, NG-05, HP +1/2 x 2, Autoaim, Boost, Chaff, VG-05, VU-50, REP-3, REP-4, EAP-40, Bullet +1/2 o ENEMIES: Sphere Droid, ATLAS Wanzer, Sweeper Drone (Black), Wall Drone (Black), Gun Trap =============================================================================== Area 101 redux. Once again, equip your SPS-50s and get moving, leaving the loot be. (D) ATLAS SUMMIT (O11MD) =============================================================================== o ITEMS: AID-2, REP-4, 8000 Dollars, Bullet +1/2, HP +1/2, Chaff, Bullet o ENEMIES: Sphere Droid, Sphere Droid Master, Wall Drone (Black), Sweeper Drone (Black) =============================================================================== More of the same, only now your progress'll be impeded by Sphere Droid Masters, who spew out smaller Sphere Droids at a regular rate. You can’t move on until you’ve destroyed them, so keep hammering them and ignore the smaller Droids until the big guys go down. Try to waste as few REPs as possible, as you’re going to need them in a bit. Again, head up - at the top, you’ll find an elevator that takes you to the next level. There’s pickups around here, but they’re generally not worth the HP cut you take trying to get them. The sole exception is the HP +1/2 you'll find after the final elevator - drop off the elevator as it rises and head right to reach it and a few other items. Once rejuvenated, head up and out. THE FIRES OF ATLAS (O11MX) =============================================================================== o ITEMS: n/a o ENEMIES: n/a =============================================================================== Head right and follow Genoce once you're finished talking to him to enter the Core Room. After Genoce takes care of the core's protective covering, you're left facing the final challenge. ****** FINAL BOSS ************************************************************* * ATLAS CORE - STAGE ONE * * Armor Level: 5 Weapon: Tractor Blast; Homing Energy Salvo * * Experience: 0 Cash: 0 * ******************************************************************************* The Core's weak spot is the large blue energy core at the center of the sphere. It will be protected from either the top or bottom by an orbiting barrier ring; the ring switches positions regularly. In this first stage, the Core spews Tractor Blasts that travel across the bottom of the screen and then head up based on your current position; if you are struck by the Blast, you cannot move until the effects wear off. Every time the Core is hit, it also releases a Homing Energy Salvo which can devastate your HP. If you have an SPS-50 or two left, just fire and keep moving clockwise or counterclockwise until you either (a) run out of ammo, or (b) destroy it. You won't have to worry about the barrier ring with the SPS-50, so just stay on the move. One useful strategy at this point is to use a REP-50 to create a temporary healing field underneath the Core and using its recovery effects to weather the Homing Energy Salvos the Core spits out as you blast it from below. Unfortunately, the Core is a little smarter than that, and commands two mechanical claws to carry your REP field off-screen. If you follow it, you’ll still get enough healing out of it to help you immensely in this first stage. An alternate strategy is to load up with Wireless Gunpods and launch them at the Core; the Gunpods do most of the damage, freeing you up to roam around and avoid the Core's attacks. This is a little more time-consuming than just out-and-out attacking and leaves you with fewer REP-50s, but helps if your reflexes aren't all that. Once you’ve taken the Core's first life bar down, it'll shift to the next phase. ****** FINAL BOSS ************************************************************* * ATLAS CORE - STAGE TWO * * Armor Level: 5 Weapon: Energy Tentacles * * Experience: 0 Cash: 0 * ******************************************************************************* Now the Core projects two Energy Tentacles which seek you out and shock a whole life bar from you at a time. They’re not that fast and retreat once they damage you, so keep moving to avoid the attack and continue firing at the Core, switching levels every so often to keep up with the barrier ring. If you still have SPS-50 ammo, you don't even need to worry about that. Once that life bar's been taken of, you'll face the third stage of the Core. ****** FINAL BOSS ************************************************************* * ATLAS CORE - STAGE THREE * * Armor Level: 5 Weapon: Revenant Drones * * Experience: 0 Cash: 0 * ******************************************************************************* The Core will start launching deadly Revenant Drones that seek you out and fire at you for big damage. Get below the Core and destroy the Drones while the barrier ring blocks your line of fire - once the barrier lifts, let the Core have it. The delay between the next wave of Drones is enough to give you a few good shots at the final boss; after the third life bar is gone, the Core will be released from its confinement and enter its fourth stage. If you still have SPS-50 ammo, just keep firing. ****** FINAL BOSS ************************************************************* * ATLAS CORE - STAGE FOUR * * Armor Level: 1 Weapon: None * * Experience: 0 Cash: 0 * ******************************************************************************* You can now damage the barrier ring as well as the Core, so positioning is fairly irrelevant now. The Core will attempt to ram into you, but by dashing, you can avoid most of its attacks. Keep firing, and the barrier ring will fall. If you're still packing an SPS-50, you will continue to attack the Core directly, allowing you to essentially bypass the stage. Almost there... ****** FINAL BOSS ************************************************************* * ATLAS CORE - STAGE FIVE * * Armor Level: 5 Weapon: None * * Experience: 0 Cash: 0 * ******************************************************************************* With all its defences gone, the Core roams around the chamber, attempting to drop on you. This attack, as you might expect, is absolutely lethal, but if you’ve got enough health to space, dashing and firing will soon bring this threat to an end. Once the Core is history, it's time to make your escape. Head left and follow Genoce to the escape pod. There's one last confrontation to run through, but I'll leave you to discover GUN HAZARD's final twist for yourself. Enjoy the ending. ___ ___ \**\ /**/ \**\/**/ >****< ::::::::: LEVELLING GUIDE ::::::::::::::::::::::::::: (GHX) ::::::::: /**/\**\ /**/ \**\ o ¯¯¯ ¯¯¯ Don’t know how far you need to progress to qualify for those new weapons? Wondering how long it’s worth gaining experience for? This guide has the answers. ALBERT GRABNER ======================================================= (LVAG) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 1 - FN-8H, VG-01, HNP-10 Starting Level None Level 2 - SG-01, UVG-10 500 +30 Level 3 - LG-01, GRL-10 600 +30 Level 4 - BZS-10, BNC-10 720 +30 Level 5 - REP-10, FBG-10, EAP-10 864 +30 Level 6 - MIN-10, SEK-10, PAL-10 1036 +30 Level 7 - DCY-10, WGP-10, UVG-20, SW-46A 1200 +30 Level 8 - VG-02, GRL-20, SPS-10, HNP-20 1493 +30 Level 9 - HMS-20, MSP-20 1792 +30 Level 10 - BZS-20, BNC-20 2150 +30 Level 11 - REP-20, FBG-20, EAP-20 