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Mobile Suit Gundam Crossfire walkthrough
Posted by Nick24444, 151 days ago 26/02 15:56

  Mobile Suit Gundam: Crossfire
  Mobile Suit Gundam: Crossfire Reviews | FAQ | Achievements | ScreenShots
| Video | Cheats | Boards | Buy Now
Gundam: Target In Sight/Gundam: Crossfire Walkthrough/FAQ
By Fallscrim
Version 1.0
This document Copyright 2007 Andrew Guy (Fallscrim)

===============================================================================
Table of Contents:
===============================================================================

1.0 - Controls

2.0 - Gameplay
2.1 - Abbreviations
2.2 - Basic Techniques
2.3 - Advanced Techniques
2.4 - List of Available Mobile Suits

3.0 - Walkthrough
3.1 - Earth Federation Walkthrough
3.2 - Principality of Zeon Walkthrough

4.0 - Mobile Suit Information
4.1 - Earth Federation Mobile Suit Info
4.2 - Principality of Zeon Mobile Suit Info

5.0 - Weapons

===============================================================================
1.0 - Controls:
===============================================================================

Left Analog Stick - Move Forwards/Backwards
Turn Left/Right
Move Crosshair in Sniping Mode

Right Analog Stick - Control Camera/Zoom in Sniping Mode

Square Button - Fire Primary Weapon (or switch to primary weapon)
Cross Button - Tap to jump, Double tap to Boost
Circle Button - Fire Special weapon (if available)
Triangle Button - Activate/Attack with Melee weapon

R1 Button - Fire secondary weapon (if available)
R2 Button - Enter Sniping Mode
L1 Button - Lock on to closest enemy in range/Switch between targeted
enemies/Strafe
L2 Button - Guard (this works regardless of whether your MS has a
shield equipped)

L3 - Resupply at Supply Depot

R3 + L3 - Drop shield (if equipped)

L2 + Triangle button - Shield attack (only with certain types of shield)

D-Pad:

The D-pad allows you to issue commands to your Support MS during a mission.
The variety and usefullness of these orders will increase at certain points in
the game as you achieve certain ranks.

Up Button - Attack, Form Up (1st Lieutenant onwards), Charge
Down Button - Hold position
Left Button - Spread Out (1st Lieutenant onwards), Concentrate fire on
targeted enemy
(Major onwards)
Right Button - Concentrate fire on targeted enemy (Major onwards)

===============================================================================
2.0 - Gameplay:
===============================================================================

===============================================================================
2.1 - Abbreviations:
===============================================================================
GTIS: Gundam Target in Sight (or Gundam Crossfire if you live elsewhere in
the world). The game you are playing whilst reading this guide. Note: This
guide becomes infinetly less useful if you aren’t playing Target in Sight.

EFF: Earth federation Forces. Roughly equivalent to today’s United Nations. An
international government that rules Earth.

Zeon: The Principality of Zeon. Expansionist aggressor space colony that
declares war upon the Earth Federation.

MS: Mobile Suit. The generalised name given to all robots featured in the
Gundam series. For the purposes of this game, it covers anything that you are
able to pilot. Not to be confused with Mobile Armour, which in this game refers
to specialized units such as the Hildolfr or Apsalus.

===============================================================================
2.2 - Basic techniques:
===============================================================================

Take it Easy: Whilst many may disagree with me here, I found Normal difficulty
(the game’s defualt setting) to be murderously hard. The main campaign itself
is really quite short (around 4 hours) and the game is designed to be played
through again on a harder difficulty (later suits don’t even unlock until your
second playthrough). Your best bet for an enjoyable experience is to start on
easy and work your way up to the later difficulties.

Snipe: If you have the chance to snipe an enemy, then do! The AI is able to
accurately enagage you at much longer ranges than you can with the lock on
function, so be sure to snipe all eligible targets before you move in. You can
snipe with all ranged weapons, just be sure to elevate your reticule over long
distance to allow for bullet drop. Finally, Dont ever try to snipe moving
targets, it is a guaranteed waste of time.

Deploy, Deploy!: Whilst you are totally at liberty to skip a mission, the
lack of funds and experience will leave you at a serious disadvantage later in
the game. Take every mission available to you (with the possible exception of
the training simulations)even if it means deploying with a mildly damaged MS.

