Robotech: Battlecry - Strategy Guide (Page 02)
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Zentraedi Heavy Foot Soldier - No, I'm not talking about morbidly obese Zentraedi, I'm talking about the armor wearing, gatling cannon bearing foot soldiers waiting to bring your VT down faster than it took Ben Dixon to lose bust up his fighter. Like their counterparts, the regular foot soldiers, they're easy to deal with, so long as you do it quickly. Tactical Battle Pod (TBP) - Like the VF-1A to the RDF, the TBP, or as their more commonly called, the Battle Pod, is the mainstay of the Zentraedi fleet. You'll encounter tons of these on the ground missions, but you'll also see a good number of them in space. Think of these as the rough equivalent to your Guardian mode. They're flight capable, can move about quickly, and pack a decent punch. These are the ostrich looking units, with two inverted legs and no arms. The pod itself is blue with a red eye visor in the middle and white legs. They rely on purely on dual laser cannons for their offensive strength. All models of Battle Pods are easy to take down. In Guardian mode, launch one salvo at each one and back it up with steady cannon fire. In Fighter mode, one well placed salvo will be enough to take them down straight away. Missile Battle Pod - There are two variants of Missile Battle Pods, heavy and light artillery, but they are the same pod as listed above outfitted with dual missile racks. The missile racks mark a rather serious upgrade and make them even more like your Guardian mode, so when you see a squadron of pods with one or two of these mixed in, make these your primary targets. These pods are most definitely not afraid to launch salvo after salvo at you and your allies. Scout Pod - The same Battle Pod, but completely stripped of all offensive weaponry. These are purely support units that can radio for reinforcements in some levels, and they can always jam your radar sensor if you get too close. In some instances, it's best to take these guys down first so you can get your radar back and see what's ahead. They never pose a direct threat though, and usually remain utterly stationary until they have received damage. Fighter Pod - Since the Zentraedi don't have VTs to tackle any situation, they've come up with a dedicated air unit. You'll usually see large flight groups of these, and the missiles will be flying every which way. Small, quick, and maneuverable, the Fighter pod isn't very challenging when you're out there by yourself, but they can be devastating when you're trying to protect weaker allies and structures. In most defending levels, these will be launched to attack your target while the Battle Pods try to keep you busy. Keep an eye on these guys. They use dual laser cannons and missile salvos to eliminate their targets. They are green in color, and have triple thrusters to get them along. Male Power Armor (MPA) - These units are to be feared if you don't know how to fight them. Your best bet is to sneak around at a distance and try to snipe them down whenever possible. If they've spotted you though, move in and move in quick. The MPAs feature a heavy laser cannon mounted square in the middle of their chest, and three shots along with a little cannon fire is enough to bring down the more advanced VTs very quickly. The MPAs can only use this weapon at good distances though, so if they spot you, close in quick and fight it out in Guardian mode. That way, they'll only be able to use their autocannon on you, which is far less damaging. MPAs are two-tone green, wearing a yellow helmet with orange stripe visor. They're flight capable, have excellent evasive maneuvers, and very heavy armor. Two fully charged Sniper shots can eliminate them quickly though (Kill fifty of them like that to unlock the Stealth paint scheme). Gorian uses this same armor, though his is more fortified and colored black. Officer's Battle Pod (OBP) - Often referred to as a fifty foot ninja, the OBP looks pretty tough at first sight, but they can be brought down pretty easy by a good pilot. You'll first encounter these on the Knife's Edge mission, where you will encounter the Zentraedi commander Skarrde. Though this pod packs the same cannons as the Battle Pod and the same laser weapon as the MPAs, it has the serious flaw of slow movement on the ground. The trick is to get behind one in Guardian or Battloid mode and just hammer away with cannon fire and missiles. These are tough units, but not something one should fear. They have inverted legs like the TBPs, but have an elongated pod with a large red visor screen, two arms with laser cannons on each, and a large laser cannon on top. Zeraal uses this for the last fight with the Zentraedi version of FAST