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Macross: Digital Mission VF-X 2 - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Macross: Digital Mission VF-X 2 - Strategy Guide (Page 01).

				Macross Digital Mission VFX-2 FAQ/Walkthrough.
				     		Developer: UNiT Inc.
					 Released by: Bandai Visual Inc.
                    Walkthrough by: Jeffrey Wong 
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		This document is copyright (c) 1999, Jeffrey Wong, all rights reserved.

******Please Note******

This FAQ is for Private and Personal use only and must not be used for Profit or Promotional gain. 
No part of this FAQ should be incorporated, reprinted, or edited without the Author's express 
approval. Please ask my permission before distributing it on the internet.

If you would like to contact me with corrections, advice, or any other comments, please do so using 
the E-mail address above.

Jyaa ne!!
Jeff.
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Contents:

1.) Version
2.) Introduction
3.) Menu/Options
4.) Story
5.) Characters
6.) Variable Fighters
7.) Fighter Modes
8.) Controls
9.) Game Screen
10.) Missions Walkthrough
11.) Special Thanks

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Version 1.0:
First draft, This is the absolute bare-bones version, I chose to focus on the Mission Walkthrough 
alone, and forgo the translation and other miscellaneous (but interesting stuff). 

Version 1.1: With the help of some new friends, i managed to get the whole FAQ spell-
checked...hehehe, my grammar and spelling were so horrible that i had to get outside help!
as such, the "Special Thanks" section has been updated.

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Introduction:

"Macross Digital Mission VFX-2" is Bandai's latest attempt to cater to the legions of PSX gamers 
who are fans of the hugely popular anime series, "Macross", otherwise known as "Robotech" to it's 
North American audience.

The first game in the series was shoddily done and didn't recieve good reviews. Mainly due to 
problems with the graphics, control, story and game engine. being a "Macross" fan myself i was 
sorely dissapointed with the game and looked forward to a better job on the sequel, that was almost 
2 years ago, and finally my day has come. 

After playing this game for 2 day straight, i must admit that at first i wasn't too pleased with 
the controls, but i grew to realize that it was the best possible way to give the gamer a feeling 
of being in the Anime itself. Once i realized that, i started enjoying the game more and i've grown 
to love almost every aspect of it. Bandai truly outdid themselves this time. O-Medetou!!....but i 
still wished that they could have incorporated some of the elements of my two other fave games 
"Omega Boost" and "Ace Combat 3: Electrosphere". Both games had superb control and great graphics.

If you're reading this, chances are that you have bought the game...good, i'm pretty sure you'll 
enjoy it as much as i did (and still do!). And there's also an equal chance that you're playing the 
Japanese version, since the U.S version doesn't come out for a while...That's even better, I'm a 
firm believer that games, like anime, from Japan....should stay in it's Original Format...it's 
always better that way!

Well, i haven't even started the FAQ, and i'm already boring you (that's for later on!!)...Feel 
free to use this and any of my other FAQs and Reviews to cure your insomnia! = )

"Ganbarru Na!!"
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Menu and Option Screen.

******Game Start******

1.) New Game - Starts new game, choose from 3 difficulty modes:

a.) Easy - Minimal damage from enemy attacks.
b.) Normal - Normal damage from enemy attacks.
c.) Maniac - Maximum damage from enemy attacks.

2.) Load Game - Load game from Save Block on Memory Card.

******Options******

1.) Sound: Stereo/Monaural

a.) Stereo: 
Two Channel Sound (Left/Right), for use with newer T.Vs that utilize AV-Plug ins

b.) Monaural: 
One Channel only sound, for use with older T.Vs that have only a RF-Input.


2.) Settings:

a.) Button Change:
In this menu, you have the option of changing your button configurations to suit your individual 
preferences

b.) Control - Arcade/Simulation

Simulation Mode:
This setting is Default as it is the most familiar and easiest way to pilot the fighter, Movement 
in any direction is performed by rolling the fighter in the direction you want and pulling back on 
the stick.

Arcade Mode:
This Setting is a bit more confusing, you are able to move the fighter by pressing the stick in any 
direction you choose, however, once the fighter reaches the limit of it's axis, you will need to 
press the stick in the opposite direction to continue. e.g: If you wished to perform a Loop-de-
Loop...you would pull back on the stick causing the fighter to turn upwards, once the fighter is 
straight up, it's movement will stop, and you'll have to push in the opposite direction (down) in 
order for the fighter to continue the loop.

Forward View - Enable/Disable

Enabled: ???
Disabled: ???

