===============================================================================
-------------------------------------------------------------------------------
F R O N T M I S S I O N
____. __. .__,.__ .__, __, .__ .___ ______. ,___. ._____, _____
.@$@N@, @@| [@@}1@@;{@@} Q@| [@@ {@@@; d@@@@@$ {@@@| {@@@@@@; @@@@@Q,
1@I 1@l @@| [@@}[@@L{@@} Q@| [@@ Q@@$| 7^^^Q@$ 1@@@L {@@|~d@x @@F4@$Q
Q@` 7=+ @$| [@$}[@@@p@$} Q@| [@@ {@${@x q@p` qQ@R@Q, {@$| [$$ @$| (@@|
{@$ @@| [@@}[@@$@@@} Q@@@@$@ {@$ @Q; .Q@! q@p:q@; {$@L_Q@I @@| @$|
{@$ [@@$ @$| [@$}[@@@$@$} Q@@$@$@ Q@} d$| ;1@f g$| [@$ {@$@@@$ @$| @$|
w@$,74@$ @$| [@$}[@$q@$@} Q@$~{@@ (@@__[@p q@p` .Q@;_q@Q;{@$F4@@i @$| .@@|
q$| [@$ @@| [@@}[@p($@$} Q@| [@@ 1@$@@@@$;{$@! {@@@@@@@|{@$| [@Q @@| g@$)
[@@z@@$ d$Q_Q@$ 1@p q$@} Q@| [@@ Q@P^^^q$ld$Q_Q_;q@P^^^d$x{@$| [@@ @$@@@$P
G$@p$$ (%@@@p! [@p J@@} Q@| [@@q@@` [@Q1@@@@@$@$! (@@{@@| [@@ @$@$$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] :::::::::