packs. Stay close to him in Fighter mode (preferably with FAST packs equipped) and keep up a steady barrage of missile and cannon fire. Female Power Armor(FPA) - Made famous by Miriya Parino, this unit was the one she used to fight Max Sterling in the belly of the SDF-1, right in the heart of Macross City. These are also the units that placed the fatal shot on good ole Roy Fokker. Luckily for us, you'll only see one pilot using these in the entire game, Kiyora. This is the first boss you will run into. The FPA unit has uncanny speed and maneuverability, and that combined with tons of missiles and dual cannons on each arm make this unit one to be feared. Be cautious when fighting her. Try to stay out of Battloid mode, or she will just pound you to death with those missiles. She is also very adept at shooting down your missiles, so use those to distract her while you tag her with cannon fire. If you're still counting on those missiles, use the Guardian mode ones. She's too quick for the Fighter mode ones most of the time Cyclops - The Cyclops units are multipurpose craft, usually escorted by MPA units. They are a pretty large craft, essentially a small capitol ship. They can be taken down with a few good salvos and steady cannon fire. They aren't especially quick, but the laser cannons and missile turrets can beat you up pretty fast if you're not careful. Your best bet is to perform strafing runs in Fighter mode. I prefer to take these out before going for the MPA escorts, but that's really your call. Reentry Pods - Though these craft have no offensive capabilities, they are heavily armored and store six ready-for-action Battle Pods. These large, circular, green craft will usually arrive in good numbers, and your best bet is to try and shoot them down before they can dispatch their units. Should you fail that and the craft is allowed to land, you can still try to destroy them before they release their second wave (the Battle Pods are released in two waves of three units), but I find it better to just leave them alone once they've landed and straight out jump the Battle Pods as the exit. The armor is so heavy on these Reentry pods that you will not want to waste your missile salvos on them if they've already begun dispatching units. Save the missiles for the pods that come out. Zentraedi Shuttle Craft - Large, bulky freighters used to transport Zentraedi munitions and supplies. These flying green targets are heavily armored, but have no weaponry to defend themselves. They usually travel in packs of three and are escorted by other Zentraedi units. Most times you see these, they'll be on the run and you'll have to shoot them down before they can escape. Once again, I prefer to stay in Guardian mode and just drop everything I have on them to get through that armor. Capitol Ship Laser Turret - Though stationary, these cannons launch a heavy, sustained laser attack. Mounted on the sides of Zentraedi capitol ships, these are easy targets, but can be heavily damaging as well. You will also see this same model turret on certain ground levels. A few missile salvos and cannon fire can make short work of these. Capitol Ship Missile Turret - Just like the CS Laser Turret, these targets aren't going anywhere, but if you ignore it, you'll be sorry. Since these turrets have nothing else to fire at you except missile salvos, they'll lay it on you. Lay it on thick and get rid of these guys ASAP. A salvo or two with some cannon fire and you can move on to the next. Rapid Fire Ground Laser Turret - Watch yourself on these! They fire the same powerful blast as the Capitol Turret listed above, but they fire shorter blasts at a rapid pace. If you stand still in front of one of these, they'll pummel you to scrap in a heartbeat. I try to keep my distance and drop salvo after salvo on these. Ground Missile Turret - Dedicated to missile fire, these turrets fire missile salvos in rapid succession. Encountered alone, one might go to Battloid mode and continually fire the secondary to hit this target and the incoming missiles. I prefer to stay in Guardian or Fighter mode and do a quick strike with a missile/cannon combo while dodging and strafing. VI. Mission Walkthrough Okay boys and girls. It's time for what you've all been waiting for. The mission Walkthrough. Now, as mentioned in the forward, this is not a spoiler. I'm trying not to divulge any storyline material, only mission objectives, and how to complete them. Unfortunately, story and objectives often get intermingled, so I can't keep this utterly free from spoiling a few things, but I'm sure as hell trying. There's nothing worse than reading how a game ends instead of seeing it yourself for the first time. VI - A. Chapter One Ch. 1 Mission One: Boobytrap Objectives - Help Wolf and Skull Squadrons turn back the alien threat - Defend the Sea Sergeant Helicopters Ah, your first mission. Who better to help you through it than Skull Leader himself, Roy Fokker? This level is pretty straightforward. You're going to be flying above Macross Island, and you'll be best of staying in Fighter mode. You'll fight wave after wave of Zentraedi Fighter pods, and once you've reached a certain point, you'll receive a message telling you to defend the Sea Sergeant Helicopters that have just entered the area. Now, it's never too early to learn some good tactics, especially with all the far more difficult guard duty missions ahead. When you see enemy missiles in the air (indicated by yellow arrows on the radar), you can take them out with pretty good results while in Fighter mode. Press the special action button to launch the decoy, which will do a very effective job of intercepting those missiles before they hit you or the helicopters. Continue eliminating the Fighter pods to protect those choppers until the cut screen appears, and that's that. Ch. 1 Mission Two: Countdown Objectives - Head to zone 209 and hold the position - Protect the Destroid units in zone 214 After you've cleared the skies, it's time to hit the ground. Fly through Macross City in pursuit of enemy Battle Pods until all have been eliminated. The city is way too tight for any effective use of Fighter mode, so it's all Battloid and Guardian here. Once again, the missile capabilities and speed of Guardian mode can be of great help, so use it's abilities here to topple the enemy Battle Pods as they try to bring down the city. Once you have cleared your assigned area, you will be told to go help two Gladiator Destroids protecting a small factory area. Once you're there, there will be a single Missile Battle Pod to your right. Leave him to the Gladiators and concentrate on squads coming from the path straight ahead on the left, and those coming in behind you on the path leading back. I find it best to hover in the middle of this open area in Guardian mode and wait for the pods to round the corners before hammering them down. Once they're gone, the mission is complete. Ch. 1 Mission Three: Bursting Point Objectives - Help the other veritechs defend the SDF-1 from attack On this one, you're going straight into the heat of battle. Enemy forces are attacking the SDF-1, and it's up to you and Izzy to strip the nearest capitol ship of its turrets while keeping the Fighter Pods busy. Stay in Fighter mode and bounce back and forth from taking out turrets to fighting the pods. Be careful though. When Izzy tells you that the barrier is overloading, keep your distance from the SDF-1. Otherwise, the mission might end with the overloaded barrier enveloping your VT followed by a nice, comforting 'Mission Failed' message. Ch. 1 Mission Four: Force of Arms (Boss fight) Objectives - Assist Wolf Squadron against Dolza's immense Zentraedi armada - Defeat the enemy ace Five million Zentraedi cruisers. Endless waves of TBPs, MBPs, and Fighter pods. Oh yeah, did I mention the Zentraedi Ace in Female Power Armor waiting at the end to slit your throat? No? Well, get ready flyboys (and girls), cause this is it people. This is the biggest fight in all of the Robotech Saga. First off, your squadron has been torn to shreds. You are one of three VTs in your area, and that's all you've got to help you along. The first thing to remember in this level is DO NOT LEAVE FIGHTER MODE. The enemies are too numerous and there is way too much going on around you to sacrifice a fraction of your speed. You need to be continually moving, boosting and banking and never flying in a straight line for too long. Much like Bursting Point, you'll probably want to get rid of those turrets on the big cruiser to your left when you start. Those turrets aren't going anywhere unless you get rid of them, and they can be quite a hassle if you get sloppy. After you've dispatched a few of them, start chasing down the enemy fighters. Missile Battle Pods and Fighter pods are your biggest threat. The regular Battle Pods can be left for last. After you've destroyed enough of them, you'll go to a cut scene where those two VTs you were flying with get blown to scrap metal. Your mission objectives will be updated to inform you of your new target, the Zentraedi ace in the FPA. BOSS FIGHT: Female Power Armor (Kiyora) Once again, DO NOT LEAVE FIGHTER MODE. Going to Battloid mode here is pure suicide, I can assure you. This is a high speed dogfight, and standing in the middle of space moving slower than a snail with only your autocannon to help you is about the stupidest move anyone in the RDF could have ever made (and yes, I am taking into account Rick's entire pursuit of