Take Your Time: This game has very different look and feel from other Gundam
games and as such requires a very different approach. Gone are the days when
you could happily run about slaying all and sundry with impunity, your only
true enemy the threat of overwhelming numbers or the appearance of an Ace
pilot. controls in GTIS are much more akin to something like the Armoured Core
series than any preceeding Gundam games.You are very vunerable throughout the
game, especially so at the beginning when you have only the bargain basement
suits at your disposal, so try and refrain from running in guns blazing.

Conserve your Ammo: Ammunition for almost all weapons (with the possible
exception of EFF head/chest vulcans) is severely limited. Use of Supply Depots
in this game is mandatory, not optional, and you should always make every
effort to preserve this very frail bulding/unit during a mission.

Control your Barbarian Urges: You will quickly discover that melee weapons
inflict ten times more damage than ranged ones, and may be tempted to use this
as your primary means of dispatching your foes. Whilst this works fine on the
enemy in question (if you can close the distance safely) any unengaged enemies
will quickly tear you to pieces. As such, use melee only on single enemies or
if you are sure that the others are out of range and wont interrupt you.

Use Cover: Certain weapons, particularly cannons, bazookas and beam weapons
can destroy you in just a few hits. This is especially noticeable when playing
the Zeon campaign as EFF has Guntanks and Spray Gun equipped GM’s from the off.
Common sense applies here, so if you can use the terrain to your advantage to
avoid or outflank an enemy, then do.

Upgrade to a Brighter Future: Opening impressions of the fragility of your
MS will lead many to pour all their hard earned points into defense upgrades.
I certainly did. Unfortunately, the defense upgrades offer the lowest
performance increase for the money by quite some margin. A Level 8 defense suit
is only ever margianlly more durable than a Level 0. Instead start by raising
Weapons to Level 8. Even the lowliest of suits has some fairly decent weaponry
available to it at Level 8. Then concentrate on Attack to get your melee/ranged
damage up to a respectable level. Only then should you invest in Defence, and
only if you plan on keeping the suit for a while. And only if you dont have
other suits to upgrade. You get the picture.

===============================================================================
2.3 - Advanced Strategies:
===============================================================================

Close Distance Effectively: Please do not charge enemies in straight line
unless they are already close. This is not the kind of game where you can
afford to take a rocket to the chest. One exception: If you have a viable
secondary weapon (we’re talking vulcans here) then draw your melee weapon
whilst blazing away with these to keep the enemy from retaliating while you
close on them. For all other suits, walk in zig-zagging, drawing your melee
weapon at the last moment, or boost in at an angle.

The Thrust: Whilst boosting toward an enemy with your melee weapon drawn,
press triangle at the end of the boost to execute a flying thrust. It has a
high probability of missing your intended target, but it is a good opener
regardless, since you will likely land behind them if you miss, forcing them
to turn around before they can retaliate, by which point you can be long gone.
If it does hit, it seems to have a higher probability (relative to a normal
melee swing) of hitting them in the head, which can lead to insta-kill
fireworks.

Learn to work with Auto Target: The auto target system has some quirks that
you need to become acustomed too in order to avoid embarrasing defeats.
i) If you are prioritising one enemy far away over another closer to you, make
sure you are looking straight at them or the system will automatically lock
onto the closer target when you press L1. ii)You cannot shoot vertically up.
Bear this in mind when shooting down planes or helicopters, because even though
you may be locked onto them, you will still miss by a country mile. iii)If you
are locked onto an enemy and attempting to strafe, make sure you strafe in the
OPPOSITE direction to your enemy. For some reason when you run in the
direction as them, shots are much more likely to go wide of the mark. This will
be much more noticeable once you start using single shot weapons like beam
rifles or bazookas.

===============================================================================
2.4 - List of Available Mobile Suits:
===============================================================================

List of Earth Federation Mobile Suits:
RGM-79 GM
RGM-79D GM Type D
RGM-79FP GM Striker
RGM-79G GM Command
RGM-79[G] GM Ground Type
RGM-79SP GM Sniper II
RGC-80 GM Cannon
RX-75 Guntank
RX-75 MP Guntank
RMV-1 Guntank II
RX-77-2 Guncannon
RX-77-2 Guncannon ML
RX-77D MP Guncannon
RX-79[G] Gundam Ground Type
RX-79[G] Ez-8 Gundam Ez-8
RX-78-2 Gundam

List of Principality of Zeon Mobile Suits:
MS-05 Zaku I
MS-06 Zaku II
MS-06K Zaku Cannon
MS-06S Zaku II Commander Type
MS-07B Gouf
MS-07B-3 Gouf Custom
MS-09 Dom
MS-09K-2 Dom Cannon
MS-14A Gelgoog
MS-18E Kampfer
MSM-03 Gogg
MSM-03C Hygogg
MSM-04 AC Guy
MSM-07 Z’Gok
MSM-07E Z’Gok-E
YMT-05 Hildolfr
YMS-16M Xamel

===============================================================================
3.0 - Walkthrough
===============================================================================
Notes:

- All directions (North, East, South, West, etc) are given in relation to
the player’s starting position and the direction in which they are facing.

