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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter R » Robotech: Battlecry - Strategy Guide (Page 03)

Robotech: Battlecry - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for Robotech: Battlecry - Strategy Guide (Page 03).

After you've taken down a few of them, more shuttles will start coming 
in.  Stay in Fighter mode and ignore the Missile Pods, no matter how 
many there are.  They can only do so much damage to you in this limited 
time span.  The Fighter mode's speed will usually keep you away from 
their salvos anyways, and you have to keep your attention focused on 
the location of the next shuttle.

That's pretty much it.  Keep your VT in Fighter mode to have the speed 
to survive and the strongest warheads to decimate those shuttles, and 
stay on those shuttles until the last one is destroyed.  Now you've 
wrapped this one up.

Ch. 3 Mission Five: Cat Scan
Objectives 
- Guard the Cat's Eye until it reaches its optimal orbit
- Protect the Cat's Eye until it can complete the scan

I hate this level.  I really, really, really hate this level.  If you 
could beat the game without playing this level, I would, in a 
heartbeat, I really would.  I'm a huge Robotech fan, I've waited seven 
years for a Robotech game, ever since Crystal Dreams was first 
announced (and unfortunately cancelled).  I settled for Macross VF-X 
games where I couldn't understand a word that was said just to tide me 
over until the time Robotech: Battlecry would finally be developed and 
published.  I waited and hoped for a day when there would finally be 
somebody intelligent enough to say "Let there be Robotech on the Next 
Gen Systems!"  But you know what?  After all that waiting for, and 
wanting, and also really loving this game, I still have nothing good to 
say about this level. It sucks.  It really, really sucks.  No matter 
how bad we've all wanted to play this game, if this was the only level 
we could play, I think we'd all look the other way.

Anyways, it's you, the Cat's Eye, and an infinite amount of Zentraedi 
targets.  Fighter Pods are going to be the ones going after the Cat's 
Eye, and luckily, they will appear one at a time.  The Battle Pods are 
just there to keep you busy.

So, because the Cat's Eye is so goddamn weak, you have to pull off some 
pretty good evasive maneuvers to keep yourself alive while trying to 
shoot down or decoy block every single missile headed for that flying 
hunk of junk.  Oh, and if you're thinking about going after the Fighter 
Pods straightaway to wipe them out in this level and keep them from 
being able to attack the Cat's Eye in the first place, don't bother.  
There are an infinite amount of them in stock waiting just for your 
mission critical craft.  Still, take them out whenever they appear, and 
launch a decoy every single time they fire a missile salvo.  Your first 
Fighter Pod will appear from behind the cruiser hulk on your left, and 
he'll open up with missiles straightaway, so be ready to block.

Really, all you can do in this mission is stay on the Fighter Pods, 
completely ignore the Battle Pods, and save your missiles for decoy 
blocking.  Continue this throughout the level, up to and beyond the 
point when you get a two minute timer.  When that timer reaches zero, 
this hellish mission is finally done.

Ch. 3 Mission Six: Trial By Fire
Objectives 
- Defend the Cat's Eye

Now, unlike its predecessor, I found Trial By Fire to be a bit easier, 
even though you're still guarding the same Cat's Eye.  Just go on an 
all-out attack while still using the decoy block and the Cat's Eye 
should be able to return to Earth just fine.

This time around though, the Fighter Pods will be targeting you as well 
as the Cat's Eye, and there will be many more of them, so make them 
your primary targets once again.  Battle Pods still seem to be after 
you mostly, as do the Male Power Armor units that arrive a little 
later, so they're all secondary targets.  Concentrate entirely on the 
numerous Fighter Pods and stay heavy on the decoy blocking to win this 
mission.

Ch. 3 Mission Seven: Hostage Crisis
Objectives 
- Find the hostages
- Protect the Destroids and hold the RDF perimeter
- Use the sniper mode to free the hostages by destroying the gate
- Eliminate the Zentraedi guards
- Clear a path for the transport vehicles

Time to go back to solid ground.  You'll start off by moving past 
Hiro's Destroid blockade into the city a bit, where several Battle Pods 
will try to push forward and bust the blockade.  If you move up far 
enough into the city however, they'll never even get a look at Hiro's 
Tomahawk before you blast them apart.  Once Hiro tells you he and his 
squad mate can hold their position, you're clear to move forward again.