Minmei). The Zentraedi ace will take out nearly every missile you fire at her, so don't count on those for damage. Instead, use them to tie up her cannons while you use your cannon to punch some holes in that pretty little armor of hers. Continue doing this, launching missiles one or two salvos at a time to keep her busy while you close in with the cannon blaring. You only need to get her armor gauge down to half before she'll take off, promising to fight again. And believe me, you will. VI - B. Chapter Two Ch. 2 Mission One: Ambush Hills Objectives - Clear out the scavengers and destroy their munition stockpiles - Use Sniper mode to destroy all of the Zentraedi munition crates For those of you who that are only familiar with the cartoon series, or all together newcomers, this is the part of the Robotech saga mostly covered in books #6 and #19. Both are excellent reads and worth your time. Anyways.... Here in Ambush Hills, you will be engaging only Zentraedi foot soldiers. Though weaker in offense and defense than a Battle Pod, there are a good number of them, so don't let their weakness lead you to believe this mission will be a piece of cake. Stay on your toes, because the second you get sloppy in just about any level is the second before you get a "Mission Failed" message. The levels in this game are only easy if you stay alert and fight well. If you've been dying for the right chance to get familiar with Sniping mode, this is a good place to start. Several soldiers will be placed throughout the level on top of cliffs and buttes that make them easy targets. Use your radar to direct you towards the enemy positions. There's no particular order for you to follow, just move from red radar object to red radar object and you'll come out just fine. You may want to move from stockpile to stockpile in Fighter mode to save some time, but be careful, as there are snipers waiting for you behind rocks and hills. Once you find a stash of munition crates, clear out all surrounding enemies, then proceed in Battloid mode. Go to Sniper mode and destroy the crates, but make sure to keep your distance, as the blast can easily damage your VT (the image of the blast is very small, but believe me, they can tear you apart. The blast from one set, or ten crates, can and will destroy a lesser armored VT). There will be a total of four different sets, each set consisting of ten crates. Ch. 2 Mission Two: Trouble In Graystone Objectives - Fight off the Zentraedi and protect the civic center building from attack Everybody who hates defense missions, raise your hand. Well, it seems we all hate having to defend objects from enemy attack. Well, too bad. Cause right here, you've got one giant target to protect, and there are tons of Zentraedi gunning for it. This level is pretty straightforward. Fight off wave after wave of foot soldiers and Battle Pods until you hit the cut scene. I find it best to stay in Guardian mode so you can make use of your missiles and fly directly over the civic center to engage new waves coming in from behind you. You'd do best to concentrate on the Battle Pods, but don't leave those foot soldiers alone for too long either. Try to keep moving around the civic center and eliminate every group as they come in. If you let any squad sit and fire away without jumping right on them, you have pretty much already lost. Use quick changes to Fighter mode to get you into a good angle of attack if necessary, but try to keep them locked down and stay in Guardian. Also, take very special care not to fire at any targets behind the building, as your missiles and cannon fire are just going to damage the civic center. Nobody can bring that building down faster than you, so make sure to line 'em up before pulling the trigger. After you've taken out enough waves, the Zentraedis will make you their primary target. The building is safe from enemy attacks now, but you can still bring it down, so carefully mop up the rest of them and the mission is done. Ch. 2 Mission Three: Special Delivery Objectives - Accompany the Sea Sergeant helicopters and see to it that they arrive safely I have always hated guard duty, but you got to do what you got to do. Anyways, you'll start off just behind the two Sea Sergeants in a canyon. Try to always stay in front of them, clearing out the enemies ahead before the choppers enter that area, but also keep an eye out for enemies that spawn behind you and the choppers. Ignore them and fail. Follow the canyon out a bit until you've made radar contact with your first bunch of enemies (consider enemy radar contacts your navigational buoys. The trail of enemy contacts will eventually lead you to the desired destination). They may be regular old foot soldiers, but don't be shy with the missiles. All