- All missions are arranged in chronological order (i.e. by the end date),
not by the order in which they are necessarily made available to you.

- Training Missions are not explored in this walkthrough, since they are
usually just straight re-hashs of missions you have already done. They don’t
offer much in the way of points or a challenge, and are best left for testing
out new suits and the like. The only exception to this is a special training
mission offered towards the end of Very Hard mode, where the user will be
pitted against the opposing side’s top MS whilst playing out the Mining Base
attack/defense mission. this is the toughest challenge available to you in the
game, so be sure not to miss it if you fancy proving your worth.


----3.1 - Earth Federation Forces Walkthrough----------------------------------

Mission 01
Mission Location: Ruins
Mission Name: GM Evaluation
Points for completion: 1500
Number of Support MS allowed: 0
End Date: 10.3
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

This is the training mission - you will only play this on the first
playthrough. All subsequent playthroughs will start you on what is essentially
the second mission.

Start out by destroying the three captured Zaku I’s in the ruined city. Upon
completing you will be ordered to return to the start point. Three Zaku II’s
then crash the party from the West. You can either retreat to the start point
or reduce them to ash to finish the mission.
-------------------------------------------------------------------------------
Mission 02
Mission Location: Military Base
Mission Name: Reconnaisance
Points for completion: 1200
Number of Support MS allowed: 2
End Date: 10.6
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your ms

Minovsky Particle density prevents you from using your radar on this mission,
so you’re flying blind. All you need to do is romp around the map mopping up
the few Zakus and Magella tanks that are dotted about. Easy.
-------------------------------------------------------------------------------
Mission 03
Mission Location: Military Base
Mission Name: Rescue Hovertruck
Points for completion: 1800
Number of Support MS allowed: 2
End Date: 10.9
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of Hovertruck convoy/your MS

At the start of this mission, Three Zaku’s will descend the mountain slope
from the NW. They are closer to the convoy than you so make sure you get over
to engage them quickly. This is followed by another three Zakus from the same
NW position, before Zeon sends in three slow moving Bomber planes from the
East. As long as you dispatch enemies as they arrive you shouldn’t struggle
here.
-------------------------------------------------------------------------------
Mission 04
Mission Location: Military Base
Mission Name: WDB Defense
Points for completion: 3000
Number of Support MS allowed: 1
End Date: 10.13
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of base HQ/Destruction of your MS

As you begin there will be three groups of Zakus/Magella tanks approaching
from the North, NW, and West respectively. Deal with those to the North and
then sweep across the base’s NW flank to mop up the other attackers. Zeon will
then send in two more groups from the North and West. Once these are dealt with
a final group will attack from the West. Job Done.
-------------------------------------------------------------------------------
Mission 05
Mission Location: Jungle
Mission Name: Beachhead
Points for completion: 2000
Number of Support MS allowed: 2
End Date: 10.19
Win Condition: Destruction of all enemy forces
Loss Condition: Going over the 5 minute time limit/Destruction of your MS

Helpfully you start this mission right next to one of two bases you need to
destroy. Raze this to the ground and then head NE to the second base.
Resistance is light, just Zaku I/II’s and Magella tanks. Mop up any
reinforcements and move on.
-------------------------------------------------------------------------------
Mission 06
Mission Location: Ruins
Mission Name: Raid on Point
Points for completion: 2000
Number of Support MS allowed: 2
End Date: 10.19
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

At the start of this mission head North up the main street of the city,
destroying the Magellas and Zakus located there. Two Zaku’s will then arrive
from the West. Once these are dead, a third group will come in from the East
comprising of *dramatic music* a trio of Goufs! Keep the Goufs at range and
then attack from distance with your allies since their Heat Sword is pretty
deadly at this stage of the game. Once they are dispatched tanks will roll in
from the West. Purge the infidels to finish the mission.
-------------------------------------------------------------------------------
Mission 07
Mission Location: Jungle
Mission Name: Bridge Demolition
Points for completion: 2500
Number of Support MS allowed: 2
End Date: 10.22
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

This is a potentially tricky mission on the first playthrough. I used a GM
Cannon because the heavy damage and range is a valuable commodity. That said,
if you are feeling brave and dexterous, a close combat load out on a GM Type D
or some such can also be a good bet.

