_____ _ __ _____ _ | __ \(_) / _| | __ \ | | | |__) |_ _ __ __ _ ___ | |_ | |__) |___ __| | | _ /| | '_ \ / _` | / _ \| _| | _ // _ \/ _` | | | \ \| | | | | (_| | | (_) | | | | \ \ __/ (_| | |_| \_\_|_| |_|\__, | \___/|_| |_| \_\___|\__,_| __/ | |___/ Ring of Red by Konami Copyright (c) 2003-2005 Ominae (Mark Soo) Date Created: March 17, 2003 System: Playstation 2 (PS2) LEGAL NOTICE: Ring of Red is a registered trademark of Konami Corporation. Ring of Red is a (c) 2001 Konami Corporation. All rights are reserved. This document is only for your own use. It is under copyright law, which means that you can't use this to earn profit. You can't also copy this document and place it in either your website or someone else's website. If you want to put this at your website other than Gamefaqs, pls. e-mail me at arcamdunit@yahoo.com for permission. Use of this guide at any website or as part of public display is prohibited and is a violation of the copyright law. Type of Document: FAQ (General) The following websites are authorized to post this document: http://www.gamefaqs.com http://www.cheats.de http://faqs.ign.com http://www.neoseeker.com WARNING: This guide, although compatible with its European version, may or may not be compatible with its Japanese version. So to those who own or have access to the game's Japanese version, use this guide as your risk. CONTACT LINE: Please contact me at my e-mail, which is arcamdunit@yahoo.com, if you have the following - Questions - Suggestions - Corrections - Comments - Tips - Things that I may have missed out Don't forget to put Ring of Red FAQ as the subject of your e-mail Otherwise, I will ignore your e-mail as spam mail NOTE: PLEASE, PLEASE PUT THE NOTED SUBJECT ABOVE WHEN YOU E-MAIL ME AND TAKE MY WARNING VERY SERIOUSLY!! I HAVE HAD SOME E-MAILS IN WHICH THE SUBJECT LINE WAS NOT COMPLETE OR UNAPPROPRIATE!! I JUST HAD THEM IMMEDIATELY DELETED AND I WON'T HESITATE TO DO THE SAME THING TO YOURS AND I MIGHT BLOCK YOUR E-MAIL ADDRESS! SO, PAY ATTENTION TO THEM OR ELSE... Table of Contents: I. Version II. Story III. Controls IV. Start Menu V. Camp Screen VI. Operation Map VII. Battlefield Map VIII. Characters IX. Troops X. Maximum Attacks XI. AFWs XII. Soldiers XIII. Skills XIV. Walkthrough XV. Credits I. Version 1.0 - My 1st version of this FAQ 1.01 - Added Contact Line - Added Dedication in Credits - Fixed Kinasato's profile in Characters - Fixed Legal Notice - Fixed Credits 1.02 - Fixed Contact Line - Revised introduction for AFWs 1.03 - Started putting information in the Walkthrough section 1.04 - Revised layout of this section - Revised Legal Notice 1.05 - Made correction in Legal Notice 1.06 - Updated Legal Notice 1.07 - Updated Characters - Updated a little more in Walkthrough - Made correction in Story 1.10 - Updated Walkthrough (A little) - Updated Battlefield Map (Forgot to include this statement) - Completed Characters - Completed Maximum Attacks 1.11 - Updated upper heading - Updated Walkthrough 1.12 - Updated Legal Notice 1.13 - Updated Legal Notice 1.14 - Made some additional info on the Contact Line - Updated Walkthrough (A little, sorry for the long update. Been busy with life) 1.15 - Completed Characters - Completed Walkthrough (Walkthrough's almost complete) - Made minor correction in Maximum Attacks - Updated Battlefield Map - Updated Characters - Updated Controls - Updated Copyright - Updated Credits - Updated Troops 1.16 - Completed Walkthrough - Updated certain parts of Walkthrough 1.17 - Completed Walkthrough - Updated Legal Notice - Updated Controls - Updated Operation Map 1.18 - Added ASCII title - Made minor spelling corrections - Made small update on Skills 1.19 - Updated Legal Notice 1.20 - Minor update in Walkthrough II. Story 1946- Nazi Germany and Fascist Italy was defeated by the Allied forces and they were forced to surrender. The Allied leaders created & drafted the Postdam declaration, which called for the surrender of Japan. Japan refused, and the American Air Force was forced to deploy 2 atom bombs to Hiroshima and Nagasaki. After then Japanese Prime Minister Hideki Tojo refused, Soviet leader Joseph Stalin ordered Soviet troops to invade Hokkaido Island & North Japan. American and Allied soldiers were ordered to occupy the South under Gen. Douglas Macarthur's Operation Downfall. The Chrysanthemum throne of the Japanese monarchy was overthrown & 2 governments were established in the North and the South. With Soviet assistance, the Republic of Japan or North Japan was established and Hokkaido island was integrated into Soviet territory and was renamed as Vastokayask. After local elections were held in the South, a pro-Western South Japanese government was recognized by the UN and most of its member countries except communist countries, which officially distinguished the North as the true leader of the entire Japanese mainland. 1950- After 4 years of the occupation in Japan, Soviet and American-led forces withdrew from North & South Japan. The North Japanese government then declared war on South Japan with backing from Joseph Stalin of the Soviet Union and Mao Zedong of China. It sparked the Japanese Wars, which lasted for another 4 years. The US and other countries such as Australia, Britain, Canada, Colombia, Ethiopia, India, Italy, the Philippines, New Zealand and Sweden joined forces with the newly reorganized South Japanese Armed Forces. On the other hand, the Chinese & Soviet forces teamed up with the North Japanese government against the South by supplying them with Chinese and Soviet AFWs, as well as sending their forces to assist North Japanese troops. A lot of North & South Japanese, both civilians and soldiers, were slain in this bloody war. A lot of refugees from the North fled to the South in order to escape the horror. Even with the clamor of Japanese from both lands calling for reunification, it was ignored and was now a dream for both sides. 1964- 10 years has passed after the Japanese Wars. The revamped North Japanese Army has sent an army officer named Takeshi "Yu" Kaiho to infiltrate a South Japanese military camp, where South Japanese army officials have been testing new AFWs (Armored Fighting Walkers). Kaiho has successfully stolen the Type 3 prototype AFW. The South Japanese government has ordered Kristof Schreigen and the "Streifen" unit to immediately retake the stolen AFW before it sparks an international incident and possibly cause another Japan War. III. Controls Directional buttons When on the operation map: moves cursors, units and command selection When on the battlefield map: selects command, enters direction of movement Start button - Begins game from title screen Triangle button - Swap between 3-unit information windows on operation map X button Operation map: moves cursor to unit with battle command Battlefield map: Display command options. Enters various commands Circle button - Cancels screens & commands - Display movement & combat range on operation map - Displays total command menu for battle condition display. L1 button - Moves cursor to last active unit on operation map R1 button - Moves cursor to next unit on operation map IV. Start Menu New Game - starts from the beginning. Self-explanatory Continue - you can continue from where you left off. It requires a saved Ring of Red file in your PS2 memory card. Options - configure some settings. It includes Message Speed - sets message speed for the game Sound Setting - choose from Stereo or Monaural BGM - you can turn on or off the BGM Vibration - turns the vibration on or off. The PS2 controller can vibrate in lit and non-lit LED display Grid Display - sets grid display on or off V. Camp Screen Operation Room - you will receive information on current operations (the level you're going to play next). Schreigen and Rodriguez will lead the briefing session. Your comrades & your men will sometimes also assist here by explaining their ideas. Pay attention here as they can also help you win the mission. * Always go here if you're not sure about your mission. You can also find out on what type of soldiers to use, what skills to use in the next mission and more exact information on what to expect. Formation Room - organizes troops to each AFW unit. You can also see their stats and the maximum attacks of your AFW pilots. * Take your time in this option, you can look at the stats of the soldier squads that you're going to place alongside your AFW units. Whenever you lose a campaign, you can look here to see what squads should be placed in your AFW unit. Information Room - contains detailed information on your units, soldiers memoirs and the combat manual. * Be sure to stop by here. A lot of important information on your units, soldiers, Kinasato's memoirs and the combat manual. A lot of helpful stats, information and tid bit notes are shown here to you. They can make a difference between your life and the death of your entire unit. Record Room - permits you to save and load your game. You must have a PS2 memory card in order to use this option. * Don't forget to save your game whether you made adjustments to your units or you're almost ready to start your mission. Sortie - starts your campaign mission. VI. Operation Map Operation Start - the victory condition and the loss condition are displayed when battle commences. Unit Movement Procedure: The unit can only move if and only if its turn is acknowledged If the cursor is placed on the unit in turn and selected, the movement range (blue square) and the assault range (yellow square) are displayed Setting the cursor to the square you would like to move to (except the yellow square) and pressing the X button opens the Action Menu Action Menu Attack - this is allowed if your AFW unit can attack nearby enemy unit Stats - exhibits the selected unit information Recover - available if the enemy damages your AFW/soldiers OK - moves and end your turn Standby (if OK is not in the Action Menu) - stay put at current location Battle Distances - battle distance in the operation map will be determined by the (square) between you and the enemy unit From an adjacent square - Short Range From a diagonally adjacent square - Medium Range From 2/more squares - Long Range * Remember the distances that these AFWs can perform in. These are the following: Close Combat Range - Anti-AFW Short Range - Light AFW Medium Range - Standard AFW Long Range - 4-Leg AFW Free Cursor - this can be moved freely around on the operation map before a unit carries out a certain task Total Command Menu Turn - see individual order of every unit in the operation map Mission - check both victory & loss condition of current level Setup - see Start Menu Occupying Towns, Villages and Cities You can only occupy a town, village