3.) Calib:
This is an option to calibrate your Analog Sticks for control sensitivity, Even though cursors for 
both Sticks appear on the screen, only the "LEFT" stick is utilized in this game. Surrounding the 
"LEFT" cursor should be a pale blue circle, pressing "L1" causes the circle to diminish, while 
pressing "R1" cause the circle to enlargen. Move the "LEFT" stick around on the screen while 
increasing/decreasing the sensitivity, to a setting you feel comfortable with.

4.) Exit:
Well, Duh!!...you don't really need me to explain this one do you?

******Special******

a.) Gallery 1 - Gallery of CG Images from The opening Cinema
b.) Gallery 2 - Unlocked after finishing the game once, More CG Images of the Valkyrie Fighters
c.) BGV - Background Video??...a demo video of two valkyries dog-fighting. Unlocked after finishing 
the game once, 
d.) Exit - Hmmm....wonder what this does?


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Story: (My Japanese is a but rusty, so please forgive me if there are any translation errors)

In the year 2050, 10 years after the "Sharon Apple" incident on Eden (Macross Plus), The peaceful 
atmosphere of a deep-space colony was shattered by a group of terrorists. The U.N Spacy government 
decided to send in the Special Forces "VF-X Ravens" squadron to protect the colony.

A terrifying new device has just been developed...One that could tip the scale of combat in the 
favour of the side which controls it. This new device was created by the "Critical Path 
Corporation", under the orders of their president, "Manfred Brando". The device has the ability to 
jam all Weapon Systems rendering them utterly useless. 

The terrorist group that attacked the colonies is known as the "Black Ravens", led by their 
fearless leader "Timoshie Daldahnton"...Codenamed the "All Kill Wizard". Their goal is to rule the 
galaxy, and the only thing standing in their way is the combined might of the U.N Spacy forces. 
This new device could change that...

As Ace Pilot, "Aegis Focker", it is up to you and the VFX Raven's "Alpha Squadron", to defend the 
colonists from the terrorists and stop them from using the device to annihilate the U.N forces. You 
will get to pilot the most advanced Variable Fighters in the U.N arsenal, and fly into the face of 
danger with your wingmen right beside you. However, things are not as they seem...There is a 
traitor among the ranks, someone who sympathizes with the terrorists, and has a hidden agenda of 
their own...Who could it be?...Your mission controller?, your wingmen?, your captain?...maybe even 
your commander?

The only way to find out is to play through the entire game!, there are a few key events that will 
pop-up in the course of your missions, where your choice of action determines the path the story 
will take and the kind of ending you recieve. Can you save the colonists, stay loyal to your 
friends, defeat the terrorists and stop the SDF Macross all at once?...it all depends on the path 
you choose...

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Characters:

1.) Captain "Aegis Focker":
Ace Pilot, transferred to the 727th Independent VF-X unit's "Alpha Team" for flight testing on 
April 9th, A.D 2050 by the United Nations Govt. He is the character whom you will be controlling 
throughout the game.

2.) Commander "Wilbur Garland":
Commanding officer of the VFX-Raven Squadron, assigned by the U.N Spacy government to protect the 
colonists from the attacking terrorist group. He delivers all of your mission briefings and gives 
you vital information on your targets.

3.) Captain "Gilliam Angreat":
Ace Pilot and Flight Leader of "Alpha Squadron", He rags on the newbie, "Aegis", when he first 
joins the "VFX-Ravens", but soon begins to respect his skills and fighting abilities after a while.  

4.) "Syun Tohma": 
1 of 2 new team-members of the VF-X Ravens "Alpha Squadron", re-assigned to this post after 
previous flight crew was reported MIA. 

5.) "Suzie Newtlet":
2nd Pilot re-assigned to the VF-X Ravens "Alpha Squadron", assigned under your command as a wingman 
(err...wingwoman = ).

6.) "Mariafokina Barnrose":
Mysterious Ace Pilot who shares a hidden past with Capt. "Gilliam".

7.) "Timoshie Daldahnton" (Timothy Dalton? = ):
Codenamed "All-Kill Wizard?" Leader of the Terrorist Cadre known as the "Black Ravens", and pilot 
of the Black VF-17 "Nightmare".
 
8.) "Manfred Brando":
President of the "Critical Path Corporation" and pilot of the Red VF-17S "Nightmare" (The version 
assigned to team leaders. With four head-turret-mounted rear anti-aircraft laser guns and improved 
engines). "Brando" was the inventor of a new device that can disrupt the lock-on functions of enemy 
fighters.

9.) "Eimi Clocks":
Green-haired Secretary of Cmmdr. "Wilbur Garland", she helps deliver your missions briefing and 
gives you information vital to succesfully completing your mission.