At the start of the mission take out the Zaku and Magellas close to you, and
then move North to the first bridge. Deal with the Acguy first, since they are
pretty devestating if they get going, and make sure to be on the move at all
times because the area is crawling with Zaku Cannons. Rather than destroy the
bridge with precious ammo, drop into the river next to it and melee it into
oblivion. Proceed to the NW bridge using similar tactics. Whilst this is going
on, another three Zaku cannons will arrive on the scene. Be sure to keep close
to them to prevent them using their shoulder cannons. The second they are gone,
three Acguys will arrive from the West end, up the river. Split them up and
deal with them seperately to win the mission.
-------------------------------------------------------------------------------
Mission 08
Mission Location: Jungle
Mission Name: Conquer Zeon Base
Points for completion: 3500
Number of Support MS allowed: 1
End Date: 10.27
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

This is a long tough mission, so remember to preserve your two supply depots
at all costs. Proceed to the first enemy base, taking out the three Goggs and
the Magellas behind them as you move up the river. Move on to the second base
where you will find a Gouf on guard along with a few more Magellas. You will
then need to sprint back to the starting point as fast as you can, because a
Gouf and a Gogg have been deployed where you started. They will almost
certainly destroy the first supply depot, but you should aim to reach them
before they destroy the second, as this may cause you to fail the mission.
Just to make life hard, two waves of helicopters will come in from the East,
and another group of Goggs from the North up the river. It all gets a bit
chaotic here, but keep your head and don’t allow yourslef to become surrounded.
Always keep on the move, because Goggs pack a mean medium range punch. And
don’t enagage them in close combat unless you are feeling especially confident.
They may seem tough, but they are slow as hell, so use this to your advantage.
-------------------------------------------------------------------------------
Mission 09
Mission Location: Naval Base
Mission Name: Diversion Attack
Points for completion: 2500
Number of Support MS allowed: 0
End Date: 10.30
Win Condition: Destruction of all enemy forces
Loss Condition: Going over 5 minute time limit/Destruction of your MS

Easy peasy this one. Simply charge in with your allies and engage the various
Zakus, Goufs and tanks floating around. Reinforcements will arrive, but nothing
that will spoil your day. There is a five minute time limit, but it’s almost
impossible to take longer than a few minutes on this mission.
-------------------------------------------------------------------------------
Mission 10
Mission Location: Jungle
Mission Name: Rescue the Medea
Points for completion: 2800
Number of Support MS allowed: 0
End Date: 11.2
Win Condition: Safe passage of all 3 Medea transports
Loss Condition: Destruction of all 3 Medea transports/Destruction of your MS

Another simple mission this one. You start with three supply depots, but you
will likely lose a couple through the course of the mission. Just make sure
you protect at least one of them because you will have to reload during this
mission. The Medea’s will fly in one at a time (helpfully) and move across
from side of the operation zone to the other. They will come under attack from
various sides, but we are talking aircraft here, so protecting them should be
a piece of cake. Just be sure to pick a suit with decent anti air and lots
of ammo, because getting hit isn’t an issue here.
-------------------------------------------------------------------------------
Mission 11
Mission Location: Naval Base
Mission Name: Capture Naval Base
Points for completion: 4000
Number of Support MS allowed: 1
End Date: 11.4
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

As you begin, enter sniper mode and aim for the Dom standing at the docks in
the Naval Base if you can, it will hep thin their numbers. After this head
straight for the Naval Base, destroying any Magellas along the way. A couple
of Doms will come out from the base to meet you. Try and keep them together if
you can because they will try and encircle you, which could spell disaster
given that they are packing 360mm Bazookas. Once these guys are history, eight
Z’goks will come in from the ocean side of the base in two waves of four.
Destroy them and the base is yours.
-------------------------------------------------------------------------------
Mission 12
Mission Location: Mighty River
Mission Name: Mopping Up
Points for completion: 3000
Number of Support MS allowed: 2
End Date: 11.6
Win Condition: Destruction of all enemy forces
Loss Condition: Going over the 6 minute time limit/ Destruction of your MS