or a city only with the use of a friendly unit REMEMBER: * Landscapes with a star icon indicates the presences of soldiers * There are only two types of stars, a small and a big star * If you capture a certain town, village or a city with a big star, you'll have two squads of soldiers. One squad will be acquired if you capture a town, village or a city with only one star. The big and small stars is lost if the enemy moves to occupy the area, so be sure to move in quickly. Other things to remember on Landscape: - The Landscape level is the height of the terrain - The Landscape defense will have an effect on the troops' combat time and move - The Additional action is the amount of time needed until it can move again - The Recovery is the amount of soldiers will recover after selecting the Recovery option - The Movement cost is the movement over different types of terrain in the operation map to a specified amount of movement energy for a certain square When you press Circle, you'll see the following options: Turn - Lets you see the turns of your comrades and your enemies. You'll see the following options: Turn - moves according to the number of turns HP - moves according to total amount of hit points Level - moves according to Level Qrt - moves according to ??? Mission - Lets you see your mission orders from your commanders. Setup - This is similar to options screen. Stop - Allows you to stop the game and save the data on a PS2 Memory Card. VII. Battlefield Map When you select "Attack" from the Action Menu in the Operation Map, you will initiate in combat with your enemy. The time limit allotted is about 90 seconds, so make it a point to keep an eye on the time while fighting your enemy PARTS OF A BATTLEFIELD MAP: Player's AFW Status - It shows the conditions of your AFW. The "W" refers to the AFW's weapons and the "L" refers to the AFW's legs Player's AFW Attack Status - The timer shown here is the remaining amount of time necessary to load a shell for firing Player's AFW Rank - Shows your ground forces, their remaining life and the type of ground forces that you have Shooting and Maximum Attack - This shows the number of special shells that you can use and the number of maximum attacks that the pilot can use Unit Command - You can either let the AFW move forward, move backward or stop Firing Accuracy - Your current accuracy rate before you start firing. Your AFW's distance to the enemy's will determine your accuracy rate. But, there are other factors that can also affect the accuracy rate, such as landscape (defending side), time and weather factors. Enemy AFW Status - See Player's AFW Status Enemy AFW Attack Status - See Player's AFW Attack Status Enemy AFW Rank - See Player's AFW Rank Distance to Enemy AFW - Distance to the enemy AFW and time limit Attack Command Menu This can be accessed by pressing X on the Battlefield Map to show the command selection menu. (The following shown here are in order) VS AFW- Target Enemy AFW * Will not be selected if load gauge is not full VS SOLDIER - Target Enemy soldiers * Will not be selected if load gauge is not full RANK - Allows you to put your ground forces in the Vanguard or in the Rearguard * Only available if there are soldiers escorting your AFW SPECIAL SHELL - fires special shells * Only available if crew soldiers riding in AFW have ability to use special shells MAXIMUM ATTACK - use maximum attack * Only available if there are maximum attacks that can be used by the pilot Firing Accuracy Rates - The following will determine the accuracy of your AFW's firing percentage. Load Gauge: Starting Accuracy: Accuracy Rate: Terrain Effect None 100 - Landscape Defense/100 None Night None x One-half VS AFW - 3/4 VS Soldier - 1/2 Snow None Mid: 4/5 Mid: 4/5 Long: 3/4 Long: 3/4 Smoke Shot None x 1/2 x 3/4 (For 30 secs.) Destroyed Zero None Return to Starting Weapon Station Accuracy (Before) Destroyed None None x 1/2 Weapon Station (After) Flash Shot Zero None Starting Accuracy x 1/2 (For 15 secs.) VIII. Characters These guys are the entire staff of the Streifen team. Help these guys recover the stolen Type 3 AFW from North Japan before World War III erupts over this conflict. AFW PILOTS: Masami von Weizengger Age: 22 Birth Year: 1942 Nationality: South Japanese AFW AFW Name: Byakko Manufacturer: Komitsu Industries, South Japan Main Weapon: 8.8 mml 5.6 gun Sub Weapon: 7.92 machinegun AFW Name: Hyakko (Obtained after Stage 12) Manufacturer: Nielben GmbH., West Germany Main Weapon: 8.8 mml 5.6 gun Sub Weapon: 7.92 machinegun Born and raised in South Japan, he was the son of a German father and a Japanese mother. Unfortunately, he has shown no love for his mother's native homeland, as he wants to be called as Weizengger or "Wei" for short. He was recruited to work at Komitsu Industries as a test pilot for their prototype AFWs. After the Type 3 was captured by Takeshi "Yu" Kaiho during a routine training operation, Weizengger was given the rank of Captain by the South Japanese military to recapture the stolen AFW in pursuit through North Japanese territory and in Vastokasyask Island (formerly Hokkaido Island). Ryoko Minakawa Age: 20 Birth Year: 1944 Nationality: South Japanese AFW AFW Name: Suiko Manufacturers: Komitsu Industries, South Japan Nielben GmbH., West Germany Main Weapon: 7.5 mml 4.3 gun Sub Weapon: 7.92 machinegun Originally born in North Japan, she became a refugee when her mother tried to seek refuge in the South with her when she was still a baby. But, her mother mysteriously disappeared after she was caught in a cross fire with American & Allied forces fighting the North Japanese army and their communist allies, who was presumed to be dead. Although she started her new life as a refugee in South Japan, she too ended up as a test pilot for Komitsu Industries like Masami von Weizengger. She later blames her father, Col. Minakawa of the North Japan Loyal Army for what happened to her mother. Kenichi Kinasato Age: 32 Birth Year: 1932 Nationality: South Japanese AFW AFW Name: Kuki Manufacturer: Komitsu Industries, South Japan Main Weapon: 20 mm machinegun Sub Weapon: None An officer in the South Japanese Army with the rank of Second Lieutenant, he was decorated with honors when he fought in the Japanese Wars as an AFW pilot alongside his war buddy, John Caster. In his free time, he jots down several journals about the tensions still ongoing between the division of the Japanese archipelago and the ideologies of Communism and Capitalism also present in the time period. His journals were later used to depict the events that took place in 1964. He has the problem of helping John to calm down whenever he goes haywire. He is the only member to have nerves of steel, even in the most dangerous situations. John Caster Age: 31 Birth Year: 1933 Nationality: American AFW AFW Name: Little John Manufacturer: GMI, United States of America Main Weapon: 15.5 mm gun Sub Weapon: 37 mm gun He fought in the Japanese Wars as an AFW pilot of the US forces serving under the UN alongside Allied forces when North Japanese troops invaded the South with Chinese and Soviet troops. He was forced to leave the US Marines after he was found guilty of insubordination by a US military tribunal. He was fortunately employed by GMI as a test pilot and an observer, who was sent to South Japan to monitor ongoing testing of prototype AFWs for the South Japanese Army. He eventually fought alongside Weizengger in the Streifen unit to pursue Kaiho and get the stolen Type 3 AFW back. The only problem that the unit has with him is that John blows his top off whenever he gets irritated. Jun Hasabe Age: 15 Birth Year: 1949 Nationality: North Japanese AFW AFW Name: Nue Manufacturer: GMI, United States of America Main Weapon: 37 mml 54 gun Sub Weapon: 12.7 mm machinegun A street refugee in the streets of North Japan, he was an orphan after his parents when he was very young. His own situation became even worse when his siblings died of malnourishment and hunger. Enraged by this, he decided to join up with the anti-communist guerilla group known as "Karma", which is led by Ippei Kirino. His face looks similarly to a girl, which is the reason why he gets mad at anyone if he is being referred as a girl. He vows to fight in "Karma" until the North Japanese puppet government is ousted from power and the entire archipelago is reunited. Ayana Kirino Age: 18 Birth Year: 1946 Nationality: Soviet (by birth) North Japanese (by adoption) AFW AFW Name: Ohbu Manufacturer: Nielben GmbH., West Germany Main Weapon: 150 mm ART gun Sub Weapon: 7.92 mm machinegun She was originally a Soviet citizen by birth. But, her parents died when she was small. Fleeing the Soviet Union as a refugee to the safety of North Japan, Ippei adopted her as his own daughter when she was around 8 years old and was given the Kirino family name to replace her former Soviet surname. Because of this, she eagerly joined in "Karma" from her admiration and to repay for what Ippei did to her. Throughout all of the operations that "Karma" is involved in, she is always anxious about Ippei. She wants nothing more than to help Ippei free North Japan from Communism. Ippei Kirino Age: 70 Birth Year: 1894 Nationality: North Japanese AFW AFW Name: Kamui Manufacturer: Unknown; was salvaged and customized by Ippei himself Main Weapon: 47 mm gun Sub Weapon: 7.7 mm machinegun An ex-AFW pilot of the former Japanese Imperial Army and the North Japanese Army, he was known as "Witch Wolf" for his unique fighting style, in which his own enemies fear him. He was awarded with honors for fighting in WWII and in the Japanese Wars. But now, he heads the anti- Communist guerilla group named "Karma" fighting the North Japanese government. He has won support from the South Japanese government & the international community in their struggle to free the North from puppet control. Numerous AFW companies such as Nielben Gmbh, GMI & Komitsu Industries have secretly supplied the group with their AFWs. Emilio Panini Age: 24 Birth Year: 1940 Nationality: Italian AFW AFW Name: Tempesta Manufacturer: Nielben GmbH., West Germany Main Weapon: 75 mml 24 gun Sub Weapon: 7.92 mm machinegun Formerly in the Italian Army under its elite Alpini (Mountain) AFW Company, he left the armed forces and was never seen in the Italian public. He felt humiliated for the rest of his life when the Allied forces defeated the Italian Army during WWII. Even though he was teased because Italians were not brave, he was very determined to show the whole world that the Italians are brave people. He was seen again in the limelight after Masami's Streifen team raided and captured the Morioka prison compound, which freed him alongside other anti-government prisoners. With this, he