2580 +30 Level 12 - SG-02, MIN-20, SEK-20, PAL-20 3096 +30 Level 13 - LG-02, DCY-20, WGP-20 3715 +30 Level 14 - UVG-30, SPS-20, SW-54S 4458 +30 Level 15 - GRL-30 5349 +30 Level 16 - HMS-30, MSP-30, HNP-30 6420 +30 Level 17 - BZS-30, BNC-30 7704 +30 Level 18 - VG-03, REP-30, FBG-30, EAP-30 9244 +30 Level 19 - MIN-30, SEK-30, PAL-30 11093 +30 Level 20 - DCY-30, WGP-30 13311 +30 Level 21 - SPS-30 15974 +30 Level 22 - SG-03, SW-58K 19169 +30 Level 23 - GRL-40, UVG-40 23003 +30 Level 24 - LG-03, HNP-40 27603 +30 Level 25 - HMS-40, MSP-40 33124 +30 Level 26 - VG-04, BZS-40, BNC-40, REP-40 39748 +30 Level 27 - FBG-40, EAP-40 47698 +30 Level 28 - MIN-40, SEK-40, PAL-40 57238 +30 Level 29 - DCY-40, WGP-40 68685 +30 Level 30 - SG-04, GRL-50, UVG-50, SPS-40 82422 +30 Level 31 - LG-04, HNP-50 98907 +30 Level 32 - VG-05, HMS-50, MSP-50, SPS-50 118688 +30 Level 33 - BZS-50, BNC-50 142426 +30 Level 34 - REP-50, FBG-50, EAP-50 170911 +30 Level 35 - MIN-50, SEK-50, PAL-50, X-D 205093 +30 Level 36 - SG-05, DCY-50, WGP-50 246112 +30 Level 37 - LG-05 295334 +30 CLARK WILSON ========================================================= (LVCW) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 2 - FN-8GL Starting Level None Level 3 - None 600 +30 Level 4 - None 720 +30 Level 5 - None 864 +30 Level 6 - None 1036 +30 Level 7 - SW-46L 1200 +30 Level 8 - None 1493 +30 Level 9 - None 1792 +30 Level 10 - None 2150 +30 Level 11 - None 2580 +30 Level 12 - None 3096 +30 Level 13 - None 3715 +30 Level 14 - SW-54L 4458 +30 Level 15 - None 5349 +30 Level 16 - None 6420 +30 Level 17 - None 7704 +30 Level 18 - None 9244 +30 Level 19 - None 11093 +30 Level 20 - None 13311 +30 Level 21 - None 15974 +30 Level 22 - SW-82L 19169 +30 Level 23 - None 23003 +30 Level 24 - None 27603 +30 Level 25 - None 33124 +30 Level 26 - None 39748 +30 Level 27 - None 47698 +30 Level 28 - None 57238 +30 Level 29 - None 68685 +30 Level 30 - None 82422 +30 Level 31 - None 98907 +30 Level 32 - None 118688 +30 Level 33 - None 142426 +30 Level 34 - None 170911 +30 Level 35 - X-DL 205093 +30 EMIL SYZYNSKII ======================================================= (LVES) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 6 - EPI4-R1 Starting Level None Level 7 - None 1200 +30 Level 8 - EPI4-R2 1493 +30 Level 9 - None 1792 +30 Level 10 - None 2150 +30 Level 11 - None 2580 +30 Level 12 - None 3096 +30 Level 13 - None 3715 +30 Level 14 - None 4458 +30 Level 15 - EPI4-R3 5349 +30 Level 16 - None 6420 +30 Level 17 - None 7704 +30 Level 18 - None 9244 +30 Level 19 - None 11093 +30 Level 20 - None 13311 +30 Level 21 - None 15974 +30 Level 22 - None 19169 +30 Level 23 - EPI4-R4 23003 +30 Level 24 - None 27603 +30 Level 25 - None 33124 +30 Level 26 - None 39748 +30 Level 27 - None 47698 +30 Level 28 - None 57238 +30 Level 29 - None 68685 +30 Level 30 - None 82422 +30 Level 31 - None 98907 +30 Level 32 - EPI4-R5 118688 +30 LUVEN AL-HABI ======================================================== (LVLA) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 12 - DF4B2-1, DF4B2-2, DF4B2-3 Starting Level None Level 13 - None 3715 +30 Level 14 - None 4458 +30 Level 15 - None 5349 +30 Level 16 - None 6420 +30 Level 17 - None 7704 +30 Level 18 - None 9244 +30 Level 19 - DF4B2-4 11093 +30 Level 20 - None 13311 +30 Level 21 - None 15974 +30 Level 22 - None 19169 +30 Level 23 - None 23003 +30 Level 24 - None 27603 +30 Level 25 - DF4B2-5 33124 +30 AXEL BONGO =========================================================== (LVAB) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 16 - YN6-R1, YN6-R2, YN6-R3 Starting Level None Level 17 - None 7704 +30 Level 18 - None 9244 +30 Level 19 - None 11093 +30 Level 20 - None 13311 +30 Level 21 - YN6-R4 15974 +30 Level 22 - None 19169 +30 Level 23 - None 23003 +30 Level 24 - None 27603 +30 Level 25 - None 33124 +30 Level 26 - None 39748 +30 Level 27 - None 47698 +30 Level 28 - YN6-R5 57238 +30 Dr. AKIHIKO SAKATA =================================================== (LVAS) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 20 - SVK-R1, SVK-R2, SVK-R3 Starting Level None Level 21 - None 15974 +30 Level 22 - None 19169 +30 Level 23 - None 23003 +30 Level 24 - None 27603 +30 Level 25 - None 33124 +30 Level 26 - None 39748 +30 Level 27 - None 47698 +30 Level 28 - SVK-R4 57238 +30 Level 29 - None 68685 +30 Level 30 - None 82422 +30 Level 31 - None 98907 +30 Level 32 - None 118688 +30 Level 33 - None 142426 +30 Level 34 - None 170911 +30 Level 35 - SVK-R5 205093 +30 ROOK ================================================================= (LVRK) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 26 - DC3L-R1, DC3L-R2, DC3L-R3 Starting Level None Level 27 - None 47698 +30 Level 28 - None 57238 +30 Level 29 - DC3L-R4 68685 +30 Level 30 - None 82422 +30 Level 31 - None 98907 +30 Level 32 - None 118688 +30 Level 33 - None 142426 +30 Level 34 - None 170911 +30 Level 35 - None 205093 +30 Level 36 - DC3L-R5 246112 +30 ANITA DIAMONTE ======================================================= (LVAD) - LEVEL ------- ITEMS MADE AVAILABLE ---------- EXP REQUIRED ---- HP BONUS --- Level 24 - HC-2R1, HC-2R2, HC-2R3 Starting Level None Level 25 - None 33124 +30 Level 26 - HC-2R4 39748 +30 Level 27 - None 47698 +30 Level 28 - None 57238 +30 Level 29 - None 68685 +30 Level 30 - HC-2R5 82422 +30 ___ ___ _ \**\ /**/|*| \**\/**/ |*| >****< |*| ::::: ENEMY GUIDE ::::::::::::::::::::::::::::::: (GHXI) :::::::: /**/\**\ |*| /**/ \**\|*| o ¯¯¯ ¯¯¯ ¯ Many enemies throughout the game are merely upgraded versions of a previous opponent, denoted through a different color scheme - Grey is the weakest version, (Armor Level 1) followed by Olive and Beige (2), Blue (3), Purple (4) and Black (5). Where color scheme is not applicable, variants are marked with numbers in brackets. ======== OPERATION 1 ENEMIES ======================================== (O1ENM) = --- ATTACK WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 8 Cash: 85 The second type of Wanzer encountered in the game; relatively easy to destroy. Equipped with shields. --- BOMBARDIER WANZER (Grey) Armor Level: 1 Weapon: Warhead Experience: 16 Cash: 80 Fairly fast-moving opponent capable of firing a single large warhead at infrequent intervals. Has the ability to shoot multidirectionally, making it a dangerous prospect even while in the air. Will beat a retreat if it sustains too much damage. --- FLEA WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 10 Cash: 50 Small, agile Wanzers which hop around, firing Vulcan shots at Albert. --- FN-8H (Olive) Armor Level: 1 Weapon: Vulcan Gun Experience: 7 Cash: 20 The very first enemy encountered in the game, these Wanzers are the staple cannon fodder for the first Operation. Initially lacking VUs, they rely on jumping to get over obstacles. --- GUN EMPLACEMENT (1) Armor Level: 1 Weapon: High-Bore Cannon Experience: 20 Cash: 90 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- GUNSHIP (Grey) Armor Level: 1 Weapon: Co-axial Cannon Experience: 40 Cash: 120 Fairly tenacious, these opponents fly around out of reach, firing cannon shots at Albert. Once enough damage has been inflicted, they tend to beat a rapid retreat, so persistence is important when dealing with them. --- SOLDIER (1) Armor Level: 1 Weapon: HHG Experience: 2 Cash: 5 Essentially cannon fodder, these enemies don't stand up to Wanzer fire for any length of