My personal preference is to go for the Gaw straight away here, before the
other forces engage you. At any rate make sure not to let it leave the
operation zone. After this is gone, clear both sides of the river of any
Acguys. Helicopters and Acguy reinforcements will then turn up. Dispatch these
to finish the mission.
-------------------------------------------------------------------------------
Mission 13
Mission Location: Mountain
Mission Name: Support Allies
Points for completion: 3000
Number of Support MS allowed: 2
End Date: 11.9
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

You start this mission at the base of the mountain. Proceed straight up the
side, taking out the Zakus, Goufs and bunkers that litter the area.
Reinforcements will then appear from the East, comprising Zakus and Gouf
Customs. These guys are attacking from high ground, and have a nasty habit of
firing down on you from outside the operation zone. Luckily, your allies should
do a fair job of engaging them, so just keep on the move and wear them down.
-------------------------------------------------------------------------------
Mission 14
Mission Location: Mountain
Mission Name: Capture Supply Base
Points for completion: 4000
Number of Support MS allowed: 2
End Date: 11.14
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

Again you start the base of the mountain here. Move up the slope to engage
the waiting Dom Cannons as swiftly as possible, mopping up the bunkers as you
go. Luckily, The Doms will move down the mountain side to engage you rather
than sit back and fire at you with their shoulder cannons. Once you get to the
top, destroy the first supply base to trigger the arrival of two more Dom
Cannons from the North, swiftly followed by two Goufs. From here destroy the
last supply base and it’s all done.
-------------------------------------------------------------------------------
Mission 15
Mission Location: Mighty River
Mission Name: Devil in the Skies
Points for completion: 3500
Number of Support MS allowed: 2
End Date: 11.17
Win Condition: Force the Apsalus to flee
Loss Condition: Going over the 6 minute time limit/Destruction of your MS

Refreshing change of pace here. Once the mission starts, walk forward a bit
and the Apsalus mobile armour will show up. You have no radar in this mission
but you won’t need it as everything is in visual range anyway. The Apsalus is
pretty damn tough, and has a nasty habit of flying around the map in a set
pattern which makes it difficult to hit whilst moving. Your best bet is to
stay close to it, realise when it is about to stop and make a turn, and give it
both barrels. Rinse and repeat until it flees. Helicopters will show up from
all directions to support the Apsalus during this mission but they are more of
an annoyance than a threat, and your allies should do an admirable job of
shooting them down. Just make sure they dont get to your supply depot as you
will definetly need to re-arm a few times during this fight.
-------------------------------------------------------------------------------
Mission 16
Mission Location: Naval Base
Mission Name: Naval Base Defence
Points for completion: 3500
Number of Support MS allowed: 0
End Date: 11.19
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

At the start of the mission, helicopters will arrive from the North, NW and
West. Take these down and a Gallop class land warship will arrive with a
tank/bomber escort.Deal with the escort first as the Gallop is totally useless
and can be destroyed at leisure. Four Acguys will then show up, followed by
another three. Mission complete.
-------------------------------------------------------------------------------
Mission 17
Mission Location: Mountain
Mission Name: Escort Hovertruck
Points for completion: 3500
Number of Support MS allowed: 0
End Date: 11.19
Win Condition: Destruction of all enemy forces
Loss Condition: Desturction of Hovertruck convoy/Destruction of your MS

As soon as you start, you will be informed of the unplanned appearance of a
Gaw carrier plane in the area, which you may take down if you wish. You may as
well since there are no enemies about at this point. Once this is down
helicopters will come from the West followed by planes from the East. The
escort Guncannons you get are very capable, so it’s hard to get into trouble
on this mission.
-------------------------------------------------------------------------------
Mission 18
Mission Location: Mighty River
Mission Name: Enemy Intercept
Points for completion: 3500
Number of Support MS allowed: 0
End Date: 11.19
Win Condition: Destruction of all enemy forces
Loss Condition: Allow an enemy to cross the defence line/Destruction of your
MS

All you have to do here is stop the Zeon forces from crossing the line that
marks the rear of the operation zone. Be aware that the enemy is less concerned
with killing you than it is with crossing this line, so don’t expect them to
come to you. It is a general mix of tanks, Zakus and Z’Goks which all arrive
fairly slowly, and can be picked off with ease.
-------------------------------------------------------------------------------
Mission 19
Mission Location: Desert
Mission Name: Capture Supplies
Points for completion: 3500
Number of Support MS allowed: 2
End Date: 11.25
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of all Samson Trailers/Destruction of your MS