After you've pushed on and fought off a few more squads of Battle Pods, 
you'll receive a message warning you of sniper activity conducted by 
Male Power Armor units.  Be very careful when you see the next group of 
enemies appear on your radar, as one of those dots is an MPA who will 
take off a big chunk of your armor with his laser beam cannon.  Close 
in fast so the MPA can't use his laser and assault the Battle Pods so 
you can get them out of the way.  I know some of you were hoping to 
kill off the sniper by out sniping him, but don't.  The MPA will tear 
you apart if you even try.

Next, you'll find the hostages.  There will be two Battle Pods on hand 
to guard.  Once they're down, two more squads will pile in, followed by 
one more MPA.  Dispatch all of them and then blow down the gate to the 
hostage holding.  The gate is located on the far side of the fence, 
opposite of where you came in.  Use a fully charged shot on the gate 
door to close the mission.

Ch. 3 Mission Eight: Daring Rescue
Objectives 
- Bring the trucks safely to the RDF perimeter
- Take out all Male Power Armor units along the truck route

Okay, we're continuing from where we just left off, now escorting the 
trucks with the hostages out of the area.  As you push forward a bit, 
Jack will tell the trucks to park it while he goes and engages a nearby 
sniper.  The sniper will be on top of the smaller building at the end 
of the block on your left.  He's too close to try and sneak up for a 
sniper shot of your own, so come in at him fast once you've got him 
targeted.  Once again, I choose Guardian here.  Be very careful not to 
press too far ahead while fighting him though, as this will trigger the 
release of enemies mentioned below.

Once the first MPA is down, the trucks will start rolling again, but 
there's another one waiting just ahead.  He's there to keep you busy 
while a squad of Battle Pods sneak up from behind and attack the 
trucks.  Forget the MPA and go straight for those Battle Pods.  In 
fact, the second you drop the first MPA, pull an immediate 180 and 
cover those trucks.  Get the MPA afterwards.  He won't go for the 
hostages.

Pull forward and you'll see that the road is blocked by a collapsed 
building.  To the right will be a gate door that you will need to blast 
through to get the trucks moving again, but don't do it yet.  Instead, 
continue on without the trucks, clearing out what you can of the 
enemies ahead.  The hostages will be safe.  You'll only run into one 
squad of Battle Pods, but it will also give you a chance to get to know 
the path ahead.

Now, return to the trucks and blast the gate door with a fully charged 
sniper shot.  Once that gate is down and you travel to the other side, 
more Zentraedi will appear in front and behind.  Take out the Battle 
and Missile Pod coming in from behind, as there's only one MPA making 
up the group lying ahead, and he only wants you.

Continue on after destroying the MPA and continue forward, making sure 
to stay well ahead of the trucks, but moving cautiously as well.  Five 
Battle Pods will be coming from two directions to jump you and the 
trucks, so be ready for them.  The three pods coming from the right are 
guarding the path ahead.

Now the trucks will come into a squared out bit of road with buildings 
in the middle and two pathways: the one you came in on and the road 
ahead.  This is the tough spot.  Battle Pods will move in quickly from 
both paths, and you have got to take them out before they kill even one 
truck.  Go for the ones coming from ahead first, then go straight after 
the pods bringing up the rear.  The timing gets thrown off if you do it 
the other way, so don't bother.

Keep on flying ahead of the trucks and engage the next group.  Same as 
before, worry about the MPA last.  Once the MPA is down, who is also 
the last one in this level, another two pods will try to sneak up 
behind you.  When they're down, watch the trucks drive comfortably up 
to the blockade and the day is saved.

Ch. 3 Mission Nine: Party Crashers
Objectives 
- Help Rick Hunter fight off the Zentraedi

Yup, that's right boys and girls.  That's the famous Rick Hunter out 
there, and you're here to give him a helping hand.  Rick's a good 
pilot, but unfortunately, he straight up got jumped right here.  So, 
it's time to haul your butt into that dog fight using Fighter mode and 
bring the pain to those Zentraedi bastards.

You'll start off with several waves of Fighter Pods.  No big deal, but 
they are shooting to kill, so keep up the evasive maneuvers and decoy.  
Make sure you've always got a missile in stock to use as the decoy.