time. Slightly more formidable if encountered on foot. ======== OPERATION 2 ENEMIES ======================================== (O2ENM) = --- COMMANDO WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 12 Cash: 90 Tougher variant of the Attack Wanzer, equipped with VUs for added mobility and shields for protection. --- FLEA WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 10 Cash: 50 Small, agile Wanzers which hop around, firing Vulcan shots at Albert. --- GUN EMPLACEMENT (1) Armor Level: 1 Weapon: High-Bore Cannon Experience: 20 Cash: 90 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- HOVERBIKE (Grey) Armor Level: 1 Weapon: Explosives Experience: 9 Cash: 60 Fly around at ground level, lobbing explosives a short distance away. Possess little more than annoyance value alone, but can prove quite dangerous in large numbers. --- JUGGERNAUT WANZER Armor Level: 2 Weapon: Vulcan Cannon Experience: 160 Cash: 240 Among the game's most puzzling enemies, the Juggernaut Wanzer is an incredibly tough opponent which takes flight after loosing one or two shots and won't stop until it's left the level. Their high EXP and Cash values make them tempting targets, though you'd be hard-pressed to concentrate on more than one at a time. --- LASER WANZER (Grey) Armor Level: 1 Weapon: Laser Pulse Experience: 25 Cash: 100 Little better than a cowardly generic Wanzer with a slightly unusual weapon. --- LASER WANZER (Olive) Armor Level: 2 Weapon: Laser Pulse Experience: 100 Cash: 400 Well-armored when compared to his grey compatriots, but still too unwilling to press his attacks to be much of a threat. --- SECURITY GUN EMPLACEMENT Armor Level: 2 Weapon: Twin Vulcan Cannon Experience: 12 Cash: 15 Four of these gun emplacements protect the Nerve Gas Refinery Core. --- SOLDIER (1) Armor Level: 1 Weapon: HHG Experience: 2 Cash: 5 Essentially cannon fodder, these enemies don't stand up to Wanzer fire for any length of time. Slightly more formidable if encountered on foot. --- SPIDER WANZER (Grey) Armor Level: 1 Weapon: Grenade Spray Experience: 16 Cash: 90 Fast-moving arachnid Wanzers which fire a salvo of explosives at you. Fairly damaging, but not too well-armored. --- SPREADFIRE WANZER (Grey) Armor Level: 1 Weapon: Split Shot Experience: 20 Cash: 80 These tough opponents fire a single shell which splits into four semi-homing shots after travelling a short distance. --- SPREADFIRE WANZER (Olive) Armor Level: 2 Weapon: Split Shot Experience: 80 Cash: 320 A tougher variation on the Spreadfire Wanzer. --- TOW TROOPER (1) Armor Level: 1 Weapon: Rocket Launcher Experience: 3 Cash: 5 Slightly more dangerous than the average soldier, though not much more resilient. --- TRANSPORT WANZER Armor Level: 1 Weapon: None Experience: 8 Cash: 50 An fast but unarmed support vehicle. ======== OPERATION 3 ENEMIES ======================================== (O3ENM) = --- FLEA WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 10 Cash: 50 Small, agile Wanzers which hop around, firing Vulcan shots at Albert. --- FLEA WANZER (Beige) Armor Level: 2 Weapon: Vulcan Gun Experience: 40 Cash: 200 Equipped with VUs as standard, these Flea Wanzers are tougher than their predecessors, but not nearly as aggressive. --- GUNSHIP (Olive) Armor Level: 2 Weapon: Co-axial Cannon Experience: 160 Cash: 480 Tougher version of the Gunship. --- GUNSHIP (Blue) Armor Level: 3 Weapon: Co-axial Cannon Experience: 640 Cash: 1920 The third version of the Gunship. --- HOVER WANZER (Beige) Armor Level: 1 Weapon: Twin Vulcan Guns Experience: 24 Cash: 100 Wanzers equipped with hover units which allow them to float off the ground and engage in limited flight. These opponents are the most common enemies in Operation 3. --- MINE-LAYING WANZER (Olive) Armor Level: 2 Weapon: Minelayer Experience: 48 Cash: 320 Roam the level, laying down mines to catch Albert unawares. Lacking any means of self-defense, their increased armor can't save them against a concerted attack. --- ROCKET WANZER (Beige) Armor Level: 1 Weapon: Rocket; Rapid-Fire Cannon Experience: 30 Cash: 60 A small, lightly-armored artillery Wanzer that launches unguided rockets every so often, interspersed with a fairly damaging triple-shot from its rapid-fire cannon. An aggressive, if fragile opponent. --- SHIELD WANZER (Gray) Armor Level: 1 Weapon: None Experience: 26 Cash: 120 Usually found supporting other enemy Wanzers, the Shield Wanzer blocks all weapons - except the Laser Gun - unless attacked from behind. --- SOLDIER (1) Armor Level: 1 Weapon: HHG Experience: 2 Cash: 5 Essentially cannon fodder, these enemies don't stand up to Wanzer fire for any length of time. Slightly more formidable if encountered on foot. --- TANK (Olive) Armor Level: 2 Weapon: Laser Batteries Experience: 96 Cash: 200 These large, heavily armored vehicles spew out a destructive salvo of laser blasts; powerful forward armor makes them almost impervious to head-on attacks. --- TRANSPORT HELICOPTER Armor Level: 2 Weapon: Napalm Experience: 40 Cash: 200 Release a nearly limitless supply of Flea Wanzers until destroyed, supplemented by a napalm weapon targeted against Albert's current position. Keep moving to avoid the napalm and concentrate all fire on the helicopter to cut the assault off at its source. ======== OPERATION 4 ENEMIES ======================================== (O4ENM) = --- COMMANDO WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 12 Cash: 90 Tougher variant of the Attack Wanzer, equipped with VUs for added mobility and shields for protection. --- DROP DRONE (Olive) Armor Level: 1 Weapon: Bomb Drop Experience: 8 Cash: 10 Opponent equipped with a single explosive, which it drops on you for a moderate amount of damage. Once their payload has been released, they quickly retreat. --- GRENADIER WANZER (Gray) Armor Level: 1 Weapon: Grenades Experience: 26 Cash: 100 Lobs a stream of explosives in a short arc in Albert's direction; should he approach it, it will immediately retreat back to a more comfortable distance. Easily destroyed. --- GUIDANCE WANZER (Olive) Armor Level: 2 Weapon: Heat-Seeking Missiles Experience: 120 Cash: 360 Tough missilers that fire single heat-seeking missiles at Albert. These can be avoided with some time and trouble, but come at such regular intervals that dodging is a lost cause. --- GUN EMPLACEMENT (1) Armor Level: 1 Weapon: High-Bore Cannon Experience: 20 Cash: 90 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- JEEP (Olive) Armor Level: 2 Weapon: Cannon Experience: 32 Cash: 80 Slightly tougher than normal foot troops, jeeps drive around taking pot-shots at Albert. --- MONGOOSE WANZER (Grey) Armor Level: 1 Weapon: Vulcan Gun Experience: 12 Cash: 40 A variant on the Flea Wanzers encountered in earlier Operations; lacking the VUs of their counterparts, they are forced to rely on powered jumps to clear over terrain. --- MONGOOSE WANZER (Beige) Armor Level: 2 Weapon: Vulcan Gun Experience: 48 Cash: 160 A tougher variant of the Mongoose Wanzer. --- SECURITY GUN EMPLACEMENT Armor Level: 2 Weapon: Twin Vulcan Cannon Experience: 12 Cash: 15 Seven of these gun emplacements protect the armored carrier "Galeon". --- SHIELD WANZER (Gray) Armor Level: 1 Weapon: None Experience: 26 Cash: 120 Usually found supporting other enemy Wanzers, the Shield Wanzer blocks all weapons - except the Laser Gun - unless attacked from behind. --- SMALL