10.) "Brigitte Spark":
Dark-Haired Missions controller for "Aegis", and also his love interest? = )

11.) "Clara Callete":
Mission controller and contact for Captain "Aegis Focker", yet another of his love interests? = )


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Variable Fighters:

There are a few new additions to the flight list from the previous Macross VFX game, as well as 
special fighters that can only be unlocked after finishing the game and saving to the memory card.

1.) VF-1X-Plus "Valkyrie"
Manufacturer: StoneWell/Bellcom
Type: All-environ variable fighter and tactical combat battroid. Modernized version of the "VF-1 
Valkyrie", with completely upgraded materials, avionics and power plants.

Main Weapon: 
a.) Gun Pod.
Sub-Weapons:
a.) Standard Missiles
b.) Micro Missiles
c.) Chaff

2.) VF-11B "Thunderbolt"
Manufacturer: Shinsei Industry 
Type: U.N Spacey/UNSAF main variable fighter. This version has a lengthened barrel on it's anti-
aircraft gun, one window on main sensor, and increased engine thrust. First deployed on 37th 
long-distance immigration fleet.

Main Weapon:
a.) Gun Pod.
Sub-Weapons:
a.) Standard Missiles
b.) HI-Manouver Missiles
c.) Chaff

3.) VA-3M "Invader"
Manufacturer: Northman Grumman
Type: All-environ variable attack craft. This version is equipped with forward-looking infrared 
sensor and aircraft television camera on lower nose. Can be converted for all-weather observation 
capability by adding electronic equipment systems.

Main Weapon:
a.) Beam Gun
Sub-Weapons:
a.) Standard Missiles
b.) HI-Manouver Missiles
c.) Micro Missiles

4.) VF-1X-Plus "Super Valykrie"
Manufacturer: StoneWell/Bellcom
Type: Similiar to the "VF-1X-Plus Valkyrie", with the exception of an added Fast Pack System, 
allowing increased speed and manouverability and the ability to "Fold".

Main Weapon: 
a.) Gun Pod.
Sub-Weapons:
a.) Standard Missiles
b.) Micro Missiles
c.) Chaff

5.)  VF-17D "Nightmare"
Manufacturer: General Galaxy
Type: UN Spacy special operations variable fighter and heavy battroid, Mass produced version 
currently in UN Spacy service. Two head-turret-mounted rear anti-aircraft laser guns and improved 
FF-2100X engines.

Main Weapon:
a.) Laser Gun Pod
Sub-Weapons:
a.) Standard Missiles
b.) Hi-Manouver Missiles
c.) Mega Bazooka Launcher
d.) Chaff

6.) VB-6 "Konig Monster"
Manufacturer: Northman Grumman
Type: Variable bomber and heavy destroid, with Plasma Cannons. 

Main Weapon:
a.) 30mm Vulcan Cannon
Sub-Weapons:
a.) Standard Missiles
b.) Micro Missiles
c.) Grenade Crusher
d.) Rail Gun

7.) VF-19A "Excalibur"
Manufacturer: Shinsei Industry
Type: UNAF/UNS main advanced variable fighter. First regular production version with canard forward 
wing.

Main Weapon:
a.) Gun Pod
Sub-Weapons:
a.) Standard Missiles
b.) Hi-Manouver Missiles
c.) Cluster Missiles
d.) Pin Point Barrier System

8.) VF-22 "Sturmvogel II"
Manufacturer: Shinsei Industry
Type: UNS special operations variable fighter. developed from General Galaxy YF-21 design after UN 
Forces' decision not to adopt the earlier design as the main variable fighter in the 
Super Nova (AVF) competition.

Main Weapon:
a.) Beam Gun Pod
Sub-Weapons:
a.) Standard Missiles
b.) Micro Missiles
c.) Cluster Missiles
d.) Pin Point Barrier System

9.) VF-1X-Plus "Armored Valkyrie" with G8P-15 Protector Weapon System.
Manufacturer: Shinsei Industry
Type: Special valkyrie fighter equipped with heavy battle armor and fixed in Battroid Mode (Non-
Variable Fighter)
NOTE: "Armored Valkyrie" becomes available in the Mission: "Die Zuaberflote" after finishing the 
game once and saving to the memory card.

Main Weapon:
a.) Gun Pod
Sub-Weapons:
a.) Standard Missiles with Rapid-Auto Launch!! 
b.) Grenade Crusher

10.) VF-11B "Full Armored Thunderbolt" with Protect Armor System.
Manufacturer: Shinsei Industry
Type: Special Thunderbolt fighter equipped with heavy armor and trnasfixed in "Battroid" mode.
NOTE: "Full Armored Thunderbolt" becomes available in the Mission: "Moby Dick" after finishing the 
game once and saving to the memory card.