After you've taken down several waves of the Fighter Pods, you'll have 
the unfortunate luck of running into an entire squad of MPAs escorting 
a Cyclops.  This spells trouble if you're not careful and moving quick.  
Luckily, the Cyclops won't be much harder to bring down than a reentry 
pod, so you should be able to make short work of it.  As for the MPAs, 
they seem more preoccupied with Rick, who can hold his own just fine, 
so only worry about them if they've got you in their sights.

Once the MPAs and Cyclops are down, you and Rick decide to go and check 
out Granite City, but that's the next level.

Ch. 3 Mission Ten: The Road To Ruin
Objectives 
- Support Rick Hunter
- Bring Minmei to the concert hall in time
- Protect the concert hall

Alrighty.  We're still flying with Rick here, and that's good, cause 
your going head on to a well defended area.  Battle Pods will come at 
you from front and back once you reach the park area where Minmei's car 
is parked.

Once all of the pods have been destroyed, you'll be given one minute to 
grab Minmei and bring her to the concert hall. Follow the blue arrow to 
get there, but don't waste time fighting en route.  Target whatever 
enemy is directly ahead of you and feel free to take them out as you 
pass by, but don't stop to duke it out.  This will waste too much time.

Once you've dropped Minmei off in the drop zone, stay put and get ready 
to fight.  Your new mission objective will be to defend the concert 
hall from Zentraedi attack. Rick will be there to help you defend the 
hall, but he won't be taking down the Battle Pods as fast as you can, 
so don't count on him to save the day here.  Just as you did in Trouble 
In Graystone, take special care not to let any of your warheads hit the 
concert hall.  Once you've taken down the last attacking squad, Hiro 
and his Destroids will arrive on the scene and the mission is complete.

Ch. 3 Mission Eleven: Deadly Storm (Boss Fight)
Objectives 
- Protect Izzy
- Defeat Kiyora

In this mission, you'll take to the skies with Izzy as your wingmate.  
You've bet set out to hunt down the Zentraedi ace using the Female 
Power Armor, Kiyora.

Generally speaking, the best tactic is to stay in Fighter mode and 
constantly attack Kiyora with everything you've got, using your 
missiles to distract her while you blast her with your cannon.  Though 
taking Kiyora down fast is generally the best way to protect Izzy, 
you'll still need to use some decoy blocking to make sure she see's it 
through to the end.

Kiyora is an easy target when she's blasting your missiles, or letting 
loose some of her own.  When she fires her missiles, deploy a decoy and 
peg her with cannon fire.  When she's using her guns, launch your own 
missiles to distract her and continue with the cannon fire.

Unfortunately, this is a fight that requires patience, as the FPA has 
some very tough armor.  Play it cool and stick to the above strategy 
and you should progress to the next level just fine.  The real trick is 
getting your weapon timing down, but that's something that even the 
best walkthrough can't teach a soul.

When Kiyora's armor is down to about 1/8 of its full power, you'll go 
to the cut scene and end this level.

Ch. 3 Mission Twelve: Graveyard (Boss Fight)
Objectives 
- Pick up Izzy and bring her to the shore
- Defeat Kiyora

Okay, this can be one tough match.  Your first objective is to pick up 
the cockpit from Izzy's crashed VT, highlighted by the green brackets.  
Unfortunately, Izzy is in danger of drowning, so you have to act 
quickly.  My advice is to launch a ton of missiles at Kiyora on your 
way in to the pick up to tie her up for a few seconds and keep her off 
your back.  Once you've picked Izzy's cockpit up, put it down on the 
closest bit of dry land you can find on the shore. .  Once Izzy is set 
down on dry land, she'll be safe throughout the fight.

Now, it's just between you and Kiyora.  Her armor gauge will already be 
somewhat diminished from the previous fight (though not as much as it 
should be, considering the beating you just gave her in Deadly Storm).  
Still, it's a good thing, because Kiyora is pulling out all the stops 
on this one.
 
Just as before, use decoys/chaff, but moreover to defend yourself this 
time.  Use your missiles to keep her busy while counting on your cannon 
as the only means of scoring good hits and piling on the damage.

Now, as this is a ground level with a good amount of places to hide and 
duck behind, some of you may want to fight it out in Battloid mode, or 
Guardian, or in Fighter mode.  Because of the nature of the Graveyard, 
the decision is really up to you, especially since Kiyora seems to 
switch her attack strategy after you've gotten her armor down far 
enough.  You need to see how you can operate best in this environment, 
and take it from there.  Good luck to you.