GUN EMPLACEMENT (1) Armor Level: 1 Weapon: Heavy Cannon Experience: 12 Cash: 50 Weaker, more compact gun emplacement generally found in installation interiors. --- SOLDIER (1) Armor Level: 1 Weapon: HHG Experience: 2 Cash: 5 Essentially cannon fodder, these enemies don't stand up to Wanzer fire for any length of time. Slightly more formidable if encountered on foot. --- SWEEPER DRONE (Beige) Armor Level: 2 Weapon: Seeking Blast Experience: 64 Cash: 200 Smaller, ground-bound enemies usually found in installations. Lightly armored, their seeking blasts are nonetheless a fairly potent weapon. --- WALL DRONE (Beige) Armor Level: 2 Weapon: Seeking Blast Experience: 64 Cash: 200 Stationary, wall-mounted enemies usually found in installations. Though lightly armored, their seeking blasts are a fairly potent weapon. ======== OPERATION 5 ENEMIES ======================================== (O5ENM) = --- ATTACK WANZER (Olive) Armor Level: 2 Weapon: Vulcan Gun Experience: 32 Cash: 320 Fast-moving marauders equipped with RDs; an upgraded version of the enemy encountered in Operation 1. While relatively easy to destroy, their speed and weight of numbers make them persistent enemies. --- BOMBARDIER WANZER (Olive) Armor Level: 2 Weapon: Warhead Experience: 64 Cash: 320 A tougher version of the Bombardier Wanzer encountered in Operation 1. --- BRAWLER WANZER (Beige) Armor Level: 2 Weapon: Hand Punch; Drop Kick Experience: 112 Cash: 400 Agile and tough, these Wanzers can cause considerable damage despite their lack of range. Stay out of reach of their attacks and pound them with long- range weapons. Also equipped with VUs - expect some trouble. --- FLEA WANZER (Beige) Armor Level: 2 Weapon: Vulcan Gun Experience: 40 Cash: 200 Equipped with VUs as standard, these Flea Wanzers are tougher than their predecessors, but not nearly as aggressive. --- FN-8H (Olive) Armor Level: 2 Weapon: Rapid-Fire Cannon Experience: 28 Cash: 80 A toughened-up version of the very first enemy in the game. Still cannon fodder. --- GRENADIER WANZER (Olive) Armor Level: 2 Weapon: Grenades Experience: 48 Cash: 320 Tougher version of the Grenadier Wanzer enemy, based around the Minelayer Wanzer chassis. --- GUN EMPLACEMENT (2) Armor Level: 2 Weapon: High-Bore Cannon Experience: 80 Cash: 360 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- JET WANZER (Olive) Armor Level: 2 Weapon: Vulcan Gun Experience: 64 Cash: 200 Agile opponents equally at home on the ground or in the air, strafing Albert from on high with their Vulcans. --- MINE-LAYING WANZER (Olive) Armor Level: 2 Weapon: Minelayer Experience: 48 Cash: 320 Roam the level, laying down mines to catch Albert unawares. Lacking any means of self-defense, their increased armor can't save them against a concerted attack. --- SOLDIER (2) Armor Level: 2 Weapon: HHG Experience: 8 Cash: 20 Tougher than the Soldiers in previous missions. --- SW-462 Armor Level: 3 Weapon: Vulcan Gun Experience: 192 Cash: 160 Bergen's Presidential Guard. Equipped with both RDs and VUs, they can easily keep pace with your Wanzer. ======== OPERATION 6 ENEMIES ======================================== (O6ENM) = --- APC (Blue) Armor Level: 3 Weapon: Vulcan Gun Experience: 384 Cash: 800 Heavily armored vehicle. --- BOMB DRONE Armor Level: 2 Weapon: Self-Destruct Experience: 8 Cash: 0 Released by the Transport Helicopters, these small, autonomous bombs home in on Albert and then self-destruct, inflicting a moderate amount of damage. If they cannot find Albert, they will self-destruct of their own accord - all in all, more of a nuisance than a serious threat. --- FLEA WANZER (Beige) Armor Level: 2 Weapon: Vulcan Gun Experience: 40 Cash: 200 Equipped with VUs as standard, these Flea Wanzers are tougher than their predecessors, but not nearly as aggressive. --- FLEA WANZER (Blue) Armor Level: 3 Weapon: Rapid-Fire Cannon Experience: 160 Cash: 800 Tough enemies with a pack mentality, these small Wanzers are the second-best version of the Flea Wanzer series. --- GUARDIAN DRONE (1) Armor Level: 3 Weapon: Plasma Pulse Experience: 20 Cash: 20 Launched by Balming in his second stage as an additional distraction. Resilient and fairly powerful, though only appear one at a time. Not really worth the time it takes to put out of commission. --- GUN EMPLACEMENT (2) Armor Level: 2 Weapon: High-Bore Cannon Experience: 80 Cash: 360 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- HOVERBIKE (Olive) Armor Level: 2 Weapon: Explosives Experience: 36 Cash: 240 Tougher variant on the Hoverbike enemy. --- JEEP (Olive) Armor Level: 2 Weapon: Cannon Experience: 32 Cash: 80 Slightly tougher than foot troops, jeeps drive around taking pot-shots at Albert. --- MARAUDER WANZER (Olive) Armor Level: 2 Weapon: Vulcan Gun; Grenade Spray Experience: 80 Cash: 240 Small, versatile opponents. --- MARAUDER WANZER (Blue) Armor Level: 3 Weapon: Vulcan Gun; Grenade Spray Experience: 320 Cash: 960 Tougher version of the Marauder Wanzer enemy. --- ROCKET WANZER (Olive) Armor Level: 2 Weapon: Rocket; Rapid-Fire Cannon Experience: 120 Cash: 240 Tougher variation of the Rocket Wanzer enemy, equipped with a shield. --- SHELL WANZER (Olive) Armor Level: 2 Weapon: Grenade Launch Experience: 200 Cash: 320 Weak, hesitant opponents capable of only inflicting moderate damage with their explosives. Easily defeated. --- SOLDIER (2) Armor Level: 2 Weapon: HHG Experience: 8 Cash: 20 Tougher than the Soldiers in previous missions. --- SOLDIER (3) Armor Level: 1 Weapon: Minelayer Experience: 2 Cash: 5 Drop a single mine in Albert's path before beating a hasty retreat. Hardly worth the time it takes to kill them. --- SPIDER WANZER (Olive) Armor Level: 2 Weapon: Grenade Spray Experience: 64 Cash: 360 Tougher variant of the Spider Wanzer enemy. --- TARGETING DRONE (Beige) Armor Level: 2 Weapon: Targeting Laser Experience: 160 Cash: 160 Targeting Drones fly around the level, shooting a targeting laser at the ground. If Albert breaks the laser beam, a Napalm Blast will hit his position. The targeting laser can be avoided by dashing out of harm's way, or flying above the drones and taking them out from there. --- TOW TROOPER (2) Armor Level: 2 Weapon: Rocket Launcher Experience: 12 Cash: 20 Slightly more dangerous than the average soldier, though not much more resilient. --- TRANSPORT HELICOPTER (Purple) Armor Level: 4 Weapon: None Experience: 640 Cash: 3200 Release a nearly limitless supply of Bomb Drones until destroyed. ======== OPERATION 7 ENEMIES ======================================== (O7ENM) = --- APC (Blue) Armor Level: 3 Weapon: Vulcan Gun Experience: 384 Cash: 800 Heavily armored vehicle. --- BOMBARDIER WANZER (Blue) Armor Level: 3 Weapon: Warhead Experience: 256 Cash: 1280 A tougher version of the Bombardier Wanzer enemy. --- COMMANDO WANZER (Olive) Armor Level: 2 Weapon: Vulcan Gun Experience: 80 Cash: 360 Tougher variant of the Attack Wanzer, equipped with VUs for added mobility and shields for protection. --- COMMANDO WANZER (Blue) Armor Level: 3 Weapon: Vulcan Gun Experience: 192 Cash: 1440 Tougher variant of the Commando Wanzer, equipped with VUs and RDs. --- GRENADIER WANZER (Blue) Armor Level: 3 Weapon: Grenades Experience: 416 Cash: 1600 Tougher version of the Grenadier Wanzer. --- GUN EMPLACEMENT (3) Armor Level: 3 Weapon: High-Bore Cannon Experience: 320 Cash: 1440 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- GUNSHIP (Blue) Armor Level: 3 Weapon: Co-axial Cannon Experience: 640 Cash: 1920 The third version of the Gunship. --- LASER WANZER (Olive) Armor Level: 2 Weapon: Laser Pulse Experience: 100 Cash: 400 Well-armored when compared to his compatriots, but still too unwilling to press his attacks to be much of a threat. --- MARAUDER WANZER (Blue) Armor Level: 3 Weapon: Vulcan Gun; Grenade Spray Experience: 320 Cash: 960 Tougher version of the Marauder Wanzer enemy. --- POLAR WANZER (Blue) Armor Level: 3 Weapon: Seeking Blast Experience: 304 Cash: 1440 A cold-weather Wanzer primarily suited to aquatic combat. --- SEEKING WANZER (1) Armor Level: 3 Weapon: Seeking Blast Experience: 288 Cash: 1280 Tough opponents which fire semi-homing projectiles. --- SEEKING WANZER (2) Armor Level: 2 Weapon: Seeking Blast Experience: 72 Cash: 320 Weaker version of the Seeking Wanzer enemy. --- SMALL GUN EMPLACEMENT (2) Armor Level: 2 Weapon: Heavy Cannon Experience: 64 Cash: 200 Weaker, more compact gun emplacement generally found in installation interiors. --- SOLDIER (4) Armor Level: 3 Weapon: Minelayer Experience: 32 Cash: 80 Drop a single mine in Albert's path before beating a hasty retreat. Hardly worth the time it takes to kill them. --- SOLDIER (5) Armor Level: 3 Weapon: HHG Experience: 32 Cash: 80 Rapid-firing variety of the generic Soldier enemy. ======== OPERATION 8 ENEMIES ======================================== (O8ENM) = --- BRAWLER WANZER (Blue) Armor Level: 3 Weapon: Hand Punch; Drop Kick Experience: 448 Cash: 1600 Tougher variation on the Brawler Wanzer enemy. --- BRAWLER WANZER (Purple) Armor Level: 4 Weapon: Hand Punch; Drop Kick Experience: 1792 Cash: 6400 Toughest variation on the Brawler Wanzer enemy. --- GUIDANCE WANZER (Blue) Armor Level: 3 Weapon: Heat-Seeking Missiles Experience: 480 Cash: 1440 Tougher variation on the Guidance Wanzer. --- GUIDANCE WANZER (Purple) Armor Level: 4 Weapon: Heat-Seeking Missiles Experience: 1920 Cash: 5760 The toughest grade of Guidance Wanzer. --- GUN EMPLACEMENT (4) Armor Level: 4 Weapon: High-Bore Cannon Experience: 1280 Cash: 5760 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- HOVERBIKE (Blue) Armor Level: 3 Weapon: Explosives Experience: 144 Cash: 960 Tougher variant of the Hoverbike enemy. --- JET WANZER (Blue) Armor Level: 4 Weapon: Vulcan Gun Experience: 1024 Cash: 3200 Tougher variant of the Jet Wanzer enemy. --- MARAUDER WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun; Grenade Spray Experience: 1280 Cash: 3840 Toughest version of the Marauder Wanzer. --- MONGOOSE WANZER (Blue) Armor Level: 3 Weapon: Vulcan Gun Experience: 192 Cash: 640 A tougher variant on the Mongoose Wanzer. --- SECRET SERVICE Armor Level: 1 Weapon: HHG Experience: 2 Cash: 8 President Jose's Secret Service. Hardly the most resilient of opponents. --- SWEEPER DRONE (Blue) Armor Level: 3 Weapon: Seeking Blast Experience: 256 Cash: 800 Tougher variation of the Sweeper Drone enemy. --- SMALL GUN EMPLACEMENT (2) Armor Level: 3 Weapon: Heavy Cannon Experience: 192 Cash: 800 Weaker, more compact gun emplacement generally found in installation interiors. ======== OPERATION 9 ENEMIES ======================================== (O9ENM) = --- APC (Purple) Armor Level: 5 Weapon: None Experience: 5120 Cash: 12800 Heavily armored vehicles that release Soldiers at regular intervals until destroyed. --- ARSENAL WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun; Seeking Blast Experience: 3840 Cash: 3840 Moderately armored but well-armed. --- ATTACK WANZER (Blue) Armor Level: 3 Weapon: Vulcan Gun Experience: 128 Cash: 1280 Tougher variation on the Attack Wanzer enemy. --- ATTACK WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun Experience: 512 Cash: 1280 Toughest variation on the Attack Wanzer enemy. --- BOMBARDIER WANZER (Purple) Armor Level: 4 Weapon: Warhead Experience: 1024 Cash: 5120 Toughest version of the Bombardier Wanzer enemy. --- COMMANDO WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun Experience: 768 Cash: 5760 Toughest variant of the Commando Wanzer. --- DROP DRONE (Purple) Armor Level: 4 Weapon: Bomb Drop Experience: 512 Cash: 640 Tougher variation on the Drop Drone enemy. --- FLEA WANZER (Purple) Armor Level: 4 Weapon: Rapid-Fire Cannon Experience: 640 Cash: 3200 Toughest variation of Flea Wanzer. --- GRENADIER WANZER (Purple) Armor Level: 4 Weapon: Grenades Experience: 1664 Cash: 6400 Toughest version of the Grenadier Wanzer. --- GUN EMPLACEMENT (4) Armor Level: 4 Weapon: High-Bore Cannon Experience: 1280 Cash: 5760 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- HOVER WANZER (Purple) Armor Level: 4 Weapon: Twin Vulcan Guns Experience: 1536 Cash: 6400 Tougher variation on the Hover Wanzer. --- JEEP (Purple) Armor Level: 4 Weapon: Cannon Experience: 512 Cash: 1280 Toughest version of the Jeep enemy. --- JET WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun Experience: 1024 Cash: 3200 Despite the change in color scheme, these Jet Wanzers are no tougher than the previous version. --- LASER WANZER (Purple) Armor Level: 4 Weapon: Laser Pulse Experience: 1600 Cash: 6400 Toughest variation on the Laser Wanzer enemy. --- MINE-LAYING WANZER (Purple) Armor Level: 4 Weapon: Minelayer Experience: 768 Cash: 5120 Tougher variation on the Mine-Laying Wanzer enemy. --- MISSILE LAUNCHER Armor Level: 4 Weapon: Seeking Missile Experience: 448 Cash: 3520 Floor-mounted emplacement which fires multiple seeking missiles before retracting again. Only vulnerable when firing. --- ROCKET WANZER (Blue) Armor Level: 3 Weapon: Rocket; Rapid-Fire Cannon Experience: 480 Cash: 960 Tougher variation on the Rocket Wanzer enemy. --- SHELL WANZER (Purple) Armor Level: 4 Weapon: Grenade Launch Experience: 3200 Cash: 5120 Tougher variation on the Shell Wanzer enemy. --- SMALL GUN EMPLACEMENT (3) Armor Level: 4 Weapon: Heavy Cannon Experience: 768 Cash: 3200 Weaker, more compact gun emplacement generally found in installation interiors. --- SOLDIER (5) Armor Level: 4 Weapon: HHG Experience: 128 Cash: 320 Tougher variation on the Soldier enemy. --- SOLDIER (6) Armor Level: 5 Weapon: HHG Experience: 512 Cash: 1280 Toughest variation on the Soldier, released by the APC enemy. --- SPIDER WANZER (Purple) Armor Level: 4 Weapon: Grenade Spray Experience: 1024 Cash: 5760 Toughest variant of the Spider Wanzer enemy. --- SPREADFIRE WANZER (Purple) Armor Level: 4 Weapon: Split Shot Experience: 1280 Cash: 5120 Toughest variation on the Spreadfire Wanzer. --- SWEEPER DRONE (Purple) Armor Level: 4 Weapon: Seeking Blast Experience: 1024 Cash: 3200 Tougher variation on the Sweeper Drone enemy. --- TANK (Purple) Armor Level: 4 Weapon: Laser Batteries Experience: 1536 Cash: 3200 Toughest variation on the Tank enemy. --- TARGETING DRONE (Purple) Armor Level: 4 Weapon: Targeting Laser Experience: 2560 Cash: 2560 Toughest version of the Targeting Drone enemy. ======== OPERATION 10 ENEMIES ====================================== (O10ENM) = --- ATTACK CRAFT (Purple) Armor Level: 4 Weapon: Vulcan Gun; Unguided Missile Experience: 768 Cash: 7040 Fast-moving but not particularly clever, these enemies unleash their attacks in Albert's general direction before beating a retreat. --- GUARDIAN DRONE (2) Armor Level: N/A Weapon: Plasma Pulse Experience: 0 Cash: 0 Launched by the Balming-Type in its second stage as an additional