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Robotech: Battlecry - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Robotech: Battlecry - Strategy Guide (Page 01).

Robotech: Battlecry

Walkthrough version 1.0 by Matt Reid
Email me at Keyanreid@msn.com
(note: Title all emails 'Robotech Walkthrough' or they will be deleted 
w/o being read.  No attachments please.  They will be deleted as well.  
Send a URL instead.  Constructive criticism is appreciated.  Send hate 
mail if you feel like wasting both our time or giving me a good laugh)


I.	Forward
II.	Characters
III.	Veritechs
 	A - VT modes
 	B - VT models
 	C - VT paint schemes
IV.	Friendly Craft
V.	Zentraedi Craft
VI.	Mission Walkthrough
A - Chapter One
B - Chapter Two
C - Chapter Three
D - Chapter Four 
E - Chapter Five
VII.	Awards and Bonuses
VIII.	Cheats



I.	Forward

Well, this is my first FAQ/Walkthrough, but I am a huge Robotech fan 
and I most definitely have my skills down on this game.  This 
walkthrough is going to concentrate on the important things.  The VTs, 
the supporting and opposing craft, mission objectives, and how to 
complete them.  Be advised however, that I have only played through the 
PS2 version and have not even picked up a controller for the others 
(though level structure and mission objectives are the same 
throughout).  I will be obtaining the Xbox version soon, though word is 
that PS2 has the best feel for the controls.

Multiplayer is purposefully being omitted from this Walkthrough, 
because, well, it sucks.  By round three you're pretty much done with 
it for good unless you unlock the Armored Battloid or Female Power 
Armor, and even then it's just aggravating because all you want to do 
is use those two in Story Mode and you can't.  I would have traded a 
VS. mode for an I-Link or even split screen Co-Op mode in a heartbeat.  
Hopefully a sequel will feature this (please, please, please the I-link 
one!), because amongst every one I know, that's all we really wanted 
aside from the story mode.  That and completely customizable paint 
schemes.  Maybe next time.

I've written this guide in the hopes of having it being a guide, not a 
spoiler.  I'm trying not to divulge any story or real character 
information, just mission parameters and how to accomplish them.  The 
level walkthroughs will contain the info to get you through, but will 
not be so detailed as to eliminate any real reason to play the game 
yourself.  As said before, it's a guide, a helping hand, not an answer 
to everything.  What's the fun in having every last thing spelled out 
for you?  

Also, I'm shooting for a minimum of flight instruction, as I feel that 
every player will develop their own style of combat that I cannot 
really affect anyways.  Find your groove and go with it.  It just takes 
some practice.

I'd like to take a moment to thank Carl Macek for making this all 
possible, and for bringing Robotech into existence in the first place.  
Thanks also go out to Harmony Gold, TDK Mediactive, Vicious Cycle, both 
writers going under the name Jack McKinney for all twenty one novels, 
Cam Clarke and the entire voice cast (especially those who have 
returned to make Battlecry (though if Cam was there, why couldn't Max 
Sterling make a cameo?)).  Also, one last thanx goes to the GameFAQS 
message board members, who supplied me with bits of information here 
and there, including all of the info in the cheat section.

I apologize if there is any copyright infringement or any such thing, 
and assure everyone that should there be any, it is not of any 
malicious intent, nor in the interest of making a profit, for myself, 
for others, or for the site(s) that may post this material.  I just 
wanted to slap down a guide to help my fellow gamers and fans of the 
series.  

This Walkthrough is free to use to every individual person, but please 
ask me if you plan on posting it whether on your own website or on 
another game site (I'll say yes to the vast majority of requests, so 
long as the sites it would be posted on do not charge for access in 
anyway, shape, or form).  

This guide was intended for GameFAQS, a very nice sight with a good 
online community.  This information is not for sale by any means.  It 
is free to all.  

Well, let's start off by getting into the best part of this whole game.  
The veritechs.

II.	Characters

This section will be pretty brief.  It's just a quick 'get to know your 
heroes and villains' kind of thing.  I'm still aiming for the no 
spoiler angle.