Ch. 3 Mission Thirteen: Little Mesa Massacre
Objectives 
- Take out the Scout Pods before they can alert the Zentraedi 
- Protect Hiro
- Kill all enemies attacking the bunkers
- Destroy all Reentry Pods
- Eliminate the Zentraedi threat

This mission can be a pretty tricky at first, but once you get the hang 
of it, it can still be pretty tricky.  Stay on your toes for this one, 
because it is quite challenging, but not annoying like Cat Scan. 

The first step is to eliminate the group of Scout Pods waiting at your 
starting point.  Right at the beginning you'll be able to see two Scout 
Pods directly ahead.  As soon as you fire off your first shot, Hiro 
will start moving forward, so, in effect, the first shot will start you 
on a timer.  

You must use a fully charged Sniper shot to take out the Scout Pods.  
Anything less than a full charge will leave the Scout Pod still alive, 
and he will run off to hide.  Within seconds, a damaged or alerted pod 
will call in for reinforcements, and the mission is failed, so there's 
no room for mistakes.

Take out the Scout Pod that you start the level targeting first.  Then 
take out the one on ground level to the right.  Follow the trail Hiro 
sets, but move cautiously. Stop immediately after you target each 
consecutive Scout Pod, go to sniper mode, and blast them down with a 
full charge.  There should be a total of eight, and there is one 
standing by a radar tower at the top of the hill that usually doesn't 
get targeted for some reason, though he will come into plain sight.  
Keep an eye out for him and snipe him down like the rest.

After the scouts are gone, Battle and Missile Pods will start entering 
the area from across the bridge ahead.  After you've taken out the 
first three, Hiro will give you a message telling you he's rigged the 
radio and you need to protect the town.  Plenty more Battle Pods will 
come in on two different paths that lead into the city of Little Mesa, 
and try to catch each squad as soon as they come into view. 

When you catch a Reentry Pod, it's very important to go into Fighter 
mode to get the most power out of your missiles, and blast that sucker 
out of the skies before he can deploy more Battle Pods.  It's much 
easier to keep Hiro alive when you're fighting unarmed transports as 
opposed to well equipped combat units.

Take out whichever Battle Pods do make it to the ground in order of 
their proximity to Hiro.  That Tomahawk is tough, but the Zentraedi can 
be tougher, so stay sharp.  You're going to need his next anyways.

You'll cut to a brief cinema of two Zentraedi officers commanding their 
troops to open fire on the civilian bunkers.  Hiro and yourself storm 
in to save the day.  This is where things get pretty rough.

You're top priority is to defend the bunkers above all else, as Hiro 
and yourself probably won't suffer significant damages in the fight.  
For now, ignore the Reentry Pods to the side, as they're already parked 
and will deploy most of their forces before you can take out one of 
them.  And even if you do take them out quickly, you drain your weapons 
and leave the bunkers open.

Instead, you must eliminate the Battle Pods quickly and concisely.  
Some will come from the path you came in on, which will be kind of 
behind you in this fight.  Most of them will come from the parked 
Reentry pods though.  Take out Missile Pods first, then the rest in a 
group.  

Once you cleaned out the Reentry Pods' units, Hiro will tell you that 
it is now time to go for the Reentry Pods themselves.  Try to rely on 
heavy missile action in Guardian mode with plenty of cannon fire 
backing it up.  Ignore the Battle Pods until you've at least taken down 
the four Reentry Pods nearest you.  There will be more Reentry Pods 
after that depending on how many you took out earlier.  Once they're 
all destroyed, the mission closes.

Ch. 3 Mission Fourteen: The Enemy Within (Boss Fight)
Objectives 
- XXXXXX

I can't really describe any part of this level without spoiling some 
story line, so I'll go for straight out fighting strategy, which isn't 
too difficult.  Stay in Guardian mode, and bombard your enemy with 
cannon fire and missile salvos.  Be careful to dodge his own salvos and 
make sure your shots aren't going to collide with bridges, buildings, 
etc.  You will be defending someone, but unfortunately, you can't just 
pick them up and set them aside like at Graveyard, so you'll have to 
make this fight as quick as possible.  It shouldn't be difficult 
though.  This boss is rather slow and easy to hit.  Just keep on giving 
him a heavy beating.  Have fun.