opponents here need to be brought down as soon as humanly possible. There will be a couple of teams of foot soldiers gunning for you, coming from behind on the right and in front of you on the left. It's important to take out the soldiers with the closest proximity to the helicopters first, so your first priority is the ones on the right. Soon you'll come to a bridge, where Heavy foot soldiers will be waiting with rapid fire cannons. Make quick work of the three of them before they tear the Sea Sergeants to shreds. Once they're down and you pass the ridge they hid behind, you'll be able to make visual contact with the base. Think the mission's over? Not quite. As you close in, you'll see that the base is under attack, and the few Tomahawks on hand will not have what it takes to repel the assault. Jack will order the helicopters away from the base. When they're clear, that's when you can relax. Ch. 2 Mission Four: Destroids in Danger Objectives - Help the Destroid pilots fight off the scavenger raid. - All units must survive - Recover the 3 stolen supply crates and bring them back to the perimeter - Find the missing Tomahawk pilot - Save the Tomahawk pilot and bring him back to the outpost - Drive out the remaining scavengers This mission starts off a whole half a second after the last one. The base is still under attack, and you have got to keep those Destroids alive. Luckily, you're buddy Hiro is down there, and he's no rookie. Finishing off the initial attack is no sweat. Stay in Guardian mode and bombard the enemies with everything you've got. After that, Hiro will radio you and tell you to recover the 3 supply crates taken by the scavengers. Each will be marked by a green point on your radar screen. Now, if you pull back so that the drop zone and all three green dots are in front of you, you'll see two path ways. Going to the right will get you to the closest supply crate. This one will be guarded by a mere two Heavy foot soldiers. Take them down, steal the crate, and head back to the drop zone, which will be marked by the blue arrow on your radar. This one is a piece of cake. The second and third crate lie along the same path. I find it best to grab the nearest one, bring it back, then go for the one in the distance. As you near the closer crate, you'll have your first encounter with a GMT, or Ground Missile Turret. These things can be nasty if you aren't quick to take them out and even quicker to dodge their salvos. This particular one is also guarded by several regular and Heavy foot soldiers, but try to get the GMT down first. It's the biggest threat. The GMT will take several of your own salvos coupled with cannon fire to send it to the scrap yard. Strafing runs in Fighter mode are an acceptable option, but with the confined space of the canyons, I once again find that keeping your distance in Guardian mode prevails here. Use the large cliff face for protection if necessary. Also, beware of the Heavy foot soldier waiting for you to land behind the large boulder to the left. Keep an eye on the radar and he won't be able to surprise you. En route to returning the second crate, two regular foot soldiers will be waiting at the low point of the canyon to put some hits on you. Take them out and drop off the crate. Now double back along the same path you took to get the second crate and keep pushing past the spot where you picked it up(or you could pull a 180 at the base and take a right at the bridge. Your call). Whichever path you choose, you'll have a bit of enemy free area to cover, so you can switch to Fighter mode to make short work of the travel. Once you find the third crate, it will have the same protection as #2, roughly four foot soldiers with a GMT. Repeat what you did for #2 and bring it home. Bet you thought you were done, huh? Ha ha. You're funny. Now for the tough part. Hiro's missing squad mate is stranded somewhere, and taking damage quickly. Once you drop the crate, go the route that takes you by the bridge and bank right. Change to Fighter mode the second you drop crate #3 and boost towards the missing Destroid target, because time is of the essence. A second late and you get to start this one all over. If you get there quick enough, you'll arrive before the Zentraedi do. This is very, very good. The Zentraedi will all be traveling together in one group, and there are a lot of them, so lay the weapons on thick and get rid of them ASAP. That Tomahawk is already heavily damaged and just waiting to blow. Once the scavengers are gone, the Tomahawk pilot will get out of his ride and wait for you to pick him up. On your way back, Hiro is going to radio you with more good news. The base is under attack again. Now, it's going to be tons of Heavy foot soldiers gunning