is more than happy to work for the Streifen unit. STREIFEN SUPPORT STAFF: Kristof Schreigen Age: 45 Birth Year: 1919 Nationality: German (by birth) West German (by end of WWII) Position: Komitsu Employee (Former) South Japanese Army military advisor Streifen Unit Commander An employee in Komitsu Industries AFW division, he is also a military adviser in the South Japanese Armed Forces and was entrusted to all AFW matters by top officials in the South Japanese Army. An ex-Nazi officer who was exiled to South Japan by the West German government due to crimes against humanity, he ended up in Komitsu Industries before being recruited into the South Japanese Army as a military advisor. When the Type 3 hijacking took place, he was entrusted by the top officials in the South Japanese Armed Forces and by leaders in the South Japanese government to head the Streifen unit by relaying order to the team via radio contact in South Japan in order to rout out the stolen Type 3 and destroy it before WWIII takes place. Rodriguez Age: 40 Birth Year: 1924 Nationality: German (by birth) West German (by end of WWII) Position: Fuji Military Academy Professor (Former) South Japanese Army Tactical Combat Instructor Streifen Unit Executive Officer Streifen Unit Liaison Officer Formerly a Nazi officer, he was also exiled to South Japan by the West German government for his war crimes during the Second World War. After landing in South Japan, he started his stint in South Japan as a professor in the Fuji Military Academy, South Japan's only military school. He then joined the South Japanese Army as an AFW tactical combat instructor. He was responsible for overseeing current tests of prototype AFWs for the South Japanese Army when the Type 3 hijacking happened. He was eventually embedded with the Streifen unit by the South Japanese Army and government as the unit's executive & liaison officer, traveling with the squad to North Japan and Vastokasyask Island. Matilda Age: 32 Birth Year: 1932 Nationality: German (by birth) West German (by end of WWII) Position: Nielben GmbH. Employee Streifen Unit Logistics Officer Streifen Unit Management Officer An employee with Nielben GmbH., she was sent to South Japan by her employers in order to work with Komitsu Industries in AFW R&D (Research and Development) for producing the next-generation AFWs. After the Type 3 incident, Nielben GmbH. volunteered her services to the Streifen, being embedded with the team by sharing her experiences in the various AFWs that the team has, as well as being a troubleshooter, both in logistics and in unit management, when she went with the Streifen Unit to as far as the hinterlands of North Japan and the territories of Vastokayasak. IX. Troops There are three types of troops that you can obtain after completing a mission in the game. These three types differ only by how you can obtain them. Orange Troops - Given to you by Rodriguez personally. These guys (and gals) have reasonable skills for you. So, they aren't that bad. In fact, you might get surprised by some special squads, such as a Shooter squad with Wire or an Infantry squad with Grenade. But in case that you want more of them, then you'd have to complete all the mission in less time ASAP. White Troops - Acquired by occupying villages, town and cities with stars (See Operation Map for the types of stars that are placed when you're playing in the map). These people even have superior if not, better skills than the Orange Troops. So, make it one of your top priorities to grab these babies when you're starting your campaign. Green Troops - THE ULTIMATE SQUAD! These people sure sometimes don't have skills, but they have excellent and cool stats to compensate for this loss. These guys (and gals) will aid your AFWs very well, since they'll give your AFW pilots very high stats, such as Attack range and Movement. To get them, it'll depend on how you obtain them through dual objective, if you have to overtake an enemy structure (base, port, etc.) or to eliminate all of the bad guys. You must overtake the enemy/important structure in order to get them. They're available from Stages 4, 6, 7, 8 and 10-15. X. Maximum Attacks Special skills used by various AFW pilots. Having these will help you fight well and will make your enemy's lives very, very miserable. So all of your AFW pilots will each have one. But as your level increases, so does your chances of getting another Maximum Attack. Also, the number of times that you can use your Maximum Attacks will also increase. I must warn you though; you'll be in a heap of troubles and problems if you wasted all of them intentionally or by mistake. So, they won't come back automatically. Although you can regain them by leveling up in the battlefield, all of them must be replaced by finishing your campaign. Your AFW pilot can get a second Maximum Attack from level 5 and a third Maximum Attack at level 11. Accurate Fire: Description: - More accurate than Quick Fire and does around 50 percent more damage. Much better than Quick Fire and it'll never miss. Used by: Masami von Weizengger Aim Weapon: Description: - Will try to target enemy AFW's weapon stations, depending on your accuracy. So, you can't say if it'll do your job. But if it does, then give yourself a pat on the back. You're good! Just hope that if won't hit yours. Used by: Ayana Kirino, Ippei Kirino and Jun Hasabe Bombard: Description: - An anti-soldier skill. The AFW's cannons will automatically bombard all of the enemy soldiers in the Vanguard, which will force them to retreat to the Rearguard. One thing, you have to do this at Medium range and beyond. Used by: Ayana Kirino and John Caster Check Fire: Description: - Will try to target enemy AFW's legs, depending on your accuracy. It'll hit the AFW, but you can't say whether the enemy AFW will be crippled. Just cross your fingers and hope the enemy doesn't repair it. Used by: Emilio Panini, Ippei Kirino and Ryoko Minakawa Creeping Fire: Description: - Much superior than Bombard, this'll hit all of the enemy soldiers, whether if they're in the Vanguard or Rearguard. This'll hit all of them, which is helpful to you if you want to gain a superiority in the battle. Used by: John Caster Dodge Action: Description: - Dodges the next AFW attack. Always work, except if your AFW's legs are damaged/destroyed or tied up with Wire/Electric Wire. Conserve this to save yourself, especially from Anti-AFWs and bosses. Used by: Jun Hasabe and Kenichi Kinasato Emergency Load: Description: - Load ups a fresh round into the AFW's cannon chambers. From there, you can fire a round to the enemy AFW or soldier, use any Maximum Attack or use a special shell (either offensive, defensive or assisting). Save these when you're in a jam. Used by: Ayana Kirino and John Caster Quick Fire: Description: - Instantly loads a fresh round into the AFW's cannon chambers and fires the inserted round into the enemy AFW. Not that handy, since it's not always accurate, which is affected by your AFW's accuracy. Very useful to get rid of weakened enemy AFWs. Used by: Masami von Weizengger and Ryoko Minakawa Quick Move: Description: - Used to move Anti-AFWs to Close Combat range. Useful if you have to desperately end the battle with Close Combat fighting. Be warned, the enemy might take advantage of this by using Wires of Mines. Use cleanup to clear the way for this move. Used by: Emilio Panini and Ippei Kirino Rapid Punch: Description: - Used in Close Combat, the AFW will launch a flurry of multiple punches into the enemy. Very good Close Combat move if you want to give the enemy AFW extra damage or if you need to kill them. Used by: Ryoko Minakawa Rapid Strike: Description: - Like Rapid Punch, only except that it's much powerful and much stronger. Used by: Emilio Panini Spray Fire: Description: - The AFW's machine guns will proceed to fire from right to left, aiming for enemy soldiers. It does mucho damage, especially if you're in either Short or Close Combat range. Used by: Kenichi Kinasato Straight Punch: Description: - A cool Close Combat move. This move will enable you to get rid of the enemy AFW's weapon stations. Always hit and very accurate to use. Again, another move in Close Combat if you have to end the fight and eliminate the enemy AFW's offensive firepower. Used by: Masami von Weizengger Straight Strike: Description: - Purpose is similar to Straight Punch, but stronger. Very nice to use if you have to end the battle in Close Combat with this Maximum Attack. Used by: Ippei Kirino Suppressive Fire: Description: - Much better to use than Spray Fire. This is also like Spray Fire, but as the benefit of "trapping" enemy soldiers in the Vanguard from hiding in the Rearguard. If used with excellent anti-soldier skills, then you can eliminate a lot of enemy soldier squads. Used by: Kenichi Kinasato XI. AFWs Replacing MBTs (Main Battle Tanks) in the field, the AFW (Armored Fighting Walker) was built after the end of the Second World War with the capacity to travel in any kind of terrain with its legs and to fight back with its own armaments. Standard AFW: The 1st AFW to be produced, it was supposed to serve as the main weapon for land based combat. It was dubbed as "the undisputed king of terrain combat" due to its superior and fair balance of armor, firepower and its mobility. These AFWs are usually employed by various armies to help weaken the enemy before the kill. Light AFW: This AFW is another necessary AFW. It sacrifices armor and firepower in exchange for a high level of mobility. It is also employed as a scout to do observation through recon work on enemy positions, or to assist in finishing off weak troops and AFWs. It can be mounted with either a machine gun, or a gun. 4-Leg AFW: The AFW was created to ensure that it could travel on rough and severe terrain and assist ground forces by giving maximum firepower. The AFW's structure was also designed very carefully to support the weight of its increasingly large artillery by dividing the AFW's weight over the 4 legs provided. Anti-AFW: When the AFW was developed, it was supposed to be built with an anti-AFW role. Although its guns are fixed in the centers, the two arms are very useful for Close Combat situations. Its main purpose is only for fighting AFWs, but it has limited chances to fight against soldiers. It must have assistance in the forms of ground troops alongside it. XII. Soldiers Infantry - The most dangerous type of soldier ever in anti-soldier warfare. This is the most common squad that you'll find in the battlefield. You'll need these guys to fight against enemy soldier squads, but they can't handle the massive AFWs, as their rifles can't penetrate AFW armor. They are armed with Springfield