distraction. Not worth destroying. --- GUN EMPLACEMENT (4) Armor Level: 4 Weapon: High-Bore Cannon Experience: 1280 Cash: 5760 Stationary cannon emplacements with a 180-degree field of fire. Resilient and powerful, these form the first line of defence for all installations in the game. --- JET WANZER (Blue) Armor Level: 4 Weapon: Vulcan Gun Experience: 1088 Cash: 7040 Tougher variant of the Jet Wanzer enemy. --- JET WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun Experience: 1088 Cash: 7040 Despite the change in color scheme, these Jet Wanzers are no tougher than the previous version. --- MARAUDER WANZER (Purple) Armor Level: 4 Weapon: Vulcan Gun; Grenade Spray Experience: 1280 Cash: 3840 Toughest version of the Marauder Wanzer enemy. --- SENTINEL GUARD Armor Level: 5 Weapon: Vulcan Gun Experience: 2560 Cash: 12800 Elite Society unit. Among the toughest attack Wanzers in the game. --- TARGETING DRONE (Purple) Armor Level: 4 Weapon: Targeting Laser Experience: 2560 Cash: 2560 Toughest version of the Targeting Drone enemy. ======== OPERATION 11 ENEMIES ====================================== (O11ENM) = --- ATLAS WANZER Armor Level: 5 Weapon: Laser Pulse; Seeking Blast Experience: 2560 Cash: 7680 The toughest Wanzer-type enemy in the game. --- DROP DRONE (Black) Armor Level: 5 Weapon: Bomb Drop Experience: 2048 Cash: 2560 Toughest variation on the Drop Drone enemy. --- JET WANZER (Blue) Armor Level: 4 Weapon: Vulcan Gun Experience: 1088 Cash: 7040 Tougher variant of the Jet Wanzer. --- LASER EMPLACEMENT Armor Level: 5 Weapon: Laser Pulse Experience: 1792 Cash: 17920 These high-powered laser weapons protect the ATLAS Foundations from attack. --- SPHERE DROID Armor Level: 5 Weapon: Plasma Blasts Experience: 512 Cash: 768 Hover around Albert, spitting out highly destructive plasma blasts. Usually found in large numbers, making them a particular health hazard. --- SPHERE DROID MASTER Armor Level: 5 Weapon: None Experience: 1280 Cash: 192 Lack weapons of their own, but pump out large numbers of Sphere Droids if not destroyed quickly. Among the toughest opponents in the game. --- SWEEPER DRONE (Black) Armor Level: 5 Weapon: Seeking Blast Experience: 4096 Cash: 12800 Toughest variation on the Sweeper Drone enemy. --- WALL DRONE (Black) Armor Level: 5 Weapon: Seeking Blast Experience: 4096 Cash: 12800 Toughest variation on the Wall Drone enemy. ___ ___ _ _ \**\ /**/|*||*| \**\/**/ |*||*| >****< |*||*| :: SHOP GUIDE ::::::::::::::::::::::::::::::: (GHXII) :::::::: /**/\**\ |*||*| /**/ \**\|*||*| o ¯¯¯ ¯¯¯ ¯ ¯ ======== BERGEN (1) ================================================ (SHPBE1) = WANZER: - ITEM -------- COST ----------- FN-8G 4750 SHD-01 950 PRIMARY: - ITEM -------- COST ----------- VG-01 950 SG-01 2850 SPECIAL: - ITEM -------- COST ----------- UVG-10 3325 GRL-10 2850 HMS-10 2850 HNP-10 3800 GEAR: - ITEM -------- COST ----------- HHG-01 475 HGR-01 475 HAV-01 950 OTHER: - ITEM -------- COST ----------- FUEL 95 BL-UVG 95 BL-GRL 95 BL-HMS 95 ITEMS: - ITEM -------- COST ----------- AID-1 950 REP-1 475 ======== BERGEN (2) ================================================ (SHPBE2) = WANZER: - ITEM -------- COST ----------- FN-8G 5000 VU-10 1000 SHD-01 1000 RD-100 2000 PRIMARY: - ITEM -------- COST ----------- VG-01 1000 SG-01 3000 LG-01 4000 SPECIAL: - ITEM -------- COST ----------- UVG-10 3500 GRL-10 3000 HMS-10 3000 MSP-10 4000 HNP-10 4000 GEAR: - ITEM -------- COST ----------- HHG-01 500 HGR-01 500 HAV-01 1000 HAV-02 3000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-HMS 100 BL-MSP 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 REP-1 500 ======== CENKTRICH ================================================= (SHPCNK) = WANZER: - ITEM -------- COST ----------- FN-8G 5000 VU-10 1000 SHD-01 1000 RD-100 2000 PRIMARY: - ITEM -------- COST ----------- VG-01 1000 VG-02 5500 SG-01 3000 SG-02 6800 LG-01 4000 LG-02 8000 SPECIAL: - ITEM -------- COST ----------- EAP-10 10000 UVG-10 3500 UVG-20 7800 GRL-10 3000 GRL-20 7500 MSP-10 4000 MSP-20 10000 HMS-10 3000 HMS-20 9500 BZS-10 8000 BZS-20 23000 HNP-10 4000 HNP-20 12000 BNC-10 6000 BNC-20 12000 BNC-30 30000 BNC-40 60000 BNC-50 120000 GEAR: - ITEM -------- COST ----------- HHG-01 500 HHG-02 3000 HGR-01 500 HGR-02 5000 HAV-01 1000 HAV-02 3000 SUPPORT: - ITEM -------- COST ----------- FN-8GL 4000 SW-46L 10000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 REP-1 500 REP-2 1000 ======== BORUKTA =================================================== (SHPBRK) = WANZER: - ITEM -------- COST ----------- FN-8G 5000 SW-46S 12000 VU-10 1000 VU-20 8000 SHD-02 20000 RD-200 2000 PRIMARY: - ITEM -------- COST ----------- VG-01 1000 VG-02 5500 SG-01 3000 SG-02 6800 LG-01 4000 LG-02 8000 SPECIAL: - ITEM -------- COST ----------- EAP-10 10000 UVG-10 3500 UVG-20 7800 GRL-10 3000 GRL-20 7500 MSP-10 4000 MSP-20 10000 HMS-10 3000 HMS-20 9500 BZS-10 8000 BZS-20 23000 HNP-10 4000 HNP-20 12000 PAL-10 4000 PAL-20 13000 PAL-30 43000 PAL-40 86000 PAL-50 172000 GEAR: - ITEM -------- COST ----------- HHG-01 500 HHG-02 3000 HGR-01 500 HGR-02 5000 HAV-02 3000 HAV-03 6000 SUPPORT: - ITEM -------- COST ----------- EPI4-R1 7000 EPI4-R2 20000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-PAL 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 REP-1 500 REP-2 1000 UPGRADE: - ITEM -------- COST ----------- VG1-MG 1000 VG1-AP 1300 VG1-ST 1500 SG1-MG 1500 SG1-AP 1700 SG1-RT 1900 LG1-MG 1800 LG1-AP 2000 LG1-RT 2200 ======== AL HARI =================================================== (SHPALH) = WANZER: - ITEM -------- COST ----------- FN-8G 4500 SW-46S 10800 VU-10 900 VU-20 7200 SHD-03 18000 RD-100 1800 RD-200 14400 PRIMARY: - ITEM -------- COST ----------- VG-01 900 VG-02 4950 SG-01 2700 SG-02 6120 LG-01 3600 LG-02 7200 SPECIAL: - ITEM -------- COST ----------- EAP-10 9000 UVG-10 3150 UVG-20 7020 GRL-10 2700 GRL-20 6750 MSP-10 3600 MSP-20 9000 HMS-10 2700 HMS-20 8550 BZS-10 7200 BZS-20 20700 HNP-10 3600 HNP-20 10800 FBG-10 7200 FBG-20 18000 FBG-30 45000 FBG-40 90000 FBG-50 180000 GEAR: - ITEM -------- COST ----------- HHG-01 450 HHG-02 2700 HGR-01 450 HGR-02 4500 HAV-02 2700 HAV-03 5400 SUPPORT: - ITEM -------- COST ----------- DF4B2-1 3600 DF4B2-2 9000 OTHER: - ITEM -------- COST ----------- FUEL 90 BL-UVG 90 BL-GRL 90 BL-MSP 90 BL-BZS 90 BL-FBG 90 ITEMS: - ITEM -------- COST ----------- AID-1 900 REP-1 450 REP-2 900 UPGRADE: - ITEM -------- COST ----------- VG1-MG 900 VG1-AP 1170 VG1-ST 1350 SG1-MG 1350 SG1-AP 1530 SG1-RT 1710 LG1-MG 1620 LG1-AP 1800 LG1-RT 1980 ======== BERGEN (3) ================================================ (SHPBE3) = WANZER: - ITEM -------- COST ----------- SW-46S 12000 SW-54S 40000 VU-20 8000 VU-30 16000 SHD-02 20000 SHD-03 20000 RD-100 2000 RD-200 16000 PRIMARY: - ITEM -------- COST ----------- VG-02 5500 SG-02 6800 LG-02 8000 SPECIAL: - ITEM -------- COST ----------- EAP-10 10000 UVG-10 3500 UVG-20 7800 GRL-10 3000 GRL-20 7500 MSP-10 4000 MSP-20 10000 HMS-10 3000 HMS-20 9500 BZS-10 8000 BZS-20 23000 HNP-10 4000 HNP-20 12000 BNC-10 6000 BNC-20 12000 PAL-10 4000 PAL-20 13000 FBG-10 8000 FBG-20 20000 MIN-10 4000 MIN-20 12000 REP-10 12000 REP-20 25000 GEAR: - ITEM -------- COST ----------- HHG-02 3000 HHG-03 6000 HGR-02 5000 HGR-03 12000 HAV-02 3000 HAV-03 6000 SUPPORT: - ITEM -------- COST ----------- FN-8GL 5000 SW-46L 10000 EPI4-R1 7000 DF4B2-1 4000 DF4B2-2 