This one can be quite tricky, since the enemy are fairly numerous, and your
only supply point is in the middle of the map surrounded by Zeon forces. From
the start, head North and take out the two Magellas and the Zaku I ahead of
you. Then turn to the East and destroy the singular Dom that will be trying to
attack your flank. Skirt around further to the East and then use the hill tops
to snipe down into the area containing the Samsons and supply depot. Be sure
not to lock on to the Samson trailers accidentally. Whilst you are picking
them off, Dom and Zaku I reinforcements will arrive from the North. It can get
a little messy toward the end of the mission, as you will invariably have to
dash in to the supply depot for a refill. Just ensure you prioritise the
destruction of the Doms and then the Zakus in any given situation, since both
units are carrying heavy hitting bazookas in this mission.
-------------------------------------------------------------------------------
Mission 20
Mission Location: Desert
Mission Name: Escort Big Tray
Points for completion: 5000
Number of Support MS allowed: 1
End Date: 11.28
Win Condition: Allow Big tray to leave the mission area
Loss Condition: Destruction of Big Tray/Destruction of your MS

Head North immediatly at the start of this mission. Here you will intercept
the first lot of MS looking to destroy the Big Tray. As a rule in this mission,
always prioritise the removal of the Dom Cannons, since they pack a much bigger
punch than any of the helicopters and tanks that swarm this area. Make sure
you pick a suit that has decent anti air though, because it will be necessary
to destroy these annoyances as you move from Dom to Dom in order to stop
Big Tray from becoming swamped. Ammo will likely become an issue towards the
end, but you don’t have time to return to the supply depot without comprimising
your chances of completing the mission. Stick it out, even if you are reduced
to just vulcans and Beam Saber. Big Tray is fairly tough, but towards the
end especially it only takes one stray Dom Cannon round to end it all, so
stay sharp.
-------------------------------------------------------------------------------
Mission 21
Mission Location: Canyon
Mission Name: Hold the Line
Points for completion: 4000
Number of Support MS allowed: 2
End Date: 12.3
Win Condition: Destruction of all enemy forces
Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS

As you can guess from the title, do not allow any Zeon unit to cross over
the line that marks the rear of the operation zone as you start. Resistance is
light and sporadic, so just make sure you stay well stocked with ammo between
attack waves. The waves are as follows:
2xDom + Magella Tanks
3xDom + Aircraft
2xDom + Aircraft
-------------------------------------------------------------------------------
Mission 22
Mission Location: Canyon
Mission Name: Breakthrough
Points for completion: 5000
Number of Support MS allowed: 1
End Date: 12.6
Win Condition: Destruction of all enemy forces
Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS

Same idea as the previous mission, enemies will come in waves and attempt to
cross the rear of the operation area. Be sure to retreat after each wave and
replenish your ammo. Waves are as follows:
2xGouf + Dom Cannon + Magella Tanks
Gouf + Dom Cannon + Helicopters
2xGouf Custom
2xDom Cannon
-------------------------------------------------------------------------------
Mission 23
Mission Location: Desert
Mission Name: Unidentified Enemy
Points for completion: 4500
Number of Support MS allowed: 2
End Date: 12.14
Win Condition: Destruction of Hildolfr mobile armour
Loss Condition: Destruction of your MS

Intercept and destroy all incoming Doms and Magellas until a mysterious tank
arrives. This is the Hildolfr. It would be wise to take this opportunity to
visit the supply depot, since the Hildolfr has a fairly hefty amount of armour.
When engaging it, do not attack from the front, this will only invite death
from its main cannon. Keep circle strafing it and it wll go down fairly
quickly.
-------------------------------------------------------------------------------
Mission 24
Mission Location: Canyon
Mission Name: Lockdown
Points for completion: 6000
Number of Support MS allowed: 0
End Date: 12.17
Win Condition: Destruction of all enemy forces
Loss Condition: Allow an enemy unit to cross the line/Destruction of your MS

Once more with feeling? As always, do not allow your opponents to cross the
line. Be aware that unlike previous missions, the Zeon forces will make a much
better effort at crossing the line than in previous times, so don’t let one
catch you by suprise and slip by. Also, the assault waves tend to merge this
time rather than allowing you time to recover, so take absolutely every
opportunity to reload. When the Xamels arrive, let the Doms come to you and
dispatch them out of sight of the Xamel, since it packs a fairly ferocious
punch. Waves are as follows (roughly):
3xDom + Magella Tanks
Dom + Gouf Custom + Helicopters
3xDom
Xamel + 2xDom + Helicopters
2xDom + Gouf Custom
Xamel + 2xDom
-------------------------------------------------------------------------------
Mission 25
Mission Location: Mining Base
Mission Name: Capture Mining Base
Points for completion: 8000
Number of Support MS allowed: 1
End Date: 12.31
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