M14 rifles. Shooter - Another good soldier, this time in anti-AFW warfare. They can save your life when you bring them with you and also when deployed, the enemy AFW will suffer massive damage from their missiles, but they're in big trouble if they are hosed down by enemy anti-soldier squads. They are armed with Anti-AFW Bazookas. Supply - They specialize in AFW repair. They are also useful in a way that this squad helps increase the AFW's load speed. Not only do they speed up loading time, but they are also needed if you have to recover AFW body points during recovery. They are armed with Springfield M14 rifles with attachable rifle grenades. Mechanic - When it comes to hazards such as mines and wires, have these guys ready in your squad. They give you an easy time if your opponent has these ready on you. They are the only ones who can help increase the AFW speed during in battle and in the map. They are armed with Springfield M14 rifles with attachable rifle grenades. Medic - The best in defense. They have cool skills such as Hyper Morale, Gas Mask and Smoke Shot. While they have good offensive skills, they are best used on the defensive. To top it all, their main focus is to heal wounded soldiers after each battle. They are armed with Mauser M712 Maxi pistols. Recon - If you want an anti-soldier squad that fights on short range, then go for this squad. Although their field is scouting, they are good at fighting soldiers using the skill snipe. To do this, they use their pistols with a shoulder stock connected to the pistol grip. They are armed with Mauser M712 Maxi pistols. XIII. Skills Vanguard: Focus - Infantry The entire squad will aim for a single soldier in an enemy squad. If the squad is at close range, then this'll do bigger damage. Countered by Hyper Morale (reduces damage). Cooperation - Infantry The squad will join forces with another squad. Both of your squads will attack the enemy squad. All of your squads (except the ones in crew, of course) must be in the Vanguard and the enemy must do the same to make it work. Countered by Hyper Morale (reduces damage). Rapid Fire - Infantry Everyone in the squad will open fire on both enemy squads. This is good only when the enemy's squads are brought to the Vanguard. Countered by Hyper Morale (reduces damage). Grenade - Infantry/Shooter Everyone in the squad will rush to the AFW and throw a fragmentation grenade. If the range is near the enemy, then the attack will cause big damage. Homing Shot - Shooter One shooter aims for the AFW while another does magnification for the range and another to help aim. Best used in long range, since it does heavy damage. Charge Shot - Shooter A shooter soldier runs to the enemy AFW and fires a missile at it. Like Grenade, more damage can be caused if the shooter soldier is near the AFW. Flash Shot - Medic Entire squad fires flash shells from their flare pistols at the enemy AFW and Vanguard units, which decrease enemy accuracy for about 20 seconds & decreases base accuracy by a half for about 15 seconds and shell loading is halted. Useful if you don't have Dodge Action. Smoke Shot - Medic Everyone in the squad rushes to the AFW and throws a smoke grenade at it, which decreases its accuracy for about 20 seconds. During a night fight, it removes the enemy's Illuminated Shot and decreases enemy accuracy back to half. WP Shot - Medic/Recon Similar to Flash Shot, except they fire WP (White Phosphorous) Grenades from their flare pistols, which release tear gas and forces enemy soldiers to retreat to the Rearguard. This can only be countered by Gas Neutralization and Gas Mask Snipe - Recon A soldier from your squad attaches a stock to the pistol grip, aims for an enemy soldier in the enemy unit and attacks the soldier, immediately killing him. Not only can this attack enemy soldiers in the Vanguard, but also in the Rearguard. Can't be countered by Hyper Morale, gives only low damage if attacked by snipe. Illumination Shot - Medic/Recon Similar to Flash & WP Shot, only this time it fires a shell that lights up the night sky, giving the same fighting conditions that you had during the day. The bad thing is that it lasts up to 45 seconds. Mine - Mechanic/Supply Plants a row of mines in front of you and the enemy. This was meant for C.C. (Close Combat) conditions. This can damage the legs of an AFW. Countered by Cleanup. Adhesion Mine - Supply Planted similarly to the mines, except that it'll magnetically clamp to the enemy AFW's own legs, destroying it and as well as causing big damage. Replace the mines with this for C.C. (Close Combat) conditions. Countered by Cleanup. Chain Mine - Mechanic/Supply Planted similarly to the mine and adhesion mine, except that this time, it'll cause BIIIGGGG damage to the enemy AFW and to any enemy squad in the Vanguard. Use this in C.C. (Close Combat), esp. when your enemy is an Anti-AFW and it can eliminate an enemy squad. Countered by Cleanup. Wire - Mechanic/Supply A single soldier from the squad attaches a rifle grenade and fires it, changing to a metal chain, which wraps around the enemy AFW's legs and stops them from moving. Good to use if your enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action, Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered by Cleanup Electric Wire - Supply A single soldier from the squad attaches a rifle grenade and fires it, changing to an electric metal chain, which wraps around the enemy AFW's legs and stops from moving by destroying its legs. Good to use if your enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action, Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered by Repair/Fast Repair and Cleanup Rearguard: Hyper Morale - Infantry/Shooter/Medic Boosts up the defense of both squads by 25%. Helps protect your ground forces from skills such as Focus, Cooperation and Rapid Fire. Lasts throughout the entire battle. Cleanup - Infantry/Shooter/Mechanic/Supply Eliminates all types of mines and wires from the battlefield. This is needed to all of your AFWs, especially to your Anti-AFWs, since mines and wires reduces the chance of your Anti-AFW to do Close Combat to your enemy. Repair - Infantry/Shooter/Mechanic/Supply Fixes any damage done to either the AFW's weapon systems or to its legs. It'll only upgrade the repair to one level for the legs and the weapons (For example, Destroyed - Damaged - Normal). If any AFW unit doesn't have this skill, then you're in big trouble. Fast Repair - Shooter/Mechanic/Supply Similar to the skill Repair, only it completely fixes any damage done either to the AFW's weapon systems or to its legs. Use this skill to replace any squad that uses the skill Repair. This'll be a big surprise to the enemy when they hit the weapons and the legs with shells, maximum attacks or being hit with good accuracy. Gas Neutralization - Medic/Recon This is only useful if the enemy squads contain the WP Shot technique. This skill will only be activated if the squad that has the skill moves to the Vanguard and retreats back to the Rearguard due to the WP Shot. They'll use their respirators to breathe in oxygen so that the WP won't affect them. Gas Mask - Medic/Recon Better than Gas Neutralization, it'll work in the Rearguard automatically if your squad detects the enemy has WP Shot. Basically, they'll order all of the squad personnel to wear their respirators. So you can move the squads to the Vanguard. Besides, they won't be affected by the WP anymore. Crew: HEAT Shell - Shooter Recommended for Short Range, this does fire damage when the shell explodes on impact on the enemy AFW. Kinasato, Jun, Ippei and Emilio are the ones who can make good use of it, provided that they enter Short Range combat. Countered by Dodge Action. APC Shell - Shooter/Mechanic/Supply When this shell explodes on impact on the enemy AFW, it dishes out more damage to it than any normal shell fired on to it. Therefore, use this shell only if you have enough time to finish off the enemy, but his AFW is almost ready to be destroyed. Countered by Dodge Action. APCR Shell - Shooter Similar to the HEAT Shell, except that damage is increased only if your target is far away when you initiate combat. John & Ayana can use this in long-range combat, provided that they enter into that combat range with the enemy. Countered by Dodge Action Shrapnel - Infantry/Recon Shoots a shell with shrapnel over the enemy vanguard. I personally recommend this for those who want to eliminate enemy soldiers fast. Incendiary Shell - Infantry/Recon Similar to the Shrapnel, except that it causes more damage to the enemy vanguard. A better shell than Shrapnel. Incendiary Shrapnel Shell - Recon The most dangerous anti-infantry shell that can be used, this shell can give the most damage and it can eliminate your soldiers if they're sent to the vanguard. This is the best shell that you'll want to use if you want to eliminate the enemy vanguard pretty fast. WP (White Phosphorus) Shot - Medic/Recon When fired, it'll fire a shell filled with White Phosphorus gas that will force the enemy soldiers to retreat from the vanguard to the rearguard temporarily. Like its vanguard version, it can be countered by using either Gas Neutralization or by Gasmask. Illumination Shot - Infantry/Shooter/Medic/Recon When fired, it'll fire a shell that contains a flare, which will light up the night sky during night combat. Unlike its vanguard version, this'll last until time is up. XIV. Walkthrough Tips as you play the game: In the map: - Always remember to scan the entire map before you make your move. - MOVE CAREFULLY!! You'll never know when the enemy will make a sneak attack either at your rear or at your side. - When moving, always move in groups so that you can take over someone's fight whenever he or she is running out of health. - Scan out the horizon where you can get free squads from towns, cities and villages see if enemies are in the way before moving your units. - Take out all the enemy AFWs (and leave at least one) before grabbing all the free squads in towns, cities and villages so that you won't have a problem when enemy AFWs try to block your way to those places. - Look around the map and observe the positions of the enemy. - If enemy AFWs are in your range (In your AFW's range), MAKE IT A POINT TO OBSERVE THEIR STATS by selecting them similarly to your own units. From there, you can see the number of special shells, the type of skills that each enemy squad has. In case that you fumble up the mission, you can use the enemy stats to readjust your own squads again. - Pay attention when your comrades or your enemies speak during the campaign. Sometimes, they will tell you clues about what to expect during the campaign or in the next. In other campaigns, their