Jack Archer - You'll hear plenty about this guy, as this is you in the 
game.  Jack is a human who was a mercenary during the Global Civil War, 
and has now joined the RDF as a VT pilot, Wolf 010.  He wears the same 
flight suit as Rick Hunter, and Cam Clarke, the voice actor who played 
Max Sterling in the original series, provides the voice for our hero 
here.  Good job Cam.

Izzy - Though I don't ever remember Izzy being a specified member of 
Wolf squadron, or any squadron for that matter, she will be your 
wingmate from time to time.  Though she's no Max Sterling, she can 
usually be of help in a fight, though there are times where she might 
come across as a liability.  Her VT and her flight suit are both green 
and white.

Hiro - Squad leader for a Tomahawk Destroid squad, Hiro is a good 
friend of Jack and Izzy, and you'll also be playing a few missions with 
him fighting beside you.  Hiro's kind of xenophobic, but you'll get to 
see that for yourselves.  Tony Oliver, who played Rick Hunter in the 
series, provides Hiro's voice.  Hiro's Tomahawk is beige/brown, and 
other units in his squad are white.

Commander Chase - Commander Chase is your flight commander, like Lisa 
Hayes was for the SDF-1's veritech squadrons.  She will be giving you 
your orders and instructions throughout most of the game.

Roy Fokker - If you don't know this one, you need to go out and at the 
least rent/buy the first three Robotech: Macross Saga DVDs right now.  
Roy Fokker is probably the coolest character in all of the Robotech 
saga.  He is the commander of Skull Squadron and he'll be flying in 
Skull One in the first level, as well as guiding you through your three 
training sessions.

Rick Hunter - Roy's "little brother", Rick is the reluctant hero of the 
series and ultimately the center of the entire Robotech saga.  He's the 
guy who doesn't want to fight, but has to, so he gives it his all and 
kicks some butt.  You'll only get to fly two missions with Rick, but 
that's one more than you'll get actually flying with Roy.  The Robotech 
DVDs, 1-6, pretty much focus on him and the squad that comes under his 
command, and are most definitely worth buying if you haven't already.  
Newcomers to the game here should seriously check these out (I mean 
think about it.  This show must be pretty good if it was resurrected 
into a next gen video game and a wonderful DVD set seventeen years 
after it was first aired).

Lisa Hayes - She'll be your flight commander from time to time, but 
that's pretty much all you'll see of her.

Lynn Minmei - Superstar of Macross, Minmei is an upbeat teenager who's 
all smiles and pleasantries.  She'll be happy to meet you.  She too 
plays an incredible part in the Robotech saga, though the game doesn't 
really touch on that at all.

Kiyora - The next female Zentraedi ace after Miriya, Kiyora utilizes 
the same power armor as her predecessor, and she uses it well too.  
You'll have frequent encounters with this hell bent Zentraedi, and be 
careful when you do.

Skaarde - An older Zentraedi officer, Skarrde pilots an Officer's 
Battle Pod, though not very well.  Skarrde is a scavenger leader that 
you'll run into early on in the game.

Gorian - I think that Gorian is Zeraal's Lieutenant, or at least the 
equivalent thereof.  Gorian is a sadistic Zentraedi bent on human 
destruction.

Zeraal - Zeraal is serving under Khyron, so he's a Zentraedi Commander 
for sure.  He will be a big character in chapters three, four, and 
five.  Intelligent and well equipped, Zeraal is a respected Zentraedi 
commander who comes to harbor a deep hatred for Jack Archer.



III.	Veritechs

III - A. Veritech Transformation Modes

This is why we all love the veritech oh so much.  This single feature 
allows you to have the right machine for any job, no matter what the 
Zentraedi throw at you.  With three versatile and highly advantageous 
modes to choose from, the biggest challenge is deciding which one is 
going to be the most fun for the fight you're in.  We'll start with 
where the VT (the abbreviation for Veritech) evolved from: the Fighter 
mode.

Fighter Mode

Without question, Fighter mode is the fastest of all three 
transformations, and when properly used, the deadliest.  Naturally, the 
incredibly high speed makes you far less maneuverable than in any other 
mode, but regardless, Fighter mode seems to be the best for evading 
enemy missiles and gunfire.