The final mission. It’s a long one, but resistance is pretty light and you
shouldn’t struggle whilst piloting a Gundam(G) or Ez-8. You only have one
supply depot in this mission, concealed in the trench ahead of you as you
start. The trench offers good natural protection, but be sure to protect it at
all costs. As you start out there will be two Zaku I’s to the North and a
Gelgoog to the NW, along with six helicopters spread across various areas. This
will be swiftly followed up by a pair of Gelgoogs and a Zaku I from the North.
Stage one of the assault complete.
The mission area will now expand. Press North and engage two Gelgoogs and a
Zaku I to the West, with a lone Zaku I coming from the North. Once these are
gone, a Gelgoog and two Zaku I’s will attack over the mountains, slightly to
the NE. Defeat these and a similar group will attack from the same location.
The pressure drops a bit here, so take the opportunity to resupply if you
haven’t already. Three helicopters will come in from the West after a while,
followed by another three from the North.
The operation area will expand for the final time. Time for the Zeon’s last
stand. Head North again and follow the natural curve of the terrain round to
the West. In the trench immediatley ahead of you there will be two Zaku I’s
and a Gelgoog. Press on into the base proper and dispatch the remaining
Gelgoog guarding the HQ. Destroy the HQ as soon as possible, since as long as
it stands they will keep sending Gelgoogs to interrupt you. Once the HQ has
fallen, simply mop up the survivors and it’s game over.
-------------------------------------------------------------------------------
Mission 26 (Only available from Normal Difficulty and higher)
Mission Location: Mining Base
Mission Name: Base Assault (Hard)
Points for completion: 15000
Number of Support MS allowed: 2
End Date: 12.31
Win Condition: Destruction of all enemy forces and Zeon HQ
Loss Condition: Destruction of your MS

For those that enjoy a frustrating challenge only. When they say hard in this
mission, they mean hard. There seems to be no real advantage for choosing this
mission over the standard one other than recieving an extra helping of points
when you start your next playthrough. If you do opt for this hellish assault,
be sure to choose whatever you consider to be your best suit, stressing armour
and ammo where possible. You are going to have to reload a lot no matter what
happens, but trying to disengage large groups midway through a fight because
you have run dry is a hardship you could do without here. On that note, if you
lose your supply depot you will need to restart. There are so many tough MS to
tackle that defending your supply depot is a necessity, so keep an eye out for
errant helicopters threatening this building.
As you start, engage the Gelgoog to your NW, and then the Kampfer and Gelgoog
that were ahead of you at the start of the mission. The next step is to meet
the following wave of Kampfer/Gelgoogs and take down the Kampfer before drawing
the Gelgoogs into the trench with you, affording you some cover whilst you
dispatch them. Take this opportunity to mop up any helicopters, and destroy
any other enemies that come over the boundary line.
You will then recieve a cutscene before the operational area expands and you
can move forward. More Kampfers/Gelgoogs/Helicopters abound here, so deal with
them before taking out the three radar stations (red squares on the map). After
this, another cutscene before the map expands again.
Do not be tempted here to take the high ground and shoot down on the base
defenders, it usually results in trouble. Instead, follow the dirt road round,
taking out the closest enemies and then retreating to allow you to deal with
the reinforcements that will come in from behind. Once reinforcements have
stopped, backtrack and take the aforementioned high ground to engage the
Gelgoogs guarding the HQ. This reduces the chance of you taking a stray beam
rifle round on the way in. Alternatively, you can choose to advance by using
the two trenches in this area.
When all enemy MS are dispatched, demolish Zeon HQ to win the mission.

===============================================================================

----3.2 - Principality of Zeon Walkthrough-------------------------------------
Mission 01
Mission Location: Jungle
Mission Name: Hold the Base
Points for completion: 1200
Number of Support MS allowed: 0
End Date: 10.3
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

The training mission - you will only play this on the first playthrough.
All subsequent playthroughs will start you on what is essentially the second
mission.