Main Weapon:
1.) 6 Barrel Gatling Gun Pod
Sub-Weapons:
1.) Micro Missiles
2.) Grenade Crusher
3.) Nuclear Missile

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*******Variable Fighter Modes******

1.) Fighter - Your standard Jet-Fighter configuration. Used primarily for Aerial combat.

2.) Battroid - ??????, Mech (Giant Robot) configuration. Used primarily for ground missions, or 
mech to mech combat in mid-air. This mode only allows ou to use your guns as a weapon.

3.) Gerwalk - Ground Effective Reinforcement of Winged Armament with Locomotive Knee-joint. This 
mode is basically a hybrid of a jet-fighter and mech. It maintains the appearance of a jet, but the 
thrusters become the legs and are pointed downwards allowing mid-air hovering. Used for ground 
missions and low altitude fighting, where both missiles and guns are needed.

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Controls:

Triangle - Sub-Weapon Select
Square - Fire Sub Weapon (Missiles - Hold down to Lock on, Energy Weapons - Hold down to Charge)
Circle - View Change (Toggles between Missiles and Enemies...not sure how it works yet)
X - Fire Main Guns
L1 - Accelerate in Fighter Mode (Jump in Battroid Mode, Forward Thrust in Gerwalk Mode)
L2 - Deccelerate in Fighter Mode (N/A in Battroid Mode, Reverse Thrust in Gerwalk Mode)
L1+L2 - N/A in Fighter Mode (Hover in Battroid Mode, Strafe ability in Gerwalk Mode)
R1 - Transform Variable Fighter in forward order (Fighter, Battroid, Gerwalk)
R2 - Transform Variable Fighter in reverse order (Fighter, Gerwalk, Battroid)


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Game Screen:

Your Variable Fighter will always remain centered in the middle of your screen and you will have to 
pilot it from a rear camera view. 

In the Upper-Left corner of the screen is your "SCORE" and it keeps track of points earned for 
destroying enemies in the mission.

In the Upper-Right corner of the screen is your "MISSION TIME" and it keeps track of the time 
elapsed since you began the mission in Minutes, Seconds, and Milliseconds. There is no time limit 
in any of the missions, it's just a reminder that you're spending way too much time playing this 
game = )

In the Upper-Right corner of your screem below the "Mission Timer" is your current "VIEW", you can 
toggle this view between "MISSILE/TARGET", by pressing the "Circle" button, though i have no idea 
what it's used for as of this moment.

In the Lower-Left corner of the screen is your "THRUST" power, measured by a percentage of either 
25%, 50%, 75%, or 100%. This is accompanied by a coloured bar which shows actual speed, this 
changes depending on the type of fighter you're currently flying. The "THRUST" meter is only 
present when in "Fighter" Mode, as both "Battroid" and "Gerwalk" modes do not utilize Thrust 
capabilities. 

In the Lower-Left corner of the screen are 3 items:

1.) Shield Power (Blue Bar) - This bar represents the amount of life you have left before your 
valkyrie is destroyed, every direct hit upon your fighter will result in a decrease of the meter, 
The rate and amount of decrease depends on the Difficulty setting and the type of Damage that is 
inflicted upon the Valkyrie. Once the blue bar is completely depleted the Valkyrie Fighter will go 
*Boom!!...Crash!!*

2.) Main Weapon Status (Yellow Meter) - This bar gauges the amount of ammunition that you have 
remaining in your main weapon, the number of rounds is listed above the bar, but it is too small to 
see properly, so you will have to rely on the Bar for a graphical idea of how many rounds you have 
left.

3.) Sub-Weapon Status (Yellow Meter) - This bar is directly beneath your "Main Weapon" gauge and 
represents the amount of munitions you have left for each respective Sub-Weapon, just toggle 
through your sub-weapons by pressing "Circle" and the bar will change to represent each. 

******Sub-Weapon Messages******

a.) EMPTY - You're out of ammo for this particular weapon and just plain out of luck = )
b.) RELOAD - This is the message you see after firing particular weapons that need time to re-
charge or reload, like "Chaff", "Rail-Guns", or the "Mega Bazooka". The reload process is automatic 
and takes anywhere from 1 to 10 seconds depending on the Sub-Weapon. A good piece of advice is to 
never be caught reloading your weapon when you're surrounded by multiple enemies.
c.) NO USE - The Sub-weapon you have currently selected cannot be used in this particular mode, you 
will need to change to a specific mode in order to use the weapon, 

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Mission Walkthrough:

Missions: 

1.) Gigant Lullaby (Gigantic Lullaby?...Giant Lullaby??)
2.) Wizard of OZ 
3.) Die Zauberflote 
4.) Snow White
5.) Moby Dick
6.) Singin' in the Rain
7.) Pinnochio
8.) King and I
9.) Mary Poppins
10a.) On the Town
10b.) Easter Parade
11a.) Love Goes Away
11b.) My Fair Lady
12b.) Final Mission: SDF Macross

Mission 1: "Gigant Lullaby" - August 15th, A.D 2050
A training mission to test your skills in a simulation attack against the SDF Macross, and the 
unmanned "Ghost" fighter.