In fighter mode, the offensive capabilities of your VT are really in 
your hands, and this makes F mode a tough one for beginners, but by far 
the most powerful for experienced pilots.  Fighter mode features a 
barely moving autocannon, so aiming and hitting your target is much 
more dependent on you, the pilot.  Also, the missiles fired in Fighter 
mode, though very powerful and featuring a longer life, have poor 
maneuverability, so this makes proper aiming all the more important.  I 
advise newcomers to go through Fighter Training and the level Booby 
Trap several times over to really master it.  It will be worth your 
time, because once you've mastered Fighter mode, you can master all the 
transformation modes with ease.  Besides, there's nothing better for a 
quick and deadly strike than Fighter mode.

Defense in Fighter mode is a breeze if you know what you're doing.  
Boosting, barrel rolls, loop de loops (pull back on the control stick 
while boosting), and S-turns (pull back on the control stick while 
pressing both strafing/roll buttons when boosting) should be plenty to 
keep your VT safe and without a scratch.  Should that fail, you can 
push the special action button to launch a decoy that enemy missiles 
will home in on instead of you.  Be advised though.  Decoys/chaff will 
never protect you as well as some good, strong maneuvers will.  They'll 
take out some missiles, but not always all of them, and they'll never 
stop cannon or laser beam fire.  For your own protection, good 
maneuvers are your best bet.  Combining good maneuvers with well timed 
decoys will ultimately leave you untouchable.  

For protecting your RDF and civilian comrades, decoys/chaff will work 
wonders.  Mark those words, as those two methods and knowing when to 
apply and mix them can mean the difference between success and failure 
in a great many missions.

	Fighter Mode Pros
		-High speed
		-Devastating secondary weapons
		-Highly effective evasive maneuvers
		-Decoys to protect friendly craft
	Fighter Mode Cons
		-Heavy damage from collisions
		-Wide turning radius
		-No auto-aiming cannon
		-Low maneuverability secondary weapons


    Controls (PS2) 
	Directional Pad Right - Engage Fighter Mode
    Triangle - Decoy
	Square - Primary fire/Autocannon
	Circle - Secondary fire/Heavy Missiles
	X - Boost
	R1 - Target/Cycle target right
	L1 - Target/Cycle target left
	R2 - Bank right (perform while boosting to barrel roll right)
	L2 - Bank left (perform while boosting to barrel roll left)

Guardian Mode

Without a doubt, Guardian mode is my personal favorite for city/ground 
levels.  It is the most balanced of all three transformation modes, 
drawing the benefits from both Fighter and Battloid modes, and this 
affords plenty of benefits.

Guardian mode can be used in nearly every single level with good 
results, whether flying in between skyscrapers or soaring amongst the 
stars.  Some levels require that you use this mode to pick up fellow 
pilots and equipment.  

Quick, agile, and nicely armed, the Guardian mode can really bring the 
pain.  Featuring an automatically aiming cannon (when your target is in 
sight), Guardian mode brings the offensive perks of Battloid, and the 
ability to launch light missiles brings the Fighter mode advantages as 
well.  

With a good boost speed and the ability to strafe straight away in 
either direction, this mode also affords sturdy defensive capabilities. 
However, you'll find that this mode has high vulnerability to enemy 
missiles.  Lacking the decoys and high speed of Fighter mode, and the 
inability to shoot down incoming warheads like in Battloid, the only 
way to avoid hits in Guardian is to bust out with some good maneuvers. 

Though not especially advantageous in any way, this transformation mode 
is nicely rounded and is safe to use in most any situation.  It is an 
excellent mode for beginners and veterans alike, and it is a good mode 
to alternate to in any level.  Be careful though: a lot of pilots will 
rely so strongly on the Guardian's missiles and auto-aiming cannon that 
they'll forget to keep moving and thus get torn apart by enemy weapons.

(Note: I personally find it best to kill your throttle and rely only on 
boost to move about.  Otherwise, you might find yourself constantly 
moving in too close to your enemies, and without any way to go in 
reverse, you'll get shot from behind a lot).