10000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-SPS 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-1 500 REP-2 1000 REP-3 4000 UPGRADE: - ITEM -------- COST ----------- VG2-MG 3000 VG2-AP 3500 VG2-ST 3800 VG3-MG 6500 VG3-AP 7000 VG3-ST 7500 SG2-MG 4000 SG2-AP 4200 SG2-RT 4500 LG2-MG 4800 LG2-AP 5000 LG2-RT 5500 ======== ZAMBOLA =================================================== (SHPZMB) = WANZER: - ITEM -------- COST ----------- SW-46S 12000 SW-54S 40000 VU-20 8000 VU-30 16000 SHD-02 20000 SHD-03 20000 RD-100 2000 RD-200 16000 PRIMARY: - ITEM -------- COST ----------- VG-02 5500 VG-03 14000 SG-02 6800 SG-03 17000 LG-02 8000 LG-03 20000 SPECIAL: - ITEM -------- COST ----------- EAP-10 10000 EAP-20 40000 UVG-20 7800 UVG-30 18700 GRL-20 7500 GRL-30 18800 MSP-20 10000 MSP-30 25000 HMS-20 9500 HMS-30 28000 BZS-20 23000 BZS-30 57500 HNP-20 12000 HNP-30 28000 MIN-20 12000 MIN-30 30000 REP-20 25000 REP-30 80000 DCY-10 9000 DCY-20 22500 DCY-30 40000 DCY-40 85000 DCY-50 200000 WGP-10 15000 WGP-20 30000 WGP-30 70000 WGP-40 160000 GEAR: - ITEM -------- COST ----------- HHG-02 3000 HHG-03 6000 HGR-02 5000 HGR-03 12000 HAV-03 6000 HAV-04 12000 SUPPORT: - ITEM -------- COST ----------- SW-46L 10000 SW-54L 30000 EPI4-R2 30000 EPI4-R3 60000 DF4B2-2 10000 DF4B2-3 35000 YN6-R1 5000 YN6-R2 20000 YN6-R3 40000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-DCY 100 BL-WGP 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-1 500 REP-2 1000 REP-3 4000 UPGRADE: - ITEM -------- COST ----------- VG2-MG 3000 VG2-AP 3500 VG2-ST 3800 VG3-MG 6500 VG3-AP 7000 VG3-ST 7500 SG2-MG 4000 SG2-AP 4200 SG2-RT 4500 LG2-MG 4800 LG2-AP 5000 LG2-RT 5500 ======== SIBIRSKA ================================================== (SHPSIB) = WANZER: - ITEM -------- COST ----------- SW-54S 40000 SW-82K 100000 VU-20 8000 VU-30 16000 SHD-02 20000 SHD-03 20000 RD-100 2000 RD-200 16000 PRIMARY: - ITEM -------- COST ----------- VG-02 5500 VG-03 14000 SG-02 6800 SG-03 17000 LG-02 8000 LG-03 20000 SPECIAL: - ITEM -------- COST ----------- EAP-10 10000 EAP-20 40000 UVG-20 7800 UVG-30 18700 GRL-20 7500 GRL-30 18800 MSP-20 10000 MSP-30 25000 HMS-20 9500 HMS-30 28000 BZS-20 23000 BZS-30 57500 HNP-20 12000 HNP-30 28000 MIN-20 12000 MIN-30 30000 REP-20 25000 REP-30 80000 SEK-10 5000 SEK-20 15000 SEK-30 45000 SEK-40 120000 SEK-50 250000 GEAR: - ITEM -------- COST ----------- HHG-03 6000 HHG-04 12000 HGR-03 12000 HGR-04 24000 HAV-03 6000 HAV-04 12000 SUPPORT: - ITEM -------- COST ----------- SW-46L 10000 SW-54L 30000 EPI4-R2 30000 EPI4-R3 60000 DF4B2-2 10000 DF4B2-3 35000 SVK-R1 8000 SVK-R2 25000 SVK-R3 70000 SVK-R4 140000 SVK-R5 300000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-SEK 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-1 500 REP-2 1000 REP-3 4000 UPGRADE: - ITEM -------- COST ----------- VG3-MG 6500 VG3-AP 7000 VG3-ST 7500 SG3-MG 8000 SG3-AP 8500 SG3-RT 9000 LG3-MG 10000 LG3-AP 12500 LG3-RT 14000 ======== MACHU PICCHU ============================================== (SHPMCH) = WANZER: - ITEM -------- COST ----------- SW-46S 12000 SW-54S 40000 VU-30 16000 VU-40 32000 SHD-02 20000 SHD-03 20000 RD-200 16000 RD-300 16000 PRIMARY: - ITEM -------- COST ----------- VG-03 14000 VG-04 28000 SG-03 17000 LG-03 20000 SPECIAL: - ITEM -------- COST ----------- EAP-20 40000 EAP-30 80000 UVG-30 18700 UVG-40 37600 UVG-50 75200 GRL-30 18800 GRL-40 39000 MSP-40 50000 MSP-50 100000 HMS-40 56000 HMS-50 112000 BZS-40 115000 BZS-50 230000 HNP-40 70000 HNP-50 120000 MIN-40 88000 MIN-50 150000 REP-40 160000 REP-50 400000 GEAR: - ITEM -------- COST ----------- HHG-03 6000 HHG-04 12000 HGR-03 12000 HGR-04 24000 HAV-03 6000 HAV-04 12000 SUPPORT: - ITEM -------- COST ----------- SW-54L 30000 SW-82L 60000 EPI4-R3 60000 EPI4-R4 120000 DF4B2-3 35000 DF4B2-4 70000 YN6-R3 40000 YN6-R4 80000 DC3L-R1 6000 DC3L-R2 15000 DC3L-R3 45000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-DCY 100 BL-WGP 100 BL-SEK 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-2 1000 REP-3 4000 REP-4 16000 UPGRADE: - ITEM -------- COST ----------- VG3-MG 6500 VG3-AP 7000 VG3-ST 7500 VG4-MG 12000 VG4-AP 14000 VG4-ST 16000 SG3-MG 8000 SG3-AP 8500 SG3-RT 9000 LG3-MG 10000 LG3-AP 12500 LG3-RT 14000 ======== ESPORTE =================================================== (SHPESP) = WANZER: - ITEM -------- COST ----------- SW-54S 40000 SW-82K 100000 VU-30 16000 VU-40 32000 VU-50 64000 SHD-02 20000 SHD-03 20000 SHD-04 100000 RD-200 16000 RD-300 16000 RD-400 100000 PRIMARY: - ITEM -------- COST ----------- VG-04 28000 VG-05 56000 SG-04 34000 SG-05 68000 LG-04 50000 LG-05 100000 SPECIAL: - ITEM -------- COST ----------- EAP-30 80000 EAP-40 160000 UVG-40 37600 UVG-50 75200 GRL-40 39000 GRL-50 78000 MSP-40 50000 MSP-50 100000 HMS-40 56000 HMS-50 112000 BZS-40 115000 BZS-50 230000 HNP-40 70000 HNP-50 120000 MIN-40 88000 MIN-50 150000 REP-40 160000 REP-50 400000 GEAR: - ITEM -------- COST ----------- HHG-03 6000 HHG-04 12000 HHG-05 24000 HGR-03 12000 HGR-04 24000 HGR-05 48000 HAV-03 6000 HAV-04 12000 HAV-05 24000 SUPPORT: - ITEM -------- COST ----------- SW-54L 30000 SW-82L 60000 X-DL 120000 EPI4-R3 60000 EPI4-R4 120000 EPI4-R5 300000 DF4B2-3 35000 DF4B2-4 70000 DF4B2-5 140000 YN6-R3 40000 YN6-R4 80000 YN6-R5 160000 DC3L-R3 45000 DC3L-R4 100000 DC3L-R5 240000 HC-2R2 23000 HC-2R3 45000 HC-2R4 95000 HC-2R5 200000 OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-DCY 100 BL-WGP 100 BL-SEK 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-2 1000 REP-3 4000 REP-4 16000 REP-5 64000 UPGRADE: - ITEM -------- COST ----------- VG4-MG 12000 VG4-AP 14000 VG4-ST 16000 SG4-MG 15000 SG4-AP 17000 SG4-RT 19000 LG4-MG 20000 LG4-AP 25000 LG4-ST 30000 ======== NEW YORK ================================================== (SHPNEW) = WANZER: - ITEM -------- COST ----------- FN-8G 5000 VU-10 1000 SHD-01 1000 RD100 2000 SW-82K 100000 VU-50 64000 SHD-04 100000 RD-400 100000 PRIMARY: - ITEM -------- COST ----------- VG-01 1000 VG-02 5500 VG-03 14000 VG-04 28000 VG-05 56000 SG-01 3000 SG-02 6800 SG-03 17000 SG-04 34000 SG-05 68000 LG-01 4000 LG-02 8000 LG-03 20000 LG-04 50000 LG-05 100000 SPECIAL: - ITEM -------- COST ----------- EAP-30 80000 EAP-40 160000 UVG-40 37600 UVG-50 75200 GRL-40 39000 GRL-50 78000 MSP-40 50000 MSP-50 100000 HMS-40 56000 HMS-50 112000 BZS-40 115000 BZS-50 230000 HNP-40 70000 HNP-50 120000 MIN-40 88000 MIN-50 150000 REP-40 160000 REP-50 400000 BNC-40 60000 BNC-50 120000 PAL-40 86000 PAL-50 172000 FBG-40 100000 FBG-50 200000 MIN-40 88000 MIN-50 150000 DCY-40 85000 DCY-50 200000 SEK-40 120000 SEK-50 250000 WGP-40 160000 WGP-50 350000 GEAR: - ITEM -------- COST ----------- HHG-05 24000 HGR-05 48000 HAV-05 24000 SUPPORT: - ITEM -------- COST ----------- None OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-DCY 100 BL-WGP 100 BL-SEK 100 BL-SPS 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-2 1000 REP-3 4000 REP-4 16000 REP-5 64000 UPGRADE: - ITEM -------- COST ----------- VG5-MG 50000 VG5-AP 60000 VG5-ST 80000 SG5-MG 60000 SG5-AP 70000 SG5-RT 90000 LG5-MG 70000 LG5-AP 80000 LG5-ST 100000 ======== SYDNEY ==================================================== (SHPSYD) = WANZER: - ITEM -------- COST ----------- None PRIMARY: - ITEM -------- COST ----------- NG-01 4000 NG-02 8000 NG-03 20000 NG-04 50000 NG-05 100000 SPECIAL: - ITEM -------- COST ----------- EAP-50 320000 SPS-10 20000 SPS-20 40000 SPS-30 80000 SPS-40 160000 SPS-50 