speeches will indicate important points on objectives and important figures in the game. - If you have to escort important objectives (like supply trucks), then by all means, you have to protect them. Leave some units to keep an eye on the important objectives to protect while the others venture out and bash the enemy to pieces. - Make sure that your units are ganged up together, so that in case the enemy has you cornered, you guys can support each other. - When there are major clumps of enemy AFWs approaching, keep still and don't move around. Wait for the enemy to come to you. Then, clobber them. - Select enemy AFWs are check their movement range. If their movement ranges are limited, then position 4-Leg AFWs and clobber them from far away. - Check the Turns section when you press Circle. Make sure you change the Turns option according to the turn range. In this way, you can see whether you can make a move against an enemy or to retreat to a safe area. In the battle: - Keep an eye on the time while battling the enemy. You don't want to end a battle with the enemy taking no or little damage. - If you aim well, then you'll have priorities. Take out the AFW's legs, then wipe out its weapon stations. You'll have an easier time fighting the enemy AFW. - Don't bother taking out the enemy AFW's supporting infantry. They'll be taken care of once the enemy AFW is history from the battle. Take out the enemy troops if you really need to do it in order to defeat the enemy AFW. * Maulkin has been kind enough to point out that you can get double the experience if you exterminate enemy troops. Thanks for pointing it out friend! - If you have troops with the skills Wire/Electric Wire, then use them to tie up the enemy AFW's legs. That way, the enemy won't be able to move or be able to execute moves such as Dodge Action or Quick Attack. - If you have shells that can easily wipe out enemy soldiers, then use Incendiary Shrapnel. It's the best shell I've known that can kill them in around 1-2 turns. Without them, the enemy AFW will have a hard time repairing from damage in its legs or weapon stations. - Make sure that you use Illumination Shot (either in Crew or Vanguard) when you engage the enemy in night battles. It'll help you increase the odds for you to defeat the enemy AFW, who may not have Illumination Shot (unless they have it too). - If the enemy has anti-infantry shells, then you'll have double thoughts on whether to send them out or not, especially if the enemy has Incendiary Shrapnel shells. So, do it at your own risk. - Keep an eye out on your troops. If your troops are taking casualties, then it's a good thing if you'd withdraw them to the Rearguard ASAP. - If the enemy has a few hit points and with little time left, then it would be better if you'd unleash Maximum Attacks or Special Shells that can eliminate them. - When Standard or Anti-AFWs want to go clobber you with their punches, turn the tables by using Wires/Electric Wires or better yet, use Mines/Adhesion Mines/Chain Mines to get rid of its legs. In fact, you can lay double Mines/Adhesion Mines/Chain Minest so's you can break down the Standard/Anti-AFWs C.C. abilities. - Reserve Maximum Attacks that you have and save them for bosses or for harder enemy AFWs. Usually, conserved Maximum Attacks can be used to defeat them. Same thing goes for offensive Special Shells. - Take pot shots at the enemy if and only if the game time is about to end. Sometimes you can get lucky, but sometimes you can't. So, it's your call whether to do it or not. - If both of your squads have anti-AFW capabilities, move them in the Vanguard and let them unleash their attacks even before you start to land your first blow to the enemy AFW. Stage 1: Location: Fuji Military Academy, South Japan Enemies: None Pilots: Masami von Weizengger Limit: 1 Day Scenario: Masami and Ryoko are training with brand new prototype AFWs which are to be in service shortly with the South Japanese armed forces. Rodriguez briefs them that there's using simulated rounds for this training. What to do: Nothing much to do, except fight a mock AFW. When you fight
the AFW, practice fighting it from various distances. You
won't have soldiers until stage 3, so better get used
to the slow loading time that you'll have. Afterwards,
you'll face Ryoko as your second mock enemy AFW. I suggest
that you fight well, so that you can get a lot of
experience for the next level.
Stage 2:
Location: Fuji Military Academy, South Japan
Enemies: 3 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa
Limit: 2 Days
Scenario: The usual. You're in simulated combat against another pilot
named Kirishima. In this scenario, close combat is
forbidden. But strangely, Kirishima gets close and
smacks the life out of Masami and sends him a blast from the
AFW's cannons. The simulation is stopped, but the "pilot"
reveals himself as Captain Takeshi "Yu" Kaiho of the North
Japanese Army and hijacks the Type 3 AFW. Mathilda informs
Rodriguez and Schreigen that the real Kirishima and the Type 3
technician were both slain, possibly by Kaiho and a small team
of North Japanese soldiers. Schreigen authorizes the use of
deadly force to both Masami and Ryoko to recover the Type 3
AFW.
What to do: Don't try to take on Kaiho one on one. He's very powerful
and besides, it's already scripted in the game that it
should happen. Chase Kaiho and the Type 3 AFW, but keep a
fair distance and also try to keep the pilots together.
Later, two North Japanese Army AFWs appear near the edge
of the map will appear near Kaiho and will cover his
escape from Fuji Military Academy. Forget Kaiho for
now and just get rid of the two enemy AFWs. I
recommend using medium range, since the enemy AFWs are
Light AFWs.
Stage 3:
Location: Kujuukuri, South Japan
Enemies: 6 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster
Limit: 5 days
Scenario: Schreigen informs Masami and the group to stop Kaiho. But,
Kaiho disappears and immediately, enemy AFWs begin to
show up in the area in a bid to give Kaiho some time
to get to the harbor as soon as possible before Masami
recaptures the stolen Type 3 AFW. The South Japanese
Army dispatches Kenichi Kinasato, while GMI offers the
assistance of ex-US Marine John Caster to the group.
What to do: This is your first AFW battle. But, your enemies are
not North Japanese Army soldiers, but pro-communist
rebels.
The first thing that you should do is to group
yourselves to two groups. A group should consist of
2 AFWs. Then, split up to take out the opposition.
Use the pincer tactic to get the enemy trapped between
your own AFWs. Take advantage of the ranges of your enemy
AFWs in order to adjust to their disadvantages (meaning,
their vulnerability to other ranges aside from their own)
and pummel them out. Although most of them are easy to get
rid of, watch out for one enemy AFW who will not hesitate to
use Quick Load when necessary. Just make sure to recover
when damaged and dish out the damage to the enemy.
Stage 4:
Location: Iioka, South Japan
Enemies: 7 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster
Limit: 5 days
Scenario: Kaiho has reached a North Japanese-occupied harbor. Masami and
the gang has cornered him. But, North Japanese Army AFWs have
also arrived to stop them from touching Kaiho or the stolen
Type 3 AFW.
What to do: Don't take on Kaiho. He's meant to get away in this
scenario. Just as the usual, stick together as a group and
take on the enemy. Occupy all cities, villages and towns to
get some soldiers to help you in the next stage. But after
Kaiho gets on the boat back to North Japanese waters, two
more (I think) enemy AFWs will also arrive to cover his
tracks. Get rid of them ASAP before you take on the last
village that they occupied a while ago.
Just a little note. You can do two objectives. You can
either reoccupy the harbor or eliminate the presence of
North Japanese Army AFWs in the area. But if you do
reoccupy the harbor, then you'll get a green soldier
squad for your next mission.
Stage 5:
Location: Ishinomaki, North Japan
Enemies: 10 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster
Limit: 3 days
Scenario: After Kaiho manages to escape to North Japan, South Japanese
officials are furious over the incident and orders top
South Japanese military officials to cover up the incident
to prevent the international community from criticizing
the country. To a surprise, the South Japanese military
disbands 'Experimental Unit 07' and instead creates a new
military unit called 'Streifen'. Weizengger was promoted to
Captain and was asked by Schreigen to lead the unit to
recapture the stolen Type 3 AFW.
At the dead of night, Weizengger and the team infiltrates
the North Japanese coast line in order to meet up with
two Karma members who are also hiding in the heavily
guarded coast line.
What to do: Tread carefully around here. Since you'll have only three
game days, you'll have to clash with North Japanese units
a little bit fast in order to catch up and also, don't
move into unnecessary places (unless you have to evade the
bad guys). There are a lot of places where you can get
more soldiers. But move slowly, an enemy AFW might show up
out of nowhere and pounce on you unexpectedly. Quickly
capture soldier-filled villages, towns and cities to fill
up your ranks.
There are two outcomes for this scenario. You can either
wipe out all of the enemies from this stage or occupy the
main base. If you capture the base, you'll meet up with
Ayana and Jun. They'll also appear if you kill all the bad
guys too. Don't forget to get your units equipped with
Illumination Shots, since you're be clashing with the enemy
for the first few turns in night battles.
Stage 6:
Location: Kesennuma, North Japan or Ishigoe, North Japan (depending on
previous mission)
Enemies: 10 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, (Ayana Kirino or Jun Hasabe, depending on
previous mission)
Limit: 5 days
Scenario: From Ishinomaki, the Streifen unit is ready to head out to one
of Karma's secret bases. Ryoko keeps bugging everyone about
the "Demon" symbol. Jun says that he doesn't know, but maybe
Grandpa (Ippei Kirino) has an idea. Everyone gets ready to
set out and head out to their secret base.
What to do: In this stage, Ayana or Jun is driving Karma's own supply
truck and to make matters worse, they can't fight back.
So, leave some units to protect the supply truck while the
rest duke out with enemy AFW. Grab soldiers from towns,
villages and cities, since you'll need better troop squads
in the later stages.
Be careful when you tread near the base. Some enemy AFWs
will try to stage a last stand by doing a sneak attack.
So, be on your guard and protect the supply truck until
it gets to the base.