	Guardian Mode Pros
		-Automatically aiming cannon tracks targeted enemy
-Highly maneuverable missiles (can easily hit a target dead 
behind you)
		-Free range of movement from left to right, up and down
		-Easy altitude control and hover capability
-All around well balanced, and well suited for beginner and 
pro alike.
    Guardian Mode Cons
-Missiles are relatively weak by comparison to those of 
Fighter mode and have a shorter life
-Insufficient speed for evading attacks in extremely heavy 
dog fights
-Holding an object/pilot in the VTs left hand prevents any 
transformation
-No reverse/cannot travel backwards

	Guardian Mode Controls(PS2)
Direction Pad Up - Engage Guardian Mode w/forward thrust
- Throttle up (obviously, this also transforms 
you into Guardian mode initially)
	Direction Pad Down - Engage Guardian Mode hovering, no thrust
     - Throttle down/hover
Triangle - Pick up/Release object (highlighted by a green 
targeting bracket)
	Square - Primary fire/Auto-aim Cannon
	Circle - Secondary fire/Light missiles
	X - Boost
	R1 - Target/Cycle target right
	L1 - Target/Cycle target left
	R2 - Strafe right
	L2 - Strafe left

Battloid Mode

Undoubtedly the slowest of the three transformation modes, the Battloid 
has the definite flaw of leaving you quite vulnerable to enemy attacks.  
However, operating in Battloid mode does have some advantages to 
counteract that and keep you alive.

In general, you never want to enter Battloid mode in any space or upper 
altitude levels, as you are usually engaging Fighter pods or missile 
equipped Battle pods on these missions, and they can tear you apart if 
you aren't moving fast enough.  Battloid mode is really reserved for 
the ground levels only, though that's not to say it doesn't have its 
uses here and there in space.  Personally, I really try to stay away 
from this mode as much as possible, but other pilots find that this 
mode is quite useful and compatible with their style, so don't let me 
lead you to think that this mode is useless, or at the very least, 
without its charm.

As mentioned above, Battloid mode is without question the slowest 
configuration you can use.  That's why it is best suited for city or 
canyon levels, where you can hide behind buildings or buttes for 
protection, or wait for an enemy to round the corner before gunning him 
down.  However, you do trade that speed for complete range of 3D 
movement, so that is a nice perk.  In Battloid mode, you can strafe 
left and right, push forwards or backwards, ascend or descend, and this 
can be quite useful.

Though Battloid has no Decoy, nor high speed and quick maneuvers to 
keep it safe from enemy missiles and gunfire, it does compensate for 
this in two ways.  First off, pressing the secondary fire activates the 
same cannon as your primary fire, but using the secondary method allows 
you to automatically target enemy missiles and shoot them down quickly.  
In some instances, this can be extremely helpful in protecting 
vulnerable allies or structures, but this can be a tricky skill to 
master, so if you plan on relying on this, get a lot of practice in.  
Generally, I've found it better to stay in Fighter or Guardian mode and 
kill the enemies off before they can launch the missiles as opposed to 
staying in Battloid and shooting the warheads down.  After all, if 
you're only shooting down the missiles and not the enemy firing them, 
then there will be plenty more warheads incoming.

The second way it compensates for the lack of speed is with first 
strike/stealth capability.  This can only be used in very special 
circumstances, but in Battloid mode you can press the special action 
button to engage Sniper mode.  This brings you inside the cockpit to a 
first person perspective, though be warned: you are completely immobile 
and the most vulnerable while in Sniper mode.  Though your targeting 
computer still functions, you have no radar screen in this mode, so 
make sure there are no attackers waiting for you.  You can zoom in with 
R2 and zoom out with L2.  You can hold down the primary or secondary 
fire buttons to charge up a shot for extra power (a charged shot can 
take down any battlepod in one hit.  Male Power Armor units take more).  
Without a doubt, this is the strongest weapon in the veritech arsenal, 
regardless of model. 