Choose your fighter:
1.) VF-1X-PLus "Valkyrie"
2.) VF-11B "Thunderbolt"

(Opening Scene) - Low earth orbit, the 4 fighters of Alpha Squadron prepare for atmospheric entry. 
As the newest member of the team, you are assigned as wingman to Capt "Gilliam Angreat", who 
doesn't like you too much and calls you the "Cherry Ace" = )
After much bickering, Alphas 2 and 3 break off to attack another target as you prepare to assault 
the SDF Macross and the Ghost Fighter.

As the stage begins, the auto-camera will instantly point you in the direction of the approaching 
enemy. A squadron of 5 fighters will be flying slowly towards you, select missiles as your sub-
weapon, aim the red targetting reticle in the general direction of the enemy and press and hold 
"Square" to Lock on. After closing into attack distance, you will hear multiple "pings"...keep 
holding your position so that your valkyrie will be able to triangulate the enemy's course and 
speed. If either you or the enemy breaks away, the computer will have to re-triangulate. After a 
few milliseconds, the computer will display purple triangles and crosshairs on each of the enemies 
you have sucessfully targetted...Keep the target in your sights till all of your missiles have a 
definite lock on, then release the button. you will see your missiles arcing towards their 
respective targets.

After releasing a salvo of missiles, don't wait, press and hold "Square" immediately to lock on to 
the enemies once again...chances are that they will either avoid the first salvo or you will need 
multiple hits to destroy them. In fact, it's a good idea to always keep you thumb firmly planted on 
the "Square" button at all times as you will almost always use missiles (shooting 'em with your 
guns is tough and painstaking). A blue shockwave will appear for each direct hit of your missiles 
on an enemy fighter, whereas little sparks will indicate direct hits by your Guns or Lasers. While 
you're fighting the enemies, you will notice another fighter flying around shooting up the place, 
that plane is piloted by Capt. "Gilliam" and if you're too slow, he'll take all your kills. 

After your initial attack, the squadron will break apart, and you will have to deal with the 
remaining fighters one by one. The computer will automatically target the nearest one and keep him 
in your sights (Green Reticle), if he flies out of your view for more than a second, the camera 
will automatically change your view so that you will always have him in your sights. Yellow arrows 
on your HUD indicate the remaining enemy fighters and their general direction, just steer towards 
any of these arrows and you will encounter another enemy. Although the computer prefers it if you 
take them out one by one, you will still be able to shoot enemies that are not in your current 
view, as long as you hear lock-on tones, then by all means...fire away!

Depending on the difficulty you are playing on, and how much time you waste flying in circles...The 
enemy fighters will occasionally fire off a salvo of missiles, usually in groups of 6 or more. Red 
Triangles will appear on the rim of your HUD indicating the direction and number of the incoming 
missiles. You won't really have to worry about them too much as they usually miss, but if they are 
heading straight for you, then start rolling and banking, just like in the Anime, you will be able 
to fly in between and dodge each missile as it comes...Cool Neh!?...

But, just in case your reflexes aren't too good, or you have about 60 enemy missiles on screen at 
the same time (it happens, trust me)...then select "Chaff" as your sub-weapon by pressing 
"Triangle". Anytime you see the warning light appear, indicating incoming missiles...and your 
approaching demise...press "Square" to release the chaff, it looks like glittering star dust, and 
it always drive the missiles nuts!...causing them to veer away from you.

Several direct missile hits should be enough to take an enemy down. Once the first squadron is 
annihilated, a second one will appear flying in formation, dispatch them as you did the first 
unlucky fighters. When these are finished, a third squadron will appear...When all 3 squadrons are 
destroyed, a lone VF-11 "Thunderbolt" will appear and immediately attack you. The enemy is a 
variable fighter and will be able to transform into all 3 modes. The best tactic is to stay in 
fighter mode and dog-fight him, but when he turns into "Battroid" or "Gerwalk" mode, then it's best 
to hit "R1" or "R2", in order to change into "Battroid" mode. You won't be able to use missiles in 
this mode, so keep firing away with your guns. By the way, once in "Battroid" Mode it's usually a 
good idea to also press and hold "L1 and L2" at the same time, giving you the ability to strafe.