for Hiro and his squad mate. Don't bother dropping off the Destroid pilot in your hand. He's safe as long as you stay alive. Just take out those HFSs, ASAP. Give out some generous doses of light missiles and cannon fire and finally, the day is saved. Release the pilot in the drop zone to wrap this one up. Ch. 2 Mission Five: Unwanted Guests Objectives - Investigate UFOs and eliminate them if they prove to be hostile - Destroy all Fighter Pods Getting tired of ground missions? Well then, let's take to the skies. Chase is sending you off on a recon mission, but we all know how this will turn out. A few seconds after this level starts, you'll see a squadron of Fighter Pods dead ahead. It should be easy to get a missile lock on a great many of them, so do that first and try to get some good damage in before you start dog fighting. There will be several waves of Fighter pods, each packing plenty of missiles, so keep boosting, dodging, and occasionally dispensing decoys/chaff when you see yellow arrows on the radar screen. Most players will be tempted to stay behind an enemy and keep attacking him until he's dead, taking out the Fighter Pods one by one. Not a good idea. The Fighter Pods are just waiting for you to fly that straight line while you try to gun down one of their buddies so that they can absolutely bombard you with missiles. Keep moving and attacking whichever pod is nearest. Staying on one for too long will get you hurt, fast. Also, bear in mind the low maneuverability of your missiles in Fighter mode. Unless you've got a lot of distance between you and your target, don't fire at them when they're coming at you head on. Wait for the right moment to strike and you'll come out a lot better. That's it for this one. Kill the Fighter Pods, and mission complete. After that last level, I'm sure you'd appreciate this breezy little mission. Ch. 2 Mission Six: Dark Skies Objectives - Destroy the Zentraedi scout ship Continuing from where you left off, you are now in pursuit of a Zentraedi scout ship. The scout ship has a healthy fighter escort, and the ship itself is armed to the teeth with Laser and Missile Turrets. The Missile Turrets seem to be concentrated on the top of the craft, and the Laser Turrets are, well, everywhere. Once again, keep moving, keep boosting, and never fly a straight line for long. No matter how many you kill, there will always be a certain number of Fighter Pods in the air, so don't waste too much time on these guys. Take them out when they prove to be a threat, but really try to give the scout ship everything you've got. You won't be able to target the scout ship directly (and that's why it's not listed in my enemy craft list), only the weapons fixed to it. So, those are you priority. I'd concentrate on the three Missile Turrets on top, then move to the highly damaging, but nicely inaccurate laser cannons. Keeping your distance from these and offering salvo after salvo is the best way to stay safe and get the job done. Once you have disarmed the scout ship, it erupts into flame and the mission is done. Time to bring it on home. Ch. 2 Mission Seven: Flood City Objectives - Find the 3 missing members of the Cat's Eye crew and bring them to the drop zone - Clear the city of Zentraedi rebels Follow the blue arrow out of the starting area. As soon as you cross the first pool of water and enter the second area, a group of Battle Pods will spring up to attack you from the right. Stay high up in Guardian mode and watch out, as several more squadrons will soon come at you, many of them creeping out of the murky waters below. Once you've cleared the first attack group, take a right, then a left, and you'll fly through a narrow space where more Battle Pods will briefly show up on radar before a scout pod starts jamming your equipment. Stay in Guardian mode and be ready to let go some missiles. Try to stay in the narrow stretch between the buildings and take down as many pods as you can from there. The scout pod will be on the immediate left once you exit the narrow stretch. Another one will be further off in the distance, hiding behind the collapsed skyscraper on the left. As soon as you leave the narrow area and proceed to the left a bit, the Cat's Eye crewmembers will show up on your radar, along with a whole lot more Battle Pods rising out of the waters. Dispatch all of the enemies before approaching the crewmembers. Just ahead and a little to the left of that narrow stretch is another stretch that leads to the next group of enemies, complete with even more scout pods. I like to take these guys out too before picking up the stranded crew. At least one Missile Pod will be poised to strike at you when you round the corner, so be ready to dodge and fire right back at him. The