Stage 7:
Location: Morioka, North Japan
Enemies: 12 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe
Limit: 5 days
Scenario: Karma recon discovers that a South Japanese Army engineer has
deserted from the South Japanese Army and was seen in Morioka
Prison Camp, which was known throughout the Japanese
archipelago and the international community as the most
dangerous prison camp on earth. The Streifen team thinks that
he might try to modify the stolen Type 3 AFW. Everyone in the
team agrees that they should make a sneak attack tonight in
order to catch Kaiho and North Japanese Army units stationed
in the prison camp by surprise.
But before they leave, Kenichi tells Masami that Ryoko seems
to be bothered by the "Demon". Masami tells Kenichi to forget
about it, at least for now.
What to do: Make sure all of your units have Illumination Shots, you'll
be facing the enemy in night battles for the first few
turns. Grab all of the town, villages and cities ASAP with
soldiers. You'll need all of their help as their skills will
assist in battling the enemy in the next level.
Move around slowly and carefully. Just when you think that
you've gotten the prison camp, a few more enemy AFWs will
show up behind your backs and try to do a sneak attack.
While you're fighting Kaiho (who's hard), get some other
units to get rid of the back stabbers. Try to fight
Kaiho carefully, since he's got a lot of tricks up his
sleeves.
Boss Battle 1
Pilot:
Boss name: Major Takeshi "Yu" Kaiho
Nationality: North Japanese
Age: 28
Birth Year: 1936
Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
"Crimson Phantom" by his peers for his extraordinary skills
in operating AFWs. Improved his status by joining a North
Japanese contingent to North Vietnam and assisted Soviet
forces in fighting against American and allied forces during
the Vietnam War. Feared in the Japanese archipelago and in
various armies of the world for his excellent combat record, mostly
against anti-North Japanese rebels and from skirmishes with South
Japanese Army AFWs.
AFW:
Name: Hyoga (It's referred as Phoenix in enemy radio frequencies)
Armaments: Main - Dual 7.5 mml 48 guns
Sub - 7.92 mm machinegun
Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
AFW Type: Standard AFW
Difficulty: Medium (Hard if you don't get some things straight here)
How to beat him:
- For the first part, just pray that he won't clobber you with his pot
shots, since he'll do this if you engage with him in battle. Next,
make sure that you got people who can use Wire (or Mines, if he
attempts to do Close Combat), since he'll try to Dodge Action.
- Keep an eye out for him to use Aim Weapon, he'll aim for your
weapon stations. Have some of your squads with Repair/Fast Repair
on standby, Kaiho will try to do this if possible.
- If you conserved Maximum Attacks or offensive Special Shells, then
unleash them here against him. If he does use Dodge Action, he won't be
able to evade them.
If you follow these instructions, then getting rid of him (for temporary
measures) is not a problem.
When he's gone, occupy the prison ASAP before the backstabbers (I'm
talking about the two extra enemy AFWs that showed up) try to stage a
last stand. If they (the enemy AFWs) try to get in the way, then send
someone to clobber them first.
Stage 8:
Location: Morioka, North Japan
Enemies: 11 AFWs; 1 possible Boss AFW
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe and Ippei Kirino
Limit: 4 days
Scenario: After Morioka Prison Camp was taken, the group has freed
Emilio from the camp and they have made the place a
temporary base. But, Col. Minakawa and a group of North
Japanese Loyal Army AFWs has arrived outside the Prison
Camp and they're not giving up the place without a good
fight. Col. Minakawa receives an incoming transmission
that Sergei, CO of the Soviet Far East Army is furious
with the takeover of the camp by the rebels. He warns
Col. Minakawa that he should get it back or just die
in the battle.
What to do: Stay put and defend your positions well. The enemy
will try to pounce on you severely while trying to
find a way to route your defenses. Just hang tight
by switching places with your fellow pilots if they
need help with their health and conserve your
Maximum Attacks until needed, especially since
you're up against North Japan Loyal Army forces,
the elite of the North Japanese Army.
Later in the battle, Col. Minakawa receives another
incoming transmission that the Phoenix (that's Kaiho)
has arrived safely back to the lair (a certain North
Japanese Army base). Col. Minakawa makes a hasty retreat,
but calls on 2 AFWs to cover him. Then, all the remaining
AFWs will move to your position. Just hang on and pounce
them and seize the soldier-filled village.
Don't relax yet. Two more late enemy AFWs will also show
up. Be careful, heal if needed before you meet them and
destroy them to finish this stage.
Stage 9:
Location: Karma Liberation Front Base, somewhere in North Japan
Enemies: 20 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 6 days
Scenario: Ryoko is still obsessed to find out more about the "Demon"
on the AFW. But still matters are becoming worse.
Apparently, Karma intelligence has intercepted North Japanese
Army communications that a large contingent of North Japan
Loyal Army AFWs are coming to the base. Everyone is startled,
but Ippei tells everyone to be ready to fight back. Also,
Kenichi is also startled by the Anti-AFW that is to be
refurbished to Emilio, since it appears to be made by
Nielben Gmbh. Matilda was shocked by this, since she
didn't know that her company was developing Anti-AFWs.
What to do: There are two ways to do this stage.
A. Stay put at your positions and wait for the enemy to
to come near you and get rid of them when they engage
you. (This not looks only awkward, but also hard.
Since your positions are quite far, you'll have
a hard time engaging the enemy).
B. Make a defensive perimeter near the Karma Base
by letting your AFW pilots retreat and form a
square ring around the base similar to the one
done in the last stage. Make sure that each and
every point near the base is covered.
For this walkthrough, we'll use the second method,
since it's much easier.
When majority of the enemies are destroyed, tread
around carefully and when enemy backup shows up,
eliminate them before claiming your booty in the
villages, towns and cities.
And just when you think the mission is a success,
the Karma Base mysteriously blows up from the inside.
Everyone (except the enemy) panics about it and
scrambles to the base.
Stage 10:
Location: Miyako, North Japan
Enemies: 24 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 6 days
Scenario: With the base blown up, Schreigen is furious over the incident
and scolds the entire team over the loss. Although Ippei and
Jun gets angry over it, Masami tells Schreigen that he could
accept responsibility over the event. But, Schreigen tells him
to forget about it and instead, capture Miyako Harbor, since
the backup supplies have arrived via a South Japanese Navy
supply ship disguised as a North Japanese Navy supply ship.
After Ippei agrees to help Masami, he (Masami) orders
everyone to man their positions and head out to the harbor.
What to do: The first thing that you should do is to defeat the enemies
who are near your AFWs. Then, make two teams to scatter on
the map. One team should head to the North Japanese harbor,
while the other team should head to the villages, towns and
cities filled with soldiers. Watch out here now, since
North Japanese Army AFWs will now try to pounce on you by
appearing near villages with soldiers, don't let your guard down
for an instant. Just move fast, one Light AFW would attempt to
take down some villages with soldiers, so move fast and take him
out. On the way to the North Japanese harbor, four more enemy
AFWs will show up. Just evade them and head out and occupy
the harbor.
As soon as the harbor is occupied, no supply ship shows up and
everyone gets bothered why. Jun suggests that Weizengger should
establish radio contact with Rodriguez and ask him about the
status of the supply ship. Rodriguez replies that no ship's
coming and advises the unit to immediately retreat from the
harbor ASAP.
Stage 11:
Location: Mount Hakkoda, North Japan
Enemies: 8 AFWs
Pilots: Ryoko Minakawa, Kenichi Kinasato, Jun Hasabe and Emilio Panini
Limit: 4 days
Scenario: While the Streifen unit was out fighting in Miyako against North
Japanese Army AFWs, the leaders of North and South Japan were
holding a peace summit in order to resolve the current between
them.
North Japanese officials have flatly rejected South Japan's demands
for them to welcome inspectors from the International Atomic Energy
Agency (IAEA). North Japan "retaliated" by demanding an official
explanation on their reports that South Japan's army are believed
to have been supplying Karma with weapons and AFWs. The summit
ended with no progress and in order to attract no attention to them,
the South Japanese government has ordered the armed forces to
immediately end their assistance to Karma at once. Because of this,
Streifen is now forced to re-supply somewhere else. But Ippei
mentions that there's a hidden Karma base named Yashiro located
somewhere in Mount Hakkoda. After making some decisions, Weizengger
decides that they should head out there before they are overwhelmed
by other North Japanese Army soldiers. On the way there, they
get separated and 4 of them, an AFW team composed to Jun, Kinasato,
Ryoko and Emilio get stranded near the base with Ryoko heading the
group as a with a squad of enemy AFWs stationed nearby the base
to thwart their attempts to reach sanctuary.
What to do: Before you start this mission, you have to make sure that your
AFWs have Mechanics stationed with them so's that they could
be a little mobile when they need to pound on the enemy fast or
get away from the baddies with speed. You won't be able to adjust
or swap some troop squads, so you'll have to make some good
decision in order to continue with the game.
When the mission starts, have everyone move to the direction of
the base. If anyone happens to interrupt your journey,
pound them fast with precision or if you could cripple their legs,
it would be better. With the advantage of having Mechanics
stationed with these guys, you can even end the battle in just
one day.
Everyone will breath a sigh of relief when they manage to reach
the safe zone, even if they are still separated from Weizengger
and company.