320000 GEAR: - ITEM -------- COST ----------- None SUPPORT: - ITEM -------- COST ----------- None OTHER: - ITEM -------- COST ----------- FUEL 100 BL-UVG 100 BL-GRL 100 BL-MSP 100 BL-HMS 100 BL-BZS 100 BL-BNC 100 BL-PAL 100 BL-FBG 100 BL-MIN 100 BL-REP 100 BL-DCY 100 BL-WGP 100 BL-SEK 100 BL-SPS 100 ITEMS: - ITEM -------- COST ----------- AID-1 1000 AID-2 5000 REP-2 1000 REP-3 4000 REP-4 16000 REP-5 64000 UPGRADE: - ITEM -------- COST ----------- VG5-MG 50000 VG5-AP 60000 VG5-ST 80000 SG5-MG 60000 SG5-AP 70000 SG5-RT 90000 LG5-MG 70000 LG5-AP 80000 LG5-ST 100000 ___ ___ _ _ _ \**\ /**/|*||*||*| \**\/**/ |*||*||*| >****< |*||*||*| CHEAT CODES :::::::::::::::::::::::::::: (GHXIII) :::::::: /**/\**\ |*||*||*| /**/ \**\|*||*||*|o ¯¯¯ ¯¯¯ ¯ ¯ ¯ All of these codes were generated with ZSNES's built-in cheat function, but should be Pro Action Replay-compatible. Your mileage may vary. Note that some of these codes may also affect your game's performance; if you find the game freezing up on you, just turn the codes off and you should be able to progress normally. = CODE ===== EFFECT ============================================================ 7E75940F Sets Wanzer's HP at 9999. HP is regenerated automatically when 7E759527 entering a new area; resets to original value if REPs are used. If you want an even higher HP score, just repair the Wanzer before entering a stage -- you can get as high as 15,000++ HP, though the counter cannot display such a large number. Be careful, though; if the score is *too* high, Albert will automatically be killed upon entering the stage. 7F056C0F Sets Albert's HP to 9999; using AIDs reduces his HP to its 7F056D27 original value. Entering and exiting your Wanzer or entering a 7E1C800F new area restores it to maximum. 7E1C8027 7E1BBB01 Allows both Albert and his current Friend to reach Level 99 7E1BBC00 after one mission. 7E1BBD00 7E1C9503 Increases your primary weapon's attack power to 999. 7E1C94E7 7E1C9601 Dramatically increases your primary weapon's rate of fire. Works 7E1C9700 best in conjunction with Vulcan and Napalm Guns. 7E1C8E40 Fixes your ammunition at 64 shots, giving you unlimited ammo. Use with the above code for best results. ___ ___ _ ___ ___ \**\ /**/|*|\**\ /**/ \**\/**/ |*| \**\ /**/ >****< |*| \**\/**/ SOUNDTRACK :::::::::::::::::::::::::: (GHXIV) :::::::: /**/\**\ |*| \****/ /**/ \**\|*| \**/ o ¯¯¯ ¯¯¯ ¯ ¯¯ GUN HAZARD's soundtrack was composed by two of Square's best-known talents, Nobuo (FINAL FANTASY) Uematsu and Yasunori (CHRONO TRIGGER, XENOGEARS) Mitsuda. Additional tracks were contributed by Junya (DEW PRISM) Nakano and Masashi (SAGA FRONTIER 2, UNLIMITED SAGA) Hamauzu; Uematsu, Nakano and Hamauzu would later collaborate on the original soundtrack for FINAL FANTASY X. NTT/Polystar released a 2-CD soundtrack compilation in 1996 to coincide with the game's release in Japan. Save for one track, the entirety of the game's music is contained on the OST. Full track listing runs as follows: DISC ONE --- TITLE ---------------------- COMPOSER ----------- IN-GAME ----------------- 01 Gun Hazard Uematsu Opening credits 02 Emergency Mitsuda Ark's missile attack 03 Mission Complete Mitsuda End-of-mission tally 04 Pull Out Mitsuda Mission failed/aborted 05 Last Words Mitsuda Game Over 06 Tension Uematsu Map screen 07 Footsteps Mitsuda Battle theme (1) 08 Shiver Uematsu Base Carrier screen 09 Move Uematsu Status screen 10 A Store Keeper Mitsuda Shop screen 11 Voice of Ark Mitsuda Ark Hellbrand's Theme 12 The President's Deadly Fight Uematsu Orwen rams Ark's Wanzer 13 Ominous Wind Uematsu Tension (Beeg Base) 14 Silencer Uematsu Main theme reprise 15 Escape Uematsu Fleeing Bergen Army HQ 16 Richard Millman Uematsu Kernelight Foundation 17 Cenktrich Uematsu Cenktrich Army Base 18 Enemy Raid Nakano Guerrilla attack 19 Successful Attack Uematsu Battle theme (2) 20 Invasion Mitsuda Installation interior (1) 21 Warning One Mitsuda Battle vs. Mini-Boss 22 Warning Two Uematsu Battle vs. Boss 23 Genoce Uematsu Meeting with Genoce 24 Sorrowful Karion Uematsu Ruins of Shadak 25 Transaction Uematsu Melancholy dialogue 26 Monologue Mitsuda Emil's hideout 27 Secret Story Uematsu Briefing 28 Galeon Mitsuda Galeon assault 29 Sneak And Attack Mitsuda Galeon interior 30 Blue Sky ~Blue Sky~ Uematsu Emotional dialogue 31 Notice Uematsu Dr. Sakata appears 32 Resistance Uematsu Luven's cell in Galeon 33 Navaru Fortress Hamauzu Attack on Fort Navaru DISC TWO --- TITLE ---------------------- COMPOSER ----------- IN-GAME ----------------- 01 Royce Felder Mitsuda Royce Felder's Theme 02 A Running Fight Mitsuda Ministry of Defense 03 A-R-K Mitsuda Battle with Sleipnir 04 Remains Uematsu Ark's Defeat 05 Caverns Mitsuda Mount Garal Mines 06 Spark Shot Mitsuda Red Shark Submarine Fleet 07 202 Uematsu Attack on Ice Shelf 202 08 Violent Chase Mitsuda Red Shark Headquarters 09 Death In Broad Daylight Mitsuda The Guardians attack 10 Uneasy Uematsu Brazilian military base 11 Message Of Genoce Uematsu Genoce's Theme 12 Determination Uematsu Dr. Sakata intervenes 13 Guardian Uematsu Guardians' Theme 14 Sentinel Uematsu Disabling Sentinel 15 Trap Hamauzu Sentinel Command Center 16 Edel Ritter Nakano Praetorian's Theme 17 Nature Uematsu The Controller revealed 18 Royce's Death Nakano Sentinel's Destruction 19 Evil Power Nakano ATLAS unleashed 20 ATLAS Uematsu Area 101, 102 21 Approach To A Shrine Hamauzu ATLAS Core Chamber 22 Final Mission Mitsuda Battle vs. ATLAS Core 23 Impatience Mitsuda/Hamauzu Sentinel Inner Sanctuary 24 Promise ~ Engagement Uematsu End sequence (Sunset) 25 Heaven's Door Mitsuda End sequence (ATLAS) 26 Emotion Mitsuda End sequence (Characters) 27 Trial Zone Mitsuda End sequence (Staff Roll) UNLISTED --- TITLE ---------------------- COMPOSER ----------- IN-GAME ----------------- 01 Battle Uematsu Cruise Missile attack Copies of the soundtrack still occasionally surface on eBay; if you've got Winamp, an alternative is to download the soundtrack in .SPC format from SNESAmp (www.snesmusic.org). ___ ______ ___ \**\ /**/\**\ /**/ \**\/**/ \**\ /**/ >****< \**\/**/ ::: ACKNOWLEDGEMENTS :::::::::::::::::: (GHXV) :::::::::: /**/\**\ \****/ /**/ \**\ \**/ ¯¯¯ ¯¯¯ ¯¯ In preparing this FAQ, I find myself indebted to: o Rascyc, for pointing out the almost obscene power of the SPS series. o Gideon Zhi, for input on IPS patchers and the unlimited primary ammo code. o LinkPower, for pointing out that I'd accidentally swapped Mount Erskaia and Mount Malyukin around in the FAQ. o Berrik the Detian, for pointing out the usefulness of HNPs and WGP in Via Blanca. o Arlieth Tralare, for an effective anti-Genoce strategy in Via Blanca. o SNESAmp and SoundtrackCentral.com, for information regarding composers and individual track credits used in compiling the Soundtrack section. o FMFO (http://www5a.biglobe.ne.jp/~lab/fmhp/), for technical information and names of various Wanzers not mentioned in the game itself. If you have corrections or contributions to make, feel free to post them on the GameFAQs GUN HAZARD forums. OBLIGATORY DISCLAIMER: Information contained within this file may not be reproduced without the author's express permission. The file itself may be freely circulated under the condition that it remains entirely unaltered and is made available free of charge. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [GUIDE END] :::::::::