	Battloid Mode Pros
		-Complete range of 3D movement
		-Ability to shoot down enemy missiles
-Auto-aiming cannon (more effective tracking than in 
Guardian mode)
-Sniper mode allows you to eliminate enemy targets before 
they even know you're there
-Higher speed straight-to-the-side-strafing than Guardian 
mode
	Battloid Mode Cons
		-Lowest speed of all three modes
		-No missile capability
		-Very poor mode for evasive maneuvers
-Missile protection and offensive weapon rely on the same 
cannon, making for very quick weapon overheat that can 
leave you stranded
-Difficult to gain or maintain altitude
	
	Battloid Mode Controls
	Directional Pad Left - Engage Battloid Mode
       Triangle - Engage/Disengage Sniper mode
	Square - Primary fire/Auto-aim cannon
	Circle - Secondary fire/Auto-aim Anti-Missile cannon
	Square - Boost
	R1 - Target/Cycle target right
	L1 - Target/Cycle target left
	R2 - Strafe right
	L2 - Strafe left



III - B. Veritech Models

Because another guide posted on GameFAQS does a pretty detailed job of 
listing the various stats on the different VT models, I won't really 
get into it here.  Instead, I'll just give some descriptions 
accompanied by missile payload amounts and targeting computer 
capability.  Let's get to it.

VF-1D - Commonly known as the trainer veritech, this is a VT with no 
real combat value (though some of you may wish to play through the 
Countdown level with this VT for your first time through.  The extra 
armor might be what gets you through).  Its distinguishing marks are 
the double horizontal visor screens with dual laser cannons, and though 
it cannot really be seen, this is the only two-seater VT.  

Though this VT sports the best armor of all, it has the worst of 
everything else.  Slow, sluggish, and suffering from very poor weapons 
systems make this the worst VT of them all.  Speed, agility, missiles, 
and the targeting system are a flat out joke.  If you're looking to be 
nothing more than a flying target, this is the ride for you.

(Robotech fact: The VF-1D was the first Veritech Rick piloted and went 
rampaging through Macross city in.  Also the same one he used to rescue 
Minmei for the first time.  Also, Max and Miriya flew in one of these 
after their wedding)

VF-1D standard
Missiles - 4 Salvos
Targeting - 3 targets

SVF-1D (FAST packs)
Missiles - 12 Salvos
Targeting - 3 targets

VF-1A - The first wide scale production model veritech, the VF-1A is 
well rounded and great for beginners.  It is the most commonly used VT 
fighter in all of the RDF, and with good reason.  This VT is fairly 
equipped, and is just as good as giving out the hits as it is taking 
them.  With the exception of armor, the VF-1A shows all around 
improvement from the VF-1D trainer.  It's characterized by a single, 
squared visor screen with one laser cannon sticking up from the middle 
of its head.

(Robotech fact: The VF-1A was the veritech used by Ben Dixon and Max 
Sterling, though Max was soon given a VF-1J, and later gained command 
of Skull Squadron and flew in the original VF-1S, Skull One, for a 
short time.)

VF-1A standard
Missiles - 6 Salvos
Targeting - 4 targets

SVF-1A (FAST packs)
Missiles - 14 Salvos
Targeting - 4 targets 

VF-1J - This is a slightly more advanced VT than the 1A, given to 
junior officers/flight leaders.  Though it utilizes the same targeting 
system as the 1A, it shows good improvement, except in the armor 
category where it trails by a hair.  The greatest merit of this model 
is the increased missile salvos, and the advancements in agility 
definitely do not go unnoticed either.  Be warned though: Once you step 
into the VF-1J, and all of the more advanced models from here on out, 
evasive maneuvers become a lot more important, and absolutely vital to 
your survival.  The decreases in armor for all these models leave you 
extremely vulnerable to enemy attacks and collisions, so playing sloppy 
isn't an option anymore.

The 1J is characterized by a five sided visor screen dual laser cannons 
on each side of its head.

(Robotech fact: The VF-1J was the veritech Rick was issued when he 
officially joined the RDF, and he went through a couple of these before 
assuming command of Skull Squadron.)