Head North at the start of this mission and destroy the M61 tanks ahead of
you. A GM will then enter the area from the NE. Dispatch him to trigger the
arrival of another two GMs from the same location. Once they are defeated, a
final GM will approach from the North. Mission complete.
-------------------------------------------------------------------------------
Mission 02
Mission Location: Jungle
Mission Name: Federation Base
Points for completion: 1500
Number of Support MS allowed: 2
End Date: 10.7
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

Recommend heading for the NW enemy base first. The large mountain you must go
around to reach this base makes it easy for you to launch a suprise attack on
the one unsuspecting GM defending it. Mop up the Gunboat in the river and the
defending tanks, then head straight for the NE base, ignoring the warning
about incoming reinforcements. Destroy the tanks in the NE base and you should
be just in time to catch the first wave of incoming GMs. More GMs will arrive.
Take them out to finish the mission.
-------------------------------------------------------------------------------
Mission 03
Mission Location: Ruins
Mission Name: Advance Escort
Points for completion: 1800
Number of Support MS allowed: 2
End Date: 10.12
Win Condition: Allowing Magella Tank convoy to cross the operation area
Loss Condition: Destruction of Magella Tank convoy/Destruction of your MS

At the start of the mission, there will be one GM to your NW, and a further two
in the city ruins straight ahead of you. Destroy them quickly, but be sure they
do not surround you, they have a nasty habit of drawing their Beam Sabers and
cutting you up. Two more GMs will then turn up from the East, followed by two
Guntanks from the NE. Be sure to engage these two quickly, since they can
really tear holes in the convoy if you let them. A final two GMs will appear
from the East once the Guntanks are gone. After all enemies are dispatched,
allow the convoy to reach the other side of the map to complete the mission.
-------------------------------------------------------------------------------
Mission 04
Mission Location: Military Base
Mission Name: WDB Assault
Points for completion: 3000
Number of Support MS allowed: 2
End Date: 10.17
Win Condition: Destruction of enemy HQ
Loss Condition: Destruction of your MS

This is a toughie the first time around. To sit around and try and dispatch
all enemies is to invite death in this mission, so instead go straight for the
HQ, since it is the primary win condition. Dash straight ahead, ignoring the
two incoming GMs, and zig-zagging to avoid artillery fire from the Guntanks at
the back of the base. Be sure to instruct your allies to follow you, since they
will tie up the GMs and prevent you taking a stray round in the back. As you
close on the base, take out any nearby tanks, but keep moving and head for the
two Guntanks defending the HQ. Take them out and then go to work on the HQ.
Reinforcements will arrive, but they should not reach in time. Just remember to
be on the move at all times and you shouldn’t struggle too much.
-------------------------------------------------------------------------------
Mission 05
Mission Location: Military Base
Mission Name: Aerial Intercept
Points for completion: 2500
Number of Support MS allowed: 1
End Date: 10.22
Win Condition: Destruction of all enemy forces
Loss Condition: Allowing an enemy to enter the base/Destruction of your MS

A tip for this one, head North straight away with your ally in tow. Position
your ally on the edge of the base and leave him there as a safety net for any
aircraft you may miss. Proceed North again to the waters edge and await the
various waves of aircraft that will appear. After a while, a few GMs/GM Cannons
will arrive from the East. Ignore them and concentrate on the aircraft, making
sure to stay as far North as possible, so that the enemy MS do not feel obliged
to shell you instead of the base defenders. Once the aircraft have stopped
coming, mop up the GMs to win the mission.
-------------------------------------------------------------------------------
Mission 06
Mission Location: Naval Base
Mission Name: Assault on Flank
Points for completion: 2500
Number of Support MS allowed: 0
End Date: 10.25
Win Condition: Destruction of all enemy forces
Loss Condition: Destruction of your MS

Proceed straight ahead, prioritising destruction of the M61s and Guntank. Move
on to engage the two GM’s attacking your allies. Ignore the aircraft until
later. As soon as you recieve the warning about incoming reinforcements, head
back to intercept the GM holding a Long Rifle from the West. Close to short
range immediately, guns blazing. If you let the GM get a shot off, it will
likely destroy you in a single shot. Assuming this goes off without a hitch,
move directly to engage the GM that arrived from the South taking care to avoid
its Beam Gun. Deal with the aircraft and the mission is complete.
-------------------------------------------------------------------------------
Mission 07
Mission Location: Ruins
Mission Name: Guntank Directive
Points for completion: 2000
Number of Support MS allowed: 0
End Date: 10.26

Rating: 0.0, votes: 0
 
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