Stage 12:
Location: Mount Norikura, North Japan
Enemies: 13 AFWs
Pilots: (1st Batch) - Masami von Weizengger, John Caster, Ippei Kirino and
Ayana Kirino
(2nd Batch) - Ryoko Minakawa, Kenichi Kinasato, Jun Hasabe and
Emilio Panini
Limit: 6 days
Scenario: With the other half of the team now stranded, the weather getting
worse and with reports of incoming enemy AFWs from recon soldiers,
both Rodriguez and Weizengger are getting worried that they would be
in big trouble with the incoming baddies. Rodriguez decides that it
would be for the best that they should defeat the incoming enemies
coming near their position while they wait for help. Weizengger
agrees to this proposal, but he's still worried that Ryoko and
company has not yet arrived to the planned rendezvous point.
What to do: Since you are now overwhelmed by North Japanese Army AFWs, the
best thing that you can do is to stay around your area and wait
for some of the AFWs to come to your position. When they are
near your range, pound them relentlessly and don't let your
guard down even for one minute. An enemy AFW patrol will come to
the picture and lend a hand to their comrades. But don't worry;
help will arrive in the form of Ryoko and company, who have come
to provide assistance. Use Ryoko and her comrades to clean up the
enemy patrol from the rear while Weizengger and the rest of the
initial group should mop up any stragglers in their immediate
area. When the patrol is dealt with and with the deaths of any
enemy AFW who would dare approach your position, tread slowly
near the base and grab the soldiers in the 2 villages. The only
thing you'll have to worry about is with the darn 4-Leg AFW
guarding the base. You might have to destroy it and leave the
other AFW alive or lure it out in order to secure the Green
Troop squad that you can get later in the game.
After Yashiro is occupied, Weizengger's AFW will completely break
down. John would offer his help by letting Wei jump to the AFW
and join with his troops as they approach the Yashiro base.
Stage 13:
Location: Kuroishi, North Japan
Enemies: 24 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 5 days
Scenario: Incoming reports from recon shows that a bunch of North Japan
Loyal Army soldiers are heading for some place, believed to be
heading for the direction of Yashiro. While Rodriguez advises to
fight, John suggests heading somewhere else to face the enemy
in the heat of battle. Rodriguez accepts his suggestions and
orders everyone to prepare for battle in the area of Kuroishi.
Before everyone leaves, Matilda tells Weizengger that Commander
Schreigen might have been taking advantage of this covert
operation for his political gains back in the South.
What to do: When the game starts, you'll be surrounded by hordes of
North Japanese Loyal Army AFWs. They're back and they
have some friends, the North Japanese Loyal Elite forces.
Those guys are way better than the Loyal Army, but both
are troublesome, so get rid of them ASAP or they'll
make your life very miserable.
Most of the AFWs would come to your position, so take
advantage for the 4-Leg AFWs to strike at the enemy from
long range to dispose of some of them and try to stay at
your starting positions and don't move around a lot. If
they managed to gang up on you, strike back with fierce
force and don't forget to have the opportunity to heal
when you're badly damaged. Soon enough, a 2-man AFW patrol
will arrive from the north and will approach your position.
Wait for them to come near and surprise them with your
4-Leg AFWs from Long Range. Otherwise, just pound them
mercilessly. By that time, half of the enemy opposition
should be wiped out by then.
Start marching up to the north of the map when one half of
the enemy is wiped out. Be careful when treading near
towns and villages with soldiers, enemy AFW reinforcements
will appear out of nowhere. Clobber them to make sure that
you're safe before grabbing the troops, then start
getting rid of the remaining opposition.
After all the enemy AFWs are eliminated from the map, the
group realizes now that North Japanese Army AFWs are
heading to the north. But the group thinks that the
best thing to do for now is to retreat from battle.
Stage 14:
Location: Imabetsu, North Japan
Enemies: 24 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 4 days
Scenario: Recon reports now indicate that enemy forces are now
heading to the Fort of Tsugaru, where North Japanese
nuclear missiles are said to be stored. With the
political situation in bad shape between the North and
the South, South Japanese leaders now wanted the Type 3
to be destroyed at all costs, which was said to be captured
from the North, courtesy of a North Japanese defector.
What to do: Before you head out to battle, make sure that John has
2 Recon Squads with Snipe and Ayana with 3 Recon Squads
armed with the Snipe skill also. You'll need their
long (And I do mean long range) capabilities in order for
you to take out the bad guys since you have 4 game days
to win this campaign.
Start the campaign by facing enemy AFWs coming to your
position. When it's done, divide your party into two teams.
One should go to the east and get the soldier. On their
way to secure the village, enemy reinforcements will
arrive to clobber you, so stay prepared and fight them.
The other team should head to the West, use the hill
as a means of travel and use John and Ayana to take
out enemy reinforcements coming from the West and
enemy AFWs near Dora Gustaf. When you're done,
send either John or Ayana to attack Dora.
Boss Battle 2
Pilot:
Boss name: Unknown
Nationality: North Japanese
Age: In her 20s
Birth Year: Unknown
Bio: Unknown
AFW:
Name: Dora Gustaf
Armaments: Main - 800 mm gun
Sub - 76.2 mm machinegun
Maximum Attacks: Dora's Fire (But won't be used)
AFW Type: 4-Leg AFW
Difficulty: Easy
How to beat her:
- When you use either John or Ayana, retreat back until your main AFW crew
tells you that you're near the escape zone. Then, pelt her with some
regular shots. Then afterwards, escape. It's as simple as that.
When the battle ends, Kaiho appears in battle with 3 North
Japan Loyal Army AFWs in order to cover Dora's escape.
Deal with the reinforcements, then deal with Kaiho himself.
Boss Battle Rematch
Pilot:
Boss name: Major Takeshi "Yu" Kaiho
Nationality: North Japanese
Age: 28
Birth Year: 1936
Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
"Crimson Phantom" by his peers for his extraordinary skills
in operating AFWs. Improved his status by joining a North
Japanese contingent to North Vietnam and assisted Soviet
forces in fighting against American and allied forces during
the Vietnam War. Feared in the Japanese archipelago and in
various armies of the world for his excellent combat record, mostly
against anti-North Japanese rebels and from skirmishes with South
Japanese Army AFWs.
AFW:
Name: Hyoga (It's referred as Phoenix in enemy radio frequencies)
Armaments: Main - Dual 7.5 mml 48 guns
Sub - 7.92 mm machinegun
Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
AFW Type: Standard AFW
Difficulty: Medium (Hard if you don't get some things straight here)
How to beat him:
- Kaiho hasn't changed his tactics, with the exception of his troops
accompanying his AFW. Just use Electric wire this time to incapacitate
his legs. Clobber him with your special shells and your maximum
attacks.
Like the last time, he'll quit the battle and retreat.
Afterwards, Corporal Toba will show up with 3 AFWs
(Boy, he's trying to emulate his idol) and warns Kaiho
to get away while his team gets the enemy busy.
Target the remaining opposition and don't forget to
eliminate Toba.
Boss Battle 3
Pilot:
Boss name: Corporal Toba
Nationality: North Japanese
Age: Unknown
Birth Year: Unknown
Bio: A soldier with the North Japan Loyal Army, he's proven to be a
very capable pilot even if he's officially assigned to do
administrative work. South Japanese Army intelligence believes
that he's one of the culprits responsible for hijacking the
Dora Gustaf AFW from South Japanese soil.
Difficulty: Easy
AFW:
Name: H-43B
Armaments: Main - 76.2 mm gun
Sub - 7.62 mm machinegun
Maximum Attack: Quick Attack
AFW Type: Standard
Difficulty: Easy-Medium
How to beat him:
- He fights like any Standard AFW, only that he has the advantage of
Quick Fire in order to make any sudden blows. Fight him with
Standard and 4-Leg AFWs. If you have any conserved special shells
or maximum attacks left, then unleash them.
With the enemy eliminated, everyone is at awe that
Dora would be with the enemy itself. With that, the group
regroups and retreats back to their base.
Stage 15:
Location: Tsugaru, North Japan
Enemies: 8 Soviet Army AFWs
12 North Japanese Loyal Army AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 3 days
Scenario: Radio reports now tell that the entire North Japan Loyal
Army led by Col. Hidetomi Minakawa and Maj. Kaiho has
revolted against occupying Soviet troops and has
completely taken over the Fort of Tsugaru. In response,
Soviet officials have ordered General Sergei Adamski
to lead some Soviet forces in eliminating Minakawa and
retake the Fort. Masami leads the group in heading to the
place, even if two forces are facing against each other.
What to do: When your forces arrive, you'll see two forces at work
against each other. The forces of Col. Minakawa have
taken control of the fort while the forces of General
Sergei have arrived in the area in order to defeat the
attempted coup.
There are two ways in working this mission out:
A. Watch both factions take the life out of each other (Not only
will this give you an easy time in dealing with the enemy, but
some of them will have low health by them, making it easy for
you to kill them).
B. Take on the Loyal Army and the Red Army forces there (It is
not a good idea. Not only will you have to clash against
Soviet forces, but the Loyal Army forces make take advantage
of this to do a sneak attack).
Use the first method, because it's not only fun, but it's
quite entertaining to watch 2 former friends go and duke
each other out of the face of the earth.
In this "confusion", General Sergei Adamski's AFW should be
wrecked, as well as the defensive shield of Kaiho's Type
3 AFW. When the Soviet forces are dispatched, move it and
take them out, but don't forget to get rid of any enemy AFW
moving in to your position. Face Kaiho once more to take out
his AFW.
Boss Battle Rematch (WHAT?? Doesn't he get tired of fighting?)
Pilot:
Boss name: Major Takeshi "Yu" Kaiho
Nationality: North Japanese
Age: 28
Birth Year: 1936
Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
"Crimson Phantom" by his peers for his extraordinary skills
in operating AFWs. Improved his status by joining a North
Japanese contingent to North Vietnam and assisted Soviet
forces in fighting against American and allied forces during
the Vietnam War. Feared in the Japanese archipelago and in
various armies of the world for his excellent combat record, mostly
against anti-North Japanese rebels and from skirmishes with South
Japanese Army AFWs.