The "Battroid" mode of your variable fighter cannot use it's boosters and will be unable to move 
from the position which you stopped in, so it is only advisable to use this mode if and only if the 
enemy changes first. Once the enemy changes back, you will be a sitting duck. The general rule is 
to never change modes when there are missiles floating around, as it takes a second to change modes 
and you will be completely helpless for that period of time. If the enemy changes from "Battroid" 
to "Fighter" mode, and fires off a salvo of missiles, don't panic, just select chaff and fire. In 
the midst of the chaff, you will be able to change, unmolested by the incoming missiles.

After the VF-11 is destroyed, a squadron of fighters will appear and attack you. While you are 
distracted by the enemy, and in the midst of fighting them off, another VF-11 will appear and try 
to take you from behind, deal with the pesky fighters first before turning your attention on him. 
After he is destroyed, you will see an in-game cinema of the un-manned "Ghost" fighter launching 
from the SDF Macross. He is very quick and likes to use his boosters to flit out of your sights 
before you can lock-on, and yet again to boost away just before your missiles can impact, but you 
must perservere...keep trying to get definite lock-on tones on him and fire once you have a 
reasonable amount of missile tones (any more and he might escape before you even have a chance to 
fire even one!). The "Ghost" fighter will fire a salvo of missiles when breaking away, so be 
prepared to take either evasive manouevers or fire "Chaff". After a few minutes of dog-fighting, 
the "Ghost" fighter will be destroyed and you are ordered to return to base.

(Closing Scene) - After the mission De-breifing, Capt. "Gilliam" give you his professional 
evaluation of your performance, and decides to keep you as his wingman.

******Mission Report******
A Mission Report screen will appear and tally up your points for the last mission.
Clear Time: Total time it took you to complete the mission.
Bonus: Bonus points given for expediently completing the mission.
Destroy Enemy: The total amount of enemy fighters destroyed, this number varies as "Gilliam" 
occasionally takes a few kills for himself.
Bonus: They give a fixed bonus for completing the mission
Total Score: Your hard-earned score plus all your bonuses.
Your Rank: letter grade of "A" to "C", depending on your performance...i've never found out if 
there was a "D", and i sure hope you don't either! = )

******SAVE GAME******
here you will be able to save your game after every mission, the first option asks if you would 
like to save (YES/NO).

A.) If "YES", select the memory card you wish to save on and the slot. Once saved, a message 
appears asking you if you would like to save again, select "NO", another message apppears asking if 
you're sure you want to exit, select "YES".

B.) If "NO", another message will appear asking if you are sure you wish to exit without saving, 
select "YES".


Mission 2: "Wizard of OZ" - September 7th, A.D 2050
The Terrorist Leader, "Timoshie Daldhanton", is leading a squadron of Heavy-Bombers towards the 
colony, your mission is to destroy them before they drop their bombs upon the civilian populace. 

Choose your Fighter:
1.) VF-1X-Plus "Valkyrie"
2.) VF-11B "Thunderbolt"
3.) VA-3M "Invader"

(Opening Scene) - Alpha Squadron flies high above the cloud cover on their way to intercept the 
enemy target, Alphas 2 and 3 break off to purse their own objectives. Capt. "Gilliam" breaks away 
as well, just before calling you "cherry-boy" again...you mutter to yourself that you aren't, 
before heading off after him. 

The Auto-Camera pans downwards to give you a view of a Heavy-Bomber flying slowly underneath you 
with an escort of 4 fighters, swoop downwards and target them with your missiles, firing salvo 
after salvo at them. Take out the escort first and the Heavy-Bomber will be helpless (with the 
exception of a practically useless rear-mounted gun), fire 30 or more missiles at him and he should 
go down. Once the first Bomber is destroyed, the camera will shift to another group in the 
distance, increase your speed and hit them before they know what happened. A few seconds of peace 
will follow, before an un-identified fighter swoops down on you, after a frantic conversaton with 
your wingmate, you discover that the enemy is the Terrorist Leader "Timoshie Daldhanton". Hehehe, 
he obviously doesn't think much of your fighting abilities as he tweaks your nose by continuously 
flying his fighter directly in front of you and parking it there for a second or two. Show him 
who's boss by firing a couple missiles up his arse and keep at him with your guns. 

Since he likes to stay right in front of you, and doesn't give you much opportunity to lock on with 
your missiles, transform into "Battroid" mode and shoot him with your guns. After a minute or two 
he will wisen up and bid you farewell, discouraged from pursuing by your Capatain, you must now 
turn your attention to the Heavy-Bomber and his escort trying to escape in the distance, accelerate 
towards them and blast 'em with your missiles. In the distance is another Heavy-Bomber with a 
stronger fighter escort, take them out. High above you will be yet another Heavy-Bomber with his 
escorts...dispatch them as well. 