VF-1J standard
Missiles - 8 Salvos
Targeting - 4 targets

SVF-1J (FAST packs)
Missiles - 16 Salvos
Targeting - 4 targets

VF-1S - The veritech issued to squadron leaders, the VF-1S is the same 
veritech model as the extraordinarily famous and beloved Skull One.  
It's characterized by a single, elongated triangle shaped visor screen, 
and dual laser cannons mounted on each side of the head.

There's a reason why this is only issued to the more experienced 
pilots.  Quite simply, if you don't know how to fly and fly well with 
this bad boy, then you are going down, and you're going down fast.  
Once again, this model shows considerably improvements over all of its 
predecessors, but the armor on this thing is a joke.  The VF-1S 
sacrifices armored protection for extremely high speed and 
maneuverability, and you'd better learn how to use them if you want to 
come out on top with this ride.

In addition to the improvements listed above, you'll also notice that 
the VF-1S has an improved targeting system that allows you to 
simultaneously target five different opponents at once.  In combination 
with the increased missile salvos and high speed, this makes the VF-1S 
extraordinarily dangerous to enemies, but only if you can make good use 
of it.  

Defensive maneuvers are now absolutely key, and there is little room 
for error.  With the VF-1S, a MPA can take you down in three laser 
blasts with a little cannon fire.  If you unlock the 1S and are still 
developing your evasive skills, stick with the 1J for now until you've 
got a better feel for dodging enemy attacks.  Once you've got that 
down, you'll see how amazing the VF-1S is.

(Robotech fact: Skull One is a VF-1S, and the first one ever 
constructed.  Roy Fokker piloted Skull One until he died protecting the 
SDF-1.  His "Little Brother" Rick Hunter was assigned to the fighter 
afterwards and assumed control of Skull Squadron until he was promoted 
to the rank of Admiral, at which point he handed the fighter down to 
the legendary ace Max Sterling, who, unfortunately and ironically, 
destroyed the fighter when he was shot down by Zentraedi forces a 
little while after Khyron had destroyed the SDF-1 and 2.)

VF-1S standard
Missiles - 8
Targeting -5 

SVF-1S (FAST packs)
Missiles - 16 Salvos
Targeting - 5

YF-1R - Scheduled to be the new wide scale production model, the YF-1R 
is the prototype for the future of veritechs.  Don't let that fool you 
though.  The YF-1R is nothing like the previous RDF mainstay, the VF-
1A.  It's characterized by having the ugliest head of any veritech I 
have ever seen, featuring an six sided visor screen, laser cannons on 
each side of the head, and an autocannon sticking straight out of the 
middle.

The YF-1R has the lightest armor of all VTs.  If you're looking for 
something that can get torn to shreds real fast, this is your ride 
right here.  However, if you know what you're doing, then the YF-1R 
might just be the best VT in the game.  Though the gauges on the VT 
selection screen indicate that the YF-1R carries fewer missiles than 
the VF-1S, this is not so.  They both carry an equal amount of missiles 
in standard and FAST pack configurations. You will notice some nice 
improvements to speed and agility though.

If you're looking for a definitive answer on which is better: the 1S or 
the YF-1R, there is no real answer.  I see these two as being pretty 
much equal, so I use them both on different levels.  Since the YF-1R 
has the lighter armor, I use it on the space and upper altitude levels 
since I'd be flying in Fighter mode most of the time, and moving much 
too fast to worry about it having the least armor of them all.  The 1S 
pays off in city and ground levels, having the targeting and missile 
power in Guardian mode that makes the VF-1S the powerful ship that it 
is, but also being able to stand its ground for a while in Battloid 
mode.  Some of you may find that you completely prefer one from the 
other, but only personally experience will decide that, so give them a 
shot and see what's what.