When you're done, you'll get my favorite VT of them all, the VS-1S.



VI - D. Chapter Four

Ch. 4 Mission One: Goodbye Graystone
Objectives 
- Support the Destroids at the South perimeter
- Protect Hiro's Tomahawk group and hold the North barricade
- Protect the Civic Center
- Find the mayor and bring him to the helicopter loading zone
- Guard the Sea Sergeants until they are ready for takeoff

First off, switch to Fighter mode and boost over to the two Raider X 
units highlighted by the blue brackets.  These are the Destroids 
defending the South perimeter, and you need to back them up.  Once 
you're close enough to them, drop back to Guardian mode and engage the 
incoming Battle Pods.

As the Reentry Pods enter the scene, go to Fighter mode again to make 
the most effective use of your missile supply.  There will be plenty of 
targets in this level, so making your weapons as powerful as possible 
will help you keep an edge throughout the fighting.  Taking out the 
Reentry Pods before they can disperse their units will help to maintain 
that edge.

Once you've taken down several Reentry Pods and Battle Pod teams, 
Commander Chase will give you your new objectives.

Now, fly up to the opposite side of town and stop at the North 
barricade.  Jack will tell Chase that Hiro's unit is missing when you 
arrive there.  At the same time, Battle Pod teams will start seeping in 
from around the hill.  Eliminate all enemies trying to push through, 
but watch out for those coming in from behind you as well.  After the 
two Battle Pods come down the hill behind you, Reentry Pods will start 
arriving on the scene again.  Repeat what you did with the first batch 
to fight these guys off.

Enemy units will start coming in from multiple directions, and you have 
to take them as they come.  Try to save missiles for the Reentry Pods, 
as taking them down before they deploy will help you a great deal.

After a great deal of fighting, Hiro's unit will show up on the scene, 
and he will finally start helping you out.  Continue fighting until you 
hear the mayor say he sees the choppers.  Then proceed towards the 
radar tower where the mayor will be waiting, highlighted by green 
brackets.  Pick him up in Guardian mode and quickly drop him off in the 
helicopter loading zone, but don't stop fighting.  You'll have to 
continue holding the Zentraedi units off until the helicopters have 
safely departed.

Once you drop off the mayor, hang above the helicopter loading zone and 
fight off any incoming Battle Pods.  Destroy Reentry Pods if you have 
enough missiles and there aren't any enemies attacking behind you, 
otherwise, just concentrate on the Battle Pods.  After you've taken 
down the last Zentraedi units, the helicopters will lift off and the 
mission is complete.

Ch. 4 Mission Two: Narrow Escape
Objectives
- Protect the Sea Sergeants

Yes, now we have the unfortunate duty of escorting those Sea Sergeants 
through the hills and valleys, occupied by dozens upon dozens of well 
armed Zentraedi.  It sucks to be on guard duty yet again, but if you're 
looking for a fight, there's definitely one here.

Battloid is not an option here, and Guardian is good for a steady 
offense, but you need to use Fighter mode for the best effect.  One 
salvo of missiles can destroy a Battle Pod, and you can launch 
decoys/chaff to protect the Sea Sergeants.  Use the Fighter mode's 
extra missile power and steady bursts of cannon fire to help bring down 
the Reentry Pods you come across.  Plus the speed will let you hit 
enemies well away from the helicopters' location, quickly.

Fly through the little valley forged by the hills, attacking every 
target as they come into view.  The Fighter modes' weaponry will make 
quick work of everything if you maintain good accuracy, and that's very 
important here, as you haven't much time to waste on any single 
opponent.

No enemies will appear behind the choppers early on unless you let a 
Reentry Pod get behind you.  A little further in to the valley, you 
will have at least three encounters with these units, and some will try 
to land right behind you and/or the choppers.  Keep an eye on the radar 
and double back towards the helicopters if you suspect an enemy radar 
contact could be possibly closing in on them.  The Fighter mode speed 
will allow you to fly back and forth every time you suspect something 
while still allowing you to clear the path ahead at a decent pace.

Enemy Battle Pods will still be dispersed throughout the course, and 
it's your job to make sure you clean those ones out long before the 
helicopters arrive in that area.  Those Sea Sergeants are not strong, 
and you only have to lose one to bite the dust.