The scene will now change as you descend through the cloud cover and find 6 un-protected Heavy-
Bombers making a run for it, it's like shooting ducks in a barrel...take 'em out one by one. You 
will be interupted in your fun by a few pesky late-comers to the party...were these fighters 
supposed to be the escort?...Hehehe...they oughta be fired for doing such a sloppy job...Destroy 
the stragglers before facing off against a Mega-Bomber that managed to get through the base's air 
defenses and is about to drop it's munitions right on top of your base. Capt. "Gilliam" warns you 
not to screw up and leaves the Bomber all to you...Gee, thanks...

This guy is pretty easy, it's almost ridiculous firing salvo after salvo after him, increase your 
speed to about 75% so it won't fly too far ahead of you, then after about 10 salvos he should go 
down. But before you can celebrate, a pair of VA-3 "Invaders" will fly in, these guys are pretty 
good and act in unison, use the same strategy you always use for dealing with other Variable 
Fighters, fight them Mode for Mode. On a side note, you should always remember that your guns can 
destroy enemy missiles, so if you aim directly at an enemy, it will more often than not destroy any 
missiles he is launching, so move in close and finish them with your guns.

After destroying the 2 VA-3s, you are informed that the terrorist leader "Timoshie Daldahnton" has 
escaped the area and you are ordered to return to base as Alphas 2 and 3 complete the mission.

(Closing Scene) - Aegis thinks about his encounter with the The Mysterious Pilot of the Black 
Raven, "Timoshi Daldhanton", while sitting in his bathroom. Afterwards he watches a news brief of 
an attack in the city conducted by the Terrorist group.


Mission 3: "Die Zauberflote" - September 23rd, A.D 2050
Protect the Space-Fleet from the attackers long enough to buy them time so that they can prepare to 
"Fold".

Choose your Fighter:
1.) VF-11B "Thunderbolt"
2.) VA-3M "Invader"
3.) VF-1X-Plus "Super Valkyrie" with Fast Pack system.

(Opening Scene) - Alpha Squadron launches from a Space Carrier in the midst of the VFX Fleet, 

After Launch, destroy the 5 fighters who are swarming over the Vessel, without hitting your ship. 
At about 50 seconds before the fleet can initiate "Fold", a Lone VF-17 "Nightmare" will attack, 
destroy him quickly. You will soon learn that the attackers are from the "Critical Path 
Corporation", only to be attacked by 2 squadrons of 3 fighters each. Don't fail now, only 30 
seconds left before the fleet can escape.
	
After destroying the 2 squadrons, the President of the "Critical Path Corporation", will make an 
appearance in his Red VF-17 "Nightmare" and challenge you to a fight. He has a device equipped on 
his fighter that temporarily disrupts your ability to get a positive missile lock on him. You'll 
know the device is active by the blur on your screen and the vain attempt of your computer to lock-
on. This device only works for a couple seconds at a time, so be ready and launch your missiles as 
rapidly as you can when you see an opening. The red "Nightmare" likes to keep it's distance and 
closes in only when transforming into "Battroid" Mode, you can either follow suit and shoot at each 
other with guns (you will take a couple pings of his gunfire in the process). Or you can fly-by and 
shoot him with your missiles before he can change back into "Fighter" mode and use that damned 
device again. "Brando" rarely releases missiles, but when he does, it's usually in very large 
clusters, if you don't want to get hit, make sure you release "Chaff".

After a couple direct hits, "Brando" will leave the area, and the Countdown will begin for the 
Fleet to complete their "Fold". "Aegis" and Captain "Gilliam" will fly back to the Space Carrier 
once all of the fleet succesfully blast off.

(Closing Scene) - You are given a close-up view of the Red VF-17 "Nightmare" and it's pilot 
"Manfred Brando", the president of the "Critical Path Corporation". You will also learn that they 
have developed a new device to disrupt the targetting system of fighters, as you've just personally 
witnessed and experienced. In the Mission Debriefing room, Capt. "Gilliam" swears that he will 
destroy "Brando".


Mission 4: "Snow White" - October 4th, A.D 2050
Destroy the enemy fortifications, and the renegade VB-6 "Konig Monster".

Choose your Fighter:
1.) VF-1X-Plus "Valkyrie"
2.) VF-11B "Thunderbolt"
3.) VA-3M "Invader" 

(Opening Scene) - Flying through the snow covered canyons at high speed, "Gilliam" and "Aegis", 
prepare to attack the enemy fortifications at the end of the canyon.