(Robotech fact: The YF-1R doesn't exist outside of this game.  And one 
look at that ugly mug might tell you why.  Hopefully though, if they 
make a sequel that moves into the future of the story, we might be able 
to see the VF-2 from Macross II or Alphas and Betas from Third 
Generation, amongst other craft.  With a good co-op mode, it could be 
pretty cool having one guy in a destroid too)

YF-1R standard
Missiles - 8
Targeting - 5 

SYF-1R (FAST packs)
Missiles - 16
Targeting - 5

To sum up, here are the stats by comparison

       VF-1D	VF-1A	VF-1J	VF-1S	YF-1R
Missiles	4	6	8	8	8
Targeting	3	4	4	5	5


III - C. Veritech Paint Schemes

As mentioned previously, the paint schemes are purely cosmetic, and 
have no effect on the performance of your VT.  Still, they're fun, and 
they let you feel a little more comfortable with your VT, since every 
player I know picks one paint scheme and goes with it from there on 
out, kind of making it their own.  Let's look at our options.

Jack - Half red, half white with black trim, this is the original paint 
scheme for Jack Archer's veritech.  It is in no way a bad looking paint 
scheme, and completely original too.  If red's your color, but Miriya's 
design has too much of it, than Jack's paint scheme is perfect for you.

Izzy - The same general design as Jack's, only with green instead of 
red.  Green's not my color, so I'm not all that thrilled with this one, 
but a lot of other people do like it.  This is probably the first new 
paint scheme you will unlock.

Rick - Okay.  Maybe you're new to the Robotech scene.  Maybe Battlecry 
is your first step into this amazing universe.  That would be your only 
excuse for not knowing this paint job.  I mean, come on man!  It's 
Rick!  The reluctant hero of the Macross series, and, well, pretty much 
the entire Robotech saga!  Anyways, Rick's veritech is solid white with 
red trim.  (Put this paint scheme on a VF-1J to see exactly how Rick's 
VT looked in the series)

Max - The flying ace of the Macross saga, genius pilot and fellow dork 
Max Sterling has what I consider to be the best paint scheme of them 
all.  It's a good, darkish blue with white trim and it looks wonderful 
(though I can't help but feel guilty when I use it.  I'm good, real 
good, but not Max Sterling good.  I don't think anyone out there is).  
Put this on a VF-1A to see how Max's VT looked in the series.  Do the 
same for Miriya as well.

Miriya - Max's mortal enemy turned loving wife, Miriya was issued her 
own VT to help the RDF after their marriage.  Naturally, it features 
the exact same paint scheme as her hubby, only it's red where his is 
blue. 

Patriot - Okay, this one can look a little funky on the wrong veritech, 
and it's kind of hard to describe, so bear with me.  Depending on what 
model VT you use, the Patriot paint scheme features a red or a white 
head, a white on top-red on bottom chest plate with blue trim, white 
arms and legs, and blue thigh areas (I don't know what the hell to call 
them on a VT).  I don't know about this one.  Sometimes it looks kind 
of cool, other times it looks like some monster from the disco era.

Wolf - The Wolf paint scheme is exactly like Jack and Izzy's, only it 
is grey as opposed to red or green.

Stealth - Black with red trim, this is the only one that will change 
the color of a VTs visor (which turns red to match the trim).  You can 
see it in the opening cinema on the YF-1R in Battloid mode.  
Essentially, this is Rick's paint job, but black where his is white.  

Despite its name, Stealth is just another paint scheme, with no real 
benefit aside from looking cool.  You will not be invisible to enemy 
radar or any such thing (too bad too, cause this one is not easy to get 
until you've mastered quick transformations and even quicker sniping)

Skull One - Just like Rick's, if you don't know this one, you'd better 
have a good excuse.  JK.  Anyways, this is the paint scheme for the 
infamous leader of Skull Squadron, whoever that may be at any given 
point.  White with black and yellow trim, it's an original paint 
scheme, and the Jolly Rogers icons on it just make it all that much 
cooler.  Put this on the VF-1S to see how Skull One looked in the 
series.

Trainer - This is available from the beginning, as is Jack's and the 
generic, so it really doesn't need to be covered, but anyways, it's 
kind of beige with an orange head, chest plate, and lower leg panels.  
Put this on a VF-1D and start blowing up Macross and you get to be Rick 
for a minute.  Whoop-ding!