scout pods will be in clear view, so if you target multiple enemies with your missiles a few times, you'll probably bring them down without even realizing it. It's good to get the scouts down first so that you can see what's on radar, but it's not worth making it a priority. Just be happy if it should happen. All of your enemies will be appearing right in front of you anyways. Now, if you haven't already, pick up the pilots and bring them back to the drop zone. Be careful though, as another team of Battle Pods will be waiting for you as you bring back the second or third pilot. When all three crewmembers are safe and sound, home in on the enemy radar contact to finish out the mission. All that's left will be a few more Battle Pods, and the mission will end when you take out the Scout Pod hiding in the back. Ch. 2 Mission Eight: Knife's Edge (Boss Fight) Objectives - Defeat Skarrde Time to encounter your first Officer's Battle Pod. Chase Skarrde through Flood City until you reach a large, open area. Here, he will stand and fight for a while before running off, leaving you to give chance once again. Though large and well armed, Skarrde is a joke. There are two very simple tricks to beating him that any player can complete. Stay close, and stay behind him. Skarrde is really only a threat at good distances, where he can use his laser beam cannon to chop you up quicker than a chef at Benihana's. If you manage to stay close behind him, he won't be able to hit you at all. I get impatient here, so I stay in Guardian mode and batter him with the missile/cannon combo, but Battloid mode will do just fine here, and probably do better for keeping your VT out of his weapon range. After just a few good, solid hits, Skarrde will run off and leave you to fight his minions. You'll face two Battle Pods immediately after he runs, then two more escorting him in the next large, open area. Once the lackeys are tossed aside, bring your gun back to bear on Skarrde again, repeating the same tactics as before. When you drop his armor down to half, he will run again, leaving behind a three unit Battle Pod team. Follow your radar to the final fight with Skarrde, but be careful. The second you round the corner to enter the area he's hiding in, he'll open up with a laser beam blast that can knock off at least a quarter of your health, and he'll follow up with plenty more. Close in quickly, drop behind him, and finish the poor bastard off so he can go run home to Zeraal. Chapter Two is now complete. VI - C. Chapter Three Ch. 3 Mission One: Rebel Revenge Objectives - Investigate the disturbances at the munitions stockpile - Eliminate the Zentraedi threat - Protect the munitions stockpile - Turn back the rebel reinforcements You'll start this level off in the park of Granite City. There are little civilians running all over the place, and before you even try, no, you can't pick them up, stomp on them, or shoot them. If you want something to kill, there are plenty of blood-lusting Zentraedi just up ahead. You'll first run into a good assortment of units, including Heavy foot soldiers and a Battle Pod. Destroy them and move ahead to receive your new objectives, i.e., defend the munitions stockpile. Zentraedi squads will be coming in from both sides, using the route you just came in on, and the one directly ahead of that. More units will come in from the hills above the munitions stockpile, and these are the Zentraedis that will be actively targeting the munition stockpiles more than there counterparts will. It would seem that the Battle Pods, and especially the Missile Pods, will concentrate more on the stockpiles while the various foot soldiers bounce between aiming for you and the stockpiles. Fly between these three enemy entry points in Guardian mode and be ready to lay it on thick on the multitude of different units coming in to destroy those munitions. There will be so many attackers that you will run out of missiles very quickly. Try to keep your salvos for the Battle Pods, and make an effort to only use cannon fire on the foot soldiers. This will give you the most effective coverage in protecting the munitions. Once the enemy attackers have been destroyed, reinforcements will enter the area behind you, and Chase will come on to tell you to get to work on them. You'll continue to run into a slew of different and dangerous units until you reach a tunnel from which countless more enemies spew forth. Stay in Guardian mode and drain your ammunition supplies, because there are plenty of pissed off Zentraedi doing the same to you. After you've duked it out for a bit with these guys, a pair of Tomahawk reinforcements will come up behind you to help out. Once they're on the scene, take out the last of the Zentraedis to conclude