Fly in between the canyon walls, if you are playing on easy mode then your fighter won't recieve 
any damage if you scrape into the walls. You'll probably notice that you are going pretty fast and 
you won't be able to transform your valkyrie into any other mode. There will be a total of 5 mechs 
scattered at intervals along the floor of the ravine, Decrease your thrust to 25%, and try to fly 
as low as possible so that you have time to lock-on with your missiles and fire before they 
disappear beneath you.

Midway through the ravine will be a tall vertical spire blocking your path, fly around it. As you 
are about to exit the ravine you are warned that an enemy is fast approaching from behind, only to 
blast past you and out into the open. It turns out that the pilot of the mysterious fighter is an 
Ace pilot by the name of "Marfokina Banrose", and she is somehow acquainted with "Gilliam". You 
have to face off against her, but strangely enough, she doesn't attack. Fire your missiles after 
her until she decides to give up and escape. She will break off only to be chased after by 
"Gilliam", who leaves you in charge of completing the mission on your own...Gee, thanks again...

The scene will change and your Fighter will immediately change into "Battroid Mode" before landing 
inside the enemy fortifications. Immediately move forward into the enclosure ahead and destroy the 
Rocket mech inside. The best thing to do is to press "L1" which will cause your mech to jump 
upwards, then immediately hold down "L2" at the same time...This will cause the mech to hover. now 
simply press forward on the stick and the "Battroid" will glide forward without having to slowly 
walk on the ground. Hide behind the wall and then pop out, shooting the enemy mech with your guns 
till it is destroyed. The camera will then automatically point towards another enclosure which 
conceals a gun turret, keep your distance and hit it with your guns and missiles.

There is another gun turret concealed in the forest to your right, hover and circle him while 
shooting with your guns, he won't be able to hit you. In another enclousre to the far north, you 
will find a Gun Turret protected by a Missile Tower, take care of the pesky tower first amd then 
destroy the guns. It is advisable to change into "Gerwalk" mode for this part, by pressing up on 
the analog stick the "Gerwalk" will rise and by pulling down on the stick the "Gerwalk" will fall. 
use this technique to escape gunfire and missiles. Pressing "L1" will boost the "Gerwalk" forward a 
short distance, and pressing "L2" will give you a backwards thrust in case you need to break away. 
Pressing both "L1" and "L2" at the same time will allow you to move side to side with the "Gerwalk" 
allowing you the ability to strafe, and hide/pop out of corners.

Another missile tower is located on a patch of bare ground just outside the base, followed by 
another just down the road. A Gun Turret lies in wait in a fortress not too far from where you are, 
but beware, it is gaurded by a Rocket Mech, take care of the mech before destroying the turret. 
There is a fortification very close to the one you are now in with a pesky Missile Tower and Gun 
Turret, be careful not to get too close to them while taking out the other targets as they will 
surely fire at you, destroy them once you are finished with the other targets. Somewhere off in the 
distant forest is a Rocket Mech, just fly up behind him and thrash him before he can return fire.

Once the Rocket Mech is destroyed you will recieve an urgent message from "Alpha 2" warning you of 
an approaching Mech. You will see it falling out of the sky, turn into "Fighter" mode and try to 
land as many missile hits as you can before it touches down. This enemy is really tough, it is a 
VB-6 "Konig Monster", a heavily armored destroid with 4 plasma cannons on the top. Turn into 
"Gerwalk" mode and proceed to strafe him with your guns while firing missiles. He's very slow 
moving so try and keep behind him as much as possible, that way he can't fire his weapons. Once he 
is destroyed, you will be greeted with A missile salvo coming from yet another "Konig Monster" down 
the road, dispatch him like you did his partner.

Your controller will call you and declare that the mission is now complete, but, after "Aegis" asks 
about the whereabouts of Capt. "Gilliam" you are sadly informed that he has dissapeared off radar 
and is now presumed MIA (Missing in Action). 

(Closing Scene) - "Aegis" cannot believe that his captain is dead and wonders how such a thing 
could happen to an Ace Pilot like "Gilliam", due to the decrease in the flight crew from the last 
mission, two new pilots are transferred into the squadron to make up for the loss. They are "Syun 
Tohma" and "Suzie Newtlett". You are now made the new Flight Leader for "Alpha Squadron".


Mission 5: "Moby Dick" - October 14th, A.D 2050.
Destroy the approaching enemy fleet of destroyers and their main vessel, the "Attacker".

Choose Wingman: (who will be your partner for the next 2 missions)
1.) "Syun Tohma" 
2.) "Suzie Newtlett" 

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