After you've come into an opening with destroyed Reentry Pods, live 
Battle Pods, and plenty of smoke, the Sea Sergeant Captain will come on 
the radio and inform you that one of the units has taken too much 
damage and must set down.  This happens no matter how well you protect 
them.  Make sure all enemies in the opening are wiped out, and watch 
for incoming Reentry Pods, still using Fighter Mode for the most 
powerful punch.

The Reentry Pods will come in from above the hills on the path in front 
of you, and to over the hills to the left as well.  You can take them 
both out very easily with Fighter mode or Guardian, but do it before 
they land.  After they have been destroyed, wait for the parked 
helicopters to lift off again.  Then the mission continues.

Continue on and you will make visual contact with enemy units as soon 
as you fly across the bridge.  Destroy the incoming Reentry Pods and 
the active Battle Pods before they can do much damage.  Try to take out 
the Battle Pods on your first pass in, and take note of the one on top 
of the hill to your right acting as a sniper.  But if you don't get 
them then, forget about them until you have destroyed the Reentry Pods.  
They are your main target.  

With that last batch of Zentraedi dead, the mission is all done and 
finished.  For guard duty, that's not too bad.

Ch. 4 Mission Three: Burning Bridges
Objectives
- Protect the bridge until the convoy has made it across

Unfortunately, for guard duty, this one really sucks.  You'll be 
guarding a large bridge that seems to be the only means of escape for a 
large group of civilian transport trucks.  You will have multiple 
enemies attacking the bridge, including Fighter Pods from above, and 
Battle and Missile Pods from below.

Unfortunately, there are so many enemies and so many threats to that 
bridge that you pretty much must remain in Fighter mode at all times, 
and try to keep your missile count up enough so that you have plenty of 
decoys/chaff to launch.  You can try to take the enemies as down as 
fast as humanly possible, but they'll still launch plenty of missiles 
first.  Decoy is what will save you here.  And, if you must switch to 
Guardian, remember that pushing down on the directional pad puts you 
into a hovering Guardian mode, so that way you won't creep forward and 
past your enemies, wasting time and armor.

There's a team of Destroid units that will be of some assistance to 
you, but do not rely on them at all.  The most you can really hope for 
is for one of them to take down an enemy that you hurt pretty bad but 
didn't finish off.

Now, the Reentry Pods add another problem, but here's the solution to 
this nightmare.  The key to winning this level is pretty much this.  
Take out all Reentry Pods before they can touch down.  Use cannon fire 
to destroy Fighter Pods, saving your missiles for the Reentry units and 
for decoy.  If Battle Pods to make it out and move in on the bridge, 
they must be destroyed immediately.  These Pods will do nothing more 
than park right in front of the bridge and sit there, cannons blazing.

The enemies will continually pile on and on, but you must protect that 
bridge until all trucks have made it across.  It's tough as hell, but 
after a few rounds, you'll learn just how to manage your weapons and 
know which enemies to attack at what times in this very sensitive 
level.  And obviously, you'll need very good missile capability, so use 
a VF-1J or 1S.

Ch. 4 Mission Four: Double Agent
Objectives
- Find the Zentraedi spy
- Bring the capsule back to the drop zone before it is overrun
- Defend the Sea Sergeant

Ah, covert ops.  Top secret missions.  Good for the story line, so 
that's why we're not going to get any further into that aspect.

Move away from the green dot on your radar and your equipment will 
immediately show plenty of enemy contacts before getting jammed.  So, 
you obviously know that you are heading directly in to a large 
Zentraedi force.

As you round the corner, which I prefer to do in Fighter mode, you will 
be able to target as many Battle Pods as your VT's targeting system can 
handle.  Also note that the Scout Pod jamming your radar is hiding 
behind the rocks on the right hand side.  If you launch your missiles 
in Fighter mode, usually all enemies you did target will be destroyed 
without any assistance from the cannon.  After your initial salvo, mop 
up what's left of the Battle Pods in this area and continue on.

Up ahead, there will be two paths.  On the path to the right is a 
Battle Pod who can easily be targeted and destroyed from a distance.  
If you go into the path on the left a bit and look at the center 
divide, you'll see the next Scout Pod responsible for messing with your 
gear.  Take this easy target down to clear up your sensors.  Now, since 
you took the left path, you'll be able to see a Missile Pod far off on 
the ground level, right past the Scout Pod.  Take him out from this 
distance and he'll never even know what hit him.