this fight. Ch. 3 Mission Two: Sabotage Objectives - Destroy all of the ship's turrets - Eliminate the Zentraedi saboteurs How well can you pilot a high speed fighter in the confines of a city with a massive Zentraedi cruiser dead in the center eating up a lot of your space? Not sure? Well, let's find out. On Sabotage, you're going to straight into pure chaos. A crashed and slightly submerged Zentraedi cruiser has had its weapon systems brought back online, and there are plenty of guns on that thing. Add in a good number of regular and heavy foot soldiers and you've got yourself a party. You're first goal is to clear off on side of the cruiser. This will allow you to have a safe spot where no turret fire or missile salvos will be able to reach you while you wait for your own weapons to recharge. Since there are so very many powerful weapons pointed at you, my advice is to actually go into Fighter mode, despite the very close quarters, and try your hardest not to run into things. If you can do that okay, you'll also do a pretty good job of evading the multitude of different weapons being fired at you. Now, go for the missile turrets first on the side you want to clear. They are undoubtedly the biggest threat. Once they're gone, or even just before, you can drop Fighter mode and go to Guardian. Keep raising and loosing your altitude while strafing and doing quick boosts to avoid the powerful laser beams, and concentrate on one turret at a time with everything you've got. Try to be careful with the missiles though. You don't want to completely overdo one turret and drain your resources before you go after the next. Keep a close eye on their armor gauges and know when to lay off. Once you've gotten enough of the turrets off your back, you might want to get some of the foot soldiers off the field. They're pretty few in number until you bring down the last turret, but they can be a nuisance nonetheless. But that is pretty much all there is to this level. Destroy everything. Ch. 3 Mission Three: Call To Arms Objectives - Protect the armory building - Bring Hiro to his Tomahawk Destroid - Fight off the remaining Zentraedi Even though we're on guard duty again, I really do like this level. It's one of those missions that really let's the player kind of do what he wants. You can really use any mode you want for a many of the parts here, but that doesn't mean things are easy. You're mission is to defend the armory building from Zentraedi attackers pulling a blitzkrieg maneuver. Fighter Pods are raining thunder from above while Battle Pods march in underneath you. Kill as many of them as you want, there will be more. Still, you need to keep bashing them all down until Hiro requests a pick up and drop off where his Tomahawk is parked and waiting. Once you hear that message, do it and do it quick, because there's no time to waste. The Zentraedi are fighting hard to destroy that armory. As soon as you drop Hiro off, he's good to go and is marching back up to the armory to help you out. Fight off attackers until Hiro gives you the message that they're breaking off. That's your cue that the armory is safe and you can move on to the other units that have appeared behind you. A large team of Battle Pods is what awaits you, and they're all waiting for you to round that corner. Fighter mode works well here for an initial strafing run, followed by a quick change to Guardian, but hey, do what works for you. From there, follow the blue arrow to a compound guarded by more Battle Pods. Destroy a few of them, but know that they never stop coming. Instead of continually duking it out, you should probably just drop straight to Battloid, go to sniper mode, and target the gate that fences off the compound. Shoot a fully charged blast right at the gate door and conclude the mission. Ch. 3 Mission Four: Power Struggle Objectives - Destroy all the Shuttles before they can escape Sounds easy enough, doesn't it? Well, with a little luck, it will be. This mission is pretty straightforward, but there is no time to waste. Your targets are the Zentraedi shuttles, and pretty much nothing else. You will want to take out the first two Battle Pods you come across, but once they're down, it's all shuttles. To start, there will be six shuttles parked. Come at them at all times in Fighter mode to make the most of your missiles, because that armor is very tough. Start with a strafing run while they're still parked, but do not use multiple targeting with these guys, take them one at a time with steady cannon fire and salvo after salvo. Try to get the ones that take off first, because that is the real threat: them getting so far into the hills that you can no longer track them down.
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