Generic - You know those ugly brown VTs that make up the bulk of the 
RDF fleet?  Well, this is they're paint scheme right here.  It has the 
same general layout as the Trainer scheme, but it's white where the 
trainer is beige and brown where the trainer is orange.



IV	Friendly Craft


Aside from a few fellow veritech pilots, you'll run into (and often 
need to protect) several other RDF craft.  We'll start with the aerial 
units.

	Aerial Units

Cat's Eye Recon - An unarmed, two-seater recon vessel, the Cat's Eye 
will always be under your guard.  This is especially annoying in the 
level "Cat Scan", where you have to keep a Cat's Eye alive through 
endless assaults until a timer runs down to zero.  Not cool.  This weak 
craft can only take a few missile barrages before becoming flying 
scrap.  A Cat's Eye is a large plane with inverted wings and a large, 
round dish mounted on top of the vehicle.  They are always white with 
black trim.

Sea Sergeant Helicopter - Though these craft had missile salvos of 
their own in the cartoon, they seem to be defenseless in this game, so 
you'll be bustin your butt trying to save these guys too.  I never had 
as much trouble keeping the Sea Sergeants alive as I did with the Cat's 
Eyes though.  It's hard to get a good look at them, but Sea Sergeants 
come in blue or green with a white underside.

	Destroids (Ground Mecha)

Tomahawk (Excalibur MK VI) - this is a good, sturdy destroid with great 
offensive capabilities.  This is the Destroid that Jack's buddy Hiro 
pilots, and when you're not out defending them, you'll be happy to have 
them around.  With a large autocannon on each arm and dual missile 
bays, the Tomahawk, or Excalibur MK VI, can stands its ground and pack 
some serious punches.  You'll see them in beige and in white.

Gladiator - One look at this Destroid and you'd think they are 
completely defenseless.  These are the only Destroids with hands like a 
VT, but unfortunately, there's no cannon in those hands.  However, the 
Gladiator does have the dual missile silos as well, so it can put up a 
fight too.  These are blue with a vertically long red visor.  I believe 
they only appear in the Countdown level to assist you with the last 
barrage of Zentraedi battle pods.

Raider X - These are supposed to be a recon/target assist Destroid, 
using the radar sensor on top of its frame to relay target location and 
information to veritech pilots.  Unfortunately, that is not so in the 
game.  These make a brief appearance in Goodbye Graystone, and use the 
double autocannons on each arm to help fend of attacking Zentraedi.  
They are beige like the Hiro's Tomahawk.

Spartan - You'll see these guys in Guardian and Battloid mode training.  
These units don't waste a second with autocannons or lasers, no sir.  
Each arm holds a massive missile load, probably enough to bring your VT 
down in a heartbeat if they wanted to.  Luckily, these guys are on your 
side.  They are also beige and are unmistakably characterized by the 
huge missile drums they have instead of arms.

Monster (MK II) - These mammoth monstrosities are the biggest Destroids 
out there, and man oh man can they bring the pain.  Featuring four rail 
cannons on the top of its shell, it also has three autocannons on each 
arm and a good compliment of missiles.  Despite their uncanny offensive 
capabilities, these Destroids are quite vulnerable to aerial attack.  
That's where you'll come in.

I think that should cover it for Friendly craft.  If anything has been 
omitted, please let me know what it is.



V	Enemy Craft

No, I will not use the Japanese names, nor the 'Zentraedi language 
names'.  I'm not looking to confuse anyone or cater to Macross fans.  
I'm making these nice and easy.
Since every Zentraedi unit is pretty much land/air capable, I won't 
bother dividing them.
We'll start with fighter craft and move up to the larger vessels.

Zentraedi Foot Soldier - You'll see these on the ground levels (and 
yes, I know they aren't a craft).  These soldiers will attack you and 
friendly units with a single laser rifle that fires three round bursts 
(the same laser weapon equipped on Battle and Fighter Pods).  They're 
easy to kill and not very challenging.  However, don't underestimate 
the damage they can do to friendly units and structures.  They move in 
groups and are best dealt with by a quick missile strike and some 
follow up cannon.  Left alone, these guys can end your mission real 
quick.

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