Follow the blue arrow further up into the hills, but be careful not to 
move too fast, as another team of Zentraedi will come into visual 
contact at about the same time they show up on radar, and it's easy for 
them to get the jump on you.

Keep on flying through the canyons, taking out all enemy units until 
you reach.  I find that an initial strike in Fighter mode, followed up 
by some mop up action in Guardian works best for dealing with these 
groups of enemies.  Eliminating the Scout Pods really isn't important 
until all other enemies have been destroyed, but if you've got one in 
your sights, be sure to take him down.

After several skirmishes, you will encounter your spy contact.  He will 
give you the capsule which you must return ASAP to the drop zone.  You 
have Three Minutes Thirty Seconds (3:30) to return this object, and 
there will still be more plenty more pods waiting for you.

Grab that canister and don't take your finger off the boost button.  
Follow the blue arrow and take down any Zentraedi you're going to fight 
on the first run.  Don't double back to take them out.  Keep a high 
altitude for clearance over some of the hills to cut corners and a 
bird's eye view on enemy targets.

Once you've dropped off the capsule, your timer will reset to one 
minute.  This is ETA and departure time for the Sea Sergeant that will 
be coming in to pick up the capsule.  Defend the chopper against the 
Missile Pods coming in from the hills above the base and destroy the 
Reentry Pod before it can land.  Once again, decoy is what will save 
that chopper while you blast the Missile Pods down.

Ch. 4 Mission Five: Hidden Agenda
Objectives
- Find and destroy the Scout Pods in order to locate the Shuttle convoy

I, personally, happen to really like this level.  This is where I got 
my Robotech Marksman award, which unlocks the very cool Stealth paint 
scheme, along with my Tuna Head award, which happens to unlock one of 
the few really cool Versus mode options, the FPA.

Your objective here is to destroy the eight scout pods placed 
throughout the level.  Many will be hiding inside the hollow hulks of 
destroyed Zentraedi cruisers.  Others will be hanging around just 
outside one, or a little out into space.  Regardless, all of them have 
a moderate escort, and there are plenty of enemies that respawn to no 
end.  However you'll be able to use this to your advantage a little 
later.

For now, at the very start of the level, dip your fighter down a bit 
and hit a targeting button.  There you will find your first Scout Pod.  
Since they're stationary until hit, one salvo in Fighter mode should 
take them out no problem.  If you pull up just a bit and bank right, 
you should automatically target the next Scout Pod.  From there, you'll 
have to use something of a trick. 

To home in on the Scout Pods, you're going to have to fly into an area 
where your radar is jammed.  So, if you start flying in one direction 
and your radar clears up, you know you're not headed towards a Scout 
Pod, and need to turn around.

Once there are only four Scouts remaining, Male Power Armor units will 
enter the scene, two at a time.  Now, this takes some practice, but 
sooner or later you'll learn how to fight an MPA in Fighter mode until 
he's only got one or two more hits left, then spring into Battloid, 
instantly go into Sniper mode, and take the shot.  When you get that 
trick down, you can take out ten, twelve, even fourteen or more MPAs 
every time you go through this level.  I found this to be the quickest 
way to get the Robotech Marksman award, but make sure you've destroyed 
all enemies that will not respawn first, and try to get destroy all the 
Scout Pods except the very last one.  Chase will tell you when you hit 
that mark.

When the last Scout Pod is down and you've had your fill of trashing 
MPAs, the mission is a success.

Ch. 4 Mission Six: Mutiny
Objectives
- Destroy all six Shuttlecraft before they get away
- Disable the mutiny ship

Now, I've heard a lot of different remarks on this, but when I 
completed this level, I received the FAST Packs armor upgrade.  Most 
gaming sites say you have to unlock Chapter 5 to get them, but I sure 
didn't.  So here's hoping you do.  They're of great help in getting 
those awards mentioned in the previous mission.

Anyways, this level is rather direct.  There are six Shuttlecraft.  
Destroy them.  Once they are down, Chase will instruct you to eliminate 
the turrets on the Zentraedi cruiser.  Once this is complete, the level 
is done.  Pretty easy.