AFW:
Name: Hyoga (It's also referred as the Phoenix in enemy radio frequencies)
Armaments: Main - Dual 7.5 mml 48 guns
Sub - 7.92 mm machinegun
Maximum Attacks: Aim Weapon, Dodge Action and Rapid Punch
AFW Type: Standard AFW
Difficulty: Medium (Hard if you don't get some things straight here)
How to beat him:
- Same tactics, different troops too. But this time, you can knock
him out really good. Expend some special shells and maximumk attacks
on him, since he'll take advantage of Dodge Action again (as always).
With his AFW down, Col. Minakawa will arrive at the scene
with reinforcements. Rodriguez will order Weizengger to
escape ASAP, but he'll inform Rodriguez that the group
needs to dispose of the enemy reinforcements so that
they'll escape safely.
Boss Battle 4
Pilot:
Boss Name: Colonel Hidetomi Minakawa
Nationality: North Japanese
Age: 47
Birth Year: 1916
Bio: A former officer in the Imperial Japanese Army, he was captured
by Soviet troops during the end of the Second World War and
was shipped out to Siberia in order to serve time by doing hard
labor. His wife and child, who is Ryoko Minakawa, tried to
escape North Japan during the Japanese Wars, but was caught
in the crossfire between Communist and UN forces in the South.
His wife wanted Ryoko to take revenge on him before she died
from her wounds. He was later selected to head the North
Japanese Loyal Army with the creation of the Republic of Japan
Armed Forces (ROJAF) and North Japanese leaders have designated
the Loyal Army as the army's special forces in dealing with
the guerillas.
AFW:
Name:
Armaments: Main - Collapsable 8.5 mml gun
Sub - 7.62 mm machinegun
Maximum Attacks: Quick Move, Check Fire, Rapid Strike
AFW Type: Anti-AFW
Difficulty: Easy to Medium
How to beat him:
- Remember to note that Minakawa's machine is an Anti-AFW, so
use 4-Leg and Standard AFWs to deal with him. Don't use Light
and Anti-AFWs unless if Minakawa's AFW is heavily disabled in both
legs and weapon stations.
- Before dealing with this guy, make sure that your squads have
mines and wires. So use Chain/Adhesive Mines and Electric Wires
in order to disable his ability to use Quick Move and
Rapid Strike.
- Use your remaining special shells and maximum attacks in dishing
out damage to Minakawa, since his defensive shield is so damn
high, but he's done for once his shield is down for good.
Once he's down, dispose of the remaining enemy AFWs to complete the
scenario.
Everyone is glad that they've "dealt" with the Loyal Army's uprising
against the Soviet contingent, but everyone doesn't seem to have a clue
to what reason the Loyal Army has committed the rebellion.
Stage 16:
Location: Matsuame, Vastokayasak (formerly Hokkaido) Island, Soviet
Union
Enemies: 8 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 3 days
Scenario: With the coup "crushed" by Masami and company, Kaiho leads
the rest of the survivors to escape into Soviet territory
through the tunnels inside the Fort of Tsugaru. They
follow him and they soon encounter Kaiho, who now happens
to pilot Dora on top of a hill, alongside 7 other Loyal
Army survivors, who have encircled the hill.
What to do: Remember that you have 3 days to bash up Kaiho and the
rest of the survivors. So start the campaign by
letting the enemy come to your position. Then, clobber
them and knock them out of commission. Be sure to watch
out for Kaiho trying to unleash Dora's long range
capabilities on your AFWs and troops, giving them massive
damage. When the Loyal Army AFWs are taken care of,
start marching up to Kaiho and don't let up. Be sure to
keep an eye on him trying to use long range artillery
attacks on you. When you're an optimum attack range,
square off with Kaiho one last time.
Boss Battle Rematch (aka Takeshi "Yu" Kaiho's last stand at Matsumae)
Pilot:
Boss name: Major Takeshi "Yu" Kaiho
Nationality: North Japanese
Age: 28
Birth Year: 1936
Bio: Top AFW pilot in the North Japan Loyal Army. Was nicknamed
"Crimson Phantom" by his peers for his extraordinary skills
in operating AFWs. Improved his status by joining a North
Japanese contingent to North Vietnam and assisted Soviet
forces in fighting against American and allied forces during
the Vietnam War. Feared in the Japanese archipelago and in
various armies of the world for his excellent combat record, mostly
against anti-North Japanese rebels and from skirmishes with South
Japanese Army AFWs.
AFW:
Name: Dora Gustaf
Armaments: Main - 800 mm gun
Sub - 76.2 mm machinegun
Maximum Attacks: Dora's Fire, Dora Shot (But won't be used)
AFW Type: 4-Leg AFW
Difficulty: Easy to Medium
How to beat him:
- Kaiho's in control now and he'll try to fire some pot shots at you.
Don't worry, unless if he hits you by luck, most of them should
miss.
- Try to fight him in Short range for most AFWs (For 4-Legs,
do it from afar). Don't try to go into Close Combat
(For those with CC ability), 'cause the machine can fight back too.
- Unleash all of your remaining special shells and maximum attacks
in order to take down his massive shield.
- As much as possible, try to target his weapon stations.
- Keep an eye for any attempts of Kaiho to fire at your AFW. He
might use Dora Shot. It takes massive damage to your AFW and
your squads, so get any of your heavily damaged AFWs to the
rear and send in fresh replacements as soon as possible.
- Don't forget to keep your troops to the Vanguard always, unless
if Kaiho tries to target them a lot. They can really help your
AFWs bring the house down on Dora and Kaiho altogether.
Before Kaiho takes a last breath, he launches a nuclear
warhead in an artillery shell to a guess what........
.........................
An empty field in Vastokayasak
With him dead, the guys also overhear a propaganda
video created by the now late Colonel Minakawa,
calling all Japanese from the north and the south
to eject all troops, both Soviet and Western forces,
from their soil and rebuild the entire country.
Although the group is baffled on why Minakawa and
Kaiho did such a thing, Kinasato confesses to
everyone that Minakawa has been placed on heavy
surveillance by agents of the South Japanese
Intelligence Agency (SJIA), as well as his
relatives, including Ryoko.
Stage 17:
Location: Hakodate, Vastokayask (formerly Hokkaido) Island, Soviet
Union
Enemies: 24 AFWs
Pilots: Masami von Weizengger, Ryoko Minakawa, Kenichi Kinasato,
John Caster, Ayana Kirino, Jun Hasabe, Ippei Kirino and
Emilio Panini
Limit: 6 days
Scenario: With everyone back at camp, Commander Schreigen radios to
all the pilots and support staff that they must give
themselves up to the incoming Soviet army, as well as the
three AFWs they have. Everyone now realizes that Schreigen
was a pro-Communist agent and he was the one responsible for
staging the Type 3 hijacking, as well as selling top secret
information not only to the South, but to the North as well.
As a sign of their gratitude, the Soviet government has
offered Schreigen political asylum in the Soviet Union.
Enraged, Rodriguez takes command from Schreigen and
orders everyone to immediately defeat all incoming enemy
AFWs, as well as finding a way out. Matilda warns him
that the Soviet government has ordered the Red Guard, the
Soviet army's special forces, out with the regular
soldiers in crushing the guerillas.
All the pilots, including Masami himself, proclaim that
they'll defeat the Soviets to a last stand.
What to do: This is the first and only mission that you'll face
the Soviet army. From time to time, massive AFW
reinforcements will try and corner you. If you want
to end the game in just a few days, you have to hit
the enemies hard and fast as you try to secure the
harbor. Otherwise, stand your ground and form a
mini-circle/square against the incoming Soviet
troops.
When you've taken out the massive opposition,
prepare to take on General Sergei Adamski.
Boss Battle 5
Pilot:
Name: General Sergei Ivanowich Adamski
Nationality: Soviet
Age: 41
Birth Year: 1923
Bio:
AFW:
Name: G. Sergei
Armaments:
Maximum Attacks: Emergency Load, Aim Weapon and Rapid Strike
AFW Type: Standard
Difficulty:
WALKTHROUGH's ALMOST DONE. WILL WORK ON THE REST PRETTY SOON.
XV. Credits
I would like to thank the following:
Konami of America, Europe and Japan
- for creating, developing and marketing the game
Sony Computer Entertainment
- for making the game compatible with the Playstation 2
Gamefaqs
- for posting my FAQ
My parents
- for giving me allowance to buy the game
My ex-classmate Timothee Cheng
- for telling me more about the game itself
Nils Smeu aka Alien Mole (nilsthestrange@hotmail.com)
- for telling who was the supposed creator of Kamui (Ippei's AFW)
Maulkin (dm_maulkin@hotmail.com)
- for telling me about the levels that Green Troops appear in
- for advising me on fighting enemy soldiers and on hints for
mission 14
Judd Gregory (gregoryj@cinci.rr.com)
- for helping me on the hints of mission 5
http://www.network-science.de/ascii/ (ASCII Generator)
- for providing the ASCII text
Everyone in the Ring of Red board at Gamefaqs
- for supporting my progress in finishing this FAQ
- for helping me with the game's in-depth details
You
- for taking your time to read my FAQ
Dedication
* This FAQ is dedicated to the victims of the Korean War, as well as
the various soldiers who served under the UN from 1950-1953. Our
prayers will go to them. They will never be forgotten, especially
to my countrymen, who served in the Philippine contingent to the UN