Ch. 4 Mission Seven: Backlash
Objectives
- Destroy the Shuttle column before it reaches the supply depot

This level has the benefit of you not needing to protect anything, but 
unfortunately, you have to chase down shuttles, which can be kind of 
frustrating if they slip by you.  But that's the key.  Make sure they 
don't slip by you.  You have to try to stay on the lead shuttle, and 
work your way back from there, standing right in front of their goal.  
Use Fighter mode to bombard them with your missiles and cannon fire.

There are a ton of shuttles, and plenty of Missile Pods to take you 
down, as well as Missile and Laser Ground Turrets.  Take out the 
Missile Pods and turrets that pose an immediate threat, but try to 
avoid missile use.  You've got to keep taking those shuttles down 
before they get too far out.

Destroy all the shuttles and the level is complete.

Ch. 4 Mission Eight: Lightning Strike
Objectives
- Destroy the Reentry Pods
- Destroy the Shuttlecraft
- Use the sniper mode to destroy the Protoculture supply

You'll start off in the hills on this level, and I suggest Fighter 
mode.  There will be plenty of Missile Turrets ready to bombard you 
with countless salvoes.  I make it my first priority to clear out as 
many of these as I can before attacking the main targets.

Now, you may come upon the main targets in any particular order, and 
that's fine.  Here's what you'll do in the three different instances.

-Protoculture Crates
I usually run into the Protoculture crates first, even though it's a 
bit out there in the level.  The crates are initially guarded by a 
Battle Pod and a Officer's Pod, though this one is no where near as 
tough as Skarrde's.  Take them out and quickly change to Battloid to 
snipe down the crates.  You must move very quickly as there will be 
constant waves of Battle Pods moving in to drive you off.  You're 
likely to take some good damages here, so you'll have to be careful for 
the rest of the flight.

-Reentry Pods
The Reentry Pods are relatively easy targets.  You can do high speed 
strafing runs in Fighter Mode to eliminate the Reentry Pods and their 
Battle Pod guards.  The Reentry Pods won't take off or anything, their 
just sitting ducks.

-Shuttlecraft
The Shuttlecraft seem to be a little better defended than the Reentry 
Pods, but they too are just stationary targets.  Once you've destroyed 
these, or whichever is the last of the three targets, the mission is 
over.

Ch. 4 Mission Nine: None Shall Pass
Objectives
- Hunt down and destroy all Male Power Armor units

At the very start of this level, you'll see several enemy contacts on 
the edge of your radar.  Move in cautiously towards them.  Male Power 
Armor units will be waiting ahead to snipe you with that powerful beam 
cannon they have, so keep moving and try to avoid flying straight for 
too long.

Most likely, you'll target an MPA for off a top a hill first.  This one 
seems perfect for sniping down, but another MPA will be closing in on 
you fast, so wait a bit before taking down the MPA on the hill.

Once those two are down, you can push forward.  Battle Pods will try to 
push in from the path ahead, but you and the Destroids on hand can make 
short work of them.

There will be another two MPAs up ahead, and these two also work 
together.  There will be on to each side of you, and they want you to 
attack one while the other snipes you to shreds with his beam cannon.  
Move fast and try to stay close to both of them so they can't use their 
beam weapon.  With those units down, the level is done.

Ch. 4 Mission Ten: Vengeance (Boss Fight)
Objectives
- Defeat Gorian

Gorian packs a real punch, but once you learn his patterns and 
maneuvers, this can be a very easy fight.  He uses a black Male Power 
Armor suit with the standard weaponry, but his unit has much more 
fortified armor, so he can a bigger beating.

As with any MPA, he will try to get some distance from you so that he 
can use his laser beam cannon to get rid of you quickly.  The key to 
this entire fight is knowing when he will fire and knowing when to 
dodge it.

For the most part, you and Gorian will be fighting it out in the air.  
Gorian will quickly move around, and after a while, he will choose a 
spot to land.  He always lands in one of four areas, and once he has 
touched down, he will snipe at you until you have closed in on him and 
made the distance between the two of you too short.  Watch him do this 
and learn the patterns and landing locations, and you will be able to 
take him down time after time, which will win you the Gold Nova award 
if you do it three times.

I've found that Guardian and Fighter modes work best.  Use Guardian 
while he is in the air so that your missiles can quickly home in and 
make contact with him, then switch to Fighter mode when he lands to 
dodge his blasts and coat him with heavy missiles.  Gorian is a breeze 
once you've got his patterns down.  I've actually taken him down 
without getting hit once.

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